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Druid

The document details a character sheet for a Level 5 Lizardfolk Druid named 'The Nameless One' with a background as a Gambler. The character has various abilities, spells, and traits associated with the Circle of Spores, including features like Wildshape and Halo of Spores. Additionally, it includes information on skills, proficiencies, and spellcasting capabilities.

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Constant Hunter
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0% found this document useful (0 votes)
29 views7 pages

Druid

The document details a character sheet for a Level 5 Lizardfolk Druid named 'The Nameless One' with a background as a Gambler. The character has various abilities, spells, and traits associated with the Circle of Spores, including features like Wildshape and Halo of Spores. Additionally, it includes information on skills, proficiencies, and spellcasting capabilities.

Uploaded by

Constant Hunter
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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Level 5 Lizardfolk Druid, Circle of Spores 6500

CHARACTER LEVEL, RACE, & CLASS EXPERIENCE


The Nameless One
Gambler Player One
CHARACTER NAME BACKGROUND ALIGNMENT DEITY PLAYER NAME

STEALTH DISADVANTAGE

ARMOR Lucky (3/Long Rest). Whenever you make an attack


STRENGTH Natural Armor (Lizardfolk) (15) 17 roll, an ability check, or a saving throw, you can
spend one luck point to roll an additional d20. You
PROFICIENCY BONUS +3
8
SHIELD
AC can choose to spend one of your luck points after
Shield you roll the die, but before the outcome is
N
CIE C
determined.You can also spend one luck point when
-1 Strength an attack roll is made against you. Roll a d20, and
Y
PROFI

-1 then choose whether the attack uses the attacker’s


+2 Dexterity
roll or yours.
+3 Constitution ARMOR CLASS
DEXTERITY
✘ +3 Intelligence
Druidic. You can use it to leave hidden messages.
MAXIMUM HIT DICE TEMPORARY You and others who know this language
14 ✘ +6 Wisdom

+0 Charisma
43 5d8 automatically spot such a message. Others spot the
message’s presence with a successful DC 15
CONDITIONAL
Perception check but can’t decipher it without
magic.
+2
Spellcasting. You can cast druid spells as rituals. You
CURRENT HIT POINTS can prepare 8 spells from the druid spell list. You
CONSTITUTION DEATH SAVING THROWS
can use a druidic focus as your spellcasting focus.
SAVING THROWS

16 N
CIE C

+2 Acrobatics (Dex)
SPEED
30ft.
FLY
0ft.
CLIMB
0ft.
SWIM
30ft.
Wildshape (Action—2/Short Rest). You can
magically assume the shape of a beast that you
Y
PROFI

RT

EXPE

VISION INSPIRATION EXHAUSTION have seen before.You can stay in a beast shape for 2
✘ +6 Animal Handling (Wis)
hours. You then revert to your normal form unless
+3 +0 Arcana (Int) you expend another use of this feature. You can
revert to your normal form earlier by using a bonus
-1 Athletics (Str)
action on your turn. You automatically revert if you
INTELLIGENCE ✘ +3 Deception (Cha) fall unconscious, drop to 0 hit points, or die.

10 ✘
+0 History (Int)
+6 Insight (Wis)
Halo of Spores. When a creature you can see moves
into a space within 10 feet of you or starts its turn
there, you can use your reaction to deal 1d4
+0 Intimidation (Cha) SPEED, SENSES, & CONDITIONS necrotic damage to that creature unless it succeeds
+0 +0 Investigation (Int) on a Constitution save (DC 14).
+3 Medicine (Wis) Bite. Your fanged maw is a natural weapon, which
you can use to make unarmed strikes. 1d6+-1 Symbiotic Entity (Action). You can expend a use of
WISDOM ✘ +3 Nature (Int) your Wild Shape and you gain 20 temporary hit
piercing damage.
points. While this feature is active, you gain the
16 ✘ +6 Perception (Wis)
+0 Performance (Cha)
Cunning Artisan. As part of a short rest, you can
harvest bone and hide from a slain beast,
following benefits:
• When you deal your Halo of Spores damage, roll
construct, dragon, monstrosity, or plant creature. the damage die a second time and add it to the
+0 Persuasion (Cha)
+3 total.
+0 Religion (Int) Hold Breath. You can hold your breath for up to 15 • Your melee weapon attacks deal an extra 1d6
minutes at a time. necrotic damage to any target they hit.
+2 Sleight of Hand (Dex)
These benefits last for 10 minutes, until you lose
CHARISMA +2 Stealth (Dex) all these temporary hit points, or until you use your
Natural Armor. You have tough, scaly skin. When
Wild Shape again.
10 ✘ +6 Survival (Wis) you aren't wearing armor, your AC is 15.
SKILLS
Hungry Jaws. As a bonus action, you can make a
special attack with your bite. If the attack hits, it
+0 16 PASSIVE PERCEPTION deals its normal damage, and you gain 3
temporary hit points. 1/ short rest.

ADVANTAGE

INITIATIVE +2 1 Attack / Attack Action RACIAL TRAITS

NAME RANGE ATTACK DAMAGE / TYPE

FEATURES & TRAITS

Armor Proficiencies. Light Armor, Medium Armor,


Shields

Weapon Proficiencies. Club, Dagger, Dart, Javelin,


Mace, Quarterstaff, Scimitar, Sickle, Sling, Spear

Tool Proficiencies. Playing card set, Herbalism kit

Languages. Common, Draconic, Druidic

ATTACKS & SPELLCASTING PROFICIENCIES & LANGUAGES

This character sheet was generated by the Aurora Builder.


Male 4'8" 110 lb.
GENDER AGE HEIGHT WEIGHT
The Nameless One
CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS

All you need to make a lot of gold is a little gold. Except at those times when all you need to have no gold at all is a little
gold. Whether you’re a good gambler or a bad one rarely matters, because no one can divine the whims of Lady Luck.
Sometimes you’re up, sometimes you’re down. But the thing about gambling is that someone is always willing to take a
bet.

PERSONALITY TRAITS

IDEAL

BOND

FLAW BACKGROUND STORY

Never Tell Me the Odds


Odds and probability are your bread and butter.
During downtime activities that involve games of
chance or figuring odds on the best plan, you can get
a solid sense of which choice is likely the best one
and which opportunities seem too good to be true,
at the DM’s determination.

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
Explorer’s Pack 1 10
[Shield] 1 6

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

16 lb / 120 lb 240 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 8

SPELLCASTING ABILITY SPELL ATTACK BONUS SAVING THROW DC SPELLS TO PREPARE


Druid, Circle of Spores

CANTRIPS Chill Touch (Always Prepared) Druidcraft


Frostbite Guidance

1ST LEVEL 4 SPELL SLOTS ● Entangle ● Goodberry


● Healing Word Absorb Elements Absorb Elements
Animal Friendship Beast Bond Beast Bond
Charm Person Create or Destroy Water Cure Wounds
Detect Magic Detect Poison and Disease Earth Tremor
Earth Tremor Faerie Fire Fog Cloud
Ice Knife Ice Knife Jump
Longstrider Purify Food and Drink Snare
Speak with Animals Thunderwave

2ND LEVEL 3 SPELL SLOTS ● Blindness/Deafness (Always Prepared) ● Gentle Repose (Always Prepared)
● Healing Spirit ● Heat Metal Air Bubble
Animal Messenger Barkskin Beast Sense
Darkvision Dust Devil Dust Devil
Earthbind Earthbind Enhance Ability
Find Traps Flame Blade Flaming Sphere
Gust of Wind Hold Person Lesser Restoration
Locate Animals or Plants Locate Object Moonbeam
Pass without Trace Protection from Poison Skywrite
Skywrite Spike Growth Summon Beast
Warding Wind Warding Wind Wither and Bloom

3RD LEVEL 2 SPELL SLOTS ● Animate Dead (Always Prepared) ● Conjure Animals
● Gaseous Form (Always Prepared) ● Plant Growth ● Tidal Wave
Call Lightning Daylight Dispel Magic
Erupting Earth Erupting Earth Feign Death
Flame Arrows Flame Arrows Meld into Stone
Protection from Energy Sleet Storm Speak with Plants
Summon Fey Tidal Wave Wall of Water
Wall of Water Water Breathing Water Walk
Wind Wall
Chill Touch Druidcraft Frostbite
Necromancy Cantrip Transmutation Cantrip Evocation Cantrip

CASTING TIME 1 action CASTING TIME 1 action CASTING TIME 1 action


RANGE 120 feet RANGE 30 feet RANGE 60 feet
DURATION 1 round DURATION Instantaneous DURATION Instantaneous
COMPONENTS V, S COMPONENTS V, S COMPONENTS V, S

You create a ghostly, skeletal hand in the space of a creature within Whispering to the spirits of nature, you create one of the following You cause numbing frost to form on one creature that you can see
range. Make a ranged spell attack against the creature to assail it effects within range: within range. The target must make a Constitution saving throw. On a
with the chill of the grave. On a hit, the target takes 1d8 necrotic • You create a tiny, harmless sensory effect that predicts what the failed save, the target takes 1d6 cold damage, and it has
damage, and it can’t regain hit points until the start of your next turn. weather will be at your location for the next 24 hours. The effect disadvantage on the next weapon attack roll it makes before the end
Until then, the hand clings to the target. If you hit an undead target, might manifest as a golden orb for clear skies, a cloud for rain, falling of its next turn.
it also has disadvantage on attack rolls against you until the end of snowflakes for snow, and so on. This effect persists for 1 round. The spell’s damage increases by 1d6 when you reach 5th level
your next turn. This spell’s damage increases by 1d8 when you reach • You instantly make a flower blossom, a seed pod open, or a leaf (2d6), 11th level (3d6), and 17th level (4d6).
5th level (2d8), 11th level (3d8), and 17th level (4d8). 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.

Circle Spells (Druid) Player’s Handbook Spellcasting (Druid) Player’s Handbook Spellcasting (Druid) Princes of the Apocalypse

Guidance Entangle Goodberry


Divination Cantrip 1st-level conjuration 1st-level transmutation

CASTING TIME 1 action CASTING TIME 1 action CASTING TIME 1 action


RANGE Touch RANGE 90 feet RANGE Touch
DURATION Concentration, up to 1 minute DURATION Concentration, up to 1 minute DURATION Instantaneous
COMPONENTS V, S COMPONENTS V, S COMPONENTS V, S, M (a sprig of mistletoe)

You touch one willing creature. Once before the spell ends, the target Grasping weeds and vines sprout from the ground in a 20-foot square Up to ten berries appear in your hand and are infused with magic for
can roll a d4 and add the number rolled to one ability check of its starting from a point within range. For the duration, these plants turn the duration. A creature can use its action to eat one berry. Eating a
choice. It can roll the die before or after making the ability check. The the ground in the area into difficult terrain. A creature in the area berry restores 1 hit point, and the berry provides enough
spell then ends. when you cast the spell must succeed on a Strength saving throw or nourishment to sustain a creature for one day. The berries lose their
be restrained by the entangling plants until the spell ends. A creature potency if they have not been consumed within 24 hours of the
restrained by the plants can use its action to make a Strength check casting of this spell.
against your spell save DC. On a success, it frees itself. When the spell
ends, the conjured plants wilt away.

Spellcasting (Druid) Player’s Handbook Prepared (Druid) Player’s Handbook Prepared (Druid) Player’s Handbook

Healing Word Blindness/Deafness Gentle Repose


1st-level evocation 2nd-level necromancy 2nd-level necromancy (ritual)

CASTING TIME 1 bonus action CASTING TIME 1 action CASTING TIME 1 action
RANGE 60 feet RANGE 30 feet RANGE Touch
DURATION Instantaneous DURATION 1 minute DURATION 10 days
COMPONENTS V COMPONENTS V COMPONENTS V, S, M (a pinch of salt and one copper piece placed on each of the
corpse’s eyes, which must remain there for the duration)

A creature of your choice that you can see within range regains hit You can blind or deafen a foe. Choose one creature that you can see You touch a corpse or other remains. For the duration, the target is
points equal to 1d4 + your spellcasting ability modifier. This spell has within range to make a Constitution saving throw. If it fails, the target protected from decay and can’t become undead. The spell also
no effect on undead or constructs. is either blinded or deafened (your choice) for the duration. At the effectively extends the time limit on raising the target from the dead,
At Higher Levels. When you cast this spell using a spell slot of 2nd end of each of its turns, the target can make a Constitution saving since days spent under the influence of this spell don’t count against
level or higher, the healing increases by 1d4 for each slot level above throw. On a success, the spell ends. the time limit of spells such as raise dead.
1st. At Higher Levels. When you cast this spell using a spell slot of 3rd
or higher, you can target one additional creature for each slot level
above 2nd.

Prepared (Druid) Player’s Handbook Circle Spells (Druid) Player’s Handbook Circle Spells (Druid) Player’s Handbook
Healing Spirit Heat Metal Animate Dead
2nd-level conjuration 2nd-level transmutation 3rd-level necromancy

CASTING TIME 1 bonus action CASTING TIME 1 action CASTING TIME 1 minute
RANGE 60 feet RANGE 60 feet RANGE 10 feet
DURATION Concentration, up to 1 minute DURATION Concentration, up to 1 minute DURATION Instantaneous
COMPONENTS V, S COMPONENTS V, S, M (a piece of iron and a flame) COMPONENTS V, S, M (a drop of blood, a piece of flesh, and a pinch of bone dust)

You call forth a nature spirit to soothe the wounded. The intangible Choose a manufactured metal object, such as a metal weapon or a This spell creates an undead servant. Choose a pile of bones or a corpse
spirit appears in a space that is a 5-foot cube you can see within suit of heavy or medium metal armor, that you can see within range. of a Medium or Small humanoid within range. Your spell imbues the
range. The spirit looks like a transparent beast or fey (your choice). You cause the object to glow red-hot. Any creature in physical target with a foul mimicry of life, raising it as an undead creature. The
Until the spell ends, whenever you or a creature you can see moves contact with the object takes 2d8 fire damage when you cast the target becomes a skeleton if you chose bones or a zombie if you chose a
into the spirit’s space for the first time on a turn or starts its turn spell. Until the spell ends, you can use a bonus action on each of your corpse (the DM has the creature’s game statistics).
there, you can cause the spirit to restore 1d6 hit points to that subsequent turns to cause this damage again. If a creature is holding On each of your turns, you can use a bonus action to mentally
creature (no action required). The spirit can’t heal constructs or or wearing the object and takes the damage from it, the creature command any creature you made with this spell if the creature is within
undead. The spirit can heal a number of times equal to 1 + your must succeed on a Constitution saving throw or drop the object if it 60 feet of you (if you control multiple creatures, you can command any
spellcasting ability modifier (minimum of twice). After healing that can. If it doesn’t drop the object, it has disadvantage on attack rolls or all of them at the same time, issuing the same command to each one).
number of times, the spirit disappears. and ability checks until the start of your next turn. You decide what action the creature will take and where it will move
during its next turn, or you can issue a general command, such as to
As a bonus action on your turn, you can move the Spirit up to 30 At Higher Levels. When you cast this spell using a spell slot of 3rd guard a particular chamber or corridor. If you issue no commands, the
feet to a space you can see. level or higher, the damage increases by 1d8 for each slot above 2nd. creature only defends itself against hostile creatures. Once given an
At Higher Levels. When you cast this spell using a spell slot of 3rd order, the creature continues to follow it until its task is complete.
level or higher, the healing increases by 1d6 for each slot level above The creature is under your control for 24 hours, after which it stops
2nd. obeying any command you’ve given it. To maintain control of the
creature for another 24 hours, you must cast this spell on the creature
again before the current 24-hour period ends. This use of the spell
reasserts your control over up to four creatures you have animated with
this spell, rather than animating a new one.
At Higher Levels. When you cast this spell using a spell slot of 4th level
or higher, you animate or reassert control over two additional undead
creatures for each slot level above 3rd. Each of the creatures must come
from a different corpse or pile of bones.

Prepared (Druid) Xanathar’s Guide to Everything Prepared (Druid) Player’s Handbook Circle Spells (Druid) Player’s Handbook

Conjure Animals Gaseous Form Plant Growth


3rd-level conjuration 3rd-level transmutation 3rd-level transmutation

CASTING TIME 1 action CASTING TIME 1 action CASTING TIME 1 action or 8 hours
RANGE 60 feet RANGE Touch RANGE 150 feet
DURATION Concentration, up to 1 hour DURATION Concentration, up to 1 hour DURATION Instantaneous
COMPONENTS V, S COMPONENTS V, S, M (a bit of gauze and a wisp of smoke) COMPONENTS V, S

You summon fey spirits that take the form of beasts and appear in You transform a willing creature you touch, along with everything it’s This spell channels vitality into plants within a specific area. There are
unoccupied spaces that you can see within range. Choose one of the wearing and carrying, into a misty cloud for the duration. The spell two possible uses for the spell, granting either immediate or long-
following options for what appears: ends if the creature drops to 0 hit points. An incorporeal creature term benefits.
• One beast of challenge rating 2 or lower isn’t affected. While in this form, the target’s only method of If you cast this spell using 1 action, choose a point within range. All
• Two beasts of challenge rating 1 or lower movement is a flying speed of 10 feet. The target can enter and normal plants in a 100-foot radius centered on that point become
• Four beasts of challenge rating 1/2 or lower occupy the space of another creature. The target has resistance to thick and overgrown. A creature moving through the area must
• Eight beasts of challenge rating 1/4 or lower nonmagical damage, and it has advantage on Strength, Dexterity, and spend 4 feet of movement for every 1 foot it moves.
Constitution saving throws. The target can pass through small holes, You can exclude one or more areas of any size within the spell’s
Each beast is also considered fey, and it disappears when it drops to 0 narrow openings, and even mere cracks, though it treats liquids as area from being affected.
hit points or when the spell ends. though they were solid surfaces. The target can’t fall and remains If you cast this spell over 8 hours, you enrich the land. All plants in
The summoned creatures are friendly to you and your companions. hovering in the air even when stunned or otherwise incapacitated. a half-mile radius centered on a point within range become enriched
Roll initiative for the summoned creatures as a group, which has its While in the form of a misty cloud, the target can’t talk or manipulate for 1 year. The plants yield twice the normal amount of food when
own turns. They obey any verbal commands that you issue to them objects, and any objects it was carrying or holding can’t be dropped, harvested.
(no action required by you). If you don’t issue any commands to used, or otherwise interacted with. The target can’t attack or cast
them, they defend themselves from hostile creatures, but otherwise spells.
take no actions.
The DM has the creatures’ statistics.
At Higher Levels. When you cast this spell using certain higher-
level spell slots, you choose one of the summoning options above,
and more creatures appear: twice as many with a 5th-level slot, three
times as many with a 7th-level slot, and four times as many with a
9th-level slot.

Prepared (Druid) Player’s Handbook Circle Spells (Druid) Player’s Handbook Prepared (Druid) Player’s Handbook

Tidal Wave
3rd-level conjuration

CASTING TIME 1 action


RANGE 120 feet
DURATION Instantaneous
COMPONENTS V, S, M (a drop of water)

You conjure up a wave of water that crashes down on an area within


range. The area can be up to 30 feet long, up to 10 feet wide, and up
to 10 feet tall. Each creature in that area must make a Dexterity
saving throw. On a failure, a creature takes 4d8 bludgeoning damage
and is knocked prone. On a successful save, a creature takes half as
much damage and isn’t knocked prone. The water then spreads out
across the ground in all directions, extinguishing unprotected flames
within 30 feet of it, and then it vanishes.

Prepared (Druid) Xanathar’s Guide to Everything


Explorer’s Pack Shield
Equipment Packs Armor

Includes a backpack, a bedroll, a mess kit, a tinderbox, 10 A shield is made from wood or metal and is carried in one
torches, 10 days of rations, and a waterskin. The pack also hand. Wielding a shield increases your Armor Class by 2.
has 50 feet of hempen rope strapped to the side of it. You can benefit from only one shield at a time.

10 lbs. Player’s Handbook 6 lb. Player’s Handbook

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