Gibrial: Character Level, Race, & Class Experience

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Level 2 Wood Elf Druid, Circle of the Moon 850

CHARACTER LEVEL, RACE, & CLASS EXPERIENCE


Gibrial
Sage Chaotic Neutral Thassa Jarred
CHARACTER NAME BACKGROUND ALIGNMENT DEITY PLAYER NAME

STEALTH DISADVANTAGE

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


STRENGTH Leather 14 of you as if it were bright light, and in darkness as if
it were dim light.
PROFICIENCY BONUS +2
-1
SHIELD
AC
Druidic. You can use it to leave hidden messages.
N
CIE C
You and others who know this language
-1 Strength automatically spot such a message. Others spot the
Y
PROFI

9 message’s presence with a successful DC 15


+3 Dexterity
Perception check but can’t decipher it without
+1 Constitution ARMOR CLASS magic.
DEXTERITY
✘ +4 Intelligence
MAXIMUM HIT DICE TEMPORARY Spellcasting. You can cast druid spells as rituals. You
+3 ✘ +5 Wisdom

+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

✘ +5 Animal Handling (Wis) VISION INSPIRATION EXHAUSTION


Combat Wild Shape (Bonus Action). Wild Shape on
12 ✘ +4 Arcana (Int) Darkvision your turn as a bonus action, rather than as an
action.While you are transformed by Wild Shape,
-1 Athletics (Str)
you can use a bonus action to expend one spell slot
INTELLIGENCE +0 Deception (Cha) to regain 1d8 hp per level of the spell slot
expended.
+2 ✘ +4 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.
+0 Intimidation (Cha) SPEED, SENSES, & CONDITIONS
14 +2 Investigation (Int)
+3 Medicine (Wis) Fey Ancestry. Advantage on saving throws against
WISDOM
being charmed, and magic can’t put you to sleep.
✘ +4 Nature (Int)

+3 ✘ +5 Perception (Wis) Trance. Elves don’t need to sleep. Instead, they


meditate deeply, remaining semiconscious, for 4
+0 Performance (Cha) hours a day.
+0 Persuasion (Cha)
16 +2 Religion (Int)
Mask of the Wild. You can attempt to hide even
when you are only lightly obscured.
+3 Sleight of Hand (Dex)
CHARISMA +3 Stealth (Dex)

+0 +3 Survival (Wis)
SKILLS

10 15 PASSIVE PERCEPTION

ADVANTAGE

INITIATIVE +3 1 Attack / Attack Action RACIAL TRAITS

NAME RANGE ATTACK DAMAGE / TYPE


Yew Wand 5 ft -1 vs AC -1

FEATURES & TRAITS


Dagger 20/60 +5 vs AC 1d4+3 piercing
Finesse, Light, Thrown

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

Tool Proficiencies. Herbalism kit

Languages. Common, Elvish, Dwarvish, Abyssal,


Druidic

ATTACKS & SPELLCASTING PROFICIENCIES & LANGUAGES

This character sheet was generated by the Aurora Builder.


Male 65 3'9" 90 lb.
GENDER AGE HEIGHT WEIGHT
Gibrial Green Pale White
CHARACTER NAME EYES SKIN HAIR

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

Logic. Emotions must not cloud our logical thinking.


(Lawful)

IDEAL

I've been searching my whole life for the answer to a


certain question.

BOND

Most people scream and run when they see a


demon. I stop and take notes on its anatomy.

FLAW BACKGROUND STORY

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

ATTUNED MAGIC ITEMS 0 / 3


VALUABLES — GEMS, ART OBJECTS, TRADE GOODS # lb

COPPER SILVER ELECTRUM GOLD PLATINUM

0 0 0 80 0

ENCUMBRANCE — LIFTING AND CARRYING

WEIGHT CARRIED CARRY CAPACITY PUSH, DRAG, LIFT

74.6 lb / 135 lb 270 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 Jolt Mold Earth

1ST LEVEL 3 SPELL SLOTS ● Cure Wounds ● Ice Knife


● Mend Flesh ● Thunderwave
Jolt Mold Earth Cure Wounds
Evocation Cantrip Transmutation Cantrip 1st-level evocation

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


RANGE 30 feet RANGE 30 feet RANGE Touch
DURATION Instantaneous DURATION Instantaneous or 1 hour (see below) DURATION Instantaneous
COMPONENTS V, S COMPONENTS S COMPONENTS V, S

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

Ice Knife Mend Flesh Thunderwave


1st-level conjuration 1st-level transmutation 1st-level evocation

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


RANGE 60 feet RANGE Touch RANGE Self (15-foot cube)
DURATION Instantaneous DURATION Instantaneous DURATION Instantaneous
COMPONENTS S, M (a drop of water or piece of ice) COMPONENTS V, S, M (a needle and thread) COMPONENTS V, S

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

RANGE 5 ft RANGE 20/60 RANGE 80/320


ATTACK -1 vs AC ATTACK +5 vs AC ATTACK +5 vs AC
DAMAGE -1 DAMAGE 1d4+3 piercing DAMAGE 1d6+3 piercing
Finesse, Light, Thrown Ammunition, Two-Handed
Dagger Shortbow Yew Wand
Weapons Weapons Spellcasting Focus

A druidic focus might be a sprig of mistletoe or holly, a


wand or scepter made of yew or another special wood, a
staff drawn whole out of a living tree, or a totem object
incorporating feathers, fur, bones, and teeth from sacred
animals. A druid can use such an object as a spellcasting
focus.

1 lb. Player’s Handbook 2 lb. Player’s Handbook 1 lb. Player’s Handbook

Leather Backpack Bedroll


Armor Adventuring Gear Adventuring Gear

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.

10 lb. Player’s Handbook 5 lb. Player’s Handbook 7 lb. Player’s Handbook

Mess Kit Tinderbox Torch


Adventuring Gear Adventuring Gear Adventuring Gear

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.

1 lb. Player’s Handbook 1 lb. Player’s Handbook 1 lb. Player’s Handbook


Rations (1 day) Waterskin Rope, Hempen (50 feet)
Adventuring Gear Adventuring Gear Adventuring Gear

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.

Elf Player’s Handbook Elf Player’s Handbook Elf Player’s Handbook

Mask of the Wild Druidic Spellcasting


Racial Trait Class Feature Class Feature

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

Wildshape Combat Wild Shape Circle Forms


Class Feature Archetype Feature Archetype Feature
Starting at 2nd level, you can use your action to magically assume the shape of a When you choose this circle at 2nd level, you gain the The rites of your circle grant you the ability to transform
beast that you have seen before. You can use this feature twice. You regain expended
uses when you finish a short or long rest. ability to use Wild Shape on your turn as a bonus action, into more dangerous animal forms. Starting at 2nd level,
Your druid level determines the beasts you can transform into, as shown in the
Beast Shapes table. At 2nd level, for example, you can transform into any beast that
rather than as an action. you can use your Wild Shape to transform into a beast with
has a challenge rating of 1/4 or lower that doesn’t have a flying or swimming speed. Additionally, while you are transformed by Wild Shape, a challenge rating as high as 1 (you ignore the Max. CR
You can stay in a beast shape for a number of hours equal to half your druid level you can use a bonus action to expend one spell slot to column of the Beast Shapes table, but must abide by the
(rounded down). You then revert to your normal form unless you expend another use
of this feature. You can revert to your normal form earlier by using a bonus action on regain 1d8 hit points per level of the spell slot expended. other limitations there).
your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die. Starting at 6th level, you can transform into a beast with
While you are transformed, the following rules apply:
• Your game statistics are replaced by the statistics of the beast, but you retain a challenge rating as high as your druid level divided by 3,
your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also rounded down.
retain all of your skill and saving throw proficiencies, in addition to gaining those of
the creature. If the creature has the same proficiency as you and the bonus in its stat
block is higher than yours, use the creature’s bonus instead of yours. If the creature
has any legendary or lair actions, you can't use them.
• When you transform, you assume the beast’s hit points and Hit Dice. When you
revert to your normal form, you return to the number of hit points you had before
you transformed. However, if you revert as a result of dropping to 0 hit points, any
excess damage carries over to your normal form. For example, if you take 10 damage
in animal form and have only 1 hit point left, you revert and take 9 damage. As long
as the excess damage doesn’t reduce your normal form to 0 hit points, you aren’t
knocked unconscious.
• You can’t cast spells, and your ability to speak or take any action that requires
hands is limited to the capabilities of your beast form. Transforming doesn’t break
your concentration on a spell you’ve already cast, however, or prevent you from
taking actions that are part of a spell, such as call lightning, that you’ve already cast.
• You retain the benefit of any features from your class, race, or other source and
can use them if the new form is physically capable of doing so. However, you can’t
use any of your special senses, such as darkvision, unless your new form also has that
sense.
• You choose whether your equipment falls to the ground in your space, merges
into your new form, or is worn by it. Worn equipment functions as normal, but the
DM decides whether it is practical for the new form to wear a piece of equipment,
based on the creature’s shape and size. Your equipment doesn’t change size or shape
to match the new form, and any equipment that the new form can’t wear must either
fall to the ground or merge with it. Equipment that merges with the form has no
effect until you leave the form.

Druid Player’s Handbook Circle of the Moon Player’s Handbook Circle of the Moon Player’s Handbook

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