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Stickbug

Druid 3 Class & Level
Outlander Background
Halfling Race
True Neutral Alignment

Strength 10
+0
Dexterity 18
+4
constitution 8
-1
intelligence 8
-1
wisdom 15
+2
charisma 17
+3
Total Hit Dice 3
Hit Die
1d8-1
+2 proficiency bonus
+0 Strength
+4 Dexterity
-1 Constitution
+1 Intelligence
+5 Wisdom
+3 Charisma
saving throws
+4 Acrobatics
+2 Animal Handling
-1 Arcana
+2 Athletics
+3 Deception
-1 History
+2 Insight
+3 Intimidation
-1 Investigation
+2 Medicine
+1 Nature
+2 Perception
+3 Performance
+3 Persuasion
-1 Religion
+4 Sleight of Hands
+6 Stealth
+4 Survival
skills Athletics, Nature, Survival, Stealth proficiencies

 
15
Armor Class
16
Hit Points
+4
Initiative
25 ft.
Speed
WeaponAttackDamageTime to Use
Spear 1d20+2 1d8 Action
Javelin 1d20+2 1d6 Action
Unarmed Strike 1d20+2 1Action
Staff 1d20+2 1d8 Action
Attacks
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
Tools: Herbalism kit
Saving Throws: Intelligence, Wisdom
Skills: Choose two from Arcana, Animal Handling, Insight, Medicine, Nature, Perception, Religion, and Survival
Proficiences
Infestation
Poison Spray
Thunderwave
Charm Person
Cure Wounds
Longstrider
Barkskin
Pass Without Trace
Spellcasting
Leather Armor,
Spear,
Javelin,
Druidic Focus.
Equipment
I have a lesson for every situation, drawn from observing nature.
I place no stock in wealthy or well-mannered folk. Money and manners won't save you from a hungry owlbear.
Personality Traits
Change. Life is like the seasons, in constant change, and we must change with it.
Ideals
An injury to the unspoiled wilderness of my home is an injury to me.
Bonds
I am slow to trust members of other races, tribes, and societies.
Flaws

Heroes Enabled

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

Dnd 5e SRD SRD

Leather Armor

Light Armor Common

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

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

Cost: 10 gp Weight: 10 lb


 

DnD 5e SRD SRD

Spear

Melee Weapon Thrown, Versatile Common

Type Damage Damage Range Properties
Simple 1d6 / 1d8 Piercing 20/60 ft Thrown, Versatile

Cost: 1 gp Weight: 3 lb


 

DnD 5e SRD

Javelin [x5]

Weapon [Thrown] Common

A bundle of 5 javelins, for throwing.

Type Damage Damage Range Properties
Simple Melee 1d6 Piercing 30/120 ft [Thrown]

Cost: 5sp Weight: 2 lb


 

The statblocks of your class features

Druid


Hit Points

Hit Dice: d8 per Druid level
Hit Points at first Level: 8 + Con Mod
Hit Points at Higher Levels: 1d8 + Con Mod

Proficiences

Armor: Light armor, medium armor, shields (druids will not use armor or shields made of metal)
Weapons: Clubs, daggers, darts, javelins, maces, quarterstaves, scimitars, sickles, slings, spears
Tools: Herbalism kit
Saving Throws: Int, Wis
Skills: Choose two: Arcana, Animal Handling, Insight, Medicine, Nature, Perception, Religion, Survival

Class Features

Druidic

You know Druidic, the secret language of druids. You can speak it and use it to leave hidden messages. You and other who know this language automatically spot such a message. Others spot the presence of such a message with a successful DC 15 Wisdom (Perception) check but can't decipher it without magic.  

Wild Shape

At 2nd level, you can use your action to magically assume the form of a beast you have seen before. You can use this feature twice. You regain expended use when you finish a short or long rest. Your druid level determines the beasts you can turn into, as shown on the table below. You can stay in this form 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 may revert back to your normal form earlier by using a bonus action on your turn. You automatically convert if you fall unconscious, drop to 0 hit points, or die.
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
  While transformed, the following rules apply:   • Your game statistic are replaced by the beast's, except as follows: you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain your skill and saving throw proficiencies, in addition to gaining those of the creature. If you both have the same proficiency, use the beast's bonus if it is higher. You cannot use any legendary or lair action of the creature.   • When you transform, you assume the beast's hit point and HD. When you revert to your normal form, you return to the number of hit points you had when you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your natural form. For example, if you have 1 hit point left in animal form and take 10 damage, you revert and your natural form takes 9 damage. As long as your normal form still has more then 0 hit points, you remain conscious.   • You can't cast spells, and your ability to speak or take any action that require hands is limited to the capabilities of your beast form. Transforming doesn't break your concentration for any spells you have already cast, however, or prevent you from taking any actions that are part of a spell you have already cast.   • You retain the benefit of any feature gained from your class, race, or other source, and can use them if your beast form is physically capable of doing so. However, you can't use special senses, such as darkvision, unless your new form also has that sense.   • You choose whether your equipment falls to the ground, 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. Your equipment doesn't change size or shape to match your new form. Merged equipment has no effect until you leave the form.  

Druid Circle

You choose the circle from which you draw your connection to the world at this level. This choice grants you features at 2nd, 6th, 10th, and 14th level.  

Ability Score Improvement

At 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or increase two ability scores by 1 each. As usual, you cannot increase an ability score above 20 using this ability.   Alternatively, you can choose to gain a single feat of your choice.  

Timeless Body

At 18th level, the primal magic you wield slows down your aging. For every 10 years that pass, you only age 1 year.  

Beast Spells

At 18th level, you can cast many of your spells while in a shape assumed by using Wild Shape. You can provide somatic and verbal components of a druid spell while in a beast shape, but you cannot provide material components.  

Archdruid

At 20th level, you can use your Wild Shape an unlimited number of times.


Starting Equipment

• Choose: a wooden shield; or any simple weapon   • Choose: a scimitar; or any simple melee weapon   • Leather armor, an explorer's pack and a druidic focus
 


Spellcasting

Cantrips

You know two cantrips from the Druid Spell List. You learn an additional cantrip at 4th and 10th level.  

Preparing and Casting Spells

The table above shows how many spell slots you have to cast 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 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 spells equal to your Wisdom modifier + your druid level (min. 1 spell). These must be of a level for which you have spell slots. You may change your list of prepared spells whenever you finish a long rest; doing so requires 1 minute of prayer or meditation per spell level of the chosen the spells.  

Spellcasting Ability

Wisdom is your casting ability for druid spells. Your magic comes from your devotion and attunement to nature. When a spell refers to your spellcasting ability, you use Wisdom. In addition, you use your Wisdom to determine the save DC of any druid spell which requires one, 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 may cast any druid spell you have prepared as a ritual if it has the ritual tag. A spell cast as a ritual takes an additional 10 minutes to cast, but does not require you to expend a spell slot.  

Spellcasting Focus

You may use a druidic focus as a spellcasting focus for your spells. Druidic foci include mistletoe, totem carvings, yew wands, or oaken staves.


Subclass Options

Circle of Dreams

Balm of the Summer Court

At 2nd level, you become imbued with the blessings of the Summer Court. 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 an ally 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, home can be wherever you are. During a short or long rest, you can invoke the shadowy power of the Gloaming Court to help guard your respite. At the start of the 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, you can use the hidden, magical pathways that some fey use to traverse space in a blink of an eye. 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 Dreams

At 14th level, the magic of the Feywild grants you the ability to travel mentally or physically through dreamlands.   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 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, you can regain some of your magical energy by sitting in meditation and communing with nature. 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   For example, when you are a 4th-level druid, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level slot or two 1st-level slots.  

Circle Spells

Your mystical connection to the land infuses you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to circle spells connected to the land where you became a druid. Choose that land—arctic, coast, desert, forest, grassland, mountain, swamp, or Underdark—and consult the associated list of spells.   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.  
Druid Level Coast Spells Desert Spells Forest Spells Grassland Spells Mountain Spells Swamp Spells
3rd mirror image, misty step blur, silence barkskin, spider climb invisibility, pass without trace spider climb, spike growth darkness, melf's acid arrow
5th water breathing, water walk create food and water, protection from energy call lightning, plant growth daylight, haste lightning bolt, meld into stone water walk, stinking cloud
7th control water, freedom of movement blight, hallucinatory terrain divination, freedom of movement divination, freedom of movement stone shape, stoneskin freedom of movement, locate creature
9th conjure elemental, scrying insect plague, wall of stone commune with nature, tree stride dream, insect plague passwall, wall of stone insect 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, creatures of the natural world sense your connection to nature and become hesitant to attack you. 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 Leaves

Gaia's Protection

At 2nd level, druids of the circle of leaves gain limited control over plants and vegetation around them. As an action, you may cause the vegetable matter in a 15 foot radius around a point you can see to swell with vegetable growth. Any creatures in this area must make a Wisdom saving throw to notice the growing vegetation before it ensnares them; on a failure, the targets are grappled and restrained.   Creatures caught in this way may make a Strength saving throw at the beginning of each of their turns to break free. Fire damage equal to twice your level also frees any restrained creatures in the growth.   On each of your turns when a creature is grappled, you may use your bonus action to attempt to move any creature caught in the vegetation by up to 15 feet in a single direction. The creature may make a Dexterity save to attempt to resist this movement. If the movement would take the creature out of the range of the vegetation growth, the creature is hurled the remaining distance and is no longer restrained or grappled. After you have used this ability, you may not use it again until you have completed a long rest.  

Hamadryadic Transformation

At 6th level, you can temporarily transform yourself into or out of tree form. As an action, you may transform yourself into a tree of up to 10 feet in height and with a trunk of up to 1 foot in diameter. While in tree form, you gain 100 temporary hit through the features of the tree: your eyes become knots in the trunk, you smell and breathe through your leaves, etc. While a tree, you cannot take any action that requires movement, communicate verbally, or cast any spell requiring verbal or somatic components. As an action, you may transfer back out of tree form, at which point you lose any temporary hit points you have remaining. If you have not transformed already, you also revert to your prior form after 8 hours. After you have used this ability, you may not use it again until you have completed a short or long rest.  

Dryad's Soul

At 10th level, the sturdiness of the dryads’ and hamadryads’ trees infuses your soul. You gain proficiency in Constitution saving throws. Additionally, your frame is reinforced as if by wood: your AC cannot be lower than 16, regardless of the armor you are wearing.  

Apple of the Hesperides

At 14th level, you gain the power to create golden apples that alter a mortal’s fate. Creating a single apple requires an hour of effort, and the magic from each apple returns to you when you take a long rest, leaving the apple a withered husk. Consuming an apple requires an action, unless noted otherwise. You may only have one apple in existence at any given time.   When you create an apple, you may choose from the following options:   Apple of Healing. When placed to a living creature’s lips, this apple restores half of a creatures’ maximum hit points and ends all non-magical diseases and poisons afflicting them. This apple may also be used on a creature that has been dead for less than five years, via an hour-long ritual in which the apple, along with 500 gp worth of gold or quicksilver, is melted and poured over the remains. The creature so impacted is revived with half of their maximum hit points and -2 to all of their ability scores. After each long rest, one of the creature’s ability scores improve by 1 until the penalty is erased.   Apple of War. When consumed, this apple grants martial prowess. For one minute after the apple is consumed, the eater gains advantage on all attacks, ability checks, and saving throws.   Apple of Magic. When consumed, this apple restores a spellcaster’s spell slot of 6th level or below. It may also be used to grant a warlock a second casting of a mystic arcanum spell of 6th level.   If you die after creating an apple, the apple’s magic does not return to you, and the apple permanently becomes an apple of discord.  

Circle of the Moon

Combat Wildshape

At 2nd level, you gain the ability to use Wild Shape on your turn as a bonus action, rather than an action.   Additionally, when 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

At 2nd level, you can use your Wild Shape to transform into a beast with a CR as high as 1. You must abide by the other limitations of Wild Shape.   At 6th level, you can transform into any beast with a CR equal to or less than your druid level divided by 3 (round down).  

Primal Strike

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

Elemental Wild Shape

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

Thousand Forms

At 14th level, you may alter your form in more subtle ways. You can cast the alter self spell at will.


LvlProficiency BonusFeaturesCantrips Known1st2nd3rd4th5th6th7th8th9th
1st+2Druidic, Spellcasting22
2nd+2Wild Shape, Druid Circle23
3rd+2242
4th+2Wild Shape improvement, Ability Score Improvement343
5th+33432
6th+3Druid Circle Feature3433
7th+334331
8th+3Wild Shape improvement, Ability Score Improvement34332
9th+4343331
10th+4Druid Circle Feature443332
11th+44433321
12th+4Ability Score Improvement4433321
13th+544333211
14th+5Druid Circle Feature44333211
15th+5443332111
16th+5Ability Score Improvement443332111
17th+64433321111
18th+6Timeless Body, Beast Spells4433331111
19th+6Ability Score Improvement4433332111
20th+6Archdruid4433332211

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Halfling

Ability Score Increase +2 Dex, +1 Cha (Lightfoot), +1 Con (Strongheart)
Size Small
Speed 25ft

Lucky: When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.   Brave: You have advantage on saving throws against being frightened.   Halfling Nimbleness: You can move through the space o f any creature that is of a size larger than yours.   Subrace: The two main kinds of halfling, Lightfoot and Stongheart, are more like closely related families than true subraces. Choose one o f these subraces.   Lightfoot   As a lightfoot halfling, you can easily hide from notice, even using other people as cover. You’re inclined to be affable and get along well with others. Lightfoot halflings have spread the farthest and thus are the most common variety. Lightfoots are more prone to wanderlust than other halflings, and often dwell alongside other races or take up a nomadic life.   Ability Score Increase: Your Charisma score increases by 1.   Naturally Stealthy: You can attempt to hide even when you are obscured only by a creature that is at least one size larger than you.     Strongheart   As a stongheart halfling, you’re hardier than average and have some resistance to poison. Some say that stouts have dwarven blood.   Ability Score Increase: Your Constitution score increases by 1.   Strongheart Resilience: You have advantage on saving throws against poison, and you have resistance against poison damage.
 

Languages. You can speak, read, and write Common and Halfling. The Halfling language isn’t secret, but halflings are loath to share it with others. They write very little, so they don’t have a rich body of literature. Their oral tradition, however, is very strong. Almost all halflings speak Common to converse with the people in whose lands they dwell or through which they are traveling.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 0 Spells

XGtE pg. 158

Infestation

0-level (Cantrip) Conjuration

Casting Time: 1 Action
Range/Area: 30 Feet
Components: V, S, M
Materials: a living flea
Duration: Instantaneous
You cause a cloud of mites, fleas, and other parasites to appear momentarily on one creature you can see within range. The target must succeed on a Constitution saving throw, or it takes 1d6 poison damage and moves 5 feet in a random direction if it can move and its speed is at least 5 feet. Roll a d4 for the direction: 1, north; 2, south; 3, east; or 4, west. This movement doesn't provoke opportunity attacks, and if the direction rolled is blocked, the target doesn't move.
At higher levels: The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Available for: Druid, Sorcerer, Warlock, Wizard

PHB pg. 266

Poison Spray

0-level (Cantrip) Conjuration

Casting Time: 1 Action
Range/Area: 10 Feet
Components: V, S
Duration: Instantaneous
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: This spell's damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12).
Available for: Druid, Sorcerer, Warlock, Wizard

Level 1 Spells

PHB pg. 221

Charm Person

1-level Enchantment

Casting Time: 1 Action
Range/Area: 30 Feet
Components: V, S
Duration: 1 Hour
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 creature must be within 30 feet of each other when you target them.
Available for: Bard, Druid, Sorcerer, Warlock, Wizard

Player's Handbook 5e

Thunderwave

1-level Evocation

Casting Time: 1 action
Range/Area: Self (15 ft. cube)
Components: V, S
Duration: Instantaneous
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: 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.
Available for: Bard, Sorcerer, Druid, Wizard

PHB: P. 256

Longstrider

1-level Transmutation

Casting Time: 1 action
Range/Area: Touch
Components: V, S, M
Materials: a pinch of dirt
Duration: 1 hour
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.
Available for: Artificer, Bard, Druid, Ranger, Wizard

Evocation Magic

Cure Wounds

1-level Evocation

Casting Time: 1 Action
Range/Area: Touch
Components: V, S
Duration: Instantaneous
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.
Available for: Artificer, Bard, Cleric, Druid, Paladin, Ranger

Level 2 Spells

PHB: P. 264

Pass without Trace

2-level Abjuration

Casting Time: 1 action
Range/Area: Self
Components: V, S, M
Materials: ashes from a burned leaf of mistletoe and a sprig of spruce
Duration: Concentration, Concentration, up to 1 hour
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.
Available for: Druid, Ranger

PHB: P. 217

Barkskin

2-level Transmutation

Casting Time: 1 action
Range/Area: Touch
Components: V, S, M
Materials: A handful of oak bark
Duration: Concentration, Concentration, up to 1 hour
You touch a willing creature. Until the spell ends, the target’s skin has a rough, bark-like appearance, and the target’s AC can’t be less than 16, regardless of what kind of armor it is wearing.
Available for: Druid, Ranger

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


Created by

SSBU_Quago.

Statblock Type

Character Sheet (Legacy)

Link/Embed