Dusty the Thornwold (character; Rhyl 1off)

Dusty the Thornwold

Race: Human Class: Druid Background: Folk Hero
HD: 5,5,5,5,5,5,5,5,5 +36= 81
Essence 5+2 [7] Sanity 12 [+1] Strength 9 [-1] Intelligence 10 [+0] Wisdom 18 [+4] Dexterity 14 [+2] Constitution 18 [+4] Charisma 12 [+1] Proficiency +4 bonus @ level 9
Skills: Animal Handling, Athletics, Religion, Survival
Lores
Tools: Herbalism
Weapon: Clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears
Armor: Natural Light armor, medium armor, and shields
Saves: Intelligence, Wisdom
Communication:
Powers/Feats
Druidic
You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message’s presence with a successful DC 15 Wisdom (Perception) check but can’t decipher it without magic.

Spellcasting
Wild Shape: Dire wolf and werewolf only, as action unlimited till form death. Use wild shape to shift as a bonus action.
Circle of the Land: Mountain
Bonus cantrip
Circle Spells
Natural Recovery
Land’s Stride: Starting at 6th level, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.
In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such as those created by the Entangle spell.
ASI (4th and 8th): +2 wisdom, +2 constitution
Combat
Armor: = ARMOR CLASS =
Item Prep:

Dire wolf
Hit Points (5d10+25) 52/ Armor Class 15 (Natural Armor) Speed 50 ft.
STR 22 (+6), DEX 16 (+3), CON 20 (+5), INT 10 (+0), WIS 18 (+4), CHA 12 (+1)
Perception +6, Stealth +5
Keen Hearing and Smell. The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Pack Tactics. The wolf has advantage on an attack roll against a creature if at least one of the wolf’s allies is within 5 ft. of the creature and the ally isn’t incapacitated.
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: (2d6 + 8) piercing damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked prone

Werewolf
Hit Points (9d8+36) 76/ Armor Class 13 (Natural Armor) Speed 30 ft.
STR 15 (+2), DEX 14 (+2), CON 18 (+4), INT 10 (+0), WIS 18 (+4), CHA 12 (+1)
Perception +8
-In this form, you do not have to make concentration checks for ongoing spells.
-Gift of the Obinitor in Werewolf Form = Regenerate 10hp/round at end-of-round as long as you have damaged an enemy in that round; You can go to -9 in a round if you would Regenerate at end of that round.
-Damage Immunities: Bludgeoning, Piercing, and Slashing From Nonmagical Attacks Not Made With Silvered Weapons
-Shapechanger. The werewolf can use its action to polymorph into a wolf-humanoid hybrid or into a wolf, or back into its true form, which is humanoid. Its statistics, other than its AC, are the same in each form. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies.
-Keen Hearing and Smell. The werewolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Multiattack (Humanoid or Hybrid Form Only). The werewolf makes two attacks: one with its bite and one with its claws or spear.
Bite (Wolf or Hybrid Form Only). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d8 + 2) piercing damage. If the target is a humanoid, it must succeed on a DC 12 Constitution saving throw or be cursed with werewolf lycanthropy
Claws (Hybrid Form Only). Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: (2d4 + 2) slashing damage.

Magic
Spell SAVE DC = 8 +4 prof +4 wsd = 16
Spell Attack +4 prof +4 wsd = +8
Max prepared spells (without circle): 13

Feat –

Cantrip: Create Bonfire, Primal Savagery (Try to trade for Shocking grasp), Shillelagh, (Either produce flame, resistance or guidance)
1st: (4/ ) Absorb Elements, Cure Wounds, Entangle, Good Berry, Faerie Fire, Protection from Evil and Good, Snare, Thunderwave,
2nd: (3/ ) Barkskin, Lesser restoration, Moonbeam, Protection from Poison, Spider Climb, Spike Growth, Healing Spirit
3rd: (3/ ) Call Lightning, Dispel Magic, Lightning Bolt, Meld into stone, Summon Fey
4th: (3/ )Stone Shape, Stoneskin, Wall of Fire, Polymorph
5th: (1/ )Passwall, Wall of Stone, Maelstrom
Equipment
Armor:
Weapons:

Studded Leather (Wylden made quality; 2 Resilience & Base Resilience = 3 total, Resistance vs. Fire up to 10 pts. at a time max.)
Leather boots, Wylden oak quarterstaff (+1 resilience – persists if used w/Shillelagh cantrip), hide gauntlets, leather & bone helm