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This document provides character details for a level 3 Hill Dwarf Barbarian/Druid multiclass character named Patrick. It lists the character's abilities, skills, armor class, hit points, spellcasting, and features including Rage from Barbarian and Wild Shape from Druid. The character has proficiency in Strength and Constitution saving throws.

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Igor ECivil
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0% found this document useful (0 votes)
70 views6 pages

Sheet

This document provides character details for a level 3 Hill Dwarf Barbarian/Druid multiclass character named Patrick. It lists the character's abilities, skills, armor class, hit points, spellcasting, and features including Rage from Barbarian and Wild Shape from Druid. The character has proficiency in Strength and Constitution saving throws.

Uploaded by

Igor ECivil
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 3 Hill Dwarf Barbarian (1) / Druid, Circle of the Moon (2)

CHARACTER LEVEL, RACE, & CLASS EXPERIENCE


Patrick
Far Traveler
CHARACTER NAME BACKGROUND ALIGNMENT DEITY PLAYER NAME

STEALTH DISADVANTAGE

ARMOR Darkvision. You can see in dim light within 60 feet


STRENGTH Unarmored Defense (Barbarian) (14) 16 of you as if it were bright light, and in darkness as if
it were dim light.
PROFICIENCY BONUS +2
14
SHIELD
AC
Shield Rage (Bonus Action—2/Long Rest). Advantage on
N
CIE C
Strength checks and Strength Saves. A +2 to damage
+4 Strength rolls with strength melee weapon attacks. You have
Y
PROFI


+2 resistance to bludgeoning, piercing, and slashing
+1 Dexterity
damage.
✘ +5 Constitution ARMOR CLASS
DEXTERITY
-1 Intelligence
Unarmored Defense. While you aren’t wearing
MAXIMUM HIT DICE TEMPORARY armor, your AC equals 14. You can use a shield and
12 +3 Wisdom

-1 Charisma
34 1d12/2d8 still gain this benefit.

CONDITIONAL
Druidic. You can use it to leave hidden messages.
You and others who know this language
+1 automatically spot such a message. Others spot the
message’s presence with a successful DC 15
CURRENT HIT POINTS Perception check but can’t decipher it without
CONSTITUTION DEATH SAVING THROWS
magic.
SAVING THROWS

16 N
CIE C

+1 Acrobatics (Dex)
SPEED
25ft.
FLY
0ft.
CLIMB
0ft.
SWIM
0ft.
Spellcasting. You can cast druid spells as rituals. You
can prepare 5 spells from the druid spell list. You
Y
PROFI

RT

EXPE

VISION INSPIRATION EXHAUSTION can use a druidic focus as your spellcasting focus.
✘ +5 Animal Handling (Wis)
+3 -1 Arcana (Int) Darkvision Wildshape (Action—2/Short Rest). You can
Resistances. Poison magically assume the shape of a beast that you
✘ +4 Athletics (Str)
have seen before.You can stay in a beast shape for 1
INTELLIGENCE -1 Deception (Cha) hours. You then revert to your normal form unless
you expend another use of this feature. You can
8 ✘
-1 History (Int)
+5 Insight (Wis)
revert to your normal form earlier by using a bonus
action on your turn. You automatically revert if you
fall unconscious, drop to 0 hit points, or die.
-1 Intimidation (Cha) SPEED, SENSES, & CONDITIONS
-1 -1 Investigation (Int) Combat Wild Shape (Bonus Action). Wild Shape on
Dwarven Resilience. You have advantage on your turn as a bonus action, rather than as an
+3 Medicine (Wis)
saving throws against poison, and you have action.While you are transformed by Wild Shape,
WISDOM -1 Nature (Int) you can use a bonus action to expend one spell slot
resistance against poison damage.
to regain 1d8 hp per level of the spell slot
16 ✘ +5 Perception (Wis)
-1 Performance (Cha)
Stonecunning. A +3 on History checks related to
origin of stonework.
expended.

Circle Forms. You can use your Wild Shape to


-1 Persuasion (Cha)
+3 transform into a beast with a CR as high as 1.
-1 Religion (Int)
+1 Sleight of Hand (Dex)
CHARISMA +1 Stealth (Dex)

8 +3 Survival (Wis)
SKILLS

-1 15 PASSIVE PERCEPTION

ADVANTAGE

INITIATIVE +1 1 Attack / Attack Action RACIAL TRAITS

NAME RANGE ATTACK DAMAGE / TYPE

FEATURES & TRAITS

Armor Proficiencies. Light Armor, Medium Armor,


Shields
Weapon Proficiencies. Battleaxe, Handaxe, Light
Hammer, Warhammer, Simple Weapons, Martial
Weapons
Tool Proficiencies. Brewer’s supplies, Pan flute
Languages. Common, Dwarvish, Sylvan, Druidic

ATTACKS & SPELLCASTING PROFICIENCIES & LANGUAGES

This character sheet was generated by the Aurora Builder.


Male
GENDER AGE HEIGHT WEIGHT
Patrick
CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS

PERSONALITY TRAITS

IDEAL

BOND

FLAW BACKGROUND STORY

Feature: All Eyes on You


Your accent, mannerisms, figures of speech, and perhaps
even your appearance all mark you as foreign. Curious
glances are directed your way wherever you go, which can
be a nuisance, but you also gain the friendly interest of
scholars and others intrigued by far-off lands, to say
nothing of everyday folk who are eager to hear stories of
your homeland.You can parley this attention into access
to people and places you might not otherwise have, for
you and your traveling companions. Noble lords, scholars,
and merchant princes, to name a few, might be interested
in hearing about your distant homeland and people.

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

[Shield] 1 6
[Quarterstaff] 1 4

ATTUNED MAGIC ITEMS 0 / 3


VALUABLES — GEMS, ART OBJECTS, TRADE GOODS # lb

COPPER SILVER ELECTRUM GOLD PLATINUM

0 0 0 0 0

ENCUMBRANCE — LIFTING AND CARRYING

WEIGHT CARRIED CARRY CAPACITY PUSH, DRAG, LIFT

/ 210 lb 420 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 5

SPELLCASTING ABILITY SPELL ATTACK BONUS SAVING THROW DC SPELLS TO PREPARE


Druid, Circle of the Moon

CANTRIPS Guidance Thorn Whip

1ST LEVEL 3 SPELL SLOTS ● Cure Wounds ● Detect Magic


● Goodberry ● Healing Word ● Speak with Animals
Absorb Elements Absorb Elements Animal Friendship
Beast Bond Beast Bond Charm Person
Create or Destroy Water Detect Poison and Disease Earth Tremor
Earth Tremor Entangle Faerie Fire
Fog Cloud Ice Knife Ice Knife
Jump Longstrider Purify Food and Drink
Snare Thunderwave
Guidance Thorn Whip Cure Wounds
Divination Cantrip Transmutation Cantrip 1st-level evocation

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


RANGE Touch RANGE 30 feet RANGE Touch
DURATION Concentration, up to 1 minute DURATION Instantaneous DURATION Instantaneous
COMPONENTS V, S COMPONENTS V, S, M (the stem of a plant with thorns) COMPONENTS V, S

You touch one willing creature. Once before the spell ends, the target You create a long, vine-like whip covered in thorns that lashes out at A creature you touch regains a number of hit points equal to 1d8 +
can roll a d4 and add the number rolled to one ability check of its your command toward a creature in range. Make a melee spell attack your spellcasting ability modifier. This spell has no effect on undead
choice. It can roll the die before or after making the ability check. The against the target. If the attack hits, the creature takes 1d6 piercing or constructs.
spell then ends. damage, and if the creature is Large or smaller, you pull the creature At Higher Levels. When you cast this spell using a spell slot of 2nd
up to 10 feet closer to you. This spell’s damage increases by 1d6 level or higher, the healing increases by 1d8 for each slot level above
when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). 1st.

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

Detect Magic Goodberry Healing Word


1st-level divination (ritual) 1st-level transmutation 1st-level evocation

CASTING TIME 1 action CASTING TIME 1 action CASTING TIME 1 bonus action
RANGE Self RANGE Touch RANGE 60 feet
DURATION Concentration, up to 10 minutes DURATION Instantaneous DURATION Instantaneous
COMPONENTS V, S COMPONENTS V, S, M (a sprig of mistletoe) COMPONENTS V

For the duration, you sense the presence of magic within 30 feet of Up to ten berries appear in your hand and are infused with magic for A creature of your choice that you can see within range regains hit
you. If you sense magic in this way, you can use your action to see a the duration. A creature can use its action to eat one berry. Eating a points equal to 1d4 + your spellcasting ability modifier. This spell has
faint aura around any visible creature or object in the area that bears berry restores 1 hit point, and the berry provides enough no effect on undead or constructs.
magic, and you learn its school of magic, if any. The spell can nourishment to sustain a creature for one day. The berries lose their At Higher Levels. When you cast this spell using a spell slot of 2nd
penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of potency if they have not been consumed within 24 hours of the level or higher, the healing increases by 1d4 for each slot level above
common metal, a thin sheet of lead, or 3 feet of wood or dirt. casting of this spell. 1st.

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

Speak with Animals


1st-level divination (ritual)

CASTING TIME 1 action


RANGE Self
DURATION 10 minutes
COMPONENTS V, S

You gain the ability to comprehend and verbally communicate with


beasts for the duration. The knowledge and awareness of many
beasts is limited by their intelligence, but at minimum, beasts can
give you information about nearby locations and monsters, including
whatever they can perceive or have perceived within the past day.
You might be able to persuade a beast to perform a small favor for
you, at the DM’s discretion.

Prepared (Druid) Player’s Handbook


Armor

A druidic focus might be a sprig of mistletoe or holly, a A shield is made from wood or metal and is carried in one
wand or scepter made of yew or another special wood, a hand. Wielding a shield increases your Armor Class by 2.
staff drawn whole out of a living tree, or a totem object You can benefit from only one shield at a time.
incorporating feathers, fur, bones, and teeth from sacred
animals. A druid can use such an object as a spellcasting
focus.

6 lb. Player’s Handbook

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