Content for creatures large and small for use with the D&D 5e

Races

Chattel

Many an adventurer have heard tales of hero devouring monsters disguised as chests, doors, and other furnishings. Not every piece of living furniture is a terrible monstrosity. Some are simply victims of circumstance, forced to live out their lives as household decorations.

Whatever the Circumstance

There are many ways a piece of furniture may end up with a mind of its own. Perhaps it was a curse, once human you now find your physical form transformed. Maybe you've always been this way, crafted lovingly by the hands of a skilled artificer. Of course, you may not know at all why you have the form you do. Whatever the case, you are a mind and soul inexorably bound to a piece of a furniture.

Without a Prince

While most enchanted castles have their share of enchanted furniture, not every magical furnishing has an elaborate mansion to call home. It could be assumed that of all the free-thinking furniture in the world, those in magical castles would be the least motivate to venture out. Indeed, it is usually those who are abandoned, stolen, or created for some twisted machination that turn to adventuring.

The Used

Chattels by their very nature are often used by others. A place to sit and kick up their feet, rarely does anyone bother it inquire what the footstool thinks. It is these one-sided relationships that tend to drive them out in search of appreciation. Simply seeking the company of people who will acknowledge they are more than a tool to make life easier.

Chattel Traits

Ability Score Increase. Your Constitution score increases by 2.

Age. As a magical construct your age matters very little. You could be hundreds of years old, several days old, or as old as your human body was before the curse.

Alignment. Chattels come with a variety of worldly philosophies, though they are rarely outright evil.

Size. Chattel vary in size and shape depending on the type of furniture they are. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Living Construct. Your hardy construction and lack of organs provides certain benefits. You are immune to disease, have resistance to poison damage, and have advantage on all saves versus poison. Additionally, you do not need to eat or drink to survive.

Furnishings. When standing perfectly still you are indistinguishable from normal furniture. You are able to hold this position for a number of hours equal to your constitution modifier.

Languages. You can speak, read, and write Common and one extra language of your choice. Chattels typically know the language of their previous owner.

Subrace. There a numerous subraces of Chattels, each representing a different type of furniture. Choose one of the options below that best fits.

Candelabra

You are a candelabra, candle holder, or similar illumination decoration. You are both dangerous to your enemies and a guiding light for your allies.

Ability Score Increase. Your Wisdom score increases by 1.

Magical flames. As a bonus action you may ignite or extinguish your flames. While active, you can set flammable objects on fire, your unarmed attacks deal fire damage instead of bludgeoning, and you shed bright light in a 5-foot radius and dim light for an additional 5 feet.

Clock

You are a large grandfather clock or similarly sized timekeeping object. Ever aware of time as it ticks away, you're keen to make sure yours isn't wasted.

Ability Score Increase. Your Intelligence score increases by 1.

Tick Tock Once per day each you can cast the spells Alarm, and Sleep and regain the ability to do so when you finish a long rest. Intelligence is your spellcasting ability for these spells.

Mirror

You are a large mirror, vanity, or dressing table. Once reduced to only being a tools for people to see themselves, it'd now time for you to take the spotlight.

Ability Score Increase. Your Charisma score increases by 1.

Bad Luck. When you are damaged by a creature you may spend a reaction to give them disadvantage on all attack rolls until the end of their next turn. You regain use of this ability after a short or long rest.

Rug

You are a magical rug, carpet, or similar floor decoration. You may be ornate or simple, but your days of being walked all over have come to an end.

Ability Score Increase. Your Dexterity score increases by 1.

Wrap Up Your unique body shape allows you to more easily restrain opponents. You do not need a free hand to grapple your opponents. Additionally, you have advantage on all ability checks to begin and maintain grapples.

Wardrobe

You are a wardrobe, dresser, or similar piece of furniture used for storing. Your large build and ample interior space make you a useful ally.

Ability Score Increase. Your Strength score increases by 1.

Enchanted Drawers. Your body is able to hold up to 50 pounds. It takes an action to retrieve an item from your drawers. The item you are retrieving is always on top.

Eluran

The Eluran are a race of cat-like people from the west. They are not native to Humblewood but are commonly found in roadside trade caravans and within the trade district of the Alderheart. As quick in conversation as they are on their feet, Eluran pride themselves in outmaneuvering rivals.

Distant Trade

While not native to Humblewood, Eluran are a common sight for many Humblefolk. The Eluran of The Wood are almost exclusively traders. Known for their tenacious haggling and stand-offish personalities, they do not often establish personal relationships with others. Only compounding this is the fact that most other folk feel that they never know quite what an Eluran is thinking.

Home on the Road

Most folk assume that they come from some foreign homeland, but there is in fact no nation of Eluran. Instead these cat-like nomads spend their days travelling the road in caravans. These caravans can grow to the size of small village with the largest being comparable in size to a small city. Unlike a city, wagons are constantly arriving and leaving so the population of any caravan is in constant flux. An Eluran is likely to provide you a series of roads when asked for the location of their home rather than any town.

Just Friendly Deception

Despite being a regular part of the day for many Humblefolk, there is a level of mistrust that most harbor towards the Eluran. Common are stories of someone overpaying for a product of lacking quality or being duped due to some technicality in language. Eluran feel that coming out on the upside of one of these transactions is the payoff for honing their skill, often appreciating when they themselves have been outplayed. For the folk of The Wood, this is a foreign concept and often leaves them feeling taken advantage of.

The Language of Trade

Eluran is not a language native to Humblewood, but it is not completely unknown. In recent years the presence of Eluran traders in the capital and on the roads has increased significantly. Many traders within the capital learned this language in order better facilitate trade relations with these outsiders.

Eluran Traits

Ability Score Increase. Your Charisma score increases by 2, and your Dexterity score increases by 1.

Age. Eluran reach maturity around 15 years of age and commonly live past 90.

Alignment. The alignment of the Eluran varies greatly from individual to individual. While they will rarely seek to harm others, they see no issue with misleading others for their own benefit. Because of this mentality most Eluran would be categorized as Chaotic Neutral.

Size. Eluran are on the smaller side compared to most Humblefolk. Averaging 3 feet tall and weighing between 40 and 50 pounds. Your size is Small.

Speed. Your base walking speed is 30 feet.

Claws. Your sharp claws aid you in unarmed combat and while climbing. Your damage for an unarmed strike is 1d4 piercing damage. Additionally, you have advantage on Strength (Athletics) checks made to climb any surface your claws could reasonably grip.

Impeccable Balance. When knocked prone, you may spend your Reaction to immediately stand up. This consumes no movement but cannot be done if your movement speed is 0.

Aloof. Others make Wisdom (Insight) checks against you with disadvantage.

Inscrutable Defense. Misleading others by masking your intention comes so naturally that you've been able to apply it to combat situations. You use sudden and unexpected movements to minimize incoming harm.

When hit by an attack you may use your reaction to reduce the damage taken by your proficiency bonus. You may use this a number of times per day equal to your Charisma modifier. You regain all uses of this ability on a long rest.

Languages. You can speak, read, and write Birdfolk and Eluran.

Grui

The Grui are a race of slender crane-like bird folk hailing from the Great Swamp. Their incredible intelligence and bizarre mannerisms make them seem alien to others. Obsessed with balancing the duality of the world, their culture is marked by a deep appreciation for life and death. This, by comparison, makes them rather macabre when compared to the birdfolk of Humblewood.

Masters of Their Domain

Their habitat has given the Grui access to unique flora and fauna non-existent beyond its borders. With their natural intelligence and access to a wide variety of potent ingredients, it was only a matter of time until they learned to leverage them. Master alchemists and physicians, they have become adept at creating powerful potions imbued with both healing and harming magic. These unique talents have made the Grui a formidable force within their region. Though they have no interest in expanding beyond their home.

Life and Death

The Great Swamp is a dangerous domain where death lurks in every shadow. The Grui long ago came to terms with the fact that death is the inevitable outcome of life. To them it only seemed logical to master both facets. Over time they learned to harness the toxins of the local flora and fauna, creating powerful healing mixtures and scornful alchemical weapons. Though content to stay in their swamp, the natural curiosity of the Grui could easily lead some to exploring outside its bounds.

Stranger Strangers

From time to time the Grui are spotted within Humblewood seeking rare components. Most folk of The Wood find them to be off-putting. Those with the keenest noses claim that these strange birdfolk often carry a lingering scent of decay. Moving past these initial hesitations, some have found the Grui to be as endearing as they are undeniably eccentric.

Grui Traits

Ability Score Increase. Your Intelligence score increases by 2, and your Constitution score increases by 1.

Age. Grui reach adulthood around the age of 25 and can live up to 90 years old.

Alignment. The Grui seek to understand and appreciate the world as best they can. Because of this common idealogy, most are true neutral in their alignment.

Size. Gui are tall but slender, standing at around 5 feet but only weighing between 70 and 80 pounds. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Glide. Using your feathered arms, you can slow your fall, and glide short distances. When falling you can use your reaction to spread your arms, stiffen your wing feathers, and slow your descent. While doing so, you continue to fall gently at a speed of 60 feet per round, taking no fall damage when you land. If you would fall at least 10 feet in this way, you may fly up to your movement speed in one direction you choose, although you cannot choose to move upwards, landing in the space you finish your movement. You cannot glide while carrying heavy weapons or wielding a shield (though you may drop any held items as a part of your reaction to spread your arms). You cannot glide while wearing heavy armor, or if you are encumbered.

Plague Doctor. Certain tools are part of everyday life for the Grui. You are proficient with the Alchemist's supplies and Herbalism kit.

Swamp Habitat. You have advantage on saving throws against poison, and you have resistance against necrotic damage.

Potion of Duality When taking a short rest you may brew a powerful but short-lasting Potion of Duality. Set aside any number of your unspent hit dice to represent the potency of this potion. You may not brew another potion until you've completed a long rest.

A creature may spend a bonus action to drink this potion. If they do, roll the dice you set aside during brewing. The creature heals the total rolled + your Intelligence modifier. Alternatively, as an action, you may throw the potion up to 20 feet, shattering it on impact. Make a ranged Attack against a creature or object, treating the potion as an Improvised Weapon. On a hit, roll the dice you've set aside in this manner and the target takes the total as necrotic damage.

The potion and all hit dice set aside using this ability are removed when it is thrown or consumed. Additionally, the potion expires after you've completed a long rest.

Languages. You can speak, read, and write Birdfolk.

Lepu

 

Beyond and below the roots of the Alderheart lie a complex network of tunnels and passages. Within those tunnels live the Lepu, a widely varying race of rabbit-like folk. Once a regular member of the Humblefolk, they broke off contact with much of The Wood following the treaty between humblefolk and birdfolk that led to the creation of the birdfolk council.

Born to Overcome

The Lepu were a proud Humblefolk who relied on their wits and will to survive the dangers of The Wood. They are self-reliant and value ones ability to overcome obstacles. At their core the Lepu are survivors that adapt to whatever situation they might find themselves in. Now, mostly cut off from the rest of The Wood, they still believe they have everything needed to thrive.

Underground Resistance

Lacking any natural defense and with no ability to climb or fly, their communities were often the hardest hit by bandits. Despite the rise in bandit raids the Lepu were confident that the Humblefolk could deal with it on their own. The other humblefolk and birdfolk saw things differently, deciding to unite under the shared cause. Feeling the interference of the birdfolk was unessecary, the Lepu refused assistance from the Perch Guard. Instead, they retreated into the burrows they used as homes and sealed them off from the surface.

Over time these burrows expanded into an advanced network of underground pathways. Eventually expanding so far as to come in contact with the roots of Alderheart itself. This has allowed the Lepu to stay mostly hidden from both the bandits and the other races of Humblewood. If you go deep enough into the Roots it's said you may find a stray Lepu or two wandering the alleys at night.

Just a Memory

Time has mostly left the Lepu to be forgotten by Humblewood. Once a valued member of the humblefolk they have since been relegated to stories told by the eldest generations. Even those that remember the Lepu tend not to do so fondly, having chosen to not sign the treaty. Though their influence can still be seen in depictions of Gaspard. Once an iconic Lepu, since adopted by the Jerbeen mythology. Should a Lepu be seen in the modern age of Humblewood, they are likely to be confused with incredibly large Jerbeen.

Lepu Traits

Ability Score Increase. Your Dexterity score increases by 2.

Age. Compared to other folk the Lepu mature incredibly fast and lead short lives. They are considered adults by the age of 3 living only between 20 and 30 years.

Alignment. Due to their short lifespan most Lepu have adopted an appreciation for the chaotic nature of the world. A common phrase of the Lepu is, "life is short, not unpleasant." Preferring to see the good in overcoming hardship rather than wallowing in the difficulties themselves.

Size. Lepu are about 4 feet tall, not counting their prodigious ears which are nearly a quarter of their height. Weight varies greatly between Lepu, but they commonly weigh between 60 and 80 pounds. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Natural Burrowers. You have a burrowing speed of 15 feet. You are capable of burrowing through soil, but unable to dig through anything more substantial with just your hands.

Standing Leap. Your base long jump is 30 feet, and your base high jump is 15 feet, with or without a running start.

Innate Reflexes You may take reactions even while surprised.

Languages. You can speak, read, and write Birdfolk and any one humblefolk language of your choice.

Subrace. There are two main subraces of Lepu: Ivory and Stride. Choose one of these subraces.

Ivory Lepu

As an Ivory Lepu, you rely on luck as much as skill to get by in the world. Things always seem to work out for you, even when when they probably shouldn't.

Ability Score Increase. Your Charisma score increases by 1.

Lucky Foot. When you roll a 1 on an attack roll, ability check, or saving throw, you may spend your reaction to reroll and must use the new roll.

Stride Lepu

The world moves fast, but you move faster. As a Stride Lepu you are naturally light-footed and quick-witted, making you hard to pin down in any situation.

Ability Score Increase. Your Wisdom score increases by 1.

Long Stride. Your base walking speed increases to 35 feet.

Hare-brained Schemes. Your mind runs as fast as you do, playing through multiple possible outcomes in the time it take others to come up with a single solution. After rolling an ability check, but before knowing the outcome, you may spend any number of hit dice to improve the roll. Add 1d6 per hit die spent in this way to the roll.

Orill

Orill are an ancient, rarely seen people who many question the existence of. Resembling gorillas, their large stature, distant homeland, and ferocious nature has made them the stuff of legend. Protectors of a dense rainforest far to the west of The Wood they often have little reason to travel to Humblewood.

Stalwart Defenders

Above all else, Orill are protectors. Generations have come and gone without ever straying from the goal of keeping their rainforest, people, and culture safe. This is why it is rare to even see an Orill outside of their homeland. When one does decide to, or is forced to, go somewhere new they quickly find something new to defend. For a villager this may be their home or livestock, but for an adventurer it will undoubtedly be their companions.

Unchanging

The Orill have spent thousands of years isolated within their homeland, the Peristomee rainforest. They've seen little reason to adopt new practices or technology. As a result, they may mistrust non-druidic magic & newer technologies. While not outright hostile towards those that utilize these tools the Orill may perceive them as unnecessary or even unethical.

Creatures of Legend

The isolation of the Orill has led to most citizens of Humblewood to believe they do not exist. Tales of Orill sightings have been carried back by Birdfolk adventurers and explorers who have travelled beyond The Wood and seen large shadowy figures moving through the foliage from overhead. Most people have never laid eyes on a living Orill and likely never will. Because of this, they are somewhat of an oddity within Humblewood and may be treated with fear or even reverence.

Orill anybody?

Like each of the Humblefolk, the Orill have their own language. Unfortunately, you are not likely to run into anyone else that speaks it within Humblewood. Luckily, both Orill and Hedge have their roots in Sylvan. This allows basic concepts to be easily communicated. A DC 11 Intelligence check will allow you to communicate more complex concepts, but the nuance may still be lost.

Orill Traits

Ability Score Increase. Your Strength score increases by 2, and your Wisdom score increases by 1.

Age. While the Orill civilization is long-lived, the folk themselves tend to have short lives. They reach maturity around 10 years and only live to about 40.

Alignment. Orill are conservative in their thinking. Resistant to change and used to following strict rules they most often fall on the lawful side of the spectrum. This tight adherence to rules & law tend to leave them unquestioning of the moral implications of anything already in place. As a result they rarely lean towards good or evil and instead sit somewhere in the middle

Size. The size of an Orill is without equal among the folk of Humblewood. Standing around 6 feet tall and weighing more than 200 pounds, even the Strig and Cervan can feel small by comparison. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Unshakeable You have advantage on Saving Throws against being Frightened.

Toss. When taking the Shove action you may push your target an additional 5 feet.

Massive Build. Your body is hulking to the point that it is a weapon unto itself. You can use your unarmed strike to slam your opponents, dealing 1d6 + your Strength Modifier in bludgeoning damage on a hit.

Additionally, if you move at least 20 feat in a straight line towards an opponent, you may spend your bonus action to charge them, dealing an extra 1d6 points of bludgeoning damage. If the target of your charge is Large or smaller, they must make a Strength saving throw against a DC of 8 + your Strength Modifier + your Proficiency Bonus. On a failure, the target is knocked prone.

Languages. You can speak, read, and write Birdfolk and Orill.

Scrofa

The Scrofa are a race of hearty Boar-like individuals hailing from a small island off the southeast coast of Humblewood. Natural sailors, they spend as much time out at sea as they do at home. Seeing the creation of Saltar's Port as an open invitation, they were the first to arrive at its docks. Never seen in The Wood before that founding, they have proven to be good for the town's coffers and morale. Saltar's Port also views them as a potential ally should the tension with Alderheart ever escalate beyond words.

Hooves on the Deck

As the first seaborne folk of the region, Scrofa take great pride in their mastery of sailing. No Scrofa worth their sea salt knows less than seven different sailing knots. It is a test of adulthood for Scrofa to leave their island and join a ship when they come of age. Aboard this ship they will have their first catch, first drink, and first taste of adventure. Though Suscay Island serves as the home of all Scrofa, none can resist the call of the sea.

First to Port

When the Scrofa first took to the seas they found no other boats, only the animals natural to that habitat. The first shipwrights in the region, they had ample opportunity to refine their fishing and sailing techniques. By the time the bandits were becoming an issue in Humblewood, the Scrofa had mastered dozens of islands overflowing with resources.

Until Saltar's Port the Scrofa had many issues reaching Humblewood. The high cliffs created significant logistical challenges for anyone wanting to dock there. Even the inlets and rivers led only to marshy unpleasant regions. Once the official port was opened, the Scrofa arrived within days to share their bountiful resources and bring home rare treasures from this new land.

Boisterious Barterers

Before the inception of Saltar's Port, there were not many in Humblewood who even knew of the Scrofa. Those who'd visited the coast may have seen their crafts far out at sea, but only impeccable timing and luck would have brought them within a stone's throw of an actual Scrofa ship. Nowadays the Scrofa are a common sight at Humblewood's only port town. Trading goods and stories with the locals, they have become a staple of the seaside town. A Scrofa ship may even serve a good opportunity for anyone in Humblewood to go on an adventure, provided they are willing to contribute to the onboard work.

Scrofa Traits

Ability Score Increase. Your Constitution score increases by 2, and your Intelligence score increases by 1.

Age. Scrofa take longer to mature than the average folk. They reach adulthood and are sent out to sail at the age of 20. Assuming they are not lost to the sea, a Scrofa can easily reach the age of 100.

Alignment. The Scrofa are a jovial and well-natured people. They see little reason to cause strife and the restrictions of sea life have taught them the importance of rules. Because of this, there are few evil Scrofa and even fewer chaotic ones.

Size. The Scroffa are not exceptionally tall, but layers of fat and muscle make them incredibly dense. Standing at a height of between 4 and 5 feet they easily weight more than 150 pounds. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Tusks. You have a large set of tusks that serve as a natural weapon. You can use your unarmed strike to gore your opponents, dealing 1d6 + your Strength Modifier in piercing damage on a hit.

Strong Swimmer. You have advantage on all Strength (Athletics) checks to swim.

Hard to Put Down. When reduced to 0 hitpoints you may spend any number of Hit Dice. For each Hit Die spent this way, roll the die and regain hitpoints equal to the total. You can't use this ability again until you've completed a long rest.

Ceaseless Endurance. You regain your energy faster than the average folk. On a short rest you may spend a Hit Die and roll it. If the total is equal to or greater than the max of one of your Hit Die then remove a level of exhaustion. If not, you may continue spending and rolling Hit Dice in this fashion and adding the result to your previous total until you are able to remove a level of exhaustion

Languages. You can speak, read, and write Birdfolk and Scrofa.

Classes

Arcane Fletcher

The Arcane Fletcher has learned to supplement their exceptional accuracy with magical power. While no masters of magic, they imbue their arrows with powerful evocations. If an arrow isn't enough to put the enemy down, the fireball should be.

Spellcasting

When you reach 3rd level, you augment your martial prowess with the ability to cast spells.

Cantrips You learn two cantrips of your choice from the wizard spell list. You learn an additional wizard cantrip of your choice at 10th level.

Spell Slots

The Arcane Fletcher Spellcasting table shows how many spell slots you have to cast your wizard spells of 1st level and higher. To cast one of these 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.

For example, if you know the 1st-level spell Shocking Grasp and have a 1st-level and a 2nd-level spell slot available, you can cast Shocking Grasp using either slot.

Spells Known of 1st Level and Higher

You know three 1st-level wizard spells of your choice, two of which you must choose from the evocation spells on the wizard spell list.

The Spells Known column of the Arcane Fletcher Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an evocation spell of your choice and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.

The spells you learn at 8th, 14th, and 20th level can come from any school of magic.

Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be an abjuration or evocation spell, unless you're replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.

Spellcasting Ability

Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier

Spell attack modifier = your proficiency bonus + your Intelligence modifier

Arcane Arrows

At 3rd level, you learn to create arcane arrows by imbuing mundane arrows with magical power. During a short or long rest you may spend a spell slot to enchant an arrow with a known spell of the same level. During this time, you must cast the spell normally and pay all required costs. This process may be repeated multiple times per rest, so long as you have remaining spell slots. The magic fades from the arrows after 24 hours.

Arcane Fletcher Spellcasting

Arcane Fletcher Level

Cantrips Known

Spells Known

1st

2nd

3rd

4th

3rd

2

3

2

-

-

-

4th

2

4

3

-

-

-

5th

2

4

3

-

-

-

6th

2

4

3

-

-

-

7th

2

5

4

2

-

-

8th

2

6

4

2

-

-

9th

2

6

4

2

-

-

10th

3

7

4

3

-

11th

3

8

4

3

-

-

12th

3

8

4

3

-

-

13th

3

8

4

3

2

-

14th

3

10

4

3

2

-

15th

3

10

4

3

2

-

16th

3

11

4

3

3

-

17th

3

11

4

3

3

-

18th

3

11

4

3

3

-

19th

3

12

4

3

3

1

20th

3

13

4

3

3

1

More Spells Please

It is highly recommended that spells beyond the PHB used with this class. Otherwise the spell options will feel very limiting. Utilizing something like Kibbles' Generic Spells will make it a much more enjoyable experience.

When you successfully strike an enemy with an arcane arrow the spell contained is unleashed. The spell must always target the struck enemy, otherwise it functions normally. If the spell requires an attack roll, you may use the same roll from your weapon attack.

Magic Missiles

Beginning at 7th level, you've learned how to guide your arrows with near unerring accuracy. When you fire an arrow you may expend a spell slot to gain advantage on the attack roll

Conjuring Quiver

At 10th level, you enchant your quiver with conjuration magic. When you reach into the quiver you are able to draw out a mundane arrow regardless of how many it actually holds. Additionally, all arrows drawn from the quiver are treated as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Arrow of Sentry

At 15th level, your arrows have become an extension of you. As a bonus action you can see through the arrow as if you were standing in its location. When viewing remotely through an arrow you may spend an action to unleash the spell within, measuring range and line of sight from the arrow.

Permanent Magic

Starting at 18th level, your arcane arrows become permanently enchanted. The spell contained in the arrow no longer fades after 24 hours.

Circle of Elements

Druids of the Circle of Elements believe that being in touch with the natural world goes beyond the flora and fauna. They are unique among druidic circles for the connection to the raw elemental forces that make up existence. Often found near centers of elemental power or entrances to elemental planes, they use basic elements to enhance their bodies and shapes they transform into. Powerful combatants, their unusual abilities are not easily forgotten by those that have witnessed them.

Touched by the Elements

At 2nd level you establish a unique connection to one of the basic elements. This connection provide you with a permanent, but skin-deep ability. You retain these effects while in transformed. Choose one of the elements below, you will gain additional features based on this choice at later levels:

Ice: Your skin generates thin sheets of ice that cause blows to glide off of you but are easily chipped away. You have 10 Temporary Hit Points that you regain after a long rest.

Fire: Your skin glows with the essence of fire. You shed light equivalent to a torch (20/40) and are immune to the effects of Extreme Cold.

Wind: You are constantly encircled by a light breeze that emanates from your skin. Ranged attacks originating from further than 60 feet away have disadvantage against you.

Stone: You develop a layer of rigid stone all over your body that helps protect you from attacks. When unarmored or transformed, you gain +1 AC.

Strike with the Elements

At 6th level you’ve been able to reach into the raw elements, imbuing your arms with new power. You gain one of the below effects based on the element you chose at level 2.

Ice: Your hands blacken with immense cold and just a touch is enough to send a freezing chill into your foes. When you damage a target with an unarmed attack or natural weapon you may reduce their movement speed by 10 feet. This effect does not stack with itself.

Fire: Scorching flames encircle your forearms, allowing you to injure foes through direct contact. A creature you have grappled automatically takes 1d4 fire damage at the start of its turn.

Stone: Your fists become heavy and rocky protrusion grow from your knuckles. When you hit with an unarmed attack or natural weapon you may use your reaction to push the target 5ft.

Wind: Your strikes carry imperceptible blades of air that seek out openings and weak points in armor. You can use this ability to gain advantage on your next attack roll an unarmed attack or natural weapon. You regain use of this ability when you finish a short or long rest.

Move with the Elements

At 10th level you have rooted yourself to the chosen element, allowing you to enhance your movement. You gain one of the below effects based on the element chosen at level 2.

Ice: You are capable of creating sheets of ice beneath your feet. You may Dash as a bonus action. When using the Dash action in this way you can only move in a straight line.

Fire: When jumping you are able to emit a powerful burst of fire to propel you farther. Your jump distance is tripled.

Stone: You are able to generate rocky spikes on the bottom of your feet, allowing you to anchor yourself. When pushed or pulled while on a solid surface you may spend your reaction to ignore the effect.

Wind: You can manipulate the air within and around your limbs to float. You can cast the Levitate spell, targeting yourself, once with this trait and regain the ability to do so when you finish a short or long rest.

One with the Elements

At 14th level you have become one with the element chosen at level 2. Your body is entirely infused with raw elemental power. You are considered an Elemental in addition to your normal creature types, even while transformed.

Ice: You are resistant to Fire damage. Additionally, after a Long Rest you can cast Form of Ice once without expending a spell slot.

Fire: You are resistant to Cold damage. Additionally, after a Long Rest you can cast Form of Fire once without expending a spell slot.

Stone: You are resistant to Lighting damage. Additionally, after a Long Rest you can cast Form of Stone once without expending a spell slot.

Wind: You are resistant to Thunder damage. Additionally, after a Long Rest you can cast Form of Wind once without expending a spell slot.

Magic Items

Goodseed

Wondrous Item, rare

A magical seed imbued with druidic healing magic. You can use an action to plant this seed in the ground, causing a small bush to instantly grow. The bush will always sprout 10 goodberries. A creature can use its action to pluck a berry from the bush and eat it. Eating a berry restores 1 hit point, and the berry provides enough nourishment to sustain a creature for one day.

One berry regrows on the bush every 24 hours, up to a maximum of 10 berries.

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