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Beilar

Druid 3 Class & Level
Outlander Background
Firbolg Race
Neutral Good Alignment

Strength 7
-2
Dexterity 10
+0
constitution 16
+3
intelligence 15
+2
wisdom 18
+4
charisma 12
+1
Total Hit Dice 3
Hit Die
1d8+3
+2 proficiency bonus
-2 Strength
+0 Dexterity
+3 Constitution
+4 Intelligence
+6 Wisdom
+1 Charisma
saving throws
+0 Acrobatics
+4 Animal Handling
+2 Arcana
+0 Athletics
+1 Deception
+2 History
+4 Insight
+1 Intimidation
+2 Investigation
+4 Medicine
+4 Nature
+6 Perception
+1 Performance
+1 Persuasion
+2 Religion
+0 Sleight of Hands
+0 Stealth
+6 Survival
skills INT/WIS • Athletics • Nature • Perception • Survival
  proficiencies

 
14
Armor Class
33
Hit Points
+0
Initiative
30
Speed
Quarterstaff 1d20 1d6 Bludgeoning
Attacks

Languages


• Common
• Draconic
• Druidic
• Elvish
• Giant
• Sylvan

Proficiencies


• Armor: Light armor, Medium armor, Shields
• Weapons: Clubs, Daggers, Darts, Javelins, Maces, Q-staffs, Scimitars, Sickles, Slings, Spears
• Tools: Herbalism Kit, Flute
Proficiences

Spellcasting Ability: WIS



Spell Save DC +14


Spell Attack Bonus +6



 Thorn Whip


Casting Time: 1 action, Range: 30 feet, Components: V, S, M
(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. This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

 Druidcraft


Casting Time: 1 action, Range: 30 feet, Components: V, S,
Duration: Instantaneous

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.

------------------------------------------------------------------------------------------------------------

(1)Cure Wounds


Casting Time: 1 action, Range: Touch, Components: V, S,
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 using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.

(1)Healing Word


Casting Time: 1 bonus action, Range: 60 feet, Components: V,
Duration: Instantaneous

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.

(1)Goodberry


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

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.

(1)Faerie Fire


Casting Time: 1 action, Range: 60 feet, Components: V,
Duration: Concentration, up to 1 minute

Each object in a 20-foot cube within range is outlined in blue, green, or violet light (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.

(1)Entangle


Casting Time: 1 action, Range: 90 feet, Components: V, S,
Duration: Concentration, up to 1 minute

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.

------------------------------------------------------------------------------------------------------------

(2)Heat Metal


Casting Time: 1 action, Range: 60 feet, Components: V, S, M
(a piece of iron and a flame), Duration: Concentration, up to 1 minute

Choose a manufactured metal object, such as a metal weapon or a suit of heavy or medium metal armor, that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object takes 2d8 fire damage when you cast the spell. Until the spell ends, you can use a bonus action on each of your subsequent turns to cause this damage again.

If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn’t drop the object, it has disadvantage on attack rolls and ability checks until the start of your next turn.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.

(2)Moonbeam


Casting Time: 1 action, Range: 120 feet, Components: V, S, M
(several seeds of any moonseed plant and a piece of opalescent feldspar)

Duration: Concentration, up to 1 minute
A silvery beam of pale light shines down in a 5-foot radius, 40-foot-high cylinder centered on a point within range. Until the spell ends, dim light fills the cylinder.

When a creature enters the spell’s area for the first time on a turn or starts its turn there, it is engulfed in ghostly flames that cause searing pain, and it must make a Constitution saving throw. It takes 2d10 radiant damage on a failed save, or half as much damage on a successful one.
A shapechanger makes its saving throw with disadvantage. If it fails, it also instantly reverts to its original form and can’t assume a different form until it leaves the spell’s light.

On each of your turns after you cast this spell, you can use an action to move the beam 60 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.

Spellcasting

Explorer's Pack


• Druidic Focus
• Backpack
• Hide Armor 12AC(+2max dex)
• Bedroll
• Wooden Shield +2AC
• Mess kit
• 10 GP
• Tinderbox
• Traveler's Clothes
• 10 Torches
• set of antlers on a headdress
• 10 Days of Rations
• Waterskin
• 50ft Hempen Rope
Equipment
I have a lesson for every situation, drawn from observing nature.
Personality Traits
The natural world is more important than all the constructs of civilization
Ideals
An injury to the unspoiled wilderness of my home is an injury to me.
Bonds
I am slow to trust members of other races, tribes, and societies.
Flaws

Race - Firbolg:


• Firbolg Magic. You can cast Detect Magic and Disguise Self with this trait, using Wisdom as your spellcasting ability for them. Once you cast either spell, you can't cast it again with this trait until you finish a short or long rest. When you use this version of disguise self, you can seem up to 3 feet shorter than normal, allowing you to more easily blend in with humans and elves.

• Hidden Step. As a bonus action, you can magically turn invisible until the start of your next turn or until you attack, make a damage roll, or force someone to make a saving throw. Once you use this trait, you can't use it again until you finish a short or long rest.

• Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

• Speech of Beast and Leaf. You have the ability to communicate in a limited manner with beasts and plants. They can understand the meaning of your words, though you have no special ability to understand them in return. You have advantage on all Charisma checks you make to influence them.

• Languages. You can speak, read, and write Common, Elvish, and Giant.

Background - Outlander:


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

Class - Druid


• 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.

• 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
You can use a druidic focus as a spellcasting focus for your druid spells.

Circle of the Moon


• 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.
Features & Traits

Heroes Enabled

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

DnD 5e SRD SRD

Hide Armor

Medium Armor Common

This crude armor consists of thick furs and pelts. It is commonly worn by barbarian tribes, evil humanoids, and other folk who lack access to the tools and materials needed to create better armor.

Type AC STR Req. Stealth Dis. Properties
Medium 12 + Dex Modifier (max 2)

Cost: 10 gp Weight: 12 lb


 

DnD 5e SRD SRD

Shield

Shield Common

A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time.

Type AC STR Req. Stealth Dis. Properties
Shield +2

Cost: 10 gp Weight: 6 lb


 

DnD 5e SRD SRD

Quarterstaff

Melee Weapon Versatile Common

Type Damage Damage Range Properties
Simple 1d6 / 1d8 Bludgeoning Versatile

Cost: 2 sp Weight: 4 lb


 

The statblocks of your class features

Druid


Hit Points

Hit Dice: d8 per Druid level
Hit Points at first Level: 8 + Con Mod
Hit Points at Higher Levels: 1d8 + Con Mod

Proficiences

Armor: Light armor, medium armor, shields (druids will not use armor or shields made of metal)
Weapons: Clubs, daggers, darts, javelins, maces, quarterstaves, scimitars, sickles, slings, spears
Tools: Herbalism kit
Saving Throws: Int, Wis
Skills: Choose two: Arcana, Animal Handling, Insight, Medicine, Nature, Perception, Religion, Survival

Class Features

Druidic

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

Wild Shape

At 2nd level, you can use your action to magically assume the form of a beast you have seen before. You can use this feature twice. You regain expended use when you finish a short or long rest. Your druid level determines the beasts you can turn into, as shown on the table below. You can stay in this form 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 may revert back to your normal form earlier by using a bonus action on your turn. You automatically convert if you fall unconscious, drop to 0 hit points, or die.
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
  While transformed, the following rules apply:   • Your game statistic are replaced by the beast's, except as follows: you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain your skill and saving throw proficiencies, in addition to gaining those of the creature. If you both have the same proficiency, use the beast's bonus if it is higher. You cannot use any legendary or lair action of the creature.   • When you transform, you assume the beast's hit point and HD. When you revert to your normal form, you return to the number of hit points you had when you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your natural form. For example, if you have 1 hit point left in animal form and take 10 damage, you revert and your natural form takes 9 damage. As long as your normal form still has more then 0 hit points, you remain conscious.   • You can't cast spells, and your ability to speak or take any action that require hands is limited to the capabilities of your beast form. Transforming doesn't break your concentration for any spells you have already cast, however, or prevent you from taking any actions that are part of a spell you have already cast.   • You retain the benefit of any feature gained from your class, race, or other source, and can use them if your beast form is physically capable of doing so. However, you can't use special senses, such as darkvision, unless your new form also has that sense.   • You choose whether your equipment falls to the ground, 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. Your equipment doesn't change size or shape to match your new form. Merged equipment has no effect until you leave the form.  

Druid Circle

You choose the circle from which you draw your connection to the world at this level. This choice grants you features at 2nd, 6th, 10th, and 14th level.  

Ability Score Improvement

At 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or increase two ability scores by 1 each. As usual, you cannot increase an ability score above 20 using this ability.   Alternatively, you can choose to gain a single feat of your choice.  

Timeless Body

At 18th level, the primal magic you wield slows down your aging. For every 10 years that pass, you only age 1 year.  

Beast Spells

At 18th level, you can cast many of your spells while in a shape assumed by using Wild Shape. You can provide somatic and verbal components of a druid spell while in a beast shape, but you cannot provide material components.  

Archdruid

At 20th level, you can use your Wild Shape an unlimited number of times.


Starting Equipment

• Choose: a wooden shield; or any simple weapon   • Choose: a scimitar; or any simple melee weapon   • Leather armor, an explorer's pack and a druidic focus
 


Spellcasting

Cantrips

You know two cantrips from the Druid Spell List. You learn an additional cantrip at 4th and 10th level.  

Preparing and Casting Spells

The table above shows how many spell slots you have to cast spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended 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 spells equal to your Wisdom modifier + your druid level (min. 1 spell). These must be of a level for which you have spell slots. You may change your list of prepared spells whenever you finish a long rest; doing so requires 1 minute of prayer or meditation per spell level of the chosen the spells.  

Spellcasting Ability

Wisdom is your casting ability for druid spells. Your magic comes from your devotion and attunement to nature. When a spell refers to your spellcasting ability, you use Wisdom. In addition, you use your Wisdom to determine the save DC of any druid spell which requires one, 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 may cast any druid spell you have prepared as a ritual if it has the ritual tag. A spell cast as a ritual takes an additional 10 minutes to cast, but does not require you to expend a spell slot.  

Spellcasting Focus

You may use a druidic focus as a spellcasting focus for your spells. Druidic foci include mistletoe, totem carvings, yew wands, or oaken staves.


Subclass Options

Circle of Dreams

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 Land

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.  
Druid Level Coast Spells Desert Spells Forest Spells Grassland Spells Mountain Spells Swamp Spells
3rd mirror image, misty step blur, silence barkskin, spider climb invisibility, pass without trace spider climb, spike growth darkness, melf's acid arrow
5th water breathing, water walk create food and water, protection from energy call lightning, plant growth daylight, haste lightning bolt, meld into stone water walk, stinking cloud
7th control water, freedom of movement blight, hallucinatory terrain divination, freedom of movement divination, freedom of movement stone shape, stoneskin freedom of movement, locate creature
9th conjure elemental, scrying insect plague, wall of stone commune with nature, tree stride dream, insect plague passwall, wall of stone insect plague, scrying
 

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 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 Leaves

Gaia's Protection

At 2nd level, druids of the circle of leaves gain limited control over plants and vegetation around them. As an action, you may cause the vegetable matter in a 15 foot radius around a point you can see to swell with vegetable growth. Any creatures in this area must make a Wisdom saving throw to notice the growing vegetation before it ensnares them; on a failure, the targets are grappled and restrained.   Creatures caught in this way may make a Strength saving throw at the beginning of each of their turns to break free. Fire damage equal to twice your level also frees any restrained creatures in the growth.   On each of your turns when a creature is grappled, you may use your bonus action to attempt to move any creature caught in the vegetation by up to 15 feet in a single direction. The creature may make a Dexterity save to attempt to resist this movement. If the movement would take the creature out of the range of the vegetation growth, the creature is hurled the remaining distance and is no longer restrained or grappled. After you have used this ability, you may not use it again until you have completed a long rest.  

Hamadryadic Transformation

At 6th level, you can temporarily transform yourself into or out of tree form. As an action, you may transform yourself into a tree of up to 10 feet in height and with a trunk of up to 1 foot in diameter. While in tree form, you gain 100 temporary hit through the features of the tree: your eyes become knots in the trunk, you smell and breathe through your leaves, etc. While a tree, you cannot take any action that requires movement, communicate verbally, or cast any spell requiring verbal or somatic components. As an action, you may transfer back out of tree form, at which point you lose any temporary hit points you have remaining. If you have not transformed already, you also revert to your prior form after 8 hours. After you have used this ability, you may not use it again until you have completed a short or long rest.  

Dryad's Soul

At 10th level, the sturdiness of the dryads’ and hamadryads’ trees infuses your soul. You gain proficiency in Constitution saving throws. Additionally, your frame is reinforced as if by wood: your AC cannot be lower than 16, regardless of the armor you are wearing.  

Apple of the Hesperides

At 14th level, you gain the power to create golden apples that alter a mortal’s fate. Creating a single apple requires an hour of effort, and the magic from each apple returns to you when you take a long rest, leaving the apple a withered husk. Consuming an apple requires an action, unless noted otherwise. You may only have one apple in existence at any given time.   When you create an apple, you may choose from the following options:   Apple of Healing. When placed to a living creature’s lips, this apple restores half of a creatures’ maximum hit points and ends all non-magical diseases and poisons afflicting them. This apple may also be used on a creature that has been dead for less than five years, via an hour-long ritual in which the apple, along with 500 gp worth of gold or quicksilver, is melted and poured over the remains. The creature so impacted is revived with half of their maximum hit points and -2 to all of their ability scores. After each long rest, one of the creature’s ability scores improve by 1 until the penalty is erased.   Apple of War. When consumed, this apple grants martial prowess. For one minute after the apple is consumed, the eater gains advantage on all attacks, ability checks, and saving throws.   Apple of Magic. When consumed, this apple restores a spellcaster’s spell slot of 6th level or below. It may also be used to grant a warlock a second casting of a mystic arcanum spell of 6th level.   If you die after creating an apple, the apple’s magic does not return to you, and the apple permanently becomes an apple of discord.  

Circle of the Moon

Combat Wildshape

At 2nd level, you gain the ability to use Wild Shape on your turn as a bonus action, rather than an action.   Additionally, when 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

At 2nd level, you can use your Wild Shape to transform into a beast with a CR as high as 1. You must abide by the other limitations of Wild Shape.   At 6th level, you can transform into any beast with a CR equal to or less than your druid level divided by 3 (round down).  

Primal Strike

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

Elemental Wild Shape

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

Thousand Forms

At 14th level, you may alter your form in more subtle ways. You can cast the alter self spell at will.


LvlProficiency BonusFeaturesCantrips Known1st2nd3rd4th5th6th7th8th9th
1st+2Druidic, Spellcasting22
2nd+2Wild Shape, Druid Circle23
3rd+2242
4th+2Wild Shape improvement, Ability Score Improvement343
5th+33432
6th+3Druid Circle Feature3433
7th+334331
8th+3Wild Shape improvement, Ability Score Improvement34332
9th+4343331
10th+4Druid Circle Feature443332
11th+44433321
12th+4Ability Score Improvement4433321
13th+544333211
14th+5Druid Circle Feature44333211
15th+5443332111
16th+5Ability Score Improvement443332111
17th+64433321111
18th+6Timeless Body, Beast Spells4433331111
19th+6Ability Score Improvement4433332111
20th+6Archdruid4433332211

Statblocks for your familiars, mounts etc.

SRD

Mastiff

Medium beast, unaligned
Armor Class
Hit Points 5 1d8+1
Speed 40ft

STR
13 +1
DEX
14 +2
CON
12 +1
INT
3 -4
WIS
12 +1
CHA
7 -2

Skills Perception +3
Senses passive Perception 13
Challenge 1/8 (25 XP)


Keen Hearing and Smell. The mastiff has advantage on Wisdom (Perception) checks that rely on hearing or smell.


Actions

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 1d6+1 piercing damage. If the target is a creature, it must suceed on a DC 11 Strength saving throw or be knocked prone.


 

Mastiffs are impressive hounds prized by humanoids for their loyalty and keen senses. Mastiffs can be trained as guard dogs, hunting dogs, and war dogs. Halflings and other Small humanoids ride them as mounts.

Any

SRD

Mule

Medium beast, unaligned
Armor Class 10
Hit Points 11 2d8+2
Speed 40ft

STR
14 +2
DEX
10 0
CON
13 +1
INT
2 -4
WIS
10 0
CHA
5 -3

Senses passive Perception 10
Challenge 1/8 (25 XP)


Beast of Burden. The mule is considered to be a Large animal for the purpose of determining its carry capacity.
Sure-Footed. The mule has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.


Actions

Hooves. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 4 1d4+2 bludgeoning damage.


 
SRD

Elk

Large beast, unaligned
Armor Class 10
Hit Points 13 2d10+2
Speed 50ft

STR
16 +3
DEX
10 0
CON
12 +1
INT
2 -4
WIS
10 0
CHA
6 -2

Senses passive Perception 10
Challenge 1/4 (50 XP)


Charge. If the elk moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 7 (2d6) 2d6 damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.


Actions

Ram. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 1d6+3 bludgeoning damage.
hooves. Melee Weapon Attack: +5 to hit, reach 5 ft., one prone creature. Hit: 8 2d4+3 bludgeoning damage.


 
SRD

Riding Horse

Large beast, unaligned
Armor Class 10
Hit Points 13 2d10+2
Speed 60ft

STR
16 +3
DEX
10 0
CON
12 +1
INT
2 -4
WIS
11 0
CHA
7 -2

Senses passive Perception 10
Challenge 1/4 (50 XP)


Actions

Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 2d4+3 piercing damage.


 
SRD

Giant Poisonous Snake

Medium beast, unaligned
Armor Class 14
Hit Points 11 2d8+2
Speed 30ft Swim: 30ft

STR
10 0
DEX
18 +4
CON
13 +1
INT
2 -4
WIS
10 0
CHA
3 -4

Skills Perception +2
Senses blindsight 10 ft., passive Perception 12
Challenge 1/4 (50 XP)


Actions

Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 6 1d4+4 piercing damage, and the target must make a DC 11 Constitution saving throw, taking 10 3d6 poison damage on a failed save, or half as much damage on a successful one.


 
SRD

Giant Badger

Medium beast, unaligned
Armor Class 10
Hit Points 13 2d8+4
Speed 30ft Burrow: 10ft

STR
13 +1
DEX
10 0
CON
15 +2
INT
2 -4
WIS
12 +1
CHA
5 -3

Senses darkvision 30 ft., passive Perception 11
Challenge 1/4 (50 XP)


Keen Smell. The badger has advantage on Wisdom (Perception) checks that rely on smell.


Actions

Multiattack. The badger makes two attacks: one with its bite and one with its claws.
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 1d6+1 piercing damage.
Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 2d4+1 slashing damage.


 
SRD

Giant Wolf Spider

Medium beast, unaligned
Armor Class 13
Hit Points 11 2d8+2
Speed 40ft Climb: 40ft

STR
12 +1
DEX
16 +3
CON
13 +1
INT
3 -4
WIS
12 +1
CHA
4 -3

Skills Perception +3 , Stealth +7
Senses blindsight 10 ft., darkvision 60 ft., passive Perception 13
Challenge 1/4 (50 XP)


Spider Climb. The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Web Sense. While in contact with a web, the spider knows the exact location of any other creature in contact with the same web.
Web Walker. The spider ignores movement restrictions caused by webbing.


Actions

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 1d6+1 piercing damage, and the target must make a DC 11 Constitution saving throw, taking 7 2d6 poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.


 

Smaller than a giant spider, a giant wolf spider hunts prey across open ground or hides in a burrow or crevice, or in a hidden cavity beneath debris.

SRD

Ape

Medium beast, unaligned
Armor Class 12
Hit Points 19 3d8+6
Speed 30ft Climb: 30ft

STR
16 +3
DEX
14 +2
CON
14 +2
INT
6 -2
WIS
12 +1
CHA
7 -2

Skills Athletics +5 , Perception +3
Senses passive Perception 13
Challenge 1/2 (100 XP)


Actions

Multiattack. The ape makes two fist attacks.
Fist. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 1d6+3 bludgeoning damage.
Rock. Ranged Weapon Attack: +4 to hit, range 25/50 ft., one target. Hit: 6 1d6+3 bludgeoning damage.


 
SRD

Black Bear

Medium beast, unaligned
Armor Class 11
Hit Points 19 3d8+6
Speed 40ft Climb: 30ft

STR
15 +2
DEX
10 0
CON
14 +2
INT
2 -4
WIS
12 +1
CHA
7 -2

Skills Perception +3
Senses passive Perception 13
Challenge 1/2 (100 XP)


Keen Smell. The bear has advantage on Wisdom (Perception) checks that rely on smell.


Actions

Multiattack. The bear makes two attacks: one with its bite and one with its claws.
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 1d6+2 piercing damage.
Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 1d6+2 slashing damage.


 
SRD

Crocodile

Large beast, unaligned
Armor Class 12
Hit Points 19 3d10+3
Speed 20ft Swim: 30ft

STR
15 +2
DEX
10 0
CON
13 +1
INT
2 -4
WIS
10 0
CHA
5 -3

Skills Stealth +2
Senses passive Perception 10
Challenge 1/2 (100 XP)


Hold Breath. The crocodile can hold its breath for 15 minutes.


Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 1d10+2 piercing damage, and the target is grappled (escape DC 12). Until this grapple ends, the target is restrained, and the crocodile can't bite another target.


 
SRD

Reef Shark

Medium beast, unaligned
Armor Class 12
Hit Points 22 4d8+4
Speed Swim: 40ft

STR
14 +2
DEX
13 +1
CON
13 +1
INT
1 -5
WIS
10 0
CHA
4 -3

Skills Perception +2
Senses blindsight 30 ft., passive Perception 12
Challenge 1/2 (100 XP)


Pack Tactics. The shark has advantage on an attack roll against a creature if at least one of the shark's allies is within 5 feet of the creature and the ally isn't incapacitated.
Water Breathing. The shark can breathe only underwater.


Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 1d8+2 piercing damage.


 

Smaller than giant sharks and hunter sharks, reef sharks inhabit shallow waters and coral reefs, gathering in small packs to hunt. A full-grown specimen measures 6 to 10 feet long.

SRD

Spider

Tiny beast, unaligned
Armor Class 12
Hit Points 1 1d4-1
Speed 20ft Climb: 20ft

STR
2 -4
DEX
14 +2
CON
8 -1
INT
1 -5
WIS
10 0
CHA
2 -4

Skills Stealth +4
Senses darkvision 30 ft., passive Perception 10
Challenge 0 (10 XP)


Spider Climb. The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Web Sense. While in contact with a web, the spider knows the exact location of any other creature in contact with the same web.
Web Walker. The spider ignores movement restrictions caused by webbing.


Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1 piercing damage, and the target must succeed on a DC 9 Constitution saving throw or take 2 1d4 poison damage.


 
SRD

Rat

Tiny beast, unaligned
Armor Class 10
Hit Points 1 1d4-1
Speed 20ft

STR
2 -4
DEX
11 0
CON
9 -1
INT
2 -4
WIS
10 0
CHA
4 -3

Senses darkvision 30 ft., passive Perception 10
Challenge 0 (10 XP)


Keen Smell. The rat has advantage on Wisdom (Perception) checks that rely on smell.


Actions

Bite. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 piercing damage.


 
SRD

Cat

Tiny beast, unaligned
Armor Class 12
Hit Points 2 1d4
Speed 40ft Climb: 30ft

STR
3 -4
DEX
15 +2
CON
10 0
INT
3 -4
WIS
12 +1
CHA
7 -2

Skills Perception +3 , Stealth +4
Senses passive Perception 13
Challenge 0 (10 XP)


Keen Smell. The cat has advantage on Wisdom (Perception) checks that rely on smell.


Actions

Claws. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 slashing damage.


 
SRD

Deer

Medium beast, unaligned
Armor Class 13
Hit Points 4 1d8
Speed 50ft

STR
11 0
DEX
16 +3
CON
11 0
INT
2 -4
WIS
14 +2
CHA
5 -3

Senses passive Perception 12
Challenge 0 (10 XP)


Actions

Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 1d4 piercing damage.


 
SRD

Badger

Tiny beast, unaligned
Armor Class 10
Hit Points 3 1d4+1
Speed 20ft Burrow: 5ft

STR
4 -3
DEX
11 0
CON
12 +1
INT
2 -4
WIS
12 +1
CHA
5 -3

Senses darkvision 30 ft., passive Perception 11
Challenge 0 (10 XP)


Keen Smell. The badger has advantage on Wisdom (Perception) checks that rely on smell.


Actions

Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1 piercing damage.


 
SRD

Owl

Tiny beast, unaligned
Armor Class 11
Hit Points 1 1d4-1
Speed 5ft Fly: 60ft

STR
3 -4
DEX
13 +1
CON
8 -1
INT
2 -4
WIS
12 +1
CHA
7 -2

Skills Perception +3 , Stealth +3
Senses darkvision 120 ft., passive Perception 13
Challenge 0 (10 XP)


Flyby. The owl doesn't provoke opportunity attacks when it flies out of an enemy's reach.
Keen Hearing and Sight. The owl has advantage on Wisdom (Perception) checks that rely on hearing or sight.


Actions

Talons. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 1 slashing damage.


 
SRD

Raven

Tiny beast, unaligned
Armor Class 12
Hit Points 1 1d4-1
Speed 10ft Fly: 50ft

STR
2 -4
DEX
14 +2
CON
8 -1
INT
2 -4
WIS
12 +1
CHA
6 -2

Skills Perception +3
Senses passive Perception 13
Challenge 0 (10 XP)


Mimicry. The raven can mimic simple sounds it has heard, such as a person whispering, a baby crying, or an animal chittering. A creature hears the sounds can tell they are imitations with a successful DC 10 Wisdom (Insight) check.


Actions

Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1 piercing damage.


 
SRD

Brown Bear

Large beast, unaligned
Armor Class 11
Hit Points 34 4d10+12
Speed 40ft Climb: 30ft

STR
19 +4
DEX
10 0
CON
16 +3
INT
2 -4
WIS
13 +1
CHA
7 -2

Skills Perception +3
Senses passive Perception 13
Challenge 1 (200 XP)


Keen Smell. The bear has advantage on Wisdom (Perception) checks that rely on smell.


Actions

Multiattack. The bear makes two attacks: one with its bite and one with its claws.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 1d8+4 piercing damage.
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 1d8+4 slashing damage.


 
SRD

Dire Wolf

Large beast, unaligned
Armor Class 14
Hit Points 37 5d10+10
Speed 50ft

STR
17 +3
DEX
15 +2
CON
15 +2
INT
3 -4
WIS
12 +1
CHA
7 -2

Skills Perception +3 , Stealth +4
Senses passive Perception 13
Challenge 1 (200 XP)


Keen Hearing and Smell. The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Pack Tactics. The wolf has advantage on an attack roll against a creature if at least one of the wolf's allies is within 5 feet of the creature and the ally isn't incapacitated.


Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 2d6+3 piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.


 
SRD

Giant Toad

Large beast, unaligned
Armor Class 11
Hit Points 39 6d10+6
Speed 20ft Swim: 40ft

STR
15 +2
DEX
13 +1
CON
13 +1
INT
2 -4
WIS
10 0
CHA
3 -4

Senses darkvision 30 ft., passive Perception 10
Challenge 1 (200 XP)


Amphibious. The toad can breathe air and water.
Standing Leap. The toad's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.


Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 1d10+2 piercing damage plus 5 1d10 poison damage, and the target is grappled (escape DC 13). Until this grapple ends, the target is restrained, and the toad can't bite another target.
Swallow. The toad makes one bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks, and other effects outside the toad, and it takes 10 3d6 acid damage at the start of each of the frog's turns. The toad can have only one target swallowed at a time.
If the toad dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone.


 
SRD

Giant Spider

Large beast, unaligned
Armor Class 14
Hit Points 26 4d10+4
Speed 30ft Climb: 30ft

STR
14 +2
DEX
16 +3
CON
12 +1
INT
2 -4
WIS
11 0
CHA
4 -3

Senses blindsight 10 ft., darkvision 60 ft., passive Perception 10
Challenge 1 (200 XP)


Spider Climb. The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Web Sense. While in contact with a web, the spider knows the exact location of any other creature in contact with the same web.
Web Walker. The spider ignores movement restrictions caused by webbing.


Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 1d8+3 piercing damage, and the target must make a DC 11 Constitution saving throw, taking 9 2d8 poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.
Web (Recharge 5-6 1d6 ). Ranged Weapon Attack: +5 to hit, range 30/60 ft., one target. Hit: The target is restrained by webbing. As an action, the restrained target can make a DC 12 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage).


 

To snare its prey, a giant spider spins elaborate webs or shoots sticky strands of webbing from its abdomen. Giant spiders are most commonly found underground, making their lairs on ceilings or in dark, web-filled crevices. Such lairs are often festooned with web cacoons holding past victims.

SRD

Giant Eagle

Large beast, neutral good
Armor Class 13
Hit Points 26 4d10+4
Speed 10ft Fly: 80ft

STR
16 +3
DEX
17 +3
CON
13 +1
INT
8 -1
WIS
14 +2
CHA
10 0

Skills Perception +4
Senses passive Perception 14
Languages Giant Eagle, understands Common and Auran but can't speak them
Challenge 1 (200 XP)


Keen Sight. The eagle has advantage on Wisdom (Perception) checks that rely on sight.


Actions

Multiattack. The eagle makes two attacks: one with its beak and one with its talons.
Beak. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 1d6+3 piercing damage.
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 2d6+3 slashing damage.


 

A giant eagle is a noble creature that speaks its own language and understands speech in the common tongue. A mater pair of giant eagles typically has up to four eggs or young in their nest (treat the young as normal eagles).

SRD

Giant Octopus

Large beast, unaligned
Armor Class 11
Hit Points 52 8d10+8
Speed 10ft Swim: 60ft

STR
17 +3
DEX
13 +1
CON
13 +1
INT
4 -3
WIS
10 0
CHA
4 -3

Skills Perception +4 , Stealth +5
Senses darkvision 60 ft., passive Perception 14
Challenge 1 (200 XP)


Hold Breath. While out of water, the octopus can hold its breath for 1 hour.
Underwater Camouflage. The octopus has advantage on Dexterity (Stealth) checks made while underwater.
Water Breathing. The octopus can breathe only underwater.


Actions

Tentacles. Melee Weapon Attack: +5 to hit, reach 15 ft., one target. Hit: 10 2d6+3 bludgeoning damage, and the target is grappled (escape DC 16). Until this grapple ends, the octopus can't use its tentacles on another target.
Ink Cloud (Recharges after a Short or Long Rest). A 20-foot-radius cloud of ink extends all around the octopus if it is underwater. The area is heavily obscured for 1 minute, although a significant current can disperse the ink. After releasing the ink, the octopus can use the Dash action as a bonus action.


 
SRD

Polar Bear

Large beast, unaligned
Armor Class 12
Hit Points 42 5d10+15
Speed 40ft Swim: 30ft

STR
20 +5
DEX
10 0
CON
16 +3
INT
2 -4
WIS
13 +1
CHA
7 -2

Skills Perception +3
Senses passive Perception 13
Challenge 2 (450 XP)


Keen Smell. the bear has advantage on Wisdom (Pereception) checks that rely on smell.


Actions

Multiattack. The bear makes two attacks: one with its bite and one with its claws.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 1d8+5 piercing damage.
Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 2d6+5 slashing damage.


 
SRD

Giant Elk

Huge beast, unaligned
Armor Class 14
Hit Points 42 5d12+10
Speed 60ft

STR
19 +4
DEX
16 +3
CON
14 +2
INT
7 -2
WIS
14 +2
CHA
10 0

Skills Perception +4
Senses passive Perception 14
Languages Giant Elk, understands Common, Elvish, and Sylvan but can't speak them
Challenge 2 (450 XP)


Charge. If the elk moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 7 2d6 damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone.


Actions

Ram. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 11 2d6+4 bludgeoning damage.
hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one prone creature. Hit: 22 4d8+4 bludgeoning damage.


 

The majestic giant elk is rare to the point that its appearance is often taken as a foreshadowing of an important event, such as the birth of a king. Legends tell of gods that take form of giant elk when visiting the Material Plane. Many cultures therefore believe that to hunt these creatures is to invite divine wrath.

SRD

Hunter Shark

Large beast, unaligned
Armor Class 12
Hit Points 45 6d10+12
Speed Swim: 40ft

STR
18 +4
DEX
13 +1
CON
15 +2
INT
1 -5
WIS
10 0
CHA
4 -3

Senses blindsight 30 ft., passive Perception 12
Challenge 2 (450 XP)


Blood Frenzy. The shark has advantage on melee attack rolls against any creature that doesn't have all its hit points.
Water Breathing. The shark can breathe only underwater.


Actions

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 2d8+4 piercing damage.


 

Smaller than a giant shark but larger and fiercer than a reef shark, a hunter shark haunts deep waters. It usually hunts alone, but multiple hunter sharks might feed in the same area. A fully grown hunter shark is 15 to 20 feet long.

SRD

Rhinoceros

Large beast, unaligned
Armor Class 11
Hit Points 45 6d10+12
Speed 40ft

STR
21 +5
DEX
8 -1
CON
15 +2
INT
2 -4
WIS
12 +1
CHA
6 -2

Senses passive Perception 11
Challenge 2 (450 XP)


Bite. If the rhinoceros moves at least 20 feet straight towards a target and then hits it with a gore attack on the same turn, the target takes an extra 9 2d8 bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.


Actions

Gore. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 2d8+5 bludgeoning damage.


 
SRD

Giant Constrictor Snake

Huge beast, unaligned
Armor Class 12
Hit Points 60 8d12+8
Speed 30ft Swim: 30ft

STR
19 +4
DEX
14 +2
CON
12 +1
INT
1 -5
WIS
10 0
CHA
3 -4

Skills Perception +2
Senses blindsight 10 ft., passive Perception 12
Challenge 2 (450 XP)


Actions

Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 11 2d6+4 piercing damage.
Constrict. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 2d8+4 bludgeoning damage, and the target is grappled (escape DC 16). Until this grapple ends, the creature is restrained, and the snake can't constrict another target.


 

Statblocks for race/species of the character.

Firbolg

Ability Score Increase Wis +2; Str +1
Size Medium
Speed 30 ft

Age. As humanoids related to the fey, firbolg have long lifespans. A firbolg reaches adulthood around 30, and the oldest of them can live for 500 years.   Alignment. As people who follow the rhythm of nature and see themselves as its caretakers, firbolg are typically neutral good. Evil firbolg are rare and are usually the sworn enemies of the rest of their kind.   Size. Firbolg are between 7 and 8 feet tall and weigh between 240 and 300 pounds. Your size is Medium.   Firbolg Magic. You can cast detect magic and disguise self with this trait, using Wisdom as your spellcasting ability for them. Once you cast either spell, you can't cast it again with this trait until you finish a short or long rest. When you use this version of disguise self, you can seem up to 3 feet shorter than normal, allowing you to more easily blend in with humans and elves.   Hidden Step. As a bonus action, you can magically turn invisible until the start of your next turn or until you attack, make a damage roll, or force someone to make a saving throw. Once you use this trait, you can't use it again until you finish a short or long rest.   Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.   Speech of Beast and Leaf. You have the ability to communicate in a limited manner with beasts and plants. They can understand the meaning of your words, though you have no special ability to understand them in return. You have advantage on all Charisma checks you make to influence them.
 

Languages. You can speak, read, and write Common, Elven, and Giant

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 0 Spells

Thorn Whip

0-level (Cantrip) Transmutation

Casting Time 1 Action
Range 30ft
Duration Instantaneous
Components V, S, M
Materials The stem of a plant with thorns

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: This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Class(es): Artificer, Druid, Cleric (Nature Domain)

Druidcraft

0-level (Cantrip) Transmutation

Casting Time 1 Action
Range 30ft
Duration Instantaneous
Components V, S

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.

Class(es): Druid, Cleric (Nature Domain), Cleric (Strength Domain), Fighter (Arcane Archer)

Level 1 Spells

Players Handbook Page 230

Cure Wounds

1-level Evocation

Casting Time 1 action
Range Touch
Duration Instant
Components V (A verbal component is a spoken incantation), S (A somatic component is a measured and precise movement of the hand)

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: At Higher Levels: 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.

Class(es): Bard, Cleric, Druid, Paladin, Ranger

PHB

Entangle

1-level Conjuration

Casting Time 1 Action
Range 90 feet
Duration Concentration, Concentration, up to 1 minute
Components V S

Grasping weeds and vines sprout from the ground in 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.

Class(es): Druid

Saving ThrowStrength

Basic Rules, pg. 239

Faerie Fire

1-level Evocation

Casting Time 1 Action
Range 60 ft (20 ft. of cube)
Duration 1 Minute
Components V

Damage Type: Debuff   Attack/Save Throw: DEX Save   Description: Each object in a 20-foot cube within range is outlined in blue, green, or violet light (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.

Class(es): Bard, Druid, Artificer

PHB

Healing Word

1-level Evocation

Casting Time 1 Bonus Action
Range 60 feet
Duration Instantaneous
Components V

A creature of your choice that you can see within range regains hit pints 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

Class(es): Bard, Cleric, Druid

1d4+SpellcastingAbilityModifier Healing

Goodberry

1-level Transmutation

Casting Time 1 Action
Range Touch
Duration Instantaneous
Components V, S, M
Materials A sprig of Mistletoe, which the spell consumes

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

Level 2 Spells

Heat Metal

2-level Transmutation

Casting Time 1 Action
Range 60ft
Duration Concentration, up to 1 Minute
Components V, S, M
Materials a piece of iron and a flame

Choose a manufactured metal object, such as a metal weapon or a suit of heavy or medium metal armor, that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object takes 2d8 fire damage when you cast the spell. Until the spell ends, you can use a bonus action on each of your subsequent turns to cause this damage again.   If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn't drop the object, it has disadvantage on attack rolls and ability checks until the start of your next turn.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.

Class(es): Artificer, Bard, Druid, Cleric (Forge Domain)

PHB

Moonbeam

2-level Evocation

Casting Time 1 Action
Range 120 feet
Duration Concentration, Concentration, up to 1 minute
Components V S M
Materials (several seeds of any moonseed plant and a piece of opalescent feldspar)

A silvery beam of pale light shines down in a 5-foot-radius, 40-foot-high cylinder centered on a point within range. Until the spell ends, dim light fills the cylinder. When a creature enters the spell's area for the first time on a turn or starts its turn there, it is engulfed in ghostly flames that cause searing pain, and it must make a Constitution saving throw. It takes 2d10 radiant damage on a failed save, or half as much damage on a successful one. A shapechanger makes its saving throw with disadvantage. If it fails, it also instantly reverts to its original form and can't assume different form until it leaves the spell's light. On each of your turns after you cast this spell, you can use an action to move the beam 60 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.

Class(es): Druid, Paladin

Area of Effect5-foot-radius, 40-foot-high-cylinder
Saving ThrowConstitution
2d10 Radiant Damage

Statblocks for your Trinkets, businesses, building, castles, empires.

Explorers pack

Adventuring Gear

Common

: Backpack (5lbs), Bedroll (7lbs), Mess kit (1lb), tinderbox (1lb), 10 torches (1lb each, 10lbs), 10 days of rations (2lbs each, 20lbs), Waterskin (full, 5lbs), 50 ft Hemp Rope (10lbs).  Rairity:



Created by

Beilar.

Statblock Type

Character Sheet (Legacy)

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