Luna Pebble

8 Level (0/48000 XP for level-up) Outlander Background Fairy Race / Species / Heritage Neutral good Alignment
Druid
Level 8
Hit Dice: 8/8
1d8+1 Class 1

STR
14
+2
DEX
13
+1
CON
12
+1
INT
14
+2
WIS
18
+4
CHA
8
-1
56
Hit Points
+1
Initiative (DEX)
14
Armor Class (AC)
+3
Prof. Bonus
30
Speed (walk/run/fly)
17
Passive Perception
Spellcasting ...
+7 Attack mod
WIS Ability
+4 Abi Mod
15 Save DC
+6 Expertise Bonus
+3 Proficiency Bonus
+2 Strength
+1 Dexterity
+1 Constitution
+5 Intelligence
+7 Wisdom
-1 Charisma
saving throws
+1 Acrobatics DEX
+4 Animal Handling WIS
+2 Arcana INT
+5 Athletics STR
-1 Deception CHA
+2 History INT
+7 Insight WIS
-1 Intimidation CHA
+2 Investigation INT
skills
+4 Medicine WIS
+2 Nature INT
+7 Perception WIS
-1 Performance CHA
-1 Persuasion CHA
+2 Religion INT
+1 Sleight of Hand DEX
+1 Stealth DEX
+7 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Scimitar +2 STR 1d6+2 Slashing
 Finesse, light
Attacks

Spell Book

6 inches tall i am

Features & Traits
A staff, a hunting trap, a trophy from an animal you killed, a set of traveler's clothes, and a pouch containing 10gp

Herbalism kit

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

üks katkine ja üks terve ämbliku kiku
A collection of maps bound in an ebony cover (druid circle of stars)

2350 must raha

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 10, Platinum: 0 Money
Common, Fairy, Undercomon, Druidic

Languages & Proficiencies
Flight. Because of your wings, you have a flying speed equal to your walking speed. You can’t use this flying speed if you’re wearing medium or heavy armor


Druid: Circle of Stars
At 2nd level, you've created a star chart as part of your heavenly studies. It is a Tiny object and can serve as a spellcasting focus for your druid spells. You determine its form by rolling on the Star Map table or by choosing one.

While holding this map, you have these benefits:

You know the Guidance cantrip.
You have the Guiding Bolt spell prepared. It counts as a druid spell for you, and it doesn't count against the number of spells you can have prepared.
You can cast Guiding Bolt without expending a spell slot. You can do so a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Archer. A constellation of an archer appears on you. When you activate this form, and as a bonus action on your subsequent turns while it lasts, you can make a ranged spell attack, hurling a luminous arrow that targets one creature within 60 feet of you. On a hit, the attack deals radiant damage equal to 1d8 + your Wisdom modifier.

At 2nd level, you gain the ability to harness constellations' power to alter your form. As a bonus action, you can expend a use of your Wild Shape feature to take on a starry form, rather than transforming into a beast.

While in your starry form, you retain your game statistics, but your body becomes luminous; your joints glimmer like stars, and glowing lines connect them as on a star chart. This form sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The form lasts for 10 minutes. It ends early if you dismiss it (no action required), are incapacitated, die, or use this feature again.
Chalice. A constellation of a life-giving goblet appears on you. Whenever you cast a spell using a spell slot that restores hit points to a creature, you or another creature within 30 feet of you can regain hit points equal to 1d8 + your Wisdom modifier.

Dragon. A constellation of a wise dragon appears on you. When you make an Intelligence or a Wisdom check or a Constitution saving throw to maintain concentration on a spell, you can treat a roll of 9 or lower on the d20 as a 10.

Cosmic Omen
When you reach 6th level, you learn to use your star map to divine the will of the cosmos. Whenever you finish a long rest, you can consult your Star Map for omens. When you do so, roll a die. Until you finish your next long rest, you gain access to a special reaction based on whether you rolled an even or an odd number on the die:

Weal (even). Whenever a creature you can see within 30 feet of you is about to make an attack roll, a saving throw, or an ability check, you can use your reaction to roll a d6 and add the number rolled to the total.

Woe (odd). Whenever a creature you can see within 30 feet of you is about to make an attack roll, a saving throw, or an ability check, you can use your reaction to roll a d6 and subtract the number rolled from the total.

You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Notes


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.09, made by Tillerz - Updated: 2025-10-07
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Level 0 Spells

PHB

Druidcraft

0-level (Cantrip) Transmutation

Casting Time: 1 action
Range/Area: 30 ft
Components: Verbal, Somatic
Duration: Instantaneous
Whispering to the spirits of nature, you create one of the following effects within range: You create a tiny, harmless sensory effect that predicts what the weather will be at your location for the next 24 hours. The effect might manifest as a golden orb for clear skies, a cloud for rain, falling snowflakes for snow, and so on. This effect persists for 1 round. You instantly make a flower blossom, a seed pod open, or a leaf bud bloom. You create an instantaneous, harmless sensory effect, such as falling leaves, a puff of wind, the sound of a small animal, or the faint odor of skunk. The effect must fit in a 5-foot cube. You instantly light or snuff out a candle, a torch, or a small campfire.
Available for: Druid

Magic Stone

0-level (Cantrip) Transmutation

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic
Duration: 1 Minute
Attack/Save: Ranged
Damage/Effect: Bludgeoning
You touch one to three pebbles and imbue them with magic. You or someone else can make a ranged spell attack with one of the pebbles by throwing it or hurling it with a sling. If thrown, it has a range of 60 feet. If someone else attacks with the pebble, that attacker adds your spellcasting ability modifier, not the attacker’s, to the attack roll. On a hit, the target takes bludgeoning damage equal to 1d6 + your spellcasting ability modifier. Hit or miss, the spell then ends on the stone.   If you cast this spell again, the spell ends early on any pebbles still affected by it.
Available for: Druid, Warlock, Artificer

Evolving Cantrips

Gust

0-level (Cantrip) Evocation

Casting Time 1 action
Range 30 feet
Duration Instantaneous
Components V,S

You seize the air and compel it to create one of the following effects at a point you can see within range: • One Medium or smaller creature that you choose must succeed on a Strength saving throw or be pushed up to 5 feet away from you. • You create a small blast of air capable of moving one object that is neither held nor carried and that weighs no more than 5 pounds. The object is pushed up to 10 feet away from you. It isn’t pushed with enough force to cause damage. • You create a harmless sensory affect using air, such as causing leaves to rustle, wind to slam shutters shut, or your clothing to ripple in a breeze.
At higher levels: At 5th Level. When you push a creature with this spell, you may do so up to 10 feet. When you push an object with this spell, you can affect all other applicable objects within a 5-footcube. Additionally, the spell can be used to displace vapor, gas,or fog within a 5-foot cube. At 11th Level. This spell can affect Large creatures, pushing them up to 5 feet, and objects affected by this spell can be pushed up to 20 feet. Additionally, by aiming a gust at the ground below you, you extend the distance of your high jump or long jump by 5 feet. At 17th Level. This spell can affect all creatures and objects within a 10-foot cube simultaneously. Additionally, by aiming a gust at the ground below you, you extend the distance of your high jump or long jump by 10 feet.

Class(es): Druid, Sorcerer, Wizard

PHB, page 248

Guidance

0-level (Cantrip) Divination

Casting Time 1 action
Range Touch
Duration Concentration, 1 minute
Components V, S

You touch one willing creature. Once before the spell ends, the target can roll a 1d4 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.

Class(es): Cleric, Druid

Elemental Evil Player's Companion, pg. 156

Frostbite

0-level (Cantrip) Evocation

Casting Time 1 Action
Range 60 ft
Duration Instantaneous
Components V, S

Damage Type: Cold   Attack/Saving Throw: Constitution Save
Description: You cause numbing frost to form on one creature that you can see within range. The target must make a Constitution saving throw. On a failed save, the target takes 1d6 cold damage, and it has disadvantage on the next weapon attack roll it makes before the end of its next turn.

At higher levels:
The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Class(es): Druid, Sorcerer, Warlock, Wizard, Artificer

Level 1 Spells

Faerie Fire

1-level Evocation

Casting Time: 1 action
Range/Area: 60 ft / 20 ft
Components: Verbal
Duration: Concentration, up to 1 minute
Attack/Save: Dex Save
Each object in a 20-foot cube within range is outlined in the color of your magic. 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.

Ice Knife

1-level Conjuration

Casting Time: 1 action
Range/Area: 60 ft / 5 ft
Components: Verbal (non arcane casters), Somatic
Duration: Instantaneous
Damage/Effect: Dex Save
You create a shard of ice and fling it at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 piercing damage. Hit or miss, the shard then explodes. The target and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 2d6 cold damage.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the cold damage increases by 1d6 for each slot level above 1st.

PHB

Entangle

1-level Conjuration

Casting Time 1 Action
Range 90 feet
Duration Concentration, Concentration, up to 1 minute
Components V S

Grasping weeds and vines sprout from the ground in 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. When the spell ends, the conjured plants wilt away.

Class(es): Druid

Saving ThrowStrength

PHB

Thunderwave

1-level Evocation

Casting Time 1 Action
Range Self (15 feet Cube)
Duration Instantaneous
Components V S

A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed. In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell's effect, and the spell emits a thunderous boom audible out to 300 feet.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

Class(es): Bard, Cleric, Druid, Sorcerer, Wizard

Area of Effect15-foot Cube
Saving ThrowConstitution
2d8 Thunder DamagePushed 10 feet

XGE, page 150. Also found in EEPC, page 15.

Absorb Elements

1-level Abjuration

Casting Time 1 Reaction
Range Self
Duration 1 Round
Components S

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.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st.

Class(es): Ranger

D&D 5e PHB Page 248

Guiding Bolt

1-level Evocation

Casting Time 1 action
Range 120 feet
Duration 1 round
Components V, S

A flash of light streaks toward a creature of your choice within range. Make a ranged spell attack against the target. On a hit, the target takes 4d6 radiant damage, and the next attack roll made against the target before the end of your next turn has advantage, thanks to the mystical dim light glittering on the target until then.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

Class(es): Cleric

Level 2 Spells

Player's Handbook

Enlarge/Reduce

2-level Transmutation

Casting Time: 1 action
Range/Area: 30 feet
Components: Verbal, Somatic, Material
Materials: A pinch iron powder
Duration: Concentration, Up to 1 minute
Attack/Save: Constitution saving throw
Damage/Effect: 1d4 extra or less
You cause a creature or an object you can see within range to grow larger or smaller for the duration. Choose either a creature or an object that is neither worn nor carried. If the target is unwilling, it can make a Constitution saving throw. On a success, the spell has no effect.   If the target is a creature, everything it is wearing and carrying changes size with it. Any item dropped by an affected creature returns to normal size at once.   Enlarge. The target's size doubles in all dimensions, and its weight is multiplied by eight. This growth increases its size by one category - from Medium to Large, for example. If there isn't enough room for the target to double its size, the creature or object attains the maximum possible size in the space available. Until the spell ends, the target also has advantage on Strength checks and Strength saving throws. The target's weapons also grow to match its new size. While these weapons are enlarged, the target's attack with them deal 1d4 extra damage.   Reduce. The target's size is halved in all dimensions, and its weight is reduced to one-eighth of normal. This reduction decreases its size by one category - from Medium to Small, for example. Until the spell ends, the target also has disadvantage on Strength checks and Strength saving throws. The target's weapons also shrink to match its new size. While these weapons are reduced, the target's attacks with them deal 1d4 less damage (this can't reduce the damage below 1).
Available for: Artificer, Sorcerer, Wizard, Bard(Xanathar)

PHB

Moonbeam

2-level Evocation

Casting Time 1 Action
Range 120 feet
Duration Concentration, Concentration, up to 1 minute
Components V S M
Materials (several seeds of any moonseed plant and a piece of opalescent feldspar)

A silvery beam of pale light shines down in a 5-foot-radius, 40-foot-high cylinder centered on a point within range. Until the spell ends, dim light fills the cylinder. 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 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 60 feet in any direction.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd.

Class(es): Druid, Paladin

Area of Effect5-foot-radius, 40-foot-high-cylinder
Saving ThrowConstitution
2d10 Radiant Damage

Conjuration Magic

Healing Spirit

2-level Conjuration

Casting Time 1 bonus action
Range 60 feet
Duration Concentration, Concentration, up to 1 minute
Components V, S

You call forth a nature spirit to soothe the wounded. The intangible spirit appears in a space that is a 5-foot cube you can see within range. The spirit looks like a transparent beast or fey (your choice).

Until the spell ends, whenever you or a creature you can see moves into the spirits space for the first time on a turn or starts its turn there, you can cause the spirit to restore 1d6 hit points to that creature (no action required). The spirit can’t heal constructs or undead.

As a bonus action on your turn, you can move the Spirit up to 30 feet to a space you can see.


At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the healing increases by 1d6 for each slot level above 2nd.

Class(es): Druid, Ranger

Player's Handbook

Flame Blade

2-level Evocation

Casting Time 1 bonus action
Range Self
Duration 10 minutes
Components V,S,M (sumac leaf)

You evoke a blade of magical fire 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.   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.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for every two slot levels above 2nd.

Class(es): Druid

Level 3 Spells

Player's Handbook, 216

Aura of Vitality

3-level Evocation

Casting Time 1 Action
Range Self (To a radius of 30 feet)
Duration Concentration, 1 Minute
Components V

Damage Type: Healing   Attack/Save Throw: None   Description: Healing energy radiates from you in an aura with a 30-foot radius. Until the spell ends, the aura moves with you, centered on you. You can use a bonus action to cause one creature in the aura (including you) to regain 2d6 hit points.

Class(es): Paladin

Call Lightning

3-level Conjuration

Casting Time 1 action
Range 120
Duration Concentration, Up to 10 minutes
Components V, S

A storm cloud appears in the shape of a cylinder that is 10 feet tall with a 60-foot radius, centered on a point you can see within range directly above you. The spell fails if you can’t see a point in the air where the storm cloud could appear (for example, if you are in a room that can’t accommodate the cloud).

When you cast the spell, choose a point you can see under the cloud. A bolt of lightning flashes down from the cloud to that point and each creature within 5 feet of that point must make a Dexterity saving throw. A creature takes 3d10 lightning damage on a failed save, or half as much damage on a successful one.

On each of your turns until the spell ends, you can use your action to call down lightning in this way again, targeting the same point or a different one.

If you are outdoors in stormy conditions when you cast this spell, the spell gives you control over the existing storm instead of creating a new one. Under such conditions, the spell’s damage increases by 3d10 .

At higher levels: When you cast this spell using a spell slot of 4th or higher level, the damage increases by 1d10 for each slot level above 3rd.

Class(es): Eldrani (Protectorate), Fluxxer (Halycon), Fluxxer (Vortex), Vujin´ka (Ya-Sherái)

Player's Handbook, 272

Revivify

3-level Necromancy

Casting Time 1 Action
Range Touch
Duration Instantaneous
Components V, S, M
Materials Diamonds worth 300 gp, which the spell consumes.

Damage Type: None   Attack/Save Throw: None   Description: You touch a creature that has died within the last minute. That creature returns to life with 1 hit point. This spell can't return to life a creature that has died of old age, nor can it restore any missing body parts.

Class(es): Paladin

Level 4 Spells

Ice Storm

4-level Abjuration

Casting Time 1 Action
Range 300ft
Duration Instantaneous
Components V, S, M

A hail of rock-hard ice pounds to the ground in a 20-foot-radius, 40-foot-high cylinder centered on a point within range. Each creature in the cylinder must make a Dexterity saving throw. A creature takes 2d8 bludgeoning damage and 4d6 cold damage on a failed save, or half as much damage on a successful one.   Hailstones turn the storm's area of effect into difficult terrain until the end of your next turn.
At higher levels: When you cast this spell using a spell slot of 5th level or higher, the bludgeoning damage increases by 1d8 for each slot level above 4th.

Class(es): Druid, Sorcerer, Wizard, Cleric (Tempest Domain), Fighter (Eldritch Knight), Paladin (Oath of the Ancients), Rogue (Arcane Trickster)

Wall of Fire

4-level Evocation

Casting Time 1 Action
Range 120ft
Duration Concentration, up to 1 Minute
Components V, S, M
Materials a small piece of phosphorus

You create a wall of fire on a solid surface within range. You can make the wall up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall is opaque and lasts for the duration.   When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 5d8 fire damage, or half as much damage on a successful save.   One side of the wall, selected by you when you cast this spell, deals 5d8 fire damage to each creature that ends its turn within 10 feet of that side or inside the wall. A creature takes the same damage when it enters the wall for the first time on a turn or ends its turn there. The other side of the wall deals no damage.
At higher levels: When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.

Class(es): Druid, Sorcerer, Wizard, Artificer (Artillerist), Cleric (Forge Domain), Cleric (Light Domain), Fighter (Eldritch Knight), Monk (Way of the Four Elements), Rogue (Arcane Trickster), Warlock (The Celestial), Warlock (The Fiend)

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