Neoros Intas

3 Level (0/2700 XP for level-up) Acolyte Background Woodland Satyr Race / Species / Heritage Chaotic Good Alignment
Druid
Level 2
Hit Dice: 1/2
1d8+2 Class 1
Ranger
Level 1
Hit Dice: 1/1
1d10+2 Class 2

STR
14
+2
DEX
15
+2
CON
15
+2
INT
14
+2
WIS
18
+4
CHA
17
+3
38
Hit Points
+2
Initiative (DEX)
22
Armor Class (AC)
+2
Prof. Bonus
35
Speed (walk/run/fly)
16
Passive Perception
Spellcasting ...
+10 Attack mod
WIS Ability
+4 Abi Mod
28 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
+2 Strength
+2 Dexterity
+4 Constitution
+2 Intelligence
+6 Wisdom
+3 Charisma
saving throws
+2 Acrobatics DEX
+6 Animal Handling WIS
+4 Arcana INT
+2 Athletics STR
+5 Deception CHA
+2 History INT
+6 Insight WIS
+3 Intimidation CHA
+4 Investigation INT
skills
+4 Medicine WIS
+2 Nature INT
+6 Perception WIS
+5 Performance CHA
+5 Persuasion CHA
+4 Religion INT
+2 Sleight of Hand DEX
+2 Stealth DEX
+4 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Dagger +2 DEX 1d4+2 Piercing
 Finesse, Light, Range, Thrown (20/60)
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
Shape Water 1 Action 30 ft Instantaneous
 Notes:You instantaneously move or otherwise change the flow of the water as you direct, up to 5 feet in any direction. This movement doesn’t have enough force to cause damage. You cause the water to form into simple shapes and animate at your direction. This change lasts for 1 hour. You change the water’s color or opacity. The water must be changed in the same way throughout. This change lasts for 1 hour. You freeze the water, provided that there are no creatures in it. The water unfreezes in 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.
Control Flames 1 Action 60 ft Instantaenous
 Notes:You instantaneously expand the flame 5 feet in one direction, provided that wood or other fuel is present in the new location. You instantaneously extinguish the flames within the cube. You double or halve the area of bright light and dim light cast by the flame, change its color, or both. The change lasts for 1 hour. You cause simple shapes—such as the vague form of a creature, an inanimate object, or a location—to appear within the flames and animate as you like. The shapes last for 1 hour. If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
Vicious Mockery 1 Action 60 ft Instantaneous 1d4 V
 Notes:You unleash a string of insults laced with subtle enchantments at a creature you can see within range. If the target can hear you (though it need not understand you), it must succeed on a Wisdom saving throw or take 1d4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.

Level 1 Spells 3 slots

NAME AB CAST RNG DUR DMG CMP #
Speak with Animals 1 Action Self 10 Minutes VS
 Notes:For the duration, you can comprehend and verbally communicate with Beasts, and you can use any of the Influence action’s skill options with them. Most Beasts have little to say about topics that don’t pertain to survival or companionship, but at minimum, a Beast can give you information about nearby locations and monsters, including whatever it has perceived within the past day.
Entangle 1 Action 90 ft 1 Minute STR Save VS
 Notes:Grasping plants sprout from the ground in a 20-foot square within range. For the duration, these plants turn the ground in the area into Difficult Terrain. They disappear when the spell ends. Each creature (other than you) in the area when you cast the spell must succeed on a Strength saving throw or have the Restrained condition until the spell ends. A Restrained creature can take an action to make a Strength (Athletics) check against your spell save DC. On a success, it frees itself from the grasping plants and is no longer Restrained by them.
Find Familiar 1 Hour 10 ft Instantaneous VSM
 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 celestial, fey, or fiend (your choice) 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.
Vicious Mockery 1 Action 60 ft Instantaneous 1d4 + V
 Notes:You unleash a string of insults laced with subtle enchantments at a creature you can see within range. If the target can hear you (though it need not understand you), it must succeed on a Wisdom saving throw or take 1d4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.
Ram. You can use your head and horns to make unarmed strikes. When you hit with them, the strike deals 1d6 + your Strength modifier bludgeoning damage, instead of the bludgeoning damage normal for an unarmed strike.
Magic Resistance. You have advantage on saving throws against spells.
Mirthful Leaps. Whenever you make a long jump or a 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.

Wild Shape - 1 guide
Circle of the Moon

Wild Companion - 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 Celestial, fey, or fiend (your choice) instead of a beast.

Fey Ancestry - You have advantage on saving throws against being charmed, and magic can’t put you to sleep.

Mask of the Wild - You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.

Favored Enemy - monstrosities
You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.

Natural Explorer - coast
  • When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you’re proficient in
  • While traveling for an hour or more in your favored terrain, you gain the following benefits:
    Difficult terrain doesn’t slow your group’s travel.
    Your group can’t become lost except by magical means.
    Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
    If you are traveling alone, you can move stealthily at a normal pace.
    When you forage, you find twice as much food as you normally would.
    While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.

    Features & Traits
    Studded Leather Armour
    Explorers pack
    Druidic focus
    Thorn Crown (holy symbol)
    Prayer book
    5 Sticks of incense
    Vestments
    Common clothes
    Panflute

    Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 15, Platinum: 0 Money
    Common
    Druidic
    Dwarvish
    Celestial
    Sylvan
    Undercommon

    Languages & Proficiencies
    I can find common ground between the fiercest enemies, empathizing with them and always working toward peace.
    I’ve spent so long in the temple that I have little practical experience dealing with people in the outside world.
    Nothing can shake my optimistic attitude.

    Personality Traits
    Charity. I always try to help those in need, no matter what the personal cost. (Good)

    Ideals
    I seek to preserve a sacred text that my enemies consider heretical and seek to destroy.

    Bonds
    Once I pick a goal, I become obsessed with it to the detriment of everything else in my life.

    Flaws
    -4 gp

  • 2 apples, bag of bread, raw meat, fruits, baguettes

  • Notes


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

    impawssible.

    Statblock Type

    Character Sheet (2020)

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