Wendy
Level 4 Goblin Urchin Druid (Circle of the Moon)
AC: 17 (Dex 2 + Leather 11 + Shield 2 + Dragon Helm 2) | HP: 32/32 | HD: 4/4d8 | Speed: 30 ft.
STR: 10 (+0) | DEX: 15 (+2) | CON: 14 (+2)
INT: 12 (+1) | WIS: 18 (+4) | CHA: 8 (–1)
Senses: darkvision 60 ft., passive Perception 16, passive Investigation 11
Wild Shapes: 2/2 per short rest
More Traits, Features, and Abilities
Proficiencies
Languages. Common (from race), Goblin (from race), and Druidic (See “Class Features”)
Tools. disguise kit, herbalism kit, painter’s supplies
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
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) 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.
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 14, +6 to hit with spell attacks). She can prepare up to 8 druid spells. She has the following druid spells prepared:
Cantrips (at will): control flames, primal savagery, shape water, shillelagh
1st level (1/4 slots): cure wounds, entangle, good berry, healing word, speak with animals
2nd level (3/3 slots): enlarge/reduce, moonbeam, pass without trace
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: 38 | ep: 16 | sp: 40 | cp: 208 | 100 gp gemstone: 1
Inventory
Worn or At-Hand (an interact with object to retrieve)
1 set of Frulam Mondath’s purple robes (won from killing Frulam Mondath, 3 lb.)
1 set of leather armor (starting equipment, 10 lb.)
1 wooden shield (starting equipment, 6 lb.)
1 Black Dragon Helm (wooden shield) (looted off Tiamat Statue, 6 lb.)
1 hat of disguise (Wondrous item, uncommon (requires attunement) While wearing this hat, you can use an action to cast the disguise self spell from it at will. The spell ends if the hat is removed.) (won in Elturel fair)
1 druidic focus (wooden staff—starting equipment, 4 lb.)
7/7 daggers (small knife—starting equipment & confiscated from kobolds, 1 lb.)
1 handaxe (starting equipment, 2 lb.)
1 shortsword (—)
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 backpack (starting equipment, 5 lb.)
1 belt pouch (starting equipment, 1 lb.)
1 fifty-foot, hempen rope (starting equipment, 10 lb.)
1 waterskin (starting equipment, 5 lb. (full))
1 hooded lantern (bought in Greenest, 2 lb.)
5/5 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)
15/15 days’ worth of rations (starting equipment, 20 lb.)
1 map of the city you grew up in (Waterdeep—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.—topped off in Elturel)
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
1 potion of ??? (won in Elturel fair)
Party Wagon (pulled by Ruby)
Wendy and her friends!
75/75 days’ worth of feed (bought in Greenest, 10 lb., each)
1 pack saddle (bought in Greenest, 15 lb.)
1 bit and bridle (bought in Greenest, 10 lb., each)
1 saddlebags (bought in Greenest, 8 lb.)
1 two-person tent (bought in Greenest, 20 lb.)
1 bedroll (starting equipment, 7 lb.)
1 chest (bought in Elturel, part of diplomat’s pack)
2/2 cases for maps and scrolls (bought in Elturel, part of diplomat’s pack)
1 set of fine clothes (bought in Elturel, part of diplomat’s pack)
1 lamp (bought in Elturel, part of diplomat’s pack)
1 bottle of ink (bought in Elturel, part of diplomat’s pack)
1 ink pen (bought in Elturel, part of diplomat’s pack)
2/2 flasks of oil (bought in Elturel, part of diplomat’s pack)
5/5 sheets of paper (bought in Elturel, part of diplomat’s pack)
1 vial of perfume (bought in Elturel, part of diplomat’s pack)
1 sealing wax (bought in Elturel, part of diplomat’s pack)
1 soap (bought in Elturel, part of diplomat’s pack)
Sanders (Wendy’s Pet Mouse from Her Urchin Background)
Sanders
Tiny Beast, Lawful Good
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.
Ruby (Wendy’s Draft Horse—Purchased in Greenest)
Ruby (pulling the Party Wagon)
Large Beast, Lawful Good
Armor Class 10
Hit Points 19 (3d10 + 3)
Speed 40 ft.
Str 18 (+4) | Dex 10 (+0) | Con 12 (+1) |
Int 2 (–4) | Wis 11 (+0) | Cha 7 (–2) |
Senses passive Perception 10
Languages —
Proficiency Bonus +2
Keen Smell. Sanders has advantage on Wisdom (Perception) checks that rely on smell.
Actions
Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) bludgeoning damage.
Movement: Movement to close distance with ettercap
Action(s): Multiattack: Bite & Claw Attacks to get free.
Bonus Action: —
Reaction: —
Interact-with-Object: —
Concentration: —
Large Beast, Unaligned
Armor Class 11 (natural armor)
Hit Points 34 (4d10 + 12)
Speed 40 ft., climb 30 ft.
STR | DEX | CON | INT | WIS | CHA |
19 (+4) | 10 (+0) | 16 (+3) | 12 (+1) | 16 (+3) | 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.
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