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Druid Character Sheet: Half-Elf Acolyte

The document provides character sheet information for a Half-Elf Druid 1 named Brown Hash, including abilities, proficiencies, equipment, spells, and other traits.

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justine.sigua
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0% found this document useful (0 votes)
32 views4 pages

Druid Character Sheet: Half-Elf Acolyte

The document provides character sheet information for a Half-Elf Druid 1 named Brown Hash, including abilities, proficiencies, equipment, spells, and other traits.

Uploaded by

justine.sigua
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

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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