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Level 1 Goblin Druid 0

CHARACTER LEVEL, RACE, & CLASS EXPERIENCE


Osarak
Spy Chaotic Neutral Player One
CHARACTER NAME BACKGROUND ALIGNMENT DEITY PLAYER NAME

STEALTH DISADVANTAGE

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


STRENGTH Leather 15 of you as if it were bright light, and in darkness as if
it were dim light.
PROFICIENCY BONUS +2
12
SHIELD
AC
Shield Druidic. You can use it to leave hidden messages.
N
CIE C
You and others who know this language
+1 Strength automatically spot such a message. Others spot the
Y
PROFI

+1 message’s presence with a successful DC 15


+2 Dexterity
Perception check but can’t decipher it without
+2 Constitution ARMOR CLASS magic.
DEXTERITY
✘ +2 Intelligence
MAXIMUM HIT DICE TEMPORARY Spellcasting. You can cast druid spells as rituals. You
15 ✘ +4 Wisdom

-1 Charisma
10 1d8 can prepare 3 spells from the druid spell list. You
can use a druidic focus as your spellcasting focus.
CONDITIONAL

+2
CURRENT HIT POINTS
CONSTITUTION DEATH SAVING THROWS

SAVING THROWS

15 N
CIE C

+2 Acrobatics (Dex)
SPEED
30ft.
FLY
0ft.
CLIMB
0ft.
SWIM
0ft.
Y
PROFI

RT

EXPE

+2 Animal Handling (Wis) VISION INSPIRATION EXHAUSTION


+2 +0 Arcana (Int) Darkvision

+1 Athletics (Str)
INTELLIGENCE ✘ +1 Deception (Cha)

10 +0 History (Int)
+2 Insight (Wis)
-1 Intimidation (Cha) SPEED, SENSES, & CONDITIONS
+0 +0 Investigation (Int)
+2 Medicine (Wis) Fury of the Small. When you damage a creature
WISDOM
with an attack or a spell and the creature's size is
✘ +2 Nature (Int) larger than yours, you can cause the attack or spell

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
-1 Persuasion (Cha) long rest.
+2 +0 Religion (Int) Nimble Escape. You can take the Disengage or
+2 Sleight of Hand (Dex) Hide action as a bonus action on each of your
CHARISMA turns.
✘ +4 Stealth (Dex)

8 ✘ +4 Survival (Wis)
SKILLS

-1 12 PASSIVE PERCEPTION

ADVANTAGE

INITIATIVE +2 1 Attack / Attack Action RACIAL TRAITS

NAME RANGE ATTACK DAMAGE / TYPE


Scimitar 5 ft +4 vs AC 1d6+2 slashing
Finesse, Light
FEATURES & TRAITS

Armor Proficiencies. Light Armor, Medium Armor,


Shields

Weapon Proficiencies. Club, Dagger, Dart, Javelin,


Mace, Quarterstaff, Scimitar, Sickle, Sling, Spear

Tool Proficiencies. Thieves’ tools, Playing card set,


Herbalism kit

Languages. Common, Goblin, Druidic

ATTACKS & SPELLCASTING PROFICIENCIES & LANGUAGES

This character sheet was generated by the Aurora Builder.


Male
GENDER AGE HEIGHT WEIGHT
Osarak
CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS

You are an experienced criminal with a history of breaking the law. You have spent a lot of time among other criminals
and still have contacts within the criminal underworld. You’re far closer than most people to the world of murder, theft,
and violence that pervades the underbelly of civilization, and you have survived up to this point by flouting the rules
and regulations of society.

Although your capabilities are not much different from those of a burglar or smuggler, you learned and practiced them
in a very different context: as an espionage agent. You might have been an officially sanctioned agent of the crown, or
perhaps you sold the secrets you uncovered to the highest bidder.
PERSONALITY TRAITS

IDEAL

BOND

FLAW BACKGROUND STORY

Criminal Contact
You have a reliable and trustworthy contact who acts
as your liaison to a network of other criminals. You
know how to get messages to and from your contact,
even over great distances; specifically, you know the
local messengers, corrupt caravan masters, and
seedy sailors who can deliver messages 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
[Shield] 1 6
[Leather] 1 10
[Scimitar] 1 3
Wooden Staff 1 4
Backpack 1 5
Bedroll 1 7
Mess Kit 1 1
Tinderbox 1 1
Torch 10 10
Rations (1 day) 10 20
Waterskin 1 5
Rope, Hempen (50 feet) 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

82 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 +4 12 3

SPELLCASTING ABILITY SPELL ATTACK BONUS SAVING THROW DC SPELLS TO PREPARE


Druid

CANTRIPS Magic Stone Thunderclap

1ST LEVEL 2 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 Guiding Hand
Healing Word Ice Knife Ice Knife
Jump Longstrider Purify Food and Drink
Snare Speak with Animals Thunderwave
Wild Cunning
Magic Stone Thunderclap
Transmutation Cantrip Evocation Cantrip

CASTING TIME 1 bonus action CASTING TIME 1 action


RANGE Touch RANGE 5 feet
DURATION 1 minute DURATION Instantaneous
COMPONENTS V, S COMPONENTS S

You touch one to three pebbles and imbue them with magic. You or You create a burst of thunderous sound, which can be heard 100 feet
someone else can make a ranged spell attack with one of the pebbles away. Each creature other than you within range, other than you,
by throwing it or hurling it with a sling. If thrown, it has a range of 60 must succeed on a Constitution saving throw or take 1d6 thunder
feet. If someone else attacks with the pebble, that attacker adds your damage.
spellcasting ability modifier, not the attacker’s, to the attack roll. On The spell’s damage increases by 1d6 when you reach 5th level
a hit, the target takes bludgeoning damage equal to 1d6 + your (2d6), 11th level (3d6), and 17th level (4d6).
spellcasting ability modifier. Hit or miss, the spell then ends on the
stone.
If you cast this spell again, the spell ends early on any pebbles still
affected by it.

Spellcasting (Druid) Xanathar’s Guide to Everything Spellcasting (Druid) Xanathar’s Guide to Everything
Shield Leather Scimitar
Armor Armor Weapons

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 10 lb. Player’s Handbook 3 lb. Player’s Handbook

Wooden Staff Backpack Bedroll


Spellcasting Focus Adventuring Gear Adventuring Gear

A druidic focus might be a sprig of mistletoe or holly, a A backpack is a leather pack carried on the back, typically
wand or scepter made of yew or another special wood, a with straps to secure it. A backpack can hold 1 cubic foot/
staff drawn whole out of a living tree, or a totem object 30 pounds of gear.
incorporating feathers, fur, bones, and teeth from sacred You can also strap items, such as a bedroll or a coil of
animals. A druid can use such an object as a spellcasting rope, to the outside of a backpack.
focus.

4 lb. Player’s Handbook 5 lb. Player’s Handbook 7 lb. Player’s Handbook

Mess Kit Tinderbox Torch


Adventuring Gear Adventuring Gear Adventuring Gear

This tin box contains a cup and simple cutlery. The box This small container holds flint, fire steel, and tinder A torch burns for 1 hour, providing bright light in a 20-foot
clamps together, and one side can be used as a cooking pan (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
and the other as a plate or shallow bowl. 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.

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


Rations (1 day) Waterskin Rope, Hempen (50 feet)
Adventuring Gear Adventuring Gear Adventuring Gear

Rations consist of dry foods suitable for extended travel, Rope, whether made of hemp or silk, has 2 hit points and
including jerky, dried fruit, hardtack, and nuts. can be burst with a DC 17 Strength check.

2 lb. Player’s Handbook 5 lb. (full) Player’s Handbook 10 lb. Player’s Handbook

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