Druid
Druid
Druid
INSPIRATION
STRENGTH
19 +2 30
-1 +4 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED
8 PERSONALITY TRAITS
+2 +4
Constitution
Intelligence
CURRENT HIT POINTS IDEALS
14 ● +9 Wisdom
Charisma
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS
+5
Acrobatics (Dex) Total 12d8 SUCCESSES
20 Animal Handling (Wis)
● +9
d8 FAILURES
0 Deception (Cha)
History (Int)
NAME ATK BONUS DAMAGE/TYPE Blessing of the Raven Queen. As a bonus action, you can magically teleport up to 30 feet
to an unoccupied space you can see. You can use this trait a number of times equal to your
Thorn Whip +9 3d6 Piercing proficiency bonus, and you regain all expended uses when you finish a long rest.
Starting at 3rd level, you also gain resistance to all damage when you teleport using this
10 ● +9 Insight (Wis) trait. The resistance lasts until the start of your next turn. During that time, you appear
ghostly and translucent.
Intimidation (Cha) Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in
darkness as if it were dim light. You discern colors in that darkness only as shades of gray.
WISDOM Investigation (Int) Fey Ancestry. You have advantage on saving throws you make to avoid or end the
charmed condition on yourself
.
Medicine (Wis)
+5
Keen Senses. You have proficiency in the Perception skill
.
Necrotic Resistance. You have resistance to necrotic damage.
Nature (Int)
Trance. You dont need to sleep, and magic cant put you to sleep. You can finish a long
rest in 4 hours if you spend those hours in a trancelike meditation, during which you retain
● +9 Perception (Wis) consciousness.
20 Whenever you finish this trance, you can gain two proficiencies that you dont have, each
Performance (Cha) one with a weapon or a tool of your choice selected from the Players Handbook. You
mystically acquire these proficiencies by drawing them from shared elven memory, and you
retain them until you finish your next long rest.
Persuasion (Cha)
CHARISMA Spirit Totem
Starting at 2nd level, you gain the ability to call forth nature spirits and use them to
Religion (Int) influence the world around you.
8 Survival (Wis) The spirit persists for 1 minute. Once you use this feature, you cant use it again until you
finish a short or long rest.
The effect of the spirits aura depends on the type of spirit you summon from the options
SKILLS ATTACKS & SPELLCASTING below.
Bear Spirit. The bear spirit grants you and your allies its might and endurance. Each
creature of your choice in the aura when the spirit appears gains temporary hit points equal
to 5 + your druid level. In addition, you and your allies gain advantage on Strength checks
and Strength saving throws while in the aura.
19 PASSIVE WISDOM (PERCEPTION)
Rare Barrier Tattoo Hawk Spirit. The hawk spirit is a consummate hunter, aiding you and your allies with its
CP keen sight. When a creature makes an attack roll against a target in the spirits aura, you
can use your reaction to grant advantage to that attack roll. In addition, you and your allies
have advantage on Wisdom (Perception) checks while in the aura.
Unicorn Spirit. The unicorn spirit lends its protection to those nearby. You and your allies
SP gain advantage on all ability checks made to detect creatures in the spirits aura. In
addition, if you cast a spell using a spell slot that restores hit points to any creature inside
or outside the aura, each creature of your choice in the aura also regains hit points equal to
your druid level.
Mighty Summoner
EP At 6th level, beasts and fey that you conjure are more resilient than normal. Any beast or
fey summoned or created by a spell that you cast gains two benefits:
The creature appears with more hit points than normal: 2 extra hit points per Hit Die it has.
The damage from its natural weapons is considered magical for the purpose of overcoming
immunity and resistance to nonmagical attacks and damage.
GP Guardian Spirit
Beginning at 10th level, your Spirit Totem safeguards the beasts and fey that you call forth
with your magic. When a beast or fey that you summoned or created with a spell ends its
turn in your Spirit Totem aura, that creature regains a number of hit points equal to half
your druid level.
PP
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AGE HEIGHT WEIGHT
NAME
SYMBOL
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WIS 17 +9
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS
0 CANTRIPS 3 3 6 1
Druidcraft ● Conjure Animals ● Conjure Fey
SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED
1 4 7
EPAR
SPELL NAME
ED
PR
Absorb Elements
● Goodberry
4 3
Conjure Woodland Beings
SPELLS KNOWN
● Divination
2 3
● Locate Objects
5 2
Antilife Shell
9
● Wall of Stone
● Transmute Rock
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.