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DD 5e Druid 3 Circle of The Moon Elf Hermit

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0% found this document useful (0 votes)
114 views2 pages

DD 5e Druid 3 Circle of The Moon Elf Hermit

Uploaded by

a12345678902099
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
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Wood Elf 3rd-level Druid (Circle of the Moon) Hermit

RACE LEVEL & CLASS BACKGROUND

Medium
SIZE DESCRIPTION PLAYER

CHARACTER NAME

+2 PROFICIENCY BONUS 12/14 +1 35 I am utterly serene, even in the face of


disaster.
STRENGTH
ARMOR FEET I’m oblivious to etiquette and social

+1
CLASS INITIATIVE SPEED expectations.
Strength PERSONALITY TRAITS

13 Dexterity Hit Point Maximum 24


Free Thinking. Inquiry and curiosity are the
Constitution pillars of progress.
+2 Intelligence
DEXTERITY
+5 Wisdom
+2
CURRENT HIT POINTS IDEALS

Charisma
I’m still seeking the enlightnement I pursued
SAVING THROWS
14 in my seclusion, and it still eludes me.

TEMPORARY HIT POINTS BONDS


CONSTITUTION Acrobatics ( Dex)
Animal Handling ( Wis )
+2 +2 Arcana ( Int)
Total 3D8 SUCCESSES Now that I’ve returned to the world, I
enjoy its delights a little too much.
FAILURES
Athletics ( Str )
14 HIT DICE DEATH SAVES
Deception ( Cha) FLAWS

History ( Int)
INTELLIGENCE
NAME ATK BONUS DAMAGE/TYPE Darkvision. You have superior vision in dark and dim
Insight ( Wis )

+0 Intimidation ( Cha) CLUB 1


+3 1D4+1 BLUDGEONING
conditions. You can see in dim light within 60 feet
of you as if it were bright light, and in darkness as
if it were dim light. you can’t discern colour in
Investigation ( Int) SPELLCASTING 2 +5 VARIABLE
darkness, only shades of gray.
10 +5 Medicine ( Wis ) Fey Ancestry. You have advantage on saving throws
+2 Nature ( Int) against being charmed, and magic can’t put you to
1
When imbued with Shillelagh, your club’s attack sleep.
WISDOM +5 Perception ( Wis ) bonus is +5, its damage is 1d8+3, and the damage is
considered magical. Mask of the Wild. You can attempt to hide even

+3 Performance ( Cha)
Persuasion ( Cha)
2
Your Spellcasting ability is Wisdom. When casting
a spell that requires your target to make a saving
when you are only lightly obscured by foliage, heavy
rain, falling snow, mist, and other natural
phenomena.
throw, your Spell Save DC is 13.
16 +2 Religion ( Int) Life of Seclusion. For many years, before
Cantrips. You know the Produce Flame and
Shillelagh cantrips. joining your adventuring companions, you felt
Sleight of Hand ( Dex) the need to commune with nature, far from
Prepared Spells. You have Barkskin, Beast civilization.
CHARISMA Stealth ( Dex)
Sense, Cure Wounds, Entangle, Speak with
+5 Wildshape. You can use your bonus action to

-1 Survival ( Wis ) Animals, and Thunderwave prepared. You can


magically transform into any land-bound
prepare a new list of druid spells after a
beast (with a Challenge Rating of 1 or less)
SKILLS long rest.
that you are familiar with, for up to 1 hour.
Spell Slots You can use this feature twice per long rest.
8
(1ST) (1ST) (1ST) (1ST) (2nd) (2nd) While you are transformed, the following
15
PASSIVE WISDOM
(PERCEPTION) rules apply:
ATTACKS & SPELLCASTING
• You can revert to your normal form by
using a bonus action. You automatically
Proficiencies. Light armour*, medium Quaterstaff revert to your normal form if you fall
armour*, shields*, clubs, daggers, darts, Wooden Shield 1 unconscious or drop to 0 hit points.
CP leather armour
javelines, Longbow, Longsword, maces, • Your game statistics are replaced by the
druidic focus
quarterstaves, scimitars, shortbow, Backpack statistics of your beast form, but you
shortsword, sickles, slings, spears, SP bedroll retain your personality, and Intelligence,
herbalism kit. mess kit Wisdom, and Charisma scores.
tinderbox
torches ( ) ( ) ( ) ( ) ( ) ( ) ( ) ( ) ( ) ( ) • You assume the beast’s hit points and Hit
*Druids will not wear armour or use shields made of metal. EP rations ( ) ( ) ( ) ( ) ( ) ( ) ( ) ( ) ( ) ( ) Dice. When you revert to your normal form,
waterskin you return to the number of hit points you
Languages. Common, Druidic, Elvish. 50 ft. rope had before you transformed.
scroll case of notes
GP 5 winter blanket • You choose whether your equipment falls to
set of common clothes the ground, merges with your beast form, or
herbalism kit is worn by the beast form (if practical).
PP
• You can expend one spell slot to regain 1d8
hit points per level of the spell slot
expended.
1
Your AC is 14 with shield affixed. • See PHB p. 67 for more details.

OTHER PROFICIENCIES & LANGUAGES EQUIPMENT FEATURES & TRAITS


TM & © 2016 WIZARDS OF THE COAST LLC IN THE USA AND OTHER COUNTRIES. PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE ONLY.
Pre-generated character sheet prepared by joe.nittoly.ca
Cantrips Speak with Animals Dire Wolf
1st-level divination (ritual) large beast
Produce Flame Casting Time: 1 action Armour Class: 14
Conjuration cantrip Range: Self Hit Points: 37
Casting Time: 1 action Components: V, S Speed: 50 ft.
Range: Self Duration: 10 minutes STR +3 (17) • DEX +2 (15) • CON +2 (15)
Components: V, S You gain the ability to comprehend and verbally
Duration: 10 minutes Skills: Stealth +4
communicate with beasts for the duration. The
Senses: you don’t have darkvision in this form
A flickering flame appears in your hand. The flame knowledge and awareness of many beasts is
Languages: you cannot speak in this form
remains there for the duration and harms neither limited by their intelligence, but at minimum,
you nor your equipment. The flame sheds bright beasts can give you information about nearby Keen Hearing and Smell. You have advantage
light in a 10-foot radius and dim light for an locations and monsters, including whatever they on Wisdom (Perception) checks that rely on
additional 10 feet. The spell ends if you dismiss it can perceive or have perceived within the past day. hearing and smell.
as an action or if you cast it again. You might be able to persuade a beast to perform a Pack Tactics. You have advantage on an attack
You can also attack with the flame, although doing small favor for you, at the GM’s discretion. roll against a creature if at least one of your allies
so ends the spell. When you cast this spell, or as an is within 5 feet of that creature.
action on a later turn, you can hurl the flame at a Thunderwave Bite · +5 to hit · 5 ft. reach · 2d6+3 piercing
creature within 30 feet of you. Make a ranged spell 1st-level evocation damage · Target must succeed on a DC 13
attack (+5). On a hit, the target takes 1d8 fire damage. Casting Time: 1 action Strength saving throw or be knocked prone.
Range: Self (15-foot cube)
Shillelagh Components: V, S Brown Bear
Transmutation cantrip Duration: Instantaneous
large beast
Casting Time: 1 bonus action A wave of thunderous force sweeps out from you.
Armour Class: 11 (natural armour)
Range: Touch Each creature in a 15-foot cube originating from
Hit Points: 34
Components: V, S, M (mistletoe, a shamrock you must make a Constitution saving throw. On a
Speed: 40 ft., climb 30 ft.
leaf, and a club or quarterstaff) failed save, a creature takes 2d8 thunder damage
Duration: 1 minute and is pushed 10 feet away from you. On a STR +4 (19) • DEX +0 (10) • CON +3 (16)
The wood of a club or quarterstaff you are holding successful save, the creature takes half as much Senses: you don’t have darkvision in this form
is imbued with nature’s power. For the duration, damage and isn’t pushed. Languages: you cannot speak in this form
you can use your spellcasting ability instead of In addition, unsecured objects that are completely Keen Smell. You have advantage on Wisdom
Strength for the attack and damage rolls of melee within the area of effect are automatically pushed (Perception) checks that rely on smell.
attacks using that weapon, and the weapon’s 10 feet away from you by the spell’s effect, and the
Multiattack. You can make two attacks: one
damage die becomes a d8. The weapon also spell emits a thunderous boom audible out to 300 feet.
with your bite and one with your claws.
becomes magical, if it isn’t already. The spell ends
At Higher Levels. When you cast this spell using
if you cast it again or if you let go of the weapon. Bite · +5 to hit · 5 ft. reach · 1d8+4 piercing damage
a spell slot of 2nd level, the damage increases to 3d8.
Claws · +5 to hit · 5 ft. reach · 2d6+4 slashing damage
Barkskin
Prepared Spells 2nd-level transmutation Tiger
Casting Time: 1 action large beast
Cure Wounds Range: Touch Armour Class: 12
1st-level evocation Components: V, S, M (a handful of oak bark) Hit Points: 37
Casting Time: 1 action Duration: Concentration, up to 1 hour Speed: 40 ft.
Range: Touch You touch a willing creature. Until the spell ends, STR +3 (17) • DEX +2 (15) • CON +2 (14)
Components: V, S the target’s skin has a rough, bark-like
Duration: Instantaneous Skills: Stealth +6
appearance, and the target’s AC can’t be less than Senses: darkvision 60 ft.
A creature you touch regains 1d8+3 hit points. 16, regardless of what kind of armor it is wearing. Languages: you cannot speak in this form
This spell has no effect on undead or constructs. Keen Smell. You have advantage on Wisdom
Beast Sense (Perception) checks that rely on smell.
At Higher Levels. When you cast this spell
2nd-level divination (ritual)
using a spell slot of 2nd level, the healing increases
Casting Time: 1 action Pounce. If you move at least 20 ft. straight
to 2d8+3.
Range: Touch toward a creature and hit it with a claw attack on
the same turn, that target must succeed on a DC 13
Entangle Components: S
Strength saving throw or be knocked prone. If the
Duration: Concentration, up to 1 hour
1st-level conjuration target is prone, you can make one bite attack
You touch a willing beast. For the duration of the
Casting Time: 1 action against it as a bonus action.
spell, you can use your action to see through the
Range: 90 feet beast’s eyes and hear what it hears, and continue Bite · +5 to hit · 5 ft. reach · 1d10+3 piercing damage
Components: V, S to do so until you use your action to return to your Claw · +5 to hit · 5 ft. reach · 1d8+3 slashing damage
Duration: Concentration, up to 1 minute normal senses.
Grasping weeds and vines sprout from the While perceiving through the beasts’s senses, you
ground in a 20-foot square starting from a gain the benefits of any special senses possessed
point within range. For the duration, these by that creature, though you are blinded and
plants turn the ground in the area into difficult deafened to your own surroundings.
terrain.
A creature in the area when you cast the spell
must succeed on a Strength saving throw or be
restrained by the entangling plants until the
spell ends. A creature restrained by the plants
can use its action to make a Strength check
against your spell save DC. On a success, it
frees itself.
When the spell ends, the conjured plants wilt
away.

Wildshapes (Combat)

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