Talan Shellwind
Talan Shellwind
Sheet
AC 17 · HP 183 · 30 ft.Saving throws
Skills
- AthleticsSTR
- InsightWIS
- NatureINT
- PerceptionWIS
- PersuasionCHA
- SurvivalWIS
Armor
Weapons
Languages
Features
25 featuresAction
- Wild ShapeLevel 2
When Action
As an action, Talan can transform into a beast form he has seen before, using the limits of his druid level. At level 20, he can do so without limit, though each transformation still costs a use to change shape.
- TraitTortleShell Defense, as an action you can withdraw into your shell, gaining benefits at the cost of mobility.
Bonus action
- Combat Wild ShapeLevel 2
You can use Wild Shape to regain spell slots by expending a use of Wild Shape to recover spell energy as a bonus action.
Always on
- Healing Touch
When Action
He can channel healing magic through touch, restoring life-force by drawing on the resilience of the wild.
- Prepared Druid Spellcasting
When Action
He can call upon the land to reshape the battlefield with roots, vines, storm, flame, or stone depending on prepared spells.
- DruidicLevel 1
You know Druidic, the secret language of druids, and can leave hidden messages for fellow druids.
- SpellcastingLevel 1
You can prepare and cast druid spells using Wisdom. You prepare a number of druid spells equal to your Wisdom modifier plus your druid level.
- Wild Shape ImprovementLevel 4
You can expend a use of Wild Shape to transform into a beast with challenge rating 1/2 or lower, with no flying speed.
- Wild Shape ImprovementLevel 4
You gain the primal ability to either take on the aspects of the land or the sea, depending on your campaign's features and choices available.
- Wild Shape ImprovementLevel 8
Your beast forms can have a challenge rating of 1 or lower and no flying speed.
- Primal StrikeLevel 6
Your beast form attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
- Beast SpellsLevel 18
Your druid spells can be cast in any shape you assume with Wild Shape.
- Timeless BodyLevel 18
You suffer none of the drawbacks of old age, and you cannot be aged magically.
- ArchdruidLevel 20
You can use Wild Shape an unlimited number of times, but only to revert to your normal form and back again for the cost of a use, and you can ignore the verbal and somatic components of druid spells and any material components that lack a cost and are not consumed.
- Ability Score ImprovementLevel 4
Ability Score Improvement, you increased Wisdom by 2.
- Ability Score ImprovementLevel 8
Ability Score Improvement, you increased Wisdom by 2.
- Ability Score ImprovementLevel 12
Ability Score Improvement, you increased Constitution by 2.
- Ability Score ImprovementLevel 16
Ability Score Improvement, you increased Constitution by 2.
- Ability Score ImprovementLevel 19
Ability Score Improvement, you increased Dexterity by 1 and Constitution by 1.
- TraitTortleNatural Armor, your shell grants an AC of 17 while you are not wearing armor.
- TraitTortleClaws, your clawed hands can be used as natural weapons.
- TraitTortleHold Breath, you can hold your breath for up to 1 hour.
- TraitTortleHunter's Lore, you have proficiency in the Animal Handling and Survival skills or can add proficiency with one of them if already proficient, and you can use Wisdom to determine the size and nature of beasts and plants.
- TraitTortleShell Shell, your shell is a defining part of your body and grants you a steady, enduring presence.
- WandererOutlander
You have an excellent memory for maps and geography, and you can always find food and fresh water for yourself and up to five others provided the land offers any at all.
Spells
11 spellsSpellcasting. Talan Shellwind casts with Wisdom (spell save DC 19, to hit with spell attacks).
1st level (4 slots): ,
2nd level (3 slots): , ,
3rd level (3 slots):
4th level (3 slots):
5th level (3 slots):
6th level (2 slots):
7th level (2 slots): no spells
8th level (1 slot):
9th level (1 slot):
Gear
9 itemsWeapons
- ScimitarA scimitar chosen as starting melee weapon.
- QuarterstaffA quarterstaff carried from the road, used as a walking stick and ritual tool.
Armor
- Wooden ShieldA wooden shield for additional protection, though his tortle shell is usually enough.
Gear
- Druidic FocusA druidic focus carved from driftwood and wrapped with reeds.
- Explorer's PackExplorer's pack containing travel basics for long journeys.
- Hunting TrapA hunting trap from a life spent tracking game in the wild.
- Animal TrophyA trophy from an animal he once tracked and honored.
- Traveler's ClothesTraveler's clothes suited to harsh roads and wet forests.
Purse
- Pouch of 10 gpA pouch of coin for the road.
Appearance
A weathered tortle with olive green shell ridges etched by old scars, mossy brown skin, and bright amber eyes that seem to weigh the whole forest before blinking. He wears practical traveler's clothes, carries a carved wooden druidic focus hung with feathers and seed pods, and has vine-like cords wrapped around one forelimb. Despite his heavy shell, he moves with patient grace, as if every step has been rehearsed by the land itself.
Mannerisms
He speaks slowly and thoughtfully, often pausing with his eyes half closed as if listening to something beneath the ground. When he is pleased, he taps two fingers against the rim of his shell. When angry, he becomes unnervingly still rather than loud.
Personality
Calm, observant, and stubbornly compassionate. He prefers to listen before speaking, values deeds over claims, and treats every creature as part of a larger, fragile harmony. His quiet humor appears in unexpected dry one-liners delivered after long silences.
Ideals
Balance. Every river, beast, and grove has a place in the great cycle. Power should heal what is broken, not dominate what is living.
Bonds
He guards a hidden grove where the first saplings he ever saved still grow, and he has promised the spirits of that place that no chain saw, curse, or conqueror will take it while he draws breath.
Flaws
He can be so patient that he mistakes delay for wisdom, and by the time he acts, smaller problems may already have grown teeth. He also struggles to trust anyone who speaks of progress without first showing respect for the soil, the water, and the creatures already living there.
Quirks
Background
Before he was a spell-slinging guardian of old groves, Talan Shellwind was a lone wanderer of the coastlines and mangrove marshes, learning the shape of the world by the taste of salt on the air and the bend of reeds under rain. As a young tortle, he followed bird migrations, tracked deer through moonlit cedar forests, and listened to the half-forgotten voices of stones warmed by the sun. He never belonged to one village for long, but every campfire, shoreline, and hidden spring became a teacher. In time, those lessons deepened into reverence, and reverence became the druidic craft. He learned to speak to roots, coax storms away from fledgling groves, and ask the oldest trees for shelter from bloodshed. At the height of his travels, Talan found a valley where loggers had cut too greedily and left the soil coughing ash. He stayed. What began as a single season of tending saplings became decades of patient restoration, and what began as a hermit's duty became a sacred war of balance. Now at the height of his power, he is called upon when blight spreads too fast, when rivers dry without reason, and when beasts grow bold from the smell of broken magic. He carries the quiet certainty that empires pass, but seed and stone endure. If the wild is wounded, Talan answers, slow as a tortoise, relentless as the tide.
“He never belonged to one village for long, but every campfire, shoreline, and hidden spring became a teacher.”
- Background
- Outlander
Connections
Species
Tortle
Media
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