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 RestorationPLAYING 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