Hester | Character | Level Up: Advanced 5e | Statblocks & Sheets | World Anvil

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Hester

3 Level (0/2700 XP for level-up) Wilden Heritage Nomad Culture Revenge Background Medium Size Memento
Revenge Destiny Source of Inspiration Inspiration Feature Fulfillment Feature
Druid
Level 3
Hit Dice: 3/3
1d8+2 Class 1

STR 16
+3 Save: +3
DEX 11
+0 Save: +0
CON 14
+2 Save: +2
INT 10
+0 Save: +0
WIS 20
+5 Save: +7
CHA 10
+0 Save: +0
Ability or Skill Check
Initiative
35
Speed (walk/run/fly)
25
Hit Points
Succeeded

Failed
Death Saves

Fatigue
Strife
10
none Armor Class (AC) 10
none Armor Class w/Shield
Spellcasting ...
+7 Attack mod
WIS Ability
+5 Abi Mod
15 Save DC

+4 Expertise Bonus +2 Proficiency Bonus
Pr  Roll  Skill Specialty  Roll Abi PrDie
+0 Acrobatics +0 DEX
+0 Animal Handling +5 WIS
+0 Arcana +0 INT
+0 Athletics +3 STR
+0 Culture +0 INT
+0 Deception +0 CHA
+0 Engineering +0 INT
+0 History +0 INT
+0 Insight +5 WIS
+0 Intimidation +0 CHA
skills
Pr  Roll  Skill Specialty  Roll Abi PrDie
+0 Investigation +0 INT
+2 Medicine +7 WIS
+2 Nature +2 INT
+0 Perception +5 WIS
+0 Performance +0 CHA
+0 Persuasion +0 CHA
+0 Religion +0 INT
+0 Sleight of Hand +0 DEX
+0 Stealth +0 DEX
+2 Survival +7 WIS
skills
W Pr Weapon / Attack AB Abi Dmg Dmg Type
Attacks
W T  Armor Base AC D Properties
Armor

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #

Level 1 Spells 4 slots

NAME AB CAST RNG DUR DMG CMP #

Level 2 Spells 2 slots

NAME AB CAST RNG DUR DMG CMP #
Treasure and Equipment
Survivor’s Set (Cost 114 gold): 4 javelins, spear,
bone breastplate, medium shield, explorer’s
pack, hunting trap, totem nature focus

Copper: 0, Silver: 0, Gold: 115, Platinum: 0 Money
Supply (max carried: )
Proficiencies, Languages, and Talents
Darkvision. The energy you gather from the sun
enhances your vision in its absence, giving you superior
vision in dark and dim conditions. You can see in dim light
within 60 feet of you as if it were bright light, and in
darkness as if it were dim light. You can’t discern color in
darkness, only shades of gray
Lifespring. You have resistance against necrotic damage.
Photosynthesis. Wilden don’t need to sleep. Instead, you
spend at least 2 hours in direct sunlight, you gain the same
benefit that a human does from 8 hours of sleep.
Languages. You can speak, read, and write Common and
Sylvan.
Nature’s Aspect. Wilden are living embodiments of the
will of the Feywild. Each wilden is inextricably linked to
nature and can manifest one of three different aspects after
they finish a long rest or use the photosynthesis feature.

Features & Traits
Camouflage. You can attempt to hide without any
obscuration as long as the creature from which you are
hiding can’t see you and you are in a natural environment
such as a forest, a meadow, or a bog.

Wildshape Forms: Cat, Bear, and Weasel

Treespeaker Druid:Treespeak
At 2nd level plants understand anything you verbally
communicate in Druidic, and you can comprehend
them in return. The knowledge and awareness of
many plants is limited and most mundane plants
have at best a vague understanding of the world
around them, though creatures with the plant type
can often give you information about nearby locations and monsters, including whatever they have
perceived within the past day. At the Narrator’s
discretion, you might be able to persuade a plant
creature to perform a small favor for you.
In addition, your verdant magic causes those
around you to flourish. Whenever you cast a spell
of the plants school, roll a number of d4s equal to
the spell’s level. You and allied creatures within 10
feet of you regain a number of hit points equal to
the result

Vine Whip
At 2nd level you can magically summon a spiritual
vine that can strike and grab your foes. As a bonus
action, you create a 10-foot long vine at a point you
can see within 60 feet. The vine lasts for 1 minute,
until you dismiss it as a bonus action, or until you use
this feature to create another vine. When you create
the vine, you can make a melee spell attack against
one target within 10 feet of it. On a hit the target
takes 1d6 force damage, and it must make a Strength
saving throw against your spell save DC. On a failure
the target is restrained by the vine (escape DC equal
to your spell save DC). When you reach 10th level
in this class, the damage increases to 2d6.
As a bonus action on your turn, you can move
the vine up to 30 feet and repeat the attack, or if a
creature is currently restrained by the vine you may
move the vine and the restrained creature 10 feet
in any direction.

Secrets of Nature
Eldritch Survivor: You’ve grown to know the lands twisted by the fey,
distorted by magical pollution, or places otherwise
warped in unnatural ways. You may make Survival
checks in place of Arcana checks regarding magical
environments, foodstuffs, and creatures, and gain
an expertise die on any checks made this way.

Herbal Apothecary: Forests and jungles are filled with natural medicines ripe for the picking. You gain an expertise die
on checks made using an herbalism kit and checks
made to locate herbal ingredients. In addition,
whenever you obtain a medicinal or rare herb
using an herbalism kit, you gain twice as many
medicinals or rare herbs.

Spellcasting
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
™ & © 2021 by EN Publishing
Advanced 5e Character Sheet v1.0, made by Tillerz - Updated: 2024-04-20
To print this sheet: click "Print Sheet" at the top, select "Print to PDF" and format A3. Then print the PDF to A4 etc. with "fit to page".

Created by

CancerPigeons.

Statblock Type

Character

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