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Chava Yarjerit

10 Level (900/85000 XP for level-up) Acolyte Background Dragonborn Race / Species / Heritage Neutral Good Alignment
Druid
Level 10
Hit Dice: 9/10
1d8+1 Class 1

STR
13
+1
DEX
8
-1
CON
13
+1
INT
10
+0
WIS
19
+4
CHA
16
+3
86
Hit Points
-1
Initiative (DEX)
11
Armor Class (AC)
+4
Prof. Bonus
30
Speed (walk/run/fly)
14
Passive Perception
1 / 1
Breath Weapon (Blue)
9 / 9
Balm of the Summer Court
2 / 2
Wild Shape
2 / 2
Wild Companion
4 / 4
Hidden Paths
Spellcasting ...
+8 Attack mod
WIS Ability
+4 Abi Mod
17 Save DC
+8 Expertise Bonus
+4 Proficiency Bonus
+1 Strength
-1 Dexterity
+1 Constitution
+4 Intelligence
+8 Wisdom
+3 Charisma
saving throws
-1 Acrobatics DEX
+8 Animal Handling WIS
+0 Arcana INT
+1 Athletics STR
+3 Deception CHA
+0 History INT
+8 Insight WIS
+3 Intimidation CHA
+0 Investigation INT
skills
+12 Medicine WIS
+0 Nature INT
+4 Perception WIS
+3 Performance CHA
+3 Persuasion CHA
+4 Religion INT
-1 Sleight of Hand DEX
-1 Stealth DEX
+8 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Quarterstaff +5 STR 1d6+1(1d8+1)+1 Bludgeoning
 Versatile
Shortbow -1 DEX 1d6+1-1 Piercing
 Ammunition, Range, Two-Handed
Scimitar +5 STR 1d6+1+1 Slashing
 Finesse, Light
Scimitar +5 STR 1d6+1+1 Slashing
 Finesse, Light
Thornwhip +8 WIS 2d6 Piercing
 V/S/M, 30ft range
Breath Weapon +0 INT 3d6 Lightning
 1/SR, 5 by 30 ft. line, DEX DC 13, half damage on success
Attacks

Spell Book

Boots of Speed, Scale of the Platinum Dragon, Studded Leather, Quarterstaff, Shortbow, Scimitar, Scimitar, Backpack, Healer's Kit, Waterskin, Wooden Staff, Amulet, Potion of Healing (Superior), Bedroll, Clothes Common, Healer's Kit, Mess Kit, Potion of Healing, Rations (1 day), Rope Hempen (50 feet), Tinderbox, Torch, Vestments, Diamond

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 878, Platinum: 10 Money
You can cast prepared druid spells using WIS as your spellcasting modifier (Spell DC 17, Spell Attack +9) and prepared druid spells as rituals if they have the ritual tag. You can use a druidic focus as a spellcasting focus.
Spellcasting
Common, Draconic, Druidic, Primordial, Elvish

Languages & Proficiencies
Nothing can shake my optimistic attitude.
I see omens in every event and action. The gods try to speak to us, we just need to listen.

Personality Traits
Aspiration. I seek to prove myself worthy of my gods favor by matching my actions against his or her teachings. (Any)

Ideals
I owe my life to the priest who took me in when my parents died.

Bonds
My piety sometimes leads me to blindly trust those that profess faith in my god.

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

Homebrew

Blooming staff

Wondrous Item

Very Rare

Casts Heal once per long rest

Four different kinds of wood helixed together, and come up like a tree branch jutting out, embedded at the top are gems in green, blue, red, and yellow. sometimes the staff blooms


SRD

Boots of Speed

Wondrous Item

Rare Requires Attunement

These boots double your walking speed, and any creature that makes an opportunity attack against you has disadvantage on the attack roll.

While you wear these boots, you can use a bonus action and click the boots' heels together. If you do, the boots double your walking speed, and any creature that makes an opportunity attack against you has disadvantage on the attack roll. If you click your heels together again, you end the effect.
When the boots' property has been used for a total of 10 minutes, the magic ceases to function until you finish a long rest.


Homebrew

Scale of the Platinum Dragon

Wondrous Item

Varies Requires attunement by: Acolyte Background, Cleric Requires Attunement

You add +1 to your spell to hit and your save DCs, in addition you can now add your spell casting modifier to all damaging cantrips

A single platinum scale, possibly from the Platinum Dragon themself. 


The statblocks of your class features

SRD

Druid (Circle of Dreams)

Healer Druid
hit dice: 1d8
hit points at 1st level: 8 + Con
hit points at higher levels: 1d8 (or 5) + your Constitution modifier per druid level after 1st
armor proficiencies: Light armor, medium armor, shields (druids will not wear armor or use shields made of metal)
weapon proficiencies: Clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears
tools: Herbalism kit
saving throws: Intelligence, Wisdom
skills: Choose two from Arcana, Animal Handling, Insight, Medicine, Nature, Perception, Religion, and Survival
starting equipment:
spellcasting:
Drawing on the divine essence of nature itself, you can cast spells to shape that essence to your will. See Spells Rules for the general rules of spellcasting and the spell listing for the druid spell list.   Cantrips At 1st level, you know two cantrips of your choice from the druid spell list. You learn additional druid cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Druid table.   Preparing and Casting Spells The Druid table shows how many spell slots you have to cast your druid spells of 1st level and higher. To cast one of these druid spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.   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.   For example, if you are a 3rd-level druid, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells.   You can also change your list of prepared spells when you finish a long rest. Preparing a new list of druid spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.   Spellcasting Ability 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   Ritual Casting You can cast a druid spell as a ritual if that spell has the ritual tag and you have the spell prepared.   Spellcasting Focus You can use a druidic focus (see the Adventuring Gear section) as a spellcasting focus for your druid spells.  
class features:
You know Druidic, the secret language of druids.   SpellcastingPHB, pg. 66 You can cast prepared druid spells using WIS as your spellcasting modifier (Spell DC 16, Spell Attack +8) and prepared druid spells as rituals if they have the ritual tag. You can use a druidic focus as a spellcasting focus.   Wild CompanionTCoE, pg. 35 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 4 hours.   Wild Companion: 1 Action Wild Shape[8th] Max CR 1PHB, pg. 66 As an action, you can magically assume the shape of a beast that you have seen before twice per short rest.   You can stay in beast shape for 4 hours before reverting back to your normal form (or as a bonus action earlier or if you fall unconscious, drop to 0 hit points, or die).   Balm of the Summer Court At 2nd level, you become imbued with the blessings of the Summer Court. 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 all expended dice when you finish a long rest.   Cantrip Versatility (4th-level druid feature) Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace one cantrip you learned from this class’s Spellcasting feature with another cantrip from the druid spell list.   Wild Shape Improvement At 8th level, you can use your action to magically assume the shape of a beast that you have seen before of challenge rating 1 or lower. You can use this feature twice. You regain expended uses when you finish a short or long rest.   Ability Score Improvement When you reach 8th level, and again at 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.   Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.   Hearth of Moonlight and Shadow At 6th level, home can be wherever you are. During a short or long rest, you can invoke the shadowy power of the Gloaming Court to help guard your respite. At the start of the 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 10th level Starting at 10th level, you can use the hidden, magical pathways that some fey use to traverse space in the blink of an eye. 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 Dreams 14th level At 14th level, the magic of the Feywild grants you the ability to travel mentally or physically through dreamlands.   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.   Timeless Body 18th level Starting at 18th level, the primal magic that you wield causes you to age more slowly. For every 10 years that pass, your body ages only 1 year.   Beast Spells 18th level Beginning at 18th level, you can cast many of your druid spells in any shape you assume using Wild Shape. You can perform the somatic and verbal components of a druid spell while in a beast shape, but you aren’t able to provide material components.   Archdruid 20th level At 20th level, you can use your Wild Shape an unlimited number of times.   Additionally, you can ignore the verbal and somatic components of your druid spells, as well as any material components that lack a cost and aren’t consumed by a spell. You gain this benefit in both your normal shape and your beast shape from Wild Shape.  
subclass options:
At 2nd level, you choose to identify with a circle of druids: the Circle of the Land detailed at the end of the class description or one from the Player's Handbook or other sources. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.
LevelAbilities
1Spellcasting, Druidic,
2Wild Companion, Wild Shape, Druid Circle (Circle of Dreams), Balm of the Summer Court,
4Ability Score Improvement, Wild Shape Improvement, Cantrip Versatility
6Hearth of Moonlight and Shadow
8Ability Score Improvement, Wild Shape Improvement
10Hidden Paths
12Ability Score Improvement
14Walker in Dreams
16Ability Score Improvement
18Timeless Body, Beast Spells
19Ability Score Improvement
20Archdruid

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

SRD

Dragonborn

Born of dragons, as their name proclaims, the dragonborn walk proudly through a world that greets them with fearful incomprehension. Shaped by draconic gods or the dragons themselves, dragonborn originally hatched from dragon eggs as a unique race, combining the best attributes of dragons and humanoids. Some dragonborn are faithful servants to true dragons, others form the ranks of soldiers in great wars, and still others find themselves adrift, with no clear calling in life.
ability score increase: Your Strength score increases by 2, and your Charisma score increases by 1.
age: Young dragonborn grow quickly. They walk hours after hatching, attain the size and development of a 10-year-old human child by the age of 3, and reach adulthood by 15. They live to be around 80.
Size: Medium
speed: 30 ft
Languages: Common, Draconic
sub races:



race features:
Draconic Ancestry You have draconic ancestry. Choose one type of dragon from the Draconic Ancestry table. Your breath weapon and damage resistance are determined by the dragon type, as shown in the table.  
DragonDamageBreath Weapon
Black Acid 5 by 30 ft. line (Dex. save)
Blue Lightning 5 by 30 ft. line (Dex. save)
Brass Fire 5 by 30 ft. line (Dex. save)
Bronze Lightning 5 by 30 ft. line (Dex. save)
Copper Acid 5 by 30 ft. line (Dex. save)
Gold Fire 15 ft. cone (Dex. save)
Green Poison 15 ft. cone (Con. save)
Red Fire 15 ft. cone (Dex. save)
Silver Cold 15 ft. cone (Con. save)
White Cold 15 ft. cone (Con. save)
Breath Weapon You can use your action to exhale destructive energy. Your draconic ancestry determines the size, shape, and damage type of the exhalation. When you use your breath weapon, each creature in the area of the exhalation must make a saving throw, the type of which is determined by your draconic ancestry. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. After you use your breath weapon, you can’t use it again until you complete a short or long rest.   Damage Resistance You have resistance to the damage type associated with your draconic ancestry.
Chromatic Dragonborn Dragonborn with chromatic ancestry claim the raw elemental power of chromatic dragons. The vibrant colors of black, blue, green, red, and white dragons gleam in those dragonborn’s scaled skin and in the deadly energy of their breath weapons. Theirs is the raw elemental fury of the volcano, of biting arctic winds, and of raging lightning storms, as well as the subtle whisper of swamp and forest, toxic and corrosive.   Breath Weapon When you take the Attack action on your turn, you can replace one of your attacks with an exhalation of magical energy in a 30-foot line that is 5 feet wide. Each creature in that area must make a Dexterity saving throw (DC = 8 + your Constitution modifier + your proficiency bonus). On a failed save, the creature takes 1d10 damage of the type associated with your Chromatic Ancestry. On a successful save, it takes half as much damage. This damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).   You can use your Breath Weapon a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.   Dragon    Damage Type Black       Acid Blue         Lightning Green       Poison Red          Fire White       Cold   Draconic Resistance You have resistance to the damage type associated with your Chromatic Ancestry.   Chromatic Warding Starting at 5th level, as an action, you can channel your draconic energy to protect yourself. For 1 minute, you become immune to the damage type associated with your Chromatic Ancestry. Once you use this trait, you can’t do so again until you finish a long rest.   Gem Dragonborn Gem dragonborn partake of the heritage of gem dragons, who claim to be heirs of Sardior, the Ruby Dragon. The colors and mysterious powers of gem dragons—amethyst, crystal, emerald, sapphire, and topaz—gleam in these dragonborn’s scaled skin and course through their veins. Theirs are the wonders of the mind, the force of will, the brilliant light of insight, and the resounding echo of discovery—but also the desiccation of despair. Gem Ancestry You have a gem dragon ancestor, granting you a special magical affinity. Choose one kind of dragon from the Gem Ancestry table. This determines the damage type for your other traits, as shown in the table.   Dragon               Damage Type Amethyst            Force Crystal               Radiant Emerald              Psychic Sapphire             Thunder Topaz                 Necrotic   Breath Weapon When you take the Attack action on your turn, you can replace one of your attacks with an exhalation of magical energy in a 15-foot cone. Each creature in that area must make a Dexterity saving throw (DC = 8 + your Constitution modifier + your proficiency bonus). On a failed save, the creature takes 1d10 damage of the type associated with your Gem Ancestry. On a successful save, it takes half as much damage. This damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).   You can use your Breath Weapon a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.   Draconic Resistance You have resistance to the damage type associated with your Gem Ancestry.   Psionic Mind You can send telepathic messages to any creature you can see within 30 feet of you. You don’t need to share a language with the creature for it to understand these messages, but it must be able to understand at least one language to comprehend them.   Gem Flight Starting at 5th level, you can use a bonus action to manifest spectral wings on your body. These wings last for 1 minute. For the duration, you gain a flying speed equal to your walking speed and can hover. Once you use this trait, you can’t do so again until you finish a long rest.   Metallic Dragonborn Dragonborn with metallic ancestry lay claim to the tenacity of metallic dragons—brass, bronze, copper, gold, and silver—whose hues glint in their scales. Theirs is the fire of hearth and forge, the cold of high mountain air, the spark of inspiration, and the scouring touch of acid that purifies.   Metallic Ancestry You have a metallic dragon ancestor, granting you a special magical affinity. Choose one kind of dragon from the Metallic Ancestry table. This determines the damage type for your other traits, as shown in the table.   Dragon             Damage Type Brass               Fire Bronze             Lightning Copper             Acid Gold                 Fire Silver               Cold   Breath Weapon When you take the Attack action on your turn, you can replace one of your attacks with an exhalation of magical energy in a 15-foot cone. Each creature in that area must make a Dexterity saving throw (DC = 8 + your Constitution modifier + your proficiency bonus). On a failed save, the creature takes 1d10 damage of the type associated with your Metallic Ancestry. On a successful save, it takes half as much damage. This damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).   You can use your Breath Weapon a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.   Draconic Resistance You have resistance to the damage type associated with your Metallic Ancestry.   Metallic Breath Weapon At 5th level, you gain a second breath weapon. When you take the Attack action on your turn, you can replace one of your attacks with an exhalation in a 15-foot cone. The save DC for this breath is 8 + your Constitution modifier + your proficiency bonus. Whenever you use this trait, choose one:   Enervating Breath. Each creature in the cone must succeed on a Constitution saving throw or become incapacitated until the start of your next turn.   Repulsion Breath. Each creature in the cone must succeed on a Strength saving throw or be pushed 20 feet away from you and be knocked prone.   Once you use your Metallic Breath Weapon, you can’t do so again until you finish a long rest.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 0 Spells

SRD

Thorn Whip

0-level (Cantrip) Transmutation

Casting Time: 1 Action
Range/Area: 30 ft
Components: V, S, M
Materials: (the stem of a plant with thorns
Duration: Instantaneous
Attack/Save: Melee
Damage/Effect: 1d6 Piercing
You create a long, vine-like whip covered in thorns that lashes out at your command toward a creature in range. Make a melee spell attack against the target. If the attack hits, the creature takes 1d6 piercing damage, and if the creature is Large or smaller, you pull the creature up to 10 feet closer to you. The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
At higher levels: The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Available for: Druid, Artificer

SRD

Druidcraft

0-level (Cantrip) Transmutation

Casting Time: 1 action
Range/Area: 30ft
Components: Verbal, Somatic
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 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.
Available for: Druid

SRD

Guidance

0-level (Cantrip) Divination

Casting Time: 1 Action
Range/Area: Touch
Components: Verbal, Somatic
Duration: 1 minute
Damage/Effect: Buff
You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.
Available for: Cleric, Druid, Artificer

Level 1 Spells

Purify Food and Drink

1-level Transmutation

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 Action
Range/Area: 10 ft (5 ft )
Components: Verbal, Somatic
Duration: Instantaneous
Damage/Effect: Utility
All nonmagical food and drink within a 5-foot-radius sphere centered on a point of your choice within range is purified and rendered free of poison and disease.
Available for: Cleric, Druid, Paladin, Artificer

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

Homebrew

Goodberry Wine

Potion

Varies

One serving gives the benefit of a short rest in 10 minutes

A bottle of wine made from Goodberries. 4 servings per bottle, out of combat, it gives the benefit of a short rest in 10 minutes


Homebrew

Healing Bottle?

Wondrous Item

Rare

once a day produces a superior potion of healing that only lasts for the day.

A magic Bottle



Created by

MythMagistra.

Statblock Type

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