Druid Frog

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Druid Star lvl 3 Hermit Enzo Sekito

CLASS & LEVEL BACKGROUND PLAYER NAME


Vitor Waka Waka
Grung Lawful Good
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION
STRENGTH I connect everything that
15 2 25 (climb)
happens to me to a grand,
-1 2 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED cosmic plan.
8 PERSONALITY TRAITS

Hit Point Maximum 27


-1 Strength
DEXTERITY
My gifts are meant to be shared with

2
2

3
Dexterity
Constitution
27 all, not used for my own benefit

CURRENT HIT POINTS IDEALS


● 2 Intelligence

14 ● 5 Wisdom
My isolation gave me great insight
0 Charisma into a great evil that only I can
CONSTITUTION SAVING THROWS destroy
TEMPORARY HIT POINTS BONDS

3
2 Acrobatics (Dex) Total 3 SUCCESSES Now that I've returned to the world, I
16 Animal Handling (Wis) enjoy its delights a little too much.
● 5
1d8 FAILURES
5 Arcana (Int) HIT DICE DEATH SAVES FLAWS
INTELLIGENCE -1 Athletics (Str)

0 0

0
Deception (Cha)
History (Int)
NAME ATK BONUS DAMAGE/TYPE
Druidic Focus:
Insight (Wis)
Prod flame + 5 1d8 - A crystal that projects starry patterns when
10 5
placed before a light.
0 Intimidation (Cha) Gdng bolt +5 4d6 Wild shape:
WISDOM 0 Investigation (Int) - 1/2 CR, half lvl time span
● 5 Medicine (Wis)
3 0 Nature (Int) Guiding Bolt- 2x free uses
Wild Companion:
Action - expend a use of Wild Shape to cast
● 6 Perception (Wis) Find Familiar spell without material
16 components. Familiar is fey, and disappears
0 Performance (Cha) Absorb Elements after half your druid lvl hours.

CHARISMA
0 Persuasion (Cha) Healing Word Starry Form: bns action
0 Religion (Int) Fog Cloud - 10min duration
0 2 Sleight of Hand (Dex) Pass Without Trace - Retain your game statistics
- Sheds bright light in a 10-ft radius + dim
● 4 Stealth (Dex) Earthbind light for 10 feet.
10 - Ends early if dismiss it (no action required),
3 Survival (Wis) Enhance Ability are incapacitated, die, or use this feature
SKILLS ATTACKS & SPELLCASTING again.

Types:
PASSIVE WISDOM (PERCEPTION) - Scroll case full of notes Archer:
CP - Bns act, ranged spell attack, 60 ft., radiant
from your studies or damage equal to 1d8 + your Wisdom
prayers modifier.
Armor: Light armor, medium armor, SP - Winter blanket,
shields -> no metal - Common clothes Chalice:
- Cast spell w/ spell slot that heals a
EP - Herbalism kit creature, you or another creature within 30 ft
Weapons: Clubs, daggers, darts, - Wooden Shield of you can gets healed 1d8 + Wis mod.
javelins, maces, quarterstaffs, - Star Focus - A speckled
scimitars, sickles, slings, spears
GP 5 owlbear hide, tooled with Dragon:
- When make Int or a Wis check or a Con
raised marks saving throw to maintain concentration on a
Tools: Herbalism kit PP - Quarterstaff spell, roll of 9 or lower on the d20 = 10.
Languages: common, grung, druidic - Explorers pack
- Leather armor lvl 6: Cosmic Omen

OTHER PROFICIENCIES & LANGUAGES EQUIPMENT FEATURES & TRAITS

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
24 anos e 8 meses 70 cm 20kg
AGE HEIGHT WEIGHT
Vitor Waka Waka
Black green White
CHARACTER NAME EYES SKIN HAIR

Hermit: Discovery
The quiet seclusion of your extended NAME
hermitage gave you access to a unique
and powerful discovery. The exact nature
of this revelation depends on the nature of
your seclusion. It might be a great truth
about the cosmos, the deities, the powerful
beings of the outer planes, or the forces of
nature. It could be a site that no one else
has ever seen. You might have uncovered
a fact that has long been forgotten, or
unearthed some relic of the past that could
rewrite history. It might be information that
would be damaging to the people who or
consigned you to exile, and hence the
reason for your return to society.
SYMBOL
Work with your DM to determine the
details of your discovery and its impact on
the campaign.

CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

Amphibious. breathe air and water.


Poison Immunity. Immune poison dmg and poisoned condition.
Poisonous Skin. Any creature that grapples you or otherwise comes into direct
contact with your skin must succeed on a DC 12 Con saving throw or become
poisoned for 1 min. A poisoned creature no longer in direct contact with you
can repeat the saving throw at the end of each of its turns, ending the effect on
itself on a success.
You can also apply this poison to any piercing weapon as part of an attack
with that weapon, though when you hit the poison reacts differently. The target
must succeed on a DC 12 Constitution saving throw or take 2d4 poison
damage.
Standing Leap. Your long jump is up to 25 feet and your high jump is up to 15
feet, with or without a running start.
Water Dependency. If you fail to immerse yourself in water for at least 1 hour
during a day, you suffer 1 level of exhaustion at the end of that day. You can
recover from this exhaustion only through magic or by immersing yourself in
water for at least 1 hour.

ADDITIONAL FEATURES & TRAITS

CHARACTER BACKSTORY TREASURE

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Druid Wis 13 5
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 2 6
Guidance Revivify

Produce Flame Dispel Magic

Druidcraft Elemental Weapon

Erupting Earth

Plant Growth

Protection from Energy

Summon Fey

Tidal Wave

Water Breathing
SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED Meld into Stone

1 4 Conjure Animals - 8 elks


7
Speak with Plants

EPAR Lightning Bolt


SPELL NAME
ED
PR

Guiding Bolt - star map: use # times = prof bns. for free

Faerie Fire
4
Entangle

Fog Cloud
SPELLS KNOWN

Goodberry

● Healing Word

● Absorb Elements

Charm Person

Detect Magic

Create or Destroy Water


8
Thunderwave

Ice Knife

2 3
Augury

Spike Growth

Hold Person
5
Heat Metal

● Pass Without Trace


9
Summon Beast

Moonbeam

Lesser Restoration

● Earthbind

Flaming Sphere

Enlarge Reduce

● Enhance Ability

Darkvision

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.

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