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Hannia Sirenidx

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12 views3 pages

Hannia Sirenidx

Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Druid 4 Hermit

Hannia Sirenidx CLASS & LEVEL BACKGROUND PLAYER NAME

Merfolk (NPC)
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

Amphibious. You can breathe air and


+2 PROFICIENCY BONUS
12 +1 10 ft. water, and have a swim speed of 40 ft.

INSPIRATION ARMOR Source: Dungeon Master's Guide, p. 282


CLASS INITIATIVE SPEED

Languages. You speak Aquan and


-2 -2 SAVING THROWS HIT POINT MAXIMUM 21 Common.
-2 ATHLETICS
6 Source: Dungeon Master's Guide, p. 282
STRENGTH
CURRENT HIT POINTS Description. You lived in seclusion —
either in a sheltered community such as
+1 a monastery, or entirely alone — for a
+1 SAVING THROWS
+1 ACROBATICS formative part of your life. In your time
12 +1
+1
SLEIGHT OF HAND
STEALTH
apart from the clamor of society, you
TEMPORARY HIT POINTS found quiet, solitude, and perhaps some
DEXTERITY
of the answers you were looking for.
Total 4d8 SUCCESSES

+0 +0 SAVING THROWS FAILURES • Skill Proficiencies: Medicine, Religion


• Tool Proficiencies: Herbalism kit
11
HIT DICE DEATH SAVES
TRAITS

CONSTITUTION
NAME ATK BONUS DAMAGE/TYPE
Starting Druid. As a 1st-level Druid, you
Lance +0 1d12 − 2 begin play with 8+your Constitution
+2
+0 ◆ +0
SAVING THROWS modifier hit points.
ARCANA
10 +0
+0
HISTORY
INVESTIGATION
You are proficient with the following
INTELLIGENCE ● +2 NATURE items, in addition to any proficiencies
● +2 RELIGION provided by your race or background.
• Armor: light armor, medium armor,
+5
+3 ◆ +3
SAVING THROWS shields (druids will not wear armor or
ANIMAL HANDLING use shields made of metal)
17 +3
+5
INSIGHT
• Weapons: clubs, daggers, darts,
● +5
MEDICINE
javelins, maces, quarterstaffs, scimitars,
WISDOM ● +5
PERCEPTION
sickles, slings, spears
● SURVIVAL
• Tools: herbalism kit
+0 +0 SAVING THROWS • Skills: Choose two from Arcana,
+0 DECEPTION Animal Handling, Insight, Medicine,
10 +0
+0
INTIMIDATION
PERFORMANCE
Nature, Perception, Religion, and
+0 Survival
CHARISMA PERSUASION

You begin play with the following


15 PASSIVE WISDOM (PERCEPTION) equipment, in addition to any equipment
ATTACKS FEATURES

Armor. light armor, medium armor, Leather Armor, Lance, Herbalism kit, Gold (gp) x 43
shields (druids will not wear armor or
use shields made of metal) Backpack. Crowbar, Hammer, Piton x 10, Torch x 10, Tinderbox, Rations (1 day) x 10,
Weapons. clubs, daggers, darts, javelins, Waterskin, Rope, hempen (50 feet)
maces, quarterstaffs, scimitars, sickles,
slings, spears
Tools. herbalism kit
Languages. You speak Aquan and
Common.
OTHER PROFICIENCIES & LANGUAGES EQUIPMENT
Hannia Sirenidx AGE HEIGHT WEIGHT

CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL

CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

PERSONALITY TRAITS

IDEALS

BONDS

CHARACTER BACKSTORY

FLAWS

TREASURE
Wisdom 13 +5
Druid
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 0 6 0

Druidcraft Wall of Water


Shape Water

SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED

1 4 7 0
EPAR
SPELL NAME
ED
PR

Chaos Bolt
Create or Destroy Water
4 0
Entangle
Speak with Animals
SPELLS KNOWN

8 0

2 3

Healing Spirit
Locate Animals or Plants
Moonbeam
5 0

9 0

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