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Druid 1 Hermit Medium

Black Tooth CLASS & LEVEL BACKGROUND SIZE

CHARACTER NAME Wood Elf Chaotic Neutral 0 xp


RACE ALIGNMENT EXPERIENCE POINTS

ARMOR EQUIPMENT
STRENGTH INSPIRATION INITIATIVE SPEED
CLASS
Explorer's pack (backpack, bedroll, mess kit,

8 12 +1
tindrebox, 10 torches, 10 days' rations, waterskin,

PROFICIENCY
35 ft. 50 ft. hempen rope), blanket, map/scroll case, 1

-1 +2 BONUS
set common clothes, totem druidic focus,
herbalism kit,
CURRENT HIT POINTS
SAVING THROWS HIT POINT MAXIMUM: 9
DEXTERITY ○ -1 Strength Fill me, baby!


12
+1 Dexterity
○ +1 Constitution
+1 ● +3 Intelligence
● +5 Wisdom
CONSTITUTION ○ +2 Charisma
TEMPORARY HIT POINTS

12 SKILLS HIT DICE DEATH SAVES

+1
○ +1 Acrobatics TOTAL: 1d8 SUCCESSES ○-○-○
○ +2 Animal Handling
FAILURES ○-○-○
● +3 Arcana Total Weight Carried: 84.08 lbs.
INTELLIGENCE ○ -1 Athletics
ARMOR AND SHIELD NOTES & LOST THINGS

13
+2 Deception Fill me, baby!
ARMOR: Leather Armor
○ +1 History
PROPERTIES & EFFECTS:
+1 ○ +3 Insight
○ +2 Intimidation
WISDOM ○ +1 Investigation
● +5 Medicine
16
SHIELD: None
○ +1 Nature
PROPERTIES & EFFECTS:
+3
● +5 Perception
○ +2 Performance
○ +2 Persuasion
CHARISMA ● +3 Religion

14
+1 Sleight of Hand
○ +1 Stealth
+2 ● +5 Survival

NAME ATK BONUS DAMAGE


13 PASSIVE WIS (INSIGHT) Quarterstaff
Dagger
+1
+3
1d6-1 bludgeoning
1d4+1 piercing
Unarmed Strike -1 0 bludgeoning

11 PASSIVE INT (INVESTIGATION)

15 PASSIVE WIS (PERCEPTION)

TRAITS & PROPERTIES


PROFICIENCIES
Quarterstaff: Versatile (1d8)
Armor: Light, Medium, Shields (will not use armor o Dagger: Finesse, light, thrown (range 20/60)
shields made of metal)
Weapons: , Club, Dagger, Dart, Javelin, Longbow,
Longsword, Mace, Quarterstaff, Scimitar, Shortbow,
Shortsword, Sickle, Sling, Spear
Tools: Herbalism kit
Languages: Common, Elvish, Goblin, Orc
MAGIC ITEMS

WEALTH FEATURES, TRAITS, AND FEATS


COINS Darkvision: Dim light as bright to 60 ft.; see in darkness (no color)
Keen Senses
Fey Ancestry: Adv. on saves vs. charm, immune to magic sleep
COPPER (100 = 1 gp) Trance: Gain benefit of long rest in 4 hours of meditation
Elf Weapon Training
SILVER (10 = 1 gp) Fleet of Foot
Mask of the Wild: Can hide when only lightly obscured by natural phenomena
Discovery: You uncovered a unique and powerful secret in your seclusion. Its nature and consequences are up
ELECTRUM (2 = 1 gp) to you and the DM.
Druidic: Secret language of druids; may leave hidden messages (DC 15 Wis [Perception] check to notice, but
4 GOLD can't decipher without magic)
Spellcasting: You know 2 druid cantrips and prepare 4 druid spells
PLATINUM (10 = 1 gp) Ritual Casting
Spellcasting Focus: Druidic foci
JEWELRY, GEMSTONES, AND ART OBJECTS

NOTES
─ ─ ─
Druid 1 Wisdom 13 +5
─ ─ ─
SPELLCASTING CLASSES SPELLCASTING SPELL SPELL
ABILITY SAVE DC ATTACK BONUS

SLOTS TOTAL SLOTS EXPENDED SLOTS TOTAL SLOTS EXPENDED

0 CANTRIPS 3 ─ 6 ─
Druidcraft (Druid)
Thorn Whip (Druid)

SLOTS TOTAL SLOTS EXPENDED SLOTS TOTAL SLOTS EXPENDED

1 2 7 ─
○ Animal Friendship
○ Charm Person
SLOTS TOTAL SLOTS EXPENDED
○ Create or Destroy Water
○ Cure Wounds
● Detect Magic [ritual]
4 ─
○ Detect Poison and Disease [ritual]
● Entangle
○ Faerie Fire
● Fog Cloud
○ Goodberry
○ Healing Word
○ Jump
● Longstrider
○ Purify Food and Drink [ritual]
○ Speak with Animals [ritual]
○ Thunderwave SLOTS TOTAL SLOTS EXPENDED

8 ─

SLOTS TOTAL SLOTS EXPENDED

2 ─
SLOTS TOTAL SLOTS EXPENDED

5 ─

SLOTS TOTAL SLOTS EXPENDED

9 0
SPELL REFERENCE
Animal Friendship: Time 1 action; Rng 30 ft.; Comp V, S, M; Dur 24 hrs.; Choose beast of Int 3 or lower; it must make a Wis save or be charmed by
you. Higher Levels: Affect 1 additional beast per slot level above 1st.
Charm Person: Time 1 action; Rng 30 ft.; Comp V, S; Dur 1 hr.; Humanoid target makes Wis save or is charmed by you (has adv. If you or your allies
are fighting it); spell ends if it is harmed by you or your allies; target regards you as friendly acquaintance; when spell ends, target knows it was charmed
by you. Higher Levels: +1 target per slot level above 1st; targets must be within 30 ft. of each other.
Create or Destroy Water: Time 1 action; Rng 30 ft.; Comp V, S, M; Dur Instant; Create 10 gal. of water (in open container or as rain in 30-ft. cube,
extinguishing flames) or destroy 10 gal. of water (in a container, or 10-ft. cube of fog). Higher Levels: +10 gal. & +5 ft. to cube size per slot level above
1st.
Cure Wounds: Time 1 action; Rng Touch; Comp V, S; Dur Instant; Creature you touch regains 1d8+spellcasting mod hp (no effect on undead or
constructs). Higher Levels: +1d8 hp regained per slot level above 1st.
Detect Magic: Time 1 action [ritual]; Rng Self; Comp V, S; Dur Concentration (10 min.); Sense presence of magic in 30 ft. (use action to see faint aura
around visible magical creatures & objects, learning school of magic if any).
Detect Poison and Disease: Time 1 action [ritual]; Rng Self, Comp V, S, M; Dur Concentration (10 min.); Sense presence, location, & identity of
poisons, poisonous creatuers, & disease within 30 ft.
Druidcraft: Time 1 action; Rng 30 ft.; Comp V, S; Dur Instant; Choose to: create harmless sensory effect that predicts weather at your location for next
24 hrs., instantly make a flower blossom, seed pod open, or leaf bud unfurl; create an instantaneous harmless sensory effect like falling leaves, puff of
wind, sound of small animal, faint natural odor, that fills 5-ft. cube; instantly light or snuff out candle, torch, or small campfire.
Entangle: Time 1 action; Rng 90 ft.; Comp V, S; Dur Concentration (1 min.); Plants turn a 20-ft. radius from target point into difficult terrain;
creatures in area when spell is cast must make Str save or be restrained (may use action to make Str check vs. spell DC to break free).
Faerie Fire: Time 1 action; Rng 60 ft.; Comp V; Dur Concentration (1 min.); Each object & creature (if they fail Dex save) in 20-ft. cube sheds dim
light for 10 ft.; attacks against affected creatures have adv. If attacker can see it, & affected creature's can't be invisible.
Fog Cloud: Time 1 action; Rng 120 ft.; Comp V, S; Dur Concentration (1 hr.); Create 20-ft.-radius sphere centered on point within range; area is
heavily obscured (wind of 10 mph disperses it). Higher Levels: +20 ft. radius per slot level above 1st.
Goodberry: Time 1 action; Rng Touch; Comp V, S, M; Dur Instant; Create up to 10 berries in your hand; eating a berry restores 1 hp & nourishes
creature for 1 day; berries lose potency after 24 hrs.
Healing Word: Time 1 bonus; Rng 60 ft.; Comp V; Dur Instant; Target regains hp equal to 1d4+spellcasting mod; no effect on constructs or undead.
Higher Levels: +1d4 hp regained per slot level above 1st.
Jump: Time 1 action; Rng Touch; Comp V, S, M; Dur 1 min.; Target's jump distance triples until spell ends.
Longstrider: Time 1 action; Rng Touch; Comp V, S, M; Dur 1 hr.; Target creature's speed increases by 10 ft. until spell ends. Higher Levels: +1 target
per slot level above 1st.
Purify Food and Drink: Time 1 action [ritual]; Rng 10 ft.; Comp V, S; Dur Instant; All food and drink in a 5-ft. sphere is rendered free of poison and
disease.
Speak with Animals: Time 1 action [ritual]; Rng Self; Comp V, S; Dur 10 min.; Can comprehend & verbally communicate with beasts; may be able to
persuade beast to perform a small favor.
Thorn Whip: Time 1 action; Rng 30 ft.; Comp V, S, M; Dur Instant; Thorn whip lashes out; make melee spell attack, dealing 1d6 piercing dmg &
pulling Large or smaller targets 10 ft. closer.
Thunderwave: Time 1 action; Rng Self (15-ft. cube); Comp V, S; Dur Instant; Each creature in area takes 2d8 thunder dmg & is pushed 10 ft. away
from you (Con save for half dmg & no push); unsecured objects automatically pushed 10 ft. away; audible out to 300 ft.

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