GNOME DRUID                                                          Proficiencies.
Add your proficiency bonus to
                                                                 attack rolls you make using clubs, daggers, darts, jav-
 1st-Level Small Forest Gnome Druid                              elins, maces, quarterstaffs, scimitars, sickles, slings,
 AC 16 (hide armor and shield)
                                                                 and spears (included in “Attacks”). You also add your
 Hit Points 10 (1d8 Hit Die)
 Proficiency Bonus +1
                                                                 proficiency bonus to ability checks made to use a
 Speed 25 ft.                                                    herbalism kit and your skills (noted in “Skills”), as
 Alignment neutral                                               well as to your Wisdom saving throws (noted in “Abil-
 Languages Common, Druidic, Dwarvish, Gnomish                    ity Scores”). You also have proficiency with padded
 ABILITY SCORES                                                  armor, leather armor, dragon leather, hide armor, and
 Strength         8     (–1)                                     shields made of wood.
 Dexterity        14    (+2)
 Constitution
 Intelligence
                  14
                  11
                        (+2)
                        (+0)
                                                                 Spellcasting
 Wisdom           16    (+3); add proficiency bonus to saves     Drawing on the divine essence of nature itself, you
 Charisma         12    (+1)                                     have a combination of cantrips, which you can cast at
 ATTACKS
                                                                 will, and other spells that you can cast only a certain
                                                                 number of times per day.
 Melee Attack: Scimitar (+3 to hit; 1d6 + 2 slashing)
 Ranged Attack: Sling (ranged 30 ft./120 ft.; +3 to hit; 1d4 +
                                                                    Spells per Day. Your druid level determines the
  2 bludgeoning)                                                 number of druid spells that you can cast of 1st level
 Spell Saving Throw DC: 12 (11 without a magic focus)            or higher. You must complete a long rest to regain any
 SKILLS (ADD PROFICIENCY BONUS TO RELATED ABILITY CHECKS)        castings—also called spell slots—that you use.
 Deception, Insight, Nature, Sleight of Hand
                                                                    At 1st level, you have two 1st-level castings.
                                                                    Spell Preparation. Whenever you complete a
 CANTRIPS
                                                                 long rest, you prepare the list of druid spells that you
 Druidcraft, guidance, minor illusion
                                                                 can cast. Your list can contain a number of druid
 PREPARED SPELLS                                                 spells equal to 1 + your druid level, and the spells can
 Cure wounds, entangle                                           be of any spell level that is available to you (currently
 EQUIPMENT                                                       1st). This character already has a list of prepared
 Hide armor, shield. scimitar, sling (20 bullets), yew wand,     spells, but you can alter the list each day, choosing
  potion of healing, healer’s kit, herbalism kit, backpack,      from among the spells on the druid list that are avail-
  bedroll, belt pouch, candles (5), two sets of clothes          able to you (see the “Spells” document).
  (common and noble), disguise kit, ten stoppered vials filled      Preparing your spells requires time spent in
  with colored water, deck of marked playing cards, signet
                                                                 prayer and meditation: at least one minute per spell
  ring of an imaginary duke, 9 gp, and 5 sp.
                                                                 level for each druid spell you prepare. You don’t have
                                                                 to prepare all your spells at once. If you like, you can
Racial Traits                                                    prepare some later in the day.
   Gnome Cunning. You have advantage on all                         Casting a Prepared Spell. When you cast one
Intelligence, Wisdom, and Charisma saving throws                 of your prepared spells, you expend a casting of the
against magic.                                                   spell’s level or higher. The spell itself is not expended.
   Low-Light Vision. You can see in dim light as                 For example, if you have the 1st-level spell cure
well as you do in bright light.                                  wounds prepared and can still cast a 1st-level spell
   Natural Illusionist: You know the minor illusion              and a 2nd-level spell, you can cast cure wounds once or
cantrip. Intelligence is your magic ability for it. The          twice and at either level.
saving throw DC for this cantrip equals 8 + your                    Magic Ability. Wisdom is your magic ability for
Intelligence modifier. If you are holding a magic                your druid spells. The saving throw DC to resist one
focus—a rod, staff, or wand made of wood—when you                of your spells equals 8 + your Wisdom modifier. If
cast the cantrip, you add your proficiency bonus to              you are holding a magic focus—a rod, staff, or wand
the spell’s saving throw DC.                                     made of wood—when you cast a spell, you add your
   Speak with Small Beasts. Through sounds and                   proficiency bonus to the spell’s saving throw DC.
gestures, you can communicate simple ideas with                     Rituals. You can cast any druid spell as a ritual if
Small or smaller beasts.                                         you have the spell prepared and the spell has a ritual
                                                                 version. To cast a spell as a ritual, you must add 10
Class Features                                                   minutes to the spell’s casting time, during which you
                                                                 undertake a prescribed ceremony that includes your
    Druidic. You can speak the secret language of
                                                                 magic focus, a rod, staff, or wand made of wood.
druids and use it to leave hidden signs. A hidden sign
is a written message up to twenty words long. You and
others who know this language automatically spot
such messages.
Background: Charlatan                                         ✦ You instantly make a leaf, a pebble, a twig, or
                                                                another natural object tumble or blow up to 25
You think of yourself as a confidence artist; you can
                                                                feet in a cardinal direction you name, even if
pull off short and long cons, and in a pinch, peddle
                                                                you do not know the direction.
snake oil.
   False Identity. You have created a second identity         ✦ You create an instantaneous, harmless sensory
that includes documentation, established acquain-               effect, such as falling leaves, a puff of wind,
tances, and disguises that allow you to assume that             the sound of a small animal crashing through
persona. Additionally, you can forge documents                  brush, or the faint odor of skunk.
including official papers and personal letters in a spe-      ✦ You instantly light or snuff out a candle, a torch,
cific person’s handwriting, as long as you have seen            or a small campfire.
an example of the document you are trying to copy.
   Proficiencies. You have proficiency with the            If you cast this spell multiple times, you can have
disguise kit an playing cards, so you add your profi-      up to three of its non-instantaneous effects active at
ciency bonus to ability checks you make using them.        a time.
Spells                                                     Entangle
You have the following spells and cantrips available.      1st-level conjuration
Cure Wounds                                                Casting Time: 1 action
1st-level evocation                                        Range: 100 feet
                                                           Duration: 1 minute
Casting Time: 1 action
Range: Touch                                               Choose a point on the ground within range that you
Duration: Instantaneous                                    can see. For the duration, grasping roots and vines
                                                           sprout within a 20-foot radius centered on that point
You touch a creature, channeling positive energy into      and turn the ground in the area into difficult terrain.
it. The creature regains 2d8 + 2 hit points. This spell       A creature in the area when you cast the spell
has no effect upon undead or constructs.                   must succeed on a Strength saving throw or be
                                                           restrained by the roots. The creature can use its
                                                           action to make a Strength check against the spell’s
Druidcraft                                                 DC. On a success, the creature frees itself.
Transmutation cantrip                                         When the spell ends, the conjured plants wilt
                                                           away.
Casting Time: 1 action
Range: 25 feet
Duration: Instantaneous or 1 minute                        Guidance
                                                           Divination cantrip
Whispering to the earth and heeding the voice of
the wind, you create one of the following effects          Casting Time: 1 action
within range.                                              Range: Touch
                                                           Duration: 1 minute
   ✦ You create a tiny, harmless sensory effect that
     lasts for up to 1 minute and predicts what the
                                                           You touch one willing creature not affected by this
     weather will be at your location for the next 24
                                                           spell, calling upon the gods for aid. Once before
     hours. You might create a golden orb for clear
                                                           the spell ends, the target can roll a d4 and add the
     skies, a cloud for rain, falling snowflakes for
                                                           number rolled to one ability check of its choice. It
     snow, and so on.
                                                           may choose to roll the die before or after rolling the
   ✦ You produce up to five wisps of light that last       ability check. The spell then ends.
     for up to 1 minute. Each wisp sheds dim light            The spell ends early if you cast it again before the
     in a 5-foot radius. As part of the action you used    duration has passed.
     to cast this cantrip, or as a separate action, you
     can direct the wisps to dance, move to any point
     within 25 feet of you that you can see, or trace
     a pattern in the air. The wisps can move as a
     group or independently.
   ✦ You instantly make a flower blossom, a seed
     pod open, or a leaf bud bloom.
Minor Illusion
Illusion cantrip
Casting Time: 1 action
Range: 25 feet
Duration: 1 minute
You create a ghost sound or a silent image within
range that lasts for the duration or until you dismiss
it (no action required) or cast this spell again. If a
creature uses its action to examine the sound or
image, the creature can determine that it is an illu-
sion with a Wisdom (Perception) check against your
spell save DC.
    Ghost Sound: You create a sound that originates
from a point of your choice within range. The sound’s
volume can range from a whisper to a scream. It can
be your voice, someone else’s voice, a lion’s roar, a
beating of drums, or any other sound you choose. The
sound continues unabated throughout the duration,
or you can make discrete sounds at different times
before the spell ends.
    Silent Image: You create the image of an object, a
creature, or some other visible phenomenon at a spot
within range. The illusion does not create sound or
any other effect aside from its image. The image must
fit within a 10-foot cube. Any physical interaction
with the image reveals it to be an illusion, because
objects pass through it.
    You can use your action to cause the image to
move to any spot within 25 feet of you. As the image
changes location, you can alter its appearance so
that its movements appear natural for the image. For
example, if you create an image of a creature and
move it, you can alter the image so that it appears to
be walking as you move it.
    Material Components: A bit of fleece.