Gibrial: Character Level, Race, & Class Experience
Gibrial: Character Level, Race, & Class Experience
Gibrial: Character Level, Race, & Class Experience
STEALTH DISADVANTAGE
+0 Charisma
15 2d8 can prepare 5 spells from the druid spell list. You
can use a druidic focus as your spellcasting focus.
CONDITIONAL
Wildshape (Action—2/Short Rest). You can
16 magically assume the shape of a beast that you
have seen before.You can stay in a beast shape for 1
CURRENT HIT POINTS hours. You then revert to your normal form unless
CONSTITUTION DEATH SAVING THROWS
you expend another use of this feature. You can
SAVING THROWS
revert to your normal form earlier by using a bonus
+1 N
CIE C
+3 Acrobatics (Dex)
SPEED
35ft.
FLY
0ft.
CLIMB
0ft.
SWIM
0ft.
action on your turn. You automatically revert if you
fall unconscious, drop to 0 hit points, or die.
Y
PROFI
RT
EXPE
+0 +3 Survival (Wis)
SKILLS
10 15 PASSIVE PERCEPTION
ADVANTAGE
Shortbow 80/320 +5 vs AC 1d6+3 piercing Armor Proficiencies. Light Armor, Medium Armor,
Shields
Ammunition, Two-Handed
Weapon Proficiencies. Longsword, Shortsword,
Shortbow, Longbow, Club, Dagger, Dart, Javelin,
Mace, Quarterstaff, Scimitar, Sickle, Sling, Spear
NAME
SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS
You spent years learning the lore of the multiverse. You scoured manuscripts, studied scrolls, and listened to the
greatest experts on the subjects that interest you. Your efforts have made you a master in your fields of study.
I ... speak ... slowly ... when talking ... to idiots, ...
which ... almost ... everyone ... is .. compared ... to
me.
I’m willing to listen to every side of an argument
before I make my own judgment.
PERSONALITY TRAITS
IDEAL
BOND
Rumor Monger
Via your personal rumor mill and articles published
in Baldur’s Mouth, you can surmise a great deal
about Baldurians’ secrets—who’s practicing
necromancy, who’s involved in spying or smuggling,
who would purchase or craft dangerous magical
wares without batting an eyelash. Whenever a
noteworthy crime or mysterious happening occurs in
the city, you immediately have a list of 1d4 suspects
who, if they aren’t involved, have a strong chance of
knowing who is.
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
Dagger 1 1
[Shortbow] 1 2
Yew Wand 1 1
[Leather] 1 10
Backpack 1 5
Bedroll 1 7
Mess Kit 1 1
Tinderbox 1 1
Torch 10 10
Rations (1 day) 10 20
Waterskin 1 5
Rope, Hempen (50 feet) 1 10
0 0 0 80 0
#1 #2
STORED ITEM # lb. STORED ITEM # lb.
This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
Wisdom +5 13 5
A fraction of the storm’s power can give life, or take it. You choose a portion of dirt or stone that you can see within range A creature you touch regains a number of hit points equal to 1d8 +
Sparks fly from your fingertips, shocking a creature within range. If and that fits within a 5-foot cube. You manipulate it in one of the your spellcasting ability modifier. This spell has no effect on undead
the target is unconscious and reduced to 0 hit points, they gain following ways: or constructs.
advantage on their next death saving throw, and any ability check • If you target an area of loose earth, you can instantaneously At Higher Levels. When you cast this spell using a spell slot of 2nd
made to aid them also gains advantage. If you target a hostile excavate it, move it along the ground, and deposit it up to 5 feet level or higher, the healing increases by 1d8 for each slot level above
creature, they must make a Constitution saving throw. If they fail, away. This movement doesn’t have enough force to cause damage. 1st.
they take 1d8 lightning damage. • You cause shapes, colors, or both to appear on the dirt or stone,
This spell’s damage increases by 1d8 when you reach 5th level spelling out words, creating images, or shaping patterns. The changes
(2d8), 11th level (3d8), and 17th level (4d8). last for 1 hour.
• If the dirt or stone you target is on the ground, you cause it to
become difficult terrain. Alternatively, you can cause the ground to
become normal terrain if it is already difficult terrain. This change
lasts for 1 hour.
If you cast this spell multiple times, you can have no more than two
of its non-instantaneous effects active at a time, and you can dismiss
such an effect as an action.
Spellcasting (Druid) The Compendium of Forgotten Secrets Spellcasting (Druid) Princes of the Apocalypse Prepared (Druid) Player’s Handbook
You create a shard of ice and fling it at one creature within range. The body is a vessel for the soul, and the soul calls to itself. A wave of thunderous force sweeps out from you. Each creature in a
Make a ranged spell attack against the target. On a hit, the target You stitch closed an open wound or reattach a whole limb severed 15-foot cube originating from you must make a Constitution saving
takes 1d10 piercing damage. Hit or miss, the shard then explodes. in the past minute. If the target is alive or undead, they regain hit throw. On a failed save, a creature takes 2d8 thunder damage and is
The target and each creature within 5 feet of it must succeed on a points equal to their Constitution modifier (minimum 1). If a limb was pushed 10 feet away from you. On a successful save, the creature
Dexterity saving throw or take 2d6 cold damage. reattached, until the creature finishes a long rest, they suffer takes half as much damage and isn’t pushed. In addition, unsecured
At Higher Levels. When you cast this spell using a spell slot of 2nd disadvantage on all checks that require them to use the reattached objects that are completely within the area of effect are
level or higher, the cold damage increases by 1d6 for each slot level limb. If the limb is a leg, their movement speed is halved during this automatically pushed 10 feet away from you by the spell’s effect, and
above 1st. time. If the limb is an arm, they suffer disadvantage on attack rolls the spell emits a thunderous boom audible out to 300 feet.
with weapons held using the arm during this time. At Higher Levels. When you cast this spell using a spell slot of 2nd
At Higher Levels. When you cast this spell using a slot of 2nd level level or higher, the damage increases by 1d8 for each slot level above
or higher, the time limit increases by 10 minutes per slot level about 1st.
1st and the target regains additional hit points equal to their
Constitution modifier per slot level above 1st.
Prepared (Druid) Xanathar’s Guide to Everything Prepared (Druid) The Compendium of Forgotten Secrets Prepared (Druid) Player’s Handbook
Yew Wand Dagger Shortbow
Simple Melee Weapon Simple Ranged Weapon
The breastplate and shoulder protectors of this armor are A backpack is a leather pack carried on the back, typically
made of leather that has been stiffened by being boiled in with straps to secure it. A backpack can hold 1 cubic foot/
oil. The rest of the armor is made of softer and more 30 pounds of gear.
flexible materials. You can also strap items, such as a bedroll or a coil of
rope, to the outside of a backpack.
This tin box contains a cup and simple cutlery. The box This small container holds flint, fire steel, and tinder A torch burns for 1 hour, providing bright light in a 20-foot
clamps together, and one side can be used as a cooking pan (usually dry cloth soaked in light oil) used to kindle a fire. radius and dim light for an additional 20 feet. If you make a
and the other as a plate or shallow bowl. Using it to light a torch—or anything else with abundant, melee attack with a burning torch and hit, it deals 1 fire
exposed fuel—takes an action. Lighting any other fire takes damage.
1 minute.
Rations consist of dry foods suitable for extended travel, Rope, whether made of hemp or silk, has 2 hit points and
including jerky, dried fruit, hardtack, and nuts. can be burst with a DC 17 Strength check.
2 lb. Player’s Handbook 5 lb. (full) Player’s Handbook 10 lb. Player’s Handbook
Darkvision Fey Ancestry Trance
Vision Racial Trait Racial Trait
Many creatures in the worlds of D&D, especially those that You have advantage on saving throws against being Elves don’t need to sleep. Instead, they meditate deeply,
dwell underground, have darkvision. Within a specified charmed, and magic can’t put you to sleep. remaining semiconscious, for 4 hours a day. (The Common
range, a creature with darkvision can see in darkness as if word for such meditation is “trance.”) While meditating,
the darkness were dim light, so areas of darkness are only you can dream after a fashion; such dreams are actually
lightly obscured as far as that creature is concerned. mental exercises that have become reflexive through years
However, the creature can’t discern color in darkness, only of practice. After resting in this way, you gain the same
shades of gray. benefit that a human does from 8 hours of sleep.
You can attempt to hide even when you are only lightly You know Druidic, the secret language of druids. You can Drawing on the divine essence of nature itself, you can cast spells to shape
that essence to your will.
obscured by foliage, heavy rain, falling snow, mist, and speak the language and use it to leave hidden messages. CANTRIPS
other natural phenomena. You and others who know this language automatically spot At 1st level, you know two cantrips of your choice from the druid spell list.
such a message. Others spot the message’s presence with a You learn additional druid cantrips of your choice at higher levels, as shown in
the Cantrips Known column of the Druid table.
successful DC 15 Wisdom (Perception) check but can’t PREPARING AND CASTING SPELLS
decipher it without magic. The Druid table shows how many spell slots you have to cast your druid
spells of 1st level and higher. To cast one of these druid spells, you must
expend a slot of the spell’s level or higher. You regain all expended spell slots
when you finish a long rest.
You prepare the list of druid spells that are available for you to cast,
choosing from the druid spell list. When you do so, choose a number of druid
spells equal to your Wisdom modifier + your druid level (minimum of one
spell). The spells must be of a level for which you have spell slots.
For example, if you are a 3rd-level druid, you have four 1st-level and two
2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can
include six spells of 1st or 2nd level, in any combination. If you prepare the
1st-level spell cure wounds, you can cast it using a 1st-level or 2nd-level slot.
Casting the spell doesn’t remove it from your list of prepared spells.
You can also change your list of prepared spells when you finish a long rest.
Preparing a new list of druid spells requires time spent in prayer and
meditation: at least 1 minute per spell level for each spell on your list.
SPELLCASTING ABILITY
Wisdom is your spellcasting ability for your druid spells, since your magic
draws upon your devotion and attunement to nature. You use your Wisdom
whenever a spell refers to your spellcasting ability. In addition, you use your
Wisdom modifier when setting the saving throw DC for a druid spell you cast
and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier
RITUAL CASTING
You can cast a druid spell as a ritual if that spell has the ritual tag and you
have the spell prepared.
SPELLCASTING FOCUS
Wood Elf Player’s Handbook Druid Player’s Handbook Druid Player’s Handbook
Druid Player’s Handbook Circle of the Moon Player’s Handbook Circle of the Moon Player’s Handbook