5th Edition Character Sheet
Skills
[+] | Name | Bonus | Damage / Type | Range |
---|---|---|---|---|
Mace | +4 | 1d6+2 bludgeoning | 5 |
Druidcraft naturey stuff
Shillelagh bonus action 1d8+3
SPELLS
Cure Wounds Heal touch 1d8+3
Healing Word Heal speak 60ft 1d4+3
Goodberry 10 berries 1 health each
Spirit totemBear Spirit. The bear spirit grants you and your allies its might and endurance. Each creature of your choice in the aura when the spirit appears gains temporary hit points equal to 5 + your druid level. In addition, you and your allies gain advantage on Strength checks and Strength saving throws while in the aura.
Hawk Spirit. The hawk spirit is a consummate hunter, aiding you and your allies with its keen sight. When a creature makes an attack roll against a target in the spirit’s aura, you can use your reaction to grant advantage to that attack roll. In addition, you and your allies have advantage on Wisdom (Perception) checks while in the aura.
Unicorn Spirit. The unicorn spirit lends its protection to those nearby. You and your allies gain advantage on all ability checks made to detect creatures in the spirit’s aura. In addition, if you cast a spell using a spell slot that restores hit points to any creature inside or outside the aura, each creature of your choice in the aura also regains hit points equal to your druid level.
[b]Druidcraft[/b] naturey stuff
[b]Shillelagh[/b] bonus action [1d8+3]
[b]SPELLS[/b]
[b]Cure Wounds[/b] Heal touch [1d8+3]
[b]Healing Word[/b] Heal speak 60ft [1d4+3]
[b]Goodberry[/b] 10 berries 1 health each
[b]Spirit totem[/b]
Bear Spirit. The bear spirit grants you and your allies its might and endurance. Each creature of your choice in the aura when the spirit appears gains temporary hit points equal to 5 + your druid level. In addition, you and your allies gain advantage on Strength checks and Strength saving throws while in the aura.
Hawk Spirit. The hawk spirit is a consummate hunter, aiding you and your allies with its keen sight. When a creature makes an attack roll against a target in the spirit’s aura, you can use your reaction to grant advantage to that attack roll. In addition, you and your allies have advantage on Wisdom (Perception) checks while in the aura.
Unicorn Spirit. The unicorn spirit lends its protection to those nearby. You and your allies gain advantage on all ability checks made to detect creatures in the spirit’s aura. In addition, if you cast a spell using a spell slot that restores hit points to any creature inside or outside the aura, each creature of your choice in the aura also regains hit points equal to your druid level.
Racial
Horns Your horns are natural melee weapons, which you can use to make unarmed strikes. If you hit with them, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.Goring Rush Immediately after you use the Dash action on your turn and move at least 20 feet, you can make one melee attack with your horns as a bonus action.
Hammering Horns Immediately after you hit a creature with a melee attack as a part of the Attack action on your turn, you can use a bonus action to attempt to shove that target with your horns. The target must be within 5 feet of you and no more than one size larger than you. Unless it succeeds on a Strength saving throw against a DC equal to 8 + your proficiency bonus + your Strength modifier, you push it up to 10 feet away from you.
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]Horns[/b] Your horns are natural melee weapons, which you can use to make unarmed strikes. If you hit with them, you deal piercing damage equal to [1d6] + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
[b]Goring Rush[/b] Immediately after you use the Dash action on your turn and move at least 20 feet, you can make one melee attack with your horns as a bonus action.
[b]Hammering Horns[/b] Immediately after you hit a creature with a melee attack as a part of the Attack action on your turn, you can use a bonus action to attempt to shove that target with your horns. The target must be within 5 feet of you and no more than one size larger than you. Unless it succeeds on a Strength saving throw against a DC equal to 8 + your proficiency bonus + your Strength modifier, you push it up to 10 feet away from you.
[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
Wooden Shield
Leather Armor
Druidic Focus
Explorer's Pack
Languages: Common, Druidic, Minotaur, elvish
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