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Calla Bamarig

3 Level (0/2700 XP for level-up) Sage Background Half-Orc Race / Species / Heritage Chaotic Good Alignment
Druid
Level 3
Hit Dice: 3/3
1d8+2 Class 1

STR 12

+1

DEX 12

+1

CON 15

+2

INT 12

+1

WIS 15

+2

CHA 8

-1

24
Hit Points
+1
Initiative (DEX)
11
Armor Class (AC)
+2
Prof. Bonus
30 walk / 30 swim
Speed (walk/run/fly)
14
Passive Perception
2 / 2
Primal Surge
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
-1 Charisma
saving throws
+1 Acrobatics DEX
+2 Animal Handling WIS
+3 Arcana INT
+1 Athletics STR
-1 Deception CHA
+3 History INT
+2 Insight WIS
+1 Intimidation CHA
+1 Investigation INT
skills
+2 Medicine WIS
+1 Nature INT
+4 Perception WIS
-1 Performance CHA
-1 Persuasion CHA
+3 Religion INT
+1 Sleight of Hand DEX
+1 Stealth DEX
+2 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Dagger +3 STR 1d4+1 piercing
 Finesse, light, thrown (range 20/60)
Spear +3 STR 1d6+1 piercing
 Thrown (range 20/60), versatile (1d8)
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #

Level 1 Spells 4 slots

NAME AB CAST RNG DUR DMG CMP #

Level 2 Spells 2 slots

NAME AB CAST RNG DUR DMG CMP #

Darkvision


Relentless Endurance


Savage Attacks


Water breathing


Tidal aura





Features & Traits

Explorer's pack





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

Lang: Common, Orc, Druidic, +2





Languages & Proficiencies


™ & © 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

Homebrew

Dagger

Weapon

Common

Melee, Weapon, Simple, Light, Finesse, One-Handed   Any blade about forearm length and smaller can be called a dagger, and there are as many styles of daggers as there are cultures in existence. Nearly all daggers are weapons of opportunity, but some devote their lives to the style. The master can make blindingly fast attacks even while they focus their attention elsewhere.

Type Damage Damage Range
Simple Melee 1d4 Piercing 1 m | thrown 4/12 m

Cost: 25.000 Eurodollars
Weight: 0,3 kg

https://roll20.net/compendium/dnd5e/Items:Spear?expansion=33335

Spear

Weapon

Common

Properties

Thrown, Versatile

Mastery

Sap

Description


A spear is one of humanity’s oldest, most effective weapons, consisting of a long shaft (usually wood) with a sharp, pointed tip (stone, metal, or tempered steel) designed for thrusting or throwing. Used for hunting and war, spears provide superior range and armor penetration, with specialized types including lances, javelins, harpoons, and pikes.



Type Damage Damage Range
Simple Melee 1d6 / 1d8 Piercing 20/60 ft

Cost: 1 GP
Weight: 3 lb

The statblocks of your class features

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Statblocks for race/species of the character.

Half-Orc (The Forgotten Realms)

Ability Score Increase +2 Str, +2 Con
Size Medium
Speed 30ft

Age. Half-orcs mature a little faster than humans, reaching adulthood around age 14. They age noticeably faster and rarely live longer than 75 years.

Alignment. Half-orcs inherit a tendency toward chaos from their orc parents and are not strongly inclined toward good. Half-orcs raised among orcs and willing to live out their lives among them are usually evil.

Size. Half-orcs are somewhat larger and bulkier than humans, and they range from 5 to well over 6 feet tall.

Darkvision. Thanks to your orc blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Menacing. You gain proficiency in the Intimidation skill.

Relentless Endurance. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest.

Savage Attacks. When you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.

Languages. Orc is a harsh, grating language with hard consonants. It has no script of its own but is written in the Dwarvish script.


Languages. Common, Orc

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Statblocks for your spells.

Level 0 Spells

Replacement Series

Guidance

0-level (Cantrip) Divination

Casting Time: 1 action
Range/Area: Touch
Components: V, S
Duration: Concentration, up to 1 minute
Magic enhances your words as you advise one creature that can see and understand you within range. Once before the spell ends, the target can roll 1d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.   A creature with 4 Intelligence or higher that perceives your spellcasting is aware of its magical influence and responds accordingly.
At higher levels: At 5th Level. You can cast this spell on a willing creature of your choice that you can see within 30 feet of you.
At 11th Level. When the target rolls a 1 for the benefit of this spell it may reroll the die and must use the new roll, even if the new roll is a 1.
At 17th Level. You can choose up to two creatures to receive the benefit of this spell. The spell ends when both targets have rolled, and each target may only roll once within its duration.
Available for: Cleric, Druid

SRD

Primal Savagery

0-level (Cantrip) Transmutation

Casting Time: 1 action
Range/Area: self
Components: S
Duration: instantaneous
You channel primal magic to cause your teeth or fingernails to sharpen, ready to deliver a corrosive attack. Make a melee spell attack against one creature within 5 feet of you. On a hit, the target takes 1d10 acid damage. After you make the attack, your teeth or fingernails return to normal.
At higher levels: The spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
Available for: Druid

Page: 21 from EE Players Companion

Shape Water

0-level (Cantrip) Transmutation

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

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:

  • You instantaneously move or otherwise change the flow of the water as you direct, up to 5 feet in any direction. This movement doesn’t have enough force to cause damage.
  • You cause the water to form into simple shapes and animate at your direction. This change lasts for 1 hour.
  • You change the water’s color or opacity. The water must be changed in the same way throughout. This change lasts for 1 hour.
  • You freeze the water, provided that there are no creatures in it. The water unfreezes in 1 hour. 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.

Class(es): Druid, Sorcerer, Wizard

Level 1 Spells

XGE

Absorb Elements

1-level Abjuration

Casting Time: 1 reaction, which you take when you take acid, cold, fire, lightning, or thunder damage
Range/Area: Self
Components: S
Duration: 1 round
The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st.
Available for: Artificer, Druid, Ranger, Sorcerer, Wizard, Arcane Trickster Rogue, Clockwork Soul Sorcerer, Eldritch Knight Fighter

PHB, page 231 SRD

Detect Magic

1-level Divination (ritual)

Casting Time 1 action
Range Self
Duration Concentration, 10 minutes
Components V, S

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.

Class(es): Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Wizard

PHB, page 246 SRD

Goodberry

1-level Transmutation

Casting Time 1 action
Range Touch
Duration Instantaneous
Components V, S, M
Materials a sprig of mistletoe

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.

Class(es): Druid, Ranger

PHB, page 238 SRD

Entangle

1-level Conjuration

Casting Time 1 action
Range 90 feet
Duration Concentration, 1 minute
Components V, S

Grasping weeds and vines sprout from the ground in a 20-foot square starting from a point within range. For the duration, these plants turn the ground in the area into difficult terrain.

  A creature in the area when you cast the spell must succeed on a Strength saving throw or be restrained by the entangling plants until the spell ends. A creature restrained by the plants can use its action to make a Strength check against your spell save DC. On a success, it frees itself.

  When the spell ends, the conjured plants wilt away.

Class(es): Druid

D&D 5e PHB Page 243

Fog Cloud

1-level Conjuration

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

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.

Class(es): Druid, Ranger, Sorcerer, Wizard

Basic Rules, pg. 250

Healing Word

1-level Evocation

Casting Time 1 Bonus Action
Range 60 ft
Duration Instantaneous
Components V

Damage Type: Healing   Saving Throws: None   Description: A creature of your choice that you can see within range regains hit points equal to 1d4 + 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 1d4 for each slot level above 1st.

Class(es): Bard, Cleric, Druid, Alchemist

Level 2 Spells

PHB, page 237 SRD

Enhance Ability

2-level Transmutation

Casting Time 1 action
Range Touch
Duration Concentration, 1 hour
Components V, S, M
Materials Fur or a feather from a beast

You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects; the target gains the effect until the spell ends.

  Bear's Endurance. The target has advantage on Constitution checks. It also gains 2d6 temporary hit points, which are lost when the spell ends.
Bull's Strength. The target has advantage on Strength checks, and his or her carrying capacity doubles.
Cat's Grace. The target has advantage on Dexterity checks. It also doesn't take damage from falling 20 feet or less if it isn't incapacitated.
Eagle's Splendor. The target has advantage on Charisma checks.
Fox's Cunning. The target has advantage on Intelligence checks.
Owl's Wisdom. The target has advantage on Wisdom checks.

At higher levels: When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.

Class(es): Artificer, Bard, Cleric, Druid, Sorcerer

SRD

Spike Growth

2-level Transmutation

Casting Time 1 action
Range 150ft
Duration Concentration, Concentration, up to 10 minutes
Components V, S, M
Materials Seven sharp thorns or seven small twigs, each sharpened to a point

The ground in a 20-foot radius centered on a point within range twists and sprouts hard spikes and thorns. The area becomes difficult terrain for the duration. When a creature moves into or within the area, it takes 2d4 piercing damage for every 5 feet it travels.  
The transformation of the ground is camouflaged to look natural. Any creature that can't see the area at the time the spell is cast must make a Wisdom (Perception) check against your spell save DC to recognize the terrain as hazardous before entering it.

Class(es): Druid, Ranger

Misty Step

2-level Conjuration

Casting Time 1 Action
Range Self
Duration Instantaneous
Components V

Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see

Class(es): Sorcerer, Warlock, Wizard

SRD

Prayer of Healing

2-level Evocation

Casting Time: 10 minutes
Range/Area: 30 feet
Components: V
Duration: instantaneous
Up to six creatures of your choice that you can see within range each regain hit points equal to 2d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At higher levels: When you cast this spell 3rd level or higher, the Healing increases by 1d8 for each level above 2nd.
Available for: Cleric, Paladin

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