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Level 5 Loxodon Druid, Circle of the Stars 6500

CHARACTER LEVEL, RACE, & CLASS EXPERIENCE


Oat Latoj
Anthropologist Player One
CHARACTER NAME BACKGROUND ALIGNMENT DEITY PLAYER NAME

STEALTH DISADVANTAGE

ARMOR Tough. Your hit points maximum increases by 10.


STRENGTH Natural Armor (Loxodon) (15) 17 Druidic. You can use it to leave hidden messages.
PROFICIENCY BONUS +3
11
SHIELD
AC You and others who know this language
Shield automatically spot such a message. Others spot the
N
CIE C
message’s presence with a successful DC 15
+0 Strength Perception check but can’t decipher it without
Y
PROFI

+0 magic.
+2 Dexterity

+3 Constitution ARMOR CLASS Spellcasting. You can cast druid spells as rituals. You
DEXTERITY
✘ +2 Intelligence
can prepare 10 spells from the druid spell list. You
MAXIMUM HIT DICE TEMPORARY can use a druidic focus as your spellcasting focus.
15 ✘ +8 Wisdom

+2 Charisma
59 5d8
Wildshape (Action—2/Short Rest). You can
CONDITIONAL
magically assume the shape of a beast that you
have seen before.You can stay in a beast shape for 2
+2 hours. You then revert to your normal form unless
you expend another use of this feature. You can
CURRENT HIT POINTS revert to your normal form earlier by using a bonus
CONSTITUTION DEATH SAVING THROWS
action on your turn. You automatically revert if you
SAVING THROWS
fall unconscious, drop to 0 hit points, or die.
16 N
CIE C

+2 Acrobatics (Dex)
SPEED
30ft.
FLY
0ft.
CLIMB
0ft.
SWIM
0ft. Star Map. You've created a tiny star map as part of
Y
PROFI

RT

EXPE

VISION INSPIRATION EXHAUSTION your study of the heavens that can serve as a
+5 Animal Handling (Wis)
spellcasting focus for your druid spells.If you lose
+3 ✘ +2 Arcana (Int) your map, you can perform a 1-hour ceremony to
magically create a replacement. This ceremony can
+0 Athletics (Str)
be performed during a short or long rest, and it
INTELLIGENCE +2 Deception (Cha) destroys the previous map.You can cast the augury
and guiding bolt spells without expending a spell
9 ✘
-1 History (Int)
+8 Insight (Wis)
slot and without preparing the spell (5/Long Rest),
provided you use the star map as the spellcasting
focus.
+2 Intimidation (Cha) SPEED, SENSES, & CONDITIONS
-1 -1 Investigation (Int) Starry Form (Action). You can expend a use of your
Powerful Build. You count as one size larger when determining Wild Shape feature to take on a starry form rather
+5 Medicine (Wis) your carrying capacity and the weight you can push, drag, or lift. than transforming into a beast.This form sheds
WISDOM ✘ +2 Nature (Int) bright light in a 10- foot radius and dim light for an
Loxodon Serenity. You have advantage on saving throws against
additional 10 feet. The form lasts for 10 minutes or
20 +5 Perception (Wis) being charmed or frightened.
until you’re incapacitated.Whenever you assume
+2 Performance (Cha) Natural Armor. When you aren’t wearing armor, your AC is 15. your starry form, choose which of the constellations
You can use your natural armor to determine your AC if the glimmers on your body.
+2 Persuasion (Cha) armor you wear would leave you with a lower AC. A shield’s
+5 ✘ +2 Religion (Int)
benefits apply as normal while you use your natural armor.
Chalice (Starry Form). Whenever you cast a spell
Trunk. You can grasp things with your trunk, and you can use it using a spell slot that restores hp to a creature, you
+2 Sleight of Hand (Dex) as a snorkel. It has a reach of 5 feet, and it can lift 55 pounds.
You can use it to do the following simple tasks: lift, drop, hold, or another creature within 30 feet of you can regain
CHARISMA +2 Stealth (Dex) push, or pull an object or a creature; open or close a door or a 1d8+2 hp.
container; grapple someone; or make an unarmed strike. Your

14 +5 Survival (Wis)
SKILLS
DM might allow other simple tasks to be added to that list of
options.Your trunk can’t wield weapons or shields or do anything
that requires manual precision, such as using tools or magic
Archer (Bonus Action—Starry Form). You can make
a ranged spell attack, hurling a luminous arrow that
items or performing the somatic components of a spell. targets a creature you can see within 60 feet of you.
+2 15 PASSIVE PERCEPTION
Keen Smell. Thanks to your sensitive trunk, you have advantage
On a hit, the attack deals 1d8+5 radiant damage.
on Perception, Survival, and Investigation checks that involve
smell. Dragon (Starry Form). When you make an
ADVANTAGE
Intelligence or a Wisdom check or a Constitution
save to maintain concentration on a spell, you can
INITIATIVE +2 1 Attack / Attack Action RACIAL TRAITS
treat a roll of 9 or lower on the d20 as a 10.

NAME RANGE ATTACK DAMAGE / TYPE


Scimitar 5 ft +5 vs AC 1d6+2 slashing
Finesse, Light
FEATURES & TRAITS
Club 5 ft +3 vs AC 1d4+0 bludgeoning
Light
Armor Proficiencies. Light Armor, Medium Armor,
Shields

Weapon Proficiencies. Club, Dagger, Dart, Javelin,


Mace, Quarterstaff, Scimitar, Sickle, Sling, Spear

Tool Proficiencies. Herbalism kit

Languages. Common, Loxodon, Elvish, Halfling,


Druidic

ATTACKS & SPELLCASTING PROFICIENCIES & LANGUAGES

This character sheet was generated by the Aurora Builder.


Male 6'7" 295 lb.
GENDER AGE HEIGHT WEIGHT
Oat Latoj
CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS

You have always been fascinated by other cultures, from the most ancient and primeval lost lands to the most modern
civilizations. By studying other cultures' customs, philosophies, laws, rituals, religious beliefs, languages, and art, you
have learned how tribes, empires, and all forms of society in between craft their own destinies and doom. This
knowledge came to you not only through books and scrolls, but also through firsthand observation- by visiting far-flung
settlements and exploring local histories and customs.

PERSONALITY TRAITS

IDEAL

BOND

FLAW BACKGROUND STORY

Adept Linguist
You can communicate with humanoids who don't
speak any language you know. You must observe the
humanoids interacting with one another for at least
1 day, after which you learn a handful of important
words, expressions, and gestures-enough to
communicate on a rudimentary level.

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
[Club] 1 2

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

8 lb / 330 lb 660 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 +8 16 10

SPELLCASTING ABILITY SPELL ATTACK BONUS SAVING THROW DC SPELLS TO PREPARE


Druid, Circle of the Stars

CANTRIPS Druidcraft Guidance


Shillelagh

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 Guiding Hand
● Healing Word ● Ice Knife Ice Knife
Jump Longstrider Purify Food and Drink
Snare ● Speak with Animals Thunderwave
Wild Cunning

2ND LEVEL 3 SPELL SLOTS 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 Summon Bestial Spirit
Warding Wind Warding Wind

3RD LEVEL 2 SPELL SLOTS ● 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
Summon Fey Spirit Tidal Wave Tidal Wave
Wall of Water Wall of Water Water Breathing
Water Walk Wind Wall
Druidcraft Guidance Shillelagh
Transmutation Cantrip Divination Cantrip Transmutation Cantrip

CASTING TIME 1 action CASTING TIME 1 action CASTING TIME 1 bonus action
RANGE 30 feet RANGE Touch RANGE Touch
DURATION Instantaneous DURATION Concentration, up to 1 minute DURATION 1 minute
COMPONENTS V, S COMPONENTS V, S COMPONENTS V, S, M (mistletoe, a shamrock leaf, and a club or quarterstaff)

Whispering to the spirits of nature, you create one of the following You touch one willing creature. Once before the spell ends, the target The wood of a club or quarterstaff you are holding is imbued with
effects within range: can roll a d4 and add the number rolled to one ability check of its nature’s power. For the duration, you can use your spellcasting ability
• You create a tiny, harmless sensory effect that predicts what the choice. It can roll the die before or after making the ability check. The instead of Strength for the attack and damage rolls of melee attacks
weather will be at your location for the next 24 hours. The effect spell then ends. using that weapon, and the weapon’s damage die becomes a d8. The
might manifest as a golden orb for clear skies, a cloud for rain, falling weapon also becomes magical, if it isn’t already. The spell ends if you
snowflakes for snow, and so on. This effect persists for 1 round. cast it again or if you let go of the weapon
• You instantly make a flower blossom, a seed pod open, or a leaf
bud bloom.
• You create an instantaneous, harmless sensory effect, such as
falling leaves, a puff of wind, the sound of a small animal, or the faint
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.

Spellcasting (Druid) Player’s Handbook Spellcasting (Druid) Player’s Handbook Spellcasting (Druid) Player’s Handbook

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