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Aksel Bjorn Hagen

5 Level (13999/14000 XP for level-up) Acolyte Background Human Race / Species / Heritage CN Alignment
Druid
Level 5
Hit Dice: 5/5
1d6+2 Class 1

STR
18
+4
DEX
14
+2
CON
14
+2
INT
11
+0
WIS
15
+2
CHA
14
+2
30
Hit Points
+4
Initiative (DEX)
12
Armor Class (AC)
+3
Prof. Bonus
30
Speed (walk/run/fly)
Spellcasting ...
+10 Attack mod
WIS Ability
+2 Abi Mod
26 Save DC
+6 Expertise Bonus
+3 Proficiency Bonus
+8 Strength
+4 Dexterity
+4 Constitution
+0 Intelligence
+4 Wisdom
+4 Charisma
saving throws
+2 Acrobatics DEX
+5 Animal Handling WIS
+0 Arcana INT
+4 Athletics STR
+2 Deception CHA
+3 History INT
+2 Insight WIS
+2 Intimidation CHA
+0 Investigation INT
skills
+2 Medicine WIS
+0 Nature INT
+2 Perception WIS
+2 Performance CHA
+2 Persuasion CHA
+3 Religion INT
+2 Sleight of Hand DEX
+2 Stealth DEX
+5 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Machete +4 STR 1d6+4 slashing
Crossbow +4 STR 1d8+4 piercing
 range 80/320
Handaxe +4 STR 1d6+4 slashing
 Light, thrown 20/60
Ritual Casting +2 WIS
Attacks

Spell Book

Shelter of the Faithful
Wild shape
Magic Initiate

Features & Traits

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 50, Platinum: 0 Money
Languages: Common, Deep Speech, Sylvan, Undercommon, Druidic
Proficiencies: spears, shield, clubs, daggers, darts, javelins, maces, light armour, medium armor,

Languages & Proficiencies


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.07, made by Tillerz - Updated: 2023-05-29
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Level 0 Spells

Players Handbook Page 269

Produce Flame

0-level (Cantrip) Conjuration

Casting Time 1 action
Range Self
Duration 10 minutes
Components V, S
Materials Koa (Fire)

A flickering flame appears in your hand. The flame remains there for the Duration and harms neither you nor your Equipment. The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The spell ends if you dismiss it as an action or if you cast it again.   You can also Attack with the flame, although doing so ends the spell. When you cast this spell, or as an action on a later turn, you can hurl the flame at a creature within 30 feet of you. Make a ranged spell Attack. On a hit, the target takes 1d8 fire damage.
At higher levels: This spell's damage increases by 1d8 when you reach 5th Level (2d8), 11th level (3d8), and 17th level (4d8).

Class(es): Druid

Basic Rules, pg. 272

Resistance

0-level (Cantrip) Abjuration

Casting Time 1 action
Range Touch
Duration Concentration, up to 1 minute
Components Verbal, Somatic,

You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one saving throw of its choice. It can roll the die before or after making the saving throw. The spell then ends.

Class(es): Artificer, Cleric, Druid

Basic Rules, pg. 275

Shillelagh

0-level (Cantrip) Transmutation

Casting Time 1 bonus action
Range Touch
Duration 1 minute
Components Verbal, Somatic, Material
Materials A wooden weapon, Koa (Earth)

The wood of a or you are holding is imbued with nature's power. For the duration, you can use your spellcasting ability instead of Strength for the attack and damage rolls of melee attacks using that weapon, and the weapon's damage die becomes a d8. The weapon also becomes magical, if it isn't already. The spell ends if you cast it again or if you let go of the weapon.

Class(es): Druid

PHB

Thunderwave

1-level Evocation

Casting Time 1 Action
Range Self (15ft cube)
Duration Instantaneous
Components V, S

A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed.   In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell's effect, and the spell emits a thunderous boom audible out to 300 feet.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

Class(es): Bard, Druid, Sorcerer, Wizard, Artificer (Artillerist), Cleric (Tempest Domain), Fighter (Eldritch Knight), Monk (Way of the Four Elements), Rogue (Arcane Trickster)

PHB

Speak with Animals

1-level Abjuration

Casting Time 1 Action
Range Self
Duration 10 Minutes
Components V, S

You gain the ability to comprehend and verbally communicate with beasts for the duration. The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you, at the DM's discretion.

Class(es): Bard, Druid, Ranger, Barbarian (Path of the Totem Warrior), Cleric (Nature Domain), Paladin (Oath of the Ancients)

Level 1 Spells

PHB

Longstrider

1-level Transmutation

Casting Time 1 Action
Range Touch
Duration 1 Hour
Components V, S, M
Materials a pinch of dirt

You touch a creature. The target's speed increases by 10 feet until the spell ends.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

Class(es): Artificer, Bard, Druid, Ranger, Wizard, Fighter (Eldritch Knight), Rogue (Arcane Trickster)

Basic Rules, pg. 212

Animal Friendship

1-level Enchantment

Casting Time 1 action
Range 30 ft.
Duration 24 hours
Components Verbal, Somatic, Material
Materials The material to help with this spell is not yet known

This spell lets you convince a beast that you mean it no harm. Choose a beast that you can see within range. It must see and hear you. If the beast's Intelligence is 4 or higher, the spell fails. Otherwise, the beast must succeed on a Wisdom saving throw or be charmed by you for the spell's duration. If you or one of your companions harms the target, the spell ends.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional beast for each slot level above 1st.

Class(es): Bard, Druid, Ranger

Spell LevelBeasts
1st1
2nd2
3rd3
4th4
5th5
6th6
7th7
8th8
9th9

D&D 5e PHB Page 221

Charm Person

1-level Enchantment

Casting Time 1 action
Range 30 feet
Duration 1 hour
Components Verbal, Somatic

You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.

Class(es): Bard, Druid, Sorcerer, Warlock, Wizard

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