| +4 | Expertise Bonus | |
| +2 | Proficiency Bonus |
| +1 | Strength | |
| +3 | Dexterity | |
| +3 | Constitution | |
| +3 | Intelligence | |
| +7 | Wisdom | |
| +2 | Charisma |
| +3 | Acrobatics | DEX | |
| +7 | Animal Handling | WIS | |
| +1 | Arcana | INT | |
| +1 | Athletics | STR | |
| +2 | Deception | CHA | |
| +1 | History | INT | |
| +5 | Insight | WIS | |
| +2 | Intimidation | CHA | |
| +1 | Investigation | INT |
| +8 | Medicine | WIS | |
| +1 | Nature | INT | |
| +7 | Perception | WIS | |
| +5 | Performance | CHA | |
| +5 | Persuasion | CHA | |
| +1 | Religion | INT | |
| +3 | Sleight of Hand | DEX | |
| +3 | Stealth | DEX | |
| +8 | Survival | WIS |
| Weapon / Attack | AB | Abi | Dmg | Dmg Type |
|---|
Creature Type. You are a Fey.
Ram.
You can use your head and horns to make unarmed strikes. When you hit with them, the strike deals 1d6 + your Strength modifier bludgeoning damage, instead of the bludgeoning damage normal for an unarmed strike.
Magic Resistance.
You have advantage on saving throws against spells.
Mirthful Leaps.
Whenever you make a long jump or a high jump, you can roll a d8 and add the number rolled to the number of feet you cover, even when making a standing jump. This extra distance costs movement as usual.
Reveler.
As an embodiment of revelry, you have proficiency in the Performance and Persuasion skills, and you have proficiency with one musical instrument of your choice.
Druidic
You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message's presence with a successful DC 15 Wisdom (Perception) check but can't decipher it without magic.
Ritual Casting
You can cast a druid spell as a ritual if that spell has the ritual tag and you have the spell prepared.
You can cast a cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared.
Spellcasting Focus
You can use a druidic focus as a spellcasting focus for your druid spells.
You can use a holy symbol as a spellcasting focus for your cleric spells.
Wild Shape
Starting at 2nd level, 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.
[https://2014.5e.tools/classes.html#druid_phb,state:feature=s1-0]
Circle Spells (Circle of Wildfire)
burning hands, cure wounds
Summon Wildfire Spirit
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, which uses your proficiency bonus (PB) in several places. You determine the spirit's appearance. Some spirits take the form of a humanoid figure made of gnarled branches covered in flame, while others look like beasts wreathed in fire. 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.
Life Domain
bless, cure wounds
Level 1: Bonus Proficiency
When you choose this domain at 1st level, you gain proficiency with heavy armor.
Disciple of Life
Also starting at 1st level, your healing spells are more effective. Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell's level.
Cartographer's Tools
shovel, an iron pot, a set of common clothes, and a belt pouch
Leather armor, an explorer's pack, and a druidic focus
Spear, Shield
Languages: Common, Sylvan, Druidic
Tools: musical instrument, herbalism kit, cartographer's tools
Armor: light armor, medium armor, shields, heavy armor
Weapons: clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears
The statblocks of your Weapons, armor and other important/magical equipment
The statblocks of your class features
Statblocks for your familiars, mounts etc.
Statblocks for race/species of the character.
Statblocks for companions, followers and other allies.
Statblocks for your spells.
Click to roll for loot : 1d6-3
| Item | Rarity | Value |
|---|---|---|
| Sword | common | 40 |
| Gem | uncommon | 170 |
| Dragon Egg | rare | 3200 |
| Sidebar Time | Score |
|---|---|
| Awesomeness | 10 |
| Useability | 10 |
| Aesthetics | 10 |
Statblocks for your Trinkets, businesses, building, castles, empires.
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