Avariel druid exploring the world to restore balance to nature



  • Class: Druid
  • Race: Avariel


  • STR: 13 (+1)
  • DEX: 15 (+2)
  • CON: 14 (+2)
  • INT: 8 (-1)
  • WIS: 18 (+4)
  • CHA: 12 (+1)


  • Athletics
  • Stealth
  • Insight
  • Perception
  • Survival

Features & traits

  • AC: 13 + 2
  • Spell save DC: 14
  • Spell attach bonus: +6
  • Speed: 30 feet
  • HP: 11
  • +3 Dex score.
  • Age: 60
  • Alignment: neutral
  • Size: Medium
  • Flight speed: 60 feet
  • Darkvision: 60 feet
  • Aerial Maneuvers: when attacked by a ranged attack, you may dodge out of the way with a DC 15 Dexterity check. You must take a long rest before you can use this ability again.
  • Hollow Bones: vulnerable to Bludgeoning damage
  • Languages. Common, Elven, Avarial, Druidic and Dwarven
    Subrace. You must choose to be either Warlike, Peaceful, or Tainted
  • Strength increased by 3.
  • Battle Focus: Proficiency with the Athletics skill.
  • Military Training: Student of the elven martial arts. Proficiency with longswords, shortswords and longbows.


  • Quarterstaff 1d6+2
  • Long bow 1d8+2
  • Dagger 1d4 +2
  • Wooden shield +2 AC

Spell list



  • Casting time: 1 Bonus Action
  • Range: Touch
  • Components: V, S, M (mistletoe, a shamrock leaf, and a club or quarterstaff)
  • Duration: 1 minute

The wood of a club or quarterstaff you are holding is imbued with nature’s power.
For the duration, you can use your spellcasting ability instead of Strength for the attack and damage rolls of melee attacks using that weapon, and the weapon’s damage die becomes a d8. The weapon also becomes magical, if it isn’t already. The spell ends if you cast it again or if you let go of the weapon.

Produce Flame

  • Casting time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: 10 minutes

A flickering flame appears in your hand. The flame remains there for the duration and harms neither you nor your equipment. The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The spell ends if you dismiss it as an action or if you cast it again. You can also attack with the flame, although doing so ends the spell. When you cast this spell, or as an action on a later turn, you can hurl the flame at a creature within 30 feet of you. Make a ranged spell attack. On a hit, the target takes 1d8 fire damage. This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).


My kind lives on a floating island in the sky, we are only a small few hundreds brought close to extinction due to the war with dragons for sky supremacy.
I was sent by my druidic master to go explore the world and restore the balance of nature where it was disturbed. However i must be careful due to greedy humans which love rare and beautiful things, already 2 of my kind were imprisoned and used as slaves.


Bane of the Shadow King edibouazza cory_1