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Hildar Stormchild

Level 5 Half Orc Chaotic Neutral Druid
(Outlander)
35 / 42 HP

Once a respected and influential leader in a tribe of arctic nomads, Hildar now wanders an unfamiliar world alone.


Campaigns

Waste

Run by pilotman459
Parties & Groups

The Party

Storytelled by pilotman459
Played by
Rkatwin

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Hildar Stormchild

Druid 5 Class & Level
Outlander Background
Half Orc Race
Chaotic Neutral Alignment

Strength 12
+1
Dexterity 13
+1
constitution 17
+3
intelligence 7
-2
wisdom 18
+4
charisma 10
+0
Total Hit Dice 3
Hit Die
1d8+3
+3 proficiency bonus
+1 Strength
+1 Dexterity
+3 Constitution
+0 Intelligence
+6 Wisdom
+0 Charisma
saving throws
+1 Acrobatics
+6 Animal Handling
-2 Arcana
+4 Athletics
+0 Deception
-2 History
+4 Insight
+3 Intimidation
-2 Investigation
+7 Medicine
-2 Nature
+7 Perception
+0 Performance
+0 Persuasion
-2 Religion
+1 Sleight of Hands
+1 Stealth
+7 Survival
skills

 
15
Armor Class
42
Hit Points
+1
Initiative
30ft
Speed
ATTACKRANGEHIT / DCDAMAGE
Quarterstaff5ft. Reach+41d6+1 (1d8+1) bludgeoning
Ice Knife60ft. 1d20+7 1d10 piercing(and 2d6 cold on DC13 dex save fail for everything within 5ft) (extra d6 per level 3d6 4d6 )
Unarmed Strike5ft. Reach 1d20+4 2 bludgeoning
ShillelaghTouch 1d20+7 1d8+4 magical bludgeoning
Attacks
Light Armour, Medium Armour, Shields
Club, Dagger, Dart, Javelin, Mace, Quarterstaff, Scimitar, Sickle, Sling, Spear
Flute, Herbalism Kit
Common, Druidic, Giant, Orc
Proficiences
Spellcasting
You can cast prepared druid spells using WIS as your spellcasting modifier (Spell DC 14, Spell Attack +6) and prepared druid spells as rituals if they have the ritual tag. You can use a druidic focus as a spellcasting focus.
Spellcasting
Backpack, Bedroll, Mess Kit, Tinderbox, Waterskin, 10 days rations; Torch (8), 50ft rope, hunting trap.
SHIELD of thick spruce wood, roughly cut, very dark in colour
QUARTERSTAFF with elegant but simple carvings, in rough yew wood
YEW WAND
Cloak of ice
healing potion
79gp (various)
Equipment
I am practical, and will not let my anger show if it is disadvantagous.
I go where the wild winds and spirits take me, it does me no harm to assist others if they ask.
Personality Traits
Chaos: the everstorm will rage forever, no amount of planning and building walls will stop it's inevitable destruction.
While the chaos of the human world will balance itself, it is my duty to seek vengeance for the animals who are wronged.
Ideals
I desperately seek other followers of my faith, it is dying, and I try to preserve the ways of the Arctic nomads.
"Like the snow, go where the wild winds take you. There is beauty in the chaos."
Bonds
I can never settle, I envy the people who build homes and families oblivious to the inevitable destruction.
Flaws
DRUID FEATURES
Wild Shape
As an action, you can magically assume the shape of a beast that you have seen before twice per short rest. You can stay in beast shape for 2 hours before reverting back to your normal form (or as a bonus action earlier or if you fall unconscious, drop to 0 hit points, or die).
Wild Shape: 1 Action
Uses: 2 /Short Rest

Druid Circle: Circle of the Land (Arctic): Bonus Cantrip: Frostbite(Cantrip)
Natural Recovery - Once per long rest during a short rest, you choose expended spell slots to recover. The spell slots can have a combined level of up to 3, and none of the slots can be 6th level or higher.

RACIAL TRAITS
Darkvision - You can see in darkness (shades of gray) up to 60 ft.
Menacing - You gain proficiency in the Intimidation skill.
Relentless Endurance (No Action) - When you are reduced to 0 HP but not killed, you can drop to 1 HP instead once per long rest.
Savage Attacks - When you score a critical hit, roll one of the dice an additional time and add it to the extra damage.
Features & Traits

Heroes Enabled

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

DnD 5e SRD SRD

Quarterstaff

Melee Weapon Versatile Common

Type Damage Damage Range Properties
Simple 1d6 / 1d8 Bludgeoning Versatile

Cost: 2 sp Weight: 4 lb

DnD 5e SRD SRD

Shield

Shield Common

A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time.

Type AC STR Req. Stealth Dis. Properties
Shield +2

Cost: 10 gp Weight: 6 lb

The statblocks of your class features

Statblocks for your familiars, mounts etc.

SRD

Elk

Large beast, unaligned
Armor Class 10
Hit Points 13 2d10+2
Speed 50ft

STR
16 +3
DEX
10 0
CON
12 +1
INT
2 -4
WIS
10 0
CHA
6 -2

Senses passive Perception 10
Challenge 1/4 (50 XP)


Charge. If the elk moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 7 (2d6) 2d6 damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.


Actions

Ram. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 1d6+3 bludgeoning damage.
hooves. Melee Weapon Attack: +5 to hit, reach 5 ft., one prone creature. Hit: 8 2d4+3 bludgeoning damage.


 
SRD

Panther

Medium beast, unaligned
Armor Class 12
Hit Points 13 3d8
Speed 50ft Climb: 40ft

STR
14 +2
DEX
15 +2
CON
10 0
INT
3 -4
WIS
14 +2
CHA
7 -2

Skills Perception +4 , Stealth +6
Senses passive Perception 14
Challenge 1/4 (50 XP)


Keen Smell. The panther has advantage on Wisdom (Perception) checks that rely on smell.
Pounce. If the panther moves at least 20 feet straight toward a creature then hits it with a claw attack on the same turn, that target must succeed on a DC 12 Strength saving throw or be knocked prone. If the target is prone, the panther can make one bite attack against it as a bonus action.


Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 1d6+2 piercing damage.
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 1d4+2 slashing damage.


 
SRD

Riding Horse

Large beast, unaligned
Armor Class 10
Hit Points 13 2d10+2
Speed 60ft

STR
16 +3
DEX
10 0
CON
12 +1
INT
2 -4
WIS
11 0
CHA
7 -2

Senses passive Perception 10
Challenge 1/4 (50 XP)


Actions

Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 2d4+3 piercing damage.


 
SRD

Goat

Medium beast, unaligned
Armor Class 10
Hit Points 4 1d8
Speed 40ft

STR
12 +1
DEX
10 0
CON
11 0
INT
2 -4
WIS
10 0
CHA
5 -3

Senses passive Perception 10
Challenge 0 (10 XP)


Charge. If the goat moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 2 1d4 damage. If the target is a creature, it must succeed on a DC 10 Strength saving throw or be knocked prone.
Sure-Footed. The goat has advantage on Strength and Dexterity saving throws made against effects that would knock prone.


Actions

Ram. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 1d4+1 bludgeoning damage.


 
SRD

Wolf

Medium beast, unaligned
Armor Class 13 (natural armor)
Hit Points 11 [roll2d8+2]
Speed 40ft

STR
12 +1
DEX
15 +2
CON
12 +1
INT
3 -4
WIS
12 +1
CHA
6 -2

Skills Perception +3 , Stealth +4
Senses passive Perception 13
Languages -
Challenge 1/4 (50 XP)


Keen Hearing and Smell: The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Pack Tactics: The wolf has advantage on an Attack roll against a creature if at least one of the wolf's allies is within 5 ft. of the creature and the ally isn't Incapacitated.


Actions

Bite: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 2d4+2 piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.


 
SRD

Weasel

Tiny b, unaligned
Armor Class 13
Hit Points 1 1d4-1
Speed 30ft

STR
3 -4
DEX
16 +3
CON
8 -1
INT
2 -4
WIS
12 +1
CHA
3 -4

Skills Perception +3 , Stealth +5
Senses passive Perception 13
Languages -
Challenge 0 (10 XP)


Keen Hearing and Smell: The weasel has advantage on Wisdom (Perception) checks that rely on hearing or smell.


Actions

Bite: Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 1 piercing damage.


 

Frost Devil (Young)

Medium beast, unaligned
Armor Class 12
Hit Points 15 (2d8+6) 2d8+6
Speed 30ft Swim: 30ft

STR
12 +1
DEX
11 0
CON
16 +3
INT
1 -5
WIS
11 0
CHA
3 -4

Skills Perception +1, Stealth +1
Damage Immunities cold
Senses darkvision 60ft., passive Perception 11
Challenge 1/2


Fear of Fire.
If the frost devil takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn.

Keen Smell.
The frost devil has advantage on Wisdom (Perception) checks that rely on smell.


Actions

Claw.
Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) slashing damage plus 3 (1d6) cold damage. 1d6+1 1d6

Frost Shard.
Ranged Weapon Attack: +2 to hit, range 50/200 ft., one target. Hit: 5 (1d8) piercing damage plus 3 (1d6) cold damage. 1d8 1d6

Flash Freeze (Recharge 5-6).
The forst devil creates a freezing mist that targets all creatures within 10 ft. of it. Each creature affected must succeed on a DC 13 Constitution saving throw against the mist or take 3 (1d6) cold damage and then be immobilized for 1 minute, unless it is immune to cold damage. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. 1d6


 
SRD

Giant Sea Horse

Large beast, unaligned
Armor Class 13
Hit Points 16 3d10
Speed Swim: 40ft

STR
12 +1
DEX
15 +2
CON
11 0
INT
2 -4
WIS
12 +1
CHA
5 -3

Senses passive Perception 11
Challenge 1/2 (100 XP)


Charge. If the sea horse moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 7 2d6 damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.
Water Breathing. The sea horse can breathe only underwater.


Actions

Ram. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 1d6+1 bludgeoning damage.


 

Like their smaller kin, giant sea horses are shy, colorful fish with elongated bodies and curled tails. Aquatic elves train them as mounts.

SRD

Octopus

Small beast, unaligned
Armor Class 12
Hit Points 3 1d6
Speed 5ft Swim: 30ft

STR
4 -3
DEX
15 +2
CON
11 0
INT
3 -4
WIS
10 0
CHA
4 -3

Skills Perception +2 , Stealth +4
Senses darkvision 30 ft., passive Perception 12
Challenge 0 (10 XP)


Hold Breath. While out of water, the octopus can hold its breath for 30 minutes.
Underwater Camouflage. The octopus has advantage on Dexterity (Stealth) checks made while underwater.
Water Breathing. The octopus can breathe only underwater.


Actions

Tentacles. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage, and the target is grappled (escape DC 10). Until this grapple ends, the octopus can't use its tentacles on another target.
Ink Cloud (Recharges after a Short or Long Rest). A 5-foot-radius cloud of ink extends all around the octopus if it is underwater. The area is heavily obscured for 1 minute, although a significant current can disperse the ink. After releasing the ink, the octopus can use the Dash action as a bonus action.


 
SRD

Jackal

Small beast, unaligned
Armor Class 12
Hit Points 3 1d6
Speed 40ft

STR
8 -1
DEX
15 +2
CON
11 0
INT
3 -4
WIS
12 +1
CHA
6 -2

Skills Perception +3
Senses passive Perception 13
Challenge 0 (10 XP)


Keen Hearing and Smell. The jackal has advantage on Wisdom (Perception) checks that rely on smell.
Pack Tactics. The jackal has advantage on an attack roll against a creature if at least one of the jackal's allies is within 5 feet of the creature and the ally isn't incapacitated.


Actions

Bite. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 1 1d4-1 piercing damage.


 
SRD

Black Bear

Medium beast, unaligned
Armor Class 11
Hit Points 19 3d8+6
Speed 40ft Climb: 30ft

STR
15 +2
DEX
10 0
CON
14 +2
INT
2 -4
WIS
12 +1
CHA
7 -2

Skills Perception +3
Senses passive Perception 13
Challenge 1/2 (100 XP)


Keen Smell. The bear has advantage on Wisdom (Perception) checks that rely on smell.


Actions

Multiattack. The bear makes two attacks: one with its bite and one with its claws.
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 1d6+2 piercing damage.
Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 1d6+2 slashing damage.


 

Statblocks for race/species of the character.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 0 Spells

SRD

Shillelagh

0-level (Cantrip) Transmutation

Casting Time 1 bonus action
Range Touch
Duration Concentration, 1 minute
Components V, S, M
Materials A sprig of mistletoe, a shamrock leaf, and a club or quarterstaf

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

Frostbite

0-level (Cantrip) Evocation

Casting Time 1 action
Range 60 ft
Duration Instantaneous
Components V,S

You cause numbing frost to form on one creature that you can see within range. The target must make a Constitution saving throw. On a failed save, the target takes 1d6 cold damage, and it has disadvantage on the next weapon attack roll it makes before the end of its next turn.   The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Class(es): Druid, Sorcerer, Warlock, Wizard

Page: 21 from EE Players Companion

Shape Water

0-level (Cantrip) Transmutation

Casting Time 1 Action
Range 30 feet
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

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),

Level 1 Spells

SRD

Speak with Animals

1-level Divination (ritual)

Casting Time 1 action
Range Self
Duration 10 minutes
Components V, S

You 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.

Class(es): Bard, Druid, Ranger

Xanathar's Guide to Everything

Absorb Elements

1-level Abjuration

Casting Time 1 reaction, which you take when you take acid, cold, fire, lightning, or thunder damage
Range Self
Duration 1 round
Components S

The spell captures some of the incoming energy, lessening the effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st.

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

PHB SRD

Faerie Fire

1-level Evocation

Casting Time 1 action
Range 60ft
Duration Concentration, 1 minute
Components V

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

PHB, page 243 SRD

Fog Cloud

1-level Conjuration

Casting Time 1 action
Range 120ft
Duration Concentration, 1 hour
Components V, S

You create a 20-foot-radius sphere of fog centered on a point within range. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperse it.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the radius of the fog increases by 20 feet for each slot level above 1st.

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

Xanathar's Guide to Everything

Ice Knife

1-level Conjuration

Casting Time 1 action
Range 60 feet
Duration Instantaneous
Components S, M
Materials A drop of water or a 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

Xanathar's Guide to Everything

Beast Bond

1-level Divination

Casting Time 1 action
Range Touch
Duration Concentration, Up to 10 minutes
Components V, S, M
Materials A bit of fur wrapped up in a cloth

You establish a telepathic bond with one beast you touch that is friendly towards you or charmed by you. The spells fails if the beast's Intelligence score is 4 or higher. Until the spell ends, the link is active while you and the beast are within line of sight of each other. Through the link, the beast can understand your telepathic messages to it, and it can telepathically communicate simple emotions and concepts back to you. While the link is active, the beast gains advantage on attack rolls against any creature within 5 feet of you that you can see.

Class(es): Druid, Ranger

SRD

Create or Destroy Water

1-level Transmutation

Casting Time 1 action
Range 30ft
Duration Instantaneous
Components V, S, M
Materials A drop of water if creating water, or a few grains of sand if destroying it

You either create or destroy water.

Create Water: You create up to 10 gallons of clean water within range in an open container. Alternatively, the water falls as rain in a 30-foot cube within range, extinguishing exposed flames in the area.   Destroy Water: You destroy up to 10 gallons of water in an open container within range. Alternatively, you destroy fog in a 30-foot cube within range.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, you create or destroy 10 additional gallons of water, or the size of the cube increases by 5 feet, for each slot level above 1st.

Class(es): Cleric, Druid

Alert Vigil

1-level Enchantment

Casting Time 1 Minute
Range Touch
Duration 6 hours
Components Verbal, Somantic

You or one willing creature of your choice is kept wide awake and alert for the spell’s duration, allowing them to stand guard without fear of falling asleep. The creature will not suffer any exhaustion due to missed sleep. In addition, the creature has advantage on Wisdom (Perception) checks made while on guard. A creature may not have this spell cast on it another time until it has had a long rest.
 

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

Buoyant Lifting

1-level Evocation

Casting Time 1 Reaction, which you take when you see one or more creatures within 30 feet underwater
Range 30ft
Duration 1 Minute
Components Somantic

The subjects of this spell are borne toward the surface at 60 feet per round until they are floating on it. The subject then rests at the top of the liquid (resucing it from drowning) and can swim away under its own power or be moved by others. If the subject is removed from the liquid, the spell ends.

Class(es): Druid

Death Candle

1-level Divination (ritual)

Casting Time 1 Minute
Range Touch
Duration Special
Components Verbal, Somantic, Material
Materials a candle

You give a willing creature a candle that becomes linked to their life; while casting this spell, that creature must light the candle. From then on, the candle will burn continuously without using any fuel for as long as the creature who lit it is alive. If that creature is ever near death or contracts a fatal illness, the candle will gutter and dim, but it will only go out when that creature dies. The candle cannot be extinguished except by magical means. If the creature dies and is brought back to life, it does not reignite the candle.

Class(es): Cleric, Druid, Paladin

Detect Harmony

1-level Divination (ritual)

Casting Time 1 Action
Range Self (60ft Area)
Duration Instantaneous
Components Verbal, Somantic, Material
Materials a scroll on which prayers have been written in exotic inks worth at least 10 gp

You gain understanding of the balance of good, evil, law, and chaos in the immediate area. The answers are vague (“there is more evil than good here” or “there is much randomness and chaos here”) and do not reveal the exact nature or cause of the imbalance.

Class(es): Cleric, Druid

Endure Elements

1-level Abjuration

Casting Time 1 Action
Range Touch
Duration 24 Hours
Components Verbal, Somantic

You protect a creature from harsh temperatures. By casting this spell, a creature may exist comfortably in conditions between -45 and 60 degrees Celsius without suffering any negative effects due to the temperature. The creature's equipment is likewise protected. This spell doesn't provide protection against fire or cold damage, or any other environmental effects, such as smoke, lack of air and so forth.

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

Protective Amulet

1-level Abjuration

Casting Time 1 Hour
Range Touch
Duration Concentration, Until Dispelled or Triggered
Components Verbal, Somantic, Material
Materials an item of jewelry that costs 50gp per level of the spell it is designed to protect against

You enchant an amulet with the ability to protect the wearer from a specific spell that you know how to cast and that allows for a saving throw. When the wearer is attacked by that spell and fails the saving throw, the amulet absorbs the magic and shatters, protecting the wearer.

Class(es): Cleric, Druid, Warlock, Wizard

Sacred Guardian

1-level Abjuration (ritual)

Casting Time 1 Action
Range Touch
Duration 24 Hours
Components Verbal, Somantic, Material
Materials a rose petal

You touch a willing creature. For the spell’s duration, if that creature is ever in danger, you are mentally warned and given a mental image of the situation. This works no matter how far away that creature is, but will not inform you of its location.

Class(es): Cleric, Druid, Paladin

Winter Chill

1-level Evocation

Casting Time 1 Action
Range 30ft
Duration Instantaneous
Components Verbal, Somantic

You chill a creature with the winter's wind. The target creature must make a Constitution saving throw. On a failure the target takes 1d6 cold damage and gains a level of exhaustion. On a success the target takes half as much damage and doesn't take a level of exhaustion.

Class(es): Druid

Level 2 Spells

SRD

Barkskin

2-level Transmutation

Casting Time 1 action
Range Touch
Duration Up to 1 hour
Components V, S, M
Materials A 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

PHB, page 248 SRD

Gust of Wind

2-level Evocation

Casting Time 1 action
Range Self (60ft line)
Duration Concentration, 1 minute
Components V, S, M
Materials a legume seed

A line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the spell's duration. Each creature that starts its turn in the line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the line.

Any creature in the line must spend 2 feet of movement for every 1 foot it moves when moving closer to you.

  The gust disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them.

As a bonus action on each of your turns before the spell ends, you can change the direction in which the line blasts from you.

Class(es): Drui, Sorcerer, Wizard

SRD

Animal Messenger

2-level Enchantment

Casting Time 1 action
Range 30ft
Duration 24 hours
Components V, S, M
Materials A morsel of food

By means of this spell, you use an animal to deliver a Message. Choose a Tiny beast you can see within range, such as a squirrel, a blue ray, or a bird. You specify a location, which you must have visited, and a recipient who matches a general description, such as a man or woman dressed in the uniform of the town guard or a red-haired dwarf wearing a pointed hat. You also speak a Message of up to twenty-five words. The target beast travels for the Duration of the spell towards the specified location, covering about 50 miles per 24 hours for a flying messenger or 25 miles for Other Animals.

When the messenger arrives, it delivers your Message to the creature that you described, replicating the sound of your voice. The messenger speaks only to a creature matching the description you gave. If the messenger doesn't reach its destination before the spell ends, the Message is lost, and the beast makes its way back to where you cast this spell.
At higher levels: At Higher Levels: If you cast this spell using a spell slot of 3rd level or higher, the Duration of the spell increases by 48 hours for each slot level above 2nd.

Class(es): Bard, Druid, Ranger

SRD

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): Bard, Cleric, Druid, Paladin, Ranger

SRD

Moonbeam

2-level Evocation

Casting Time 1 action
Range 120ft
Duration Concentration, Concentration, up to a minute
Components V, S, M
Materials Several seeds of any moonseed plant and a piece of opalescent feldspar

A silvery beam of pale light shines down in a 5-foot radius, 40-foot-high cylinder centered on a point within range. Until the spell ends, dim light fills the cylinder.  
When a creature enters the spell's area for the first time on a turn or starts its turn there, it is engulfed in ghostly flames that cause searing pain, and it must make a Constitution saving throw. It takes 2d10 radiant damage on a failed save, or half as much damage on a successful one.  
A shapechanger makes its saving throw with disadvantage. If it fails, it also instantly reverts to its original form and can't assume a different form until it leaves the spell's light.  
On each of your turns after you cast this spell, you can use an action to move the beam up to 60 feet in any direction.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd.
3rd level: 3d10 radiant damage
4th level: 4d10 radiant damage
5rd level: 5d10 radiant damage
6rd level: 6d10 radiant damage
7rd level: 7d10 radiant damage
8rd level: 8d10 radiant damage
9rd level: 9d10 radiant damage

Class(es): Druid

Creeping Cold

2-level Evocation

Casting Time 1 Action
Range 30ft
Duration 3 Rounds
Components Verbal, Somantic, Material
Materials a small glass or pottery vesel worth at least 25gp filled with ice, snow or water.

You turn a target's sweat to ice, causing them immense pain over time. The target must make a Constitution saving throw. On a failure the target takes 1d6 cumulative points of cold damage per round (that is, 1d6 on the first round, 2d6 on the second, and 3d6 on the third). On a successful save, the damage each round is halved.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the duration of the spell increases by one round for each level above 2nd. This will also increase the damage maximum (4d6 on the fourth, 5d6 on the fifth, etc).

Class(es): Druid

Banish Blight

2-level Transmutation (ritual)

Casting Time 1 action
Range Touch
Duration Instantaneous
Components Verbal, Somantic

You touch a single normal plant of Huge size or smaller and this spell wipes out all diseases in that plant permanently, restores any withered or shriveled fruit or leaves, and if you desire, causes it to produce new leaves or flowers. It does not restore heavily damaged or destroyed plants.
 

Class(es): Druid

Call Society

2-level Conjuration

Casting Time 1 action
Range 1 mile
Duration Instantaneous
Components Verbal, Somantic, Material
Materials a badge, letter, or other symbol of membership, which is not consumed but must be on your person while casting this spell

You point in a direction and cast this spell to alert other members of an organization you belong to, such as a Mages’ Guild, that you require aid. The spell will travel in that direction. If it passes within 1 mile of a fellow member of your organization, it will divert to meet that creature and alert him or her as to your plight, giving that person a rough estimate of your location and a brief image of your situation. If it hits the end of its range without locating a fellow member, the spell will dissipate. This spell does not compel the recipient to aid you, but members of your organisation are likely to be willing to help.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the range increases by one mile for every two slot levels above the 2nd.

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

Circle of Privacy

2-level Illusion

Casting Time 1 Action
Range Self (20ft Area)
Duration 8 Hours
Components None

This spell allows you to discourage predators and trespassers from disturbing a campsite. You spring salt in a circle around your camp while you cast this spell. For the duration, sounds and scents generated within the circle are muted. All Perception checks made to find you or your food using hearing or smell are at disadvantage.
 

Class(es): Druid, Ranger

Create Campsite

2-level Conjuration (ritual)

Casting Time 1 Action
Range Self
Duration 10 Minutes
Components Verbal, Somantic, Material
Materials a bit of string, a bit of wood, a drop of water

You create a squadron of tiny unseen servants that create a campsite for you and your companions—they will clear the land of debris, set up tents and bedrolls, start a fire, fetch water, and even begin cooking (they are not particularly good cooks, however). They cannot create the materials needed for the campsite; they can only use what is available to them in the immediate area and what you and your companions have brought. These servants have no other abilities.

Class(es): Bard, Druid, Ranger

Hold Person

2-level Enchantment

Casting Time 1 Action
Range 60ft
Duration Concentration, Up to 1 Minute
Components V, S, M
Materials A Straight Piece of Iron

Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, you can target one additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them.

Class(es): Bard, Cleric, Druid, Sorcerer, ,Warlock, Wizard

Spike Growth

2-level Transmutation

Casting Time 1 action
Range 150ft
Duration Concentration, Concentration, up to 10 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

Detect Charm

2-level Divination

Casting Time 1 Action
Range 60ft
Duration Concentration, 10 Minutes
Components Verbal, Somantic, Material
Materials the crushed petals of a bleeding-heart flower

You look into the eyes of a target and can see if that creature is under a magical charm or under any similar spell (a spell that does not function if the target is immune to charm, such as suggestion). This spell does not reveal what sort of charm the target is under or who placed the charm on that person. You can examine one person per round.

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

Level 3 Spells

Sleet Storm

3-level Conjuration

Casting Time 1 action
Range 150ft
Duration Concentration, Concentration, up to a minute
Components V, S, M
Materials A pinch of dust and a few drops of water

Until the spell ends, freezing rain and sleet fall in a 20-foot-tall cylinder with a 40-foot radius centered on a point you choose within range. The area is heavily obscured, and exposed flames in the area are doused.  
The ground in the area is covered with slick ice, making it difficult terrain. When a creature enters the spell's area for the first time on a turn or starts its turn there, it must make a Dexterity saving throw. On a failed save, it falls prone.  
If a creature is concentrating in the spell's area, the creature must make a successful Constitution saving throw against your spell save DC or lose concentration.

Class(es): Druid, Sorcerer, Wizard

Slow

3-level Conjuration

Casting Time 1 action
Range 120ft
Duration Concentration, Concentration, up to a minute
Components V, S, M
Materials A bit of molasses

You alter time around up to six creatures of your choice in a 40-foot cube within range. Each target must succeed on a Wisdom saving throw or be affected by this spell for the duration.  
An affected target's speed is halved, it takes a -2 penalty to AC and Dexterity saving throws, and it can't use reactions. On its turn, it can use either an action or a bonus action, not both. Regardless of the creature's abilities or magic items, it can't make more than one melee or ranged attack during its turn.  
If the creature attempts to cast a spell with a casting time of 1 action, roll a d20 . On an 11 or higher, the spell doesn't take effect until the creature's next turn, and the creature must use its action on that turn to complete the spell. If it can't, the spell is wasted.  
A creature affected by this spell makes another Wisdom saving throw at the end of its turn. On a successful save, the effect ends for it.

Class(es): Sorcerer, Wizard

Call Lightning

3-level Conjuration

Casting Time 1 action
Range 120ft
Duration Up to 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 100 feet 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 within range. 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 - 4d10
At higher levels: When you cast this spell using a spell slot of 4th level or higher level, the damage increases by 1d10 for each slot level above 3rd. 4th Level 5d10 , 5th level 6d10 , 6th level 7d10 , 7th level 8d10 , 8th level 9d10 , 9th level 10d10 .

Class(es): Druid

Conjure Animals

3-level Conjuration

Casting Time 1 action
Range 60ft
Duration Up to 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

PHB, page 234

Dispel Magic

3-level Abjuration

Casting Time 1 action
Range 120 feet
Duration Instantaneous
Components V, S

Choose any creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a successful check, the spell ends.

At higher levels: When you cast this spell using a spell slot of 4th level or higher, you automatically end the effects of a spell on the target if the spell's level is equal to or less than the level of the spell slot you used.

Class(es): Bard, Cleric, Druid, Paladin, Sorcerer, Warlock, Wizard

Tidal Wave

3-level Conjuration

Casting Time 1 Action
Range 120 ft.
Duration Instantaneous
Components V, S, M
Materials A drop of water

You conjure up a wave of water that crashes down on an area within range. The area can be up to 30 feet long, up to 10 feet wide, and up to 10 feet tall. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 4d8 bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage and isn't knocked prone. The water then spreads out across the ground in all directions, extinguishing unprotected flames in its area and within 30 feet of it, and then it vanishes.

Class(es): Druid, Sorcerer, Wizard

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

1152 AR

Dice and near-death

by Hildar Stormchild

It was eeerie, being back, but it reminded me I'm not supposed to be there. The everstorm seemed to choose to make me feel unwelcome. I can feel the love for my home burning inside me; the rush of memories as we crossed the wastes towards Ka'ar, everything familiar to me but alien to my companions. Up that painfully treacherous mountain to the pilgrims cave at the top, where some fierir were performing some sort of ritual. Eventually they blew down the smooth wall, to reveal a path behind it, and attacked us. We were praying as well, but there you go. Godless bastards, I'm sure they meant well but the everstorm can have their souls anyway. Bad luck, but that's how it goes: death does not play fair.
Behind the wall is some sort of strange lab, with ancient books and gelatenous bodies scattered around it. Mel (bless his tricksy fingers) decided to awaken a great stone monster in an attempt to get the key for a further room. Fighting it was exhausting, we nearly let it get us, but in the end we won by a whisker. So sod my fretting, we really needed frald and his healing, I shall be kinder about it in future. We needed everyone really, as our tribe is small. And perhaps one day george will learn how to fight like a warrior.
It would have been poetic to have died there, though. On the same mountain as Balthzar. Blessed be his memory, of the one who held mastery over the snow, and who taught me so much. As we passed by his grave, I couldn't just leave it without some acknowledgement. A single light to mark the skeleton of a great man under the snow, with the dagger that put him there. I wish he hadn't been so proud.
 
I guess he chose to lose quickly, rather than live with his failed luck. And after all, what am I doing except gambling my life with the most powerful force in the universe, and hoping it lets me stay. I expect a sane person wouldn't take that bet, so perhaps I'm more like him than I care to admit.

Hildar's Journal Ordered oldest to newest

The major events and journals in Hildar's history, from the beginning to today.

A different life

I never thought it would happen, that I would find myself alone. I thought that the Kaneth would stay true to the Everstorm, but even my hard work and the great leadership of Drura of the white sky could not keep them from straying. Even she eventually le...

09:38 pm - 02.06.2019

Hunting

This place is crazy. I was minding my own business in some small hills, attempting to learn the ways of these forests of green and rain. They are certainly bountiful, if a little stifling and tangled, and have a strange beauty that I start too see more a...

09:51 pm - 02.06.2019

Laws

I'm starting to get frustrated at the number of rules. I met a captain today, who told me they'd "decided to waive the death penalty this time" and told me if I was caught poaching in the barony's woods again he would be less lenient. I had no idea I was ...

10:11 pm - 02.06.2019

Working, after a fashion

I finally earned enough to buy more ink without going hungry, so I'll fill in the last few months. I still can't stay in one place for long, and I don't think I ever will. But my yearning for wandering is apparently quite rare, and the village folk are ha...

10:45 pm - 02.06.2019

Autumn leaves {historical}

The reds and golds that paint this land in the autumn still surprise me. I never saw such beautiful death in the snowy wastes, it was always quick and black and frozen. But these leaves get the most beautiful last song that I've ever seen, perhaps it insp...

10:23 pm - 03.06.2019

A friend {historical}

I've been working with Sari Rufus for months now, and I think it's safe to say I'll miss her when we part paths. She has answers to all my questions, and although I don't agree with everything she says it doesn't seem to matter. She talks a lot of this Go...

11:11 pm - 03.06.2019

Spring storm {historical}

We'd been moving between the towns to the south west of Reus for a few months when she told me. She had met someone, got to know them in the town tavern as I slept every night under the stars, and she was moving to stay with him. With her eyes fixed firml...

11:33 pm - 03.06.2019

Strange people

I met the strangest group of people recently. Well, perhaps that's a little hypocritical of me, considering how far I am from where I belong. There's a strangely elegant eladrin; a stubborn dwarf with a penchant for stories and bushes, and powerful heali...

12:03 am - 04.06.2019

Jackalware

So we set off looking for this werewolf, and found these strange monsters. They were corrupted, in a different way to the animals from near the rift, and seemingly oblivious to mundane injuries. I swear, the more I learn about this world the more bafflimg...

12:55 am - 19.06.2019

Caves, Trees, and Hallucinations

So, the lady we saved from the jackalopes was called frey. She took us back to her eladrin village, through this strange place that both is and isn't like the forest we'd come from. There, we discovered tell of a weapon that can apparently be used to figh...

11:54 pm - 26.07.2019

Faliures and potions

After much discussion, we still had not made a headway on our prisoners decision when a strange floating man and his powerful elven friend appeared in the grove. I tried to stand in his way, but nothing I could do stopped him. Fortunately they left again ...

12:15 am - 22.08.2019

Fear and fighting

Melbon knows the way through these twisting forests the best, so I'm happy to let him take the lead, as he seems pretty reliable. We meander north for a couple of days, and the constantly changing scenery is refreshing. Jane, also, is good company, even t...

08:51 pm - 03.09.2019

Greed

Much has passed, so my memory is hazy, but I find myself drawn to document the strange turns my life is taking. And they may yet get stranger, but I shall start from a beginning, of sorts. The forest was being infected by a great green demon, that mel ca...

11:32 pm - 18.12.2019

Trying not to think about it and failing

So we set off. For home. What a strange turn my life has taken. My little tribe is keen to go so who would I be to stop them because of some sentimentality. And the winds blow me northeast with a familiar icy touch I can't resist. After all, maybe it's be...

02:11 pm - 19.01.2020

Dice and near-death

It was eeerie, being back, but it reminded me I'm not supposed to be there. The everstorm seemed to choose to make me feel unwelcome. I can feel the love for my home burning inside me; the rush of memories as we crossed the wastes towards Ka'ar, everythin...

11:22 pm - 05.02.2020

The list of amazing people following the adventures of Hildar.

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