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Odd Cake

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

STR
9
-1
DEX
12
+1
CON
16
+3
INT
12
+1
WIS
16
+3
CHA
10
+0
11
Hit Points
+1
Initiative (DEX)
12
Armor Class (AC)
+2
Prof. Bonus
30
Speed (walk/run/fly)
15
Passive Perception
Spellcasting ...
+5 Attack mod
WIS Ability
+3 Abi Mod
13 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
-1 Strength
+1 Dexterity
+3 Constitution
+3 Intelligence
+5 Wisdom
+0 Charisma
saving throws
+1 Acrobatics DEX
+3 Animal Handling WIS
+1 Arcana INT
+1 Athletics STR
+0 Deception CHA
+1 History INT
+5 Insight WIS
+0 Intimidation CHA
+1 Investigation INT
skills
+5 Medicine WIS
+1 Nature INT
+5 Perception WIS
+0 Performance CHA
+0 Persuasion CHA
+1 Religion INT
+1 Sleight of Hand DEX
+3 Stealth DEX
+5 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Scimitar +3 DEX 1d6+1 slashing
 Finesse, light
Quarterstaff +1 STR 1d6-1 bludgeoning
 Versatile (1d8)
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
Guidance +5 1 action Touch Concentration, up to 1 minute VS
 Notes: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.
Produce Flame +5 1 action Self 10 minutes VS
 Notes:A flickering flame appears in your hand. The flame remains there for the duration and harms neither you nor your equipment. The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The spell ends if you dismiss it as an action or if you cast it again. You can also attack with the flame, although doing so ends the spell. When you cast this spell, or as an action on a later turn, you can hurl the flame at a creature within 30 feet of you. Make a ranged spell attack. On a hit, the target takes 1d8 fire damage. At Higher Levels. This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Level 1 Spells 2 slots

NAME AB CAST RNG DUR DMG CMP #
Entangle +5 1 action 90 feet Concentration, up to 1 minute VS
 Notes:Grasping weeds and vines sprout from the ground in a 20-foot square starting from a point within range. For the duration, these plants turn the ground in the area into difficult terrain. A creature in the area when you cast the spell must succeed on a Strength saving throw or be restrained by the entangling plants until the spell ends. A creature restrained by the plants can use its action to make a Strength check against your spell save DC. On a success, it frees itself. When the spell ends, the conjured plants wilt away.
Faerie Fire +5 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.
Goodberry +5 1 action Touch Instantaneous VSM (a sprig of mistletoe)
 Notes:Up to ten berries appear in your hand and are infused with magic for the duration. A creature can use its action to eat one berry. Eating a berry restores 1 hit point, and the berry provides enough nourishment to sustain a creature for one day. The berries lose their potency if they have not been consumed within 24 hours of the casting of this spell.
Healing Word +5 1 bonus action 60 feet Instantaneous 1d4+3 V
 Notes:A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
Size. Small.
Speed. Your walking speed is 30 feet, and you have a climbing speed equal to your walking speed.
Cat's Claws. You can use your claws to make unarmed strikes. When you hit with them, the strike deals 1d6 + your Strength modifier slashing damage, instead of the bludgeoning damage normal for an unarmed strike.
Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.
Feline Agility. Your reflexes and agility allow you to move with a burst of speed. When you move on your turn in combat, you can double your speed until the end of the turn. Once you use this trait, you can’t use it again until you move 0 feet on one of your turns.
Origin. Trapper
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.
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.
Spellcasting.
Preparing Spells. 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 can 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.
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 as a spellcasting focus for your druid spells.

Features & Traits
See Item Tab

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 10, Platinum: 0 Money
Languages, Common, Draconic, Undercommon.
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, Recorder.

Languages & Proficiencies
I place no stock in wealthy or well-mannered folk. Money and manners won't save you from a hungry owlbear.

Personality Traits
Nature. The natural world is more important than all the constructs of civilization. (Neutral)

Ideals
An injury to the unspoiled wilderness of my home is an injury to me.

Bonds
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.

Flaws


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.07, made by Tillerz - Updated: 2023-05-29
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