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: All light, medium, shields (druids don't use armor/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
Level | Prof. Bonus | Features | Cantrips | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
1st | +2 | Druidic, Spellcasting | 3 | 2 | — | — | — | — | — | — | — | — |
2nd | +2 | Wild Shape, Druid Circle | 3 | 3 | — | — | — | — | — | — | — | — |
3rd | +2 | — | 3 | 4 | 2 | — | — | — | — | — | — | — |
4th | +2 | Wild Shape improvement, Ability Score Improvement | 4 | 4 | 3 | — | — | — | — | — | — | — |
5th | +3 | — | 4 | 4 | 3 | 2 | — | — | — | — | — | — |
6th | +3 | Druid Circle feature | 4 | 4 | 3 | 3 | — | — | — | — | — | — |
7th | +3 | — | 4 | 4 | 3 | 3 | 1 | — | — | — | — | — |
8th | +3 | Wild Shape improvement, Ability Score Improvement | 4 | 4 | 3 | 3 | 2 | — | — | — | — | — |
9th | +4 | — | 4 | 4 | 3 | 3 | 3 | 1 | — | — | — | — |
10th | +4 | Druid Circle feature | 5 | 4 | 3 | 3 | 3 | 2 | — | — | — | — |
11th | +4 | — | 5 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
12th | +4 | Ability Score Improvement | 5 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
13th | +5 | — | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
14th | +5 | Druid Circle feature | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
15th | +5 | — | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
16th | +5 | Ability Score Improvement | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
17th | +6 | — | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
18th | +6 | Timeless Body, Beast Spells | 5 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
19th | +6 | Ability Score Improvement | 5 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
20th | +6 | Archdruid | 5 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
Class Features
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.
Level | Max CR | Limitations | Example |
2nd | 1/4 | No Flying or Swimming speed | Wolf |
4th | 1/2 | No Flying speed | Crocodile |
8th | 1 | None | 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 is higher than yours, use the creature's bonus. 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 extra damage carries over to your normal form. 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 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 GM decides whether it is practical for the new form to wear a piece of equipment. Your equipment doesn't change 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. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.
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
Timeless Body
Starting at 18th level, 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
- (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
Alternatively, you can ignore the equipment from your class and background, and start with 2d4 x 10 gp.
Spellcasting
Cantrips
You know two cantrips of your choice from the druid spell list. You learn additional druid cantrips of your choice at higher levels, learning a 3rd cantrip at 4th level and a 4th at 10th level.
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 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.
You can change your list of prepared spells when you finish a long rest.
Spellcasting Ability
Wisdom is your spellcasting ability for your druid spells. 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 as a spellcasting focus for your druid spells.
Subclass Options
Balm of the Summer Court
At 2nd level, 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 the expended dice when you finish a long rest.
Hearth of Moonlight and Shadow
At 6th level, at the start of a 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, 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 Dream
At 14th level, 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.
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, 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.
Circle Spells
At 3rd, 5th, 7th, and 9th level you gain access to circle spells connected to the land where you became a druid. 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 | Circle 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 | Circle Spells |
3rd | Mirror Image, Misty Step |
5th | Water Breathing, Water Walk |
7th | Control Water, Freedom of Movement |
9th | Conjure Elemental, Scrying |
Desert
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 |
Forest
Druid Level | Circle Spells |
3rd | Barkskin, Spider Climb |
5th | Call Lightning, Plant Growth |
7th | Divination, Freedom of Movement |
9th | Commune With Nature, Tree Stride |
Grassland
Druid Level | Circle Spells |
3rd | Invisibility, Pass Without Trace |
5th | Daylight, Haste |
7th | Divination, Freedom of Movement |
9th | Dream, Insect Plague |
Mountain
Druid Level | Circle Spells |
3rd | Spider Climb, Spike Growth |
5th | Lightning Bolt, Meld Into Stone |
7th | Stone Shape, Stoneskin |
9th | Passwall, Wall of Stone |
Swamp
Druid Level | Circle Spells |
3rd | Spider Climb, Web |
5th | Gaseous Form, Stinking Cloud |
7th | Greater Invisibility, Stone Shape |
9th | Cloudkill, Insect Plague |
Shadowfell
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 |
Land's 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, 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.
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
Starting at 2nd level, you can use your Wild Shape to transform into a beast with a challenge rating as high as 1, 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.
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 can cast the Alter Self spell at will.
Speech of the Woods
At 2nd level, 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 any special friendship with beasts, though you can combine this ability with gifts to curry favor.
Spirit Totem
Starting at 2nd level, 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: Each creature of your choice in the aura when the spirit appears each gain 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: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: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 with a spell slot that restores hit points to anyone inside or outside the aura, each creature of your choice in the aura also regains hit points equal to your druid level.
Mighty Summoner
At 6th level, any beast or fey summoned or created by your spells gains the following benefits:
- Its hit point maximum increases by 2 per hit die.
- 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, 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, 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 with 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 Spells
At 2nd level, you learn the Chill Touch cantrip. At 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Circle of Spores 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.
Druid Level | Circle Spells |
3rd | Blindness/Deafness, Gentle Repose |
5th | Animate Dead, Gaseous Form |
7th | Blight, Consfusion |
9th | Cloudkill, Contagion |
Halo of Spores
Starting at 2nd level, you can launch toxic spores at other creatures. When a creature you can see moves into a space within 10 feet of you or starts its turn there, you can use your reaction to deal 1d4 necrotic damage to that creature unless it succeeds on a Constitution saving throw against your spell save DC. The necrotic damage increases to 1d6 at 6th level, 1d8 at 10th level, and 1d10 at 14th level.
Symbotic Entity
At 2nd level, when you use your Wild Shape feature, you can awaken your spores, rather than transforming. When you do so, you gain 4 temporary hit points per level you have in this class, the damage of your Halo of Spores feature doubles, and your melee weapon attacks deal an extra 1d6 poison damage to any target they hit. These benefits last for 10 minutes, until you lose all these temporary hit points, or until you use your Wild Shape again.
Fungal Infestation
At 6th level, if a beast or a humanoid that is Small or Medium dies within 10 feet of you, you can use your reaction to animate it, causing it to stand up immediately with 1 hit point. The creature uses the zombie stat block in the Monster Manual. It remains animate for 1 hour, after which time it collapses and dies.
In combat, the zombie's turn comes immediately after yours. It obeys your mental commands, and the only action it can take is the Attack action, making one melee attack.
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.
Spreading Spores
At 10th level, as a bonus action, you hurl fungal spores up to 30 feet away, where they swirl around in a 10-foot cube for 1 minute. The spores disappear early if you use this feature again, if you dismiss them as a bonus action, or if your Symbiotic Entity feature is no longer active. While the cube of spores persists, you can't use your Halo of Spores feature, but any creature that starts its turn in the cube takes your Halo of Spores damage, unless the creature succeeds on a Constitution saving throw against your spell save DC. A creature can take this damage no more than once per turn.
Fungal Body
At 14th level, you can't be blinded, deafened, frightened, or poisoned, and if an attack is a critical hit against you, it doesn't deal its extra damage to you, unless you are incapacitated.
Statblocks for your familiars, mounts etc.
SRD
Dire Wolf
Large beast, unaligned
Armor Class 14
Hit Points 37 5d10+10
Speed
50ft
Skills Perception +3 , Stealth +4
Senses passive Perception 13
Challenge 1 (200 XP)
Keen Hearing and Smell. The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Pack Tactics. The wolf has advantage on an attack roll against a creature if at least one of the wolf's allies is within 5 feet of the creature and the ally isn't incapacitated.
Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 2d6+3 piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.
SRD
Constrictor Snake
Large beast, unaligned
Armor Class 12
Hit Points 13 2d10+2
Speed
30ft
Swim: 30ft
Senses blindsight 10 ft., passive Perception 10
Challenge 1/4 (50 XP)
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 1d6+2 piercing damage.
Constrict. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 1d8+2 bludgeoning damage, and the target is grappled (escape DC 14). Until this grapple ends, the creature is restrained, and the snake can't constrict another target.
SRD
Poisonous Snake
Tiny beast, unaligned
Armor Class 13
Hit Points 2 1d4
Speed
30ft
Swim: 30ft
Senses blindsight 10 ft., passive Perception 10
Challenge 1/8 (25 XP)
Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 piercing damage, and the target must make a DC 10 Constitution saving throw, taking 5 2d4 poison damage on a failed save, or half as much damage on a successful one.
SRD
Tiger
Large beast, unaligned
Armor Class 12
Hit Points 37 5d10+10
Speed
40ft
Skills Perception +3 , Stealth +6
Senses darkvision 60 ft., passive Perception 13
Challenge 1 (200 XP)
Keen Smell. The tiger has advantage on Wisdom (Perception) checks that rely on smell.
Pounce. If the tiger moves at least 20 feet straight toward a creature then hits it with a claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the panther can make one bite attack against it as a bonus action.
Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 1d10+3 piercing damage.
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 1d8+3 slashing damage.
SRD
Polar Bear
Large beast, unaligned
Armor Class 12
Hit Points 42 5d10+15
Speed
40ft
Swim: 30ft
Skills Perception +3
Senses passive Perception 13
Challenge 2 (450 XP)
Keen Smell. the bear has advantage on Wisdom (Pereception) checks that rely on smell.
Actions
Multiattack. The bear makes two attacks: one with its bite and one with its claws.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 1d8+5 piercing damage.
Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 2d6+5 slashing damage.
SRD
Brown Bear
Large beast, unaligned
Armor Class 11
Hit Points 34 4d10+12
Speed
40ft
Climb: 30ft
Skills Perception +3
Senses passive Perception 13
Challenge 1 (200 XP)
Keen Smell. The bear has advantage on Wisdom (Perception) checks that rely on smell.
Actions
Multiattack. The bear makes two attacks: one with its bite and one with its claws.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 1d8+4 piercing damage.
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 1d8+4 slashing damage.
SRD
Crocodile
Large beast, unaligned
Armor Class 12
Hit Points 19 3d10+3
Speed
20ft
Swim: 30ft
Skills Stealth +2
Senses passive Perception 10
Challenge 1/2 (100 XP)
Hold Breath. The crocodile can hold its breath for 15 minutes.
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 1d10+2 piercing damage, and the target is grappled (escape DC 12). Until this grapple ends, the target is restrained, and the crocodile can't bite another target.
SRD
Spider
Tiny beast, unaligned
Armor Class 12
Hit Points 1 1d4-1
Speed
20ft
Climb: 20ft
Skills Stealth +4
Senses darkvision 30 ft., passive Perception 10
Challenge 0 (10 XP)
Spider Climb. The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Web Sense. While in contact with a web, the spider knows the exact location of any other creature in contact with the same web.
Web Walker. The spider ignores movement restrictions caused by webbing.
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1 piercing damage, and the target must succeed on a DC 9 Constitution saving throw or take 2 1d4 poison damage.
SRD
Mastiff
Medium beast, unaligned
Armor Class
Hit Points 5 1d8+1
Speed
40ft
Skills Perception +3
Senses passive Perception 13
Challenge 1/8 (25 XP)
Keen Hearing and Smell. The mastiff has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Actions
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 1d6+1 piercing damage. If the target is a creature, it must suceed on a DC 11 Strength saving throw or be knocked prone.
Mastiffs are impressive hounds prized by humanoids for their loyalty and keen senses. Mastiffs can be trained as guard dogs, hunting dogs, and war dogs. Halflings and other Small humanoids ride them as mounts.
Any
SRD
Panther
Medium beast, unaligned
Armor Class 12
Hit Points 13 3d8
Speed
50ft
Climb: 40ft
Skills Perception +4 , Stealth +6
Senses passive Perception 14
Challenge 1/4 (50 XP)
Keen Smell. The panther has advantage on Wisdom (Perception) checks that rely on smell.
Pounce. If the panther moves at least 20 feet straight toward a creature then hits it with a claw attack on the same turn, that target must succeed on a DC 12 Strength saving throw or be knocked prone. If the target is prone, the panther can make one bite attack against it as a bonus action.
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 1d6+2 piercing damage.
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 1d4+2 slashing damage.
SRD
Saber-Toothed Tiger
Large beast, unaligned
Armor Class 12
Hit Points 57 7d10+14
Speed
30ft
Skills Perception +3 , Stealth +6
Senses passive Perception 13
Challenge 2 (450 XP)
Keen Smell. The tiger has advantage on Wisdom (Perception) checks that rely on smell.
Pounce. If the tiger moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 14 Strenght saving throw or be knocked prone. If the target is prone, the lion can make one bite attack against it as a bonus action.
Actions
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 1d10+5 piercing damage.
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 2d6+5 slashing damage.
SRD
Deer
Medium beast, unaligned
Armor Class 13
Hit Points 4 1d8
Speed
50ft
Senses passive Perception 12
Challenge 0 (10 XP)
Actions
Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 1d4 piercing damage.
SRD
Elk
Large beast, unaligned
Armor Class 10
Hit Points 13 2d10+2
Speed
50ft
Senses passive Perception 10
Challenge 1/4 (50 XP)
Charge. If the elk moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 7 (2d6) 2d6 damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.
Actions
Ram. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 1d6+3 bludgeoning damage.
hooves. Melee Weapon Attack: +5 to hit, reach 5 ft., one prone creature. Hit: 8 2d4+3 bludgeoning damage.
SRD
Mule
Medium beast, unaligned
Armor Class 10
Hit Points 11 2d8+2
Speed
40ft
Senses passive Perception 10
Challenge 1/8 (25 XP)
Beast of Burden. The mule is considered to be a Large animal for the purpose of determining its carry capacity.
Sure-Footed. The mule has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.
Actions
Hooves. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 4 1d4+2 bludgeoning damage.
SRD
Riding Horse
Large beast, unaligned
Armor Class 10
Hit Points 13 2d10+2
Speed
60ft
Senses passive Perception 10
Challenge 1/4 (50 XP)
Actions
Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 2d4+3 piercing damage.
Statblocks for race/species of the character.
Hadean Tiefling
Ability Score Increase +2 Cha, +1 Str
Size Medium
Speed 30ft
Darkvision: You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
Hellish Resistance: You have resistance to fire damage.
Infernal Legacy: You know the Thaumaturgy cantrip. When you reach 3rd level, you can cast the Hellish Rebuke spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the Darkness spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.
Languages. Common and Infernal
Statblocks for companions, followers and other allies.
[block:
Vasnomil (Armor Seller)]
[block:
Sargent Slaghide (Orc Lad)
Lokan (Husband)
]
Statblocks for your spells.
Level 0 Spells
Evolving Cantrips
Druidcraft
0-level (Cantrip)
Abjuration
Casting Time 1 action
Range 30 feet
Duration Instantaneous
Components V,S
Whispering to the spirits of nature, you create one of the following effects within range:
• You create a tiny, harmless sensory effect that predicts what the weather will be at your location for the next 24 hours. The effect might manifest as a golden orb for clear skies, a cloud for rain, falling snowflakes for snow, and so on. This effect persists for 1 round.
• You instantly make a flower blossom, a seed pod open, or a leaf bud bloom.
• You create an instantaneous, harmless sensory effect, such as falling leaves, a puff of wind, the sound of a small animal, or the faint odor of skunk. The effect must fit in a 5-foot cube.
• You instantly light or snuff out a candle, a torch, or a small campfire.
At higher levels: At 5th Level.
You gain a deeper control over the elements and can create one of the following effects within range:
- A barrier against weather extends out from you in a 10-footradius and moves with you, remaining centered on you and shielding the area from nonmagical snow, rain and wind.The barrier lasts for 1 hour.
- You dim the flame of a candle, a torch, or a small campfire,halving its light radius.
- You create a more potent instantaneous sensory effect, likea roar of a tiger, rumble of thunder, or the acrid scent of smoke or burning wood. The effect must fit in a 10-footcube.
- You touch a creature and instantly remove any unnatural smell from its body or clothing.
At 11th Level. When you use this spell to make a flower blossom, a seed pod open, or a leaf bud bloom, you can do sofor all plants within range simultaneously. You can alsoreverse these effects by making seeds infertile, wilting flowersor drying out leaves. Additionally, when you use this spell tolight or snuff out a flame, you may do so to any number oftargets within range.At 17th Level. When you use this spell to create a barrieragainst weather, you can influence the temperature andhumidity within the sphere to feel comfortable to all creatureswithin it. This does not mitigate the dangers of extreme heator cold, nor does it overcome magical weather effects
Class(es): Druid
Players Handbook Page 269
Produce Flame
0-level (Cantrip)
Conjuration
Casting Time 1 action
Range Self
Duration 10 minutes
Components V, S
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.
At higher levels: This spell's damage increases by 1d8 when you reach 5th Level (2d8), 11th level (3d8), and 17th level (4d8).
Class(es): Druid
PHB
Thorn Whip
0-level (Cantrip)
Transmutation
Casting Time 1 Action
Range 30 feet
Duration Instantaneous
Components V S M
Materials (the stem of a plant with thorns)
You create a long, vine-like whip covered in thorns that lashes out at your command toward a creature in range. Make a melee spell attack against the target. If the attack hits, the creature takes 1d6 piercing damage, and if the creature is Large or smaller, you pull the creature up to 10 feet closer to you.
At higher levels: The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Class(es): Druid
Melee Spell Attack | 2d6 | Piercing Damage |
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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
Speak with Animals
1-level
Abjuration
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, Druid, Ranger, Barbarian (Path of the Totem Warrior), Cleric (Nature Domain), Paladin (Oath of the Ancients)
Entangle
1-level
Conjuration
Casting Time 1 Action
Range 90ft
Duration Concentration, up to 1 Minute
Components V, S
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.
Class(es): Druid
Thunderwave
1-level
Evocation
Casting Time 1 Action
Range Self (15ft 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, Druid, Sorcerer, Wizard, Artificer (Artillerist), Cleric (Tempest Domain), Fighter (Eldritch Knight), Monk (Way of the Four Elements), Rogue (Arcane Trickster)
Cure Wounds
1-level
Evocation
Casting Time 1 Action
Range Touch
Duration Instantaneous
Components V, S
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.
Class(es): Artificer, Bard, Cleric, Druid, Paladin, Ranger, Sorcerer (Divine Soul), Warlock (The Celestial)
Fog Cloud
1-level
Conjuration
Casting Time 1 Action
Range 120ft
Duration Concentration, up to 1 Hour
Components V, S
You create a 20-foot-radius sphere of fog centered on a point within range. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the radius of the fog increases by 20 feet for each slot level above 1st.
Class(es): Druid, Ranger, Sorcerer, Wizard, Cleric (Tempest Domain), Fighter (Eldritch Knight), Rogue (Arcane Trickster)
Faerie Fire
1-level
Evocation
Casting Time 1 Action
Range 60ft
Duration Concentration, up to 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): Artificer, Bard, Druid, Cleric (Light Domain), Warlock (The Archfey)
Detect Magic
1-level
Divination
Casting Time 1 Action
Range Self
Duration Concentration, Up to Ten Minutes
Components V, S
For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.
The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
Class(es): Artificer, Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Wizard, Fighter (Eldritch Knight), Fighter (Monster Hunter), Rogue (Arcane Trickster)
Detect Poison and Disease
1-level
Divination
Casting Time 1 Action
Range Self
Duration Concentration, Up to Ten Minutes
Components V, S, M
Materials a yew leaf
For the duration, you can sense the presence and location of poisons, poisonous creatures, and diseases within 30 feet of you. You also identify the kind of poison, poisonous creature, or disease in each case.
The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
Class(es): Cleric, Druid, Paladin, Ranger, Sorcerer (Divine Soul)
Charm Person
1-level
Enchantment
Casting Time 1 Action
Range 30ft
Duration 1 Hour
Components V, S
You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.
Class(es): Bard, Druid, Sorcerer, Warlock, Wizard, Cleric (Trickery Domain), Fighter (Eldritch Knight), Paladin (Oath of Treachery), Rogue (Arcane Trickster)
Hellish Rebuke
1-level
Evocation
Casting Time 1 reaction, which you take in response to being damaged by a creature within 60 feet of you that you can see
Range 60ft
Duration Instantaneous
Components V, S
You point your finger, and the creature that damaged you is momentarily surrounded by hellish flames. The creature must make a Dexterity saving throw. It takes 2d10 fire damage on a failed save, or half as much damage on a successful one.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.
Class(es): Warlock, Paladin (Oathbreaker)
Level 2 Spells
PHB
Moonbeam
2-level
Evocation
Casting Time 1 Action
Range 120 feet
Duration Concentration, Concentration, up to 1 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 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 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.
Class(es): Druid, Paladin
Area of Effect | 5-foot-radius, 40-foot-high-cylinder |
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Saving Throw | Constitution |
2d10 | Radiant Damage |
|
Heat Metal
2-level
Transmutation
Casting Time 1 Action
Range 60ft
Duration Concentration, up to 1 Minute
Components V, S, M
Materials a piece of iron and a flame
Choose a manufactured metal object, such as a metal weapon or a suit of heavy or medium metal armor, that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object takes 2d8 fire damage when you cast the spell. Until the spell ends, you can use a bonus action on each of your subsequent turns to cause this damage again.
If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn't drop the object, it has disadvantage on attack rolls and ability checks until the start of your next turn.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.
Class(es): Artificer, Bard, Druid, Cleric (Forge Domain)
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 jay, or a bat. 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 toward 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: 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
Lesser Restoration
2-level
Abjuration
Casting Time 1 Action
Range Touch
Duration Instantaneous
Components V, S
You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.
Class(es): Artificer, Bard, Cleric, Druid, Paladin, Ranger, Sorcerer (Divine Soul), Warlock (The Celestial)
Pass Without Trace
2-level
Abjuration
Casting Time 1 Action
Range Self
Duration up to 1 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, Cleric (Trickery Domain), Monk (Way of Shadow)
Find Traps
2-level
Divination
Casting Time 1 Action
Range 120ft
Duration Instantaneous
Components V, S
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.
Class(es): Cleric, Druid, Ranger, Sorcerer (Divine Soul)
Beast Sense
2-level
Divination
Casting Time 1 Action
Range Touch
Duration Concentration, up to 1 Hour
Components S
You touch a willing beast. For the duration of the spell, you can use your action to see through the beast's eyes and hear what it hears, and continue to do so until you use your action to return to your normal senses. While perceiving through the beast's senses, you gain the benefits of any special senses possessed by that creature, though you are blinded and deafened to your own surroundings.
Class(es): Druid, Ranger, Barbarian (Path of the Totem Warrior)
Flame Blade
2-level
Evocation
Casting Time 1 Bonus Action
Range Self
Duration Concentration, Up to Ten Minutes
Components V, S, M
Materials a leaf of sumac
You evoke a fiery blade in your free hand. The blade is similar in size and shape to a scimitar, and it lasts for the duration. If you let go of the blade, it disappears, but you can evoke the blade again as a bonus action.
You can use your action to make a melee spell attack with the fiery blade. On a hit, the target takes 3d6 fire damage.
The flaming blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for every two slot levels above 2nd.
Class(es): Druid
Enhance Ability
2-level
Transmutation
Casting Time 1 Action
Range Touch
Duration Concentration, Up to 1 hour
Components V, S, M
Materials fur or a feather from a beast
You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects; the target gains that effect until the spell ends.
- Bear's Endurance: The target has advantage on Constitution checks. It also gains 2d6 temporary hit points, which are lost when the spell ends.
- Bull's Strength: The target has advantage on Strength checks, and its carrying capacity doubles.
- Cat's Grace: The target has advantage on Dexterity checks. It also doesn't take damage from falling 20 feet or less if it isn't incapacitated.
- Eagle's Splendor: The target has advantage on Charisma checks.
- Fox's Cunning: The target has advantage on Intelligence checks.
- Owl's Wisdom: The target has advantage on Wisdom checks.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
Class(es): Artificer, Bard, Cleric, Druid, Sorcerer
Hold Person
2-level
Enchantment
Casting Time 1 Action
Range 60ft
Duration Concentration, up to 1 Minute
Components V, S, M
Materials a small straight piece of iron
Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, you can target one additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them.
Class(es): Bard, Cleric, Druid, Sorcerer, Warlock, Wizard, Fighter (Eldritch Knight), Monk (Way of the Four Elements), Paladin (Oath of Conquest), Paladin (Oath of Redemption), Paladin (Oath of Vengeance), Rogue (Arcane Trickster)
Statblocks for your Trinkets, businesses, building, castles, empires.