MOSS
"Too late to save them. Too soon to forget."
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The Tavern mechanics audit
The Lonely Tortle by Sivart
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MOSS

"Too late to save them. Too soon to forget."
Tortle Cleric / Druid · Circle of the Shepherd
Level 7. Chaotic Good
Moss has only ever met one bard.
Character Sheet

The Character

Age 43 · Male · 5'4" · 240 lbs · Green skin · Hazel eyes

AC 19
HP 52
Speed 30
Spell DC 15
Prof +3
STR
0
+2
DEX
0
+0
CON
0
+2
INT
0
+1
WIS
0
+4
CHA
0
-1
Armor Class
19
Natural Armor 17 (Tortle shell, DEX does not apply) + Shield +2
Spellcasting
Spell Save DC 15 / Attack +7
Sacred Flame: 2d8
Radiant damage, 60 ft, DEX save. Scales at 5/11/17.

Skills & Proficiencies

Proficient Skills
Perception +7
Insight +7
Medicine +7 (Hermit)
Survival +7 (Tortle)
Nature +4
Religion +4
History +4
Saving Throws
Wisdom +7 (proficient)
Charisma +2 (proficient)
Other Proficiencies
Armor: Heavy armor (Life Domain), shields
Weapons: Simple weapons, claws
Tools: Herbalism kit
Languages: Common, Abyssal, Celestial, Druidic, Sylvan

Attacks

Sacred Flame (Cantrip)
DEX save DC 15, 60 ft. 2d8 radiant. Target gets no benefit from cover.
Claws (Tortle)
Melee. +5 to hit, 1d6+2 slashing. Natural weapons. Always available, even without equipment.
Cairnwood (Staff of Healing)
Melee. +5 to hit, 1d6+2 bludgeoning (versatile 1d8+2). Also functions as spellcasting focus.

Cleric Features (Life Domain)

Disciple of Life
Whenever you use a spell of 1st level or higher to restore HP, the creature regains additional HP equal to 2 + the spell's level. Cure Wounds at 1st level heals 1d8+4 base, plus 3 from Disciple.
Channel Divinity: Preserve Life
As an action, restore 10 HP total (5 x Cleric level 2) divided among creatures within 30 ft. Cannot restore above half their max HP. 1/short rest.
Channel Divinity: Turn Undead
As an action, each undead within 30 ft must make a WIS save (DC 15) or be turned for 1 minute.
Heavy Armor Proficiency
Life Domain grants proficiency with heavy armor. Irrelevant for Moss: Tortle Natural Armor (17) exceeds most heavy armor.

Druid Features

Wild Shape (2/Long Rest)
As a bonus action, transform into a beast form for up to 2 hours. CR 1/2 max at Druid 4, no fly speed. Regain one use after a short rest.
Wild Companion
Expend one Wild Shape use to cast Find Familiar without material components. The familiar is Fey, not Beast, and disappears after a number of hours equal to half your Druid level.
Wild Resurgence
If you have no Wild Shape uses left, you can expend a spell slot to regain one (no action). Also: expend one Wild Shape to regain a 1st-level spell slot (1/long rest).
Primal Order: Magician
Know one extra Druid cantrip (Elementalism). Gain a bonus equal to your WIS modifier (+4) on INT (Arcana or Nature) checks.

Circle of the Shepherd

Spirit Totem: Unicorn
As a bonus action, summon an incorporeal spirit to a point within 60 ft. Creates a 30-ft aura for 1 minute. Own resource: recharges on short or long rest (does not consume Wild Shape). Allies in the aura have advantage on checks to detect creatures. When you cast a healing spell using a spell slot, each creature of your choice in the aura also regains HP equal to your Druid level (5).
Speech of the Woods
You can speak with beasts. You learn Sylvan. Beasts can understand your speech and you can interpret their noises and motions.

Tortle Traits

Natural Armor (AC 17)
Your shell provides a base AC of 17. DEX modifier does not affect this number. You can't wear light, medium, or heavy armor, but can use a shield.
Shell Defense
As an action, withdraw into your shell. +4 AC (AC 23 with shield), advantage on STR/CON saves, disadvantage on DEX saves. Speed becomes 0. Emerge as a bonus action.
Hold Breath
You can hold your breath for up to 1 hour. Useful in the swamp.
Nature's Intuition
Proficiency in one skill: Survival. Reading the marsh, tracking weather, finding safe paths.

Signature Spells

Healing Word (1st, Cleric)
Bonus action, 60 ft. Heals 1d4+4. With Disciple of Life: +3. With Unicorn Spirit active: everyone in aura also heals 5. One spell, whole party healed.
Cure Wounds (1st, Life Domain)
Action, touch. Heals 1d8+4, plus 3 from Disciple of Life. Always prepared. The bread and butter.
Bless (1st, Life Domain)
Concentration. Up to 3 creatures add 1d4 to attack rolls and saving throws. Always prepared. The silent force multiplier.
Wither and Bloom (2nd, Druid)
10-ft sphere, 60 ft. Each creature takes 2d6 necrotic (CON save half). One creature in the sphere can spend a hit die to heal. Damage and healing in one spell.
Goodberry (1st, Druid)
Creates 10 berries, each restores 1 HP when eaten. With Disciple of Life (DM permitting): each berry heals 4 HP. 40 HP from one 1st-level slot.
Healing Spirit (2nd, Druid, XGtE)
Concentration, 1 min. Summon a spirit in a 5-ft cube. Creatures entering or starting turn there heal 1d6 HP. Max uses: 1 + WIS mod (5).
Revivify (3rd, Druid)
Touch a creature dead less than 1 minute. It returns to life with 1 HP. Costs 300 gp in diamonds. The spell he wishes he'd had.
Conjure Animals (3rd, Druid)
Summon fey spirits as beasts. Enhanced by Shepherd circle: summoned creatures gain extra HP and deal magical damage (Mighty Summoner at Druid 6, pending).

Cantrips

Guidance (Cleric)
Touch, concentration. Target adds 1d4 to one ability check. Moss's most-cast spell.
Spare the Dying (Cleric)
Touch. A creature at 0 HP becomes stable. No medicine check needed. The healer's reflex.
Druidcraft (Druid)
Predict weather, light/snuff flames, make flowers bloom. Moss uses it to check if the marsh is listening.
Elementalism (Druid, Magician)
Minor elemental effects: gust of wind, spark, spray of water, tremor. The bonus cantrip from Primal Order.

Full Spell List

Moss prepares spells each dawn: up to 6 Cleric (WIS 4 + CL 2) and 9 Druid (WIS 4 + DL 5). Life Domain spells are always prepared. Tap a spell, then "Prepare" to build your daily list.

Prepared (0/9 choices)
Tap any spell below, then hit "Prepare" to add it here. Saves automatically.
Always Prepared (Life Domain)
Bless, Cure Wounds. Don't count against prepared slots.
1st Level (Cleric)
Bane Bless Command Create/Destroy Water Cure Wounds Detect Evil/Good Detect Magic Detect Poison/Disease Guiding Bolt Healing Word Inflict Wounds Prot. Evil/Good Purify Food/Drink Sanctuary Shield of Faith
1st Level (Druid)
Animal Friendship Charm Person Entangle Faerie Fire Fog Cloud Goodberry Jump Longstrider Speak with Animals Thunderwave
2nd Level (Druid)
Animal Messenger Barkskin Beast Sense Darkvision Enhance Ability Find Traps Flame Blade Flaming Sphere Gust of Wind Healing Spirit Heat Metal Hold Person Lesser Restoration Locate Animals Moonbeam Pass w/o Trace Prot. from Poison Spike Growth Wither and Bloom
3rd Level (Druid)
Call Lightning Conjure Animals Daylight Dispel Magic Feign Death Meld into Stone Plant Growth Prot. from Energy Revivify Sleet Storm Speak with Plants Water Breathing Water Walk Wind Wall

Magic Items (7/7)

Cairnwood (Staff of Healing) · Rare (3)
The vine-wound staff with the burial cairn gem set in its crown. Attunement required. 10 charges. Expend charges to cast: Cure Wounds (1 charge per spell level, up to 4th), Lesser Restoration (2 charges), Mass Cure Wounds (5 charges). Regains 1d6+4 charges at dawn. If you expend the last charge, roll a d20: on a 1, the staff is destroyed.
The Last Light (Periapt of Wound Closure) · Uncommon (2)
The polished green gem from the clutch's burial cairn, worn on a cord of woven marsh grass. Attunement required. While wearing it, you stabilize at the start of your turn if at 0 HP. When you roll a hit die to regain HP, double the number of HP restored.
Marshmother's Tear (Pearl of Power) · Uncommon (2)
A luminous pearl found in the deepest pool of the hidden marshes. Attunement required. While attuned, you can use an action to speak the pearl's command word and regain one expended spell slot of 3rd level or lower. Once used, it can't be used again until the next dawn.

Attunement: 3/3 slots used. No room for additional attuned items.

Spell Slots (Multiclass Caster Level 7)

1st 4
2nd 3
3rd 3
4th 1

Prepares up to 1st-level Cleric spells (6 + Life Domain always-prepared). Prepares up to 3rd-level Druid spells (9).

Disadvantages

The Empty Nest
Lost his entire clutch to plague. Flinches at the sight of eggs or nests. Bird nests make him go still. The flinch is involuntary. He recovers, but not before someone notices.
Too Late
Found clerical magic one season after the plague took his clutch. If someone says "it's too late," his jaw sets. He heard that phrase in his own head for twenty years. Heals compulsively because he couldn't heal them.
Soft in Combat
A healer, not a warrior. Hesitates in the first round. Always prioritizes protection over aggression. Will use his action to heal an ally before attacking an enemy, even when attacking would end the fight faster.
Decades Alone
Forty years in the marshes. Social cues are rusty. Conversations end when he decides they've run their course. Offers food when he doesn't know what to say. The CHA of 8 is earned.
Acts Before Thinking
Lit a fire in a crypt full of dead. Every corpse in the swamp came knocking. Silvanus called it "Bold strategy." Moss acts on instinct, not tactics. Good instincts. Bad timing.

Origin

Moss standing in the hidden marshes at dusk, staff glowing, pearl in hand
Listen to narration

Moss was born where the forest gives up. Past the last honest tree, where roots dissolve into black water and the air tastes like peat and patience. The hidden marshes. He spent forty years there, mostly alone, mostly fine with it. The cypress knew him by the sound of his shell scraping through the shallows. The herons let him pass without startling. He was part of the landscape, same as the moss that grew on everything, same as the name he carries.

There was a nest. Eggs in the soft mud beneath the burial cypress, warm from his body heat and the slow rot of the marsh floor. His clutch. The only thing he ever built that wasn't shelter. The plague came on migrating birds. Something from the northern flyways, invisible and efficient. By the time the eggs went cold, Moss had already been praying for three days. He did not know clerical magic yet. He was praying the way animals pray: by refusing to leave.

He learned healing after. The cruelest sequence: the knowledge arriving one season too late, like rain after the crop is already dead. He built a cairn in the deepest part of the grove. Set a gem atop it, polished and green, the color of the eggs before the cold. He told himself the spirits might look back. He told himself it mattered. It did not bring them back. But it gave his hands something to do besides shake.

Moss kneeling at the burial cairn in the hidden marshes, one clawed hand on the stones, the green gem glowing at the top

He became the grove's keeper. Tended the animals, read the root-networks, guided the passing spirits toward whatever comes next. Circle of the Shepherd, they call it in the druidic orders. Moss just called it staying. His totem chose itself: the Unicorn spirit, luminous and warm, an aura that mends what it touches. He did not choose it for its healing power. He chose it because it reminded him of the light in the nest before the cold.

Moss standing in a forest grove surrounded by a luminous Unicorn spirit aura, woodland creatures gathered in the warm light

A band of adventurers stumbled into the marshes. Broken. Poisoned. Barely breathing. Moss healed them over three days, fed them swamp soup that smelled like herbs and tasted like something pulled from a shell, and watched them leave. He stood at the edge of the grove for a long time after. The marsh would always be safe. The marsh did not need him. Everything outside was bleeding.

Moss dragging an unconscious figure through shallow swamp water

He left with his staff wound in vines, the burial cairn gem hanging against his chest, robes woven with creeping plants that still grew. What he found on the road, who he walks with now, the tiefling and the cat and the quiet one: that is a story from a different time.

Moss seen from behind at the edge of the grove, lush swamp behind him, wounded grey road ahead

Plot Threads

Elder Mosshen
Loragella's father is named Elder Mosshen. A revered druid who can reach his daughter telepathically at any distance. The naming convention is not coincidence: "Moss" and "Mosshen" draw from the same root-network, the same ancient marsh language. Whether blood, lineage, or something the land itself decided, the connection runs deeper than either knows.
Nameless
Found him unconscious in the swamp. Healed him without asking questions. Calls him "Nameless" or nothing. Never "Steve." Recognizes someone who lost everything. Does not try to fix it.
Silvanus Dragonclaw
The Tabaxi with the journal. Documents everything, including Moss's worst decisions. "Bold strategy," he said when Moss lit a fire in a crypt. Torvin ate Moss's incense pouch. It now smells like "basil and despair."
Whisper Underbough
The silent halfling with Fang. Parallel grief. They don't talk much. They don't need to.
Ghost
Emerged from the fog fighting toward the firelight. Took a hit meant for someone else. Moss respects anyone who walks toward pain. Ghost returned, and that counts.
A Passing Bard
Shared a meal. Didn't love the food. Loved the tortle. Wrote a song about it. Moss hasn't heard it.
Yet.

Play Guide

Speech
Slow and deliberate. Sentences end when the thought does, not before, not after. Never raises his voice. Warnings sound the same as greetings.
Names
Refers to people by observation: "the tiefling," "the cat," "the quiet one." Uses proper names only after trust is established. Even then, rarely.
Nature metaphors
"Roots don't grow where the soil is poisoned." "The river doesn't ask the rock to move." Speaks in the language of the land. It's not poetry to him, it's how he thinks.
Food first
Offers food before opinions. Begins difficult conversations with "Have you eaten?" The soup is hearty, herbal, and magically restorative. Sivart is the only one who can't stomach it, because he watched Moss make it.
Movement
Turns his whole body to face whoever's speaking. Tortles don't turn their heads easily. Smells the air before entering a room. Old habit from reading the marsh.
Comfort object
When anxious, his thumb traces the vine ridges on Cairnwood. It's not a weapon. It's not a focus. It's home in his hands.

The Tortle Under the Healer

Eggs
Flinches at the sight of eggs. Bird nests, lizard clutches, dragon eggs. The flinch is involuntary. He recovers, but not before someone notices.
"It's too late"
If someone says it, his jaw sets. He heard that phrase in his own head for twenty years. He will not hear it from anyone else without proving them wrong.
What he fears
Not death. Arriving after it.
The road
Recovery looks different for a tortle. The road is his process. Every person he heals is proof the grove wasn't the end.
Sitting
Sits cross-legged when resting. The shell makes chairs pointless. He has never owned furniture.

Key Lines

When healing someone
"Hold still. I've done this before."
When someone mentions loss
"...I know."
When called to fight
"If I must."
When asked about his past
"There was a grove. There was a plague. The rest doesn't matter."
When making camp
"I'll make soup. Don't comment on the taste."
After a close call
"Not today."

Introductions

Standard
"Moss." [offers a handful of dried herbs] "You look like you could use these."
To authority
"I tend the wounded. I don't tend politics."
To a party
"I heal. Try not to need it often."
After saving someone
[Says nothing. Starts examining the next wound.]
Where the forest gives up
The Hidden Marshes
Past Secomber. Past the last honest tree. Where the burial cairn stands.
"These hands mend what grace has left."
He left the marshes. He never left the cairn.
What the plague took, the road gives back: purpose.
One wound at a time.

References

PHB 2024
Cleric (Life Domain), Druid (Primal Order, Wild Shape, Wild Companion, Wild Resurgence), Spellcasting, Multiclass rules
Xanathar's Guide to Everything
Circle of the Shepherd (Spirit Totem, Speech of the Woods), Healing Spirit spell
Monsters of the Multiverse
Tortle race (Natural Armor, Shell Defense, Claws, Hold Breath, Nature's Intuition)
Dungeon Master's Guide
Staff of Healing (p.202), Periapt of Wound Closure (p.184), Pearl of Power (p.184)
Strixhaven: Curriculum of Chaos
Wither and Bloom (Druid/Sorcerer, 2nd level necromancy)