Fiche Eiden Complète
Fiche Eiden Complète
3 Druide Eïden
CLICK HERE
LEVEL & CLASS PLAYER NAME
TO CHANGE
THIS ICON
F AC DESCRIPTION
-1 STR ● +2 INT
PRO
11 Armor Leather
36 +2 15
Set Max HP
STRENGTH +2 DEX ● +6 WIS
2 Shield Shield
-1 +4 CON
RESISTANCES
-1 CHA
MAXIMUM
HIT POINTS
PROFICIENCY
BONUS
ARMOR
CLASS
2 Dex Medium Armor Heavy Armor
Magic
8 Misc
Temporary Hit Points: Misc
DEXTERITY
+2 ARMOR
+4
DEATH
SAVES HIT DICE SPEED
ARMOR
F EX F
+2 Acrobatics (Dex) ● Light ● Medium ● Shields
PRO
Heavy
PRO
0
-1 Deception (Cha) > Common Herbalism kit
0 History (Int) > Druidic Type of musical instrument
-1 Persuasion (Cha) > Wild Shape (start) Wild Shape (end) < Halo of Spores <
>
Neutral Good
ALIGNMENT FAITH HAIR EYES SKIN
CHARACTER NAME
ORGANIZATION
CLICK HERE
CLICK HERE TO CHANGE
THIS ICON
TO CHANGE
THIS ICON
SYMBOL
APPEARANCE
1ST LEVEL 2ND LEVEL 3RD LEVEL 4TH LEVEL 5TH LEVEL 6TH LEVEL 7TH LEVEL 8TH LEVEL 9TH LEVEL
SPELL SLOTS
CHARACTER NAME
CANTRIPS (0 LEVEL)
> SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.
> Chill Touch Spell attack for 1d8 Necrotic dmg; can't regain hp; undead dis. atks vs. me; +1d8 at CL 5, 11, and 17 — Necro 1a 120 ft V,S 1 rnd P 221
> Guidance 1 willing creature adds 1d4 to ability check of its choice, after rolling, once during the duration — Div 1a Touch V,S Conc, 1 min P 248
> Shillelagh Club/quarterstaff you hold does 1d8 dmg and you use your spellcasting ability modifier instead of Str — Trans 1 bns Touch V,S,M 1 min P 275
1ST LEVEL
> SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.
> Absorb Elements Acid, Cold, Fire, Lightning, or Thunder resistance vs. 1 atk; first melee hit next rnd +1d6+1d6/SL dmg — Abjur 1 rea Self S 1 rnd E 15
> Animal Friendship 1+1/SL beasts Int<4 save or charmed for the duration Wis Ench 1a 30 ft V,S,M 24 h P 212
> Detect Magic (R) Know presence of magic within 30 ft; 1 a to see auras and determine school — Div 1a Self V,S Conc, 10 min P 231
> Earth Tremor All crea in area except you save or 1d6+1d6/SL Bludgeoning dmg and prone; loose ground is dif. ter. Dex Evoc 1a 10-ft rad V,S Instantaneous E 17
> Speak with Animals (R) Speak verbally with and understand beasts for duration; interaction limited by intelligence of beasts — Div 1a Self V,S 10 min P 277
2ND LEVEL
> SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.
> Blindness/Deafness 1+1/SL crea save or blinded or deafened; extra save at end of every turn Con Necro 1a 30 ft V 1 min P 219
> Flame Blade Summon a fiery blade; 1 a to make a melee spell attack for 3d6+1d6/2SL Fire dmg; 10 ft bright light — Evoc 1 bns Self V,S,M Conc, 10 min P 242
> Gentle Repose (R) 1 corpse protected from decay and prevent it from becoming undead; add duration to raising dead — Necro 1a Touch V,S,M 10 days P 245
> Spike Growth 20-ft rad difficult terrain; all 2d4 Piercing dmg every 5 ft moved; Wis(Perc) vs. Spell DC to recognize — Trans 1a 150 ft V,S,M Conc, 10 min P 277
(R) Ritual dis. Disadvantage (D) The spell can be dismissed by the caster as 1 action
1a 1 action dmg Damage +1d4/SL Extra 1d4 for every Spell Level that is used to cast the spell that is higher than the spell's original Spell Level
1 bns / bns a 1 bonus action h Hour(s) 10 crea Up to 10 creatures in the spells area, 1 of which may be you, the caster
1 rea 1 reaction Kn Known 30-foot radius sphere. In the ‘Range’ column it means it is centered on you
30-ft rad
20 cu ft 20 cubic feet Me Memorized In the ‘Description’ column it means it can be centered on a point in space within the spell’s range
20 sq ft 20 square feet min Minute(s) all All creatures within the spells area
adv. Advantage obj Object(s) any Any creatures of your choosing that is within the spell's area
atk Attack obsc. Obscured cons. The material component is consumed by the spell SOURCES (‘B’ COLUMN)
CL Character Level rnd Round(s) Mƒ Material component is costly, but is not consumed upon casting E Elemental Evil Player's Companion
dif. ter. Difficult terrain SL Spell Level M† Material component is costly and is consumed upon casting P Player's Handbook D&D 5th edition
conc, 1 min Concentration, up to 1 minute see book / B The short spell description here is very incomplete, so beware S Sword Coast Adventure Guide
GLOSSARY OF ABBREVIATIONS USED IN THIS SPELL SHEET
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v12.82 (Printer Friendly - Redesign); Spell Sheet 1/1 Based on Wizards of the Coast character sheet; Dragon Head design by spikeilustra; made by Joost Wijnen - Flapkan@gmail.com
PLAYER REFERENCE
LINE
by winning Str (Athletics) check vs. opponent’s Str (Athletics) or Dex (Acrobatics) check.
MARK (with melee attack) (DMG 271)
LIGHTLY OBSCURED (dim light) Disadvantage on sight Perception checks
With a melee attack you can mark the target of that attack. The next opportunity attack against the marked target
HEAVILY OBSCURED (darkness) Effectively blinded (see conditions)
before the end of your next turn has advantage and doesn’t cost you your reaction.
BLINDSIGHT Out to range, perceive without sight.
SHOVE (instead of one attack)
DARKVISION Out to range, treat dim light as bright light. Can’t see colors.
Move opponent 5 ft or make prone by winning opposing Str (Athletics) check. Disadvantage if trying to move the
opponent to a side rather than to directly away from you. TRUESIGHT Out to range, perceive everything regardless of (magical) darkness,
invisibility, illusions, shapechanging, or etherealness.
ATTACK ACTION (PHB 195) LIGHT & VISION (PHB 183)