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STEALTH DISADVANTAGE
+1 Charisma
28 4d8 can prepare 7 spells from the druid spell list. You
can use a druidic focus as your spellcasting focus.
CONDITIONAL
Wildshape (Action—2/Short Rest). You can
+1 magically assume the shape of a beast that you
have seen before.You can stay in a beast shape for 2
CURRENT HIT POINTS hours. You then revert to your normal form unless
CONSTITUTION DEATH SAVING THROWS
you expend another use of this feature. You can
SAVING THROWS
revert to your normal form earlier by using a bonus
15 N
CIE C
+1 Acrobatics (Dex)
SPEED
35ft.
FLY
0ft.
CLIMB
0ft.
SWIM
0ft.
action on your turn. You automatically revert if you
fall unconscious, drop to 0 hit points, or die.
Y
PROFI
RT
EXPE
14 ✘
+2 History (Int)
+5 Insight (Wis)
+1 Intimidation (Cha) SPEED, SENSES, & CONDITIONS
+2 +2 Investigation (Int)
✘ +5 Medicine (Wis) Fey Ancestry. Advantage on saving throws against
WISDOM
being charmed, and magic can’t put you to sleep.
+2 Nature (Int)
12 ✘ +5 Survival (Wis)
SKILLS
+1 15 PASSIVE PERCEPTION
ADVANTAGE
NAME
SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS
You come from a humble social rank, but you are destined for so much more. Already the people of your home village
regard you as their champion, and your destiny calls you to stand against the tyrants and monsters that threaten the
common folk everywhere.
Si alguien tiene problemas hace lo posible en ayudar.
PERSONALITY TRAITS
IDEAL
BOND
Es un poco perezosa
Rustic Hospitality
Since you come from the ranks of the common folk,
you fit in among them with ease. You can find a
place to hide, rest, or recuperate among other
commoners, unless you have shown yourself to be a
danger to them. They will shield you from the law or
anyone else searching for you, though they will not
risk their lives for you.
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
[Dart] 1 .25 Philter of Love 1 .5
Crossbow, Light 1 5 Potion of Resistance, Cold 1 .5
[Shield] 1 6 Potion of Water Breathing 1 .5
Handaxe 1 2
Rope, Hempen (50 feet) 1 10
Rations (1 day) 10 20
Pot, Iron 1 10
Tinderbox 1 1
Torch 10 10
Healer’s Kit 1 3
Mess Kit 1 1
Whetstone 1 1
Clothes, Common 1 3
Waterskin 1 5
Backpack 1 5
Flask or Tankard 7 7
[Leather] 1 10
0 0 0 0 0
#1 #2
STORED ITEM # lb. STORED ITEM # lb.
This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
El Yeti más pequeño. Si la fiesta se encuentra con uno o más yetis en el
transcurso de la aventura, este secreto podría revelarse. También puedes
descartar que los yeti tykes sean amigables con este personaje por
defecto.
NOTES NOTES
This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
Wisdom +5 13 7
2ND LEVEL 3 SPELL SLOTS ● Hold Person (Always Prepared) ● Spike Growth (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
Lesser Restoration Locate Animals or Plants Locate Object
Moonbeam Pass without Trace Protection from Poison
Skywrite Skywrite Warding Wind
Warding Wind
Poison Spray Primal Savagery Thorn Whip
Conjuration Cantrip Transmutation Cantrip Transmutation Cantrip
You extend your hand toward a creature you can see within range You channel primal magic to cause your teeth or fingernails to You create a long, vine-like whip covered in thorns that lashes out at
and project a puff of noxious gas from your palm. The creature must sharpen, ready to deliver a corrosive attack. Make a melee spell your command toward a creature in range. Make a melee spell attack
succeed on a Constitution saving throw or take 1d12 poison damage. attack against one creature within 5 feet of you. On a hit, the target against the target. If the attack hits, the creature takes 1d6 piercing
This spell’s damage increases by 1d12 when you reach 5th level takes 1d10 acid damage. After you make the attack, your teeth or damage, and if the creature is Large or smaller, you pull the creature
(2d12), 11th level (3d12), and 17th level (4d12). fingernails return to normal. up to 10 feet closer to you. This spell’s damage increases by 1d6
The spell’s damage increases by 1d10 when you reach 5th level when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
(2d10), 11th level (3d10), and 17th level (4d10).
Spellcasting (Druid) Player’s Handbook Spellcasting (Druid) Xanathar’s Guide to Everything Spellcasting (Druid) Player’s Handbook
Choose a humanoid that you can see within range. The target must The ground in a 20-foot radius centered on a point within range
succeed on a Wisdom saving throw or be paralyzed for the duration. twists and sprouts hard spikes and thorns. The area becomes difficult
At the end of each of its turns, the target can make another Wisdom terrain for the duration. When a creature moves into or within the
saving throw. On a success, the spell ends on the target. area, it takes 2d4 piercing damage for every 5 feet it travels. The
At Higher Levels. When you cast this spell using a spell slot of 3rd transformation of the ground is camouflaged to look natural. Any
level or higher, you can target on additional humanoid for each slot creature that can’t see the area at the time the spell is case must
level above 2nd. The humanoids must be within 30 feet of each other make a Wisdom (Perception) check against your spell save DC to
when you target them. recognize the terrain as hazardous before entering it.
Arctic Circle (Druid) Player’s Handbook Arctic Circle (Druid) Player’s Handbook
Dart Philter of Love Potion of Resistance, Cold
Weapons Potions Potions
The next time you see a creature within 10 minutes after When you drink this potion, you gain resistance to cold
drinking this philter, you become charmed by that creature damage for 1 hour.
for 1 hour. If the creature is of a species and gender you are
normally attracted to, you regard it as your true love while
you are charmed. This potion’s rose-hued, effervescent
liquid contains one easy-to-miss bubble shaped like a heart.
1/4 lb. Player’s Handbook ½ lb. Dungeon Master’s Guide ½ lb. Dungeon Master’s Guide
You can breathe underwater for 1 hour after drinking this A shield is made from wood or metal and is carried in one
potion. Its cloudy green fluid smells of the sea and has a hand. Wielding a shield increases your Armor Class by 2.
jellyfish-like bubble floating in it. You can benefit from only one shield at a time.
½ lb. Dungeon Master’s Guide 5 lb. Player’s Handbook 6 lb. Player’s Handbook
Rope, whether made of hemp or silk, has 2 hit points and Rations consist of dry foods suitable for extended travel,
can be burst with a DC 17 Strength check. including jerky, dried fruit, hardtack, and nuts.
This small container holds flint, fire steel, and tinder A torch burns for 1 hour, providing bright light in a 20-foot
(usually dry cloth soaked in light oil) used to kindle a fire. radius and dim light for an additional 20 feet. If you make a
Using it to light a torch—or anything else with abundant, melee attack with a burning torch and hit, it deals 1 fire
exposed fuel—takes an action. Lighting any other fire takes damage.
1 minute.
This kit is a leather pouch containing bandages, salves, and This tin box contains a cup and simple cutlery. The box
splints. The kit has ten uses. As an action, you can expend clamps together, and one side can be used as a cooking pan
one use of the kit to stabilize a creature that has 0 hit and the other as a plate or shallow bowl.
points, without needing to make a Wisdom (Medicine)
check.
3 lb. Player’s Handbook 5 lb. (full) Player’s Handbook 5 lb. Player’s Handbook
Flask or Tankard Leather
Adventuring Gear Armor