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Level 4 Wood Elf Druid, Circle of Seasons 6450

CHARACTER LEVEL, RACE, & CLASS EXPERIENCE


Caraen Oakenvale
Sage Neutral Good Corellon Larethian Alexa
CHARACTER NAME BACKGROUND ALIGNMENT DEITY PLAYER NAME

STEALTH DISADVANTAGE

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


STRENGTH Unarmored (13) 13 you as if it were bright light, and in darkness as if it
were dim light.
PROFICIENCY BONUS +2
12
SHIELD
AC
Elven Accuracy. Whenever you have advantage on an
N
attack roll using Dexterity, Intelligence, Wisdom, or
CIE C

+1 Strength Charisma, you can reroll one of the dice once.


Y
PROFI

+1
+3 Dexterity Druidic. You can use it to leave hidden messages. You
+1 Constitution ARMOR CLASS and others who know this language automatically spot
such a message. Others spot the message’s presence
DEXTERITY
✘ +4 Intelligence with a successful DC 15 Perception check but can’t
MAXIMUM HIT DICE TEMPORARY

16
decipher it without magic.
✘ +4 Wisdom
27 4d8
+2 Charisma Spellcasting. You can cast druid spells as rituals. You
CONDITIONAL can prepare 6 spells from the druid spell list. You can
+3 use a druidic focus as your spellcasting focus.
Wildshape (Action—2/Short Rest). You can magically
CURRENT HIT POINTS
assume the shape of a beast that you have seen
CONSTITUTION DEATH SAVING THROWS
before.You can stay in a beast shape for 2 hours. You
SAVING THROWS
then revert to your normal form unless you expend
12 N
CIE C

+3 Acrobatics (Dex)
SPEED
35ft.
FLY
0ft.
CLIMB
0ft.
SWIM
0ft.
another use of this feature. You can revert to your
normal form earlier by using a bonus action on your
Y
PROFI

RT

EXPE
turn. You automatically revert if you fall unconscious,
✘ +4 Animal Handling (Wis) VISION INSPIRATION EXHAUSTION
drop to 0 hit points, or die.
+1 ✘ +4 Arcana (Int) Darkvision
Shroud of Seasons (Action). You can expend one use
+1 Athletics (Str) of your Wild Shape and choose one creature you can
INTELLIGENCE see within 60 feet of you that has at least 1 hit point.
+2 Deception (Cha)
That creature must make a Constitution saving throw;

14 ✘ +4 History (Int) a creature can choose to fail this saving throw if it


wishes. If a creature fails its saving throw, choose one
+2 Insight (Wis) of the following options, which takes effect at the start
+2 Intimidation (Cha) SPEED, SENSES, & CONDITIONS of the creature’s next turn and lasts for up to 1 minute
+2 +2 Investigation (Int)
while you concentrate it.

+2 Medicine (Wis) Fey Ancestry. Advantage on saving throws against Deep Winter’s Freeze (Shroud of Seasons). Its
being charmed, and magic can’t put you to sleep. movement speed is reduced by 10 feet. Using your
WISDOM ✘ +4 Nature (Int) bonus action, it takes 1d4+2 cold damage.

15 ✘ +4 Perception (Wis) Trance. Elves don’t need to sleep. Instead, they


meditate deeply, remaining semiconscious, for 4 Fade Rot (Shroud of Seasons). A creature suffers one
+2 Performance (Cha) hours a day. level of exhaustion, and regains only half the normal
healing from spells and effects. Using your bonus
+2 Persuasion (Cha) action, it takes 2 necrotic damage.
+2 +2 Religion (Int)
Mask of the Wild. You can attempt to hide even
when you are only lightly obscured. Harvestide (Shroud of Seasons). A creature under the
+3 Sleight of Hand (Dex) shroud can use its bonus action on its turn to be
CHARISMA +3 Stealth (Dex) showered in radiant energy, and regains hit points
equal to 1d4+2.

15 +2 Survival (Wis)
SKILLS Wildflame (Shroud of Seasons). As a bonus action, you
cause flames to flash across the target dealing 1d6 fire
damage, and causes the target to ignite in flames. At
+2 14 PASSIVE PERCEPTION the start of each of its turns, or until the shroud ends,
the target takes 2 fire damage and sheds bright light in
a 10-foot radius and dim light for an additional 10 feet.
ADVANTAGE If the target or a creature within 5 feet of it uses an
action to put out the flames, or if some other effect
INITIATIVE +3 1 Attack / Attack Action RACIAL TRAITS
douses the flames (such as being submerged in water).

NAME RANGE ATTACK DAMAGE / TYPE

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. Herbalism kit

Languages. Common, Elvish, Draconic, Minotaur,


Druidic

ATTACKS & SPELLCASTING PROFICIENCIES & LANGUAGES

This character sheet was generated by the Aurora Builder.


Female 119 4'6" 90 lb.
GENDER AGE HEIGHT WEIGHT
Caraen Oakenvale Green Fair Black
CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS

You spent years learning the lore of the multiverse. You scoured manuscripts, studied scrolls, and listened to the
greatest experts on the subjects that interest you. Your efforts have made you a master in your fields of study.

I’m used to helping out those who aren’t as smart as


I am, and I patiently explain anything and everything
to others.
I’m willing to listen to every side of an argument
before I make my own judgment.

PERSONALITY TRAITS

Beauty. What is beautiful points us beyond itself


toward what is true. (Good)

IDEAL

My life’s work is a series of tomes related to a


specific field of lore.

BOND

Most people scream and run when they see a


demon. I stop and take notes on its anatomy.

FLAW BACKGROUND STORY

Researcher
When you attempt to learn or recall a piece of lore, if
you do not know that information, you often know
where and from whom you can obtain it. Usually,
this information comes from a library, scriptorium,
university, or a sage or other learned person or
creature. Your DM might rule that the knowledge
you seek is secreted away in an almost inaccessible
place, or that it simply cannot be found. Unearthing
the deepest secrets of the multiverse can require an
adventure or even a whole campaign

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

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

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.
Druid Wisdom 12 +4
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 0 6 0
Courage
Create Bonfire
Druidcraft
Frostbite

SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED

1 4 7 0
EPAR
SPELL NAME
ED
PR

Absorb Elements

Absorb Elements
4 0
Acrid Delight

Alter Arrow’s Fortune


SPELLS KNOWN

Animal Friendship

Anticipate Weakness

Avoid Grievous Injury

Beast Bond

Beast Bond

Beguiling Gift
8 0
Breathtaking Wind

Charm Person

2 3
Amorphous Form

Analyze Blood

Animal Messenger
5 0
Anticipate Attack

Aura of Shade
9 0
Avian Geyser

Barkskin

Beast Sense

Caustic Blood

Clearing the Field

Conjure Scarab Swarm

Creeping Ice

Darkvision

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Courage Create Bonfire Druidcraft
Enchantment Cantrip Conjuration Cantrip Transmutation Cantrip

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


RANGE Touch RANGE 60 feet RANGE 30 feet
DURATION Instantaneous DURATION Concentration, up to 1 minute DURATION Instantaneous
COMPONENTS V, S COMPONENTS V, S COMPONENTS V, S

You touch a willing creature and strengthen its resolve. Until the end You create a bonfire on ground that you can see within range. Until Whispering to the spirits of nature, you create one of the following
of the creature’s next turn, it cannot be frightened. If the target is the spells ends, the bonfire fills a 5-foot cube. Any creature in the effects within range:
currently frightened, it can immediately reroll its saving throw if one bonfire’s space when you cast the spell must succeed on a Dexterity • You create a tiny, harmless sensory effect that predicts what the
was required to avoid the condition. saving throw or take 1d8 fire damage. A creature must also make the weather will be at your location for the next 24 hours. The effect
saving throw when it enters the bonfire’s space for the first time on a might manifest as a golden orb for clear skies, a cloud for rain, falling
turn or ends its turn there. snowflakes for snow, and so on. This effect persists for 1 round.
The bonfire ignites flammable objects in its area that aren’t being • You instantly make a flower blossom, a seed pod open, or a leaf
worn or carried. bud bloom.
The spell’s damage increases by 1d8 when you reach 5th level • You create an instantaneous, harmless sensory effect, such as
(2d8), 11th level (3d8), and 17th level (4d8). 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) Grimlore’s Grimoire Spellcasting (Druid) Xanathar’s Guide to Everything Spellcasting (Druid) Player’s Handbook

Frostbite
Evocation Cantrip

CASTING TIME 1 action


RANGE 60 feet
DURATION Instantaneous
COMPONENTS V, S

You cause numbing frost to form on one creature that you can see
within range. The target must make a Constitution saving throw. On a
failed save, the target takes 1d6 cold damage, and it has
disadvantage on the next weapon attack roll it makes before the end
of its next turn.
The spell’s damage increases by 1d6 when you reach 5th level
(2d6), 11th level (3d6), and 17th level (4d6).

Bonus Cantrip (Druid) Princes of the Apocalypse


Darkvision Fey Ancestry Trance
Vision Racial Trait Racial Trait

Many creatures in the worlds of D&D, especially those that You have advantage on saving throws against being Elves don’t need to sleep. Instead, they meditate deeply,
dwell underground, have darkvision. Within a specified charmed, and magic can’t put you to sleep. remaining semiconscious, for 4 hours a day. (The Common
range, a creature with darkvision can see in darkness as if word for such meditation is “trance.”) While meditating,
the darkness were dim light, so areas of darkness are only you can dream after a fashion; such dreams are actually
lightly obscured as far as that creature is concerned. mental exercises that have become reflexive through years
However, the creature can’t discern color in darkness, only of practice. After resting in this way, you gain the same
shades of gray. benefit that a human does from 8 hours of sleep.

Elf Player’s Handbook Elf Player’s Handbook Elf Player’s Handbook

Mask of the Wild Elven Accuracy Druidic


Racial Trait Feat Class Feature

You can attempt to hide even when you are only lightly Prerequisite: Elf or half-elf You know Druidic, the secret language of druids. You can
obscured by foliage, heavy rain, falling snow, mist, and The accuracy of elves is legendary, especially that of elf speak the language and use it to leave hidden messages.
other natural phenomena. archers and spellcasters. You have uncanny aim with You and others who know this language automatically spot
attacks that rely on precision rather than brute force. You such a message. Others spot the message’s presence with a
gain the following benefits: successful DC 15 Wisdom (Perception) check but can’t
• Increase your Dexterity, Intelligence, Wisdom, or decipher it without magic.
Charisma score by 1, to a maximum of 20.
• Whenever you have advantage on an attack roll using
Dexterity, Intelligence, Wisdom, or Charisma, you can reroll
one of the dice once.

Wood Elf Player’s Handbook Feat (4) Xanathar’s Guide to Everything Druid Player’s Handbook

Spellcasting Wildshape Shroud of Seasons


Class Feature Class Feature Archetype Feature
Drawing on the divine essence of nature itself, you can cast spells to shape Starting at 2nd level, you can use your action to magically assume the shape of a Starting at 2nd level, you can embrace friend or foe under nature’s
that essence to your will. beast that you have seen before. You can use this feature twice. You regain expended shroud.
CANTRIPS uses when you finish a short or long rest.
Your druid level determines the beasts you can transform into, as shown in the As an action, you can expend one use of your Wild Shape and choose
At 1st level, you know two cantrips of your choice from the druid spell list. one creature you can see within 60 feet of you that has at least 1 hit
Beast Shapes table. At 2nd level, for example, you can transform into any beast that
You learn additional druid cantrips of your choice at higher levels, as shown in has a challenge rating of 1/4 or lower that doesn’t have a flying or swimming speed. point. That creature must make a Constitution saving throw; a creature
the Cantrips Known column of the Druid table. You can stay in a beast shape for a number of hours equal to half your druid level can choose to fail this saving throw if it wishes. If a creature fails its
PREPARING AND CASTING SPELLS (rounded down). You then revert to your normal form unless you expend another use
The Druid table shows how many spell slots you have to cast your druid saving throw, choose one of the following options, which takes effect at
of this feature. You can revert to your normal form earlier by using a bonus action on the start of the creature’s next turn and lasts for up to 1 minute while
spells of 1st level and higher. To cast one of these druid spells, you must your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.
expend a slot of the spell’s level or higher. You regain all expended spell slots While you are transformed, the following rules apply: you concentrate it. As a bonus action, you cause nature to focus directly
when you finish a long rest. • Your game statistics are replaced by the statistics of the beast, but you retain on the creature to much greater effect.
You prepare the list of druid spells that are available for you to cast, your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also Deep Winter’s Freeze. Frost covers the target’s skin. Its movement
choosing from the druid spell list. When you do so, choose a number of druid retain all of your skill and saving throw proficiencies, in addition to gaining those of speed is reduced by 10 feet. Using your bonus action, it takes cold
spells equal to your Wisdom modifier + your druid level (minimum of one the creature. If the creature has the same proficiency as you and the bonus in its stat damage equal to 1d4 + your Wisdom modifier.
block is higher than yours, use the creature’s bonus instead of yours. If the creature
spell). The spells must be of a level for which you have spell slots. has any legendary or lair actions, you can't use them. Fade Rot. A creature is afflicted with pestilence and disease, causing it
For example, if you are a 3rd-level druid, you have four 1st-level and two • When you transform, you assume the beast’s hit points and Hit Dice. When you to suffer one level of exhaustion, and regains only half the normal
2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can revert to your normal form, you return to the number of hit points you had before healing from spells and effects. Using your bonus action, it takes necrotic
include six spells of 1st or 2nd level, in any combination. If you prepare the you transformed. However, if you revert as a result of dropping to 0 hit points, any damage equal to your Wisdom modifier (minimum of 1 damage).
1st-level spell cure wounds, you can cast it using a 1st-level or 2nd-level slot. excess damage carries over to your normal form. For example, if you take 10 damage Harvestide. The season of harvest reaps the bounty and readies the
Casting the spell doesn’t remove it from your list of prepared spells. in animal form and have only 1 hit point left, you revert and take 9 damage. As long land for renewal. A creature under the shroud can use its bonus action
You can also change your list of prepared spells when you finish a long rest. as the excess damage doesn’t reduce your normal form to 0 hit points, you aren’t
knocked unconscious. on its turn to be showered in radiant energy, and regains hit points
Preparing a new list of druid spells requires time spent in prayer and
meditation: at least 1 minute per spell level for each spell on your list. • You can’t cast spells, and your ability to speak or take any action that requires equal to 1d4 + your Wisdom modifier.
SPELLCASTING ABILITY hands is limited to the capabilities of your beast form. Transforming doesn’t break Wildflame. As a bonus action, you cause flames to flash across the
your concentration on a spell you’ve already cast, however, or prevent you from target dealing 1d6 fire damage, and causes the target to ignite in flames.
Wisdom is your spellcasting ability for your druid spells, since your magic taking actions that are part of a spell, such as call lightning, that you’ve already cast.
draws upon your devotion and attunement to nature. You use your Wisdom At the start of each of its turns, or until the shroud ends, the target takes
• You retain the benefit of any features from your class, race, or other source and fire damage equal to your Wisdom modifier (minimum of 1) and sheds
whenever a spell refers to your spellcasting ability. In addition, you use your can use them if the new form is physically capable of doing so. However, you can’t
Wisdom modifier when setting the saving throw DC for a druid spell you cast use any of your special senses, such as darkvision, unless your new form also has that bright light in a 10-foot radius and dim light for an additional 10 feet. If
and when making an attack roll with one. sense. the target or a creature within 5 feet of it uses an action to put out the
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier • You choose whether your equipment falls to the ground in your space, merges flames, or if some other effect douses the flames (such as being
Spell attack modifier = your proficiency bonus + your Wisdom modifier into your new form, or is worn by it. Worn equipment functions as normal, but the submerged in water).
RITUAL CASTING DM decides whether it is practical for the new form to wear a piece of equipment,
You can cast a druid spell as a ritual if that spell has the ritual tag and you based on the creature’s shape and size. Your equipment doesn’t change size or shape
have the spell prepared. to match the new form, and any equipment that the new form can’t wear must either
fall to the ground or merge with it. Equipment that merges with the form has no
SPELLCASTING FOCUS effect until you leave the form.

Druid Player’s Handbook Druid Player’s Handbook Circle of Seasons Xanathar’s Lost Notes to Everything Else
Deep Winter’s Freeze Fade Rot Harvestide
Archetype Feature Archetype Feature Archetype Feature

Frost covers the target’s skin. Its movement speed is A creature is afflicted with pestilence and disease, causing The season of harvest reaps the bounty and readies the
reduced by 10 feet. Using your bonus action, it takes cold it to suffer one level of exhaustion, and regains only half land for renewal. A creature under the shroud can use its
damage equal to 1d4 + your Wisdom modifier. the normal healing from spells and effects. Using your bonus action on its turn to be showered in radiant energy,
bonus action, it takes necrotic damage equal to your and regains hit points equal to 1d4 + your Wisdom
Wisdom modifier (minimum of 1 damage). modifier.

Shroud of Seasons Xanathar’s Lost Notes to Everything Else Shroud of Seasons Xanathar’s Lost Notes to Everything Else Shroud of Seasons Xanathar’s Lost Notes to Everything Else

Wildflame
Archetype Feature

As a bonus action, you cause flames to flash across the


target dealing 1d6 fire damage, and causes the target to
ignite in flames. At the start of each of its turns, or until the
shroud ends, the target takes fire damage equal to your
Wisdom modifier (minimum of 1) and sheds bright light in a
10-foot radius and dim light for an additional 10 feet. If the
target or a creature within 5 feet of it uses an action to put
out the flames, or if some other effect douses the flames
(such as being submerged in water).

Shroud of Seasons Xanathar’s Lost Notes to Everything Else

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