5th Edition Character Sheet
Skills
[+] | Name | Bonus | Damage / Type | Range |
---|---|---|---|---|
Meenlock Glaive: Druidic Focus | +5 | 1d10+2 | 10 ft | |
Unarmed Strike | +5 | 1d4+2 | 5 ft |
Druidcraft
Shillelagh
Thorn Whip
Protection from Evil and Good
Entangle
Ice Knife
Blindness/Deafness
Darkness
Enhance Ability
Gentle Repose
Lesser Restoration
Pass without Trace
Wither and Bloom
Hellish Rebuke
[spell]Druidcraft[/spell]
[spell]Shillelagh[/spell]
[spell]Thorn Whip[/spell]
[spell]Chill Touch[/spell]
[spell]Protection from Evil and Good[/spell]
[spell]Entangle[/spell]
[spell]Ice Knife[/spell]
[spell]Healing Word[/spell]
[spell]Blindness/Deafness[/spell]
[spell]Darkness[/spell]
[spell]Enhance Ability[/spell]
[spell]Gentle Repose[/spell]
[spell]Lesser Restoration[/spell]
[spell]Pass without Trace[/spell]
[spell]Wither and Bloom[/spell]
[spell]Hellish Rebuke[/spell]
Racial
Darkvision 60ft
Hellish Resistance: You have resistance to fire damage.
Infernal Legacy: You know the thaumaturgy cantrip. When you reach 3rd level, you can cast the hellish rebuke spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the darkness spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.
ClassDruidic: You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages.
Ritual Casting: You can cast druid spells as rituals.
Spellcasting Focus: Druidic staff/Meenlock Glaive
Cantrip Versatility: Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace one cantrip you learned from this class’s Spellcasting feature with another cantrip from the druid spell list.
Wild Companion: As an action, you can expend a use of your Wild Shape feature to cast the find familiar spell, without material components.
When you cast the spell in this way, the familiar is a fey instead of a beast, and the familiar disappears after 2 hours.Wild Companion: 1 Action
Wild Shape: You can use your action to magically assume the shape of a beast that you have seen before. You can use this feature twice. You regain expended uses when you finish a short or long rest. Your druid level determines the beasts you can transform into, as shown: Level 2, 1/4 max CR, No flying or swimming speed, ex. Wolf. Level 4, 1/2 max CR, No flying, ex. Crocodile. Level 8, 1 max CR, ex. Giant eagle.
You can stay in a beast shape for a number of hours equal to half your druid level (rounded down). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.
Circle Spells (Spores): Your symbiotic link to fungi and your ability to tap into the cycle of life and death grants you access to certain spells. At 2nd level, you learn the chill touch cantrip.
At 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Circle of Spores Spells table. Once you gain access to one of these spells, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day. If you gain access to a spell that doesn’t appear on the druid spell list, the spell is nonetheless a druid spell for you.
Symbiotic Entity: You can use Wild Shape to awaken the spores that infuse you to gain +16 temp HP, roll double damage dice for your Halo of Spores damage, and deal 1d6 additional necrotic damage when you hit with a melee weapon attack. These all last for 10 minutes, or until you lose all these temporary hit points, or until you use your Wild Shape again.Symbiotic Entity: 1 Action
[b]Darkvision[/b] 60ft
[b]Hellish Resistance:[/b] You have resistance to fire damage.
[b]Infernal Legacy:[/b] You know the thaumaturgy cantrip. When you reach 3rd level, you can cast the hellish rebuke spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the darkness spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.
[b]Class[/b]
Druidic: You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages.
Ritual Casting: You can cast druid spells as rituals.
Spellcasting Focus: Druidic staff/Meenlock Glaive
[b]Cantrip Versatility:[/b] Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace one cantrip you learned from this class’s Spellcasting feature with another cantrip from the druid spell list.
[b]Wild Companion:[/b] As an action, you can expend a use of your Wild Shape feature to cast the find familiar spell, without material components.
When you cast the spell in this way, the familiar is a fey instead of a beast, and the familiar disappears after 2 hours.
Wild Companion: 1 Action
[b]Wild Shape:[/b] You can use your action to magically assume the shape of a beast that you have seen before. You can use this feature twice. You regain expended uses when you finish a short or long rest. Your druid level determines the beasts you can transform into, as shown: Level 2, 1/4 max CR, No flying or swimming speed, ex. Wolf. Level 4, 1/2 max CR, No flying, ex. Crocodile. Level 8, 1 max CR, ex. Giant eagle.
You can stay in a beast shape for a number of hours equal to half your druid level (rounded down). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.
[b]Circle Spells (Spores):[/b] Your symbiotic link to fungi and your ability to tap into the cycle of life and death grants you access to certain spells. At 2nd level, you learn the chill touch cantrip.
At 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Circle of Spores Spells table. Once you gain access to one of these spells, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day. If you gain access to a spell that doesn’t appear on the druid spell list, the spell is nonetheless a druid spell for you.
[b]Symbiotic Entity:[/b] You can use Wild Shape to awaken the spores that infuse you to gain [+16] temp HP, roll double damage dice for your Halo of Spores damage, and deal [1d6] additional necrotic damage when you hit with a melee weapon attack. These all last for 10 minutes, or until you lose all these temporary hit points, or until you use your Wild Shape again.
Symbiotic Entity: 1 Action
Explorer's Pack
Languages: Common, Infernal, Druidic, Primordial
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Their contribution stands as a beacon of hope for all adventurers!