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Level 1 Druid Hermit GF

CLASS & LEVEL BACKGROUND PLAYER NAME


Lexara Aueroris
Human CN (Chaotic Neutral) 450
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

+2 PROFICIENCY BONUS I'm oblivious to etiquette


15 +2 30 and social expectations.
ARMOR
x INSPIRATION CLASS INITIATIVE SPEED
PERSONALITY TRAITS

+0
0
SAVING THROWS HIT POINT MAXIMUM 10
0
ATHLETICS
The only value of things if what
11 4 they could, not what they were
STRENGTH
IDEALS
CURRENT HIT POINTS

+2
+2 SAVING THROWS Should my discovery come to light,
+2
ACROBATICS
+2
it could bring ruin to the world.
SLEIGHT OF HAND
14 +2
STEALTH TEMPORARY HIT POINTS BONDS
DEXTERITY
Total 1d8 SUCCESSES
Due to my time in isolation, I am
+2 +2
SAVING THROWS 1d8 FAILURES unaware of my social norms.
HIT DICE DEATH SAVES FLAWS

14
CONSTITUTION
NAME ATK BONUS DAMAGE/TYPE

Scimitar +2 1d6+2 slashing Druidic


+2 ◆ +2
+2
SAVING THROWS You know Druidic, the secret
ARCANA

+2
HISTORY
language of druids. You can
14 ●


+2
+4
INVESTIGATION
NATURE
speak the language and use it
INTELLIGENCE to leave hidden messages.

+4
RELIGION
Spellcasting You and others who know this
+5
+3 ◆
+3
SAVING THROWS Drawing on the divine language automatically spot
ANIMAL HANDLING

+2
INSIGHT essence of nature itself, you such a message. Others spot
16 ●


+5
+5
MEDICINE
PERCEPTION
can cast spells to shape that the message’s presence with
WISDOM

+5
SURVIVAL essence to your will. a successful DC 15 Wisdom
(Perception) check but can’t
0
SAVING THROWS
0

0
DECEPTION
decipher it without magic.
0
INTIMIDATION
10

0

0
PERFORMANCE
PERSUASION
CHARISMA

15 PASSIVE WISDOM (PERCEPTION)

ATTACKS & SPELLCASTING FEATURES & TRAITS

Languaeges known: Common,


Sylvan, Druidic.
Wooden Shield, Leather armor, an Explorer's Pack [Backpack,
Armor: Light armor, medium armor, bedroll, mess kit, tinderbox, torch (10), rations (10), waterskin,
shields (druids will not wear armor hempen rope], Druidic focus (wooden staff), scroll case, winter
or use shields made of metal). blanket, a set of common clothes, an Herbalism kit, Healer's Kit
Weapons: Clubs, daggers, darts,
(9/10), 7 gp + 50 gp
javelins, maces, quarterstaffs,
scimitars, sickles, slings, spears.
Tools: Herbalism kit.
OTHER PROFICIENCIES & LANGUAGES EQUIPMENT & CHARACTER NOTES
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14 4'11" 114 lb
AGE HEIGHT WEIGHT
Lexara Aueroris
Ember Deep orange Chestnut
CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL

CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

Life of Seclusion - Grave Digging


Lexara fame from a long family of
gravediggers. A rather grim profession, What was the reason for your isolation, and what changed to allow you to end your
special as dealing with death means solitude? You can work with your DM to determine the exact nature of your seclusion, or
exile from normal society. While a you can choose to roll on the table below to determine the reason behind your seclusion.
horrible fate for many, growing into this
profession, Lexara did not mind, and Discovery
perhaps this was too good either. The
grim humour of her parent normalized The quiet seclusion of your extended hermitage gave you access to a unique and
death to her, even more than to usual powerful discovery. The exact nature of this revelation depends on the nature of your
commoners. Truly, death seemed seclusion. It might be a great truth about the cosmos, the deities, the powerful beings of
mundane to her. In fact, she was the outer planes, or the forces of nature. It could be a site that no one else has ever seen.
fascinated by the rot and desorption. You might have uncovered a fact that has long been forgotten, or unearthed some relic of
How grave could be refused and how the past that could rewrite history. It might be information that would be damaging to the
few talks of the afterlife mention the people who or consigned you to exile, and hence the reason for your return to society.
physical remains and what happens to
them over the years.
Work with your DM to determine the details of your discovery and its impact on the
campaign.
Recently, she found a wellspring of
knowledge in form of death harbingers,
popularly known as adventures. Those ADDITIONAL FEATURES & TRAITS
strange creatures would leave behind
many corpses, of beast and man alike,
sometimes even a charged forest or
salted earth, so many things to learn
from. Surely, she simply has to find a
group and followed in their wake.

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CHARACTER BACKSTORY TREASURE

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Druid Wisdom 13 +5
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 6
Frostbite (Con ST, 1d6 cold damage, disadvantage on next attack)

Druidcraft

SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED

1 2 2 7
EPAR
SPELL NAME
ED
PR

● Detect Magic (range: 30 ft)

● Cure Wounds
4
● Comprhand languages

● Ice Knife (ranged, 1d10 piercing, then Dex ST [5 ft around] or 2d6 cold
SPELLS KNOWN

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.

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