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Knessa

6 Level (0/23000 XP for level-up) Hama (Yeti Raised) Background Tiefling (Infernal Legacy Variant) Race / Species / Heritage Chaotic Neutral Alignment
Druid
Level 6
Hit Dice: 6/6
1d8+1 Class 1

STR
10
+0
DEX
14
+2
CON
13
+1
INT
13
+1
WIS
17
+3
CHA
12
+1
41
Hit Points
+2
Initiative (DEX)
17
Armor Class (AC)
+3
Prof. Bonus
30
Speed (walk/run/fly)
16
Passive Perception
2 / 2
Wild Shape
Spellcasting ...
+6 Attack mod
WIS Ability
+3 Abi Mod
14 Save DC
+6 Expertise Bonus
+3 Proficiency Bonus
+1 Strength
+3 Dexterity
+2 Constitution
+5 Intelligence
+7 Wisdom
+2 Charisma
saving throws
+2 Acrobatics DEX
+6 Animal Handling WIS
+1 Arcana INT
+0 Athletics STR
+1 Deception CHA
+1 History INT
+3 Insight WIS
+1 Intimidation CHA
+1 Investigation INT
skills
+6 Medicine WIS
+4 Nature INT
+6 Perception WIS
+1 Performance CHA
+1 Persuasion CHA
+1 Religion INT
+2 Sleight of Hand DEX
+2 Stealth DEX
+6 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Dagger +5 DEX 1d4+2 Piercing
 finesse, light, thrown (20/60 ft.)
Sling +5 DEX 1d4+1+2 Bludgeoning
 Simple, Ammunition, Range, Range (30/120)
Unarmed Strike +0 STR 1 Bludgeoning
Nisoean Khopesh +5 DEX 1D6+2 Slashing
 Light, Finesse, requires Attunement
Attacks

Spell Book

=== TIEFLING RACIAL TRAITS ===

* Darkvision • BR 43
You can see in darkness (shades of gray) up to 60 ft.

* Hellish Resistance • BR 43
You have resistance to fire damage.

* Infernal Legacy. SCAG pg. 118You know the thaumaturgy cantrip. Once you reach 3rd level, you can cast the Hellish Rebuke spell as a 2nd-level spell; you must finish a long rest in order to cast the spell again using this trait. Once you reach 5th level, you can also cast the Darkness spell; you must finish a long rest in order to cast the spell again using this trait. Charisma is your spellcasting ability for these spells.

=== FEATS ===
*Elemental Adept PHB p166
Damage Type: Fire
When you gain this feat, choose one of the following damage types: acid, cold, fire, lightning, or thunder.
Spells you cast ignore resistance to damage of the chosen type. In addition, when you roll damage for a spell you cast that deals damage of that type, you can treat any 1 on a damage die as a 2.
You can select this feat multiple times. Each time you do so, you must choose a different damage type.

Features & Traits
==Equipment==
Studded Leather Armor (Light Armor - AC 12 + Dex)
Breastplate (Medium Armor - AC 14 + Dex)
Cloak of protection
--You gain a +1 bonus to AC and saving throws while you wear this cloak
Cold Weather Clothing
Common Clothes
Dagger (Druidic Focus in the Moose Bone Handle with her name carved into it in Druidic)
Druidic Focus (Woven leather bracelet with sprigs of mistletoe and holly woven in)
Sling
Sling Bullets (20)
Nisoean Khopesh - Light, Finesse, requires Attunement
--This gold-bladed khopesh shines with sunlight. While holding this magic weapon, you gain a bonus to attack and damage rolls made with it, and you gain a +1 bonus to spell attack rolls.
The Sickle emanates sunlight in a 15 ft radius and dim light for an additional 15 ft. This effect can be turned off or on via a command word.

When you cast a spell that deals damage, you can roll a d4 and add the number rolled to the amount as additional radiant damage, provided you are holding the Khopesh

Bandoleer - Holds 3 potions or scrolls

==Items==
Dia's Dimensional Bag (Bag of Holding)
-ink pen
-ink
-10 parchment
  • Bottle of Wine
  • Potion of Superior Healing x2
  • Potion of Greater Healing x1
  • Potion of Healing x7
  • Elixer Of Health x1
  • Gold Adventurer Tag
    Explorer's pack:
  • Backpack
  • Bedroll
  • Mess Kit
  • tinderbox
  • Rations (1 day) (qty - 9)
  • waterskin
  • 50 feet hempen rope

  • ==Tools==
    Herbalism Kit
    --This kit contains a variety of instruments such as clippers, mortar and pestle, and pouches and vials used by herbalists to create remedies and potions.
    Healer's Kit - (use - 10)

    ==Components==
    Diamond (worth 300GP)
    White Sliver of Power
    Dragon Scales

    ==Currency (Equivalent of Valuables)==
    GP = 694 (4000 saved for Druid Grove)
    SP = 0
    CP = 1

    Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
    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
    Spellcasting
    === ARMOR ===
    Light Armor, Medium Armor, Shields

    === WEAPONS ===
    Club, Dagger, Dart, Javelin, Mace, Quarterstaff, Scimitar, Sickle, Sling, Spear

    === TOOLS ===
    Herbalism Kit

    === LANGUAGES ===
    Common, Druidic, Infernal

    === RESISTANCES ===
    Fire Resistance, Cold Resistance

    Languages & Proficiencies


    ™ & © 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

    DnD 5e SRD SRD

    Breastplate Armor

    Medium Armor Common

    Type AC STR Req. Stealth Dis. Properties
    Medium 14 + Dex Modifier (max 2)

    Cost: 400 gp Weight: 20 lb


     

    DnD 5e SRD SRD

    Dagger

    Melee Weapon Finesse, Light, Thrown Common

    Type Damage Damage Range Properties
    Simple 1d4 Piercing 20/60 ft Finesse, Light, Thrown

    Cost: 2 gp Weight: 1 lb


     

    DnD 5e SRD SRD

    Sling

    Ranged Weapon Ammunition Common

    Type Damage Damage Range Properties
    Simple 1d4 Bludgeoning 30/120 ft Ammunition

    Cost: 1 sp


     

    SRD

    Cloak of Protection

    Adventuring Gear Wondrous Item, Shoulders Uncommon (this item requires attunement)

    You gain a +1 bonus to AC and Saving Throws while you wear this cloak.

    Type AC STR Req. Stealth Dis. Properties
    None +1, Saving Throws +1


     

    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.

    Infernal Tiefling

    Ability Score Increase +2 Cha, +1 Int
    Size Medium
    Speed 30 ft

    Age

    Tieflings mature at the same rate as humans but live a few years longer.  

    Alignment

    Tieflings might not have an innate tendency toward evil, but many of them end up there. Evil or not, an independent nature inclines many tieflings toward a chaotic alignment.  

    Darkvision

    Thanks to your infernal heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.  

    Hellish Resistance

    You have resistance to fire damage.  

    Infernal Legacy

    You know the thaumaturgy cantrip. When you reach 3rd level, you can cast the hellish rebuke spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the darkness spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.

    Languages. Common and Infernal

    Statblocks for companions, followers and other allies.

    Statblocks for your spells.

    Level 0 Spells

    PHB

    Druidcraft

    0-level (Cantrip) Transmutation

    Casting Time 1 Action
    Range 30 feet
    Duration Instantaneous
    Components V S

    Whispering to the spirits of nature, you create one of the following effects within range:

    •  You create a tiny, harmless sensory effect that predicts what the weather will be at your location for the next 24 hours. The effect might manifest as a golden orb for clear skies, a cloud for rain, falling snowflakes for snow, and so on. this effect persists for 1 round.
    •  You instantly make a flower blossom, a seed pod open, or a leaf bud bloom.
    •  you create an instantaneous, harmless sensory effect, such as falling leaves, a puff of wind, the sound of a small animal, or the faint odor of skunk. THe effect must fit in a 5-foot cube.
    •  You instantly light or snuff out a candle, a torch, or a small campfire.

     

    Class(es): Druid

    PHB

    Produce Flame

    0-level (Cantrip) Conjuration

    Casting Time 1 Action
    Range Self
    Duration 10 Minutes
    Components V, S

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

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

    Ice Magic

    Frostbite

    0-level (Cantrip) Evocation

    Casting Time: 1 action
    Range/Area: 60 feet
    Components: V, S
    Duration: Instantaneous
    You cause numbing frost to form on one creature that you can see within range. The target must make a Constitution saving throw. On a failed save, the target takes 1d6 cold damage, and it has disadvantage on the next weapon attack roll it makes before the end of its next turn.
    At higher levels: The spell's damage increases by 1d6 when you reach 5th level 2d6 , 11th level 3d6 , and 17th level 4d6 .
    Available for: Artificer, Druid, Sorcerer, Warlock, Wizard

    PHB

    Thaumaturgy

    0-level (Cantrip) Transmutation

    Casting Time 1 Action
    Range 30ft
    Duration Up to 1 Minute
    Components V

    You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical effects within range:

    • Your voice booms up to three times as loud as normal for 1 minute.
    • You cause flames to flicker, brighten, dim, or change color for 1 minute.
    • You cause harmless tremors in the ground for 1 minute.
    • You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers.
    • You instantaneously cause an unlocked door or window to fly open or slam shut.
    • You alter the appearance of your eyes for 1 minute.
    If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action.

    Class(es): Cleric, Sorcerer (Divine Soul)

    Level 1 Spells

    PHB

    Cure Wounds

    1-level Evocation

    Casting Time 1 Action
    Range Touch
    Duration Instantaneous
    Components V, S

    A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
    At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.

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

    PHB

    Faerie Fire

    1-level Evocation

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

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

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

    PHB

    Ice Knife

    1-level Conjuration

    Casting Time 1 Action
    Range 60ft
    Duration Instantaneous
    Components S, M
    Materials A drop of water or piece of ice

    You create a shard of ice and fling it at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 piercing damage. Hit or miss, the shard then explodes. The target and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 2d6 cold damage
    At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the cold damage increases by 1d6 for each slot level above 1st.

    Class(es): Druid, Sorcerer, Wizard, Fighter (Eldritch Knight), Rogue (Arcane Trickster)

    PHB

    Speak with Animals

    1-level Abjuration

    Casting Time 1 Action
    Range Self
    Duration 10 Minutes
    Components V, S

    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.

    Class(es): Bard, Druid, Ranger, Barbarian (Path of the Totem Warrior), Cleric (Nature Domain), Paladin (Oath of the Ancients)

    PHB

    Burning Hands

    1-level Evocation

    Casting Time 1 Action
    Range Self (15ft cone)
    Duration Instantaneous
    Components V, S

    As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one.   The fire ignites any flammable objects in the area that aren't being worn or carried.
    At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

    Class(es): Sorcerer, Wizard, Cleric (Light Domain), Fighter (Eldritch Knight), Monk (Way of the Four Elements), Monk (Way of the Sun Soul), Rogue (Arcane Trickster), Warlock (The Fiend)

    PHB, page 231

    Detect Magic

    1-level Divination (ritual)

    Casting Time 1 action
    Range Self
    Duration Concentration, 10 minutes
    Components V, S

    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 is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

    Class(es): Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Wizard

    Nature Magic

    Entangle

    1-level Conjuration

    Casting Time: 1 Action
    Range/Area: 90 feet
    Components: V, S
    Duration: Concentration, up to 1 minute
    Grasping weeds and vines sprout from the ground in a 20-foot square starting from a point within range. For the duration, these plants turn the ground in the area into difficult terrain.   A creature in the area when you cast the spell must succeed on a Strength saving throw or be restrained by the entangling plants until the spell ends. A creature restrained by the plants can use its action to make a Strength check against your spell save DC. On a success, it frees itself.   When the spell ends, the conjured plants wilt away.
    Available for: Druid

    Player's Handbook

    Healing Word

    1-level Necromancy

    Casting Time 1 bonus action
    Range 60 feet
    Duration Instantaneous
    Components V

    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.

    Class(es): Bard, Cleric, Druid

    Level 2 Spells

    PHB

    Hellish Rebuke

    1-level Evocation

    Casting Time 1 reaction, which you take in response to being damaged by a creature within 60 feet of you that you can see
    Range 60ft
    Duration Instantaneous
    Components V, S

    You point your finger, and the creature that damaged you is momentarily surrounded by hellish flames. The creature must make a Dexterity saving throw. It takes 2d10 fire damage on a failed save, or half as much damage on a successful one.
    At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.

    Class(es): Warlock, Paladin (Oathbreaker)

    PHB

    Flaming Sphere

    2-level Conjuration

    Casting Time 1 Action
    Range 60ft
    Duration Concentration, up to 1 Minute
    Components V, S, M
    Materials a bit of tallow, a pinch of brimstone, and a dusting of powdered iron

    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.

    Class(es): Druid, Wizard, Cleric (Light Domain), Fighter (Eldritch Knight), Rogue (Arcane Trickster), Warlock (The Celestial)

    PHB

    Scorching Ray

    2-level Evocation

    Casting Time 1 Action
    Range 120ft
    Duration Instantaneous
    Components V, S

    You create three rays of fire and hurl them at targets within range. You can hurl them at one target or several.   Make a ranged spell attack for each ray. On a hit, the target takes 2d6 fire damage.
    At higher levels: When you cast this spell using a spell slot of 3rd level or higher, you create one additional ray for each slot level above 2nd.

    Class(es): Sorcerer, Wizard, Artificer (Artillerist), Cleric (Light Domain), Fighter (Eldritch Knight), Rogue (Arcane Trickster), Warlock (The Fiend)

    Barkskin

    2-level Transmutation

    Casting Time 1 Action
    Range Touch
    Duration Concentration, up to 1 Hour
    Components V, S, M
    Materials handful of oak bark

    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.

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

    Darkness

    2-level Evocation

    Casting Time 1 Action
    Range 60ft
    Duration Concentration, Up to Ten Minutes
    Components V, M
    Materials bat fur and a drop of pitch or piece of coal

    Magical darkness spreads from a point you choose within range to fill a 15-foot-radius sphere for the duration. The darkness spreads around corners. A creature with darkvision can't see through this darkness, and nonmagical light can't illuminate it.   If the point you choose is on an object you are holding or one that isn't being worn or carried, the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness.   If any of this spell's area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.

    Class(es): Sorcerer, Warlock, Wizard, Druid (Circle of the Land (Swamp)), Fighter (Eldritch Knight), Monk (Way of Shadow), Paladin (Oathbreaker), Rogue (Arcane Trickster)

    Level 3 Spells

    Plant Growth

    3-level Transmutation

    Casting Time 1 Action or 8 hours
    Range 150 ft.
    Duration Instantaneous
    Components V, S

    This spell channels vitality into plants within a specific area. There are two possible uses for the spell, granting either immediate or long-term benefits.   If you cast this spell using 1 action, choose a point within range. All normal plants in a 100-foot radius centered on that point become thick and overgrown. A creature moving through the area must spend 4 feet of movement for every 1 foot it moves.   You can exclude one or more areas of any size within the spell’s area from being affected.   If you cast this spell over 8 hours, you enrich the land. All plants in a half-mile radius centered on a point within range become enriched for 1 year. The plants yield twice the normal amount of food when harvested.

    Class(es): Bard, Druid, Ranger

    Player's Handbook, 272

    Revivify

    3-level Necromancy

    Casting Time 1 Action
    Range Touch
    Duration Instantaneous
    Components V, S, M
    Materials Diamonds worth 300 gp, which the spell consumes.

    Damage Type: None   Attack/Save Throw: None   Description: You touch a creature that has died within the last minute. That creature returns to life with 1 hit point. This spell can't return to life a creature that has died of old age, nor can it restore any missing body parts.

    Class(es): Paladin

    Sleet Storm

    3-level Conjuration

    Casting Time 1 Action
    Range 150 ft.
    Duration Concentration, 1 Minute
    Components V, S, M
    Materials A pinch of dust and a few drops of water

    Until the spell ends, freezing rain and sleet fall in a 20-foot-tall cylinder with a 40-foot radius centered on a point you choose within range. The area is heavily obscured, and exposed flames in the area are doused.   The ground in the area is covered with slick ice, making it difficult terrain. When a creature enters the spell's area for the first time on a turn or starts its turn there, it must make a Dexterity saving throw. On a failed save, it falls prone.   If a creature starts its turn in the spell's area and is concentrating on a spell, the creature must make a successful Constitution saving throw against your spell save DC or lose concentration.

    Class(es): Druid, Sorcerer, Wizard

    PHB

    Call Lightning

    3-level Conjuration

    Casting Time: 1 action
    Range/Area: 120ft
    Components: Verbal, Somatic
    Duration: Concentration, Concentration, up to 10 minutes
    A storm cloud appears in the shape of a cylinder that is 10 feet tall with a 60-foot radius, centered on a point you can see 100 feet directly above you. The spell fails if you can’t see a point in the air where the storm cloud could appear (for example, if you are in a room that can’t accommodate the cloud). When you cast the spell, choose a point you can see within range. A bolt of lightning flashes down from the cloud to that point. Each creature within 5 feet of that point must make a Dexterity saving throw. A creature takes 3d10 lightning damage on a failed save, or half as much damage on a successful one. On each of your turns, until the spell ends, you can use your action to call down lightning in this way again, targeting the same point or a different one.   If you are outdoors in stormy conditions when you cast this spell, the spell gives you control over the existing storm instead of creating a new one. Under such conditions, the spell’s damage increases by 1d10 .
    At higher levels: When you cast this spell using a spell slot of 4th or higher level, the damage increases by 1d10 for each slot level above 3rd.
    Available for: Druid

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

    Bag of Holding

    Wondrous Item Uncommon

    This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action.

    If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate.

    Placing a bag of holding inside an extradimensional space created by a Handy Haversack, Portable Hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened.

    Weight: 15lb


     

    DnD 5e SRD

    Bedroll

    Adventuring Gear Common

    You never know where you’re going to sleep, and a bedroll helps you get better sleep in a hayloft or on the cold ground. A bedroll consists of bedding and a blanket thin enough to be rolled up and tied. In an emergency, it can double as a stretcher.

    Cost: 1gp Weight: 7lb


     

    DnD 5e SRD

    Backpack

    Adventuring Gear Common

    A backpack is a leather pack carried on the back, typically with straps to secure it. A backpack can hold 1 cubic foot/ 30 pounds of gear.   You can also strap items, such as a bedroll or a coil of rope, to the outside of a backpack.

    Cost: 2gp Weight: 5lb


     

    DnD 5e SRD

    Healer's Kit

    Adventuring Gear Common

    This kit is a leather pouch containing bandages, salves, and splints. The kit has ten uses. As an action, you can expend one use o f the kit to stabilize a creature that has 0 hit points, without needing to make a Wisdom (Medicine) check.

    Cost: 3gp Weight: 5lb


     

    Herbalism Kit

    Tool Varies

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

    Cost: 5gp Weight: 3lbs


     

    DnD 5e SRD

    Mess Kit

    Adventuring Gear Common

    This tin box contains a cup and simple cutlery. The box clamps together, and one side can be used as a cooking pan and the other as a plate or shallow bowl.

    Cost: 2sp Weight: 1lb


     

    DnD 5e SRD

    Tinderbox

    Adventuring Gear Common

    This small container holds flint, fire steel, and tinder (usually dry cloth soaked in light oil) used to kindle a fire. Using it to light a torch -- or anything else with abundant, exposed fuel -- takes an action. Lighting any other fire takes 1 minute.

    Cost: 5sp Weight: 1lb


     

    DnD 5e SRD

    Torch

    Adventuring Gear Common

    A torch burns for 1 hour, providing bright light in a 20-foot radius and dim light for an additional 20 feet. If you make a melee attack with a burning torch and hit, it deals 1 fire damage.

    Cost: 1cp Weight: 1lb


     

    DnD 5e SRD

    Waterskin

    Adventuring Gear Common

    A waterskin can hold 4 pints of liquid.

    Cost: 2sp Weight: 5lb


     

    DnD 5e SRD

    Rope, Hempen

    Adventuring Gear Common

    Rope, has 2 hit points and can be burst with a DC 17 Strength check.

    Cost: 1gp Weight: 10lb


     

    DnD 5e SRD

    Clothes, Common

    Adventuring Gear Common

    This set of clothes could consist of a loose shirt and baggy breeches, or a loose shirt and skirt or overdress. Cloth wrappings are used for shoes.

    Cost: 5sp Weight: 3lb


     

    Druidic Focus

    Spellcasting Focus

    Varies

    A druid can use a Sprig of Mistletoe (or holly) as a spellcasting focus, as described in the Spellcasting section.


    Sling Bullets

    Ammunition

    Common

    Sling bullets are used with a weapon that has the ammunition property to make a ranged attack. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.

    Cost: 4cp
    Weight: 1 1/2lbs

    DnD Basic Rules

    Potion of Healing

    Potion

    Common

    The potion’s red liquid glimmers when agitated.

    You regain 2d4+2 hit points when you drink this potion.

    Cost: 50 gp

    DnD 5e

    Potion of Healing (Greater)

    Potion

    Uncommon

    A character who drinks the magical red fluid in this vial regains 4d4+4 hit points. Drinking or administering a potion takes an action.


    Weight: 1/2 lb

    DnD 5e

    Potion of Healing (Superior)

    Potion

    Rare

    A character who drinks the magical red fluid in this vial regains 8d4+8 hit points. Drinking or administering a potion takes an action.


    Weight: 1/2 lb

    Diamond

    Trade Good

    Very Rare

    A transparent blue-white, canary, pink, brown, or blue gemstone.

    Cost: 5000gp

    Hamund Handbook Volume 1

    Dragon Scale

    Adventuring Gear

    Varies

    The notoriously hard scales of an ancient dragon. Harder than steel yet
    surprisingly light, it is the dream of every armoursmith to craft a suit from
    this legendary material. Getting them is easier said than done however, as
    not only must one kill an ancient dragon first, they must also manage to find
    and safely detach the right scales needeed to interlock into a functioning
    set of armour.

    Cost: Varies
    Weight: Varies

    DnD 5e SRD SRD

    Studded Leather Armor

    Light Armor Common

    Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes.

    Type AC STR Req. Stealth Dis. Properties
    Light 12 + Dex Modifier

    Cost: 45 gp Weight: 13 lb


     

    Created by

    Nightarcher1.

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