+0 | Strength |
+2 | Dexterity |
+2 | Constitution |
+3 | Intelligence |
+6 | Wisdom |
+1 | Charisma |
+2 | Acrobatics |
+4 | Animal Handling |
+1 | Arcana |
+0 | Athletics |
+1 | Deception |
+1 | History |
+4 | Insight |
+1 | Intimidation |
+1 | Investigation |
+4 | Medicine |
+3 | Nature |
+6 | Perception |
+1 | Performance |
+1 | Persuasion |
+1 | Religion |
+2 | Sleight of Hands |
+2 | Stealth |
+4 | Survival |
Weapon | Attack | Damage |
---|---|---|
Scimitar | (1d20+2) | (1d6+0) slashing/finesse |
Dagger | (1d20+4) | (1d4+0) piercing/finesse |
Heroes Enabled
The statblocks of your Weapons, armor and other important/magical equipment
The statblocks of your class features
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 standings tones to whisper primal secrets in Druidic. The circle's wisest members preside as the chief priests of communities that hol to the Old Faith and serve as advisors to the rulers of those folk. As a member of this circle, you magic is influenced by the land where you were initiated into the circle's mysterious rites.
When you choose this circle at 2nd level, you learn one additional druid cantrip of your choice.
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.
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 as those created by the entangle spell.
When you reach 10th level, you can't be charmed or frightened by elementals or fey, and you are immune to poison and disease.
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.
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 associate list of spells
Once you gain access to a circle spell, you alway shave 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.
Druid Level | Circle Spells |
---|---|
3rd | hold person, spike growth |
5th | sleet storm, slow |
7th | freedom of movement, ice storm |
9th | commune with nature, cone of cold |
Druid Level | Circle Spells |
---|---|
3rd | mirror image, misty step |
5th | water breathing, water walk |
7th | control water, freedom of movement |
9th | conjure elemental, scrying |
Druid Level | Circle Spells |
---|---|
3rd | blur, silence |
5th | create food and water, protection from energy |
7th | blight, hallucinatory terrain |
9th | insect plague, wall of stone |
Druid Level | Circle Spells |
---|---|
3rd | barkskin, spider climb |
5th | call lightning, plant growth |
7th | divination, freedom of movement |
9th | commune with nature, tree stride |
Druid Level | Circle Spells |
---|---|
3rd | invisibility, pass without a trace |
5th | daylight, haste |
7th | divination, freedom of movement |
9th | dream, insect plague |
Druid Level | Circle Spells |
---|---|
3rd | spider climb, spike growth |
5th | lightning bolt, melt into stone |
7th | stone shape, stoneskin |
9th | passwall, wall of stone |
Druid Level | Circle Spells |
---|---|
3rd | darkness, Melf's acid arrow |
5th | water walk, stinking cloud |
7th | freedom of movement, locate creature |
9th | insect plague, scrying |
Druid Level | Circle Spells |
---|---|
3rd | spider climb, web |
5th | gaseous form, stinking cloud |
7th | greater invisibility, stone shape |
9th | cloudkill, insect plague |
Statblocks for your familiars, mounts etc.
Statblocks for race/species of the character.
Forest Blend.
You have advantage on Stealth checks made to hide amongst foliage, trees and other plant life.
Plant.
Your creature type is both fey and humanoid. Given that your physiology is primarily composed of plant matter, you are vulnerable to fire damage.
Tree Stride.
Over time you have learned the skill of using trees as a type of transportation. Once a turn, you can use 10 feet of your movement to step magically into one living tree within your reach and emerge from a second living tree within 60 feet of the first tree, appearing in an unoccupied space within 5 feet of the second tree. Both trees must be Medium or larger.
Nature Whisperer.
You are one with the forest and it speaks to you. You can communicate with beasts and plants through Sylvan.
Photosynthesis.
While in natural light, you have advantage to save against any effect that causes exhaustion. In addition, if you have access to natural light for an entire short rest you recover a level of exhaustion.
Innate Spellcasting.
You know the druidcraft cantrip. When you reach 3rd level, you can cast the entangle spell once per day; you must finish a long rest in order to cast the spell again using this trait. When you reach 5th level, you can also cast the lesser restoration spell once per day; you must finish a long rest in order to cast the spell again using this trait. Wisdom is your spellcasting ability for these spells.
Languages. Common, Sylvan, Druidic
Statblocks for companions, followers and other allies.
Statblocks for your spells.
PHB, page 236 SRD
0-level (Cantrip) Transmutation
Whispering to the spirits of nature, you create one of the following effects within range.
SRD
0-level (Cantrip) Conjuration
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. This spell's damage increases by 1d12 when you reach 5th level ( 2d12 ), 11th level ( 3d12 ), and 17th level ( 4d12 ).
SRD
0-level (Cantrip) Abjuration
You touch one willing creature. Once before the spell ends, the target can roll a 1d4 and add the number rolled to one saving throw of its choice. It can roll the die before or after the saving throw. The spell then ends.
PHB, page 248
0-level (Cantrip) Divination
You touch one willing creature. Once before the spell ends, the target can roll a 1d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.
SRD
1-level Evocation
A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st. 2nd level 2d8 , 3rd level 3d8 , 4th level 4d8 , 5th level 5d8 , 6th level 6d8 , 7th level 7d8 , 8th level 8d8 , 9th level 9d8 .
PHB, page 238 SRD
1-level Conjuration
Grasping weeds and vines sprout from the ground in a 20-foot square starting from a point within range. For the duration, these plants turn the ground in the area into difficult terrain.
A creature in the area when you cast the spell must succeed on a Strength saving throw or be restrained by the entangling plants until the spell ends. A creature restrained by the plants can use its action to make a Strength check against your spell save DC. On a success, it frees itself.
When the spell ends, the conjured plants wilt away.
PHB, page 246 SRD
1-level Transmutation
Up to ten berries appear in your hand and are infused with magic for the duration. A creature can use its action to eat one berry. Eating a berry restores 1 hit point, and the berry provides enough nourishment to sustain a creature for one day.
The berries lose their potency if they have not been consumed within 24 hours of the casting of this spell.
SRD
2-level Evocation
A silvery beam of pale light shines down in a 5-foot radius, 40-foot-high cylinder centered on a point within range. Until the spell ends, dim light fills the cylinder.
When a creature enters the spell's area for the first time on a turn or starts its turn there, it is engulfed in ghostly flames that cause searing pain, and it must make a Constitution saving throw. It takes 2d10 radiant damage on a failed save, or half as much damage on a successful one.
A shapechanger makes its saving throw with disadvantage. If it fails, it also instantly reverts to its original form and can't assume a different form until it leaves the spell's light.
On each of your turns after you cast this spell, you can use an action to move the beam up to 60 feet in any direction.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd.
3rd level: 3d10 radiant damage
4th level: 4d10 radiant damage
5rd level: 5d10 radiant damage
6rd level: 6d10 radiant damage
7rd level: 7d10 radiant damage
8rd level: 8d10 radiant damage
9rd level: 9d10 radiant damage
PHB SRD
2-level Divination
You sense the presence of any trap within range that is within line of sight. A trap, for the purpose of this spell, includes anything that would inflict a sudden or unexpected effect you consider harmful or undesirable, which was specifically intended as such by its creator. Thus, the spell would sense an area affected by the alarm spell, a glyph of warding, or a mechanical pit trap, but it would not reveal a natural weakness in the floor, an unstable ceiling, or a hidden sinkhole.
This spell merely reveals that a trap is present. You don't learn the location of each trap, but you do learn the general nature of the danger posed by a trap you sense.
Statblocks for your Trinkets, businesses, building, castles, empires.