Remove these ads. Join the Worldbuilders Guild

Dandamirah "Dandy" Leyon

4 Level (5486/6500 XP for level-up) Guild Artisan Background Gerblin Race / Species / Heritage Neutral Good Alignment
Druid
Level 4
Hit Dice: 4/4
1d8+2 Class 1

STR
14
+2
DEX
16
+3
CON
15
+2
INT
14
+2
WIS
16
+3
CHA
14
+2
31
Hit Points
+3
Initiative (DEX)
14
Armor Class (AC)
+2
Prof. Bonus
30
Speed (walk/run/fly)
2 / 2
Wildshape
Spellcasting ...
+5 Attack mod
WIS Ability
+3 Abi Mod
13 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
+2 Strength
+3 Dexterity
+2 Constitution
+4 Intelligence
+5 Wisdom
+2 Charisma
saving throws
+3 Acrobatics DEX
+3 Animal Handling WIS
+2 Arcana INT
+2 Athletics STR
+2 Deception CHA
+2 History INT
+5 Insight WIS
+2 Intimidation CHA
+2 Investigation INT
skills
+3 Medicine WIS
+4 Nature INT
+5 Perception WIS
+2 Performance CHA
+4 Persuasion CHA
+2 Religion INT
+3 Sleight of Hand DEX
+3 Stealth DEX
+5 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Scimitar +3 DEX 1d6+3 slashing
Attacks

Spell Book


Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
Common, Gerblin, Druid, Fae, French

Languages & Proficiencies


™ & © 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

DnD 5e SRD SRD

Scimitar

Melee Weapon Common [Finesse, Light]

Type Damage Damage Range Properties
Martial 1d6 Slashing

Cost: 25 gp Weight: 3 lb


 

Dnd 5e SRD SRD

Leather Armor

Light Armor Common

The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials.

Type AC STR Req. Stealth Dis. Properties
Light 11 + Dex Modifier

Cost: 10 gp Weight: 10 lb


 

The statblocks of your class features

Druid (Circle of Dreams)

Druids who are members of the Circle of Dreams hail from regions that have strong ties to the Feywild and its dreamlike realms. The druids’ guardianship of the natural world makes for a natural alliance between them and good-aligned fey. These druids seek to fill the world with dreamy wonder. Their magic mends wounds and brings joy to downcast hearts, and the realms they protect are gleaming, fruitful places, where dream and reality blur together and where the weary can find rest
hit dice: 1D8
hit points at 1st level: 8 + CON modifier
hit points at higher levels: 1D8 + CON modifer (ignoring 1's) per level
armor proficiencies: Light armor, Medium armor, Shields (druids will not wear armor or use shields made of metal)
weapon proficiencies: Clubs, Daggers, Darts, Javelins, Maces, Quarterstaffs, Scimitars, Sickles, Slings, Spears
tools: Herbalism Kit
saving throws: Intelligence, Wisdom
skills: Choose two from Arcana, Animal Handling, Insight, Medicine, Nature, Perception, Religion, and Survival
starting equipment:
(a) a wooden shield or (b) any simple weapon
(a) a scimitar or (b) any simple melee weapon
Leather armor, an explorer’s pack, and a druidic focus
spellcasting:
Drawing on the divine essence of nature itself, you can cast spells to shape that essence to your will. See Spells Rules for the general rules of spellcasting and the Spells Listing for the druid spell list     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 druid spells of 1st level and higher. To cast one of these druid spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest   You prepare the list of druid spells that are available for you to cast, choosing from the druid spell list. When you do so, choose a number of druid spells equal to your Wisdom modifier + your druid level (minimum of one spell). The spells must be of a level for which you have spell slots   For example, if you are a 3rd-level druid, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells   You can also change your list of prepared spells when you finish a long rest. Preparing a new list of druid spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list     Spell casting Ability:   Wisdom is your spell casting 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 spell casting 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     Spell casting Focus:   You can use a druidic focus (see the Adventuring Gear section) as a spell casting focus for your druid spells.=
class features:
Wild Shape:   Starting at 2nd level, you can use your action to magically assume the shape of a beast that you have seen before. You can use this feature twice. You regain expended uses when you finish a short or long rest   Your druid level determines the beasts you can transform into, as shown in the Beast Shapes table. At 2nd level, for example, you can transform into any beast that has a challenge rating of 1/4 or lower that doesn't have a flying or swimming speed   Beast Shapes
Level Max CR Limitations Example
2nd 1/4 No flying or swimming speeds Wolf
4th 1/2 No flying speed Crocodile
8th 1 No limitations Giant Eagle
  You can stay in 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. l 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 befit of nay 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 dark vision, unless your new form also has that sense
  • You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the from has no effect until you leave the form
  •   Druid Circle:   At 2nd level, you choose to identify with a circle of druids: the Circle of the Land detailed at the end of the class description or one from the Player's Handbook or other sources. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level     Wild Shape Improvement:   At 4th level, you can use your action to magically assume the shape of a beast that you have seen before of challenge rating 1/2 or lower that doesn't have a flying speed. You can use this feature twice. You regain expended uses when you finish a short or long rest     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   Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead     Wild Shape Improvement:   At 8th level, you can use your action to magically assume the shape of a beast that you have seen before of challenge rating 1 or lower. You can use this feature twice. You regain expended uses when you finish a short or long rest     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     Arch druid:   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
    subclass options:
    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 dream lands   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
    LevelProfFeaturesCantrips Known1st2nd3rd4th5th6th7th8th9th
    1+2Druidic, Spell casting22--------
    2+2Wild Shape, Druid Circle23--------
    3+2-242-------
    4+2Wild Shape Improvement, Ability Score Improvement343-------
    5+3-3432------
    6+3Druid Circle Feature3433------
    7+3-34331-----
    8+3Wild Shape Improvement, Ability Score Improvement34332-----
    9+4-343331----
    10+4Druid Circle Feature443332----
    11+4-4433321---
    12+4Ability Score Improvement4433321---
    13+5-44333211--
    14+5Druid Circle Feature44333211--
    15+5-443332111-
    16+5Ability Score Improvement443332111-
    17+6-4433321111
    18+6Timeless Body, Beast Spells4433331111
    19+6Ability Score Improvement4433332111
    20+6Archdruid4433332211

    Chef

    Time spent mastering the culinary arts has paid off , granting you the following benefits:

    • Increase your Constitution or Wisdom score by 1, to a maximum of 20.
    • You gain proficiency with cook’s utensils if you don’t already have it.
    • As part of a short rest, you can cook special food, provided you have ingredients and cook’s utensils on hand. You can prepare enough of this food for a number of creatures equal to 4 + your proficiency bonus. At the end of the short rest, any creature who eats the food and spends one or more Hit Dice to regain hit points regains an extra 1d8 hit points.
    • With one hour of work or when you finish a long rest, you can cook a number of treats equal to your proficiency bonus. These special treats last 8 hours after being made. A creature can use a bonus action to eat one of those treats to gain temporary hit points equal to your proficiency bonus.

     

    Guild Artisan

    You are a member of an artisan's guild, skilled in a particular field and closely associated with other artisans. You are a well-established part of the mercantile world, freed by talent and wealth from the constraints of a feudal social order. You learned your skills as an apprentice to a master artisan, under the sponsorship of your guild, until you became a master in your own right.

    Skill Proficiencies Insight, Persuasion
    Tool Proficiencies One type of artisan's tools
    Languages One of your choice
    Equipment
    • A set of artisan's tools (one of your choice)
    • a letter of introduction from your guild
    • a set of traveler's clothes
    • and a belt pouch containing 15 gp

    Features

    Feature: Guild Membership As an established and respected member of a guild, you can rely on certain benefits that membership provides. Your fellow guild members will provide you with lodging and food if necessary, and pay for your funeral if needed. In some cities and towns, a guildhall offers a central place to meet other members of your profession, which can be a good place to meet potential patrons, allies, or hirelings.   Guilds often wield tremendous political power. If you are accused of a crime, your guild will support you if a good case can be made for your innocence or the crime is justifiable. You can also gain access to powerful political figures through the guild, if you are a member in good standing. Such connections might require the donation of money or magic items to the guild's coffers.   You must pay dues of 5 gp per month to the guild. If you miss payments, you must make up back dues to remain in the guild's good graces.   Specialty Guilds are generally found in cities large enough to support several artisans practicing the same trade. However, your guild might instead be a loose network of artisans who each work in a different village within a larger realm. Work with your DM to determine the nature of your guild. You can select your guild business from the Guild Business table or roll randomly.   d20|Guild Business 1|Alchemists and apothecaries 2|Armorers, locksmiths, and finesmiths 3|Brewers, distillers, and vintners 4|Calligraphers, scribes, and scriveners 5|Carpenters, roofers, and plasterers 6|Cartographers, surveyors, and chart-makers 7|Cobblers and shoemakers 8|Cooks and bakers 9|Glassblowers and glaziers 10|Jewelers and gemcutters 11|Leatherworkers, skinners, and tanners 12|Masons and stonecutters 13|Painters, limners, and sign-makers 14|Potters and tile-makers 15|Shipwrights and sail-makers 16|Smiths and metal-forgers 17|Tinkers, pewterers, and casters 18|Wagon-makers and wheelwrights 19|Weavers and dyers 20|Woodcarvers, coopers, and bowyers

    Suggested Characteristics

    Guild artisans are among the most ordinary people in the world—until they set down their tools and take up an adventuring career. They understand the value of hard work and the importance of community, but they're vulnerable to sins of greed and covetousness.

    Traits

    d8Personality Trait
    1I believe that anything worth doing is worth doing right. I can't help it—I'm a perfectionist.
    2I'm a snob who looks down on those who can't appreciate fine art.
    3I always want to know how things work and what makes people tick.
    4I'm full of witty aphorisms and have a proverb for every occasion.
    5I'm rude to people who lack my commitment to hard work and fair play.
    6I like to talk at length about my profession.
    7I don't part with my money easily and will haggle tirelessly to get the best deal possible.
    8I'm well known for my work, and I want to make sure everyone appreciates it. I'm always taken aback when people haven't heard of me.

    Ideal

    d6Ideal
    1Community. It is the duty of all civilized people to strengthen the bonds of community and the security of civilization. (Lawful)
    2Generosity. My talents were given to me so that I could use them to benefit the world. (Good)
    3Freedom. Everyone should be free to pursue his or her own livelihood. (Chaotic)
    4Greed. I'm only in it for the money. (Evil)
    5People. I'm committed to the people I care about, not to ideals. (Neutral)
    6Aspiration. I work hard to be the best there is at my craft. (Any)

    Bond

    d6Bond
    1The workshop where I learned my trade is the most important place in the world to me.
    2I created a great work for someone, and then found them unworthy to receive it. I'm still looking for someone worthy.
    3I owe my guild a great debt for forging me into the person I am today.
    4I pursue wealth to secure someone's love.
    5One day I will return to my guild and prove that I am the greatest artisan of them all.
    6I will get revenge on the evil forces that destroyed my place of business and ruined my livelihood.

    Flaw

    d6Flaw
    1I'll do anything to get my hands on something rare or priceless.
    2I'm quick to assume that someone is trying to cheat me.
    3No one must ever learn that I once stole money from guild coffers.
    4I'm never satisfied with what I have—I always want more.
    5I would kill to acquire a noble title.
    6I'm horribly jealous of anyone who can outshine my handiwork. Everywhere I go, I'm surrounded by rivals.


    Source: PHB, page 132

    Statblocks for your familiars, mounts etc.

    Statblocks for race/species of the character.

    Gerblin


    Ability Score Increase +2 Dex, +1 Cha
    Size Small
    Speed 30 ft.


    Darkvision. Accustomed to running through dark tunnels and traveling through the thick forest around Scuttletown, 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.
     
    Cat's Claws. Because of your claws, you have a climbing speed of 20 feet. In addition, your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
     
    Fury of the Small. When you damage a creature with an attack or a spell and the creature's size is larger than yours, you can cause the attack or spell to deal extra damage to the creature. The extra damage equals your level. Once you use this trait, you can't use it again until you finish a short or long rest.
     
    Cat's Talent. You have proficiency in the Perception and Stealth skills.
     
    Languages. Common, and Gerblin.

    Statblocks for companions, followers and other allies.

    Statblocks for your spells.

    Level 0 Spells

    Create Bonfire

    0-level (Cantrip) Conjuration

    Casting Time: 1 action
    Range/Area: 60ft
    Components: V, S
    Duration: Concentration, Concentration, Up to 1 minute
    You create a bonfire on ground that you can see within range. Until the spell ends, the magic bonfire fills a 5-foot cube. Any creature in the bonfire’s space when you cast the spell must succeed on a Dexterity saving throw or take 1d8 fire damage. A creature must also make the saving throw when it moves into the bonfire’s space for the first time on a turn or ends its turn there.
    The bonfire ignites flammable objects in its area that aren’t being worn or carried.
    At higher levels: The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
    Available for: Druid, Sorcerer, Warlock, Wizard

    Transmutation Magic

    Druidcraft

    0-level (Cantrip) Transmutation

    Casting Time: 1 action
    Range/Area: 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.
    Available for: Druid

    Transmutation Magic

    Mending

    0-level (Cantrip) Transmutation

    Casting Time: 1 minute
    Range/Area: Touch
    Components: V, S, M
    Materials: Two lodestones
    Duration: Instantaneous
    This spell repairs a single break or tear in an object you touch, such as broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage.   This spell can physically repair a magic item or construct, but the spell can't restore magic to such an object.
    Available for: Artificer, Bard, Cleric, Druid, Sorcerer, Wizard

    Level 1 Spells

    Evocation Magic

    Healing Word

    1-level Evocation

    Casting Time: 1 bonus action
    Range/Area: 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.
    Available for: Bard, Cleric, Druid

    Storm Magic

    Thunderwave

    1-level Evocation

    Casting Time: 1 action
    Range/Area: Self (15-foot cube)
    Components: V, S
    Duration: Instantaneous
    A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed.   In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell's effect, and the spell emits a thunderous boom audible out to 300 feet.
    At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
    Available for: Bard, Druid, Sorcerer, Wizard

    Transmutation Magic

    Purify Food and Drink

    1-level Transmutation

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

    Ice Knife

    1-level Conjuration

    Casting Time: 1 action
    Range/Area: 60ft
    Components: S, M
    Materials: (a drop of water or a piece of ice)
    Duration: Instantaneous
    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.
    Available for: Druid, Wizard

    Level 2 Spells

    XGE, Aeturna

    Healing Spirit

    2-level Conjuration

    Casting Time: 1 bonus action
    Range/Area: 60 ft
    Components: Verbal, Somatic
    Duration: Concentration, Concentration, up to 1 minute

    You call forth a spirit of nature to soothe the wounded. The intangible spirit appears in a 5-foot cube space that you can see within range. The spirit looks like a transparent beast, humanoid, or fey (your choice) and has the statblock of a Specter (MM p.279), with the following changes:

    • The Healing Spirit does not roll Initiative.
    • Its alignment is Neutral Good.
    • It only moves where you tell it to move on your turn.
    • It takes no actions, reactions, or bonus actions - except to passively heal.
    • It lacks the Life Drain attack.
    • It lacks sunlight sensitivity.
    • The Healing Spirit still has Incorporeal Movement, which it uses to passively heal creatures in its space.

    Until the spell ends, whenever the Healing Spirit moves into another creatures space or it starts its turn there, it heals that creature for 1d6 hit points. The spirit can heal up to (1 + your spellcasting ability modifier)d6 total hit points. After that, the spirit disappears and the spell ends. The spirit can’t heal constructs or undead.

    As a bonus action on your turn, you can telepathically direct the spirit to move up to 50 feet to a space that you can see.
    At higher levels:
    When you cast this spell using a spell slot of 3rd level or higher, the total healing increases by 1d6 for each slot level above 2nd.
    Available for: Druid, Ranger

    Abjuration Magic

    Pass without Trace

    2-level Abjuration

    Casting Time: 1 Action
    Range/Area: Self
    Components: V, S, M
    Materials: Ashes from a burned leaf of mistletoe and a sprig of spruce
    Duration: Concentration, up to 1 Hour
    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.
    Available for: Druid, Ranger, Land (Grassland) Druid, Trickery Cleric

    Abjuration Magic

    Lesser Restoration

    2-level Abjuration

    Casting Time: 1 Action
    Range/Area: Touch
    Components: V, S
    Duration: Instantaneous
    You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.
    Available for: Artificer, Bard, Cleric, Druid, Paladin, Ranger, Celestial Warlock, Devotion Paladin, Divine Soul Sorcerer, Life Cleric

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


    Created by

    introvertedpeg.

    Statblock Type

    Character Sheet (latest)

    Link/Embed