Αποτελέσματα Αναζήτησης
The druid is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). It has the following druid spells prepared: Cantrips (at will): druidcraft, produce flame, shillelagh 1st level (4 slots): entangle, longstrider, speak with animals, thunderwave 2nd level (3 slots): animal messenger, barkskin
- Speak With Animals
Duration: 10 minutes You gain the ability to comprehend and...
- Thunderwave
On a failed save, a creature takes 2d8 thunder damage and is...
- Druidcraft
DnD 5e Spell. Provide various minor effects related to...
- Produce Flame
A flickering flame appears in your hand. The flame remains...
- Entangle
Entangle. DnD 5e Spell. Creatures in a 20-ft square...
- Speak With Animals
It has the following druid spells prepared: Cantrips (at will): druidcraft, produce flame, shillelagh. 1st level (4 slots): entangle, longstrider, speak with animals, thunderwave. 2nd level (3 slots): animal messenger, barkskin. Quarterstaff. Melee Weapon Attack: +2 to hit (+4 to hit with shillelagh), reach 5 ft., one target.
So I made a chart that makes it easy to create (or improvise) balanced monsters from scratch, or to evaluate monsters you've already made. TL;DR - This chart uses linear regressions on existing monsters to improve the monster-making guidelines in Dungeon Master’s Guide. Basically I did lots of math to make your life easy.
It has the following druid spells prepared: • Cantrips (at will): druidcraft, produce flame, shillelagh • 1st level (4 slots): entangle, longstrider, speak with animals, thunderwave • 2nd level (3 slots): animal messenger, barkskin. Quarterstaff (One-Handed). Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: (1d6) bludgeoning damage.
It has the following druid spells prepared: Quarterstaff. Melee Weapon Attack: +2 to hit (+4 to hit with shillelagh), reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage, 4 (1d8) bludgeoning damage if wielded with two hands, or 6 (1d8 + 2) bludgeoning damage with shillelagh. Source: MM'14, page 346.
Hit Dice: 1d8 per Druid Level. Hit Points at 1st level: 8 + your Constitution modifier. Hit Points at Higher Levels: 1d8 (average of 5) + your Constitution modifier per Druid level beyond 1st. Armor: Light Armor, Medium Armor, Shields. As a note, Druids generally avoid metal equipment.
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.