Druid 1 Acolyte
CLASS & LEVEL BACKGROUND PLAYER NAME
Brown Hash Half-Elf Chaotic Neutral
RACE ALIGNMENT EXPERIENCE POINTS
CHARACTER NAME
STRENGTH INSPIRATION
13 2 30
-1
DEXTERITY
2 PROFICIENCY BONUS
Hit Point Maximum 10 PERSONALITY TRAITS
2
CURRENT HIT POINTS
14
CONSTITUTION
TEMPORARY HIT POINTS
2 -1 Strength
2 Dexterity IDEALS
2 Constitution
1
3 Intelligence
14
5 Wisdom
1 Charisma
INTELLIGENCE
SAVING THROWS
12 NAME ATK DAMAGE/TYPE
BONDS
2 Acrobatics (Dex)
WISDOM Handaxe 1 1d6-1 Slashing
3 Animal Handling (Wis)
1 Arcana (Int)
-1 Athletics (Str)
3 1
1
Deception (Cha)
History (Int)
Quarterstaff (One-Handed) 1 1d6-1 Bludgeoning
5 Insight (Wis)
1 Intimidation (Cha)
16 1 Investigation (Int)
3 Medicine (Wis)
1 Nature (Int)
Quarterstaff (Two-Handed) 1 1d8-1 Bludgeoning
3 Perception (Wis)
CHARISMA 1 Performance (Cha)
1 Persuasion (Cha)
3 Religion (Int) FLAWS
1
2 Sleight of Hand (Dex) Poison Spray DC13 1d12 Poison
2 Stealth (Dex)
3 Survival (Wis)
12
SKILLS Healing Word - 1d4+3 Healing
Armor Proficiency
Druidic
Thunderwave DC13 2d8 Thunder
13 PASSIVE WISDOM (PERCEPTION)
Ritual Casting
Darkvision
Thunderclap DC13 1d6 Thunder
Fey Ancestry
TOOL: Herbalism Kit
LANGUAGE: Celestial, Common, Draconic, Druidic, Elvish, Sylvan
ARMOR: Light Armor, Medium Armor, Shields Shelter of the Faithful
WEAPON: Club, Dagger, Dart, Javelin, Mace, Quarterstaff, Scimitar, Sickle, Sling, Spear ATTACKS & SPELLCASTING
FEATURES & TRAITS
OTHER PROFICIENCIES & LANGUAGES
15
CP SP EP GP PP
1 Prayer Book
1 Druidic Focus
1 Holy Symbol
5 Stick of Incense
1 Vestments
1 Belt Pouch
1 Handaxe
EQUIPMENT
CP SP EP GP PP
NAME ATK DAMAGE/TYPE
1 Quarterstaff
Total: Total:
:
NAME ATK DAMAGE/TYPE
1 Quarterstaff
Total: Total:
1 Leather Armor
1 Common clothes
1 Explorer's Pack
1 Backpack
1 Bedroll
1 Mess Kit
1 Tinderbox
10 Torch
10 Rations
ATTACKS & SPELLCASTING
Total: Total:
1 Waterskin
1 Hempen rope
Total: Total:
EQUIPMENT
WISDOM 13 5
0 CANTRIPS 3 0 6 0
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
Poison Spray CLASS
Thunderclap
4 0 7 0
1 2
Healing Word
Thunderwave 5 0 8 0
Faerie Fire
Speak with Animals
2 0 9 0
FEATURES & TRAITS
Armor Proficiency
Druids will not wear armor or use shields that are made of metal.
Druidic
You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message's presence with a successful DC 15 Wisdom (Perception) check but can't decipher it without magic.
Ritual Casting
You can cast a druid spell as a ritual if that spell has the ritual tag and you have the spell prepared.
Darkvision
Thanks to your elf blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Fey Ancestry
You have advantage on saving throws against being charmed, and magic can't put you to sleep.
Shelter of the Faithful
As an acolyte, you command the respect of those who share your faith, and you can perform the religious ceremonies of your deity. You and your adventuring companions can expect to receive free healing and care at a temple, shrine, or other established presence of your faith, though you must provide any material components needed for spells. Those who share your religion will support
you (but only you) at a modest lifestyle. You might also have ties to a specific temple dedicated to your chosen deity or pantheon, and you have a residence there. This could be the temple where you used to serve, or a temple where you have found a new home. While near your temple, you can call upon the priests for assistance, provided the assistance you ask for is not hazardous and you
:
remain in good standing with your temple.
SPELLS
Poison Spray
Conjuration cantrip
Casting Time: 1 action
Range: 10 feet
Target: A creature you can see within range
Components: V S
Duration: Instantaneous
Description:
You extend your hand toward a creature you can see within range and project a puff of noxious gas from your palm. The creature must succeed on a Constitution saving throw or take 1d12 poison damage. This spell’s damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12).
Thunderclap
Evocation cantrip
Casting Time: 1 action
Range: 5 feet
Target: Each creature within range
Components: S
Duration: Instantaneous
Description:
You create a burst of thunderous sound that can be heard up to 100 feet away. Each creature within range, other than you, must succeed on a Constitution saving throw or take 1d6 thunder damage. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Healing Word
Evocation 1
Casting Time: 1 bonus action
Range: 60 feet
Target: A creature of your choice that you can see within range
Components: V
Duration: Instantaneous
Description:
A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the Healing increases by 1d4 for each slot level above 1st.
Thunderwave
Evocation 1
Casting Time: 1 action
Range: Self (15-foot cube)
Target: Self (15-foot cube)
Components: V S
Duration: Instantaneous
Description:
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.
Faerie Fire
:
Evocation 1
Casting Time: 1 action
Range: 60 feet
Target: Each object in a 20-foot cube within range
Components: V
Duration: ConcentrationUp to 1 minute
Description:
Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius. Any attack roll against an affected creature or object has advantage if the attacker can see it, and the
affected creature or object can’t benefit from being invisible.
Speak with Animals
Divination 1
Casting Time: 1 action
Range: Self
Target: Self
Components: V S
Duration: 10 minutes
Description:
You gain the ability to comprehend and verbally communicate with beasts for the duration. The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small
favor for you, at the DM’s discretion.
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