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Circe Pearlspear

Druid 4 Class & Level
Royal Background
Triton Race
neutral good Alignment

Strength 17
+3
Dexterity 13
+1
constitution 20
+5
intelligence 20
+5
wisdom 19
+4
charisma 19
+4
Total Hit Dice
Hit Die
1d+5
+2 proficiency bonus
+3 Strength
+1 Dexterity
+3 Constitution
+5 Intelligence
+5 Wisdom
+5 Charisma
saving throws
+0 Acrobatics
+5 Animal Handling
+0 Arcana
+0 Athletics
+0 Deception
+5 History
+0 Insight
+0 Intimidation
+0 Investigation
+0 Medicine
+5 Nature
+0 Perception
+0 Performance
+5 Persuasion
+0 Religion
+0 Sleight of Hands
+0 Stealth
+0 Survival
skills

 
12
Armor Class
30
Hit Points
+0
Initiative
30ft
Speed
Attacks
Weapons: Spear, dagger
Armor: light armor
Tools:tarot cards, herbalism kit
Languages:Aquan, Primordial, common,Draconic, Orcish, Elven, Abyssal
Proficiences

Heroes Enabled

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

The statblocks of your class features

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 1 Spells

Animal Friendship

1-level Enchantment

Casting Time 1 action
Range 30ft
Duration 24 hours
Components V, S, M
Materials A morsel of food

This spell lets you convince a beast that you mean it no harm. Choose a beast that you can see within range. It must see and hear you. If the beast's Intelligence is 4 or higher, the spell fails. Otherwise, the beast must succeed on a Wisdom saving throw or be Charmed by you for the spell's Duration. If you or one of your companions harms the target, the Spells ends.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional beast level above 1st.

Class(es): Bard, Druid, Ranger

PHB

Faerie Fire

1-level Evocation

Casting Time 1 action
Range 60ft
Duration Concentration, 1 minute
Components V

Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius.

  Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can't benefit from being invisible.

Class(es): Bard, Druid

PHB, page 246

Goodberry

1-level Transmutation

Casting Time 1 action
Range Touch
Duration Instantaneous
Components V, S, M
Materials a sprig of mistletoe

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.

Class(es): Druid, Ranger

Ice Knife

1-level Conjuration

Casting Time 1 Action
Range 60ft
Duration Instantaneous
Components S, M
Materials A Drop of Water or A Piece of Ice

You create a shard of ice and fling it at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 piercing damage. Hit or miss, the shard then explodes. The target and each creature within 5 feet of the point where the ice exploded must succeed on a Dexterity saving throw or take 2d6 cold damage.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the cold damage increases by 1d6 for each slot level above 1st.

Class(es): Druid, Sorcerer, Wizard

Level 2 Spells

Pass without Trace

2-level Abjuration

Casting Time 1 action
Range Self
Duration Concentration, Concentration, up to an hour
Components V, S, M
Materials Ashes from a burned leaf of mistletoe and a sprig of spruce

A veil of shadows and silence radiates from you, masking you and your companions from detection. For the duration, each creature you choose within 30 feet of you (including you) has a +10 bonus to Dexterity (Stealth) checks and can't be tracked except by magical means. A creature that receives this bonus leaves behind no tracks or other traces of its passage.

Class(es): Druid, Ranger

Moonbeam

2-level Evocation

Casting Time 1 action
Range 120ft
Duration Concentration, Concentration, up to a minute
Components V, S, M
Materials Several seeds of any moonseed plant and a piece of opalescent feldspar

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

Class(es): Druid

Animal Messenger

2-level Enchantment (ritual)

Casting Time 1 action
Range 30ft
Duration 24 hours
Components V, S, M
Materials A morsel of food

By means of this spell, you use an animal to deliver a Message. Choose a Tiny beast you can see within range, such as a squirrel, a blue ray, or a bird. You specify a location, which you must have visited, and a recipient who matches a general description, such as a man or woman dressed in the uniform of the town guard or a red-haired dwarf wearing a pointed hat. You also speak a Message of up to twenty-five words. The target beast travels for the Duration of the spell towards the specified location, covering about 50 miles per 24 hours for a flying messenger or 25 miles for Other Animals.

When the messenger arrives, it delivers your Message to the creature that you described, replicating the sound of your voice. The messenger speaks only to a creature matching the description you gave. If the messenger doesn't reach its destination before the spell ends, the Message is lost, and the beast makes its way back to where you cast this spell.
At higher levels: At Higher Levels: If you cast this spell using a spell slot of 3rd level or higher, the Duration of the spell increases by 48 hours for each slot level above 2nd.

Class(es): Bard, Druid, Ranger

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BirdieAnne12.

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