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Knob

4 Level (0/6500 XP for level-up) Outlander Background Myconid Race / Species / Heritage True Neutral Alignment
Spore Druid
Level 4
Hit Dice: 4/4
1d8+5 Class 1

STR
17
+3
DEX
13
+1
CON
20
+5
INT
11
+0
WIS
22
+6
CHA
11
+0
46
Hit Points
+1
Initiative (DEX)
14
Armor Class (AC)
+2
Prof. Bonus
30
Speed (walk/run/fly)
Spellcasting ...
+8 Attack mod
WIS Ability
+6 Abi Mod
16 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
+3 Strength
+1 Dexterity
+7 Constitution
+2 Intelligence
+8 Wisdom
+0 Charisma
saving throws
+1 Acrobatics DEX
+6 Animal Handling WIS
+0 Arcana INT
+5 Athletics STR
+0 Deception CHA
+0 History INT
+6 Insight WIS
+0 Intimidation CHA
+0 Investigation INT
skills
+6 Medicine WIS
+2 Nature INT
+8 Perception WIS
+0 Performance CHA
+0 Persuasion CHA
+0 Religion INT
+1 Sleight of Hand DEX
+1 Stealth DEX
+8 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Attacks

Spell Book

Superior Darkvision. Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 120 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.

Sunlight Sensitivity. You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.

Living Mushroom. When you take a long rest, you must spend at least six hours in an inactive, motionless state, rather than sleeping. In this state, you appear indistinguishable to a pile of mushrooms, but it doesn't render you unconscious, and you can see and hear as normal.

Mushroom Craft - Your spell casting is tied to the spores surrounding you thus don’t require vocal components. You also learn the Mushroom Craft cantrip.

Myconoid Spores. You have a number of spores stored up that allow you to do the following abilities, may use these spores a number of days.

Pacifying Spores. As an action, you can eject spores at one creature you can see within 5 foot of you. The target must succeed on a Constitution saving throw equal to 8 + your proficiency modifier + your Wisdom modifier or be stunned for 1 minute or until it takes damage. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

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

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

Resilient CON- +1 CON, Proficiency in CON saves


Features & Traits
A scroll case stuffed full of notes from your studies or prayers, a winter blanket, a set of common clothes, an herbalism kit, and 15 gp
Leather Armor, Shield, Staff, an explorer's pack, and a druidic focus

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
Cantrips:
Chill Touch, Mushroom Craft, Guidance, Shillelagh
Spells:
1st Level:
Fearie Fire, Goodberry, Healing Word, Ice Knife, Purify Food and Drink
2nd Level:
Barkskin, Hold Person, Moonbeam
Spellcasting
Languages: Common, Undercommon, Dwarvish
Tools: Herbalism Kit, Alchemist's Supplies
Weapons: clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears
Armor: light armor, medium armor, shields
Skills: Athletics, Nature, Perception, Survival

Languages & Proficiencies


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.07, made by Tillerz - Updated: 2023-05-29
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