Druid Pre Built
Druid Pre Built
INSPIRATION
STRENGTH I've been isolated for so long that
12 +1 30ft I rarely speak, preferring
10 +2 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED
gestures and the occasional
grunt.
+0 PERSONALITY TRAITS
12
+1
+2
Dexterity
Constitution
24 affairs of others only causes trouble.
+1 ● +4 Wisdom
I'm still seeking the enlightenment I
-1 Charisma pursued in my seclusion, and it still
CONSTITUTION SAVING THROWS eludes me.
TEMPORARY HIT POINTS BONDS
14
+1 Acrobatics (Dex) Total 3d8 SUCCESSES Now that I've returned to the world, I
+2 Animal Handling (Wis) enjoy its delights a little too much.
● +4
3d8 FAILURES
+1 Arcana (Int) HIT DICE DEATH SAVES FLAWS
INTELLIGENCE +0 Athletics (Str)
13 -1
+1
Deception (Cha)
History (Int)
NAME ATK BONUS DAMAGE/TYPE Firbolg Magic: You can cast the Detect Magic and Disguise Self spells once per long rest
each. When casting Disguise Self via this feature, you can make yourself appear up to 3
Thorn Whip +4 1d6 feet shorter (as Firbolg are typically 7-9 feet tall).
Wisdom is your spellcasting ability for these spells. You can also cast them with spell slots.
+1 +2 Insight (Wis)
Hidden Step: As a bonus action on your turn, you can magically turn invisible until the start
of your next turn. The invisibility ends if you deal damage in any way (such as making an
-1 Intimidation (Cha) attack) or force someone to make a saving throw.
You can use this feature 2 times per long rest.
WISDOM +1 Investigation (Int) Powerful Build: You are effectively a Large creature for the sake of calculating your carrying
capacity and maximum weight you can push, drag, or lift.
● +4 Medicine (Wis)
15
Speech of Beast and Leaf: You can speak to Beasts, Plants, and Vegetation. Specifically,
they can understand and comprehend the meaning of your words, but you can't actually
understand them in response. This does grant you Advantage on Charisma checks made
+1 Nature (Int) Thorn Whip also pulls the to try and influence them however.
Druidic: You know how to speak, read, and write Druidic, the secret language of Druids. If
+2
● +4 Perception (Wis) target up to 10 feet closer. you aren't a Druid, it takes a DC 15 Perception check to spot Druidic messages and they
can't be deciphered without magic.
-1 Performance (Cha) Spellcasting: You can cast spells, using a Druidic Focus as your spellcasting focus. Your
spellcasting modifier is your Wisdom modifier. You can ritually cast spells (that have the
Ritual tag)
-1 Persuasion (Cha)
CHARISMA Wild Shape (+ Circle Forms + Combat Wild Shape): As a bonus action on your turn, you
can transform into any Beast with a CR of 1 or lower (that you have seen before). The
● +3 Religion (Int) Beast you transform into cannot have a Flying or Swimming speed. You can stay in your
8
animal for for up to 2 hours, but the transformation ends earlier if you fall unconscious, drop
to 0 hit points, or die.
+1 Sleight of Hand (Dex) You can Wild Shape twice per short or long rest.
While you are transformed, the following rules apply:
- Your game statistics are replaced instead by the stat block of the Beast. The things you
+1 Stealth (Dex) keep are your Alignment, Personality, and your Intelligence / Wisdom / Charisma scores.
You also keep your saving throw proficiencies and skill proficiencies, in addition to any
-1 +2 Survival (Wis)
ones your Beast form already has.
- When you transform, your Hit Points are totally replaced by the Beast's. Upon turning
back into your original form, you return back to however much HP you had when you
transform. Excess damage past 0 hit points in the Beast form is carried over to your original
form however (If you take 10 damage while you are at 1 HP in Beast form, you would still
SKILLS ATTACKS & SPELLCASTING take 9 damage in your true form upon turning back).
- You cannot cast spells or speak, and your ability to use your hands is limited by your
Beast Form's own hands. However, transforming doesn't end concentration on a spell, and
you can still take actions tied to spells (e.g. using an action to summon more lightning from
the Call Lightning spell)
- You maintain all class and race benefits if they are still applicable to your new form, but
14 PASSIVE WISDOM (PERCEPTION)
1 Druidic Focus, 1 special senses (such as Darkvision) aren't retained unless the Beast form also has them
- You decide whether your equipment drops to the ground, merges into you, or is still worn
CP (assuming the equipment actually fits on your new form). Merged equipment has no effect
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
AGE HEIGHT WEIGHT
Dew of the Mountain
CHARACTER NAME EYES SKIN HAIR
NAME
SYMBOL
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Druid +2 12 +4
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS
0 CANTRIPS 3 6
Thorn Whip: Whip someone to deal damage and pull them over on a hit. 1d6 damage
SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED
1 4 7
EPAR
SPELL NAME
ED
PR
Absorb Elements: Reaction get resistance to an elemental damage then buff next attack
Healing Word: Heal someone within 60ft for 1d4 hit points
4
Faerie Fire (Concentration): Force a save or else be covered in light and easier to hit
SPELLS KNOWN
8
Disguise Self: You can magically change your appearance. From Firbolg Magic.
Detect Magic (Ritual): You perceive all magic within 30 feet of you. From Firbolg Magic.
2 2
Earthbind (Concentration): Force a flying creature to descend to the ground
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.