This document provides character details for a level 2 human druid named [Character Name]. Some key abilities include:
- Can shift into beast forms using Wild Shape, such as a brown bear or dire wolf.
- Makes melee weapon attacks with a scimitar or dagger, or uses cantrips like Thorn Whip.
- Prepares and casts druid spells from the druid spell list, using Wisdom as their spellcasting ability.
- Comes from a village where they were tutored by local druids from a young age, allowing them to discover their supernatural gifts and destiny as a protector of common folk.
This document provides character details for a level 2 human druid named [Character Name]. Some key abilities include:
- Can shift into beast forms using Wild Shape, such as a brown bear or dire wolf.
- Makes melee weapon attacks with a scimitar or dagger, or uses cantrips like Thorn Whip.
- Prepares and casts druid spells from the druid spell list, using Wisdom as their spellcasting ability.
- Comes from a village where they were tutored by local druids from a young age, allowing them to discover their supernatural gifts and destiny as a protector of common folk.
This document provides character details for a level 2 human druid named [Character Name]. Some key abilities include:
- Can shift into beast forms using Wild Shape, such as a brown bear or dire wolf.
- Makes melee weapon attacks with a scimitar or dagger, or uses cantrips like Thorn Whip.
- Prepares and casts druid spells from the druid spell list, using Wisdom as their spellcasting ability.
- Comes from a village where they were tutored by local druids from a young age, allowing them to discover their supernatural gifts and destiny as a protector of common folk.
This document provides character details for a level 2 human druid named [Character Name]. Some key abilities include:
- Can shift into beast forms using Wild Shape, such as a brown bear or dire wolf.
- Makes melee weapon attacks with a scimitar or dagger, or uses cantrips like Thorn Whip.
- Prepares and casts druid spells from the druid spell list, using Wisdom as their spellcasting ability.
- Comes from a village where they were tutored by local druids from a young age, allowing them to discover their supernatural gifts and destiny as a protector of common folk.
+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