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21 Divine (Druid) Spells ...........................................................................
JUJU ROSTER CURRENT AS OF 24/11/14 Name Class Main Spec Thraxxi DK Blood Nicenevin Priest Shadow Larxx Paladin Oversize Off Spec Type CONFIRMED Tank Melee Ranged Healer T Tank 1 Holy Ranged 1 Ret Prot Melee Shaman Restoration Elemental Healer 1 Ragzar Warrior Prot Tank 1 Kylix Priest Shadow Ranged 1 Drools Monk Elemental Melee 1 Hotspice Warlock Destro Ranged 1 Sennsay Monk Mistweaver Healer 1 Roydo Druid Feral Melee 1 Nyntha Shaman Elemental Agimon Hunter Mcaffee DK Calibor Hunter Conceited Shaman Resto Healer Diablita Priest Shadow Ranged 1 1 Protomage Mage Ranged 1 1 Alliyah Druid Melee 1 1 Ambi Rogue Melee 1 1 Praksis Paladin Healer 1 1 Chille Mage Mage 1 Nami Priest Holy Disc Healer 1 1 Zagorakisdru Druid Resto Balance Healer 1 1 Voitonic Mage Ranged 1 Stonkin Druid Resto Vexxeer Warlock Demonology Ranged Selanea Druid Balance Ranged 1 1 Sprocked Hunter MM Ranged 1 1 Unholy Holy Guardian 1 1 1 1 1 1 1 1 1 Ranged Frost Feral Ret 1 Holy Balance 1 Ranged 1 Melee 1 Ranged 1 1 1 1 1 1 1 Healer 1 1 Nicnevin TOTALS 23 2 7 13 6 28
DRUID’S REST AT THE GIANT’S RIFT Written by Gabe Soria and illustrated by Sam Mameli http://creativecommons.org/licenses/by-sa/3.0 1.
Druid, Level 1 Outlander Pancakepants 'Soot' Vilja Kostia CLASS &
Fredegar Tempus 88%
Character Sheet Deniz Güçlü Player Name Fredegar Druid 2 Character Name Level 1,000 Class Paragon Path Human Medium 30 Male 1.84 Race Size Age Gender Height Unaligned Weight INITIATIVE SCORE DEX 5 Total XP Tempus Alignment Deity Adventuring Company DEFENSES 1/2 LVL MISC 1 4 Initiative Epic Destiny SCORE DEFENSE 16 CONDITIONAL MODIFIERS 10 + ARMOR/ 1/2 LVL ABIL CLASS 11 AC SCORE FEAT 4 RPGA Number MOVEMENT ENH MISC MISC 1 BASE 6 Speed ARMOR ITEM MISC 6 (Squares) SPECIAL MOVEMENT CONDITIONAL BONUSES ABILITY SCORES SCORE ABILITY 12 STR Strength 15 CON ABIL MOD MOD + 1/2 LVL 1 DEFENSE 2 2 14 10 + 1/2 LVL ABIL FORT 11 SENSES CLASS FEAT ENH MISC 2 MISC 1 CONDITIONAL BONUSES 3 SCORE PASSIVE SENSE BASE 21 Passive Insight 10 + 11 21 Passive Perception 10 + 11 Constitution DEFENSE DEX 0 1 12 INT Intelligence 1 2 20 WIS 10 14 Dexterity 5 DEFENSE 6 18 CHA 0 11 REF 1 SPECIAL SENSES CLASS FEAT ENH MISC 1 MISC 1 ATTACK WORKSPACE CONDITIONAL BONUSES Wisdom 10 10 + 1/2 LVL ABIL 1 ABILITY:
* It can be switched for one explosive sheep if there are a lot of pally or hunters (you win board control but maybe warns a sort of giant deck at the same time), or a BGH if you struggle vs heavy decks like control warrior or handlock sometimes or Cone of cold which is a sort of little blizzard that can avoid massive damage from pally, hunter and druid before your T5 Doomsayer + Nova, or be played T6 before a flamestrike.
* It can be switched for one explosive sheep if there are a lot of pally or hunters (you win board control but they may warn of a sort of giants deck at the same time), or a BGH if you struggle vs heavy decks like control warrior or handlock sometimes or Cone of cold which is a sort of little blizzard that can avoid massive damage from pally, hunter and druid before your T5 Doomsayer + Nova, or be played T6 before a flamestrike.
Cecilia Lyell 77%
Cecilia Lyell Marie Sarenrae None Neutral Good Character Name Player Name Deity Region Alignment Druid 5 Human / Humanoid Medium / 5 ft.
F +2 Main Hand d6 Druid Neutral +15 QuarterStaff ✔ 2 High Elf Reach S ✔ ✔ DEX 2 d4 +4 0 ✔ ✔ +4 +5 +5 0 -1 +5 +3 -1 +3 +3 +5 +5 -1 -1 +3 +2 +2 +3 Can currently turn into a Squirrel 5.0 CRs - Character Sheet - RRH-fillable - Rev5 Update Calculations Clear ARMOR Padded Armor Light Strength Doff Don Category 11 AC Armor Class SHIELD Stealth Weight Weight Protective Items AC AC Weight Bonus PHYSICAL CHARACTERISTICS Age 117 Gender Height 5'2"
Rest for the Weary In D&D 5e certain classes are designed to regain their powers after a long rest while others regain powers after a short rest or do not require rests at all. This can lead to a dynamic where players of characters whose power resets on long rests set the pace of the game as they quickly use all of their powers and then have little else to add to the adventure until they complete a long rest again. This dynamic can create a feedback loop where classes built around regaining their powers less often are setting the pace of resting negating what is ostensibly supposed to be a limiting factor to their power. The DM’s Guide offers an interesting rule that has the potential to change this dynamic simply by changing the length of short and long rests. In the Player’s Handbook the length of a short rest is at least one hour and a long rest is 8 hours (with a few caveats). The “Gritty Realism” resting variant presented in the DM’s Guide (pg. 267) changes the time required for rests, making a short rest take 8 hours and a long rest takes 1 week. While this change does work to disrupt the dynamic of taking a long rest after every combat or three it adds additional balance concerns as classes that require short and long rests get those opportunities significantly less frequently than their class design assumes they will. The rules presented here, Rest for the Weary, are intended to patch that consequence allowing the “Gritty Realism” resting variant to be used with a less dramatic effect on class balance by adding in a system of Idle Talents. Gritty Realism Using the Gritty Realism resting variant presented in the Dungeon Master’s Guide short rests require 8 hours of light activity and long rests require 7 days of light activity. Idle Talents Idle Talents are a new set of abilities that player characters acquire that improves their ability to take advantage of short rests. During each short rest each player character announces which of their Idle Talents they are using that rest. A character can only use one Idle Talent per short rest. Player characters get their first Idle Talent at 1st level and gain an additional Idle Talent at 2nd and 4th level. A character can only learn an Idle Talent that is available to a class they have at least 1 level in or a race they belong to. Each Idle Talent can only be learned once. Some Idle Talents break the rules described above. When an Idle Talent’s description defies a rule defined above, use the rule as described in the Idle Talent. Dark Communion Available to Warlocks You perform a dark ritual to appease your Otherworldly power and they gift you with additional power. Once before your next short or long rest you can cast a spell you know from your Otherworldly Patron’s expanded spell list without expending a spell slot. Deep Sleeper Available to all classes You recover a level of exhaustion. You may use this idle talent again after you complete a long rest. Deeper Sleeper Available to Barbarians and Pugilists You recover a level of exhaustion. You may use this idle talent again after you complete a long rest. Divine Favor Available to Clerics, Monks, and Paladins You spend your time resting in prayer and moral reflection, appeasing your higher power. Once before your next short or long rest after you make a saving throw but before the DM declares whether or not it is a success you can choose to reroll and keep the second result. Earth’s Bounty Available to Druids You may only use this skill if you take a rest in wilderness. Beasts will not interrupt you and your allies’ rest unless magically compelled to do so and at the end of the rest you can cast the spell goodberry without using a spell slot. Eldritch Rote Rehearsal Available to Sorcerers, Warlocks, and Wizards You spend your rest mentally rehearsing the arcane details of your attack spells. Once before the next time you take a short or long rest, after you make a spell attack roll but before the DM declares whether or not it was successful you can choose to reroll the attack and use the second result. Fitful Rest Available to Barbarians You regain one use of Rage. Inner Strength Available to Fighters, Paladins, and Warlocks Whether it comes from a lifetime of fighting, a deep commitment to ideals, or an uncomfortable familiarity with suffering, you use your rest to shore up your own inner strength. Once before your next long or short rest when you take damage from an attack you take only half that amount of damage. You choose to apply this effect after damage has been rolled. Maestro of Rest Available to Bards When you use your Song of Rest feature, roll the extra healing die twice and use the higher result. Make Merry Available to Dwarves, Barbarians, Bards, and Pugilists You and your companions drink and swap tales of heroism to forget your worries and awake the next day renewed. You and each of your companions can spend and roll a hit die. Add your Constitution modifier and gain that many temporary hit points. Meditation Available to Monks You spend your rest in deep concentration. At the conclusion of the rest you may cast the spell lesser restoration on yourself without expending a spell slot. Night’s Watch Available to Elves, Fighters, Rangers, and Rogues You and your companions gain advantage on all rolls to perceive enemy creatures as they approach this short rest. If enemy creatures approach without being detected, neither you nor your companions are surprised. Pick Pockets Available to Rogues When you are in a settlement you can use part of your time resting to steal from the guileless chumps who work for their gold. Make a Dexterity or Charisma (Sleight of Hand) ability check and gain half the result in gold pieces. You may use this idle talent during a long rest and, when you do, you gain the result of the ability check rather than half. Practice Skill Available to Bards and Rogues Once before the next time you take a short or long rest when you fail an ability check on a roll you added your proficiency bonus to, you may reroll that ability check and use the second result instead. Restorative Aura Available to Clerics, Druids, and Paladins After this rest, you and your companions regain 1 spent hit die. A creature can only benefit from this skill once per rest. You can use this idle talent again after you complete a long rest. Self Care Available to all classes The first time during a rest you spend a hit die to regain hit points you regain that hit die. Sharpen the Knife Available to Rogues You spend part of your time resting sharpening your dagger or other otherwise preparing a weapon for battle. Choose one weapon you possess. Once before your next short or long rest when you deal damage with a weapon attack using this weapon you can choose to reroll the damage dice after you see the result. You must use the second result. You may use this idle talent during a long rest. Sorcerous Renewal Available to Sorcerers You regain up to half your sorcerer levels in sorcerer points. You cannot use this idle talent again until you complete a long rest. Sparring Available to Fighters, Monks, and Pugilists You use some of your time resting to spar with your companions or run drills. Once before the next time you take a short or long rest, after you make a weapon attack roll but before the DM declares whether or not it was successful you can choose to reroll the attack and use the second result. Spell Preparation Available to Wizards When you complete a short rest you can change your list of prepared spells as if you had completed a long rest. Spellcaster’s Recovery Available to Bards, Clerics, Druids, Sorcerers, and Wizards When you finish a short rest you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half of your cleric, druid, sorcerer, and wizard (combined) levels (rounded up), and none of the slots can be 6th level or higher. You may use this idle talent again after you complete a long rest. Survivalist Available to Rangers When you take a short rest you can use two idle talents instead of one. WellTraveled Available to Rangers Choose an idle talent available to rangers and any other idle talent. You gain those idle talents. ART This is a good one: http://ioanamuresan.deviantart.com/art/TheParty583836296 As is this: http://greenviggen.deviantart.com/art/TyrafriendsinTavern479769862 As is this: http://greyhues.deviantart.com/art/Beer336813636
Druid Channel primal energy, you can assume the shape of beasts, you can become stronger beasts with higher levels.
the barbarian, the druid, the shaman, and the warden.
WARRIOR 19 MAGE 22 PALADIN 23 HUNTER 26 1 ROGUE 29 DRUID 30 BARD 33 PSYCHE 35 GUNSLINGER 37 PATRONS &
One time this druid comes and he’s nice at first.
126 Druid Circles ............................................................... 126 Fighters .............................................................................