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Alcar Ren

2 Level (0/900 XP for level-up) Feylost, Outlander Background Human Race / Species / Heritage Chaotic Good Alignment
Druid
Level 2
Hit Dice: 2/2
1d8+2 Class 1

STR
11
+0
DEX
13
+1
CON
15
+2
INT
14
+2
WIS
16
+3
CHA
9
-1
22
Hit Points
+1
Initiative (DEX)
14
Armor Class (AC)
+2
Prof. Bonus
30
Speed (walk/run/fly)
13
Passive Perception
2 / 2
Fey Energy
Spellcasting ...
+5 Attack mod
WIS Ability
+3 Abi Mod
13 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
+0 Strength
+1 Dexterity
+2 Constitution
+4 Intelligence
+5 Wisdom
-1 Charisma
saving throws
+1 Acrobatics DEX
+5 Animal Handling WIS
+2 Arcana INT
+2 Athletics STR
+1 Deception CHA
+2 History INT
+5 Insight WIS
-1 Intimidation CHA
+2 Investigation INT
skills
+3 Medicine WIS
+4 Nature INT
+3 Perception WIS
-1 Performance CHA
-1 Persuasion CHA
+2 Religion INT
+1 Sleight of Hand DEX
+1 Stealth DEX
+5 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Quarterstaff +2 STR 1d6 Bludgeoning
 Versitile (1d8)
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
Druidcraft 1 action 30ft. Instantaneous V, S
 Notes: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 blossom, 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-foot cube. You instantly light or snuff out a candle, a torch, or a small campfire.
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

Feywild Connection - Your mannerisms and knowledge of fey customs are recognized by natives of the Feywild, who see you as one of their own. Because of this, friendly Fey creatures are inclined to come to your aid if you are lost or need help in the Feywild.

Fey Mark - You were transformed in some small way by your stay in the Feywild and gained a fey mark, determined by rolling on the Fey Mark table. (iridescent eyes)

Feywild Visitor - Whenever you're sound asleep or in a deep trance during a long rest, a spirit of the Feywild might pay you a visit, if the DM wishes it. Determine the spirit's form by rolling on the Feywild Visitor table. No harm ever comes to you as a result of such visits, which can last for minutes or hours, and you remember each visit when you wake up. Conversations that occur with a visitor can contain any number of things, from messages and insights to nonsense and red herrings, at the DM's discretion. Such conversations are always conducted in a language you can understand, even if the Feywild visitor can't speak that language normally.

Feywild Visitor Table
d8 Visitor
1 Awakened creature (a Beast or an ordinary plant that has had the awaken spell cast on it)
2 Centaur
3 Dryad
4 Faerie dragon
5 Pixie
6 Satyr
7 Sprite
8 Unicorn

Features & Traits

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 10, Platinum: 0 Money
Languages: Odacian, Sylvan, Old Patri, Terrhevkan, Neo-Patri, Teolish
Tools: Flute, Herbalism Kit, Lyre

Languages & Proficiencies
I have trouble reconciling the passage of time and am constantly living in the past.

Sometimes when alone, I hum a tune my mother used to sing to me. I don't know what happened to them.

My personal code/creed is somewhat archaic to most people, with some beliefs and rituals seeming strange or downright alien.

Personality Traits
Wanderlust. The road goes ever on, and so must I.

Loyalty. Not easily earned, never forsaken.

Wonder. Life can only truly be lived by finding joy and love in existence.

Ideals
I would never break my word.

I find magic in all its forms to be compelling. The more magical a place, the more I am drawn to it.

Though my family is lost to me, I have a home awaiting me one day, that I may yet return to.

Bonds
The laws of ownership seem strange for some reason. I know that a thing might belong to a person, but why did that matter again?

By compulsion, if something is given to me, I must give in kind. No gift is truly given freely, and no slight is left unchecked.

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.

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

DnD 5e SRD SRD

Quarterstaff

Melee Weapon Versatile Common

Type Damage Damage Range Properties
Simple 1d6 / 1d8 Bludgeoning Versatile

Cost: 2 sp Weight: 4 lb


 

DnD 5e SRD SRD

Shield

Shield Common

A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time.

Type AC STR Req. Stealth Dis. Properties
Shield +2

Cost: 10 gp Weight: 6 lb


 

Dnd 5e SRD

Leather Armor

Adventuring Gear Common

The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials.

Type AC STR Req. Stealth Dis. Properties
Light 11 + Dex Modifier

Cost: 10 gp Weight: 10 lb


 

Dnd 5e SRD

Wooden Staff

Spellcasting Focus Uncommon

A druidic focus might be a sprig of mistletoe or holly, a wand or scepter made of yew or another special wood, a staff drawn whole out of a living tree, or a totem object incorporating feathers, fur, bones, and teeth from sacred animals. A druid can use such an object as a spellcasting focus.

Cost: 5 GP Weight: 4 lb


 

The statblocks of your class features

Druid


Hit Points

Hit Dice: d8 per Druid level
Hit Points at first Level: 8 + Con mod
Hit Points at Higher Levels: 5 + Con mod

Proficiences

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
Saving Throws: Int, Wis
Skills: Choose two from Arcana, Animal Handling, Insight, Medicine, Nature, Perception, Religion, and Survival.

Overview & Creation

Druids revere nature above all, gaining their spells and other magical powers either from the force of nature itself or from a nature deity. Many druids pursue a mystic spirituality of transcendent union with nature rather than devotion to a divine entity, while others serve gods of wild nature, animals, or elemental forces. The ancient druidic traditions are sometimes called the Old Faith, in contrast to the worship of gods in temples and shrines.   Druid spells are oriented toward nature and animals— the power of tooth and claw, of sun and moon, of fire and storm. Druids also gain the ability to take on animal forms, and some druids make a particular study of this practice, even to the point where they prefer animal form to their natural form.


Class Features

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.

Beast Shapes

You can stay in a beast shape for a number of hours equal to half your druid level (rounded down). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.   See the Player's Handbook and Xanathar's Guide to Everything for more information on beast shapes.
 


Starting Equipment

  • (a) a wooden shield or (b) any simple weapon
  • (a) a scimitar or (b) any simple melee weapon
  • Leather armor, an explorer’s pack, and a druidic focus


Spellcasting

Wisdom is your spellcasting ability for your druid spells, since your magic draws upon your devotion and attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a druid spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier
  You prepare the list of druid spells that are available for you to cast, choosing from the druid spell list. When you do so, choose a number of druid spells equal to your Wisdom modifier + your druid level (minimum of one spell). The spells must be of a level for which you have spell slots.   You regain all expended spell slots when you finish a long rest.


Subclass Options

At 2nd level, you choose to identify with a circle of druids: Circle of the Land, Circle of the Moon, Circle of Dreams (Xan), and Circle of the Shepard (Xan)

Circle of Dreams


Hit Points

Hit Dice: d8 per Circle of Dreams level
Hit Points at first Level: See Druid
Hit Points at Higher Levels: See Druid

Proficiences

Armor: See Druid
Weapons: See Druid
Tools: See Druid
Saving Throws: See Druid
Skills: See Druid

Subclass Options

Balm of the Summer Court

At 2nd level, you are a font of energy that offers respite from injuries. You have a pool of fey energy represented by a number of d6s equal to your druid level.   As a bonus action, you can choose one creature you can see within 120 feet of you and spend a number of those dice equal to half your druid level or less. Roll the spent dice and add them together. The target regains a number of hit points equal to the total. The target also gains 1 temporary hit point per die spent.   You regain the expended dice when you finish a long rest.  

Hearth of Moonlight and Shadow

At 6th level, at the start of a rest, you touch a point in space, and an invisible, 30-foot-radius sphere of magic appears, centered on that point. Total cover blocks the sphere.   While within the sphere, you and your allies gain a +5 bonus to Dexterity (Stealth) and Wisdom (Perception) checks, and any light from open flames in the sphere (a campfire, torches, or the like) isn't visible outside it.   The sphere vanishes at the end of the rest or when you leave the sphere.  

Hidden Paths

Starting at 10th level, as a bonus action on your turn, you can teleport up to 60 feet to an unoccupied space you can see. Alternatively, you can use your action to teleport one willing creature you touch up to 30 feet to an unoccupied space you can see.   You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.  

Walker in Dream

At 14th level, when you finish a short rest, you can cast one of the following spells, without expending a spell slot or requiring material components: Dream (with you as the messenger), Scrying, or Teleportation Circle.   This use of Teleportation Circle is special. Rather than opening a portal to a permanent teleportation circle, it opens a portal to the last location where you finished a long rest on your current plane of existence. If you haven't taken a long rest on your current plane, the spell fails but isn't wasted.   Once you use this feature, you can't use it again until you finish a long rest.

Tough

Tough

Prerequisite: None
Repeatable: No
 

Your Hit Point Maximum increases by an amount equal to twice your character level when you gain this Feat. Whenever you gain a level thereafter, your Hit Point Maximum increases by an additional 2 Hit Points.

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Human

Ability Score Increase +1 to all
Size Medium
Speed 30ft

Languages. You can speak, read, and write Common and one extra language of your choice. Humans typically learn the languages of other peoples they deal with, including obscure dialects. They are fond of sprinkling their speech with words borrowed from other tongues: Orc curses, Elvish musical expressions, Dwarvish military phrases, and so on.

Outlander

You grew up in the wilds, far from civilisation and the comforts of town and technology. You've witnessed the migration of herds larger than forests, survived weather more extreme than any city-dweller could comprehend, and enjoyed the solitude of being the only thinking creature for miles in any direction. The wilds are in your blood, whether you were a nomad, an explorer, a recluse, a hunter-gatherer, or even a marauder. Even in places where you don't know the specific features of the terrain, you know the ways of the wild.

Skill Proficiencies Athletics, Survival
Tool Proficiencies One type of musical instrument
Languages One of your choice
Equipment A staff, a hunting trap, a trophy from an animal you killed, a set of traveller's clothes, and a belt pouch containing 10gp

Features

Feature: Origin You've been to strange places and seen things that others cannot begin to fathom. Consider some of the distant lands you have visited, and how they impacted you. You can roll on the following table to determine your occupation during your time in the wild, or choose one that best fits your character.   d10 Origin:

  1. Forester
  2. Trapper
  3. Homesteader
  4. Guide
  5. Exile or Outcast
  6. Bounty Hunter
  7. Pilgrim
  8. Tribal Nomad
  9. Hunter-Gatherer
  10. Tribal Marauder
  Feature: Wanderer:
You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.

Suggested Characteristics

Often considered rude and uncouth among civilised folk, outlanders have little respect for the niceties of life in the cities. The ties of tribe, clan, family, and the natural world of which they are a part are the most important bonds to most outlanders.

Traits

Roll a d8 1d8 Personality Trait
1
I'm driven by a wanderlust that led me away from home.
2
I watch over my friends as if they were a litter of newborn pups.
3
I once ran twenty-five miles without stopping to warn my clan of an approaching orc horde. I'd do it again if I had to.
4
I have a lesson for every situation, drawn from observing nature.
5
I place no stock in wealthy or well-mannered folk. Money and manners won't save you from a hungry owlbear.
6
I'm always picking things up, absently fiddling with them, and sometimes accidentally breaking them.
7
I feel far more comfortable around animals than people.
8
I was, in fact, raised by wolves.

Ideal

Roll a d6 1d6 Ideal
1
Change. Life is like the seasons, in constant change, and we must change with it. (Chaotic)
2
Greater Good. It is each person's responsibility to make the most happiness for the whole tribe. (Good)
3
Honour. If I dishonour myself, I dishonour my whole clan. (Lawful)
4
Might. The strongest are meant to rule. (Evil)
5
Nature. The natural world is more important than all the constructs of civilisation. (Neutral)
6
Glory. I must earn glory in battle, for myself and my clan. (Any)

Bond

Roll a d6 1d6 Bond
1
My family, clan, or tribe is the most important thing in my life, even when they are far from me.
2
An injury to the unspoiled wilderness of my home is an injury to me.
3
I will bring terrible wrath down on the evildoers who destroyed my homeland.
4
I am the last of my tribe, and it is up to me to ensure their names enter legend.
5
I suffer awful visions of a coming disaster and will do anything to prevent it.
6
It is my duty to provide children to sustain my tribe.

Flaw

Roll a d6 1d6 Flaw
1
I am too enamoured of ale, wine, and other intoxicants.
2
There's no room for caution in a life lived to the fullest.
3
I remember every insult I've received and nurse a silent resentment toward anyone who's ever wronged me.
4
I am slow to trust members of other races, tribes, and societies.
5
Violence is my answer to almost any challenge.
6
Don't expect me to save those who can't save themselves. It is nature's way that the strong thrive and the weak perish.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 0 Spells

PHB

Druidcraft

0-level (Cantrip) Transmutation

Casting Time 1 Action
Range 30 feet
Duration Instantaneous
Components V S

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 blossom, 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-foot cube.
  •  You instantly light or snuff out a candle, a torch, or a small campfire.

 

Class(es): Druid

PHB

Shillelagh

0-level (Cantrip) Transmutation

Casting Time 1 Bonus Action
Range Touch
Duration 1 minute
Components V S M
Materials (mistletoe, a shamrock leaf, and a club or quarterstaff)

The wood of a club or quarterstaff you are holding is imbued with nature's power. For the duration, you can use your spellcasting ability instead of Strength for the attack and damage rolls of the melee attacks using that weapon, and the weapon's damage die becomes a d8. The weapon also becomes magical, if it isn't already. The spell ends if you cast it again or if you let go of the weapon.

Class(es): Druid

Level 1 Spells

Basic Rules, pg. 239

Faerie Fire

1-level Evocation

Casting Time 1 Action
Range 60 ft (20 ft. of cube)
Duration 1 Minute
Components V

Damage Type: Debuff   Attack/Save Throw: DEX Save   Description: Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius. Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can't benefit from being invisible.

Class(es): Bard, Druid, Artificer

D&D 5e PHB Page 230

Cure Wounds

1-level Evocation

Casting Time 1 action
Range Touch
Duration Instantaneous
Components V, S

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.

Class(es): Bard, Cleric, Druid, Paladin, Ranger

PHB, page 231

Detect Magic

1-level Divination (ritual)

Casting Time 1 action
Range Self
Duration Concentration, 10 minutes
Components V, S

For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.

  The spell can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

Class(es): Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Wizard

Elemental Evil Player's Companion , pg. 157

Ice Knife

1-level Conjuration

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

Damage Type: Piercing + Cold   Saving Throws: Dexterity   Description: 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

PHB

Healing Word

1-level Evocation

Casting Time 1 Bonus Action
Range 60 feet
Duration Instantaneous
Components V

A creature of your choice that you can see within range regains hit pints equal to 1d4 + 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 1d4 for each slot level above 1st

Class(es): Bard, Cleric, Druid

1d4+SpellcastingAbilityModifier Healing

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

Backpack

Adventuring Gear Common

A backpack can hold one cubic foot or 30 pounds of gear. You can also strap items, such as a Bedroll or a coil of rope, to the outside of a backpack.

Cost: 2 gp Weight: 5 lb


 

DnD 5e SRD

Bedroll

Adventuring Gear Common

You never know where you’re going to sleep, and a bedroll helps you get better sleep in a hayloft or on the cold ground. A bedroll consists of bedding and a blanket thin enough to be rolled up and tied. In an emergency, it can double as a stretcher.

Cost: 1gp Weight: 7lb


 

DnD 5e SRD

Mess Kit

Adventuring Gear Common

This tin box contains a cup and simple cutlery. The box clamps together, and one side can be used as a cooking pan and the other as a plate or shallow bowl.

Cost: 2sp Weight: 1lb


 

DnD 5e SRD

Rations (1 day)

Adventuring Gear Common

Rations consist of dry foods suitable for extended travel, including jerky, dried fruit, hardtack, and nuts.

Cost: 5sp Weight: 2lb


 

PHB, page 153. Available in the SRD.

Hempen Rope (50 ft.)

Adventuring Gear Varies

Rope, whether made of hemp or silk, has 2 hit points and can be burst with a DC 17 Strength check.

Cost: 1 gp Weight: 10 lbs


 

DnD 5e SRD

Tinderbox

Adventuring Gear Common

This small container holds flint, fire steel, and tinder (usually dry cloth soaked in light oil) used to kindle a fire. Using it to light a torch -- or anything else with abundant, exposed fuel -- takes an action. Lighting any other fire takes 1 minute.

Cost: 5sp Weight: 1lb


 

DnD 5e SRD

Torch

Adventuring Gear Common

A torch burns for 1 hour, providing bright light in a 20-foot radius and dim light for an additional 20 feet. If you make a melee attack with a burning torch and hit, it deals 1 fire damage.

Cost: 1cp Weight: 1lb


 

DnD 5e SRD

Waterskin

Adventuring Gear Common

A waterskin can hold 4 pints of liquid.

Cost: 2sp Weight: 5lb


 

DnD 5e SRD

Small Knife

Adventuring Gear Common

A small knife, typically found in a scholar's pack.


 

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Eru-Ash.

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