Skip to content
CreatePricing

Gwenna

Human · Druid · Level 5

Gwenna

Healer
AC14
HP38/38
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

At the table

Voice

A soft-edged rasp with clear projection, shaped by years of speaking over steaming pots and river wind. Her breath is usually even and audible; when surprised it hitches twice, and when furious she speaks in clipped, hard-edged phrases.

Her voice has a soft rasp at the edges, like breath passing over a kettle just before it boils. Years of talking over herb steam and river wind have given her a practical, well-projected sound. When rattled, her breath catches in two quick pulls and her words come in clipped bursts; she does not lower her voice when angry, but makes every syllable more sharply defined.

Speech patterns

Asks practical questions first: where it hurts, when it began, and whether the patient has eaten.
Uses plain, kind language and avoids promising that everything will be fine.
When angry, speaks in short, breath-driven clauses and names the likely consequences instead of raising her voice.
Calls small animals by the names of people who have borrowed from her and not paid her back.

How to play them

She offers practical help before asking for trust. She is warm with the sick and cautious with people who arrive armed or evasive. Earn her confidence by respecting a patient's choices, protecting the marsh, or admitting uncertainty without theatrics.

Goal

Stop the proposed road from damaging the marsh, while finding a way to speak honestly with Dai before he leaves on his next river voyage.

Motivation

To keep people alive without confusing care with control, and to protect the living systems that make the village's survival possible.

Secret · GM only

Appearance

Gwenna is short, with shiny dark-gray hair threaded through with lighter gray highlights that catch the light like rain on slate. Her button nose and full lips soften a face made striking by blue eyes that glow faintly in darkness, a consequence of an old healing rite. She moves with quick, economical steps, often pausing as if listening through the soles of her boots. Her breathing is normally a soft, steady rasp from years of working over steaming herb pots; when startled, it catches in two sharp little pulls. Her work clothes are patched at the elbows and hems, but she keeps one battered green scarf carefully brushed and mended. Unexpectedly, she is a compulsive knitter, and a loop of bright yellow yarn is almost always caught on her belt.

Clothing

A faded brown wool dress under a moss-green work apron, patched at the elbows and hem with mismatched thread. Her boots are sturdy but one has a sole that squeaks. A carefully brushed green scarf is wrapped twice around her neck, and a bright yellow knitting loop hangs from her belt.

Body language

She keeps her shoulders relaxed and her hands visible around frightened patients, but her feet angle toward the nearest exit whenever a conversation turns threatening. When rattled, her breath catches twice and she presses her thumb against the seam of her green scarf.

Height
4 ft. 11 in.
Build
Short and compact, with a sturdy stance and the wiry strength of someone accustomed to carrying water and gathering roots.
Eyes
Luminous blue
Hair
Shiny dark gray with lighter gray highlights
Skin
Warm beige with a dusting of freckles across her nose
Age
26
Gender
Female
Size
Small

Distinguishing features

Blue eyes that give off a faint glow in low light.
A double hitch in her breathing when startled, followed by a deliberate slow exhale.
A bright yellow knitting loop caught on her belt, sharply out of place among her muted work clothes.
Her gray-tabby cat form has one pale stripe down the bridge of its nose and the same luminous blue eyes.

Personality

13 traits and drives

Gwenna is gentle with pain but impatient with avoidable harm. She listens carefully to frightened people, then becomes blunt when they endanger others. In company she makes small jokes to keep grief from dominating the room; alone, she is meticulous and often hard on herself. She wants to believe that every person can change, yet keeps a quiet tally of who has earned her trust.

Alignment
Neutral Good

Quirks

Knits small yellow garments for animals that do not need them, then insists the animals requested them.
Taps the rim of a cup twice before drinking, a habit from measuring bitter medicines as an apprentice.
Gives every borrowed object a specific return date, then remembers the date years later.
When thinking, arranges fallen leaves into little fans and forgets to explain why.

Habits

Counts a patient's breaths with two fingers on their wrist, even when the ailment is plainly not life-threatening.
Sets aside the first ripe berry or herb she finds each day for someone else.
When overwhelmed, begins knitting without looking at the yarn and keeps talking as if nothing is wrong.
In cat form, sits on the nearest warm medical bag and refuses to move until someone acknowledges her.

Traits · 4

Offers comfort without pretending that bad news is good news.
Can soothe a panicked patient, then sharply rebuke the person who caused the injury.
Values compassion, but resents being treated as if kindness means consent.
Keeps working when scared, though her breathing gives away how frightened she is.

Flaws · 3

She treats asking for help as a last resort, even when exhaustion makes her less useful.
Her kindness can turn into stubborn interference when she believes she knows what is best for someone.
She avoids speaking plainly to Dai because she fears hearing that he has forgiven her only out of obligation.

Fears · 3

Being forced to choose which person to save while someone watches her decide.
That the marsh will be drained and the village will lose its clean water.
That her brother's distance has become permanent.

Wants and needs · 3

Needs a way to halt or reroute the road project before it drains the marsh.
Wants to reconcile with Dai without asking him to comfort her about the flood.
Needs rest and help at the clinic before exhaustion compromises her care.

Combat

AC 14 · HP 38 · 30 ft.

She tries to prevent a fight, placing herself between danger and the injured while asking allies to hold back. If combat is unavoidable, she opens with Entangle or Spike Growth to control the ground, uses Healing Word to get an ally back on their feet, and attacks from cover with Produce Flame. She transforms into a cat to escape through a gap, scout, or draw an enemy away, not to trade blows.

Gwenna

Small humanoid (human), neutral good
Armor Class14
Hit Points38
Speed30 ft.
Level5
STR
DEX
CON
INT
WIS
CHA
Saving ThrowsINTWIS
SkillsAnimal HandlingMedicineNaturePerceptionSurvival
SensesPassive Perception 13
Languages
Common,
Druidic
Spellcasting. Wisdom is her spellcasting ability. Spell save , spell attack bonus +6. She has four 1st-level and two 2nd-level spell slots.
Wild Shape. As a Bonus Action, she transforms into a gray tabby cat, using the Cat stat block. She retains her mental abilities, hit points, and ability to speak only if the form allows it. The transformation lasts up to 2 hours, ends early if she is Incapacitated, or ends as a Bonus Action. She can use this feature twice per Long Rest.
Druidic. She knows the secret language of druids and can leave hidden messages in natural details.

Spells

Produce Flame (cantrip, conjuration). A flickering flame in her palm can be hurled or used to light a small object. Spell attack +6; fire damage at character level 5.
Druidcraft (cantrip, transmutation). Creates a brief, harmless sensory effect such as a natural scent, sound, or small visual sign.
Cure Wounds (level 1, abjuration). A creature she touches regains hit points.
Healing Word (level 1, abjuration). A creature she can see within range regains hit points.
Entangle (level 1, conjuration). Grasping plants restrain creatures in a 20-foot square of ground. A creature in the area makes a Strength saving throw against or has the Restrained condition.
Detect Evil and Good (level 1, divination). She magically senses the presence of aberrations, celestials, elementals, fey, fiends, and undead within 30 feet, subject to the spell's usual limitations.
Spike Growth (level 2, transmutation). Creates a field of hazardous growth. A creature moving through the area takes piercing damage for each 5 feet it travels.
Clairvoyance (level 2, divination). She creates a magical sensor that lets her see and hear from its location, subject to the spell's usual restrictions.

Actions

Produce Flame. Melee Spell Attack: to hit, reach 5 ft., one target. Hit: fire damage. A creature or object ignited by this magic burns only if she chooses.
Walking Stick. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: bludgeoning damage.
Spellcasting. She casts one prepared spell of 1st or 2nd level, expending a spell slot as normal.

Reactions

Marsh-Breath Mending. When a creature Gwenna can see within 30 feet takes damage, she can expend a spell slot to reduce that damage by per level of the slot + 3. She must be able to reach the creature with her magic, and this reaction is a custom NPC feature inspired by druidic healing rather than a claim of a standard class feature.

Services they sell

Treats ordinary injuries and illnesses, asking only for supplies or a favor from those who cannot pay.
Identifies common plants, natural hazards, and signs of disease in local wildlife.
Guides travelers through the marsh when they agree not to damage its nesting grounds.

Rewards they can give

A healer's salve: one creature that uses it regains 1d4 + 2 hit points.
A safe route through the marsh, including warnings about shifting ground and nesting wildlife.
A small packet of floodplain seeds that can identify someone as a trusted friend of the local healers.

Equipment

  • Hazel walking stick (weapon)A smooth hazel stick used for walking and as a simple weapon.
  • Green scarf (clothing)A mended green scarf, carefully brushed despite the wear in the rest of her clothing.
  • Healer's kit (medical supplies)Small stoppered jars of salve, dried leaves, clean linen, and needle and thread.
  • Druid's field pouch (adventuring gear)A worn pouch containing seeds, chalk, twine, and a small wooden token from her mentor.

Possessions

Mended green scarf
Hazel walking stick
Healer's kit with clean linen and salves
Field pouch of seeds, chalk, and twine
Knitting needles and a half-finished yellow wool cap
Wooden token given to her by Tegan

Background

Gwenna grew up in Gannet's Reach, a river village where her mother patched nets and her father kept bees. At seventeen, a flood swept through the low cottages. Gwenna could save only one person at a time, and she chose a stranger pinned beneath a beam while her younger brother Dai was carried downstream. Dai survived, but the choice lodged between them. He left to work on riverboats and now returns only when he needs medicine, never staying long enough for an honest argument. Gwenna apprenticed herself to an itinerant druid named Tegan, learning field medicine and the old rites of the floodplain. During her first winter alone, she tried to heal a fever-struck child with a spell she barely understood. The child lived, but Gwenna spent the next month too weak to stand; ever since, she checks her own limits as carefully as she checks a patient's pulse. She now tends a modest woodland clinic beside a disused mill, treating villagers, travelers, and injured animals. The mill's owner, Huw, wants the land cleared for a new road, while Gwenna suspects the planned work will drain the marsh that filters the village's drinking water.

Role in the story

A compassionate healer and guide whose knowledge of the marsh can help the party, while her hidden connection to Huw's family complicates any effort to stop the road.

“At seventeen, a flood swept through the low cottages.”
From their background
Faction
Independent village healer with ties to the local druidic tradition, but no formal faction.

Known connections

Dai, her younger brother, works on riverboats and visits for medicine while avoiding the conversation they both owe each other.
Tegan, her former druid mentor, taught her to heal without pretending every loss can be prevented.
Huw, the mill owner, is pushing for a road through the marsh and considers Gwenna's objections sentimental obstruction.
The villagers of Gannet's Reach rely on her clinic, though several still blame her for choosing the stranger during the flood.
Major secret · GM only
Minor secrets · GM only

Media

0 images

No images yet.

Visual sheet

Turn Gwenna into a sheet

A high-res, share-ready sheet you can post or print.