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INSPIRATION
STRENGTH
+3 +2 PROFICIENCY BONUS
12
ARMOR
CLASS
0
INITIATIVE
30
SPEED
16 PERSONALITY TRAITS
0 ●
+2 Constitution
+1 Intelligence
CURRENT HIT POINTS IDEALS
10 ●
+4 Wisdom
-1 Charisma
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS
15 ●
+4 Animal Handling (Wis) FAILURES
-1 -1
-1
Deception (Cha)
History (Int)
NAME ATK BONUS DAMAGE/TYPE
+4 Insight (Wis)
Handaxe +5 1d6 + 3 slashing
8 ●
-1 Intimidation (Cha)
-1 0
0
Sleight of Hand (Dex)
Stealth (Dex)
8 +2 Survival (Wis)
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
63 6'8 450
AGE HEIGHT WEIGHT
Org Green Black Black
CHARACTER NAME EYES SKIN HAIR
NAME
SYMBOL
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Druid Wisdom 12 +4
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS
0 CANTRIPS 3 6
Druidcraft
Primal Savagery
SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED
1 4 7
EPAR
SPELL NAME
ED
PR
Absorb Elements
Animal Friendship
4
Beast Bond
Charm Person
SPELLS KNOWN
Cure Wounds
Detect Magic
2 2
Animal Messenger
Barkskin
Beast Sense
5
Darkvision
Dust Devil
9
Earthbind
Enhance Ability
Find Traps
Flame Blade
Flaming Sphere
Gust of Wind
Healing Spirit
Heat Metal
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Druid Wisdom 12 +4
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS
0 CANTRIPS 3 6
SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED
1 4 7
EPAR
SPELL NAME
ED
PR
Goodberry
Guiding Hand
4
Healing Word
Ice Knife
SPELLS KNOWN
Jump
Longstrider
Purify Food and Drink
Snare
Speak with Animals
Thunderwave
8
Wild Cunning
2 2
Hold Person
Lesser Restoration
Locate Animals or Plants
5
Locate Object
Moonbeam
9
Pass without Trace
Protection from Poison
Skywrite
Spike Growth
Warding Wind
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
FEATURES & TRAITS
---------------Actions--------------
Wild Shape. You can transform into a beast you have seen with CR 1/4 and no flying
or swimming speed (lasts 1 hour, use twice/rest).
-----------Other Traits------------
All Eyes on You. Your accent, mannerisms, figures of speech, and perhaps even your
appearance all mark you as foreign. Curious glances are directed your way wherever
you go, which can be a nuisance, but you also gain the friendly interest of scholars
and others intrigued by far-off lands, to say nothing of everyday folk who are eager to
hear stories of your homeland. You can parley this attention into access to people
and places you might not otherwise have, for you and your traveling companions.
Noble lords, scholars, and merchant princes, to name a few, might be interested in
hearing about your distant homeland and people. .
Circle Forms. The rites of your circle grant you the ability to transform into more
dangerous animal forms. Starting at 2nd level, you can use your Wild Shape to
transform into a beast with a challenge rating as high as 1 (you ignore the Max CR
column of the Beast Shapes table, but must abide by the other limitations there).
Combat Wild Shape. When you choose this circle at 2nd level, you gain the ability to
use Wild Shape on your turn as a bonus action, rather than as an action.
Additionally, while you are transformed by Wild Shape. You can use a bonus action to
expend one spell slot to regain 1d8 hit points per level of the spell slot expended.
Druidic. You can speak Druidic and use it to leave hidden message and automatically
spot messages left by others.
Goring Rush. When you take the Dash action on your turn, you can use your bonus
action to make one melee attack with your horns.
Hammering Horns. When you take the Attack action on your turn to make a melee
attack, you can attempt to shove a creature as a bonus action. You cannot use this
shove attempt to knock a creature prone.
Horns. You are never unarmed. Your horns are a melee weapon that deals 1d10
piercing damage, and you are proficient with your horns. Your horns grant you
advantage on all checks made to shove a creature, but not to avoid being shoved
yourself.
Labyrinthine Recall. You can perfectly recall any path you have traveled.
Powerful Build. You count as one size larger when determining your carrying capacity
and the weight you can push, drag, or lift.
Page 1
Snare (reverse)
save DC. On a success, the restrained effect
ends. After the trap is triggered, the spell ends
when no creature is restrained by it.
Page 6