Level 3 Firbolg Druid, Circle of the Moon                                                                       1010
CHARACTER LEVEL, RACE, & CLASS                                                                            EXPERIENCE
                                                   Morten
                                                                                                     Outlander                                                 Neutral Good                                          El Jefe
               CHARACTER NAME                                                                        BACKGROUND                                                ALIGNMENT      DEITY                           PLAYER NAME
                                                                                                                              STEALTH DISADVANTAGE
                                                                                 ARMOR                                                                                   Druidic. You can use it to leave hidden messages.
   STRENGTH                                                                       Leather                                                                14              You and others who know this language
                                                                                                                                                                         automatically spot such a message. Others spot the
                           PROFICIENCY BONUS                         +2
      12
                                                                                 SHIELD
                                                                                                                                                            AC           message’s presence with a successful DC 15
                                                                                  Shield                                                                                 Perception check but can’t decipher it without
                                N
                             CIE C
                                                                                                                                                                         magic.
                                              +1 Strength
                                     Y
                         PROFI
        +1                                                                                                                                                               Spellcasting. You can cast druid spells as rituals. You
                                              +1 Dexterity
                                                                                                                                                                         can prepare 7 spells from the druid spell list. You
                                              +1 Constitution                                                ARMOR CLASS                                                 can use a druidic focus as your spellcasting focus.
   DEXTERITY
                                 ✘            +1 Intelligence
                                                                                 MAXIMUM                           HIT DICE                          TEMPORARY           Wildshape (Action—2/Short Rest). You can
      12                         ✘            +6 Wisdom
                                              -1 Charisma
                                                                                      22                              3d8                                                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
        +1                                                                                                                                                               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
      12                        N
                             CIE C
                                              +1 Acrobatics (Dex)
                                                                                 SPEED
                                                                                     30ft.
                                                                                                    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
                                 ✘            +6 Animal Handling (Wis)
                                                                                                                                                                         to regain 1d8 hp per level of the spell slot
        +1                                    -1 Arcana (Int)                                                                                                            expended.
                                 ✘            +3 Athletics (Str)
                                                                                                                                                                         Circle Forms. You can use your Wild Shape to
 INTELLIGENCE                                 -1 Deception (Cha)                                                                                                         transform into a beast with a CR as high as 1.
        9                                     -1 History (Int)
                                              +4 Insight (Wis)
                                              -1 Intimidation (Cha)                              SPEED, SENSES, & CONDITIONS
        -1                                    -1 Investigation (Int)
                                              +4 Medicine (Wis)                  Firbolg Magic. You can cast detect magic and disguise self
                                                                                 with this trait, using Wisdom as your spell casting ability
     WISDOM                      ✘            +1 Nature (Int)                    for them. Once you cast either spell, you can't cast it
                                                                                 again with this trait until you finish a short or long rest.
      18                                      +4 Perception (Wis)
                                              -1 Performance (Cha)
                                                                                 When you use this version of disguise self, you can seem
                                                                                 up to 3 feet shorter than normal, allowing you to more
                                                                                 easily blend in with humans and elves.
                                              -1 Persuasion (Cha)
        +4                                    -1 Religion (Int)
                                                                                 Hidden Step. As a bonus action, you can magically turn
                                                                                 invisible until the start of your next turn or until you
                                                                                 attack, make a damage roll, or force someone to make a
                                              +1 Sleight of Hand (Dex)           saving throw. (once per short/long rest)
   CHARISMA                                   +1 Stealth (Dex)
                                                                                 Powerful Build. You count as one size larger when
        9                        ✘            +6 Survival (Wis)
                                                      SKILLS
                                                                                 determining your carrying capacity and the weight you
                                                                                 can push, drag, or lift.
                                                                                 Speech of Beast and Leaf. Communicate in a limited
        -1                 14                     PASSIVE PERCEPTION             manner with beasts and plants. They can understand the
                                                                                 meaning of your words, though you have no special
                                                                                 ability to understand them in return. You have advantage
                                                                                 on all Charisma checks you make to influence them.
        ADVANTAGE
INITIATIVE          +1                   1 Attack / Attack Action                                           RACIAL TRAITS
NAME                                                               RANGE         ATTACK                DAMAGE / TYPE
Quarterstaff                                                        5 ft         +3 vs AC               1d6+1 bludgeoning
Versatile
                                                                                                                                                                                          FEATURES & TRAITS
                                                                                                                                                                         Armor Proficiencies. Light Armor, Medium Armor,
                                                                                                                                                                         Shields
                                                                                                                                                                         Weapon Proficiencies. Club, Dagger, Dart, Javelin,
                                                                                                                                                                         Mace, Quarterstaff, Scimitar, Sickle, Sling, Spear
                                                                                                                                                                         Tool Proficiencies. Lyre, Herbalism kit
                                                                                                                                                                         Languages. Common, Elvish, Giant, Goblin, Druidic
                                                                   ATTACKS & SPELLCASTING                                                                                             PROFICIENCIES & LANGUAGES
                                                                                         This character sheet was generated by the Aurora Builder.
                                                                                       Male                                                                    7'0"            240 lb.
                                                                                       GENDER                               AGE                                HEIGHT          WEIGHT
                                Morten
          CHARACTER NAME                                                               EYES                                           SKIN                              HAIR
                                                                                                                                                                NAME
                                                                                                                                                                          SYMBOL
               CHARACTER PORTRAIT                                                          ALLIES & ORGANIZATIONS
                                                                     You grew up in the wilds, far from civilization and the comforts of town and technology. You’ve witnessed the migration
                                                                     of herds larger than forests, survived weather more extreme than any city-dweller could comprehend, and enjoyed the
                                                                     solitude of being the only thinking creature for miles in any direction. The wilds are in your blood, whether you were a
I’m driven by a wanderlust that led me away from                     nomad, an explorer, a recluse, a hunter-gatherer, or even a marauder. Even in places where you don’t know the specific
home.                                                                features of the terrain, you know the ways of the wild.
I’m always picking things up, absently fiddling with
them, and sometimes accidentally breaking them.
                 PERSONALITY TRAITS
Greater Good. It is each person’s responsibility to
make the most happiness for the whole tribe. (Good)
                        IDEAL
An injury to the unspoiled wilderness of my home is
an injury to me.
                        BOND
I am too enamored of ale, wine, and other
intoxicants.
                         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
                       TRINKET
                                                                                                                                     ADDITIONAL FEATURES
                                                       This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
ADVENTURING GEAR                           #    lb     MAGIC ITEMS                                                    #    lb
[Quarterstaff]                              1   4
[Leather]                                   1   10
[Shield]                                    1   6
Explorer’s Pack                             1   10
Yew Wand                                    1   1
                                                                           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
                                                             31 lb         /        360 lb                      720 lb
                   INVENTORY — ADVENTURING GEAR, ARMS, ARMOR, AND OTHER EQUIPMENT
                                        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.
                                                                              Wisdom                   +6                          14               7
                                                                         SPELLCASTING ABILITY   SPELL ATTACK BONUS        SAVING THROW DC    SPELLS TO PREPARE
                       Druid, Circle of the Moon
  CANTRIPS                                             Druidcraft                                                    Shillelagh
  1ST LEVEL     4 SPELL SLOTS                      ●   Cure Wounds                                            ●      Detect Magic
● Goodberry                                        ●   Ice Knife                                              ●      Thunderwave
   Absorb Elements                                     Absorb Elements                                               Animal Friendship
   Beast Bond                                          Beast Bond                                                    Charm Person
   Create or Destroy Water                             Detect Poison and Disease                                     Earth Tremor
   Earth Tremor                                        Entangle                                                      Faerie Fire
   Fog Cloud                                           Guiding Hand                                                  Healing Word
   Ice Knife                                           Jump                                                          Longstrider
   Purify Food and Drink                               Snare                                                         Speak with Animals
   Wild Cunning
  2ND LEVEL     2 SPELL SLOTS                      ●   Heat Metal                                             ●      Moonbeam
   Animal Messenger                                    Barkskin                                                      Beast Sense
   Darkvision                                          Dust Devil                                                    Dust Devil
   Earthbind                                           Earthbind                                                     Enhance Ability
   Find Traps                                          Flame Blade                                                   Flaming Sphere
   Gust of Wind                                        Healing Spirit                                                Hold Person
   Lesser Restoration                                  Locate Animals or Plants                                      Locate Object
   Pass without Trace                                  Protection from Poison                                        Skywrite
   Skywrite                                            Spike Growth                                                  Summon Bestial Spirit
   Warding Wind                                        Warding Wind
                                Druidcraft                                                                   Shillelagh                                                                         Cure Wounds
                              Transmutation Cantrip                                                     Transmutation Cantrip                                                                     1st-level evocation
  CASTING TIME         1 action                                                CASTING TIME         1 bonus action                                                       CASTING TIME      1 action
      RANGE            30 feet                                                     RANGE            Touch                                                                    RANGE         Touch
    DURATION           Instantaneous                                             DURATION           1 minute                                                               DURATION        Instantaneous
  COMPONENTS           V, S                                                    COMPONENTS           V, S, M (mistletoe, a shamrock leaf, and a club or quarterstaff)     COMPONENTS        V, S
Whispering to the spirits of nature, you create one of the following         The wood of a club or quarterstaff you are holding is imbued with                         A creature you touch regains a number of hit points equal to 1d8 +
effects within range:                                                        nature’s power. For the duration, you can use your spellcasting ability                   your spellcasting ability modifier. This spell has no effect on undead
   • You create a tiny, harmless sensory effect that predicts what the       instead of Strength for the attack and damage rolls of melee attacks                      or constructs.
weather will be at your location for the next 24 hours. The effect           using that weapon, and the weapon’s damage die becomes a d8. The                            At Higher Levels. When you cast this spell using a spell slot of 2nd
might manifest as a golden orb for clear skies, a cloud for rain, falling    weapon also becomes magical, if it isn’t already. The spell ends if you                   level or higher, the healing increases by 1d8 for each slot level above
snowflakes for snow, and so on. This effect persists for 1 round.            cast it again or if you let go of the weapon                                              1st.
   • You instantly make a flower blossom, a seed pod open, or a leaf
bud bloom.
   • You create an instantaneous, harmless sensory effect, such as
falling leaves, a puff of wind, the sound of a small animal, or the faint
odor of skunk. The effect must fit in a 5-foot cube.
   • You instantly light or snuff out a candle, a torch, or a small
campfire.
Spellcasting (Druid)                                     Player’s Handbook   Spellcasting (Druid)                                           Player’s Handbook          Prepared (Druid)                                               Player’s Handbook
                              Detect Magic                                                                 Goodberry                                                                                  Ice Knife
                         1st-level divination (ritual)                                                  1st-level transmutation                                                                   1st-level conjuration
  CASTING TIME         1 action                                                CASTING TIME         1 action                                                             CASTING TIME      1 action
      RANGE            Self                                                        RANGE            Touch                                                                    RANGE         60 feet
    DURATION           Concentration, up to 10 minutes                           DURATION           Instantaneous                                                          DURATION        Instantaneous
  COMPONENTS           V, S                                                    COMPONENTS           V, S, M (a sprig of mistletoe)                                       COMPONENTS        S, M (a drop of water or piece of ice)
For the duration, you sense the presence of magic within 30 feet of          Up to ten berries appear in your hand and are infused with magic for                      You create a shard of ice and fling it at one creature within range.
you. If you sense magic in this way, you can use your action to see a        the duration. A creature can use its action to eat one berry. Eating a                    Make a ranged spell attack against the target. On a hit, the target
faint aura around any visible creature or object in the area that bears      berry restores 1 hit point, and the berry provides enough                                 takes 1d10 piercing damage. Hit or miss, the shard then explodes.
magic, and you learn its school of magic, if any. The spell can              nourishment to sustain a creature for one day. The berries lose their                     The target and each creature within 5 feet of it must succeed on a
penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of        potency if they have not been consumed within 24 hours of the                             Dexterity saving throw or take 2d6 cold damage.
common metal, a thin sheet of lead, or 3 feet of wood or dirt.               casting of this spell.                                                                      At Higher Levels. When you cast this spell using a spell slot of 2nd
                                                                                                                                                                       level or higher, the cold damage increases by 1d6 for each slot level
                                                                                                                                                                       above 1st.
Prepared (Druid)                                         Player’s Handbook   Prepared (Druid)                                               Player’s Handbook          Prepared (Druid)                             Xanathar’s Guide to Everything
                          Thunderwave                                                                      Heat Metal                                                                             Moonbeam
                               1st-level evocation                                                     2nd-level transmutation                                                                    2nd-level evocation
  CASTING TIME         1 action                                                CASTING TIME         1 action                                                             CASTING TIME      1 action
      RANGE            Self (15-foot cube)                                         RANGE            60 feet                                                                  RANGE         120 feet
    DURATION           Instantaneous                                             DURATION           Concentration, up to 1 minute                                          DURATION        Concentration, up to 1 minute
  COMPONENTS           V, S                                                    COMPONENTS           V, S, M (a piece of iron and a flame)                                COMPONENTS        V, S, M (several seeds of any moonseed plant and a piece of
                                                                                                                                                                                           opalescent feldspar)
A wave of thunderous force sweeps out from you. Each creature in a           Choose a manufactured metal object, such as a metal weapon or a                           A silvery beam of pale light shines down in a 5-footradius, 40-foot-
15-foot cube originating from you must make a Constitution saving            suit of heavy or medium metal armor, that you can see within range.                       high cylinder centered on a point within range. Until the spell ends,
throw. On a failed save, a creature takes 2d8 thunder damage and is          You cause the object to glow red-hot. Any creature in physical                            dim light fills the cylinder.
pushed 10 feet away from you. On a successful save, the creature             contact with the object takes 2d8 fire damage when you cast the                              When a creature enters the spell’s area for the first time on a turn
takes half as much damage and isn’t pushed. In addition, unsecured           spell. Until the spell ends, you can use a bonus action on each of your                   or starts its turn there, it is engulfed in ghostly flames that cause
objects that are completely within the area of effect are                    subsequent turns to cause this damage again. If a creature is holding                     searing pain, and it must make a Constitution saving throw. It takes
automatically pushed 10 feet away from you by the spell’s effect, and        or wearing the object and takes the damage from it, the creature                          2d10 radiant damage on a failed save, or half as much damage on a
the spell emits a thunderous boom audible out to 300 feet.                   must succeed on a Constitution saving throw or drop the object if it                      successful one.
  At Higher Levels. When you cast this spell using a spell slot of 2nd       can. If it doesn’t drop the object, it has disadvantage on attack rolls                      A shapechanger makes its saving throw with disadvantage. If it
level or higher, the damage increases by 1d8 for each slot level above       and ability checks until the start of your next turn.                                     fails, it also instantly reverts to its original form and can’t assume a
1st.                                                                           At Higher Levels. When you cast this spell using a spell slot of 3rd                    different form until it leaves the spell’s light.
                                                                             level or higher, the damage increases by 1d8 for each slot above 2nd.                        On each of your turns after you cast this spell, you can use an
                                                                                                                                                                       action to move the beam 60 up to feet in any direction.
                                                                                                                                                                          At Higher Levels. When you cast this spell using a spell slot of 3rd
                                                                                                                                                                       level or higher, the damage increases by 1d10 for each slot level
                                                                                                                                                                       above 2nd.
Prepared (Druid)                                         Player’s Handbook   Prepared (Druid)                                               Player’s Handbook          Prepared (Druid)                                               Player’s Handbook
                     Quarterstaff                                                       Leather                                                         Shield
                          Weapons                                                          Armor                                                         Armor
                                                                The breastplate and shoulder protectors of this armor are      A shield is made from wood or metal and is carried in one
                                                                made of leather that has been stiffened by being boiled in     hand. Wielding a shield increases your Armor Class by 2.
                                                                oil. The rest of the armor is made of softer and more          You can benefit from only one shield at a time.
                                                                flexible materials.
4 lb.                                       Player’s Handbook   10 lb.                                     Player’s Handbook   6 lb.                                      Player’s Handbook
                   Explorer’s Pack                                                    Yew Wand
                      Equipment Packs                                                 Spellcasting Focus
Includes a backpack, a bedroll, a mess kit, a tinderbox, 10     A druidic focus might be a sprig of mistletoe or holly, a
torches, 10 days of rations, and a waterskin. The pack also     wand or scepter made of yew or another special wood, a
has 50 feet of hempen rope strapped to the side of it.          staff drawn whole out of a living tree, or a totem object
                                                                incorporating feathers, fur, bones, and teeth from sacred
                                                                animals. A druid can use such an object as a spellcasting
                                                                focus.
10 lbs.                                     Player’s Handbook   1 lb.                                      Player’s Handbook