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Druid 8 Class & Level
Hermit Background
Human Race
True Neutral Alignment

Strength 12
+1
Dexterity 7
-2
constitution 14
+2
intelligence 12
+1
wisdom 16
+3
charisma 4
-3
Total Hit Dice 8
Hit Die
1d8+2
+3 proficiency bonus
+1 Strength
-2 Dexterity
+1 Constitution
+4 Intelligence
+6 Wisdom
-3 Charisma
saving throws
-2 Acrobatics
+3 Animal Handling
+4 Arcana
+1 Athletics
-3 Deception
+1 History
+6 Insight
-3 Intimidation
+1 Investigation
+6 Medicine
+1 Nature
+3 Perception
-3 Performance
-3 Persuasion
+4 Religion
-2 Sleight of Hands
-2 Stealth
+3 Survival
skills Arcana, Insight, Medicine, Religion proficiencies

 
8
Armor Class
60
Hit Points
-2
Initiative
30
Speed
Attacks
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
Proficiences
277086
Features & Traits

Heroes Enabled

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.

Level 0 Spells

Poison Spray

0-level (Cantrip) Conjuration

Casting Time 1 action
Range 10 feet
Duration Instantaneous
Components V, S

You extend your hand toward a creature you can see within range and project a puff of noxious gas from your palm. The creature must succeed on a Constitution saving throw or take 1d12 poison damage.
At higher levels: This spell's damage increases by 1d12 when you reach 5th level ( 2d12 ), 11th level ( 3d12 ), and 17th level ( 4d12 ).

Class(es): Artificer, Druid, Sorcerer, Wizard, Warlock

Infestation

0-level (Cantrip) Conjuration

Casting Time 1 action
Range 30 feet
Duration Instantaneous
Components V, S, M
Materials A living flea

You cause a cloud of mites, fleas, and other parasites to appear momentarily on one creature you can see within range. The target must succeed on a Constitution saving throw, or it takes 1d6 poison damage and moves 5 feet in a random direction if it can move and its speed is at least 5 feet. Roll 1d4 for the direction: 1, north; 2, south; 3, east; 4, west. This movement doesn't provoke opportunity attacks, and if the direction rolled is blocked, the target doesn't move.
At higher levels: The spells damage increases by 1d6 when you reach 5th level ( 2d6 ), 11th level ( 3d6 ), and 17th level ( 4d6 ).

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

Primal Savagery

0-level (Cantrip) Transmutation

Casting Time 1 action
Range Self
Duration Instantaneous
Components S

You channel primal magic to cause your teeth or fingernails to sharpen, ready to deliver a corrosive attack. Make a melee spell attack against one creature within 5 feet of you. On a hit, the target takes ( 1d10 ) acid damage. After you make the attack, your teeth or fingernails return to normal.
At higher levels: The spell's damage increases by 1d10 when you reach 5th level ( 2d10 ), 11th level ( 3d10 ), and 17th level ( 4d10 ).

Class(es): Druid

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


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