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Okaei Pollop

4 Level (0/6500 XP for level-up) Reclaimers (Epirus) Background Seeker (Beastfolk) Race / Species / Heritage Neutral Good Alignment
Circle of Stars Druid
Level 4
Hit Dice: 4/4
1d8+1 Class 1

STR
10
+0
DEX
16
+3
CON
12
+1
INT
12
+1
WIS
20
+5
CHA
10
+0
41
Hit Points
+8
Initiative (DEX)
17
Armor Class (AC)
+2
Prof. Bonus
30
Speed (walk/run/fly)
17
Passive Perception
2 / 2
Wildshape Points
1 per long rest / 1 per long rest
Blood Break
1 per wild shape / 1 per wild shape
Starry form
1 per prof bonus (2) / 1 per prof bonus (2)
Druid Guiding Bolts
Spellcasting ...
+7 Attack mod
WIS Ability
+5 Abi Mod
15 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
+0 Strength
+3 Dexterity
+1 Constitution
+3 Intelligence
+7 Wisdom
+0 Charisma
saving throws
+3 Acrobatics DEX
+7 Animal Handling WIS
+3 Arcana INT
+0 Athletics STR
+0 Deception CHA
+1 History INT
+9 Insight WIS
+0 Intimidation CHA
+1 Investigation INT
skills
+5 Medicine WIS
+5 Nature INT
+7 Perception WIS
+0 Performance CHA
+0 Persuasion CHA
+1 Religion INT
+3 Sleight of Hand DEX
+3 Stealth DEX
+7 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Quarterstaff (non-Shillelagh) +2 STR 1d8 Bludg.
 Versatile
Quarterstaff (w/ Shillelagh) +7 WIS 1d8+5 Bludg.
 Versatile
Attacks

Spell Book

Star Map
2nd-level Circle of the Stars feature

You've created a star chart as part of your heavenly studies. It is a Tiny object and can serve as a spellcasting focus for your druid spells. You determine its form by rolling on the Star Map table or by choosing one.

Star Map
d6 Map Form
1 A scroll covered with depictions of constellations
2 A stone tablet with fine holes drilled through it
3 A speckled owlbear hide, tooled with raised marks
4 A collection of maps bound in an ebony cover
5 A crystal that projects starry patterns when placed before a light
6 Glass disks that depict constellations
While holding this map, you have these benefits:

You know the guidance cantrip.
You have the guiding bolt spell prepared. It counts as a druid spell for you, and it doesn't count against the number of spells you can 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 you regain all expended uses when you finish a long rest.
If you lose the map, you can perform a 1-hour ceremony to magically create a replacement. This ceremony can be performed during a short or long rest, and it destroys the previous map.

Starry Form
2nd-level Circle of the Stars feature

As a bonus action, you can expend a use of your Wild Shape feature to take on a starry form, rather than transforming into a beast.

While in your starry form, you retain your game statistics, but your body becomes luminous; your joints glimmer like stars, and glowing lines connect them as on a star chart. This form sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The form lasts for 10 minutes. It ends early if you dismiss it (no action required), are incapacitated, die, or use this feature again.

Whenever you assume your starry form, choose which of the following constellations glimmers on your body; your choice gives you certain benefits while in the form:

Archer. A constellation of an archer appears on you. When you activate this form, and as a bonus action on your subsequent turns while it lasts, you can make a ranged spell attack, hurling a luminous arrow that targets one creature within 60 feet of you. On a hit, the attack deals radiant damage equal to 1d8 + your Wisdom modifier.
Chalice. A constellation of a life-giving goblet appears on you. Whenever you cast a spell using a spell slot that restores hit points to a creature, you or another creature within 30 feet of you can regain hit points equal to 1d8 + your Wisdom modifier.
Dragon. A constellation of a wise dragon appears on you. When you make an Intelligence or a 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.


Druidic Language - "You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message's presence with a successful DC 15 Wisdom (Perception) check but can't decipher it without magic."

Keen Senses: Can’t be surprised and add your Wisdom modifier to your initiative rolls. You are able to identify scents and track them.

Lie Detector: Your heightened senses allow you to hear the heartbeats and micro expression of lying individuals. You gain proficiency in Insight. You gain expertise with this skill, which means your proficiency bonus is doubled for any ability check you make with it. The skill you choose must be one that isn't already benefiting from a feature, such as Expertise, that doubles your proficiency bonus.

Blood Break(Seeker): As an action, you can enter Blood Break. In this state you advantage on all stealth and survival checks. This state lasts for 1 hour, or a number of rounds equal to your Proficiency after attacking or taking damage. Once used, this feature cannot be used again until you’ve taken a long rest

Features & Traits
Quarterstaff 4lbs
Studded Leather 13 lbs
Shield 6lbs
Druidic Focus
Explorers Pack 59 lb.
Includes:
a backpack
a bedroll
a mess kit
a tinderbox
10 torches
10 days of rations
a waterskin
50 feet of hempen rope
465 gold

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
The Druid table shows how many spell slots you have to cast your druid spells of 1st level and higher. To cast one of these druid spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
You prepare the list of druid spells that are available for you to cast, choosing from the druid spell list. When you do so, choose a number of druid spells equal to your Wisdom modifier + your druid level (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you are a 3rd-level druid, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.

You can also change your list of prepared spells when you finish a long rest. Preparing a new list of druid spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability
Wisdom is your spellcasting ability for your druid spells, since your magic draws upon your devotion and attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a druid spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier

Ritual Casting
You can cast a druid spell as a ritual if that spell has the ritual tag and you have the spell prepared.

Wild Shape
PHB p64
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.

Your druid level determines the beasts you can transform into, as shown in the Beast Shapes table. At 2nd level, for example, you can transform into any beast that has a challenge rating of 1/4 or lower that doesn't have a flying or swimming speed.

Beast Shapes
Level Max. CR Limitations Example
2nd 1/4 No flying or swimming speed Wolf
4th 1/2 No flying speed Crocodile
8th 1 — Giant eagle
You can stay in a beast shape for a number of hours equal to half your druid level (rounded down). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.

While you are transformed, the following rules apply:

Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or lair actions, you can't use them.
When you transform, you assume the beast's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.
You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you've already cast.
You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense.
You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.
Spellcasting
Lang: Common, Druidic, Zooean

Expt: Insight (racial) , Nature (God & ability system), and Thieves tools (Ability system)

Normal: Arcana (Ability system), Survival (Ability system), Perception (Class), Animal Handling (Class), Herbalism kit (Class)
Light armor, medium armor, shields (class)
clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears (class)

Languages & Proficiencies


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.08, made by Tillerz - Updated: 2025-06-11
To print this sheet: Expand the spell book (if you have any entries there), then click "Print Sheet" at the top, select "Print to PDF" and format A3. Then print the resulting PDF to whichever format you need with "fit to page" selected.

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Level 0 Spells

Level 1 Spells

Level 2 Spells

XGtE

Healing Spirit

2-level Conjuration

Casting Time: 1 bonus action
Range/Area: 60 feet
Components: V, S
Duration: Concentration, 1 minute
You call forth a nature spirit to soothe the wounded. The intangible spirit appears in a space that is a 5-foot cube you can see within range. The spirit looks like a transparent beast or fey (your choice).
  Until the spell ends, whenever you or a creature you can see moves into the spirit’s space for the first time on a turn or starts its turn there, you can cause the spirit to restore 1d6 hit points to that creature (no action required). The spirit can’t heal constructs or undead. The spirit can heal a number of times equal to 1 + your spellcasting ability modifier (minimum of twice). After healing that number of times, the spirit disappears.
  As a bonus action on your turn, you can move the spirit up to 30 feet to a space you can see.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the healing increases by 1d6 for each slot level above 2nd.

PHB

Pass without Trace

2-level Abjuration

Casting Time: 1 action
Range/Area: Self
Components: V, S, M
Materials: ashes from a burned leaf of mistletoe and a sprig of spruce
Duration: Concentration, 1 hour
A veil of shadows and silence radiates from you, masking you and your companions from detection. For the duration, each creature you choose within 30 feet of you (including you) has a +10 bonus to Dexterity (Stealth) checks and can't be tracked except by magical means. A creature that receives this bonus leaves behind no tracks or other traces of its passage.

PHB

Moonbeam

2-level Evocation

Casting Time: 1 action
Range/Area: 120 feet
Components: V, S, M
Materials: several seeds of any moonseed plant and a piece of opalescent feldspar
Duration: Concentration, 1 minute
A silvery beam of pale light shines down in a 5-foot-radius, 40-foot-high cylinder centered on a point within range. Until the spell ends, dim light fills the cylinder.
  When a creature enters the spell’s area for the first time on a turn or starts its turn there, it is engulfed in ghostly flames that cause searing pain, and it must make a Constitution saving throw. It takes 2d10 radiant damage on a failed save, or half as much damage on a successful one.
  A shapechanger makes its saving throw with disadvantage. If it fails, it also instantly reverts to its original form and can’t assume a different form until it leaves the spell’s light.
  On each of your turns after you cast this spell, you can use an action to move the beam up to 60 feet in any direction.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd.

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