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Tetra

Druid 2 Class & Level
Acolyte Background
Silva Race
NG Alignment

Strength 8
-1
Dexterity 5
-3
constitution 16
+3
intelligence 14
+2
wisdom 19
+4
charisma 8
-1
Total Hit Dice 2
Hit Die
1d8+3
+2 proficiency bonus
-1 Strength
-3 Dexterity
+3 Constitution
+4 Intelligence
+6 Wisdom
-1 Charisma
saving throws
-3 Acrobatics
+4 Animal Handling
+2 Arcana
-1 Athletics
-1 Deception
+2 History
+6 Insight
-1 Intimidation
+2 Investigation
+2 Medicine
+6 Nature
+4 Perception
-1 Performance
-1 Persuasion
+2 Religion
-3 Sleight of Hands
-3 Stealth
+6 Survival
skills Light and Medium armor Shields   Clubs, Daggers, Darts Javelins, Maces, Quarterstaffs Scimitars, Sickles, Slings, Spears   Herbalism Kit proficiencies

 
11
Armor Class
17
Hit Points
-3
Initiative
15ft (-1 Leg)
Speed
WeaponAttackDamage
Dagger 1d20+1 1d4-1
Attacks
Light and Medium armor, Shields
Javelines, daggers, darts
Clubs, maces, quarterstaffs
Scimitars, sickles, slings, spears

Herbalism kit

Silvan, Terran, Elvish, Common, Druidic
Proficiences
Spell Die: d12

Prepared Spells = Wisdom modifier + Druid level (6)
> Cure Wounds
> Healing Word
> Gaea's Hand
> Overgrowth
> Detect Magic
> Jump
Spellcasting
Lantern of Reassuring Calm
Suffering Beast Scale Armor
Equipment
-1 Leg
Features & Traits

Heroes Enabled

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

Dungeons & Darker Dungeons (Crow)

Cloak of Amon

Wondrous Item This exquisite cape is made from red leather with shining brass clasps. It generates a great sense of greed and envy in those that view it.
It attaches easily to any armour and billows slightly whenever the wearer moves or speaks.
While wearing the cape you can activate one of the following effects, after using this effect the wearer must perform a short or long rest to recharge

  Daemonic Weapon. As an action, you can imbue one weapon that you are holding with daemonic energy. For 1 minute, you add your Charisma modifier to damage rolls made with that weapon (with a minimum bonus of +1). You gain a number of temporary hit points equal to the damage caused by that weapon's damage roll. If the weapon is not already magical, it becomes magical for the duration.
You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends.

  Daemonic Form. As an action, you can change into your daemonic form, sprouting horns and long sharp claws, merging your armour with your flesh and your face warping into a fanged maw or other similar effects, lasting for 1 hour.
Whilst in your daemonic form any armour you are wearing is unable to be removed and you have advantage on rolls against being charmed, frightened and poisoned. You gain resistance to necrotic damage but become vulnerable to radiant damage and your melee attacks treat immunity as resistance. Rare


 

Suffering Beast Scale Armor

Armor Potential Armor Class = 14 + Dexterity modifier (max. 2)
-2 Lightning resistance
Eyes on the scale armor expand the wearer's range of perception, providing a +2 bonus to the wearer's passive perception.
Donning and doffing this armor takes twice as long as normal.
Once per Short Rest: The wearer can focus all the eyes on a creature, who must then make a Charisma Saving Throw (DC = 8 + Proficiency bonus + Constitution modifier) or be trapped in a Nightmare for as long as the wearer maintains concentration or until they move more than 240ft away.
While trapped in the Nightmare: Depending on their personality, the target perceives the wearer as either their worst fear or their greatest hatred (or a combination of both). The target will either begin to flee as though affected by the Fear spell or attack the wearer, requiring a Wisdom Saving to target any other creature. Varies

This set of scale armor is made of dark purple hide, covered in bony, keratinous plates. it is inlaid with large, bloodshot eyes that dart around; the pupils contracting and dilating.
The armor has a crackling staticy aura about it that has a pleasntly invigorating effect on the wearer's muscles, however; it takes twice as long as normal to remove, as though it is clinging to its wearer.
While the wearing cannot see directly through the eyes they expand the range of their perception, providing a +2 bonus to the wearer's passive perception.

Type AC STR Req. Stealth Dis. Properties
Medium 14+Dex(Max 2)


 

Lantern of Reassuring Calm

Adventuring Gear When a gem is placed in one of the slots it can be consumed to double the lanterns light output and create a sense of reassuring calm. Uncommon


 

The statblocks of your 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. At 2nd Level, for example, you can transform into any beast that has a Challenge rating of 1/4 or lower that doesn't have a flying or swimming speed.   Table: Beast Shapes

Level Max. CR Limitations Example
2nd 1/4 No flying or swimming speed Wolf
4th 1/2 No flying speed Crocodile
8th 1 - Giant Eagle
You can stay in a beast shape for a number of hours equal to half your druid level (rounded down). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a Bonus Action on Your Turn. You automatically revert if you fall Unconscious, drop to 0 Hit Points, or die.   While you are transformed, the following rules apply:
  • Your game Statistics are replaced by the Statistics of the beast, but you retain your Alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw Proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or Lair Actions, you can't use them.
  • When you transform, you assume the beast's Hit Points and Hit Dice. When you revert to your normal form, you return to the number of Hit Points you had before you transformed. However, if you revert as a result of Dropping to 0 Hit Points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 Hit Points, you aren't knocked Unconscious.
  • You can't cast Spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your Concentration on a spell you've already cast, however, or prevent you from taking Actions that are part of a spell, such as Call Lightning, that you've already cast.
  • You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your Special Senses, such as Darkvision, unless your new form also has that sense.
  • You choose whether your Equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn Equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of Equipment, based on the creature's shape and size. Your Equipment doesn't change size or shape to match the new form, and any Equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.

 

Druid


Hit Points

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

Proficiences

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

Starting Equipment

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


Spellcasting

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

Statblocks for your familiars, mounts etc.

Wandering Shrub

Small plant, photovore, unaligned
Armor Class 9
Hit Points 10
Speed 20ft

STR
3 -4
DEX
8 -1
CON
11 0
INT
10 0
WIS
10 0
CHA
6 -2

Saving Throws Dexterity +2
Skills False Appearance.
While the Wandering Shrub remains motionless, it is indistinguishable from a normal shrub.

Sleep Spores.
Once per day the Wandering shrub can release a burst of soporific spores, causing all creatures within a 10ft radius to make a DC 12 Con save or fall asleep
Damage Vulnerabilities Fire
Senses Tremorsense 20ft.
Passive perception 10


False Appearance.
While the Wandering Shrub remains motionless, it is indistinguishable from a normal shrub.

Sleep Spores.
Once per day the Wandering shrub can release a burst of soporific spores, causing all creatures within a 10ft radius to make a DC 12 Con save or fall asleep


Actions

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


 

Wandering Shrubs resemble a dash-like plant bulb with a round body, beady red eyes, and oval, foot-like roots. A cluster of large, green leaves sprout from their heads.

Wandering shrubs usually uproot themselves at night to pollinate and find new spots to plant themselves.

Rootsucker

Tiny plant, omnivore, unaligned
Armor Class 11
Hit Points 13 (3d4+6)
Speed 20ft Burrow: 20ft

STR
12 +1
DEX
14 +2
CON
14 +2
INT
8 -1
WIS
10 0
CHA
6 -2

Saving Throws Dexterity +4, Constitution +4
Skills Perception +2
Stealth +4
Senses Tremorsense 30ft
Passive Perception 12


Scurry
The Rootsucker can Dash or Disengage as a bonus action. When an enemy moves adjacent to it it can spend its reaction to move away up to half its speed.

Sure footed
The Rootsucker can climb and move across difficult terrain with no movement penalty. It can burrow through solid rock with a speed of 5ft


Actions

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


 

This small plant creature resembles a long, tubular worm woven of vines, with 8 short and sturdy legs.

They burrow underground consuming everything that can fit in their maw.

Scuttlebloom

Tiny plant, insectivore, unaligned
Armor Class 9
Hit Points 7 (2d4+2)
Speed 20ft Climb: 30ft

STR
12 +1
DEX
14 +2
CON
12 +1
INT
10 0
WIS
10 0
CHA
8 -1

Saving Throws Dexterity +4, Wisdom +2
Skills Perception +2
Stealth +6
Damage Vulnerabilities Fire


Camouflage
When the Scuttlebloom is hidden, enemies cannot spot them with passive perception and they have disadvantage when making active checks to find them.

Scuttle
The Scuttlebloom can Dash or Disengage or Hide as a bonus action. After this ability has been used it cannot be used again until the Scuttlebloom spends a turn without moving.

Spider Climb
The Scuttlebloom can climb difficult surfaces, including upside down on ceilings without needing to make an ability check.


Actions

Bite
Melee Weapon Attack: +3 to hit, reach 5ft., one target
On Hit: 2 piercing damage, and the target must succeed on a DC 9 Constitution saving throw or take 1d4+1 poison damage


 

This small plant is mostly composed of blooms of bright and inviting flowers which conceal the spider-like body that is beneath it.
They are quite sedentary, usually waiting for prey to come to it, but when startled they can move exceptionally quickly

Fernhound

Medium plant, carnivore, unaligned
Armor Class 12
Hit Points 26 (4d8+8)
Speed 40ft

STR
16 +3
DEX
12 +1
CON
14 +2
INT
8 -1
WIS
10 0
CHA
12 +1

Saving Throws Dexterity +3, Wisdom +2
Skills Perception +4
Stealth +3
Senses Darkvision 60ft
Passive Perception 14
Challenge 1/8


Keen Hearing and Smell.
The Fernhound has advantage on Wisdom (Perception) checks that rely on hearing or smell

Pack Tactics
The Fernhound has advantage on attack rolls against a creature if at least one of the Fernhound’s allies is within 5ft of the creature and isn’t incapacitated

Light-footed
The Fernhound can Dash or Disengage as a bonus action. When an enemy moves adjacent to it it can spend its reaction to move away up to half its speed.


Actions

Bite
Melee Weapon Attack: +3 to hit, reach 5ft., one target
On Hit: 2 (1d4) piercing damage


 

These plants resemble large dogs made of plant matter. They are bred and cared for by Silva who often use them as hunting hounds.

Ploughfish

Small plant, scavenger, unaligned
Armor Class 10
Hit Points 13 (3d6+3)
Speed 20ft Burrow: 30ft

STR
14 +2
DEX
16 +3
CON
12 +1
INT
8 -1
WIS
10 0
CHA
12 +1

Saving Throws Dexterity +5, Constitution +3
Skills Perception +1
Stealth +7
Damage Vulnerabilities Fire
Senses Tremorsense 30ft.
Passive Perception 11
Challenge 1/8


Cunning Strike
If the Ploughfish has advantage on an attack it deals 3 extra piercing damage

Pack Tactics
The Ploughfish has advantage on attack rolls against a creature if at least one of the Ploughfish’s allies is within 5ft of the creature and isn’t incapacitated


Actions

Bite
Melee Weapon Attack: +5 to hit, reach 5ft., one target
On Hit: 4 (1d4+2) piercing damage


 

With a thin, wedgelike body that somewhat resembles a fish (with four thick legs) these creatures are surprisingly stealthy and cunning, burrowing through the ground like water and popping out to snap at creatures underbellies with barbed, thorny teeth.

Servine

Medium plant, carnivore, unaligned
Armor Class 14
Hit Points 19 (3d8+6)
Speed 20ft Burrow: 30ft

STR
12 +1
DEX
16 +3
CON
14 +2
INT
8 -1
WIS
12 +1
CHA
10 0

Saving Throws Dexterity +5, Wisdom +3
Skills Perception +3
Stealth +7
Damage Vulnerabilities Fire
Senses Darkvision 60ft.
Passive Perception 13
Challenge 1/8


Camouflage
When the Servine is hidden, enemies cannot spot them with passive perception and they have disadvantage when making active checks to find them.


Actions

Razor Leaf
Ranged Weapon Attack: +3 to hit, range 60/100 ft., 5ft. radius
On Hit: 4 (1d4+2) piercing damage


 

Resembling a snake of layered leaves, these plants dwell mainly in the treetops, hunting birds which they shoot out of the sky with their razor sharp leaves.

Fernhunter

Medium plant, carnivore, unaligned
Armor Class 10
Hit Points 32 (5d8+10)
Speed 40ft

STR
16 +3
DEX
12 +1
CON
14 +2
INT
8 -1
WIS
12 +1
CHA
10 0

Saving Throws Dexterity +3, Wisdom +4
Skills Perception +5
Survival +5
Senses Darkvision 60ft.
Passive Perception 15
Challenge 1/4


Keen Hearing and Smell.
The Fernhunter has advantage on Wisdom (Perception) checks that rely on hearing or smell

Pack Tactics
The Fernhunter has advantage on attack rolls against a creature if at least one of the Fernhunter’s allies is within 5ft of the creature and isn’t incapacitated


Actions

Bite
Melee Weapon Attack: +5 to hit, reach 5ft., one target
Hit: 8 (2d4+3) piercing damage. If the target is a Medium or smaller creature and the Fernhunter is not already grappling a creature it must succeed on a DC 13 Str saving throw or be grappled and restrained in ensnaring vines that grow from the Fernhunters body.
While the Fernhunter is restraining a creature it cannot move or attack any other targets.


 

Larger and more aggressive variants of the Fernhound, these plants are vicious pack hunters, restraining prey in their prehensile vines.

Forest Guardian

Large plant, photovore, lawful good
Armor Class 18
Hit Points 30 (4d10+8)
Speed 20ft Burrow: 20ft

STR
16 +3
DEX
12 +1
CON
14 +2
INT
8 -1
WIS
12 +1
CHA
10 0

Saving Throws Wisdom +3, Charisma +2
Senses Passive Perception 11
Challenge 1/4


Lockdown
Targets always provoke opportunity attacks when they leave your reach, even if they disengage. When The Forest Guardian hits with an opportunity attack, the target’s speed becomes 0 for the rest of the turn

Charge
If the Forest Guardian moves more than 20ft in a straight line towards a target, they make their melee attack roll with advantage.
On a hit, The target must succeed on a DC 15 Str save or be thrown back 10ft and fall prone


Actions

Barge
Melee Weapon Attack: +3 to hit, reach 5ft., one target
On Hit: 4 (1d6+1) bludgeoning damage


 

Forest Guardians grow naturally in forests with dryads and treants living in them.
They resemble giant boars covered in thorns with very large tusks.
They generally amble slowly around their territory, watching for fires and anything they perceive as a threat to their forest.
They will attack any perceived threat relentlessly.

Hivequeen

Large plant, decomposer, unaligned
Armor Class 12
Hit Points 25 (3d10+9)
Speed 20ft Burrow: 20ft

STR
12 +1
DEX
12 +1
CON
16 +3
INT
10 0
WIS
14 +2
CHA
11 0

Saving Throws Wisdom +4, Charisma +3
Senses Tremorsense 30ft.
Darkvision 60ft.
Passive perception 12
Challenge 1/4


Swarm caller
The Hivequeen controls a number of tiny insect swarms equal to its Wisdom modifier.
The Hivequeen can perceive through the senses of its swarms and its own senses simultaneously.
The Hivequeen controls the swarms on their turn and can command them to either attack, dealing 4 piercing damage or to distract, imposing disadvantage on attack rolls.
The Hivequeen can use its own action to mark an enemy, granting advantage on the next roll made against it.


Actions

Claw
Melee Weapon Attack: +3 to hit, reach 10ft., one target
On Hit: 3 (1d4+1) piercing damage, if the target is a creature, it must succeed on a DC 12 Dex Save or be grappled. (The Hivequeen can grapple up to 2 medium or smaller creatures)


 

This strange plant grows itself into a perfect hive, attracting various insects to take up residence inside it, which it then controls with a low-level psionic field.
Despite their degree of control over their resident swarms, the relationship is mutually beneficial. The insects provide protection and food and the Plant provides a perfect place to live and sugary sap to eat.
They exhibit a wide range of physiologies but generally resemble a hermit crab of sorts, their 'shell' a large hive, suited to the type of insect they are housing.

Zen Sproutling

Medium plant, photovore, neutral good
Armor Class 12
Hit Points 22 (3d8+9)
Speed 20ft

STR
14 +2
DEX
12 +1
CON
16 +3
INT
8 -1
WIS
10 0
CHA
12 +1

Saving Throws Strength +4, Constitution +5
Damage Vulnerabilities Fire
Senses Passive Perception 10
Challenge 1/4


Aura of Serenity
Allies within 10ft of the Zen Sproutling fain +2 AC

Healing Spores
(Recharge 6)
As an action the Zen Sproutling releases a shower of healing spores that soothe and bolster all creatures in a 10ft radius centered on it.
Affect creatures heal 1d4+Wis mod hit points and gain advantage on fear and stress saves for 1d4 rounds


Actions

Stomp
Melee Weapon Attack: +3 to hit, reach 5ft., one target
On Hit: 3 (1d4+1) bludgeoning damage


 

This newly sprouted plant resembles a large tortoise with a luscious garden growing from it's back. They are considered very lucky and carry an aura of safety and serenity.

Statblocks for race/species of the character.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 0 Spells

Grasping Sprout

0-level (Cantrip) Conjuration

Casting Time 1 action
Range 30ft
Duration 1 minute
Components Verbal, Somatic

You conjure a small vine with a reach of 5ft. Whenever a creature enters its reach, you may use your reaction to have the sprout attempt to grasp at the heels of the creature and stop its movement. The target must succeed a Dexterity Saving Throw or have their speed reduced to 0 until the start of their next turn.

Class(es): Druid

Thorn Shield

0-level (Cantrip) Conjuration

Casting Time 1 bonus action
Range Self
Duration 1 minute
Components Verbal, Somatic

You conjure a wooden shield covered in thorns in one of your hands. This shield provides the same bonuses as a normal shield.  Whenever you successfully shove a creature with your thorn shield it takes 1d8 piercing damage. The shield wilts to nothing if you let it go.

Class(es): Druid

PHB

Druidcraft

0-level (Cantrip) Transmutation

Casting Time 1 Action
Range 30 feet
Duration Instantaneous
Components V S

Whispering to the spirits of nature, you create one of the following effects within range:

  •  You create a tiny, harmless sensory effect that predicts what the weather will be at your location for the next 24 hours. The effect might manifest as a golden orb for clear skies, a cloud for rain, falling snowflakes for snow, and so on. this effect persists for 1 round.
  •  You instantly make a flower blossom, a seed pod open, or a leaf bud bloom.
  •  you create an instantaneous, harmless sensory effect, such as falling leaves, a puff of wind, the sound of a small animal, or the faint odor of skunk. THe effect must fit in a 5-foot cube.
  •  You instantly light or snuff out a candle, a torch, or a small campfire.

 

Class(es): Druid

Level 1 Spells

Absorb Elements

1-level Abjuration

Casting Time 1 Reaction *
Range Self
Duration 1 Round
Components S

The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends.   * - which you take when you take acid, cold, fire, lightning, or thunder damage
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st.

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

Charm Person

1-level Enchantment

Casting Time 1 action
Range 30ft
Duration 1 hour
Components V, S

You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.

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

Cure Wounds

1-level Evocation

Casting Time 1 action
Range touch
Duration Instantaneous
Components V, S

A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st. 2nd level 2d8 , 3rd level 3d8 , 4th level 4d8 , 5th level 5d8 , 6th level 6d8 , 7th level 7d8 , 8th level 8d8 , 9th level 9d8 .

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

PHB, page 250

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

Detect Magic

1-level Divination

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

For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.   The spell can penetrate most barriers, but it 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): Artificer, Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Wizard, Fighter (Eldritch Knight), Fighter (Monster Hunter), Rogue (Arcane Trickster)

Xanathar's Guide to Everything

Earth Tremor

1-level Evocation

Casting Time 1 action
Range 10 feet
Duration Instantaneous
Components V, S

You cause a tremor in the ground within range. Each creature other than you in that area must make a Dexterity saving throw. On a failed save, a creature takes 1d6 bludgeoning damage and is knocked prone. If the ground in that area is loose earth or stone, it becomes difficult terrain until cleared, with each 5-foot-diameter portion requiring at least 1 minute to clear by hand.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st

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

D&D 5e PHB Page 243

Fog Cloud

1-level Conjuration

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

You create a 20-foot radius sphere of fog centered on a point within range. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the radius of the fog increases by 20 feet for each slot level above 1st.

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

Longstrider

1-level Transmutation

Casting Time 1 Action
Range Touch
Duration 1 Hour
Components V, S, M
Materials a pinch of dirt

You touch a creature. The target's speed increases by 10 feet until the spell ends.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

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

Ice Knife

1-level Conjuration

Casting Time 1 Action
Range 60ft
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 1d10 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 throw 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 1st.

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

Thunderwave

1-level Evocation

Casting Time 1 action
Range Self (15ft cube)
Duration Instantaneous
Components V, S

A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed.
In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell's effect, and the spell emits a thunderous boom audible out to 300 feet.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
2nd level: 3d8 thunder damage
3rd level: 4d8 thunder damage
4th level: 5d8 thunder damage
5th level: 6d8 thunder damage
6th level: 7d8 thunder damage
7th level: 8d8 thunder damage
8th level: 9d8 thunder damage
9th level: 10d8 thunder damage

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

Jump

1-level Transmutation

Casting Time 1 Action
Range Touch
Duration 1 Minute
Components V, S, M
Materials a grasshopper's hind leg

You touch a creature. The creature's jump distance is tripled until the spell ends.

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

Level 2 Spells

Spider Climb

2-level Transmutation

Casting Time 1 action
Range Touch
Duration Concentration, Concentration, up to an hour
Components V, S, M
Materials A drop of bitumen and a spider

Until the spell ends, one willing creature you touch gains the ability to move up, down, and across vertical surfaces and upside down along ceilings, while leaving its hands free. The target also gains a climbing speed equal to its walking speed.

Class(es): Sorcerer, Warlock, Wizard

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


Created by

chameleonwren.

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Character Sheet (Legacy)

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