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Human Druid 7 Character Name • Thorn Whip.

Melee Spell Attack:


+6 to hit, range 30 ft., one target.
“All things have a spirit
Medium humanoid (human), Circle of Hit: 2d6 piercing damage, and if the
within. My spirit is my
strength.” the Moon, neutral good target is Large or smaller, pull it up to
10 feet closer to you.
You were born in a sacred Armor Class 15 (studded leather)
natural place, and you were Bonus Actions
Hit Points 52 (Hit Dice 7d8)
marked from birth with
Speed 30 ft. Combat Wild Shape. Druid Wild
supernatural gifts. Although your parents
were farmers, your presence was a Shape feature
STR DEX CON
blessing to them and your village. The 9 (−1) 16 (+3) 14 (+2) Two-Weapon Fighting. When you
druids of the circle overseeing the land
take the Attack action and attack with
near your home tutored you from a young INT WIS CHA
age, allowing you to eschew the normal 11 (+0) 16 (+3) 14 (+2) your scimitar in one hand, you can
life a farm child. You became able to shift use a bonus action to attack with the
your form when you entered puberty. Proficiencies (+3 proficiency bonus) scimitar in your other hand. On a hit
Although your build is slight, your powers Armor Light armor, medium with this bonus action attack, you deal
of spirit grant you all the might you need. armor, shields only 1d6 slashing damage.
Saving Throws Int +3, Wis +6
Background (Folk Hero) Skills History +3, Insight +6,
Wild Shape. Druid feature; common
forms include polar bear and saber-
You come from among the peasantry, but Medicine +6, Nature +3 toothed tiger
the druids who taught you revealed your Tools harp, herbalism kit
birth is in accord with a prophecy spoken Weapons clubs, daggers, darts, Options
long ago by mysterious fey. People of your
javelins, maces, quarterstaffs, Primal Strike. Druid Wild Shape feature
home village regard you as a blessed one
with the skills to stand against threats
scimitars, sickles, slings, spears
Senses passive (Perception) 13 Spellcasting. You are a spellcaster
against common folk everywhere. (druid feature) who uses Wisdom as
Rustic Hospitality. You can find a Languages Common, Draconic, Druidic
your spellcasting ability (spell save DC
place to hide, rest, or recuperate among
commoners, unless you have shown
Actions 14; +6 to hit with spell attacks). You
yourself to be a danger to them. They will Attack. You can make one of the have the following spells prepared:
shield you from the law or anyone else following attacks: Cantrips (at will): druidcraft, produce
searching for you, though they will not • Produce Flame. Ranged Spell Attack: flame, thorn whip
risk their lives for you. +6 to hit, 30 ft., one target. 1st Level (4 slots): cure wounds,
Faction. You are a member of the Hit: 2d8 fire damage.
Emerald Enclave, wilderness survivalists
faerie fire, fog cloud, healing word,
• Scimitar. Melee Weapon Attack: thunderwave
who preserve the natural order while
+6 to hit, reach 30 ft., one target. 2nd Level (3 slots): flame blade, gust
rooting out unnatural threats.
Personality Trait. You judge people
Hit: 1d6 + 3 slashing damage. of wind, moonbeam
by their actions, testing them with 3rd Level (3 slots): call lightning
strong words. 4th Level (1 slot): wall of fire
Ideal. Traditional ways, when wise and
good, should be upheld.
Bond. Everything you do is to serve Preparing and Casting Spells. To cast devotion and attunement to nature. You
and protect the common folk. one of your druid spells, you must expend use your Wisdom whenever a spell refers
Flaw. Convinced of the import of a slot of the spell’s level or higher. You to your spellcasting ability.
your destiny, you are blind to your regain all expended spell slots when you Ritual Casting. You can cast a druid
shortcomings and the risk of failure. finish a long rest. spell as a ritual if that spell has the ritual
You prepare the list of druid spells that tag and you have the spell prepared.
Druid Features are available for you to cast, choosing Spellcasting Focus. You can use a
Druidic. You can speak Druidic and from the druid spell list. When you do so, druidic focus, such as your yew wand, as
use it to leave hidden messages. You choose up to ten druid spells. The spells a spellcasting focus for your druid spells.
and others who know this language must be of a level for which you have Wild Shape (Recharges after You
automatically spot such a message. spell slots. Finish a Short or Long Rest). You can
Others spot the message’s presence with You can change your list of prepared take a bonus action to magically assume
a successful DC 15 Wisdom (Perception) spells when you finish a long rest. the shape of a beast that you have seen
check but can decipher it only with magic. When you prepare new spells, you must before, provided that the beast has a
meditate 1 minute per spell level for each challenge rating of 2, or lower, and
Spellcasting. Drawing on the divine
spell on your list. has no flying speed. You can use this
essence of nature, you can cast spells to
Spellcasting Ability. Wisdom is your feature twice.
shape that essence to your will.
spellcasting ability for your druid spells,
Cantrips. You know three cantrips,
since your magic draws upon your
which you can cast at will.
Druid Features (cont’d) Combat Wild Shape. While you are
transformed, you can use a bonus action
Wild Shape (cont’d). You can stay in to expend one spell slot to regain 1d8 hit
a beast shape for 3 hours, and then you points per level of the spell slot expended.
revert to your normal form unless you Primal Strike. Your attacks in beast
expend another use of this feature. You form count as magical for the purpose of
can revert to your normal form earlier by overcoming resistance and immunity to
using a bonus action. You automatically nonmagical attacks and damage.
revert if you fall unconscious, drop to 0
hit points, or die. Equipment
While you are transformed, the
Backpack, bedroll, common clothing,
following rules apply:
harp, healer’s kit, herbalism kit, mess
• Your game statistics are replaced by kit, periapt of wound closure, potion
the statistics of the beast, but you of healing (3), pouch, rations (10 days),
retain your alignment, personality, and scimitars (2), studded leather armor,
Intelligence, Wisdom, and Charisma tinderbox, waterskin, yew wand
scores. You also retain all of your skill
and saving throw proficiencies, in addi- Periapt of Wound Closure
tion to gaining those of the creature. If Wondrous item, uncommon (requires
the creature has the same proficiency attunement)
as you and the bonus in its stat block is While you wear this pendant, you
higher than yours, use the creature’s stabilize whenever you are dying at
bonus instead of yours. If the creature the start of your turn. In addition,
has any legendary or lair actions, you whenever you roll a Hit Die to regain hit
can’t use them. points, double the number of hit points
• When you transform, you assume the it restores.
beast’s hit points and Hit Dice. When
you revert to your normal form, you
return to the number of hit points you
had before you transformed. However,
if you revert as a result of dropping to 0
hit points, any excess damage carries
over to your normal form.
• You can’t cast spells, and your ability to
speak or take any action that requires
hands is limited to the capabilities of
your beast form. Transforming doesn’t
break your concentration on a spell
you’ve already cast, however, or prevent
you from taking actions that are part of
a spell that you’ve already cast.
• You retain the benefit of any features
from your class, race, or other source
and can use them if the new form
is physically capable of doing so.
However, your senses are replaced by
those of the beast.
• You choose whether your equipment
falls to the ground in your space,
merges into your new form, or is worn
by it. Worn equipment functions as
normal, but the DM decides whether it
is practical for the new form to wear a
piece of equipment, based on the crea-
ture’s shape and size. Your equipment
doesn’t change size or shape 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 effect until you leave the form.

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