Druid
Druid
F AC DESCRIPTION
+3 STR +1 INT
PRO
18 Armor Plate
66 +3 18
Set Max HP
STRENGTH +2 DEX ● +8 WIS
Shield
+3 ● +7 CON
RESISTANCES
-2 CHA
MAXIMUM
HIT POINTS
PROFICIENCY
BONUS
ARMOR
CLASS
0 Dex Medium Armor ● Heavy Armor
Magic
Cold
16 Misc
Temporary Hit Points: Misc
DEXTERITY
Healing Spells get +1d4
27
+2 ARMOR
+4
DEATH
SAVES HIT DICE SPEED
ARMOR
F EX F
+2 Acrobatics (Dex) ● Light ● Medium ● Heavy ● Shields
PRO
PRO
INTELLIGENCE ● +6 Athletics (Str) > Armor of Agathys (2nd-level) 1 LR LANGUAGES TOOLS & OTHERS
+1
-2 Deception (Cha) > Darkness 1 LR Common Herbalism kit
● +4 History (Int) > Wild Shape (CR 1/2, no fly; 3 h) 2 SR Infernal Alchemist Kit
+5 Insight (Wis) Cruel 3 LR Abyssal Poisoner's Kit
12
>
●● +4 Intimidation (Cha) > Guiding Bolt 3 LR Draconic
+1 Investigation (Int) > Dormant Mind (Earth) 3 LR Druidic
WISDOM
● +8 Medicine (Wis) > Cosmic Omen 3 LR
+5 +1 Nature (Int) LIMITED FEATURES SR LR Dawn PROFICIENCIES
● +8 Perception (Wis)
20 -2 Performance (Cha) ACTIONS BONUS ACTIONS REACTIONS
-2 Persuasion (Cha) > Eyes of Night Starry Form (Archer Constellation)< Cosmic Omen <
CHARISMA ● +4 Religion (Int) > Vigilant Blessing Wild Shape (end) < <
Druid (Circle of the Stars), level 6: There's evil in me, I can feel it. It must never be set free.
◆ Druidic (Druid 1, PHB 66)
I know Druidic; Hidden messages with it can only be understood by who know Druidic
◆ Star Map (Circle of the Stars 2, TCoE 3) [Proficiency Bonus per long rest]
BONDS
I've created a star map, a Tiny object which I can use as my spellcasting focus
If I lose it, I can preform a 1-hour (over a rest) ceremony during a rest to create a replacement
I assume the worst in people.
I can use it to cast Guidance or Guiding Bolt, even unprepared, without using a spell slot
◆ Starry Form (Circle of the Stars 2, TCoE 3)
As an action, I can expend a use of wild shape to take on a starry form for 10 minutes
FLAWS
In that form I shed bright light in a 10-ft radius and dim light for an extra 10-ft radius
It ends if I choose to end it, am incapacitated, die, or use it again.
When I do so, I choose one constellation below to grant me benefits in my starry form:
• Chalice: When I use a spell slot to cast a healing spell, I also heal a creature in 30 ft Feature Name: Heart of Darkness
This can be myself or the original target; I restore 1d8 + my wisdom mod in HP
Those who look into my eyes can see that I have faced unimaginable
• Archer: As a bonus action, I can make a ranged spell attack to hurl a luminous arrow
horror and that I am no stranger to darkness. Though they might
This has a range of 60 ft and deals radiant damage equal to 1d8 + my Wisdom mod
fear me, commoners will extend me every courtesy and do their
• Dragon: I can treat a roll below 10 as a 10 for Int/Wis checks and concentration saves
utmost to help. Unless I have shown myself to be a danger to them,
◆ Wild Shape (Druid 2, PHB 66) [CR 1/2, no fly; 3 h, 2× per short rest]
they will even take up arms to fight with me, should I find myself
As an action, I assume the shape of a beast I have seen before with the following rules:
facing an enemy alone.
• I gain all its game statistics except Intelligence, Wisdom, or Charisma
BACKGROUND FEATURE
• I get its skill/saving throw prof. while keeping my own, using whichever is higher
• I assume the beast's HP and HD; I get mine back when I revert back
• I can't cast spells in beast form, but transforming doesn't break concentration Levistus Tiefling (+1 Constitution, +2 Charisma)
• I retain features from class, race, etc., but I don't retain special senses
• I can choose whether equipment falls to the ground, merges, or stays worn Legacy of Stygia:
• I revert if out of time or unconscious; if KOd by damage, excess damage carries over I know the Ray of Frost cantrip.
◆ Cosmic Omen (Circle of the Stars 6, TCoE 39) [Proficiency bonus per long rest] At 3rd level, I can cast Armor of Agathys once per long rest as a
When I finish a long rest, I roll a die to gain an omen based on the result (odd/even) 2nd-level spell.
As a reaction when a creature I can see in 30 ft makes an attack, check, or save, I can: At 5th level, I can also cast Darkness once per long rest.
• Weal (even): add 1d6 to the number rolled for the attack, check, or save Charisma is my spellcasting ability for these spells.
• Woe (odd): subtract 1d6 from the number rolled for the attack, check, or save
> FEAT:
FEATS
EXTRA EQUIPMENT
Shopping List:
2 300gp Diamonds > MAGIC ITEM: Attuned
Nature's Mantle
ORGANIZATION
CLICK HERE
TO CHANGE
THIS ICON
SYMBOL
APPEARANCE
10 gp
Aristocratic LIFESTYLE DAILY PRICE min.
WILD SHAPES
Tas 2× per short rest 3 hours max CR 1/2, no fly
MAX USES DURATION LIMITATIONS
CHARACTER NAME
WILD
SHAPE: Ape TYPE: Beast SIZE: Medium CR: 1/2 HD: 3d8 +2 Acrobatics +5 Insight -2 Performance
Animal
MAX HP TEMP HP +5 ●● +4 Intimidation -2 Persuasion
+2 12
Handling
STRENGTH INTELLIGENCE
30 ft, 19
+2 ● +4 +1 ● +4
MOD SAVE MOD SAVE Arcana Investigation Religion
+3 +3 +1 +1 PROFICIENCY ARMOR climb 30 ft Sleight
BONUS CLASS ● +6 Athletics ● +8 Medicine +2 of Hand
16 12
INITIATIVE SPEED HIT POINTS
-2 Deception +1 Nature +2 Stealth
WILD
SHAPE: Reef Shark TYPE: Beast SIZE: Medium CR: 1/2 HD: 4d8 +1 Acrobatics +5 Insight -2 Performance
Animal
MAX HP TEMP HP +5 ●● +4 Intimidation -2 Persuasion
+2 12
Handling
swim 40 ft 22
STRENGTH INTELLIGENCE
+1 ● +4 +1 ● +4
MOD SAVE MOD SAVE Arcana Investigation Religion
+2 +2 +1 +1 PROFICIENCY ARMOR Sleight
BONUS CLASS ● +5 Athletics ● +8 Medicine +1 of Hand
14 12
INITIATIVE SPEED HIT POINTS
-2 Deception +1 Nature +1 Stealth
◆ Senses: Blindsight 30 ft
18 ● +4 ● +8 ● +8
PASSIVE History Perception Survival
DEXTERITY WISDOM PERCEPTION
MOD SAVE MOD SAVE ◆ Pack Tactics: The shark has advantage on an attack roll SKILLS
+1 +1 +5 +8 against a creature if at least one of the shark's allies is ATTACK NAME RANGE TO HIT DAMAGE DAMAGE TYPE
●
13 20 within 5 ft of the creature and the ally isn't incapacitated. Bite Melee (5 ft) +4 1d8+2 Piercing
◆ Water Breathing: The shark can breathe only
CONSTITUTION
MOD SAVE
CHARISMA
MOD SAVE
underwater. DESCRIPTION
+1 +4 -2 -2
●
13 7 TRAITS & FEATURES ATTACKS
WILD
SHAPE: Giant Spider TYPE: Beast SIZE: Large CR: 1 HD: 4d10 +3 Acrobatics +5 Insight -2 Performance
Animal
MAX HP TEMP HP +5 ●● +4 Intimidation -2 Persuasion
+2 14
Handling
STRENGTH INTELLIGENCE
30 ft, 26
+3 ● +4 +1 ● +4
MOD SAVE MOD SAVE Arcana Investigation Religion
+2 +2 +1 +1 PROFICIENCY ARMOR climb 30 ft Sleight
BONUS CLASS ● +5 Athletics ● +8 Medicine +3 of Hand
14 12
INITIATIVE SPEED HIT POINTS
-2 Deception +1 Nature ●● +7 Stealth
+3 +3 +5 +8 but poisoned and paralyzed for 1 hour, even after ATTACK NAME RANGE TO HIT DAMAGE DAMAGE TYPE
●
16 20 regaining HP| Spider Climb: climb difficult surfaces, Bite Melee (5 ft) +5 1d8+3 Piercing
including upside down, without an ability check| Web Target also takes 2d8 poison damage, half on a DC 11 Constitution saving throw
CONSTITUTION CHARISMA Sense: knows the exact location of any other creature in DESCRIPTION
MOD SAVE MOD SAVE
+1 +4 -2 -2 contact with the same web| Web Walker: ignores Web (Recharge 5-6) 30/60 ft +5 ―+3 Restrained
● movement restrictions from webbing Target can escape as an action with a DC 12 Strength check, or by destroying the webbing (AC 10; 5 HP)
12 7 TRAITS & FEATURES ATTACKS
WILD
SHAPE: Giant Frog TYPE: Beast SIZE: Medium CR: 1/4 HD: 4d8 +1 Acrobatics +5 Insight -2 Performance
Animal
MAX HP TEMP HP +5 ●● +4 Intimidation -2 Persuasion
+2 11
Handling
30 ft, 18
STRENGTH INTELLIGENCE
+1 ● +4 +1 ● +4
MOD SAVE MOD SAVE Arcana Investigation Religion
+1 +1 +1 +1 PROFICIENCY ARMOR swim 30 ft Sleight
BONUS CLASS ● +4 Athletics ● +8 Medicine +1 of Hand
12 12
INITIATIVE SPEED HIT POINTS
-2 Deception +1 Nature ● +3 Stealth
+1 +1 +5 +8 up to 10 ft, with or without a running start| Swallow: if a ATTACK NAME RANGE TO HIT DAMAGE DAMAGE TYPE
●
13 20 bite attack hits a Small or smaller target it is grappling, it Bite Melee (5 ft) +3 1d6+1 Piercing
is swallowed, ending the grapple. Swallowed: blinded, Target is grappled and restrained (escape DC 11); Can't use bite again until grapple ends
CONSTITUTION CHARISMA restrained, total cover, takes 2d4 acid damage at the start DESCRIPTION
MOD SAVE MOD SAVE
1ST LEVEL 2ND LEVEL 3RD LEVEL 4TH LEVEL 5TH LEVEL 6TH LEVEL 7TH LEVEL 8TH LEVEL 9TH LEVEL
Tas
CHARACTER NAME SPELL SLOTS
CANTRIPS (0 LEVEL)
1ST LEVEL
2ND LEVEL
3RD LEVEL
CANTRIPS (0 LEVEL)
1ST LEVEL
CANTRIPS (0 LEVEL)
1ST LEVEL
2ND LEVEL
(R) Ritual dif. ter. Difficult terrain (D) The spell can be dismissed by the caster as 1 action SOURCES (‘B’ COLUMN)
1a 1 action dis. Disadvantage +1d6/SL +1d6 for each spell slot level above the spell’s level AI Acquisitions Incorporated
1 bns / bns a 1 bonus action dmg Damage 30-ft rad 30-foot radius sphere centered on any point within range FD Fizban’s Treasury of Dragons
1 rea 1 reaction h Hour(s) S:30-ft rad Self: 30-foot radius sphere centered on the caster P Player’s Handbook
20 cu ft 20 cubic feet Kn Known 5 crea Up to 5 creatures in the spell’s area, 1 of which can be the caster RF Rime of the Frostmaiden
20 sq ft 20 square feet Me Memorized 25gp cons. The material component, worth 25 gp, is consumed by the spell SC Strixhaven: A Curriculum of Chaos
adv. Advantage min Minute(s) all All creatures within the spell’s area SR System Reference Document
atk Attack (roll) obj Object(s) any Any creatures of your choosing that are within the spell’s area T Tasha’s Cauldron of Everything
chk/check Ablity check obsc. Obscured Mƒ Material component is costly, but is not consumed upon casting U Unearthed Arcana
CL Character Level rnd Round(s) M† Material component is costly and is consumed upon casting W Explorer’s Guide to Wildemount
Conc, 1 min Concentration, SL Spell slot level see book / B The short spell description here is very incomplete, so beware X Xanathar’s Guide to Everything
up to 1 minute
GLOSSARY OF ABBREVIATIONS USED IN THIS SPELL SHEET
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MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.1.0 (Printer Friendly); Spell Sheet 3/3 Made by Joost Wijnen ([email protected]); Design taken from character sheet TM & © 2014 Wizards of the Coast LLC.
PLAYER REFERENCE LINE
by winning Str (Athletics) check vs. opponent’s Str (Athletics) or Dex (Acrobatics) check.
MARK (with melee attack) (DMG 271)
LIGHTLY OBSCURED (dim light) Disadvantage on sight Perception checks
With a melee attack you can mark the target of that attack. The next opportunity attack against the marked target
HEAVILY OBSCURED (darkness) Effectively blinded (see conditions)
before the end of your next turn has advantage and doesn’t cost you your reaction.
BLINDSIGHT Out to range, perceive without sight.
SHOVE (instead of one attack)
DARKVISION Out to range, treat dim light as bright light. Can’t see colors.
Move opponent 5 ft or make prone by winning opposing Str (Athletics) check. Disadvantage if trying to move the
opponent to a side rather than to directly away from you. TRUESIGHT Out to range, perceive everything regardless of (magical) darkness,
invisibility, illusions, shapechanging, or etherealness.
ATTACK ACTION (PHB 195) LIGHT & VISION (PHB 183)