Eithne Jewell, The Druid
The Druid
Hit Die
-1 | Strength |
+3 | Dexterity |
+2 | Constitution |
+2 | Intelligence |
+5 | Wisdom |
+0 | Charisma |
+3 | Acrobatics |
+3 | Animal Handling |
+0 | Arcana |
+1 | Athletics |
+0 | Deception |
+0 | History |
+5 | Insight |
+0 | Intimidation |
+0 | Investigation |
+3 | Medicine |
+0 | Nature |
+5 | Perception |
+0 | Performance |
+0 | Persuasion |
+0 | Religion |
+3 | Sleight of Hands |
+3 | Stealth |
+5 | Survival |
Armor Class
Hit Points
Initiative
Speed
Weapon | Attack | Damage |
---|---|---|
Dagger | 1d20+5 | 1d4+3 |
Quarterstaff | 1d20+1 | 1d6-1 |
Proficiences
Herbalism Kit, explorer's pack, druidic focus, 50 feet of silk rope, lucky charm, clothes, belt pouch
Equipment
Heroes Enabled
Druid Spell Slots per Level
Level | Cantrips | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
---|---|---|---|---|---|---|---|---|---|---|
1st | 3 | 2 | — | — | — | — | — | — | — | — |
2nd | 3 | 3 | — | — | — | — | — | — | — | — |
3rd | 3 | 4 | 2 | — | — | — | — | — | — | — |
4th | 4 | 4 | 3 | — | — | — | — | — | — | — |
5th | 4 | 4 | 3 | 2 | — | — | — | — | — | — |
6th | 4 | 4 | 3 | 3 | — | — | — | — | — | — |
7th | 4 | 4 | 3 | 3 | 1 | — | — | — | — | — |
8th | 4 | 4 | 3 | 3 | 2 | — | — | — | — | — |
9th | 4 | 4 | 3 | 3 | 3 | 1 | — | — | — | — |
10th | 5 | 4 | 3 | 3 | 3 | 2 | — | — | — | — |
11th | 5 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
12th | 5 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
13th | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
14th | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
15th | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
16th | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
17th | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
18th | 5 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
19th | 5 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
20th | 5 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
Spells
Cantrips
PHB: P. 248
Guidance
0-level (Cantrip) Divination
You touch one willing creature. Once before the spell ends, the target can roll a D4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.
PHB pg. 269
Produce Flame
0-level (Cantrip) Conjuration
1st Level
PHB: P. 277
Speak with Animals
1-level Divination
Ritual - does not require spell slot, takes 10 minutes longerYou gain the ability to comprehend and verbally communicate with beasts for the duration.
The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you, at the DM’s discretion.
XGtE pg. 150
Absorb Elements
1-level Abjuration
PHB: P. 230
Cure Wounds
1-level Evocation
A creature you touch regains a number of hit points equal to 1*D8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
PHB: P. 212
Animal Friendship
1-level Enchantment
Druid Spellcasting
Spell Attack | Spell DC |
---|---|
1d20+5 | 13 |
Ghostwise Halfling
Lucky: When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.
Brave: You have advantage on saving throws against being frightened.
Halfling Nimbleness: You can move through the space of any creature that is of a size larger than yours.
Silent Speech: You can speak telepathically to any creature within 30 feet of you. The creature understands you only if the two of you share a language. You can speak telepathically in this way to one creature at a time.
Languages. You can speak, read, and write Common and Halfling.
Circle of the Moon
Subclass Features
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
Starting at 2nd level, you can use your Wild Shape to transform into a beast with a challenge rating as high as 1, 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.
Beast Shapes Table
Level | Max CR | Limitations |
---|---|---|
2nd | 1 | No Flying or Swimming speed |
4th | 1 | No Flying speed |
8th | 2 | None |
Primal Strike
Starting at 6th level, your attacks in beast form count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Elemental Wild Shape
At 10th level, you can expend two uses of Wild Shape at the same time to transform into an air elemental, an earth elemental, a fire elemental, or a water elemental.
Thousand Forms
By 14th level, you can cast the Alter Self spell at will.
Outlander
Features
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 your mount each day, provided that the land offers berries, small game, water, and so forth.Remove these ads. Join the Worldbuilders Guild
Comments