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Level 2 Avariel Druid, Circle of the Moon 300

CHARACTER LEVEL, RACE, & CLASS EXPERIENCE


asta sreecs
Far Traveler Player One
CHARACTER NAME BACKGROUND ALIGNMENT DEITY PLAYER NAME

STEALTH DISADVANTAGE

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


STRENGTH Chain Shirt 17 of you as if it were bright light, and in darkness as if
it were dim light.
PROFICIENCY BONUS +2
11
SHIELD
AC
Shield Druidic. You can use it to leave hidden messages.
N
CIE C
You and others who know this language
+0 Strength automatically spot such a message. Others spot the
Y
PROFI

+0 message’s presence with a successful DC 15


+3 Dexterity
Perception check but can’t decipher it without
+2 Constitution ARMOR CLASS magic.
DEXTERITY
✘ +3 Intelligence
MAXIMUM HIT DICE TEMPORARY Spellcasting. You can cast druid spells as rituals. You
16 ✘ +4 Wisdom

+3 Charisma
19 2d8 can prepare 4 spells from the druid spell list. You
can use a druidic focus as your spellcasting focus.
CONDITIONAL
Wildshape (Action—2/Short Rest). You can
+3 magically assume the shape of a beast that you
have seen before.You can stay in a beast shape for 1
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

+3 Acrobatics (Dex)
SPEED
30ft.
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

+2 Animal Handling (Wis) VISION INSPIRATION EXHAUSTION


Combat Wild Shape (Bonus Action). Wild Shape on
+2 ✘ +3 Arcana (Int) Darkvision your turn as a bonus action, rather than as an
action.While you are transformed by Wild Shape,
+0 Athletics (Str)
you can use a bonus action to expend one spell slot
INTELLIGENCE +3 Deception (Cha) to regain 1d8 hp per level of the spell slot
expended.
12 ✘
+1 History (Int)
+4 Insight (Wis) Circle Forms. You can use your Wild Shape to
transform into a beast with a CR as high as 1.
+3 Intimidation (Cha) SPEED, SENSES, & CONDITIONS
+1 +1 Investigation (Int)
+2 Medicine (Wis) Fey Ancestry. Advantage on saving throws against
WISDOM
being charmed, and magic can’t put you to sleep.
+1 Nature (Int)

14 ✘ +4 Perception (Wis) Trance. Elves don’t need to sleep. Instead, they


meditate deeply, remaining semiconscious, for 4
+3 Performance (Cha) hours a day.
+3 Persuasion (Cha)
+2 +1 Religion (Int)
+3 Sleight of Hand (Dex)
CHARISMA +3 Stealth (Dex)

16 ✘ +4 Survival (Wis)
SKILLS

+3 14 PASSIVE PERCEPTION

ADVANTAGE

INITIATIVE +3 1 Attack / Attack Action RACIAL TRAITS

NAME RANGE ATTACK DAMAGE / TYPE


Scimitar 5 ft +5 vs AC 1d6+3 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. Bagpipes, Herbalism kit

Languages. Common, Elvish, Auran, Celestial,


Druidic

ATTACKS & SPELLCASTING PROFICIENCIES & LANGUAGES

This character sheet was generated by the Aurora Builder.


Male 4'6" 90 lb.
GENDER AGE HEIGHT WEIGHT
asta sreecs
CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS

Almost all of the common people and other folk that one might encounter along the Sword Coast or in the North have
one thing in common: they live out their lives without ever traveling more than a few miles from where they were born.

I have different assumptions from those around me You aren't one of those folk.
concerning personal space, blithely invading others'
space in innocence, or reacting to ignorant invasion You are from a distant place, one so remote that few of the common folk in the North realize that it exists, and chances
of my own.
I express affection or contempt in ways that are are good that even if some people you meet have heard of your homeland, they know merely the name and perhaps a
unfamiliar to others. few outrageous stories. You have come to this part of Faerûn for your own reasons, which you might or might not
choose to share.
PERSONALITY TRAITS

Although you will undoubtedly find some of this land’s ways to be strange and discomfiting, you can also be sure that
Reserved. As someone new to these strange lands, I some things its people take for granted will be to you new wonders that you've never laid eyes on before. By the same
am cautious and respectful in my dealings. (Lawful) token, you're a person of interest, for good or ill, to those around you almost anywhere you go.

IDEAL

Though I had no choice, I lament having to leave my


loved one(s) behind. I hope to see them again one
day.

BOND

I don't take kindly to some of the actions and


motivations of the people of this land, because these
folk are different from me.

FLAW BACKGROUND STORY

Feature: All Eyes on You


Your accent, mannerisms, figures of speech, and perhaps
even your appearance all mark you as foreign. Curious
glances are directed your way wherever you go, which can
be a nuisance, but you also gain the friendly interest of
scholars and others intrigued by far-off lands, to say
nothing of everyday folk who are eager to hear stories of
your homeland.You can parley this attention into access
to people and places you might not otherwise have, for
you and your traveling companions. Noble lords, scholars,
and merchant princes, to name a few, might be interested
in hearing about your distant homeland and people.

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 Masquerade Tattoo. This tattoo appears on your skin as
[Scimitar] 1 3 [Masquerade Tattoo] 1 — whatever you desire. As a bonus action, you can shape
Explorer’s Pack 1 10 the tattoo into any color or pattern and move it to any
[Shield] 1 6 area of your skin. Whatever form it takes, it is always
[Chain Shirt] 1 20 obviously a tattoo. It can range in size from no smaller
than a copper piece to an intricate work of art that
covers all your skin.
Disguise Self. As an action, you can use the tattoo to
cast the disguise self spell. Once the spell is cast from the
tattoo, it can’t be cast from the tattoo again until the
next dawn.
Tattoo Attunement. To attune to this item, you hold
the needle to your skin where you want the tattoo to
appear, pressing the needle there throughout the
attunement process. When the attunement is complete,
the needle turns into the ink that becomes the tattoo,
which appears on the skin. If you have multiple magic
tattoos, they count as a single magic item with regard to
the number of magic items you can attune to.
If your attunement to the tattoo ends, the tattoo
vanishes, and the needle reappears in the closest
unoccupied space to you.
ATTUNED MAGIC ITEMS 1 / 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

39 lb / 165 lb 330 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 4

SPELLCASTING ABILITY SPELL ATTACK BONUS SAVING THROW DC SPELLS TO PREPARE


Druid, Circle of the Moon

CANTRIPS Control Flames Frostbite

1ST LEVEL 3 SPELL SLOTS Absorb Elements Animal Friendship


Beast Bond Charm Person Create or Destroy Water
Cure Wounds Detect Magic Detect Poison and Disease
Earth Tremor Entangle Faerie Fire
Fog Cloud Goodberry Healing Word
Ice Knife Jump Longstrider
Purify Food and Drink Snare Speak with Animals
Thunderwave

SPELLCASTING ABILITY SPELL ATTACK BONUS SAVING THROW DC SPELLS TO PREPARE


Other Spells

1ST LEVEL Ray of Sickness (Additional Spell)


Control Flames Frostbite Ray of Sickness
Transmutation Cantrip Evocation Cantrip 1st-level necromancy

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


RANGE 60 feet RANGE 60 feet RANGE 60 feet
DURATION Instantaneous or 1 hour (see below) DURATION Instantaneous DURATION Instantaneous
COMPONENTS S COMPONENTS V, S COMPONENTS V, S

You choose nonmagical flame that you can see within range and that You cause numbing frost to form on one creature that you can see A ray of sickening greenish energy lashes out toward a creature
fits within a 5-foot cube. You affect it in one of the following ways: within range. The target must make a Constitution saving throw. On a within range. Make a ranged spell attack against the target. On a hit,
• You instantaneously expand the flame 5 feet in one direction, failed save, the target takes 1d6 cold damage, and it has the target takes 2d8 poison damage and must make a Constitution
provided that wood or other fuel is present in the new location. disadvantage on the next weapon attack roll it makes before the end saving throw. On a failed save, it is also poisoned until the end of
• You instantaneously extinguish the flames within the cube. of its next turn. your next turn.
• You double or halve the area of bright light and dim light cast by The spell’s damage increases by 1d6 when you reach 5th level At Higher Levels. When you cast this spell using a spell slot of 2nd
the flame, change its color, or both. The change lasts for 1 hour. (2d6), 11th level (3d6), and 17th level (4d6). level or higher, the damage increases by 1d8 for each slot level above
• You cause simple shapes-such as the vague form of a creature, 1st.
an inanimate object, or a location-to appear within the flames and
animate as you like. The shapes last for 1 hour.

If you cast this spell multiple times, you can have up to three non-
instantaneous effects created by it active at a time, and you can
dismiss such an effect as an action.

Spellcasting (Druid) Xanathar’s Guide to Everything Spellcasting (Druid) Xanathar’s Guide to Everything Additional Spell Player’s Handbook
Scimitar Explorer’s Pack Shield
Weapons Equipment Packs Armor

Includes a backpack, a bedroll, a mess kit, a tinderbox, 10 A shield is made from wood or metal and is carried in one
torches, 10 days of rations, and a waterskin. The pack also hand. Wielding a shield increases your Armor Class by 2.
has 50 feet of hempen rope strapped to the side of it. You can benefit from only one shield at a time.

3 lb. Player’s Handbook 10 lbs. Player’s Handbook 6 lb. Player’s Handbook

Chain Shirt Masquerade Tattoo Additional Spell, Ray of Sickness


Armor Wondrous Items Additional Spell

Made of interlocking metal rings, a chain shirt is worn This tattoo appears on your skin as whatever you desire. As You can equip this item to “enable” it. It remains hidden
between layers of clothing or leather. This armor offers a bonus action, you can shape the tattoo into any color or from the inventory on your character sheet.
modest protection to the wearer’s upper body and allows pattern and move it to any area of your skin. Whatever
the sound of the rings rubbing against one another to be form it takes, it is always obviously a tattoo. It can range in
muffled by outer layers. size from no smaller than a copper piece to an intricate
work of art that covers all your skin.
Disguise Self. As an action, you can use the tattoo to cast
the disguise self spell. Once the spell is cast from the
tattoo, it can’t be cast from the tattoo again until the next
dawn.
Tattoo Attunement. To attune to this item, you hold the
needle to your skin where you want the tattoo to appear,
pressing the needle there throughout the attunement
process. When the attunement is complete, the needle
turns into the ink that becomes the tattoo, which appears
on the skin. If you have multiple magic tattoos, they count
as a single magic item with regard to the number of magic
items you can attune to.
If your attunement to the tattoo ends, the tattoo
vanishes, and the needle reappears in the closest
unoccupied space to you.

20 lb. Player’s Handbook Unearthed Arcana: Spells and Magic Tattoos Player’s Handbook

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