You are on page 1of 7

Level 5 Human Druid, Circle of the Moon (4) / Monk (1) 13950

CHARACTER LEVEL, RACE, & CLASS EXPERIENCE


Leiram
Astral Drifter Chaotic Good Fharlanghn Player One
CHARACTER NAME BACKGROUND ALIGNMENT DEITY PLAYER NAME

STEALTH DISADVANTAGE

ARMOR Telepathic. You can speak telepathically to any creature


STRENGTH Unarmored Defense (Monk) (17) 17 you can see within 60 feet of you. Your telepathic
utterances are in a language you know, and the creature
PROFICIENCY BONUS +3
11
SHIELD understands you only if it knows that language. Your
AC communication doesn’t give the creature the ability to
respond to you telepathically.
N
CIE C You can cast the detect thoughts spell, requiring no spell
+0 Strength
Y
PROFI

slot or components, and you must finish a long rest before


+0 you can cast this it this way again. Your spellcasting ability
+2 Dexterity
for this spell is Wisdom. If you have spell slots of 2nd level
+3 Constitution ARMOR CLASS or higher, you can cast this spell with them.
DEXTERITY
✘ +4 Intelligence Magic Initiate.
MAXIMUM HIT DICE TEMPORARY

14
Cleric. Spellcasting ability: Wisdom.
✘ +8 Wisdom
43 5d8
+1 Charisma Fey Touched. You can cast this feat’s spells without a spell
CONDITIONAL
slot once per long rest. You can also cast these spells using
spell slots you have of the appropriate level. Your
+2 spellcasting ability for these spells is Wisdom.
CURRENT HIT POINTS Mobile. When you use the Dash action, difficult terrain
CONSTITUTION DEATH SAVING THROWS doesn’t cost you extra movement on that turn.When you
SAVING THROWS make a melee attack against a creature, you don’t provoke

16 SPEED FLY CLIMB SWIM opportunity attacks from that creature for the rest of the
N
CIE C
turn, whether you hit or not.
+2 Acrobatics (Dex) 40ft. 0ft. 0ft. 0ft.
Y
PROFI

RT

EXPE

VISION INSPIRATION EXHAUSTION Druidic. You can use it to leave hidden messages. You and
+5 Animal Handling (Wis) others who know this language automatically spot such a
+3 ✘ +4 Arcana (Int) message. Others spot the message’s presence with a
successful DC 15 Perception check but can’t decipher it
+0 Athletics (Str) without magic.
INTELLIGENCE +1 Deception (Cha) Spellcasting. You can cast druid spells as rituals. You can

13 +1 History (Int) prepare 9 spells from the druid spell list. You can use a
druidic focus as your spellcasting focus.
✘ +8 Insight (Wis)
Wild Shape (Action—2/Short Rest). You can magically
+1 Intimidation (Cha) SPEED, SENSES, & CONDITIONS assume the shape of a beast that you have seen
+1 +1 Investigation (Int) before.You can stay in a beast shape for 2 hours. You then
revert to your normal form unless you expend another use
+5 Medicine (Wis) of this feature. You can revert to your normal form earlier
WISDOM by using a bonus action on your turn. You automatically
✘ +4 Nature (Int) revert if you fall unconscious, drop to 0 hit points, or die.

20 ✘
+5 Perception (Wis)
+4 Performance (Cha)
Combat Wild Shape (Bonus Action). Wild Shape on your
turn as a bonus action, rather than as an action.While you
are transformed by Wild Shape, you can use a bonus
+1 Persuasion (Cha) action to expend one spell slot to regain 1d8 hp per level
+5 ✘ +4 Religion (Int)
of the spell slot expended.

+2 Sleight of Hand (Dex) Circle Forms. You can use your Wild Shape to transform
CHARISMA
into a beast with a CR as high as 1.
+2 Stealth (Dex)
Unarmored Defense. While you are wearing no armor and
13 +5 Survival (Wis)
SKILLS
not wielding a shield, your AC equals 17.
Martial Arts. Your unarmed strike does 1d4+2 damage.
You can use Strength or Dexterity for these attacks.When
+1 15 PASSIVE PERCEPTION
you use the Attack action with an unarmed strike or a
monk weapon on your turn, you can make one unarmed
strike as a bonus action. For example, if you take the
ADVANTAGE
Attack action and attack with a quarterstaff, you can also
make an unarmed strike as a bonus action, assuming you
INITIATIVE +2 1 Attack / Attack Action RACIAL TRAITS
haven’t already taken a bonus action this turn.

NAME RANGE ATTACK DAMAGE / TYPE


Quarterstaff 5 ft +3 vs AC 1d6+0 bludgeoning
Versatile
FEATURES & TRAITS
Crossbow, Light 80/320 +5 vs AC 1d8+2 piercing
Ammunition, Loading, Two-Handed

Unarmed Attack 5 ft +5 1d4+2 Armor Proficiencies. Light Armor, Medium Armor,


Shields

Weapon Proficiencies. Club, Dagger, Dart, Javelin,


Mace, Quarterstaff, Scimitar, Sickle, Sling, Spear,
Simple Weapons, Shortsword

Tool Proficiencies. Herbalism kit

Languages. Common, Sylvan, Primordial, Elvish,


Druidic

ATTACKS & SPELLCASTING PROFICIENCIES & LANGUAGES

This character sheet was generated by the Aurora Builder.


Male 22 5'8 140 lb.
GENDER AGE HEIGHT WEIGHT
Leiram Green Fair White
CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS

Leiram had never met his birth parents, as a baby his parents entered some sort of deal with an archfey, selling him
away. Leiram was instead raised by a powerful fey named Effo, or at least that was the name she gave to Leiram, she was
as loving as a fey mother could be, teaching Leiram much of both magic and proper etiquette of the fey courts. Leiram
was kept as a house servant, often serving food and drink at the house parties thrown by Effo. During these house
parties Leiram came to befriend Fharlanghn. During one of the parties Fharlanghn made a deal with Effo, and brokered a
deal on Leiram’s behalf. Leiram would be granted his freedom but at what cost he still has not learned.

With his new found freedom Leiram quickly started to explore the world wanting to learn as much as he can and make
up for his lost time. As a holdover from his time in the fey realms Leriam introduces himself as L, never using his real
PERSONALITY TRAITS
name with strangers. His time with the fay left his body warped with magic, now with the ability to tap into fey magic
Leiram can be much more dangerous than he appears, although he would much rather find a peaceful solution to
conflicts.

IDEAL

BOND

FLAW BACKGROUND STORY

Divine Contact
In the Astral Sea, you crossed paths with a
wandering deity. The encounter was brief and
nonviolent, yet it made a lasting impression on you.
This deity saw fit to share one secret or obscure bit
of cosmic lore with you. Work with your DM to
determine the details of this knowledge and its
impact on the campaign.

BACKGROUND FEATURE

A bright green feather

TRINKET
ADDITIONAL FEATURES

This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
ADVENTURING GEAR # lb MAGIC ITEMS # lb
Explorer’s Pack 1 10
[Quarterstaff] 1 4
Crossbow, Light 1 5
Pan flute 1 2

ATTUNED MAGIC ITEMS 0 / 3


VALUABLES — GEMS, ART OBJECTS, TRADE GOODS # lb

COPPER SILVER ELECTRUM GOLD PLATINUM

0 0 0 0 0

ENCUMBRANCE — LIFTING AND CARRYING

WEIGHT CARRIED CARRY CAPACITY PUSH, DRAG, LIFT

21 lb / 165 lb 330 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 +8 16 9

SPELLCASTING ABILITY SPELL ATTACK BONUS SAVING THROW DC SPELLS TO PREPARE


Druid, Circle of the Moon

CANTRIPS Guidance Shillelagh


Thorn Whip

1ST LEVEL 4 SPELL SLOTS ● Detect Magic ● Goodberry


● Healing Word ● Jump ● Speak with Animals
Absorb Elements Absorb Elements Animal Friendship
Beast Bond Beast Bond Charm Person
Create or Destroy Water Cure Wounds Detect Poison and Disease
Earth Tremor Earth Tremor Entangle
Faerie Fire Fog Cloud Guiding Hand
Ice Knife Ice Knife Longstrider
Purify Food and Drink Snare Thunderwave
Wild Cunning

2ND LEVEL 3 SPELL SLOTS ● Enhance Ability ● Heat Metal


● Hold Person ● Moonbeam Air Bubble
Animal Messenger Barkskin Beast Sense
Darkvision Dust Devil Dust Devil
Earthbind Earthbind Find Traps
Flame Blade Flaming Sphere Gust of Wind
Healing Spirit Lesser Restoration Locate Animals or Plants
Locate Object Pass without Trace Protection from Poison
Skywrite Skywrite Spike Growth
Summon Beast Summon Bestial Spirit Warding Wind
Warding Wind Wither and Bloom

SPELLCASTING ABILITY SPELL ATTACK BONUS SAVING THROW DC SPELLS TO PREPARE


Other Spells

CANTRIPS Light (Cleric) Spare the Dying (Cleric)

1ST LEVEL Hex (Fey Touched) Command (Cleric)

2ND LEVEL Detect Thoughts (Telepathic) Misty Step (Fey Touched)


Guidance Light Shillelagh
Divination Cantrip Evocation Cantrip Transmutation Cantrip

CASTING TIME 1 action CASTING TIME 1 action CASTING TIME 1 bonus action
RANGE Touch RANGE Touch RANGE Touch
DURATION Concentration, up to 1 minute DURATION 1 hour DURATION 1 minute
COMPONENTS V, S COMPONENTS V, M (a firefly or phosphorescent moss) COMPONENTS V, S, M (mistletoe, a shamrock leaf, and a club or quarterstaff)

You touch one willing creature. Once before the spell ends, the target You touch one object that is no larger than 10 feet in any dimension. The wood of a club or quarterstaff you are holding is imbued with
can roll a d4 and add the number rolled to one ability check of its Until the spell ends, the object sheds bright light in a 20-foot radius nature’s power. For the duration, you can use your spellcasting ability
choice. It can roll the die before or after making the ability check. The and dim light for an additional 20 feet. The light can be colored as instead of Strength for the attack and damage rolls of melee attacks
spell then ends. you like. Completely covering the object with something opaque using that weapon, and the weapon’s damage die becomes a d8. The
blocks the light. The spell ends if you cast it again or dismiss it as an weapon also becomes magical, if it isn’t already. The spell ends if you
action. cast it again or if you let go of the weapon
If you target an object held or worn by a hostile creature, that
creature must succeed on a Dexterity saving throw to avoid the spell.

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

Spare the Dying Thorn Whip Command


Necromancy Cantrip Transmutation Cantrip 1st-level enchantment

CASTING TIME 1 action CASTING TIME 1 action CASTING TIME 1 action


RANGE Touch RANGE 30 feet RANGE 60 feet
DURATION Instantaneous DURATION Instantaneous DURATION 1 round
COMPONENTS V, S COMPONENTS V, S, M (the stem of a plant with thorns) COMPONENTS V

You touch a living creature that has 0 hit points. The creature You create a long, vine-like whip covered in thorns that lashes out at You speak a one-word command to a creature you can see within
becomes stable. This spell has no effect on undead or constructs. your command toward a creature in range. Make a melee spell attack range. The target must succeed on a Wisdom saving throw or follow
against the target. If the attack hits, the creature takes 1d6 piercing the command on its next turn. The spell has no effect if the target is
damage, and if the creature is Large or smaller, you pull the creature undead, if it doesn’t understand your language, or if your command
up to 10 feet closer to you. is directly harmful to it. Some typical commands and their effects
This spell’s damage increases by 1d6 when you reach 5th level follow. You might issue a command other than one described here. If
(2d6), 11th level (3d6), and 17th level (4d6). you do so, the DM determines how the target behaves. If the target
can’t follow your command, the spell ends.
Approach. The target moves toward you by the shortest and most
direct route, ending its turn if it moves within 5 feet of you.
Drop. The target drops whatever it is holding and then ends its
turn.
Flee. The target spends its turn moving away from you by the
fastest available means.
Grovel. The target falls prone and then ends its turn.
Halt. The target doesn’t move and takes no actions. A flying
creature stays aloft, provided that it is able to do so. If it must move
to stay aloft, it flies the minimum distance needed to remain in the
air.
At Higher Levels. When you cast this spell using a spell slot of 2nd
level or higher, you can affect one additional creature for each slot
level above 1st. The creatures must be within 30 feet of each other
when you target them.

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

Detect Magic Goodberry Healing Word


1st-level divination (ritual) 1st-level transmutation 1st-level evocation

CASTING TIME 1 action CASTING TIME 1 action CASTING TIME 1 bonus action
RANGE Self RANGE Touch RANGE 60 feet
DURATION Concentration, up to 10 minutes DURATION Instantaneous DURATION Instantaneous
COMPONENTS V, S COMPONENTS V, S, M (a sprig of mistletoe) COMPONENTS V

For the duration, you sense the presence of magic within 30 feet of Up to ten berries appear in your hand and are infused with magic for A creature of your choice that you can see within range regains hit
you. If you sense magic in this way, you can use your action to see a the duration. A creature can use its action to eat one berry. Eating a points equal to 1d4 + your spellcasting ability modifier. This spell has
faint aura around any visible creature or object in the area that bears berry restores 1 hit point, and the berry provides enough no effect on undead or constructs.
magic, and you learn its school of magic, if any. nourishment to sustain a creature for one day. At Higher Levels. When you cast this spell using a spell slot of 2nd
The spell can penetrate most barriers, but is blocked by 1 foot of The berries lose their potency if they have not been consumed level or higher, the healing increases by 1d4 for each slot level above
stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of within 24 hours of the casting of this spell. 1st.
wood or dirt.

Prepared (Druid) Player’s Handbook Prepared (Druid) Player’s Handbook Prepared (Druid) Player’s Handbook
Hex Jump Speak with Animals
1st-level enchantment 1st-level transmutation 1st-level divination (ritual)

CASTING TIME 1 bonus action CASTING TIME 1 action CASTING TIME 1 action
RANGE 90 feet RANGE Touch RANGE Self
DURATION Concentration, up to 1 hour DURATION 1 minute DURATION 10 minutes
COMPONENTS V, S, M (the petrified eye of a newt) COMPONENTS V, S, M (a grasshopper’s hind leg) COMPONENTS V, S

You place a curse on a creature that you can see within range. Until You touch a creature. The creature’s jump distance is tripled until the You gain the ability to comprehend and verbally communicate with
the spell ends, you deal an extra 1d6 necrotic damage to the target spell ends. beasts for the duration. The knowledge and awareness of many
whenever you hit it with an attack. Also, choose one ability when you beasts is limited by their intelligence, but at minimum, beasts can
cast the spell. The target has disadvantage on ability checks made give you information about nearby locations and monsters, including
with the chosen ability. whatever they can perceive or have perceived within the past day.
If the target drops to 0 hit points before this spell ends, you can use You might be able to persuade a beast to perform a small favor for
a bonus action on a subsequent turn of yours to curse a new you, at the DM’s discretion.
creature. A remove curse cast on the target ends this spell early.
At Higher Levels. When you cast this spell using a spell slot of 3rd
or 4th level, you can maintain your concentration on the spell for up
to 8 hours. When you use a spell slot of 5th level or higher, you can
maintain your concentration on the spell for up to 24 hours.

Fey Touched Player’s Handbook Prepared (Druid) Player’s Handbook Prepared (Druid) Player’s Handbook

Detect Thoughts Enhance Ability Heat Metal


2nd-level divination 2nd-level transmutation 2nd-level transmutation

CASTING TIME 1 action CASTING TIME 1 action CASTING TIME 1 action


RANGE Self RANGE Touch RANGE 60 feet
DURATION Concentration, up to 1 minute DURATION Concentration, up to 1 hour DURATION Concentration, up to 1 minute
COMPONENTS V, S, M (a copper piece) COMPONENTS V, S, M (fur or a feather from a beast) COMPONENTS V, S, M (a piece of iron and a flame)
For the duration, you can read the thoughts of certain creatures. When you You touch a creature and bestow upon it a magical enhancement. Choose a manufactured metal object, such as a metal weapon or a
cast the spell and as your action on each turn until the spell ends, you can Choose one of the following effects: the target gains the effect until suit of heavy or medium metal armor, that you can see within range.
focus your mind on any one creature that you can see within 30 feet of you. If the spell ends. You cause the object to glow red-hot. Any creature in physical
the creature you choose has an Intelligence of 3 or lower or doesn’t speak any
language, the creature is unaffected. Bear’s Endurance. The target has advantage on Constitution contact with the object takes 2d8 fire damage when you cast the
You initially learn the surface thoughts of the creature—what is most on its checks. It also gains 2d6 temporary hit points, which are lost when spell. Until the spell ends, you can use a bonus action on each of your
mind in that moment. As an action, you can either shift your attention to the spell ends. subsequent turns to cause this damage again.
another creature’s thoughts or attempt to probe deeper into the same Bull’s Strength. The target has advantage on Strength checks, and If a creature is holding or wearing the object and takes the damage
creature’s mind. If you probe deeper, the target must make a Wisdom saving his or her carrying capacity doubles. from it, the creature must succeed on a Constitution saving throw or
throw. If it fails, you gain insight into its reasoning (if any), its emotional state, Cat’s Grace. The target has advantage on Dexterity checks. It also drop the object if it can. If it doesn’t drop the object, it has
and something that looms large in its mind (such as something it worries over, doesn’t take damage from falling 20 feet or less if it isn’t disadvantage on attack rolls and ability checks until the start of your
loves, or hates). If it succeeds, the spell ends. Either way, the target knows that incapacitated. next turn.
you are probing into its mind, and unless you shift your attention to another
creature’s thoughts, the creature can use its action on its turn to make an Eagle’s Splendor. The target has advantage on Charisma checks. At Higher Levels. When you cast this spell using a spell slot of 3rd
Intelligence check contested by your Intelligence check; if it succeeds, the spell Fox’s Cunning. The target has advantage on Intelligence checks. level or higher, the damage increases by 1d8 for each slot above 2nd.
ends. Owl’s Wisdom. The target has advantage on Wisdom checks.
Questions verbally directed at the target creature naturally shape the course At Higher Levels. When you cast this spell using a spell slot of 3rd
of its thoughts, so this spell is particularly effective as part of an interrogation. level or higher, you can target one additional creature for each slot
You can also use this spell to detect the presence of thinking creatures you level above 2nd.
can’t see. When you cast the spell or as your action during the duration, you
can search for thoughts within 30 feet of you. The spell can penetrate barriers,
but 2 feet of rock, 2 inches of any metal other than lead, or a thin sheet of lead
blocks you. You can’t detect a creature with an Intelligence of 3 or lower or
one that doesn’t speak any language.
Once you detect the presence of a creature in this way, you can read its
thoughts for the rest of the duration as described above, even if you can’t see
it, but it must still be within range.

Telepathic Player’s Handbook Prepared (Druid) Player’s Handbook Prepared (Druid) Player’s Handbook

Hold Person Misty Step Moonbeam


2nd-level enchantment 2nd-level conjuration 2nd-level evocation

CASTING TIME 1 action CASTING TIME 1 bonus action CASTING TIME 1 action
RANGE 60 feet RANGE Self RANGE 120 feet
DURATION Concentration, up to 1 minute DURATION Instantaneous DURATION Concentration, up to 1 minute
COMPONENTS V, S, M (a small, straight piece of iron) COMPONENTS V COMPONENTS V, S, M (several seeds of any moonseed plant and a piece of
opalescent feldspar)

Choose a humanoid that you can see within range. The target must Briefly surrounded by silvery mist, you teleport up to 30 feet to an A silvery beam of pale light shines down in a 5-foot-radius, 40-foot-
succeed on a Wisdom saving throw or be paralyzed for the duration. unoccupied space that you can see. high cylinder centered on a point within range. Until the spell ends,
At the end of each of its turns, the target can make another Wisdom dim light fills the cylinder.
saving throw. On a success, the spell ends on the target. When a creature enters the spell’s area for the first time on a turn
At Higher Levels. When you cast this spell using a spell slot of 3rd or starts its turn there, it is engulfed in ghostly flames that cause
level or higher, you can target on additional humanoid for each slot searing pain, and it must make a Constitution saving throw. It takes
level above 2nd. The humanoids must be within 30 feet of each other 2d10 radiant damage on a failed save, or half as much damage on a
when you target them. successful one.
A shapechanger makes its saving throw with disadvantage. If it
fails, it also instantly reverts to its original form and can’t assume a
different form until it leaves the spell’s light.
On each of your turns after you cast this spell, you can use an
action to move the beam up to 60 feet in any direction.
At Higher Levels. When you cast this spell using a spell slot of 3rd
level or higher, the damage increases by 1d10 for each slot level
above 2nd.

Prepared (Druid) Player’s Handbook Fey Touched Player’s Handbook Prepared (Druid) Player’s Handbook
Explorer’s Pack Quarterstaff Crossbow, Light
Equipment Packs Weapons Weapons

Includes a backpack, a bedroll, a mess kit, a tinderbox, 10


torches, 10 days of rations, and a waterskin. The pack also
has 50 feet of hempen rope strapped to the side of it.

10 lbs. Player’s Handbook 4 lb. Player’s Handbook 5 lb. Player’s Handbook

Pan flute
Musical Instruments

If you have proficiency with the pan flute, you can add your
proficiency bonus to any ability checks you make to play
music with the instrument. A bard can use a musical
instrument as a spellcasting focus.

2 lbs. Player’s Handbook

You might also like