5th Edition Character Sheet
Skills
Wild Shape (x2/day)
Strudelle can shift into any CR1 animal (circle of the moon subclass). Heres a few that i think would be most useful:
Brown bear (balloon bear):
STR 19 (+4)- DEX 10 (+0) -CON 16 (+3) -INT 2 (-4) -WIS 13 (+1) -CHA 7 (-2)
Armor Class: 11
Hit Points: 34
Speed 40 ft., climb 30 ft.
Skills: Perception +3
Keen Smell: The bear has advantage on Wisdom (Perception) checks that rely on smell.
Multiattack: The bear makes two attacks: one with its bite and one with its claws.
Actions:
-Bite: Weapon Attack: +5 to hit, reach 5 ft., one target. (1d8+4) piercing damage.
-Claws: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. (2d6+4) slashing damage.
✰ Dire Wolf (Balloon dog):
STR 17 (+3)- DEX 15 (+2)- CON 15 (+2)- INT 3 (-4)- WIS 12 (+1)- CHA 7 (-2)
Armor Class 14
Hit Points 37
Speed 50 ft.
Skills: Perception +3, Stealth +4
-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: +5 to hit, reach 5 ft., one target. Hit: (2d6+3) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone
Giant Eagle (Helium filled balloon birdy):
𝘯𝘰𝘵𝘦 𝘵𝘩𝘢𝘵 𝘵𝘩𝘪𝘴 𝘴𝘩𝘰𝘶𝘭𝘥 𝘣𝘦 𝘶𝘴𝘦𝘥 𝘢𝘴 𝘵𝘩𝘦 𝘮𝘢𝘪𝘯 𝘮𝘦𝘵𝘩𝘰𝘥 𝘰𝘧 𝘦𝘴𝘤𝘢𝘱𝘦
STR 16 (+3)- DEX 17 (+3)- CON 13 (+1)- INT 8 (-1)- WIS 14 (+2)- CHA 10 (+0)Armor Class 13
Hit Points 26
Speed 10 ft., fly 80 ft.
Skills: Perception +4
-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.
Talons. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) slashing damage.
Octopus (water balloon animal):
𝘮𝘢𝘪𝘯 𝘧𝘰𝘳𝘮 𝘰𝘧 𝘸𝘢𝘵𝘦𝘳 𝘵𝘳𝘢𝘯𝘴𝘱𝘰𝘳𝘵𝘢𝘵𝘪𝘰𝘯
STR 4 (-3)- DEX 15 (+2)- CON 11 (+0)- INT 3 (-4)- WIS 10 (+0)- CHA 4 (-3)Armor Class 12
Hit Points 3
Speed 5 ft., swim 40 ft.
Skills: Darkvision, Perception +2, Stealth +4
-Hold Breath. While out of water, the octopus can hold its breath for 30 minutes.
-Underwater Camouflage. The octopus has advantage on Dexterity (Stealth) checks made while underwater.
-Water Breathing. The octopus can breathe only underwater.
Actions
-Tentacles. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage, and the target is grappled (escape DC 10). Until this grapple ends, the octopus can't use its tentacles on another target.
-Ink Cloud (Recharges after a Short or Long Rest). A 5-foot-radius cloud of ink extends all around the octopus if it is underwater. The area is heavily obscured for 1 minute, although a significant current can disperse the ink. After releasing the ink, the octopus can use the Dash action as a bonus action.
Studelle's Spells
this is going to be a lot. for simplicity sake, ill add a star to my favorite spells.(✰)
Cantrip - Guidance: (1 Action, Touch, Instantaneous)-You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends. (always handy!)
Cantrip - Produce Flame: (1 Action, Self, 10min Duration)-A flickering flame appears in your hand. The flame remains there for the duration and harms neither you nor your equipment. The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The spell ends if you dismiss it as an action or if you cast it again.
-You can also attack with the flame, although doing so ends the spell. When you cast this spell, or as an action on a later turn, you can hurl the flame at a creature within 30 feet of you. Make a ranged spell attack. On a hit, the target takes 1d8 fire damage.
1st Lvl - Absorb Elements: (1 Reaction, Self, 1 Round)-The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn.
-Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends.
✰ 1st Lvl - Healing Word: (1 Bonus Action, 60ft, Instantaneous)-A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
𝘛𝘩𝘪𝘴 𝘪𝘴 𝘢𝘯 𝘪𝘳𝘳𝘦𝘱𝘭𝘢𝘤𝘦𝘢𝘣𝘭𝘦 𝘴𝘱𝘦𝘭𝘭, 𝘐𝘵 𝘢𝘭𝘭𝘰𝘸𝘴 𝘵𝘩𝘦 𝘶𝘴𝘦𝘳 𝘵𝘰 𝘴𝘩𝘰𝘶𝘵 𝘢𝘯𝘥 𝘩𝘦𝘢𝘭 𝘢𝘯 𝘢𝘭𝘭𝘺 𝘧𝘳𝘰𝘮 𝘢𝘤𝘳𝘰𝘴𝘴 𝘵𝘩𝘦 𝘧𝘪𝘦𝘭𝘥. -𝘉𝘰𝘯𝘶𝘴 𝘈𝘤𝘵𝘪𝘰𝘯 𝘣𝘦𝘪𝘯𝘨 𝘢𝘣𝘭𝘦 𝘵𝘰 𝘣𝘳𝘪𝘯𝘨 𝘴𝘰𝘮𝘦𝘰𝘯𝘦 𝘣𝘢𝘤𝘬 𝘧𝘳𝘰𝘮 0𝘩𝘱 𝘸𝘪𝘵𝘩𝘰𝘶𝘵 𝘤𝘰𝘯𝘵𝘢𝘤𝘵? 𝘛𝘰𝘰 𝘨𝘰𝘰𝘥 𝘵𝘰 𝘱𝘢𝘴𝘴 𝘶𝘱.
1st Lvl - Entangle (1 Action, 90ft, Concentration ≤ 1min)-Grasping weeds and vines sprout from the ground in a 20-foot square starting from a point within range. For the duration, these plants turn the ground in the area into difficult terrain.
-A creature in the area when you cast the spell must succeed on a Strength saving throw or be restrained by the entangling plants until the spell ends.
-A creature restrained by the plants can use its action to make a Strength check against your spell save DC. On a success, it frees itself.
Difficult Terrain
-You move at half speed in difficult terrain— moving 1 foot in difficult terrain costs 2 feet of speed—so you can cover only half the normal distance in a minute, an hour, or a day.
1st Lvl - Faerie Fire (1 Action, 60ft, Concentration ≤ 1min)-Each object in a 20-foot cube within range is outlined in blue, green, or violet light (She'd probably pick pink or rainbow).
-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 Lvl - Flame Blade (Reskin to Squeaky Hammer) (1 Bonus Action, Self, Concentration ≤ 10min)-You evoke a fiery blade in your free hand. The blade is similar in size and shape to a scimitar, and it lasts for the duration.
-If you let go of the blade, it disappears, but you can evoke the blade again as a bonus action.(No spell slot to resummon if its within 10 mins)
-You can use your action to make a melee spell attack with the fiery blade. On a hit, the target takes 3d6 fire damage. The flaming blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet.
✰ 2nd Lvl - Moonbeam (1 Action, 120ft, Concentration ≤ 1min)-A silvery beam of pale light shines down in a 5-foot radius, 60-foot-high cylinder centered on a point within range. Until the spell ends, dim light fills the cylinder. 𝘚𝘱𝘰𝘵𝘭𝘪𝘨𝘩𝘵!
-When a creature enters the spell’s area for the first time on a turn or starts its turn there, it is engulfed in ghostly flames that cause searing pain, and it must make a Constitution saving throw. It takes 2d10 radiant damage on a failed save, or half as much damage on a successful one.
-A shapechanger makes its saving throw with disadvantage. If it fails, it also instantly reverts to its original form and can’t assume a different form until it leaves the spell’s light.
-On each of your turns after you cast this spell, you can use an action to move the beam up to 60 feet in any direction.𝘛𝘩𝘪𝘴 𝘪𝘯𝘤𝘭𝘶𝘥𝘦𝘴 𝘪𝘯 𝘸𝘪𝘭𝘥𝘴𝘩𝘢𝘱𝘦
2nd Lvl - Summon Beast (1 Action, 90ft, Concentration ≤ 1 hour)-You call forth a bestial spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Bestial Spirit stat block. When you cast the spell, choose an environment: Air, Land, or Water. The creature resembles an animal of your choice that is native to the chosen environment, which determines certain traits in its stat block.
-The creature disappears when it drops to 0 hit points or when the spell ends.
-The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger.
𝘠𝘰𝘶 𝘤𝘢𝘯 𝘶𝘴𝘦 𝘵𝘩𝘪𝘴 𝘴𝘵𝘢𝘵 𝘣𝘭𝘰𝘤𝘬, 𝘣𝘶𝘵 𝘐 𝘱𝘦𝘳𝘴𝘰𝘯𝘢𝘭𝘭𝘺 𝘫𝘶𝘴𝘵 𝘶𝘴𝘦𝘥 𝘪𝘵 𝘵𝘰 𝘴𝘶𝘮𝘮𝘰𝘯 𝘢 𝘞𝘰𝘭𝘧 (𝘕𝘖𝘛 𝘋𝘐𝘙𝘌) 𝘴𝘵𝘢𝘵 𝘣𝘭𝘰𝘤𝘬. 𝘑𝘶𝘴𝘵 𝘮𝘢𝘥𝘦 𝘵𝘩𝘪𝘯𝘨𝘴 𝘦𝘢𝘴𝘪𝘦𝘳, 𝘣𝘶𝘵 𝘺𝘰𝘶 𝘤𝘢𝘯 𝘩𝘢𝘷𝘦 𝘧𝘶𝘯 𝘸𝘪𝘵𝘩 𝘺𝘰𝘶𝘳 𝘣𝘶𝘥𝘥𝘺
Strudelle can shift into any CR1 animal (circle of the moon subclass). Heres a few that i think would be most useful:
[b]Brown bear (balloon bear):
STR 19 (+4)- DEX 10 (+0) -CON 16 (+3) -INT 2 (-4) -WIS 13 (+1) -CHA 7 (-2)[/b]
Armor Class: 11
Hit Points: 34
Speed 40 ft., climb 30 ft.
Skills: Perception [+3]
Keen Smell: The bear has [b]advantage on Wisdom (Perception) checks[/b] that rely on smell.
[b]Multiattack: [/b]The bear makes two attacks: one with its bite and one with its claws.
[b]Actions:[/b]
-Bite: Weapon Attack: [+5] to hit, reach 5 ft., one target. ([1d8+4]) piercing damage.
-Claws: Melee Weapon Attack: [+5] to hit, reach 5 ft., one target. ([2d6+4]) slashing damage.
[b]✰ Dire Wolf (Balloon dog):
STR 17 (+3)- DEX 15 (+2)- CON 15 (+2)- INT 3 (-4)- WIS 12 (+1)- CHA 7 (-2)[/b]
Armor Class 14
Hit Points 37
Speed 50 ft.
Skills: Perception [+3], Stealth [+4]
-Keen Hearing and Smell: The wolf has [b]advantage on Wisdom (Perception) checks[/b] that rely on hearing or smell.
[b]Pack Tactics:[/b] 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.
[b]Actions:[/b]
-Bite. Melee Weapon Attack: [+5] to hit, reach 5 ft., one target. Hit: ([2d6+3]) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone
[b]Giant Eagle (Helium filled balloon birdy):
𝘯𝘰𝘵𝘦 𝘵𝘩𝘢𝘵 𝘵𝘩𝘪𝘴 𝘴𝘩𝘰𝘶𝘭𝘥 𝘣𝘦 𝘶𝘴𝘦𝘥 𝘢𝘴 𝘵𝘩𝘦 𝘮𝘢𝘪𝘯 𝘮𝘦𝘵𝘩𝘰𝘥 𝘰𝘧 𝘦𝘴𝘤𝘢𝘱𝘦
STR 16 (+3)- DEX 17 (+3)- CON 13 (+1)- INT 8 (-1)- WIS 14 (+2)- CHA 10 (+0)[/b]
Armor Class 13
Hit Points 26
Speed 10 ft., fly 80 ft.
Skills: Perception [+4]
-Keen Sight. The eagle has [b]advantage on Wisdom (Perception) checks[/b] that rely on sight.
[b]Actions[/b]
-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.
Talons. Melee Weapon Attack: [+5] to hit, reach 5 ft., one target. Hit: 10 ([2d6+3]) slashing damage.
[b]Octopus (water balloon animal):
𝘮𝘢𝘪𝘯 𝘧𝘰𝘳𝘮 𝘰𝘧 𝘸𝘢𝘵𝘦𝘳 𝘵𝘳𝘢𝘯𝘴𝘱𝘰𝘳𝘵𝘢𝘵𝘪𝘰𝘯
STR 4 (-3)- DEX 15 (+2)- CON 11 (+0)- INT 3 (-4)- WIS 10 (+0)- CHA 4 (-3) [/b]
Armor Class 12
Hit Points 3
Speed 5 ft., swim 40 ft.
Skills: Darkvision, Perception [+2], Stealth [+4]
-Hold Breath. While out of water, the octopus can hold its breath for 30 minutes.
-Underwater Camouflage. The octopus has advantage on Dexterity (Stealth) checks made while underwater.
-Water Breathing. The octopus can breathe only underwater.
[b]Actions[/b]
-Tentacles. Melee Weapon Attack: [+4] to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage, and the target is grappled (escape DC 10). Until this grapple ends, the octopus can't use its tentacles on another target.
-Ink Cloud (Recharges after a Short or Long Rest). A 5-foot-radius cloud of ink extends all around the octopus if it is underwater. The area is heavily obscured for 1 minute, although a significant current can disperse the ink. After releasing the ink, the octopus can use the Dash action as a bonus action.
---[b]Studelle's Spells[/b]---
this is going to be a lot. for simplicity sake, ill add a star to my favorite spells.(✰)
[b]Cantrip - Guidance:[/b] (1 Action, Touch, Instantaneous)
-You touch one willing creature. Once before the spell ends, the target can roll a [d4] and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends. (always handy!)
[b]Cantrip - Produce Flame:[/b] (1 Action, Self, 10min Duration)
-A flickering flame appears in your hand. The flame remains there for the duration and harms neither you nor your equipment. The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The spell ends if you dismiss it as an action or if you cast it again.
-You can also attack with the flame, although doing so ends the spell. When you cast this spell, or as an action on a later turn, you can hurl the flame at a creature within 30 feet of you. Make a ranged spell attack. On a hit, the target takes [1d8] fire damage.
[b]1st Lvl - Absorb Elements:[/b] (1 Reaction, Self, 1 Round)
-The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn.
-Also, [b]the first time you hit with a melee attack on your next turn, the target takes an extra [1d6] damage of the triggering type,[/b] and the spell ends.
[b]✰ 1st Lvl - Healing Word:[/b] ([b]1 Bonus Action[/b], 60ft, Instantaneous)
-A creature of your choice that you can see within range regains hit points equal to [1d4] + your spellcasting ability modifier. This spell has no effect on undead or constructs.
𝘛𝘩𝘪𝘴 𝘪𝘴 𝘢𝘯 𝘪𝘳𝘳𝘦𝘱𝘭𝘢𝘤𝘦𝘢𝘣𝘭𝘦 𝘴𝘱𝘦𝘭𝘭, 𝘐𝘵 𝘢𝘭𝘭𝘰𝘸𝘴 𝘵𝘩𝘦 𝘶𝘴𝘦𝘳 𝘵𝘰 𝘴𝘩𝘰𝘶𝘵 𝘢𝘯𝘥 𝘩𝘦𝘢𝘭 𝘢𝘯 𝘢𝘭𝘭𝘺 𝘧𝘳𝘰𝘮 𝘢𝘤𝘳𝘰𝘴𝘴 𝘵𝘩𝘦 𝘧𝘪𝘦𝘭𝘥. -𝘉𝘰𝘯𝘶𝘴 𝘈𝘤𝘵𝘪𝘰𝘯 𝘣𝘦𝘪𝘯𝘨 𝘢𝘣𝘭𝘦 𝘵𝘰 𝘣𝘳𝘪𝘯𝘨 𝘴𝘰𝘮𝘦𝘰𝘯𝘦 𝘣𝘢𝘤𝘬 𝘧𝘳𝘰𝘮 0𝘩𝘱 𝘸𝘪𝘵𝘩𝘰𝘶𝘵 𝘤𝘰𝘯𝘵𝘢𝘤𝘵? 𝘛𝘰𝘰 𝘨𝘰𝘰𝘥 𝘵𝘰 𝘱𝘢𝘴𝘴 𝘶𝘱.
[b]1st Lvl - Entangle[/b] (1 Action, 90ft, Concentration ≤ 1min)
-Grasping weeds and vines sprout from the ground in a 20-foot square starting from a point within range. For the duration, these plants turn the ground in the area into [b]difficult terrain[/b].
-A creature in the area when you cast the spell must succeed on a [b]Strength saving throw or be restrained by the entangling plants until the spell ends.[/b]
-A creature restrained by the plants can use its action to make a Strength check against your spell save DC. On a success, it frees itself.
[b]Difficult Terrain[/b]
-You move at half speed in difficult terrain— moving 1 foot in difficult terrain costs 2 feet of speed—so you can cover only half the normal distance in a minute, an hour, or a day.
[b]1st Lvl - Faerie Fire[/b] (1 Action, 60ft, Concentration ≤ 1min)
-Each object in a 20-foot cube within range is outlined in blue, green, or violet light (She'd probably pick pink or rainbow).
-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.
-[b]Any attack roll against an affected creature or object has advantage[/b] if the attacker can see it, and the affected creature or object can’t benefit from being invisible.
[b]✰ 2nd Lvl - Flame Blade (Reskin to Squeaky Hammer)[/b] (1 Bonus Action, Self, Concentration ≤ 10min)
-You evoke a fiery blade in your free hand. The blade is similar in size and shape to a scimitar, and it lasts for the duration.
-[b]If you let go of the blade, it disappears, but you can evoke the blade again as a bonus action.(No spell slot to resummon if its within 10 mins)[/b]
-You can use your action to make a melee spell attack with the fiery blade. On a hit, the target takes [3d6] fire damage. The flaming blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet.
[b]✰ 2nd Lvl - Moonbeam[/b] (1 Action, 120ft, Concentration ≤ 1min)
-A silvery beam of pale light shines down in a 5-foot radius, 60-foot-high cylinder centered on a point within range. Until the spell ends, dim light fills the cylinder. 𝘚𝘱𝘰𝘵𝘭𝘪𝘨𝘩𝘵!
-When a creature enters the spell’s area for the first time on a turn or starts its turn there, it is engulfed in ghostly flames that cause searing pain, and it must make a Constitution saving throw. It takes [2d10] radiant damage on a failed save, or half as much damage on a successful one.
-A shapechanger makes its saving throw with disadvantage. If it fails, it also instantly reverts to its original form and can’t assume a different form until it leaves the spell’s light.
-[b]On each of your turns after you cast this spell, you can use an action to move the beam up to 60 feet in any direction.𝘛𝘩𝘪𝘴 𝘪𝘯𝘤𝘭𝘶𝘥𝘦𝘴 𝘪𝘯 𝘸𝘪𝘭𝘥𝘴𝘩𝘢𝘱𝘦[/b]
[b]2nd Lvl - Summon Beast[/b] (1 Action, 90ft, Concentration ≤ 1 hour)
-You call forth a bestial spirit. It manifests in an unoccupied space that you can see within range. This corporeal form [b]uses the Bestial Spirit stat block.[/b] When you cast the spell, choose an environment: Air, Land, or Water. [b]The creature resembles an animal of your choice[/b] that is native to the chosen environment, which determines certain traits in its stat block.
-The creature disappears when it drops to 0 hit points or when the spell ends.
-The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger.
𝘠𝘰𝘶 𝘤𝘢𝘯 𝘶𝘴𝘦 𝘵𝘩𝘪𝘴 𝘴𝘵𝘢𝘵 𝘣𝘭𝘰𝘤𝘬, 𝘣𝘶𝘵 𝘐 𝘱𝘦𝘳𝘴𝘰𝘯𝘢𝘭𝘭𝘺 𝘫𝘶𝘴𝘵 𝘶𝘴𝘦𝘥 𝘪𝘵 𝘵𝘰 𝘴𝘶𝘮𝘮𝘰𝘯 𝘢 𝘞𝘰𝘭𝘧 (𝘕𝘖𝘛 𝘋𝘐𝘙𝘌) 𝘴𝘵𝘢𝘵 𝘣𝘭𝘰𝘤𝘬. 𝘑𝘶𝘴𝘵 𝘮𝘢𝘥𝘦 𝘵𝘩𝘪𝘯𝘨𝘴 𝘦𝘢𝘴𝘪𝘦𝘳, 𝘣𝘶𝘵 𝘺𝘰𝘶 𝘤𝘢𝘯 𝘩𝘢𝘷𝘦 𝘧𝘶𝘯 𝘸𝘪𝘵𝘩 𝘺𝘰𝘶𝘳 𝘣𝘶𝘥𝘥𝘺
Racial
Darkvision 60ft
Keen Senses: Proficiency in the Perception skill.
Fey Ancestry: Advantage on saving throws against being charmed, and magic can't put you to sleep.
Trance: Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day.
Elf Weapon Training: Proficiency with the longsword, shortsword, shortbow, and longbow.
Cantrip: know one cantrip of your choice from the wizard spell list.
Extra Language: You know one extra language
ClassDruidic: You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages.
Ritual Casting: You can cast druid spells as rituals.
Spellcasting Focus: Druidic focus
Wild Shape: 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: Level 2, 1/4 max CR, No flying or swimming speed, ex. Wolf. Level 4, 1/2 max CR, No flying, ex. Crocodile. Level 8, 1 max CR, ex. 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.
[b]Darkvision[/b] 60ft
[b]Keen Senses:[/b] Proficiency in the Perception skill.
[b]Fey Ancestry:[/b] Advantage on saving throws against being charmed, and magic can't put you to sleep.
[b]Trance:[/b] Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day.
[b]Elf Weapon Training:[/b] Proficiency with the longsword, shortsword, shortbow, and longbow.
[b]Cantrip:[/b] know one cantrip of your choice from the wizard spell list.
[b]Extra Language:[/b] You know one extra language
[b]Class[/b][b]Druidic:[/b] You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages.
[b]Ritual Casting:[/b] You can cast druid spells as rituals.
[b]Spellcasting Focus:[/b] Druidic focus
[b]Wild Shape:[/b] 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: Level 2, 1/4 max CR, No flying or swimming speed, ex. Wolf. Level 4, 1/2 max CR, No flying, ex. Crocodile. Level 8, 1 max CR, ex. 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.
Languages: Common, Elvish, Sylvan
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Their contribution stands as a beacon of hope for all adventurers!
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