Build and run your Dungeons & Dragons 5e campaign on World Anvil!

START NOW

Mittens

Druid 1 Class & Level
Spy Background
Catfolk Race
Chaotic Neutral Alignment

Strength 1
-5
Dexterity 4
-3
constitution 1
-5
intelligence -1
0
wisdom 4
-3
charisma 2
-4
Total Hit Dice 1
Hit Die
1d8-5
+2 proficiency bonus
+1 Strength
+4 Dexterity
+1 Constitution
+1 Intelligence
+6 Wisdom
+2 Charisma
saving throws
+4 Acrobatics
+4 Animal Handling
+1 Arcana
-1 Athletics
+4 Deception
+1 History
+4 Insight
+2 Intimidation
+1 Investigation
+6 Medicine
+3 Nature
+6 Perception
+2 Performance
+2 Persuasion
+1 Religion
+4 Sleight of Hands
+6 Stealth
+4 Survival
skills

 
17
Armor Class
9
Hit Points
+4
Initiative
30
Speed
WeaponAttackDamage
Dagger+6 to hit1d4 + 4
Quarterstaff+3 to hit1d6+1
Attacks
Perception, Stealth, Nature, Medicine, Deception
Proficiences
Cantrips:
Guidance WIS 14 +6
Shape Water WIS 14 +6

1st Level
2 remaining
Prepared? / Name Source Ability DC Mod.
Absorb Elements Druid WIS 14 +6
Charm Person Druid WIS 14 +6
Create or Destroy Water Druid WIS 14 +6
Cure Wounds Druid WIS 14 +6
Detect Magic Druid WIS 14 +6
Detect Poison and Disease Druid WIS 14 +6
Entangle Druid WIS 14 +6
Faerie Fire Druid WIS 14 +6
Fog Cloud Druid WIS 14 +6
Healing Word Druid WIS 14 +6
Jump Druid WIS 14 +6
Longstrider Druid WIS 14 +6
Purify Food and Drink Druid WIS 14 +6
Speak with Animals Druid WIS 14 +6
Speak with Animals Catfolk WIS 14 +6
Thunderwave Druid WIS 14 +6

Spellcasting
Worn Armor

Wielded Shield

Main Hand Weapon

Off Hand Weapon


Weapons
Name Proficient? Details
Attack Bonus
Dagger
melee, 1d4 + 4 damage
more
+6
Quarterstaff
melee, 1d6 + 1 damage
more
+3

Armor
Name Proficient? Details AC
unarmored
base AC 10
more
14
unarmored + Shield
base AC 12
more
16
Leather
light, base AC 11
more
15
Leather + Shield
light, base AC 13
more
17

Other Magic Items
Name Details

Other Equipment
Name Qty. Details
Wooden staff 1
5 gp, 4 lb.
Waterskin 1
2 sp, 5 lb. (full)
Disguise Kit 1
Bedroll 1
1 gp, 7 lb.
Rations (1 day) 10
5 sp, 2 lb.
Rope, hempen 1
1 gp, 10 lb.
Tinderbox 1
5 sp, 1 lb.
Mess kit 1
2 sp, 1 lb.
Forgery Kit 1
Backpack 1
2 gp, 5 lb.
Torch 10
1 cp, 1 lb.
Explorer's Pack 1

Equipment
Animal Heritage.You can cast speak with animals once with this trait, requiring no material components, and you regain the ability to cast it this way when you finish a short rest. Wisdom is your spellcasting ability for this spell.

Animal Sense.Your animal senses allow you to have advantage on Wisdom (perception) checks involving sound.

Druidic.You can speak Druidic and use it to leave hidden message and automatically spot messages left by others.

Feline Agility.Your reflexes and agility allow you to move with a burst of speed. When you move on your turn in combat, you can double your speed until the end of the turn. Once you use this trait, you can’t use it again until you move 0 feet on one of your turns.
Features & Traits

Heroes Enabled

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

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

PHB, page 248 SRD

Guidance

0-level (Cantrip) Divination

Casting Time 1 action
Range Touch
Duration Concentration, 1 minute
Components V, S

You touch one willing creature. Once before the spell ends, the target can roll a 1d4 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.

Class(es): Cleric, Druid

Page: 21 from EE Players Companion

Shape Water

0-level (Cantrip) Transmutation

Casting Time 1 Action
Range 30 feet
Duration Instantaneous or 1 hour
Components S

You choose an area of water that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:

  • You instantaneously move or otherwise change the flow of the water as you direct, up to 5 feet in any direction. This movement doesn’t have enough force to cause damage.
  • You cause the water to form into simple shapes and animate at your direction. This change lasts for 1 hour.
  • You change the water’s color or opacity. The water must be changed in the same way throughout. This change lasts for 1 hour.
  • You freeze the water, provided that there are no creatures in it. The water unfreezes in 1 hour. If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

Class(es): Druid, Sorcerer, Wizard

Level 1 Spells

Absorb Elements

1-level Abjuration

Casting Time 1 Reaction *
Range Self
Duration 1 Round
Components S

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.   * - which you take when you take acid, cold, fire, lightning, or thunder damage
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st.

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

SRD

Cure Wounds

1-level Evocation

Casting Time 1 action
Range touch
Duration Instantaneous
Components V, S

A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st. 2nd level 2d8 , 3rd level 3d8 , 4th level 4d8 , 5th level 5d8 , 6th level 6d8 , 7th level 7d8 , 8th level 8d8 , 9th level 9d8 .

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

PHB, page 238 SRD

Entangle

1-level Conjuration

Casting Time 1 action
Range 90 feet
Duration Concentration, 1 minute
Components V, S

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.

Class(es): Druid

PHB SRD

Faerie Fire

1-level Evocation

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

Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius.

  Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can't benefit from being invisible.

Class(es): Bard, Druid

SRD

Thunderwave

1-level Evocation

Casting Time 1 action
Range Self (15ft cube)
Duration Instantaneous
Components V, S

A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed.  
In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell's effect, and the spell emits a thunderous boom audible out to 300 feet.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
2nd level: 3d8 thunder damage
3rd level: 4d8 thunder damage
4th level: 5d8 thunder damage
5th level: 6d8 thunder damage
6th level: 7d8 thunder damage
7th level: 8d8 thunder damage
8th level: 9d8 thunder damage
9th level: 10d8 thunder damage

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

SRD

Speak with Animals

1-level Divination (ritual)

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

You gain the ability to comprehend and verbally communicate with beasts for the duration. The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you, at the DM's discretion.

Class(es): Bard, Druid, Ranger

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


World Anvil: The Ultimate Worldbuilding Toolset & RPG Campaign Manager

Created for Dungeon Masters and Game Masters, World Anvil has everything you need to build your own homebrew RPG campaign setting, and run your games, either online or around the table!

  • Speed up prep with a whole library of community statblocks you can copy (and edit!)
  • Enthrall your players with interactive maps, timelines, and a whole wiki of your world
  • Keep track of NPCs, PC character sheets, monster stats, treasure, journals, notes and more
  • Quickly look up essential info with session notes, campaign map markers, and bookmarked lore at your fingertips
  • Build your own campaign setting, or expand a prewritten campaign, with expertly created worldbuilding templates and prompts
  • Control who sees what in your worldbuilding wiki with secrets and subscriber groups
  • Collaborate with players and GMs to build the campaign setting of your dreams 
  • NEVER lose your notes!

GET STARTED TODAY!

Take the first step. Create your account. Your world and characters await!

100+ RPG systems