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  1. Fa Mulan — ACMage Armor AC: 15: HPHit Dice: 5d6 Temp HP: —: SpeedWalking: 30 ft.: 17 49/49+11 30 ft. StrengthStrength Save: +5 Athletics: +5: DexterityDexterity Save: +0 Acrobatics: +3 Sleight of Hand: +0 Stealth: +0 (disadvantage): ConstitutionConstitution Save: +5 Constitution Checks: +2: 15 10 14 (+2) (+0) (+2) IntelligenceIntelligence Save: +1 Arcana: +1 History: +4 Investigation: +4 Nature: +1 Religion: +1: WisdomWisdom Save: +0 Animal Handling: +3 Insight: +0 Medicine: +0 Perception: +3 Survival: +0: CharismaCharisma Save: +4 Deception: +10 Intimidation: +7 Performance: +7 Persuasion: +7: 12 10 18 (+1) (+0) (+4) LanguagesCommon, Dwarvish, Elvish Combat ProficienciesArmor Proficiencies: Light Armor, Medium Armor, Heavy Armor, Shields Weapon Proficiencies: Simple Weapons, Martial Weapons Tool ProficienciesDice Set, Land Vehicles Second WindYou have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again. (1d10+3) | Action SurgeStarting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action. Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn. (1/1) | Fighting SpiritStarting at 3rd level, your intensity in battle can shield you and help you strike true. As a bonus action on your turn, you can give yourself advantage on weapon attack rolls until the end of the current turn. When you do so, you also gain 5 temporary hit points. The number of temporary hit points increases when you reach certain levels in this class, increasing to 10 at 10th level and 15 at 15th level. You can use this feature three times, and you regain all expended uses of it when you finish a long rest. (3/3) | Hexblade's CurseStarting at 1st level, you gain the ability to place a baleful curse on someone. As a bonus action, choose one creature you can see within 30 feet of you. The target is cursed for 1 minute. The curse ends early if the target dies, you die, or you are incapacitated. Until the curse ends, you gain the following benefits: * You gain a bonus to damage rolls against the cursed target. The bonus equals your proficiency bonus. * Any attack roll you make against the cursed target is a critical hit on a roll of 19 or 20 on the d20. * If the cursed target dies, you regain hit points equal to your warlock level + your Charisma modifier (minimum of 1 hit point). You can’t use this feature again until you finish a short or long rest. (1/1) | Hex WarriorAt 1st level, you acquire the training necessary to effectively arm yourself for battle. You gain proficiency with medium armor, shields, and martial weapons. The influence of your patron also allows you to mystically channel your will through a particular weapon. Whenever you finish a long rest, you can touch one weapon that you are proficient with and that lacks the two-handed property. When you attack with that weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls. This benefit lasts until you finish a long rest. If you later gain the Pact of the Blade feature, this benefit extends to every pact weapon you conjure with that feature, no matter the weapon’s type. | Eldritch InvocationsIn your study of occult lore, you have unearthed eldritch invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability. At 2nd level, you gain two eldritch invocations of your choice. Your invocation options are detailed at the end of the class description. When you gain certain warlock levels, you gain additional invocations of your choice, as shown in the Invocations Known column of the Warlock table. Additionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level. If an eldritch invocation has prerequisites, you must meet them to learn it. You can learn the invocation at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class. Beguiling Influence (PHB 110) You gain proficiency in the Deception and Persuasion skills. Investment of the Chain Master (TCoE 71) Prerequisite: Pact of the Chain feature When you cast find familiar, you infuse the summoned familiar with a measure of your eldritch power, granting the creature the following benefits: * The familiar gains either a flying speed or a swimming speed (your choice) of 40 feet. * As a bonus action, you can command the familiar to take the Attack action. * The familiar’s weapon attacks are considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks. * If the familiar forces a creature to make a saving throw, it uses your spell save DC. * When the familiar takes damage, you can use your reaction to grant it resistance against that damage. "I am happy to lead the way, if no one objects," Mulan said. "My strength lies in my sword and my martial training, so it would make sense for me to be in the front line if they attack." Having stepped through the portal, she looked to the entrance of the underwater cave, hoping to see whether Ursula had posted any guards in the area. Despite the dim light (not to mention being underwater), she could still see the entrance reasonably clearly. OOC Action: Active perception --> 18 Bonus Action: — Movement: — Reaction: — Object Interaction: — Spells Spellcasting Modifier (Cha): +4 Spell Attack: +7 Save DC: 15 Cantrips Create BonfireConjuration Cantrip Casting Time: 1 action Range/Area: 60ft./5ft. Components: V, S Duration: Concentration, up to 1 minute Attack/Save: DEX 15 Source: EE, pg. 152 You create a bonfire on ground that you can see within range. Until the spell ends, the magic bonfire fills a 5-foot cube. Any creature in the bonfire’s space when you cast the spell must succeed on a Dexterity saving throw or take 1d8 fire damage. A creature must also make the saving throw when it moves into the bonfire’s space for the first time on a turn or ends its turn there. The bonfire ignites flammable objects in its area that aren’t being worn or carried. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Green-Flame BladeEvocation Cantrip Casting Time: 1 action Range/Area: Self/5ft. Components: S, M(a melee weapon worth at least 1 sp) Duration: Instantaneous Source: SCAG, pg. 142 You brandish the weapon used in the spell’s casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack’s normal effects, and you can cause green fire to leap from the target to a different creature of your choice that you can see within 5 feet of it. The second creature takes fire damage equal to your spellcasting ability modifier. This spell’s damage increases when you reach certain levels. At 5th level, the melee attack deals an extra 1d8 fire damage to the target on a hit, and the fire damage to the second creature increases to 1d8 + your spellcasting ability modifier. Both damage rolls increase by 1d8 at 11th level (2d8 and 2d8) and 17th level (3d8 and 3d8). 2nd-Level Armor of Agathys1st Level Abjuration Casting Time: 1 action Range/Area: Self Components: V, S, M(a cup of water) Duration: 1 hour Source: PHB, pg. 215 A protective magical force surrounds you, manifesting as a spectral frost that covers you and your gear. You gain 5 temporary hit points for the duration. If a creature hits you with a melee attack while you have these hit points, the creature takes 5 cold damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, both the temporary hit points and the cold damage increase by 5 for each slot.* Blur2nd Level Illusion Casting Time: 1 action Range/Area: Self Components: V Duration: Concentration, up to 1 minute Source: PHB, pg. 219 Your body becomes blurred, shifting and wavering to all who can see you. For the duration, any creature has disadvantage on attack rolls against you. An attacker is immune to this effect if it doesn't rely on sight, as with blindsight, or can see through illusions, as with truesight.(c) Find Familiar1st Level Conjuration Casting Time: 1 hour Range/Area: 10ft. Components: V, S, M(10 gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier) Duration: Instantaneous Source: PHB, pg. 240 You gain the service of a familiar, a spirit that takes an animal form you choose: bat, cat, crab, frog (toad), hawk, lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, or weasel. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of a beast. Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can't attack, but it can take other actions as normal. When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again. As an action, you can temporarily dismiss the familiar to a pocket dimension. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you. Whenever the familiar drops to 0 hit points or disappears into the pocket dimension, it leaves behind in its space anything it was wearing or carrying. While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses. You can't have more than one familiar at a time. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature. Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll.*(R) Shield1st Level Abjuration Casting Time: 1 reaction, which you take when you are hit by an attack or targeted by the magic missile spell Range/Area: Self Components: V, S Duration: 1 round Source: PHB, pg. 275 An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile. Suggestion2nd Level Enchantment Casting Time: 1 action Range/Area: 30ft. Components: V, M(a snake's tongue and either a bit of honeycomb or a drop of sweet oil) Duration: Concentration, up to 8 hours Attack/Save: WIS 15 Source: PHB, pg. 279 You suggest a course of activity (limited to a sentence or two) and magically influence a creature you can see within range that can hear and understand you. Creatures that can't be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the spell. The target must make a Wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do. You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a knight give her warhorse to the first beggar she meets. If the condition isn't met before the spell expires, the activity isn't performed. If you or any of your companions damage the target, the spell ends.(c) Stats [b][url=/sheets/?id=2897775]Fa Mulan[/url][/b] [i]Human (Half-Elf) Fighter 3 / Warlock 3 6 NG[/i] [b]AC[/b] 17 [b]HP[/b] 49 [b]Speed[/b] 30ft [b]Str[/b] 15 (2) [b]Dex[/b] 10 (0) [b]Con[/b] 14 (2) [b]Wis[/b] 10 (0) [b]Int[/b] 12 (1) [b]Cha[/b] 18 (4) [b]Attacks[/b] [b]Jian (Slashing/5)[/b] +8 1d8+5(1d10+5) [b]Dagger (Piercing/20/60)[/b] +5 1d4+2 [b]Handaxe (Slashing/20/60)[/b] +5 1d6+2 [b]Longbow (Piercing/150/600)[/b] +3 1d6 [b]Unarmed Strike (Bl./5)[/b] +5 1d6(1d8) Fighter Features Fighting Style (Unarmed Fighting) | Second Wind | Action Surge | Martial Archetype (Samurai) | Bonus Proficiency | Fighting Spirit Warlock Features Otherworldly Patron (Hexblade) | Pact Magic | Expanded Spell List | Hexblade's Curse | Hex Warrior (Longsword) | Eldritch Invocations | Pact Boon (Pact of the Chain) Soldier Feature Military Rank: You have a military rank from your career as a soldier. Soldiers loyal to your former military organization still recognize your authority and influence, and they defer to you if they are of a lower rank. You can invoke your rank to exert influence over other soldiers and requisition simple equipment or horses for temporary use. You can also usually gain access to friendly military encampments and fortresses where your rank is recognized. Half-Elf Features Darkvision (60 ft.) | Fey Ancestry | Skill Versatility Human (Half-Elf) Fighter 3 / Warlock 3 6 NG AC 17 HP 49 Speed 30ft Str 15 (2) Dex 10 (0) Con 14 (2) Wis 10 (0) Int 12 (1) Cha 18 (4) Attacks Jian (Slashing/5) +8 1d8+5(1d10+5) Dagger (Piercing/20/60) +5 1d4+2 Handaxe (Slashing/20/60) +5 1d6+2 Longbow (Piercing/150/600) +3 1d6 Unarmed Strike (Bl./5) +5 1d6(1d8) Fighter Features Fighting Style (Unarmed Fighting) | Second Wind | Action Surge | Martial Archetype (Samurai) | Bonus Proficiency | Fighting Spirit Warlock Features Otherworldly Patron (Hexblade) | Pact Magic | Expanded Spell List | Hexblade's Curse | Hex Warrior (Longsword) | Eldritch Invocations | Pact Boon (Pact of the Chain) Soldier Feature Military Rank: You have a military rank from your career as a soldier. Soldiers loyal to your former military organization still recognize your authority and influence, and they defer to you if they are of a lower rank. You can invoke your rank to exert influence over other soldiers and requisition simple equipment or horses for temporary use. You can also usually gain access to friendly military encampments and fortresses where your rank is recognized. Half-Elf Features Darkvision (60 ft.) | Fey Ancestry | Skill Versatility Links: | Inventory Gp: 8 Sp: 9 Cp: 5 Equipped Splint Cloak of the Manta Ray Clothes, common Dagger Handaxe (2) Longbow Jian (Longsword), +1 Lucky cricket (Arcane focus) Signal Whistle Quiver (20 arrows) Backpack Crowbar Rope, hempen (50 ft.) Sack Shovel Khan (Draft Horse) Bit and bridle Saddle, military Saddlebags Feed (10 days) Ball bearings (bag of 1000) Bedroll Bell Blanket Candle Case, map or scroll Clothes, fine Dice set Grappling hook Hammer Healer's kit Lantern, hooded Mess Kit Oil (10 flasks) Perfume (vial) Piton (10) Rations (10 days) Soap Spikes, Iron String (10 ft.) Tent, two-person Tinderbox Waterskin
  2. Fairla Sunnybank AC: 12 (Mage Armor AC: 15) | HP: 32/32 (5d6+2) | Speed: 30 ft. Senses (passive): Perception 9, Insight 9, Investigation 17 StrStrength Save: +0 Athletics: +0: 10 (+0) | DexDexterity Save: +2 Acrobatics: +2 Sleight of Hand: +2 Stealth: +2: 14 (+2) | ConConstitution Save: +2 Constitution Checks: +2: 14 (+2) | IntIntelligence Save: +7 Arcana: +7 History: +7 Investigation: +7 Nature: +4 Religion: +7: 18 (+4) | WisWisdom Save: +2 Animal Handling: -1 Insight: -1 Medicine: +2 Perception: -1 Survival: -1: 8 (-1) | ChaCharisma Save: +1 Deception: +1 Intimidation: +1 Performance: +1 Persuasion: +1: 12 (+1) Languages: You can speak, read, and write Common, Dwarvish, Elvish, Gnomish, Kenderspeak, Primordial, and Solamnic Arcane RecoveryYou have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher. For example, if you're a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots. : 2 spell levels per LR | Arcane WardStarting at 2nd level, you can weave magic around yourself for protection. When you cast an abjuration spell of 1st level or higher, you can simultaneously use a strand of the spell’s magic to create a magical ward on yourself that lasts until you finish a long rest. The ward has hit points equal to twice your wizard level + your Intelligence modifier. Whenever you take damage, the ward takes the damage instead. If this damage reduces the ward to 0 hit points, you take any remaining damage. While the ward has 0 hit points, it can’t absorb damage, but its magic remains. Whenever you cast an abjuration spell of 1st level or higher, the ward regains a number of hit points equal to twice the level of the spell. Once you create the ward, you can't create it again until you finish a long rest. : 14/14 HP “My words,” | ‘My thoughts,’ | My actions... Fairla gladly takes Artanis up on his offer to pick up her horse, reasoning that even if it were not to pull the wagon, having a swift horse nearby could come in handy. She would also offer reimburse Artanis and Vigdan for her share of any group purchase. When it is time to leave, she hitches her horse to the back of a(/the) wagon and climbs inside the wagon. When night falls, she casts Alarm on the rear entrance of the wagon (excluding present company from its effects) and says, "I'd like to get some sleep. Please wake me up if something happens or if you need me for anything. I can see a little in the moonlight, but I'd rather not be the one to drive the wagon at night. Oh, and if any of you want to ride my horse, her name is Billings and she's friendly enough." OOC Action: Ritually casting Alarm (assuming the wagon has a door or window on which the spell can be cast) Bonus Action: — Movement: — Reaction: — Object Interaction: — Spells Spellcasting Modifier (Int): +4 Spell Attack: +7 Save DC: 15 Cantrips Fire BoltEvocation cantrip Casting Time: 1 action Range: 120 feet Components: V, S Duration: Instantaneous You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried. This spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). LightEvocation cantrip Casting Time: 1 action Range: Touch Components: V, M (a firefly or phosphorescent moss) Duration: 1 hour You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action. If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell. *Initiate of High Sorcery feat Mage HandConjuration cantrip Casting Time: 1 action Range: 60* feet Components: N/A* Duration: 1 minute A spectral, floating, invisible* hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 60* feet away from you or if you cast this spell again. You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it. The hand can’t attack, activate magic items, or carry more than 10 pounds. *Telekinetic Feat MendingTransmutation cantrip Casting Time: 1 minute Range: Touch Components: V, S, M (two lodestones) Duration: Instantaneous This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it. leaving no trace of the former damage. This spell can physically repair a magic item or construct, but the spell can’t restore magic to such an object. PrestidigitationTransmutation cantrip Casting Time: 1 action Range: 10 feet Components: V, S Duration: Up to 1 hour This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range: • You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor. • You instantaneously light or snuff out a candle, a torch, or a small campfire. • You instantaneously clean or soil an object no larger than 1 cubic foot. • You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour. • You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour. • You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn. If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action. 1st-Level 3/4 Spell Slots ( ) Absorb Elements1st Level Abjuration Casting Time: 1 Reaction, which you take when you take acid, cold, fire, lightning, or thunder damage Range: Self Components: S Duration: 1 Round The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st. ( ) Alarm1st-level abjuration (ritual) Casting Time: 1 minute Range: 30 feet Components: V, S, M (a tiny bell and a piece of fine silver wire) Duration: 8 hours You set an alarm against unwanted intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot cube. Until the spell ends, an alarm alerts you whenever a Tiny or larger creature touches or enters the warded area. When you cast the spell, you can designate creatures that won’t set off the alarm. You also choose whether the alarm is mental or audible. A mental alarm alerts you with a ping in your mind if you are within 1 mile of the warded area. This ping awakens you if you are sleeping. An audible alarm produces the sound of a hand bell for 10 seconds within 60 feet. [R] (P) Comprehend Languages1st-level divination (ritual) Casting Time: 1 action Range: Self Components: V, S, M (a pinch of soot and salt) Duration: 1 hour For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text. This spell doesn’t decode secret messages in a text or a glyph, such as an arcane sigil, that isn’t part of a written language. *Initiate of High Sorcery feat [R] ( ) Detect Magic1st-level divination (ritual) Casting Time: 1 action Range: Self Components: V, S Duration: Concentration, up to 10 minutes For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any. The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt. [R] ( ) Feather Fall1st-level transmutation Casting Time: 1 reaction, which you take when you or a creature within 60 feet of you falls Range: 60 feet Components: V, M (a small feather or piece of down) Duration: 1 minute Choose up to five falling creatures within range. A falling creature's rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature. ( ) Floating Disk1st-level conjuration (ritual) Casting Time: 1 action Range: 30 feet Components: V, S, M (a drop of mercury) Duration: 1 hour This spell creates a circular,horizontal plane of force, 3 feet in diameter and 1 inch thick, that floats 3 feet above the ground in an unoccupied space of your choice that you can see within range. The disk remains for the duration, and can hold up to 500 pounds. If more weight is placed on it, the spell ends, and everything on the disk falls to the ground. The disk is immobile while you are within 20 feet of it. If you move more than 20 feet away from it, the disk follows you so that it remains within 20 feet of you. It can move across uneven terrain, up or down stairs, slopes and the like, but it can’t cross an elevation change of 10 feet or more. For example, the disk can’t move across a 10-foot-deep pit, nor could it leave such a pit if it was created at the bottom. If you move more than 100 feet from the disk (typically because it can’t move around an obstacle to follow you), the spell ends. [R] (p) Grease1st-level conjuration Casting Time: 1 action Range: 60 feet Components: V, S, M (a bit of pork rind or butter) Duration: 1 minute Slick grease covers the ground in a 10-foot square centered on a point within range and turns it into difficult terrain for the duration. When the grease appears, each creature standing in its area must succeed on a Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw or fall prone. (p) Mage Armor1st-level abjuration Casting Time: 1 action Range: Touch Components: V, S, M (a piece of cured leather) Duration: 8 hours You touch a willing creature who isn’t wearing armor, and a protective magical force surrounds it until the spell ends.The target’s base AC becomes 13+its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action. (p) Magic Missile1st-level evocation Casting Time: 1 action Range: 120 feet Components: V, S Duration: Instantaneous You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot level above 1st. (P) Shield1st-level abjuration Casting Time: 1 reaction, which you take when you are hit by an attack or targeted by the magic missile spell Range: Self Components: V, S Duration: 1 round An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile. *Initiate of High Sorcery feat ( ) Sleep1st Level Enchantment Casting Time: 1 action Range: 90 feet Target: Creatures within 20 feet of a point you choose within range (in ascending order of their current hit points, ignoring unconscious creatures) Components: V S M (A pinch of fine sand, rose petals, or a cricket) Duration: 1 minute This spell sends creatures into a magical slumber. Roll 5d8; the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures). Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected. Undead and creatures immune to being charmed aren’t affected by this spell. At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st. ( ) Unseen Servant1st-level conjuration (ritual) Casting Time: 1 action Range: 60 feet Components: V, S, M (a piece of string and a bit of wood) Duration: 1 hour This spell creates an invisible, mindless, shapeless force that performs simple tasks at your command until the spell ends. The servant springs into existence in an unoccupied space on the ground within range. It has AC 10, 1 hit point, and a Strength of 2, and it can’t attack. If it drops to 0 hit points, the spell ends. Once on each of your turns as a bonus action, you can mentally command the servant to move up to 15 feet and interact with an object. The servant can perform simple tasks that a human servant could do, such as fetching things, cleaning, mending, folding clothes, lighting fires, serving food, and pouring wine. Once you give the command, the servant performs the task to the best of its ability until it completes the task, then waits for your next command. If you command the servant to perform a task that would move it more than 60 feet away from you, the spell ends. [R] 2nd-Level 3/3 Spell Slots (p) Detect Thoughts2nd-level divination Casting Time: 1 action Range: Self Components: V, S, M (a copper piece) Duration: Concentration, up to 1 minute For the duration, you can read the thoughts of certain creatures. When you cast the spell and as your action on each turn until the spell ends, you can focus your mind on any one creature that you can see within 30 feet of you. If the creature you choose has an Intelligence of 3 or lower or doesn’t speak any language, the creature is unaffected. You initially learn the surface thoughts of the creature—what is most on its mind in that moment. As an action, you can either shift your attention to another creature’s thoughts or attempt to probe deeper into the same creature’s mind. Ifyou probe deeper, the target must make a Wisdom saving throw. If it fails, you gain insight into its reasoning (if any), its emotional state, and something that looms large in its mind (such as something it worries over, loves, or hates). If it succeeds, the spell ends. Either way, the target knows that you are probing into its mind, and unless you shift your attention to another creature’s thoughts, the creature can use its action on its turn to make an Intelligence check contested by your Intelligence check; if it succeeds, the spell ends. Questions verbally directed at the target creature naturally shape the course of its thoughts, so this spell is particularly effective as part of an interrogation. You can also use this spell to detect the presence of thinking creatures you can’t see. When you cast the spell or as your action during the duration, you can search for thoughts within 30 feet of you. The spell can penetrate barriers, but 2 feet of rock, 2 inches of any metal other than lead, or a thin sheet of lead blocks you. You can’t detect a creature with an Intelligence of 3 or lower or one that doesn’t speak any language. Once you detect the presence of a creature in this way, you can read its thoughts for the rest of the duration as described above, even if you can’t see it, but it must still be within range. [c] (p) Hold Person2nd-level enchantment Casting Time: 1 action Range: 60 feet Components: V, S, M (a small, straight piece of iron) Duration: Concentration, up to 1 minute Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them. [c] (p) Invisibility2nd-level illusion Casting Time: 1 action Range: Touch Components: V, S, M (an eyelash encased in gum arabic) Duration: Concentration, up to 1 hour A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target’s person. The spell ends for a target that attacks or casts a spell. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. [c] (P) Lesser Restoration2nd-level abjuration Casting Time: 1 action Range: Touch Components: V, S Duration: Instantaneous You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned. (p) Misty Step2nd-level conjuration Casting Time: 1 bonus action Range: Self Components: V Duration: Instantaneous Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see. 3rd-Level 2/2 Spell Slots (p) Counterspell3rd-level abjuration Casting Time: 1 reaction, which you take when you see a creature within 60 feet of you casting a spell Range: 60 feet Components: S Duration: Instantaneous You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level. On a success, the creature’s spell fails and has no effect. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the interrupted spell has no effect if its level is less than or equal to the level of the spell slot you used. (p) Dispel Magic3rd-level abjuration Casting Time: 1 action Range: 120 feet Components: V, S Duration: Instantaneous Choose one creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level. On a successful check, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you automatically end the effects of a spell on the target if the spell’s level is equal to or less than the level of the spell slot you used. ( ) Tiny Hut3rd-level evocation (ritual) Casting Time: 1 minute Range: Self (10-foot-radius hemisphere) Components: V, S, M (a small crystal bead) Duration: 8 hours A 10-foot-radius immobile dome of force springs into existence around and above you and remains stationary for the duration. The spell ends if you leave its area. Nine creatures of Medium size or smaller can fit inside the dome with you. The spell fails if its area includes a larger creature or more than nine creatures. Creatures and objects within the dome when you cast this spell can move through it freely. All other creatures and objects are barred from passing through it. Spells and other magical effects can’t extend through the dome or be cast through it. The atmosphere inside the space is comfortable and dry, regardless of the weather outside. Until the spell ends, you can command the interior to become dimly lit or dark. The dome is opaque from the outside, of any color you choose, but it is transparent from the inside. [R] Stat Block %5Bb%5DActions%3A%5B%2Fb%5D%0A%5Bb%5DAttacks%3A%5B%2Fb%5D%0A%5Bb%5DFirebolt%20(120%20ft.)%5B%2Fb%5D%20%2B7%202d10%20Fire%0A%5Bb%5DQuarterstaff%20(5%20ft.)%5B%2Fb%5D%20%2B3%201d6(8)%20Bludgeoning%0A%5Bb%5DSpells%3A%5B%2Fb%5D%0A%20%20%20%20You%20can%20cast%20each%20of%20the%20chosen%20spells%20(%5Bi%5DComprehend%20Languages%5B%2Fi%5D%2C%20%5Bi%5DLesser%20Restoration%5B%2Fi%5D%2C%20%5Bi%5DShield%5B%2Fi%5D)%20without%20a%20spell%20slot%2C%20and%20you%20must%20finish%20a%20long%20rest%20before%20you%20can%20cast%20them%20in%20this%20way%20again.%20You%20can%20also%20cast%20the%20spells%20using%20any%20spell%20slots%20you%20have%20of%20the%20appropriate%20level.%0A%0A%5Bb%5DBonus%20Actions%3A%5B%2Fb%5D%0A%20%20%20%20%5Bb%5DTelekinetic%3A%5B%2Fb%5D%20As%20a%20bonus%20action%2C%20you%20can%20try%20to%20telekinetically%20shove%20one%20creature%20you%20can%20see%20within%2030%20feet%20of%20you.%20When%20you%20do%20so%2C%20the%20target%20must%20succeed%20on%20a%20Strength%20saving%20throw%20(DC%2015)%20or%20be%20moved%205%20feet%20toward%20or%20away%20from%20you.%20A%20creature%20can%20willingly%20fail%20this%20save.%20%0A%0A%5Bb%5DReactions%3A%5B%2Fb%5D%0A%20%20%20%20%5Bb%5DShield%3A%5B%2Fb%5D%20An%20invisible%20barrier%20of%20magical%20force%20appears%20and%20protects%20you.%20Until%20the%20start%20of%20your%20next%20turn%2C%20you%20have%20a%20%2B5%20bonus%20to%20AC%2C%20including%20against%20the%20triggering%20attack%2C%20and%20you%20take%20no%20damage%20from%20magic%20missile.%0A%0A%5Bb%5DFeats%3A%5B%2Fb%5D%0AInitiate%20of%20High%20Sorcery%0AAdept%20of%20the%20White%20Robes%0ALinguist%0ATelekinetic%0A%5Bb%5D%5B%2Fb%5D Actions: Attacks: Firebolt (120 ft.) +7 2d10 Fire Quarterstaff (5 ft.) +3 1d6(8) Bludgeoning Spells: You can cast each of the chosen spells (Comprehend Languages, Lesser Restoration, Shield) without a spell slot, and you must finish a long rest before you can cast them in this way again. You can also cast the spells using any spell slots you have of the appropriate level. Bonus Actions: Telekinetic: As a bonus action, you can try to telekinetically shove one creature you can see within 30 feet of you. When you do so, the target must succeed on a Strength saving throw (DC 15) or be moved 5 feet toward or away from you. A creature can willingly fail this save. Reactions: Shield: An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile. Feats: Initiate of High Sorcery Adept of the White Robes Linguist Telekinetic Inventory Gp: 859 Sp: 5 Cp: 6 Equipped Bag of Holding Clothes, Common Healer's Kit Orb Quarterstaff Robes Spellbook Bag of Holding Abacus Backpack Ball Bearings (bag of 1000) Bedroll Bell Blanket Block and Tackle Book Bottle, Glass Bucket Candle Case, Map or Scroll Clothes, Fine Clothes, Traveler's Crowbar Fishing Tackle Flask Grappling Hook Hammer Hammer, Sledge Healer's Kit Ink Pen Ink, Black Ink, Blue Lantern, Hooded Little Bag of Sand Manacles Mess Kit Oil (flask) Parchment (sheet) Perfume (vial) Pick, Miner's Piton Pouch Rations (1 day) Rope, Hempen (50 ft.) Rope, Silk (50 ft.) Sack Scale Mail, Red Dragon Army Scale, Merchant's Sealing Wax Shovel Signal Whistle Small Knife Soap Spikes, Iron String (10 ft.) Tent, Two-Person Tinderbox Vial Waterskin Wine, Common (pitcher) + pitcher Wine, Fine (bottle) Billings (Riding Horse) Bit and Bridle Riding Saddle Saddlebags Feed (10 days)
  3. Fa Mulan — ACMage Armor AC: 15: HPHit Dice: 5d6 Temp HP: —: SpeedWalking: 30 ft.: 17 49/49+11 30 ft. StrengthStrength Save: +5 Athletics: +5: DexterityDexterity Save: +0 Acrobatics: +3 Sleight of Hand: +0 Stealth: +0 (disadvantage): ConstitutionConstitution Save: +5 Constitution Checks: +2: 15 10 14 (+2) (+0) (+2) IntelligenceIntelligence Save: +1 Arcana: +1 History: +4 Investigation: +4 Nature: +1 Religion: +1: WisdomWisdom Save: +0 Animal Handling: +3 Insight: +0 Medicine: +0 Perception: +3 Survival: +0: CharismaCharisma Save: +4 Deception: +10 Intimidation: +7 Performance: +7 Persuasion: +7: 12 10 18 (+1) (+0) (+4) LanguagesCommon, Dwarvish, Elvish Combat ProficienciesArmor Proficiencies: Light Armor, Medium Armor, Heavy Armor, Shields Weapon Proficiencies: Simple Weapons, Martial Weapons Tool ProficienciesDice Set, Land Vehicles Second WindYou have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again. (1d10+3) | Action SurgeStarting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action. Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn. (1/1) | Fighting SpiritStarting at 3rd level, your intensity in battle can shield you and help you strike true. As a bonus action on your turn, you can give yourself advantage on weapon attack rolls until the end of the current turn. When you do so, you also gain 5 temporary hit points. The number of temporary hit points increases when you reach certain levels in this class, increasing to 10 at 10th level and 15 at 15th level. You can use this feature three times, and you regain all expended uses of it when you finish a long rest. (3/3) | Hexblade's CurseStarting at 1st level, you gain the ability to place a baleful curse on someone. As a bonus action, choose one creature you can see within 30 feet of you. The target is cursed for 1 minute. The curse ends early if the target dies, you die, or you are incapacitated. Until the curse ends, you gain the following benefits: * You gain a bonus to damage rolls against the cursed target. The bonus equals your proficiency bonus. * Any attack roll you make against the cursed target is a critical hit on a roll of 19 or 20 on the d20. * If the cursed target dies, you regain hit points equal to your warlock level + your Charisma modifier (minimum of 1 hit point). You can’t use this feature again until you finish a short or long rest. (1/1) | Hex WarriorAt 1st level, you acquire the training necessary to effectively arm yourself for battle. You gain proficiency with medium armor, shields, and martial weapons. The influence of your patron also allows you to mystically channel your will through a particular weapon. Whenever you finish a long rest, you can touch one weapon that you are proficient with and that lacks the two-handed property. When you attack with that weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls. This benefit lasts until you finish a long rest. If you later gain the Pact of the Blade feature, this benefit extends to every pact weapon you conjure with that feature, no matter the weapon’s type. | Eldritch InvocationsIn your study of occult lore, you have unearthed eldritch invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability. At 2nd level, you gain two eldritch invocations of your choice. Your invocation options are detailed at the end of the class description. When you gain certain warlock levels, you gain additional invocations of your choice, as shown in the Invocations Known column of the Warlock table. Additionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level. If an eldritch invocation has prerequisites, you must meet them to learn it. You can learn the invocation at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class. Beguiling Influence (PHB 110) You gain proficiency in the Deception and Persuasion skills. Investment of the Chain Master (TCoE 71) Prerequisite: Pact of the Chain feature When you cast find familiar, you infuse the summoned familiar with a measure of your eldritch power, granting the creature the following benefits: * The familiar gains either a flying speed or a swimming speed (your choice) of 40 feet. * As a bonus action, you can command the familiar to take the Attack action. * The familiar’s weapon attacks are considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks. * If the familiar forces a creature to make a saving throw, it uses your spell save DC. * When the familiar takes damage, you can use your reaction to grant it resistance against that damage. "That is reassuring, Moana, that we are not fighting the sea itself," she said. "I've seen what happens when people try to fight forces of nature. A rushing torrent can lift boulders like paper lanterns; an avalanche can wipe out an army in an instant. It is the nature of momentum." Mulan took ten minutes to get ready to enter the portal. She first put on a Cloak of the Manta Ray with her splint armor. She also sorted through the items in her backpack, leaving the ones she believes would not work underwater behind with her horse in the Academy's stables. She waited in front of the portal with the sundial glyph, ready to proceed. OOC Action: Bonus Action: — Movement: — Reaction: — Object Interaction: — Spells Spellcasting Modifier (Cha): +4 Spell Attack: +7 Save DC: 15 Cantrips Create BonfireConjuration Cantrip Casting Time: 1 action Range/Area: 60ft./5ft. Components: V, S Duration: Concentration, up to 1 minute Attack/Save: DEX 15 Source: EE, pg. 152 You create a bonfire on ground that you can see within range. Until the spell ends, the magic bonfire fills a 5-foot cube. Any creature in the bonfire’s space when you cast the spell must succeed on a Dexterity saving throw or take 1d8 fire damage. A creature must also make the saving throw when it moves into the bonfire’s space for the first time on a turn or ends its turn there. The bonfire ignites flammable objects in its area that aren’t being worn or carried. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Green-Flame BladeEvocation Cantrip Casting Time: 1 action Range/Area: Self/5ft. Components: S, M(a melee weapon worth at least 1 sp) Duration: Instantaneous Source: SCAG, pg. 142 You brandish the weapon used in the spell’s casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack’s normal effects, and you can cause green fire to leap from the target to a different creature of your choice that you can see within 5 feet of it. The second creature takes fire damage equal to your spellcasting ability modifier. This spell’s damage increases when you reach certain levels. At 5th level, the melee attack deals an extra 1d8 fire damage to the target on a hit, and the fire damage to the second creature increases to 1d8 + your spellcasting ability modifier. Both damage rolls increase by 1d8 at 11th level (2d8 and 2d8) and 17th level (3d8 and 3d8). 2nd-Level Armor of Agathys1st Level Abjuration Casting Time: 1 action Range/Area: Self Components: V, S, M(a cup of water) Duration: 1 hour Source: PHB, pg. 215 A protective magical force surrounds you, manifesting as a spectral frost that covers you and your gear. You gain 5 temporary hit points for the duration. If a creature hits you with a melee attack while you have these hit points, the creature takes 5 cold damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, both the temporary hit points and the cold damage increase by 5 for each slot.* Blur2nd Level Illusion Casting Time: 1 action Range/Area: Self Components: V Duration: Concentration, up to 1 minute Source: PHB, pg. 219 Your body becomes blurred, shifting and wavering to all who can see you. For the duration, any creature has disadvantage on attack rolls against you. An attacker is immune to this effect if it doesn't rely on sight, as with blindsight, or can see through illusions, as with truesight.(c) Find Familiar1st Level Conjuration Casting Time: 1 hour Range/Area: 10ft. Components: V, S, M(10 gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier) Duration: Instantaneous Source: PHB, pg. 240 You gain the service of a familiar, a spirit that takes an animal form you choose: bat, cat, crab, frog (toad), hawk, lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, or weasel. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of a beast. Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can't attack, but it can take other actions as normal. When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again. As an action, you can temporarily dismiss the familiar to a pocket dimension. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you. Whenever the familiar drops to 0 hit points or disappears into the pocket dimension, it leaves behind in its space anything it was wearing or carrying. While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses. You can't have more than one familiar at a time. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature. Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll.*(R) Shield1st Level Abjuration Casting Time: 1 reaction, which you take when you are hit by an attack or targeted by the magic missile spell Range/Area: Self Components: V, S Duration: 1 round Source: PHB, pg. 275 An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile. Suggestion2nd Level Enchantment Casting Time: 1 action Range/Area: 30ft. Components: V, M(a snake's tongue and either a bit of honeycomb or a drop of sweet oil) Duration: Concentration, up to 8 hours Attack/Save: WIS 15 Source: PHB, pg. 279 You suggest a course of activity (limited to a sentence or two) and magically influence a creature you can see within range that can hear and understand you. Creatures that can't be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the spell. The target must make a Wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do. You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a knight give her warhorse to the first beggar she meets. If the condition isn't met before the spell expires, the activity isn't performed. If you or any of your companions damage the target, the spell ends.(c) Stats [b][url=/sheets/?id=2897775]Fa Mulan[/url][/b] [i]Human (Half-Elf) Fighter 3 / Warlock 3 6 NG[/i] [b]AC[/b] 17 [b]HP[/b] 49 [b]Speed[/b] 30ft [b]Str[/b] 15 (2) [b]Dex[/b] 10 (0) [b]Con[/b] 14 (2) [b]Wis[/b] 10 (0) [b]Int[/b] 12 (1) [b]Cha[/b] 18 (4) [b]Attacks[/b] [b]Jian (Slashing/5)[/b] +8 1d8+5(1d10+5) [b]Dagger (Piercing/20/60)[/b] +5 1d4+2 [b]Handaxe (Slashing/20/60)[/b] +5 1d6+2 [b]Longbow (Piercing/150/600)[/b] +3 1d6 [b]Unarmed Strike (Bl./5)[/b] +5 1d6(1d8) Fighter Features Fighting Style (Unarmed Fighting) | Second Wind | Action Surge | Martial Archetype (Samurai) | Bonus Proficiency | Fighting Spirit Warlock Features Otherworldly Patron (Hexblade) | Pact Magic | Expanded Spell List | Hexblade's Curse | Hex Warrior (Longsword) | Eldritch Invocations | Pact Boon (Pact of the Chain) Soldier Feature Military Rank: You have a military rank from your career as a soldier. Soldiers loyal to your former military organization still recognize your authority and influence, and they defer to you if they are of a lower rank. You can invoke your rank to exert influence over other soldiers and requisition simple equipment or horses for temporary use. You can also usually gain access to friendly military encampments and fortresses where your rank is recognized. Half-Elf Features Darkvision (60 ft.) | Fey Ancestry | Skill Versatility Human (Half-Elf) Fighter 3 / Warlock 3 6 NG AC 17 HP 49 Speed 30ft Str 15 (2) Dex 10 (0) Con 14 (2) Wis 10 (0) Int 12 (1) Cha 18 (4) Attacks Jian (Slashing/5) +8 1d8+5(1d10+5) Dagger (Piercing/20/60) +5 1d4+2 Handaxe (Slashing/20/60) +5 1d6+2 Longbow (Piercing/150/600) +3 1d6 Unarmed Strike (Bl./5) +5 1d6(1d8) Fighter Features Fighting Style (Unarmed Fighting) | Second Wind | Action Surge | Martial Archetype (Samurai) | Bonus Proficiency | Fighting Spirit Warlock Features Otherworldly Patron (Hexblade) | Pact Magic | Expanded Spell List | Hexblade's Curse | Hex Warrior (Longsword) | Eldritch Invocations | Pact Boon (Pact of the Chain) Soldier Feature Military Rank: You have a military rank from your career as a soldier. Soldiers loyal to your former military organization still recognize your authority and influence, and they defer to you if they are of a lower rank. You can invoke your rank to exert influence over other soldiers and requisition simple equipment or horses for temporary use. You can also usually gain access to friendly military encampments and fortresses where your rank is recognized. Half-Elf Features Darkvision (60 ft.) | Fey Ancestry | Skill Versatility Links: | Inventory Gp: 8 Sp: 9 Cp: 5 Equipped Splint Cloak of the Manta Ray Clothes, common Dagger Handaxe (2) Longbow Jian (Longsword), +1 Lucky cricket (Arcane focus) Signal Whistle Quiver (20 arrows) Backpack Crowbar Rope, hempen (50 ft.) Sack Shovel Khan (Draft Horse) Bit and bridle Saddle, military Saddlebags Feed (10 days) Ball bearings (bag of 1000) Bedroll Bell Blanket Candle Case, map or scroll Clothes, fine Dice set Grappling hook Hammer Healer's kit Lantern, hooded Mess Kit Oil (10 flasks) Perfume (vial) Piton (10) Rations (10 days) Soap Spikes, Iron String (10 ft.) Tent, two-person Tinderbox Waterskin
  4. Idalla Partridge, Human (Imperial) Noble Fighter IDALLA PARTRIDGE Human (Imperial), Fighter 1, Noble Age: 22 Height: 5 feet 8 inches Weight: 138 pounds Size: Medium Culture: Imperial Background: Noble VITALS HIT POINTS 12 HIT DICE 1d10 ARMOR CLASS 17 (Scale Mail + Shield) SPEED 30 ft. MANEUVER DC 13 PERCEPTION 9 (passive) IMMUNITIES None INSIGHT 9 (passive) RESISTANCES None VULNERABLE None SKILLS & SAVES STRENGTH 16 (+3) Athletics +5 Strength Save +5 DEXTERITY 14 (+2) Acrobatics +4, Sleight of Hand +2, Stealth +2(d) Dexterity Save +3 CONSTITUTION 14 (+2) Constitution Save +3 INTELLIGENCE 10 (+0) Arcana +0, Culture +2, Engineering +0, History +2, Investigation +0, Nature +0, Religion +0 Intelligence Save +0 WISDOM 8 (-1) Animal Handling +1, Insight -1, Medicine -1, Perception +1, Survival -1 Wisdom Save -1 CHARISMA 12 (+1) Deception +1, Intimidation +1, Performance +3 , Persuasion +3 Charisma Save +1 Bold denotes Proficiency (denotes expertise) (d) denotes Disadvantage PROFICIENCIES & LANGUAGES Armor: Light armor, medium armor, heavy armor, shields Weapons: Simple weapons, martial weapons Tools: Gaming set (playing card set) Senses: — Languages Common, Dwarvish, Elvish CLASS AND ARCHTYPE: FIGHTER Hit Points Hit Dice: 1d10 per fighter level Hit Points at 1st Level: 10 + your Constitution modifier Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per fighter level after 1st Proficiencies Armor: Light armor, medium armor, heavy armor, shields Weapons: Simple weapons, martial weapons Tools: None Saving Throws: Strength, Constitution Skills: Choose two from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival [Athletics, Perception] Fighting Style: Dueling (Fighter Lvl 1). You deal an extra 2 damage with melee weapons held in one hand while you aren’t wielding another weapon. Combat Maneuvers (Fighter Lvl 1). At 1st level, you gain the ability to use combat maneuvers. You gain proficiency in two combat traditions of your choice. You learn three maneuvers of your choice from traditions you are proficient with. You gain an exertion pool equal to twice your proficiency bonus, and you regain any spent exertion when you finish a rest. You use your maneuvers by spending points from your exertion pool. The Maneuvers Known column of the Fighter table shows when you learn more maneuvers from a tradition you are proficient with, while the Maneuver Degree column shows the highest-degree maneuver you can select at a given level. Additionally, whenever you learn a new maneuver, you can choose one of the maneuvers you know and replace it with another maneuver of the same degree from a tradition you are proficient with. Soldiering Knacks (Fighter Lvl 1). At 1st level you gain a soldiering knack of your choice. Your soldiering knacks are detailed at the end of the class description. The Knacks Known column of the Fighter table shows when you learn more fighter soldiering knacks. OTHER ABILITIES, FEATURES & FEATS HUMAN HERITAGE Fast Learner. You gain proficiency in one additional skill of your choice [Performance]. In addition, you require half as much time as normal to train yourself in the use of a suit of armor, tool, or weapon during downtime. Intrepid. Once between rests, when you make an ability check, attack roll, or saving throw, you can choose to gain an expertise die on that roll. Diehard Survivor. You have the following traits: Feast and Famine. You can go a number of days equal to your Constitution modifier without suffering any fatigue from lack of Supply. Afterwards you require twice as much Supply for as many days as you went without. Radical Perseverance. You only die after failing 4 death saving throws instead of 3. IMPERIAL CULTURE Conscript (Imperial). You are proficient with light armor, spears, and light crossbows. Learned Teachers (Imperial). You gain proficiency in History and one other skill of your choice. Local Healers (Imperial). Whenever your hit point maximum or one of your ability scores would be reduced, it is reduced by half as much instead (minimum 1). Languages (Imperial). You can speak, read, write, and sign Common and one other language [Dwarvish]. SOLDIERING KNACKS (FIGHTER) Campaigner. You double your Strength score when determining your carrying capacity and the weight you can lift, push, or drag. In addition, you can add your proficiency bonus to the number of hours you can march before you risk fatigue from a forced march. BACKGROUND: NOBLE Ability Score Increases: +1 to Strength and one other ability score [Constitution]. Skill Proficiencies: Culture, History, and either Animal Handling or Persuasion [Culture, History Animal Handling, and Persuasion]. Tool Proficiencies: One gaming set [Playing card set]. Languages: One of your choice [Elvish]. Feature: High Society. You know of—or personally know—most of the noble families for hundreds of miles. In most settled areas you (and possibly your companions, if well-behaved) can find a noble host who will feed you, shelter you, and offer you a rich lifestyle. Adventures and Advancement. Your family may ask you for one or two little favors: convince this relative to marry a family-approved spouse, slay that family foe in a duel, serve under a liege lord in a battle. If you advance your family’s fortunes, you may earn a knighthood along with the free service of a retinue of servants and up to 8 guards. Connection. The foppish friend you carouse with. Memento. A shield or tabard bearing your coat of arms. DESTINY: DEVOTION Devotion can be a pure or foolish thing. A beloved, a nation, a cause—anything may be the object of your Devotion, but very few are worthy of it. For you the choice is clear: the love at the center of your life is worth dying or killing for, and there is no limit to your service and sacrifice on its behalf. You fulfill your destiny of Devotion when you perform an act of selfless devotion. Die while saving the lives of others, complete a massive undertaking personally entrusted to you, succeed at the cause you devoted your life to. Fealty: You swore an oath to the crown and you’ll never break it. SOURCE OF INSPIRATION Its Own Reward. You gain inspiration whenever you complete a quest, fulfill a difficult promise, or commit an act of self-sacrifice that includes grievous injury to yourself. Complete a quest, keep a promise to your own detriment, keep an innocent safe while seriously endangering yourself, commit an act of genuine self-sacrifice. INSPIRATION FEATURE Selfless Aid. Whenever you take the Help action to aid an ally attacking a creature, you may spend your inspiration. If you do, in addition to the normal benefits of the Help action, that creature has disadvantage on attack rolls against creatures other than you until the start of your next turn. FULFILLMENT FEATURE Fulfillment Feature: Miraculous Revival. As long as you have not died of old age, 24 hours after you die (or in 24 hours, if your death triggered gaining this feature) you miraculously revive intact with full hit points. You appear after “narrowly surviving” the circumstances that killed you—climbing out of the chasm you fell down, crawling from the rubble of the structure that collapsed over you, waking up from impossibly lethal wounds that prove superficial, or magically transporting from the plane of existence you were caught in. In addition, the first time you are revived in this way, you gain a +1 bonus on all future attack rolls, ability checks, and saving throws. EQUIPMENT EQUIPPED Common clothes, cloth brigandine, scale mail (steel), shield (medium), signet ring, tabard Shortsword, throwing dagger BACKPACK Backpack, bandage (5), bedroll, blanket, candle (10), case (map or scoll), crowbar fine clothes, flask, hammer, mess tin, steel mirror, piton (10), perfume (vial), playing card set, pouch, rope (hempen, 50 ft.) sack, sewing kit, soap, supply (10) tent (two-person), tinderbox, torch (10), waterskin Maximum Supply: 16 Maximum Bulk: 4 WEALTH COIN POUCH Copper: 6 | Silver: 1 | Electrum: 0 | Gold: 1 | Platinum: 0 BANKED COIN Copper: 0 | Silver: 0 | Electrum: 0 | Gold: 0 | Platinum: 0 ITEMS OF VALUE (Gems, Art, Jewelry, etc.) 1. 2. 3. MAGIC ITEMS ATTUNED ITEMS (Maximum of 3) 1. 2. 3. NON-ATTUNED ITEMS 1. 2. 3. CONSUMABLES 1. 2. 3. COMBAT Action Bonus Action Reaction ATTACKS Shortsword +5 to hit; reach 5 ft; one target; 1d6+3 slashing damage. Finesse. You may choose to use your Dexterity modifier for attack and damage rolls made with this weapon (included). Parrying. When you are wielding this weapon and you are not using a shield, once before your next turn you can gain an expertise die to your AC against a single melee attack made against you by a creature you can see. You cannot use this property while incapacitated, paralyzed, rattled, restrained, or stunned. Defensive (medium). This weapon is designed to be used with a shield of the stated degree or lighter (light or medium). When you make an attack with this weapon and are using a shield designed for it, you can use a bonus action to either make an attack with your shield or increase your Armor Class by 1 until the start of your next turn. Throwing Dagger +5 to hit; reach 5 ft; one target; 1d4+3 piercing damage Finesse. You may choose to use your Dexterity modifier for attack and damage rolls made with this weapon (included). Thrown. This weapon can be thrown as a ranged weapon attack. The thrown property lists two numbers after it, both measured in feet—the first is the weapon’s normal thrown range, and the second is the weapon’s maximum range. You have disadvantage on attack rolls made beyond the weapon’s normal range, and you cannot make attacks against targets beyond the weapon’s maximum range. Additionally, when using this weapon to make a ranged weapon attack, you may choose to use your Strength modifier or Dexterity modifier for its attack and damage roll. COMBAT MANEUVERS Fighter Level 1 | Maneuver Ability Strength | Maneuver Save DC 13 | Exertion Pool 4 MIRROR'S GLINT TRADITION Leading Throw (1 point). 1st degree Mirror’s Glint reaction When a creature within your reach misses you with a melee weapon attack, you can use your reaction to try to throw it. The creature makes a Dexterity saving throw. On a failure it moves 15 feet in a straight line in a direction of your choice. RAZOR'S EDGE TRADITION Iron Will (1 point). 1st degree Razor’s Edge reaction When you make a saving throw to resist being charmed or frightened, you can use your reaction to gain advantage on the saving throw. Perceptive Stance (1 point). 1st degree Razor’s Edge bonus action (stance) Your passive Perception score increases by 3. In addition, you gain an expertise die on Perception checks. APPEARANCE WIP BACKSTORY WIP
  5. Drakkenheim and Grendelroot interest me the most out of those options.
  6. Fairla Sunnybank AC: 12 (Mage Armor AC: 15) | HP: 32/32 (5d6+2) | Speed: 30 ft. Senses (passive): Perception 9, Insight 9, Investigation 17 StrStrength Save: +0 Athletics: +0: 10 (+0) | DexDexterity Save: +2 Acrobatics: +2 Sleight of Hand: +2 Stealth: +2: 14 (+2) | ConConstitution Save: +2 Constitution Checks: +2: 14 (+2) | IntIntelligence Save: +7 Arcana: +7 History: +7 Investigation: +7 Nature: +4 Religion: +7: 18 (+4) | WisWisdom Save: +2 Animal Handling: -1 Insight: -1 Medicine: +2 Perception: -1 Survival: -1: 8 (-1) | ChaCharisma Save: +1 Deception: +1 Intimidation: +1 Performance: +1 Persuasion: +1: 12 (+1) Languages: You can speak, read, and write Common, Dwarvish, Elvish, Gnomish, Kenderspeak, Primordial, and Solamnic Arcane RecoveryYou have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher. For example, if you're a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots. : 2 spell levels per LR | Arcane WardStarting at 2nd level, you can weave magic around yourself for protection. When you cast an abjuration spell of 1st level or higher, you can simultaneously use a strand of the spell’s magic to create a magical ward on yourself that lasts until you finish a long rest. The ward has hit points equal to twice your wizard level + your Intelligence modifier. Whenever you take damage, the ward takes the damage instead. If this damage reduces the ward to 0 hit points, you take any remaining damage. While the ward has 0 hit points, it can’t absorb damage, but its magic remains. Whenever you cast an abjuration spell of 1st level or higher, the ward regains a number of hit points equal to twice the level of the spell. Once you create the ward, you can't create it again until you finish a long rest. : 14/14 HP “My words,” | ‘My thoughts,’ | My actions... Looking over the map, Fairla says, "I agree, Vigdan. A river crossing may be a good place to stop the Dragon Army's advance, but it does seem like an awfully big risk to leave the city without its military. If we are to travel to Steel Springs, I second the notion that a wagon would be best, if we can get one." She shifts her weight to ease the stiffness of legs already sore from hours of walking. "To that end, I do have a horse here in town I can bring." Inwardly, Fairla adds, 'and I'm going to have to pay additional stabling fees if I don't pick her up soon.' Fairla bows to the noblewoman when introduced. "Lady Michelle, it is an honor to meet you. To host refugees during these times... If there be anything I can do as well to support your work, please just say the word." Fairla would be in favor of leaving for Steel Spring as quickly as possible after a few hours of rest. During the afternoon, she visits a magic shop (one not run by a black-robed mage, if she can find it) to purchase the inks and materials required to add Sleep to her spellbook and finds a quiet place to copy the spell over. OOC Action: — Bonus Action: — Movement: — Reaction: — Object Interaction: — Spells Spellcasting Modifier (Int): +4 Spell Attack: +7 Save DC: 15 Cantrips Fire BoltEvocation cantrip Casting Time: 1 action Range: 120 feet Components: V, S Duration: Instantaneous You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried. This spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). LightEvocation cantrip Casting Time: 1 action Range: Touch Components: V, M (a firefly or phosphorescent moss) Duration: 1 hour You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action. If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell. *Initiate of High Sorcery feat Mage HandConjuration cantrip Casting Time: 1 action Range: 60* feet Components: N/A* Duration: 1 minute A spectral, floating, invisible* hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 60* feet away from you or if you cast this spell again. You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it. The hand can’t attack, activate magic items, or carry more than 10 pounds. *Telekinetic Feat MendingTransmutation cantrip Casting Time: 1 minute Range: Touch Components: V, S, M (two lodestones) Duration: Instantaneous This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it. leaving no trace of the former damage. This spell can physically repair a magic item or construct, but the spell can’t restore magic to such an object. PrestidigitationTransmutation cantrip Casting Time: 1 action Range: 10 feet Components: V, S Duration: Up to 1 hour This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range: • You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor. • You instantaneously light or snuff out a candle, a torch, or a small campfire. • You instantaneously clean or soil an object no larger than 1 cubic foot. • You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour. • You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour. • You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn. If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action. 1st-Level 3/4 Spell Slots ( ) Absorb Elements1st Level Abjuration Casting Time: 1 Reaction, which you take when you take acid, cold, fire, lightning, or thunder damage Range: Self Components: S Duration: 1 Round The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st. ( ) Alarm1st-level abjuration (ritual) Casting Time: 1 minute Range: 30 feet Components: V, S, M (a tiny bell and a piece of fine silver wire) Duration: 8 hours You set an alarm against unwanted intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot cube. Until the spell ends, an alarm alerts you whenever a Tiny or larger creature touches or enters the warded area. When you cast the spell, you can designate creatures that won’t set off the alarm. You also choose whether the alarm is mental or audible. A mental alarm alerts you with a ping in your mind if you are within 1 mile of the warded area. This ping awakens you if you are sleeping. An audible alarm produces the sound of a hand bell for 10 seconds within 60 feet. [R] (P) Comprehend Languages1st-level divination (ritual) Casting Time: 1 action Range: Self Components: V, S, M (a pinch of soot and salt) Duration: 1 hour For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text. This spell doesn’t decode secret messages in a text or a glyph, such as an arcane sigil, that isn’t part of a written language. *Initiate of High Sorcery feat [R] ( ) Detect Magic1st-level divination (ritual) Casting Time: 1 action Range: Self Components: V, S Duration: Concentration, up to 10 minutes For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any. The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt. [R] ( ) Feather Fall1st-level transmutation Casting Time: 1 reaction, which you take when you or a creature within 60 feet of you falls Range: 60 feet Components: V, M (a small feather or piece of down) Duration: 1 minute Choose up to five falling creatures within range. A falling creature's rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature. ( ) Floating Disk1st-level conjuration (ritual) Casting Time: 1 action Range: 30 feet Components: V, S, M (a drop of mercury) Duration: 1 hour This spell creates a circular,horizontal plane of force, 3 feet in diameter and 1 inch thick, that floats 3 feet above the ground in an unoccupied space of your choice that you can see within range. The disk remains for the duration, and can hold up to 500 pounds. If more weight is placed on it, the spell ends, and everything on the disk falls to the ground. The disk is immobile while you are within 20 feet of it. If you move more than 20 feet away from it, the disk follows you so that it remains within 20 feet of you. It can move across uneven terrain, up or down stairs, slopes and the like, but it can’t cross an elevation change of 10 feet or more. For example, the disk can’t move across a 10-foot-deep pit, nor could it leave such a pit if it was created at the bottom. If you move more than 100 feet from the disk (typically because it can’t move around an obstacle to follow you), the spell ends. [R] (p) Grease1st-level conjuration Casting Time: 1 action Range: 60 feet Components: V, S, M (a bit of pork rind or butter) Duration: 1 minute Slick grease covers the ground in a 10-foot square centered on a point within range and turns it into difficult terrain for the duration. When the grease appears, each creature standing in its area must succeed on a Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw or fall prone. (p) Mage Armor1st-level abjuration Casting Time: 1 action Range: Touch Components: V, S, M (a piece of cured leather) Duration: 8 hours You touch a willing creature who isn’t wearing armor, and a protective magical force surrounds it until the spell ends.The target’s base AC becomes 13+its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action. (p) Magic Missile1st-level evocation Casting Time: 1 action Range: 120 feet Components: V, S Duration: Instantaneous You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot level above 1st. (P) Shield1st-level abjuration Casting Time: 1 reaction, which you take when you are hit by an attack or targeted by the magic missile spell Range: Self Components: V, S Duration: 1 round An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile. *Initiate of High Sorcery feat ( ) Unseen Servant1st-level conjuration (ritual) Casting Time: 1 action Range: 60 feet Components: V, S, M (a piece of string and a bit of wood) Duration: 1 hour This spell creates an invisible, mindless, shapeless force that performs simple tasks at your command until the spell ends. The servant springs into existence in an unoccupied space on the ground within range. It has AC 10, 1 hit point, and a Strength of 2, and it can’t attack. If it drops to 0 hit points, the spell ends. Once on each of your turns as a bonus action, you can mentally command the servant to move up to 15 feet and interact with an object. The servant can perform simple tasks that a human servant could do, such as fetching things, cleaning, mending, folding clothes, lighting fires, serving food, and pouring wine. Once you give the command, the servant performs the task to the best of its ability until it completes the task, then waits for your next command. If you command the servant to perform a task that would move it more than 60 feet away from you, the spell ends. [R] 2nd-Level 3/3 Spell Slots (p) Detect Thoughts2nd-level divination Casting Time: 1 action Range: Self Components: V, S, M (a copper piece) Duration: Concentration, up to 1 minute For the duration, you can read the thoughts of certain creatures. When you cast the spell and as your action on each turn until the spell ends, you can focus your mind on any one creature that you can see within 30 feet of you. If the creature you choose has an Intelligence of 3 or lower or doesn’t speak any language, the creature is unaffected. You initially learn the surface thoughts of the creature—what is most on its mind in that moment. As an action, you can either shift your attention to another creature’s thoughts or attempt to probe deeper into the same creature’s mind. Ifyou probe deeper, the target must make a Wisdom saving throw. If it fails, you gain insight into its reasoning (if any), its emotional state, and something that looms large in its mind (such as something it worries over, loves, or hates). If it succeeds, the spell ends. Either way, the target knows that you are probing into its mind, and unless you shift your attention to another creature’s thoughts, the creature can use its action on its turn to make an Intelligence check contested by your Intelligence check; if it succeeds, the spell ends. Questions verbally directed at the target creature naturally shape the course of its thoughts, so this spell is particularly effective as part of an interrogation. You can also use this spell to detect the presence of thinking creatures you can’t see. When you cast the spell or as your action during the duration, you can search for thoughts within 30 feet of you. The spell can penetrate barriers, but 2 feet of rock, 2 inches of any metal other than lead, or a thin sheet of lead blocks you. You can’t detect a creature with an Intelligence of 3 or lower or one that doesn’t speak any language. Once you detect the presence of a creature in this way, you can read its thoughts for the rest of the duration as described above, even if you can’t see it, but it must still be within range. [c] (p) Hold Person2nd-level enchantment Casting Time: 1 action Range: 60 feet Components: V, S, M (a small, straight piece of iron) Duration: Concentration, up to 1 minute Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them. [c] (p) Invisibility2nd-level illusion Casting Time: 1 action Range: Touch Components: V, S, M (an eyelash encased in gum arabic) Duration: Concentration, up to 1 hour A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target’s person. The spell ends for a target that attacks or casts a spell. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. [c] (P) Lesser Restoration2nd-level abjuration Casting Time: 1 action Range: Touch Components: V, S Duration: Instantaneous You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned. (p) Misty Step2nd-level conjuration Casting Time: 1 bonus action Range: Self Components: V Duration: Instantaneous Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see. 3rd-Level 2/2 Spell Slots (p) Counterspell3rd-level abjuration Casting Time: 1 reaction, which you take when you see a creature within 60 feet of you casting a spell Range: 60 feet Components: S Duration: Instantaneous You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level. On a success, the creature’s spell fails and has no effect. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the interrupted spell has no effect if its level is less than or equal to the level of the spell slot you used. (p) Dispel Magic3rd-level abjuration Casting Time: 1 action Range: 120 feet Components: V, S Duration: Instantaneous Choose one creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level. On a successful check, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you automatically end the effects of a spell on the target if the spell’s level is equal to or less than the level of the spell slot you used. ( ) Tiny Hut3rd-level evocation (ritual) Casting Time: 1 minute Range: Self (10-foot-radius hemisphere) Components: V, S, M (a small crystal bead) Duration: 8 hours A 10-foot-radius immobile dome of force springs into existence around and above you and remains stationary for the duration. The spell ends if you leave its area. Nine creatures of Medium size or smaller can fit inside the dome with you. The spell fails if its area includes a larger creature or more than nine creatures. Creatures and objects within the dome when you cast this spell can move through it freely. All other creatures and objects are barred from passing through it. Spells and other magical effects can’t extend through the dome or be cast through it. The atmosphere inside the space is comfortable and dry, regardless of the weather outside. Until the spell ends, you can command the interior to become dimly lit or dark. The dome is opaque from the outside, of any color you choose, but it is transparent from the inside. [R] Stat Block %5Bb%5DActions%3A%5B%2Fb%5D%0A%5Bb%5DAttacks%3A%5B%2Fb%5D%0A%5Bb%5DFirebolt%20(120%20ft.)%5B%2Fb%5D%20%2B7%202d10%20Fire%0A%5Bb%5DQuarterstaff%20(5%20ft.)%5B%2Fb%5D%20%2B3%201d6(8)%20Bludgeoning%0A%5Bb%5DSpells%3A%5B%2Fb%5D%0A%20%20%20%20You%20can%20cast%20each%20of%20the%20chosen%20spells%20(%5Bi%5DComprehend%20Languages%5B%2Fi%5D%2C%20%5Bi%5DLesser%20Restoration%5B%2Fi%5D%2C%20%5Bi%5DShield%5B%2Fi%5D)%20without%20a%20spell%20slot%2C%20and%20you%20must%20finish%20a%20long%20rest%20before%20you%20can%20cast%20them%20in%20this%20way%20again.%20You%20can%20also%20cast%20the%20spells%20using%20any%20spell%20slots%20you%20have%20of%20the%20appropriate%20level.%0A%0A%5Bb%5DBonus%20Actions%3A%5B%2Fb%5D%0A%20%20%20%20%5Bb%5DTelekinetic%3A%5B%2Fb%5D%20As%20a%20bonus%20action%2C%20you%20can%20try%20to%20telekinetically%20shove%20one%20creature%20you%20can%20see%20within%2030%20feet%20of%20you.%20When%20you%20do%20so%2C%20the%20target%20must%20succeed%20on%20a%20Strength%20saving%20throw%20(DC%2015)%20or%20be%20moved%205%20feet%20toward%20or%20away%20from%20you.%20A%20creature%20can%20willingly%20fail%20this%20save.%20%0A%0A%5Bb%5DReactions%3A%5B%2Fb%5D%0A%20%20%20%20%5Bb%5DShield%3A%5B%2Fb%5D%20An%20invisible%20barrier%20of%20magical%20force%20appears%20and%20protects%20you.%20Until%20the%20start%20of%20your%20next%20turn%2C%20you%20have%20a%20%2B5%20bonus%20to%20AC%2C%20including%20against%20the%20triggering%20attack%2C%20and%20you%20take%20no%20damage%20from%20magic%20missile.%0A%0A%5Bb%5DFeats%3A%5B%2Fb%5D%0AInitiate%20of%20High%20Sorcery%0AAdept%20of%20the%20White%20Robes%0ALinguist%0ATelekinetic%0A%5Bb%5D%5B%2Fb%5D Actions: Attacks: Firebolt (120 ft.) +7 2d10 Fire Quarterstaff (5 ft.) +3 1d6(8) Bludgeoning Spells: You can cast each of the chosen spells (Comprehend Languages, Lesser Restoration, Shield) without a spell slot, and you must finish a long rest before you can cast them in this way again. You can also cast the spells using any spell slots you have of the appropriate level. Bonus Actions: Telekinetic: As a bonus action, you can try to telekinetically shove one creature you can see within 30 feet of you. When you do so, the target must succeed on a Strength saving throw (DC 15) or be moved 5 feet toward or away from you. A creature can willingly fail this save. Reactions: Shield: An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile. Feats: Initiate of High Sorcery Adept of the White Robes Linguist Telekinetic Inventory Gp: 52 Sp: 4 Cp: 4 Equipped Bag of Holding Clothes, Common Healer's Kit Orb Quarterstaff Robes Spellbook Bag of Holding Abacus Backpack Ball Bearings (bag of 1000) Bedroll Bell Blanket Block and Tackle Book Bottle, Glass Bucket Candle Case, Map or Scroll Spell Scroll of Sleep Clothes, Fine Clothes, Traveler's Crowbar Fishing Tackle Flask Grappling Hook Hammer Hammer, Sledge Healer's Kit Ink Pen Ink, Black Ink, Blue Lantern, Hooded Little Bag of Sand Manacles Mess Kit Oil (flask) Parchment (sheet) Perfume (vial) Pick, Miner's Piton Pouch Rations (1 day) Rope, Hempen (50 ft.) Rope, Silk (50 ft.) Sack Scale Mail, Red Dragon Army Scale, Merchant's Sealing Wax Shovel Signal Whistle Small Knife Soap Spikes, Iron String (10 ft.) Tent, Two-Person Tinderbox Vial Waterskin Wine, Common (pitcher) + pitcher Wine, Fine (bottle) Riding Horse Bit and Bridle Riding Saddle Saddlebags Feed (10 days)
  7. Fa Mulan — ACMage Armor AC: 15: HPHit Dice: 5d6 Temp HP: —: SpeedWalking: 30 ft.: 17 49/49 30 ft. StrengthStrength Save: +5 Athletics: +5: DexterityDexterity Save: +0 Acrobatics: +3 Sleight of Hand: +0 Stealth: +0 (disadvantage): ConstitutionConstitution Save: +5 Constitution Checks: +2: 15 10 14 (+2) (+0) (+2) IntelligenceIntelligence Save: +1 Arcana: +1 History: +4 Investigation: +4 Nature: +1 Religion: +1: WisdomWisdom Save: +0 Animal Handling: +3 Insight: +0 Medicine: +0 Perception: +3 Survival: +0: CharismaCharisma Save: +4 Deception: +10 Intimidation: +7 Performance: +7 Persuasion: +7: 12 10 18 (+1) (+0) (+4) LanguagesCommon, Dwarvish, Elvish Combat ProficienciesArmor Proficiencies: Light Armor, Medium Armor, Heavy Armor, Shields Weapon Proficiencies: Simple Weapons, Martial Weapons Tool ProficienciesDice Set, Land Vehicles Second WindYou have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again. (1d10+3) | Action SurgeStarting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action. Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn. (1/1) | Fighting SpiritStarting at 3rd level, your intensity in battle can shield you and help you strike true. As a bonus action on your turn, you can give yourself advantage on weapon attack rolls until the end of the current turn. When you do so, you also gain 5 temporary hit points. The number of temporary hit points increases when you reach certain levels in this class, increasing to 10 at 10th level and 15 at 15th level. You can use this feature three times, and you regain all expended uses of it when you finish a long rest. (3/3) | Hexblade's CurseStarting at 1st level, you gain the ability to place a baleful curse on someone. As a bonus action, choose one creature you can see within 30 feet of you. The target is cursed for 1 minute. The curse ends early if the target dies, you die, or you are incapacitated. Until the curse ends, you gain the following benefits: * You gain a bonus to damage rolls against the cursed target. The bonus equals your proficiency bonus. * Any attack roll you make against the cursed target is a critical hit on a roll of 19 or 20 on the d20. * If the cursed target dies, you regain hit points equal to your warlock level + your Charisma modifier (minimum of 1 hit point). You can’t use this feature again until you finish a short or long rest. (1/1) | Hex WarriorAt 1st level, you acquire the training necessary to effectively arm yourself for battle. You gain proficiency with medium armor, shields, and martial weapons. The influence of your patron also allows you to mystically channel your will through a particular weapon. Whenever you finish a long rest, you can touch one weapon that you are proficient with and that lacks the two-handed property. When you attack with that weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls. This benefit lasts until you finish a long rest. If you later gain the Pact of the Blade feature, this benefit extends to every pact weapon you conjure with that feature, no matter the weapon’s type. | Eldritch InvocationsIn your study of occult lore, you have unearthed eldritch invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability. At 2nd level, you gain two eldritch invocations of your choice. Your invocation options are detailed at the end of the class description. When you gain certain warlock levels, you gain additional invocations of your choice, as shown in the Invocations Known column of the Warlock table. Additionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level. If an eldritch invocation has prerequisites, you must meet them to learn it. You can learn the invocation at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class. Beguiling Influence (PHB 110) You gain proficiency in the Deception and Persuasion skills. Investment of the Chain Master (TCoE 71) Prerequisite: Pact of the Chain feature When you cast find familiar, you infuse the summoned familiar with a measure of your eldritch power, granting the creature the following benefits: * The familiar gains either a flying speed or a swimming speed (your choice) of 40 feet. * As a bonus action, you can command the familiar to take the Attack action. * The familiar’s weapon attacks are considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks. * If the familiar forces a creature to make a saving throw, it uses your spell save DC. * When the familiar takes damage, you can use your reaction to grant it resistance against that damage. (Presumably with Merida's encouragement, gold, and guidance,) Mulan approached the spellbook. Browsing the available spells, she settled on one that would give her allies all the strength of a raging fire. 'There's something strange about this type of magic,' Mulan consoled herself. 'I guess it's not the sort of thing you can just pick up right away.' She turned to Merida and said, "Thank you, Merida, for your assistance. It doesn't look like I will be able to learn anything right now. Rest assured, I will pay you back when we return from the sea." OOC Action: Attempting to learn Bless w/ Charisma (spending 15 of her own Gp and borrowing 75 of Merida's) --> Failed Bonus Action: — Movement: — Reaction: — Object Interaction: — Spells Spellcasting Modifier (Cha): +4 Spell Attack: +7 Save DC: 15 Cantrips Create BonfireConjuration Cantrip Casting Time: 1 action Range/Area: 60ft./5ft. Components: V, S Duration: Concentration, up to 1 minute Attack/Save: DEX 15 Source: EE, pg. 152 You create a bonfire on ground that you can see within range. Until the spell ends, the magic bonfire fills a 5-foot cube. Any creature in the bonfire’s space when you cast the spell must succeed on a Dexterity saving throw or take 1d8 fire damage. A creature must also make the saving throw when it moves into the bonfire’s space for the first time on a turn or ends its turn there. The bonfire ignites flammable objects in its area that aren’t being worn or carried. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Green-Flame BladeEvocation Cantrip Casting Time: 1 action Range/Area: Self/5ft. Components: S, M(a melee weapon worth at least 1 sp) Duration: Instantaneous Source: SCAG, pg. 142 You brandish the weapon used in the spell’s casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack’s normal effects, and you can cause green fire to leap from the target to a different creature of your choice that you can see within 5 feet of it. The second creature takes fire damage equal to your spellcasting ability modifier. This spell’s damage increases when you reach certain levels. At 5th level, the melee attack deals an extra 1d8 fire damage to the target on a hit, and the fire damage to the second creature increases to 1d8 + your spellcasting ability modifier. Both damage rolls increase by 1d8 at 11th level (2d8 and 2d8) and 17th level (3d8 and 3d8). 2nd-Level Armor of Agathys1st Level Abjuration Casting Time: 1 action Range/Area: Self Components: V, S, M(a cup of water) Duration: 1 hour Source: PHB, pg. 215 A protective magical force surrounds you, manifesting as a spectral frost that covers you and your gear. You gain 5 temporary hit points for the duration. If a creature hits you with a melee attack while you have these hit points, the creature takes 5 cold damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, both the temporary hit points and the cold damage increase by 5 for each slot.* Blur2nd Level Illusion Casting Time: 1 action Range/Area: Self Components: V Duration: Concentration, up to 1 minute Source: PHB, pg. 219 Your body becomes blurred, shifting and wavering to all who can see you. For the duration, any creature has disadvantage on attack rolls against you. An attacker is immune to this effect if it doesn't rely on sight, as with blindsight, or can see through illusions, as with truesight.(c) Find Familiar1st Level Conjuration Casting Time: 1 hour Range/Area: 10ft. Components: V, S, M(10 gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier) Duration: Instantaneous Source: PHB, pg. 240 You gain the service of a familiar, a spirit that takes an animal form you choose: bat, cat, crab, frog (toad), hawk, lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, or weasel. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of a beast. Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can't attack, but it can take other actions as normal. When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again. As an action, you can temporarily dismiss the familiar to a pocket dimension. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you. Whenever the familiar drops to 0 hit points or disappears into the pocket dimension, it leaves behind in its space anything it was wearing or carrying. While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses. You can't have more than one familiar at a time. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature. Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll.*(R) Shield1st Level Abjuration Casting Time: 1 reaction, which you take when you are hit by an attack or targeted by the magic missile spell Range/Area: Self Components: V, S Duration: 1 round Source: PHB, pg. 275 An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile. Suggestion2nd Level Enchantment Casting Time: 1 action Range/Area: 30ft. Components: V, M(a snake's tongue and either a bit of honeycomb or a drop of sweet oil) Duration: Concentration, up to 8 hours Attack/Save: WIS 15 Source: PHB, pg. 279 You suggest a course of activity (limited to a sentence or two) and magically influence a creature you can see within range that can hear and understand you. Creatures that can't be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the spell. The target must make a Wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do. You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a knight give her warhorse to the first beggar she meets. If the condition isn't met before the spell expires, the activity isn't performed. If you or any of your companions damage the target, the spell ends.(c) Stats [b][url=/sheets/?id=2897775]Fa Mulan[/url][/b] [i]Human (Half-Elf) Fighter 3 / Warlock 3 6 NG[/i] [b]AC[/b] 17 [b]HP[/b] 49 [b]Speed[/b] 30ft [b]Str[/b] 15 (2) [b]Dex[/b] 10 (0) [b]Con[/b] 14 (2) [b]Wis[/b] 10 (0) [b]Int[/b] 12 (1) [b]Cha[/b] 18 (4) [b]Attacks[/b] [b]Jian (Slashing/5)[/b] +8 1d8+5(1d10+5) [b]Dagger (Piercing/20/60)[/b] +5 1d4+2 [b]Handaxe (Slashing/20/60)[/b] +5 1d6+2 [b]Longbow (Piercing/150/600)[/b] +3 1d6 [b]Unarmed Strike (Bl./5)[/b] +5 1d6(1d8) Fighter Features Fighting Style (Unarmed Fighting) | Second Wind | Action Surge | Martial Archetype (Samurai) | Bonus Proficiency | Fighting Spirit Warlock Features Otherworldly Patron (Hexblade) | Pact Magic | Expanded Spell List | Hexblade's Curse | Hex Warrior (Longsword) | Eldritch Invocations | Pact Boon (Pact of the Chain) Soldier Feature Military Rank: You have a military rank from your career as a soldier. Soldiers loyal to your former military organization still recognize your authority and influence, and they defer to you if they are of a lower rank. You can invoke your rank to exert influence over other soldiers and requisition simple equipment or horses for temporary use. You can also usually gain access to friendly military encampments and fortresses where your rank is recognized. Half-Elf Features Darkvision (60 ft.) | Fey Ancestry | Skill Versatility Human (Half-Elf) Fighter 3 / Warlock 3 6 NG AC 17 HP 49 Speed 30ft Str 15 (2) Dex 10 (0) Con 14 (2) Wis 10 (0) Int 12 (1) Cha 18 (4) Attacks Jian (Slashing/5) +8 1d8+5(1d10+5) Dagger (Piercing/20/60) +5 1d4+2 Handaxe (Slashing/20/60) +5 1d6+2 Longbow (Piercing/150/600) +3 1d6 Unarmed Strike (Bl./5) +5 1d6(1d8) Fighter Features Fighting Style (Unarmed Fighting) | Second Wind | Action Surge | Martial Archetype (Samurai) | Bonus Proficiency | Fighting Spirit Warlock Features Otherworldly Patron (Hexblade) | Pact Magic | Expanded Spell List | Hexblade's Curse | Hex Warrior (Longsword) | Eldritch Invocations | Pact Boon (Pact of the Chain) Soldier Feature Military Rank: You have a military rank from your career as a soldier. Soldiers loyal to your former military organization still recognize your authority and influence, and they defer to you if they are of a lower rank. You can invoke your rank to exert influence over other soldiers and requisition simple equipment or horses for temporary use. You can also usually gain access to friendly military encampments and fortresses where your rank is recognized. Half-Elf Features Darkvision (60 ft.) | Fey Ancestry | Skill Versatility Links: | Inventory Gp: 8 Sp: 9 Cp: 5 Equipped Splint Clothes, common Dagger Handaxe (2) Longbow Jian (Longsword), +1 Lucky cricket (Arcane focus) Signal Whistle Quiver (20 arrows) Backpack Ball bearings (bag of 1000) Bedroll Bell Blanket Candle Case, map or scroll Clothes, fine Crowbar Dice set Grappling hook Hammer Healer's kit Lantern, hooded Mess Kit Oil (10 flasks) Perfume (vial) Piton (10) Rations (10 days) Rope, hempen (50 ft.) Sack Shovel Soap Spikes, Iron String (10 ft.) Tent, two-person Tinderbox Waterskin Khan (Draft Horse) Bit and bridle Saddle, military Saddlebags Feed (10 days)
  8. Bless is a great spell. If Mulan learned it, she would cast it at second level to cover four characters. She would need 90 gold pieces to learn it; she currently has 20 she can spend.
  9. Fairla Sunnybank AC: 12 (Mage Armor AC: 15) | HP: 32/32 (5d6+2) | Speed: 30 ft. Senses (passive): Perception 9, Insight 9, Investigation 17 StrStrength Save: +0 Athletics: +0: 10 (+0) | DexDexterity Save: +2 Acrobatics: +2 Sleight of Hand: +2 Stealth: +2: 14 (+2) | ConConstitution Save: +2 Constitution Checks: +2: 14 (+2) | IntIntelligence Save: +7 Arcana: +7 History: +7 Investigation: +7 Nature: +4 Religion: +7: 18 (+4) | WisWisdom Save: +2 Animal Handling: -1 Insight: -1 Medicine: +2 Perception: -1 Survival: -1: 8 (-1) | ChaCharisma Save: +1 Deception: +1 Intimidation: +1 Performance: +1 Persuasion: +1: 12 (+1) Languages: You can speak, read, and write Common, Dwarvish, Elvish, Gnomish, Kenderspeak, Primordial, and Solamnic Arcane RecoveryYou have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher. For example, if you're a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots. : 2 spell levels per LR | Arcane WardStarting at 2nd level, you can weave magic around yourself for protection. When you cast an abjuration spell of 1st level or higher, you can simultaneously use a strand of the spell’s magic to create a magical ward on yourself that lasts until you finish a long rest. The ward has hit points equal to twice your wizard level + your Intelligence modifier. Whenever you take damage, the ward takes the damage instead. If this damage reduces the ward to 0 hit points, you take any remaining damage. While the ward has 0 hit points, it can’t absorb damage, but its magic remains. Whenever you cast an abjuration spell of 1st level or higher, the ward regains a number of hit points equal to twice the level of the spell. Once you create the ward, you can't create it again until you finish a long rest. : 14/14 HP “My words,” | ‘My thoughts,’ | My actions... With the battle finished, Fairla takes a moment to process the remarkable change in circumstances it brought. 'To think, just a few minutes ago we were prisoners here, and now we have retaken the outpost.' She expresses her sincere gratitude to her new allies for finishing what she could not as she introduces herself to them. Responding to Arlo's question about the spectral Coltan, Fairla says, "I suppose it was some sort of horrible illusion, likely reproducible by a mage"—she recalls the specter's wicked howls—"or imitable, at least." Inwardly, she thinks, 'To want such a thing at his funeral, Arlo's friends and relations must be heartier than mine.' After the Voglerite militia secures the outpost, she confirms to Lt. Vogler and to Merituuli that Arlo, Vigdan, Lanal, and she were, regretfully, the only survivors of the unit sent to retake the fort. "There is, indeed, much we can discuss," she says to Hunni. "To learn from a fellow mage is one of life's greatest delights." She adds, "I am sorry to hear that my brother has left the pursuit of magic behind. I have not met him, but if he's anything like you he must make pleasant company." She also wonders what Hunni meant by, "Thanks to me," but does not ask about it. Fairla spends the following days puttering around the outpost, helping out in small ways here and there. She is very relieved to recover her spellbook and other possessions. Of the other treasure, she takes one set of Red Dragon Army Scale Mail, the spell scroll of Sleep (and any of the other spell scrolls that go unclaimed), resolving to copy it into her spell book when she has the time and resources to do so, and maybe even make some spell scrolls of her own when she gets back to Kalaman. OOC Action: — Bonus Action: — Movement: — Reaction: — Object Interaction: — Spells Spellcasting Modifier (Int): +4 Spell Attack: +7 Save DC: 15 Cantrips Fire BoltEvocation cantrip Casting Time: 1 action Range: 120 feet Components: V, S Duration: Instantaneous You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried. This spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). LightEvocation cantrip Casting Time: 1 action Range: Touch Components: V, M (a firefly or phosphorescent moss) Duration: 1 hour You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action. If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell. *Initiate of High Sorcery feat Mage HandConjuration cantrip Casting Time: 1 action Range: 60* feet Components: N/A* Duration: 1 minute A spectral, floating, invisible* hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 60* feet away from you or if you cast this spell again. You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it. The hand can’t attack, activate magic items, or carry more than 10 pounds. *Telekinetic Feat MendingTransmutation cantrip Casting Time: 1 minute Range: Touch Components: V, S, M (two lodestones) Duration: Instantaneous This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it. leaving no trace of the former damage. This spell can physically repair a magic item or construct, but the spell can’t restore magic to such an object. PrestidigitationTransmutation cantrip Casting Time: 1 action Range: 10 feet Components: V, S Duration: Up to 1 hour This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range: • You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor. • You instantaneously light or snuff out a candle, a torch, or a small campfire. • You instantaneously clean or soil an object no larger than 1 cubic foot. • You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour. • You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour. • You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn. If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action. 1st-Level 4/4 Spell Slots ( ) Absorb Elements1st Level Abjuration Casting Time: 1 Reaction, which you take when you take acid, cold, fire, lightning, or thunder damage Range: Self Components: S Duration: 1 Round The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st. ( ) Alarm1st-level abjuration (ritual) Casting Time: 1 minute Range: 30 feet Components: V, S, M (a tiny bell and a piece of fine silver wire) Duration: 8 hours You set an alarm against unwanted intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot cube. Until the spell ends, an alarm alerts you whenever a Tiny or larger creature touches or enters the warded area. When you cast the spell, you can designate creatures that won’t set off the alarm. You also choose whether the alarm is mental or audible. A mental alarm alerts you with a ping in your mind if you are within 1 mile of the warded area. This ping awakens you if you are sleeping. An audible alarm produces the sound of a hand bell for 10 seconds within 60 feet. [R] (P) Comprehend Languages1st-level divination (ritual) Casting Time: 1 action Range: Self Components: V, S, M (a pinch of soot and salt) Duration: 1 hour For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text. This spell doesn’t decode secret messages in a text or a glyph, such as an arcane sigil, that isn’t part of a written language. *Initiate of High Sorcery feat [R] ( ) Detect Magic1st-level divination (ritual) Casting Time: 1 action Range: Self Components: V, S Duration: Concentration, up to 10 minutes For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any. The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt. [R] ( ) Feather Fall1st-level transmutation Casting Time: 1 reaction, which you take when you or a creature within 60 feet of you falls Range: 60 feet Components: V, M (a small feather or piece of down) Duration: 1 minute Choose up to five falling creatures within range. A falling creature's rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature. ( ) Floating Disk1st-level conjuration (ritual) Casting Time: 1 action Range: 30 feet Components: V, S, M (a drop of mercury) Duration: 1 hour This spell creates a circular,horizontal plane of force, 3 feet in diameter and 1 inch thick, that floats 3 feet above the ground in an unoccupied space of your choice that you can see within range. The disk remains for the duration, and can hold up to 500 pounds. If more weight is placed on it, the spell ends, and everything on the disk falls to the ground. The disk is immobile while you are within 20 feet of it. If you move more than 20 feet away from it, the disk follows you so that it remains within 20 feet of you. It can move across uneven terrain, up or down stairs, slopes and the like, but it can’t cross an elevation change of 10 feet or more. For example, the disk can’t move across a 10-foot-deep pit, nor could it leave such a pit if it was created at the bottom. If you move more than 100 feet from the disk (typically because it can’t move around an obstacle to follow you), the spell ends. [R] (p) Grease1st-level conjuration Casting Time: 1 action Range: 60 feet Components: V, S, M (a bit of pork rind or butter) Duration: 1 minute Slick grease covers the ground in a 10-foot square centered on a point within range and turns it into difficult terrain for the duration. When the grease appears, each creature standing in its area must succeed on a Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw or fall prone. (p) Mage Armor1st-level abjuration Casting Time: 1 action Range: Touch Components: V, S, M (a piece of cured leather) Duration: 8 hours You touch a willing creature who isn’t wearing armor, and a protective magical force surrounds it until the spell ends.The target’s base AC becomes 13+its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action. (p) Magic Missile1st-level evocation Casting Time: 1 action Range: 120 feet Components: V, S Duration: Instantaneous You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot level above 1st. (P) Shield1st-level abjuration Casting Time: 1 reaction, which you take when you are hit by an attack or targeted by the magic missile spell Range: Self Components: V, S Duration: 1 round An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile. *Initiate of High Sorcery feat ( ) Unseen Servant1st-level conjuration (ritual) Casting Time: 1 action Range: 60 feet Components: V, S, M (a piece of string and a bit of wood) Duration: 1 hour This spell creates an invisible, mindless, shapeless force that performs simple tasks at your command until the spell ends. The servant springs into existence in an unoccupied space on the ground within range. It has AC 10, 1 hit point, and a Strength of 2, and it can’t attack. If it drops to 0 hit points, the spell ends. Once on each of your turns as a bonus action, you can mentally command the servant to move up to 15 feet and interact with an object. The servant can perform simple tasks that a human servant could do, such as fetching things, cleaning, mending, folding clothes, lighting fires, serving food, and pouring wine. Once you give the command, the servant performs the task to the best of its ability until it completes the task, then waits for your next command. If you command the servant to perform a task that would move it more than 60 feet away from you, the spell ends. [R] 2nd-Level 3/3 Spell Slots (p) Detect Thoughts2nd-level divination Casting Time: 1 action Range: Self Components: V, S, M (a copper piece) Duration: Concentration, up to 1 minute For the duration, you can read the thoughts of certain creatures. When you cast the spell and as your action on each turn until the spell ends, you can focus your mind on any one creature that you can see within 30 feet of you. If the creature you choose has an Intelligence of 3 or lower or doesn’t speak any language, the creature is unaffected. You initially learn the surface thoughts of the creature—what is most on its mind in that moment. As an action, you can either shift your attention to another creature’s thoughts or attempt to probe deeper into the same creature’s mind. Ifyou probe deeper, the target must make a Wisdom saving throw. If it fails, you gain insight into its reasoning (if any), its emotional state, and something that looms large in its mind (such as something it worries over, loves, or hates). If it succeeds, the spell ends. Either way, the target knows that you are probing into its mind, and unless you shift your attention to another creature’s thoughts, the creature can use its action on its turn to make an Intelligence check contested by your Intelligence check; if it succeeds, the spell ends. Questions verbally directed at the target creature naturally shape the course of its thoughts, so this spell is particularly effective as part of an interrogation. You can also use this spell to detect the presence of thinking creatures you can’t see. When you cast the spell or as your action during the duration, you can search for thoughts within 30 feet of you. The spell can penetrate barriers, but 2 feet of rock, 2 inches of any metal other than lead, or a thin sheet of lead blocks you. You can’t detect a creature with an Intelligence of 3 or lower or one that doesn’t speak any language. Once you detect the presence of a creature in this way, you can read its thoughts for the rest of the duration as described above, even if you can’t see it, but it must still be within range. [c] (p) Hold Person2nd-level enchantment Casting Time: 1 action Range: 60 feet Components: V, S, M (a small, straight piece of iron) Duration: Concentration, up to 1 minute Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them. [c] (p) Invisibility2nd-level illusion Casting Time: 1 action Range: Touch Components: V, S, M (an eyelash encased in gum arabic) Duration: Concentration, up to 1 hour A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target’s person. The spell ends for a target that attacks or casts a spell. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. [c] (P) Lesser Restoration2nd-level abjuration Casting Time: 1 action Range: Touch Components: V, S Duration: Instantaneous You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned. (p) Misty Step2nd-level conjuration Casting Time: 1 bonus action Range: Self Components: V Duration: Instantaneous Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see. 3rd-Level 2/2 Spell Slots (p) Counterspell3rd-level abjuration Casting Time: 1 reaction, which you take when you see a creature within 60 feet of you casting a spell Range: 60 feet Components: S Duration: Instantaneous You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level. On a success, the creature’s spell fails and has no effect. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the interrupted spell has no effect if its level is less than or equal to the level of the spell slot you used. (p) Dispel Magic3rd-level abjuration Casting Time: 1 action Range: 120 feet Components: V, S Duration: Instantaneous Choose one creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level. On a successful check, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you automatically end the effects of a spell on the target if the spell’s level is equal to or less than the level of the spell slot you used. ( ) Tiny Hut3rd-level evocation (ritual) Casting Time: 1 minute Range: Self (10-foot-radius hemisphere) Components: V, S, M (a small crystal bead) Duration: 8 hours A 10-foot-radius immobile dome of force springs into existence around and above you and remains stationary for the duration. The spell ends if you leave its area. Nine creatures of Medium size or smaller can fit inside the dome with you. The spell fails if its area includes a larger creature or more than nine creatures. Creatures and objects within the dome when you cast this spell can move through it freely. All other creatures and objects are barred from passing through it. Spells and other magical effects can’t extend through the dome or be cast through it. The atmosphere inside the space is comfortable and dry, regardless of the weather outside. Until the spell ends, you can command the interior to become dimly lit or dark. The dome is opaque from the outside, of any color you choose, but it is transparent from the inside. [R] Stat Block %5Bb%5DActions%3A%5B%2Fb%5D%0A%5Bb%5DAttacks%3A%5B%2Fb%5D%0A%5Bb%5DFirebolt%20(120%20ft.)%5B%2Fb%5D%20%2B7%202d10%20Fire%0A%5Bb%5DQuarterstaff%20(5%20ft.)%5B%2Fb%5D%20%2B3%201d6(8)%20Bludgeoning%0A%5Bb%5DSpells%3A%5B%2Fb%5D%0A%20%20%20%20You%20can%20cast%20each%20of%20the%20chosen%20spells%20(%5Bi%5DComprehend%20Languages%5B%2Fi%5D%2C%20%5Bi%5DLesser%20Restoration%5B%2Fi%5D%2C%20%5Bi%5DShield%5B%2Fi%5D)%20without%20a%20spell%20slot%2C%20and%20you%20must%20finish%20a%20long%20rest%20before%20you%20can%20cast%20them%20in%20this%20way%20again.%20You%20can%20also%20cast%20the%20spells%20using%20any%20spell%20slots%20you%20have%20of%20the%20appropriate%20level.%0A%0A%5Bb%5DBonus%20Actions%3A%5B%2Fb%5D%0A%20%20%20%20%5Bb%5DTelekinetic%3A%5B%2Fb%5D%20As%20a%20bonus%20action%2C%20you%20can%20try%20to%20telekinetically%20shove%20one%20creature%20you%20can%20see%20within%2030%20feet%20of%20you.%20When%20you%20do%20so%2C%20the%20target%20must%20succeed%20on%20a%20Strength%20saving%20throw%20(DC%2015)%20or%20be%20moved%205%20feet%20toward%20or%20away%20from%20you.%20A%20creature%20can%20willingly%20fail%20this%20save.%20%0A%0A%5Bb%5DReactions%3A%5B%2Fb%5D%0A%20%20%20%20%5Bb%5DShield%3A%5B%2Fb%5D%20An%20invisible%20barrier%20of%20magical%20force%20appears%20and%20protects%20you.%20Until%20the%20start%20of%20your%20next%20turn%2C%20you%20have%20a%20%2B5%20bonus%20to%20AC%2C%20including%20against%20the%20triggering%20attack%2C%20and%20you%20take%20no%20damage%20from%20magic%20missile.%0A%0A%5Bb%5DFeats%3A%5B%2Fb%5D%0AInitiate%20of%20High%20Sorcery%0AAdept%20of%20the%20White%20Robes%0ALinguist%0ATelekinetic%0A%5Bb%5D%5B%2Fb%5D Actions: Attacks: Firebolt (120 ft.) +7 2d10 Fire Quarterstaff (5 ft.) +3 1d6(8) Bludgeoning Spells: You can cast each of the chosen spells (Comprehend Languages, Lesser Restoration, Shield) without a spell slot, and you must finish a long rest before you can cast them in this way again. You can also cast the spells using any spell slots you have of the appropriate level. Bonus Actions: Telekinetic: As a bonus action, you can try to telekinetically shove one creature you can see within 30 feet of you. When you do so, the target must succeed on a Strength saving throw (DC 15) or be moved 5 feet toward or away from you. A creature can willingly fail this save. Reactions: Shield: An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile. Feats: Initiate of High Sorcery Adept of the White Robes Linguist Telekinetic Inventory Gp: 52 Sp: 4 Cp: 4 Equipped Bag of Holding Clothes, Common Healer's Kit Orb Quarterstaff Robes Spellbook Bag of Holding Abacus Backpack Ball Bearings (bag of 1000) Bedroll Bell Blanket Block and Tackle Book Bottle, Glass Bucket Candle Case, Map or Scroll Spell Scroll of Sleep Clothes, Fine Clothes, Traveler's Crowbar Fishing Tackle Flask Grappling Hook Hammer Hammer, Sledge Healer's Kit Ink Pen Ink, Black Ink, Blue Lantern, Hooded Little Bag of Sand Manacles Mess Kit Oil (flask) Parchment (sheet) Perfume (vial) Pick, Miner's Piton Pouch Rations (1 day) Rope, Hempen (50 ft.) Rope, Silk (50 ft.) Sack Scale Mail, Red Dragon Army Scale, Merchant's Sealing Wax Shovel Signal Whistle Small Knife Soap Spikes, Iron String (10 ft.) Tent, Two-Person Tinderbox Vial Waterskin Wine, Common (pitcher) + pitcher Wine, Fine (bottle) Riding Horse Bit and Bridle Riding Saddle Saddlebags Feed (10 days)
  10. — Human Rogue 2 AC: HP: SpeedWalking: 40 ft. Climbing: 40 ft.: 15 17/17 40 ft. StrengthStrength Save: +1 Athletics: +3: DexterityDexterity Save: +5 Acrobatics: +5 Sleight of Hand: +7 Stealth: +5: ConstitutionConstitution Save: +2: 12 16 14 (+1) (+3) (+2) IntelligenceIntelligence Save: +1 Investigation: +1: WisdomWisdom Save: +2 Perception: +6: CharismaCharisma Save: +0 Deception: +2: 8 14 10 (-1) (+2) (+0) LanguagesCommon, Gnomish, Thieves' Cant Combat ProficienciesArmor Proficiencies: Light Armor Weapon Proficiencies: Hand Crossbow, Longsword, Rapier, Shortsword, Simple Weapons Tool ProficienciesForgery Kit, Playing Card Set, Thieves' Tools Sherrin peeks over the edge of the roof again. 'Only one left' she thinks. She once again runs down the wall of the barn, and stabs at it with her shortsword. Without waiting to see if she truly made purchase, she runs back up to the safety of the barn roof. OOC Action: Shortsword attack on Grissom the Ghast (12 piercing damage if an 11 somehow hit) Bonus Action: Dash Movement: 20 ft. down the wall; 15 ft. towards Grissom the Ghast; 35 ft. back up to the roof of the barn Actions Action: Bonus Action: Movement: Item Interaction: Stat Block [b][url=/sheets/?id=2876702]Sherrin[/url][/b] [i]Human (Variant) Rogue 2 CN[/i] [b]AC[/b] 15 [b]HP[/b] 17 [b]Speed[/b] 40ft [b]Str[/b] 12 (1) [b]Dex[/b] 16 (3) [b]Con[/b] 14 (2) [b]Wis[/b] 14 (2) [b]Int[/b] 8 (-1) [b]Cha[/b] 10 (0) [b]Attacks[/b] [b]Shortsword (Pierce/5 ft.)[/b] +5 1d6+3 [b]Dagger (Pierce/5 ft./20 ft.(60 ft.))[/b] +5 1d4+3 [b]Dart (Pierce/20 ft.(60ft.))[/b] +5 1d4+3 [b][/b] [b][/b] Rogue Features: Sneak Attack: 1d6 -- PHB, pg. 96 Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack with a finesse or ranged weapon if you have advantage on the attack roll. You don’t need advantage on the attack roll if another enemy of the target is within 5 ft. of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll. Cunning Action: Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action. Expertise -- Sleight of Hand, Perception Racial Traits: Feat: Mobile PHB, pg. 168 Your speed increases by 10 feet. When you use the Dash action, difficult terrain doesn't cost you extra movement on that turn. When you make a melee attack against a creature, you don't provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not. Background: Criminal / Spy Feature: Criminal Contact You have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you. Human (Variant) Rogue 2 CN AC 15 HP 17 Speed 40ft Str 12 (1) Dex 16 (3) Con 14 (2) Wis 14 (2) Int 8 (-1) Cha 10 (0) Attacks Shortsword (Pierce/5 ft.) +5 1d6+3 Dagger (Pierce/5 ft./20 ft.(60 ft.)) +5 1d4+3 Dart (Pierce/20 ft.(60ft.)) +5 1d4+3 Rogue Features: Sneak Attack: 1d6 -- PHB, pg. 96 Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack with a finesse or ranged weapon if you have advantage on the attack roll. You don’t need advantage on the attack roll if another enemy of the target is within 5 ft. of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll. Cunning Action: Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action. Expertise -- Sleight of Hand, Perception Racial Traits: Feat: Mobile PHB, pg. 168 Your speed increases by 10 feet. When you use the Dash action, difficult terrain doesn't cost you extra movement on that turn. When you make a melee attack against a creature, you don't provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not. Background: Criminal / Spy Feature: Criminal Contact You have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you. Inventory Gp: 14 Sp: 7 Cp: 9 Equipped: Slippers of Spider Climbing Traveler's Clothes Crowbar Dagger (2) Dart (20) Shortsword Signal Whistle Studded Leather Armor Thieves' Tools Backpack: Acid (1 vial) Ball Bearings (bag of 1000) Bedroll Bell Caltrops (10 bags of 20) Candle (5) Chalk (10 pieces) Grappling Hook Hammer Hooded Lantern Mess Kit Oil (7 flasks) Piton (10) Rations (10 days) Sack Scroll/Map Case Silk Rope (50 ft.) String (10 ft.) Tinderbox Waterskin Mule: Bit and Bridle Feed* (20 days) Pack Saddle Portable Ram Saddlebags: Blanket Common Clothes (dark with hood) Forgery Kit Hempen Rope (50 ft.) Manacles Perfume (1 vial) Playing Card Set Soap Shovel Whetstone
  11. Fairla Sunnybank AC: 12 (Mage Armor AC: 15) | HP: 32/32 (5d6+2) | Speed: 30 ft. Senses (passive): Perception 9, Insight 9, Investigation 17 StrStrength Save: +0 Athletics: +0: 10 (+0) | DexDexterity Save: +2 Acrobatics: +2 Sleight of Hand: +2 Stealth: +2: 14 (+2) | ConConstitution Save: +2 Constitution Checks: +2: 14 (+2) | IntIntelligence Save: +7 Arcana: +7 History: +7 Investigation: +7 Nature: +4 Religion: +7: 18 (+4) | WisWisdom Save: +2 Animal Handling: -1 Insight: -1 Medicine: +2 Perception: -1 Survival: -1: 8 (-1) | ChaCharisma Save: +1 Deception: +1 Intimidation: +1 Performance: +1 Persuasion: +1: 12 (+1) Languages: You can speak, read, and write Common, Dwarvish, Elvish, Gnomish, Kenderspeak, Primordial, and Solamnic Arcane RecoveryYou have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher. For example, if you're a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots. : 2 spell levels per LR | Arcane WardStarting at 2nd level, you can weave magic around yourself for protection. When you cast an abjuration spell of 1st level or higher, you can simultaneously use a strand of the spell’s magic to create a magical ward on yourself that lasts until you finish a long rest. The ward has hit points equal to twice your wizard level + your Intelligence modifier. Whenever you take damage, the ward takes the damage instead. If this damage reduces the ward to 0 hit points, you take any remaining damage. While the ward has 0 hit points, it can’t absorb damage, but its magic remains. Whenever you cast an abjuration spell of 1st level or higher, the ward regains a number of hit points equal to twice the level of the spell. Once you create the ward, you can't create it again until you finish a long rest. : 14/14 HP “My words,” | ‘My thoughts,’ | My actions... Fairla hears Artanis's call to Modri and sees the now Dragonell-less Captain Vanse ahead of them. 'How can I slow him down?' she wonders. She considers casting Hold Person again, but notices that he's standing of the ledge of a 20 foot wall. 'That'd do it,' Fairla thinks as she runs over to him. When she gets past Captain Vanse, she readies herself and rams her shoulder into his side, augmenting her shove with telekinetic force. It feels like crashing into a brick wall, but with the added boost of her psychic powers, she sends Captain Vanse tumbling over the edge and falling on his face down near Lanal and Arlo. OOC Action: Attempt to shove Captain Vanse towards Z19 --> Failed Bonus Action: Telekinetic push --> Success! Vanse moves to Z19, takes 9 falling damage, and falls prone. Movement: From AA18, up the stairs, and down the wall to X17 Reaction: Casting Shield, if attacked, (AC would be 20) Object Interaction: — Continuing Effects: Grease on 10 foot square centered on Y-Z21-22 (difficult terrain and DC 15 Dex save when enter else fall prone) Mage Armor (current AC is 15) Spells Spellcasting Modifier (Int): +4 Spell Attack: +7 Save DC: 15 Cantrips Fire BoltEvocation cantrip Casting Time: 1 action Range: 120 feet Components: V, S Duration: Instantaneous You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried. This spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). LightEvocation cantrip Casting Time: 1 action Range: Touch Components: V, M (a firefly or phosphorescent moss) Duration: 1 hour You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action. If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell. *Initiate of High Sorcery feat Mage HandConjuration cantrip Casting Time: 1 action Range: 60* feet Components: N/A* Duration: 1 minute A spectral, floating, invisible* hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 60* feet away from you or if you cast this spell again. You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it. The hand can’t attack, activate magic items, or carry more than 10 pounds. *Telekinetic Feat MendingTransmutation cantrip Casting Time: 1 minute Range: Touch Components: V, S, M (two lodestones) Duration: Instantaneous This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it. leaving no trace of the former damage. This spell can physically repair a magic item or construct, but the spell can’t restore magic to such an object. PrestidigitationTransmutation cantrip Casting Time: 1 action Range: 10 feet Components: V, S Duration: Up to 1 hour This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range: • You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor. • You instantaneously light or snuff out a candle, a torch, or a small campfire. • You instantaneously clean or soil an object no larger than 1 cubic foot. • You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour. • You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour. • You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn. If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action. 1st-Level 2/4 Spell Slots ( ) Absorb Elements1st Level Abjuration Casting Time: 1 Reaction, which you take when you take acid, cold, fire, lightning, or thunder damage Range: Self Components: S Duration: 1 Round The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st. ( ) Alarm1st-level abjuration (ritual) Casting Time: 1 minute Range: 30 feet Components: V, S, M (a tiny bell and a piece of fine silver wire) Duration: 8 hours You set an alarm against unwanted intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot cube. Until the spell ends, an alarm alerts you whenever a Tiny or larger creature touches or enters the warded area. When you cast the spell, you can designate creatures that won’t set off the alarm. You also choose whether the alarm is mental or audible. A mental alarm alerts you with a ping in your mind if you are within 1 mile of the warded area. This ping awakens you if you are sleeping. An audible alarm produces the sound of a hand bell for 10 seconds within 60 feet. [R] (P) Comprehend Languages1st-level divination (ritual) Casting Time: 1 action Range: Self Components: V, S, M (a pinch of soot and salt) Duration: 1 hour For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text. This spell doesn’t decode secret messages in a text or a glyph, such as an arcane sigil, that isn’t part of a written language. *Initiate of High Sorcery feat [R] ( ) Detect Magic1st-level divination (ritual) Casting Time: 1 action Range: Self Components: V, S Duration: Concentration, up to 10 minutes For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any. The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt. [R] ( ) Feather Fall1st-level transmutation Casting Time: 1 reaction, which you take when you or a creature within 60 feet of you falls Range: 60 feet Components: V, M (a small feather or piece of down) Duration: 1 minute Choose up to five falling creatures within range. A falling creature's rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature. ( ) Floating Disk1st-level conjuration (ritual) Casting Time: 1 action Range: 30 feet Components: V, S, M (a drop of mercury) Duration: 1 hour This spell creates a circular,horizontal plane of force, 3 feet in diameter and 1 inch thick, that floats 3 feet above the ground in an unoccupied space of your choice that you can see within range. The disk remains for the duration, and can hold up to 500 pounds. If more weight is placed on it, the spell ends, and everything on the disk falls to the ground. The disk is immobile while you are within 20 feet of it. If you move more than 20 feet away from it, the disk follows you so that it remains within 20 feet of you. It can move across uneven terrain, up or down stairs, slopes and the like, but it can’t cross an elevation change of 10 feet or more. For example, the disk can’t move across a 10-foot-deep pit, nor could it leave such a pit if it was created at the bottom. If you move more than 100 feet from the disk (typically because it can’t move around an obstacle to follow you), the spell ends. [R] (p) Grease1st-level conjuration Casting Time: 1 action Range: 60 feet Components: V, S, M (a bit of pork rind or butter) Duration: 1 minute Slick grease covers the ground in a 10-foot square centered on a point within range and turns it into difficult terrain for the duration. When the grease appears, each creature standing in its area must succeed on a Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw or fall prone. (p) Mage Armor1st-level abjuration Casting Time: 1 action Range: Touch Components: V, S, M (a piece of cured leather) Duration: 8 hours You touch a willing creature who isn’t wearing armor, and a protective magical force surrounds it until the spell ends.The target’s base AC becomes 13+its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action. (p) Magic Missile1st-level evocation Casting Time: 1 action Range: 120 feet Components: V, S Duration: Instantaneous You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot level above 1st. (P) Shield1st-level abjuration Casting Time: 1 reaction, which you take when you are hit by an attack or targeted by the magic missile spell Range: Self Components: V, S Duration: 1 round An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile. *Initiate of High Sorcery feat ( ) Unseen Servant1st-level conjuration (ritual) Casting Time: 1 action Range: 60 feet Components: V, S, M (a piece of string and a bit of wood) Duration: 1 hour This spell creates an invisible, mindless, shapeless force that performs simple tasks at your command until the spell ends. The servant springs into existence in an unoccupied space on the ground within range. It has AC 10, 1 hit point, and a Strength of 2, and it can’t attack. If it drops to 0 hit points, the spell ends. Once on each of your turns as a bonus action, you can mentally command the servant to move up to 15 feet and interact with an object. The servant can perform simple tasks that a human servant could do, such as fetching things, cleaning, mending, folding clothes, lighting fires, serving food, and pouring wine. Once you give the command, the servant performs the task to the best of its ability until it completes the task, then waits for your next command. If you command the servant to perform a task that would move it more than 60 feet away from you, the spell ends. [R] 2nd-Level 1/3 Spell Slots (p) Detect Thoughts2nd-level divination Casting Time: 1 action Range: Self Components: V, S, M (a copper piece) Duration: Concentration, up to 1 minute For the duration, you can read the thoughts of certain creatures. When you cast the spell and as your action on each turn until the spell ends, you can focus your mind on any one creature that you can see within 30 feet of you. If the creature you choose has an Intelligence of 3 or lower or doesn’t speak any language, the creature is unaffected. You initially learn the surface thoughts of the creature—what is most on its mind in that moment. As an action, you can either shift your attention to another creature’s thoughts or attempt to probe deeper into the same creature’s mind. Ifyou probe deeper, the target must make a Wisdom saving throw. If it fails, you gain insight into its reasoning (if any), its emotional state, and something that looms large in its mind (such as something it worries over, loves, or hates). If it succeeds, the spell ends. Either way, the target knows that you are probing into its mind, and unless you shift your attention to another creature’s thoughts, the creature can use its action on its turn to make an Intelligence check contested by your Intelligence check; if it succeeds, the spell ends. Questions verbally directed at the target creature naturally shape the course of its thoughts, so this spell is particularly effective as part of an interrogation. You can also use this spell to detect the presence of thinking creatures you can’t see. When you cast the spell or as your action during the duration, you can search for thoughts within 30 feet of you. The spell can penetrate barriers, but 2 feet of rock, 2 inches of any metal other than lead, or a thin sheet of lead blocks you. You can’t detect a creature with an Intelligence of 3 or lower or one that doesn’t speak any language. Once you detect the presence of a creature in this way, you can read its thoughts for the rest of the duration as described above, even if you can’t see it, but it must still be within range. [c] (p) Hold Person2nd-level enchantment Casting Time: 1 action Range: 60 feet Components: V, S, M (a small, straight piece of iron) Duration: Concentration, up to 1 minute Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them. [c] (p) Invisibility2nd-level illusion Casting Time: 1 action Range: Touch Components: V, S, M (an eyelash encased in gum arabic) Duration: Concentration, up to 1 hour A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target’s person. The spell ends for a target that attacks or casts a spell. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. [c] (P) Lesser Restoration2nd-level abjuration Casting Time: 1 action Range: Touch Components: V, S Duration: Instantaneous You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned. (p) Misty Step2nd-level conjuration Casting Time: 1 bonus action Range: Self Components: V Duration: Instantaneous Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see. 3rd-Level 2 Spell Slots (p) Counterspell3rd-level abjuration Casting Time: 1 reaction, which you take when you see a creature within 60 feet of you casting a spell Range: 60 feet Components: S Duration: Instantaneous You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level. On a success, the creature’s spell fails and has no effect. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the interrupted spell has no effect if its level is less than or equal to the level of the spell slot you used. (p) Dispel Magic3rd-level abjuration Casting Time: 1 action Range: 120 feet Components: V, S Duration: Instantaneous Choose one creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level. On a successful check, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you automatically end the effects of a spell on the target if the spell’s level is equal to or less than the level of the spell slot you used. ( ) Tiny Hut3rd-level evocation (ritual) Casting Time: 1 minute Range: Self (10-foot-radius hemisphere) Components: V, S, M (a small crystal bead) Duration: 8 hours A 10-foot-radius immobile dome of force springs into existence around and above you and remains stationary for the duration. The spell ends if you leave its area. Nine creatures of Medium size or smaller can fit inside the dome with you. The spell fails if its area includes a larger creature or more than nine creatures. Creatures and objects within the dome when you cast this spell can move through it freely. All other creatures and objects are barred from passing through it. Spells and other magical effects can’t extend through the dome or be cast through it. The atmosphere inside the space is comfortable and dry, regardless of the weather outside. Until the spell ends, you can command the interior to become dimly lit or dark. The dome is opaque from the outside, of any color you choose, but it is transparent from the inside. [R] Stat Block %5Bb%5DActions%3A%5B%2Fb%5D%0A%5Bb%5DAttacks%3A%5B%2Fb%5D%0A%5Bb%5DFirebolt%20(120%20ft.)%5B%2Fb%5D%20%2B7%202d10%20Fire%0A%5Bb%5DQuarterstaff%20(5%20ft.)%5B%2Fb%5D%20%2B3%201d6(8)%20Bludgeoning%0A%5Bb%5DSpells%3A%5B%2Fb%5D%0A%20%20%20%20You%20can%20cast%20each%20of%20the%20chosen%20spells%20(%5Bi%5DComprehend%20Languages%5B%2Fi%5D%2C%20%5Bi%5DLesser%20Restoration%5B%2Fi%5D%2C%20%5Bi%5DShield%5B%2Fi%5D)%20without%20a%20spell%20slot%2C%20and%20you%20must%20finish%20a%20long%20rest%20before%20you%20can%20cast%20them%20in%20this%20way%20again.%20You%20can%20also%20cast%20the%20spells%20using%20any%20spell%20slots%20you%20have%20of%20the%20appropriate%20level.%0A%0A%5Bb%5DBonus%20Actions%3A%5B%2Fb%5D%0A%20%20%20%20%5Bb%5DTelekinetic%3A%5B%2Fb%5D%20As%20a%20bonus%20action%2C%20you%20can%20try%20to%20telekinetically%20shove%20one%20creature%20you%20can%20see%20within%2030%20feet%20of%20you.%20When%20you%20do%20so%2C%20the%20target%20must%20succeed%20on%20a%20Strength%20saving%20throw%20(DC%2015)%20or%20be%20moved%205%20feet%20toward%20or%20away%20from%20you.%20A%20creature%20can%20willingly%20fail%20this%20save.%20%0A%0A%5Bb%5DReactions%3A%5B%2Fb%5D%0A%20%20%20%20%5Bb%5DShield%3A%5B%2Fb%5D%20An%20invisible%20barrier%20of%20magical%20force%20appears%20and%20protects%20you.%20Until%20the%20start%20of%20your%20next%20turn%2C%20you%20have%20a%20%2B5%20bonus%20to%20AC%2C%20including%20against%20the%20triggering%20attack%2C%20and%20you%20take%20no%20damage%20from%20magic%20missile.%0A%0A%5Bb%5DFeats%3A%5B%2Fb%5D%0AInitiate%20of%20High%20Sorcery%0AAdept%20of%20the%20White%20Robes%0ALinguist%0ATelekinetic%0A%5Bb%5D%5B%2Fb%5D Actions: Attacks: Firebolt (120 ft.) +7 2d10 Fire Quarterstaff (5 ft.) +3 1d6(8) Bludgeoning Spells: You can cast each of the chosen spells (Comprehend Languages, Lesser Restoration, Shield) without a spell slot, and you must finish a long rest before you can cast them in this way again. You can also cast the spells using any spell slots you have of the appropriate level. Bonus Actions: Telekinetic: As a bonus action, you can try to telekinetically shove one creature you can see within 30 feet of you. When you do so, the target must succeed on a Strength saving throw (DC 15) or be moved 5 feet toward or away from you. A creature can willingly fail this save. Reactions: Shield: An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile. Feats: Initiate of High Sorcery Adept of the White Robes Linguist Telekinetic Inventory Gp: 52 Sp: 4 Cp: 4 Equipped Bag of Holding Clothes, Common Healer's Kit Orb Quarterstaff Robes Spellbook Bag of Holding Abacus Backpack Ball Bearings (bag of 1000) Bedroll Bell Blanket Block and Tackle Book Bottle, Glass Bucket Candle Case, Map or Scroll Clothes, Fine Clothes, Traveler's Crowbar Fishing Tackle Flask Grappling Hook Hammer Hammer, Sledge Healer's Kit Ink Pen Ink, Black Ink, Blue Lantern, Hooded Little Bag of Sand Manacles Mess Kit Oil (flask) Parchment (sheet) Perfume (vial) Pick, Miner's Piton Pouch Rations (1 day) Rope, Hempen (50 ft.) Rope, Silk (50 ft.) Sack Scale, Merchant's Sealing Wax Shovel Signal Whistle Small Knife Soap Spikes, Iron String (10 ft.) Tent, Two-Person Tinderbox Vial Waterskin Wine, Common (pitcher) + pitcher Wine, Fine (bottle) Riding Horse Bit and Bridle Riding Saddle Saddlebags Feed (10 days)
  12. True, I guess hippocampi are closer to pegasi than to giant sea horses.
  13. Fa Mulan — ACMage Armor AC: 15: HPHit Dice: 5d6 Temp HP: —: SpeedWalking: 30 ft.: 17 49/49 30 ft. StrengthStrength Save: +5 Athletics: +5: DexterityDexterity Save: +0 Acrobatics: +3 Sleight of Hand: +0 Stealth: +0 (disadvantage): ConstitutionConstitution Save: +5 Constitution Checks: +2: 15 10 14 (+2) (+0) (+2) IntelligenceIntelligence Save: +1 Arcana: +1 History: +4 Investigation: +4 Nature: +1 Religion: +1: WisdomWisdom Save: +0 Animal Handling: +3 Insight: +0 Medicine: +0 Perception: +3 Survival: +0: CharismaCharisma Save: +4 Deception: +10 Intimidation: +7 Performance: +7 Persuasion: +7: 12 10 18 (+1) (+0) (+4) LanguagesCommon, Dwarvish, Elvish Combat ProficienciesArmor Proficiencies: Light Armor, Medium Armor, Heavy Armor, Shields Weapon Proficiencies: Simple Weapons, Martial Weapons Tool ProficienciesDice Set, Land Vehicles Second WindYou have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again. (1d10+3) | Action SurgeStarting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action. Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn. (1/1) | Fighting SpiritStarting at 3rd level, your intensity in battle can shield you and help you strike true. As a bonus action on your turn, you can give yourself advantage on weapon attack rolls until the end of the current turn. When you do so, you also gain 5 temporary hit points. The number of temporary hit points increases when you reach certain levels in this class, increasing to 10 at 10th level and 15 at 15th level. You can use this feature three times, and you regain all expended uses of it when you finish a long rest. (3/3) | Hexblade's CurseStarting at 1st level, you gain the ability to place a baleful curse on someone. As a bonus action, choose one creature you can see within 30 feet of you. The target is cursed for 1 minute. The curse ends early if the target dies, you die, or you are incapacitated. Until the curse ends, you gain the following benefits: * You gain a bonus to damage rolls against the cursed target. The bonus equals your proficiency bonus. * Any attack roll you make against the cursed target is a critical hit on a roll of 19 or 20 on the d20. * If the cursed target dies, you regain hit points equal to your warlock level + your Charisma modifier (minimum of 1 hit point). You can’t use this feature again until you finish a short or long rest. (1/1) | Hex WarriorAt 1st level, you acquire the training necessary to effectively arm yourself for battle. You gain proficiency with medium armor, shields, and martial weapons. The influence of your patron also allows you to mystically channel your will through a particular weapon. Whenever you finish a long rest, you can touch one weapon that you are proficient with and that lacks the two-handed property. When you attack with that weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls. This benefit lasts until you finish a long rest. If you later gain the Pact of the Blade feature, this benefit extends to every pact weapon you conjure with that feature, no matter the weapon’s type. | Eldritch InvocationsIn your study of occult lore, you have unearthed eldritch invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability. At 2nd level, you gain two eldritch invocations of your choice. Your invocation options are detailed at the end of the class description. When you gain certain warlock levels, you gain additional invocations of your choice, as shown in the Invocations Known column of the Warlock table. Additionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level. If an eldritch invocation has prerequisites, you must meet them to learn it. You can learn the invocation at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class. Beguiling Influence (PHB 110) You gain proficiency in the Deception and Persuasion skills. Investment of the Chain Master (TCoE 71) Prerequisite: Pact of the Chain feature When you cast find familiar, you infuse the summoned familiar with a measure of your eldritch power, granting the creature the following benefits: * The familiar gains either a flying speed or a swimming speed (your choice) of 40 feet. * As a bonus action, you can command the familiar to take the Attack action. * The familiar’s weapon attacks are considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks. * If the familiar forces a creature to make a saving throw, it uses your spell save DC. * When the familiar takes damage, you can use your reaction to grant it resistance against that damage. Mulan felt relief at the warm reception despite her tardiness. She bowed to Eilonwy and to Aurora. "Hello, Princess Eilonwy. It is a pleasure to meet you as well," she said. "And thank you, Princess Aurora for the kind welcome." 'I guess I made it just in time,' she thought. "'Mulan' would be fine," she said to Moana. "I also answer to 'treacherous snake.'" She grinned at her self-effacing joke. Having listened to Merida's description of the two quests, she said in response, "When you put it that way, how could I refuse? I would be honored to join you in this aquatic quest to save the world." OOC Action: — Bonus Action: — Movement: — Reaction: — Object Interaction: — Spells Spellcasting Modifier (Cha): +4 Spell Attack: +7 Save DC: 15 Cantrips Create BonfireConjuration Cantrip Casting Time: 1 action Range/Area: 60ft./5ft. Components: V, S Duration: Concentration, up to 1 minute Attack/Save: DEX 15 Source: EE, pg. 152 You create a bonfire on ground that you can see within range. Until the spell ends, the magic bonfire fills a 5-foot cube. Any creature in the bonfire’s space when you cast the spell must succeed on a Dexterity saving throw or take 1d8 fire damage. A creature must also make the saving throw when it moves into the bonfire’s space for the first time on a turn or ends its turn there. The bonfire ignites flammable objects in its area that aren’t being worn or carried. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Green-Flame BladeEvocation Cantrip Casting Time: 1 action Range/Area: Self/5ft. Components: S, M(a melee weapon worth at least 1 sp) Duration: Instantaneous Source: SCAG, pg. 142 You brandish the weapon used in the spell’s casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack’s normal effects, and you can cause green fire to leap from the target to a different creature of your choice that you can see within 5 feet of it. The second creature takes fire damage equal to your spellcasting ability modifier. This spell’s damage increases when you reach certain levels. At 5th level, the melee attack deals an extra 1d8 fire damage to the target on a hit, and the fire damage to the second creature increases to 1d8 + your spellcasting ability modifier. Both damage rolls increase by 1d8 at 11th level (2d8 and 2d8) and 17th level (3d8 and 3d8). 2nd-Level Armor of Agathys1st Level Abjuration Casting Time: 1 action Range/Area: Self Components: V, S, M(a cup of water) Duration: 1 hour Source: PHB, pg. 215 A protective magical force surrounds you, manifesting as a spectral frost that covers you and your gear. You gain 5 temporary hit points for the duration. If a creature hits you with a melee attack while you have these hit points, the creature takes 5 cold damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, both the temporary hit points and the cold damage increase by 5 for each slot.* Blur2nd Level Illusion Casting Time: 1 action Range/Area: Self Components: V Duration: Concentration, up to 1 minute Source: PHB, pg. 219 Your body becomes blurred, shifting and wavering to all who can see you. For the duration, any creature has disadvantage on attack rolls against you. An attacker is immune to this effect if it doesn't rely on sight, as with blindsight, or can see through illusions, as with truesight.(c) Find Familiar1st Level Conjuration Casting Time: 1 hour Range/Area: 10ft. Components: V, S, M(10 gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier) Duration: Instantaneous Source: PHB, pg. 240 You gain the service of a familiar, a spirit that takes an animal form you choose: bat, cat, crab, frog (toad), hawk, lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, or weasel. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of a beast. Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can't attack, but it can take other actions as normal. When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again. As an action, you can temporarily dismiss the familiar to a pocket dimension. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you. Whenever the familiar drops to 0 hit points or disappears into the pocket dimension, it leaves behind in its space anything it was wearing or carrying. While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses. You can't have more than one familiar at a time. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature. Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll.*(R) Shield1st Level Abjuration Casting Time: 1 reaction, which you take when you are hit by an attack or targeted by the magic missile spell Range/Area: Self Components: V, S Duration: 1 round Source: PHB, pg. 275 An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile. Suggestion2nd Level Enchantment Casting Time: 1 action Range/Area: 30ft. Components: V, M(a snake's tongue and either a bit of honeycomb or a drop of sweet oil) Duration: Concentration, up to 8 hours Attack/Save: WIS 15 Source: PHB, pg. 279 You suggest a course of activity (limited to a sentence or two) and magically influence a creature you can see within range that can hear and understand you. Creatures that can't be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the spell. The target must make a Wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do. You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a knight give her warhorse to the first beggar she meets. If the condition isn't met before the spell expires, the activity isn't performed. If you or any of your companions damage the target, the spell ends.(c) Stats [b][url=/sheets/?id=2897775]Fa Mulan[/url][/b] [i]Human (Half-Elf) Fighter 3 / Warlock 3 6 NG[/i] [b]AC[/b] 17 [b]HP[/b] 49 [b]Speed[/b] 30ft [b]Str[/b] 15 (2) [b]Dex[/b] 10 (0) [b]Con[/b] 14 (2) [b]Wis[/b] 10 (0) [b]Int[/b] 12 (1) [b]Cha[/b] 18 (4) [b]Attacks[/b] [b]Jian (Slashing/5)[/b] +8 1d8+5(1d10+5) [b]Dagger (Piercing/20/60)[/b] +5 1d4+2 [b]Handaxe (Slashing/20/60)[/b] +5 1d6+2 [b]Longbow (Piercing/150/600)[/b] +3 1d6 [b]Unarmed Strike (Bl./5)[/b] +5 1d6(1d8) Fighter Features Fighting Style (Unarmed Fighting) | Second Wind | Action Surge | Martial Archetype (Samurai) | Bonus Proficiency | Fighting Spirit Warlock Features Otherworldly Patron (Hexblade) | Pact Magic | Expanded Spell List | Hexblade's Curse | Hex Warrior (Longsword) | Eldritch Invocations | Pact Boon (Pact of the Chain) Soldier Feature Military Rank: You have a military rank from your career as a soldier. Soldiers loyal to your former military organization still recognize your authority and influence, and they defer to you if they are of a lower rank. You can invoke your rank to exert influence over other soldiers and requisition simple equipment or horses for temporary use. You can also usually gain access to friendly military encampments and fortresses where your rank is recognized. Half-Elf Features Darkvision (60 ft.) | Fey Ancestry | Skill Versatility Human (Half-Elf) Fighter 3 / Warlock 3 6 NG AC 17 HP 49 Speed 30ft Str 15 (2) Dex 10 (0) Con 14 (2) Wis 10 (0) Int 12 (1) Cha 18 (4) Attacks Jian (Slashing/5) +8 1d8+5(1d10+5) Dagger (Piercing/20/60) +5 1d4+2 Handaxe (Slashing/20/60) +5 1d6+2 Longbow (Piercing/150/600) +3 1d6 Unarmed Strike (Bl./5) +5 1d6(1d8) Fighter Features Fighting Style (Unarmed Fighting) | Second Wind | Action Surge | Martial Archetype (Samurai) | Bonus Proficiency | Fighting Spirit Warlock Features Otherworldly Patron (Hexblade) | Pact Magic | Expanded Spell List | Hexblade's Curse | Hex Warrior (Longsword) | Eldritch Invocations | Pact Boon (Pact of the Chain) Soldier Feature Military Rank: You have a military rank from your career as a soldier. Soldiers loyal to your former military organization still recognize your authority and influence, and they defer to you if they are of a lower rank. You can invoke your rank to exert influence over other soldiers and requisition simple equipment or horses for temporary use. You can also usually gain access to friendly military encampments and fortresses where your rank is recognized. Half-Elf Features Darkvision (60 ft.) | Fey Ancestry | Skill Versatility Links: | Inventory Gp: 23 Sp: 9 Cp: 5 Equipped Splint Clothes, common Dagger Handaxe (2) Longbow Jian (Longsword), +1 Lucky cricket (Arcane focus) Signal Whistle Quiver (20 arrows) Backpack Ball bearings (bag of 1000) Bedroll Bell Blanket Candle Case, map or scroll Clothes, fine Crowbar Dice set Grappling hook Hammer Healer's kit Lantern, hooded Mess Kit Oil (10 flasks) Perfume (vial) Piton (10) Rations (10 days) Rope, hempen (50 ft.) Sack Shovel Soap Spikes, Iron String (10 ft.) Tent, two-person Tinderbox Waterskin Khan (Draft Horse) Bit and bridle Saddle, military Saddlebags Feed (10 days)
  14. In my mind, Mulan is doing this mission instead of what happened in Mulan 2, so she's pretty much only done her training in the imperial army. I picture her warlock abilities more as an extension of that training or the result of her ancestors watching over her than as something she learned separately by studying. Tbh the only reason I made her a warlock to begin with was so she could have Mushu as a pact of the chain familiar. I've already spent almost all of Mulan's starting gold, so she'll have to wait to learn any new spells. In greek mythology, there are amphibious horses called hippocampi, a potential option if Moana did want to learn Find Steed at some point.
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