Aer'lion Roil'Ahna | Character Sheet (Legacy) | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Aer'lion Roil'Ahna

Druid 8 Class & Level
Hermit Background
Sylvan Elf Race
TN Alignment

Strength 8
-1
Dexterity 15
+2
constitution 14
+2
intelligence 13
+1
wisdom 20
+5
charisma 8
-1
Total Hit Dice 8
Hit Die
1d8+2
+3 proficiency bonus
+0 Strength
+0 Dexterity
+0 Constitution
+0 Intelligence
+0 Wisdom
+0 Charisma
saving throws
+2 Acrobatics
+5 Animal Handling
+1 Arcana
-1 Athletics
-1 Deception
+1 History
+8 Insight
-1 Intimidation
+1 Investigation
+8 Medicine
+4 Nature
+8 Perception
-1 Performance
-1 Persuasion
+4 Religion
+2 Sleight of Hands
+2 Stealth
+5 Survival
skills Insight Medicine Nature Perception Religion proficiencies

 
16
Armor Class
59
Hit Points
+2
Initiative
35
Speed
Hand Crossbow 1d20+2 1d6+2
Quarterstaff, +1 1d20+3 1d6 1d8
Scimitar 1d6+5 1d6+2
Staff of Healing 1d6+5 [roll 1d6-1] 1d8-1
Thorn Whip 1d20+8 2d6
Unarmed Strike[roll 1d20+2] 0
Attacks
ARMOR
Light Armor, Medium Armor, Shields
WEAPONS
Club, Dagger, Dart, Javelin, Longbow, Longsword, Mace, Quarterstaff, Scimitar, Shortbow, Shortsword, Sickle, Sling, Spear
TOOLS
Herbalism Kit, Poisoner's Kit
LANGUAGES
Common, Druidic, Dwarvish, Elvish
Proficiences
Drawing on the divine essence of nature itself, you can cast spells to shape that essence to your will. See Spells Rules for the general rules of spellcasting and the Spells Listing for the druid spell list.

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 (see the Adventuring Gear section) as a spellcasting focus for your druid spells.
Spellcasting
Name | Weight | Qty | Cost | Location | Notes |
Potion of Healing (Supreme) | Potion | 0.5lb. | 1 |1 Charge, Healing | Consumable |
Staff of Healing | Staff | -- | -- | -- | 5/10 Charges, Versatile
Staff of the Woodlands | Staff | -- | -- | -- | 10/10 Charges, Versatile
Potion of Healing (Greater) | Potion | 2.5lb. | 2 | -- | -- | 1 Charge, Healing | Consumable
Quarterstaff, +1 | Quarterstaff | 4lb. | -- | -- |Simple, Versatile
Backpack | GearAdventuring Gear | 10lb. | 2 | 4 | -- | Container
Bedroll | GearAdventuring Gear | 14lb. | 2 | 2
--
Utility
--
Clothes, Common
GearAdventuring Gear
6lb.
2
1
Social, Outerwear
Crossbow Bolts
GearAmmunition
1.35lb.
18
0.9
--
Damage, Combat
Crossbow, Hand
Crossbow, Hand
3lb.
--
75
Martial, Ammunition, Range, Light, Loading, Range (30/120)
--
Druidic Focus
GearDruidic Focus
--
2
--
--
Utility
--
Healer's Kit
GearAdventuring Gear
6lb.
2
10
--
Healing, Combat
--
Mess Kit
GearAdventuring Gear
2lb.
2
0.4
--
Social, Utility
--
Rations (1 day)
GearAdventuring Gear
40lb.
20
10
--
Social, Utility, Consumable
--
Robes
GearAdventuring Gear
8lb.
2
2
Utility, Outerwear
--
Rope, Hempen (50 feet)
GearAdventuring Gear
20lb.
2
2
--
Utility, Exploration
Scimitar
Scimitar
3lb.
--
25
Martial, Finesse, Light
Shield
ShieldShield
6lb.
--
10
+2 AC
Studded Leather
Light ArmorStudded Leather
13lb.
--
45
AC 12
--
Tinderbox
GearAdventuring Gear
2lb.
2
1
--
Utility, Exploration
--
Torch
GearAdventuring Gear
20lb.
20
0.2
--
Damage, Utility, Exploration, Combat
--
Waterskin
GearAdventuring Gear
10lb.
2
0.4
--
Container
Equipment
Nature offers rich and abundant metaphors for understanding the complexities of life.
I often get lost in my own thoughts and contemplation, becoming oblivious to my surroundings.
I am utterly serene, even in the face of disaster
Personality Traits
Life. Preserving life and nature is always a worthwhile endeavor.
Ideals
I won't stand before the abuse of nature, nor will the abuser will see the next dawn.

Bonds
Social hierarchies actively defiant
Flaws
CLASS FEATURES
Druid Features
Hit PointsPHB, pg. 65
ProficienciesPHB, pg. 65
Nature
Insight
DruidicPHB, pg. 66
You know Druidic, the secret language of druids.

SpellcastingPHB, pg. 66
You can cast prepared druid spells using WIS as your spellcasting modifier (Spell DC 16, Spell Attack +8) and prepared druid spells as rituals if they have the ritual tag. You can use a druidic focus as a spellcasting focus.

Wild Shape[8th] Max CR 1PHB, pg. 66
As an action, you can magically assume the shape of a beast that you have seen before twice per short rest.

You can stay in beast shape for 4 hours before reverting back to your normal form (or as a bonus action earlier or if you fall unconscious, drop to 0 hit points, or die).

Wild Shape: 1 Action
Uses:
/
Short Rest
Druid CirclePHB, pg. 67
Circle of the Moon
Combat Wild ShapePHB, pg. 69
You can use Wild Shape as a bonus action and you can use a bonus action to expend one spell slot to regain 1d8 HP per level of the spell slot expended.

Combat Wild Shape: 1 Bonus Action
Circle FormsPHB, pg. 69
You can transform into a beast with a CR as high as 2.

Wild Shape ImprovementPHB, pg. 66
While using your Wild Shape feature, you can transform into beasts of CR 1 or lower.

Ability Score ImprovementPHB
Ability Score Improvement
Wisdom Score
Wisdom Score
Primal StrikePHB, pg. 69
Your attacks in beast form count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

RACIAL TRAITS
DarkvisionBR, pg. 23
You can see in darkness (shades of gray) up to 60 ft.

Keen SensesBR, pg. 23
You have proficiency in the Perception skill.

Fey AncestryBR, pg. 23
You have advantage on saves against being charmed, and magic can’t put you to sleep.

TranceBR, pg. 23
You don't need to sleep, but meditate semiconsciously for 4 hours a day. While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.

Elf Weapon TrainingBR, pg. 24
You have proficiency with the longsword, shortsword, shortbow, and longbow.

Fleet of FootBR, pg. 24
Your base walking speed increases to 35 feet.

Mask of the WildBR, pg. 24
You can attempt to hide even when you are only lightly obscured.
Features & Traits

Heroes Enabled

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

The statblocks of your class features

Druid


Hit Points

Hit Dice: d8 per Druid level
Hit Points at first Level: 8+ Con modifier
Hit Points at Higher Levels: 1d8 (or 5)+ Con modifier

Proficiences

Armor: Light, Medium, Shield (Druids will not wear armor or use shields made of metal)
Weapons: Clubs, Daggers, Drts, Javelins, Maces, Quarterstaffs, Scimitars, Sickles, Slings, Spears
Tools: Herbalism kit
Saving Throws: Int, Wis
Skills: Choose 2: Arcana, Animal Handling, Insight, Medicine, Nature, Perception, Religion, and Survival

Overview & Creation

PHB, Pgs. 65-69


Class Features

Druidic

You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message’s presence with a successful DC 15 Wisdom (Perception) check but can’t decipher it without magic.

Spellcasting

Drawing on the divine essence of nature itself, you can cast spells to shape that essence to your will.

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, 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.
LevelMax. CRLimitationsExample
2nd1/4No flying or swimming speedWolf
4th1/2No flying speedCrocodile
8th1Giant eagle
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 GM 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.

      Circle of the Land

      The Circle of the Land is made up of mystics and sages who safeguard ancient knowledge and rites through a vast oral tradition. These druids meet within sacred circles of trees or standing stones to whisper primal secrets in Druidic. The circle’s wisest members preside as the chief priests of communities that hold to the Old Faith and serve as advisors to the rulers of those folk. As a member of this circle, your magic is influenced by the land where you were initiated into the circle’s mysterious rites.   Bonus Cantrip When you choose this circle at 2nd level, you learn one additional druid cantrip of your choice.   Natural Recovery Starting at 2nd level, you can regain some of your magical energy by sitting in meditation and communing with nature. During a short rest, you choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your druid level (rounded up), and none of the slots can be 6th level or higher. You can’t use this feature again until you finish a long rest.   For example, when you are a 4th-level druid, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level slot or two 1st-level slots.   Circle Spells Your mystical connection to the land infuses you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to circle spells connected to the land where you became a druid.   Choose that land—arctic, coast, desert, forest, grassland, mountain, or swamp—and consult the associated list of spells.   Once you gain access to a circle spell, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day. If you gain access to a spell that doesn’t appear on the druid spell list, the spell is nonetheless a druid spell for you.

      Land's Stride

      Starting at 6th level, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.   In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell.

      Nature's Ward

      When you reach 10th level, you can’t be charmed or frightened by elementals or fey, and you are immune to poison and disease.

      Nature's Sanctuary

      When you reach 14th level, creatures of the natural world sense your connection to nature and become hesitant to attack you. When a beast or plant creature attacks you, that creature must make a Wisdom saving throw against your druid spell save DC. On a failed save, the creature must choose a different target, or the attack automatically misses. On a successful save, the creature is immune to this effect for 24 hours.

      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.

      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.


      Starting Equipment

      • A Wooden shield or any Simple weapon
      • A Scimitar or any Simple melee weapon
      • Leather Armor, an Explorer's pack, and a druidic focus


      LevelProficiency BonusFeaturesCantrips Known1st Slots2nd Slots3rd Slots4th Slots5th Slots6th Slots7th Slots8th Slots9th Slots
      1st+2Druidic, Spellcasting22
      2nd+2Wild Shape, Druid Circle23
      3rd+2242
      4th+2Wild Shape improvement, Ability Score Improvement343
      5th+33432
      6th+3Druid Circle feature3433
      7th+334331
      8th+3Wild Shape improvement, Ability Score Improvement34332
      9th+4343331
      10th+4Druid Circle feature443332
      11th+44433321
      12th+4Ability Score Improvement4433321
      13th+544333211
      14th+5Druid Circle feature44333211
      15th+5443332111
      16th+5Ability Score Improvement443332111
      17th+64433321111
      18th+6Timeless Body, Beast Spells4433331111
      19th+6Ability Score Improvement4433332111
      20th+6Archdruid4433332211

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 0 Spells

PHB: P. 248

Guidance

0-level (Cantrip) Divination

Casting Time: 1 action
Range/Area: Touch
Components: V, S
Duration: Concentration, Concentration, up to 1 minute

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.
Available for: Artificer, Cleric, Druid

XGtE pg. 162

Mold Earth

0-level (Cantrip) Transmutation

Casting Time: 1 Action
Range/Area: 30 Feet
Components: S
Duration: Instantaneous or 1 hour
You choose a portion of dirt or stone that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:
  • If you target an area of loose earth, you can instantaneously excavate it, move it along the ground, and deposit it up to 5 feet away. This movement doesn't involve enough force to cause damage., 
  • You cause shapes, colors, or both to appear on the dirt or stone, spelling out words, creating images, or shaping patterns. The changes last for 1 hour.
  • If the dirt or stone you target is on the ground, you cause it to become difficult terrain. This change lasts for 1 hour.
If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
Available for: Druid, Sorcerer, Wizard

PHB pg. 282

Thorn Whip

0-level (Cantrip) Transmutation

Casting Time: 1 Action
Range/Area: 30 Feet
Components: V, S, M
Materials: The stem of a plant with thorns
Duration: Instantaneous
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.
At higher levels: This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Available for: Druid

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Oba Juvner.

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