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Renara

Druid, Circle of the Moon 5 Class & Level
Outlander Background
Human Race
Alignment

Strength 11
+0
Dexterity 15
+2
constitution 16
+3
intelligence 15
+2
wisdom 20
+5
charisma 12
+1
Total Hit Dice 5
Hit Die
1d10+3
+3 proficiency bonus
+0 Strength
+2 Dexterity
+3 Constitution
+5 Intelligence
+8 Wisdom
+1 Charisma
saving throws
+2 Acrobatics
+5 Animal Handling
+2 Arcana
+3 Athletics
+1 Deception
+2 History
+5 Insight
+1 Intimidation
+2 Investigation
+8 Medicine
+5 Nature
+5 Perception
+1 Performance
+1 Persuasion
+2 Religion
+2 Sleight of Hands
+2 Stealth
+8 Survival
skills

 
13
Armor Class
42
Hit Points
+2
Initiative
30
Speed
Weapon/RangeAttackDamageType
Dagger 20/60Strength 1d20+0 Dexterity 1d20+2 Strength 1d4+0 Dexterity 1d4+2 Piercing Finesse Thrown
QuarterstaffStrength 1d20+0 Wisdom 1d20+5 Strength 1H 1d6+0 Strength 2H 1d8+0 Wisdom 1d8+5 Bludgeoning 1-2 Handed Magic
Attacks
Athletics
Nature
Medicine
Survival
Proficiences
GP - 126
SP - 2
CP - 0

*Leather Armor - AC 11 + DEX Modifier
*Dagger - 1d4 Piercing 20/60ft Finesse, Light, Thrown
*Quarterstaff - 1d6/1d8 Bludgeoning 1 or 2 Handed, Shillelagh
*Druidic Focus - Glowing Blue Crystal held in a vine-like cage on necklace

WAIST
*Belt Pouch
--manticore tail spikes

*Component Pouch

BACK PACK
* Mess Kit
  • Cup and Cutlery
  • One Side Box Cooking Pan
  • Other Side Plate or Shallow Bowl
  • * Tinderbox
  • Flint
  • Fire Steel
  • Tinder
  • * 10 Torches
    * 6 Days Rations
    * Waterskin
    * Set of Traveler's Clothes
    * Flask of Oil (8) - 6h ea


    SIDE OF BACKPACK
    * Bedroll
    * 50ft Hempen Rope
    * Hunting Trap
    * Animal Trophy (SELL)
    * Fishing Tackle
  • Wooden Rod
  • Silken Line
  • Wormwood Bobbers
  • Steel Hooks
  • Lead Sinkers
  • Velvet Lures
  • Narrow Netting
  • Iron Spikes (10)
  • * Lantern, Hooded

    Equipment
    Reshi (Reh-she) - My mentor. I know this is not her real name and something about her feels powerful and regal. I have only ever met her in my dreams.
    Bonds

    Heroes Enabled

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

    Dnd 5e SRD SRD

    Leather Armor

    Light Armor Common

    The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials.

    Type AC STR Req. Stealth Dis. Properties
    Light 11 + Dex Modifier

    Cost: 10 gp Weight: 10 lb


     

    DnD 5e SRD SRD

    Dagger

    Melee Weapon Finesse, Light, Thrown Common

    Type Damage Damage Range Properties
    Simple 1d4 Piercing 20/60 ft Finesse, Light, Thrown

    Cost: 2 gp Weight: 1 lb


     

    DnD 5e SRD SRD

    Quarterstaff

    Melee Weapon Versatile Common

    Type Damage Damage Range Properties
    Simple 1d6 / 1d8 Bludgeoning Versatile

    Cost: 2 sp Weight: 4 lb


     

    DnD 5e

    Arcane Focus Crystal

    Adventuring Gear Common

    An arcane focus is a special item—an orb, a crystal, a rod, a specially constructed staff, a wand-like length of wood, or some similar item—designed to channel the power of arcane spells.

    Cost: 10gp Weight: 1lb


     

    The statblocks of your class features

    Druid


    Hit Points

    Hit Dice: d8 per Druid level
    Hit Points at first Level: 1d8 + your Constitution modifier
    Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier

    Proficiences

    Armor: light armour, medium armour, shields (druids will not wear armour or use shields made of metal)
    Weapons: Clubs, daggers, darts, javelins, maces, quarterstaff, scimitars, sickles, slings, spears
    Tools: Herbalism kit
    Saving Throws: Intelligence, Wisdom
    Skills: choose two from Arcana, Animal Handeling, Insight, Medicine, Nature, Perception, Religion, and Survivals

    Starting Equipment

    you start with the following equipment in addition to the equipment granted from your background   (a) a wooden shield or (b) any simple weapon (a) a scimitar or (b) any simple melee weapon leather armour, an explorers pack, and a druidic focus


    Spellcasting

    Drawing on the divine essence of nature itself, you can cast spells to shape the essence to your will.

    Circle of the Moon


    Hit Points

    Hit Dice: d8 per Circle of the Moon level
    Hit Points at first Level: See Druid
    Hit Points at Higher Levels: See Druid

    Proficiences

    Armor: See Druid
    Weapons: See Druid
    Tools: See Druid
    Saving Throws: See Druid
    Skills: See Druid

    Subclass Options

    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.
     

    Observant

    Quick to notice details of your environment, you gain the following benefits:

    • Increase your Intelligence or Wisdom score by 1, to a maximum of 20.
    • If you can see a creature’s mouth while it is speaking a language you understand, you can interpret what it’s saying by reading its lips.
    • You have a +5 bonus to your passive Wisdom (Perception) and passive Intelligence (Investigation) scores.

    Statblocks for your familiars, mounts etc.

    SRD

    Brown Bear

    Large beast, unaligned
    Armor Class 11
    Hit Points 34 4d10+12
    Speed 40ft Climb: 30ft

    STR
    19 +4
    DEX
    10 0
    CON
    16 +3
    INT
    2 -4
    WIS
    13 +1
    CHA
    7 -2

    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

    Cat

    Tiny beast, unaligned
    Armor Class 12
    Hit Points 2 1d4
    Speed 40ft Climb: 30ft

    STR
    3 -4
    DEX
    15 +2
    CON
    10 0
    INT
    3 -4
    WIS
    12 +1
    CHA
    7 -2

    Skills Perception +3 , Stealth +4
    Senses passive Perception 13
    Challenge 0 (10 XP)


    Keen Smell. The cat has advantage on Wisdom (Perception) checks that rely on smell.


    Actions

    Claws. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 slashing damage.


     
    SRD

    Dire Wolf

    Large beast, unaligned
    Armor Class 14
    Hit Points 37 5d10+10
    Speed 50ft

    STR
    17 +3
    DEX
    15 +2
    CON
    15 +2
    INT
    3 -4
    WIS
    12 +1
    CHA
    7 -2

    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

    Elk

    Large beast, unaligned
    Armor Class 10
    Hit Points 13 2d10+2
    Speed 50ft

    STR
    16 +3
    DEX
    10 0
    CON
    12 +1
    INT
    2 -4
    WIS
    10 0
    CHA
    6 -2

    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

    Riding Horse

    Large beast, unaligned
    Armor Class 10
    Hit Points 13 2d10+2
    Speed 60ft

    STR
    16 +3
    DEX
    10 0
    CON
    12 +1
    INT
    2 -4
    WIS
    11 0
    CHA
    7 -2

    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.


     
    SRD

    Tiger

    Large beast, unaligned
    Armor Class 12
    Hit Points 37 5d10+10
    Speed 40ft

    STR
    17 +3
    DEX
    15 +2
    CON
    14 +2
    INT
    3 -4
    WIS
    12 +1
    CHA
    8 -1

    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

    Warhorse

    Large beast, unaligned
    Armor Class 11
    Hit Points 19 3d10+3
    Speed 60ft

    STR
    81 0
    DEX
    12 +1
    CON
    13 +1
    INT
    2 -4
    WIS
    12 +1
    CHA
    7 -2

    Senses passive Perception 11
    Languages -
    Challenge 1/2 (100 XP)


    Trampling Charge: If the horse moves at least 20 ft. straight toward a creature and then hits it with a hooves Attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the horse can make another Attack with its hooves against it as a Bonus Action.


    Actions

    Hooves: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 2d6+4 bludgeoning damage.


     

    Statblocks for race/species of the character.

    Variant Human

    Ability Score Increase Choose any two unique +1
    Size Medium
    Speed 30 ft.

    Age.-Humans reach adulthood in their late teens and live less than a century.   Alignment.- Humans tend toward no particular alignment. The best and the worst are found among them.   Size.- Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium.   Skills.- You gain proficiency in one skill of your choice.   Feat.- You gain one feat of your choice.

    Languages. You can speak, read, and write Common and one extra language of your choice. Humans typically learn the languages of other peoples they deal with, including obscure dialects. They are fond of sprinkling their speech with words borrowed from other tongues: Orc curses, Elvish musical expressions, Dwarvish military phrases, and so on.

    Outlander

    You grew up in the wilds, far from civilization and the comforts of town and technology. You've witnessed the migration of herds larger than forests, survived weather more extreme than any city-dweller could comprehend, and enjoyed the solitude of being the only thinking creature for miles in any direction. The wilds are in your blood, whether you were a nomad, an explorer, a recluse, a hunter-gatherer, or even a marauder. Even in places where you don't know the specific features of the terrain, you know the ways of the wild.

    Skill Proficiencies Athletics, Survival
    Tool Proficiencies One type of musical instrument
    Languages One of your choice
    Equipment
    • A staff
    • a hunting trap
    • a trophy from an animal you killed
    • a set of traveler's clothes
    • and a belt pouch containing 10 gp

    Features

    Feature: Wanderer You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.   Specialty You've been to strange places and seen things that others cannot begin to fathom. Consider some of the distant lands you have visited, and how they impacted you. You can roll on the following table to determine your occupation during your time in the wild, or choose one that best fits your character.   d10|Origin 1|Forester 2|Trapper 3|Homesteader 4|Guide 5|Exile or outcast 6|Bounty hunter 7|Pilgrim 8|Tribal nomad 9|Hunter-gatherer 10|Tribal marauder

    Suggested Characteristics

    Often considered rude and uncouth among civilized folk, outlanders have little respect for the niceties of life in the cities. The ties of tribe, clan, family, and the natural world of which they are a part are the most important bonds to most outlanders.

    Traits

    d8Personality Trait
    1I'm driven by a wanderlust that led me away from home
    2I watch over my friends as if they were a litter of newborn pups.
    3I once ran twenty-five miles without stopping to warn to my clan of an approaching orc horde. I'd do it again if I had to.
    4I have a lesson for every situation, drawn from observing nature.
    5I place no stock in wealthy or well-mannered folk. Money and manners won't save you from a hungry owlbear.
    6I'm always picking things up, absently fiddling with them, and sometimes accidentally breaking them.
    7I feel far more comfortable around animals than people
    8I was, in fact, raised by wolves.

    Ideal

    d6Ideal
    1Change. Life is like the seasons, in constant change, and we must change with it. (Chaotic)
    2Greater Good. It is each person's responsibility to make the most happiness for the whole tribe. (Good)
    3Honor. If I dishonor myself, I dishonor my whole clan. (Lawful)
    4Might. The strongest are meant to rule. (Evil)
    5Nature. The natural world is more important than all the constructs of civilization. (Neutral)
    6Glory. I must earn glory in battle, for myself and my clan. (Any)

    Bond

    d6Bond
    1My family, clan, or tribe is the most important thing in my life, even when they are far from me.
    2An injury to the unspoiled wilderness of my home is an injury to me.
    3I will bring terrible wrath down on the evildoers who destroyed my homeland.
    4I am the last of my tribe, and it is up to me to ensure their names enter legend.
    5I suffer awful visions of a coming disaster and will do anything to prevent it.
    6It is my duty to provide children to sustain my tribe.

    Flaw

    d6Flaw
    1I am too enamored of ale, wine, and other intoxicants.
    2There's no room for caution in a life lived to the fullest.
    3I remember every insult I've received and nurse a silent resentment toward anyone who's ever wronged me.
    4I am slow to trust members of other races, tribes, and societies.
    5Violence is my answer to almost any challenge.
    6Don't expect me to save those who can't save themselves. It is nature's way that the strong thrive and the weak perish.


    Source: PHB, page 136

    Statblocks for companions, followers and other allies.

    Statblocks for your spells.

    Level 0 Spells

    PHB, page 248

    Guidance

    0-level (Cantrip) Divination

    Casting Time 1 action
    Range Touch
    Duration Concentration, 1 minute
    Components V, S

    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.

    Class(es): Cleric, Druid

    Thorn Whip

    0-level (Cantrip) Transmutation

    Casting Time 1 Action
    Range 30ft
    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: This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

    Class(es): Artificer, Druid, Cleric (Nature Domain)

    Shillelagh

    0-level (Cantrip) Transmutation

    Casting Time 1 Bonus Action
    Range Touch
    Duration 1 Minute
    Components V, S, M
    Materials mistletoe, a shamrock leaf, and a club or quarterstaff

    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.

    Class(es): Druid, Cleric (Nature Domain)

    Level 1 Spells

    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. 2nd level 2d8 , 3rd level 3d8 , 4th level 4d8 , 5th level 5d8 , 6th level 6d8 , 7th level 7d8 , 8th level 8d8 , 9th level 9d8 .

    Class(es): Bard, Cleric, Druid, Paladin, Ranger

    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

    PHB, page 238

    Entangle

    1-level Conjuration

    Casting Time 1 action
    Range 90 feet
    Duration Concentration, 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

    Player's Handbook

    Thunderwave

    1-level Evocation

    Casting Time 1 action
    Range Self (15ft cube)
    Duration Instantaneous
    Components Verbal, Somatic


    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, Tempest Domain, Artillerist

    Level 2 Spells

    PHB

    Beast Sense

    2-level Divination (ritual)

    Casting Time 1 action
    Range Touch
    Duration Concentration, 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

    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

    Barkskin

    2-level Transmutation

    Casting Time 1 action
    Range Touch
    Duration Up to 1 hour
    Components V, S, M
    Materials A handful of oak bark

    You touch a willing creature. Until the spell ends, the target's skin has a rough, bark-like appearance, and the target's AC can't be less than 16, regardless of what kind of armor it is wearing.

    Class(es): Druid, Ranger

    PHB, page 250

    Heat Metal

    2-level Transmutation

    Casting Time 1 action
    Range 60ft
    Duration Concentration, 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 1d7 for each slot above 2nd.

    Class(es): Bard, Druid

    Level 3 Spells

    Conjure Animals

    3-level Conjuration

    Casting Time 1 Action
    Range 60 ft
    Duration Concentration, 1 hour
    Components V, S

    You summon fey spirits that take the form of beasts and appear in unoccupied spaces that you can see within range. Choose one of the following options for what appears:  

    • One beast of challenge rating 2 or lower
    • Two beasts of challenge rating 1 or lower
    • Four beasts of challenge rating 1/2 or lower
    • Eight beasts of challenge rating 1/4 or lower
      Each beast is also considered fey, and it disappears when it drops to 0 hit points or when the spell ends.   The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions.   The DM has the creatures' statistics.
    At higher levels: When you cast this spell using certain higher-level spell slots, you choose one of the summoning options above, and more creatures appear: twice as many with a 5th-level slot, three times as many with a 7th-level slot, and four times as many with a 9th-level slot.

    Class(es): Druid, Ranger

    Call Lightning

    3-level Conjuration

    Casting Time 1 Action
    Range 120 ft.
    Duration Concentration, 10 Minutes
    Components V, S

    A storm cloud appears in the shape of a cylinder that is 10 feet tall with a 60-foot radius, centered on a point you can see within range directly above you. The spell fails if you can't see a point in the air where the storm cloud could appear (for example, if you are in a room that can't accommodate the cloud).   When you cast the spell, choose a point you can see under the cloud. A bolt of lightning flashes down from the cloud to that point. Each creature within 5 feet of that point must make a Dexterity saving throw. A creature takes 3d10 lightning damage on a failed save, or half as much damage on a successful one. On each of your turns until the spell ends, you can use your action to call down lightning in this way again, targeting the same point or a different one.   If you are outdoors in stormy conditions when you cast this spell, the spell gives you control over the existing storm instead of creating a new one. Under such conditions, the spell's damage increases by 1d10 .
    At higher levels: When you cast this spell using a spell slot of 4th or higher level, the damage increases by 1d10 for each slot level above 3rd.

    Class(es): Druid

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

    Explorer's Pack

    Adventuring Gear Common

    Includes a backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.

    Cost: 10 gp Weight: 59 lb


     

    Player's Handbook, page 152

    Hooded Lantern

    Adventuring Gear Common

    A hooded lantern casts bright light in a 30-foot radius and dim light for an additional 30 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil. As an action, you can lower the hood, reducing the light to dim light in a 5-foot radius.

    Cost: 5gp Weight: 2lbs


     

    DnD 5e SRD

    Hunting Trap

    Adventuring Gear Common

    When you use your action to set it, this trap forms a saw-toothed steel ring that snaps shut when a creature steps on a pressure plate in the center. The trap is affixed by a heavy chain to an immobile object, such as a tree or a spike driven into the ground. A creature that steps on the plate must succeed on a DC 13 Dexterity saving throw or take 1d4 piercing damage and stop moving. Thereafter, until the creature breaks free of the trap, its movement is limited by the length of the chain (typically 3 feet long). A creature can use its action to make a DC 13 Strength check, freeing itself or another creature within its reach on a success. Each failed check deals 1 piercing damage to the trapped creature.

    Cost: 5gp Weight: 25lbs


     

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    MegWasHere.

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