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D&D Character Sheet

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0% found this document useful (0 votes)
23 views8 pages

D&D Character Sheet

Uploaded by

omer9005
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
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Druid (10)

CLASS & LEVEL BACKGROUND PLAYER NAME


Oliver Gordon Human/Illuskan Lawful Neutral
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION
STRENGTH
18 +2 30
11 +4 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED

0 PERSONALITY TRAITS

Hit Point Maximum 101


0 Strength
DEXTERITY
+2 Dexterity

14 ●
+4 Constitution
+6 Intelligence
CURRENT HIT POINTS IDEALS

+2 ●
+9 Wisdom
+1 Charisma
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS

18 +2 Acrobatics (Dex) SUCCESSES


10x(1d8+4)
+4 +5 Animal Handling (Wis) FAILURES

+2 Arcana (Int) HIT DICE DEATH SAVES FLAWS


INTELLIGENCE Athletics (Str)
0

14 +1 Deception (Cha)
+2 History (Int)
NAME ATK BONUS DAMAGE/TYPE

+2 ●
+9 Insight (Wis)
Quarterstaff +4 1d6+0 bludgeoning
Backpack
WISDOM
+1 Intimidation (Cha)
+2 Investigation (Int)
Spear +4 1d6+0 piercing
Bedroll
+5 Medicine (Wis) Breastplate
20 ●
+6 Nature (Int)
Explorer's Pack

+9 Perception (Wis) Number of
+5
+1 Performance (Cha)
Attacks: 1 Leather
CHARISMA
+1 Persuasion (Cha)
+2 Religion (Int)
Mess kit
12 +2 Sleight of Hand (Dex) Rations (1 day)
+1
+2 Stealth (Dex) x10
+5 Survival (Wis)

SKILLS ATTACKS & SPELLCASTING


Rope, hempen
Shield
19 PASSIVE WISDOM (PERCEPTION)
CP Tinderbox
SP
Torch x10
Tool Proficiencies: Herbalism Kit
Waterskin
Weapon Proficiencies: Club;
Dagger; Dart; Javelin; Mace;
EP
Wooden staff
Quarterstaff; Scimitar; Sickle; Sling;
Spear GP

Armor Proficiencies: Light; Medium; PP


Shields

Language Proficiencies: Common;


Druidic; Sylvan
OTHER PROFICIENCIES & LANGUAGES TREASURE EQUIPMENT

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
AGE HEIGHT WEIGHT

CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL

CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

TREASURE CHARACTER BACKSTORY

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Druid Wisdom 17 +9
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 3 6
Guidance
Mending
Shillelagh

SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED

1 4 7
EPAR
SPELL NAME
ED
PR

Entangle

Healing Word
4 3
Blight
SPELLS KNOWN

Polymorph

2 3
Darkvision

Hold Person
Lesser Restoration
5 2
Contagion
9
Geas

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
FEATURES & TRAITS

---------------Actions--------------
Wild Shape. You can transform into a beast you have seen with
CR 1 (lasts 5 hours, use twice/rest).

-----------Other Traits------------
Druidic. You can speak Druidic and use it to leave hidden
message and automatically spot messages left by others.
Page 1

Guidance Mending Shillelagh


Druid Cantrip Divination DC 17 Spell Mod +9 Druid Cantrip Transmutation DC 17 Spell Mod +9 Druid Cantrip Transmutation DC 17 Spell Mod +9
1 Act. Touch V,S Conc, 1 min 1 min Touch V,S,M Inst 1 B.A. Touch V,S,M 1 min
Two lodestones Mistletoe, a shamrock leaf, and a club or quarterstaff

You touch one willing creature. Once before This spell repairs a single break or tear in an The wood of a club or quarterstaff you are
the spell ends, the target can roll a d4 and add object you touch, such as a broken chain link, holding is imbued with nature's power. For
the number rolled to one ability check of its two halves of a broken key, a torn cloak, or a the duration, you can use your spellcasting
choice. It can roll the die before or after leaking wineskin. As long as the break or tear ability instead of Strength for the attack and
making the ability check. The spell then ends. is no larger than 1 foot in any dimension, you damage rolls of melee attacks using that
mend it, leaving no trace of the former weapon, and the weapon's damage die
damage. This spell can physically repair a becomes a d8. The weapon also becomes
magic item or construct, but the spell can't magical, if it isn't already. The spell ends if you
restore magic to such an object. cast it again or if you let go of the weapon.

Entangle Healing Word Darkvision


Druid Level 1 Conjuration DC 17 Spell Mod +9 Druid Level 1 Evocation DC 17 Spell Mod +9 Druid Level 2 Transmutation DC 17 Spell Mod +9
1 Act. 90 ft V,S Conc, 1 min 1 B.A. 60 ft V Inst 1 Act. Touch V,S,M 8 hrs
Either a pinch of dried carrot or an agate

Grasping weeds and vines sprout from the A creature of your choice that you can see You touch a willing creature to grant it the
ground in a 20-foot square starting from a within range regains hit points equal to 1d4 + ability to see in the dark. For the duration, that
point within range. For the duration, these your spellcasting ability modifier. This spell creature has darkvision out to a range of 60
plants turn the ground in the area into has no effect on undead or constructs. At feet.
difficult terrain. A creature in the area when Higher Levels. When you cast this spell using a
you cast the spell must succeed on a Strength spell slot of 2nd level or higher, the healing
saving throw or be restrained by the increases by 1d4 for each slot level above 1st.
entangling plants until the spell ends. A
creature restrained by the plants can use its
action to make a Strength check against your
spell save DC. On a success, it frees itself.
When the spell ends, the conjured plants wilt
away.

Hold Person Lesser Restoration Blight


Druid Level 2 Enchantment DC 17 Spell Mod +9 Druid Level 2 Abjuration DC 17 Spell Mod +9 Druid Level 4 Necromancy DC 17 Spell Mod +9
1 Act. 60 ft V,S,M Conc, 1 min 1 Act. Touch V,S Inst 1 Act. 30 ft V,S Inst
A small, straight piece of iron

Choose a humanoid that you can see within You touch a creature and can end either one Necromantic energy washes over a creature of
range. The target must succeed on a Wisdom disease or one condition afflicting it. The your choice that you can see within range,
saving throw or be paralyzed for the duration. condition can be blinded, deafened, paralyzed, draining moisture and vitality from it. The
At the end of each of its turns, the target can or poisoned. target must make a Constitution saving throw.
make another Wisdom saving throw. On a The target takes 8d8 necrotic damage on a
success, the spell ends on the target. At Higher failed save, or half as much damage on a
Levels. When you cast this spell using a spell successful one. This spell has no effect on
slot of 3rd level or higher, you can target one undead or constructs. If you target a plant
additional humanoid for each slot level above creature or a magical plant, it makes the
2nd. The humanoids must be within 30 feet of saving throw with disadvantage, and the spell
each other when you target them. deals maximum damage to it. If you target a
nonmagical plant that isn't a creature, such as
a tree or shrub, it doesn't make a saving throw;
it simply withers and dies. At Higher Levels.
When you cast this spell using a spell slot of
5th level or higher, the damage increases by
1d8 for each slot level above 4th.
Page 1 (reverse)
Page 2

Polymorph Contagion Geas


Druid Level 4 Transmutation DC 17 Spell Mod +9 Druid Level 5 Necromancy DC 17 Spell Mod +9 Druid Level 5 Enchantment DC 17 Spell Mod +9
1 Act. 60 ft V,S,M Conc, 1 hr 1 Act. Touch V,S 7 days 1 min 60 ft V 30 days
A caterpillar cocoon

This spell transforms a creature that you can Your touch inflicts disease. Make a melee spell You place a magical command on a creature
see within range into a new form. An attack against a creature within your reach. that you can see within range, forcing it to
unwilling creature must make a Wisdom On a hit, you afflict the creature with a disease carry out some service or refrain from some
saving throw to avoid the effect. The spell has of your choice from any of the ones described action or course of activity as you decide. If the
no effect on a shapechanger or a creature with below. At the end of each of the target's turns, creature can understand you, it must succeed
0 hit points. The transformation lasts for the it must make a Constitution saving throw. on a Wisdom saving throw or become
duration, or until the target drops to 0 hit After failing three of these saving throws, the charmed by you for the duration. While the
points or dies. The new form can be any beast disease's effects last for the duration, and the creature is charmed by you, it takes 5d10
whose challenge rating is equal to or less than creature stops making these saves. After psychic damage each time it acts in a manner
the target's (or the target's level, if it doesn't succeeding on three of these saving throws, directly counter to your instructions, but no
have a challenge rating). The target's game the creature recovers from the disease, and the more than once each day. A creature that can't
statistics, including mental ability scores, are spell ends. Since this spell induces a natural understand you is unaffected by the spell. You
replaced by the statistics of the chosen beast. disease in its target, any effect that removes a can issue any command you choose, short of
It retains its alignment and personality. The disease or otherwise ameliorates a disease's an activity that would result in certain death.
target assumes the hit points of its new form. effects apply to it. Blinding Sickness. Pain Should you issue a suicidal command, the
When it reverts to its normal form, the grips the creature's mind, and its eyes turn spell ends. You can end the spell early by using
creature returns to the number of hit points it milky white. The creature has disadvantage on an action to dismiss it. A remove curse, greater
had before it transformed. If it reverts as a Wisdom checks and Wisdom saving throws restoration, or wish spell also ends it. At
result of dropping to 0 hit points, any excess and is blinded. Filth Fever. A raging fever Higher Levels. When you cast this spell using a
Page 2 (reverse)

Geas (reverse) Contagion (reverse) Polymorph (reverse)


spell slot of 7th or 8th level, the duration is 1 sweeps through the creature's body. The damage carries over to its normal form. As
year. When you cast this spell using a spell slot creature has disadvantage on Strength checks, long as the excess damage doesn't reduce the
of 9th level, the spell lasts until it is ended by Strength saving throws, and attack rolls that creature's normal form to 0 hit points, it isn't
one of the spells mentioned above. use Strength. Flesh Rot. The creature's flesh knocked unconscious. The creature is limited
decays. The creature has disadvantage on in the actions it can perform by the nature of
Charisma checks and vulnerability to all its new form, and it can't speak, cast spells, or
damage. Mindfire. The creature's mind take any other action that requires hands or
becomes feverish. The creature has speech. The target's gear melds into the new
disadvantage on Intelligence checks and form. The creature can't activate, use, wield, or
Intelligence saving throws, and the creature otherwise benefit from any of its equipment.
behaves as if under the effects of the confusion
spell during combat. Seizure. The creature is
overcome with shaking. The creature has
disadvantage on Dexterity checks, Dexterity
saving throws, and attack rolls that use
Dexterity. Slimy Doom. The creature begins to
bleed uncontrollably. The creature has
disadvantage on Constitution checks and
Constitution saving throws. In addition,
whenever the creature takes damage, it is
stunned until the end of its next turn.

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