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Draven Vrammyr

6 Level (0/23000 XP for level-up) Outlander Background Drow Race / Species / Heritage Chaotic Good Alignment
Druid
Level 6
Hit Dice: 6/6
1d8+2 Class 1

STR
10
+0
DEX
16
+3
CON
14
+2
INT
12
+1
WIS
16
+3
CHA
12
+1
40
Hit Points
+3
Initiative (DEX)
13
Armor Class (AC)
+3
Prof. Bonus
30
Speed (walk/run/fly)
16
Passive Perception
Spellcasting ...
+6 Attack mod
WIS Ability
+3 Abi Mod
14 Save DC
+6 Expertise Bonus
+3 Proficiency Bonus
+0 Strength
+3 Dexterity
+2 Constitution
+4 Intelligence
+6 Wisdom
+1 Charisma
saving throws
+3 Acrobatics DEX
+6 Animal Handling WIS
+1 Arcana INT
+3 Athletics STR
+1 Deception CHA
+1 History INT
+3 Insight WIS
+1 Intimidation CHA
+1 Investigation INT
skills
+6 Medicine WIS
+1 Nature INT
+6 Perception WIS
+1 Performance CHA
+1 Persuasion CHA
+1 Religion INT
+3 Sleight of Hand DEX
+3 Stealth DEX
+6 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Dagger +6 DEX 1d4+3 Piercing
 Light, Thrown(30/60)
Dagger +6 DEX 1d4+3 Piercing
Attacks

Spell Book

Dexterity +2
Charisma +1
Dark Vision 120 ft
Advantage against charm
Immunity to magic sleep
Disadvantage in sun
Circle of Shepherd- knows Sylvan, Unicorn Spirit (protector) gains advantage on detecting ability checks, additional heal on heal spell

Features & Traits
Staff
Hunting trap
Two bone daggers
Leather armor
Explorer's pack- backpack, mess kit, tinderbox, bed roll, 10 torches, 10 d rations, waterskin, 50ft hempen rope
Short staff
Birdpipes

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
Languages- Undercommon, Common, Elvish, Druidic, Sylvan
Weapons- Rapiers, short swords, crossbows, clubs, daggers, darts, javelins, maces, quarter staffs, scimitars, sickles, slings, spears
NO METAL
Armor/Defense- light armor, medium armor, shields
Herbalism kit
Birdpipes

Languages & Proficiencies
Wanderlust
Likes animals more than people

Personality Traits
People must change like the seasons

Ideals
It's my duty to help animals and nature in need

Bonds
Prefers nature to people
Slow to trust others

Flaws


™ & © 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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Level 0 Spells

SRD

Primal Savagery

0-level (Cantrip) Transmutation

Casting Time: 1 action
Range/Area: self
Components: S
Duration: instantaneous
You channel primal magic to cause your teeth or fingernails to sharpen, ready to deliver a corrosive attack. Make a melee spell attack against one creature within 5 feet of you. On a hit, the target takes 1d10 acid damage. After you make the attack, your teeth or fingernails return to normal.
At higher levels: The spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
Available for: Druid

SRD

Create Bonfire

0-level (Cantrip) Conjuration

Casting Time: 1 action
Range/Area: 60 feet
Components: VS
Duration: Concentration, up to one minute
You create a bonfire on ground that you can see within range. Until the spell ends, the magic bonfire fills a 5-foot cube. Any creature in the bonfire’s space when you cast the spell must succeed on a Dexterity saving throw or take 1d8 fire damage. A creature must also make the saving throw when it moves into the bonfire’s space for the first time on a turn or ends its turn there. The bonfire ignites flammable objects in its area that aren’t being worn or carried.
At higher levels: The spell’s damage increases by 1d8 when you reach 5th level 2d8 , 11th level 3d8 , and 17th level 4d8 .
Available for: Artificer, Druid, Sorcerer, Warlock, Wizard

SRD

Poison Spray

0-level (Cantrip) Conjuration

Casting Time: 1 action
Range/Area: 10 feet
Components: VS
Duration: instantaneous
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.⁠
At higher levels: This spell’s damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12).
Available for: Artificer, Druid, Sorcerer, Warlock, Wizard

Level 1 Spells

SRD

Beast Bond

1-level Divination

Casting Time: 1 action
Range/Area: touch
Components: VSM
Materials: A bit of fur wrapped in cloth, or focus
Duration: up to 10 minutes
You establish a telepathic link with one beast you touch that is friendly to you or charmed by you. The spell fails if the beast’s Intelligence score is 4 or higher. Until the spell ends, the link is active while you and the beast are within line of sight of each other. Through the link, the beast can understand your telepathic messages to it, and it can telepathically communicate simple emotions and concepts back to you. While the link is active, the beast gains advantage on attack rolls against any creature within 5 feet of you that you can see.
Available for: Druid, Ranger

PHB: P. 230

Cure Wounds

1-level Evocation

Casting Time: 1 action
Range/Area: Touch
Components: V, S
Duration: Instantaneous
A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the Healing increases by 1d8 for each slot level above 1st.
Available for: Artificer, Bard, Cleric, Druid, Paladin, Ranger

SRD

Entangle

1-level Conjuration

Casting Time: 1 action
Range/Area: 90 feet
Components: VS
Duration: up to 1 minute
Grasping weeds and vines sprout from the ground in a 20-foot square starting from a point within range. For the duration, these plants turn the ground in the area into difficult terrain. A creature in the area when you cast the spell must succeed on a Strength saving throw or be restrained by the entangling plants until the spell ends. A creature restrained by the plants can use its action to make a Strength check against your spell save DC. On a success, it frees itself.
When the spell ends, the conjured plants wilt away.
Available for: Druid, Ranger

Level 2 Spells

SRD

Moonbeam

2-level Evocation

Casting Time: 1 action
Range/Area: 120 feet
Components: VSM
Materials: Several seeds of any moonseed plant and a piece of opalescent feldspar, or focus
Duration: Concentration, up to 1 minute
A silvery beam of pale light shines down in a 5-foot-radius, 40-foot-high cylinder centered on a point within range. Until the spell ends, dim light fills the cylinder. When a creature enters the spell’s area for the first time on a turn or starts its turn there, it is engulfed in ghostly flames that cause searing pain, and it must make a Constitution saving throw. It takes 2d10 radiant damage on a failed save, or half as much damage on a successful one. A shapechanger makes its saving throw with disadvantage. If it fails, it also instantly reverts to its original form and can’t assume a different form until it leaves the spell’s light. On each of your turns after you cast this spell, you can use an action to move the beam up to 60 feet in any direction.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd.
Available for: Druid

SRD

Healing Spirit

2-level Conjuration

Casting Time: 1 bonus action
Range/Area: 60 feet
Components: VS
Duration: Concentration, up to 1 minute
You call forth a nature spirit to soothe the wounded. The intangible spirit appears in a space that is a 5-foot cube you can see within range. The spirit looks like a transparent beast or fey (your choice). Until the spell ends, whenever you or a creature you can see moves into the spirit’s space for the first time on a turn or starts its turn there, you can cause the spirit to restore 1d6 hit points to that creature (no action required). The spirit can’t heal constructs or undead. The spirit can heal a number of times equal to 1 + your Spellcasting Ability modifier (minimum of twice). After Healing that number of times, the spirit disappears. As a bonus action on your turn, you can move the spirit up to 30 feet to a space you can see.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the healing increases by 1d6 for each slot level above 2nd.
Available for: Druid, Ranger

SRD

Gust of Wind

2-level Evocation

Casting Time: 1 action
Range/Area: self (60 foot line)
Components: VSM
Materials: A legume seed, or focus
Duration: Concentration, up to 1 minute
A line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the spell’s duration. Each creature that starts its turn in the line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the line.
Any creature in the line must spend 2 feet of movement for every 1 foot it moves when moving closer to you. The gust disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them.
As a bonus action on each of your turns before the spell ends, you can change the direction in which the line blasts from you.
Available for: Druid, Ranger, Sorcerer, Wizard

Level 3 Spells

SRD

Conjure Animals

3-level Conjuration

Casting Time: 1 action
Range/Area: 60 feet
Components: VS
Duration: Concentration, up to 1 hour
You summon fey spirits that take the form of beasts and appear in unoccupied spaces that you can see within range. Choose one of the following options for what appears: One beast of challenge rating 2 or lower Two beasts of challenge rating 1 or lower Four beasts of challenge rating 1/2 or lower Eight beasts of challenge rating 1/4 or lower Each beast is also considered fey, and it disappears when it drops to 0 hit points or when the spell ends. The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don’t issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions. The DM has the creatures’ statistics.
At higher levels: When you cast this spell using certain higher-level Spell Slots, you choose one of the summoning options above, and more creatures appear: twice as many with a 5th-level slot, three times as many with a 7th-level slot, and four times as many with a 9th-level slot.
Available for: Druid, Ranger

SRD

Revivify

3-level Necromancy

Casting Time: 1 action
Range/Area: touch
Components: VSM
Materials: Diamonds worth 300 gp, which the spell consumes
Duration: instantaneous
You touch a creature that has died within the last minute. That creature returns to life with 1 hit point. This spell can’t return to life a creature that has died of old age, nor can it restore any missing body parts.
Available for: Artificer, Cleric, Druid, Paladin, Ranger

SRD

Speak with Plants

3-level Transmutation

Casting Time: 1 action
Range/Area: self (30 foot radius)
Components: VS
Duration: 1 action
You imbue plants within 30 feet of you with limited sentience and animation, giving them the ability to communicate with you and follow your simple commands. You can question plants about events in the spell’s area within the past day, gaining information about creatures that have passed, weather, and other circumstances.
You can also turn difficult terrain caused by plant growth (such as thickets and undergrowth) into ordinary terrain that lasts for the duration. Or you can turn ordinary terrain where plants are present into difficult terrain that lasts for the duration, causing vines and branches to hinder pursuers, for example.
Plants might be able to perform other tasks on your behalf, at the DM’s discretion. The spell doesn’t enable plants to uproot themselves and move about, but they can freely move branches, tendrils, and stalks.
If a plant creature is in the area, you can communicate with it as if you shared a common language, but you gain no magical ability to influence it. This spell can cause the plants created by the entangle spell to release a restrained creature.
Available for: Bard, Druid, Ranger

SRD

Call Lightning

3-level Conjuration

Casting Time: 1 action
Range/Area: 120 feet
Components: VS
Duration: Concentration, up to 10 minutes
A storm cloud appears in the shape of a cylinder that is 10 feet tall with a 60-foot radius, centered on a point you can see within range above you. The spell fails if you can’t see a point in the air where the storm cloud could appear (for example, if you are in a room that can’t accommodate the cloud). When you cast the spell, choose a point you can see under the cloud. A bolt of lightning flashes down from the cloud to that point. Each creature within 5 feet of that point must make a Dexterity saving throw. A creature takes 3d10 lightning damage on a failed save, or half as much damage on a successful one. On each of your turns until the spell ends, you can use your action to call down lightning in this way again, targeting the same point or a different one. If you are outdoors in stormy conditions when you cast this spell, the spell gives you control over the existing storm instead of creating a new one. Under such conditions, the spell’s damage increases by 1d10.
At higher levels: When you cast this spell using a spell slot of 4th or higher level, the damage increases by 1d10 for each slot level above 3rd.
Available for: Druid

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