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Aurora Ëlen Anorí

Druid 5 Class & Level
Hermit Background
Dryad Race
Lawful Neutral Alignment

Strength 14
+2
Dexterity 10
+0
constitution 16
+3
intelligence 8
-1
wisdom 18
+4
charisma 12
+1
Total Hit Dice 5
Hit Die
1d8+3
+3 proficiency bonus
+2 Strength
+0 Dexterity
+3 Constitution
+2 Intelligence
+7 Wisdom
+1 Charisma
saving throws
+0 Acrobatics
+7 Animal Handling
-1 Arcana
+2 Athletics
+1 Deception
-1 History
+4 Insight
+1 Intimidation
-1 Investigation
+7 Medicine
+2 Nature
+4 Perception
+1 Performance
+1 Persuasion
+2 Religion
+0 Sleight of Hands
+0 Stealth
+4 Survival
skills Herbalism Kit Pan Flute proficiencies

 
14
Armor Class
38
Hit Points
+0
Initiative
30 feet (9 m)
Speed
WeaponRangeAttackDamageType
Returning Javelin +130/120 ft. 1d20+6 1d6+3 piercing
Returning Javelin +1 (with Zen Archery)30/120 ft. 1d20+8 1d6+5 piercing
Attacks
Armor Proficiencies: Light Armor, Medium Armor, Shields

Weapon Proficiencies:. Club, Dagger, Dart, Javelin, Mace, Quarterstaff, Scimitar, Sickle, Sling, Spear

Tool Proficiencies: Herbalism kit

Languages: Common, Sylvan, Elvish, Druidic
Proficiences
You can cast druid spells as rituals. You can prepare 9 spells (WIS mod + lvl) from the druid spell list. You can use a druidic focus as your spellcasting focus.
Spellcasting
  • Returning Javelin +1

  • Druidic Focus

  • Scroll, Fog Cloud

  • Scroll, Beast Bound

  • Scroll, Faerie Fire

  • Scroll, Absort Elements

  • Scroll, Animal Friendship

  • Scroll, Rot

Equipment
I am utterly serene, even in the face of disaster. I’ve been isolated for so long that I rarely speak, preferring gestures and the occasional grunt.
Personality Traits
Logic. Emotions must not cloud our sense of what is right and true, or our logical thinking. (Lawful)
Ideals
Should my discovery come to light, it could bring ruin to the world.
Bonds
I harbor dark, bloodthirsty thoughts that my isolation and meditation failed to quell.
Flaws

RACIAL FEATURES


Tree Bound: The tree a Dryad is linked to is tied with her very lifeforce. The dryad will feel any damage done to the tree if it was inflicted upon herself. When a Dryad dies they will leave behind a seed that when planted will grow into a new dryad tree. The Dryad created by this tree is often considered the child of the dryad. The child will have no memories of the dryad that bore the seed.

Darkvision: You have superior vision in dark and dim conditions. You can see in dim light within 60ft of you as if it were bright light and in darkness as if it were dim light light. You can't discern color in darkness, only shades of gray.

Dryad Age: You age just like a tree, very slowly, which means you can live anywhere from a few hundred years to a few thousands.

Blend in: You have advantage on Stealth checks made to hide amongst foliage or near a huge group of trees.

Nature Whisperer: After living in the forest for your whole life you can communicate with beasts and plants as if they share a language.

Photosynthesis: Being a plant based life form, you create your food through Photosynthesis, being in sunlight will regenerate 1d4 health per hour, likewise, if you aren't in sunlight for two days you will start to decay.

Tree Stride: Over time you have learned the skill of using trees as a type of transportation. Once a turn, You can use 10 feet of your movement to step magically into one living tree within your reach and emerge from a second living tree within 60 feet of the first tree, appearing in an unoccupied space within 5 feet of the second tree. Both trees must be Large or bigger.

Seed of Far Travel: You have learned how to travel far from your tree. By taking a seed (Acorn, Pinecone, Etc) from your tree and performing an hour-long ritual on it, you can bind that seed to your tree. This seed will act as your tree as you travel and you will suffer no ill effects from being away from your tree as long as you have it. In addition you can perform and hour long ritual with your seed and any living tree that is large or bigger to temporary link that tree to yours. For one minute after this you can use your tree stride ability to jump to your tree as though the tree you performed the ritual on was within 60ft of it.

CLASS FEATURES


Druid Circle: Circle of Seasons: You choose to identify with a circle of druids.

Druids of the Circle of Seasons learn early in their trials that all things are transient. All things that live must die, and those things that don’t live are worn away by the wind and rain.

As a druid of the seasons, you embody nature’s invisible hand. Whether through famine or pestilence, flood or fire, you revere the world’s natural cycle of destruction and rebirth. Your connection to the natural cycles of life and death allows you to burn nature’s enemies and renew her allies.

Bonus Cantrip: Starting at 2nd level, you learn one additional druid cantrip of your choice.

Shroud of Seasons: Starting at 2nd level, you can embrace friend or foe under nature’s shroud.

As an action, you can expend one use of your Wild Shape and choose one creature you can see within 60 feet of you that has at least 1 hit point. That creature must make a Constitution saving throw; a creature can choose to fail this saving throw if it wishes. If a creature fails its saving throw, choose one of the following options, which takes effect at the start of the creature’s next turn and lasts for up to 1 minute while you concentrate it.

As a bonus action, you cause nature to focus directly on the creature to much greater effect.

  • Deep Winter’s Freeze: Frost covers the target’s skin. Its movement speed is reduced by 10 feet. Using your bonus action, it takes cold damage equal to 1d4 + your Wisdom modifier.


  • Fade Rot: A creature is afflicted with pestilence and disease, causing it to suffer one level of exhaustion, and regains only half the normal healing from spells and effects. Using your bonus action, it takes necrotic damage equal to your Wisdom modifier (minimum of 1 damage).


  • Harvestide: The season of harvest reaps the bounty and readies the land for renewal. A creature under the shroud can use its bonus action on its turn to be showered in radiant energy, and regains hit points equal to 1d4 + your Wisdom modifier.


  • Wildflame: As a bonus action, you cause flames to flash across the target dealing 1d6 fire damage, and causes the target to ignite in flames. At the start of each of its turns, or until the shroud ends, the target takes fire damage equal to your Wisdom modifier (minimum of 1) and sheds bright light in a 10-foot radius and dim light for an additional 10 feet. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as being submerged in water).

Features & Traits

Heroes Enabled

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

DnD 5e SRD SRD

Hide Armor

Medium Armor Common

This crude armor consists of thick furs and pelts. It is commonly worn by barbarian tribes, evil humanoids, and other folk who lack access to the tools and materials needed to create better armor.

Type AC STR Req. Stealth Dis. Properties
Medium 12 + Dex Modifier (max 2)

Cost: 10 gp Weight: 12 lb


 

DnD 5e SRD SRD

Shield

Shield Common

A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time.

Type AC STR Req. Stealth Dis. Properties
Shield +2

Cost: 10 gp Weight: 6 lb


 

The statblocks of your class features

Druid


Hit Points

Hit Dice: d8 per Druid level
Hit Points at first Level: 8 + constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per druid level after 1st

Proficiences

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

Overview & Creation

Holding high a gnarled staff wreathed with holly, an elf summons the fury of the storm and calls down explosive bolts of lightning to smite the torch-carrying orcs who threaten her forest.

Crouching out of sight on a high tree branch in the form of a leopard, a human peers out of the jungle at the strange construction of a temple of Evil Elemental Air, keeping a close eye on the cultists’ activities.

Swinging a blade formed of pure fire, a half-elf charges into a mass of skeletal soldiers, sundering the unnatural magic that gives the foul creatures the mocking semblance of life.

Whether calling on the elemental forces of nature or emulating the creatures of the animal world, druids are an embodiment of nature’s resilience, cunning, and fury. They claim no mastery over nature. Instead, they see themselves as extensions of nature’s indomitable will.

Power of Nature
Druids revere nature above all, gaining their spells and other magical powers either from the force of nature itself or from a nature deity. Many druids pursue a mystic spirituality of transcendent union with nature rather than devotion to a divine entity, while others serve gods of wild nature, animals, or elemental forces. The ancient druidic traditions are sometimes called the Old Faith, in contrast to the worship of gods in temples and shrines.

Druid spells are oriented toward nature and animals—the power of tooth and claw, of sun and moon, of fire and storm. Druids also gain the ability to take on animal forms, and some druids make a particular study of this practice, even to the point where they prefer animal form to their natural form.

Preserve the Balance
For druids, nature exists in a precarious balance. The four elements that make up a world—air, earth, fire, and water—must remain in equilibrium. If one element were to gain power over the others, the world could be destroyed, drawn into one of the elemental planes and broken apart into its component elements. Thus, druids oppose cults of Elemental Evil and others who promote one element to the exclusion of others.

Druids are also concerned with the delicate ecological balance that sustains plant and animal life, and the need for civilized folk to live in harmony with nature, not in opposition to it. Druids accept that which is cruel in nature, and they hate that which is unnatural, including aberrations (such as beholders and mind flayers) and undead (such as zombies and vampires). Druids sometimes lead raids against such creatures, especially when the monsters encroach on the druids’ territory.

Druids are often found guarding sacred sites or watching over regions of unspoiled nature. But when a significant danger arises, threatening nature’s balance or the lands they protect, druids take on a more active role in combating the threat, as adventurers.

Creating a Druid
When making a druid, consider why your character has such a close bond with nature. Perhaps your character lives in a society where the Old Faith still thrives, or was raised by a druid after being abandoned in the depths of a forest. Perhaps your character had a dramatic encounter with the spirits of nature, coming face to face with a giant eagle or dire wolf and surviving the experience. Maybe your character was born during an epic storm or a volcanic eruption, which was interpreted as a sign that becoming a druid was part of your character’s destiny.   Have you always been an adventurer as part of your druidic calling, or did you first spend time as a caretaker of a sacred grove or spring? Perhaps your homeland was befouled by evil, and you took up an adventuring life in hopes of finding a new home or purpose.  
 


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.

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 Circle
At 2nd level, you choose to identify with a circle of druids: the Circle of the Land detailed at the end of the class description or one from the Player's Handbook or other sources. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.

Wild Shape Improvement
At 4th level, you can use your action to magically assume the shape of a beast that you have seen before of challenge rating 1/2 or lower that doesn't have a flying speed. You can use this feature twice. You regain expended uses when you finish a short or long rest.   Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.   Wild Shape Improvement At 8th level, you can use your action to magically assume the shape of a beast that you have seen before of challenge rating 1 or lower. You can use this feature twice. You regain expended uses when you finish a short or long rest.

Timeless Body
Starting at 18th level, the primal magic that you wield causes you to age more slowly. For every 10 years that pass, your body ages only 1 year.

Beast Spells
Beginning at 18th level, you can cast many of your druid spells in any shape you assume using Wild Shape. You can perform the somatic and verbal components of a druid spell while in a beast shape, but you aren’t able to provide material components.

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

Additionally, you can ignore the verbal and somatic components of your druid spells, as well as any material components that lack a cost and aren’t consumed by a spell. You gain this benefit in both your normal shape and your beast shape from Wild Shape.

Druid Circles
Though their organization is invisible to most outsiders, druids are part of a society that spans the land, ignoring political borders. All druids are nominally members of this druidic society, though some individuals are so isolated that they have never seen any high-ranking members of the society or participated in druidic gatherings. Druids recognize each other as brothers and sisters. Like creatures of the wilderness, however, druids sometimes compete with or even prey on each other.

At a local scale, druids are organized into circles that share certain perspectives on nature, balance, and the way of the druid.


Starting Equipment

You start with the following equipment, in addition to the equipment granted by your background:   (a) a wooden shield or (b) any simple weapon (a) a scimitar or (b) any simple melee weapon Leather armor, an explorer’s pack, and a druidic focus


Spellcasting

Drawing on the divine essence of nature itself, you can cast spells to shape that essence to your will. See Spells Rules for the general rules of spellcasting and the Spells Listing for the druid spell list.

Cantrips
At 1st level, you know two cantrips of your choice from the druid spell list. You learn additional druid cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Druid table.

Preparing and Casting Spells
The Druid table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these druid spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

You prepare the list of druid spells that are available for you to cast, choosing from the druid spell list. When you do so, choose a number of druid spells equal to your Wisdom modifier + your druid level (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you are a 3rd-level druid, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells.

You can also change your list of prepared spells when you finish a long rest. Preparing a new list of druid spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability Wisdom is your spellcasting ability for your druid spells, since your magic draws upon your devotion and attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a druid spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

Spell attack modifier = your proficiency bonus + your Wisdom modifier

Ritual Casting
You can cast a druid spell as a ritual if that spell has the ritual tag and you have the spell prepared.

Spellcasting Focus
You can use a druidic focus (see the Adventuring Gear section) as a spellcasting focus for your druid spells.

Hermit

You lived in seclusion – either in a sheltered community such as a monastery, or entirely alone – for a formative part of your life. In your time apart from the clamour of society, you found quiet, solitude, and perhaps some of the answers you were looking for.   Other Hermits:
This hermit background assumes a contemplative sort of seclusion that allows room for study and prayer. If you want to play a rugged wilderness recluse who lives off the land while shunning the company of other people, look at the outlander background. On the other hand, if you want to go in a more religious direction, the acolyte might be what you're looking for. Or you could even be a charlatan, posing as a wise and holy person and letting pious fools support you.

Skill Proficiencies Medicine, Religion
Tool Proficiencies Herbalism kit
Languages One of your choice
Equipment A scroll case stuffed full of notes from your studies or prayers, a winter blanket, a set of common clothes, an herbalism kit, and 5gp

Features

Feature: Life of Seclusion
What was the reason for your isolation, and what changed to allow you to end your solitude? You can work with your DM to determine the exact nature of your seclusion, or you can choose to roll on the table below to determine the reason behind your seclusion.   d8 Life of Seclusion

  1. I was searching for spiritual enlightenment.
  2. I was partaking of communal living in accordance with the dictates of a religious order.
  3. I was exiled for a crime I didn't commit.
  4. I retreated from society after a life-altering event.
  5. I needed a quiet place to work on my art, literature, music, or manifesto.
  6. I needed to commune with nature, far from civilisation.
  7. I was the caretaker of an ancient ruin or relic.
  8. I was a pilgrim in search of a person, place, or relic of spiritual significance.
    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.

Suggested Characteristics

Some hermits are well suited to a life of seclusion, whereas others chafe against it and long for company. Whether they embrace solitude or long to escape it, the solitary life shapes their attitudes and ideals. A few are driven slightly mad by their years apart from society.

Traits

Roll a d8 1d8 Personality Trait
1
I've been isolated for so long that I rarely speak, preferring gestures and the occasional grunt.
2
I am utterly serene, even in the face of disaster.
3
The leader of my community had something wise to say on every topic, and I am eager to share that wisdom.
4
I feel tremendous empathy for all who suffer.
5
I'm oblivious to etiquette and social expectations.
6
I connect everything that happens to me to a grand, cosmic plan.
7
I often get lost in my own thoughts and contemplation, becoming oblivious to my surroundings.
8
I am working on a grand philosophical theory and love sharing my ideas.

Ideal

Roll a d6 1d6 Ideal
1
Greater Good. My gifts are meant to be shared with all, not used for my own benefit. (Good)
2
Logic. Emotions must not cloud our sense of what is right and true, or our logical thinking. (Lawful)
3
Free Thinking. Inquiry and curiosity are the pillars of progress. (Chaotic)
4
Power. Solitude and contemplation are paths toward mystical or magical power. (Evil)
5
Live and Let Live. Meddling in the affairs of others only causes trouble. (Neutral)
6
Self-Knowledge. If you know yourself, there's nothing left to know. (Any)

Bond

Roll a d6 1d6 Bond
1
Nothing is more important than the other members of my hermitage, order, or association.
2
I entered seclusion to hide from the ones who might still be hunting me. I must someday confront them.
3
I'm still seeking the enlightenment I pursued in my seclusion, and it still eludes me.
4
I entered seclusion because I loved someone I could not have.
5
Should my discovery come to light, it could bring ruin to the world.
6
My isolation gave me great insight into a great evil that only I can destroy.

Flaw

Roll a d6 1d6 Flaw
1
Now that I've returned to the world, I enjoy its delights a little too much.
2
I harbour dark, bloodthirsty thoughts that my isolation and meditation failed to quell.
3
I am dogmatic in my thoughts and philosophy.
4
I let my need to win arguments overshadow friendships and harmony.
5
I'd risk too much to uncover a lost bit of knowledge.
6
I like keeping secrets and won't share them with anyone.

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 0 Spells

PHB: P. 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 1*D12 poison damage.
At higher levels: This spell’s damage increases by 1*D12 when you reach 5th level (2*D12), 11th level (3*D12), 17th level (4*D12).
Available for: Artificer, Druid, Sorcerer, Warlock, Wizard

PHB: P. 248

Guidance

0-level (Cantrip) Divination

Casting Time: 1 action
Range/Area: Touch
Components: V, S
Duration: Concentration, Concentration, up to 1 minute

You touch one willing creature. Once before the spell ends, the target can roll a D4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.
Available for: Artificer, Cleric, Druid

The Compendium of Forgotten Secrets

Cheerfull Song

0-level (Cantrip) Enchantment

Casting Time: 1 action
Range/Area: 60 ft.
Components: Verbal
Duration: Instant
A tune, sweetly sung, is worth more than all wealth or war.   You sing a happy little tune, bolstering the spirits of up to 3 friendly creatures within range. Affected creatures gain 1 temporary hit point, and can add a +1 bonus to their first attack roll, saving throw, or ability check made before the start of your next turn.
Available for: Druid

Grimlore’s Grimoire

Dazzle

0-level (Cantrip) Illusion

Range/Area: 60 ft.
Components: Verbal, somatic
Duration: 1 round
You create a flash of blinding light directly in front of a creature that you can see within range. The target is subjected to a Charisma saving throw. On a failure, it has disadvantage on its next attack, or grants advantage on the next attack made against it, whichever comes first.   The target must be able to see in order to suffer these effects.
Available for: Druid

Level 1 Spells

PHB: P. 230

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 1*D8 + 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 1*D8 for each slot level above 1st.
Available for: Artificer, Bard, Cleric, Druid, Paladin, Ranger

Nature Magic

Entangle

1-level Conjuration

Casting Time: 1 Action
Range/Area: 90 feet
Components: V, S
Duration: Concentration, up to 1 minute
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.
Available for: Druid

Grimlore’s Grimoire

Slashing Step

1-level Transmutation

Casting Time: 1 action
Range/Area: Self
Components: Verbal, somatic
Duration: Instantaneous
As part of the action used to cast this spell, you must use the Dash action. When doing so, you enter a semi-incorporeal state and move with increased grace, allowing you to move without provoking an attack of opportunity. Additionally, you may make a single melee attack against any creature that is within 5 feet of your chosen path, doing your normal attack damage on a hit.
At higher levels: When you cast this spell using a spell slot of 3nd level or higher, you can target one additional creature for every two slot levels above 1st.

Wild Cunning

1-level Transmutation

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 action
Range/Area: 120ft
Components: V, S
Duration: Instantaneous
You call out to the spirits of nature to aid you. When you cast this spell, choose one of the following effects: • If there are any tracks on the ground within range, you know where they are, and you make Wisdom (Survival) checks to follow these tracks with advantage for 1 hour or until you cast this spell again.   • If there is edible forage within range, you know it and where to find it.   • If there is clean drinking water within range, you know it and where to find it.   • If there is suitable shelter for you and your companions with range, you know it and where to find it.   • Send the spirits to bring back wood for a fire and to set up a campsite in the area using your supplies. The spirits build the fire in a circle of stones, put up tents, unroll bedrolls, and put out any rations and water for consumption.   • Have the spirits instantly break down a campsite, which includes putting out a fire, taking down tents, packing up bags, and burying any rubbish.
Available for: Druid, Ranger

Grimlore’s Grimoire

Zen Archery

1-level Divination

Casting Time: 1 action
Range/Area: 60 ft.
Components: Verbal, somatic
Duration: Concentration, up to 10 minutes
You allow insight to guide your ranged weapon attacks. For the duration, when you make an attack with a ranged weapon, you can use your Spellcasting ability modifier instead of Dexterity for all attack and damage rolls.

Level 2 Spells

Abjuration Magic

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, 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, Land (Grassland) Druid, Trickery Cleric

Transmutation Magic

Spike Growth

2-level Transmutation

Casting Time: 1 Action
Range/Area: 150 feet
Components: V, S, M
Materials: Seven sharp thorns or seven small twigs, each sharpened to a point
Duration: Concentration, up to 10 minutes
The ground in a 20-foot radius centered on a point within range twists and sprouts hard spikes and thorns. The area becomes difficult terrain for the duration. When a creature moves into or within the area, it takes 2d4 piercing damage for every 5 feet it travels.   The transformation of the ground is camouflaged to look natural. Any creature that can’t see the area at the time the spell is case must make a Wisdom (Perception) check against your spell save DC to recognize the terrain as hazardous before entering it.
Available for: Druid, Ranger

Level 3 Spells

Grimlore’s Grimoire

Frost Armor

3-level Conjuration

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, somatic
Duration: Up to 1 minute
You touch a willing creature, encasing them in a protective coating of ice. For the duration, they gain a +3 bonus to AC and become resistant to cold damage but suffer disadvantage on all Dexterity checks and saves for the duration. Every time they are hit by a melee weapon attack, their attacker takes 1d6 cold damage. Additionally, each time they are successfully attacked, the protection provided by frost armor wanes, reducing its armor class bonus by 1. After the AC bonus provided by the armor is reduced to 0, the armor shatters and the spell ends.

The Compendium of Forgotten Secrets

Venon Blast

3-level Abjuration

Casting Time: 1 action
Range/Area: 120 ft.
Components: Verbal, somatic and material
Materials: A snake's fang
Duration: Instantaneous
The fang of the serpent is weak compared to the power of the arcane, yet one can certainly inspire the other.   You gesture to call forth an ethereal serpent at a point within range and speak, commanding the beast to let loose a deadly venom. Creatures within a 15-foot radius of the serpent must make a Constitution saving throw. If they fail, they are poisoned for one minute and take 6d6 poison damage. If they succeed, they take half as much damage and are not poisoned. A creature that is poisoned by this spell can repeat their saving throw at the end of each of their turns, ending the effect on a success.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, the poison damage increases by 1d6 per slot level above 3rd.

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

Herbalism Kit

Tool Varies

This kit contains a variety of instruments such as clippers, mortar and pestle, and pouches and vials used by herbalists to create remedies and potions. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to identify or apply herbs. Also, proficiency with this kit is required to create antitoxin and any potion of healing.

Cost: 5gp Weight: 3lbs


 

DnD 5e SRD

Pouch

Adventuring Gear Common

A cloth or leather pouch can hold 1/5 cubic foot/ 6 pounds of gear - or up to 20 sling bullets or 50 blowgun needles, among other things. A compartmentalized pouch for holding spell components is called a component pouch.

Cost: 5sp Weight: 1lb


 

Potions of Healing

Potion Common

You regain hit points when you drink this potion. The number of hit points depends on the potion’s rarity, as shown in the Potions of Healing table. Whatever its potency, the potion’s red liquid glimmers when agitated.


 

Potion of …RarityHP RegainedCost
HealingCommon2d4 + 1 + CON50gp
Greater healingUncommon4d4 + 2 + CON250gp
Superior healingRare8d4 + 4 + CON2500gp
Supreme healingVery rare10d4 + 16 + 2x CON25000gp

Potions of Healing

Potion Common

You regain hit points when you drink this potion. The number of hit points depends on the potion’s rarity, as shown in the Potions of Healing table. Whatever its potency, the potion’s red liquid glimmers when agitated.


 

Potion of …RarityHP RegainedCost
HealingCommon2d4 + 1 + CON50gp
Greater healingUncommon4d4 + 2 + CON250gp
Superior healingRare8d4 + 4 + CON2500gp
Supreme healingVery rare10d4 + 16 + 2x CON25000gp

DnD5e SRD

Case, Map or Scroll

Adventuring Gear Common

This cylindrical leather case can hold up to ten rolled-up sheets of paper or five rolled-up sheets of parchment.

Cost: 1 gp Weight: 1 lbs


 

Created by

cobbi.

Statblock Type

Character Sheet (Legacy)

Link/Embed