Lepiota Morel | Character Sheet (Legacy) | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Lepiota Morel

Druid 1 Class & Level
Background
Warforged Race
Neutrul Alignment

Strength 12
+1
Dexterity 15
+2
constitution 16
+3
intelligence 8
-1
wisdom 16
+3
charisma 12
+1
Total Hit Dice 1
Hit Die
1d8+3
+2 proficiency bonus
+1 Strength
+1 Dexterity
+3 Constitution
+1.0 Intelligence
+5.0 Wisdom
+1 Charisma
saving throws
+1 Acrobatics
+3 Animal Handling
-1 Arcana
+1 Athletics
+1 Deception
-1 History
+3 Insight
+1 Intimidation
-1 Investigation
+5.0 Medicine
+1.0 Nature
+5.0 Perception
+1 Performance
+1 Persuasion
-1 Religion
+1 Sleight of Hands
+1 Stealth
+5.0 Survival
skills

 
15
Armor Class
11
Hit Points
+1
Initiative
30
Speed
WeaponAttackDamageRange
Club 1d20+3 1d4+1 5 feet
Shillelagh 1d20+5 1d8+3 5 feet
Chill Touch 1d20+5 1d8 120 feet
Attacks
== ARMOR ===
Light Armor, Medium Armor, Shields
=== WEAPONS ===
Club, Dagger, Dart, Javelin, Mace, Quarterstaff, Scimitar, Sickle, Sling, Spear
=== TOOLS ===
Herbalism Kit, Poisoner's Kit
=== LANGUAGES ===
Common, Druidic, Undercommon
Proficiences
Modifier +3
Spell Attack +5
Spell Save DC 13

Spells to choose from:
Absorb Elements(1st)
Animal Friendship(1st)
Beast Bond(1st)
Charm Person(1st)
Create or Destroy Water(1st)
Cure Wounds(1st)
Detect Magic(1st)
Detect Poison and Disease(1st)
Earth Tremor(1st)
Entangle(1st)
Faerie Fire(1st)
Fog Cloud(1st)
Goodberry(1st)
Healing Word(1st)
Ice Knife(1st)
Jump(1st)
Longstrider(1st)
Purify Food and Drink(1st)
Speak with Animals(1st)
Thunderwave(1st)

Spellcasting
Backpack
Bedroll
Club
Druidic Focus
Leather armor
Mess Kit
Rations (10 day)
Rope, Hempen (50 feet)
Shield
Tinderbox
Torch
Water skin

Equipment

Heroes Enabled

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

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


 

DnD 5e SRD SRD

Club

Melee Weapon Light Common

Type Damage Damage Range Properties
Simple 1d4 Bludgeoning Light

Cost: 1 sp Weight: 2 lb


 

Snakes & Saloons

Wooden Shield

Armor Common

Can be equipped as a bonus action

Type AC STR Req. Stealth Dis. Properties
Shield +1

Cost: 5gp Weight: 3lbs


 

The statblocks of your class features

Druid


Hit Points

Hit Dice: d8 per Druid level
Hit Points at first Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per druid level after 1st level

Proficiences

Armor: LIght armor, medium armor, shields (all nonmetal)
Weapons: 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.

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.  

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
2 1/4 No flying or swimming speed Wolf
4 1/2 No flying speed Crocodile
8 1 / Giant 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 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 form 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.  

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

You start with the following items, plus anything provided by your background.

  • 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
Alternatively, you may start with 2d4 x 10 gp to buy your own equipment.


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.  

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 (see the Adventuring Gear section) as a spellcasting focus for your druid spells.


Subclass Options

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.  

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 36 meters 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, 9-meter-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 18 meters to an unoccupied space you can see. Alternatively, you can use your action to teleport one willing creature you touch up to 9 meters 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

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, 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 Type/Level Spell
Arctic
3 hold person, spike growth
5 sleet storm, slow
7 freedom of movement, ice storm
9 commune with nature, cone of cold
Coast
3 mirror image, misty step
5 water breathing, water walk
7 control water, freedom of movement
9 conjure elemental, scrying
Desert
3 blur, silence
5 create food and water, protection from energy
7 blight, hallucinatory terrain
9 insect plague, wall of stone
Forest
3 barkskin, spider climb
5 call lightning, plant growth
7 divination, freedom of movement
9 commune with nature, tree stride
Grassland
3 invisibility, pass without trace
5 daylight, haste
7 divination, freedom of movement
9 dream, insect plague
Mountain
3 spider climb, spike growth
5 lightning bolt, meld into stone
7 stone shape, stoneskin
9 passwall, wall of stone
Swamp
3 darkness, acid arrow
5 water walk, stinking cloud
7 freedom of movement, locate creature
9 insect plague, scrying
Underdark
3 spider climb, web
5 gaseous form, stinking cloud
7 greater invisibility, stone shape
9 cloudkill, insect plague

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 Moon

Druids of the Circle of the Moon are fierce guardians of the wilds. Their order gathers under the full moon to share news and trade warnings. They haunt the deepest parts of the wilderness, where they might go for weeks on end before crossing paths with another humanoid creature, let alone another druid. Changeable as the moon, a druid of this circle might prowl as a great cat one night, soar over the treetops as an eagle the next day, and crash through the undergrowth in bear form to drive off a trespassing monster. The wild is in the druid's blood.  

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.  

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 have learned to use magic to alter your physical form in more subtle ways. You can cast the Alter Self spell at will.  

Circle of Shepherd

Druids of the Circle of the Shepherd commune with the spirits of nature, especially the spirits of beasts and the fey, and call to those spirits for aid. These druids recognize that all living things play a role in the natural world, yet they focus on protecting animals and fey creatures that have difficulty defending themselves. Shepherds, as they are known, see such creatures as their charges. They ward off monsters that threaten them, rebuke hunters who kill more prey than necessary, and prevent civilization from encroaching on rare animal habitats and on sites sacred to the fey. Many of these druids are happiest far from cities and towns, content to spend their days in the company of animals and the fey creatures of the wilds. Members of this circle become adventurers to oppose forces that threaten their charges or to seek knowledge and power that will help them safeguard their charges better. Wherever these druids go, the spirits of the wilderness are with them.  

Speech of the Woods

At 2nd level, you gain the ability to converse with beasts and many fey.   You learn to speak, read, and write Sylvan. In addition, beasts can understand your speech, and you gain the ability to decipher their noises and motions. Most beasts lack the intelligence to convey or understand sophisticated concepts, but a friendly beast could relay what it has seen or heard in the recent past. This ability doesn’t grant you any special friendship with beasts, though you can combine this ability with gifts to curry favor with them as you would with any nonplayer character.  

Spirit Totem

Starting at 2nd level, you gain the ability to call forth nature spirits and use them to influence the world around you. As a bonus action, you can magically summon an incorporeal spirit to a point you can see within 18 meters of you. The spirit creates an aura in a 9-meter radius around that point. It counts as neither a creature nor an object, though it has the spectral appearance of the creature it represents. As a bonus action, you can move the spirit up to 18 meters to a point you can see.   The spirit persists for 1 minute. Once you use this feature, you can’t use it again until you finish a short or long rest. The effect of the spirit’s aura depends on the type of spirit you summon from the options below.   Bear Spirit. The bear spirit grants you and your allies its might and endurance. Each creature of your choice in the aura when the spirit appears gains temporary hit points equal to 5 + your druid level. In addition, you and your allies gain advantage on Strength checks and Strength saving throws while in the aura.   Hawk Spirit. The hawk spirit is a consummate hunter, aiding you and your allies with its keen sight. When a creature makes an attack roll against a target in the spirit’s aura, you can use your reaction to grant advantage to that attack roll. In addition, you and your allies have advantage on Wisdom (Perception) checks while in the aura.   Unicorn Spirit. The unicorn spirit lends its protection to those nearby. You and your allies gain advantage on all ability checks made to detect creatures in the spirit’s aura. In addition, if you cast a spell using a spell slot that restores hit points to any creature inside or outside the aura, each creature of your choice in the aura also regains hit points equal to your druid level.  

Mighty Summoner

At 6th level, beasts and fey that you conjure are more resilient than normal. Any beast or fey summoned or created by a spell that you cast gains two benefits:
  • The creature appears with more hit points than normal: 2 extra hit points per Hit Die it has.
  • The damage from its natural weapons is considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks and damage.
 

Guardian Spirit

Beginning at 10th level, your Spirit Totem safeguards the beasts and fey that you call forth with your magic. When a beast or fey that you summoned or created with a spell ends its turn in your Spirit Totem aura, that creature regains a number of hit points equal to half your druid level.  

Faithful Summons

Starting at 14th level, the nature spirits you commune with protect you when you are the most defenseless. If you are reduced to 0 hit points or are incapacitated against your will, you can immediately gain the benefits of Conjure Animals as if it were cast with a 9th-level spell slot. It summons four beasts of your choice that are challenge rating 2 or lower. The conjured beasts appear within 6 meters of you. If they receive no commands from you, they protect you from harm and attack your foes. The spell lasts for 1 hour, requiring no concentration, or until you dismiss it (no action required).   Once you use this feature, you can’t use it again until you finish a long rest.  

Circle of Spores

Druids of the Circle of Spores find beauty in decay. They see within mold and other fungi the ability to transform lifeless material into abundant, albeit somewhat strange, life. These druids believe that life and death are portions of a grand cycle, with one leading to the other and then back again. Death is not the end of life, but instead a change of state that sees life shift into a new form.   Druids of this circle have a complex relationship with the undead. Unlike most other druids, they see nothing inherently wrong with undeath, which they consider to be a companion to life and death. However, these druids believe that the natural cycle is healthiest when each segment of it is vibrant and changing. Undead that seek to replace all life with undeath, or avoid passing to a final rest, violate the cycle and must be thwarted.  

Circle Spells

Your symbiotic link to fungus and your ability to tap into the cycle of life and death grants you access to certain spells. At 2nd level, you learn the Chill Touch cantrip. At 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Circle of Spores Spells table.   Once you gain access to one of these spells, 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.  

Circle of Spores Spells

Druid Level Spells
3 Blindness/Deafness, Gentle Repose
5 Animate Dead, Gaseous Form
7 Blight, Confusion
9 Cloudkill, Contagion

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 3 meters 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 5 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 poison 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.  

Fungal Infestation

At 6th level, your spores gain the ability to infest a humanoid corpse and animate it. If a beast or humanoid that is Small or Medium dies within 3 meters of you, you can use your reaction to animate it, causing it to stand up immediately with 1 hit point. The creature uses the zombie statistics. It remains animate for 1 hour, after which time it collapses and dies.   In combat, the zombie's turn is immediately after yours. It obeys your mental commands, and the only action it can take is the Attack action, making one melee attack.  

Spreading Spores

At 10th level, you gain the ability to seed an area with deadly spores. As a bonus action while your Symbiotic Entity feature is active, you can hurl spores up to 9 meters away, where they swirl in a 3-meter cube for 1 minute. The spores disappear early if you use this feature again, if you dismiss them as a bonus action, or if your Symbiotic Entity feature is no longer active.   Whenever a creature moves into the cube or starts its turn there, that creature takes your Halo of Spores damage, unless the creature succeeds on a Constitution saving throw against your spell save DC. A creature can take this damage no more than once per turn. While the cube of spores persists, you can't use your Halo of Spores reaction.  

Fungal Body

At 14th level, the fungal spores in your body alter you: you can’t be blinded, deafened, frightened, or poisoned, and any critical hit against you counts as a normal hit, unless you are incapacitated.


LevelProficiency BonusFeaturesCantrips Known123456789
1+2Druidic, Spellcasting22////////
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

Druid (Spell List)


Hit Points

Hit Dice: d8 per Druid (Spell List) level
Hit Points at first Level:
Hit Points at Higher Levels:

Proficiences

Armor:
Weapons:
Tools:
Saving Throws:
Skills:

Spellcasting

Cantrips (0th Level)

  • Control
  • Create Bonfire : Concentration
  • Druidcraft
  • Frostbite
  • Guidance : Concentration
  • Gust
  • Infestation
  • Magic Stone : Bonus Action
  • Mending
  • Mold Earth
  • Poison Spray
  • Primal Savagery
  • Produce Flame
  • Resistance : Concentration
  • Shape Water
  • Shillelagh : Bonus Action
  • Thorn Whip
  • Thunderclap
  1st Level
  • Absorb Elements : Reaction
  • Animal Friendship
  • Beast Bond : Concentration
  • Charm Person
  • Create or Destroy Water
  • Cure Wounds
  • Detect Magic : Concentration
  • Detect Poison and Disease : Concentration
  • Earth Tremor
  • Entangle : Concentration
  • Faerie Fire : Concentration
  • Fog Cloud : Concentration
  • Goodberry
  • Guiding Hand : Concentration
  • Healing Word : Bonus Action
  • Ice Knife
  • Jump
  • Longstrider
  • Purify Food and Drink
  • Speak with Animals
  • Thunderwave
  • Wild Cunning
  2nd Level
  • Animal Messenger
  • Barkskin : Concentration
  • Beast Sense : Concentration
  • Darkvision
  • Dust Devil : Concentration
  • Earthbind : Concentration
  • Enhance Ability : Concentration
  • Find Traps
  • Flame Blade : Concentration
  • Flaming Sphere : Concentration
  • Gust of Wind : Concentration
  • Heat Metal : Concentration
  • Hold Person : Concentration
  • Lesser Restoration
  • Locate Animals or Plants
  • Locate Object : Concentration
  • Moonbeam : Concentration
  • Pass Without Trace : Concentration
  • Protection from Poison
  • Skywrite : Concentration
  • Spike Growth : Concentration
  • Warding Wind : Concentration
  3rd Level
  • Call Lightning : Concentration
  • Conjure Animals : Concentration
  • Daylight
  • Dispel Magic
  • Erupting Earth
  • Feign Death
  • Flame Arrows : Concentration
  • Meld into Stone
  • Plant Growth
  • Protection from Energy : Concentration
  • Sleet Storm : Concentration
  • Speak with Plants
  • Tidal Wave
  • Wall of Water : Concentration
  • Water Breathing
  • Water Walk
  • Wind Wall : Concentration
  4th Level
  • Blight
  • Confusion : Concentration
  • Conjure Minor Elementals : Concentration
  • Conjure Woodland Beings : Concentration
  • Control Water : Concentration
  • Dominate Beast : Concentration
  • Elemental Bane : Concentration
  • Freedom of Movement
  • Giant Insect : Concentration
  • Grasping Vine : Concentration
  • Guardian of Nature : Bonus Action, Concentration
  • Hallucinatory Terrain
  • Ice Storm
  • Locate Creature : Concentration
  • Polymorph : Concentration
  • Stone Shape
  • Stoneskin : Concentration
  • Wall of Fire : Concentration
  • Watery Sphere : Concentration
  5th Level
  • Antilife Shell : Concentration
  • Awaken
  • Commune with Nature
  • Conjure Elemental : Concentration
  • Contagion
  • Control Winds : Concentration
  • Geas
  • Greater Restoration
  • Insect Plague : Concentration
  • Maelstrom : Concentration
  • Mass Cure Wounds
  • Planar Binding
  • Reincarnate
  • Scrying : Concentration
  • Transmute Rock
  • Tree Stride : Concentration
  • Wall of Stone : Concentration
  6th Level
  • Bones of the Earth
  • Conjure Fey : Concentration
  • Find the Path : Concentration
  • Heal
  • Heroes' Feast
  • Investiture of Flame : Concentration
  • Investiture of Ice : Concentration
  • Investiture of Stone : Concentration
  • Investiture of Wind : Concentration
  • Move Earth : Concentration
  • Primordial Ward : Concentration
  • Sunbeam : Concentration
  • Transport via Plants
  • Wall of Thorns : Concentration
  • Wind Walk
  7th Level
  • Fire Storm
  • Mirage Arcane
  • Plane Shift
  • Regenerate
  • Reverse Gravity : Concentration
  • Whirlwind : Concentration
  8th Level
  • Animal Shapes : Concentration
  • Antipathy/Sympathy
  • Control Weather
  • Earthquake : Concentration
  • Feeblemind
  • Sunburst
  • Tsunami : Concentration
  9th Level
  • Foresight
  • Shapechange : Concentration
  • Storm of Vengeance : Concentration
  • True Resurrection

 

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Level 0 Spells

Mold Earth

0-level (Cantrip) Transmutation

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

You choose a portion of dirt or stone that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:

  • If you target an area of loose earth, you can instantaneously excavate it, move it along the ground, and deposit it up to 5 feet away. This movement doesn't involve enough force to cause damage.
  • You cause shapes, colors, or both to appear on the dirt or stone, spelling out words, creating images, or shaping patterns. The changes last for 1 hour.
  • If the dirt or stone you target is on the ground, you cause it to become difficult terrain. Alternatively, you can cause the ground to become normal terrain if it is already difficult terrain. This change lasts for 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)

Shillelagh

0-level (Cantrip) Transmutation

Casting Time 1 Bonus Action
Range Touch
Duration 1 Minute
Components V, S, M
Materials mistletoe, a shamrock leaf, and a club or quarterstaff

The wood of a club or quarterstaff you are holding is imbued with nature's power. For the duration, you can use your spellcasting ability instead of Strength for the attack and damage rolls of melee attacks using that weapon, and the weapon's damage die becomes a d8. The weapon also becomes magical, if it isn't already. The spell ends if you cast it again or if you let go of the weapon.

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

Chill Touch

0-level (Cantrip) Necromancy

Casting Time 1 Action
Range 120ft
Duration Instantaneous
Components V, S

You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 necrotic damage, and it can't regain hit points until the start of your next turn. Until then, the hand clings to the target.   If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn.
At higher levels: This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Class(es): Sorcerer, Warlock, Wizard, Cleric (Death Domain), Druid (Circle of Spores), Fighter (Eldritch Knight), Rogue (Arcane Trickster)

Level 1 Spells

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

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)

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