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Arcana: | History: | Investigation: | Nature: | Religion:
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Animal Handling: | Insight: | Medicine: | Perception: | Survival:
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Deception: | Intimidation: | Performance: | Persuasion:
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Type | Base | Dash/Haste | Dash + Haste |
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Ground | ft | ft | ft |
Swim | ft | ft | ft |
Flying | ft | ft | ft |
Climbing | ft | ft | ft |
High Jump | ft | ft | ft |
Long Jump | ft | ft | ft |
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Temporary: +
Percentage: %
Failure: /3
Success: /3
D4 | D6 | D8 | D10 | D12 | |
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Available | Maximum | Uses | |
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Sorcery Points | |||
Wild Shape |
Creating spell slots: You can transform unexpended sorcery points into one spell slot as a bonus action on your turn.
Converting a Spell Slot to Sorcery Points: as a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot's level.
Spell Slot Level | Sorcery Point Conversion |
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1st | 2 |
2nd | 3 |
3rd | 5 |
4th | 6 |
5th | 7 |
When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell's full force. To do so, you spend 1 sorcery point and choose a number of those creatures up to your Charisma modifier () (minimum of one creature, using more sorcery points increases the maximum creatures affected). A chosen creature automatically succeeds on its saving throw against the spell.
When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.
When you cast a spell that targets only one creature and doesn't have a range of self, you can spend a number of sorcery points equal to the spell's level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip). To be eligible, a spell must be incapable of targeting more than one creature at the spell's current level. For example, magic missile and scorching ray aren't eligible, but ray of frost and chromatic orb are.
The 4th metamagic type can be chosen at level 17.
You can tap into your inner wellspring of magic to try and conjure success from failure. When you make an ability check that fails, you can spend 1 sorcery point to reroll the d20, and you must use the new roll, potentially turning the failure into a success.
You can use your action to magically assume the shape of a beast that you have seen before. You can use this feature twice. You regain expended uses when you finish a short or long rest. Your druid level determines the beasts you can transform into, as shown in the Beast Shapes table.
Beast Shapes | |||
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Level Requirement | Challenge Rating | Limitations | Examples |
2nd | 1/4 | No flying or swimming speed. | Wolf |
4th | 1/2 | No flying speed. | Crocodile |
8th | 1 | --- | Giant Eagle |
You can stay in a beast shape for a number of hours equal to half your druid level rounded down ( hours). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.
While you are transformed, the following rules apply:
As an action, you can expend a use of your Wild Shape feature to cast the Find Familiar spell, without material components. When you cast the spell in this way, the familiar is a fey instead of a beast, and the familiar disappears after a number of hours equal to half your druid level ( hours).
Casting Time | 1 hour |
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Range | 10 ft |
Components | Verbal, Somatic |
Duration | Instantaneous |
You gain the service of a familiar, a spirit that takes an animal form you choose: bat, cat, crab, frog (toad), hawk, lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, or weasel. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a fey.
Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can’t attack, but it can take other actions as normal.
When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again. As an action, you can temporarily dismiss your familiar to a pocket dimension. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you. Whenever the familiar drops to 0 hit points or disappears into the pocket dimension, it leaves behind in its space anything it was wearing or carrying.
While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar’s eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses.
You can’t have more than one familiar at a time. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature.
Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll.
You can summon the primal spirit bound to your soul. As an action, you can expend one use of your Wild Shape feature to summon your wildfire spirit, rather than assuming a beast form.
The spirit appears in an unoccupied space of your choice that you can see within 30 feet of you. Each creature within 10 feet of the spirit (other than you) when it appears must succeed on a Dexterity saving throw against your spell save DC or take 2d6 fire damage.
The spirit is friendly to you and your companions and obeys your commands. See this creature's game statistics in the Wildfire Spirit stat block below, which uses your proficiency bonus () in several places. You determine the spirit's appearance.
In combat, the spirit shares your initiative count, but it takes its turn immediately after yours. The only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the spirit can take any action of its choice, not just Dodge.
The spirit manifests for 1 hour, until it is reduced to 0 hit points, until you use this feature to summon the spirit again, or until you die.
Small elemental, dragon duck made of fire.
Base Stats | ||||||
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Str | Dex | Con | Int | Wis | Cha | |
Base | 10 | 14 | 14 | 13 | 15 | 11 |
Modifier | +0 | +2 | +2 | +1 | +2 | +0 |
Misc Stats | ||
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Armour Class | 13 | Natural Armour |
Hit Points | max: | current: ? |
Movement | 30ft | Flying/hovering only |
Damage Immunity | Fire | |
Condition Immunity | Charmed, Frightened, Grappled, Prone, Restrained | |
Passive Perception | 12 | |
Darkvision | 60 ft | |
Languages | [TODO: fill out known languages] | |
Proficiency | + | |
Battle Actions | ||
Flame Seed | Ranged Weapon Attack: your spell attack modifier (+) to hit, range 60 ft., one target you can see. Hit: 1d6 + fire damage. | |
Fiery Teleportation | The spirit and each willing creature of your choice within 5 feet of it teleport up to 15 feet to unoccupied spaces you can see. Then each creature within 5 feet of the space that the spirit left must succeed on a Dexterity saving throw against your spell save DC or take 1d6 + fire damage. |
Changes available at druidic level 6, 10 and 14.
Ability | Save DC | Attack Bonus | Cantrips Learnt | Spells Learnt /Prepared | Highest Spell Level | Notes |
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Ability | Save DC | Attack Bonus | Cantrips Learnt | Spells Learnt /Prepared | Highest Spell Level | Notes |
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