“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