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Level 5 Goblin Druid, Circle of Spores 6500

CHARACTER LEVEL, RACE, & CLASS EXPERIENCE


Kindle
Outlander Alfredo
CHARACTER NAME BACKGROUND ALIGNMENT DEITY PLAYER NAME

STEALTH DISADVANTAGE

ARMOR Darkvision. You can see in dim light within 60 feet


STRENGTH Leather 13 of you as if it were bright light, and in darkness as if
it were dim light.
PROFICIENCY BONUS +3
12
SHIELD
AC
Healer (Action). You can spend one use of a healer’s
N
CIE C
kit to tend to a creature and restore 1d6 + 4 hit
+1 Strength points to it, plus additional hit points equal to the
Y
PROFI

+1 creature’s maximum number of Hit Dice. The


+2 Dexterity
creature can’t regain hit points from this feat again
+2 Constitution ARMOR CLASS until it finishes a short or long rest.When you use a
DEXTERITY
✘ +3 Intelligence
healer’s kit to stabilize a dying creature, that
MAXIMUM HIT DICE TEMPORARY creature also regains 1 hit point.
15 ✘ +5 Wisdom

-1 Charisma
41 5d8
Druidic. You can use it to leave hidden messages.
CONDITIONAL
You and others who know this language
automatically spot such a message. Others spot the
+2 message’s presence with a successful DC 15
Perception check but can’t decipher it without
CURRENT HIT POINTS magic.
CONSTITUTION DEATH SAVING THROWS

SAVING THROWS
Spellcasting. You can cast druid spells as rituals. You
15 N
CIE C

+2 Acrobatics (Dex)
SPEED
30ft.
FLY
0ft.
CLIMB
0ft.
SWIM
0ft.
can prepare 7 spells from the druid spell list. You
can use a druidic focus as your spellcasting focus.
Y
PROFI

RT

EXPE

✘ +5 Animal Handling (Wis) VISION INSPIRATION EXHAUSTION


Wildshape (Action—2/Short Rest). You can
+2 +0 Arcana (Int) Darkvision magically assume the shape of a beast that you
have seen before.You can stay in a beast shape for 2
✘ +4 Athletics (Str)
hours. You then revert to your normal form unless
INTELLIGENCE -1 Deception (Cha) you expend another use of this feature. You can
revert to your normal form earlier by using a bonus
10 +0 History (Int)
+2 Insight (Wis)
action on your turn. You automatically revert if you
fall unconscious, drop to 0 hit points, or die.
-1 Intimidation (Cha) SPEED, SENSES, & CONDITIONS Halo of Spores. When a creature you can see moves
+0 +0 Investigation (Int) into a space within 10 feet of you or starts its turn
Fury of the Small. When you damage a creature there, you can use your reaction to deal 1d4
+2 Medicine (Wis)
with an attack or a spell and the creature's size is necrotic damage to that creature unless it succeeds
WISDOM ✘ +3 Nature (Int) on a Constitution saving throw against your spell
larger than yours, you can cause the attack or spell
save DC.
15 +2 Perception (Wis) to deal extra damage to the creature. The extra
damage equals your level. Once you use this trait,
-1 Performance (Cha) you can't use it again until you finish a short or Symbiotic Entity. As an action, you can expend a
long rest. use of your Wild Shape and you gain 20 temporary
-1 Persuasion (Cha)
+2 hit points. While this feature is active, you gain the
+0 Religion (Int) Nimble Escape. You can take the Disengage or following benefits:When you deal your Halo of
Hide action as a bonus action on each of your Spores damage, roll the damage die a second time
+2 Sleight of Hand (Dex)
turns. and add it to the total.Your melee weapon attacks
CHARISMA +2 Stealth (Dex) deal an extra 1d6 poison damage to any target they
hit.These benefits last for 10 minutes. until you lose
8 ✘ +5 Survival (Wis)
SKILLS
all these temporary hit points, or until you use your
Wild Shape again.

-1 12 PASSIVE PERCEPTION

ADVANTAGE

INITIATIVE +2 1 Attack / Attack Action RACIAL TRAITS

NAME RANGE ATTACK DAMAGE / TYPE


Dart 20/60 +5 vs AC 1d4+2 piercing
Finesse, Thrown
FEATURES & TRAITS

Armor Proficiencies. Light Armor, Medium Armor,


Shields

Weapon Proficiencies. Club, Dagger, Dart, Javelin,


Mace, Quarterstaff, Scimitar, Sickle, Sling, Spear

Tool Proficiencies. Flute, Herbalism kit

Languages. Common, Goblin, Elvish, Druidic

ATTACKS & SPELLCASTING PROFICIENCIES & LANGUAGES

This character sheet was generated by the Aurora Builder.


Male
GENDER AGE HEIGHT WEIGHT
Kindle
CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS

You grew up in the wilds, far from civilization and the comforts of town and technology. You’ve witnessed the migration
of herds larger than forests, survived weather more extreme than any city-dweller could comprehend, and enjoyed the
solitude of being the only thinking creature for miles in any direction. The wilds are in your blood, whether you were a
nomad, an explorer, a recluse, a hunter-gatherer, or even a marauder. Even in places where you don’t know the specific
features of the terrain, you know the ways of the wild.

PERSONALITY TRAITS

IDEAL

BOND

FLAW BACKGROUND STORY

Wanderer
You have an excellent memory for maps and
geography, and you can always recall the general
layout of terrain, settlements, and other features
around you. In addition, you can find food and fresh
water for yourself and up to five other people each
day, provided that the land offers berries, small
game, water, and so forth.

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
[Leather] 1 10
[Dart] 1 .25
Whip 1 3
Wooden Staff 1 4

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

17.3 lb / 180 lb 360 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 +5 13 7

SPELLCASTING ABILITY SPELL ATTACK BONUS SAVING THROW DC SPELLS TO PREPARE


Druid, Circle of Spores

CANTRIPS Chill Touch (Always Prepared) Druidcraft


Magic Stone Thunderclap

1ST LEVEL 4 SPELL SLOTS Absorb Elements Absorb Elements


Animal Friendship Beast Bond Beast Bond
Charm Person Create or Destroy Water Cure Wounds
Detect Magic Detect Poison and Disease Earth Tremor
Earth Tremor Entangle Faerie Fire
Fog Cloud Goodberry Healing Word
Ice Knife Ice Knife Jump
Longstrider Purify Food and Drink Snare
Speak with Animals Thunderwave

2ND LEVEL 3 SPELL SLOTS ● Blindness/Deafness (Always Prepared) ● Gentle Repose (Always Prepared)
Animal Messenger Barkskin Beast Sense
Darkvision Dust Devil Dust Devil
Earthbind Earthbind Enhance Ability
Find Traps Flame Blade Flaming Sphere
Gust of Wind Healing Spirit Heat Metal
Hold Person Lesser Restoration Locate Animals or Plants
Locate Object Moonbeam Pass without Trace
Protection from Poison Skywrite Skywrite
Spike Growth Warding Wind Warding Wind

3RD LEVEL 2 SPELL SLOTS ● Animate Dead (Always Prepared) ● Gaseous Form (Always Prepared)
Call Lightning Conjure Animals Daylight
Dispel Magic Erupting Earth Erupting Earth
Feign Death Flame Arrows Flame Arrows
Meld into Stone Plant Growth Protection from Energy
Sleet Storm Speak with Plants Tidal Wave
Tidal Wave Wall of Water Wall of Water
Water Breathing Water Walk Wind Wall
Chill Touch Druidcraft Magic Stone
Necromancy Cantrip Transmutation Cantrip Transmutation Cantrip

CASTING TIME 1 action CASTING TIME 1 action CASTING TIME 1 bonus action
RANGE 120 feet RANGE 30 feet RANGE Touch
DURATION 1 round DURATION Instantaneous DURATION 1 minute
COMPONENTS V, S COMPONENTS V, S COMPONENTS V, S

You create a ghostly, skeletal hand in the space of a creature within Whispering to the spirits of nature, you create one of the following You touch one to three pebbles and imbue them with magic. You or
range. Make a ranged spell attack against the creature to assail it effects within range: someone else can make a ranged spell attack with one of the pebbles
with the chill of the grave. On a hit, the target takes 1d8 necrotic • You create a tiny, harmless sensory effect that predicts what the by throwing it or hurling it with a sling. If thrown, it has a range of 60
damage, and it can’t regain hit points until the start of your next turn. weather will be at your location for the next 24 hours. The effect feet. If someone else attacks with the pebble, that attacker adds your
Until then, the hand clings to the target. If you hit an undead target, 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
it also has disadvantage on attack rolls against you until the end of snowflakes for snow, and so on. This effect persists for 1 round. a hit, the target takes bludgeoning damage equal to 1d6 + your
your next turn. This spell’s damage increases by 1d8 when you reach • 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
5th level (2d8), 11th level (3d8), and 17th level (4d8). 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.

Circle Spells (Druid) Player’s Handbook Spellcasting (Druid) Player’s Handbook Spellcasting (Druid) Xanathar’s Guide to Everything

Thunderclap Blindness/Deafness Gentle Repose


Evocation Cantrip 2nd-level necromancy 2nd-level necromancy (ritual)

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


RANGE 5 feet RANGE 30 feet RANGE Touch
DURATION Instantaneous DURATION 1 minute DURATION 10 days
COMPONENTS S COMPONENTS V COMPONENTS V, S, M (a pinch of salt and one copper piece placed on each of the
corpse’s eyes, which must remain there for the duration)

You create a burst of thunderous sound, which can be heard 100 feet You can blind or deafen a foe. Choose one creature that you can see You touch a corpse or other remains. For the duration, the target is
away. Each creature other than you within range, other than you, within range to make a Constitution saving throw. If it fails, the target protected from decay and can’t become undead. The spell also
must succeed on a Constitution saving throw or take 1d6 thunder is either blinded or deafened (your choice) for the duration. At the effectively extends the time limit on raising the target from the dead,
damage. end of each of its turns, the target can make a Constitution saving since days spent under the influence of this spell don’t count against
The spell’s damage increases by 1d6 when you reach 5th level throw. On a success, the spell ends. the time limit of spells such as raise dead.
(2d6), 11th level (3d6), and 17th level (4d6). At Higher Levels. When you cast this spell using a spell slot of 3rd
or higher, you can target one additional creature for each slot level
above 2nd.

Spellcasting (Druid) Xanathar’s Guide to Everything Circle Spells (Druid) Player’s Handbook Circle Spells (Druid) Player’s Handbook

Animate Dead Gaseous Form


3rd-level necromancy 3rd-level transmutation

CASTING TIME 1 minute CASTING TIME 1 action


RANGE 10 feet RANGE Touch
DURATION Instantaneous DURATION Concentration, up to 1 hour
COMPONENTS V, S, M (a drop of blood, a piece of flesh, and a pinch of bone dust) COMPONENTS V, S, M (a bit of gauze and a wisp of smoke)
This spell creates an undead servant. Choose a pile of bones or a corpse You transform a willing creature you touch, along with everything it’s
of a Medium or Small humanoid within range. Your spell imbues the wearing and carrying, into a misty cloud for the duration. The spell
target with a foul mimicry of life, raising it as an undead creature. The ends if the creature drops to 0 hit points. An incorporeal creature
target becomes a skeleton if you chose bones or a zombie if you chose a isn’t affected. While in this form, the target’s only method of
corpse (the DM has the creature’s game statistics). movement is a flying speed of 10 feet. The target can enter and
On each of your turns, you can use a bonus action to mentally occupy the space of another creature. The target has resistance to
command any creature you made with this spell if the creature is within nonmagical damage, and it has advantage on Strength, Dexterity, and
60 feet of you (if you control multiple creatures, you can command any Constitution saving throws. The target can pass through small holes,
or all of them at the same time, issuing the same command to each one). narrow openings, and even mere cracks, though it treats liquids as
You decide what action the creature will take and where it will move though they were solid surfaces. The target can’t fall and remains
during its next turn, or you can issue a general command, such as to
guard a particular chamber or corridor. If you issue no commands, the hovering in the air even when stunned or otherwise incapacitated.
creature only defends itself against hostile creatures. Once given an While in the form of a misty cloud, the target can’t talk or manipulate
order, the creature continues to follow it until its task is complete. objects, and any objects it was carrying or holding can’t be dropped,
The creature is under your control for 24 hours, after which it stops used, or otherwise interacted with. The target can’t attack or cast
obeying any command you’ve given it. To maintain control of the spells.
creature for another 24 hours, you must cast this spell on the creature
again before the current 24-hour period ends. This use of the spell
reasserts your control over up to four creatures you have animated with
this spell, rather than animating a new one.
At Higher Levels. When you cast this spell using a spell slot of 4th level
or higher, you animate or reassert control over two additional undead
creatures for each slot level above 3rd. Each of the creatures must come
from a different corpse or pile of bones.

Circle Spells (Druid) Player’s Handbook Circle Spells (Druid) Player’s Handbook
Leather Dart Whip
Armor Weapons Weapons

The breastplate and shoulder protectors of this armor are


made of leather that has been stiffened by being boiled in
oil. The rest of the armor is made of softer and more
flexible materials.

10 lb. Player’s Handbook 1/4 lb. Player’s Handbook 3 lb. Player’s Handbook

Wooden Staff
Spellcasting Focus

A druidic focus might be a sprig of mistletoe or holly, a


wand or scepter made of yew or another special wood, a
staff drawn whole out of a living tree, or a totem object
incorporating feathers, fur, bones, and teeth from sacred
animals. A druid can use such an object as a spellcasting
focus.

4 lb. Player’s Handbook

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