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Druid (1) 18 . 5 , , , , .

CLASS & LEVEL BACKGROUND PLAYER NAME

Human/Damaran Neutral Evil


CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION
STRENGTH
17 +1 30
+1 +2 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED

12 PERSONALITY TRAITS

Hit Point Maximum 12


+1 Strength
DEXTERITY
+1 Dexterity
,
+1 ●
+4 Constitution
+5 Intelligence
CURRENT HIT POINTS IDEALS

12 ●
+5 Wisdom
0 Charisma
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS

+4 +1 Acrobatics (Dex) SUCCESSES

19 +3 Animal Handling (Wis)


1x(1d8+4)
FAILURES

+5 Arcana (Int) HIT DICE DEATH SAVES FLAWS
INTELLIGENCE
+1 Athletics (Str)

+3 0 Deception (Cha)
+3 History (Int)
NAME ATK BONUS DAMAGE/TYPE

16 +3 Insight (Wis)
Crossbow, hand +1 1d6+1 piercing Adamantine Armor,
0 Intimidation (Cha) Scimitar +3 1d6+1 slashing Breastplate
WISDOM +3 Investigation (Int)
+5 Medicine (Wis)
Sword of Life Stealing, Scimitar
+3 1d6+1 slashing Amulet Of Health
+3


+5 Nature (Int) Backpack
16
+3 Perception (Wis) Number of Bedroll
0
0
Performance (Cha)
Persuasion (Cha)
Attacks: 1 Book
CHARISMA
+3 Religion (Int) Boots Of Levitation
0 +1 Sleight of Hand (Dex) Boots Of Speed
11 ●
+1 Stealth (Dex)
+5 Survival (Wis)
Candle
SKILLS ATTACKS & SPELLCASTING
Explorer's Pack
Leather
13 PASSIVE WISDOM (PERCEPTION)
CP
Mess kit
Rations (1 day) x10
Tool Proficiencies: Herbalism Kit SP
Rope, hempen
Weapon Proficiencies: Club; EP Shield
Dagger; Dart; Javelin; Mace;
Quarterstaff; Scimitar; Sickle; Sling; Spellbook
Spear GP
Tinderbox
Armor Proficiencies: Light; Medium;
Shields
PP Torch x10
Totem
Language Proficiencies: Abyssal;
Common; Druidic; Elvish; Goblin Waterskin
OTHER PROFICIENCIES & LANGUAGES TREASURE EQUIPMENT

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28 176 85
AGE HEIGHT WEIGHT

CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL

CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

( ), . 18 . 5 ,
, , , .

TREASURE CHARACTER BACKSTORY

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Druid Wisdom 13 +5
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 6
Druidcraft
Resistance

SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED

1 2 7
EPAR
SPELL NAME
ED
PR

Animal Friendship

Charm Person
4
Create or Destroy Water

Cure Wounds
SPELLS KNOWN

Detect Magic

Detect Poison and Disease


Entangle

Faerie Fire
Fog Cloud
Goodberry
8
Healing Word
Jump

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Druid Wisdom 13 +5
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 6

SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED

1 2 7
EPAR
SPELL NAME
ED
PR

Longstrider

Purify Food and Drink


4
Speak with Animals

Thunderwave
SPELLS KNOWN

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

----------Bonus Actions----------
Boots of Speed. Activate Boots of Speed and double your
walking speed and opportunity attacks against you have
disadvantage (lasts 10 minutes, use once/long rest).

---------------Actions--------------
Levitate. Cast levitate at will.

-----------Other Traits------------
Druidic. You can speak Druidic and use it to leave hidden
message and automatically spot messages left by others.
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Druidcraft Resistance Animal Friendship


Druid Cantrip Transmutation DC 13 Spell Mod +5 Druid Cantrip Abjuration DC 13 Spell Mod +5 Druid Level 1 Enchantment DC 13 Spell Mod +5
1 Act. 30 ft V,S Inst 1 Act. Touch V,S,M Conc, 1 min 1 Act. 30 ft V,S,M 24 hrs
A miniature cloak A bit of food

Whispering to the spirits of nature, you create You touch one willing creature. Once before Choose a beast that you can see. It must be
one of the following effects within range: • You the spell ends, the target can roll a d4 and add able to see and hear you. If its Intelligence is 4
create a tiny, harmless sensory effect that the number rolled to one saving throw of its or higher, the spell fails. Otherwise, it must
predicts what the weather will be at your choice. It can roll the die before or after pass a Wisdom save or be charmed by you. If
location for the next 24 hours. The effect making the saving throw. The spell then ends. you or one of your companions harms it, the
might manifest as a golden orb for clear skies, spell ends. At Higher Levels: You can target
a cloud for rain, falling snowflakes for snow, one additional beast for each slot level above
and so on. This effect persists for 1 round. • 1st.
You instantly make a flower blossom, a seed
pod open, or a leaf bud bloom. • You create an
instantaneous, harmless sensory effect, such
as falling leaves, a puff of wind, the sound of a
small animal, or the faint odor of skunk. The
effect must fit in a 5-foot cube. • You instantly
light or snuff out a candle, a torch, or a small
campfire.

Charm Person Create or Destroy Water Cure Wounds


Druid Level 1 Enchantment DC 13 Spell Mod +5 Druid Level 1 Transmutation DC 13 Spell Mod +5 Druid Level 1 Evocation DC 13 Spell Mod +5
1 Act. 30 ft V,S 1 hr 1 Act. 30 ft V,S,M Inst 1 Act. Touch V,S Inst
A drop of water if creating water or a few grains of
sand if destroying it

You attempt to charm a humanoid you can see You either create or destroy water. Create A creature you touch regains a number of hit
within range. It must make a Wisdom saving Water. You create up to 10 gallons of clean points equal to 1d8 + your spellcasting ability
throw, and does so with advantage if you or water within range in an open container. modifier. This spell has no effect on undead or
your companions are fighting it. If it fails the Alternatively, the water falls as rain in a constructs. At Higher Levels. When you cast
saving throw, it is charmed by you until the 30-foot cube within range, extinguishing this spell using a spell slot of 2nd level or
spell ends or until you or your companions do exposed flames in the area. Destroy Water. higher, the healing increases by 1d8 for each
anything harmful to it. The charmed creature You destroy up to 10 gallons of water in an slot level above 1st.
regards you as a friendly acquaintance. When open container within range. Alternatively,
the spell ends, the creature knows it was you destroy fog in a 30-foot cube within range.
charmed by you. At Higher Levels. When you At Higher Levels. When you cast this spell
cast this spell using a spell slot of 2nd level or using a spell slot of 2nd level or higher, you
higher, you can target one additional creature create or destroy 10 additional gallons of
for each slot level above 1st. The creatures water, or the size of the cube increases by 5
must be within 30 feet of each other when you feet, for each slot level above 1st.
target them.

Detect Magic (ritual) Detect Poison and Disease (ritual) Entangle


Druid Level 1 Divination DC 13 Spell Mod +5 Druid Level 1 Divination DC 13 Spell Mod +5 Druid Level 1 Conjuration DC 13 Spell Mod +5
1 Act. Self V,S Conc, 10 mins 1 Act. Self V,S,M Conc, 10 mins 1 Act. 90 ft V,S Conc, 1 min
A yew leaf

For the duration, you sense the presence of For the duration, you can sense the presence Grasping weeds and vines sprout from the
magic within 30 feet of you. If you sense magic and location of poisons, poisonous creatures, ground in a 20-foot square starting from a
in this way, you can use your action to see a and diseases within 30 feet of you. You also point within range. For the duration, these
faint aura around any visible creature or identify the kind of poison, poisonous plants turn the ground in the area into
object in the area that bears magic, and you creature, or disease in each case. The spell can difficult terrain. A creature in the area when
learn its school of magic, if any. The spell can penetrate most barriers, but it is blocked by 1 you cast the spell must succeed on a Strength
penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin saving throw or be restrained by the
foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt. entangling plants until the spell ends. A
sheet of lead, or 3 feet of wood or dirt. creature restrained by the plants can use its
action to make a Strength check against your
spell save DC. On a success, it frees itself.
When the spell ends, the conjured plants wilt
away.
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Faerie Fire Fog Cloud Goodberry


Druid Level 1 Evocation DC 13 Spell Mod +5 Druid Level 1 Conjuration DC 13 Spell Mod +5 Druid Level 1 Transmutation DC 13 Spell Mod +5
1 Act. 60 ft V Conc, 1 min 1 Act. 120 ft V,S Conc, 1 hr 1 Act. Touch V,S,M Inst
Mistletoe sprig

Each object in a 20-foot cube within range is You create a 20-foot-radius sphere of fog Up to ten magic berries appear. A creature can
outlined in blue, green, or violet light (your centered on a point within range. The sphere use its action to eat one berry. Eating a berry
choice). Any creature in the area when the spreads around corners, and its area is heavily restores 1 hit point and provides enough
spell is cast is also outlined in light if it fails a obscured. It lasts for the duration or until a nourishment to sustain a creature for a day.
Dexterity saving throw. For the duration, wind of moderate or greater speed (at least 10 The berries lose their magic if they haven't
objects and affected creatures shed dim light miles per hour) disperses it. At Higher Levels. been eaten within 24 hours.
in a 10-foot radius. Any attack roll against an When you cast this spell using a spell slot of
affected creature or object has advantage if the 2nd level or higher, the radius of the fog
attacker can see it, and the affected creature or increases by 20 feet for each slot level above
object can't benefit from being invisible. 1st.

Healing Word Jump Longstrider


Druid Level 1 Evocation DC 13 Spell Mod +5 Druid Level 1 Transmutation DC 13 Spell Mod +5 Druid Level 1 Transmutation DC 13 Spell Mod +5
1 B.A. 60 ft V Inst 1 Act. Touch V,S,M 1 min 1 Act. Touch V,S,M 1 hr
A grasshopper's hind leg A pinch of dirt

A creature of your choice that you can see You touch a creature. The creature's jump You touch a creature. The target's speed
within range regains hit points equal to 1d4 + distance is tripled until the spell ends. increases by 10 feet until the spell ends. At
your spellcasting ability modifier. This spell Higher Levels. When you cast this spell using a
has no effect on undead or constructs. At spell slot of 2nd level or higher, you can target
Higher Levels. When you cast this spell using a one additional creature for each slot level
spell slot of 2nd level or higher, the healing above 1st.
increases by 1d4 for each slot level above 1st.

Purify Food and Drink (ritual) Speak with Animals (ritual) Thunderwave
Druid Level 1 Transmutation DC 13 Spell Mod +5 Druid Level 1 Divination DC 13 Spell Mod +5 Druid Level 1 Evocation DC 13 Spell Mod +5
1 Act. 10 ft V,S Inst 1 Act. Self V,S 10 mins 1 Act. Self V,S Inst

All nonmagical food and drink within a You gain the ability to comprehend and A wave of thunderous force sweeps out from
5-foot-radius sphere centered on a point of verbally communicate with beasts for the you. Each creature in a 15-foot cube
your choice within range is purified and duration. The knowledge and awareness of originating from you must make a
rendered free of poison and disease. many beasts is limited by their intelligence, Constitution saving throw. On a failed save, a
but at minimum, beasts can give you creature takes 2d8 thunder damage and is
information about nearby locations and pushed 10 feet away from you. On a successful
monsters, including whatever they can save, the creature takes half as much damage
perceive or have perceived within the past and isn't pushed. In addition, unsecured
day. You might be able to persuade a beast to objects that are completely within the area of
perform a small favor for you, at the GM's effect are automatically pushed 10 feet away
discretion. from you by the spell's effect, and the spell
emits a thunderous boom audible out to 300
feet. At Higher Levels. When you cast this
spell using a spell slot of 2nd level or higher,
the damage increases by 1d8 for each slot level
above 1st.
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