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Linntheya Atazi Yudan

8 Level (36,100/48000 XP for level-up) Hermit Background Half Elf Race / Species / Heritage Neutral Good Alignment
Druid
Level 8
Hit Dice: 2/8
1d8+2 Class 1

STR
12
+1
DEX
13
+1
CON
14
+2
INT
10
+0
WIS
19
+4
CHA
10
+0
60
Hit Points
+1
Initiative (DEX)
13
Armor Class (AC)
+3
Prof. Bonus
30
Speed (walk/run/fly)
Dark Vision / Dark Vision
Fey Step 4 seasons, current mood: Winter
/
Fey Touched
/
Land Stride
Spellcasting ...
+7 Attack mod
WIS Ability
+4 Abi Mod
15 Save DC
+6 Expertise Bonus
+3 Proficiency Bonus
+1 Strength
+1 Dexterity
+2 Constitution
+3 Intelligence
+7 Wisdom
+0 Charisma
saving throws
+1 Acrobatics DEX
+4 Animal Handling WIS
+4 Arcana INT
+1 Athletics STR
+0 Deception CHA
+0 History INT
+4 Insight WIS
+0 Intimidation CHA
+4 Investigation INT
skills
+10 Medicine WIS
+10 Nature INT
+7 Perception WIS
+0 Performance CHA
+0 Persuasion CHA
+7 Religion INT
+1 Sleight of Hand DEX
+1 Stealth DEX
+10 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Staff of the Python +4 STR 1d8+1 Bludgeoning
 + Dex (1) + Proficiency (3)
Samba Gauntlets of Death +4 STR 1d4+1 Piercing or Slashing
 Bonus Attack, magical damage. +1 to attack & Damage rolls with unarmed strikes & natural weapons. +2 to strength/athletics checks to climb w/o climbing gear
Blowgun +4 DEX 1+1 Piercing
 25 ft-100ft range, 20 darts, may be able to poison?
Obsidian Dagger +4 DEX 1d4+1 Piercing
 20/60ft (thrown)
Attacks

Spell Book

SPRING ELADRIN
Eladrin in the spring state tend to have green skin and hair, their presence and aura is filled with new life to such an extent that young flowers and plant shoots may sprout around their bodies. This state is linked to joyful and playful emotions, celebrations, and cheerfulness. Eladrin in this state are often energetic, exuberant, optimistic, and prone to mischief while acting naive and careless to potential dangers.

SUMMER ELADRIN
Eladrin in the summer state tend to have bright golden hair and skin, their presence and aura is intimidating and almost radiates heat. This state is linked to passionate and wrathful emotions, confrontations, and anger. Eladrin in this state are often enraged, motivated, vindictive, and ready to act against any threat.

AUTUMN ELADRIN
Eladrin in the autumn state tend to have red or orange hair and skin, their features mimicking freshly fallen autumn leaves. This state is linked to peaceful and calming emotions, self-reflection, and measured resolutions. Eladrin in this state are level-headed, well-meaning, open-minded, and slow to act without careful thought.

WINTER ELADRIN
Eladrin in the winter state tend to have pale blue or white hair and skin, their features mimicking the rime and frost of the coldest depths of the year. This state is linked to sad and melancholy emotions, bitterness, and quiet contemplation. Eladrin in this state are gloomy, sorrowful, regretful, and are prone to lashing out, holding grudges, and crying frozen tears.

Features & Traits
https://roll20.net/compendium/dnd5e/Poisons#content

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
Rituals:
Lvl 1: Detect Magic, Purify Food & Drink, Speak with Animals.
Lvl 2: Skywrite, Silence
Lvl 3: Water Breathing, Water Walk
Spellcasting
Elvish
Druidic
Sylvan (Fey)
Old Omuan Common
Primordial (Elementals)
Dwarvish
Celestial

Languages & Proficiencies
Shy with people or creatures (but not with animals or plants/nature), curious and learning all the time.

Personality Traits
Perfectionist/Purist when it comes to restoring balance/health

Ideals
Saja M'Basa (Patron of our group)

Bonds
Can be moody (seasons) & anti-social (hermit/being bullied by both humans and elves). Unforgiving. Bit of a Perfectionist/Purist

Flaws
Fey Step: As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. Once you use this trait, you can’t do so again until you finish a short or long rest.

When you reach 3rd level, your Fey Step gains an additional effect based on your season; if the effect requires a saving throw, the DC equals 8 + your proficiency bonus + your Charisma modifier:
1d4:
3. Autumn: Immediately after you use your Fey Step, up to two creatures of your choice that you can see within 10 feet of you must succeed on a Wisdom saving throw or be charmed by you for 1 minute, or until you or your companions deal any damage to it.

4. Winter: When you use your Fey Step, one creature of your choice that you can see within 5 feet of you before you teleport must succeed on a Wisdom saving throw or be frightened of you until the end of your next turn.

1. Spring: When you use your Fey Step, you can touch one willing creature within 5 feet of you. That creature then teleports instead of you, appearing in an unoccupied space of your choice that you can see within 30 feet of you.

2. Summer: Immediately after you use your Fey Step, each creature of your choice that you can see within 5 feet of you takes fire damage equal to your Charisma modifier (minimum of 1 damage).

Notes
Biologist, Botanist from priest profession, uses Wisdom (homebrew)
Local Historian, add profession die (not intelligence, history checks with Wisdom if it applies to me personally, 200 years)

Talents


™ & © 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

Staff of the Python

Spellcasting Focus

Varies Requires Attunement

Staff of the Python Staff Requires attunement by a Cleric, Druid, or Warlock Uncommon -- Requires Attunement

You can use an action to speak this staff's command word and throw the staff on the ground within 10 feet of you. The staff becomes a Giant Constrictor Snake under your control and acts on its own initiative count. By using a bonus action to speak the command word again, you return the staff to its normal form in a space formerly occupied by the snake.

On your turn, you can mentally command the snake if it is within 60 feet of you and you aren't incapacitated. You decide what action the snake takes and where it moves during its next turn, or you can issue it a general command, such as to attack your enemies or guard a location.

If the snake is reduced to 0 hit points, it dies and reverts to its staff form. The staff then shatters and is destroyed. If the snake reverts to staff form before losing all its hit points, it regains all of them.


DnD 5e SRD SRD

Breastplate Armor

Medium Armor Common

Type AC STR Req. Stealth Dis. Properties
Medium 14 + Dex Modifier (max 2)

Cost: 400 gp Weight: 20 lb


 

Insect Carapace

Trade Good Dense Uncommon

A shiny carapace. It is abnormally dense and light. Could work as a decent shield.

Type AC STR Req. Stealth Dis. Properties
None 3

Weight: 1kg


 

DnD 5e SRD SRD

Dagger

Melee Weapon Finesse, Light, Thrown Common

Type Damage Damage Range Properties
Simple 1d4 Piercing 20/60 ft Finesse, Light, Thrown

Cost: 2 gp Weight: 1 lb


 

The statblocks of your class features

Druid


Hit Points

Hit Dice: d8 per Druid level
Hit Points at first Level: 8+ Con modifier
Hit Points at Higher Levels: 1d8 (or 5)+ Con modifier

Proficiences

Armor: Light, Medium, Shield (Druids will not wear armor or use shields made of metal)
Weapons: Clubs, Daggers, Drts, Javelins, Maces, Quarterstaffs, Scimitars, Sickles, Slings, Spears
Tools: Herbalism kit
Saving Throws: Int, Wis
Skills: Choose 2: Arcana, Animal Handling, Insight, Medicine, Nature, Perception, Religion, and Survival

Overview & Creation

PHB, Pgs. 65-69


Class Features

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.

Spellcasting

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

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, 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.
LevelMax. CRLimitationsExample
2nd1/4No flying or swimming speedWolf
4th1/2No flying speedCrocodile
8th1Giant 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 GM 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.

      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, or swamp—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 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.

      Ability Score Improvement

      When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

      Timeless Body

      Starting at 18th level, the primal magic that you wield causes you to age more slowly. For every 10 years that pass, your body ages only 1 year.

      Beast Spells

      Beginning at 18th level, you can cast many of your druid spells in any shape you assume using Wild Shape. You can perform the somatic and verbal components of a druid spell while in a beast shape, but you aren’t able to provide material components.

      Archdruid

      At 20th level, you can use your Wild Shape an unlimited number of times.   Additionally, you can ignore the verbal and somatic components of your druid spells, as well as any material components that lack a cost and aren’t consumed by a spell. You gain this benefit in both your normal shape and your beast shape from Wild Shape.


      Starting Equipment

      • A Wooden shield or any Simple weapon
      • A Scimitar or any Simple melee weapon
      • Leather Armor, an Explorer's pack, and a druidic focus


      LevelProficiency BonusFeaturesCantrips Known1st Slots2nd Slots3rd Slots4th Slots5th Slots6th Slots7th Slots8th Slots9th Slots
      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.

Hadrosaurus

Large beast, unaligned
Armor Class 11 (natural armor)
Hit Points 19 (3d10+3) [roll:3d10+3)
Speed 40ft

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

Skills Perception +2
Challenge 1/4 (50 xp)


Actions

Tail. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10+2) bludgeoning damage.


 

Statblocks for race/species of the character.

Half-Elf

Ability Score Increase +2 Cha, + 1 two other ability on your choice
Size Medium
Speed 30

Age. Half-elves age at much the same rate as humans, reaching adulthood at the age of 20. They live much longer than humans, however, often exceeding 180 years.   Alignment. Half-elves share the chaotic bent of their elven heritage. They both value personal freedom and creative expression, demonstrating neither love of leaders nor desire for followers. They chafe at rules, resent others' demands, and sometimes prove unreliable, or at least unpredictable. They are good and evil in equal numbers, a trait they share with their human parents.   Darkvision. Thanks to your elven 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. Fey Ancestry. You have advantage on saving throws against being charmed, and magic can't put you to sleep.   Half-Elf Versatility. Choose one of the following traits: Skill Versatility (General). You gain proficiency in two skills of your choice.   Elf Weapon Training (High or Wood Elf Heritage). You have proficiency with the longsword, shortsword, shortbow, and longbow.   Cantrip (High Elf Heritage). You know one cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for it.   Fleet of Foot (Wood Elf Heritage). Your base walking speed increases to 35 feet.   Mask of the Wild (Wood Elf Heritage). You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.   Drow Magic (Dark Elf Heritage). You know the Dancing Lights cantrip. When you reach 3rd level, you can cast Faerie Fire once, and it recharges after a long rest. When you reach 5th level, you can cast Darkness once, and it recharges after a long rest. Charisma is your spellcasting ability for these spells.   Swim Speed (Sea Elf Heritage). You have a swimming speed of 30 feet.

Languages. Common, Elven and one on your choice.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 0 Spells

PHB

Shape Water

0-level (Cantrip) Transmutation

Casting Time 1 Action
Range 30ft
Duration Instantaneous or 1 Hour
Components S

You choose an area of water that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:

  • You instantaneously move or otherwise change the flow of the water as you direct, up to 5 feet in any direction. This movement doesn't have enough force to cause damage.
  • You cause the water to form into simple shapes and animate at your direction. This change lasts for 1 hour.
  • You change the water's color or opacity. The water must be changed in the same way throughout. This change lasts for 1 hour.
  • You freeze the water, provided that there are no creatures in it. The water unfreezes in 1 hour.
If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

Class(es): Druid, Sorcerer, Wizard, Cleric (Nature Domain), Fighter (Eldritch Knight), Rogue (Arcane Trickster)

PHB

Primal Savagery

0-level (Cantrip) Transmutation

Casting Time 1 Action
Range Self
Duration Instantaneous
Components S

You channel primal magic to cause your teeth or fingernails to sharpen, ready to deliver a corrosive attack. Make a melee spell attack against one creature within 5 feet of you. On a hit, the target takes 1d10 acid damage. After you make the attack, your teeth or fingernails return to normal.
At higher levels: The spell's damage increases by 1d10 when you reach 5th level ( 2d10 ), 11th level ( 3d10 ), and 17th level ( 4d10 ).

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

Players Handbook Page 282

Thorn Whip

0-level (Cantrip) Transmutation

Casting Time 1 action
Range 30 ft
Duration Instant
Components V,S,M

You create a long, vine-Iike 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): Druid

PHB

Druidcraft

0-level (Cantrip) Transmutation

Casting Time 1 Action
Range 30 feet
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

Level 1 Spells

PHB

Ice Knife

1-level Conjuration

Casting Time 1 Action
Range 60ft
Duration Instantaneous
Components S, M
Materials A drop of water or piece of ice

You create a shard of ice and fling it at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 piercing damage. Hit or miss, the shard then explodes. The target and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 2d6 cold damage
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the cold damage increases by 1d6 for each slot level above 1st.

Class(es): Druid, Sorcerer, Wizard, Fighter (Eldritch Knight), Rogue (Arcane Trickster)

Xanathar's Guide to Everything

Healing Spirit

2-level Conjuration

Casting Time 1 bonus action
Range 60 feet
Duration Concentration, 1 minute
Components V,S

ou call forth a nature spirit to soothe the wounded. The intangible spirit appears in a space that is a 5-ft cube you can see. Whenever you or a creature you can see moves into the spirits space for the first time on a turn or starts its turn there, the spirit restores 1d6 hit points to that creature for free (max 8d6 of healing). As a bonus action, you can move the Spirit up to 30 feet.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the healing increases by 1d6 and the maximum healing creases by 2d6 for each slot level above 2nd.

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

D&D 5e PHB Page 230

Cure Wounds

1-level Evocation

Casting Time 1 action
Range Touch
Duration Instantaneous
Components V, S

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.

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

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 pg 219

Bless

1-level Enchantment

Casting Time 1 action
Range 30 Feet
Duration Concentration, Up to 1 minute
Components VSM

You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw.
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.

Class(es): Cleric, Paladin

Gift of Alacrity

1-level Divination

Casting Time 1 action
Range Touch
Duration 8 hours
Components V, S

You touch a willing creature, instilling it with heightened reaction time. Until the spell ends, the creature can add 1d8 to its initiative rolls.

Class(es): Wizard (School of Dunamancy), Bard (College of Entropy)

Level 2 Spells

PHB

Barkskin

2-level Transmutation

Casting Time 1 Action
Range Touch
Duration Concentration, up to 1 Hour
Components V, S, M
Materials handful of oak bark

You touch a willing creature. Until the spell ends, the target's skin has a rough, bark-like appearance, and the target's AC can't be less than 16, regardless of what kind of armor it is wearing.

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

PHB

Darkvision

2-level Transmutation

Casting Time 1 Action
Range Touch
Duration 8 hours
Components V, S, M
Materials either a pinch of dried carrot or an agate

You touch a willing creature to grant it the ability to see in the dark. For the duration, that creature has darkvision out to a range of 60 feet.

Class(es): Artificer, Druid, Ranger, Sorcerer, Wizard, Fighter (Eldritch Knight), Monk (Way of Shadow), Rogue (Arcane Trickster)

PHB

Lesser Restoration

2-level Abjuration

Casting Time 1 Action
Range Touch
Duration Instantaneous
Components V, S

You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.

Class(es): Artificer, Bard, Cleric, Druid, Paladin, Ranger, Sorcerer (Divine Soul), Warlock (The Celestial)

PHB

Locate Animals or Plants

2-level Divination

Casting Time 1 Action
Range Self
Duration Instantaneous
Components V, S, M
Materials a bit of fur from a bloodhound

Describe or name a specific kind of beast or plant. Concentrating on the voice of nature in your surroundings, you learn the direction and distance to the closest creature or plant of that kind within 5 miles, if any are present.

Class(es): Bard, Druid, Ranger

PHB

Pass Without Trace

2-level Abjuration

Casting Time 1 Action
Range Self
Duration up to 1 Hour
Components V, S, M
Materials ashes from a burned leaf of mistletoe and a sprig of spruce

A veil of shadows and silence radiates from you, masking you and your companions from detection. For the duration, each creature you choose within 30 feet of you (including you) has a +10 bonus to Dexterity (Stealth) checks and can't be tracked except by magical means. A creature that receives this bonus leaves behind no tracks or other traces of its passage.

Class(es): Druid, Ranger, Cleric (Trickery Domain), Monk (Way of Shadow)

PHB

Spike Growth

2-level Transmutation

Casting Time 1 Action
Range 150ft
Duration Concentration, Up to Ten Minutes
Components V, S, M
Materials seven sharp thorns or seven small twigs, each sharpened to a point

The ground in a 20-foot radius centered on a point within range twists and sprouts hard spikes and thorns. The area becomes difficult terrain for the duration. When a creature moves into or within the area, it takes 2d4 piercing damage for every 5 feet it travels.   The transformation of the ground is camouflaged to look natural. Any creature that can't see the area at the time the spell is cast must make a Wisdom (Perception) check against your spell save DC to recognize the terrain as hazardous before entering it.

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

PHB

Spider Climb

2-level Transmutation

Casting Time 1 Action
Range Touch
Duration up to 1 Hour
Components V, S, M
Materials a drop of bitumen and a spider

Until the spell ends, one willing creature you touch gains the ability to move up, down, and across vertical surfaces and upside down along ceilings, while leaving its hands free. The target also gains a climbing speed equal to its walking speed.

Class(es): Artificer, Sorcerer, Warlock, Wizard, Druid (Circle of the Land (Forest)), Druid (Circle of the Land (Mountain)), Druid (Circle of the Land (Underdark)), Fighter (Eldritch Knight), Rogue (Arcane Trickster)

Detect Thoughts

2-level Divination

Casting Time 1 Action
Range Self
Duration Concentration, up to 1 Minute
Components V, S, M
Materials a copper piece

For the duration, you can read the thoughts of certain creatures. When you cast the spell and as your action on each turn until the spell ends, you can focus your mind on any one creature that you can see within 30 feet of you. If the creature you choose has an Intelligence of 3 or lower or doesn't speak any language, the creature is unaffected.   You initially learn the surface thoughts of the creature — what is most on its mind in that moment. As an action, you can either shift your attention to another creature's thoughts or attempt to probe deeper into the same creature's mind. If you probe deeper, the target must make a Wisdom saving throw. If it fails, you gain insight into its reasoning (if any), its emotional state, and something that looms large in its mind (such as something it worries over, loves, or hates). If it succeeds, the spell ends. Either way, the target knows that you are probing into its mind, and unless you shift your attention to another creature's thoughts, the creature can use its action on its turn to make an Intelligence check contested by your Intelligence check; if it succeeds, the spell ends.   Questions verbally directed at the target creature naturally shape the course of its thoughts, so this spell is particularly effective as part of an interrogation.   You can also use this spell to detect the presence of thinking creatures you can't see. When you cast the spell or as your action during the duration, you can search for thoughts within 30 feet of you. The spell can penetrate barriers, but 2 feet of rock, 2 inches of any metal other than lead, or a thin sheet of lead blocks you. You can't detect a creature with an Intelligence of 3 or lower or one that doesn't speak any language.   Once you detect the presence of a creature in this way, you can read its thoughts for the rest of the duration as described above, even if you can't see it, but it must still be within range.

Class(es): Bard, Sorcerer, Wizard, Artificer (Archivist), Fighter (Eldritch Knight), Rogue (Arcane Trickster), Warlock (The Great Old One)

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): Sorcerer, Warlock, Wizard, Druid (Circle of the Land (Coast)), Fighter (Eldritch Knight), Ranger (Horizon Walker), Paladin (Oath of the Ancients), Paladin (Oath of Vengeance), Rogue (Arcane Trickster)

Level 3 Spells

Call Lightning

3-level Conjuration

Casting Time 1 Action
Range 120 ft.
Duration Concentration, 10 Minutes
Components V, S

A storm cloud appears in the shape of a cylinder that is 10 feet tall with a 60-foot radius, centered on a point you can see within range directly above you. The spell fails if you can't see a point in the air where the storm cloud could appear (for example, if you are in a room that can't accommodate the cloud).   When you cast the spell, choose a point you can see under the cloud. A bolt of lightning flashes down from the cloud to that point. Each creature within 5 feet of that point must make a Dexterity saving throw. A creature takes 3d10 lightning damage on a failed save, or half as much damage on a successful one. On each of your turns until the spell ends, you can use your action to call down lightning in this way again, targeting the same point or a different one.   If you are outdoors in stormy conditions when you cast this spell, the spell gives you control over the existing storm instead of creating a new one. Under such conditions, the spell's damage increases by 1d10 .
At higher levels: When you cast this spell using a spell slot of 4th or higher level, the damage increases by 1d10 for each slot level above 3rd.

Class(es): Druid

Conjure Animals

3-level Conjuration

Casting Time 1 Action
Range 60 ft
Duration Concentration, 1 hour
Components V, S

You summon fey spirits that take the form of beasts and appear in unoccupied spaces that you can see within range. Choose one of the following options for what appears:  

  • One beast of challenge rating 2 or lower
  • Two beasts of challenge rating 1 or lower
  • Four beasts of challenge rating 1/2 or lower
  • Eight beasts of challenge rating 1/4 or lower
  Each beast is also considered fey, and it disappears when it drops to 0 hit points or when the spell ends.   The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions.   The DM has the creatures' statistics.
At higher levels: When you cast this spell using certain higher-level spell slots, you choose one of the summoning options above, and more creatures appear: twice as many with a 5th-level slot, three times as many with a 7th-level slot, and four times as many with a 9th-level slot.

Class(es): Druid, Ranger

Elemental Evil Player's Companion , pg. 155

Erupting Earth

3-level Transmutation

Casting Time 1 Action
Range 120 ft (20 ft)
Duration Instantaneous
Components V, S, M
Materials A piece of obsidian.

Damage Type: Bludgeoning   Saving Throws: Dexterity   Description: Choose a point you can see on the ground within range. A fountain of churned earth and stone erupts in a 20-foot cube centered on that point. Each creature in that area must make a Dexterity saving throw. A creature takes 3d12 bludgeoning damage on a failed save, or half as much damage on a successful one. Additionally, the ground in that area becomes difficult terrain until cleared. Each 5-foot-square portion of the area requires at least 1 minute to clear by hand.

At higher levels:
Choose a point you can see on the ground within range. A fountain of churned earth and stone erupts in a 20-foot cube centered on that point. Each creature in that area must make a Dexterity saving throw. A creature takes 3d12 bludgeoning damage on a failed save, or half as much damage on a successful one. Additionally, the ground in that area becomes difficult terrain until cleared. Each 5-foot-square portion of the area requires at least 1 minute to clear by hand.

Class(es): Druid, Sorcerer, Wizard

Plant Growth

3-level Transmutation

Casting Time 1 Action or 8 hours
Range 150 ft.
Duration Instantaneous
Components V, S

This spell channels vitality into plants within a specific area. There are two possible uses for the spell, granting either immediate or long-term benefits.   If you cast this spell using 1 action, choose a point within range. All normal plants in a 100-foot radius centered on that point become thick and overgrown. A creature moving through the area must spend 4 feet of movement for every 1 foot it moves.   You can exclude one or more areas of any size within the spell’s area from being affected.   If you cast this spell over 8 hours, you enrich the land. All plants in a half-mile radius centered on a point within range become enriched for 1 year. The plants yield twice the normal amount of food when harvested.

Class(es): Bard, Druid, Ranger

Water Walk

3-level Transmutation (ritual)

Casting Time 1 Action
Range 30 ft.
Duration 1 hour
Components V, S, M
Materials A piece of cork

This spell grants the ability to move across any liquid surface — such as water, acid, mud, snow, quicksand, or lava — as if it were harmless solid ground (creatures crossing molten lava can still take damage from the heat). Up to ten willing creatures you can see within range gain this ability for the duration.   If you target a creature submerged in a liquid, the spell carries the target to the surface of the liquid at a rate of 60 feet per round.

Class(es): Cleric, Druid, Ranger, Sorcerer

Tascha's Cauldron of Everything

Summon Fey

3-level Conjuration

Range/Area: 90 feet
Components: V S M
Materials: Gilded flower worth at least 300 gp
You call forth a Fey Spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Fey Spirit stat block. When you cast the spell choose a mood : Fuming, Mirthful, or Tricksy.   The creature resembles a fey creature of your choice marked by the mood chosen during casting. It disappears when it drops to 0 hit points or when the spell ends Ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its move to avoid danger.    
At higher levels: At higher levels: 4th or higher, use the higher level wherever the spell's level appears in the stat block
Available for: Druid

Level 4 Spells

Guardian of Nature

4-level Transmutation

Casting Time 1 Bonus Action
Range Self
Duration Concentration, up to 1 Minute
Components V

A nature spirit answers your call and transforms you into a powerful guardian. The transformation lasts until the spell ends. You choose one of the following forms to assume: Primal Beast or Great Tree.  

  • Primal Beast: Bestial fur covers your body, your facial features become feral, and you gain the following benefits:
  • Your walking speed increases by 10 feet.
  • You gain darkvision with a range of 120 feet.
  • You make Strength-based attack rolls with advantage.
  • Your melee weapon attacks deal an extra 1d6 force damage on a hit.
  • Great Tree: Your skin appears barky, leaves sprout from your hair, and you gain the following benefits:
  • You gain 10 temporary hit points.
  • You make Constitution saving throws with advantage.
  • You make Dexterity- and Wisdom-based attack rolls with advantage.
  • While you are on the ground, the ground within 15 feet of you is difficult terrain for your enemies.

Class(es): Druid, Ranger

Conjure Woodland Beings

4-level Conjuration

Casting Time 1 Action
Range 60ft
Duration Concentration, up to 1 Hour
Components V, S, M
Materials one holly berry per creature summoned

You summon fey creatures that appear in unoccupied spaces that you can see within range. Choose one of the following options for what appears:

  • One fey creature of challenge rating 2 or lower
  • Two fey creatures of challenge rating 1 or lower
  • Four fey creatures of challenge rating 1/2 or lower
  • Eight fey creatures of challenge rating 1/4 or lower
  A summoned creature disappears when it drops to 0 hit points or when the spell ends.   The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which have their own turns. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions.   The DM has the creatures' statistics.
At higher levels: When you cast this spell using certain higher-level spell slots, you choose one of the summoning options above, and more creatures appear: twice as many with a 6th-level slot and three times as many with an 8th-level slot.

Class(es): Druid, Ranger

Level 5 Spells

Player's Handbook

Greater Restoration

5-level Abjuration

Casting Time 1 action
Range Touch
Duration Instantaneous
Components Verbal, Somatic, Material
Materials diamond dust worth at least 100 gp, which the spell consumes


You imbue a creature you touch with positive energy to undo a debilitating effect. You can reduce the target's exhaustion level by one, or end one of the following effects on the target:

  • One effect that charmed or petrified the target
  • One curse, including the target's attunement to a cursed magic item
  • Any reduction to one of the target's ability scores
  • One effect reducing the target's hit point maximum

Class(es): Bard, Cleric, Druid, Artificer, The Celestial

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

Explorer's Pack

Adventuring Gear Common

Includes a backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.

Cost: 10 gp Weight: 59 lb


 

Gem of Brightness

Adventuring Gear Uncommon

50 Charges, 3 options. Option 1: Gem shines bright light in a 30 foot radius and dim light for another 30 feet. Does not expend a charge. Option 2: Gem fires a beam of brilliant light at a creature you can see within 60 feet. Creature must succeed on a DC 15 CON save or be blinded for 1 minute. Expends 1 charge. Option 3: You know option 2? Replace the 60 ft beam with a 30 foot cone in which all creatures must make the above CON save. Expends 5 charges. When all charges are expended, Gem becomes nonmagical jewel worth 60 GP


 

Poisoner's Kit

Artisan Tool

Varies

Type: Tool Cost: 50 gp Weight: 2 lbs A poisoner's kit includes the vials, chemicals, and other equipment necessary for the creation of poisons. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to craft or use poisons.


Necklace of Prayer Beads

Wondrous Item

Rare

Bonus Action: Clasp one gem and cast its spell. Gem regenerates spell after next dawn

1. Amethyst in Limba from Father, Thender Atari to cast Bless

2. Emerald in Ebony from Sseth, flying serpent to cast Lesser Restoration

3.Ruby in Agba from Ubtao maze to cast Greater Restoration

4. Sapphire in Sapele from dwarf Thard Harr to cast Cure Wounds

5. Amethyst in Wenge from Mother, Dela Yudan to cast Bless


Jug of Crocodile and Man

Wondrous Item

Legendary Requires Attunement

Ceramic, brown glazed-jug. Holds 1 gal of liquid and weighs 12 lbs, full or empty. A ceramic jug with a round base and a slightly oval rim with a handle on either side. The lid fits snuggly over the opening, creating a water-tight seal, and has a carving of a crocodile head on one side, and a male human head on the other, which act as spouts.

Once attuned, the empty jug pours a continuous stream of clear water from the crocodile mouth and a continuous stream of dry, fine sand through the human mouth when tipped to one side or the other (both at a rate of 1 gal per minute). The attuned spellcaster can feel a circular maze at the base of the jug, though no maze can be seen. Also, the attuned spellcaster can see and feel around the lip of the lid the following story, which is inscribed in the ceramic in Old Omuan (which others cannot see or feel):

‘In the early days of the world, Man found himself on the sandy banks of a wide river, afraid.
“What’s wrong, human?,” asked Crocodile. “I wish to cross your river, crocodile. But I fear that you and your kin will attack me,” Man replied. “It’s true, you would not be safe. But I will carry you safely across on my back, if you promise to return the favor.” Man agreed and climbed onto Crocodile’s back, who bore him safely across the river.’

On the first day of attunement, the surface of the jug is smooth. Once a day after dawn, however, the attuned spellcaster may meditate for 10 minutes in order to reveal an illustrated carving and a brief story on the surface of the jug, which will only be visible to them. Roll 2d6****
to determine which of the six carved images appear, along with a brief story carved below the image. The story is written in Old Omuan and words in bold appear to be glowing. If the keeper of the jug places special ingredients within, a new liquid will pour out of each spout (depending on which way the jug is tipped) and the carving will become visible to others. The image will remain on the surface of the jug until it is no longer attuned.

After all six images are permanently visible on the jug, the maze at the base becomes visible as well, revealing the Sacred Maze of Ubtao. After which, the attuned spellcaster can Roll 2d6 ****
at dawn to determine the number of charges for that day. To use a charge, as an action, Roll ****

to determine which illustrated carving will be used. This carving will start to shimmer faintly and the contents can be poured out without requiring material components. Both spouts can have their contents poured out once with a single charge; after which, the attuned spellcaster must roll another d6 and another charge must be expended. Clean water and fine sand can always be poured from the jug, at will.

1. When they reached the far bank, it began to rain. The human’s hair lay heavy on his shoulders, but the crocodile’s scales were unchanged. “How can I repay you?” the Man asked. “I wish to see the realm of Man, but I fear to go there alone, for your kind will surely attack me. Carry me on your back, so that I may see your realm in safety.” Man thought himself tricked, but a promise is a promise, so he bore Crocodile on his back and walked the realm of Man.

2. As Man carried Crocodile deep into the forest, they began to hear a low buzzing noise. “What luck!” thought Man, “That must be a beehive! We will find honey and I will make Tej!” But when they saw an enormous paper nest, they knew they were in for trouble. A dead, male Batiri was hanging upside-down at the nest entrance, his pale face and neck swollen from Throat Leeches, Shivery Sickness, and wasp venom. Before they could run away, a giant wasp swooped down and tried to sting Man. Crocodile was faster than the wasp, however, and bit down hard on the wasp’s head with his mighty jaws. Seizing the moment, Man reached out with both hands and tore out its venom sack, killing the wasp instantly. The sack sprayed Man and Crocodile in a sticky grease that made them invisible to the other wasps, and they ran away.

3. “Thank you,” said Man. “If you weren’t on my back, I would’ve been killed.” As the crocodile nodded an appreciative reply, Man noticed that the Crocodile’s great jaws and throat got stuck in a vine. “Assassin Vine!,” thought Man in a panic, and he reached up with a sharp stone and cut the vine, freeing the crocodile. As the crocodile voiced his thanks to Man, he felt Man moving toward a mass of vines clinging to a stone pillar, as though under a trance. Underneath the plant, Crocodile noticed one of the Vethr slowly rise from the roots of the plant - with a yellow musk creeper orchid sprouting from her right ear! Crocodile acted quickly, swiping at the orchid with his long tail and knocking over the dwarvish zombie. Man was shaken out of his trance and both of them managed to escape, each promising to pay closer attention.

4.

5

6.


Weight: 12 lb

[block: Wood Tiger Mask of Animal Friendship - important to Were Tigers of Eastern Chula. Allies opportunity! *Bayes O'Tamu &or Azaka Stormfang near wreck of narwhal contact near port nyanzaru]
[block: Book about Grung from Saja M'Basa]

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