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Twig Umber Shell

1 Level (0/300 XP for level-up) Sage Background Tortle Race / Species / Heritage Neutral Good Alignment
Druid of the Circle of Stars
Level 1
Hit Dice: 1/1
1d8+3 Class 1

STR
15
+2
DEX
14
+2
CON
16
+3
INT
12
+1
WIS
18
+4
CHA
14
+2
15
Hit Points
+2
Initiative (DEX)
19
Armor Class (AC)
+2
Prof. Bonus
30
Speed (walk/run/fly)
16
Passive Perception
Spellcasting ...
+6 Attack mod
WIS Ability
+4 Abi Mod
14 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
+2 Strength
+2 Dexterity
+3 Constitution
+3 Intelligence
+6 Wisdom
+2 Charisma
saving throws
+2 Acrobatics DEX
+4 Animal Handling WIS
+3 Arcana INT
+2 Athletics STR
+2 Deception CHA
+3 History INT
+6 Insight WIS
+2 Intimidation CHA
+1 Investigation INT
skills
+4 Medicine WIS
+3 Nature INT
+6 Perception WIS
+2 Performance CHA
+2 Persuasion CHA
+1 Religion INT
+2 Sleight of Hand DEX
+2 Stealth DEX
+4 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Claws +4 STR 1d6+2 Slashing
Quarterstaff +4 STR 1d6+2 Bludgeoning
 versatile (2 handed 1d8)
Dagger +2 STR 1d4+2 Piercing
 Finesse, light, thrown (range 20/60)
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
Thorn Whip 1 Action 30 feet Instantaneous 1d6 Piercing VSM
 Notes:Material- Thorny plant or a Focus. vine-like whip covered in thorns that lashes out at your command toward a creature in range. Make a melee spell attack against the target. If the attack hits the creature takes damage. If they are large or smaller they are pulled up to 10 feet closer. Dmg increases by 1d6 at levels 5,11 and 17
Primal Savagery 1Action Self Instantaneous 1d10 Acid S 5,11 and 17
 Notes:You channel primal magic to cause your teeth or fingernails to sharpen, ready to deliver a corrosive attack. Make a melee spell attack against one creature within 5 feet of you. Dmg increases by 1d10 at levels 5,11 and 17

Level 1 Spells 2 slots

NAME AB CAST RNG DUR DMG CMP #
Thorn Whip 1 Action 30 feet Instantaneous 1d6 Piercing + VSM
 Notes:Material- Thorny plant or a Focus. vine-like whip covered in thorns that lashes out at your command toward a creature in range. Make a melee spell attack against the target. If the attack hits the creature takes damage. If they are large or smaller they are pulled up to 10 feet closer. Dmg increases by 1d6 at levels 5,11 and 17
Primal Savagery 1Action Self Instantaneous 1d10 Acid + S 5,11 and 17
 Notes:You channel primal magic to cause your teeth or fingernails to sharpen, ready to deliver a corrosive attack. Make a melee spell attack against one creature within 5 feet of you. Dmg increases by 1d10 at levels 5,11 and 17
Cure Wounds 1 action touch Instantaneous 1d8 VS per spell slot higher
 Notes: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.
Goodberry 1 action Touch Instantaneous VSM
 Notes:Material- Sprig of mistletoe or a Focus. Up to ten berries appear in your hand and are infused with magic for the duration. A creature can use its action to eat one berry. Eating a berry restores 1 hit point, and the berry provides enough nourishment to sustain a creature for one day. The berries lose their potency if they have not been consumed within 24 hours of the casting of this spell.
Detect Magic 1 action self Concentration 10 minutes VS
 Notes:For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any. The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt. Ritual Spell
Speak with Animals 1 action self 10 minutes VS
 Notes: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.
Purify Food and Drink 1 Action 10 feet Instantaneous VS
 Notes:All nonmagical food and drink within a 5-foot-radius sphere centered on a point of your choice within range is purified and rendered free of poison and disease.
Hold Breath- Hold you breath for up to an hour.
Sage Researcher Feature- When you attempt to learn or recall a piece of lore if you do not know that info you can often know where and from whom you can obtain it. Your Dm gets to rule from where that would be and if you even know the knowledge you seek may be secreted away in an almost inaccessible place.
Natural Armor- My AC is determined by my shell, 17, I cannot wear armor. A shield will still add its bonus.
Shell Defense- As and action I can withdraw into my shell. Until I emerge I gain +4 to my AC. During this I have advantage on strength and constitution saving throws. additionally my speed is 0 and cannot be increased and I have disadvantage on Dexterity saving throws. I can take a bonus action to emerge from my shell.
Druidic- I can speak druidic and leave secret messages. Anyone who knows Druidic will automatically spot a message. Others spot the language with a successful DC 15 Perception check but cannot decipher it without magic.
(at level 2) Wild Shape- Use and action to magically assume the shape of a beast that you have seen before. You can use this feature twice. Regain all uses after a short or long rest. Druid level determines the beasts you can transform into look at beast shapes table in Players handbook. While transformed these rules apply. games statistics are replaced by the statistics of the beast. You retain your alignment, personality, intelligence, wisdom an charisma scores. You also retain all your skill and saving throw proficiencies and gain those of the creatures, (if you and the creation have the same proficiency and scores are different use the higher score) You cannot use creatures legendary or lair actions. You get the creatures hit points and hit dice. when you return to your normal form you go back to the same hit points you had before you transformed. if you revert due to 0 hit points access damage occurs to your characters hit points. You cannot cast spells. transforming will not break concentration on a spell or prevent you from taking actions as part of an already cast spell. you can speak and do actions requiring hands that is limited based on a beasts form. You retain benefits from race or class or other source and can use them in your new form is physically capable. you cannot use any o your special senses unless the new form has that as well. you choose if your equipment falls to the ground merges into your new form or is worn but it. worn equipment will function as normal based on DM's decision. equipment will not change shape for your new form.
(at level 2) Druid Circle of stars
(at level 2) Star Map- You created a star chart you determine its form. While holding this map gain the following benefits. You know the guidance cantrip. You have the guiding bolt spell prepared and it doesn't count against the amount of spells you have prepared. You can cast guiding bolt without expending a spell slot. You can do so a number of times equal to your proficiency bonus and regain all uses after a long rest. If the map is lost an hour of ceremony will magically create a replacement and the old map is destroyed
(at level 2) Starry Form- As a bonus action you can expend a use of your wild shape to take on a starry form. While in starry form retain all in game statistics. Shed bright light in a 10 foot radius and dim light for an additional 10 feet. the form lasts for 10 minutes. it will end early if you dismiss it for no action or if you are incapacitated or die. Whenever you assume your form choose on of the following forms. at 10th level at teh start of each turn you can choose which form you have
ARCHER- as a bonus action on subsequent forms make a ranged spell attack hurling a luminous arrow that targets on creature within 60 feet. on hit the attack deals radiant damage equal to 1d8 + wisdom modifier. at 10th level increase to 2d8s
CHALICE- whenever you cast a spell using a spell slot that restores hit points to a creature within 30 feet of you or another creature regain hit points equal to 1d8 + your wisdom modifier. at 10th level increases to 2d8s
DRAGON- When you make an Intelligence or Wisdom check or a Constitution saving throw to maintain concentration on a spell you can treat a roll of 9 or lower on the d20 as a 10. at 10th level have flying speed of 20 feet and can hover.
(at level 4) Ability score improvement
(at level 6) Cosmic Omen- whenever you finish a long rest you can consult your star map for omens... roll a die you gain the special reaction until you roll again. You can use this reaction a number of times equal to your proficiency bonus and regain all uses after a long rest.
WEAL(even)- Whenever a creature you can see within 30 feet of you is about to make an attack roll, saving throw or an ability check you can use your reaction to roll a d6 and add the number rolled to the total.
WOE(odd)- Whenever a creature you can see within 30 feet of you is about to make an attack roll, saving throw or ability check you can use your reaction to roll a d6 and subtract the number rolled from the total.
(at level 8) Ability score improvement
(at level 12) Ability score improvement
(at level 14)- While in starry form you are partially incorporeal having resistance to bludgeoning, piercing and slashing damage.
(at level 16) Ability score improvement
(at level 18) Timeless Body- You age slower. Every 10 years that pass your body ages 1.
(at level 18) Beast Spells- You can cast many of your spells in any shape . You can do all components except material components.
(at level 19) Ability score improvement
(at level 20) Archdruid- Use Wild Shape unlimited amount of times

Features & Traits
Bottle of black Ink- Worth 10 GP- Weight 0.06 lbs
Quill- Worth 2 CP- Weight 0.002 lbs
Small Knife- Worth 2 SP- Weight 0.25 lbs
Letter from Mother and Father- Worth 0- Weight 0.00 lbs
Common Clothes- Worth 5 SP- Weight 3 lbs
Quarterstaff- Worth 2 SP- Weight 4 lbs
Wooden Shield- Worth 10 GP- Weight 6 lbs
Leather Armor- Worth 10 GP- Weight 10 lbs
Explorers pack- Backpack, Bedroll, Mess kit, Tinderbox, 10 Torches, 10 days of rations, Waterskin, 50 feet hempen rope- Worth 10 GP- Weight 59 lbs

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 92, Platinum: 0 Money
Prepare spells equal to your wisdom modifier plus your level
Spellcasting
Languages- Celestial, Primordial, Sylvan, Druidic and Common
Armor- Light and medium armor, Shields. (Druids will not use armor or shields made of metal)
Weapons- Clubs, Daggers, Darts, Javelins, Maces, Quarterstaffs, Scimitars, Sickles, Slings, Spears
Tools- Herbalism kit

Languages & Proficiencies
I like to help those everyone. I an patient when explaining anything and everything to others.
I can find common ground between the fiercest of enemies, empathizing with them and working towards peace.
Very little can shake my optimistic attitude.
I have spent so much time in the wilderness I have very little practical experience dealing with people in the outside world.
I am always calm no matter what the situation. I never raise my voice or let me emotions controls me.
It is hard to stay angry with me since I am relative decent at diffusing tension.
I don't really get most jokes.
I feel empathy for those who suffer.

Personality Traits
What is beautiful points us beyond itself toward what is true.
I always try to help those in need. no matter what personal cost.
I have faith if I continue to in my studies things will go well.
Material goods come and go bonds of friendship last forever.
There is a spark of good in anyone.
I want to leave the world better than it is.
I believe all people deserve to be treated with respect.
The natural world is more important the civil constructs.

Ideals
I have researched my whole life for the answer to a certain question.
I would do anything for a specific creatures of the woods.
I protect those who cannot protect themselves.
I do good to hopefully prove myself to those I want to make proud.
I see awful visions in the stars and hope to prevent them.
I find comfort more often with animals then people.

Bonds
I cannot keep secrets to save my life.
I am overly trusting.
I have horrible short term memory.
I am oblivious in all situations almost especially social etiquette and expectations.
I often get lost in my own personal thoughts.
Very quick to forgive.
I often ignore others words in effort to do what I think is right.

Flaws


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.08, made by Tillerz - Updated: 2025-06-11
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Level 0 Spells

SRD

Thorn Whip

0-level (Cantrip) Transmutation

Casting Time: 1 action
Range/Area: 30 feet
Components: VSM
Materials: the stem of a plant with thorns, or focus
Duration: instantaneous
You create a long, vine-like whip covered in thorns that lashes out at your command toward a creature in range. Make a melee spell attack against the target. If the attack hits, the creature takes 1d6 piercing damage, and if the creature is Large or smaller, you pull the creature up to 10 feet closer to you. 
At higher levels: This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Available for: Artificer, Druid

SRD

Primal Savagery

0-level (Cantrip) Transmutation

Casting Time: 1 action
Range/Area: self
Components: S
Duration: instantaneous
You channel primal magic to cause your teeth or fingernails to sharpen, ready to deliver a corrosive attack. Make a melee spell attack against one creature within 5 feet of you. On a hit, the target takes 1d10 acid damage. After you make the attack, your teeth or fingernails return to normal.
At higher levels: The spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
Available for: Druid

Level 1 Spells

SRD

Goodberry

1-level Transmutation

Casting Time: 1 action
Range/Area: touch
Components: VSM
Materials: A sprig of mistletoe, or focus
Duration: instantaneous
Up to ten berries appear in your hand and are infused with magic for the duration. A creature can use its action to eat one berry. Eating a berry restores 1 hit point, and the berry provides enough nourishment to sustain a creature for one day. The berries lose their potency if they have not been consumed within 24 hours of the casting of this spell.
Available for: Druid, Ranger

Detect Magic

1-level Divination

Casting Time: 1 action
Range/Area: Self
Components: V S
Duration: Concentration, Up to 10 minutes
For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.
The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
Available for: Artificer, Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Wizard

SRD

Speak with Animals

1-level Divination

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 action
Range/Area: 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 DM’s discretion.
Available for: Bard, Druid, Ranger

Player's Handbook (Woc)

Cure Wounds

1-level Evocation

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic
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. 
Available for: Bard, Druid, Cleric, Paladin, Ranger

Purify Food and Drink

1-level Transmutation

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 action
Range/Area: 10 feet
Components: VS
Duration: instantaneous
All nonmagical food and drink within a 5-foot-radius sphere centered on a point of your choice within range is purified and rendered free of poison and disease.
Available for: Artificer, Cleric, Druid, Paladin

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