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Human Druid 10 Character Name Bonus Actions

“All things have a spirit Combat Wild Shape. Druid Wild


Medium humanoid (human), Circle of
within. My spirit is my Shape feature
strength.” the Moon, neutral good
Two-Weapon Fighting. When you
You were born in a sacred Armor Class 15 (studded leather) take the Attack action and attack with
natural place, and you were
Hit Points 73 (Hit Dice 10d8) your scimitar in one hand, you can
marked from birth with
Speed 30 ft. use a bonus action to attack with the
supernatural gifts. Although your parents
were farmers, your presence was a scimitar in your other hand. On a hit
STR DEX CON
blessing to them and your village. The with this bonus action attack, you deal
9 (−1) 16 (+3) 14 (+2)
druids of the circle overseeing the land only 1d6 slashing damage.
near your home tutored you from a young INT WIS CHA
age, allowing you to eschew the normal 11 (+0) 18 (+4) 14 (+2) Wild Shape. Druid feature; common
life a farm child. You became able to shift forms include giant eagle, polar bear,
your form when you entered puberty. Proficiencies (+4 proficiency bonus) saber-toothed tiger or an elemental
Although your build is slight, your powers Armor Light armor, medium (Elemental Wild Shape)
of spirit grant you all the might you need. armor, shields Options
Saving Throws Int +4, Wis +8
Background (Folk Hero) Skills History +4, Insight +8, Primal Strike. Druid Wild Shape feature
You come from among the peasantry, but Medicine +8, Nature +4 Spellcasting. You are a spellcaster
the druids who taught you revealed your Tools harp, herbalism kit (druid feature) who uses Wisdom as
birth is in accord with a prophecy spoken Weapons clubs, daggers, darts,
long ago by mysterious fey. People of your
your spellcasting ability (spell save DC
javelins, maces, quarterstaffs, 16; +8 to hit with spell attacks). You
home village regard you as a blessed one
with the skills to stand against threats
scimitars, sickles, slings, spears have the following spells prepared:
against common folk everywhere. Senses passive (Perception) 14
Languages Common, Draconic, Druidic Cantrips (at will): druidcraft, mending,
Rustic Hospitality. You can find a
produce flame, thorn whip
place to hide, rest, or recuperate among
commoners, unless you have shown
Actions 1st Level (4 slots): cure wounds, detect
yourself to be a danger to them. They will Attack. You can make one of the magic, faerie fire, fog cloud, healing
shield you from the law or anyone else following attacks: word, thunderwave
searching for you, though they will not • Produce Flame. Ranged Spell Attack: 2nd Level (3 slots): flame blade,
risk their lives for you. +8 to hit, 30 ft., one target. gust of wind, moonbeam, protection
Faction. You are a member of the Hit: 2d8 fire damage. from poison
Emerald Enclave, wilderness survivalists • Scimitar. Melee Weapon Attack: 3rd Level (3 slots): call lightning,
who preserve the natural order while dispel magic
+7 to hit, reach 30 ft., one target.
rooting out unnatural threats. 4th Level (2 slots): wall of fire
Personality Trait. You judge people
Hit: 1d6 + 3 slashing damage.
• Thorn Whip. Melee Spell Attack: 5th Level (2 slots): mass cure wounds
by their actions, testing them with
strong words. +8 to hit, range 30 ft., one target.
Ideal. Traditional ways, when wise and Hit: 2d6 piercing damage, and if the
good, should be upheld. target is Large or smaller, pull it up to
Bond. Everything you do is to serve 10 feet closer to you.
and protect the common folk.
Flaw. Convinced of the import of Preparing and Casting Spells. To cast Spellcasting Ability. Wisdom is your
your destiny, you are blind to your one of your druid spells, you must expend spellcasting ability for your druid spells,
shortcomings and the risk of failure. a slot of the spell’s level or higher. You since your magic draws upon your
regain all expended spell slots when you devotion and attunement to nature. You
Druid Features finish a long rest. use your Wisdom whenever a spell refers
Druidic. You can speak Druidic and You prepare the list of druid spells that to your spellcasting ability.
use it to leave hidden messages. You are available for you to cast, choosing Ritual Casting. You can cast a druid
and others who know this language from the druid spell list. When you do so, spell as a ritual if that spell has the ritual
automatically spot such a message. choose up to fourteen druid spells. The tag and you have the spell prepared.
Others spot the message’s presence with spells must be of a level for which you Spellcasting Focus. You can use a
a successful DC 15 Wisdom (Perception) have spell slots. druidic focus, such as your yew wand, as
check but can decipher it only with magic. You can change your list of prepared a spellcasting focus for your druid spells.
spells when you finish a long rest.
Spellcasting. Drawing on the divine
When you prepare new spells, you must
essence of nature, you can cast spells to
meditate 1 minute per spell level for each
shape that essence to your will.
spell on your list.
Cantrips. You know four cantrips,
which you can cast at will.
Druid Features (cont’d) the new form can’t wear must either
fall to the ground or merge with it.
Wild Shape (Recharges after You Equipment that merges with the form
Finish a Short or Long Rest). You can has no effect until you leave the form.
take a bonus action to magically assume
the shape of a beast that you have seen Combat Wild Shape. While you are
before, provided that the beast has a transformed, you can use a bonus action
challenge rating of 3 or lower. You can to expend one spell slot to regain 1d8 hit
use this feature twice. points per level of the spell slot expended.
You can stay in a beast shape for 2 Elemental Wild Shape. You can expend
hours, and then you revert to your normal two uses of Wild Shape at the same time
form unless you expend another use to transform into an air elemental, an
of this feature. You can revert to your earth elemental, a fire elemental, or a
normal form earlier by using a bonus water elemental.
action. You automatically revert if you fall Primal Strike. Your attacks in beast
unconscious, drop to 0 hit points, or die. form count as magical for the purpose of
While you are transformed, the overcoming resistance and immunity to
following rules apply: nonmagical attacks and damage.

• Your game statistics are replaced by Equipment


the statistics of the beast, but you
Backpack, bedroll, common clothing,
retain your alignment, personality, and
harp, healer’s kit, herbalism kit, mess
Intelligence, Wisdom, and Charisma
kit, periapt of wound closure, potion
scores. You also retain all of your skill
of healing (3), pouch, rations (10 days),
and saving throw proficiencies, in addi-
scimitars (2), studded leather armor,
tion to gaining those of the creature. If
tinderbox, waterskin, yew wand, , money
the creature has the same proficiency
(10 gp, 4 pp)
as you and the bonus in its stat block is
higher than yours, use the creature’s Periapt of Wound Closure
bonus instead of yours. If the creature Wondrous item, uncommon (requires
has any legendary or lair actions, you attunement)
can’t use them.
• When you transform, you assume the While you wear this pendant, you
beast’s hit points and Hit Dice. When stabilize whenever you are dying at
you revert to your normal form, you the start of your turn. In addition,
return to the number of hit points you whenever you roll a Hit Die to regain hit
had before you transformed. However, points, double the number of hit points
if you revert as a result of dropping to 0 it restores.
hit points, any excess damage carries
over to your normal form.
• You can’t cast spells, and your ability to
speak or take any action that requires
hands is limited to the capabilities of
your beast form. Transforming doesn’t
break your concentration on a spell
you’ve already cast, however, or prevent
you from taking actions that are part of
a spell that you’ve already cast.
• You retain the benefit of any features
from your class, race, or other source
and can use them if the new form
is physically capable of doing so.
However, your senses are replaced by
those of the beast.
• You choose whether your equipment
falls to the ground in your space,
merges into your new form, or is worn
by it. Worn equipment functions as
normal, but the DM decides whether it
is practical for the new form to wear a
piece of equipment, based on the crea-
ture’s shape and size. Your equipment
doesn’t change size or shape to match
the new form, and any equipment that

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