Nedrzk
Nedrzk
Sheet
AC 15 · HP 38 · 25 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
17 featuresAction
- Wild ShapeLevel 2
As an action, assume the shape of a beast you have seen before, twice per short or long rest. At level 5, the beast can be CR 1/2 or lower, with no flying speed. You can remain transformed for up to 2.5 hours, and can use Wild Shape to transform into a beast with a swimming speed.
Always on
- DruidicLevel 1
You know Druidic, the secret language of druids, and can leave hidden messages in it. A reader who knows Druidic recognizes such a message automatically.
- SpellcastingLevel 1
You can cast druid spells. Wisdom is your spellcasting ability. You can prepare six druid spells after each long rest, and can cast prepared spells using your available spell slots. You know three druid cantrips.
- Natural RecoveryLevel 2
You recover expended spell slots during a short rest. The slots can have a combined level equal to or less than 3, and none can be 6th level or higher. Once used, this feature recharges after a long rest.
- Circle of the Land: GrasslandLevel 2
You chose Circle of the Land and Grassland. You gain the Grassland Circle Spells, which are always prepared and do not count against your prepared-spell limit.
- Bonus CantripLevel 2
You gain proficiency in one additional druid skill. This character's additional skill is Medicine.
- Ability Score ImprovementLevel 4
Increase one ability score by 2, or two ability scores by 1. Nedrzk increased Wisdom by 1 and Constitution by 1.
- Land's StrideLevel 6
You can pass through nonmagical plants without being slowed or taking damage from their thorns, spines, or similar hazards. Plants magically created or manipulated to impede movement still affect you.
- DarkvisionHill DwarfSee in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light.
- Dwarven ResilienceHill DwarfAdvantage on saving throws against poison, and resistance to poison damage.
- Dwarven Combat TrainingHill DwarfProficiency with battleaxes, handaxes, light hammers, and warhammers.
- Tool ProficiencyHill DwarfProficiency with brewer's supplies.
- StonecunningHill DwarfDouble proficiency bonus on Intelligence (History) checks related to the origin of stonework.
- Dwarven ToughnessHill DwarfHit point maximum increases by 1 per level, included in the listed hit points.
- Dwarven SpeedHill DwarfWalking speed is not reduced by wearing heavy armor.
- Ability score increasesHill DwarfConstitution +2, Wisdom +1.
- Rustic HospitalityFolk Hero
Common folk will shelter Nedrzk and his companions, and may risk hiding them from pursuers, provided Nedrzk does not endanger them in return.
Spells
18 spellsSpellcasting. Nedrzk 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 (2 slots): ,
Gear
7 itemsWeapons
- QuarterstaffA simple wooden staff used as a druidic focus and walking stick.
- SickleA small curved blade for practical tasks and emergencies.
Armor
- Leather armorStudded leather armor is not included; this is ordinary leather armor worn over travel clothes.
- ShieldA wooden shield, suitable for a druid who avoids metal armor.
Gear
- Explorer's packA leather pack with a bedroll, mess kit, tinderbox, ten torches, ten days of rations, and a waterskin.
- Druidic focusA sprig of mistletoe used as a druidic focus.
- Folk hero equipmentA shovel, an iron pot, common clothes, and a belt pouch containing 10 gp.
Appearance
Nedrzk is broad through the shoulders, with a square beard braided in two plain bands and a habit of standing as if bracing against a hillside wind. He walks with a slight, steady favoring of his left leg, not from an injury but from years of leaning into a loaded handcart on uneven ground. His thick hands are callused and permanently darkened around the nails with soil and crushed leaves. He wears a weathered green cloak over practical leather armor, with a carved hazel staff and a small sprig of grass tucked into his beard.
Mannerisms
He tests the ground with the end of his staff before sitting, and pauses mid-conversation to notice wind direction or the sound of nearby water. When considering a question, he rubs a thumb across the calluses at the base of his fingers.
Personality
Steady, practical, and quietly kind, Nedrzk prefers useful work to praise. He is patient with frightened people and animals, but blunt with anyone who treats land or labor as disposable.
Ideals
Care is a duty, not a performance. Those who can mend a thing, a field, or a life should do so before asking who deserves the effort.
Bonds
He feels responsible for the people of Raspford, especially those who once shared their last stores during the fever. He carries a small river stone from the ford and intends to bring home practical knowledge, not grand stories.
Flaws
He overestimates how much hardship people can endure because he has survived it himself. He also finds it nearly impossible to leave a sick person or a damaged field unattended, even when doing so puts the larger group at risk.
Quirks
Background
Nedrzk grew up in Raspford, a hamlet named for the shallow, stony crossing where carts rasped their axles on the riverbed. His family worked small plots above the ford, growing barley and keeping goats. He learned the rhythms of weather and soil from his mother, and the stubborn patience of stone from his dwarf kin. When a fever swept through the valley, Nedrzk carried water and gathered bitter herbs from the high meadows, staying at the bedsides of neighbors who had no one else to tend them. Years later, a sudden flood broke the millrace and sent a wall of water toward the hamlet. Nedrzk rallied the farmers, cut a channel through an old bank, and led the trapped villagers to higher ground. In the aftermath, he refused the praise and went back to work, but the valley had noticed him. A wandering druid taught him to listen for the small changes in stream, leaf, and animal; Nedrzk took up the staff and the old discipline, believing that tending the land was simply another form of keeping faith with his neighbors. Now he travels to learn what threatens the valley’s balance, and to return with whatever knowledge might keep the next disaster from reaching Raspford.
“His family worked small plots above the ford, growing barley and keeping goats.”
- Background
- Folk Hero
Connections
Species
Hill Dwarf
Media
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