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Rune Guldoth

7 Level (0/34000 XP for level-up) Hermit Background Tabaxi Race / Species / Heritage None Alignment
Druid
Level 7
Hit Dice: 7/7
1d8+3 Class 1

STR 10

+0

DEX 13

+1

CON 16

+3

INT 12

+1

WIS 16

+3

CHA 8

-1

59
Hit Points
+1
Initiative (DEX)
16
Armor Class (AC)
+3
Prof. Bonus
30/30
Speed (walk/run/fly)
16
Passive Perception
3 / 3
Wild Shape
1 / 1
Spirit Totem
1 / 1
Magic Initiate
Spellcasting ...
+6 Attack mod
WIS Ability
+3 Abi Mod
14 Save DC
+6 Expertise Bonus
+3 Proficiency Bonus
+0 Strength
+1 Dexterity
+3 Constitution
+4 Intelligence
+6 Wisdom
-1 Charisma
saving throws
+1 Acrobatics DEX
+6 Animal Handling WIS
+4 Arcana INT
+0 Athletics STR
-1 Deception CHA
+1 History INT
+3 Insight WIS
-1 Intimidation CHA
+1 Investigation INT
skills
+6 Medicine WIS
+1 Nature INT
+6 Perception WIS
-1 Performance CHA
-1 Persuasion CHA
+4 Religion INT
+1 Sleight of Hand DEX
+4 Stealth DEX
+3 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Quarterstaff (1 hand) +3 STR 1d6 Bludgeoning
 Versatile, Topple
Quarterstaff (2 hand) +3 STR 1d8 Bludgeoning
 Versatile, Topple
Cats Claws +3 STR 1d6 Slashing
Shortbow +3 STR 1d6 Piercing
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #

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

Common, Primordial, Druidic, Elvish, Sylvan,




Languages & Proficiencies
Add your Wisdom modifier to the damage you deal with any cantrip.

Elemental Fury : Potent Spellcasting


™ & © 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

Magic Initiate

Magic Initiate

Prerequisite: None
Repeatable: Yes, but you must choose a different Spell list each time
 

You have learned the basics of a particular magical tradition. Choose one Spell list: Arcane, Divine, or Primal. You gain the following benefits related to that choice:

Two Cantrips. You learn two cantrips of your choice from your chosen Spell list.

1st-Level Spell. Choose one 1st-level spell from your chosen Spell list. You always have that Spell prepared. You can cast it once without a Spell Point, and you regain the ability to cast it in that way when you finish a Long Rest. You can also cast the Spell using any Spell Points you have.

Intelligence, Wisdom, or Charisma is your spellcasting ability for these Spells (choose when you select this Feat).

Whenever you gain a new level, you can replace one of the Spells you chose for this Feat with a different Spell of the same level from your chosen Spell list.

Ritual Casting


Hit Points

Hit Dice: d4 per Ritual Casting level
Hit Points at first Level:
Hit Points at Higher Levels:

Proficiences

Armor:
Weapons:
Tools:
Saving Throws:
Skills:

Overview & Creation

You can cast an artificer spell as a ritual if that spell has the ritual tag and you have the spell prepared.

Druid (Circle of the Shepherd)


Hit Points

Hit Dice: d8 per Druid (Circle of the Shepherd) level
Hit Points at first Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per druid level after 1st

Proficiences

Armor: Light armor, medium armor, shields (druids will not wear armor or use shields made of metal)
Weapons: Clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears
Tools: Herbalism kit
Saving Throws: Intelligence, Wisdom
Skills: Choose two from Arcana, Animal Handling, Insight, Medicine, Nature, Perception, Religion, and Survival

Overview & Creation

Druids revere nature above all, gaining their spells and other magical powers either from the force of nature itself or from a nature deity. Many druids pursue a mystic spirituality of transcendent union with nature rather than devotion to a divine entity, while others serve gods of wild nature, animals, or elemental forces. Druids are also concerned with the delicate ecological balance that sustains plant and animal life, and the need for civilized folk to live in harmony with nature, not in opposition to it.

The Druid

-Spell Slots per Spell Level-

Level Proficiency Bonus Features Cantrips Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Druidic, Spellcasting 2 2 - - - - - - - -
2nd +2 Wild Shape, Druid Circle 2 3 - - - - - - - -
3rd +2 - 2 4 2 - - - - - - -
4th +2 Wild Shape Improvement, Ability Score Improvement 3 4 3 - - - - - - -
5th +3 - 3 4 3 2 - - - - - -
6th +3 Druid Circle Feature 3 4 3 3 - - - - - -
7th +3 - 3 4 3 3 1 - - - - -
8th +3 Wild Shape Improvement, Ability Score Improvement 3 4 3 3 2 - - - - -
9th +4 - 3 4 3 3 3 1 - - - -
10th +4 Druid Circle Feature 4 4 3 3 3 2 - - - -
11th +4 - 4 4 3 3 3 2 1 - - -
12th +4 Ability Score Improvement 4 4 3 3 3 2 1 - - -
13th +5 - 4 4 3 3 3 2 1 1 - -
14th +5 Druid Circle Feature 4 4 3 3 3 2 1 1 - -
15th +5 - 4 4 3 3 3 2 1 1 1 -
16th +5 Ability Score Improvement 4 4 3 3 3 2 1 1 1 -
17th +6 - 4 4 3 3 3 2 1 1 1 1
18th +6 Timeless Body, Beast Spells 4 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 4 4 3 3 3 3 2 1 1 1
20th +6 Archdruid 4 4 3 3 3 3 2 2 1 1

SACRED PLANTS AND WOOD

A druid holds certain plants to be sacred, particularly alder, ash, birch, elder, hazel, holly, juniper, mistletoe, oak, rowan, willow, and yew. Druids often use such plants as part of a spellcasting focus, incorporating lengths of oak or yew or sprigs of mistletoe.   Similarly, a druid uses such woods to make other objects, such as weapons and shields. Yew is associated with death and rebirth, so weapon handles for scimitars or sickles might be fashioned from it. Ash is associated with life and oak with strength. These woods make excellent hafts or whole weapons, such as clubs or quarterstaffs, as well as shields. Alder is associated with air, and it might be used for thrown weapons, such as darts or javelins.   Druids from regions that lack the plants described here have chosen other plants to take on similar uses. For instance, a druid of a desert region might value the yucca tree and cactus plants.


Class Features

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.  

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.   Your druid level determines the beasts you can transform into, as shown in the Beast Shapes table. At 2nd level, for example, you can transform into any beast that has a challenge rating of 1/4 or lower that doesn’t have a flying or swimming speed.
Level Max CR Limitations Example
2nd 1/4 No flying or swimming speed Wolf
4th 1/2 No flying speed Crocodile
8th 1 - Giant eagle
You can stay in a beast shape for a number of hours equal to half your druid level (rounded down). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.   While you are transformed, the following rules apply:  
  • Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature’s bonus instead of yours. If the creature has any legendary or lair actions, you can’t use them.
  • When you transform, you assume the beast’s hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn’t reduce your normal form to 0 hit points, you aren’t knocked unconscious.
  • 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, such as call lightning, 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, you can’t use any of your special senses, such as darkvision, unless your new form also has that sense.
  • 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 creature’s shape and size. Your equipment doesn’t change size or shape to match the new form, and any equipment that the new form can’t wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.
 

Druid Circle

At 2nd level, you choose to identify with a circle of druids: the Circle of Dreams, Circle of the Land, the Circle of the Moon, the Circle of the Root and Stem, Circle of the Seasons, Circle of the Shepherd, Circle of Twilight, or Circle of the Wyrm. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.

Wild Shape Improvement

At 4th level, you can use your action to magically assume the shape of a beast that you have seen before of challenge rating 1/2 or lower that doesn't have a flying speed. You can use this feature twice. You regain expended uses when you finish a short or long rest.  

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.   Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.  

Wild Shape Improvement

At 8th level, you can use your action to magically assume the shape of a beast that you have seen before of challenge rating 1 or lower. You can use this feature twice. You regain expended uses when you finish a short or long rest.  

Timeless Body

Starting at 18th level, the primal magic that you wield causes you to age more slowly. For every 10 years that pass, your body ages only 1 year.  

Beast Spells

Beginning at 18th level, you can cast many of your druid spells in any shape you assume using Wild Shape. You can perform the somatic and verbal components of a druid spell while in a beast shape, but you aren’t able to provide material components.  

Archdruid

At 20th level, you can use your Wild Shape an unlimited number of times.   Additionally, you can ignore the verbal and somatic components of your druid spells, as well as any material components that lack a cost and aren’t consumed by a spell. You gain this benefit in both your normal shape and your beast shape from Wild Shape.


Starting Equipment

You start with the following equipment, in addition to the equipment granted by your background:  

  • (a) a wooden shield or (b) any simple weapon
  • (a) a scimitar or (b) any simple melee weapon
  • Leather armor, an explorer’s pack, and a druidic focus

 


Spellcasting

Drawing on the divine essence of nature itself, you can cast spells to shape that essence to your will. See Spells Rules for the general rules of spellcasting and the Spells Listing for the druid spell list.  

Cantrips

At 1st level, you know two cantrips of your choice from the druid spell list. You learn additional druid cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Druid table.  

Preparing and Casting Spells

The Druid table shows how many spell slots you have to cast your druid spells of 1st level and higher. To cast one of these druid spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.   You prepare the list of druid spells that are available for you to cast, choosing from the druid spell list. When you do so, choose a number of druid spells equal to your Wisdom modifier + your druid level (minimum of one spell). The spells must be of a level for which you have spell slots.   For example, if you are a 3rd-level druid, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells.   You can also change your list of prepared spells when you finish a long rest. Preparing a new list of druid spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.  

Spellcasting Ability

Wisdom is your spellcasting ability for your druid spells, since your magic draws upon your devotion and attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a druid spell you cast and when making an attack roll with one.   Spell save DC = 8 + your proficiency bonus + your Wisdom modifier   Spell attack modifier = your proficiency bonus + your Wisdom modifier  

Ritual Casting

You can cast a druid 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 (see the Adventuring Gear section) as a spellcasting focus for your druid spells.


Subclass Options

Circle of the Shepherd   Druids of the Circle of the Shepherd commune with the spirits of nature, especially the spirits of beasts and the fey, and call to those spirits for aid. These druids recognize that all living things play a role in the natural world, yet they focus on protecting animals and fey creatures that have difficulty defending themselves. Shepherds, as they are known, see such creatures as their charges. They ward off monsters that threaten them, rebuke hunters who kill more prey than necessary, and prevent civilization from encroaching on rare animal habitats and on sites sacred to the fey. Many of these druids are happiest far from cities and towns, content to spend their days in the company of animals and the fey creatures of the wilds.   Members of this circle become adventurers to oppose forces that threaten their charges or to seek knowledge and power that will help them safeguard their charges better. Wherever these druids go, the spirits of the wilderness are with them.   Circle of the Shepherd Features

Druid Level Feature
2nd Speech of the Woods, Spirit Totem
6th Mighty Summoner
10th Guardian Spirit
14th Faithful Summons

Speech of the Woods

At 2nd level, you gain the ability to converse with beasts and many fey.   You learn to speak, read, and write Sylvan. In addition, beasts can understand your speech, and you gain the ability to decipher their noises and motions. Most beasts lack the intelligence to convey or understand sophisticated concepts, but a friendly beast could relay what it has seen or heard in the recent past. This ability doesn’t grant you friendship with beasts, though you can combine this ability with gifts to curry favor with them as you would with any nonplayer character.  

Spirit Totem

Starting at 2nd level, you can call forth nature spirits to influence the world around you. As a bonus action, you can magically summon an incorporeal spirit to a point you can see within 60 feet of you. The spirit creates an aura in a 30-foot radius around that point. It counts as neither a creature nor an object, though it has the spectral appearance of the creature it represents.   As a bonus action, you can move the spirit up to 60 feet to a point you can see.   The spirit persists for 1 minute or until you’re incapacitated. Once you use this feature, you can’t use it again until you finish a short or long rest.   The effect of the spirit’s aura depends on the type of spirit you summon from the options below.   Bear Spirit. The bear spirit grants you and your allies its might and endurance. Each creature of your choice in the aura when the spirit appears gains temporary hit points equal to 5 + your druid level. In addition, you and your allies gain advantage on Strength checks and Strength saving throws while in the aura.   Hawk Spirit. The hawk spirit is a consummate hunter, aiding you and your allies with its keen sight. When a creature makes an attack roll against a target in the spirit’s aura, you can use your reaction to grant advantage to that attack roll. In addition, you and your allies have advantage on Wisdom (Perception) checks while in the aura.   Unicorn Spirit. The unicorn spirit lends its protection to those nearby. You and your allies gain advantage on all ability checks made to detect creatures in the spirit’s aura. In addition, if you cast a spell using a spell slot that restores hit points to any creature inside or outside the aura, each creature of your choice in the aura also regains hit points equal to your druid level.  

Mighty Summoner

Starting at 6th level, beasts and fey that you conjure are more resilient than normal. Any beast or fey summoned or created by a spell that you cast gains the following benefits:  
  • The creature appears with more hit points than normal: 2 extra hit points per Hit Die it has.
  • The damage from its natural weapons is considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks and damage.
 

Guardian Spirit

Beginning at 10th level, your Spirit Totem safeguards the beasts and fey that you call forth with your magic. When a beast or fey that you summoned or created with a spell ends its turn in your Spirit Totem aura, that creature regains a number of hit points equal to half your druid level.  

Faithful Summons

Starting at 14th level, the nature spirits you commune with protect you when you are the most defenseless. If you are reduced to 0 hit points or are incapacitated against your will, you can immediately gain the benefits of conjure animals as if it were cast using a 9th-level spell slot. It summons four beasts of your choice that are challenge rating 2 or lower. The conjured beasts appear within 20 feet of you. If they receive no commands from you, they protect you from harm and attack your foes. The spell lasts for 1 hour, requiring no concentration, or until you dismiss it (no action required).   Once you use this feature, you can’t use it again until you finish a long rest.  
 

Statblocks for your familiars, mounts etc.

SRD

Dire Wolf

Large beast, unaligned
Armor Class 14
Hit Points 37 5d10+10
Speed 50ft

STR
17 +3
DEX
15 +2
CON
15 +2
INT
3 -4
WIS
12 +1
CHA
7 -2

Skills Perception +3 , Stealth +4
Senses passive Perception 13
Challenge 1 (200 XP)


Keen Hearing and Smell. The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Pack Tactics. The wolf has advantage on an attack roll against a creature if at least one of the wolf's allies is within 5 feet of the creature and the ally isn't incapacitated.


Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 2d6+3 piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.


 
SRD

Giant Wolf Spider

Medium beast, unaligned
Armor Class 13
Hit Points 11 2d8+2
Speed 40ft Climb: 40ft

STR
12 +1
DEX
16 +3
CON
13 +1
INT
3 -4
WIS
12 +1
CHA
4 -3

Skills Perception +3 , Stealth +7
Senses blindsight 10 ft., darkvision 60 ft., passive Perception 13
Challenge 1/4 (50 XP)


Spider Climb. The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Web Sense. While in contact with a web, the spider knows the exact location of any other creature in contact with the same web.
Web Walker. The spider ignores movement restrictions caused by webbing.


Actions

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 1d6+1 piercing damage, and the target must make a DC 11 Constitution saving throw, taking 7 2d6 poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.


 

Smaller than a giant spider, a giant wolf spider hunts prey across open ground or hides in a burrow or crevice, or in a hidden cavity beneath debris.

SRD

Wolf

Medium beast, unaligned
Armor Class 13 (natural armor)
Hit Points 11 2d8+2
Speed 40ft

STR
12 +1
DEX
15 +2
CON
12 +1
INT
3 -4
WIS
12 +1
CHA
6 -2

Skills Perception +3 , Stealth +4
Senses passive Perception 13
Languages -
Challenge 1/4 (50 XP)


Keen Hearing and Smell: The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Pack Tactics: The wolf has advantage on an Attack roll against a creature if at least one of the wolf's allies is within 5 ft. of the creature and the ally isn't Incapacitated.


Actions

Bite: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 2d4+2 piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.


 
SRD

Giant Poisonous Snake

Medium beast, unaligned
Armor Class 14
Hit Points 11 2d8+2
Speed 30ft Swim: 30ft

STR
10 0
DEX
18 +4
CON
13 +1
INT
2 -4
WIS
10 0
CHA
3 -4

Skills Perception +2
Senses blindsight 10 ft., passive Perception 12
Challenge 1/4 (50 XP)


Actions

Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 6 1d4+4 piercing damage, and the target must make a DC 11 Constitution saving throw, taking 10 3d6 poison damage on a failed save, or half as much damage on a successful one.


 
SRD

Constrictor Snake

Large beast, unaligned
Armor Class 12
Hit Points 13 2d10+2
Speed 30ft Swim: 30ft

STR
15 +2
DEX
14 +2
CON
12 +1
INT
1 -5
WIS
10 0
CHA
3 -4

Senses blindsight 10 ft., passive Perception 10
Challenge 1/4 (50 XP)


Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 1d6+2 piercing damage.
Constrict. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 1d8+2 bludgeoning damage, and the target is grappled (escape DC 14). Until this grapple ends, the creature is restrained, and the snake can't constrict another target.


 
SRD

Flying Snake

Tiny beast, unaligned
Armor Class 14
Hit Points 5 2d4
Speed 30ft Fly: 60ft Swim: 30ft

STR
4 -3
DEX
18 +4
CON
11 0
INT
2 -4
WIS
12 +1
CHA
5 -3

Senses blindsight 10 ft., passive Perception 11
Challenge 1/8 (25 XP)


Flyby. The snake doesn't provoke opportunity attacks when it flies out an enemy's reach.


Actions

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 1 piercing damage plus 7 3d4 poison damage.


 

A flying snake is a brightly colored, winged serpent found in remote jungles. Tribespeople and cultists sometimes domesticate flying snakes to serve as messengers that deliver scrolls wrapped in their coils.

SRD

Panther

Medium beast, unaligned
Armor Class 12
Hit Points 13 3d8
Speed 50ft Climb: 40ft

STR
14 +2
DEX
15 +2
CON
10 0
INT
3 -4
WIS
14 +2
CHA
7 -2

Skills Perception +4 , Stealth +6
Senses passive Perception 14
Challenge 1/4 (50 XP)


Keen Smell. The panther has advantage on Wisdom (Perception) checks that rely on smell.
Pounce. If the panther moves at least 20 feet straight toward a creature then hits it with a claw attack on the same turn, that target must succeed on a DC 12 Strength saving throw or be knocked prone. If the target is prone, the panther can make one bite attack against it as a bonus action.


Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 1d6+2 piercing damage.
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 1d4+2 slashing damage.


 
SRD

Giant Badger

Medium beast, unaligned
Armor Class 10
Hit Points 13 2d8+4
Speed 30ft Burrow: 10ft

STR
13 +1
DEX
10 0
CON
15 +2
INT
2 -4
WIS
12 +1
CHA
5 -3

Senses darkvision 30 ft., passive Perception 11
Challenge 1/4 (50 XP)


Keen Smell. The badger has advantage on Wisdom (Perception) checks that rely on smell.


Actions

Multiattack. The badger makes two attacks: one with its bite and one with its claws.
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 1d6+1 piercing damage.
Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 2d4+1 slashing damage.


 
SRD

Giant Eagle

Large beast, neutral good
Armor Class 13
Hit Points 26 4d10+4
Speed 10ft Fly: 80ft

STR
16 +3
DEX
17 +3
CON
13 +1
INT
8 -1
WIS
14 +2
CHA
10 0

Skills Perception +4
Senses passive Perception 14
Languages Giant Eagle, understands Common and Auran but can't speak them
Challenge 1 (200 XP)


Keen Sight. The eagle has advantage on Wisdom (Perception) checks that rely on sight.


Actions

Multiattack. The eagle makes two attacks: one with its beak and one with its talons.
Beak. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 1d6+3 piercing damage.
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 2d6+3 slashing damage.


 

A giant eagle is a noble creature that speaks its own language and understands speech in the common tongue. A mater pair of giant eagles typically has up to four eggs or young in their nest (treat the young as normal eagles).

SRD

Giant Elk

Huge beast, unaligned
Armor Class 14
Hit Points 42 5d12+10
Speed 60ft

STR
19 +4
DEX
16 +3
CON
14 +2
INT
7 -2
WIS
14 +2
CHA
10 0

Skills Perception +4
Senses passive Perception 14
Languages Giant Elk, understands Common, Elvish, and Sylvan but can't speak them
Challenge 2 (450 XP)


Charge. If the elk moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 7 2d6 damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone.


Actions

Ram. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 11 2d6+4 bludgeoning damage.
hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one prone creature. Hit: 22 4d8+4 bludgeoning damage.


 

The majestic giant elk is rare to the point that its appearance is often taken as a foreshadowing of an important event, such as the birth of a king. Legends tell of gods that take form of giant elk when visiting the Material Plane. Many cultures therefore believe that to hunt these creatures is to invite divine wrath.

SRD

Giant Owl

Large beast, neutral
Armor Class 12
Hit Points 19 3d10+3
Speed 5ft Fly: 60ft

STR
13 +1
DEX
15 +2
CON
12 +1
INT
8 -1
WIS
13 +1
CHA
10 0

Skills Perception +5 , Stealth +4
Senses darkvision 120 ft., passive Perception 15
Languages Giant Owl, understands Common, Elvish, and Sylvan but can't speak them
Challenge 1/4 (50 XP)


Flyby. The owl doesn't provoke opportunity attacks when it flies out of an enemy's reach.
Keen Hearing and Sight. The owl has advantage on Wisdom (Perception) checks that rely on hearing or sight.


Actions

Talons. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 8 2d6+1 slashing damage.


 

Giant owls often befriend fey and other sylvan creatures and are guardians of their woodland realms.

SRD

Giant Wolf Spider

Medium beast, unaligned
Armor Class 13
Hit Points 11 2d8+2
Speed 40ft Climb: 40ft

STR
12 +1
DEX
16 +3
CON
13 +1
INT
3 -4
WIS
12 +1
CHA
4 -3

Skills Perception +3 , Stealth +7
Senses blindsight 10 ft., darkvision 60 ft., passive Perception 13
Challenge 1/4 (50 XP)


Spider Climb. The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Web Sense. While in contact with a web, the spider knows the exact location of any other creature in contact with the same web.
Web Walker. The spider ignores movement restrictions caused by webbing.


Actions

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 1d6+1 piercing damage, and the target must make a DC 11 Constitution saving throw, taking 7 2d6 poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.


 

Smaller than a giant spider, a giant wolf spider hunts prey across open ground or hides in a burrow or crevice, or in a hidden cavity beneath debris.

Giant Canary CR: 1/2

Large ,
Armor Class: 12
Hit Points: 26 (4d10 + 4)
Speed: 30 ft , fly: 60 ft

STR

10 +0

DEX

14 +2

CON

12 +1

INT

2 -4

WIS

10 +0

CHA

6 -2

Senses: Passive Perception 10
Challenge Rating: 1/2 ( 100 XP)
Proficiency Bonus: +2

Actions

Peck

Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2 piercing damage.

The figurine becomes a giant canary (see the accompanying stat block) for up to 8 hours and can be ridden as a mount. Once the figurine has become a giant canary, it can’t be used this way again until the next dawn.

Statblocks for race/species of the character.

Hermit

Overview:
You lived in seclusion - either in a sheltered community such as a monastery, or entirely alone - for a formative part of your life. In your time apart, from the clamor of of society, you found quiet, solitude and perhaps some of the answers you were looking for.
Skill Proficiencies: Medicine, Religion
Tool Proficiencies: Herbalist Kit
Languages: One of you choice
Equipment:
A scroll case stuffed full of notes from your studies or prayers, a winter blanket, a set of common clothes, a herbalist kit, and 5gp.
Features:
Feature: Discovery. The quiet seclusion of you extended hermitage gave you access to a unique and powerful discovery. The exact nature of this revlation depends on the nature of your seclusion. It might be a great truth about the cosmos, the duties, the powerful beings of of the outer planes, or the forces of nature. It could be a site that no one else has ever seen. You might have uncovered a fact that has been long forgotten, or unearthed some relic of the past that will rewrite history. It might be information that would be damaging to the people who consigned you to exile, and hence the reason for your return to society. Work with your DM to determine the details of your discovery and its impact on the campaign.
Suggested Characteristics: Some hermits are well suited to a life of seclusion, whereas others chafe against it, and long for company. Wether they embrace solitude or long to escape it, the solitary life shapes there attitudes and ideals A few are driven slightly mad by their years apart from society.

Statblocks for companions, followers and other allies.

SRD

Hawk

Tiny beast, unaligned
Armor Class 13
Hit Points 1 1d4-1
Speed 10ft Fly: 60ft

STR
5 -3
DEX
16 +3
CON
8 -1
INT
2 -4
WIS
14 +2
CHA
6 -2

Skills Perception +4
Senses passive Perception 14
Challenge 0 (10 XP)


Actions

Talons. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 slashing damage.


 

Statblocks for your spells.

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


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