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🥼
Appearance and Background
- Dessa Banks, “healer” (not technically a doctor but who’s checking diplomas nowadays)
- In her early 40s, pure white hair in a bun and round reflective glasses to hide her eyes (they have vertical slits now)
- Black boots, black pants, and a black vest over a white dress shirt. All have poorly-cleaned bloodstains.
- Big belts with vials and syringes (”tinctures”), a stethoscope around her neck but it’s clearly never been used
- Carries a big bag of “medical supplies” like hacksaws and rotting mushrooms and organs in jars. There’s a skull hanging off the side and one corner is clearly dripping blood.
- Always smoking her own cigarettes, which are laced with enough shit to kill a bear (the flask is mostly whiskey)
- Went to a fancy school for a year and a half before she got bored/got kicked out/was convicted of manslaughter/flunked (depending on who you asked)
- She hates all the boring stuff like interacting with patients, diagnosing symptoms, or actually healing anyone. Loves figuring out how bodies work, and then making them work “better”.
- Has been traveling a lot for the last 20 years, it’s hard to settle down as a town doc when you tell people they’re going to die unless they agree to your cool experimental surgery
- Likes “field medicine” since cowboys/rangers/bandits are stupid and get hurt all the time and don’t really care how you fix them. Also good for collecting “specimens” (nobody notices when an outlaw goes missing)
- Might be a little evil
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🍄
Circle of Spores Druid, 10th Level
- Variant Human, Sage background
- All class features/spells are flavored as “medicine”
| Trait |
Value |
| Armor Class |
11+3+1 = 15 |
| Hit Points |
102+7/102 |
| Money |
10 gp |
| Proficiency |
+4 |
| Spell Mod/Atk |
+5/+9 |
| Spell DC |
16 |
|
Score |
Modifier |
Skills |
| STR |
13 |
+1 |
Athletics |
| DEX |
16 |
+3 |
Acrobatics, Sleight of Hand, Stealth |
| CON |
16 |
+3* |
- |
| INT |
16 |
+3 (+7) |
Arcana, History, Investigation, Nature, Religion |
| WIS |
18 |
+4 (+8) |
Animal Handling, Insight, Medicine, Perception, Survival |
| CHA |
7 |
-2 |
Deception, Intimidation (+2), Performance, Persuasion |
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💡
Proficiencies
- Armor: light armor, medium armor, shields (nothing made of metal)
- Weapons: clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears
- Tools: Herbalism kit
- Saving Throws: Intelligence, Wisdom
- Druid Skills: Medicine, Perception
- Human Skills: Intimidation
- Sage Skills: Arcana, History
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🛠
Equipment
- Surgical knife (dagger): +3 to hit, 1d4+3 piercing damage, thrown 20/60 ft
- Bone saw (sickle): +1 to hit, 1d4+1 slashing damage
- Leather armor
- Explorer’s pack
- Herbalism kit
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🦶
Feats
- Tough: Your hit point maximum increases by an amount equal to twice your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional 2 hit points.
- Fighting Initiate (Defense): While you are wearing armor, you gain a +1 bonus to AC.
- War Caster: You have practiced casting spells in the midst of combat, learning techniques that grant you the following benefits.
- You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage.
- You can perform the somatic components of spells even when you have weapons or a shield in one or both hands.
- When a hostile creature's movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature.
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Features
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😇
Halo of Spores
Thanks to evolution, the human nose is especially sensitive to most poisons. Unfortunately for you, evolution hasn’t seen this one yet.
You are surrounded by invisible, necrotic spores that are harmless until you unleash them on a creature nearby.
- When a creature you can see moves into a space within 10 feet of you or starts its turn there, you can use your reaction to deal 1d8 necrotic damage to that creature unless it succeeds on a Constitution saving throw against your spell save DC (16).
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🍻
Symbiotic Entity
Everyone could use a swig of whiskey to start off the day to get their head on straight. This is kinda like that. It’s a mostly-natural white powder.
As an action, you can expend a use of your Wild Shape feature to awaken your spores.
- Gain 4 temporary hit points for each level you have in this class (40 HP).
- When you deal your Halo of Spores damage, roll the damage die a second time and add it to the total.
- Your melee weapon attacks deal an extra 1d6 necrotic damage to any target they hit.
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🏹
Spreading Spores
I keep asking blacksmiths if they can make a really long syringe needle for pokin’ at long range. They keep telling me no, but the glassblowers are happy to keep making me new throwin’ jars.
You gain the ability to seed an area with deadly spores.
- As a bonus action while your Symbiotic Entity feature is active, you can hurl spores up to 30 feet away, where they swirl in a 10-foot cube for 1 minute.
- Whenever a creature moves into the cube or starts its turn there, that creature takes your Halo of Spores damage, unless the creature succeeds on a Constitution saving throw against your spell save DC. A creature can take this damage no more than once per turn.
- The spores disappear early if you use this feature again, if you dismiss them as a bonus action, or if your Symbiotic Entity feature is no longer active.
- While the cube of spores persists, you can't use your Halo of Spores reaction.
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Spellcasting
Cantrips (4)
Level 1
Level 2
Level 3
Level 4