the rules are simple. do the correct rolls, put cornith up against monsters, and help her explore. tell the person above you what they see or hear if its perception or what treasures she finds if she is looking for something.
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 to: Druid
Found in: PHB
Guidance
Divination cantrip
Casting Time: 1 Action
Range: Touch
Components: V, S
Duration: Concentration, up to 1 minute
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.
Available to: Artificer, Cleric, Druid
Found in: PHB
Shape Water
Transmutation cantrip
Casting Time: 1 Action
Range: 30 feet
Components: S
Duration: Instantaneous or 1 hour
This spell is not covered by the Open Game License. See the copyright and licensing information in the footer for more details. Registered users can add their own spell descriptions.
Available to: Druid, Sorcerer, Wizard
Found in: XGtE
Shillelagh
Transmutation cantrip
Casting Time: 1 Bonus Action
Range: Touch
Components: V, S, M (mistletoe, a shamrock leaf, and a club or quarterstaff)
Duration: 1 minute
The wood of a club or quarterstaff you are holding is imbued with nature's power.
For the duration, you can use your spellcasting ability instead of Strength for the attack and damage rolls of melee attacks using that weapon, and the weapon's damage die becomes a d8. The weapon also becomes magical, if it isn't already. The spell ends if you cast it again or if you let go of the weapon
Available to: Druid
Found in: PHB
Thunderclap
Evocation cantrip
Casting Time: 1 Action
Range: 5 feet
Components: S
Duration: Instantaneous
This spell is not covered by the Open Game License. See the copyright and licensing information in the footer for more details. Registered users can add their own spell descriptions.
Available to: Artificer, Bard, Druid, Sorcerer, Warlock, Wizard
Found in: XGtE
Level 1
Animal Friendship
1st-level enchantment
Casting Time: 1 Action
Range: 30 feet
Components: V, S, M (a morsel of food)
Duration: 24 hours
This spell lets you convince a beast that you mean it no harm.
Choose a beast that you can see within range. It must see and hear you. If the beast's Intelligence is 4 or higher, the spell fails. Otherwise, the beast must succeed on a Wisdom saving throw or be charmed by you for the spell's duration. If you or one of your companions harms the target, the spell ends.
When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional beast for each slot level above 1st.
Available to: Druid, Ranger
Found in: PHB
Create or Destroy Water
1st-level transmutation
Casting Time: 1 Action
Range: 30 feet
Components: V, S, M (a drop of water if creating water or a few grains of sand if destroying it)
Duration: Instantaneous
You either create or destroy water.
Create Water
You create up to 10 gallons of clean water within range in an open container. Alternatively, the water falls as rain in a 30-foot cube within range, extinguishing exposed flames in the area.
Destroy Water
You destroy up to 10 gallons of water in an open container within range. Alternatively, you destroy fog in a 30-foot cube within range.
When you cast this spell using a spell slot of 2nd level or higher, you create or destroy 10 additional gallons of water, or the size of the cube increases by 5 feet, for each slot level above 1st.
Available to: Cleric, Druid
Found in: PHB
Detect Magic
1st-level divination (ritual)
Casting Time: 1 Action
Range: Self
Components: V, S
Duration: Concentration, up to 10 minutes
For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.
The spell can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
Available to: Artificer, Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Wizard
Found in: PHB
Faerie Fire
1st-level evocation
Casting Time: 1 Action
Range: 60 feet
Components: V
Duration: Concentration, up to 1 minute
Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice).
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.
Available to: Artificer, Bard, Druid
Found in: PHB
Speak with Animals
1st-level divination (ritual)
Casting Time: 1 Action
Range: Self
Components: V, S
Duration: 10 minutes
You gain the ability to comprehend and verbally communicate with beasts for the duration.
The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you, at the DM's discretion.
Available to: Bard, Druid, Ranger
Found in: PHB
Level 2
Animal Messenger
2nd-level enchantment (ritual)
Casting Time: 1 Action
Range: 30 feet
Components: V, S, M (a morsel of food)
Duration: 24 hours
By means of this spell, you use an animal to deliver a message.
Choose a Tiny beast you can see within range, such as a squirrel, a blue jay, or a bat. You specify a location, which you must have visited, and a recipient who matches a general description, such as a man or woman dressed in the uniform of the town guard or a red-haired dwarf wearing a pointed hat. You also speak a message of up to twenty-five words. The target beast travels for the duration of the spell towards the specified location, covering about 50 miles per 24 hours for a flying messenger or 25 miles for other animals.
When the messenger arrives, it delivers your message to the creature that you described, replicating the sound of your voice. The messenger speaks only to a creature matching the description you gave. If the messenger doesn't reach its destination before the spell ends, the message is lost, and the beast makes it way back to where you cast this spell.
If you cast this spell using a spell slot of 3rd level or higher, the duration of the spell increases by 48 hours for each slot level above 2nd.
Available to: Bard, Druid, Ranger
Found in: PHB
Enhance Ability
2nd-level transmutation
Casting Time: 1 Action
Range: Touch
Components: V, S, M (fur or a feather from a beast)
Duration: Concentration, up to 1 hour
You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects: the target gains the effect until the spell ends.
Bear's Endurance
The target has advantage on Constitution checks. It also gains 2d6 temporary hit points, which are lost when the spell ends.
Bull's Strength
The target has advantage on Strength checks, and his or her carrying capacity doubles.
Cat's Grace
The target has advantage on Dexterity checks. It also doesn't take damage from falling 20 feet or less if it isn't incapacitated.
Eagle's Splendor
The target has advantage on Charisma checks.
Fox's Cunning
The target thas advantage on Intelligence checks.
Owl's Wisdom
The target has advantage on Wisdom checks.
When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
Available to: Artificer, Bard, Cleric, Druid, Ranger (TCoE), Sorcerer, Wizard (TCoE)
Found in: PHB
Flame Blade
2nd-level evocation
Casting Time: 1 Bonus Action
Range: Self
Components: V, S, M (leaf of sumac)
Duration: Concentration, up to 10 minutes
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.
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.
Available to: Druid, Sorcerer (TCoE),
Found in: PHB
Misty Step
2nd-level conjuration
Casting Time: 1 Bonus Action
Range: Self
Components: V
Duration: Instantaneous
Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.
Available to: Sorcerer, Warlock, Wizard
Found in: PHB
Level 3
Conjure Animals
3rd-level conjuration
Casting Time: 1 Action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 hour
You summon fey spirits that take the form of beasts and appear in unoccupied spaces that you can see within range.
Choose one of the following options for what appears:
- One beast of challenge rating 2 or lower
- Two beasts of challenge rating 1 or lower
- Four beasts of challenge rating 1/2 or lower
- Eight beasts of challenge rating 1/4 or lower
Each beast is also considered fey, and it disappears when it drops to 0 hit points or when the spell ends.
The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions.
The DM has the creatures' statistics.
When you cast this spell using certain higher-level spell slots, you choose one of the summoning options above, and more creatures appear:
- twice as many with a 5th-level slot
- three times as many with a 7th-level slot
- four times as many with a 9th-level slot.
Available to: Druid, Ranger
Found in: PHB
Dispel Magic
3rd-level abjuration
Casting Time: 1 Action
Range: 120 feet
Components: V, S
Duration: Instantaneous
Choose any creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a successful check, the spell ends.
When you cast this spell using a spell slot of 4th level or higher, you automatically end the effects of a spell on the target if the spell's level is equal to or less than the level of the spell slot you used.
Available to: Artificer, Bard, Cleric, Druid, Paladin, Sorcerer, Warlock, Wizard
Found in: PHB
Fear
3rd-level illusion
Casting Time: 1 Action
Range: Self (30-foot cone)
Components: V, S, M (a white feather or the heart of a hen)
Duration: Concentration, up to 1 minute
You project a phantasmal image of a creature's worst fears. Each creature in a 30-foot cone must succeed on a Wisdom saving throw or drop whatever it is holding and become frightened for the duration.
While frightened by this spell, a creature must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn't have line of sight to you, the creature can make a Wisdom saving throw. On a successful save, the spell ends for that creature.
Available to: Bard, Sorcerer, Warlock, Wizard
Found in: PHB
Plant Growth
3rd-level transmutation
Casting Time: 1 Action or 8 Hours
Range: 150 feet
Components: V, S
Duration: Instantaneous
This spell channels vitality into plants within a specific area. There are two possible uses for the spell, granting either immediate or long-term benefits.
If you cast this spell using 1 action, choose a point within range. All normal plants in a 100-foot radius centered on that point become thick and overgrown. A creature moving through the area must spend 4 feet of movement for every 1 foot it moves.
You can exclude one or more areas of any size within the spell's area from being affected.
If you cast this spell over 8 hours, you enrich the land. All plants in a half-mile radius centered on a point within range become enriched for 1 year. The plants yield twice the normal amount of food when harvested.
Available to: Bard, Druid, Ranger
Found in: PHB
Level 4
Conjure Minor Elementals
4th-level conjuration
Casting Time: 1 Minute
Range: 90 feet
Components: V, S
Duration: Concentration, up to 1 hour
You summon elementals that appear in unoccupied spaces that you can see within range.
You choose one the following options for what appears:
-One elemental of challenge rating 2 or lower
-Two elementals of challenge rating 1 or lower
-Four elementals of challenge rating 1/2 or lower
-Eight elementals of challenge rating 1/4 or lower.
An elemental summoned by this spell disappears when it drops to 0 hit points or when the spell ends.
The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions.
The DM has the creatures' statistics.
When you cast this spell using certain higher-level spell slots, you choose one of the summoning options above, and more creatures appear: twice as many with a 6th-level slot and three times as many with an 8th-level slot.
Available to: Druid, Wizard
Found in: PHB
Conjure Woodland Beings
4th-level conjuration
Casting Time: 1 Action
Range: 60 feet
Components: V, S, M (one holly berry per creature summoned)
Duration: Concentration, up to 1 hour
You summon fey creatures that appear in unoccupied spaces that you can see within range.
Choose one of the following options for what appears:
- One fey creature of challenge rating 2 or lower
- Two fey creatures of challenge rating 1 or lower
- Four fey creatures of challenge rating 1/2 or lower
- Eight fey creatures of challenge rating 1/4 or lower
A summoned creature disappears when it drops to 0 hit points or when the spell ends.
The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which have their own turns. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions.
The DM has the creatures' statistics.
When you cast this spell using certain higher-level spell slots, you choose one of the summoning options above, and more creatures appear:
- twice as many with a 6th-level slot
- three times as many with an 8th-level slot.
Available to: Druid, Ranger
Found in: PHB
Polymorph
4th-level transmutation
Casting Time: 1 Action
Range: 60 feet
Components: V, S, M (a caterpillar cocoon)
Duration: Concentration, up to 1 hour
This spell transforms a creature that you can see within range into a new form. An unwilling creature must make a Wisdom saving throw to avoid the effect. A shapechanger automatically succeeds on this saving throw. This spell can't affect a target that has 0 hit points.
The transformation lasts for the duration, or until the target drops to 0 hit points or dies. The new form can be any beast whose challenge rating is equal to or less than the target's (or the target's level, if it doesn't have a challenge rating). The target's game statistics, including mental ability scores, are replaced by the statistics of the chosen beast. It retains its alignment and personality.
The target assumes the hit points of its new form. When it reverts to its normal form, the creature returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn't reduce the creature's normal form to 0 hit points, it isn't knocked unconscious.
The creature is limited in the actions it can perform by the nature of its new form, and it can't speak, cast spells, or take any other action that requires hands or speech.
The target's gear melds into the new form. The creature can't activate, use, wield, or otherwise benefit from any of its equipment. This spell can't affect a target that has 0 hit points.
Available to: Bard, Druid, Sorcerer, Wizard
Found in: PHB
Level 5
Awaken
5th-level transmutation
Casting Time: 8 Hours
Range: Touch
Components: V, S, M (an agate worth at least 1,000 gp, which the spell consumes)
Duration: Instantaneous
After spending the casting time tracing magical pathways within a precious gemstone, you touch a huge or smaller beast or plant.
The target must have either no Intelligence score or an Intelligence of 3 or less. The target gains an Intelligence of 10. The target also gains the ability to speak one language you know. If the target is a plant, it gains the ability to move its limbs, roots, vinces, creepers, and so forth, and it gains senses similar to a huamn's. Your DM chooses statistics appropriate for the awakened plant, such as the statistics for the awakened shrub or the awakened tree.
The awakened beast or plant is charmed by you for 30 days or until you and your companions do anything harmful to it. When the charmed condition ends, the awakened creature chooses whether to remain friendly to you, based on how you treated it while it was charmed.
Available to: Bard, Druid
Found in: PHB
Commune with Nature
5th-level divination (ritual)
Casting Time: 1 Minute
Range: Self
Components: V, S
Duration: Instantaneous
You briefly become one with nature and gain knowledge of the surrounding territory.
In the outdoors, the spell gives you knowledge of the land within 3 miles of you. In caves and other natural underground settings, the radius is limited to 300 feet. The spell doesn't function where nature has been replaced by construction, such as in dungeons and towns.
You instantly gain knowledge of up to three facts of your choice about any of the following subjects as they relate to the area:
- terrain and bodies of water
- prevalent plants, minerals, animals, or peoples
- powerful celestials, fey, fiends, elementals, or undead
- influence from other planes of existence
- buildings
For example, you could determine the location of powerful undead in the area, the location of major sources of safe drinking water, and the location of any nearby towns.
Available to: Druid, Ranger
Found in: PHB
Mass Cure Wounds
5th-level evocation
Casting Time: 1 Action
Range: 60 feet
Components: V, S
Duration: Instantaneous
A wave of healing energy washes out from a point of your choice within range.
Choose up to six creatures in a 30-foot-radius sphere centered on that point. Each target regains hit points equal to 3d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
When you cast this spell using a spell slot of 6th level or higher, the healing increases by 1d8 for each slot level above 5th.
Available to: Bard, Cleric, Druid
Found in: PHB
Level 6
Heroes' Feast
6th-level conjuration
Casting Time: 10 Minutes
Range: 30 feet
Components: V, S, M (a gem-encrusted bowl worth at least 1,000 gp, which the spell consumes)
Duration: Instantaneous
You bring forth a great feast, including magnificent food and drink. The feast takes 1 hour to consume and disappears at the end of that time, and the beneficial effects don't set in until this hour is over. Up to twelve creatures can partake of the feast.
A creature that partakes of the feast gains several benefits. The creature is cured of all diseases and poison, becomes immune to poison and being frightened, and makes all Wisdom saving throws with advantage. Its hit point maximum also increases by 2d10, and it gains the same number of hit points. These benefits last for 24 hours.
Available to: Bard (TCoE), Cleric, Druid
Found in: PHB
Investiture of Flame
6th-level transmutation
Casting Time: 1 Action
Range: Self
Components: V, S
Duration: Concentration, up to 10 minutes
This spell is not covered by the Open Game License. See the copyright and licensing information in the footer for more details. Registered users can add their own spell descriptions.
Available to: Druid, Sorcerer, Warlock, Wizard
Found in: XGtE
Move Earth
6th-level transmutation
Casting Time: 1 Action
Range: 120 feet
Components: V, S, M (an iron blade and a small bag containing a mixture of soils—clay, loam, and sand)
Duration: Concentration, up to 2 hours
Choose an area of terrain no larger than 40 feet on a side within range. You can reshape dirt, sand, or clay in the area in any manner you choose for the duration. You can raise or lower the area's elevation, create or fill in a trench, erect or flatten a wall, or form a pillar. The extent of any such changes can't exceed half the area's largest dimension. So, if you affect a 40-foot square, you can create a pillar up to 20 feet high, raise or lower the square's elevation by up to 20 feet, dig a trench up to 20 feet deep, and so on. It takes 10 minutes for these changes to complete.
At the end of every 10 minutes you spend concentrating on the spell, you can choose a new area of terrain to affect.
Because the terrain's transformation occurs slowly, creatures in the area can't usually be trapped or injured by the ground's movement.
This spell can't manipulate natural stone or stone construction. Rocks and structures shift to accommodate the new terrain. If the way you shape the terrain would make a structure unstable, it might collapse.
Similarly, this spell doesn't directly affect plant growth. The moved earth carries any plants along with it.
Available to: Druid, Sorcerer, Wizard
Found in: PHB
Level 7
Mirage Arcane
7th-level illusion
Casting Time: 10 Minutes
Range: Sight
Components: V, S
Duration: 10 days
You make terrain in an area up to 1 mile square look, sound, smell, and even feel like some other sort of terrain.
The terrain's general shape remains the same, however. Open fields or a road could be made to resemble a swamp, hill, crevasse, or some other difficult or impassable terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road.
Similarly, you can alter the appearance of structures, or add them where none are present. The spell doesn't disguise, conceal, or add creatures.
The illusion includes audible, visual, tactile, and olfactory elements, so it can turn clear ground into difficult terrain (or vice versa) or otherwise impede movement through the area. Any piece of the illusory terrain (such as a rock or stick) that is removed from the spell's area disappears immediately.
Creatures with truesight can see through the illusion to the terrain's true form however, all other elements of the illusion remain, so while the creature is aware of the illusion's presence, the creature can still physically interact with the illusion.
Available to: Bard, Druid, Wizard
Found in: PHB
Level 8
Animal Shapes
8th-level transmutation
Casting Time: 1 Action
Range: 30 feet
Components: V, S
Duration: Concentration, up to 24 hours
Your magic turns others into beasts.
Choose any number of willing creatures that you can see within range. You transform each target into the form of a large or smaller beast with a challenge rating of 4 or lower. On subsequent turns, you can use your actions to transform affected creatures into new forms.
The transformation lasts for the duration for each target, or until the target drops to 0 hit points or dies. You can choose a different form for each target. A target's game statistics are replaced by the statistics of the chosen beast, though the target retains its alignment and Intelligence, Wisdom, and Charisma scores. The target assumes the hit points of its new form, and when it reverts to its normal form, it returns to the number of hit point it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn't reduce the creature's normal form to 0 hit points, it isn't knocked unconcious. The creature is limited in the actions it can perform by the nature of its new form, and it can't speak or cast spells.
The target's gear melds into the new form. The target can't activate, wield, or otherwise benefit from any of its equipment.
Available to: Druid
Found in: PHB
Level 9
Shapechange
9th-level transmutation
Casting Time: 1 Action
Range: Self
Components: V, S, M (a jade circlet worth at least 1,500 gp, which you must place on your head before you cast the spell)
Duration: Concentration, up to 1 hour
You assume the form of a different creature for the duration.
The new form can be any creature with a challenge rating equal to your level or lower. The creature can't be a construct or an undead, and you must have seen the sort of creature at least once. You transform into an average example of that creature, one without any class levels or the Spellcasting trait.
Your game statistics are replaced by the statistics of the chosen creature, though you retain your alignment and Intelligence, Wisdom, 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 listed in its statistics is higher than yours, use the creature's bonus in place of yours. You can't use any legendary actions or lair actions of the new form.
You assume the hit points and Hit Dice of the new form. When you revert to your normal, you return to the number of hit points you had before you transformed. If you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. As long as the excess damage doesn't reduce your normal form to 0 hitpoints, you aren't knocked unconscious.
You retain the benefit of any features from your class, race, or other source and can use them, provided that your new form is physically capable of doing so. You can't use any special senses you have (for example, darkvision) unless your new form also has that sense. You can only speak if the creature can normally speak.
When you transform, you choose whether your equipment falls to the ground, merges into the new form, or is worn by it. Worn equipment functions as normal. The DM determines 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 shape or size to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge into your new form. Equipment that merges has no effect in that state.
During this spell's duration, you can use your action to assume a different form following the same restrictions and rules for the original form, with one exception: if your new form has more hit points than your current one, your hit points remain at their current value.
Available to: Druid, Wizard
Found in: PHB
Backstory
cornith is a lvl 20 awakened panther druid that learned how to wildshape into a eldarin, and now hides her identity. her awakener tried to keep her safe but he got killed by a red dragon, so now she hates dragons.
Cornith finds herself in the eldergrove forest. she can go four ways. north, to the mountains, south, deeper into the forest, west, to waterdeep and east, to the grasslands. Which way will she go?
She goes south, and spots a traveler. What will she do?
Rollback Post to RevisionRollBack
Haiiiiii, I’m Druid! (he/they/it/moth/fae/star) I'm a smol insane queer lil' mess with a terrible mental state! I'm also a therian and furry :3 My current obsessions are The Amazing Digital Circus and Hazbin Hotel, so if you ever wanna chat about that, I'm always happy to! GIVE ME YOUR MONSTER.
"Oh no! Looks like I've taken Ragatha... AND DROPPED HER IN THE DEEP FRYER!" -Jax
Pm me the word Avocado🥑 For a prize!I am prob not online but pm me and i will dig up comments tht are old or forgottten. approx time about 7 days to finish and i need the approximate page number. But I will dig up the info.
the rules are simple. do the correct rolls, put cornith up against monsters, and help her explore. tell the person above you what they see or hear if its perception or what treasures she finds if she is looking for something.
Cornith, Eladrin Druid
Proficiencies & Languages
Skills
Features and Traits
Equipment
Spells
Druidcraft
Transmutation cantrip
Casting Time: 1 Action
Range: 30 feet
Components: V, S
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 to: Druid
Found in: PHB
Guidance
Divination cantrip
Casting Time: 1 Action
Range: Touch
Components: V, S
Duration: Concentration, up to 1 minute
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.
Available to: Artificer, Cleric, Druid
Found in: PHB
Shape Water
Transmutation cantrip
Casting Time: 1 Action
Range: 30 feet
Components: S
Duration: Instantaneous or 1 hour
This spell is not covered by the Open Game License. See the copyright and licensing information in the footer for more details. Registered users can add their own spell descriptions.
Available to: Druid, Sorcerer, Wizard
Found in: XGtE
Shillelagh
Transmutation cantrip
Casting Time: 1 Bonus Action
Range: Touch
Components: V, S, M (mistletoe, a shamrock leaf, and a club or quarterstaff)
Duration: 1 minute
The wood of a club or quarterstaff you are holding is imbued with nature's power.
For the duration, you can use your spellcasting ability instead of Strength for the attack and damage rolls of melee attacks using that weapon, and the weapon's damage die becomes a d8. The weapon also becomes magical, if it isn't already. The spell ends if you cast it again or if you let go of the weapon
Available to: Druid
Found in: PHB
Thunderclap
Evocation cantrip
Casting Time: 1 Action
Range: 5 feet
Components: S
Duration: Instantaneous
This spell is not covered by the Open Game License. See the copyright and licensing information in the footer for more details. Registered users can add their own spell descriptions.
Available to: Artificer, Bard, Druid, Sorcerer, Warlock, Wizard
Found in: XGtE
Animal Friendship
1st-level enchantment
Casting Time: 1 Action
Range: 30 feet
Components: V, S, M (a morsel of food)
Duration: 24 hours
This spell lets you convince a beast that you mean it no harm.
Choose a beast that you can see within range. It must see and hear you. If the beast's Intelligence is 4 or higher, the spell fails. Otherwise, the beast must succeed on a Wisdom saving throw or be charmed by you for the spell's duration. If you or one of your companions harms the target, the spell ends.
When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional beast for each slot level above 1st.
Available to: Druid, Ranger
Found in: PHB
Create or Destroy Water
1st-level transmutation
Casting Time: 1 Action
Range: 30 feet
Components: V, S, M (a drop of water if creating water or a few grains of sand if destroying it)
Duration: Instantaneous
You either create or destroy water.
Create Water
You create up to 10 gallons of clean water within range in an open container. Alternatively, the water falls as rain in a 30-foot cube within range, extinguishing exposed flames in the area.
Destroy Water
You destroy up to 10 gallons of water in an open container within range. Alternatively, you destroy fog in a 30-foot cube within range.
When you cast this spell using a spell slot of 2nd level or higher, you create or destroy 10 additional gallons of water, or the size of the cube increases by 5 feet, for each slot level above 1st.
Available to: Cleric, Druid
Found in: PHB
Detect Magic
1st-level divination (ritual)
Casting Time: 1 Action
Range: Self
Components: V, S
Duration: Concentration, up to 10 minutes
For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.
The spell can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
Available to: Artificer, Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Wizard
Found in: PHB
Faerie Fire
1st-level evocation
Casting Time: 1 Action
Range: 60 feet
Components: V
Duration: Concentration, up to 1 minute
Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice).
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.
Available to: Artificer, Bard, Druid
Found in: PHB
Speak with Animals
1st-level divination (ritual)
Casting Time: 1 Action
Range: Self
Components: V, S
Duration: 10 minutes
You gain the ability to comprehend and verbally communicate with beasts for the duration.
The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you, at the DM's discretion.
Available to: Bard, Druid, Ranger
Found in: PHB
Animal Messenger
2nd-level enchantment (ritual)
Casting Time: 1 Action
Range: 30 feet
Components: V, S, M (a morsel of food)
Duration: 24 hours
By means of this spell, you use an animal to deliver a message.
Choose a Tiny beast you can see within range, such as a squirrel, a blue jay, or a bat. You specify a location, which you must have visited, and a recipient who matches a general description, such as a man or woman dressed in the uniform of the town guard or a red-haired dwarf wearing a pointed hat. You also speak a message of up to twenty-five words. The target beast travels for the duration of the spell towards the specified location, covering about 50 miles per 24 hours for a flying messenger or 25 miles for other animals.
When the messenger arrives, it delivers your message to the creature that you described, replicating the sound of your voice. The messenger speaks only to a creature matching the description you gave. If the messenger doesn't reach its destination before the spell ends, the message is lost, and the beast makes it way back to where you cast this spell.
If you cast this spell using a spell slot of 3rd level or higher, the duration of the spell increases by 48 hours for each slot level above 2nd.
Available to: Bard, Druid, Ranger
Found in: PHB
Enhance Ability
2nd-level transmutation
Casting Time: 1 Action
Range: Touch
Components: V, S, M (fur or a feather from a beast)
Duration: Concentration, up to 1 hour
You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects: the target gains the effect until the spell ends.
Bear's Endurance
The target has advantage on Constitution checks. It also gains 2d6 temporary hit points, which are lost when the spell ends.
Bull's Strength
The target has advantage on Strength checks, and his or her carrying capacity doubles.
Cat's Grace
The target has advantage on Dexterity checks. It also doesn't take damage from falling 20 feet or less if it isn't incapacitated.
Eagle's Splendor
The target has advantage on Charisma checks.
Fox's Cunning
The target thas advantage on Intelligence checks.
Owl's Wisdom
The target has advantage on Wisdom checks.
When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
Available to: Artificer, Bard, Cleric, Druid, Ranger (TCoE), Sorcerer, Wizard (TCoE)
Found in: PHB
Flame Blade
2nd-level evocation
Casting Time: 1 Bonus Action
Range: Self
Components: V, S, M (leaf of sumac)
Duration: Concentration, up to 10 minutes
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.
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.
Available to: Druid, Sorcerer (TCoE),
Found in: PHB
Misty Step
2nd-level conjuration
Casting Time: 1 Bonus Action
Range: Self
Components: V
Duration: Instantaneous
Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.
Available to: Sorcerer, Warlock, Wizard
Found in: PHB
Conjure Animals
3rd-level conjuration
Casting Time: 1 Action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 hour
You summon fey spirits that take the form of beasts and appear in unoccupied spaces that you can see within range.
Choose one of the following options for what appears:
- One beast of challenge rating 2 or lower
- Two beasts of challenge rating 1 or lower
- Four beasts of challenge rating 1/2 or lower
- Eight beasts of challenge rating 1/4 or lower
Each beast is also considered fey, and it disappears when it drops to 0 hit points or when the spell ends.
The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions.
The DM has the creatures' statistics.
When you cast this spell using certain higher-level spell slots, you choose one of the summoning options above, and more creatures appear:
- twice as many with a 5th-level slot
- three times as many with a 7th-level slot
- four times as many with a 9th-level slot.
Available to: Druid, Ranger
Found in: PHB
Dispel Magic
3rd-level abjuration
Casting Time: 1 Action
Range: 120 feet
Components: V, S
Duration: Instantaneous
Choose any creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a successful check, the spell ends.
When you cast this spell using a spell slot of 4th level or higher, you automatically end the effects of a spell on the target if the spell's level is equal to or less than the level of the spell slot you used.
Available to: Artificer, Bard, Cleric, Druid, Paladin, Sorcerer, Warlock, Wizard
Found in: PHB
Fear
3rd-level illusion
Casting Time: 1 Action
Range: Self (30-foot cone)
Components: V, S, M (a white feather or the heart of a hen)
Duration: Concentration, up to 1 minute
You project a phantasmal image of a creature's worst fears. Each creature in a 30-foot cone must succeed on a Wisdom saving throw or drop whatever it is holding and become frightened for the duration.
While frightened by this spell, a creature must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn't have line of sight to you, the creature can make a Wisdom saving throw. On a successful save, the spell ends for that creature.
Available to: Bard, Sorcerer, Warlock, Wizard
Found in: PHB
Plant Growth
3rd-level transmutation
Casting Time: 1 Action or 8 Hours
Range: 150 feet
Components: V, S
Duration: Instantaneous
This spell channels vitality into plants within a specific area. There are two possible uses for the spell, granting either immediate or long-term benefits.
If you cast this spell using 1 action, choose a point within range. All normal plants in a 100-foot radius centered on that point become thick and overgrown. A creature moving through the area must spend 4 feet of movement for every 1 foot it moves.
You can exclude one or more areas of any size within the spell's area from being affected.
If you cast this spell over 8 hours, you enrich the land. All plants in a half-mile radius centered on a point within range become enriched for 1 year. The plants yield twice the normal amount of food when harvested.
Available to: Bard, Druid, Ranger
Found in: PHB
Conjure Minor Elementals
4th-level conjuration
Casting Time: 1 Minute
Range: 90 feet
Components: V, S
Duration: Concentration, up to 1 hour
You summon elementals that appear in unoccupied spaces that you can see within range.
You choose one the following options for what appears:
-One elemental of challenge rating 2 or lower
-Two elementals of challenge rating 1 or lower
-Four elementals of challenge rating 1/2 or lower
-Eight elementals of challenge rating 1/4 or lower.
An elemental summoned by this spell disappears when it drops to 0 hit points or when the spell ends.
The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions.
The DM has the creatures' statistics.
When you cast this spell using certain higher-level spell slots, you choose one of the summoning options above, and more creatures appear: twice as many with a 6th-level slot and three times as many with an 8th-level slot.
Available to: Druid, Wizard
Found in: PHB
Conjure Woodland Beings
4th-level conjuration
Casting Time: 1 Action
Range: 60 feet
Components: V, S, M (one holly berry per creature summoned)
Duration: Concentration, up to 1 hour
You summon fey creatures that appear in unoccupied spaces that you can see within range.
Choose one of the following options for what appears:
- One fey creature of challenge rating 2 or lower
- Two fey creatures of challenge rating 1 or lower
- Four fey creatures of challenge rating 1/2 or lower
- Eight fey creatures of challenge rating 1/4 or lower
A summoned creature disappears when it drops to 0 hit points or when the spell ends.
The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which have their own turns. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions.
The DM has the creatures' statistics.
When you cast this spell using certain higher-level spell slots, you choose one of the summoning options above, and more creatures appear:
- twice as many with a 6th-level slot
- three times as many with an 8th-level slot.
Available to: Druid, Ranger
Found in: PHB
Polymorph
4th-level transmutation
Casting Time: 1 Action
Range: 60 feet
Components: V, S, M (a caterpillar cocoon)
Duration: Concentration, up to 1 hour
This spell transforms a creature that you can see within range into a new form. An unwilling creature must make a Wisdom saving throw to avoid the effect. A shapechanger automatically succeeds on this saving throw. This spell can't affect a target that has 0 hit points.
The transformation lasts for the duration, or until the target drops to 0 hit points or dies. The new form can be any beast whose challenge rating is equal to or less than the target's (or the target's level, if it doesn't have a challenge rating). The target's game statistics, including mental ability scores, are replaced by the statistics of the chosen beast. It retains its alignment and personality.
The target assumes the hit points of its new form. When it reverts to its normal form, the creature returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn't reduce the creature's normal form to 0 hit points, it isn't knocked unconscious.
The creature is limited in the actions it can perform by the nature of its new form, and it can't speak, cast spells, or take any other action that requires hands or speech.
The target's gear melds into the new form. The creature can't activate, use, wield, or otherwise benefit from any of its equipment. This spell can't affect a target that has 0 hit points.
Available to: Bard, Druid, Sorcerer, Wizard
Found in: PHB
Awaken
5th-level transmutation
Casting Time: 8 Hours
Range: Touch
Components: V, S, M (an agate worth at least 1,000 gp, which the spell consumes)
Duration: Instantaneous
After spending the casting time tracing magical pathways within a precious gemstone, you touch a huge or smaller beast or plant.
The target must have either no Intelligence score or an Intelligence of 3 or less. The target gains an Intelligence of 10. The target also gains the ability to speak one language you know. If the target is a plant, it gains the ability to move its limbs, roots, vinces, creepers, and so forth, and it gains senses similar to a huamn's. Your DM chooses statistics appropriate for the awakened plant, such as the statistics for the awakened shrub or the awakened tree.
The awakened beast or plant is charmed by you for 30 days or until you and your companions do anything harmful to it. When the charmed condition ends, the awakened creature chooses whether to remain friendly to you, based on how you treated it while it was charmed.
Available to: Bard, Druid
Found in: PHB
Commune with Nature
5th-level divination (ritual)
Casting Time: 1 Minute
Range: Self
Components: V, S
Duration: Instantaneous
You briefly become one with nature and gain knowledge of the surrounding territory.
In the outdoors, the spell gives you knowledge of the land within 3 miles of you. In caves and other natural underground settings, the radius is limited to 300 feet. The spell doesn't function where nature has been replaced by construction, such as in dungeons and towns.
You instantly gain knowledge of up to three facts of your choice about any of the following subjects as they relate to the area:
- terrain and bodies of water
- prevalent plants, minerals, animals, or peoples
- powerful celestials, fey, fiends, elementals, or undead
- influence from other planes of existence
- buildings
For example, you could determine the location of powerful undead in the area, the location of major sources of safe drinking water, and the location of any nearby towns.
Available to: Druid, Ranger
Found in: PHB
Mass Cure Wounds
5th-level evocation
Casting Time: 1 Action
Range: 60 feet
Components: V, S
Duration: Instantaneous
A wave of healing energy washes out from a point of your choice within range.
Choose up to six creatures in a 30-foot-radius sphere centered on that point. Each target regains hit points equal to 3d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
When you cast this spell using a spell slot of 6th level or higher, the healing increases by 1d8 for each slot level above 5th.
Available to: Bard, Cleric, Druid
Found in: PHB
Heroes' Feast
6th-level conjuration
Casting Time: 10 Minutes
Range: 30 feet
Components: V, S, M (a gem-encrusted bowl worth at least 1,000 gp, which the spell consumes)
Duration: Instantaneous
You bring forth a great feast, including magnificent food and drink. The feast takes 1 hour to consume and disappears at the end of that time, and the beneficial effects don't set in until this hour is over. Up to twelve creatures can partake of the feast.
A creature that partakes of the feast gains several benefits. The creature is cured of all diseases and poison, becomes immune to poison and being frightened, and makes all Wisdom saving throws with advantage. Its hit point maximum also increases by 2d10, and it gains the same number of hit points. These benefits last for 24 hours.
Available to: Bard (TCoE), Cleric, Druid
Found in: PHB
Investiture of Flame
6th-level transmutation
Casting Time: 1 Action
Range: Self
Components: V, S
Duration: Concentration, up to 10 minutes
This spell is not covered by the Open Game License. See the copyright and licensing information in the footer for more details. Registered users can add their own spell descriptions.
Available to: Druid, Sorcerer, Warlock, Wizard
Found in: XGtE
Move Earth
6th-level transmutation
Casting Time: 1 Action
Range: 120 feet
Components: V, S, M (an iron blade and a small bag containing a mixture of soils—clay, loam, and sand)
Duration: Concentration, up to 2 hours
Choose an area of terrain no larger than 40 feet on a side within range. You can reshape dirt, sand, or clay in the area in any manner you choose for the duration. You can raise or lower the area's elevation, create or fill in a trench, erect or flatten a wall, or form a pillar. The extent of any such changes can't exceed half the area's largest dimension. So, if you affect a 40-foot square, you can create a pillar up to 20 feet high, raise or lower the square's elevation by up to 20 feet, dig a trench up to 20 feet deep, and so on. It takes 10 minutes for these changes to complete.
At the end of every 10 minutes you spend concentrating on the spell, you can choose a new area of terrain to affect.
Because the terrain's transformation occurs slowly, creatures in the area can't usually be trapped or injured by the ground's movement.
This spell can't manipulate natural stone or stone construction. Rocks and structures shift to accommodate the new terrain. If the way you shape the terrain would make a structure unstable, it might collapse.
Similarly, this spell doesn't directly affect plant growth. The moved earth carries any plants along with it.
Available to: Druid, Sorcerer, Wizard
Found in: PHB
Mirage Arcane
7th-level illusion
Casting Time: 10 Minutes
Range: Sight
Components: V, S
Duration: 10 days
You make terrain in an area up to 1 mile square look, sound, smell, and even feel like some other sort of terrain.
The terrain's general shape remains the same, however. Open fields or a road could be made to resemble a swamp, hill, crevasse, or some other difficult or impassable terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road.
Similarly, you can alter the appearance of structures, or add them where none are present. The spell doesn't disguise, conceal, or add creatures.
The illusion includes audible, visual, tactile, and olfactory elements, so it can turn clear ground into difficult terrain (or vice versa) or otherwise impede movement through the area. Any piece of the illusory terrain (such as a rock or stick) that is removed from the spell's area disappears immediately.
Creatures with truesight can see through the illusion to the terrain's true form however, all other elements of the illusion remain, so while the creature is aware of the illusion's presence, the creature can still physically interact with the illusion.
Available to: Bard, Druid, Wizard
Found in: PHB
Animal Shapes
8th-level transmutation
Casting Time: 1 Action
Range: 30 feet
Components: V, S
Duration: Concentration, up to 24 hours
Your magic turns others into beasts.
Choose any number of willing creatures that you can see within range. You transform each target into the form of a large or smaller beast with a challenge rating of 4 or lower. On subsequent turns, you can use your actions to transform affected creatures into new forms.
The transformation lasts for the duration for each target, or until the target drops to 0 hit points or dies. You can choose a different form for each target. A target's game statistics are replaced by the statistics of the chosen beast, though the target retains its alignment and Intelligence, Wisdom, and Charisma scores. The target assumes the hit points of its new form, and when it reverts to its normal form, it returns to the number of hit point it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn't reduce the creature's normal form to 0 hit points, it isn't knocked unconcious. The creature is limited in the actions it can perform by the nature of its new form, and it can't speak or cast spells.
The target's gear melds into the new form. The target can't activate, wield, or otherwise benefit from any of its equipment.
Available to: Druid
Found in: PHB
Shapechange
9th-level transmutation
Casting Time: 1 Action
Range: Self
Components: V, S, M (a jade circlet worth at least 1,500 gp, which you must place on your head before you cast the spell)
Duration: Concentration, up to 1 hour
You assume the form of a different creature for the duration.
The new form can be any creature with a challenge rating equal to your level or lower. The creature can't be a construct or an undead, and you must have seen the sort of creature at least once. You transform into an average example of that creature, one without any class levels or the Spellcasting trait.
Your game statistics are replaced by the statistics of the chosen creature, though you retain your alignment and Intelligence, Wisdom, 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 listed in its statistics is higher than yours, use the creature's bonus in place of yours. You can't use any legendary actions or lair actions of the new form.
You assume the hit points and Hit Dice of the new form. When you revert to your normal, you return to the number of hit points you had before you transformed. If you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. As long as the excess damage doesn't reduce your normal form to 0 hitpoints, you aren't knocked unconscious.
You retain the benefit of any features from your class, race, or other source and can use them, provided that your new form is physically capable of doing so. You can't use any special senses you have (for example, darkvision) unless your new form also has that sense. You can only speak if the creature can normally speak.
When you transform, you choose whether your equipment falls to the ground, merges into the new form, or is worn by it. Worn equipment functions as normal. The DM determines 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 shape or size to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge into your new form. Equipment that merges has no effect in that state.
During this spell's duration, you can use your action to assume a different form following the same restrictions and rules for the original form, with one exception: if your new form has more hit points than your current one, your hit points remain at their current value.
Available to: Druid, Wizard
Found in: PHB
Backstory
cornith is a lvl 20 awakened panther druid that learned how to wildshape into a eldarin, and now hides her identity. her awakener tried to keep her safe but he got killed by a red dragon, so now she hates dragons.
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Cornith finds herself in the eldergrove forest. she can go four ways. north, to the mountains, south, deeper into the forest, west, to waterdeep and east, to the grasslands. Which way will she go?
Spells: My spells. Races: My races Monsters: My monsters Magic items: My items
She goes south, and spots a traveler. What will she do?
Haiiiiii, I’m Druid! (he/they/it/moth/fae/star) I'm a smol insane queer lil' mess with a terrible mental state! I'm also a therian and furry :3 My current obsessions are The Amazing Digital Circus and Hazbin Hotel, so if you ever wanna chat about that, I'm always happy to! GIVE ME YOUR MONSTER.
"Oh no! Looks like I've taken Ragatha... AND DROPPED HER IN THE DEEP FRYER!" -Jax
warily come closer...
Hi, I am a pug and I like Noobs in Combat, Pugs and Big Weapons like Ballistas, RPGS and Recoilless Rifles.
Play my forum game find the word Here
Pm me the word Avocado🥑 For a prize!I am prob not online but pm me and i will dig up comments tht are old or forgottten. approx time about 7 days to finish and i need the approximate page number. But I will dig up the info.
The traveller stops and says, "Excuse me, i am lost. which way to waterdeep?"
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cornith will say "That way." and she points towards where she came from. she will then wildshape into a giant eagle and fly up to look around.
Spells: My spells. Races: My races Monsters: My monsters Magic items: My items