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Serendipity

Druid 4 Class & Level
Mercenary Background
Warforged Race
True Neutral Alignment

Strength 9
-1
Dexterity 12
+1
constitution 15
+2
intelligence 12
+1
wisdom 16
+3
charisma 14
+2
Total Hit Dice 1
Hit Die
1d8+2
+2 proficiency bonus
+0 Strength
+0 Dexterity
+0 Constitution
+0 Intelligence
+0 Wisdom
+0 Charisma
saving throws
+1 Acrobatics
+3 Animal Handling
+1 Arcana
+1 Athletics
+4 Deception
+1 History
+5 Insight
+2 Intimidation
+1 Investigation
+3 Medicine
+1 Nature
+3 Perception
+2 Performance
+2 Persuasion
+1 Religion
+1 Sleight of Hands
+1 Stealth
+3 Survival
skills

 
13
Armor Class
31
Hit Points
+1
Initiative
30 ft
Speed
Quarterstaff[roll1d20+2][roll1d6+1]
Attacks
Traps
Alchemy
Proficiences
Druidic - Can leave coded messages, Wis 15+ needed to see, magic needed to decipher
Wildshape - Twice a day, transform into a creature CR 1/4 of current level. Land or water
Symbiotic Entity - Expend one use of Wildshape to gain 4x lvl HP. For 10 minutes:
-Halo of Spores deals x2 dmg
-Melee deals additional +1d6 poison
Spellcasting
-Pocket Camp
-Time Stop Scroll
-Cocoon Earrings
-Cheryl the Shield (+2 AC)
-Chess Set
Equipment

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 0 Spells

PHB, page 221

Chill Touch

0-level (Cantrip) Necromancy

Casting Time: 1 Action
Range/Area: 120 ft
Components: Verbal, Somatic
Duration: 1 Round
You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 necrotic damage, and it can't regain hit points until the start of your next turn. Until then, the hand clings to the target.   If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn.
At higher levels: This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Available for: Sorcerer, Warlock, Wizard, Druid (Circle of Spores)

PHB pg. 236

Druidcraft

0-level (Cantrip) Transmutation

Casting Time: 1 Action
Range/Area: 30 Feet
Components: V, S
Duration: Instantaneous
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.
Available for: Druid

Player's Handbook 5e

Fire Bolt

0-level (Cantrip) Evocation

Casting Time: 1 action
Range/Area: 120 ft.
Components: V, S
Duration: Instantaneous
You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried.
At higher levels: This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
Available for: Sorcerer, Wizard, Artificer

PHB: P. 248

Guidance

0-level (Cantrip) Divination

Casting Time: 1 action
Range/Area: Touch
Components: V, S
Duration: Concentration, Concentration, up to 1 minute

You touch one willing creature. Once before the spell ends, the target can roll a D4 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.
Available for: Artificer, Cleric, Druid

Basic Rules , pg. 259

Mending

0-level (Cantrip) Transmutation

Casting Time: 1 minute
Range/Area: Touch
Components: V S M
Materials: Two lodestones
Duration: Instantaneous
This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage. This spell can physically repair a magic item or construct, but the spell can’t restore magic to such an object.
Available for: Bard, Cleric, Druid, Sorcerer, Wizard

PHB pg. 266

Poison Spray

0-level (Cantrip) Conjuration

Casting Time: 1 Action
Range/Area: 10 Feet
Components: V, S
Duration: Instantaneous
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).
Available for: Druid, Sorcerer, Warlock, Wizard

PHB pg. 269

Produce Flame

0-level (Cantrip) Conjuration

Casting Time: 1 Action
Range/Area: Self
Components: V, S
Duration: 10 Minutes
A flickering flame appears in your hand. The flame remains there for the duration and harms neither you nor you 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 increase by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Available for: Druid

PHB pg. 272

Resistance

0-level (Cantrip) Abjuration

Casting Time: 1 Action
Range/Area: Touch
Components: V, S, M
Materials: A miniature cloak
Duration: Concentration, Up to 1 minute
You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one saving throw of its choice. It can roll the die before or after making the saving throw. The spell then ends.
Available for: Cleric, Druid

PHB pg. 275

Shillelagh

0-level (Cantrip) Transmutation

Casting Time: 1 Bonus Action
Range/Area: Touch
Components: V, S, M
Materials: Mistletoe, a shamrock leaf, and a club or quarterstaff
Duration: 1 Minute
The wood of a club or quarterstaff you are holding is imbued with nature's power. For the duration, you can use your spellcasting ability instead of Strength for the attack and damage rolls of melee attacks using that weapon, and the weapon's damage die becomes a d8. The weapon also becomes magical, if it isn't already. The spell ends if you cast it again or if you let go of the weapon.
Available for: Druid

Level 1 Spells

PHB pg. 221

Charm Person

1-level Enchantment

Casting Time: 1 Action
Range/Area: 30 Feet
Components: V, S
Duration: 1 Hour
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 creature must be within 30 feet of each other when you target them.
Available for: Bard, Druid, Sorcerer, Warlock, Wizard

PHB: P. 230

Cure Wounds

1-level Evocation

Casting Time: 1 action
Range/Area: Touch
Components: V, S
Duration: Instantaneous

A creature you touch regains a number of hit points equal to 1*D8 + 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 1*D8 for each slot level above 1st.
Available for: Artificer, Bard, Cleric, Druid, Paladin, Ranger

PHB: P. 243

Fog Cloud

1-level Conjuration

Casting Time: 1 action
Range/Area: 120 feet
Components: V, S
Duration: Concentration, up to 1 hour
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.
Available for: Druid, Ranger, Sorcerer, Wizard

PHB: P. 254

Jump

1-level Transmutation

Casting Time: 1 action
Range/Area: Touch
Components: V, S, M
Materials: a grasshopper’s hind leg
Duration: 1 minute
You touch a creature. The creature’s jump distance is tripled until the spell ends.
Available for: Artificer, Druid, Ranger, Sorcerer, Wizard

Level 2 Spells

PHB: P. 211

Alter Self

2-level Transmutation

Casting Time: 1 action
Range/Area: Self
Components: V, S
Duration: Concentration, Concentration, up to 1 hour
You assume a different form. When you cast the spell, choose one of the following options, the effects of which last for the duration of the spell. While the spell lasts, you can end one option as an action to gain the benefits of a different one.
Aquatic Adaptation: You adapt your body to an aquatic environment, sprouting gills and growing webbing between your fingers. You can breathe underwater and gain a swimming speed equal to your walking speed.   Change Appearance: You transform your appearance. You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and distinguishing characteristics, if any. You can make yourself appear as a member of another race, though none of your statistics change. You also can’t appear as a creature of a different size than you, and your basic shape stays the same; if you’re bipedal, you can’t use this spell to become quadrupedal, for instance. At any time for the duration of the spell, you can use your action to change your appearance in this way again.   Natural Weapons: You grow claws, fangs, spines, horns, or a different natural weapon of your choice. Your unarmed strikes deal 1d6 bludgeoning, piercing, or slashing damage, as appropriate to the natural weapon you chose, and you are proficient with your unarmed strikes. Finally, the natural weapon is magic and you have a +1 bonus to the attack and damage rolls you make using it.
Available for: Artificer, Sorcerer, Wizard

PHB: P. 219

Blindness / Deafness

2-level Necromancy

Casting Time: 1 action
Range/Area: 30 feet
Components: V
Duration: 1 minute
You can blind or deafen a foe. Choose one creature that you can see within range to make a Constitution saving throw. If it fails, the target is either blinded or deafened (your choice) for the duration. At the end of each of its turns, the target can make a Constitution saving throw. On a success, the spell ends.
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.
Available for: Bard, Cleric, Sorcerer, Wizard

PHB: P. 242

Flame Blade

2-level Evocation

Casting Time: 1 bonus action
Range/Area: Self
Components: V, S, M
Materials: leaf of sumac
Duration: Concentration, Concentration, up to 10 minutes
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.
Available for: Druid

PHB: P. 256

Locate Object

2-level Divination

Casting Time: 1 action
Range/Area: Self
Components: V, S, M
Materials: a forked twig
Duration: Concentration, up to 10 minutes
Describe or name an object that is familiar to you. You sense the direction to the object’s location, as long as that object is within 1,000 feet of you. If the object is in motion, you know the direction of its movement. The spell can locate a specific object known to you, as long as you have seen it up close – within 30 feet – at least once. Alternatively, the spell can locate the nearest object of a particular kind, such as a certain kind of apparel, jewelry, furniture, tool, or weapon.   This spell can’t locate an object if any thickness of lead, even a thin sheet, blocks a direct path between you and the object.
Available for: Bard, Cleric, Druid, Paladin, Ranger, Wizard

PHB: P. 264

Pass without Trace

2-level Abjuration

Casting Time: 1 action
Range/Area: Self
Components: V, S, M
Materials: ashes from a burned leaf of mistletoe and a sprig of spruce
Duration: Concentration, Concentration, up to 1 hour
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.
Available for: Druid, Ranger

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


Created by

peircerobinson.

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Character Sheet (Legacy)

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