Professional Documents
Culture Documents
Circle Spells
Saving Throw Druid Level Spells Obtained
Acrobatics Initiative
3rd
Sleight of Hand Death Saves
Stealth 5th
Vision
Constitution 7th
Speed Conditions
Saving Throw Exhaustion 9th
Dark
Vision Level 1 - Druidic
You understand Druidic. Others require a DC 15
perception check to even spot it, but cannot
Passive decipher it without magic.
Intelligence Perception Level 2 - Wild Shape
You can tun into a beast that you have seen for a
Saving Throw Weapon To Hit Bonus Damage number of hours equal to half of your Druid Level,
Arcana rounded down. You can do this twice per rest.
History The following rules apply while transformed:
•You retain alignment, personality, Intelligence,
Investigation Weapon Traits Range
Wisdom, and Charisma scores. Every other game
Nature statistic is replaced by the beast.
Wisdom Religion •You cannot cast spells, Though you can retain
Passive concentration on ones you have cast already.
Saving Throw Stealth •You assume the beast’s HP and hit dice. If you
revert to normal due to damage, you take any
Animal Handling Weight remaining damage from your beast form.
Insight (Current) •You choose if your equipment drops to the
Medicine ground or merges with you.
•You retain benefits from your race, class, or other
Perception source if your new form is able to cast them. You do
Charisma Survival not benefit from your special senses, only what the
beast has.
Saving Throw Level 2 - Bonus Cantrip
Deception Gain one additional Druid Cantrip of your choice.
Intimidation STR x 15 Level 2 - Natural Recovery
Performance
Persuasion
Weight Once per long rest, you can recover spell slots during
a short rest. The spell slots can have a maximum
(Capacity) Count Ammunition Total number of combined levels equal to half of your
Proficiencies Tools Attacks
druid level, rounded up. None of these slots can be
of 6th level or higher.
Light Armor Simple Weapons Level 3 - Circle Spells
Medium Armor Martial Weapons These spells are considered Druid spells for you, and
Heavy Armor Shields are always considered prepared.
Other Level 6 - Land’s Stride
Nonmagical difficult terrain costs you no extra
movement. Nonmagical plants that you pass
Consumables Count through do not cause you damage. You have
advantage on saving throws against all plants that
impede movement.
CP SP EP GP PP
v3 by Pain_Seer
Custom Character Sheet Page 2
Item Count Weight
Age Height Weight
Traits Notes
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v3 by Pain_Seer
Custom Character Sheet Page 3 1st 2nd 3rd
Spell Attack Modifier Ritual Casting 4th 5th
Proficiency + Wisdom
Spell Save DC
Proficiency + Wisdom + 8
6th 7th 8th 9th
Prepared Spells
Wisdom + Druid Level
Cantrips
Spell Page
Sixth Level
Third Level
Second Level
Ninth Level
Fifth Level