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Fluffy Fluffigans

1 Level (0/300 XP for level-up) Farmer Background Tabaxi Race / Species / Heritage True Neutral Alignment
Druid
Level 1
Hit Dice: 1/1
1d8+3 Class 1

STR
13
+1
DEX
16
+3
CON
16
+3
INT
13
+1
WIS
13
+1
CHA
13
+1
11
Hit Points
+3
Initiative (DEX)
16
Armor Class (AC)
+2
Prof. Bonus
30
Speed (walk/run/fly)
13
Passive Perception
Spellcasting ...
+3 Attack mod
WIS Ability
+1 Abi Mod
11 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
+1 Strength
+3 Dexterity
+3 Constitution
+3 Intelligence
+3 Wisdom
+1 Charisma
saving throws
+3 Acrobatics DEX
+3 Animal Handling WIS
+1 Arcana INT
+1 Athletics STR
+1 Deception CHA
+1 History INT
+3 Insight WIS
+1 Intimidation CHA
+1 Investigation INT
skills
+3 Medicine WIS
+3 Nature INT
+3 Perception WIS
+1 Performance CHA
+1 Persuasion CHA
+1 Religion INT
+3 Sleight of Hand DEX
+5 Stealth DEX
+1 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Quarter Staff +3 STR 1d6+1 Bludgeoning
 Versatile (1d8)
Wooden Shield +3 STR
Cat's claws +4 STR 1d6+1 Slashing
 Unarmed
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
Druidcraft 1 action 30 Instantaneous V,S
Infestation 1 action 30 Instantaneous 1d6 poison VSM
 Notes:The target must succeed on a Constitution saving throw, or it takes 1d6 poison damage and moves 5 feet in a random direction if it can move and its speed is at least 5 feet. Roll a d4 for the direction: 1, north; 2, south; 3, east; or 4, west. This movement doesn’t provoke opportunity attacks, and if the direction rolled is blocked, the target doesn't move.

Level 1 Spells 2 slots

NAME AB CAST RNG DUR DMG CMP #
Speak With Animals 1 action Self 10 mins
 Notes:You gain the ability to comprehend and verbally communicate with beasts for the duration. The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you, at the DM’s discretion.
Wild Cunning 1 action 120ft Instantaneous VS
 Notes:You call out to the spirits of nature to aid you. When you cast this spell, choose one of the following effects: If there are any tracks on the ground within range, you know where they are, and you make Wisdom (Survival) checks to follow these tracks with advantage for 1 hour or until you cast this spell again. If there is edible forage within range, you know it and where to find it. If there is clean drinking water within range, you know it and where to find it. If there is suitable shelter for you and your companions within range, you know it and where to find it. Send the spirits to bring back wood for a fire and to set up a campsite in the area using your supplies. The spirits build the fire in a circle of stones, put up tents, unroll bedrolls, and put out any rations and water for consumption. Have the spirits instantly break down a campsite, which includes putting out a fire, taking down tents, packing up bags, and burying any rubbish.
Herbalism kit
leather armor
Explorers pack
druidic focus
Shovel, animal harness, sack, wicker basket, common clothes, coin pouch

Equipment Copper: 0, Silver: 1, Electrum: 0, Gold: 120, Platinum: 0 Money
Common
Druidic
Giant
Armor- light, medium, shields
Weapons- Clubs, daggers, darts, javalins, maces, quarter staff, scimitars, sickles, slings, spears
Farmer- land vechiles, farmer tools
Herbalism kit

Languages & Proficiencies
Just a joyful cat that likes cuddles and naps

Personality Traits
Brutal Practicality. Bury a fish or bury a man, just get the job done. (Evil)
A Simple Way of Life. If it ain't broke, don't fix it! (Neutral)

Ideals
I am out to start a homestead of my own in an unexplored fringe territory.
Some day, I'll be the lord of my own land.

Bonds
Druid but allergic to trees, 50/50 chance of using action to sneeze

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

The statblocks of your class features

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

[block: Cats Claws (1d6 + strength mod and slashing damage) Dark vision (dim light 60ft looks like normal light) (Darkness 60ft looks like dim light) Feline agility (Double speed in combat for one turn]

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 0 Spells

Fluffy Fluffigans

1 Level (0/300 XP for level-up) Farmer Background Tabaxi Race / Species / Heritage True Neutral Alignment
Druid
Level 1
Hit Dice: 1/1
1d8+3 Class 1

STR
13
+1
DEX
16
+3
CON
16
+3
INT
13
+1
WIS
13
+1
CHA
13
+1
11
Hit Points
+3
Initiative (DEX)
16
Armor Class (AC)
+2
Prof. Bonus
30
Speed (walk/run/fly)
13
Passive Perception
Spellcasting ...
+3 Attack mod
WIS Ability
+1 Abi Mod
11 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
+1 Strength
+3 Dexterity
+3 Constitution
+3 Intelligence
+3 Wisdom
+1 Charisma
saving throws
+3 Acrobatics DEX
+3 Animal Handling WIS
+1 Arcana INT
+1 Athletics STR
+1 Deception CHA
+1 History INT
+3 Insight WIS
+1 Intimidation CHA
+1 Investigation INT
skills
+3 Medicine WIS
+3 Nature INT
+3 Perception WIS
+1 Performance CHA
+1 Persuasion CHA
+1 Religion INT
+3 Sleight of Hand DEX
+5 Stealth DEX
+1 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Quarter Staff +3 STR 1d6+1 Bludgeoning
 Versatile (1d8)
Wooden Shield +3 STR
Cat's claws +4 STR 1d6+1 Slashing
 Unarmed
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
Druidcraft 1 action 30 Instantaneous V,S
Infestation 1 action 30 Instantaneous 1d6 poison VSM
 Notes:The target must succeed on a Constitution saving throw, or it takes 1d6 poison damage and moves 5 feet in a random direction if it can move and its speed is at least 5 feet. Roll a d4 for the direction: 1, north; 2, south; 3, east; or 4, west. This movement doesn’t provoke opportunity attacks, and if the direction rolled is blocked, the target doesn't move.

Level 1 Spells 2 slots

NAME AB CAST RNG DUR DMG CMP #
Speak With Animals 1 action Self 10 mins
 Notes:You gain the ability to comprehend and verbally communicate with beasts for the duration. The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you, at the DM’s discretion.
Wild Cunning 1 action 120ft Instantaneous VS
 Notes:You call out to the spirits of nature to aid you. When you cast this spell, choose one of the following effects: If there are any tracks on the ground within range, you know where they are, and you make Wisdom (Survival) checks to follow these tracks with advantage for 1 hour or until you cast this spell again. If there is edible forage within range, you know it and where to find it. If there is clean drinking water within range, you know it and where to find it. If there is suitable shelter for you and your companions within range, you know it and where to find it. Send the spirits to bring back wood for a fire and to set up a campsite in the area using your supplies. The spirits build the fire in a circle of stones, put up tents, unroll bedrolls, and put out any rations and water for consumption. Have the spirits instantly break down a campsite, which includes putting out a fire, taking down tents, packing up bags, and burying any rubbish.
Herbalism kit
leather armor
Explorers pack
druidic focus
Shovel, animal harness, sack, wicker basket, common clothes, coin pouch

Equipment Copper: 0, Silver: 1, Electrum: 0, Gold: 120, Platinum: 0 Money
Common
Druidic
Giant
Armor- light, medium, shields
Weapons- Clubs, daggers, darts, javalins, maces, quarter staff, scimitars, sickles, slings, spears
Farmer- land vechiles, farmer tools
Herbalism kit

Languages & Proficiencies
Just a joyful cat that likes cuddles and naps

Personality Traits
Brutal Practicality. Bury a fish or bury a man, just get the job done. (Evil)
A Simple Way of Life. If it ain't broke, don't fix it! (Neutral)

Ideals
I am out to start a homestead of my own in an unexplored fringe territory.
Some day, I'll be the lord of my own land.

Bonds
Druid but allergic to trees, 50/50 chance of using action to sneeze

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.

Xanathar's Guide

Primal Savagery

0-level (Cantrip) Transmutation

Casting Time 1 Action
Range Self
Duration Instantaneous
Components S

You channel primal magic to cause your teeth or fingernails to sharpen, ready to deliver a corrosive attack. Make a melee spell attack against one creature within 5 feet of you. On a hit, the target takes 1d10 acid damage. After you make the attack, your teeth or fingernails return to normal.
At higher levels: The spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

Class(es): Druid

Melee Spell Attack 2d10 Acid Damage

Level 1 Spells

Fluffy Fluffigans

1 Level (0/300 XP for level-up) Farmer Background Tabaxi Race / Species / Heritage True Neutral Alignment
Druid
Level 1
Hit Dice: 1/1
1d8+3 Class 1

STR
13
+1
DEX
16
+3
CON
16
+3
INT
13
+1
WIS
13
+1
CHA
13
+1
11
Hit Points
+3
Initiative (DEX)
16
Armor Class (AC)
+2
Prof. Bonus
30
Speed (walk/run/fly)
13
Passive Perception
Spellcasting ...
+3 Attack mod
WIS Ability
+1 Abi Mod
11 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
+1 Strength
+3 Dexterity
+3 Constitution
+3 Intelligence
+3 Wisdom
+1 Charisma
saving throws
+3 Acrobatics DEX
+3 Animal Handling WIS
+1 Arcana INT
+1 Athletics STR
+1 Deception CHA
+1 History INT
+3 Insight WIS
+1 Intimidation CHA
+1 Investigation INT
skills
+3 Medicine WIS
+3 Nature INT
+3 Perception WIS
+1 Performance CHA
+1 Persuasion CHA
+1 Religion INT
+3 Sleight of Hand DEX
+5 Stealth DEX
+1 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Quarter Staff +3 STR 1d6+1 Bludgeoning
 Versatile (1d8)
Wooden Shield +3 STR
Cat's claws +4 STR 1d6+1 Slashing
 Unarmed
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
Druidcraft 1 action 30 Instantaneous V,S
Infestation 1 action 30 Instantaneous 1d6 poison VSM
 Notes:The target must succeed on a Constitution saving throw, or it takes 1d6 poison damage and moves 5 feet in a random direction if it can move and its speed is at least 5 feet. Roll a d4 for the direction: 1, north; 2, south; 3, east; or 4, west. This movement doesn’t provoke opportunity attacks, and if the direction rolled is blocked, the target doesn't move.

Level 1 Spells 2 slots

NAME AB CAST RNG DUR DMG CMP #
Speak With Animals 1 action Self 10 mins
 Notes:You gain the ability to comprehend and verbally communicate with beasts for the duration. The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you, at the DM’s discretion.
Wild Cunning 1 action 120ft Instantaneous VS
 Notes:You call out to the spirits of nature to aid you. When you cast this spell, choose one of the following effects: If there are any tracks on the ground within range, you know where they are, and you make Wisdom (Survival) checks to follow these tracks with advantage for 1 hour or until you cast this spell again. If there is edible forage within range, you know it and where to find it. If there is clean drinking water within range, you know it and where to find it. If there is suitable shelter for you and your companions within range, you know it and where to find it. Send the spirits to bring back wood for a fire and to set up a campsite in the area using your supplies. The spirits build the fire in a circle of stones, put up tents, unroll bedrolls, and put out any rations and water for consumption. Have the spirits instantly break down a campsite, which includes putting out a fire, taking down tents, packing up bags, and burying any rubbish.
Herbalism kit
leather armor
Explorers pack
druidic focus
Shovel, animal harness, sack, wicker basket, common clothes, coin pouch

Equipment Copper: 0, Silver: 1, Electrum: 0, Gold: 120, Platinum: 0 Money
Common
Druidic
Giant
Armor- light, medium, shields
Weapons- Clubs, daggers, darts, javalins, maces, quarter staff, scimitars, sickles, slings, spears
Farmer- land vechiles, farmer tools
Herbalism kit

Languages & Proficiencies
Just a joyful cat that likes cuddles and naps

Personality Traits
Brutal Practicality. Bury a fish or bury a man, just get the job done. (Evil)
A Simple Way of Life. If it ain't broke, don't fix it! (Neutral)

Ideals
I am out to start a homestead of my own in an unexplored fringe territory.
Some day, I'll be the lord of my own land.

Bonds
Druid but allergic to trees, 50/50 chance of using action to sneeze

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.

Xanathar's Guide

Primal Savagery

0-level (Cantrip) Transmutation

Casting Time 1 Action
Range Self
Duration Instantaneous
Components S

You channel primal magic to cause your teeth or fingernails to sharpen, ready to deliver a corrosive attack. Make a melee spell attack against one creature within 5 feet of you. On a hit, the target takes 1d10 acid damage. After you make the attack, your teeth or fingernails return to normal.
At higher levels: The spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

Class(es): Druid

Melee Spell Attack 2d10 Acid Damage

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