Tudnil | Character Sheet (latest) | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Tudnil

3 Level (0/2700 XP for level-up) Diplomat Background Satyr Race / Species / Heritage Chaotic Neutral Alignment
Druid
Level 3
Hit Dice: 3/3
1d8+1 Class 1

STR
10
+0
DEX
15
+2
CON
13
+1
INT
14
+2
WIS
15
+2
CHA
15
+2
16
Hit Points
+2
Initiative (DEX)
13
Armor Class (AC)
+2
Prof. Bonus
35
Speed (walk/run/fly)
2 / 2
Wild Shape
Spellcasting ...
+4 Attack mod
WIS Ability
+2 Abi Mod
12 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
+0 Strength
+2 Dexterity
+1 Constitution
+4 Intelligence
+4 Wisdom
+2 Charisma
saving throws
+2 Acrobatics DEX
+2 Animal Handling WIS
+4 Arcana INT
+0 Athletics STR
+2 Deception CHA
+2 History INT
+2 Insight WIS
+2 Intimidation CHA
+2 Investigation INT
+4 Violin DEX
skills
+2 Medicine WIS
+2 Nature INT
+4 Perception WIS
+4 Performance CHA
+4 Persuasion CHA
+2 Religion INT
+2 Sleight of Hand DEX
+2 Stealth DEX
+2 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Ram +2 STR 1d4 bludgeoning
Scimitar +4 DEX 1d6+2 slashing
 finesse, light
Quarterstaff +2 STR 1d6 bludgeoning
 Versatile (1d8)
Attacks

Spell Book

~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.
~Druid Circle

Features & Traits
letter confirming their diplomatic position, explorer pack, druidic focus

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
1d4 per spell ability level
Spellcasting
~Common, Sylvan, Druidic, Elvish
~Light/Medium armour, shields (never anything made of metal)
~club, dagger, dart, javelin, mace, quarterstaff, scimitar, sickle, sling, spear
~herbalism kit

Languages & Proficiencies
Can't resist an open door

Personality Traits
The best interest of my nation is first priority

Ideals
Come from common people, I know them well

Bonds
No one must ever know what I did during my last mission

Flaws
Mirthful Leaps: roll 1d8

Notes


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.06, made by Tillerz - Updated: 2023-02-09
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 SRD SRD

Leather Armor

Light Armor Common

The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials.

Type AC STR Req. Stealth Dis. Properties
Light 11 + Dex Modifier

Cost: 10 gp Weight: 10 lb


 

DnD 5e SRD SRD

Scimitar

Melee Weapon Common [Finesse, Light]

Type Damage Damage Range Properties
Martial 1d6 Slashing

Cost: 25 gp Weight: 3 lb


 

DnD 5e SRD SRD

Quarterstaff

Melee Weapon Versatile Common

Type Damage Damage Range Properties
Simple 1d6 / 1d8 Bludgeoning Versatile

Cost: 2 sp Weight: 4 lb


 

The statblocks of your class features

Spellcasting Ability


Hit Points

Hit Dice: d4 per Spellcasting Ability level
Hit Points at first Level:
Hit Points at Higher Levels:

Proficiences

Armor:
Weapons:
Tools:
Saving Throws:
Skills:

Overview & Creation

Intelligence is your spellcasting ability for your artificer spells; your understanding of the theory behind magic allows you to wield these spells with superior skill. You use your Intelligence whenever an artificer spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for an artificer spell you cast and when making an attack roll with one.   Spell save DC = 8 + your proficiency bonus + your Intelligence modifier   Spell attack modifier = your proficiency bonus + your Intelligence modifier

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Satyr

Ability Score Increase +2 cha +1 dex
Size Medium
Speed 35f

Age. Satyrs mature and age at about the same rate as humans.   Alignment. Satyrs delight in living a life free of the mantle of law. They gravitate toward being good, but some have devious streaks and enjoy causing dismay.   Size. Satyrs range from just under 5 feet to about 6 feet in height, with generally slender builds. Your size is Medium.   Fey. Your creature type is fey, rather than humanoid.   Ram. You can use your head and horns to make unarmed strikes. If you hit with them, you deal bludgeoning damage equal to 1d4 + your Strength modifier.   Magic Resistance. You have advantage on saving throws against spells and other magical effects.   Mirthful Leaps. Whenever you make a long or high jump, you can roll a d8 and add the number rolled to the number of feet you cover, even when making a standing jump. This extra distance costs movement as normal.   Reveler. You have proficiency in the Performance and Persuasion skills, and you have proficiency with one musical instrument of your choice.   Languages. You can speak, read, and write Common and Sylvan.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 0 Spells

Players Handbook Page 269

Produce Flame

0-level (Cantrip) Conjuration

Casting Time 1 action
Range Self
Duration 10 minutes
Components V, S

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.
At higher levels: This spell's damage increases by 1d8 when you reach 5th Level (2d8), 11th level (3d8), and 17th level (4d8).

Class(es): Druid

Sound Magic

Thunderclap

0-level (Cantrip) Evocation

Casting Time 1 Action
Range 5ft
Duration Instantaneous
Components S

You create a burst of thunderous sound that can be heard up to 100 feet away. Each creature within range, other than you, must make a Constitution saving throw or take 1d6 thunder damage.
At higher levels: The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Class(es): Artificer, Bard, Druid, Sorcerer, Warlock, Wizard, Cleric (Nature Domain), Fighter (Eldritch Knight), Rogue (Arcane Trickster)

Level 1 Spells

Elemental Evil Player's Companion , pg. 155

Earth Tremor

1-level Evocation

Casting Time 1 Action
Range 10 ft
Duration Instantaneous
Components V, S

Damage Type: Bludgeoning   Saving Throws: Dexterity   Description: You cause a tremor in the ground within range. Each creature other than you in that area must make a Dexterity saving throw. On a failed save, a creature takes 1d6 bludgeoning damage and is knocked prone. If the ground in that area is loose earth or stone, it becomes difficult terrain until cleared, with each 5-foot-diameter portion requiring at least 1 minute to clear by hand.

At higher levels:
When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

Class(es): Bard, Druid, Sorcerer, Wizard

PHB

Entangle

1-level Conjuration

Casting Time 1 Action
Range 90 feet
Duration Concentration, Concentration, up to 1 minute
Components V S

Grasping weeds and vines sprout from the ground in 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.

Class(es): Druid

Saving ThrowStrength

Elemental Evil Player's Companion , pg. 157

Ice Knife

1-level Conjuration

Casting Time 1 action
Range 60 ft
Duration Instantaneous
Components S, M
Materials A drop of water, or a piece of ice.

Damage Type: Piercing + Cold   Saving Throws: Dexterity   Description: You create a shard of ice and fling it at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 piercing damage. Hit or miss, the shard then explodes. The target and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 2d6 cold damage.

At higher levels:
When you cast this spell using a spell slot of 2nd level or higher, the cold damage increases by 1d6 for each slot level above 1st.

Class(es): Druid, Sorcerer, Wizard

PHB

Thunderwave

1-level Evocation

Casting Time 1 Action
Range Self (15 feet Cube)
Duration Instantaneous
Components V S

A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed. In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell's effect, and the spell emits a thunderous boom audible out to 300 feet.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

Class(es): Bard, Cleric, Druid, Sorcerer, Wizard

Area of Effect15-foot Cube
Saving ThrowConstitution
2d8 Thunder DamagePushed 10 feet

Level 2 Spells

Player's Handbook

Flaming Sphere

2-level Conjuration

Casting Time 1 action
Range 60 feet
Duration Concentration, 1 minute
Components V,S,M (tallow, brimstone, and powdered iron)

A 5-foot-diameter sphere of fire appears in an unoccupied space of your choice within range and lasts for the duration. Any creature that ends its turn within 5 feet of the sphere must make a Dexterity saving throw. The creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one.   As a bonus action, you can move the sphere up to 30 feet. If you ram the sphere into a creature, that creature must make the saving throw against the sphere’s damage, and the sphere stops moving this turn.   When you move the sphere, you can direct it over barriers up to 5 feet tall and jump it across pits up to 10 feet wide. The sphere ignites flammable objects not being worn or carried, and it sheds bright light in a 20-foot radius and dim light for an additional 20 feet.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.

Class(es): Druid, Wizard

Tasha's Cauldron of Everything

Summon Beast

2-level Conjuration

Casting Time: 1 action
Range/Area: 90ft
Components: V,S,M
Materials: A feather, tuft of fur, and fish tail inside a gilded acorn worth at least 200gp
Duration: Concentration, concentration, up to 1 hr
You call forth a bestial spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Bestial Spirit stat block. When you cast the spell, choose an environment: Air, Land, or Water. The creature resembles an animal of your choice that is native to the chosen environment, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.   The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, use the higher level where the spell’s level appears in the stat block.
Available for: Druid, Ranger

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