Wuln
Wuln
Sheet
AC 15 · HP 38 · 25 ft. (not reduced by heavy armor)Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- IntimidationCHA
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
14 featuresAction
- Wild ShapeLevel 2
As an action, magically assume the shape of a beast you have seen. At level 5 you can take a beast of CR 1/2 or lower, with no flying speed, twice per short or long rest, for up to 2 hours per use. You can use this feature while not wearing metal armor or carrying a metal shield.
Always on
- SpellcastingLevel 1
You know three druid cantrips. Wisdom is your spellcasting ability. You can prepare five druid spells after a long rest, in addition to your Circle of the Land circle spells, and can use a druidic focus.
- DruidicLevel 1
You know Druidic, the secret language of druids. You can leave hidden messages in it, and recognize messages left by others.
- Circle of the Land: Bonus Cantrip and Natural RecoveryLevel 2
Choose Circle of the Land. You learn one additional druid cantrip, bringing your total to four. You can regain expended spell slots of a combined level up to 3 during a short rest, once per long rest.
- Circle Spells: ForestLevel 3
You gain access to the Circle of the Land's Forest spells. These are always prepared and do not count against your prepared spell limit: barkskin and spider climb at druid level 3, call lightning and plant growth at druid level 5.
- Ability Score ImprovementLevel 4
When you regain hit points from a spell, you can reroll any die that rolls a 1, but must use the new roll.
- Land's StrideLevel 5
You can ignore nonmagical difficult terrain. You have advantage on saving throws against plants that are magically created or manipulated to impede movement.
- DarkvisionHill DwarfSee in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light.
- Dwarven ResilienceHill DwarfAdvantage on saving throws against poison, and resistance to poison damage.
- Dwarven Combat TrainingHill DwarfProficiency with battleaxe, handaxe, light hammer, and warhammer.
- Tool ProficiencyHill DwarfProficiency with brewer's supplies.
- StonecunningHill DwarfDouble proficiency bonus on Intelligence (History) checks related to the origin of stonework.
- Dwarven ToughnessHill DwarfYour hit point maximum increases by 1 per level, included in the listed hit points.
- Rustic HospitalityFolk Hero
Common folk will shelter Wuln and his companions, and may hide them from pursuers, though they will not risk their lives for him.
Spells
10 spellsSpellcasting. Wuln casts with Wisdom (spell save DC 11, to hit with spell attacks).
Cantrips (at will): , , ,
1st level (4 slots):
2nd level (3 slots): , ,
3rd level: ,
Gear
10 itemsWeapons
- Wooden quarterstaffA simple druidic weapon.
- SlingA simple druidic weapon.
Armor
- Studded leather armorStudded leather armor, nonmetallic.
- ShieldA wooden shield, carried without metal fittings.
Tools
- Brewer's suppliesA set of brewer's supplies, chosen as the folk hero's artisan's tools.
- Land vehiclesA sturdy vehicle suited to rough country roads.
Gear
- Explorer's packA worn leather pack containing a bedroll, mess kit, tinderbox, 10 torches, 10 days of rations, and a waterskin.
- Druidic focusA sprig of mistletoe used as a druidic focus.
- Folk hero gearA shovel, an iron pot, and a set of common clothes.
- Spring-keyA small keepsake from the day he became a local hero, the old iron key to the village spring.
Appearance
Wuln is a sturdy hill dwarf with a broad, weathered face, russet-brown beard tied with plain twine, and a coat patched at the elbows. He stands with his weight settled evenly over both feet, as if braced on a slope, and keeps his thick, soil-darkened hands loosely cupped when listening. His nails are permanently stained by roots and crushed leaves.
Mannerisms
When thinking, he rubs a thumb over the calluses at the base of his fingers, then glances down as if checking the ground for a root. He pauses before answering, even when he already knows what he wants to say.
Personality
Plainspoken and patient, Wuln is more comfortable fixing a leak than giving a speech. He remembers the names of people's livestock and gardens, and treats small acts of care as more persuasive than grand promises.
Ideals
Stewardship. A home is not something to own, but something to keep livable for whoever comes next.
Bonds
He keeps the iron spring-key from his home village on a cord under his shirt. It no longer opens anything, but he promised the spring-keeper he would bring it back when the hillside runs clear again.
Flaws
He is slow to ask for help, convinced that if he does not personally mend every broken thing, it will be left broken. When a community rejects his advice, he can become stubborn and quietly resentful.
Quirks
Background
Wuln was raised among the terraced gardens and stone-lined springs of a dwarf hamlet called Varo's Ninth Cut, a name left on an old survey map after the surveyors mistook a landslide for a new road. He learned to mend retaining walls, graft fruit trees, and read the health of a hillside by its moss. His first teacher in druidcraft was an elderly keeper of the spring who taught him that tending a place meant knowing when to leave it alone.
“He learned to mend retaining walls, graft fruit trees, and read the health of a hillside by its moss.”
- Background
- Folk Hero
Connections
Species
Hill Dwarf
Media
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