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Tarok Tazari

5 Level (0/14000 XP for level-up) Sage Background Eladrin (Variant) Race / Species / Heritage Neutral Alignment
Druid
Level 5
Hit Dice: 3/5
1d8+2 Class 1

STR
9
-1
DEX
13
+1
CON
14
+2
INT
11
+0
WIS
19
+4
CHA
13
+1
38
Hit Points
+1
Initiative (DEX)
13
Armor Class (AC)
+3
Prof. Bonus
30
Speed (walk/run/fly)
17
Passive Perception
+6 Expertise Bonus
+3 Proficiency Bonus
-1 Strength
+1 Dexterity
+2 Constitution
+3 Intelligence
+7 Wisdom
+1 Charisma
saving throws
+1 Acrobatics DEX
+4 Animal Handling WIS
+3 Arcana INT
-1 Athletics STR
+1 Deception CHA
+3 History INT
+7 Insight WIS
+1 Intimidation CHA
+0 Investigation INT
skills
+4 Medicine WIS
+0 Nature INT
+7 Perception WIS
+1 Performance CHA
+4 Persuasion CHA
+0 Religion INT
+1 Sleight of Hand DEX
+1 Stealth DEX
+4 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Shortbow +2 STR 1d6-1 Piercing
 Ammunition, Range, Two-Handed
Scimitar +4 DEX 1d6+1 Slashing
 Finesse, Light
Attacks
Wildshape:
As an action, you can magically assume the shape of a beast that you have seen before twice per short rest.
You can stay in beast shape for 1 hours before reverting back to your normal form (or as a bonus action earlier or if you fall unconscious, drop to 0 hit points, or die).
Star MapTCoE, pg. 38
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 2 times, and you regain all expended uses when you finish a long rest.
Guidance
(Cantrip)
Guiding Bolt(1st)
/
Long Rest
Guiding Bolt(1st)
Starry Form1d8 effectTCoE, pg. 38

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

Archer: On activation and as a bonus action, you can make a ranged spell attack (60 ft.) dealing 1d8+3 radiant dmg.

Chalice: When you cast a spell that restores hit points, you or a creature within 30 ft. regains 1d8+3 hit points.

Dragon: When you make an INT or a WIS check or a CON saving throw to maintain concentration on a spell, you can treat a roll of 9 or lower on the d20 as a 10.
Starry Form: 1 Bonus Action
Starry Form: Archer: 1 Bonus Action
Starry Form: Chalice: (No Action)
Starry Form: Dragon: (No Action)

Features & Traits
Shield, Leather, Shortbow, Scimitar, Ink (1 ounce bottle), Backpack, Clothes Common, Alchemist's Supplies, Wooden Staff, Small Knife, Bedroll, Mess Kit, Rations (1 day), Rope Hempen (50 feet), Tinderbox, Torch, Waterskin

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 30, Platinum: 0 Money
Common, Elvish, Druidic, Celestial, Primordial

Languages & Proficiencies
Was verloren wurde muss gefunden werden. Im Angesicht der Sterne sind wir nur flüchtige Schatten. (Neutral)

Ideals
Ich habe düstere Visionen von einem nahenden Übel und werde alles tun um dies zu verhindern.

Bonds
Ich bin so begeistert von Wissen und Erkenntnis, dass ich es jedem erzähle, der es hören will - egal ob es mir schadet oder nützt.

Flaws


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.08, made by Tillerz - Updated: 2025-06-11
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Level 0 Spells

PHB

Guidance

0-level (Cantrip) Divination

Casting Time 1 Action
Range Touch
Duration Concentration, Concentration, up to 1 minute
Components V S

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.

Class(es): Cleric, Druid

Players Handbook Page 269

Produce Flame

0-level (Cantrip) Conjuration

Casting Time 1 action
Range Self
Duration 10 minutes
Components V, S

A flickering flame appears in your hand. The flame remains there for the Duration and harms neither you nor your Equipment. The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The spell ends if you dismiss it as an action or if you cast it again.   You can also Attack with the flame, although doing so ends the spell. When you cast this spell, or as an action on a later turn, you can hurl the flame at a creature within 30 feet of you. Make a ranged spell Attack. On a hit, the target takes 1d8 fire damage.
At higher levels: This spell's damage increases by 1d8 when you reach 5th Level (2d8), 11th level (3d8), and 17th level (4d8).

Class(es): Druid

Xanathar's Guide

Primal Savagery

0-level (Cantrip) Transmutation

Casting Time 1 Action
Range Self
Duration Instantaneous
Components S

You channel primal magic to cause your teeth or fingernails to sharpen, ready to deliver a corrosive attack. Make a melee spell attack against one creature within 5 feet of you. On a hit, the target takes 1d10 acid damage. After you make the attack, your teeth or fingernails return to normal.
At higher levels: The spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

Class(es): Druid

Melee Spell Attack 2d10 Acid Damage

Xanathar's Guide to Everything

Shape Water

0-level (Cantrip) Transmutation

Casting Time 1 action
Range 30 feet
Duration Instantaneous, or 1 hour
Components S

You choose an area of water that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:

  • You instantaneously move or otherwise change the flow of the water as you direct, up to 5 feet in any direction. This movement doesn’t have enough force to cause damage.
  • You cause the water to form into simple shapes and animate at your direction. This change lasts for 1 hour.
  • You change the water’s color or opacity. The water must be changed in the same way throughout. This change lasts for 1 hour.
  • You freeze the water, provided that there are no creatures in it. The water unfreezes in 1 hour.

If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.


 

Class(es): Druid, Sorcerer, Wizard

Level 1 Spells

SRD

Shield

1-level Abjuration

Casting Time 1 reaction
Range Self
Duration 1 round
Components V, S

An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.

Class(es): Sorcerer, Wizard

PHB, page 231

Detect Magic

1-level Divination (ritual)

Casting Time 1 action
Range Self
Duration Concentration, 10 minutes
Components V, S

For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.

  The spell can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

Class(es): Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Wizard

Basic Rules, pg. 239

Faerie Fire

1-level Evocation

Casting Time 1 Action
Range 60 ft (20 ft. of cube)
Duration 1 Minute
Components V

Damage Type: Debuff   Attack/Save Throw: DEX Save   Description: Each object in a 20-foot cube within range is outlined in blue, green, or violet light (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.

Class(es): Bard, Druid, Artificer

PHB, page 246

Goodberry

1-level Transmutation

Casting Time 1 action
Range Touch
Duration Instantaneous
Components V, S, M
Materials a sprig of mistletoe

Up to ten berries appear in your hand and are infused with magic for the duration. A creature can use its action to eat one berry. Eating a berry restores 1 hit point, and the berry provides enough nourishment to sustain a creature for one day.

The berries lose their potency if they have not been consumed within 24 hours of the casting of this spell.

Class(es): Druid, Ranger

PHB, page 238 SRD

Entangle

1-level Conjuration

Casting Time 1 action
Range 90 feet
Duration Concentration, 1 minute
Components V, S

Grasping weeds and vines sprout from the ground in a 20-foot square starting from a point within range. For the duration, these plants turn the ground in the area into difficult terrain.

  A creature in the area when you cast the spell must succeed on a Strength saving throw or be restrained by the entangling plants until the spell ends. A creature restrained by the plants can use its action to make a Strength check against your spell save DC. On a success, it frees itself.

  When the spell ends, the conjured plants wilt away.

Class(es): Druid

D&D 5e PHB Page 248

Guiding Bolt

1-level Evocation

Casting Time 1 action
Range 120 feet
Duration 1 round
Components V, S

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 the 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.

Class(es): Cleric

PHB

Healing Word

1-level Evocation

Casting Time 1 Bonus Action
Range 60 feet
Duration Instantaneous
Components V

A creature of your choice that you can see within range regains hit pints equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st

Class(es): Bard, Cleric, Druid

1d4+SpellcastingAbilityModifier Healing

Level 2 Spells

PHB

Misty Step

2-level Conjuration

Casting Time 1 Bonus Action
Range Self
Duration Instantaneous
Components V

Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.

Class(es): Druid, Paladin, Sorcerer, Warlock, Wizard

PHB

Darkvision

2-level Transmutation

Casting Time 1 Action
Range Touch
Duration 8 hours
Components V, S, M
Materials either a pinch of dried carrot or an agate

You touch a willing creature to grant it the ability to see in the dark. For the duration, that creature has darkvision out to a range of 60 feet.

Class(es): Artificer, Druid, Ranger, Sorcerer, Wizard, Fighter (Eldritch Knight), Monk (Way of Shadow), Rogue (Arcane Trickster)

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.

Wizards of the Coast, Unearthed Arcana, "One D&D: The Cleric and Revised Species"

Aid

2-level Abjuration

Casting Time: 1 action
Range/Area: 30 ft.
Components: Verbal, Somatic and Material
Materials: A tiny strip of white cloth
Duration: Instantaneous
Damage/Effect: +5 Temporary Hit Points
Your spell bolsters creatures, filling them with resolve. Choose up to six creatures within range. Each target gains 5 Temporary Hit Points.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the number of Temporary Hit Points increases by 5 for each slot level above 2nd.
Available for: Arcane Casters

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