Karma/Player Guide: Difference between revisions

From Deez Nuts' Sword Coast Campaign
Jump to navigation Jump to search
Updated guide to match character sheet exactly - removed inaccurate information, added missing abilities
Updated to new tabular format for easier reference during gameplay
Line 1: Line 1:
= Karma - Player Guide =
= Karma - Player Guide =


'''Karma''' is a '''Level 7 Tabaxi Druid''' (Circle of the Moon) with the Hermit background. Karma is a member of the Emerald Enclave.
'''Karma''' is a '''Level 7 Tabaxi Druid''' (Circle of the Moon) with the Hermit background. Karma is a member of the Emerald Enclave and follows the Scales of Eldath.


== Overview ==
== Overview ==


'''Core Stats:'''
'''Role in the Party:''' Wildshape Tank, Versatile Caster, Healer
* '''AC:''' 19 (Light Armor + Shield)
 
* '''HP:''' 52 (Max)
'''Core Strengths:'''
* '''Speed:''' 30 ft. (Walking), 30 ft. (Climbing)
* Wild Shape provides 21 Temporary HP and beast combat forms (3/Long Rest)
* Can attack as beast with 1d8+5 damage OR beast's normal damage
* Elemental Fury adds 1d8 elemental damage once per turn in Wild Shape
* Extensive spell list with healing, control, damage, and utility
* Can concentrate on spells WHILE in Wild Shape
* Incredibly versatile - can fill any role the party needs
* Strong defensive reactions (Tranquil Rebuke, Eldath's Sanctuary)
 
'''Core Stats (Humanoid Form):'''
* '''AC:''' 19 (Animated Shield + DEX)
* '''HP:''' 52 (Max) - Lower, but Wild Shape provides 21 Temp HP
* '''Speed:''' 30 ft (walking/climbing)
* '''Initiative:''' +4
* '''Initiative:''' +4
* '''Proficiency Bonus:''' +3
* '''Proficiency Bonus:''' +3
Line 28: Line 39:
== COMBAT - What Can I Do On My Turn? ==
== COMBAT - What Can I Do On My Turn? ==


=== Basic Actions ===
=== Humanoid Form Attacks (RARELY USED) ===
* '''Attack, Cast a Spell, Dash, Disengage, Dodge, Help, Hide, Ready, Search, Utilize, Opportunity Attack, Grapple, Shove, Improvise'''
 
{| class="wikitable"
! Weapon !! Attack Bonus !! Avg Damage !! Damage Roll !! Damage Type !! Range !! Notes
|-
| '''Improved Staff of Iskralathrax's Horn''' || +3 || 4 || 1d6 bludgeoning || Bludgeoning || Melee || 5/10 charges remaining
|-
| '''Poison Spray''' || +8 || 13 || 2d12 poison || Poison || 30 ft || Cantrip
|-
| '''Starry Wisp''' || +8 || 9 || 2d8 radiant || Radiant || 60 ft || Cantrip
|-
| '''Cat's Claws''' || +4 || 7 || 1d6+6 slashing || Slashing || Melee || Tabaxi racial
|}
 
'''IMPORTANT:''' You should almost always be in Wild Shape during combat, not using humanoid attacks.
 
=== Wild Shape (YOUR PRIMARY COMBAT ABILITY) ===
 
'''Wild Shape Basics:'''
* '''Bonus Action:''' Transform into beast form
* '''Duration:''' 3 hours or until you drop to 0 HP, become incapacitated, or dismiss
* '''Uses:''' 3 per Long Rest
* '''Temporary HP:''' Gain 21 HP in beast form (your beast form's HP)
* '''Bonus Action to Exit:''' Leave Wild Shape early
 
'''Wild Shape Benefits:'''
{| class="wikitable"
! Benefit !! Effect !! Notes
|-
| '''Temporary HP''' || Gain 21 HP when you transform || When depleted, revert to humanoid form
|-
| '''Beast Attacks''' || Use beast's attacks OR deal 1d8+5 damage || Choose each time you hit
|-
| '''Elemental Fury''' || Add 1d8 Cold/Fire/Lightning/Thunder damage to one attack per turn || Choose element when you hit
|-
| '''Primal Strike''' || Attacks count as magical || Overcome resistance to non-magical attacks
|-
| '''Concentrate on Spells''' || Maintain concentration while Wild Shaped || Cast buff spell BEFORE shifting
|-
| '''Speak Druidic''' || Can speak Druidic only || No other languages
|-
| '''Can't Cast Spells''' || Cannot cast spells while Wild Shaped || Cast buffs before transforming
|}
 
=== Wild Shape Stat Block ===
 
'''Level 7 Circle of the Moon Beast Form:'''
{| class="wikitable"
! Stat !! Value !! Notes
|-
| '''Hit Points''' || 21 || Temporary HP when you transform
|-
| '''Attack Option 1''' || 1d8+5 damage (your choice of damage type) || Improved Circle Forms feature
|-
| '''Attack Option 2''' || Beast's normal attack || Use beast stat block damage
|-
| '''Elemental Fury''' || +1d8 Cold/Fire/Lightning/Thunder (once per turn) || Choose element when you hit
|-
| '''AC''' || Varies by beast form || Natural armor from beast
|-
| '''Speed''' || Varies by beast form || Movement from beast
|-
| '''Abilities''' || Keep INT/WIS/CHA, gain beast's STR/DEX/CON || Use higher save if both proficient
|-
| '''Languages''' || Druidic only || Can understand others, can't speak
|}


=== Weapon Attacks (Humanoid Form) ===
=== Popular Beast Forms (Examples) ===
* '''Improved Staff of Iskralathrax's Horn:''' +3 to hit, 1d6 bludgeoning (5/10 Charges, Simple, Versatile, Topple)
* '''Poison Spray:''' +8 to hit, 2d12 poison (V/S)
* '''Starry Wisp:''' +8 to hit, 2d8 radiant (V/S)
* '''Unarmed Strike:''' +4 to hit, 2 bludgeoning
* '''Cat's Claws:''' +4 to hit, 1d6+6 slashing


=== Wild Shape (MOST IMPORTANT FEATURE) ===
'''Note:''' Exact beast forms and stat blocks should be determined with DM. The following are common Circle of the Moon options:
'''Wild Shape (Bonus Action, 3/Long Rest):'''
* Transform into Beast form you have learned
* Stay in form for 3 hours or until you use Wild Shape again, have Incapacitated condition, or die
* Can leave form early as Bonus Action


'''Beast Forms Available:'''
{| class="wikitable"
* '''Level 2:''' 4 Beast Forms (max CR 1/4 that lack Fly Speed)
! Beast Form !! CR !! HP !! AC !! Speed !! Key Features !! When to Use
* '''Level 4:''' 6 Beast Forms (max CR 1/2 that lack Fly Speed)
|-
* '''Level 6:''' 8 Beast Forms (max CR 1 that lack Fly Speed and Swim Speed)
| '''Brown Bear''' || 1 || 21+ || 11 || 40 ft, climb 30 ft || Multiattack (bite + claw), high HP || General tanking
|-
| '''Dire Wolf''' || 1 || 21+ || 14 || 50 ft || Pack Tactics (advantage with allies), high speed || Flanking with party
|-
| '''Giant Octopus''' || 1 || 21+ || 11 || 10 ft, swim 60 ft || Tentacles, grapple, underwater breathing || Underwater combat
|-
| '''Giant Hyena''' || 1 || 21+ || 12 || 50 ft || Pack Tactics, rampage || Flanking with party
|-
| '''Polar Bear''' || 1 || 21+ || 12 || 40 ft, swim 30 ft || Multiattack, keen smell || Cold environments
|}
 
'''Your Attacks in Any Beast Form:'''
* **Option 1:** Beast's normal attack (varies by form)
* **Option 2:** 1d8+5 damage of beast's damage type (Improved Circle Forms)
* **Elemental Fury:** Add 1d8 Cold/Fire/Lightning/Thunder once per turn
 
'''Example: Brown Bear Attack:'''
* Bite: Attack roll with beast's modifier, deal 1d8+5 piercing OR beast's normal damage
* Claw: Attack roll with beast's modifier, deal 1d8+5 slashing OR beast's normal damage
* Add 1d8 elemental to one attack per turn
 
=== Offensive Abilities ===
 
{| class="wikitable"
! Ability !! Effect !! Resource Cost !! When to Use
|-
| '''Wild Shape''' || Transform into beast, gain 21 Temp HP, use beast attacks || 3/Long Rest || Every serious combat
|-
| '''Improved Circle Forms''' || Each attack in Wild Shape deals 1d8+5 OR beast's normal damage || Always active in Wild Shape || Choose higher damage
|-
| '''Elemental Fury''' || Add 1d8 Cold/Fire/Lightning/Thunder to one attack per turn || Always active in Wild Shape || Extra damage once per turn
|-
| '''Wild Resurgence''' || Expend spell slot to regain Wild Shape use || Spell slot || When out of Wild Shape uses
|-
| '''Multiattack (Beast Forms)''' || Some beasts can attack multiple times || Varies by beast || Brown Bear, Dire Wolf
|}
 
=== Offensive Spells (By Category) ===
 
'''Damage Cantrips:'''
{| class="wikitable"
! Spell !! Damage !! Save/Attack !! Range !! When to Use
|-
| '''Poison Spray''' || 2d12 poison || CON 16 || 30 ft || High damage, but poison is commonly resisted
|-
| '''Starry Wisp''' || 2d8 radiant || Attack +8 || 60 ft || Reliable damage type
|-
| '''Elementalism''' || Minor elemental effect || None || 30 ft / 5 ft cube || Utility cantrip
|}
 
'''Damage Spells (1st-level):'''
{| class="wikitable"
! Spell !! Level !! Casting Time !! Target !! Damage/Effect !! Save/Attack !! Concentration !! When to Use
|-
| '''Ice Knife''' || 1st || 1 Action || 60 ft / 5 ft sphere || 1d10 piercing + 2d6 cold (AOE) || Attack +8 / DEX 16 || No || Single target + AOE
|-
| '''Earth Tremor''' || 1st || 1 Action || 10 ft radius || 1d6 bludgeoning || DEX 16 || No || AOE around you
|-
| '''Thunderwave''' || 1st || 1 Action || 15 ft cube || 2d8 thunder || CON 16 || No || Push enemies away
|}
 
'''Damage Spells (2nd-level):'''
{| class="wikitable"
! Spell !! Level !! Casting Time !! Target !! Damage/Effect !! Save/Attack !! Concentration !! When to Use
|-
| '''Heat Metal''' || 2nd || 1 Action || 60 ft metal object || 2d8 fire || CON 16 || Yes (1 min) || Vs armored enemies
|-
| '''Dust Devil''' || 2nd || 1 Action || 60 ft / 5 ft cube || 1d8 bludgeoning || STR 16 || Yes (1 min) || Persistent AOE
|-
| '''Wither and Bloom''' || 2nd || 1 Action || 60 ft / 10 ft sphere || 2d6 necrotic + heal allies || CON 16 || No || Damage + heal
|}


'''While Wild Shaped:'''
'''Damage Spells (3rd-level):'''
* Gain 21 Temporary HP (your Beast form's HP)
{| class="wikitable"
* Your game statistics replaced by Beast's stat block (EXCEPT you retain alignment, personality, Intelligence, Wisdom, Charisma scores; class features; languages; feats)
! Spell !! Level !! Casting Time !! Target !! Damage/Effect !! Save/Attack !! Concentration !! When to Use
* You can add your Wis modifier (+5) to your Con saving throws
|-
* Each of your attacks in Wild Shape form can deal its normal damage OR 1d8 + Wis modifier (+5) of form's damage type (choose each time you hit)
| '''Erupting Earth''' || 3rd || 1 Action || 120 ft / 20 ft cube || 3d12 bludgeoning || DEX 16 || No || High damage AOE
* Your proficiency bonus gets added to Beast's stats if Beast stat block already has proficiency in saving throws
|-
| '''Tidal Wave''' || 3rd || 1 Action || 120 ft area || 4d8 bludgeoning || DEX 16 || No || Large AOE, knocks prone
|-
| '''Flame Arrows''' || 3rd || 1 Action || Touch || +1d6 fire to 12 attacks || None || Yes (1 hour) || Buff ranged allies (Keyleth!)
|}


'''Rules While Shape-Shifted:'''
'''Damage Spells (4th-level):'''
* You retain skill and saving throws and use your Proficiency Bonus for creature. If creature has same proficiency, use higher skill modifier, use one with higher bonus
{| class="wikitable"
* Until you leave the form, you can speak Druidic
! Spell !! Level !! Casting Time !! Target !! Damage/Effect !! Save/Attack !! Concentration !! When to Use
* Can't cast spells, but shape-shifting doesn't break Concentration
|-
* You can expend one use of Wild Shape (no action required) to give yourself a level 1 spell slot, but you can't do so again until you finish Long Rest
| '''Blight''' || 4th || 1 Action || 30 ft || 8d8 necrotic || CON 16 || No || High single-target damage
|-
| '''Wall of Fire''' || 4th || 1 Action || 120 ft || 5d8 fire || DEX 16 || Yes (1 min) || Area denial
|-
| '''Grasping Vine''' || 4th || 1 Bonus Action || 60 ft || Pull + 1d6 damage || Attack +8 || Yes (1 min) || Repeated pulls
|}


'''Wild Resurgence (No Action):'''
'''Control/Debuff Spells (1st-level):'''
* Once on each of your turns, if you have no uses of Wild Shape left, you can give yourself one use by expending spell slot (no action required)
{| class="wikitable"
* Wild Resurgence: Regain Wild Shape: No Action
! Spell !! Level !! Effect !! Save !! Concentration !! When to Use
* Wild Resurgence: Regain Spell Slot: 1/Long Rest, No Action
|-
| '''Entangle''' || 1st || Restrain creatures in 20 ft square || STR 16 || Yes (1 min) || Lock down melee enemies
|-
| '''Faerie Fire''' || 1st || Creatures glow, attacks vs them have advantage || DEX 16 || Yes (1 min) || Help party hit
|-
| '''Fog Cloud''' || 1st || Create heavily obscured 20 ft sphere || None || Yes (1 hour) || Block vision, escape
|-
| '''Animal Friendship''' || 1st || Charm beast || WIS 16 || 24 hours || Avoid beast combat
|}


'''Improved Circle Forms:'''
'''Control/Debuff Spells (2nd-level):'''
* While in Wild Shape form, you gain following benefits:
{| class="wikitable"
** Each of your attacks in Wild Shape form can deal its normal damage OR 1d8 + Wis modifier of damage type dealt by attack (choose each time you hit)
! Spell !! Level !! Effect !! Save !! Concentration !! When to Use
** Elemental Fury: Primal Strike - Once on each of your turns, when you hit creature with attack in Wild Shape form, you can cause target to take an extra 1d8 Cold, Fire, Lightning, or Thunder damage (choose when you hit)
|-
** 1 Action
| '''Enlarge/Reduce''' || 2nd || Enlarge (advantage on STR) or Reduce (disadvantage) || CON 16 || Yes (1 min) || Buff tank or debuff enemy
|-
| '''Earthbind''' || 2nd || Ground flying creature (speed 0 ft flying) || STR 16 || Yes (1 min) || Ground flyers
|-
| '''Warding Wind''' || 2nd || 10 ft sphere of wind, ranged disadvantage || None || Yes (10 min) || Protect from ranged
|}


=== Wild Shape Attack Forms ===
'''Control/Debuff Spells (3rd-level):'''
'''Popular Wild Shape Attack Options:'''
{| class="wikitable"
* '''Polar Bear Rend:''' +6 to hit, 1d8+6 slashing (1 Action)
! Spell !! Level !! Effect !! Save !! Concentration !! When to Use
* '''Tiger Rend:''' +4 to hit (1 Action)
|-
* '''Wolf Bite:''' +4 to hit (1 Action)
| '''Wall of Water''' || 3rd || Create wall, half fire damage through it || DEX 16 || Yes (10 min) || Block attacks, reduce fire damage
* '''Snake Bite:''' +4 to hit (1 Action)
|}
* '''Snake Constrict:''' +4 to hit (1 Action)
* '''Saber-Tooth Rend:''' +4 to hit (1 Action)
* '''Ostrich Beak:''' +4 to hit (1 Action)
* '''Ostrich Claw:''' +4 to hit (1 Action)
* '''Lion Rend:''' +4 to hit (1 Action)


=== Cantrips (At Will) ===
'''Control/Debuff Spells (4th-level):'''
* '''Druidcraft:''' Druid magic (Druid, 1A, 30 ft, V,S, instantaneous) PHB-2024 266 (V/S)
{| class="wikitable"
* '''Poison Spray:''' +8 to hit, 2d12 poison (Druid, 1A, 30 ft, V,S, instantaneous) PHB-2024 308 (V/S)
! Spell !! Level !! Effect !! Save !! Concentration !! When to Use
* '''Spare the Dying:''' Save dying (Druid, 1A, 15 ft, V,S, instantaneous) PHB-2024 318 (V/S)
|-
* '''Starry Wisp:''' +8 to hit, 2d8 radiant (Circle of the Moon Spells (Always Prepared), 1A, 60 ft, V,S, instantaneous) PHB-2024 320 (V/S)
| '''Polymorph''' || 4th || Transform creature into beast || WIS 16 || Yes (1 hour) || Transform enemy into harmless beast OR buff ally
* '''Elementalism:''' Minor elemental effect (Primal Order, 1A, 30 ft/5 ft Cube, V,S, instantaneous) PHB-2024 267 (5 ft Cube, V/S)
|-
| '''Confusion''' || 4th || Creatures act randomly || WIS 16 || Yes (1 min) || Multiple enemies
|-
| '''Conjure Minor Elementals''' || 4th || Summon elementals || None || Yes (1 min) || Extra combatants
|-
| '''Stone Shape''' || 4th || Shape stone into any form || None || Instant || Utility/exploration
|-
| '''Stoneskin''' || 4th || Resistance to non-magical physical || None || Yes (1 hour) || Tank buff
|}


=== Bonus Actions ===
'''Healing/Support Spells:'''
* '''Wild Shape (3/Long Rest + 1 Bonus Action):''' Transform into Beast form
{| class="wikitable"
* '''Wild Shape: Circle Forms:''' 1 Bonus Action
! Spell !! Level !! Casting Time !! Effect !! When to Use
* '''Wild Companion:''' Expend spell slot or Wild Shape use to cast Find Familiar. Familiar is Fey and disappears when finish Long Rest.
|-
| '''Spare the Dying''' || Cantrip || 1 Action || Stabilize dying creature || Save downed ally
|-
| '''Goodberry''' || 1st || 1 Action || Create 10 berries (1 HP each) || Out-of-combat healing
|-
| '''Cure Wounds''' || 1st || 1 Action || Heal 1d8+5 || Emergency healing
|-
| '''Healing Word''' || 1st || 1 Bonus Action || Heal 1d4+5 at range || Bonus action emergency heal
|-
| '''Protection from Evil and Good''' || 1st || 1 Action || Protect from fiends/undead/etc || Vs specific creature types
|-
| '''Healing Spirit''' || 2nd || 1 Bonus Action || Create 5 ft healing zone (1d6) || Out-of-combat group healing
|-
| '''Lesser Restoration''' || 2nd || 1 Action || End one condition (blinded, deafened, paralyzed, poisoned) || Remove conditions
|-
| '''Aura of Vitality''' || 3rd || 1 Action || Heal 2d6 each turn (bonus action) || Out-of-combat efficient healing
|-
| '''Revivify''' || 3rd || 1 Action || Restore dead creature (within 1 min) || Emergency resurrection
|-
| '''Protection from Energy''' || 3rd || 1 Action || Resistance to one element || Before dragon fight
|-
| '''Fire Shield''' || 4th || 1 Action || Resistance + retaliation damage || Tank buff
|-
| '''Freedom of Movement''' || 4th || 1 Action || Ignore movement restrictions || Vs grapples, restraints
|}


=== Reactions ===
'''Summoning Spells:'''
* '''Scales of Eldath - Rank 1 - Grovekeeper:''' Once per long rest, when creature damages an ally within 10 feet of you, that creature must succeed on Wisdom save (DC 8 + proficiency + Wis) or be pacified—unable to take hostile actions until end of their next turn. If condition requires saving throw, that saving throw is still attempted. Condition is not removed and resumes after duration. Tranquil Rebuke: 1/Long Rest, 1 Reaction
{| class="wikitable"
* '''Scales of Eldath - Rank 2 - Rivercaller:''' Eldath's Sanctuary. As reaction, when an ally within 60 ft experiences effects of condition (charmed, frightened, paralyzed, poisoned), ending effect on itself, etc.) If condition requires saving throw, that saving throw is still attempted. The condition is not removed and resumes after the duration. Eldath's Sanctuary: 3/Long Rest, 1 Reaction
! Spell !! Level !! Casting Time !! Effect !! Concentration !! When to Use
|-
| '''Summon Beast''' || 2nd || 1 Action || Summon beast companion || Yes (1 hour) || Extra combatant
|-
| '''Summon Fey''' || 3rd || 1 Action || Summon fey spirit || Yes (1 hour) || Extra combatant
|-
| '''Summon Elemental''' || 4th || 1 Action || Summon elemental || Yes (1 hour) || Extra combatant
|-
| '''Conjure Minor Elementals''' || 4th || 1 Action || Summon multiple elementals || Yes (1 min) || Swarm of combatants
|-
| '''Conjure Woodland Beings''' || 4th || 1 Action || Summon fey creatures || Yes (10 min) || Swarm of combatants
|}


=== Special Features ===
'''Utility Spells:'''
* '''Healer:''' Battle Medic. As Utilize action, expend one use of Healer's Kit to tend to mend HP. Creature you treat heals 1d6 + 4 HP. Dice, and then roll number HP equal to roll +3. You can use feat's action number of times equal to your proficiency bonus, regain all expended uses finish Long Rest. 1 Action
{| class="wikitable"
* '''Hermit Ability Score Improvements:''' +2 to two scores (+2 Wis / +1)
! Spell !! Level !! Casting Time !! Effect !! Duration !! When to Use
* '''Wild Shape Attacks:''' Wild shapes get attacks for wild shapes so they show up in attack action section above.
|-
* '''Healer - Rank 1:''' Battle Medic: 1 Action
| '''Druidcraft''' || Cantrip || 1 Action || Minor druid effects || Varies || Weather prediction, minor effects
* '''Wild Companion:''' Animal Companion: PHB-2024 80
|-
* '''Ability Score Improvement:''' +2 to one ability score or +1 to two ability scores by 1
| '''Beast Sense''' || 1st (Ritual) || 1 Action || See through beast's senses || 1 hour || Scouting
* '''Creature Type:''' Humanoid
|-
* '''Size:''' Medium. You choose size when you select race.
| '''Detect Magic''' || 1st (Ritual) || 1 Action || Detect magic in 30 ft || 10 min || Find magic items
* '''Speed:''' 30 ft., and you have climbing speed equal to walking speed.
|-
* '''Cat's Claws:''' You can use your claws to make unarmed strikes. When you hit with them, deal 1d6+6 slashing damage.
| '''Detect Poison and Disease''' || 1st (Ritual) || 1 Action || Detect toxins in 30 ft || 10 min || Safety checks
* '''Cat's Talent:''' Proficient in Perception and Stealth.
|-
* '''Darkvision:''' You can see in dim light within 60 ft. of you as if it were bright light and in darkness as if it were dim light, only discerning colors in that darkness as shades of gray.
| '''Purify Food and Drink''' || 1st (Ritual) || 1 Action || Purify food/water || Instant || Remove poison from food
* '''Feline Agility:''' When you move on your turn in combat, you can double your speed until end of turn. Once used, can't use this trait again until move 0 ft. on one of your turns.
|-
* '''Languages - MotM 33:''' Your character can speak, read, write Common and one other language appropriate for character.
| '''Speak with Animals''' || 1st (Ritual) || 1 Action || Talk to animals || 10 min || Information gathering
|-
| '''Longstrider''' || 1st || 1 Action || +10 ft speed || 1 hour || Travel speed
|-
| '''Jump''' || 1st || 1 Action || Triple jump distance || 1 minute || Overcome obstacles
|-
| '''Skywrite''' || 2nd (Ritual) || 1 Action || Write in clouds || 1 hour || Long-distance messaging
|-
| '''Air Bubble''' || 2nd || 1 Action || Create air globes || 24 hours || Underwater breathing
|-
| '''Find Traps''' || 2nd || 1 Action || Locate traps in 120 ft || Instant || Before opening doors
|-
| '''Locate Creature''' || 4th || 1 Action || Find specific creature || 1 hour || Track quarry
|-
| '''Divination''' || 4th (Ritual) || 1 Action || Ask question, get answer || Instant || Seek guidance
|-
| '''Hallucinatory Terrain''' || 4th || 10 min || Create illusory terrain || 24 hours || Hide location
|}


=== Magic Items (Attuned) ===
'''Staff of Iskralathrax's Horn Spells (5/10 charges):'''
* '''Animated Shield:''' (AC +6, 1 Bonus Action)
{| class="wikitable"
* '''Ring of Evasion:''' Evasion ability
! Spell !! Charges !! Effect
* '''Improved Staff of Iskralathrax's Horn:''' 5/10 charges magical staff
|-
| '''Fog Cloud''' || 1 charge || Create 20 ft sphere of fog (1 hour concentration)
|-
| '''Cure Wounds (bonus action)''' || 1 charge || Heal 1d8+5 as bonus action
|-
| '''Cone of Cold (5th-level)''' || 5 charges || 60 ft cone, 8d8 cold damage (CON 16)
|-
| '''Wall of Ice (6th-level)''' || 4 charges || Create ice wall (10 min concentration)
|}


== Spells ==
=== Defensive Abilities ===


=== Cantrips (At Will) ===
{| class="wikitable"
* '''Druidcraft:''' (Druid, 1A, 30 ft, V,S, instantaneous) PHB-2024 266 (V/S)
! Ability !! Effect !! Resource Cost !! Range !! When to Use
* '''Poison Spray:''' +8 to hit, 2d12 poison (Druid, 1A, 30 ft, V,S, instantaneous) PHB-2024 308 (V/S)
|-
* '''Spare the Dying:''' (Druid, 1A, 15 ft, V,S, instantaneous) PHB-2024 318 (V/S)
| '''Wild Shape''' || Gain 21 Temporary HP || 3/Long Rest || Self || Start of combat for durability
* '''Starry Wisp:''' +8 to hit, 2d8 radiant (Circle of the Moon Spells (Always Prepared), 1A, 60 ft, V,S, instantaneous) PHB-2024 320 (V/S)
|-
* '''Elementalism:''' (Primal Order, 1A, 30 ft/5 ft Cube, V,S, instantaneous) PHB-2024 267 (5 ft Cube, V/S)
| '''Animated Shield''' || AC 19 (activate as bonus action) || Always available || Self || Activate when expecting combat
|-
| '''Ring of Evasion''' || Evasion ability (DEX save for no damage) || Unknown charges || Self || Vs fireballs, breath weapons
|-
| '''Tranquil Rebuke (Rank 1)''' || Pacify attacker (WIS save DC 16) || 1/Long Rest || 10 ft || When ally takes damage
|-
| '''Eldath's Sanctuary (Rank 2)''' || End condition on ally (charmed, frightened, paralyzed, poisoned) || 3/Long Rest || 60 ft || Remove conditions
|-
| '''Cold Resistance''' || Tabaxi racial || Always active || Self || Vs cold damage
|}


=== 1st Level (4 Slots) ===
=== Bonus Actions ===
* '''Faerie Fire:''' DEX 16, 1A, 60 ft/20 ft Cube, V, concentration up to 1 minute - PHB-2024 271 (D: 1m, 20 ft Cube, V)
* '''Protection from Evil and Good:''' Protection spell (Druid, 1A, Touch, V,S,M, concentration up to 10 minutes) PHB-2024 309 (D: 10m, V/S/M)
* '''Ice Knife:''' DEX 16 / +8, 1A, 60 ft/5 ft Sphere, S,M, instantaneous - PHB-2024 287 (5 ft Sphere, S/M)
* '''Absorb Elements:''' DEX 16, 1R, Self, S, 1 round - EE 150 (D: 1Rnd, S)
* '''Beast Sense [R]:''' Sense through beast (Druid, 1A, Touch, S, concentration up to 1 hour) PHB-2024 216 (D: 10m, V/S/M)
* '''Earth Tremor:''' DEX 16, 1A, 10 ft, V,S, instantaneous - EE 155 (V/S)
* '''Ice Knife:''' DEX 16 / +8, 1A, 60 ft/5 ft Sphere, S,M, instantaneous - EE 150 (5 ft Sphere, S/M)
* '''Snare:''' Trap (Druid, 1A, Touch, S,M, 8 hours) XGIE 165 (D: 8h, S/M)
* '''Animal Friendship:''' WIS 16, 1A, 30 ft, V,S,M, 24 hours - PHB-2024 229 (D: 24h, V/S/M)
* '''Fog Cloud:''' Create fog (Druid, 1A, 120 ft/20 ft Sphere, V,S, concentration up to 1 hour) PHB-2024 276 (D: 1h, 20 ft Sphere, V/S)
* '''Purify Food and Drink [R]:''' Purify (Druid, 1A (4 x 1cm), 10 ft/5 ft Sphere, V,S, instantaneous) PHB-2024 310 (5 ft Sphere, V/S)
* '''Goodberry:''' Create berries (Druid, 1A, Self, V,S,M, 24 hours - PHB-2024 280 (D: 24h, V/S/M)
* '''Charm Person:''' WIS 16, 1A, 30 ft, V,S, 1 hour - PHB-2024 249 (D: 1h, V/S)
* '''Jump:''' Increase jump (Druid, 1A, Touch, V,S,M, 1 minute) PHB-2024 290 (D: 1m, V/S/M)
* '''Longstrider:''' Increase movement (Druid, 1A, Touch, V,S,M, 1 hour) PHB-2024 293 (D: 1h, V/S/M)
* '''Speak with Animals [R]:''' Talk to animals (Druid, 1A (4 x 1cm), Self, V,S, 10 minutes) PHB-2024 318 (D: 10m, V/S)
* '''Create or Destroy Water:''' Manipulate water (Druid, 1A, 30 ft/30 ft Cube, V,S,M, instantaneous) PHB-2024 258 (30 ft Cube, V/S/M)
* '''Cure Wounds:''' Heal (Druid, 1A, Touch, V,S, instantaneous) PHB-2024 259 (V/S)
* '''Detect Poison and Disease [R]:''' Detect toxins (Druid, 1A (4 x 1cm), Self/30 ft Sphere, V,S,M, concentration up to 10 minutes) PHB-2024 262 (D: 10m, 30 ft Sphere, V/S/M)
* '''Detect Magic [R]:''' Detect magic (Druid, 1A (4 x 1cm), Self/30 ft Sphere, V,S, concentration up to 10 minutes) PHB-2024 262 (D: 10m, 30 ft Sphere, V/S)
* '''Healing Word:''' Heal at range (Druid, 1BA, 60 ft, V, instantaneous) PHB-2024 284 (V)
* '''Thunderwave:''' CON 16, 1A, Self/15 ft Cube, V,S, instantaneous - PHB-2024 334 (15 ft Cube, V/S)
* '''Entangle:''' STR 16, 1A, 90 ft/20 ft Square, V,S, concentration up to 1 minute - PHB-2024 268 (D: 1m, 20 ft Square, V/S)
* '''Fog Cloud:''' Create fog (Improved Staff of Iskralathrax's Horn, 1A, 120 ft/20 ft Sphere, V,S, concentration up to 1 hour) PHB-2024 276 (1 Charge (5/10), D: 1h, 20 ft Sphere, V/S)
* '''Cure Wounds (bonus action):''' Heal (Improved Staff of Iskralathrax's Horn, 1BA, Touch, V,S, instantaneous) PHB-2024 259 (1 Charge (bonus action), V/S)


=== 2nd Level (3 Slots) ===
{| class="wikitable"
* '''Enlarge/Reduce:''' CON 16, 1A, 30 ft, V,S,M, concentration up to 1 minute - PHB-2024 268 (D: 1m, V/S/M)
! Ability !! Effect !! Resource Cost !! Notes
* '''Find Traps:''' Locate traps (Druid, 1A, 120 ft, V,S, instantaneous) PHB-2024 273 (V/S)
|-
* '''Heat Metal:''' CON 16, 1A, 60 ft, V,S,M, concentration up to 1 minute - PHB-2024 284 (D: 1m, V/S/M)
| '''Wild Shape''' || Transform into beast || 3/Long Rest || Primary combat action
* '''Dust Devil:''' STR 16, 1A, 60 ft/5 ft Cube, V,S,M, concentration up to 1 minute - EE 154 (D: 1m, 5 ft Cube, V/S/M)
|-
* '''Earthbind:''' STR 16, 1A, 300 ft, V, concentration up to 1 minute - EE 154 (D: 1m, V)
| '''Exit Wild Shape''' || Return to humanoid form || None || Leave early if needed
* '''Skywrite [R]:''' Write in sky (Druid, 1A (4 x 1cm), Sight, V,S, concentration up to 1 hour) EE 165 (D: 1h, V/S)
|-
* '''Warding Wind:''' Create wind barrier (Druid, 1A, Self/10 ft Radius, V, concentration up to 10 minutes) EE 170 (D: 10m, 10 ft Sphere, V)
| '''Animated Shield''' || Activate or deactivate shield (+6 AC) || None || Activate before combat
* '''Healing Spirit:''' Heal over time (Druid, 1BA, 60 ft/5 ft Cube, V,S, concentration up to 1 minute) XGIE 157 (D: 1m, 5 ft Cube, V/S)
|-
* '''Summon Beast:''' Summon creature (Druid, 1A, 90 ft, V,S,M, concentration up to 1 hour) TCofE 109 (D: 1h, V/S/M)
| '''Healing Word''' || Heal 1d4+5 at 60 ft || 1st-level spell slot || Emergency ranged heal
* '''Wither and Bloom:''' CON 16, 1A, 60 ft/10 ft Sphere, V,S,M, instantaneous - SACoC 38 (10 ft Sphere, V/S/M)
|-
* '''Air Bubble:''' Create air (Druid, 1A, 60 ft, S, 24 hours - SAS 22 (Special: 2 additional globes of fresh air, D: 24h, S)
| '''Healing Spirit''' || Create 5 ft healing zone || 2nd-level spell slot || Out-of-combat group healing
|-
| '''Cure Wounds (Staff)''' || Heal 1d8+5 || 1 charge from staff || Bonus action healing
|-
| '''Grasping Vine''' || Pull creature 20 ft || 4th-level spell slot || Repeated battlefield control
|}


=== 3rd Level (3 Slots) ===
=== Reactions ===
* '''Aura of Vitality:''' Heal multiple (Druid, 1A, Self/30 ft, V, concentration up to 1 minute - PHB-2024 244 (D: 1m, 30 ft Emanation, V)
* '''Revivify:''' Restore dead (Druid, 1A, Touch, V,S,M, instantaneous) PHB-2024 312 (V/S/M)
* '''Protection from Energy:''' Resist element (Druid, 1A, Touch, V,S, concentration up to 1 hour) PHB-2024 309 (D: 1h, V/S)
* '''Dispel Magic:''' End spell (Druid, 1A, 120 ft, V,S, instantaneous) PHB-2024 266 (Special: (See Description*), V/S)
* '''Erupting Earth:''' DEX 16, 1A, 120 ft/20 ft Cube, V,S,M, instantaneous - EE 155 (20 ft Cube, V/S/M)
* '''Flame Arrows:''' Add fire damage (Druid, 1A, Touch, V,S, concentration up to 1 hour) EE 156 (D: 1h, V/S)
* '''Tidal Wave:''' DEX 16, 1A, 120 ft, V,S,M, instantaneous - EE 168 (V/S/M)
* '''Wall of Water:''' DEX 16, 1A, 60 ft, V,S,M, concentration up to 10 minutes - EE 170 (D: 10m, V/S/M)
* '''Summon Fey:''' Summon fey (Druid, 1A, 90 ft, V,S,M, concentration up to 1 hour) TCofE 112 (D: 1h, V/S/M)
* '''Freedom of the Waves:''' Move freely (Druid, 1A, 120 ft, V,S, instantaneous) TCofE 176 (10 ft Cylinder, V/S/M)


=== 4th Level (1 Slot) ===
{| class="wikitable"
* '''Blight:''' CON 16, 1A, 30 ft, V,S, instantaneous - PHB-2024 247 (V/S)
! Reaction !! Trigger !! Effect !! Resource Cost !! Range !! Notes
* '''Elemental Bane:''' CON 16, 1A, 90 ft, V,S, concentration up to 1 minute - EE 155 (D: 1m, V/S)
|-
* '''Watery Sphere:''' STR 16, 1A, 90 ft/5 ft Sphere, V,S,M, concentration up to 1 minute - EE 170 (D: 1m, 5 ft Sphere, V/S/M)
| '''Tranquil Rebuke''' || Ally within 10 ft takes damage || Attacker makes WIS save DC 16 or pacified (can't take hostile actions) || 1/Long Rest || 10 ft || Scales of Eldath Rank 1
* '''Charm Monster:''' WIS 16, 1A, 30 ft, V,S, 1 hour - XGIE 151 (D: 1h, V/S)
|-
* '''Guardian of Nature:''' Transform (Druid, 1BA, Self, V, concentration up to 1 minute) XGIE 157 (D: 1m, V)
| '''Eldath's Sanctuary''' || Ally within 60 ft affected by condition || End condition (charmed, frightened, paralyzed, poisoned) || 3/Long Rest || 60 ft || Scales of Eldath Rank 2
* '''Summon Elemental:''' Summon elemental (Druid, 1A, 90 ft, V,S,M, concentration up to 1 hour) TCofE 111 (D: 1h, V/S/M)
|-
* '''Polymorph:''' WIS 16, 1A, 60 ft, V,S,M, concentration up to 1 hour - PHB-2024 335 (D: 1h, V/S/M)
| '''Absorb Elements''' || You take elemental damage || Resistance to that element, +1d6 on next melee hit || 1st-level spell slot || Self || Staff provides this
* '''Fire Shield:''' Damage shield (Druid, 1A, Self, V,S, 10 minutes) PHB-2024 274 (D: 10m, V/S/M)
|}
* '''Freedom of Movement:''' Move freely (Druid, 1A, Touch, V,S,M, 1 hour) PHB-2024 277 (D: 1h, V/S/M)
* '''Grasping Vine:''' +8 to hit, 1BA, 60 ft, V,S, concentration up to 1 minute - PHB-2024 280 (D: 1m, V/S)
* '''Charm Monster:''' WIS 16, 1A, 30 ft, V,S, 1 hour - XGIE 151 (D: 1h, V/S)
* '''Locate Creature:''' Find creature (Druid, 1A, Self, V,S,M, concentration up to 1 hour) PHB-2024 293 (D: 1m, V/S/M)
* '''Confusion:''' WIS 16, 1A, 90 ft/10 ft Sphere, V,S,M, concentration up to 1 minute - PHB-2024 253 (D: 1m, 10 ft Sphere, V/S/M)
* '''Conjure Minor Elementals:''' Summon elementals (Druid, 1A, Self/15 ft, V,S, concentration up to 1 minute - PHB-2024 255 (D: 1m, 15 ft Emanation, V/S)
* '''Conjure Woodland Beings:''' Summon fey (Druid, 1A, 60 ft/10 ft, V,S, concentration up to 1 minute - PHB-2024 255 (D: 10m, 10 ft Emanation, V/S)
* '''Stone Shape:''' Shape stone (Druid, 1A, Touch, V,S,M, instantaneous) PHB-2024 320 (V/S/M)
* '''Stoneskin:''' Resist damage (Druid, 1A, Touch, V,S,M, concentration up to 1 hour) PHB-2024 320 (D: 1h, V/S/M)
* '''Wall of Fire:''' DEX 16, 1A, 120 ft, V,S,M, concentration up to 1 minute - PHB-2024 338 (D: 1m, V/S/M)
* '''Summon Elemental:''' Summon elemental (Druid, 1A, 90 ft, V,S,M, concentration up to 1 hour) TCofE 335 (D: 1h, V/S/M)
* '''Hallucinatory Terrain:''' Create illusion (Druid, 10m, 300 ft/150 ft Cube, V,S,M, 24 hours) PHB-2024 283 (D: 24h, 150 ft Cube, V/S/M)
* '''Divination [R]:''' Ask question (Druid, 1A (4 x 1cm), Self, V,S,M, instantaneous) PHB-2024 264 (V/S/M)


=== 5th Level (1 Slot) ===
=== Passive Abilities (Always On) ===
* '''Cone of Cold:''' CON 16, 1A, Self/60 ft Cone, V,S,M, instantaneous - PHB-2024 253 (5 Charges (5/10), 60 ft Cone, V/S/M)


=== 6th Level ===
{| class="wikitable"
* '''Wall of Ice:''' DEX 16, 1A, 120 ft, V,S,M, concentration up to 10 minutes - PHB-2024 339 (4 Charges (5/10), D: 10m, V/S/M)
! Ability !! Effect !! Notes
|-
| '''Wild Shape (Circle of the Moon)''' || CR 1 beasts, 21 Temp HP, bonus action || Core class feature
|-
| '''Improved Circle Forms''' || Attacks deal 1d8+5 OR beast's normal damage || Circle of the Moon feature
|-
| '''Elemental Fury''' || Add 1d8 Cold/Fire/Lightning/Thunder once per turn in Wild Shape || Circle of the Moon feature
|-
| '''Primal Strike''' || Attacks in Wild Shape count as magical || Circle of the Moon feature
|-
| '''Darkvision''' || See in darkness up to 60 ft || Tabaxi racial
|-
| '''Cat's Talent''' || Proficiency in Perception and Stealth || Tabaxi racial
|-
| '''Cat's Claws''' || Unarmed strikes deal 1d6+6 slashing || Tabaxi racial
|-
| '''Feline Agility''' || Double movement once per turn || Tabaxi racial
|-
| '''Cold Resistance''' || Resist cold damage || Tabaxi racial
|-
| '''Expertise (Nature)''' || Double proficiency in Nature || +10 to Nature checks
|}


== SOCIAL SITUATIONS ==
== SOCIAL SITUATIONS ==


=== Skill Bonuses ===
=== Skill Bonuses ===
* '''Acrobatics (DEX):''' +4
 
* '''Animal Handling (WIS):''' +8
{| class="wikitable"
* '''Arcana (INT):''' +7
! Skill !! Bonus !! Notes
* '''Athletics (STR):''' +0
|-
* '''Deception (CHA):''' -1
| '''Nature (INT)''' || +10 || Expertise - best nature expert in party
* '''History (INT):''' +2
|-
* '''Insight (WIS):''' +5
| '''Animal Handling (WIS)''' || +8 || Handle and calm animals
* '''Intimidation (CHA):''' -1
|-
* '''Investigation (INT):''' +2
| '''Medicine (WIS)''' || +8 || Treat wounds, diagnose illness
* '''Medicine (WIS):''' +8
|-
* '''Nature (INT):''' +10 (Expertise)
| '''Perception (WIS)''' || +8 || Spot hidden things, notice details
* '''Perception (WIS):''' +8
|-
* '''Performance (CHA):''' -1
| '''Arcana (INT)''' || +7 || Magic knowledge
* '''Persuasion (CHA):''' -1
|-
* '''Religion (INT):''' +2
| '''Stealth (DEX)''' || +7 || Sneaking, hiding (Cat's Talent)
* '''Sleight of Hand (DEX):''' +4
|-
* '''Stealth (DEX):''' +7
| '''Insight (WIS)''' || +5 || Read intentions, detect lies
* '''Survival (WIS):''' +5
|-
| '''Survival (WIS)''' || +5 || Track, forage, navigate
|-
| '''Investigation (INT)''' || +2 || Find clues, analyze
|-
| '''History (INT)''' || +2 || Historical knowledge
|}


=== Passive Scores ===
=== Passive Scores ===
* '''Passive Perception:''' 18
* '''Passive Perception:''' 18 (excellent)
* '''Passive Insight:''' 15
* '''Passive Insight:''' 15
* '''Passive Investigation:''' 12
* '''Passive Investigation:''' 12
Line 243: Line 456:


=== Social Features ===
=== Social Features ===
* '''Speak with Animals:''' Talk to animals (ritual)
* '''Speak with Animals:''' Talk to beasts (ritual)
* '''Wild Companion:''' Summon animal companion
* '''Wild Companion:''' Summon animal familiar
* '''Primal Order:''' Dedicated yourself to one of sacred orders
* '''Druidic Language:''' Secret druid language
* '''Nature Expertise +10:''' Unmatched nature knowledge
* '''Emerald Enclave Member:''' Authority on nature conservation
* '''Scales of Eldath:''' Peaceful deity, water and sanctuaries


=== Languages ===
=== Languages ===
Line 252: Line 468:
== EXPLORATION ==
== EXPLORATION ==


=== Movement ===
=== Movement & Senses ===
* '''Walking Speed:''' 30 ft
* '''Walking Speed:''' 30 ft
* '''Climbing Speed:''' 30 ft
* '''Climbing Speed:''' 30 ft (Cat's Claws)
* '''Feline Agility:''' Double movement once per turn
* '''Darkvision:''' 60 ft
* '''Darkvision:''' 60 ft
* '''Wild Shape Forms:''' Varies (swim, fly, climb depending on beast)


=== Useful Abilities for Exploration ===
=== Useful Exploration Abilities ===
* '''Wild Shape:''' Transform into beasts for scouting, swimming, climbing
* '''Wild Shape:''' Transform into beasts for scouting (fly, swim, burrow)
* '''Speak with Animals:''' Communicate with animals
* '''Speak with Animals:''' Gather information from wildlife (ritual)
* '''Cat's Talent:''' Proficiency in Perception and Stealth
* '''Beast Sense:''' See through beast's eyes for scouting (ritual)
* '''Feline Agility:''' Double movement speed once per turn
* '''Detect Magic:''' Find magical auras (ritual)
* '''Pass without Trace:''' +10 to Stealth for entire party
* '''Detect Poison and Disease:''' Identify hazards (ritual)
* '''Detect Magic:''' Find magical auras
* '''Locate Creature:''' Track specific creature (4th-level)
* '''Locate Creature:''' Find specific creature
* '''Cat's Claws + Climbing:''' 30 ft climb speed
* '''Skywrite:''' Write messages in the sky
* '''Feline Agility:''' Double movement (60 ft total) once per turn
* '''Nature +10 (Expertise):''' Unmatched nature knowledge


=== Tools ===
=== Tools ===
Line 274: Line 493:


{| class="wikitable"
{| class="wikitable"
! Resource !! Total !! Recharges
! Resource !! Total !! Recharges !! Current Status
|-
|-
| '''Hit Dice''' || 7d8 || Long Rest
| '''Hit Dice (d8)''' || 7 || Long Rest || Track usage
|-
|-
| '''Wild Shape''' || 3 uses || Long Rest
| '''Wild Shape''' || 3 uses || Long Rest || Bonus action, 3 hours or 21 temp HP
|-
|-
| '''Wild Resurgence (Regain Wild Shape)''' || Expend spell slot || Per use
| '''Wild Resurgence (Regain Wild Shape)''' || Expend spell slot || Per use || When out of Wild Shape
|-
|-
| '''Wild Resurgence (Regain Spell Slot)''' || 1 use || Long Rest
| '''Wild Resurgence (Regain Spell Slot)''' || 1 use || Long Rest || Trade Wild Shape for spell slot
|-
|-
| '''Spell Slots (1st)''' || 4 || Long Rest
| '''Spell Slots (1st-level)''' || 4 || Long Rest || Entangle, Cure Wounds, etc.
|-
|-
| '''Spell Slots (2nd)''' || 3 || Long Rest
| '''Spell Slots (2nd-level)''' || 3 || Long Rest || Healing Spirit, Heat Metal, etc.
|-
|-
| '''Spell Slots (3rd)''' || 3 || Long Rest
| '''Spell Slots (3rd-level)''' || 3 || Long Rest || Revivify, Erupting Earth, etc.
|-
|-
| '''Spell Slots (4th)''' || 1 || Long Rest
| '''Spell Slots (4th-level)''' || 1 || Long Rest || Polymorph, Wall of Fire, etc.
|-
|-
| '''Healer (Battle Medic)''' || 3 uses || Long Rest
| '''Healer (Battle Medic)''' || 3 uses || Long Rest || Heal 1d6+4 with Healer's Kit
|-
|-
| '''Scales of Eldath - Tranquil Rebuke''' || 1 use || Long Rest
| '''Tranquil Rebuke''' || 1 use || Long Rest || Pacify attacker (WIS save DC 16)
|-
|-
| '''Scales of Eldath - Eldath's Sanctuary''' || 3 uses || Long Rest
| '''Eldath's Sanctuary''' || 3 uses || Long Rest || End condition on ally
|-
|-
| '''Improved Staff of Iskralathrax's Horn''' || 5/10 charges || Unknown
| '''Staff of Iskralathrax's Horn''' || 5/10 charges || Unknown || Fog Cloud, Cure Wounds, Cone of Cold, Wall of Ice
|-
|-
| '''Animated Shield''' || Always Active || -
| '''Animated Shield''' || Always available || - || AC 19 when activated
|-
|-
| '''Ring of Evasion''' || Always Active || -
| '''Ring of Evasion''' || Unknown charges || - || Evasion ability
|-
| '''Feline Agility''' || Once per turn || Stop moving for a turn || Double movement
|}
|}
== COMMON TACTICS ==
=== Opening Combat (Turn 1) ===
'''Standard Wild Shape Opening:'''
1. '''Bonus Action:''' Wild Shape into beast form (gain 21 Temp HP)
2. '''Movement:''' Move into melee range (or stay at range if ranged form)
3. '''Action:''' Attack with beast attack (choose 1d8+5 or beast's normal damage)
4. '''After Hit:''' Add Elemental Fury (1d8 Cold/Fire/Lightning/Thunder)
'''Alternative Opening (Buff First):'''
1. '''Turn 0 (Before Combat):''' Cast concentration spell (Barkskin, Stoneskin, etc.)
2. '''Turn 1 Bonus Action:''' Wild Shape (maintain concentration)
3. '''Action:''' Attack with beast form
4. '''Benefit:''' You have buff active WHILE in beast form
'''Support Opening (Don't Wild Shape):'''
1. '''Action:''' Cast control spell (Entangle, Faerie Fire, Web)
2. '''Next Turn:''' Wild Shape or continue casting
3. '''Use When:''' Party needs control more than your tanking
=== During Combat - Tank Role ===
'''Your Job in Wild Shape: Absorb Damage'''
1. '''Transform Early:'''
  * Wild Shape on Turn 1 (or pre-combat if possible)
  * Gain 21 Temporary HP
  * Position in front of squishies
2. '''Attack Every Turn:'''
  * Use beast attacks (multiattack if available)
  * Choose 1d8+5 or beast's normal damage (whichever is higher)
  * Add Elemental Fury (1d8) once per turn
3. '''Stay in Wild Shape Until Temp HP Depleted:'''
  * You have 21 Temp HP in beast form
  * When it reaches 0, you revert to humanoid form
  * DON'T leave early unless you need to cast a spell
4. '''Concentration Spells:'''
  * You can maintain concentration in Wild Shape
  * Cast buff spell BEFORE transforming
  * Examples: Stoneskin, Barkskin (don't need these with AC 19 though)
5. '''When Temp HP is Gone:'''
  * Use another Wild Shape (if you have uses left)
  * Cast healing spell on self
  * Let allies take frontline while you support with spells
=== During Combat - Damage Dealer (Wild Shape) ===
'''Maximizing Beast Form Damage:'''
1. '''Choose Best Damage Option:'''
  * Improved Circle Forms: 1d8+5 (avg 10 damage)
  * Beast's normal attack: Varies
  * **Always choose higher damage**
2. '''Add Elemental Fury:'''
  * Once per turn, add 1d8 Cold/Fire/Lightning/Thunder
  * Choose element based on enemy resistances
  * Total: 1d8+5 + 1d8 = ~14 damage per hit
3. '''Use Multiattack Beasts:'''
  * Brown Bear: Bite + Claw = 2 attacks
  * Dire Wolf: Bite attack
  * **Multiple attacks = more chances to add Elemental Fury**
4. '''Expected Damage (Brown Bear Example):'''
  * Bite: 1d8+5 + 1d8 (Elemental Fury) = ~14 damage
  * Claw: 1d8+5 = ~10 damage
  * **Total: ~24 damage per turn**
=== During Combat - Spellcaster Role ===
'''When to Stay in Humanoid Form:'''
**Stay Humanoid If:**
* Party needs healing urgently
* Battlefield control is more valuable than your 21 Temp HP
* You're facing multiple weak enemies (AOE spells better)
* You're low on Wild Shape uses
**Key Spells for Combat Support:**
1. '''Healing Word (1st-level, bonus action):''' Heal downed ally from range
2. '''Healing Spirit (2nd-level, bonus action):''' Zone healing for party
3. '''Entangle (1st-level):''' Restrain multiple enemies (STR save DC 16)
4. '''Faerie Fire (1st-level):''' Give party advantage on attacks
5. '''Heat Metal (2nd-level):''' 2d8 fire damage per turn vs armored enemy
6. '''Web (2nd-level):''' Restrain multiple enemies in 20 ft cube
7. '''Erupting Earth (3rd-level):''' 3d12 bludgeoning AOE
8. '''Polymorph (4th-level):''' Turn enemy into harmless beast OR buff ally
=== Boss Fight Tactics ===
'''Fighting a Single Big Enemy:'''
1. '''Pre-Combat:''' Cast Stoneskin or Protection from Energy on tank
2. '''Turn 1:''' Wild Shape (bonus action) + Attack
3. '''Subsequent Turns:'''
  * Attack with beast form
  * Use 1d8+5 + 1d8 (Elemental Fury) = ~14 damage per hit
  * Multiattack if available (~24 damage/turn)
4. '''When Wild Shape HP Depleted:'''
  * Wild Shape again (if uses remain)
  * OR cast high-damage spell (Blight 8d8, Erupting Earth 3d12)
5. '''If Boss Has Legendary Resistance:'''
  * Focus on damage, not control spells
  * Wild Shape for sustained damage
  * Use Elemental Fury for extra damage
6. '''If Allies Need Healing:'''
  * Stay in humanoid form or exit Wild Shape
  * Cast Healing Word (bonus action) or Cure Wounds
  * Consider Revivify if ally dies (3rd-level)
=== Multi-Enemy Tactics ===
'''Fighting Multiple Enemies:'''
1. '''Option 1: AOE Control (Stay Humanoid):'''
  * Cast Entangle (restrain multiple in 20 ft square)
  * Cast Web (restrain multiple in 20 ft cube)
  * Cast Faerie Fire (party gets advantage vs multiple)
  * Next turn: Wild Shape or continue casting
2. '''Option 2: Tank (Wild Shape):'''
  * Wild Shape on turn 1
  * Position to block enemies from reaching squishies
  * Attack each turn, focusing on priority targets
  * Use 21 Temp HP to absorb hits
3. '''Option 3: AOE Damage (Stay Humanoid):'''
  * Erupting Earth (3d12 in 20 ft cube)
  * Tidal Wave (4d8 in large area + prone)
  * Wall of Fire (5d8 to creatures passing through)
4. '''Option 4: Summon Help:'''
  * Summon Beast (2nd-level) - one companion
  * Summon Elemental (4th-level) - powerful ally
  * Conjure Minor Elementals (4th-level) - multiple allies
=== Multiclass Optimization ===
'''Managing Wild Shape vs Spellcasting:'''
**Wild Shape Priority:**
* Use when party needs frontline tank
* Use when you want consistent damage
* Use when you need beast mobility (swim, climb, fly)
* 21 Temp HP is significant durability
**Spellcasting Priority:**
* Use when party needs healing
* Use when battlefield control is crucial
* Use when AOE damage is needed
* Use when you're low on Wild Shape uses
**Concentration While Wild Shaped:**
* Cast concentration spell BEFORE Wild Shape
* Examples: Stoneskin (resistance), Heat Metal (sustained damage)
* You maintain concentration in beast form
* Can't cast new spells while shifted
**Wild Resurgence:**
* Trade spell slot for Wild Shape use (when out of uses)
* Trade Wild Shape use for spell slot (1/LR) - rarely useful
=== Resource Conservation ===
'''Managing Wild Shape (3/Long Rest):'''
* Use 1 per serious combat
* Don't use for exploration if combat is likely soon
* Each use lasts 3 hours - very efficient
* Exit early if you need to heal or cast
'''Managing Spell Slots:'''
* **1st-level (4 slots):** Cure Wounds, Healing Word, Entangle, Faerie Fire
* **2nd-level (3 slots):** Healing Spirit, Heat Metal, Web
* **3rd-level (3 slots):** Revivify (emergency), Erupting Earth, Aura of Vitality
* **4th-level (1 slot):** Polymorph OR Wall of Fire OR Summon Elemental
**Healing Efficiency:**
* **In Combat:** Healing Word (bonus action, 1st-level) for downed allies
* **Out of Combat:** Healing Spirit (2nd-level) for group healing OR Aura of Vitality (3rd-level)
* **Emergency:** Revivify (3rd-level) if ally dies
**Control Spell Priority:**
* **Multiple Weak Enemies:** Entangle or Web (restrain)
* **Multiple Strong Enemies:** Faerie Fire (advantage for party)
* **Single Enemy:** Polymorph (turn into sheep) or Heat Metal (sustained damage)
**Staff of Iskralathrax's Horn (5/10 charges):**
* Fog Cloud: 1 charge (useful for escape)
* Cure Wounds (bonus action): 1 charge (efficient healing)
* Cone of Cold: 5 charges (save for big fight)
* Wall of Ice: 4 charges (battlefield control)
=== Special Situations ===
'''If You're Surrounded:'''
* Wild Shape into beast with high AC or HP
* Use 21 Temp HP to absorb hits
* Cast Thunderwave (push enemies away) if in humanoid form
* Use Fog Cloud from staff to block vision
'''If Ally is Dying:'''
* Exit Wild Shape (bonus action)
* Cast Healing Word (bonus action, 1st-level) - 1d4+5 healing
* OR use Cure Wounds (bonus action) from staff - 1d8+5 healing
* If already dead: Revivify (3rd-level) - must be within 1 minute
'''If You Need to Fly:'''
* Wild Shape into flying beast (available at your level)
* Check with DM for available flying forms
'''If You Need to Swim:'''
* Wild Shape into aquatic beast (Giant Octopus, Polar Bear)
* Cast Water Breathing or Air Bubble
'''If You Need Information:'''
* Speak with Animals (ritual) to ask local wildlife
* Beast Sense (ritual) to scout through animal's eyes
* Nature +10 (expertise) for nature knowledge
* Divination (4th-level, ritual) for guidance
'''If Party Needs Healing:'''
* **Out of Combat:** Healing Spirit (2nd-level, everyone walks through) or Aura of Vitality (3rd-level, heal 2d6 each turn)
* **In Combat:** Healing Word (bonus action) for downed allies
* **Efficient:** Goodberry (10 berries, 1 HP each) before combat


== QUICK REFERENCE ==
== QUICK REFERENCE ==


'''In Combat:'''
=== Combat Priority Checklist ===
# Use Wild Shape (bonus action) on turn 1 to gain Temporary HP and Beast attacks
 
# Make attacks in Beast form (add +5 Wis to damage if desired)
'''Start of Your Turn:'''
# Use Elemental Fury for extra 1d8 elemental damage once per turn
1. □ Am I in Wild Shape? If not, should I transform? (Bonus action, 3/LR)
# Cast concentration spell before Wild Shaping (Faerie Fire, Heat Metal, etc.)
2. □ If in Wild Shape: Attack with beast form
# Stay in Wild Shape until Temporary HP depleted or combat ends
3. □ Choose damage: 1d8+5 OR beast's normal attack (use higher)
4. □ After hitting: Add Elemental Fury? (1d8 Cold/Fire/Lightning/Thunder, 1/turn)
5. □ If not in Wild Shape: Cast spell or transform
 
'''Enemy's Turn:'''
1. □ Did ally within 10 ft take damage? Use Tranquil Rebuke? (1/LR, reaction)
2. □ Did ally within 60 ft get hit by condition? Use Eldath's Sanctuary? (3/LR, reaction)
 
'''After Combat:'''
1. □ Wild Shape uses remaining? (3/LR)
2. □ Spell slots remaining?
3. □ Does party need healing? (Healing Spirit, Aura of Vitality, Goodberry)
 
=== Key Numbers to Remember ===
 
'''Wild Shape:'''
* Uses: 3 per Long Rest
* Bonus action to enter/exit
* Temporary HP: 21
* Duration: 3 hours or until temp HP depleted
 
'''Damage in Wild Shape:'''
* Attack option 1: 1d8+5 (avg 10 damage)
* Attack option 2: Beast's normal damage
* Elemental Fury: +1d8 (avg 4 damage) once per turn
* Total per attack: ~14 damage with Elemental Fury
 
'''Spell Save DC:''' 16 (excellent)
'''Spell Attack Bonus:''' +8
 
'''Defensive Numbers:'''
* AC: 19 (Animated Shield active)
* HP: 52 (humanoid form)
* Temp HP: 21 (Wild Shape form)
* Cold Resistance: Always active
 
=== Best Combat Options ===
 
'''Top Damage Combination (Wild Shape):'''
1. **Turn 1:** Wild Shape (bonus action) + Attack
2. **Turn 2+:** Attack twice (if multiattack) with 1d8+5 + 1d8 (Elemental Fury)
3. **Expected:** ~24 damage per turn (Brown Bear with multiattack)
 
'''Top Control Combination (Spellcaster):'''
1. **Turn 1:** Cast Web (2nd-level) to restrain enemies
2. **Turn 2:** Cast Faerie Fire or attack restrained enemies
3. **Effect:** Multiple enemies restrained, party has advantage
 
'''Top Healing Combination:'''
1. **Out of Combat:** Healing Spirit (2nd-level, everyone walks through for 1d6)
2. **In Combat:** Healing Word (bonus action, 1st-level) for downed allies
3. **Efficient:** Aura of Vitality (3rd-level, heal 2d6 each turn for 1 minute)
 
=== Status Conditions & Effects ===
 
'''Conditions You Can Inflict:'''
* '''Restrained (Entangle, Web):''' Multiple targets, STR save DC 16
* '''Prone (Tidal Wave):''' Large area, DEX save DC 16
* '''Charmed (Animal Friendship):''' Beasts only, WIS save DC 16
* '''Pacified (Tranquil Rebuke):''' Attacker can't take hostile actions (WIS save DC 16)
* '''Polymorphed:''' Transform creature into harmless beast (WIS save DC 16)
 
'''Conditions You Can Remove:'''
* '''Blinded, Deafened, Paralyzed, Poisoned:''' Lesser Restoration (2nd-level)
* '''Charmed, Frightened, Paralyzed, Poisoned:''' Eldath's Sanctuary (3/LR, reaction)
* '''Death:''' Revivify (3rd-level, within 1 minute)
* '''Grappled, Restrained:''' Freedom of Movement (4th-level)
 
'''Conditions You Resist:'''
* '''Cold Damage:''' Cold Resistance (Tabaxi racial)
 
=== Remember These Critical Things ===
 
1. '''Wild Shape Gives 21 Temp HP:''' Transform early in combat for durability
 
2. '''You Can Concentrate While Wild Shaped:''' Cast buff spell BEFORE transforming
 
3. '''Improved Circle Forms:''' Choose 1d8+5 or beast's normal damage (pick higher)
 
4. '''Elemental Fury Once Per Turn:''' Add 1d8 Cold/Fire/Lightning/Thunder after you hit
 
5. '''Wild Shape is Bonus Action:''' Transform and still attack on turn 1
 
6. '''You Have 3 Wild Shapes Per Long Rest:''' Use them liberally - they're powerful
 
7. '''Exit Wild Shape as Bonus Action:''' Can leave early to cast spells or heal
 
8. '''You Can't Cast in Wild Shape:''' Cast concentration spells BEFORE transforming
 
9. '''Your Spell Save DC is 16:''' Very high - enemies struggle to resist
 
10. '''You Have Excellent Support Reactions:''' Tranquil Rebuke (1/LR), Eldath's Sanctuary (3/LR)
 
=== Common Mistakes to Avoid ===
 
1. '''Not Using Wild Shape:''' 21 Temp HP and beast attacks are very strong - use it!
 
2. '''Leaving Wild Shape Too Early:''' Stay shifted until temp HP is gone
 
3. '''Forgetting Elemental Fury:''' Add 1d8 elemental damage ONCE per turn
 
4. '''Casting Spells in Wild Shape:''' You can't - cast BEFORE transforming
 
5. '''Not Choosing Best Damage:''' Compare 1d8+5 vs beast's normal damage - use higher
 
6. '''Hoarding Wild Shape Uses:''' You have 3 per long rest - use 1 per combat


'''Before Combat:'''
7. '''Not Maintaining Concentration:''' You can concentrate on spells while Wild Shaped - use it!
# Cast buff spell (Barkskin, Pass without Trace, etc.)
# Wild Shape into combat-appropriate form
# Position for optimal attacks


'''Concentration Spells (can only have ONE active):'''
8. '''Forgetting Multiattack:''' Some beasts attack multiple times - don't waste attacks
* Faerie Fire, Protection from Evil and Good, Ice Knife, Absorb Elements, Beast Sense, Fog Cloud, Enlarge/Reduce, Heat Metal, Dust Devil, Earthbind, Skywrite, Warding Wind, Healing Spirit, Summon Beast, Aura of Vitality, Protection from Energy, Flame Arrows, Tidal Wave, Wall of Water, Summon Fey, Elemental Bane, Watery Sphere, Guardian of Nature, Summon Elemental, Polymorph, Grasping Vine, Confusion, Conjure Minor Elementals, Conjure Woodland Beings, Stoneskin, Wall of Fire, Summon Elemental, Wall of Ice


'''Key Numbers to Remember:'''
9. '''Not Using Support Reactions:''' Tranquil Rebuke and Eldath's Sanctuary are powerful
* Spell Save DC: '''16'''
* Spell Attack: '''+8'''
* Wild Shape: '''3/Long Rest (Bonus Action)'''
* Wild Shape Temp HP: '''21 HP (Beast form HP)'''
* Wild Shape Duration: '''3 hours'''
* Improved Circle Forms Damage: '''1d8 + 5 Wis OR normal Beast damage'''
* Elemental Fury: '''Extra 1d8 elemental (once per turn)'''
* AC: '''19''' (humanoid), varies in Wild Shape


'''Resistances:'''
10. '''Not Healing Between Combats:''' Healing Spirit and Aura of Vitality are very efficient
* Cold Resistance (Tabaxi)


'''Special Note:''' Karma's primary combat strategy is Wild Shape. Transform early, use Beast attacks with bonus damage, and stay in form to absorb damage with Temporary HP. Can cast spells before shaping and maintain concentration.
[[Category:Player Characters]] [[Category:Player Guides]]

Revision as of 22:57, 23 January 2026

Karma - Player Guide

Karma is a Level 7 Tabaxi Druid (Circle of the Moon) with the Hermit background. Karma is a member of the Emerald Enclave and follows the Scales of Eldath.

Overview

Role in the Party: Wildshape Tank, Versatile Caster, Healer

Core Strengths:

  • Wild Shape provides 21 Temporary HP and beast combat forms (3/Long Rest)
  • Can attack as beast with 1d8+5 damage OR beast's normal damage
  • Elemental Fury adds 1d8 elemental damage once per turn in Wild Shape
  • Extensive spell list with healing, control, damage, and utility
  • Can concentrate on spells WHILE in Wild Shape
  • Incredibly versatile - can fill any role the party needs
  • Strong defensive reactions (Tranquil Rebuke, Eldath's Sanctuary)

Core Stats (Humanoid Form):

  • AC: 19 (Animated Shield + DEX)
  • HP: 52 (Max) - Lower, but Wild Shape provides 21 Temp HP
  • Speed: 30 ft (walking/climbing)
  • Initiative: +4
  • Proficiency Bonus: +3

Ability Scores:

  • STR 11 (+0) | DEX 18 (+4) | CON 14 (+2)
  • INT 14 (+2) | WIS 20 (+5) | CHA 9 (-1)

Saving Throws:

  • Strength: +0
  • Dexterity: +4
  • Constitution: +2
  • Intelligence: +5
  • Wisdom: +8
  • Charisma: -1

Spell Save DC: 16 | Spell Attack Bonus: +8

COMBAT - What Can I Do On My Turn?

Humanoid Form Attacks (RARELY USED)

Weapon Attack Bonus Avg Damage Damage Roll Damage Type Range Notes
Improved Staff of Iskralathrax's Horn +3 4 1d6 bludgeoning Bludgeoning Melee 5/10 charges remaining
Poison Spray +8 13 2d12 poison Poison 30 ft Cantrip
Starry Wisp +8 9 2d8 radiant Radiant 60 ft Cantrip
Cat's Claws +4 7 1d6+6 slashing Slashing Melee Tabaxi racial

IMPORTANT: You should almost always be in Wild Shape during combat, not using humanoid attacks.

Wild Shape (YOUR PRIMARY COMBAT ABILITY)

Wild Shape Basics:

  • Bonus Action: Transform into beast form
  • Duration: 3 hours or until you drop to 0 HP, become incapacitated, or dismiss
  • Uses: 3 per Long Rest
  • Temporary HP: Gain 21 HP in beast form (your beast form's HP)
  • Bonus Action to Exit: Leave Wild Shape early

Wild Shape Benefits:

Benefit Effect Notes
Temporary HP Gain 21 HP when you transform When depleted, revert to humanoid form
Beast Attacks Use beast's attacks OR deal 1d8+5 damage Choose each time you hit
Elemental Fury Add 1d8 Cold/Fire/Lightning/Thunder damage to one attack per turn Choose element when you hit
Primal Strike Attacks count as magical Overcome resistance to non-magical attacks
Concentrate on Spells Maintain concentration while Wild Shaped Cast buff spell BEFORE shifting
Speak Druidic Can speak Druidic only No other languages
Can't Cast Spells Cannot cast spells while Wild Shaped Cast buffs before transforming

Wild Shape Stat Block

Level 7 Circle of the Moon Beast Form:

Stat Value Notes
Hit Points 21 Temporary HP when you transform
Attack Option 1 1d8+5 damage (your choice of damage type) Improved Circle Forms feature
Attack Option 2 Beast's normal attack Use beast stat block damage
Elemental Fury +1d8 Cold/Fire/Lightning/Thunder (once per turn) Choose element when you hit
AC Varies by beast form Natural armor from beast
Speed Varies by beast form Movement from beast
Abilities Keep INT/WIS/CHA, gain beast's STR/DEX/CON Use higher save if both proficient
Languages Druidic only Can understand others, can't speak

Note: Exact beast forms and stat blocks should be determined with DM. The following are common Circle of the Moon options:

Beast Form CR HP AC Speed Key Features When to Use
Brown Bear 1 21+ 11 40 ft, climb 30 ft Multiattack (bite + claw), high HP General tanking
Dire Wolf 1 21+ 14 50 ft Pack Tactics (advantage with allies), high speed Flanking with party
Giant Octopus 1 21+ 11 10 ft, swim 60 ft Tentacles, grapple, underwater breathing Underwater combat
Giant Hyena 1 21+ 12 50 ft Pack Tactics, rampage Flanking with party
Polar Bear 1 21+ 12 40 ft, swim 30 ft Multiattack, keen smell Cold environments

Your Attacks in Any Beast Form:

  • **Option 1:** Beast's normal attack (varies by form)
  • **Option 2:** 1d8+5 damage of beast's damage type (Improved Circle Forms)
  • **Elemental Fury:** Add 1d8 Cold/Fire/Lightning/Thunder once per turn

Example: Brown Bear Attack:

  • Bite: Attack roll with beast's modifier, deal 1d8+5 piercing OR beast's normal damage
  • Claw: Attack roll with beast's modifier, deal 1d8+5 slashing OR beast's normal damage
  • Add 1d8 elemental to one attack per turn

Offensive Abilities

Ability Effect Resource Cost When to Use
Wild Shape Transform into beast, gain 21 Temp HP, use beast attacks 3/Long Rest Every serious combat
Improved Circle Forms Each attack in Wild Shape deals 1d8+5 OR beast's normal damage Always active in Wild Shape Choose higher damage
Elemental Fury Add 1d8 Cold/Fire/Lightning/Thunder to one attack per turn Always active in Wild Shape Extra damage once per turn
Wild Resurgence Expend spell slot to regain Wild Shape use Spell slot When out of Wild Shape uses
Multiattack (Beast Forms) Some beasts can attack multiple times Varies by beast Brown Bear, Dire Wolf

Offensive Spells (By Category)

Damage Cantrips:

Spell Damage Save/Attack Range When to Use
Poison Spray 2d12 poison CON 16 30 ft High damage, but poison is commonly resisted
Starry Wisp 2d8 radiant Attack +8 60 ft Reliable damage type
Elementalism Minor elemental effect None 30 ft / 5 ft cube Utility cantrip

Damage Spells (1st-level):

Spell Level Casting Time Target Damage/Effect Save/Attack Concentration When to Use
Ice Knife 1st 1 Action 60 ft / 5 ft sphere 1d10 piercing + 2d6 cold (AOE) Attack +8 / DEX 16 No Single target + AOE
Earth Tremor 1st 1 Action 10 ft radius 1d6 bludgeoning DEX 16 No AOE around you
Thunderwave 1st 1 Action 15 ft cube 2d8 thunder CON 16 No Push enemies away

Damage Spells (2nd-level):

Spell Level Casting Time Target Damage/Effect Save/Attack Concentration When to Use
Heat Metal 2nd 1 Action 60 ft metal object 2d8 fire CON 16 Yes (1 min) Vs armored enemies
Dust Devil 2nd 1 Action 60 ft / 5 ft cube 1d8 bludgeoning STR 16 Yes (1 min) Persistent AOE
Wither and Bloom 2nd 1 Action 60 ft / 10 ft sphere 2d6 necrotic + heal allies CON 16 No Damage + heal

Damage Spells (3rd-level):

Spell Level Casting Time Target Damage/Effect Save/Attack Concentration When to Use
Erupting Earth 3rd 1 Action 120 ft / 20 ft cube 3d12 bludgeoning DEX 16 No High damage AOE
Tidal Wave 3rd 1 Action 120 ft area 4d8 bludgeoning DEX 16 No Large AOE, knocks prone
Flame Arrows 3rd 1 Action Touch +1d6 fire to 12 attacks None Yes (1 hour) Buff ranged allies (Keyleth!)

Damage Spells (4th-level):

Spell Level Casting Time Target Damage/Effect Save/Attack Concentration When to Use
Blight 4th 1 Action 30 ft 8d8 necrotic CON 16 No High single-target damage
Wall of Fire 4th 1 Action 120 ft 5d8 fire DEX 16 Yes (1 min) Area denial
Grasping Vine 4th 1 Bonus Action 60 ft Pull + 1d6 damage Attack +8 Yes (1 min) Repeated pulls

Control/Debuff Spells (1st-level):

Spell Level Effect Save Concentration When to Use
Entangle 1st Restrain creatures in 20 ft square STR 16 Yes (1 min) Lock down melee enemies
Faerie Fire 1st Creatures glow, attacks vs them have advantage DEX 16 Yes (1 min) Help party hit
Fog Cloud 1st Create heavily obscured 20 ft sphere None Yes (1 hour) Block vision, escape
Animal Friendship 1st Charm beast WIS 16 24 hours Avoid beast combat

Control/Debuff Spells (2nd-level):

Spell Level Effect Save Concentration When to Use
Enlarge/Reduce 2nd Enlarge (advantage on STR) or Reduce (disadvantage) CON 16 Yes (1 min) Buff tank or debuff enemy
Earthbind 2nd Ground flying creature (speed 0 ft flying) STR 16 Yes (1 min) Ground flyers
Warding Wind 2nd 10 ft sphere of wind, ranged disadvantage None Yes (10 min) Protect from ranged

Control/Debuff Spells (3rd-level):

Spell Level Effect Save Concentration When to Use
Wall of Water 3rd Create wall, half fire damage through it DEX 16 Yes (10 min) Block attacks, reduce fire damage

Control/Debuff Spells (4th-level):

Spell Level Effect Save Concentration When to Use
Polymorph 4th Transform creature into beast WIS 16 Yes (1 hour) Transform enemy into harmless beast OR buff ally
Confusion 4th Creatures act randomly WIS 16 Yes (1 min) Multiple enemies
Conjure Minor Elementals 4th Summon elementals None Yes (1 min) Extra combatants
Stone Shape 4th Shape stone into any form None Instant Utility/exploration
Stoneskin 4th Resistance to non-magical physical None Yes (1 hour) Tank buff

Healing/Support Spells:

Spell Level Casting Time Effect When to Use
Spare the Dying Cantrip 1 Action Stabilize dying creature Save downed ally
Goodberry 1st 1 Action Create 10 berries (1 HP each) Out-of-combat healing
Cure Wounds 1st 1 Action Heal 1d8+5 Emergency healing
Healing Word 1st 1 Bonus Action Heal 1d4+5 at range Bonus action emergency heal
Protection from Evil and Good 1st 1 Action Protect from fiends/undead/etc Vs specific creature types
Healing Spirit 2nd 1 Bonus Action Create 5 ft healing zone (1d6) Out-of-combat group healing
Lesser Restoration 2nd 1 Action End one condition (blinded, deafened, paralyzed, poisoned) Remove conditions
Aura of Vitality 3rd 1 Action Heal 2d6 each turn (bonus action) Out-of-combat efficient healing
Revivify 3rd 1 Action Restore dead creature (within 1 min) Emergency resurrection
Protection from Energy 3rd 1 Action Resistance to one element Before dragon fight
Fire Shield 4th 1 Action Resistance + retaliation damage Tank buff
Freedom of Movement 4th 1 Action Ignore movement restrictions Vs grapples, restraints

Summoning Spells:

Spell Level Casting Time Effect Concentration When to Use
Summon Beast 2nd 1 Action Summon beast companion Yes (1 hour) Extra combatant
Summon Fey 3rd 1 Action Summon fey spirit Yes (1 hour) Extra combatant
Summon Elemental 4th 1 Action Summon elemental Yes (1 hour) Extra combatant
Conjure Minor Elementals 4th 1 Action Summon multiple elementals Yes (1 min) Swarm of combatants
Conjure Woodland Beings 4th 1 Action Summon fey creatures Yes (10 min) Swarm of combatants

Utility Spells:

Spell Level Casting Time Effect Duration When to Use
Druidcraft Cantrip 1 Action Minor druid effects Varies Weather prediction, minor effects
Beast Sense 1st (Ritual) 1 Action See through beast's senses 1 hour Scouting
Detect Magic 1st (Ritual) 1 Action Detect magic in 30 ft 10 min Find magic items
Detect Poison and Disease 1st (Ritual) 1 Action Detect toxins in 30 ft 10 min Safety checks
Purify Food and Drink 1st (Ritual) 1 Action Purify food/water Instant Remove poison from food
Speak with Animals 1st (Ritual) 1 Action Talk to animals 10 min Information gathering
Longstrider 1st 1 Action +10 ft speed 1 hour Travel speed
Jump 1st 1 Action Triple jump distance 1 minute Overcome obstacles
Skywrite 2nd (Ritual) 1 Action Write in clouds 1 hour Long-distance messaging
Air Bubble 2nd 1 Action Create air globes 24 hours Underwater breathing
Find Traps 2nd 1 Action Locate traps in 120 ft Instant Before opening doors
Locate Creature 4th 1 Action Find specific creature 1 hour Track quarry
Divination 4th (Ritual) 1 Action Ask question, get answer Instant Seek guidance
Hallucinatory Terrain 4th 10 min Create illusory terrain 24 hours Hide location

Staff of Iskralathrax's Horn Spells (5/10 charges):

Spell Charges Effect
Fog Cloud 1 charge Create 20 ft sphere of fog (1 hour concentration)
Cure Wounds (bonus action) 1 charge Heal 1d8+5 as bonus action
Cone of Cold (5th-level) 5 charges 60 ft cone, 8d8 cold damage (CON 16)
Wall of Ice (6th-level) 4 charges Create ice wall (10 min concentration)

Defensive Abilities

Ability Effect Resource Cost Range When to Use
Wild Shape Gain 21 Temporary HP 3/Long Rest Self Start of combat for durability
Animated Shield AC 19 (activate as bonus action) Always available Self Activate when expecting combat
Ring of Evasion Evasion ability (DEX save for no damage) Unknown charges Self Vs fireballs, breath weapons
Tranquil Rebuke (Rank 1) Pacify attacker (WIS save DC 16) 1/Long Rest 10 ft When ally takes damage
Eldath's Sanctuary (Rank 2) End condition on ally (charmed, frightened, paralyzed, poisoned) 3/Long Rest 60 ft Remove conditions
Cold Resistance Tabaxi racial Always active Self Vs cold damage

Bonus Actions

Ability Effect Resource Cost Notes
Wild Shape Transform into beast 3/Long Rest Primary combat action
Exit Wild Shape Return to humanoid form None Leave early if needed
Animated Shield Activate or deactivate shield (+6 AC) None Activate before combat
Healing Word Heal 1d4+5 at 60 ft 1st-level spell slot Emergency ranged heal
Healing Spirit Create 5 ft healing zone 2nd-level spell slot Out-of-combat group healing
Cure Wounds (Staff) Heal 1d8+5 1 charge from staff Bonus action healing
Grasping Vine Pull creature 20 ft 4th-level spell slot Repeated battlefield control

Reactions

Reaction Trigger Effect Resource Cost Range Notes
Tranquil Rebuke Ally within 10 ft takes damage Attacker makes WIS save DC 16 or pacified (can't take hostile actions) 1/Long Rest 10 ft Scales of Eldath Rank 1
Eldath's Sanctuary Ally within 60 ft affected by condition End condition (charmed, frightened, paralyzed, poisoned) 3/Long Rest 60 ft Scales of Eldath Rank 2
Absorb Elements You take elemental damage Resistance to that element, +1d6 on next melee hit 1st-level spell slot Self Staff provides this

Passive Abilities (Always On)

Ability Effect Notes
Wild Shape (Circle of the Moon) CR 1 beasts, 21 Temp HP, bonus action Core class feature
Improved Circle Forms Attacks deal 1d8+5 OR beast's normal damage Circle of the Moon feature
Elemental Fury Add 1d8 Cold/Fire/Lightning/Thunder once per turn in Wild Shape Circle of the Moon feature
Primal Strike Attacks in Wild Shape count as magical Circle of the Moon feature
Darkvision See in darkness up to 60 ft Tabaxi racial
Cat's Talent Proficiency in Perception and Stealth Tabaxi racial
Cat's Claws Unarmed strikes deal 1d6+6 slashing Tabaxi racial
Feline Agility Double movement once per turn Tabaxi racial
Cold Resistance Resist cold damage Tabaxi racial
Expertise (Nature) Double proficiency in Nature +10 to Nature checks

SOCIAL SITUATIONS

Skill Bonuses

Skill Bonus Notes
Nature (INT) +10 Expertise - best nature expert in party
Animal Handling (WIS) +8 Handle and calm animals
Medicine (WIS) +8 Treat wounds, diagnose illness
Perception (WIS) +8 Spot hidden things, notice details
Arcana (INT) +7 Magic knowledge
Stealth (DEX) +7 Sneaking, hiding (Cat's Talent)
Insight (WIS) +5 Read intentions, detect lies
Survival (WIS) +5 Track, forage, navigate
Investigation (INT) +2 Find clues, analyze
History (INT) +2 Historical knowledge

Passive Scores

  • Passive Perception: 18 (excellent)
  • Passive Insight: 15
  • Passive Investigation: 12

Senses

  • Darkvision: 60 ft

Social Features

  • Speak with Animals: Talk to beasts (ritual)
  • Wild Companion: Summon animal familiar
  • Druidic Language: Secret druid language
  • Nature Expertise +10: Unmatched nature knowledge
  • Emerald Enclave Member: Authority on nature conservation
  • Scales of Eldath: Peaceful deity, water and sanctuaries

Languages

  • Common, Draconic, Druidic

EXPLORATION

Movement & Senses

  • Walking Speed: 30 ft
  • Climbing Speed: 30 ft (Cat's Claws)
  • Feline Agility: Double movement once per turn
  • Darkvision: 60 ft
  • Wild Shape Forms: Varies (swim, fly, climb depending on beast)

Useful Exploration Abilities

  • Wild Shape: Transform into beasts for scouting (fly, swim, burrow)
  • Speak with Animals: Gather information from wildlife (ritual)
  • Beast Sense: See through beast's eyes for scouting (ritual)
  • Detect Magic: Find magical auras (ritual)
  • Detect Poison and Disease: Identify hazards (ritual)
  • Locate Creature: Track specific creature (4th-level)
  • Cat's Claws + Climbing: 30 ft climb speed
  • Feline Agility: Double movement (60 ft total) once per turn
  • Nature +10 (Expertise): Unmatched nature knowledge

Tools

  • Alchemist's Supplies: Create potions and alchemical items
  • Herbalism Kit: Identify and use herbs

RESOURCE MANAGEMENT

Resource Total Recharges Current Status
Hit Dice (d8) 7 Long Rest Track usage
Wild Shape 3 uses Long Rest Bonus action, 3 hours or 21 temp HP
Wild Resurgence (Regain Wild Shape) Expend spell slot Per use When out of Wild Shape
Wild Resurgence (Regain Spell Slot) 1 use Long Rest Trade Wild Shape for spell slot
Spell Slots (1st-level) 4 Long Rest Entangle, Cure Wounds, etc.
Spell Slots (2nd-level) 3 Long Rest Healing Spirit, Heat Metal, etc.
Spell Slots (3rd-level) 3 Long Rest Revivify, Erupting Earth, etc.
Spell Slots (4th-level) 1 Long Rest Polymorph, Wall of Fire, etc.
Healer (Battle Medic) 3 uses Long Rest Heal 1d6+4 with Healer's Kit
Tranquil Rebuke 1 use Long Rest Pacify attacker (WIS save DC 16)
Eldath's Sanctuary 3 uses Long Rest End condition on ally
Staff of Iskralathrax's Horn 5/10 charges Unknown Fog Cloud, Cure Wounds, Cone of Cold, Wall of Ice
Animated Shield Always available - AC 19 when activated
Ring of Evasion Unknown charges - Evasion ability
Feline Agility Once per turn Stop moving for a turn Double movement

COMMON TACTICS

Opening Combat (Turn 1)

Standard Wild Shape Opening: 1. Bonus Action: Wild Shape into beast form (gain 21 Temp HP) 2. Movement: Move into melee range (or stay at range if ranged form) 3. Action: Attack with beast attack (choose 1d8+5 or beast's normal damage) 4. After Hit: Add Elemental Fury (1d8 Cold/Fire/Lightning/Thunder)

Alternative Opening (Buff First): 1. Turn 0 (Before Combat): Cast concentration spell (Barkskin, Stoneskin, etc.) 2. Turn 1 Bonus Action: Wild Shape (maintain concentration) 3. Action: Attack with beast form 4. Benefit: You have buff active WHILE in beast form

Support Opening (Don't Wild Shape): 1. Action: Cast control spell (Entangle, Faerie Fire, Web) 2. Next Turn: Wild Shape or continue casting 3. Use When: Party needs control more than your tanking

During Combat - Tank Role

Your Job in Wild Shape: Absorb Damage

1. Transform Early:

  * Wild Shape on Turn 1 (or pre-combat if possible)
  * Gain 21 Temporary HP
  * Position in front of squishies

2. Attack Every Turn:

  * Use beast attacks (multiattack if available)
  * Choose 1d8+5 or beast's normal damage (whichever is higher)
  * Add Elemental Fury (1d8) once per turn

3. Stay in Wild Shape Until Temp HP Depleted:

  * You have 21 Temp HP in beast form
  * When it reaches 0, you revert to humanoid form
  * DON'T leave early unless you need to cast a spell

4. Concentration Spells:

  * You can maintain concentration in Wild Shape
  * Cast buff spell BEFORE transforming
  * Examples: Stoneskin, Barkskin (don't need these with AC 19 though)

5. When Temp HP is Gone:

  * Use another Wild Shape (if you have uses left)
  * Cast healing spell on self
  * Let allies take frontline while you support with spells

During Combat - Damage Dealer (Wild Shape)

Maximizing Beast Form Damage:

1. Choose Best Damage Option:

  * Improved Circle Forms: 1d8+5 (avg 10 damage)
  * Beast's normal attack: Varies
  * **Always choose higher damage**

2. Add Elemental Fury:

  * Once per turn, add 1d8 Cold/Fire/Lightning/Thunder
  * Choose element based on enemy resistances
  * Total: 1d8+5 + 1d8 = ~14 damage per hit

3. Use Multiattack Beasts:

  * Brown Bear: Bite + Claw = 2 attacks
  * Dire Wolf: Bite attack
  * **Multiple attacks = more chances to add Elemental Fury**

4. Expected Damage (Brown Bear Example):

  * Bite: 1d8+5 + 1d8 (Elemental Fury) = ~14 damage
  * Claw: 1d8+5 = ~10 damage
  * **Total: ~24 damage per turn**

During Combat - Spellcaster Role

When to Stay in Humanoid Form:

    • Stay Humanoid If:**
  • Party needs healing urgently
  • Battlefield control is more valuable than your 21 Temp HP
  • You're facing multiple weak enemies (AOE spells better)
  • You're low on Wild Shape uses
    • Key Spells for Combat Support:**

1. Healing Word (1st-level, bonus action): Heal downed ally from range 2. Healing Spirit (2nd-level, bonus action): Zone healing for party 3. Entangle (1st-level): Restrain multiple enemies (STR save DC 16) 4. Faerie Fire (1st-level): Give party advantage on attacks 5. Heat Metal (2nd-level): 2d8 fire damage per turn vs armored enemy 6. Web (2nd-level): Restrain multiple enemies in 20 ft cube 7. Erupting Earth (3rd-level): 3d12 bludgeoning AOE 8. Polymorph (4th-level): Turn enemy into harmless beast OR buff ally

Boss Fight Tactics

Fighting a Single Big Enemy:

1. Pre-Combat: Cast Stoneskin or Protection from Energy on tank 2. Turn 1: Wild Shape (bonus action) + Attack 3. Subsequent Turns:

  * Attack with beast form
  * Use 1d8+5 + 1d8 (Elemental Fury) = ~14 damage per hit
  * Multiattack if available (~24 damage/turn)

4. When Wild Shape HP Depleted:

  * Wild Shape again (if uses remain)
  * OR cast high-damage spell (Blight 8d8, Erupting Earth 3d12)

5. If Boss Has Legendary Resistance:

  * Focus on damage, not control spells
  * Wild Shape for sustained damage
  * Use Elemental Fury for extra damage

6. If Allies Need Healing:

  * Stay in humanoid form or exit Wild Shape
  * Cast Healing Word (bonus action) or Cure Wounds
  * Consider Revivify if ally dies (3rd-level)

Multi-Enemy Tactics

Fighting Multiple Enemies:

1. Option 1: AOE Control (Stay Humanoid):

  * Cast Entangle (restrain multiple in 20 ft square)
  * Cast Web (restrain multiple in 20 ft cube)
  * Cast Faerie Fire (party gets advantage vs multiple)
  * Next turn: Wild Shape or continue casting

2. Option 2: Tank (Wild Shape):

  * Wild Shape on turn 1
  * Position to block enemies from reaching squishies
  * Attack each turn, focusing on priority targets
  * Use 21 Temp HP to absorb hits

3. Option 3: AOE Damage (Stay Humanoid):

  * Erupting Earth (3d12 in 20 ft cube)
  * Tidal Wave (4d8 in large area + prone)
  * Wall of Fire (5d8 to creatures passing through)

4. Option 4: Summon Help:

  * Summon Beast (2nd-level) - one companion
  * Summon Elemental (4th-level) - powerful ally
  * Conjure Minor Elementals (4th-level) - multiple allies

Multiclass Optimization

Managing Wild Shape vs Spellcasting:

    • Wild Shape Priority:**
  • Use when party needs frontline tank
  • Use when you want consistent damage
  • Use when you need beast mobility (swim, climb, fly)
  • 21 Temp HP is significant durability
    • Spellcasting Priority:**
  • Use when party needs healing
  • Use when battlefield control is crucial
  • Use when AOE damage is needed
  • Use when you're low on Wild Shape uses
    • Concentration While Wild Shaped:**
  • Cast concentration spell BEFORE Wild Shape
  • Examples: Stoneskin (resistance), Heat Metal (sustained damage)
  • You maintain concentration in beast form
  • Can't cast new spells while shifted
    • Wild Resurgence:**
  • Trade spell slot for Wild Shape use (when out of uses)
  • Trade Wild Shape use for spell slot (1/LR) - rarely useful

Resource Conservation

Managing Wild Shape (3/Long Rest):

  • Use 1 per serious combat
  • Don't use for exploration if combat is likely soon
  • Each use lasts 3 hours - very efficient
  • Exit early if you need to heal or cast

Managing Spell Slots:

  • **1st-level (4 slots):** Cure Wounds, Healing Word, Entangle, Faerie Fire
  • **2nd-level (3 slots):** Healing Spirit, Heat Metal, Web
  • **3rd-level (3 slots):** Revivify (emergency), Erupting Earth, Aura of Vitality
  • **4th-level (1 slot):** Polymorph OR Wall of Fire OR Summon Elemental
    • Healing Efficiency:**
  • **In Combat:** Healing Word (bonus action, 1st-level) for downed allies
  • **Out of Combat:** Healing Spirit (2nd-level) for group healing OR Aura of Vitality (3rd-level)
  • **Emergency:** Revivify (3rd-level) if ally dies
    • Control Spell Priority:**
  • **Multiple Weak Enemies:** Entangle or Web (restrain)
  • **Multiple Strong Enemies:** Faerie Fire (advantage for party)
  • **Single Enemy:** Polymorph (turn into sheep) or Heat Metal (sustained damage)
    • Staff of Iskralathrax's Horn (5/10 charges):**
  • Fog Cloud: 1 charge (useful for escape)
  • Cure Wounds (bonus action): 1 charge (efficient healing)
  • Cone of Cold: 5 charges (save for big fight)
  • Wall of Ice: 4 charges (battlefield control)

Special Situations

If You're Surrounded:

  • Wild Shape into beast with high AC or HP
  • Use 21 Temp HP to absorb hits
  • Cast Thunderwave (push enemies away) if in humanoid form
  • Use Fog Cloud from staff to block vision

If Ally is Dying:

  • Exit Wild Shape (bonus action)
  • Cast Healing Word (bonus action, 1st-level) - 1d4+5 healing
  • OR use Cure Wounds (bonus action) from staff - 1d8+5 healing
  • If already dead: Revivify (3rd-level) - must be within 1 minute

If You Need to Fly:

  • Wild Shape into flying beast (available at your level)
  • Check with DM for available flying forms

If You Need to Swim:

  • Wild Shape into aquatic beast (Giant Octopus, Polar Bear)
  • Cast Water Breathing or Air Bubble

If You Need Information:

  • Speak with Animals (ritual) to ask local wildlife
  • Beast Sense (ritual) to scout through animal's eyes
  • Nature +10 (expertise) for nature knowledge
  • Divination (4th-level, ritual) for guidance

If Party Needs Healing:

  • **Out of Combat:** Healing Spirit (2nd-level, everyone walks through) or Aura of Vitality (3rd-level, heal 2d6 each turn)
  • **In Combat:** Healing Word (bonus action) for downed allies
  • **Efficient:** Goodberry (10 berries, 1 HP each) before combat

QUICK REFERENCE

Combat Priority Checklist

Start of Your Turn: 1. □ Am I in Wild Shape? If not, should I transform? (Bonus action, 3/LR) 2. □ If in Wild Shape: Attack with beast form 3. □ Choose damage: 1d8+5 OR beast's normal attack (use higher) 4. □ After hitting: Add Elemental Fury? (1d8 Cold/Fire/Lightning/Thunder, 1/turn) 5. □ If not in Wild Shape: Cast spell or transform

Enemy's Turn: 1. □ Did ally within 10 ft take damage? Use Tranquil Rebuke? (1/LR, reaction) 2. □ Did ally within 60 ft get hit by condition? Use Eldath's Sanctuary? (3/LR, reaction)

After Combat: 1. □ Wild Shape uses remaining? (3/LR) 2. □ Spell slots remaining? 3. □ Does party need healing? (Healing Spirit, Aura of Vitality, Goodberry)

Key Numbers to Remember

Wild Shape:

  • Uses: 3 per Long Rest
  • Bonus action to enter/exit
  • Temporary HP: 21
  • Duration: 3 hours or until temp HP depleted

Damage in Wild Shape:

  • Attack option 1: 1d8+5 (avg 10 damage)
  • Attack option 2: Beast's normal damage
  • Elemental Fury: +1d8 (avg 4 damage) once per turn
  • Total per attack: ~14 damage with Elemental Fury

Spell Save DC: 16 (excellent) Spell Attack Bonus: +8

Defensive Numbers:

  • AC: 19 (Animated Shield active)
  • HP: 52 (humanoid form)
  • Temp HP: 21 (Wild Shape form)
  • Cold Resistance: Always active

Best Combat Options

Top Damage Combination (Wild Shape): 1. **Turn 1:** Wild Shape (bonus action) + Attack 2. **Turn 2+:** Attack twice (if multiattack) with 1d8+5 + 1d8 (Elemental Fury) 3. **Expected:** ~24 damage per turn (Brown Bear with multiattack)

Top Control Combination (Spellcaster): 1. **Turn 1:** Cast Web (2nd-level) to restrain enemies 2. **Turn 2:** Cast Faerie Fire or attack restrained enemies 3. **Effect:** Multiple enemies restrained, party has advantage

Top Healing Combination: 1. **Out of Combat:** Healing Spirit (2nd-level, everyone walks through for 1d6) 2. **In Combat:** Healing Word (bonus action, 1st-level) for downed allies 3. **Efficient:** Aura of Vitality (3rd-level, heal 2d6 each turn for 1 minute)

Status Conditions & Effects

Conditions You Can Inflict:

  • Restrained (Entangle, Web): Multiple targets, STR save DC 16
  • Prone (Tidal Wave): Large area, DEX save DC 16
  • Charmed (Animal Friendship): Beasts only, WIS save DC 16
  • Pacified (Tranquil Rebuke): Attacker can't take hostile actions (WIS save DC 16)
  • Polymorphed: Transform creature into harmless beast (WIS save DC 16)

Conditions You Can Remove:

  • Blinded, Deafened, Paralyzed, Poisoned: Lesser Restoration (2nd-level)
  • Charmed, Frightened, Paralyzed, Poisoned: Eldath's Sanctuary (3/LR, reaction)
  • Death: Revivify (3rd-level, within 1 minute)
  • Grappled, Restrained: Freedom of Movement (4th-level)

Conditions You Resist:

  • Cold Damage: Cold Resistance (Tabaxi racial)

Remember These Critical Things

1. Wild Shape Gives 21 Temp HP: Transform early in combat for durability

2. You Can Concentrate While Wild Shaped: Cast buff spell BEFORE transforming

3. Improved Circle Forms: Choose 1d8+5 or beast's normal damage (pick higher)

4. Elemental Fury Once Per Turn: Add 1d8 Cold/Fire/Lightning/Thunder after you hit

5. Wild Shape is Bonus Action: Transform and still attack on turn 1

6. You Have 3 Wild Shapes Per Long Rest: Use them liberally - they're powerful

7. Exit Wild Shape as Bonus Action: Can leave early to cast spells or heal

8. You Can't Cast in Wild Shape: Cast concentration spells BEFORE transforming

9. Your Spell Save DC is 16: Very high - enemies struggle to resist

10. You Have Excellent Support Reactions: Tranquil Rebuke (1/LR), Eldath's Sanctuary (3/LR)

Common Mistakes to Avoid

1. Not Using Wild Shape: 21 Temp HP and beast attacks are very strong - use it!

2. Leaving Wild Shape Too Early: Stay shifted until temp HP is gone

3. Forgetting Elemental Fury: Add 1d8 elemental damage ONCE per turn

4. Casting Spells in Wild Shape: You can't - cast BEFORE transforming

5. Not Choosing Best Damage: Compare 1d8+5 vs beast's normal damage - use higher

6. Hoarding Wild Shape Uses: You have 3 per long rest - use 1 per combat

7. Not Maintaining Concentration: You can concentrate on spells while Wild Shaped - use it!

8. Forgetting Multiattack: Some beasts attack multiple times - don't waste attacks

9. Not Using Support Reactions: Tranquil Rebuke and Eldath's Sanctuary are powerful

10. Not Healing Between Combats: Healing Spirit and Aura of Vitality are very efficient