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Anders Cobbleberry

3 Level (0/2700 XP for level-up) Background Stout Halfling Race / Species / Heritage Neutral Good Alignment
Druid
Level 3
Hit Dice: 3/3
1d8+3 Class 1

STR
10
+0
DEX
16
+3
CON
16
+3
INT
13
+1
WIS
18
+4
CHA
13
+1
27
Hit Points
+3
Initiative (DEX)
13
Armor Class (AC)
+2
Prof. Bonus
25
Speed (walk/run/fly)
/
Nature Magic
Spellcasting ...
+6 Attack mod
WIS Ability
+4 Abi Mod
14 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
+0 Strength
+3 Dexterity
+3 Constitution
+3 Intelligence
+6 Wisdom
+1 Charisma
saving throws
+3 Acrobatics DEX
+4 Animal Handling WIS
+1 Arcana INT
+0 Athletics STR
+1 Deception CHA
+1 History INT
+4 Insight WIS
+1 Intimidation CHA
+1 Investigation INT
skills
+6 Medicine WIS
+3 Nature INT
+4 Perception WIS
+1 Performance CHA
+1 Persuasion CHA
+1 Religion INT
+3 Sleight of Hand DEX
+3 Stealth DEX
+4 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Sling +5 DEX 1d4+3+3 bludgeoning
 finess, light, thrown (30/120)
Spear +2 STR 1d6 piercing
 1 Handed or Thrown (20/60)
2 Handed Spear +2 STR 1d8 Piercing
 2 Handed, Not Thrown
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
Mending 1 Action Touch Instant VSM
 Notes:This spell repairs a single break or tear in an object you touch, such as broken chain link, two halves of a broken key, a torn clack, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage. 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
Guidance 1 Action Touch Concentration 1 Minute
 Notes:You touch one willing creature. Once before the spell ends, the target can roll a 1d4 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.
Druidcraft 1 Action 30 ft Instant
 Notes:Whispering to the spirits of nature, you create one of the following effects within range: You create a tiny, harmless sensory effect that predicts what the weather will be at your location for the next 24 hours. The effect might manifest as a golden orb for clear skies, a cloud for rain, falling snowflakes for snow, and so on. This effect persists for 1 round. You instantly make a flower blossom, a seed pod open, or a leaf bud bloom. You create an instantaneous, harmless sensory effect, such as falling leaves, a puff of wind, the sound of a small animal, or the faint odor of skunk. The effect must fit in a 5-foot cube. You instantly light or snuff out a candle, a torch, or a small campfire.
Guiding Bolt 1 Action 120 Feet 1 Round 4d6
 Notes:A flash of light streaks toward a creature of your choice within range. Make a ranged spell attack against the target. On a hit, the target takes radiant damage, and the next attack roll made against this target before the end of your next turn has advantage, thanks to the mystical dim light glittering on the target until then.

Level 1 Spells 4 slots

NAME AB CAST RNG DUR DMG CMP #
Mending 1 Action Touch Instant VSM
 Notes:This spell repairs a single break or tear in an object you touch, such as broken chain link, two halves of a broken key, a torn clack, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage. 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
Guidance 1 Action Touch Concentration 1 Minute
 Notes:You touch one willing creature. Once before the spell ends, the target can roll a 1d4 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.
Guiding Bolt 1 Action 120 Feet 1 Round 4d6 +
 Notes:A flash of light streaks toward a creature of your choice within range. Make a ranged spell attack against the target. On a hit, the target takes radiant damage, and the next attack roll made against this target before the end of your next turn has advantage, thanks to the mystical dim light glittering on the target until then.
Healing Word 1 Bonus Action 60 ft Instant 1d4
 Notes:A creature of your choice that you can see within range regains hit pints equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
Longstrider 1 Action Touch 1 Hour
 Notes:You touch a creature. The target's speed increases by 10 feet until the spell ends.
Speak with Animals 1 Action Self 10 Minutes
 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.
Faerie Fire 1 Action 60 ft 1 Minute
 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 1 Action Touch Instant 1 HP
 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.

Level 2 Spells 2 slots

NAME AB CAST RNG DUR DMG CMP #
Mending 1 Action Touch Instant VSM
 Notes:This spell repairs a single break or tear in an object you touch, such as broken chain link, two halves of a broken key, a torn clack, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage. 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
Guidance 1 Action Touch Concentration 1 Minute
 Notes:You touch one willing creature. Once before the spell ends, the target can roll a 1d4 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.
Guiding Bolt 1 Action 120 Feet 1 Round 4d6 +
 Notes:A flash of light streaks toward a creature of your choice within range. Make a ranged spell attack against the target. On a hit, the target takes radiant damage, and the next attack roll made against this target before the end of your next turn has advantage, thanks to the mystical dim light glittering on the target until then.
Healing Word 1 Bonus Action 60 ft Instant 1d4 +
 Notes:A creature of your choice that you can see within range regains hit pints equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
Bark Skin 1 Action Touch Concentration 1 Hour
 Notes:You touch a willing creature. Until the spell ends, the target's skin has a rough, bark-like appearance, and the target's AC can't be less than 16, regardless of what kind of armor it is wearing.
Healing Spirit 1 Bonus Action 30 ft Concentration 1 Minute 1d6
 Notes:You call forth a nature spirit to soothe the wounded. The intangible spirit appears in a space that is a 5-foot cube you can see within range. The spirit looks like a transparent beast or fey (your choice). Until the spell ends, whenever you or a creature you can see moves into the spirit’s space for the first time on a turn or starts its turn there, you can cause the spirit to restore 1d6 hit points to that creature (no action required). The spirit can’t heal constructs or undead. The spirit can heal a number of times equal to 1 + your spellcasting ability modifier (minimum of twice). After healing that number of times, the spirit disappears. As a bonus action on your turn, you can move the spirit up to 30 feet to a space you can see.
Circle of the Stars
Star Map: You've created a star chart as part of your heavenly studies. It is a Tiny object and can serve as a spellcasting focus for your druid spells. Anders has a crystal orb that projects the stars when placed before a light.
Starry Form: As a bonus action, you can expend a use of your Wild Shape feature to take on a starry form, rather than transforming into a beast.

While in your starry form, you retain your game statistics, but your body becomes luminous; your joints glimmer like stars, and glowing lines connect them as on a star chart. This form sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The form lasts for 10 minutes. It ends early if you dismiss it (no action required), are incapacitated, die, or use this feature again.

Whenever you assume your starry form, choose which of the following constellations glimmers on your body; your choice gives you certain benefits while in the form:

Archer. A constellation of an archer appears on you. When you activate this form, and as a bonus action on your subsequent turns while it lasts, you can make a ranged spell attack, hurling a luminous arrow that targets one creature within 60 feet of you. On a hit, the attack deals radiant damage equal to 1d8 + your Wisdom modifier.

Chalice. A constellation of a life-giving goblet appears on you. Whenever you cast a spell using a spell slot that restores hit points to a creature, you or another creature within 30 feet of you can regain hit points equal to 1d8 + your Wisdom modifier.

Dragon. A constellation of a wise dragon appears on you. When you make an Intelligence or a Wisdom check or a Constitution saving throw to maintain concentration on a spell, you can treat a roll of 9 or lower on the d20 as a 10.

Features & Traits

Eldritch Staff

Weapon

Very Rare Requires Attunement

This staff can be wielded as a magic quarterstaff that grants a +1 bonus to attack and damage rolls.

The staff has 10 charges and regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff is destroyed in an otherwise harmless burst of eldritch energy.

Eldritch Attack. When you hit with a melee attack using the staff, you can expend up to 3 of its charges. For each charge you expend, the target takes an extra 1d8 lightning damage.

Eldritch Escape. If you take damage while holding the staff, you can use your reaction to expend 3 of the staff's charges, whereupon you turn invisible and teleport yourself, along with any equipment you are wearing or carrying, up to 60 feet to an unoccupied space that you can see. You remain invisible until the start of your next turn or until you attack, cast a spell, or deal damage.

Type Damage Damage Range
Simple Melee 1D6+1 / 1D8 if used 2 handed Bludgeoning

Cost: 200 G
Weight: 2lbs




  • Vest of 100 Pockets

  • Temple Healing Potions x3

  • Mandrake roots x4 (5 gp each): This tan root has serrated edges all along its body that often cause injury to Herbalists that do not properly know how to handle it. When stripped of its outer skin, the soft tender center can be eaten with relative ease and is often used by Doctors to reduce pain from poison or disease.

  • Quicksilver Lichen x4 (5 gp each): This silver and grey silky moss can be found growing amongst almost any substance as it seems to ignore environmental standards. Assassins have been able to use this lichen to quickly administer their toxins into the target’s system without any drawbacks. However, this takes some preparation and is often forgotten by common folk.

  • Tail Leaf x4 (25 gp each): This very fuzzy, dark green leaf looks like a circle with three thick strands hanging from it. When held, the leaf itself feels as though it is vibrating. It is known that a skilled Herbalist can use these leaves in concoctions to create powerful magical effects to enhance one’s speed.

  • Wild sageroots x3 (5 gp each): The most common ingredient found among doctors and healer’s equipment would be these light pink roots. They measure about 3 to 5 inches in length and have a smooth, fuzzy texture to them. They are used every day by skilled Alchemists and healers to create concoctions of extraordinary healing power. (bartered for lavender sprigs and milkweed seeds to mix with it and make radiant dmg (lav) and Cold/Necrotic (MW Seeds) poisons)

  • Giant Dragonfly x4 (15 gp each): Zipping around the air, these bugs are usually bright greens, blues, or golds to highlight their sleek bodies. When broken down and mixed with elemental water, they can be used to produce powerful effects.

  • Herb with Fire Effect

  • Mana Potion Ingredients x2

  • Healing Potion Ingredients x6

  • Vial of Bug Blood x2 (Unknown effect. Maybe un-petrification?)

  • Vial of Acid Spit x2

  • Bamboo x5 (1 sp each)

  • Sugarcane x5 (5 cp each)

  • Dino Jerky x5 (1 sp each)

  • Quetzalcoatl Pelt (20 gp)

  • Quetzalcoatl Talon x 4 (10 gp each)

  • Quetzalcoatl Beak (10 gp)

  • Mystery Token (Unknown Trade Value)

  • Smug Halfling Statue

  • Sentient Journal

  • Green Conch

  • Ancestral Symbol

  • Handful of Cedarwood Incense

  • Ice Wolf Teeth x9

  • Dia's (enemy) Holy Symbol (Necklace with small blood vial)

  • Mortar and Pestle/Apothecary Supplies

  • Box of Shabbat

  • Large Blue Bug Exoskeleton Shard x2



Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
Common, Druidic, Halfling
Light/Medium Armor
Shields

Languages & Proficiencies
Fairly innocent, enjoys helping others, and experimenting with potions/medicine/herbs/etc.

Personality Traits
Fireball, his wombat companion
Persephonie

Bonds


Notes


™ & © 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.

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