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Shrubbery McBranchface in Dungeons & Dragons 5e

Shrubbery McBranchface

5 Level (0/14000 XP for level-up) Hermit Background Wood Elf Race / Species / Heritage Chaotic Neutral Alignment
Druid
Level 5
Hit Dice: 5/5
1d8+1 Class 1

STR 10

+0

DEX 10

+0

CON 12

+1

INT 10

+0

WIS 20

+5

CHA 6

-2

33
Hit Points
+0
Initiative (DEX)
15
Armor Class (AC)
+3
Prof. Bonus
30
Speed (walk/run/fly)
15
Passive Perception
Spellcasting ...
+16 Attack mod
WIS Ability
+5 Abi Mod
16 Save DC
+6 Expertise Bonus
+3 Proficiency Bonus
+0 Strength
+3 Dexterity
+1 Constitution
+0 Intelligence
+8 Wisdom
-2 Charisma
saving throws
+0 Acrobatics DEX
+8 Animal Handling WIS
+0 Arcana INT
+0 Athletics STR
-2 Deception CHA
+0 History INT
+8 Insight WIS
-2 Intimidation CHA
+0 Investigation INT
skills
+8 Medicine WIS
+0 Nature INT
+5 Perception WIS
-2 Performance CHA
-2 Persuasion CHA
+3 Religion INT
+0 Sleight of Hand DEX
+0 Stealth DEX
+5 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Quarterstaff +7 STR 1d6 Bludgeoning
  Melee
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
Guidance +16 1 bonus Touch Concentration 1d4
 Notes:You touch one willing creature. Once before the spell ends, the target can roll a d4 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.
Produce Flame +16 1 action Self/60ft Instantaneous 2d8
 Notes:A flickering flame appears in your hand. The flame remains there for the duration and harms neither you nor your equipment. The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The spell ends if you dismiss it as an action or if you cast it again. You can also attack with the flame, although doing so ends the spell. When you cast this spell, or as an action on a later turn, you can hurl the flame at a creature within 30 feet of you. Make a ranged spell attack. On a hit, the target takes 1d8 fire damage.
Thornwhip +16 1 action 30ft Instantaneous 2d6
 Notes:You create a long, vine-like whip covered in thorns that lashes out at your command toward a creature in range. Make a melee spell attack against the target. If the attack hits, the creature takes 1d6 piercing damage, and if the creature is Large or smaller, you pull the creature up to 10 feet closer to you.

Level 1 Spells 4 slots

NAME AB CAST RNG DUR DMG CMP #
Entangle +16 1 action 90 feet Concentration, up to 1 minute
 Notes:Grasping weeds and vines sprout from the ground in a 20-foot square starting from a point within range. For the duration, these plants turn the ground in the area into difficult terrain. A creature in the area when you cast the spell must succeed on a Strength saving throw or be restrained by the entangling plants until the spell ends. A creature restrained by the plants can use its action to make a Strength check against your spell save DC. On a success, it frees itself. When the spell ends, the conjured plants wilt away.
Healing Word +16 1 action 60 feet Instantaneous 1d4
 Notes: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.
Faerie Fire +16 1 action 60 feet Concentration, up to 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.

Level 2 Spells 3 slots

NAME AB CAST RNG DUR DMG CMP #
Healing Word +16 1 action 60 feet Instantaneous 1d4 +
 Notes: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.
Pass without Trace +16 1 action Self Concentration, up to 1 hour
 Notes:A veil of shadows and silence radiates from you, masking you and your companions from detection. For the duration, each creature you choose within 30 feet of you (including you) has a +10 bonus to Dexterity (Stealth) checks and can’t be tracked except by magical means. A creature that receives this bonus leaves behind no tracks or other traces of its passage.
Enlarge/Reduce +16 1 action 30 feet Concentration, up to 1 minute
 Notes:You cause a creature or an object you can see within range to grow larger or smaller for the duration. Choose either a creature or an object that is neither worn nor carried. If the target is unwilling, it can make a Constitution saving throw. On a success, the spell has no effect. If the target is a creature, everything it is wearing and carrying changes size with it. Any item dropped by an affected creature returns to normal size at once. Enlarge. The target’s size doubles in all dimensions, and its weight is multiplied by eight. This growth increases its size by one category – from Medium to Large, for example. If there isn’t enough room for the target to double its size, the creature or object attains the maximum possible size in the space available. Until the spell ends, the target also has advantage on Strength checks and Strength saving throws. The target’s weapons also grow to match its new size. While these weapons are enlarged, the target’s attack with them deal 1d4 extra damage. Reduce. The target’s size is halved in all dimensions, and its weight is reduced to one-eighth of normal. This reduction decreases its size by one category – from Medium to Small, for example. Until the spell ends, the target also has disadvantage on Strength checks and Strength saving throws. The target’s weapons also shrink to match its new size. While these weapons are reduced, the target’s attacks with them deal 1d4 less damage (this can’t reduce the damage below 1).
Protection from Poison +16 1 action 5 feet 1 hour
 Notes:You touch a creature. If it is poisoned, you neutralize the poison. If more than one poison afflicts the target, you neutralize one poison that you know is present, or you neutralize one at random. For the duration, the target has advantage on saving throws against being poisoned, and it has resistance to poison damage.
Animal Messenger 1 action 30 feet 24 hours
 Notes:By means of this spell, you use an animal to deliver a message. Choose a Tiny beast you can see within range, such as a squirrel, a blue jay, or a bat. You specify a location, which you must have visited, and a recipient who matches a general description, such as “a man or woman dressed in the uniform of the town guard” or “a red-haired dwarf wearing a pointed hat.” You also speak a message of up to twenty-five words. The target beast travels for the duration of the spell toward the specified location, covering about 50 miles per 24 hours for a flying messenger, or 25 miles for other animals. When the messenger arrives, it delivers your message to the creature that you described, replicating the sound of your voice. The messenger speaks only to a creature matching the description you gave. If the messenger doesn’t reach its destination before the spell ends, the message is lost, and the beast makes its way back to where you cast this spell. At Higher Levels. If you cast this spell using a spell slot of 3rd level or higher, the duration of the spell increases by 48 hours for each slot level above 2nd.

Level 3 Spells 2 slots

NAME AB CAST RNG DUR DMG CMP #
Healing Word +16 1 action 60 feet Instantaneous 1d4 +
 Notes: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.
Revivify 1 action Touch Diamonds worth 300 gp, which the spell consumes
 Notes:You touch a creature that has died within the last minute. That creature returns to life with 1 hit point. This spell can’t return to life a creature that has died of old age, nor can it restore any missing body parts.
Speak with Plants 1 action Self-(30 feet radius) 10 minutes
 Notes:You imbue plants within 30 feet of you with limited sentience and animation, giving them the ability to communicate with you and follow your simple commands. You can question plants about events in the spell’s area within the past day, gaining information about creatures that have passed, weather, and other circumstances. You can also turn difficult terrain caused by plant growth (such as thickets and undergrowth) into ordinary terrain that lasts for the duration. Or you can turn ordinary terrain where plants are present into difficult terrain that lasts for the duration, causing vines and branches to hinder pursuers, for example. Plants might be able to perform other tasks on your behalf, at the DM’s discretion. The spell doesn’t enable plants to uproot themselves and move about, but they can freely move branches, tendrils, and stalks. If a plant creature is in the area, you can communicate with it as if you share a common language, but you gain no magical ability to influence it. This spell can cause the plants created by the entangle spell to release a restrained creature.
Call Lightning 1 action 120 feet Concentration, up to 10 minutes 3d10
 Notes:A storm cloud appears in the shape of a cylinder that is 10 feet tall with a 60-foot radius, centered on a point you can see within range directly above you. The spell fails if you can’t see a point in the air where the storm cloud could appear (for example, if you are in a room that can’t accommodate the cloud). When you cast the spell, choose a point you can see under the cloud. A bolt of lightning flashes down from the cloud to that point. Each creature within 5 feet of that point must make a Dexterity saving throw. A creature takes 3d10 lightning damage on a failed save, or half as much damage on a successful one. On each of your turns until the spell ends, you can use your action to call down lightning in this way again, targeting the same point or a different one. If you are outdoors in stormy conditions when you cast this spell, the spell gives you control over the existing storm instead of creating a new one. Under such conditions, the spell’s damage increases by 1d10. At Higher Levels. When you cast this spell using a spell slot of 4th or higher level, the damage increases by 1d10 for each slot level above 3rd.

Carrying


1x Backpack 1x Waterskin


Sleeping & Camp Gear


1x Bedroll 1x Blanket


Food, Drink & Cooking


Rations (10 days) 1x Mess Kit 1x Black Tea


Light, Fire & Survival


10x Torch 1x Tinderbox


1x Hemp Rope (50ft) 1x Float Rope 1x Silk Rope


1x Crowbar


Clothing & Personal Items


Clothes (Common)


Consumables


3x Potion of Healing


1x Dog Pepper


Druid


1x Druidic Focus (Totem)




Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 217, Platinum: 0 Money

Languages


Druidic, Common and Deep Speech


Proficiencies


Light Armour, Medium Armour, and Shields


Restrictions


May not wear or use metal armour or shields





Languages & Proficiencies

Socially awkward and talks in deep speech when anxious





Personality Traits

Free thinking. Inquiry and curiosity are the pillars of progress.





Ideals

Mother Bear


Abandoned by their family Branchy was raised with and by a bear



Unknown Parents & Unknown Power


Recent usage of a strange psychedelic tea has made Branchy aware of her parents who were slain whilst escaping an unknown force gave her some sort of lightning power before they died




Bonds

Flaws


I am utterly serene, even in the face of disaster. I'm oblivious to ettiquette and social expectations.




Flaws


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.10, made by Tillerz - Updated: 2026-05-13
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

Duck

Small ,
Armor Class: 12
Hit Points: 8hp
Speed: , swim: 30 10 , climb: 15 10 , can hover

STR

2 -4

DEX

15 +2

CON

12 +1

INT

3 -4

WIS

13 +1

CHA

9 -1

Skills:

Keen Sight. The duck has advantage on Wisdom (Perception) checks that rely on sight.

Amphibious Waddler. The duck can move normally in water and doesn’t treat shallow water as difficult terrain.

Senses:

Passive Perception: 13

Drakvision 60ft

Actions

Peck. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.

[block: 1609524   ]

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

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


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