Player Character Reference · D&D 5e · 2014 Ruleset
Aldraxis Timberwalk
Wood Elf · Druid · Circle of Spores
Wood ElfDruidCircle of SporesWisdom CasterHalf Caster of DecayMask of the WildUndead Wrangler
Where the mycelium meets the moss-line, Aldraxis listens. To the wood elves
of his grove he is the threshold-warden — he shepherds the dying back into the
soil, and the spores back into the canopy. The Circle of Spores taught him that
the forest is not made of trees, but of the quiet network beneath them. His
staff is rooted; his armour weeps the faint lavender bloom of luminous
fungus; his enemies fall, then rise again at his quiet command.
❖ At a Glance
Race
Wood Elf
Class
Druid
Subclass
Circle of Spores
Casting Stat
Wisdom
Save DC
8 + Prof + Wis
Spell Attack
Prof + Wis mod
Hit Die
d8
Speed
35 ft (Fleet of Foot)
Darkvision
60 ft
Armour
Light, medium (no metal)
Wild Shape
2× / short rest
Save Profs
Intelligence, Wisdom
⬡ Ability Scores
Standard array / point-buy build. Adjust to your table's generation method.
Strength
8
−1
Dexterity
16
+3
Constitution
14
+2
Intelligence
10
+0
Wisdom
17
+3
Charisma
10
+0
DEX 14 base + 2 racial = 16 · WIS 16 base + 1 racial = 17.
ASI #1 (lv 4) → WIS 19.
ASI #2 (lv 8) → WIS 20 (+5). WIS 20 is the critical breakpoint —
every spell DC, Halo damage, and Symbiotic Entity check improves.
Saving Throws
Strength
Dexterity
Constitution
IntelligenceProf + 0
WisdomProf + 3
Charisma
Recommended Skills
Perception(Keen Senses)Prof + 3
NatureProf + 0
SurvivalProf + 3
StealthProf + 3
InsightProf + 3
Medicine (Hermit bg)Prof + 3
Background: Hermit
Aldraxis spent years in solitude on the forest's edge, communing with the mycelial
network beneath the roots. The Circle of Spores found him — or he found them — when
a dead grove he was tending began to pulse with faint lavender light.
Skill Proficiencies
Medicine, Religion
Tool Proficiency
Herbalism kit
Languages
Common, Elvish (race) + 1 extra
Feature: Discovery
You uncovered a unique truth about the world — that
consciousness is not limited to flesh. The mycelium beneath old-growth forests
forms a slow, patient mind that has been watching since before elves sang their
first songs.
Equipment: scrollcase with notes & prayers, winter blanket, common clothes,
herbalism kit, 5 gp.
🍃 Wood Elf Traits (PHB)
Ability Score Increases
+2 Dexterity · +1 Wisdom
Age & Size
Mature ~100 years; live ~750. Medium, ~5–6 ft.
Languages
Common, Elvish
Racial Features
Darkvision 60 ft
Keen Senses — proficiency in Perception
Fey Ancestry — advantage vs. charmed; magic can't put you to sleep
Trance — 4-hour meditation counts as a full night's sleep
Elf Weapon Training — longsword, shortsword, shortbow, longbow
Fleet of Foot — base speed 35 ft
Mask of the Wild — hide when lightly obscured by foliage, rain, snow, mist, or other natural phenomena
🌿 Druid Progression — Levels 1 → 20
Lv
Prof
Class Features
Cantrips
Spell Slots (1 → 9)
1
+2
Druidic, Spellcasting
2
2 — — — — — — — —
2
+2
Wild Shape, Druid Circle — Spores: Halo of Spores, Symbiotic Entity
2
3 — — — — — — — —
3
+2
—
2
4 2 — — — — — — —
4
+2
Wild Shape Improvement, ASI #1
3
4 3 — — — — — — —
5
+3
—
3
4 3 2 — — — — — —
6
+3
Druid Circle feature — Spores: Fungal Infestation
3
4 3 3 — — — — — —
7
+3
—
3
4 3 3 1 — — — — —
8
+3
Wild Shape Improvement, ASI #2
3
4 3 3 2 — — — — —
9
+4
—
3
4 3 3 3 1 — — — —
10
+4
Druid Circle feature — Spores: Spreading Spores
4
4 3 3 3 2 — — — —
11
+4
—
4
4 3 3 3 2 1 — — —
12
+4
ASI #3
4
4 3 3 3 2 1 — — —
13
+5
—
4
4 3 3 3 2 1 1 — —
14
+5
Druid Circle feature — Spores: Fungal Body
4
4 3 3 3 2 1 1 — —
15
+5
—
4
4 3 3 3 2 1 1 1 —
16
+5
ASI #4
4
4 3 3 3 2 1 1 1 —
17
+6
—
4
4 3 3 3 2 1 1 1 1
18
+6
Timeless Body, Beast Spells
4
4 3 3 3 3 1 1 1 1
19
+6
ASI #5
4
4 3 3 3 3 2 1 1 1
20
+6
Archdruid — unlimited Wild Shape
4
4 3 3 3 3 2 2 1 1
Spells Prepared = Druid level + Wisdom modifier (min 1). Circle Spells are
always prepared and do not count against this limit.
🍄 Circle of Spores Features
LV 2Halo of Spores
As a reaction when a creature you can see moves into a space
within 10 ft, or starts its turn there, force a CON save
(DC = spell save DC). Failure = necrotic damage:
One reaction per round — only one creature per trigger. Save for half? No — it's all or nothing (full damage on fail, zero on success).
LV 2Symbiotic Entity
Use a Wild Shape charge as an action to empower yourself for
10 minutes:
Gain 4 × druid level temporary HP (80 HP at lv 20)
Halo of Spores damage doubles — roll the die twice
Melee weapon attacks deal an extra 1d6 necrotic
Ends if you Wild Shape into a beast or all temp HP is lost.
LV 6Fungal Infestation
When a beast or humanoid within 10 ft dies, use a
reaction to animate it as a zombie for
1 hour. The zombie acts on your turn; you mentally command its one action.
It can trigger Halo of Spores on enemies that move near it.
Uses per long rest = Wisdom modifier (min 1).
LV 10Spreading Spores
While Symbiotic Entity is active, use a bonus action to throw the
Halo of Spores aura into a 10-ft cube up to 30 ft away. The cube
triggers saves instead of your personal aura. Move it again each turn as a bonus action.
Effective reach: 40 ft (30 ft throw + 10 ft cube). Frees you to use concentration spells without hugging the chokepoint.
LV 14Fungal Body
Immune to blinded, deafened, frightened, poisoned.
Critical hits against you become ordinary hits — the colony absorbs the force.
Aldraxis is, at this point, more network than elf.
✦ Circle of Spores Spells
These are always prepared at the listed druid level and
do not count against your spells-prepared maximum.
Druid Lv
Always-Prepared Spells
Slot
Role
2
Chill Touch
cantrip
Free necrotic cantrip; prevents regen on hit
3
Blindness/Deafness, Gentle Repose
2nd
Condition debuff · preserve bodies for undead
5
Animate Dead, Gaseous Form
3rd
Undead army · escape or reconnaissance
7
Blight, Confusion
4th
Single-target nuke · multi-target chaos
9
Cloudkill, Contagion
5th
Persistent AoE poison · multi-round rot debuff
⚗ Tier-by-Tier Play Guide
Priorities, power spikes, and key unlocks at each tier of play.
Tier 1
Seeds of Decay
Levels 1 – 4
Pick Shillelagh (WIS-based melee) and Healing Word (bonus action heal)
lv 2: Symbiotic Entity is your combat opener — 8–16 temp HP, 1d6 extra necrotic per melee hit
Use Halo once and then decide whether to save your reaction for Absorb Elements
lv 14: Fungal Body — immune to blind, deafen, frighten, poison; crits normalised
Large Animate Dead chain = escort of skeletons/zombies; coordinate with DM
Heroes' Feast (lv 6 slot): 2d10 max temp HP + poison immunity + fear immunity for 24 hrs — cast before major encounters
You cannot be blinded, so Sunbeam through fog is a signature move
Tier 4
The Ancient Grove
Levels 17 – 20
lv 18: Beast Spells — cast while in Wild Shape form
lv 20: Archdruid — unlimited Wild Shape; Symbiotic Entity is effectively always available
Cast Foresight on yourself at dawn: 8 hrs of advantage on everything
Shapechange: become any creature CR ≤ your level, retain class features
True Resurrection for party permanence; Storm of Vengeance for battlefield dominance
🐾 Wild Shape Reference
Wild Shape recharges on a short or long rest (2 uses). Stats become the beast's;
mental stats remain yours. HP is tracked separately — when Wild Shape HP drops to 0,
you revert with any overflow applied to your real HP pool.
Druid Lv
Max CR
Limitations
Notable Forms
2
¼
No fly or swim speed
Wolf, Panther, Riding Horse, Giant Badger
4
½
No fly speed
Crocodile, Giant Wolf Spider, Ape, Black Bear
8
1
No restrictions
Dire Wolf, Brown Bear, Giant Eagle, Giant Octopus
Notable Forms Detail
CR ¼
Wolf
AC 13 · HP 11 · Speed 40 ft Bite +4 · 2d4+2 · prone on hit (STR save) Pack Tactics: adv when ally adjacent
CR ¼
Panther
AC 12 · HP 13 · Speed 50 ft, Climb 40 ft Bite +4 · 1d6+2 · Pounce → prone Best lv 2 scout form
CR ½
Crocodile
AC 12 · HP 19 · Swim 20 ft Bite +4 · 1d10+2 · grapple (esc DC 12) Restrains grappled targets in water
CR ½
Ape
AC 12 · HP 19 · Climb 30 ft Multiattack: 2× fists +5 · 1d6+3 Rock throw 50 ft · +5 · 1d6+3
CR 1
Dire Wolf
AC 14 · HP 37 · Speed 50 ft Bite +5 · 2d6+3 · prone on hit Pack Tactics
CR 1
Brown Bear
AC 11 · HP 34 · Climb 30 ft Multiattack: Claws +5 · 2d6+4 Bite +5 · 1d8+4
CR 1
Giant Eagle
AC 13 · HP 26 · Fly 80 ft Talons +5 · 2d6+3 · grapple Scout, aerial transport, diplomacy (speaks)
CR 1
Giant Octopus
AC 11 · HP 52 · Swim 60 ft Tentacles: grapple up to 8 creatures Ink Cloud: heavily obscures 5-ft cube
Symbiotic Entity vs. Wild Shape
You can spend a Wild Shape charge on either. For combat, Symbiotic Entity
almost always wins — temp HP scales with druid level, double Halo damage,
and bonus melee necrotic stacks. Reserve beast form for scouting, aquatic environments,
or situations where flight (Giant Eagle) is critical. At lv 18, Beast Spells means you
can cast while transformed.
Any round reaction:Halo of Spores on entering enemies (doubled while SE is active)
Subsequent turns: Shillelagh + melee + 1d6 necrotic, or reposition to sustain concentration
Spreading Spores Era (lv 10+)
Activate Symbiotic Entity
Bonus action: throw aura cube into doorway or chokepoint
Cast concentration spell as normal — no need to be at the chokepoint
Use bonus action each turn to reposition the cube
Reaction Economy
One reaction per round. Default to Halo of Spores the moment any
enemy enters range. Only use Absorb Elements if Halo already fired this round
or you're expecting a major elemental hit.
Necrotic Stack (lv 6, Symbiotic active)
Halo of Spores: 2d6 necrotic (CON save)
Melee hit: weapon + 1d6 necrotic
Chill Touch: 1d8 necrotic + no regen
───────────────────────────
Per turn ceiling ≈ 3d6 + 1d8 necrotic
Fungal Infestation Tip
Trigger on small kills (cultists, goblins)
to save reactions for bigger threats. Zombies last 1 hr; cast Animate Dead
for permanent minion control instead.
Reverse Gravityaction · 1 min · C · 50-ft cyl · DEX save
WhirlwindXGE · action · 1 min · C · 10-ft cyl · STR
⑧ 8th-Level Spells — available at druid lv 15
Animal Shapesaction · 24 hr · C · turn allies into beasts
Antipathy/Sympathy1 hr cast · 10 days · WIS save
Control Weather10 min cast · 8 hr · C · 5-mile radius
Earthquakeaction · 1 min · C · 100-ft radius · CON
Feeblemindaction · INT 1 · no spells · INT save
Sunburstaction · 12d6 radiant · 60-ft sphere · CON
Tsunami1 min cast · 6 rd · C · STR save · giant wave
⑨ 9th-Level Spells — available at druid lv 17
Foresight1 min cast · 8 hr · adv on everything
Shapechangeaction · 1 hr · C · any creature CR ≤ lv
Storm of Vengeanceaction · 1 min · C · 360-ft sphere
True Resurrection1 hr cast · raise dead at any time · new body
📜 Quick Sheet
Vitals
HP = 8 + (lv − 1) × 5 + CON mod × lv AC = 13–16 (leather/hide + DEX, no metal armour or shields) Druids may not wear or wield metal armour, metal shields, or metal weapons.
Spell Save DC by Level
Lv 1 · WIS 17 · Prof +2 → DC 13
Lv 4 · WIS 19 · Prof +2 → DC 14
Lv 5 · WIS 19 · Prof +3 → DC 15
Lv 8 · WIS 20 · Prof +3 → DC 16
Lv 9 · WIS 20 · Prof +4 → DC 17
Lv 13 · WIS 20 · Prof +5 → DC 18
Lv 17 · WIS 20 · Prof +6 → DC 19
Resources per Rest
Short rest: Regain 2 Wild Shape uses Long rest: All spell slots + Fungal Infestation uses (WIS mod)
Symbiotic Entity ends on WS or temp HP loss — not on a rest.