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Melinda

9 Level (0/64000 XP for level-up) Quack Background Swiftstride Shifter Race / Species / Heritage N Alignment
Druid (Circle of Stars)
Level 9
Hit Dice: 9/9
1d8+4 Class 1

STR
4
-3
DEX
15
+2
CON
18
+4
INT
16
+3
WIS
20
+5
CHA
14
+2
84
Hit Points
+2
Initiative (DEX)
17
Armor Class (AC)
+4
Prof. Bonus
35
Speed (walk/run/fly)
Spellcasting ...
+9 Attack mod
WIS Ability
+5 Abi Mod
17 Save DC
+8 Expertise Bonus
+4 Proficiency Bonus
-1 Strength
+4 Dexterity
+10 Constitution
+9 Intelligence
+11 Wisdom
+4 Charisma
saving throws
+6 Acrobatics DEX
+5 Animal Handling WIS
+3 Arcana INT
-3 Athletics STR
+2 Deception CHA
+3 History INT
+9 Insight WIS
+2 Intimidation CHA
+3 Investigation INT
skills
+9 Medicine WIS
+7 Nature INT
+9 Perception WIS
+2 Performance CHA
+2 Persuasion CHA
+3 Religion INT
+2 Sleight of Hand DEX
+2 Stealth DEX
+9 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Attacks

Spell Book

Level 1 Spells 4 slots

NAME AB CAST RNG DUR DMG CMP #
Guiding Bolt +9 1 action 120 ft. 1 round 4d6 VS
Absorb Elements +9 1 reaction Self 1 Round 1d6 S
Healing Word +9 1 bonus action 60 ft. Instantaneous 1d4+5 V

Level 2 Spells 3 slots

NAME AB CAST RNG DUR DMG CMP #
Guiding Bolt +9 1 action 120 ft. 1 round 4d6 + VS
Absorb Elements +9 1 reaction Self 1 Round 1d6 + S
Healing Word +9 1 bonus action 60 ft. Instantaneous 1d4+5 + V
Spike Growth 1 Action 150 ft. Concentration, up to 10 minutes 2d4 SM
Pass without Trace 1 Action Self Concentration, up to an hour VSM
Detect Thoughts +9 1 action Self Concentration, up to 1 minute VSM

Level 3 Spells 3 slots

NAME AB CAST RNG DUR DMG CMP #
Guiding Bolt +9 1 action 120 ft. 1 round 4d6 + VS
Absorb Elements +9 1 reaction Self 1 Round 1d6 + S
Healing Word +9 1 bonus action 60 ft. Instantaneous 1d4+5 + V
Plant Growth 1 action 150 ft Instantaneous VS
Summon Fey 1 action 60 ft. Concentration, up to 1 hour VS
 Notes:More Animals at higher levels
Dispel Magic +9 1 Action 120 ft. Instantaneous VS
Freedom of the Waves 1 action 120 ft Instantaneous 2d8 VSM
Revivify 1 action touch Instantaneous VSM

Level 4 Spells 2 slots

NAME AB CAST RNG DUR DMG CMP #
Guiding Bolt +9 1 action 120 ft. 1 round 4d6 + VS
Absorb Elements +9 1 reaction Self 1 Round 1d6 + S
Healing Word +9 1 bonus action 60 ft. Instantaneous 1d4+5 + V
Summon Fey 1 action 60 ft. Concentration, up to 1 hour VS
 Notes:More Animals at higher levels
Hallucinatory Terrain 10 minutes 300 ft 24 hours V, S, M
Wall of Fire +9 1 Action 120 ft 1 Minute 5d8 VSM
Polymorph +9 1 Action 60 ft Concentration, up to 1 hour VSM

Level 5 Spells 1 slots

NAME AB CAST RNG DUR DMG CMP #
Guiding Bolt +9 1 action 120 ft. 1 round 4d6 + VS
Absorb Elements +9 1 reaction Self 1 Round 1d6 + S
Healing Word +9 1 bonus action 60 ft. Instantaneous 1d4+5 + V
Summon Fey 1 action 60 ft. Concentration, up to 1 hour VS
 Notes:More Animals at higher levels
Wall of Fire +9 1 Action 120 ft 1 Minute 5d8 + VSM

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 500, Platinum: 0 Money
Common, Druidic, Draconic

Languages & Proficiencies
Wildshape uses

2 / short rest

Other uses of wild shape:

  • Starry Form

  • Wild Companion


Guiding Bolt uses without expending a spell slot

3 / long rest

Detect Thoughts uses without expending a spell slot

1 / long rest

Cosmic Omen

casting the die: 1 / long rest

influencing outcomes: 3 / long rest

Mordekainen's Magnificent Mansion

1 / day

Notes
A character with Aiden’s Surpreme Heroism boon has advantage on saving throws against fear. Also, once per day, as a bonus action, you can cast the spell Heroism on yourself. The casting modifier is +5 for the sake of the Temporary Hit Points granted by the spell. This ability recharges at dawn.


When rolling initiative, as a reaction, a creature can choose to activate Aiden’s Supreme Heroism. When they do, they roll another d20 for Initiative and choose the better result.

Aiden's Surpreme Heroism


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.06, made by Tillerz - Updated: 2023-02-09
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

DnD 5e PHB

Hide

Armor (Medium)

Common

Type AC STR Req. Stealth Dis.
Medium 12 + Dex modifier (max 2) No

Cost: 10gp
Weight: 12 lb

DnD 5e PHB

Shield

Armor (Shield)

Common

Type AC STR Req. Stealth Dis.
Shield +2 No

Cost: 10gp
Weight: 6 lb

Quarterstaff

Weapon

Common

Properties: Versatile
Non-lethal. This weapon always knocks unconscious, can be used as lethal weapon once the target is unconscious.
Trip: When you critically hit with quarterstaff, you knock your opponent prone.

Type Damage Damage Range
Simple Melee 1d6 / 1d8 Bludgeoning 5 ft

Cost: 2 sp
Weight: 2 lb

PHB, page 151

Explorer's Pack

Adventuring Gear

Common

Includes:
  • a backpack
  • a bedroll
  • a mess kit
  • a tinderbox
  • 10 torches
  • 10 days of rations
  • a waterskin
  • 50 feet of hempen rope

Cost: 10gp
Weight: 35lb

DnD 5e XAN

Herbalism Kit

Tool Proficiency with an herbalism kit allows you to identify plants and safely collect their useful elements.
Components. An herbalism kit includes pouches to store herbs, clippers and leather gloves for collecting plants, a mortar and pestle, and several glass jars.
Arcana. Your knowledge of the nature and uses of herbs can add insight to your magical studies that deal with plants and your attempts to identify potions.
Investigation. When you inspect an area overgrown with plants, your proficiency can help you pick out details and clues that others might miss.
Medicine. Your mastery of herbalism improves your methods of care with medicinal plants.
Nature and Survival. When you travel in the wild, your skill in herbalism makes it easier to identify plants and spot sources of food that others might overlook.
Identify Plants. You can identify most plants with a quick inspection of their appearance and smell.
HERBALISM KIT

Activity DC
Find plants 15
Identify poison 20

Brewing Potions of Healing. Potions of healing fall into a special category for item crafting, separate from other magic items. A character who has proficiency with the herbalism kit can create these potions. The times and costs for doing so are summarized on the Potion of Healing Creation table.
POTION OF HEALING CREATION
Type Time Cost
Healing 1 day 25 gp
Greater healing 1 workweek 100 gp
Superior healing 3 workweeks 1,000 gp
Supreme healing 4 workweeks 10,000 gp
Common

Cost: 5 gp Weight: 3 lb.


 

DnD 5e SRD

Robe of Stars

Wondrous Item Very Rare (this item requires attunement)

This black or dark blue robe is embroidered with small white or silver stars. You gain a +1 bonus to Saving Throws while you wear it. Six stars, located on the robe's upper front portion, are particularly large. While wearing this robe, you can use an action to pull off one of the stars and use it to cast Magic Missile as a 5th-level spell. Daily at dusk, 1d6 removed stars reappear on the robe.   While you wear the robe, you can use an action to enter the Astral Plane along with everything you are wearing and carrying. You remain there until you use an action to return to the plane you were on. You reappear in the last space you occupied, or if that space is occupied, the nearest unoccupied space.


 

SRD

Ring Of Protection

Ring You gain a +1 bonus to AC and Saving Throws while wearing this ring. Rare (this item requires attunement)


 

The statblocks of your class features

Player's Handbook p64

Druid

The Druid Spell Slots per Spell Level
Level Proficiency Bonus Features Cantrips Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Druidic, Spellcasting 2 2 - - - - - - - -
2nd +2 Wild Shape, Wild Companion, Druid Circle 2 3 - - - - - - - -
3rd +2 - 2 4 2 - - - - - - -
4th +2 Wild Shape Improvement, Ability Score Improvement, Cantrip Versatility 3 4 3 - - - - - - -
5th +3 - 3 4 3 2 - - - - - -
6th +3 Druid Circle feature 3 4 3 3 - - - - - -
7th +3 - 3 4 3 3 1 - - - - -
8th +3 Wild Shape Improvement, Ability Score Improvement 3 4 3 3 2 - - - - -
9th +4 - 3 4 3 3 3 1 - - - -
10th +4 Druid Circle feature 4 4 3 3 3 2 - - - -
11th +4 - 4 4 3 3 3 2 1 - - -
12th +4 Ability Score Improvement 4 4 3 3 3 2 1 - - -
13th +5 - 4 4 3 3 3 2 1 1 - -
14th +5 Druid Circle feature 4 4 3 3 3 2 1 1 - -
15th +5 - 4 4 3 3 3 2 1 1 1 -
16th +5 Ability Score Improvement 4 4 3 3 3 2 1 1 1 -
17th +6 - 4 4 3 3 3 2 1 1 1 1
18th +6 Timeless Body, Beast Spells 4 4 3 3 3 2 1 1 1 1
19th +6 Ability Score Improvement 4 4 3 3 3 2 2 1 1 1
20th +6 Archdruid 4 4 3 3 3 2 2 2 1 1
hit dice: 1d8 per level
hit points at 1st level: 8 + Constitution modifier
hit points at higher levels: 1d8 + Constitution modifier per level
armor proficiencies: Light armor, Medium armor, Shields (Druids will not wear armor or use shields made of metal)
weapon proficiencies: 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
starting equipment:
You start with the following equipment, in addition to the equipment granted 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
spellcasting:
Drawing on the divine essence of nature itself, you can cast spells to shape that essence to your will.

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 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
A druidic spellcasting focus might be a sprig of mistletoe or holly, a wand or scepter made of yew or another special wood, a staff drawn whole out of a living tree, or a totem object incorporating feathers, fur, bones, and teeth from sacred animals.

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 Examples
2nd 1/4 No flying or swimming speed Wolf
4th 1/2 No flying speed Crocodile
8th 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.

Wild Companion
You gain the ability to summon a spirit that assumes an animal form: as an action, you can expend a use of your Wild Shape feature to cast the find familiar spell, without material components.
When you cast the spell in this way, the familiar is a fey instead of a beast, and the familiar disappears after a number of hours equal to half your druid level.

Druid Circle
At 2nd level, you choose to identify with a circle of druids. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.

Cantrip Versatility
Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace one cantrip you learned from this class's Spellcasting feature with another cantrip from the druid spell list.

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.
subclass options:
Druid (Circle of the Shepherd)
Druid (Circle of Stars)

WiP: Circle of Dreams, Circle of the Land, Circle of the Moon, Circle of Spores, Circle of Wildfire

Tasha's Cauldron of Everything p38

Druid (Circle of Stars)

Level Feature
2nd Star Map, Starry Form
6th Cosmic Omen
10th Twinkling Constellations
14th Full of Stars
hit dice: 1d8 per level
hit points at 1st level: 8 + Constitution modifier
hit points at higher levels: 1d8 + Constitution modifier per level
armor proficiencies: No additional armor proficiencies.
weapon proficiencies: No additional weapon proficiencies.
tools: No additional tool proficiencies.
saving throws: No additional saving throws proficiencies.
skills: No additional skill proficiencies.
starting equipment:
You receive a Star Map at 2nd level (see Star Map subclass feature).
spellcasting:
See the spellcasting features of Druid.

class features:
Star Map
2nd-level Circle of the Stars feature.
You've created a star chart as part of your heavenly studies. It is a Tiny object and can serve as a spellcasting focus for your druid spells. You determine its form by rolling on the Star Map table or by choosing one.

d6 Star Map Form
1 A scroll covered with depictions of constellations
2 A stone tablet with fine holes drilled through it
3 A speckled owlbear hide, tooled with raised marks
4 A collection of maps bound in an ebony cover
5 A crystal that projects starry patterns when placed before a light
6 Glass disks that depict constellations

While holding this map, you have these benefits:
  • You know the guidance cantrip.
  • You have the guiding bolt spell prepared. It counts as a druid spell for you, and it doesn't count against the number of spells you can have prepared.
  • You can cast guiding bolt without expending a spell slot. You can do so a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
If you lose the map, you can perform a 1-hour ceremony to magically create a replacement. This ceremony can be performed during a short or long rest, and it destroys the previous map.

Starry Form
2nd level Circle of Stars feature
As a bonus action, you can expend a use of your Wild Shape feature to take on a starry form, rather than transforming into a beast.
While in your starry form, you retain your game statistics, but your body becomes luminous; your joints glimmer like stars, and glowing lines connect them as on a star chart. This form sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The form lasts for 10 minutes. It ends early if you dismiss it (no action required), are incapacitated, die, or use this feature again.
Whenever you assume your starry form, choose which of the following constellations glimmers on your body; your choice gives you certain benefits while in the form:

Archer. A constellation of an archer appears on you. When you activate this form, and as a bonus action on your subsequent turns while it lasts, you can make a ranged spell attack, hurling a luminous arrow that targets one creature within 60 feet of you. On a hit, the attack deals radiant damage equal to 1d8 + your Wisdom modifier.
Chalice. A constellation of a life-giving goblet appears on you. Whenever you cast a spell using a spell slot that restores hit points to a creature, you or another creature within 30 feet of you can regain hit points equal to 1d8 + your Wisdom modifier.
Dragon. A constellation of a wise dragon appears on you. When you make an Intelligence or a Wisdom check or a Constitution saving throw to maintain concentration on a spell, you can treat a roll of 9 or lower on the d20 as a 10.

Cosmic Omen
6th-level Circle of Stars feature
Whenever you finish a long rest, you can consult your Star Map for omens. When you do so, roll a die. Until you finish your next long rest, you gain access to a special reaction based on whether you rolled an even or an odd number on the die:

Weal (even). Whenever a creature you can see within 30 feet of you is about to make an attack roll, a saving throw, or an ability check, you can use your reaction to roll a d6 and add the number rolled to the total.
Woe (odd). Whenever a creature you can see within 30 feet of you is about to make an attack roll, a saving throw, or an ability check, you can use your reaction to roll a d6 and subtract the number rolled from the total.
You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Twinkling Constellations
10th-level Circle of Stars feature
The constellations of your Starry Form improve. The 1d8 of the Archer and the Chalice becomes 2d8 , and while the Dragon is active, you have a flying speed of 20 feet and can hover.
Moreover, at the start of each of your turns while in your Starry Form, you can change which constellation glimmers on your body.

Full of Stars
14th-level Circle of Stars feature
While in your Starry Form, you become partially incorporeal, giving you resistance to bludgeoning, piercing, and slashing damage.
subclass options:
This is one of the subclasses available to Druids. For other subclasses, see Druid.

Telepathic

You awaken the ability to mentally connect with others, granting you the following benefits:

  • Increase your Intelligence, Wisdom, or Charisma by 1, to a maximum of 20.
  • You can speak telepathically to any creature you can see within 60 feet of you. Your telepathic utterances are in a language you know, and the creature understands you only if it knows that language. Your communication doesn't give the creature the ability to respond to you telepathically.
  • You can cast the Detect Thoughts spell, requiring no spell slot or components, and you must finish a long rest before you can cast it this way again. Your spellcasting ability for the spell is the ability increased by this feat. If you have spell slots of 2nd level or higher, you can cast this spell with them.

Resilient

Choose one ability score. You gain the following benefits:

  • Increase the chosen ability score by 1, to a maximum of 20.
  • You gain proficiency in saving throws using the chosen ability.

 

Fated Astronomer

The title bestowed upon one blessed by the stars of Evalon. A druid with this blessing has access to the ever changing consolations of the realm. A Fated Astronomer can, once per turn, use the power of another constellation as long as they have the required available. They can use this an amount of times equal to their proficiency bonus. They regain all expanded uses on a long rest.

Star Charter

This title grants the user access to new constellations from which they can choose when they enter their starry form mode.     Cat. A constellation of a mischievous cat appears on you. Your movement speed increases by 10 ft. As a reaction you can grant advantage on an attack roll or skill check to anyone you can see within 30 ft. of you.

Telekinetic

Source: Tasha's Cauldron of Everything   You learn to move things with your mind, granting you the following benefits:

  • Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
  • You learn the Mage Hand cantrip. You can cast it without verbal or somatic components, and you can make the spectral hand invisible. If you already know this spell, its range increases by 30 feet when you cast it. Its spellcasting ability is the ability increased by this feat.
  • As a bonus action, you can try to telekinetically shove one creature you can see within 30 feet of you. When you do so, the target must succeed on a Strength saving throw (DC 8 + your proficiency bonus + the ability modifier of the score increased by this feat) or be moved 5 feet toward or away from you. A creature can willingly fail this save.

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Shifter

Shifters are sometimes called the weretouched, as many believe that they are the descendants of humans and lycanthropes. They are humanoids with a bestial aspect; while they cannot fully change shape they can temporarily enhance their animalistic features – a state they call shifting. Whatever their origins, shifters have evolved into a unique race. A shifter walks on the knife’s edge between the wilds and the world around them. Do they embrace their primal instincts or the path of civilization?  
  • Darkvision. You have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
  • Keen Senses. You have proficiency in the Perception skill.
  • Shifting. As a bonus action, you can assume a more bestial appearance. This transformation lasts for 1 minute, until you die, or until you revert to your normal appearance as a bonus action. When you shift, you gain temporary hit points equal to your level + your Constitution modifier (minimum of 1 temporary hit point). You also gain benefits that depend on your shifter subrace, described below. Once you shift, you can’t do so again until you finish a short or long rest.
ability score increase: +1 to Dexterity
age: Shifters are quick to mature both physically and emotionally, reaching young adulthood at age 10. They rarely live to be more than 70 years old.
alignment: Shifters tend toward neutrality, being more focused on survival than concepts of good and evil. A love of personal freedom can drive shifters toward chaotic alignments.
Size: Medium
speed: 30ft
Languages: You can read and write Common, Quori, and one other language of your choice.
race features:

Beasthide

Source: Eberron - Rising from the Last War   Stoic and solid, a beasthide shifter draws strength and stability from the beast within. Beasthide shifters are typically tied to the bear or the boar, but any creature known for its toughness could apply.  
  • Ability Score Increase. Your Constitution score increases by 2.
  • Tough. You have proficiency in the Athletics skill.
  • Shifting Feature. Whenever you shift, you gain 1d6 additional temporary hit points, and while shifted, you have a +1 bonus to your AC.
 

Longtooth

Source: Eberron - Rising from the Last War   Longtooth shifters are fierce and aggressive, but they form deep bonds with their friends. Many longtooth shifters have canine traits that become more pronounced as they shift, but they might instead draw on tigers, hyenas, or other predators.  
  • Ability Score Increase. Your Strength score increases by 2.
  • Fierce. You have proficiency in the Intimidation skill.
  • Shifting Feature. While shifted, you can use your elongated fangs to make an unarmed strike as a bonus action. If you hit with your fangs, you can deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
 

Swiftstride

Source: Eberron - Rising from the Last War   Swiftstride shifters are graceful and quick. Typically feline in nature, swiftstride shifters are often aloof and difficult to pin down physically or socially.  
  • Ability Score Increase. Your Dexterity and Charisma scores increase by 1.
  • Graceful. You have proficiency in the Acrobatics skill.
  • Swift Stride. Your walking speed increases by 5 feet.
  • Shifting Feature. While shifted, your walking speed increases by an additional 5 feet. Additionally, you can move up to 10 feet as a reaction when an enemy ends its turn within 5 feet of you. This movement doesn’t provoke opportunity attacks.
 

Wildhunt

Source: Eberron - Rising from the Last War   Wildhunt shifters are sharp and insightful. Some are constantly alert, ever wary for possible threats. Others focus on their intuition, searching within. Wildhunt shifters are excellent hunters, and they also tend to become the spiritual leaders of shifter communities.  
  • Ability Score Increase. Your Wisdom score increases by 2.
  • Natural Tracker. You have proficiency in the Survival skill.
  • Mark the Scent. As a bonus action, you can mark one creature you can see within 10 feet of you. Until the end of your next long rest, your proficiency bonus is doubled for any ability check you make to find the marked creature, and you always know the location of that creature if it is within 60 feet of you. You can’t use this trait again until you finish a short or long rest.
  • Shifting Feature. While shifted, you have advantage on Wisdom checks.
 

Cliffwalk (UA)

Source: Unearthed Arcana 1 - Eberron   Your cliffwalk heritage grants you the agility of a mountain goat.  
  • Ability Score Increase. Your Dexterity score increases by 1.
  • Shifting Feature. While shifting, you gain a climb speed of 30 feet.
 

Razorclaw (UA)

Source: Unearthed Arcana 1 - Eberron   As a razorclaw shifter, you make swift, slashing strikes in battle  
  • Ability Score Increase. Your Dexterity score increases by 1.
  • Shifting Feature. While shifting, you can make an unarmed strike as a bonus action. You can use your Dexterity for its attack roll and damage bonus, and this attack deals slashing damage.
THE BEAST WITHIN Early in childhood, a shifter forms a bond with a beast within, a totemic force that shapes their body and mind. Some shifters believe that these spirits are independent entities, and they may speak of Bear or Wolf as ancestors or guides. Most just see the beast within as a formidable expression of their inner nature, something that emerges as the shifter’s personality takes shape. The beast within is a pool of powerful instincts, and its influence is revealed by a shifter’s personality: a feline shifter may be cool and distant, driven by predatory instincts, while a shifter with a lupine spirit might be drawn to find and protect a pack. When a shifter fully embraces this beast within they physically transform for a short time.   A shifter’s beast within is reflected by the shifter’s subrace. Four subraces are especially common:   Beasthide often signifies the bear or boar: stoic, stubborn, and thick-skinned. Longtooth shifters typically have lupine traits and prefer to run with a pack. Swiftstride are often predatory and feline, but a swiftstride could also be a cunning rat who darts through the shadows. Wildhunt shifters are born from any creature that tracks its prey.   While the beast within certainly has a physical impact on a shifter, it has a spiritual and psychological effect, as well. Two beasthide shifters share the same special ability, but if one has the aspect of the boar and the other is more like a bear, they’ll be quite different in personality. With any shifter, identifying the beast within is a crucial part of understanding the character.   SIMILAR AND DIVERSE Shifters are similar to humans in height and build but are typically more lithe and flexible. Their facial features have a bestial cast, often with large eyes, flat noses, and pointed ears; most shifters also have prominent canine teeth. They grow fur-like hair on nearly every part of their bodies.   The traits of the beast within affect a shifter’s appearance as well. A swiftstride shifter may have catlike eyes and delicate build, while a beasthide shifter might be a massive brute built like a bear. While a shifter’s appearance might remind an onlooker of an animal, they remain clearly identifiable as shifters even when at their most feral.   THE JOURNEY YET TO COME Shifters have a strong presence in the Eldeen Reaches but can be found in rural areas across Khorvaire, where they often live among humans. While they form powerful bonds to friends and kin, shifters place great value on self-reliance and freedom. It’s a shifter proverb to "always be prepared for the journey yet to come," and most shifters strive to be ready for change or opportunity.   Shifters have a natural inclination toward classes with a primal connection. A shifter barbarian draws their rage from the beast within. A shifter ranger indulges their urge to wander and hunt. A shifter rogue harnesses their own predatory instincts. But shifters can pursue any path or faith.   SHIFTER NAMES Shifters have no language of their own and often live in blended communities. Their names typically overlap with the names of other cultures in their region. Many shifters prefer to keep their personal names for their friends and use "wandering names" with strangers. These are usually tied to a physical or personality trait.   Shifter Names: Badger, Bear, Cat, Fang, Grace, Grim, Moon, Rain, Red, Scar, Stripe, Swift, Talon, Wolf

Statblocks for companions, followers and other allies.

Basic Rules, pg. 121

Cat

Tiny beast, unaligned
Armor Class: 12
Hit Points: 2hp (1d4) 1d4
Speed: 40 ft , climb: 30 ft

STR

3 -4

DEX

15 +2

CON

10 +0

INT

3 -4

WIS

12 +1

CHA

-4 -7

Skills: Perception +3, Stealth +4
Senses: Passive Perception 13
Challenge Rating: 0

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

Actions

Claws. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 slashing damage.

Monster Manual

Giant Ape CR: 7

Huge beast, unaligned
Armor Class: 12
Hit Points: 157 (15d12 + 60) 15d12+60
Speed: 40 ft , climb: 40 ft

STR

23 +6

DEX

14 +2

CON

18 +4

INT

7 -2

WIS

12 +1

CHA

7 -2

Skills: Athletics +9, Perception +4
Senses: passive Perception 14
Languages: -
Challenge Rating: 7

Actions

Multiattack. The ape makes two fist attacks.
Fist. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 22 (3d10 + 6) bludgeoning damage.
Rock. Ranged Weapon Attack: +9 to hit, range 50/100 ft., one target. Hit: 30 (7d6 + 6) bludgeoning damage.

MM 80

Tyrannosaurus Rex CR: 8

Huge beast, unaligned
Armor Class: 13
Hit Points: 136hp (13d12 + 52)
Speed: 50 ft

STR

25 +7

DEX

10 +0

CON

19 +4

INT

2 -4

WIS

12 +1

CHA

9 -1

Saving Throws: Str: +7 Dex: +0 Con: +4 Int: -4 Wis: +1 Cha: -1
Skills: Perception +4
Senses: Passive Perception 14
Challenge Rating: 8

Actions

Multiattack. The tyrannosaurus makes two attacks: one with its bite and one with its tail. It can't make both attacks against the same target.   Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 33 (4d12 + 7) piercing damage. If the target is a Medium or smaller creature, it is grappled (escape DC 17). Until this grapple ends, the target is restrained, and the tyrannosaurus can't bite another target.   Tail. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 20 (3d8 + 7) bludgeoning damage.

This enormous predatory dinosaur terrorizes all other creatures in its territory. Despite its size and weight, a tyrannosaurus is a swift runner. It chases anything it thinks it can eat, and there are few creatures it won't try to devour whole. While prowling for substantial prey, a tyrannosaurus subsists on carrion, and on any smaller creatures that try to dart in to steal its meal.
SRD

Giant Owl

Large beast, neutral
Armor Class 12
Hit Points 19 3d10+3
Speed 5ft Fly: 60ft

STR
13 +1
DEX
15 +2
CON
12 +1
INT
8 -1
WIS
13 +1
CHA
10 0

Skills Perception +5 , Stealth +4
Senses darkvision 120 ft., passive Perception 15
Languages Giant Owl, understands Common, Elvish, and Sylvan but can't speak them
Challenge 1/4 (50 XP)


Flyby. The owl doesn't provoke opportunity attacks when it flies out of an enemy's reach.
Keen Hearing and Sight. The owl has advantage on Wisdom (Perception) checks that rely on hearing or sight.


Actions

Talons. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 8 2d6+1 slashing damage.


 

Giant owls often befriend fey and other sylvan creatures and are guardians of their woodland realms.

Quetzalcoatlus

Huge beast, unaligned
Armor Class 13 (natural armor)
Hit Points 30 (4d12+4) 4d12+4
Speed 10ft Fly: 80ft

STR
15 +2
DEX
13 +1
CON
13 +1
INT
2 -4
WIS
10 0
CHA
5 -3

Skills Perception +2
Senses passive Perception 12
Challenge 2


Dive Attack. If the quetzalcoatlus is flying and dives at least 30 feet toward a target and then hits with a bite attack, the attack deals an extra 10 (3d6) damage to the target.   Flyby. The quetzalcoatlus doesn't provoke an opportunity attack when it flies out of an enemy's reach.


Actions

Bite. Melee Weapon Attack: +4 to hit, reach 10 ft., one creature. Hit: 12 (3d6 + 2) piercing damage.


 
SRD

Giant Shark

Huge beast, unaligned
Armor Class 13
Hit Points 126 11d12+55
Speed Swim: 50ft

STR
23 +6
DEX
11 0
CON
21 +5
INT
1 -5
WIS
10 0
CHA
5 -3

Skills Perception +3
Senses blindsight 60 ft., passive Perception 13
Challenge 5 (1,800 XP)


Blood Frenzy. The shark has advantage on melee attack rolls against any creature that doesn't have all its hit points.
Water Breathing. The shark can breathe only underwater.


Actions

Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 22 3d10+6 piercing damage.


 

a giant shark is 30 feet long and normally found in deep oceans. Utterly fearless, it preys on anything that crosses its path, including whales and ships.

SRD

Mammoth

Huge beast, unaligned
Armor Class 13
Hit Points 126 11d12+55
Speed 40ft

STR
24 +7
DEX
9 -1
CON
21 +5
INT
3 -4
WIS
11 0
CHA
6 -2

Senses passive Perception 10
Challenge 6 (2,300 XP)


Trampling Charge. If the mammoth moves at least 20 feet straight forward toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 18 Strength saving throw or be knocked prone. If the target is prone, the mammoth can make one stomp attack against it as a bonus action.


Actions

Gore. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 25 4d8+7 piercing damage.
Stomp. Melee Weapon Attack: +10 to hit, reach 5 ft., one prone target. Hit: 29 4d10+7 bludgeoning damage.


 

A mammoth is an elephantine creature with thick fur and long tusks. Stockier and fiercer than normal elephants, mammoths inhabit a wide range of climes, from subartic to subtropical.

Any

SRD

Owl

Tiny beast, unaligned
Armor Class 11
Hit Points 1 1d4-1
Speed 5ft Fly: 60ft

STR
3 -4
DEX
13 +1
CON
8 -1
INT
2 -4
WIS
12 +1
CHA
7 -2

Skills Perception +3 , Stealth +3
Senses darkvision 120 ft., passive Perception 13
Challenge 0 (10 XP)


Flyby. The owl doesn't provoke opportunity attacks when it flies out of an enemy's reach.
Keen Hearing and Sight. The owl has advantage on Wisdom (Perception) checks that rely on hearing or sight.


Actions

Talons. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 1 slashing damage.


 
SRD

Rat

Tiny beast, unaligned
Armor Class 10
Hit Points 1 1d4-1
Speed 20ft

STR
2 -4
DEX
11 0
CON
9 -1
INT
2 -4
WIS
10 0
CHA
4 -3

Senses darkvision 30 ft., passive Perception 10
Challenge 0 (10 XP)


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


Actions

Bite. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 piercing damage.


 
SRD

Flying Snake

Tiny beast, unaligned
Armor Class 14
Hit Points 5 2d4
Speed 30ft Fly: 60ft Swim: 30ft

STR
4 -3
DEX
18 +4
CON
11 0
INT
2 -4
WIS
12 +1
CHA
5 -3

Senses blindsight 10 ft., passive Perception 11
Challenge 1/8 (25 XP)


Flyby. The snake doesn't provoke opportunity attacks when it flies out an enemy's reach.


Actions

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 1 piercing damage plus 7 3d4 poison damage.


 

A flying snake is a brightly colored, winged serpent found in remote jungles. Tribespeople and cultists sometimes domesticate flying snakes to serve as messengers that deliver scrolls wrapped in their coils.

SRD

Bat

Tiny beast, unaligned
Armor Class 12
Hit Points 1 1d4-1
Speed 5ft Fly: 30ft

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

Senses blindsight 60 ft., passive Perception 11
Challenge 0 (10 XP)


Echolocation. The bat can't use its blindsight while deafened.
Keen Hearing. The bat has advantage on Wisdom (Perception) checks that rely on hearing.


Actions

Bite. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 piercing damage.


 
SRD

Sea Horse

Tiny beast, unaligned
Armor Class 11
Hit Points 1 1d4-1
Speed Swim: 20ft

STR
1 -5
DEX
12 +1
CON
8 -1
INT
1 -5
WIS
10 0
CHA
2 -4

Senses passive Perception 10
Challenge 0 (10 XP)


Water Breathing. The sea horse can breathe only underwater.



 
SRD

Giant Elk

Huge beast, unaligned
Armor Class 14
Hit Points 42 5d12+10
Speed 60ft

STR
19 +4
DEX
16 +3
CON
14 +2
INT
7 -2
WIS
14 +2
CHA
10 0

Skills Perception +4
Senses passive Perception 14
Languages Giant Elk, understands Common, Elvish, and Sylvan but can't speak them
Challenge 2 (450 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 damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone.


Actions

Ram. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 11 2d6+4 bludgeoning damage.
hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one prone creature. Hit: 22 4d8+4 bludgeoning damage.


 

The majestic giant elk is rare to the point that its appearance is often taken as a foreshadowing of an important event, such as the birth of a king. Legends tell of gods that take form of giant elk when visiting the Material Plane. Many cultures therefore believe that to hunt these creatures is to invite divine wrath.

Statblocks for your spells.

Level 0 Spells

SRD

Guidance

0-level (Cantrip) Divination

Casting Time: 1 action
Range/Area: touch
Components: VS
Duration: Concentration, up to 1 minute
You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.
Available for: Artificer, Cleric, Druid

SRD

Frostbite

0-level (Cantrip) Evocation

Casting Time: 1 action
Range/Area: 60 feet
Components: VS
Duration: Instantaneous
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.
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: Artificer, Druid, Sorcerer, Warlock, Wizard

SRD

Druidcraft

0-level (Cantrip) Transmutation

Casting Time: 1 action
Range/Area: 30 feet
Components: VS
Duration: Instantaneous
Whispering to the spirits of nature, you create one of the following effects within range: You create a tiny, harmless sensory effect that predicts what the weather will be at your location for the next 24 hours. The effect might manifest as a golden orb for clear skies, a cloud for rain, falling snowflakes for snow, and so on. This effect persists for 1 round.
You instantly make a flower blossom, a seed pod open, or a leaf bud bloom.
You create an instantaneous, harmless sensory effect, such as falling leaves, a puff of wind, the sound of a small animal, or the faint odor of skunk. The effect must fit in a 5-foot cube.
You instantly light or snuff out a candle, a torch, or a small campfire.
Available for: Druid

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

Level 1 Spells

PHB: P. 248

Guiding Bolt

1-level Evocation

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 action
Range/Area: 120 feet
Components: V, S
Duration: Concentration, 1 round
A flash of light streaks toward a creature of your choice within range. Make a ranged spell attack against the target. On a hit, the target takes 4d6 radiant damage, and the next attack roll made against this target before the end of your next turn has advantage, thanks to the mystical dim light glittering on the target until then.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Available for: Cleric

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/Area: Self
Components: S
Duration: 1 round
The spell captures some of the incoming energy, lessening its 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.
Available for: Artificer, Druid, Ranger, Sorcerer, Wizard

SRD

Healing Word

1-level Evocation

Casting Time: 1 bonus action
Range/Area: 60 feet
Components: V
Duration: instantaneous
A creature of your choice that you can see within range regains hit points equal to 1d4 + 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 1d4 for each slot level above 1st.
Available for: Bard, Cleric, Druid

Level 2 Spells

SRD

Spike Growth

2-level Transmutation

Casting Time: 1 action
Range/Area: 150 feet
Components: VSM
Materials: Seven sharp thorns, or seven small twigs each sharpened to a point, or focus
Duration: Concentration, up to 10 minutes
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.
Available for: Druid, Ranger

SRD

Pass without Trace

2-level Abjuration

Casting Time: 1 action
Range/Area: self
Components: VSM
Materials: Ashes from a burned leaf of mistletoe and a sprig of spruce, or focus
Duration: Concentration, up to 1 hour
A veil of shadows and silence radiates from you, masking you and your companions from detection. For the duration, each creature you choose within 30 feet of you (including you) has a +10 bonus to Dexterity (Stealth) checks and can’t be tracked except by magical means. A creature that receives this bonus leaves behind no tracks or other traces of its passage.
Available for: Druid, Ranger

PHB

Detect Thoughts

2-level Divination

Casting Time: 1 action
Range/Area: Self
Components: VSM
Duration: 1 minute, Concentration
For the duration, you can read the thoughts of certain creatures. When you cast the spell and as your action on each turn until the spell ends, you can focus your mind on any one creature that you can see within 30 feet of you. If the creature you choose has an Intelligence of 3 or lower or doesn't speak any language, the creature is unaffected.   You initially learn the surface thoughts of the creature—what is most on its mind in that moment. As an action, you can either shift your attention to another creature's thoughts or attempt to probe deeper into the same creature's mind. If you probe deeper, the target must make a Wisdom saving throw. If it fails, you gain insight into its reasoning (if any), its emotional state, and something that looms large in its mind (such as something it worries over, loves, or hates). If it succeeds, the spell ends. Either way, the target knows that you are probing into its mind, and unless you shift your attention to another creature's thoughts, the creature can use its action on its turn to make an Intelligence check contested by your Intelligence check; if it succeeds, the spell ends.   Questions verbally directed at the target creature naturally shape the course of its thoughts, so this spell is particularly effective as part of an interrogation.   You can also use this spell to detect the presence of thinking creatures you can't see. When you cast the spell or as your action during the duration, you can search for thoughts within 30 feet of you. The spell can penetrate barriers, but 2 feet of rock, 2 inches of any metal other than lead, or a thin sheet of lead blocks you. You can't detect a creature with an Intelligence of 3 or lower or one that doesn't speak any language.   Once you detect the presence of a creature in this way, you can read its thoughts for the rest of the duration as described above, even if you can't see it, but it must still be within range.
Available for: Bard, Sorcerer, Wizard

SRD

Animal Messenger

1-level Enchantment

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 action
Range/Area: 30 feet
Components: VSM
Materials: A morsel of food, or focus
Duration: 24 hours
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 jay, or a bat. 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 toward 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: If you cast this spell using a spell slot of 3nd level or higher, the Duration of the spell increases by 48 hours for each slot level above 2nd.
Available for: Bard, Druid, Ranger

Level 3 Spells

SRD

Plant Growth

3-level Transmutation

Casting Time: 1 action or 8 hours
Range/Area: 150 feet
Components: VS
Duration: instantaneous
This spell channels vitality into plants within a specific area. There are two possible uses for the spell, granting either immediate or long-term benefits.
If you cast this spell using 1 action, choose a point within range. All normal plants in a 100-foot radius centered on that point become thick and overgrown. A creature moving through the area must spend 4 feet of movement for every 1 foot it moves.
You can exclude one or more areas of any size within the spell’s area from being affected.
If you cast this spell over 8 hours, you enrich the land. All plants in a half-mile radius centered on a point within range become enriched for 1 year. The plants yield twice the normal amount of food when harvested.
Available for: Bard, Druid, Ranger

SRD

Conjure Animals

3-level Conjuration

Casting Time: 1 action
Range/Area: 60 feet
Components: VS
Duration: Concentration, up to 1 hour
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.
Available for: Druid, Ranger

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

SRD

Erupting Earth

3-level Transmutation

Casting Time: 1 action
Range/Area: 120 feet
Components: VSM
Materials: A piece of obsidian, or focus
Duration: instantaneous
Choose a point you can see on the ground within range. A fountain of churned earth and stone erupts in a 20-foot cube centered on that point. Each creature in that area must make a Dexterity saving throw. A creature takes 3d12 bludgeoning damage on a failed save, or half as much damage on a successful one. Additionally, the ground in that area becomes difficult terrain until cleared. Each 5-foot-square portion of the area requires at least 1 minute to clear by hand.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d12 for each slot level above 3rd.
Available for: Druid, Sorcerer, Wizard

TCSR

Freedom of the Waves

3-level Conjuration

Casting Time: 1 action
Range/Area: 120 feet
Components: V, S, M
Materials: a strand of wet hair
Duration: Instantaneous
You conjure a deluge of seawater in a 15-foot-radius, 10-foot-tall cylinder centered on a point within range. This water takes the form of a tidal wave, a whirlpool, a waterspout, or another form of your choice. Each creature in the area must succeed on a Strength saving throw against your spell save DC or take 2d8 bludgeoning damage and fall prone. You can choose a number of creatures equal to your spellcasting modifier (minimum of 1) to automatically succeed on this saving throw
  If you are within the spell's area, as part of the action you use to cast the spell, you can vanish into the deluge and teleport to an unoccupied space that you can see within the spell's area.

SRD

Revivify

3-level Necromancy

Casting Time: 1 action
Range/Area: touch
Components: VSM
Materials: Diamonds worth 300 gp, which the spell consumes
Duration: instantaneous
You touch a creature that has died within the last minute. That creature returns to life with 1 hit point. This spell can’t return to life a creature that has died of old age, nor can it restore any missing body parts.
Available for: Artificer, Cleric, Druid, Paladin, Ranger

Level 4 Spells

Player's Handbook

Hallucinatory Terrain

4-level Illusion

Casting Time: 10 minutes
Range/Area: 300 ft
Materials: V, S, M (a stone, a twig, and a bit of green plant)
Duration: 24 hours
You make natural terrain in a 150-foot cube in range look, sound, and smell like some other sort of natural terrain. Thus, open fields or a road can be made to resemble a swamp, hill, crevasse, or some other difficult or impassable terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road. Manufactured structures, equipment, and creatures within the area aren’t changed in appearance.   The tactile characteristics of the terrain are unchanged, so creatures entering the area are likely to see through the illusion. If the difference isn’t obvious by touch, a creature carefully examining the illusion can attempt an Intelligence (Investigation) check against your spell save DC to disbelieve it. A creature who discerns the illusion for what it is, sees it as a vague image superimposed on the terrain.
Available for: Bard, Druid, Warlock, Wizard

Player's Handbook

Wall of Fire

4-level Evocation

Casting Time: 1 action
Range/Area: 120 ft
Components: V, S, M
Materials: a small piece of phosphorus
Duration: Concentration, up to 1 minute
Attack/Save: Dexterity Saving Through
Damage/Effect: Fire
You create a wall of fire on a solid surface within range. You can make the wall up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall is opaque and lasts for the duration.   When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 5d8 fire damage, or half as much damage on a successful save.   One side of the wall, selected by you when you cast this spell, deals 5d8 fire damage to each creature that ends its turn within 10 feet of that side or inside the wall. A creature takes the same damage when it enters the wall for the first time on a turn or ends its turn there. The other side of the wall deals no damage.
At higher levels: When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.
Available for: Druid, Sorcerer, Wizard

Player's Handbook

Polymorph

4-level Transmutation

Casting Time: 1 action
Range/Area: 60 ft
Components: V, S, M
Materials: a caterpillar cocoon
Duration: Concentration, up to 1 hour
Attack/Save: Wisdom Save
This spell transforms a creature that you can see within range into a new form. An unwilling creature must make a Wisdom saving throw to avoid the effect. A shapechanger automatically succeeds on this saving throw.   The transformation lasts for the duration, or until the target drops to 0 hit points or dies. The new form can be any beast whose challenge rating is equal to or less than the target’s (or the target’s level, if it doesn’t have a challenge rating). The target’s game statistics, including mental ability scores, are replaced by the statistics of the chosen beast. It retains its alignment and personality.   The target assumes the hit points of its new form. When it reverts to its normal form, the creature returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn’t reduce the creature’s normal form to 0 hit points, it isn’t knocked unconscious.   The creature is limited in the actions it can perform by the nature of its new form, and it can’t speak, cast spells, or take any other action that requires hands or speech.   The target’s gear melds into the new form. The creature can’t activate, use, wield, or otherwise benefit from any of its equipment. This spell can’t affect a target that has 0 hit points.
Available for: Bard, Druid, Sorcerer, Wizard

Level 7 Spells

PHB

Mordekainen's Magnificent Mansion

7-level Conjuration

Casting Time 1 minute
Range 300 feet
Duration 24 hours
Components V, S, M (a miniature portal carved from ivory, a small piece of polished marble, and a tiny silver spoon, each item worth at least 5 gp)

You conjure an extradimensional dwelling in range that lasts for the duration. You choose where its one entrance is located. The entrance shimmers faintly and is 5 feet wide and 10 feet tall. You and any creature you designate when you cast the spell can enter the extradimensional dwelling as long as the portal remains open. You can open or close the portal if you are within 30 feet of it. While closed, the portal is invisible.
Beyond the portal is a magnificent foyer with numerous chambers beyond. The atmosphere is clean, fresh, and warm.
You can create any floor plan you like, but the space can’t exceed 50 cubes, each cube being 10 feet on each side. The place is furnished and decorated as you choose. It contains sufficient food to serve a ninecourse banquet for up to 100 people. A staff of 100 near-transparent servants attends all who enter. You decide the visual appearance of these servants and their attire. They are completely obedient to your orders. Each servant can perform any task a normal human servant could perform, but they can’t attack or take any action that would directly harm another creature. Thus the servants can fetch things, clean, mend, fold clothes, light fires, serve food, pour wine, and so on. The servants can go anywhere in the mansion but can’t leave it. Furnishings and other objects created by this spell dissipate into smoke if removed from the mansion. When the spell ends, any creatures inside the extradimensional space are expelled into the open spaces nearest to the entrance.

Class(es): Bard, Wisdom

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

Homebrew

Potted clover

Wondrous Item

Common

A tiny pot with a four leaf clover planted in it.

Cost: 1 sp
Weight: 1 lb


Created by

tyyni.

Statblock Type

Character Sheet (latest)

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