Druid of the Spore | Character Sheet (latest) | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Druid of the Spore

5 Level (0/14000 XP for level-up) Soldier Background Half-Orc Race / Species / Heritage NN Alignment
Druide
Level 5
Hit Dice: 5/5
1d8+4 Class 1

STR
16
+3
DEX
8
-1
CON
18
+4
INT
8
-1
WIS
16
+3
CHA
8
-1
48
Hit Points
-1
Initiative (DEX)
12
Armor Class (AC)
+3
Prof. Bonus
30/30/0
Speed (walk/run/fly)
2 / 2
Wild shapes
Spellcasting ...
+6 Attack mod
WIS Ability
+3 Abi Mod
14 Save DC
+6 Expertise Bonus
+3 Proficiency Bonus
+3 Strength
-1 Dexterity
+4 Constitution
+2 Intelligence
+6 Wisdom
-1 Charisma
saving throws
-1 Acrobatics DEX
+3 Animal Handling WIS
-1 Arcana INT
+6 Athletics STR
-1 Deception CHA
-1 History INT
+6 Insight WIS
+6 Intimidation CHA
-1 Investigation INT
skills
+3 Medicine WIS
+2 Nature INT
+6 Perception WIS
-1 Performance CHA
-1 Persuasion CHA
-1 Religion INT
-1 Sleight of Hand DEX
-1 Stealth DEX
+3 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Pistole, automatic +2 DEX 2d6-1 piercing
 range (50/150), reload (15)
Spear +6 STR 1d6+3 piercing
 Vers (1d8) Thrown (range 20/60)
Rifle, automatic +2 DEX 2d8-1 piercing
 range (80/250), reload (30), burst
Attacks

Spell Book

- Relentless (once, 1 instead of 0 hp)
  • savage attack (+1 krit dmg dice)
  • Darkvision

  • Spore:
  • 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 ld4 necrotic damage to that creature unless it succeeds on a Consti-tution saving throw against your spell save DC. The ne-crotic damage increases to ld6 at 6th level, ld8 at 10th level, and ldlO 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 follow-ing 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 ld6 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.

  • Features & Traits
    An insignia of rank
    a trophy taken froma fallen enemy (his fin)
    deck of cards
    a set ofcommon clothes
    a belt pouch
    druidic focus
    Spear
    Shield
    Semi Pistole
    Auto Rifle

    Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 10, Platinum: 0 Money
    Wisdom

    E-4 Specialist 4
    Spellcasting
    - Primordial
  • Common
  • Druidic

  • Gambling Set (MtG)
  • Herbalism kit
  • Vehicles (land)
  • l/m armor, shields
  • Clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears

  • Languages & Proficiencies
    I’m haunted by memories of war. I can’t get the images of violence out of my mind.

    Personality Traits
    Live and Let Live. Ideals aren’t worth killing over or going to war for. (Neutral)

    Ideals
    I would still lay down my life for the people I served with.

    Bonds
    I made a terrible mistake in battle cost many lives— and I would do anything to keep that mistake secret.

    Flaws


    ™ & © Wizards of the Coast - D & D 5e Character Sheet v2.07, made by Tillerz - Updated: 2023-05-29
    To print this sheet: Expand the spell book (if you have any entries there), then click "Print Sheet" at the top, select "Print to PDF" and format A3. Then print the resulting PDF to whichever format you need with "fit to page" selected.

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

    Shield

    Armor (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.
    Shield +2 No

    Cost: 10 gp
    Weight: 6 lb

    The statblocks of your class features

    Statblocks for your familiars, mounts etc.

    Statblocks for race/species of the character.

    Statblocks for companions, followers and other allies.

    Statblocks for your spells.

    Level 0 Spells

    SRD

    Chill Touch

    0-level (Cantrip) Necromancy

    Casting Time: 1 action
    Range/Area: 120 feet
    Components: VS
    Duration: 1 round
    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 .
    Available for: Sorcerer, Warlock, Wizard

    SRD

    Thorn Whip

    0-level (Cantrip) Transmutation

    Casting Time: 1 action
    Range/Area: 30 feet
    Components: VSM
    Materials: the stem of a plant with thorns, or focus
    Duration: instantaneous
    You create a long, vine-like whip covered in thorns that lashes out at your command toward a creature in range. Make a melee spell attack against the target. If the attack hits, the creature takes 1d6 piercing damage, and if the creature is Large or smaller, you pull the creature up to 10 feet closer to you. 
    At higher levels: This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
    Available for: Artificer, Druid

    SRD

    Infestation

    0-level (Cantrip) Conjuration

    Casting Time: 1 action
    Range/Area: 30 feet
    Components: VSM
    Materials: a living flea, or focus
    Duration: Instantaneous
    You cause a cloud of mites, fleas, and other parasites to appear momentarily on one creature you can see within range. The target must succeed on a Constitution saving throw, or it takes 1d6 poison damage and moves 5 feet in a random direction if it can move and its speed is at least 5 feet. Roll a d4 for the direction: 1, north; 2, south; 3, east; or 4, west. This movement doesn’t provoke opportunity attacks, and if the direction rolled is blocked, the target doesn’t move.
    At higher levels: The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
    Available for: Druid, Sorcerer, Warlock, Wizard

    SRD

    Poison Spray

    0-level (Cantrip) Conjuration

    Casting Time: 1 action
    Range/Area: 10 feet
    Components: VS
    Duration: instantaneous
    You extend your hand toward a creature you can see within range and project a puff of noxious gas from your palm. The creature must succeed on a Constitution saving throw or take 1d12 poison damage.⁠
    At higher levels: This spell’s damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12).
    Available for: Artificer, Druid, Sorcerer, Warlock, Wizard

    Level 1 Spells

    PHB: P. 230

    Cure Wounds

    1-level Evocation

    Casting Time: 1 action
    Range/Area: Touch
    Components: V, S
    Duration: Instantaneous
    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.
    Available for: Artificer, Bard, Cleric, Druid, Paladin, Ranger

    SRD

    Entangle

    1-level Conjuration

    Casting Time: 1 action
    Range/Area: 90 feet
    Components: VS
    Duration: up to 1 minute
    Grasping weeds and vines sprout from the ground in a 20-foot square starting from a point within range. For the duration, these plants turn the ground in the area into difficult terrain. A creature in the area when you cast the spell must succeed on a Strength saving throw or be restrained by the entangling plants until the spell ends. A creature restrained by the plants can use its action to make a Strength check against your spell save DC. On a success, it frees itself.
    When the spell ends, the conjured plants wilt away.
    Available for: Druid, Ranger

    SRD

    Create or Destroy Water

    1-level Transmutation

    Casting Time: 1 action
    Range/Area: 30 feet
    Components: VSM
    Materials: A drop of water if creating water, or a few grains of sand if destroying it, or focus
    Duration: instantaneous
    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.
    Available for: Cleric, Druid

    Level 2 Spells

    SRD

    Blindness Deafness

    2-level Necromancy

    Casting Time: 1 action
    Range/Area: 30 feet
    Components: V
    Duration: 1 minute
    You can blind or deafen a foe. Choose one creature that you can see within range to make a Constitution saving throw. If it fails, the target is either blinded or deafened (your choice) for the duration. At the end of each of its turns, the target can make a Constitution saving throw. On a success, the spell ends.
    At higher levels: When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
    Available for: Bard, Cleric, Sorcerer, Wizard

    SRD

    Gentle Repose

    2-level Necromancy

    Casting Time: 1 action
    Range/Area: touch
    Components: VSM
    Materials: A pinch of salt and one copper piece placed on each of the corpse’s eyes, which must remain there for the duration
    Duration: 10 days
    You touch a corpse or other remains. For the duration, the target is protected from decay and can’t become undead.
    The spell also effectively extends the time limit on raising the target from the dead, since days spent under the influence of this spell don’t count against the time limit of spells such as raise dead.
    Available for: Cleric, Paladin, Wizard

    SRD

    Find Traps

    2-level Divination

    Casting Time: 1 action
    Range/Area: 120 feet
    Components: VS
    Duration: instantaneous
    You sense the presence of any trap within range that is within line of sight. A trap, for the purpose of this spell, includes anything that would inflict a sudden or unexpected effect you consider harmful or undesirable, which was specifically intended as such by its creator. Thus, the spell would sense an area affected by the alarm spell, a glyph of warding, or a mechanical pit trap, but it would not reveal a natural weakness in the floor, an unstable ceiling, or a hidden sinkhole.
    This spell merely reveals that a trap is present. You don’t learn the location of each trap, but you do learn the general nature of the danger posed by a trap you sense.
    Available for: Cleric, Druid, Ranger

    SCC

    Wither and Bloom

    2-level Necromancy

    Casting Time: 1 action
    Range/Area: 60ft
    Components: V, S, M
    Materials: withered vine twisted into a loop
    Duration: Instantaneous
    You invoke both death and life upon a 10-foot-radius sphere centered on a point within range. Each creature of your choice in that area must make a Constitution saving throw, taking 2d6 necrotic damage on a failed save, or half as much damage on a successful one. Nonmagical vegetation in that area withers.   In addition, one creature of your choice in that area can spend and roll one of its unspent Hit Dice and regain a number of hit points equal to the roll plus your spellcasting ability modifier.
    At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot above the 2nd, and the number of Hit Dice that can be spent and added to the healing roll increases by one for each slot above 2nd.
    Available for: Druid, Sorcerer, Wizard

    SRD

    Heat Metal

    2-level Transmutation

    Casting Time: 1 action
    Range/Area: 60 feet
    Components: VSM
    Materials: A piece of iron and a flame, or focus
    Duration: Concentration, up to 1 minute
    Choose a manufactured metal object, such as a metal weapon or a suit of heavy or medium metal armor, that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object takes 2d8 fire damage when you cast the spell. Until the spell ends, you can use a bonus action on each of your subsequent turns to cause this damage again. If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn’t drop the object, it has disadvantage on attack rolls and ability checks until the start of your next turn.
    At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot above 2nd.
    Available for: Artificer, Bard, Druid

    SRD

    Barkskin

    2-level Transmutation

    Casting Time: 1 action
    Range/Area: touch
    Components: VSM
    Materials: A handful of oak bark, or focus
    Duration: Concentration, up to 1 hour
    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.
    Available for: Druid, Ranger

    Level 3 Spells

    SRD

    Animate Dead

    3-level Necromancy

    Casting Time: 1 minute
    Range/Area: 10 feet
    Components: VSM
    Materials: A drop of blood, a piece of flesh, and a pinch of bone dust, or focus
    Duration: instantaneous
    This spell creates an undead servant. Choose a pile of bones or a corpse of a Medium or Small humanoid within range. Your spell imbues the target with a foul mimicry of life, raising it as an undead creature. The target becomes a skeleton if you chose bones or a zombie if you chose a corpse (the DM has the creature’s game statistics). On each of your turns, you can use a bonus action to mentally command any creature you made with this spell if the creature is within 60 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete. The creature is under your control for 24 hours, after which it stops obeying any command you’ve given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature again before the current 24-hour period ends. This use of the spell reasserts your control over up to four creatures you have animated with this spell, rather than animating a new one.
    At higher levels: When you cast this spell using a spell slot of 4th level or higher, you animate or reassert control over two additional Undead creatures for each slot level above 3rd. Each of the creatures must come from a different corpse or pile of bones.
    Available for: Cleric, Wizard

    SRD

    Gaseous Form

    3-level Transmutation

    Casting Time: 1 action
    Range/Area: touch
    Components: VSM
    Materials: A bit of gauze and a wisp of smoke, or focus
    Duration: Concentration, up to 1 hour
    You transform a willing creature you touch, along with everything it’s wearing and carrying, into a misty cloud for the duration. The spell ends if the creature drops to 0 hit points. An incorporeal creature isn’t affected.
    While in this form, the target’s only method of movement is a flying speed of 10 feet. The target can enter and occupy the space of another creature. The target has resistance to nonmagical damage, and it has advantage on Strength, Dexterity, and Constitution saving throws. The target can pass through small holes, narrow openings, and even mere cracks, though it treats liquids as though they were solid surfaces. The target can’t fall and remains hovering in the air even when stunned or otherwise incapacitated.
    While in the form of a misty cloud, the target can’t talk or manipulate objects, and any objects it was carrying or holding can’t be dropped, used, or otherwise interacted with. The target can’t attack or cast spells.
    Available for: Sorcerer, Warlock, Wizard

    SRD

    Dispel Magic

    3-level Abjuration

    Casting Time: 1 action
    Range/Area: 120 feet
    Components: VS
    Duration: instantaneous
    Choose one 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.
    Available for: Artificer, Bard, Cleric, Druid, Paladin, Sorcerer, Warlock, Wizard

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