Tepozuqui Pina
Tepozuqui Pina
Sheet
AC 15 · HP 18 · 25 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- DeceptionSTR
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
19 featuresAlways on
- Druidcraft
When As an action
You create a harmless sensory effect connected to nature, such as a tiny sound, scent, flame, or flower.
- Produce Flame
When As an action
You hurl a flickering flame at a creature or object within 30 feet. On a hit, it takes 1d8 fire damage.
- Entangle
When As an action, concentration up to 1 minute
Grasping plants erupt in a 20-foot square. Creatures in the area must make a Strength saving throw or become restrained. The area is difficult terrain.
- Speak with Animals
When As an action, duration 10 minutes
You gain the ability to communicate with beasts and can understand their communications for the duration.
- Barkskin
When As an action, concentration up to 1 hour
Thorny bark covers a willing creature, increasing its AC to 16 if it is not already higher.
- Spider Climb
When As an action, concentration up to 1 hour
You touch a willing creature, granting it a climbing speed equal to its walking speed and the ability to move across vertical surfaces and ceilings without using its hands.
- DruidicLevel 1
You know Druidic, the secret language of druids, and can use it to leave hidden messages. Others who know Druidic automatically recognize such a message.
- SpellcastingLevel 1
You can cast druid spells using Wisdom as your spellcasting ability. You can use a druidic focus as a spellcasting focus.
- Wild ShapeLevel 2
You gain the ability to use Wild Shape twice per short or long rest. At 3rd level, you can transform into a beast of challenge rating 1/4 or lower that has no flying or swimming speed, and you can remain transformed for up to 1 hour.
- Bonus CantripLevel 2
You gain one additional druid cantrip of your choice.
- Natural RecoveryLevel 2
During a short rest, you can recover expended spell slots with a combined level equal to or less than half your druid level, rounded up. Once you use this feature, you must finish a long rest before using it again.
- Circle of the Land: ForestLevel 2
You gain access to the Forest land circle. You learn the circle spells associated with that land, and they are always prepared and do not count against the number of spells you can prepare.
- Circle SpellsLevel 3
You gain the Forest circle spells: entangle and speak with animals at 3rd level. These spells are always prepared.
- LuckyHalflingWhen you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.
- BraveHalflingYou have advantage on saving throws against being frightened.
- Halfling NimblenessHalflingYou can move through the space of any creature that is at least one size larger than you.
- Halfling language and cultureHalflingYou speak Common and Halfling.
- Halfling ability increaseHalflingYour Dexterity score increases by 2.
- Criminal ContactCriminal
You have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. You know how to get messages to and from your contact, even over great distances, though you cannot guarantee the contact's secrecy or assistance.
Spells
9 spellsSpellcasting. Tepozuqui Pina casts with Wisdom (spell save DC 12, to hit with spell attacks).
Cantrips (at will): ,
1st level (4 slots): , , , ,
2nd level (2 slots): ,
Gear
10 itemsWeapons
- ScimitarA curved blade suitable for clearing brush and fighting at close range
- ClubA wooden club, chosen instead of a second scimitar
Armor
- ShieldA simple wooden shield reinforced with bark and cord
- Leather armorLight nonmetal armor made from cured hide and stitched leather
Tools
- Thieves' toolsA set of burglar's tools, including picks, tension bars, and a narrow file
- Gaming setA small set of marked bone tiles used for gambling and coded wagers
Gear
- Explorer's packA small leather pouch containing practical travel supplies
- Druidic focusA living sprig of mistletoe bound with green thread, used as a druidic focus
- Dark common clothesA hooded set of dark common clothing suitable for blending into alleys and market crowds
Purse
- Belt pouch with 15 gpA belt pouch containing the savings from his criminal work
Appearance
A compact male halfling with a neat, practical appearance, warm brown skin, and thick black hair clipped close at the sides. His eyes rarely rest on the speaker. They move instead to doors, hands, purses, windows, and the people standing behind him. Within a minute of meeting him, most people notice his broad, square jaw and unusually even, blunt teeth, which show whenever he chews or gives a thin, humorless smile. He wears weathered leather armor beneath a moss-green cloak, carries a carved wooden druidic token, and keeps his hands clean despite a life spent among thieves, roots, and river mud.
Mannerisms
He studies a person's hands before their face, silently counts exits whenever he enters a room, and taps two fingers against his shield whenever he is deciding whether to tell the truth.
Personality
He is soft-spoken, observant, and unfailingly courteous, even while arranging someone's ruin. He prefers leverage to violence, but he is not squeamish about violence when it is efficient. He shows genuine tenderness toward growing things and wounded animals, though he extends that tenderness to people only when they have proved useful or loyal.
Ideals
Order. A world without hierarchy is merely a marketplace for the strongest liar. The wise should control the rules, and everyone else should learn to survive beneath them.
Bonds
He owes his first druidic mentor a life-debt and will protect the mentor's hidden seed-vault, though he quietly plans to inherit its contents.
Flaws
He treats every kindness as a transaction and every law as a weapon waiting to be turned against someone. When frightened, he becomes more polite, more reasonable, and much more dangerous.
Quirks
Background
Tepozuqui grew up in a halfling river settlement where every family kept a garden, a boat, and at least one secret. He learned early that laws protected property more faithfully than people, so he became useful to those willing to pay for quiet solutions. First he carried stolen letters, then keys, then living things that were never meant to be moved through civilized streets. His most profitable work involved rare plants, poisons, and medicinal cuttings taken from estates whose owners would not miss them. He developed a talent for knowing which roots healed, which ones killed, and which ones merely made a person easier to question. His turning point came when a burglary led him into a sealed greenhouse belonging to a reclusive druid. Rather than punish him, the druid made him restore every damaged bed by hand. Tepozuqui discovered that the patience required to grow a poisonous flower was much like the patience required to rob a noble household. He adopted the old faith's rituals, learned Druidic, and began treating nature as another network of debts and leverage. He now travels as a druid and criminal fixer, helping the wild reclaim what civilization hoards, but only when the exchange benefits him. He believes order is valuable because it makes power predictable, and he intends to be one of the people deciding who receives it.
“He learned early that laws protected property more faithfully than people, so he became useful to those willing to pay for quiet solutions.”
- Background
- Criminal
Connections
Species
Halfling
Media
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