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Lormish Scorchedsand

3 Level (0/2700 XP for level-up) Scavenger Background Sand Strider Race / Species / Heritage Lawful Good Alignment
Druid
Level 3
Hit Dice: 3/3
1d8+5 Class 1

STR
16
+3
DEX
14
+2
CON
21
+5
INT
12
+1
WIS
14
+2
CHA
8
-1
44
Hit Points
+2
Initiative (DEX)
17
Armor Class (AC)
+2
Prof. Bonus
40 (30 Wet) / 50 Ft (Burrow)
Speed (walk/run/fly)
14
Passive Perception
0 / 2
Wild Shape
Spellcasting ...
+4 Attack mod
WIS Ability
+2 Abi Mod
12 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
+3 Strength
+2 Dexterity
+5 Constitution
+3 Intelligence
+4 Wisdom
-1 Charisma
saving throws
+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
skills
+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
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Scimtar +5 STR 1d6+3 Slash
 Finesse, Light
Hellfire Quarterstaff +5 STR 1d6+3 Bludgeon
 Versatile 1d8
Attacks

Spell Book


Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
Armour: Light armor, medium armor, shields (druids will not wear armor or use shields made of metal)
Languages: Common, Terran, Goblin, Druidic, Thieves Cant
Weapons: Clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears
Tools: Herbalism kit, Tinker's

Languages & Proficiencies
Fire Resistance, Circle of Spores, Disadvantage On Dex Checks While wet and while on difficult rocky Terrain, Npcs Dislike me, Passive Perception 17, Passive Investigation 16

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

Snakes & Saloons

Wooden Shield

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

Scimitar

Melee Weapon Common [Finesse, Light]

Type Damage Damage Range Properties
Martial 1d6 Slashing

Cost: 25 gp Weight: 3 lb


 

DnD 5e SRD SRD

Breastplate Armor

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

Scavenger

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. 

Skill Proficiencies Perception, Stealth
Tool Proficiencies Tinker's Tools
Languages Thieves Cant
Lifestyle Poor

Features

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.

Suggested Characteristics

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.

Druid (Spores)


Hit Points

Hit Dice: d8 per Druid (Spores) 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, 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

 


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

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

Your symbiotic link to fungus and your ability to tap into the cycle of life and death grants you access to certain spells. At 2nd level, you learn the Chill Touch cantrip. At 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Circle of Spores 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.  

Cirlce of Spores Spells

Druid Level Circle Spells
3rd Blindness/Deafness, Gentle Repose
5th Animate Dead, Gaseous Form
7th Blight, Confusion
9th Cloudkill, Contagion
 

Halo of Spores

Starting at 2nd level, you are surrounded by invisible, necrotic spores that are harmless until you unleash them on a creature nearby. When a creature you can see moves into a space within 10 feet of you or starts its turn there, you can use your reaction to deal 1d4 necrotic damage to that creature unless it succeeds on a Constitution saving throw against your spell save DC. The necrotic damage increases to 1d6 at 6th level, 1d8 at 10th level, and 1d10 at 14th level.  

Symbiotic Entity

At 2nd level, you gain the ability to channel magic into your spores. As an action, you can expend a use of your Wild Shape feature to awaken those spores, rather than transforming into a beast form, and you gain 4 temporary hit points for each level you have in this class. While this feature is active, you gain the following benefits:  
  • When you deal your Halo of Spores damage, roll the damage die a second time and add it to the total.
  • Your melee weapon attacks deal an extra 1d6 poison damage to any target they hit.
  • These benefits last for 10 minutes, until you lose all these temporary hit points, or until you use your Wild Shape again.
 

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

Fungal Infestation

At 6th level, your spores gain the ability to infest a humanoid corpse and animate it.   If a beast or humanoid that is Small or Medium dies within 10 feet of you, you can use your reaction to animate it, causing it to stand up immediately with 1 hit point. The creature uses the zombie statistics. It remains animate for 1 hour, after which time it collapses and dies.   In combat, the zombie's turn is immediately after yours. It obeys your mental commands, and the only action it can take is the Attack action, making one melee attack.   You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.  

Level 7

 

Level 8

Ability Score Improvement

For detail see Ability Score Improvement  

Level 9

 

Level 10

Spreading Spores

At 10th level, you gain the ability to seed an area with deadly spores. As a bonus action while your Symbiotic Entity feature is active, you can hurl spores up to 30 feet away, where they swirl in a 10-foot cube for 1 minute. The spores disappear early if you use this feature again, if you dismiss them as a bonus action, or if your Symbiotic Entity feature is no longer active.   Whenever a creature moves into the cube or starts its turn there, that creature takes your Halo of Spores damage, unless the creature succeeds on a Constitution saving throw against your spell save DC. A creature can take this damage no more than once per turn.   While the cube of spores persists, you can't use your Halo of Spores reaction.  

Level 11

 

Level 12

Ability Score Improvement

For detail see Ability Score Improvement  

Level 13

 

Level 14

Fungal Body

At 14th level, the fungal spores in your body alter you: you can’t be blinded, deafened, frightened, or poisoned, and any critical hit against you counts as a normal hit, unless you are incapacitated.  

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 Spores

Druids of the Circle of Spores find beauty in decay. They see within mold and other fungi the ability to transform lifeless material into abundant, albeit somewhat strange, life.   These druids believe that life and death are portions of a grand cycle, with one leading to the other and then back again. Death is not the end of life, but instead a change of state that sees life shift into a new form.   Druids of this circle have a complex relationship with the undead. Unlike most other druids, they see nothing inherently wrong with undeath, which they consider to be a companion to life and death. However, these druids believe that the natural cycle is healthiest when each segment of it is vibrant and changing. Undead that seek to replace all life with undeath, or avoid passing to a final rest, violate the cycle and must be thwarted.   Source: Guildmaster's Guide to Ravnica

Alert

Always on the lookout for danger, you gain the following benefits:

  • You gain a +5 bonus to initiative.
  • You can't be surprised while you are conscious.
  • Other creatures don’t gain advantage on attack rolls against you as a result of being unseen by you.

 

Telekinetic

You learn to move things with your mind, granting you the following benefits:

  • Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
  • You learn the Mage Hand cantrip. You can cast it without verbal or somatic components, and you can make the spectral hand invisible. If you already know this spell, its range increases by 30 feet when you cast it. Its spellcasting ability is the ability increased by this feat.
  • As a bonus action, you can try to telekinetically shove one creature you can see within 30 feet of you. When you do so, the target must succeed on a Strength saving throw (DC 8 + your proficiency bonus + the ability modifier of the score increased by this feat) or be moved 5 feet toward you or away from you. A creature can willingly fail this save.

 

Tough

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.

Mobile

You are exceptionally speedy and agile. You gain the following benefits:

  • Your speed increases by 10 feet.
  • When you use the Dash action, difficult terrain doesn't cost you extra movement on that turn.
  • When you make a melee attack against a creature, you don't provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not.

 

Observant

Quick to notice details of your environment, you gain the following benefits:

  • Increase your Intelligence or Wisdom score by 1, to a maximum of 20.
  • If you can see a creature's mouth while it is speaking a language you understand, you can interpret what it's saying by reading its lips.
  • You have a +5 bonus to your passive Wisdom (Perception) and passive Intelligence (Investigation) scores.

 

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Sand Strider

Semi-corporeal creatures made by a god. Can burrow in sand, but don't get wet.
ability score increase: +2 Con, +1 Dex
age: Sand Striders reach the age of maturity at 2 years old and do not have a finite lifespan
alignment: Typically any good alignment
Size: Medium
speed: 30ft (20ft when wet), burrow 40ft surface 25ft below surface (Sand and similar substances only), 15ft 'swim'
Languages: Common, Sabulian, One standard language of your choice
race features:
Divine Rest. Instead of sleeping, your soul leaves your body and enters Lapuum's Grand Arena. Your soul will return to your body in 4 hours
Burrow. In sand and certain similar substances (e.g. gravel, soft dirt, etc.) you can pass through it using your semi-corporeal form. When deeper under the sand, you have advantage on stealth checks but your speed is decreased. When under the surface of the sand, you have disadvantage on stealth checks but your speed is greatly increased. In combat, takes 1 action/bonus action to burrow or unburrow. (Cannot burrow in wet substances or underwater)
Deserted. Due to so much time spent in the scorching deserts, Sand Striders have developed a resistance to fire and a proficiency in survival
The Sand Striders were said to be first created by Lapuum, the Earth Guardian. These semi-corporeal creatures are well suited to life in the desert.
Sand Striders have the ability to pass through sand and similar substances with quick pace. Sand Striders do not need to eat or drink often, do not need to sleep, and can hold their breath for up to two hours. This is because they cannot get much air inside the sand and may not be able to breathe.   Sand Striders are harmed and slowed when wet. Additionally, they cannot swim, they just slither along the bottom of the water. They also cannot burrow in wet sand
Instead of sleeping, the Sand Strider's body falls into a lifeless pile of sand and it's soul gets transported to Lapuum's plane of reality, the Grand Arena. This is the same where Sand Striders' souls spend an eternity when they die.
The Grand Arena is a great desert spanning an infinitely large plane. In the desert, the sun is always shining harshly, scorching the sand. Most Sand Striders enjoy the extreme heat of the sun and vast expanses of sand. Although this is not a trait shared by the entire race, it is very unlike to find a Sand Strider that does not share this opinion.
    In Gestilio society, Sand Strider are seen as uncivilised outsiders. As a race, they are not recognised as citizens of the empire, nor are they recognised as an independent state. Some individuals of the Sand Strider race do gain citizenship of the empire, however it does take a lot longer and a lot more work than most other races, and still they are often treated as second class citizens.     Sand Strider cities are constantly moving. When above ground, they slowly crawl across the sands. When below ground, they move much more quickly, often able to cross whole deserts in a single day. The Cities move underground often, and only emerge 5 times for 28 days at a time. The cites do not emerge during the winter.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 0 Spells

PHB

Druidcraft

0-level (Cantrip) Transmutation

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.

 

Class(es): Druid

PHB

Thorn Whip

0-level (Cantrip) Transmutation

Casting Time 1 Action
Range 30 feet
Duration Instantaneous
Components V S M
Materials (the stem of a plant with thorns)

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).

Class(es): Druid

Melee Spell Attack 2d6 Piercing Damage

PHB

Chill Touch

0-level (Cantrip) Necromancy

Casting Time 1 Action
Range 120ft
Duration Instantaneous
Components V, S

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 ).

Class(es): Sorcerer, Warlock, Wizard, Cleric (Death Domain), Druid (Circle of Spores), Fighter (Eldritch Knight), Rogue (Arcane Trickster)

Level 1 Spells

PHB

Longstrider

1-level Transmutation

Casting Time 1 Action
Range Touch
Duration 1 Hour
Components V, S, M
Materials a pinch of dirt

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.

Class(es): Artificer, Bard, Druid, Ranger, Wizard, Fighter (Eldritch Knight), Rogue (Arcane Trickster)

PHB

Earth Tremor

1-level Evocation

Casting Time 1 Action
Range 10ft
Duration Instantaneous
Components V, S

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.

Class(es): Bard, Druid, Sorcerer, Wizard, Fighter (Eldritch Knight), Rogue (Arcane Trickster)

PHB

Jump

1-level Transmutation

Casting Time 1 Action
Range Touch
Duration 1 Minute
Components V, S, M
Materials a grasshopper's hind leg

You touch a creature. The creature's jump distance is tripled until the spell ends.

Class(es): Artificer, Druid, Ranger, Sorcerer, Wizard, Fighter (Eldritch Knight), Rogue (Arcane Trickster)

PHB

Faerie Fire

1-level Evocation

Casting Time 1 Action
Range 60ft
Duration Concentration, up to 1 Minute
Components V

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.

Class(es): Artificer, Bard, Druid, Cleric (Light Domain), Warlock (The Archfey)

Level 2 Spells

Xanathar's Guide to Everything

Earthbind

2-level Evocation

Casting Time 1 action
Range 300 feet
Duration Concentration, 1 minute
Components V

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.

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

Elemental Evil Player's Companion

Warding Wind

2-level Evocation

Casting Time 1 Action
Range Self
Duration Concentration, Up to Ten Minutes
Components V

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:

  • It deafens you and other creatures in its area.
  • It extinguishes unprotected flames in its area that are torch-sized or smaller.
  • It hedges out vapor, gas, and fog that can be dispersed by strong wind.
  • The area is difficult terrain for creatures other than you.
  • The attack rolls of ranged weapon attacks have disadvantage if the attacks pass in or out of the wind.

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

PHB

Blindness/Deafness

2-level Necromancy

Casting Time 1 Action
Range 30ft
Duration 1 Minute
Components V

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.

Class(es): Bard, Cleric, Sorcerer, Wizard, Druid (Circle of Spores), Fighter (Eldritch Knight), Rogue (Arcane Trickster), Warlock (The Fiend),

PHB

Gentle Repose

2-level Necromancy

Casting Time 1 Action
Range Touch
Duration 10 Days
Components V, S, M
Materials a pinch of salt and one copper piece placed on each of the corpse's eyes, which must remain there for the duration

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

Class(es): Cleric, Wizard, Druid (Circle of Spores), Fighter (Eldritch Knight), Rogue (Arcane Trickster), Sorcerer (Divine Soul)

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