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Wildshape [1/3]

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.
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,

Other 2nd level Druid

Wildshape [2/3]

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

Other 2nd level Druid

Wildshape [3/3]

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.

Other 2nd level Druid

Wild Companion

At 2nd level, you gain the ability to summon a spirit that assumes an animal form: as an action, you can expend a use of your Wild Shape feature to cast the Find Familiar spell, without material components.

When you cast the spell in this way, the familiar is a fey instead of a beast, and the familiar disappears after a number of hours equal to half your druid level.

Other 2nd level Druid

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.

Other 18th level Druid

Beast Magic

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.

Other 18th level Druid

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.

Other 20 th level Druid

Auqueous Form [1/2]

Also at 2nd level, you gain the ability to channel the magic of the ocean. As an action, you can expend a use of your wild shape feature to embody the power of water, choosing between on of the two forms, rather than transforming into a beast form.
Whenever you assume your aqueous form, choose between water guardian or warrior, your choice gives you certain benefits while in the form:

Guardian. As a guardian you can generate turbulent waters wich disrupts the movement of your foes and protect you.
•The area in a 5-foot radius circle centered on you fills with chaotic waters, becoming difficult terrain for hostile creatures. When a creature attempts to move while inside that difficult terrain, you can use your reaction to lock them in place. To do so they must succeed on a Dexterity saving throw against your spell save DC or have their movement speed reduced to 0 until the start of your next turn.
•You gain 3 temporary hit points for each level you have in this class.

Warrior. As a warrior, you can generate mighty blades of water wich empowers you in battle.
•You gain a bonus to your AC

Other 2nd level Circle of the Depths

Auqueous Form [2/2]

equal to your Wisdom modifier, if you don't already add your Wisdom modifier to your AC (such as with the monk's unarmored defense) and don't don heavy armor or a shield.
•Deadly water covers your weapons, empowering them. When you attack with any simple weapon in that form you can use your Wisdom modifier, instead of Strength or Dexterity, for the Attack and damage rolls. In addition the damage dice of such weapon becomes one higher (d4 becomes d6, d6 becomes d8 and so on). These benefits last for 1 minute, until you fall unconscious or until you use your wild shape again.

Other 2nd level Circle of the Depths

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Envoy of the Seas

At level 2, you gain a swimming speed of 30 feet and can breath both air and water, and are immune to the pressure and cold effects of the deep ocean.

Other 2nd level Circle of the Depths

Improved Form

Starting at level 6, the powers of your aqueous form improves, you gain the following benefits in each respective from:

Guardian.
•You have resistance to bludgeoning, piercing and slashing damage attacks while in this form.
•The difficult terrain you generate now has a 10 foot radius centered on you.

Warrior.
•You can make two attacks instead of one when using the attack action.
•Your movement speed increases by 15 feet.

Other 6th level Circle of the Depths

Primordial Form

At 10th level your aqueous form improves once more, you gain the following benefits in each respective from:

Guardian.
•The area of difficult terrain you create while transformed now extends in a 15-foot radius centered on you.
•Any hostile creature that starts its turn within this area must make a Strength saving throw against your spell save DC. On a failed save, the creature becomes restrained until your transformation ends. A restrained creature can repeat the saving throw at the end of each of its turns, ending the condition on a success.

Warrior.
•The reach of your Weapon extends by 5 feet.
•The damage dice of your simple Weapon is now two higher (a d4 becomes a d8, a d8 becomes a d12).

Other 10th level Circle of the Depths

Guardian Warrior

At level 14, you become a herald of the powers of the sea. You can focus all your might in a single transformation. When you use your aqueous form, you can expend both uses of your wild shape, instead of one. If you do so, you gain both the benefits of the guardian form and warrior form for 1 minute.

Other 14th level Circel of the Depths

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