Lilja Luarith Waeglossz | Character Sheet (latest) | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Lilja Luarith Waeglossz

2 Level (0/900 XP for level-up) Bhaal’s Spawn Background Drow Race / Species / Heritage Chaotic Evil Alignment
Druid
Level 2
Hit Dice: 2/2
1d8+2 Class 1

STR
10
+0
DEX
12
+1
CON
14
+2
INT
10
+0
WIS
16
+3
CHA
14
+2
10
Hit Points
+1
Initiative (DEX)
14
Armor Class (AC)
+2
Prof. Bonus
30/60/-
Speed (walk/run/fly)
Spellcasting ...
+5 Attack mod
WIS Ability
+3 Abi Mod
13 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
+0 Strength
+1 Dexterity
+2 Constitution
+2 Intelligence
+5 Wisdom
+2 Charisma
saving throws
+1 Acrobatics DEX
+5 Animal Handling WIS
+0 Arcana INT
+0 Athletics STR
+2 Deception CHA
+0 History INT
+5 Insight WIS
+4 Intimidation CHA
+0 Investigation INT
skills
+3 Medicine WIS
+0 Nature INT
+5 Perception WIS
+2 Performance CHA
+2 Persuasion CHA
+0 Religion INT
+1 Sleight of Hand DEX
+1 Stealth DEX
+5 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Corssbow, light +1 DEX 1d8+1 Piercing
 Ammunition, Loading, Range (80ft./320ft.), Two-Handed
Shortsword +2 STR 1d6 Piercing
 Finesse, Light
Unarmed Strike +2 STR
Attacks

Spell Book

Druid Features


Additional Druid Spells


Your Druid has additional spells available to them, as designated in Tasha's Cauldron of Everything.

Proficiencies


Animal Handling
Insight

Druidic


You know Druidic, the secret language of druids.

Spellcasting


You can cast prepared druid spells using WIS as you spellcasting modifier (Spell DC 13, Spell Attack +5) and prepared druid spells as rituals if they have the ritual tag. You can use a druidic focus as a spellcasting focus.

Wild Companion


As anaction, you can expend a use of your Wild Shape feature tp cast the find familiar spell, without material components.
Wehn you cast the spell in this way, the familiar is fey instead of a beast, and the familiar disappears after 1 hour.

Wild Shape


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 1 hour before reverting back to your normal form (or as a bonus action earlier or if you fall unconscious, drop to 0 hiz points, or die).

Druid Circle


Circle of the Moon

Combat Wild Shape


You can use Wild Shape as a bonus action and you can use a bonus action to expend one spell slot to regain 1d8 HP per level of the spell slot expended.

Circle Form


When using Wild Shape, you can transform into beasts with a CR of 1 or lower.

Racial Traits


Keen Senses


You have proficiency in the Perecption skill.

Fey Ancestry


You have advantage on saves against being charmed, and magic can't put you to sleep.

Trance


You don't need to sleep, but mediate semiconsciously for 4 hours a day. While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that human does form 8 hours of sleep.

Superior Darkvision


You can see in the darkness (shades of grey) up to 120 ft.

Sunlight Sensitivity


You have disadvantage on attak rolls and Perception checks that rely on sight when you, your taget, or whatever you are trying to perceive is in direct sulight.

Drow Magic


You know the dancing lights cantrip. You can cast faerie fire once per long rest. You can cast darkness spell once per long rest. CHA is your spellcasting ability.

Drow Weapon Training


You have proficiency with rapiers, shortswords and hand crossbows.

Features & Traits

Equipment


Crossbow Bolts (25)
Crowsbow, light
Leather (Armour)
Scimitar
Shield
Shortsword
Silver Jewellery
Wooden Staff

Backpack


Bedroll (1)
Dagger
Mess Kit (1)
Rations (1 day) (10)
Rope, Hempen (50 ft.) (1)
Thieves Tools (1)
Tindebox (1)
Torch (10)
Waterskin (1)
Ball (1)

Equipment Copper: 0, Silver: 108, Electrum: 0, Gold: 99, Platinum: 0 Money

Armour


Light Armour, Medium Armour, Shields

Weapons


Club, Crossbow, Hand, Dagger, Dart, Javelin, Mace, Quarterstaff, Rapier, Scimitar, Shortsword, sickle, Sling, Spear

Tools


Disguise Kit, Herbalism Kit

Languages


Common, Druidic, Elvish, Infernal

Languages & Proficiencies
If you hurt me I'll destory you and ruin your name.
I win every staring contest against a hellhound withhout twitching.

Personality Traits
Power. The strongest should rule over everyone.

Ideals
All my life I have been searching for an answer to a certain question.

Bonds
I don't care if I kill. We all die anyway ... right?
I don't take orders well.
I like to work alone.
I am a psychopath.

Flaws


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

The statblocks of your class features

Statblocks for your familiars, mounts etc.

Basic Rules, pg. 121

Cat

Tiny beast, unaligned
Armor Class: 12
Hit Points: 2hp (1d4) 1d4
Speed: 40 ft , climb: 30 ft

STR

3 -4

DEX

15 +2

CON

10 +0

INT

3 -4

WIS

12 +1

CHA

-4 -7

Skills: Perception +3, Stealth +4
Senses: Passive Perception 13
Challenge Rating: 0

Keen Smell. The cat has advantage on Wisdom (Perception) checks that rely on smell.

Actions

Claws. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 slashing damage.

Giant Wolf Spider CR: 1/4

Medium beast, unaligned
Armor Class: 13
Hit Points: 11 (2d8 + 2)
Speed: 40 ft , climb: 40 ft

STR

12 +1

DEX

16 +3

CON

13 +1

INT

3 -4

WIS

12 +1

CHA

4 -3

Skills: Perception +3, Stealth +7   Proficiency Bonus +2
Senses: Blindsight 10 ft., Darkvision 60 ft., Passive Perception 13
Challenge Rating: 1/4

Spider Climb. The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.   Web Sense. While in contact with a web, the spider knows the exact location of any other creature in contact with the same web.   Web Walker. The spider ignores movement restrictions caused by webbing.

Actions

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 4 (1d6 + 1) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 7 (2d6) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.

Smaller than a giant spider, a giant wolf spider hunts prey across open ground or hides in a burrow or crevice, or in a hidden cavity beneath debris.

Monster Manual

Wolf CR: 1/4

Medium beast, unaligned
Armor Class: 13 (natural armor)
Hit Points: 11 (2d8 + 2) 2d8+2
Speed: 40 ft

STR

12 +1

DEX

15 +2

CON

12 +1

INT

3 -4

WIS

12 +1

CHA

6 -2

Skills: Perception +3, Stealth +4
Senses: passive Perception 13
Languages: -
Challenge Rating: 1/4

Keen Hearing and Smell. The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Pack Tactics. The wolf has advantage on an attack roll against a creature if at least one of the wolf's allies is within 5 feet of the creature and the ally isn't incapacitated.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.

Statblocks for race/species of the character.

Statblocks for companions, followers and other allies.

Scratch CR: 1/4

Medium beast, lawful good
Armor Class:
Hit Points:
Speed: , fly: - 40ft

STR

12 +1

DEX

15 +2

CON

12 +1

INT

3 -4

WIS

12 +1

CHA

6 -2

Skills:

Pack Tactics

The wolf has advantage on attack rolls against a creature if at least one of the wolf's allies is within 5 feet of the creature and the ally doesn't have the incapacitated condition.  

Familiar

In combat, a familiar rolls its own initiative and acts on its own turn. A familiar can't attack, but it can take other actions as normal. When a familiar drops to 0 hit points, it disappears, leaving behind no physical form.  

Actions

Attack Restriction. A familiar can't attack, but it can take other actions as normal.   Bite. Melee Weapon Attack: +4 to hit; reach 5 ft., one target. Hit: 7 (2d4 + 2) piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or have the prone condition.
Languages: -
Challenge Rating: 1/4

Statblocks for your spells.

Level 0 Spells

PHB: P. 230

Dancing Lights

0-level (Cantrip) Evocation

Casting Time: 1 action
Range/Area: 120 feet
Components: V, S, M
Materials: A bit of phosphorus or wychwood, or a glowworm
Duration: Instantaneous
You create up to four torch-sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You can also combine the four lights into one glowing vaguely humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 10-foot radius.   As a bonus action on your turn, you can move the lights up to 60 feet to a new spot within range. A light must be within 20 feet of another light created by this spell, and a light winks out if it exceeds the spell’s range.
Available for: Artificer, Bard, Sorcerer, Wizard

PHB: P. 248

Guidance

0-level (Cantrip) Divination

Casting Time: 1 action
Range/Area: Touch
Components: V, S
Duration: Concentration, Concentration, up to 1 minute

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: Artificer, Cleric, Druid

PHB: P. 282

Thorn Whip

0-level (Cantrip) Transmutation

Casting Time: 1 action
Range/Area: 30 feet
Components: V, S, M
Materials: the stem of a plant with thorns
Duration: Instantaneous
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 1*D6 piercing damage, and if the creature is Large or smaller, you pull the creature up to 10 feet closer to you.
At higher levels: This spell’s damage increases by 1*D6 when you reach 5th level (2*D6), 11th level (3*D6), and 17th level (4*D6).
Available for: Artificer, Druid

Level 1 Spells

PHB: P. 239

Faerie Fire

1-level Evocation

Casting Time: 1 action
Range/Area: 60 feet
Components: V
Duration: Concentration, Concentration, up to 1 minute

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.
Available for: Artificer, Bard, Druid

PHB: P. 250

Healing Word

1-level Evocation

Casting Time: 1 bonus action
Range/Area: 60 feet
Components: V
Duration: Instantaneous
A creature of your choice that you can see within range regains hit points equal to 1*D4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1*D4 for each slot level above 1st.
Available for: Artificer (Alchemist), Bard, Cleric, Druid

XGtE P. 157 / EE: P. 19 / PotA: P. 237

Ice Knife

1-level Conjuration

Casting Time: 1 action
Range/Area: 60 feet
Components: S, M
Materials: a drop of water or piece of ice
Duration: Instantaneous
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.
Available for: Druid, Sorcerer, Wizard

PHB: P. 277

Speak with Animals

1-level Divination

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 action
Range/Area: Self
Components: V, S
Duration: 10 minutes

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.
Available for: Bard, Druid, Ranger

PHB

Cure Wounds

1-level Evocation

Casting Time: 1A
Range/Area: Touch
Components: V/S
Duration: Instantaneous
Damage/Effect: Healing
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.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.
Available for: Artificer, Bard, Cleric, Druid, Paladin, Ranger

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