Class & Level

Lunar Druid

Species

Half Elf

Background

Outlander

Alignment

______________

Strength

16

+3

Dexterity

13

+1

Constitution

18

+4

Intelligence

11

+0

Wisdom

15

+2

Charisma

12

+1

14

Armour
Class

+1

Initiative
Bonus

30

Movement
Speed

30

Max Health Points

Saving Throws

Strength

+3

Dexterity

+1

Constitution

+4

Intelligence

+2

Wisdom

+4

Charisma

+1

+2

Proficiency
Bonus

WIS

+4

Spellcasting
Modifier

12

Spellsave
DC

Skills

Acrobatics Dex

+1

Animal Handling Wis

+2

Arcana Int

+0

Athletics Str

+5

Deception Cha

+1

History Int

+0

Insight Wis

+2

Intimidation Cha

+1

Investigation Int

+2

Medicine Wis

+4

Nature Int

+2

Perception Wis

+4

Performance Cha

+1

Persuasion Cha

+1

Religion Int

+0

Sleight of Hand Dex

+1

Stealth Dex

+1

Survival Wis

+4

Traits & Gear

Traits

Equipment & Money

 

 

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.

Dark Vision

You can see in darkness (shades of grey) up to 60ft

Fey Ancestry

You are immune to magic Sleep and have advantages on saving throws against being charmed

Combat Wild Shape

You can use Wild Shape as a bonus action and can use a bonus action to expand one spell slot to regain 1d8 HP per level of the spell slot expended

Circle Forms

When using wild shape, you can transform into beasts of CR 1 or lower

Some recommended shapes are Badgers, Black Bears, and Boars

Actions

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

Scimitar

Melee Attack

+5 to hit

1d6+3

Wild Shape

As an action, you can magically assume the shape of a beast that you have seen before twice per short rest. [2nd] Max CR 1/4 (no flying or swimming speed) [4th] Max CR 1/2 (no flying speed) [8th] Max CR 1

You can stay in beast shape for 1 hours before reverting back to your normal form (or as a bonus action earlier or if you fall unconscious, drop to 0 hit points, or die).

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 : 🟥🟥🟥🟥 Spellslots : Lv 2 : 🟥🟥

 

 

Spells

Cantrips

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

Thorn Whip

Ranged Attack 30ft

+4 to hit

You create a long, vine-like whip covered in thorns that lashes out at your command toward a creature in range. Make a melee spell attack against the target. If the attack hits, the creature takes 1d6 piercing damage, and if the creature is Large or smaller, you pull the creature up to 10 feet closer to you.

Poison Spray

You extend your hand toward a creature you can see within range and project a puff of noxious gas from your palm. The creature must succeed on a Constitution saving throw or take 1d12 poison damage.

Spells

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

Animal Friendship

This spell lets you convince a beast that you mean it no harm. Choose a beast that you can see within range. It must see and hear you. If the beast’s Intelligence is 4 or higher, the spell fails. Otherwise, the beast must succeed on a Wisdom saving throw or be charmed by you for the spell’s duration. If you or one of your companions harms the target, the spell ends.

Detect Magic

For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.

Speak with Animals

You gain the ability to comprehend and verbally communicate with beasts for the duration. The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you, at the GM’s discretion.

Barkskin

You touch a willing creature. Until the spell ends, the target’s skin has a rough, bark-like appearance, and the target’s AC can’t be less than 16, regardless of what kind of armor it is wearing.

Heat Metal

Choose a manufactured metal object, such as a metal weapon or a suit of heavy or medium metal armor, that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object takes 2d8 fire damage when you cast the spell. Until the spell ends, you can use a bonus action on each of your subsequent turns to cause this damage again.

Choose a manufactured metal object, such as a metal weapon or a suit of heavy or medium metal armor, that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object takes 2d8 fire damage when you cast the spell. Until the spell ends, you can use a bonus action on each of your subsequent turns to cause this damage again.