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Root Brambletusk

5 Level (0/14000 XP for level-up) Farmer Background Loxodon Race / Species / Heritage Lawful Good Alignment
Farmer
Level 5
Hit Dice: 1/5
1d8-1 Class 1

STR
19
+4
DEX
15
+2
CON
9
-1
INT
10
+0
WIS
17
+3
CHA
14
+2
23
Hit Points
+2
Initiative (DEX)
14
Armor Class (AC)
+3
Prof. Bonus
Walk 30ft
Speed (walk/run/fly)
16
Passive Perception
4 / 6
Will Power
24 / 25
Monkey Health
4 / 4
Monkey Hit Die (d8)
Spellcasting ...
+6 Attack mod
WIS Ability
+3 Abi Mod
14 Save DC
+6 Expertise Bonus
+3 Proficiency Bonus
+7 Strength
+5 Dexterity
+1 Constitution
+0 Intelligence
+4 Wisdom
+2 Charisma
saving throws
+2 Acrobatics DEX
+6 Animal Handling WIS
+0 Arcana INT
+4 Athletics STR
+2 Deception CHA
+0 History INT
+3 Insight WIS
+2 Intimidation CHA
+0 Investigation INT
+3 Herbalism Kit INT
skills
+3 Medicine WIS
+3 Nature INT
+6 Perception WIS
+2 Performance CHA
+2 Persuasion CHA
+0 Religion INT
+2 Sleight of Hand DEX
+2 Stealth DEX
+3 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Sickle +7 STR 1d4+4 Slashing
 Light, Slashing
Pitchfork (Melee) +7 STR 1d8+4 Piercing
 Piercing
Pitchfork (Thrown) +5 DEX 1d6+2 Piercing
 Range 20/60ft
Hand Axe +7 STR 1d6+4 Slashing
 Light, Slashing
Reinforced Door +4 STR 1d8+4 Bludgeoning
 Improvised, Disadvantage
Quick Patch-up +3 WIS 1d8 Heal
 Bonus Action, 5ft Range
Monkey- Fist +5 INT 1d6+3 Bludgeoning
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
Thorn Grasp +6 Action 10ft Instantaneous 1d8 S
 Notes:Dex Save, Piercing, Restrain
Magic Stone +6 Action Touch 1 Minute 1d6+3 V,S
 Notes:Read Statblock

Level 1 Spells 4 slots

NAME AB CAST RNG DUR DMG CMP #
Earth Tremor +6 Action 10ft Instantaneous 1d6 V,S
 Notes:Dex Save, Bludgeoning, Difficult Terrain, Knocked Prone

Level 2 Spells 3 slots

NAME AB CAST RNG DUR DMG CMP #
Earth Tremor +6 Action 10ft Instantaneous 1d6 + V,S
 Notes:Dex Save, Bludgeoning, Difficult Terrain, Knocked Prone
Enhance Ability Action Touch Concentration, 1 hour 2d6 V,S,M
 Notes:Read Statblock
Spike Growth +6 Action 150ft, 20ft Sphere Concentration, up to 10 minutes 2d4 V,S,M
 Notes:Difficult Terrain, Damage for every 5ft it travels, Perception Check to see it

Level 3 Spells 2 slots

NAME AB CAST RNG DUR DMG CMP #
Earth Tremor +6 Action 10ft Instantaneous 1d6 + V,S
 Notes:Dex Save, Bludgeoning, Difficult Terrain, Knocked Prone

Racial Features:


  • Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

  • Loxodon Serenity. You have advantage on saving throws against being charmed or frightened.

  • Natural Armor. You have thick, leathery skin. When you aren't wearing armor, your AC is 12 + your Constitution modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor.

  • Trunk. You can grasp things with your trunk, and you can use it as a snorkel. It has a reach of 5 feet, and it can lift a number of pounds equal to five times your Strength score. You can use it to do the following simple tasks: lift, drop, hold, push, or pull an object or a creature; open or close a door or a container; grapple someone; or make an unarmed strike. Your DM might allow other simple tasks to be added to that list of options. Your trunk can't wield weapons or shields or do anything that requires manual precision, such as using tools or magic items or performing the somatic components of a spell.

  • Keen Smell.Thanks to your sensitive trunk, you have advantage on Wisdom (Perception), Wisdom (Survival), and Intelligence (Investigation) checks that involve smell.


Class Features:


Level 1: Farmer's Expertise


Simple Weapon Proficiency: You gain proficiency with simple weapons, including farm implements such as pitchforks, sickles, and flails.
Tool Proficiency: You gain proficiency with one type of artisan's tools or vehicles of your choice, reflecting your expertise in a specific aspect of farming. - Land Vehicles

LEVEL 2: ANIMAL AFFINITY


Animal Handling Proficiency: You gain proficiency in the Animal Handling skill if you don't already have it.
Speak with Animals: You can cast the spell "speak with animals" at will, without expending a spell slot. You can communicate simple ideas with beasts.
Beast Attack: When you use the Attack action, you can command a friendly beast within 30 feet of you to make a single attack as a reaction. The beast uses your proficiency bonus for its attack rolls and damage.

LEVEL 3: FIELD MEDIC


Field Triage: During a short rest, you can use improvised medical supplies to heal yourself or an ally. Spend hit dice as if you were spending hit points and add your Wisdom modifier to the hit points regained.
Stabilize: You gain the ability to stabilize a dying creature as an action without needing to make a Medicine check.
Quick Patch-Up: As a bonus action, you can spend one hit die to heal yourself or an ally within 5 feet for 1d8 + your Wisdom modifier.

LEVEL 4: ANIMAL COMPANION, ABILITY SCORE IMPROVEMENT


Ability Score Improvement: Increased Strength and Wisdom by 1
Bonded Companion: You gain a loyal animal companion that accompanies you on your adventures. Choose a beast with a challenge rating of 1/2 or lower. Your companion's hit points increase by your farmer level x 5. Your animal companion acts on your initiative and obeys your commands to the best of its ability.

LEVEL 5: SUBCLASS FEATURE - CROP MASTERY


Chose the Crop Tender subclass.
Green Thumb: You gain advantage on ability checks related to plants and plant-based creatures. Additionally, you can identify plant species and determine their properties with ease.
Combat Growth: You can use your action to magically cause plants in a 20-foot radius centered on you to rapidly grow. These plants are difficult terrain for your enemies but not for you or your allies. This effect lasts for 1 minute.

Features & Traits
Armor: Heavy Leather Coat
Weapons: Handaxe, Pitchfork, Sickle

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
Armor Proficiencies: Leather
Weapon Proficiencies: Simple, Farming implements
Tool Proficiencies: Herbalism Kit, Land Vehicles, Improvised Medical Supplies
Skill Proficiencies: Animal Handling, Nature, Perception
Languages: Common and Loxodon

Languages & Proficiencies
Door: Need to roll 1d6 every round, cannot dash, disadvantage to stealth.
Wisdom save start of every combat - Amulet
--------------
Monkey looks and acts like he's on cocaine when he's tired
Monkey pisses and loves the pope when he's nervous
Monkey farts when opening doors
I have a Door on my back
Need more potatoes (for food and currency)
--------------
We fought 6 guards... lost. We were put into prison, we then broke out and kidnapped a child and set free a snake person who was eaten by the mimic, a owlin female that I call hooters and a human male who I call G-Day (Real name DJ). We then broke Jack out of his chains and went into a lab where I spoke to some plants and turned the child into an oozekin. A mimic then appeared and ate the snake person and I then tamed the young mimic and fed it a lot of glass.

We also broke Brad and he couldnt DM anymore.

Notes


™ & © 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

Heavy Leather Coat

Adventuring Gear Common

This long, heavy coat is made of reinforced leather and provides protection from the elements and during combat.

Type AC STR Req. Stealth Dis. Properties
Light 12 + Dex Modifier

Cost: 50 gp Weight: 13 lb


 

DnD 5e SRD SRD

Trident

Melee Weapon Thrown, Versatile Common

Type Damage Damage Range Properties
Martial 1d6 / 1d8 Piercing 20/60 ft Thrown, Versatile

Cost: 5 gp Weight: 4 lb


 

DnD 5e SRD SRD

Handaxe

Melee Weapon Light, Thrown Common

Type Damage Damage Range Properties
Simple 1d6 Slashing 20/60 ft Light, Thrown

Cost: 5 gp Weight: 2 lb


 

Reinforced Door

Armor (Heavy, Shield)

Uncommon

Armor Class (Shield): +2 AC   Armor Class (Armor Enhancement): If attached to armor, grants an additional +1 AC, but only if the door remains closed.   Weight: 50 lbs   Properties: Heavy, Unwieldy  

Special Properties:

  Random Swing: Once per round, roll a d6. On a 4–6, the door swings open unexpectedly. When this happens:  
  • Shield Mode: The wielder loses the +2 AC bonus until the start of their next turn.
  • Armor Mode: The wielder loses the +1 AC bonus until the door is manually closed as an action.
  • If an enemy is within 5 feet of the wielder when the door swings open, they must make a DC 13 Dexterity saving throw or be knocked prone.
 

Improvised Weapon: The reinforced door can be used as an improvised weapon, dealing 1d8 bludgeoning damage on a hit. You have disadvantage on attack rolls when using it in this way due to its size and awkwardness.

Cumbersome: While wearing or carrying the door, the wielder has disadvantage on Dexterity (Stealth) checks and cannot dash.

 

This is a sturdy, wooden dungeon door that has seen its fair share of use, likely pried off its hinges from a long-forgotten fortress. Standing nearly 6 feet tall and weighing around 50 pounds, it is made of thick, aged oak, its surface scarred with battle marks and weathered by the passage of time. Iron bands crisscross the door, reinforcing its frame and giving it an intimidating, almost indestructible appearance. Heavy metal studs are hammered into the surface, and a large, rusted iron handle still dangles loosely from one side.

The hinges remain intact but squeak ominously whenever the door swings, whether intentionally or due to its unpredictable nature. The metal reinforcements grant it resilience, making it difficult to break or damage, and its sheer weight makes it an impromptu bulwark when worn on the back. Though it offers substantial protection, it also carries the risk of unpredictability, as it has a habit of swinging open without warning, leaving its bearer vulnerable—or potentially knocking foes off their feet.

Type AC STR Req. Stealth Dis.
Heavy, Shield +2 or +1 Yes
Type Damage Damage Range
None 1d8 Bludgeoning 5ft


Weight: 50

Amulet of the Berserker

Armor

Rare Required/Automatic: DC 15 Wisdom save

The amulet is cursed and induces uncontrollable rage in its wearer. Once attuned, you cannot unattune or remove the amulet unless targeted by a remove curse spell or similar magic. While wearing the amulet, you must succeed on a DC 15 Wisdom saving throw at the start of each combat. On a failed save, you enter a berserk rage, attacking the nearest creature (friend or foe) until you or it drops to 0 hit points or until you can't reach the creature to make a melee attack against it. During this rage, you have advantage on attack rolls but disadvantage on all other ability checks and saving throws.

This amulet is made of dark metal and bears an inscription of a snarling beast. It grants the wearer a +1 bonus to Strength-based attack and damage rolls.

Type AC STR Req. Stealth Dis.
No

Cost: 50sp
Weight: 1lbs

The statblocks of your class features

Farmer

Farmers are hardworking individuals who have honed their skills in agriculture and animal husbandry. While they might seem unassuming, they possess a deep connection to the land and its creatures, making them adept at handling various situations with practicality and resourcefulness.
hit dice: 1d8
hit points at 1st level: 1d8
hit points at higher levels: 1d8
armor proficiencies: Light Armor
weapon proficiencies: Simple weapons, Farm implements
tools: Herbalism Kit
saving throws: Strength, Dexterity
skills: Choose three from Athletics, Animal Handling, Nature, Perception, Survival
starting equipment:
Farmers typically start with simple farm tools such as a:
  • Pitchfork
  • Sickle
  • Small hand axe

As they progress, they might acquire sturdier versions of these implements or even magical items related to agriculture or animal husbandry.
spellcasting:
  1. Use the Druid spell list and spell table
  2. Use Wisdom as the spellcasting modifier
class features:

Level 1: Farmer's Expertise

Simple Weapon Proficiency: You gain proficiency with simple weapons, including farm implements such as pitchforks, sickles, and flails.

Tool Proficiency: You gain proficiency with one type of artisan's tools or vehicles of your choice, reflecting your expertise in a specific aspect of farming.

Thorny Grasp: As an action, you can cause thorny vines to erupt from the ground in a 10-foot radius around you. Each creature of your choice within the area must make a Dexterity saving throw (DC 8 + your proficiency bonus + your Wisdom modifier) or take 1d8 piercing damage and be restrained until the start of your next turn.

 

Level 2: Animal Affinity

Animal Handling Proficiency: You gain proficiency in the Animal Handling skill if you don't already have it.

Speak with Animals: You can cast the spell "speak with animals" at will, without expending a spell slot. You can communicate simple ideas with beasts.

Beast Attack: When you use the Attack action, you can command a friendly beast within 30 feet of you to make a single attack as a reaction. The beast uses your proficiency bonus for its attack rolls and damage.

 

Level 3: Field Medic

Field Triage: During a short rest, you can use improvised medical supplies to heal yourself or an ally. Spend hit dice as if you were spending hit points and add your Wisdom modifier to the hit points regained.

Stabilize: You gain the ability to stabilize a dying creature as an action without needing to make a Medicine check.

Quick Patch-Up: As a bonus action, you can spend one hit die to heal yourself or an ally within 5 feet for 1d8 + your Wisdom modifier.

 

Level 4: Animal Companion, Ability Score Improvement

Ability Score Improvement: When you reach 4th level, and again at 8th, 12th, 14th, and 16th 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.

Bonded Companion: You gain a loyal animal companion that accompanies you on your adventures. Choose a beast with a challenge rating of 1/2 or lower. Your companion's hit points increase by your farmer level x 5. Your animal companion acts on your initiative and obeys your commands to the best of its ability.

 

Level 5: Subclass Feature

Choose between the Crop Tender or Livestock Herder subclass.

 

Level 6: Nature's Armor

Natural Armor: You gain the ability to craft rudimentary armor from natural materials. While wearing no armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier.

Thorny Defense: As a reaction when you take damage from a creature within 5 feet of you, you can cause thorns to burst from your body. The creature must make a Dexterity saving throw (DC 8 + your proficiency bonus + your Wisdom modifier) or take 2d6 piercing damage. The damage increases to 3d6 at level 11 and 4d6 at level 17.

 

Level 7: Farm Implements Mastery

Farm Implements Attack: You can add your proficiency bonus to attack rolls made with farm implements.

Versatile Tools: You can use farm implements as versatile weapons, dealing additional damage when wielded with two hands (increase the damage die by one step: e.g., from 1d6 to 1d8).

Nature's Wrath: When you hit a creature with a farm implement, you can cause thorny vines to lash out at the creature, dealing an extra 1d8 piercing damage. You can use this feature a number of times equal to your Wisdom modifier (minimum of once) per long rest.

 

Level 8: Ability Score Improvement + Companion Size Increase

Ability Score Improvement: When you reach 4th level, and again at 8th, 12th, 14th, and 16th 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.

Size Increase: At 8th level, your animal companion grows in size, increasing to Medium if it was Small, or to Large if it was Medium.

Ability Score Improvement: Increase two of your companion's ability scores by 2 each.

Damage Increase: Your companion's attack damage increases by one die (e.g., from 1d6 to 2d6).

 

Level 9: Subclass Feature

Gain the next feature from your chosen subclass.

 

Level 10: Fertile Ground + Sick em

Fertile Soil: As an action, you can magically enrich soil within a 30-foot radius centered on a point within 60 feet of you. For 1 hour, plants in the area grow rapidly, providing three-quarters cover to creatures standing behind them. Difficult terrain created by this feature lasts for 1 hour.

Entangling Plants: When you use Fertile Soil, you can cause the plants to entangle enemies. Choose a number of creatures equal to your Wisdom modifier within the affected area; they must succeed on a Strength saving throw (DC 8 + your proficiency bonus + your Wisdom modifier) or be restrained until the start of your next turn.

Additional Attack: Your animal companion can attack twice, instead of once, whenever it takes the Attack action on its turn.

 

Level 11: Improved Field Medic

Improved Healing: Your Field Triage feature now restores additional hit points equal to your Wisdom modifier + your farmer level.

Emergency Response: You can use your Quick Patch-Up feature as a reaction when a creature within 5 feet of you takes damage.

 

Level 12: Ability Score Improvement + Companion Growth

Ability Score Improvement: When you reach 4th level, and again at 8th, 12th, 14th, and 16th 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.

Size Increase: Your animal companion grows again, increasing to Large if it was Medium, or to Huge if it was Large.

Ability Score Improvement: Increase two of your companion's ability scores by 2 each.

Damage Increase: Your companion's attack damage increases by another die (e.g., from 2d6 to 3d6).

 

Level 13: Stampede

Call of the Wild: Once per long rest, you can summon a stampede of animals to trample foes in their path. Each creature of your choice within 30 feet of you must make a Strength saving throw (DC 8 + your proficiency bonus + your Wisdom modifier) or take 5d8 bludgeoning damage and be knocked prone. On a successful save, the creature takes half damage and isn't knocked prone.

Frenzied Stampede: The first time each turn that an enemy fails their saving throw against your Stampede, you or a friendly creature within 30 feet can make a melee weapon attack as a reaction.

 

Level 14: Ability Score Improvement + Defensive Boost

Ability Score Improvement: When you reach 4th level, and again at 8th, 12th, 14th, and 16th 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.

Defensive Boost: Your animal companion gains a bonus to its AC and saving throws equal to your Wisdom modifier.  

Level 15: Subclass Feature

Gain the next feature from your chosen subclass.

 

Level 16: Ability Score Improvement + Final Animal Growth

Ability Score Improvement: When you reach 4th level, and again at 8th, 12th, 14th, and 16th 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.

Ability Score Improvement: Increase two of your companion's ability scores by 2 each.

Damage Increase: Your companion's attack damage increases by a die size (e.g., from 3d10 to 3d12)

 

Level 17: Subclass Feature

Gain the final feature from your chosen subclass.

 

Level 18: Beast Whisperer

Animal Empathy: You can cast the "dominate beast" spell once per short or long rest without expending a spell slot. The target must be a beast, and it has disadvantage on the saving throw if it's fighting against your companion.

Combat Command: When your animal companion makes an attack, you can use your reaction to grant it advantage on that attack.

 

Level 19: Farmer's Resilience

Enduring Spirit: You have advantage on saving throws against effects that would cause you to become frightened or charmed. Additionally, you gain proficiency in Wisdom saving throws if you don't already have it.

Regrowth: You gain temporary hit points equal to your Wisdom modifier at the start of each of your turns if you have at least 1 hit point remaining.

 

Level 20: Bountiful Harvest

Essence of the Land: Once per long rest, you can channel the essence of the land, unleashing a wave of life energy. As an action, you restore hit points equal to 5d8 + your Wisdom modifier + your farmer level to all allies within a 30-foot radius centered on you. In addition, for the next minute, all plants within the area grow rapidly, doubling in size and providing full cover to creatures behind them.

Rejuvenating Aura: For the next minute after using Essence of the Land, you and your allies within the area regain hit points equal to your Wisdom modifier at the start of each of your turns.

subclass options:

Crop Tender Subclass Features

 

Level 5: Crop Mastery

Green Thumb: You gain advantage on ability checks related to plants and plant-based creatures. Additionally, you can identify plant species and determine their properties with ease.

Combat Growth: You can use your action to magically cause plants in a 20-foot radius centered on you to rapidly grow. These plants are difficult terrain for your enemies but not for you or your allies. This effect lasts for 1 minute.

 

Level 9: Entangling Vines

Vine Grasp: As an action, you can summon entangling vines in a 20-foot square within 60 feet of you. Creatures in the area must make a Strength saving throw (DC 8 + your proficiency bonus + your Wisdom modifier) or be restrained until the start of your next turn. The restrained creature can use its action to make a Strength check against your spell save DC, freeing itself on a success.

Thorn Whip: You can cast the "thorn whip" cantrip. When you cast it, you can make a melee spell attack against a creature and pull the creature up to 10 feet closer to you if it is Large or smaller.

 

Level 15: Nature's Blessing

Harvest's Bounty: You gain the ability to magically enhance the growth of plants. Once per long rest, you can cast the "plant growth" spell without expending a spell slot. Additionally, plants within 30 feet of you regain 1d8 hit points at the start of your turn.

Vine Lash: When you use your Vine Grasp feature, you can cause the vines to deal 3d8 piercing damage to any creature that fails its saving throw.

 

Level 17: Verdant Guardian

Nature's Shield: As a reaction when you or an ally within 30 feet of you takes damage, you can summon a barrier of thick vegetation to absorb the blow. The target gains resistance to the triggering damage type until the end of their next turn. Additionally, the barrier deals 1d8 piercing damage to the attacker.

Thorny Defense: When you use Nature's Shield, the attacking creature must also make a Dexterity saving throw (DC 8 + your proficiency bonus + your Wisdom modifier) or take 3d8 piercing damage and be restrained until the end of its next turn.

 

Livestock Herder Subclass Features

 

Level 5: Animal Bond

Deep Connection: Your bond with your animal companion strengthens. Your companion gains proficiency in two skills of your choice and adds your proficiency bonus to its damage rolls.

Combat Training: Your animal companion can use its bonus action to take the Help, Dodge, or Disengage action.

Herd Defender: Your animal companion can use its reaction to impose disadvantage on an attack roll against a creature within 5 feet of it.

 

Level 9: Herd Tactics

Coordinated Assault: When you and your companion are within 10 feet of each other, you both gain advantage on attack rolls against a creature if at least one of you is adjacent to it and the other is within 5 feet of it.

Pack Hunter: When your animal companion hits a creature with an attack, you can use your reaction to make a melee weapon attack against the same creature.

 

Level 15: Stampede Mastery

Trample Expert: The damage dealt by your Stampede feature increases to 6d8 bludgeoning damage. Additionally, creatures knocked prone by the stampede must succeed on a Strength saving throw (DC 8 + your proficiency bonus + your Wisdom modifier) or be stunned until the end of their next turn.

Frenzied Stampede: The first time each turn that an enemy fails their saving throw against your Stampede, you or your animal companion can make a melee weapon attack as a reaction.

 

Level 17: Beast Lord

Alpha Presence: Your presence empowers beasts around you. You and your animal companion gain advantage on all saving throws while within 30 feet of each other. Additionally, your companion can use its reaction to make an opportunity attack against a creature that moves out of its reach.

Savage Assault: Your animal companion can make two attacks when it takes the Attack action on its turn.

Pack Leader: You can command your animal companion and any friendly beasts within 60 feet of you to make a single attack as a reaction.

Statblocks for your familiars, mounts etc.

Monster Manual

Ape CR: 1/2

Medium beast, unaligned
Armor Class: 12
Hit Points: 19 (3d8 + 6) 3d8+6
Speed: 30 ft , climb: 30 ft

STR

16 +3

DEX

14 +2

CON

14 +2

INT

6 -2

WIS

12 +1

CHA

7 -2

Skills: Athletics +5, Perception +3
Senses: passive Perception 13
Challenge Rating: 1/2

Actions

Multiattack. The ape makes two fist attacks.
Fist. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.
Rock. Ranged Weapon Attack: +5 to hit, range 25/50 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.

Giant Lizard CR: 1/4

Large beast, unaligned
Armor Class: 12
Hit Points: 19 (3d10+3)
Speed: 30 ft , climb: 30 ft

STR

15 +2

DEX

12 +1

CON

13 +1

INT

2 -4

WIS

10 +0

CHA

5 -3

Senses: darkvision 30 ft, Passive Perception 10
Languages: None
Challenge Rating: 1/4

Variant Giant Lizard Traits: Some giant lizards have one or both of the following traits: Hold Breath. The lizard can hold its breath for 15 minutes. A lizard that has this trait also has a swimming speed of 30 feet. Spider Climb. The lizard can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Actions

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

Suggested Environments

Coastal, Desert, Forest, Swamp, Underdark

Statblocks for race/species of the character.

Loxodon

Ability Score Increase +2 Con, +1 Wis
Size Medium
Speed 30 ft.

Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.   Loxodon Serenity. You have advantage on saving throws against being charmed or frightened.   Natural Armor. You have thick, leathery skin. When you aren't wearing armor, your AC is 12 + your Constitution modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor.   Trunk. You can grasp things with your trunk, and you can use it as a snorkel. It has a reach of 5 feet, and it can lift a number of pounds equal to five times your Strength score. You can use it to do the following simple tasks: lift, drop, hold, push, or pull an object or a creature; open or close a door or a container; grapple someone; or make an unarmed strike. Your DM might allow other simple tasks to be added to that list of options. Your trunk can't wield weapons or shields or do anything that requires manual precision, such as using tools or magic items or performing the somatic components of a spell.   Keen Smell. Thanks to your sensitive trunk, you have advantage on Wisdom (Perception), Wisdom (Survival), and Intelligence (Investigation) checks that involve smell.

Languages. Common, and Loxodon.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 0 Spells

Evolving Cantrips

Druidcraft

0-level (Cantrip) Abjuration

Casting Time 1 action
Range 30 feet
Duration Instantaneous
Components V,S

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.
At higher levels: At 5th Level. You gain a deeper control over the elements and can create one of the following effects within range:

  • A barrier against weather extends out from you in a 10-footradius and moves with you, remaining centered on you and shielding the area from nonmagical snow, rain and wind.The barrier lasts for 1 hour.
  • You dim the flame of a candle, a torch, or a small campfire,halving its light radius.
  • You create a more potent instantaneous sensory effect, likea roar of a tiger, rumble of thunder, or the acrid scent of smoke or burning wood. The effect must fit in a 10-footcube.
  • You touch a creature and instantly remove any unnatural smell from its body or clothing.
  • At 11th Level. When you use this spell to make a flower blossom, a seed pod open, or a leaf bud bloom, you can do sofor all plants within range simultaneously. You can alsoreverse these effects by making seeds infertile, wilting flowersor drying out leaves. Additionally, when you use this spell tolight or snuff out a flame, you may do so to any number oftargets within range.At 17th Level. When you use this spell to create a barrieragainst weather, you can influence the temperature andhumidity within the sphere to feel comfortable to all creatureswithin it. This does not mitigate the dangers of extreme heator cold, nor does it overcome magical weather effects

Class(es): Druid

Xanathar's Guide to Everything

Mold Earth

0-level (Cantrip) Transmutation

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

Magic Stone

0-level (Cantrip) Transmutation

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic
Duration: 1 Minute
Attack/Save: Ranged
Damage/Effect: Bludgeoning
You touch one to three pebbles and imbue them with magic. You or someone else can make a ranged spell attack with one of the pebbles by throwing it or hurling it with a sling. If thrown, it has a range of 60 feet. If someone else attacks with the pebble, that attacker adds your spellcasting ability modifier, not the attacker’s, to the attack roll. On a hit, the target takes bludgeoning damage equal to 1d6 + your spellcasting ability modifier. Hit or miss, the spell then ends on the stone.   If you cast this spell again, the spell ends early on any pebbles still affected by it.
Available for: Druid, Warlock, Artificer

Level 1 Spells

Earth Tremor

1-level Evocation

Casting Time: 1 action
Range/Area: 10 ft
Components: Verbal, Somatic
Duration: Instantaneous
Damage/Effect: Dex Save
You cause a tremor in the ground within range. Each creature other than you in that area must make a Dexterity saving throw. On a failed save, a creature takes 1d6 bludgeoning damage and is knocked prone. If the ground in that area is loose earth or stone, it becomes difficult terrain until cleared, with each 5-foot-diameter portion requiring at least 1 minute to clear by hand.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

Player's Handbook

Speak with Animals

1-level Divination

Ritual - does not require spell slot, takes 10 minutes longer
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 DM’s discretion.
Available for: Bard, Druid, Ranger

Level 2 Spells

Dungeons & Dragons 5e

Barkskin

2-level Transmutation

Casting Time: 1 action
Range/Area: Touch
Components: V, S, M
Materials: A handful of bark
Duration: Concentration, up to 1 hour
Damage/Effect: Buff
You touch a willing creature. Until the spell ends, the target's skin has a rough, bark-like appearance, and the target's AC can't be less than 16, regardless of what kind of armor it is wearing.
Available for: Druid, Ranger

Player's Handbook

Enhance Ability

2-level Transmutation

Casting Time 1 action
Range Touch
Duration Concentration, 1 hour
Components V,S,M (fur or a feather from a beast)

You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects: the target gains the effect until the spell ends.

  • Bear’s Endurance. The target has advantage on Constitution checks. It also gains 2d6 temporary hit points, which are lost when the spell ends.
  • Bull’s Strength. The target has advantage on Strength checks, and his or her carrying capacity doubles.
  • Cat’s Grace. The target has advantage on Dexterity checks. It also doesn’t take damage from falling 20 feet or less if it isn’t incapacitated.
  • Eagle’s Splendor. The target has advantage on Charisma checks.
  • Fox’s Cunning. The target has advantage on Intelligence checks.
  • Owl’s Wisdom. The target has advantage on Wisdom checks.

 
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.

Class(es): Artificer, Bard, Cleric, Druid, Sorcerer

Dungeons & Dragons 5e

Spike Growth

2-level Transmutation

Casting Time: 1 action
Range/Area: 150 ft, 20 ft sphere
Components: V, S, M
Materials: Seven sharp thorns or seven small twigs, each sharpened to a point
Duration: Concentration, up to 10 minutes
Damage/Effect: Control
The ground in a 20-foot radius centered on a point within range twists and sprouts hard spikes and thorns. The area becomes difficult terrain for the duration. When a creature moves into or within the area, it takes 2d4 piercing damage for every 5 feet it travels.   The transformation of the ground is camouflaged to look natural. Any creature that can't see the area at the time the spell is cast must make a Wisdom (Perception) check against your spell save DC to recognize the terrain as hazardous before entering it.
Available for: Druid, Ranger

Level 3 Spells

Dungeons & Dragons 5e

Speak with Plants

3-level Transmutation

Casting Time: 1 action
Range/Area: Self
Components: V, S
Duration: 10 minutes
Damage/Effect: Communication
You imbue plants within 30 feet of you with limited sentience and animation, giving them the ability to communicate with you and follow your simple commands. You can question plants about events in the spell’s area within the past day, gaining information about creatures that have passed, weather, and other circumstances.   You can also turn difficult terrain caused by plant growth (such as thickets and undergrowth) into ordinary terrain that lasts for the duration. Or you can turn ordinary terrain where plants are present into difficult terrain that lasts for the duration, causing vines and branches to hinder pursuers, for example.   Plants might be able to perform other tasks on your behalf, at the GM’s discretion. The spell doesn’t enable plants to uproot themselves and move about, but they can freely move branches, tendrils, and stalks.   If a plant creature is in the area, you can communicate with it as if you shared a common language, but you gain no magical ability to influence it.   This spell can cause the plants created by the entangle spell to release a restrained creature.
Available for: Bard, Druid, Ranger

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