Druid:
Multiclass: Light armor, medium armor, shields (druids will not wear armar ar use shields made of metal)
HD: 2d8
Level 1:
Cantrips (2): Create Bonfire (Wis), Druidcraft
Spellcasting: DC 13, +5
Ritual Casting: Any druid spell you have prepared
Languages: Druidic
Level 2:
Wild Shape: 2/rest (short or long). CR 1/4, no swimming, flying
Circle: Shepherd
Language: Sylvan
Speech of the Woods: Talk to any animal
Spirit Totem: Summon a totem 1/LR for extra abilities
Sorcerer:
HD: 1d6
Proficiencies
Armor: None
Weapons: Daggers, darts, slings, quarterstaffs, light crossbows
Tools: None
Saving Throws: Constitution, Charisma
Skills: Choose two from Arcana, Deception, Insight, Intimidation, Persuasion, and Religion
Cantrips (4): Acid Splash, Dancing Lights, Infestation, Minor Illusion
Spellcasting: DC 13, +5.
Spells Known (2): Burning Hands, Sleep
Sorcerous Origin: Draconic
Draconic Origin: Language gained (Draconic), Double Prof when dealing with dragons, AC 13 + Dex, +1 HP per sorc level.
Wizard:
Multiclass: -
HD: 1d6
Cantrips (3): Shape Water, Control Flames, Message
Spellcasting: DC 12, +4
Ritual Casting: Any ritual spell in your spellbook
Arcane Recovery: Recover one level 1 spell slot during a short rest, per long rest
+1 to two stats (Int, Cha)
Speed: 30' Land
Size: Medium
Languages: Common
Skill: Animal Handling
Feat: Magic Initiate (Warlock) - Eldritch Blast, Prestidigitation, Armor of Agathys
Other Items:
Arcane Focus, Crystal
Explorer's Pack
Potion
Common magical consumable: Awakening Pot (Used to make awakened shrub, below).
One set of traveler's clothes, any one musical instrument or gaming set you are proficient with, poorly wrought maps from your homeland that depict where you are in Faerun, a small piece of jewelry worth 10 gp in the style of your homeland's craftsmanship, and a pouch containing 5 gp
Explorer's Pack. Includes a backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.
Background:
Far Traveller (Zahkara)
Prof: Nature, Religion
Tools: Rebab
Language: Primordeal
FEATURE: ALL EYES ON YOU
Your accent, mannerisms, figures of speech, and perhaps even your appearance all mark you as foreign. Curious glances are directed your way wherever you go, which can be a nuisance, but you also gain the friendly interest of scholars and others intrigued by far-off lands, to say nothing of everyday folk who are eager to hear stories of your homeland.
You can parley this attention into access to people and places you might not otherwise have, for you and your traveling companions. Noble lords, scholars, and merchant princes, to name a few, might be interested in hearing about your distant homeland and people.
Trait: I honor my deities through practices that are foreign to this land.
Ideal: Inquisitive. Everything is new, but I have a thirst to learn. (Neutral)
Bond: The gods of my people are a comfort to me so far from home.
Flaw: I am secretly (or not so secretly) convinced of the superiority of my own culture over that of this foreign land.
Companions:
Magic Item: Awakened Shrub. Small. 9 HP. AC 9. Speed: 20. S3, D8, C11, I10, W10, Ch6. Vuln Fire, Res Piercing. PP 10. Language Sylvan. False Appearance (When the shrub is motionless, it is indistinguishable from a normal plant). Rake (+1 Att, 1d4-1 S).
Familiar: Fey Hawk. Tiny. 1 HP. AC 13. Speed: 10, 60 Fly. S3, D16, C8, I2, W14, Ch6. Perc 4, PP 14. Keen Sight (Adv on sight based perception checks). Telepathic with master within 100'. Can see through eyes and ears. Action to disappear or reappear. Deliver touch spells within 100 ft.