Download as pdf or txt
Download as pdf or txt
You are on page 1of 9

Druid (1) Noble

CLASS & LEVEL BACKGROUND PLAYER NAME


Himo Elf/High Elf Neutral Good
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION
STRENGTH
13 +1 30
+2 +2 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED

14 PERSONALITY TRAITS

Hit Point Maximum 10


+2 Strength
DEXTERITY
+1 Dexterity

+1 ●
+2 Constitution
+4 Intelligence
CURRENT HIT POINTS IDEALS

13 ●
+2 Wisdom
0 Charisma
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS

+2 +1 Acrobatics (Dex) Total 1d8 SUCCESSES

14 0 Animal Handling (Wis) FAILURES

+2 Arcana (Int) HIT DICE DEATH SAVES FLAWS


INTELLIGENCE
+2 Athletics (Str)

+2 ●
0 Deception (Cha)
+4 History (Int)
NAME ATK BONUS DAMAGE/TYPE

14 0 Insight (Wis)
Scimitar +4 1d6 + 2 slashing
Darkvision: 60 ft.
WISDOM
0 Intimidation (Cha)
+2 Investigation (Int)
Immunities:
0 Medicine (Wis) magical-sleep
0 ●
+4 Nature (Int)

+2 Perception (Wis)
11
0 Performance (Cha) (additional
CHARISMA

+2 Persuasion (Cha)
+2 Religion (Int)
features & traits
0 +1 Sleight of Hand (Dex) on last page)
+1 Stealth (Dex)
10 ●
+2 Survival (Wis)

SKILLS ATTACKS & SPELLCASTING

12 PASSIVE WISDOM (PERCEPTION)


CP Waterskin (1); Shield
(1); Signet ring (1);
SP
Paper (1); Bedroll (1);
Tool Proficiencies: Dice Set; Herbalism
Kit Rations (1 day) (10);
EP
Rope, hempen (1);
Weapon Proficiencies: Club; Dagger; Tinderbox (1); Mess
Dart; Javelin; Longbow; Longsword;
Mace; Quarterstaff; Scimitar; Shortbow; kit (1); Backpack (1);
Shortsword; Sickle; Sling; Spear
GP
25 Clothes, fine (1);
Torch (10); Explorer's
Armor Proficiencies: Light; Medium;
Shields
PP
Pack (1); Purse (1)
Language Proficiencies: Common;
Druidic; Elvish
OTHER PROFICIENCIES & LANGUAGES EQUIPMENT FEATURES & TRAITS

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
AGE HEIGHT WEIGHT
Himo
CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL

CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

TREASURE CHARACTER BACKSTORY

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Druid Wisdom 10 +2
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 6

SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED

1 2 7
EPAR
SPELL NAME
ED
PR

Charm Person

Create or Destroy Water


4
Cure Wounds

Detect Magic
SPELLS KNOWN

Detect Poison and Disease

Entangle
Faerie Fire

Fog Cloud
Healing Word
Jump
8
Longstrider
Purify Food and Drink

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Druid Wisdom 10 +2
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 6

SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED

1 2 7
EPAR
SPELL NAME
ED
PR

Speak with Animals

Thunderwave
4
SPELLS KNOWN

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
FEATURES & TRAITS

-----------Other Traits------------
Druidic. You can speak Druidic and use it to leave hidden
message and automatically spot messages left by others.

Fey Ancestry. Advantage on charmed saves and immune to


sleep magic.

Trance. Trance 4 hrs. instead of sleep 8.


Page 1

Level-1 enchantment Level-1 transmutation Level-1 evocation


Charm Person Create or Destroy Water Cure Wounds
1 act. 30 ft V,S 1 hr 1 act. 30 ft V,S,M Inst 1 act. Touch V,S Inst
You attempt to charm a humanoid you can see You either create or destroy water. Create A creature you touch regains a number of hit
within range. It must make a Wisdom saving Water. You create up to 10 gallons of clean points equal to 1d8 + your spellcasting ability
throw, and does so with advantage if you or water within range in an open container. modifier. This spell has no effect on undead or
your companions are fighting it. If it fails the Alternatively, the water falls as rain in a constructs. At Higher Levels. When you cast
saving throw, it is charmed by you until the 30-foot cube within range, extinguishing this spell using a spell slot of 2nd level or
spell ends or until you or your companions do exposed flames in the area. Destroy Water. higher, the healing increases by 1d8 for each
anything harmful to it. The charmed creature You destroy up to 10 gallons of water in an slot level above 1st.
regards you as a friendly acquaintance. When open container within range. Alternatively,
the spell ends, the creature knows it was you destroy fog in a 30-foot cube within range.
charmed by you. At Higher Levels. When you At Higher Levels. When you cast this spell
cast this spell using a spell slot of 2nd level or using a spell slot of 2nd level or higher, you
higher, you can target one additional creature create or destroy 10 additional gallons of
for each slot level above 1st. The creatures water, or the size of the cube increases by 5
must be within 30 feet of each other when you feet, for each slot level above 1st.
target them.

Druid DC 10 Mod +2 Druid DC 10 Mod +2 Druid DC 10 Mod +2

Level-1 divination Level-1 divination Level-1 conjuration


Detect Magic Detect Poison and Disease Entangle
1 act. Self V,S Conc, 10 mins 1 act. Self V,S,M Conc, 10 mins 1 act. 90 ft V,S Conc, 1 min
For the duration, you sense the presence of For the duration, you can sense the presence Grasping weeds and vines sprout from the
magic within 30 feet of you. If you sense magic and location of poisons, poisonous creatures, ground in a 20-foot square starting from a
in this way, you can use your action to see a and diseases within 30 feet of you. You also point within range. For the duration, these
faint aura around any visible creature or identify the kind of poison, poisonous plants turn the ground in the area into
object in the area that bears magic, and you creature, or disease in each case. The spell can difficult terrain. A creature in the area when
learn its school of magic, if any. The spell can penetrate most barriers, but it is blocked by 1 you cast the spell must succeed on a Strength
penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin saving throw or be restrained by the
foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt. entangling plants until the spell ends. A
sheet of lead, or 3 feet of wood or dirt. creature restrained by the plants can use its
action to make a Strength check against your
spell save DC. On a success, it frees itself.
When the spell ends, the conjured plants wilt
away.

Druid DC 10 Mod +2 Druid DC 10 Mod +2 Druid DC 10 Mod +2

Level-1 evocation Level-1 conjuration Level-1 evocation


Faerie Fire Fog Cloud Healing Word
1 act. 60 ft V Conc, 1 min 1 act. 120 ft V,S Conc, 1 hr 1 b.a. 60 ft V Inst
Each object in a 20-foot cube within range is You create a 20-foot-radius sphere of fog A creature of your choice that you can see
outlined in blue, green, or violet light (your centered on a point within range. The sphere within range regains hit points equal to 1d4 +
choice). Any creature in the area when the spreads around corners, and its area is heavily your spellcasting ability modifier. This spell
spell is cast is also outlined in light if it fails a obscured. It lasts for the duration or until a has no effect on undead or constructs. At
Dexterity saving throw. For the duration, wind of moderate or greater speed (at least 10 Higher Levels. When you cast this spell using a
objects and affected creatures shed dim light miles per hour) disperses it. At Higher Levels. spell slot of 2nd level or higher, the healing
in a 10-foot radius. Any attack roll against an When you cast this spell using a spell slot of increases by 1d4 for each slot level above 1st.
affected creature or object has advantage if the 2nd level or higher, the radius of the fog
attacker can see it, and the affected creature or increases by 20 feet for each slot level above
object can't benefit from being invisible. 1st.

Druid DC 10 Mod +2 Druid DC 10 Mod +2 Druid DC 10 Mod +2


Page 1 (reverse)
Page 2

Level-1 transmutation Level-1 transmutation Level-1 transmutation


Jump Longstrider Purify Food and Drink
1 act. Touch V,S,M 1 min 1 act. Touch V,S,M 1 hr 1 act. 10 ft V,S Inst
You touch a creature. The creature's jump You touch a creature. The target's speed All nonmagical food and drink within a
distance is tripled until the spell ends. increases by 10 feet until the spell ends. At 5-foot-radius sphere centered on a point of
Higher Levels. When you cast this spell using a your choice within range is purified and
spell slot of 2nd level or higher, you can target rendered free of poison and disease.
one additional creature for each slot level
above 1st.

Druid DC 10 Mod +2 Druid DC 10 Mod +2 Druid DC 10 Mod +2

Level-1 divination Level-1 evocation


Speak with Animals Thunderwave
1 act. Self V,S 10 mins 1 act. Self V,S Inst
You gain the ability to comprehend and A wave of thunderous force sweeps out from
verbally communicate with beasts for the you. Each creature in a 15-foot cube
duration. The knowledge and awareness of originating from you must make a
many beasts is limited by their intelligence, Constitution saving throw. On a failed save, a
but at minimum, beasts can give you creature takes 2d8 thunder damage and is
information about nearby locations and pushed 10 feet away from you. On a successful
monsters, including whatever they can save, the creature takes half as much damage
perceive or have perceived within the past and isn't pushed. In addition, unsecured
day. You might be able to persuade a beast to objects that are completely within the area of
perform a small favor for you, at the GM's effect are automatically pushed 10 feet away
discretion. from you by the spell's effect, and the spell
emits a thunderous boom audible out to 300
feet. At Higher Levels. When you cast this
spell using a spell slot of 2nd level or higher,
the damage increases by 1d8 for each slot level
above 1st.

Druid DC 10 Mod +2 Druid DC 10 Mod +2


Page 2 (reverse)

You might also like