Remove these ads. Join the Worldbuilders Guild

Jessie-Belle Elisamuel Rosa Guadalupe

2 Level (0/900 XP for level-up) Charlatan Background Fallen Angel Race / Species / Heritage Chaotic Neutral Alignment
Druid
Level 2
Hit Dice: 2/2
1d8+1 Class 1

STR
13
+1
DEX
9
-1
CON
12
+1
INT
14
+2
WIS
18
+4
CHA
16
+3
12
Hit Points
-1
Initiative (DEX)
10
Armor Class (AC)
+2
Prof. Bonus
30/60/-
Speed (walk/run/fly)
14
Passive Perception
2 / 2
Wild Shape Uses
Spellcasting ...
+6 Attack mod
WIS Ability
+4 Abi Mod
14 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
+1 Strength
-1 Dexterity
+1 Constitution
+4 Intelligence
+6 Wisdom
+3 Charisma
saving throws
-1 Acrobatics DEX
+6 Animal Handling WIS
+2 Arcana INT
+1 Athletics STR
+5 Deception CHA
+2 History INT
+4 Insight WIS
+3 Intimidation CHA
+2 Investigation INT
skills
+6 Medicine WIS
+2 Nature INT
+4 Perception WIS
+5 Performance CHA
+3 Persuasion CHA
+4 Religion INT
+1 Sleight of Hand DEX
-1 Stealth DEX
+4 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Dagger +3 STR 1d4+1 piercing
 Finesse, light, thrown (range 20/60)
Sling +1 DEX 1d4-1 bludgeoning
 Ammunition (range 30/120)
Unarmed Strike +1 STR 1+1 bludgeoning
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
Starry Wisp +6 1 action 60 ft. Instantaneous 1d8 V, S
 Notes:You launch a mote of light at one creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 Radiant damage, and until the end of your next turn, it emits Dim Light in a 10-foot radius and can’t benefit from the Invisible condition. The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).
Spare the Dying +6 1 action Touch Instantaneous V, S
 Notes:You touch a living creature that has 0 hit points. The creature becomes stable. This spell has no effect on undead or constructs.
Chill Touch +6 1 action 120 ft. 1 round 1d8 V, S
 Notes:You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 necrotic damage, and it can’t regain hit points until the start of your next turn. Until then, the hand clings to the target. If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn. This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Level 1 Spells 3 slots

NAME AB CAST RNG DUR DMG CMP #
Find Familiar (Wild Companion) +6 1 action 10 ft. a number of hours equal to half your druid level V, S
 Notes:You gain the service of a familiar, a spirit that takes an animal form you choose: bat, cat, crab, frog (toad), hawk, lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, or weasel. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a fey instead of a beast. Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can’t attack, but it can take other actions as normal. When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again. As an action, you can temporarily dismiss your familiar to a pocket dimension. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you. Whenever the familiar drops to 0 hit points or disappears into the pocket dimension, it leaves behind in its space anything it was wearing or carrying. While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar’s eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses. You can’t have more than one familiar at a time. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature. Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll.

RACE (FALLEN ANGEL):


Unholy Resistance. You have resistance to necrotic damage.



BACKGROUND (CHARLATAN):


False Identity. You have created a second identity that includes documentation, established acquaintances, and disguises that allow you to assume that persona. Additionally, you can forge documents including official papers and personal letters, as long as you have seen an example of the kind of document or the handwriting you are trying to copy.



CLASS (DRUID):


Wild Shape. 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.


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.


Wild Companion. 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.



SUBCLASS (CIRCLE OF SPORES):


Halo of Spores. You are surrounded by invisible, necrotic spores that are harmless until you unleash them on a creature nearby. When a creature you can see moves into a space within 10 feet of you or starts its turn there, you can use your reaction to deal 1d4 necrotic damage to that creature unless it succeeds on a Constitution saving throw against your spell save DC. The necrotic damage increases to 1d6 at 6th level, 1d8 at 10th level, and 1d10 at 14th level.



Symbiotic Entity. You gain the ability to channel magic into your spores. As an action, you can expend a use of your Wild Shape feature to awaken those spores, rather than transforming into a beast form, and you gain 4 temporary hit points for each level you have in this class. While this feature is active, you gain the following benefits:



  • When you deal your Halo of Spores damage, roll the damage die a second time and add it to the total.
  • Your melee weapon attacks deal an extra 1d6 necrotic damage to any target they hit.

These benefits last for 10 minutes, until you lose all these temporary hit points. or until you use your Wild Shape again.






Features & Traits

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

Languages. Common, Angelic, Elvish, Primordial


Armor Proficiencies. Light armor, medium armor, shields (druids will not wear armor or use shields made of metal)


Weapon Proficiencies. Club, dagger, handaxe, javelin, light hammer, mace, quarterstaff, sickle, spear, dart, sling, morningstar, scimitar, warhammer


Tool Proficiencies. Leatherworker's tools, disguise kit, forgery kit, herbalism kit




Languages & Proficiencies

I insinuate myself into people's lives to prey on their weakness and secure their fortunes.


whore


Theif





Personality Traits


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.09, made by Tillerz - Updated: 2025-10-07
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

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.


Created by

DizziePlinkie.

Statblock Type

Character Sheet (2020)

Link/Embed