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Velma

11 Level (0/100000 XP for level-up) Badlands, Bounty Hunter Background Kitsune (Inquisitve) Race / Species / Heritage Alignment
Druid
Level 11
Hit Dice: 11/11
1d8+2 Class 1

STR
10
+0
DEX
13
+1
CON
14
+2
INT
16
+3
WIS
20
+5
CHA
12
+1
97
Hit Points
+1
Initiative (DEX)
18
Armor Class (AC)
+4
Prof. Bonus
40
Speed (walk/run/fly)
19
Passive Perception
Spellcasting ...
+9 Attack mod
WIS Ability
+5 Abi Mod
17 Save DC
+8 Expertise Bonus
+4 Proficiency Bonus
+0 Strength
+1 Dexterity
+2 Constitution
+7 Intelligence
+9 Wisdom
+1 Charisma
saving throws
+1 Acrobatics DEX
+5 Animal Handling WIS
+3 Arcana INT
+0 Athletics STR
+1 Deception CHA
+3 History INT
+5 Insight WIS
+1 Intimidation CHA
+3 Investigation INT
skills
+5 Medicine WIS
+3 Nature INT
+9 Perception WIS
+1 Performance CHA
+1 Persuasion CHA
+3 Religion INT
+1 Sleight of Hand DEX
+1 Stealth DEX
+9 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Attacks

Spell Book

Badlands
You gain a +10 to your maximum hitpoints.
You gain a +2 bonus to all saving throws.
The badlands is a waterless desert made of sand and rocks, the heat is dangerous to those that aren't used to it. The badlands used to be a land like Degreedia where slavery is rampant and murder was legal in some sick way. After the Freedom King took the throne, this all changed and now it is illegal (Although there are some clans and people who refuse to abide by this rule). The badlands has many ancient ruins and random monuments made of metals & stones. The residents of the continent use large scorpion-like creatures to ride through the barren land. The Freedom king is a Loxodon who was hunted for their tusks and caught as a slave many years ago, after going through a tournament known as "The Bloodshed" he won his freedom and then proceeded to then enter into the "King's Game" to beat the previous king known as the Tyrant King. After he was crowned he then made the badlands what it was today.

Bounty Hunter
You gain the halfling lucky racial feature, and if you should roll a 1 again even when rerolled you gain temp hp equal to your level.
You gain prof in runic firearms.
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Kitsune
Kitsune are fae, they live in tribes within the forests. Different tribes have different outlooks on life, some are assassins while others are warriors but all of them use their blood to empower themself. Kitsune can channel the energy in their blood to go into an enraged state, and their tails will flair up while staying in that form. Kitsune gain tails the stronger they get, the strongest kitsune had 30 tails before disappearing. The appearance of Kitsune is a human with fox-like features, like ears, a tail, and furred arms. While transformed their form becomes even more animalistic as they grow claws and sharp teeth. The prefer style of kitsune is kimonos and more eastern style as they tend to be easier to wear when transformed. Size: Medium, Small (When shapeshifted)

Age: They live from 200 to 250 years old, and they reach maturity at 50.

Speed: 30ft, 30ft climb

Tails of Power: You have tails equal to your character level, you can use your bonus action to activate your Yokai form for a number of rounds equal to your tails once per long rest. Your form effect is determined by your Ancestry.

Shapeshifter: As an action, you can change into your fox form, while in this form you are a small creature and can dash as a bonus action. You can also fit into smaller spaces that usually small creatures cannot fit into.

Blood of the Ancients: You know primal savagery cantrip and can cast it using a stat of your choice. Language: Common and Sylvan

Investigator
Future Intuition: Once per short or long rest, you can tap into your predictive intuition to gain cryptic yet useful insights about future events. As an action, you can make an Intelligence (Investigation), Wisdom (Perception), or Wisdom (Insight) check, with the DC determined by the DM based on the complexity and nature of the information you seek. On a success, you receive a vision or insight about an event that will occur within the next 24 hours. This vision may take the form of a detailed scene, symbolic images, or abstract impressions. Once per activation, you can ask the DM up to 3 specific yes/no questions about the vision's content, gaining further clarification.

Form of The Inquisition: When you activate your Yokai form, you gain the ability to pierce the veil of time and glimpse future outcomes. You gain the following;
  • You have advantage on all Intelligence (Investigation), Wisdom (Perception), and Wisdom (Insight) checks.
  • You can take an additional action and reaction. Whenever an ally within 15ft of you takes a turn, you regain one of your reactions.
  • As a reaction, you can impose disadvantage on an attack against you or an ally, as your foresight allows you to react to the threat before it fully manifests.
  • Once during the duration, you can grant one ally within 60 feet an additional action on their turn, at the start of your turn.
  • ____________________________________________________________________________________________________________
    Druid: Circle of Mysteries
    Level 1 Features
    Spellcasting: You have learned to cast spells through studying the mystical forces of nature. See the Player’s Handbook for the rules on spellcasting. The information below details how you use those rules with Druid spells.
    Cantrips: You know two cantrips of your choice from the Druid spell list. Druidcraft and Produce Flame are recommended.
    Whenever you gain a Druid level, you can replace one of your cantrips with another cantrip of your choice from the Druid spell list.
    When you reach Druid levels 4 and 10, you learn another cantrip of your choice from the Druid spell list, as shown in the Cantrips column of the Druid Features table.
    Spell Slots: The Druid Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.
    Prepared Spells of Level 1+: You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose four level 1 spells from the Druid spell list. Animal Friendship, Cure Wounds, Faerie Fire, and Thunderwave are recommended.
    The number of spells on your list increases as you gain Druid levels, as shown in the Prepared Spells column of the Druid Features table. Whenever that number increases, choose additional spells from the Druid spell list until the number of spells on your list matches the number on the table. The chosen spells must be of a level for which you have spell slots. For example, if you’re a level 3 Druid, your list of prepared spells can include six spells of levels 1 and 2 in any combination.
    If another Druid feature gives spells that you always have prepared, those spells don’t count against the number of spells on the list you prepare with this feature, but those spells otherwise count as Druid spells for you.
    Changing Your Prepared Spells: Whenever you finish a Long Rest, you can change your list of prepared spells, replacing any of the spells there with other Druid spells for which you have spell slots.
    Spellcasting Ability: Wisdom is your Spellcasting Ability for your Druid spells.
    Spellcasting Focus: You can use a Druidic Focus as a Spellcasting Focus for your Druid spells.

    Druidic: You know Druidic, the secret language of Druids. While learning this ancient tongue, you also unlocked the magic of speaking to animals; you always have the Speak with Animals spell prepared.
    You can use Druidic to leave hidden messages. You and others who know Druidic automatically spot such a message. Others spot the message’s presence with a successful DC 15 Intelligence (Investigation) check but can’t decipher it without magic.

    Primal Order: You have dedicated yourself to one of the following sacred roles of your choice.
    Magician: You know one extra cantrip from the Druid spell list. In addition, your mystical connection to nature gives you a bonus to your Intelligence (Arcana or Nature) checks. The bonus equals your Wisdom modifier (minimum bonus of +1).
    Warden: Trained for battle, you gain proficiency with Martial weapons and training with Medium Armor.

    Level 2 Features
    Wild Shape: The power of nature allows you to assume the form of an animal. As a Bonus Action, you shape-shift into a Beast form that you have learned for this feature (see “Known Forms” below). You stay in that form for a number of hours equal to half your Druid level or until you use Wild Shape again, have the Incapacitated condition, or die. You can also leave the form early as a Bonus Action.
    Number of Uses: You can use Wild Shape twice. You regain one expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest.
    You gain additional uses when you reach certain Druid levels, as shown in the Wild Shape column of the Druid Feature table.
    Known Forms: You know four Beast forms for this feature, chosen from among Beast stat blocks that have a maximum Challenge Rating of 1/4 and that lack a Fly Speed. The Rat, Riding Horse, Spider, and Wolf are recommanded. Whenever you finish a Long Rest, you can replace one of your known forms with another eligible form.
    When you reach certain Druid levels, your number of known forms and the maximum Challenge Rating for those forms increases, as shown in the Beast Shapes table. In addition, starting at level 8, you can adopt a form that has a Fly Speed.
    When choosing known forms, you may look in the Monster Manual or elsewhere for eligible Beasts if the Dungeon Master permits you to do so.
    BEST SHAPES































    Druid Level Known Forms Max CR Fly Speed
    2 4 1/4 No
    4 6 1/2 No
    8 8 1 Yes
    Rules While Shape-Shifted: While in a form, you retain your personality, memories, and ability to speak, and the following rules apply:
    Temporary Hit Points: When you assume a Wild Shape form, you gain a number of Temporary Hit Points equal to your Druid level.
    Game Statistics: Your game statistics are replaced by the statistics of the Beast's stat block, but you retain your creature type; Hit Points; Hit Point Dice; Intelligence, Wisdom, and Charisma scores; class features; languages; and feats. You also retain your skill and saving throw proficiencies and use your Proficiency Bonus for them, in addition to gaining the proficiencies of the creature. If a skill or saving thow modifier in the Beast'stat block is higher than yours, use the one in the stat block.
    No Spellcasting: You can’t cast spells, but shape-shifting doesn’t break your Concentration or otherwise interfere with a spell you’ve already cast.
    Objects: Your ability to handle objects is determined by the form’s limbs rather than your own. In addition, 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's practical for the new form to wear a piece of equipment based on the creature’s size and shape. 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 the form. Equipment that merges with the form has no effect while you're in that form.

    Wild Companion: You can summon a nature spirit that assumes an animal form to aid you. As a Magic action, you can expend a spell slot or a use of Wild Shape to cast the Find Familiar spell without material components.
    When you cast the spell in this way, the familiar is a Fey, and it disappears when you finish a Long Rest.

    ::Mystery of the World:: At 2nd level, you gain the ability to use their Druidic magic to cast spells from the Wizard spell list. You can choose a number of spells from the Wizard spell list equal to your Druid level + your Wisdom modifier, and you can cast these spells using your Druid spell slots. In addition, you can replace one of your druid cantrips with a wizard cantrip.

    ::Looking For Clues:: As a bonus action, you can expend a wild shape to attain an amount of mental resources equal to your prof modifier called Clues. You can expend the clues to do the following features;
  • As an action, you can choose an ally within 30ft of you. The ally gains temp hp equal to your WIS + Druid level and they gain advantage on their next ability checks for the next hour.
  • As an action, you can expend a clue to empower yourself with unknown knowledge. For an amount of hours equal to your druid level, you can touch a creature, object, or structure and gain knowledge related to that thing you touch. The information is related to the least known thing about it. CHANGED: 1/object/hr. So in context of text rp: 1 time use. and in a Session: 1 time use.
  • As a bonus action, you can touch a weapon and expend an amount of clues of your choice. Each clue expended on this weapon will give it a random ancient enchantment of the DMs choice. The effect lasts for an amount of hours equal to your druid level, and you can rechoose the last effect on the weapon next time you use this feature.

  • Level 3 Feature
    Druid Subclass: You gain a Druid subclass of your choice. The Circle of the Land, the Circle of the Moon, the Circle of the Sea, and the Circle of the Stars subclasses are detailed after this class’s description. A subclass is a specialization that grants you special abilities at certain Druid levels. For the rest of your career, you gain each of your subclass’s features that are of your Druid level and lower.

    Level 4, 8, 12, 16 Feature
    Ability Score Improvement: You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Druid levels 8, 12, and 16.

    Level 5 Feature
    Wild Resurgence: Once on each of your turns, if you have no uses of Wild Shape left, you can give yourself one use by expending a spell slot (no action required).
    In addition, you can expend one use of Wild Shape (no action required) to give yourself a level 1 spell slot, and you can’t do so again until you finish a Long Rest.

    Level 6 Feature
    ::Explorer of Mysterious Lands:: You can expend a clue to cast detect object, you cast it in its usual way or you can choose to specify a rare object.
    Once you have casted a spell this way, you cannot do so until a long rest or until you expend another wild shape.

    Level 7 Feature
    Elemental Fury: The might of the elements flows through you. You gain one of the following options of your choice.
    Potent Spellcasting: You add your Wisdom modifier to the damage you deal with any Druid cantrip.
    Primal Strike: Once on each of your turns when you hit a creature with an attack roll using a weapon or a Beast form’s attack in Wild Shape, you can cause the target to take an extra 1d8 Cold, Fire, Lightning, or Thunder damage (choose when you hit).

    Level 10 Feature
    Finding Your Place: As an action, you can place a clue to a spot within 30ft of you, while the clue is there it gains a physical form in a shape of a ?. The clue lasts for 1 minute, and as a bonus action you can move it 30ft in a direction of your choice. When a hostile creature starts its turn within 10ft of the clue, they must make a INT save or become stunned until the start of their next turn and the clue disappears.
    You can only have one clue out at a time.

    Level 14 Feature
    ::Mysterious Madness:: You have unlocked the secrets of mysteries allowing you to have a slight glimpse of madness. You gain proficiency in a saving throw of your choice, and you are immune to madness.
    You can expend a clue to touch another creatures head, the creature gains any knowledge of your choice. If the knowledge is too much, the creature must make a Wisdom saving throw or take 10d10 psychic damage and undergo the feeblemind spell for 1 minute.

    Level 15 Feature
    Improved Elemental Fury: The option you chose for Elemental Fury grows more powerful, as detailed below.
    Potent Spellcasting: When you cast a Druid cantrip with a range of 10 feet or greater, the spell’s range increases by 300 feet.
    Primal Strike: The extra damage of your Primal Strike increases to 2d8.

    Level 18 Feature
    Beast Spells: While using Wild Shape, you can cast spells in Beast form, except for any spell that has a Material component with a cost specified or that consumes its Material component.

    Level 19 Feature
    Epic Boon: You gain an Epic Boon feat or another feat of your choice for which you qualify. Boon of Dimensionnal Travel is recommended.

    Level 20 Feature
    Archdruid: The vitality of nature constantly blooms within you, granting you the following benefits.
    Evergreen Wild Shape: Whenever you roll Initiative and have no uses of Wild Shape left, you regain one expended use of it.
    Nature Magician: You can convert uses of Wild Shape into a spell slot (no action required). Choose a number of your unexpended uses of Wild Shape and convert them into a single spell slot, with each use contributing 2 spell levels. For example, if you convert two uses of Wild Shape, you produce a level 4 spell slot. Once you use this benefit, you can’t do so again until you finish a Long Rest.
    Longevity: The primal magic that you wield causes you to age more slowly. For every ten years that pass, your body ages only one year.
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    Feats
    Sharpshooter
    Mobile
    Observant
    Fey Touched

    Features & Traits
    Dark-Matters & Anti-Matters
    Rare Unique, Pistol Automatic - (range 50/150), loading, arcane focus - 2d6 Radiant (Dark-Matters) & Necrotic (Anti-Matters)
    These dual pistols are made of an unknown material, however one seems to be made of a lightless black ore while the other is made of a heavy ore. It glows when fired.

    Dark Shot: When you attack with Dark-Matters, you can cause the creature to take an additional d6 necrotic damage, and they have disadvantage on concentration checks.
    When a creature within 120ft of you casts a spell, you can use your reaction you can choose to make one range attack with Dark-Matters and force them to make a intelligence save against your spell save DC or the spell fails to cast.

    Anti Shot: When you attack with Anti-Matters, you can cause the creature to take an additional d6 radiant damage, and when you score a critical hit with this weapon the creature takes an additional 14 necrotic damage.
    Your weapon scores a critical hit on 17 to 20s, however you critically miss on 1 to 3s.
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    Staff of the Healing Wood
    Staff, weapon, rare (requires attunement by a druid) - Simple weapon, melee weapon - 1d6 bludgeoning - versatile (1d8)
    This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While holding it, you have a +2 bonus to spell attack rolls.
    The staff has 10 charges for the following properties. It regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff loses its properties and becomes a nonmagical quarterstaff.

    Spells: You can use an action to expend 1 or more of the staff's charges to cast one of the following spells from it, using your spell save DC: animal friendship (1 charge), awaken (5 charges), barkskin (2 charges), locate animals or plants (2 charges), speak with animals (1 charge), speak with plants (3 charges), or wall of thorns (6 charges). You can also use an action to cast the pass without trace spell from the staff without using any charges.

    Sakura Tree Form: You can use an action to plant one end of the staff in fertile earth and expend 1 charge to transform the staff into a healthy tree. The tree is 60 feet tall and has a 5-foot-diameter trunk, and its branches at the top spread out in a 20-foot radius. The tree appears ordinary but radiates a faint aura of transmutation magic if targeted by detect magic. While touching the tree and using another action to speak its command word or casting dispel magic, you return the staff to its normal form. Any creature in the tree falls when it reverts to a staff. If an ally starts its turn within 30ft of the tree, they heal equal to d8 plus your wisdom modifier.

    Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack.
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    +3 Embrace Plate
    Legendary, Robe (AC 10 plus your spellcasting modifier)
    This robe, woven from the sinews of fallen demons and enchanted with dark rituals, clings to its wearer like a second skin. Its fabric shifts and shimmers with an eerie, otherworldly light, granting both protection and offensive capabilities.

    Embrace of The Mother: When you make a weapon attack, you can choose to make an additional attack with the chains on the robe. The chains lash out with demonic energy, dealing 1d6 plus spell attack modifier piercing damage. The attack bonus for this attack is equal to your spell attack modifier.

    Restoration of Wills: Once per short rest, you can use a bonus action to restore a spell slot of up to 5th level.

    Dark Channeling: When you cast a spell that deals damage, you can add your spellcasting modifier to one damage roll of that spell. Additionally, your spells ignore resistance to necrotic and fire damage.
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    Amulet of Displacement
    While you wear this amulet, it projects an illusion that makes you appear to be standing in a place near your actual location, causing any creature to have disadvantage on attack rolls against you. If you take damage, the property ceases to function until the start of your next turn. This property is suppressed while you are incapacitated, restrained, or otherwise unable to move.
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    Ethereal Silver Eyeliner
    Arcane Eyeliner: It takes one minute to apply this eyeliner. The bottle holds enough product for 1d8+2 applications.

    Visionary: When this eyeliner is applied around your eyes you can see invisible creatures and objects as if they were visible, and you can see into the Ethereal Plane. Ethereal creatures and objects appear ghostly and translucent. These effects last for 1 hour.
    ____________________________________________________________________________________________________________
    Magister's Eyeliner
    Arcane Eyeliner: It takes one minute to apply this eyeliner. The bottle holds enough product for 1d8+2 applications.

    Magical Eyes: When this eyeliner is applied around your eyes you can see a faint aura around any visible creature or object within 30 ft. of you that bears magic. If you are proficient in Arcana, you learn its school of magic, if any. The magic can penetrate most barriers, but it is blocked by 1 ft. of stone, 1 inch of common metal, a thin sheet of lead, or 3 dt. of wood or dirt. These effects last for 1 hour.
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    True Heart Clasp
    A small clasp that can be fastened to the user's ear, like a clip-on earring. It allows the wearer to intuitively better understand people's true intentions. This gives the wearer advantage, and +2 to all insight checks.
    ____________________________________________________________________________________________________________
    Raven or Crow Hoodie
    Scalloped Shaped Batwing Sleeves; Subtle Hood; Oversized Fit
    ____________________________________________________________________________________________________________
    Leather Armor
    Druidic Focus
    Explorers Pack
    Plushies

    Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
    Chosen Cantrips
    Mind Sliver
    Resistance
    Mold Earth
    Primal Savagery

    Chosen Spells
    1st level
    Cure Wounds
    Detect Magic
    Faire Fire
    Entangle

    Wizard specific
    Burning Hands
    Feather Fall
    Magic Missile
    Identify

    2nd level
    Pass Without Trace
    Hold Person
    Lessor Restoration

    Wizard specific
    Misty Step
    Scorching Ray
    Phantasmal Force

    3rd level
    Dispel Magic
    Revivify
    Call Lightning

    Wizard specific
    Fireball
    Counterspell
    Haste

    4th level
    Wall of Fire
    Summon Elemental
    Polymorph

    Wizard specific
    Dimension Door
    Confusion
    Evard's Black Tentacles

    5th Level
    Mass Cure Wounds
    Guardian of Nature

    Wizard specific
    Bigby's Hand
    Enervation

    6th Level
    Druid Grove

    Wizard specific
    Tenser's Transformation
    Spellcasting
    Druidic, Sylvan, Common

    Languages & Proficiencies


    ™ & © Wizards of the Coast - D & D 5e Character Sheet v2.08, made by Tillerz - Updated: 2025-06-11
    To print this sheet: Expand the spell book (if you have any entries there), then click "Print Sheet" at the top, select "Print to PDF" and format A3. Then print the resulting PDF to whichever format you need with "fit to page" selected.

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

    The statblocks of your class features

    Druid

    hit dice: 1d8
    hit points at 1st level: 8 + Constitution Modifier
    hit points at higher levels: 1d8 (or 5) + Constitution Modifier
    armor proficiencies: Light armor, medium armor, shields (druids will not wear armor or use shields made of metal)
    weapon proficiencies: Clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears
    tools: Herbalism kit
    saving throws: Intelligence, Wisdom
    skills: Choose two from Arcana, Animal Handling, Insight, Medicine, Nature, Perception, Religion, and Survival
    starting equipment:
    You start with the following equipment, in addition to the equipment granted by your background:

    • (a) a wooden shield or (b) any simple weapon

    • (a) a scimitar or (b) any simple melee weapon

    • Leather armor, an explorer's pack, and a druidic focus


    spellcasting:
    Drawing on the divine essence of nature itself, you can cast spells to shape that essence to your will.

    Cantrips

    At 1st level, you know two cantrips of your choice from the druid spell list. You learn additional druid cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Druid table.

    Preparing and Casting Spells

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

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

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

    Spellcasting Ability

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

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

    Ritual Casting

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

    Spellcasting Focus



    class features:
    +6
    The Druid
    level Proficiency Bonus Features Cantrips Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
    1 +2 Druidic, Spellcasting 2 2 - - - - - - - -
    2 +2 Wild Shape, Druid Circle, Wild Companion (Optional) 2 3 - - - - - - - -
    3 +2 - 2 4 2 - - - - - - -
    4 +2 Wild Shape improvement, Ability Score Improvement, Cantrip Versatility (Optional) 3 4 3 - - - - - - -
    5 +3 - 3 4 3 2 - - - - - -
    6 +3 Druid Circle feature 3 4 3 3 - - - - - -
    7 +3 - 3 4 3 3 1 - - - - -
    8 +3 Wild Shape improvement, Ability Score Improvement, Cantrip Versatility (Optional) 3 4 3 3 2 - - - - -
    9 +4 - 3 4 3 3 3 1 - - - -
    10 +4 Druid Circle feature 4 4 3 3 3 2 - - - -
    11 +4 - 4 4 3 3 3 2 1 - - -
    12 +4 Ability Score Improvement, Cantrip Versatility (Optional) 4 4 3 3 3 2 1 - - -
    13 +5 - 4 4 3 3 3 2 1 1 - -
    14 +5 Druid Circle feature 4 4 3 3 3 2 1 1 - -
    15 +5 - 4 4 3 3 3 2 1 1 1 -
    16 +5 Ability Score Improvement, Cantrip Versatility (Optional) 4 4 3 3 3 2 1 1 1 -
    17 +6 - 4 4 3 3 3 2 1 1 1 1
    18 +6 Timeless Body, Beast Spells 4 4 3 3 3 3 1 1 1 1
    19 +6 Ability Score Improvement, Cantrip Versatility (Optional) 4 4 3 3 3 3 2 1 1 1
    20 +6 Archdruid 4 4 3 3 3 3 2 2 1 1


    Druidic

    You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message's presence with a successful DC 15 Wisdom (Perception) check but can't decipher it without magic.

    Wild Shape

    Starting at 2nd level, you can use your action to magically assume the shape of a beast that you have seen before. You can use this feature twice. You regain expended uses when you finish a short or long rest.

    Your druid level determines the beasts you can transform into, as shown in the Beast Shapes table. At 2nd level, for example, you can transform into any beast that has a challenge rating of 1/4 or lower that doesn't have a flying or swimming speed.
    Beast Shapes
    Level Max CR Limitations Examples
    2nd 1/4 no flying or swimming speed Wolf
    4th 1/2 No flying speed Crocodile
    8th 1 - Giant eagle

    You can stay in a beast shape for a number of hours equal to half your druid level (rounded down). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.

    While you are transformed, the following rules apply:
    • Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or lair actions, you can't use them.
    • When you transform, you assume the beast's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form, For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.
    • You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as Call Lightning, that you've already cast.
    • You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense.
    • You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.

    Druid Circle

    At 2nd level, you choose to identify with a circle of druids. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.
    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 Stairs
    The Circle of Stars allows druids to draw on the power of starlight. These druids have tracked heavenly patterns since time immemorial, discovering secrets hidden amid the constellations. By revealing and understanding these secrets, the Circle of the Stars seeks to harness the powers of the cosmos.

    Many druids of this circle keep records of the constellations and the stars' effects on the world. Some groups document these observations at megalithic sites, which serve as enigmatic libraries of lore. These repositories might take the form of stone circles, pyramids, petroglyphs, and underground temples any construction durable enough to protect the circle's sacred knowledge even against a great cataclysm.

    Star Map

    • At 2nd level, You've created a star chart as part of your heavenly studies. It is a Tiny object and can serve as a spellcasting focus for your druid spells. You determine its form by rolling on the Star Map table or by choosing one.While holding this map, you have these benefits
    • You know the Guidance cantrip
    • You have the Guiding Bolt spell prepared. It counts as a druid spell for you, and it doesn't count against the number of spells you can have prepared.
    • You can cast Guiding Bolt without expending a spell slot. You can do so a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.


    If you lose the map, you can perform a 1-hour ceremony to magically create a replacement. This ceremony can be performed during a short or long rest, and it destroys the previous map.

    Starry Form

    At 2nd level, you gain the ability to harness constellations’ power to alter your form. As a bonus action, you can expend a use of your Wild Shape feature to take on a starry form, rather than transforming into a beast.

    While in your starry form, you retain your game statistics, but your body becomes luminous; your joints glimmer like stars, and glowing lines connect them as on a star chart. This form sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The form lasts for 10 minutes. It ends early if you dismiss it (no action required), are incapacitated, die, or use this feature again.

    Whenever you assume your starry form, choose which of the following constellations glimmers on your body; your choice gives you certain benefits while in the form:

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

    Cosmic Omen

    When you reach 6th level, you learn to use your star map to divine the will of the cosmos. Whenever you finish a long rest, you can consult your Star Map for omens. When you do so, roll a die. Until you finish your next long rest, you gain access to a special reaction based on whether you rolled an even or an odd number on the die:

    Weal (even): Whenever a creature you can see within 30 feet of you is about to make an attack roll, a saving throw, or an ability check, you can use your reaction to roll a d6 and add the number rolled to the total.
    Woe (odd) : Whenever a creature you can see within 30 feet of you is about to make an attack roll, a saving throw, or an ability check, you can use your reaction to roll a d6 and subtract the number rolled from the total.

    You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

    Twinkling Constellations

    At 10th level, the constellations of your Starry Form improve. The 1d8 of the Archer and the Chalice becomes 2d8, and while the Dragon is active, you have a flying speed of 20 feet and can hover.

    Moreover, at the start of each of your turns while in your Starry Form, you can change which constellation glimmers on your body.

    Full of Stars

    At 14th level, while in your Starry Form, you become partially incorporeal, giving you resistance to bludgeoning, piercing, and slashing damage.
    Cirlce of Wildfire
    Druids within the Circle of Wildfire understand that destruction is sometimes the precursor of creation, such as when a forest fire promotes later growth. These druids bond with a primal spirit that harbors both destructive and creative power, allowing the druids to create controlled flames that burn away one thing but give life to another.

    Circle Spells

    When you join this circle at 2nd level, you have formed a bond with a wildfire spirit, a primal being of creation and destruction. Your link with this spirit grants you access to some spells when you reach certain levels in this class, as shown on the Circle of Wildfire 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.



    Summon Wildfire Spirit

    At 2nd level, You can summon the primal spirit bound to your soul. As an action, you can expend one use of your Wild Shape feature to summon your wildfire spirit, rather than assuming a beast form.

    The spirit appears in an unoccupied space of your choice that you can see within 30 feet of you. Each creature within 10 feet of the spirit (other than you) when it appears must succeed on a Dexterity saving throw against your spell save DC or take 2d6 fire damage.

    The spirit is friendly to you and your companions and obeys your commands. See this creature's game statistics in the Wildfire Spirit stat block, which uses your proficiency bonus (PB) in several places. You determine the spirit's appearance. Some spirits take the form of a humanoid figure made of gnarled branches covered in flame, while others look like beasts wreathed in fire.

    In combat, the spirit shares your initiative count, but it takes its turn immediately after yours. The only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the spirit can take any action of its choice, not just Dodge.

    The spirit manifests for 1 hour, until it is reduced to 0 hit points, until you use this feature to summon the spirit again, or until you die.



    Enhanced Bond

    At 6th level, the bond with your wildfire spirit enhances your destructive and restorative spells. Whenever you cast a spell that deals fire damage or restores hit points while your wildfire spirit is summoned, roll a d8, and you gain a bonus equal to the number rolled to one damage or healing roll of the spell.

    In addition, when you cast a spell with a range other than self, the spell can originate from you or your wildfire spirit.

    Cauterizing Flames

    At 10th level, you gain the ability to turn death into magical flames that can heal or incinerate. When a Small or larger creature dies within 30 feet of you or your wildfire spirit, a harmless spectral flame springs forth in the dead creature's space and flickers there for 1 minute. When a creature you can see enters that space, you can use your reaction to extinguish the spectral flame there and either heal the creature or deal fire damage to it. The healing or damage equals 2d10 + your Wisdom modifier.

    You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

    Blazing Revival

    At 14th level, the bond with your wildfire spirit can save you from death. If the spirit is within 120 feet of you when you are reduced to 0 hit points and thereby fall unconscious, you can cause the spirit to drop to 0 hit points. You then regain half your hit points and immediately rise to your feet.

    Once you use this feature, you can't use it again until you finish a long rest.

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