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Wendy the Goblin Druid


Kamishiro_Rin

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Wendy the Goblin Druid

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Goblin

Ability Scores: Choose one of: (a) Choose any +2; choose any other +1 (b) Choose any +1; choose any other +1; choose any other +1

Size: Small

Speed: 30 ft.

Creature Type. You are a Humanoid. You are also considered a goblinoid for any prerequisite or effect that requires you to be a goblinoid.

Darkvision. You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were in dim light. You discern colors in that darkness only as shades of gray.

Fey Ancestry. You have advantage on saving throws you make to avoid or end the charmed condition on yourself.

Fury of the Small. When you damage a creature with an attack or a spell and the creature’s size is larger than yours, you can cause the attack or spell to deal extra damage to the creature. The extra damage equals your proficiency bonus.
   You can use this trait a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest, and you can use it no more than once per turn.

Nimble Escape. You can take the Disengage or Hide action as a bonus action on each of your turns.

Languages. You can speak, read, and write Common and one other language that you and your DM agree is appropriate for your character.

Source: MPMM, page 20


Urchin

PHB p141

Skill Proficiencies: Sleight of Hand, Stealth

Tool Proficiencies: Disguise kit, Thieves’ tools Painter’s Supplies

Equipment: A small knife, a map of the city you grew up in, a pet mouse, a token to remember your parents by, a set of common clothes,

and a belt pouch containing 10 gp

Feature: City Secrets

You know the secret patterns and flow to cities and can find passages through the urban sprawl that others would miss. When you are not in combat, you (and companions you lead) can travel between any two locations in the city twice as fast as your speed would normally allow.


Druid

Hit Points

Hit Dice: 1d8

Hit Points at 1st Level: 8 + your Constitution modifier

Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Druid level after 1st

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

Saving Throws: Intelligence, Wisdom

Skills: Choose 2 from Arcana, Animal Handling, Insight, Medicine, Nature, Perception, Religion, and Survival.

Starting Equipment

You start with the following items, plus anything provided by your background.

  • (a) a wooden shield or (b) any simple weapon
  • (a) a scimitar or (b) any simple melee weapon
  • Leather armor, an explorer's pack, and a druidic focus

Alternatively, you may start with 2d4 × 10 gp to buy your own equipment.

Level Proficiency Bonus Features Cantrips Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Druidic, Spellcasting 2 2
2nd +2 Wild Shape, Wild Companion, Druid Circle 2 3
3rd +2 2 4 2
4th +2 Wild Shape Improvement, Ability Score Improvement, Cantrip Versatility 3 4 3
5th +3 3 4 3 2
6th +3 Druid Circle feature 3 4 3 3
7th +3 3 4 3 3 1
8th +3 Wild Shape Improvement, Ability Score Improvement 3 4 3 3 2
9th +4 3 4 3 3 3 1
10th +4 Druid Circle feature 4 4 3 3 3 2
11th +4 4 4 3 3 3 2 1
12th +5 Ability Score Improvement 4 4 3 3 3 2 1
13th +5 4 4 3 3 3 2 1 1
14th +5 Druid Circle feature 4 4 3 3 3 2 1 1
15th +5 4 4 3 3 3 2 1 1 1
16th +5 Ability Score Improvement 4 4 3 3 3 2 1 1 1
17th +6 4 4 3 3 3 2 1 1 1 1
18th +6 Timeless Body, Beast Spells 4 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 4 4 3 3 3 3 2 1 1 1
20th +6 Archdruid 4 4 3 3 3 3 2 2 1 1

L1. Druidic PHB p64

You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message’s presence with a successful DC 15 Wisdom (Perception) check but can’t decipher it without magic.

L1. Spellcasting PHB p64

Drawing on the divine essence of nature itself, you can cast spells to shape that essence to your will. See chapter 10 for the general rules of spellcasting and chapter 11 for the druid spell list.

Cantrips
At 1st level, you know two cantrips of your choice from the druid spell list. You learn additional druid cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Druid table.
Preparing and Casting Spells
The Druid table shows how many spell slots you have to cast your druid spells of 1st level and higher. To cast one of these druid spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
   You prepare the list of druid spells that are available for you to cast, choosing from the druid spell list. When you do so, choose a number of druid spells equal to your Wisdom modifier + your druid level (minimum of one spell). The spells must be of a level for which you have spell slots.
   For example, if you are a 3rd-level druid, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells.
   You can also change your list of prepared spells when you finish a long rest. Preparing a new list of druid spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.
Spellcasting Ability
Wisdom is your spellcasting ability for your druid spells, since your magic draws upon your devotion and attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a druid spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier
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.

L2. Wild Shape PHB p64

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. At 2nd level, for example, you can transform into any beast that has a challenge rating of 1/4 or lower that doesn’t have a flying or swimming speed.

Beast Shapes
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 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.

L2. Wild Companion TCE p35

2nd-level druid optional feature

You gain the ability to summon a spirit that assumes an animal form: as an action, you can expend a use of your Wild Shape feature to cast the find familiar spell, without material components.

   When you cast the spell in this way, the familiar is a fey instead of a beast, and the familiar disappears after a number of hours equal to half your druid level.

L2. Druid Circle PHB p64

At 2nd level, you choose to identify with a circle of druids from the list of available circles. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.

Circle of the Moon PHB p69
Druids of the Circle of the Moon are fierce guardians of the wilds. Their order gathers under the full moon to share news and trade warnings. They haunt the deepest parts of the wilderness, where they might go for weeks on end before crossing paths with another humanoid creature, let alone another druid.
   Changeable as the moon, a druid of this circle might prowl as a great cat one night, soar over the treetops as an eagle the next day, and crash through the undergrowth in bear form to drive off a trespassing monster. The wild is in the druid’s blood.
Combat Wild Shape PHB p69
You gain the ability to use Wild Shape on your turn as a bonus action, rather than as an action.
   Additionally, while you are transformed by Wild Shape, you can use a bonus action to expend one spell slot to regain 1d8 hit points per level of the spell slot expended.
Circle Forms PHB p69
The rites of your circle grant you the ability to transform into more dangerous animal forms. Starting at 2nd level, you can use your Wild Shape to transform into a beast with a challenge rating as high as 1 (you ignore the Max. CR column of the Beast Shapes table, but must abide by the other limitations there).
   Starting at 6th level, you can transform into a beast with a challenge rating as high as your druid level divided by 3, rounded down.

Circle of the Moon Beast Shapes

Level Max. CR Limitations
2nd 1 No flying or swimming speed
4th 1 No flying speed
6th 2 No flying speed
8th 2
9th 3
12th 4
15th 5
18th 6

 

 
 
 
 
 
 

L4. Wild Shape Improvement PHB p64

At 4th level, your Wild Shape improves as shown on the Beast Shapes table.

L4. Ability Score Improvement PHB p64

When you reach 4th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by

1. As normal, you can’t increase an ability score above 20 using this feature.

   If your DM allows the use of feats, you may instead take a feat.

L4. Cantrip Versatility TCE p35

4th-level druid optional feature

Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace one cantrip you learned from

this class’s Spellcasting feature with another cantrip from the druid spell list.

L6. Druid Circle feature PHB p64

At 6th level, you gain a feature granted by your Druid Circle.

Primal Strike PHB p69
Starting at 6th level, your attacks in beast form count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

L8. Wild Shape Improvement PHB p64

At 8th level, your Wild Shape improves as shown on the Beast Shapes table.

L8. Ability Score Improvement PHB p64

When you reach 8th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by

1. As normal, you can’t increase an ability score above 20 using this feature.

   If your DM allows the use of feats, you may instead take a feat.

L10. Druid Circle feature PHB p64

At 10th level, you gain a feature granted by your Druid Circle feature.

Elemental Wild Shape PHB p69
At 10th level, you can expend two uses of Wild Shape at the same time to transform into an air elemental, an earth elemental, a fire elemental, or a water elemental.

L12. Ability Score Improvement PHB p64

When you reach 12th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

   If your DM allows the use of feats, you may instead take a feat.

L14. Druid Circle feature PHB p64

At 14th level, you gain a feature granted by your Druid Circle feature.

Thousand Forms PHB p69
By 14th level, you have learned to use magic to alter your physical form in more subtle ways. You can cast the alter self spell at will.

L16. Ability Score Improvement PHB p64

When you reach 16th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

   If your DM allows the use of feats, you may instead take a feat.

L18. Timeless Body PHB p64

Starting at 18th level, the primal magic that you wield causes you to age more slowly. For every 10 years that pass, your body ages only 1 year.

L18. Beast Spells PHB p64

Beginning at 18th level, you can cast many of your druid spells in any shape you assume using Wild Shape. You can perform the somatic and verbal components of a druid spell while in a beast shape, but you aren’t able to provide material components.

L19. Ability Score Improvement PHB p64
When you reach 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

   If your DM allows the use of feats, you may instead take a feat.

L20. Archdruid PHB p64
At 20th level, you can use your Wild Shape an unlimited number of times.

   Additionally, you can ignore the verbal and somatic components of your druid spells, as well as any material components that lack a cost and aren’t consumed by a spell. You gain this benefit in both your normal shape and your beast shape from Wild Shape.

Edited by Kamishiro_Rin (see edit history)
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  • 2 weeks later...
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Wendy
Level 3 Goblin Urchin Druid (Circle of the Moon)

AC: 15 (Dex 2 + Leather 11 + Wooden Shield 2) | HP: 32/32 | Speed: 30 ft.


STR:save: (+0)

athletics (+0)

Carry: 150 lbs.
Lift/Push/Drag: 300 lbs.
10 (+0) | DEX:save (+2)

acrobatics (+4)
sleight-of-hand (+2)
stealth (+4)
15 (+2) | CON:save (+2) 14 (+2)
INT:save (+3)

arcana (+1)
history (+1)
investigation (+1)
nature (+1)
religion (+1)
12 (+1) | WIS:save (+6)

animal-handling (+4)
insight (+4)
medicine (+4)
perception (+6)
survival (+6)
18 (+4) | CHA:save (–1)

deception (–1)
intimidation (–1)
performance (–1)
persuasion (–1)
8 (–1)


Senses: darkvision 60 ft., passive Perception 15, passive Investigation 11
Tools: disguise kit, herbalism kit, painter’s supplies

More Traits, Features, and Abilities

Racial Features

Darkvision. 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.

Fey Ancestry. You have advantage on saving throws you make to avoid or end the Charmed condition on yourself.

Fury of the Small. (0/1) Fury of the Small. When you damage a creature with an attack or a spell and the creature’s size is larger than yours, you can cause the attack or spell to deal extra damage to the creature. The extra damage equals your proficiency bonus.

   You can use this trait a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest, and you can use it no more than once per turn.

Languages. Common (from race), Goblin (from race), and Druidic (See “Class Features”)

Nimble Escape. You can take the Disengage or Hide action as a bonus action on each of your turns.

Background Feature

City Secrets. You know the secret patterns and flow to cities and can find passages through the urban sprawl that others would miss. When you are not in combat, you (and companions you lead) can travel between any two locations in the city twice as fast as your speed would normally allow.

Class Features

Druidic. You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message’s presence with a successful DC 15 Wisdom (Perception) check but can’t decipher it without magic.

Spellcasting. Wendy is a 4rd-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). She can prepare up to 6 druid spells. She has the following druid spells prepared:

Cantrips (at will): control flames, primal pavagery, shape water, shillelagh
1st level (4/4 slots): cure wounds, entangle, good berry, healing word
2nd level (3/3 slots): enlarge/reduce, moonbeam

Cantrips

control flames, shape water, shillelagh

1st Level

absorb elements, animal friendship, beast bond, charm person, create or destroy water, cure wounds, detect magic, detect poison and disease, earth tremor, entangle, faerie fire, fog cloud, goodberry, healing word, ice knife, jump, longstrider, protection from evil and good, purify food and drink, snare, speak with animals, thunderwave

2nd Level

air bubble, animal messenger, augury, barkskin, beast sense, continual flame, darkvision, dust devil, earthbind, enhance ability, enlarge/reduce, find traps, flame blade, flaming sphere, gust of wind, healing spirit, heat metal, hold person, lesser restoration, locate animals or plants, locate object, moonbeam, pass without trace, protection from poison, skywrite, spike growth, summon beast, warding wind, wither and bloom

Druid Circle. At 2nd level, you choose to identify with a circle of druids from the list of available circles. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.

Combat Wild Shape. You gain the ability to use Wild Shape on your turn as a bonus action, rather than as an action.

Circle Forms. The rites of your circle grant you the ability to transform into more dangerous animal forms. Starting at 2nd level, you can use your Wild Shape to transform into a beast with a challenge rating as high as 1 (you ignore the Max. CR column of the Beast Shapes table, but must abide by the other limitations there).

List of Beasts Wendy Can Turn into

Wild Companion. You gain the ability to summon a spirit that assumes an animal form: as an action, you can expend a use of your Wild Shape feature to cast the find familiar spell, without material components.

   When you cast the spell in this way, the familiar is a fey instead of a beast, and the familiar disappears after a number of hours equal to half your druid level.

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.

Wild Shape Improvement. At 4th level, your Wild Shape improves as shown on the Beast Shapes table.

Actions
Quarterstaff (shillelagh). Melee Weapon Attack: +0 to hit (+6 to hit with shillelagh), reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage, 4 (1d8) bludgeoning damage if wielded with two hands, or 7 (1d8 + 4) magical bludgeoning damage with shillelagh.

Sling. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.

Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.

Handaxe. Melee or Ranged Weapon Attack: +2 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 3 (1d6 + 0) slashing damage.

Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) slashing damage.
Money
pp: 0 | gp: 26 | ep: 1 | sp: 18 | cp: 0
Inventory

Worn or At-Hand (an interact with object to retrieve)

1 backpack (starting equipment, 5 lb.)
1 bedroll (starting equipment, 7 lb.)
1 belt pouch (starting equipment, 1 lb.)
7/7 daggers (small knife—starting equipment & confiscated from kobolds, 1 lb.)
1 druidic focus (wooden staff—starting equipment, 4 lb.)

1 set of Frulam Mondath’s purple robes (won from killing Frulam Mondath, 3 lb.)
1 fifty-foot, hempen rope (starting equipment, 10 lb.)
1 handaxe (starting equipment, 2 lb.)
1 shortsword (—)
1 set of leather armor (starting equipment, 10 lb.)
1 waterskin (starting equipment, 5 lb. (full))
1 sling (given to her by Gov. Nighthill, —)
27/30 sling bullets (given to her by Gov. Nighthill, 33.6 oz. (1.2 oz, each)

Stowed away in, or Strapped to Her Backpack (an action to retrieve)

9/10 days’ worth of rations (starting equipment, 20 lb.)
1 map of the city you grew up in (from urchin background)
1 mess kit (starting equipment, 1 lb.)
1 tinderbox (starting equipment, 1 lb.)
1 token to remember your parents by (a book that tells the story of a legendary hero’s rise and fall, with the last chapter missing—starting equipment, 5 lb.)
8/10 torches (starting equipment, 9 lb.)
1 painter’s supplies (from starting 500 gp item, 5 lb.)
1 disguise kit ( from starting 500 gp item , 3 lb.)
1 herbalism kit (purchased with 5 of the 10 starting gold, 3 lb.)

1 set of common clothes (starting equipment, 3 lb.)

Sanders (Wendy’s Pet Mouse from Her Urchin Background)

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Sanders


Tiny Beast, Unaligned
Armor Class 10
Hit Points 1 (1d4 – 1)
Speed 20 ft.


Str 2 (–4) Dex 11 (+0) Con 9 (–1)
Int 2 (–4) Wis 10 (+0) Cha 4 (–3)

Senses darkvision 30 ft., passive Perception 10
Languages
Proficiency Bonus +2
Keen Smell. Sanders has advantage on Wisdom (Perception) checks that rely on smell.

Actions

Bite. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 piercing damage.

 


It’s about now that Wendy wished she’d bought a hooded lantern, instead of relying on these torches. ‘Oh well,’ she thought, ‘If I spot something, then I can just throw the torch at it and alert the others.’

   Wendy crouched low and began sneaking down along the worked staircase, slowly, steadily, and most importantly, quietly!

OOC

Movement: 

Action: 

Bonus Action: 

Rection: 

Edited by Kamishiro_Rin (see edit history)
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  • 7 months later...

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I’ve been playing D&D and other RPGs (mostly just D&D) both IRL and over IRC, then later Myth-Weavers, Skype and Discord since 1999. I love to write, paint, and play the violin, so my characters often have some sort of artistic or musical theme to their backgrounds. However, I also know that not everyone wants to wade through a novella, so I’ve provided Wendy’s original background as well as a condensed TL;DR version above it. My hope is that the summary whets your appetite for the original. I’m a big fan of showing, not telling.

Name: Wendy

Character Concept: Wendy is an artist with a heart of gold and the green of nature running through her veins, through her brush, and ending up on her canvas.

Class, Race, Background: Druid, Goblin (VGM, page 119), Urchin

Description: Wendy’s hair is bright orange, tied in low pigtails. Over her leather armor, she wears her signature blue canvas-cloth overalls, a painter’s smock, and a hood, which she uses to attempt to pass herself off as a halfling. She’s almost always smiling. She’s affable and loves to learn about people, but worries they’ll hate her for being a goblin. She’ll do what she can to lend a hand and defend the defenseless against the wicked!

Origin: Waterdeep—a place where even a disparate community of goblins can get by on the streets, so long as they don’t fall afoul of the law.

Loyalties: Though not a member, and actually a little afraid of them, Wendy would not be averse to joining the Emerald Enclave—she’d much rather work with them, rather than be hunted by them. As mentioned below, her mentor is Mother Aderyn.

Is Might Right? No. Wendy understands the practicality of submitting to overwhelming might—she grew up on the streets of Waterdeep, where her kind were mistrusted and often mistreated at the best of times, with little to no recourse. Might is to be used to defend oneself, one’s loved ones, and those that cannot defend themselves (though not in any particular order). Wendy wants to be a positive beacon of good in the world, not an agent of oppressive force. You might be able to make Wendy do your bidding, but she won’t think you’re correct!

Deity: Chauntea. Wendy regards Chauntea to be literally “Mother Nature’s Goodness” personified. Though she has a healthy respect for Sylvanus, she wants to help and provide like Chauntea, rather than be wild and unpredictable like Sylvanus.

Music:
When Wendy was drawing in the alleyway whilst her parents worked: Bag End · Howard Shore https://youtu.be/m1uTpLqUrBU
When Wend’y’s painting: Gabriel’s Oboe - Ennio Morricone https://youtu.be/5Gvrp20_WXM
When Wendy’s playing with Furfle in the woods: Celtic Music 2020 - Dance of Red Lights - Logan Epic Canto https://youtu.be/mWi5JcHGUuE
When Wendy’s learning from Aderyn: Gladiator Soundtrack “Elysium”, “Honor Him”, “Now We Are Free” https://youtu.be/xbHPTPUpQ1I

Posting Rate: I can post at least once a day, if not more. However, I live in Japan, so I’ll often be posting when Americans and Europeans are in bed.

Impressions:
Aria: Wendy empathizes deeply with the “everyone hates you” and would want to be her friend quickly, but if the Teifling pushed her away, she’d cut her losses. She’d enjoy the woman’s songs, nonetheless.
Andor Murkov: Wendy would be intimidated by the tall human man in armor, but she’d be polite and friendly, so long as he extended her basic common courtesy.
Krismag Thunderscales: Depending on how she sees this seeming knight treated, she might identify with him or not, but she’d definitely be intimidated by a large blue dragonborn. He sounds good and fair. He’d probably be a safe person to hide behind in a fight—probably not someone she’d want to get into a fight with!
Rahnur Rhahlem: An honest to goodness Drow! . . . well, Half-Drow! She’d probably talk artistic shop with him, fascinated by his woodcarving art. She’d also be hyped to be around someone who’s hated by default about as much as she is!
Glynmyar Nightsmile: In her studies under Aderyn, she’s probably met a couple Firbolgs—other druids. But a fellow Druid! Horray! She could talk druidic with him and they could have secret nature conversations right out in the open and no one else could understand! How cool would that be? She’d love to just tell him ALL about Aderyn and Furfle!
Daniella "Dani" Violette Claribel Rosznar II: “I think I saw Tomas finishing a portrait of you!” Wendy would exclaim. “What are you doing way out here?!” At which point, Wendy would realize that she was talking to a Waterdhavian noble and would bow respectfully and affix a hasty, “. . . er . . . Milady. Begging your pardon for my rudeness! . . . But still, you’re a long way from home!”
Aurix the Kobold Paladin of Bahamut: A brass-scaled Kobold! The Bahamut imagery would be fascinating and Wendy would identify with a fellow small person. She’d probably laugh at Aurix’s attempts at humor to be polite, even if they weren’t actually funny.
T'vesh Szett: Tall, intimidating, and gruff—all qualities that would lead Wendy to be very careful around him. His down-to-business persona and dodging personal questions might even lead her to be slightly distrustful of him. She’d work with him in a desperate situation, but she wouldn’t want to be in a circumstance where she knew he was the sole key to her survival.
From this point on, I'll continue to look through characters, but I think I've given enough impressions. Otherwise, as you've said, it will become cumbersome.

Past is Prologue:

Backstory Summary

A young Wendy was drawing next to the shoeshine-stand where her blind mother shined the shoes of nobles as her armless father begged them to employ their service. One particular noble, Lord Humphry, noticed that the drawing was particularly well done, so he bought it for a gold piece and hung it on his wall.
Lord Humphry’s friend, Lord Edgar, saw the drawing and wanted one like it and so he went to second street and found the goblin family.

On her sixth birthday (6 years old for a goblin is the same as 13.5 years old for a human), Wendy’s parents give her painter’s supplies, and Mr. Murdock, the nearby butcher, introduces Wendy to Tomas Davidson, a High Noble’s Portrait Painter.

Tomas is impressed with Wendy’s talent and takes her on as a student. They go out into nature near the city and there Wendy meets Furfle, a pixie. At first, the pixie thought that Wendy was going to attack them, since she’s a goblin. However, after Wendy heals her with nature’s power, Fufle introduces Wendy to Mother Aderyn, one of the druids who watch over the nature of this area.

Being a pixie, Furfle can cast the polymorph spell, which lets her turn herself into a goblin so she can talk to Wendy. The two become good friends who can only talk and play for the hour of the spell’s duration each day.
Mother Aderyn takes on Wendy as a student and begins teaching her how to be a druid. Part of her training is learning how to use weapons and armor to protect herself in the wilds, so Wendy uses the small income she earns painting to buy such equipment.

On her 8th birthday, Wendy becomes an adult, and Aderyn pronounces her an Aspirant, the lowest level of druid. It’s now Wendy’s responsibility to go out on her own and learn and grow as a druid. Wendy travels southwest to the border wilds and leaves paintings as payment for secretly sleeping in farmers’ barns, but usually sleeps out in nature. She only goes into town to get more canvas boards.
Eventually, she ends up in a caravan from Berdusk to Greenest.

Full Backstory

A Shoe-Shinin’


The nobles and the wealthy of Waterdeep strutted down the big shopping street. They were there to be seen and to lay their eyes upon others of the Waterdhavian aristocracy. The beggars and the homeless knew better than to ply their profession on this arcade and other such public thoroughfares. That’s what the side streets and darker alleyways were for.
A fat lord and his lady practically pranced upon the promenade, parading their new, expensive silks and robes. The lady’s frilly dress took up half the wide sidewalk, and her rotund man nearly took up the other half.
A white-bearded, green-skinned little goblin jumped out in front of them from the side street. His arms ended just after his shoulders. His googly eyes bespoke of a dull wit and perhaps a head touched by the gods.

LykTtWD.png

“Would the fine lord like his shoes shined?” he asked the corpulent couple. He danced to and fro on his callused, bare feet. “Me wifey make’s’em sparkle. Promisin’ no spit’in’! No spit’in’, indeed!”
The woman shrieked and kicked the goblin man in the face.
“Get thee back, goblin!” the lord commanded.
The goblin cowered and bowed. “Beggin’ yer pardonds’, m’lord’n’lady! Me girly’n’ me wifey jus’ needs to eats!”
“Your kind ought to have been exterminated!” the lord sniffed.
“Good gods, they’re breeding!” the lady added.
“Noo, yer grace! Wes good goblinses!” the goblin man pleaded. “Wez shines the shoes, makin’ an honest livin’.”

The intersecting street before them was by no means dark—just a tad narrower than the main boulevard they were on. They could easily see the shoeshine chair atop a stand there on the other corner. A goblin woman with a dirty rag tied around her eyes was vigorously rubbing a blackcloth on another noble’s left shoe. She sat in a wheel-mounted box. The man had his nose in a book.

A second later, the lady began sniffing and blanched. “Oh, gross, Humphry! This goblin smells like a dog’s feces!”
“Noo, yer graces! Ronny takin’ a bath least once a week! But as it happens, your grace, the good lord, Humphry, was it? Lord Humphry, has sadly stepped in a doggy’s poo! Jackie, me wifey can clean ye up right quick!”
“I don’t want to smell that on you wherever we go! Let the creature clean your shoes, Humphry!”
“Argh, gross!” Humphry complained, but acquiesced. “I guess. Lead the way, goblin. Pull no stunts!”

The armless goblin man hopped for joy and let them across the street to his little shoeshine stand. The lord sat and looked down to his side. A little goblin girl was engrossed in drawing. She was using her fingers and goblinoid claws to rub mud around on discarded butcher paper.
The girl’s mother finished up the book-reader and moved over to the lord. One sniff and she recoiled. “Must’ve stepped in a doggy’s poo! I’ll get that cleaned up lickity-split!”
She hobbled over to a suds-filled bucket. She wrung out a rag and began carefully cleaning his shoes. She used her claws to get into the nooks and crannies. Finished, she shined leather pumps to a reflective shine.
During all this, he kept looking down and watching the girl draw with mud. The drawing took shape and quickly became a rather skillful rendering of the shopping boulevard. Little lords and ladies occupied permanent places along the promenade. He looked up from the seat and down to the drawing. The people depicted were really there.
“Your daughter’s got quite the talent,” he commented.
“Wouldn’t know,” the goblin woman lamented. She pointed to the cloth tied around her eyes. “Ronny goes on and on about it, though. Wish she’d help shine the shoes, bein’ honest, sir.”
“How much do you want for the drawing?” he asks.
“What drawing?”
“Oh, er, your daughter’s drawing. Professionals strive for years to make renderings this skillfully in twice the time it’s taken her.”
The little girl looked up at the enormous man her mother was helping. “Here you go, Mister!” she says, handing the crumpled butcher paper up to him. “I’m really happy you like it! If you want it, it’s yours!” She might have been a disgusting little goblin, but no child’s bright, earnest smile couldn’t melt the hardest hearts.
“Wendy! Don’t bother the good customer!” her mother chided. “Surely he doesn’t want dirty, muddy, handprints on used meat-wrappin’!”
“Woman!” the Humphry said, “I wasn’t jesting. This is beautiful art! Your daughter has true skill!” He turned to the little girl. “Wendy, was it? I thank thee for this. I shall have it framed.”
“Framed?”
“Worry not. I will treasure this. I’ll put it on my wall.”
Wendy smiled and nodded.
“I—I thought me hubby were just’ ravin’ on ‘bout ‘is li’l girl—like any da’ do!”
The lord fished a gold piece out of his purse. He took the woman’s dirty hands and with surprising tenderness placed the piece in her hand and closed her fingers over it.
“You need to foster her talent. She’s not fit to shine shoes. She’s fit to paint for kings.”
“See, Jackie! Our Wendy’s got the touch o’ the gods!” the goblin man, Ronny, said to his blind wife.

Lord Humphry and Lord Edgar


Lord Edgar Borrow’s stuffy and snooty air followed him into Humphry’s parlor. His own wife was off in the garden conversing with Humphry’s wife. Humphry offered him a seat and then sat down across from him.
“My word, Lord Humphry!” Edgar exclaimed, “Wherever did you get that masterful rendering?”
“Oh? Do you like it?” Humphry asked. Both turned towards the brown etching framed in gold filigree and covered in glass.
“Do I like it? I love it! It looks like someone managed to freeze time and capture it on the page! It must have cost you a fair fortune. You simply must tell me who did it!”
“I don’t think you’d believe me if I told you, Lord Edgar,” Humphry replied. “And no, it cost me little more than a freely given gold piece.”
“Astounding, Humphry! Simply astounding!” Edgar was on the edge of the seat. “Please tell me where I can get one like it!”
“My only advice would be to let a little armless green goblin lead you to his blind wife—over on 2nd and Market Boulevard.”

As they were riding home in their carriage that evening, Edgar said to his wife, “I’m thinking about going to Market and 2nd to get my shoes shined tomorrow. Care to accompany me?”
“Whatever for, dearest?” she replied. “Isn’t that why we have servants?”
“I’m really going to see about a drawing,” Edgar explained. “Lord Humphry said that I ought to have my shoes shined and there, I might witness the miracle of its creation.”

The next day, Edgar and his wife strode down the promenade. As he expected, an armless goblin jumped out before them and danced a merry jig. “Cares to have yer shoeses shined, me lord ‘n’ me lady?”
“Yes,” Edgar answered, “I would. You’re just the goblin I wanted to see—more specifically, Lord Humphry has me interested in watching your daughter draw. Whilst my shoes are shined, of course.”
“Lord Humphry? Was that the good mister that stepped in the doodoo?”

Wendy darted out from the street and over to her father. “Daddy! I’m out of butcher’s paper. Can I go scrounge for more?
Edgar bent down and inspected the girl. “My oh my! You’re more adorable than Lord Humphry described! Are you the budding artist who made him that wonderful drawing?”
Wendy hid behind her father.
“I’m here to see your drawings, little miss,” Edgar explained, “Would you show me your drawings?”
Her father shrugged his shoulders and nodded his approval. Wendy darted back around the corner and just as quickly reappeared with a veritable ream of crumpled, smashed, and rolled up sheets of dirty butcher’s paper. She held them up to the man.
“Take a look! The nice mister liked the one I gave him!” She seemed almost boastful, but Edgar could detect that she looked to want approval more than anything.
The lord and lady leafed through the drawings and their eyes widened with each one. Portraits in motion, dynamic city scenes, a customer arguing with the butcher—probably the very supplier of this paper, other children playing. Every single one looked like time frozen on the page. The talent was clearly there, even if close inspection revealed greenhorn skill.
“She’s wet behind the ears,” Edgar’s wife said, “but with a few years of practice and a good mentor, she’ll be a renowned master in no time!”
Not paying too much attention to what he was doing, Lord Edgar took a small coin purse out of his pocket and held it out to Ronny, Wendy’s father. He raised an eye in incredulity, so Wendy took it and began counting out the coins.
“That’s 10 gold pieces!” Ronny balked. “I can’t accept this!”
“Believe me,” Edgar said, still leafing through the drawings, “I’m undercutting you by an order of magnitude. Anyway, get your lass a proper set of painter’s supplies. I’ll be back in a few weeks—how about the first Tuesday of next month? I’d like to see what she’s accomplished.”

The very next day, another aristocrat and a few wealthy merchants suddenly found themselves very interested in having their shoes shined by a little goblin family. Though none of them paid the kind of cash Humphry and Edgar had, dancing Ronney and Jackie in her box were happy to accept whatever was offered for their little girl’s etchings.

Happy Birthday!

 

“Happy birthday, dear Wendy,
Happy birthday to you!”

There, in their little alleyway off second street, Ronny and Jackie sang to their daughter. Just the three of them, together, meant that they spoke—and sang—in goblin. Gone was Ronny and Jackie’s accented Common that made them sound daft.
Wendy was six, now, and in goblin years, that practically made her the equivalent of a human thirteen-year-old.
Jackie pulled something out of her wagon she’d been sitting on. It was a neatly crafted wooden box. She held it out to the air and Wendy went over and took it from her.
“What is it, mommy?”
“That Mr. Edgar told us we ought to get you some real painter’s supplies,” Ronny explained. “They were absurdly expensive—about as much money as we’d see in a year and a half of shining shoes—but it’s worth it to us to see you flourish! Go on, open it up.”
Carefully, Wendy undid the brass clasps holding the polished wooden box shut. Inside the upper lid, was a neatly folded easel, canvas boards, a palette, brushes, and palette knives. Each of them was held in with little leather straps attached with metal buttons. The bottom of the case had a wooden panel that folded out. Under it was a myriad of little compartments that held bottles of linseed oil, turpentine, a brush bucket, and about thirty brightly colored powders.
Wendy threw her arms around her father. “Oh, thank you, daddy!” She hugged her mother and thanked her, too.

“Am I late?” a gruff voice asked, walking into the alleyway.
“Butcher Murdock!” Wendy exclaimed in surprise. “What are you doing here?”
“Paying a visit to a birthday girl!” the butcher responded. “What with all the used meat-wrap I give her . . . you haven’t seen her, have you?”
Wendy giggled.
“It’s no cake,” he said, holding out a bloody package, “but I figure you lot have been good friends o’ mine for however long, so here’s a big old steak on the house. Happy Birthday, Wendy.”
“Oh, we can’t thank ye enough, Murdock” Ronney said.
“Aw shucks, it’s just some leftovers no one bought today! Cook it up fore I take it back!”
Jackey was already unwrapping the meat and skewering it on a spit to hold over their garbage-pale fire.
“I got you one more thing,” Murdock added. “A certain artist with a penchant for fillet mignons stopped by and inquired where I’d gotten these drawings, so I told him and he said he wants to meet you. If you’re free tomorrow morning, Wendy, come by my butcher shop and I’ve got a space set up in the front and maybe he can teach you a thing or two about how to use them paints and brushes.”
“Who’s this artist?” Jackie asked.
“Why, it happens to be a High Noble’s personal portrait painter!” the butcher exclaimed. Happens to have grown up with me in this area, so he stops by and buys his meat from me. Got him some expensive tastes these days, but I guess with a job like his, you earn it.”

The next day, Wendy brought her new supplies with her. She’d never actually painted, and had no idea what to do with any of the things in her set. Where were the paints?
She opened up the butcher’s shop door and sat in the corner where he pointed. A lot of customers gave her a rather horrified look, but thankfully said nothing. If the butcher didn’t mind a goblin sitting in his shop, then it was none of their business. An hour later, a well dressed man with a foppish hat decorated with a long, colorful feather walked in holding a box just like hers.
“Sorry I’m late, Murdock, the princess had a last-minute request for a landscape painting.”
“By the looks of that hickey, it must have been one heck of a . . . landscape . . . with boulderous mountains and . . . soft, moss-covered valleys,” Murdock, the butcher snorted.
The man’s hand shot up to his collar and pulled it up over his neck.
“Hmm . . . yes, boulderous . . . mmm. Right. Yes. Where’s the girl?”
“There she is,” Murdock said, pointing at Wendy. She’d been moping in the corner, wondering if she’d been stood up, but now she was wide-eyed with wonder.
“Are you really a High Noble’s portrait painter?!” she asked excitedly.
“That I am,” the man answered. “Though, that’s not really any kind of official title. It just means that when they wanted a portrait done, I was given the honor of the commission. It just so happens that they liked my work and keep asking for more pieces to decorate their walls. Tomas Davidson, at your service!” Tomas did an elaborate bow rolling off his big, floppy beret.
“Will you really teach me how to paint?” Wendy asked.
“I’ll give you a few lessons,” Tomas answered. “I looked at some of your drawings, and the talent is definitely there, but your technical skill needs a lot of work . . . well, you’re a young girl, so that’s only natural. The dynamism of your drawings is where your talent shines most brilliantly. In a few of your etchings, I could swear that in the corner of my eye, some of the people in the drawings moved. That’s an intuitive sense that’s pretty hard, if not impossible to teach.”
“That said . . .” he continued, “Your drawings may ooh and ah the uninitiated, but for artists like me, it’s clear that they were done by a kid. What I’d like to do, is turn you into a real artist. If you can learn what I teach, I’ll keep teaching you. Fall behind, and I’ll leave you behind. It’s the most merciful thing I can do. This profession will either make you rich, or starve you to death. There’s no in-between. I’m not going to turn you into a starving artist.”
“I’ll do my best!” Wendy said with complete conviction. “I promise!”
“Good,” Tomas answered. “Now, open up that kit and pull out the glass panel, and the jar of cobalt powder—it’s the bright blue powder. Let’s cover our noses and mouths with a good thick cloth—this is poisonous stuff and you don’t want to breath it in.”
Wendy did as she was told.
“Now, take the linseed oil—yep, the jar of yellow liquid there—and pour some on the glass plate. Use that palette knife, there, to slowly and carefully mix in some of the powder. Yep! Just like that.”
Ten minutes later, Wendy had a palette with red, orange, yellow, green, blue, purple, black, and white on it, just as the artist did.
“Now, let’s set up an easel and a canvas board . . .”
By midafternoon, the two had produced a painting of a cityscape looking down the street from the butcher shop’s window. The difference in skill level was very obvious, but the average layman could never hope to do what Wendy had done.
“Well, Wendy,” Tomas said, “I’d say this warrants a second lesson.” He handed her a stack of canvas boards and said, “Go around the city and paint me something interesting on each of these. I’ll find some places you need work and we’ll do that. See you here next week. I promise I’ll be here in the morning next time.”

Nature and a New Friend


She’s found a good spot overlooking one of the taller Sword Mountain peaks. The place itself was only about a day’s hike outside of Waterdeep, so she and Tomas could come out here and go back into the city fairly frequently.
It was a bluff—the side of a forested hill that had fallen away to reveal a white, rocky-faced cliff. She set up her easel a few yards back from the cliff’s edge. It was close enough to afford her a fabulous view of the grand valley between herself and the mountain, but just far enough back to be safe.
Wendy appreciated the beauty before her for a few minutes before she picked up her brush and began painting. It began as a mix of white and blue. The light blue was spread across the top of the canvas first to form a sky. White blobs of paint were added here and there and spread over it to make clouds. Black and blue were mixed to paint the rocky Sword Mountain above the treeline. Streaks of green made shadows as pink was mixed in where the sun hit.
Pale greens formed distant trees. Darker and darker greens for closer and closer trees. Individual trees in the foreground with their differentiable trunks and branches sported lush, green leaves. She added in the valley’s lazily winding river and an imaginary farm house where one could very well have stood.

 

o o o


Furfle sped through the forest towards the bluff—her favorite quiet spot. Baaaaaz was being annoying again and she just had to get away and have space to think. Stupid Baa—Oof!
She’d not been paying attention and flew nose-first into the back of something. From the tall grass—tall for her, at least—she saw an orange haired goblin looking around.
“What was that?” the goblin asked in unaccented Common.
Goblins?! Furfle scrambled back on her butt until the goblin looked away and then she darted into the air, back towards the forest. She didn’t care why the goblin was speaking Common instead of goblin—a goblin was a goblin.

 

o o o


“GOBLINS! GOBLINS!” Furfle was yelling as she flew through the pixie village. The other pixies took up their tiny spears and followed her back to the bluff.

They crouched down behind rocks and hid behind trees. The goblin was waving a magic wand at some sort of wooden frame and freezing the mountain in time. Was she casting some evil, fell spell? Was she enacting an eldritch ritual?
She dipped her arcane wand into a canister full of dirty water and swished it back and forth. She scrapped it across the wiry swirl sticking up out of the water. The wind shifted in their direction and suddenly they were all assaulted by an unnatural stench.

“It’s attacking us with poison gas!” Baaaaz yelled. Several of them screamed and flew away. Furfle stayed, holding her nose. She’d be brave and keep an eye on this evil goblin.
“You won’t drive me off that easily!” Furfle growled.

A human man crested the hill and walked up to her. Most of the pixies were completely confused now. What was some man doing cavorting with a goblin?
He ruffled her hair and tickled her behind the ear eliciting the most sickeningly sweet giggle from the violent creature. He pointed at the wooden frame and the two seemed to converse with smiles and nods. She took the magically stolen mountain off the frame and put it in a burlap sack. She packed up the frame and the other evil implements of her diabolical sacrament.
The two laughed and talked all the way down the hill and out of sight.

The gobsmacked pixies eventually left the hill. The goblin and the human had stolen the mountain but it was still there, and then left. And they didn’t see any other goblins . . .

 

o o o


The next day, Furfle staked out a vigil on the bluff in case the goblin came back. As the hours wore on, the good weather and boredom got the better of her. Counting clouds became sweet dreams.

Wendy set up her easel and a blank canvas. She kept hearing some sort of high pitched . . . snoring? She looked around. THERE! An honest to the gods PIXIE! It was so cute and Wendy had to paint it.
She shifted her easel over to where the pixie slept on the fat leaf and began to paint.

 

o o o


Furfle’s nose began twitching. There was that smell again. She opened her eyes and saw the goblin staring right at her. A big, white sheet on that wooden frame was between her and the goblin.
Her heart instantly began pounding and she shot straight up and hit her head on a branch right above her. It knocked her clean out.

 

o o o


“Oh no!” Wendy cried as the little pixie hit the branch and fell to the ground out cold. “No no no no no no no!” She scrambled off her stool and scooped up the pixie in her hands. “What do I do? What do I do? WhatdoIdo? Where’s Tomas? TOMAS!”
She hugged the pixie to her chest and cried as she saw the pixie’s broken wing.
“Don’t die! Don’t be hurt! WhatdoIdo? Please don’t die!”
Wendy felt the stirrings of . . . something . . . inside her. It bubbled and boiled and exploded. Like her gentle, caring mother embracing her when she scraped a knee or needed not to feel so hated by most people in Waterdeep (aside from the lovely and supportive people of the little shopping district on second street, of course), the power of mother nature herself flowed through Wendy and her already green hands glowed bright, leafy-green. The pixie’s wing knitted itself back together and the angry red knot on her head flattened out.
The pixie’s eyes fluttered open.

 

o o o


Furfle felt warm and . . . loved. She was held softly to something’s chest—she could feel the heartbeat and looked up to see the tears streaming out of tightly shut eyes. The girl was chanting a mantra of “please be okay!” Furfle was bathed in a green greener than green—nature distilled into its purest essence of life. She’d never seen a goblin crying before.
She luxuriated in mother nature’s warmth for a moment longer before finally speaking.
“I—I’m okay. You’re not trying to kill me? You’re worried about me?”
The girl opened her eyes and cocked her head to the side. She sniffled.
Furfle realized that the girl didn’t speak sylvan. She had an idea. She cast the detect thoughts spell and began reading the girl’s mind. Her surface thoughts were of nothing but concern for the pixie she held, relief that Furfle was alright, and amazement at what had just happened.
She might hate herself for this—it’d feel icky—but she somehow had to talk to the goblin girl. Dismissing the mind-reading spell, she instead cast the polymorph spell upon herself, transforming into a goblin, herself. As she enlarged, she spilled out of the goblin girl’s hands and stared directly into her wide, astounded eyes. And then she could speak goblin!
“Hi!” she greeted the gobsmacked little girl, “I’m Furfle! What’s your name?”
“I—I’m Wendy . . . wha—what happened to the Pixie? Are you the pixie?”
“You healed me!” Furfle explained. “Chauntea surged through you and healed me. How come you aren’t trying to kill me? You’re a goblin, aren’t you? Did you steal the mountain yesterday? Who was the human man?”
“I don’t wanna kill you! What’d you ever do to me?!” Wendy deflated. “Yeah . . . I’m a goblin. Everyone in Waterdeep hates me . . . well, Mom and Dad don’t, and the butcher, and Lord Humphry and Lord Edgar and Tomas don’t hate me, but everyone else does. Children won’t play with me and I’m not allowed to go to grammar school with them.”
She blinked and paused and blinked some more . . . “Um . . . I didn’t steal a mountain. I don’t think I could pick one up. I’m just a wee goblin lass.” She held up her arm to display her distinct lack of muscle. “How are you talking to me? Did you turn into a goblin, or were you a goblin that turned into a pixie?!”
“I’m a pixie!” Furfle said proudly. “I can turn myself into whatever I want! I can turn myself into a big scary owlbear and eat you! But more importantly, by becoming a goblin, like you, I can talk to you, too!”
“Well, I don’t think I’d like to be eaten. I think you’re making that up! What’s an . . . owl . . . bear? Is it a bear that looks owlish?”
“Silly! You’ve never seen an owlbear?! They’re big, scary bears with giant owl heads and wings on their arms!”
“I think you’re making that up!”
“Am not!” Furfle protested.
The two goblin girls giggled.
“Wanna be my friend?” Wendy ventured. “I don’t have any friends like me—my only friends are the butcher and Tomas, and maybe Lords Humphry and Edgar, I guess—but they just buy my paintings a lot.”
“I guess I could be your friend,” Furfle said, “I’m a pixie, though, so we can’t really talk if I’m not like this . . . what’s a painting?”
“Ooh! This!” Wendy said proudly, holding up the ‘portrait’ she’d been doing of Furfle as she’d slept.
“You stole me, too! But I’m here. And the Mountain is there! What magic is this!?”
“Oh! I see, now! You think I stole the mountain because I painted it yesterday . . . you watched me?”
“I ran into you!”
“That’s what that was!” Wendy exclaimed. “Here! I’ll show you!” With that, Wendy set up another canvas. She showed Furfle how she mixed colors and spread it and blended it on the canvas with a brush and soon the forest took shape on the canvas with an imaginary pond and a mother bear—with an owl’s head and feathered arms—as best she could imagine. Her little ‘owlbear’ cubs played with a pumpkin.

D5ZtA1u.jpg

“I thought you said you’d never seen owlbears before,” Furfle said, “but that’s one right there!”
Wendy pointed to her head. “It’s all up here. I see something in my head and use my paints to reproduce it on the canvas.”

“That’s certainly an interesting little scene you’ve painted, Wendy!” Tomas said as he entered the clearing. “Oh, another goblin girl! Should we be worried? Out here, they’re not known for being as loveable as you are . . .”
“You must be ‘Tomas’,” Furfle said. “I’m a pixie, polymorphed into a goblin so I can talk to Wendy. We’re friends, now!”
“Yeah, Tomas! We’re friends now! I have a pixie friend! She looks like this!” Wendy held up the painting she’d done of a sleeping Furfle.
Slowly, the goblin pixie began shrinking and more rapidly until, pop!, she was a little pixie, fluttering around.
She said “skwee skwee” and waved at the two before disappearing back into the forest.
“Call it a hunch, but I’d say the magic wore off and now she can’t speak to you, so she just said ‘bye bye’. I’m happy you made a friend, Wendy! Maybe you can see her tomorrow,” Tomas said. “We’ve got a day or two left on our trip, but I gotta get you back to your mom and dad.”

 

o o o


The next day, Furfle changed again and the two girls played for a while. Furfle said she could only be like that for an hour, and Wendy said she’d have to go back home soon. Tomas didn’t mind letting them play since it was just an hour and Wendy was well ahead of schedule in terms of her skills with the brush. Besides, he could see that she desperately needed this. He and Murdock just weren’t the kinds of friends that little girls needed.

“. . . and when I told them you’d healed me with Chauntea’s magic, they said we should talk to Mother Aderyn. She’s one of the shepherds of the Sword Mountains and forests—a druidess! Would it be okay to meet her?”

Tomas was painting a landscape of his own and a sparrow landed next to him. He smiled at the bird and handed it some bread crumbs from his lunch. It ate the crumbs and then enlarged itself into an old crone. Tomas nearly fell over.
Furfle jumped up and ran over to hug the woman. “Mother Aderyn! Mother Aderyn!”
“It’s a good thing, Furfle,” the old woman’s creaky voice cackled, “that I know it’s you, and not some random goblin! I’dda batted you off this cliff with me shillelagh!”
“What’s a ‘shillelagh’?” Wendy asked.
“Maybe I’ll teach you, child,” Aderyn answered.

Aderyn and Wendy conversed about what being a druid entailed, and, given Wendy’s new-found ability to channel the power of Chauntea, would she be interested in learning? Furfle helpfully added what she knew—perhaps somehow able to better communicate the more complicated concepts to her new friend than Aderyn could.
Wendy assented and Furfle hugged her. Furfle shrunk down as the polymorph spell wore off for the day and she bade her friend goodbye.
“I’m very happy you agreed to be my pupil, Wendy,” Aderyn said. “I’ll see you here tomorrow, bright and early. I’ll take you back to the artist and speak with him.”
The two made their way back to Tomas and after a brief conversation, Aderyn bade her new student goodbye, turned into a sparrow, and flew off.

 

o o o


“You really shouldn’t travel in this forest with nothing but your painter’s supplies, Wendy,” Mother Aderyn said.

Her mother and father had been initially very skeptical, and didn’t want to let go of their daughter, but eventually they acquiesced. As long as Tomas kept an eye on her going up to the bluff, they supposed it was okay. They were happy, though, that their little girl could channel something so pure and good as the grace of Chauntea. They lamented that their race was one given over to monstrosity and abomination.
“Maybe you’ll be a savior unto our kind, Wendy,” her father said. “Your art has already made us an accepted part of this little neighborhood—even if the rest of Waterdeep wants nothing to do with us—but this! This might just help our kind come to the light and join society.”
“Learn all you can, Wendy,” her mother said, hugging her and giving her blessing. “Take the time you need, and come back to us a bonafide druid!”

Aderyn felt no concern for Wendy at the moment, so long as the goblin girl was with her. “You come up here with Tomas and paint alone for long hours. He goes off and does his own thing. She didn’t bother to add that he often spent more time with that elven lady, Branwen, than he did painting his pictures.
“Tomas won’t be able to reach you if something—or someone—attacks you.”
“Someone would attack me?” Wendy asked. “I know no one in Waterdeep really wants me there, but no one’s ever attacked me!”
“Aye,” Aderyn replied, “that’s the difference between civilization and the wilds. And, if the Emerald Enclave happen to make their way up here, they might shoot you first and ask questions later.”
“Who are the Emerald Enclave?”
“They’re druids, rangers, and scouts, that patrol the wilds and keep nature safe from monstrosities,” Aderyn explained, “And often enough, that entails killing lots and lots of goblins with little remorse and less hesitation.”
Wendy’s shoulders slumped. “I’ll be hated no matter where I go, won’t I?” she lamented.
From her side, another goblin girl bounded out of the bush and hugged her.
“I don’t hate you, Wendy!” Furfle said, trying to console her friend.
“Neither do I,” Aderyn said. “And neither does Tomas.”
Even Wendy’s pet mouse, Sanders, scurried up her shoulder and nuzzled her cheek.
“You’re going to be given short shrift because you’re a goblin, but you’ve managed to capture the hearts of many people already. You can do it again and again,” Furfle said.
“Still, you need to be able to defend yourself, Wendy. Next time you come up here, I want to see you with some armor and a weapon. And none of that ‘brush or pen being mightier than the sword’. It doesn’t need to be a sword, but come with a weapon . . . or three.”
“Now, how about those spells I’ve been teaching you. Let’s see your progress . . .”

Fully Fledged

 

“Happy birthday, dear Wendy,
Happy birthday to you!”

Wendy was with her family in the front parlor of Murdock’s butcher shop. He’d closed the store early that day and brought them in for Wendy’s 8th birthday. As a goblin, that made her an adult. Tomas, Lord Humphry, Lord Edgar, and even Aderyn and Furfle were there.
Furfle had polymorphed herself into a human girl, which made her quite a bit taller than Wendy. The others had heard of Wendy’s friend, but had never met her before. Aderyn, however, had been in the city to meet Wendy’s parents before, though.
This small gathering of loved ones and friends were all the people in the world that didn’t openly despise Wendy just for being a goblin.
“You’re an adult now, Wendy,” her mother said, “So we all chipped in and got all your stuff—your armor, weapons, gear, and of course, your painting supplies—we got them all fixed up, topped up, and polished up. Everything’s like new!”

“Normally,” Aderyn announced, “This would be performed in a proper grove with other druids present, but Wendy’s is a bit of a special case.”
Wendy knelt before her teacher.
“Wendy, my student in Chauntea’s secret teachings, I confer upon thee the title of Aspirant.”
“Congratulations!” Everyone hugged Wendy and celebrated her becoming a real druid.
“Your path is your own, Aspirant Wendy,” Aderyn said, “with Chauntea as your guide. Henceforth, you shall grow and learn on your own, and then come back to me or another druid and demonstrate your ability. They can then confer upon you titles of greater prestige.”

“So where will you go?” Furfle asked. Everyone was curious and the room quieted down.
“I’m headed south to the border wilds,” Wendy answered, “I want some new vistas for my art, and it’ll be a good place to learn and grow as a druid.”
“Be careful,” her father said, “Don’t stick around if it’s not safe.”
“I’ll be careful, Daddy!”
“I’ll miss you so much!” Furfle said, hugging her friend.
“I’ll miss you, too, Furfle. I’ll miss all of you! You’ve all been so good to me. I love you all!”
Eventually Furfle’s polymorph wore off and everyone took that as their cue to wrap up the party.

Travel


The next day, Wendy set off. Wherever she went, she tended to spend her nights in the boughs of trees, outside of towns. She left messages for other druids in druidic. “I am Wendy, the goblin druid. Please excuse my passing through.”
On rare occasions, she did spend the night up in a barn. Whenever she did, she’d paint a picture that night and place it the next morning, on a stool near the entrance. On the back she’d write out, “I stayed in your barn without permission. Please accept this painting as payment. Maybe you can sell it; or if you like it, decorate your lovely farmhouse with it.—Wendy”
Sometimes, she’d need some new canvas boards. Those were easy to make, though. Just buy some canvas cloth and then stretch it across a board and glue it. She did her best with a hood to pass herself off as a halfling in towns and looking for someone who could provide the cloth and the boards, and a few hours to let the glue dry.

At times like that, she’d find a free space in the market and set up her paintings for passersby to peruse and purchase. One such market-goer in Berdusk stopped by her display and hired her on the spot to paint him and his family’s portrait.

He’d explained, whilst she painted, that he’d soon be headed down to a town called Greenest, where he had goods to sell and wanted to stop by a temple to Chauntea whilst there. That got Wendy’s attention!
“I want to go to Greenest on the caravan! When do you leave? I wish to commune with Chauntea at their temple!”
“Well, little goblin girl, I don’t know if they’ll let you come along. Maybe they’ll hire you on if you show up at the tavern tonight—that one over there” he gestured to a largish building on the market corner. “I’m sure there’ll be plenty of folks like you wanting to get on that caravan.”
“Thanks Mister!” Wendy said as she finished up the portrait.

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Animal | CR | Size | Speed | Source | Studied in . . .

"Baboon | 0 | Small | 30 ft., climb 30 ft. | MM | Forest"

Baboon
Small Beast, Unaligned



Armor Class 12
Hit Points 3 (1d6)
Speed 30 ft., climb 30 ft.



STR 8 (–1) | DEX 14 (+2) | CON 11 (+0)
INT 12 (+1) | WIS 16 (+3) | CHA 8 (–1)



Proficiency Bonus +2
Saving Throws Int +3, Wis +5
Skills Acrobatics +4, Perception +5, Stealth +4, Survival +5
Senses passive Perception 15
Languages understands Common, Goblin, and Druidic but can’t speak
Challenge 0 (0 or 10 XP)
Fey Ancestry. You have advantage on saving throws you make to avoid or end the Charmed condition on yourself.
Nimble Escape. You can take the Disengage or Hide action as a bonus action on each of your turns.
Pack Tactics. The baboon has advantage on an attack roll against a creature if at least one of the baboon’s allies is within 5 feet of the creature and the ally isn’t incapacitated.
Actions



Bite. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 1 (1d4 – 1) piercing damage.



Environment: Forest, Hill
Source: MM, page 318. Also found in TftYP; ToA; CM; CoS; WBtW. Available in the SRD.

 

"Badger | 0 | Tiny | 20 ft., burrow 5 ft. | MM | Forest"

Badger
Tiny Beast, Unaligned



Armor Class 10
Hit Points 3 (1d4 + 1)
Speed 20 ft., burrow 5 ft.



STR 4 (–3) | DEX 11 (+0) | CON 12 (+1)
INT 12 (+1) | WIS 16 (+3) | CHA 8 (–1)



Proficiency Bonus +2
Saving Throws Int +3, Wis +5
Skills Acrobatics +2, Perception +5, Stealth +2, Survival +5
Senses darkvision 30 ft., passive Perception 15
Languages understands Common, Goblin, and Druidic but can’t speak
Challenge 0 (0 or 10 XP)
Fey Ancestry. You have advantage on saving throws you make to avoid or end the Charmed condition on yourself.
Keen Smell. The badger has advantage on Wisdom (Perception) checks that rely on smell.
Nimble Escape. You can take the Disengage or Hide action as a bonus action on each of your turns.
Actions



Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1 piercing damage.



Environment: Forest
Source: MM, page 318. Also found in WBtW. Available in the SRD.

 

"Cat | 0 | Tiny | 40 ft., climb 30 ft. | MM | Forest, Urban"

Cat
Tiny Beast, Unaligned



Armor Class 12
Hit Points 2 (1d4)
Speed 40 ft., climb 30 ft.



STR 3 (–4) | DEX 15 (+2) | CON 10 (+0)
INT 12 (+1) | WIS 16 (+3) | CHA 8 (–1)



Proficiency Bonus +2
Saving Throws Int +3, Wis +5
Skills Acrobatics +4, Perception +5, Stealth +4, Survival +5
Senses passive Perception 15
Languages understands Common, Goblin, and Druidic but can’t speak
Challenge 0 (0 or 10 XP)
Fey Ancestry. You have advantage on saving throws you make to avoid or end the Charmed condition on yourself.
Keen Smell. The cat has advantage on Wisdom (Perception) checks that rely on smell.
Nimble Escape. You can take the Disengage or Hide action as a bonus action on each of your turns.
Actions



Claws. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 slashing damage.



Environment: Desert, Forest, Grassland, Urban
Source: MM, page 320. Also found in CoS; HotDQ; SKT; ToA; WDH; IMR; IDRotF; TCE; CM; WBtW. Available in the SRD.

 


Deer | 0 | Medium | 50 ft. | MM | Forest

"Fox | 0 | Tiny | 30 ft., burrow 5 ft. | IDRotF | Forest"

 

8VgZhuv.pngPtcB2HD.png

Fox
Tiny Beast, Unaligned



Armor Class 13
Hit Points 2 (1d4)
Speed 30 ft., burrow 5 ft.



STR 2 (–4) | DEX 16 (+3) | CON 11 (+0)
INT 12 (+1) | WIS 16 (+3) | CHA 8 (–1)



Proficiency Bonus +2
Saving Throws Int +3, Wis +5
Skills Acrobatics +4, Perception +5, Stealth +5, Survival +5
Senses darkvision 60 ft., passive Perception 15
Languages understands Common, Goblin, and Druidic but can’t speak
Challenge 0 (0 or 10 XP)
Fey Ancestry. You have advantage on saving throws you make to avoid or end the Charmed condition on yourself.
Keen Hearing. The fox has advantage on Wisdom (Perception) checks that rely on hearing.
Nimble Escape. You can take the Disengage or Hide action as a bonus action on each of your turns.
Actions



Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 1 piercing damage.



Source: IDRotF, page 288

 


Goat | 0 | Medium | 40 ft. | MM | Urban

"Hare | 0 | Tiny | 20 ft., burrow 5 ft. | IDRotF | Forest"

Hare
Tiny Beast, Unaligned



Armor Class 13
Hit Points 1 (1d4 – 1)
Speed 20 ft., burrow 5 ft.



STR 1 (–5) | DEX 17 (+3) | CON 9 (–1)
INT 12 (+1) | WIS 16 (+3) | CHA 8 (–1)



Proficiency Bonus +2
Saving Throws Int +3, Wis +5
Skills Acrobatics +4, Perception +5, Stealth +5, Survival +5
Senses passive Perception 15
Languages understands Common, Goblin, and Druidic but can’t speak
Challenge 0 (0 or 10 XP)
Escape. The hare can take the Dash, Disengage, or Hide action as a bonus action on each of its turns.



Fey Ancestry. You have advantage on saving throws you make to avoid or end the Charmed condition on yourself.
Nimble Escape. You can take the Disengage or Hide action as a bonus action on each of your turns.
Source: IDRotF, page 294

 


Hyena | 0 | Medium | 50 ft. | MM | Forest

"Lizard | 0 | Tiny | 20 ft., climb 20 ft. | MM | Forest"

Lizard
Tiny Beast, Unaligned



Armor Class 10
Hit Points 2 (1d4)
Speed 20 ft., climb 20 ft.



STR 2 (–4) | DEX 11 (+0) | CON 10 (+0)
INT 12 (+1) | WIS 16 (+3) | CHA 8 (–1)



Proficiency Bonus +2
Saving Throws Int +3, Wis +5
Skills Acrobatics +4, Perception +5, Stealth +4, Survival +5
Senses darkvision 30 ft., passive Perception 15
Languages understands Common, Goblin, and Druidic but can’t speak
Challenge 0 (0 or 10 XP)
Fey Ancestry. You have advantage on saving throws you make to avoid or end the Charmed condition on yourself.
Nimble Escape. You can take the Disengage or Hide action as a bonus action on each of your turns.
Actions



Bite. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 piercing damage.



Source: MM, page 332. Also found in ToA. Available in the SRD.

 


Pig | 0 | Medium | 30 ft. | SKT | Urban
Rat | 0 | Tiny | 20 ft. | MM | Urban
Sheep | 0 | Small | 30 ft. | SKT | Urban

"Spider | 0 | Tiny | 20 ft., climb 20 ft. | MM | Forest, Urban"

 

tKp2SlE.png

Spider
Tiny Beast, Unaligned



Armor Class 12
Hit Points 1 (1d4 – 1)
Speed 20 ft., climb 20 ft.



STR 2 (–4) | DEX 14 (+2) | CON 8 (–1)
INT 12 (+1) | WIS 16 (+3) | CHA 8 (–1)



Proficiency Bonus +2
Saving Throws Int +3, Wis +5
Skills Acrobatics +4, Perception +5, Stealth +4, Survival +5
Senses darkvision 30 ft., passive Perception 15
Languages understands Common, Goblin, and Druidic but can’t speak
Challenge 0 (0 or 10 XP)



Fey Ancestry. You have advantage on saving throws you make to avoid or end the Charmed condition on yourself.
Nimble Escape. You can take the Disengage or Hide action as a bonus action on each of your turns.
Spider Climb. The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Web Sense. While in contact with a web, the spider knows the exact location of any other creature in contact with the same web.
Web Walker. The spider ignores movement restrictions caused by webbing.
Actions



Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 1 piercing damage, and the target must succeed on a DC 9 Constitution saving throw or take 2 (1d4) poison damage.



Source: MM, page 337. Also found in PotA; WDMM. Available in the SRD.

 


Weasel | 0 | Tiny | 30 ft. | MM | Forest
Wild Dog | 0 | Small | 40 ft. | ToA | Forest

Giant Rat | 1/8 | Small | 30 ft. | MM | Forest, Urban
Giant Weasel | 1/8 | Medium | 40 ft. | MM | Forest
Mastiff | 1/8 | Medium | 40 ft. | MM | Forest, Urban
Mule | 1/8 | Medium | 40 ft. | MM | Urban
Pony | 1/8 | Medium | 40 ft. | MM | Urban

Boar | 1/4 | Medium | 40 ft. | MM | Forest
Elk | 1/4 | Large | 50 ft. | MM | Forest

"Giant Badger | 1/4 | Medium | 30 ft., burrow 10 ft. | MM | Forest"

Giant Badger
Medium Beast, Unaligned



Armor Class 10
Hit Points 13 (2d8 + 4)
Speed 30 ft., burrow 10 ft.



STR 13 (+1) | DEX 10 (+0) | CON 15 (+2)
INT 12 (+1) | WIS 16 (+3) | CHA 8 (–1)



Proficiency Bonus +2
Saving Throws Int +3, Wis +5
Skills Acrobatics +4, Perception +5, Stealth +4, Survival +5
Senses passive Perception 15
Languages understands Common, Goblin, and Druidic but can’t speak
Challenge 1/4 (50 XP)
Fey Ancestry. You have advantage on saving throws you make to avoid or end the Charmed condition on yourself.
Keen Smell. The badger has advantage on Wisdom (Perception) checks that rely on smell.
Nimble Escape. You can take the Disengage or Hide action as a bonus action on each of your turns.
Actions



Multiattack. The badger makes two attacks: one with its bite and one with its claws.
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage.
Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4 + 1) slashing damage.



Environment: Forest
Source: MM, page 323. Also found in WDMM. Available in the SRD.

 

"Giant Centipede | 1/4 | Small | 30 ft., climb 30 ft. | MM | Urban"

Giant Centipede
Small Beast, Unaligned



Armor Class 13 (natural armor)
Hit Points 4 (1d6 + 1)
Speed 30 ft., climb 30 ft.
STR 5 (–3) | DEX 14 (+2) | CON 12 (+1)
INT 12 (+1) | WIS 16 (+3) | CHA 8 (–1)



Proficiency Bonus +2
Saving Throws Int +3, Wis +5
Skills Acrobatics +4, Perception +5, Stealth +4, Survival +5
Senses blindsight 30 ft., passive Perception 15
Languages understands Common, Goblin, and Druidic but can’t speak
Challenge 1/4 (50 XP)
Fey Ancestry. You have advantage on saving throws you make to avoid or end the Charmed condition on yourself.
Nimble Escape. You can take the Disengage or Hide action as a bonus action on each of your turns.
Actions



Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) piercing damage, and the target must succeed on a DC 11 Constitution saving throw or take 10 (3d6) poison damage. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.



Environment: Underdark, Urban
Source: MM, page 323. Also found in HotDQ; TftYP; WDMM; GoS; BGDIA; TCE. Available in the SRD.

 

"Giant Lizard | 1/4 | Large | 30 ft., climb 30 ft. | MM | Forest"

Giant Lizard
Large Beast, Unaligned



Armor Class 12 (natural armor)
Hit Points 19 (3d10 + 3)
Speed 30 ft., climb 30 ft.



STR 15 (+2) | DEX 12 (+1) | CON 13 (+1)
INT 12 (+1) | WIS 16 (+3) | CHA 8 (–1)



Proficiency Bonus +2
Saving Throws Int +3, Wis +5
Skills Acrobatics +3, Perception +5, Stealth +3, Survival +5
Senses darkvision 30 ft., passive Perception 15
Languages understands Common, Goblin, and Druidic but can’t speak
Challenge 1/4 (50 XP)
Fey Ancestry. You have advantage on saving throws you make to avoid or end the Charmed condition on yourself.
Nimble Escape. You can take the Disengage or Hide action as a bonus action on each of your turns.
Actions



Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage.

Variant: Giant Lizard Traits

Some giant lizards have one or both of the following traits:
Hold Breath. The lizard can hold its breath for 15 minutes. (A lizard that has this trait also has a swimming speed of 30 feet.)
Spider Climb. The lizard can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.



Environment: Coastal, Desert, Forest, Swamp, Underdark
Source: MM, page 326. Also found in HotDQ; TftYP; ToA; WDMM; GoS; IDRotF. Available in the SRD.

 

"Giant Wolf Spider | 1/4 | Medium | 40 ft., climb 40 ft. | MM | Forest"

Giant Wolf Spider
Medium Beast, Unaligned



Armor Class 13
Hit Points 11 (2d8 + 2)
Speed 40 ft., climb 40 ft.



STR 12 (+1) | DEX 16 (+3) | CON 13 (+1)
INT 12 (+1) | WIS 16 (+3) | CHA 8 (–1)



Proficiency Bonus +2
Saving Throws Int +3, Wis +5
Skills Acrobatics +5, Perception +5, Stealth +7, Survival +5
Senses blindsight 10 ft., darkvision 60 ft., passive Perception 15
Languages understands Common, Goblin, and Druidic but can’t speak
Challenge 1/4 (50 XP)
Fey Ancestry. You have advantage on saving throws you make to avoid or end the Charmed condition on yourself.
Nimble Escape. You can take the Disengage or Hide action as a bonus action on each of your turns.
Spider Climb. The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Web Sense. While in contact with a web, the spider knows the exact location of any other creature in contact with the same web.
Web Walker. The spider ignores movement restrictions caused by webbing.
Actions



Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 4 (1d6 + 1) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 7 (2d6) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.



Environment: Coastal, Desert, Forest, Grassland, Hill
Source: MM, page 330. Also found in CoS; TftYP; ToA; GoS; TCE; WBtW. Available in the SRD.

 

"Horse, Draft | 1/4 | Large | 40 ft. | MM | Urban"

Draft Horse
Large Beast, Unaligned



Armor Class 10
Hit Points 19 (3d10 + 3)
Speed 40 ft.



STR 18 (+4) | DEX 10 (+0) | CON 12 (+1)
INT 12 (+1) | WIS 16 (+3) | CHA 8 (–1)



Proficiency Bonus +2
Saving Throws Int +3, Wis +5
Skills Acrobatics +2, Perception +5, Stealth +2, Survival +5
Senses passive Perception 15
Languages understands Common, Goblin, and Druidic but can’t speak
Challenge 1/4 (50 XP)
Fey Ancestry. You have advantage on saving throws you make to avoid or end the Charmed condition on yourself.
Nimble Escape. You can take the Disengage or Hide action as a bonus action on each of your turns.
Actions



Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) bludgeoning damage.



Environment: Urban
Source: MM, page 321. Also found in CoS; SKT; WDH; GoS; BGDIA. Available in the SRD.

 

"Horse, Riding | 1/4 | Large | 60 ft. | MM | Urban"

 

jKEWdeY.png

Riding Horse
Large Beast, Unaligned



Armor Class 10
Hit Points 13 (2d10 + 2)
Speed 60 ft.



STR 16 (+3) | DEX 10 (+0) | CON 12 (+1)
INT 12 (+1) | WIS 16 (+3) | CHA 8 (–1)



Proficiency Bonus +2
Saving Throws Int +3, Wis +5
Skills Acrobatics +2, Perception +5, Stealth +2, Survival +5
Senses passive Perception 15
Languages understands Common, Goblin, and Druidic but can’t speak
Challenge 1/4 (50 XP)
Fey Ancestry. You have advantage on saving throws you make to avoid or end the Charmed condition on yourself.
Nimble Escape. You can take the Disengage or Hide action as a bonus action on each of your turns.
Actions



Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) bludgeoning damage.



Environment: Grassland, Urban
Source: MM, page 336. Also found in CoS; SKT; ToA; WDH; DIP; BGDIA; EGW. Available in the SRD.

 


Ox (cattle) | 1/4 | Large | 30 ft. | MPMM | Urban

"Panther | 1/4 | Medium | 50 ft., climb 40 ft. | MM | Forest"

Panther
Medium Beast, Unaligned



Armor Class 12
Hit Points 13 (3d8)
Speed 50 ft., climb 40 ft.



STR 14 (+2) | DEX 15 (+2) | CON 10 (+0)
INT 12 (+1) | WIS 16 (+3) | CHA 8 (–1)



Proficiency Bonus +2
Saving Throws Int +3, Wis +5
Skills Acrobatics +4, Perception +5, Stealth +6, Survival +5
Senses passive Perception 15
Languages understands Common, Goblin, and Druidic but can’t speak
Challenge 1/4 (50 XP)
Fey Ancestry. You have advantage on saving throws you make to avoid or end the Charmed condition on yourself.
Keen Smell. The panther has advantage on Wisdom (Perception) checks that rely on smell.
Nimble Escape. You can take the Disengage or Hide action as a bonus action on each of your turns.
Pounce. If the panther moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 12 Strength saving throw or be knocked prone. If the target is prone, the panther can make one bite attack against it as a bonus action.
Actions



Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage.



Environment: Forest, Grassland, Hill
Source: MM, page 333. Also found in TftYP; ToA; WDH. Available in the SRD.

 


Wolf | 1/4 | Medium | 40 ft. | MM | Forest
 

"Ape | 1/2 | Medium | 30 ft., climb 30 ft. | MM | Forest"

Ape
Medium Beast, Unaligned



Armor Class 12
Hit Points 19 (3d8 + 6)
Speed 30 ft., climb 30 ft.



STR 16 (+3) | DEX 14 (+2) | CON 14 (+2)
INT 12 (+1) | WIS 16 (+3) | CHA 8 (–1)



Proficiency Bonus +2
Saving Throws Int +3, Wis +5
Skills Athletics +5, Acrobatics +4, Perception +5, Stealth +4, Survival +5
Senses passive Perception 15
Languages understands Common, Goblin, and Druidic but can’t speak
Challenge 1/2 (100 XP)
Fey Ancestry. You have advantage on saving throws you make to avoid or end the Charmed condition on yourself.
Nimble Escape. You can take the Disengage or Hide action as a bonus action on each of your turns.
Actions



Multiattack. The ape makes two fist attacks.
Fist. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.
Rock. Ranged Weapon Attack: +5 to hit, range 25/50 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.



Environment: Forest
Source: MM, page 317. Also found in TftYP; ToA; WDH; GoS; CM. Available in the SRD.

 

"Bear, Black | 1/2 | Medium | 40 ft., climb 30 ft. | MM | Forest"

Black Bear
Medium Beast, Unaligned



Armor Class 11 (natural armor)
Hit Points 19 (3d8 + 6)
Speed 40 ft., climb 30 ft.



STR 15 (+2) | DEX 10 (+0) | CON 14 (+2)
INT 12 (+1) | WIS 16 (+3) | CHA 8 (–1)



Proficiency Bonus +2
Saving Throws Int +3, Wis +5
Skills Acrobatics +2, Perception +5, Stealth +2, Survival +5
Senses passive Perception 15
Languages —
Challenge 1/2 (100 XP)
Fey Ancestry. You have advantage on saving throws you make to avoid or end the Charmed condition on yourself.
Keen Smell. The bear has advantage on Wisdom (Perception) checks that rely on smell.
Nimble Escape. You can take the Disengage or Hide action as a bonus action on each of your turns.
Actions



Multiattack. The bear makes two attacks: one with its bite and one with its claws.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) slashing damage.



Environment: Forest
Source: MM, page 318. Also found in PotA; SKT; WDMM; GoS; IMR. Available in the SRD.

 


Warhorse | 1/2 | Large | 60 ft. | MM | Urban
 

"Bear, Brown | 1 | Large | 40 ft., climb 30 ft. | MM | Forest"

 

KaM27np.png

Brown Bear
Large Beast, Unaligned



Armor Class 11 (natural armor)
Hit Points 34 (4d10 + 12)
Speed 40 ft., climb 30 ft.



STR 19 (+4) | DEX 10 (+0) | CON 16 (+3)
INT 12 (+1) | WIS 16 (+3) | CHA 8 (–1)



Proficiency Bonus +2
Saving Throws Int +3, Wis +5
Skills Acrobatics +4, Perception +5, Stealth +4, Survival +5
Senses passive Perception 15
Languages understands Common, Goblin, and Druidic but can’t speak
Challenge 1 (200 XP)



Fey Ancestry. You have advantage on saving throws you make to avoid or end the Charmed condition on yourself.
Keen Smell. The bear has advantage on Wisdom (Perception) checks that rely on smell.
Nimble Escape. You can take the Disengage or Hide action as a bonus action on each of your turns.
Actions



Multiattack. The bear makes two attacks: one with its bite and one with its claws.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.
Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.



Environment: Arctic, Forest, Hill
Source: MM, page 319. Also found in PotA; SKT; TftYP; GoS; IMR; MOT; IDRotF; WBtW. Available in the SRD.

 

"Dire Wolf | 1 | Large | 50 ft. | MM | Forest"

 

OfrHxSu.png

Dire Wolf
Large Beast, Unaligned
Armor Class 14 (natural armor)
Hit Points 37 (5d10 + 10)
Speed 50 ft.



STR 17 (+3) | DEX 15 (+2) | CON 15 (+2)
INT 12 (+1) | WIS 16 (+3) | CHA 8 (–1)



Proficiency Bonus +2
Saving Throws Int +3, Wis +5
Skills Acrobatics +4, Perception +5, Stealth +4, Survival +5
Senses passive Perception 15
Languages understands Common, Goblin, and Druidic but can’t speak
Challenge 1 (200 XP)



Keen Hearing and Smell. The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Pack Tactics. The wolf has advantage on an attack roll against a creature if at least one of the wolf’s allies is within 5 feet of the creature and the ally isn’t incapacitated.
Actions



Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.



Environment: Forest, Hill
Source: MM, page 321. Also found in CoS; SKT; TftYP; GoS; IDRotF. Available in the SRD.

 


Giant Hyena | 1 | Large | 50 ft. | MM | Forest

"Giant Spider | 1 | Large | 30 ft., climb 30 ft. | MM | Forest, Urban"

 

FkQJF8M.png

Giant Spider
Large Beast, Unaligned



Armor Class 14 (natural armor)
Hit Points 26 (4d10 + 4)
Speed 30 ft., climb 30 ft.



STR 14 (+2) | DEX 16 (+3) | CON 12 (+1)
INT 12 (+1) | WIS 16 (+3) | CHA 8 (–1)



Proficiency Bonus +2
Saving Throws Int +3, Wis +5
Skills Acrobatics +4, Perception +5, Stealth +7, Survival +5
Senses blindsight 10 ft., darkvision 60 ft., passive Perception 15
Languages understands Common, Goblin, and Druidic but can’t speak
Challenge 1 (200 XP)



Fey Ancestry. You have advantage on saving throws you make to avoid or end the Charmed condition on yourself.
Nimble Escape. You can take the Disengage or Hide action as a bonus action on each of your turns.
Spider Climb. The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Web Sense. While in contact with a web, the spider knows the exact location of any other creature in contact with the same web.
Web Walker. The spider ignores movement restrictions caused by webbing.
Actions



Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 7 (1d8 + 3) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 9 (2d8) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.
Web (Recharge 5–6). Ranged Weapon Attack: +5 to hit, range 30/60 ft., one creature. Hit: The target is restrained by webbing. As an action, the restrained target can make a DC 12 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage).



Environment: Desert, Forest, Swamp, Underdark, Urban
Source: MM, page 328. Also found in CoS; HotDQ; LMoP; RoT; SKT; TftYP; ToA; WDH; WDMM; GoS; DIP; BGDIA; ERLW; RMBRE; EGW; MOT; TCE. Available in the SRD.

 

"Tiger | 1 | Large | 40 ft. | MM | Forest"

 

kDhHaRC.png

Tiger
Large Beast, Unaligned



Armor Class 12
Hit Points 37 (5d10 + 10)
Speed 40 ft.



STR 17 (+3) | DEX 15 (+2) | CON 14 (+2)
INT 12 (+1) | WIS 16 (+3) | CHA 8 (–1)



Proficiency Bonus +2
Saving Throws Int +3, Wis +5
Skills Acrobatics +4, Perception +5, Stealth +6, Survival +5
Senses darkvision 60 ft., passive Perception 15
Languages understands Common, Goblin, and Druidic but can’t speak
Challenge 1 (200 XP)



Keen Smell. The tiger has advantage on Wisdom (Perception) checks that rely on smell.
Fey Ancestry. You have advantage on saving throws you make to avoid or end the Charmed condition on yourself.
Nimble Escape. You can take the Disengage or Hide action as a bonus action on each of your turns.
Pounce. If the tiger moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the tiger can make one bite attack against it as a bonus action.
Actions



Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage.
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage.



Environment: Forest, Grassland
Source: MM, page 339. Also found in TftYP; ToA; WDH; GoS; MOT. Available in the SRD.

 

 


(Available after 6th Level)
Giant Boar | 2 | Large | 40 ft. | MM | Forest
Giant Elk | 2 | Huge | 60 ft. | MM | Forest

Swimming Speeds (Only available after 4th Level):
Fish | 0 | Tiny | 0 ft., swim 40 ft. | GoS | Forest
Frog | 0 | Tiny | 20 ft., swim 20 ft. | MM | Forest
Poisonous Snake | 1/8 | Tiny | 30 ft., swim 30 ft. | MM | Forest

Constrictor Snake | 1/4 | Large | 30 ft., swim 30 ft. | MM | Forest
Giant Frog | 1/4 | Medium | 30 ft., swim 30 ft. | MM | Forest
Giant Poisonous Snake | 1/4 | Medium | 30 ft., swim 30 ft. | MM | Forest, Urban

Crocodile | 1/2 | Large | 20 ft., swim 30 ft. | MM | Urban

Giant Toad | 1 | Large | 20 ft., swim 40 ft. | MM | Forest

(Available after 6th Level)
Cave Bear | 2 | Large | 40 ft., swim 30 ft. | MM | Forest
Giant Constrictor Snake | 2 | Huge | 30 ft., swim 30 ft. | MM | Forest
Giant Crayfish | 2 | Large | 30 ft., swim 30 ft. | TftYP | Forest
River Serpent | 2 | Huge | 30 ft., swim 30 ft. | PSA | Forest

(Available after 9th Level)
Amphisbaena | 3 | Huge | 30 ft., swim 30 ft. | TftYP | Forest, Urban
Giant Snapping Turtle | 3 | Large | 30 ft., swim 40 ft. | ToA | Forest

(Available after 12th Level)
Giant Coral Snake | 4 | Large | 30 ft., swim 30 ft. | GoS | Forest

Flying Speeds (Only available after 8th Level):
Bat | 0 | Tiny | 5 ft., fly 30 ft. | MM | Forest, Urban
Crow | 0 | Tiny | 10 ft., fly 50 ft. | WDMM | Forest, Urban
Falcon | 0 | Tiny | 10 ft., fly 60 ft. | WDH | Forest
Flying Monkey | 0 | Small | 30 ft., climb 20 ft., fly 30 ft. | ToA | Forest
Hawk | 0 | Tiny | 10 ft., fly 60 ft. | MM | Forest
Honeybee | 0 | Tiny | 5 ft., fly 30 ft. | WBtW | Forest
Owl | 0 | Tiny | 5 ft., fly 60 ft. | MM | Forest
Raven | 0 | Tiny | 10 ft., fly 50 ft. | MM | Urban

Blood Hawk | 1/8 | Small | 10 ft., fly 60 ft. | MM | Forest
Flying Snake | 1/8 | Tiny | 30 ft., fly 60 ft., swim 30 ft. | MM | Forest, Urban
Stirge | 1/8 | Tiny | 10 ft., fly 40 ft. | MM | Forest, Urban

Giant Bat | 1/4 | Large | 10 ft., fly 60 ft. | MM | Forest
Giant Owl | 1/4 | Large | 5 ft., fly 60 ft. | MM | Forest

Giant Wasp | 1/2 | Medium | 10 ft., fly 50 ft. | MM | Forest, Urban
Giant Dragonfly | 1/2 | Large | 10 ft., fly 60 ft. | WBtW | Forest

Giant Flying Spider | 1 | Large | 30 ft., climb 30 ft., fly 40 ft. | WDMM | Forest
Giant Raven | 1 | Large | 10 ft., fly 60 ft. | SKT | Forest

 

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  1. You to either roll HP or take half, but if you roll you can’t get less than half.
    Level 2 Health

    [ROLL="1d8"]1d8[/ROLL] or Half + 2 = 10
    L1’s 10 + L2’s 10 = 20 HP

  2. Tell me what new abilities you get, so we both know, and what numbers change; this includes spells
    Level 2 Spell Slots

    Level 1 spells: 2 slots > 3 slots

    Level 2 New Abilities

    L2. Wild Shape PHB p64
    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. At 2nd level, for example, you can transform into any beast that has a challenge rating of 1/4 or lower that doesn’t have a flying or swimming speed.

    Beast Shapes
    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 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.


    L2. Wild Companion TCE p35
    2nd-level druid optional feature
    You gain the ability to summon a spirit that assumes an animal form: as an action, you can expend a use of your Wild Shape feature to cast the find familiar spell, without material components.

    When you cast the spell in this way, the familiar is a fey instead of a beast, and the familiar disappears after a number of hours equal to half your druid level.
    L2. Druid Circle PHB p64
    At 2nd level, you choose to identify with a circle of druids from the list of available circles. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.

    Circle of the Moon PHB p69
    Druids of the Circle of the Moon are fierce guardians of the wilds. Their order gathers under the full moon to share news and trade warnings. They haunt the deepest parts of the wilderness, where they might go for weeks on end before crossing paths with another humanoid creature, let alone another druid.

    Changeable as the moon, a druid of this circle might prowl as a great cat one night, soar over the treetops as an eagle the next day, and crash through the undergrowth in bear form to drive off a trespassing monster. The wild is in the druid’s blood.
    Combat Wild Shape PHB p69
    You gain the ability to use Wild Shape on your turn as a bonus action, rather than as an action.

    Additionally, while you are transformed by Wild Shape, you can use a bonus action to expend one spell slot to regain 1d8 hit points per level of the spell slot expended.
    Circle Forms PHB p69
    The rites of your circle grant you the ability to transform into more dangerous animal forms. Starting at 2nd level, you can use your Wild Shape to transform into a beast with a challenge rating as high as 1 (you ignore the Max. CR column of the Beast Shapes table, but must abide by the other limitations there).

    Starting at 6th level, you can transform into a beast with a challenge rating as high as your druid level divided by 3, rounded down.

    Circle of the Moon Beast Shapes
    Level | Max. CR | Limitations
    2nd | 1 | No flying or swimming speed
    4th | 1 | No flying speed
    6th | 2 | No flying speed
    8th | 2 | —
    9th | 3 | —
    12th | 4 | —
    15th | 5 | —
    18th | 6 | —

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  1. You to either roll HP or take half, but if you roll you can’t get less than half.
    Level 2 Health

    [ROLL="1d8"]1d8[/ROLL] or Half + 2 = 6
    L1’s 10 + L2’s 10 + L3’s 6 = 26 HP

  2. Tell me what new abilities you get, so we both know, and what numbers change; this includes spells
    Level 2 Spell Slots

    Level 1 spells: 3 slots > 4 slots
    Level 2 spells: 0 slots > 2 slots

    Level 3 New Abilities

    Nothing else.

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Level 4

You to either roll HP or take half, but if you roll you can’t get less than half.

Rolled less than half, so L1’s 10 + L2’s 10 + L3’s 6 + L4’s 6 = 32 HP

Tell me what new abilities you get, so we both know, and what numbers change; this includes spells

Wild Shape Improvement

At 4th level, your Wild Shape improves as shown on the Beast Shapes table.

Her CR maximum remains 1, but she can now change into animals with a swim speed.

Ability Score Improvement

When you reach 4th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

If your DM allows the use of feats, you may instead take a feat.

Adding 2 to her Wisdom score (16 + 2 = 18), bringing her Wisdom modifier from +3 to +4.

Cantrip Versatility

Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace one cantrip you learned from this class’s Spellcasting feature with another cantrip from the druid spell list.

Cantrips Known

2 > 3

Adding the shape water cantrip.

Spell Slots

1st level: 4 > 4

2nd level: 2 > 3

Edited by Kamishiro_Rin (see edit history)
Name
roll
5
1d8+2 3
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  • 4 weeks later...
5rqfzpE.png

Wendy
Level 4 Goblin Urchin Druid (Circle of the Moon)

AC: 15 (Dex 2 + Leather 11 + Wooden Shield 2) | HP: 32/32 | Speed: 30 ft.


STR:save: (+0)

athletics (+0)

Carry: 150 lbs.
Lift/Push/Drag: 300 lbs.
10 (+0) | DEX:save (+2)

acrobatics (+4)
sleight-of-hand (+2)
stealth (+4)
15 (+2) | CON:save (+2) 14 (+2)
INT:save (+3)

arcana (+1)
history (+1)
investigation (+1)
nature (+1)
religion (+1)
12 (+1) | WIS:save (+6)

animal-handling (+4)
insight (+4)
medicine (+4)
perception (+6)
survival (+6)
18 (+4) | CHA:save (–1)

deception (–1)
intimidation (–1)
performance (–1)
persuasion (–1)
8 (–1)


Senses: darkvision 60 ft., passive Perception 15, passive Investigation 11
Tools: disguise kit, herbalism kit, painter’s supplies

More Traits, Features, and Abilities

Racial Features

Darkvision. 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.

Fey Ancestry. You have advantage on saving throws you make to avoid or end the Charmed condition on yourself.

Fury of the Small. (1/1) Fury of the Small. When you damage a creature with an attack or a spell and the creature’s size is larger than yours, you can cause the attack or spell to deal extra damage to the creature. The extra damage equals your proficiency bonus.

   You can use this trait a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest, and you can use it no more than once per turn.

Languages. Common (from race), Goblin (from race), and Druidic (See “Class Features”)

Nimble Escape. You can take the Disengage or Hide action as a bonus action on each of your turns.

Background Feature

City Secrets. You know the secret patterns and flow to cities and can find passages through the urban sprawl that others would miss. When you are not in combat, you (and companions you lead) can travel between any two locations in the city twice as fast as your speed would normally allow.

Class Features

Druidic. You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message’s presence with a successful DC 15 Wisdom (Perception) check but can’t decipher it without magic.

Spellcasting. Wendy is a 4rd-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). She can prepare up to 6 druid spells. She has the following druid spells prepared:

Cantrips (at will): control flames, primal pavagery, shape water, shillelagh
1st level (4/4 slots): cure wounds, entangle, good berry, healing word
2nd level (3/3 slots): enlarge/reduce, moonbeam

Cantrips

control flames, shape water, shillelagh

1st Level

absorb elements, animal friendship, beast bond, charm person, create or destroy water, cure wounds, detect magic, detect poison and disease, earth tremor, entangle, faerie fire, fog cloud, goodberry, healing word, ice knife, jump, longstrider, protection from evil and good, purify food and drink, snare, speak with animals, thunderwave

2nd Level

air bubble, animal messenger, augury, barkskin, beast sense, continual flame, darkvision, dust devil, earthbind, enhance ability, enlarge/reduce, find traps, flame blade, flaming sphere, gust of wind, healing spirit, heat metal, hold person, lesser restoration, locate animals or plants, locate object, moonbeam, pass without trace, protection from poison, skywrite, spike growth, summon beast, warding wind, wither and bloom

Druid Circle. At 2nd level, you choose to identify with a circle of druids from the list of available circles. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.

Combat Wild Shape. You gain the ability to use Wild Shape on your turn as a bonus action, rather than as an action.

Circle Forms. The rites of your circle grant you the ability to transform into more dangerous animal forms. Starting at 2nd level, you can use your Wild Shape to transform into a beast with a challenge rating as high as 1 (you ignore the Max. CR column of the Beast Shapes table, but must abide by the other limitations there).

List of Beasts Wendy Can Turn into

Wild Companion. You gain the ability to summon a spirit that assumes an animal form: as an action, you can expend a use of your Wild Shape feature to cast the find familiar spell, without material components.

   When you cast the spell in this way, the familiar is a fey instead of a beast, and the familiar disappears after a number of hours equal to half your druid level.

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.

Wild Shape Improvement. At 4th level, your Wild Shape improves as shown on the Beast Shapes table.

Actions
Quarterstaff (shillelagh). Melee Weapon Attack: +0 to hit (+6 to hit with shillelagh), reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage, 4 (1d8) bludgeoning damage if wielded with two hands, or 7 (1d8 + 4) magical bludgeoning damage with shillelagh.

Sling. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.

Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.

Handaxe. Melee or Ranged Weapon Attack: +2 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 3 (1d6 + 0) slashing damage.

Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) slashing damage.

Money

pp: 0 | gp: 71 | ep: 1 | sp: 13 | cp: 0 | 100 gp gemstone: 1

Inventory

Worn or At-Hand (an interact with object to retrieve)

1 backpack (starting equipment, 5 lb.)
1 bedroll (starting equipment, 7 lb.)
1 belt pouch (starting equipment, 1 lb.)
7/7 daggers (small knife—starting equipment & confiscated from kobolds, 1 lb.)
1 druidic focus (wooden staff—starting equipment, 4 lb.)

1 set of Frulam Mondath’s purple robes (won from killing Frulam Mondath, 3 lb.)
1 fifty-foot, hempen rope (starting equipment, 10 lb.)
1 handaxe (starting equipment, 2 lb.)
1 shortsword (—)
1 set of leather armor (starting equipment, 10 lb.)
1 waterskin (starting equipment, 5 lb. (full))
1 sling (given to her by Gov. Nighthill, —)
30/30 sling bullets (given to her by Gov. Nighthill, 33.6 oz. (1.2 oz, each)
1 hooded lantern (bought in Greenest, 2 lb.)
5 oil (flasks) (bought in Greenest, 1 lb., each), hanging on belt loops to fuel her hooded lantern or toss at enemies!

Stowed away in, or Strapped to Her Backpack (an action to retrieve)

10/10 days’ worth of rations (starting equipment, 20 lb.)
1 map of the city you grew up in (from urchin background)
1 mess kit (starting equipment, 1 lb.)
1 tinderbox (starting equipment, 1 lb.)
1 token to remember your parents by (a book that tells the story of a legendary hero’s rise and fall, with the last chapter missing—starting equipment, 5 lb.)
10/10 torches (starting equipment, 9 lb.)
1 painter’s supplies (from starting 500 gp item, 5 lb.)
1 disguise kit ( from starting 500 gp item , 3 lb.)
1 herbalism kit (purchased with 5 of the 10 starting gold, 3 lb.)

1 set of common clothes (starting equipment, 3 lb.)
1 painting by an artist long forgotten by everyone except a dragon

Sanders (Wendy’s Pet Mouse from Her Urchin Background)

eVuAZvu.png

Sanders


Tiny Beast, Unaligned
Armor Class 10
Hit Points 1 (1d4 – 1)
Speed 20 ft.


Str 2 (–4) Dex 11 (+0) Con 9 (–1)
Int 2 (–4) Wis 10 (+0) Cha 4 (–3)

Senses darkvision 30 ft., passive Perception 10
Languages
Proficiency Bonus +2
Keen Smell. Sanders has advantage on Wisdom (Perception) checks that rely on smell.

Actions

Bite. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 piercing damage.

 


It’s about now that Wendy wished she’d bought a hooded lantern, instead of relying on these torches. ‘Oh well,’ she thought, ‘If I spot something, then I can just throw the torch at it and alert the others.’

   Wendy crouched low and began sneaking down along the worked staircase, slowly, steadily, and most importantly, quietly!

OOC

Movement: —

Action: —

Bonus Action: —

Rection: —

Edited by Kamishiro_Rin (see edit history)
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