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Level 10 Leonin Druid, Circle of the Stars 64000

CHARACTER LEVEL, RACE, & CLASS EXPERIENCE


Yann
Outlander Yann
CHARACTER NAME BACKGROUND ALIGNMENT DEITY PLAYER NAME

STEALTH DISADVANTAGE

ARMOR Darkvision. You can see in dim light within 60 feet of you as if
STRENGTH Hide +1 17 it were bright light, and in darkness as if it were dim light.
PROFICIENCY BONUS +4 Druidic. You can use it to leave hidden messages. You and
10
SHIELD
AC others who know this language automatically spot such a
Sentinel Shield message. Others spot the message’s presence with a
N Cloak of Protection (1) successful DC 15 Perception check but can’t decipher it
CIE C

+1 Strength without magic.


Y
PROFI

+0 Spellcasting. You can cast druid spells as rituals. You can


+2 Dexterity
prepare 15 spells from the druid spell list. You can use a druidic
+4 Constitution ARMOR CLASS focus as your spellcasting focus.
DEXTERITY
✘ +5 Intelligence Wildshape (Action—2/Short Rest). You can magically assume
MAXIMUM HIT DICE TEMPORARY

12
the shape of a beast that you have seen before.You can stay in
✘ +10 Wisdom
83 10d8 a beast shape for 5 hours. You then revert to your normal form
+1 Charisma unless you expend another use of this feature. You can revert
to your normal form earlier by using a bonus action on your
CONDITIONAL
turn. You automatically revert if you fall unconscious, drop to 0
+1 hit points, or die.

CURRENT HIT POINTS Star Map. You've created a tiny star map as part of your study
of the heavens that can serve as a spellcasting focus for your
CONSTITUTION DEATH SAVING THROWS
druid spells.If you lose your map, you can perform a 1-hour
SAVING THROWS ceremony to magically create a replacement. This ceremony

16 SPEED FLY CLIMB SWIM can be performed during a short or long rest, and it destroys
N
CIE C the previous map.You can cast the augury and guiding bolt
+1 Acrobatics (Dex) 35ft. 0ft. 0ft. 0ft.
Y
PROFI

spells without expending a spell slot and without preparing the


RT

EXPE

VISION INSPIRATION EXHAUSTION spell (5/Long Rest), provided you use the star map as the
✘ +9 Animal Handling (Wis) spellcasting focus.
+3 +0 Arcana (Int) Darkvision
Starry Form (Action). You can expend a use of your Wild Shape
✘ +4 Athletics (Str) feature to take on a starry form rather than transforming into
a beast.This form sheds bright light in a 10- foot radius and dim
INTELLIGENCE +0 Deception (Cha) light for an additional 10 feet. The form lasts for 10 minutes or
until you’re incapacitated.Whenever you assume your starry

10 ✘
+0 History (Int)
+9 Insight (Wis)
form, choose which of the constellations glimmers on your
body.
Chalice (Starry Form). Whenever you cast a spell using a spell
+0 Intimidation (Cha) SPEED, SENSES, & CONDITIONS slot that restores hp to a creature, you or another creature
+0 +0 Investigation (Int) within 30 feet of you can regain 1d8+5 hp.

+5 Medicine (Wis) Claws. Your claws are natural weapons, which you Archer (Bonus Action—Starry Form). You can make a ranged
WISDOM
can use to make unarmed strikes. If you hit with spell attack, hurling a luminous arrow that targets a creature
+0 Nature (Int) them, you can deal 1d4 + 0 slashing damage. you can see within 60 feet of you. On a hit, the attack deals
1d8+5 radiant damage.

20 ✘ +9 Perception (Wis)
+0 Performance (Cha)
Daunting Roar (Bonus Action—1/Short Rest). You
can let out an especially menacing roar. Creatures
Dragon (Starry Form). When you make an Intelligence or a
Wisdom check or a Constitution save to maintain
+0 Persuasion (Cha) of your choice within 10 feet of you that can hear concentration on a spell, you can treat a roll of 9 or lower on
+5 +0 Religion (Int)
you must succeed on a DC 15 Wisdom save or the d20 as a 10.
become frightened of you until the end of your Cosmic Omen (Reaction—5/Long Rest). Whenever you finish a
+1 Sleight of Hand (Dex) next turn. long rest, you can consult your star map for omens. When you
CHARISMA do so, roll a d6. You gain one of the following possible omens
+1 Stealth (Dex) based on whether you rolled an even number or an odd
number on the d6:Weal (even). Whenever a creature you can
10 ✘ +9 Survival (Wis)
SKILLS
see within 30 feet of you makes an attack roll, a saving throw,
or an ability check, you can use roll a d6 and add the number
rolled to the total.Woe (odd). Whenever a creature you can
see within 30 feet of you makes an attack roll, a saving throw,
+0 19 PASSIVE PERCEPTION or an ability check, you can use roll a d6 and subtract the
number rolled from the total.
Full of Stars. While your Starry Form feature is active, you
ADVANTAGE
✘ become partially incorporeal, giving you resistance to
bludgeoning, piercing, and slashing damage.
INITIATIVE +1 1 Attack / Attack Action RACIAL TRAITS

NAME RANGE ATTACK DAMAGE / TYPE

FEATURES & TRAITS

Armor Proficiencies. Light Armor, Medium Armor,


Shields

Weapon Proficiencies. Club, Dagger, Dart, Javelin,


Mace, Quarterstaff, Scimitar, Sickle, Sling, Spear

Tool Proficiencies. Yarting, Herbalism kit

Languages. Common, Leonin, Sylvan, Druidic

ATTACKS & SPELLCASTING PROFICIENCIES & LANGUAGES

This character sheet was generated by the Aurora Builder.


Male 5'6" 175 lb.
GENDER AGE HEIGHT WEIGHT
Yann
CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS

You grew up in the wilds, far from civilization and the comforts of town and technology. You’ve witnessed the migration
of herds larger than forests, survived weather more extreme than any city-dweller could comprehend, and enjoyed the
solitude of being the only thinking creature for miles in any direction. The wilds are in your blood, whether you were a
I was, in fact, raised by wolves. nomad, an explorer, a recluse, a hunter-gatherer, or even a marauder. Even in places where you don’t know the specific
I watch over my friends as if they were a litter of features of the terrain, you know the ways of the wild.
newborn pups.

PERSONALITY TRAITS

Greater Good. It is each person’s responsibility to


make the most happiness for the whole tribe. (Good)

IDEAL

I am the last of my tribe, and it is up to me to ensure


their names enter legend.

BOND

I remember every insult I’ve received and nurse a


silent resentment toward anyone who’s ever
wronged me.

FLAW BACKGROUND STORY

Wanderer
You have an excellent memory for maps and
geography, and you can always recall the general
layout of terrain, settlements, and other features
around you. In addition, you can find food and fresh
water for yourself and up to five other people each
day, provided that the land offers berries, small
game, water, and so forth.

BACKGROUND FEATURE

TRINKET
ADDITIONAL FEATURES

This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
ADVENTURING GEAR # lb MAGIC ITEMS # lb Cloak of Protection. You gain a +1 bonus to AC and
Explorer’s Pack 1 10 [Hide +1] 1 12 saving throws while you wear this cloak.
[Yarting] 1 2 [Sentinel Shield] 1 6
Herbalism Kit 1 3 [Cloak of Protection] 1 — Hide +1. You have a bonus to AC while wearing this
armor. The bonus is determined by its rarity.

Yarting. A southern instrument from Arnn and


Calimshan that is a Faerilnian analog to the guitar.
Numerous variations have spread across the continent.

Sentinel Shield. While holding this shield, you have


advantage on initiative rolls and Wisdom (Perception)
checks. The shield is emblazoned with a symbol of an
eye.

ATTUNED MAGIC ITEMS 1 / 3


VALUABLES — GEMS, ART OBJECTS, TRADE GOODS # lb

COPPER SILVER ELECTRUM GOLD PLATINUM

0 0 0 0 0

ENCUMBRANCE — LIFTING AND CARRYING

WEIGHT CARRIED CARRY CAPACITY PUSH, DRAG, LIFT

33 lb / 150 lb 300 lb

INVENTORY — ADVENTURING GEAR, ARMS, ARMOR, AND OTHER EQUIPMENT

ADDITIONAL TREASURE INVENTORY — ITEM DESCRIPTIONS & NOTES

#1 #2
STORED ITEM # lb. STORED ITEM # lb.

STORED ITEMS QUEST ITEMS & TRINKETS

This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
Wisdom +9 17 15

SPELLCASTING ABILITY SPELL ATTACK BONUS SAVING THROW DC SPELLS TO PREPARE


Druid, Circle of the Stars

CANTRIPS Druidcraft Frostbite


Poison Spray Shape Water

1ST LEVEL 4 SPELL SLOTS Absorb Elements Absorb Elements


Animal Friendship Beast Bond Beast Bond
Charm Person Create or Destroy Water Cure Wounds
Detect Magic Detect Poison and Disease Earth Tremor
Earth Tremor Entangle Faerie Fire
Fog Cloud Goodberry Guiding Hand
Healing Word Ice Knife Ice Knife
Jump Longstrider Purify Food and Drink
Snare Speak with Animals Thunderwave
Wild Cunning

2ND LEVEL 3 SPELL SLOTS Animal Messenger Barkskin


Beast Sense Darkvision Dust Devil
Dust Devil Earthbind Earthbind
Enhance Ability Find Traps Flame Blade
Flaming Sphere Gust of Wind Healing Spirit
Heat Metal Hold Person Lesser Restoration
Locate Animals or Plants Locate Object Moonbeam
Pass without Trace Protection from Poison Skywrite
Skywrite Spike Growth Summon Bestial Spirit
Warding Wind Warding Wind

3RD LEVEL 3 SPELL SLOTS Call Lightning Conjure Animals


Daylight Dispel Magic Erupting Earth
Erupting Earth Feign Death Flame Arrows
Flame Arrows Meld into Stone Plant Growth
Protection from Energy Sleet Storm Speak with Plants
Summon Fey Spirit Tidal Wave Tidal Wave
Wall of Water Wall of Water Water Breathing
Water Walk Wind Wall

4TH LEVEL 3 SPELL SLOTS Blight Charm Monster


Confusion Conjure Minor Elementals Conjure Woodland Beings
Control Water Dominate Beast Elemental Bane
Elemental Bane Freedom of Movement Giant Insect
Grasping Vine Guardian of Nature Hallucinatory Terrain
Ice Storm Locate Creature Polymorph
Stone Shape Stoneskin Summon Elemental Spirit
Wall of Fire Watery Sphere Watery Sphere
Wisdom +9 17 15

SPELLCASTING ABILITY SPELL ATTACK BONUS SAVING THROW DC SPELLS TO PREPARE


Druid, Circle of the Stars

5TH LEVEL 2 SPELL SLOTS Antilife Shell Awaken


Commune with Nature Conjure Elemental Contagion
Control Winds Control Winds Geas
Greater Restoration Insect Plague Maelstrom
Maelstrom Mass Cure Wounds Planar Binding
Reincarnate Scrying Transmute Rock
Transmute Rock Tree Stride Wall of Stone
Wrath of Nature
Druidcraft Frostbite Poison Spray
Transmutation Cantrip Evocation Cantrip Conjuration Cantrip

CASTING TIME 1 action CASTING TIME 1 action CASTING TIME 1 action


RANGE 30 feet RANGE 60 feet RANGE 10 feet
DURATION Instantaneous DURATION Instantaneous DURATION Instantaneous
COMPONENTS V, S COMPONENTS V, S COMPONENTS V, S

Whispering to the spirits of nature, you create one of the following You cause numbing frost to form on one creature that you can see You extend your hand toward a creature you can see within range
effects within range: within range. The target must make a Constitution saving throw. On a and project a puff of noxious gas from your palm. The creature must
• You create a tiny, harmless sensory effect that predicts what the failed save, the target takes 1d6 cold damage, and it has succeed on a Constitution saving throw or take 1d12 poison damage.
weather will be at your location for the next 24 hours. The effect disadvantage on the next weapon attack roll it makes before the end This spell’s damage increases by 1d12 when you reach 5th level
might manifest as a golden orb for clear skies, a cloud for rain, falling of its next turn. (2d12), 11th level (3d12), and 17th level (4d12).
snowflakes for snow, and so on. This effect persists for 1 round. The spell’s damage increases by 1d6 when you reach 5th level
• You instantly make a flower blossom, a seed pod open, or a leaf (2d6), 11th level (3d6), and 17th level (4d6).
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.

Spellcasting (Druid) Player’s Handbook Spellcasting (Druid) Princes of the Apocalypse Spellcasting (Druid) Player’s Handbook

Shape Water
Transmutation Cantrip

CASTING TIME 1 action


RANGE 30 feet
DURATION Instantaneous or 1 hour (see below)
COMPONENTS S

You choose an area of water that you can see within range and that
fits within a 5-foot cube. You manipulate it in one of the following
ways:
• You instantaneously move or otherwise change the flow of the
water as you direct, up to 5 feet in any direction. This movement
doesn’t have enough force to cause damage.
• You cause the water to form into simple shapes and animate at
your direction. This change lasts for 1 hour.
• You change the water’s color or opacity. The water must be
changed in the same way throughout. This change lasts for 1 hour.
• You freeze the water, provided that there are no creatures in it.
The water unfreezes in 1 hour.

If you cast this spell multiple times, you can have no more than two
of its non-instantaneous effects active at a time, and you can dismiss
such an effect as an action.

Spellcasting (Druid) Princes of the Apocalypse


Explorer’s Pack Cloak of Protection Hide +1
Equipment Packs Wondrous Items Armor

Includes a backpack, a bedroll, a mess kit, a tinderbox, 10 You gain a +1 bonus to AC and saving throws while you You have a bonus to AC while wearing this armor. The
torches, 10 days of rations, and a waterskin. The pack also wear this cloak. bonus is determined by its rarity.
has 50 feet of hempen rope strapped to the side of it.

10 lbs. Player’s Handbook 0 lb. Dungeon Master’s Guide 12 lb. Dungeon Master’s Guide

Yarting Herbalism Kit Sentinel Shield


Musical Instruments Tools Armor

A southern instrument from Arnn and Calimshan that is a Proficiency with an herbalism kit allows you to identify plants While holding this shield, you have advantage on initiative
Faerilnian analog to the guitar. Numerous variations have and safely collect their useful elements. rolls and Wisdom (Perception) checks. The shield is
spread across the continent. Components. An herbalism kit includes pouches to store emblazoned with a symbol of an eye.
herbs, clippers and leather gloves for collecting plants, a mortar
and pestle, and several glass jars.
Arcana. Your knowledge of the nature and uses of herbs can
add insight to your magical studies that deal with plants and
your attempts to identify potions.
Investigation. When you inspect an area overgrown with
plants, your proficiency can help you pick out details and clues
that others might miss.
Medicine. Your mastery of herbalism improves your ability to
treat illnesses and wounds by augmenting your methods of
care with medicinal plants.
Nature and Survival. When you travel in the wild, your skill
in herbalism makes it easier to identify plants and spot sources
of food that others might overlook.
Identify Plants. You can identify most plants with a quick
inspection of their appearance and smell.
HERBALISM KIT
Activity DC
Find plants 15
Identify poison 20

2 lbs. Sword Coast Adventurer’s Guide 3 lbs. Player’s Handbook 6 lb. Dungeon Master’s Guide
Darkvision Claws Daunting Roar
Vision Racial Trait Racial Trait

Many creatures in the worlds of D&D, especially those that Your claws are natural weapons, which you can use to As a bonus action, you can let out an especially menacing
dwell underground, have darkvision. Within a specified make unarmed strikes. If you hit with them, you can deal roar. Creatures of your choice within 10 feet of you that
range, a creature with darkvision can see in darkness as if slashing damage equal to 1d4 + your Strength modifier, can hear you must succeed on a Wisdom saving throw or
the darkness were dim light, so areas of darkness are only instead of the bludgeoning damage normal for an unarmed become frightened of you until the end of your next turn.
lightly obscured as far as that creature is concerned. strike. The DC of the save equals 8 + your proficiency bonus + your
However, the creature can’t discern color in darkness, only Constitution modifier. Once you use this trait, you can’t use
shades of gray. it again until you finish a short or long rest.

Leonin Player’s Handbook Leonin Mythic Odysseys of Theros Leonin Mythic Odysseys of Theros

Druidic Spellcasting Wildshape


Class Feature Class Feature Class Feature

You know Druidic, the secret language of druids. You can Drawing on the divine essence of nature itself, you can cast spells to shape Starting at 2nd level, you can use your action to magically assume the shape of a
that essence to your will. beast that you have seen before. You can use this feature twice. You regain expended
speak the language and use it to leave hidden messages. CANTRIPS uses when you finish a short or long rest.
You and others who know this language automatically spot At 1st level, you know two cantrips of your choice from the druid spell list. 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
such a message. Others spot the message’s presence with a You learn additional druid cantrips of your choice at higher levels, as shown in has a challenge rating of 1/4 or lower that doesn’t have a flying or swimming speed.
the Cantrips Known column of the Druid table.
successful DC 15 Wisdom (Perception) check but can’t PREPARING AND CASTING SPELLS
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
decipher it without magic. The Druid table shows how many spell slots you have to cast your druid of this feature. You can revert to your normal form earlier by using a bonus action on
spells of 1st level and higher. To cast one of these druid spells, you must your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.
expend a slot of the spell’s level or higher. You regain all expended spell slots While you are transformed, the following rules apply:
when you finish a long rest. • Your game statistics are replaced by the statistics of the beast, but you retain
You prepare the list of druid spells that are available for you to cast, your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also
choosing from the druid spell list. When you do so, choose a number of druid retain all of your skill and saving throw proficiencies, in addition to gaining those of
spells equal to your Wisdom modifier + your druid level (minimum of one 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
spell). The spells must be of a level for which you have spell slots. has any legendary or lair actions, you can't use them.
For example, if you are a 3rd-level druid, you have four 1st-level and two • When you transform, you assume the beast’s hit points and Hit Dice. When you
2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can revert to your normal form, you return to the number of hit points you had before
include six spells of 1st or 2nd level, in any combination. If you prepare the you transformed. However, if you revert as a result of dropping to 0 hit points, any
1st-level spell cure wounds, you can cast it using a 1st-level or 2nd-level slot. excess damage carries over to your normal form. For example, if you take 10 damage
Casting the spell doesn’t remove it from your list of prepared spells. in animal form and have only 1 hit point left, you revert and take 9 damage. As long
You can also change your list of prepared spells when you finish a long rest. as the excess damage doesn’t reduce your normal form to 0 hit points, you aren’t
Preparing a new list of druid spells requires time spent in prayer and knocked unconscious.
meditation: at least 1 minute per spell level for each spell on your list. • You can’t cast spells, and your ability to speak or take any action that requires
SPELLCASTING ABILITY 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
Wisdom is your spellcasting ability for your druid spells, since your magic taking actions that are part of a spell, such as call lightning, that you’ve already cast.
draws upon your devotion and attunement to nature. You use your Wisdom • You retain the benefit of any features from your class, race, or other source and
whenever a spell refers to your spellcasting ability. In addition, you use your can use them if the new form is physically capable of doing so. However, you can’t
Wisdom modifier when setting the saving throw DC for a druid spell you cast use any of your special senses, such as darkvision, unless your new form also has that
and when making an attack roll with one. sense.
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier • You choose whether your equipment falls to the ground in your space, merges
Spell attack modifier = your proficiency bonus + your Wisdom modifier into your new form, or is worn by it. Worn equipment functions as normal, but the
RITUAL CASTING DM decides whether it is practical for the new form to wear a piece of equipment,
You can cast a druid spell as a ritual if that spell has the ritual tag and you based on the creature’s shape and size. Your equipment doesn’t change size or shape
have the spell prepared. 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
SPELLCASTING FOCUS effect until you leave the form.

Druid Player’s Handbook Druid Player’s Handbook Druid Player’s Handbook

Star Map Starry Form Chalice


Archetype Feature Archetype Feature Archetype Feature

2nd-level Circle of the Stars feature 2nd-level Circle of the Stars feature A constellation of a life-giving goblet appears on you.
You've created a star map as part of your study of the You gain the ability to harness constellations’ power to alter Whenever you cast a spell using a spell slot that restores hit
heavens. The map is a Tiny object and can serve as a your form. As an action, you can expend a use of your Wild points to a creature, you or another creature within 30 feet
spellcasting focus for your druid spells. You decide what form Shape feature to take on a starry form rather than of you can regain hit points equal to 1d8 + half your level in
the object takes, or you can determine what it is by rolling on transforming into a beast. this class.
the Star Map table. While in your starry form, you retain your game statistics,
STAR MAP but your body takes on a luminous, starlike quality; your joints
d6 Map Form glimmer like stars, and glowing lines connect them as on a star
1 A scroll of living wood that aligns with heavenly bodies chart. This form sheds bright light in a 10- foot radius and dim
2 A stone tablet with fine holes drilled through it light for an additional 10 feet. The form lasts for 10 minutes or
3 A speckled owlbear hide, tooled with raised marks until you’re incapacitated.
4 A collection of maps bound in an ebony cover Whenever you assume your starry form, choose which of the
5 A crystal that projects starry patterns when placed following constellations glimmers on your body; your choice
before a light gives you certain benefits while in the form:
6 Tempered glass disks that align to depict constellations • Chalice.
• A constellation of a life-giving goblet appears on you.
If you lose your map, you can perform a 1-hour ceremony to Whenever you cast a spell using a spell slot that restores hit
magically create a replacement. This ceremony can be points to a creature, you or another creature within 30 feet of
performed during a short or long rest, and it destroys the you can regain hit points equal to 1d8 + half your level in this
previous map. class.
You can cast the augury and guiding bolt spells without • Archer.
expending a spell slot and without preparing the spell, • A constellation of an archer appears on you. You gain a
provided you use the star map as the spellcasting focus. You bonus action that you can use to make a ranged spell attack,
can cast a spell from the map in this way a number of times hurling a luminous arrow that targets a creature you can see
equal to your Wisdom modifier (minimum of once), and you within 60 feet of you. On a hit, the attack deals radiant damage
regain all expended uses when you finish a long rest. equal to 1d8 + your Wisdom modifier.
• Dragon.
• A constellation of a wise, ancient dragon appears on you.
When you make an Intelligence or a Wisdom check or a
Circle of the Stars Unearthed Arcana: Subclasses, Part 3 Circle of the Stars Unearthed Arcana: Subclasses, Part 3 Starry Form Unearthed Arcana: Subclasses, Part 3
Archer Dragon Cosmic Omen
Archetype Feature Archetype Feature Archetype Feature

A constellation of an archer appears on you. You gain a A constellation of a wise, ancient dragon appears on you. 6th-level Circle of the Stars feature
bonus action that you can use to make a ranged spell When you make an Intelligence or a Wisdom check or a You learn to use your star map to divine the will of the
attack, hurling a luminous arrow that targets a creature you Constitution saving throw to maintain concentration on a cosmos. Whenever you finish a long rest, you can consult
can see within 60 feet of you. On a hit, the attack deals spell, you can treat a roll of 9 or lower on the d20 as a 10. your star map for omens. When you do so, roll a d6. You
radiant damage equal to 1d8 + your Wisdom modifier. gain one of the following possible omens based on whether
you rolled an even number or an odd number on the d6:
• Weal (even).
• Whenever a creature you can see within 30 feet of
you makes 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 makes 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


Wisdom modifier, and you regain all expended uses when
you finish a long rest.

Starry Form Unearthed Arcana: Subclasses, Part 3 Starry Form Unearthed Arcana: Subclasses, Part 3 Circle of the Stars Unearthed Arcana: Subclasses, Part 3

Full of Stars
Archetype Feature

10th-level Circle of the Stars feature


While your Starry Form feature is active, you become
partially incorporeal, giving you resistance to bludgeoning,
piercing, and slashing damage.

Circle of the Stars Unearthed Arcana: Subclasses, Part 3

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