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Level 5 Firbolg Druid, Circle of Stars 6500

CHARACTER LEVEL, RACE, & CLASS EXPERIENCE


Caelum
Hermit Neutral Good Samuca
CHARACTER NAME BACKGROUND ALIGNMENT DEITY PLAYER NAME

STEALTH DISADVANTAGE

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


STRENGTH Leather 13 You and others who know this language
automatically spot such a message. Others spot the
PROFICIENCY BONUS +3
10
SHIELD
AC message’s presence with a successful DC 15
Shield Perception check but can’t decipher it without
N
CIE C
magic.
+0 Strength
Y
PROFI

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


+0 Dexterity
can prepare 9 spells from the druid spell list. You
+2 Constitution ARMOR CLASS can use a druidic focus as your spellcasting focus.
DEXTERITY
✘ +5 Intelligence
MAXIMUM HIT DICE TEMPORARY Wildshape (Action—2/Short Rest). You can
10 ✘ +7 Wisdom

-1 Charisma
39 5d8 magically assume the shape of a beast that you
have seen before.You can stay in a beast shape for 2
CONDITIONAL
hours. You then revert to your normal form unless
you expend another use of this feature. You can
+0 revert to your normal form earlier by using a bonus
action on your turn. You automatically revert if you
CURRENT HIT POINTS fall unconscious, drop to 0 hit points, or die.
CONSTITUTION DEATH SAVING THROWS

SAVING THROWS
Star Map. You’ve created a star chart as part of
14 N
CIE C

+0 Acrobatics (Dex)
SPEED
30ft.
FLY
0ft.
CLIMB
0ft.
SWIM
0ft.
your heavenly studies. It is a Tiny object and can
serve as a spellcasting focus for your druid spells.
Y
PROFI

RT

EXPE

VISION INSPIRATION EXHAUSTION While holding this map, you have these benefits:
+4 Animal Handling (Wis)
• You can cast guiding bolt without expending a
+2 +2 Arcana (Int) spell slot 3 times/Long Rest.
• If you lose the map, you can perform a 1-hour
+0 Athletics (Str)
ceremony to magically create a replacement. This
INTELLIGENCE -1 Deception (Cha) ceremony can be performed during a short or long
rest, and it destroys the previous map.
14 +2 History (Int)
✘✘ +10 Insight (Wis) Starry Form (Bonus Action). You can expend a use
of your Wild Shape feature to take on a starry form,
-1 Intimidation (Cha) SPEED, SENSES, & CONDITIONS rather than transforming into a beast.
+2 +2 Investigation (Int) While in a starry form, you retain your game
Firbolg Magic. You can cast detect magic and disguise self statistics. This form sheds bright light in a 10-foot
✘ +7 Medicine (Wis)
with this trait, using Wisdom as your spell casting ability radius and dim light for an additional 10 feet. The
WISDOM +2 Nature (Int) for them. Once you cast either spell, you can't cast it form lasts for 10 minutes. It ends early if you
again with this trait until you finish a short or long rest. dismiss it (no action required), are incapacitated,
18 ✘ +7 Perception (Wis)
-1 Performance (Cha)
When you use this version of disguise self, you can seem
up to 3 feet shorter than normal, allowing you to more
easily blend in with humans and elves.
die, or use this feature again.

Archer (Starry Form). When you activate this form,


-1 Persuasion (Cha)
+4 Hidden Step. As a bonus action, you can magically turn and as a bonus action on your subsequent turns
✘ +5 Religion (Int) invisible until the start of your next turn or until you while it lasts, you can make a ranged spell attack,
attack, make a damage roll, or force someone to make a hurling a luminous arrow that targets one creature
+0 Sleight of Hand (Dex) saving throw. (once per short/long rest) within 60 feet of you. On a hit, the attack deals 1d8
CHARISMA +0 Stealth (Dex) + 4 radiant damage.
Powerful Build. You count as one size larger when

9 ✘ +7 Survival (Wis)
SKILLS
determining your carrying capacity and the weight you
can push, drag, or lift. Chalice (Starry Form). Whenever you cast a spell
using a spell slot that restores hp to a creature, you
Speech of Beast and Leaf. Communicate in a limited or another creature within 30 feet of you can regain
-1 17 PASSIVE PERCEPTION manner with beasts and plants. They can understand the
meaning of your words, though you have no special
1d8 + 4 hp.
ability to understand them in return. You have advantage Dragon (Starry Form). When you make an
on all Charisma checks you make to influence them. Intelligence or a Wisdom check or a Constitution
ADVANTAGE
save to maintain concentration on a spell, you can
INITIATIVE +0 1 Attack / Attack Action RACIAL TRAITS
treat a roll of 9 or lower on the d20 as a 10.

NAME RANGE ATTACK DAMAGE / TYPE


Sling 30/120 +3 vs AC 1d4+0 bludgeoning
Ammunition
FEATURES & TRAITS

Armor Proficiencies. Light Armor, Medium Armor,


Shields

Weapon Proficiencies. Club, Dagger, Dart, Javelin,


Mace, Quarterstaff, Scimitar, Sickle, Sling, Spear

Tool Proficiencies. Herbalism kit

Languages. Common, Elvish, Giant, Sylvan, Druidic

ATTACKS & SPELLCASTING PROFICIENCIES & LANGUAGES

This character sheet was generated by the Aurora Builder.


Male 73 7'0" 240 lb.
GENDER AGE HEIGHT WEIGHT
Caelum Blue Albino Gray
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.
I am utterly serene, even in the face of disaster.
I connect everything that happens to me to a grand,
cosmic plan.

PERSONALITY TRAITS

Greater Good. My gifts are meant to be shared with


all, not used for my own benefit. (Good)

IDEAL

My isolation gave me great insight into a great evil


that only I can destroy.

BOND

Now that I’ve returned to the world, I enjoy its


delights a little too much.

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
[Sling] 1 —
[Leather] 1 10
Explorer’s Pack 1 10
Star Map 1 —

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

26 lb / 300 lb 600 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 Stars

CANTRIPS Druidcraft Guidance


Magic Stone Produce Flame

1ST LEVEL 4 SPELL SLOTS ● Charm Person ● Detect Poison and Disease
● Goodberry ● Guiding Bolt (Always Prepared) ● Healing Word
Absorb Elements Absorb Elements Animal Friendship
Beast Bond Beast Bond Create or Destroy Water
Cure Wounds Detect Magic Earth Tremor
Earth Tremor Entangle Faerie Fire
Fog Cloud Ice Knife Ice Knife
Jump Longstrider Purify Food and Drink
Snare Speak with Animals Thunderwave

2ND LEVEL 3 SPELL SLOTS ● Enhance Ability ● Heat Metal


● Pass without Trace Animal Messenger Barkskin
Beast Sense Darkvision Dust Devil
Dust Devil Earthbind Earthbind
Find Traps Flame Blade Flaming Sphere
Gust of Wind Healing Spirit Hold Person
Lesser Restoration Locate Animals or Plants Locate Object
Moonbeam Protection from Poison Skywrite
Skywrite Spike Growth Summon Beast
Warding Wind Warding Wind

3RD LEVEL 2 SPELL SLOTS ● Call Lightning ● Erupting Earth


Conjure Animals Daylight Dispel Magic
Erupting Earth Feign Death Flame Arrows
Flame Arrows Meld into Stone Plant Growth
Protection from Energy Sleet Storm Speak with Plants
Summon Fey Tidal Wave Tidal Wave
Wall of Water Wall of Water Water Breathing
Water Walk Wind Wall
Druidcraft Guidance Magic Stone
Transmutation Cantrip Divination Cantrip Transmutation Cantrip

CASTING TIME 1 action CASTING TIME 1 action CASTING TIME 1 bonus action
RANGE 30 feet RANGE Touch RANGE Touch
DURATION Instantaneous DURATION Concentration, up to 1 minute DURATION 1 minute
COMPONENTS V, S COMPONENTS V, S COMPONENTS V, S

Whispering to the spirits of nature, you create one of the following You touch one willing creature. Once before the spell ends, the target You touch one to three pebbles and imbue them with magic. You or
effects within range: can roll a d4 and add the number rolled to one ability check of its someone else can make a ranged spell attack with one of the pebbles
• You create a tiny, harmless sensory effect that predicts what the choice. It can roll the die before or after making the ability check. The by throwing it or hurling it with a sling. If thrown, it has a range of 60
weather will be at your location for the next 24 hours. The effect spell then ends. feet. If someone else attacks with the pebble, that attacker adds your
might manifest as a golden orb for clear skies, a cloud for rain, falling spellcasting ability modifier, not the attacker’s, to the attack roll. On
snowflakes for snow, and so on. This effect persists for 1 round. a hit, the target takes bludgeoning damage equal to 1d6 + your
• You instantly make a flower blossom, a seed pod open, or a leaf spellcasting ability modifier. Hit or miss, the spell then ends on the
bud bloom. stone.
• You create an instantaneous, harmless sensory effect, such as If you cast this spell again, the spell ends early on any pebbles still
falling leaves, a puff of wind, the sound of a small animal, or the faint affected by it.
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 Star Map (Druid) Player’s Handbook Spellcasting (Druid) Xanathar’s Guide to Everything

Produce Flame Charm Person Detect Poison and Disease


Conjuration Cantrip 1st-level enchantment 1st-level divination (ritual)

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


RANGE Self RANGE 30 feet RANGE Self
DURATION 10 minutes DURATION 1 hour DURATION Concentration, up to 10 minutes
COMPONENTS V, S COMPONENTS V, S COMPONENTS V, S, M (a yew leaf)

A flickering flame appears in your hand. The flame remains there for You attempt to charm a humanoid you can see within range. It must For the duration, you can sense the presence and location of poisons,
the duration and harms neither you nor your equipment. The flame make a Wisdom saving throw, and does so with advantage if you or poisonous creatures, and diseases within 30 feet of you. You also
sheds bright light in a 10-foot radius and dim light for an additional your companions are fighting it. If it fails the saving throw, it is identify the kind of poison, poisonous creature, or disease in each
10 feet. The spell ends if you dismiss it as an action or if you cast it charmed by you until the spell ends or until you or your companions case. The spell can penetrate most barriers, but is blocked by 1 foot
again. You can also attack with the flame, although doing so ends the do anything harmful to it. The charmed creature regards you as a of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of
spell. When you cast this spell, or as an action on a later turn, you can friendly acquaintance. When the spell ends, the creature knows it wood or dirt.
hurl the flame at a creature within 30 feet of you. Make a ranged was charmed by you.
spell attack. On a hit, the target takes 1d8 fire damage. This spell’s At Higher Levels. When you cast this spell using a spell slot of 2nd
damage increases by 1d8 when you reach 5th level (2d8), 11th level level or higher, you can target one additional creature for each slot
(3d8), and 17th level (4d8). level above 1st. The creatures must be within 30 feet of each other
when you target them.

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

Goodberry Guiding Bolt Healing Word


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

CASTING TIME 1 action CASTING TIME 1 action CASTING TIME 1 bonus action
RANGE Touch RANGE 120 feet RANGE 60 feet
DURATION Instantaneous DURATION 1 round DURATION Instantaneous
COMPONENTS V, S, M (a sprig of mistletoe) COMPONENTS V, S COMPONENTS V

Up to ten berries appear in your hand and are infused with magic for A flash of light streaks toward a creature of your choice within range. A creature of your choice that you can see within range regains hit
the duration. A creature can use its action to eat one berry. Eating a Make a ranged spell attack against the target. On a hit, the target points equal to 1d4 + your spellcasting ability modifier. This spell has
berry restores 1 hit point, and the berry provides enough takes 4d6 radiant damage, and the next attack roll made against this no effect on undead or constructs.
nourishment to sustain a creature for one day. The berries lose their target before the end of your next turn has advantage, thanks to the At Higher Levels. When you cast this spell using a spell slot of 2nd
potency if they have not been consumed within 24 hours of the mystical dim light glittering on the target until then. level or higher, the healing increases by 1d4 for each slot level above
casting of this spell. At Higher Levels. When you cast this spell using a spell slot of 2nd 1st.
level or higher, the damage increases by 1d6 for each slot level above
1st.

Prepared (Druid) Player’s Handbook Star Map (Druid) Player’s Handbook Prepared (Druid) Player’s Handbook
Enhance Ability Heat Metal Pass without Trace
2nd-level transmutation 2nd-level transmutation 2nd-level abjuration

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


RANGE Touch RANGE 60 feet RANGE Self
DURATION Concentration, up to 1 hour DURATION Concentration, up to 1 minute DURATION Concentration, up to 1 hour
COMPONENTS V, S, M (fur or a feather from a beast) COMPONENTS V, S, M (a piece of iron and a flame) COMPONENTS V, S, M (ashes from a burned leaf of mistletoe and a sprig of spruce)

You touch a creature and bestow upon it a magical enhancement. Choose a manufactured metal object, such as a metal weapon or a A veil of shadows and silence radiates from you, masking you and
Choose one of the following effects: the target gains the effect until suit of heavy or medium metal armor, that you can see within range. your companions from detection. For the duration, each creature you
the spell ends. You cause the object to glow red-hot. Any creature in physical choose within 30 feet of you (including you) has a +10 bonus to
Bear’s Endurance. The target has advantage on Constitution contact with the object takes 2d8 fire damage when you cast the Dexterity (Stealth) checks and can’t be tracked except by magical
checks. It also gains 2d6 temporary hit points, which are lost when spell. Until the spell ends, you can use a bonus action on each of your means. A creature that receives this bonus leaves behind no tracks or
the spell ends. subsequent turns to cause this damage again. If a creature is holding other traces of its passage.
Bull’s Strength. The target has advantage on Strength checks, and or wearing the object and takes the damage from it, the creature
his or her carrying capacity doubles. must succeed on a Constitution saving throw or drop the object if it
Cat’s Grace. The target has advantage on Dexterity checks. It also can. If it doesn’t drop the object, it has disadvantage on attack rolls
doesn’t take damage from falling 20 feet or less if it isn’t and ability checks until the start of your next turn.
incapacitated. At Higher Levels. When you cast this spell using a spell slot of 3rd
Eagle’s Splendor. The target has advantage on Charisma checks. level or higher, the damage increases by 1d8 for each slot above 2nd.
Fox’s Cunning. The target has advantage on Intelligence checks.
Owl’s Wisdom. The target has advantage on Wisdom checks.
At Higher Levels. When you cast this spell using a spell slot of 3rd
level or higher, you can target one additional creature for each slot
level above 2nd.

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

Call Lightning Erupting Earth


3rd-level conjuration 3rd-level transmutation

CASTING TIME 1 action CASTING TIME 1 action


RANGE 120 feet RANGE 120 feet
DURATION Concentration, up to 10 minutes DURATION Instantaneous
COMPONENTS V, S COMPONENTS V, S, M (a piece of obsidian)

A storm cloud appears in the shape of a cylinder that is 10 feet tall Choose a point you can see on the ground within range. A fountain of
with a 60-foot radius, centered on a point you can see within range churned earth and stone erupts in a 20-foot cube centered on that
directly above you. The spell fails if you can’t see a point in the air point. Each creature in that area must make a Dexterity saving throw.
where the storm cloud could appear (for example, if you are in a A creature takes 3d12 bludgeoning damage on a failed save, or half
room that can’t accommodate the cloud). as much damage on a successful one. Additionally, the ground in that
When you cast the spell, choose a point you can see under the area becomes difficult terrain until cleared away. Each 5-foot-square
cloud. A bolt of lightning flashes down from the cloud to that point. portion of the area requires at least 1 minute to clear by hand.
Each creature within 5 feet of that point must make a Dexterity At Higher Levels. When you cast this spell using a spell slot of 3rd
saving throw. A creature takes 3d10 lightning damage on a failed level or higher, the damage increases by 1d12 for each slot level
save, or half as much damage on a successful one. On each of your above 2nd.
turns until the spell ends, you can use your action to call down
lightning in this way again, targeting the same point or a different
one.
If you are outdoors in stormy conditions when you cast this spell,
the spell gives you control over the existing storm instead of creating
a new one. Under such conditions, the spell’s damage increases by
1d10.
At Higher Levels. When you cast this spell using a spell slot of 4th
or higher level, the damage increases by 1d10 for each slot level
above 3rd.

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


Shield Sling 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 — Player’s Handbook 10 lb. Player’s Handbook

Explorer’s Pack Star Map


Equipment Packs Spellcasting Focus

Includes a backpack, a bedroll, a mess kit, a tinderbox, 10 The map is a Tiny object and can serve as a spellcasting
torches, 10 days of rations, and a waterskin. The pack also focus for your druid spells.
has 50 feet of hempen rope strapped to the side of it. If you lose the map, you can perform a 1-hour ceremony
to magically create a replacement. This ceremony can be
performed during a short or long rest, and it destroys the
previous map.

10 lbs. Player’s Handbook Tasha’s Cauldron of Everything

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