Reekeal Crinkletoes | Character Sheet (latest) | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Reekeal Crinkletoes

8 Level (0/48000 XP for level-up) Inheritor (Native) Background Ratfolk Race / Species / Heritage Chaotic Neutral Alignment
Druid (Circle of Mutation)
Level 8
Hit Dice: 8/8
1d8+2 Class 1

STR
8
-1
DEX
18
+4
CON
14
+2
INT
13
+1
WIS
18
+4
CHA
8
-1
59
Hit Points
+4
Initiative (DEX)
14
Armor Class (AC)
+3
Prof. Bonus
25ft., (walk) 10ft. (swim)
Speed (walk/run/fly)
2 / 2
Wild Shape
Spellcasting ...
+7 Attack mod
WIS Ability
+4 Abi Mod
15 Save DC
+6 Expertise Bonus
+3 Proficiency Bonus
-1 Strength
+4 Dexterity
+2 Constitution
+4 Intelligence
+7 Wisdom
-1 Charisma
saving throws
+4 Acrobatics DEX
+7 Animal Handling WIS
+1 Arcana INT
-1 Athletics STR
-1 Deception CHA
+1 History INT
+4 Insight WIS
+2 Intimidation CHA
+1 Investigation INT
+7 Herbalism Kit WIS
skills
+4 Medicine WIS
+1 Nature INT
+7 Perception WIS
-1 Performance CHA
-1 Persuasion CHA
+4 Religion INT
+4 Sleight of Hand DEX
+7 Stealth DEX
+7 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Thorn Whip(Tailwhip) +4 WIS 2d6 piercing
 range. 30ft.
Attacks

Spell Book

Racial Traits

Ratfolk Traits


Swim. Ratfolk are capable, if slow, swimmers. You have a swimming speed of 10 feet.

Darkvision. Accustomed to living underground and in other dingy places, you have superior vision in dark and dim conditions. To a distance of 60 feet from yourself, you can see in dim light 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.

Nimbleness. You can move through a hostile creature’s space in combat as long as it is size Medium or larger.

Pack Tactics. You have advantage on your attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't incapacitated.

Rodent Empathy. You have advantage on Handle Animal checks to influence the behavior of rodents.


Class Features

Druid 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.

Druid Wild Shape Table


LevelMax CRLimitationsExample
2nd1/4No Swimming or Flying SpeedWolf
4th1/2No Flying SpeedCrocodile
8th1-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.



Druid Circle


At 2nd level, you choose to identify with a circle of druids: the Circle of the Land detailed at the end of the class description or one from the Player's Handbook or other sources. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.

Wild Shape Improvement


At 4th level, you can use your action to magically assume the shape of a beast that you have seen before of challenge rating 1/2 or lower that doesn't have a flying speed. You can use this feature twice. You regain expended uses when you finish a short or long rest.


Subclass Features

Circle Features


Mutate Shape


Starting when you choose this circle at 2nd level, you can use a bonus action to use your Wild Shape.

In addition, while you are transformed by Wild Shape, you can use a bonus action to expend a spell slot and gain a number of mutation points equal to the level of the spell slot expended. These mutation points last until they are spent or your use of Wild Shape ends. While you are in your beast shape you can expend one or more mutation points (no action required by you) to select a mutation from the list below. When you do, your physical body contorts and changes in a gruesome display.

Chosen mutations last for the duration of your Wild Shape.

Creature of the Sea. For 1 mutation point, you can breathe air and water and gain a swim speed of 30 feet. For an additional 1 mutation point, your swim speed increases to 60 feet.

Creature of the Sky. For 3 mutation points, you gain a fly speed of 30 feet. For an additional 2 mutation points, your fly speed increases to 60 feet.

Darkvision. For 1 mutation point, you gain darkvision out to a distance of 60 feet.

Echolocation. For 4 mutation points, you have blindsight out to a distance of 30 feet while you are not deafened.

Enchanted Attacks. For 1 mutation point, your attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Enlarge. For 1 mutation point, your size increases by one step (from Medium to Large, for example). You can spend an additional 2 mutation points to increase your size by two steps instead (from Medium to Huge, for example).

Multiattack. For a number of mutation points equal to 2 + 2 x your beast form’s CR, whenever you use your action to make a natural weapon attack, you can make two natural weapon attacks instead. Creatures that already have multiattack can take one additional natural weapon attack.

Natural Armor. For 1, 2, or 3 mutation points you increase your AC by an equal amount.

Reduce. For 1 mutation point, your size decreases by one step (from Medium to Small, for example). You can spend an additional 2 mutation points to decrease your size by two steps instead (from Medium to Tiny, for example).

Unnatural Voice. For 1 mutation point, you can speak as normal, even if your beast shape lacks the anatomy for such vocalizations. This does not allow for spellcasting while in Wild Shape form.

Venomous Attacks. For 2 mutation points, attacks you make with your natural weapons deal an additional 1d4 poison damage.

Circle Forms


Also at 2nd level, your ability to transform into dangerous beasts is enhanced. Starting when you gain this feature, you can use your Wild Shape to transform into a beast with a challenge rating 1 or lower. You ignore the Max CR column of the Beast Shapes table, but must abide by the other limitations there.

Starting at 6th level, you can transform into a beast with a challenge rating equal to or less than your druid level divided by 3, rounded down.

Unnatural and Unnerving


Starting at 6th level, you gain proficiency with the Intimidation skill if you don’t already have it. If you are already proficient in Intimidation, you gain proficiency in one skill of your choice from the following: Athletics, Acrobatics, Perception, Stealth, or Survival.

In addition, you have advantage on Charisma (Intimidation) ability checks you make while you are in your beast shape and have at least one mutation.

Features & Traits
Druidic Focus. Tha Stink!

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
Spellcasting Class Features

Druid Spellcasting


Drawing on the divine essence of nature itself, you can cast spells to shape that essence to your will. See Spells Rules for the general rules of spellcasting and the Spells Listing for the druid spell list.

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 (see the Adventuring Gear section) as a spellcasting focus for your druid spells.
Spellcasting
Armor. Light armor, medium armor, shields (druids will not wear armor or use shields made of metal)


Weapons. Clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears


Tools & Kits. Herbalism Kit, 1 Musical Instrument


Languages. Common, Undercommon, and Druidic


Languages & Proficiencies
I feel far more comfortable around animals than people.

I enjoy the dirt and grime, it protects me.

Personality Traits
Change. Life is like the seasons, in constant change, and we must change with it. (Chaotic)

Ideals
My family, clan, or tribe is the most important thing in my life, even when they are far from me.

Bonds
I become feral when survival is at stake.

Flaws
Inheritance. The Brood

Notes


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.06, made by Tillerz - Updated: 2023-02-09
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The statblocks of your Weapons, armor and other important/magical equipment

Ring of Forged Bonds

Ring

Very Rare Requires Attunement

These rings typically come in pairs but have been known to come in sets of up to four. Each ring is magically connected and can be attuned to by a different creature. While wearing one of the rings, you can use the following property even if you aren't attuned to it:

When another creature that you can see who is also wearing one of the rings drops to 0 hit points, you can use your reaction to cause that creature to drop to 1 hit point instead. Once this property of the rings has been used, it can't be used again until the next dawn.

If you find an additional ring of deathless bonds, you can add it to an existing set by holding all of the rings together for 1 minute. A ring can only be a part of one set at a time, and is removed from a set if it's more than 1 mile away from the other rings for 24 consecutive hours.

If you are the only creature attuned to one of the rings, it gains 5 charges and regains all expended charges daily at dawn. While wearing the ring, you can use an action expend 1 of its charges to cast the cure wounds spell (spellcasting modifier +6). If the target of the spell is another creature wearing one of the rings, the spell's range increases to 30 feet.

If additional creatures are attuned to rings from the set, the rings' collective strength grows and they share a pool of charges instead. For each attuned creature after the first, the rings gain an extra 3 charges. The rings can share a maximum of 20 charges in this way.

The following properties are shared among all attuned creatures who are also wearing one of the rings from the set. The effects are cumulative and are determined by the number of attuned wearers:

2 attuned wearers: When you use the rings to cast cure wounds on another wearer, you can choose to cast it using a bonus action instead, but can only cast it once on the same turn.

3 attuned wearers: When you use the rings to cast cure wounds on another wearer, its range increases to 60 feet, and you can increase the spell slot level by one for each additional charge you expend, up to 4th level.

4 or more attuned wearers: When you use the rings to cast cure wounds on another wearer, you also gain 1d4 + 1 temporary hit points for each charge you spend.

5 or more attuned wearers: When you use the rings to cast cure wounds on another wearer, you also gain the effects of the lesser restoration spell.

6 or more attuned wearers: When you use the rings to cast cure wounds on another wearer, you increase the spell slot level by one for each additional charge you expend, up to 5th level.


The statblocks of your class features

Druid Class Features

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, Druid Circle 2 3 - - - - - - - -
3rd +2 - 2 4 2 - - - - - - -
4th +2 Wild Shape Improvement, Ability Score Improvement 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 3 1 1 1 1
19th +6 Ability Score Improvement 4 4 3 3 3 3 2 1 1 1
20th +6 Archdruid 4 4 3 3 3 3 2 2 1 1
hit dice: 1d8 per Druid level
hit points at 1st level: 8 + your Constitution modifier
hit points at higher levels: 1d8 (or 5) + your Constitution modifier per druid level after 1st
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. See Spells Rules for the general rules of spellcasting and the Spells Listing for the druid spell list.  

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 (see the Adventuring Gear section) as a spellcasting focus for your druid spells.
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.
Level Max CR Limitations Example
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.
 

Druid Circle

At 2nd level, you choose to identify with a circle of druids: the Circle of the Land detailed at the end of the class description or one from the Player's Handbook or other sources. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.  

Wild Shape Improvement

At 4th level, you can use your action to magically assume the shape of a beast that you have seen before of challenge rating 1/2 or lower that doesn't have a flying speed. You can use this feature twice. You regain expended uses when you finish a short or long rest.  

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.   Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.  

Wild Shape Improvement

At 8th level, you can use your action to magically assume the shape of a beast that you have seen before of challenge rating 1 or lower. You can use this feature twice. You regain expended uses when you finish a short or long rest.  

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:
Circle of Dreams
Druids who are members of the Circle of Dreams hail from regions that have strong ties to the Feywild and its dreamlike realms. The druids’ guardianship of the natural world makes for a natural alliance between them and good-aligned fey. These druids seek to fill the world with dreamy wonder. Their magic mends wounds and brings joy to downcast hearts, and the realms they protect are gleaming, fruitful places, where dream and reality blur together and where the weary can find rest.

Balm of the Summer Court

At 2nd level, you become imbued with the blessings of the Summer Court. You are a font of energy that offers respite from injuries. You have a pool of fey energy represented by a number of d6s equal to your druid level.

As a bonus action, you can choose an ally you can see within 120 feet of you and spend a number of those dice equal to half your druid level or less. Roll the spent dice and add them together. The target regains a number of hit points equal to the total. The target also gains 1 temporary hit point per die spent.

You regain the expended dice when you finish a long rest.

Hearth of Moonlight and Shadow

At 6th level, home can be wherever you are. During a short or long rest, you can invoke the shadowy power of the Gloaming Court to help guard your respite. At the start of the rest, you touch a point in space, and an invisible, 30-foot-radius sphere of magic appears, centered on that point. Total cover blocks the sphere.

While within the sphere, you and your allies gain a +5 bonus to Dexterity (Stealth) and Wisdom (Perception) checks, and any light from open flames in the sphere (a campfire, torches, or the like) isn't visible outside it.

The sphere vanishes at the end of the rest or when you leave the sphere.

Hidden Paths

Starting at 10th level, you can use the hidden, magical pathways that some fey use to traverse space in a blink of an eye. As a bonus action on your turn, you can teleport up to 60 feet to an unoccupied space you can see. Alternatively, you can use your action to teleport one willing creature you touch up to 30 feet to an unoccupied space you can see.

You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.

Walker in Dreams

At 14th level, the magic of the Feywild grants you the ability to travel mentally or physically through dreamlands.

When you finish a short rest, you can cast one of the following spells, without expending a spell slot or requiring material components: Dream (with you as the messenger), Scrying, or Teleportation Circle.

This use of Teleportation Circle is special. Rather than opening a portal to a permanent teleportation circle, it opens a portal to the last location where you finished a long rest on your current plane of existence. If you haven't taken a long rest on your current plane, the spell fails but isn't wasted.

Once you use this feature, you can't use it again until you finish a long rest.
Circle of the Land
The Circle of the Land is made up of mystics and sages who safeguard ancient knowledge and rites through a vast oral tradition. These druids meet within sacred circles of trees or standing stones to whisper primal secrets in Druidic. The circle's wisest members preside as the chief priests of communities that hold to the Old Faith and serve as advisors to the rulers of those folk. As a member of this circle, your magic is influenced by the land where you were initiated into the circle's mysterious rites.

Bonus Cantrip

When you choose this circle at 2nd level, you learn one additional druid cantrip of your choice.

Natural Recovery

Starting at 2nd level, you can regain some of your magical energy by sitting in meditation and communing with nature. During a short rest, you choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your druid level (rounded up), and none of the slots can be 6th level or higher. You can't use this feature again until you finish a long rest.

For example, when you are a 4th-level druid, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level slot or two 1st-level slots.

Circle Spells

Your mystical connection to the land infuses you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to circle spells connected to the land where you became a druid. Choose that land – arctic, coast, desert, forest, grassland, mountain, swamp, or Underdark – and consult the associated list of spells.

Once you gain access to a circle spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that doesn't appear on the druid spell list, the spell is nonetheless a druid spell for you.

Land's Stride

Starting at 6th level, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.

In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such as those created by the Entangle spell.

Nature's Ward

When you reach 10th level, you can't be charmed or frightened by elementals or fey, and you are immune to poison and disease.

Nature's Sanctuary

When you reach 14th level, creatures of the natural world sense your connection to nature and become hesitant to attack you. When a beast or plant creature attacks you, that creature must make a Wisdom saving throw against your druid spell save DC. On a failed save, the creature must choose a different target, or the attack automatically misses. On a successful save, the creature is immune to this effect for 24 hours.

The creature is aware of this effect before it makes its attack against you.
Circle of the Moon
Druids of the Circle of the Moon are fierce guardians of the wilds. Their order gathers under the full moon to share news and trade warnings. They haunt the deepest parts of the wilderness, where they might go for weeks on end before crossing paths with another humanoid creature, let alone another druid.

Changeable as the moon, a druid of this circle might prowl as a great cat one night, soar over the treetops as an eagle the next day, and crash through the undergrowth in bear form to drive off a trespassing monster. The wild is in the druid's blood.

Combat Wild Shape

When you choose this circle at 2nd level, you gain the ability to use Wild Shape on your turn as a bonus action, rather than as an action.

Additionally, while you are transformed by Wild Shape, you can use a bonus action to expend one spell slot to regain 1d8 hit points per level of the spell slot expended.

Circle Forms

The rites of your circle grant you the ability to transform into more dangerous animal forms. Starting at 2nd level, you can use your Wild Shape to transform into a beast with a challenge rating as high as 1. You ignore the Max. CR column of the Beast Shapes table, but must abide by the other limitations there.

Starting at 6th level, you can transform into a beast with a challenge rating as high as your druid level divided by 3, rounded down.

Primal Strike

Starting at 6th level, your attacks in beast form count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Elemental Wild Shap

At 10th level, you can expend two uses of Wild Shape at the same time to transform into an air elemental, an earth elemental, a fire elemental, or a water elemental.

Thousand Forms

By 14th level, you have learned to use magic to alter your physical form in more subtle ways. You can cast the Alter Self spell at will.
Circle of the Shepherd
Druids of the Circle of the Shepherd commune with the spirits of nature, especially the spirits of beasts and the fey, and call to those spirits for aid. These druids recognize that all living things play a role in the natural world, yet they focus on protecting animals and fey creatures that have difficulty defending themselves. Shepherds, as they are known, see such creatures as their charges. They ward off monsters that threaten them, rebuke hunters who kill more prey than necessary, and prevent civilization from encroaching on rare animal habitats and on sites sacred to the fey.

Many of these druids are happiest far from cities and towns, content to spend their days in the company of animals and the fey creatures of the wilds. Members of this circle become adventurers to oppose forces that threaten their charges or to seek knowledge and power that will help them safeguard their charges better. Wherever these druids go, the spirits of the wilderness are with them.

Speech of the Woods

At 2nd level, you gain the ability to converse with beasts and many fey.

You learn to speak, read, and write Sylvan. In addition, beasts can understand your speech, and you gain the ability to decipher their noises and motions. Most beasts lack the intelligence to convey or understand sophisticated concepts, but a friendly beast could relay what it has seen or heard in the recent past. This ability doesn’t grant you any special friendship with beasts, though you can combine this ability with gifts to curry favor with them as you would with any nonplayer character.

Spirit Totem

Starting at 2nd level, you gain the ability to call forth nature spirits and use them to influence the world around you.

As a bonus action, you can magically summon an incorporeal spirit to a point you can see within 60 feet of you. The spirit creates an aura in a 30-foot radius around that point. It counts as neither a creature nor an object, though it has the spectral appearance of the creature it represents. As a bonus action, you can move the spirit up to 60 feet to a point you can see.

The spirit persists for 1 minute. Once you use this feature, you can’t use it again until you finish a short or long rest.

The effect of the spirit’s aura depends on the type of spirit you summon from the options below.

Bear Spirit. The bear spirit grants you and your allies its might and endurance. Each creature of your choice in the aura when the spirit appears gains temporary hit points equal to 5 + your druid level. In addition, you and your allies gain advantage on Strength checks and Strength saving throws while in the aura.
Hawk Spirit. The hawk spirit is a consummate hunter, aiding you and your allies with its keen sight. When a creature makes an attack roll against a target in the spirit’s aura, you can use your reaction to grant advantage to that attack roll. In addition, you and your allies have advantage on Wisdom (Perception) checks while in the aura.
Unicorn Spirit. The unicorn spirit lends its protection to those nearby. You and your allies gain advantage on all ability checks made to detect creatures in the spirit’s aura. In addition, if you cast a spell using a spell slot that restores hit points to any creature inside or outside the aura, each creature of your choice in the aura also regains hit points equal to your druid level.

Mighty Summoner

At 6th level, beasts and fey that you conjure are more resilient than normal. Any beast or fey summoned or created by a spell that you cast gains two benefits:
  • The creature appears with more hit points than normal: 2 extra hit points per Hit Die it has.s
  • The damage from its natural weapons is considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks and damage.


Guardian Spirit

Guardian Spirit

Faithful Summons

Starting at 14th level, the nature spirits you commune with protect you when you are the most defenseless. If you are reduced to 0 hit points or are incapacitated against your will, you can immediately gain the benefits of Conjure Animals as if it were cast with a 9th-level spell slot. It summons four beasts of your choice that are challenge rating 2 or lower. The conjured beasts appear within 20 feet of you. If they receive no commands from you, they protect you from harm and attack your foes. The spell lasts for 1 hour, requiring no concentration, or until you dismiss it (no action required).

Once you use this feature, you can’t use it again until you finish a long rest.
Circle of the Spores
Druids of the Circle of Spores find beauty in decay. They see within mold and other fungi the ability to transform lifeless material into abundant, albeit somewhat strange, life. These druids believe that life and death are parts of a grand cycle, with one leading to the other and then back again. Death isn't the end of life, but instead a change of state that sees life shift into a new form.

Druids of this circle have a complex relationship with the undead. They see nothing inherently wrong with undeath, which they consider to be a companion to life and death. But these druids believe that the natural cycle is healthiest when each segment of it is vibrant and changing. Undead that seek to replace all life with undeath, or that try to avoid passing to a final rest, violate the cycle and must be thwarted.

Circle Spells

Your symbiotic link to fungi and your ability to tap into the cycle of life and death grants you access to certain spells. At 2nd level, you learn the Chill Touch cantrip.

At 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Circle of Spores Spells table. Once you gain access to one of these spells, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that doesn't appear on the druid spell list, the spell is nonetheless a druid spell for you.

Halo of Spores

Starting at 2nd level, you are surrounded by invisible, necrotic spores that are harmless until you unleash them on a creature nearby. When a creature you can see moves into a space within 10 feet of you or starts its turn there, you can use your reaction to deal 1d4 necrotic damage to that creature unless it succeeds on a Constitution saving throw against your spell save DC. The necrotic damage increases to 1d6 at 6th level, 1d8 at 10th level, and 1d10 at 14th level.

Symbiotic Entity

    Also at 2nd level, you gain the ability to channel magic into your spores. As an action, you can expend a use of your Wild Shape feature to awaken those spores, rather than transforming into a beast form, and you gain 4 temporary hit points for each level you have in this class. While this feature is active, you gain the following benefits
  • When you deal your Halo of Spores damage, roll the damage die a second time and add it to the total.
  • Your melee weapon attacks deal an extra 1d6 necrotic damage to any target they hit.
These benefits last for 10 minutes, until you lose all these temporary hit points. or until you use your Wild Shape again.

Fungal Infestation

At 6th level, your spores gain the ability to infest a corpse and animate it. If a beast or a humanoid that is Small or Medium dies within 10 feet of you, you can use your reaction to animate it, causing it to stand up immediately with 1 hit point. The creature uses the Zombie stat block in the Monster Manual. It remains animate for 1 hour, after which time it collapses and dies.

In combat, the zombie's turn comes immediately after yours. It obeys your mental commands, and the only action it can take is the Attack action, making one melee attack.

You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.

Spreading Spores

At 10th level, you gain the ability to seed an area with deadly spores. As a bonus action while your Symbiotic Entity feature is active, you can hurl spores up to 30 feet away, where they swirl in a 10-foot cube for 1 minute. The spores disappear early if you use this feature again, if you dismiss them as a bonus action, or if your Symbiotic Entity feature is no longer active.

Whenever a creature moves into the cube or starts its turn there, that creature takes your Halo of Spores damage, unless the creature succeeds on a Constitution saving throw against your spell save DC. A creature can take this damage no more than once per turn.

While the cube of spores persists, you can't use your Halo of Spores reaction.

Fungal Body

At 14th level, the fungal spores in your body alter you: you can't be blinded, deafened, frightened, or poisoned, and any critical hit against you counts as a normal hit instead, unless you're incapacitated.
Circle of Mutation

Circle of Mutation

Druids of the Circle of Mutation believe that nature should be improved in order to compete with the unnatural world. Their order hides in the darkest corners of swamps and forests, conducting experiments to warp the structure of their domain. They go unheard from for months on end, emerging from the wild with twisted vines and mutated creatures at their side.   These druids have earned the scorn of other circles, discredited as those who have lost their way. In the eyes of a mutation druid, those who wish to preserve nature as it is simply fear what change brings.  

Mutate Shape

Starting when you choose this circle at 2nd level, you can use a bonus action to use your Wild Shape.   In addition, while you are transformed by Wild Shape, you can use a bonus action to expend a spell slot and gain a number of mutation points equal to the level of the spell slot expended. These mutation points last until they are spent or your use of Wild Shape ends. While you are in your beast shape you can expend one or more mutation points (no action required by you) to select a mutation from the list below. When you do, your physical body contorts and changes in a gruesome display.   Chosen mutations last for the duration of your Wild Shape.   Creature of the Sea. For 1 mutation point, you can breathe air and water and gain a swim speed of 30 feet. For an additional 1 mutation point, your swim speed increases to 60 feet.   Creature of the Sky. For 3 mutation points, you gain a fly speed of 30 feet. For an additional 2 mutation points, your fly speed increases to 60 feet.   Darkvision. For 1 mutation point, you gain darkvision out to a distance of 60 feet.   Echolocation. For 4 mutation points, you have blindsight out to a distance of 30 feet while you are not deafened.   Enchanted Attacks. For 1 mutation point, your attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.   Enlarge. For 1 mutation point, your size increases by one step (from Medium to Large, for example). You can spend an additional 2 mutation points to increase your size by two steps instead (from Medium to Huge, for example).   Multiattack. For a number of mutation points equal to 2 + 2 x your beast form’s CR, whenever you use your action to make a natural weapon attack, you can make two natural weapon attacks instead. Creatures that already have multiattack can take one additional natural weapon attack.   Natural Armor. For 1, 2, or 3 mutation points you increase your AC by an equal amount.   Reduce. For 1 mutation point, your size decreases by one step (from Medium to Small, for example). You can spend an additional 2 mutation points to decrease your size by two steps instead (from Medium to Tiny, for example).   Unnatural Voice. For 1 mutation point, you can speak as normal, even if your beast shape lacks the anatomy for such vocalizations. This does not allow for spellcasting while in Wild Shape form.   Venomous Attacks. For 2 mutation points, attacks you make with your natural weapons deal an additional 1d4 poison damage.  

Circle Forms

Also at 2nd level, your ability to transform into dangerous beasts is enhanced. Starting when you gain this feature, you can use your Wild Shape to transform into a beast with a challenge rating 1 or lower. You ignore the Max CR column of the Beast Shapes table, but must abide by the other limitations there.   Starting at 6th level, you can transform into a beast with a challenge rating equal to or less than your druid level divided by 3, rounded down.  

Unnatural and Unnerving

Starting at 6th level, you gain proficiency with the Intimidation skill if you don’t already have it. If you are already proficient in Intimidation, you gain proficiency in one skill of your choice from the following: Athletics, Acrobatics, Perception, Stealth, or Survival.   In addition, you have advantage on Charisma (Intimidation) ability checks you make while you are in your beast shape and have at least one mutation.  

Endless Evolution

At 10th level, when you enter your Wild Shape you gain a number of mutation points equal to your Wisdom modifier (minimum 1). Unspent mutation points are lost when you leave your beast shape.   In addition, you can use an action to touch a beast and expend a spell slot, causing it to mutate to your liking.   You gain a number of mutation points equal to the level of the spell slot or the CR of the beast, whichever is lower. As part of the same action, you must spend all mutation points on mutations which manifest in the beast. Unspent mutation points are lost. Mutations remain indefinitely until the same beast is targeted by a different use of this feature or the dispel magic spell, remove curse spell, or similar magic.  

Apex Predator Aura

Starting at 14th level, beasts that begin their turn within 30 feet of you must make a Wisdom saving throw with a DC equal to your druid spell save. On a failure, the creature is frightened for 10 minutes. On a success, the creature is immune to this effect for the next 24 hours. An affected creature can use its action on each subsequent turn to steel themselves and repeat the saving throw, ending and becoming immune to this fear effect for the next 24 hours on a success.   You can use an action to cause this aura to affect chosen creatures within 30 feet, instead of only beasts, until the start of your next turn. Once you use this special action, you can’t use it again until you finish a long rest.

Statblocks for your familiars, mounts etc.

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

Dinosaur, Allosaurus

Large beast, unaligned
Armor Class 13 (natural armor)
Hit Points 51 (6d10 + 18) 6d10+18
Speed 60ft

STR
19 +4
DEX
13 +1
CON
17 +3
INT
2 -4
WIS
12 +1
CHA
5 -3

Skills Perception +5
Senses passive Perception 15
Challenge 2 (450 XP)


Pounce. If the allosaurus moves at least 30 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the allosaurus can make one bite attack against it as a bonus action.


Actions

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) 2d10+4 piercing damage.
  Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) 1d8+4 slashing damage.


 

The allosaurus is a predatory dinosaur of great size, strength, and speed. It can run down almost any prey over open ground, pouncing to pull creatures down with its wicked claws.

Grassland

SRD

Polar Bear

Large beast, unaligned
Armor Class 12
Hit Points 42 5d10+15
Speed 40ft Swim: 30ft

STR
20 +5
DEX
10 0
CON
16 +3
INT
2 -4
WIS
13 +1
CHA
7 -2

Skills Perception +3
Senses passive Perception 13
Challenge 2 (450 XP)


Keen Smell. the bear has advantage on Wisdom (Pereception) checks that rely on smell.


Actions

Multiattack. The bear makes two attacks: one with its bite and one with its claws.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 1d8+5 piercing damage.
Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 2d6+5 slashing damage.


 
SRD

Brown Bear

Large beast, unaligned
Armor Class 11
Hit Points 34 4d10+12
Speed 40ft Climb: 30ft

STR
19 +4
DEX
10 0
CON
16 +3
INT
2 -4
WIS
13 +1
CHA
7 -2

Skills Perception +3
Senses passive Perception 13
Challenge 1 (200 XP)


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


Actions

Multiattack. The bear makes two attacks: one with its bite and one with its claws.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 1d8+4 piercing damage.
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 1d8+4 slashing damage.


 
SRD

Giant Rat

Small beast, unaligned
Armor Class 12
Hit Points 7 2d6
Speed 30ft

STR
7 -2
DEX
15 +2
CON
11 0
INT
2 -4
WIS
10 0
CHA
4 -3

Senses darkvision 60 ft., passive Perception 10
Challenge 1/8 (25 XP)


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


Actions

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


 
SRD

Giant Ape

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

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
Challenge 7 (2,900 XP)


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: 22 3d10+6 bludgeoning 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.


 

Statblocks for race/species of the character.

HH

Ratfolk

Ratfolk are small, rodentlike humanoids with twitching snouts, bony feet, and long, pink tails. They are about the same size as halflings but of a slimmer build. They often wear hooded cloaks or long robes to conceal their true nature from the gaze of casual onlookers.
ability score increase: Your Dexterity score increases by 2 and your Intelligence score increases by 1, but your Strength score reduces by 2.
age: Ratfolk have shorter lifespans than humans, reaching adulthood at around age 12. They live up to 60 years.
alignment: Ratfolk care more about their close-knit families and acquiring material goods than any lofty ideals. Most tend to be neutral in alignment.
Size: Small
speed: Your base walking speed is 25 feet.
Languages: You can speak, read, and write Common and Undercommon.
race features:
Swim. Ratfolk are capable, if slow, swimmers. You have a swimming speed of 10 feet.   Darkvision. Accustomed to living underground and in other dingy places, you have superior vision in dark and dim conditions. To a distance of 60 feet from yourself, you can see in dim light 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.   Nimbleness. You can move through a hostile creature’s space in combat as long as it is size Medium or larger.   Pack Tactics. You have advantage on your attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't incapacitated.   Rodent Empathy. You have advantage on Handle Animal checks to influence the behavior of rodents.

RATFOLK NAMES

Among themselves, ratfolk use names that identify their family and their place within the family, in the same mold as human names like Ivan Ivorson. They seldom use these names among non-ratfolk, however. Instead, they seem to derive perverse pleasure and great humor from giving themselves nicknames that make humans and elves uncomfortable, such as Plaguesores and Stinqface. Ratfolk are infamously hard to offend, so the more offensive the nickname, the more it amuses them. These nicknames are no different between males and females.   Ratfolk Nicknames. Bloodylips, Carrionsqarfer, Fleshstripper, Gutspill, Puslicker, Rotstench, Sewergass

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 0 Spells

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

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

PHB

Thorn Whip

0-level (Cantrip) Transmutation

Casting Time: 1 action
Range/Area: 30 feet
Components: V, S, M
Materials: the stem of a plant with thorns
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: The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Level 1 Spells

Player's Handbook

Cure Wounds

1-level Evocation

Casting Time: 1 action
Range/Area: Touch
Components: V, S
Duration: Instantaneous
A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.
Available for: Artificer, Bard, Cleric, Druid, Paladin, Ranger

PHB

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.

PHB

Speak with Animals

1-level Divination

Casting Time: 1 action
Range/Area: Self
Components: V, S
Duration: 10 minutes
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 GM's discretion.

PHB

Goodberry

1-level Transmutation

Casting Time: 1 action
Range/Area: Touch
Components: V, S, M
Materials: a sprig of mistletoe
Duration: Instantaneous
Up to ten berries appear in your hand and are infused with magic for the duration. A creature can use its action to eat one berry. Eating a berry restores 1 hit point, and the berry provides enough nourishment to sustain a creature for one day. The berries lose their potency if they have not been consumed within 24 hours of the casting of this spell.

Level 2 Spells

Wither and Bloom

2-level Necromancy

Casting Time: 1 Action
Range/Area: 60 feet
Components: V, S, M
Materials: a withered vine twisted into a loop
Duration: Instantaneous
You invoke both dead and life upon a 10-foot-radius sphere centered on a point within range. Each creature of your choice in that area must make a Constitution saving throw, taking 2*D6 necrotic damage on a failed save, or half as much on a successful one. Nonmagical vegetation n that area withers. 
In addition, one creature of your choice in that area can spend and roll one of its Hit Dice and regain a number of Hit points equal to the roll plus your spellcasting ability modifier.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1*D6 for each slot above 2nd, and the number of Hit Dice that can be spend and added to the healing roll increases by one for each slot above 2nd.
Available for: Druid, Sorcerer, Wizard

Player's Handbook p255

Lesser Restoration

2-level Abjuration

Casting Time: 1 action
Range/Area: Touch
Components: V, S
Duration: Instantaneous

You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.
Available for: Artificer, Bard, Cleric, Druid, Paladin, Ranger, Sorcerer (Divine Soul), Warlock (The Celestial)

Level 3 Spells

PHB

Conjure Animals

3-level Conjuration

Casting Time: 1 action
Range/Area: 60 feet
Components: V, S
Duration: Concentration, 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 GM has the creatures' statistics. Sample creatures can be found below.
 
CR Creature Name
0 Frog, Sea Horse, Baboon, Badger, Bat, Cat, Crab, Deer, Eagle, Giant Fire Beetle, Goat, Hawk, Hyena, Jackal, Lizard, Octopus, Owl, Quipper, Rat, Raven, Scorpion, Spider, Vulture, Weasel
1/8 Blood Hawk, Camel, Flying Snake, Giant Crab, Giant Rat, Giant Weasel, Mastiff, Mule, Poisonous Snake, Pony, Stirge
1/4 Axe Beak, Boar, Constrictor Snake, Draft Horse, Elk, Giant Badger, Giant Bat, Giant Centipede, Giant Frog, Giant Lizard, Giant Owl, Giant Poisonous Snake, Giant Wolf Spider, Panther, Riding Horse, Wolf
1/2 Ape, Black Bear, Crocodile, Giant Goat, Giant Sea Horse, Giant Wasp, Reef Shark, Warhorse
1 Brown Bear, Dire Wolf, Giant Eagle, Giant Hyena, Giant Octopus, Giant Spider, Giant Toad, Giant Vulture, Lion, Tiger
2 Giant Boar, Giant Constrictor Snake, Giant Elk, Hunter Shark, Plesiosaurus, Polar Bear, Rhinoceros, Saber-toothed Tiger
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.

PHB

Revivify

3-level Necromancy

Casting Time: 1 action
Range/Area: Touch
Components: V, S, M
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.

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


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EmpyreanDM.

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Character Sheet (latest)

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