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Druid (1) Hermit

CLASS & LEVEL BACKGROUND PLAYER NAME


Berian Xiloscient Tiefling Neutral
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION
STRENGTH
14 +1 30
+1 +2 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED

12 PERSONALITY TRAITS

Hit Point Maximum 10


+1 Strength
DEXTERITY
+1 Dexterity

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

13 ●
+4 Wisdom
+1 Charisma
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS

+2 +1 Acrobatics (Dex) SUCCESSES

14 +2 Animal Handling (Wis)


1x(1d8+2) FAILURES

-1 Arcana (Int) HIT DICE DEATH SAVES FLAWS


INTELLIGENCE
+1 Athletics (Str)

-1 +1 Deception (Cha)
-1 History (Int)
NAME ATK BONUS DAMAGE/TYPE

9 +2 Insight (Wis)
Club +3 1d4+1 bludgeoning
Alms Box
WISDOM
+1 Intimidation (Cha)
-1 Investigation (Int)
Backpack
+4 Medicine (Wis) Blanket
+2


+1 Nature (Int)
+2 Perception (Wis) Number of Candle x10
15
+1 Performance (Cha)
Attacks: 1 Censer
CHARISMA
+1 Persuasion (Cha)
+1 Religion (Int)
Explorer's Pack
Incense x2

+1 +1 Sleight of Hand (Dex)

12
+1 Stealth (Dex) Leather
+4 Survival (Wis)
Rations (1 day)

SKILLS ATTACKS & SPELLCASTING


x2
12 PASSIVE WISDOM (PERCEPTION)
CP Shield
SP
Tinderbox
Tool Proficiencies: Herbalism Kit
Vestements
Weapon Proficiencies: Club;
Dagger; Dart; Javelin; Mace;
EP
Waterskin
Quarterstaff; Scimitar; Sickle; Sling;
Spear GP Wooden staff
Armor Proficiencies: Light; Medium; PP
Shields

Language Proficiencies: Common;


Druidic; Infernal; Sylvan
OTHER PROFICIENCIES & LANGUAGES TREASURE EQUIPMENT

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
AGE HEIGHT WEIGHT
Berian Xiloscient
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 12 +4
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 6
Druidcraft
Shillelagh

SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED

1 2 7
EPAR
SPELL NAME
ED
PR

Animal Friendship

Charm Person
4
Create or Destroy Water

Cure Wounds
SPELLS KNOWN

Detect Magic

Detect Poison and Disease


Entangle

Faerie Fire
Fog Cloud
Goodberry
8
Healing Word
Jump

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Druid Wisdom 12 +4
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

Longstrider

Purify Food and Drink


4
Speak with Animals

Thunderwave
SPELLS KNOWN

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Tiefling Charisma 11 +3
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 6
Thaumaturgy

SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED

1 2 7
EPAR
SPELL NAME
ED
PR

4
SPELLS KNOWN

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

Darkvision: 60 ft.
Damage Resistances: fire

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

Hellish Resistance. Resistance to fire damage.

Infernal Legacy. You know thaumaturgy and can cast once per
day. CHA is the spellcasting ability.
Page 1

Druidcraft Shillelagh Thaumaturgy


Druid Cantrip Transmutation DC 12 Spell Mod +4 Druid Cantrip Transmutation DC 12 Spell Mod +4 Tiefling Cantrip Transmutation DC 11 Spell Mod +3
1 Act. 30 ft V,S Inst 1 B.A. Touch V,S,M 1 min 1 Act. 30 ft V Up to 1 min
Mistletoe, a shamrock leaf, and a club or quarterstaff

Whispering to the spirits of nature, you create The wood of a club or quarterstaff you are You manifest a minor wonder, a sign of
one of the following effects within range: • You holding is imbued with nature's power. For supernatural power, within range. You create
create a tiny, harmless sensory effect that the duration, you can use your spellcasting one of the following magical effects within
predicts what the weather will be at your ability instead of Strength for the attack and range: • Your voice booms up to three times as
location for the next 24 hours. The effect damage rolls of melee attacks using that loud as normal for 1 minute. • You cause
might manifest as a golden orb for clear skies, weapon, and the weapon's damage die flames to flicker, brighten, dim, or change
a cloud for rain, falling snowflakes for snow, becomes a d8. The weapon also becomes color for 1 minute. • You cause harmless
and so on. This effect persists for 1 round. • magical, if it isn't already. The spell ends if you tremors in the ground for 1 minute. • You
You instantly make a flower blossom, a seed cast it again or if you let go of the weapon. create an instantaneous sound that originates
pod open, or a leaf bud bloom. • You create an from a point of your choice within range, such
instantaneous, harmless sensory effect, such as a rumble of thunder, the cry of a raven, or
as falling leaves, a puff of wind, the sound of a ominous whispers. • You instantaneously
small animal, or the faint odor of skunk. The cause an unlocked door or window to fly open
effect must fit in a 5-foot cube. • You instantly or slam shut. • You alter the appearance of
light or snuff out a candle, a torch, or a small your eyes for 1 minute. If you cast this spell
campfire. multiple times, you can have up to three of its
1-minute effects active at a time, and you can
dismiss such an effect as an action.

Animal Friendship Charm Person Create or Destroy Water


Druid Level 1 Enchantment DC 12 Spell Mod +4 Druid Level 1 Enchantment DC 12 Spell Mod +4 Druid Level 1 Transmutation DC 12 Spell Mod +4
1 Act. 30 ft V,S,M 24 hrs 1 Act. 30 ft V,S 1 hr 1 Act. 30 ft V,S,M Inst
A bit of food A drop of water if creating water or a few grains of
sand if destroying it

Choose a beast that you can see. It must be You attempt to charm a humanoid you can see You either create or destroy water. Create
able to see and hear you. If its Intelligence is 4 within range. It must make a Wisdom saving Water. You create up to 10 gallons of clean
or higher, the spell fails. Otherwise, it must throw, and does so with advantage if you or water within range in an open container.
pass a Wisdom save or be charmed by you. If your companions are fighting it. If it fails the Alternatively, the water falls as rain in a
you or one of your companions harms it, the saving throw, it is charmed by you until the 30-foot cube within range, extinguishing
spell ends. At Higher Levels: You can target spell ends or until you or your companions do exposed flames in the area. Destroy Water.
one additional beast for each slot level above anything harmful to it. The charmed creature You destroy up to 10 gallons of water in an
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.

Cure Wounds Detect Magic (ritual) Detect Poison and Disease (ritual)
Druid Level 1 Evocation DC 12 Spell Mod +4 Druid Level 1 Divination DC 12 Spell Mod +4 Druid Level 1 Divination DC 12 Spell Mod +4
1 Act. Touch V,S Inst 1 Act. Self V,S Conc, 10 mins 1 Act. Self V,S,M Conc, 10 mins
A yew leaf

A creature you touch regains a number of hit For the duration, you sense the presence of For the duration, you can sense the presence
points equal to 1d8 + your spellcasting ability magic within 30 feet of you. If you sense magic and location of poisons, poisonous creatures,
modifier. This spell has no effect on undead or in this way, you can use your action to see a and diseases within 30 feet of you. You also
constructs. At Higher Levels. When you cast faint aura around any visible creature or identify the kind of poison, poisonous
this spell using a spell slot of 2nd level or object in the area that bears magic, and you creature, or disease in each case. The spell can
higher, the healing increases by 1d8 for each learn its school of magic, if any. The spell can penetrate most barriers, but it is blocked by 1
slot level above 1st. penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin
foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
sheet of lead, or 3 feet of wood or dirt.
Page 1 (reverse)
Page 2

Entangle Faerie Fire Fog Cloud


Druid Level 1 Conjuration DC 12 Spell Mod +4 Druid Level 1 Evocation DC 12 Spell Mod +4 Druid Level 1 Conjuration DC 12 Spell Mod +4
1 Act. 90 ft V,S Conc, 1 min 1 Act. 60 ft V Conc, 1 min 1 Act. 120 ft V,S Conc, 1 hr

Grasping weeds and vines sprout from the Each object in a 20-foot cube within range is You create a 20-foot-radius sphere of fog
ground in a 20-foot square starting from a outlined in blue, green, or violet light (your centered on a point within range. The sphere
point within range. For the duration, these choice). Any creature in the area when the spreads around corners, and its area is heavily
plants turn the ground in the area into spell is cast is also outlined in light if it fails a obscured. It lasts for the duration or until a
difficult terrain. A creature in the area when Dexterity saving throw. For the duration, wind of moderate or greater speed (at least 10
you cast the spell must succeed on a Strength objects and affected creatures shed dim light miles per hour) disperses it. At Higher Levels.
saving throw or be restrained by the in a 10-foot radius. Any attack roll against an When you cast this spell using a spell slot of
entangling plants until the spell ends. A affected creature or object has advantage if the 2nd level or higher, the radius of the fog
creature restrained by the plants can use its attacker can see it, and the affected creature or increases by 20 feet for each slot level above
action to make a Strength check against your object can't benefit from being invisible. 1st.
spell save DC. On a success, it frees itself.
When the spell ends, the conjured plants wilt
away.

Goodberry Healing Word Jump


Druid Level 1 Transmutation DC 12 Spell Mod +4 Druid Level 1 Evocation DC 12 Spell Mod +4 Druid Level 1 Transmutation DC 12 Spell Mod +4
1 Act. Touch V,S,M Inst 1 B.A. 60 ft V Inst 1 Act. Touch V,S,M 1 min
Mistletoe sprig A grasshopper's hind leg

Up to ten magic berries appear. A creature can A creature of your choice that you can see You touch a creature. The creature's jump
use its action to eat one berry. Eating a berry within range regains hit points equal to 1d4 + distance is tripled until the spell ends.
restores 1 hit point and provides enough your spellcasting ability modifier. This spell
nourishment to sustain a creature for a day. has no effect on undead or constructs. At
The berries lose their magic if they haven't Higher Levels. When you cast this spell using a
been eaten within 24 hours. spell slot of 2nd level or higher, the healing
increases by 1d4 for each slot level above 1st.

Longstrider Purify Food and Drink (ritual) Speak with Animals (ritual)
Druid Level 1 Transmutation DC 12 Spell Mod +4 Druid Level 1 Transmutation DC 12 Spell Mod +4 Druid Level 1 Divination DC 12 Spell Mod +4
1 Act. Touch V,S,M 1 hr 1 Act. 10 ft V,S Inst 1 Act. Self V,S 10 mins
A pinch of dirt

You touch a creature. The target's speed All nonmagical food and drink within a You gain the ability to comprehend and
increases by 10 feet until the spell ends. At 5-foot-radius sphere centered on a point of verbally communicate with beasts for the
Higher Levels. When you cast this spell using a your choice within range is purified and duration. The knowledge and awareness of
spell slot of 2nd level or higher, you can target rendered free of poison and disease. many beasts is limited by their intelligence,
one additional creature for each slot level but at minimum, beasts can give you
above 1st. information about nearby locations and
monsters, including whatever they can
perceive or have perceived within the past
day. You might be able to persuade a beast to
perform a small favor for you, at the GM's
discretion.
Page 2 (reverse)
Page 3

Thunderwave
Druid Level 1 Evocation DC 12 Spell Mod +4
1 Act. Self V,S Inst

A wave of thunderous force sweeps out from


you. Each creature in a 15-foot cube
originating from you must make a
Constitution saving throw. On a failed save, a
creature takes 2d8 thunder damage and is
pushed 10 feet away from you. On a successful
save, the creature takes half as much damage
and isn't pushed. In addition, unsecured
objects that are completely within the area of
effect are automatically pushed 10 feet away
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.
Page 3 (reverse)

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