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Khar Lyräyjepsehn

3 Level (0/2700 XP for level-up) Hermit Background Human Race / Species / Heritage Lawful Neutral Alignment
Druid
Level 3
Hit Dice: 3/3
1d8+4 Class 1

STR
11
+0
DEX
14
+2
CON
18
+4
INT
14
+2
WIS
15
+2
CHA
15
+2
30
Hit Points
+2
Initiative (DEX)
12
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
+0 Strength
+2 Dexterity
+4 Constitution
+4 Intelligence
+4 Wisdom
+2 Charisma
saving throws
+2 Acrobatics DEX
+4 Animal Handling WIS
+2 Arcana INT
+0 Athletics STR
+2 Deception CHA
+2 History INT
+2 Insight WIS
+2 Intimidation CHA
+2 Investigation INT
skills
+4 Medicine WIS
+4 Nature INT
+2 Perception WIS
+2 Performance CHA
+2 Persuasion CHA
+4 Religion INT
+2 Sleight of Hand DEX
+2 Stealth DEX
+2 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Quarterstaff +2 STR 1d6 Bludgeoning
 Versatile
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
Druidcraft +4 1 action 30 ft Instantaneous VS
 Notes:Whispering to the spirits of nature, you create one of the following effects within range: • You create a tiny, harm less sensory effect that predicts what the weather will be at your location for the next 24 hours. The effect might manifest as a golden orbfor clear skies, a cloud for rain, falling snowflakes for snow, and so on. This effect persists for 1 round. • You instantly m ake a flower blossom , a seed pod open, or a leaf bud bloom. • You create an instantaneous, harm less sensory effect, such as falling leaves, a puff of wind, the sound of a small animal, or the faint odor of skunk. The effect must fit in a 5-foot cube. • You instantly light or snuff out a candle, a torch, or a small campfire
Thorn Whip +4 1 action 30 ft Instantaneous 1d6 VSM
 Notes:You create a long, vine-like whip covered in thorns that lashes out at your comm and 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. This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Level 1 Spells 4 slots

NAME AB CAST RNG DUR DMG CMP #
Create or Destroy Water +4 1 action 30 ft Instantaneous VSM
 Notes:You either create or destroy water. Create Water. You create up to 10 gallons of clean water within range in an open container. Alternatively, the water falls as rain in a 30-foot cube within range, extinguishing exposed flames in the area. D estroy Water. You destroy up to 10 gallons of water in an open container within range. Alternatively, you destroy fog in a 30-foot cube within range. A t Higher Levels. W hen you cast this spell using a spell slot of 2nd level or higher, you create or destroy 10 additional gallons of water, or the size of the cube increases by 5 feet, for each slot level above 1st.
Speak with Animals +4 10 minutes Self Concentration, up to 1 hour VS
 Notes:You gain the ability to com prehend and verbally com m unicate 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 D M ’s discretion.
Healing Word 1 action 60 ft Instantaneous V
 Notes:A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs. A t Higher Levels. W hen you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st.

Level 2 Spells 2 slots

NAME AB CAST RNG DUR DMG CMP #
Barkskin 1 action Touch Concentration, up to 1 hour VSM
 Notes:You touch a willing creature. Until the spell ends, the target’s skin has a rough, bark-like appearance, and the target’s AC can’t be less than 16, regardless of what kind of arm or it is wearing.
Summon Beast 1 action 90 ft Concentration, up to 1 hour VSM
 Notes:You call forth a bestial spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Bestial Spirit stat block. When you cast the spell, choose an environment: Air, Land, or Water. The creature resembles an animal of your choice that is native to the chosen environment, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends. The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its move to avoid danger.
Quarterstaff, Blanket, Herbalism Kit, Druidic Focus, A scroll case stuffed full of notes from my tarot studies

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
Spellcasting Ability
Wisdom is your spellcasting ability for your druid spells, since your m agic 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.

Spellcasting Focus
You can use a druidic focus (found in chapter 5) as a spellcasting focus for your druid spells.
Spellcasting
Languages: Common, Elvish, Druidic, Dwarvish
Armor: Light armor, medium armor, shields (druids will not wear arm or or use shields made of metal)
Weapons: Clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears
Tools: Herbalism kit
Saving Throws: Intelligence, Wisdom

Languages & Proficiencies

Circle of the Moon


Druids of the Circle of the Moon are fierce guardians of the wilds. Their order gathers under the full moon to share news and trade warnings. They haunt the deepest parts of the wilderness, where they might go for weeks on end before crossing paths with another humanoid creature, let alone another druid.
Changeable as the m oon, a druid of this circle might prowl as a great cat one night, soar over the treetops as an eagle the next day, and crash through the undergrowth in bear form to drive off a trespassingmonster. The wild is in the druid's blood.

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).
Starting at 6th level, you can transform into a beast with a challenge rating as high as your druid level divided by 3, rounded down.

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.
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.

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 norm al 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. W hen 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 norm al 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 norm al 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.


Wild Companion



You gain the ability to summon a spirit that assumes an animal form: as an action, you can expend a use of your Wild Shape feature to cast the find familiar spell, without material components.
When you cast the spell in this way, the familiar is a fey instead of a beast, and the familiar disappears after a number of hours equal to half your druid level.

Notes
Brown Bear
Large beast, unaligned
Armor Class 11 (natural armor)
Hit Points 34 (4d10 + 12)
Speed 40 ft., climb 30 ft.

STR 19 (+4)
DEX 10 (+0)
CON 16 (+3)
INT 2 (-4)
WIS 13 (+1)
CHA 7 (-2)

Skills Perception +3
Senses passive Perception 13
Languages —
Keen Smell. The bear has advantage on Wisdom (Perception) checks that rely on smell.
Actions
Multiattack. The bear makes two attacks, one with its bite and one with its claws.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 8 (1d8 + 4) piercing damage.
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 11 (2d6 + 4) slashing damage.

Brown Bear
Bestial Spirit
Small beast
Armor Class 11 + the level of the spell (natural armor)
Hit Points 20 (Air only) or 30 (Land and Water only) + 5 for
each spell level above 2nd
Speed 30 ft.; climb 30 ft. (Land only fly 60 ft. (Air only swim 30 ft. (Water only)

STR 18 (+4)
DEX 11 (+0)
CON 16 (+3)
INT 4 (-3)
WIS 14 (+2)
CHA 5 (-3)

Senses dark vision 60 ft., passive Perception 1 2
Languages understands the languages you speak
Challenge —
Proficiency Bonus equals your bonus
Flyby (Air Only). The beast doesn't provoke opportunity attacks when it flies out of an enemy's reach.
Pack Tactics (Land and Water Only). The beast has advantage on an attack roll against a creature if at least one of the beast's allies is within 5 feet of the creature and the ally isn't incapacitated.
Water Breathing (Water Only). The beast can breathe only underwater.

Actions
Multiattack. The beast makes a num ber of attacks equal to half this spell's level (rounded down).
Maul. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: ld8 + 4 + the spell's level piercing damage.

Bestial Spirit


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