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Mycilla

Tortle Race
Khao (Jungle) - Druid In-Training Origin
Druid (Circle of Spores) 7 Class & Level
Lawful Neutral Alignment
Lorn Deity
Factionless Faction
- Rank/Position
0 Loyalty
- Company

Strength 16
+3
Dexterity 10
+0
constitution 16
+3
intelligence 11
+0
wisdom 18
+4
charisma 11
+0
Total Hit Dice 7
Hit Die
1d8+3
+3 proficiency bonus
+3 Strength
+0 Dexterity
+6 Constitution
+3 Intelligence
+7 Wisdom
+0 Charisma
saving throws
+0 Acrobatics
+7 Animal Handling
+0 Arcana
+3 Athletics
+0 Deception
+0 History
+7 Insight
+0 Intimidation
+0 Investigation
+7 Martial
+7 Medicine
+3 Nature
+7 Perception
+0 Performance
+0 Persuasion
+0 Religion
+0 Sleight of Hands
+0 Stealth
+7 Survival
skills

 
0
MV
0
Prestige
1
Attunement Slots
20
Armor Class
59
Hit Points
+0
Initiative
30
Speed
+1 Claw Blade 1d20+7 1d4+3 slashing 1d6 lightning 1d4 poison
Javelin 1d20+6 1d6+3 piercing
Chill Touch 1d20+7 2d8 necrotic
Produce Flame 1d20+7 2d8 fire
Thorn Whip 1d20+7 2d6 piercing
Attacks
Armor: Light Armor, Medium Armor, Shields
Weapons: Claw Blades, Clubs, Daggers, Darts, Javelins, Maces, Quarterstaffs, Scimitars, Sickles, Slings, Spears
Tools: Glassblower's Tools, Herbalism Kit
Skills: Animal Handling, Insight, Martial, Medicine, Nature, Perception, Survival
Languages: Common, Aquan, Druidic
Proficiences
Spell DC: 15
Spell Attack Bonus: +7
Number of Spells Prepared: 11

Cantrips:
Chill Touch
Necromancy cantrip
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: 1 round
You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 necrotic damage, and it can't regain hit points until the start of your next turn. Until then, the hand clings to the target.

If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn.

This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Damage: 2d8 Necrotic

 


Guidance
Divination cantrip
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: 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.

 


Produce Flame
Conjuration cantrip
Casting Time: 1 action
Range: Self
Components: V, S
Duration: 10 minutes
A flickering flame appears in your hand. The flame remains there for the duration and harms neither you nor your equipment. The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The spell ends if you dismiss it as an action or if you cast it again.

You can also attack with the flame, although doing so ends the spell. When you cast this spell, or as an action on a later turn, you can hurl the flame at a creature within 30 feet of you. Make a ranged spell attack. On a hit, the target takes 1d8 fire damage.

This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Damage: 2d8 Fire

 


Shape Water
Transmutation cantrip
Casting Time: 1 action
Range: 30 feet
Components: S
Duration: Instantaneous or 1 hour (see below)
You choose an area of water that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:

  • You instantaneously move or otherwise change the flow of the water as you direct, up to 5 feet in any direction. This movement doesn't have enough force to cause damage.

  • You cause the water to form into simple shapes and animate at your direction. This change lasts for 1 hour.

  • You change the water's color or opacity. The water must be changed in the same way throughout. This change lasts for 1 hour.

  • You freeze the water, provided that there are no creatures in it. The water unfreezes in 1 hour.
  • If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

     


    Thorn Whip
    Transmutation cantrip
    Casting Time: 1 action
    Range: 30 feet
    Components: V, S, M (the stem of a plant with thorns)
    Duration: Instantaneous
    You create a long, vine-like whip covered in thorns that lashes out at your command toward a creature in range. Make a melee spell attack against the target. If the attack hits, the creature takes 1d6 piercing damage, and if the creature is Large or smaller, you pull the creature up to 10 feet closer to you.

    This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

    Damage: 2d6 Piercing

     


    Commonly Prepared Spells

    1st Lvl Spells:
    Detect Magic
    1st-level divination (ritual)
    Casting Time: 1 action
    Range: Self
    Components: V, S
    Duration: Concentration, up to 10 minutes
    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.

     


    Healing Word
    1st-level evocation
    Casting Time: 1 bonus action
    Range: 60 feet
    Components: V
    Duration: Instantaneous
    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.

    Healing: [1d4+4]

     


    Speak With Animals
    1st-level divination (ritual)
    Casting Time: 1 action
    Range: Self
    Components: V, S
    Duration: 10 minutes
    You gain the ability to comprehend and verbally communicate with beasts for the duration. The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you, at the DM's discretion.

     


    Thunderwave
    1st-level evocation
    Casting Time: 1 action
    Range: Self (15-foot 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. 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.

    DC: 15 Constitution Save
    Damage: 2d8 Thunder

     


    2nd Lvl Spells:
    Blindness/Deafness (Always prepared)
    2nd-level necromancy
    Casting Time: 1 action
    Range: 30 feet
    Components: V
    Duration: 1 minute
    You can blind or deafen a foe. Choose one creature that you can see within range to make a Constitution saving throw. If it fails, the target is either blinded or deafened (your choice) for the duration. At the end of each of its turns, the target can make a Constitution saving throw. On a success, the spell ends.

    At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.

    DC: 15 Constitution Save

     


    Enhance Ability
    2nd-level transmutation
    Casting Time: 1 action
    Range: Touch
    Components: V, S, M (fur or a feather from a beast)
    Duration: Concentration, up to 1 hour
    You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects; the target gains that effect until the spell ends.

    Bear's Endurance. The target has advantage on Constitution checks. It also gains 2d6 temporary hit points, which are lost when the spell ends.
    Bull's Strength. The target has advantage on Strength checks, and his or her carrying capacity doubles.
    Cat's Grace. The target has advantage on Dexterity checks. It also doesn't take damage from falling 20 feet or less if it isn't incapacitated.
    Eagle's Splendor. The target has advantage on Charisma checks.
    Fox's Cunning. The target has advantage on Intelligence checks.
    Owl's Wisdom. The target has advantage on Wisdom checks.

    At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.

     


    Gentle Repose (Always prepared)
    2nd-level necromancy (ritual)
    Casting Time: 1 action
    Range: Touch
    Components: V, S, M (a pinch of salt and one copper piece placed on each of the corpse's eyes, which must remain there for the duration)
    Duration: 10 days
    You touch a corpse or other remains. For the duration, the target is protected from decay and can't become undead.

    The spell also effectively extends the time limit on raising the target from the dead, since days spent under the influence of this spell don't count against the time limit of spells such as raise dead.

     


    Lesser Restoration
    2nd-level abjuration
    Casting Time: 1 action
    Range: Touch
    Components: V, S
    Duration: Instantaneous
    You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.

     


    Locate Animals or Plants
    2nd-level divination (ritual)
    Casting Time: 1 action
    Range: Self
    Components: V, S, M (a bit of fur from a bloodhound)
    Duration: Instantaneous
    Describe or name a specific kind of beast or plant. Concentrating on the voice of nature in your surroundings, you learn the direction and distance to the closest creature or plant of that kind within 5 miles, if any are present.

     


    Spike Growth
    2nd-level transmutation
    Casting Time: 1 action
    Range: 150 feet
    Components: V, S, M (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 cast must make a Wisdom (Perception) check against your spell save DC to recognize the terrain as hazardous before entering it.

     


    3rd Lvl Spells:
    Animate Dead (Always prepared)
    3rd-level necromancy
    Casting Time: 1 minute
    Range: 10 feet
    Components: V, S, M (a drop of blood, a piece of flesh, and a pinch of bone dust)
    Duration: Instantaneous
    This spell creates an undead servant. Choose a pile of bones or a corpse of a Medium or Small humanoid within range. Your spell imbues the target with a foul mimicry of life, raising it as an undead creature. The target becomes a skeleton if you chose bones or a zombie if you chose a corpse (the DM has the creature's game statistics).

    On each of your turns, you can use a bonus action to mentally command any creature you made with this spell if the creature is within 60 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.

    The creature is under your control for 24 hours, after which it stops obeying any command you've given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature again before the current 24-hour period ends. This use of the spell reasserts your control over up to four creatures you have animated with this spell, rather than animating a new one.

    At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you animate or reassert control over two additional undead creatures for each slot level above 3rd. Each of the creatures must come from a different corpse or pile of bones.

     


    Conjure Animals
    3rd-level conjuration
    Casting Time: 1 action
    Range: 60 feet
    Components: V, S
    Duration: Concentration, up to 1 hour
    You summon fey spirits that take the form of beasts and appear in unoccupied spaces that you can see within range. Choose one of the following options for what appears:

  • One beast of challenge rating 2 or lower
  • Two beasts of challenge rating 1 or lower
  • Four beasts of challenge rating 1/2 or lower
  • Eight beasts of challenge rating 1/4 or lower

  • Each beast is also considered fey, and it disappears when it drops to 0 hit points or when the spell ends.

    The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions.

    The DM has the creatures' statistics.

    At Higher Levels. When you cast this spell using certain higher-level spell slots, you choose one of the summoning options above, and more creatures appear: twice as many with a 5th-level slot, three times as many with a 7th-level slot, and four times as many with a 9th-level slot.

     


    Dispel Magic
    3rd-level abjuration
    Casting Time: 1 action
    Range: 120 feet
    Components: V, S
    Duration: Instantaneous
    Choose one creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a successful check, the spell ends.

    At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you automatically end the effects of a spell on the target if the spell's level is equal to or less than the level of the spell slot you used.

     


    Gaseous Form (Always prepared)
    3rd-level transmutation
    Casting Time: 1 action
    Range: Touch
    Components: V, S, M (a bit of gauze and a wisp of smoke)
    Duration: Concentration, up to 1 hour
    You transform a willing creature you touch, along with everything it's wearing and carrying, into a misty cloud for the duration. The spell ends if the creature drops to 0 hit points. An incorporeal creature isn't affected.

    While in this form, the target's only method of movement is a flying speed of 10 feet. The target can enter and occupy the space of another creature. The target has resistance to nonmagical damage, and it has advantage on Strength, Dexterity, and Constitution saving throws. The target can pass through small holes, narrow openings, and even mere cracks, though it treats liquids as though they were solid surfaces. The target can't fall and remains hovering in the air even when stunned or otherwise incapacitated.

    While in the form of a misty cloud, the target can't talk or manipulate objects, and any objects it was carrying or holding can't be dropped, used, or otherwise interacted with. The target can't attack or cast spells.

     


    4th Lvl Spells:
    Blight (Always prepared)
    4th-level necromancy
    Casting Time: 1 action
    Range: 30 feet
    Components: V, S
    Duration: Instantaneous
    Necromantic energy washes over a creature of your choice that you can see within range, draining moisture and vitality from it. The target must make a Constitution saving throw. The target takes 8d8 necrotic damage on a failed save, or half as much damage on a successful one. This spell has no effect on undead or constructs.

    If you target a plant creature or a magical plant, it makes the saving throw with disadvantage, and the spell deals maximum damage to it.

    If you target a nonmagical plant that isn't a creature, such as a tree or shrub, it doesn't make a saving throw, it simply withers and dies.

    At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.

    DC: 15 Constitution Save
    Damage: 8d8 Necrotic

     


    Confusion (Always prepared)
    4th-level enchantment
    Casting Time: 1 action
    Range: 90 feet
    Components: V, S, M (three nut shells)
    Duration: Concentration, up to 1 minute
    This spell assaults and twists creatures' minds, spawning delusions and provoking uncontrolled action. Each creature in a 10-foot-radius sphere centered on a point you choose within range must succeed on a Wisdom saving throw when you cast this spell or be affected by it.

    An affected target can't take reactions and must roll a d10 at the start of each of its turns to determine its behavior for that turn.

    Confusion Behaviour
    d10 Behavior
    1 The creature uses all its movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each
    die
    face. The creature doesn't take an action this turn.
    2-6 The creature doesn't move or take actions this turn.
    7-8 The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature
    within its reach, the creature does nothing this turn.
    9-10 The creature can act and move normally.

    At the end of each of its turns, an affected target can make a Wisdom saving throw. If it succeeds, this effect ends for that target.

    At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the radius of the sphere increases by 5 feet for each slot level above 4th.

    DC: 15 Wisdom Save

     


    Guardian of Nature
    4th-level transmutation
    Casting Time: 1 bonus action
    Range: Self
    Components: V
    Duration: Concentration, up to 1 minute
    A nature spirit answers your call and transforms you into a powerful guardian. The transformation lasts until the spell ends. You choose one of the following forms to assume: Primal Beast or Great Tree.

    Primal Beast.
    Bestial fur covers your body, your facial features become feral, and you gain the following benefits:
  • Your walking speed increases by 10 feet.
  • You gain darkvision with a range of 120 feet.
  • You make Strength-based attack rolls with advantage.
  • Your melee weapon attacks deal an extra 1d6 force damage on a hit.

  • Great Tree.
    Your skin appears barky, leaves sprout from your hair, and you gain the following benefits:
  • You gain 10 temporary hit points.
  • You make Constitution saving throws with advantage.
  • You make Dexterity- and Wisdom-based attack rolls with advantage.
  • While you are on the ground, the ground within 15 feet of you is difficult terrain for your enemies.

  •  

    Spellcasting
    Weapons:
    Splintered Edge (+1 Claw Blade)
    Type: Exotic weapon, melee weapon
    Damage: Special (1d4) slashing + 1d6 lightning
    Weight: ½ lbs
    Properties: Braced, Finesse, Light
    Special: A Claw Blade uses the same damage dice as your claw but changes the damage type to piercing or slashing. A hand with a claw blade is considered free for all purposes, though you cannot attack with a claw blade while holding or wielding anything in the same hand.
    Restrictions: Only those with a natural claw weapon can wield this weapon. Attacks with this weapon cannot be considered unarmed strikes.

    Effects:
    Your Wisdom score increases by 1, up to a maximum equal to your ability score cap.
    The imperfections of your blade create infectious tears. Attacks made using this weapon deal an additional 1d4 poison damage on a hit. On a critical hit, your total slashing damage can be reduced by 1d4 and deals bleed damage equal to the amount reduced.

     


    Javelin
    Type: Simple weapon, melee weapon
    Damage: 1d6 piercing
    Properties: ammunition (80/320 ft.), loading, two-handed

     


    Shield:
    +1 Shield
    AC: +3

     


    Inventory:
    1x Wooden Shield
    1x Leather Armor
    9x Javelin
    1x Druidic Focus (Totem)
    2x Bandolier

    Explorer's Pack
    1x backpack
    1x bedroll
    1x mess kit
    1x tinderbox
    10x torches
    5x sheets of paper
    10x days of rations
    1x waterskin
    50 feet of hempen rope

     

    Equipment
    Factionless
    Faction
    The Mad Man
    Stat Array
    Origin:
    Khao (Jungle)
    Skill Prof – Nature

    +1 to Wisdom

     


    Sub-origin:
    Druid In-Training
    You gain a cantrip from the Druid spell list and cast it at character level. (Guidance)

    Tool Prof – Herbalism Kit
    Skill Prof – Animal Handling

     


    Faction:
    Factionless
    Starting as Factionless at 1st level grants 1 Tool and 1 Skill proficiency of your choice. You cannot choose a class critical tool, such as thieves' tools for rogues unless, you are of that class. If a character later becomes Factionless, this bonus is not granted.
    Tool Prof – Glassblower's Tools
    Skill Prof – Martial

     


    Deity:
    Lorn
    Skill Prof – Medicine

     


    Racial Traits:
    Claws
    Your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of bludgeoning damage normal for an unarmed strike.

     


    Hold Breath
    You can hold your breath for up to 1 hour at a time. Tortles aren't natural swimmers, but they can remain underwater for some time before needing to come up for air.

     


    Natural Armor
    Due to your shell and the shape of your body, you are ill-suited to wearing armor. Your shell provides ample protection, however; it gives you a base AC of 17 (your Dexterity modifier doesn't affect this number). You gain no benefit from wearing armor, but if you are using a shield, you can apply the shield's bonus as normal.

     


    Shell Defense
    You can withdraw into your shell as an action. Until you emerge, you gain a +4 bonus to AC, and you have advantage on Strength and Constitution saving throws. While in your shell, you are prone, your speed is 0 and can't increase, you have disadvantage on Dexterity saving throws, you can't take reactions, and the only action you can take is a bonus action to emerge from your shell.

     


    Survival Instincts
    You gain proficiency in the Survival skill. Tortles have finely honed survival instincts.

     


    Languages
    You can speak, read, and write Aquan and Common.

     


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

     


    Spellcasting
    Drawing on the divine essence of nature itself, you can cast spells to shape that essence to your will. See chapter 10 for the general rules of spellcasting and chapter 11 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.

    Spell Slots:
    The Druid table shows how many spell slots you have to cast your druid 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 as a spellcasting focus for your druid spells

     


    Druid Skills
    Skill Prof – Insight
    Skill Prof – Perception

     


    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.

  •  


    Circle of Spores
    Druids of the Circle of Spores find beauty in decay. They see within mold and other fungi the ability to transform lifeless material into abundant, albeit somewhat strange, life.

    These druids believe that life and death are parts of a grand cycle, with one leading to the other and then back again. Death isn't the end of life, but instead a change of state that sees life shift into a new form.

    Druids of this circle have a complex relationship with the undead. Unlike most other druids, they see nothing inherently wrong with undeath, which they consider to be a companion to life and death. But these druids believe that the natural cycle is healthiest when each segment of it is vibrant and changing. Undead that seek to replace all life with undeath, or that try to avoid passing to a final rest, violate the cycle and must be thwarted.

    Circle Spells:
    Your symbiotic link to fungus and your ability to tap into the cycle of life and death grants you access to certain spells. At 2nd level, you learn the chill touch cantrip. At 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Circle of Spores Spells table.

    Once you gain access to one of these spells, 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.

    Circle of Spores Spells:
    Druid Level Circle Spells
    3rd blindness/deafness, gentle repose
    5th animate dead, gaseous form
    7th blight, confusion
    9th cloudkill, contagion

     


    Halo of Spores
    Starting at 2nd level, you are surrounded by invisible, necrotic spores that are harmless until you unleash them on a creature nearby. When a creature you can see moves into a space within 10 feet of you or starts its turn there, you can use your reaction to deal 1d4 necrotic damage to that creature unless it succeeds on a Constitution saving throw against your spell save DC. The necrotic damage increases to 1d6 at 6th level, 1d8 at 10th level, and 1d10 at 14th level.

     


    Symbiotic Entity
    At 2nd level, you gain the ability to channel magic into your spores. As an action, you can expend a use of your Wild Shape feature to awaken those spores, rather than transforming into a beast form, and you gain 4 temporary hit points for each level you have in this class. While this feature is active, you gain the following benefits:

  • When you deal your Halo of Spores damage, roll the damage die a second time and add it to the total.
  • Your melee weapon attacks deal an extra 1d6 necrotic damage to any target they hit.

  • These benefits last for 10 minutes, until you lose all these temporary hit points, or until you use your Wild Shape again.

     


    Wild Shape Improvement
    At 4th level, your Wild Shape improves as shown on the Beast Shapes table.

     


    Fungal Infestation
    At 6th level, your spores gain the ability to infest a corpse and animate it. If a beast or a humanoid that is Small or Medium dies within 10 feet of you, you can use your reaction to animate it, causing it to stand up immediately with 1 hit point. The creature uses the zombie stat block in the Monster Manual. It remains animate for 1 hour, after which time it collapses and dies.

    In combat, the zombie's turn comes immediately after yours. It obeys your mental commands, and the only action it can take is the Attack action, making one melee attack.

    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.

     


    Feats:
    Lvl 4 Feat – Resilient (Con)
    Choose one ability score. You gain the following benefits:
    Increase the chosen ability score by 1, to a maximum of 20.
    You gain proficiency in saving throws using the chosen ability.

    +1 to Constitution

     

    Class/Racial Features & Traits

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

    Statblocks for your familiars, mounts etc.

    Statblocks for companions, followers and other allies.

    Statblocks for your spells.

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


    Created by

    Drag0n0us.

    Statblock Type

    Verum Character Sheet

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