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Moon Druid 5 Astral Drifter Mildew

CLASS & LEVEL BACKGROUND PLAYER NAME

Centaur
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION
STRENGTH

8 ARMOR
40 ft.
+3 PROFICIENCY BONUS CLASS INITIATIVE SPEED

-1 PERSONALITY TRAITS

Hit Point Maximum 43


+2 Strength
DEXTERITY

14 ●
+4

+6
Dexterity
Constitution
43
CURRENT HIT POINTS IDEALS
+2 Intelligence
2 +7 Wisdom
+3 Charisma
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS
16
5
+2 Acrobatics (Dex) Total SUCCESSES
3 +4 Animal Handling (Wis)
1d8 FAILURES
-1 Arcana (Int) HIT DICE DEATH SAVES FLAWS
INTELLIGENCE -1 Athletics (Str)

8 +0 Deception (Cha)
History (Int)
NAME ATK BONUS DAMAGE/TYPE
-1
• Divine Contact. You gain the
-1 ● +7 Insight (Wis) Magic Initiate feat from the Player's
+0 Intimidation (Cha) Handbook and must choose cleric
WISDOM -1 Investigation (Int)
for the feat.
● +4 Medicine (Wis)
18 ● +2 Nature (Int)
In the Astral Sea, you crossed
● +7 Perception (Wis)
4 paths with a wandering deity
+0 Performance (Cha)
(Fharlanghn, god of horizons and
+0 Persuasion (Cha)
CHARISMA travel). The encounter was brief
● +2 Religion (Int)
10 and nonviolent, yet it made a
+2 Sleight of Hand (Dex)
lasting impression on you. This
+2 Stealth (Dex)
0 +4 Survival (Wis)
deity saw fit to share one secret or
obscure bit of cosmic lore with you.
SKILLS ATTACKS & SPELLCASTING
Work with your DM to determine the
details of this knowledge and its
PASSIVE WISDOM (PERCEPTION)
CP
• a set of traveler's impact on the campaign.
clothes
• Armor: light armor, medium SP
• a diary • Magic Initiate (Cleric)
armor, shields (druids will not wear • an ink pen
EP
armor or use shields made of metal) • a bottle of ink • Wild Shape (0/2 Uses, Up to CR
• Weapons: clubs, daggers, darts, 1).
GP 10 • a pouch containing
javelins, maces, quarterstaffs,
10 gp
scimitars, sickles, slings, spears PP
• Druid Circle: Circle of the Moon
• Tools: Herbalism kit
• Languages: Common, Sylvan, • Combat Wild Shape. You gain
Druidic the ability to use Wild Shape on
OTHER PROFICIENCIES & LANGUAGES EQUIPMENT your turn asFEATURES & TRAITS
a bonus action, rather
than
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use. as an action. Additionally,
80-something
AGE HEIGHT WEIGHT

CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL

CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

• Circle Forms. The rites of your circle grant you the ability to transform into
As a young boy, Peregrine more dangerous animal forms. Starting at 2nd level, you can use your Wild
wandered into the Astral Sea, in Shape to transform into a beast with a challenge rating as high as 1 (you ignore
it he encountered the god of the Max. CR column of the Beast Shapes table, but must abide by the other
limitations there).
travel. Peregrine kept the god
of travel company, seeing him • Charge. If you move at least 30 feet straight toward a target and then hit it
more as a big brother than a with a melee weapon attack on the same turn, you can immediately follow that
deity. The god of travel showed attack with a bonus action, making one attack against the target with your
him the wonders of the Astral hooves.
Sea, planting the seeds of
• Equine Build. You count as one size larger when determining your carrying
wanderlust in X's heart. Now,
capacity and the weight you can push or drag. In addition, any climb that
he wanders the Earth, going requires hands and feet is especially difficult for you because of your equine
wherever his whims take him. legs. When you make such a climb, each foot of movement costs you 4 extra
feet instead of the normal 1 extra foot.FEATURES & TRAITS
ADDITIONAL

• Hooves. You have hooves that you can use to make unarmed strikes. When
you hit with them, the strike deals 1d6 + your Strength modifier bludgeoning
damage, instead of the bludgeoning damage normal for an unarmed strike.

CHARACTER BACKSTORY TREASURE

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Druid Wisdom 15 +7
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 6

SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED

1 7
EPAR
SPELL NAME
ED
PR

4
SPELLS KNOWN

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

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