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Arwood

4 Level (0/6500 XP for level-up) Farmer Background Myconid -Growth (mushroom) Race / Species / Heritage Neutral Good Alignment
Sorcerer
Level 4
Hit Dice: 4/4
1d6+1 Class 1

STR
13
+1
DEX
10
+0
CON
13
+1
INT
7
-2
WIS
18
+4
CHA
16
+3
21
Hit Points
+0
Initiative (DEX)
10
Armor Class (AC)
+2
Prof. Bonus
20ft
Speed (walk/run/fly)
14
Passive Perception
4 / 4
Sorcery Points
4 / 4
Mycelial Restoration
Spellcasting ...
+5 Attack mod
CHA Ability
+3 Abi Mod
13 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
+1 Strength
+0 Dexterity
+3 Constitution
-2 Intelligence
+4 Wisdom
+5 Charisma
saving throws
+0 Acrobatics DEX
+4 Animal Handling WIS
-2 Arcana INT
+1 Athletics STR
+3 Deception CHA
-2 History INT
+6 Insight WIS
+5 Intimidation CHA
-2 Investigation INT
skills
+4 Medicine WIS
-2 Nature INT
+4 Perception WIS
+3 Performance CHA
+3 Persuasion CHA
-2 Religion INT
+0 Sleight of Hand DEX
+0 Stealth DEX
+4 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
Gust 1 Action 30ft Instantaneous STR 13 SAVE V, S
 Notes:You seize the air and compel it to create one of the following effects at a point you can see within range: -One Medium or smaller creature that you choose must succeed on a Strength saving throw or be pushed up to 5 feet away from you. -You create a small blast of air capable of moving one object that is neither held nor carried and that weighs no more than 5 pounds. The object is pushed up to 10 feet away from you. It isn’t pushed with enough force to cause damage. -You create a harmless sensory effect using air, such as causing leaves to rustle, wind to slam shutters shut, or your clothing to ripple in a breeze.
Mending 1 minute Touch Instantaneous V, S, M
 Notes:This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage. This spell can physically repair a magic item or construct, but the spell can't restore magic to such an object.
Message 1 action 120ft 1 round V, S, M
 Notes:You point your finger toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear. You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the spell. The spell doesn't have to follow a straight line and can travel freely around corners or through openings.
Mold Earth 1 action 30ft./5ft. Instantaneous S
 Notes:You choose a portion of dirt or stone that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways: -If you target an area of loose earth, you can instantaneously excavate it, move it along the ground, and deposit it up to 5 feet away. This movement doesn’t have enough force to cause damage. -You cause shapes, colors, or both to appear on the dirt or stone, spelling out words, creating images, or shaping patterns. The changes 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.
Poison Spray 1 action 10ft. Instantaneous CON 13, 1d12 Poison Damage V, S
 Notes: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. -This spell's damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12).

Level 1 Spells 4 slots

NAME AB CAST RNG DUR DMG CMP #
Burning Hands 1 action Self/15ft. Instantaneous 3d6 Fire Damage V, S
 Notes:As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren't being worn or carried.
Comprehend Languages 1 action Self 1 hour V, S, M
 Notes:For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text. This spell doesn't decode secret messages in a text or a glyph, such as an arcane sigil, that isn't part of a written language.
Earth Tremor 1 action 10ft Instantaneous 1d6 Bludgeoning Damage V, S
 Notes:You cause a tremor in the ground within range. Each creature other than you in that area must make a Dexterity saving throw. On a failed save, a creature takes 1d6 bludgeoning damage and is knocked prone. If the ground in that area is loose earth or stone, it becomes difficult terrain until cleared, with each 5-foot-diameter portion requiring at least 1 minute to clear by hand.

Level 2 Spells 3 slots

NAME AB CAST RNG DUR DMG CMP #
Burning Hands 1 action Self/15ft. Instantaneous 3d6 Fire Damage + V, S
 Notes:As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren't being worn or carried.
Earth Tremor 1 action 10ft Instantaneous 1d6 Bludgeoning Damage + V, S
 Notes:You cause a tremor in the ground within range. Each creature other than you in that area must make a Dexterity saving throw. On a failed save, a creature takes 1d6 bludgeoning damage and is knocked prone. If the ground in that area is loose earth or stone, it becomes difficult terrain until cleared, with each 5-foot-diameter portion requiring at least 1 minute to clear by hand.
Enhance ability 1 action Touch Concentration, up to 1 hour Regain 2d6 Temp HP (Bear's Endurance) V, S, M
 Notes:You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects; the target gains that effect until the spell ends. -Bear's Endurance. The target has advantage on Constitution checks. It also gains 2d6 temporary hit points, which are lost when the spell ends. -Bull's Strength. The target has advantage on Strength checks, and his or her carrying capacity doubles. -Cat's Grace. The target has advantage on Dexterity checks. It also doesn't take damage from falling 20 feet or less if it isn't incapacitated. -Eagle's Splendor. The target has advantage on Charisma checks. -Fox's Cunning. The target has advantage on Intelligence checks. -Owl's Wisdom. The target has advantage on Wisdom checks. -At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
Shatter 1 action 60ft./10ft. Instantaneous CON 13, 3d8 Thunder Damage V, S, M
 Notes:A sudden loud ringing noise, painfully intense, erupts from a point of your choice within range. Each creature in a 10-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 3d8 thunder damage on a failed save, or half as much damage on a successful one. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw. A nonmagical object that isn't being worn or carried also takes the damage if it's in the spell's area. -At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.

Sorcerer Features


Wild Magic -https://www.dndbeyond.com/classes/sorcerer#WildMagic

Wild Magic Surge. Your spellcasting can unleash surges of untamed magic. Once per turn, the DM can have you roll a d20 immediately after you cast a sorcerer spell of 1st level or higher. If you roll a 1, roll on the Wild Magic Surge table to create a magical effect. If that effect is a spell, it is too wild to be affected by your Metamagic, and if it normally requires concentration, it doesn’t require concentration in this case; the spell lasts for its full duration.
Wild Magic Surge table -

Tides of Chaos. You can manipulate the forces of chance and chaos to gain advantage on one attack roll, ability check, or saving throw. Once you do so, you must finish a long rest before you can use this feature again. Any time before you regain the use of this feature, the DM can have you roll on the Wild Magic Surge table immediately after you cast a sorcerer spell of 1st level or higher. You then regain the use of this feature.

Myconid Traits


Race - https://www.gmbinder.com/share/-LDJHDtETJ7Z916te-D6

Darkvision. Raised in the dimmest forests and the depths of the Underdark, 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 can't discern color in darkness, only shades of gray.

Fungal Form. You have advantage on saving throws against poison, and resistance to poison damage.

Hybrid Nature. You have two creature types: humanoid and plant. You can be affected by a game effect if it works on either of your creature types.

Rapport Spores. Myconids cannot speak, but you can communicate telepathically with all creatures within 30 ft. of you, provided you and the creature share a language.
You are not, however, nonverbal; Myconids still hum, whistle, and grumble, which forms the verbal components for your spells if you cast them. If you are silenced by an effect, you can still communicate telepathically with your spores, but you cannot use spells with a Verbal component.

Sunlight Sensitivity. Though exposure to sunlight will not kill you like most Myconids, you have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.

Pheremone Spores. Myconid sprouts learn to bathe threats in scented spores on sight so older and stronger members of the circle can track and destroy them. You can use a bonus action to cover one creature that you can see within 60 feet of you with those spores. For 1 minute, you and all other Myconids and spore servants have advantage on attack rolls against that creature. You can fire those spores a number of times equal to your Constitution modifier (a minimum of once) and regain all expended uses when you complete a long rest.

Subrace Traits - Growth


Mycelial Restoration. Whenever you or another creature rolls a 1 on a die roll that restores your hit points, you can reroll the die. You must use the new roll, and can reroll a number of 1s equal to your level.
You can also apply this feature to up to 10 creatures of your choice within 60 feet of you when they roll hit dice during a short rest. Once you use this feature on other creatures, you cannot do so again until you complete a long rest.

Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Features & Traits

  • A silk robe made by a silkworm farmer friend and a Short cloak made of autumn leaves over it

  • Has Daisies and Dandelions growing out of the dirt-filled hole in his cap(head)

  • A shovel grown out of wood



Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
Meta Magic
-Twinned spell. You can spend sorcery points equal to a spell's level (1 for a cantrip) to target a second creature in range with the same spell, as long as the spell at the level it's being cast is incapable of targeting more than one creature. Twinned Spell

-Careful spell. When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell’s full force. To do so, you spend 1 sorcery point and choose a number of those creatures up to your Charisma modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell. Careful Spell
Spellcasting
Languages
-You can read, understand, write, and speak Common.
-You can read, understand, and write Sylvan. You cannot speak it.

Languages & Proficiencies
-When work needs doing, I do the work.

-I express affection or contempt in ways that are unfamiliar to others.

-I place no stock in wealthy or well-mannered folk. Money and manners won’t save you from a hungry owlbear.

-I am always calm, no matter what the situation. I never raise my voice or let my emotions control me.

Personality Traits
It's a Living. I do what I'm good at because what I'm good at is good for me. (Neutral)
Brutal Practicality. Bury a fish or bury a man, just get the job done. (Evil)
Freedom. Everyone should be free to pursue their own livelihood. (Chaotic)
Live and Let Live. Meddling in the affairs of others only causes trouble. (Neutral)

Ideals
One day I will return home and be at peace again.

Nature is my life, my love, and my home.

Bonds
-I can be lazy and sleepy, sneaking off to take naps when work can wait.

-I’m forgetful. Sometimes I can’t remember even the simplest things.

-I pretend not to understand the local language in order to avoid interactions I would rather not have.

Flaws
-Twinned spell
-Careful spell

Notes


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.08, made by Tillerz - Updated: 2025-06-11
To print this sheet: Expand the spell book (if you have any entries there), then click "Print Sheet" at the top, select "Print to PDF" and format A3. Then print the resulting PDF to whichever format you need with "fit to page" selected.

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