Sticky Nick
Sticky Nick
Sheet
AC 14 · HP 26 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
15 featuresAction
- Wild ShapeLevel 2
When Action
As an action, assume the form of a beast you have seen. You retain your game statistics except for your Strength, Dexterity, and Constitution scores, and you follow the 2014 druid Wild Shape restrictions.
Bonus action
- Combat Wild ShapeLevel 2
When Bonus action
As a bonus action while in Wild Shape, expend a use to gain 9 temporary hit points and assume a Circle Form. You can also expend a spell slot to regain hit points while in beast form.
Always on
- Poison Breath
When Action
You exhale poisonous gas in a 15-foot cone. Each creature in the area makes a DC 11 Dexterity saving throw, taking 2d6 poison damage on a failure, or half as much on a success. After using this feature, you cannot use it again until you finish a short or long rest.
- DruidicLevel 1
You know Druidic, the secret language of druids. You can use it to leave hidden messages, and other druids recognize such messages automatically.
- SpellcastingLevel 1
You can cast druid spells using Wisdom as your spellcasting ability. You know two druid cantrips and prepare a number of druid spells equal to your druid level plus your Wisdom modifier.
- Druid CircleLevel 2
Choose the Circle of the Land. You gain one additional druid cantrip and Natural Recovery. You also gain the circle spells associated with your chosen land.
- 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.
- Bonus Cantrip and Natural RecoveryLevel 2
You gain proficiency with one additional type of artisan's tools or one musical instrument. You also gain the ability to use a druidic focus as a spellcasting focus.
- Circle SpellsLevel 3
You gain the Forest circle spells, which are always prepared and do not count against the number of druid spells you can prepare.
- TraitDragonbornDraconic Ancestry, Green dragon ancestry grants resistance to poison damage.
- Breath Weapon, exhale poison in a 15-foot coneDragonbornEach creature in the area makes a DC 11 Dexterity saving throw, taking 2d6 poison damage on a failed save and half as much on a successful one. Recharge after a short or long rest.
- TraitDragonbornDamage Resistance, resistance to poison damage.
- TraitDragonbornDraconic language and Common language.
- TraitDragonbornAbility score increase of +2 Strength and +1 Charisma applied to the base scores.
- WandererOutlander
Sticky Nick has an excellent memory for maps and geography. He can recall the general layout of terrain, settlements, and natural features he has seen, and he can find food and fresh water for himself and up to five other people each day, provided the land offers such resources.
Spells
12 spellsSpellcasting. Sticky Nick 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 with a simple wooden grip, suitable for cutting vines and fighting when necessary.
Armor
- Wooden shieldA round wooden shield painted with a crude yellow sun.
- Leather armorLight protective armor made from cured hide and leather straps. It is nonmetallic and suitable for a druid.
Tools
- Hunting trapA metal trap used to catch small or medium beasts.
Gear
- StaffA sturdy walking staff used for travel, balance, and shelter construction.
- Explorer's packA pack containing a bedroll, mess kit, tinderbox, torches, rations, waterskin, and rope.
- Druidic focusA natural object used as a druidic spellcasting focus, a polished alder branch wrapped in green cord.
- Trophy from an animalA dried crocodile tooth threaded on leather, taken from an animal Nick saved from a snare.
- Traveler's clothesRugged clothes designed for long travel through the wilderness.
Purse
- 10×Gold piecesLoose coin kept in a small pouch.
Appearance
Sticky Nick is a broad-shouldered green dragonborn with moss-dark scales, amber eyes, and a low, resonant voice that sounds almost conversational even when he is casting. His breath is normally slow and audible through his nostrils, but when rattled it becomes a wet hiss between clipped words. He carries a weathered wooden bead necklace, and one bead has been polished nearly smooth where his thumb rubs it whenever he is thinking. He wears practical leather armor beneath a forest-green cloak, with a round wooden shield painted with a crude yellow sun. Small leaves and burrs cling to him so consistently that strangers often assume they are part of his clothing.
Mannerisms
Nick speaks in a calm, almost soothing rumble and pauses to listen whenever birds, insects, or wind change their pattern. When casting, he taps his polished bead necklace three times. If startled, his breath catches with a sharp hiss and his next few words come out in short, precise bursts.
Personality
Nick is patient, practical, and unexpectedly tender toward frightened animals and exhausted travelers. He treats every journey as a conversation with the landscape, noticing tracks, broken stems, water levels, and bird calls before most people realize anything has changed. He enjoys campfire gossip but dislikes boasting, and he will quietly repair another person's gear while pretending he is only sharpening his own tools.
Ideals
Stewardship. The land is not helpless, and neither are the people who depend on it. Strength is meant to shelter the vulnerable, not to make them kneel.
Bonds
The poisoned spring and its surrounding wetland are under his protection. He sends part of every reward home to maintain the villages that depend on it, and he will risk himself to defend any community that lives in balance with the land.
Flaws
Nick is slow to trust anyone who profits from exploiting nature, and his suspicion can make him unfair toward people who have never harmed the wild. When frightened or angry, he becomes stubbornly quiet, then makes one dangerously decisive move without explaining his plan. He also has a habit of pocketing small useful objects from every camp, which has occasionally made him look like a thief.
Quirks
Background
Sticky Nick was raised along the greenwater marshes where dragonborn fishing villages shared the reeds with herons, crocodiles, and old stands of cypress. His draconic ancestry marked him as unusual even among his own people, but it was his habit of rescuing anything trapped in mud, bramble, or abandoned hunting snares that earned him his nickname. He learned the rhythms of the wetlands from an elderly druid who taught him that nature was not gentle, but it was honest. Nick became a traveling guide, carrying messages between isolated settlements and leading lost hunters home by moonlight. During one journey, Nick discovered that a logging crew had poisoned a spring used by several villages and a nesting ground sacred to local spirits. He tried to resolve the matter peacefully, but when the foreman refused to listen, Nick called on the land itself, tangling carts in roots and filling the camp with choking spores. The incident made him unwelcome among the loggers, yet it also convinced him that protecting the wild sometimes required more than patience. Now he wanders from settlement to settlement, helping people survive harsh country while quietly seeking those who treat the living world as something to be owned.
“He learned the rhythms of the wetlands from an elderly druid who taught him that nature was not gentle, but it was honest.”
- Background
- Outlander
Connections
Species
Dragonborn
Media
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