Guardian of the Grove
The land is in danger. Civilization spreads and threatens the wilds constantly, and few stand at the threshold to protect nature's residents. The Wildmother calls to you — be one with beasts, and teach invaders that the wild is not to be trampled on.
12 AC
25 FT WALK
13 STR
13 DEX
16 CON
12 INT
17 WIS
8 CHA
Saving Throws & Ability Checks
Saving Throws
- Strength (STR)
- Dexterity (DEX)
- Constitution (CON)
- Intelligence (INT)
- Wisdom (WIS)
- Charisma (CHA)
Ability Checks
- Acrobatics
- Animal Handling
- Arcana
- Athletics
- Deception
- History
- Insight
- Intimidation
- Investigation
- Medicine
- Nature
- Perception
- Performance
- Persuasion
- Religion
- Sleight of Hand
- Stealth
- Survival
Actions
Attacks
ATTACK HIT DAMAGE
Club
Features & Traits
- Wild Shape
Twice per short rest, assume the shape of a beast CR 1 or lower for 1 hour.
- Combat Wild Shape
Use Wild Shape as a bonus action; spend a spell slot to regain 1d8 HP per slot level.
- Dwarven Resilience
Advantage on saves vs. poison; resistance to poison damage.
- Stonecunning
Proficiency and double proficiency bonus on History checks about stonework origin.
Bonus Actions
- Combat Wild Shape
Use Wild Shape as a bonus action; spend a spell slot to regain 1d8 HP per spell slot level.
Spells
CANTRIPS
Card XVIII
Scan for Character Sheet