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Mirana Sunblossom

4 Level (0/6500 XP for level-up) Wooddweller Background Deerfolk Race / Species / Heritage Lawful good Alignment
Shepherd Druid
Level 4
Hit Dice: 3/4
1d8+2 Class 1

STR
8
-1
DEX
12
+1
CON
14
+2
INT
12
+1
WIS
17
+3
CHA
12
+1
31
Hit Points
+1
Initiative (DEX)
12
Armor Class (AC)
+2
Prof. Bonus
30
Speed (walk/run/fly)
13
Passive Perception
0 / 2
Wild Shape Charges
52 /
Bits
Spellcasting ...
+5 Attack mod
WIS Ability
+3 Abi Mod
13 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
-1 Strength
+1 Dexterity
+2 Constitution
+3 Intelligence
+5 Wisdom
+1 Charisma
saving throws
+1 Acrobatics DEX
+5 Animal Handling WIS
+3 Arcana INT
+0 Athletics STR
+1 Deception CHA
+1 History INT
+3 Insight WIS
+1 Intimidation CHA
+1 Investigation INT
skills
+3 Medicine WIS
+3 Nature INT
+3 Perception WIS
+1 Performance CHA
+1 Persuasion CHA
+1 Religion INT
+1 Sleight of Hand DEX
+1 Stealth DEX
+5 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Spear +3 DEX 1d6+1 pierccing
 Thrown, versatile (1d8)
Dagger +3 DEX 1d4+1 piercing
 Finesse, light, thrown (range 20/60)
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
Create Bonfire +5 1 Minute 60 ft Concentration 1 minute 1d8 VS
Druidcraft +5 1 action 30 ft Instantaneous VS

Level 1 Spells 4 slots

NAME AB CAST RNG DUR DMG CMP #
Create Bonfire +5 1 Minute 60 ft Concentration 1 minute 1d8 + VS

Level 2 Spells 3 slots

NAME AB CAST RNG DUR DMG CMP #
Create Bonfire +5 1 Minute 60 ft Concentration 1 minute 1d8 + VS
Class: Wild Companion, Wild Shape
Subclass (Shepherd Circle): Speech of the Woods, Spirit Totem
Background: The Woods Are My Home
Race: Forest Adaptations, Graceful Movements, Fey Sight
Misc: Belly of Holding
Steed Master
Prerequisites: Proficiency in Animal Handling
You learn the Find Greater Steed spell. You can cast it at its lowest level without expending a spell slot. You regain the ability to do so after a long rest.
Creatures that you are mounted on can take the Attack action, making only one attack per turn. If it does not have an attack, it gains an attack using its Strength modifier + its proficiency bonus for the attack roll and dealing 1d4 + its Strength modifier.

Features & Traits
Armor: Leather Armor
Weapons: Spear, Dagger
Kits: Herbalism Kit, Mess Kit,
Potions: Poison x2, Health x3, Temp HP x1
Accessories: Common clothes, Winter Clothes, Explorer's pack, Handmade dreamcatcher (Focus), Water Skin,
Misc: Tiny book of fairytales, Bed Roll, Tinderbox, Torch x10, Rations x10 days, Hempen Rope x50ft, Bag of Herbs

Equipment Copper: 0, Silver: 18, Electrum: 0, Gold: 6, Platinum: 0 Money
Laguages: Common, Druidic, Sylvan, Deerspeak
Armor: Light armor, medium armor, shields (druids will not wear armor or use shields made of metal)
Weapons: Clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears
Tools: Herbalism kit, Woodcarver Tools

Languages & Proficiencies

  • I feel that it is my duty to go out and protect nature.



Personality Traits

  • Woods should always be protected, and anyone who tries to harm it will deal with me.



Ideals

  • I grew up in the woods, without knowing where I actually came from.

  • Chauntea watches over me. I must do what I can to please her.



Bonds

  • I was raised sheltered by the forest, and am inherently naïve in nature.



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

Circle of the Shepherd Druid

hit dice: 1d8
hit points at 1st level: 8 + Constitution modifire
hit points at higher levels: 1d8 (or 5) + your Constitution modifier per druid level after 1st
armor proficiencies: Light armor, medium armor, shields (druids will not wear armor or use shields made of metal)
weapon proficiencies: 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
starting equipment:
You start with the following equipment, in addition to the equipment granted by your background:
• (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
spellcasting:
Drawing on the divine essence of nature itself, you can cast spells to shape that essence to your will.  

Cantrips

At 1st level, you know two cantrips of your choice from the druid spell list. You learn additional druid cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Druid table.  

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 druid 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.   For example, if you are a 3rd-level druid, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell Cure Wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells. You can also change your list of prepared spells when you finish a long rest. Preparing a new list of druid spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.  

Spellcasting Ability

Wisdom is your spellcasting ability for your druid spells, since your magic draws upon your devotion and attunement to nature. 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.
class features:

Wild Shape

Starting at 2nd level, you can use your 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.   Your druid level determines the beasts you can transform into, as shown in the Beast Shapes table. At 2nd level, for example, you can transform into any beast that has a challenge rating of 1/4 or lower that doesn't have a flying or swimming speed.  

Beast Shapes

2nd level: 1/4 max CR, no flying or swimming speed   4th level: 1/2 max CR, no flying speed   8th level: 1 max CR   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 in its stat block is higher than yours, use the creature's bonus instead of yours. 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 excess damage carries over to your normal form, For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. 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, such as Call Lightning, 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 DM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change size or shape 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.
 

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.  

Wild Companion (Optional)

At 2nd level, you gain the ability to summon a spirit that assumes an animal form: as an action, you can expend a use of your Wild Shape feature to cast the Find Familiar spell, without material components.   When you cast the spell in this way, the familiar is a fey instead of a beast, and the familiar disappears after a number of hours equal to half your druid level.  

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.  

Cantrip Versatility (Optional)

Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace one cantrip you learned from this class's Spellcasting feature with another cantrip from the druid spell list.  

Timeless Body

Starting at 18th level, the primal magic that you wield causes you to age more slowly. 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.
subclass options:

Speech of the Woods

At 2nd level, you gain the ability to converse with beasts and many fey.   You learn to speak, read, and write Sylvan. In addition, beasts can understand your speech, and you gain the ability to decipher their noises and motions. Most beasts lack the intelligence to convey or understand sophisticated concepts, but a friendly beast could relay what it has seen or heard in the recent past. This ability doesn’t grant you any special friendship with beasts, though you can combine this ability with gifts to curry favor with them as you would with any nonplayer character.  

Spirit Totem

Starting at 2nd level, you gain the ability to call forth nature spirits and use them to influence the world around you.   As a bonus action, you can magically summon an incorporeal spirit to a point you can see within 60 feet of you. The spirit creates an aura in a 30-foot radius around that point. It counts as neither a creature nor an object, though it has the spectral appearance of the creature it represents. As a bonus action, you can move the spirit up to 60 feet to a point you can see.   The spirit persists for 1 minute. Once you use this feature, you can’t use it again until you finish a short or long rest.   The effect of the spirit’s aura depends on the type of spirit you summon from the options below.   Bear Spirit. The bear spirit grants you and your allies its might and endurance. Each creature of your choice in the aura when the spirit appears gains temporary hit points equal to 5 + your druid level. In addition, you and your allies gain advantage on Strength checks and Strength saving throws while in the aura.   Hawk Spirit. The hawk spirit is a consummate hunter, aiding you and your allies with its keen sight. When a creature makes an attack roll against a target in the spirit’s aura, you can use your reaction to grant advantage to that attack roll. In addition, you and your allies have advantage on Wisdom (Perception) checks while in the aura.   Unicorn Spirit. The unicorn spirit lends its protection to those nearby. You and your allies gain advantage on all ability checks made to detect creatures in the spirit’s aura. In addition, if you cast a spell using a spell slot that restores hit points to any creature inside or outside the aura, each creature of your choice in the aura also regains hit points equal to your druid level.  

Mighty Summoner

At 6th level, beasts and fey that you conjure are more resilient than normal. Any beast or fey summoned or created by a spell that you cast gains two benefits:   The creature appears with more hit points than normal: 2 extra hit points per Hit Die it has. The damage from its natural weapons is considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks and damage.  

Guardian Spirit

Beginning at 10th level, your Spirit Totem safeguards the beasts and fey that you call forth with your magic. When a beast or fey that you summoned or created with a spell ends its turn in your Spirit Totem aura, that creature regains a number of hit points equal to half your druid level.  

Faithful Summons

Starting at 14th level, the nature spirits you commune with protect you when you are the most defenseless. If you are reduced to 0 hit points or are incapacitated against your will, you can immediately gain the benefits of Conjure Animals as if it were cast with a 9th-level spell slot. It summons four beasts of your choice that are challenge rating 2 or lower. The conjured beasts appear within 20 feet of you. If they receive no commands from you, they protect you from harm and attack your foes. The spell lasts for 1 hour, requiring no concentration, or until you dismiss it (no action required).   Once you use this feature, you can’t use it again until you finish a long rest.

Statblocks for your familiars, mounts etc.

Fern the Saphire Pseudodragon CR: 1/4

Tiny saphire dragon, neutral good
Armor Class: 13
Hit Points: 8
Speed: 15 ft , fly: 60 ft

STR

6 -2

DEX

15 +2

CON

13 +1

INT

10 +0

WIS

12 +1

CHA

10 +0

Skills: Perception +3, Stealth +4  
  • Keen Senses. The pseudodragon has advantage on Wisdom (Perception) checks that rely on sight, hearing, or smell.
  • Magic Resistance. The pseudodragon has advantage on saving throws against spells and other magical effects.
  • Limited Telepathy. The pseudodragon can magically communicate simple ideas, emotions, and images telepathically with any creature within 100 feet of it that can understand a language.
  • Senses: Blindsight 10 ft., Darkvision 60 ft., Passive Perception 13
    Languages: Understands Common and Draconic but can't speak them
    Challenge Rating: 1/4
    Proficiency Bonus: +2

    Statblocks for race/species of the character.

    Deerfolk

    Deerfolk are a fey creature originating from the Feywilds. It is a rare sight to see one outside the Feywild.
    ability score increase: Your Dexterity score increases by 2 and your Wisdom score increases by 1.
    age: Deerfolk usually reach maturity at the age of 16 and typically live until the age of 80
    alignment: Deerfolk tend to lean towards Lawful allignments.
    Size: Medium
    speed: 30ft
    Languages: You can speak, read and write Common and Sylvan. You may speak to any deer as if you've used the Speak with Animals spell.
    race features:
    Forest Adaptations. Being a creature of the Feywild, you have adapted to the forested terrain to remain near silent while traversing. You have advantage on all stealth rolls while in forested terrain.   (Male) Antlers. You may use your antlers as a weapon, dealing 1d6 damage on hit. If another deerfolk uses their antlers to block this, you both will be grappled by each other. (If your character is a gender that isn't male or female, you may choose this feat or the one below.)   (Female) Graceful Movements. Upon attacking a target, you may dance 10 feet in any direction away from your target. Any enemy that sees this dance must roll a DC 8 Wisdom save or be charmed for one turn. (If your character is a gender that isn't male or female, you may choose this feat or the one above.)   Fey Sight. Once every long rest, you may touch up to 4 willing creatures. You and those creatures gain the following effects. 1) low-light vision or the ability to detect magic within 60ft of you. (The creatures you touch must all have either one or the other. Two creatures cannot have different effects.) 2) A +2 bonus to Perception checks.  

    Arctic Deerfolk

    Snowy Adaptations. While staying near colder climates, your fur proves useful to camoflauge into the snow. You have advantage on all stealth rolls while in snowy terrain. (It is recommended to use this subrace in campaigns that consist of primarily snowy terrain. This feat replaces the Forest Adaptations feat.)

    Statblocks for companions, followers and other allies.

    Statblocks for your spells.

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    KiaTheF0x.

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