[table="compact"]
[b]Name[/b]|[_=Name]|[b]Race[/b]|[_=Race]|[b]background[/b]|[_=Background]|[b]Level(s):[/b] | [_level=3]
[b]Class(es)[/b]|[_=Druid]|[b]Inspiration:[/b] | [_=0/1] | [b]Proficiency:[/b] | [_prof$=+floor(((level-1)/4)+2)][/table]
[2column]
[col]
[abilities="Stats"][table="rolls d20 dnd5e"]
| | Check | Prof | Save
Str | [_s=10] | [_str$=+floor((s-10)/2)]|[_p=0/1]|[_strs$=+str+(p*prof)]
Dex | [_d=17] | [_dex$=+floor((d-10)/2)]|[_p=0/1]|[_dexs$=+dex+(p*prof)]
Con | [_c=13] | [_con$=+floor((c-10)/2)]|[_p=0/1]|[_cons$=+con+(p*prof)]
Int | [_i=15] | [_int$=+floor((i-10)/2)]|[_p=1/1]|[_ints$=+int+(p*prof)]
Wis | [_w=16] | [_wis$=+floor((w-10)/2)]|[_p=1/1]|[_wiss$=+wis+(p*prof)]
Cha | [_C=11] | [_cha$=+floor((C-10)/2)]|[_p=0/1]|[_chas$=+cha+(p*prof)]
[/table][/abilities]
[abilities="][table]
HP: | [_=21] / [_=21]
Temp HP: | [_=0]
AC: | [_armor=14]
Initiative: | [_$=+dex]
Speed: |30 ft & 30 ft. fly
[/table][/abilities]
[abilities="Skills"][table="rolls d20 dnd5e"]
Skill |mod| Half | Prof |expertise | misc | Bonus
[_=Acrobatics]|dex|[_jack=0/1]|[_p=0/1]|[_e=0/1]|[_misc=0]| [_$=+dex+max(max(p*prof,2*e*prof,),floor((jack*prof)/2))+misc]
[_=Animal Handling]|wis|[_jack=0/1]|[_p=0/1]|[_e=0/1]|[_misc=0]|[_$=+wis+max(max(p*prof,2*e*prof,),floor((jack*prof)/2))+misc]
[_=Arcana]|int|[_jack=0/1]|[_p=0/1]|[_e=0/1]|[_misc=0]|[_$=+int+max(max(p*prof,2*e*prof,),floor((jack*prof)/2))+misc]
[_=Athletics]|str|[_jack=0/1]|[_p=0/1]|[_e=0/1]| [_misc=0]|[_$=+str+max(max(p*prof,2*e*prof,),floor((jack*prof)/2))+misc]
[_=Deception]|cha|[_jack=0/1]|[_p=0/1]|[_e=0/1]|[_misc=0]|[_$=+cha+max(max(p*prof,2*e*prof,),floor((jack*prof)/2))+misc]
[_=History]|int|[_jack=0/1]|[_p=0/1]|[_e=0/1]| [_misc=0]|[_$=+int+max(max(p*prof,2*e*prof,),floor((jack*prof)/2))+misc]
[_=Insight]|wis|[_jack=0/1]|[_p=0/1]|[_e=0/1]| [_misc=0]|[_$=+wis+max(max(p*prof,2*e*prof,),floor((jack*prof)/2))+misc]
[_=Intimidation]|cha|[_jack=0/1]|[_p=0/1]|[_e=0/1]| [_misc=0]|[_$=+cha+max(max(p*prof,2*e*prof,),floor((jack*prof)/2))+misc]
[_=Investigation]|int|[_jack=0/1]|[_p=0/1]|[_e=0/1]| [_misc=0]|[_$=+int+max(max(p*prof,2*e*prof,),floor((jack*prof)/2))+misc]
[_=Medicine]|wis|[_jack=0/1]|[_p=0/1]|[_e=0/1]| [_misc=0]|[_$=+wis+max(max(p*prof,2*e*prof,),floor((jack*prof)/2))+misc]
[_=Nature]|int|[_jack=0/1]|[_p=1/1]|[_e=0/1]| [_misc=0]|[_$=+int+max(max(p*prof,2*e*prof,),floor((jack*prof)/2))+misc]
[_=Perception]|wis|[_jack=0/1]|[_p=1/1]|[_e=0/1]| [_misc=0]|[_$=+wis+max(max(p*prof,2*e*prof,),floor((jack*prof)/2))+misc]
[_=Performance]|cha|[_jack=0/1]|[_p=0/1]|[_e=0/1]|[_misc=0]| [_$=+cha+max(max(p*prof,2*e*prof,),floor((jack*prof)/2))+misc]
[_=Persuasion]|cha|[_jack=0/1]|[_p=0/1]|[_e=0/1]| [_misc=0]|[_$=+cha+max(max(p*prof,2*e*prof,),floor((jack*prof)/2))+misc]
[_=Religion]|int|[_jack=0/1]|[_p=0/1]|[_e=0/1]| [_misc=0]|[_$=+int+max(max(p*prof,2*e*prof,),floor((jack*prof)/2))+misc]
[_=Sleight Of Hand]|dex|[_jack=0/1]|[_p=1/1]|[_e=0/1]| [_misc=0]|[_$=+dex+max(max(p*prof,2*e*prof,),floor((jack*prof)/2))+misc]
[_=Stealth]|dex|[_jack=0/1]|[_p=0/1]|[_e=0/1]| [_misc=0]|[_$=+dex+max(max(p*prof,2*e*prof,),floor((jack*prof)/2))+misc]
[_=Survival]|wis|[_jack=0/1]|[_p=1/1]|[_e=0/1]| [_misc=0]|[_$=+wis+max(max(p*prof,2*e*prof,),floor((jack*prof)/2))+misc]
[/table][/abilities]
[/col][col]
[abilities=Features And Traits]
# Proficiencies
[b]Armor:[/b]Light Armor, Medium Armor, & Shields [_=]
[b]Weapons:[/b]Clubs, Daggers, Darts, Javelins, Maces, Quarterstaffs, Scimitars, Sickles, Slings, & Spears [_=]
[b]Tools:[/b]Herbalism kit, Pan Flute [_=]
[b]Languages:[/b] Common, Sylvan, Druidic, Elvish[_=]
# Fairy
[b]Creature Type:[/b] You are a Fey.
[b]Flight.[/b] 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.
[b]Fairy Magic:[/b] 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. Wisdom is your spellcasting ability for these spells when you cast them with this trait
Languages:[/b] You can speak, read, and write Common and Sylvan
#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.
Beast Shapes
Level Max. CR Limitations Example
2nd 1/4 No flying or swimming speed Wolf
4th 1/2 No flying speed Crocodile
8th 1 — Giant eagle
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 normal 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. When 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 normal 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 normal 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.
#Balm of the Summer Court
At 2nd level, you become imbued with the blessings of the Summer Court. You are a font of energy that offers respite from injuries. You have a pool of fey energy represented by a number of d6s equal to your druid level.
As a bonus action, you can choose one creature you can see within 120 feet of you and spend a number of those dice equal to half your druid level or less. Roll the spent dice and add them together. The target regains a number of hit points equal to the total. The target also gains 1 temporary hit point per die spent.
You regain all expended dice when you finish a long rest.
[/abilities]
[abilities=Spellcasting]
Spellcasting Ability = [_=Wisdom]: [_spellcastingability$=wis]
[table="compact"]
Spell DC | [_spell_dc$=8+prof+spellcastingability]
Spell Attack | [_spell_to_hit$=+prof+spellcastingability]
[/table]
[table="ht"]
Level | Spell slots
1 | [_=4/4]
2 | [_=2/2][/table]
# Spell
Cantrips | Druidcraft, Thorn Whip, Infestation
1st Level | Goodberry, Charm Person, Healing Word
2nd Level |Enhance Ability, Pass without Trace, Warding Wind [/abilities]
[abilities=Attacks]
[table="rolls d20 dnd5e"]
Weapon|Info|Attack|Damage
Unarmed Strike||[_$=+str+prof]|1d1[_$=+str]
[_=Dex Based Attack]|[_=Notes]|[_$=+dex+prof]|[_=1]d[_=4][_$=+dex]
[_=Str Based Attack]|[_=Notes]|[_$=+str+prof]|[_=1]d[_=4][_$=+str]
[/table][/abilities]
[/col][/2column]
[2column][col][abilities=Personality]
[table]
[b]Personality:[/b] | [_=...]
[b]Ideal:[/b] | [_=...]
[b]Bond:[/b] | [_=...]
[b]Flaw:[/b] | [_=...]
[/table]
[/abilities]
[/col]
[col]
[abilities=Notes]
Resistances:
[/abilities][/col][/2column]
[abilities=Equipment]
Leather armor
Druidic focus
Wooden Staff
Sling
Pan Flute
Traveler's clothes
Pouch
# Explorer's pack
Backpack
Bedroll
Mess kit
Tinderbox
10 torches
10 days of rations
Waterskin
50 feet of hempen rope
[table]PP|GP|EP|SP|CP
[_=0]|[_=8]|[_=0]|[_=0]|[_=0][/table]
[/abilities]
[abilities=Background]
[u][b]Feylost[/b][/u]
[b]Skill Proficiencies[/b]: Deception, Survival
[b]Tool Proficiencies:[/b] Pan Flute
[b]Languages:[/b] Elvish
[b]Equipment:[/b] Pan Flute, a set of traveler's clothes, three trinkets (each determined by rolling on the Feywild Trinkets table), and a pouch containing 8 gp
[b]Feature[/b]: Feywild Connection
Your mannerisms and knowledge of fey customs are recognized by natives of the Feywild, who see you as one of their own. Because of this, friendly Fey creatures are inclined to come to your aid if you are lost or need help in the Feywild.
[b]Fey Mark[/b]
You were transformed in some small way by your stay in the Feywild and your hair is made of vines or brambles and grows back to normal length within 1 hour of being cut.
[b]Feywild Visitor[/b]
Whenever you're sound asleep or in a deep trance during a long rest, a spirit of the Feywild might pay you a visit, if the DM wishes it. Determine the spirit's form by rolling on the Feywild Visitor table. No harm ever comes to you as a result of such visits, which can last for minutes or hours, and you remember each visit when you wake up. Conversations that occur with a visitor can contain any number of things, from messages and insights to nonsense and red herrings, at the DM's discretion. Such conversations are always conducted in a language you can understand, even if the Feywild visitor can't speak that language normally.
[b]Personality Trait[/b]s
Like a nomad, I can't settle down in one place for very long.
I have never lost my childlike sense of wonder.
[b]Ideals[/b]
Changeability. Change is good, which is why I live by an ever-changing set of rules. (Chaotic)
[b]Bonds[/b]
I do what I can to protect the natural world.
[b]Flaws[/b]
I never give away anything for free and always expect something in return.
[/abilities]