0% found this document useful (0 votes)
78 views6 pages

Level 3 Firbolg Druid Character Sheet

This document provides character details for a level 3 Firbolg Druid named Morten. Key details include: - Class: Druid of the Circle of the Moon tradition - Alignment: Neutral Good - Ability scores for Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma - Proficiency bonus of +2 - Equipment including leather armor and a shield - Druid class features including Wild Shape, Spellcasting, and Firbolg Magic racial traits

Uploaded by

Jeffrey Beaumont
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
0% found this document useful (0 votes)
78 views6 pages

Level 3 Firbolg Druid Character Sheet

This document provides character details for a level 3 Firbolg Druid named Morten. Key details include: - Class: Druid of the Circle of the Moon tradition - Alignment: Neutral Good - Ability scores for Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma - Proficiency bonus of +2 - Equipment including leather armor and a shield - Druid class features including Wild Shape, Spellcasting, and Firbolg Magic racial traits

Uploaded by

Jeffrey Beaumont
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
You are on page 1/ 6

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

You might also like