Neah

Human Druid 2 (0 / 900 xp)
Str
10
+0
Dex
14
+2
Con
15
+2
Int
14
+2
Wis
18
+4
Cha
10
+0
Proficiency Bonus: +2
Saving Throw: Int, Wis
Skill: Medicine, Nature, Perception, Religion, Survival
Tool: Herbalism kit, Poisoner's kit
Language: Common, druidic, draconic, sylvan
Weapon: club, dagger, dart, javelin, mace, quarterstaff, scimitar, sickle, sling, spear
Armor: light, medium, shields
Max HP: 17
Hit Dice
d8
Death Saves
Current HP
Temp HP
Standard Equipment

ScimitarLeather armorShield

AC
15
Move
30
    Actions
    Scimitar. Melee Weapon Attack: +4 to hit. Hit: 1d6 + 2 slashing damage.
    Healer
    • When you use a healer's kit to stabilize a dying creature, that creature also regains 1 hit point.
    • As an action, spend one use of a healer's kit to restore 1d6 + 4 hit points to a creature, plus additional hit points equal to the creature's maximum number of Hit Dice. The creature can't regain hit points from this feat again until it finishes a short or long rest.
    Wild Shape

    Action. You assume the shape of a beast with a CR of 1/4 or lower that doesn't have a flying or swimming speed. You can stay in this form for 1 hour. You then revert to your normal form unless you expend another use of Wild Shape. You can revert earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die. While transformed:

    • Replace your game stats with those of the beast, except that you retain your Int, Wis, and Cha scores. You also retain your skill and saving throw proficiencies in addition to gaining the beast's. If the creature has the same proficiency, use whichever bonus is higher. You can't use any legendary or lair actions the beast has.
    • Assume the beast's hit point and Hit Dice. When you revert to your normal form, you return to the hit points you had before you transformed. If you revert because you drop to 0 hit points, any excess damage carries over to your normal form.
    • You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your form. Transforming doesn't break your concentration or prevent you from taking actions that are part of a spell 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 lose any special senses unless your new form also has them.
    • You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Equipment that merges with your form has no effect while transformed.
    Druid Spellcasting
    Spellcasting Ability:
    Wis
    Spell Attack Modifier:
    +6
    Saving Throw DC:
    14
    Spell Slots
    1st
    Concentration
    Preparation

    After a long rest, you can prepare any 6 spells from the druid spell list.

    Ritual Casting

    You can cast a prepared druid spell with the ritual tag as a ritual.

    Natural Recovery

    Once per day, when you finish a short rest, you can recover expended spell slots of 5th level or lower. These spell slots must have a combined level ≤ 1.

    Inventory
    Scimitar
    Wooden shield
    Leather armor
    Yew wand
    Backpack
    Bedroll
    Mess kit
    Tinderbox
    Hempen rope (50 ft.)
    Waterskin
    Rations (10)
    Torch (10)
    Herbalism kit
    Scroll case
    Winter blanket
    Common clothes
    Healer's kit (9 uses)
    pp
    gp
    22
    sp
    cp
    Attunement
    1.
    2.
    3.
    Spell Actions
    Druidcraft
    cantrip
    Frostbite
    cantrip
    Produce Flame
    cantrip
    Animal Friendship
    1st
    Beast Bond
    1st
    conc.
    Charm Person
    1st
    Create or Destroy Water
    1st
    Cure Wounds
    1st
    Detect Magic
    1st
    conc., ritual
    Detect Poison and Disease
    1st
    conc.
    Earth Tremor
    1st
    Entangle
    1st
    conc.
    Faerie Fire
    1st
    conc.
    Fog Cloud
    1st
    conc.
    Goodberry
    1st
    Ice Knife
    1st
    Jump
    1st
    Longstrider
    1st
    Purify Food and Drink
    1st
    ritual
    Speak With Animals
    1st
    ritual
    Thunderwave
    1st
    Reactions
    Absorb Elements
    1st
    Bonus Actions
    Healing Word
    1st
    Non-Combat Spells
    Snare
    1st
    Background: Hermit

    Neah lived in seclusion for a formative part of his life. The wild coast near Saltmarsh seemed like the ideal place to find peace and commune with nature. Alone among the rocks and seagulls, Neah found quiet, solitude, and perhaps some of the answers he was looking for.

    But the land around town is too dangerous to remain out in it alone. Neah befriended the lizardfolk of the swamps, but they disappeared not too long ago. Out of necessity, Neah has returned to the town he was born in.

    Personality Traits
    • I feel tremendous empathy for all who suffer.
    • I often get lost in my own thoughts and contemplation, becoming oblivious to my surroundings.
    Alignment: True Neutral
    Ideal: Live and Let Live

    Meddling in the affairs of others only causes trouble.

    Bond

    I entered seclusion because I loved someone I could not have.

    Flaw

    Now that I've returned to the world, I enjoy its delights a little too much.