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Druid 1 Outlander

CLASS & LEVEL BACKGROUND PLAYER NAME

Wood Elf Neutral


CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION
STRENGTH
14 +3 35 I have a lesson for every
-1 ARMOR situation, drawn from
CLASS
+2 PROFICIENCY BONUS INITIATIVE SPEED observing nature
8 PERSONALITY TRAITS

Hit Point Maximum 9


-1
Strength
DEXTERITY Nature: the natural world is more important
+3
Dexterity than all the constructs of civilization

+3 +1
Constitution
CURRENT HIT POINTS IDEALS
● +2
Intelligence
16 ● +5
Wisdom
I will bring terrible wrath down on the
+1
Charisma
evildoers who destroyed my homeland
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS
+1 1d8
+3
Acrobatics (Dex) Total SUCCESSES I remember every insult I've received and
13 nurse a silent resentment toward anyone

+5
Animal Handling (Wis) FAILURES
who's ever wronged me.
0
Arcana (Int) HIT DICE DEATH SAVES FLAWS
INTELLIGENCE ●
+1
Athletics (Str)

0 +1
Deception (Cha)
NAME ATK BONUS DAMAGE/TYPE
0
History (Int) DARKVISION: you can see in dim light
Longbow* +5 1d8+3 pie within 60feet as if it were bright light,
10 +3
Insight (Wis)
+1
Intimidation (Cha) Scimitar +5 1d6+3 pie and in darkness as if it were dim light.
WISDOM 0
Investigation (Int) KEEN SENSES: you have
+3
Medicine (Wis) proficiencies with perseption
+3 ●
+2
Nature (Int) Cantrips. You know poison spray and produce flame
and can cast them at will. FEY ANCESTRY: you have advantage
16

+5
Perception (Wis) Descriptions are found in the rulebook.
on saving throws against being
+1
Performance (Cha) Spell Slots. You have two 1st-level spell slots charmed, and magic can't put you to
CHARISMA +1
Persuasion (Cha) you can use to cast your prepared spells. sleep
0
Religion (Int) Prepared Spells. You prepare four 1st-level
+1 +3
Sleight of Hand (Dex)
spells to make them available for you to
cast, choosing from the druid spell list in the
TRANCE: you don't need to sleep.
Instead you meditate deeply,
+3
Stealth (Dex) rulebook.
12 remaining semiconscious, for 4 hours

+5
Survival (Wis) *range 150 feet up to 600 feet with disadvantage roll a day. After resting in this way, you
SKILLS ATTACKS & SPELLCASTING
gain the same benefit that a human
does for 8 hours of sleep.

15 PASSIVE WISDOM (PERCEPTION) MASK OF THE WILD: you can attempt


CP leather armor, to hide wven when you are only lightly
explorer's pack, obscured by foliage, heavy rain, falling
Languages: common, elvish druidic SP druidic focus, hunting snow, mist and other natural
trap, belts pouch phenomena
Proficiencies: Longsword, shortsword, EP
longbow, shortbow, light armor*, WANDERER: you have excellent
medium armor*, shields*, Clubs, memory for maps and geography. In
daggers, darts, javelins, maces,
GP 10 addiction you can find food and fresh
quarterstaffs, scimitars, sickles, slings, water for yourself and up to other 5
spears, herbalism kit PP people each day, provided that the
land offers.
* druids will not wear armor or use
shields made of metal
OTHER PROFICIENCIES & LANGUAGES EQUIPMENT FEATURES & TRAITS

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
110 5 feet 150 pounds
AGE HEIGHT WEIGHT

Green White Brown


CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL

CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

ADDITIONAL FEATURES & TRAITS

CHARACTER BACKSTORY TREASURE

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
WISDOM 13 +5
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 6
Poison spray
Produce flames

SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED

1 2 7
EPAR
SPELL NAME
ED
PR

Fog Cloud

Speak with animals


4
Thunderwave

Healing word
SPELLS KNOWN

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

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