5th Edition Character Sheet
Skills
[+] | Name | Bonus | Damage / Type | Range |
---|---|---|---|---|
Scimitar | +5 | 1d6+3 slashing | 5 | |
Great sword | +1 | 2d6 slashing | %3% |
Mending- Casting Time: 1 minute
Range: Touch
Components: VSM
Duration: Instantaneous
This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage. This spell can physically repair a magic item or construct, but the spell can't restore magic to such an object.
Produce Flame- Casting Time: ActionRange: Self
Components: VS
Duration: 10 minutes
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. This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Spells:Create or Destroy Water- Casting Time: Action
Range: 30 feet
Components: VSM
Duration: Instantaneous
You either create or destroy water.
Create Water. You create up to 10 gallons of clean water within range in an open container. Alternatively, the water falls as rain in a 30 foot cube within range, extinguishing exposed flames in the area.
Destroy Water. You destroy up to 10 gallons of water in an open container within range. Alternatively, you destroy fog in a 30 foot cube within range.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you create or destroy 10 additional gallons of water, or the size of the cube increases by 5 feet, for each slot level above 1st.
Cure Wounds- Casting Time: ActionRange: Touch
Components: VS
Duration: Instantaneous
A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.
Thunderwave- Casting Time: ActionRange: Self
Components: VS
Duration: Instantaneous
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.
Speak with Animals- Casting Time: Action (Ritual)Range: Self
Components: VS
Duration: 10 minutes
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 GM's discretion.
Mending- Casting Time: 1 minute
Range: Touch
Components: VSM
Duration: Instantaneous
This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage. This spell can physically repair a magic item or construct, but the spell can't restore magic to such an object.
Produce Flame- Casting Time: Action
Range: Self
Components: VS
Duration: 10 minutes
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. This spell's damage increases by [1d8] when you reach 5th level ([2d8]), 11th level ([3d8]), and 17th level ([4d8]).
Spells:
Create or Destroy Water- Casting Time: Action
Range: 30 feet
Components: VSM
Duration: Instantaneous
You either create or destroy water.
Create Water. You create up to 10 gallons of clean water within range in an open container. Alternatively, the water falls as rain in a 30 foot cube within range, extinguishing exposed flames in the area.
Destroy Water. You destroy up to 10 gallons of water in an open container within range. Alternatively, you destroy fog in a 30 foot cube within range.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you create or destroy 10 additional gallons of water, or the size of the cube increases by 5 feet, for each slot level above 1st.
Cure Wounds- Casting Time: Action
Range: Touch
Components: VS
Duration: Instantaneous
A creature you touch regains a number of hit points equal to [1d8] + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by [1d8] for each slot level above 1st.
Thunderwave- Casting Time: Action
Range: Self
Components: VS
Duration: Instantaneous
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.
Speak with Animals- Casting Time: Action (Ritual)
Range: Self
Components: VS
Duration: 10 minutes
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 GM's discretion.
Racial
Darkvision 60ft
Keen Senses: Proficiency in the Perception skill.
Fey Ancestry: Advantage on saving throws against being charmed, and magic can't put you to sleep.
Trance: Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day.
Elf Weapon Training: Proficiency with the longsword, shortsword, shortbow, and longbow.
Cantrip: know one cantrip of your choice from the wizard spell list.
Extra Language: You know one extra language
ClassDruidic: You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages.
Ritual Casting: You can cast druid spells as rituals.
Spellcasting Focus: Druidic focus
[b]Darkvision[/b] 60ft
[b]Keen Senses:[/b] Proficiency in the Perception skill.
[b]Fey Ancestry:[/b] Advantage on saving throws against being charmed, and magic can't put you to sleep.
[b]Trance:[/b] Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day.
[b]Elf Weapon Training:[/b] Proficiency with the longsword, shortsword, shortbow, and longbow.
[b]Cantrip:[/b] know one cantrip of your choice from the wizard spell list.
[b]Extra Language:[/b] You know one extra language
[b]Class[/b]
Druidic: You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages.
Ritual Casting: You can cast druid spells as rituals.
Spellcasting Focus: Druidic focus
Great sword
Leather Armor
Druidic Focus
Explorer's Pack
Languages: Common, Elvish, Draconic
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