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Portrait of Burgell Murnig

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.

13
Armor Class
38
Hit Points
25 ft
Speed
5d8
Hit Dice
+2
Initiative
+3
Prof. Bonus
13
Passive Perc.
STR
8
-1
DEX
14
+2
CON
14
+2
INT
14
+2
WIS
17
+3
CHA
10
+0

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

AttackBonusDamage
Unarmed Strike+21 - 1 bludgeoning

Spellcasting

Ability: WISSave DC: 14Attack: +61st slots: 42nd slots: 33rd slots: 2

Cantrips

  • DruidcraftRange 30 ft. Minor nature effect: predict weather, bloom a flower, make a sound, or snuff a small flame.
  • GuidanceTouch. For 1 min, the willing target can add 1d4 to one ability check. Concentration.
  • ShillelaghYour club/quarterstaff uses your spellcasting ability and deals 1d8 for 1 min.

1st Level

  • EntangleRange 90 ft. Grasping weeds fill a 20-ft square; Str save or restrained for 1 min. Concentration.
  • GoodberryCreate up to 10 berries; eating one restores 1 HP and feeds a creature for a day.
  • Healing WordRange 60 ft. Bonus action; a creature regains 1d4 + your spellcasting modifier HP.
  • Pass Without TraceSelf. You and nearby allies gain +10 Stealth and can’t be tracked. Concentration, 1 hr.
  • MoonbeamRange 120 ft. A 5-ft beam you move each turn; Con save or 2d10 radiant. Concentration, 1 min.
  • Conjure AnimalsRange 60 ft. Summon fey spirits in beast form (1–8 by CR) to fight for you. Concentration, 1 hr.
  • Call LightningRange 120 ft. Summon a storm cloud; each turn call a bolt for 3d10 lightning (Dex save half). Concentration, 10 min.
  • Dispel MagicRange 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

Druidicclass

You know Druidic, the secret language of druids, and can leave hidden messages with it.

Spellcastingclass

You can prepare and cast druid spells, using Wisdom as your spellcasting ability.

Wild Shapeclass

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.

Druid Circleclass

At 2nd level you choose a circle (Circle of the Land) that grants features now and at higher levels.

Gnome Cunningrace

Advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.

Artificer's Lore (Rock Gnome)race

Add twice your proficiency bonus to any Intelligence (History) check related to magic items, alchemical objects, or technological devices.

Tinker (Rock Gnome)race

You have proficiency with artisan’s tools (tinker’s tools) and can construct tiny clockwork devices.

Bonus Cantripclass

When you choose this circle at 2nd level, you learn one additional druid cantrip of your choice.

Natural Recoveryclass

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.

Circle Spellsclass

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.

Discoverybackground

Your seclusion gave you access to a unique and powerful discovery — a great truth, a lost text, or a secret about the world.

Ability Score Improvementclass

Increase your ability scores: +2 WIS.

Character Profile

PersonalityI speak to animals as if they were my equals, often forgetting that others don’t understand them. · I hoard bizarre ingredients for my remedies, smelling plants and tasting soil even in polite company.
IdealBalance. Every creature, from the smallest beetle to the largest oak, has its place—and I will tip no scale without cause.
BondThe Whispering Grove, a hidden glade where I learned the old songs, must never fall to axe or flame.
FlawI trust the word of any animal over that of a humanoid, leading me into foolish bargains.
BackstoryBurgell was the quiet herbalist of the Murnig clan, known for his potent teas and his gift for coaxing mushrooms from stone. But when a logging baron’s men burned his glade to clear timber, he fled into the deep woods and lived as a hermit, speaking only to the beasts. He emerges now because the baron’s son has returned to finish the job—and a desperate owl brought Burgell a torn map showing the last unspoiled grove.
SecretHe knows the location of a hidden spring whose waters can cure any poison—but he deliberately erased the last landmark from his memory, fearing its misuse.
Session 1 GoalFind the nearest grove or wild place and commune with its guardian spirit to learn if the baron’s forces have already arrived.

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