Download as pdf or txt
Download as pdf or txt
You are on page 1of 7

Circle of Spores Druid 8, Mo… Ruined

CLASS & LEVEL BACKGROUND PLAYER NAME


Gregor Samsa
High Elf
RACE ALIGNMENT EXPERIENCE POINTS
CHARACTER NAME

INSPIRATION

STRENGTH
18 3 30 ft.
0 3 PROFICIENCY BONUS

10 PERSONALITY TRAITS

Hit Point Maximum 79

DEXTERITY
0 Strength

3 3
3
Dexterity CURRENT HIT POINTS

Constitution
16 4 Intelligence IDEALS

8 Wisdom

CONSTITUTION 1 Charisma
TEMPORARY HIT POINTS

3 SAVING THROWS

16 3 Acrobatics (Dex)
BONDS
5 Animal Handling (Wis)
INTELLIGENCE 0 Arcana (Int)

0 0
1
Athletics (Str)

Deception (Cha) NAME ATK DAMAGE/TYPE

0 Monk Unarmed … +6 1d4+3 bludgeon…


10 History (Int)
5 Insight (Wis)
FLAWS
Quarterstaff +1 +4 1d6 Bludgeonin…
1 Intimidation (Cha)
WISDOM
0 Investigation (Int)

5
Quarterstaff +1 … +9 1d8+6 m. Bludg…
5 Medicine (Wis)
Darkvision
0 Nature (Int) ATTACKS & SPELLCASTING
Keen Senses
20 5 Perception (Wis)
Fey Ancestry
1 Performance (Cha)
CP SP EP GP PP Trance
CHARISMA
1 Persuasion (Cha)

1
0 Religion (Int) Elf Weapon Training
1 Quarterstaff +1
3 Sleight of Hand (Dex) Cantrip
6 Stealth (Dex) EQUIPMENT
Unarmored Defense
12 8 Survival (Wis)
Martial Arts
SKILLS
Armor Proficiency

Druidic
15 PASSIVE WISDOM (PERCEPTION)
Ritual Casting

Druidic

TOOL: Herbalism Kit Spellcasting

LANGUAGE: Common, Elvish, Any, Druidic Wild Shape


ARMOR: Light Armor, Medium Armor, Shields Wild Companion
WEAPON: Club, Dagger, Dart, Javelin, Mace,
Wild Shape Improvement
Quarterstaff, Scimitar, Shortsword, Sickle, Simple
Cantrip Versatility
weapons, Sling, Spear
Wild Shape Improvement
OTHER PROFICIENCIES & LANGUAGES
Circle of Spores

Fungal Infestation

ASI +1 dex&wis +2 cons

Still Standing

Tough

FEATURES & TRAITS


NAME ATK DAMAGE/TYPE
CP SP EP GP PP
Total: Total:

Total: Total:
ATTACKS & SPELLCASTING

Total: Total:

EQUIPMENT
WISDOM 16 8

SPELLCASTING SPELL SAVE DC SPELL ATTACK


SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 3 6 0

4 2 7 0
1 4

5 0 8 0
2 3

9 0
FEATURES & TRAITS
Darkvision Martial Arts Spellcasting
Accustomed to twilit forests and the night sky, you At 1st level, your practice of martial arts gives you Drawing on the divine essence of nature itself, you
have superior vision in dark and dim conditions. You mastery of combat styles that use unarmed strikes can cast spells to shape that essence to your will.
can see in dim light within 60 feet of you as if it were and monk weapons, which are shortswords and any See chapter 10 for the general rules of spellcasting
bright light, and in darkness as if it were dim light. You simple melee weapons that don’t have the two- and chapter 11 for the druid spell list. Cantrips[–] At
can't discern color in darkness, only shades of gray. handed or heavy property. You gain the following 1st level, you know two cantrips of your choice from
benefits while you are unarmed or wielding only monk the druid spell list. You learn additional druid cantrips
Keen Senses weapons and you aren’t wearing armor or wielding a of your choice at higher levels, as shown in the
You have proficiency in the Perception skill. shield: You can use Dexterity instead of Strength for Cantrips Known column of the Druid table. Preparing
the attack and damage rolls of your unarmed strikes and Casting Spells[–] The Druid table shows how
and monk weapons. You can roll a d4 in place of the many spell slots you have to cast your druid spells of
Fey Ancestry
normal damage of your unarmed strike or monk 1st level and higher. To cast one of these druid spells,
You have advantage on saving throws against being
weapon. This die changes as you gain monk levels, you must expend a slot of the spell's level or higher.
charmed, and magic can't put you to sleep.
as shown in the Martial Arts column of the Monk You regain all expended spell slots when you finish a
table. When you use the Attack action with an long rest. You prepare the list of druid spells that are
Trance unarmed strike or a monk weapon on your turn, you available for you to cast, choosing from the druid spell
Elves don't need to sleep. Instead, they meditate can make one unarmed strike as a bonus action. For list. When you do so, choose a number of druid spells
deeply, remaining semiconscious, for 4 hours a day. example, if you take the Attack action and attack with equal to your Wisdom modifier + your druid level
(The Common word for such meditation is "trance.") a quarterstaff, you can also make an unarmed strike (minimum of one spell). The spells must be of a level
While meditating, you can dream after a fashion; such as a bonus action, assuming you haven’t already for which you have spell slots. For example, if you are
dreams are actually mental exercises that have taken a bonus action this turn. Certain monasteries a 3rd-level druid, you have four 1st-level and two 2nd-
become reflexive through years of practice. After use specialized forms of the monk weapons. For level spell slots. With a Wisdom of 16, your list of
resting in this way, you gain the same benefit that a example, you might use a club that is two lengths of prepared spells can include six spells of 1st or 2nd
human does from 8 hours of sleep. If you meditate wood connected by a short chain (called a nunchaku) level, in any combination. If you prepare the 1st-level
during a long rest, you finish the rest after only 4 or a sickle with a shorter, straighter blade (called a spell cure wounds, you can cast it using a 1st-level or
hours. You otherwise obey all the rules for a long rest; kama). Whatever name you use for a monk weapon, 2nd-level slot. Casting the spell doesn't remove it
only the duration is changed. you can use the game statistics provided for the from your list of prepared spells. You can also change
weapon. your list of prepared spells when you finish a long
Elf Weapon Training rest. Preparing a new list of druid spells requires time
You have proficiency with the longsword, shortsword, Armor Proficiency spent in prayer and meditation: at least 1 minute per
shortbow, and longbow. Druids will not wear armor or use shields that are spell level for each spell on your list. Spellcasting
made of metal. Ability[–] Wisdom is your spellcasting ability for your
druid spells, since your magic draws upon your
Cantrip
devotion and attunement to nature. You use your
You know one cantrip of your choice from the wizard Druidic
Wisdom whenever a spell refers to your spellcasting
spell list. Intelligence is your spellcasting ability for it. You know Druidic, the secret language of druids. You
ability. In addition, you use your Wisdom modifier
can speak the language and use it to leave hidden
when setting the saving throw DC for a druid spell you
Unarmored Defense messages. You and others who know this language
cast and when making an attack roll with one. Spell
Beginning at 1st level, while you are wearing no automatically spot such a message. Others spot the
save DC = 8 + your proficiency bonus + your Wisdom
armor and not wielding a shield, your AC equals 10 + message's presence with a successful DC 15
modifier Spell attack modifier = your proficiency
your Dexterity modifier + your Wisdom modifier. Wisdom (Perception) check but can't decipher it
bonus + your Wisdom modifier Ritual Casting[–] You
without magic.
can cast a druid spell as a ritual if that spell has the
ritual tag and you have the spell prepared.
Ritual Casting Spellcasting Focus[–] You can use a druidic focus as
You can cast a druid spell as a ritual if that spell has a spellcasting focus for your druid spells.
the ritual tag and you have the spell prepared.

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 Wild Companion Circle of Spores
Starting at 2nd level, you can use your action to 2nd-level druid optional feature You gain the ability to Druids of the Circle of Spores find beauty in decay.
magically assume the shape of a beast that you have summon a spirit that assumes an animal form: as an They see within mold and other fungi the ability to
seen before. You can use this feature twice. You action, you can expend a use of your Wild Shape transform lifeless material into abundant, albeit
regain expended uses when you finish a short or long feature to cast the find familiar spell, without material somewhat strange, life. These druids believe that life
rest. Your druid level determines the beasts you can components. When you cast the spell in this way, the and death are parts of a grand cycle, with one leading
transform into, as shown in the Beast Shapes table. familiar is a fey instead of a beast, and the familiar to the other and then back again. Death isn't the end
At 2nd level, for example, you can transform into any disappears after a number of hours equal to half your of life, but instead a change of state that sees life shift
beast that has a challenge rating of 1/4 or lower that druid level. into a new form. Druids of this circle have a complex
doesn't have a flying or swimming speed. Beast relationship with the undead. Unlike most other
ShapesLevel | Max. CR | Limitations | Example | 2nd | Wild Shape Improvement druids, they see nothing inherently wrong with
1/4 | No flying or swimming speed | Wolf | 4th | 1/2 | At 4th level, your Wild Shape improves as shown on undeath, which they consider to be a companion to
No flying speed | Crocodile | 8th | 1 | — | Giant eagle | the Beast Shapes table. life and death. But these druids believe that the
You can stay in a beast shape for a number of hours natural cycle is healthiest when each segment of it is
equal to half your druid level (rounded down). You vibrant and changing. Undead that seek to replace all
Cantrip Versatility
then revert to your normal form unless you expend life with undeath, or that try to avoid passing to a final
4th-level druid optional feature Whenever you reach a
another use of this feature. You can revert to your rest, violate the cycle and must be thwarted. Circle
level in this class that grants the Ability Score
normal form earlier by using a bonus action on your Spells TCE p36[–] Your symbiotic link to fungus and
Improvement feature, you can replace one cantrip
turn. You automatically revert if you fall unconscious, your ability to tap into the cycle of life and death
you learned from this class's Spellcasting feature with
drop to 0 hit points, or die. While you are transformed, grants you access to certain spells. At 2nd level, you
another cantrip from the druid spell list.
the following rules apply: - Your game statistics are learn the chill touch cantrip. At 3rd, 5th, 7th, and 9th
replaced by the statistics of the beast, but you retain level you gain access to the spells listed for that level
your alignment, personality, and Intelligence, Wisdom, Wild Shape Improvement in the Circle of Spores Spells table. Once you gain
and Charisma scores. You also retain all of your skill At 8th level, your Wild Shape improves as shown on access to one of these spells, you always have it
and saving throw proficiencies, in addition to gaining the Beast Shapes table. prepared, and it doesn't count against the number of
those of the creature. If the creature has the same spells you can prepare each day. If you gain access
proficiency as you and the bonus in its stat block is to a spell that doesn't appear on the druid spell list,
higher than yours, use the creature's bonus instead of the spell is nonetheless a druid spell for you. Circle of
yours. If the creature has any legendary or lair Spores SpellsDruid Level | Circle Spells | 3rd |
actions, you can't use them. - When you transform, blindness/deafness, gentle repose | 5th | animate
you assume the beast's hit points and Hit Dice. When dead, gaseous form | 7th | blight, confusion | 9th |
you revert to your normal form, you return to the cloudkill, contagion | Halo of Spores TCE p36[–]
number of hit points you had before you transformed. Starting at 2nd level, you are surrounded by invisible,
However, if you revert as a result of dropping to 0 hit necrotic spores that are harmless until you unleash
points, any excess damage carries over to your them on a creature nearby. When a creature you can
normal form. For example, if you take 10 damage in see moves into a space within 10 feet of you or starts
animal form and have only 1 hit point left, you revert its turn there, you can use your reaction to deal 1d4
and take 9 damage. As long as the excess damage necrotic damage to that creature unless it succeeds
doesn't reduce your normal form to 0 hit points, you on a Constitution saving throw against your spell save
aren't knocked unconscious. - You can't cast spells, DC. The necrotic damage increases to 1d6 at 6th
and your ability to speak or take any action that level, 1d8 at 10th level, and 1d10 at 14th level.
requires hands is limited to the capabilities of your Symbiotic Entity TCE p36[–] At 2nd level, you gain
beast form. Transforming doesn't break your the ability to channel magic into your spores. As an
concentration on a spell you've already cast, action, you can expend a use of your Wild Shape
however, or prevent you from taking actions that are feature to awaken those spores, rather than
part of a spell, such as call lightning, that you've transforming into a beast form, and you gain 4
already cast. - You retain the benefit of any features temporary hit points for each level you have in this
from your class, race, or other source and can use class. While this feature is active, you gain the
them if the new form is physically capable of doing so. following benefits: - When you deal your Halo of
However, you can't use any of your special senses, Spores damage, roll the damage die a second time
such as darkvision, unless your new form also has and add it to the total. - Your melee weapon attacks
that sense. - You choose whether your equipment deal an extra 1d6 necrotic damage to any target they
falls to the ground in your space, merges into your hit. These benefits last for 10 minutes, until you lose
new form, or is worn by it. Worn equipment functions all these temporary hit points, or until you use your
as normal, but the DM decides whether it is practical Wild Shape again.
for the new form to wear a piece of equipment, based
on the creature's shape and size. Your equipment Fungal Infestation
doesn't change size or shape to match the new form, At 6th level, your spores gain the ability to infest a
and any equipment that the new form can't wear must corpse and animate it. If a beast or a humanoid that is
either fall to the ground or merge with it. Equipment Small or Medium dies within 10 feet of you, you can
that merges with the form has no effect until you use your reaction to animate it, causing it to stand up
leave the form. 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.
ASI +1 dex&wis +2 cons Still Standing Tough
+1 Dex +1 Wisdom You have weathered ruinous misfortune, and you Your hit point maximum increases by an amount
possess hidden reserves others don't expect. You equal to twice your level when you gain this feat.
gain the Alert, Skilled, or Tough feat (your choice). Whenever you gain a level thereafter, your hit point
Your choice of feat reflects how you've dealt with the maximum increases by an additional 2 hit points.
terrible loss that changed your life forever. If you've
kept your senses sharp for every opportunity and
climbed your way out of misery by seizing the tiniest
scrap of hope, choose Alert. If you've redoubled your
efforts to reclaim what was once yours, choose
Skilled. If you've stoically persevered through your
misfortune, select Tough.
SPELLS

You might also like