Lenna
Level 10 (0/85000 XP for level-up)
Background Farmer
Size Medium
Species Snow Elf
Druid
Subclass Moon
Level 10
Hit dice 10/10
1d8+4

STR 11
+0
STR save: +0
DEX 16
+3
DEX save: +3
CON 19
+4
CON save: +4
INT 19
+4
INT save: +8
WIS 19
+4
WIS save: +8
CHA 10
+0
CHA save: +0

Initiative (DEX)
+3
Speed
30
Passive Perception
18
Heroic Inspiration
Armor Class (AC)
14
Leather Armor
Hit Points
88 / 113
Death Saves
Succeeded
Failed
Conditions
AC 17 35/90
Exhaustion


Spellcasting
Attack mod
+9
Ability
WIS
Abi Mod
+5
Save DC
17
Attacks
W Pr Weapon / Attack AB Abi Dmg Dmg Type
Sickle +4 STR 1d4 slashing
Armor ( AC Mod: +0 )
W T  Armor AC D Properties
Leather Armor 14
Skills
P/E Bonus Skill Abi
+3 Acrobatics DEX
+8 Animal Handling WIS
+4 Arcana INT
+0 Athletics STR
+0 Deception CHA
+4 History INT
+4 Insight WIS
+0 Intimidation CHA
+4 Investigation INT
+4 Medicine WIS
+8 Nature INT
+12 Perception WIS
+0 Performance CHA
+0 Persuasion CHA
+4 Religion INT
+3 Sleight of Hand DEX
+3 Stealth DEX
+8 Survival WIS

+8 Expertise Bonus
+4 Proficiency Bonus
Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
Message
+9
1 Action 120 ft Instantaneous VSM
 Notes:   You point your finger toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear. You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the spell. The spell doesn't have to follow a straight line and can travel freely around corners or through openings.
Poison Spray
+9
1 Action 10 ft Instantaneous 2d12 VS
 Notes:   You extend your hand toward a creature you can see within range and project a puff of noxious gas from your palm. The creature must succeed on a Constitution saving throw or take 1d12 poison damage.
Thorn Whip
+9
1 Action 30 ft 1 Round 2d6 VSM
 Notes:   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.
Starry Wisp
+9
1 Action 60 ft Instantaneous 2D8 VS
 Notes:   You launch a mote of light at one creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 Radiant damage, and until the end of your next turn, it emits Dim Light in a 10-foot radius and can’t benefit from the Invisible condition.
Frostbite
+9
1 action 60 Ft Instantaneous 2d6 VS
 Notes:   You cause numbing frost to form on one creature that you can see within range. The target must make a Constitution saving throw. On a failed save, the target takes 1d6 cold damage, and it has disadvantage on the next weapon attack roll it makes before the end of its next turn.
Thaumaturgy
+9
1 action 30 feet 1 minute V
 Notes:   Description: You manifest a minor wonder within range. You create one of the effects below within range. If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time. Altered Eyes. You alter the appearance of your eyes for 1 minute. Booming Voice. Your voice booms up to three times as loud as normal for 1 minute. For the duration, you have Advantage on Charisma (Intimidation) checks. Fire Play. You cause flames to flicker, brighten, dim, or change color for 1 minute. Invisible Hand. You instantaneously cause an unlocked door or window to fly open or slam shut. Phantom Sound. You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers. Tremors. You cause harmless tremors in the ground for 1 minute.
Guidance
+9
1 action Touch Concentration, up to 1 minute VS
 Notes:   You touch a willing creature and choose a skill. Until the spell ends, the creature adds 1d4 to any ability check using the chosen skill.

Level 1 Spells
4 slots

NAME AB CAST RNG DUR DMG CMP #
Detect Magic
+9
1 Action Self 30 ft 10 Minutes V S
 Notes:   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 it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
Cure Wounds
+9
1 action Touch Instantaneous 1d8 VS
 Notes:   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.
Speak with Animals
+9
1 action Self 10 minutes VS
 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.
Charm Person
+9
1 action 30 feet 1 hour VS
 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. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.
Create or Destroy Water
+9
1 action 30 feet Instantaneous VSM
 Notes:    You either create or destroy water. Create Water. You create up to 10 gallons of clean water within range in an open container. Alternatively, the water falls as rain in a 30-foot cube within range, extinguishing exposed flames in the area. Destroy Water. You destroy up to 10 gallons of water in an open container within range. Alternatively, you destroy fog in a 30-foot cube within range. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you create or destroy 10 additional gallons of water, or the size of the cube increases by 5 feet, for each slot level above 1st.
Faerie Fire
+9
1 action 60 feet Concentration, up to 1 minute V
 Notes:   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.
Ice Knife
+9
1 action (No spellSlot) 60 ft Instantaneous 1d10/2d6 SM
 Notes:   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 the point where the ice exploded must succeed on a Dexterity saving throw or take 2d6 cold damage.

Level 2 Spells
3 slots

NAME AB CAST RNG DUR DMG CMP #
Misty Step
+9
1 Bonusaction Self Instantaneous V
 Notes:    Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.
Moonbeam
+9
1 action 120 feet Concentration, up to 1 minute 2d10 VSM
 Notes:   A silvery beam of pale light shines down in a 5-foot radius, 40-foot-high cylinder centered on a point within range. Until the spell ends, dim light fills the cylinder. When a creature enters the spell’s area for the first time on a turn or starts its turn there, it is engulfed in ghostly flames that cause searing pain, and it must make a Constitution saving throw. It takes 2d10 radiant damage on a failed save, or half as much damage on a successful one. A shapechanger makes its saving throw with disadvantage. If it fails, it also instantly reverts to its original form and can’t assume a different form until it leaves the spell’s light. On each of your turns after you cast this spell, you can use an action to move the beam up to 60 feet in any direction.
Heat Metal
+9
1 action 60 feet Concentration, up to 1 minute 2d8 VSM
 Notes:   Choose a manufactured metal object, such as a metal weapon or a suit of heavy or medium metal armor, that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object takes 2d8 fire damage when you cast the spell. Until the spell ends, you can use a bonus action on each of your subsequent turns to cause this damage again. If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn’t drop the object, it has disadvantage on attack rolls and ability checks until the start of your next turn.
Spike Growth
+9
1 action 150 feet Concentration, up to 10 minutes 2d4 VSM
 Notes:    The ground in a 20-foot radius centered on a point within range twists and sprouts hard spikes and thorns. The area becomes difficult terrain for the duration. When a creature moves into or within the area, it takes 2d4 piercing damage for every 5 feet it travels. The transformation of the ground is camouflaged to look natural. Any creature that can’t see the area at the time the spell is cast must make a Wisdom (Perception) check against your spell save DC to recognize the terrain as hazardous before entering it.
Gust of Wind
+9
1 action Self (60-foot line) Concentration, up to 1 minute VSM
 Notes:   A line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the spell’s duration. Each creature that starts its turn in the line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the line. Any creature in the line must spend 2 feet of movement for every 1 foot it moves when moving closer to you. The gust disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them. As a bonus action on each of your turns before the spell ends, you can change the direction in which the line blasts from you.
Summon Beast
+9
1 action 90 feet Concentration, up to 1 hour VSM
 Notes:   You call forth a bestial spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Bestial Spirit stat block. When you cast the spell, choose an environment: Air, Land, or Water. The creature resembles an animal of your choice that is native to the chosen environment, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends. The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger.
Rime's Binding Ice
+9
1 action (No spellSlot) Self (30-foot cone) Instantaneous 3d8 SM
 Notes:   A burst of cold energy emanates from you in a 30-foot cone. Each creature in that area must make a Constitution saving throw. On a failed save, a creature takes 3d8 cold damage and is hindered by ice formations for 1 minute, or until it or another creature within reach of it uses an action to break away the ice. A creature hindered by ice has its speed reduced to 0. On a successful save, a creature takes half as much damage and isn’t hindered by ice.

Level 3 Spells
3 slots

NAME AB CAST RNG DUR DMG CMP #
Conjure Animals
+9
1 action 60 feet Concentration, up to 1 hour VS
 Notes:   You summon fey spirits that take the form of beasts and appear in unoccupied spaces that you can see within range. Choose one of the following options for what appears: One beast of challenge rating 2 or lower Two beasts of challenge rating 1 or lower Four beasts of challenge rating 1/2 or lower Eight beasts of challenge rating 1/4 or lower Each beast is also considered fey, and it disappears when it drops to 0 hit points or when the spell ends. The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don’t issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions. The DM has the creatures’ statistics. At Higher Levels. When you cast this spell using certain higher-level spell slots, you choose one of the summoning options above, and more creatures appear: twice as many with a 5th-level slot, three times as many with a 7th-level slot, and four times as many with a 9th-level slot.
Speak with Plants
+9
1 action Self (30-foot radius) 10 minutes VS
 Notes:   You imbue plants within 30 feet of you with limited sentience and animation, giving them the ability to communicate with you and follow your simple commands. You can question plants about events in the spell’s area within the past day, gaining information about creatures that have passed, weather, and other circumstances. You can also turn difficult terrain caused by plant growth (such as thickets and undergrowth) into ordinary terrain that lasts for the duration. Or you can turn ordinary terrain where plants are present into difficult terrain that lasts for the duration, causing vines and branches to hinder pursuers, for example. Plants might be able to perform other tasks on your behalf, at the DM’s discretion. The spell doesn’t enable plants to uproot themselves and move about, but they can freely move branches, tendrils, and stalks. If a plant creature is in the area, you can communicate with it as if you share a common language, but you gain no magical ability to influence it.
Wind Wall
+9
1 Action 120 ft Concentration, up to 1 minute 3d8 VSM
 Notes:    When the wall appears, each creature within its area must make a Strength saving throw. A creature takes 3d8 bludgeoning damage on a failed save, or half as much damage on a successful one. 50 feet long, 15 feet high, and 1 foot thick

Level 4 Spells
3 slots

NAME AB CAST RNG DUR DMG CMP #
Conjure Minor Elementals
+9
1 action Self (15-foot emanation) Concentration, up to 10 minutes VS
 Notes:   You conjure spirits from the Elemental Planes that flit around you in a 15-foot Emanation for the duration. Until the spell ends, any attack you make deals an extra 2d8 damage when you hit a creature in the Emanation. This damage is Acid, Cold, Fire, or Lightning (your choice when you make the attack). In addition, the ground in the Emanation is Difficult Terrain for your enemies.
Ice Storm
+9
1 action 300 ft Instantaneous 2d10/4d6 VSM
 Notes:   Hail falls in a 20-foot-radius, 40-foot-high Cylinder centered on a point within range. Each creature in the Cylinder makes a Dexterity saving throw. A creature takes 2d10 Bludgeoning damage and 4d6 Cold damage on a failed save or half as much damage on a successful one. Hailstones turn ground in the Cylinder into Difficult Terrain until the end of your next turn. Using a Higher-Level Spell Slot. The Bludgeoning damage increases by 1d10 for each spell slot level above 4.
Watery Sphere
+9
1 action 90 feet Concentration, up to 1 minute VSM
 Notes:   You conjure up a sphere of water with a 5-foot radius on a point you can see within range. The sphere can hover in the air, but no more than 10 feet off the ground. The sphere remains for the spell’s duration. Any creature in the sphere’s space must make a Strength saving throw. On a successful save, a creature is ejected from that space to the nearest unoccupied space outside it. A Huge or larger creature succeeds on the saving throw automatically. On a failed save, a creature is restrained by the sphere and is engulfed by the water. At the end of each of its turns, a restrained target can repeat the saving throw. The sphere can restrain a maximum of four Medium or smaller creatures or one Large creature. If the sphere restrains a creature in excess of these numbers, a random creature that was already restrained by the sphere falls out of it and lands prone in a space within 5 feet of it. As an action, you can move the sphere up to 30 feet in a straight line. If it moves over a pit, cliff, or other drop, it safely descends until it is hovering 10 feet over ground. Any creature restrained by the sphere moves with it. You can ram the sphere into creatures, forcing them to make the saving throw, but no more than once per turn. When the spell ends, the sphere falls to the ground and extinguishes all normal flames within 30 feet of it. Any creature restrained by the sphere is knocked prone in the space where it falls.

Level 5 Spells
2 slots

NAME AB CAST RNG DUR DMG CMP #
Cone of Cold
+9
1 action Self (60-foot cone) Instantaneous 8d8 VSM
 Notes:   A blast of cold air erupts from your hands. Each creature in a 60-foot cone must make a Constitution saving throw. A creature takes 8d8 cold damage on a failed save, or half as much damage on a successful one. A creature killed by this spell becomes a frozen statue until it thaws.
Insect Plague
+9
1 action 300 feet Concentration, up to 10 minutes 4d10 V, S, M
 Notes:   Swarming, biting locusts fill a 20-foot-radius sphere centered on a point you choose within range. The sphere spreads around corners. The sphere remains for the duration, and its area is lightly obscured. The sphere’s area is difficult terrain. When the area appears, each creature in it must make a Constitution saving throw. A creature takes 4d10 piercing damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw when it enters the spell’s area for the first time on a turn or ends its turn there.
Money
Copper: 0, Silver: 3, Electrum: 0, Gold: 1889, Platinum: 1000
Bastions
Treasure and Equipment
Stuff:
Leather Armor
Shield
Sickle x2
Focus +1, Staff (Plus 2d8 Lightning)
2 Health potion 2d4+2
G Health potion 4d4+4

Legy:
Amulet of Health
Ring of Necrotic resistens
Headband of Intellect
Wings of Flying
Amulet of drunkard

Books:
Buch über Rainbow Lizzards
Buch über Cristal Lizzards
Proficiencies, Languages, and Talents
Simple Weapon
Herbalism Kit, Carpenters Tools
Light armor and Shields

Elven, Commen, Grung
Features & Traits
Observant:
Quick Search. You can take the Search action as a Bonus Action.

Grappler:
Punch and Grab. When you hit a creature with an Unarmed Strike as part of the Attack action on your turn, you can use both the Damage and the Grapple option. You can use this benefit only once per turn.
Attack Advantage. You have Advantage on attack rolls against a creature Grappled by you.
Fast Wrestler. You don't have to spend extra movement to move a creature Grappled by you if the creature is your size or smaller.

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 Intelligence (Investigation) check but can’t decipher it without magic.

Wild Companion:
You can summon a nature spirit that assumes an animal form to aid you. As a Magic action, you can expend a spell slot or a use of Wild Shape to cast the Find Familiar spell without Material components.
When you cast the spell in this way, the familiar is Fey and disappears when you finish a Long Rest.

Wild Resurgence
Once on each of your turns, if you have no uses of Wild Shape left, you can give yourself one use by expending a spell slot (no action required).
In addition, you can expend one use of Wild Shape (no action required) to give yourself a level 1 spell slot, but you can’t do so again until you finish a Long Rest.

Elemental Fury:
The might of the elements flows through you. You gain one of the following options of your choice.

Potent Spellcasting:
Add your Wisdom modifier to the damage you deal with any Druid cantrip.

Primal Strike:
Once on each of your turns when you hit a creature with an attack roll using a weapon or a Beast form’s attack in Wild Shape, you can cause the target to take an extra 1d8 Cold, Fire, Lightning, or Thunder damage (choose when you hit).

Druids of the Circle of the Moon draw on lunar magic to transform themselves. Their order gathers under the moon to share news and perform rituals.
Changeable as the moon, a Druid of this circle might prowl as a great cat one night, soar over the treetops as an eagle the next day, and then crash through undergrowth as a bear to drive off a trespassing monster. The wild is in the Druid’s blood.

Circle Forms:
You can channel lunar magic when you assume a Wild Shape form, granting you the benefits below.
Challenge Rating. The maximum Challenge Rating for the form equals your Druid level divided by 3 (round down).
Armor Class. Until you leave the form, your AC equals 13 plus your Wisdom modifier if that total is higher than the Beast’s AC.
Temporary Hit Points. You gain a number of Temporary Hit Points equal to three times your Druid level.
Circle of the Moon Spells

When you reach a Druid level specified in the Circle of the Moon Spells table, you thereafter always have the listed spells prepared.
In addition, you can cast the spells from this feature while you’re in a Wild Shape form.
Circle of the Moon Spells
Druid Level Prepared Spells
3 Cure Wounds, Moonbeam, Starry Wisp
5 Conjure Animals
7 Fount of Moonlight
9 Mass Cure Wounds

Improved Circle Forms:
While in a Wild Shape form, you gain the following benefits.
Lunar Radiance. Each of your attacks in a Wild Shape form can deal its normal damage type or Radiant damage. You make this choice each time you hit with those attacks.
Increased Toughness. You can add your Wisdom modifier to your Constitution saving throws.

Moonlight Step
You magically transport yourself, reappearing amid a burst of moonlight. As a Bonus Action, you teleport up to 30 feet to an unoccupied space you can see, and you have Advantage on the next attack roll you make before the end of this turn.

You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest. You can also regain uses by expending a level 2+ spell slot for each use you want to restore (no action required).

You can walk on snow and ice and do not leaf any traces behind and are not affected by difficult terrain related to snow or ice.
Spellcasting
Headband of Intellect
Your Intelligence score is 19 while you wear this headband. It has no effect on you if your Intelligence is 19 or higher without it. (9 Int/ attuned)

Ring of Necrotic resistens

Amulet of Health
Your Constitution score is 19 while you wear this amulet. It has no effect on you if your Constitution is 19 or higher without it. (15 Con/ attuned)

Amulet of drunkard
This amulet smells of old, ale-stained wood. While wearing it, you can regain 4d4 + 4 hit points when you drink a pint of beer, ale, mead, or wine. Once the amulet has restored hit points, it can't do so again until the next dawn.

Wings of Flying
While wearing this cloak, you can use an action to speak its command word. This turns the cloak into a pair of bat wings or bird wings on your back for 1 hour or until you repeat the command word as an action. The wings give you a flying speed of 60 feet. When they disappear, you can't use them again for 1d12 hours.

Miner wish spell, Lvl 6 spell
Drachenschuppe
Backstory
I have a lesson for every situation, drawn from observing nature.
I'm always picking things up, absently fiddling with them, and sometimes accidentally breaking them.

Life is like the seasons, in constant change, and we must change with it.
The natural world is more important than all the constructs of civilization.

An injury to the unspoiled wilderness of my home is an injury to me.
I suffer awful visions of a coming disaster and will do anything to prevent it.

I am too enamored of ale, wine, and other intoxicants.
Violence is my answer to almost any challenge.
Allies & Organizations
Grappler:
Unarmed atk= Grappled
Advand
Tought
Observant


™ & © Wizards of the Coast - D & D 5e Character Sheet v3.04, made by Tillerz - Updated: 2025-06-11

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