Shima Enaga

1 Level (0/300 XP for level-up) Apprentice Witch Background Elf Race / Species / Heritage Alignment
Druid
Level 1
Hit Dice: 1/1
1d8+2 Class 1

STR
12
+1
DEX
14
+2
CON
14
+2
INT
14
+2
WIS
16
+3
CHA
13
+1
10
Hit Points
+2
Initiative (DEX)
15
Armor Class (AC)
+2
Prof. Bonus
30ft
Speed (walk/run/fly)
13
Passive Perception
5 / 5
Wooden Shield HP
Spellcasting ...
+5 Attack mod
WIS Ability
+3 Abi Mod
13 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
+1 Strength
+2 Dexterity
+2 Constitution
+4 Intelligence
+5 Wisdom
+1 Charisma
saving throws
+2 Acrobatics DEX
+3 Animal Handling WIS
+4 Arcana INT
+1 Athletics STR
+1 Deception CHA
+2 History INT
+3 Insight WIS
+1 Intimidation CHA
+2 Investigation INT
+2 Mechanics INT
+2 Salvage INT
skills
+5 Medicine WIS
+4 Nature INT
+3 Perception WIS
+1 Performance CHA
+1 Persuasion CHA
+2 Religion INT
+2 Sleight of Hand DEX
+2 Stealth DEX
+5 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Quarterstaff +3 STR 1d6+1 Bludgeoning
 Versatile (1d8)
Spear +3 STR 1d6+1 Piercing
 Thrown (range 20/60), versatile (1d8)
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
Spare the Dying +5 1 Action 15 ft Instantaneous VS
 Notes:Choose a creature within range that has 0 Hit Points and isn’t dead. The creature becomes Stable.
Druidcraft +5 1 Action 30 ft Instantaneous VS
 Notes:Whispering to the spirits of nature, you create one of the following effects within range: Create a tiny, harmless sensory effect that predicts what the weather will be at your location for the next 24 hours. Effect persists for 1 round / Instantly make a flower blossom, a seed pod open, or a leaf bud bloom / Create an instantaneous, harmless sensory effect. The effect must fit in a 5-foot cube / Instantly light or snuff out a candle, a torch, or a small campfire
Thorn Whip +5 1 Action 30 ft Instantaneous 1d6 VSM
 Notes:You create a 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. On a hit, the target takes 1d6 Piercing damage, and if it is Large or smaller, you can pull it up to 10 feet closer to you. Cantrip Upgrade. The damage increases by 1d6 when you reach levels 5 (2d6), 11 (3d6), and 17 (4d6).

Level 1 Spells 2 slots

NAME AB CAST RNG DUR DMG CMP #
Cure Wounds +5 1 Action Touch Instantaneous 1d8+3 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.
Entangle +5 1 Action 90 ft 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.
Absorb Elements +5 1 Reaction Self 1 Round 1d6+3 S
 Notes:The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends.
Thunderwave +5 1 Action Self (15ft Cube) Instantaneous 2d8 VS
 Notes:A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed. In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell's effect, and the spell emits a thunderous boom audible out to 300 feet.

Ancestry Traits



  • ASI: +1 Wis +2 Dex
  • Size: Medium
  • Speed: 30ft
  • Darkvision: Thanks to your supernatural gifts, you have superior vision in dark and dim conditions. 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 can't discern color in darkness, only shades of gray.
  • Ethereal Sight: Your ocular prowess doesn't stop at darkvision. Additionally, you can use an action to shift your sight into the ethereal, allowing you to see creatures on the Spirit Realm, which appear as glowing outlines of themselves. This effect lasts for 1 hour. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.
  • Oaka Mark: Purity. You know the Spare the Dying* cantrip. When you reach 3rd level, you can cast Lesser Restoration* once with this trait, and you regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.

Druid Traits



  • Skills: Nature; Medicine
  • Tools: Herbalism Kit
  • 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
  • Language: Druidic

Background: Apprentice Witch



  • Skills: Arcana; Survival
  • Tool Proficiencies: Alchemists Tools
  • FEATURE: SIBLING STUDENT: You have a close and trustworthy friend who studied under the same witch as you and has now made it into one of the six main covens. When needed, they act as your liaison to the coven or covens they're connected to.





Features & Traits

  • Leather Armour
  • Backpack, bedroll, mess kit, tinderbox, 10 days of rations, 10 torches, waterskin
  • 50ft hempen rope
  • Druidic Focus (Quarterstaff)
  • Wooden shield (5hp)
  • Spear
  • Alchemists Supplies
  • A Witch Hat
  • 9 common ingredients



Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 9, Platinum: 0 Money

  • Languages: Common; Druidic
  • Tools: Herbalism Kit; Alchemists Supplies
  • Weapons: Clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears
  • Armour: Light armor, medium armor, shields



Languages & Proficiencies
Common Ingredients: Apper Carrot, Chicken Egg, Varrow, Spindle Leg Spider Webs, Fish Head, Bamboo x2, Creeping Bolete, Camp Mite

Ingredients Carried


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.09, made by Tillerz - Updated: 2025-10-07
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Created by

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Statblock Type

Character Sheet (2020)

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