Geegru
Geegru
Sheet
AC 13 · HP 10 · 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
13 featuresAlways on
- Sacred Flame
When A creature within 60 feet that you can see is targeted.
A ray of crackling radiant energy strikes a creature within range. On a hit, the target takes 1d8 radiant damage, with no additional effect on a successful save.
- Produce Flame
When You choose to create or throw the flame.
You create a small flame in your hand that sheds bright light and can be used to ignite or throw a flame. The spell's damage increases as you gain levels.
- Cure Wounds
When A willing creature you touch is injured.
You touch a willing creature and restore 2d8 hit points plus your spellcasting ability modifier.
- Entangle
When You choose a point within 90 feet.
You call forth grasping plants in a 20-foot square. Creatures in the area must make a Strength saving throw or become restrained. The area is difficult terrain, and restrained creatures can repeat the save at the end of their turns.
- Healing Word
When A creature within 60 feet that you can see is injured.
A creature you touch regains 2d4 hit points plus your spellcasting ability modifier.
- Faerie Fire
When You choose a point within 60 feet.
Each creature in a 20-foot cube must make a Dexterity saving throw or be outlined in colorful light. Attacks against an affected creature have advantage.
- Goodberry
When You cast the spell and create the berries.
You place a magical blessing on up to ten berries. A creature can eat one berry to regain 1 hit point and receive enough nourishment for a day.
- DruidicLevel 1
You know the secret language of druids. You can use it to leave hidden messages, recognize druidic signs, and communicate simple ideas with other druids. You can use Druidic as a language when preparing spells and activating certain druidic features.
- SpellcastingLevel 1
You can cast prepared druid spells using Wisdom as your spellcasting ability. You can use a druidic focus as a spellcasting focus. You can cast a druid spell as a ritual if that spell has the Ritual tag and you have it prepared.
- ResourcefulHumanAfter finishing a Long Rest, you gain Heroic Inspiration.
- SkillfulHumanYou gain proficiency in one skill of your choice. Geegru is proficient in Animal Handling.
- VersatileHumanYou gain an Origin feat of your choice. Geegru gains Magic Initiate, Cleric, from his human versatility.
- Shelter of the FaithfulAcolyte
You can shelter, receive basic aid, and find sanctuary at temples and shrines devoted to your faith or a related tradition. Such communities may provide modest food, lodging, and ordinary assistance, though they do not endanger themselves for you.
Spells
9 spellsSpellcasting. Geegru casts with Wisdom (spell save DC 13, to hit with spell attacks).
Cantrips (at will): , , ,
1st level (2 slots): , , , ,
Gear
11 itemsWeapons
- SickleA curved harvesting blade used as both a practical tool and a druidic weapon.
- QuarterstaffA balanced wooden staff marked with small prayer notches.
Armor
- Leather armorStudded leather-style hide armor suitable for a druid, worn beneath a weathered cloak.
- ShieldA wooden shield painted with a simple spiral leaf symbol.
Tools
- Calligrapher's suppliesA brass ink pot, several reed pens, a small sand shaker, and sheets of fine parchment.
Gear
- Explorer's packA pack containing bedroll, mess kit, tinderbox, torches, rations, waterskin, and other travel supplies.
- Druidic focusA sprig of mistletoe tied with green thread, used as a druidic focus.
- Book of prayersA small book of prayers and devotional observations collected at the roadside shrine.
- VestmentsClean robes used for services and religious ceremonies.
- 10×ParchmentBlank parchment for copying prayers, maps, and botanical observations.
Purse
- 8×Gold piecesTravel funds left to him by the shrine elders.
Appearance
Geegru is a sturdy human man with weather-darkened skin, broad hands, and thick black hair tied back with a strip of faded green cloth. His gray-green traveling cloak is patched at the hem and permanently dusted with pollen. A small wooden prayer wheel hangs from his belt, its lower edge worn smooth from constant thumb pressure. He carries himself with patient attentiveness, as though listening for a distant birdcall even in a crowded room.
Mannerisms
Geegru pauses before answering difficult questions and lightly rolls the worn prayer wheel beneath his thumb. He smells herbs before using them, even when he already knows what they are, and instinctively turns cups or bowls so their handles face the person who will use them.
Personality
Geegru is gentle, observant, and practical. He prefers quiet work to public praise and measures people by what they do when nobody important is watching. He is comfortable speaking with priests, farmers, animals, and children, but becomes awkward around aristocrats who treat nature as decoration. His kindness is active rather than sentimental, expressed through mending tools, sharing food, and noticing who has been left out.
Ideals
Care. Every living thing deserves the chance to recover, and power is honorable only when used to protect the vulnerable.
Bonds
The roadside shrine that raised him is his true home, and he will risk himself to protect its people and sacred garden. He is also bound to the unnamed green grove where he first learned to wield nature magic.
Flaws
Geegru is slow to accept that some people cannot be reasoned with through kindness. He will spend precious time trying to save a cruel person who has already demonstrated a willingness to harm others. When forced to choose between an immediate danger and a long-term ecological problem, he can become paralyzed by the fear of choosing incorrectly.
Quirks
Background
Geegru was raised in a small roadside shrine where human pilgrims, farmers, and travelers came to leave offerings for safe journeys. The shrine served a kindly nature deity whose priests taught that every prayer should end with an act of care, even if that act was no more than watering a dry plant or sharing the last bowl of broth. Geegru became an acolyte because he was better at tending living things than reciting doctrine, though his quiet patience eventually earned him the trust of the shrine elders. When a season of blight struck the surrounding farms, Geegru followed the old irrigation paths into the hills and found a forgotten grove still green beneath the diseased canopy. There, he learned the first principles of druidic magic from a reclusive guardian who believed the shrine had grown too comfortable with prayers and too distant from the soil. Geegru now travels as both caretaker and student, seeking the source of the blight, helping communities survive hardship, and reminding priests that faith is not only spoken in sanctuaries. It is also found in clean water, healthy roots, and the decision to protect something too small to defend itself.
“It is also found in clean water, healthy roots, and the decision to protect something too small to defend itself.”
- Background
- Acolyte
Connections
Species
Human
Media
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