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Whisper

5 Level (6500/14000 XP for level-up) Inheritor Background Kenku Race / Species / Heritage Neutral Good Alignment
Druid (Circle of Dreams)
Level 5
Hit Dice: 5/5
1d8+2 Class 1

STR
13
+1
DEX
14
+2
CON
15
+2
INT
15
+2
WIS
17
+3
CHA
16
+3
31
Hit Points
+2
Initiative (DEX)
13
Armor Class (AC)
+3
Prof. Bonus
30
Speed (walk/run/fly)
5d6 / 5d6
Fey Energy Die
Spellcasting ...
+6 Attack mod
WIS Ability
+3 Abi Mod
14 Save DC
+6 Expertise Bonus
+3 Proficiency Bonus
+1 Strength
+2 Dexterity
+2 Constitution
+5 Intelligence
+6 Wisdom
+3 Charisma
saving throws
+2 Acrobatics DEX
+6 Animal Handling WIS
+2 Arcana INT
+1 Athletics STR
+6 Deception CHA
+5 History INT
+3 Insight WIS
+3 Intimidation CHA
+2 Investigation INT
skills
+3 Medicine WIS
+5 Nature INT
+3 Perception WIS
+3 Performance CHA
+3 Persuasion CHA
+2 Religion INT
+2 Sleight of Hand DEX
+5 Stealth DEX
+3 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Quarterstaff +4 STR 1d6+1 Bludgeoning
 Versatile (1d8)
Scimitar +5 DEX 1d6+2 Slashing
 Finesse, Light
Attacks

Spell Book

Circle of Dreams Features

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 an ally 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 the expended dice when you finish a long rest.

Features & Traits
❀ A wooden quarterstaff with a leather wrapped handle.
❀ A scimitar that she took from the armory before she left home.
❀ Leather armor.
❀ An explorer's pack.
❀ A druidic focus (an acorn with tiny carvings in it that look like some illustration, maybe, or some words?)
❀ A music box that plays by itself whenever someone holding it dances (from her mother).
❀ A set of traveler's clothes.
❀ A wooden white lyre with painted illustrations all over it.
❀ A pouch containing 15gp.

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 15, Platinum: 0 Money
Cantrips
❀ Shillelagh
❀ Mold Earth
❀ Create Bonfire

Spells Known: Seven.

First Level
❀ Beast Bond
❀ Earth Tremor
❀ Ice Knife
❀ Goodberry

Second Level
❀ Summon Beast
❀ Heat Metal

Third Level
❀ Erupting Earth
Spellcasting
Though she can't actually form words herself, she's excellent at mimicking all sorts of things that she's heard before. Thanks to the stories that have been passed down through her flock, she has a larger lexicon then other kenku, though she still does resort to making sounds or writing on paper sometimes.
❀ She can read, write and "speak": Common, Auran, Druidic and Sylvan. She also can emmulate a wide variety of birds or other animal sounds, as well as any other noises she's heard before.

She's proficient in...
❀ Light armor, medium armor and shields.
❀ Clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings and spears.
❀ Herbalism kit and the lyre.

Languages & Proficiencies
❀ If someone is in trouble, I'm always ready to lend help.
❀ I judge people by their actions, not their words.

Personality Traits
Respect. People deserve to be treated with dignity and respect. (Good)
Friendship. Material goods come and go. Bonds of friendship last forever. (Good)
People. I help people who help me - that's what keeps us alive. (Neutral)

Ideals
▫ I have a sister, but I have no idea where she is or if she is alive. One day, I hope to see her again.
▫ My flock is the most important thing in my life, even when they are far from me.

Bonds
❀ I hate to admit it and will hate myself for it, but I'll run and preserve my own hide if the going gets tough.
❀ I can't help but pocket loose coins and other trinkets I come across.

Flaws


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

Druid


Hit Points

Hit Dice: d8 per Druid level
Hit Points at first Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 + your Constitution modifier per druid level after 1st

Proficiences

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
Saving Throws: Intelligence, Wisdom
Skills: Choose two from Arcana, Animal Handling, Insight, Medicine, Nature, Perception, Religion, Survival

Overview & Creation

Power of Nature

Druids revere nature above all, gaining their spells and other magical powers either rom the force of nature itself or from a nature deity. Many druids pursue a mystic spirituality of transcendent union with nature rather than devotion to a divine entity, while others serve gods of wild nature, animals, or elemental forces. The ancient druidic traditions are sometimes called the Old Faith, in contrast to the worship of gods in temples and shrines.

Druid spells are oriented toward nature and animals - the power of tooth and claw, of sun and moon, of fire and storm. Druids also gain the ability to take on animal forms, and some druids make particular study of this practice, even to the point where they prefer animal form to their natural form.

Preserve the Balance

For druids, nature exists in a precarious balance. The four elements that make up the world - air, earth, fire, and water - must remain in equilibrium. If one element were to gain power over the others, the world could be destroyed, drawn in into one of the elemental planes and broken apart into its component elements. Thus, druids oppose cults of Elemental Evil and others who promote one element to the exclusion of others.

Druids are also concerned with the delicate ecological balance that sustains plant an animal life, and the need for civilized folk to live in harmony with nature, not in opposition to it. Druids accept that which is cruel in nature, and they hate that which is unnatural, including aberrations (such as beholders and mind flayers) and undead (such as zombies and vampires). Druids sometimes lead raids against such creatures, especially when the monsters encroach on the druids' territory.

Druids are often found guarding sacred sites or watching over regions of unspoiled nature. But when a significant danger arises, threatening nature's balance of the lands they protect, druids take on a more active role in combating the threat, as adventurers.


Class Features

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 Wisdom (Perception) check but can't decipher it without magic.

Wild Shape

Starting at 2nd level, you can use your action to magically assume the shape of a beast that you have seen before. You can use this feaute twice. you regain all expended uses when you finish a short or long rest.

Your druid level determines the beasts you can transform into, as shown in the Beast Shapes table. At 2nd level, for example, you can transform into any beast that has a challenge rating of 1/4 or lower that doesn't have a flying or swimming speed.

Beast Shapes

LevelMax. CRLimitationsExample
2nd1/4No flying or swimming speedWolf
4th1/2No flying speedCrocodile
8th1Giant Eagle

You can stay in beast shape for a number of hours equal to half your druid level (rounded down). You then revert to your normal form unless you expend another use of this feature. You can revert ot your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.

While you are transformed, the following rules apply:

  • Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or lair actions, you can't use them.
  • When you transform, you assume the beast's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal for. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.
  • You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you've already cast.
  • You retain the benefit of any features for your class, race, or other source and can use them if the form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense.
  • You choose whether your equipment falls to the ground in your space, merges into your new form, or is worm by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.

Druid Circle

At 2nd level, you choose to identify with a circle of druids. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.

Ability Score Improvement

When you reach 4th level, and again 8th, 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.

Timeless Body

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

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 beast shape, but you aren't able to provide material components.

Archdruid

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.


Starting Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a wooden shield or (b) any simple weapon
  • (a) a scimitar or (b) any simple melee weapon
  • Leather armor, an explorer's pack, and a druidic focus


Spellcasting

Drawing on the divine essence of nature itself, you can cast spells to shape that essence to your will.

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 spells of 1st level and higher. To cast one of these druid spells, you must expend a spells slot of the spell's level or higher. You regain all expended spells slots when you finish a long rest.

You prepare the list of druid spells that are available for your 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 spells 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.

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 make 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 as a spellcasting focus for your druid spells.


Subclass Options

Circle of the Land


LevelProficiency BonusFeaturesCantrips Known1st2nd3rd4th5th6th7th8th9th
1st+2Druidic, Spellcasting22
2nd+2Wild Shape, Druid Circle23
3rd+2242
4th+2Wild Shape improvement, Ability Score improvement343
5th+33432
6th+3Druid Circle feature3433
7th+334331
8th+3Wild Shape improvement, Ability Score improvement34332
9th+4343331
10th+4Druid Circle feature443332
11th+44433321
12th+4Ability Score improvement4433321
13th+544333211
14th+5Druid Circle feature44333211
15th+5443332111
16th+5Ability Score improvement443332111
17th+64433321111
18th+6Timeless Body, Beast Spells4433331111
19th+6Ability Score improvement4433332111
20th+6Archdruid4433332211

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Kenku

Ability Score Increase +2 Dex, +1 Wis
Size Medium
Speed 30ft

Kenku Traits

Your kenku character has the following racial traits.   Ability Score Increase. Your Dexterity score increases by 2, and your Wisdom score increases by 1.   Age. Kenku have shorter lifespans than humans. They reach maturity at about 12 years old and can live to 60.   Alignment. Kenku are chaotic creatures, rarely making enduring commitments, and they care mostly for preserving their own hides. They are generally chaotic neutral in outlook.   Size. Kenku are around 5 feet tall and weigh between 90 and 120 pounds. Your size is Medium.   Speed. Your base walking speed is 30 feet.   Expert Forgery. You can duplicate other creatures' handwriting and craftwork. You have advantage on all checks made to produce forgeries or duplicates of existing objects.   Kenku Training. You are proficient in your choice of two of the following skills: Acrobatics, Deception, Stealth, and Sleight of Hand.   Mimicry. You can mimic sounds you have heard, including voices. A creature that hears the sounds you make can tell they are imitations with a successful Wisdom (Insight) check opposed by your Charisma (Deception) check.

Languages. You can read and write Common and Auran, but you can speak only by using your Mimicry trait.

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Statblocks for your spells.

Level 0 Spells

PHB

Shillelagh

0-level (Cantrip) Transmutation

Casting Time 1 Bonus Action
Range Touch
Duration 1 minute
Components V S M
Materials (mistletoe, a shamrock leaf, and a club or quarterstaff)

The wood of a club or quarterstaff you are holding is imbued with nature's power. For the duration, you can use your spellcasting ability instead of Strength for the attack and damage rolls of the melee attacks using that weapon, and the weapon's damage die becomes a d8. The weapon also becomes magical, if it isn't already. The spell ends if you cast it again or if you let go of the weapon.

Class(es): Druid

PHB

Mold Earth

0-level (Cantrip) Transmutation

Casting Time 1 Action
Range 30ft
Duration Instantaneous or 1 Hour
Components S

You choose a portion of dirt or stone that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:

  • If you target an area of loose earth, you can instantaneously excavate it, move it along the ground, and deposit it up to 5 feet away. This movement doesn't involve enough force to cause damage.
  • You cause shapes, colors, or both to appear on the dirt or stone, spelling out words, creating images, or shaping patterns. The changes last for 1 hour.
  • If the dirt or stone you target is on the ground, you cause it to become difficult terrain. Alternatively, you can cause the ground to become normal terrain if it is already difficult terrain. This change lasts for 1 hour.
If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

Class(es): Druid, Sorcerer, Wizard, Cleric (Nature Domain), Fighter (Eldritch Knight), Rogue (Arcane Trickster)

PHB

Create Bonfire

0-level (Cantrip) Conjuration

Casting Time 1 Action
Range 60ft
Duration Concentration, up to 1 Minute
Components V, S

You create a bonfire on ground that you can see within range. Until the spell ends, the magic bonfire fills a 5-foot cube. Any creature in the bonfire's space when you cast the spell must succeed on a Dexterity saving throw or take 1d8 fire damage. A creature must also make the saving throw when it moves into the bonfire's space for the first time on a turn or ends its turn there.   The bonfire ignites flammable objects in its area that aren’t being worn or carried.
At higher levels: The spell's damage increases by 1d8 when you reach 5th level ( 2d8 ), 11th level ( 3d8 ), and 17th level ( 4d8 ).

Class(es): Artificer, Druid, Sorcerer, Warlock, Wizard, Cleric (Nature Domain), Cleric (Strength Domain), Fighter (Eldritch Knight), Rogue (Arcane Trickster)

Level 1 Spells

PHB

Beast Bond

1-level Divination

Casting Time 1 Action
Range Touch
Duration Concentration, Up to Ten Minutes
Components V, S, M
Materials a bit of fur wrapped in a cloth

You establish a telepathic link with one beast you touch that is friendly to you or charmed by you. The spell fails if the beast's Intelligence score is 4 or higher. Until the spell ends, the link is active while you and the beast are within line of sight of each other. Through the link, the beast can understand your telepathic messages to it, and it can telepathically communicate simple emotions and concepts back to you. While the link is active, the beast gains advantage on attack rolls against any creature within 5 feet of you that you can see.

Class(es): Druid, Ranger

Xanathar's Guide to Everything

Earth Tremor

1-level Evocation

Casting Time 1 action
Range Self (10-foot radius)
Duration Instantaneous
Components V,S

You cause a tremor in the ground in a 10-foot radius. Each creature other than you in that area must make a Dexterity saving throw. On a failed save, a creature takes 1d6 bludgeoning damage and is knocked prone. If the ground in that area is loose earth or stone, it becomes difficult terrain until cleared.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

Class(es): Bard, Druid, Sorcerer, Wizard

Xanathar's Guide to Everything

Ice Knife

1-level Evocation

Casting Time 1 action
Range 60 feet
Duration Instantaneous
Components S,M (water or ice)

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.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the cold damage increases by 1d6 for each slot level above 1st.

Class(es): Druid, Sorcerer, Wizard

PHB, page 246

Goodberry

1-level Transmutation

Casting Time 1 action
Range Touch
Duration Instantaneous
Components V, S, M
Materials a sprig of mistletoe

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.

Class(es): Druid, Ranger

Level 2 Spells

SRD

Summon Beast

2-level Conjuration

Casting Time: 1 action
Range/Area: 90 feet
Components: VSM
Materials: a feather, tuft of fur, and fish tail inside a gilded acorn worth at least 200 gp
Duration: Concentration, up to 1 hour
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.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, use the higher level wherever the spell's level appears in the stat block.
Available for: Druid, Ranger

PHB

Heat Metal

2-level Transmutation

Casting Time 1 Action
Range 60ft
Duration Concentration, up to 1 Minute
Components V, S, M
Materials a piece of iron and a flame

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.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.

Class(es): Artificer, Bard, Druid, Cleric (Forge Domain)

Level 3 Spells

Earth Magic

Erupting Earth

3-level Transmutation

Casting Time 1 Action
Range 120 feet
Duration Instant
Components V, S, M
Materials A piece of obsidian

Choose a point you can see on the ground within range. A fountain of churned earth and stone erupts in a 20-foot cube centered on that point. Each creature in that area must make a Dexterity saving throw. A creature takes 3d12 bludgeoning damage on a failed save, or half as much damage on a successful one. Additionally, the ground in that area becomes difficult terrain until cleared away. Each 5-foot-square portion of the area requires at least 1 minute to clear by hand.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d12 for each slot level above 2nd.

Class(es): Wizard, Sorcerer, Druid

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