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Verdanna

1 Level (0/300 XP for level-up) Cursed Eyes Background Parasite Myconid Race / Species / Heritage Lawful Evil Alignment
Toxins Druid
Level 0
Hit Dice: 0/0
1d8+1 Class 1

STR
10
+0
DEX
10
+0
CON
12
+1
INT
10
+0
WIS
12
+1
CHA
10
+0
9
Hit Points
+0
Initiative (DEX)
11
Armor Class (AC)
+2
Prof. Bonus
30
Speed (walk/run/fly)
11
Passive Perception
0 / 0
Wildshape
Spellcasting ...
+3 Attack mod
WIS Ability
+1 Abi Mod
11 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
+0 Strength
+0 Dexterity
+1 Constitution
+2 Intelligence
+3 Wisdom
+0 Charisma
saving throws
+0 Acrobatics DEX
+1 Animal Handling WIS
+0 Arcana INT
+2 Athletics STR
+0 Deception CHA
+0 History INT
+1 Insight WIS
+0 Intimidation CHA
+0 Investigation INT
skills
+1 Medicine WIS
+2 Nature INT
+1 Perception WIS
+0 Performance CHA
+0 Persuasion CHA
+0 Religion INT
+0 Sleight of Hand DEX
+0 Stealth DEX
+3 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Attacks

Spell Book

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Hag Forests

You gain a +3 bonus to saving throws vs. Fear effects.
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Cursed Eyes

You gain blindsight with a range of 60ft. You gain advantage on hearing Perception checks.
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Druidic

You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message's presence with a successful DC 15 Wisdom (Perception) check but can't decipher it without magic.
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Features & Traits

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
------------------------------
CANTRIPS

  • Guidance

  • Infestation



------------------------------

1ST LEVEL


  • Speak with Animals

  • Detect Poison and Disease

Spellcasting
Common and Druidic.

Languages & Proficiencies
Racial Abilities:

  • Distress Spores: When you take damage all creatures within 240 feet of can sense your pain.

  • Pacifying Spores: Equal to your prof mod, as an action you can eject spores at one creature you can see within 5 feet of you. The target must succeed on a Constitution saving throw (DC uses con mod) or be stunned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

  • Rapport Spores: As a bonus action you can eject a 20-foot radius of spores from you. These spores can go around corners and affect only creatures with an Intelligence of 2 or higher that aren't undead, constructs, or elementals. Affected creatures can communicate telepathically with one another while they are within 30 feet of each other. The effect lasts for 1 hour.

  • Infestation Spores: As an action, you can release spores that burst out in a cloud that fills a 10-foot-radius sphere centered on you, and the cloud lingers for 1 minute. Any flesh-and-blood creature in the cloud when it appears, or that enters it later, must make a Constitution saving throw. On a successful save, the creature can't be infected by these spores for 24 hours. On a failed save, the creature is infected with a disease called the Spores of Dread that lasts until the creature is cured of the disease, dies or makes the save. While infected in this way, the creature can't be reinfected, and it must repeat the saving throw at the end of every turn, ending the infection on a success. On a failure, the infected creature is under the frightened condition against you.

  • Strong Will: You have advantage against being charmed.



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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