Aaron

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Level 2 Human Druid, Circle of the Moon 300

CHARACTER LEVEL, RACE, & CLASS EXPERIENCE


Aaron
Charlatan Chaotic Good Player One
CHARACTER NAME BACKGROUND ALIGNMENT DEITY PLAYER NAME

STEALTH DISADVANTAGE

ARMOR Magic Initiate.


STRENGTH Leather 12 Cleric. Spellcasting ability: Wisdom.
PROFICIENCY BONUS +2
8
SHIELD
AC Druidic. You can use it to leave hidden messages.
You and others who know this language
N
CIE C
automatically spot such a message. Others spot the
-1 Strength message’s presence with a successful DC 15
Y
PROFI

-1 Perception check but can’t decipher it without


+1 Dexterity
magic.
+1 Constitution ARMOR CLASS
DEXTERITY
✘ +2 Intelligence
Spellcasting. You can cast druid spells as rituals. You
MAXIMUM HIT DICE TEMPORARY can prepare 5 spells from the druid spell list. You
12 ✘ +5 Wisdom

+2 Charisma
15 2d8 can use a druidic focus as your spellcasting focus.

CONDITIONAL
Wildshape (Action—2/Short Rest). You can
magically assume the shape of a beast that you
+1 have seen before.You can stay in a beast shape for 1
hours. You then revert to your normal form unless
CURRENT HIT POINTS you expend another use of this feature. You can
CONSTITUTION DEATH SAVING THROWS
revert to your normal form earlier by using a bonus
SAVING THROWS
action on your turn. You automatically revert if you
12 N
CIE C

+1 Acrobatics (Dex)
SPEED
30ft.
FLY
0ft.
CLIMB
0ft.
SWIM
0ft.
fall unconscious, drop to 0 hit points, or die.
Y
PROFI

RT

EXPE

VISION INSPIRATION EXHAUSTION Combat Wild Shape (Bonus Action). Wild Shape on
+3 Animal Handling (Wis)
your turn as a bonus action, rather than as an
+1 +0 Arcana (Int) action.While you are transformed by Wild Shape,
you can use a bonus action to expend one spell slot
-1 Athletics (Str)
to regain 1d8 hp per level of the spell slot
INTELLIGENCE ✘ +4 Deception (Cha) expended.

10 +0 History (Int)
+3 Insight (Wis)
Circle Forms. You can use your Wild Shape to
transform into a beast with a CR as high as 1.
+2 Intimidation (Cha) SPEED, SENSES, & CONDITIONS
+0 +0 Investigation (Int)
+3 Medicine (Wis)
WISDOM ✘ +2 Nature (Int)

16 ✘ +5 Perception (Wis)
+2 Performance (Cha)
+2 Persuasion (Cha)
+3 +0 Religion (Int)
✘ +3 Sleight of Hand (Dex)
CHARISMA ✘ +3 Stealth (Dex)

14 +3 Survival (Wis)
SKILLS

+2 15 PASSIVE PERCEPTION

ADVANTAGE

INITIATIVE +1 1 Attack / Attack Action RACIAL TRAITS

NAME RANGE ATTACK DAMAGE / TYPE


Scimitar 5 ft +3 vs AC 1d6+1 slashing
Finesse, Light
FEATURES & TRAITS
Quarterstaff 5 ft +1 vs AC 1d6-1 bludgeoning
Versatile
Armor Proficiencies. Light Armor, Medium Armor,
Shields

Weapon Proficiencies. Club, Dagger, Dart, Javelin,


Mace, Quarterstaff, Scimitar, Sickle, Sling, Spear

Tool Proficiencies. Disguise kit, Forgery kit,


Herbalism kit

Languages. Common, Celestial, Druidic

ATTACKS & SPELLCASTING PROFICIENCIES & LANGUAGES

This character sheet was generated by the Aurora Builder.


Male 22 5'10" 140 lb.
GENDER AGE HEIGHT WEIGHT
Aaron Green Black
CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS

You have always had a way with people. You know what makes them tick, you can tease out their hearts’ desires after a
few minutes of conversation, and with a few leading questions you can read them like they were children’s books. It’s a
useful talent, and one that you’re perfectly willing to use for your advantage.
I have a joke for every occasion, especially occasions
where humor is inappropriate. You know what people want and you deliver, or rather, you promise to deliver. Common sense should steer people
Flattery is my preferred trick for getting what I want. away from things that sound too good to be true, but common sense seems to be in short supply when you’re around.
The bottle of pink-colored liquid will surely cure that unseemly rash, this ointment—nothing more than a bit of fat with
a sprinkle of silver dust—can restore youth and vigor, and there’s a bridge in the city that just happens to be for sale.
These marvels sound implausible, but you make them sound like the real deal.
PERSONALITY TRAITS

Independence. I am a free spirit— no one tells me


what to do. (Chaotic)

IDEAL

I owe everything to my mentor—a horrible person


who’s probably rotting in jail somewhere.

BOND

I can’t resist a pretty face.

FLAW BACKGROUND STORY

False Identity
You have created a second identity that includes
documentation, established acquaintances, and
disguises that allow you to assume that persona.
Additionally, you can forge documents including
official papers and personal letters, as long as you
have seen an example of the kind of document or
the handwriting you are trying to copy.

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
[Scimitar] 1 3
[Leather] 1 10
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

27 lb / 120 lb 240 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 Druidcraft Shillelagh

1ST LEVEL 3 SPELL SLOTS Absorb Elements Absorb Elements


Acrid Delight Alter Arrow’s Fortune Animal Friendship
Anticipate Weakness Avoid Grievous Injury Beast Bond
Beast Bond Beguiling Gift Breathtaking Wind
Charm Person Create or Destroy Water Cure Wounds
Deep Breath Detect Magic Detect Poison and Disease
Duskwalk Earth Tremor Earth Tremor
Earthen Grip Earthen Pillar Entangle
Extract Foyson Faerie Fire Fire Under the Tongue
Fist of Stone Flurry Fog Cloud
Freeze Potion Gliding Step Goat’s Hoof Charm
Goodberry Guiding Hand Healing Word
Hearth Charm Hobble Mount Hunter's Pace
Ice Knife Ice Knife Inaudible
Interpret Bone Jump Last Breath
Longstrider Mend Flesh Mosquito Bane
Nightowl Purify Food and Drink Rot
Sandblast Seer’s Reaction Shed Skin
Shrill Whistle Skein of Vines Slashing Step
Slippery Fingers Snare Snowy Coat
Speak with Animals Stanch Tenser’s Expedient Pit
Thin The Ice Thunderwave Trick Question
Wild Cunning Withered Sight Wolfsong
Zen Archery

SPELLCASTING ABILITY SPELL ATTACK BONUS SAVING THROW DC SPELLS TO PREPARE


Other Spells

CANTRIPS Thaumaturgy (Cleric) Spare the Dying (Cleric)


Druidcraft Shillelagh Spare the Dying
Transmutation Cantrip Transmutation Cantrip Necromancy Cantrip

CASTING TIME 1 action CASTING TIME 1 bonus action CASTING TIME 1 action
RANGE 30 feet RANGE Touch RANGE Touch
DURATION Instantaneous DURATION 1 minute DURATION Instantaneous
COMPONENTS V, S COMPONENTS V, S, M (mistletoe, a shamrock leaf, and a club or quarterstaff) COMPONENTS V, S

Whispering to the spirits of nature, you create one of the following The wood of a club or quarterstaff you are holding is imbued with You touch a living creature that has 0 hit points. The creature
effects within range: nature’s power. For the duration, you can use your spellcasting ability becomes stable. This spell has no effect on undead or constructs.
• You create a tiny, harmless sensory effect that predicts what the instead of Strength for the attack and damage rolls of melee attacks
weather will be at your location for the next 24 hours. The effect using that weapon, and the weapon’s damage die becomes a d8. The
might manifest as a golden orb for clear skies, a cloud for rain, falling weapon also becomes magical, if it isn’t already. The spell ends if you
snowflakes for snow, and so on. This effect persists for 1 round. cast it again or if you let go of the weapon
• You instantly make a flower blossom, a seed pod open, or a leaf
bud bloom.
• You create an instantaneous, harmless sensory effect, such as
falling leaves, a puff of wind, the sound of a small animal, or the faint
odor of skunk. The effect must fit in a 5-foot cube.
• You instantly light or snuff out a candle, a torch, or a small
campfire.

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

Thaumaturgy Cure Wounds


Transmutation Cantrip 1st-level evocation

CASTING TIME 1 action CASTING TIME 1 action


RANGE 30 feet RANGE Touch
DURATION Up to 1 minute DURATION Instantaneous
COMPONENTS V COMPONENTS V, S

You manifest a minor wonder, a sign of supernatural power, within A creature you touch regains a number of hit points equal to 1d8 +
range. You create one of the following magical effects within range: your spellcasting ability modifier. This spell has no effect on undead
• Your voice booms up to three times as loud as normal for 1 or constructs.
minute. At Higher Levels. When you cast this spell using a spell slot of 2nd
• You cause flames to flicker, brighten, dim, or change color for 1 level or higher, the healing increases by 1d8 for each slot level above
minute. 1st.
• You cause harmless tremors in the ground for 1 minute.
• You create an instantaneous sound that originates from a point
of your choice within range, such as a rumble of thunder, the cry of a
raven, or ominous whispers.
• You instantaneously cause an unlocked door or window to fly
open or slam shut.
• You alter the appearance of your eyes for 1 minute. If you cast
this spell multiple times, you can have up to three of its 1-minute
effects active at a time, and you can dismiss such an effect as an
action.

Cleric Player’s Handbook Cleric Player’s Handbook


Explorer’s Pack Scimitar Leather
Equipment Packs Weapons Armor

Includes a backpack, a bedroll, a mess kit, a tinderbox, 10 The breastplate and shoulder protectors of this armor are
torches, 10 days of rations, and a waterskin. The pack also made of leather that has been stiffened by being boiled in
has 50 feet of hempen rope strapped to the side of it. oil. The rest of the armor is made of softer and more
flexible materials.

10 lbs. Player’s Handbook 3 lb. Player’s Handbook 10 lb. Player’s Handbook

Quarterstaff
Weapons

4 lb. Player’s Handbook

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