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Henri

1 Level (0/300 XP for level-up) Feylost Background Human Race / Species / Heritage Lawful Good Alignment
Druid
Level 1
Hit Dice: 1/1
1d8+2 Class 1

STR
10
+0
DEX
12
+1
CON
14
+2
INT
11
+0
WIS
18
+4
CHA
16
+3
10
Hit Points
+1
Initiative (DEX)
26
Armor Class (AC)
+2
Prof. Bonus
30
Speed (walk/run/fly)
16
Passive Perception
Spellcasting ...
+6 Attack mod
WIS Ability
+4 Abi Mod
14 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
+0 Strength
+1 Dexterity
+4 Constitution
+2 Intelligence
+6 Wisdom
+3 Charisma
saving throws
+1 Acrobatics DEX
+4 Animal Handling WIS
+2 Arcana INT
+0 Athletics STR
+5 Deception CHA
+0 History INT
+4 Insight WIS
+3 Intimidation CHA
+0 Investigation INT
skills
+4 Medicine WIS
+0 Nature INT
+6 Perception WIS
+3 Performance CHA
+3 Persuasion CHA
+0 Religion INT
+1 Sleight of Hand DEX
+1 Stealth DEX
+6 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Scimitar +3 DEX 1d6+1 slashing
 Finesse, light
Attacks

Spell Book

Faymark(iridescent eyes)
Faywonder(dragqueen dryad)
Faywild Connection

Features & Traits
Wooden Shield(+2 AC) and the Scimitar. Leather Armor, Explorer's Pack, and Drudic Focus(placeholder).
Bagpipes, Clothes, and 3 trinkets(a needle that never bends, a piece of a crystal that faintly glows in the moonlight, and a white drippy glove).

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 8, Platinum: 0 Money
Common, Sylvan, Elvish, and Druic.
Bagpipes. Herbalism Kit.
Light Armor, Medium Armor, and Shields(Druids will not use armor or use shields made of metal).
Clubs, Daggers, Darts, Javalins, Maces, Quarterstaffs, Scimitar, Sickles, Slings, and Spears.

Languages & Proficiencies
Holds ideals of liberty and non-interference with the natural order.

Ideals


™ & © 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

Shape Water

0-level (Cantrip) Transmutation

Casting Time 1 action
Range 30 ft (5 ft cube)
Duration Instantaneous
Components S

You choose an area of water that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:  

  • You instantaneously move or otherwise change the flow of the water as you direct, up to 5 feet in any direction. This movement doesn’t have enough force to cause damage.
  • You cause the water to form into simple shapes and animate at your direction. This change lasts for 1 hour.
  • You change the water’s color or opacity. The water must be changed in the same way throughout. This change lasts for 1 hour.
  • You freeze the water, provided that there are no creatures in it. The water unfreezes in 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.

    Class(es): Druid, Sorcerer, Wizard

    Statblocks for your Trinkets, businesses, building, castles, empires.


    Created by

    AtomiCenturion.

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