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Mivian Selephie in Dungeons & Dragons 5e

Mivian Selephie

1 Level (0/300 XP for level-up) Wayfarer Background High Elf Race / Species / Heritage chaotic nuetral Alignment
Druid
Level 1
Hit Dice: 1/1
1d8+1 Class 1

STR 9

-1

DEX 13

+1

CON 12

+1

INT 9

-1

WIS 20

+5

CHA 14

+2

9
Hit Points
+1
Initiative (DEX)
14
Armor Class (AC)
+2
Prof. Bonus
30
Speed (walk/run/fly)
22
Passive Perception
2 / 2
Luck points = to proficiency bonus
Spellcasting ...
+7 Attack mod
WIS Ability
+5 Abi Mod
15 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
-1 Strength
+1 Dexterity
+1 Constitution
+1 Intelligence
+7 Wisdom
+2 Charisma
saving throws
+1 Acrobatics DEX
+7 Animal Handling WIS
+1 Arcana INT
-1 Athletics STR
+2 Deception CHA
-1 History INT
+7 Insight WIS
+2 Intimidation CHA
-1 Investigation INT
skills
+5 Medicine WIS
+4 Nature INT
+7 Perception WIS
+2 Performance CHA
+2 Persuasion CHA
-1 Religion INT
+1 Sleight of Hand DEX
+3 Stealth DEX
+7 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Shortbow +4 DEX 1d6+1 piercing
 Ammunition: arrow (range 80/320),two-handed
Quarterstaff +0 STR 1d6or1d8-1 bludgeoning
 Two-handed
Dagger +0 STR 1d4-1 Piercing
 Finesse, light, thrown (range 20/60). Dex for throw str for stab
Attacks

Spell Book

Species traits: darkvision, fey ancestry, kean senses, trance


Feats: lucky


Class feats: druidic, primal order magician (two extra cantrips)




Features & Traits

Griffon grease, shield, leather armor, short bow, quarterstaff, two daggers, thieves tools, cooks utensils, herbalism kit, quiver, 60 arrows, healers kit.



Melee Attacks = Strength mod + proficiency bonus + d20 roll




Ranged Attack = Dexterity mod + proficiency bonus + d20 roll *If proficient in weapon





Equipment Copper: 0, Silver: 8, Electrum: 0, Gold: 25, Platinum: 0 Money


Spellcasting mod +5


spell save = 10+ spell mod (5) = 15


spell attack bonus = spell mod (5) + proficiency bonus (2) = +7



Spellcasting

Common, drawrvish, elvish, halfling, druid, Light armor, shields, Simple weapons





Languages & Proficiencies

indirect, boastful, jittery, selfish, energetic, frivolous, attentive, inspiring.





Personality Traits

self preservation and impulsive





Ideals

sprite





Bonds

impulsive, selfish but hates it, yearnful





Flaws


™ & © 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.

Level 0 Spells

Player's Handbook

Prestidigitation

0-level (Cantrip) Transmutation

Casting Time: Action
Range/Area: 10 Feet
Components: Verbal, Somatic
Duration: Up to 1 hour

This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:

-You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odour.

-You instantaneously light or snuff out a candle, a torch, or a small campfire.

-You instantaneously clean or soil an object no larger than 1 cubic foot.

-You chill, warm, or flavour up to 1 cubic foot of nonliving material for 1 hour.

-You make a colour, a small mark, or a symbol appear on an object or a surface for 1 hour.

-You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.

If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

Available for: Artificer, Bard, Sorcerer, Warlock, Wizard

Player's Handbook

Speak with Animals

1-level Divination

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: Action
Range/Area: Self
Components: Verbal, Somatic
Duration: 10 minutes

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.

Available for: Bard, Druid, Ranger, Tamer

Player's Handbook (5.5e) 2024

Spare the Dying

0-level (Cantrip) Necromancy

Casting Time: Action
Range/Area: 15'
Components: VS
Duration: Instantaneous

Choose a creature within range that has 0 Hit Points and isn't dead. The creature becomes Stable.

Available for: Artificer, Cleric, Druid

Player's Handbook

Shillelagh

0-level (Cantrip) Transmutation

Casting Time: Bonus Action
Range/Area: Touch
Components: Verbal, Somatic, Material
Materials: Mistletoe, a shamrock leaf, and a club or quarterstaff
Duration: 1 minute

The wood of a club or quarterstaff you are holding is imbued with nature's power. For the duration, you can use your spellcasting ability instead of Strength for the attack and damage rolls of melee attacks using that weapon, and the weapon's damage die becomes a d8. The weapon also becomes magical, if it isn't already. The spell ends if you cast it again or if you let go of the weapon.

Available for: Druid

Starry Wisp

0-level (Cantrip) Evocation

Casting Time: 1 action
Range/Area: 60ft
Components: Verbal, Somatic
Duration: Instantaneous
Attack/Save: Ranged
Damage/Effect: Radiant

You launch a mote of light at one creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 Radiant damage, and until the end of your next turn, it emits Dim Light in a 10-foot radius and can’t benefit from the Invisible condition.

At higher levels:

Cantrip Upgrade. The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).

Level 1 Spells

Player's Handbook

Charm Person

1-level Enchantment

Casting Time: Action
Range/Area: 30 Feet
Components: Verbal, Somatic
Duration: 1 hour

You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you.

At higher levels:

When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.

Available for: Bard, Druid, Sorcerer, Warlock, Wizard

Homebrew, Player's Handbook (5.5e) 2024

Healing Word

1-level Abjuration

Casting Time: Bonus Action
Range/Area: 60'
Components: V
Duration: Instantaneous

A creature of your choice that you can see within range regains Hit Points equal to 2d4 plus your spellcasting ability modifier. This spell has no effect on undead or constructs.

At higher levels:

The healing increases by 2d4 for each spell slot level above 1.

Available for: Bard, Cleric, Druid

Player's Handbook

Goodberry

1-level Conjuration

Casting Time: Action
Range/Area: Touch
Components: Verbal, Somatic, Material
Materials: A sprig of mistletoe
Duration: Instantaneous

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.

Available for: Druid, Ranger

Player's Handbook (5e) 2015

Faerie Fire

1-level Evocation

Casting Time: Action
Range/Area: 60'
Components: V
Duration: Up to 1 minute (Concentration)

Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius.

Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can't benefit from being invisible.

Available for: Artificer, Bard, Druid

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


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