Current Standard v1.
4
Druid 3 Ranger 3 Ashari
CLASS & LEVEL BACKGROUND PLAYER NAME
Sea Elf Lawful Good
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS
Cold damage
8
●
+2
+2
SAVING THROW
ATHLETICS
resistance.
16
ARMOR
INSPIRATION
CLASS
-1 CONDITIONS BOONS
STRENGTH
+3 TEMP HP
30ft PERSONALITY TRAITS
◆ +6
SAVING THROW INITIATIVE SPEED
16
+3
+3
ACROBATICS
SLEIGHT OF HAND
Current
43 43 SUCCESSES
3 +3
STEALTH 3d8&3d10
CURRENT MAXIMUM
FAILURES
DEXTERITY HIT DICE HIT POINTS HIT POINTS DEATH SAVES
IDEALS
NAME ATK BONUS DAMAGE/TYPE
12
+1
SAVING THROW
Longbow 1d8 Range
1 BONDS
CONSTITUTION
+1
13 ◆ SAVING THROW
+4
ARCANA
+1 FLAWS
HISTORY
1 ●
+1
+4
INVESTIGATION
NATURE
INTELLIGENCE Proficiencies:Light armor, medium armor, shields, Simple
+1
RELIGION weapons, martial weapons, Athletics, Animal Handling,
Nature, Perception, Arcana Survival, Herbalism kit,
+6 Languages: Common, Druidic, Primordial,
16 ◆ SAVING THROW
+6
● ANIMAL HANDLING
+3
INSIGHT
3 ●
+3
+6
MEDICINE
PERCEPTION
WISDOM
+6
● SURVIVAL
0
SAVING THROW PROFICIENCIES & LANGUAGES
10
0
DECEPTION
0
INTIMIDATION Wild Shape
0 0
0
PERFORMANCE
PERSUASION
ATTACKS & SPELLCASTING
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
CHARISMA
when you finish a short or long rest.
Arrow ● ● ● ● ● ● ● ● ● ●
Your druid level determines the beasts you can transform
Arrow ● ● ● ● ● ● ● ● into, as shown in the Beast Shapes table. At 2nd level, for
2 PROFICIENCY BONUS example, you can transform into any beast that has a
challenge rating of 1/4 or lower that doesn't have a flying or
Wild Shape ● ● swimming speed.
16 PASSIVE WISDOM (PERCEPTION) Wild Companion (Optional)
At 2nd level, 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.
CURRENT WEIGHT
120 MAX WEIGHT
When you cast the spell in this way, the familiar is a fey
CLASS RESOURCES, AMMO & CHARGES instead of a beast, and the familiar disappears after a
number of hours equal to half your druid level.
Scale Mail, Two Simple Melee weapons, t Favored Enemy
Dungeoneer's Pack, A longbow and a quiver Beginning at 1st level, you have significant experience
CP of 20 arrows, studying, tracking, hunting, and even talking to a certain type
A set of traveler's clothes, a staff carved with of enemy.
symbols of your tribe, an herbalism kit, and a
belt pouch containing 10 gp Choose a type of favored enemy: aberrations, beasts,
SP
celestials, constructs, dragons, elementals, fey, fiends,
giants, monstrosities, oozes, plants, or undead. Alternatively,
you can select two races of humanoid (such as gnolls and
EP orcs) as favored enemies.
You have advantage on Wisdom (Survival) checks to track
your favored enemies, as well as on Intelligence checks to
GP recall information about them.
When you gain this feature, you also learn one language of
your choice that is spoken by your favored enemies, if they
PP speak one at all.
EQUIPMENT EQUIPMENT CONT. Natural Explorer FEATURES & TRAITS
Also at 1st level, you are particularly familiar with one type of
natural environment and are adept at traveling and surviving
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in such regions. Choose one type of favored terrain: arctic,
coast, desert, forest, grassland, mountain, swamp, or the
AGE HEIGHT WEIGHT
CHARACTER NAME EYES SKIN HAIR
NAME
SYMBOL
CHARACTER APPEARANCE ALLIES & ORGANIZATIONS
Background: Ashari
Isolated from the political struggles of urban Tal'Dorei, you are a member of the Ashari peoplea society bound to an ancient
covenant protecting the Material Plane from the chaos of the primordial elements. You've been raised to revere and protect the
natural world, and to shepherd the tumultuous elemental forces that give it life. When the elements threaten to overwhelm the
delicate balance of nature, it is the role of the Ashari to restore harmony.
You grew up in a tight-knit society, bound to a leader who successfully returned from the traditional journey to the Elemental Planes
known as an Aramante. By contrast, you might well have never traveled more than a few days from your home, and thus have
closer bonds with your family and neighbors than many people of Tal'Dorei.
In your early life, you likely took up one of the many roles that make up your society, whether homemaker, hunter, explorer, or
protector. If you have the ability to use elemental magic, you might have had one of the most important duties of all: protecting and
soothing the elemental rift at the heart of your home. And even as an adventurer now traveling far beyond that home, your loyalties
still lie with the continued safety of your order. Whatever else you do as you learn about the new world around you, you're
conscious of the need to gather allies to your cause.
Each Ashari is tethered to one of the four elemental orders and their settlements. You must select Pyrah (fire), Vesrah (water),
Terrah (earth), or Zephrah (wind). The rifts of earth and air are both in Tal'Dorei. If you live or lived among your people, then you are
familiar with the remarkable sights of Air Ashari on skysails above the Summit Peaks, or Earth Ashari erupting from the solid stone
of the Cliffkeep Mountains on their earthboards.
Feature: Elemental Harmony
Growing up surrounded by wild elemental magics has attuned your senses to those chaotic forces, enabling you to subtly bend
them to your will. As an action, you channel minor magic involving the element of your chosen Ashari order, giving you one of the
following abilities:
Pyrah. You instantaneously create and control a burst of flame small enough to light a candle, a torch, or a small campfire.
Alternatively, you snuff out a flame of the same size.
Terrah. You instantaneously create a small rock no larger than a gold coin. The rock appears in your hand, then turns to dust after 1
minute.
Vesrah. You instantaneously create enough hot or cold water to fill a small drinking vessel.
Zephrah. You create an instantaneous puff of windADDITIONAL FEATURES
strong enough & TRAITS
to blow papers off a desk or mess up someone's hair.
Land Druid
Bonus Cantrip
When you choose this circle at 2nd level, you learn one additional druid cantrip of your choice. This cantrip doesnt count against
the number of druid cantrips you know.
Natural Recovery
Starting at 2nd level, you can regain some of your magical energy by sitting in meditation and communing with nature. During a
short rest, you choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half
your druid level (rounded up), and none of the slots can be 6th level or higher. You can't use this feature again until you finish a long
rest.
For example, when you are a 4th-level druid, you can recover up to two levels worth of spell slots. You can recover either a
2nd-level slot or two 1st-level slots.
Circle Spells
Your mystical connection to the land infuses you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access
to circle spells connected to the land where you became a druid. Choose that land arctic, coast, desert, forest, grassland,
mountain, swamp, or Underdark and consult the associated list of spells.
Beast Master Ranger
Primal Companion (Optional)
This 3rd-level feature replaces the Ranger's Companion feature.
CHARACTER BACKSTORY You magically summon a primal beast, which draws strength from OTHER
your bond with nature. The beast is friendly to you and your
companions and obeys your commands. Choose its stat block-Beast of the Land, Beast of the Sea, or Beast of the Sky-which uses
your
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of the Coast [Link] (PB) is
Permission ingranted
severaltoplaces. Youthis
photocopy also determine
document the kind use.
for personal of animal the beast is, choosing a kind appropriate for
the stat block. Whatever kind you choose, the beast bears primal markings, indicating its mystical origin.
Wisdom
Prepared Spells Spell Save DC Spell Attack
SPELLCASTING Total Bonus
CLASS/ABILITY
0 CANTRIPS 3 6
Guidance
Shape Water
SPELL
LEVEL
SLOTS TOTAL SLOTS REMAINING
1 7
EPAR
SPELL NAME
ED
PR
Speak with animals (Ranger)
Absorb Elements (Ranger)
4
Cure Wounds (Ranger)
Create or Destroy Water (Druid)
SPELLS KNOWN
Detect Magic (Druid)
Detect Good or Evil (Druid)
Entangle (Druid)
2
Locate Animals or Plants
Summon Beast
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COMPANIONS, FAMILIARS,
AND PETS.
CLASS & LEVEL RELATIONSHIP ROLE
NAME RACE ALIGNMENT EXPERIENCE POINTS
NAME ATK BONUS DAMAGE/TYPE
ARMOR
CLASS
-5 -5
CONDITIONS BOONS
STRENGTH DEXTERITY TEMP HP
INITIATIVE SPEED
Current SUCCESSES
FAILURES
-5 -5 HIT DICE
CURRENT
HIT POINTS
MAXIMUM
HIT POINTS DEATH SAVES
CONSTITUTION INTELLIGENCE
ATTACKS & SPELLCASTING
CP
-5 -5 CLASS RESOURCES, AMMO & CHARGES
SP
WISDOM CHARISMA
EP
PASSIVE WISDOM
(PERCEPTION)
GP
PP
CURRENT WEIGHT
0 MAX WEIGHT
PROFICIENCIES & LANGUAGES
FEATURES & TRAITS EQUIPMENT
CLASS & LEVEL RELATIONSHIP ROLE
NAME RACE ALIGNMENT EXPERIENCE POINTS
NAME ATK BONUS DAMAGE/TYPE
ARMOR
CLASS
-5 -5 CONDITIONS BOONS
STRENGTH DEXTERITY TEMP HP
INITIATIVE SPEED
Current SUCCESSES
FAILURES
-5 -5 HIT DICE
CURRENT
HIT POINTS
MAXIMUM
HIT POINTS DEATH SAVES
CONSTITUTION INTELLIGENCE
ATTACKS & SPELLCASTING
CP
-5 -5 CLASS RESOURCES, AMMO & CHARGES
SP
WISDOM CHARISMA
EP
PASSIVE WISDOM
(PERCEPTION)
GP
PP
CURRENT WEIGHT
0 MAX WEIGHT
PROFICIENCIES & LANGUAGES
FEATURES & TRAITS EQUIPMENT
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