Ferrir
Ferrir
STEALTH DISADVANTAGE
+0 Charisma
31 4d8 magically assume the shape of a beast that you
have seen before.You can stay in a beast shape for 2
CONDITIONAL
hours. You then revert to your normal form unless
you expend another use of this feature. You can
+0 revert to your normal form earlier by using a bonus
action on your turn. You automatically revert if you
CURRENT HIT POINTS fall unconscious, drop to 0 hit points, or die.
CONSTITUTION DEATH SAVING THROWS
SAVING THROWS
Speech of the Woods. Beasts understand you, and
14 N
CIE C
+0 Acrobatics (Dex)
SPEED
30ft.
FLY
0ft.
CLIMB
0ft.
SWIM
0ft.
you can decipher noises and motions from them.
Y
PROFI
RT
EXPE
VISION INSPIRATION EXHAUSTION Spirit Totem (Bonus Action). Summon a spirit aura
✘ +7 Animal Handling (Wis)
within 60ft. It creates a 30ft radius aura, and can be
+2 +0 Arcana (Int) moved up to 60ft as a bonus action on your turn.
Choose 1 spirit of the following to gain its benefits:
+1 Athletics (Str)
Bear(Each creature you choose in the aura gains 9
INTELLIGENCE +0 Deception (Cha) temporary HP, and have advantage on Strength
checks and saving throws), Hawk(Use your reaction
10 +0 History (Int)
+5 Insight (Wis)
to grant an attacking creature in the aura advantage
on its attack, and you and allies have advantage on
Perception checks while in the aura), or
+0 Intimidation (Cha) SPEED, SENSES, & CONDITIONS Unicorn(Advantage on all checks to detect creatures
+0 +0 Investigation (Int) in the aura, if you use a spell slot to restore HP,
Firbolg Magic. You can cast detect magic and disguise self creatures of your choice heal an extra 4HP
+5 Medicine (Wis)
with this trait, using Wisdom as your spell casting ability
WISDOM ✘ +2 Nature (Int) for them. Once you cast either spell, you can't cast it
again with this trait until you finish a short or long rest.
20 ✘ +7 Perception (Wis)
+0 Performance (Cha)
When you use this version of disguise self, you can seem
up to 3 feet shorter than normal, allowing you to more
easily blend in with humans and elves.
+0 Persuasion (Cha)
+5 +0 Religion (Int)
Hidden Step. As a bonus action, you can magically turn
invisible until the start of your next turn or until you
attack, make a damage roll, or force someone to make a
+0 Sleight of Hand (Dex) saving throw. (once per short/long rest)
CHARISMA +0 Stealth (Dex)
Powerful Build. You count as one size larger when
10 ✘ +7 Survival (Wis)
SKILLS
determining your carrying capacity and the weight you
can push, drag, or lift.
NAME
SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS
You have become one of the rare few who have walked the trails and trackless tangles of the largest and wildest forest
in the Border Kingdoms, and survived its plentiful monsters long enough to gain not just woodcraft, but a mastery of the
secrets unique to the Duskwood, its waterflows and prevalent breezes, its topography and hidden caverns (all of them
I can stare at a gently flowing stream for hours. beast-lairs, these days), and the habitual hunting ranges of its most formidable monstrous inhabitants. You can hunt,
I rather sleep in a tree than in a bed. guide, trap and find your way through the Duskwood with a far lower chance of getting lost than others, and you know
where specific beasts (and types of flora) are most likely to be found; enough to make a living from this.
PERSONALITY TRAITS
IDEAL
BOND
Naturalist Guide
You have spent most of your adult life under the
broadleaf canopies of the great and wild forests of
the Border Kingdoms. As a result, you are extremely
familiar with the terrain, inhabitants, and hazards
found in these untamed and vast woods. You can
always find game, edible plants and berries, and
fresh water for yourself and up to five other people
each day while in the forest
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
Explorer’s Pack 1 10
Woodcarver’s Tools 1 5
Herbalism Kit 1 3
Flute 1 1
[Hide] 1 12
[Shield] 1 6
Javelin 2 4
[Quarterstaff] 1 4
0 0 0 0 0
45 lb / 360 lb 720 lb
#1 #2
STORED ITEM # lb. STORED ITEM # lb.
This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
Wisdom +7 15 9
CASTING TIME 1 action CASTING TIME 1 action CASTING TIME 1 bonus action
RANGE 30 feet RANGE Self RANGE Touch
DURATION Instantaneous DURATION Instantaneous DURATION 1 minute
COMPONENTS V, S, M (a living flea) COMPONENTS S COMPONENTS V, S, M (mistletoe, a shamrock leaf, and a club or quarterstaff)
You cause a cloud of mites, fleas, and other parasites to appear You channel primal magic to cause your teeth or fingernails to The wood of a club or quarterstaff you are holding is imbued with
momentarily on one creature you can see within range. The target sharpen, ready to deliver a corrosive attack. Make a melee spell nature’s power. For the duration, you can use your spellcasting ability
must succeed on a Constitution saving throw, or it takes 1d6 poison attack against one creature within 5 feet of you. On a hit, the target instead of Strength for the attack and damage rolls of melee attacks
damage and moves 5 feet in a random direction if it can move and its takes 1d10 acid damage. After you make the attack, your teeth or using that weapon, and the weapon’s damage die becomes a d8. The
speed is at least 5 feet. Roll a d4 for the direction: 1., north; 2, south; fingernails return to normal. weapon also becomes magical, if it isn’t already. The spell ends if you
3, east; or 4, west. This movement doesn’t provoke opportunity The spell’s damage increases by 1d10 when you reach 5th level cast it again or if you let go of the weapon
attacks, and if the direction rolled is blocked, the target doesn’t (2d10), 11th level (3d10), and 17th level (4d10).
move.
The spell’s damage increases by 1d6 when you reach 5th level
(2d6), 11th level (3d6), and 17th level (4d6).
Spellcasting (Druid) Xanathar’s Guide to Everything Spellcasting (Druid) Xanathar’s Guide to Everything Spellcasting (Druid) Player’s Handbook
Explorer’s Pack Woodcarver’s Tools Herbalism Kit
Equipment Packs Tools Tools
Includes a backpack, a bedroll, a mess kit, a tinderbox, 10 Woodcarver’s tools allow you to craft intricate objects from Proficiency with an herbalism kit allows you to identify plants
torches, 10 days of rations, and a waterskin. The pack also wood, such as wooden tokens or arrows. and safely collect their useful elements.
has 50 feet of hempen rope strapped to the side of it. Components. Woodcarver’s tools consist of a knife, a Components. An herbalism kit includes pouches to store
gouge, and a small saw. herbs, clippers and leather gloves for collecting plants, a mortar
Arcana, History. Your expertise lends you additional and pestle, and several glass jars.
insight when you examine wooden objects, such as Arcana. Your knowledge of the nature and uses of herbs can
figurines or arrows. add insight to your magical studies that deal with plants and
your attempts to identify potions.
Nature. Your knowledge of wooden objects gives you Investigation. When you inspect an area overgrown with
some added insight when you examine trees. plants, your proficiency can help you pick out details and clues
Repair. As part of a short rest, you can repair a single that others might miss.
damaged wooden object. Medicine. Your mastery of herbalism improves your ability to
Craft Arrows. As part of a short rest, you can craft up to treat illnesses and wounds by augmenting your methods of
five arrows. As part of a long rest, you can craft up to care with medicinal plants.
twenty. You must have enough wood on hand to produce Nature and Survival. When you travel in the wild, your skill
them. in herbalism makes it easier to identify plants and spot sources
WOODCARVER’S TOOLS of food that others might overlook.
Activity DC Identify Plants. You can identify most plants with a quick
Craft a small wooden figurine 10 inspection of their appearance and smell.
Carve an intricate pattern in wood 15 HERBALISM KIT
Activity DC
Find plants 15
Identify poison 20
If you have proficiency with the flute, you can add your This crude armor consists of thick furs and pelts. It is A shield is made from wood or metal and is carried in one
proficiency bonus to any ability checks you make to play commonly worn by barbarian tribes, evil humanoids, and hand. Wielding a shield increases your Armor Class by 2.
music with the instrument. A bard can use a musical other folk who lack access to the tools and materials You can benefit from only one shield at a time.
instrument as a spellcasting focus. needed to create better armor.