Durn Vaskettle
Durn Vaskettle
Sheet
AC 15 · HP 11 · 25 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- IntimidationCHA
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Languages
Features
19 featuresAlways on
- Druidcraft
When At will
Durn produces a minor magical effect within range, such as lighting or snuffing a small flame, cleaning or soiling an object, chilling or warming a harmless material, or creating a brief sensory effect.
- Mage Hand
When At will
Durn creates a grasping spectral hand that can manipulate objects, open doors, retrieve items, and perform other simple tasks at range.
- Produce Flame
When At will
Durn releases a crackling burst of flame at a creature or object within range. On a hit, the target takes 1d8 fire damage.
- Animal Friendship
When 1 action
Durn calls on a nearby beast to act as a temporary ally, granting it a magical bond and allowing it to understand simple commands.
- Charm Person
When 1 action
Durn causes a creature to become wrapped in shimmering, harmless glamour, making it regard him as a friendly acquaintance for a short time unless it resists.
- Faerie Fire
When 1 action
Durn summons a cloud of stinging insects that lightly obscure the area and distract creatures within it.
- Cure Wounds
When 1 action
Durn touches a creature and calls upon natural vitality to restore 1d8 hit points plus his spellcasting ability modifier.
- Fog Cloud
When 1 action
Durn creates a 20-foot-radius sphere of fog that heavily obscures the area.
- DruidicLevel 1
Druids know the secret language of the druids. They can use it to leave hidden messages, recognize messages written in Druidic, and communicate with other druids.
- SpellcastingLevel 1
Durn is a spellcaster who uses Wisdom as his spellcasting ability. He can prepare a number of druid spells equal to his Wisdom modifier plus his druid level, currently 2 spells. He can cast known druid cantrips and prepare spells from the druid spell list after a long rest.
- Ability Score IncreaseForest GnomeIntelligence increases by 2.
- AgeForest GnomeGnomes reach adulthood around age 40 and can live to approximately 350 years.
- SizeForest GnomeSmall, typically between 3 and 4 feet tall.
- SpeedForest Gnome25 feet.
- DarkvisionForest GnomeCan see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light.
- Gnome CunningForest GnomeAdvantage on Intelligence, Wisdom, and Charisma saving throws against magic.
- Natural IllusionistForest GnomeKnows the Minor Illusion cantrip. Intelligence is the spellcasting ability.
- Speak with Small BeastsForest GnomeCan communicate simple ideas with Small or smaller beasts.
- ResearcherSage
If Durn encounters a piece of lore he does not know, he usually knows where and from whom that information can be obtained. His years of study have taught him how to locate libraries, sages, archives, ruins, and obscure specialists.
Spells
8 spellsSpellcasting. Durn Vaskettle casts with Wisdom (spell save DC 10, to hit with spell attacks).
Cantrips (at will): , ,
1st level (2 slots): , , , ,
Gear
11 itemsWeapons
- ScimitarA curved blade with a practical iron grip, suitable for close combat.
Armor
- Wooden shieldA simple wooden shield painted with a spiral seed-pod pattern. Counts as a shield for Armor Class.
- Leather armorStudded and supple leather armor, treated with a faint herbal oil.
Tools
- Small knifeA small knife used for trimming plants, sharpening quills, and ordinary camp work.
Gear
- Explorer's packA pack containing a bedroll, mess kit, tinderbox, ten torches, ten days of rations, waterskin, and fifty feet of hempen rope.
- Druidic focusA sprig of alder wrapped in red thread, used as a druidic spellcasting focus.
- InkA small bottle of black ink.
- QuillA quill with a brass nib.
- Letter from a dead colleagueA letter from Durn's deceased mentor, sealed with green wax and covered in cramped marginal notes.
- Common clothesPlain but carefully mended clothing suitable for travel and study.
Purse
- 10×Gold piecesLoose coin kept in a stitched leather pouch.
Appearance
A compact forest gnome with copper-brown curls, broad green eyes, and a weathered green cloak patched with scraps of botanical notes. He smells faintly of crushed mint, damp wool, and woodsmoke, a scent he insists is medicinal. He stands with his toes turned outward and occupies more conversational space than his height suggests, leaning close when curious and forgetting to step back. His shield is painted with a careful spiral of seed pods, and tiny labeled twigs hang from his belt.
Mannerisms
Durn labels unfamiliar objects aloud, taps his thumb against each finger while thinking, and leans so close during serious conversations that people can smell the mint on his breath. He often pauses to listen to birds before answering a question.
Personality
Durn is relentlessly curious, kindly in practical ways, and more comfortable with field notes than social nuance. He will quietly repair a stranger's boot, identify a poisonous berry, or share his last ration, then immediately ask an invasive question about their family history. He treats animals as fellow citizens and scholars as dangerous animals who have learned to write.
Ideals
Knowledge should shelter the vulnerable, not decorate the powerful. Every fact is a tool, and every tool carries responsibility.
Bonds
I carry my mentor's final letter and will find out what happened beneath the ruined observatory. I will protect the alder grove where I was raised, even if doing so costs me my reputation or comfort.
Flaws
I cannot leave an unanswered question alone, even when the answer is dangerous, impolite, or obviously bait. When frightened, I become pedantic and correct other people's word choice.
Quirks
Background
Durn Vaskettle grew up in a gnome burrow built beneath the roots of an enormous alder tree. While other children learned to mend clocks or coax sparks from copper wire, Durn spent his afternoons cataloguing mushrooms, arguing with beetles, and trying to determine whether a fox had individual opinions. His talent for questions brought him to the Collegium of Living Histories, where he studied medicinal plants, old druidic records, and the changing borders between cultivated land and wild country. His education ended when a field expedition uncovered a sealed stone chamber beneath a ruined observatory. The other scholars wanted to study the inscriptions. Durn heard something breathing behind the stones and insisted they leave. They did not. After the expedition vanished, Durn found a living root growing through the chamber's threshold, its leaves marked with the same spiral he now paints on his shield. He left the Collegium with a letter from his dead mentor, a head full of unanswered questions, and a growing conviction that knowledge is only useful when it protects something alive. He became a druid not because he rejected scholarship, but because he learned that the oldest texts are written in seasons, spoor, roots, and weather.
“His education ended when a field expedition uncovered a sealed stone chamber beneath a ruined observatory.”
- Background
- Sage
Connections
Species
Forest Gnome
Media
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