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Kieran Greenbark

Kieran Greenbark is a Level 1 Human Druid with a Neutral Good alignment and the Outlander background. He possesses various skills and spells, including nature-related abilities and a proficiency in multiple languages. His character emphasizes a strong connection to the natural world and a disdain for civilization, reflecting his upbringing in the wilds.

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Emanuel Dantas
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0% found this document useful (0 votes)
28 views5 pages

Kieran Greenbark

Kieran Greenbark is a Level 1 Human Druid with a Neutral Good alignment and the Outlander background. He possesses various skills and spells, including nature-related abilities and a proficiency in multiple languages. His character emphasizes a strong connection to the natural world and a disdain for civilization, reflecting his upbringing in the wilds.

Uploaded by

Emanuel Dantas
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 1 Human Druid 0

CHARACTER LEVEL, RACE, & CLASS EXPERIENCE


Kieran Greenbark
Outlander Neutral Good Silvanus Vivi
CHARACTER NAME BACKGROUND ALIGNMENT DEITY PLAYER NAME

STEALTH DISADVANTAGE

ARMOR Observant. If you can see a creature’s mouth while


STRENGTH Leather 15 it is speaking a language you understand, you can
interpret what it’s saying by reading its lips.You
PROFICIENCY BONUS +2
8
SHIELD
AC have a +5 bonus to your passive Perception and
Shield passive Investigation scores.
N
CIE C

-1 Strength Druidic. You can use it to leave hidden messages.


Y
PROFI

-1 You and others who know this language


+2 Dexterity
automatically spot such a message. Others spot the
+2 Constitution ARMOR CLASS message’s presence with a successful DC 15
DEXTERITY
✘ +3 Intelligence
Perception check but can’t decipher it without
MAXIMUM HIT DICE TEMPORARY magic.
14 ✘ +5 Wisdom

+0 Charisma
10 1d8
Spellcasting. You can cast druid spells as rituals. You
CONDITIONAL
can prepare 4 spells from the druid spell list. You
can use a druidic focus as your spellcasting focus.
+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

+3 Animal Handling (Wis) VISION INSPIRATION EXHAUSTION


+2 ✘ +3 Arcana (Int)
✘ +1 Athletics (Str)
INTELLIGENCE +0 Deception (Cha)

12 +1 History (Int)
+3 Insight (Wis)
+0 Intimidation (Cha) SPEED, SENSES, & CONDITIONS
+1 +1 Investigation (Int)
+3 Medicine (Wis)
WISDOM ✘ +3 Nature (Int)

17 +3 Perception (Wis)
+0 Performance (Cha)
✘ +2 Persuasion (Cha)
+3 +1 Religion (Int)
+2 Sleight of Hand (Dex)
CHARISMA +2 Stealth (Dex)

10 ✘ +5 Survival (Wis)
SKILLS

+0 18 PASSIVE PERCEPTION

ADVANTAGE

INITIATIVE +2 1 Attack / Attack Action RACIAL TRAITS

NAME RANGE ATTACK DAMAGE / TYPE


Quarterstaff 5 ft +1 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. Drum, Herbalism kit

Languages. Common, Sylvan, Halfling, Druidic

ATTACKS & SPELLCASTING PROFICIENCIES & LANGUAGES

This character sheet was generated by the Aurora Builder.


Male 4'8" 110 lb.
GENDER AGE HEIGHT WEIGHT
Kieran Greenbark
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 place no stock in wealthy or well-mannered folk. nomad, an explorer, a recluse, a hunter-gatherer, or even a marauder. Even in places where you don’t know the specific
Money and manners won’t save you from a hungry features of the terrain, you know the ways of the wild.
owlbear.

PERSONALITY TRAITS

Nature. The natural world is more important than all


the constructs of civilization. (Neutral)

IDEAL

I will bring terrible wrath down on the evildoers who


destroyed my homeland.

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
[Wooden shield] 1 6
[Quarterstaff] 1 4
Explorer’s Pack 1 10
[Leather] 1 10
Staff 1 4
Clothes, Traveler’s 1 4
Pingente de canino de urso 1 —
Hunting Trap 1 25

ATTUNED MAGIC ITEMS 0 / 3


VALUABLES — GEMS, ART OBJECTS, TRADE GOODS # lb

COPPER SILVER ELECTRUM GOLD PLATINUM

0 0 0 10 0

ENCUMBRANCE — LIFTING AND CARRYING

WEIGHT CARRIED CARRY CAPACITY PUSH, DRAG, LIFT

63.2 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 +5 13 4

SPELLCASTING ABILITY SPELL ATTACK BONUS SAVING THROW DC SPELLS TO PREPARE


Druid

CANTRIPS Produce Flame Thorn Whip

1ST LEVEL 2 SPELL SLOTS ● Create or Destroy Water ● Faerie Fire


● Goodberry ● Thunderwave Animal Friendship
Charm Person Cure Wounds Detect Magic
Detect Poison and Disease Entangle Fog Cloud
Healing Word Jump Longstrider
Purify Food and Drink Speak with Animals
Produce Flame Thorn Whip Create or Destroy Water
Conjuration Cantrip Transmutation Cantrip 1st-level transmutation

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


RANGE Self RANGE 30 feet RANGE 30 feet
DURATION 10 minutes DURATION Instantaneous DURATION Instantaneous
COMPONENTS V, S COMPONENTS V, S, M (the stem of a plant with thorns) COMPONENTS V, S, M (a drop of water if creating water or a few grains of sand if
destroying it)

A flickering flame appears in your hand. The flame remains there for You create a long, vine-like whip covered in thorns that lashes out at You either create or destroy water. Create Water. You create up to
the duration and harms neither you nor your equipment. The flame your command toward a creature in range. Make a melee spell attack 10 gallons of clean water within range in an open container.
sheds bright light in a 10-foot radius and dim light for an additional against the target. If the attack hits, the creature takes 1d6 piercing Alternatively, the water falls as rain in a 30-foot cube within range,
10 feet. The spell ends if you dismiss it as an action or if you cast it damage, and if the creature is Large or smaller, you pull the creature extinguishing exposed flames in the area. Destroy Water. You destroy
again. You can also attack with the flame, although doing so ends the up to 10 feet closer to you. This spell’s damage increases by 1d6 up to 10 gallons of water in an open container within range.
spell. When you cast this spell, or as an action on a later turn, you can when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Alternatively, you destroy fog in a 30-foot cube within range.
hurl the flame at a creature within 30 feet of you. Make a ranged At Higher Levels. When you cast this spell using a spell slot of 2nd
spell attack. On a hit, the target takes 1d8 fire damage. This spell’s level or higher, you create or destroy 10 additional gallons of water,
damage increases by 1d8 when you reach 5th level (2d8), 11th level or the size of the cube increases by 5 feet, for each slot level above
(3d8), and 17th level (4d8). 1st.

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

Faerie Fire Goodberry Thunderwave


1st-level evocation 1st-level transmutation 1st-level evocation

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


RANGE 60 feet RANGE Touch RANGE Self (15-foot cube)
DURATION Concentration, up to 1 minute DURATION Instantaneous DURATION Instantaneous
COMPONENTS V COMPONENTS V, S, M (a sprig of mistletoe) COMPONENTS V, S

Each object in a 20-foot cube within range is outlined in blue, green, Up to ten berries appear in your hand and are infused with magic for A wave of thunderous force sweeps out from you. Each creature in a
or violet light (your choice). Any creature in the area when the spell is the duration. A creature can use its action to eat one berry. Eating a 15-foot cube originating from you must make a Constitution saving
cast is also outlined in light if it fails a Dexterity saving throw. For the berry restores 1 hit point, and the berry provides enough throw. On a failed save, a creature takes 2d8 thunder damage and is
duration, objects and affected creatures shed dim light in a 10-foot nourishment to sustain a creature for one day. The berries lose their pushed 10 feet away from you. On a successful save, the creature
radius. potency if they have not been consumed within 24 hours of the takes half as much damage and isn’t pushed. In addition, unsecured
Any attack roll against an affected creature or object has advantage casting of this spell. objects that are completely within the area of effect are
if the attacker can see it, and the affected creature or object can’t automatically pushed 10 feet away from you by the spell’s effect, and
benefit from being invisible. the spell emits a thunderous boom audible out to 300 feet.
At Higher Levels. When you cast this spell using a spell slot of 2nd
level or higher, the damage increases by 1d8 for each slot level above
1st.

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

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