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Level 1 Druid 0

CHARACTER LEVEL, RACE, & CLASS EXPERIENCE


Praxus
Acolyte Neutral Good Talos Player One
CHARACTER NAME BACKGROUND ALIGNMENT DEITY PLAYER NAME

STEALTH DISADVANTAGE

ARMOR Druidic. You can use it to leave hidden messages.


STRENGTH Unarmored (12) 12 You and others who know this language
automatically spot such a message. Others spot the
PROFICIENCY BONUS +2
11
SHIELD
AC message’s presence with a successful DC 15
Perception check but can’t decipher it without
N
CIE C
12ac magic.
+0 Strength
Y
PROFI

+0 Spellcasting. You can cast druid spells as rituals. You


+2 Dexterity
can prepare 5 spells from the druid spell list. You
+3 Constitution ARMOR CLASS can use a druidic focus as your spellcasting focus.
DEXTERITY
✘ +4 Intelligence
MAXIMUM HIT DICE TEMPORARY

15 ✘ +6 Wisdom

+2 Charisma
11 1d8
CONDITIONAL

+2
CURRENT HIT POINTS
CONSTITUTION DEATH SAVING THROWS

SAVING THROWS

16 N
CIE C

+2 Acrobatics (Dex)
SPEED
0ft.
FLY
0ft.
CLIMB
0ft.
SWIM
0ft.
Y
PROFI

RT

EXPE

+4 Animal Handling (Wis) VISION INSPIRATION EXHAUSTION


+3 ✘ +4 Arcana (Int)
+0 Athletics (Str)
INTELLIGENCE +2 Deception (Cha)

15 ✘


+4 History (Int)
+6 Insight (Wis)
+2 Intimidation (Cha) SPEED, SENSES, & CONDITIONS
+2 +2 Investigation (Int)
+4 Medicine (Wis)
WISDOM +2 Nature (Int)

19 ✘ +6 Perception (Wis)
+2 Performance (Cha)
+2 Persuasion (Cha)
+4 ✘ +4 Religion (Int)
+2 Sleight of Hand (Dex)
CHARISMA +2 Stealth (Dex)

14 +4 Survival (Wis)
SKILLS

+2 16 PASSIVE PERCEPTION

ADVANTAGE

INITIATIVE +2 1 Attack / Attack Action RACIAL TRAITS

NAME RANGE ATTACK DAMAGE / TYPE


Quarterstaff 6 ft +4 vs AC 1d6+3 bludgeoning
Versatile
FEATURES & TRAITS

Armor Proficiencies. Light Armor, Medium Armor,


Shields

Weapon Proficiencies. Quarterstaff, Club, Dagger,


Dart, Javelin, Mace, Scimitar, Sickle, Sling, Spear

Tool Proficiencies. Herbalism kit, Navigator’s tools

Languages. Draconic, Halfling, Druidic

ATTACKS & SPELLCASTING PROFICIENCIES & LANGUAGES

This character sheet was generated by the Aurora Builder.


Male 20 6'4" 200lbs
GENDER AGE HEIGHT WEIGHT
Praxus Purple Green Scales Long
CHARACTER NAME EYES SKIN HAIR

NAME

House Jorasco

SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS

Praxus spent 10 years as an artificers assitant and 3 years learning the druid arts, After gaining the trust of a wolf pup
named Grat and returning home to his family farm. he found it in ruins, Kirin crawling out of the wreckage complaining
about how she was losing control of her size Kirin was a gnome farmer and best friend of Praxus, Had been trying to
I am tolerant (or intolerant) of other faiths and learn how to control her size with a bracelet of enlarge and a bracelet of shrinking form. She had aquired a few months
respect (or condemn) the worship of other gods. after Praxus left and she took over the farm. She sought out the bracelets for this reason the Enlarging bracelet was for
I’ve spent so long in the temple that I have little working the farm and the shrinking one for working the garden. Together they left the farm in its current state of
practical experience dealing with people in the
outside world. disarray. Headed to Plukick to find the warden of Luksgrup Prison to speak with the warden about taking care of an out
of control automata clockwork.
PERSONALITY TRAITS

Aspiration. I seek to prove myself worthy of my god’s


favor by matching my actions against his or her
teachings. (Any)

IDEAL

Everything I do is for the common people.

BOND

My piety sometimes leads me to blindly trust those


that profess faith in my god.

FLAW BACKGROUND STORY

Shelter of the Faithful


As an acolyte, you command the respect of those who share your
faith, and you can perform the religious ceremonies of your deity.
You and your adventuring companions can expect to receive free
healing and care at a temple, shrine, or other established presence
of your faith, though you must provide any material components
needed for spells. Those who share your religion will support you
(but only you) at a modest lifestyle.You might also have ties to a
specific temple dedicated to your chosen deity or pantheon, and
you have a residence there. This could be the temple where you
used to serve, if you remain on good terms with it, or a temple
where you have found a new home. While near your temple, you
can call upon the priests for assistance, provided the assistance you
ask for is not hazardous and you remain in good standing with your
temple.

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 Amulet of Proof Against Detection and Location. While
wearing this amulet, you are hidden from divination
Scholar’s Pack 1 10 [Amulet of Proof Against Detection and Location] 1 — magic. You can't be targeted by such magic or perceived
Priest’s Pack 1 10 Bag of Holding 1 15 through magical scrying sensors.
Alchemist’s Supplies 1 8 Bag of Holding 1 15
Bag of Holding. All of my kits are in this bag
Cook’s Utensils 1 8 [Ring of Regeneration] 1 —
Herbalism Kit 1 3 Potion of Healing 2 1 Bag of Holding. This bag has an interior space
considerably larger than its outside dimensions, roughly
Navigator’s Tools 1 2 2 feet in diameter at the mouth and 4 feet deep. The bag
[Quarterstaff] 1 4 can hold up to 500 pounds, not exceeding a volume of
64 cubic feet. The bag weighs 15 pounds, regardless of
its contents. Retrieving an item from the bag requires an
action.
If the bag is overloaded, pierced, or torn, it ruptures
and is destroyed, and its contents are scattered in the
Astral Plane. If the bag is turned inside out, its contents
spill forth, unharmed, but the bag must be put right
before it can be used again. Breathing creatures inside
the bag can survive up to a number of minutes equal to
10 divided by the number of creatures (minimum 1
minute), after which time they begin to suffocate.
Placing a bag of holding inside an extradimensional
space created by a handy haversack, portable hole, or
similar item instantly destroys both items and opens a
gate to the Astral Plane. The gate originates where the
one item was placed inside the other. Any creature
within 10 feet of the gate is sucked through it to a
random location on the Astral Plane. The gate then
closes. The gate is one-way only and can't be reopened.
ATTUNED MAGIC ITEMS 2 / 3 Ring of Regeneration. While wearing this ring, you
regain 1d6 hit points every 10 minutes, provided that
VALUABLES — GEMS, ART OBJECTS, TRADE GOODS # lb you have at least 1 hit point. If you lose a body part, the
ring causes the missing part to regrow and return to full
functionality after 1d6 + 1 days if you have at least 1 hit
point the whole time.

COPPER SILVER ELECTRUM GOLD PLATINUM

15 35 0 50 0

ENCUMBRANCE — LIFTING AND CARRYING

WEIGHT CARRIED CARRY CAPACITY PUSH, DRAG, LIFT

78 lb / 165 lb 330 lb

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

ADDITIONAL TREASURE INVENTORY — ITEM DESCRIPTIONS & NOTES

#1 #2
STORED ITEM # lb. STORED ITEM # lb.
Additional Language, Druidic 1 —

STORED ITEMS QUEST ITEMS & TRINKETS

This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
Wisdom +6 14 5

SPELLCASTING ABILITY SPELL ATTACK BONUS SAVING THROW DC SPELLS TO PREPARE


Druid

CANTRIPS Produce Flame Thorn Whip

1ST LEVEL 2 SPELL SLOTS ● Healing Word ● Purify Food and Drink
Animal Friendship Bless Charm Person
Create or Destroy Water Cure Wounds Detect Magic
Detect Poison and Disease Entangle Faerie Fire
Fog Cloud Goodberry Jump
Longstrider Speak with Animals Thunderwave

2ND LEVEL Animal Messenger

4TH LEVEL Arcane Eye

8TH LEVEL Animal Shapes


Produce Flame Thorn Whip Bless
Conjuration Cantrip Transmutation Cantrip 1st-level enchantment

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


RANGE Self RANGE 30 feet RANGE 30 feet
DURATION 10 minutes DURATION Instantaneous DURATION Concentration, up to 1 minute
COMPONENTS V, S COMPONENTS V, S, M (the stem of a plant with thorns) COMPONENTS V, S, M (a sprinkling of holy water)

A flickering flame appears in your hand. The flame remains there for You create a long, vine-like whip covered in thorns that lashes out at You bless up to three creatures of your choice within range.
the duration and harms neither you nor your equipment. The flame your command toward a creature in range. Make a melee spell attack Whenever a target makes an attack roll or a saving throw before the
sheds bright light in a 10-foot radius and dim light for an additional against the target. If the attack hits, the creature takes 1d6 piercing spell ends, the target can roll a d4 and add the number rolled to the
10 feet. The spell ends if you dismiss it as an action or if you cast it damage, and if the creature is Large or smaller, you pull the creature attack roll or saving throw.
again. You can also attack with the flame, although doing so ends the up to 10 feet closer to you. This spell’s damage increases by 1d6 At Higher Levels. When you cast this spell using a spell slot of 2nd
spell. When you cast this spell, or as an action on a later turn, you can when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). level or higher, you can target one additional creature for each slot
hurl the flame at a creature within 30 feet of you. Make a ranged level above 1st.
spell attack. On a hit, the target takes 1d8 fire damage. This spell’s
damage increases by 1d8 when you reach 5th level (2d8), 11th level
(3d8), and 17th level (4d8).

Spellcasting (Druid) Player’s Handbook Spellcasting (Druid) Player’s Handbook Additional Druid Spell Player’s Handbook

Healing Word Purify Food and Drink Animal Messenger


1st-level evocation 1st-level transmutation (ritual) 2nd-level enchantment (ritual)

CASTING TIME 1 bonus action CASTING TIME 1 action CASTING TIME 1 action
RANGE 60 feet RANGE 10 feet RANGE 30 feet
DURATION Instantaneous DURATION Instantaneous DURATION 24 hours
COMPONENTS V COMPONENTS V, S COMPONENTS V, S, M (a morsel of food)

A creature of your choice that you can see within range regains hit All nonmagical food and drink within a 5-foot-radius sphere centered By means of this spell, you use an animal to deliver a message.
points equal to 1d4 + your spellcasting ability modifier. This spell has on a point of your choice within range is purified and rendered free Choose a Tiny beast you can see within range, such as a squirrel, a
no effect on undead or constructs. of poison and disease. blue ray, or a bad. You specify a location, which you must have
At Higher Levels. When you cast this spell using a spell slot of 2nd visited, and a recipient who matches a general description, such as a
level or higher, the healing increases by 1d4 for each slot level above man or woman dressed in the uniform of the town guard or a red-
1st. haired dwarf wearing a pointed hat. You also speak a message of up
to twenty-five words. The target beast travels for the duration of the
spell towards the specified location, covering about 50 miles per 24
hours for a flying messenger or 25 miles for other animals.
When the messenger arrives, it delivers your message to the
creature that you described, replicating the sound of your voice. The
messenger speaks only to a creature matching the description you
gave. If the messenger doesn’t reach its destination before the spell
ends, the message is lost, and the beast makes it way back to where
you cast this spell.
At Higher Levels. If you cast this spell using a spell slot of 3rd level
or higher, the duration of the spell increases by 48 hours for each slot
level above 2nd.

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

Arcane Eye Animal Shapes


4th-level divination 8th-level transmutation

CASTING TIME 1 action CASTING TIME 1 action


RANGE 30 feet RANGE 30 feet
DURATION Concentration, up to 1 hour DURATION Concentration, up to 24 hours
COMPONENTS V, S, M (a bit of bat fur) COMPONENTS V, S

You create an invisible, magical eye within range that hovers in the Your magic turns others into beasts. Choose any number of willing
air for the duration. creatures that you can see within range. You transform each target
You mentally receive visual information from the eye, which has into the form of a large or smaller beast with a challenge rating of 4
normal vision and darkvision out to 30 feet. The eye can look in every or lower. On subsequent turns, you can use your actions to transform
direction. affected creatures into new forms.
As an action, you can move the eye up to 30 feet in any direction. The transformation lasts for the duration for each target, or until
There is no limit to how far away from you the eye can move, but it the target drops to 0 hit points or dies. You can choose a different
can’t enter another plane of existence. A solid barrier blocks the form for each target. A target’s game statistics are replaced by the
eye’s movement, but the eye can pass through an opening as small as statistics of the chosen beast, though the target retains its alignment
1 inch in diameter. and Intelligence, Wisdom, and Charisma scores. The target assumes
the hit points of its new form, and when it reverts to its normal form,
it returns to the number of hit point it had before it transformed. If it
reverts as a result of dropping to 0 hit points, any excess damage
carries over to its normal form. As long as the excess damage doesn’t
reduce the creature’s normal form to 0 hit points, it isn’t knocked
unconscious. The creature is limited in the actions it can perform by
the nature of its new form, and it can’t speak or cast spells.
The target’s gear melds into the new form. The target can’t
activate, wield, or otherwise benefit from any of its equipment.

Additional Druid Spell Player’s Handbook Additional Druid Spell Player’s Handbook
Quarterstaff
Simple Melee Weapon

RANGE 6 ft
ATTACK +4 vs AC
DAMAGE 1d6+3 bludgeoning
Versatile
Quarterstaff Amulet of Proof Against Detection and Location Bag of Holding
Weapons Wondrous Items Wondrous Items

While wearing this amulet, you are hidden from divination This bag has an interior space considerably larger than its
magic. You can't be targeted by such magic or perceived outside dimensions, roughly 2 feet in diameter at the
through magical scrying sensors. mouth and 4 feet deep. The bag can hold up to 500
pounds, not exceeding a volume of 64 cubic feet. The bag
weighs 15 pounds, regardless of its contents. Retrieving an
item from the bag requires an action.
If the bag is overloaded, pierced, or torn, it ruptures and
is destroyed, and its contents are scattered in the Astral
Plane. If the bag is turned inside out, its contents spill forth,
unharmed, but the bag must be put right before it can be
used again. Breathing creatures inside the bag can survive
up to a number of minutes equal to 10 divided by the
number of creatures (minimum 1 minute), after which time
they begin to suffocate.
Placing a bag of holding inside an extradimensional space
created by a handy haversack, portable hole, or similar item
instantly destroys both items and opens a gate to the Astral
Plane. The gate originates where the one item was placed
inside the other. Any creature within 10 feet of the gate is
sucked through it to a random location on the Astral Plane.
The gate then closes. The gate is one-way only and can't be
reopened.

4 lb. System Reference Document 0 lb. System Reference Document 15 lb. System Reference Document

Bag of Holding Ring of Regeneration Potion of Healing


Wondrous Items Rings Potions

This bag has an interior space considerably larger than its While wearing this ring, you regain 1d6 hit points every 10 You regain 2d4 + 2 hit points when you drink this potion.
outside dimensions, roughly 2 feet in diameter at the minutes, provided that you have at least 1 hit point. If you Whatever its potency, the potion’s red liquid glimmers
mouth and 4 feet deep. The bag can hold up to 500 lose a body part, the ring causes the missing part to regrow when agitated.
pounds, not exceeding a volume of 64 cubic feet. The bag and return to full functionality after 1d6 + 1 days if you
weighs 15 pounds, regardless of its contents. Retrieving an have at least 1 hit point the whole time.
item from the bag requires an action.
If the bag is overloaded, pierced, or torn, it ruptures and
is destroyed, and its contents are scattered in the Astral
Plane. If the bag is turned inside out, its contents spill forth,
unharmed, but the bag must be put right before it can be
used again. Breathing creatures inside the bag can survive
up to a number of minutes equal to 10 divided by the
number of creatures (minimum 1 minute), after which time
they begin to suffocate.
Placing a bag of holding inside an extradimensional space
created by a handy haversack, portable hole, or similar item
instantly destroys both items and opens a gate to the Astral
Plane. The gate originates where the one item was placed
inside the other. Any creature within 10 feet of the gate is
sucked through it to a random location on the Astral Plane.
The gate then closes. The gate is one-way only and can't be
reopened.

15 lb. System Reference Document — System Reference Document 1/2 lb. System Reference Document
Druidic Spellcasting
Class Feature Class Feature

You know Druidic, the secret language of druids. You can Drawing on the divine essence of nature itself, you can cast spells to shape
that essence to your will.
speak the language and use it to leave hidden messages. CANTRIPS
You and others who know this language automatically spot At 1st level, you know two cantrips of your choice from the druid spell list.
such a message. Others spot the message’s presence with a You learn additional druid cantrips of your choice at higher levels, as shown in
the Cantrips Known column of the Druid table.
successful DC 15 Wisdom (Perception) check but can’t PREPARING AND CASTING SPELLS
decipher it without magic. The Druid table shows how many spell slots you have to cast your spells of
1st level and higher. To cast one of these druid spells, you must expend a slot
of the spell’s level or higher. You regain all expended spell slots when you
finish a long rest.
You prepare the list of druid spells that are available for you to cast,
choosing from the druid spell list. When you do so, choose a number of druid
spells equal to your Wisdom modifier + your druid level (minimum of one
spell). The spells must be of a level for which you have spell slots.
For example, if you are a 3rd-level druid, you have four 1st-level and two
2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can
include six spells of 1st or 2nd level, in any combination. If you prepare the
1st-level spell cure wounds, you can cast it using a 1st-level or 2nd-level slot.
Casting the spell doesn’t remove it from your list of prepared spells.
You can also change your list of prepared spells when you finish a long rest.
Preparing a new list of druid spells requires time spent in prayer and
meditation: at least 1 minute per spell level for each spell on your list.
SPELLCASTING ABILITY
Wisdom is your spellcasting ability for your druid spells, since your magic
draws upon your devotion and attunement to nature. You use your Wisdom
whenever a spell refers to your spellcasting ability. In addition, you use your
Wisdom modifier when setting the saving throw DC for a druid spell you cast
and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier
RITUAL CASTING
You can cast a druid spell as a ritual if that spell has the ritual tag and you
have the spell prepared.
SPELLCASTING FOCUS

Druid System Reference Document Druid System Reference Document

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