Character Creation: Gell

Druid, Level 15

Starting Ability Scores

10 12 13 14 14 10

Half-orc: +2 str, +1 con

ASIs: +2 Wis, +2 Int, War Caster

Final scores: 12, 12, 14, 16, 16, 10

Starting HP Rolls

Took average (5 per level)

Starting Equipment

Weapon #1: Branch of the Woodlands. Requires attunement by a druid.

This staff looks a lot like some ripped a branch from a tree. It can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While holding it, you have a +2 bonus to spell attack rolls.
The staff has 10 charges for the following properties. It regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff loses its properties and becomes a nonmagical quaterstaff.
Spells. You can use an action to expend 1 or more of the staff’s charges to cast one of the following spells from it, using your spell save DC: animal friendship (1 charge), awaken (5 charges), barkskin (2 charges), locate animals or plants (2 charges), speak with animals (1 charge), speak with plants (3 charges), or wall of thorns (6 charges).
You can also use an action to cast the pass without trace spell from the staff without using any charges.
Tree Form. You can use an action to plant one end of the staff in fertile earth and expend 1 charge to transform the staff into a healthy tree. The tree is 60 feet tall and has a 5-foot diameter trunk, and its branches at the top spread out in a 20-foot radius. The tree appears ordinary but radiates a faint aura of transmutation magic if targeted by detect magic. While touching the tree and using another action to speak its command word, you return the staff to its normal form. Any creature in the tree falls when it reverts to a staff.

Weapon #2: Shield of Vines +1. This shield is formed from twisted and woven vines. It provides resistance to Necrotic damage while carried. Requires attunement by a druid.

Armor: Treant’s Bark Breastplate +1. Requires attunement by a druid. While worn, your unarmed attacks deal 1d6 damage. Additionally, you can activate this armor to provide a healing effect which restores 1d6 hit points to yourself for five rounds. This effect regenerates at dawn.

Item #1: Magic Vine. This vine crawls out from a clay pot you carry when you issue the command word. It can create a durable rope up to 30 feet in length. It can reach its target by climbing and crawling (10 feet per turn). While it holds, the vine can support up to 1000 lbs of weight. Should you need to recall the vine, you can issue the command word and it will crawl back, bringing the pot and all.

Item #2: Miniature Treehouse. You can issue the command word to cause a tree to bend down and form a dwelling place in its branches which conceals those inside from those not in the dwelling. This occurs within the turn the command word is issued. A tree can support a number of medium and small creatures up to four times its diameter in squares. Thus a 5-foot diameter tree could hold up to 4 medium creatures.

Item #3: Wand of Healing Word. The wand has 7 charges. For one charge, you can cast the Healing Word spell as a first level spell. Additional charges can be used to increase the spell level. 1d6+1 charges are regained daily at dawn. If the last charge is used, roll a d20. On a 1, the wand crumbles to dust and is lost.

Item #4: Eye of the Winds. Three times per day, you can cast the Gust of Wind spell without maintaining concentration. Once per day, you can cast the Protection from Energy spell on one target by touching them with this crystal orb. You need not maintain concentration on the spell. This item regains its uses at dawn.

RP Item: A magical tattoo which grants entrance to the Tree Shepherd’s grove. Additionally, you have a home within an ancient tree in their magic grove. Those your bring to the grove and enter your tree are considered honorary guests and may access the Shepherd’s grove without a tattoo. Additionally, your tattoo is a symbol of your allegiance to the protection of nature, and treants regard you as friendly. Your symbol, though your druid’s circle is small, provides you great prestige with other druids you meet.

Boon: Treant’s Shield Tattoo. Your devotion to the protection of others, especially treants, has granted you resistance to fire from a magical tattoo.

Handmade Item:

Trinket: A towel with a set of instructions embroidered on it that clearly state to wear it on the head in case of mind flayer attack.

2,000 GP. You may purchase any item below 100gp without cost or consulting me. DO NOT GO OVERBOARD.