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Alyrielle Starwhisperer in Dungeons & Dragons 5e

Alyrielle Starwhisperer

1 Level (0/300 XP for level-up) Outlander Background Aasimar Race / Species / Heritage Alignment
Druid
Level 1
Hit Dice: 1/1
1d8+2 Class 1

STR 16

+3

DEX 13

+1

CON 14

+2

INT 14

+2

WIS 16

+3

CHA 15

+2

10
Hit Points
+1
Initiative (DEX)
12
Armor Class (AC)
+2
Prof. Bonus
30
Speed (walk/run/fly)
13
Passive Perception
Spellcasting ...
+5 Attack mod
WIS Ability
+3 Abi Mod
13 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
+3 Strength
+1 Dexterity
+2 Constitution
+4 Intelligence
+5 Wisdom
+2 Charisma
saving throws
+1 Acrobatics DEX
+3 Animal Handling WIS
+4 Arcana INT
+5 Athletics STR
+2 Deception CHA
+2 History INT
+3 Insight WIS
+2 Intimidation CHA
+2 Investigation INT
skills
+5 Medicine WIS
+2 Nature INT
+3 Perception WIS
+2 Performance CHA
+2 Persuasion CHA
+2 Religion INT
+1 Sleight of Hand DEX
+1 Stealth DEX
+5 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Scimitar +5 STR 1d6+3 slashing
 Finesse, Light
Crossbow +5 STR 1d8+3 piercing
 Range: 80/320, loading, two handed
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
Druidcraft 1 Action 30ft Instantaneous V, S
 Notes:Whispering to the spirits of nature, you create one of the following effects within range: You create a tiny, harmless sensory effect that predicts what the weather will be at your location for the next 24 hours. The effect might manifest as a golden orb for clear skies, a cloud for rain, falling snowflakes for snow, and so on. This effect persists for 1 round. You instantly make a flower blossom, a seed pod open, or a leaf bud bloom. You create an instantaneous, harmless sensory effect, such as falling leaves, a puff of wind, the sound of a small animal, or the faint odor of skunk. The effect must fit in a 5-foot cube. You instantly light or snuff out a candle, a torch, or a small campfire.
Poison Spray +5 1 action 10ft Instant 1d12 Poison V, S
 Notes:You spray toxic mist at a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d12 Poison damage. Cantrip Upgrade. The damage increases by 1d12 when you reach levels 5 (2d12), 11 (3d12), and 17 (4d12).

Level 1 Spells 2 slots

NAME AB CAST RNG DUR DMG CMP #
Faerie Fire +5 1 Action 60 ft. (20 ft. cube) 1 Minute
 Notes:Objects in a 20-foot Cube within range are outlined in blue, green, or violet light (your choice). Each creature in the Cube is also outlined if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed Dim Light in a 10-foot radius and can’t benefit from the Invisible condition. Attack rolls against an affected creature or object have Advantage if the attacker can see it.
Cure Wounds +5 1 action Touch Instant 2d8 Healing
 Notes:A creature you touch regains a number of Hit Points equal to 2d8 plus your spellcasting ability modifier. Using a Higher-Level Spell Slot. The healing increases by 2d8 for each spell slot level above 1.
Speak With Animals 1 action 10 Minutes
 Notes:For the duration, you can comprehend and verbally communicate with Beasts, and you can use any of the Influence action’s skill options with them. Most Beasts have little to say about topics that don’t pertain to survival or companionship, but at minimum, a Beast can give you information about nearby locations and monsters, including whatever it has perceived within the past day.
Thunderwave +5 1 action Self (15ft cube) Instantaneous 2d8 Thunder
 Notes:You unleash a wave of thunderous energy. Each creature in a 15-foot Cube originating from you makes a Constitution saving throw. On a failed save, a creature takes 2d8 Thunder damage and is pushed 10 feet away from you. On a successful save, a creature takes half as much damage only. In addition, unsecured objects that are entirely within the Cube are pushed 10 feet away from you, and a thunderous boom is audible within 300 feet. Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 1.

Charisma +2, Wisdom +1 (Protector Aasimar)


Darkvision 60ft


Celestial Resistance


Healing Hands


Light Bearer




Features & Traits

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

Common, Celestial, Druidic


Light Armor, Medium Armor, Shields (No metal)


Clubs, Daggers, Darts, Javelins, maces, quarterstaffs, scimitars, sickles, slings, spears.


Herbalism Kit




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.

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Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

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