0% found this document useful (0 votes)
3 views5 pages

Perci Sheet 20230407

The document details a character sheet for a Tabaxi Druid named Perci Forrestin, who is at level 3 and has a lawful good alignment. It includes information on the character's abilities, skills, spells, and features, such as Wild Shape and Feline Agility. The character has a variety of spells available, including Produce Flame and Charm Person, and possesses equipment like a Druidic focus and a Potion of Healing.

Uploaded by

Storm
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
0% found this document useful (0 votes)
3 views5 pages

Perci Sheet 20230407

The document details a character sheet for a Tabaxi Druid named Perci Forrestin, who is at level 3 and has a lawful good alignment. It includes information on the character's abilities, skills, spells, and features, such as Wild Shape and Feline Agility. The character has a variety of spells available, including Produce Flame and Charm Person, and possesses equipment like a Druidic focus and a Potion of Healing.

Uploaded by

Storm
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
You are on page 1/ 5

Druid 3 Outlander

CLASS & LEVEL BACKGROUND PLAYER NAME


Perci Forrestin Tabaxi Lawful Good
RACE ALIGNMENT EXPERIENCE POINTS
CHARACTER NAME

INSPIRATION

STRENGTH 11 1.13 30

2 2 PROFICIENCY BONUS

15 PERSONALITY TRAITS
Hit Point Maximum 24
2 Strength
DEXTERITY 1 Dexterity

1
0 Constitution CURRENT HIT POINTS

3 Intelligence

2 Wisdom
13 IDEALS
1 Charisma
TEMPORARY HIT POINTS
CONSTITUTION SAVING THROWS

0 1 Acrobatics (Dex)
3

11 0 Animal Handling (…
3 BONDS
Arcana (Int)

INTELLIGENCE 4 Athletics (Str)

1
1 Deception (Cha) NAME ATK DAMAGE/TYPE

1 History (Int)
Produce Flame +2 1d8 Fire
0 Insight (Wis)
12
1 Intimidation (Cha) Cat's Claws +4 1d4+2 Slashing
FLAWS
1 Investigation (Int)
WISDOM
2 Medicine (Wis) Dagger +4 1d4+2 Piercing

0 1
2
Nature (Int)

Perception (Wis)
Balm of the S… 1d6 Healing Wanderer

11 1 Performance (Cha)
Feline Agility
ATTACKS & SPELLCASTING
Cat's Claws
1 Persuasion (Cha)
CHARISMA Wild Shape
1 Religion (Int)
20
1 1
3
Sleight of Hand (D…

Stealth (Dex)
CP SP EP GP PP
Balm of the Summer Court

FEATURES & TRAITS


13 2 Survival (Wis) 1 letter from the raven

SKILLS 1 Waterskin
3 Rations
1 Dagger
12 PASSIVE WISDOM (PERCEPTION)
1 Potion of Healing
1 iron key

TOOL: Flute, Herbalism Kit 1 Backpack

LANGUAGE: Common, Druidic, Elvish, Gnomish EQUIPMENT

OTHER PROFICIENCIES & LANGUAGES


NAME ATK DAMAGE/TYPE Total: 2 Total: 1
CP SP EP GP PP
1 0
WILD SHAPE BALM OF THE SUMMER
1 Druidic focus
COURT
1 Potion of Healing
Total: Total:

ATTACKS & SPELLCASTING

Total: Total:

EQUIPMENT
WISDOM 10 2

SPELLCASTING SPELL SAVE DC SPELL ATTACK


SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 0 6 0

Produce Flame

Mold Earth
4 0 7 0

1 4
5 0 8 0
Charm Person

Protection from Evil and Good

9 0
2 2

Alter Self
FEATURES & TRAITS
Wanderer Cat's Claws
You have an excellent memory for maps and Because of your claws, you have a climbing speed Balm of the Summer Court
geography, and you can always recall the general of 20 feet. In addition, your claws are natural At 2nd level, you become imbued with the
layout of terrain, settlements, and other features weapons, which you can use to make unarmed blessings of the Summer Court. You are a font of
around you. In addition, you can find food and strikes. If you hit with them, you deal slashing energy that offers respite from injuries. You have a
fresh water for yourself and up to five other people damage equal to 1d4 + your Strength modifier, pool of fey energy represented by a number of d6s
each day, provided that the land offers berries, instead of the bludgeoning damage normal for an equal to your druid level. As a bonus action, you
small game, water, and so forth. unarmed strike. can choose an ally you can see within 120 feet of
you and spend a number of those dice equal to half
Feline Agility Wild Shape your druid level or less. Roll the spent dice and add
Your reflexes and agility allow you to move with a Starting at 2nd level, you can use your action to them together. The target regains a number of hit
burst of speed. When you move on your turn in magically assume the shape of a beast that you points equal to the total. The target also gains 1
combat, you can double your speed until the end of have seen before. You can use this feature twice. temporary hit point per die spent. You regain the
the turn. Once you use this trait, you can't use it You regain expended uses when you finish a short expended dice when you finish a long rest.
again until you move 0 feet on one of your turns. or long rest. Your druid level determines the beasts
you can transform into, as shown in the Beast
Shapes table. At 2nd level, for example, you can
transform into any beast that has a challenge rating
of 1/4 or lower that doesn't have a flying or
swimming speed.
SPELLS
Produce Flame Alter Self
Conjuration cantrip Charm Person Transmutation 2
Casting Time: 1 action Enchantment 1 Casting Time: 1 action
Range: Self Casting Time: 1 action Range: Self
Target: Self or a creature within 30 feet of you Range: 30 feet Target: Self
Components: V S Target: A humanoid you can see within range Components: V S
Duration: 10 minutes Components: V S Duration: ConcentrationUp to 1 hour
Description: Duration: 1 hour Description:
A flickering flame appears in your hand. The flame Description: You assume a different form. When you cast the
remains there for the duration and harms neither You attempt to charm a humanoid you can see spell, choose one of the following options, the
you nor your equipment. The flame sheds bright within range. It must make a Wisdom saving throw, effects of which last for the duration of the spell.
light in a 10-foot radius and dim light for an and does so with advantage if you or your While the spell lasts, you can end one option as an
additional 10 feet. The spell ends if you dismiss it companions are fighting it. If it fails the saving action to gain the benefits of a different one.
as an action or if you cast it again. You can also throw, it is charmed by you until the spell ends or Aquatic Adaptation. You adapt your body to an
attack with the flame, although doing so ends the until you or your companions do anything harmful aquatic environment, sprouting gills and growing
spell. When you cast this spell, or as an action on a to it. The charmed creature regards you as a webbing between your fingers. You can breathe
later turn, you can hurl the flame at a creature friendly acquaintance. When the spell ends, the underwater and gain a swimming speed equal to
within 30 feet of you. Make a ranged spell attack. creature knows it was charmed by you. your walking speed. Change Appearance. You
On a hit, the target takes 1d8 fire damage. At Higher Levels: When you cast this spell using a transform your appearance. You decide what you
spell slot of 2nd level or higher, you can target one look like, including your height, weight, facial
Mold Earth additional creature for each slot level above 1st. features, sound of your voice, hair length,
Transmutation cantrip The creatures must be within 30 feet of each other coloration, and distinguishing characteristics, if
Casting Time: 1 action when you target them. any. You can make yourself appear as a member of
Range: 30 feet another race, though none of your statistics change.
Target: Protection from Evil and Good
You also can’t appear as a creature of a different
Components: S Abjuration 1
size than you, and your basic shape stays the same;
Duration: Instantaneous or 1 hour Casting Time: 1 action
if you’re bipedal, you can’t use this spell to become
Description: Range: Touch
quadrupedal, for instance. At any time for the
You choose a portion of dirt or stone that you can Target: One willing creature you touch
duration of the spell, you can use your action to
see within range and that fits within a 5-foot cube. Components: V S M
change your appearance in this way again. Natural
You manipulate it in one of the following ways: If Duration: ConcentrationUp to 10 minutes
Weapons. You grow claws, fangs, spines, horns, or
you target an area of loose earth, you can Description:
a different natural weapon of your choice. Your
instantaneously excavate it, move it along the Until the spell ends, one willing creature you touch
unarmed strikes deal 1d6 bludgeoning, piercing, or
ground, and deposit it up to 5 feet away. This is protected against certain types of creatures:
slashing damage, as appropriate to the natural
movement doesn’t have enough force to cause aberrations, celestials, elementals, fey, fiends, and
weapon you chose, and you are proficient with your
damage. You cause shapes, colors, or both to appear undead. The protection grants several benefits.
unarmed strikes. Finally, the natural weapon is
on the dirt or stone, spelling out words, creating Creatures of those types have disadvantage on
magic and you have a +1 bonus to the attack and
images, or shaping patterns. The changes last for 1 attack rolls against the target. The target also can’t
damage rolls you make using it.
hour. If the dirt or stone you target is on the ground, be charmed, frightened, or possessed by them. If

you cause it to become difficult terrain. the target is already charmed, frightened, or

Alternatively, you can cause the ground to become possessed by such a creature, the target has

normal terrain if it is already difficult terrain. This advantage on any new saving throw against the

change lasts for 1 hour. If you cast this spell relevant effect.

multiple times, you can have no more than two of


its non-instantaneous effects active at a time, and
you can dismiss such an effect as an action.

You might also like