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Kestrel the Druid
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==Gear== '''Amulet of the Planes (Broken/Cursed)''' Each character bears a piece of this broken amulet and cannot be rid of it. Each piece functions as the amulet described in the DMG with the following limitations:<br> *Activating one piece activates all the pieces with the result/destination of the original activation. *Once any piece of the amulet has been activated, no piece may be activated until after the completion of a short or long rest. *The Mortal Realm (Prime Material Plane) cannot be reached by the broken amulet.<br> '''Staff of the Woodlands'''<br> This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While holding it, you have a +2 bonus to spell attack rolls.<br> The staff has 10 charges for the following properties. It regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff loses its properties and becomes a nonmagical quarterstaff.<br> ''Spells''<br> You can use an action to expend 1 or more of the staff's charges to cast one of the following spells from it, using your spell save DC:<br> *animal friendship (1 charge)<br> *awaken (5 charges)<br> *barkskin (2 charges)<br> *locate animals or plants (2 charges)<br> *speak with animals (1 charge)<br> *speak with plants (3 charges)<br> *wall of thorns (6 charges).<br> You can also use an action to cast the pass without trace spell from the staff without using any charges.<br> ''Tree Form.'' You can use an action to plant one end of the staff in fertile earth and expend 1 charge to transform the staff into a healthy tree. The tree is 60 feet tall and has a 5-foot-diameter trunk, and its branches at the top spread out in a 20-foot radius. The tree appears ordinary but radiates a faint aura of transmutation magic if targeted by detect magic. While touching the tree and using another action to speak its command word, you return the staff to its normal form. Any creature in the tree falls when it reverts to a staff.<br> '''Decanter of Endless Water'''<br> This stoppered flask sloshes when shaken, as if it contains water. The decanter weighs 2 pounds.<br> You can use an action to remove the stopper and speak one of three command words, whereupon an amount of fresh water or salt water (your choice) pours out of the flask. The water stops pouring out at the start of your next turn. Choose from the following options:<br> *"Stream" produces 1 gallon of water. *"Fountain" produces 5 gallons of water. *"Geyser" produces 30 gallons of water that gushes forth in a geyser 30 feet long and 1 foot wide. As a bonus action while holding the decanter, you can aim the geyser at a creature you can see within 30 feet of you. The target must succeed on a DC 13 Strength saving throw or take 1d4 bludgeoning damage and fall prone. Instead of a creature, you can target an object that isn't being worn or carried and that weighs no more than 200 pounds. The object is either knocked over or pushed up to 15 feet away from you.<br> 2x Potion of Greater Healing [4d4+4]<br> Hide armour (12 +max 2 Dex), wooden shield (+2)<br> Dagger, quarterstaff<br> Explorer's pack (backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, waterskin, 50 feet of hempen rope)<br> Traveller's clothes<br> Druidic focus<br> Herbalism kit<br> 1x components for Revivify<br> 1x componenets for Greater Restoration<br> 150 GP<br>
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