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Ruanes Norrelyth

10 Level (0/85000 XP for level-up) Hermit Background Elf Race / Species / Heritage CN Alignment
Druid
Level 10
Hit Dice: 10/10
1d8+2 Class 1

STR
10
+0
DEX
10
+0
CON
14
+2
INT
11
+0
WIS
18
+4
CHA
10
+0
75
Hit Points
+0
Initiative (DEX)
11
Armor Class (AC)
+4
Prof. Bonus
30
Speed (walk/run/fly)
18
Passive Perception
2 / 2
Wild Shape
4 / 4
Guiding Bolt
4 / 4
Weal/Woe
Spellcasting ...
+8 Attack mod
WIS Ability
+4 Abi Mod
16 Save DC
+8 Expertise Bonus
+4 Proficiency Bonus
+0 Strength
+0 Dexterity
+2 Constitution
+4 Intelligence
+8 Wisdom
+0 Charisma
saving throws
+0 Acrobatics DEX
+4 Animal Handling WIS
+0 Arcana INT
+0 Athletics STR
+0 Deception CHA
+0 History INT
+4 Insight WIS
+0 Intimidation CHA
+0 Investigation INT
skills
+8 Medicine WIS
+4 Nature INT
+8 Perception WIS
+0 Performance CHA
+0 Persuasion CHA
+4 Religion INT
+0 Sleight of Hand DEX
+0 Stealth DEX
+8 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
Guidance +8 1 action Touch Concentration, 1min VS
 Notes:1d4 to add to ability check, before or after.
Produce Flame +8 1 action 30 ft 10 min 2d8 VS
 Notes:Bright light 10 ft, dim light 10 ft FIRE
Thunderclap +8 1 action Self, 5 ft Instant 2d6 S
 Notes:Con save for none THUNDER
Primal Savagery +8 1 action Self Instant 2d10 S
 Notes:Melee spell attack ACID

Level 1 Spells 4 slots

NAME AB CAST RNG DUR DMG CMP #
Cure Wounds +8 1 action Touch Instant 1d8+4 VS
Ice Knife +8 1 action 60 ft Instant 2d6 SM
 Notes:Ranged Spell Attack, 5ft 1d10 Piercing, 2d6 cold
Thunderwave +8 1 action Self 15 ft Instant 2d8 VS
 Notes:Con or half (10 ft push) 300ft boom, Thunder
Guiding Bolt +8 1 action 120 ft 1 round 4d6 VS
 Notes:Next attack roll has adv 4d6 Radiant, attack

Level 2 Spells 3 slots

NAME AB CAST RNG DUR DMG CMP #
Cure Wounds +8 1 action Touch Instant 1d8+4 + VS
Ice Knife +8 1 action 60 ft Instant 2d6 + SM
 Notes:Ranged Spell Attack, 5ft 1d10 Piercing, 2d6 cold
Thunderwave +8 1 action Self 15 ft Instant 2d8 + VS
 Notes:Con or half (10 ft push) 300ft boom, Thunder
Healing Spirit +8 1 bonus action 60 ft Concentration, 1 min 1d6 VS
 Notes:Transparent beast or fey, + bonus action 30 ft move, heal 1+ ability mod
Moonbeam +8 1 action 120 ft Concentration, 1 min 2d10 VSM
 Notes:5 foot radius 40 ft high cylinder, first time or start, con or half action to move 60 ft, 2d10 radient
Heat Metal +8 1 action 60 ft Concentration, 1 min 2d8 VSM
 Notes:fire
Guiding Bolt +8 1 action 120 ft 1 round 4d6 + VS
 Notes:Next attack roll has adv 4d6 Radiant, attack

Level 3 Spells 3 slots

NAME AB CAST RNG DUR DMG CMP #
Cure Wounds +8 1 action Touch Instant 1d8+4 + VS
Ice Knife +8 1 action 60 ft Instant 2d6 + SM
 Notes:Ranged Spell Attack, 5ft 1d10 Piercing, 2d6 cold
Thunderwave +8 1 action Self 15 ft Instant 2d8 + VS
 Notes:Con or half (10 ft push) 300ft boom, Thunder
Healing Spirit +8 1 bonus action 60 ft Concentration, 1 min 1d6 + VS
 Notes:Transparent beast or fey, + bonus action 30 ft move, heal 1+ ability mod
Moonbeam +8 1 action 120 ft Concentration, 1 min 2d10 + VSM
 Notes:5 foot radius 40 ft high cylinder, first time or start, con or half action to move 60 ft, 2d10 radient
Heat Metal +8 1 action 60 ft Concentration, 1 min 2d8 + VSM
 Notes:fire
Call Lightning +8 1 action 120 ft Concentration, 10 min 3d10 VS
 Notes:10 ft, 60 foot radius stars DIRECT ABOVE, choose a point, dex save for half, every action, if outdoors at night -> 1d10 increase lightning damage
Erupting Earth +8 1 action 120 ft Instant 3d12 VSM
 Notes:20 foot cube, dex save for half, difficult terrain, blud
Meld into Stone +8 1 action 8 Hours 6d6 VS
 Notes:Go into stone, can't see, perception are made with disadvantage, movement to leave.
Guiding Bolt +8 1 action 120 ft 1 round 4d6 + VS
 Notes:Next attack roll has adv 4d6 Radiant, attack

Level 4 Spells 3 slots

NAME AB CAST RNG DUR DMG CMP #
Cure Wounds +8 1 action Touch Instant 1d8+4 + VS
Ice Knife +8 1 action 60 ft Instant 2d6 + SM
 Notes:Ranged Spell Attack, 5ft 1d10 Piercing, 2d6 cold
Thunderwave +8 1 action Self 15 ft Instant 2d8 + VS
 Notes:Con or half (10 ft push) 300ft boom, Thunder
Healing Spirit +8 1 bonus action 60 ft Concentration, 1 min 1d6 + VS
 Notes:Transparent beast or fey, + bonus action 30 ft move, heal 1+ ability mod
Moonbeam +8 1 action 120 ft Concentration, 1 min 2d10 + VSM
 Notes:5 foot radius 40 ft high cylinder, first time or start, con or half action to move 60 ft, 2d10 radient
Heat Metal +8 1 action 60 ft Concentration, 1 min 2d8 + VSM
 Notes:fire
Call Lightning +8 1 action 120 ft Concentration, 10 min 3d10 + VS
 Notes:10 ft, 60 foot radius stars DIRECT ABOVE, choose a point, dex save for half, every action, if outdoors at night -> 1d10 increase lightning damage
Erupting Earth +8 1 action 120 ft Instant 3d12 + VSM
 Notes:20 foot cube, dex save for half, difficult terrain, blud
Guardian of The Stars +8 1 action Concentration, 1 minute V
 Notes:Beast -> Speed 10, dark 120, strength adv, 1d6 force melee, Halo -> 10 THP, Con adv, Dex+Wis attack adv, ground difficult terrain 15ft
Guiding Bolt +8 1 action 120 ft 1 round 4d6 + VS
 Notes:Next attack roll has adv 4d6 Radiant, attack

Level 5 Spells 2 slots

NAME AB CAST RNG DUR DMG CMP #
Cure Wounds +8 1 action Touch Instant 1d8+4 + VS
Ice Knife +8 1 action 60 ft Instant 2d6 + SM
 Notes:Ranged Spell Attack, 5ft 1d10 Piercing, 2d6 cold
Thunderwave +8 1 action Self 15 ft Instant 2d8 + VS
 Notes:Con or half (10 ft push) 300ft boom, Thunder
Healing Spirit +8 1 bonus action 60 ft Concentration, 1 min 1d6 + VS
 Notes:Transparent beast or fey, + bonus action 30 ft move, heal 1+ ability mod
Moonbeam +8 1 action 120 ft Concentration, 1 min 2d10 + VSM
 Notes:5 foot radius 40 ft high cylinder, first time or start, con or half action to move 60 ft, 2d10 radient
Heat Metal +8 1 action 60 ft Concentration, 1 min 2d8 + VSM
 Notes:fire
Call Lightning +8 1 action 120 ft Concentration, 10 min 3d10 + VS
 Notes:10 ft, 60 foot radius stars DIRECT ABOVE, choose a point, dex save for half, every action, if outdoors at night -> 1d10 increase lightning damage
Erupting Earth +8 1 action 120 ft Instant 3d12 + VSM
 Notes:20 foot cube, dex save for half, difficult terrain, blud
Guiding Bolt +8 1 action 120 ft 1 round 4d6 + VS
 Notes:Next attack roll has adv 4d6 Radiant, attack
Wall of Stone +8 1 action 120 Concentration, 10 minutes VSM
 Notes:6 in, 10 10ft by 10 ft or 10ft by 20ft w 3 in, 15AC, 30 hp per in
Maelstrom +8 1 action Concentration, 1 minute VSM
 Notes:5 ft deep water, 30 ft radius, difficult terrain, start turn str throw or 6d6 bludgeoning and pull 10 ft


Features & Traits


Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money

Spellcasting


Languages & Proficiencies


Personality Traits


Ideals


Bonds


Flaws
10 hp on next level

Notes


™ & © 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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Circle of Stars


Hit Points

Hit Dice: d8 per Circle of Stars level
Hit Points at first Level: See Druid
Hit Points at Higher Levels: See Druid

Proficiences

Armor: See Druid
Weapons: See Druid
Tools: See Druid
Saving Throws: See Druid
Skills: See Druid

Subclass Options

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.  
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.  

Cosmic Omen

6th-level Circle of the Stars feature   Whenever you finish a long rest, you can consult your Star Map for omens. When you do so, roll a die. Until you finish your next long rest, you gain access to a special reaction based on whether you rolled an even or an odd number on the die:   Weal (even). Whenever a creature you can see within 30 feet of you is about to make an attack roll, a 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, a saving throw, or an ability check, you can use your reaction to roll a d6 and subtract the number rolled from the total.   You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.  

Twinkling Constellations

10th-level Circle of the Stars feature   The constellations of your Starry Form improve. The 1d8 of the Archer and the Chalice becomes 2d8, and while the Dragon is active, you have a flying speed of 20 feet and can hover.   Moreover, at the start of each of your turns while in your Starry Form, you can change which constellation glimmers on your body.  

Full of Stars

14th-level Circle of the Stars feature   While in your Starry Form, you become partially incorporeal, giving you resistance to bludgeoning, piercing, and slashing damage.

Telekinetic

You learn to move things with your mind, granting you the following benefits:
   

  • Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
  • You learn the Mage Hand cantrip. You can cast it without verbal or somatic components, and you can make the spectral hand invisible. If you already know this spell, its range increases by 30 feet when you cast it. Its spellcasting ability is the ability increased by this feat.
  • As a bonus action, you can try to telekinetically shove one creature you can see within 30 feet of you. When you do so, the target must succeed on a Strength saving throw (DC 8 + your proficiency bonus + the ability modifier of the score increased by this feat) or be moved 5 feet toward you or away from you. A creature can willingly fail this save.

 

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