+4 | Expertise Bonus | |
+2 | Proficiency Bonus |
+3 | Strength | |
+2 | Dexterity | |
+5 | Constitution | |
+3 | Intelligence | |
+4 | Wisdom | |
-1 | Charisma |
+2 | Acrobatics | DEX | |
+2 | Animal Handling | WIS | |
+1 | Arcana | INT | |
+3 | Athletics | STR | |
-1 | Deception | CHA | |
+1 | History | INT | |
+2 | Insight | WIS | |
-1 | Intimidation | CHA | |
+1 | Investigation | INT |
+4 | Medicine | WIS | |
+3 | Nature | INT | |
+4 | Perception | WIS | |
-1 | Performance | CHA | |
-1 | Persuasion | CHA | |
+1 | Religion | INT | |
+2 | Sleight of Hand | DEX | |
+4 | Stealth | DEX | |
+4 | Survival | WIS |
Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
---|---|---|---|---|---|
Scimtar | +5 | STR | 1d6+3 | Slash | |
Finesse, Light | |||||
Hellfire Quarterstaff | +5 | STR | 1d6+3 | Bludgeon | |
Versatile 1d8 |
The statblocks of your Weapons, armor and other important/magical equipment
Snakes & Saloons
Armor Common
Can be equipped as a bonus action
Type | AC | STR Req. | Stealth Dis. | Properties |
---|---|---|---|---|
Shield | +1 |
Cost: 5gp Weight: 3lbs
DnD 5e SRD SRD
Melee Weapon Common [Finesse, Light]
Type | Damage | Damage | Range | Properties |
---|---|---|---|---|
Martial | 1d6 | Slashing |
Cost: 25 gp Weight: 3 lb
DnD 5e SRD SRD
Medium Armor Common
Type | AC | STR Req. | Stealth Dis. | Properties |
---|---|---|---|---|
Medium | 14 + Dex Modifier (max 2) |
Cost: 400 gp Weight: 20 lb
The statblocks of your class features
Those who can't find regular work almost inevitably end up dead or as scavengers. They make their living from rooting through scrapped raw materials in search of anything worth using or selling. Most scavengers are rather poor if resourceful people who can see the silver lining in almost any situation. Veteran scavengers are skilled in the arts of living off the land and working out an items worth.
Eye For Value: If you spend 10 minutes examining an item you can work out the exact value of a single Common and Uncommon items. Waste not Want not: You know how to find genuine treasure amongst trash. Whenever you make a Perception roll to look through largely invaluable items including scrap metal, old sundries or spoiled goods, you can add 2 to the result.
Scavengers tend to be optimists in almost any situation. In addition, they also tend to be superstitious about particular finds and will guard these from prying eyes if they feel threatened.
Level | Proficiency Bonus | Features | Cantrips Known |
---|---|---|---|
1 | +2 | Druidic, Spellcasting | 2 |
2 | +2 | Wild Shape, Druid Circle, Circle Feature : Circle Spells, Circle Feature : Halo of Spores, Symbiotic Entity | 2 |
3 | +2 | 2 | |
4 | +2 | Ability Score Improvement | 3 |
5 | +3 | 3 | |
6 | +3 | Circle Feature : Fungal Infestation | 3 |
7 | +3 | 3 | |
8 | +3 | Ability Score Improvement | 3 |
9 | +4 | 3 | |
10 | +4 | Circle Feature : Spreading Spores | 4 |
11 | +4 | 4 | |
12 | +4 | Ability Score Improvement | 4 |
13 | +5 | 4 | |
14 | +5 | Circle Feature : Fungal Body | 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 |
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 |
Druid Level | Circle Spells |
---|---|
3rd | Blindness/Deafness, Gentle Repose |
5th | Animate Dead, Gaseous Form |
7th | Blight, Confusion |
9th | Cloudkill, Contagion |
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
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 |
Always on the lookout for danger, you gain the following benefits:
You learn to move things with your mind, granting you the following benefits:
Your hit point maximum increases by an amount equal to twice your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional 2 hit points.
You are exceptionally speedy and agile. You gain the following benefits:
Quick to notice details of your environment, you gain the following benefits:
Statblocks for your familiars, mounts etc.
Statblocks for race/species of the character.
Statblocks for companions, followers and other allies.
Statblocks for your spells.
PHB
0-level (Cantrip) Transmutation
Whispering to the spirits of nature, you create one of the following effects within range:
PHB
0-level (Cantrip) Transmutation
You create a long, vine-like whip covered in thorns that lashes out at your command toward a creature in range. Make a melee spell attack against the target. If the attack hits, the creature takes 1d6 piercing damage, and if the creature is Large or smaller, you pull the creature up to 10 feet closer to you.
At higher levels: The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Melee Spell Attack | 2d6 | Piercing Damage |
---|
PHB
0-level (Cantrip) Necromancy
You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 necrotic damage, and it can't regain hit points until the start of your next turn. Until then, the hand clings to the target.
If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn.
At higher levels: This spell's damage increases by 1d8 when you reach 5th level ( 2d8 ), 11th level ( 3d8 ), and 17th level ( 4d8 ).
PHB
1-level Transmutation
You touch a creature. The target's speed increases by 10 feet until the spell ends.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
PHB
1-level Evocation
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
1-level Transmutation
You touch a creature. The creature's jump distance is tripled until the spell ends.
PHB
1-level Evocation
Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). 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.
Xanathar's Guide to Everything
2-level Evocation
Choose one creature you can see within range. Yellow strips of magical energy loop around the creature. The target must succeed on a Strength saving throw or its flying speed (if any) is reduced to 0 feet for the spell’s duration. An airborne creature affected by this spell descends at 60 feet per round until it reaches the ground or the spell ends.
Elemental Evil Player's Companion
2-level Evocation
A strong wind (20 miles per hour) blows around you in a 10-foot radius and moves with you, remaining centered on you. The wind lasts for the spell’s duration. The wind has the following effects:
PHB
2-level Necromancy
You can blind or deafen a foe. Choose one creature that you can see within range to make a Constitution saving throw. If it fails, the target is either blinded or deafened (your choice) for the duration. At the end of each of its turns, the target can make a Constitution saving throw. On a success, the spell ends.
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.
PHB
2-level Necromancy
You touch a corpse or other remains. For the duration, the target is protected from decay and can't become undead. The spell also effectively extends the time limit on raising the target from the dead, since days spent under the influence of this spell don't count against the time limit of spells such as Raise Dead
Statblocks for your Trinkets, businesses, building, castles, empires.