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Randir Rootwalker in Dungeons & Dragons 5e

Randir Rootwalker

5 Level (0/14000 XP for level-up) Background Woodelf Race / Species / Heritage Neutral Good Alignment
Druid
Level 5
Hit Dice: 5/5
1d8+1 Class 1

STR 7

-2

DEX 10

+0

CON 12

+1

INT 13

+1

WIS 19

+4

CHA 10

+0

32
Hit Points
+0
Initiative (DEX)
13
Armor Class (AC)
+3
Prof. Bonus
35ft (Walking)
Speed (walk/run/fly)
17
Passive Perception
2 / 2
Wildshape- BA (SR)
999 / 999
Furry hp
Spellcasting ...
+7 Attack mod
WIS Ability
+4 Abi Mod
15 Save DC
+6 Expertise Bonus
+3 Proficiency Bonus
-2 Strength
+0 Dexterity
+1 Constitution
+4 Intelligence
+7 Wisdom
+0 Charisma
saving throws
+0 Acrobatics DEX
+7 Animal Handling WIS
+1 Arcana INT
-2 Athletics STR
+0 Deception CHA
+1 History INT
+4 Insight WIS
+0 Intimidation CHA
+1 Investigation INT
+1 Resilience CON
skills
+1 Medicine WIS
+4 Nature INT
+7 Perception WIS
+0 Performance CHA
+0 Persuasion CHA
+4 Religion INT
+0 Sleight of Hand DEX
+0 Stealth DEX
+4 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
Create Burnfire +7 1 60 1 min 1d8
Torn Whip +7 1 30 instantaneous 1d6
make fire +7 1 Self 10 1d8
 Notes: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. This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Level 1 Spells 4 slots

NAME AB CAST RNG DUR DMG CMP #
Nice Knife +7 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
Good-boy +7 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.
Talk with animals +7 1 Self 10 min
 Notes:You gain the ability to comprehend and verbally communicate with beasts for the duration. The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you, at the DM's discretion.
make fire +7 1 Self 10 1d8 +
 Notes: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. This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
fix boo-boo (CW) +7 1 Touch Instantaneous 1d8
 Notes: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.

Level 2 Spells 3 slots

NAME AB CAST RNG DUR DMG CMP #
Moon-bean +7 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 Spit +7 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.
make fire +7 1 Self 10 1d8 +
 Notes: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. This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Pass with a trace +7 1 Self 1 hour
 Notes: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.

Level 3 Spells 2 slots

NAME AB CAST RNG DUR DMG CMP #
make fire +7 1 Self 10 1d8 +
 Notes: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. This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Call Lightning +7 1 120 1o min 3d10
 Notes:A storm cloud appears in the shape of a cylinder that is 10 feet tall with a 60-foot radius, centered on a point you can see 100 feet directly above you. The spell fails if you can't see a point in the air where the storm cloud could appear (for example, if you are in a room that can't accommodate the cloud). When you cast the spell, choose a point you can see within range. A bolt of lightning flashes down from the cloud to that point. Each creature within 5 feet of that point must make a Dexterity saving throw. A creature takes 3d10 lightning damage on a failed save, or half as much damage on a successful one. On each of your turns until the spell ends, you can use your action to call down lightning in this way again, targeting the same point or a different one. If you are outdoors in stormy conditions when you cast this spell, the spell gives you control over the existing storm instead of creating a new one. Under such conditions, the spell's damage increases by 1d10. At Higher Levels: When you cast this spell using a spell slot of 4th level or higher level, the damage increases by 1d10 for each slot level above 3rd.
Erupting Earth +7 1 120 instant 3d12
 Notes:\Choose a point you can see on the ground within range. A fountain of churned earth and stone erupts in a 20-foot cube centered on that point. Each creature in that area must make a Dexterity saving throw. A creature takes 3d12 bludgeoning damage on a failed save, or half as much damage on a successful one. Additionally, the ground in that area becomes difficult terrain until cleared. Each 5-foot-square portion of the area requires at least 1 minute to clear by hand. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d12 for each slot level above 3rd.

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,


4 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 roll


2 torches


1 gnawed on stick (its still very wet)


Padded armor


1 heath potion


Magic clothes


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


Adventurous id


Platinum ring


Beacon ( teleport u back and closes dungeon permanently)


Pearl of power- While this pearl is on your person, you can use an action to speak its command word and regain one expended spell slot. If the expended slot is of 4th level or higher, the new slot is 3rd level. Once you have used the pearl, it can't be used again until the next dawn.



I can undo one event


Cast true resurrection onces ×2 in one year



1× find familiar


Arm things +2 AC no armor







Equipment Copper: 85, Silver: 26, Electrum: 59, Gold: 106, 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><p>Dark vision 60ft (Shades of Grey) </p></p>
<p><p>You can attempt to hide when lightly obscured</p></p>
<p><p>Immunity from magical Sleep, you only need 4 hours of sleep -> sleep is a trance-like state/meditation</p></p>
<p><p>Advantage to end the Charmed Condition on yourself</p></p>
<p><p>Onces per day get advantage on intelligence check</p></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.

Tressym

Tiny monstrosity, chaotic neutral
Armor Class 12
Hit Points 5hp (2d4)
Speed 40ft Fly: 40ft Climb: 30ft

STR
3 -4
DEX
15 +2
CON
10 0
INT
11 0
WIS
12 +1
CHA
12 +1

Skills Perception +5, Stealth +4
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 60 ft, passive Perception 15
Languages Understands common but can't speak it
Challenge 0 (10XP)


Detect Invisibility. Within 60 feet of the tressym, magical invisibility fails to conceal anything from the tressym's sight.   Keen Smell. The tressym has advantage on Wisdom (Perception) checks that rely on smell.   Poison Sense. A tressym can detect whether a substance is poisonous by taste, touch, or smell.


Actions

Claws. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 slashing damage


 

A tressym is a mischievous winged cat as big as a house cat, with a wingspan of 3 feet. Thought to be the results of wizardly experimentation on house cats, tressym are intelligent felines known to form strong friendships with humanoids, particularly rangers and wizards. Tressym get along well with others of their kind, but they rarely lair or hunt together. They peacefully ignore bats, faerie dragons, and the like, but they hate stirges and evil flying monsters such as manticores. They also enjoy teasing dogs. Tressym feed on small rodents, birds, and insects, stalking and pouncing on prey as normal cats do, but with the added advantage of flight. Tressym don't, however, attack nestlings or despoil eggs. Tressym mate with others of their kind, but they don't mate for life. A tressym can also mate with a normal cat, though only one out of every ten of their offspring will be a tressym; the others will be normal cats. With the DM's permission, a person who casts the find familiar spell can choose to conjure a tressym instead of a normal cat.

Statblocks for race/species of the character.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 0 Spells

Level 1 Spells

Characters

This is the description for the table. You can put BBCode in here and also within the table data (see example further down the page)


NameBobBettyBillBerthaBenBrenda
Level425613
Flight Skill182335572721
WeaponLaser PistolSelf DefenseLaser PistolTaser KnucklesPocket KnifePoisoned Chocolate Brownies

Level 2 Spells

Level 3 Spells

How long can you make a table?

Up to 13-14 to not go into the sidebar, and 20 to not go off the page (on my monitor at least)


Iwonderhowlongicanmakethistablebeforeitlookslikeabsolutepoopactuallyquitelongthatscooliwillusethiseverywhere
12345678910111213141516171819202122232425

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


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