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INSPIRATION
FORCE
13 0 30
0 2 BONUS DE MAÎTRISE
10 TRAITS DE PERSONNALITÉ
0
0 Dextérité
POINTS DE VIE ACTUELS
2 Constitution
4 Intelligence
10
5 Sagesse
IDÉAUX
0 Charisme
CONSTITUTION
POINTS DE VIE TEMPORAIRES
JETS DE SAUVEGARDE
2 1
14 0 Acrobaties (Dex)
5 Dressage (Sag)
2 LIENS
INTELLIGENCE Arcanes (Int)
2
2 Athlétisme (For)
0 Tromperie(Cha)
NOM ATT DÉGÂTS / TYPE
2 Histoire (Int)
14 3 Perspicacité (Sag) Club +2 1d4 Bludgeoning
0 Intimidation (Cha)
SAGESSE
2 Investigation (Int) Cure Wounds 1d8+3 Healing DÉFAUTS
3
3 Médecine (Sag)
4 Nature (Int) Absorb Elements 1d6 See text
5 Perception (Sag)
17 Armor Proficiency
0 Représentation (Cha) Earth Tremor DC13 1d6 Bludgeoning
0 Persuasion (Cha) Druidic
CHARISME
2 Religion (Int) Ritual Casting
Healing Word 1d4+3 Healing
0 0
0
Escamotage (Dex)
Discrétion (Dex)
Ice Knife +5 1d10 Piercing +…
Darkvision
Fey Ancestry
10 5 Survie (Sag)
Fey Step
COMPÉTENCES Thunderwave DC13 2d8 Thunder Keen Senses
Trance
ATTAQUES ET INCANTATIONS
15 SAGESSE PASSIVE (PERCEPTION) Wanderer
CAPACITÉS ET TRAITS
10
CP SP EP GP PP
OUTIL: Drum, Herbalism Kit
LANGUE: Common, Druidic, Primordial, Sylvan
1 Druidic Focus
ARMURE: Light Armor, Medium Armor, Shields
1 Wooden Shield
ARME: Club, Dagger, Dart, Javelin, Mace, Quarterstaff,
1 Club
Scimitar, Sickle, Sling, Spear
1 Leather Armor
ÉQUIPEMENT
NOM ATT DÉGÂTS / TYPE
Total: Total:
CP SP EP GP PP
2
Produce Flame +5 1d8 Fire
1 Tinderbox FEY STEP
1 Backpack
Shillelagh +5 1d8+3 Bludgeoning
1 Trophy from an Animal You Killed
Total: Total:
1 Bedroll
1 Mess Kit
10 Torch
10 Rations
1 Waterskin
Total: Total:
1 Hempen rope
ATTAQUES ET INCANTATIONS
ÉQUIPEMENT
SAGESSE 13 5
0 TOURS DE MAGIE 3 0 6 0
Produce Flame
Shillelagh
4 0 7 0
1 2
5 0 8 0
Absorb Elements
Animal Friendship
Beast Bond
Charm Person 9 0
Create or Destroy Water
Cure Wounds
Detect Magic
Earth Tremor
Entangle
Faerie Fire
Fog Cloud
Goodberry
Healing Word
Ice Knife
Jump
Longstrider
Snare
Thunderwave
2 0
CAPACITÉS ET TRAITS
Armor Proficiency Fey Step Keen Senses
Druids will not wear armor or use shields that are made of As a bonus action, you can magically teleport up to 30 feet You have proficiency in the Perception skill.
metal. to an unoccupied space you can see. You can use this trait a
number of times equal to your proficiency bonus, and you Trance
Druidic regain all expended uses when you finish a long rest. When You don’t need to sleep, and magic can’t put you to sleep.
You know Druidic, the secret language of druids. You can you reach 3rd level, your Fey Step gains an additional You can finish a long rest in 4 hours if you spend those
speak the language and use it to leave hidden messages. effect based on your season; if the effect requires a saving hours in a trancelike meditation, during which you retain
You and others who know this language automatically spot throw, the DC equals 8 + your proficiency bonus + your consciousness. Whenever you finish this trance, you can
such a message. Others spot the message's presence with a Intelligence, Wisdom, or Charisma modifier (choose when change your season, and you can gain two proficiencies
successful DC 15 Wisdom (Perception) check but can't you select this race): Autumn. Immediately after you use that you don’t have, each one with a weapon or a tool of
decipher it without magic. your Fey Step, up to two creatures of your choice that you your choice selected from the Player’s Handbook. You
can see within 10 feet of you must succeed on a Wisdom mystically acquire these proficiencies by drawing them
Ritual Casting from shared elven memory, and you retain them until you
saving throw or be charmed by you for 1 minute, or until
You can cast a druid spell as a ritual if that spell has the finish your next long rest.
you or your companions deal any damage to the creatures.
ritual tag and you have the spell prepared.
Winter. When you use your Fey Step, one creature of your
Wanderer
choice that you can see within 5 feet of you before you
Darkvision You have an excellent memory for maps and geography,
teleport must succeed on a Wisdom saving throw or be
You can see in dim light within 60 feet of you as if it were and you can always recall the general layout of terrain,
frightened of you until the end of your next turn. Spring.
bright light and in darkness as if it were dim light. You settlements, and other features around you. In addition, you
When you use your Fey Step, you can touch one willing
discern colors in that darkness only as shades of gray. can find food and fresh water for yourself and up to five
creature within 5 feet of you. That creature then teleports
other people each day, provided that the land offers berries,
Fey Ancestry instead of you, appearing in an unoccupied space of your
small game, water, and so forth.
You have advantage on saving throws you make to avoid choice that you can see within 30 feet of you. Summer.
or end the charmed condition on yourself. Immediately after you use your Fey Step, each creature of
your choice that you can see within 5 feet of you takes fire
damage equal to your proficiency bonus.
SORTS
Produce Flame Animal Friendship Charm Person
Invocation cantrip Enchantement 1 Enchantement 1
Durée d'incantation : 1 action Durée d'incantation : 1 action Durée d'incantation : 1 action
Portée : Self Portée : 30 feet Portée : 30 feet
Cible : Self or a creature within 30 feet of you Cible : A beast that you can see within range Cible : A humanoid you can see within range
Composantes : V S Composantes : V S M Composantes : V S
Durée : 10 minutes Durée : 24 hours Durée : 1 hour
Description : Description : Description :
A flickering flame appears in your hand. The flame remains This spell lets you convince a beast that you mean it no You attempt to charm a humanoid you can see within
there for the duration and harms neither you nor your harm. Choose a beast that you can see within range. It must range. It must make a Wisdom saving throw, and does so
equipment. The flame sheds bright light in a 10-foot radius see and hear you. If the beast’s Intelligence is 4 or higher, with advantage if you or your companions are fighting it. If
and dim light for an additional 10 feet. The spell ends if the spell fails. Otherwise, the beast must succeed on a it fails the saving throw, it is charmed by you until the spell
you dismiss it as an action or if you cast it again. You can Wisdom saving throw or be charmed by you for the spell’s ends or until you or your companions do anything harmful
also attack with the flame, although doing so ends the spell. duration. If you or one of your companions harms the to it. The charmed creature regards you as a friendly
When you cast this spell, or as an action on a later turn, target, the spells ends. acquaintance. When the spell ends, the creature knows it
you can hurl the flame at a creature within 30 feet of you. À plus haut niveau: When you cast this spell using a spell was charmed by you.
Make a ranged spell attack. On a hit, the target takes 1d8 slot of 2nd level or higher, you can affect one additional À plus haut niveau: When you cast this spell using a spell
fire damage. This spell’s damage increases by 1d8 when beast for each slot level above 1st. slot of 2nd level or higher, you can target one additional
you reach 5th level (2d8), 11th level (3d8), and 17th level creature for each slot level above 1st. The creatures must
(4d8). Beast Bond be within 30 feet of each other when you target them.
Divination 1
Shillelagh Durée d'incantation : 1 action Create or Destroy Water
Transmutation cantrip Portée : Touch Transmutation 1
Durée d'incantation : 1 bonus action Cible : One beast you touch that is friendly to you or Durée d'incantation : 1 action
Portée : Touch charmed by you Portée : 30 feet
Cible : The wood of a club or quarterstaff you are holding Composantes : V S M Cible : See text
Composantes : V S M Durée : ConcentrationUp to 10 minutes Composantes : V S M
Durée : 1 minute Description : Durée : Instantaneous
Description : You establish a telepathic link with one beast you touch Description :
The wood of a club or quarterstaff you are holding is that is friendly to you or charmed by you. The spell fails if You either create or destroy water. Create Water. You
imbued with nature’s power. For the duration, you can use the beast’s Intelligence score is 4 or higher. Until the spell create up to 10 gallons of clean water within range in an
your spellcasting ability instead of Strength for the attack ends, the link is active while you and the beast are within open container. Alternatively, the water falls as rain in a
and damage rolls of melee attacks using that weapon, and line of sight of each other. Through the link, the beast can 30-foot cube within range, extinguishing exposed flames in
the weapon’s damage die becomes a d8. The weapon also understand your telepathic messages to it, and it can the area. Destroy Water. You destroy up to 10 gallons of
becomes magical, if it isn’t already. The spell ends if you telepathically communicate simple emotions and concepts water in an open container within range. Alternatively, you
cast it again or if you let go of the weapon. back to you. While the link is active, the beast gains destroy fog in a 30-foot cube within range.
advantage on attack rolls against any creature within 5 feet À plus haut niveau: When you cast this spell using a spell
Absorb Elements of you that you can see. slot of 2nd level or higher, you create or destroy 10
Abjuration 1 additional gallons of water, or the size of the cube increases
Durée d'incantation : 1 reaction, which you take when by 5 feet, for each slot level above 1st.
you take acid, cold, fire, lightning, or thunder damage
Portée : Self Cure Wounds
Cible : Self Évocation 1
Composantes : S Durée d'incantation : 1 action
Durée : 1 round Portée : Touch
Description : Cible : A creature you touch
The spell captures some of the incoming energy, lessening Composantes : V S
its effect on you and storing it for your next melee attack. Durée : Instantaneous
You have resistance to the triggering damage type until the Description :
start of your next turn. Also, the first time you hit with a A creature you touch regains a number of hit points equal
melee attack on your next turn, the target takes an extra to 1d8 + your spellcasting ability modifier. This spell has
1d6 damage of the triggering type, and the spell ends. no effect on undead or constructs.
À plus haut niveau: When you cast this spell using a spell À plus haut niveau: When you cast this spell using a spell
slot of 2nd level or higher, the extra damage increases by slot of 2nd level or higher, the Healing increases by 1d8 for
1d6 for each slot level above 1st. each slot level above 1st.
Detect Magic Entangle Goodberry
Divination 1 Invocation 1 Transmutation 1
Durée d'incantation : 1 action Durée d'incantation : 1 action Durée d'incantation : 1 action
Portée : Self Portée : 90 feet Portée : Touch
Cible : Self Cible : A point within range Cible : See text
Composantes : V S Composantes : V S Composantes : V S M
Durée : ConcentrationUp to 10 minutes Durée : ConcentrationUp to 1 minute Durée : Instantaneous
Description : Description : Description :
For the duration, you sense the presence of magic within Grasping weeds and vines sprout from the ground in a 20- Up to ten berries appear in your hand and are infused with
30 feet of you. If you sense magic in this way, you can use foot square starting from a point within range. For the magic for the duration. A creature can use its action to eat
your action to see a faint aura around any visible creature duration, these plants turn the ground in the area into one berry. Eating a berry restores 1 hit point, and the berry
or object in the area that bears magic, and you learn its difficult terrain. A creature in the area when you cast the provides enough nourishment to sustain a creature for one
school of magic, if any. The spell can penetrate most spell must succeed on a Strength saving throw or be day. The berries lose their potency if they have not been
barriers, but it is blocked by 1 foot of stone, 1 inch of restrained by the entangling plants until the spell ends. A consumed within 24 hours of the casting of this spell.
common metal, a thin sheet of lead, or 3 feet of wood or creature restrained by the plants can use its action to make
dirt. a Strength check against your spell save DC. On a success, Healing Word
it frees itself. When the spell ends, the conjured plants wilt Évocation 1
Detect Poison and Disease away. Durée d'incantation : 1 bonus action
Divination 1 Portée : 60 feet
Durée d'incantation : 1 action Faerie Fire Cible : A creature of your choice that you can see within
Portée : Self Évocation 1 range
Cible : Self Durée d'incantation : 1 action Composantes : V
Composantes : V S M Portée : 60 feet Durée : Instantaneous
Durée : ConcentrationUp to 10 minutes Cible : Each object in a 20-foot cube within range Description :
Description : Composantes : V A creature of your choice that you can see within range
For the duration, you can sense the presence and location Durée : ConcentrationUp to 1 minute regains hit points equal to 1d4 + your spellcasting ability
of poisons, poisonous creatures, and diseases within 30 feet Description : modifier. This spell has no effect on undead or constructs.
of you. You also identify the kind of poison, poisonous Each object in a 20-foot cube within range is outlined in À plus haut niveau: When you cast this spell using a spell
creature, or disease in each case. The spell can penetrate blue, green, or violet light (your choice). Any creature in slot of 2nd level or higher, the Healing increases by 1d4 for
most barriers, but it is blocked by 1 foot of stone, 1 inch of the area when the spell is cast is also outlined in light if it each slot level above 1st.
common metal, a thin sheet of lead, or 3 feet of wood or fails a Dexterity saving throw. For the duration, objects and
dirt. affected creatures shed dim light in a 10-foot radius. Any Ice Knife