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Druid Outlander

CLASS & LEVEL BACKGROUND PLAYER NAME

Half-Elf Chaotic Good


CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION

15/17
STRENGTH

+0 ARMOR
+4 30 feet
+2 PROFICIENCY BONUS CLASS INITIATIVE SPEED

10 PERSONALITY TRAITS

Hit Point Maximum


Strength
DEXTERITY
Dexterity

+4 Constitution
CURRENT HIT POINTS IDEALS
Intelligence

18 Wisdom
Charisma
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS
+3
BONDS

Acrobatics (Dex) Total SUCCESSES


16 Animal Handling (Wis) FAILURES

Arcana (Int) HIT DICE DEATH SAVES FLAWS


INTELLIGENCE Athletics (Str)

+1 Deception (Cha)
NAME ATK BONUS DAMAGE/TYPE
Deity: Earth / Nature
History (Int)
Club +2 1d4 Blud ** Darkvision: You see in dim light within a 60-foot
13 Insight (Wis) radius of you as if it were bright light, and in darkness
Intimidation (Cha) Sling +6 1d4+4 Blud in that radius as if it were dim light. You can’t discern
color in darkness, only shades of grey.
WISDOM Investigation (Int) Fey Ancestry: You have advantage on saving throws
against being charmed, and magic can’t put you to
+4 Medicine (Wis)
Nature (Int) Cantrips: Shillelagh, Druidcraft
sleep.
Wanderer: You have an excellent memory for maps
and geography, and you can always recall the general
Perception (Wis)
18 ** Club (Shillelagh: +6, 1d8 + 4 Blud (magic) layout of terrain, settlements, and other features
Performance (Cha) around you. In addition, you can find food and fresh
Spellcasting Ability: Wisdom is your spellcasting water for yourself and up to five other people each day,
Persuasion (Cha) ability for your spells. The saving throw DC to resist provided that the land offers berries, small game, water,
CHARISMA
Religion (Int) a spell you cast is 14. Your attack bonus when you and so forth.
+2 Sleight of Hand (Dex)
make an attack with a spell is +6.

Stealth (Dex)
14 Survival (Wis)

SKILLS ATTACKS & SPELLCASTING

16 PASSIVE WISDOM (PERCEPTION) Druidic Focus, Leather Armor,


CP
Club, Sling, Shield, Flute of
Bone, Backpack, Bedroll, Mess
Proficiencies: Shields, Light Armor, SP Kit, Tinderbox, 10 Torches,
Medium Armor, Clubs, Daggers, Darts, 10 Days Rations, Waterskin,
Javelins, Maces, Quarterstaffs, Scimitars,
Hempen Rope (50 feet)
Sickles, Slings, Spears, Herbalism Kit, EP

Musical Instrument (1),


GP
Languages: Common, Elvish, Dwarvish,
Druidic, Primordial
PP

OTHER PROFICIENCIES & LANGUAGES EQUIPMENT FEATURES & TRAITS

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