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Magnus Owus

Druid 2 Class & Level
Simic Scientist Background
Half Elf Race
Neutral Alignment

Strength 12
+1
Dexterity 13
+1
constitution 16
+3
intelligence 16
+3
wisdom 18
+4
charisma 18
+4
Total Hit Dice 2
Hit Die
1d8+3
+2 proficiency bonus
+1 Strength
+1 Dexterity
+3 Constitution
+5 Intelligence
+6 Wisdom
+4 Charisma
saving throws
+1 Acrobatics
+4 Animal Handling
+5 Arcana
+1 Athletics
+4 Deception
+3 History
+0 Insight
+0 Intimidation
+0 Investigation
+0 Medicine
+0 Nature
+0 Perception
+0 Performance
+0 Persuasion
+0 Religion
+0 Sleight of Hands
+0 Stealth
+0 Survival
skills

 
14
Armor Class
36
Hit Points
+1
Initiative
30
Speed
WeaponAttackDamage
Quarterstaff (One-Handed) +3 1d6+1 Bludgeoning
Quarterstaff (Two-Handed) +3 1d8+1 Bludgeoning
Attacks

Cantrips


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Shillelagh
Thunderclap

First Level



Animal Friendship
Detect Poison and Disease
Faerie Fire
Entangle
Fog Cloud
Cure Wounds
Spellcasting

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Equipment

Guild Features


Table of Contents

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  • Guild Features

  • Personality Traits
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    Ideals
    Druidic, Spellcasting
    Wild Shape, Druid Circle
    Features & Traits

    Heroes Enabled

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

    DnD 5e SRD SRD

    Quarterstaff

    Melee Weapon Versatile Common

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

    Cost: 2 sp Weight: 4 lb


     

    Dnd 5e 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


     

    Snakes & Saloons

    Wooden Shield

    Armor Common

    Can be equipped as a bonus action

    Type AC STR Req. Stealth Dis. Properties
    Shield +1

    Cost: 5gp Weight: 3lbs


     

    The statblocks of your class features

    Circle of the Moon


    Hit Points

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

    Proficiences

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

    Subclass Options

    Combat Wild Shape

    When you choose this circle at 2nd level, you gain the ability to use Wild Shape on your turn as a bonus action, rather than as an action.   Additionally, while you are transformed by Wild Shape, you can use a bonus action to expend one spell slot to regain 1d8 hit points per level of the spell slot expended.  

    Circle Forms

    Starting at 2nd level, you can use your Wild Shape to transform into a beast with a challenge rating as high as 1, but must abide by the other limitations there.   Starting at 6th level, you can transform into a beast with a challenge rating as high as your druid level divided by 3, rounded down.  

    Primal Strike

    Starting at 6th level, your attacks in beast form count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.  

    Elemental Wild Shape

    At 10th level, you can expend two uses of Wild Shape at the same time to transform into an air elemental, an earth elemental, a fire elemental, or a water elemental.  

    Thousand Forms

    By 14th level, you can cast the Alter Self spell at will.
     

    Spellcasting


    Hit Points

    Hit Dice: d4 per Spellcasting level
    Hit Points at first Level:
    Hit Points at Higher Levels:

    Proficiences

    Armor:
    Weapons:
    Tools:
    Saving Throws:
    Skills:

    Overview & Creation

    You have studied the workings of magic and how to channel it through objects. As a result, you have gained the ability to cast spells. To observers, you don’t appear to be casting spells in a conventional way; you look as if you’re producing wonders using mundane items or outlandish inventions.

    Statblocks for your familiars, mounts etc.

    SRD

    Orc

    Medium humanoid, chaotic evil
    Armor Class 13
    Hit Points 15 2d8+6
    Speed 30ft

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

    Skills Intimidation +2 1d20+2
    Senses darkvision 60 ft., passive Perception 10
    Languages Common, Orc
    Challenge 1/2


    Aggressive. As a bonus action, the orc can move up to its speed toward a hostile creature that it can see.


    Actions

    Greataxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 slashing damage. Javelin. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 6 piercing damage


     
    SRD

    Goblin

    Small humanoid (goblin), neutral evil
    Armor Class 15 (leather armor, shield)
    Hit Points 7 ( 2d6 )
    Speed 30ft

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

    Skills Stealth +6
    Senses darkvision 60 ft., passive Perception 9
    Languages Common, Goblin
    Challenge 1/4 (50 XP)


    Nimble Escape. The goblin can take the Disengage or Hide action as a bonus action on each of its turns.


    Actions

    Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 ( 1d6+2 ) slashing damage.

    Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 ( 1d6+2 ) piercing damage.


     
    SRD

    Cockatrice

    Small monstrosity, unaligned
    Armor Class 11
    Hit Points 27 6d6+6
    Speed 20ft Fly: 40ft

    STR
    6 -2
    DEX
    12 +1
    CON
    12 +1
    INT
    2 -4
    WIS
    13 +1
    CHA
    5 -3

    Senses darkvision 60 ft., passive Perception 11
    Challenge 1/2 (100 XP)


    Actions

    Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 3 1d4+1 piercing damage, and the target must succeed on a DC 11 Constitution saving throw against being magically Petrified. On a failed save, the creature begins to turn to stone and is Restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is Petrified for 24 hours.


     
    SRD

    Dire Wolf

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

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

    Skills Perception +3 , Stealth +4
    Senses passive Perception 13
    Challenge 1 (200 XP)


    Keen Hearing and Smell. The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.
    Pack Tactics. The wolf has advantage on an attack roll against a creature if at least one of the wolf's allies is within 5 feet of the creature and the ally isn't incapacitated.


    Actions

    Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 2d6+3 piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.


     
    SRD

    Brown Bear

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

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

    Skills Perception +3
    Senses passive Perception 13
    Challenge 1 (200 XP)


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


    Actions

    Multiattack. The bear makes two attacks: one with its bite and one with its claws.
    Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 1d8+4 piercing damage.
    Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 1d8+4 slashing damage.


     
    SRD

    Giant Vulture

    Large beast, neutral evil
    Armor Class 10
    Hit Points 22 3d10+6
    Speed 10ft Fly: 60ft

    STR
    15 +2
    DEX
    10 0
    CON
    15 +2
    INT
    6 -2
    WIS
    12 +1
    CHA
    7 -2

    Skills Perception +3
    Senses passive Perception 13
    Languages understands Common but can't speak
    Challenge 1 (200 XP)


    Keen Sight and Smell. The lion has advantage on Wisdom (Perception) checks that rely on sight or smell.
    Pack Tactics. The vulture has advantage on an attack roll against a creature if at least one of the vulture's allies is within 5 feet of the creature and the ally isn't incapacitated.


    Actions

    Multiattack. The vulture makes two attacks: one with its beak and one with its talons.
    Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 2d4+2 piercing damage.
    Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 2d6+2 slashing damage.


     

    A giant vulture has advanced intelligence and a malevolent bent. Unlike its smaller kin, it will attack a wounded creature to hasten its end. Giant vultures have been known to haunt a thirsty, starving creature for days to enjoy its suffering.

    Spined Devil

    Small fiend, lawful evil
    Armor Class 13
    Hit Points 22hp (5d6+5)
    Speed 20ft Fly: 40ft

    STR
    10 0
    DEX
    15 +2
    CON
    12 +1
    INT
    11 0
    WIS
    14 +2
    CHA
    8 -1

    Damage Resistances Cold, bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered
    Damage Immunities Fire, poison
    Condition Immunities Poisoned
    Senses Darkvision 120 ft.
    Languages Infernal, Telepathy 120 ft.
    Challenge 2


    Devil's Sight Magical darkness doesn't impede the devil's darkvision.

    Flyby The devil doesn't provoke an opportunity attack when it flies out of an enemy's reach.

    Limited Spines The devil has twelve tail spines. Used spines regrow by the time the devil finishes a long rest.

    Magic Resistance The devil has advantage on saving throws against spells and other magical effects.


    Actions

    Multiattack The devil makes two attacks: one with its bite and one with its fork or two with its tail spines.

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

    Fork Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) piercing damage.

    Tail Spine Ranged Weapon Attack: +4 to hit, range 20/80 ft ., one target. Hit: 4 (1d4 + 2) piercing damage plus 3 (1d6) fire damage.


     

    Kenku

    Medium humanoid (kenku), any non-lawful
    Armor Class 13
    Hit Points 13 3d8
    Speed 30ft

    STR
    10 0
    DEX
    16 +3
    CON
    10 0
    INT
    11 0
    WIS
    10 0
    CHA
    10 0

    Skills Deception +4, Perception +2, Stealth +5
    Senses passive Perception 12
    Languages Can understand any two languages but speaks only through the use of its Mimicry trait
    Challenge 1/4


    Ambusher: the kenku has advantage on attack rolls against any creature they have surprised.   Mimicry: the kenku can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell the are imitations with a successful DC 14 Wisdom (Insight) check.


    Actions

    Shortsword: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 1d6+3 piercing damage.   Shortbow: Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 6 1d6+3 piercing damage.


     

    Kenku are feathered humanoids that wander the world as vagabonds, fallen from grace after being cursed by the goddess Myurdin during the Mithril Era.

    Kenku are most often found in urban environments where they try to scrape by in a world that is not built for their cursed bodies.

    by Jens Kuczwara

    Statblocks for race/species of the character.

    Half-Elf

    Ability Score Increase +2 CHA, +2 of your choice
    Size Medium
    Speed 30ft

    Fey Ancestry Skill Versatility Darkvision   (one from your elf parent if you check with me first)

    Languages. Common, Elvish, one of your choice

    Half Moon-Elf

    Ability Score Increase +2 Int and +1 to a score of your choice
    Size Medium
    Speed 30 ft

    Darkvision Fey Ancestry Moon Elf Magic: You know the mage hand cantrip. At 3rd level you can cast Detect Magic once with this trait without expending a spell slot. You can cast the spell in this way once per long rest. At 5th level you can cast Invisibility once with this trait without expending a spell slot. You can cast this spell in this way once per long rest. Intelligence is the spellcasting ability for these spells.
     

    Languages. Common, Elvish, One language of your choice

    Statblocks for companions, followers and other allies.

    Statblocks for your spells.

    Level 0 Spells

    PHB pg. 275

    Shillelagh

    0-level (Cantrip) Transmutation

    Casting Time: 1 Bonus Action
    Range/Area: Touch
    Components: V, S, M
    Materials: Mistletoe, a shamrock leaf, and a club or quarterstaff
    Duration: 1 Minute
    The wood of a club or quarterstaff you are holding is imbued with nature's power. For the duration, you can use your spellcasting ability instead of Strength for the attack and damage rolls of melee attacks using that weapon, and the weapon's damage die becomes a d8. The weapon also becomes magical, if it isn't already. The spell ends if you cast it again or if you let go of the weapon.
    Available for: Druid

    Thunderclap

    0-level (Cantrip) Evocation

    Casting Time 1 Action
    Range 5ft
    Duration Instantaneous
    Components S

    You create a burst of thunderous sound that can be heard up to 100 feet away. Each creature within range, other than you, must make a Constitution saving throw or take 1d6 thunder damage.
    At higher levels: The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

    Class(es): Artificer, Bard, Druid, Sorcerer, Warlock, Wizard, Cleric (Nature Domain), Fighter (Eldritch Knight), Rogue (Arcane Trickster)

    Level 1 Spells

    Animal Friendship

    0-level (Cantrip) 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 spell ends.
    At higher levels: When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional beast for each slot level above 1st.

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

    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): Artificer, Bard, Cleric, Druid, Paladin, Ranger, Sorcerer (Divine Soul), Warlock (The Celestial)

    Detect Poison and Disease

    1-level Divination

    Casting Time 1 Action
    Range Self
    Duration Concentration, Up to Ten 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 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): Cleric, Druid, Paladin, Ranger, Sorcerer (Divine Soul)

    Faerie Fire

    1-level Evocation

    Casting Time 1 Action
    Range 60ft
    Duration Concentration, up to 1 Minute
    Components V

    Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius.   Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can't benefit from being invisible.

    Class(es): Artificer, Bard, Druid, Cleric (Light Domain), Warlock (The Archfey)

    Entangle

    1-level Conjuration

    Casting Time 1 Action
    Range 90ft
    Duration Concentration, up to 1 Minute
    Components V, S

    Grasping weeds and vines sprout from the ground in a 20-foot square starting from a point within range. For the duration, these plants turn the ground in the area into difficult terrain.   A creature in the area when you cast the spell must succeed on a Strength saving throw or be restrained by the entangling plants until the spell ends. A creature restrained by the plants can use its action to make a Strength check against your spell save DC. On a success, it frees itself.   When the spell ends, the conjured plants wilt away.

    Class(es): Druid

    Fog Cloud

    1-level Conjuration

    Casting Time 1 Action
    Range 120ft
    Duration Concentration, up to 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, Cleric (Tempest Domain), Fighter (Eldritch Knight), Rogue (Arcane Trickster)

    Level 2 Spells

    PHB: P. 240

    Feign Death

    3-level Necromancy

    Ritual - does not require spell slot, takes 10 minutes longer
    Casting Time: 1 action
    Range/Area: Touch
    Components: V, S, M
    Materials: a pinch of graveyard dirt
    Duration: 1 hour
    You touch a willing creature and put it into a cataleptic state that is indistinguishable from death.
      For the spell’s duration, or until you use an action to touch the target and dismiss the spell, the target appears dead to all outward inspection and to spells used to determine the target’s status. The target is blinded and incapacitated, and its speed drops to 0. The target has resistance to all damage except psychic damage. If the target is diseased or poisoned when you cast the spell, or becomes diseased or poisoned while under the spell’s effect, the disease and poison have no effect until the spell ends.
    Available for: Bard, Cleric, Druid, Wizard

    PHB: P. 276

    Sleet Storm

    3-level Conjuration

    Casting Time: 1 action
    Range/Area: 150 feet
    Components: V, S, M
    Materials: a pinch of dust and a few drops of water
    Duration: Concentration, Concentration, up to 1 minute

    Until the spell ends, freezing rain and sleet fall in a 20-foot-tall cylinder with a 40-foot radius centered on a point you choose within range. The area is heavily obscured, and exposed flames in the area are doused. The ground in the area is covered with slick ice, making it difficult terrain. When a creature enters the spell’s area for the first time on a turn or starts its turn there, it must make a Dexterity saving throw. On a failed save, it falls prone.
    If a creature is concentrating in the spell’s area, the creature must make a successful Constitution saving throw against your spell save DC or lose concentration.   Wizard of the Coasts (2018): The start of the third paragraph now reads, “If a creature starts its turn in the spell’s area and is concentrating on a spell, the creature must make …”
    Available for: Druid, Sorcerer, Wizard

    PHB: P. 277

    Speak with Plants

    3-level Transmutation

    Casting Time: 1 action
    Range/Area: Self (30 feet radius)
    Components: V, S
    Duration: 10 minutes

    You imbue plants within 30 feet of you with limited sentience and animation, giving them the ability to communicate with you and follow your simple commands. You can question plants about events in the spell’s area within the past day, gaining information about creatures that have passed, weather, and other circumstances.
    You can also turn difficult terrain caused by plant growth (such as thickets and undergrowth) into ordinary terrain that lasts for the duration. Or you can turn ordinary terrain where plants are present into difficult terrain that lasts for the duration, causing vines and branches to hinder pursuers, for example.
      Plants might be able to perform other tasks on your behalf, at the DM’s discretion. The spell doesn’t enable plants to uproot themselves and move about, but they can freely move branches, tendrils, and stalks.
    If a plant creature is in the area, you can communicate with it as if you shared a common language, but you gain no magical ability to influence it.
    This spell can cause the plants created by the entangle spell to release a restrained creature.
    Available for: Bard, Druid, Ranger

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