Human Sailor Druid 5 / Cleric 1
Neutral Good
Strength 10 (+0)
Dexterity 14 (+2)
Constitution 16 (+3)
Intelligence 8 (-1)
Wisdom 19 (+4)
Charisma 14 (+2)
Maximum Hit Points: 51
Speed: 30 feet
Inspiration:
Armor Class: 19 = 10 + 5 [dragon scale] + 2 [wood shield] + 2 [dexterity]
Proficiency bonus: +3
Initiative modifier: + 2 = + 2 [dexterity]
Attack (handheld / thrown): + 3 + 3 [proficiency]
Attack (missile / finesse): + 5 = + 2 [dexterity] + 3 [proficiency]
Strength save: + 0
Dexterity save: + 2 = + 2 [dexterity]
Constitution save: + 6 = + 3 [resilient feat]
Intelligence save: + 2 = -1 [intelligence] + 3 [proficiency]
Wisdom save: + 7 = + 4 [wisdom] + 3 [proficiency]
Charisma save: + 2 = + 2 [charisma]
Insight (passive): 17 (22 with advantage)
Investigation (passive): 9 (14 with advantage)
Perception (passive): 17 (22 with advantage)
Carry: 150 lb maximum
Languages: Common Druidic Elvish Sylvan
Unarmed strike [+3 to hit; 1 bludgeoning]
Club [+3 to hit; 1d4 bludgeoning, 3 lb, light]
Mace [+3 to hit; 1d6 bludgeoning, 4 lb]
Quarterstaff [+3 to hit; 1d6 bludgeoning, 4 lb, versatile (1d8)]
Sling [+5 to hit; 1d6+2 bludgeoning, 1 lb, ammunition (range 30/120)]
Scimitar [+5 to hit; 1d6+2 slashing, 3 lb, finesse, light]
Dragon scale [medium; + 5 AC; max dex + 2; stealth disadvantage; 50 lb.]
Wood Shield [+2 AC; 6 lb.]
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Feats:Magic Initiate -- Wizard Two cantrips and a first level spell from this spellcasting class
Resilient -- Constitution +1 constitution; add proficiency to save
Acrobatics Dex 2 = +2
Animal Handling Wis 4 = +4
Arcana Int -1 = -1
Athletics Str 3 = +0 + 3
Deception Cha 2 = +2
History Int -1 = -1
Insight Wis 7 = +4 + 3
Intimidation Cha 2 = +2
Investigation Int -1 = -1
Medicine Wis 7 = +4 + 3
Nature Int -1 = -1
Perception Wis 7 = +4 + 3
Performance Cha 2 = +2
Persuasion Cha 2 = +2
Religion Int -1 = -1
Sleight of Hand Dex 2 = +2
Stealth Dex 2 = +2
Survival Wis 7 = +4 + 3
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As a magic initiate, this character knows two Wizard Cantrips.
Mark this character's Wizard Cantrips here:
Acid Splash
Blade Ward
Chill Touch
Dancing Lights
Fire Bolt
Friends
Light
Mage Hand
Mending
Message
Minor Illusion
Poison Spray
Prestidigitation
Ray of Frost
Shocking Grasp
True Strike
As a magic initiate, this character knows one First Level Wizard spell.
Mark this character's Wizard spell here:
Alarm
Burning Hands
Charm Person
Chromatic Orb
Color Spray
Comprehend Languages
Detect Magic
Disguise Self
Expeditious Retreat
False Life
Feather Fall
Find Familiar
Fog Cloud
Grease
Identify
Illusory Script
Jump
Longstrider
Mage Armor
Magic Missile
Protection from Evil and Good
Ray of Sickness
Shield
Silent Image
Sleep
Tasha's Hideous Laughter
Tenser's Floating Disk
Thunderwave
Unseen Servant
Witch Bolt
Multiclass Spellcaster
First-level castings: 4/day
Second-level castings: 3/day
Third-level castings: 3/day
At cleric level 1, this character knows 3 cleric cantrips.
Mark this character's Cleric Cantrip(s) here:
Guidance
Light
Mending
Resistance
Sacred Flame
Spare the Dying
Thaumaturgy
This character's level and wisdom allow him to prepare 5 Cleric spells daily.
These are in addition to this character's domain spells.
Mark this character's prepared First Level cleric spells here:
Bane
Bless [domain spell]
Command
Create or Destroy Water
Cure Wounds [domain spell]
Detect Evil and Good
Detect Magic
Detect Poison and Disease
Guiding Bolt
Healing Word
Inflict Wounds
Protection from Evil and Good
Purify Food and Drink
Sanctuary
Shield of Faith
At druid level 5 (land druid), this character knows 4 druid cantrips.
This includes this character's land druid bonus cantrip.
Mark this character's Druid Cantrip(s) here:
Druidcraft
Guidance
Mending
Poison Spray
Produce Flame
Resistance
Shillelagh
Thorn Whip
This character's level and wisdom allow him to prepare 9 Druid spells daily.
These are in addition to this character's circle spells.
Mark this character's prepared First Level Druid spells here:
Animal Friendship
Charm Person
Create or Destroy Water
Cure Wounds
Detect Magic
Detect Poison and Disease
Entangle
Faerie Fire
Fog Cloud
Goodberry
Healing Word
Jump
Longstrider
Purify Food and Drink
Speak with Animals
Thunderwave
Mark this character's prepared Second Level Druid spells here:
Animal Messenger
Barkskin
Beast Sense
Darkvision
Enhance Ability
Find Traps
Flame Blade
Flaming Sphere
Gust of Wind
Heat Metal
Hold Person
Invisibility [circle spell]
Lesser Restoration
Locate Animals or Plants
Locate Object
Moonbeam
Pass without Trace [circle spell]
Protection from Poison
Spike Growth
Mark this character's prepared Third Level Druid spells here:
Call Lightning
Conjure Animals
Daylight [circle spell]
Dispel Magic
Feign Death
Haste [circle spell]
Meld into Stone
Plant Growth
Protection from Energy
Sleet Storm
Speak with Plants
Water Breathing
Water Walk
Wind Wall
************
Human
The variant rule is in effect. Humans add a point only to two abilities, and get an extra skill and an extra feat.
This Human chose +1 on dexterity (already included).
This Human chose +1 on wisdom (already included).
Humans learn one extra language.
Sailor
You can secure passage for yourself on a vessels and have contacts in the seafaring community.
If you were a pirate instead, your bad attitude can intimidate others.
In any case, this character knows how to sail a ship (water vessel) and can navigate.
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Cleric
Proficient in using a healer kit (for resuscitations).
Ritual caster.
Three cantrips
The DC to resist your spells is 8 + proficiency bonus + your wisdom modifier.
Life Cleric (domain)
Domain spells.
Proficiency with heavy armor.
When using a spell to restore hit points, recipient regains 2 + the spell level hit points.
Druid
Proficient in using a herbalism kit.
Ritual caster.
Two cantrips; druidic language.
The DC to resist your spells is 8 + proficiency bonus + your wisdom modifier.
Level 2: Wild shape (2x, regain uses with short rest); challenge rating 1/4, no fly or swim speed.
Level 4: Wild shape now can have challenge rating 1/2, can swim, no fly speed.
Level 4: Three cantrips.
Level 8: Wild shape; challenge rating 1, can fly / swim.
Druid of the Land (circle)
Circle spells, spells of the land (depend on choice of terrain), additional cantrip (included in the count given above if >level 1, though not the table in the book).
This druid chose Grassland as first favored terrain.
Level 2: Recover expended spells, up to half your level in total slots, rounded up. 3 in this case. For more blessing or good berries.
Level 6: Lands stride, pass easily through difficult terrain.
First Ability Score Improvement: Feat
Class HP rolled
Level 1: Druid 8 Variant human feat, Magical Initiate
Level 2: Druid 5
Level 3: Druid 5
Level 4: Druid 5 Resilience (Con)
Level 5: Druid 5
Level 6: Cleric 5