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Level 12 Warforged Druid, Circle of the Land 100000

CHARACTER LEVEL, RACE, & CLASS EXPERIENCE


Cipreste
Hermit Lawful Neutral Mateus
CHARACTER NAME BACKGROUND ALIGNMENT DEITY PLAYER NAME

STEALTH DISADVANTAGE

ARMOR Druidic. You can use it to leave hidden messages.


STRENGTH Leather of Force Resistance 15 You and others who know this language
automatically spot such a message. Others spot the
PROFICIENCY BONUS +4
8
SHIELD
AC message’s presence with a successful DC 15
Perception check but can’t decipher it without
N
CIE C
Integrated Protection (1) magic.
-1 Strength
Y
PROFI

-1 Spellcasting. You can cast druid spells as rituals. You


+3 Dexterity
can prepare 17 spells from the druid spell list. You
+2 Constitution ARMOR CLASS can use a druidic focus as your spellcasting focus.
DEXTERITY
✘ +5 Intelligence
MAXIMUM HIT DICE TEMPORARY Wildshape (Action—2/Short Rest). You can
16 ✘ +9 Wisdom

+0 Charisma
94 12d8 magically assume the shape of a beast that you
have seen before.You can stay in a beast shape for 6
CONDITIONAL
hours. You then revert to your normal form unless
you expend another use of this feature. You can
+3 revert to your normal form earlier by using a bonus
action on your turn. You automatically revert if you
CURRENT HIT POINTS fall unconscious, drop to 0 hit points, or die.
CONSTITUTION DEATH SAVING THROWS

SAVING THROWS
Natural Recovery (1/Long Rest). During a short
14 N
CIE C

+3 Acrobatics (Dex)
SPEED
30ft.
FLY
0ft.
CLIMB
0ft.
SWIM
0ft.
rest, you choose expended spell slots to recover.
The spell slots can have a combined level of 6, and
Y
PROFI

RT

EXPE

VISION INSPIRATION EXHAUSTION none of the slots can be 6th level or higher.
+5 Animal Handling (Wis)
+2 +1 Arcana (Int) Land’s Stride. Moving through nonmagical difficult
Resistances. Force, Poison terrain costs you no extra movement. You can also
✘ +3 Athletics (Str)
pass through nonmagical plants without being
INTELLIGENCE +0 Deception (Cha) slowed by them and without taking damage from
them if they have thorns, spines, or a similar hazard.
12 +1 History (Int)
+5 Insight (Wis)
You have advantage on saving throws against plants
that are magically created or manipulated to
impede movement, such those created by the
+0 Intimidation (Cha) SPEED, SENSES, & CONDITIONS entangle spell.
+1 +1 Investigation (Int)
Constructed Resilience. You have advantage on saving Nature’s Ward. You can’t be charmed or frightened
✘ +9 Medicine (Wis)
throws against being poisoned, and you have resistance by elementals or fey, and you are immune to poison
WISDOM ✘ +5 Nature (Int) to poison damage.You don’t need to eat, drink, or and disease.
breathe.You are immune to disease.You don’t need to
20 ✘ +9 Perception (Wis)
+0 Performance (Cha)
sleep, and magic can’t put you to sleep.
Sentry’s Rest. When you take a long rest, you must
+0 Persuasion (Cha) spend at least six hours in an inactive, motionless state,
+5 ✘ +5 Religion (Int)
rather than sleeping. In this state, you appear inert, but
it doesn’t render you unconscious, and you can see and
+3 Sleight of Hand (Dex)
hear as normal.
CHARISMA +3 Stealth (Dex) Integrated Protection. You can don only armor with
which you have proficiency. To don armor, you must
10 +5 Survival (Wis)
SKILLS
incorporate it into your body over the course of 1 hour,
during which you remain in contact with the armor. To
doff armor, you must spend 1 hour removing it. You can
rest while donning or doffing armor in this way.While
+0 19 PASSIVE PERCEPTION you live, your armor can’t be removed from your body
against your will.

ADVANTAGE

INITIATIVE +3 1 Attack / Attack Action RACIAL TRAITS

NAME RANGE ATTACK DAMAGE / TYPE


Enhanced Arcane Staff, +2 5 ft +3 vs AC 1d8-1 bludgeoning (Versatile)
Versatile
FEATURES & TRAITS

Armor Proficiencies. Light Armor, Medium Armor,


Shields
Weapon Proficiencies. Club, Dagger, Dart, Javelin,
Mace, Quarterstaff, Scimitar, Sickle, Sling, Spear
Tool Proficiencies. Alchemist’s supplies, Herbalism kit
Languages. Common, Elvish, Sylvan, Dwarvish, Giant,
Halfling, Draconic, Deep Speech, Druidic

ATTACKS & SPELLCASTING PROFICIENCIES & LANGUAGES

This character sheet was generated by the Aurora Builder.


Construct
GENDER AGE HEIGHT WEIGHT
Cipreste
CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS

You lived in seclusion—either in a sheltered community such as a monastery, or entirely a lone—for a formative part of
your life. In your time apart from the clamor of society, you found quiet, solitude, and perhaps some of the answers you
were looking for.
I’m oblivious to etiquette and social expectations.
I often get lost in my own thoughts and
contemplation, becoming oblivious to my
surroundings.

PERSONALITY TRAITS

Self-Knowledge. If you know yourself, there’s


nothing left to know. (Any)

IDEAL

My isolation gave me great insight into a great evil


that only I can destroy.

BOND

FLAW BACKGROUND STORY

Discovery
The quiet seclusion of your extended hermitage gave
you access to a unique and powerful discovery. The
exact nature of this revelation depends on the nature
of your seclusion. It might be a great truth about the
cosmos, the deities, the powerful beings of the outer
planes, or the forces of nature. It could be a site that
no one else has ever seen. You might have uncovered
a fact that has long been forgotten, or unearthed
some relic of the past that could rewrite history. It
might be information that would be damaging to the
people who or consigned you to exile, and hence the
reason for your return to society.
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 Enhanced Arcane Staff, +2. While holding this staff, a
Hide 1 12 [Enhanced Arcane Staff, +2] 1 4 creature gains a +2 bonus to spell attack rolls. In
[Leather of Force Resistance] 1 10 addition, the creature ignores half cover when making a
[Ioun Stone, Agility] 1 — spell attack.

Leather of Force Resistance. You have resistance to


force damage while you wear this armor.

Ioun Stone, Agility. Your Dexterity score increases by 2,


to a maximum of 20, while this deep red sphere orbits
your head.
An Ioun stone is named after Ioun, a god of knowledge
and prophecy revered on some worlds. Many types of
Ioun stone exist, each type a distinct combination of
shape and color.
When you use an action to toss one of these stones
into the air, the stone orbits your head at a distance of
1d3 feet and confers a benefit to you. Thereafter,
another creature must use an action to grasp or net the
stone to separate it from you, either by making a
successful attack roll against AC 24 or a successful DC 24
Dexterity (Acrobatics) check. You can use an action to
ATTUNED MAGIC ITEMS 3 / 3
seize and stow the stone, ending its effect.
VALUABLES — GEMS, ART OBJECTS, TRADE GOODS # lb A stone has AC 24, 10 hit points, and resistance to all
damage. It is considered to be an object that is being
worn while it orbits your head.

COPPER SILVER ELECTRUM GOLD PLATINUM

0 0 0 0 0

ENCUMBRANCE — LIFTING AND CARRYING

WEIGHT CARRIED CARRY CAPACITY PUSH, DRAG, LIFT

26 lb / 120 lb 240 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 +11 17 17

SPELLCASTING ABILITY SPELL ATTACK BONUS SAVING THROW DC SPELLS TO PREPARE


Druid, Circle of the Land

CANTRIPS Druidcraft Gust


Magic Stone Shillelagh Thorn Whip

1ST LEVEL 4 SPELL SLOTS ● Cure Wounds ● Entangle


● Speak with Animals Absorb Elements Absorb Elements
Acrid Delight Alter Arrow’s Fortune Animal Friendship
Anticipate Weakness Avoid Grievous Injury Beast Bond
Beast Bond Beguiling Gift Breathtaking Wind
Charm Person Create or Destroy Water Deep Breath
Detect Magic Detect Poison and Disease Duskwalk
Earth Tremor Earth Tremor Earthen Grip
Earthen Pillar Endurance Extract Foyson
Faerie Fire Fire Under the Tongue Fist of Stone
Flurry Fog Cloud Freeze Potion
Gliding Step Goat’s Hoof Charm Goodberry
Guiding Hand Healing Word Hearth Charm
Heavy Blow Hobble Mount Hunter's Pace
Ice Knife Ice Knife Inaudible
Interpret Bone Jump Last Breath
Longstrider Mend Flesh Mosquito Bane
Nightowl Purify Food and Drink Rot
Sandblast Seer’s Reaction Shed Skin
Shrill Whistle Skein of Vines Slashing Step
Slippery Fingers Snare Snowy Coat
Stanch Starlight Shroud Tenser’s Expedient Pit
Thin The Ice Thunderwave Trick Question
Wild Cunning Withered Sight Wolfsong
Zen Archery
Wisdom +11 17 17

SPELLCASTING ABILITY SPELL ATTACK BONUS SAVING THROW DC SPELLS TO PREPARE


Druid, Circle of the Land

2ND LEVEL 3 SPELL SLOTS ● Barkskin (Always Prepared) ● Healing Spirit


● Moonbeam ● Pass without Trace ● Spider Climb (Always Prepared)
Amorphous Form Analyze Blood Animal Messenger
Anticipate Attack Aura of Shade Avian Geyser
Beast Sense Caustic Blood Clearing the Field
Conjure Scarab Swarm Creeping Ice Darkvision
Decelerate Detect Dragons Detect Familiar
Distraction Cascade Dome of Night Dust Devil
Dust Devil Earth Ripple Earthbind
Earthbind Enhance Ability Find Traps
Flame Blade Flaming Sphere Gale of Obscurity
Glacious Gust of Wind Heartripper
Heartstrike Heat Metal Hold Person
Howling Downpour Lesser Restoration Locate Animals or Plants
Locate Object Mend Wounds Mountains of Molehills
Poisoned Volley Protection from Poison Pullulate
Rapid Burrowing Replenish Sculpt Snow
Silvanus’ Blessing Silvanus’ Favor Skystrike
Skywrite Skywrite Snowblind Stare
Soothsayer’s Shield Spike Growth Summon Bestial Spirit
Track Trench Ubtao’s Tiny Teraform
Ultraviolet Pulse Vine Trestle Warding Wind
Warding Wind Wresting Wind

3RD LEVEL 3 SPELL SLOTS ● Call Lightning (Always Prepared) ● Dispel Magic
● Plant Growth (Always Prepared) ● Speak with Plants Accelerate
Ameliorate Ancestral Guidance Animal Polymorph
Blackened Heart Boil Circle of Smothering
Clearstone Conjure Animals Crushing Tide
Daylight Erupting Earth Erupting Earth
Erupting Filth Feign Death Flame Arrows
Flame Arrows Flaming Serpent Freezing Fog
Frost Armor Frostbitten Fingers Frozen Lance
Greenfire Hail Blast Healing Leeches
Holy Rain Icy Ring Lunar Blessing
Luring Light Mass Hobble Mount Meld into Stone
Melf’s Exploding Icicle Mire Nightfall
Phantom Dragon Poison Darts Potency of the Pack
Protection from Energy Resonance Scaleskin
Scry Ambush Serpent's Bite Sidestep Arrow
Skewering Vines Sleet Storm Song of the Forest
Steady Terrain Sudden Dawn Summon Fey Spirit
Targeting Foreknowledge Thunderous Wave Tidal Wave
Tidal Wave Venom Blast Wall of Water
Wall of Water Water Breathing Water Walk
Wind Wall
Wisdom +11 17 17

SPELLCASTING ABILITY SPELL ATTACK BONUS SAVING THROW DC SPELLS TO PREPARE


Druid, Circle of the Land

4TH LEVEL 3 SPELL SLOTS ● Divination (Always Prepared) ● Freedom of Movement (Always Prepared)
● Grasping Vine ● Guardian of Nature ● Polymorph
Ashen Pack Blight Bloodbriars
Bloodthorn Britling Brook Healing
By the Light of the Watchful Moon Cage of Briars Charm Monster
Confusion Conjure Minor Elementals Conjure Woodland Beings
Control Water Desiccating Breath Dominate Beast
Elemental Bane Elemental Bane Embers
Energy Foreknowledge Field of Stars Forbidden Obelisk
Giant Insect Hallucinatory Terrain Healing Stone
Hemorrhage Ice Storm Ionizing Wind
Locate Creature Orbital Stones Rary’s Rapid Replication
Reset Seeking Sunfire Serpentine Ward
Skin of Flint Sleepwalking Snow Boulder
Sticks to Snakes Stone Shape Stone Spiders
Stone Splinter Stoneskin Summon Elemental Spirit
Vermintide Wall of Fire Watery Sphere
Watery Sphere Windblade Wintry Glide

5TH LEVEL 2 SPELL SLOTS ● Commune with Nature (Always Prepared) ● Greater Restoration
● Scrying ● Tree Stride (Always Prepared) Antilife Shell
Armor of Bones Awaken Clash Of Glaciers
Conjure Elemental Constriction Contagion
Control Winds Control Winds Defile
Destructive Impact Eidetic Memory Eidetic Memory
Geas Hederan Embrace Hungering Hate
Ilmater’s Fortune Insect Plague Maelstrom
Maelstrom Mass Cure Wounds Navigator’s Map
Nemesis Planar Binding Pride of the Wild
Reincarnate Ruin Shadow Stride
Storm's Eye Transmute Rock Transmute Rock
Unstoppable Ascent Vacuum Vengeance of Talos
Wall of Stone Wrath of Nature

6TH LEVEL 1 SPELL SLOTS ● Heal ● Investiture of Ice


● Sunbeam ● Transport via Plants Blood Cartography
Bones of the Earth Bones of the Earth Conjure Fey
Druid Grove Fault Line Find the Path
Heroes’ Feast Ice Wave Intensify Gravity
Investiture of Flame Investiture of Flame Investiture of Ice
Investiture of Stone Investiture of Stone Investiture of Wind
Investiture of Wind Lingering Vitality Mantle of Malar
Move Earth Perfect Toxin Primordial Ward
Primordial Ward Seeds of Death Sheltering Light
Stone Tell Time Loop Wall of Thorns
Wind Walk Winterdark
SPELLCASTING ABILITY SPELL ATTACK BONUS SAVING THROW DC SPELLS TO PREPARE
Other Spells

CANTRIPS Thaumaturgy (Additional Spell)

2ND LEVEL Augury (Additional Spell)

3RD LEVEL Revivify (Additional Spell)

5TH LEVEL Commune (Additional Spell)


Druidcraft Gust Magic Stone
Transmutation Cantrip Transmutation Cantrip Transmutation Cantrip

CASTING TIME 1 action CASTING TIME 1 action CASTING TIME 1 bonus action
RANGE 30 feet RANGE 30 feet RANGE Touch
DURATION Instantaneous DURATION Instantaneous DURATION 1 minute
COMPONENTS V, S COMPONENTS V, S COMPONENTS V, S

Whispering to the spirits of nature, you create one of the following You seize the air and compel it to create one of the following effects You touch one to three pebbles and imbue them with magic. You or
effects within range: at a point you can see within range: someone else can make a ranged spell attack with one of the pebbles
• You create a tiny, harmless sensory effect that predicts what the • One Medium or smaller creature that you choose must succeed by throwing it or hurling it with a sling. If thrown, it has a range of 60
weather will be at your location for the next 24 hours. The effect on a Strength saving throw or be pushed up to 5 feet away from you. feet. If someone else attacks with the pebble, that attacker adds your
might manifest as a golden orb for clear skies, a cloud for rain, falling • You create a small blast of air capable of moving one object that spellcasting ability modifier, not the attacker’s, to the attack roll. On
snowflakes for snow, and so on. This effect persists for 1 round. is neither held nor carried and that weighs no more than 5 pounds. a hit, the target takes bludgeoning damage equal to 1d6 + your
• You instantly make a flower blossom, a seed pod open, or a leaf The object is pushed up to 10 feet away from you. It isn’t pushed spellcasting ability modifier. Hit or miss, the spell then ends on the
bud bloom. with enough force to cause damage. stone.
• You create an instantaneous, harmless sensory effect, such as • You create a harmless sensory affect using air, such as causing If you cast this spell again, the spell ends early on any pebbles still
falling leaves, a puff of wind, the sound of a small animal, or the faint leaves to rustle, wind to slam shutters shut, or your clothing to ripple affected by it.
odor of skunk. The effect must fit in a 5-foot cube. in a breeze.
• You instantly light or snuff out a candle, a torch, or a small
campfire.

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

Shillelagh Thaumaturgy Thorn Whip


Transmutation Cantrip Transmutation Cantrip Transmutation Cantrip

CASTING TIME 1 bonus action CASTING TIME 1 action CASTING TIME 1 action
RANGE Touch RANGE 30 feet RANGE 30 feet
DURATION 1 minute DURATION Up to 1 minute DURATION Instantaneous
COMPONENTS V, S, M (mistletoe, a shamrock leaf, and a club or quarterstaff) COMPONENTS V COMPONENTS V, S, M (the stem of a plant with thorns)

The wood of a club or quarterstaff you are holding is imbued with You manifest a minor wonder, a sign of supernatural power, within You create a long, vine-like whip covered in thorns that lashes out at
nature’s power. For the duration, you can use your spellcasting ability range. You create one of the following magical effects within range: your command toward a creature in range. Make a melee spell attack
instead of Strength for the attack and damage rolls of melee attacks • Your voice booms up to three times as loud as normal for 1 against the target. If the attack hits, the creature takes 1d6 piercing
using that weapon, and the weapon’s damage die becomes a d8. The minute. damage, and if the creature is Large or smaller, you pull the creature
weapon also becomes magical, if it isn’t already. The spell ends if you • You cause flames to flicker, brighten, dim, or change color for 1 up to 10 feet closer to you. This spell’s damage increases by 1d6
cast it again or if you let go of the weapon minute. when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
• 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.

Spellcasting (Druid) Player’s Handbook Additional Spell Player’s Handbook Spellcasting (Druid) Player’s Handbook

Cure Wounds Detect Magic Entangle


1st-level evocation 1st-level divination (ritual) 1st-level conjuration

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


RANGE Touch RANGE Self RANGE 90 feet
DURATION Instantaneous DURATION Concentration, up to 10 minutes DURATION Concentration, up to 1 minute
COMPONENTS V, S COMPONENTS V, S COMPONENTS V, S

A creature you touch regains a number of hit points equal to 1d8 + For the duration, you sense the presence of magic within 30 feet of Grasping weeds and vines sprout from the ground in a 20-foot square
your spellcasting ability modifier. This spell has no effect on undead you. If you sense magic in this way, you can use your action to see a starting from a point within range. For the duration, these plants turn
or constructs. faint aura around any visible creature or object in the area that bears the ground in the area into difficult terrain. A creature in the area
At Higher Levels. When you cast this spell using a spell slot of 2nd magic, and you learn its school of magic, if any. The spell can when you cast the spell must succeed on a Strength saving throw or
level or higher, the healing increases by 1d8 for each slot level above penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of be restrained by the entangling plants until the spell ends. A creature
1st. common metal, a thin sheet of lead, or 3 feet of wood or dirt. 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.

Prepared (Druid) Player’s Handbook Additional Spell Player’s Handbook Prepared (Druid) Player’s Handbook
Speak with Animals Augury Barkskin
1st-level divination (ritual) 2nd-level divination (ritual) 2nd-level transmutation

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


RANGE Self RANGE Self RANGE Touch
DURATION 10 minutes DURATION Instantaneous DURATION Concentration, up to 1 hour
COMPONENTS V, S COMPONENTS V, S, M (specially marked sticks, bones, or similar tokens worth at COMPONENTS V, S, M (a handful of oak bark)
least 25 gp)

You gain the ability to comprehend and verbally communicate with By casting gem-inlaid sticks, rolling dragon bones, laying out ornate You touch a willing creature. Until the spell ends, the target’s skin has
beasts for the duration. The knowledge and awareness of many cards, or employing some other divining tool, you receive an omen a rough, bark-like appearance, and the target’s AC can’t be less than
beasts is limited by their intelligence, but at minimum, beasts can from an otherworldly entity about the results of a specific course of 16, regardless of what kind of armor it is wearing.
give you information about nearby locations and monsters, including action that you plan to take within the next 30 minutes. The DM
whatever they can perceive or have perceived within the past day. chooses from the following possible omens:
You might be able to persuade a beast to perform a small favor for • Weal, for good results
you, at the DM’s discretion. • Woe, for bad results
• Weal and woe, for both good and bad results
• Nothing, for results that aren’t especially good or bad

The spell doesn’t take into account any possible circumstances that
might change the outcome, such as the casting of additional spells or
the loss or gain of a companion.
If you cast the spell two or more times before completing your next
long rest, there is a cumulative 25 percent chance for each casting
after the first that you get a random reading. The DM makes this roll
in secret.

Prepared (Druid) Player’s Handbook Additional Spell Player’s Handbook Forest Circle (Druid) Player’s Handbook

Healing Spirit Moonbeam Pass without Trace


2nd-level conjuration 2nd-level evocation 2nd-level abjuration

CASTING TIME 1 bonus action CASTING TIME 1 action CASTING TIME 1 action
RANGE 60 feet RANGE 120 feet RANGE Self
DURATION Concentration, up to 1 minute DURATION Concentration, up to 1 minute DURATION Concentration, up to 1 hour
COMPONENTS V, S COMPONENTS V, S, M (several seeds of any moonseed plant and a piece of COMPONENTS V, S, M (ashes from a burned leaf of mistletoe and a sprig of spruce)
opalescent feldspar)

You call forth a nature spirit to soothe the wounded. The intangible A silvery beam of pale light shines down in a 5-footradius, 40-foot- A veil of shadows and silence radiates from you, masking you and
spirit appears in a space that is a 5-foot cube you can see within high cylinder centered on a point within range. Until the spell ends, your companions from detection. For the duration, each creature you
range. The spirit looks like a transparent beast or fey (your choice). dim light fills the cylinder. choose within 30 feet of you (including you) has a +10 bonus to
Until the spell ends, whenever you or a creature you can see moves When a creature enters the spell’s area for the first time on a turn Dexterity (Stealth) checks and can’t be tracked except by magical
into the spirit’s space for the first time on a turn or starts its turn or starts its turn there, it is engulfed in ghostly flames that cause means. A creature that receives this bonus leaves behind no tracks or
there, you can cause the spirit to restore 1d6 hit points to that searing pain, and it must make a Constitution saving throw. It takes other traces of its passage.
creature (no action required). The spirit can’t heal constructs or 2d10 radiant damage on a failed save, or half as much damage on a
undead. The spirit can heal a number of times equal to 1 + your successful one.
spellcasting ability modifier (minimum of twice). After healing that A shapechanger makes its saving throw with disadvantage. If it
number of times, the spirit disappears. fails, it also instantly reverts to its original form and can’t assume a
As a bonus action on your turn, you can move the Spirit up to 30 different form until it leaves the spell’s light.
feet to a space you can see. On each of your turns after you cast this spell, you can use an
At Higher Levels. When you cast this spell using a spell slot of 3rd action to move the beam 60 up to feet in any direction.
level or higher, the healing increases by 1d6 for each slot level above At Higher Levels. When you cast this spell using a spell slot of 3rd
2nd. level or higher, the damage increases by 1d10 for each slot level
above 2nd.

Prepared (Druid) Xanathar’s Guide to Everything Prepared (Druid) Player’s Handbook Prepared (Druid) Player’s Handbook

Spider Climb Call Lightning Dispel Magic


2nd-level transmutation 3rd-level conjuration 3rd-level abjuration

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


RANGE Touch RANGE 120 feet RANGE 120 feet
DURATION Concentration, up to 1 hour DURATION Concentration, up to 10 minutes DURATION Instantaneous
COMPONENTS V, S, M (a drop of bitumen and a spider) COMPONENTS V, S COMPONENTS V, S

Until the spell ends, one willing creature you touch gains the ability to A storm cloud appears in the shape of a cylinder that is 10 feet tall Choose any creature, object, or magical effect within range. Any spell
move up, down, and across vertical surfaces and upside down along with a 60-foot radius, centered on a point you can see within range of 3rd level or lower on the target ends. For each spell of 4th level or
ceilings, while leaving its hands free. The target also gains a climbing directly above you. The spell fails if you can’t see a point in the air higher on the target, make an ability check using your spellcasting
speed equal to its walking speed. where the storm cloud could appear (for example, if you are in a ability. The DC equals 10 + the spell’s level. On a successful check, the
room that can’t accommodate the cloud). spell ends.
When you cast the spell, choose a point you can see under the At Higher Levels. When you cast this spell using a spell slot of 4th
cloud. A bolt of lightning flashes down from the cloud to that point. level or higher, you automatically end the effects of a spell on the
Each creature within 5 feet of that point must make a Dexterity target if the spell’s level is equal to or less than the level of the spell
saving throw. A creature takes 3d10 lightning damage on a failed slot you used.
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.

Forest Circle (Druid) Player’s Handbook Forest Circle (Druid) Player’s Handbook Prepared (Druid) Player’s Handbook
Plant Growth Revivify Speak with Plants
3rd-level transmutation 3rd-level necromancy 3rd-level transmutation

CASTING TIME 1 action or 8 hours CASTING TIME 1 action CASTING TIME 1 action
RANGE 150 feet RANGE Touch RANGE Self (30-foot radius)
DURATION Instantaneous DURATION Instantaneous DURATION 10 minutes
COMPONENTS V, S COMPONENTS V, S, M (diamonds worth 300 gp, which the spell consumes) COMPONENTS V, S

This spell channels vitality into plants within a specific area. There are You touch a creature that has died within the last minute. That You imbue plants within 30 feet of you with limited sentience and
two possible uses for the spell, granting either immediate or long- creature returns to life with 1 hit point. This spell can’t return to life a animation, giving them the ability to communicate with you and
term benefits. creature that has died of old age, nor can it restore any missing body follow your simple commands. You can question plants about events
If you cast this spell using 1 action, choose a point within range. All parts. in the spell’s area within the past day, gaining information about
normal plants in a 100-foot radius centered on that point become creatures that have passed, weather, and other circumstances. You
thick and overgrown. A creature moving through the area must can also turn difficult terrain caused by plant growth (such as thickets
spend 4 feet of movement for every 1 foot it moves. and undergrowth) into ordinary terrain that lasts for the duration. Or
You can exclude one or more areas of any size within the spell’s you can turn ordinary terrain where plants are present into difficult
area from being affected. terrain that lasts for the duration, causing vines and branches to
If you cast this spell over 8 hours, you enrich the land. All plants in hinder pursuers, for example. Plants might be able to perform other
a half-mile radius centered on a point within range become enriched tasks on your behalf, at the DM’s discretion. The spell doesn’t enable
for 1 year. The plants yield twice the normal amount of food when plants to uproot themselves and move about, but they can freely
harvested. move branches, tendrils, and stalks. If a plant creature is in the area,
you can communicate with it as if you shard a common language, but
you gain no magical ability to influence it. This spell can cause the
plants created by the entangle spell to release a restrained creature.

Forest Circle (Druid) Player’s Handbook Additional Spell Player’s Handbook Prepared (Druid) Player’s Handbook

Divination Freedom of Movement Grasping Vine


4th-level divination (ritual) 4th-level abjuration 4th-level conjuration

CASTING TIME 1 action CASTING TIME 1 action CASTING TIME 1 bonus action
RANGE Self RANGE Touch RANGE 30 feet
DURATION Instantaneous DURATION 1 hour DURATION Concentration, up to 1 minute
COMPONENTS V, S, M (incense and a sacrificial offering appropriate to your religion, COMPONENTS V, S, M (a leather strap, bound around the arm or a similar COMPONENTS V, S
together worth at least 25 gp, which the spell consumes) appendage)

Your magic and an offering put you in contact with a god or a god’s You touch a willing creature. For the duration, the target’s movement You conjure a vine that sprouts from the ground in an unoccupied
servants. You ask a single question concerning a specific goal, event, is unaffected by difficult terrain, and spells and other magical effects space of your choice that you can see within range. When you cast
or activity to occur within 7 days. The DM offers a truthful reply. The can neither reduce the target’s speed nor cause the target to be this spell, you can direct the vine to lash out at a creature within 30
reply might be a short phrase, a cryptic rhyme, or an omen. The spell paralyzed or restrained. The target can also spend 5 feet of feet of it that you can see. That creature must succeed on a Dexterity
doesn’t take into account any possible circumstances that might movement to automatically escape from nonmagical restraints, such saving throw or be pulled 20 feet directly toward the vine. Until the
change the outcome, such as the casting of additional spells or the as manacles or a creature that has it grappled. Finally, being spell ends, you can direct the vine to lash out at the same creature or
loss or gain of a companion. If you cast this spell two or more times underwater imposes no penalties on the target’s movement or another one as a bonus action on each of your turns.
before finishing your next long rest, there is a cumulative 25 percent attacks.
chance for each casting after the first that you get a random reading.
The DM makes this roll in secret.

Forest Circle (Druid) Player’s Handbook Forest Circle (Druid) Player’s Handbook Prepared (Druid) Player’s Handbook

Guardian of Nature Polymorph Commune


4th-level transmutation 4th-level transmutation 5th-level divination (ritual)

CASTING TIME 1 bonus action CASTING TIME 1 action CASTING TIME 1 minute
RANGE Self RANGE 60 feet RANGE Self
DURATION Concentration, up to 1 minute DURATION Concentration, up to 1 hour DURATION 1 minute
COMPONENTS V COMPONENTS V, S, M (a caterpillar cocoon) COMPONENTS V, S, M (incense and a vial of holy or unholy water)

A nature spirit answers your call and transforms you into a powerful This spell transforms a creature that you can see within range into a You contact your deity or a divine proxy and ask up to three
guardian. The transformation lasts until the spell ends. You choose new form. An unwilling creature must make a Wisdom saving throw questions that can be answered with a yes or no. You must ask your
one of the following forms to assume: Primal Beast or Great Tree. to avoid the effect. The spell has no effect on a shapechanger or a questions before the spell ends. You receive a correct answer for
Primal Beast. Bestial fur covers your body, your facial features creature with 0 hit points. each question. Divine beings aren’t necessarily omniscient, so you
become feral, and you gain the following benefits: The transformation lasts for the duration, or until the target drops might receive “unclear” as an answer if a question pertains to
• Your walking speed increases by 10 feet. to 0 hit points or dies. The new form can be any beast whose information that lies beyond the deity’s knowledge. In a case where a
• You gain darkvision with a range of 120 feet. challenge rating is equal to or less than the target’s (or the target’s one-word answer could be misleading or contrary to the deity’s
• You make Strength based attack rolls with advantage. level, if it doesn’t have a challenge rating). The target’s game interests, the DM might offer a short phrase as an answer instead. If
• Your melee weapon attacks deal an extra 1d6 force damage on a statistics, including mental ability scores, are replaced by the you cast the spell two or more times before finishing your next long
hit. statistics of the chosen beast. It retains its alignment and personality. rest, there is a cumulative 25 percent chance for each casting after
The target assumes the hit points of its new form. When it reverts the first that you get no answer. The DM makes this roll in secret.
Great Tree. Your skin appears barky, leaves sprout from your hair, to its normal form, the creature returns to the number of hit points it
and you gain the following benefits: had before it transformed. If it reverts as a result of dropping to 0 hit
• You gain 10 temporary hit points. points, any excess damage carries over to its normal form. As long as
• You make Constitution saving throws with advantage. the excess damage doesn’t reduce the creature’s normal form to 0
• You make Dexterity- and Wisdom-based attack rolls with hit points, it isn’t knocked unconscious.
advantage. The creature is limited in the actions it can perform by the nature
• While you are on the ground, the ground within 15 feet of you is of its new form, and it can’t speak, cast spells, or take any other
difficult terrain for your enemies. action that requires hands or speech.
The target’s gear melds into the new form. The creature can’t
activate, use, wield, or otherwise benefit from any of its equipment.

Prepared (Druid) Xanathar’s Guide to Everything Prepared (Druid) Player’s Handbook Additional Spell Player’s Handbook
Commune with Nature Greater Restoration Scrying
5th-level divination (ritual) 5th-level abjuration 5th-level divination

CASTING TIME 1 minute CASTING TIME 1 action CASTING TIME 10 minutes


RANGE Self RANGE Touch RANGE Self
DURATION Instantaneous DURATION Instantaneous DURATION Concentration, up to 10 minutes
COMPONENTS V, S COMPONENTS V, S, M (diamond dust worth 100 gp, which the spell consumes) COMPONENTS V, S, M (a focus worth at least 1,000 gp, such as a crystal ball, a silver
mirror, or a font filled with holy water)

You briefly become one with nature and gain knowledge of the You imbue a creature you touch with positive energy to undo a You can see and hear a particular creature you choose that is on the
surrounding territory. In the outdoors, the spell gives you knowledge debilitating effect. You can reduce the target’s exhaustion level by same plane of existence as you. The target must make a Wisdom
of the land within 3 miles of you. In caves and other natural one, or end one of the following effects on the target: saving throw, which is modified by how well you know the target and
underground settings, the radius is limited to 300 feet. The spell • One effect that charmed or petrified the target the sort of physical connection you have to it. If a target knows
doesn’t function where nature has been replaced by construction, • One curse, including the target’s attunement to a cursed magic you’re casting this spell, it can fail the saving throw voluntarily if it
such as in dungeons and towns. You instantly gain knowledge of up item wants to be observed. Knowledge -- Save Modifier Secondhand (you
to three facts of your choice about any of the following subjects as • Any reduction to one of the target’s ability scores have heard of the target) -- +5 Firsthand (you have met the target) +0
they relate to the area: • One effect reducing the target’s hit point maximum Familiar (you know the target well) -- -5 Connection -- Save Modifier
• terrain and bodies of water Likeness or picture -- -2 Possession or garment -- -4 Body part, lock of
• prevalent plants, minerals, animals, or peoples hair, bit of nail, or the like -- -10 On a successful save, the target isn’t
• powerful celestials, fey, fiends, elementals, or undead affected, and you can’t use this spell against it again for 24 hours. On
• influence from other planes of existence a failed save, the spell creates an invisible sensor within 10 feet of the
• buildings target. You can see and hear through the sensor as if you were there.
The sensor moves with the target, remaining within 10 feet of it for
For example, you could determine the location of powerful undead in the duration. A creature that can see invisible objects sees the sensor
the area, the location of major sources of safe drinking water, and as a luminous orb about the size of your fist. Instead of targeting a
the location of any nearby towns. creature, you can choose a location you have seen before as the
target of this spell. When you do, the sensor appears at that location
and doesn’t move.

Forest Circle (Druid) Player’s Handbook Prepared (Druid) Player’s Handbook Prepared (Druid) Player’s Handbook

Tree Stride Heal Investiture of Ice


5th-level conjuration 6th-level evocation 6th-level transmutation

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


RANGE Self RANGE 60 feet RANGE Self
DURATION Concentration, up to 1 minute DURATION Instantaneous DURATION Concentration, up to 10 minutes
COMPONENTS V, S COMPONENTS V, S COMPONENTS V, S

You gain the ability to enter a tree and move from inside it to inside Choose a creature that you can see within range. A surge of positive Until the spell ends, ice rimes your body, and you gain the following
another tree of the same kind within 500 feet. Both trees must be energy washes through the creature, causing it to regain 70 hit benefits:
living and at least the same size as you. You must use 5 feet of points. The spell also ends blindness, deafness, and any diseases • You are immune to cold damage and have resistance to fire
movement to enter a tree. You instantly know the location of all affecting the target. This spell has no effect on constructs or undead. damage.
other trees of the same kind within 500 feet and, as part of the move At Higher Levels. When you cast this spell using a spell slot of 7th • You can move across difficult terrain created by ice or snow
used to enter the tree, can either pass into one of those trees or step level or higher, the amount of healing increases by 10 for each slot without spending extra movement.
out of the tree you’re in. You appear in a spot of your choice within 5 level above 6th. • The ground in a 10-foot radius around you is icy and is difficult
feet of the destination tree, using another 5 feet of movement. If you terrain for creatures other than you. The radius moves with you.
have no movement left, you appear within 5 feet of the tree you • You can use your action to create a 15-foot cone of freezing wind
entered. extending from your outstretched hand in a direction you choose.
You can use this transportation ability once per round for the Each creature in the cone must make a Constitution saving throw. A
duration. You must end each turn outside a tree. creature takes 4d6 cold damage on a failed save, or half as much
damage on a successful one. A creature that fails its save against this
effect has its speed halved until the start of your next turn.

Forest Circle (Druid) Player’s Handbook Prepared (Druid) Player’s Handbook Prepared (Druid) Princes of the Apocalypse

Sunbeam Transport via Plants


6th-level evocation 6th-level conjuration

CASTING TIME 1 action CASTING TIME 1 action


RANGE Self (60-foot line) RANGE 10 feet
DURATION Concentration, up to 1 minute DURATION 1 round
COMPONENTS V, S, M (a magnifying glass) COMPONENTS V, S

A beam of brilliant light flashes out from your hand in a 5-foot-wide, This spell creates a magical link between a Large or larger inanimate
60-foot-line. Each creature in the line must make a Constitution plant within range and another plant, at any distance, on the same
saving throw. On a failed save, a creature takes 6d8 radiant damage plane of existence. You must have seen or touched the destination
and is blinded until your next turn. On a successful save, it takes half plant at least once before. For the duration, any creature can step
as much damage and isn’t blinded by this spell. Undead and oozes into the target plant and exit from the destination plant by using 5
have disadvantage on this saving throw. You can create a new line of feet of movement.
radiance as your action on any turn until the spell ends. For the
duration, a mote of brilliant radiance shines in your hand. It sheds
bright light in a 30-foot radius and dim light for an additional 30 feet.
The light is sunlight.

Prepared (Druid) Player’s Handbook Prepared (Druid) Player’s Handbook


Enhanced Arcane Staff, +2 Hide Leather of Force Resistance
Weapons Armor Armor

While holding this staff, a creature gains a +2 bonus to spell This crude armor consists of thick furs and pelts. It is You have resistance to force damage while you wear this
attack rolls. In addition, the creature ignores half cover commonly worn by barbarian tribes, evil humanoids, and armor.
when making a spell attack. other folk who lack access to the tools and materials
needed to create better armor.

4 lb. Eberron: Rising from the Last War 12 lb. Player’s Handbook 10 lb. Dungeon Master’s Guide

Ioun Stone, Agility


Wondrous Items

Your Dexterity score increases by 2, to a maximum of 20,


while this deep red sphere orbits your head.
An Ioun stone is named after Ioun, a god of knowledge
and prophecy revered on some worlds. Many types of Ioun
stone exist, each type a distinct combination of shape and
color.
When you use an action to toss one of these stones into
the air, the stone orbits your head at a distance of 1d3 feet
and confers a benefit to you. Thereafter, another creature
must use an action to grasp or net the stone to separate it
from you, either by making a successful attack roll against
AC 24 or a successful DC 24 Dexterity (Acrobatics) check.
You can use an action to seize and stow the stone, ending
its effect.
A stone has AC 24, 10 hit points, and resistance to all
damage. It is considered to be an object that is being worn
while it orbits your head.

0 lb. Dungeon Master’s Guide

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