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Bramwell

1 Level (0/300 XP for level-up) Charlatan Background Forest Gnome Race / Species / Heritage True Neutral Alignment
Druid
Level 1
Hit Dice: 1/1
1d8+2 Class 1

STR 8

-1

DEX 12

+1

CON 14

+2

INT 12

+1

WIS 15

+2

CHA 14

+2

10
Hit Points
+2
Initiative (DEX)
14
Armor Class (AC)
+2
Prof. Bonus
25
Speed (walk/run/fly)
12
Passive Perception
2 / 2
Spell Slots
Spellcasting ...
+4 Attack mod
WIS Ability
+2 Abi Mod
12 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
-1 Strength
+1 Dexterity
+2 Constitution
+3 Intelligence
+4 Wisdom
+2 Charisma
saving throws
+1 Acrobatics DEX
+2 Animal Handling WIS
+1 Arcana INT
-1 Athletics STR
+5 Deception CHA
+1 History INT
+2 Insight WIS
+2 Intimidation CHA
+3 Investigation INT
skills
+2 Medicine WIS
+1 Nature INT
+2 Perception WIS
+2 Performance CHA
+2 Persuasion CHA
+1 Religion INT
+3 Sleight of Hand DEX
+3 Stealth DEX
+2 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Melee Attack +1 DEX 1d6+1 Piercing
 Finesse, Short sword
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
Infestation 1 Round 30 FT 1d6 VSM
 Notes:Target must save on a constitution or take damage and be moved in a direction (1d4) 5ft
Poison Spray 1 Round 10 1d12 VS
 Notes:You extend your hand toward a creature you can see within range and project a puff of noxious gas from your palm. The creature must succeed on a Constitution saving throw or take 1d12 poison damage.

Level 1 Spells 2 slots

NAME AB CAST RNG DUR DMG CMP #
Infestation 1 Round 30 FT 1d6 + VSM
 Notes:Target must save on a constitution or take damage and be moved in a direction (1d4) 5ft
Poison Spray 1 Round 10 1d12 + VS
 Notes:You extend your hand toward a creature you can see within range and project a puff of noxious gas from your palm. The creature must succeed on a Constitution saving throw or take 1d12 poison damage.
Cure Wounds 1 Round Touch 1d8 VS
 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.
Detect Magic 1 Round Self Con(up to 10 mins) VS
 Notes:For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any. The spell can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
Speak with Animals 1 Round Self Con(10mins) VS
 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.

Wooden shield, simple melee Leather armor, an explorer's pack, and a druidic focus


A tiny sketched portrait of a goblin


Forgery kit




Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 15, Platinum: 0 Money

Common 


gnomish


Druidic


Deep speech





Languages & Proficiencies

Self Serving


Freakishly calm





Personality Traits


™ & © 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.

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


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