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Dorothy Gale (Oz’s greatest hero)

Dorothy Gale
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  • Alias – None (sometimes referred to as “Dorothy of Oz”)
  • Gender – Female
  • Race – Human
  • Occupation – Adventurer (formerly farm girl)
  • Religion – Not explicitly mentioned (likely Christian, given her Kansas upbringing)
  • Allies – Scarecrow, Tin Man, Cowardly Lion, Toto, Glinda the Good Witch, Princess Ozma, Wizard of Oz, the Munchkins
  • Enemies – Wicked Witch of the West, Wicked Witch of the East, Nome King (later in the series)
  • Abode/ Base of operations – Kansas farmhouse (originally), Emerald City/Oz (later in the series)
  • Nationality – American (from Kansas)
  • Languages – English
  • Alignment – Lawful Good
  • Affiliation(s) – Friends of Oz, Royal Court of Princess Ozma (later in the series)
  • Significant others – None mentioned (remains single in the books)

Dorothy Gale is the courageous young heroine from Kansas who captured the hearts of readers and audiences worldwide with her journey to the fantastical Land of Oz. First introduced in L. Frank Baum’s classic 1900 novel, The Wonderful Wizard of Oz, Dorothy’s story is one of resilience, compassion, and discovery. Her defining quest is simple yet profound: she wants to return home. However, along the way, Dorothy becomes the embodiment of inner strength, leadership, and the power of friendship. She is a character whose modesty contrasts with the extraordinary challenges she faces, and her legacy has endured for generations through literature, film, and stage adaptations.


Life Story

Early Life in Kansas
Dorothy Gale was raised on a farm in the bleak and dusty Kansas prairies by her Uncle Henry and Aunt Em. Their farm life is hard and unforgiving, with her guardians often too weary to show affection or joy. Dorothy, despite the grim surroundings, remains a bright and optimistic child, finding comfort in her little dog, Toto. Together, Dorothy and Toto are inseparable companions. Dorothy’s life, although simple, is marked by a sense of longing—Kansas is home, but it offers little in terms of excitement or warmth.

This yearning for more, however, is interrupted when a massive cyclone sweeps across the plains, carrying Dorothy and Toto away to a place far beyond her imagination: the magical Land of Oz.

The Journey in Oz
Dorothy’s arrival in Oz is dramatic, to say the least—her house lands on the Wicked Witch of the East, crushing her and freeing the Munchkins from her tyranny. Greeted as a hero, Dorothy quickly learns that this new world is full of wonders and dangers, with talking animals, magical creatures, and enchanting landscapes. But despite the wonders of Oz, Dorothy’s only wish is to return home.

To achieve this, she is told to follow the Yellow Brick Road to the Emerald City, where the mysterious Wizard of Oz may have the power to send her back to Kansas. Along her journey, Dorothy is joined by three unlikely companions, each seeking something they believe they lack: the Scarecrow who desires a brain, the Tin Man who wants a heart, and the Cowardly Lion who seeks courage. Dorothy’s natural kindness and leadership help bind this mismatched group together. She encourages them, but also grows through their shared struggles, becoming the glue that holds their quest together.

Facing Fears and Overcoming Adversity
Dorothy’s journey is fraught with danger. The Wicked Witch of the West, seeking vengeance for her sister’s death, becomes the greatest threat to Dorothy’s life. In their eventual confrontation, it is not magical prowess or combat skill that saves Dorothy but her quick thinking and courage—she defeats the Witch by throwing a bucket of water on her, which causes the evil sorceress to melt. Dorothy, who often doubts her own power, learns that strength can be found in the most unexpected actions.

Achieving Her Goal
When Dorothy and her companions finally meet the Wizard, they are shocked to discover that the powerful figure they sought is just a regular man—a humbug from Omaha who ended up in Oz by accident. Yet, even though the Wizard cannot magically solve their problems, Dorothy and her friends realize that the things they sought were within them all along. The Scarecrow already had wit and wisdom, the Tin Man had shown great empathy, and the Lion had demonstrated bravery throughout their journey. Dorothy, too, learns that home is more than a place—it’s the people who care for you, no matter where you are.

Still longing to return to Kansas, Dorothy is finally told by Glinda, the Good Witch of the South, that she had the power to go home all along. By clicking the heels of the silver (or ruby in the film) slippers she received from the Wicked Witch of the East, Dorothy returns to Kansas, awakening in her own bed, with Aunt Em and Uncle Henry at her side.

Return to Oz and Further Adventures
Dorothy’s adventures, however, do not end with her first journey. She returns to Oz several times in Baum’s subsequent novels, including The Marvelous Land of Oz and Ozma of Oz. Over the course of these stories, Dorothy evolves from a wide-eyed child to a confident adventurer.

She becomes a central figure in the politics and defense of Oz, playing key roles in restoring Princess Ozma to the throne, helping free the enchanted kingdom of Ev, and standing against the villainous Nome King. By the end of Baum’s series, Dorothy is not only seen as a hero in Oz but is granted a permanent place in the magical land, effectively becoming an adopted daughter of Ozma, the rightful ruler of Oz.


Dorothy as a Character

Personality and Values
Dorothy Gale is characterized by her profound sense of empathy and her unwavering determination. She is not a conventional hero, lacking physical strength or specialized skills. What sets her apart is her emotional intelligence, her kindness, and her ability to bring out the best in others. Throughout her adventures, Dorothy consistently prioritizes others’ well-being, whether it’s comforting her new friends or standing up to tyrants. Her humility allows her to form genuine bonds with the creatures of Oz, treating them as equals regardless of their strangeness.

At her core, Dorothy is an optimist. Even when faced with overwhelming odds, her faith in good triumphing over evil is unshaken. Her greatest fear, however, is separation—from the people and places she loves. Throughout the story, her primary drive is not to seek glory or adventure but to find her way back home to Kansas. She represents the idea that “home” is not just a place but a state of belonging.

Fears and Motivations
Dorothy’s fears are not rooted in monsters or witches but in loss—loss of her home, loss of her friends, and loss of the familiar. Her journey through Oz is as much a test of emotional resilience as it is a magical adventure. Despite the allure of Oz’s wonders, Dorothy is single-minded in her desire to return to the simplicity of Kansas. Her famous declaration, “There’s no place like home,” underscores the importance she places on stability and family.

Yet, as she grows through her experiences, Dorothy becomes more open to the idea that “home” is not confined to Kansas. By the end of the Oz series, she finds a new home in Oz, a land where she can be herself and continue to make a difference. Her final achievement is not just returning home but understanding that her identity transcends where she lives.


Legacy and Impact

Dorothy Gale’s story is one of the most enduring in American literature, largely due to her relatability. She is an ordinary girl who is thrust into extraordinary circumstances, and through her courage, loyalty, and heart, she becomes a hero. Her adventures are not just about defeating witches or seeking out wizards—they are about growing up, confronting fears, and realizing that true power comes from within.

Her character remains a symbol of hope and home, reminding us that even in the strangest and most distant places, there is always a way back to where we belong.

  • Dorothy Gale 5e
  • Dorothy Gale 5e (Homebrew)
Dorothy Gale
Create (midjourney.com)

Small Humanoid (Human), Lawful Good

Armor Class 12 (unarmored)
Hit Points 39 (6d8 + 12)
Speed 30 ft.

STRDEXCONINTWISCHA
10 (+0)14 (+2)14 (+2)12 (+1)16 (+3)18 (+4)

Saving Throws Dexterity +4, Wisdom +5, Charisma +6
Skills Animal Handling +5, Persuasion +6, Survival +5
Senses Passive Perception 13
Languages Common, Sylvan
Challenge Rating 4 (1,100 XP)


Traits

Innocent Heart.

  • Dorothy’s pure-hearted nature gives her advantage on saving throws against being charmed or frightened. Additionally, creatures with an evil alignment have disadvantage on deception or persuasion checks against her.

Toto’s Guardian.

  • Dorothy always travels with her loyal dog, Toto. Toto is considered a familiar, using the statistics of a dog (use the mastiff stat block but Tiny in size). While Toto is within 30 feet of Dorothy, she has advantage on Wisdom (Perception) checks and can cast the find familiar spell once per long rest without material components.

There’s No Place Like Home.

  • As a bonus action, Dorothy can click the heels of her Ruby Slippers. She may choose one of the following effects:
    • Teleport: Dorothy can teleport to any location she has visited within the last 24 hours (as per the dimension door spell).
    • Dispel Magic: Dorothy can end one spell or magical effect within 30 feet of her.
    • This ability can be used once per day.

Kindness of a Child.

  • As an action, Dorothy can attempt to charm a non-hostile creature within 30 feet by speaking kindly to it. The creature must succeed on a DC 14 Wisdom saving throw or become charmed for 1 hour. This ability cannot be used on creatures with an Intelligence of 3 or lower or creatures immune to charm.

Actions

Unarmed Strike.

  • Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
  • Hit: 4 (1d4 + 2) bludgeoning damage.
  • Dorothy uses her agility to deliver a quick blow when necessary, embodying her resourceful spirit.

Reactions

Selfless Protector.

  • When an ally within 5 feet of Dorothy is hit by an attack, she can use her reaction to impose disadvantage on the attack roll. This represents Dorothy’s innate desire to protect her companions, especially those weaker than herself.

Lair Actions (Emerald City)

When in the Emerald City or near the Yellow Brick Road, Dorothy can perform lair actions tied to the protective magic of Oz.

InitiativeLair Action
20Whispers of the Wizard: Dorothy can call upon the protective magic of Oz to gain insight into her surroundings. She and her allies gain advantage on the next ability check or saving throw they make until the next round.
20Ozian Glow: Dorothy creates an aura of calm and hope in a 20-foot radius around her. Hostile creatures in this area must make a DC 14 Wisdom saving throw or be pacified (unable to attack or cast harmful spells) until the end of their next turn.

Legendary Actions

Dorothy can take 1 legendary action per round, choosing from the options below:

  • Quick Step: Dorothy moves up to her speed without provoking opportunity attacks.
  • Ruby Flash: Dorothy channels the magic of her slippers, creating a flash of light. One creature within 30 feet of her must succeed on a DC 14 Constitution saving throw or be blinded until the end of their next turn.

Magic Items

Ruby Slippers (Legendary, Requires Attunement).

  • The Ruby Slippers are magical shoes enchanted with teleportation magic and an innate connection to Dorothy’s desire to return home. Once per day, Dorothy can click the heels together to activate There’s No Place Like Home, as detailed above.
    • Teleport: Once per day, by clicking her heels three times, Dorothy can teleport up to 500 feet to a location she can see, or to her home plane.
    • Dispel Magic: As a once-per-day ability, Dorothy can cast dispel magic.

Basket of Endless Provisions (Uncommon).

  • Dorothy carries a wicker basket that magically replenishes food and water for one person each day. This represents her knack for taking care of herself and others, even in difficult situations.

Description and Tactics

Dorothy Gale is a supportive leader who excels at protecting her allies and keeping them calm under pressure. Though not a combatant in the traditional sense, her strong magical items, ability to call on her companions, and protective actions make her invaluable in encounters. She is rarely alone, with Toto always by her side, and her leadership inspires those around her to be their best.

In combat, Dorothy primarily acts as a supporter, using her Call to Allies and Toto’s Help to bolster her team. Her Ruby Slippers provide options for escaping danger or aiding her allies, while her Innocent Heart helps her resist charm effects, allowing her to focus on guiding her companions through even the most treacherous of encounters.

Dorothy Gale
Create (midjourney.com)

Stat Anything – Dorothy Gale | New NPC for Fifth Edition – DM Dave | All Things Fifth Edition

Dorothy Gale is a 12-year-old Kansas orphan and one of Oz’s greatest heroes. When she and her dog Toto were transported to Oz via a cyclone, her house landed on the Wicked Witch of the East, instantly killing the tyrant. She was hailed as a hero by the munchkins of Munchkinland and gifted the Witch’s Silver Shoes.

With instructions from the Good Witch of the North, she set down the yellow brick road towards the Emerald City in hopes of finding a way back to Kansas. Along the way, she met three companions: a Scarecrow, a Tin Woodman, and a Cowardly Lion. They, too, sought the wizard, each for reasons of their own.

Arriving in the Emerald City, they met the all-powerful Wizard of Oz who appeared as a giant head. Oz offered to help her return home, but only if she would slay the Wicked Witch of the West, to which she reluctantly agreed.

Together, the companions beat the Witch’s minions but were inevitably captured, enslaved, and tortured by the Witch’s winged monkeys. After the Witch tricks one of the Silver Shoes off Dorothy, Dorothy angrily tossed a bucket of water on the Witch. Allergic to water, the Witch melted away, surprising Dorothy.

The Witch defeated, Dorothy and her companions returned to the Wizard for their prize. However, it was revealed that the Wizard was nothing more than a humbug and charlatan from Omaha, Nebraska. Embarrassed, he nevertheless granted what Dorothy’s companions sought. He then offered to take her home in his hot air balloon. Unfortunately, another mishap involving Toto forced her from the balloon and the Wizard departed without her.

Fearful she may be stuck in Oz, Dorothy was told by the Ozians that Glinda, the Good Witch of the South could help her return home. Soon after meeting her, Glinda informed the young Kansas girl that Dorothy possessed the power all along to return home with the magic of her Silver Shoes.

She would later return to Oz, joining her companions on many new adventures.

Dorothy Gale

Small humanoid (human), neutral good


Armor Class 12

Hit Points 10 (3d6)

Speed 25 ft.


Abilities Str 7 (-2), Dex 14 (+2), Con 11 (+0), Int 10 (+0), Wis 13 (+1), Cha 15 (+2)


Saving Throws Wis +3, Cha +4

Skills Insight +3, Perception +3

Senses passive Perception 13

Languages Common

Challenge 0 (0 XP)


Special Equipment. Dorothy wears the Silver Shoes with Pointed Toes and the Golden Cap.

  • Silver Shoes. Using the shoes, she can cast plane shift targeting herself plus anything she is wearing or carrying. Also, Dorothy can carry along one willing small or smaller creature who is carrying gear up to it’s carrying capacity. The creature must be within 5 of Dorothy she casts this spell. Once she uses the shoes to cast this spell, she can’t do so again until the next dawn.
  • Golden Cap. While wearing the cap, she can summon 2d6 winged monkeys, which remain under her control until the next dawn. The winged monkeys are friendly to Dorothy and her companions and act on her turn. Dorothy can use her bonus action to command how the monkeys move and what actions they take on their turn. Dorothy can use the cap three times. After the third time she uses it, the cap loses all of its power.

Brave. She has advantage on saving throws against being frightened.

Dorothy has no effective attacks.

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