+10 | Expertise Bonus | |
+5 | Proficiency Bonus |
+1 | Strength | |
+1 | Dexterity | |
+2 | Constitution | |
+7 | Intelligence | |
+9 | Wisdom | |
+2 | Charisma |
+1 | Acrobatics | DEX | |
+9 | Animal Handling | WIS | |
+2 | Arcana | INT | |
+1 | Athletics | STR | |
+2 | Deception | CHA | |
+2 | History | INT | |
+4 | Insight | WIS | |
+2 | Intimidation | CHA | |
+2 | Investigation | INT |
+9 | Medicine | WIS | |
+7 | Nature | INT | |
+4 | Perception | WIS | |
+2 | Performance | CHA | |
+2 | Persuasion | CHA | |
+2 | Religion | INT | |
+1 | Sleight of Hand | DEX | |
+1 | Stealth | DEX | |
+9 | Survival | WIS |
Name | Roll | Attr | Dmg | Dmg Type | |
---|---|---|---|---|---|
Staff of the Woodlands | +3 | STR |
The statblocks of your Weapons, armor and other important/magical equipment
Armor (Medium)
Common
This armor consists of a coat and leggings (and perhaps a separate skirt) of leather covered with overlapping pieces of metal, much like the scales of a fish. The suit includes gauntlets.
Type | AC | STR Req. | Stealth Dis. |
---|---|---|---|
Medium | 14 + Dex Modifier (max 2) | Yes |
Cost: 50 gp
Weight: 45 lb
Staff
Rare Requires Attunement
This staff can be wielded as a magic Quarterstaff that grants +2 bonus to spell Attack rolls.
Weight: 1.8 kg
The statblocks of your class features
Level | Proficiency Bonus | Features | Cantrips Known | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
---|---|---|---|---|---|---|---|---|---|---|---|---|
1st | +2 | Druidic, Spellcasting | 2 | 2 | - | - | - | - | - | - | - | - |
2nd | +2 | Wild Shape, Druid Circle | 2 | 3 | - | - | - | - | - | - | - | - |
3rd | +2 | - | 2 | 4 | 2 | - | - | - | - | - | - | - |
4th | +2 | Wild Shape Improvement, Ability Score Improvement | 3 | 4 | 3 | - | - | - | - | - | - | - |
5th | +3 | - | 3 | 4 | 3 | 2 | - | - | - | - | - | - |
6th | +3 | Druid Circle Feature | 3 | 4 | 3 | 3 | - | - | - | - | - | - |
7th | +3 | - | 3 | 4 | 3 | 3 | 1 | - | - | - | - | - |
8th | +3 | Wild Shape Improvement, Ability Score Improvement | 3 | 4 | 3 | 3 | 2 | - | - | - | - | - |
9th | +4 | - | 3 | 4 | 3 | 3 | 3 | 1 | - | - | - | - |
10th | +4 | Druid Circle Feature | 4 | 4 | 3 | 3 | 3 | 2 | - | - | - | - |
11th | +4 | - | 4 | 4 | 3 | 3 | 3 | 2 | 1 | - | - | - |
12th | +4 | Ability Score Improvement | 4 | 4 | 3 | 3 | 3 | 2 | 1 | - | - | - |
13th | +5 | - | 4 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | - | - |
14th | +5 | Druid Circle Feature | 4 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | - | - |
15th | +5 | - | 4 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | - |
16th | +5 | Ability Score Improvement | 4 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | - |
17th | +6 | - | 4 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
18th | +6 | Timeless Body, Beast Spells | 4 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
19th | +6 | Ability Score Improvement | 4 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
20th | +6 | Archdruid | 4 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
Level | Max CR | Limitations | Example |
---|---|---|---|
2nd | 1/4 | No flying or swimming speed | Wolf |
4th | 1/2 | No flying speed | Crocodile |
8th | 1 | - | Giant eagle |
Druid Level | Spells |
---|---|
3rd | Hold Person, Spike Growth |
5th | Sleet Storm, Slow |
7th | Freedom of Movement, Ice Storm |
9th | Commune with Nature, Cone of Cold |
Druid Level | Spells |
---|---|
3rd | Mirror Image, Misty Step |
5th | Water Breathing, Water Walk |
7th | Control Water, Freedom of Movement |
9th | Conjure Elemental, Scrying |
Druid Level | Spells |
---|---|
3rd | Blur, Silence |
5th | Create Food and Water, Protection from Energy |
7th | Blight, Hallucinatory Terrain |
9th | Insect Plague, Wall of Stone |
Druid Level | Spells |
---|---|
3rd | Barkskin, Spider Climb |
5th | Call Lightning, Plant Growth |
7th | Divination, Freedom of Movement |
9th | Commune with Nature, Tree Stride |
Druid Level | Spells |
---|---|
3rd | Invisibility, Pass Without Trace |
5th | Daylight, Haste |
7th | Divination, Freedom of Movement |
9th | Dream, Insect Plague |
Druid Level | Spells |
---|---|
3rd | Spider Climb, Spike Growth |
5th | Lightning Bolt, Meld into Stone |
7th | Stone Shape, Stoneskin |
9th | Passwall, Wall of Stone |
Druid Level | Spells |
---|---|
3rd | Darkness, Melf’s Acid Arrow |
5th | Water Walk, Stinking Cloud |
7th | Freedom of Movement, Locate Creature |
9th | Insect Plague, Scrying |
Druid Level | Spells |
---|---|
3rd | Spider Climb, Web |
5th | Gaseous Form, Stinking Cloud |
7th | Greater Invisibility, Stone Shape |
9th | Cloudkill, Insect Plague |
Statblocks for your familiars, mounts etc.
Statblocks for race/species of the character.
Ability Score Increase.Your ability scores each increase by 1.
Age.Humans reach adulthood in their late teens and live less than a century.
Size.Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium.
Speed.Your base walking speed is 30 feet.
Languages.You can speak, read, and write Common and one extra language of your choice. Humans typically learn the languages of other peoples they deal with, including obscure dialects. They are fond of sprinkling their speech with words borrowed from other tongues: Orc curses, Elvish musical expressions, Dwarvish military phrases, and so on.
Statblocks for companions, followers and other allies.
Statblocks for your spells.
Name | Magic Stone | School | Transmutation |
---|---|---|---|
Spell Level | 0 | Range | Touch |
Casting Time | 1 Bonus Action | Duration | 1 minute |
Components | V, S | Materials | None |
Ritual | No | Concentration | No |
Description | |||
You touch one to three pebbles and imbue them with magic. You or someone else can make a ranged spell attack with one of the pebbles by throwing it or hurling it with a sling. If thrown, a pebble has a range of 60 feet. If someone else attacks with a pebble, that attacker adds your spellcasting ability modifier, not the attacker’s, to the attack roll. On a hit, the target takes bludgeoning damage equal to 1d6 + your spellcasting ability modifier. Whether the attack hits or misses, the spell then ends on the stone. If you cast this spell again, the spell ends on any pebbles still affected by your previous casting. |
Name | Druidcraft | School | Transmutation |
---|---|---|---|
Spell Level | 0 | Range | 30 feet |
Casting Time | 1 Action | Duration | Instantaneous |
Components | V, S | Materials | None |
Ritual | No | Concentration | No |
Description | |||
Whispering to the spirits of nature, you create one of the following
effects within range:
• You create a tiny, harmless sensory effect that predicts what the
weather will be at your location for the next 24 hours. The effect
might manifest as a golden orb for clear skies, a cloud for rain,
falling snowflakes for snow, and so on. This effect persists for 1
round. • You instantly make a flower blossom, a seed pod open, or a leaf bud bloom. • You create an instantaneous, harmless sensory effect, such as falling leaves, a puff of wind, the sound of a small animal, or the faint odor of skunk. The effect must fit in a 5-foot cube. • You instantly light or snuff out a candle, a torch, or a small campfire. |
Name | Resistance | School | Abjuration |
---|---|---|---|
Spell Level | 0 | Range | Touch |
Casting Time | 1 Action | Duration | Up to 1 minute |
Components | V, S, M | Materials | a miniature cloak |
Ritual | No | Concentration | Yes |
Description | |||
You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one saving throw of its choice. It can roll the die before or after the saving throw. The spell then ends. |
Name | Speak with Animals | School | Divination |
---|---|---|---|
Spell Level | 1 | Range | Self |
Casting Time | 1 Action | Duration | 10 minutes |
Components | V, S | Materials | None |
Ritual | Yes | Concentration | No |
Description | |||
You gain the ability to comprehend and verbally communicate with
beasts for the duration. The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you, at the DM’s discretion. |
Name | Beast Bond | School | Divination |
---|---|---|---|
Spell Level | 1 | Range | Touch |
Casting Time | 1 Action | Duration | Up to 10 minutes |
Components | V, S, M | Materials | a bit of fur wrapped in a cloth |
Ritual | No | Concentration | Yes |
Description | |||
You establish a telepathic link with one beast you touch that is friendly to you or charmed by you. The spell fails if the beast’s Intelligence is 4 or higher. Until the spell ends, the link is active while you and the beast are within line of sight of each other. Through the link, the beast can understand your telepathic messages to it, and it can telepathically communicate simple emotions and concepts back to you. While the link is active, the beast gains advantage on attack rolls against any creature within 5 feet of you that you can see. |
Name | Earth Tremor | School | Evocation |
---|---|---|---|
Spell Level | 1 | Range | Self (10-foot radius) |
Casting Time | 1 Action | Duration | Instantaneous |
Components | V, S | Materials | None |
Ritual | No | Concentration | No |
Description | |||
You cause a tremor in the ground in a 10-foot radius. Each creature other than you in that area must make a Dexterity saving throw. On a failed save, a creature takes 1d6 bludgeoning damage and is knocked prone. If the ground in that area is loose earth or stone, it becomes difficult terrain until cleared. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. |
Name | Cure Wounds | School | Evocation |
---|---|---|---|
Spell Level | 1 | Range | Touch |
Casting Time | 1 Action | Duration | Instantaneous |
Components | V, S | Materials | None |
Ritual | No | Concentration | No |
Description | |||
A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs. At higher level When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st. |
Name | Beast Sense | School | Divination |
---|---|---|---|
Spell Level | 1 | Range | Touch |
Casting Time | 1 Action | Duration | Up to 1 hour |
Components | S | Materials | None |
Ritual | No | Concentration | Yes |
Description | |||
You touch a willing beast. For the duration of the spell, you can use your action to see through the beast’s eyes and hear what it hears, and continue to do so until you use your action to return to your normal senses. |
Name | Soothsayer's Shield | School | Divination |
---|---|---|---|
Spell Level | 2 | Range | Self |
Casting Time | 1 Reaction (when you are hit by an attack) | Duration | Instantaneous |
Components | V, S | Materials | None |
Ritual | No | Concentration | No |
Description | |||
This spell can be cast when you are hit by an enemy’s attack. Until the start of your next turn, you have a +4 bonus to AC, including against the triggering attack. |
Name | Earthbind | School | Transmutation |
---|---|---|---|
Spell Level | 2 | Range | 300 feet |
Casting Time | 1 Action | Duration | Up to 1 minute |
Components | V | Materials | None |
Ritual | No | Concentration | Yes |
Description | |||
Choose one creature you can see within range. Yellow strips of magical energy loop around the creature. The target must succeed on a Strength saving throw or its flying speed (if any) is reduced to 0 feet for the spell’s duration. An airborne creature affected by this spell descends at 60 feet per round until it reaches the ground or the spell ends. |
Name | Call Lightning | School | Conjuration |
---|---|---|---|
Spell Level | 3 | Range | 120 feet |
Casting Time | 1 Action | Duration | Up to 10 minutes |
Components | V, S | Materials | None |
Ritual | No | Concentration | Yes |
Description | |||
A storm cloud appears in the shape of a cylinder that is 10 feet tall with a 60-foot radius, centered on a point you can see 100 feet directly above you. The spell fails if you can’t see a point in the air where the storm cloud could appear (for example, if you are in a room that can’t accommodate the cloud). When you cast the spell, choose a point you can see within range. A bolt of lightning flashes down from the cloud to that point. Each creature within 5 feet of that point must make a Dexterity saving throw. A creature takes 3d10 lightning damage on a failed save, or half as much damage on a successful one. On each of your turns until the spell ends, you can use your action to call down lightning in this way again, targeting the same point or a different one. If you are outdoors in stormy conditions when you cast this spell, the spell gives you control over the existing storm instead of creating a new one. Under such conditions, the spell’s damage increases by 1d10. At higher level 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. |
Name | Water Breathing | School | Transmutation |
---|---|---|---|
Spell Level | 3 | Range | 30 feet |
Casting Time | 1 Action | Duration | 24 hours |
Components | V, S, M | Materials | A short reed or piece of straw |
Ritual | Yes | Concentration | No |
Description | |||
This spell grants up to ten willing creatures you can see within range the ability to breathe underwater until the spell ends. Affected creatures also retain their normal mode of respiration. |
Name | Revivify | School | Necromancy |
---|---|---|---|
Spell Level | 3 | Range | Touch |
Casting Time | 1 Action | Duration | Instantaneous |
Components | V, S, M | Materials | diamonds worth 300 gp, which the spell consumes |
Ritual | No | Concentration | No |
Description | |||
You touch a creature that has died within the last minute. That creature returns to life with 1 hit point. This spell can’t return to life a creature that has died of old age, nor can it restore any missing body parts. |
Name | Polymorph | School | Transmutation |
---|---|---|---|
Spell Level | 4 | Range | 60 feet |
Casting Time | 1 Action | Duration | Up to 1 hour |
Components | V, S, M | Materials | A caterpillar cocoon |
Ritual | No | Concentration | Yes |
Description | |||
This spell transforms a creature that you can see within range into a new form. An unwilling creature must make a Wisdom saving throw to avoid the effect. A shapechanger automatically succeeds on this saving throw. The transformation lasts for the duration, or until the target drops to 0 hit points or dies. The new form can be any beast whose challenge rating is equal to or less than the target’s (or the target’s level, if it doesn’t have a challenge rating). The target’s game statistics, including mental ability scores, are replaced by the statistics of the chosen beast. It retains its alignment and personality. The target assumes the hit points of its new form. When it reverts to its normal form, the creature returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn’t reduce the creature’s normal form to 0 hit points, it isn’t knocked unconscious. The creature is limited in the actions it can perform by the nature of its new form, and it can’t speak, cast spells, or take any other 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. This spell can’t affect a target that has 0 hit points. |
Name | Energy Foreknowledge | School | Divination |
---|---|---|---|
Spell Level | 4 | Range | Self |
Casting Time | 1 Reaction (see description) | Duration | Instantaneous |
Components | V, S | Materials | None |
Ritual | No | Concentration | No |
Description | |||
1 Reaction, when you are the target of a spell that does cold, fire, force, lightning, necrotic, psychic, radiant, or thunder damage When you cast energy foreknowledge, you gain resistance to every type of energy listed above that’s done by the spell hitting you. This resistance lasts until the end of your next turn. At Higher Levels When energy foreknowledge is cast with a spell slot of 5th level or higher, you can include one additional ally in its effect for each slot level above 4th. Affected allies must be within 15 feet of you. |
Name | Wall of Fire | School | Evocation |
---|---|---|---|
Spell Level | 4 | Range | 120 feet |
Casting Time | 1 Action | Duration | Up to 1 minute |
Components | V, S, M | Materials | A small piece of phosphorus |
Ritual | No | Concentration | Yes |
Description | |||
You create a wall of fire on a solid surface within range. You can make the wall up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall is opaque and lasts for the duration. When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 5d8 fire damage, or half as much damage on a successful save. One side of the wall, selected by you when you cast this spell, deals 5d8 fire damage to each creature that ends its turn within 10 feet of that side or inside the wall. A creature takes the same damage when it enters the wall for the first time on a turn or ends its turn there. The other side of the wall deals no damage. At higher level When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th. |
Name | Insect Plague | School | Conjuration |
---|---|---|---|
Spell Level | 5 | Range | 300 feet |
Casting Time | 1 Action | Duration | Up to 10 minutes |
Components | V, S, M | Materials | A few grains of sugar, some kernels of grain, and a smear of fat |
Ritual | No | Concentration | Yes |
Description | |||
S warming, biting locusts fill a 20-foot-radius sphere centered on a point you choose within range. The sphere spreads around corners. The sphere remains for the duration, and its area is lightly obscured. The sphere’s area is difficult terrain. When the area appears, each creature in it must make a Constitution saving throw. A creature takes 4d10 piercing damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw when it enters the spell’s area for the first time on a turn or ends its turn there. At higher level When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d10 for each slot level above 5th. |
Name | Cone of Cold | School | Evocation |
---|---|---|---|
Spell Level | 5 | Range | Self (60-foot cone) |
Casting Time | 1 Action | Duration | Instantaneous |
Components | V, S, M | Materials | A small crystal or glass cone |
Ritual | No | Concentration | No |
Description | |||
A blast of cold air erupts from your hands. Each creature in a 60-foot cone must make a Constitution saving throw. A creature takes 8d8 cold damage on a failed save, or half as much damage on a successful one. A creature killed by this spell becomes a frozen statue until it thaws. At higher level When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th. |
Name | Sunbeam | School | Evocation |
---|---|---|---|
Spell Level | 6 | Range | Self (60-foot line) |
Casting Time | 1 Action | Duration | up to 1 minute |
Components | V, S, M | Materials | a magnifying glass |
Ritual | No | Concentration | Yes |
Description | |||
A beam of brilliant light flashes out from your hand in a 5-foot-wide,
60-foot-line. Each creature in the line must make a Constitution saving throw. On a failed save, a creature takes 6d8 radiant damage and is blinded until your next turn. On a successful save, it takes half as much damage and isn’t blinded by this spell. Undead and oozes have disadvantage on this saving throw. You can create a new line of 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. |
Name | Fire Storm | School | Evocation |
---|---|---|---|
Spell Level | 7 | Range | 150 feet |
Casting Time | 1 Action | Duration | Instantaneous |
Components | V, S | Materials | None |
Ritual | No | Concentration | No |
Description | |||
A storm made up of sheets of roaring flame appears in a location
you choose within range. The area of the storm consists of up to ten 10-foot cubes, which you can arrange as you wish. Each cube must have at least one face adjacent to the face of another cube. Each creature in the area must make Dexterity saving throw. It takes 7d10 fire damage on a failed save, or half as much damage on a successful one. The fire damages objects in the area and ignites flammable objects that aren’t being worn or carried. If you choose, plant life in the area is unaffected by this spell. |
Name | Sunburst | School | Evocation |
---|---|---|---|
Spell Level | 8 | Range | 150 feet |
Casting Time | 1 Action | Duration | Instantaneous |
Components | V, S, M | Materials | fire and a piece of sunstone |
Ritual | No | Concentration | No |
Description | |||
Brilliant sunlight flashes in a 60-foot radius centered on a point you
choose within range. Each creature in that light must make a Constitution saving throw. On a failed save, a creature takes 12d6 radiant damage and is blinded for 1 minute. On a successful save, it takes half as much damage and isn’t blinded by this spell. Undead and oozes have disadvantage on this saving throw. A creature blinded by this spell makes another Constitution saving throw at the end of each of its turns. On a successful save, it is no longer blinded. This spell dispels any darkness in its area that was created by a spell. |
Statblocks for your Trinkets, businesses, building, castles, empires.