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Ronan Sporelight

1 Level (0/300 XP for level-up) Feylost Background Fairy Race / Species / Heritage Lawful Good Alignment
Druid
Level 1
Hit Dice: 3/1
1d8+3 Class 1

STR
8
-1
DEX
12
+1
CON
17
+3
INT
11
+0
WIS
21
+5
CHA
14
+2
24
Hit Points
+1
Initiative (DEX)
16
Armor Class (AC)
+2
Prof. Bonus
30
Speed (walk/run/fly)
17
Passive Perception
2 / 2
Wildshape
Spellcasting ...
+7 Attack mod
WIS Ability
+5 Abi Mod
15 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
-1 Strength
+2 Dexterity
+3 Constitution
+2 Intelligence
+7 Wisdom
+2 Charisma
saving throws
+1 Acrobatics DEX
+5 Animal Handling WIS
+0 Arcana INT
-1 Athletics STR
+4 Deception CHA
+0 History INT
+5 Insight WIS
+2 Intimidation CHA
+0 Investigation INT
skills
+5 Medicine WIS
+2 Nature INT
+7 Perception WIS
+2 Performance CHA
+2 Persuasion CHA
+0 Religion INT
+1 Sleight of Hand DEX
+1 Stealth DEX
+7 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Spear +0 STR 1D6-1 Piercing
 Thrown (range 20/60), versatile (1d8)
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
Create Bonfire 1 Action 60 ft Concentration, up to 1 minute 1d8 fire VS
Primal Savagery 1 bonus action Self Concentration Up to 1 minute 1D10 acid S
Chill Touch 1 Action 120 ft 1 Round 1D8 VS
Druidcraft 1 Action 30 ft Instantaneous VS

Level 1 Spells 4 slots

NAME AB CAST RNG DUR DMG CMP #
Thunderwave 1 Action self (15 foot cube) Instantaneous 2D8 VS
Ice Knife 1 Action 60 ft Instantaneous SM
 Notes:Materials A drop of water or piece of ice
Entangle 1 Action 60 ft Concentration, up to 1 minute VS
Goodberry 1 Action 30 ft Instantaneous 1 VSM

Level 2 Spells 3 slots

NAME AB CAST RNG DUR DMG CMP #
Summon Beast 1 Action 90 ft Concentration, up to one hour VSM
Flaming Sphere A ction 60 ft Up to 1 Minute 2D6 VSM
Gentle Response 1 Action Touch 10 Days VSM
Blindness Deafness 1 Action 30 ft 1 minute V
Flight.
Because of your wings, you have a flying speed equal to your walking speed. You can’t use this flying speed if you’re wearing medium or heavy armor.

Fairy Magic
You know the Druidcraft cantrip.
Starting at 3rd level, you can cast the Faerie Fire spell with this trait. Starting at 5th level, you can also cast the Enlarge/Reduce spell with this trait. Once you cast Faerie Fire or Enlarge/Reduce with this trait, you can’t cast that spell with it again until you finish a long rest. You can also cast either of those spells using any spell slots you have of the appropriate level.
Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).

Wild Shape
Starting at 2nd level, you can use your action to magically assume the shape of a beast that you have seen before. You can use this feature twice. You regain expended uses when you finish a short or long rest.
Your druid level determines the beasts you can transform into, as shown in the Beast Shapes table. At 2nd level, for example, you can transform into any beast that has a challenge rating of 1/4 or lower that doesn't have a flying or swimming speed.

While you are transformed, the following rules apply:

Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or lair actions, you can't use them.
When you transform, you assume the beast's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form, For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.
You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as Call Lightning, that you've already cast.
You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense.
You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.

Wild Companion
At 2nd level, you gain the ability to summon a spirit that assumes an animal form: as an action, you can expend a use of your Wild Shape feature to cast the Find Familiar spell, without material components.
When you cast the spell in this way, the familiar is a fey instead of a beast, and the familiar disappears after a number of hours equal to half your druid level.

Halo of Spores
Starting at 2nd level, you are surrounded by invisible, necrotic spores that are harmless until you unleash them on a creature nearby. When a creature you can see moves into a space within 10 feet of you or starts its turn there, you can use your reaction to deal 1d4 necrotic damage to that creature unless it succeeds on a Constitution saving throw against your spell save DC. The necrotic damage increases to 1d6 at 6th level, 1d8 at 10th level, and 1d10 at 14th level.

Symbiotic Entity
Also at 2nd level, you gain the ability to channel magic into your spores. As an action, you can expend a use of your Wild Shape feature to awaken those spores, rather than transforming into a beast form, and you gain 4 temporary hit points for each level you have in this class. While this feature is active, you gain the following benefits:

When you deal your Halo of Spores damage, roll the damage die a second time and add it to the total.
Your melee weapon attacks deal an extra 1d6 necrotic damage to any target they hit.
These benefits last for 10 minutes, until you lose all these temporary hit points. or until you use your Wild Shape again.

Features & Traits
Lyre, travellers clothes, leather armor, wooden shield, Backpack ,bedroll, mess kit ,tinderbox, torch (10), rations (10), waterskin, hempen rope

Equipment Copper: 0, Silver: 5, Electrum: 0, Gold: 106, Platinum: 0 Money

  • Fairy Magic. You know the Druidcraft cantrip.

  • Starting at 3rd level, you can cast the Faerie Fire spell with this trait. Starting at 5th level, you can also cast the Enlarge/Reduce spell with this trait. Once you cast Faerie Fire or Enlarge/Reduce with this trait, you can’t cast that spell with it again until you finish a long rest. You can also cast either of those spells using any spell slots you have of the appropriate level.


Wisdom is your spellcasting ability for these spells
Spellcasting
Languages: Common, elvish, sylvan
Armor: Light armor, medium armor, shields (druids will not wear armor or use shields made of metal)
Weapons: Clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears
Tools: Herbalism kit, lyre

Languages & Proficiencies
I live by my own set of weird and wonderful rules.
Like a nomad, I can't settle down in one place for very long.

Personality Traits
Honor. A deal is a deal, and I would never break one. (Lawful)

Ideals
I would never break my word.
I do what I can to protect the natural world.

Bonds
I easily lose track of time. My poor sense of time means I'm always late.
I'm a kleptomaniac who covets shiny, sparkling treasure.
I never give away anything for free and always expect something in return.

Flaws
All spells known are prepared, chill touch, deafen/blind, and gentle response are from circle of spores and do not count against known spells. Druidcraft and faerie fire are race features and do not count against known spells.

You can speak to mushrooms telepathically within 30 ft

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.

The statblocks of your Weapons, armor and other important/magical equipment

The statblocks of your class features

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Statblocks for race/species of the character.

Fairy

ability score increase:
age: Fairies have a life span of about a century.
Size: Small
speed: 30ft
Languages:
race features:
Creature Type. You are a Fey.   Fairy Magic. You know the Druidcraft cantrip. Starting at 3rd level, you can cast the Faerie Fire spell with this trait. Starting at 5th level, you can also cast the  Enlarge/Reduce spell with this trait. Once you cast Faerie Fire or Enlarge/Reduce with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast either of those spells using any spell slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race). Flight. Because of your wings, you have a flying speed equal to your walking speed. You can't use this flying speed if you're wearing medium or heavy armor

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 0 Spells

SRD

Create Bonfire

0-level (Cantrip) Conjuration

Casting Time: 1 action
Range/Area: 60 feet
Components: VS
Duration: 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

Chill Touch

0-level (Cantrip) Necromancy

Casting Time: 1 action
Range/Area: 120 feet
Components: VS
Duration: 1 round
You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 necrotic damage, and it can’t regain hit points until the start of your next turn. Until then, the hand clings to the target. If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn.
At higher levels: This spell’s damage increases by 1d8 when you reach 5th level 2d8 , 11th level (3d8), and 17th level 4d8 .
Available for: Sorcerer, Warlock, Wizard

Primal savagery

0-level (Cantrip) Transmutation

Casting Time: 1 Bonus Action
Range/Area: self
Components: S
Duration: Concentration up to 1 Minute
Damage/Effect: Piercing or slashing
You channel primal magic to cause your teeth or fingernails to sharpen, ready to deliver fierce flesh piercing attacks. For the duration, your unarmed strikes against creatures within 5 feet of you become 1d10 pricing or slashing damage.
At higher levels: For the spell’s durationstrikesaddental

Druidcraft

0-level (Cantrip) Transmutation

Casting Time: 1 action
Range/Area: 30 ft
Components: V, S
Duration: Instantaneous
Whispering to the spirits of nature, you create one of the following effects within range:
  • You create a tiny, harmless sensory effect that predicts what the weather will be at your location for the next 24 hours. The effect might manifest as a golden orb for clear skies, a cloud for rain, falling snowflakes for snow, and so on. This effect persists for 1 round.
  • You instantly make a flower flossom, a seed pod open, or a leaf bud bloom.
  • You create an instantaneous, harmless sensory effect, such as falling leaves, a puff of wind, the sound of a small animal, or the faint odor of skunk. The effect must fit in a 5 ft cube.
  • You instantly light or snuff out a candle, atorch, or a small campfire.
  • Available for: Druid

    Level 1 Spells

    SRD

    Thunderwave

    1-level Evocation

    Casting Time: 1 action
    Range/Area: self (15 foot cube)
    Components: VS
    Duration: instantaneous
    A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn’t pushed. In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell’s effect, and the spell emits a thunderous boom audible out to 300 feet.
    At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
    Available for: Bard, Druid, Sorcerer, Wizard

    PHB

    Ice Knife

    1-level Conjuration

    Casting Time 1 Action
    Range 60ft
    Duration Instantaneous
    Components S, M
    Materials A drop of water or piece of ice

    You create a shard of ice and fling it at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 piercing damage. Hit or miss, the shard then explodes. The target and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 2d6 cold damage
    At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the cold damage increases by 1d6 for each slot level above 1st.

    Class(es): Druid, Sorcerer, Wizard, Fighter (Eldritch Knight), Rogue (Arcane Trickster)

    PHB, page 238

    Entangle

    1-level Conjuration

    Casting Time: 1 action
    Range/Area: 90 feet
    Components: V, S
    Duration: Concentration, up to 1 minute
    Attack/Save: Strength
    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

    Goodberry

    1-level Transmutation

    Casting Time: 1 action
    Range/Area: 30ft
    Components: V, S, M
    Materials: tbd
    Duration: Instantaneous

    Up to ten berries appear in your hand and are infused with magic for the duration. A creature can use its action to eat one berry. Eating a berry restores 1 hit point, and the berry provides enough nourishment to sustain a creature for one day.

    The berries lose their potency if they have not been consumed within 24 hours of the casting of this spell.

    Level 2 Spells

    SRD

    Blindness Deafness

    2-level Necromancy

    Casting Time: 1 action
    Range/Area: 30 feet
    Components: V
    Duration: 1 minute
    You can blind or deafen a foe. Choose one creature that you can see within range to make a Constitution saving throw. If it fails, the target is either blinded or deafened (your choice) for the duration. At the end of each of its turns, the target can make a Constitution saving throw. On a success, the spell ends.
    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.
    Available for: Bard, Cleric, Sorcerer, Wizard

    SRD

    Gentle Repose

    2-level Necromancy

    Casting Time: 1 action
    Range/Area: touch
    Components: VSM
    Materials: A pinch of salt and one copper piece placed on each of the corpse’s eyes, which must remain there for the duration
    Duration: 10 days
    You touch a corpse or other remains. For the duration, the target is protected from decay and can’t become undead.
    The spell also effectively extends the time limit on raising the target from the dead, since days spent under the influence of this spell don’t count against the time limit of spells such as raise dead.
    Available for: Cleric, Paladin, Wizard

    SRD

    Flaming Sphere

    2-level Conjuration

    Casting Time: 1 action
    Range/Area: 60 feet
    Components: VSM
    Materials: A bit of tallow, a pinch of brimstone, and a dusting of powdered iron, or focus
    Duration: up to 1 minute
    A 5-foot-diameter sphere of fire appears in an unoccupied space of your choice within range and lasts for the duration. Any creature that ends its turn within 5 feet of the sphere must make a Dexterity saving throw. The creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one. As a bonus action, you can move the sphere up to 30 feet. If you ram the sphere into a creature, that creature must make the saving throw against the sphere’s damage, and the sphere stops moving this turn. When you move the sphere, you can direct it over barriers up to 5 feet tall and jump it across pits up to 10 feet wide. The sphere ignites flammable objects not being worn or carried, and it sheds bright light in a 20-foot radius and dim light for an additional 20 feet.
    At higher levels: When you cast this spell 3rd level or higher, the damage increases by 1d6 for each level above 2nd.
    Available for: Druid, Sorcerer, Wizard

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