Kestrel the Druid
Characteristics
Name: Kestrel
Alignment:
Gender: Male
Race: Half-Orc
Class: Druid
Level: 9
Age:
Description:
Ability Scores
Strength: 10 (+0)
Dexterity: 14 (+2) (+1 from variant race)
Constitution: 16 (+3) (+2 from variant race)
Intelligence: 8 (-1)
Wisdom: 16 (+3) (+1 from Fey Touched)
Charisma: 12 (+1)
AC: 16
HP: 78
Hit Dice: 9d8
Speed: 30'
Proficiency:+4
Melee Attack: +1 (Str) / +2 (Dex) if the weapon has Finesse
Ranged Attack: +2
Spell Attack: +7
Spell Save DC: 15
Initiative Bonus
Passive Perception
Passive Insight
Spells
Spell Slots:
Level 1 - 4
Level 2 - 3
Level 3 - 3
Level 4 - 3
Level 5 - 1
Cantrips known: 3
Druidcraft
Guidance
Thorn Whip
Spells Known: 12
Prepared:
Level 1 - Cure Wounds, Detect Magic, Ice Knife
Level 2 - Lesser Restoration, Locate Object (C), Moonbeam (C), Spike Growth (C)
Level 3 - Call Lightning (C), Daylight, Revivify
Level 4
Level 5 - Commune With Nature (R), Greater Restoration
From Fey-Touched
Misty Step (Level 2)
Command (Level 1)
Saving Throws
Strength: +0
Dexterity: +2
Constitution: +3
Intelligence: +3 (PR)
Wisdom: +8 (PR)
Charisma: +1
Languages Known
Common, Orc, Druidic, Sylvan, +1 from background
Proficiencies
Armor: Light armor, medium armor, shields (druids will not wear armor or use shields made of metal)
Weapons: Clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears
Tools: Herbalism kit
Skills
Intimidation (Half-Orc)
Perception, Nature (Druid)
Athletics, Survival (Outlander)
Feats, Traits, and Features
Darkvision. Thanks to your orc blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Menacing. You gain proficiency in the Intimidation skill.
Relentless Endurance. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can't use this feature again until you finish a long rest.
Savage Attacks. When you score a critical hit with a melee weapon attack, you can roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit.
Languages. You can speak, read, and write Common and Orc. Orc is a harsh, grating language with hard consonants. It has no script of its own but is written in the Dwarvish script.
Saving Throws - INT and WIS
Ritual Casting. You can cast a druid spell as a ritual if that spell has the ritual tag and you have the spell prepared.
Spellcasting Focus. You can use a druidic focus as a spellcasting focus for your druid spells.
Wild Shape. Starting at 2nd level, you can use your action to magically assume the shape of a beast that you have seen before. You can use this feature twice. You regain expended uses when you finish a short or long rest. (Max CR 1, can have a fly or swim speed)
- You can stay in a beast shape for a number of hours equal to half your druid level (rounded down). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.
- While you are transformed, the following rules apply:
- Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or lair actions, you can't use them.
- When you transform, you assume the beast's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form, For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.
- You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as Call Lightning, that you've already cast.
- You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense.
- You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.
- Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or lair actions, you can't use them.
Druid Circle - Dreams.
Balm of the Summer Court
- At 2nd level, you become imbued with the blessings of the Summer Court. You are a font of energy that offers respite from injuries. You have a pool of fey energy represented by a number of d6s equal to your druid level. As a bonus action, you can choose an ally you can see within 120 feet of you and spend a number of those dice equal to half your druid level or less. Roll the spent dice and add them together. The target regains a number of hit points equal to the total. The target also gains 1 temporary hit point per die spent. You regain the expended dice when you finish a long rest.
Hearth of Moonlight and Shadow
- At 6th level, home can be wherever you are. During a short or long rest, you can invoke the shadowy power of the Gloaming Court to help guard your respite. At the start of the rest, you touch a point in space, and an invisible, 30-foot-radius sphere of magic appears, centered on that point. Total cover blocks the sphere. While within the sphere, you and your allies gain a +5 bonus to Dexterity (Stealth) and Wisdom (Perception) checks, and any light from open flames in the sphere (a campfire, torches, or the like) isn't visible outside it. The sphere vanishes at the end of the rest or when you leave the sphere.
4th Level ASI - Feat
Fey-Touched
Your exposure to the Feywild's magic has changed you, granting you the following benefits:
- Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
- You learn the Misty Step spell and one 1st-level spell of your choice. The 1st-level spell must be from the Divination or Enchantment school of magic. You can cast each of these spells without expending a spell slot. Once you cast either of these spells in this way, you can't cast that spell in this way again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. The spells' spellcasting ability is the ability increased by this feat.
- Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
8th Level ASI - Feat
War Caster
You have practiced casting spells in the midst of combat, learning techniques that grant you the following benefits:
- You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage.
- You can perform the somatic components of spells even when you have weapons or a shield in one or both hands.
- When a hostile creature's movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature.
Background
Outlander
Skill Proficiencies: Athletics, Survival
Tool Proficiencies: One type of musical instrument
Languages: One of your choice
Wanderer: You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.
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:
- 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.
Staff of the Woodlands
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.
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.
Spells
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:
- animal friendship (1 charge)
- awaken (5 charges)
- barkskin (2 charges)
- locate animals or plants (2 charges)
- speak with animals (1 charge)
- speak with plants (3 charges)
- wall of thorns (6 charges).
You can also use an action to cast the pass without trace spell from the staff without using any charges.
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.
Decanter of Endless Water
This stoppered flask sloshes when shaken, as if it contains water. The decanter weighs 2 pounds.
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:
- "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.
2x Potion of Greater Healing [4d4+4]
Hide armour (12 +max 2 Dex), wooden shield (+2)
Dagger, quarterstaff
Explorer's pack (backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, waterskin, 50 feet of hempen rope)
Traveller's clothes
Druidic focus
Herbalism kit
1x components for Revivify
1x componenets for Greater Restoration
150 GP
Character Backstory
Kestrel was born Kashek, youngest son of farmers in a rural community. He always more interested in wild things than cultivated and spent hours in the forest or daydreaming in the hills.
When he was nine years old he wandered farther than usual and found a ruin in a forest. Ornate pillars and crumbling walls were wreathed with ivy, one single building larger than the whole village. He'd been walking for a long time and fell asleep in a patch of sunshine. Only meaning to nap, instead he found he'd passed into the Feywild and the portal had closed as he slept.
The Feywild is a dangerous place, especially for the unwary. Luckily he was found by a centaur who was fascinated by this odd mortal child. Aldrudis took him under his wing, nicknamed him Kestrel, and taught him about nature and the Feywild.
After seven years Kestrel found his way home the same way he'd lost it. He walked too far and found a familiar ruin. He walked further and found a village that looked just as he remembered it. He ran to his his parents house and they too looked like he remembered them.
He'd only been gone seven days.
Kestrel's family welcomed him back but things were difficult. The youngest child was now the oldest. His parents forbade him to speak of his time in the Feywild, afraid his siblings would run away seeking their own portal. He tied to obey, but over time it became clear they were grieving the boy he was instead of accepting the one he'd become. He stayed less than a year before leaving.
Best for everyone that way. His family could move on with their lives unafraid, and he could be Kestrel again.