Permutating Pivot

Ka'ne (The Omener)
Class: Druid (Annwn): 12   Proficiency BonusPB: +4
Alignment: True Neutral Speed: 30 feet
Hit PointsHP: 87   Hit DiceHD: 12d8 AC: 21
Resistances: Necrotic, Radiant
STR: 12 (+1) Save: +1
INT: 12 (+1) Save: +5
Arcana: +10, Nature: +10
DEX: 18 (+4) Save: +4
Initiative: +4
WIS: 20 (+5) Save: +9
Insight: +9, Perception: +9
CON: 16 (+3) Save: +3
CHA: 8 (-1) Save: -1
Other Info
Height: 5' 11'' Weight: 175 lbs Lineage: Aasimar (humanoid) Gender: Male Size: Medium
AppearanceLooks: Slim, distinguished. Lambent golden eyes. Various symbols adorn his flesh. Temperament: Ka'ne Chacji (ka-nay chok-jee) is subtle and unobstrusive. Always weighing, deciding. Flaws: Judicious to a fault.
Traits: Avoids unnecessary attachments.
Is always prepared to let fate decide.
Ideals: All things must come to an end, but in death all things find balance. Bonds: Secretly serve the best interests of Arawn.
Languages: Common, Druidic, Elven, Sylvan, Celestial Proficiencies: Simple Weapons, Light Armor, Shields, Navigator's Tools, Herbalism Kit, Tarot
Other Abilities: If moving half or less Speed creatures have Disadv on Perception checks to detect you. Adv on Stealth checks and can Hide as a Reaction when a creature you can see starts or ends their turn.
Gear
Attuned: Crystal Ball of Mind Reading, Ring of Arawn, Blackstar Amulet
Gear: Dimensional Satchel, Athame (Dagger)
Lineage
Aasimar
  Celestial Resistance. You have Resistance to Necrotic and Radiant damage.
  Light Bearer. You know the Light cantrip. Charisma is your spellcasting ability for it.
  Healing Hands. As a Magic action you may cause a creature you touch to regain 4d4 Hit Points. []/LR
  Celestial Revelation. Once per Long Rest you can transform as a Bonus Action into your choice of Heavenly Wings, Inner Radiance, or Necrotic Shroud. The transformation lasts for 1 minute or until you end it (no action).
   *Heavenly Wings. You sprout spectral wings from your back for the duration, gaining a Fly Speed equal to your Speed. Additionally, when you do damage you can deal an extra 4 Radiant damage to one target once per turn.
   *Inner Radiance. You become partially luminous for the duration. Searing light radiates from your eyes and mouth, and you shed Bright Light in a 10-foot radius and Dim Light for an additional 10 feet. At the end of each of your turns, enemy creatures within 10 feet of you take 4 Radiant damage.
   *Necrotic Shroud. You become partially tenebrous for the duration. Your eyes and mouth become light sucking vortexes. The light level within a 20-foot radius of you can be no brighter than Dim Light. At the start of each of your turns, enemy creatures within 10 feet of you must succeed on a Charisma saving throw (DC 11) or take 4 Necrotic damage and gain the Frightened condition until the start of your next turn.
Background
Apprentice Stargazer: +2 Wisdom, +1 Dexterity, Arcana, Perception, Magic Initiate [Wizard].
Feats
Magic Initiate (Wizard): You learn two Wizard cantrips and one level 1 Wizard spell of your choice. You can cast the level 1 spell once without a spell slot per Long Rest.
Fey-Touched: +1 Wisdom. You always have Bless and Misty Step prepared. You can cast each of these spells once without a spell slot per Long Rest, as well as with any available spell slots of appropriate level you may have. The spellcasting ability for these spells is the ability increased by this feat.
Shadow-Touched: +1 Wisdom. You always have Inflict Wounds and Invisibility prepared. You can cast each of these spells once without a spell slot per Long Rest, as well as with any available spell slots of appropriate level you may have. The spellcasting ability for these spells is the ability increased by this feat.
War Caster: +1 Wisdom. You have Advantage on Concentration saving throws. When a creature provokes an Opportunity Attack from you by leaving your reach you can instead take a Reaction to cast a spell with a casting time of one action that targets only that creature. You can perform Somatic components while holding weapons or a Shield.
Class: Druid (Annwn)
Class Features: Spellcasting (WIS, Spell Save DC: 17), Druidic (You know Druidic, and always have Speak with Animals prepared), ASI: Fey-Touched (+1 Wis), Potent Spellcasting (Add Wisdom modifier to Druid cantrip damage), ASI: Shadow Touched (+1 Wis), ASI: Warcaster (+1 Wis)
Wild Shape: As a Bonus Action you shapeshift into one of your known Beast forms for up to 6 hours, or until you use Wild Shape to change forms again, or become Incapacitated, or die, or decide to change back to normal, Temp HP (You gain Temp HP equal to your Druid level when you Wild Shape)
  Beast Shapes (Max CR: 1, Fly Speed: Yes, Known Forms: Dire Wolf, Giant Eagle, Giant Octopus, Tiger, Giant Spider)
  Wild Companion (As a Magic action expend one use of Wild Shape to cast Find Familiar (Fey) w/o Material components; the familiar vanishes when you finish a Long Rest),
  Wild Resurgence (Gain Wild Shape: if at zero Wild Shape uses, you can expend a spell slot (no action, 1/your turn) to regain one Wild Shape use, Gain Spell Slot: once per Long Rest you can expend a use of Wild Shape to give yourself a 1st level spell slot)
Wild Shape Uses: (regain one after Short Rest, all after Long Rest)
Cantrips: Spare the Dying, Guidance, Toll the Dead, Starry Wisp, Message, Lineage [Light], Background [Blade Ward, True Strike], Magician [Druidcraft]
Spells: Healing Word, Protection from Good & Evil, Detect Magic, Faerie Fire, Goodberry, Aid, Dissonant Whispers, Augury, Pass without Trace, Dispel Magic, Daylight, Divination, Fount of Moonlight, Scrying, Geas, Insect Plague, Find the Path, Background [Magic Missile /LR], Fey-Touched [Bless /LR, Misty Step /LR], Shadow-Touched [Inflict Wounds /LR, Invisibility /LR], Druidic [Speak with Animals]
Spell Slots: 1: 2: 3: 4: 5: 6:
Subclass Features
Level 3: Silver Toll: You are able to perform a 1 hour ceremony to create a Silver Coin, a Tiny object you can use as a spellcasting focus for your Druid spells. While you carry your Silver Coin you have the Toll the Dead and Dissonant Whispers spells prepared. Additionally, you can cast Dissonant Whispers without expending a spell slot 5 times []. When you cast Dissonant Whispers using this feature, the saving throw DC is increased by 1 and you can add your Wisdom bonus to the damage.
Level 6: Grim Omen: When you finish a Long Rest you can flip your Silver Coin. Roll a die to determine even or odd. Until you finish your next Long Rest, you gain access to the Weal Reaction if the roll is even or to the Woe Reaction if the roll is odd. Whenever another creature you can see within 30 feet of you is about to make a d20 Test you can take a Reaction to modify the triggering d20 Test in the following way:
  Weal (Even): The d20 Test is rolled with a +d6 bonus.
  Woe (Odd): The d20 Test is rolled with a -d6 penalty.
  Uses: You can use this Reaction 5 times [] per Long Rest.
Level 10: Death's Companion: At the start of your turn, if you are not Incapacitated you can expend a use of your Wild Shape feature to take on your choice of one of the following Ankou Forms rather than shape-shifting. While in your Ankou Form, you have Advantage on saving throws to avoid or end the Charmed and Frightened conditions. The form lasts for 10 minutes but ends early if you dismiss it (no action), become Incapacitated, or use this feature again.
  Black Spear Bearer: While in this form you take on a reaper-like appearance and manifest a tenebrous black Spear. You can wield this Spear in the usual way, but it deals 1d10 Piercing or Necrotic damage (your choice), and you can use Wisdom as your attack attribute if you prefer. Additionally, the Spear's Thrown range improves to 150/600, and you may now make a ranged attack with it as a Bonus Action. At the start of your next turn, if you are not holding the Spear you may cause it to vanish and reform in one of your empty hands.
  Cauldron Born: While in this form you take on a waxy complexion and your eyes and mouth glow with a creepy green light (as does your blood, should it be shed). As a Bonus Action during your turn you may expend a spell slot to regain Hit Points equal to 1d8 plus an additional 2d8 per spell slot level. If you do so, you may also move up to your Speed. This movement ignores Difficult Terrain and does not provoke Opportunity Attacks.
  Horned One: While in this form you sprout antler-like horns. When you make an Intelligence or Wisdom check or a Concentration save while in this form, you can treat a roll of 9 or lower on the d20 as a 10. Additionally, you have Advantage on saving throws to avoid or end the Stunned, Paralyzed, and Restrained conditions.
Armor and Attacks
Armor: Silken Shroud +1 (Permanent) & the Blackstar Amulet: 21 AC
Attacks: Starry Wisp 300-feet, +9 to hit, 3d8 Radiant damage
  Potent Spellcasting: +5 damage
  Target emits Dim Light in a 10-foot radius and can't benefit from Invisible
Toll the Dead 300-feet, DC 17 Wis save, 3d8 Necrotic damage
  Potent Spellcasting: +5 damage
  damage uses d12's if target missing HP
Dagger 1h, 5-feet, +9 to hit, 1d4+5 Piercing/Radiant damage
  True Strike: +2d6 Radiant
Black Spear 1h, 5-feet, +9 to hit, 1d10+5 Piercing/Radiant/Necrotic damage
  True Strike: +2d6 Radiant
  Bonus Action: Thrown (150/600), Rematerialize (start of turn)
Dissonant Whispers 60-feet, DC 17 Wis save, 3d6 Psychic (save for half) damage
  Failed Save: target must use its Reaction to move as far away from you as safely possible (if able).
  Silver Toll: +1 DC and +5 damage
  Upcast: +1d6 per spell slot lvl > 1
Expanded Spells
Silken Shroud: Level 2 Transmutation (Druid, Ranger), 1 minute, Touch, V, M (a piece of spider web), 3 hours. You may magically reenforce one ordinary set of clothing that you must touch while casting the spell. The clothing can be unattended, or it can be the clothing you or a willing target are wearing at the time of casting. For the duration or until dispelled, the clothing takes on a subtle silky sheen, has a faint magical aura of transmutation, and will resize to fit any creature of Large size or smaller.
  While the spell lasts, an unarmored creature wearing the clothing has a base AC of 14 + its Dexterity modifier.
  Permanence. If this spell is cast on the same clothing at the same spell level every day for a year, it becomes permanent.
  Upcast. At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the spell gains another 3 hours of duration for every slot level above 2nd, and +1 base AC for every two slot levels above 2nd.