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Azmodeus

2 Level (0/900 XP for level-up) Outlander Background Tiefling Race / Species / Heritage Alignment
Druid
Level 2
Hit Dice: 2/2
1d8+3 Class 1

STR
12
+1
DEX
14
+2
CON
16
+3
INT
12
+1
WIS
18
+4
CHA
10
+0
21
Hit Points
+2
Initiative (DEX)
14
Armor Class (AC)
+2
Prof. Bonus
30
Speed (walk/run/fly)
Spellcasting ...
+6 Attack mod
WIS Ability
+4 Abi Mod
14 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
+1 Strength
+2 Dexterity
+3 Constitution
+3 Intelligence
+6 Wisdom
+0 Charisma
saving throws
+2 Acrobatics DEX
+6 Animal Handling WIS
+1 Arcana INT
+3 Athletics STR
+0 Deception CHA
+1 History INT
+4 Insight WIS
+0 Intimidation CHA
+1 Investigation INT
skills
+4 Medicine WIS
+3 Nature INT
+4 Perception WIS
+0 Performance CHA
+0 Persuasion CHA
+1 Religion INT
+2 Sleight of Hand DEX
+2 Stealth DEX
+6 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Walking stick +1 STR 6+1
Sickle +1 STR 4+1
Attacks

Spell Book

Dark Vision- Can see up to 60ft. in darkness
Hellish Resistance- Has fire damage resistance

Features & Traits
-Carapace studded armor (AC 12)
-Woden shield (AC+2)
-Sickle (1 D4)
-Staff (one handed is 1 D6) (2 handed is 1 D8)
  • 1 health potion

  • Equipment Copper: 32, Silver: 51, Electrum: 0, Gold: 34, Platinum: 0 Money
    Because of the Fey touched feat, gain -Hunters Mark and -Misty Step that do not consume spell slots
    Spellcasting
    Languages: Common, Infernal, Sylvin, Druidic (written language only)

    Weapon Proficiencies: Clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears

    Armor Proficiencies: Light armor, medium armor, shields (druids will not wear armor or use shields made of metal)

    Languages & Proficiencies
    Anti-social/Awkward, Respectful of nature, distain for undead and desecration of corpses

    Personality Traits
    Survival of the fittest/ Law of the jungle

    Ideals
    Combat Wild Shape
    When you choose this circle at 2nd level, you gain the ability to use Wild Shape on your turn as a bonus action, rather than as an action.

    Additionally, while you are transformed by Wild Shape, you can use a bonus action to expend one spell slot to regain 1d8 hit points per level of the spell slot expended.

    Wild Shape (Circle of the Moon)


    ™ & © Wizards of the Coast - D & D 5e Character Sheet v2.07, made by Tillerz - Updated: 2023-05-29
    To print this sheet: Expand the spell book (if you have any entries there), then click "Print Sheet" at the top, select "Print to PDF" and format A3. Then print the resulting PDF to whichever format you need with "fit to page" selected.

    The statblocks of your Weapons, armor and other important/magical equipment

    Studded Leather Armor

    Armor (Light)

    Common

    Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes.

    Type AC STR Req. Stealth Dis.
    Light 13-19 - No

    Cost: 50gp
    Weight: 13

    Basic Rules

    Quarterstaff

    Weapon

    Varies

    Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property--the damage when the weapon is used with two hands to make a melee attack.

    Type Damage Damage Range
    Simple Melee 1d6 / 1d8 Bludgeoning

    Cost: 2 sp
    Weight: 4 lbs.

    Basic Rules

    Sickle

    Weapon

    Varies

    Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.

    Type Damage Damage Range
    Simple Melee 1d4 Slashing

    Cost: 1 gp
    Weight: 2 lbs.

    The statblocks of your class features

    Druid

    hit dice: 1d8
    hit points at 1st level: 8 + Constitution Modifier
    hit points at higher levels: 1d8 (or 5) + Constitution Modifier
    armor proficiencies: Light armor, medium armor, shields (druids will not wear armor or use shields made of metal)
    weapon proficiencies: Clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears
    tools: Herbalism kit
    saving throws: Intelligence, Wisdom
    skills: Choose two from Arcana, Animal Handling, Insight, Medicine, Nature, Perception, Religion, and Survival
    starting equipment:
    You start with the following equipment, in addition to the equipment granted by your background:

    • (a) a wooden shield or (b) any simple weapon

    • (a) a scimitar or (b) any simple melee weapon

    • Leather armor, an explorer's pack, and a druidic focus


    spellcasting:
    Drawing on the divine essence of nature itself, you can cast spells to shape that essence to your will.

    Cantrips

    At 1st level, you know two cantrips of your choice from the druid spell list. You learn additional druid cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Druid table.

    Preparing and Casting Spells

    The Druid table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these druid spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

    You prepare the list of druid spells that are available for you to cast, choosing from the druid spell list. When you do so, choose a number of druid spells equal to your Wisdom modifier + your Druid level (minimum of one spell). The spells must be of a level for which you have spell slots.

    For example, if you are a 3rd-level druid, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell Cure Wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells. You can also change your list of prepared spells when you finish a long rest. Preparing a new list of druid spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.

    Spellcasting Ability

    Wisdom is your spellcasting ability for your druid spells, since your magic draws upon your devotion and attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a druid spell you cast and when making an attack roll with one.

    • Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
    • Spell attack modifier = your proficiency bonus + your Wisdom modifier

    Ritual Casting

    You can cast a druid spell as a ritual if that spell has the ritual tag and you have the spell prepared.

    Spellcasting Focus



    class features:
    +6
    The Druid
    level Proficiency Bonus Features Cantrips Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
    1 +2 Druidic, Spellcasting 2 2 - - - - - - - -
    2 +2 Wild Shape, Druid Circle, Wild Companion (Optional) 2 3 - - - - - - - -
    3 +2 - 2 4 2 - - - - - - -
    4 +2 Wild Shape improvement, Ability Score Improvement, Cantrip Versatility (Optional) 3 4 3 - - - - - - -
    5 +3 - 3 4 3 2 - - - - - -
    6 +3 Druid Circle feature 3 4 3 3 - - - - - -
    7 +3 - 3 4 3 3 1 - - - - -
    8 +3 Wild Shape improvement, Ability Score Improvement, Cantrip Versatility (Optional) 3 4 3 3 2 - - - - -
    9 +4 - 3 4 3 3 3 1 - - - -
    10 +4 Druid Circle feature 4 4 3 3 3 2 - - - -
    11 +4 - 4 4 3 3 3 2 1 - - -
    12 +4 Ability Score Improvement, Cantrip Versatility (Optional) 4 4 3 3 3 2 1 - - -
    13 +5 - 4 4 3 3 3 2 1 1 - -
    14 +5 Druid Circle feature 4 4 3 3 3 2 1 1 - -
    15 +5 - 4 4 3 3 3 2 1 1 1 -
    16 +5 Ability Score Improvement, Cantrip Versatility (Optional) 4 4 3 3 3 2 1 1 1 -
    17 +6 - 4 4 3 3 3 2 1 1 1 1
    18 +6 Timeless Body, Beast Spells 4 4 3 3 3 3 1 1 1 1
    19 +6 Ability Score Improvement, Cantrip Versatility (Optional) 4 4 3 3 3 3 2 1 1 1
    20 +6 Archdruid 4 4 3 3 3 3 2 2 1 1


    Druidic

    You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message's presence with a successful DC 15 Wisdom (Perception) check but can't decipher it without magic.

    Wild Shape

    Starting at 2nd level, you can use your action to magically assume the shape of a beast that you have seen before. You can use this feature twice. You regain expended uses when you finish a short or long rest.

    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 has a challenge rating of 1/4 or lower that doesn't have a flying or swimming speed.
    Beast Shapes
    Level Max CR Limitations Examples
    2nd 1/4 no flying or swimming speed Wolf
    4th 1/2 No flying speed Crocodile
    8th 1 - Giant eagle

    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 of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.

    While you are transformed, the following rules apply:
    • Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of 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 has any legendary or lair actions, you can't use them.
    • When you transform, you assume the beast's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form, For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.
    • You can't cast spells, and your ability to speak or take any action that requires 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 taking actions that are part of a spell, such as Call Lightning, that you've already cast.
    • You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense.
    • You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change size or shape 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 effect until you leave the form.

    Druid Circle

    At 2nd level, you choose to identify with a circle of druids. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.
    subclass options:
    Circle of Dreams
    Druids who are members of the Circle of Dreams hail from regions that have strong ties to the Feywild and its dreamlike realms. The druids’ guardianship of the natural world makes for a natural alliance between them and good-aligned fey. These druids seek to fill the world with dreamy wonder. Their magic mends wounds and brings joy to downcast hearts, and the realms they protect are gleaming, fruitful places, where dream and reality blur together and where the weary can find rest.

    Balm of the Summer Court

    At 2nd level, you become imbued with the blessings of the Summer Court. You are a font of energy that offers respite from injuries. You have a pool of fey energy represented by a number of d6s equal to your druid level.

    As a bonus action, you can choose an ally you can see within 120 feet of you and spend a number of those dice equal to half your druid level or less. Roll the spent dice and add them together. The target regains a number of hit points equal to the total. The target also gains 1 temporary hit point per die spent.

    You regain the expended dice when you finish a long rest.

    Hearth of Moonlight and Shadow

    At 6th level, home can be wherever you are. During a short or long rest, you can invoke the shadowy power of the Gloaming Court to help guard your respite. At the start of the rest, you touch a point in space, and an invisible, 30-foot-radius sphere of magic appears, centered on that point. Total cover blocks the sphere.

    While within the sphere, you and your allies gain a +5 bonus to Dexterity (Stealth) and Wisdom (Perception) checks, and any light from open flames in the sphere (a campfire, torches, or the like) isn't visible outside it.

    The sphere vanishes at the end of the rest or when you leave the sphere.

    Hidden Paths

    Starting at 10th level, you can use the hidden, magical pathways that some fey use to traverse space in a blink of an eye. As a bonus action on your turn, you can teleport up to 60 feet to an unoccupied space you can see. Alternatively, you can use your action to teleport one willing creature you touch up to 30 feet to an unoccupied space you can see.

    You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.

    Walker in Dreams

    At 14th level, the magic of the Feywild grants you the ability to travel mentally or physically through dreamlands.

    When you finish a short rest, you can cast one of the following spells, without expending a spell slot or requiring material components: Dream (with you as the messenger), Scrying, or Teleportation Circle.

    This use of Teleportation Circle is special. Rather than opening a portal to a permanent teleportation circle, it opens a portal to the last location where you finished a long rest on your current plane of existence. If you haven't taken a long rest on your current plane, the spell fails but isn't wasted.

    Once you use this feature, you can't use it again until you finish a long rest.
    Circle of the Land
    The Circle of the Land is made up of mystics and sages who safeguard ancient knowledge and rites through a vast oral tradition. These druids meet within sacred circles of trees or standing stones to whisper primal secrets in Druidic. The circle's wisest members preside as the chief priests of communities that hold to the Old Faith and serve as advisors to the rulers of those folk. As a member of this circle, your magic is influenced by the land where you were initiated into the circle's mysterious rites.

    Bonus Cantrip

    When you choose this circle at 2nd level, you learn one additional druid cantrip of your choice.

    Natural Recovery

    Starting at 2nd level, you can regain some of your magical energy by sitting in meditation and communing with nature. During a short rest, you choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your druid level (rounded up), and none of the slots can be 6th level or higher. You can't use this feature again until you finish a long rest.

    For example, when you are a 4th-level druid, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level slot or two 1st-level slots.

    Circle Spells

    Your mystical connection to the land infuses you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to circle spells connected to the land where you became a druid. Choose that land – arctic, coast, desert, forest, grassland, mountain, swamp, or Underdark – and consult the associated list of spells.

    Once you gain access to a circle spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that doesn't appear on the druid spell list, the spell is nonetheless a druid spell for you.

    Land's Stride

    Starting at 6th level, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.

    In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such as those created by the Entangle spell.

    Nature's Ward

    When you reach 10th level, you can't be charmed or frightened by elementals or fey, and you are immune to poison and disease.

    Nature's Sanctuary

    When you reach 14th level, creatures of the natural world sense your connection to nature and become hesitant to attack you. When a beast or plant creature attacks you, that creature must make a Wisdom saving throw against your druid spell save DC. On a failed save, the creature must choose a different target, or the attack automatically misses. On a successful save, the creature is immune to this effect for 24 hours.

    The creature is aware of this effect before it makes its attack against you.
    Circle of the Moon
    Druids of the Circle of the Moon are fierce guardians of the wilds. Their order gathers under the full moon to share news and trade warnings. They haunt the deepest parts of the wilderness, where they might go for weeks on end before crossing paths with another humanoid creature, let alone another druid.

    Changeable as the moon, a druid of this circle might prowl as a great cat one night, soar over the treetops as an eagle the next day, and crash through the undergrowth in bear form to drive off a trespassing monster. The wild is in the druid's blood.

    Combat Wild Shape

    When you choose this circle at 2nd level, you gain the ability to use Wild Shape on your turn as a bonus action, rather than as an action.

    Additionally, while you are transformed by Wild Shape, you can use a bonus action to expend one spell slot to regain 1d8 hit points per level of the spell slot expended.

    Circle Forms

    The rites of your circle grant you the ability to transform into more dangerous animal forms. Starting at 2nd level, you can use your Wild Shape to transform into a beast with a challenge rating as high as 1. You ignore the Max. CR column of the Beast Shapes table, but must abide by the other limitations there.

    Starting at 6th level, you can transform into a beast with a challenge rating as high as your druid level divided by 3, rounded down.

    Primal Strike

    Starting at 6th level, your attacks in beast form count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

    Elemental Wild Shap

    At 10th level, you can expend two uses of Wild Shape at the same time to transform into an air elemental, an earth elemental, a fire elemental, or a water elemental.

    Thousand Forms

    By 14th level, you have learned to use magic to alter your physical form in more subtle ways. You can cast the Alter Self spell at will.
    Circle of the Shepherd
    Druids of the Circle of the Shepherd commune with the spirits of nature, especially the spirits of beasts and the fey, and call to those spirits for aid. These druids recognize that all living things play a role in the natural world, yet they focus on protecting animals and fey creatures that have difficulty defending themselves. Shepherds, as they are known, see such creatures as their charges. They ward off monsters that threaten them, rebuke hunters who kill more prey than necessary, and prevent civilization from encroaching on rare animal habitats and on sites sacred to the fey.

    Many of these druids are happiest far from cities and towns, content to spend their days in the company of animals and the fey creatures of the wilds. Members of this circle become adventurers to oppose forces that threaten their charges or to seek knowledge and power that will help them safeguard their charges better. Wherever these druids go, the spirits of the wilderness are with them.

    Speech of the Woods

    At 2nd level, you gain the ability to converse with beasts and many fey.

    You learn to speak, read, and write Sylvan. In addition, beasts can understand your speech, and you gain the ability to decipher their noises and motions. Most beasts lack the intelligence to convey or understand sophisticated concepts, but a friendly beast could relay what it has seen or heard in the recent past. This ability doesn’t grant you any special friendship with beasts, though you can combine this ability with gifts to curry favor with them as you would with any nonplayer character.

    Spirit Totem

    Starting at 2nd level, you gain the ability to call forth nature spirits and use them to influence the world around you.

    As a bonus action, you can magically summon an incorporeal spirit to a point you can see within 60 feet of you. The spirit creates an aura in a 30-foot radius around that point. It counts as neither a creature nor an object, though it has the spectral appearance of the creature it represents. As a bonus action, you can move the spirit up to 60 feet to a point you can see.

    The spirit persists for 1 minute. Once you use this feature, you can’t use it again until you finish a short or long rest.

    The effect of the spirit’s aura depends on the type of spirit you summon from the options below.

    Bear Spirit. The bear spirit grants you and your allies its might and endurance. Each creature of your choice in the aura when the spirit appears gains temporary hit points equal to 5 + your druid level. In addition, you and your allies gain advantage on Strength checks and Strength saving throws while in the aura.
    Hawk Spirit. The hawk spirit is a consummate hunter, aiding you and your allies with its keen sight. When a creature makes an attack roll against a target in the spirit’s aura, you can use your reaction to grant advantage to that attack roll. In addition, you and your allies have advantage on Wisdom (Perception) checks while in the aura.
    Unicorn Spirit. The unicorn spirit lends its protection to those nearby. You and your allies gain advantage on all ability checks made to detect creatures in the spirit’s aura. In addition, if you cast a spell using a spell slot that restores hit points to any creature inside or outside the aura, each creature of your choice in the aura also regains hit points equal to your druid level.

    Mighty Summoner

    At 6th level, beasts and fey that you conjure are more resilient than normal. Any beast or fey summoned or created by a spell that you cast gains two benefits:
    • The creature appears with more hit points than normal: 2 extra hit points per Hit Die it has.s
    • The damage from its natural weapons is considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks and damage.


    Guardian Spirit

    Guardian Spirit

    Faithful Summons

    Starting at 14th level, the nature spirits you commune with protect you when you are the most defenseless. If you are reduced to 0 hit points or are incapacitated against your will, you can immediately gain the benefits of Conjure Animals as if it were cast with a 9th-level spell slot. It summons four beasts of your choice that are challenge rating 2 or lower. The conjured beasts appear within 20 feet of you. If they receive no commands from you, they protect you from harm and attack your foes. The spell lasts for 1 hour, requiring no concentration, or until you dismiss it (no action required).

    Once you use this feature, you can’t use it again until you finish a long rest.
    Circle of the Spores
    Druids of the Circle of Spores find beauty in decay. They see within mold and other fungi the ability to transform lifeless material into abundant, albeit somewhat strange, life. These druids believe that life and death are parts of a grand cycle, with one leading to the other and then back again. Death isn't the end of life, but instead a change of state that sees life shift into a new form.

    Druids of this circle have a complex relationship with the undead. They see nothing inherently wrong with undeath, which they consider to be a companion to life and death. But these druids believe that the natural cycle is healthiest when each segment of it is vibrant and changing. Undead that seek to replace all life with undeath, or that try to avoid passing to a final rest, violate the cycle and must be thwarted.

    Circle Spells

    Your symbiotic link to fungi and your ability to tap into the cycle of life and death grants you access to certain spells. At 2nd level, you learn the Chill Touch cantrip.

    At 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Circle of Spores Spells table. Once you gain access to one of these spells, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that doesn't appear on the druid spell list, the spell is nonetheless a druid spell for you.

    Halo of Spores

    Starting at 2nd level, you are surrounded by invisible, necrotic spores that are harmless until you unleash them on a creature nearby. When a creature you can see moves into a space within 10 feet of you or starts its turn there, you can use your reaction to deal 1d4 necrotic damage to that creature unless it succeeds on a Constitution saving throw against your spell save DC. The necrotic damage increases to 1d6 at 6th level, 1d8 at 10th level, and 1d10 at 14th level.

    Symbiotic Entity

      Also at 2nd level, you gain the ability to channel magic into your spores. As an action, you can expend a use of your Wild Shape feature to awaken those spores, rather than transforming into a beast form, and you gain 4 temporary hit points for each level you have in this class. While this feature is active, you gain the following benefits
    • When you deal your Halo of Spores damage, roll the damage die a second time and add it to the total.
    • Your melee weapon attacks deal an extra 1d6 necrotic damage to any target they hit.
    These benefits last for 10 minutes, until you lose all these temporary hit points. or until you use your Wild Shape again.

    Fungal Infestation

    At 6th level, your spores gain the ability to infest a corpse and animate it. If a beast or a humanoid that is Small or Medium dies within 10 feet of you, you can use your reaction to animate it, causing it to stand up immediately with 1 hit point. The creature uses the Zombie stat block in the Monster Manual. It remains animate for 1 hour, after which time it collapses and dies.

    In combat, the zombie's turn comes immediately after yours. It obeys your mental commands, and the only action it can take is the Attack action, making one melee attack.

    You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.

    Spreading Spores

    At 10th level, you gain the ability to seed an area with deadly spores. As a bonus action while your Symbiotic Entity feature is active, you can hurl spores up to 30 feet away, where they swirl in a 10-foot cube for 1 minute. The spores disappear early if you use this feature again, if you dismiss them as a bonus action, or if your Symbiotic Entity feature is no longer active.

    Whenever a creature moves into the cube or starts its turn there, that creature takes your Halo of Spores damage, unless the creature succeeds on a Constitution saving throw against your spell save DC. A creature can take this damage no more than once per turn.

    While the cube of spores persists, you can't use your Halo of Spores reaction.

    Fungal Body

    At 14th level, the fungal spores in your body alter you: you can't be blinded, deafened, frightened, or poisoned, and any critical hit against you counts as a normal hit instead, unless you're incapacitated.
    Circle of Stairs
    The Circle of Stars allows druids to draw on the power of starlight. These druids have tracked heavenly patterns since time immemorial, discovering secrets hidden amid the constellations. By revealing and understanding these secrets, the Circle of the Stars seeks to harness the powers of the cosmos.

    Many druids of this circle keep records of the constellations and the stars' effects on the world. Some groups document these observations at megalithic sites, which serve as enigmatic libraries of lore. These repositories might take the form of stone circles, pyramids, petroglyphs, and underground temples any construction durable enough to protect the circle's sacred knowledge even against a great cataclysm.

    Star Map

    • At 2nd level, You've created a star chart as part of your heavenly studies. It is a Tiny object and can serve as a spellcasting focus for your druid spells. You determine its form by rolling on the Star Map table or by choosing one.While holding this map, you have these benefits
    • You know the Guidance cantrip
    • You have the Guiding Bolt spell prepared. It counts as a druid spell for you, and it doesn't count against the number of spells you can have prepared.
    • You can cast Guiding Bolt without expending a spell slot. You can do so a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.


    If you lose the map, you can perform a 1-hour ceremony to magically create a replacement. This ceremony can be performed during a short or long rest, and it destroys the previous map.

    Starry Form

    At 2nd level, you gain the ability to harness constellations’ power to alter your form. As a bonus action, you can expend a use of your Wild Shape feature to take on a starry form, rather than transforming into a beast.

    While in your starry form, you retain your game statistics, but your body becomes luminous; your joints glimmer like stars, and glowing lines connect them as on a star chart. This form sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The form lasts for 10 minutes. It ends early if you dismiss it (no action required), are incapacitated, die, or use this feature again.

    Whenever you assume your starry form, choose which of the following constellations glimmers on your body; your choice gives you certain benefits while in the form:

    Archer. :A constellation of an archer appears on you. When you activate this form, and as a bonus action on your subsequent turns while it lasts, you can make a ranged spell attack, hurling a luminous arrow that targets one creature within 60 feet of you. On a hit, the attack deals radiant damage equal to 1d8 + your Wisdom modifier.
    Chalice: A constellation of a life-giving goblet appears on you. Whenever you cast a spell using a spell slot that restores hit points to a creature, you or another creature within 30 feet of you can regain hit points equal to 1d8 + your Wisdom modifier.
    Dragon:A constellation of a wise dragon appears on you. When you make an Intelligence or a Wisdom check or a Constitution saving throw to maintain concentration on a spell, you can treat a roll of 9 or lower on the d20 as a 10.

    Cosmic Omen

    When you reach 6th level, you learn to use your star map to divine the will of the cosmos. Whenever you finish a long rest, you can consult your Star Map for omens. When you do so, roll a die. Until you finish your next long rest, you gain access to a special reaction based on whether you rolled an even or an odd number on the die:

    Weal (even): Whenever a creature you can see within 30 feet of you is about to make an attack roll, a saving throw, or an ability check, you can use your reaction to roll a d6 and add the number rolled to the total.
    Woe (odd) : Whenever a creature you can see within 30 feet of you is about to make an attack roll, a saving throw, or an ability check, you can use your reaction to roll a d6 and subtract the number rolled from the total.

    You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

    Twinkling Constellations

    At 10th level, the constellations of your Starry Form improve. The 1d8 of the Archer and the Chalice becomes 2d8, and while the Dragon is active, you have a flying speed of 20 feet and can hover.

    Moreover, at the start of each of your turns while in your Starry Form, you can change which constellation glimmers on your body.

    Full of Stars

    At 14th level, while in your Starry Form, you become partially incorporeal, giving you resistance to bludgeoning, piercing, and slashing damage.
    Cirlce of Wildfire
    Druids within the Circle of Wildfire understand that destruction is sometimes the precursor of creation, such as when a forest fire promotes later growth. These druids bond with a primal spirit that harbors both destructive and creative power, allowing the druids to create controlled flames that burn away one thing but give life to another.

    Circle Spells

    When you join this circle at 2nd level, you have formed a bond with a wildfire spirit, a primal being of creation and destruction. Your link with this spirit grants you access to some spells when you reach certain levels in this class, as shown on the Circle of Wildfire Spells table.

    Once you gain access to one of these spells, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that doesn't appear on the Druid Spell List, the spell is nonetheless a druid spell for you.



    Summon Wildfire Spirit

    At 2nd level, You can summon the primal spirit bound to your soul. As an action, you can expend one use of your Wild Shape feature to summon your wildfire spirit, rather than assuming a beast form.

    The spirit appears in an unoccupied space of your choice that you can see within 30 feet of you. Each creature within 10 feet of the spirit (other than you) when it appears must succeed on a Dexterity saving throw against your spell save DC or take 2d6 fire damage.

    The spirit is friendly to you and your companions and obeys your commands. See this creature's game statistics in the Wildfire Spirit stat block, which uses your proficiency bonus (PB) in several places. You determine the spirit's appearance. Some spirits take the form of a humanoid figure made of gnarled branches covered in flame, while others look like beasts wreathed in fire.

    In combat, the spirit shares your initiative count, but it takes its turn immediately after yours. The only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the spirit can take any action of its choice, not just Dodge.

    The spirit manifests for 1 hour, until it is reduced to 0 hit points, until you use this feature to summon the spirit again, or until you die.



    Enhanced Bond

    At 6th level, the bond with your wildfire spirit enhances your destructive and restorative spells. Whenever you cast a spell that deals fire damage or restores hit points while your wildfire spirit is summoned, roll a d8, and you gain a bonus equal to the number rolled to one damage or healing roll of the spell.

    In addition, when you cast a spell with a range other than self, the spell can originate from you or your wildfire spirit.

    Cauterizing Flames

    At 10th level, you gain the ability to turn death into magical flames that can heal or incinerate. When a Small or larger creature dies within 30 feet of you or your wildfire spirit, a harmless spectral flame springs forth in the dead creature's space and flickers there for 1 minute. When a creature you can see enters that space, you can use your reaction to extinguish the spectral flame there and either heal the creature or deal fire damage to it. The healing or damage equals 2d10 + your Wisdom modifier.

    You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

    Blazing Revival

    At 14th level, the bond with your wildfire spirit can save you from death. If the spirit is within 120 feet of you when you are reduced to 0 hit points and thereby fall unconscious, you can cause the spirit to drop to 0 hit points. You then regain half your hit points and immediately rise to your feet.

    Once you use this feature, you can't use it again until you finish a long rest.

    Statblocks for your familiars, mounts etc.

    Statblocks for race/species of the character.

    Tiefling

    To be greeted with stares and whispers, to suffer violence and insult on the street, to see mistrust and fear in every eye: this is the lot of the tiefling. And to twist the knife, Tieflings know that this is because a pact struck generations ago infused the essence of Talios—godess of greed and deception—into their bloodline. Their Appearance and their Nature are not their fault but the result of an ancient sin, for which they and their children and their children’s children will always be held accountable.
    ability score increase: Your Intelligence score increases by 1, and your Charisma score increases by 2.
    age: Tieflings mature at the same rate as Humans but live a few years longer.
    Size: Medium
    speed: 30ft
    Languages: Common, Infernal.
    race features:
    Darkvision
    Thanks to your infernal⁠ heritage, you have superior vision in dark and dim Conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkn⁠ess as if it were dim light. You can’t discern color in darkness⁠, only Shades of Gray.
    Hellish Resistance
    You have Resistance to fire damage.
    Infernal⁠ Legacy
    You know the Thaumaturgy cantrip. When you reach 3rd Level, you can cast the Hellish Rebuke spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a Long Rest. When you reach 5th Level, you can cast the Darkness spell once with this trait and regain the ability to do so when you finish a Long Rest. Charisma is your Spellcasting ability for these Spells.

    Statblocks for companions, followers and other allies.

    Statblocks for your spells.

    Level 0 Spells

    PHB

    Shillelagh

    0-level (Cantrip) Transmutation

    Casting Time: 1 bonus action
    Range/Area: Touch
    Components: V, S, M
    Materials: misletoe, a shamrock leaf and a club or quarterstaff
    Duration: 1 minute
    The wood of a club or quarterstaff you are holding is imbued with nature's power. For the duration, you can use your spellcasting ability instead of Strength for the attack and damage rolls of melee attacks using that weapon, and the weapon's damage die becomes a d8. The weapon also becomes magical, if it isn't already. The spell ends if you cast it again or if you let go of the weapon.
    At higher levels: At 5th Level. You can cast this spell on any melee weapon made of wood. Additionally, as an action, you can make a melee spell attack against a target within reach to release the weapon's imbued magic into it. On a hit, the target takes 2d8 bludgeoning damage. The spell then ends.
    At 11th Level. The damage of the special attack increases by 1d8 (3d8).
    At 17th Level. The damage of the special attack increases by 1d8 (4d8).
    Available for: Druid

    PHB

    Thorn Whip

    0-level (Cantrip) Transmutation

    Casting Time: 1 action
    Range/Area: 30 feet
    Components: V, S, M
    Materials: the stem of a plant with thorns
    Duration: Instantaneous
    You create a long, vine-like whip covered in thorns that lashes out at your command toward a creature in range. Make a melee spell attack against the target. If the attack hits, the creature takes 1d6 piercing damage, and if the creature is Large or smaller, you pull the creature up to 10 feet closer to you.
    At higher levels: The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
    Available for: Druid

    PHB

    Thaumaturgy

    0-level (Cantrip) Transmutation

    Casting Time: 1 action
    Range/Area: 30 feet
    Components: V
    Duration: 1 minute
    You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical effects within range:
    • Your voice booms up to three times as loud as normal for 1 minute.
    • You cause flames to flicker, brighten, dim, or change color for 1 minute.
    • 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.
    At higher levels: At 5th Level. You can change your voice to sound more angelic or more demonic for 1 minute. Additionally, you can amplify your voice up to four times as loud as normal for 1 minute.
    At 11th Level. You can have up to four of this spell's 1-minute effects active at a time. Additionally, the tremors you cause are strong enough to rattle objects without damaging them. You can also instantaneously open or close any number of unlocked doors and windows within range.
    At 17th Level. The duration of this spell's 1-minute effects can be extended up to 1 hour. Additionally, you can cause a loud noise, intense tremors, or unseen waves or slashes to deal 1 damage to all objects that aren't being worn or carried within range.
    Available for: Cleric

    Level 1 Spells

    PHB, page 238

    Entangle

    1-level Conjuration

    Casting Time: 1 action
    Range/Area: 90 feet
    Components: V, S
    Duration: Concentration, up to 1 minute
    Attack/Save: Strength
    Grasping weeds and vines sprout from the ground in a 20-foot square starting from a point within range. For the duration, these plants turn the ground in the area into difficult terrain.   A creature in the area when you cast the spell must succeed on a Strength saving throw or be restrained by the entangling plants until the spell ends. A creature 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.
    Available for: Druid

    Player's Handbook (Woc)

    Cure Wounds

    1-level Evocation

    Casting Time: 1 action
    Range/Area: Touch
    Components: Verbal, Somatic
    Duration: Instantaneous
    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 levels: When you cast this spell 2nd level or higher, the healing increases by 1d8 for each level above 1st.
    Available for: Bard, Druid, Cleric, Paladin, Ranger

    PHB, page 246

    Goodberry

    1-level Transmutation

    Casting Time 1 action
    Range Touch
    Duration Instantaneous
    Components V, S, M
    Materials a sprig of mistletoe

    Up to ten berries appear in your hand and are infused with magic for the duration. A creature can use its action to eat one berry. Eating a berry restores 1 hit point, and the berry provides enough nourishment to sustain a creature for one day.

    The berries lose their potency if they have not been consumed within 24 hours of the casting of this spell.

    Class(es): Druid, Ranger

    Animal Friendship

    1-level Enchantment

    Casting Time 1 action
    Range 30ft
    Duration 24 hours
    Components V, S, M
    Materials A morsel of food

    This spell lets you convince a beast that you mean it no harm. Choose a beast that you can see within range. It must see and hear you. If the beast's Intelligence is 4 or higher, the spell fails. Otherwise, the beast must succeed on a Wisdom saving throw or be Charmed by you for the spell's Duration. If you or one of your companions harms the target, the Spells ends.
    At higher levels: When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional beast level above 1st.

    Class(es): Bard, Druid, Ranger

    Purify Food and Drink

    1-level Transmutation

    Ritual - does not require spell slot, takes 10 minutes longer
    Casting Time: 1 action
    Range/Area: 10ft
    Components: V, S
    Duration: Instantaneous
    All non-magical food and drink within a 5-foot-radius sphere centred on a point of your choice within range is purified and rendered free of poison and disease.
    Available for: Cleric, Druid, Inventor, Paladin

    Jump

    1-level Transmutation

    Casting Time: 1 action
    Range/Area: Touch
    Components: V, S, M
    Materials: tbd
    Duration: 1 minute

    You touch a creature. The creature's jump distance is tripled until the spell ends.

    Available for: Druid, Inventor, Ranger, Sorcerer, Wizard

    PHB

    Healing Word

    1-level Evocation

    Casting Time: 1BA
    Range/Area: 60ft
    Components: V
    Duration: Instantaneous
    Damage/Effect: Healing
    A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
    At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st.
    Available for: Artificer (Alchemist), Bard, Cleric, Druid

    Fog Cloud

    1-level Conjuration

    Casting Time: 1 action
    Range/Area: 120ft
    Components: V, S
    Duration: Concentration, up to 1 hour
    You create a 20-foot-radius sphere of fog centred on a point within range. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.
    At higher levels: When you cast this spell 2nd level or higher, the radius of the fog increases by 20 feet for each level above 1st.
    Available for: Druid, Ranger, Sorcerer, Wizard

    PHB p239 (modified)

    Faerie Fire

    1-level Evocation

    Casting Time: 1 action
    Range/Area: 60 feet
    Components: V
    Duration: Concentration, up to 1 minute
    Attack/Save: Dexterity Save
    Each object in a 20-foot cube within range is outlined in a color of your choice. Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius.   Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can't benefit from being invisible.
    Available for: Bard, Druid, Inventor

    Player's Handbook (Woc)

    Detect Poison and Disease

    1-level Divination

    Casting Time: 1 action
    Range/Area: Self
    Components: Verbal, Somatic, Material
    Materials: A yew leaf
    Duration: Up to 10 minutes
    For the duration, you can sense the presence and location of poisons, poisonous creatures, and diseases within 30 ft of you. You also identify the kind of poison, poisonous creature, or disease in each case.   The spell can penetrate most barriers, but it is blocked by 1 ft of stone, 1 inch of common metal, a thin sheet of lead, or 3 ft of wood or dirt.
    Available for: Cleric, Druid, Paladin, Ranger

    SRD, pg. 231

    Detect Magic

    1-level Divination

    Ritual - does not require spell slot, takes 10 minutes longer
    Casting Time: 1 action
    Range/Area: Self (30-Foot Radius)
    Components: V, S
    Duration: Concentration, Up to 10 minutes
    Damage/Effect: Detection
    For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.
    The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
    Available for: Artificer, Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Wizard, Arcana Domain, Oath of the Watchers,

    PHB, page 229

    Create or Destroy Water

    1-level Transmutation

    Casting Time: 1 action
    Range/Area: 30 feet
    Components: V, S, M
    Materials: a drop of water if creating water or a few grains of sand if destroying it
    Duration: Duration: Instantaneous
    You either create or destroy water. Create Water. You create up to 10 gallons of clean water within range in an open container. Alternatively, the water falls as rain in a 30-foot cube within range, extinguishing exposed flames in the area.   Destroy Water. You destroy up to 10 gallons of water in an open container within range. Alternatively, you destroy fog in a 30-foot cube within range. At Higher Levels.
    At higher levels: When you cast this spell 2nd level or higher, you create or destroy 10 additional gallons of water, or the size of the cube increases by 5 feet, for each level above 1st.
    Available for: Cleric, Druid

    PHB

    Charm Person

    1-level Enchantment

    Casting Time: 1 action
    Range/Area: 30ft
    Components: V,S
    Duration: 1 hour
    You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you.
    At higher levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.
    Available for: Bard, Druid, Sorcerer, Warlock, Wizard

    Thunderwave

    1-level Evocation

    Casting Time: 1 action
    Range/Area: Self (15 ft square)
    Components: V,S
    Duration: Instantaneous
    Attack/Save: CON save
    Damage/Effect: thunder
    A wave of thunderous force sweeps out from you. Each creature in a 15 ft cube originating from you must make a Constitution saving throw. On a failed save, the creature takes 2d8 thunder damage and is pushed 10 ft away from you. On a successful save, the creature takes half as much damage and isn't pushed.   In addition, unsecured objects that are completely in the AOE are automatically pushed 10 ft away from you by the spell's effect, and the spell emits a thunderous boom audible out to 300 ft.
    At higher levels: When you cast this spell using a spell slot of 2nd lvl or higher, the damage increases by 1d8 for each slot above 1st.
    Available for: Bard, druid, sorcerer, wizard, tempest domain, the genie, the fathomless

    PHB, page 256

    Longstrider

    1-level Transmutation

    Casting Time: 1 action
    Range/Area: Touch
    Components: V, S, M
    Materials: A pinch of dirt
    Duration: 1 hour
    You touch a creature. The target's speed increases by 10 feet until the spell ends.
    At higher levels: When you cast this spell 2nd level or higher, you can target one additional creature for each level above 1st.
    Available for: Bard, Druid, Inventor, Ranger, W izard

    Speak with Animals

    1-level Divination

    Casting Time: 1 action
    Range/Area: Self
    Components: V,S
    Duration: 10 minutes
    Attack/Save: None
    Damage/Effect: Communication
    You gain the ability to comprehend and openly communicate with beasts for the duration. The knowledge and awareness of many beasts is limited by their intelligence, nut at minimum, beasts can give you information about nearby locations and monsters, including whatever they can percieve or have percieved within the past day. You might be able to persuade a beast to perform a small favor for you at the GM's discreation.
    Available for: Bard, druid, ranger, nature domain, oath of the ancients

    Level 2 Spells

    PHB

    Misty Step

    2-level Conjuration

    Casting Time 1 Bonus Action
    Range Self
    Duration Instantaneous
    Components V

    Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.

    Class(es): Druid, Paladin, Sorcerer, Warlock, Wizard

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