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Silvery Moonlight (Silver)

Druid 9 Class & Level
Hermit Background
Tabaxi Race
Chaotic good Alignment

Strength 10
+0
Dexterity 15
+2
constitution 14
+2
intelligence 12
+1
wisdom 18
+4
charisma 10
+0
Total Hit Dice 9
Hit Die
1d8+2
+4 proficiency bonus
+0 Strength
+2 Dexterity
+2 Constitution
+1 Intelligence
+4 Wisdom
+0 Charisma
saving throws
+2 Acrobatics
+8 Animal Handling
+1 Arcana
+0 Athletics
+0 Deception
+1 History
+4 Insight
+0 Intimidation
+1 Investigation
+8 Medicine
+5 Nature
+8 Perception
+0 Performance
+0 Persuasion
+5 Religion
+2 Sleight of Hands
+6 Stealth
+4 Survival
skills Languages: common, druidic, elvish, sylvan, dwarvish Armor: light armor, medium armor, shield (no metal) Weapons: clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sicles, slings, spears Tools: herbalism kit proficiencies

 
13
Armor Class
64
Hit Points
+2
Initiative
30
Speed
NameATK BonusDamageType
cat's clawSTR +31d4+0 slashing
sickleSTR +31d4+0 slashing
scimitarDEX +51d6+2 slashing
Attacks
dispel magic scroll
Spellcasting
Scimitar, sickle
Leather armor,
Explorer's pack:
- backpack
- bedroll
- mess kit
- tinderbox, 8 torches,
- waterskin, 5 day rations
- 50 feet hempen rope
Druidic focus (moon medalion)
Scroll case stuffed full of notes from your studies
Winter blanket
Herbalism kit
Yeti fur coat
Milikki neckles
Big seashell with runes
Red gemstone
100 electrum
Lizard teeth
Equipment
I am rather quiet and conscious of my surroundings.
I love to uncover secrets and mysteries.
Personality Traits
I want to explore the world of nature and learn from it. I will help those who need it and deserve it. I want to prove to myself that I can survive anything.
Ideals
I owe my life to my master and will try to live according to his teachings. All wild nature feels like home for me with animals as my family.
Bonds
My tail is twitching when I'm lying or get exited. I will never fully trust anyone.
Flaws
Darkvision: You have a cat’s keen senses especially in the dark. 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.

Feline Agility: your reflexes and agility allow you to move with a burst of speed. When you move on your turn in combat, you can double your speed until the end of the turn. Once you use this trait, you can't use it again until you move 0 feet on one of your turns.

Cat's Claws: Because of your claws, you have a climbing speed of 20 feet. In addition, your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

Treasured Item: fog in the bottle (mist of rainbow colors from my homeland)

Guiding Aspect: animals remind me that we should live freely without restrictions, work together to survive and be happy

Mentor: Elvish druid
Features & Traits

Heroes Enabled

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

DnD 5e SRD SRD

Scimitar

Melee Weapon Common [Finesse, Light]

Type Damage Damage Range Properties
Martial 1d6 Slashing

Cost: 25 gp Weight: 3 lb


 

DnD 5e SRD SRD

Sickle

Melee Weapon Light Common

Type Damage Damage Range Properties
Simple 1d4 Slashing Light

Cost: 1 gp Weight: 2 lb


 

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


 

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


 

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


 

DnD 5e SRD

Winter Blanket

Adventuring Gear Common

A cozy blanket

Weight: 3


 

Herbalism Kit

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


 

Scroll of Dispel Magic

Scroll Uncommon Scroll
3-level Abjuration

Casting Time 1 action
Range 120 feet
Duration Instantaneous
Components V, S

Choose any creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a successful check, the spell ends. Varies


 

Storm King's Thunder

Conch of teleportation

Wondrous Item Very Rare (this item requires attunement)

The conch is slightly larger than a human head, with large spikes that add nearly another foot to its length. It weighs 20 pounds, and has the uveðr (storm) rune inscribed on its inside surface.
As an action, you can blow into the conch to teleport you and up to eight willing creatures to a fixed destination. This particular conch’s destination is in Maelstrom, the storm giant stronghold on the seafloor.

Weight: 20lb


 

The statblocks of your class features

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

LevelProf. BonusFeaturesCantrips1st2nd3rd4th5th6th7th8th9th
1st+2Druidic, Spellcasting32
2nd+2Wild Shape, Druid Circle33
3rd+2342
4th+2Wild Shape improvement, Ability Score Improvement443
5th+34432
6th+3Druid Circle feature4433
7th+344331
8th+3Wild Shape improvement, Ability Score Improvement44332
9th+4443331
10th+4Druid Circle feature543332
11th+45433321
12th+4Ability Score Improvement5433321
13th+554333211
14th+5Druid Circle feature54333211
15th+5543332111
16th+5Ability Score Improvement543332111
17th+65433321111
18th+6Timeless Body, Beast Spells5433331111
19th+6Ability Score Improvement5433332111
20th+6Archdruid5433332211


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.  
LevelMax CRLimitationsExample
2nd1/4No Flying or Swimming speedWolf
4th1/2No Flying speedCrocodile
8th1NoneGiant 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

Circle of Dreams

 

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.  

Circle of the Land

 

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 LevelCircle Spells
3rdHold Person, Spike Growth
5thSleet Storm, Slow
7thFreedom of Movement, Ice Storm
9thCommune With Nature, Cone of Cold
 

Coast

 
Druid LevelCircle Spells
3rdMirror Image, Misty Step
5thWater Breathing, Water Walk
7thControl Water, Freedom of Movement
9thConjure Elemental, Scrying
 

Desert

 
Druid LevelCircle Spells
3rdBlur, Silence
5thCreate Food and Water, Protection From Energy
7thBlight, Hallucinatory Terrain
9thInsect Plague, Wall of Stone
 

Forest

 
Druid LevelCircle Spells
3rdBarkskin, Spider Climb
5thCall Lightning, Plant Growth
7thDivination, Freedom of Movement
9thCommune With Nature, Tree Stride
 

Grassland

 
Druid LevelCircle Spells
3rdInvisibility, Pass Without Trace
5thDaylight, Haste
7thDivination, Freedom of Movement
9thDream, Insect Plague
 

Mountain

 
Druid LevelCircle Spells
3rdSpider Climb, Spike Growth
5thLightning Bolt, Meld Into Stone
7thStone Shape, Stoneskin
9thPasswall, Wall of Stone
 

Swamp

 
Druid LevelCircle Spells
3rdSpider Climb, Web
5thGaseous Form, Stinking Cloud
7thGreater Invisibility, Stone Shape
9thCloudkill, Insect Plague
 

Shadowfell

 
Druid LevelCircle Spells
3rdDarkness, Melf's Acid Arrow
5thWater Walk, Stinking Cloud
7thFreedom of Movement, Locate Creature
9thInsect 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.  

Circle of the Moon

 

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.  

Circle of the Shepard

 

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 of Spores

 

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 LevelCircle Spells
3rdBlindness/Deafness, Gentle Repose
5thAnimate Dead, Gaseous Form
7thBlight, Consfusion
9thCloudkill, 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.

Circle of the Shepard


Hit Points

Hit Dice: d8 per Circle of the Shepard 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

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.

Statblocks for your familiars, mounts etc.

SRD

Blink Dog

Medium fey, lawful good
Armor Class 13
Hit Points 22 4d8+4
Speed 40ft

STR
12 +1
DEX
17 +3
CON
12 +1
INT
10 0
WIS
13 +1
CHA
11 0

Skills Perception +3 , Stealth +5
Senses passive Perception 13
Languages Blink Dog, understands Sylvan but can't speak it
Challenge 1/4 (50 XP)


Keen Smell. The dog 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.
Bite (Recharge 4-6). The dog magically teleports, along with any equipment it is wearing or carrying, up to 40 feet to an unoccupied space it can see. Before or after teleporting, the dog can make one bite attack.


 

A blink dog takes its name from its ability to blink in and out of existence, a talent it uses to aid its attacks and to avoid harm. Blink dogs harbor a long-standing hatred for displacer beasts and attack them on sight.

SRD

Sprite

Tiny fey, neutral good
Armor Class 15 (leather armor)
Hit Points 2 ( 1d4 )
Speed 10ft Fly: 40ft

STR
3 -4
DEX
18 +4
CON
10 0
INT
14 +2
WIS
13 +1
CHA
11 0

Skills Perception +3, Stealth +8
Senses passive Perception 13
Languages Common, Elvish, Sylvan
Challenge 1/4 (50 XP)


Actions

Longsword. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1 slashing damage.

Shortbow. Ranged Weapon Attack: +6 to hit, range 40/160 ft., one target. Hit: 1 piercing damage, and the target must succeed on a DC 10 Constitution saving throw or become poisoned for 1 minute. If its saving throw result is 5 or lower, the poisoned target falls unconscious for the same duration, or until it takes damage or another creature takes an action to shake it awake.

Heart Sight. The sprite touches a creature and magically knows the creature’s current emotional state. If the target fails a DC 10 Charisma saving throw, the sprite also knows the creature’s alignment. Celestials, fiends, and undead automatically fail the saving throw.

Invisibility. The sprite magically turns invisible until it attacks or casts a spell, or until its concentration ends (as if concentrating on a spell). Any equipment the sprite wears or carries is invisible with it.


 
SRD

Manticore

Large monstrosity, lawful evil
Armor Class 14 (natural armor)
Hit Points 68 ( 8d10+24 )
Speed 30ft Fly: 50ft

STR
17 +3
DEX
16 +3
CON
17 +3
INT
7 -2
WIS
12 +1
CHA
8 -1

Senses darkvision 60 ft., passive Perception 11
Languages -
Challenge 3


Tail Spike Regrowth. The manticore has twenty-four tail spikes. Used spikes regrow when the manticore finishes a long rest.


Actions

Multiattack. The manticore makes three attacks: one with its bite and two with its claws or three with its tail spikes.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 ( 1d8+3 ) piercing damage.
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 ( 1d6+3 ) slashing damage.
Tail Spike. Ranged Weapon Attack: +5 to hit, range 100/200 ft., one target. Hit: 7 ( 1d8+3 ) piercing damage.


 
SRD

Baboon

Small beast, unaligned
Armor Class 12
Hit Points 3 1d6
Speed 30ft Climb: 30ft

STR
8 -1
DEX
14 +2
CON
11 0
INT
4 -3
WIS
12 +1
CHA
6 -2

Senses passive Perception 11
Challenge 0 (10 XP)


Pack Tactics. The baboon has advantage on an attack roll against a creature if at least one of the lion's allies is within 5 feet of the creature and the ally isn't incapacitated.


Actions

Bite. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 1 1d4-1 piercing 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

Flying Snake

Tiny beast, unaligned
Armor Class 14
Hit Points 5 2d4
Speed 30ft Fly: 60ft Swim: 30ft

STR
4 -3
DEX
18 +4
CON
11 0
INT
2 -4
WIS
12 +1
CHA
5 -3

Senses blindsight 10 ft., passive Perception 11
Challenge 1/8 (25 XP)


Flyby. The snake doesn't provoke opportunity attacks when it flies out an enemy's reach.


Actions

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 1 piercing damage plus 7 3d4 poison damage.


 

A flying snake is a brightly colored, winged serpent found in remote jungles. Tribespeople and cultists sometimes domesticate flying snakes to serve as messengers that deliver scrolls wrapped in their coils.

SRD

Poisonous Snake

Tiny beast, unaligned
Armor Class 13
Hit Points 2 1d4
Speed 30ft Swim: 30ft

STR
2 -4
DEX
16 +3
CON
11 0
INT
1 -5
WIS
10 0
CHA
3 -4

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

Constrictor Snake

Large beast, unaligned
Armor Class 12
Hit Points 13 2d10+2
Speed 30ft Swim: 30ft

STR
15 +2
DEX
14 +2
CON
12 +1
INT
1 -5
WIS
10 0
CHA
3 -4

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

Giant Bat

Large beast, unaligned
Armor Class 13
Hit Points 22 4d10
Speed 10ft Fly: 60ft

STR
15 +2
DEX
16 +3
CON
11 0
INT
2 -4
WIS
12 +1
CHA
6 -2

Senses blindsight 60 ft., passive Perception 11
Challenge 1/4 (50 XP)


Echolocation. The bat can't use its blindsight while deafened.
Keen Hearing. The bat has advantage on Wisdom (Perception) checks that rely on hearing.


Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 1d6+2 piercing damage.


 
SRD

Giant Frog

Medium beast, unaligned
Armor Class 11
Hit Points 18 4d8
Speed 30ft Swim: 30ft

STR
12 +1
DEX
13 +1
CON
11 0
INT
2 -4
WIS
10 0
CHA
3 -4

Skills Perception +2 , Stealth +3
Senses darkvision 30 ft., passive Perception 12
Challenge 1/4 (50 XP)


Amphibious. The frog can breathe air and water.
Standing Leap. The frog's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.


Actions

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 1d6+1 piercing damage, and the target is grappled (escape DC 11). Until this grapple ends, the target is restrained, and the frog can't bite another target.
Swallow. The frog makes one bite attack against a Small or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks, and other effects outside the frog, and it takes 5 2d4 acid damage at the start of each of the frog's turns. The frog can have only one target swallowed at a time.
If the frog dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone.


 
SRD

Giant Lizard

Large beast, unaligned
Armor Class 12
Hit Points 19 3d10+3
Speed 30ft Climb: 30ft

STR
15 +2
DEX
12 +1
CON
13 +1
INT
2 -4
WIS
10 0
CHA
5 -3

Senses darkvision 30 ft., passive Perception 10
Challenge 1/4 (50 XP)


Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 1d8+2 piercing damage.


 

A giant lizard can be ridden or used as a draft animal. Lizardfolk also keep them as pets, and subterranean giant lizards are used as mounts and pack animals by drow, duergar, and others.

SRD

Giant Poisonous Snake

Medium beast, unaligned
Armor Class 14
Hit Points 11 2d8+2
Speed 30ft Swim: 30ft

STR
10 0
DEX
18 +4
CON
13 +1
INT
2 -4
WIS
10 0
CHA
3 -4

Skills Perception +2
Senses blindsight 10 ft., passive Perception 12
Challenge 1/4 (50 XP)


Actions

Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 6 1d4+4 piercing damage, and the target must make a DC 11 Constitution saving throw, taking 10 3d6 poison damage on a failed save, or half as much damage on a successful one.


 
SRD

Panther

Medium beast, unaligned
Armor Class 12
Hit Points 13 3d8
Speed 50ft Climb: 40ft

STR
14 +2
DEX
15 +2
CON
10 0
INT
3 -4
WIS
14 +2
CHA
7 -2

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

Ape

Medium beast, unaligned
Armor Class 12
Hit Points 19 3d8+6
Speed 30ft Climb: 30ft

STR
16 +3
DEX
14 +2
CON
14 +2
INT
6 -2
WIS
12 +1
CHA
7 -2

Skills Athletics +5 , Perception +3
Senses passive Perception 13
Challenge 1/2 (100 XP)


Actions

Multiattack. The ape makes two fist attacks.
Fist. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 1d6+3 bludgeoning damage.
Rock. Ranged Weapon Attack: +4 to hit, range 25/50 ft., one target. Hit: 6 1d6+3 bludgeoning damage.


 
SRD

Crocodile

Large beast, unaligned
Armor Class 12
Hit Points 19 3d10+3
Speed 20ft Swim: 30ft

STR
15 +2
DEX
10 0
CON
13 +1
INT
2 -4
WIS
10 0
CHA
5 -3

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

Giant Toad

Large beast, unaligned
Armor Class 11
Hit Points 39 6d10+6
Speed 20ft Swim: 40ft

STR
15 +2
DEX
13 +1
CON
13 +1
INT
2 -4
WIS
10 0
CHA
3 -4

Senses darkvision 30 ft., passive Perception 10
Challenge 1 (200 XP)


Amphibious. The toad can breathe air and water.
Standing Leap. The toad's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.


Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 1d10+2 piercing damage plus 5 1d10 poison damage, and the target is grappled (escape DC 13). Until this grapple ends, the target is restrained, and the toad can't bite another target.
Swallow. The toad makes one bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks, and other effects outside the toad, and it takes 10 3d6 acid damage at the start of each of the frog's turns. The toad can have only one target swallowed at a time.
If the toad dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone.


 
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

Giant Constrictor Snake

Huge beast, unaligned
Armor Class 12
Hit Points 60 8d12+8
Speed 30ft Swim: 30ft

STR
19 +4
DEX
14 +2
CON
12 +1
INT
1 -5
WIS
10 0
CHA
3 -4

Skills Perception +2
Senses blindsight 10 ft., passive Perception 12
Challenge 2 (450 XP)


Actions

Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 11 2d6+4 piercing damage.
Constrict. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 2d8+4 bludgeoning damage, and the target is grappled (escape DC 16). Until this grapple ends, the creature is restrained, and the snake can't constrict another target.


 
SRD

Giant Crocodile

Huge beast, unaligned
Armor Class 14
Hit Points 85 9d12+27
Speed 30ft Swim: 50ft

STR
21 +5
DEX
9 -1
CON
17 +3
INT
2 -4
WIS
10 0
CHA
7 -2

Skills Stealth +5
Senses passive Perception 10
Challenge 5 (1,800 XP)


Hold Breath. The crocodile can hold its breath for 30 minutes.


Actions

Multiattack. The crocodile makes two attacks: one with its bite and one with its tail.
Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 21 3d10+5 piercing damage, and the target is grappled (escape DC 16). Until this grapple ends, the target is restrained, and the crocodile can't bite another target.
Tail. Melee Weapon Attack: +8 to hit, reach 10 ft., one target not grappled by the crocodile. Hit: 14 2d8+5 bludgeoning damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked prone.


 

Statblocks for race/species of the character.

Tabaxi

Ability Score Increase +1 Cha, +2 Dex
Size Medium
Speed 30 ft

Hailing from a strange and distant land, wandering tabaxi are catlike humanoids driven by curiosity to collect interesting artifacts, gather tales and stories, and lay eyes on all the world’s wonders. Ultimate travelers, the inquisitive tabaxi rarely stay in one place for long. Their innate nature pushes them to leave no secrets uncovered, no treasures or legends lost.  

Wandering Outcasts

Most tabaxi remain in their distant homeland, content to dwell in small, tight clans. These tabaxi hunt for food, craft goods, and largely keep to themselves.   However, not all tabaxi are satisfied with such a life. The Cat Lord, the divine figure responsible for the creation of the tabaxi, gifts each of his children with one specific feline trait. Those tabaxi gifted with curiosity are compelled to wander far and wide. They seek out stories, artifacts, and lore. Those who survive this period of wanderlust return home in their elder years to share news of the outside world. In this manner, the tabaxi remain isolated but never ignorant of the world beyond their home.  

Barterers of Lore

Tabaxi treasure knowledge rather than material things. A chest filled with gold coins might be useful to buy food or a coil of rope, but it’s not intrinsically interesting. In the tabaxi’s eyes, gathering wealth is like packing rations for a long trip. It’s important to survive in the world, but not worth fussing over.   Instead, tabaxi value knowledge and new experiences. Their ears perk up in a busy tavern, and they tease out stories with offers of food, drink, and coin. Tabaxi might walk away with empty purses, but they mull over the stories and rumors they collected like a miser counting coins.   Although material wealth holds little attraction for the tabaxi, they have an insatiable desire to find and inspect ancient relics, magical items, and other rare objects. Aside from the power such items might confer, a tabaxi takes great joy in unraveling the stories behind their creation and the history of their use.  

Fleeting Fancies

Wandering tabaxi are mercurial creatures, trading one obsession or passion for the next as the whim strikes. A tabaxi’s desire burns bright, but once met it disappears to be replaced with a new obsession. Objects remain intriguing only as long as they still hold secrets.   A tabaxi rogue could happily spend months plotting to steal a strange gem from a noble, only to trade it for passage on a ship or a week’s lodging after stealing it. The tabaxi might take extensive notes or memorize every facet of the gem before passing it on, but the gem holds no more allure once its secrets and nature have been laid bare.  

Tinkers and Minstrels

Curiosity drives most of the tabaxi found outside their homeland, but not all of them become adventurers. Tabaxi who seek a safer path to satisfy their obsessions become wandering tinkers and minstrels.   These tabaxi work in small troupes, usually consisting of an elder, more experienced tabaxi who guides up to four young ones learning their way in the world. They travel in small, colorful wagons, moving from settlement to settlement. When they arrive, they set up a small stage in a public square where they sing, play instruments, tell stories, and offer exotic goods in trade for items that spark their interest. Tabaxi reluctantly accept gold, but they much prefer interesting objects or pieces of lore as payment.   These wanderers keep to civilized realms, preferring to bargain instead of pursuing more dangerous methods of sating their curiosity. However, they aren’t above a little discreet theft to get their claws on a particularly interesting item when an owner refuses to sell or trade it.  

Tabaxi Names

Each tabaxi has a single name, determined by clan and based on a complex formula that involves astrology, prophecy, clan history, and other esoteric factors. Tabaxi names can apply to both males and females, and most use nicknames derived from or inspired by their full names.   Clan names are usually based on a geographical feature located in or near the clan’s territory.   The following list of sample tabaxi names includes nicknames in parenthesis.   Tabaxi Names: Cloud on the Mountaintop (Cloud), Five Timber (Timber), Jade Shoe (Jade), Left-Handed Hummingbird (Bird), Seven Thundercloud (Thunder), Skirt of Snakes (Snake), Smoking Mirror (Smoke)   Tabaxi Clans: Bright Cliffs, Distant Rain, Mountain Tree, Rumbling River, Snoring Mountain  

Tabaxi Personality

A tabaxi might have motivations and quirks much different from a dwarf or an elf with a similar background. You can use the following tables to customize your character in addition to the trait, ideal, bond, and flaw from your background.   The Tabaxi Obsession table can help hone your character’s goals. For extra fun, roll a new result every few days that pass in the campaign to reflect your ever-changing curiosity.   Tabaxi Obsessions   d8 My curiosity is currently fixed on … 1 A god or planar entity 2 A monster 3 A lost civilization 4 A wizard’s secrets 5 A mundane item 6 A magic item 7 A location 8 A legend or tale Tabaxi Quirks   d10 Quirk 1 You miss your tropical home and complain endlessly about the freezing weather, even in summer. 2 You never wear the same outfit twice, unless you absolutely must. 3 You have a minor phobia of water and hate getting wet. 4 Your tail always betrays your inner thoughts. 5 You purr loudly when you are happy. 6 You keep a small ball of yarn in your hand, which you constantly fidget with. 7 You are always in debt, since you spend your gold on lavish parties and gifts for friends. 8 When talking about something you’re obsessed with, you speak quickly and never pause and others can’t understand you. 9 You are a font of random trivia from the lore and stories you have discovered. 10 You can’t help but pocket interesting objects you come across.  

Tabaxi Traits

Your tabaxi character has the following racial traits.   Age Tabaxi have lifespans equivalent to humans.   Alignment Tabaxi tend toward chaotic alignments, as they let impulse and fancy guide their decisions. They are rarely evil, with most of them driven by curiosity rather than greed or other dark impulses.   Size Tabaxi are taller on average than humans and relatively slender. Your size is Medium.   Darkvision You have a cat’s keen senses, especially in the dark. 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.   Feline Agility Your reflexes and agility allow you to move with a burst of speed. When you move on your turn in combat, you can double your speed until the end of the turn. Once you use this trait, you can’t use it again until you move 0 feet on one of your turns.   Cat’s Claws Because of your claws, you have a climbing speed of 20 feet. In addition, your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.   Cat’s Talent You have proficiency in the Perception and Stealth skills.

Languages. You can speak, read, and write Common and one other language of your choice.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 0 Spells

PHB

Guidance

0-level (Cantrip) Divination

Casting Time 1 Action
Range Touch
Duration Concentration, Concentration, up to 1 minute
Components V S

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.

Class(es): Cleric, Druid

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, Cleric (Nature Domain)

Create Bonfire

0-level (Cantrip) Conjuration

Casting Time 1 Action
Range 60 feet
Duration Concentration, up to 1 minute
Components V, S

You create a bonfire on ground that you can see within range. Until the spell ends, the magic bonfire fills a 5-foot cube. Any creature in the bonfire’s space when you cast the spell must succeed on a Dexterity saving throw or take 1d8 fire damage. A creature must also make the saving throw when it moves into the bonfire’s space for the first time on a turn or ends its turn there.   The bonfire ignites flammable objects in its area that aren’t being worn or carried.   The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Class(es): Druid, Sorcerer, Warlock, Wizard

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)

Level 1 Spells

D&D 5e PHB Page 230

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): Bard, Cleric, Druid, Paladin, Ranger

Healing Word

1-level Evocation

Casting Time 1 Bonus Action
Range 60ft
Duration Instantaneous
Components V

A creature of your choice that you can see within range regains hit points equal to 1d4 + 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 1d4 for each slot level above 1st.

Class(es): Bard, Cleric, Druid, Sorcerer (Divine Soul)

PHB, page 246

Goodberry

1-level Transmutation

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

Up to ten berries appear in your hand and are infused with magic for the duration. A creature can use its action to eat one berry. Eating a berry restores 1 hit point, and the berry provides enough nourishment to sustain a creature for one day.

The berries lose their potency if they have not been consumed within 24 hours of the casting of this spell.

Class(es): Druid, Ranger

Xanathar's Guide to Everything

Ice Knife

1-level Conjuration

Casting Time 1 action
Range 60 feet
Duration Instantaneous
Components S, M
Materials A drop of water or piece of ice

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

Class(es): Druid, Sorcerer, Wizard

Animal Friendship

1-level Enchantment

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

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

Class(es): Bard, Druid, Ranger

PHB, page 231

Detect Poison and Disease

1-level Divination (ritual)

Casting Time 1 action
Range Self
Duration Concentration, 10 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 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

Level 2 Spells

Moonbeam

2-level Evocation

Casting Time 1 Action
Range 120ft
Duration 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 a different form until it leaves the spell's light.   On each of your turns after you cast this spell, you can use an action to move the beam up to 60 feet in any direction.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd.

Class(es): Druid, Paladin (Oath of the Ancients)

Xanathar's Guide to Everything

Healing Spirit

2-level Abjuration

Casting Time 1 bonus action
Range 60 feet
Duration Concentration, Up to 1 minute
Components V, S

You call forth a nature spirit to soothe the wounded. The intangible spirit appears in a space that is a 5-foot cube you can see within range. The spirit looks like a transparent beast or fey (your choice).

Until the spell ends, whenever you or a creature you can see moves into the spirits space for the first time on a turn or starts its turn there, you can cause the spirit to restore ld6 hit points to that creature (no action required). The spirit can’t heal constructs or undead.

As a bonus action on your turn, you can move the Spirit up to 30 feet to a space you can see.


At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the healing increases by 1d6 for each slot level above 2nd.

Class(es): Druid

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

PHB, page 242

Flame Blade

2-level Evocation

Casting Time 1 bonus action
Range Self
Duration Concentration, 10 minutes
Components V, S, M
Materials 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 firey 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

PHB, page 251

Hold Person

2-level Enchantment

Casting Time 1 action
Range 60ft
Duration Concentration, 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 on 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

Xanathar's Guide to Everything

Warding Wind

2-level Evocation

Casting Time 1 Action
Range Self
Duration Concentration, Up to Ten Minutes
Components V

A strong wind (20 miles per hour) blows around you in a 10-foot radius and moves with you, remaining centered on you. The wind lasts for the spell’s duration.   The wind has the following effects: It deafens you and other creatures in its area. It extinguishes unprotected flames in its area that are torch-sized or smaller. It hedges out vapor, gas, and fog that can be dispersed by strong wind. The area is difficult terrain for creatures other than you. The attack rolls of ranged weapon attacks have disadvantage if the attacks pass in or out of the wind.  
 

Class(es): Bard, Druid, Wizard, Fighter (Eldritch Knight), Rogue (Arcane Trickster), Sorcerer

PHB, page 254

Invisibility

2-level Illusion

Casting Time 1 action
Range Touch
Duration Concentration, 1 hour
Components V, S, M
Materials An eyelash encased in gum arabic

A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person. The spell ends for a target that attacks or casts a spell.

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): Bard, Sorcerer, Warlock, Wizard

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)

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

Xanathar's Guide to Everything

Tidal Wave

3-level Conjuration

Casting Time 1 action
Range 120 feet
Duration Instantaneous
Components V, S, M
Materials A drop of water

You conjure up a wave of water that crashes down on an area within range. The area can be up to 30 feet long, up to 10 feet wide, and up to 10 feet tall. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 4d8 bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage and isn’t knocked prone. The water then spreads out across the ground in all directions, extinguishing unprotected flames in its area and within 30 feet of it, and then it vanishes.

Class(es): Druid, Sorcerer, Wizard

Xanathar's Guide to Everything

Erupting Earth

3-level Transmutation

Casting Time 1 action
Range 120 feet
Duration Instantaneous
Components V, S, M
Materials A piece of obsidian

Choose a point you can see on the ground within range. A fountain of churned earth and stone erupts in a 20-foot cube centered on that point. Each creature in that area must make a Dexterity saving throw. A creature takes 3d12 bludgeoning damage on a failed save, or half as much damage on a successful one. Additionally, the ground in that area becomes difficult terrain until cleared. Each 5-foot-square portion of the area requires at least 1 minute to clear by hand.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d12 for each slot level above 3rd.

Class(es): Druid, Sorcerer, Wizard

Call Lightning

3-level Conjuration

Casting Time 1 action
Range 120ft
Duration Up to 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 100 feet 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 within range. 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 - 4d10
At higher levels: When you cast this spell using a spell slot of 4th level or higher level, the damage increases by 1d10 for each slot level above 3rd. 4th Level 5d10 , 5th level 6d10 , 6th level 7d10 , 7th level 8d10 , 8th level 9d10 , 9th level 10d10 .

Class(es): Druid

PHB, page 234

Dispel Magic

3-level Abjuration

Casting Time 1 action
Range 120 feet
Duration Instantaneous
Components V, S

Choose any creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a successful check, the spell ends.

At higher levels: When you cast this spell using a spell slot of 4th level or higher, you automatically end the effects of a spell on the target if the spell's level is equal to or less than the level of the spell slot you used.

Class(es): Bard, Cleric, Druid, Paladin, Sorcerer, Warlock, Wizard

Lightning Bolt

3-level Evocation

Casting Time 1 action
Range Self (100ft line)
Duration Instantaneous
Components V, S, M
Materials A bit of fur and a rod of amber, crystal, or glass.

A stroke of lightning forming a line of 100 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 8d6 lightning damage on a failed save, or half as much damage on a successful one.  
The lightning ignites flammable objects in the area that aren't being worn or carried.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot above 3rd.
4th level: 9d6 lightning damage
5th level: 10d6 lightning damage
5th level: 10d6 lightning damage
6th level: 11d6 lightning damage
7th level: 12d6 lightning damage
8th level: 13d6 lightning damage
9th level: 14d6 lightning damage

Class(es): Sorcerer, Wizard

Slow

3-level Conjuration

Casting Time 1 action
Range 120ft
Duration Concentration, Concentration, up to a minute
Components V, S, M
Materials A bit of molasses

You alter time around up to six creatures of your choice in a 40-foot cube within range. Each target must succeed on a Wisdom saving throw or be affected by this spell for the duration.  
An affected target's speed is halved, it takes a -2 penalty to AC and Dexterity saving throws, and it can't use reactions. On its turn, it can use either an action or a bonus action, not both. Regardless of the creature's abilities or magic items, it can't make more than one melee or ranged attack during its turn.  
If the creature attempts to cast a spell with a casting time of 1 action, roll a d20 . On an 11 or higher, the spell doesn't take effect until the creature's next turn, and the creature must use its action on that turn to complete the spell. If it can't, the spell is wasted.  
A creature affected by this spell makes another Wisdom saving throw at the end of its turn. On a successful save, the effect ends for it.

Class(es): Sorcerer, Wizard

Level 4 Spells

Conjure Woodland Beings

4-level Conjuration

Casting Time 1 Action
Range 60ft
Duration Concentration, up to 1 Hour
Components V, S, M
Materials one holly berry per creature summoned

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

  • One fey creature of challenge rating 2 or lower
  • Two fey creatures of challenge rating 1 or lower
  • Four fey creatures of challenge rating 1/2 or lower
  • Eight fey creatures of challenge rating 1/4 or lower
  A summoned creature 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 have their 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 6th-level slot and three times as many with an 8th-level slot.

Class(es): Druid, Ranger

Wall of Fire

4-level Evocation

Casting Time 1 Action
Range 120ft
Duration Concentration, up to 1 Minute
Components V, S, M
Materials a small piece of phosphorus

You create a wall of fire on a solid surface within range. You can make the wall up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall is opaque and lasts for the duration.   When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 5d8 fire damage, or half as much damage on a successful save.   One side of the wall, selected by you when you cast this spell, deals 5d8 fire damage to each creature that ends its turn within 10 feet of that side or inside the wall. A creature takes the same damage when it enters the wall for the first time on a turn or ends its turn there. The other side of the wall deals no damage.
At higher levels: When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.

Class(es): Druid, Sorcerer, Wizard, Artificer (Artillerist), Cleric (Forge Domain), Cleric (Light Domain), Fighter (Eldritch Knight), Monk (Way of the Four Elements), Rogue (Arcane Trickster), Warlock (The Celestial), Warlock (The Fiend)

Grasping Vine

4-level Conjuration

Casting Time 1 Bonus Action
Range 30 ft
Duration Concentration, up to 1 minute
Components V, S

You conjure a vine that sprouts from the ground in an unoccupied space of your choice that you can see within range. When you cast this spell, you can direct the vine to lash out at a creature within 30 feet of it that you can see. That creature must succeed on a Dexterity saving throw or be pulled 20 feet directly toward the vine.   Until the spell ends, you can direct the vine to lash out at the same creature or another one as a bonus action on each of your turns.

Class(es): Druid, Ranger

Xanathar's Guide to Everything

Guardian of Nature

4-level Transmutation

Casting Time 1 bonus action
Range Self
Duration Concentration, Up to 1 minute
Components V

A nature spirit answers your call and transforms you into a powerful guardian. The transformation lasts until the spell ends. You choose one of the following forms to assume: Primal Beast or Great Tree.

Primal Beast: Bestial fur covers your body, your facial features become feral, and you gain the following benefits:

  • Your walking speed increases by 10 feet.
  • You gain darkvision with a range of 120 feet.
  • You make Strength-based attack rolls with advantage.
  • Your melee weapon attacks deal an extra 1d6 force damage on a hit
.

Great Tree: Your skin appears barky, leaves sprout from your hair, and you gain the following benefits:

  • You gain 10 temporary hit points.
  • You make Constitution saving throws with advantage.
  • You make Dexterity- and Wisdom-based attack rolls with advantage.
  • While you are on the ground, the ground within 15 feet of you is difficult terrain for your enemies.

Class(es): Druid, Ranger

Polymorph

4-level Transmutation

Casting Time 1 action
Range 60ft
Duration Concentration, Concentration, up to an hour
Components V, S, M
Materials A caterpillar cocoon

This spell transforms a creature with at least 1 hit point that you can see within range into a new form. An unwilling creature must make a Wisdom saving throw to avoid the effect. A shapechanger automatically succeeds on this saving throw.  
The transformation lasts for the duration, or until the target drops to 0 hit points or dies. The new form can be any beast whose challenge rating is equal to or less than the target's (or the target's level, if it doesn't have a challenge rating). The target's game statistics, including mental ability scores, are replaced by the statistics of the chosen beast. It retains its alignment and personality.  
The target assumes the hit points of its new form. When it reverts to its normal form, the creature returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn't reduce the creature's normal form to 0 hit points, it isn't knocked unconscious.  
The creature is limited in the actions it can perform by the nature of its new form, and it can't speak, cast spells, or take any other action that requires hands or speech.  
The target's gear melds into the new form. The creature can't activate, use, wield, or otherwise benefit from any of its equipment.  
This spell can't affect a target that has 0 hit points.

Class(es): Bard, Druid, Sorcerer, Wizard

PHB, page 252

Ice Storm

4-level Evocation

Casting Time 1 action
Range 300 feet
Duration Instantaneous
Components V, S, M
Materials A pinch of dust and a few drops of water

A hail of rock-hard ice pounds to the ground in a 20-foot-radius, 40-foot-high cylinder centered on a point within range. Each creature in the cylinder must make a Dexterity saving throw. A creature takes 2d8 bludgeoning damage and 4d6 cold damage on a failed save, or half as much damage on a successful one.

  Hailstones turn the storm's area of effect into difficult terrain until the end of your next turn.

At higher levels: When you cast this spell using a spell slot of 5th level or higher, the bludgeoning damage increases by 1d8 for each slot level above 4th.

Class(es): Druid, Sorcerer, Wizard

Level 5 Spells

Commune with Nature

5-level Divination

Casting Time 1 minute
Range Self
Duration Instantaneous
Components V, S

You briefly become one with nature and gain knowledge of the surrounding territory. In the outdoors, the spell gives you knowledge of the land within 3 miles of you. In caves and other natural underground settings, the radius is limited to 300 feet. The spell doesn't function where nature has been replaced by construction, such as in dungeons and towns.

You instantly gain knowledge of up to three facts of your choice about any of the following subjects as they relate to the area - terrain and bodies of water; prevalent plants, minerals, animals, or peoples; powerful celestials, fey, fiends, elementals, or undead; influence from other planes of existence; buildings.

For example, you could determine the location of powerful undead in the area, the location of major sources of safe drinking water, and the location of any nearby towns.

Class(es): Druid, Ranger

Conjure Elemental

5-level Conjuration

Casting Time 1 minute
Range 90ft
Duration Concentration, Up to 1 hour
Components V, S, M
Materials Burning incense for air, soft clay for earth, sulfur and phosphorus for fire, or water and sand for water

You call forth an elemental servant. Choose an area of air, earth, fire, or water that fills a 10-foot cube within range. An elemental of challenge rating 5 or lower appropriate to the area you chose appears in an unoccupied space within 10 feet of it. For example, a fire elemental emerges from a bonfire, and an earth elemental rises up from the ground. The elemental disappears when it drops to 0 hit points or when the spell ends.

The elemental is friendly to you and your companions for the duration. Roll initiative for the elemental, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don't issue any commands to the elemental, it defends itself from hostile creatures but otherwise takes no actions.

If your concentration is broken, the elemental doesn't disappear. Instead, you lose control of the elemental, it becomes hostile toward you and your companions, and it might attack. An uncontrolled elemental can't be dismissed by you, and it disappears 1 hour after you summoned it. The DM has the elemental's statistics.
At higher levels: When you cast this spell using a spell slot of 6th level or higher, the challenge rating increases by 1 for each slot level above 5th.

Class(es): Druid, Wizard

Mass Cure Wounds

5-level Evocation

Casting Time 1 action
Range 60ft
Duration Instantaneous
Components V, S

A wave of healing energy washes out from a point of your choice within range. Choose up to six creatures in a 30-foot-radius sphere centered on that point. Each target regains hit points equal to 3d8 + 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 6th level or higher, the healing increases by 1d8 for each slot level above 5th. 6th level: 4d8 + your spellcasting ability modifier 7th level: 5d8 + your spellcasting ability modifier 8th level: 6d8 + your spellcasting ability modifier 9th level: 7d8 + your spellcasting ability modifier

Class(es): Bard, Cleric, Druid

Reincarnate

5-level Transmutation

Casting Time 1 hour
Range Touch
Duration Instantaneous
Components V, S, M
Materials Rare oils and unguents worth at least 1,000 gp, which the spell consumes.

You touch a dead humanoid or a piece of a dead humanoid. Provided that the creature has been dead no longer than 10 days, the spell forms a new adult body for it and then calls the soul to enter that body. If the target's soul isn't free or willing to do so, the spell fails.  
The magic fashions a new body for the creature to inhabit, which likely causes the creature's race to change. The DM rolls a d100 and consults the following table to determine what form the creature takes when restored to life, or the DM chooses a form.  
The reincarnated creature recalls its former life and experiences. It retains the capabilities it had in its original form, except it exchanges its original race for the new one and changes its racial traits accordingly.

Class(es): Druid

d100 Race
01-04Dragonborn
05-13Dwarf - hill
14-21Dwarf - mountain
22-25Elf - dark
26-34Elf - high
35-42Elf - wood
43-46Gnome - forest
47-52Gnome - rock
53-56Half-elf
57-60Half-orc
61-68Halfling - lightfoot
69-76Halfling -stout
77-96Human
97-00Tiefling

Cone of Cold

5-level Evocation

Casting Time 1 action
Range Self
Duration Instantaneous
Components V, S, M
Materials A small crystal or glass cone

A blast of cold air erupts from your hands. Each creature in a 60-foot cone must make a Constitution saving throw. A creature takes 8d8 cold damage on a failed save, or half as much damage on a successful one.

A creature killed by this spell becomes a frozen statue until it thaws.
At higher levels: When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th. 6th level 9d8 , 7th level 10d8 , 8th level 11d8 , 9th level 12d8 .

Class(es): Sorcerer, Wizard

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


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Makare.

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