Bran
Bran
Sheet
AC 12 · HP 35 · 30 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
21 featuresAlways on
- Thaumaturgy
When At will
Bran calls on a minor natural effect such as conjuring a harmless sensory sign, lighting or snuffing a small flame, cleaning an object, or producing a faint sound.
- Hellish Rebuke
When When damaged by a creature within range, once per Long Rest
Bran invokes infernal flame to damage a nearby foe with fire.
- Darkness
When Once per Long Rest
Bran creates a sphere of magical darkness that blocks ordinary vision.
- Land's AidLevel 3
When By expending a Wild Shape use
Bran calls upon a natural force to deal radiant or necrotic damage and restore vitality to an ally.
- DruidicLevel 1
You know Druidic, the secret language of druids, and can leave hidden messages in it. You also gain the ability to identify signs written in Druidic.
- SpellcastingLevel 1
You can use a Druidic focus as a spellcasting focus. Wisdom is your spellcasting ability for druid spells.
- Primal Order: MagicianLevel 2
You choose Magician, gaining one additional druid cantrip and specialized training that improves your ability to identify or recall information about nature and magic.
- Wild ShapeLevel 2
As a Magic action, you can expend a use of Wild Shape to assume a Beast form you have learned, subject to the 2024 Wild Shape rules. You regain uses after a Long Rest and can use the feature a limited number of times per day.
- Wild CompanionLevel 2
You can expend a use of Wild Shape to summon a familiar spirit in the form of an animal. The spirit uses the familiar rules and remains until dismissed, you finish a Long Rest, or it is reduced to 0 Hit Points.
- Druid Subclass: Circle of the LandLevel 3
You gain the Circle of Land subclass and its associated features.
- Circle SpellsLevel 3
You gain additional Circle spells based on a chosen land type. You can change the chosen land type after finishing a Long Rest, and the associated spells are always prepared for you.
- Ability Score ImprovementLevel 4
You gain an Ability Score Improvement or another feat for which you qualify.
- Wild ResurgenceLevel 5
When you use Wild Shape, you can regain one expended use by expending a spell slot. You can also regain a use when you finish a Short Rest, subject to the feature's limits.
- Land's StrideLevel 6
You gain the Circle of the Land feature that improves your movement through natural terrain and protects you from certain environmental hindrances.
- Elemental Fury: Potent SpellcastingLevel 7
You gain an Elemental Fury option. Bran chose Potent Spellcasting, adding her Wisdom modifier to the damage of a druid cantrip when appropriate.
- Ability Score ImprovementLevel 8
You gain another Ability Score Improvement or feat for which you qualify.
- TraitTieflingDarkvision, allowing vision in darkness out to 60 feet as if it were dim light.
- Fiendish LegacyTieflingInfernal, granting Thaumaturgy, Hellish Rebuke, and Darkness. Hellish Rebuke and Darkness can each be cast once per Long Rest without a spell slot.
- TraitTieflingOtherworldly Presence, granting resistance to fire damage.
- TraitTieflingFiendish appearance, including horns, a tail, and an infernal lineage.
- ResearcherSage
You have studied widely and can usually recall lore about subjects you have researched. If you do not know a piece of information, you often know where and from whom it can be obtained.
Spells
13 spellsSpellcasting. Bran 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 (3 slots): ,
4th level (2 slots):
Gear
8 itemsWeapons
- SickleA curved harvesting blade used as both tool and weapon.
Armor
- Leather ArmorLight armor made from cured leather, worn beneath a weathered green cloak.
- ShieldA wooden shield marked with concentric tree rings.
Tools
- Calligrapher's SuppliesA set of fine writing tools and blank parchment used for copying and annotation.
Gear
- Druidic FocusA sprig of mistletoe tied with red thread, used as a druidic spellcasting focus.
- Explorer's PackA pack containing bedroll, mess kit, tinderbox, ten torches, ten days of rations, waterskin, and 50 feet of hempen rope.
- Research NotesA small collection of copied notes, pressed leaves, charcoal rubbings, and fragmentary translations concerning old pacts.
Purse
- 25×Gold PiecesA purse containing modest starting funds.
Appearance
Bran is a compact, sharp-featured tiefling woman with deep russet skin, blunt black horns that sweep slightly backward, and a narrow tail with a pale copper tip. Her hands are unusually memorable, broad-palmed and permanently rough from years of digging roots, copying manuscripts, and preparing remedies. Ink stains live in the creases of her fingers, while small plant fibers cling to her cuffs. She has strong square teeth and a slightly prominent lower canine, visible whenever she chews thoughtfully or gives one of her sudden, crooked laughs. Her eyes are amber-brown, steady and observant, and her practical clothing is layered beneath a weathered green cloak fastened with a wooden seed-pod clasp.
Mannerisms
Bran rubs ink from her fingertips against the edge of her cloak while thinking. She chews slowly when reading, showing the edge of her prominent lower canine, and answers complicated questions with a quiet grunt before giving a precise answer several moments later.
Personality
Bran is observant, blunt, and more comfortable with a difficult text than with polite conversation. She asks invasive questions in the same tone she uses to ask about weather, then becomes genuinely puzzled when people object. She is compassionate toward the frightened and injured, but impatient with the comfortable, especially scholars who treat suffering as an interesting phenomenon.
Ideals
Knowledge belongs in living hands. A fact that cannot help, warn, heal, or liberate someone is only a heavier kind of ignorance.
Bonds
The monastery archive that raised me is still in danger from the people who caused the grove blight. I will return when I have enough knowledge to protect it, even if the scholars there no longer welcome me.
Flaws
I mistake stubbornness for independence. Once I decide that someone is trying to control me, I will oppose them even when cooperation would clearly be wiser.
Quirks
Background
Bran was raised in the archive-house of a remote monastery where tiefling children were tolerated so long as they were useful, quiet, and grateful. She became useful quickly. Her hands learned to mend bindings, grind medicines, and copy old herbals in three different scripts. Her horns and infernal blood made other apprentices wary, but books did not care what she looked like. The monastery’s library taught her history and arcane theory, while the neglected garden behind it taught her the more important lesson that knowledge is alive only when someone uses it. When a blight killed the monastery’s medicinal grove, Bran discovered that the disease had been carried in by a scholar who had stolen a sealed vellum describing an ancient pact between a local forest and a forgotten devil. Bran followed the trail into the wild, expecting to find a cure and instead finding a living woodland spirit willing to teach her. She left the monastery with a satchel of notes, a half-translated warning, and a growing distrust of anyone who treats nature as property. Now she travels as a wandering druid and reluctant researcher, collecting evidence about old supernatural bargains while deciding for herself which laws deserve to be obeyed.
“Her hands learned to mend bindings, grind medicines, and copy old herbals in three different scripts.”
- Background
- Sage
Connections
Species
Tiefling
Media
0 imagesNo images yet.
Turn Bran into a sheet
A high-res, share-ready sheet you can post or print.