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Level 5 Wood Elf Druid, Circle of the Moon 6500

CHARACTER LEVEL, RACE, & CLASS EXPERIENCE


Estornino
Hermit Almendra
CHARACTER NAME BACKGROUND ALIGNMENT DEITY PLAYER NAME

STEALTH DISADVANTAGE

ARMOR Darkvision. You can see in dim light within 60 feet


STRENGTH Leather 13 of you as if it were bright light, and in darkness as if
it were dim light.
PROFICIENCY BONUS +3
+0
SHIELD
AC
Shield Healer (Action). You can spend one use of a healer’s
N
CIE C
kit to tend to a creature and restore 1d6 + 4 hit
+0 Strength points to it, plus additional hit points equal to the
Y
PROFI

10 creature’s maximum number of Hit Dice. The


+0 Dexterity
creature can’t regain hit points from this feat again
+1 Constitution ARMOR CLASS until it finishes a short or long rest.When you use a
DEXTERITY
✘ +4 Intelligence
healer’s kit to stabilize a dying creature, that
MAXIMUM HIT DICE TEMPORARY creature also regains 1 hit point.
+0 ✘ +7 Wisdom

+2 Charisma
33 5d8
Druidic. You can use it to leave hidden messages.
CONDITIONAL
You and others who know this language
automatically spot such a message. Others spot the
10 message’s presence with a successful DC 15
Perception check but can’t decipher it without
CURRENT HIT POINTS magic.
CONSTITUTION DEATH SAVING THROWS

SAVING THROWS
Spellcasting. You can cast druid spells as rituals. You
+1 N
CIE C

+0 Acrobatics (Dex)
SPEED
35ft.
FLY
0ft.
CLIMB
0ft.
SWIM
0ft.
can prepare 9 spells from the druid spell list. You
can use a druidic focus as your spellcasting focus.
Y
PROFI

RT

EXPE

+4 Animal Handling (Wis) VISION INSPIRATION EXHAUSTION


Wildshape (Action—2/Short Rest). You can
13 ✘ +4 Arcana (Int) Darkvision magically assume the shape of a beast that you
have seen before.You can stay in a beast shape for 2
+0 Athletics (Str)
hours. You then revert to your normal form unless
INTELLIGENCE +2 Deception (Cha) you expend another use of this feature. You can
revert to your normal form earlier by using a bonus
+1 ✘
+1 History (Int)
+7 Insight (Wis)
action on your turn. You automatically revert if you
fall unconscious, drop to 0 hit points, or die.
+2 Intimidation (Cha) SPEED, SENSES, & CONDITIONS Combat Wild Shape (Bonus Action). Wild Shape on
12 +1 Investigation (Int) your turn as a bonus action, rather than as an
Fey Ancestry. Advantage on saving throws against action.While you are transformed by Wild Shape,
✘ +7 Medicine (Wis)
being charmed, and magic can’t put you to sleep. you can use a bonus action to expend one spell slot
WISDOM +1 Nature (Int) to regain 1d8 hp per level of the spell slot
expended.
+4 ✘ +7 Perception (Wis) Trance. Elves don’t need to sleep. Instead, they
meditate deeply, remaining semiconscious, for 4
+2 Performance (Cha) hours a day. Circle Forms. You can use your Wild Shape to
transform into a beast with a CR as high as 1.
+2 Persuasion (Cha)
18 ✘ +4 Religion (Int)
Mask of the Wild. You can attempt to hide even
when you are only lightly obscured.
+0 Sleight of Hand (Dex)
CHARISMA +0 Stealth (Dex)

+2 +4 Survival (Wis)
SKILLS

14 17 PASSIVE PERCEPTION

ADVANTAGE

INITIATIVE +0 1 Attack / Attack Action RACIAL TRAITS

NAME RANGE ATTACK DAMAGE / TYPE


Scimitar 5 ft +3 vs AC 1d6+0 slashing
Finesse, Light
FEATURES & TRAITS

Armor Proficiencies. Light Armor, Medium Armor,


Shields

Weapon Proficiencies. Longsword, Shortsword,


Shortbow, Longbow, Club, Dagger, Dart, Javelin,
Mace, Quarterstaff, Scimitar, Sickle, Sling, Spear

Tool Proficiencies. Herbalism kit

Languages. Common, Elvish, Aarakocra, Druidic

ATTACKS & SPELLCASTING PROFICIENCIES & LANGUAGES

This character sheet was generated by the Aurora Builder.


Male 4'6" 90 lb.
GENDER AGE HEIGHT WEIGHT
Estornino
CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS

You lived in seclusion—either in a sheltered community such as a monastery, or entirely a lone—for a formative part of
your life. In your time apart from the clamor of society, you found quiet, solitude, and perhaps some of the answers you
were looking for.

PERSONALITY TRAITS

IDEAL

BOND

FLAW BACKGROUND STORY

Discovery
The quiet seclusion of your extended hermitage gave
you access to a unique and powerful discovery. The
exact nature of this revelation depends on the nature
of your seclusion. It might be a great truth about the
cosmos, the deities, the powerful beings of the outer
planes, or the forces of nature. It could be a site that
no one else has ever seen. You might have uncovered
a fact that has long been forgotten, or unearthed
some relic of the past that could rewrite history. It
might be information that would be damaging to the
people who or consigned you to exile, and hence the
reason for your return to society.
BACKGROUND FEATURE

TRINKET
ADDITIONAL FEATURES

This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
ADVENTURING GEAR # lb MAGIC ITEMS # lb
[Shield] 1 6
[Scimitar] 1 3
[Leather] 1 10
Explorer’s Pack 1 10

ATTUNED MAGIC ITEMS 0 / 3


VALUABLES — GEMS, ART OBJECTS, TRADE GOODS # lb

COPPER SILVER ELECTRUM GOLD PLATINUM

0 0 0 0 0

ENCUMBRANCE — LIFTING AND CARRYING

WEIGHT CARRIED CARRY CAPACITY PUSH, DRAG, LIFT

29 lb / 150 lb 300 lb

INVENTORY — ADVENTURING GEAR, ARMS, ARMOR, AND OTHER EQUIPMENT

ADDITIONAL TREASURE INVENTORY — ITEM DESCRIPTIONS & NOTES

#1 #2
STORED ITEM # lb. STORED ITEM # lb.

STORED ITEMS QUEST ITEMS & TRINKETS

This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
Wisdom +7 15 9

SPELLCASTING ABILITY SPELL ATTACK BONUS SAVING THROW DC SPELLS TO PREPARE


Druid, Circle of the Moon

CANTRIPS Druidcraft Thorn Whip


Thunderclap

1ST LEVEL 4 SPELL SLOTS ● Create or Destroy Water ● Fog Cloud


● Healing Word Absorb Elements Absorb Elements
Animal Friendship Beast Bond Beast Bond
Charm Person Cure Wounds Detect Magic
Detect Poison and Disease Earth Tremor Earth Tremor
Entangle Faerie Fire Goodberry
Ice Knife Ice Knife Jump
Longstrider Purify Food and Drink Snare
Speak with Animals Thunderwave

2ND LEVEL 3 SPELL SLOTS ● Find Traps ● Gust of Wind


● Pass without Trace Animal Messenger Barkskin
Beast Sense Darkvision Dust Devil
Dust Devil Earthbind Earthbind
Enhance Ability Flame Blade Flaming Sphere
Healing Spirit Heat Metal Hold Person
Lesser Restoration Locate Animals or Plants Locate Object
Moonbeam Protection from Poison Skywrite
Skywrite Spike Growth Summon Beast
Warding Wind Warding Wind Wither and Bloom

3RD LEVEL 2 SPELL SLOTS ● Dispel Magic ● Plant Growth


● Summon Fey Call Lightning Conjure Animals
Daylight Erupting Earth Erupting Earth
Feign Death Flame Arrows Flame Arrows
Meld into Stone Protection from Energy Sleet Storm
Speak with Plants Tidal Wave Tidal Wave
Wall of Water Wall of Water Water Breathing
Water Walk Wind Wall
Druidcraft Thorn Whip Thunderclap
Transmutation Cantrip Transmutation Cantrip Evocation Cantrip

CASTING TIME 1 action CASTING TIME 1 action CASTING TIME 1 action


RANGE 30 feet RANGE 30 feet RANGE Self (5-foot radius)
DURATION Instantaneous DURATION Instantaneous DURATION Instantaneous
COMPONENTS V, S COMPONENTS V, S, M (the stem of a plant with thorns) COMPONENTS S

Whispering to the spirits of nature, you create one of the following You create a long, vine-like whip covered in thorns that lashes out at You create a burst of thunderous sound, which can be heard 100 feet
effects within range: your command toward a creature in range. Make a melee spell attack away. Each creature other than you within 5 feet of you must make a
• You create a tiny, harmless sensory effect that predicts what the against the target. If the attack hits, the creature takes 1d6 piercing Constitution saving throw. On a failed save, the creature takes 1d6
weather will be at your location for the next 24 hours. The effect damage, and if the creature is Large or smaller, you pull the creature thunder damage.
might manifest as a golden orb for clear skies, a cloud for rain, falling up to 10 feet closer to you. This spell’s damage increases by 1d6 The spell’s damage increases by 1d6 when you reach 5th level
snowflakes for snow, and so on. This effect persists for 1 round. when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). (2d6), 11th level (3d6), and 17th level (4d6).
• You instantly make a flower blossom, a seed pod open, or a leaf
bud bloom.
• You create an instantaneous, harmless sensory effect, such as
falling leaves, a puff of wind, the sound of a small animal, or the faint
odor of skunk. The effect must fit in a 5-foot cube.
• You instantly light or snuff out a candle, a torch, or a small
campfire.

Spellcasting (Druid) Player’s Handbook Spellcasting (Druid) Player’s Handbook Spellcasting (Druid) Princes of the Apocalypse

Create or Destroy Water Fog Cloud Healing Word


1st-level transmutation 1st-level conjuration 1st-level evocation

CASTING TIME 1 action CASTING TIME 1 action CASTING TIME 1 bonus action
RANGE 30 feet RANGE 120 feet RANGE 60 feet
DURATION Instantaneous DURATION Concentration, up to 1 hour DURATION Instantaneous
COMPONENTS V, S, M (a drop of water if creating water or a few grains of sand if COMPONENTS V, S COMPONENTS V
destroying it)

You either create or destroy water. Create Water. You create up to You create a 20-foot-radius sphere of fog centered on a point within A creature of your choice that you can see within range regains hit
10 gallons of clean water within range in an open container. range. The sphere spreads around corners, and its area is heavily points equal to 1d4 + your spellcasting ability modifier. This spell has
Alternatively, the water falls as rain in a 30-foot cube within range, obscured, It lasts for the duration or until a wind of moderate or no effect on undead or constructs.
extinguishing exposed flames in the area. Destroy Water. You destroy greater speed (at least 10 miles per hour) disperses it. At Higher Levels. When you cast this spell using a spell slot of 2nd
up to 10 gallons of water in an open container within range. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d4 for each slot level above
Alternatively, you destroy fog in a 30-foot cube within range. level or higher, the radius of the fog increases by 20 feet for each slot 1st.
At Higher Levels. When you cast this spell using a spell slot of 2nd level above 1st.
level or higher, you create or destroy 10 additional gallons of water,
or the size of the cube increases by 5 feet, for each slot level above
1st.

Prepared (Druid) Player’s Handbook Prepared (Druid) Player’s Handbook Prepared (Druid) Player’s Handbook

Find Traps Gust of Wind Pass without Trace


2nd-level divination 2nd-level evocation 2nd-level abjuration

CASTING TIME 1 action CASTING TIME 1 action CASTING TIME 1 action


RANGE 120 feet RANGE Self (60-foot line) RANGE Self
DURATION Instantaneous DURATION Concentration, up to 1 minute DURATION Concentration, up to 1 hour
COMPONENTS V, S COMPONENTS V, S, M (a legume seed) COMPONENTS V, S, M (ashes from a burned leaf of mistletoe and a sprig of spruce)

You sense the presence of any trap within range that is within line of A line of strong wind 60 feet long and 10 feet wide blasts from you in A veil of shadows and silence radiates from you, masking you and
sight. A trap, for the purpose of this spell, includes anything that a direction you choose for the spell’s duration. Each creature that your companions from detection. For the duration, each creature you
would inflict a sudden or unexpected effect you consider harmful or starts its turn in the line must succeed on a Strength saving throw or choose within 30 feet of you (including you) has a +10 bonus to
undesirable, which was specifically intended as such by its creator. be pushed 15 feet away from you in a direction following the line. Dexterity (Stealth) checks and can’t be tracked except by magical
Thus, the spell would sense an area affected by the alarm spell, a Any creature in the line must spend 2 feet of movement for every 1 means. A creature that receives this bonus leaves behind no tracks or
glyph of warding, or a mechanical pit trap, but it would not reveal a foot it moves when moving closer to you. other traces of its passage.
natural weakness in the floor, an unstable ceiling, or a hidden The gust disperses gas or vapor, and it extinguishes candles,
sinkhole. torches, and similar unprotected flames in the area. It causes
This spell merely reveals that a trap is present. You don’t learn the protected flames, such as those of lanterns, to dance wildly and has a
location of each trap, but you do learn the general nature of the 50 percent chance to extinguish them.
danger posed by a trap you sense. As a bonus action on each of your turns before the spell ends, you
can change the direction in which the line blasts from you.

Prepared (Druid) Player’s Handbook Prepared (Druid) Player’s Handbook Prepared (Druid) Player’s Handbook
Dispel Magic Plant Growth Summon Fey
3rd-level abjuration 3rd-level transmutation 3rd-level conjuration

CASTING TIME 1 action CASTING TIME 1 action or 8 hours CASTING TIME 1 action
RANGE 120 feet RANGE 150 feet RANGE 90 feet
DURATION Instantaneous DURATION Instantaneous DURATION Concentration, up to 1 hour
COMPONENTS V, S COMPONENTS V, S COMPONENTS V, S, M (a gilded flower worth at least 300 gp)

Choose any creature, object, or magical effect within range. Any spell This spell channels vitality into plants within a specific area. There are You call forth a fey spirit. It manifests in an unoccupied space that
of 3rd level or lower on the target ends. For each spell of 4th level or two possible uses for the spell, granting either immediate or long- you can see within range. This corporeal form uses the Fey Spirit stat
higher on the target, make an ability check using your spellcasting term benefits. block. When you cast the spell, choose a mood. Fuming, Mirthful, or
ability. The DC equals 10 + the spell’s level. On a successful check, the If you cast this spell using 1 action, choose a point within range. All Tricksy. The creature resembles a fey creature of your choice marked
spell ends. normal plants in a 100-foot radius centered on that point become by the chosen mood, which determines one of the traits in its stat
At Higher Levels. When you cast this spell using a spell slot of 4th thick and overgrown. A creature moving through the area must block. The creature disappears when it drops to 0 hit points or when
level or higher, you automatically end the effects of a spell on the spend 4 feet of movement for every 1 foot it moves. the spell ends.
target if the spell’s level is equal to or less than the level of the spell You can exclude one or more areas of any size within the spell’s The creature is an ally to you and your companions. In combat, the
slot you used. area from being affected. creature shares your initiative count, but it takes its turn immediately
If you cast this spell over 8 hours, you enrich the land. All plants in after yours. It obeys your verbal commands (no action required by
a half-mile radius centered on a point within range become enriched you). If you don’t issue any, it takes the Dodge action and uses its
for 1 year. The plants yield twice the normal amount of food when move to avoid danger.
harvested. At Higher Levels. When you cast this spell using a spell slot of 4th
level or higher, use the higher level wherever the spell’s level appears
in the stat block.

Prepared (Druid) Player’s Handbook Prepared (Druid) Player’s Handbook Prepared (Druid) Tasha’s Cauldron of Everything
Scimitar
Martial Melee Weapon

RANGE 5 ft
ATTACK +3 vs AC
DAMAGE 1d6+0 slashing
Finesse, Light
Shield Scimitar Leather
Armor Weapons Armor

A shield is made from wood or metal and is carried in one The breastplate and shoulder protectors of this armor are
hand. Wielding a shield increases your Armor Class by 2. made of leather that has been stiffened by being boiled in
You can benefit from only one shield at a time. oil. The rest of the armor is made of softer and more
flexible materials.

6 lb. Player’s Handbook 3 lb. Player’s Handbook 10 lb. Player’s Handbook

Explorer’s Pack
Equipment Packs

Includes a backpack, a bedroll, a mess kit, a tinderbox, 10


torches, 10 days of rations, and a waterskin. The pack also
has 50 feet of hempen rope strapped to the side of it.

10 lbs. Player’s Handbook

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