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Level 10 Warforged Druid, Circle of the Land 64000

CHARACTER LEVEL, RACE, & CLASS EXPERIENCE


Cipreste
Hermit Neutral Mateus
CHARACTER NAME BACKGROUND ALIGNMENT DEITY PLAYER NAME

STEALTH DISADVANTAGE

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


STRENGTH Hide 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


+2 Dexterity
can prepare 15 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
14 ✘ +9 Wisdom

+0 Charisma
79 10d8 magically assume the shape of a beast that you
have seen before.You can stay in a beast shape for 5
CONDITIONAL
hours. You then revert to your normal form unless
you expend another use of this feature. You can
+2 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

+2 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 5, 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. 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
+2 Sleight of Hand (Dex)
hear as normal.
CHARISMA +2 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 +2 1 Attack / Attack Action RACIAL TRAITS

NAME RANGE ATTACK DAMAGE / TYPE


Scimitar 5 ft +4 vs AC 1d6+2 slashing
Finesse, Light
FEATURES & TRAITS
Quarterstaff 5 ft +3 vs AC 1d8-1 bludgeoning (Versatile)
Versatile
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, Celestial,


Primordial, Infernal, Druidic

ATTACKS & SPELLCASTING PROFICIENCIES & LANGUAGES

This character sheet was generated by the Aurora Builder.


Construct ? 190 cm 130 Kg
GENDER AGE HEIGHT WEIGHT
Cipreste Orange Copper Bald
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

A glass eye

TRINKET
ADDITIONAL FEATURES

This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
ADVENTURING GEAR # lb MAGIC ITEMS # lb
Leather 1 10
[Hide] 1 12
[Quarterstaff] 1 4
Shield 1 6
Explorer’s Pack 1 10
Sling 1 —

ATTUNED MAGIC ITEMS 0 / 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

42 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 +9 17 15

SPELLCASTING ABILITY SPELL ATTACK BONUS SAVING THROW DC SPELLS TO PREPARE


Druid, Circle of the Land

CANTRIPS Druidcraft Magic Stone


Primal Savagery Thorn Whip Thunderclap

1ST LEVEL 4 SPELL SLOTS ● Absorb Elements ● Cure Wounds


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

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


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

3RD LEVEL 3 SPELL SLOTS ● Call Lightning (Always Prepared) ● Dispel Magic
● Plant Growth (Always Prepared) ● Speak with Plants Conjure Animals
Daylight Erupting Earth Erupting Earth
Feign Death Flame Arrows Flame Arrows
Meld into Stone Protection from Energy Sleet Storm
Summon Fey Spirit Tidal Wave Tidal Wave
Wall of Water Wall of Water Water Breathing
Water Walk Wind Wall

4TH LEVEL 3 SPELL SLOTS ● Divination (Always Prepared) ● Freedom of Movement (Always Prepared)
● Grasping Vine ● Guardian of Nature Blight
Charm Monster Confusion Conjure Minor Elementals
Conjure Woodland Beings Control Water Dominate Beast
Elemental Bane Elemental Bane Giant Insect
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 Land

5TH LEVEL 2 SPELL SLOTS ● Commune with Nature (Always Prepared) ● Greater Restoration
● Tree Stride (Always Prepared) Antilife Shell Awaken
Conjure Elemental Contagion Control Winds
Control Winds Geas Insect Plague
Maelstrom Maelstrom Mass Cure Wounds
Planar Binding Reincarnate Scrying
Transmute Rock Transmute Rock Wall of Stone
Wrath of Nature

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 Magic Stone Primal Savagery
Transmutation Cantrip Transmutation Cantrip Transmutation Cantrip

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

Whispering to the spirits of nature, you create one of the following You touch one to three pebbles and imbue them with magic. You or You channel primal magic to cause your teeth or fingernails to
effects within range: someone else can make a ranged spell attack with one of the pebbles sharpen, ready to deliver a corrosive attack. Make a melee spell
• You create a tiny, harmless sensory effect that predicts what the by throwing it or hurling it with a sling. If thrown, it has a range of 60 attack against one creature within 5 feet of you. On a hit, the target
weather will be at your location for the next 24 hours. The effect feet. If someone else attacks with the pebble, that attacker adds your takes 1d10 acid damage. After you make the attack, your teeth or
might manifest as a golden orb for clear skies, a cloud for rain, falling spellcasting ability modifier, not the attacker’s, to the attack roll. On fingernails return to normal.
snowflakes for snow, and so on. This effect persists for 1 round. a hit, the target takes bludgeoning damage equal to 1d6 + your The spell’s damage increases by 1d10 when you reach 5th level
• You instantly make a flower blossom, a seed pod open, or a leaf spellcasting ability modifier. Hit or miss, the spell then ends on the (2d10), 11th level (3d10), and 17th level (4d10).
bud bloom. stone.
• You create an instantaneous, harmless sensory effect, such as 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 affected by it.
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) Xanathar’s Guide to Everything Bonus Cantrip (Druid) Xanathar’s Guide to Everything

Thaumaturgy Thorn Whip Thunderclap


Transmutation Cantrip Transmutation Cantrip Evocation Cantrip

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


RANGE 30 feet RANGE 30 feet RANGE Self (5-foot radius)
DURATION Up to 1 minute DURATION Instantaneous DURATION Instantaneous
COMPONENTS V COMPONENTS V, S, M (the stem of a plant with thorns) COMPONENTS S

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 You create a burst of thunderous sound, which can be heard 100 feet
range. You create one of the following magical effects within range: your command toward a creature in range. Make a melee spell attack away. Each creature other than you within 5 feet of you must make a
• 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 Constitution saving throw. On a failed save, the creature takes 1d6
minute. damage, and if the creature is Large or smaller, you pull the creature thunder damage.
• 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 The spell’s damage increases by 1d6 when you reach 5th level
minute. when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). (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.

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

Absorb Elements Cure Wounds Entangle


1st-level abjuration 1st-level evocation 1st-level conjuration

CASTING TIME 1 reaction, which you take when you take acid, cold, fire, lightning, or CASTING TIME 1 action CASTING TIME 1 action
thunder damage
RANGE Self RANGE Touch RANGE 90 feet
DURATION 1 round DURATION Instantaneous DURATION Concentration, up to 1 minute
COMPONENTS S COMPONENTS V, S COMPONENTS V, S

The spell captures some of the incoming energy, lessening its effect A creature you touch regains a number of hit points equal to 1d8 + Grasping weeds and vines sprout from the ground in a 20-foot square
on you and storing it for your next melee attack. You have resistance your spellcasting ability modifier. This spell has no effect on undead starting from a point within range. For the duration, these plants turn
to the triggering damage type until the start of your next turn. Also, or constructs. the ground in the area into difficult terrain. A creature in the area
the first time you hit with a melee attack on your next turn, the At Higher Levels. When you cast this spell using a spell slot of 2nd when you cast the spell must succeed on a Strength saving throw or
target takes an extra 1d6 damage of the triggering type, and the spell level or higher, the healing increases by 1d8 for each slot level above be restrained by the entangling plants until the spell ends. A creature
ends. 1st. restrained by the plants can use its action to make a Strength check
At Higher Levels. When you cast this spell using a spell slot of 2nd against your spell save DC. On a success, it frees itself. When the spell
level or higher, the extra damage increases by 1d6 for each slot level ends, the conjured plants wilt away.
above 1st.

Prepared (Druid) Xanathar’s Guide to Everything Prepared (Druid) Player’s Handbook Prepared (Druid) Player’s Handbook
Goodberry Ice Knife Speak with Animals
1st-level transmutation 1st-level conjuration 1st-level divination (ritual)

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


RANGE Touch RANGE 60 feet RANGE Self
DURATION Instantaneous DURATION Instantaneous DURATION 10 minutes
COMPONENTS V, S, M (a sprig of mistletoe) COMPONENTS S, M (a drop of water or piece of ice) COMPONENTS V, S

Up to ten berries appear in your hand and are infused with magic for You create a shard of ice and fling it at one creature within range. You gain the ability to comprehend and verbally communicate with
the duration. A creature can use its action to eat one berry. Eating a Make a ranged spell attack against the target. On a hit, the target beasts for the duration. The knowledge and awareness of many
berry restores 1 hit point, and the berry provides enough takes 1d10 piercing damage. Hit or miss, the shard then explodes. beasts is limited by their intelligence, but at minimum, beasts can
nourishment to sustain a creature for one day. The berries lose their The target and each creature within 5 feet of it must succeed on a give you information about nearby locations and monsters, including
potency if they have not been consumed within 24 hours of the Dexterity saving throw or take 2d6 cold damage. whatever they can perceive or have perceived within the past day.
casting of this spell. At Higher Levels. When you cast this spell using a spell slot of 2nd You might be able to persuade a beast to perform a small favor for
level or higher, the cold damage increases by 1d6 for each slot level you, at the DM’s discretion.
above 1st.

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

Augury Barkskin Healing Spirit


2nd-level divination (ritual) 2nd-level transmutation 2nd-level conjuration

CASTING TIME 1 minute CASTING TIME 1 action CASTING TIME 1 bonus action
RANGE Self RANGE Touch RANGE 60 feet
DURATION Instantaneous DURATION Concentration, up to 1 hour DURATION Concentration, up to 1 minute
COMPONENTS V, S, M (specially marked sticks, bones, or similar tokens worth at COMPONENTS V, S, M (a handful of oak bark) COMPONENTS V, S
least 25 gp)

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 You call forth a nature spirit to soothe the wounded. The intangible
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 spirit appears in a space that is a 5-foot cube you can see within
from an otherworldly entity about the results of a specific course of 16, regardless of what kind of armor it is wearing. range. The spirit looks like a transparent beast or fey (your choice).
action that you plan to take within the next 30 minutes. The DM Until the spell ends, whenever you or a creature you can see moves
chooses from the following possible omens: into the spirit’s space for the first time on a turn or starts its turn
• Weal, for good results there, you can cause the spirit to restore 1d6 hit points to that
• Woe, for bad results creature (no action required). The spirit can’t heal constructs or
• Weal and woe, for both good and bad results undead. The spirit can heal a number of times equal to 1 + your
• Nothing, for results that aren’t especially good or bad spellcasting ability modifier (minimum of twice). After healing that
number of times, the spirit disappears.
The spell doesn’t take into account any possible circumstances that As a bonus action on your turn, you can move the Spirit up to 30
might change the outcome, such as the casting of additional spells or feet to a space you can see.
the loss or gain of a companion. At Higher Levels. When you cast this spell using a spell slot of 3rd
If you cast the spell two or more times before completing your next level or higher, the healing increases by 1d6 for each slot level above
long rest, there is a cumulative 25 percent chance for each casting 2nd.
after the first that you get a random reading. The DM makes this roll
in secret.

Additional Spell Player’s Handbook Forest Circle (Druid) Player’s Handbook Prepared (Druid) Xanathar’s Guide to Everything

Heat Metal Moonbeam Pass without Trace


2nd-level transmutation 2nd-level evocation 2nd-level abjuration

CASTING TIME 1 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, M (a piece of iron and a flame) 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)

Choose a manufactured metal object, such as a metal weapon or a 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
suit of heavy or medium metal armor, that you can see within range. high cylinder centered on a point within range. Until the spell ends, your companions from detection. For the duration, each creature you
You cause the object to glow red-hot. Any creature in physical dim light fills the cylinder. choose within 30 feet of you (including you) has a +10 bonus to
contact with the object takes 2d8 fire damage when you cast the 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
spell. Until the spell ends, you can use a bonus action on each of your 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
subsequent turns to cause this damage again. If a creature is holding searing pain, and it must make a Constitution saving throw. It takes other traces of its passage.
or wearing the object and takes the damage from it, the creature 2d10 radiant damage on a failed save, or half as much damage on a
must succeed on a Constitution saving throw or drop the object if it successful one.
can. If it doesn’t drop the object, it has disadvantage on attack rolls A shapechanger makes its saving throw with disadvantage. If it
and ability checks until the start of your next turn. fails, it also instantly reverts to its original form and can’t assume a
At Higher Levels. When you cast this spell using a spell slot of 3rd different form until it leaves the spell’s light.
level or higher, the damage increases by 1d8 for each slot above 2nd. On each of your turns after you cast this spell, you can use an
action to move the beam 60 up to feet in any direction.
At Higher Levels. When you cast this spell using a spell slot of 3rd
level or higher, the damage increases by 1d10 for each slot level
above 2nd.

Prepared (Druid) Player’s Handbook 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 Commune Commune with Nature
4th-level transmutation 5th-level divination (ritual) 5th-level divination (ritual)

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

A nature spirit answers your call and transforms you into a powerful You contact your deity or a divine proxy and ask up to three You briefly become one with nature and gain knowledge of the
guardian. The transformation lasts until the spell ends. You choose questions that can be answered with a yes or no. You must ask your surrounding territory. In the outdoors, the spell gives you knowledge
one of the following forms to assume: Primal Beast or Great Tree. questions before the spell ends. You receive a correct answer for of the land within 3 miles of you. In caves and other natural
Primal Beast. Bestial fur covers your body, your facial features each question. Divine beings aren’t necessarily omniscient, so you underground settings, the radius is limited to 300 feet. The spell
become feral, and you gain the following benefits: might receive “unclear” as an answer if a question pertains to doesn’t function where nature has been replaced by construction,
• Your walking speed increases by 10 feet. information that lies beyond the deity’s knowledge. In a case where a such as in dungeons and towns. You instantly gain knowledge of up
• You gain darkvision with a range of 120 feet. one-word answer could be misleading or contrary to the deity’s to three facts of your choice about any of the following subjects as
• You make Strength based attack rolls with advantage. interests, the DM might offer a short phrase as an answer instead. If they relate to the area:
• Your melee weapon attacks deal an extra 1d6 force damage on a you cast the spell two or more times before finishing your next long • terrain and bodies of water
hit. rest, there is a cumulative 25 percent chance for each casting after • prevalent plants, minerals, animals, or peoples
the first that you get no answer. The DM makes this roll in secret. • powerful celestials, fey, fiends, elementals, or undead
Great Tree. Your skin appears barky, leaves sprout from your hair, • influence from other planes of existence
and you gain the following benefits: • buildings
• You gain 10 temporary hit points.
• You make Constitution saving throws with advantage. For example, you could determine the location of powerful undead in
• You make Dexterity- and Wisdom-based attack rolls with the area, the location of major sources of safe drinking water, and
advantage. the location of any nearby towns.
• While you are on the ground, the ground within 15 feet of you is
difficult terrain for your enemies.

Prepared (Druid) Xanathar’s Guide to Everything Additional Spell Player’s Handbook Forest Circle (Druid) Player’s Handbook

Greater Restoration Tree Stride


5th-level abjuration 5th-level conjuration

CASTING TIME 1 action CASTING TIME 1 action


RANGE Touch RANGE Self
DURATION Instantaneous DURATION Concentration, up to 1 minute
COMPONENTS V, S, M (diamond dust worth 100 gp, which the spell consumes) COMPONENTS V, S

You imbue a creature you touch with positive energy to undo a You gain the ability to enter a tree and move from inside it to inside
debilitating effect. You can reduce the target’s exhaustion level by another tree of the same kind within 500 feet. Both trees must be
one, or end one of the following effects on the target: living and at least the same size as you. You must use 5 feet of
• One effect that charmed or petrified the target movement to enter a tree. You instantly know the location of all
• One curse, including the target’s attunement to a cursed magic other trees of the same kind within 500 feet and, as part of the move
item used to enter the tree, can either pass into one of those trees or step
• Any reduction to one of the target’s ability scores out of the tree you’re in. You appear in a spot of your choice within 5
• One effect reducing the target’s hit point maximum feet of the destination tree, using another 5 feet of movement. If you
have no movement left, you appear within 5 feet of the tree you
entered.
You can use this transportation ability once per round for the
duration. You must end each turn outside a tree.

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


Leather Hide Quarterstaff
Armor Armor Weapons

The breastplate and shoulder protectors of this armor are This crude armor consists of thick furs and pelts. It is
made of leather that has been stiffened by being boiled in commonly worn by barbarian tribes, evil humanoids, and
oil. The rest of the armor is made of softer and more other folk who lack access to the tools and materials
flexible materials. needed to create better armor.

10 lb. Player’s Handbook 12 lb. Player’s Handbook 4 lb. Player’s Handbook

Shield Explorer’s Pack Sling


Armor Equipment Packs Weapons

A shield is made from wood or metal and is carried in one Includes a backpack, a bedroll, a mess kit, a tinderbox, 10
hand. Wielding a shield increases your Armor Class by 2. torches, 10 days of rations, and a waterskin. The pack also
You can benefit from only one shield at a time. has 50 feet of hempen rope strapped to the side of it.

6 lb. Player’s Handbook 10 lbs. Player’s Handbook — Player’s Handbook


Constructed Resilience Sentry’s Rest Integrated Protection
Racial Trait Racial Trait Racial Trait

You were created to have remarkable fortitude, When you take a long rest, you must spend at least six Your body has built-in defensive layers, which can be
represented by the following benefits: hours in an inactive, motionless state, rather than sleeping. enhanced with armor:
• You have advantage on saving throws against being In this state, you appear inert, but it doesn’t render you • You gain a +1 bonus to Armor Class.
poisoned, and you have resistance to poison damage. unconscious, and you can see and hear as normal. • You can don only armor with which you have
• You don’t need to eat, drink, or breathe. proficiency. To don armor, you must incorporate it into
• You are immune to disease. your body over the course of 1 hour, during which you
• You don’t need to sleep, and magic can’t put you to remain in contact with the armor. To doff armor, you must
sleep. spend 1 hour removing it. You can rest while donning or
doffing armor in this way.
• While you live, your armor can’t be removed from your
body against your will.

Warforged Eberron: Rising from the Last War Warforged Eberron: Rising from the Last War Warforged Eberron: Rising from the Last War

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

Natural Recovery Land’s Stride Nature’s Ward


Archetype Feature Archetype Feature Archetype Feature

Starting at 2nd level, you can regain some of your magical Starting at 6th level, moving through nonmagical difficult When you reach 10th level, you can’t be charmed or
energy by sitting in meditation and communing with terrain costs you no extra movement. You can also pass frightened by elementals or fey, and you are immune to
nature. During a short rest, you choose expended spell through nonmagical plants without being slowed by them poison and disease.
slots to recover. The spell slots can have a combined level and without taking damage from them if they have thorns,
that is equal to or less than half your druid level (rounded spines, or a similar hazard.
up), and none of the slots can be 6th level or higher. You In addition, you have advantage on saving throws against
can’t use this feature again until you finish a long rest. plants that are magically created or manipulated to impede
For example, when you are a 4th-level druid, you can movement, such those created by the entangle spell.
recover up to two levels worth of spell slots. You can
recover either a 2nd-level slot or two 1st-level slots.

Circle of the Land Player’s Handbook Circle of the Land Player’s Handbook Circle of the Land Player’s Handbook

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