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dnd > Cassandra & Louise

Cassandra's and Louise's character sheets

Cassandra’s Character Sheet

A young lady glances up from her book to look at you. Her face bears no fear, she’s seen your sort before. She knows all sorts of people, and you are harmless. As she is, a druid, and a gyptian, she stands on the edges of society, looking in, learning all she can about the people of this world.

Her dress is long and made of a patchwork of different fabrics. Her hair looks like it has never been cut, and falls almost to the floor; it is kept tidy by exquisitely decorated silver rings. In her ears are silver and ruby earrings which, like her eyes, catch the candlelight. Her eyes are those of a much older, more experienced woman; her actual age is ambiguous, but her wisdom is not. A small grin tells you, “Don’t even bother, I’ve heard it all before.”.

Character name  Class, level    
Cassandra       Druid, 4        

Background      Player name     Race
Anthropologist  James           Human

Proficiency Bonus +2    AC 13
Initiative +0           Max HP 30
Hit Dice 1d8+2          Speed 30
Size Medium             Alignment Chaotic Good

Con 16/+2               Str 11/0
                        * Athletics
Int 13/+1
* Arcana                Dex 11/0
* History               * Acrobatics
* Investigation         * Sleight of hand
* Nature                * Stealth
* Religion
                        Wis 20/+5
Cha 15/+2               * Animal handling
* Deception             * Insight +7
* Intimidation          * Medicine
* Performance           * Perception +7
* Persuasion            * Survival

Attacks

Equipment

Features and Traits

Druidic Circle of the Land/Swamp.

Spells

Cantrips

Level 1 (3 Spell Slots)

Level 2 (4 Spell Slots)

Louise’s Character Sheet

Cassandra’s daemon is a hare named Louise. Unusually, Cassandra and her daemon have the same gender. Louise represents Cassandra’s shy and anxious side; she is a worrier, and often advises caution to Cassandra.

Character name  Class, level    
Louise          Daemon, 4       

Player name Race
James       Hare

Proficiency Bonus +2    AC 13
Initiative +3           Max HP 5
Hit Dice 1d4-1          Speed 20 (burrow 5)
Size Tiny               Alignment Unaligned

Con 9/-1                Str 1/-5
                        * Athletics
Int 2/-4
* Arcana                Dex 17/+3
* History               * Acrobatics
* Investigation         * Sleight of hand
* Nature                * Stealth
* Religion
                        Wis 11/+0
Cha 4/-3                * Animal handling
* Deception             * Insight
* Intimidation          * Medicine
* Performance           * Perception +2
* Persuasion            * Survival

Passive Perception 12 Languages Common, Druidic, Gyptian

Escape. The hare can take the Dash, Disengage, or Hide action as a bonus action on each of its turns.

Spell Reference

Charm Person

Source: Player’s Handbook

1st-level enchantment

Casting Time: 1 action Range: 30 feet Components: V, S Duration: 1 hour

You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.

Spell Lists. Bard, Druid, Sorcerer, Warlock, Wizard

Control Flames

Source: Xanathar’s Guide to Everything

Transmutation cantrip

Casting Time: 1 action Range: 60 feet Components: S Duration: Instantaneous or 1 hour

You choose nonmagical flame that you can see within range and that fits within a 5-foot cube. You affect it in one of the following ways:

If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

Spell Lists. Druid, Sorcerer, Wizard

Cure Wounds

Source: Player’s Handbook

1st-level evocation

Casting Time: 1 action Range: Touch Components: V, S Duration: Instantaneous

A creature you touch regains a number of hit points equal to 1d8 + 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 1d8 for each slot level above 1st.

Spell Lists. Artificer, Bard, Cleric, Druid, Paladin, Ranger

Darkness

Source: Player’s Handbook

2nd-level evocation

Casting Time: 1 action Range: 60 feet Components: V, M (bat fur and a drop of pitch or piece of coal) Duration: Concentration, up to 10 minutes

Magical darkness spreads from a point you choose within range to fill a 15-foot radius sphere for the duration. The darkness spreads around corners. A creature with darkvision can’t see through this darkness, and nonmagical light can’t illuminate it.

If the point you choose is on an object you are holding or one that isn’t being worn or carried, the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness.

If any of this spell’s area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.

Spell Lists. Sorcerer, Warlock, Wizard

Darkvision

Source: Player’s Handbook

2nd-level transmutation

Casting Time: 1 action Range: Touch Components: V, S, M (either a pinch of dried carrot or an agate) Duration: 8 hours

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.

Spell Lists. Artificer, Druid, Ranger, Sorcerer, Wizard

Druidcraft

Source: Player’s Handbook

Transmutation cantrip

Casting Time: 1 action Range: 30 feet Components: V, S Duration: Instantaneous

Whispering to the spirits of nature, you create one of the following effects within range:

You instantly light or snuff out a candle, a torch, or a small campfire.

Spell Lists. Druid

Earth Tremor

Source: Xanathar’s Guide to Everything/Elemental Evil Player’s Companion

1st-level evocation

Casting Time: 1 action Range: Self (10-foot radius) Components: V, S Duration: Instantaneous

You cause a tremor in the ground in a 10-foot radius. Each creature other than you in that area must make a Dexterity saving throw. On a failed save, a creature takes 1d6 bludgeoning damage and is knocked prone. If the ground in that area is loose earth or stone, it becomes difficult terrain until cleared.

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.

Spell Lists. Bard, Druid, Sorcerer, Wizard

Fog Cloud

Source: Player’s Handbook

1st-level conjuration

Casting Time: 1 action Range: 120 feet Components: V, S Duration: Concentration, up to 1 hour

You create a 20-foot-radius sphere of fog centered on a point within range. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the radius of the fog increases by 20 feet for each slot level above 1st.

Spell Lists. Druid, Ranger, Sorcerer, Wizard

Heat Metal

Source: Player’s Handbook

2nd-level transmutation

Casting Time: 1 action Range: 60 feet Components: V, S, M (a piece of iron and a flame) Duration: Concentration, up to 1 minute

Choose a manufactured metal object, such as a metal weapon or a suit of heavy or medium metal armor, that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object takes 2d8 fire damage when you cast the spell. Until the spell ends, you can use a bonus action on each of your subsequent turns to cause this damage again.

If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn’t drop the object, it has disadvantage on attack rolls and ability checks until the start of your next turn.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.

Spell Lists. Artificer, Bard, Druid

Melf’s Acid Arrow

Source: Player’s Handbook

2nd-level evocation

Casting Time: 1 action Range: 90 feet Components: V, S, M (powdered rhubarb leaf and an adder’s stomach) Duration: Instantaneous

A shimmering green arrow streaks toward a target within range and bursts in a spray of acid. Make a ranged spell attack against the target. On a hit, the target takes 4d4 acid damage immediately and 2d4 acid damage at the end of its next turn. On a miss, the arrow splashes the target with acid for half as much of the initial damage and no damage at the end of its next turn.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage (both initial and later) increases by 1d4 for each slot level above 2nd.

Spell Lists. Wizard

Mending

Source: Player’s Handbook

Transmutation cantrip

Casting Time: 1 minute Range: Touch Components: V, S, M (two lodestones) Duration: Instantaneous

This spell repairs a single break or tear in an object you touch, such as a 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.

Spell Lists. Artificer, Bard, Cleric, Druid, Sorcerer, Wizard

Shape Water

Source: Xanathar’s Guide to Everything

Transmutation cantrip

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

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:

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.

Spell Lists. Druid, Sorcerer, Wizard

Purify Food and Drink

Source: Player’s Handbook

1st-level transmutation (ritual)

Casting Time: 1 action Range: 10 feet Components: V, S Duration: Instantaneous

All nonmagical food and drink within a 5-foot-radius sphere centered on a point of your choice within range is purified and rendered free of poison and disease.

Spell Lists. Artificer, Cleric, Druid, Paladin