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Level 1 Half-Elf Druid 0

CHARACTER LEVEL, RACE, & CLASS EXPERIENCE


Grga
Hermit Neutral Good Mielikki Player One
CHARACTER NAME BACKGROUND ALIGNMENT DEITY PLAYER NAME

STEALTH DISADVANTAGE

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


STRENGTH Studded Leather 17 of you as if it were bright light, and in darkness as if
it were dim light.
PROFICIENCY BONUS +2
12
SHIELD
AC
Shield Druidic. You can use it to leave hidden messages.
N
CIE C
You and others who know this language
+1 Strength automatically spot such a message. Others spot the
Y
PROFI

+1 message’s presence with a successful DC 15


+3 Dexterity
Perception check but can’t decipher it without
+3 Constitution ARMOR CLASS magic.
DEXTERITY
✘ +3 Intelligence
MAXIMUM HIT DICE TEMPORARY Spellcasting. You can cast druid spells as rituals. You
16 ✘ +5 Wisdom

+0 Charisma
11 1d8 can prepare 4 spells from the druid spell list. You
can use a druidic focus as your spellcasting focus.
CONDITIONAL

+3
CURRENT HIT POINTS
CONSTITUTION DEATH SAVING THROWS

SAVING THROWS

16 N
CIE C

+3 Acrobatics (Dex)
SPEED
30ft.
FLY
0ft.
CLIMB
0ft.
SWIM
0ft.
Y
PROFI

RT

EXPE

+3 Animal Handling (Wis) VISION INSPIRATION EXHAUSTION


+3 +1 Arcana (Int) Darkvision

+1 Athletics (Str)
INTELLIGENCE +0 Deception (Cha)

12 ✘
+1 History (Int)
+5 Insight (Wis)
+0 Intimidation (Cha) SPEED, SENSES, & CONDITIONS
+1 +1 Investigation (Int)
✘ +5 Medicine (Wis) Fey Ancestry. You have advantage on saving
WISDOM
throws against being charmed, and magic can’t
✘ +3 Nature (Int) put you to sleep.

16 ✘ +5 Perception (Wis)
+0 Performance (Cha)
+0 Persuasion (Cha)
+3 ✘ +3 Religion (Int)
+3 Sleight of Hand (Dex)
CHARISMA +3 Stealth (Dex)

10 ✘ +5 Survival (Wis)
SKILLS

+0 15 PASSIVE PERCEPTION

ADVANTAGE

INITIATIVE +3 1 Attack / Attack Action RACIAL TRAITS

NAME RANGE ATTACK DAMAGE / TYPE


Quarterstaff 5 ft +3 vs AC 1d6+1 bludgeoning
Versatile
FEATURES & TRAITS

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, Elvish, Orc, Sylvan, Druidic

ATTACKS & SPELLCASTING PROFICIENCIES & LANGUAGES

This character sheet was generated by the Aurora Builder.


Male 39 5'8" 155 lb.
GENDER AGE HEIGHT WEIGHT
Grga Green White Long, Red
CHARACTER NAME EYES SKIN HAIR

Mielikki, also referred to as the Forest Queen,


is the neutral good goddess of autumn, druids, NAME

dryads, forests, forest creatures, and rangers. Mielikki


Her symbol is a gold-horned, blue-eyed
unicorn's head facing left.

SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS

You lived in seclusion—entirely alone—for a formative part of your life. In your time apart from the clamor of society,
you found quiet, solitude, and perhaps some of the answers you were looking for.You lived in a cave on secluded part of
the sword coast, just north of Neverwinter. Only connection to civilized world were ocasional travelers and Zurke, Cleric
I’m oblivious to etiquette and social expectations.
I connect everything that happens to me to a grand, of Valkur and sailor, who sometimes came to trade beer for your potions and medicine. In your honest opinion he was a
cosmic plan. drunkard, but still a fellow priest. After you decided to came back to society, you started to explore and enjoy everything
that city has to offer (maybe too much).
Afew days ago, Zurke contacted you (he knew where to find you, you being regular in brothel house lately), and made a
proposition to take on a quest. You accepted eagerly, it is time for adventure!
PERSONALITY TRAITS

Self-Knowledge. If you know yourself, there’s


nothing left to know. (Any)

IDEAL

BOND

Now that I’ve returned to the world, I enjoy its


delights a little too much.

FLAW BACKGROUND STORY

Discovery
The quiet seclusion of your extended hermitage gave
you access to a unique and powerful discovery. The
exact nature of this revelation depends on the nature
of your seclusion. It might be a great truth about the
cosmos, the deities, the powerful beings of the outer
planes, or the forces of nature. It could be a site that
no one else has ever seen. You might have uncovered
a fact that has long been forgotten, or unearthed
some relic of the past that could rewrite history. It
might be information that would be damaging to the
people who or consigned you to exile, and hence the
reason for your return to society.
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
[Studded Leather] 1 13
[Quarterstaff] 1 4
[Shield] 1 6
Priest’s Pack 1 10
Herbalism Kit 1 3
Healer’s Kit 1 3

ATTUNED MAGIC ITEMS 0 / 3


VALUABLES — GEMS, ART OBJECTS, TRADE GOODS # lb

COPPER SILVER ELECTRUM GOLD PLATINUM

0 0 0 10 0

ENCUMBRANCE — LIFTING AND CARRYING

WEIGHT CARRIED CARRY CAPACITY PUSH, DRAG, LIFT

39 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.
Wisdom +5 13 4

SPELLCASTING ABILITY SPELL ATTACK BONUS SAVING THROW DC SPELLS TO PREPARE


Druid

CANTRIPS Shillelagh Thorn Whip

1ST LEVEL 2 SPELL SLOTS Absorb Elements Absorb Elements


Acrid Delight Alter Arrow’s Fortune Animal Friendship
Anticipate Weakness Avoid Grievous Injury Beast Bond
Beast Bond Beguiling Gift Breathtaking Wind
Charm Person Create or Destroy Water Cure Wounds
Deep Breath Detect Magic Detect Poison and Disease
Duskwalk Earth Tremor Earth Tremor
Earthen Grip Earthen Pillar Entangle
Extract Foyson Faerie Fire Fire Under the Tongue
Fist of Stone Flurry Fog Cloud (Always Prepared)
Freeze Potion Gliding Step Goat’s Hoof Charm
Goodberry Guiding Hand Healing Word
Hearth Charm Hobble Mount Hunter's Pace
Ice Knife Ice Knife Inaudible
Interpret Bone Jump Last Breath
Longstrider Mend Flesh Mosquito Bane
Nightowl Purify Food and Drink Rot
Sandblast Seer’s Reaction Shed Skin
Shrill Whistle Skein of Vines Slashing Step
Slippery Fingers Snare Snowy Coat
Speak with Animals Stanch Tenser’s Expedient Pit
Thin The Ice Thunderwave (Always Prepared) Trick Question
Wild Cunning Withered Sight Wolfsong
Zen Archery
Shillelagh Thorn Whip
Transmutation Cantrip Transmutation Cantrip

CASTING TIME 1 bonus action CASTING TIME 1 action


RANGE Touch RANGE 30 feet
DURATION 1 minute DURATION Instantaneous
COMPONENTS V, S, M (mistletoe, a shamrock leaf, and a club or quarterstaff) COMPONENTS V, S, M (the stem of a plant with thorns)

The wood of a club or quarterstaff you are holding is imbued with You create a long, vine-like whip covered in thorns that lashes out at
nature’s power. For the duration, you can use your spellcasting ability your command toward a creature in range. Make a melee spell attack
instead of Strength for the attack and damage rolls of melee attacks against the target. If the attack hits, the creature takes 1d6 piercing
using that weapon, and the weapon’s damage die becomes a d8. The damage, and if the creature is Large or smaller, you pull the creature
weapon also becomes magical, if it isn’t already. The spell ends if you up to 10 feet closer to you. This spell’s damage increases by 1d6
cast it again or if you let go of the weapon when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

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


Studded Leather Quarterstaff Shield
Armor Weapons Armor

Made from tough but flexible leather, studded leather is A shield is made from wood or metal and is carried in one
reinforced with close-set rivets or spikes. hand. Wielding a shield increases your Armor Class by 2.
You can benefit from only one shield at a time.

13 lb. Player’s Handbook 4 lb. Player’s Handbook 6 lb. Player’s Handbook

Priest’s Pack Herbalism Kit Healer’s Kit


Equipment Packs Tools Adventuring Gear

Includes a backpack, a blanket, 10 candles, a tinderbox, an Proficiency with an herbalism kit allows you to identify plants This kit is a leather pouch containing bandages, salves, and
alms box, 2 blocks of incense, a censer, vestments, 2 days and safely collect their useful elements. splints. The kit has ten uses. As an action, you can expend
of rations, and a waterskin. Components. An herbalism kit includes pouches to store one use of the kit to stabilize a creature that has 0 hit
herbs, clippers and leather gloves for collecting plants, a mortar points, without needing to make a Wisdom (Medicine)
and pestle, and several glass jars. check.
Arcana. Your knowledge of the nature and uses of herbs can
add insight to your magical studies that deal with plants and
your attempts to identify potions.
Investigation. When you inspect an area overgrown with
plants, your proficiency can help you pick out details and clues
that others might miss.
Medicine. Your mastery of herbalism improves your ability to
treat illnesses and wounds by augmenting your methods of
care with medicinal plants.
Nature and Survival. When you travel in the wild, your skill
in herbalism makes it easier to identify plants and spot sources
of food that others might overlook.
Identify Plants. You can identify most plants with a quick
inspection of their appearance and smell.
HERBALISM KIT
Activity DC
Find plants 15
Identify poison 20

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


Darkvision Fey Ancestry Druidic
Vision Racial Trait Class Feature

Many creatures in the worlds of D&D, especially those that You have advantage on saving throws against being You know Druidic, the secret language of druids. You can
dwell underground, have darkvision. Within a specified charmed, and magic can’t put you to sleep. speak the language and use it to leave hidden messages.
range, a creature with darkvision can see in darkness as if You and others who know this language automatically spot
the darkness were dim light, so areas of darkness are only such a message. Others spot the message’s presence with a
lightly obscured as far as that creature is concerned. successful DC 15 Wisdom (Perception) check but can’t
However, the creature can’t discern color in darkness, only decipher it without magic.
shades of gray.

Half-Elf Player’s Handbook Half-Elf Player’s Handbook Druid Player’s Handbook

Spellcasting
Class Feature
Drawing on the divine essence of nature itself, you can cast spells to shape
that essence to your will.
CANTRIPS
At 1st level, you know two cantrips of your choice from the druid spell list.
You learn additional druid cantrips of your choice at higher levels, as shown in
the Cantrips Known column of the Druid table.
PREPARING AND CASTING SPELLS
The Druid table shows how many spell slots you have to cast your druid
spells of 1st level and higher. To cast one of these druid spells, you must
expend a slot of the spell’s level or higher. You regain all expended spell slots
when you finish a long rest.
You prepare the list of druid spells that are available for you to cast,
choosing from the druid spell list. When you do so, choose a number of druid
spells equal to your Wisdom modifier + your druid level (minimum of one
spell). The spells must be of a level for which you have spell slots.
For example, if you are a 3rd-level druid, you have four 1st-level and two
2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can
include six spells of 1st or 2nd level, in any combination. If you prepare the
1st-level spell cure wounds, you can cast it using a 1st-level or 2nd-level slot.
Casting the spell doesn’t remove it from your list of prepared spells.
You can also change your list of prepared spells when you finish a long rest.
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.
SPELLCASTING ABILITY
Wisdom is your spellcasting ability for your druid spells, since your magic
draws upon your devotion and attunement to nature. You use your Wisdom
whenever a spell refers to your spellcasting ability. In addition, you use your
Wisdom modifier when setting the saving throw DC for a druid spell you cast
and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier
RITUAL CASTING
You can cast a druid spell as a ritual if that spell has the ritual tag and you
have the spell prepared.
SPELLCASTING FOCUS

Druid Player’s Handbook

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