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phb_490 | phb | 60 | [Path: Part 1 - Creating a Character > Chapter 3 - Classes > Cleric > Divine Domains] orgotten Realms, Greyhawk, Dragonlance, and Eberron campaign seltings, as well as from the Celtic, Greek, Norse, and Egyptian pantheons of antiquity. KNOWLEDCE DOMAIN SPELLS KNOWLEDGE DOMAIN CHANNEL DIVINITY: KNOWLEDGE OF THE AGES Sta... |
phb_491 | phb | 60 | [Path: Part 1 - Creating a Character > Chapter 3 - Classes > Cleric > Divine Domains] ool. For 10 minutes, you have proficiency with the chosen skill or to01. BLESSINGS OF KNOWLEDGE At 1st leveI, you learn two languages of your choice. Vou also become proficient in your choice of two of the following skills: Arcana, Hi... |
phb_492 | phb | 60 | [Path: Part 1 - Creating a Character > Chapter 3 - Classes > Cleric > Divine Domains] wing skills: Arcana, History, Nature, or Religion. Your proficiency bonus is doubled for any ability check you make that uses either of those skills. Spells command, identify augury, suggestion nondeteetion, speak with dead arcane eye... |
phb_493 | phb | 60 | [Path: Part 1 - Creating a Character > Chapter 3 - Classes > Cleric > Divine Domains] ali. Some teach that knowledge is to be gathered and shared in libraries and universities, or promote the practical knowledge of craft and invention. Some deities hoard knowledge and keep its secrets to themselves. And some promise th... |
phb_494 | phb | 60 | [Path: Part 1 - Creating a Character > Chapter 3 - Classes > Cleric > Divine Domains] d keep its secrets to themselves. And some promise their followers that they will gain tremendous power if they unlock the secrets of the multiverse. Followers of these gods study esoteric lore, collect old tomes, delve into the secre... |
phb_495 | phb | 60 | [Path: Part 1 - Creating a Character > Chapter 3 - Classes > Cleric > Divine Domains] owledge pro mote the practical knowledge of craft and invention, including smith deities like Gond, Reorx, Onatar, Moradin, Hephaestus, and Goibhniu. Starting at 5th leveI, when an undead fails its saving throw against your Turn Undea... |
phb_496 | phb | 60 | [Path: Part 1 - Creating a Character > Chapter 3 - Classes > Cleric > Divine Domains] Undead feature, the creature is instantly destroyed if its challenge rating is at or below a certain threshold, as shown in the Destroy Undead table. When you reach 4th leveI, and again at 8th, 12th, 16th, and 19th leveI, you can incr... |
phb_497 | phb | 60 | [Path: Part 1 - Creating a Character > Chapter 3 - Classes > Cleric > Divine Domains] by 1.As normal, you can't increase an ability score above 20 using this feature. DIVINE DOMAINS DESTROY UNDEAD Cleric Levei Destroys Undead ofCR ... 5th 1/2 or lower 8th 1 or lower 11th 2 or lower 14th 3 or lower 17th 4 or lower DIVIN... |
phb_498 | phb | 60 | [Path: Part 1 - Creating a Character > Chapter 3 - Classes > Cleric > Divine Domains] on. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your cleric leveI, your deity intervenes. The DM chooses the nature of the intervention; the effect of any cleric spell or cle... |
phb_499 | phb | 60 | [Path: Part 1 - Creating a Character > Chapter 3 - Classes > Cleric > Divine Domains] ys. Otherwise, you can use it again after you finish a long rest. At 20th leveI, your call for intervention succeeds automatically, no roll required. In a pantheon, every deity has influence over different aspects of mortallife and ci... |
phb_500 | phb | 60 | [Path: Part 1 - Creating a Character > Chapter 3 - Classes > Cleric > Divine Domains] HTS At 6th leveI, you can use your Channel Divinity to read a creature's thoughts. Vou can then use your access to the creature's mind to command it. P'\RT 1 C I ASSES 59 . 60 As an action, choose one creature that you can see within ... |
phb_501 | phb | 61 | [Path: Part 1 - Creating a Character > Chapter 3 - Classes > Cleric > Divine Domains] e must make a Wisdom saving throw. If the creature succeeds on the saving throw, you can't use this feature on it again until you finish a long resl. If the creature fails its save, you can read its surface thoughts (those foremost in... |
phb_502 | phb | 61 | [Path: Part 1 - Creating a Character > Chapter 3 - Classes > Cleric > Divine Domains] fect and cast the suggestion spell on the creature without expending a spell si01. The target automatically fails its saving throw against the spell. POTENT SPELLCASTING Starting at 8th levei, you add your Wisdom modifier to the damag... |
phb_503 | phb | 61 | [Path: Part 1 - Creating a Character > Chapter 3 - Classes > Cleric > Divine Domains] hold or your immediate surroundings. Vou spend at least I minute in meditation and prayer, then receive dreamlike, shadowy glimpses of recent events. Vou can meditate in this way for a number of minutes equal to your Wisdom score and ... |
phb_504 | phb | 61 | [Path: Part 1 - Creating a Character > Chapter 3 - Classes > Cleric > Divine Domains] t again until you finish a short or long resto Object Reading. Holding an object as you meditate, you can see visions of the object's previous owner. After meditating for I minute, you learn how the owner acquired and lost the object,... |
phb_505 | phb | 61 | [Path: Part 1 - Creating a Character > Chapter 3 - Classes > Cleric > Divine Domains] f days equal to your Wisdom score), you can spend I additional minute for each owner to learn the same information about that creature. Area Reading. As you meditate, you see visions of recent events in your immediate vicinity (a room... |
phb_506 | phb | 61 | [Path: Part 1 - Creating a Character > Chapter 3 - Classes > Cleric > Divine Domains] h the most recenl. Significant events typically involve powerful emotions, such as battles and betrayals, marriages and murders, births and funerais. However, they might also include more mundane events that are nevertheless important... |
phb_507 | phb | 61 | [Path: Part 1 - Creating a Character > Chapter 3 - Classes > Cleric > Divine Domains] f life pro mote vitality and health through healing the sick and wounded, caring for those in need, and driving away the forces of death and undeath. Almost any non-evil deity can claim influence over this domain, particularly agricul... |
phb_508 | phb | 61 | [Path: Part 1 - Creating a Character > Chapter 3 - Classes > Cleric > Divine Domains] S of healing or endurance (such as IlIllatcr, Mishakal, Apollo, and Diancecht), and gods of home and community (such as Hestia, Hathor, and Boldrei). LIFE DOMAIN SPELLS Cleric Levei Spells 1st b/ess, cure wounds 3 rd lesser restoratio... |
phb_509 | phb | 61 | [Path: Part 1 - Creating a Character > Chapter 3 - Classes > Cleric > Divine Domains] this domain at Ist levei, you gain proficiency with heavy armor. DISCIPLE OF LIFE Also starting at 1st levei, your healing spells are more effective. Whenever you use a spell of 1st levei or higher to restore hit points to a creature,... |
phb_510 | phb | 61 | [Path: Part 1 - Creating a Character > Chapter 3 - Classes > Cleric > Divine Domains] d. As an action, you present your holy symbol and evoke healing energy that can restorc a number of hit points equal to five times your cleric leveI. Choose any creatures within 30 feet of you, and divide those hit points among them. ... |
phb_511 | phb | 61 | [Path: Part 1 - Creating a Character > Chapter 3 - Classes > Cleric > Divine Domains] ou can't use this feature on an undead or a construel. BLESSED HEALER Beginning at 6th levei, the healing spclls you cast on others heal you as well. When you cast a spell of 1st levei or higher that restores hit points to a creature ... |
phb_512 | phb | 61 | [Path: Part 1 - Creating a Character > Chapter 3 - Classes > Cleric > Divine Domains] Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra Id8 radiant damage to the targel. When you reach 14th levei, the extra damage increases to 2d8. SUPREM E HEALING Starti... |
phb_513 | phb | 61 | [Path: Part 1 - Creating a Character > Chapter 3 - Classes > Cleric > Divine Domains] th a spell, you instead use the highest number possible for each die. For example, instead of restoring 2<16hit points to a creature, you restore 12. LIGHT DOMAIN Gods of light-including Hehn, Lathander, Pholtus, Branchala, the Silver... |
phb_514 | phb | 62 | [Path: Part 1 - Creating a Character > Chapter 3 - Classes > Cleric > Divine Domains] or as a charioteer who guides the sun . across the sky. Olhers are tireless sentinels whose eyes pierce every shadow and see through every deception. Some are deities of heauty and artistry. who teach that art is a vehic1e for the sou... |
phb_515 | phb | 62 | [Path: Part 1 - Creating a Character > Chapter 3 - Classes > Cleric > Divine Domains] are enlightened souls infused with radiance and the power of (heir gods' discerning vision, charged with chasing away lies and burning away darkness. LICHT DOMAIN SPELLS Cleric Levei Spells 1st burning hand',jaerie fire 3rd Jlaming 'p... |
phb_516 | phb | 62 | [Path: Part 1 - Creating a Character > Chapter 3 - Classes > Cleric > Divine Domains] Jight cantrip ifyou don't already know il. WARDING FLARE Also at 1st leveI, YOll can interpose divine light between yourself and an altacking enemy. When you are altacked bya creature within 30 feet of you that you can see, you can us... |
phb_517 | phb | 62 | [Path: Part 1 - Creating a Character > Chapter 3 - Classes > Cleric > Divine Domains] u can use this feature a number of times equal to your Wisdom modifier (a minimum of once). Vou regain ali expended uses when you finish a long resl. CHANNEL DIVINITY: RADIANCE OF THE DAWN Starting at 2nd leveI, you can use your Chann... |
phb_518 | phb | 62 | [Path: Part 1 - Creating a Character > Chapter 3 - Classes > Cleric > Divine Domains] magical darkness within 30 feet of you is dispelled. Additionally, each hostile creature within 30 feel of you must make a Constitution saving throw. A creature takes radiant damage equal to 2d 1O + your c1eric leveI on a failed savin... |
phb_519 | phb | 62 | [Path: Part 1 - Creating a Character > Chapter 3 - Classes > Cleric > Divine Domains] g at 6th levei, you can also use your Warding Fiare feature when a creature thal you can see within 30 feet of you attacks a creature other than YOU. NATURE DOMAIN Gods of nature are as varied as the natural world itself, from illscru... |
phb_520 | phb | 62 | [Path: Part 1 - Creating a Character > Chapter 3 - Classes > Cleric > Divine Domains] ature as a whole and might serve one of these deities, practicing mysterious rites and reciting all-but-forgolten prayers in their own secret tongue. But many of these gods have c1erics as well, champions who take a more active role i... |
phb_521 | phb | 62 | [Path: Part 1 - Creating a Character > Chapter 3 - Classes > Cleric > Divine Domains] ir gods. NATURE DOMAIN SPELLS POTENT SPELLCASTING Starting at 8th leveI, you add your Wisdom modifier to the damage you deal with any c1eric cantrip. CORONA OF LIGHT Starting at 17th levei,you can use your action to activate an aura o... |
phb_522 | phb | 62 | [Path: Part 1 - Creating a Character > Chapter 3 - Classes > Cleric > Divine Domains] light 30 feet beyond tha!. Your enemies in the bright Iight have disadvalltage on saving throws against any spell that deals fire or radiant damage. Cleric Levei 1st 3rd 5th 7th 9th Spells animal friend,hip, speak with animais bark,ki... |
phb_523 | phb | 63 | [Path: Part 1 - Creating a Character > Chapter 3 - Classes > Cleric > Divine Domains] earn one druid cantrip of your choice. Vou also gain proticiency in one of the following skills of your choice: Animal Handling, Nature, or Survival. righteousness or to encourage them to offer sacritices of propitiation to ward off d... |
phb_524 | phb | 63 | [Path: Part 1 - Creating a Character > Chapter 3 - Classes > Cleric > Divine Domains] ns and heavy armor. STORMBORN At 17th levei, you have a flying speed equal to your current walking speed whenever you are not underground or indoors. Spells fog c1oud, thunderwave gust of wind, shatter call fightning, sleet storm cont... |
phb_525 | phb | 63 | [Path: Part 1 - Creating a Character > Chapter 3 - Classes > Cleric > Divine Domains] . Once on each ofyour turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra ld8 thunder damage to the target. When you reach 14th levei, the extra damage increases to 2d8. THUNDERBOLT STRIKE At ... |
phb_526 | phb | 63 | [Path: Part 1 - Creating a Character > Chapter 3 - Classes > Cleric > Divine Domains] , Gari Glittergold, and Loki-are mischief-makers and instigators who stand as a constant challenge to the accepted order among both gods and mortais. They're patrons of thieves, scoundrels, gamblers, rebels, and liberators. Their cler... |
phb_527 | phb | 63 | [Path: Part 1 - Creating a Character > Chapter 3 - Classes > Cleric > Divine Domains] CHANNEL DIVINITY: DESTRUCTIVE WRATH Starting at 2nd leveI, you can use your Channel Divinity to wield the power of the storm with unchecked ferocity. When you rolllightning or thunder damage, you can use your Channel Divinity to deal ... |
phb_528 | phb | 63 | [Path: Part 1 - Creating a Character > Chapter 3 - Classes > Cleric > Divine Domains] ture within 5 feet of you that you can see hits you with an attack, you can use your reaction to cause the creature to make a Dexterity saving throw. The creature takes 2d8 lightning or thunder damage (your choice) on a failed saving ... |
phb_529 | phb | 63 | [Path: Part 1 - Creating a Character > Chapter 3 - Classes > Cleric > Divine Domains] ou regain ali expended uses when you tinish a long rest. MASTER OF NATURE At 17th leveI, you gain the ability to command animais and plant creatures. While creatures are charmed by your Charm Animais and Plants feature, you can take a... |
phb_530 | phb | 63 | [Path: Part 1 - Creating a Character > Chapter 3 - Classes > Cleric > Divine Domains] es acid, cold, tire, lightning, or thunder damage, you can use your reaction to grant resistance to the creature against that instance of the damage. PART 1 I CLASSES DIVINE STRIKE At 8th levei, you gain the ability to infuse your wea... |
phb_531 | phb | 63 | [Path: Part 1 - Creating a Character > Chapter 3 - Classes > Cleric > Divine Domains] ttack to deal an extra Id8 cold, tire, or lightning damage (your choice) to the target. When you reach 14th leveI, the extra damage increases to 2d8. Gods whose portfolios include the Tempest domain- including Talos, Umberlee, Kord, Z... |
phb_532 | phb | 63 | [Path: Part 1 - Creating a Character > Chapter 3 - Classes > Cleric > Divine Domains] cal strength, and courage. In some pantheons, a god of this domain rules over other deities and is known for swift justice delivered by thunderbolts. In the pantheons of seafaring people, gods of this domain are ocean deities and the ... |
phb_533 | phb | 63 | [Path: Part 1 - Creating a Character > Chapter 3 - Classes > Cleric > Divine Domains] d levei, you can use your Channel Divinity to charm animaIs and plants. As an action, you present your holy symbol and invoke the name of your deity. Each beast or plant creature that can see you within 30 feet of you must make a Wisd... |
phb_534 | phb | 64 | [Path: Part 1 - Creating a Character > Chapter 3 - Classes > Cleric > Divine Domains] rmed by you, it is friendly to you and other creatures you designate. BONUS PROFICIENCY Also at 1st leveI, you gain proticiency with heavyarmor. 6~ . TRICKERY DOMAIN SPELLS subterfuge, pranks, deception, and theft rather than direct c... |
phb_535 | phb | 64 | [Path: Part 1 - Creating a Character > Chapter 3 - Classes > Cleric > Divine Domains] your Channel Divinity to vanish. As an action, you become invisible until the end of your next turno You become visible ifyou attack or cast a spell. BLESSING OF THE TRICKSTER Starting when you choose this domain at 1st levei, you can... |
phb_536 | phb | 64 | [Path: Part 1 - Creating a Character > Chapter 3 - Classes > Cleric > Divine Domains] creature other than yourseif to give it advantage on Dexterity (Stealth) checks. This blessing lasts for I hour or until you use this feature again. Spells divinefavor, shield offaith magic weapon, spiritual weapon crusader's mantle, ... |
phb_537 | phb | 64 | [Path: Part 1 - Creating a Character > Chapter 3 - Classes > Cleric > Divine Domains] re within 30 feet of you makes an attack roll, you can use your reaction to grant that creature a +10 bonus to the roll, using your Channel Divinity. Vou make this choice after you see the roll, but before the DM says whether the atta... |
phb_538 | phb | 64 | [Path: Part 1 - Creating a Character > Chapter 3 - Classes > Cleric > Divine Domains] nnel Divinity to gain a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses. WAR PRIEST From 1st !evel, your god delivers bolts of inspiration to you while you a... |
phb_539 | phb | 64 | [Path: Part 1 - Creating a Character > Chapter 3 - Classes > Cleric > Divine Domains] ou regain ali expended uses when you finish a long rest. BONUS PROFICIENCIES At 1st levei, you gain proficiency with martial weapons and heavy armor. WAR DOMAIN SPELLS watch over warriors and reward them for their great deeds. The cle... |
phb_540 | phb | 64 | [Path: Part 1 - Creating a Character > Chapter 3 - Classes > Cleric > Divine Domains] hem for their great deeds. The clerics of such gods excel in battle, inspiring others to fight the good fight or offering acts ofviolence as prayers. Gods of war include champions of honor and chivalry (such as Torm, Heironeous, and K... |
phb_541 | phb | 64 | [Path: Part 1 - Creating a Character > Chapter 3 - Classes > Cleric > Divine Domains] ds (such as Tempus, Nike, and Nuada) take a more neutra! stance, promoting war in ali its manifestations and supporting warriors in any circumstance. Spells charm persan, disguise seI[ mirror imoge, pass without trace blink, dispel ma... |
phb_542 | phb | 64 | [Path: Part 1 - Creating a Character > Chapter 3 - Classes > Cleric > Divine Domains] 5th 7th 9th CHANNEL DIVINITY: INvOKE DUPLICITY Starting at 2nd levei, you can use your Channel Divinity to create an illusory duplicate of yourself. As an action, you create a perfect illusion of yourself that !asts for I minute, or u... |
phb_543 | phb | 64 | [Path: Part 1 - Creating a Character > Chapter 3 - Classes > Cleric > Divine Domains] et of you. As a bonus action on your turn, you can move the illusion up to 30 feet to a space you can see, but it must remain within 120 feet of you. For the duration, you can cast spells as though you were in the iIlusion's space, bu... |
phb_544 | phb | 64 | [Path: Part 1 - Creating a Character > Chapter 3 - Classes > Cleric > Divine Domains] ing the illusion is to the target. DIVINE STRIKE At 8th levei, you gain the ability to infuse your weapon strikes with poison-a gift from your deity. Once on each of your turns when you hit a creature with a weapon attack, you can cau... |
phb_545 | phb | 64 | [Path: Part 1 - Creating a Character > Chapter 3 - Classes > Cleric > Divine Domains] increases to 2d8. IMPROVED DUPLICITY At 17th levei, you can create up to four duplicates of yourseif, instead of one, when you use Invoke Duplicity. As a bonus action on your turn, you can move any number of them up to 30 feet, to a m... |
phb_546 | phb | 64 | [Path: Part 1 - Creating a Character > Chapter 3 - Classes > Cleric > Divine Domains] hen you hit a creature with a weapon attack, you can cause the attack to deal an extra Id8 damage of the same type dealt by the weapon to the target. When you reach 14th levei, the extra damage increases to 2d8. War has many manifesta... |
phb_547 | phb | 65 | [Path: Part 1 - Creating a Character > Chapter 3 - Classes > Druid] of war AVATAR OF BATTLE At 17th levei, you gain resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons. PART 1 I CL-\SSES . P,\RT I CLASSES DRUID Holding high a gnarled slaff wrealhed wilh holly, an elf summons lhe fury of lhe... |
phb_548 | phb | 65 | [Path: Part 1 - Creating a Character > Chapter 3 - Classes > Druid] ilh holly, an elf summons lhe fury of lhe slorm and calls down explosive bolls of lighlning to smile lhe lorch-carrying orcs who lhrealen her forest. Crouching oul of sighl on a high tree branch in lhe form of a leopard, a human peers oul of lhe jungle... |
phb_549 | phb | 65 | [Path: Part 1 - Creating a Character > Chapter 3 - Classes > Druid] r emulaling the crealures of lhe animal world, druids are an embodimenl of nature's resilience, cunning, and fury, They claim no maslery over nalure. Inslead, lhey see lhemselves as exlensions of nalure's indomilable will. POWER OF NATURE Druids revere... |
phb_550 | phb | 65 | [Path: Part 1 - Creating a Character > Chapter 3 - Classes > Druid] lity of lranscendent union with nature ralher than devotion to a divine entity, while others serve gods of wild nature, animais, or elemental forces. The ancienl druidic lraditions are sometimes called the Old Failh, in contrast to the worship of gods ... |
phb_551 | phb | 65 | [Path: Part 1 - Creating a Character > Chapter 3 - Classes > Druid] of gods in temples and shrines. Druid spells are oriented toward nature and animals- the power of toolh and claw, of sun and moon, of fire and storm. Druids also gain the ability to take on animal forms, and some druids make a particular study of this ... |
phb_552 | phb | 66 | [Path: Part 1 - Creating a Character > Chapter 3 - Classes > Druid > Class Features] arth, fire, . CLASS FEATURES As a druid, you gain the following class features. as a sign that becoming a druid was part of your character's destiny. Have you aJways been an adventurer as part of your druidic calling, or did you first ... |
phb_553 | phb | 66 | [Path: Part 1 - Creating a Character > Chapter 3 - Classes > Druid > Class Features] UICK BUILD VOU can make a druid quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Constitution. Second, choose the hermit background. HIT POINTS Ui! Dice: Id8 per druid levei Uit Po... |
phb_554 | phb | 66 | [Path: Part 1 - Creating a Character > Chapter 3 - Classes > Druid > Class Features] (druids will not wear armor or use shields made of metal) Weapons: Clubs, daggers, darts, javelins, maces, quarlerstaffs, scimitars, sickles, slings. spears Tools: Herbalism kit Saving Throws: Intelligcnce, Wisdom Proficiency Cantrips ... |
phb_555 | phb | 66 | [Path: Part 1 - Creating a Character > Chapter 3 - Classes > Druid > Class Features] Spells 4 4 3 3 3 3 19th +6 Ability Score Improvement 4 4 3 3 3 3 20th +6 Archdruid 4 4 3 3 3 3 CREATING A DRUID and water-must remain in equilibrium. If one element were to gain power over the others, the world could be destroyed, draw... |
phb_556 | phb | 66 | [Path: Part 1 - Creating a Character > Chapter 3 - Classes > Druid > Class Features] broken apart into its component elements. Thus, druids oppose cults of Elemental Evil and others who promote one element to the exclusion of others. Druids are also concerncd with the deJicate ecological balance that sustains plant and... |
phb_557 | phb | 66 | [Path: Part 1 - Creating a Character > Chapter 3 - Classes > Druid > Class Features] nature, and they hate that which is unnatural, including aberrations (such as beholders and mind f1ayers) and undead (such as zombies and vampires). Druids sometimes lead raids against such creatures, espccially when the monsters encro... |
phb_558 | phb | 66 | [Path: Part 1 - Creating a Character > Chapter 3 - Classes > Druid > Class Features] ant danger arises, threatening nature's balance or the lands they protecl, druids take on a more active role in combating the threal, as adventurers. When making a druid, consider why your character has such a close bond with nature. P... |
phb_559 | phb | 66 | [Path: Part 1 - Creating a Character > Chapter 3 - Classes > Druid > Class Features] your character had a dramatic encounter with the spirits of nature, coming face to face with a giant eagle or dire wolf and surviving lhe experience. Maybe your character was born during an epic storm or a volcanic eruption, which was ... |
phb_560 | phb | 67 | [Path: Part 1 - Creating a Character > Chapter 3 - Classes > Druid > Class Features] olf and surviving lhe experience. Maybe your character was born during an epic storm or a volcanic eruption, which was interpreled PART 1 I Cl~SSES . Skills: Choose two from Arcana, Animal Handling, Insight, Medicine, Nature, Perceptio... |
phb_561 | phb | 67 | [Path: Part 1 - Creating a Character > Chapter 3 - Classes > Druid > Class Features] imitar or (b) any simple melee weapon Leather armor, an explorer's pack, and a druidic focus DRUIDIC Vou know Druidic, the secret language of druids. Vou can speak the language and use it to leave hidden messages. Vou and others who kn... |
phb_562 | phb | 67 | [Path: Part 1 - Creating a Character > Chapter 3 - Classes > Druid > Class Features] can't decipher it without magic. SPELLCASTING Drawing on the divine essence of nature itself, you can cast spells to shape that essence to your will. See chapter 10 for the general rules of spellcasting and chapter 11 for the druid spe... |
phb_563 | phb | 67 | [Path: Part 1 - Creating a Character > Chapter 3 - Classes > Druid > Class Features] at higher leveis, as shown in the Cantrips Known column of the Druid table. one spell). The spells must be of a levei for which you have spell slots. For example, if you are a 3rd-Ievel druid, you have four 1st-levei and two 2nd-levei ... |
phb_564 | phb | 67 | [Path: Part 1 - Creating a Character > Chapter 3 - Classes > Druid > Class Features] spells of 1st ar 2nd levei, in any combination. If you prepare the lst.level spell cure wounds, you can cast it using a 1st-levei ar 2nd-levei slot. Casting the spell doesn't remove it from your list of prepared spells, Vou can also ch... |
phb_565 | phb | 67 | [Path: Part 1 - Creating a Character > Chapter 3 - Classes > Druid > Class Features] . SPELLCASTING ABILITY Wisdom is your spellcasting ability for your druid spells, since your magic draws upon your devotion and attunement to nature. Vou use your Wisdom whenever a spell refers to your spellcasting ability. [n addition... |
phb_566 | phb | 67 | [Path: Part 1 - Creating a Character > Chapter 3 - Classes > Druid > Class Features] ility. [n 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. Spellsave DC~ 8 + your profícíencybonus + your Wisdom modifier Spellattack modifier~ ... |
phb_567 | phb | 67 | [Path: Part 1 - Creating a Character > Chapter 3 - Classes > Druid > Class Features] the spell prepared. •• WILD SHAPE SPELLCASTING Focus Vou can use a druidic focus (found in chapter 5) as a spellcasting focus for your druid spells. Vou can stay in a beast shape for a number of hours eqllalto halfyollr drllid levei (r... |
phb_568 | phb | 67 | [Path: Part 1 - Creating a Character > Chapter 3 - Classes > Druid > Class Features] ert to your normal form earlier by using a bonus action on your turn, Vou automatically revert if YOllfali unconscious, drop to O hit points, or die. While you are transformed, the following rules apply: Example Wolf Crocodile Giant ea... |
phb_569 | phb | 67 | [Path: Part 1 - Creating a Character > Chapter 3 - Classes > Druid > Class Features] assume the shape of a beast that you have seen before, Vou can use this feature twice. Vou regain expended uses when you finish a short ar long rest. Your druid levei determines the beasts you can transform into, as shown in the Beast ... |
phb_570 | phb | 67 | [Path: Part 1 - Creating a Character > Chapter 3 - Classes > Druid > Class Features] xpended uses when you finish a short ar long rest. Your druid levei determines the beasts you can transform into, as shown in the Beast Shapes table. At 2nd levei, for example, you can transform into any beast that has a challenge rati... |
phb_571 | phb | 67 | [Path: Part 1 - Creating a Character > Chapter 3 - Classes > Druid > Class Features] toe, oak, rowan, willow,and yew.Druidsoften use such plants as part of a spellcastíngfocus, incorporatinglengths of oak or yewor sprigs of mistletoe. Similarly,a druid uses such woods to make other objects, such as weapons and shields.... |
phb_572 | phb | 67 | [Path: Part 1 - Creating a Character > Chapter 3 - Classes > Druid > Class Features] ons, such as c1ubsor quarterstaffs, as wellas shields. Alderis assocíated wíth air,and it might be used forthrown weapons, such as darts or javelins. Druidsfrom regions that lackthe plants described here have chosen other plants to tak... |
phb_573 | phb | 67 | [Path: Part 1 - Creating a Character > Chapter 3 - Classes > Druid > Class Features] slots you have to cast your spells of 1st leveI and higher. To cast one of these druid spells, you must expend a slot of the spell's levei ar higher. Vou regain ali expended spell slots when you finish a long rest. Vou prepare the list... |
phb_574 | phb | 68 | [Path: Part 1 - Creating a Character > Chapter 3 - Classes > Druid > Class Features] druid spell list. When you do so, choose a number of druid spells equal to your Wisdom modifier + your druid levei (minimum of 66 PART 1 I CLASSES . Vour game statistics are replaced by the statistics of the beast, but you retain your ... |
phb_575 | phb | 68 | [Path: Part 1 - Creating a Character > Chapter 3 - Classes > Druid > Class Features] ure. 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. lf the creature has any legendary or lair actions, you can't use them. When you trans... |
phb_576 | phb | 68 | [Path: Part 1 - Creating a Character > Chapter 3 - Classes > Druid > Class Features] sume 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 rever! as a result of dropping to Ohit points, any excess damage carr... |
phb_577 | phb | 68 | [Path: Part 1 - Creating a Character > Chapter 3 - Classes > Druid > Class Features] oint left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to Ohit points, you aren't knocked unconscious. Vou can't cast spells, and your ability to speak or take any action that requires han... |
phb_578 | phb | 68 | [Path: Part 1 - Creating a Character > Chapter 3 - Classes > Druid > Class Features] a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as caJl Jightning, that you've already cast. Vou retain the benefit of any features from your class, race, or other source and can ... |
phb_579 | phb | 68 | [Path: Part 1 - Creating a Character > Chapter 3 - Classes > Druid > Class Features] your new form also has that sense. Vou 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... |
phb_580 | phb | 68 | [Path: Part 1 - Creating a Character > Chapter 3 - Classes > Druid > Class Features] t doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fali to the ground or merge with it. Equipment that merges with the form has no effect until you leave the formo DRUID CIR... |
phb_581 | phb | 68 | [Path: Part 1 - Creating a Character > Chapter 3 - Classes > Druid > Class Features] of the Moon, both detailed at the end of the class description. Vour choice grants you features at 2nd levcl and again at 6th, 10th, and 14th leveI. ABILITY SCORE IMPROVEMENT When you reach 4th levei, and again at 8th, 12th, 16th, and ... |
phb_582 | phb | 68 | [Path: Part 1 - Creating a Character > Chapter 3 - Classes > Druid > Class Features] BODY Starting at 18th leveI, the primaI 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 leveI, you can cast many of your druid spells in any s... |
phb_583 | phb | 69 | [Path: Part 1 - Creating a Character > Chapter 3 - Classes > Druid > Druid Circles] beast shape, but you aren't able to provide material components. ARCHDRUID At 20th levei, you can use your Wild Shape an unlimited number of times. . 68 Additionally, you can ignore the verbal and somatic components of your druid spells... |
phb_584 | phb | 69 | [Path: Part 1 - Creating a Character > Chapter 3 - Classes > Druid > Druid Circles] 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 bya spell. Vou gain this benefit in both your normal shape and your beast shape from Wild Shape, ... |
phb_585 | phb | 69 | [Path: Part 1 - Creating a Character > Chapter 3 - Classes > Druid > Druid Circles] ety, though some individuais are so isolaled lhat lhey have never seen any high-ranking members of the society or participated in druidic gatherings. Druids recognize each other as brothers and sislers, Like creatures of the wilderness,... |
phb_586 | phb | 69 | [Path: Part 1 - Creating a Character > Chapter 3 - Classes > Druid > Druid Circles] e rulers of those folk, As a member of this circle, your magic is inl1uenced by the land where you were initiated into the circle's mysterious rites. BONUS CANTRIP When you choose this circle aI 2nd leveI, you learn one additional druid... |
phb_587 | phb | 69 | [Path: Part 1 - Creating a Character > Chapter 3 - Classes > Druid > Druid Circles] gain some of your magical energy by sitting in meditation and communing with nature, During a short rest, you choose expended spell slots to recover. The spell slols can have a combined levei that is equal to or less lhan half your drui... |
phb_588 | phb | 69 | [Path: Part 1 - Creating a Character > Chapter 3 - Classes > Druid > Druid Circles] l slols can have a combined levei that is equal to or less lhan half your druid levei (rounded up), and none of the slots can be 6th levei or higher. Vou can't use this feature again until you finish a long rest For example, when YOllar... |
phb_589 | phb | 69 | [Path: Part 1 - Creating a Character > Chapter 3 - Classes > Druid > Druid Circles] th levei you gain access to circle spells connecled to the land where YOllbecame a drllid, Choose that land-arctic, coast, desert, forest, grassland. mountain, swamp, or Underdark-and consult the associated list of spells, Once YOllgain... |
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