Conversion of pregenerated characters from the classic 'We Be Goblins' (and additional characters from other s...
Reta chop and Reta bite! Reta slay and Reta fight! Reta stab and Reta smite! Reta kills it all just right!
Dog-Sniff-Hate.You have advantage on Wisdom Female goblin fighter 1 Small humanoid (goblinoid), neutral evil
Armor Class Armor Class14 (leather armor) Hit Points13 (1d10+3) Speed30 ft. STR
DEX
CON
INT
WIS
CHA
13 (+1) 16 (+3) 16 (+3) 10 (+0) 12 (+1) 8 (-1)
Saving ThrowsStr +4, Con +5 SkillsAnimal Handling +3, Perception +3, Survival +3 Sensesdarkvision 60 ft., passive Perception 13 LanguagesCommon, Goblin Challenge1/2 (100 XP)
Balloon Headed.Your head is particularly wide and large, even for a goblin. You gain proficiency in the Perception skill. Any skill checks that require you to squeeze your head through a tight space are made with disadvantage.
(Perception) checks made to detect the presence of canines and on Wisdom (Survival) checks to track canines. You gain a +2 bonus to damage rolls with weapon attacks against canines. Dueling Fighting Style.When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. Fury of the Small.When you damage a creature with an attack or a spell and the creature's size is larger than yours, you can cause the attack or s pell to deal 1 extra damage to the creature. Once you use this trait, you can't use it again until you y ou finish a short or long rest. Nimble Escape.You can take the Disengage or Hide action as a bonus action on each of your turns. Second Wind.You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a b onus action to regain hit points equal to 1d10 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again.
Actions Dogslicer (scimitar). Melee Weapon Attack:+5 +5 to hit,
reach 5 ft., one target. Hit:8 8 (1d6+5) slashing damage. +5 to hit, range Shortbow. Ranged Weapon Attack:+5 80/320 ft., one target. Hit:6 6 (1d6+3) piercing damage.
Chuffy's face might make you sick, But Chuffy's knife is awful quick. — And if you you are are his his stabb stabbyy pick pick Then knife goes in you, stick stick stick!
Pustular.Your face is covered in unpleasant pimples and Male goblin rogue 1 Small humanoid (goblinoid), neutral evil
Armor Class Armor Class14 (leather armor) Hit Points12 (1d10+2) Speed30 ft. STR
DEX
CON
8 (-1) 17 (+3) 15 (+2)
INT 12 (+1)
WIS
CHA
14 (+2) 8 (-1)
Saving ThrowsDex +5, Int +3 SkillsAcrobatics +5, Animal Handling +4, Deception +1, Perception +4, Sleight of Hand +5, Stealth +5, Thieves' tools +5 Sensesdarkvision 60 ft., passive Perception 14 LanguagesCommon, Goblin Challenge1/2 (100 XP)
Fury of the Small.When you damage a creature with an
attack or a spell and the creature's size is larger than yours, you can cause the attack or spell to deal 1 extra damage to the creature. Once you use this trait, you can't use it again until you finish a short or long rest. Nimble Escape.You can take the Disengage or Hide action as a bonus action on each of your turns.
outright boils that have a tendency to pop at inopportune moments. Although this makes you particularly ugly, you're also used to discomfort. Whenever you're subjected to a save against an effect that causes poison damage, the poisoned condition, or a disease, you have advantage on that save. You know how to strike subtly and exploit a Sneak AttackYou foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon. You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.
Actions +5 Broken dogslicer (shortsword). Melee Weapon Attack:+5
to hit, reach 5 ft., one target. Hit:6 6 (1d6+3) piercing damage.
+5 to Knife (dagger). Melee or Ranged Weapon Attack:+5 hit, reach 5 ft. or range 20/60 ft., one target. Hit:5 5 (1d4+3) piercing damage.
+5 to hit, range 20/60 ft., Dart. Ranged Weapon Attack:+5
one target. Hit:5 5 (1d4+3) piercing damage.
Poog say Zarongel is the best, He help burn things and heal the rest. Zarongel's favor makes Poog blessed. And Poog also stab stab you you with with knife knife if you you make make fun of how he isn't good at riding animals.
Nimble Escape.You can take the Disengage or Hide action as a bonus action on each of your turns.
Male goblin cleric (war domain) 1 Small humanoid (goblinoid), neutral evil
War Priest.Your god delivers bolts of inspiration to you
Armor Class Armor Class15 (chain shirt) Hit Points10 (1d8+2) Speed30 ft. STR
DEX
CON
INT
WI S
CHA
11 (+0) 15 (+2) 14 (+2) 8 (-1) 15 (+2) 13 (+1)
Saving ThrowsWis +4, Cha +3 SkillsInsight +4, Religion +1 Sensesdarkvision 60 ft., passive Perception 12 LanguagesCommon, Goblin Challenge1/2 (100 XP)
Goblin Bravery.You have a worrying propensity for
overconfidence in combat. When adjacent to an enemy that's larger than you, if you have no other allies within 5 feet of the enemy, your posturing, bravado, and cussing grant advantage on melee attacks against that enemy. Fury of the Small.When you damage a creature with an attack or a spell and the creature's size is larger than yours, you can cause the attack or spell to deal 1 extra damage to the creature. Once you use this trait, you can't use it again until you finish a short or long rest.
while you are engaged in battle. When you use the Attack action, you can make one weapon attack as a bonus action. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest. Spellcasting.You are a 1st-level spellcaster. Your spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). You have the following cleric spells prepared: Cantrips (at will): guidance, sacred flame, spare the dying 1st level (2 slots): cure wounds, divine favor, guiding bolt, inflict wounds, shield of faith
Actions Dogslicer (scimitar). Melee Weapon Attack:+4 +4 to hit, reach 5 ft., one target. Hit:5 5 (1d6+2) slashing damage. +4 to Knife (dagger). Melee or Ranged Weapon Attack:+4 hit, reach 5 ft. or range 20/60 ft., one target. Hit:4 4 (1d4+2) piercing damage.
avelin. Melee or Ranged Weapon Attack:+2 +2 to hit, range 30/120 ft., one target. Hit:3 3 (1d6) piercing damage.
Things go boom when Mogmurch throws, Much more fun than using bows. Sometimes where the boom boom blows Is not my fault—that's that's how it goes.
Alchemi Alch emical cal Fire Fire..As an action, you can reach into your Male goblin artificer (alchemist) 1 Small humanoid (goblinoid), neutral evil
Armor Class Armor Class14 (leather armor) Hit Points10 (1d8+2) Speed30 ft. STR
DEX
CON
8 (-1) 17 (+3) 15 (+2)
INT
WIS
CHA
15 (+2) 8 (-1) 10 (+0)
Saving ThrowsCon +4, Int +4 SkillsMedicine +1, Nature +4, Sleight of Hand +5 Sensesdarkvision 60 ft., passive Perception 11 LanguagesCommon, Goblin Challenge1/2 (100 XP)
Alchemi Alch emist's st's Satc Satchel hel..You have crafted an Alchemist's
Satchel, a bag of reagents that you use to create a variety of concoctions. The bag and its contents are both magical, and this magic allows you to pull out exactly the right materials you need for your alchemical acid, alchemical fire, or smoke stick, described below. After you use one of those options, the bag reclaims the materials. If you lose this satchel, you can create a new one over the course of three days of work (eight hours each day) by expending 100 gp worth of leather, glass, and other raw materials. As an action, you can reach into your Alchemi Alch emical cal Acid. Acid.As Alchemist's Satchel, pull out a vial of acid, and hurl the vial at a creature or object within 30 feet of you (the vial and its contents disappear if you don't hurl the vial by the end of the current cu rrent turn). The vial shatters on impact. A creature must succeed on a DC 12 Dexterity saving throw or take 1d6 acid damage. An object automatically takes that damage, and the damage is maximized.
Alchemist's Satchel, pull out a vial of volatile liquid, and hurl the vial at a creature, object, or surface within 30 feet of you (the vial and its contents disappear if you don't hurl the vial by the end of the current turn). On impact, the vial detonates in a 5foot radius. Any creature in that area must succeed on a DC 12 Dexterity saving throw or take 1d6 fire damage. Bouncy.Your bones, flesh, and skin are a bit more elastic than those of most goblins—when when you fall, you tend to bounce a little better than them as a result. You can use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your level. Fury of the Small.When you damage a creature with an attack or a spell and the creature's size is larger than yours, you can cause the attack or s pell to deal 1 extra damage to the creature. Once you use this trait, you can't use it again until you y ou finish a short or long rest. Magic Item Analysis.Your understanding of magic items allows you to analyze and understand their secrets. You know the artificer spells detect magicand and identify, and you can cast them as rituals. You don't need to provide a material component when casting with this class feature. identifywith Nimble Escape.You can take the Disengage or Hide action as a bonus action on each of your turns. Smoke Stick.As an action, you can reach into your Alchemist's Satchel and pull out a stick that produces a thick plume of smoke. You can hold on to the stick or throw it to a point up to 30 feet away as part of the action used to produce it. The area in a 10-foot radius around the stick is filled with thick smoke that blocks vision, including darkvision. The stick and smoke persist for 1 minute and then disappear. After using this formula, you can't do so again for 1 minute.
Actions +1 to hit, reach 5 ft., one Club. Melee Weapon Attack:+1 target. Hit:1 1 (1d4-1) bludgeoning damage.
Magic Dogmunch casts a spell Zapping longshanks where they dwell! Look where Dogmunch's foe has fell— Crispy meat with tasty smell!
Nimble Escape.You can take the Disengage or Hide Male goblin sorcerer (wild mage) 1 Small humanoid (goblinoid), neutral evil
Armor Class Armor Class13 Hit Points7 (1d6+2) Speed30 ft. STR
DEX
CON
INT
WIS
8 (-1) 17 (+3) 13 (+1) 9 (-1) 12 (+1)
CHA 15 (+2)
Saving ThrowsCon +3, Cha +4 SkillsArcana +1, Deception +4 Sensesdarkvision 60 ft., passive Perception 11 LanguagesCommon, Goblin Challenge1/2 (100 XP)
Foul Belch.Once per long rest, as an action, you can
force a particularly odious belch at a single opponent within 5 feet. The character affected must make a DC 12 Constitution save or be poisoned for 1d6 rounds. Fury of the Small.When you damage a creature with an attack or a spell and the creature's size is larger than yours, you can cause the attack or spell to deal 1 extra damage to the creature. Once you use this trait, you can't use it again until you finish a short or long rest.
action as a bonus action on each of your turns. Tides of Chaos.You can manipulate the forces of chance and chaos to gain advantage on one attack roll, ability check, or saving throw. Once you do so, you must finish a long rest before you can use this feature again. Any time before you regain the use of this feature, the DM can have you roll on the Wild Magic Surge table immediately after you cast a sorcerer spell of 1st level or higher. You then regain the use of this feature. Wild Magic Surge.Your spellcasting can unleash surges of untamed magic. Immediately after you cast a sorcerer spell of 1st level or higher, the DM can have you roll a d20. If you roll a 1, roll on the Wild Magic Surge table to create a random magical effect. Spellcasting.You are a 1st-level spellcaster. Your spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). You have the following sorcerer spells prepared: Cantrips (at will): acid splash, create bonfire(XGtE), (XGtE), minor illusion, shocking grasp 1st level (2 slots): burning hands, shield
Actions +1 to hit, reach 5 ft., Quarterstaff. Melee Weapon Attack:+1 one target. Hit:2 2 (1d6-1) bludgeoning damage, or 3 (1d8-1) bludgeoning damage if used with two hands.
ubbol bash and Jubbol kill, ubbol chop and blood will spill, ubbol stab you through and through, All things things Jubb Jubbol ol love love to do! do!
Unarmored Defense.While you are not wearing any Male goblin barbarian 1 Small humanoid (goblinoid), neutral evil
Armor Class Armor Class16 Hit Points15 (1d12+3) Speed30 ft. STR 15 (+2)
DEX
CON
INT
WIS
CHA
16 (+3) 16 (+3) 8 (-1) 10 (+0) 8 (-1)
Saving ThrowsStr +4, Con +5 SkillsIntimidation +1, Survival +2 Sensesdarkvision 60 ft., passive Perception 10 LanguagesCommon, Goblin Challenge1/2 (100 XP)
Fury of the Small.When you damage a creature with an
attack or a spell and the creature's size is larger than yours, you can cause the attack or spell to deal 1 extra damage to the creature. Once you use this trait, you can't use it again until you finish a short or long rest. Killer.You made your first kill at a very y oung age and found the task of war or murder to your liking. You either take particular pride in a well-placed blow, or find vile pleasure in twisting the blade to maximize your target's pain. When you score a critical hit with a melee weapon attack, you can roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit. Nimble Escape.You can take the Disengage or Hide action as a bonus action on each of your turns.
armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit. Rage.In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action. While raging, you gain the following effects if you aren't wearing heavy armor: You have advantage on Strength checks and Strength saving throws. When you make a melee weapon attack using Strength, you gain a +2 bonus to the damage roll. You have resistance to bludgeoning, piercing, and slashing damage. If you are able to cast spells, you can't cast them or concentrate on them while raging. Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action. Once you have raged twice, you must finish a long rest before you can rage again.
Actions +4 to Horsechopper (halberd). Melee Weapon Attack:+4 hit, reach 10 ft., one target. Hit:7 7 (1d10+2) slashing damage.
+4 to hit, reach 5 ft., Morningstar. Melee Weapon Attack:+4 one target. Hit:6 6 (1d8+2) piercing damage.
Knife (dagger). Melee or Ranged Weapon Attack:+5 +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit:5 5 (1d4+3) piercing damage.
+4 to hit, range avelin. Melee or Ranged Weapon Attack:+4 30/120 ft., one target. Hit:5 5 (1d6+2) piercing damage.
Leadfinger's mighty swing and bash Surely beats those good guys' ass. When they see his shining steel, All they can do is is simp simply ly squea squeal.l.
Fury of the Small.When you damage a creature with an Male goblin paladin 1 Small humanoid (goblinoid), neutral evil
Armor Class Armor Class16 (scale mail, shield) Hit Points13 (1d10+3) Speed30 ft. STR
DEX
CON
INT
WI S
CHA
14 (+2) 10 (+0) 16 (+3) 8 (-1) 10 (+0) 15 (+2)
Saving ThrowsWis +2, Cha +4 SkillsDeception +4, Medicine +2, Religion +1 Sensesdarkvision 60 ft., passive Perception 10 LanguagesCommon, Goblin Challenge1/2 (100 XP)
Divine Sense.The presence of strong good registers on
your senses like a noxious odor, and powerful evil rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity. Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallowspell. spell. You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses.
attack or a spell and the creature's size is larger than yours, you can cause the attack or s pell to deal 1 extra damage to the creature. Once you use this trait, you can't use it again until you y ou finish a short or long rest. Lay on Hands.Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin level x 5. As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool. Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one. This feature has no effect on undead and constructs. Nimble Escape.You can take the Disengage or Hide action as a bonus action on each of your turns. Ugly Swine.You are a repulsive little freak whose origins are unclear. Your head is small for a goblin and your mouth oddly narrow, allowing you to pass in urban environments as an unidentifiable mongrel, providing you keep a low profile. However, if examined closely, your goblin origins are revealed. You gain proficiency in the Deception skill, and have advantage on skill checks made to disguise yourself as a member of another race.
Actions +4 to hit, reach 5 Bastard sword. Melee Weapon Attack:+4 ft., one target. Hit:6 6 (1d8+2) slashing damage, or 7 (1d10+2) slashing damage if used with two hands.
Mevis dance and Mevis sing. Mevis lash and whip cut stings! Mevis shriek and laugh with glee. Kill you dead, then Mevis feed!
Fury of the Small.When you damage a creature with an Female goblin bard 1 Small humanoid (goblinoid), neutral evil
Armor Class Armor Class17 (studded leather, shield) Hit Points10 (1d8+2) Speed30 ft., swim 20 ft. STR 12 (+1)
DEX
CON
INT
WIS
CHA
17 (+3) 14 (+2) 8 (-1) 8 (-1) 15 (+2)
Saving ThrowsDex +5, Cha +4 SkillsAcrobatics +5, Athletics +3, Perception +1, Performance +4 Sensesdarkvision 60 ft., passive Perception 11 LanguagesCommon, Goblin Challenge1/2 (100 XP)
Bardic Inspiration.You can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6. Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled. it is lost. A creature can have only one Bardic Inspiration die at a time. You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest.
attack or a spell and the creature's size is larger than yours, you can cause the attack or s pell to deal 1 extra damage to the creature. Once you use this trait, you can't use it again until you y ou finish a short or long rest. Nimble Escape.You can take the Disengage or Hide action as a bonus action on each of your turns. River Rat.You learned to swim right after you learned to walk. When you were a youth, your father would toss you in the river to grab fish with your teeth, and you would have to snag overhanging branches with a vine to pull yourself back to shore before being washed away. You gain a swimming speed of 20 feet, proficiency in the Athletics skill, and have advantage on skill checks involving swimming. You also gain proficiency with a whip. Spellcasting.You are a 1st-level spellcaster. Your spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). You have the following bard spells prepared: Cantrips (at will): friends, vicious mockery 1st level (2 slots): cure wounds, dissonant whispers, heroism, unseen servant
Actions Twisty vine (whip). Melee Weapon Attack:+5 +5 to hit, reach 10 ft., one target. Hit:5 5 (1d4+3) slashing damage. +5 to Knife (dagger). Melee or Ranged Weapon Attack:+5 hit, reach 5 ft. or range 20/60 ft., one target. Hit:5 5 (1d4+3) piercing damage.
avelin. Melee or Ranged Weapon Attack:+3 +3 to hit, range 30/120 ft., one target. Hit:4 4 (1d6+1) piercing damage.
Stumpbiter hide and sneak about, Licktoad tribe's very best scout. Ambush, Ambush, shoot shoot dead dead,, slice slice up too. too. Throw in pot and cook for stew!
Fury of the Small.When you damage a creature with an Female goblin ranger 1 Small humanoid (goblinoid), neutral evil
Armor Class Armor Class14 (leather) Hit Points12 (1d10+2) Speed30 ft. STR 12 (+1)
DEX
CON
INT
WIS
CHA
17 (+3) 14 (+2) 8 (-1) 15 (+2) 8 (-1)
Saving ThrowsStr +3, Dex +5 SkillsNature +1, Perception +4, Stealth +5, Survival +4 Sensesdarkvision 60 ft., passive Perception 14 LanguagesCommon, Goblin Challenge1/2 (100 XP)
Balloon Headed.Your head is particularly wide and large,
even for a goblin. You gain proficiency in the Perception skill. Any skill checks that require you to squeeze your head through a tight space are made with disadvantage. Color Thief.Your skin is an odd tint that somehow absorbs background colors. Maybe because you drank a lot of potions. Maybe because you've b een blessed by the barghests. Maybe because you're just better than the other boring goblins. In any case, you have advantage on Dexterity (Stealth) checks, providing you wear only light armor or no armor. Favored Enemy.You have significant experience studying, tracking, hunting, and even talking to two types of humanoid enemies: goblinoids and humans. You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.
attack or a spell and the creature's size is larger than yours, you can cause the attack or s pell to deal 1 extra damage to the creature. Once you use this trait, you can't use it again until you y ou finish a short or long rest. Natural Explorer.You are particularly familiar with the swamp environment and are adept at traveling and surviving in such regions. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you're proficient in. While traveling for an hour or more in your favored terrain, you gain the following benefits: Difficult terrain doesn't slow your group's travel. Your group can't become lost except by magical means. Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger. If you are traveling alone, you can move stealthily at a normal pace. When you forage, you find twice as much food as you normally would. While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area. Nimble Escape.You can take the Disengage or Hide action as a bonus action on each of your turns.
Actions Shortbow. Ranged Weapon Attack:+5 +5 to hit, range 80/320 ft., one target. Hit:6 6 (1d6+3) piercing damage. +5 Broken dogslicer (shortsword). Melee Weapon Attack:+5
to hit, reach 5 ft., one target. Hit:6 6 (1d6+3) piercing damage.
Toadwart love the swamp, he do! Frogs and swamp love Toadwart too. Don't call ugly, Toadwart hates. Make magic fire, burns real great!
Fury of the Small.When you damage a creature with an Male goblin druid 1 Small humanoid (goblinoid), neutral evil
Armor Class Armor Class14 (leather) Hit Points13 (1d10+3) Speed30 ft. STR
DEX
CON
INT
WIS
CHA
14 (+2) 14 (+2) 14 (+2) 10 (+0) 15 (+2) 8 (-1)
Saving ThrowsInt +2, Wis +4 SkillsAnimal Handling +4, Nature +2 Sensesdarkvision 60 ft., passive Perception 12 LanguagesCommon, Goblin Challenge1/2 (100 XP) Like most goblins, you're Advantag Adva ntageous eous Dist Distract raction. ion.Like
easily distracted. Unlike most goblins, though, you have a knack for being distracted at the right time, especially when it comes to avoiding pain. Once per short rest, as a reaction which you take when you are hit by an attack, you can be momentarily distracted in combat—ducking ducking an axe swing to inspect a toadstool, or stooping behind a tree to lick some bark and accidentally avoiding an arrow, and so on. When you activate this ability, you gain a +2 bonus to your AC until the start of your next turn, including against the triggering attack. Draconic Resolve.You're definitely a dragon. Just look at those scales! So red and scaley. Your hit point maximum is increased by 1.
attack or a spell and the creature's size is larger than yours, you can cause the attack or s pell to deal 1 extra damage to the creature. Once you use this trait, you can't use it again until you y ou finish a short or long rest. Nimble Escape.You can take the Disengage or Hide action as a bonus action on each of your turns. Spellcasting.You are a 1st-level spellcaster. Your spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). You have the following druid spells prepared: Cantrips (at will): control flames(XGtE), (XGtE), produce flame 1st level (2 slots): animal friendship, earth tremor (XGtE), longstrider
Actions Sickle. Melee Weapon Attack:+4 +4 to hit, reach 5 ft., one target. Hit:4 4 (1d4+2) slashing damage.
Sling. Ranged Weapon Attack:+4 +4 to hit, range 30/120 ft., one target. Hit:4 4 (1d4+2) bludgeoning damage.