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Druid 1 Soldier Ainz-sama

CLASS & LEVEL BACKGROUND PLAYER NAME

Warforged Lawful neutral


CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION
STRENGTH
13 +1 30ft Logical
+1 ARMOR Very protective of nature
CLASS
+2 PROFICIENCY BONUS INITIATIVE SPEED

13 PERSONALITY TRAITS

Hit Point Maximum 11


+1
Strength
DEXTERITY Wishes to make people see
+1


+1

+3
Dexterity
Constitution
11 the beauty of nature
CURRENT HIT POINTS IDEALS
● +2
Intelligence
12 ● +5
Wisdom
-1
Charisma Nature
CONSTITUTION SAVING THROWS
His druid master
TEMPORARY HIT POINTS BONDS
+3
+1
Acrobatics (Dex) Total SUCCESSES
sometimes too obsessed with nature
16 Sometimes too logical

+5
Animal Handling (Wis) FAILURES

+0
Arcana (Int) HIT DICE DEATH SAVES FLAWS
INTELLIGENCE ●
+3
Athletics (Str)

+0 -1
Deception (Cha)
NAME ATK BONUS DAMAGE/TYPE
+0
History (Int) Warforged traits:
Constructed Resilience. You were created to have
10 +3
Insight (Wis) remarkable fortitude, represented by the following
benefits:

+1
Intimidation (Cha)
You have advantage on saving throws against
WISDOM +0
Investigation (Int) being
poisoned, and you have resistance to poison
+3
Medicine (Wis)
+3 ●
+2
Nature (Int) Druidcraft
damage.
• You don't need to eat, drink, or breathe.
• You are immune to disease.
16

+5
Perception (Wis) Poison spray • You don't need to sleep, and magic can't put
you to sleep.
-1
Performance (Cha)
Sentry's Rest. When you take a long rest, you
-1
Persuasion (Cha)
Prepared spells: must
CHARISMA
1st level spend at least six hours in an inactive, motionless
+0
Religion (Int) state,
Healing word
-1 +1
Sleight of Hand (Dex)
Goodberry
rather than sleeping. In this state, you appear
inert, but
+1
Stealth (Dex) Entangle it doesn't render you unconscious, and you can
8 see and
+3
Survival (Wis) Ice knife hear as normal.
Integrated Protection. Your body has built-in
SKILLS ATTACKS & SPELLCASTING
defensive
layers, which can be enhanced with armor:
• You gain a +l bonus to Armor Class.
15 PASSIVE WISDOM (PERCEPTION)
Clothes, common You can don only armor with which you have
CP
proficiency.
Dice set To don armor, you must incorporate it into
your body over the course of 1 hour, during which
SP Leather armour you
Armour: Light armour, medium armour,
shields
(integrated) remain in contact with the armor. To doff armor,
you
EP
Scimitar must spend 1 hour removing it. You can rest while
Weapons: Club, dagger, dart, javelin, Shield donning or doffing armor in this way.
• While you live, your armor can't be removed from
mace, quarterstaff, scimitar, sickle, GP
Sprig of mistletoe your
sling, spear body against your will.
Specialized Design. You gain one skill proficiency
PP
Backpack with: and one tool proficiency of your choice.
Tools: Vehicles (land), dragonchess
set, herbalism kit, wargong Rope, hempen (50ft) Languages. You can speak, read, and write
Common
Tinderbox and one other language of your choice.
Languages: Common, Druidic, Elvish Torch
OTHER PROFICIENCIES & LANGUAGES EQUIPMENT FEATURES & TRAITS

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

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