{"name":"Sporange Wildes","class":"Druid","level":"1","background":"Hermit","race":"Myconid: Spore Master","alignment":"Neutral Good","proficiency_bonus":"2","strength":"12","dexterity":"12","constitution":"14","intelligence":"9","wisdom":"17","charisma":"10","str_save":"1","dex_save":"1","con_save":"1","int_save":"1","wis_save":"5","cha_save":"2","hit_die":"8","total_hit_dice":"1","acrobatics":"1","animal_handling":"5","arcana":"-1","athletics":"1","deception":"0","history":"-1","insight":"5","intimidation":"0","investigation":"-1","medicine":"7","nature":"-1","perception":"7","performance":"0","persuasion":"0","religion":"1","sleight_of_hands":"1","stealth":"1","survival":"7","proficiencies":"Perception\r\nSurvival\r\nMedicine \r\nReligion ","armor_class":"12","hit_points":"10","initiative":"2","speed":"20ft","proficiences_and_languages":"Tools: Herbalism Kit, Alchemic kit\r\nArmor: Light Armor, Medium Armor, Shields (druids will not wear armor or use Shields made of metal)\r\nWeapons: clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears\r\nLanguages:\r\n- Any creature can hear a Myconid telepathically as long as it has 2+ intelligence and knows a language","attacks":"Quarter Staff | [roll:1d20+3] | [roll:1d6+1] bludgeoning\r\nScimitar | [roll:1d20+3] | [roll:1d6+1] slashing","spellcasting":"Spell save DC [8+2+5] 15\r\nSpell Attack modifier = [roll: 1d20+2+5]","equipment":"leather armor\r\nExplorer's pack\r\nDruidic Focus (Umbrella)\r\nQuarter Staff (1d6) (Umbrella) Bludgeoning \r\nSimitar (1d6)Slashing\r\nA scroll case stuffed full of notes from your notes and journals, a winter blanket, a set of common clothes, an herbalism kit, and 5 gp","personality_trait":"Im a shroom","ideal":"","bond":"","flaw":"","features_and_traits":"Superior Darkvision.\r\n- Raised in the dimmest of forests and the isolated depths of the Underdark, all myconids have some limited ability to see in the dark. You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.\r\n\r\nSun Sickness. \r\n- You have disadvantage on attack rolls and Strength, Dexterity, Constitution, and Perception checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.\r\n\r\nFungal Form. \r\n- You have advantage on saving throws against poison, and resistance to poison damage.\r\n\r\nRapport Spores. \r\n- Myconids do not use language naturally. You may communicate telepathically with all creatures within twenty feet, provided that creature knows at least one language and has an Intelligence of 2 or higher. You are not, however, nonverbal; myconids still hum, whistle, and grumble, which forms the verbal components for your spells. You can still speak telepathically if you are silenced, but you may not cast spells with a verbal component.\r\n\r\nReproduction Spores.\r\n- If you are an adult, you can produce spores to create more myconids. If planted in a damp, nutrient-rich environment such as compost or a rotting log and kept away from sunlight, these spores may grow into more myconids. It takes four years to mature from immobile sprout to mobile sprout to adult.\r\nHybrid Nature. \r\n- You have two creature types: humanoid and plant. You can be affected by a game effect if it works on either of your creature types.\r\nSpores. \r\n- As you level up, you grow in size and gain access to more powerful spores. If your spore's effects require a saving throw, the DC equals 8 + your proficiency bonus + your Constitution modifier. You may use each spore option once per long rest.\r\n- Sporemaster Progression\r\nLevel\tSpore\t        Spore Effect\r\n- 1\t        Distress    \tWhen you take damage, all allied creatures within 240 feet are alerted.\r\n- 1\t        Hallucination\tAs an action, target a single creature within 5 feet of you. It must succeed on a Constitution saving throw or be poisoned and incapacitated for for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effects on itself on a success.\r\n- 3\t        Reproduction\tAll adult myconids use reproduction spores, but you can also drop these spores when you die, which can be used to regrow you from a sprout. The sprout retains your class features, proficiencies, and mental ability scores, but not your movement, size, or physical ability scores. After 1 week of growth you are restored to your original form.\r\n- 5\t        Pacifying\t        As an action, target a single creature within 5 feet of you. It must make a Constitution saving throw or be stunned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\r\n\r\nFungal Alchemy. \r\n- Sporemasters have an innate understanding of alchemy, often using their spores as ingredients. You gain proficiency in Alchemists' Supplies.\r\n\r\nFeature: Discovery\r\n- The quiet seclusion of your extended hermitage gave you access to a unique and powerful discovery. The exact nature of this revelation depends on the nature of your seclusion. It might be a great truth about the cosmos, the deities, the powerful beings of the outer planes, or the forces of nature. It could be a site that no one else has ever seen. You might have uncovered a fact that has long been forgotten, or unearthed some relic of the past that could rewrite history. It might be information that would be damaging to the people who or consigned you to exile, and hence the reason for your return to society.\r\n- Work with your DM to determine the details of your discovery and its impact on the campaign.","total_spell_slots_1":"2","total_spell_slots_2":"","total_spell_slots_3":"","total_spell_slots_4":"","total_spell_slots_5":"","total_spell_slots_6":"","total_spell_slots_7":"","total_spell_slots_8":"","total_spell_slots_9":"","arms_and_equipment":"149616,125717,82,172,119,\r\nDruidic Focus (Umbrella)\r\nA scroll case stuffed full of notes from your notes and journals, a winter blanket, a set of common clothes, an herbalism kit, and 5 gp","class_features":"Druidic\r\n- You know Druidic, the Secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a Message. Others spot the message's presence with a successful DC 15 Wisdom (Perception) check but can't decipher it without magic.\r\nSpellcasting Ability\r\n- Wisdom is your Spellcasting Ability for your Druid Spells, since your magic draws upon your devotion and Attunement to Nature. You use your Wisdom whenever a spell refers to your Spellcasting Ability. In 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.\r\n- Spell save DC = 8 + your Proficiency Bonus + your Wisdom modifier\r\n- Spell Attack modifier = your Proficiency Bonus + your Wisdom modifier\r\nRitual Casting\r\n- You can cast a druid spell as a ritual if that spell has the ritual tag and you have the spell prepared.\r\nSpellcasting Focus\r\n- You can use a druidic focus (see \"Equipment\") as a Spellcasting focus for your Druid Spells.\r\nWild Shape\r\n- Starting at 2nd Level, you can use your action to magically assume the shape of a beast that you have seen before. You can use this feature twice. You regain expended uses when you finish a short or Long Rest.\r\n- Your druid level determines the Beasts you can transform into, as shown in the Beast Shapes table. At 2nd Level, for example, you can transform into any beast that has a Challenge rating of 1\/4 or lower that doesn't have a flying or swimming speed.\r\n- Table: Beast Shapes\r\nLevel\tMax. CR\tLimitations\r\n2nd\t        1\/4\t        No flying or swimming speed\t\r\n4th\t        1\/2\t        No flying speed\t\r\n8th\t        1\t        \u2014\t\r\n- You can stay in a beast shape for a number of hours equal to half your druid level (rounded down). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a Bonus Action on Your Turn. You automatically revert if you fall Unconscious, drop to 0 Hit Points, or die.\r\nFeature: Discovery\r\n- The quiet seclusion of your extended hermitage gave you access to a unique and powerful discovery. The exact nature of this revelation depends on the nature of your seclusion. It might be a great truth about the cosmos, the deities, the powerful beings of the outer planes, or the forces of nature. It could be a site that no one else has ever seen. You might have uncovered a fact that has long been forgotten, or unearthed some relic of the past that could rewrite history. It might be information that would be damaging to the people who or consigned you to exile, and hence the reason for your return to society.\r\n- Work with your DM to determine the details of your discovery and its impact on the campaign.\r\n","creatures_and_mounts":"","possessions_and_property":"","racestatblock":"Darkvision.\r\n- Raised in the dimmest of forests and the isolated depths of the Underdark, all myconids have some limited ability to see in the dark. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.\r\n\r\nSun Sickness. \r\n- You have disadvantage on attack rolls and Strength, Dexterity, Constitution, and Perception checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.\r\n\r\nFungal Form. \r\n- You have advantage on saving throws against poison, and resistance to poison damage.\r\n\r\nRapport Spores. \r\n- Myconids do not use language naturally. You may communicate telepathically with all creatures within twenty feet, provided that creature knows at least one language and has an Intelligence of 2 or higher. You are not, however, nonverbal; myconids still hum, whistle, and grumble, which forms the verbal components for your spells. You can still speak telepathically if you are silenced, but you may not cast spells with a verbal component.\r\n\r\nReproduction Spores.\r\n- If you are an adult, you can produce spores to create more myconids. If planted in a damp, nutrient-rich environment such as compost or a rotting log and kept away from sunlight, these spores may grow into more myconids. It takes four years to mature from immobile sprout to mobile sprout to adult.\r\nHybrid Nature. \r\n- You have two creature types: humanoid and plant. You can be affected by a game effect if it works on either of your creature types.\r\nSpores. \r\n- As you level up, you grow in size and gain access to more powerful spores. If your spore's effects require a saving throw, the DC equals 8 + your proficiency bonus + your Constitution modifier. You may use each spore option once per long rest.\r\n- Sporemaster Progression\r\nLevel\tSpore\t        Spore Effect\r\n1\t        Distress    \tWhen you take damage, all allied creatures within 240 feet are alerted.\r\n1\t        Hallucination\tAs an action, target a single creature within 5 feet of you. It must succeed on a Constitution saving throw or be poisoned and incapacitated for for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effects on itself on a success.\r\n3\t        Reproduction\tAll adult myconids use reproduction spores, but you can also drop these spores when you die, which can be used to regrow you from a sprout. The sprout retains your class features, proficiencies, and mental ability scores, but not your movement, size, or physical ability scores. After 1 week of growth you are restored to your original form.\r\n5\t        Pacifying\t        As an action, target a single creature within 5 feet of you. It must make a Constitution saving throw or be stunned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\r\n\r\nFungal Alchemy. \r\n- Sporemasters have an innate understanding of alchemy, often using their spores as ingredients. You gain proficiency in Alchemists' Supplies.","retinue":"","spellbook_0_level_spells":"[block:345019] [block:345019] [block:345012","spellbook_1_level_spells":"[block:345186] [block:345186] [block:345190","spellbook_2_level_spells":"","spellbook_3_level_spells":"","spellbook_4_level_spells":"","spellbook_5_level_spells":"","spellbook_6_level_spells":"","spellbook_7_level_spells":"","spellbook_8_level_spells":"","spellbook_9_level_spells":"","hit_points_current":"4","temporary_hit_points":"","hit_dice_used":"","xp":"","inspiration":"","temporary_hit_points_current":"","conditions":"","class_resource_remaining":"","available_1st_level_spellslots":"","available_2nd_level_spellslots":"","available_3rd_level_spellslots":"","available_4th_level_spellslots":"","available_5th_level_spellslots":"","available_6th_level_spellslots":"","available_7th_level_spellslots":"","available_8th_level_spellslots":"","available_9th_level_spellslots":"","tags":"","isShared":"on","templateId":"404","blockId":"333211"}