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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)
11
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).
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.
Tidal Wave +7 1 120 instant 4d8
 Notes:You conjure up a wave of water that crashes down on an area within range. The area can be up to 30 feet long, up to 10 feet wide, and up to 10 feet tall. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 4d8 bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage and isn’t knocked prone. The water then spreads out across the ground in all directions, extinguishing unprotected flames in its area and within 30 feet of it, and then it vanishes.

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 armour


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







Equipment Copper: 85, Silver: 26, Electrum: 59, Gold: , 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>Onces per day get advantage on intelligence check</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

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Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Statblocks for companions, followers and other allies.

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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

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


Iwonderhowlongicanmakethistablebeforeitlookslikeabsolutepoopactuallyquitelongthatscooliwillusethiseverywhere
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