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Deamhain

3 Level (0/2700 XP for level-up) Feylost Background Warforged(Juggernaut) Race / Species / Heritage Chaotic, Neutral Alignment
Druid(Circle of the Moon)
Level 2
Hit Dice: 2/2
1d8+2 Class 1
Barbarian
Level 1
Hit Dice: 1/1
1d12+2 Class 2

STR
15
+2
DEX
10
+0
CON
14
+2
INT
12
+1
WIS
15
+2
CHA
14
+2
18
Hit Points
+0
Initiative (DEX)
16
Armor Class (AC)
+2
Prof. Bonus
30
Speed (walk/run/fly)
12
Passive Perception
Spellcasting ...
+4 Attack mod
WIS Ability
+2 Abi Mod
12 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
+4 Strength
+0 Dexterity
+3 Constitution
+4 Intelligence
+6 Wisdom
+4 Charisma
saving throws
+0 Acrobatics DEX
+2 Animal Handling WIS
+3 Arcana INT
+2 Athletics STR
+4 Deception CHA
+1 History INT
+4 Insight WIS
+2 Intimidation CHA
+1 Investigation INT
skills
+2 Medicine WIS
+3 Nature INT
+2 Perception WIS
+2 Performance CHA
+2 Persuasion CHA
+1 Religion INT
+0 Sleight of Hand DEX
+0 Stealth DEX
+4 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Great club +4 STR 1d8+2 bludgeoning
 Two-handed
Sickle +2 STR 1d4+2 slashing
 Light
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
Druidcraft 1 action 30ft Instantaneous V S
Mold Earth 1 Action 30ft Instantaneous or 1 Hour S

Level 1 Spells 3 slots

NAME AB CAST RNG DUR DMG CMP #
Entangle 1 Action 90 feet Concentration, up to 1 minute V S
Cure Wounds 1 action Touch Instantaneous 1d8 V S
Speak with animals 1 action Self 10 minutes V S
Wild Cunning 1 action 120ft Instantaneous V S
Warforged Resilience. You were created to have remarkable fortitude, represented by the following benefits.
You have advantage on saving throws against being poisoned, and you have resistance to poison damage.
You are immune to disease.
You don’t need to eat, drink, or breathe.
You don't need to sleep and don't suffer the effects of exhaustion due to lack of rest, and magic can’t put you to sleep.

Sentry's Rest. When you take a long rest, you must spend at least six hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn’t render you unconscious, and you can see and hear as normal.

Iron Fists. When you make an unarmed strike, you can deal 1d4 + your Strength modifier bludgeoning damage instead of the normal damage.

Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Wild Shape.Starting at 2nd level, you can use your action to magically assume the shape of a beast that you have seen before. You can use this feature twice. You regain expended uses when you finish a short or long rest. You can stay in a beast shape for a number of hours equal to half your druid level (rounded down).

Combat Wild Shape. When you choose this circle at 2nd level, you gain the ability to use Wild Shape on your turn as a bonus action, rather than as an action.
Additionally, while you are transformed by Wild Shape, you can use a bonus action to expend one spell slot to regain 1d8 hit points per level of the spell slot expended.

Circle Forms. The rites of your circle grant you the ability to transform into more dangerous animal forms. Starting at 2nd level, you can use your Wild Shape to transform into a beast with a challenge rating as high as 1. You ignore the Max. CR column of the Beast Shapes table, but must abide by the other limitations there.



Rage. In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action.
While raging, you gain the following benefits if you aren't wearing heavy armor:

You have advantage on Strength checks and Strength saving throws.
When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Damage column of the Barbarian table.
You have resistance to bludgeoning, piercing, and slashing damage.
If you are able to cast spells, you can't cast them or concentrate on them while raging.

Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.

Once you have raged the number of times shown for your barbarian level in the Rages column of the Barbarian table, you must finish a long rest before you can rage again.

Unarmored Defense. While you are not wearing any armor, your armor class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.

Features & Traits
1 leaf, traveler's clothes, Great club, Sickle, Leather armor, and a druidic focus, Includes a backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 13 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.

A small cloth doll skewered with needles, A four-leaf clover pressed inside a book discussing manners and etiquette, A bronze pentacle with an etching of a rat's head in its center

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 8, Platinum: 0 Money
Armor: Light armor, medium armor, shields (druids will not wear armor or use shields made of metal)
Weapons: Clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears
Tools: Herbalism kit, Leaf instrument
Languages. Common, Druidic, Sylvan, Primordial

Languages & Proficiencies


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