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Alicen Croft

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

STR
10
+0
DEX
11
+0
CON
16
+3
INT
10
+0
WIS
18
+4
CHA
16
+3
28
Hit Points
+0
Initiative (DEX)
10
Armor Class (AC)
+2
Prof. Bonus
30ft
Speed (walk/run/fly)
Spellcasting ...
+6 Attack mod
WIS Ability
+4 Abi Mod
14 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
+0 Strength
+0 Dexterity
+3 Constitution
+2 Intelligence
+6 Wisdom
+3 Charisma
saving throws
+0 Acrobatics DEX
+6 Animal Handling WIS
+0 Arcana INT
+0 Athletics STR
+3 Deception CHA
+0 History INT
+4 Insight WIS
+3 Intimidation CHA
+0 Investigation INT
skills
+6 Medicine WIS
+0 Nature INT
+6 Perception WIS
+3 Performance CHA
+3 Persuasion CHA
+0 Religion INT
+0 Sleight of Hand DEX
+0 Stealth DEX
+6 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
War Scythe +2 STR 1d8 Slashing
 Martial Melee
Dagger +2 STR 1d4+1 Piercing
Attacks

Spell Book


Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
15
Spellcasting
Orcish, Common, Thieves Cant, Druidic

Languages & Proficiencies


™ & © 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

DMG page 213.

Dagger +1

Weapon

Uncommon

You have a +1 bonus to Attack and Damage Rolls made with this weapon.

Type Damage Damage Range
Simple Melee 1d4+1 Piercing 20/60 ft.

Cost: 1,000 gp
Weight: 1 lb

Notes from the Nails: dress for success!

Ballgown of Effortless Movement

Wondrous Item

Rare Rare Requires Attunement

This attractive ensemble contains an enchantment that enables you to dance away from your enemies. While attuned to these clothes, you do not trigger opportunity attacks when you move out of a creature's reach.

Cost: 100gp
Weight: 5lbs

The statblocks of your class features

Tasha's Cauldron of Everything p38

Druid (Circle of Stars)

Level Feature
2nd Star Map, Starry Form
6th Cosmic Omen
10th Twinkling Constellations
14th Full of Stars
hit dice: 1d8 per level
hit points at 1st level: 8 + Constitution modifier
hit points at higher levels: 1d8 + Constitution modifier per level
armor proficiencies: No additional armor proficiencies.
weapon proficiencies: No additional weapon proficiencies.
tools: No additional tool proficiencies.
saving throws: No additional saving throws proficiencies.
skills: No additional skill proficiencies.
starting equipment:
You receive a Star Map at 2nd level (see Star Map subclass feature).
spellcasting:
See the spellcasting features of Druid.

class features:
Star Map
2nd-level Circle of the Stars feature.
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. You determine its form by rolling on the Star Map table or by choosing one.

d6 Star Map Form
1 A scroll covered with depictions of constellations
2 A stone tablet with fine holes drilled through it
3 A speckled owlbear hide, tooled with raised marks
4 A collection of maps bound in an ebony cover
5 A crystal that projects starry patterns when placed before a light
6 Glass disks that depict constellations

While holding this map, you have these benefits:
  • You know the guidance cantrip.
  • You have the guiding bolt spell prepared. It counts as a druid spell for you, and it doesn't count against the number of spells you can have prepared.
  • You can cast guiding bolt without expending a spell slot. You can do so a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
If you lose the map, you can perform a 1-hour ceremony to magically create a replacement. This ceremony can be performed during a short or long rest, and it destroys the previous map.

Starry Form
2nd level Circle of Stars feature
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.

Cosmic Omen
6th-level Circle of Stars feature
Whenever you finish a long rest, you can consult your Star Map for omens. When you do so, roll a die. Until you finish your next long rest, you gain access to a special reaction based on whether you rolled an even or an odd number on the die:

Weal (even). Whenever a creature you can see within 30 feet of you is about to make an attack roll, a saving throw, or an ability check, you can use your reaction to roll a d6 and add the number rolled to the total.
Woe (odd). Whenever a creature you can see within 30 feet of you is about to make an attack roll, a saving throw, or an ability check, you can use your reaction to roll a d6 and subtract the number rolled from the total.
You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Twinkling Constellations
10th-level Circle of Stars feature
The constellations of your Starry Form improve. The 1d8 of the Archer and the Chalice becomes 2d8 , and while the Dragon is active, you have a flying speed of 20 feet and can hover.
Moreover, at the start of each of your turns while in your Starry Form, you can change which constellation glimmers on your body.

Full of Stars
14th-level Circle of Stars feature
While in your Starry Form, you become partially incorporeal, giving you resistance to bludgeoning, piercing, and slashing damage.
subclass options:
This is one of the subclasses available to Druids. For other subclasses, see Druid.

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Player's Handbook 2024

Orc

ability score increase:
age: Orcs reach adulthood at age 16 and live up to 80 years.
alignment: Orcs are vicious raiders, who believe that the world should be theirs. They also respect strength above all else and believe the strong must bully the weak to ensure that weakness does not spread like a disease. They are usually chaotic evil, with orcs from Orkenholm and Orvanium often leaning a bit more to neutrality.
Size: Medium
speed: Your base walking speed is 30 feet.
Languages:
race features:

Adrenaline Rush

You can take the Dash action as a Bonus Action. When you do so, you gain a number of Temporary Hit Points equal to your Proficiency Bonus. You can use this trait a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Short or Long Rest.  

Darkvision

You have Darkvision with a range of 120 feet.  

Relentless Endurance

When you are reduced to 0 Hit Points but not killed outright, you can drop to 1 Hit Point instead. Once you use this trait, you can’t do so again until you finish a Long Rest.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 0 Spells

Level 1 Spells

D&D 5e PHB Page 248

Guiding Bolt

1-level Evocation

Casting Time 1 action
Range 120 feet
Duration 1 round
Components V, S

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 4d6 radiant damage, and the next attack roll made against the target before the end of your next turn has advantage, thanks to the mystical dim light glittering on the target until then.
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): Cleric

Basic Rules, pg. 230

Cure Wounds

1-level Evocation

Casting Time 1 Action
Range Touch
Duration Instantaneous
Components V, S

Damage Type: Healing   Saving Throws: None   Description: 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.

Class(es): Bard, Cleric, Druid, Paladin, Ranger, Artificer

Elemental Evil Player's Companion , pg. 157

Ice Knife

1-level Conjuration

Casting Time 1 action
Range 60 ft
Duration Instantaneous
Components S, M
Materials A drop of water, or a piece of ice.

Damage Type: Piercing + Cold   Saving Throws: Dexterity   Description: 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 it 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: P. 282

Thunderwave

1-level Evocation

Casting Time: 1 action
Range/Area: Self (15 foot cube)
Components: V, S
Duration: Instantaneous

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.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
Available for: Artificer (Armorer, Artillerist), Bard, Druid, Sorcerer, Wizard

Basic Rules

Healing Word

1-level Evocation

Casting Time: 1 Bonus Action
Range/Area: 60 ft
Components: Verbal
Duration: Instantaneous
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.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st.
Available for: Alchemist, Bard, Cleric, Druid

Level 2 Spells

PHB

Moonbeam

2-level Evocation

Casting Time 1 Action
Range 120 feet
Duration Concentration, Concentration, up to 1 minute
Components V S M
Materials (several seeds of any moonseed plant and a piece of opalescent feldspar)

A silvery beam of pale light shines down in a 5-foot-radius, 40-foot-high cylinder centered on a point within range. Until the spell ends, dim light fills the cylinder. When a creature enters the spell's area for the first time on a turn or starts its turn there, it is engulfed in ghostly flames that cause searing pain, and it must make a Constitution saving throw. It takes 2d10 radiant damage on a failed save, or half as much damage on a successful one. A shapechanger makes its saving throw with disadvantage. If it fails, it also instantly reverts to its original form and can't assume different form until it leaves the spell's light. On each of your turns after you cast this spell, you can use an action to move the beam 60 feet in any direction.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd.

Class(es): Druid, Paladin

Area of Effect5-foot-radius, 40-foot-high-cylinder
Saving ThrowConstitution
2d10 Radiant Damage

PHB

Spike Growth

2-level Transmutation

Casting Time 1 Action
Range 150 feet
Duration Concentration, Concentration, up to 10 minutes
Components V S M
Materials (seven sharp thorns or seven small twigs, each sharpened to a point)

The ground in a 20-foot radius centered on a point within range twists and sprouts hard spikes and thorns. The area becomes difficult terrain for the duration. When a creature moves into or within the area, it takes 2d4 piercing damage for every 5 feet it travels. The transformation of the ground is camouflaged to look natural. Any creature that can't see the area at the time the spell is cast must make a Wisdom (Perception) check against your spell save DC to recognize the terrain as hazardous before entering it.

Class(es): Cleric, Druid, Ranger

Area of Effect20-foot Radius
2d4 Piercing Damage

Statblocks for your Trinkets, businesses, building, castles, empires.


Created by

indiecrow.

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