Hill Dwarf Hermit
Druid
Kal'Fior RACE BACKGROUND
Wilderness
CHARACTER NAME ALIGNMENT EXPERIENCE POINTS 8 Shephard
DRUID CIRCLE
LEVEL
+4 PROFICIENCY PASSIVE
PERCEPTION 18 AC INITIATIVE SPEED
WILD SHAPE
2
You can use your action to magically assume the shape of a
14 +2 25/5
beast that you have seen before. You can use this feature twice.
You regain expended uses when you finish a short or long rest.
14
PASSIVE You can stay in a beast shape for a number of hours equal to half your
INSPIRATION druid level (rounded down). You then revert to your normal form unless
INSIGHT
you expend another use of this feature. You can revert to your normal
form earlier by using a bonus action on your turn. You automatically
Hit Point Temporary revert if you fall unconscious, drop to 0 hit points, or die.
83
Maximum Hit Points
STRENGTH -1 SAVING THROWS Level Max CR Limitations Example
2nd 1/4 No flying or swimming speed Wolf
-1
-1 ATHLETICS
4th 1/2 No flying speed Crocodile
8th 1 - Giant Eagle
8
LEVEL
HIT DICE DEATH SAVES
SPIRIT TOTEM
2
As a bonus action, you summon a spirit to a point you can see
DEXTERITY Used Total within 60 feet of you. The spirit creates an aura in a 30-foot radius
+2 SAVING THROWS SUCCESSES
8
around itself. As a bonus action, you can move the spirit up to 60
+2
+2 ACROBATICS feet to a point you can see. The spirit persists for 1 minute. Once
FAILURES
+2 you use this feature, you can’t use it again until you finish a rest.
SLEIGHT OF HAND d10
+2 STEALTH
14 LEVEL
NAME ATK BONUS DAMAGE/TYPE MIGHTY SUMMONER
6
Any beast or fey summoned or created by a spell that
CONSTITUTION ◆ +8 SAVING THROWS you cast appears with more hit points than normal: 2
+4 extra hit points per Hit Die it has; and the damage
from its natural weapons is considered magical.
18 LEVEL
SPELL SPELL WILDSHAPE
GUARDIAN SPIRIT
10
INTELLIGENCE ◆ +4 SAVING THROWS
ATTACK BONUS SAVE DC
Used Total Your Spirit Totem safeguards the beasts and fey that
you call forth with your magic. When a beast or fey
+0
+0
2
ARCANA
+0
+0
HISTORY
INVESTIGATION
+7 15 that you summoned or created with a spell ends its
turn in your Spirit Totem aura, that creature regains
MAX CR
a number of hit points equal to half your druid level.
10
+0 NATURE
● +4 RELIGION LEVEL
14
BEASTS SHAPES KNOWN FAITHUL SUMMONS
WISDOM ◆ +8 SAVING THROWS If you are reduced to 0 hit points or are incapacitated against your will, you can
immediately gain the benefits of Conjure Animals as if it were cast with a 9th-level
+4
+4 ANIMAL HANDLING spell slot. It summons four beasts of your choice that are challenge rating 2 or lower.
+4 The conjured beasts appear within 20 feet of you. If they receive no commands from
INSIGHT
you, they protect you from harm and attack your foes. The spell lasts for 1 hour,
● +8 MEDICINE requiring no concentration, or until you dismiss it (no action required).
18
Once you use this feature, you can’t use it again until you finish a long rest.
● +8 PERCEPTION
● +8 SURVIVAL
LEVEL
CHARISMA -1 SAVING THROWS
TIMELESS BODY
18
For every 10 years that pass, your body ages 1 year.
-1
-1 DECEPTION FAVOURITE SPELLS
-1 INTIMIDATION NAME RANGE CASTING TIME SAVE LEVEL
-1 PERFORMANCE
C
BEAST SPELLS
18
8 -1 PERSUASION You can cast many of your druid spells when in Wild Shape.
You can perform the somatic and verbal components while in a beast shape, but
you aren’t able to provide material components.
LEVEL
RACIAL TRAITS C
ARCHDRUID
20
You can use your Wild Shape an unlimited number of times.
ASI (+2 WIS), Resilient(+1 CON). Darkvision.
Your hit point maximum us increases by your level.
Level R CANTRIPS & SPELLS KNOWN (12)
You have advantage on saving throws against poison
and resistance against poison damage. C
You are considered to have expertise in History,
when making a History check on stonework.
PROFICIENCIES LANGUAGES
LIGHT
ARMOUR
SIMPLE
WEAPONS Common, Dvarwish,
SPELL SLOTS
● ●
Druidic, Beast, Sylvan, +1 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
MEDIUM MARTIAL
ARMOUR WEAPONS
TOOLS & OTHER PROFICIENCIES ● ● ● ●
●
● ● ● ●
HEAVY
ARMOUR
SHIELDS Herbalism kit, Brewer's ● ● ●
● supplies ●
Cantrips
Known
3