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5th Edition Character Sheet
Skills
[+] | Name | Bonus | Damage / Type | Range |
---|---|---|---|---|
scimitar | 5 | 1D6+2 | 5ft | |
dagger | 5 | 1D4+2 | 5ft 20/60ft | |
sling | +5 | 1D4+2 | 30/120ft |
cantrips:
druidcraft
thunder clap
primal savagery
chill touch
guidence
lv1:
cure wounds
healing word
Faerie fire(1 use)
silvery barbs(1 use)
lv2:
misty step(1 use)
blindness deafness
gentle repose
enlarge reduce
moonbeam
wither and bloom
healing spirit
lv3:
animate dead
gaseous form
call lightning
tidal wave
wind wall
druidcraft
thunder clap
primal savagery
chill touch
guidence
lv1:
cure wounds
healing word
Faerie fire(1 use)
silvery barbs(1 use)
lv2:
misty step(1 use)
blindness deafness
gentle repose
enlarge reduce
moonbeam
wither and bloom
healing spirit
lv3:
animate dead
gaseous form
call lightning
tidal wave
wind wall
Starting at 2nd level, you are surrounded by invisible, necrotic spores that are harmless until you unleash them on a creature nearby. When a creature you can see moves into a space within 10 feet of you or starts its turn there, you can use your reaction to deal 1d4 necrotic damage to that creature unless it succeeds on a Constitution saving throw against your spell save DC. The necrotic damage increases to 1d6 at 6th level, 1d8 at 10th level, and 1d10 at 14th level.
Symbiotic EntityAlso at 2nd level, you gain the ability to channel magic into your spores. As an action, you can expend a use of your Wild Shape feature to awaken those spores, rather than transforming into a beast form, and you gain 4 temporary hit points for each level you have in this class. While this feature is active, you gain the following benefits:
When you deal your Halo of Spores damage, roll the damage die a second time and add it to the total.Your melee weapon attacks deal an extra 1d6 necrotic damage to any target they hit.
These benefits last for 10 minutes, until you lose all these temporary hit points. or until you use your Wild Shape again.
wild shape use=2
Starting at 2nd level, you are surrounded by invisible, necrotic spores that are harmless until you unleash them on a creature nearby. When a creature you can see moves into a space within 10 feet of you or starts its turn there, you can use your reaction to deal [1d4] necrotic damage to that creature unless it succeeds on a Constitution saving throw against your spell save DC. The necrotic damage increases to [1d6] at 6th level, [1d8] at 10th level, and [1d10] at 14th level.
Symbiotic Entity
Also at 2nd level, you gain the ability to channel magic into your spores. As an action, you can expend a use of your Wild Shape feature to awaken those spores, rather than transforming into a beast form, and you gain 4 temporary hit points for each level you have in this class. While this feature is active, you gain the following benefits:
When you deal your Halo of Spores damage, roll the damage die a second time and add it to the total.
Your melee weapon attacks deal an extra [1d6] necrotic damage to any target they hit.
These benefits last for 10 minutes, until you lose all these temporary hit points. or until you use your Wild Shape again.
wild shape use=2
Wooden Shield
Leather Armor
Druidic Focus
Explorer's Pack
Languages: Common, Dwarven
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Their contribution stands as a beacon of hope for all adventurers!