Level 1 | Cleric 1 | Guidance, Decompose, Spare the dying. +Bless, +Curewounds, +Detect Magic, +Shield of Faith, +Sanctuary |
Level 2 | Druid 1 | Druidcraft, Primal Savagery. +Entangle, +Fearie Fire, +Longstrider, +2 |
Level 3 | Druid 2 | Healing Spirit, Barkskin, Pass Without Trace, Moonbeam, (cleric) Warding Bond |
Level 4 | Druid 3 | - |
Level 5 | Druid 4 | +1 Con resilient. Aura of Vitality, Summon Fey, (cleric) Beacon of hope/Daylight |
Level 6 | Druid 5 | - |
Level 7 | Druid 6 | Stoneskin Guardian of nature. (cleric) aura of life |
Level 8 | Druid 7 | - |
Level 9 | Druid 8 | + 1 wis |
Level 10 | Druid 9 | - |
Level 11 | Druid 10 | - |
Level 12 | Druid 11 | - |
Level 13 | Druid 12 | +2 Dex |
Level 14 | Druid 13 | - |
Level 15 | Druid 14 | - |
Level 16 | - | - |
Level 17 | - | - |
Level 18 | - | - |
Level 19 | - | - |
Level 20 | - | - |
Ishtar Morningstar
Abilities
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Ability Modifiers: (score - 10) / 2 | Proficiency Mod: +2 | ||||||||||
Strength | Dexterity | Constitution | Intelligence | Wisdom | Charisma | ||||||
8 | -1 | 14 | +2 | 17 | +3 | 12 | +1 | 19 | +4 | 16 | +3 |
Attribute | Proficient | Attribute | Proficient | ||
Acrobatics | Dex | +0 | Medicine | Wis | +0 |
Animal handling | Wis | +0 | Nature | Int | +0 |
Arcana | Int | +0 | Perception | Wis | +0 |
Athletics | Str | +0 | Performance | Cha | +0 |
Deception | Cha | +0 | Persuasion | Cha | +0 |
History | Int | +0 | Religion | Int | +0 |
Insight | Wis | +0 | Sleight of Hand | Dex | +0 |
Intimidation | Cha | +0 | Stealth | Dex | +0 |
Investigation | Int | +0 | Survival | Wis | +0 |
Save DC | Hp | Hit Die: | Passive Wisdom | Passive Intelligence | Armor Class | Initiative | Speed | Proficiency |
- | - | 1d8 | - | - | - | - | - | - |
Satyr level 2 | Cleric / Druid
Languages | Common, Druidic, Elvish, Sylvan |
Proficiencies | 2 instruments, light armor, medium armor, shields, all simple weapons |
Magic Resistance | You have advantage on saving throws against spells. |
Ram
| You can use your head and horns to make unarmed strikes. When you hit with them, the strike deals 1d6 + your Strength modifier bludgeoning damage, instead of the bludgeoning damage normal for an unarmed strike. Whenever you make a long jump or a high jump, you can roll a d8 and add the number rolled to the number of feet you cover, even when making a standing jump. This extra distance costs movement as normal. |
Disciple of Life | Also starting at 1st level, your healing spells are more effective. Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell's level. |
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