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Schildegard

4 Level (0/6500 XP for level-up) Sage(Researcher) Background Tortle Race / Species / Heritage chaotic good Alignment
Druid
Level 4
Hit Dice: 4/4
1d8+3 Class 1

STR
16
+3
DEX
8
-1
CON
16
+3
INT
8
-1
WIS
16
+3
CHA
8
-1
35
Hit Points
-1
Initiative (DEX)
17
Armor Class (AC)
+2
Prof. Bonus
30
Speed (walk/run/fly)
15
Passive Perception
2 / 2
Wild Shape
Spellcasting ...
+10 Attack mod
WIS Ability
+3 Abi Mod
26 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
+3 Strength
-1 Dexterity
+3 Constitution
+1 Intelligence
+5 Wisdom
-1 Charisma
saving throws
-1 Acrobatics DEX
+3 Animal Handling WIS
+1 Arcana INT
+3 Athletics STR
-1 Deception CHA
+1 History INT
+3 Insight WIS
-1 Intimidation CHA
-1 Investigation INT
skills
+5 Medicine WIS
+1 Nature INT
+5 Perception WIS
-1 Performance CHA
-1 Persuasion CHA
-1 Religion INT
-1 Sleight of Hand DEX
-1 Stealth DEX
+5 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Attacks

Spell Book


Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money


™ & © 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 Points

Hit Dice: d8 per Druid level
Hit Points at first Level: 8 + constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per druid level after 1st

Proficiences

Armor: Light armor, medium armor, shields (druids will not wear armor or use shields made of metal)
Weapons: Clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears
Tools: Herbalism kit
Saving Throws: Intelligence, Wisdom
Skills: Choose two from Arcana, Animal Handling, Insight, Medicine, Nature, Perception, Religion, and Survival

Overview & Creation

Holding high a gnarled staff wreathed with holly, an elf summons the fury of the storm and calls down explosive bolts of lightning to smite the torch-carrying orcs who threaten her forest.

Crouching out of sight on a high tree branch in the form of a leopard, a human peers out of the jungle at the strange construction of a temple of Evil Elemental Air, keeping a close eye on the cultists’ activities.

Swinging a blade formed of pure fire, a half-elf charges into a mass of skeletal soldiers, sundering the unnatural magic that gives the foul creatures the mocking semblance of life.

Whether calling on the elemental forces of nature or emulating the creatures of the animal world, druids are an embodiment of nature’s resilience, cunning, and fury. They claim no mastery over nature. Instead, they see themselves as extensions of nature’s indomitable will.

Power of Nature
Druids revere nature above all, gaining their spells and other magical powers either from the force of nature itself or from a nature deity. Many druids pursue a mystic spirituality of transcendent union with nature rather than devotion to a divine entity, while others serve gods of wild nature, animals, or elemental forces. The ancient druidic traditions are sometimes called the Old Faith, in contrast to the worship of gods in temples and shrines.

Druid spells are oriented toward nature and animals—the power of tooth and claw, of sun and moon, of fire and storm. Druids also gain the ability to take on animal forms, and some druids make a particular study of this practice, even to the point where they prefer animal form to their natural form.

Preserve the Balance
For druids, nature exists in a precarious balance. The four elements that make up a world—air, earth, fire, and water—must remain in equilibrium. If one element were to gain power over the others, the world could be destroyed, drawn into one of the elemental planes and broken apart into its component elements. Thus, druids oppose cults of Elemental Evil and others who promote one element to the exclusion of others.

Druids are also concerned with the delicate ecological balance that sustains plant and animal life, and the need for civilized folk to live in harmony with nature, not in opposition to it. Druids accept that which is cruel in nature, and they hate that which is unnatural, including aberrations (such as beholders and mind flayers) and undead (such as zombies and vampires). Druids sometimes lead raids against such creatures, especially when the monsters encroach on the druids’ territory.

Druids are often found guarding sacred sites or watching over regions of unspoiled nature. But when a significant danger arises, threatening nature’s balance or the lands they protect, druids take on a more active role in combating the threat, as adventurers.

Creating a Druid
When making a druid, consider why your character has such a close bond with nature. Perhaps your character lives in a society where the Old Faith still thrives, or was raised by a druid after being abandoned in the depths of a forest. Perhaps your character had a dramatic encounter with the spirits of nature, coming face to face with a giant eagle or dire wolf and surviving the experience. Maybe your character was born during an epic storm or a volcanic eruption, which was interpreted as a sign that becoming a druid was part of your character’s destiny.   Have you always been an adventurer as part of your druidic calling, or did you first spend time as a caretaker of a sacred grove or spring? Perhaps your homeland was befouled by evil, and you took up an adventuring life in hopes of finding a new home or purpose.  
 


Class Features

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
Example


2nd
1/4
No flying or swimming speed
Wolf


4th
1/2
No flying speed
Crocodile


8th
1

Giant eagle


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

While you are transformed, the following rules apply:

Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature’s bonus instead of yours. If the creature has any legendary or lair actions, you can’t use them. When you transform, you assume the beast’s hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn’t reduce your normal form to 0 hit points, you aren’t knocked unconscious. You can’t cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn’t break your concentration on a spell you’ve already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you’ve already cast. You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can’t use any of your special senses, such as darkvision, unless your new form also has that sense. You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the creature’s shape and size. Your equipment doesn’t change size or shape to match the new form, and any equipment that the new form can’t wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form. Druid Circle
At 2nd level, you choose to identify with a circle of druids: the Circle of the Land detailed at the end of the class description or one from the Player's Handbook or other sources. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.

Wild Shape Improvement
At 4th level, you can use your action to magically assume the shape of a beast that you have seen before of challenge rating 1/2 or lower that doesn't have a flying speed. You can use this feature twice. You regain expended uses when you finish a short or long rest.   Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.   Wild Shape Improvement At 8th level, you can use your action to magically assume the shape of a beast that you have seen before of challenge rating 1 or lower. You can use this feature twice. You regain expended uses when you finish a short or long rest.

Timeless Body
Starting at 18th level, the primal magic that you wield causes you to age more slowly. For every 10 years that pass, your body ages only 1 year.

Beast Spells
Beginning at 18th level, you can cast many of your druid spells in any shape you assume using Wild Shape. You can perform the somatic and verbal components of a druid spell while in a beast shape, but you aren’t able to provide material components.

Archdruid
At 20th level, you can use your Wild Shape an unlimited number of times.

Additionally, you can ignore the verbal and somatic components of your druid spells, as well as any material components that lack a cost and aren’t consumed by a spell. You gain this benefit in both your normal shape and your beast shape from Wild Shape.

Druid Circles
Though their organization is invisible to most outsiders, druids are part of a society that spans the land, ignoring political borders. All druids are nominally members of this druidic society, though some individuals are so isolated that they have never seen any high-ranking members of the society or participated in druidic gatherings. Druids recognize each other as brothers and sisters. Like creatures of the wilderness, however, druids sometimes compete with or even prey on each other.

At a local scale, druids are organized into circles that share certain perspectives on nature, balance, and the way of the druid.


Starting Equipment

You start with the following equipment, in addition to the equipment granted by your background:   (a) a wooden shield or (b) any simple weapon (a) a scimitar or (b) any simple melee weapon Leather armor, an explorer’s pack, and a druidic focus


Spellcasting

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

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

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

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

For example, if you are a 3rd-level druid, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells.

You can also change your list of prepared spells when you finish a long rest. Preparing a new list of druid spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.

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

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

Spell attack modifier = your proficiency bonus + your Wisdom modifier

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

Spellcasting Focus
You can use a druidic focus (see the Adventuring Gear section) as a spellcasting focus for your druid spells.

Druid (Wildfire)


Hit Points

Hit Dice: d8 per Druid (Wildfire) level
Hit Points at first Level: 8 + your Constitution Modifier
Hit Points at Higher Levels: 1d8!<=2 +your Constitution modifier per Druid level after 1st (minimum of 2 on the roll)

Proficiences

Armor: Light, Medium, Shields (druids will not wear armor or use shields made of metal)
Weapons: 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.

Overview & Creation

Level Proficiency Bonus Features Cantrips Known
1 +2 Druidic, Spellcasting 2
2 +2 Wild Shape, Druid Circle : Wildfire, Circle Feature : Circle Spells, Circle Feature : Summon Wildfire Spirit 2
3 +2 2
4 +2 Ability Score Improvement 3
5 +3 3
6 +3 Circle Feature : Enhanced Bond 3
7 +3 3
8 +3 Ability Score Improvement 3
9 +4 3
10 +4 Circle Feature : Cauterizing Flames 4
11 +4 4
12 +4 Ability Score Improvement 4
13 +5 4
14 +5 Circle Feature : Blazing Revival 4
15 +5 4
16 +5 Ability Score Improvement 4
17 +6 4
18 +6 Timeless Body, Beast Spells 4
19 +6 4
20 +6 Archdruid 4

 


Class Features

Level 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.  

Level 2

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 Example
2nd 1/4 No flying or swimming speed Wolf
4th 1/2 No flying speed Crocodile
8th 1 - Giant Eagle
You can stay in a beast shape for a number of hours equal to half your druid level (rounded down). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.   While you are transformed, the following rules apply:  
  • Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or lair actions, you can't use them.
  • When you transform, you assume the beast's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form, For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.
  • You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as Call Lightning, that you've already cast.
  • You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense.
  • You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.
 

Druidic Circle of Wildfire

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. For info on the sub-class, see Info.  

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.
Druid Level Spells
2nd Burning Hands, Cure Wounds
3rd Flaming Sphere, Scorching Ray
5th Plant Growth, Revivify
7th Aura of Life, Fire Shield
9th Flame Strike, Mass Cure Wounds
 

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 (see Wildfire Spirit for stats), 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.  

Level 3

 

Level 4

Ability Score Improvement

When you reach 4th level, you can increase one Ability Score of your choice by 2, or you can increase two Ability Scores of your choice by 1. Through this way, you can't increase an Ability Score beyond 20. Alternatively, you can pick a feat.  

Level 5

 

Level 6

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 1d8 , 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.  

Level 7

 

Level 8

Ability Score Improvement

For detail see Ability Score Improvement  

Level 9

 

Level 10

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.  

Level 11

 

Level 12

Ability Score Improvement

For detail see Ability Score Improvement  

Level 13

 

Level 14

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.  

Level 15

 

Level 16

Ability Score Improvement

For detail see Ability Score Improvement  

Level 17

 

Level 18

Timeless Body

Starting at 18th level, the primal magic that you wield causes you to age more slowly. For every 10 years that pass, your body ages only 1 year.  

Beast Spells

Beginning at 18th level, you can cast many of your druid spells in any shape you assume using Wild Shape. You can perform the somatic and verbal components of a druid spell while in a beast shape, but you aren't able to provide material components.  

Level 19

 

Level 20

Archdruid

At 20th level, you can use your Wild Shape an unlimited number of times.   Additionally, you can ignore the verbal and somatic components of your druid spells, as well as any material components that lack a cost and aren't consumed by a spell. You gain this benefit in both your normal shape and your beast shape from Wild Shape.


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

Spellcasting

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

You can use a druidic focus as a spellcasting focus for your druid spells.  

Spell Slot Table

Level 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1 2 - - - - - - - -
2 3 - - - - - - - -
3 4 2 - - - - - - -
4 4 3 - - - - - - -
5 4 3 2 - - - - - -
6 4 3 3 - - - - - -
7 4 3 3 1 - - - - -
8 4 3 3 2 - - - - -
9 4 3 3 3 1 - - - -
10 4 3 3 3 2 - - - -
11 4 3 3 3 2 1 - - -
12 4 3 3 3 2 1 - - -
13 4 3 3 3 2 1 1 - -
14 4 3 3 3 2 1 1 - -
15 4 3 3 3 2 1 1 1 -
16 4 3 3 3 3 2 1 1 -
17 4 3 3 3 2 1 1 1 1
18 4 3 3 3 3 1 1 1 1
19 4 3 3 3 3 2 1 1 1
20 4 3 3 3 3 2 2 1 1

 


Subclass Options

Druid: Circle of Wildfire

Whether calling on the elemental forces of nature or emulating the creatures of the animal world, druids are an embodiment of nature's resilience, cunning, and fury. They claim no mastery over nature, but see themselves as extensions of nature's indomitable will. You must have a Wisdom score of 13 or higher in order to multiclass in or out of this class.   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.   Source: Tasha's Cauldron of Everything

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Tortle

What many tortles consider a simple life, others might call a life of adventure. Tortles are born near sandy coastlines, but as soon as they're able to walk on two legs, they become nomad survivalists eager to explore the wilderness, experience its many wonders, put their skills to the test, and make new acquaintances.
ability score increase: Your Strength score increases by 2, and your Wisdom score increases by 1.
age: Young tortles crawl for a few weeks after birth before learning to walk on two legs. They reach adulthood by the age of 25 and live an average of 350 years.
Size: Medium
speed: Your base walking speed is 30 feet.
Languages: You can speak, read and write Common and Beastspeech(Reptilia).
race features:

Size

You are Medium or Small. You choose the size when you select this race.

Claws

You have claws that you can use to make unarmed strikes. When you hit with them, the strike deals 1d6 + your Strength modifier slashing damage, instead of the bludgeoning damage normal for an unarmed strike.

Hold Breath

You can hold your breath for up to 1 hour.

Natural Armor

Your shell provides you a base AC of 17 (your Dexterity modifier doesn't affect this number). You can't wear light, medium, or heavy armor, but if you are using a shield, you can apply the shield's bonus as normal.

Nature's Intuition

Thanks to your mystical connection to nature, you gain proficiency with one of the following skills of your choice: Animal Handling, Medicine, Nature, Perception, Stealth, or Survival.

Shell Defense

You can withdraw into your shell as an action. Until you emerge, you gain a +4 bonus to your AC, and you have advantage on Strength and Constitution saving throws. While in your shell, you are prone, your speed is 0 and can't increase, you have disadvantage on Dexterity saving throws, you can't take reactions, and the only action you can take is a bonus action to emerge from your shell.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 0 Spells

Produce Flame

0-level (Cantrip) Conjuration

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic
Duration: 10 minutes
Attack/Save: Ranged
Damage/Effect: Fire
A flickering flame appears in your hand. The flame remains there for the duration and harms neither you nor your equipment. The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The spell ends if you dismiss it as an action or if you cast it again.   You can also attack with the flame, although doing so ends the spell. When you cast this spell, or as an action on a later turn, you can hurl the flame at a creature within 30 feet of you. Make a ranged spell attack. On a hit, the target takes 1d8 fire damage.
At higher levels: This spell's damage increases by 1d8 when you reach 10th level (2d8), 22nd level (3d8), and 34th level (4d8).
Available for: Druid

XGE

Create Bonfire

0-level (Cantrip) Conjuration

Casting Time: 1 action
Range/Area: 60ft
Components: Verbal, Somatic
Duration: Concentration, up to 1 minute
Attack/Save: Dexterity saving roll
Damage/Effect: fire
You create a bonfire on ground that you can see within range. Until the spell ends, the magic bonfire fills a 5-foot cube. Any creature in the bonfire's space when you cast the spell must succeed on a Dexterity saving throw or take 1d8 fire damage. A creature must also make the saving throw when it moves into the bonfire's space for the first time on a turn or ends its turn there.   The bonfire ignites flammable objects in its area that aren't being worn or carried.
At higher levels: The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Available for: Artificer, Druid, Sorcerer, Warlock, Wizard

Dornenpeitsche (thorn whip)

0-level (Cantrip) Transmutation

Casting Time: 1 Aktion
Range/Area: 9m/30ft.
Components: Verbal, Gestik und Material
Materials: Der Stiel einer Pflanze mit Dornen
Duration: Sofort
Attack/Save: Nahkampfzauberangriff
Damage/Effect: Stechschaden/Ziehen

Zauberbeschreibung

Du erschaffst eine lange, rankenartige Peitsche, die mit Dornen bedeckt ist und die auf deinen Befehl hin nach einer Kreatur in Reichweite schlägt. Führe einen Nahkampfzauberangriff gegen das Ziel durch. Wenn der Angriff trifft, erleidet die Kreatur 1d6 Stechschaden. Handelt es sich um eine Kreatur der Größenkategorie groß oder kleiner, wird sie zusätzlich 3m in deine Richtung gezogen.
At higher levels: Der Schaden dieses Zaubers steigt jeweils um 1d6 bei Erreichen der 5. ( 2d6 ), 11. ( 3d6 ) und 17. Stufe ( 4d6 ).
Available for: Druide und Magieschmied

Level 1 Spells

Faerie Fire

1-level Evocation

Casting Time: 1 action
Range/Area: 60 ft / 20 ft
Components: Verbal
Duration: Concentration, up to 1 minute
Attack/Save: Dex Save
Each object in a 20-foot cube within range is outlined in the color of your magic. Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius.   Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can't benefit from being invisible.

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.

PHB

Burning Hands

1-level Evocation

Casting Time: 1 action
Range/Area: Self (15-foot cone)
Components: V,S
Duration: Instantaneous
Attack/Save: ranged
Damage/Effect: fire
As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one.   The fire ignites any flammable objects in the area that aren’t being worn or carried.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Available for: Sorcerer, Wizard

Entangle

1-level Conjuration

Casting Time: 1 action
Range/Area: 90 ft / 20 ft
Components: Verbal, Somatic
Duration: Concentration, up to 1 minute
Attack/Save: Strength Save
Damage/Effect: Restrained / Difficult Terrain
Grasping weeds and vines sprout from the ground in a 20-foot square starting from a point within range. For the duration, these plants turn the ground in the area into difficult terrain.   A creature in the area when you cast the spell must succeed on a Strength saving throw or be restrained by the entangling plants until the spell ends. A creature restrained by the plants can use its action to make a Strength check against your spell save DC. On a success, it frees itself.   When the spell ends, the conjured plants wilt away.

Player's Handbook

Cure Wounds

1-level Evocation

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

Level 2 Spells

Player's Handbook

Heat metal

2-level Transmutation

Range/Area: 60ft
Components: Verbal, Somatic, Material
Materials: A piece of iron and a flame
Duration: Concentration, up to 1 minute
Damage/Effect: fire
Choose a manufactured metal object, such as a metal weapon or a suit of heavy or medium metal armor, that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object takes 2d8 fire damage when you cast the spell. Until the spell ends, you can use a bonus action on each of your subsequent turns to cause this damage again.   If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn’t drop the object, it has disadvantage on attack rolls and ability checks until the start of your next turn.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.
Available for: Artificer, Bard Druid

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

Player's Handbook

Enlarge/Reduce

2-level Transmutation

Casting Time: 1 action
Range/Area: 30 feet
Components: Verbal, Somatic, Material
Materials: A pinch iron powder
Duration: Concentration, Up to 1 minute
Attack/Save: Constitution saving throw
Damage/Effect: 1d4 extra or less
You cause a creature or an object you can see within range to grow larger or smaller for the duration. Choose either a creature or an object that is neither worn nor carried. If the target is unwilling, it can make a Constitution saving throw. On a success, the spell has no effect.   If the target is a creature, everything it is wearing and carrying changes size with it. Any item dropped by an affected creature returns to normal size at once.   Enlarge. The target's size doubles in all dimensions, and its weight is multiplied by eight. This growth increases its size by one category - from Medium to Large, for example. If there isn't enough room for the target to double its size, the creature or object attains the maximum possible size in the space available. Until the spell ends, the target also has advantage on Strength checks and Strength saving throws. The target's weapons also grow to match its new size. While these weapons are enlarged, the target's attack with them deal 1d4 extra damage.   Reduce. The target's size is halved in all dimensions, and its weight is reduced to one-eighth of normal. This reduction decreases its size by one category - from Medium to Small, for example. Until the spell ends, the target also has disadvantage on Strength checks and Strength saving throws. The target's weapons also shrink to match its new size. While these weapons are reduced, the target's attacks with them deal 1d4 less damage (this can't reduce the damage below 1).
Available for: Artificer, Sorcerer, Wizard, Bard(Xanathar)

PHB

Scorching Ray

2-level Evocation

Casting Time 1 Action
Range 120 feet
Duration Instantaneous
Components V S

You create three rays of fire and hurl them at targets within range. You can hurl them at one target or several. Make a ranged spell attack for each ray. On a hit, the target takes 2d6 fire damage.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, you create one additional ray for each slot level above 2nd.

Class(es): Cleric, Sorcerer, Warlock, Wizard

Ranged Spell Attack 2d6 Fire Damage

Player's Handbook

Flame Blade

2-level Evocation

Casting Time 1 bonus action
Range Self
Duration 10 minutes
Components V,S,M (sumac leaf)

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

Class(es): Druid

Xanathar's Guide to Everything

Healing Spirit

2-level Conjuration

Casting Time 1 bonus action
Range 60 feet
Duration Concentration, 1 minute
Components V,S

ou call forth a nature spirit to soothe the wounded. The intangible spirit appears in a space that is a 5-ft cube you can see. Whenever you or a creature you can see moves into the spirits space for the first time on a turn or starts its turn there, the spirit restores 1d6 hit points to that creature for free (max 8d6 of healing). As a bonus action, you can move the Spirit up to 30 feet.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the healing increases by 1d6 and the maximum healing creases by 2d6 for each slot level above 2nd.

Class(es): Druid, Ranger

Player's Handbook

Flaming Sphere

2-level Conjuration

Casting Time 1 action
Range 60 feet
Duration Concentration, 1 minute
Components V,S,M (tallow, brimstone, and powdered iron)

A 5-foot-diameter sphere of fire appears in an unoccupied space of your choice within range and lasts for the duration. Any creature that ends its turn within 5 feet of the sphere must make a Dexterity saving throw. The creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one.   As a bonus action, you can move the sphere up to 30 feet. If you ram the sphere into a creature, that creature must make the saving throw against the sphere’s damage, and the sphere stops moving this turn.   When you move the sphere, you can direct it over barriers up to 5 feet tall and jump it across pits up to 10 feet wide. The sphere ignites flammable objects not being worn or carried, and it sheds bright light in a 20-foot radius and dim light for an additional 20 feet.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.

Class(es): Druid, Wizard

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