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Mish

5 Level (0/14000 XP for level-up) Outlander Background Shroomish Race / Species / Heritage Neutral Good Alignment
Shroomish
Level 5
Hit Dice: 2/5
1d6+4 Class 1

STR 20

+5

DEX 14

+2

CON 18

+4

INT 11

+0

WIS 12

+1

CHA 8

-1

51
Hit Points
+3
Initiative (DEX)
13
Armor Class (AC)
+3
Prof. Bonus
30
Speed (walk/run/fly)
12
Passive Perception
1 / 2
Wild Charges
3 / 3
Spell Slots
20 / 20
Growth
5 / 5
Leech Seed
5 / 5
Wake Up Slap
8 / 10
Rock Throw
Spellcasting ...
+5 Attack mod
WIS Ability
+1 Abi Mod
12 Save DC
+6 Expertise Bonus
+3 Proficiency Bonus
+8 Strength
+2 Dexterity
+7 Constitution
+0 Intelligence
+1 Wisdom
-1 Charisma
saving throws
+2 Acrobatics DEX
+1 Animal Handling WIS
+0 Arcana INT
+5 Athletics STR
-1 Deception CHA
+0 History INT
+1 Insight WIS
+8 Intimidation CHA
+0 Investigation INT
skills
+1 Medicine WIS
+3 Nature INT
+1 Perception WIS
-1 Performance CHA
-1 Persuasion CHA
+0 Religion INT
+2 Sleight of Hand DEX
+2 Stealth DEX
+4 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Unarmed Strike +13 STR 6+5 bludgeoning
 range 5ft
Grapple +21 STR
 The target must succeed on a Strength or Dexterity saving throw (it chooses which), or it has the Grappled condition. The DC for the saving throw and any escape attempts equals 8 plus your Strength modifier and Proficiency Bonus. This grapple is possible only if the target is no more than one size larger than you and if you have a hand free to grab it.
Shove +21 STR
 The target must succeed on a Strength or Dexterity saving throw (it chooses which), or you either push it 5 feet away or cause it to have the Prone condition. The DC for the saving throw equals 8 plus your Strength modifier and Proficiency Bonus. This shove is possible only if the target is no more than one size larger than you.
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
Absorb Action 5 ft Instantaneous 1d4 PP 15 Grass
 Notes:You attempt to absorb some of a target’s health. Make a melee attack. On a hit, the creature takes grass damage. Half the damage done is restored by the user.
Tackle Action 5 ft Instantaneous 1d6 PP 20 Normal
 Notes:You rush forward and slam into a creature. Make a melee attack roll against a target, doing normal damage on a hit.
Growth +5 Action 30 ft 1 min, Concentration 1d4 PP 20 Normal
 Notes:You increase the size of a target. When you use this move, a creature in range (or you) grows slightly larger, gaining the ability to add a d4 to any attack roll or saving throw for the duration
Stun Spore +8 Reaction 5 ft Instantaneous 1d4 PP 3 Grass
 Notes:When you are subject to a melee attack, you can use your reaction to release a spore that attempts to stun your attacker. The creature must make a CON save against your Move DC, becoming paralyzed on a fail.
Leech Seed Action 80 ft Instantaneous 1d4 PP 5 Grass
 Notes:You send a seed at a creature in range that implants itself in their hide. Make a ranged attack roll. On a hit, a seed implants into their skin. The target takes grass damage at the end of each of its subsequent turns until it faints or is switched out. Half of the damage is restored by the attacker, or any other active creature the trainer has in battle, even if the original attacker faints or is returned to its Pokéball. Only one creature can be seeded by the attacker at a time. Grass-type creatures are immune to the damage from this move.
Mega Drain Action 50 ft Instantaneous 1d6 PP 10 Grass
 Notes:You attempt to drain the life force of a target. Make a ranged attack on a target, doing grass damage on a hit. Half of the damage dealt is restored to the user.
Rock Throw Action 100 ft Instantaneous 1d8 PP 10 Rock
 Notes:You hurl a rock at a target in range. Make a ranged attack roll, doing rock damage on a hit.
Wake Up Slap Action 5 ft Instantaneous 1d12 PP 5 Fighting
 Notes:You attack with a jolting slap from your palms. Make a melee attack on a creature, dealing fighting damage on a hit. If the target is asleep, double your move modifier when adding damage, but the target automatically wakes up. (Half the damage if you hit an ally)
Seed Bomb Action 30 ft Instantaneous 2d8 PP 10
 Notes:You fire a series of hard seeds that crash down on top of a creature in range. Make a ranged attack, dealing 2d6+MOVE grass damage on a hit. At Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 4d6 at level 10 and 6d6 at level 17.
Druidcraft +5 Action 30 ft Instantaneous VS
 Notes:Whispering to the spirits of nature, you create one of the following effects within range. Weather Sensor. You create a Tiny, harmless sensory effect that predicts what the weather will be at your location for the next 24 hours. The effect might manifest as a golden orb for clear skies, a cloud for rain, falling snowflakes for snow, and so on. This effect persists for 1 round. Bloom. You instantly make a flower blossom, a seed pod open, or a leaf bud bloom. Sensory Effect. You create a harmless sensory effect, such as falling leaves, spectral dancing fairies, a gentle breeze, the sound of an animal, or the faint odor of skunk. The effect must fit in a 5-foot Cube. Fire Play. You light or snuff out a candle, a torch, or a campfire.
Spare the Dying +5 Action 15 ft Instantaneous VS
 Notes:Choose a creature within range that has 0 Hit Points and isn't dead. The creature becomes Stable. Cantrip Upgrade. The range doubles when you reach levels 5 (30 feet), 11 (60 feet), and 17 (120 feet).

Level 1 Spells 4 slots

NAME AB CAST RNG DUR DMG CMP #
Alarm +5 1 min or Ritual 30 ft 8 hours VSM
 Notes:You set an alarm against intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot Cube. Until the spell ends, an alarm alerts you whenever a creature touches or enters the warded area. When you cast the spell, you can designate creatures that won't set off the alarm. You also choose whether the alarm is audible or mental: Audible Alarm. The alarm produces the sound of a handbell for 10 seconds within 60 feet of the warded area. Mental Alarm. You are alerted by a mental ping if you are within 1 mile of the warded area. This ping awakens you if you're asleep.
Clue +5 Action or Ritual Self 10 min
 Notes:When you cast this spell, all footprints and fingerprints within a 30-foot Emanation originating from you become highlighted and glow faintly for the duration. When you cast the spell, choose any point in time up to 10 days ago. Only footprints and fingerprints left between that time and the present will be highlighted. Each creature that leaves footprints and fingerprints is assigned a unique color, but are not otherwise identified. Any creature that moves or touches objects within the Emanation will also leave colorful footprints and fingerprints, which might reveal invisible creatures in the area.
Conjur Cover +5 Bonus Action 10 ft Concentration up to 1 hour 1d8 VSM
 Notes:You conjure a low cobblestone wall along the ground at a point you can see within range. The wall is 18 inches thick and is composed of three 5-foot-long, 3-foot-high segments. Each segment must be contiguous with at least one other segment. A Medium creature that hunkers behind the wall has Half Cover, and a Small creature that hunkers behind it has Three-Quarters Cover. The wall can be leapt over without spending any additional movement. Each segment has AC 10 and 30 Hit Points. Reducing a segment of the wall to 0 Hit Points causes it to crumble, destroying it. The wall disappears when all the segments are destroyed or the spell ends.
Detect Magic +5 Action or Ritual Self Concentration up to 10 min VS
 Notes:For the duration, you sense the presence of magical effects within 30 feet of yourself. If you sense such effects, you can take the Magic action to see a faint aura around any visible creature or object in the area that bears the magic, and if an effect was created by a spell, you learn the spell's school of magic. The spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.
Whispering Wind +5 Action 1 mile 1 round VSM
 Notes:This spell creates an Invisible, mindless, shapeless, Medium force that performs simple tasks at your command until the spell ends. The servant springs into existence in an unoccupied space on the ground within range. It has AC 10, 1 Hit Point, and a Strength of 2, and it can't attack. If it drops to 0 Hit Points, the spell ends. Once on each of your turns as a Bonus Action, you can mentally command the servant to move up to 15 feet and interact with an object. The servant can perform simple tasks that a human could do, such as fetching things, cleaning, mending, folding clothes, lighting fires, serving food, and pouring drinks. Once you give the command, the servant performs the task to the best of its ability until it completes the task, then waits for your next command. If you command the servant to perform a task that would move it more than 60 feet away from you, the spell ends.
Unseen Servant +5 Action or Ritual 60 ft 1 hour VSM
 Notes:This spell creates an Invisible, mindless, shapeless, Medium force that performs simple tasks at your command until the spell ends. The servant springs into existence in an unoccupied space on the ground within range. It has AC 10, 1 Hit Point, and a Strength of 2, and it can't attack. If it drops to 0 Hit Points, the spell ends. Once on each of your turns as a Bonus Action, you can mentally command the servant to move up to 15 feet and interact with an object. The servant can perform simple tasks that a human could do, such as fetching things, cleaning, mending, folding clothes, lighting fires, serving food, and pouring drinks. Once you give the command, the servant performs the task to the best of its ability until it completes the task, then waits for your next command. If you command the servant to perform a task that would move it more than 60 feet away from you, the spell ends.
Goodberry +5 Action Touch 24 hours 1d10 VSM
 Notes:Ten berries appear in your hand and are infused with magic for the duration. A creature can take a Bonus Action to eat one berry. Eating a berry restores 1 Hit Point, and the berry provides enough nourishment to sustain a creature for one day. Uneaten berries disappear when the spell ends.
Faerie Fire +5 Action 60 ft Concentration up to 1 minute V
 Notes:Objects in a 20-foot Cube within range are outlined in blue, green, or violet light (your choice). Each creature in the Cube is also outlined if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed Dim Light in a 10-foot radius and can't benefit from the Invisible condition. Attack rolls against an affected creature or object have Advantage if the attacker can see it.
Detect Poison and Disease +5 Action or Ritual Self Concentration up to 10 min VSM
 Notes:For the duration, you sense the location of poisons, poisonous or venomous creatures, and magical contagions within 30 feet of yourself. You sense the kind of poison, creature, or contagion in each case. The spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.
Entangle +5 Action 90 ft Concentration up to 1 min VS
 Notes:Grasping plants sprout from the ground in a 20-foot square within range. For the duration, these plants turn the ground in the area into Difficult Terrain. They disappear when the spell ends. Each creature (other than you) in the area when you cast the spell must succeed on a Strength saving throw or have the Restrained condition until the spell ends. A Restrained creature can take an action to make a Strength (Athletics) check against your spell save DC. On a success, it frees itself from the grasping plants and is no longer Restrained by them.
Wither and Bloom +5 Action 60 ft Instantaneous VSM
 Notes:You invoke both death and life upon a 10-foot-radius sphere centered on a point within range. Each creature of your choice in that area must make a Constitution saving throw, taking 2d6 necrotic damage on a failed save, or half as much damage on a successful one. Nonmagical vegetation in that area withers. In addition, one creature of your choice in that area can spend and roll one of its unspent Hit Dice and regain a number of hit points equal to the roll plus your spellcasting ability modifier. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot above the 2nd, and the number of Hit Dice that can be spent and added to the healing roll increases by one for each slot above 2nd.
Cure Wounds +5 Action Touch Instantaneous VS
 Notes:A creature you touch regains a number of Hit Points equal to 2d8 plus your spellcasting ability modifier. Using a Higher-Level Spell Slot. The healing increases by 2d8 for each spell slot level above 1.

Level 2 Spells 4 slots

NAME AB CAST RNG DUR DMG CMP #
Spider Climb +5 Action Touch Concentration up to 1 hour 1d6 elemental VSM
 Notes:Until the spell ends, one willing creature you touch gains the ability to move up, down, and across vertical surfaces and along ceilings, while leaving its hands free. The target also gains a Climb Speed equal to its Speed. Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 2.
Locate Object +5 Action Self Concentration up to 10 min VSM
 Notes:Describe or name an object that is familiar to you. You sense the direction to the object's location if that object is within 1,000 feet of you. If the object is in motion, you know the direction of its movement. The spell can locate a specific object known to you if you have seen it up close—within 30 feet—at least once. Alternatively, the spell can locate the nearest object of a particular kind, such as a certain kind of apparel, jewelry, furniture, tool, or weapon. This spell can't locate an object if any thickness of lead blocks a direct path between you and the object.

Has an excellent memory for geography and can always recall the general layout of terrain, settlements, and other features around them


Speak with plants


During group forage, roll with advantage on fruits&vegetables or grains & seeds


Strengthened Bravado


Through the presence of your honed body, you learn to use your physique as a tool in relations with other Pokemon, you can add your STR modifier to Charisma checks so long as you do not suffer from any disease or level of Exhaustion.


Squat Nimbleness


You are uncommonly nimble for your race. You gain the following benefits:



  • Increase your Strength or Dexterity by 1, to a maximum of 20.
  • Increase your walking speed by 5 feet.
  • You gain proficiency in the Acrobatics or Athletics skill (your choice).
  • You have advantage on any Strength (Athletics) or Dexterity (Acrobatics) check you make to escape from being grappled.

Rage


In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action.


While raging, you gain the following benefits if you aren't wearing heavy armor:



  • You have advantage on Strength checks and Strength saving throws.
  • When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Damage column of the Barbarian table.
  • You have resistance to bludgeoning, piercing, and slashing damage.

If you are able to cast spells, you can't cast them or concentrate on them while raging.


Your rage lasts for 1 minute. It 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 on your turn as a bonus action.


Once you have raged the number of times shown for your barbarian level in the Rages column of the Barbarian table, you must finish a long rest before you can rage again.


Unarmored Defense:


While you are not wearing any armor, your armor class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.


Danger Sense:


At 2nd level, you gain an uncanny sense of when things nearby aren't as they should be, giving you an edge when you dodge away from danger. You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can't be blinded, deafened, or incapacitated.


Reckless Attack:


Starting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.


Vitality of the Eternal Spore:


Vitality Surge. When you activate your Rage, you gain a number of Temporary Hit Points equal to your Barbarian level.


Life-Giving Force. At the start of each of your turns while your Rage is active, you can choose another creature within 10 feet of yourself to gain Temporary Hit Points. To determine the number of Temporary Hit Points, roll a number of d6s equal to your Rage Damage bonus, and add them together. If any of these Temporary Hit Points remain when your Rage ends, they vanish.


Infestation of Knowledge: (6 Fatigue Points )


When you rage, you regain 1d4 fatigue points
Through the mycelium that grants you your strength, they speak to you on many things that normal folk don't quite understand. You can expend fatigue points to cast the following spells,


1st Level (2 Fatigue Points)



  • Alarm
  • Clue
  • Conjure Cover
  • Detect Magic
  • Whispering Wind
  • Unseen Servant
  • Goodberry
  • Faerie Fire
  • Detect Poison and Disease

2nd Level(3 Fatigue Points)



  • Spider Climb
  • Locate Object
  • Animal Messenger ** (has to be a mushroom little guy you make)

Mycelium Might:


As you have grown in your fungal fortitude, you have gained a strong connection to the ambient spores that infest the world in every corner, you gain the use of the following spells.


Cantrips (You gain these permanently unless you lose your connection to the Eternal Spore)


-Druidcraft


-Spare the Dying


The Following spells can each be cast once without expending a spell slot, and regain their uses after a long rest.



  • Entangle
  • Wither and Bloom
  • Cure Wounds




Features & Traits

Reed flute


Staff


Hunting trap


Patcherisu skull


Iron badge


Map


Bag of yeast


Smelling Salts TM





Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 70, Platinum: 0 Money

Undercommon


Common





Languages & Proficiencies

Borderline non-verbal, communicates in single words or short phrases, or just nonverbally when they can get away with it


Loves kitchen scraps, leaf litter, and loamy soil


Likes Dave because he smells good






Personality Traits

I place no stock in wealthy or well-manered folk. Money and manners won’t save you from a hungry owlbear. 


 The natural world is more important than all the constructs of civilization.





Ideals

An injury to the unspoiled wilderness of my home is an injury to me.





Bonds

Loaner to a fault. It will go out of its way to avoid spending time with other people.





Flaws


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.10, made by Tillerz - Updated: 2026-05-13
To print this sheet: Expand the spell book (if you have any entries there), then click "Print Sheet" at the top, select "Print to PDF" and format A3. Then print the resulting PDF to whichever format you need with "fit to page" selected.

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.

Statblocks for your Trinkets, businesses, building, castles, empires.


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