You are on page 1of 3

Druid of The Stars 3 Astral Drifter Dave

CLASS & LEVEL BACKGROUND PLAYER NAME

Astral Elf Chaotic Good


CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION
STRENGTH
Like a nomad, I can't settle
8
13/15
ARMOR
+2 30 down in one place for very
CLASS
2 PROFICIENCY BONUS INITIATIVE SPEED long.
-1 PERSONALITY TRAITS

Hit Point Maximum


-1 Strength
DEXTERITY Wanderlust. I prefer to take
15
2

3
Dexterity
Constitution
27 the less traveled path.
CURRENT HIT POINTS IDEALS
● 1 Intelligence
2 ● 5 Wisdom
-1 Charisma A trusted friend is the most
CONSTITUTION SAVING THROWS
important thing in any plane.
TEMPORARY HIT POINTS BONDS
16 24
2 Acrobatics (Dex) Total SUCCESSES
I have trouble thinking in days or
3 3 Animal Handling (Wis) hours instead of years and centuries.
FAILURES
-1 Arcana (Int) HIT DICE DEATH SAVES FLAWS
INTELLIGENCE -1 Athletics (Str)

8 -1

-1
Deception (Cha)
History (Int)
NAME ATK BONUS DAMAGE/TYPE
Starry Form
AF arrow +6 1D8 +3 At 2nd level, you gain the ability to harness
-1 ● 5 Insight (Wis)
constellations' power to alter your form. As a
-1 Intimidation (Cha) Scimitar +4 1D6 slash bonus action, you can expend a use of your Wild
Shape feature to take on a starry form, rather than
WISDOM -1 Investigation (Int) transforming into a beast.
Sacred Flame +6 DEX or 1D8
● 5 Medicine (Wis)
17 -1 Nature (Int)
While in your starry form, you retain your game
statistics, but your body becomes luminous; your
Scimitar (finesse) joints glimmer like stars, and glowing lines connect
● 5 Perception (Wis) them as on a star chart. This form sheds bright
3
-1 Performance (Cha) light in a 10-foot radius and dim light for an
AF= Archer Form Arrow additional 10 feet. The form lasts for 10 minutes. It
-1 Persuasion (Cha) ends early if you dismiss it (no action required),
CHARISMA AC= 15 with shield are incapacitated, die, or use this feature again.
● 1 Religion (Int)
8 -1 Sleight of Hand (Dex) Whenever you assume your starry form, choose
which of the following constellations glimmers on
2 Stealth (Dex) your body; your choice gives you certain benefits
-1 while in the form:
● 5 Survival (Wis)
Archer. A constellation of an archer appears on
SKILLS ATTACKS & SPELLCASTING
you. When you activate this form, and as a bonus
action on your subsequent turns while it lasts, you
can make a ranged spell attack, hurling a
15 PASSIVE WISDOM (PERCEPTION)
Leather Armour luminous arrow that targets one creature within 60
CP
feet of you. On a hit, the attack deals radiant
Explorers Pack damage equal to 1d8 + your Wisdom modifier.
SP Herbalism kit Chalice. A constellation of a life-giving goblet
Common A set of traveler's appears on you. Whenever you cast a spell using
Elvish EP clothes, a diary, an ink a spell slot that restores hit points to a creature,
you or another creature within 30 feet of you can
Druidic pen, a bottle of ink. regain hit points equal to 1d8 + your Wisdom
modifier.
Celestial GP 10 pouch.
Undercommon wooden shield (+2 AC) Dragon. A constellation of a wise dragon appears
on you. When you make an Intelligence or a
PP druid focus Wisdom check or a Constitution saving throw to
maintain concentration on a spell, you can treat a
Darkvision roll of 9 or lower on the d20 as a 10.
Moon Sickle UC(+1)

OTHER PROFICIENCIES & LANGUAGES EQUIPMENT FEATURES & TRAITS

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
2000 (he thinks)
AGE HEIGHT WEIGHT
Aeric Dreamstar
CHARACTER NAME EYES SKIN HAIR

Wild Shape
Starting at 2nd level, you can use your action NAME

to magically assume the shape of a beast


that you have seen before. You can use this
feature twice. You regain expended uses
when you finish a short or long rest.

Your druid level determines the beasts you


can transform into, as shown in the Beast
Shapes table. At 2nd level, for example, you
can transform into any beast that has a
challenge rating of 1/4 or lower that doesn't
have a flying or swimming speed.

Met: Corellon, god of art and magic (chaotic


good) Magic initate feat (Cleric/Wisdom)
SYMBOL
Starry map is a crystal that projects starry
patterns when placed before a light on a
chain around my neck.

CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

Astral Fire. You know one of the following cantrips of your choice:Sacred Flame. Wisdom is your
Born to a small colony of Astal Elves Aeric, spellcasting ability for it (choose when you select this race).
unlike most of his kin, was affected by
wanderlust. He also felt the call to protect Darkvision. You can see dim light within 60 feet of yourself as if it were bright light, and in darkness
nature in all of it's varied forms. as if it were dim light. You discern colors in darkness only as shades of gray.

Trained as a druid by his own kind, he left as Fey Ancestry. You have advantage on saving throws you make to avoid or end the charmed
soon as he could to explore. condition on yourself.

Being a largely timeless realm he moved for Keen Senses. You have proficiency in the Perception skill.
hundreds of years, through any of the layers of
the Astral Realm that called to him, almost Starlight Step. As a bonus action, you can magically teleport up to 30 feet to an unoccupied space
aimlessly and on a whim as nature called until, you can see. You can use this trait a number of times equal to your proficiency bonus, and you
with a flash of light, he was lost among the regain all expended uses when you finish a long rest.
realms.
Astral Trance. You don't need to sleep, and magic can't put you to sleep. You can finish a long rest
He fell through many, wanting to help and also
in 4 hours if you spend those hours in a trancelike meditation, during which you remain conscious.
needing to find his way home. He got his
Whenever you finish this trance, you gain proficiency in one skill of your choice and with one
Sickle from one of these adventures.
weapon or tool of your choice, selected from the Player's Handbook. You magically acquire these
He searched and searched for a way home
proficiencies by drawing them from shared elven memory and the experiences of entities on the
and found the cracks between Astral Plane, and you retain them until you finish your next long rest.
planes..sometimes natural, sometime through
ADDITIONAL FEATURES & TRAITS
doing favours for wizards and the like but
finding the specific part of the astral plane
where his home was, was not easy and Star Map
seemed to have an odd relation to the other At 2nd level, you've created a star chart as part of your heavenly studies. It is a Tiny object and can serve as a
planes. spellcasting focus for your druid spells. You determine its form by rolling on the Star Map table or by choosing
one.While holding this map, you have these benefits:You know the Guidance cantrip.
So he travelled them all, as much as he could, You have the Guiding Bolt spell prepared. It counts as a druid spell for you, and it doesn't count against the
and met Corellon, god of art and magic who number of spells you can have prepared.
made him a deal. You can cast Guiding Bolt without expending a spell slot. You can do so a number of times equal to your
proficiency bonus, and you regain all expended uses when you finish a long rest.
If you lose the map, you can perform a 1-hour ceremony to magically create a replacement. This ceremony can
Help the magic of life and death flow properly be performed during a short or long rest, and it destroys the previous map.
on the aterial Plane and he will be granted the
ability to go home as he pleases. Moon Sickle:This silver-bladed sickle glimmers softly with moonlight. While holding this magic weapon, you gain a
bonus to attack and damage rolls made with it, and you gain a bonus to spell attack rolls and the saving throw
in furtherance of that he was give new DCs of your druid and ranger spells. The bonus is determined by the weapon's rarity. In addition, you can use the
knowlege (See Magic Initiate) and sent to a sickle as a spellcasting focus for your druid and ranger spells.
point where the god wanted.
When you cast a spell that restores hit points, you can roll a d4 and add the number rolled to the amount of hit
points restored, provided you are holding the sickle.

CHARACTER BACKSTORY TREASURE

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Druid Wisdom 14 +6
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 6
Thaumaturgy
Mending
Guidance
Sacred Flame
Thunderclap
Magic Stone

SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED

1 4 7
EPAR
SPELL NAME
ED
PR

Sanctuary

Guiding Bolt
4
Create or Destroy Water

Cure Wounds
SPELLS KNOWN

Healing Word

2 2
Find Traps

Flame Blade

Summon Beast
5

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

You might also like