Class & Level

Druid 1

Species

Human

Background

Outlander

Alignment

______________

Strength

12

+1

Dexterity

14

+2

Constitution

12

+1

Intelligence

12

+1

Wisdom

16

+3

Charisma

10

+0

15

Armour
Class

+2

Initiative
Bonus

30

Movement
Speed

9

Max Health Points

Saving Throws

Strength

+1

Dexterity

+2

Constitution

+1

Intelligence

+3

Wisdom

+5

Charisma

+0

+2

Proficiency
Bonus

WIS

+5

Spellcasting
Modifier

13

Spellsave
DC

Skills

Acrobatics Dex

+2

Animal Handling Wis

+5

Arcana Int

+1

Athletics Str

+3

Deception Cha

+0

History Int

+3

Insight Wis

+5

Intimidation Cha

+0

Investigation Int

+1

Medicine Wis

+3

Nature Int

+1

Perception Wis

+3

Performance Cha

+0

Persuasion Cha

+0

Religion Int

+1

Sleight of Hand Dex

+2

Stealth Dex

+2

Survival Wis

+5

Traits & Gear

Traits

Languages:
Common
Druidic
Elvish
Dwarven

Equipment & Money

A staff (1d8+1)
A hunting trap
A trophy from an animal you killed
A set of traveller’s clothes
Wooden shield (+2)
Scimitar +5 to hit (1d6+2 slashing)
Leather armour (11+dex)
Explorers pack
Druidic Focus

 

 

Abilities & Actions

Passive Abilities

Abilities that don’t require an action, bonus action or reaction, such as something that increases your armour or enhances an attack.

Wanderer

You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.

Actions

Abilities that take require an action, bonus action or reaction. 

Spellslots & Other Counters

Counters that determine how many of a thing can be done between rests. Some replenish after a short rest, some require a full day.

Spellslots : Lv 1 : 🟦🟦

 

 

Spells

Cantrips

Spells that don’t use up spellslots. A spellcaster’s equivalent to attacking.

Guidance

Help your friend with some magical luck, they gain 1d4 to their next skill check roll.

Produce flame

Make fire that lights a room up to 10ft.
Can also be thrown up to 30ft as a ranged attack causing 1d8 fire damage.

Spells

Levelled spells. These consume spellslots of that level, unless stated otherwise.

Cure wounds

Touch an ally and heal them for 1d8+5.

Healing word

Use your words to heal your friends within 60ft, healing them for 1d4+5

Entangle

Roots grow from the ground causing 20ft squared difficult terrain, everyone in the area must make a strength saving throw DC13 or be restrained.

Ice knife

You create a shard of ice and fling it at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 piercing damage. Hit or miss, the shard then explodes. The target and each creature within 5 feet of the point where the ice exploded must succeed on a Dexterity saving throw or take 2d6 cold damage