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Barbarian/path of Druid/ moon /

zealot/3 4
Gog Povolání / úroveň Povolání / úroveň Body zkušenosti
Reborn
Far Traveler N
Human
Jméno postavy Rasa (subrasa) Zázemí Přesvědčení

Síla Inspirace 19 +4 30

+2 +3 Zdatnostní bonus OČ Iniciativa Rychlost


Osobnostní rysy
14
92 92
Obratnost x 5 Síla
4 Obratnost Maximum Aktuální Dočasné
+4 x 8 Odolnost
1 Inteligence Životy Ideály
18 3 Moudrost
Odolnost -1 Charisma Celk. 3d12+4d8 Úspěchy
ZÁCHRANNÉ HODY Neúspěchy

+5 x 7 Akrobacie (Obr)
x 5 Atletika (Sil) Kostky životů
Záchrany proti
smrti Pouta
20 1 Historie (Int)
Inteligence -1 Klamání (Cha) zbraň bonus zranění typ zranění
3 Medicína (Mdr)
+1 1 Mystika (Int)
1 Náboženství (Int) Vady
12 x 7 Nenápadnost(Obr)
Moudrost 3 Ovládání zvířat (Mdr) Věk: 25 (225)
1 Pátrání (Int)
+3 -1 Přesvědčování (Cha)
3 Přežití (Mdr)
Barva očí: černé

16 1 Příroda (Int) Barva kůže: bílá


Charisma 1 Technika (Int)
x 6 Vhled (Mdr)
-1
Barva vlasů: sněhově bílé
x 6 Vnímání (Mdr)
-1 Vystupování (Cha) Výška: 190 cm
8 -1 Zastrašování (Cha)
16 x 7 Zručnost (Obr)
Váha: 95 kg
Vnímání (Mdr) DOVEDNOSTI Štít Ac +2

Proficiencies and Languages You are a Humanoid. Druid Features


ARMOR Medium You know Druidic, the secret language of druids.
Light Armor, Medium Armor, Shields Ancestral Legacy Spellcasting
WEAPONS Acrobatics You can cast prepared druid spells using WIS as your
Martial Weapons, Simple Weapons Sleight of Hand spellcasting modifier (Spell DC 14, Spell Attack +6) and
TOOLS Deathless Nature prepared druid spells as rituals if they have the ritual tag. You
Dice Set You have advantage on saving throws against disease and can use a druidic focus as a spellcasting focus.
LANGUAGES being poisoned, and you have resistance to poison damage. Wild Shape[4th] Max CR 1/2 (no flying speed)PHB, pg. 66
Common, Draconic, Druidic, Sylvan You have advantage on death saving throws. As an action, you can magically assume the shape of a beast
You don’t need to eat, drink, or breathe. that you have seen before twice per short rest.
Speedy – Ren - dragonborn You don’t need to sleep, and magic can’t put you to sleep. You You can stay in beast shape for 2 hours before reverting back
Spejla – Lokin – trpaslík can finish a long rest in 4 hours if you spend those hours in an to your normal form (or as a bonus action earlier or if you fall
Pecka – Asart – člověk inactive, motionless state, during which you retain unconscious, drop to 0 hit points, or die).
Shelly – Lox - dragonborn consciousness. Circle of the Moon
Knowledge from a Past Life Combat Wild Shape
MD 10 ST 85 When you make an ability check that uses a skill, you can roll a You can use Wild Shape as a bonus action and you can use a
ZL 60 PL 50 d6 immediately after seeing the number on the d20 and add the bonus action to expend one spell slot to regain 1d8 HP per
Backpack number on the d6 to the check. You can use this feature 3 level of the spell slot expended.
Bedroll times, and you regain all expended uses when you finish a long When using Wild Shape, you can transform into beasts with a
Mess kit rest. CR of 1 or lower.
Tinderbox 2x Fey Touched
10 days of rations Increase your Intelligence, Wisdom, or Charisma score by 1, to
Waterskin 3x a maximum of 20.
Hammer You learn the misty step spell and one 1st-level spell of your
Spikes – iron - 20 choice from the divination or enchantment school of magic.
Tent - 2 person Once per long rest you can cast each of these spells without
Lantern – Hooded (continual flame) expending a spell slot. You can also cast these spells using
spell slots you have of the appropriate level. The spells’
Traveler's Clothes
spellcasting ability is the ability increased by this feat.
Barbarian Features
Athletics
Perception
Rage
Damage +2
As a bonus action enter a rage for up to 1 minute (10 rounds).
You gain advantage on STR checks and saving throws (not
attacks), +2 melee damage with STR weapons, resistance to
bludgeoning, piercing, slashing damage. You can't cast or
concentrate on spells while raging.
Your rage ends early if you are knocked unconscious or if your
turn ends and you haven’t attacked a hostile creature since
your last turn or taken damage since then. You can also end
your rage as a bonus action.
Trpaslík Porgozodor
Unarmored Defense
While not wearing armor, your AC equals 10 + DEX modifier +
CON modifier + any shield bonus.
Reckless Attack
When you make your first attack on your turn, you can decide
to attack recklessly, giving you advantage on melee weapon
attack rolls using STR during this turn, but attack rolls against
you have advantage until your next turn.
Danger Sense
You have advantage on DEX saving throws against effects that
you can see while not blinded, deafened, or incapacitated.
Path of the Zealot
Divine Fury
While you’re raging, the first creature you hit on each of your
turns with a weapon attack takes 1d6 + 1 radiant damage.
Warrior of the Gods
If a spell to restore your life is cast on you, the caster doesn't
need material components for that spell.
Moon Sickle, +2
Attack Type: Melee Reach: 5ft. Staff of the Woodlands spells
Damage: 1d4+2 Damage Type: Slashing Animal Friendship
Weight: 2lb. Cost: -- 1st-level enchantment Speak with Animals
Properties: Light Casting Time: 1 action 1st-level divination (ritual)
This silver-bladed sickle glimmers softly with moonlight. While Range: 30 feet Casting Time: 1 action
holding this magic weapon, you gain a +2 bonus to attack and Components: V, S, M (a morsel of food) Range: Self
damage rolls made with it, and you gain a +2 bonus to spell attack Duration: 24 hours Components: V, S
rolls and the saving throw DCs of your druid and ranger spells. In This spell lets you convince a beast that you mean it no harm. Duration: 10 minutes
addition, you can use the sickle as a spellcasting focus for your Choose a beast that you can see within range. It must see and hear You gain the ability to comprehend and verbally communicate
druid and ranger spells. you. If the beast’s Intelligence is 4 or higher, the spell fails. with beasts for the duration. The knowledge and awareness of
When you cast a spell that restores hit points, you can roll a d4 Otherwise, the beast must succeed on a Wisdom saving throw or many beasts is limited by their intelligence, but at minimum,
and add the number rolled to the amount of hit points restored, be charmed by you for the spell’s duration. If you or one of your beasts can give you information about nearby locations and
provided you are holding the sickle. companions harms the target, the spell ends. monsters, including whatever they can perceive or have perceived
At Higher Levels. When you cast this spell using a spell slot of within the past day. You might be able to persuade a beast to
Staff of the Woodlands 2nd level or higher, you can affect one additional beast for each perform a small favor for you, at the DM’s discretion.
Charges slot level above 1st.
Animal Friendship(1st) 1 Charge Locate Animals or Plants
Barkskin
Awaken(5th) 5 Charges 2nd-level divination (ritual)
2nd-level transmutation
Barkskin(2nd) 2 Charges Casting Time: 1 action
Casting Time: 1 action
Locate Animals or Plants(2nd) 2 Charges Range: Self
Range: Touch
Pass without Trace(2nd) At Will Components: V, S, M (a bit of fur from a bloodhound)
Components: V, S, M (a handful of oak bark)
Speak with Animals(1st) 1 Charge Duration: Instantaneous
Duration: Concentration, up to 1 hour
Speak with Plants(3rd) 3 Charges Describe or name a specific kind of beast or plant. Concentrating
You touch a willing creature. Until the spell ends, the target’s skin
Wall of Thorns(6th) 6 Charges on the voice of nature in your surroundings, you learn the
has a rough, bark-like appearance, and the target’s AC can’t be
Weight: – Cost: - direction and distance to the closest creature or plant of that kind
less than 16, regardless of what kind of armor it is wearing.
This staff can be wielded as a magic quarterstaff that grants a +2 within 5 miles, if any are present.
bonus to attack and damage rolls made with it. While holding it, Speak with Plants
you have a +2 bonus to spell attack rolls. 3rd-level transmutation
The staff has 10 charges for the following properties. It regains Awaken Casting Time: 1 action
1d6 + 4 expended charges daily at dawn. If you expend the last 5th-level transmutation Range: Self (30-foot radius)
charge, roll a d20. On a 1, the staff loses its properties and Casting Time: 8 hours Components: V, S
becomes a nonmagical quarterstaff. Range: Touch Duration: 10 minutes
Tree Form. You can use an action to plant one end of the staff in Components: V, S, M (an agate worth at least 1,000 gp, which the You imbue plants within 30 feet of you with limited sentience and
fertile earth and expend 1 charge to transform the staff into a spell consumes) animation, giving them the ability to communicate with you and
healthy tree. The tree is 60 feet tall and has a 5-foot-diameter Duration: Instantaneous follow your simple commands. You can question plants about
trunk, and its branches at the top spread out in a 20-foot radius. After spending the casting time tracing magical pathways within a events in the spell’s area within the past day, gaining information
The tree appears ordinary but radiates a faint aura of transmutation precious gemstone, you touch a huge or smaller beast or plant. about creatures that have passed, weather, and other
magic if targeted by detect magic. While touching the tree and The target must have either no Intelligence score or an Intelligence circumstances.
using another action to speak its command word, you return the of 3 or less. You can also turn difficult terrain caused by plant growth (such as
staff to its normal form. Any creature in the tree falls when it The target gains an Intelligence of 10. The target also gains the thickets and undergrowth) into ordinary terrain that lasts for the
reverts to a staff. ability to speak one language you know. If the target is a plant, it duration. Or you can turn ordinary terrain where plants are present
gains the ability to move its limbs, roots, vines, creepers, and so into difficult terrain that lasts for the duration, causing vines and
Nature’s Mantle forth, and it gains senses similar to a human’s. Your DM chooses branches to hinder pursuers, for example.
Weight: – Cost: -- statistics appropriate for the awakened plant, such as the statistics Plants might be able to perform other tasks on your behalf, at the
This cloak shifts color and texture to blend with the terrain for the awakened shrub or the awakened tree. DM’s discretion. The spell doesn’t enable plants to uproot
surrounding you. While wearing the cloak, you can use it as a The awakened beast or plant is charmed by you for 30 days or themselves and move about, but they can freely move branches,
spellcasting focus for your druid and ranger spells. until you and your companions do anything harmful to it. When tendrils, and stalks.
While you are in an area that is lightly obscured, you can Hide as the charmed condition ends, the awakened creature chooses If a plant creature is in the area, you can communicate with it as if
a bonus action even if you are being directly observed. whether to remain friendly to you, based on how you treated it you share a common language, but you gain no magical ability to
while it was charmed. influence it.
This spell can cause the plants created by the entangle spell to
release a restrained creature.
Wall of Thorns
6th-level conjuration
Casting Time: 1 action
Range: 120 feet
Components: V, S, M (a handful of thorns)
Duration: Concentration, up to 10 minutes
You create a wall of tough, pliable, tangled brush bristling with Pass Without Trace
needle-sharp thorns. The wall appears within range on a solid 2nd-level abjuration
surface and lasts for the duration. You choose to make the wall up Casting Time: 1 action
to 60 feet long, 10 feet high, and 5 feet thick or a circle that has a Range: Self
20-foot diameter and is up to 20 feet high and 5 feet thick. The Components: V, S, M (ashes from a burned leaf of mistletoe and a
wall blocks line of sight. sprig of spruce)
When the wall appears, each creature within its area must make a Duration: Concentration, up to 1 hour
Dexterity saving throw. On a failed save, a creature takes 7d8 A veil of shadows and silence radiates from you, masking you and
piercing damage, or half as much damage on a successful save. your companions from detection. For the duration, each creature
A creature can move through the wall, albeit slowly and painfully. you choose within 30 feet of you (including you) has a +10 bonus
For every 1 foot a creature moves through the wall, it must spend to Dexterity (Stealth) checks and can’t be tracked except by
4 feet of movement. Furthermore, the first time a creature enters magical means. A creature that receives this bonus leaves behind
the wall on a turn or ends its turn there, the creature must make a no tracks or other traces of its passage.
Dexterity saving throw. It takes 7d8 slashing damage on a failed
save, or half as much on a successful save.

At Higher Levels. When you cast this spell using a spell slot of 7th
level or higher, both types of damage increase by 1d8 for each slot
level above 6th.

Kouzla
Spell save DC 14 Spell attack modifier +6 Prepared spells 7
Cantrips Cantrips Cantrips
Shape Water
Druidcraft
Transmutation cantrip
Transmutation cantrip
Casting Time: 1 action
Casting Time: 1 action
Range: 30 feet
Range: 30 feet
Components: S
Components: V, S
Duration: Instantaneous or 1 hour
Duration: Instantaneous Guidance
You choose an area of water that you can see within range and that
Whispering to the spirits of nature, you create one of the following Divination cantrip
fits within a 5-foot cube. You manipulate it in one of the following
effects within range: Casting Time: 1 action
ways:
You create a tiny, harmless sensory effect that predicts what the Range: Touch
You instantaneously move or otherwise change the flow of the
weather will be at your location for the next 24 hours. The effect Components: V, S
water as you direct, up to 5 feet in any direction. This movement
might manifest as a golden orb for clear skies, a cloud for rain, Duration: Concentration, up to 1 minute
doesn’t have enough force to cause damage.
falling snowflakes for snow, and so on. This effect persists for 1 You touch one willing creature. Once before the spell ends, the
You cause the water to form into simple shapes and animate at
round. target can roll a d4 and add the number rolled to one ability check
your direction. This change lasts for 1 hour.
You instantly make a flower blossom, a seed pod open, or a leaf of its choice. It can roll the die before or after making the ability
You change the water’s color or opacity. The water must be
bud bloom. check. The spell then ends.
changed in the same way throughout. This change lasts for 1 hour.
You create an instantaneous, harmless sensory effect, such as
You freeze the water, provided that there are no creatures in it. The
falling leaves, a puff of wind, the sound of a small animal, or the
water unfreezes in 1 hour.
faint odor of skunk. The effect must fit in a 5-foot cube.
If you cast this spell multiple times, you can have no more than
You instantly light or snuff out a candle, a torch, or a small
two of its non-instantaneous effects active at a time, and you can
campfire.
dismiss such an effect as an action.

1st level spells (4 slots) 1st level spells (4 slots) 1st level spells (4 slots)
Create or Destroy Water
1st-level transmutation
Silvery Barbs (1x free)
Casting Time: 1 action
1st-level Enchantment
Range: 30 feet
Healing Word Casting Time: 1 reaction, which you take when a creature you can
Components: V, S, M (a drop of water if creating water or a few
1st-level evocation see within 60 feet of yourself succeeds on an attack roll, an ability
grains of sand if destroying it)
Casting Time: 1 bonus action check, or a saving throw
Duration: Instantaneous
Range: 60 feet Range: 60 feet
You either create or destroy water.
Components: V Components: V
Create Water. You create up to 10 gallons of clean water within
Duration: Instantaneous Duration: Instantaneous
range in an open container. Alternatively, the water falls as rain in
A creature of your choice that you can see within range regains hit You magically distract the triggering creature and turn its
a 30-foot cube within range, extinguishing exposed flames in the
points equal to 1d4 + your spellcasting ability modifier. This spell momentary uncertainty into encouragement for another creature.
area.
has no effect on undead or constructs. The triggering creature must reroll the d20 and use the lower roll.
Destroy Water. You destroy up to 10 gallons of water in an open
At Higher Levels. When you cast this spell using a spell slot of You can then choose a different creature you can see within range
container within range. Alternatively, you destroy fog in a 30-foot
2nd level or higher, the healing increases by 1d4 for each slot level (you can choose yourself). The chosen creature has advantage on
cube within range.
above 1st. the next attack roll, ability check, or saving throw it makes within
At Higher Levels. When you cast this spell using a spell slot of
1 minute. A creature can be empowered by only one use of this
2nd level or higher, you create or destroy 10 additional gallons of
spell at a time.
water, or the size of the cube increases by 5 feet, for each slot
level above 1st.
Faerie Fire
1st-level evocation
Casting Time: 1 action
Range: 60 feet
Components: V
Duration: Concentration, up to 1 minute
Each object in a 20-foot cube within range is outlined in blue,
green, or violet light (your choice).
Any creature in the area when the spell is cast is also outlined in
light if it fails a Dexterity saving throw. For the duration, objects
and affected creatures shed dim light in a 10-foot radius.
Any attack roll against an affected creature or object has
advantage if the attacker can see it, and the affected creature or
object can’t benefit from being invisible.

2nd level spells (3 slots) 2nd level spells (3 slots) 2nd level spells (3 slots)
Moonbeam
2nd-level evocation
Heat Metal
Wither and Bloom Casting Time: 1 action
2nd-level transmutation
Source: Strixhaven: A Curriculum of Chaos Range: 120 feet
Casting Time: 1 action
2nd-level Necromancy Components: V, S, M (several seeds of any moonseed plant and a
Range: 60 feet
Casting Time: 1 action piece of opalescent feldspar)
Components: V, S, M (a piece of iron and a flame)
Range: 60 feet Duration: Concentration, up to 1 minute
Duration: Concentration, up to 1 minute
Components: V, S, M (a withered vine twisted into a loop) A silvery beam of pale light shines down in a 5-foot radius, 40-
Choose a manufactured metal object, such as a metal weapon or a
Duration: Instantaneous foot-high cylinder centered on a point within range. Until the spell
suit of heavy or medium metal armor, that you can see within
You invoke both death and life upon a 10-foot-radius sphere ends, dim light fills the cylinder.
range. You cause the object to glow red-hot. Any creature in
centered on a point within range. Each creature of your choice in When a creature enters the spell’s area for the first time on a turn
physical contact with the object takes 2d8 fire damage when you
that area must make a Constitution saving throw, taking 2d6 or starts its turn there, it is engulfed in ghostly flames that cause
cast the spell. Until the spell ends, you can use a bonus action on
necrotic damage on a failed save, or half as much damage on a searing pain, and it must make a Constitution saving throw. It
each of your subsequent turns to cause this damage again.
successful one. Nonmagical vegetation in that area withers. takes 2d10 radiant damage on a failed save, or half as much
If a creature is holding or wearing the object and takes the damage
In addition, one creature of your choice in that area can spend and damage on a successful one.
from it, the creature must succeed on a Constitution saving throw
roll one of its unspent Hit Dice and regain a number of hit points A shapechanger makes its saving throw with disadvantage. If it
or drop the object if it can. If it doesn’t drop the object, it has
equal to the roll plus your spellcasting ability modifier. fails, it also instantly reverts to its original form and can’t assume
disadvantage on attack rolls and ability checks until the start of
At Higher Levels. When you cast this spell using a spell slot of a different form until it leaves the spell’s light.
your next turn.
3rd level or higher, the damage increases by 1d6 for each slot On each of your turns after you cast this spell, you can use an
At Higher Levels. When you cast this spell using a spell slot of
above 2nd, and the number of Hit Dice that can be spent and action to move the beam up to 60 feet in any direction.
3rd level or higher, the damage increases by 1d8 for each slot level
added to the healing roll increases by one for each slot above 2nd. At Higher Levels. When you cast this spell using a spell slot of
above 2nd.
3rd level or higher, the damage increases by 1d10 for each slot
level above 2nd.
Tree Steed
2nd-level enchantment
Casting Time: 10 minutes
Range: Touch
Components: V, S
Duration: 24 hours
Classes: Druid, Faerie, Ranger
You touch a wooden log at least one foot in diameter, and five to
ten feet long, causing it to spring to life, sprouting four wooden
Continual Flame
legs. The steed takes on a form that you choose: a brown bear,
2nd-level evocation
Misty Step (1x free) crocodile, elk, giant goat, ox or riding horse. The steed has the
Casting Time: 1 action
2nd-level conjuration statistics of your chosen form, though it a plant instead of a Beast.
Range: Touch
Casting Time: 1 bonus action Additionally, your steed’s wooden exterior grants it an AC of 16,
Components: V, S, M (ruby dust worth 50 gp, which the spell
Range: Self and it is vulnerable to fire damage. It cannot speak, but
consumes)
Components: V understands sylvan and druidic, and when you cast the spell, you
Duration: Until dispelled
Duration: Instantaneous can give it the ability to understand one additional language you
A flame, equivalent in brightness to a torch, springs forth from an
Briefly surrounded by silvery mist, you teleport up to 30 feet to an know. It is friendly to you and your companions, and obeys your
object that you touch. The effect looks like a regular flame, but it
unoccupied space that you can see. commands.
creates no heat and doesn’t use oxygen. A continual flame can be
The steed serves you as a mount, both in combat and out, and you
covered or hidden but not smothered or quenched.
have an instinctive bond with it that allows you to fight as a
seamless unit. While mounted on your steed, you can make any
spell you cast that targets only you also target your steed.
When the steed drops to 0 hit points, its legs retract and it falls to
the ground, becoming a normal log again. If it is slain by fire
damage, the log is burned and cannot be used as a steed again.
You can’t create more than one steed with this spell at a time. As
bonus action, you can release the steed from your service, causing
it to become a mundane log.

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