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TILOO THE MAKER Druid 3 (Circle of the Moon) 927 ASS REVEL EXPERENCEVOWNIS—_PUNTERNAME Rock Gnome Hermit FACEANCESTRATFERTNG BACKGROUND RUPE or PATERTO sreeo FEATURES, TRAITS & MORE sTR #2. moriencr anmon —_ FEATURES TRAITS 2 MORE _ +0 onus cuss ‘Aigner: Neu. wilhep other, ba aS? wmarwe vot setous personal lk of yates 10 14 that don't benefit me. +100 (25 ft. saving rénows Armor Worn: leather armor, wooden shield Hermit Background [PHB p. 134) {a strength saves “ entre: scver (reat sere) DEX +2 Dexter Saves 5 ras: Utery serene atl Sines +1 +42 Constitution Saves HIT POINTS HIT DICE Intellectual attitude. : ye Meath nlc cosmic power V2ineligence Saves 13 ition sav 24 3d8 cee eres suson ss 5 lw: Must nal argument. +1. Cxarsma Saves DEATH SAVES: Success 000 Fal 000 Prof. bonus added Rock Gnome Traits [PHB p. 35] con suus \WEAPON & UNARMED ATTACKS 1 Gest Te: Hamano +200 Giana on aascatat vt ps en rasa 152 Animal Handing (ms) 5 barton (0 fet 40 ana) ‘cine Meee Weapon Ack + Gnome Ginning (on ntetigence, qo ates (1 Teach Sf: Ge slshing damage. Woden One sr bo male +2 Deception (Cha) +» Artificer's Lore (History bonus) Ne ee Dagges. Melee or Ranged Weapon ack 1310 Arter tore (story bors) +0 yi hit, reach 5 ft, 144+1 piercing damage. (if '* Tinker (craft devices) 42 Ini i) thrown, nomal range to 20 eavatage 10 +41 Intimidation (Cho) 40 Investigation nt) 4 Medicine (Is) * 12 Nature nt) wis: +4 Perception (Wis) * +2 +41 Performance (cho) 15 44 ersuason (Cho) 12 Religion rt) * 11 Sleight of Hand (Dex) 4 Steath (Dex cHA 42 Survival (Wis) +1 2 * Prof bonus added 14 Passive wisoom (PERCEPTION) PROFICIENCIES & LANGUAGES mor, medium armor, shields {nonmeta' ony) Weapons club, dagger dart, javelin, mace, quarterstaf, scimitar, sche, sling, spear Tools: none Saving Throws: Intelligence, Wisdom Skis: Medicine, Nature, Perception, Religion Languages: Common, Drude, Dwarvsh, Gnomish ENCUMBRANCE Ling & Carrying: 150 Ibs. max. carrying ‘capacity, 300 bs, pushing or dragging (speed 5M}; 300 bs, max. long range 21 to 60.) Sling. Ranged Weapon Attack: +3 to hit. Mit: (441 bludgeoring damage. (Normal range 10 30; disadvantage long range 31 to 120, ft) MAGIC, FEATS & SPECIAL ATTACKS. No special notes. EQUIPMENT & TREASURE Carried Gear [PHB, p. 143}: leather armor (AC 11), shield (AC #2), scimitar, dagger sling and 20, Stones, herbalism kt (cippers, mortar and pestle, pouches and vials of herbs), set of common clothes, a sro case stuffed fll of personal notes, a winter blanket. (This load is about 40 bs, add 1 1b per 50 coins caried) Magic tems (OMG p. 135) + potion of healing (2442 hp) {2) tem attuned o character. Coins & Gems: 4 gold peces (gpl 64 silver pieces (sp; 48 copper pieces (ph: 2 gems (worth 30 gp each) Druid Class Features [PHB p. 65] + Ritual Casting * Wile Shape (max. CR 3, no fying oF swimming, twice betw. short or long ress) + Combat Wild shape {change as bonus action, trade spell slots to hea) Spellastng [PHB p. 201} ips Known: Guidonce, Resistance Prepared Spells {st Love (4 slots): Detect Mogi, Cure Wounds 2nd Level (2 slots): Borkskin, Hold Person, Lesser Restoration PLAYING THE GAME + The Dungeon Master (OM) describes 2 scene and players take turns describing their enareters' responses. + For ablity checks, saving throws, and attack rolls, rll 1620 + one ability modifier + proficiency bonus if proficient in task) The higher the total, the better the efort, ‘The DM tracks minimum totals needes for successful result + For initiative rolls, oll 1620+ Iniative (Dex) modifier. Higher totals at before ‘ower totals inthe same second round + During 2 turn a character or creature may ‘dol movement, action and upto 2 bonus ation Between turns, doup to 2 + Advantage: Roll two 420s ané use the higher result. Disadvantage: Roll two d20s and use the lower result + On attackrolls only, a "natural 20" is abways 23 ertical it, while 2 "natural 1” always a mis. + Saving throws are rolled as needed at any time due to attacks, spel, or hazards ‘A character may def ailing three death saves while at Ohi points, gaining 6 levels of exhaustion, or suffering certain sadly spels and havards, + Specific traits, features, spell, ane magic items may create exceptions to ary rules. [ACTIONS (1 per turn) ‘Attack: Rol to hit, melee or ranged. Some ‘Gasees and creatures make extra atacke at higner levels with tis action. + cast Spell If casting time 1 action. + Dash: Double Speed this turn. + Disengage: Avoiding all opportunity attacks while moving; "defensive rere + Dodge: Give attackers disadvantage. + scape: Try 10 break fee from grape. + Grapple: Special melee attack + Help: Give anally advartage on one ability check or attack rll + Hide: Stealth allowed only if unobserved. + Ready: Pan to take action as reaction when trigger occurs + Search: Perception or Investigation check + Shove: Special melee attack. + Stabile: DC 10 Medicine check to aig 0 hp. dying creature; automatic suecessit using healers kt + Use Object: Pick lock, activate magical Item, caver a hooded lantern, ete + Use Potion: Drink ar administer + Use Shield: Equip or drop a shld. BONUS ACTIONS (up to 1 per turn) + offhand attack: If doing Atack as action, ‘may make one attack this turn i ight weapon in other hand + Cast Spell If casting time 1 bonus ation [MOVEMENTS (limited by Speed) + Move: Distance equal to Speed + Craw, Climb, Swim, Squeeze, Move Across Difficult Terrain ar Move While ‘Grappling: "Half speed," uses up 10. of Speed per 5 ft, distance + Drop Prone: No costo Speed + Stand Up: From Prone pesiion/condition, costs half Speed that turn. + Take Cover: At end of move, half cover gives +2 to Armor Class and Desterity ‘saving throws three-quarter cover gives $#SACand Dex saves, REACTIONS (1 between turns) + Cast Spell: If castng time 1 reaction, + Opportunity attack: May make one attack if enemy moves out of reach + Readied Action: Alter trigger occurs, ese ‘ction wasted FREE ACTIONS + Concentration (Maintain & Spell: Ends ‘aster starts another concentration spel, forthe casters incapacitated, stunned, unconscious, or killed. caster takes ‘damage, # Constitution saving throw is needed to avoid immediately ending spell OC is equal to 10 oF hal damage taken, whichever i greater. Each hit needs a separate saving throw check. + Interacting With An Object: Generally part ‘of another Movement or Acton, framples: Draw one weapon, crop a held ‘object, or open an unlocked door

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