Level 1 Warforged Druid 0
CHARACTER LEVEL, RACE, & CLASS EXPERIENCE
Haikalin
Hermit Ezeuqiel
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
13
SHIELD
AC message’s presence with a successful DC 15
Perception check but can’t decipher it without
N
CIE C
Integrated Protection (1) magic.
+1 Strength
Y
PROFI
+1 Spellcasting. You can cast druid spells as rituals. You
+2 Dexterity
can prepare 4 spells from the druid spell list. You
+2 Constitution ARMOR CLASS can use a druidic focus as your spellcasting focus.
DEXTERITY
✘ +2 Intelligence
MAXIMUM HIT DICE TEMPORARY
14 ✘ +5 Wisdom
-1 Charisma
10 1d8
CONDITIONAL
+2
CURRENT HIT POINTS
CONSTITUTION DEATH SAVING THROWS
SAVING THROWS
14 N
CIE C
+2 Acrobatics (Dex)
SPEED
30ft.
FLY
0ft.
CLIMB
0ft.
SWIM
0ft.
Y
PROFI
RT
EXPE
✘ +5 Animal Handling (Wis) VISION INSPIRATION EXHAUSTION
+2 +0 Arcana (Int)
+1 Athletics (Str) Resistances. Poison
INTELLIGENCE -1 Deception (Cha)
10 +0 History (Int)
+3 Insight (Wis)
-1 Intimidation (Cha) SPEED, SENSES, & CONDITIONS
+0 +0 Investigation (Int)
✘ +5 Medicine (Wis) Constructed Resilience. You have advantage on saving
throws against being poisoned, and you have resistance
WISDOM ✘ +2 Nature (Int) to poison damage.You don’t need to eat, drink, or
breathe.You are immune to disease.You don’t need to
16 ✘ +5 Perception (Wis)
-1 Performance (Cha)
sleep, and magic can’t put you to sleep.
Sentry’s Rest. When you take a long rest, you must spend
-1 Persuasion (Cha) at least six hours in an inactive, motionless state, rather
+3 ✘ +2 Religion (Int)
than sleeping. In this state, you appear inert, but it
doesn’t render you unconscious, and you can see and
hear as normal.
+2 Sleight of Hand (Dex)
CHARISMA +2 Stealth (Dex) Integrated Protection. You can don only armor with
which you have proficiency. To don armor other than a
8 +3 Survival (Wis)
SKILLS
shield, you must incorporate it into your body over the
course of 1 hour, during which you remain in contact with
the armor. To doff armor, you must spend 1 hour
removing it. You can rest while donning or doffing armor
-1 15 PASSIVE PERCEPTION in this way.While you live, the armor incorporated into
your body can’t be removed against your will.
ADVANTAGE
INITIATIVE +2 1 Attack / Attack Action RACIAL TRAITS
NAME RANGE ATTACK DAMAGE / TYPE
Greatclub 5 ft +1 vs AC 1d8+1 bludgeoning
Two-Handed
FEATURES & TRAITS
Armor Proficiencies. Light Armor, Medium Armor,
Shields
Weapon Proficiencies. Club, Dagger, Dart, Javelin,
Mace, Quarterstaff, Scimitar, Sickle, Sling, Spear
Tool Proficiencies. Alchemist’s supplies, Herbalism
kit
Languages. Common, Primordial, Sylvan, Druidic
ATTACKS & SPELLCASTING PROFICIENCIES & LANGUAGES
This character sheet was generated by the Aurora Builder.
Construct 240
GENDER AGE HEIGHT WEIGHT
Haikalin Blue Marble
CHARACTER NAME EYES SKIN HAIR
NAME
SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS
You lived in seclusion—either in a sheltered community such as a monastery, or entirely a lone—for a formative part of
your life. In your time apart from the clamor of society, you found quiet, solitude, and perhaps some of the answers you
were looking for.
I often get lost in my own thoughts and
contemplation, becoming oblivious to my Creado por fuerzas de la naturaleza, en una isla remota, solo conozco un humano, un mago, gran parte de mi vida la
surroundings. paso en la isla, después de siglos el único contacto humano que tuve fue con ese mago y desde que murió, simplemente
I’m oblivious to etiquette and social expectations.
paso mis días siendo uno con la naturaleza y siendo cercano a todo tipo de animales e insectos
Intentando copiar sus formas
PERSONALITY TRAITS
200 años después del fallecimiento del mago La curiosidad me obliga a salir a descubrir el mundo preguntándome si
Live and Let Live. Meddling in the affairs of others hay más seres como el, o más animales que no conozca
only causes trouble. (Neutral) En mis viajes conozco bastantes personas y druidas, me dicen que un buen lugar para conocer mas de este mundo es
Aruannis es un lugar con bastante variedad de biomas y especies
IDEAL
Actualmente formo parte de un circulo de druidas,a los que le mandan una carta desde la nobleza y me envian a mi
como representante
My isolation gave me great insight into a great evil
that only I can destroy.
BOND
Soy Autista
FLAW BACKGROUND STORY
Discovery
The quiet seclusion of your extended hermitage gave
you access to a unique and powerful discovery. The
exact nature of this revelation depends on the nature
of your seclusion. It might be a great truth about the
cosmos, the deities, the powerful beings of the outer
planes, or the forces of nature. It could be a site that
no one else has ever seen. You might have uncovered
a fact that has long been forgotten, or unearthed
some relic of the past that could rewrite history. It
might be information that would be damaging to the
people who or consigned you to exile, and hence the
reason for your return to society.
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
[Leather] 1 10
[Greatclub] 1 10
Explorer’s Pack 1 10
Crystal 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 / 195 lb 390 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 +5 13 4
SPELLCASTING ABILITY SPELL ATTACK BONUS SAVING THROW DC SPELLS TO PREPARE
Druid
CANTRIPS Shillelagh Thorn Whip
1ST LEVEL 2 SPELL SLOTS ● Earth Tremor ● Faerie Fire
● Healing Word ● Longstrider 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 Entangle Fog Cloud
Goodberry Ice Knife Ice Knife
Jump Purify Food and Drink Snare
Speak with Animals Thunderwave
Shillelagh Thorn Whip Earth Tremor
Transmutation Cantrip Transmutation Cantrip 1st-level evocation
CASTING TIME 1 bonus action CASTING TIME 1 action CASTING TIME 1 action
RANGE Touch RANGE 30 feet RANGE 10 feet
DURATION 1 minute DURATION Instantaneous DURATION Instantaneous
COMPONENTS V, S, M (mistletoe, a shamrock leaf, and a club or quarterstaff) COMPONENTS V, S, M (the stem of a plant with thorns) COMPONENTS V, S
The wood of a club or quarterstaff you are holding is imbued with You create a long, vine-like whip covered in thorns that lashes out at You cause a tremor in the ground within range. Each creature other
nature’s power. For the duration, you can use your spellcasting ability your command toward a creature in range. Make a melee spell attack than you in that area must make a Dexterity saving throw. On a failed
instead of Strength for the attack and damage rolls of melee attacks against the target. If the attack hits, the creature takes 1d6 piercing save, a creature takes 1d6 bludgeoning damage and is knocked
using that weapon, and the weapon’s damage die becomes a d8. The damage, and if the creature is Large or smaller, you pull the creature prone. If the ground in that area is loose earth or stone, it becomes
weapon also becomes magical, if it isn’t already. The spell ends if you up to 10 feet closer to you. difficult terrain until cleared, with each 5-foot-diameter portion
cast it again or if you let go of the weapon This spell’s damage increases by 1d6 when you reach 5th level requiring at least 1 minute to clear by hand.
(2d6), 11th level (3d6), and 17th level (4d6). At Higher Levels. When you cast this spell using a spell slot of 2nd
level or higher, the damage increases by 1d6 for each slot level above
1st.
Spellcasting (Druid) Player’s Handbook Spellcasting (Druid) Player’s Handbook Prepared (Druid) Xanathar’s Guide to Everything
Faerie Fire Healing Word Longstrider
1st-level evocation 1st-level evocation 1st-level transmutation
CASTING TIME 1 action CASTING TIME 1 bonus action CASTING TIME 1 action
RANGE 60 feet RANGE 60 feet RANGE Touch
DURATION Concentration, up to 1 minute DURATION Instantaneous DURATION 1 hour
COMPONENTS V COMPONENTS V COMPONENTS V, S, M (a pinch of dirt)
Each object in a 20-foot cube within range is outlined in blue, green, A creature of your choice that you can see within range regains hit You touch a creature. The target’s speed increases by 10 feet until
or violet light (your choice). Any creature in the area when the spell is points equal to 1d4 + your spellcasting ability modifier. This spell has the spell ends.
cast is also outlined in light if it fails a Dexterity saving throw. For the no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 2nd
duration, objects and affected creatures shed dim light in a 10-foot At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot
radius. level or higher, the healing increases by 1d4 for each slot level above level above 1st.
Any attack roll against an affected creature or object has advantage 1st.
if the attacker can see it, and the affected creature or object can’t
benefit from being invisible.
Prepared (Druid) Player’s Handbook Prepared (Druid) Player’s Handbook Prepared (Druid) Player’s Handbook
Leather Greatclub Explorer’s Pack
Armor Weapons Equipment Packs
The breastplate and shoulder protectors of this armor are Includes a backpack, a bedroll, a mess kit, a tinderbox, 10
made of leather that has been stiffened by being boiled in torches, 10 days of rations, and a waterskin. The pack also
oil. The rest of the armor is made of softer and more has 50 feet of hempen rope strapped to the side of it.
flexible materials.
10 lb. Player’s Handbook 10 lb. Player’s Handbook 10 lbs. Player’s Handbook
Crystal
Spellcasting Focus
An arcane focus is a special item— an orb, a crystal, a rod, a
specially constructed staff, a wand—like length of wood, or
some similar item designed to channel the power of arcane
spells. A sorcerer, warlock, or wizard can use such an item
as a spellcasting focus.
1 lb. Player’s Handbook