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Noctis

2 Level (0/900 XP for level-up) Urban Bounty Hunter Background Khenra Race / Species / Heritage Neutral Alignment
Ranger
Level 1
Hit Dice: 1/1
1d10+2 Class 1
Druid
Level 1
Hit Dice: 1/1
1d8+2 Class 2

STR
12
+1
DEX
18
+4
CON
15
+2
INT
13
+1
WIS
18
+4
CHA
11
+0
19
Hit Points
+4
Initiative (DEX)
15
Armor Class (AC)
+2
Prof. Bonus
35
Speed (walk/run/fly)
16
Passive Perception
Spellcasting ...
+6 Attack mod
WIS Ability
+4 Abi Mod
14 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
+3 Strength
+6 Dexterity
+2 Constitution
+1 Intelligence
+4 Wisdom
+0 Charisma
saving throws
+4 Acrobatics DEX
+6 Animal Handling WIS
+1 Arcana INT
+3 Athletics STR
+0 Deception CHA
+1 History INT
+6 Insight WIS
+0 Intimidation CHA
+1 Investigation INT
skills
+4 Medicine WIS
+3 Nature INT
+6 Perception WIS
+0 Performance CHA
+0 Persuasion CHA
+1 Religion INT
+4 Sleight of Hand DEX
+6 Stealth DEX
+4 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Dagger +6 DEX 1d4+4 Piercing
 Finesse, Light, Thrown, Nick
Longbow +6 DEX 1d8+4 Piercing
 Ammunition, Heavy, Range, Two-Handed, Slow
Khopesh +3 STR 1d8+1 Slashing
 Versatile (1d10), Disarming (Basically Long Sword)
Attacks

Spell Book

Khopesh, Leather, Dagger, Longbow, Arrows, Backpack, Bedroll, Mess Kit, Rations (1 day), Rope Hempen (50 feet), Tinderbox, Torch, Waterskin

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
Common, Khenra, Druidic, Elvish

Languages & Proficiencies
I am always calm, no matter what the situation. I never raise my voice or let my emotions control me.
I am incredibly slow to trust. Those who seem the fairest often have the most to hide.

Personality Traits
Freedom. Chains are meant to be broken, as are those who would forge them. (Chaotic)

Ideals
Something important was taken from me, and I aim to steal it back.

Bonds
An innocent person is in prison for a crime that I committed. Im okay with that.

Flaws
https://www.dndbeyond.com/characters/143068884

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

The statblocks of your class features

Ranger


Hit Points

Hit Dice: d10 per Ranger level
Hit Points at first Level: 10 + Con Mod
Hit Points at Higher Levels: 1d10 + Con Mod

Proficiences

Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Str, Dex
Skills: Choose three from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival

Class Features

Favored Enemy

Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy. Choose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies.   You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.   When you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all.   You choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.  

Natural Explorer

You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, or swamp. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you're proficient in.   While traveling for an hour or more in your favored terrain, you gain the following benefits:   • Difficult terrain doesn't slow your group's travel.   • Your group can't become lost except by magical means.   • Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.   • If you are traveling alone, you can move stealthily at a normal pace.   • When you forage, you find twice as much food as you normally would.   • While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.   You choose additional favored terrain types at 6th and 10th level.  

Fighting Style

At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.   Archery: You gain a +2 bonus to attack rolls you make with ranged weapons.   Defense: While you are wearing armor, you gain a +1 bonus to AC.   Dueling: When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.   Two-Weapon Fighting: When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.  

Ranger Archetype

At 3rd level, you choose an archetype that you strive to emulate. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level.  

Primeval Awareness

Beginning at 3rd level, you can use your action and expend one ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain): aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn't reveal the creatures' location or number.  

Ability Score Increase

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.  

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.  

Land's Stride

Starting at 8th level, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.   In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell.  

Hide in Plain Sight

Starting at 10th level, you can spend 1 minute creating camouflage for yourself. You must have access to fresh mud, dirt, plants, soot, and other naturally occurring materials with which to create your camouflage. Once you are camouflaged in this way, you can try to hide by pressing yourself up against a solid surface, such as a tree or wall, that is at least as tall and wide as you are. You gain a +10 bonus to Dexterity (Stealth) checks as long as you remain there without moving or taking actions. Once you move or take an action or a reaction, you must camouflage yourself again to gain this benefit.  

Vanish

Starting at 14th level, you can use the Hide action as a bonus action on your turn. Also, you can't be tracked by nonmagical means, unless you choose to leave a trail.  

Feral Senses

At 18th level, you gain preternatural senses that help you fight creatures you can't see. When you attack a creature you can't see, your inability to see it doesn't impose disadvantage on your attack rolls against it. You are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn't hidden from you and you aren't blinded or deafened.  

Foe Slayer

At 20th level, you become an unparalleled hunter of your enemies. Once on each of your turns, you can add your Wisdom modifier to the attack roll or the damage roll of an attack you make against one of your favored enemies. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.


Starting Equipment

• (a) scale mail or (b) leather armor   • (a) two shortswords or (b) two simple melee weapons   • (a) a dungeoneer's pack or (b) an explorer's pack   • A longbow and a quiver of 20 arrows


Spellcasting

Spell Slots

The Ranger table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these 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.   For example, if you know the 1st-level spell animal friendship and have a 1st-level and a 2nd-level spell slot available, you can cast animal friendship using either slot.  

Spells Known of 1st Level and Higher

You know two 1st-level spells of your choice from the ranger spell list. The Spells Known column of the Ranger table shows when you learn more ranger spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level.   Additionally, when you gain a level in this class, you can choose one of the ranger spells you know and replace it with another spell from the ranger spell list, which also must be of a level for which you have spell slots.  

Spellcasting Ability

Wisdom is your spellcasting ability for your ranger spells, since your magic draws on your 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 ranger 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


Subclass Options

Beast Master

Ranger's Companion

At 3rd level, you gain a beast companion that accompanies you on your adventures and is trained to fight alongside you. Choose a beast that is no larger than Medium and that has a chaIlenge rating of 1/4 or lower (the hawk, mastiff, and panther as examples).   Add your proficiency bonus to the beast's AC, attack rolls, and damage rolls, as well as to any saving throws and skills it is proficient in. Its hit point maximum equals its normal maximum or four times your ranger level, whichever is higher.   The beast obeys your commands as best as it can. It takes its turn on your initiative, though it doesn't take an action unless you command it to. On your turn, you can verbally command the beast where to move (no action required by you).   You can use your action to verbally command it to take the Attack, Dash, Disengage, Dodge, or Help action. Once you have the Extra Attack feature, you can make one weapon attack yourself when you command the beast to take the Attack action.   While traveling through your favored terrain with only the beast, you can move stealthily at a normal pace. lf the beast dies, you can obtain another one by spending 8 hours magically bonding with another beast that isn't hostile to you, either the same type of beast as before or a different one.  

Exceptional Training

Beginning at 7th level, on any of your turns when your beast companion doesn't attack, you can use a bonus action to command the beast to take the Dash, Disengage, Dodge, or Help action on its turn.  

Bestial Fury

Starting at 11th level, your beast companion can make two attacks when you command it to use the Attack action.  

Share Spells

Beginning at 15th level, when you cast a spell targeting yourself, you can also affect your beast companion with the spell if the beast is within 30 feet of YOU.  

Hunter

Hunter's Prey

At 3rd level, you gain one of the following features of your choice.   Colossus Slayer. Your tenacity can wear down the most potent foes. When you hit a creature with a weapon attack, the creature takes an extra 1d8 damage if it's below its hit point maximum. You can deal this extra damage only once per turn.   Giant Killer. When a Large or larger creature within 5 feet of you hits or misses you with an attack, you can use your reaction to attack that creature immediately after its attack, provided that you can see the creature.   Horde Breaker. Once on each of your turns when you make a weapon attack, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target and within range of your weapon.  

Defensive Tactics

At 7th level, you gain one of the following features of your choice.   Escape the Horde. Opportunity attacks against you are made with disadvantage.   Multiattack Defense. When a creature hits you with an attack, you gain a +4 bonus to AC against all subsequent attacks made by that creature for the rest of the turn.   Steel Will. You have advantage on saving throws against being frightened.  

Multiattack

At 11th level, you gain one of the following features of your choice.   Volley. You can use your action to make a ranged attack against any number of creatures within 10 feet of a point you can see within your weapon's range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target.   Whirlwind Attack. You can use your action to make a melee attack against any number of creatures within 5 feet of you, with a separate attack roll for each target.  

Superior Hunter's Defense

At 15th level, you gain one of the following features of your choice.   Evasion. When you are subjected to an effect, such as a red dragon's fiery breath or a lightning bolt spell, that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.   Stand Against the Tide. When a hostile creature misses you with a melee attack, you can use your reaction to force that creature to repeat the same attack against another creature (other than itself) of your choice.   Uncanny Dodge. When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.  

Medjay

Desert Magic

Starting at 3rd level, the magic of the sands seeps into your bones. You learn an additional spell when you reach certain levels in this class, as shown in the table below. For you, these spells count as ranger spells, and do not count against your spells known.
Ranger Level Spells
3rd create or destroy water
5th see invisibility
9th haste
13th giant insect
17th insect plague

Dust Devil

At 3rd level, you gain the ability to control sands around you. As a bonus action, you may cause sand, dust, small pebbles, or earth to swirl around you in a 10-foot diameter vortex. For one minute, you are lightly obscured and have half-cover, and ranged attacks made against you do so with disadvantage. Your own sight and ranged attacks are unaffected. After you have used this feature, you cannot do so again until you have completed a short or long rest.  

Eyes of the Desert

At 3rd level, the world around you communicates to you more effectively than your eyes can. Your vision is no longer hampered by swirling or blowing dust, sand, ash, snow, or similar obstructions, and you do not suffer disadvantage when attacking into, firing into, or operating in such environments.  

Desert Runner

At 7th level, you gain proficiency in Constitution saving throws. While traveling overland through an arid area, you may move at twice your standard overland speed without incurring penalties. Additionally, you have advantage on savings throws made due to dehydration or a lack of water, and you can only ever receive one level of exhaustion per day due to lack of water.  

Sandstorm

At 11th level, the sands and winds of the desert fight on your behalf. As an action, you may summon a vortex of sand and stones centered on yourself and extending five feet away from you in every direction. When you do so, you may also attack any number of creatures caught in the vortex. Each creature requires a separate attack roll; you may choose to attack them with your weapons, or with the sand and stones themselves. If you attack with the sand, it attacks with an attack bonus equal to your Wisdom modifier plus your proficiency bonus, and deals 1d12 bludgeoning damage plus your Wisdom modifier. The sandstorm dissipates at the end of your turn.  

Sirocco Winds

At 15th level, as a bonus action, you can cause your dust devil abilities to create sand vortices that make their areas heavily obscured for one round; your own sight and ranged attacks are unaffected. Additionally, when you use your action to create a dust devil or sandstorm, you may cause it to appear in any location you can see within 60 feet. When used at range in this way, the vortex created by your sandstorm ability has a diameter of 10 feet, and may be used to attack any creatures caught in its diameter.


LevelProficiency BonusSpells Known1st2nd3rd4th5thFeatures
1st+2------Favored Enemy, Natural Explorer
2nd+222----Fighting Style, Spellcasting
3rd+233----Ranger Archetype, Primeval Awareness
4th+233----Ability Score Improvement
5th+3442---Extra Attack
6th+3442---Favored Enemy and Natural Explorer improvements
7th+3543---Ranger Archetype feature
8th+3543---Ability Score Improvement, Land's Stride
9th+46432---
10th+46432--Natural Explorer Improvement, Hide in Plain Sight
11th+47433--Ranger Archetype feature
12th+47433--Ability Score Improvement
13th+584331--
14th+584331-Favored Enemy improvement, Vanish
15th+594332-Ranger Archetype feature
16th+594332-Ability Score Improvement
17th+61043331-
18th+61043331Feral Senses
19th+61143332Ability Score Improvement
20th+61143332Foe Slayer

Druid


Hit Points

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

Proficiences

Armor: All light, medium, shields (druids don't use armor/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 Prof. Bonus Features Cantrips 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Druidic, Spellcasting 3 2 — — — — — — — —
2nd +2 Wild Shape, Druid Circle, Wild Companion 3 3 — — — — — — — —
3rd +2 — 3 4 2 — — — — — — —
4th +2 Wild Shape improvement, Ability Score Improvement, Cantrip Versatility 4 4 3 — — — — — — —
5th +3 — 4 4 3 2 — — — — — —
6th +3 Druid Circle feature 4 4 3 3 — — — — — —
7th +3 — 4 4 3 3 1 — — — — —
8th +3 Wild Shape improvement, Ability Score Improvement 4 4 3 3 2 — — — — —
9th +4 — 4 4 3 3 3 1 — — — —
10th +4 Druid Circle feature 5 4 3 3 3 2 — — — —
11th +4 — 5 4 3 3 3 2 1 — — —
12th +4 Ability Score Improvement 5 4 3 3 3 2 1 — — —
13th +5 — 5 4 3 3 3 2 1 1 — —
14th +5 Druid Circle feature 5 4 3 3 3 2 1 1 — —
15th +5 — 5 4 3 3 3 2 1 1 1 —
16th +5 Ability Score Improvement 5 4 3 3 3 2 1 1 1 —
17th +6 — 5 4 3 3 3 2 1 1 1 1
18th +6 Timeless Body, Beast Spells 5 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 5 4 3 3 3 3 2 1 1 1
20th +6 Archdruid 5 4 3 3 3 3 2 2 1 1

 


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.
Level Max CR Limitations Example
2nd 1/4 No Flying or Swimming speed Wolf
4th 1/2 No Flying speed Crocodile
8th 1 None 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 is higher than yours, use the creature's bonus. 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 extra damage carries over to your normal form. 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 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 GM decides whether it is practical for the new form to wear a piece of equipment. Your equipment doesn't change 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. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.
  • Circle of Dreams
  • Circle of the Land
  • Circle of the Moon
  • Circle of Spores
  • Circle of Stars
  • Circle of Wildfire
 

Wild Companion

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.  

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  

Cantrip Versatility

Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace one cantrip you learned from this class’s Spellcasting feature with another cantrip from the druid spell list.  

Timeless Body

Starting at 18th level, 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.


Starting Equipment

You may pick either (a) or (b)

  • (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
Alternatively, you can ignore the equipment from your class and background, and start with 2d4 x 10 gp.


Spellcasting

Cantrips

You know two cantrips of your choice from the druid spell list. You learn additional druid cantrips of your choice at higher levels, learning a 3rd cantrip at 4th level and a 4th at 10th level.  

Preparing and Casting Spells

The Druid table shows how many spell slots you have to cast your druid spells of 1st level and higher. To cast one of these 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.   You can change your list of prepared spells when you finish a long rest.  

Spellcasting Ability

Wisdom is your spellcasting ability for your druid spells. 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.


Subclass Options

Circle of Dreams

 

Balm of the Summer Court

At 2nd level, you are a font of energy that offers respite from injuries. You have a pool of fey energy represented by a number of d6s equal to your druid level.   As a bonus action, you can choose one creature you can see within 120 feet of you and spend a number of those dice equal to half your druid level or less. Roll the spent dice and add them together. The target regains a number of hit points equal to the total. The target also gains 1 temporary hit point per die spent.   You regain the expended dice when you finish a long rest.  

Hearth of Moonlight and Shadow

At 6th level, at the start of a rest, you touch a point in space, and an invisible, 30-foot-radius sphere of magic appears, centered on that point. Total cover blocks the sphere.   While within the sphere, you and your allies gain a +5 bonus to Dexterity (Stealth) and Wisdom (Perception) checks, and any light from open flames in the sphere (a campfire, torches, or the like) isn't visible outside it.   The sphere vanishes at the end of the rest or when you leave the sphere.  

Hidden Paths

Starting at 10th level, as a bonus action on your turn, you can teleport up to 60 feet to an unoccupied space you can see. Alternatively, you can use your action to teleport one willing creature you touch up to 30 feet to an unoccupied space you can see.   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.  

Walker in Dream

At 14th level, when you finish a short rest, you can cast one of the following spells, without expending a spell slot or requiring material components: Dream (with you as the messenger), Scrying, or Teleportation Circle.   This use of Teleportation Circle is special. Rather than opening a portal to a permanent teleportation circle, it opens a portal to the last location where you finished a long rest on your current plane of existence. If you haven't taken a long rest on your current plane, the spell fails but isn't wasted.   Once you use this feature, you can't use it again until you finish a long rest.  

Circle of the Land

 

Bonus Cantrip

When you choose this circle at 2nd level, you learn one additional druid cantrip of your choice.  

Natural Recovery

Starting at 2nd level, during a short rest, you choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your druid level (rounded up), and none of the slots can be 6th level or higher. You can't use this feature again until you finish a long rest.  

Circle Spells

At 3rd, 5th, 7th, and 9th level you gain access to circle spells connected to the land where you became a druid. Once you gain access to a circle spell, 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.  
Arctic
Druid Level Circle Spells
3rd Hold Person, Spike Growth
5th Sleet Storm, Slow
7th Freedom of Movement, Ice Storm
9th Commune With Nature, Cone of Cold
Coast
Druid Level Circle Spells
3rd Mirror Image, Misty Step
5th Water Breathing, Water Walk
7th Control Water, Freedom of Movement
9th Conjure Elemental, Scrying
Desert
Druid Level Circle Spells
3rd Blur, Silence
5th Create Food and Water, Protection From Energy
7th Blight, Hallucinatory Terrain
9th Insect Plague, Wall of Stone
Forest
Druid Level Circle Spells
3rd Barkskin, Spider Climb
5th Call Lightning, Plant Growth
7th Divination, Freedom of Movement
9th Commune With Nature, Tree Stride
Grassland
Druid Level Circle Spells
3rd Invisibility, Pass Without Trace
5th Daylight, Haste
7th Divination, Freedom of Movement
9th Dream, Insect Plague
Mountain
Druid Level Circle Spells
3rd Spider Climb, Spike Growth
5th Lightning Bolt, Meld Into Stone
7th Stone Shape, Stoneskin
9th Passwall, Wall of Stone
Swamp
Druid Level Circle Spells
3rd Spider Climb, Web
5th Gaseous Form, Stinking Cloud
7th Greater Invisibility, Stone Shape
9th Cloudkill, Insect Plague

Land's Stride

Starting at 6th level, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.   In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the Entangle spell.  

Nature's Ward

When you reach 10th level, you can't be charmed or frightened by elementals or fey, and you are immune to poison and disease.  

Nature's Sanctuary

When you reach 14th level, when a beast or plant creature attacks you, that creature must make a Wisdom saving throw against your druid spell save DC. On a failed save, the creature must choose a different target, or the attack automatically misses. On a successful save, the creature is immune to this effect for 24 hours. The creature is aware of this effect before it makes its attack against you.  

Circle of the Moon

 

Combat Wild Shape

When you choose this circle at 2nd level, you gain the ability to use Wild Shape on your turn as a bonus action, rather than as an action.   Additionally, while you are transformed by Wild Shape, you can use a bonus action to expend one spell slot to regain 1d8 hit points per level of the spell slot expended.  

Circle Forms

Starting at 2nd level, you can use your Wild Shape to transform into a beast with a challenge rating as high as 1, but must abide by the other limitations there.   Starting at 6th level, you can transform into a beast with a challenge rating as high as your druid level divided by 3, rounded down.  

Primal Strike

Starting at 6th level, your attacks in beast form count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.  

Elemental Wild Shape

At 10th level, you can expend two uses of Wild Shape at the same time to transform into an air elemental, an earth elemental, a fire elemental, or a water elemental.  

Thousand Forms

By 14th level, you can cast the Alter Self spell at will.  

Circle of Spores

 

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

Halo of Spores

Starting at 2nd level, you can launch toxic spores at other creatures. 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.  

Symbotic Entity

At 2nd level, when you use your Wild Shape feature, you can awaken your spores, rather than transforming. When you do so, you gain 4 temporary hit points per level you have in this class, the damage of your Halo of Spores feature doubles, and 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.  

Fungal Infestation

At 6th level, if a beast or a 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 stat block in the Monster Manual. It remains animate for 1 hour, after which time it collapses and dies.   In combat, the zombie's turn comes 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.  

Spreading Spores

At 10th level, as a bonus action, you hurl fungal spores up to 30 feet away, where they swirl around 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. While the cube of spores persists, you can't use your Halo of Spores feature, but any creature that starts its turn in the cube 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.  

Fungal Body

At 14th level, you can't be blinded, deafened, frightened, or poisoned, and if an attack is a critical hit against you, it doesn't deal its extra damage to you, unless you are incapacitated.  

Circle of Stars

 

Star Map

At 2nd level, you've created a star chart as part of your heavenly studies. It is a Tiny object and can serve as a spellcasting focus for your druid spells. You determine its form by rolling on the Star Map table or by choosing one.
While holding this map, you have these benefits:
  • You know the Guidance cantrip.
  • You have the Guiding Bolt spell prepared. It counts as a druid spell for you, and it doesn't count against the number of spells you can have prepared.
  • You can cast Guiding Bolt without expending a spell slot. You can do so a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
If you lose the map, you can perform a 1-hour ceremony to magically create a replacement. This ceremony can be performed during a short or long rest, and it destroys the previous map.
d6 Map Form
1 A scroll covered with depictions of constellations
2 A stone tablet with fine holes drilled through it
3 A speckled owlbear hide, tooled with raised marks
4 A collection of maps bound in an ebony cover
5 A crystal that projects starry patterns when placed before a light
6 Glass disks that depict constellations

Starry Form

At 2nd level, you gain the ability to harness constellations’ power to alter your form. As a bonus action, you can expend a use of your Wild Shape feature to take on a starry form, rather than transforming into a beast.   While in your starry form, you retain your game statistics, but your body becomes luminous; your joints glimmer like stars, and glowing lines connect them as on a star chart. This form sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The form lasts for 10 minutes. It ends early if you dismiss it (no action required), are incapacitated, die, or use this feature again.   Whenever you assume your starry form, choose which of the following constellations glimmers on your body; your choice gives you certain benefits while in the form:   Archer. A constellation of an archer appears on you. When you activate this form, and as a bonus action on your subsequent turns while it lasts, you can make a ranged spell attack, hurling a luminous arrow that targets one creature within 60 feet of you. On a hit, the attack deals radiant damage equal to 1d8 + your Wisdom modifier.   Chalice. A constellation of a life-giving goblet appears on you. Whenever you cast a spell using a spell slot that restores hit points to a creature, you or another creature within 30 feet of you can regain hit points equal to 1d8 + your Wisdom modifier.   Dragon. A constellation of a wise dragon appears on you. When you make an Intelligence or a Wisdom check or a Constitution saving throw to maintain concentration on a spell, you can treat a roll of 9 or lower on the d20 as a 10.  

Cosmic Omen

When you reach 6th level, you learn to use your star map to divine the will of the cosmos. Whenever you finish a long rest, you can consult your Star Map for omens. When you do so, roll a die. Until you finish your next long rest, you gain access to a special reaction based on whether you rolled an even or an odd number on the die:   Weal (even). Whenever a creature you can see within 30 feet of you is about to make an attack roll, a saving throw, or an ability check, you can use your reaction to roll a d6 and add the number rolled to the total.   Woe (odd). Whenever a creature you can see within 30 feet of you is about to make an attack roll, a saving throw, or an ability check, you can use your reaction to roll a d6 and subtract the number rolled from the total.   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.  

Twinkling Constellations

At 10th level, the constellations of your Starry Form improve. The 1d8 of the Archer and the Chalice becomes 2d8, and while the Dragon is active, you have a flying speed of 20 feet and can hover.   Moreover, at the start of each of your turns while in your Starry Form, you can change which constellation glimmers on your body.  

Full of Stars

At 14th level, while in your Starry Form, you become partially incorporeal, giving you resistance to bludgeoning, piercing, and slashing damage.  

Circle of Wildfire

 

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
1st 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, 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.  

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 d8, 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.  

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.  

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.

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Plane Shift - Amonkhet

Khenra

The khenra of Amonkhet are tall and lean, with graceful bodies and heads that strongly resemble jackals. Their snouts are long and sharp, and their angular ears rise straight above their heads. Their bodies are covered in dark, sleek hair that ranges from the brown of the desert sands to ebony black. Despite their sharp teeth, they consider biting to be an uncouth and unworthy combat tactic.     Nearly every khenra is born a fraternal or identical twin, and a pair of khenra twins forms an extremely close emotional bond unknown to most other residents of Amonkhet. The death of one twin in training or the trials causes a tremendous shock to the survivor, who typically grows more aggressive and foolhardy in battle. The rare khenra who are born without twins are believed to have killed their siblings in the womb, and are thus viewed as natural-born initiates, sure to achieve a glorified death in the Trial of Zeal.
ability score increase: Your Dexterity score increases by 2, and your Strength score increases by 1
age: Khenra mature quickly, reaching adulthood in their early teens. Khenra initiates are usually the youngest in a crop, completing the trials by their late teens. Even without a violent death, they rarely live past 60.
alignment: Most khenra lean toward chaotic alignments. They have no particular inclination toward good or evil.
Size: Medium
speed: Your base walking speed is 35 feet.
Languages: You can speak, read, and write Common and Khenra.
race features:
Khenra Weapon Training You have proficiency with the khopesh, spear, and javelin.   Khenra Twins If your twin is alive and you can see your twin, whenever you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll. If your twin is dead (or if you were born without a twin), you can’t be frightened.   Heightened Senses Your canine senses allow you greater perceptive abilities. You have advantage on all perception checks, as well as survival checks made to track a creature you have knowingly been within 30 feet of in the last week. You are also proficient with both of those skills.   Darkvision Accustomed to the nights of the desert, you have superior vision in dark and dim conditions. 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.

Statblocks for companions, followers and other allies.

Urban Bounty Hunter

Before you became an adventurer, your life was already full of conflict and excitement, because you made a living tracking down people for pay. Unlike some people who collect bounties, though, you aren't a savage who follows quarry into or through the wilderness. You're involved in a lucrative trade, in the place where you live, that routinely tests your skills and survival instincts. What's more, you aren't alone, as a bounty hunter in the wild would be: you routinely interact with both the criminal subculture and other bounty hunters, maintaining contacts in both areas to help you succeed. You might be a cunning thief-catcher, prowling the rooftops to catch one of the myriad burglars of the city. Perhaps you are someone who has your ear to the street, aware of the doings of thieves' guilds and street gangs. You might be a "velvet mask" bounty hunter, one who blends in with high society and noble circles in order to catch the criminals that prey on the rich, whether pickpockets or con artists. The community where you plied your trade might have been one of Faerûn's great metropolises, such as Waterdeep or Baldur's Gate, or a less populous location, perhaps Luskan or Yartar—any place that's large enough to have a steady supply of potential quarries.   As a member of an adventuring party, you might find it more difficult to pursue a personal agenda that doesn't fit with the group's objectives—but on the other hand, you can take down much more formidable targets with the help of your companions.

Skill Proficiencies Choose two from among Deception, Insight, Persuasion, and Stealth
Tool Proficiencies Choose two from among one type of gaming set, one musical instrument, and thieves' tools
Equipment
  • A set of clothes appropriate to your duties and a pouch containing 20 gp

Features

Feature: Ear to the Ground You are in frequent contact with people in the segment of society that your chosen quarries move through. These people might be associated with the criminal underworld, the rough-and-tumble folk of the streets, or members of high society. This connection comes in the form of a contact in any city you visit, a person who provides information about the people and places of the local area.

Suggested Characteristics

Use the tables for the criminal background in the Player's Handbook as the basis for your bounty hunter's traits and motivations, modifying the entries when appropriate to suit your identity as a bounty hunter.   For instance, your bond might involve other bounty hunters or the organizations or individuals that employ you. Your ideal could be associated with your determination always to catch your quarry or your desire to maintain your reputation for being dependable.


Source: SCAG, page 153

Statblocks for your spells.

Level 0 Spells

PHB

Thunderclap

0-level (Cantrip) Evocation

Casting Time 1 Action
Range 5ft
Duration Instantaneous
Components S

You create a burst of thunderous sound that can be heard up to 100 feet away. Each creature within range, other than you, must make a Constitution saving throw or take 1d6 thunder damage.
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): Artificer, Bard, Druid, Sorcerer, Warlock, Wizard, Cleric (Nature Domain), Fighter (Eldritch Knight), Rogue (Arcane Trickster)

PHB

Mold Earth

0-level (Cantrip) Transmutation

Casting Time 1 Action
Range 30ft
Duration Instantaneous or 1 Hour
Components S

You choose a portion of dirt or stone that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:

  • If you target an area of loose earth, you can instantaneously excavate it, move it along the ground, and deposit it up to 5 feet away. This movement doesn't involve enough force to cause damage.
  • You cause shapes, colors, or both to appear on the dirt or stone, spelling out words, creating images, or shaping patterns. The changes last for 1 hour.
  • If the dirt or stone you target is on the ground, you cause it to become difficult terrain. Alternatively, you can cause the ground to become normal terrain if it is already difficult terrain. This change lasts for 1 hour.
If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

Class(es): Druid, Sorcerer, Wizard, Cleric (Nature Domain), Fighter (Eldritch Knight), Rogue (Arcane Trickster)

Level 1 Spells

Absorb Elements

1-level Abjuration

Casting Time 1 reaction, which you take when you take acid, cold, fire, lightning, or thunder damage
Range Self
Duration 1 Round
Components S

The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st.

Class(es): DRUID, RANGER, SORCERER, WIZARD, ARTIFICER

PHB

Animal Friendship

0-level (Cantrip) Enchantment

Casting Time 1 Action
Range 30ft
Duration 24 hours
Components V, S, M
Materials a morsel of food

This spell lets you convince a beast that you mean it no harm. Choose a beast that you can see within range. It must see and hear you. If the beast's Intelligence is 4 or higher, the spell fails. Otherwise, the beast must succeed on a Wisdom saving throw or be charmed by you for the spell's duration. If you or one of your companions harms the target, the spell ends.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional beast for each slot level above 1st.

Class(es): Bard, Druid, Ranger, Cleric (Nature Domain)

PHB

Beast Bond

1-level Divination

Casting Time 1 Action
Range Touch
Duration Concentration, Up to Ten Minutes
Components V, S, M
Materials a bit of fur wrapped in a cloth

You establish a telepathic link with one beast you touch that is friendly to you or charmed by you. The spell fails if the beast's Intelligence score is 4 or higher. Until the spell ends, the link is active while you and the beast are within line of sight of each other. Through the link, the beast can understand your telepathic messages to it, and it can telepathically communicate simple emotions and concepts back to you. While the link is active, the beast gains advantage on attack rolls against any creature within 5 feet of you that you can see.

Class(es): Druid, Ranger

PHB

Charm Person

1-level Enchantment

Casting Time 1 Action
Range 30ft
Duration 1 Hour
Components V, S

You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you.
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. The creatures must be within 30 feet of each other when you target them.

Class(es): Bard, Druid, Sorcerer, Warlock, Wizard, Cleric (Trickery Domain), Fighter (Eldritch Knight), Paladin (Oath of Treachery), Rogue (Arcane Trickster)

PHB

Create or Destroy Water

1-level Transmutation

Casting Time 1 Action
Range 30ft
Duration Instantaneous
Components V, S, M
Materials a drop of water if creating water or a few grains of sand if destroying it

You either create or destroy water.

  • Create Water: You create up to 10 gallons of clean water within range in an open container. Alternatively, the water falls as rain in a 30-foot cube within range, extinguishing exposed flames in the area.
  • Destroy Water: You destroy up to 10 gallons of water in an open container within range. Alternatively, you destroy fog in a 30-foot cube within range.

At higher levels: When you cast this spell using a spell slot of 2nd level or higher, you create or destroy 10 additional gallons of water, or the size of the cube increases by 5 feet, for each slot level above 1st.

Class(es): Cleric, Druid, Sorcerer (Divine Soul)

PHB

Cure Wounds

1-level Evocation

Casting Time 1 Action
Range Touch
Duration Instantaneous
Components V, S

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.

Class(es): Artificer, Bard, Cleric, Druid, Paladin, Ranger, Sorcerer (Divine Soul), Warlock (The Celestial)

PHB

Detect Magic

1-level Divination

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

For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.   The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

Class(es): Artificer, Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Wizard, Fighter (Eldritch Knight), Fighter (Monster Hunter), Rogue (Arcane Trickster)

Wild Cunning

1-level Transmutation (ritual)

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

You call out to the spirits of nature to aid you. When you cast this spell, choose one of the following effects: • If there are any tracks on the ground within range, you know where they are, and you make Wisdom (Survival) checks to follow these tracks with advantage for 1 hour or until you cast this spell again.   • If there is edible forage within range, you know it and where to find it.   • If there is clean drinking water within range, you know it and where to find it.   • If there is suitable shelter for you and your companions with range, you know it and where to find it.   • Send the spirits to bring back wood for a fire and to set up a campsite in the area using your supplies. The spirits build the fire in a circle of stones, put up tents, unroll bedrolls, and put out any rations and water for consumption.   • Have the spirits instantly break down a campsite, which includes putting out a fire, taking down tents, packing up bags, and burying any rubbish.

Class(es): Druid, Ranger

PHB

Snare

1-level Abjuration

Casting Time 1 Minute
Range Touch
Duration 8 hours
Components V, S, M
Materials 25 feet of rope, which the spell consumes

As you cast this spell, you use the rope to create a circle with a 5-foot radius on the ground or the floor. When you finish casting, the rope disappears and the circle becomes a magic trap.   This trap is nearly invisible, requiring a successful Intelligence (Investigation) check against your spell save DC to be discerned.   The trap triggers when a Small, Medium, or Large creature moves onto the ground or the floor in the spell's radius. That creature must succeed on a Dexterity saving throw or be magically hoisted into the air, leaving it hanging upside down 3 feet above the ground or the floor. The creature is restrained there until the spell ends.   A restrained creature can make a Dexterity saving throw at the end of each of its turns, ending the effect on itself on a success. Alternatively, the creature or someone else who can reach it can use an action to make an Intelligence (Arcana) check against your spell save DC. On a success, the restrained effect ends.   After the trap is triggered, the spell ends when no creature is restrained by it.

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

Grimlore's Grimoire

Skein of Vines

1-level Conjuration

Casting Time 1 Reaction, which you take when you are unwillingly pushed or pulled in any direction
Range Self
Duration Instantaneous
Components V

When you are unwillingly pushed or pulled in any direction, you call forth vines from the ground to wrap around your legs and prevent you from being moved until the start of your next turn. This spell can only be cast while you are on solid ground

Class(es): Druid, Ranger

Grimlore's Grimoire

Shed Skin

1-level Transmutation

Casting Time 1 Action
Range Self
Duration Instantaneous
Components V

You channel the peculiarity of reptiles and gain the ability to shed your skin the same manner as a snake. If you cast this spell while being grappled, the condition ends, and you can move up to 15 feet away from your target without provoking attacks of opportunity.

Class(es): Druid, Ranger, Wizard

Grimlore's Grimoire

Rot

1-level Necromancy

Casting Time 1 Action
Range 60 feet
Duration Instantaneous
Components V, S

You extend your hand toward a creature you can see within range and infect the target with a horrible disease, causing their flesh to form pustules and smell of decay. The creature must succeed on a Constitution saving throw or take 2d12 necrotic damage
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d12 for each slot level above 1st

Class(es): Druid, Warlock, Wizard

Grimlore's Grimoire

Last Breath

1-level Conjuration

Casting Time 1 Action
Range Touch
Duration Concentration, up to 10 minute
Components V, S, M
Materials a vial of water

You raise your hands in a grasping gesture around a creature's neck and begin to fill their lungs with water. The target must succeed on a Constitution saving throw or take 1d8 cold damage, and on your turn(s), you can use your action to deal 1d8 cold damage to the target automatically. While the target is affected by the spell, it is considered to be holding its breath. The target can hold its breath for 1 + its Constitution modifier minutes (minimum of 30 seconds), then begins choking. The spell ends if you use your action to do anything else or the target moves more than 30 feet away from you or dies. At the end of each of its turns, the target can make a Constitution saving throw. On a success, the spell ends.   This spell has no effect on creatures who don't need to breathe or can breathe underwater.
 

Class(es): Druid, Sorcerer, Wizard

Grimlore's Grimoire

Interpret Bone

1-level Divination

Casting Time 1 Action
Range Touch
Duration Instantaneous
Components V, S

You touch a bone from a creature that has been dead for longer than 10 days but less than a year and are able to see a brief vision of how that creature died.

Class(es): Bard, Cleric, Druid, Paladin, Ranger

Grimlore's Grimoire

Inaudible

1-level Necromancy

Casting Time 1 Action
Range 60 feet
Duration Concentration, up to 1 minute
Components V, S

Choose a creature that you can see within range. The target must succeed on a Constitution saving throw or become unable to cast spells that require a verbal component from 1 school of magic (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 2nd level or higher, you can select one addition school of magic for each slot level above 1st.

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

Grimlore's Grimoire

Earthen Pillar

1-level Transmutation

Casting Time 1 Action
Range 30 ft
Duration Instantaneous
Components V, S

You call forth a column of dirt to rise out of the ground in a space you can see within range. The pillar has a diameter of 5 feet, a height of 20 feet, an AC of 10 and 15 hit points.   If the pillar is created under a Medium or smaller creature, that creature must succeed on a Dexterity save or be lifted by the pillar. Large creatures make the save with advantage. Huge or bigger creatures are unaffected as the earthen pillar is unable to be created under the creature's weight. A Large or smaller creature can choose to fail the save.   If the pillar is prevented from reaching its full height due to contact with another solid surface, a creature on the pillar takes 2d6 bludgeoning damage and is restrained. The restrained creature can use an action to make a strength or dexterity check (creature's choice) against the spell's save DC. On a success, the creature is no longer restrained and must either move or fall off the pillar
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, you can increase the height of the pillar by 5 feet and the potential damage it deals by 1d6 for each slot level above 1st.

Class(es): Druid, Wizard

Grimlore's Grimoire

Earthen Grip

1-level Transmutation

Casting Time 1 Action
Range 30 ft
Duration Concentration, up to 1 minute
Components V, S

You target one creature you can see within range, causing them to make a Strength saving throw. On a failed save the target is restrained by dirt rising from the ground in the shape of a fist.   The target may use its action to make a Strength saving throw, breaking free from the earth's grasp on a successful save.
 

Class(es): Druid, Sorcerer, Wizard

Grimlore's Grimoire

Acrid Delight

1-level Transmutation (ritual)

Casting Time 1 Action
Range Touch
Duration Up to 1 hour
Components V, S, M
Materials a piece of food

You touch a piece of food (weighing up to 5 lbs), rotting it from the inside, but maintaining its original taste, texture, appearance and smell. If the piece of food is then eaten by a creature within one hour, the creature must make a Constitution saving throw or take 2d8 poison damage and become poisoned until it completes a long rest. On a successful save the creature takes half the damage and is not poisoned. If the food is not eaten within one hour, it succumbs to its rotten nature and spoils.
 
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each spell slot level above 1st.

Class(es): Bard, Druid, Wizard

PHB

Thunderwave

1-level Evocation

Casting Time 1 Action
Range Self (15ft cube)
Duration Instantaneous
Components V, S

A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed.   In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell's effect, and the spell emits a thunderous boom audible out to 300 feet.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

Class(es): Bard, Druid, Sorcerer, Wizard, Artificer (Artillerist), Cleric (Tempest Domain), Fighter (Eldritch Knight), Monk (Way of the Four Elements), Rogue (Arcane Trickster)

PHB

Speak with Animals

1-level Abjuration

Casting Time 1 Action
Range Self
Duration 10 Minutes
Components V, S

You gain the ability to comprehend and verbally communicate with beasts for the duration. The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you, at the DM's discretion.

Class(es): Bard, Druid, Ranger, Barbarian (Path of the Totem Warrior), Cleric (Nature Domain), Paladin (Oath of the Ancients)

PHB

Purify Food and Drink

1-level Transmutation

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

All nonmagical food and drink within a 5-foot-radius sphere centered on a point of your choice within range is purified and rendered free of poison and disease.

Class(es): Cleric, Druid, Paladin, Artificer (Alchemist), Sorcerer (Divine Soul)

PHB

Protection From Evil and Good

1-level Abjuration

Casting Time 1 Action
Range Touch
Duration Up to Ten Minutes
Components holy water or powdered silver and iron, which the spell consumes

Until the spell ends, one willing creature you touch is protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead.   The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can't be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect.

Class(es): Cleric, Paladin, Warlock, Wizard, Fighter (Eldritch Knight), Fighter (Monster Hunter), Ranger (Horizon Walker), Ranger (Monster Slayer), Rogue (Arcane Trickster), Sorcerer (Divine Soul)

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

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

Ice Knife

1-level Conjuration

Casting Time 1 Action
Range 60ft
Duration Instantaneous
Components S, M
Materials A drop of water or piece of ice

You create a shard of ice and fling it at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 piercing damage. Hit or miss, the shard then explodes. The target and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 2d6 cold damage
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the cold damage increases by 1d6 for each slot level above 1st.

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

PHB

Healing Word

1-level Evocation

Casting Time 1 Bonus Action
Range 60ft
Duration Instantaneous
Components V

A creature of your choice that you can see within range regains hit points equal to 1d4 + 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 1d4 for each slot level above 1st.

Class(es): Bard, Cleric, Druid, Sorcerer (Divine Soul)

PHB

Goodberry

1-level Transmutation

Casting Time 1 Action
Range Touch
Duration Instantaneous
Components V, S, M
Materials A sprig of Mistletoe, which the spell consumes

Up to ten berries appear in your hand and are infused with magic for the duration. A creature can use its action to eat one berry. Eating a berry restores 1 hit point, and the berry provides enough nourishment to sustain a creature for one day.   The berries lose their potency if they have not been consumed within 24 hours of the casting of this spell.

Class(es): Druid, Ranger

PHB

Fog Cloud

1-level Conjuration

Casting Time 1 Action
Range 120ft
Duration Concentration, up to 1 Hour
Components V, S

You create a 20-foot-radius sphere of fog centered on a point within range. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the radius of the fog increases by 20 feet for each slot level above 1st.

Class(es): Druid, Ranger, Sorcerer, Wizard, Cleric (Tempest Domain), 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)

PHB

Entangle

1-level Conjuration

Casting Time 1 Action
Range 90ft
Duration Concentration, up to 1 Minute
Components V, S

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.

Class(es): Druid

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

Detect Poison and Disease

1-level Divination

Casting Time 1 Action
Range Self
Duration Concentration, Up to Ten Minutes
Components V, S, M
Materials a yew leaf

For the duration, you can sense the presence and location of poisons, poisonous creatures, and diseases within 30 feet of you. You also identify the kind of poison, poisonous creature, or disease in each case.   The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

Class(es): Cleric, Druid, Paladin, Ranger, Sorcerer (Divine Soul)

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