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Randir Rootwalker in Dungeons & Dragons 5e

Randir Rootwalker

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

STR 7

-2

DEX 10

+0

CON 12

+1

INT 10

+0

WIS 17

+3

CHA 10

+0

22
Hit Points
+0
Initiative (DEX)
11
Armor Class (AC)
+2
Prof. Bonus
35ft (Walking)
Speed (walk/run/fly)
15
Passive Perception
2 / 2
Wildshape- BA (SR)
999 / 999
Furry hp
Spellcasting ...
+5 Attack mod
WIS Ability
+3 Abi Mod
13 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
-2 Strength
+0 Dexterity
+1 Constitution
+2 Intelligence
+5 Wisdom
+0 Charisma
saving throws
+0 Acrobatics DEX
+5 Animal Handling WIS
+0 Arcana INT
-2 Athletics STR
+0 Deception CHA
+0 History INT
+3 Insight WIS
+0 Intimidation CHA
+0 Investigation INT
+1 Resilience CON
skills
+0 Medicine WIS
+3 Nature INT
+5 Perception WIS
+0 Performance CHA
+0 Persuasion CHA
+3 Religion INT
+0 Sleight of Hand DEX
+0 Stealth DEX
+3 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Club +0 STR 1d4-2 bulging
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
Create Bonfire +5 1 60 1 min 1d8
Thorn Whip +5 1 30 instantaneous 1d6

Level 1 Spells 4 slots

NAME AB CAST RNG DUR DMG CMP #
Ice Knife +5 1 60 instantaneous 1d10
 Notes:On a hit, the target takes [1d10] piercing damage. Hit or miss, the shard then explodes. The target and each creature within 5 feet of it must succeed on a Dexterity saving throw or take [2d6] cold damage
Goodberry +5 1 touch instantaneous
 Notes: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.
Thunderwave +5 1 Self Instantaneous 2d8
 Notes:A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed. In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell's effect, and the spell emits a thunderous boom audible out to 300 feet.
Create or destroy water +5 1 30 Instantaneous
 Notes: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. Destroy 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. At Higher Levels: When 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.

Level 2 Spells 2 slots

NAME AB CAST RNG DUR DMG CMP #
Moonbeam +5 1 120 1 min 2d10
 Notes:A silvery beam of pale light shines down in a 5-foot radius, 40-foot-high cylinder centered on a point within range. Until the spell ends, dim light fills the cylinder. When a creature enters the spell's area for the first time on a turn or starts its turn there, it is engulfed in ghostly flames that cause searing pain, and it must make a Constitution saving throw. It takes 2d10 radiant damage on a failed save, or half as much damage on a successful one. A shapechanger makes its saving throw with disadvantage. If it fails, it also instantly reverts to its original form and can't assume a different form until it leaves the spell's light. On each of your turns after you cast this spell, you can use an action to move the beam 60 feet in any direction. At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd.
Healing Spirit +5 1 bonus action 60 1min 1d6
 Notes:You call forth a nature spirit to soothe the wounded. The intangible spirit appears in a space that is a 5-foot cube you can see within range. The spirit looks like a transparent beast or fey (your choice). Until the spell ends, whenever you or a creature you can see moves into the spirit's space for the first time on a turn or starts its turn there, you can cause the spirit to restore 1d6 hit points to that creature (no action required). The spirit can’t heal constructs or undead. As a bonus action on your turn, you can move the Spirit up to 30 feet to a space you can see. The spirit can heal a number of times equal to 1 + your spellcasting ability modifier (minimum of twice). After healing that number of times, the spirit disappears. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the healing increases 1d6 for each slot level above 2nd.

Combat Wildshape: While in wildshape, you may expend a spell slot and ragain hp equal to (spell slot level)d8





Features & Traits

ring of my father, rock


1 full water skin, food ration,


Back pack


A stone-fruit like seed, akin to the seed of a plum or other stone-fruit, but with golden veins over it that seems to slowly pulsate. The strange individual that beckoned you into the forest mentioned that the blood of a unicorn was needed


Sleep role


3 torches


1 noored on stick


Padded armor


1 heath potion


Magic clothes


Navigators kit (sextant, compass, calipers, ruler, parchment, ink, and a quill)


Adventurous id


Cloaked of bilowing (magic) (billows softly)


Platinum ring







Equipment Copper: 85, Silver: 97, Electrum: 49, Gold: 4, Platinum: 0 Money

Spell Casting Focus- Rock


WIS spell casting



Spellcasting

Languages: Druidic, elvish, common


Proficiencies: light+medium armour and armor (nothing made of metal), Clubs, daggers, darts, javelins, quarterstaves, sickles, scimitars, slings, spears, longsword, shortsword, longbow, short bow,




Languages & Proficiencies
<p>Dark vision 60ft (Shades of Grey) </p>
<p>You can attempt to hide when lightly obscured</p>
<p>Immunity from magical Sleep, you only need 4 hours of sleep -> sleep is a trance-like state/meditation</p>
<p>Advantage to end the Charmed Condition on yourself</p>
<p></p>

Notes


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.10, made by Tillerz - Updated: 2026-05-13
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

The statblocks of your class features

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 0 Spells

Level 1 Spells

Sidebar Tables


Sidebar TimeScore
Awesomeness10
Useability10
Aesthetics10

Level 2 Spells

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


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