Burgell Murnig
Level 5 Gnome (Rock Gnome) · Druid (Circle of the Land) · Hermit · Neutral Good · age 187
2014 · 5e
A wizened rock gnome with a tangled, moss-green beard and bright, inquisitive eyes that seem to see beyond the mundane. He wears patched, earth-toned robes woven with dried herbs and small animal bones, and carries a gnarled wooden staff that pulses with faint green light. A leather pouch full of curious roots and powders hangs at his hip, and a tiny sparrow often perches on his shoulder.
Saving Throws
- Strength -1
- Dexterity +2
- Constitution +2
- Intelligence +5
- Wisdom +6
- Charisma +0
Skills
- Medicine (WIS) +6
- Nature (INT) +5
- Religion (INT) +5
- Survival (WIS) +6
Attacks
| Attack | Bonus | Damage |
|---|---|---|
| Unarmed Strike | +2 | 1 - 1 bludgeoning |
Spellcasting
Cantrips
- Druidcraft — Range 30 ft. Minor nature effect: predict weather, bloom a flower, make a sound, or snuff a small flame.
- Guidance — Touch. For 1 min, the willing target can add 1d4 to one ability check. Concentration.
- Shillelagh — Your club/quarterstaff uses your spellcasting ability and deals 1d8 for 1 min.
1st Level
- Entangle — Range 90 ft. Grasping weeds fill a 20-ft square; Str save or restrained for 1 min. Concentration.
- Goodberry — Create up to 10 berries; eating one restores 1 HP and feeds a creature for a day.
- Healing Word — Range 60 ft. Bonus action; a creature regains 1d4 + your spellcasting modifier HP.
- Pass Without Trace — Self. You and nearby allies gain +10 Stealth and can’t be tracked. Concentration, 1 hr.
- Moonbeam — Range 120 ft. A 5-ft beam you move each turn; Con save or 2d10 radiant. Concentration, 1 min.
- Conjure Animals — Range 60 ft. Summon fey spirits in beast form (1–8 by CR) to fight for you. Concentration, 1 hr.
- Call Lightning — Range 120 ft. Summon a storm cloud; each turn call a bolt for 3d10 lightning (Dex save half). Concentration, 10 min.
- Dispel Magic — Range 120 ft. End spells of 3rd level or lower on a target; higher needs an ability check (DC 10 + level).
Proficiencies & Languages
Armor: Light armor (nonmetal), Medium armor (nonmetal), Shields (nonmetal)
Weapons: Clubs, Daggers, Darts, Javelins, Maces, Quarterstaffs, Scimitars, Sickles, Slings, Spears
Tools: Herbalism kit, Herbalism kit
Languages: Common, Gnomish
Equipment
- Wooden staff
- Leather armor
- Explorer's pack
- Herbalism kit
- Druidic focus
Features & Traits
You know Druidic, the secret language of druids, and can leave hidden messages with it.
You can prepare and cast druid spells, using Wisdom as your spellcasting ability.
As an action, magically assume the shape of a beast you have seen (max CR 1/4, no flying or swimming speed at 2nd level; CR 1/2 with no flying speed at 4th level; CR 1 with any movement at 8th level). Twice per short or long rest, for a number of hours equal to half your druid level.
At 2nd level you choose a circle (Circle of the Land) that grants features now and at higher levels.
Advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.
Add twice your proficiency bonus to any Intelligence (History) check related to magic items, alchemical objects, or technological devices.
You have proficiency with artisan’s tools (tinker’s tools) and can construct tiny clockwork devices.
When you choose this circle at 2nd level, you learn one additional druid cantrip of your choice.
During a short rest, you can recover expended spell slots with a combined level up to half your druid level (rounded up), none of which can be 6th level or higher. Once per long rest.
Your connection to a chosen land type (arctic, coast, desert, forest, grassland, mountain, swamp, or Underdark) grants always-prepared circle spells that don’t count against your prepared limit. You gain two 2nd-level circle spells at 3rd level, and additional always-prepared spells at 5th, 7th, and 9th levels based on your land.
Your seclusion gave you access to a unique and powerful discovery — a great truth, a lost text, or a secret about the world.
Increase your ability scores: +2 WIS.
