dro
dro
Sheet
AC 14 · HP 10 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- IntimidationINT
- InvestigationWIS
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
8 featuresAlways on
- Druidic Communication
When When leaving or interpreting messages in natural surroundings
Dro can communicate secret messages in Druidic and recognize hidden messages left by other druids.
- DruidicLevel 1
Dro knows the secret language of druids. He can leave hidden messages in natural surroundings that only other druids automatically recognize, and he can identify such messages left by others.
- SpellcastingLevel 1
Dro is a spellcaster who draws power from the divine essence of nature. Wisdom is his spellcasting ability. He can prepare four 1st-level druid spells each day, chosen from the druid spell list.
- TraitHalf-OrcDarkvision, Dro can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light.
- TraitHalf-OrcRelentless Endurance, when reduced to 0 hit points but not killed outright, Dro can drop to 1 hit point instead. Once used, this trait recharges after a long rest.
- TraitHalf-OrcSavage Attacks, when Dro scores a critical hit with a melee weapon attack, he can roll one additional weapon damage die and add it to the extra damage.
- TraitHalf-OrcMenacing, Dro is proficient in the Intimidation skill.
- DiscoveryHermit
Dro has discovered a unique and powerful truth during his seclusion, a spiritual principle teaching that the living world remembers every wound and every kindness. He can resume a secluded life when necessary, and his knowledge may prove important to a larger cause.
Spells
6 spellsSpellcasting. dro casts with Wisdom (spell save DC 12, to hit with spell attacks).
Cantrips (at will):
1st level (2 slots): , , , ,
Gear
10 itemsWeapons
- ScimitarA curved blade with a bone-colored grip, suitable for cutting reeds as well as fighting.
Armor
- Leather armorA well-used suit of leather armor, reinforced with stitched hide at the shoulders and ribs.
- ShieldA wooden shield painted with a faded spiral symbol representing new growth.
Tools
- Herbalism kitTools for identifying, preparing, and preserving medicinal plants.
Gear
- Explorer's packA pack containing a bedroll, mess kit, tinderbox, ten torches, ten days of rations, and a waterskin.
- Druidic focusA sprig of mistletoe bound with green thread, used as a druidic spellcasting focus.
- Scroll case of notesA scroll case containing notes from Dro's years of isolation, mostly sketches of plants, animal tracks, and seasonal flood patterns.
- Winter blanketA thick blanket patched with pieces of old traveling cloaks.
- Common clothesA set of plain, serviceable clothing in muted earth tones.
Purse
- 5×Gold piecesLoose coin kept in a stitched leather pouch.
Appearance
Dro is a broad-shouldered half-orc with moss-green skin, a heavy jaw, and lower tusks that show prominently whenever he eats, speaks sharply, or laughs. His black hair is shaved close at the sides and tied into a short, practical knot. He wears weathered leather armor beneath a dark green cloak, carries a wooden shield painted with a faded spiral of new growth, and keeps an old bone-handled knife tucked into his belt. A small clay charm shaped like a sleeping badger hangs from his neck, polished smooth where his thumb has worried it for years.
Mannerisms
Dro pauses before answering difficult questions, pressing his thumb against the bone handle of his knife as though checking a pulse. He speaks plainly and rarely raises his voice. When angry, he becomes quieter and begins naming nearby plants or animals instead of naming the person who offended him.
Personality
Dro is patient, observant, and unexpectedly gentle with frightened creatures. He prefers practical kindness to grand speeches, but he has a dry sense of humor that appears when people least expect it. He studies strangers by watching what they do when they think no one is looking.
Ideals
Balance. Civilization is not evil, and wilderness is not automatically good. Both must be held accountable for what they take and what they leave behind.
Bonds
The marsh where Dro trained is slowly being drained by merchants who want the peat and timber. He will protect it, even if doing so means confronting powerful people. He also carries the names of those who died in the fever, carved into the inside of his shield.
Flaws
Dro is slow to forgive deliberate harm to animals, children, or sacred places. Once he decides someone has poisoned the land or exploited the helpless, he can become stubbornly certain that punishment matters more than practicality.
Quirks
Background
Dro was born among a half-orc settlement built beside a flooded quarry, where his people survived by hauling stone, trapping river beasts, and trading with nearby villages. As a child, he learned that the land did not distinguish between orc, human, or half-orc hands. It remembered careless fires, poisoned streams, and graves dug too shallow. When a fever swept through the settlement, Dro followed an old hermit into the marshes, carrying the sick on a door used as a stretcher. The hermit taught him which roots cooled a fever, which mushrooms lied about their safety, and how to listen when the reeds bent without wind.
“As a child, he learned that the land did not distinguish between orc, human, or half-orc hands.”
- Background
- Hermit
Connections
Species
Half-Orc
Media
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