Druid Character Profile
Druid Character Profile
INSPIRATION
FORCE
15 2 30
1 4 BONUS DE MAÎTRISE
12 TRAITS DE PERSONNALITÉ
2
2 Dextérité
POINTS DE VIE ACTUELS
3 Constitution
3 Intelligence
14
8 Sagesse
IDÉAUX
-1 Charisme
CONSTITUTION
POINTS DE VIE TEMPORAIRES
JETS DE SAUVEGARDE
3 11
16 2 Acrobaties (Dex)
8 Dressage (Sag)
-1 LIENS
INTELLIGENCE Arcanes (Int)
-1
5 Athlétisme (For)
-1 Tromperie(Cha)
NOM ATT DÉGÂTS / TYPE
-1 Histoire (Int)
8 4 Perspicacité (Sag) Bite +5 1d6+1 bludgeo…
-1 Intimidation (Cha)
SAGESSE
-1 Investigation (Int) Scimitar +6 1d6+2 Slashing DÉFAUTS
4
4 Médecine (Sag)
3 Nature (Int) Cure Wounds 1d8+4 Healing
8 Perception (Sag)
18 Armor Proficiency
-1 Représentation (Cha) Primal Savagery +8 3d10 acid
-1 Persuasion (Cha) Druidic
CHARISME
-1 Religion (Int) Ritual Casting
Absorb Elements 1d6 See text
-1 2
6
Escamotage (Dex)
Discrétion (Dex)
chill touch +8 3d8 Necrotic
Lizardfolk Speed
Bite
8 8 Survie (Sag)
Cunning Artisan
COMPÉTENCES Thorn Whip +8 3d6 Piercing Hold Breath
Natural Armor
ATTAQUES ET INCANTATIONS
18 SAGESSE PASSIVE (PERCEPTION) Hungry Jaws
Wanderer
10
CP SP EP GP PP Wild Shape
OUTIL: Cook's Utensils, Drum, Herbalism Kit
Wild Companion
LANGUE: Common, Draconic, Druidic, Sylvan
1 Druidic Focus Circle Spells
ARMURE: Light Armor, Medium Armor, Shields
1 Trophy from an Animal You Killed
ARME: Club, Dagger, Dart, Javelin, Mace, Quarterstaff, Halo of Spores
1 Belt Pouch
Scimitar, Sickle, Sling, Spear Symbiotic Entity
1 Wooden Shield
1 Scimitar Cantrip Versatility
AUTRES MAÎTRISES ET LANGUES
1 Leather Armor Fungal Infestation
1 Staff
Spreading Spores
ÉQUIPEMENT
Observant
Chef
CAPACITÉS ET TRAITS
NOM ATT DÉGÂTS / TYPE
Total: 2 Total: 4
CP SP EP GP PP
2 4
Blight DC16 8d8 Necrotic
1 Hunting trap WILD SHAPE FUNGAL INFESTATION
1 Traveler's clothes
Insect Plague DC16 4d10 Piercing
1 Explorer's Pack
Total: Total:
1 Backpack
Infestation DC16 3d6 Poison 1 Bedroll
1 Mess kit
1 Tinderbox
10 Torch
Total: Total:
10 Rations
1 Waterskin
1 Hempen rope
ATTAQUES ET INCANTATIONS
ÉQUIPEMENT
SAGESSE 16 8
0 TOURS DE MAGIE 3 3 6 1
chill touch
Thorn Whip
4 3 7 0
Infestation
Blight
Polymorph
1 4 8 0
5 2
Cure Wounds
Goodberry Contagion
9 0
Speak with Animals Insect Plague
Absorb Elements Wrath of Nature
Find Familiar
2 3
Darkvision
Lesser Restoration
CAPACITÉS ET TRAITS
Armor Proficiency Wanderer Wild Shape
Druids will not wear armor or use shields that are made of You have an excellent memory for maps and geography, You can use your action to magically assume the shape of a
metal. and you can always recall the general layout of terrain, beast that you have seen before. You can use this feature
settlements, and other features around you. In addition, you twice. You regain expended uses when you finish a short or
Druidic can find food and fresh water for yourself and up to five long rest. Your druid level determines the beasts you can
You know Druidic, the secret language of druids. You can other people each day, provided that the land offers berries, transform into. At 8th level you can transform into any
speak the language and use it to leave hidden messages. small game, water, and so forth. beast that has a challenge rating of 1 or lower. You can stay
You and others who know this language automatically spot in a beast shape for a number of hours equal to half your
such a message. Others spot the message's presence with a druid level (rounded down). You then revert to your normal
successful DC 15 Wisdom (Perception) check but can't form unless you expend another use of this feature. You
decipher it without magic. can revert to your normal form earlier by using a bonus
action on your turn. You automatically revert if you fall
Ritual Casting
unconscious, drop to 0 hit points, or die. While you are
You can cast a druid spell as a ritual if that spell has the
transformed, the following rules apply: Your game
ritual tag and you have the spell prepared.
statistics are replaced by the statistics of the beast, but you
retain your alignment, personality, and Intelligence,
Lizardfolk Speed
Wisdom, and Charisma scores. You also retain all of your
Your base walking speed is 30 feet, and you have a
skill and saving throw proficiencies, in addition to gaining
swimming speed of 30 feet.
those of the creature. If the creature has the same
Bite proficiency as you and the bonus in its stat block is higher
Your fanged maw is a natural weapon, which you can use than yours, use the creature’s bonus instead of yours. If the
to make unarmed strikes. If you hit with it, you deal creature has any legendary or lair actions, you can’t use
piercing damage equal to 1d6 + your Strength modifier, them. When you transform, you assume the beast’s hit
instead of the bludgeoning damage normal for an unarmed points and Hit Dice. When you revert to your normal form,
strike. you return to the number of hit points you had before you
transformed. However, if you revert as a result of dropping
Cunning Artisan to 0 hit points, any excess damage carries over to your
As part of a short rest, you can harvest bone and hide from normal form. For example, if you take 10 damage in
a slain beast, construct, dragon, monstrosity, or plant animal form and have only 1 hit point left, you revert and
creature of size Small or larger to create one of the take 9 damage. As long as the excess damage doesn’t
following items: a shield, a club, a javelin, or 1d4 darts or reduce your normal form to 0 hit points, you aren’t
blowgun needles. To use this trait, you need a blade, such knocked unconscious. You can’t cast spells, and your
as a dagger, or appropriate artisan's tools, such as ability to speak or take any action that requires hands is
leatherworker's tools. limited to the capabilities of your beast form. Transforming
doesn’t break your concentration on a spell you’ve already
Hold Breath
cast, however, or prevent you from taking actions that are
You can hold your breath for up to 15 minutes at a time.
part of a spell, such as call lightning, that you’ve already
cast. You retain the benefit of any features from your class,
Natural Armor
race, or other source and can use them if the new form is
You have tough, scaly skin. When you aren't wearing
physically capable of doing so. However, you can’t use any
armor, your AC is 13 + your Dexterity modifier. You can
of your special senses, such as darkvision, unless your new
use your natural armor to determine your AC if the armor
form also has that sense. You choose whether your
you wear would leave you with a lower AC. A shield's
equipment falls to the ground in your space, merges into
benefits apply as normal while you use your natural armor.
your new form, or is worn by it. Worn equipment functions
In battle, you can throw yourself into a vicious feeding the new form to wear a piece of equipment, based on the
frenzy. As a bonus action, you can make a special attack creature’s shape and size. Your equipment doesn’t change
with your bite. If the attack hits, it deals its normal damage, size or shape to match the new form, and any equipment
and you gain temporary hit points (minimum of 1) equal to that the new form can’t wear must either fall to the ground
your Constitution modifier, and you can't use this trait or merge with it. Equipment that merges with the form has
again until you finish a short or long rest. no effect until you leave the form.
Wild Companion Symbiotic Entity Spreading Spores
You gain the ability to summon a spirit that assumes an You gain the ability to channel magic into your spores. As You gain the ability to seed an area with deadly spores. As
animal form: as an action, you can expend a use of your an action, you can expend a use of your Wild Shape feature a bonus action while your Symbiotic Entity feature is
Wild Shape feature to cast the find familiar spell, without to awaken those spores, rather than transforming into a active, you can hurl spores up to 30 feet away, where they
material components./n When you cast the spell in this beast form, and you gain 4 temporary hit points for each swirl in a 10-foot cube for 1 minute. The spores disappear
way, the familiar is a fey instead of a beast, and the familiar level you have in this class. While this feature is active, early if you use this feature again, if you dismiss them as a
disappears after a number of hours equal to half your druid you gain the following benefits: When you deal your Halo bonus action, or if your Symbiotic Entity feature is no
level. of Spores damage, roll the damage die a second time and longer active. Whenever a creature moves into the cube or
add it to the total. Your melee weapon attacks deal an extra starts its turn there, that creature takes your Halo of Spores
Circle Spells 1d6 necrotic damage to any target they hit. These benefits damage, unless the creature succeeds on a Constitution
Your symbiotic link to fungi and your ability to tap into the last for 10 minutes, until you lose all these temporary hit saving throw against your spell save DC. A creature can
cycle of life and death grants you access to certain spells. points, or until you use your Wild Shape again. take this damage no more than once per turn. While the
At 2nd level, you learn the chill touch cantrip. At 3rd, 5th, cube of spores persists, you can't use your Halo of Spores
7th, and 9th level you gain access to the spells listed for Cantrip Versatility reaction.
that level in the Circle of Spores Spells table. Once you Whenever you reach a level in this class that grants the
gain access to one of these spells, you always have it Ability Score Improvement feature, you can replace one Observant
prepared, and it doesn't count against the number of spells cantrip you learned from this class's Spellcasting feature Quick to notice details of your environment, you gain the
you can prepare each day. If you gain access to a spell that with another cantrip from the druid spell list. following benefits: Increase your Intelligence or Wisdom
doesn't appear on the druid spell list, the spell is score by 1, to a maximum of 20. If you can see a creature’s
nonetheless a druid spell for you. 2nd chill touch 3rd Fungal Infestation mouth while it is speaking a language you understand, you
blindness/deafness, gentle repose 5th animate dead, Your spores gain the ability to infest a corpse and animate can interpret what it’s saying by reading its lips. You have
gaseous form 7th blight, confusion 9th cloudkill, contagion it. If a beast or a humanoid that is Small or Medium dies a +5 bonus to your passive Wisdom (Perception) and
within 10 feet of you, you can use your reaction to animate Intelligence (Investigation) scores.
Halo of Spores it, causing it to stand up immediately with 1 hit point. The
You are surrounded by invisible, necrotic spores that are creature uses the Zombie stat block in the Monster Manual. Chef
harmless until you unleash them on a creature nearby. It remains animate for 1 hour, after which time it collapses Time spent mastering the culinary arts has paid off,
When a creature you can see moves into a space within 10 and dies. In combat, the zombie's turn comes immediately granting you the following benefits: Increase your
feet of you or starts its turn there, you can use your reaction after yours. It obeys your mental commands, and the only Constitution or Wisdom score by 1, to a maximum of 20.
to deal 1d4 necrotic damage to that creature unless it action it can take is the Attack action, making one melee You gain proficiency with cook's utensils if you don't
succeeds on a Constitution saving throw against your spell attack. You can use this feature a number of times equal to already have it. As part of a short rest, you can cook
save DC. The necrotic damage increases to 1d6 at 6th your Wisdom modifier (minimum of once), and you regain special food, provided you have ingredients and cook's
level, 1d8 at 10th level, and 1d10 at 14th level. all expended uses of it when you finish a long rest. utensils on hand. You can prepare enough of this food for a
number of creatures equal to 4 + your proficiency bonus.
At the end of the short rest, any creature who eats the food
and spends one or more Hit Dice to regain hit points
regains an extra 1d8 hit points. With one hour of work or
when you finish a long rest, you can cook a number of
treats equal to your proficiency bonus. These special treats
last 8 hours after being made. A creature can use a bonus
action to eat one of those treats to gain temporary hit points
equal to your proficiency bonus.
SORTS
Druidcraft Thorn Whip Goodberry
Transmutation cantrip Transmutation cantrip Transmutation 1
Durée d'incantation : 1 action Durée d'incantation : 1 action Durée d'incantation : 1 action
Portée : 30 feet Portée : 30 feet Portée : Touch
Cible : See text Cible : See text Cible : See text
Composantes : V S Composantes : V S M Composantes : V S M
Durée : Instantaneous Durée : Instantaneous Durée : Instantaneous
Description : Description : Description :
Whispering to the spirits of nature, you create one of the You create a long, vine-like whip covered in thorns that Up to ten berries appear in your hand and are infused with
following effects within range: You create a tiny, harmless lashes out at your command toward a creature in range. magic for the duration. A creature can use its action to eat
sensory effect that predicts what the weather will be at your Make a melee spell attack against the target. If the attack one berry. Eating a berry restores 1 hit point, and the berry
location for the next 24 hours. The effect might manifest as hits, the creature takes 1d6 piercing damage, and if the provides enough nourishment to sustain a creature for one
a golden orb for clear skies, a cloud for rain, falling creature is Large or smaller, you pull the creature up to 10 day. The berries lose their potency if they have not been
snowflakes for snow, and so on. This effect persists for 1 feet closer to you. This spell’s damage increases by 1d6 consumed within 24 hours of the casting of this spell.
round. You instantly make a flower blossom, a seed pod when you reach 5th level (2d6), 11th level (3d6), and 17th
open, or a leaf bud bloom. You create an instantaneous, level (4d6). Speak with Animals
wind, the sound of a small animal, or the faint odor of Infestation Durée d'incantation : 1 action
skunk. The effect must fit in a 5-foot cube. You instantly Invocation cantrip Portée : Self
light or snuff out a candle, a torch, or a small campfire. Durée d'incantation : 1 action Cible : Self
Portée : 30 feet Composantes : V S
Primal Savagery Cible : One creature you can see within range Durée : 10 minutes
Transmutation cantrip Composantes : V S M Description :
Durée d'incantation : 1 action Durée : Instantaneous You gain the ability to comprehend and verbally
Portée : Self Description : communicate with beasts for the duration. The knowledge
Cible : One creature within 5 feet of you You cause a cloud of mites, fleas, and other parasites to and awareness of many beasts is limited by their
Composantes : S appear momentarily on one creature you can see within intelligence, but at minimum, beasts can give you
Durée : Instantaneous range. The target must succeed on a Constitution saving information about nearby locations and monsters, including
Description : throw, or it takes 1d6 poison damage and moves 5 feet in a whatever they can perceive or have perceived within the
You channel primal magic to cause your teeth or fingernails random direction if it can move and its speed is at least 5 past day. You might be able to persuade a beast to perform
to sharpen, ready to deliver a corrosive attack. Make a feet. Roll a d4 for the direction: 1, north; 2, south; 3, east; a small favor for you, at the DM’s discretion.
melee spell attack against one creature within 5 feet of you. or 4, west. This movement doesn’t provoke opportunity
On a hit, the target takes 1d10 acid damage. After you attacks, and if the direction rolled is blocked, the target Absorb Elements
make the attack, your teeth or fingernails return to normal. doesn’t move. The spell’s damage increases by 1d6 when Abjuration 1
The spell’s damage increases by 1d10 when you reach 5th you reach 5th level (2d6), 11th level (3016), and 17th level Durée d'incantation : 1 reaction, which you take when
level (2d10), 11th level (3d10), and 17th level (4d10). (4d6). you take acid, cold, fire, lightning, or thunder damage
Portée : Self
chill touch Cure Wounds Cible : Self
Nécromancie cantrip Évocation 1 Composantes : S
Durée d'incantation : 1 action Durée d'incantation : 1 action Durée : 1 round
Portée : 120 feet Portée : Touch Description :
Cible : The space of a creature within range Cible : A creature you touch The spell captures some of the incoming energy, lessening
Composantes : V S Composantes : V S its effect on you and storing it for your next melee attack.
Durée : 1 round Durée : Instantaneous You have resistance to the triggering damage type until the
Description : Description : start of your next turn. Also, the first time you hit with a
You create a ghostly, skeletal hand in the space of a A creature you touch regains a number of hit points equal melee attack on your next turn, the target takes an extra
creature within range. Make a ranged spell attack against to 1d8 + your spellcasting ability modifier. This spell has 1d6 damage of the triggering type, and the spell ends.
the creature to assail it with the chill of the grave. On a hit, no effect on undead or constructs. À plus haut niveau: When you cast this spell using a spell
the target takes 1d8 necrotic damage, and it can’t regain hit À plus haut niveau: When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by
points until the start of your next turn. Until then, the hand slot of 2nd level or higher, the Healing increases by 1d8 for 1d6 for each slot level above 1st.
clings to the target. If you hit an undead target, it also has each slot level above 1st.
disadvantage on attack rolls against you until the end of
your next turn. This spell’s damage increases by 1d8 when
you reach 5th level (2d8), 11th level (3d8), and 17th level
(4d8).
Find Familiar Lesser Restoration Blight
Invocation 1 Abjuration 2 Nécromancie 4
Durée d'incantation : 1 hour Durée d'incantation : 1 action Durée d'incantation : 1 action
Portée : 10 feet Portée : Touch Portée : 30 feet
Cible : An unoccupied space within range Cible : A creature Cible : A creature of your choice that you can see within
Composantes : V S M Composantes : V S range
Durée : Instantaneous Durée : Instantaneous Composantes : V S
Description : Description : Durée : Instantaneous
You gain the service of a familiar, a spirit that takes an You touch a creature and can end either one disease or one Description :
animal form you choose: bat, cat, crab, frog (toad), hawk, condition afflicting it. The condition can be blinded, Necromantic energy washes over a creature of your choice
lizard, octopus, owl, poisonous snake, fish (quipper), rat, deafened, paralyzed, or poisoned. that you can see within range, draining moisture and
raven, sea horse, spider, or weasel. Appearing in an vitality from it. The target must make a Constitution saving
unoccupied space within range, the familiar has the Dispel Magic throw. The target takes 8d8 necrotic damage on a failed
statistics of the chosen form, though it is a celestial, fey, or Abjuration 3 save, or half as much damage on a successful one. This
fiend (your choice) instead of a beast. Your familiar acts Durée d'incantation : 1 action spell has no effect on undead or constructs. If you target a
independently of you, but it always obeys your commands. Portée : 120 feet plant creature or a magical plant, it makes the saving throw
In combat, it rolls its own initiative and acts on its own Cible : One creature, object, or magical effect within range with disadvantage, and the spell deals maximum damage to
turn. A familiar can’t attack, but it can take other actions as Composantes : V S it. If you target a nonmagical plant that isn’t a creature,
normal. When the familiar drops to 0 hit points, it Durée : Instantaneous such as a tree or shrub, it doesn’t make a saving throw; it
disappears, leaving behind no physical form. It reappears Description : simply withers and dies.
after you cast this spell again While your familiar is within Choose one creature, object, or magical effect within À plus haut niveau: When you cast this spell using a spell
100 feet of you, you can communicate with it range. Any spell of 3rd level or lower on the target ends. slot of 5th level or higher, the damage increases by 1d8 for
telepathically. Additionally, as an action, you can see For each spell of 4th level or higher on the target, make an each slot level above 4th.
through your familiar’s eyes and hear what it hears until ability check using your spellcasting ability. The DC equals
the start of your next turn, gaining the benefits of any 10 + the spell’s level. On a successful check, the spell ends. Polymorph
special senses that the familiar has. During this time, you À plus haut niveau: When you cast this spell using a spell Transmutation 4
are deaf and blind with regard to your own senses. As an slot of 4th level or higher, you automatically end the effects Durée d'incantation : 1 action
action, you can temporarily dismiss your familiar. It of a spell on the target if the spell’s level is equal to or less Portée : 60 feet
disappears into a pocket dimension where it awaits your than the level of the spell slot you used. Cible : A creature that you can see within range
rolls that use Strength. Flesh Rot. The creature’s flesh Durée d'incantation : 1 action
decays. The creature has disadvantage on Charisma checks Portée : 120 feet
and vulnerability to all damage. Mindfire. The creature’s Cible : A point you can see within range
Intelligence checks and Intelligence saving throws, and the Durée : ConcentrationUp to 1 minute
spell during combat. Seizure. The creature is overcome You call out to the spirits of nature to rouse them against
with shaking. The creature has disadvantage on Dexterity your enemies. Choose a point you can see within range.
checks, Dexterity saving throws, and attack rolls that use The spirits cause trees, rocks, and grasses in a 60-foot cube
Dexterity. Slimy Doom. The creature begins to bleed centered on that point to become animated until the spell
uncontrollably. The creature has disadvantage on ends. Grasses and Undergrowth. Any area of ground in the
Constitution checks and Constitution saving throws. In cube that is covered by grass or undergrowth is difficult
addition, whenever the creature takes damage, it is stunned terrain for your enemies. Trees. At the start of each of your
until the end of its next turn. turns, each of your enemies within 10 feet of any tree in the
cube must succeed on a Dexterity saving throw or take 4d6
slashing damage from whipping branches. Roots and
Vines. At the end of each of your turns, one creature of
your choice that is on the ground in the cube must succeed
on a Strength saving throw or become restrained until the
spell ends. A restrained creature can use an action to make
a Strength (Athletics) check against your spell save DC,
ending the effect on itself on a success. Rocks. As a bonus
action on your turn, you can cause a loose rock in the cube
to launch at a creature you can see in the cube. Make a
ranged spell attack against the target. On a hit, the target
takes 3d8 nonmagical bludgeoning damage, and it must
succeed on a Strength saving throw or fall prone.
Druid Grove
Abjuration 6
Durée d'incantation : 10 minutes
Portée : Touch
Cible : An area outdoors or underground
Composantes : V S M
Durée : 24 hours
Description :
You invoke the spirits of nature to protect an area outdoors
or underground. The area can be as small as a 30-foot cube
or as large as a 90-foot cube. Buildings and other structures
are excluded from the affected area. If you cast this spell in
the same area every day for a year, the spell lasts until
dispelled. The spell creates the following effects within the
area. When you cast this spell, you can specify creatures as
friends who are immune to the effects. You can also
specify a password that, when spoken aloud, makes the
speaker immune to these effects. The entire warded area
radiates magic. A dispel magic cast on the area, if
successful, removes only one of the following effects, not
the entire area. That spell’s caster chooses which effect to
end. Only when all its effects are gone is this spell
dispelled. Solid Fog. You can fill any number of 5-foot
squares on the ground with thick fog, making them heavily
obscured. The fog reaches 10 feet high. In addition, every
foot of movement through the fog costs 2 extra feet. To a
creature immune to this effect, the fog obscures nothing
and looks like soft mist, with motes of green light floating
in the air. Grasping Undergrowth. You can fill any number
of 5-foot squares on the ground that aren’t filled with fog
with grasping weeds and vines, as if they were affected by
an entangle spell. To a creature immune to this effect, the
weeds and vines feel soft and reshape themselves to serve
as temporary seats or beds. Grove Guardians. You can
animate up to four trees in the area, causing them to uproot
themselves from the ground. These trees have the same
statistics as an awakened tree, which appears in the
Monster Manual, except they can’t speak, and their bark is
covered with druidic symbols. If any creature not immune
to this effect enters the warded area, the grove guardians
fight until they have driven off or slain the intruders. The
grove guardians also obey your spoken commands (no
action required by you) that you issue while in the area. If
you don’t give them commands and no intruders are
present, the grove guardians do nothing. The grove
guardians can’t leave the warded area. When the spell
ends, the magic animating them disappears, and the trees
take root again if possible. Additional Spell Effect. You can
place your choice of one of the following magical effects
within the warded area: A constant gust of wind in two
locations of your choice Spike growth in one location of
your choice Wind wall in two locations of your choice To a
creature immune to this effect, the winds are a fragrant,
gentle breeze, and the area of spike growth is harmless.