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Druid 3 Outlander

CLASS & LEVEL BACKGROUND PLAYER NAME

Kepeshkmolik Thadrith
Dragonborn 30 LG
CHARACTER NAME
RACE SPEED ALIGNMENT EXPERIENCE POINTS

SAVING THROWS HIT POINTS HIT DICE


Strength
Armor: Light armor, medium armor,

15 24
STRENGTH
Dexterity shields (druids will not wear armor or use

0 Constitution
Intelligence 3
shields made of metal)
Weapons: Clubs, daggers, darts, javelins,
Wisdom
ARMOR 3 maces, quarterstaffs, scimitars, sickles,
CLASS
10 Charisma
CURRENT / TOTAL slings, spears
24 Tools: Herbalism kit -add proficiency to
STRENGTH MAXIMUM checks made to identify/apply herbs,

2
DEXTERITY
Athletics needed to make antitoxin/healing potion
2

DEATH SAVES
DEXTERITY
Tabla drum
SUCCESSES
Acrobatics PROFICIENCY TEMPORARY
14
FAILURES
BONUS HIT POINTS OTHER PROFICIENCIES
Sleight of Hand
Stealth
NAME RANGE
DRACONIC ANCESTRY (Copper) - 5x30ft
CONSTITUTION INTELLIGENCE
Quarterstaff melee
line acid breath, DC 8+con+prof, 2d6 acid
Arcana
2 History
2 1d6,2hand 1d8+2 Bludgeoning/4 dmg, 3d6 lvl 6, 4d6 11, 5d6 16, save for
Investigation ATK BONUS DAMAGE TYPE / WEIGHT half, resistance to acid damage
15 Nature RITUAL CASTING You can cast a druid
Sling

Religion 30/120 spell as a ritual if that spell has the ritual


tag and you have the spell prepared; spell
WISDOM 4 1d4 + 2 Bludgeoning/-
INTELLIGENCE
Animal Handling
takes 10 minutes more than normal, but

0 Insight
Medicine
doesn't cost spell slot
WILD SHAPE - 2/day, become animal for
Perception 1/2lvl hours (round down). No swim no fly
10 Survival 1/4 CR lvl 2, no fly 1/2 CR lvl 4, 1 CR lvl 8
more info pg. 67
CHARISMA
WISDOM
CIRCLE OF LAND(desert) - lvl 2, extra
Deception
cantrip
2
Intimidation
NATURAL RECOVERY - short rest, regain
Performance
Persuasion
spell slots = 1/2 lvl round up, can do once
15 SKILLS
per longrest
access to certain spells as if they're always
prepared (marked by asterisks in spell
PASSIVE PERCEPTION
CHARISMA sheet)
40 sling bullets (3lbs) WANDERER - You have an excellent
-1 INSPIRATION memory for maps and geography, and
you can always recall the general layout
9 of terrain, settlements, and other features
INITIATIVE
around you. in addition, you can find
food and fresh water for yourself and up
ARMOR AMMUNITION to five other people each day, provided
that the land offers berries, small game,
Leather 11 10
water, and so forth.
NAME AC WEIGHT
SHIELD
backpack 5lb **bedroll 7lb**
mess kit 1lb **10 days of rations 20lb**
ADDITIONAL ITEMS tinderbox 1lb **10 torches 10lb** Wild Shape 2 2
light encumbrance 5*STR lb = 50 waterskin 5lbs **50 ft hemp rope 10lb**
medium (-10 movespeed) 10*STR lb = druidic focus(quarterstaff) **a hunting trap 25lb** hours of wild shape 1 1
100 PP a trophy from an animal you CLASS RESOURCE CURRENT / MAXIMUM

heavy >10*STR lbs = 101 killed (preserved claw of a FEATURES & TRAITS

items marked **name** are on donkey 139 dog-sized scorpion , first trial of
GP
her career and most regretted Common, Druidic, Draconic, Sylvan
failure) 1 lb
SP a set of traveler's clothes 4lbs
tabla drum 3lbs

CP
current encumbrance 38/50
EQUIPMENT LANGUAGES

Logo and Ampersand TM & 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use. 5e Character Sheet v1.5, created by /tg/
29 6'1 260
AGE HEIGHT WEIGHT

Kepeshkmolik Thadrith
blue Copper scales None
CHARACTER NAME
EYES SKIN HAIR

Driven by religious mandate


Wishes to one day return to her clan

PERSONALITY TRAITS

Believes that all natural beings exist for a purpose (as surely, bahamut
would have wiped out any creature that should not exist)

IDEALS
CHARACTER APPEARANCE

As Thadrith was born with a snake (hated predator of dragonborn eggs Clan, True Dragons, Bahamut
and hatchlings) nestled peacefully around her egg, her parents consulted
the sages and elders of the clan to discern the meaning of this strange
occurance. The elders declared that it was a sign from Bahamut - as he is
the steward of the earth, it is Thadrith's responsibility to be a steward of
the lowest of creatures- solitary predators, vermin, and other distrusted
animals. Having been raised since birth for this express purpose, she left BONDS
her clan soon after reaching adulthood, traveling from village to village to
see more of Bahamut's wards, and to ensure a continued balance
between intelligent beings and the verminous, poisonous, and hated. Tends to underestimate non-draconic races

CHARACTER BACKSTORY FLAWS

Gaarnul the Donkey (can carry 420lbs) + pack saddle 15lbs saddlebags
8lbs carrying rope 10lbs, 10 rations 20lbs, 10 torches 10lbs, bedroll 7lbs,
hunting trap 25lbs

donkey encumbrance: 95/420

A brass orb etched with strange runes (trinket)

ADDITIONAL EQUIPMENT NOTES

Logo and Ampersand TM & 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use. 5e Character Sheet v1.5, created by /tg/
Wisdom 12 4 5
Druid
SPELLCASTING ABILITY SPELL SAVE DC SPELL ATTACK MODIFIER PREPARED SPELLS
8 + PROFICIENCY BONUS + PROFICIENCY BONUS + SPELLCASTING ABILITY MODIFIER +
SPELLCASTING ABILITY MODIFIER SPELLCASTING ABILITY MODIFIER SPELLCASTING CLASS LEVEL
SPELLCASTING CLASS (1/2 ROUND DOWN IF PALADIN)
(MINIMUM ONE SPELL)

0 CANTRIPS 3 6
Shillelagh ***Create Food and Water***
Guidance ***Protection From Energy***
Thorn Whip

SPELL NAME PAGE

SLOTS TOTAL SLOTS EXPENDED

1 4
7
EPAR
Faerie Fire
PR

ED

Healing Word
Speak with Animals(ritual)
Entangle
4
***Hallucinatory Terrain***
***Blight***

2 2
***blur***
***silence***(ritual)
Moon Beam
Hold Person 5
***Wall of Stone***
***Insect Plague*** 9

Logo and Ampersand TM & 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use. 5e Character Sheet v1.5, created by /tg/

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