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Althea Nailo

5 Level (0/14000 XP for level-up) Hermit Background Half-Elf Race / Species / Heritage Neutral Good Alignment
Druid
Level 5
Hit Dice: 5/5
1d8+1 Class 1

STR
14
+2
DEX
16
+3
CON
12
+1
INT
10
+0
WIS
10
+0
CHA
12
+1
38
Hit Points
+3
Initiative (DEX)
12
Armor Class (AC)
+3
Prof. Bonus
30
Speed (walk/run/fly)
10
Passive Perception
Spellcasting ...
+6 Attack mod
WIS Ability
+0 Abi Mod
24 Save DC
+6 Expertise Bonus
+3 Proficiency Bonus
+2 Strength
+3 Dexterity
+1 Constitution
+3 Intelligence
+3 Wisdom
+1 Charisma
saving throws
+3 Acrobatics DEX
+3 Animal Handling WIS
+0 Arcana INT
+2 Athletics STR
+1 Deception CHA
+0 History INT
+3 Insight WIS
+1 Intimidation CHA
+0 Investigation INT
+5 Herbal Kit STR
skills
+0 Medicine WIS
+3 Nature INT
+0 Perception WIS
+1 Performance CHA
+1 Persuasion CHA
+0 Religion INT
+3 Sleight of Hand DEX
+3 Stealth DEX
+3 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Scimitar +5 STR 1d6+2 slashing
 Finesse, Light.
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
Frostbite +6 1d6
 Notes:Numbing frost forms on 1 creature that you can see. Target must make Constitution saving throw. Failing: 1d6 cold damage, and it has disadvantage on the next weapon attack roll it makes before the end of its next turn.
Produce Flame +6 10 ft 1d8
 Notes:1d8 fire damage to target or 10 foot lighting + 10 foot dim lighting
Thorn Whip +6 30ft Immediate 2d6
 Notes:Piercing damage. You create a long, vine-like whip covered in thorns hat lashes out in your command towards a creature in range. If creature is smaller, you pull the creature 10 ft closer.

Level 1 Spells 3 slots

NAME AB CAST RNG DUR DMG CMP #
Charm Person +6 30 ft
 Notes:You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it.
Entangle +6 90ft
 Notes:Strength saving throw to everyone in a 20ft square from a centre point
Burning Hands +6 15 ft cone 3d6
 Notes:Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one.
Cure Wounds +6 Touch 1d8+4
 Notes:Heals: 1d8 + 4
Dark Vision - up to 60 feet
Fey Ancestry - Advantage on saving throws against being charm, and magic can’t put you to sleep.
Wild Shape - turn into a 'beast'. Can be used twice and regains expended uses after short or long rest. After death, transforms back into half-elf form, excess damage is taken by the character. Cannot cast spells in wild shape.
Summon Wildfire spirit - With a use of wild shape, summons wildfire spirit. Summons in unoccupied space of choice that you can see within 30ft.
Each creature within 10ft of spirit when it appears must do a dexterity saving throw against the spell save dc or take 2d6 fire damage.
Can order the wildfire spirit.

Features & Traits
Wooden Shield

Metal statuette of a raven - figure of wonderous power - "EO"(?) engraved on it

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
Speak, read and write Common, Elvish and Druidic, Draconic.

Proficiency in light armour, medium armour and shields.
Clubs, daggers, darts, javelins, maces, quarter staffs, scimitars, sickles, slings and spears.

Herbalism Kit.

Languages & Proficiencies


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.08, made by Tillerz - Updated: 2025-06-11
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