Gearfern | Character Sheet (latest) | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Gearfern

1 Level (0/300 XP for level-up) Overgrown War Veteran Background Warforged Race / Species / Heritage Neutral Good Alignment
Druid - Circle Of The Moon
Level 1
Hit Dice: 1/1
1d8+1 Class 1

STR
14
+2
DEX
15
+2
CON
13
+1
INT
9
-1
WIS
12
+1
CHA
11
+0
9
Hit Points
+2
Initiative (DEX)
13
Armor Class (AC)
+2
Prof. Bonus
30
Speed (walk/run/fly)
Spellcasting ...
+3 Attack mod
WIS Ability
+1 Abi Mod
11 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
+2 Strength
+2 Dexterity
+1 Constitution
+1 Intelligence
+3 Wisdom
+0 Charisma
saving throws
+2 Acrobatics DEX
+3 Animal Handling WIS
-1 Arcana INT
+2 Athletics STR
+0 Deception CHA
-1 History INT
+1 Insight WIS
+0 Intimidation CHA
-1 Investigation INT
+1 Herbalism Kit INT
skills
+1 Medicine WIS
+1 Nature INT
+1 Perception WIS
+0 Performance CHA
+0 Persuasion CHA
-1 Religion INT
+2 Sleight of Hand DEX
+2 Stealth DEX
+1 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
One Hand - Quarterstaff +4 STR 1d6+2 Bludgeoning
 Simple, Versatile
Two Hand - Quaterstaff +4 STR 1d8+2 Bludgeoning
 Simple, Versatile
Sling +4 DEX 1d4+2 Bludgeoning
 Simple, Ammunition, Range (30/120ft)
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
Poison Spray +3 1 Action 10ft Instantaneous 1d12 V,S
 Notes:Poison, Must succeed a CON save, (Increases when you level up to 5, 11 and 17)
Thunderclap +3 1 Action Self (5ft Radius) Instantaneous 1d6 S
 Notes:Thunder, Must succeed a CON save, (Increases when you level up to 5, 11 and 17)

Level 1 Spells 2 slots

NAME AB CAST RNG DUR DMG CMP #
Thunderwave +3 1 Action Self (15ft Cube) Instantaneous 2d8 V,S
 Notes:Thunder, Must succeed a CON save (half on success)
Armor: Leather Clothes
Weapon: Quarterstaff, Sling
Tools: Herbalism Tools

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
Armor: Light armor, medium armor, shields (druids will not wear armor or use shields made of metal)
Weapon: Clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears
Tools: Herbalism kit
Saving Throws: Intelligence, Wisdom
Skills: Animal Handling, Nature

Languages & Proficiencies


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.06, made by Tillerz - Updated: 2023-02-09
To print this sheet: Expand the spell book (if you have any entries there), then click "Print Sheet" at the top, select "Print to PDF" and format A3. Then print the resulting PDF to whichever format you need with "fit to page" selected.

The statblocks of your Weapons, armor and other important/magical equipment

Dnd 5e SRD

Leather Armor

Adventuring Gear Common

The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials.

Type AC STR Req. Stealth Dis. Properties
Light 11 + Dex Modifier

Cost: 10 gp Weight: 10 lb


 

DnD 5e SRD SRD

Quarterstaff

Melee Weapon Versatile Common

Type Damage Damage Range Properties
Simple 1d6 / 1d8 Bludgeoning Versatile

Cost: 2 sp Weight: 4 lb


 

DnD 5e SRD SRD

Sling

Ranged Weapon Ammunition Common

Type Damage Damage Range Properties
Simple 1d4 Bludgeoning 30/120 ft Ammunition

Cost: 1 sp


 

Herbalism Kit

Tool Varies

This kit contains a variety of instruments such as clippers, mortar and pestle, and pouches and vials used by herbalists to create remedies and potions. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to identify or apply herbs. Also, proficiency with this kit is required to create antitoxin and any potion of healing.

Cost: 5gp Weight: 3lbs


 

The statblocks of your class features

Druid


Hit Points

Hit Dice: d8 per Druid level
Hit Points at first Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per druid level after 1st

Proficiences

Armor: Light armor, medium armor, shields (druids will not wear armor or use shields made of metal)
Weapons: Clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears
Tools: Herbalism kit
Saving Throws: Intelligence, Wisdom
Skills: Choose two from Arcana, Animal Handling, Insight, Medicine, Nature, Perception, Religion, and Survival

Overview & Creation

Druids revere nature above all, gaining their spells and other magical powers either from the force of nature itself or from a nature deity. Many druids pursue a mystic spirituality of transcendent union with nature rather than devotion to a divine entity, while others serve gods of wild nature, animals, or elemental forces. Druids are also concerned with the delicate ecological balance that sustains plant and animal life, and the need for civilized folk to live in harmony with nature, not in opposition to it.

The Druid

-Spell Slots per Spell Level-

Level Proficiency Bonus Features Cantrips Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Druidic, Spellcasting 2 2 - - - - - - - -
2nd +2 Wild Shape, Druid Circle 2 3 - - - - - - - -
3rd +2 - 2 4 2 - - - - - - -
4th +2 Wild Shape Improvement, Ability Score Improvement 3 4 3 - - - - - - -
5th +3 - 3 4 3 2 - - - - - -
6th +3 Druid Circle Feature 3 4 3 3 - - - - - -
7th +3 - 3 4 3 3 1 - - - - -
8th +3 Wild Shape Improvement, Ability Score Improvement 3 4 3 3 2 - - - - -
9th +4 - 3 4 3 3 3 1 - - - -
10th +4 Druid Circle Feature 4 4 3 3 3 2 - - - -
11th +4 - 4 4 3 3 3 2 1 - - -
12th +4 Ability Score Improvement 4 4 3 3 3 2 1 - - -
13th +5 - 4 4 3 3 3 2 1 1 - -
14th +5 Druid Circle Feature 4 4 3 3 3 2 1 1 - -
15th +5 - 4 4 3 3 3 2 1 1 1 -
16th +5 Ability Score Improvement 4 4 3 3 3 2 1 1 1 -
17th +6 - 4 4 3 3 3 2 1 1 1 1
18th +6 Timeless Body, Beast Spells 4 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 4 4 3 3 3 3 2 1 1 1
20th +6 Archdruid 4 4 3 3 3 3 2 2 1 1
 

SACRED PLANTS AND WOOD

A druid holds certain plants to be sacred, particularly alder, ash, birch, elder, hazel, holly, juniper, mistletoe, oak, rowan, willow, and yew. Druids often use such plants as part of a spellcasting focus, incorporating lengths of oak or yew or sprigs of mistletoe.   Similarly, a druid uses such woods to make other objects, such as weapons and shields. Yew is associated with death and rebirth, so weapon handles for scimitars or sickles might be fashioned from it. Ash is associated with life and oak with strength. These woods make excellent hafts or whole weapons, such as clubs or quarterstaffs, as well as shields. Alder is associated with air, and it might be used for thrown weapons, such as darts or javelins.   Druids from regions that lack the plants described here have chosen other plants to take on similar uses. For instance, a druid of a desert region might value the yucca tree and cactus plants.
 


Class Features

Druidic

You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message’s presence with a successful DC 15 Wisdom (Perception) check but can’t decipher it without magic.  

Wild Shape

Starting at 2nd level, you can use your action to magically assume the shape of a beast that you have seen before. You can use this feature twice. You regain expended uses when you finish a short or long rest.   Your druid level determines the beasts you can transform into, as shown in the Beast Shapes table. At 2nd level, for example, you can transform into any beast that has a challenge rating of 1/4 or lower that doesn’t have a flying or swimming speed.
Level Max CR Limitations Example
2nd 1/4 No flying or swimming speed Wolf
4th 1/2 No flying speed Crocodile
8th 1 - Giant eagle
You can stay in a beast shape for a number of hours equal to half your druid level (rounded down). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.   While you are transformed, the following rules apply:  
  • Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature’s bonus instead of yours. If the creature has any legendary or lair actions, you can’t use them.
  • When you transform, you assume the beast’s hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn’t reduce your normal form to 0 hit points, you aren’t knocked unconscious.
  • You can’t cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn’t break your concentration on a spell you’ve already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you’ve already cast.
  • You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can’t use any of your special senses, such as darkvision, unless your new form also has that sense.
  • You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the creature’s shape and size. Your equipment doesn’t change size or shape to match the new form, and any equipment that the new form can’t wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.
 

Druid Circle

At 2nd level, you choose to identify with a circle of druids: the Circle of Dreams, Circle of the Land, the Circle of the Moon, the Circle of the Root and Stem, Circle of the Seasons, Circle of the Shepherd, Circle of Twilight, or Circle of the Wyrm. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.

Wild Shape Improvement

At 4th level, you can use your action to magically assume the shape of a beast that you have seen before of challenge rating 1/2 or lower that doesn't have a flying speed. You can use this feature twice. You regain expended uses when you finish a short or long rest.  

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.   Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.  

Wild Shape Improvement

At 8th level, you can use your action to magically assume the shape of a beast that you have seen before of challenge rating 1 or lower. You can use this feature twice. You regain expended uses when you finish a short or long rest.  

Timeless Body

Starting at 18th level, the primal magic that you wield causes you to age more slowly. For every 10 years that pass, your body ages only 1 year.  

Beast Spells

Beginning at 18th level, you can cast many of your druid spells in any shape you assume using Wild Shape. You can perform the somatic and verbal components of a druid spell while in a beast shape, but you aren’t able to provide material components.  

Archdruid

At 20th level, you can use your Wild Shape an unlimited number of times.   Additionally, you can ignore the verbal and somatic components of your druid spells, as well as any material components that lack a cost and aren’t consumed by a spell. You gain this benefit in both your normal shape and your beast shape from Wild Shape.
 


Starting Equipment

You start with the following equipment, in addition to the equipment granted by your background:  

  • (a) a wooden shield or (b) any simple weapon
  • (a) a scimitar or (b) any simple melee weapon
  • Leather armor, an explorer’s pack, and a druidic focus

 


Spellcasting

Drawing on the divine essence of nature itself, you can cast spells to shape that essence to your will. See Spells Rules for the general rules of spellcasting and the Spells Listing for the druid spell list.  

Cantrips

At 1st level, you know two cantrips of your choice from the druid spell list. You learn additional druid cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Druid table.  

Preparing and Casting Spells

The Druid table shows how many spell slots you have to cast your druid spells of 1st level and higher. To cast one of these druid spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.   You prepare the list of druid spells that are available for you to cast, choosing from the druid spell list. When you do so, choose a number of druid spells equal to your Wisdom modifier + your druid level (minimum of one spell). The spells must be of a level for which you have spell slots.   For example, if you are a 3rd-level druid, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells.   You can also change your list of prepared spells when you finish a long rest. Preparing a new list of druid spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.  

Spellcasting Ability

Wisdom is your spellcasting ability for your druid spells, since your magic draws upon your devotion and attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a druid spell you cast and when making an attack roll with one.   Spell save DC = 8 + your proficiency bonus + your Wisdom modifier   Spell attack modifier = your proficiency bonus + your Wisdom modifier  

Ritual Casting

You can cast a druid spell as a ritual if that spell has the ritual tag and you have the spell prepared.  

Spellcasting Focus

You can use a druidic focus (see the Adventuring Gear section) as a spellcasting focus for your druid spells.


Subclass Options

Druid Circles


Though their organization is invisible to most outsiders, druids are part of a society that spans the land, ignoring political borders. All druids are nominally members of this druidic society, though some individuals are so isolated that they have never seen any high-ranking members of the society or participated in druidic gatherings. Druids recognize each other as brothers and sisters. Like creatures of the wilderness, however, druids sometimes compete with or even prey on each other.   At a local scale, druids are organized into circles that share certain perspectives on nature, balance, and the way of the druid.  

Circle of Dreams


Druids who are members of the Circle of Dreams hail from regions that have strong ties to the Feywild and its dreamlike realms. The druids’ guardianship of the natural world makes for a natural alliance between them and good-aligned fey. These druids seek to fill the world with dreamy wonder. Their magic mends wounds and brings joy to downcast hearts, and the realms they protect are gleaming, fruitful places, where dream and reality blur together and where the weary can find rest.   Circle of Dreams Features
Druid Level Feature
2nd Balm of the Summer Court
6th Hearth of Moonlight and Shadow
10th Hidden Paths
14th Walker in Dreams

Balm of the Summer Court

At 2nd level, you become imbued with the blessings of the Summer Court. You are a font of energy that offers respite from injuries. You have a pool of fey energy represented by a number of d6s equal to your druid level.   As a bonus action, you can choose one creature you can see within 120 feet of you and spend a number of those dice equal to half your druid level or less. Roll the spent dice and add them together. The target regains a number of hit points equal to the total. The target also gains 1 temporary hit point per die spent.   You regain all expended dice when you finish a long rest.  

Hearth of Moonlight and Shadow

At 6th level, home can be wherever you are. During a short or long rest, you can invoke the shadowy power of the Gloaming Court to help guard your respite. At the start of the rest, you touch a point in space, and an invisible, 30-foot-radius sphere of magic appears, centered on that point. Total cover blocks the sphere.   While within the sphere, you and your allies gain a +5 bonus to Dexterity (Stealth) and Wisdom (Perception) checks, and any light from open flames in the sphere (a campfire, torches, or the like) isn’t visible outside it.   The sphere vanishes at the end of the rest or when you leave the sphere.  

Hidden Paths

Starting at 10th level, you can use the hidden, magical pathways that some fey use to traverse space in the blink of an eye. As a bonus action on your turn, you can teleport up to 60 feet to an unoccupied space you can see. Alternatively, you can use your action to teleport one willing creature you touch up to 30 feet to an unoccupied space you can see.   You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.  

Walker in Dreams

At 14th level, the magic of the Feywild grants you the ability to travel mentally or physically through dreamlands.   When you finish a short rest, you can cast one of the following spells, without expending a spell slot or requiring material components: dream (with you as the messenger), scrying , or teleportation circle.   This use of teleportation circle is special. Rather than opening a portal to a permanent teleportation circle, it opens a portal to the last location where you finished a long rest on your current plane of existence. If you haven’t taken a long rest on your current plane, the spell fails but isn’t wasted.   Once you use this feature, you can’t use it again until you finish a long rest.  

Circle of the Land


The Circle of the Land is made up of mystics and sages who safeguard ancient knowledge and rites through a vast oral tradition. These druids meet within sacred circles of trees or standing stones to whisper primal secrets in Druidic. The circle’s wisest members preside as the chief priests of communities that hold to the Old Faith and serve as advisors to the rulers of those folk. As a member of this circle, your magic is influenced by the land where you were initiated into the circle’s mysterious rites.  

Bonus Cantrip

When you choose this circle at 2nd level, you learn one additional druid cantrip of your choice.  

Natural Recovery

Starting at 2nd level, you can regain some of your magical energy by sitting in meditation and communing with nature. During a short rest, you choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your druid level (rounded up), and none of the slots can be 6th level or higher. You can’t use this feature again until you finish a long rest.   For example, when you are a 4th-level druid, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level slot or two 1st-level slots.  

Circle Spells

Your mystical connection to the land infuses you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to circle spells connected to the land where you became a druid. Choose that land — arctic, coast, desert, forest, grassland, mountain, swamp, or Underdark — and consult the associated list of spells.   Once you gain access to a circle spell, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day. If you gain access to a spell that doesn’t appear on the druid spell list, the spell is nonetheless a druid spell for you.   Arctic
Druid Level Spells
3rd hold person, spike growth
5th sleet storm, slow
7th freedom of movement, ice storm
9th commune with nature, cone of cold
Coast
Druid Level Spells
3rd mirror image, misty step
5th water breathing, water walk
7th control water, freedom of movement
9th conjure elemental, scrying
Desert
Druid Level Spells
3rd blur, silence
5th create food and water, protection from energy
7th blight, hallucinatory terrain
9th insect plague, wall of stone
Forest
Druid Level Spells
3rd barkskin, spider climb
5th call lightning, plant growth
7th divination, freedom of movement
9th commune with nature, tree stride
Grassland
Druid Level Spells
3rd invisibility, pass without trace
5th daylight, haste
7th divination, freedom of movement
9th dream, insect plague
Mountain
Druid Level Spells
3rd spider climb, spike growth
5th lightning bolt, meld into stone
7th stone shape, stoneskin
9th passwall, wall of stone
Swamp
Druid Level Spells
3rd darkness, acid arrow
5th water walk, stinking cloud
7th freedom of movement, locate creature
9th insect plague, scrying
Underdark
Druid Level Spells
3rd spider climb, web
5th gaseous form, stinking cloud
7th greater invisibility, stone shape
9th cloudkill, insect plague
 

Land Stride

Starting at 6th level, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.   In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell.  

Nature’s Ward

When you reach 10th level, you can’t be charmed or frightened by elementals or fey, and you are immune to poison and disease.  

Nature’s Sanctuary

When you reach 14th level, creatures of the natural world sense your connection to nature and become hesitant to attack you. When a beast or plant creature attacks you, that creature must make a Wisdom saving throw against your druid spell save DC. On a failed save, the creature must choose a different target, or the attack automatically misses. On a successful save, the creature is immune to this effect for 24 hours.   The creature is aware of this effect before it makes its attack against you.  

Circle of the Moon


Druids of the Circle of the Moon are fierce guardians of the wilds. Their order gathers under the full moon to share news and trade warnings. They haunt the deepest parts of the wilderness, where they might go for weeks on end before crossing paths with another humanoid creature, let alone another druid.   Changeable as the moon, a druid of this circle might prowl as a great cat one night, soar over the treetops as an eagle the next day, and crash through the undergrowth in bear form to drive off a trespassing monster. The wild is in the druid’s blood.  

Combat Wild Shape

When you choose this circle at 2nd level, you gain the ability to use Wild Shape on your turn as a bonus action, rather than as an action.   Additionally, while you are transformed by Wild Shape, you can use a bonus action to expend one spell slot to regain 1d8 hit points per level of the spell slot expended.  

Circle Forms

The rites of your circle grant you the ability to transform into more dangerous animal forms. Starting at 2nd level, you can use your Wild Shape to transform into a beast with a challenge rating as high as 1 (you ignore the Max. CR column of the Beast Shapes table, but must abide by the other limitations there).   Starting at 6th level, you can transform into a beast with a challenge rating as high as your druid level divided by 3, rounded down.  

Primal Strike

Starting at 6th level, your attacks in beast form count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.  

Circle Forms

The rites of your circle grant you the ability to transform into more dangerous animal forms. Starting at 6th level, you can transform into a beast with a challenge rating as high as your druid level divided by 3, rounded down.  

Elemental Wild Shape

At 10th level, you can expend two uses of Wild Shape at the same time to transform into an air elemental, an earth elemental, a fire elemental, or a water elemental.  

Thousand Forms

By 14th level, you have learned to use magic to alter your physical form in more subtle ways. You can cast the alter self spell at will.  

Circle of the Root and Stem


  The druids of the circle of the root and stem revere trees and plants above all, identifying them as the foundation upon which all of nature's glory is built. These druids tend to vast and beautiful woodlands, taking painstaking, personal care of every single plant that grows within. The circle's most powerful druids strive to become trees themselves, using their divine magic to transform their bodies into rugged towers of bark and leaf, the better to guard their sacred forests.   Members of this circle become adventurers to oppose forces that threaten their charges or to seek knowledge and power that will help them safeguard their charges better. Wherever these druids go, the spirits of the wilderness are with them.  

Leaf Mask Transformation

Starting when you choose this circle at 2nd level, you can use your Wild Shape to transform into plants as well as beasts. You cannot use this ability to become a spore servant of any kind, however. While transformed into a plant, you can cast the cantrips shillelagh and thorn whip, requiring no material components, even if you would not normally know them.  

Thorny Flesh

  Also at 2nd level, your skin takes on a rough, bark-like appearance, studded with sharp thorns. Your AC can't be less than 16, regardless of what kind of armor you are wearing. Also, whenever you are hit with a melee weapon attack, you can use your reaction to deal 1d4 plus your Wisdom modifier piercing damage to the attacker. These effects apply while you are Wildshaped.  

Forest Wisdom

Starting at 6th level, you can tap into the ancient wisdom of the trees. Whenever you would make an Intelligence check to recall lore or past events, you can make a Wisdom (Nature) check instead. In addition, you can cast the spell speak with plants at will, without using a spell slot. This spell does not count against the total number of druid spells you can prepare.

Deep Roots

At 10th level, your connection to the magic of the earth is so strong that you gain a measure of its solidity. You can't be pushed, shoved, knocked prone or subjected to any other form of involuntary movement as long as your feet are on natural ground. You also have advantage on Strength checks and Strength saving throws.  

Arboreal Form

By 14th level, you have finally learned to become a tree. You can now use your Wild Shape to transform into an awakened tree, or you can expend two uses of your Wildshape to transform into a treant. While in this form, you add your Wisdom modifier to damage rolls for your slam attack, which is considered magical for the purposes of overcoming resistance and immunity.  

Circle of the Seasons


Druids in this circle are devoted to their season, and herald its coming. They hold ceremonies for the changing of all seasons, but one in particular holds great importance to them.  

Circle Spells

You have formed a mystical bond with a wildfire spirit, a primal being of creation and destruction. Your link with this spirit grants you access to certain spells. At 2nd level, you learn the fire bolt cantrip.   When you reach certain levels in this class, you gain access to the spells listed for that level in the Circle of Wildfire Spells table. Once you gain access to one of these spells, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day. If you gain access to a spell that doesn’t appear on the druid spell list, the spell is nonetheless a druid spell for you.  

Seasonal Initiate

At second level, when choosing this circle, you select one of the four seasons:   Spring: Druids of this season can control plant magic and that of winds and storms that herald the proliferation of life. Summer: Druids of this season manipulate the harsh power of the sun, summoning searing flames and blinding light. Autumn: Druids of this season are in touch with the passing of life, and understand that just as all life begins and grow, it too shall come to an end.   Winter: Druids of this season thrive in bitter-cold environments and harness the graceful yet dangerous element of water in its frozen state.   At levels 3, 5, 7, and 9, you gain access to circle spells connected to the season you became a druid. Consult the associated list of spells below. Once you gain access to a circle spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that doesn’t appear on the druid spell list, the spell is nonetheless a druid spell for you.   Spring Spells
Druid Level Spells
3rd barkskin, gust of wind
5th call lghtning, plant growth
7th storm sphere, stone skin
9th control winds, tree stride
Summer Spells
Druid Level Spells
3rd agnazzer's scorcher, continual flame
5th daylight, fireball
7th fire shield, wall of fire
9th flame strike, immolation
Autumn Spells
Druid Level Spells
3rd moonbeam, web
5th non-detection, speak with dead
7th blight, death ward
9th contagion, hollow
Winter Spells
Druid Level Spells
3rd misty step, snilloc's snowball swarm
5th sleet storm, waterwalk
7th control water, ice storm
9th cone of cold, hold monster
  Bonus Cantrips
When choosing a season, you get a bonus cantrip based on your season.
Season Spell
Spring gust
Summer sacred flame
Autumn chill touch
Winter ray of frost
 

Seasonal Attunement

  Starting at 6th level, you have become more in-touch with your season. Depending on your season, you gain resistance to a certain type of damage. At level 14, this becomes an immunity. Also, when you deal weapon damage, you roll 1d6 additional damage of this type. At level 11, the damage increases to 2d6, and to 3d6 at level 17:
  • Spring: Poison
  • Summer: Radiant
  • Autumn: Necrotic
  • Winter: Cold
 

Seasonal Endowments

At 10th level, your dedication to your season has enhanced your abilities, and you are granted a special feature:  
  • Spring: Your hit point maximum increases by your Wisdom modifier, it is above 0. It also increases by 1HP/per druid level.
  • Summer: You add your Wisdom modifier to the damage rolls of your Druid spells.
  • Autumn: Celestials, Fiends, Fey and Undead (of a CR ≤ half your Druid level) have disadvantage on saving throws against your Druid spells.
  • Winter: You have resistance to non magic bludgeoning, piercing and slashing damage
 

Aura of Equinox

At 14th level, you can spend  an action to cast an aura around you in a 30-ft radius sphere. Enemies in this aura take damage of your Seasonal Attunement type equal to your Wisdom modifier + your Proficiency Bonus when they first enter the aura and when they end their turn in it on subsequent turns. You can use this feature a number of times equal to your Wisdom modifier. You regain all uses after a long rest.  

Circle of the Shepherd


Druids of the Circle of the Shepherd commune with the spirits of nature, especially the spirits of beasts and the fey, and call to those spirits for aid. These druids recognize that all living things play a role in the natural world, yet they focus on protecting animals and fey creatures that have difficulty defending themselves. Shepherds, as they are known, see such creatures as their charges. They ward off monsters that threaten them, rebuke hunters who kill more prey than necessary, and prevent civilization from encroaching on rare animal habitats and on sites sacred to the fey. Many of these druids are happiest far from cities and towns, content to spend their days in the company of animals and the fey creatures of the wilds.   Members of this circle become adventurers to oppose forces that threaten their charges or to seek knowledge and power that will help them safeguard their charges better. Wherever these druids go, the spirits of the wilderness are with them.   Circle of the Shepard Features  
Druid Level Feature
2nd Speech of the Woods, Spirit Totem
6th Mighty Summoner
10th Guardian Spirit
14th Faithful Summons
 

Speech of the Woods

At 2nd level, you gain the ability to converse with beasts and many fey.   You learn to speak, read, and write Sylvan. In addition, beasts can understand your speech, and you gain the ability to decipher their noises and motions. Most beasts lack the intelligence to convey or understand sophisticated concepts, but a friendly beast could relay what it has seen or heard in the recent past. This ability doesn’t grant you friendship with beasts, though you can combine this ability with gifts to curry favor with them as you would with any nonplayer character.  

Spirit Totem

Starting at 2nd level, you can call forth nature spirits to influence the world around you. As a bonus action, you can magically summon an incorporeal spirit to a point you can see within 60 feet of you. The spirit creates an aura in a 30-foot radius around that point. It counts as neither a creature nor an object, though it has the spectral appearance of the creature it represents.   As a bonus action, you can move the spirit up to 60 feet to a point you can see.   The spirit persists for 1 minute or until you’re incapacitated. Once you use this feature, you can’t use it again until you finish a short or long rest.   The effect of the spirit’s aura depends on the type of spirit you summon from the options below.   Bear Spirit. The bear spirit grants you and your allies its might and endurance. Each creature of your choice in the aura when the spirit appears gains temporary hit points equal to 5 + your druid level. In addition, you and your allies gain advantage on Strength checks and Strength saving throws while in the aura.   Hawk Spirit. The hawk spirit is a consummate hunter, aiding you and your allies with its keen sight. When a creature makes an attack roll against a target in the spirit’s aura, you can use your reaction to grant advantage to that attack roll. In addition, you and your allies have advantage on Wisdom (Perception) checks while in the aura.   Unicorn Spirit. The unicorn spirit lends its protection to those nearby. You and your allies gain advantage on all ability checks made to detect creatures in the spirit’s aura. In addition, if you cast a spell using a spell slot that restores hit points to any creature inside or outside the aura, each creature of your choice in the aura also regains hit points equal to your druid level.  

Mighty Summoner

Starting at 6th level, beasts and fey that you conjure are more resilient than normal. Any beast or fey summoned or created by a spell that you cast gains the following benefits:  
  • The creature appears with more hit points than normal: 2 extra hit points per Hit Die it has.
  • The damage from its natural weapons is considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks and damage.
 

Guardian Spirit

Beginning at 10th level, your Spirit Totem safeguards the beasts and fey that you call forth with your magic. When a beast or fey that you summoned or created with a spell ends its turn in your Spirit Totem aura, that creature regains a number of hit points equal to half your druid level.  

Faithful Summons

Starting at 14th level, the nature spirits you commune with protect you when you are the most defenseless. If you are reduced to 0 hit points or are incapacitated against your will, you can immediately gain the benefits of conjure animals as if it were cast using a 9th-level spell slot. It summons four beasts of your choice that are challenge rating 2 or lower. The conjured beasts appear within 20 feet of you. If they receive no commands from you, they protect you from harm and attack your foes. The spell lasts for 1 hour, requiring no concentration, or until you dismiss it (no action required).   Once you use this feature, you can’t use it again until you finish a long rest.  

Circle of Twilight


The Circle of Twilight seeks to exterminate undead creatures and preserve the natural cycle of life and death that rules over the cosmos. Their magic allows them to manipulate the boundary between life and death, sending their foes to their final rest while keeping their allies from that fate. These druids seek out lands that have been tainted by undeath. Such places are grim and foreboding. Once vibrant forests become gloomy, haunted places devoid of animals and filled with plants dying a slow, lingering death. The Circle of Twilight goes to such places to banish undeath and restore life.                

Harvest Scythe

Starting at 2nd level, you learn to unravel and harvest the life energy of other creatures. You can augment your spells to drain the life force from creatures. You have a pool of energy represented by a number of d10s equal to your druid level. When you roll damage for a spell, you can increase that damage by spending dice from the pool. You can spend a number of dice equal to half your druid level or less. Roll the spent dice and add them to the damage as necrotic damage. If you kill one or more hostile creatures with a spell augmented in this way, you or an ally of your choice that you can see within 30 feet of you regains 2 hit points per die spent to increase the spell’s damage, or 5 hit points per die if at least one of the slain creatures was undead.   You regain the expended dice when you finish a long rest.

Speech Beyond the Grave

At 6th level, you gain the ability to reach beyond death’s veil in search of knowledge. Using this feature, you can cast speak with dead without material components, and you understand what the target of this casting says. It can understand your questions, even if you don’t share a language or it is not intelligent enough to speak.   Once you use this feature, you can’t use it again until you finish a short or long rest

Watcher at the Threshold

At 10th level, you gain resistance to necrotic and radiant damage. In addition, while you aren’t incapacitated, any ally within 30 feet of you has advantage on death saving throws.  

Paths of the Dead

  At 14th level, your mastery of death allows you to tread the paths used by ghosts and other spirits. Using this feature, you can cast etherealness. Once the spell ends, you can’t cast it with this feature again until you finish a short or long rest.

Circle of the Wyrm


Made up of Druids who shun most circles, the Wyrm circle is one of intense secrecy. Precious few Druids follow this path with their dragon patrons, but the ones who do regularly pass into legend as wielders of the mighty dragon shape.   Draconic Spirit When you choose this circle at 2nd level, you may no longer Wild Shape into Beasts. Additionally, pick one type of damage: fire, cold, lightning, acid, or poison. You gain resistance to this damage. You may change your damage type once per long rest.   Dragon Shape Having chose this circle, the rites of your circle grant you the ability to transform into draconic forms. Starting at second level, you can use your Wild Shape to transform into creatures of the Dragon variety up to CR 1. You follow the Wild Shape table's normal movement type restrictions, able to use only those appropriate for your level. Additionally, your Wild Shape becomes particularly taxing; you may only recharge Wild Shapes on a long rest, and each Wild Shape causes 1 level of exhaustion after reversion to your normal form. Starting at 6th level, you can transform into a form with a challenge rating as high as your druid level divided by 3, rounded down.

Dual-Natured

Starting at 6th level you may pick 2 types of damage to gain resistance to per long rest. Additionally, you gain Draconic as a language if you do not have it already.

True Dragon Shape

Starting at 10th level, when you Wild Shape, you may spend both uses to Wild Shape into any Young Dragon. However, Wild Shaping this way causes levels of exhaustion equal to half the Young Dragon's CR, rounded down.

True Dragon Soul

Starting at 14th level, Wild Shaping into a Dragon form no longer causes Exhaustion. In addition, Wild Shaping into a Young Dragon only causes exhaustion levels equal to one-quarter the Young Dragon's CR, rounded down (minimum 1).
 

Statblocks for your familiars, mounts etc.

SRD

Frog

Tiny beast, unaligned
Armor Class 11
Hit Points 1 (1d4-1) 1d4-1
Speed 20ft Swim: 20ft

STR
1 -5
DEX
13 +1
CON
8 -1
INT
1 -5
WIS
8 -1
CHA
3 -4

Skills Perception +1 , Stealth +3
Senses darkvision 30 ft., passive Perception 11
Challenge 0 (0 XP)


Amphibious. The frog can breathe air and water.
Standing Leap. The frog's long jump is up to 10 feet and its high jump is up to 5 feet, with or without a running start.



 

a frog has no effective attacks. It feeds on small insects and typically dwells near water, in trees, or underground. The frog's statistics can also be used to represent a toad.

SRD

Giant Frog

Medium beast, unaligned
Armor Class 11
Hit Points 18 4d8
Speed 30ft Swim: 30ft

STR
12 +1
DEX
13 +1
CON
11 0
INT
2 -4
WIS
10 0
CHA
3 -4

Skills Perception +2 , Stealth +3
Senses darkvision 30 ft., passive Perception 12
Challenge 1/4 (50 XP)


Amphibious. The frog can breathe air and water.
Standing Leap. The frog's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.


Actions

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 1d6+1 piercing damage, and the target is grappled (escape DC 11). Until this grapple ends, the target is restrained, and the frog can't bite another target.
Swallow. The frog makes one bite attack against a Small or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks, and other effects outside the frog, and it takes 5 2d4 acid damage at the start of each of the frog's turns. The frog can have only one target swallowed at a time.
If the frog dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone.


 

Statblocks for race/species of the character.

Warforged

Ability Score Increase
Size Medium
Speed 30ft

The first Warforged was an experiment from the brilliant Dwarven Artificer Tezzerack Stormbeard. Using the corpse of a Dwarf, he was able to create a form of Resurrection bringing the Dwarves spirit back within a wooden construct. After many iterations he improved the process to give them sensation and the ability to eat and drink if they wished, even get drunk if they tried hard enough. Later models started to have intergrated plating, a step which enhanced the spirit-bonding process. This was excellent for aging Stormbeards, Dwarves with no interest in the afterlife and a love of Arcane. The biggest problem was that the process removed portions of their memories. They could still recall information, even arcane training eventually, but anything of a personal nature, their family, memories of their youth, were erased. They could form new memories, new emotions and new loves, so in the Halls of Stormhold it was seen as a second life. After the fall of Uthgard and the attrosities of Dwarven genocide and enslavement were exposed, Terrerack got to work. Using his new process he resurrected any Dwarf with no living relatives, or at least no objecting relatives. A massive operation that gave an Army for the Titansblood War. But after the end of the war, the method of creating Warforged got out, and ambitious and desperate Artificers the world over have started making new models, long after the death of Tezzerack.   Age: 0 to 48 years ago.
Size: 5’ to 6’6” tall, 200 to 450 lb.
Names: As the culture in which they were created.
Languages: Dwarven
Resistances: Poison   Living Construct: Even though you were constructed, you are a living creature. You are immune to disease. You do not need to eat or breathe, but you can ingest food and drink if you wish.   Sentry’s Rest: When you take a long rest, you must spend at least four hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn’t render you unconscious, and you can see and hear as normal. You are immune to magical sleep.   Integrated Protection: Your body has built-in defensive layers, which can be enhanced with armour. You gain a bonus equal to half your proficiency bonus (rounded down) to your Armour Class. You can don only armour with which you have proficiency. To don armour, you must incorporate it into your body over the course of 1 hour, requiring Smith's tools or the Mending cantrip. To doff armour, you must spend 1 hour removing it. You can rest while donning or doffing armour in this way. While you live, your armour can't be removed from your body against your will.   Built for a Purpose: You gain 7 upgrade points, which you spend on Warforged Upgrades when you first create your warforged character.  

 

Warforged Upgrades

  Agility (2 upgrade points): Your walking speed increases by 5 feet.   Agility, Greater (+2 upgrade points): Prerequisite: Agility Upgrade Your walking speed increases by 5 feet.   Climbing Claws (2 upgrade points): You gain a climbing speed equal to your walking speed, and your unarmed attacks can deal piercing instead of bludgeoning damage.   Elemental Modification (2 upgrade points): You gain resistance to one of the following: Acid, Cold, Fire, Lightning. You can take this modification multiple times, but must select a new elemental type each time.   Excavator Claws (2 upgrade points): You gain a series of rotating gates, as well as hands designed for scooping and moving earth. You gain a burrow speed of 20ft.   Excavator Claws, Greater (+2 upgrade points): You have been altered and enhanced for digging work. Your burrow speed is now 40ft.   Excavator Sense (+3 upgrade points): You have a series of extremely sensitive listening devices added to your feet allowing you to sense the environment around you. You gain Tremorsense 10ft. Because of their sensitive nature they cannot be active all of the time, and you must spend a free action to activate/deactivate the ability (I will fuck you up if they are on all the time).   Integrated Tool (1 upgrade point): You have a specific Toolset built into your chest and arms. When making a roll using those tools, you add your proficiency bonus twice. You can take this upgrade multiple times, but must select a new Tool proficiency each time.   Integrated Weapon (1 upgrade point): You have either one or two weapons intregrated into your forearms. You can use a bonus action to retrieve or store them. You cannot be disarmed of either of these retrieved weapons while conscious, but they cannot have the heavy property or be a shield, and they cannot be dropped.   Lantern Light (2 upgrade points): You have several devices placed on your person that emit 15-foot bright light and dim light for an additional 15-foot. You can control these lights as a free action, turning them on or off, dimming them, or focusing them to a 30-foot cone.   Lantern Light, Greater (+1 upgrade point): Your Lantern Light ranges are all doubled.   Lenses of Night (1 upgrade point): You gain a 60ft darkvision.   Neutral Buoyancy (2 upgrade points): You gain a swimming speed equal to your walking speed.   Powerful Build (2 upgrade points): You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.   Psionic Training (2 upgrade points): You have learned how to channel the psionic energy in your body into one of several spell-like affects. You learn one of the following cantrips; Encode Thoughts, Mage Hand, Mind Sliver, or Message. Your spellcasting ability for these spells is your choice of Strength, Dexterity or Constitution modifier. You can take this upgrade multiple times.   Spring Heels (2 upgrade points): Double your jump distance, both vertical and horizontal.   Storage Compartment (1 upgrade point): Objects can be stored and retrieved with a bonus action, as long as they could reasonably fit within you. You have advantage on any checks made to hide the existence of these compartments, and they can't be forced open while you are conscious. You can retrieve ammunition from your storage compartments as part of your attack action with a ranged weapon.   Stormhold Training (2 upgrade points): You have learned how to channel the inherient arcane magic in your body into one of several spell-like affects. You learn one of the following cantrips; Lightning Lure, Mending, Seek Phrase, or Shocking Grasp. Your spellcasting ability for these spells is your choice of Strength, Dexterity or Constitution modifier. You can take this upgrade multiple times.   Wings of Invention (3 upgrade points): You gave a pair of lightweight leather wings that grant you a 40ft glide speed.   Wings of Invention, Greater (+3 upgrade points): You gain a Flying speed equal to your proficiency x 10ft.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 0 Spells

Poison Spray

0-level (Cantrip) Conjuration

Casting Time 1 action
Range 10ft
Duration Instantaneous
Components V, S

You extend your hand toward a creature you can see within range and project a puff of noxious gas from your palm. The creature must succeed on a Constitution saving throw or take 1d12 poison damage.
At higher levels: This spell's damage increases by 1d12 when you reach 5th level 2d12 , 11th level 3d12 , and 17th level 4d12 .

Class(es): Druid, Sorcerer, Warlock, Wizard, Artificer

Thunderclap

0-level (Cantrip) Evocation

Casting Time 1 Action
Range 5 ft
Duration Instantaneous
Components Any Artisan Tools
Materials 1 Lightning Bug (invention)

Using a Lightning Bug, you create a burst of thunderous sound that can be heard up to 100 feet away. Each creature within range, other than you, must make a Constitution saving throw or take 1d6 thunder damage.
If you warn an ally within range before the explosion, they gain advantage on their saving throw.
At higher levels: The attack's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Class(es): Artificer

Level 1 Spells

PHB

Speak with Animals

1-level Divination (ritual)

Casting Time 1 Action
Range Self
Duration 10 minutes
Components V S

You gain the ability to comprehend and verbally communicate with beasts for the duration. The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you, at the DM's discretion.

Class(es): Bard, Cleric, Druid, Paladin, Ranger

PHB

Thunderwave

1-level Evocation

Casting Time 1 Action
Range Self (15 feet Cube)
Duration Instantaneous
Components V S

A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed. In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell's effect, and the spell emits a thunderous boom audible out to 300 feet.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

Class(es): Bard, Cleric, Druid, Sorcerer, Wizard

Area of Effect15-foot Cube
Saving ThrowConstitution
2d8 Thunder DamagePushed 10 feet

Statblocks for your Trinkets, businesses, building, castles, empires.


Created by

Morgatron247.

Statblock Type

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