Human Druid

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Human Druid 1 Character Name • Scimitar.

Melee Weapon Attack:


+4 to hit, reach 5 ft., one target.
“All things have a spirit
Medium humanoid (human), Hit: 1d6 + 3 slashing damage.
within. My spirit is my
strength.” neutral good • Thorn Whip. Melee Spell Attack:
+5 to hit, range 30 ft., one target.
You were born in a sacred Armor Class 13 (leather)
natural place, and you were Hit: 1d6 piercing damage, and if the
Hit Points 10 (Hit Dice 1d8) target is Large or smaller, pull it up to
marked from birth with
Speed 30 ft. 10 feet closer to you.
supernatural gifts. Although your parents
were farmers, your presence was a
blessing to them and your village. The
STR DEX CON Bonus Actions
9 (−1) 15 (+2) 14 (+2)
druids of the circle overseeing the land Two-Weapon Fighting. When you take
near your home tutored you from a young INT WIS CHA the Attack action and attack with your
age, allowing you to eschew the normal 11 (+0) 16 (+3) 13 (+1) scimitar in one hand, you can use a
life a farm child. You became able to shift bonus action to attack with the dagger
your form when you entered puberty. Proficiencies (+2 proficiency bonus) in your other hand. On a hit with this
Although your build is slight, your powers Armor Light armor, medium bonus action attack, you deal only 1d4
of spirit grant you all the might you need. armor, shields piercing damage.
Saving Throws Int +2, Wis +5
Background (Folk Hero) Skills History +2, Insight +5, Medicine
You come from among the peasantry, but
Options
+5, Nature +2
the druids who taught you revealed your Tools harp, herbalism kit Spellcasting. You are a spellcaster
birth is in accord with a prophecy spoken Weapons clubs, daggers, darts, (druid feature) who uses Wisdom as
long ago by mysterious fey. People of your your spellcasting ability (spell save DC
javelins, maces, quarterstaffs,
home village regard you as a blessed one 13; +5 to hit with spell attacks). You
with the skills to stand against threats
scimitars, sickles, slings, spears
Senses passive (Perception) 13 have the following spells prepared:
against common folk everywhere.
Rustic Hospitality. You can find a Languages Common, Draconic, Druidic Cantrips (at will): druidcraft,
place to hide, rest, or recuperate among thorn whip
commoners, unless you have shown
Actions
1st Level (3 slots): detect magic, faerie
yourself to be a danger to them. They will Attack. You can make one of the fire, healing word, thunderwave
shield you from the law or anyone else following attacks:
searching for you, though they will not • Dagger. Melee or Ranged Weapon
risk their lives for you. Attack: +4 to hit, reach 5 ft. or range
Faction. You are a member of the 20/60 ft., one target.
Emerald Enclave, wilderness survivalists Hit: 1d4 + 3 piercing damage.
who preserve the natural order while
rooting out unnatural threats.
Personality Trait. You judge people Cantrips. You know two cantrips, which Ritual Casting. You can cast a druid
by their actions, testing them with you can cast at will. spell as a ritual if that spell has the ritual
strong words. Preparing and Casting Spells. To cast tag and you have the spell prepared.
Ideal. Traditional ways, when wise and one of your druid spells, you must expend Spellcasting Focus. You can use a
good, should be upheld. a slot of the spell’s level or higher. You druidic focus, such as your yew wand, as
Bond. Everything you do is to serve regain all expended spell slots when you a spellcasting focus for your druid spells.
and protect the common folk. finish a long rest.
Flaw. Convinced of the import of You prepare the list of druid spells that
your destiny, you are blind to your are available for you to cast, choosing
Equipment
shortcomings and the risk of failure. from the druid spell list. When you do so, Backpack, bedroll, common clothing,
choose up to four druid spells. The spells dagger, harp, healer’s kit, herbalism
Druid Features must be of a level for which you have kit, leather armor, mess kit, pouch,
Druidic. You can speak Druidic and spell slots. rations (10 days), scimitar, tinderbox,
use it to leave hidden messages. You You can change your list of prepared waterskin, yew wand
and others who know this language spells when you finish a long rest.
automatically spot such a message. When you prepare new spells, you must
Others spot the message’s presence with meditate 1 minute per spell level for each
a successful DC 15 Wisdom (Perception) spell on your list.
check but can decipher it only with magic. Spellcasting Ability. Wisdom is your
spellcasting ability for your druid spells,
Spellcasting. Drawing on the divine
since your magic draws upon your
essence of nature, you can cast spells to
devotion and attunement to nature. You
shape that essence to your will.
use your Wisdom whenever a spell refers
to your spellcasting ability.
Human Druid 2 Character Name • Thorn Whip. Melee Spell Attack:
+5 to hit, range 30 ft., one target.
“All things have a spirit
Medium humanoid (human), Circle of Hit: 1d6 piercing damage, and if the
within. My spirit is my
strength.” the Moon, neutral good target is Large or smaller, pull it up to
10 feet closer to you.
You were born in a sacred Armor Class 14 (studded leather)
natural place, and you were
Hit Points 17 (Hit Dice 2d8) Bonus Actions
marked from birth with
Speed 30 ft.
supernatural gifts. Although your parents Combat Wild Shape. Druid Wild
were farmers, your presence was a Shape feature
STR DEX CON
blessing to them and your village. The 9 (−1) 15 (+2) 14 (+2)
druids of the circle overseeing the land Two-Weapon Fighting. When you
near your home tutored you from a young INT WIS CHA take the Attack action and attack with
age, allowing you to eschew the normal 11 (+0) 16 (+3) 13 (+1) your scimitar in one hand, you can
life a farm child. You became able to shift use a bonus action to attack with the
your form when you entered puberty. Proficiencies (+2 proficiency bonus) scimitar in your other hand. On a hit
Although your build is slight, your powers Armor Light armor, medium with this bonus action attack, you deal
of spirit grant you all the might you need. armor, shields only 1d6 slashing damage.
Saving Throws Int +2, Wis +5
Background (Folk Hero) Skills History +2, Insight +5, Medicine Wild Shape. Druid feature; common
You come from among the peasantry, but +5, Nature +2 forms include brown bear and dire wolf
the druids who taught you revealed your Tools harp, herbalism kit
birth is in accord with a prophecy spoken
Options
Weapons clubs, daggers, darts,
long ago by mysterious fey. People of your Spellcasting. You are a spellcaster
javelins, maces, quarterstaffs,
home village regard you as a blessed one (druid feature) who uses Wisdom as
with the skills to stand against threats
scimitars, sickles, slings, spears
your spellcasting ability (spell save DC
against common folk everywhere. Senses passive (Perception) 13
13; +5 to hit with spell attacks). You
Rustic Hospitality. You can find a Languages Common, Draconic, Druidic
have the following spells prepared:
place to hide, rest, or recuperate among
commoners, unless you have shown
Actions Cantrips (at will): druidcraft,
yourself to be a danger to them. They will Attack. You can make one of the thorn whip
shield you from the law or anyone else following attacks: 1st Level (3 slots): detect magic,
searching for you, though they will not • Scimitar. Melee Weapon Attack: faerie fire, fog cloud, healing word,
risk their lives for you. +4 to hit, reach 30 ft., one target. thunderwave
Faction. You are a member of the Hit: 1d6 + 3 slashing damage.
Emerald Enclave, wilderness survivalists
who preserve the natural order while
rooting out unnatural threats. Cantrips. You know two cantrips, which Ritual Casting. You can cast a druid
Personality Trait. You judge people you can cast at will. spell as a ritual if that spell has the ritual
by their actions, testing them with Preparing and Casting Spells. To cast tag and you have the spell prepared.
strong words. one of your druid spells, you must expend Spellcasting Focus. You can use a
Ideal. Traditional ways, when wise and a slot of the spell’s level or higher. You druidic focus, such as your yew wand, as
good, should be upheld. regain all expended spell slots when you a spellcasting focus for your druid spells.
Bond. Everything you do is to serve finish a long rest. Wild Shape (Recharges after You
and protect the common folk. You prepare the list of druid spells that Finish a Short or Long Rest). You can
Flaw. Convinced of the import of are available for you to cast, choosing take a bonus action to magically assume
your destiny, you are blind to your from the druid spell list. When you do so, the shape of a beast that you have seen
shortcomings and the risk of failure. choose up to five druid spells. The spells before, provided that the beast has a
must be of a level for which you have challenge rating of 1, or lower, and
Druid Features spell slots. has no flying speed. You can use this
Druidic. You can speak Druidic and You can change your list of prepared feature twice.
use it to leave hidden messages. You spells when you finish a long rest. You can stay in a beast shape for 1
and others who know this language When you prepare new spells, you must hour, and then you revert to your normal
automatically spot such a message. meditate 1 minute per spell level for each form unless you expend another use
Others spot the message’s presence with spell on your list. of this feature. You can revert to your
a successful DC 15 Wisdom (Perception) Spellcasting Ability. Wisdom is your normal form earlier by using a bonus
check but can decipher it only with magic. spellcasting ability for your druid spells, action. You automatically revert if you fall
since your magic draws upon your unconscious, drop to 0 hit points, or die.
Spellcasting. Drawing on the divine
devotion and attunement to nature. You
essence of nature, you can cast spells to
use your Wisdom whenever a spell refers
shape that essence to your will.
to your spellcasting ability.
Druid Features (cont’d) Equipment
Wild Shape (cont’d). While you are Backpack, bedroll, common clothing,
transformed, the following rules apply: harp, healer’s kit, herbalism kit, mess
kit, pouch, rations (10 days), scimitars
• Your game statistics are replaced by
(2), studded leather armor, tinderbox,
the statistics of the beast, but you
waterskin, yew wand
retain your alignment, personality, and
Intelligence, Wisdom, and Charisma
scores. You also retain all of your skill
and saving throw proficiencies, in addi-
tion 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.
• 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, your senses are replaced by
those of the beast.
• 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 crea-
ture’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.
Combat Wild Shape. While you are
transformed, you can use a bonus action
to expend one spell slot to regain 1d8 hit
points per level of the spell slot expended.
Human Druid 3 Character Name • Thorn Whip. Melee Spell Attack:
+5 to hit, range 30 ft., one target.
“All things have a spirit
Medium humanoid (human), Circle of Hit: 1d6 piercing damage, and if the
within. My spirit is my
strength.” the Moon, neutral good target is Large or smaller, pull it up to
10 feet closer to you.
You were born in a sacred Armor Class 14 (studded leather)
natural place, and you were
Hit Points 24 (Hit Dice 3d8) Bonus Actions
marked from birth with
Speed 30 ft.
supernatural gifts. Although your parents Combat Wild Shape. Druid Wild
were farmers, your presence was a Shape feature
STR DEX CON
blessing to them and your village. The 9 (−1) 15 (+2) 14 (+2)
druids of the circle overseeing the land Two-Weapon Fighting. When you
near your home tutored you from a young INT WIS CHA take the Attack action and attack with
age, allowing you to eschew the normal 11 (+0) 16 (+3) 13 (+1) your scimitar in one hand, you can
life a farm child. You became able to shift use a bonus action to attack with the
your form when you entered puberty. Proficiencies (+2 proficiency bonus) scimitar in your other hand. On a hit
Although your build is slight, your powers Armor Light armor, medium with this bonus action attack, you deal
of spirit grant you all the might you need. armor, shields only 1d6 slashing damage.
Saving Throws Int +2, Wis +5
Background (Folk Hero) Skills History +2, Insight +5, Medicine Wild Shape. Druid feature; common
You come from among the peasantry, but +5, Nature +2 forms include brown bear and dire wolf
the druids who taught you revealed your Tools harp, herbalism kit
birth is in accord with a prophecy spoken
Options
Weapons clubs, daggers, darts,
long ago by mysterious fey. People of your Spellcasting. You are a spellcaster
javelins, maces, quarterstaffs,
home village regard you as a blessed one (druid feature) who uses Wisdom as
with the skills to stand against threats
scimitars, sickles, slings, spears
your spellcasting ability (spell save DC
against common folk everywhere. Senses passive (Perception) 13
13; +5 to hit with spell attacks). You
Rustic Hospitality. You can find a Languages Common, Draconic, Druidic
have the following spells prepared:
place to hide, rest, or recuperate among
commoners, unless you have shown
Actions Cantrips (at will): druidcraft,
yourself to be a danger to them. They will Attack. You can make one of the thorn whip
shield you from the law or anyone else following attacks: 1st Level (4 slots): faerie fire, fog cloud,
searching for you, though they will not • Scimitar. Melee Weapon Attack: healing word, thunderwave
risk their lives for you. +4 to hit, reach 30 ft., one target. 2nd Level (2 slots): flame blade,
Faction. You are a member of the Hit: 1d6 + 3 slashing damage. moonbeam
Emerald Enclave, wilderness survivalists
who preserve the natural order while
rooting out unnatural threats. Cantrips. You know two cantrips, which Ritual Casting. You can cast a druid
Personality Trait. You judge people you can cast at will. spell as a ritual if that spell has the ritual
by their actions, testing them with Preparing and Casting Spells. To cast tag and you have the spell prepared.
strong words. one of your druid spells, you must expend Spellcasting Focus. You can use a
Ideal. Traditional ways, when wise and a slot of the spell’s level or higher. You druidic focus, such as your yew wand, as
good, should be upheld. regain all expended spell slots when you a spellcasting focus for your druid spells.
Bond. Everything you do is to serve finish a long rest. Wild Shape (Recharges after You
and protect the common folk. You prepare the list of druid spells that Finish a Short or Long Rest). You can
Flaw. Convinced of the import of are available for you to cast, choosing take a bonus action to magically assume
your destiny, you are blind to your from the druid spell list. When you do so, the shape of a beast that you have seen
shortcomings and the risk of failure. choose up to six druid spells. The spells before, provided that the beast has a
must be of a level for which you have challenge rating of 1, or lower, and
Druid Features spell slots. has no flying speed. You can use this
You can change your list of prepared
Druidic. You can speak Druidic and feature twice.
spells when you finish a long rest. You can stay in a beast shape for 1
use it to leave hidden messages. You
When you prepare new spells, you must hour, and then you revert to your normal
and others who know this language
meditate 1 minute per spell level for each form unless you expend another use
automatically spot such a message.
spell on your list. of this feature. You can revert to your
Others spot the message’s presence with
Spellcasting Ability. Wisdom is your normal form earlier by using a bonus
a successful DC 15 Wisdom (Perception)
spellcasting ability for your druid spells, action. You automatically revert if you fall
check but can decipher it only with magic.
since your magic draws upon your unconscious, drop to 0 hit points, or die.
Spellcasting. Drawing on the divine devotion and attunement to nature. You
essence of nature, you can cast spells to use your Wisdom whenever a spell refers
shape that essence to your will. to your spellcasting ability.
Druid Features (cont’d) Equipment
Wild Shape (cont’d). While you are Backpack, bedroll, common clothing,
transformed, the following rules apply: harp, healer’s kit, herbalism kit, mess kit,
potion of healing, pouch, rations (10 days),
• Your game statistics are replaced by
scimitars (2), studded leather armor,
the statistics of the beast, but you
tinderbox, waterskin, yew wand
retain your alignment, personality, and
Intelligence, Wisdom, and Charisma
scores. You also retain all of your skill
and saving throw proficiencies, in addi-
tion 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.
• 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, your senses are replaced by
those of the beast.
• 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 crea-
ture’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.
Combat Wild Shape. While you are
transformed, you can use a bonus action
to expend one spell slot to regain 1d8 hit
points per level of the spell slot expended.
Human Druid 4 Character Name • Thorn Whip. Melee Spell Attack:
+5 to hit, range 30 ft., one target.
“All things have a spirit
Medium humanoid (human), Circle of Hit: 1d6 piercing damage, and if the
within. My spirit is my
strength.” the Moon, neutral good target is Large or smaller, pull it up to
10 feet closer to you.
You were born in a sacred Armor Class 15 (studded leather)
natural place, and you were
Hit Points 31 (Hit Dice 4d8) Bonus Actions
marked from birth with
Speed 30 ft.
supernatural gifts. Although your parents Combat Wild Shape. Druid Wild
were farmers, your presence was a Shape feature
STR DEX CON
blessing to them and your village. The 9 (−1) 16 (+3) 14 (+2)
druids of the circle overseeing the land Two-Weapon Fighting. When you
near your home tutored you from a young INT WIS CHA take the Attack action and attack with
age, allowing you to eschew the normal 11 (+0) 16 (+3) 14 (+2) your scimitar in one hand, you can
life a farm child. You became able to shift use a bonus action to attack with the
your form when you entered puberty. Proficiencies (+2 proficiency bonus) scimitar in your other hand. On a hit
Although your build is slight, your powers Armor Light armor, medium with this bonus action attack, you deal
of spirit grant you all the might you need. armor, shields only 1d6 slashing damage.
Saving Throws Int +2, Wis +5
Background (Folk Hero) Skills History +2, Insight +5, Medicine Wild Shape. Druid feature; common
You come from among the peasantry, but +5, Nature +2 forms include brown bear and dire wolf
the druids who taught you revealed your Tools harp, herbalism kit
birth is in accord with a prophecy spoken
Options
Weapons clubs, daggers, darts,
long ago by mysterious fey. People of your Spellcasting. You are a spellcaster
javelins, maces, quarterstaffs,
home village regard you as a blessed one (druid feature) who uses Wisdom as
with the skills to stand against threats
scimitars, sickles, slings, spears
your spellcasting ability (spell save DC
against common folk everywhere. Senses passive (Perception) 13
13; +5 to hit with spell attacks). You
Rustic Hospitality. You can find a Languages Common, Draconic, Druidic
have the following spells prepared:
place to hide, rest, or recuperate among
commoners, unless you have shown
Actions Cantrips (at will): druidcraft, produce
yourself to be a danger to them. They will Attack. You can make one of the flame, thorn whip
shield you from the law or anyone else following attacks: 1st Level (4 slots): faerie fire, fog cloud,
searching for you, though they will not • Produce Flame. Ranged Spell Attack: healing word, thunderwave
risk their lives for you. +5 to hit, 30 ft., one target. 2nd Level (3 slots): flame blade, gust
Faction. You are a member of the Hit: 1d8 fire damage. of wind, moonbeam
Emerald Enclave, wilderness survivalists • Scimitar. Melee Weapon Attack:
who preserve the natural order while
+5 to hit, reach 30 ft., one target.
rooting out unnatural threats.
Personality Trait. You judge people
Hit: 1d6 + 3 slashing damage.
by their actions, testing them with
strong words. Preparing and Casting Spells. To cast Ritual Casting. You can cast a druid
Ideal. Traditional ways, when wise and one of your druid spells, you must expend spell as a ritual if that spell has the ritual
good, should be upheld. a slot of the spell’s level or higher. You tag and you have the spell prepared.
Bond. Everything you do is to serve regain all expended spell slots when you Spellcasting Focus. You can use a
and protect the common folk. finish a long rest. druidic focus, such as your yew wand, as
Flaw. Convinced of the import of You prepare the list of druid spells that a spellcasting focus for your druid spells.
your destiny, you are blind to your are available for you to cast, choosing Wild Shape (Recharges after You
shortcomings and the risk of failure. from the druid spell list. When you do Finish a Short or Long Rest). You can
so, choose up to seven druid spells. The take a bonus action to magically assume
Druid Features spells must be of a level for which you the shape of a beast that you have seen
Druidic. You can speak Druidic and have spell slots. before, provided that the beast has a
use it to leave hidden messages. You You can change your list of prepared challenge rating of 1, or lower, and
and others who know this language spells when you finish a long rest. has no flying speed. You can use this
automatically spot such a message. When you prepare new spells, you must feature twice.
Others spot the message’s presence with meditate 1 minute per spell level for each You can stay in a beast shape for 2
a successful DC 15 Wisdom (Perception) spell on your list. hours, and then you revert to your normal
check but can decipher it only with magic. Spellcasting Ability. Wisdom is your form unless you expend another use
spellcasting ability for your druid spells, of this feature. You can revert to your
Spellcasting. Drawing on the divine since your magic draws upon your
essence of nature, you can cast spells to normal form earlier by using a bonus
devotion and attunement to nature. You action. You automatically revert if you fall
shape that essence to your will. use your Wisdom whenever a spell refers
Cantrips. You know three cantrips, unconscious, drop to 0 hit points, or die.
to your spellcasting ability.
which you can cast at will.
Druid Features (cont’d) Equipment
Wild Shape (cont’d). While you are Backpack, bedroll, common clothing,
transformed, the following rules apply: harp, healer’s kit, herbalism kit, mess
kit, potion of healing (2), pouch, rations
• Your game statistics are replaced by
(10 days), scimitars (2), studded leather
the statistics of the beast, but you
armor, tinderbox, waterskin, yew wand
retain your alignment, personality, and
Intelligence, Wisdom, and Charisma
scores. You also retain all of your skill
and saving throw proficiencies, in addi-
tion 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.
• 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, your senses are replaced by
those of the beast.
• 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 crea-
ture’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.
Combat Wild Shape. While you are
transformed, you can use a bonus action
to expend one spell slot to regain 1d8 hit
points per level of the spell slot expended.
Human Druid 5 Character Name • Thorn Whip. Melee Spell Attack:
+6 to hit, range 30 ft., one target.
“All things have a spirit
Medium humanoid (human), Circle of Hit: 2d6 piercing damage, and if the
within. My spirit is my
strength.” the Moon, neutral good target is Large or smaller, pull it up to
10 feet closer to you.
You were born in a sacred Armor Class 15 (studded leather)
natural place, and you were
Hit Points 38 (Hit Dice 5d8) Bonus Actions
marked from birth with
Speed 30 ft.
supernatural gifts. Although your parents Two-Weapon Fighting. When you
were farmers, your presence was a take the Attack action and attack with
STR DEX CON
blessing to them and your village. The 9 (−1) 16 (+3) 14 (+2) your scimitar in one hand, you can
druids of the circle overseeing the land use a bonus action to attack with the
near your home tutored you from a young INT WIS CHA
scimitar in your other hand. On a hit
age, allowing you to eschew the normal 11 (+0) 16 (+3) 14 (+2)
life a farm child. You became able to shift
with this bonus action attack, you deal
your form when you entered puberty. Proficiencies (+3 proficiency bonus) only 1d6 slashing damage.
Although your build is slight, your powers Armor Light armor, medium Wild Shape. Druid feature; common
of spirit grant you all the might you need. armor, shields forms include brown bear, dire
Saving Throws Int +3, Wis +6 wolf, lion
Background (Folk Hero) Skills History +3, Insight +6,
You come from among the peasantry, but Medicine +6, Nature +3 Options
the druids who taught you revealed your Tools harp, herbalism kit Spellcasting. You are a spellcaster
birth is in accord with a prophecy spoken Weapons clubs, daggers, darts, (druid feature) who uses Wisdom as
long ago by mysterious fey. People of your
javelins, maces, quarterstaffs, your spellcasting ability (spell save DC
home village regard you as a blessed one
with the skills to stand against threats
scimitars, sickles, slings, spears 14; +6 to hit with spell attacks). You
against common folk everywhere. Senses passive (Perception) 13 have the following spells prepared:
Rustic Hospitality. You can find a Languages Common, Draconic, Druidic
Cantrips (at will): druidcraft, produce
place to hide, rest, or recuperate among
commoners, unless you have shown
Actions flame, thorn whip
Attack. You can make one of the 1st Level (4 slots): faerie fire, fog cloud,
yourself to be a danger to them. They will
shield you from the law or anyone else following attacks: healing word, thunderwave
searching for you, though they will not • Produce Flame. Ranged Spell Attack: 2nd Level (3 slots): flame blade, gust
risk their lives for you. +6 to hit, 30 ft., one target. of wind, moonbeam
Faction. You are a member of the Hit: 2d8 fire damage. 3rd Level (2 slots): call lightning
Emerald Enclave, wilderness survivalists • Scimitar. Melee Weapon Attack:
who preserve the natural order while
+6 to hit, reach 30 ft., one target.
rooting out unnatural threats.
Personality Trait. You judge people
Hit: 1d6 + 3 slashing damage.
by their actions, testing them with
strong words. Preparing and Casting Spells. To cast Ritual Casting. You can cast a druid
Ideal. Traditional ways, when wise and one of your druid spells, you must expend spell as a ritual if that spell has the ritual
good, should be upheld. a slot of the spell’s level or higher. You tag and you have the spell prepared.
Bond. Everything you do is to serve regain all expended spell slots when you Spellcasting Focus. You can use a
and protect the common folk. finish a long rest. druidic focus, such as your yew wand, as
Flaw. Convinced of the import of You prepare the list of druid spells that a spellcasting focus for your druid spells.
your destiny, you are blind to your are available for you to cast, choosing Wild Shape (Recharges after You
shortcomings and the risk of failure. from the druid spell list. When you do Finish a Short or Long Rest). You can
so, choose up to eight druid spells. The take a bonus action to magically assume
Druid Features spells must be of a level for which you the shape of a beast that you have seen
Druidic. You can speak Druidic and have spell slots. before, provided that the beast has a
use it to leave hidden messages. You You can change your list of prepared challenge rating of 1, or lower, and
and others who know this language spells when you finish a long rest. has no flying speed. You can use this
automatically spot such a message. When you prepare new spells, you must feature twice.
Others spot the message’s presence with meditate 1 minute per spell level for each You can stay in a beast shape for 2
a successful DC 15 Wisdom (Perception) spell on your list. hours, and then you revert to your normal
check but can decipher it only with magic. Spellcasting Ability. Wisdom is your form unless you expend another use
spellcasting ability for your druid spells, of this feature. You can revert to your
Spellcasting. Drawing on the divine since your magic draws upon your
essence of nature, you can cast spells to normal form earlier by using a bonus
devotion and attunement to nature. You action. You automatically revert if you fall
shape that essence to your will. use your Wisdom whenever a spell refers
Cantrips. You know three cantrips, unconscious, drop to 0 hit points, or die.
to your spellcasting ability.
which you can cast at will.
Druid Features (cont’d) Equipment
Wild Shape (cont’d). While you are Backpack, bedroll, common clothing,
transformed, the following rules apply: harp, healer’s kit, herbalism kit, mess
kit, periapt of wound closure, potion
• Your game statistics are replaced by
of healing (2), pouch, rations (10 days),
the statistics of the beast, but you
scimitars (2), studded leather armor,
retain your alignment, personality, and
tinderbox, waterskin, yew wand
Intelligence, Wisdom, and Charisma
scores. You also retain all of your skill Periapt of Wound Closure
and saving throw proficiencies, in addi-
Wondrous item, uncommon (requires
tion to gaining those of the creature. If
attunement)
the creature has the same proficiency
as you and the bonus in its stat block is While you wear this pendant, you
higher than yours, use the creature’s stabilize whenever you are dying at
bonus instead of yours. If the creature the start of your turn. In addition,
has any legendary or lair actions, you whenever you roll a Hit Die to regain hit
can’t use them. points, double the number of hit points
• When you transform, you assume the it restores.
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.
• 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, your senses are replaced by
those of the beast.
• 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 crea-
ture’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.
Combat Wild Shape. While you are
transformed, you can use a bonus action
to expend one spell slot to regain 1d8 hit
points per level of the spell slot expended.
Human Druid 6 Character Name • Thorn Whip. Melee Spell Attack:
+6 to hit, range 30 ft., one target.
“All things have a spirit
Medium humanoid (human), Circle of Hit: 2d6 piercing damage, and if the
within. My spirit is my
strength.” the Moon, neutral good target is Large or smaller, pull it up to
10 feet closer to you.
You were born in a sacred Armor Class 15 (studded leather)
natural place, and you were
Hit Points 45 (Hit Dice 6d8) Bonus Actions
marked from birth with
Speed 30 ft.
supernatural gifts. Although your parents Combat Wild Shape. Druid Wild
were farmers, your presence was a Shape feature
STR DEX CON
blessing to them and your village. The 9 (−1) 16 (+3) 14 (+2)
druids of the circle overseeing the land Two-Weapon Fighting. When you
near your home tutored you from a young INT WIS CHA take the Attack action and attack with
age, allowing you to eschew the normal 11 (+0) 16 (+3) 14 (+2) your scimitar in one hand, you can
life a farm child. You became able to shift use a bonus action to attack with the
your form when you entered puberty. Proficiencies (+3 proficiency bonus) scimitar in your other hand. On a hit
Although your build is slight, your powers Armor Light armor, medium with this bonus action attack, you deal
of spirit grant you all the might you need. armor, shields only 1d6 slashing damage.
Saving Throws Int +3, Wis +6
Background (Folk Hero) Skills History +3, Insight +6, Wild Shape. Druid feature; common
You come from among the peasantry, but Medicine +6, Nature +3 forms include polar bear and saber-
the druids who taught you revealed your Tools harp, herbalism kit toothed tiger
birth is in accord with a prophecy spoken Weapons clubs, daggers, darts,
long ago by mysterious fey. People of your Options
javelins, maces, quarterstaffs,
home village regard you as a blessed one Primal Strike. Druid Wild Shape feature
with the skills to stand against threats
scimitars, sickles, slings, spears
against common folk everywhere. Senses passive (Perception) 13 Spellcasting. You are a spellcaster
Rustic Hospitality. You can find a Languages Common, Draconic, Druidic (druid feature) who uses Wisdom as
place to hide, rest, or recuperate among your spellcasting ability (spell save DC
commoners, unless you have shown
Actions 14; +6 to hit with spell attacks). You
yourself to be a danger to them. They will Attack. You can make one of the have the following spells prepared:
shield you from the law or anyone else following attacks:
searching for you, though they will not • Produce Flame. Ranged Spell Attack: Cantrips (at will): druidcraft, produce
risk their lives for you. +6 to hit, 30 ft., one target. flame, thorn whip
Faction. You are a member of the Hit: 2d8 fire damage. 1st Level (4 slots): cure wounds,
Emerald Enclave, wilderness survivalists • Scimitar. Melee Weapon Attack: faerie fire, fog cloud, healing word,
who preserve the natural order while thunderwave
+6 to hit, reach 30 ft., one target.
rooting out unnatural threats. 2nd Level (3 slots): flame blade, gust
Personality Trait. You judge people
Hit: 1d6 + 3 slashing damage.
of wind, moonbeam
by their actions, testing them with 3rd Level (3 slots): call lightning
strong words.
Ideal. Traditional ways, when wise and
good, should be upheld. Cantrips. You know three cantrips, Spellcasting Ability. Wisdom is your
Bond. Everything you do is to serve which you can cast at will. spellcasting ability for your druid spells,
and protect the common folk. Preparing and Casting Spells. To cast since your magic draws upon your
Flaw. Convinced of the import of one of your druid spells, you must expend devotion and attunement to nature. You
your destiny, you are blind to your a slot of the spell’s level or higher. You use your Wisdom whenever a spell refers
shortcomings and the risk of failure. regain all expended spell slots when you to your spellcasting ability.
finish a long rest. Ritual Casting. You can cast a druid
Druid Features You prepare the list of druid spells that spell as a ritual if that spell has the ritual
Druidic. You can speak Druidic and are available for you to cast, choosing tag and you have the spell prepared.
use it to leave hidden messages. You from the druid spell list. When you do so, Spellcasting Focus. You can use a
and others who know this language choose up to nine druid spells. The spells druidic focus, such as your yew wand, as
automatically spot such a message. must be of a level for which you have a spellcasting focus for your druid spells.
Others spot the message’s presence with spell slots. Wild Shape (Recharges after You
a successful DC 15 Wisdom (Perception) You can change your list of prepared Finish a Short or Long Rest). You can
check but can decipher it only with magic. spells when you finish a long rest. take a bonus action to magically assume
When you prepare new spells, you must the shape of a beast that you have seen
Spellcasting. Drawing on the divine meditate 1 minute per spell level for each
essence of nature, you can cast spells to before, provided that the beast has a
spell on your list. challenge rating of 2, or lower, and
shape that essence to your will.
has no flying speed. You can use this
feature twice.
Druid Features (cont’d) Combat Wild Shape. While you are
transformed, you can use a bonus action
Wild Shape (cont’d). You can stay in to expend one spell slot to regain 1d8 hit
a beast shape for 3 hours, and then you points per level of the spell slot expended.
revert to your normal form unless you Primal Strike. Your attacks in beast
expend another use of this feature. You form count as magical for the purpose of
can revert to your normal form earlier by overcoming resistance and immunity to
using a bonus action. You automatically nonmagical attacks and damage.
revert if you fall unconscious, drop to 0
hit points, or die. Equipment
While you are transformed, the
Backpack, bedroll, common clothing,
following rules apply:
harp, healer’s kit, herbalism kit, mess
• Your game statistics are replaced by kit, periapt of wound closure, potion
the statistics of the beast, but you of healing (2), pouch, rations (10 days),
retain your alignment, personality, and scimitars (2), studded leather armor,
Intelligence, Wisdom, and Charisma tinderbox, waterskin, yew wand
scores. You also retain all of your skill
and saving throw proficiencies, in addi- Periapt of Wound Closure
tion to gaining those of the creature. If Wondrous item, uncommon (requires
the creature has the same proficiency attunement)
as you and the bonus in its stat block is While you wear this pendant, you
higher than yours, use the creature’s stabilize whenever you are dying at
bonus instead of yours. If the creature the start of your turn. In addition,
has any legendary or lair actions, you whenever you roll a Hit Die to regain hit
can’t use them. points, double the number of hit points
• When you transform, you assume the it restores.
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.
• 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, your senses are replaced by
those of the beast.
• 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 crea-
ture’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.
Human Druid 7 Character Name • Thorn Whip. Melee Spell Attack:
+6 to hit, range 30 ft., one target.
“All things have a spirit
Medium humanoid (human), Circle of Hit: 2d6 piercing damage, and if the
within. My spirit is my
strength.” the Moon, neutral good target is Large or smaller, pull it up to
10 feet closer to you.
You were born in a sacred Armor Class 15 (studded leather)
natural place, and you were Bonus Actions
Hit Points 52 (Hit Dice 7d8)
marked from birth with
Speed 30 ft. Combat Wild Shape. Druid Wild
supernatural gifts. Although your parents
were farmers, your presence was a Shape feature
STR DEX CON
blessing to them and your village. The 9 (−1) 16 (+3) 14 (+2) Two-Weapon Fighting. When you
druids of the circle overseeing the land
take the Attack action and attack with
near your home tutored you from a young INT WIS CHA
age, allowing you to eschew the normal 11 (+0) 16 (+3) 14 (+2) your scimitar in one hand, you can
life a farm child. You became able to shift use a bonus action to attack with the
your form when you entered puberty. Proficiencies (+3 proficiency bonus) scimitar in your other hand. On a hit
Although your build is slight, your powers Armor Light armor, medium with this bonus action attack, you deal
of spirit grant you all the might you need. armor, shields only 1d6 slashing damage.
Saving Throws Int +3, Wis +6
Background (Folk Hero) Skills History +3, Insight +6,
Wild Shape. Druid feature; common
forms include polar bear and saber-
You come from among the peasantry, but Medicine +6, Nature +3 toothed tiger
the druids who taught you revealed your Tools harp, herbalism kit
birth is in accord with a prophecy spoken Weapons clubs, daggers, darts, Options
long ago by mysterious fey. People of your
javelins, maces, quarterstaffs, Primal Strike. Druid Wild Shape feature
home village regard you as a blessed one
with the skills to stand against threats
scimitars, sickles, slings, spears
Senses passive (Perception) 13 Spellcasting. You are a spellcaster
against common folk everywhere. (druid feature) who uses Wisdom as
Rustic Hospitality. You can find a Languages Common, Draconic, Druidic
your spellcasting ability (spell save DC
place to hide, rest, or recuperate among
commoners, unless you have shown
Actions 14; +6 to hit with spell attacks). You
yourself to be a danger to them. They will Attack. You can make one of the have the following spells prepared:
shield you from the law or anyone else following attacks: Cantrips (at will): druidcraft, produce
searching for you, though they will not • Produce Flame. Ranged Spell Attack: flame, thorn whip
risk their lives for you. +6 to hit, 30 ft., one target. 1st Level (4 slots): cure wounds,
Faction. You are a member of the Hit: 2d8 fire damage.
Emerald Enclave, wilderness survivalists
faerie fire, fog cloud, healing word,
• Scimitar. Melee Weapon Attack: thunderwave
who preserve the natural order while
+6 to hit, reach 30 ft., one target. 2nd Level (3 slots): flame blade, gust
rooting out unnatural threats.
Personality Trait. You judge people
Hit: 1d6 + 3 slashing damage. of wind, moonbeam
by their actions, testing them with 3rd Level (3 slots): call lightning
strong words. 4th Level (1 slot): wall of fire
Ideal. Traditional ways, when wise and
good, should be upheld.
Bond. Everything you do is to serve Preparing and Casting Spells. To cast devotion and attunement to nature. You
and protect the common folk. one of your druid spells, you must expend use your Wisdom whenever a spell refers
Flaw. Convinced of the import of a slot of the spell’s level or higher. You to your spellcasting ability.
your destiny, you are blind to your regain all expended spell slots when you Ritual Casting. You can cast a druid
shortcomings and the risk of failure. finish a long rest. spell as a ritual if that spell has the ritual
You prepare the list of druid spells that tag and you have the spell prepared.
Druid Features are available for you to cast, choosing Spellcasting Focus. You can use a
Druidic. You can speak Druidic and from the druid spell list. When you do so, druidic focus, such as your yew wand, as
use it to leave hidden messages. You choose up to ten druid spells. The spells a spellcasting focus for your druid spells.
and others who know this language must be of a level for which you have Wild Shape (Recharges after You
automatically spot such a message. spell slots. Finish a Short or Long Rest). You can
Others spot the message’s presence with You can change your list of prepared take a bonus action to magically assume
a successful DC 15 Wisdom (Perception) spells when you finish a long rest. the shape of a beast that you have seen
check but can decipher it only with magic. When you prepare new spells, you must before, provided that the beast has a
meditate 1 minute per spell level for each challenge rating of 2, or lower, and
Spellcasting. Drawing on the divine
spell on your list. has no flying speed. You can use this
essence of nature, you can cast spells to
Spellcasting Ability. Wisdom is your feature twice.
shape that essence to your will.
spellcasting ability for your druid spells,
Cantrips. You know three cantrips,
since your magic draws upon your
which you can cast at will.
Druid Features (cont’d) Combat Wild Shape. While you are
transformed, you can use a bonus action
Wild Shape (cont’d). You can stay in to expend one spell slot to regain 1d8 hit
a beast shape for 3 hours, and then you points per level of the spell slot expended.
revert to your normal form unless you Primal Strike. Your attacks in beast
expend another use of this feature. You form count as magical for the purpose of
can revert to your normal form earlier by overcoming resistance and immunity to
using a bonus action. You automatically nonmagical attacks and damage.
revert if you fall unconscious, drop to 0
hit points, or die. Equipment
While you are transformed, the
Backpack, bedroll, common clothing,
following rules apply:
harp, healer’s kit, herbalism kit, mess
• Your game statistics are replaced by kit, periapt of wound closure, potion
the statistics of the beast, but you of healing (3), pouch, rations (10 days),
retain your alignment, personality, and scimitars (2), studded leather armor,
Intelligence, Wisdom, and Charisma tinderbox, waterskin, yew wand
scores. You also retain all of your skill
and saving throw proficiencies, in addi- Periapt of Wound Closure
tion to gaining those of the creature. If Wondrous item, uncommon (requires
the creature has the same proficiency attunement)
as you and the bonus in its stat block is While you wear this pendant, you
higher than yours, use the creature’s stabilize whenever you are dying at
bonus instead of yours. If the creature the start of your turn. In addition,
has any legendary or lair actions, you whenever you roll a Hit Die to regain hit
can’t use them. points, double the number of hit points
• When you transform, you assume the it restores.
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.
• 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, your senses are replaced by
those of the beast.
• 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 crea-
ture’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.
Human Druid 8 Character Name • Thorn Whip. Melee Spell Attack:
+7 to hit, range 30 ft., one target.
“All things have a spirit
Medium humanoid (human), Circle of Hit: 2d6 piercing damage, and if the
within. My spirit is my
strength.” the Moon, neutral good target is Large or smaller, pull it up to
10 feet closer to you.
You were born in a sacred Armor Class 15 (studded leather)
natural place, and you were Bonus Actions
Hit Points 59 (Hit Dice 8d8)
marked from birth with
Speed 30 ft. Combat Wild Shape. Druid Wild
supernatural gifts. Although your parents
were farmers, your presence was a Shape feature
STR DEX CON
blessing to them and your village. The 9 (−1) 16 (+3) 14 (+2) Two-Weapon Fighting. When you
druids of the circle overseeing the land
take the Attack action and attack with
near your home tutored you from a young INT WIS CHA
age, allowing you to eschew the normal 11 (+0) 18 (+4) 14 (+2) your scimitar in one hand, you can
life a farm child. You became able to shift use a bonus action to attack with the
your form when you entered puberty. Proficiencies (+3 proficiency bonus) scimitar in your other hand. On a hit
Although your build is slight, your powers Armor Light armor, medium with this bonus action attack, you deal
of spirit grant you all the might you need. armor, shields only 1d6 slashing damage.
Saving Throws Int +3, Wis +7
Background (Folk Hero) Skills History +3, Insight +7, Medicine
Wild Shape. Druid feature; common
forms include giant eagle, polar bear,
You come from among the peasantry, but +7, Nature +3 saber-toothed tiger
the druids who taught you revealed your Tools harp, herbalism kit
birth is in accord with a prophecy spoken Weapons clubs, daggers, darts, Options
long ago by mysterious fey. People of your
javelins, maces, quarterstaffs, Primal Strike. Druid Wild Shape feature
home village regard you as a blessed one
with the skills to stand against threats
scimitars, sickles, slings, spears
Senses passive (Perception) 14 Spellcasting. You are a spellcaster
against common folk everywhere. (druid feature) who uses Wisdom as
Rustic Hospitality. You can find a Languages Common, Draconic, Druidic
your spellcasting ability (spell save DC
place to hide, rest, or recuperate among
commoners, unless you have shown
Actions 15; +7 to hit with spell attacks). You
yourself to be a danger to them. They will Attack. You can make one of the have the following spells prepared:
shield you from the law or anyone else following attacks: Cantrips (at will): druidcraft, produce
searching for you, though they will not • Produce Flame. Ranged Spell Attack: flame, thorn whip
risk their lives for you. +7 to hit, 30 ft., one target. 1st Level (4 slots): cure wounds, detect
Faction. You are a member of the Hit: 2d8 fire damage.
Emerald Enclave, wilderness survivalists
magic, faerie fire, fog cloud, healing
• Scimitar. Melee Weapon Attack: word, thunderwave
who preserve the natural order while
+6 to hit, reach 30 ft., one target. 2nd Level (3 slots): flame blade,
rooting out unnatural threats.
Personality Trait. You judge people
Hit: 1d6 + 3 slashing damage. gust of wind, moonbeam, protection
by their actions, testing them with from poison
strong words. 3rd Level (3 slots): call lightning
Ideal. Traditional ways, when wise and 4th Level (2 slots): wall of fire
good, should be upheld.
Bond. Everything you do is to serve Cantrips. You know three cantrips, Spellcasting Ability. Wisdom is your
and protect the common folk. which you can cast at will. spellcasting ability for your druid spells,
Flaw. Convinced of the import of Preparing and Casting Spells. To cast since your magic draws upon your
your destiny, you are blind to your one of your druid spells, you must expend devotion and attunement to nature. You
shortcomings and the risk of failure. a slot of the spell’s level or higher. You use your Wisdom whenever a spell refers
regain all expended spell slots when you to your spellcasting ability.
Druid Features finish a long rest. Ritual Casting. You can cast a druid
Druidic. You can speak Druidic and You prepare the list of druid spells that spell as a ritual if that spell has the ritual
use it to leave hidden messages. You are available for you to cast, choosing tag and you have the spell prepared.
and others who know this language from the druid spell list. When you do Spellcasting Focus. You can use a
automatically spot such a message. so, choose up to twelve druid spells. The druidic focus, such as your yew wand, as
Others spot the message’s presence with spells must be of a level for which you a spellcasting focus for your druid spells.
a successful DC 15 Wisdom (Perception) have spell slots. Wild Shape (Recharges after You
check but can decipher it only with magic. You can change your list of prepared Finish a Short or Long Rest). You can
spells when you finish a long rest. take a bonus action to magically assume
Spellcasting. Drawing on the divine
When you prepare new spells, you must the shape of a beast that you have seen
essence of nature, you can cast spells to
meditate 1 minute per spell level for each before, provided that the beast has a
shape that essence to your will.
spell on your list. challenge rating of 2 or lower. You can
use this feature twice.
Druid Features (cont’d) Combat Wild Shape. While you are
transformed, you can use a bonus action
Wild Shape (cont’d). You can stay in to expend one spell slot to regain 1d8 hit
a beast shape for 4 hours, and then you points per level of the spell slot expended.
revert to your normal form unless you Primal Strike. Your attacks in beast
expend another use of this feature. You form count as magical for the purpose of
can revert to your normal form earlier by overcoming resistance and immunity to
using a bonus action. You automatically nonmagical attacks and damage.
revert if you fall unconscious, drop to 0
hit points, or die. Equipment
While you are transformed, the
Backpack, bedroll, common clothing,
following rules apply:
harp, healer’s kit, herbalism kit, mess
• Your game statistics are replaced by kit, periapt of wound closure, potion
the statistics of the beast, but you of healing (3), pouch, rations (10 days),
retain your alignment, personality, and scimitars (2), studded leather armor,
Intelligence, Wisdom, and Charisma tinderbox, waterskin, yew wand, money
scores. You also retain all of your skill (5 gp, 2 pp)
and saving throw proficiencies, in addi-
tion to gaining those of the creature. If Periapt of Wound Closure
the creature has the same proficiency Wondrous item, uncommon (requires
as you and the bonus in its stat block is attunement)
higher than yours, use the creature’s While you wear this pendant, you
bonus instead of yours. If the creature stabilize whenever you are dying at
has any legendary or lair actions, you the start of your turn. In addition,
can’t use them. whenever you roll a Hit Die to regain hit
• When you transform, you assume the points, double the number of hit points
beast’s hit points and Hit Dice. When it restores.
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.
• 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, your senses are replaced by
those of the beast.
• 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 crea-
ture’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.
Human Druid 9 Character Name • Thorn Whip. Melee Spell Attack:
+8 to hit, range 30 ft., one target.
“All things have a spirit
Medium humanoid (human), Circle of Hit: 2d6 piercing damage, and if the
within. My spirit is my
strength.” the Moon, neutral good target is Large or smaller, pull it up to
10 feet closer to you.
You were born in a sacred Armor Class 15 (studded leather)
natural place, and you were Bonus Actions
Hit Points 66 (Hit Dice 9d8)
marked from birth with
Speed 30 ft. Combat Wild Shape. Druid Wild
supernatural gifts. Although your parents
were farmers, your presence was a Shape feature
STR DEX CON
blessing to them and your village. The 9 (−1) 16 (+3) 14 (+2) Two-Weapon Fighting. When you
druids of the circle overseeing the land
take the Attack action and attack with
near your home tutored you from a young INT WIS CHA
age, allowing you to eschew the normal 11 (+0) 18 (+4) 14 (+2) your scimitar in one hand, you can
life a farm child. You became able to shift use a bonus action to attack with the
your form when you entered puberty. Proficiencies (+4 proficiency bonus) scimitar in your other hand. On a hit
Although your build is slight, your powers Armor Light armor, medium with this bonus action attack, you deal
of spirit grant you all the might you need. armor, shields only 1d6 slashing damage.
Saving Throws Int +4, Wis +8
Background (Folk Hero) Skills History +4, Insight +8,
Wild Shape. Druid feature; common
forms include giant eagle, polar bear,
You come from among the peasantry, but Medicine +8, Nature +4 saber-toothed tiger
the druids who taught you revealed your Tools harp, herbalism kit
birth is in accord with a prophecy spoken Weapons clubs, daggers, darts, Options
long ago by mysterious fey. People of your
javelins, maces, quarterstaffs, Primal Strike. Druid Wild Shape feature
home village regard you as a blessed one
with the skills to stand against threats
scimitars, sickles, slings, spears
Senses passive (Perception) 14 Spellcasting. You are a spellcaster
against common folk everywhere. (druid feature) who uses Wisdom as
Rustic Hospitality. You can find a Languages Common, Draconic, Druidic
your spellcasting ability (spell save DC
place to hide, rest, or recuperate among
commoners, unless you have shown
Actions 16; +8 to hit with spell attacks). You
yourself to be a danger to them. They will Attack. You can make one of the have the following spells prepared:
shield you from the law or anyone else following attacks: Cantrips (at will): druidcraft, produce
searching for you, though they will not • Produce Flame. Ranged Spell Attack: flame, thorn whip
risk their lives for you. +8 to hit, 30 ft., one target. 1st Level (4 slots): cure wounds, detect
Faction. You are a member of the Hit: 2d8 fire damage.
Emerald Enclave, wilderness survivalists
magic, faerie fire, fog cloud, healing
• Scimitar. Melee Weapon Attack: word, thunderwave
who preserve the natural order while
+7 to hit, reach 30 ft., one target. 2nd Level (3 slots): flame blade,
rooting out unnatural threats.
Personality Trait. You judge people
Hit: 1d6 + 3 slashing damage. gust of wind, moonbeam, protection
by their actions, testing them with from poison
strong words. 3rd Level (3 slots): call lightning
Ideal. Traditional ways, when wise and 4th Level (2 slots): wall of fire
good, should be upheld. 5th Level (1 slot): mass cure wounds
Bond. Everything you do is to serve
and protect the common folk.
Flaw. Convinced of the import of Preparing and Casting Spells. To cast since your magic draws upon your
your destiny, you are blind to your one of your druid spells, you must expend devotion and attunement to nature. You
shortcomings and the risk of failure. a slot of the spell’s level or higher. You use your Wisdom whenever a spell refers
regain all expended spell slots when you to your spellcasting ability.
Druid Features finish a long rest. Ritual Casting. You can cast a druid
You prepare the list of druid spells that spell as a ritual if that spell has the ritual
Druidic. You can speak Druidic and are available for you to cast, choosing tag and you have the spell prepared.
use it to leave hidden messages. You from the druid spell list. When you do so, Spellcasting Focus. You can use a
and others who know this language choose up to thirteen druid spells. The druidic focus, such as your yew wand, as
automatically spot such a message. spells must be of a level for which you a spellcasting focus for your druid spells.
Others spot the message’s presence with have spell slots.
a successful DC 15 Wisdom (Perception) Wild Shape (Recharges after You
You can change your list of prepared Finish a Short or Long Rest). You can
check but can decipher it only with magic. spells when you finish a long rest. take a bonus action to magically assume
Spellcasting. Drawing on the divine When you prepare new spells, you must the shape of a beast that you have seen
essence of nature, you can cast spells to meditate 1 minute per spell level for each before, provided that the beast has a
shape that essence to your will. spell on your list. challenge rating of 3 or lower. You can
Cantrips. You know three cantrips, Spellcasting Ability. Wisdom is your use this feature twice.
which you can cast at will. spellcasting ability for your druid spells,
Druid Features (cont’d) Combat Wild Shape. While you are
transformed, you can use a bonus action
Wild Shape (cont’d). You can stay in to expend one spell slot to regain 1d8 hit
a beast shape for 4 hours, and then you points per level of the spell slot expended.
revert to your normal form unless you Primal Strike. Your attacks in beast
expend another use of this feature. You form count as magical for the purpose of
can revert to your normal form earlier by overcoming resistance and immunity to
using a bonus action. You automatically nonmagical attacks and damage.
revert if you fall unconscious, drop to 0
hit points, or die. Equipment
While you are transformed, the
Backpack, bedroll, common clothing,
following rules apply:
harp, healer’s kit, herbalism kit, mess
• Your game statistics are replaced by kit, periapt of wound closure, potion
the statistics of the beast, but you of healing (3), pouch, rations (10 days),
retain your alignment, personality, and scimitars (2), studded leather armor,
Intelligence, Wisdom, and Charisma tinderbox, waterskin, yew wand, money
scores. You also retain all of your skill (10 gp, 4 pp)
and saving throw proficiencies, in addi-
tion to gaining those of the creature. If Periapt of Wound Closure
the creature has the same proficiency Wondrous item, uncommon (requires
as you and the bonus in its stat block is attunement)
higher than yours, use the creature’s While you wear this pendant, you
bonus instead of yours. If the creature stabilize whenever you are dying at
has any legendary or lair actions, you the start of your turn. In addition,
can’t use them. whenever you roll a Hit Die to regain hit
• When you transform, you assume the points, double the number of hit points
beast’s hit points and Hit Dice. When it restores.
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.
• 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, your senses are replaced by
those of the beast.
• 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 crea-
ture’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.
Human Druid 10 Character Name Bonus Actions
“All things have a spirit Combat Wild Shape. Druid Wild
Medium humanoid (human), Circle of
within. My spirit is my Shape feature
strength.” the Moon, neutral good
Two-Weapon Fighting. When you
You were born in a sacred Armor Class 15 (studded leather) take the Attack action and attack with
natural place, and you were
Hit Points 73 (Hit Dice 10d8) your scimitar in one hand, you can
marked from birth with
Speed 30 ft. use a bonus action to attack with the
supernatural gifts. Although your parents
were farmers, your presence was a scimitar in your other hand. On a hit
STR DEX CON
blessing to them and your village. The with this bonus action attack, you deal
9 (−1) 16 (+3) 14 (+2)
druids of the circle overseeing the land only 1d6 slashing damage.
near your home tutored you from a young INT WIS CHA
age, allowing you to eschew the normal 11 (+0) 18 (+4) 14 (+2) Wild Shape. Druid feature; common
life a farm child. You became able to shift forms include giant eagle, polar bear,
your form when you entered puberty. Proficiencies (+4 proficiency bonus) saber-toothed tiger or an elemental
Although your build is slight, your powers Armor Light armor, medium (Elemental Wild Shape)
of spirit grant you all the might you need. armor, shields Options
Saving Throws Int +4, Wis +8
Background (Folk Hero) Skills History +4, Insight +8, Primal Strike. Druid Wild Shape feature
You come from among the peasantry, but Medicine +8, Nature +4 Spellcasting. You are a spellcaster
the druids who taught you revealed your Tools harp, herbalism kit (druid feature) who uses Wisdom as
birth is in accord with a prophecy spoken Weapons clubs, daggers, darts,
long ago by mysterious fey. People of your
your spellcasting ability (spell save DC
javelins, maces, quarterstaffs, 16; +8 to hit with spell attacks). You
home village regard you as a blessed one
with the skills to stand against threats
scimitars, sickles, slings, spears have the following spells prepared:
against common folk everywhere. Senses passive (Perception) 14
Languages Common, Draconic, Druidic Cantrips (at will): druidcraft, mending,
Rustic Hospitality. You can find a
produce flame, thorn whip
place to hide, rest, or recuperate among
commoners, unless you have shown
Actions 1st Level (4 slots): cure wounds, detect
yourself to be a danger to them. They will Attack. You can make one of the magic, faerie fire, fog cloud, healing
shield you from the law or anyone else following attacks: word, thunderwave
searching for you, though they will not • Produce Flame. Ranged Spell Attack: 2nd Level (3 slots): flame blade,
risk their lives for you. +8 to hit, 30 ft., one target. gust of wind, moonbeam, protection
Faction. You are a member of the Hit: 2d8 fire damage. from poison
Emerald Enclave, wilderness survivalists • Scimitar. Melee Weapon Attack: 3rd Level (3 slots): call lightning,
who preserve the natural order while dispel magic
+7 to hit, reach 30 ft., one target.
rooting out unnatural threats. 4th Level (2 slots): wall of fire
Personality Trait. You judge people
Hit: 1d6 + 3 slashing damage.
• Thorn Whip. Melee Spell Attack: 5th Level (2 slots): mass cure wounds
by their actions, testing them with
strong words. +8 to hit, range 30 ft., one target.
Ideal. Traditional ways, when wise and Hit: 2d6 piercing damage, and if the
good, should be upheld. target is Large or smaller, pull it up to
Bond. Everything you do is to serve 10 feet closer to you.
and protect the common folk.
Flaw. Convinced of the import of Preparing and Casting Spells. To cast Spellcasting Ability. Wisdom is your
your destiny, you are blind to your one of your druid spells, you must expend spellcasting ability for your druid spells,
shortcomings and the risk of failure. a slot of the spell’s level or higher. You since your magic draws upon your
regain all expended spell slots when you devotion and attunement to nature. You
Druid Features finish a long rest. use your Wisdom whenever a spell refers
Druidic. You can speak Druidic and You prepare the list of druid spells that to your spellcasting ability.
use it to leave hidden messages. You are available for you to cast, choosing Ritual Casting. You can cast a druid
and others who know this language from the druid spell list. When you do so, spell as a ritual if that spell has the ritual
automatically spot such a message. choose up to fourteen druid spells. The tag and you have the spell prepared.
Others spot the message’s presence with spells must be of a level for which you Spellcasting Focus. You can use a
a successful DC 15 Wisdom (Perception) have spell slots. druidic focus, such as your yew wand, as
check but can decipher it only with magic. You can change your list of prepared a spellcasting focus for your druid spells.
spells when you finish a long rest.
Spellcasting. Drawing on the divine
When you prepare new spells, you must
essence of nature, you can cast spells to
meditate 1 minute per spell level for each
shape that essence to your will.
spell on your list.
Cantrips. You know four cantrips,
which you can cast at will.
Druid Features (cont’d) the new form can’t wear must either
fall to the ground or merge with it.
Wild Shape (Recharges after You Equipment that merges with the form
Finish a Short or Long Rest). You can has no effect until you leave the form.
take a bonus action to magically assume
the shape of a beast that you have seen Combat Wild Shape. While you are
before, provided that the beast has a transformed, you can use a bonus action
challenge rating of 3 or lower. You can to expend one spell slot to regain 1d8 hit
use this feature twice. points per level of the spell slot expended.
You can stay in a beast shape for 2 Elemental Wild Shape. You can expend
hours, and then you revert to your normal two uses of Wild Shape at the same time
form unless you expend another use to transform into an air elemental, an
of this feature. You can revert to your earth elemental, a fire elemental, or a
normal form earlier by using a bonus water elemental.
action. You automatically revert if you fall Primal Strike. Your attacks in beast
unconscious, drop to 0 hit points, or die. form count as magical for the purpose of
While you are transformed, the overcoming resistance and immunity to
following rules apply: nonmagical attacks and damage.

• Your game statistics are replaced by Equipment


the statistics of the beast, but you
Backpack, bedroll, common clothing,
retain your alignment, personality, and
harp, healer’s kit, herbalism kit, mess
Intelligence, Wisdom, and Charisma
kit, periapt of wound closure, potion
scores. You also retain all of your skill
of healing (3), pouch, rations (10 days),
and saving throw proficiencies, in addi-
scimitars (2), studded leather armor,
tion to gaining those of the creature. If
tinderbox, waterskin, yew wand, , money
the creature has the same proficiency
(10 gp, 4 pp)
as you and the bonus in its stat block is
higher than yours, use the creature’s Periapt of Wound Closure
bonus instead of yours. If the creature Wondrous item, uncommon (requires
has any legendary or lair actions, you attunement)
can’t use them.
• When you transform, you assume the While you wear this pendant, you
beast’s hit points and Hit Dice. When stabilize whenever you are dying at
you revert to your normal form, you the start of your turn. In addition,
return to the number of hit points you whenever you roll a Hit Die to regain hit
had before you transformed. However, points, double the number of hit points
if you revert as a result of dropping to 0 it restores.
hit points, any excess damage carries
over to your normal form.
• 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, your senses are replaced by
those of the beast.
• 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 crea-
ture’s shape and size. Your equipment
doesn’t change size or shape to match
the new form, and any equipment that

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