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Level 2 Lightfoot Halfling Druid, Circle of the Moon 850

CHARACTER LEVEL, RACE, & CLASS EXPERIENCE


Tanto Collio
TANTO Neutral Good Silvanus Kris
CHARACTER NAME BACKGROUND ALIGNMENT DEITY PLAYER NAME

STEALTH DISADVANTAGE

ARMOR Druidic. You can use it to leave hidden messages.


STRENGTH Leather 13 You and others who know this language
automatically spot such a message. Others spot the
PROFICIENCY BONUS +2
11
SHIELD
AC message’s presence with a successful DC 15
Perception check but can’t decipher it without
N
CIE C
magic.
+0 Strength
Y
PROFI

+0 Spellcasting. You can cast druid spells as rituals. You


+2 Dexterity
can prepare 5 spells from the druid spell list. You
+2 Constitution ARMOR CLASS can use a druidic focus as your spellcasting focus.
DEXTERITY
✘ +3 Intelligence
MAXIMUM HIT DICE TEMPORARY Wildshape (Action—2/Short Rest). You can
15 ✘ +5 Wisdom

+0 Charisma
17 2d8 magically assume the shape of a beast that you
have seen before.You can stay in a beast shape for 1
CONDITIONAL
hours. You then revert to your normal form unless
you expend another use of this feature. You can
+2 revert to your normal form earlier by using a bonus
action on your turn. You automatically revert if you
CURRENT HIT POINTS fall unconscious, drop to 0 hit points, or die.
CONSTITUTION DEATH SAVING THROWS

SAVING THROWS
Combat Wild Shape (Bonus Action). Wild Shape on
14 N
CIE C

+2 Acrobatics (Dex)
SPEED
25ft.
FLY
0ft.
CLIMB
0ft.
SWIM
0ft.
your turn as a bonus action, rather than as an
action.While you are transformed by Wild Shape,
Y
PROFI

RT

EXPE

VISION INSPIRATION EXHAUSTION you can use a bonus action to expend one spell slot
✘ +5 Animal Handling (Wis)
to regain 1d8 hp per level of the spell slot
+2 +1 Arcana (Int) expended.
+0 Athletics (Str)
Circle Forms. You can use your Wild Shape to
INTELLIGENCE +0 Deception (Cha) transform into a beast with a CR as high as 1.

12 +1 History (Int)
+3 Insight (Wis)
+0 Intimidation (Cha) SPEED, SENSES, & CONDITIONS
+1 +1 Investigation (Int)
+3 Medicine (Wis) Lucky. When you roll a 1 on an attack roll, ability
WISDOM
check, or saving throw, you can reroll the die and
✘ +3 Nature (Int) must use the new roll.

16 ✘ +5 Perception (Wis)
+0 Performance (Cha)
Brave. You have advantage on saving throws
against being frightened.
+0 Persuasion (Cha)
+3 +1 Religion (Int)
Halfling Nimbleness. You can move through the
space of any creature that is of a size larger than
+2 Sleight of Hand (Dex) yours.
CHARISMA +2 Stealth (Dex) Naturally Stealthy. You can attempt to hide even

10 ✘ +5 Survival (Wis) when you are obscured only by a creature that is


SKILLS at least one size larger than you.

+0 15 PASSIVE PERCEPTION

ADVANTAGE

INITIATIVE +2 1 Attack / Attack Action RACIAL TRAITS

NAME RANGE ATTACK DAMAGE / TYPE


Quarterstaff 5 ft +2 vs AC 1d6+0 bludgeoning
Versatile
FEATURES & TRAITS
Spear 20/60 +2 vs AC 1d6+0 piercing
Thrown, Versatile
Armor Proficiencies. Light Armor, Medium Armor,
Shields

Weapon Proficiencies. Club, Dagger, Dart, Javelin,


Mace, Quarterstaff, Scimitar, Sickle, Sling, Spear

Tool Proficiencies. Brewer’s supplies, Herbalism kit

Languages. Common, Halfling, Druidic

ATTACKS & SPELLCASTING PROFICIENCIES & LANGUAGES

This character sheet was generated by the Aurora Builder.


Male 20 3'0" 40 lb.
GENDER AGE HEIGHT WEIGHT
Tanto Collio Brown Tan Brown
CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS

Tanto Collio the halfling comes from a long line of coopers and winemakers. He lived together with his younger sister
(Più), mother (Giulia), and father (Molto). Tanto had an exceptional bond with animals and spent a lot of time in the
wilderness.
Always driven by an insatiable curiosity, constantly
seeking knowledge and exploring the mysteries of One day, about a decade ago, when he returned from a day of exploring, Tanto's house was completely destroyed, and
the world. there was no trace of his family.
Believes in the power of empathy, treating others
with genuine kindness and understanding. Inspires Among the debris, he found a large mysterious stone. Tanto was unable to determine the source of the stone.
hope in others through a positive outlook on life, He chipped off a fragment of the stone in the hope of finding more information about the disappearance of his family.
The fragment had three sides with different textures; one polished side that gleamed, one broken side that was matte,
PERSONALITY TRAITS
and one weathered side that was somewhat dull.

Takes joy in giving, whether it's time, advice, or material possessions, Since the tragic day, Tanto has been raised by his grandfather (Meglio) on his farm with a vineyard in the mountains.
embodying the spirit of generosity.Seeks opportunities to preserve
and appreciate nature, believing in the importance of harmony
On Tanto's 20th birthday, he decided to explore the world and investigate the disappearance of his family.
between the fantastical and the natural.Has an aversion to money
and, instead of hoarding it, prefers to generously give it away.

IDEAL

Shares an extraordinary bond with animals, finding comfort and


companionship in their presence.Holds a deep and cherished bond with
Grandfather Meglio, drawing inspiration from his wisdom and life
experiences.The absence of his sister Più weighs heavily on him, and
every action is fueled by the desire to bring her back, cherishing their
shared moments and longing for a reunion.
BOND

Bears an intense disdain for anything unnatural. In


the relentless pursuit of answers, I am willing to go
to any lengths, showing no mercy to find out what
happened to my family.
FLAW BACKGROUND STORY

Wanderer
You have an excellent memory for maps and
geography, and you can always recall the general
layout of terrain, settlements, and other features
around you. In addition, you can find food and fresh
water for yourself and up to five other people each
day, provided that the land offers berries, small
game, water, and so forth.

BACKGROUND FEATURE

An empty wine bottle bearing a pretty label that


says, “The Wizard of Wines Winery, Red Dragon
Crush, 33142 - W”

TRINKET
ADDITIONAL FEATURES

This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
ADVENTURING GEAR # lb MAGIC ITEMS # lb
[Leather] 1 10
[Quarterstaff] 1 4
[Spear] 1 3
Wooden Staff 1 4
Explorer’s Pack 1 10
Clothes, Common 1 3
Ball Bearings (bag of 1,000) 1 2
Herbalism Kit 1 3
Brewer’s Supplies 1 9
Bottle, Glass 2 4
Pot, Iron 1 10
Shovel 1 5

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

67 lb / 165 lb 330 lb

INVENTORY — ADVENTURING GEAR, ARMS, ARMOR, AND OTHER EQUIPMENT

Favorite doll of sister


Mysterious piece of rock

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.
Silvanus, god of wild nature - N - Nature - Oak leaf

NOTES NOTES

This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
Wisdom +5 13 5

SPELLCASTING ABILITY SPELL ATTACK BONUS SAVING THROW DC SPELLS TO PREPARE


Druid, Circle of the Moon

CANTRIPS Guidance Shillelagh

1ST LEVEL 3 SPELL SLOTS ● Charm Person ● Entangle


● Fog Cloud ● Goodberry ● Thunderwave
Absorb Elements Animal Friendship Beast Bond
Create or Destroy Water Cure Wounds Detect Magic
Detect Poison and Disease Earth Tremor Faerie Fire
Healing Word Ice Knife Jump
Longstrider Purify Food and Drink Snare
Speak with Animals
Guidance Shillelagh Charm Person
Divination Cantrip Transmutation Cantrip 1st-level enchantment

CASTING TIME 1 action CASTING TIME 1 bonus action CASTING TIME 1 action
RANGE Touch RANGE Touch RANGE 30 feet
DURATION Concentration, up to 1 minute DURATION 1 minute DURATION 1 hour
COMPONENTS V, S COMPONENTS V, S, M (mistletoe, a shamrock leaf, and a club or quarterstaff) COMPONENTS V, S

You touch one willing creature. Once before the spell ends, the target The wood of a club or quarterstaff you are holding is imbued with You attempt to charm a humanoid you can see within range. It must
can roll a d4 and add the number rolled to one ability check of its nature’s power. For the duration, you can use your spellcasting ability make a Wisdom saving throw, and does so with advantage if you or
choice. It can roll the die before or after making the ability check. The instead of Strength for the attack and damage rolls of melee attacks your companions are fighting it. If it fails the saving throw, it is
spell then ends. using that weapon, and the weapon’s damage die becomes a d8. The charmed by you until the spell ends or until you or your companions
weapon also becomes magical, if it isn’t already. The spell ends if you do anything harmful to it. The charmed creature regards you as a
cast it again or if you let go of the weapon friendly acquaintance. When the spell ends, the creature knows it
was charmed by you.
At Higher Levels. When you cast this spell using a spell slot of 2nd
level or higher, you can target one additional creature for each slot
level above 1st. The creatures must be within 30 feet of each other
when you target them.

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

Entangle Fog Cloud Goodberry


1st-level conjuration 1st-level conjuration 1st-level transmutation

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


RANGE 90 feet RANGE 120 feet RANGE Touch
DURATION Concentration, up to 1 minute DURATION Concentration, up to 1 hour DURATION Instantaneous
COMPONENTS V, S COMPONENTS V, S COMPONENTS V, S, M (a sprig of mistletoe)

Grasping weeds and vines sprout from the ground in a 20-foot square You create a 20-foot-radius sphere of fog centered on a point within Up to ten berries appear in your hand and are infused with magic for
starting from a point within range. For the duration, these plants turn range. The sphere spreads around corners, and its area is heavily the duration. A creature can use its action to eat one berry. Eating a
the ground in the area into difficult terrain. A creature in the area obscured, It lasts for the duration or until a wind of moderate or berry restores 1 hit point, and the berry provides enough
when you cast the spell must succeed on a Strength saving throw or greater speed (at least 10 miles per hour) disperses it. nourishment to sustain a creature for one day. The berries lose their
be restrained by the entangling plants until the spell ends. A creature At Higher Levels. When you cast this spell using a spell slot of 2nd potency if they have not been consumed within 24 hours of the
restrained by the plants can use its action to make a Strength check level or higher, the radius of the fog increases by 20 feet for each slot casting of this spell.
against your spell save DC. On a success, it frees itself. When the spell level above 1st.
ends, the conjured plants wilt away.

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

Thunderwave
1st-level evocation

CASTING TIME 1 action


RANGE Self (15-foot cube)
DURATION Instantaneous
COMPONENTS V, S

A wave of thunderous force sweeps out from you. Each creature in a


15-foot cube originating from you must make a Constitution saving
throw. On a failed save, a creature takes 2d8 thunder damage and is
pushed 10 feet away from you. On a successful save, the creature
takes half as much damage and isn’t pushed. In addition, unsecured
objects that are completely within the area of effect are
automatically pushed 10 feet away 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.

Prepared (Druid) Player’s Handbook


Leather Quarterstaff Spear
Armor Weapons Weapons

The breastplate and shoulder protectors of this armor are


made of leather that has been stiffened by being boiled in
oil. The rest of the armor is made of softer and more
flexible materials.

10 lb. Player’s Handbook 4 lb. Player’s Handbook 3 lb. Player’s Handbook

Wooden Staff Explorer’s Pack Clothes, Common


Spellcasting Focus Equipment Packs Adventuring Gear

A druidic focus might be a sprig of mistletoe or holly, a Includes a backpack, a bedroll, a mess kit, a tinderbox, 10
wand or scepter made of yew or another special wood, a torches, 10 days of rations, and a waterskin. The pack also
staff drawn whole out of a living tree, or a totem object has 50 feet of hempen rope strapped to the side of it.
incorporating feathers, fur, bones, and teeth from sacred
animals. A druid can use such an object as a spellcasting
focus.

4 lb. Player’s Handbook 10 lbs. Player’s Handbook 3 lb. Player’s Handbook

Ball Bearings (bag of 1,000) Herbalism Kit Brewer’s Supplies


Adventuring Gear Tools Tools

As an action, you can spill these tiny metal balls from their Proficiency with an herbalism kit allows you to identify plants Brewing is the art of producing beer. Not only does beer serve as
pouch to cover a level, square area that is 10 feet on a side. and safely collect their useful elements. an alcoholic beverage, but the process of brewing purifies water.
A creature moving across the covered area must succeed Components. An herbalism kit includes pouches to store Crafting beer takes weeks of fermentation, but only a few hours
on a DC 10 Dexterity saving throw or fall prone. A creature herbs, clippers and leather gloves for collecting plants, a mortar of work.
and pestle, and several glass jars. Components. Brewer's supplies include a large glass jug, a
moving through the area at half speed doesn’t need to quantity of hops, a siphon, and several feet of tubing.
make the save. Arcana. Your knowledge of the nature and uses of herbs can
add insight to your magical studies that deal with plants and History. Proficiency with brewer’s supplies gives you additional
your attempts to identify potions. insight on Intelligence (History) checks concerning events that
Investigation. When you inspect an area overgrown with involve alcohol as a significant element.
plants, your proficiency can help you pick out details and clues Medicine. This tool proficiency grants additional insight when
that others might miss. you treat anyone suffering from alcohol poisoning or when you
Medicine. Your mastery of herbalism improves your ability to can use alcohol to dull pain.
treat illnesses and wounds by augmenting your methods of Persuasion. A stiff drink can help soften the hardest heart. Your
proficiency with brewer’s supplies can help you ply someone with
care with medicinal plants. drink, giving them just enough alcohol to mellow their mood.
Nature and Survival. When you travel in the wild, your skill Potable Water. Your knowledge of brewing enables you to
in herbalism makes it easier to identify plants and spot sources purify water that would otherwise be undrinkable. As part of a
of food that others might overlook. long rest, you can purify up to 6 gallons of water, or 1 gallon as
Identify Plants. You can identify most plants with a quick part of a short rest.
inspection of their appearance and smell. BREWER’S SUPPLIES
HERBALISM KIT Activity DC
Activity DC Detect poison or impurities in a drink 10
Find plants 15 Identify alcohol 15
Identify poison 20 Ignore effects of alcohol 20

2 lb. Player’s Handbook 3 lbs. Player’s Handbook 9 lbs. Player’s Handbook


Bottle, Glass Pot, Iron Shovel
Adventuring Gear Adventuring Gear Adventuring Gear

2 lb. Player’s Handbook 10 lb. Player’s Handbook 5 lb. Player’s Handbook

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