You are on page 1of 9

Level 4 Wood Elf Druid, Circle of the Land 2700

CHARACTER LEVEL, RACE, & CLASS EXPERIENCE


Linnet
Folk Hero Neutral Good Auril Paola
CHARACTER NAME BACKGROUND ALIGNMENT DEITY PLAYER NAME

STEALTH DISADVANTAGE

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


STRENGTH Leather 14 of you as if it were bright light, and in darkness as if
it were dim light.
PROFICIENCY BONUS +2
14
SHIELD
AC
Shield Druidic. You can use it to leave hidden messages.
N
CIE C
You and others who know this language
+2 Strength automatically spot such a message. Others spot the
Y
PROFI

+2 message’s presence with a successful DC 15


+1 Dexterity
Perception check but can’t decipher it without
+2 Constitution ARMOR CLASS magic.
DEXTERITY
✘ +4 Intelligence
MAXIMUM HIT DICE TEMPORARY Spellcasting. You can cast druid spells as rituals. You
13 ✘ +5 Wisdom

+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

✘ +5 Animal Handling (Wis) VISION INSPIRATION EXHAUSTION


Natural Recovery (1/Long Rest). During a short
+2 +2 Arcana (Int) Darkvision rest, you choose expended spell slots to recover.
The spell slots can have a combined level of 2, and
+2 Athletics (Str)
none of the slots can be 6th level or higher.
INTELLIGENCE +1 Deception (Cha)

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)

16 ✘ +5 Perception (Wis) Trance. Elves don’t need to sleep. Instead, they


meditate deeply, remaining semiconscious, for 4
+1 Performance (Cha) hours a day.
+1 Persuasion (Cha)
+3 +2 Religion (Int)
Mask of the Wild. You can attempt to hide even
when you are only lightly obscured.
+1 Sleight of Hand (Dex)
CHARISMA +1 Stealth (Dex)

12 ✘ +5 Survival (Wis)
SKILLS

+1 15 PASSIVE PERCEPTION

ADVANTAGE

INITIATIVE +1 1 Attack / Attack Action RACIAL TRAITS

NAME RANGE ATTACK DAMAGE / TYPE


Dart 20/60 +3 vs AC 1d4+1 piercing
Finesse, Thrown
FEATURES & TRAITS

Armor Proficiencies. Light Armor, Medium Armor,


Shields

Weapon Proficiencies. Longsword, Shortsword,


Shortbow, Longbow, Club, Dagger, Dart, Javelin,
Mace, Quarterstaff, Scimitar, Sickle, Sling, Spear

Tool Proficiencies. Vehicles land, Alchemist’s supplies,


Herbalism kit

Languages. Common, Elvish, Druidic

ATTACKS & SPELLCASTING PROFICIENCIES & LANGUAGES

This character sheet was generated by the Aurora Builder.


Male 137 1.70 60 lb.
GENDER AGE HEIGHT WEIGHT
Linnet Green White Red
CHARACTER NAME EYES SKIN HAIR

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

Los animales merecen ser tratados con respeto.

IDEAL

un ser celestial me dio una mision

BOND

Es un poco perezosa

FLAW BACKGROUND STORY

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

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

100.8 lb / 210 lb 420 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.
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

SPELLCASTING ABILITY SPELL ATTACK BONUS SAVING THROW DC SPELLS TO PREPARE


Druid, Circle of the Land

CANTRIPS Poison Spray Primal Savagery


Thorn Whip

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 ● 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

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


RANGE 10 feet RANGE Self RANGE 30 feet
DURATION Instantaneous DURATION Instantaneous DURATION Instantaneous
COMPONENTS V, S COMPONENTS S COMPONENTS V, S, M (the stem of a plant with thorns)

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

Hold Person Spike Growth


2nd-level enchantment 2nd-level transmutation

CASTING TIME 1 action CASTING TIME 1 action


RANGE 60 feet RANGE 150 feet
DURATION Concentration, up to 1 minute DURATION Concentration, up to 10 minutes
COMPONENTS V, S, M (a small, straight piece of iron) COMPONENTS V, S, M (seven sharp thorns or seven small twigs, each sharpened to
a point)

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

Potion of Water Breathing Crossbow, Light Shield


Potions Weapons Armor

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

Handaxe Rope, Hempen (50 feet) Rations (1 day)


Weapons Adventuring Gear Adventuring Gear

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.

2 lb. Player’s Handbook 10 lb. Player’s Handbook 2 lb. Player’s Handbook


Pot, Iron Tinderbox Torch
Adventuring Gear Adventuring Gear Adventuring Gear

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.

10 lb. Player’s Handbook 1 lb. Player’s Handbook 1 lb. Player’s Handbook

Healer’s Kit Mess Kit Whetstone


Adventuring Gear Adventuring Gear Adventuring Gear

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 1 lb. Player’s Handbook 1 lb. Player’s Handbook

Clothes, Common Waterskin Backpack


Adventuring Gear Adventuring Gear Adventuring Gear

A backpack is a leather pack carried on the back, typically


with straps to secure it. A backpack can hold 1 cubic foot/
30 pounds of gear.
You can also strap items, such as a bedroll or a coil of
rope, to the outside of a backpack.

3 lb. Player’s Handbook 5 lb. (full) Player’s Handbook 5 lb. Player’s Handbook
Flask or Tankard Leather
Adventuring Gear Armor

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.

1 lb. Player’s Handbook 10 lb. Player’s Handbook

You might also like