Last updated: 3/10/2025
9, 13, 12, 13, 15, 13
FredaLVL 3 Druid | Hit Dice: 3d8 HP: 26/26 | Prof: +2 Unarmored AC: 12 Armored: 13 With Shield: 15 | Firbolg magic: 1/1 L Hidden Step 2/2 L Spell Points: 14/14 L Wild Shape: 2/2 S Magic Initiate: 1/1 L Spirit Totem: 1/1 S | ||||||||
Strength 14 (+2) | Dexterity 9 (-1) | Constitution 14 (+2) | Intelligence 12 (1) | Wisdom 16 (+3) | Charisma 14 (+2) | ||||||
Saving: 2 | Saving: -1 | Saving: 2 | Saving: 3 | Saving: 3 | Saving: 2 | ||||||
Athletics: 2 | Acrobatics: -1 | Arcana: 4 | Animal Handling: 3 | Deception: 2 | |||||||
Sleight of Hand: -1 | History: 1 | Insight: 3 | Intimidation: 2 | ||||||||
Stealth: 1 | Investigation: 1 | Medicine: 5 | Performance: 2 | ||||||||
Nature: 6 | Perception: 3 | Persuasion: 2 | |||||||||
Religion: 1 | Survival: 5 | ||||||||||
Background: Guide | Passive Perception: 13 | ||||||||||
Proficiencies: Simple Weapons, Herbalism Kit, Light armor and Shields, Cartographer’s Tools Languages: Common, Sylvan, Druidic |
Size: Medium, 9’2 feet tall, 450 lbs
Age: 250/500 years
Speed: 30ft
Firbolg Magic. You can cast the Detect Magic and Disguise Self spells with this trait. When you use this version of Disguise Self, you can seem up to 3 feet shorter or taller. Once you cast either of these spells with this trait, you can’t cast that spell with it again until you finish a long rest. You can also cast these spells using any spell slots you have. Wisdom is your spellcasting ability for these spells when you cast them with this trait.
Hidden Step. As a bonus action, you can magically turn invisible until the start of your next turn or until you attack, make a damage roll, or force someone to make a saving throw. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Speech of Beast and Leaf. You have the ability to communicate in a limited manner with Beasts, Plants, and vegetation. They can understand the meaning of your words, though you have no special ability to understand them in return. You have advantage on all Charisma checks you make to influence them.
Ability Score Increase: +2 wisdom, +1 Con
Skill Proficiencies: Survival and Stealth
Tool Proficiencies: Cartographer’s Tools
Magic Initiate (Druid): You learn two cantrips of your choice from the Druid spell list. (Guidance and Produce Flame or Druidcraft or Starry Wisp or Thorn Whip). Wisdom is your spellcasting ability for this feat’s spells.
You choose a level 1 spell from the same list you selected for this feat’s cantrips. (Cure Wounds) You always have that spell prepared.
You can cast it once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest. You can also cast it with any spell slots you have.
Whenever you gain a new level, you can replace one of the spells you chose for this feat with a different spell of the same level from the chosen spell list.
Druidic: You know Druidic, the secret language of Druids. You always have the spell Speak with Animals prepared. You can use Druidic to leave hidden messages. You and others who know Druidic automatically spot such a message. Others spot the message’s presence with a successful DC 15 Investigation check but can’t decipher it without magic.
Primal Order Magician: You know one extra cantrip from the Druid spell list. In addition, your mystical connection to nature gives you a bonus to your Arcana or Nature checks. The bonus equals your Wisdom modifier. (+3)
Wild Shape: Bonus action, you shape-shift into a Beast form for a number of hours equal to half your Druid level (1) or until you use Wild Shape again, have the incapacitated condition, or die. You can also leave the form early as a bonus action.
You have 2 uses, you regain one at a short rest and all at a long rest.
You know four Beast forms for this feature, chosen from among Beast stat blocks that have a maximum Challenge Rating of ¼ and that lack a Fly Speed. Whenever you finish a Long Rest you can replace one of your known forms with another eligible form.
Druid Level | Known Forms | Max CR | Fly Speed? |
2 | 4 | 1/4 | No |
4 | 6 | 1/2 | No |
8 | 8 | 1 | Yes |
Known Forms:
Rules while Shape-Shifted. While in a form, you retain your personality, memories, and ability to speak, and the following rules apply:
Temporary Hit Points. You gain a number of Temporary HIt Points equal to your Druid Level. (2)
Game Statistics. Your game statistics are replaced by the Beast’s stat block, but you retain your creature type; Hit Points; Hit Point Dice; Intelligence, Wisdom, and Charisma scores; class features; languages; and feats. You also retain your skill and saving throw proficiencies and use your Proficiency Bonus for them, in addition to gaining the proficiencies of the creature. If a skill or saving throw modifier in the Beast’s stat block is higher than yours, use the one in the stat block.
No Spellcasting. You can’t cast spells, but shape-shifting doesn’t break your Concentration or otherwise interfere with a spell you’ve already cast.
Objects. Your ability to handle objects is determined by the form’s limbs rather than your own. In addition, you choose whether your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it’s practical for the new form to wear a piece of equipment based on the creature’s size and shape. 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 the form. Equipment that merges with the form has no effect while you’re in that form.
Wild Companion: As an action, you can expend a spell slot or a use of Wild Shape to cast the Find Familiar spell without Material components. When you cast the spell in this way, the familiar is Fey and disappears when you finish a Long Rest.
Subclass: Circle of the Shepherd
Speech of the Woods: You learn to speak, read, and write Sylvan. In addition, beasts can understand your speech, and you gain the ability to decipher their noises and motions. Most beasts lack the intelligence to convey or understand sophisticated concepts, but a friendly beast could relay what it has seen or heard in the recent past. This ability doesn’t grant you any special friendship with beasts, though you can combine this ability with gifts to curry favor with them as you would with any nonplayer character.
Spirit Totem: As a bonus action, you can magically summon an incorporeal spirit to a point you can see within 60 feet of you. The spirit creates an aura in a 30-foot radius around that point. It counts as neither a creature nor an object, though it has the spectral appearance of the creature it represents. As a bonus action, you can move the spirit up to 60 feet to a point you can see.
The spirit persists for 1 minute. Once you use this feature, you can’t use it again until you finish a short or long rest.
The effect of the spirit’s aura depends on the type of spirit you summon from the options below:
Cantrips: 2
Prepared Spells: 6 spells, change on Long rest
Spell points: 14/long
DC: 8 + Prof + Wis = 13
Spell Attack Mod: Prof + Wis = 5
Elementalism: Transmutation, Action, Range: 30ft, Instantaneous, V, S
Beckon Air: You create a breeze strong enough to ripple cloth, stir dust, rustle leaves, and close open doors and shutters, all in a 5 - foot Cube. Doors and shutters being held open by someone or something aren’t affected.
Beckon Earth: You create a thin shroud of dust or sand that covers surfaces in a 5-foot Square area, or you cause a single word to appear in your handwriting in a patch of dirt or sand.
Beckon Fire. You create a thin cloud of harmless embers and colored, scented smoke in a 5-foot Cube. You choose the color and scent, and the embers can light candles, torches, or lamps in that area. The smoke’s scent lingers for 1 minute.
Beckon Water: You create a spray of cool mist that lightly dampens creatures and objects in a 5-foot Cube. Alternatively, you create 1 cup of clean water either in an open container or on a surface, and the water evaporates in 1 minute.
Sculpt Element: You cause dirt, sand, fire, smoke, mist, or water that can fit in a 1-foot Cube to assume a crude shape (Such as that of a creature) for 1 hour.
Spare the Dying: Necromancy, action, 15 feet, Instantaneous, V, S
Choose a creature within range that has 0 Hit Points and isn’t dead. The creature becomes Stable.
Cantrip Upgrade. The range doubles when you reach level 5 (30 feet), 11 (60 feet), and 17 (120 feet).
Resistance: Abjuration, action, touch, Concentration 1 minute, V, S
You touch a willing creature and choose a damage type: Acid, Bludgeoning, Cold, Fire, Lightning, Necrotic, Piercing, Poison, Radiant, Slashing, or Thunder. When the creature takes damage of the chosen type before the spell ends, the creature reduces the total damage taken by 1d4. A creature can benefit from this spell only once per turn.
Guidance: Divination, action, touch, Concentration 1 minute, V, S
You touch a willing creature and choose a skill. Until the spell ends, the creature adds 1d4 to any ability check using the chosen skill.
(MI) Cure Wounds: Abjuration, 1 action, Range: Touch, Instantaneous, V,S
A creature you touch regains a number of hit points equal to 2d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.
(S) Detect magic: Divination, 1 action, Range: Self, C 10 minutes, V,S
For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.
The spell is blocked by 1 foot of stone, dirt, or wood, 1 inch of metal, or a thin sheet of lead.
(AP) Find Familiar: Conjuration ®, 1 hour, Range: 10ft, Instantaneous, V, S, M (10 gp worth of incense that must be consumed by the spell)
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.
(AP) Speak With Animals: Divination, action, Self, 10 minutes, V, S
For the duration, you can comprehend and verbally communicate with Beasts, and you can use any of the Influence action’s.
(S) Disguise Self: Illusion, Action, Self, 1 hour, V, S
You make yourself-- including your clothes, armor, weapons, and other belongings on your person-- look different until the spell ends. You can seem 1 foot shorter or taller and can appear heavier or lighter. You must adopt a form that has the same basic arrangement of limbs as you have. Otherwise, the extent of the illusion is up to you.
The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone touching it would feel nothing.
To discern that you are disguised, a creature must take an action to inspect your appearance and succeed on an investigation check against your spell save DC.
Detect Poison and Disease: Divination, Action, Self, Concentration 10 minutes, V, S, M (a yew leaf)
For the duration, you sense the location of poisons, poisonous or venomous creatures, and magical contagions within 30 feet of yourself. You sense the kind of poison, creature, or contagion in each case. The spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.
Entangle: Conjuration, action, 90 feet, Concentration 1 minute, V, S
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 Athletics check against your spell save DC. On a success, it frees itself from the grasping plants and is no longer Restrained by them.
Fog Cloud: Conjuration, action, 120 feet, Concentration 1 hour, V, S
You create a 20-foot-radius Sphere of fog centered on a point within range. The Sphere is Heavily Obscured. It lasts for the duration or until a strong wind (such as one created by Gust of Wind) disperses it.
Using a Higher-Level Spell Slot. The fog’s radius increases by 20 feet for each spell slot level above 1.
Goodberry: Conjuration, action, Self, 24 hours, V, S, M (a sprig of mistletoe)
Ten berries appear in your hand and are infused with magic for the duration. A creature can take a Bonus Action to eat one berry. Eating a berry restores 1 Hit Point, and the berry provides enough nourishment to sustain a creature for one day. Uneaten berries disappear when the spell ends.
Healing Word: Abjuration, bonus action, 60ft, Instantaneous, V
A creature of your choice that you can see within range regains Hit Points equal to 2d4 plus your spellcasting ability modifier (3)
Using a Higher-Level Spell Slot. The healing increases by 2d4 for each spell slot level above 1.
Protection from Evil and Good: Abjuration, action, touch, Concentration 10 minutes, V, S, M (a flask of Holy Water worth 25 GP, which the spell consumes)
Until the spell ends, one willing creature you touch is protected against creatures that are Aberrations, Celestials, Elementals, Fey, Fiends, or Undead. The protection grants several benefits. Creatures of those types have Disadvantage on attack rolls against the target. The target also can’t be possessed by or gain the Charmed or Frightened conditions from them. If the target is already possessed, Charmed, or Frightened by such a creature, the target has Advantage on any new saving throws against the relevant effects.
Purify Food and Drink: Transmutation, action, 10 feet, Instantaneous, V, S
You remove poison and rot from nonmagical food and drink in a 5-foot-radius Sphere centered on a point within range.
Create or Destroy Water: Transmutation, action, 30 feet, Instantaneous, V, S, M (A mix of water and sand)
You do one of the following:
Create Water. You create up to 10 gallons of clean water within range in an open container. Alternatively, the water falls as rain in a 30-foot Cube within range, extinguishing exposed flames there.
Destroy Water. You destroy up to 10 gallons of water in an open container within rage. Alternatively, you destroy fog in a 30-foot Cube within range.
Using a Higher-Level Spell Slot. You create or destroy 10 additional gallons of water, or the size of the Cube increases by 5 feet, for each spell slot level above 1.
Barkskin: Transmutation, Bonus Action, Range: Touch, 1 hour, V, S, M (a handful of bark)
You touch a willing creature. Until the spell ends, the target’s skin assumes a bark-like appearance, and the target has an Armor Class of 17 if its AC is lower than that.
Gust of Wind: Evocation, 1 Action, Range: Self, C 1 minute, V, S, M (a legume seed)
A Line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the duration. Each creature in the Line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the Line. A creature that ends its turn in the Line must make the same save.
Any creature in the Line must spend 2 feet of movement for every 1 foot it moves when moving closer to you.
The gust disperses gas or vapor, and it extinguishes candles and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them.
As a Bonus Action on your later turns, you can change the direction in which the Line blasts from you.
Lesser Restoration: Abjuration, Bonus Action, Range: Touch, Instantaneous, V, S
You touch a creature and end one condition on it: Blinded, Deafened, Paralyzed, or Poisoned.
Protection from Poison: Abjuration, 1 Action, Range: Touch, 1 hour, V, S
You touch a creature and end the Poisoned condition on it. For the duration, the target has Advantage on saving throws to avoid or end the Poisoned condition, and it has Resistance to Poison damage.
Spike Growth: Transmutation 1 Action, Range: 150 feet, C 10 minutes, V, S, M (seven thorns)
The ground in a 20-foot-radius Sphere centered on a point within range sprouts hard spikes and thorns. The area becomes Difficult Terrain for the duration. When a creature moves into or within the area, it takes 2d4 Piercing damage for every 5 feet it travels.
The transformation of the ground is camouflaged to look natural. Any creature that can’t see the area when the spell is cast must take a Search action and succeed on a Wisdom (Perception or Survival) check against your spell save DC to recognize the terrain as hazardous before entering it.
Quarterstaff: Melee Attack, 1d20 + 1, 1d6 - 1 Bludgeoning, V (1d8 - 1)
Shortbow: Range Attack (80/320), 1d20 + 4, 1d6 + 2 Piercing, two-handed
50ft of Hemp Rope (Rope, whether made of hemp or silk, has 2 hit points and can be burst with a DC 17 Strength check.)
Cartographer’s Tools: Craft Maps
Leather Armor: 11 + dex (13)
Shield: +2 to AC
Quarterstaff (Druidic Focus)
Herbalism kit: Craft: Antitoxin, Candle, Healer’s Kit, Potion of Healing
Component Pouch: a watertight pouch that is filled with compartments that hold all the free Material components of your spells.
Traveler's clothes,
Tent: sleeps up to two small or Medium creatures
Backpack: holds up to 30 pounds in 1 cubic foot. It can also serve as a saddlebag.
Tinderbox: A small container that holds flint, fire steel, and tinder used to kindle a fire. Using it to light a Candle, Lamp, Lantern, or Torch--or anything else with exposed fuel-- takes a Bonus Action. Lighting any other fire takes 1 minute.
2 flasks of Oil: 2 pints of oil, You can replace one of your attack actions with throwing an Oil flask. Target one creature or object within 20 feet of yourself. The target must succeed on a Dexterity saving throw (DC 8 + your Dex mod and Prof bonus, 14) or be covered in oil. If the target takes Fire damage before the oil dries (after 1 minute), the target takes an extra 5 Fire damage from burning oil.
You can take an action to pour an Oil flask on level ground to cover a 5-foot-square area within 5 feet of yourself. I lit, the burns until the end of the turn 2 rounds from when the oil was lit (or 12 seconds) and deals 5 Fire damage to any creature that enters the area or ends its turn there. A creature can take this damage only once per turn.
Oil serves as fuel for Lamps and Lanterns. Once lit, a flask of Oil burns for a total of 6 hours in a Lamp or Lantern.
Waterskin (4 pints of liquids)
Bedroll (You automatically succeed on saving throws against extreme cold)
10 days of rations (Rations consist of dry foods suitable for extended travel, including jerky, dried fruit, hardtack, and nuts.)
Shortbow
20 arrows
Quiver: holds up to 20 arrows
Copper:
Silver:
Gold: 14
Platinum:
Strength:
Dexterity:
Constitution:
Intelligence:
Wisdom:
Charisma:
Alignment:
This is my life:
Life events:
Summary: