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Hannes

5 Level (10000/14000 XP for level-up) Hermit Background Human Race / Species / Heritage N Alignment
Druid - Circle of the Moon
Level 5
Hit Dice: 5/5
1d8+1 Class 1

STR
6
-2
DEX
14
+2
CON
12
+1
INT
17
+3
WIS
17
+3
CHA
10
+0
29
Hit Points
+2
Initiative (DEX)
12
Armor Class (AC)
+3
Prof. Bonus
30
Speed (walk/run/fly)
Spellcasting ...
+6 Attack mod
WIS Ability
+3 Abi Mod
14 Save DC
+6 Expertise Bonus
+3 Proficiency Bonus
-2 Strength
+2 Dexterity
+1 Constitution
+6 Intelligence
+6 Wisdom
+0 Charisma
saving throws
+2 Acrobatics DEX
+3 Animal Handling WIS
+3 Arcana INT
-2 Athletics STR
+0 Deception CHA
+3 History INT
+6 Insight WIS
+0 Intimidation CHA
+3 Investigation INT
skills
+6 Medicine WIS
+3 Nature INT
+3 Perception WIS
+0 Performance CHA
+0 Persuasion CHA
+6 Religion INT
+2 Sleight of Hand DEX
+2 Stealth DEX
+6 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Attacks

Spell Book


Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
Tools: Herbalism kit
Languages: Common, +2

Languages & Proficiencies
Ability Score Rolls: 16, 13, 5, 11, 16, 9
Choose cantrips, ability score improvement or trait at lvl 4???

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.

The statblocks of your Weapons, armor and other important/magical equipment

DnD 5e XAN

Herbalism Kit

Tool Proficiency with an herbalism kit allows you to identify plants and safely collect their useful elements.
Components. An herbalism kit includes pouches to store herbs, clippers and leather gloves for collecting plants, a mortar and pestle, and several glass jars.
Arcana. Your knowledge of the nature and uses of herbs can add insight to your magical studies that deal with plants and your attempts to identify potions.
Investigation. When you inspect an area overgrown with plants, your proficiency can help you pick out details and clues that others might miss.
Medicine. Your mastery of herbalism improves your methods of care with medicinal plants.
Nature and Survival. When you travel in the wild, your skill in herbalism makes it easier to identify plants and spot sources of food that others might overlook.
Identify Plants. You can identify most plants with a quick inspection of their appearance and smell.
HERBALISM KIT

Activity DC
Find plants 15
Identify poison 20
Common

Cost: 5 gp Weight: 3 lb.


 

The statblocks of your class features

Druid - Circle of the Moon


Hit Points

Hit Dice: d8 per Druid - Circle of the Moon level
Hit Points at first Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per druid level after 1st

Proficiences

Armor: All light, medium, shields (druids don't use armor/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, and Survival

Overview & Creation

Level Prof. Bonus Features Cantrips 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Druidic, Spellcasting 2 2
2nd +2 Combat Wild Shape (Moon), Circle Forms (Moon), Druid Circle 2 3
3rd +2 2 4 2
4th +2 Wild Shape improvement, Ability Score Improvement 3 4 3
5th +3 3 4 3 2
6th +3 Primal Strike (Moon) 3 4 3 3
7th +3 3 4 3 3 1
8th +3 Wild Shape improvement, Ability Score Improvement 3 4 3 3 2
9th +4 3 4 3 3 3 1
10th +4 Elemental Wild Shape (Moon) 4 4 3 3 3 2
11th +4 4 4 3 3 3 2 1
12th +4 Ability Score Improvement 4 4 3 3 3 2 1
13th +5 4 4 3 3 3 2 1 1
14th +5 Thousand Forms (mmon) 4 4 3 3 3 2 1 1
15th +5 4 4 3 3 3 2 1 1 1
16th +5 Ability Score Improvement 4 4 3 3 3 2 1 1 1
17th +6 4 4 3 3 3 2 1 1 1 1
18th +6 Timeless Body, Beast Spells 4 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 4 4 3 3 3 3 2 1 1 1
20th +6 Archdruid 4 4 3 3 3 3 2 2 1 1

 


Class Features

Combat Wild Shape (Moon) + Circle Forms (Moon)

Starting at 2nd level, you can use your bonus action to magically assume the shape of a beast that you have seen before. You can use this feature twice. You regain expended uses when you finish a short or long rest. Additionally, while you are transformed by Wild Shape, you can use a bonus action to expend one spell slot to regain 1d8 hit points per level of the spell slot expended.     Your druid level determines the beasts you can transform into, as shown in the Beast Shapes table.
Level Max CR Limitations
2nd 1 No Flying or Swimming speed
4th 1 No Flying speed
6th lvl/3 No Flying speed
8th lvl/3 None
You can stay in a 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 to 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 is higher than yours, use the creature's bonus. 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 extra damage carries over to your normal form. 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 that you've already cast.
  • You retain the benefit of any features from your class, race, or other source and can use them if the new 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 worn by it. Worn equipment functions as normal, but the GM decides whether it is practical for the new form to wear a piece of equipment. Your equipment doesn't change to match the new form, and any equipment that the 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.
Ability Score Improvement When you reach 4th level, and again at 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.  

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.  

Proficiency Versatility

Whenever you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class).   This change represents one of your skills atrophying as you focus on a different skill.  

Primal Strike (Moon)

Starting at 6th level, your attacks in beast form count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.  

Elemental Wild Shape (Moon)

At 10th level, you can expend two uses of Wild Shape at the same time to transform into an air elemental, an earth elemental, a fire elemental, or a water elemental.  

Thousand Forms (Moon)

By 14th level, you can cast the Alter Self spell at will.  

Timeless Body

Starting at 18th level, 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 a 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

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  • (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
  Alternatively, you can ignore the equipment from your class and background, and start with 2d4 x 10 gp.
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Spellcasting

Cantrips

You know two cantrips of your choice from the druid spell list. You learn additional druid cantrips of your choice at higher levels, learning a 3rd cantrip at 4th level and a 4th at 10th level.  

Preparing and Casting Spells

The Druid table shows how many spell slots you have to cast your druid spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.   You prepare the list of druid spells that are available for you 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.   You can change your list of prepared spells when you finish a long rest.  

Spellcasting Ability

Wisdom is your spellcasting ability for your druid spells. 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 making 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

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.  
  • Circle of Dreams
  • Circle of Land
  • Circle of the Moon
  • Circle of the Shepherd
  • Circle of Spores
  • Circle of Stars
  • Circle of Wildfire

  •  

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    Human

    Ability Score Increase
    Size Medium
    Speed

    HUMAN TRAITS

    It’s hard to make generalizations about humans, but your human character has these traits.   Ability Score Increase.Your ability scores each increase by 1.
    Age.Humans reach adulthood in their late teens and live less than a century.
    Alignment.Humans tend toward no particular alignment. The best and the worst are found among them.
    Size.Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium.
    Speed.Your base walking speed is 30 feet.
    Languages.You can speak, read, and write Common and one extra language of your choice. Humans typically learn the languages of other peoples they deal with, including obscure dialects. They are fond of sprinkling their speech with words borrowed from other tongues: Orc curses, Elvish musical expressions, Dwarvish military phrases, and so on.
     

    HUMAN VARIANT

    If your campaign uses the optional feat rules from the Player’s Handbook, your Dungeon Master might allow these variant traits, all of which replace the human’s Ability Score Increase trait.   Ability Score Increase.Two different ability scores of your choice increase by 1.
    Skills.You gain proficiency in one skill of your choice.
    Feat.You gain one feat of your choice.

    Hermit

    You lived in seclusion – either in a sheltered community such as a monastery, or entirely alone – for a formative part of your life. In your time apart from the clamour of society, you found quiet, solitude, and perhaps some of the answers you were looking for.   Other Hermits:
    This hermit background assumes a contemplative sort of seclusion that allows room for study and prayer. If you want to play a rugged wilderness recluse who lives off the land while shunning the company of other people, look at the outlander background. On the other hand, if you want to go in a more religious direction, the acolyte might be what you're looking for. Or you could even be a charlatan, posing as a wise and holy person and letting pious fools support you.

    Skill Proficiencies Medicine, Religion
    Tool Proficiencies Herbalism kit
    Languages One of your choice
    Equipment A scroll case stuffed full of notes from your studies or prayers, a winter blanket, a set of common clothes, an herbalism kit, and 5gp

    Features

    Feature: Life of Seclusion
    What was the reason for your isolation, and what changed to allow you to end your solitude? You can work with your DM to determine the exact nature of your seclusion, or you can choose to roll on the table below to determine the reason behind your seclusion.   d8 Life of Seclusion

    1. I was searching for spiritual enlightenment.
    2. I was partaking of communal living in accordance with the dictates of a religious order.
    3. I was exiled for a crime I didn't commit.
    4. I retreated from society after a life-altering event.
    5. I needed a quiet place to work on my art, literature, music, or manifesto.
    6. I needed to commune with nature, far from civilisation.
    7. I was the caretaker of an ancient ruin or relic.
    8. I was a pilgrim in search of a person, place, or relic of spiritual significance.
        Feature: Discovery
    The quiet seclusion of your extended hermitage gave you access to a unique and powerful discovery. The exact nature of this revelation depends on the nature of your seclusion. It might be a great truth about the cosmos, the deities, the powerful beings of the outer planes, or the forces of nature. It could be a site that no one else has ever seen. You might have uncovered a fact that has long been forgotten, or unearthed some relic of the past that could rewrite history. It might be information that would be damaging to the people who or consigned you to exile, and hence the reason for your return to society.   Work with your DM to determine the details of your discovery and its impact on the campaign.

    Suggested Characteristics

    Some hermits are well suited to a life of seclusion, whereas others chafe against it and long for company. Whether they embrace solitude or long to escape it, the solitary life shapes their attitudes and ideals. A few are driven slightly mad by their years apart from society.

    Traits

    Roll a d8 1d8 Personality Trait
    1
    I've been isolated for so long that I rarely speak, preferring gestures and the occasional grunt.
    2
    I am utterly serene, even in the face of disaster.
    3
    The leader of my community had something wise to say on every topic, and I am eager to share that wisdom.
    4
    I feel tremendous empathy for all who suffer.
    5
    I'm oblivious to etiquette and social expectations.
    6
    I connect everything that happens to me to a grand, cosmic plan.
    7
    I often get lost in my own thoughts and contemplation, becoming oblivious to my surroundings.
    8
    I am working on a grand philosophical theory and love sharing my ideas.

    Ideal

    Roll a d6 1d6 Ideal
    1
    Greater Good. My gifts are meant to be shared with all, not used for my own benefit. (Good)
    2
    Logic. Emotions must not cloud our sense of what is right and true, or our logical thinking. (Lawful)
    3
    Free Thinking. Inquiry and curiosity are the pillars of progress. (Chaotic)
    4
    Power. Solitude and contemplation are paths toward mystical or magical power. (Evil)
    5
    Live and Let Live. Meddling in the affairs of others only causes trouble. (Neutral)
    6
    Self-Knowledge. If you know yourself, there's nothing left to know. (Any)

    Bond

    Roll a d6 1d6 Bond
    1
    Nothing is more important than the other members of my hermitage, order, or association.
    2
    I entered seclusion to hide from the ones who might still be hunting me. I must someday confront them.
    3
    I'm still seeking the enlightenment I pursued in my seclusion, and it still eludes me.
    4
    I entered seclusion because I loved someone I could not have.
    5
    Should my discovery come to light, it could bring ruin to the world.
    6
    My isolation gave me great insight into a great evil that only I can destroy.

    Flaw

    Roll a d6 1d6 Flaw
    1
    Now that I've returned to the world, I enjoy its delights a little too much.
    2
    I harbour dark, bloodthirsty thoughts that my isolation and meditation failed to quell.
    3
    I am dogmatic in my thoughts and philosophy.
    4
    I let my need to win arguments overshadow friendships and harmony.
    5
    I'd risk too much to uncover a lost bit of knowledge.
    6
    I like keeping secrets and won't share them with anyone.

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