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Yaggu

6 Level (0/23000 XP for level-up) Hermit Background Minotaur Race / Species / Heritage Lawful Neutral Alignment
Druid
Level 6
Hit Dice: 6/6
1d8+2 Class 1

STR
11
+0
DEX
10
+0
CON
15
+2
INT
16
+3
WIS
18
+4
CHA
9
-1
45
Hit Points
+0
Initiative (DEX)
11
Armor Class (AC)
+3
Prof. Bonus
40ft
Speed (walk/run/fly)
14
Passive Perception
2 / 2
Wildshape
2 / 2
Elemental Shape
Spellcasting ...
+7 Attack mod
WIS Ability
+4 Abi Mod
15 Save DC
+6 Expertise Bonus
+3 Proficiency Bonus
+0 Strength
+0 Dexterity
+2 Constitution
+6 Intelligence
+7 Wisdom
-1 Charisma
saving throws
+0 Acrobatics DEX
+7 Animal Handling WIS
+6 Arcana INT
+0 Athletics STR
-1 Deception CHA
+3 History INT
+4 Insight WIS
-1 Intimidation CHA
+3 Investigation INT
skills
+7 Medicine WIS
+3 Nature INT
+4 Perception WIS
-1 Performance CHA
-1 Persuasion CHA
+6 Religion INT
+0 Sleight of Hand DEX
+0 Stealth DEX
+4 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Horns +3 STR 1d6 piercing
Moon Sickle +4 STR 1d4 slashing
Sling +3 STR 1d4 piercing
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
Mold Earth 1 Action 30ft Instantaneous or 1hr C
Shillelagh +7 1 bonus action Touch 1 minute 1d8+4 V, S, M (mistletoe, a shamrock leaf, and a club or quarterstaff)
Magic Stone 1 bonus action Touch Instantaneous 1d6 V, S
Primal Savagery +7 1 action Self Instantaneous 1d10+4 S

Level 1 Spells 4 slots

NAME AB CAST RNG DUR DMG CMP #
Earth Tremor 1 action Self (10-foot radius) Instantaneous 1d6 V, S 3
Entangle 1 action 90ft Concentration, up to 1 minute V, S
Cure Wounds 1 action Touch Instantaneous 1d8 V, S 3
Absorb Elements 1 reaction Self 1d6 S 3

Level 2 Spells 3 slots

NAME AB CAST RNG DUR DMG CMP #
Earth Tremor 1 action Self (10-foot radius) Instantaneous 1d6 + V, S 3
Cure Wounds 1 action Touch Instantaneous 1d8 + V, S 3
Maximillian's Earthen Grasp 1 action 30ft Concentration, up to 1 minute 2d6 V, S, M (a miniature hand sculpted from clay)
Flame Blade 1 bonus action Self Concentration, up to 10 minutes 2d6 V, S, M (a leaf of sumac)
Moonbeam 1 action 120ft Concentration, up to 1 minute 2d10 V, S, M (several seeds of any moonseed plant and a piece of opalescent feldspar)
Absorb Elements 1 reaction Self 1d6 + S 3

Level 3 Spells 3 slots

NAME AB CAST RNG DUR DMG CMP #
Earth Tremor 1 action Self (10-foot radius) Instantaneous 1d6 + V, S 3
Cure Wounds 1 action Touch Instantaneous 1d8 + V, S 3
Quakewalk 1 action Self(15ft) V, S
Water Walk 1 action 30ft V S M (A piece of cork)
 Notes:Up to ten willing creatures you can see within range
Erupting Earth 1 action 120ft 3d12 V, S, M (a piece of obsidian)
Absorb Elements 1 reaction Self 1d6 + S 3
Horns
You have horns that you can use to make unarmed strikes. When you hit with them, the strike deals 1d6 + your Strength modifier piercing damage, instead of the bludgeoning damage normal for an unarmed strike.

Goring Rush
Immediately after you take the Dash action on your turn and move at least 20 feet, you can make one melee attack with your Horns as a bonus action.

Hammering Horns
Immediately after you hit a creature with a melee attack as part of the Attack action on your turn, you can use a bonus action to attempt to push that target with your horns. The target must be within 5 feet of you and no more than one size larger than you. Unless it succeeds on a Strength saving throw against a DC equal to 8 + your proficiency bonus + your Strength modifier, you push it up to 10 feet away from you.

Labyrinthine Recall
You always know which direction is north, and you have advantage on any Wisdom (Survival) check you make to navigate or track.

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.

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


Circle of the Elemental:
Earth Affinity. Solid ground beneath your feet always brings you comfort. Choosing this affinity grants you the mold earth cantrip in addition to any other cantrips your druid knows. You also gain access to other spells at 3rd, 5th, and 7th levels as detailed below.

Elemental Shape
When you choose this circle at 2nd level, you exchange the Wild Shape ability for Elemental Shape. You are so in tune with the elements’ magical energy, you can take the form of minor elemental creatures at low levels, eventually progressing to more powerful versions later on. As with Wild Shape, you can use this feature twice per short or long rest and each use lasts up to a number of hours equal to half your druid level. The same list of rules and conditions apply to Elemental Shape as set forth in the PHB for Wild Shape.Each affinity has its own list of transformation options which are detailed below. At 10th level, you gain the ability to transform into anything on the list, regardless of affinity.

Wild Companion
At 2nd level, 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.

Mobile
You are exceptionally speedy and agile. You gain the following benefits:

  • Your speed increases by 10 feet.

  • When you use the Dash action, difficult terrain doesn't cost you extra movement on that turn.

  • When you make a melee attack against a creature, you don't provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not.


Affinity Resistance
At 6th level, you gain resistance to poison
damage as well as damage based on your
elemental affinity: Earth-Bludgeoning, Piercing, and Slashing

Features & Traits
A sling, moon sickle, leather armor, an explorer's pack, a druidic focus(staff), a scroll case stuffed full of notes from your studies or prayers, a winter blanket, a set of common clothes, 5 rations, and a herbalism kit.

Equipment Copper: 0, Silver: 10, Electrum: 0, Gold: 498, Platinum: 0 Money
Cantrips
At 1st level, you know two cantrips of your choice from the druid spell list. You learn additional druid cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Druid table.

Preparing and Casting Spells
The Druid table shows how many spell slots you have to cast your druid spells of 1st level and higher. To cast one of these druid spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

You prepare the list of druid spells that are available for you to cast, choosing from the druid spell list. When you do so, choose a number of druid spells equal to your Wisdom modifier + your Druid level (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you are a 3rd-level druid, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell Cure Wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.
You can also change your list of prepared spells when you finish a long rest. Preparing a new list of druid spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability
Wisdom is your spellcasting ability for your druid spells, since your magic draws upon your devotion and attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a druid spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

Spell attack modifier = your proficiency bonus + your Wisdom modifier

Ritual Casting
You can cast a druid spell as a ritual if that spell has the ritual tag and you have the spell prepared.

Spellcasting Focus
You can use a druidic focus as a spellcasting focus for your druid spells.
Spellcasting
Languages: Common, Sylvan, Giant, Druidic, and Primodial.
Armor: Light armor, medium armor, shields.
Weapons: Clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears
Tools: Herbalism kit.

Languages & Proficiencies
I often get lost in my own thoughts and contemplation, becoming oblivious to my surroundings.
I am utterly serene, even in the face of disaster.

Personality Traits
Logic. Emotions must not cloud our sense of what is right and true, or our logical thinking. (Lawful)
Knowledge. The path to power and self-improvement is through knowledge. (Neutral)

Ideals
Many of my old order still seek me out as a heritic. I cannot keep running forever.

Bonds
I'd risk too much to uncover a lost bit of knowledge.

Flaws
Quakewalk is active, I can use a bonus action to stomp and make them repeat the save.

Notes


™ & © 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.

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Level 0 Spells

SRD

Mold Earth

0-level (Cantrip) Transmutation

Casting Time: 1 action
Range/Area: 30 feet
Components: S
Duration: Instantaneous or 1 hour
You choose a portion of dirt or stone that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways: If you target an area of loose earth, you can instantaneously excavate it, move it along the ground, and deposit it up to 5 feet away. This movement doesn’t involve enough force to cause damage. You cause shapes, colors, or both to appear on the dirt or stone, spelling out words, creating images, or shaping patterns. The changes last for 1 hour. If the dirt or stone you target is on the ground, you cause it to become difficult terrain. Alternatively, you can cause the ground to become normal terrain if it is already difficult terrain. This change lasts for 1 hour. If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
Available for: Druid, Sorcerer, Wizard

SRD

Shillelagh

0-level (Cantrip) Transmutation

Casting Time: 1 bonus action
Range/Area: touch
Components: VSM
Materials: Mistletoe, a shamrock leaf, or focus and a club or quarterstaff
Duration: 1 minute
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.
Available for: Druid

SRD

Magic Stone

0-level (Cantrip) Transmutation

Casting Time: 1 bonus action
Range/Area: touch
Components: VS
Duration: 1 minute
You touch one to three pebbles and imbue them with magic. You or someone else can make a ranged spell attack with one of the pebbles by throwing it or hurling it with a sling. If thrown, a pebble has a range of 60 feet. If someone else attacks with a pebble, that attacker adds your spellcasting ability modifier, not the attacker’s, to the attack roll. On a hit, the target takes bludgeoning damage equal to 1d6 + your spellcasting ability modifier. Whether the attack hits or misses, the spell then ends on the stone. If you cast this spell again, the spell ends on any pebbles still affected by your previous casting.
Available for: Artificer, Druid, Warlock

SRD

Primal Savagery

0-level (Cantrip) Transmutation

Casting Time: 1 action
Range/Area: self
Components: S
Duration: instantaneous
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).
Available for: Druid

Level 1 Spells

SRD

Earth Tremor

1-level Evocation

Casting Time: 1 action
Range/Area: 10 feet
Components: VS
Duration: instantaneous
You cause a tremor in the ground within range. Each creature other than you in that area must make a Dexterity saving throw. On a failed save, a creature takes 1d6 bludgeoning damage and is knocked prone. If the ground in that area is loose earth or stone, it becomes difficult terrain until cleared, with each 5-foot-diameter portion requiring at least 1 minute to clear by hand.
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: Bard, Druid, Sorcerer, Wizard

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

Player's Handbook (Woc)

Cure Wounds

1-level Evocation

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic
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: Bard, Druid, Cleric, Paladin, 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/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: 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

Level 2 Spells

SRD

Maximillian's Earthen Grasp

2-level Transmutation

Casting Time: 1 action
Range/Area: 30 feet
Components: VSM
Materials: A miniature hand sculpted from clay, or focus
Duration: Concentration, up to 1 minute
You choose a 5-foot-square unoccupied space on the ground that you can see within range. A Medium hand made from compacted soil rises there and reaches for one creature you can see within 5 feet of it. The target must make a Strength saving throw. On a failed save, the target takes 2d6 bludgeoning damage and is restrained for the spell’s duration. As an action, you can cause the hand to crush the restrained target, which must make a Strength saving throw. The target takes 2d6 bludgeoning damage on a failed save, or half as much damage on a successful one. To break out, the restrained target can use its action to make a Strength check against your spell save DC. On a success, the target escapes and is no longer restrained by the hand. As an action, you can cause the hand to reach for a different creature or to move to a different unoccupied space within range. The hand releases a restrained target if you do either.
Available for: Sorcerer, Wizard

SRD

Flame Blade

2-level Evocation

Casting Time: 1 bonus action
Range/Area: self
Components: VSM
Materials: Leaf of sumac, or focus
Duration: Concentration, up to 10 minutes
You evoke a fiery blade in your free hand. The blade is similar in size and shape to a scimitar, and it lasts for the duration. If you let go of the blade, it disappears, but you can evoke the blade again as a bonus action. You can use your action to make a melee spell attack with the fiery blade. On a hit, the target takes 3d6 fire damage. The flaming blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for every two slot levels above 2nd.
Available for: Druid, Sorcerer

SRD

Moonbeam

2-level Evocation

Casting Time: 1 action
Range/Area: 120 feet
Components: VSM
Materials: Several seeds of any moonseed plant and a piece of opalescent feldspar, or focus
Duration: Concentration, up to 1 minute
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.
Available for: Druid

Level 3 Spells

D&D Unleashed Compendium- The Elements and Beyond

Quakewalk

3-level Transmutation

Casting Time: 1 Action
Range/Area: Self(15ft)
Components: V, S
Duration: Instantaneous
Attack/Save: Dex Save
You begin stomping and grinding your feet, causing the ground around you to temporarily deform like rubber under your earthen magic. Each other creature within 15 feet of you must make a Dexterity saving throw. On a failed saving throw, a creature is knocked prone. Until the spell ends, the ground within 15 feet of you is difficult terrain for other creatures. In addition, you can use a bonus action on each of your turns after the first to stomp the ground, forcing all other creatures within the area to repeat the saving throw and fall prone on a failure.   This spell can't affect creatures who aren't on the ground, and only functions while you are on the ground or burrowing.
Available for: Druid, Ranger, Sorcerer, Warlock

SRD

Water Walk

3-level Transmutation

Casting Time: 1 action
Range/Area: 30 feet
Components: VSM
Materials: A piece of cork, or focus
Duration: 1 hour
This spell grants the ability to move across any liquid surface—such as water, acid, mud, snow, quicksand, or lava—as if it were harmless solid ground (creatures crossing molten lava can still take damage from the heat). Up to ten willing creatures you can see within range gain this ability for the duration.
If you target a creature submerged in a liquid, the spell carries the target to the surface of the liquid at a rate of 60 feet per round.
Available for: Artificer, Cleric, Druid, Ranger, Sorcerer

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

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