Kinlek

**Kinlek** is a tortle druid from the Tomb of Annihilation campaign. He joined the party after the unfortunate demise of E51U02.

## Background

### Home

Kinlek was always a bit of a weird one. His tribe was extremely isolationist and believed that only bad things could come from any contact with the wider world. But Kinlek had always been curious. He was the type to seek out and explore any interesting and hidden places on the Tortles island. To swim out and explore the reefs surrounding the island.

When a ship that had been traveling towards Xen'drik got knocked off course and approached the island they were not permitted to come ashore. They desperately needed fresh water and food. As Kinlek loves all life he decided to do two things. One to help these strange and desperate people before conflict could erupt. And two to take this opportunity to go and see the world by leaving with them.

So one night he sneaks on board and with his expertise of the waters and reefs surrounding the island he guides them under the moonlight to another part of the island and supplies them with food and fresh water. For this deed they allow him to travel with them away from his home.

### The War

The next few years Kinlek traveled the world. Saw a great many things, fantastical and terrible. He always provided help to the powerless whenever he could. Feed the poor, helped construct simple lodging for them and the alike. And when it was truly needed defended them from those who would do them harm.

When he came to Khorvaire the War was approaching its climactic ending, and Kinlek hoped to help all those who had been struck by the war and had become destitute. But here he made an error. You see he was spotted by an officer healing an injured civilian, and was then pressed into service. Earlier during his travels he had helped the magician Syndra Sylvane and she now used her influence to help secure a spot with a collection of healers so that he could be freed from having to be a medic on the front lines and was instead put further back.

During the final year of the war Kinlek was placed in a special squat of infiltration and demolition experts, The Desolation Squat! Here he had to fight with his inner desire to not hurt anyone while still having to finish the various mission the squat had to complete. Often using his magic to mask their presence, remove tracks and heal their wounds when they were spotted. Some of his reservations for killing were thus forcefully suppressed.

### The Veteran

After the war Kinlek was a broken Tortle. The horrors of the war had destroyed much of his wanderlust and in many ways he no longer believed in the good of man. Drinking and taking various substances became his vice and for a while he was lost.

But Syndra decided that he was too good of a

Syndra has recently contacted him. His old war comrades needs him down in the jungle!

(WIP)

## Rumors

During character creation, we were asked to create 5 rumors about our character. 3 of them should be true, 2 of them false. The other players do not know which is which.

1. Kinlek got tricked into the army while high and did not know what he signed up for.

## Mechanical Stats

AC

19

Max

21

HP

73

Initiative

2

Speed

30

Passive Perception

16

Attributes

Strength

10
0

Dexterity

12
1

Constitution

14
2

Intelligence

22
6

Wisdom

14
2

Charisma

8
-1

Skills
Acrobatics: 1Animal Handling: 6Arcana: 6Athletics: 0Deception: -1History: 10Insight: 2Intimidation: -1Investigation: 6Medicine: 2Nature: 10Perception: 6Performance: -1Persuasion: -1Religion: 10Sleight of Hand: 1Stealth: 1Survival: 2

Saving Throws
Strength Save: 0
 Dexterity Save: 1
 Constitution Save: 2
 Intelligence Save: 6
 Wisdom Save: 6
 Charisma Save: 3

Proficiencies

Simple WeaponsMartial Weapons

Light Armor
Medium Armor
Heavy Armor
Shields

Herbalism kit

Cleric (Life Domain) Abilities

Prepared Spells: 3
Spell Save DC: 14
Spell Attack Bonus: 6

Spell Slots: Cantrips: 3, 1st: 2

▼Spellcasting

As a conduit for divine power, you can cast cleric spells.

**Cantrips:**
You know 3 cantrips of your choice from the cleric spell list. You learn additional cleric cantrips of your choice at higher levels.

**Spell Slots:**
The Cleric table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

You prepare the list of cleric spells that are available for you to cast, choosing from the cleric spell list. When you do so, choose a number of cleric spells equal to your Wisdom modifier + your cleric level (**3**, minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you are a 3rd-level cleric, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell Cure Wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of cleric spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.

**Spellcasting Ability:**
Wisdom is your spellcasting ability for your cleric spells. The power of your spells comes from your devotion to your deity. You use your Wisdom whenever a cleric spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one.

**Spell save DC** = 8 + your proficiency bonus + your Wisdom modifier (**14**)

**Spell attack modifier** = your proficiency bonus + your Wisdom modifier (**6**)

**Ritual Casting**
You can cast a cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared.

**Spellcasting Focus**
You can use a holy symbol as a spellcasting focus for your cleric spells.

▼Life Domain Spells Life

Your domain grants spells that you gain at the cleric levels noted below. Once you gain a domain spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day.

If you have a domain spell that doesn't appear on the cleric spell list, the spell is nonetheless a cleric spell for you.

* 1st lvl: Bless, Cure Wounds
* 3rd lvl: Lesser Restoration, Spiritual Weapon
* 5th lvl: Beacon of Hope, Revivify
* 7th lvl: Death Ward, Guardian of Faith
* 9th lvl: Mass Cure Wounds, Raise Dead

Bonus Proficiency Life

You gain proficiency with heavy armor.

Disciple of Life Life

Your healing spells are more effective. Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell's level.

Druid (Circle of the Shepherd) Abilities

Prepared Spells: 11
Spell Save DC: 14
Spell Attack Bonus: 6

Spell Slots: Cantrips: 3, 1st: 4, 2nd: 3, 3rd: 3, 4th: 3

▼Spellcasting

Drawing on the divine essence of nature itself, you can cast spells to shape that essence to your will.

**Cantrips:**
You know 2 cantrips of your choice from the druid spell list. You learn additional druid cantrips of your choice at higher levels.

**Preparing and Casting Spells:**
The Druid table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these druid spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

You prepare the list of druid spells that are available for you to cast, choosing from the druid spell list. When you do so, choose a number of druid spells equal to your Wisdom modifier + your Druid level (**11**, minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you are a 3rd-level druid, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell Cure Wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.

You can also change your list of prepared spells when you finish a long rest. Preparing a new list of druid spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.

**Spellcasting Ability:**
Wisdom is your spellcasting ability for your druid spells, since your magic draws upon your devotion and attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a druid spell you cast and when making an attack roll with one.

**Spell save DC** = 8 + your proficiency bonus + your Wisdom modifier (**14**)

**Spell attack modifier** = your proficiency bonus + your Wisdom modifier (**6**)

**Ritual Casting**
You can cast a druid spell as a ritual if that spell has the ritual tag and you have the spell prepared.

**Spellcasting Focus**
ou can use a druidic focus as a spellcasting focus for your druid spells.

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.

▼Wild Shape lvl 2

You can use your action to magically assume the shape of a beast that you have seen before. You can use this feature twice. You regain expended uses when you finish a short or long rest.

Your druid level determines the beasts you can transform into, as shown below. At 2nd level, for example, you can transform into any beast that has a challenge rating of 1/4 or lower that doesn't have a flying or swimming speed.

* 2nd Max. CR: 1/4. No flying or swimming speed. Example: Wolf
* 4th Max. CR: 1/2. No flying speed. Example: Crocodile.
* 8th Max. CR: 1. Example: Giant eagle.

You can stay in a beast shape for a number of hours equal to half your druid level (rounded down). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.

While you are transformed, the following rules apply:

* Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or lair actions, you can't use them.
* When you transform, you assume the beast's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form, For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.
* You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as Call Lightning, that you've already cast.
* You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense.
* You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.

Speech of the Woods Shepherd lvl 2

You learn to speak, read, and write Sylvan. In addition, beasts can understand your speech, and you gain the ability to decipher their noises and motions. Most beasts lack the intelligence to convey or understand sophisticated concepts, but a friendly beast could relay what it has seen or heard in the recent past. This ability doesn’t grant you any special friendship with beasts, though you can combine this ability with gifts to curry favor with them as you would with any nonplayer character.

▼Spirit Totem Shepherd lvl 2

As a bonus action, you can magically summon an incorporeal spirit to a point you can see within 60 feet of you. The spirit creates an aura in a 30-foot radius around that point. It counts as neither a creature nor an object, though it has the spectral appearance of the creature it represents. As a bonus action, you can move the spirit up to 60 feet to a point you can see.

The spirit persists for 1 minute. Once you use this feature, you can’t use it again until you finish a short or long rest.

The effect of the spirit’s aura depends on the type of spirit you summon from the options below.

* **Bear Spirit:** The bear spirit grants you and your allies its might and endurance. Each creature of your choice in the aura when the spirit appears gains temporary hit points equal to 5 + your druid level. In addition, you and your allies gain advantage on Strength checks and Strength saving throws while in the aura.

* **Hawk Spirit:** The hawk spirit is a consummate hunter, aiding you and your allies with its keen sight. When a creature makes an attack roll against a target in the spirit’s aura, you can use your reaction to grant advantage to that attack roll. In addition, you and your allies have advantage on Wisdom (Perception) checks while in the aura.

* **Unicorn Spirit:** The unicorn spirit lends its protection to those nearby. You and your allies gain advantage on all ability checks made to detect creatures in the spirit’s aura. In addition, if you cast a spell using a spell slot that restores hit points to any creature inside or outside the aura, each creature of your choice in the aura also regains hit points equal to your druid level.

Enhanced Bond (Non-Standard) Shepherd lvl 6

The bond with your spirit totem enhances your destructive and restorative spells. Whenever you cast a spell that deals fire damage or restores hit points while your spirit totem is summoned, roll a d8, and you gain a bonus equal to the number rolled to one damage or healing roll of the spell.

In addition, when you cast a spell with a range other than self, the spell can originate from you or your spirit totem.

Tortle Traits

Claws:
Claws. Your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

Hold Breath:
You can hold your breath for up to 1 hour at a time. Tortles aren't natural swimmers, but they can remain underwater for some time before needing to come up for air.

Natural Armor:
Due to your shell and the shape of your body, you are ill-suited to wearing armor. Your shell provides ample protection, however; it gives you a base AC of 17 (your Dexterity modifier doesn't affect this number). You gain no benefit from wearing armor, but if you are using a shield, you can apply the shield's bonus as normal.

Shell Defense:
You can withdraw into your shell as an action. Until you emerge, you gain a +4 bonus to AC, and you have advantage on Strength and Constitution saving throws. While in your shell, you are prone, your speed is 0 and can't increase, you have disadvantage on Dexterity saving throws, you can't take reactions, and the only action you can take is a bonus action to emerge from your shell.