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Sporange Wildes

Druid 1 Class & Level
Hermit Background
Myconid: Spore Master Race
Neutral Good Alignment

Strength 12
+1
Dexterity 12
+1
constitution 14
+2
intelligence 9
-1
wisdom 17
+3
charisma 10
+0
Total Hit Dice 1
Hit Die
1d8+2
+2 proficiency bonus
+1 Strength
+1 Dexterity
+1 Constitution
+1 Intelligence
+5 Wisdom
+2 Charisma
saving throws
+1 Acrobatics
+5 Animal Handling
-1 Arcana
+1 Athletics
+0 Deception
-1 History
+5 Insight
+0 Intimidation
-1 Investigation
+7 Medicine
-1 Nature
+7 Perception
+0 Performance
+0 Persuasion
+1 Religion
+1 Sleight of Hands
+1 Stealth
+7 Survival
skills Perception Survival Medicine Religion proficiencies

 
12
Armor Class
10
Hit Points
+2
Initiative
20ft
Speed
Quarter Staff 1d20+3 1d6+1 bludgeoning
Scimitar 1d20+3 1d6+1 slashing
Attacks
Tools: Herbalism Kit, Alchemic kit
Armor: Light Armor, Medium Armor, Shields (druids will not wear armor or use Shields made of metal)
Weapons: clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears
Languages:
  • Any creature can hear a Myconid telepathically as long as it has 2+ intelligence and knows a language
  • Proficiences
    Spell save DC [8+2+5] 15
    Spell Attack modifier = 1d20+2+5
    Spellcasting
    leather armor
    Explorer's pack
    Druidic Focus (Umbrella)
    Quarter Staff (1d6) (Umbrella) Bludgeoning
    Simitar (1d6)Slashing
    A scroll case stuffed full of notes from your notes and journals, a winter blanket, a set of common clothes, an herbalism kit, and 5 gp
    Equipment
    Im a shroom
    Personality Traits
    Superior Darkvision.
  • Raised in the dimmest of forests and the isolated depths of the Underdark, all myconids have some limited ability to see in the dark. You can see in dim light within 120 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.

  • Sun Sickness.
  • You have disadvantage on attack rolls and Strength, Dexterity, Constitution, and Perception checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.

  • Fungal Form.
  • You have advantage on saving throws against poison, and resistance to poison damage.

  • Rapport Spores.
  • Myconids do not use language naturally. You may communicate telepathically with all creatures within twenty feet, provided that creature knows at least one language and has an Intelligence of 2 or higher. You are not, however, nonverbal; myconids still hum, whistle, and grumble, which forms the verbal components for your spells. You can still speak telepathically if you are silenced, but you may not cast spells with a verbal component.

  • Reproduction Spores.
  • If you are an adult, you can produce spores to create more myconids. If planted in a damp, nutrient-rich environment such as compost or a rotting log and kept away from sunlight, these spores may grow into more myconids. It takes four years to mature from immobile sprout to mobile sprout to adult.
  • Hybrid Nature.
  • You have two creature types: humanoid and plant. You can be affected by a game effect if it works on either of your creature types.
  • Spores.
  • As you level up, you grow in size and gain access to more powerful spores. If your spore's effects require a saving throw, the DC equals 8 + your proficiency bonus + your Constitution modifier. You may use each spore option once per long rest.
  • Sporemaster Progression
  • Level Spore Spore Effect
  • 1 Distress When you take damage, all allied creatures within 240 feet are alerted.
  • 1 Hallucination As an action, target a single creature within 5 feet of you. It must succeed on a Constitution saving throw or be poisoned and incapacitated for for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effects on itself on a success.
  • 3 Reproduction All adult myconids use reproduction spores, but you can also drop these spores when you die, which can be used to regrow you from a sprout. The sprout retains your class features, proficiencies, and mental ability scores, but not your movement, size, or physical ability scores. After 1 week of growth you are restored to your original form.
  • 5 Pacifying As an action, target a single creature within 5 feet of you. It must make a Constitution saving throw or be stunned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

  • Fungal Alchemy.
  • Sporemasters have an innate understanding of alchemy, often using their spores as ingredients. You gain proficiency in Alchemists' Supplies.

  • Feature: Discovery
  • The quiet seclusion of your extended hermitage gave you access to a unique and powerful discovery. The exact nature of this revelation depends on the nature of your seclusion. It might be a great truth about the cosmos, the deities, the powerful beings of the outer planes, or the forces of nature. It could be a site that no one else has ever seen. You might have uncovered a fact that has long been forgotten, or unearthed some relic of the past that could rewrite history. It might be information that would be damaging to the people who or consigned you to exile, and hence the reason for your return to society.
  • Work with your DM to determine the details of your discovery and its impact on the campaign.
  • Features & Traits

    Heroes Enabled

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

    Dnd 5e SRD

    Herbalist Kit

    Tool Common

    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: 5 GP Weight: 3 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 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

    Scimitar

    Melee Weapon Common [Finesse, Light]

    Type Damage Damage Range Properties
    Martial 1d6 Slashing

    Cost: 25 gp Weight: 3 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


     
    [block: Druidic Focus (Umbrella) A scroll case stuffed full of notes from your notes and journals]

    The statblocks of your class features

    [block: Druidic
  • You know Druidic]
  • [block: the Secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a Message. Others spot the message's presence with a successful DC 15 Wisdom (Perception) check but can't decipher it without magic. Spellcasting Ability
  • Wisdom is your Spellcasting Ability for your Druid Spells]
  • [block: you use your Wisdom modifier when setting the saving throw DC for a druid spell you cast and when Making an Attack roll with one.
  • Spell save DC = 8 + your Proficiency Bonus + your Wisdom modifier
  • Spell Attack modifier = your Proficiency Bonus + your Wisdom modifier
  • Ritual Casting
  • You can cast a druid spell as a ritual if that spell has the ritual tag and you have the spell prepared.
  • Spellcasting Focus
  • You can use a druidic focus (see "Equipment") as a Spellcasting focus for your Druid Spells.
  • Wild Shape
  • Starting at 2nd Level]
  • [block: 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]
  • [block: you can transform into any beast that has a Challenge rating of 1/4 or lower that doesn't have a flying or swimming speed.
  • Table: Beast Shapes
  • Level Max. CR Limitations 2nd 1/4 No flying or swimming speed 4th 1/2 No flying speed 8th 1 —
  • 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]
  • [block: or die. Feature: Discovery
  • The quiet seclusion of your extended hermitage gave you access to a unique and powerful discovery. The exact nature of this revelation depends on the nature of your seclusion. It might be a great truth about the cosmos]
  • [block: and hence the reason for your return to society.
  • Work with your DM to determine the details of your discovery and its impact on the campaign.
  • ]

    Statblocks for your familiars, mounts etc.

    Statblocks for race/species of the character.

    [block: Darkvision.
  • Raised in the dimmest of forests and the isolated depths of the Underdark]
  • [block: only shades of gray.   Sun Sickness.
  • You have disadvantage on attack rolls and Strength]
  • [block: or whatever you are trying to perceive is in direct sunlight.   Fungal Form.
  • You have advantage on saving throws against poison]
  • [block: and resistance to poison damage.   Rapport Spores.
  • Myconids do not use language naturally. You may communicate telepathically with all creatures within twenty feet]
  • [block: but you may not cast spells with a verbal component.   Reproduction Spores.
  • If you are an adult]
  • [block: these spores may grow into more myconids. It takes four years to mature from immobile sprout to mobile sprout to adult. Hybrid Nature.
  • You have two creature types: humanoid and plant. You can be affected by a game effect if it works on either of your creature types.
  • Spores.
  • As you level up]
  • [block: the DC equals 8 + your proficiency bonus + your Constitution modifier. You may use each spore option once per long rest.
  • Sporemaster Progression
  • Level Spore Spore Effect 1 Distress When you take damage]
    [block: all allied creatures within 240 feet are alerted. 1 Hallucination As an action]
    [block: ending the effects on itself on a success. 3 Reproduction All adult myconids use reproduction spores]
    [block: or physical ability scores. After 1 week of growth you are restored to your original form. 5 Pacifying As an action]
    [block: ending the effect on itself on a success.   Fungal Alchemy.
  • Sporemasters have an innate understanding of alchemy]
  • Statblocks for companions, followers and other allies.

    Statblocks for your spells.

    Level 0 Spells

    Player's Handbook

    Mold Earth

    0-level (Cantrip) Transmutation

    Casting Time: 1 action
    Range/Area: 30FT
    Components: S
    Materials: N/a
    Duration: Instantaneous / 1hr
    You choose a portion of dirt or stone that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways: • If you target an area of loose earth, you can instantaneously excavate it, move it along the ground, and deposit it up to 5 feet away. This movement doesn’t have enough force to cause damage.   • You cause shapes, colors, or both to appear on the dirt or stone, spelling out words, creating images, or shaping patterns. The changes last for 1 hour.   • If the dirt or stone you target is on the ground, you cause it to become difficult terrain. Alternatively, you can cause the ground to become normal terrain if it is already difficult terrain. This change lasts for 1 hour.   If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
    Available for: Druid, Sorcerer, Wizard

    Player's Handbook

    Poison Spray

    0-level (Cantrip) Conjuration

    Casting Time 1 action
    Range 10ft
    Duration Instant
    Components V,S
    Materials N/a

    You extend your hand toward a creature you can see within range and project a puff of noxious gas from your palm. The creature must succeed on a Constitution saving throw or take 1d12 poison damage.
    At higher levels: At Higher Levels. This spell’s damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), 17th level (4d12).

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

    Level 1 Spells

    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

    Player's Handbook

    Entangle

    1-level Conjuration

    Casting Time 1 action
    Range 90ft
    Duration Concentration, Concentration, up to a minute
    Components V S
    Materials N/a

    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

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


    Created by

    Kid_Irrelevant.

    Statblock Type

    Character Sheet (Legacy)

    Link/Embed