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Stella

3 Level (0/2700 XP for level-up) Astral Drifter Background Fairy Race / Species / Heritage caothic neutral Alignment
Druid
Level 3
Hit Dice: 3/3
1d8+2 Class 1

STR
10
+0
DEX
10
+0
CON
14
+2
INT
12
+1
WIS
16
+3
CHA
14
+2
24
Hit Points
+0
Initiative (DEX)
11
Armor Class (AC)
+2
Prof. Bonus
30/60/30
Speed (walk/run/fly)
13
Passive Perception
2 / 2
Wild Shape
1 / 1
Fairy Magic
2 / 2
Star Map
Spellcasting ...
+5 Attack mod
WIS Ability
+3 Abi Mod
13 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
+0 Strength
+0 Dexterity
+2 Constitution
+3 Intelligence
+5 Wisdom
+2 Charisma
saving throws
+0 Acrobatics DEX
+5 Animal Handling WIS
+1 Arcana INT
+0 Athletics STR
+2 Deception CHA
+1 History INT
+5 Insight WIS
+2 Intimidation CHA
+1 Investigation INT
skills
+3 Medicine WIS
+3 Nature INT
+3 Perception WIS
+2 Performance CHA
+2 Persuasion CHA
+3 Religion INT
+0 Sleight of Hand DEX
+0 Stealth DEX
+3 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Sickle +2 STR 1d4 Slashing
 light
Scimitar +2 STR 1d6 Slashing
 Finesse, Light
Attacks

Spell Book

Explorer's Backpack


a bedroll
a mess kit
a tinderbox
10 torches
10 days of rations
a waterskin
50 feet of hempen rope

Sickler
Scimitar
Studded Leather
Druid Focus

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 30, Platinum: 0 Money
Spells Preparadas:
Guiding Bolt
Spellcasting
Common
Sylvan
Celestial

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.

The statblocks of your Weapons, armor and other important/magical equipment

Sickle

Weapon

Varies

Dueling Blade, One-Handed, Light, Puncture

A short, crescent-shaped blade with the cutting edge on the inside of the curve, derived from the farming tool designed to harvest plants. While perhaps not originally intended for dueling, many a peasant has had to learn to protect themselves with the sickle, leading to a variety of dueling styles devoted to using the tool. A master with the sickle has learned to reach and grab with every attack and deal gruesome hamstring attacks which cripple.

Type Damage Damage Range
Simple Melee 1d4 Slashing


The statblocks of your class features

Tasha's Cauldron of Everything p38

Druid (Circle of Stars)

Level Feature
2nd Star Map, Starry Form
6th Cosmic Omen
10th Twinkling Constellations
14th Full of Stars
hit dice: 1d8 per level
hit points at 1st level: 8 + Constitution modifier
hit points at higher levels: 1d8 + Constitution modifier per level
armor proficiencies: No additional armor proficiencies.
weapon proficiencies: No additional weapon proficiencies.
tools: No additional tool proficiencies.
saving throws: No additional saving throws proficiencies.
skills: No additional skill proficiencies.
starting equipment:
You receive a Star Map at 2nd level (see Star Map subclass feature).
spellcasting:
See the spellcasting features of Druid.

class features:
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 Star 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 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 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 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 Stars feature
While in your Starry Form, you become partially incorporeal, giving you resistance to bludgeoning, piercing, and slashing damage.
subclass options:
This is one of the subclasses available to Druids. For other subclasses, see Druid.

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

The Wild Beyond The Witchlight

Fairy

The Feywild is home to many fantastic peoples, including fairies. Fairies are a wee folk, but not nearly as much so as their pixie and sprite friends. The first fairies spoke Elvish, Goblin, or Sylvan, and encounters with human visitors prompted many of them to learn Common as well.
Fairies, like the rest of those native to the Feywilds, are bounds by its strange magics. Fairies are unable to lie. Fairies are also bound to honor any deal they make. Conversely, they are also bound to exact punishment on any who fail to honor a deal with them.
True names hold power over the Fae. Because of this, Most of the Fae will give a pseudo name.
  Infused with the magic of the Feywild, most fairies look like Small elves with insectile wings, but each fairy has a special physical characteristic that sets the fairy apart. For your fairy, roll on the Fey Characteristics table or choose an option from it. You're also free to come up with your own characteristic if none of the suggestions below fit your character.

Fey Characteristics
d8 Characteristic
1 Your wings are like those of a bird.
2 You have shimmering, multicolored skin.
3 You have exceptionally large ears.
4 A glittering mist constantly surrounds you.
5 You have a small spectral horn on your forehead, like a little unicorn horn.
6 Your legs are insectile.
7 You smell like fresh brownies.
8 A noticeable, harmless chill surrounds you.
ability score increase: Increase one ability score by 2, and increase a different one by 1, or increase three different scores by 1.
age: Fairies have a life span of about a century.
Size: Small
speed: Your walking speed is 30 feet.
Languages: You can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character.
race features:
Fairy Magic. You know the Druidcraft cantrip. Starting at 3rd level, you can cast the Faerie Fire spell with this trait. Starting at 5th level, you can also cast the Enlarge / Reduce spell with this trait. Once you cast Faerie Fire or Enlarge / Reduce with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast either of those spells using any spell slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).

Flight. Because of your wings, you have a flying speed equal to your walking speed. You can't use this flying speed if you're wearing medium or heavy armor.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 0 Spells

PHB

Spare The Dying

0-level (Cantrip) Necromancy

Casting Time: 1A
Range/Area: Touch
Components: V/S
Duration: Instantaneous
Damage/Effect: Healing
You touch a living creature that has 0 hit points. The creature becomes stable. This spell has no effect on undead or constructs.
Available for: Alchemist (Artificer), Cleric

PHB, page 259. Available in the SRD.

Mending

0-level (Cantrip) Transmutation

Casting Time: 1 minute
Range/Area: Touch
Components: Verbal, Somatic, Material
Materials: two lodestones
Duration: Instantaneous
This spell repairs a single break or tear in an object you touch, such as broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage.   This spell can physically repair a magic item or construct, but the spell can't restore magic to such an object.
Available for: Artificer, Bard, Cleric, Druid, Sorcerer, Wizard

PHB, page 248

Guidance

0-level (Cantrip) Divination

Casting Time: 1 action
Range/Area: Touch
Components: V, S
Duration: Concentration, up to 1 minute
You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.
At higher levels: The range of the spell becomes 10 feet once you reach 5th level, and increases by 10 feet at 11th level (total of 20) and again at 17th level (total of 30).
Available for: Artificer, Cleric, Druid

PHB

Druidcraft

0-level (Cantrip) Transmutation

Casting Time: 1 action
Range/Area: 30 feet
Components: V, S
Duration: Instantaneous
Whispering to the spirits of nature, you create one of the following effects within range:
  • You create a tiny, harmless sensory effect that predicts what the weather will be at your location for the next 24 hours. The effect might manifest as a golden orb for clear skies, a cloud for rain, falling snowflakes for snow, and so on. This effect persists for 1 round.
  • You instantly make a flower blossom, a seed pod open, or a leaf bud bloom.
  • You create an instantaneous, harmless 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.
Available for: Druid

Level 1 Spells

Shield of Faith

1-level Abjuration

Casting Time: 1 bonus action
Range/Area: 60ft
Components: V, S, M
Materials: tbd
Duration: Concentration, up to 10 minutes

A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.

Available for: Paladins

PHB p239 (modified)

Faerie Fire

1-level Evocation

Casting Time: 1 action
Range/Area: 60 feet
Components: V
Duration: Concentration, up to 1 minute
Attack/Save: Dexterity Save
Each object in a 20-foot cube within range is outlined in a color of your choice. Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius.   Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can't benefit from being invisible.
Available for: Artificer, Bard, Druid

Basic Rules, pg. 248

Guiding Bolt

1-level Evocation

Casting Time: 1 Action
Range/Area: 120 ft
Components: V, S
Duration: 1 Round
Attack/Save: Ranged
Damage/Effect: Radiant
A flash of light streaks toward a creature of your choice within range. Make a ranged spell attack against the target. On a hit, the target takes 4d6 radiant damage, and the next attack roll made against this target before the end of your next turn has advantage, thanks to the mystical dim light glittering on the target until then.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Available for: Cleric, Oath of Glory, The Celestial, Divine Soul

Statblocks for your Trinkets, businesses, building, castles, empires.


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carpinha.

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