+2 | Strength |
+0 | Dexterity |
+3 | Constitution |
+2 | Intelligence |
+7 | Wisdom |
+1 | Charisma |
+0 | Acrobatics |
+7 | Animal Handling |
-1 | Arcana |
+2 | Athletics |
+1 | Deception |
-1 | History |
+4 | Insight |
+1 | Intimidation |
-1 | Investigation |
+7 | Medicine |
+2 | Nature |
+4 | Perception |
+1 | Performance |
+1 | Persuasion |
+2 | Religion |
+0 | Sleight of Hands |
+0 | Stealth |
+4 | Survival |
Weapon | Range | Attack | Damage | Type |
---|---|---|---|---|
Returning Javelin +1 | 30/120 ft. | 1d20+6 | 1d6+3 | piercing |
Returning Javelin +1 (with Zen Archery) | 30/120 ft. | 1d20+8 | 1d6+5 | piercing |
Heroes Enabled
The statblocks of your Weapons, armor and other important/magical equipment
DnD 5e SRD SRD
Medium Armor Common
This crude armor consists of thick furs and pelts. It is commonly worn by barbarian tribes, evil humanoids, and other folk who lack access to the tools and materials needed to create better armor.
Type | AC | STR Req. | Stealth Dis. | Properties |
---|---|---|---|---|
Medium | 12 + Dex Modifier (max 2) |
Cost: 10 gp Weight: 12 lb
DnD 5e SRD SRD
Shield Common
A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time.
Type | AC | STR Req. | Stealth Dis. | Properties |
---|---|---|---|---|
Shield | +2 |
Cost: 10 gp Weight: 6 lb
The statblocks of your class features
Holding high a gnarled staff wreathed with holly, an elf summons the fury of the storm and calls down explosive bolts of lightning to smite the torch-carrying orcs who threaten her forest.
Crouching out of sight on a high tree branch in the form of a leopard, a human peers out of the jungle at the strange construction of a temple of Evil Elemental Air, keeping a close eye on the cultists’ activities.
Swinging a blade formed of pure fire, a half-elf charges into a mass of skeletal soldiers, sundering the unnatural magic that gives the foul creatures the mocking semblance of life.
Whether calling on the elemental forces of nature or emulating the creatures of the animal world, druids are an embodiment of nature’s resilience, cunning, and fury. They claim no mastery over nature. Instead, they see themselves as extensions of nature’s indomitable will.
Power of Nature
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. The ancient druidic traditions are sometimes called the Old Faith, in contrast to the worship of gods in temples and shrines.
Druid spells are oriented toward nature and animals—the power of tooth and claw, of sun and moon, of fire and storm. Druids also gain the ability to take on animal forms, and some druids make a particular study of this practice, even to the point where they prefer animal form to their natural form.
Preserve the Balance
For druids, nature exists in a precarious balance. The four elements that make up a world—air, earth, fire, and water—must remain in equilibrium. If one element were to gain power over the others, the world could be destroyed, drawn into one of the elemental planes and broken apart into its component elements. Thus, druids oppose cults of Elemental Evil and others who promote one element to the exclusion of others.
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. Druids accept that which is cruel in nature, and they hate that which is unnatural, including aberrations (such as beholders and mind flayers) and undead (such as zombies and vampires). Druids sometimes lead raids against such creatures, especially when the monsters encroach on the druids’ territory.
Druids are often found guarding sacred sites or watching over regions of unspoiled nature. But when a significant danger arises, threatening nature’s balance or the lands they protect, druids take on a more active role in combating the threat, as adventurers.
Creating a Druid
When making a druid, consider why your character has such a close bond with nature. Perhaps your character lives in a society where the Old Faith still thrives, or was raised by a druid after being abandoned in the depths of a forest. Perhaps your character had a dramatic encounter with the spirits of nature, coming face to face with a giant eagle or dire wolf and surviving the experience. Maybe your character was born during an epic storm or a volcanic eruption, which was interpreted as a sign that becoming a druid was part of your character’s destiny.
Have you always been an adventurer as part of your druidic calling, or did you first spend time as a caretaker of a sacred grove or spring? Perhaps your homeland was befouled by evil, and you took up an adventuring life in hopes of finding a new home or purpose.
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.
Beast Shapes
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 the Land detailed at the end of the class description or one from the Player's Handbook or other sources. 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.
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.
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
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 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.
You lived in seclusion – either in a sheltered community such as a monastery, or entirely alone – for a formative part of your life. In your time apart from the clamour of society, you found quiet, solitude, and perhaps some of the answers you were looking for.
Other Hermits:
This hermit background assumes a contemplative sort of seclusion that allows room for study and prayer. If you want to play a rugged wilderness recluse who lives off the land while shunning the company of other people, look at the outlander background. On the other hand, if you want to go in a more religious direction, the acolyte might be what you're looking for. Or you could even be a charlatan, posing as a wise and holy person and letting pious fools support you.
Feature: Life of Seclusion
What was the reason for your isolation, and what changed to allow you to end your solitude? You can work with your DM to determine the exact nature of your seclusion, or you can choose to roll on the table below to determine the reason behind your seclusion.
d8 Life of Seclusion
Some hermits are well suited to a life of seclusion, whereas others chafe against it and long for company. Whether they embrace solitude or long to escape it, the solitary life shapes their attitudes and ideals. A few are driven slightly mad by their years apart from society.
Roll a d8 1d8 | Personality Trait |
---|---|
1 | I've been isolated for so long that I rarely speak, preferring gestures and the occasional grunt. |
2 | I am utterly serene, even in the face of disaster. |
3 | The leader of my community had something wise to say on every topic, and I am eager to share that wisdom. |
4 | I feel tremendous empathy for all who suffer. |
5 | I'm oblivious to etiquette and social expectations. |
6 | I connect everything that happens to me to a grand, cosmic plan. |
7 | I often get lost in my own thoughts and contemplation, becoming oblivious to my surroundings. |
8 | I am working on a grand philosophical theory and love sharing my ideas. |
Roll a d6 1d6 | Ideal |
---|---|
1 | Greater Good. My gifts are meant to be shared with all, not used for my own benefit. (Good) |
2 | Logic. Emotions must not cloud our sense of what is right and true, or our logical thinking. (Lawful) |
3 | Free Thinking. Inquiry and curiosity are the pillars of progress. (Chaotic) |
4 | Power. Solitude and contemplation are paths toward mystical or magical power. (Evil) |
5 | Live and Let Live. Meddling in the affairs of others only causes trouble. (Neutral) |
6 | Self-Knowledge. If you know yourself, there's nothing left to know. (Any) |
Roll a d6 1d6 | Bond |
---|---|
1 | Nothing is more important than the other members of my hermitage, order, or association. |
2 | I entered seclusion to hide from the ones who might still be hunting me. I must someday confront them. |
3 | I'm still seeking the enlightenment I pursued in my seclusion, and it still eludes me. |
4 | I entered seclusion because I loved someone I could not have. |
5 | Should my discovery come to light, it could bring ruin to the world. |
6 | My isolation gave me great insight into a great evil that only I can destroy. |
Roll a d6 1d6 | Flaw |
---|---|
1 | Now that I've returned to the world, I enjoy its delights a little too much. |
2 | I harbour dark, bloodthirsty thoughts that my isolation and meditation failed to quell. |
3 | I am dogmatic in my thoughts and philosophy. |
4 | I let my need to win arguments overshadow friendships and harmony. |
5 | I'd risk too much to uncover a lost bit of knowledge. |
6 | I like keeping secrets and won't share them with anyone. |
Statblocks for your familiars, mounts etc.
Statblocks for race/species of the character.
Statblocks for companions, followers and other allies.
Statblocks for your spells.
PHB: P. 266
0-level (Cantrip) Conjuration
PHB: P. 248
0-level (Cantrip) Divination
The Compendium of Forgotten Secrets
0-level (Cantrip) Enchantment
0-level (Cantrip) Illusion
PHB: P. 230
1-level Evocation
Nature Magic
1-level Conjuration
1-level Transmutation
1-level Transmutation
Ritual - does not require spell slot, takes 10 minutes longer1-level Divination
Abjuration Magic
2-level Abjuration
Transmutation Magic
2-level Transmutation
3-level Conjuration
The Compendium of Forgotten Secrets
3-level Abjuration
Statblocks for your Trinkets, businesses, building, castles, empires.
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
DnD 5e SRD
Adventuring Gear Common
A cloth or leather pouch can hold 1/5 cubic foot/ 6 pounds of gear - or up to 20 sling bullets or 50 blowgun needles, among other things. A compartmentalized pouch for holding spell components is called a component pouch.
Cost: 5sp Weight: 1lb
Potion Common
You regain hit points when you drink this potion. The number of hit points depends on the potion’s rarity, as shown in the Potions of Healing table. Whatever its potency, the potion’s red liquid glimmers when agitated.
Potion of … | Rarity | HP Regained | Cost | ||
---|---|---|---|---|---|
Healing | Common | 2d4 + 1 + CON | 50gp | ||
Greater healing | Uncommon | 4d4 + 2 + CON | 250gp | ||
Superior healing | Rare | 8d4 + 4 + CON | 2500gp | ||
Supreme healing | Very rare | 10d4 + 16 + 2x CON | 25000gp |
Potion Common
You regain hit points when you drink this potion. The number of hit points depends on the potion’s rarity, as shown in the Potions of Healing table. Whatever its potency, the potion’s red liquid glimmers when agitated.
Potion of … | Rarity | HP Regained | Cost | ||
---|---|---|---|---|---|
Healing | Common | 2d4 + 1 + CON | 50gp | ||
Greater healing | Uncommon | 4d4 + 2 + CON | 250gp | ||
Superior healing | Rare | 8d4 + 4 + CON | 2500gp | ||
Supreme healing | Very rare | 10d4 + 16 + 2x CON | 25000gp |
DnD5e SRD
Adventuring Gear Common
This cylindrical leather case can hold up to ten rolled-up sheets of paper or five rolled-up sheets of parchment.
Cost: 1 gp Weight: 1 lbs