+4 | Expertise Bonus | |
+2 | Proficiency Bonus |
+2 | Strength | |
+2 | Dexterity | |
+3 | Constitution | |
+5 | Intelligence | |
+6 | Wisdom | |
+3 | Charisma |
+2 | Acrobatics | DEX | |
+4 | Animal Handling | WIS | |
+3 | Arcana | INT | |
+2 | Athletics | STR | |
+3 | Deception | CHA | |
+3 | History | INT | |
+4 | Insight | WIS | |
+3 | Intimidation | CHA | |
+3 | Investigation | INT |
+6 | Medicine | WIS | |
+3 | Nature | INT | |
+6 | Perception | WIS | |
+3 | Performance | CHA | |
+3 | Persuasion | CHA | |
+3 | Religion | INT | |
+2 | Sleight of Hand | DEX | |
+2 | Stealth | DEX | |
+4 | Survival | WIS |
Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
---|---|---|---|---|---|
tentacle | +5 | CON | 1d4 | bludgeoning | |
Whenever you hit a target with your tentacles and your target is your Size or smaller, you can choose to not deal damage and grapple the target with your tentacles instead. | |||||
scimitar | +4 | STR | 1d6+2 | slashing |
Aberrant. You can read, speak, and write Deep Speech and you have advantage on saving throws against effects and spells that specifically target humanoid creatures.
Darkvision. You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
Tentacles. You can use your tentacles to make unarmed strikes. When you attack with your tentacles, you can choose to add your Constitution modifier, instead of your Strength modifier, to the attack and damage rolls. They deal 1d4 bludgeoning damage on a hit.
Whenever you hit a target with your tentacles and your target is your Size or smaller, you can choose to not deal damage and grapple the target with your tentacles instead.
Mind Rend. As an action, you can force a creature within 60 ft. of yourself to make an Intelligence saving throw. On a failed save, the creature takes 2d6 psychic damage and has disadvantage on the next Intelligence, Wisdom, or Charis - ma saving throw it makes before the end of your next turn. When a creature that fails its saving throw while grappled by your tentacles, you additionally regain an amount of hit points equal to the psychic damage dealt. The DC is equal to 8 + your Intelligence, Wisdom, or Charisma modifier + your proficiency bonus. You choose which Ability modifier you use for the DC when you choose this subrace.
You can use this action a number of times equal to your proficiency bonus before you have to finish a long rest.
Psionics.
You know the Mage Hand cantrip. Once you reach 3rd level, you can cast the Detect Thoughts spell once. Once you reach 5th level, you can also cast the Levitate spell once. You must finish a long rest to cast these spells again with this trait.
When you choose this subrace, you choose Intelligence, Wisdom, or Charisma as your spellcasting ability for these spells.
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:
Wild Companion (Optional)
At 2nd level, you gain the ability to summon a spirit that assumes an animal form: as an action, you can expend a use of your Wild Shape feature to cast the Find Familiar spell, without material components.
When you cast the spell in this way, the familiar is a fey instead of a beast, and the familiar disappears after a number of hours equal to half your druid level.
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.
WILDFIRE SPIRIT
AC: 13 (natural armor)
hp: 5 + 5 times druid level
speed: 30 ft, 30 ft fly (hover)
STR 10 , DEX 14 (2), CON 14 (2), INT 13 (1), WIS 15 (2), CHA 11
immunities: fire | condition immunities: charmed, frightened, grappled, prone, restrained
Senses: darkvision 60 ft., passive Perception 12
Languages: understands the languages you speak
cr: none
Proficiency Bonus: equals your bonus
ACTIONS
Flame Seed. Ranged Weapon Attack: your spell attack modifier to hit, range 60 ft., one target you can see. Hit: 1d6 + PB fire damage.
Fiery Teleportation. The spirit and each willing creature of your choice within 5 feet of it teleport up to 15 feet to unoccupied spaces you can see. Then each creature within 5 feet of the space that the spirit left must succeed on a Dexterity saving throw against your spell save DC or take 1d6 + PB fire damage.
You start with the following equipment, in addition to the equipment granted by your background:
• (a) a wooden shield
• (a) a scimitar
• Leather armor, an explorer's pack, and a druidic focus
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.
languages: druidic, common
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
The statblocks of your Weapons, armor and other important/magical equipment
The statblocks of your class features
Statblocks for your familiars, mounts etc.
Statblocks for race/species of the character.
Statblocks for companions, followers and other allies.
Statblocks for your spells.
Statblocks for your Trinkets, businesses, building, castles, empires.