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Druid Circle of the Moon 4

CLASS & LEVEL BACKGROUND PLAYER NAME

Wood Elf 2700


CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION
STRENGTH
16 +3 35
Defining Event - I saved people
during a natural disaster.
+0 +2 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED
Trait - If someone is in trouble, I'm
always ready to lend help.
10 PERSONALITY TRAITS

Hit Point Maximum 27


+0
Strength
DEXTERITY People deserve to be treated with

+3


+3

+1
Dexterity
Constitution
27 dignity and respect.

CURRENT HIT POINTS IDEALS


● +3
Intelligence
14+2 ● +6
Wisdom
-1
Charisma I protect those who cannot
CONSTITUTION SAVING THROWS
protect themselves.
TEMPORARY HIT POINTS BONDS

+1

+3
Acrobatics (Dex) Total 4d8 SUCCESSES Secretly, I believe things would be better if I were a
tyrant ruling over the land.
13 ●
+6
Animal Handling (Wis) 4 FAILURES

+1
Arcana (Int) HIT DICE DEATH SAVES FLAWS
INTELLIGENCE
+0
Athletics (Str)

+1

-1

+1
Deception (Cha)
History (Int)
NAME ATK BONUS DAMAGE/TYPE
--==Racial==--
***Race - Elf***
Scimitar +5 1d6+3Pier *Ability Score - Dexterity +2

Insight (Wis)
*Size - Medium
12 ●
+6
*Darkvision 60' - Dim=Bright, Dark=Dim(no color in Dark)
*Keen Senses - Perception(Wis)

-1
Intimidation (Cha) P.Spray C14 1d12Poiso *Fey Ancestry - Advantage vs. Charm Effects and Immunity vs. Sleep
*Trance - 4 hours = 8 hours rest
*Languages - Common and Elvish

Investigation (Int)
***Subrace - Wood Elf***
WISDOM +1
*Ability Score - Wisdom +1
P.Flame +6 1d8Fire *Elf Weapon Training - Longsword, Shortsword, Longbow and Shortbow

Medicine (Wis)
+4 *Fleet of Foot - Speed = 35'

+4 ●

+3
Nature (Int) Poison Spray - 10' 1 target takes 1d12
*Mask of the Wild - you may attempt to Hide when lightly obscured by foliage or other
natural phenomena (ex. snow, rain, etc).

--==Background==--
***Background - Folk Hero***

+6
Perception (Wis) Poison damage or makes a Constitution *Skills - Animal Handling(Wis) and Survival(Wis)
*Tools - Alchemist's Supplies and Vehicles(land)
15+3 save to negate.
Performance (Cha)
-1 --==Class==--
***Class - Druid***
*Ability Score - Wisdom +2

Persuasion (Cha)
*Hit Dice - 4d8

CHARISMA -1
Produce Flame - 30' 1 target ranged *Armor - Light, Medium and Shields(Druids will not wear armor or shields made of metal)
*Weapons - Clubs, Daggers, Darts, Javelins, Maces, Quarterstaffs, Scimitars, Sickles,

+1
Religion (Int)
spell attack for 1d8 Fire damage. Slings and Spears
*Tools - Herbalism Kit

-1 +3
Sleight of Hand (Dex) Wild Shape(2/day - 2 hours - CR1 - no
*Saving Throws - Intelligence and Wisdom
*Prepared Spells(8)
*Ritual Casting - you may cast any Prepared Spell with the "Ritual" tag as a Ritual without
expending a Spell Slot, an additional 10 minutes are required to do so.
*Wild Shape(2/day - 2 hours - CR1/2 - no flying speed) - you may transform into a Beast as
+3
Stealth (Dex) flying speed) Brown Bear, Lion, Tiger, an Action for 1/2 Druid level hours(rounded down), reverting to normal is a Bonus Action,
you automatically revert if you are Unconcious, at 0 Hit Points or Dead. (2nd level = CR1/4
8 Dire Wolf, Giant Octopus, Giant Spider beast no flying or swimming speed, 4th level = CR1/2 no flying speed and 8th level = CR1

+6
Survival (Wis) when in Beast Form your stats are replaced by the Beast's Stats except for Intelligence,
Wisdom and Charisma, you retain your Saving Throws and also gain those of the Beast, if
your bonus for a skill is higher than the Beast's you may use your own. you gain the Beasts
Hit Points and Hit Dice, when you revert you return to the Hit Points you had before Wild
SKILLS ATTACKS & SPELLCASTING Shaping unless you are reduced past 0 Hit Points in which case you subtract damage
below 0 from your characters Hit Points. you cannot cast spells, speak or do any action that
requires hands while in Beast Form, you may continue to Concentrate on a spell you
already have casted. you retain any benefits of your Race and Class if your new form is
capable of using it, but special senses such as Darkvision may not be used in Beast Form

16 PASSIVE WISDOM (PERCEPTION)


Body - Leather Armor
unless the Beast is capable of such senses. you may choose if your equipment falls to the
ground or is merged into your new form, you gain no benefit from the equipment if the new
CP form is incapable of using it.

(AC11 + Dexterity --==Archetype==--


***Archetype - Circle of the Moon***
Modifier) *Combat Wild Shape - you may use Wild Shape as a Bonus Action, and you may expend a
Spell Slot to regain 1d8 Hit Points per Spell Level.
SP 9 RH - Scimitar *Circle Forms(2/day - 2 hours - CR1 - no flying speed) - you may Wild Shape into Beast
ignoring the Max CR limits but still abiding by the other limits (ex. no flying speed)

LH - Wooden Shield (+2


EP AC)

Misc - Druidic Focus


GP 9
PP

OTHER PROFICIENCIES & LANGUAGES EQUIPMENT FEATURES & TRAITS

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

CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL

CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

ADDITIONAL FEATURES & TRAITS

Background Equipment - Alchemist's Supplies, a shovel, an iron pot, a set of common


clothes, and a belt pouch
Druid Starting Equipment - Wooden Shield, Scimitar, Leather Armor, Explorer's Pack,
Club(1SP) and Druidic Focus

CHARACTER BACKSTORY TREASURE

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Druid
Wisdom 14 +6
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 6
Poison Spray
Produce Flame
Guidance

SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED

1 4 7
EPAR
SPELL NAME
ED
PR

● Cure Wounds

● Healing Word
4
Thunderwave

● Entangle
SPELLS KNOWN

Faerie Fire

Detect Magic (Ritual)

● Fog Cloud

Speak with Animals (Ritual)

Animal Friendship

2 3
Barkskin

● Flame Blade

● Hold Person
5
Flaming Sphere

Moon Beam
9
Heat Metal

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

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