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Da'iji Whisperton

3 Level (0/2700 XP for level-up) Noble Background Half-Khajiit Race / Species / Heritage Neutral Good Alignment
Druid
Level 3
Hit Dice: 3/3
1d8+2 Class 1

STR
10
+0
DEX
12
+1
CON
14
+2
INT
7
-2
WIS
14
+2
CHA
15
+2
24
Hit Points
+2
Initiative (DEX)
11
Armor Class (AC)
+2
Prof. Bonus
30/60/-
Speed (walk/run/fly)
14
Passive Perception
1 / 2
Wild Shape Charges
Spellcasting ...
+4 Attack mod
WIS Ability
+2 Abi Mod
12 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
+0 Strength
+2 Dexterity
+4 Constitution
+0 Intelligence
+8 Wisdom
+4 Charisma
saving throws
+3 Acrobatics DEX
+2 Animal Handling WIS
-2 Arcana INT
+0 Athletics STR
+2 Deception CHA
+0 History INT
+4 Insight WIS
+2 Intimidation CHA
-2 Investigation INT
skills
+2 Medicine WIS
-2 Nature INT
+4 Perception WIS
+2 Performance CHA
+4 Persuasion CHA
-2 Religion INT
+1 Sleight of Hand DEX
+3 Stealth DEX
+2 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Quarterstaff +2 STR d6 bludgeoning
 Versatile
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
Guidance 1 action Touch Concentration up to 1 minute VS
 Notes: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.
Shillelagh 1 bonus action Touch 1 minute VSM
 Notes:The wood of a club or quarterstadd you are holding is imbued with nature's power. For the duration, you can use your spellcasting ability instead of Strength for the attack and damage rolls of melee attacks using that weapon, and the weapon's damage die becomes a d8. The weapon also becomes magical, if it isn't already. The spell ends if you cast it again or if you let go of the weapon.
Chill Touch +4 1 action 120 ft 1 round 1d8 VS
 Notes: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 (2d8 @ 5th,, 3d8 @ 11th, 4d8 @ 17th) 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.

Level 1 Spells 4 slots

NAME AB CAST RNG DUR DMG CMP #
Animal Friendship 1 action 30 ft 24 hours VSM
 Notes:This spell lets you convince a beast that you mean it no harm. Choose a beast (+1 per additional level) that you can see within range. It must see and hear you. If the beast's Intelligence is 4 or higher, the spell fails. Otherwise, the beast must succeed on a Wisdom saving throw or be charmed by you for the spell's duration. If you or one of your companions harms the target, the spell ends.
Cure Wounds 1 action Touch Instantaneous 1d8 VS
 Notes:A creature you touch regains a number of hit points equal to 1d8 (+1d8 per additonal level) + your spellcasting ability modifier. This spell has no effect on undead or constructs.
Fog Cloud 1 action 120 ft Concentration up to 1 hour VS
 Notes:You create a 20-foot-radius (+20 feet per additional level) sphere of fog centered on a point within range. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.
Goodberry 1 action Touch Instantaneous VSM
 Notes:Up to ten berries appear in your hand and are infused with magic for the duration. A creature can use its action to eat one berry. Eating a berry restores 1 hit point, and the berry provides enough nourishment to sustain a creature for one day. The berries lose their potency if they have not been consumed within 24 hours of the casting of this spell.

Level 2 Spells 2 slots

NAME AB CAST RNG DUR DMG CMP #
Cure Wounds 1 action Touch Instantaneous 1d8 + VS
 Notes:A creature you touch regains a number of hit points equal to 1d8 (+1d8 per additonal level) + your spellcasting ability modifier. This spell has no effect on undead or constructs.
Animal Messenger 1 action (or ritual) 30 ft 24 hours VSM
 Notes:By means of this spell, you use an animal to deliver a message. Choose a Tiny beast you can see within range. You specify a location, which you must have visited, and a recipient who matches a general description. You also speaka message of up to twenty-five words. The target beast travels for the duration of the spell toward the specified location, covering about 50 miles per 24 hours for a flying messenger, or 25 miles for other animals. When the messenger arrives, it delivers your message to the creature that you described, replicating the sound of your voice. The messenger speaks only to a creature matching the description you gave. If the messenger doesn't reach its destination before the spell ends (24 hours + 48 hours per additional level), the message is lost, and the beast makes its way back to where you cast this spell.
Gentle Repose 1 action (or ritual) Touch 10 days VSM
 Notes:Material: a pinch of salt and one copper piece placed on each of the corpse's eyes, which must remain there for the duration. 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.
Blindness/Deafness 1 action 30 feet 1 minute V
 Notes: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.

Druid


Wild Shape


  • 2 charges per long rest
  • As an action, can turn into creature with a max CR of 1/4 without a flying or swimming speed
  • Retain INT, WIS, CHA, Assume other stats and HP
  • Excess damage carries over
  • Druid - Circle of Spores


    Halo of Spores


  • If a creature moves into or starts their turn within 10 feet:
    • Can use reaction to deal 1d4 necrotic dmg on failed CON saveg

    Symbiotic Entity


  • Expend a [Wild Shape] charge as an action for:
    • 4*lvl (12) temp. HP
    • [Halo of Spores] damage uses 2d4 instead of 1d4
    • Melee attacks deal an additional 1d6 necrotic dmg

  • Expires after 10 min or until temp. HP gone
  • Half-Khajiit


    Darkvision


    Noble


    Position of Privlege


  • People are inclined to think the best of me
  • Welcome in high society
  • People assume I have the right to be wherever I am
  • Common folk make every effort to accomodate, avoid displeasure
  • Other of high birth treat me as of same social sphere
  • Can secure an audience with a local noble

  • Features & Traits
    Clothes
  • Fine clothes
  • Leather armor

  • Explorer's Pack
  • Bedroll
  • Mess kit
  • Tinder box
  • 10 torches
  • 10 day's rations
  • 50ft silken rope

  • Combat
  • Quarterstaff with mangallow wax etchings (Druidic focus)
  • Wooden shield

  • Miscellaneous
  • Heartbound Pin
  • Heartbound ID

  • Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 25, Platinum: 0 Money
    Proficiencies:
  • Light Armor, Medium Armor, Shields
  • Clubs, Daggers, Darts, Javelins, Maces, Quarterstaffs, Scimitars, Sickles, Slings, Spears
  • Dice set, Herbalism kit

  • Languages:
    Ganiman, Khajiit, Dwarvish, Orcish, Druidic

    Languages & Proficiencies
    Despite my noble birth, I do not place myself above other folk. We all have the same blood.
    [PENDING TRAIT]

    Personality Traits
    Respect - People deserve to be treated with dignity and respect.

    Ideals
    I have a family, but I have no idea where they are. One day, I hope to see them again.

    Bonds
    I'm not quite sure how to make decisions on my own - I look to others for guidance.

    Flaws


    ™ & © Wizards of the Coast - D & D 5e Character Sheet v2.08, made by Tillerz - Updated: 2025-06-11
    To print this sheet: Expand the spell book (if you have any entries there), then click "Print Sheet" at the top, select "Print to PDF" and format A3. Then print the resulting PDF to whichever format you need with "fit to page" selected.

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

    Quarterstaff

    Weapon

    Common

    Properties: Versatile
    Non-lethal. This weapon always knocks unconscious, can be used as lethal weapon once the target is unconscious.
    Trip: When you critically hit with quarterstaff, you knock your opponent prone.

    Type Damage Damage Range
    Simple Melee 1d6 / 1d8 Bludgeoning 5 ft

    Cost: 2 sp
    Weight: 2 lb

    PHB, page 151

    Explorer's Pack

    Adventuring Gear

    Common

    Includes:
    • a backpack
    • a bedroll
    • a mess kit
    • a tinderbox
    • 10 torches
    • 10 days of rations
    • a waterskin
    • 50 feet of hempen rope

    Cost: 10gp
    Weight: 35lb

    DnD 5e PHB

    Leather

    Armor (Light)

    Common

    Type AC STR Req. Stealth Dis.
    Light 11 + Dex modifier No

    Cost: 10gp
    Weight: 10 lb

    The statblocks of your class features

    Druid

    hit dice: 1d8
    hit points at 1st level: 8 + Constitution Modifier
    hit points at higher levels: 1d8 (or 5) + Constitution Modifier
    armor proficiencies: Light armor, medium armor, shields (druids will not wear armor or use shields made of metal)
    weapon proficiencies: 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
    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.

    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



    class features:
    +6
    The Druid
    level Proficiency Bonus Features Cantrips Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
    1 +2 Druidic, Spellcasting 2 2 - - - - - - - -
    2 +2 Wild Shape, Druid Circle, Wild Companion (Optional) 2 3 - - - - - - - -
    3 +2 - 2 4 2 - - - - - - -
    4 +2 Wild Shape improvement, Ability Score Improvement, Cantrip Versatility (Optional) 3 4 3 - - - - - - -
    5 +3 - 3 4 3 2 - - - - - -
    6 +3 Druid Circle feature 3 4 3 3 - - - - - -
    7 +3 - 3 4 3 3 1 - - - - -
    8 +3 Wild Shape improvement, Ability Score Improvement, Cantrip Versatility (Optional) 3 4 3 3 2 - - - - -
    9 +4 - 3 4 3 3 3 1 - - - -
    10 +4 Druid Circle feature 4 4 3 3 3 2 - - - -
    11 +4 - 4 4 3 3 3 2 1 - - -
    12 +4 Ability Score Improvement, Cantrip Versatility (Optional) 4 4 3 3 3 2 1 - - -
    13 +5 - 4 4 3 3 3 2 1 1 - -
    14 +5 Druid Circle feature 4 4 3 3 3 2 1 1 - -
    15 +5 - 4 4 3 3 3 2 1 1 1 -
    16 +5 Ability Score Improvement, Cantrip Versatility (Optional) 4 4 3 3 3 2 1 1 1 -
    17 +6 - 4 4 3 3 3 2 1 1 1 1
    18 +6 Timeless Body, Beast Spells 4 4 3 3 3 3 1 1 1 1
    19 +6 Ability Score Improvement, Cantrip Versatility (Optional) 4 4 3 3 3 3 2 1 1 1
    20 +6 Archdruid 4 4 3 3 3 3 2 2 1 1


    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.

    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 Examples
    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. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.
    subclass options:
    Circle of Dreams
    Druids who are members of the Circle of Dreams hail from regions that have strong ties to the Feywild and its dreamlike realms. The druids’ guardianship of the natural world makes for a natural alliance between them and good-aligned fey. These druids seek to fill the world with dreamy wonder. Their magic mends wounds and brings joy to downcast hearts, and the realms they protect are gleaming, fruitful places, where dream and reality blur together and where the weary can find rest.

    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 the Land
    The Circle of the Land is made up of mystics and sages who safeguard ancient knowledge and rites through a vast oral tradition. These druids meet within sacred circles of trees or standing stones to whisper primal secrets in Druidic. The circle's wisest members preside as the chief priests of communities that hold to the Old Faith and serve as advisors to the rulers of those folk. As a member of this circle, your magic is influenced by the land where you were initiated into the circle's mysterious rites.

    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.

    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 as 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 the Moon
    Druids of the Circle of the Moon are fierce guardians of the wilds. Their order gathers under the full moon to share news and trade warnings. They haunt the deepest parts of the wilderness, where they might go for weeks on end before crossing paths with another humanoid creature, let alone another druid.

    Changeable as the moon, a druid of this circle might prowl as a great cat one night, soar over the treetops as an eagle the next day, and crash through the undergrowth in bear form to drive off a trespassing monster. The wild is in the druid's blood.

    Combat Wild Shape

    When you choose this circle at 2nd level, you gain the ability to use Wild Shape on your turn as a bonus action, rather than as an action.

    Additionally, while you are transformed by Wild Shape, you can use a bonus action to expend one spell slot to regain 1d8 hit points per level of the spell slot expended.

    Circle Forms

    The rites of your circle grant you the ability to transform into more dangerous animal forms. Starting at 2nd level, you can use your Wild Shape to transform into a beast with a challenge rating as high as 1. You ignore the Max. CR column of the Beast Shapes table, but must abide by the other limitations there.

    Starting at 6th level, you can transform into a beast with a challenge rating as high as your druid level divided by 3, rounded down.

    Primal Strike

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

    Elemental Wild Shap

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

    Thousand Forms

    By 14th level, you have learned to use magic to alter your physical form in more subtle ways. You can cast the Alter Self spell at will.
    Circle of the Shepherd
    Druids of the Circle of the Shepherd commune with the spirits of nature, especially the spirits of beasts and the fey, and call to those spirits for aid. These druids recognize that all living things play a role in the natural world, yet they focus on protecting animals and fey creatures that have difficulty defending themselves. Shepherds, as they are known, see such creatures as their charges. They ward off monsters that threaten them, rebuke hunters who kill more prey than necessary, and prevent civilization from encroaching on rare animal habitats and on sites sacred to the fey.

    Many of these druids are happiest far from cities and towns, content to spend their days in the company of animals and the fey creatures of the wilds. Members of this circle become adventurers to oppose forces that threaten their charges or to seek knowledge and power that will help them safeguard their charges better. Wherever these druids go, the spirits of the wilderness are with them.

    Speech of the Woods

    At 2nd level, you gain the ability to converse with beasts and many fey.

    You learn to speak, read, and write Sylvan. In addition, beasts can understand your speech, and you gain the ability to decipher their noises and motions. Most beasts lack the intelligence to convey or understand sophisticated concepts, but a friendly beast could relay what it has seen or heard in the recent past. This ability doesn’t grant you any special friendship with beasts, though you can combine this ability with gifts to curry favor with them as you would with any nonplayer character.

    Spirit Totem

    Starting at 2nd level, you gain the ability to call forth nature spirits and use them to influence the world around you.

    As a bonus action, you can magically summon an incorporeal spirit to a point you can see within 60 feet of you. The spirit creates an aura in a 30-foot radius around that point. It counts as neither a creature nor an object, though it has the spectral appearance of the creature it represents. As a bonus action, you can move the spirit up to 60 feet to a point you can see.

    The spirit persists for 1 minute. Once you use this feature, you can’t use it again until you finish a short or long rest.

    The effect of the spirit’s aura depends on the type of spirit you summon from the options below.

    Bear Spirit. The bear spirit grants you and your allies its might and endurance. Each creature of your choice in the aura when the spirit appears gains temporary hit points equal to 5 + your druid level. In addition, you and your allies gain advantage on Strength checks and Strength saving throws while in the aura.
    Hawk Spirit. The hawk spirit is a consummate hunter, aiding you and your allies with its keen sight. When a creature makes an attack roll against a target in the spirit’s aura, you can use your reaction to grant advantage to that attack roll. In addition, you and your allies have advantage on Wisdom (Perception) checks while in the aura.
    Unicorn Spirit. The unicorn spirit lends its protection to those nearby. You and your allies gain advantage on all ability checks made to detect creatures in the spirit’s aura. In addition, if you cast a spell using a spell slot that restores hit points to any creature inside or outside the aura, each creature of your choice in the aura also regains hit points equal to your druid level.

    Mighty Summoner

    At 6th level, beasts and fey that you conjure are more resilient than normal. Any beast or fey summoned or created by a spell that you cast gains two benefits:
    • The creature appears with more hit points than normal: 2 extra hit points per Hit Die it has.s
    • The damage from its natural weapons is considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks and damage.


    Guardian Spirit

    Guardian Spirit

    Faithful Summons

    Starting at 14th level, the nature spirits you commune with protect you when you are the most defenseless. If you are reduced to 0 hit points or are incapacitated against your will, you can immediately gain the benefits of Conjure Animals as if it were cast with a 9th-level spell slot. It summons four beasts of your choice that are challenge rating 2 or lower. The conjured beasts appear within 20 feet of you. If they receive no commands from you, they protect you from harm and attack your foes. The spell lasts for 1 hour, requiring no concentration, or until you dismiss it (no action required).

    Once you use this feature, you can’t use it again until you finish a long rest.
    Circle of the 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. 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 fungi 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.

    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

      Also 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.

    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.

    Spreading Spores

    At 10th level, you gain the ability to seed an area with deadly spores. As a bonus action while your Symbiotic Entity feature is active, you can hurl spores up to 30 feet away, where they swirl in a 10-foot cube for 1 minute. The spores disappear early if you use this feature again, if you dismiss them as a bonus action, or if your Symbiotic Entity feature is no longer active.

    Whenever a creature moves into the cube or starts its turn there, that creature takes your Halo of Spores damage, unless the creature succeeds on a Constitution saving throw against your spell save DC. A creature can take this damage no more than once per turn.

    While the cube of spores persists, you can't use your Halo of Spores reaction.

    Fungal Body

    At 14th level, the fungal spores in your body alter you: you can't be blinded, deafened, frightened, or poisoned, and any critical hit against you counts as a normal hit instead, unless you're incapacitated.
    Circle of Stairs
    The Circle of Stars allows druids to draw on the power of starlight. These druids have tracked heavenly patterns since time immemorial, discovering secrets hidden amid the constellations. By revealing and understanding these secrets, the Circle of the Stars seeks to harness the powers of the cosmos.

    Many druids of this circle keep records of the constellations and the stars' effects on the world. Some groups document these observations at megalithic sites, which serve as enigmatic libraries of lore. These repositories might take the form of stone circles, pyramids, petroglyphs, and underground temples any construction durable enough to protect the circle's sacred knowledge even against a great cataclysm.

    Star Map

    • At 2nd level, You've created a star chart as part of your heavenly studies. It is a Tiny object and can serve as a spellcasting focus for your druid spells. You determine its form by rolling on the Star Map table or by choosing one.While holding this map, you have these benefits
    • You know the Guidance cantrip
    • You have the Guiding Bolt spell prepared. It counts as a druid spell for you, and it doesn't count against the number of spells you can have prepared.
    • You can cast Guiding Bolt without expending a spell slot. You can do so a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.


    If you lose the map, you can perform a 1-hour ceremony to magically create a replacement. This ceremony can be performed during a short or long rest, and it destroys the previous map.

    Starry Form

    At 2nd level, you gain the ability to harness constellations’ power to alter your form. As a bonus action, you can expend a use of your Wild Shape feature to take on a starry form, rather than transforming into a beast.

    While in your starry form, you retain your game statistics, but your body becomes luminous; your joints glimmer like stars, and glowing lines connect them as on a star chart. This form sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The form lasts for 10 minutes. It ends early if you dismiss it (no action required), are incapacitated, die, or use this feature again.

    Whenever you assume your starry form, choose which of the following constellations glimmers on your body; your choice gives you certain benefits while in the form:

    Archer. :A constellation of an archer appears on you. When you activate this form, and as a bonus action on your subsequent turns while it lasts, you can make a ranged spell attack, hurling a luminous arrow that targets one creature within 60 feet of you. On a hit, the attack deals radiant damage equal to 1d8 + your Wisdom modifier.
    Chalice: A constellation of a life-giving goblet appears on you. Whenever you cast a spell using a spell slot that restores hit points to a creature, you or another creature within 30 feet of you can regain hit points equal to 1d8 + your Wisdom modifier.
    Dragon:A constellation of a wise dragon appears on you. When you make an Intelligence or a Wisdom check or a Constitution saving throw to maintain concentration on a spell, you can treat a roll of 9 or lower on the d20 as a 10.

    Cosmic Omen

    When you reach 6th level, you learn to use your star map to divine the will of the cosmos. Whenever you finish a long rest, you can consult your Star Map for omens. When you do so, roll a die. Until you finish your next long rest, you gain access to a special reaction based on whether you rolled an even or an odd number on the die:

    Weal (even): Whenever a creature you can see within 30 feet of you is about to make an attack roll, a saving throw, or an ability check, you can use your reaction to roll a d6 and add the number rolled to the total.
    Woe (odd) : Whenever a creature you can see within 30 feet of you is about to make an attack roll, a saving throw, or an ability check, you can use your reaction to roll a d6 and subtract the number rolled from the total.

    You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

    Twinkling Constellations

    At 10th level, the constellations of your Starry Form improve. The 1d8 of the Archer and the Chalice becomes 2d8, and while the Dragon is active, you have a flying speed of 20 feet and can hover.

    Moreover, at the start of each of your turns while in your Starry Form, you can change which constellation glimmers on your body.

    Full of Stars

    At 14th level, while in your Starry Form, you become partially incorporeal, giving you resistance to bludgeoning, piercing, and slashing damage.
    Cirlce of Wildfire
    Druids within the Circle of Wildfire understand that destruction is sometimes the precursor of creation, such as when a forest fire promotes later growth. These druids bond with a primal spirit that harbors both destructive and creative power, allowing the druids to create controlled flames that burn away one thing but give life to another.

    Circle Spells

    When you join this circle at 2nd level, you have formed a bond with a wildfire spirit, a primal being of creation and destruction. Your link with this spirit grants you access to some spells when you reach certain levels in this class, as shown on the Circle of Wildfire 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.



    Summon Wildfire Spirit

    At 2nd level, You can summon the primal spirit bound to your soul. As an action, you can expend one use of your Wild Shape feature to summon your wildfire spirit, rather than assuming a beast form.

    The spirit appears in an unoccupied space of your choice that you can see within 30 feet of you. Each creature within 10 feet of the spirit (other than you) when it appears must succeed on a Dexterity saving throw against your spell save DC or take 2d6 fire damage.

    The spirit is friendly to you and your companions and obeys your commands. See this creature's game statistics in the Wildfire Spirit stat block, which uses your proficiency bonus (PB) in several places. You determine the spirit's appearance. Some spirits take the form of a humanoid figure made of gnarled branches covered in flame, while others look like beasts wreathed in fire.

    In combat, the spirit shares your initiative count, but it takes its turn immediately after yours. The only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the spirit can take any action of its choice, not just Dodge.

    The spirit manifests for 1 hour, until it is reduced to 0 hit points, until you use this feature to summon the spirit again, or until you die.



    Enhanced Bond

    At 6th level, the bond with your wildfire spirit enhances your destructive and restorative spells. Whenever you cast a spell that deals fire damage or restores hit points while your wildfire spirit is summoned, roll a d8, and you gain a bonus equal to the number rolled to one damage or healing roll of the spell.

    In addition, when you cast a spell with a range other than self, the spell can originate from you or your wildfire spirit.

    Cauterizing Flames

    At 10th level, you gain the ability to turn death into magical flames that can heal or incinerate. When a Small or larger creature dies within 30 feet of you or your wildfire spirit, a harmless spectral flame springs forth in the dead creature's space and flickers there for 1 minute. When a creature you can see enters that space, you can use your reaction to extinguish the spectral flame there and either heal the creature or deal fire damage to it. The healing or damage equals 2d10 + your Wisdom modifier.

    You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

    Blazing Revival

    At 14th level, the bond with your wildfire spirit can save you from death. If the spirit is within 120 feet of you when you are reduced to 0 hit points and thereby fall unconscious, you can cause the spirit to drop to 0 hit points. You then regain half your hit points and immediately rise to your feet.

    Once you use this feature, you can't use it again until you finish a long rest.

    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

    SRD

    Guidance

    0-level (Cantrip) Divination

    Casting Time: 1 action
    Range/Area: touch
    Components: VS
    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.
    Available for: Artificer, Cleric, Druid

    SRD

    Shillelagh

    0-level (Cantrip) Transmutation

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

    SRD

    Chill Touch

    0-level (Cantrip) Necromancy

    Casting Time: 1 action
    Range/Area: 120 feet
    Components: VS
    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.
    At higher levels: This spell’s damage increases by 1d8 when you reach 5th level 2d8 , 11th level (3d8), and 17th level 4d8 .
    Available for: Sorcerer, Warlock, Wizard

    Level 1 Spells

    SRD

    Animal Friendship

    1-level Enchantment

    Casting Time: 1 action
    Range/Area: 30 feet
    Components: V S M
    Materials: A morsel of food or focus
    Duration: 24 hours
    This spell lets you convince a beast that you mean it no harm. Choose a beast that you can see within range. It must see and hear you. If the beast’s Intelligence is 4 or higher, the spell fails. Otherwise, the beast must succeed on a Wisdom saving throw or be charmed by you for the spell’s duration. If you or one of your companions harms the target, the spells ends.
    At higher levels: When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional beast for each slot level above 1st.
    Available for: Bard, Druid, Ranger

    SRD

    Charm Person

    1-level Enchantment

    Casting Time: 1 action
    Range/Area: 30 feet
    Components: VS
    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 creatures must be within 30 feet of each other when you target them.
    Available for: Bard, Druid, Sorcerer, Warlock, Wizard

    SRD

    Create or Destroy Water

    1-level Transmutation

    Casting Time: 1 action
    Range/Area: 30 feet
    Components: VSM
    Materials: A drop of water if creating water, or a few grains of sand if destroying it, or focus
    Duration: instantaneous
    You either create or destroy water. Create Water. You create up to 10 gallons of clean water within range in an open container. Alternatively, the water falls as rain in a 30-foot cube within range, extinguishing exposed flames in the area. Destroy Water. You destroy up to 10 gallons of water in an open container within range. Alternatively, you destroy fog in a 30-foot cube within range.
    At higher levels: When you cast this spell using a spell slot of 2nd level or higher, you create or destroy 10 additional gallons of water, or the size of the cube increases by 5 feet, for each slot level above 1st.
    Available for: Cleric, Druid

    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 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

    Detect Magic

    1-level Divination

    Casting Time: 1 action
    Range/Area: 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.
    Available for: Artificer, Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Wizard

    SRD

    Detect Poison and Disease

    1-level Divination

    Ritual - does not require spell slot, takes 10 minutes longer
    Casting Time: 1 action
    Range/Area: self
    Components: VSM
    Materials: A yew leaf
    Duration: Concentration, up to 10 minutes
    For the duration, you can sense the presence and location of poisons, poisonous creatures, and diseases within 30 feet of you. You also identify the kind of poison, poisonous creature, or disease in each case. The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
    Available for: Cleric, Druid, Paladin, Ranger

    SRD

    Entangle

    1-level Conjuration

    Casting Time: 1 action
    Range/Area: 90 feet
    Components: VS
    Duration: 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, Ranger

    PHB: P. 239

    Faerie Fire

    1-level Evocation

    Casting Time: 1 action
    Range/Area: 60 feet
    Components: V
    Duration: Concentration, Up to 1 minute
    Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius.
    Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can’t benefit from being invisible.
    Available for: Artificer, Bard, Druid

    SRD

    Fog Cloud

    1-level Conjuration

    Casting Time: 1 action
    Range/Area: 120 feet
    Components: VS
    Duration: Concentration, up to 1 hour
    You create a 20-foot-radius sphere of fog centered on a point within range. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.
    At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the radius of the fog increases by 20 feet for each slot level above 1st.
    Available for: Druid, Ranger, Sorcerer, Wizard

    SRD

    Goodberry

    1-level Transmutation

    Casting Time: 1 action
    Range/Area: touch
    Components: VSM
    Materials: A sprig of mistletoe, or focus
    Duration: instantaneous
    Up to ten berries appear in your hand and are infused with magic for the duration. A creature can use its action to eat one berry. Eating a berry restores 1 hit point, and the berry provides enough nourishment to sustain a creature for one day. The berries lose their potency if they have not been consumed within 24 hours of the casting of this spell.
    Available for: Druid, Ranger

    SRD

    Healing Word

    1-level Evocation

    Casting Time: 1 bonus action
    Range/Area: 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.
    Available for: Bard, Cleric, Druid

    SRD

    Jump

    1-level Transmutation

    Casting Time: 1 action
    Range/Area: touch
    Components: VSM
    Materials: A grasshopper's hind leg, or focus
    Duration: 1 minute
    You touch a creature. The creature’s jump distance is tripled until the spell ends.
    Available for: Artificer, Druid, Ranger, Sorcerer, Wizard

    SRD

    Longstrider

    1-level Transmutation

    Casting Time: 1 action
    Range/Area: touch
    Components: VSM
    Materials: A pinch of dirt, or focus
    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

    Purify Food and Drink

    1-level Transmutation

    Ritual - does not require spell slot, takes 10 minutes longer
    Casting Time: 1 action
    Range/Area: 10 feet
    Components: VS
    Duration: instantaneous
    All nonmagical food and drink within a 5-foot-radius sphere centered on a point of your choice within range is purified and rendered free of poison and disease.
    Available for: Artificer, Cleric, Druid, Paladin

    SRD

    Speak with Animals

    1-level Divination

    Ritual - does not require spell slot, takes 10 minutes longer
    Casting Time: 1 action
    Range/Area: self
    Components: VS
    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.
    Available for: Bard, Druid, Ranger

    SRD

    Thunderwave

    1-level Evocation

    Casting Time: 1 action
    Range/Area: self (15 foot cube)
    Components: VS
    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.
    Available for: Bard, Druid, Sorcerer, Wizard

    Level 2 Spells

    SRD

    Animal Messenger

    1-level Enchantment

    Ritual - does not require spell slot, takes 10 minutes longer
    Casting Time: 1 action
    Range/Area: 30 feet
    Components: VSM
    Materials: A morsel of food, or focus
    Duration: 24 hours
    By means of this spell, you use an animal to deliver a message. Choose a Tiny beast you can see within range, such as a squirrel, a blue jay, or a bat. You specify a location, which you must have visited, and a recipient who matches a general description, such as “a man or woman dressed in the uniform of the town guard” or “a red-haired dwarf wearing a pointed hat.” You also speak a message of up to twenty-five words. The target beast travels for the duration of the spell toward the specified location, covering about 50 miles per 24 hours for a flying messenger, or 25 miles for other animals. When the messenger arrives, it delivers your message to the creature that you described, replicating the sound of your voice. The messenger speaks only to a creature matching the description you gave. If the messenger doesn’t reach its destination before the spell ends, the message is lost, and the beast makes its way back to where you cast this spell.
    At higher levels: If you cast this spell using a spell slot of 3nd level or higher, the Duration of the spell increases by 48 hours for each slot level above 2nd.
    Available for: Bard, Druid, Ranger

    SRD

    Barkskin

    2-level Transmutation

    Casting Time: 1 action
    Range/Area: touch
    Components: VSM
    Materials: A handful of oak bark, or focus
    Duration: 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

    SRD

    Beast Sense

    2-level Divination

    Ritual - does not require spell slot, takes 10 minutes longer
    Casting Time: 1 action
    Range/Area: touch
    Components: S
    Duration: Concentration, up to 1 hour
    You touch a willing beast. For the duration of the spell, you can use your action to see through the beast’s eyes and hear what it hears, and continue to do so until you use your action to return to your normal senses.
    While perceiving through the beast’s senses, you gain the benefits of any special senses possessed by that creature, though you are blinded and deafened to your own surroundings.
    Available for: Druid, Ranger

    PHB

    Darkvision

    2-level Transmutation

    Casting Time: 1 Action
    Range/Area: Touch
    Components: V, S, M
    Materials: Either a pinch of carrot or an agate
    Duration: 8 hours
    You touch a willing creature to grant it the ability to see in the dark. For the duration, that creature has darkvision out to a range of 60 feet.
    Available for: Artificer, Druid, Ranger, Sorcerer, Wizard, Monk (Way of Shadow)

    SRD

    Enhance ability

    2-level Transmutation

    Casting Time: 1 action
    Range/Area: touch
    Components: VSM
    Materials: Fur or a feather from a beast, or focus
    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.
    Available for: Artificer, Bard, Cleric, Druid, Ranger, Sorcerer, Wizard

    SRD

    Find Traps

    2-level Divination

    Casting Time: 1 action
    Range/Area: 120 feet
    Components: VS
    Duration: instantaneous
    You sense the presence of any trap within range that is within line of sight. A trap, for the purpose of this spell, includes anything that would inflict a sudden or unexpected effect you consider harmful or undesirable, which was specifically intended as such by its creator. Thus, the spell would sense an area affected by the alarm spell, a glyph of warding, or a mechanical pit trap, but it would not reveal a natural weakness in the floor, an unstable ceiling, or a hidden sinkhole.
    This spell merely reveals that a trap is present. You don’t learn the location of each trap, but you do learn the general nature of the danger posed by a trap you sense.
    Available for: Cleric, Druid, Ranger

    SRD

    Flame Blade

    2-level Evocation

    Casting Time: 1 bonus action
    Range/Area: self
    Components: VSM
    Materials: Leaf of sumac, or focus
    Duration: Concentration, up to 10 minutes
    You evoke a fiery blade in your free hand. The blade is similar in size and shape to a scimitar, and it lasts for the duration. If you let go of the blade, it disappears, but you can evoke the blade again as a bonus action. You can use your action to make a melee spell attack with the fiery blade. On a hit, the target takes 3d6 fire damage. The flaming blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet.
    At higher levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for every two slot levels above 2nd.
    Available for: Druid, Sorcerer

    SRD

    Flaming Sphere

    2-level Conjuration

    Casting Time: 1 action
    Range/Area: 60 feet
    Components: VSM
    Materials: A bit of tallow, a pinch of brimstone, and a dusting of powdered iron, or focus
    Duration: Concentration, up to 1 minute
    A 5-foot-diameter sphere of fire appears in an unoccupied space of your choice within range and lasts for the duration. Any creature that ends its turn within 5 feet of the sphere must make a Dexterity saving throw. The creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one. As a bonus action, you can move the sphere up to 30 feet. If you ram the sphere into a creature, that creature must make the saving throw against the sphere’s damage, and the sphere stops moving this turn. When you move the sphere, you can direct it over barriers up to 5 feet tall and jump it across pits up to 10 feet wide. The sphere ignites flammable objects not being worn or carried, and it sheds bright light in a 20-foot radius and dim light for an additional 20 feet.
    At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.
    Available for: Druid, Sorcerer, Wizard

    SRD

    Gust of Wind

    2-level Evocation

    Casting Time: 1 action
    Range/Area: self (60 foot line)
    Components: VSM
    Materials: A legume seed, or focus
    Duration: Concentration, up to 1 minute
    A line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the spell’s duration. Each creature that starts its turn in the line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the line.
    Any creature in the line must spend 2 feet of movement for every 1 foot it moves when moving closer to you. The gust disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them.
    As a bonus action on each of your turns before the spell ends, you can change the direction in which the line blasts from you.
    Available for: Druid, Ranger, Sorcerer, Wizard

    SRD

    Heat Metal

    2-level Transmutation

    Casting Time: 1 action
    Range/Area: 60 feet
    Components: VSM
    Materials: A piece of iron and a flame, or focus
    Duration: Concentration, up to 1 minute
    Choose a manufactured metal object, such as a metal weapon or a suit of heavy or medium metal armor, that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object takes 2d8 fire damage when you cast the spell. Until the spell ends, you can use a bonus action on each of your subsequent turns to cause this damage again. If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn’t drop the object, it has disadvantage on attack rolls and ability checks until the start of your next turn.
    At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot above 2nd.
    Available for: Artificer, Bard, Druid

    SRD

    Hold Person

    2-level Enchantment

    Casting Time: 1 action
    Range/Area: 60 feet
    Components: VSM
    Materials: A small, straight piece of iron, or focus
    Duration: Concentration, up to 1 minute
    Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.
    At higher levels: When you cast this spell using a spell slot of 3rd level or higher, you can target on additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them.
    Available for: Bard, Cleric, Druid, Sorcerer, Warlock, Wizard

    SRD

    Lesser Restoration

    2-level Abjuration

    Casting Time: 1 action
    Range/Area: touch
    Components: VS
    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.
    Available for: Artificer, Bard, Cleric, Druid, Paladin, Ranger

    SRD

    Locate Animals or Plants

    2-level Divination

    Casting Time: 1 action
    Range/Area: self
    Components: VSM
    Materials: A bit of fur from a bloodhound, or focus
    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.
    Available for: Bard, Druid, Ranger

    SRD

    Locate Object

    2-level Divination

    Casting Time: 1 action
    Range/Area: self
    Components: VSM
    Materials: A forked twig, or focus
    Duration: Concentration, up to 10 mintutes
    Describe or name an object that is familiar to you. You sense the direction to the object’s location, as long as that object is within 1,000 feet of you. If the object is in motion, you know the direction of its movement. The spell can locate a specific object known to you, as long as you have seen it up close—within 30 feet—at least once. Alternatively, the spell can locate the nearest object of a particular kind, such as a certain kind of apparel, jewelry, furniture, tool, or weapon.
    This spell can’t locate an object if any thickness of lead, even a thin sheet, blocks a direct path between you and the object.
    Available for: Bard, Cleric, Druid, Paladin, Ranger, Wizard

    SRD

    Moonbeam

    2-level Evocation

    Casting Time: 1 action
    Range/Area: 120 feet
    Components: VSM
    Materials: Several seeds of any moonseed plant and a piece of opalescent feldspar, or focus
    Duration: Concentration, up to 1 minute
    A silvery beam of pale light shines down in a 5-foot-radius, 40-foot-high cylinder centered on a point within range. Until the spell ends, dim light fills the cylinder. When a creature enters the spell’s area for the first time on a turn or starts its turn there, it is engulfed in ghostly flames that cause searing pain, and it must make a Constitution saving throw. It takes 2d10 radiant damage on a failed save, or half as much damage on a successful one. A shapechanger makes its saving throw with disadvantage. If it fails, it also instantly reverts to its original form and can’t assume a different form until it leaves the spell’s light. On each of your turns after you cast this spell, you can use an action to move the beam up to 60 feet in any direction.
    At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd.
    Available for: Druid

    SRD

    Pass without Trace

    2-level Abjuration

    Casting Time: 1 action
    Range/Area: self
    Components: VSM
    Materials: Ashes from a burned leaf of mistletoe and a sprig of spruce, or focus
    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

    SRD

    Protection from Poison

    2-level Abjuration

    Casting Time: 1 action
    Range/Area: touch
    Components: VS
    Duration: 1 hour
    You touch a creature. If it is poisoned, you neutralize the poison. If more than one poison afflicts the target, you neutralize one poison that you know is present, or you neutralize one at random. For the duration, the target has advantage on saving throws against being poisoned, and it has resistance to poison damage.
    Available for: Artificer, Cleric, Druid, Paladin, Ranger

    SRD

    Spike Growth

    2-level Transmutation

    Casting Time: 1 action
    Range/Area: 150 feet
    Components: VSM
    Materials: Seven sharp thorns, or seven small twigs each sharpened to a point, or focus
    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.
    Available for: Druid, Ranger

    SRD

    Gentle Repose

    2-level Necromancy

    Casting Time: 1 action
    Range/Area: touch
    Components: VSM
    Materials: 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.
    Available for: Cleric, Paladin, Wizard

    Player's Handbook 5E (WoC)

    Blindness/Deafness

    2-level Necromancy

    Casting Time: 1 action
    Range/Area: 30 ft
    Components: Verbal
    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. It 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. 
    Available for: Bard, Cleric, Sorcerer, Wizard

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