The Untamed Human Druid


Kuruk has long, unkempt brown hair and a long shaggy beard. It looks as though various roots, thorns, and other foliage are growing within his hair. He wears a helm made from the bones and hide of a deer, with antlers coming from it making it looks as though he has horns. He is tall and lean, dressed in animal hides and furs; places where his bare skin shows from his armor you can see that he is tattooed with various runes and symbols; all of them written in Druidic. He carries a long gnarled root that he uses as a staff that looks like it was grown just for him to be used for that very purpose. He doesn’t wear shoes and prefers to walk around barefoot.

On Kuruk’s face, and parts of his skin, it looks as though nature itself is slowly trying to break out from his body. There are some spots of broken skin where a vine is slowly starting to protrude, especially from his right eye socket where various vines are starting to creep out from behind his eyeball, pushing it out slightly.


Twenty four years after the town of Thundertree was turned to cinders by the eruption of Mt. Hotenow – Kuruk had awoken in a forest just outside of the outskirts of what are now Thundertree’s ruins. Kuruk didn’t know how he had gotten there or who or where he was. All he knew was that he climbed out of a plant pod and could only assume that he had grown there…

With no knowledge of his true purpose in life, he lived in the forest, discovering his link to the wild magic of nature and taking the name Kuruk; after the bears that were common in the forest. Kuruk learned to live alone and off of the bounties that the wild had to offer – until his lack of purpose started to eat away at him.

Despite lacking knowledge of himself, he had memories of the town of Thundertree of fire raining down from the mountain, he needed to know why, and knew that the only way he could find answers was to quest for them and seek them out.

Character Stats

Character Name: Kuruk
Class: Druid
Level 2
Race: Human
Background: Outlander
Alignment: Lawful Neutral

Age: 22
Eyes: Green
Ht: 6’2"
Weight: 180 lbs.
Skin: White
Hair: Brown

Experience: 350
Initiative: -1
Speed: 30 ft.

Armor Class: 13
Current HP: 22/22
Temporary HP:
Hit Dice: 2D8

Death Saves -
Successes * * *
Failures * * *
Strength: 8 (-1)

  • Saving Throws: -1
  • Athletics (*): 1
    Dexterity: 8 (-1)
  • Saving Throws: -1
  • Acrobatics: -1
  • Sleight of Hand: -1
  • Stealth: -1
    Constitution: 16 (+3)
  • Saving Throws: 3
    Intelligence: 15 (+2)
  • Saving Throws (*): 4
  • Arcana: 2
  • History: 2
  • Investigation: 2
  • Nature (*): 4
  • Religion: 2
    Wisdom: 16 (+3)
  • Saving Throws (*): 5
  • Animal Handling (*): 5
  • Insight: 3
  • Medicine (*): 5
  • Perception: 3
  • Survival (*): 5
    Charisma: 8 (-1)
  • Saving Throws: -1
  • Deception: -1
  • Intimidation: -1
  • Performance: -1
  • Persuasion: -1

Passive Wisdom (Perception): 13
Proficiency Bonus: 2
Common, Elven, Druidic, & Dwarven

Quarterstaff: 1d6 bludgeoning — versatile (1d8) — Attack +0

Spell Attack: +5
Spell Save: 13

Spell Slots:
LVL 2 – 3/3
Features and Traits

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.

Feature: Wanderer
You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.

You are an able physician, allowing you to mend wounds quickly and get your allies back in the fight. You gain the following benefits:
• When you use a healer’s kit to stabilize a dying creature, that creature also regains 1 hit point.
• As an action, you can spend one use of a healer’s kit to tend to a creature and restore 1d6 + 4 hit points to it, plus additional hit points equal to the creature’s maximum number of Hit Dice. The creature can’t regain hit points from this feat again until it finishes a short or long rest.

Wild Shape
Starting at 2nd level, 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 in the Beast Shapes table. 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.

Combat Wild Shape
When you choose this circle at 2nd level, you gain the ability to use Wild Shape on your turn as a bonus action, rather than as an action.

Additionally, while you are transformed by Wild Shape, you can use a bonus action to expend one spell slot to regain 1d8 hit points per level o f the spell slot expended.

Circle Forms
The rites of your circle grant you the ability to transform into more dangerous animal forms. Starting at 2nd level, you can use your W ild Shape to transform into a beast with a challenge rating as high as 1 (you ignore the Max. CR column o f the Beast Shapes table, but must abide by the other limitations there).

Starting at 6th level, you can transform into a beast with a challenge rating as high as your Druic level divided by 3, rounded down.

A staff, a hunting trap, a trophy from an animal you killed (helm), a set of traveler’s clothes, and a belt pouch.
Healer’s kit x2 (15 uses left). This kit is a leather pouch containing bandages, salves, and splints. The kit has ten uses. As an action, you can expend one use of the kit to stabilize a creature that has 0 hit points, without needing to make a Wisdom (Medicine) check.
Explorer’s Pack. Includes a backpack, a bedroll, a mess kit, a tinderbox, 9 torches, 10 days of rations, and a waterskin, The pack also has 50 feet of hempen rope strapped to the side of it.
Leather armor.
Quarterstaff (Druidic Focus).
20 gp. (Kuruk)

600 copper (party)
2 healing pots (party)
Jade Frog valued at 40 gold (party)
125 silver (party)
3 gold teeth (party)
Personality Trait: I feel far more comfortable around animals than people.
Ideals: Nature. The natural world is more important than all the constructs of civilization.

Bonds: I must find my purpose in this world and why I have visions of the destruction of Thundertree.

Flaws: Don’t expect me to save those who can’t save themselves. It is nature’s way that the strong thrive and the weak perish.


Lost Mines of Phandelver Staabsworth