Gawen ap Gelert, Menhir Circle Druid 4 Medium Humanoid (Human), Neutral Good Armour Class 11, DR 2, Soak (Piercing) (Padded Warrior Jacket, Leather Tunic) Wounds 16/16 Vigour 31/31 Speed 30 ft. Proficiency +2 STR 14 (+2), DEX 10 (+0), CON 14 (+2), INT 12 (+1), WIS 18 (+4), CHA 8 (-1) Saving Throws Int +3, Wis +6 Skills Animal Handling +6, Arcana +3, Herbalism Kit +6, Insight +6, Nature +3, Medicine +6, Perception +6, Religion +3, Survival +6 Subskills: Nature - Botany (Proficiency), Religion - Ceremony (Proficiency), Medicine - Apothecary (IP) Unused IP: 0 Senses Passive Perception 16 Languages Britonnic (Welsh, Cornish), Anglo-Saxon (Mercian), Goidelic (Irish), Druidic Spellcasting 4th-Level Wisdom Spellcaster Spell Save DC 14 +6 to Hit with Spell Attacks Spells Prepared (max 8): Cantrips (At Will): Druidcraft, Magic Stone, Guidance 1st level (4/Long Rest): Cure Wounds, Faerie Fire, Healing Word, Detect Magic 2nd level (3/Long Rest): Lesser Restoration, Spike Growth, Pass Without Trace, Heat Metal Spirit Sense At 2nd level, as an action, you can open your awareness to detect otherworldy and magical beings. Until the end of your next turn, you know the location of any astral, ethereal, fey, incorporeal, outsider, or undead creature within 60 feet of you that is not behind total cover. You know the type of any being whose presence you sense, but not its identity. Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell. 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. Your druid level determines the beasts you can transform into, as shown in the Beast Shapes table. Level Max CR Limitations Example 2nd 1/4 No flying or swimming speed Wolf 4th 1/2 No flying speed Crocodile 8th 1 Giant eagle 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 is higher than yours, use the creature's bonus. 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 extra damage carries over to your normal form. 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 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 GM decides whether it is practical for the new form to wear a piece of equipment. Your equipment doesn't change 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. Natural Recovery During a short rest, you choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your druid level (rounded up), and none of the slots can be 6th level or higher. You can't use this feature again until you finish a long rest. Healer You are an able physician, allowing you to mend wounds quickly and get your allies back in the fight. You gain the following benefits: When you use a healer's kit to stabilise a dying creature, that creature also regains 1 hit point. As a part of a rest, you can spend one use of a healer's kit to tend to a creature and restore 1d6 + 4 hit points to it, plus additional hit points equal to the creature's maximum number of hit dice. Skilled You gain proficiency in any combination of 3 skills or tools of your choice. Actions Quarterstaff +4 1d6+2 (Versatile 1d8) Background: Acolyte Trait I am tolerant of other faiths and respect the worship of other gods. Ideal The ancient traditions of worship and sacrifice must be preserved and upheld. Bond I owe my life to the druid who took me in. Flaw I put too much trust in those who wield power within my temple's hierarchy. Shelter of the Faithful As an acolyte, you command the respect of those who share your faith, and you can perform the religious ceremonies of your deity. You and your adventuring companions can expect to receive free healing and care at a temple, shrine, or other established presence of your faith, though you must provide any material components needed for spells. Those who share your religion will support you (but only you) at a modest lifestyle. You might also have ties to a specific temple dedicated to your chosen deity or pantheon, and you have a residence there. This could be the temple where you used to serve, or a temple where you have found a new home. While near your temple, you can call upon the priests for assistance, provided the assistance you ask for is not hazardous and you remain in good standing with your temple. Equipment Outfit (Traveller’s) (5lb) Padded Warrior Jacket (25lb) Quarterstaff (4lb) Sickle (2lb) Sling (0lb) Backpack (2lb) Bedroll (5lb) Blanket (3lb) Trail rations x 4 (5lb) Belt pouch (0.5lb) Spell component pouch (2lb) Iron pot (4lb) Vial x 4 (0lb) Potion Hide From Animals Flint and steel (0lb) Holly & mistletoe (0lb) Turnips x 2 Cheese Bread Herbalism Kit Healer's Kit 1gp, 630sp to spend Poor living costs covered