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  1. Question Seeker of purpose "My I ask a question? What is your purpose?" Wizard (Diviner) 5 Lineage: Automaton (Wastes of Chaos p23) Medium female humanoid. Lawful Neutral. Armor Class 12 / 15 with mage armor Hit Points 32 ( 6 + 4d6 (16) + 10 ) Speed 30 ft. Senses Darkvision 60 ft. Languages Common, Void Speech, Whisperium Proficiency Bonus +3 ABILITIES & SKILLS Proficiency Bonus: +3 Strength 10 (+0) Save +0 Athletics +0 Dexterity 14 (+2) Save +2 Acrobatics +2 | Sleight of Hand +2 | Stealth +2 Constitution 14 (+2) Save +2 No skills associated. Intelligence 18 (+4) Save +7 Arcana +7 | History +7 | Investigation +7 | Nature +4 | Religion +4 Wisdom 10 (+0) Save +3 Animal Handling +0 | Insight +0 | Medicine +0 | Perception +0 | Survival +3 Charisma 10 (+0) Save +0 Deception +0 | Intimidation +0 | Performance +0 | Persuasion +0 Bold denotes proficiency. PROFICIENCIES & ABILITIES PROFICIENCIES Tools Cartographer's tools Weapons Daggers, darts, slings, quarterstaffs, light crossbows Armors None WIZARD CLASS ABILITIES 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. | Ritual CastingYou can cast a wizard spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don't need to have the spell prepared. | Divination SavantThe gold and time you must spend to copy a divination spell into your spellbook is halved. | PortentGlimpses of the future begin to press in on your awareness. When you finish a long rest, roll two d20s and record the numbers rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with one of these foretelling rolls. You must choose to do so before the roll, and you can replace a roll in this way only once per turn. Each foretelling roll can be used only once. When you finish a long rest, you lose any unused foretelling rolls. RACIAL TRAITS DarkvisionAccustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. | Enhanced PhysiologyYou need to breathe, eat, and sleep, but you can go without breathing for a number of hours equal to your proficiency bonus, and you can go without eating or sleeping for a number of days equal to your proficiency bonus. | Disease ImmunityYou are immune to disease, whether natural or magical in nature. | Accelerated HealingOnce every 24 hours, when you recover hit points by finishing a short rest or from magical healing, you recover twice the normal amount. FEATS Telekinetic WEAPONS WEAPONS Dagger +5 to hit for (1d4+3) piercing damage. | Finesse, light, thrown (20/60) SPELLS SPELL SLOTS 4/4 (1st), 3/3 (2nd), 2/2 (3rd) Spell Save DC: 16 | Spell Attack Mod: +8 | Spells Prepared: 9 CANTRIPS Crushing Curse* | Pummelstone* | Mage Hand | Minor Illusion FIRST LEVEL Shield (R) | Absorb Elements (R) | Feather Fall (R) | Mage ArmorMage Armor 1st-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. | Pendulum* (C) SECOND LEVEL Misty Step (B) | Invisibility (C) | Maximillian's Earthen Grasp (C) THIRD LEVEL Summon Undead (C) * Denotes a Midgard spell. / (C) Denotes concentration. / (R) Denotes reaction spell. / (B) Denotes bonus action spell. WIZARD'S SPELLBOOK These spells are not available unless they have been prepared ahead of time. (Unless they are a ritual.) FIRST LEVEL Shield (R), Absorb Elements (R), Feather Fall (R), Mage ArmorMage Armor 1st-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., Pendulum*, Detect Magic (Ri), Comprehend Languages (Ri) | Find Familiar (Ri)Find Familiar 1st-level conjuration (ritual) Casting Time:1 hour Range:10 feet Components:V, S, M (10 gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier) Duration:Instantaneous 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 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. | Identify (Ri) | Speak with Inanimate Object* (Ri) SECOND LEVEL Misty Step (B), Invisibility (C), Maximillian's Earthen Grasp (C), Augury (Ri) THIRD LEVEL Summon Undead (C), Leomund's Tiny Hut (Ri) * Denotes a Midgard spell. / (C) Denotes concentration. / (R) Denotes reaction spell. / (B) Denotes bonus action spell / (Ri) Denotes ritual. EQUIPMENT & ENCUMBERANCE BudgetStarting gold: 400 gp Sold starting spellbook: 50/2 = 25 gp Summon Undead materials: -300 gp. Augury materials: -25 gp Spell Scroll: Speak with Inanimate Object: -60 gp. Scribing the spell into the spellbook: -25 gp (discount from Divination Savant) Blanket: -5 sp. Result: 4.5 gp TOTAL ENCUMBERANCE (87.18 lbs.) Weight: 87.18 lbs. / 150 lbs. max. (15 x STR Score) Status: Unencumbered Penalty: None MONEY POUCH (0.28 lbs.) Copper: 0 | Silver: 5 | Gold: 4 | Obsidian: 0 | Platinum: 0 (9 Coins x .02 lbs. = 0.18 lbs. Total Weight) EQUIPEMENT READIED (11 lbs.) Equipped items can be retrieved with a manipulate item interaction. Armor (4 lbs.) Traveler's Clothes - 4 lbs. Weapons (1 lbs.) Dagger - 1 lb. Spell component pouch (2 lbs.) Spell Component Pouch - 2 lbs. | Summon Undead materials (300gp) | Augury materials (25 gp) Readied Items (4 lbs.) +1 Arcane Grimoire - 3 lbs. | Tinderbox - 1 lb. EQUIPMENT STORED (76 lbs.) Stored items can be retrieved with an action. In Backpack (49 lbs.) Backpack - 5 lbs. | Mess Kit - 1 lbs. | 8 torches - 8 lbs. | 12 days of rations - 24 lbs. | Waterskin - 5 lbs. | Cartographer's Tools - 6 lbs. Strapped to Backpack (27 lbs.) Waterskin - 5 lbs. | 2 torches - 2 lbs. | Hempen Rope - 10 lbs. | Bedroll & Blanket - 10 lbs. * Denotes magic item (see below) MAGIC ITEMS NON-ATTUNED ATTUNED (1/3) +1 Arcane GrimoireSource: Tasha's Cauldron of Everything Wondrous item, uncommon (requires attunement by a wizard) While you are holding this spellbook, you can use it as a spellcasting focus for your wizard spells, and you gain a bonus to spell attack rolls and to the saving throw DCs of your wizard spells. The bonus is determined by the cube's rarity. You can use this as a spellbook. In addition, when you use your Arcane Recovery feature, you can increase the number of spell slot levels you regain by 1. APPEARANCE Age 2 | Height 5' 5" | Weight 118 lbs. | Hair Golden blonde | Eyes Radiating light with a purple tint | Complexion Fair Even a casual glance will reveal that Question is beautiful by any standard. Her hair perfectly frames her face with its golden blonde color. The revealed fair skin is smooth and bereft of any blemishes. Her eyes are a bit strange, shedding light that varies in intensity, but many might find them exotic and beautiful. The rest of her face is also alluring, including her slightly puckered lips and her sharp eyebrows. Some might find the two crystals embedded in her chest a bit off-putting. Like her eyes, they shine with a purple-tinted light, but unlike her eyes they seem to pulse. One is almost always shining brighter than the other, but which one it is varies. Anyone that spends more than a few seconds with Question will soon realize her beauty is only skin deep. The first hint is her movements, or lack thereof. Normal people use gestures, show facial expressions, display hints of restlessness, perhaps have ticks or other involuntary behavior or at the very least blink regularly. Question can sit perfectly still for hours, moving only the minimum amount of muscles necessary to perform the task at hand. While talking to someone, she is likely to stare intensely at them, never moving more than her mouth. If she makes a gesture, it is robotic and alien, like someone has practiced something without seeing the purpose of it. She is not completely ignorant when it comes to manners, but she has a tendency not to follow any unless she has internalized its usefulness. Many assume she is devoid of emotions, but that is not true. She has a wide array of feelings, but she does not display it in the same manner as everyone else. She can, for example, get sad to the point where she starts crying, but her version of it merely involves tears dripping from her eyes without a single accompanying sob, nor a hint of a grimace. When she needs others to understand her emotional landscape, she has a tendency to tell them loudly, which creates a weird disconnect between what she is saying and what others observe. BACKGROUND Chaos child Source Wastes of Chaos p37 Personality Traits: I like food that others find disgusting, like picked yak eyes. Ideals: Stoicism. I will not give in to the chaos that infects my body. (Lawful) Bonds: Why was I created? I need to find my purpose. Flaws: I sometimes creep people out by staring at them for too long. Background Feature: Regardless of where your life has taken you, you still bear traces of your chaotic ancestry in your appearance and mannerisms. For example, you could possess eyes that are mismatched in color or size, strangely rubbery limbs, an odd shuffling gait, extra webbing between your fingers or toes, or even just a chronic twitch. Because others find your appearance strangely unsettling, you have disadvantage on Wisdom (Insight) checks made against you. Aberrations sense the taint of chaos within you more than other creatures and are less likely to be hostile toward you. You have advantage on Charisma (Persuasion) checks made when conversing with a neutral or friendly aberration. BACKSTORY The automaton that was to be Question woke up from a defect pod; chaos energy had been leaking in. The automaton wandered into undead controlled by the lich Anastasia Erondius and was promptly captured. The lich reforged the atuomaton by harnessing the chaotic energy, reshaping it into a perfected version of herself when she was young and alive. She also accidentally named it Question. The automaton now designated Question studied and reproduced a cantrip Anastasia often used, and was rewarded with study material to learn on its own. Her highly analytical mind took to the task with ease, and it took her a mere month to cast her first spell. Question sought answers to all her questions, but some answers eluded her. Who created her? Why was she created? Did she have a designated purpose? Her curiosity made her leave the safety of Anastasia's lair, and almost got her killed in a sandstorm. She returned to learn more. The lich modified her again in an effort to keep her from leaving again, this time gifting her human emotions. Despite Anastasia's best effort, Question still left the following year. The lich was not happy about this and intended to scare her apprentice into returning. She gave a tip to a tribe of Dust Goblins that promptly captured her. They brought her to Savoyne and sold her to the Oaken Ring who intended to sacrifice her. She barely escaped her fate by pretending to be dead as the druids needed live sacrifices. She escaped to the Mana Wastes where she met a group of adventurersThis can be changed depending on where she meets the rest of the party.. While their motivations varied greatly, she determined that their help would be crucial in combing the Mana Wastes for secrets. It is her only hope for finding out more about her origins.
  2. London James Thorpe Student (Exercise Science) Agility d10 Smarts d4 Spirit d4 Strength d6 Vigor d8 SKILLS Academics Athletics Common Knowledge Fighting Healing Notice Persuasion Repair Shooting Stealth Survival d4 d10 d4 d10 d4 d4 d4 d4 d8 d6 d4 HINDRANCES Driven (Major): Just Do It Hesitant (Minor) Stubborn (Minor) Pace Parry Toughness 6 8 6 (2) EDGES Quick Trademark Weapon (Spear) LANGUAGES Algonquin (Native) d8, English (Native) d8 GEAR Backpack, Blanket, Camouflage fatigues, Canteen (waterskin), Clothing (casual), Flashlight, Goggles, Hiking boots, Lighter, Shovel, 100x Sling bullet, Whetstone. Armor: Bike helmet; Toughness 8 (2) Weapons: Sling; Dmg d4, Range 4/8/16 Spear/Javelin; Dmg Str +d6, Melee -Two Handed, Dmg Str +d6, Melee -Thrown, Dmg d6, Range 3/6/12 Survival Knife; Dmg Str +d4, Melee Cash: $23 Advances: None
  3. I think this is probably ready for an initial look over to make sure I'm on the right track. I've got some more refining to do with the backstory, but there should be enough to go off of for a first look over. Just didn't want to be doing this last minute so I have time to make adjustments before the 20th
  4. CHARACTER THREAD TEMPLATE Abbi Greystone "I can hear the dead talk, they tell me dangerous secrets" WIZARD 5 (Necrophagy) Race: Shadow Fey Armor Class: 13 Hit Points: 27 Speed: 30' Senses: Perception +3 Languages: Common, Umbral, Elvan, Draconic, Infernal, Celestial Proficiency Bonus +3 ABILITIES & SKILLS Proficiency Bonus: +3 Strength 8 (-1) Save -1 Athletics -1 Dexterity 16 (+3) Save +3 Acrobatics + | Sleight of Hand + | Stealth Constitution 12 (+1) Save +1 No skills associated. Intelligence 18 (+4) Save +7 Arcana +7 | History +5 | Investigation +7 | Nature +5 | Religion +5 Wisdom 10 (+0) Save +3 Animal Handling +0 | Insight +3 | Medicine +0 | Perception +3 | Survival +0 Charisma 14 (+2) Save +5 Deception +2 | Intimidation +2 | Performance +7 | Persuasion +2 Bold denotes proficiency. PROFICIENCIES & ABILITIES PROFICIENCIES Tools Instruments Weapons: Rapier, Shortsword, Shortbow, and Longbow, Daggers, darts, slings, quarterstaffs, light crossbows Armors: None WIZARD CLASS ABILITIES 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. | Ritual CastingYou can cast a wizard spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don't need to have the spell prepared. | | Sunlight Sensitivity: You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in bright sunlight RACIAL TRAITS: Path of Shadows. You can cast the misty step spell when in darkness, dim light, or a shadow large enough to cover your body. You can use this ability a number of times per day equal to your Charisma modifier (minimum 1), and you regain all expended uses when you finish a long rest. Charisma is your spellcasting ability for this spell. Traveller in Darkness: You have advantage on any Intelligence (Arcana) check to learn about a particular shadow road and how it functions. DarkvisionAccustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. | Keen SensesYou have proficiency in the Perception skill. | Fey AncestryYou have advantage on saving throws against being charmed, and magic can't put you to sleep. | TranceElves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is "trance.") While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep. | Elf Weapon TrainingYou have proficiency with the longsword, shortsword, longbow, and shortbow | CantripYou have proficiency with the longsword, shortsword, longbow, and shortbow FEATS ASIWisdom +1 Dexterity +1 @ Level 4 WEAPONS WEAPONS 1/4 Staff (Arcane Focus) SPELLS SPELL SLOTS 4/4 (1st), 4/0 (2nd), 3/0 (3rd), 2/0 Wizard - Spell Save DC: 15 | Spell Attack Mod: +7 | Spells Prepared: 9 CANTRIPS (Wizard) Claws of Darkness (C)Claws of Darkness Evocation cantrip (shadow) Casting Time: 1 action Range: Self Components: V, S Duration: Concentration, up to 1 minute You shape shadows into claws that grow from your fingers and drip inky blackness. The claws have a reach of 10 feet. While the spell lasts, you can make a melee spell attack with them that deals 1d10 cold damage.* | Green-Flame BladeGreen-Flame Blade Evocation cantrip Casting Time: 1 action Range: Self (5-foot radius) Components: S, M (a melee weapon worth at least 1 sp) Duration: Instantaneous 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. At Higher 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). | Silhouette (C)Silhouette Illusion cantrip (shadow) Casting Time:1 action Range:Touch Components:V, S Duration:Concentration, up to 1 minute You create a shadow play against a screen or wall. The surface can encompass up to 100 square feet. The number of creatures that can see the shadow play equals your Intelligence score. The shadowy figures make no sound but they can dance, run, move, kiss, fight, and so forth. Most of the figures are generic type-a rabbit, a dwarf– but a number of them equal to your Intelligence modifier can be recognizable as specific individuals.* | Mending | | | FIRST LEVEL (Wizard) Detect Magic (R) | Mage ArmorMage Armor 1st-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. | | Magic MissileMagic Missile 1st-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. | SECOND LEVEL (Wizard) Misty Step | Shatter | See Invisibility THIRD LEVEL (Wizard) Haste | Fly, Leomunds Tiny Hut (R), Lightening Bolt * Denotes a Midgard spell. / (C) Denotes concentration. / (R) Denotes Ritual / (B) Denotes bonus action spell. WIZARD'S SPELLBOOK FIRST LEVEL Black Ribbons (C)Black Ribbons 1st-level conjuration (shadow) Casting Time: 1 action Range: 40 feet Components: V, S, M (a piece of ribbon) Duration: Concentration, up to 1 minute You pull pieces of the plane of shadow into your own reality, causing a 20-foot cube to fill with inky ribbons that turn the area into difficult terrain and wrap around nearby creatures. Any creature that ends its turn in the area becomes restrained by the ribbons until the end of its next turn, unless it makes a successful Dexterity saving throw. Once a creature succeeds on this saving throw, it can’t be restrained again by the ribbons, but it’s still affected by the difficult terrain.* | | | Find Familiar (R)Find Familiar 1st-level conjuration (ritual) Casting Time:1 hour Range:10 feet Components:V, S, M (10 gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier) Duration:Instantaneous 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 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. | Mage ArmorMage Armor 1st-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. | Insightful Maneuvers (B)Insightful Maneuver 1st-level divination Casting Time: 1 bonus action Range: Touch Components: V, S Duration: Instantaneous With a flash of insight, you know how to take advantage of your foe’s vulnerabilities. Until the end of your turn, the target has vulnerability to one type of damage (your choice). Additionally, if the target has any other vulnerabilities, you learn them.* | Magic MissileMagic Missile 1st-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. | Shadow Armor (R)Shadow Armor 1st-level abjuration (shadow) Casting Time: 1 reaction, which you take when you are targeted by an attack but before the roll is made Range: Self Components: V, S Duration: Instantaneous You can siphon energy from the plane of shadow to protect yourself from an immediate threat. As a reaction, you pull shadows around yourself to distort reality. The attack against you is made with disadvantage, and you have resistance to radiant damage until the start of your next turn.* | Detect Magic (R) Identify (R) Second Level Blur, Misty Step, Shatter, See Invisibility Third Level Haste, Fly, Leomunds Tiny Hut (R), Lightening Bolt * Denotes a Midgard spell. / (C) Denotes concentration. / (R) Denotes ritual / (B) Denotes bonus action spell. EQUIPMENT & ENCUMBERANCE TOTAL ENCUMBERANCE (54.08 lbs.) Weight: Status: Unencumbered Penalty: None MONEY POUCH (6.08 lbs.) Copper: 0 | Silver: 1 | Gold: 410 | Obsidian: 0 | Platinum: 0 EQUIPEMENT READIED (21 lbs.) 1/4staff Weapons Readied Items EQUIPMENT STORED (27 lbs.) Stored items can be retrieved with an action. In Backpack (11 lbs.) Herbalism Kit Strapped to Backpack (16 lbs.) EQUIPMENT NOT CARRIED (--) At Home * Denotes magic item (see below) MAGIC ITEMS NON-ATTUNED ATTUNED (0/0) | | APPEARANCE Age 222 | Height 5' 2" | Weight 122 lbs. | Hair Raven Black| Eyes right Copper/Left looks dead | Complexion pale BACKGROUND Mystic of Baba Yaga Source Midgard Heroes Handbook pg116 Personality Traits: My wrath is unwavering and cruel; my enemies will fear me. Ideals: Harbinger: Doom. The end comes soon, and Grandmother works to hasten it. Nothing matters but impressing her. (Evil) Bonds: I will meet Baba Yaga one day, and she will grant me a boon as payment for my affection and hard work. Flaws: I am mad. Background Feature: Grandmother's Touch: Grandmother's Touch Your obsession with Grandmother Yaga has, for better or worse, drawn her attention to you. You may spend a day locating and interpreting the signs of the great witch (counts as downtime). After doing so, you gain Baleful Eye: One of your eyes becomes pale and milky for a day. The eye allows you to see into the souls of nearby creatures and detect any lies they tell. Good- hearted folk who see the clouded eye treat you with suspicion or outright hostility. BACKSTORY Born on the outskirts of Savoyne, Abbi was a loner. Her mother was a whore and her father was a drunk. When her father was taken ill she spent a week with her grandmother, she was awesome, then her father died and she had to go back home. Her mother had to continue as a whore as she owed money, but she did take on a waitress job so she could clear off the debt. Abbi was twelve when her mother brought a man home, he was a letch, and he was always watching Abbi. He would walk in on her when she was bathing, Abbi wanted to go live with her grandmother but Jezabelle (the mother) would not allow it. Then there was a fire at the Inn where Jezabelle worked and she was injured, she was unconscious for three days, and that was when Midge made a move on Abbi. Alone and frightened Abbi preyed to her grandmother and got a reply. Abbi heard a voice that told her to wake up her dragon, if she concentrated hard enough she would wake up the white dragon in her lineage. For a whole day, Abbi tried to wake up the dragon within her, then as Midge came into her room it burst forth and Abbi killed him. Her grandmother continued to tell her secrets, some evil ones. Abbi buried Mitch in their garden, and when her mother was better she found a new job. Life was suddenly better, Abbi began to read books on magic and was given a job as a caravan guard. With her grandmother talking in her ear, Abbi was able to fight the goblins that attacked the carts and helped prepare the food. When they reached Friula she was paid 50 gold pieces, she immediately got another back again and earned another 50 gold pieces.
  5. Armando Railwalker Former River Pirate of Greyhawk "You'sa ever heard the siren's song?" Warlock 1 small forest gnome, true neutral Armor Class Hit Points Speed 25 ft, swim speed 40 ft Senses Languages common, gnomish, Proficiency Bonus +2 ABILITIES & SKILLS Proficiency Bonus: +2 Strength 8 (-1) Save Athletics Dexterity 14 (+2) Save Acrobatics +4 | Sleight of Hand | Stealth Constitution 12 (+1) Save No skills associated. Intelligence 12 (+1) Save Arcana +3| History | Investigation | Nature | Religion Wisdom 14 (+1) Save +3 Animal Handling | Insight | Medicine | Perception +3 | Survival Charisma 15 (+2) Save +4 Deception +4 | Intimidation | Performance | Persuasion (E) denotes expertise. / Bold denotes proficiency. PROFICIENCIES & ABILITIES PROFICIENCIES Tools Navigator's Tools, water vehicles Instruments Weapons Simple Armors Light WARLOCK CLASS ABILITIES Otherworldly Patron | Pact Magic | Breathe Underwater | Bad Reputation RACIAL TRAITS DarkvisionAccustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. | Gnome Cunning | Natural Illusionist | Speak with Small Beasts FEATS | WEAPONS WEAPONS Dagger +6 to hit for (1d4+3) piercing damage. | Finesse, light, thrown (20/60) SPELLS SPELL SLOTS 1/1 (1st), Warlock- Spell Save DC: 16 | Spell Attack Mod: +8 | Spells Known: 8 + Detect Thoughts Wizard - Spell Save DC: 14 | Spell Attack Mod: +6 | Spells Prepared: 5 CANTRIPS (Warlock) Blade Ward | Eldritch Blast FIRST LEVEL (Warlock) Armor of Agathys | Beguiling Gift* * Denotes a Midgard spell. / (C) Denotes concentration. / (R) Denotes reaction spell. / (B) Denotes bonus action spell. Notes on Spells Beguiling GiftBeguiling Gift 1st-level enchantment (hieroglyph) Casting Time: 1 action Range: Touch Components: S Duration: Instantaneous You implant a powerful suggestion into an item as you hand it to someone. If the person you hand it to accepts it willingly, they must make a successful Wisdom saving throw or use the object as it's meant to be used at their first opportunity: writing with a pen, consuming food or drink, wearing clothing, drawing a weapon, etc. After the first use, they're under no compulsion to continue using the object or even to keep it. * Denotes a Midgard spell. / (C) Denotes concentration. / (R) Denotes reaction spell. / (B) Denotes bonus action spell. EQUIPMENT & ENCUMBERANCE TOTAL ENCUMBERANCE (54.08 lbs.) Weight: 54.08 lbs. / 150 lbs. max. (15 x STR Score) Status: Unencumbered Penalty: None MONEY POUCH () Copper: 0 | Silver: 0 | Gold: 10 | Obsidian: 0| Platinum: 0 (304 Coins x .02 lbs. = 6.08 lbs. Total Weight) EQUIPEMENT READIED () Equipped items can be retrieved with a manipulate item interaction. Armor () Leather Armor Weapons () Light Crossbow | (2) Dagger | Readied Items () Spell Component Pouch | Quiver of bolts1 lb. | EQUIPMENT STORED () Stored items can be retrieved with an action. In Dungeoneer's Backpack () Backpack - 5 lbs. | Mess Kit - 1 lbs. | Tinderbox | (10) Pitons | Hammer | Crowbar Strapped to Backpack () Waterskin - 5 lbs. | 50 ft Silk Rope | Lucky Charm (Bejeweled River Stone) | EQUIPMENT NOT CARRIED (--) At Home * Denotes magic item (see below) MAGIC ITEMS NON-ATTUNED ATTUNED (0/3) APPEARANCE Age 63 | Height 4'1" | Weight 76 lbs. | Hair Ash Brown| Eyes Pale Blue | Complexion Fair BACKGROUND PIRATE Source PHB Personality Traits: I stretch the truth for the sake of a good story. Ideals: Freedom. The sea is freedom—the freedom to go anywhere and do anything. Bonds: I’ll always remember my first ship. Flaws: I can’t help but pocket loose coins and other trinkets I come across. Background Feature: Bad Reputation No matter where you go, people are afraid of you due to your reputation. When you are in a settlement, you can get away with minor criminal offenses, such as refusing to pay for food at a tavern or breaking down doors at a local shop, since most people will not report your activity to the authorities. BACKSTORY The rivers of Greyhawk are filled with the commerce of the region. The natural order of things is that piracy trails commerce. One such gang of ill-gotten gains stole from the wrong merchant prince of Greyhawk. When they got caught -and they all most certainly did- they were put into debtors prison in Greyhawk under the watchful eye of the merchant prince himself. His reach was far beyond what they could have imagined. Life was rough for them in the debtor's prison, made worse by the lackeys the man had placed there through his influence. Eventually though, debts were paid enough for their release. With no more than two skills between the lot of them, they eventually returned to their old ways. But this time, they were smart enough to check their targets. When they were caught a second time, many of them were sent off to the mines. Armando among them. For a decade, Armando worked as a rail cart attendant. His physical limitations made him a useless miner, but he had a few other talents that could render him worth his daily bread crumbs. The merchant prince had friends in the mines too, but Armando had learned his lesson the second time and cut ties with the old group. It only made his time in the mines more isolated. But he saw a light at the end of the tunnel, so to speak. He knew there were jobs for regular folk in town once debtor's life was over. Or so he imagined there would be for someone like him. When his second stint was finished, Armando left the mines a free man. But free doesn't mean free, and memories don't magically get forgotten. Armando has been a Diamond Lake vagrant for the better part of four seasons. Splitting his time between keeping his head above water and avoiding his old gang. He's had a dozen different jobs in that time, but each time the old group even sniffs around he tends to bolt. The best money has come from working as a porter for the Twilight Monastery. They don't ask a ton of questions and he doesn't either. Not being affiliated with them outside the work has led to a few hiccups in him getting paid as regularly or getting picked up for porter jobs. But the pay -when it does come through- is a like a honey bee high. Something has changed recently. He can feel it in his weathered old bones. A deal he made in his youth has resurfaced. He first heard the voice in a bucket of rain water. Then again in a horse trough outside the stables. It's getting louder and he knows it might be time to give in; it can't be any worse than what he's been up to anyways.
  6. Lynestra Zeldaruil Vorammas "Zelda" Scholar of arts natural and arcane DRUID 2 / WIZARD 3 Medium humanoid female (River Elf), chaotic neutral Armor Class 13 (16 mage armor) Hit Points 29 ( 2d8 + 3d6 + 5 ) Speed 35 ft. Senses darkvision 60 ft., passive perception 16 Languages common, elvish, sylvan, ankeshelian, druidic Proficiency Bonus +3 ABILITIES & SKILLS Proficiency Bonus: +3 Strength 10 (+0) Save +0 Athletics +0 Dexterity 13 (+1) Save +1 Acrobatics +1 | Sleight of Hand +1 | Stealth +4 Constitution 12 (+1) Save +1 No skills associated. Intelligence 16 (+3) Save +6 Arcana +6 | History +3 | Investigation +6 | Nature +6 | Religion +3 Wisdom 16 (+3) Save +6 Animal Handling +3 | Insight +3 | Medicine +3 | Perception +6 | Survival +3 Charisma 8 (-1) Save -1 Deception -1 | Intimidation -1 | Performance -1 | Persuasion -1 Bold denotes proficiency. PROFICIENCIES & ABILITIES PROFICIENCIES Tools none Instruments Pan flute Weapons Longsword, shortsword, longbow, shortbow, dagger, dart, sling, quarterstaff, and light crossbow Armors Light, medium, and shields WIZARD CLASS ABILITIES 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. | Ritual CastingYou can cast a wizard spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don't need to have the spell prepared. | Illusion SavantBeginning when you select this school at 2nd level, the gold and time you must spend to copy an illusion spell into your spellbook is halved. | Improved Minor IllusionWhen you choose this school at 2nd level, you learn the minor illusion cantrip. If you already know this cantrip, you learn a different wizard cantrip of your choice. The cantrip doesn't count against your number of cantrips known. When you cast minor illusion, you can create both a sound and an image with a single casting of the spell. DRUID CLASS ABILITIES DruidicYou know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message's presence with a successful DC 15 Wisdom (Perception) check but can't decipher it without magic. | Ritual CastingYou can cast a druid spell as a ritual if that spell has the ritual tag and you have the spell prepared. | Wild ShapeStarting at 2nd level, you can use your action to magically assume the shape of a beast that you have seen before. You can use this feature twice. You regain expended uses when you finish a short or long rest. Your druid level determines the beasts you can transform into, as shown in the Beast Shapes table. At 2nd level, for example, you can transform into any beast that has a challenge rating of 1/4 or lower that doesn't have a flying or swimming speed. Beast Shapes Level Max. CR Limitations Example 2nd 1/4 No flying or swimming speed Wolf 4th 1/2 No flying speed Crocodile 8th 1 — Giant eagle You can stay in a beast shape for a number of hours equal to half your druid level (rounded down). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die. While you are transformed, the following rules apply: • Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or lair actions, you can't use them. • When you transform, you assume the beast's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious. • You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you've already cast. • You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense. • You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form. | Wild CompanionYou gain the ability to summon a spirit that assumes an animal form: as an action, you can expend a use of your Wild Shape feature to cast the find familiar spell, without material components. When you cast the spell in this way, the familiar is a fey instead of a beast, and the familiar disappears after a number of hours equal to half your druid level. | Natural RecoveryStarting at 2nd level, you can regain some of your magical energy by sitting in meditation and communing with nature. During a short rest, you choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your druid level (rounded up), and none of the slots can be 6th level or higher. You can't use this feature again until you finish a long rest. For example, when you are a 4th-level druid, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level slot or two 1st-level slots. RACIAL TRAITS DarkvisionAccustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. | Keen SensesYou have proficiency in the Perception skill. | Fey AncestryYou have advantage on saving throws against being charmed, and magic can't put you to sleep. | TranceElves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is "trance.") While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep. | Elf Weapon TrainingYou have proficiency with the longsword, shortsword, longbow, and shortbow | CantripYou know one cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for it. FEATS WEAPONS WEAPONS Shortbow +4 to hit for (1d6+1) piercing damage. | Ammunition, two-handed (80/320) Dagger +4 to hit for (1d4+1) piercing damage. | Finesse, light, thrown (20/60) SPELLS SPELL SLOTS 4/4 (1st), 3/3 (2nd), 2/2 (3rd) Druid - Spell Save DC: 14 | Spell Attack Mod: +7 | Spells Prepared: 5 Wizard - Spell Save DC: 14 | Spell Attack Mod: +7 | Spells Prepared: 6 CANTRIPS (Druid) Guidance (C)Guidance Divination cantrip Casting Time: 1 action Range: Touch Components: V, S Duration: Concentration, up to 1 minute You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends. | MendingMending Transmutation 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. | Shape WaterShape Water Transmutation cantrip Casting Time: 1 action Range: 30 feet Components: S Duration: Instantaneous or 1 hour (see below) You choose an area of water that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways: • You instantaneously move or otherwise change the flow of the water as you direct, up to 5 feet in any direction. This movement doesn't have enough force to cause damage. • You cause the water to form into simple shapes and animate at your direction. This change lasts for 1 hour. • You change the water's color or opacity. The water must be changed in the same way throughout. This change lasts for 1 hour. • You freeze the water, provided that there are no creatures in it. The water unfreezes in 1 hour. If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action. CANTRIPS (Wizard + River Elf) Acid SplashAcid Splash Conjuration cantrip Casting Time: 1 action Range: 60 feet Components: V, S Duration: Instantaneous You hurl a bubble of acid. Choose one creature you can see within range, or choose two creatures you can see within range that are within 5 feet of each other. A target must succeed on a Dexterity saving throw or take 1d6 acid damage. This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). | Chill TouchChill Touch Necromancy cantrip Casting Time: 1 action Range: 120 feet Components: V, S Duration: 1 round You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 necrotic damage, and it can't regain hit points until the start of your next turn. Until then, the hand clings to the target. If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn. This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). | LightLight Evocation 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. | MessageMessage Transmutation cantrip Casting Time: 1 action Range: 120 feet Components: V, S, M (a short piece of copper wire) Duration: 1 round You point your finger toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear. You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the spell. The spell doesn't have to follow a straight line and can travel freely around corners or through openings. | Minor IllusionMinor Illusion Illusion cantrip Casting Time: 1 action Range: 30 feet Components: S, M (a bit of fleece) Duration: 1 minute You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again. If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends. If you create an image of an object—such as a chair, muddy footprints, or a small chest—it must be no larger than a 5-foot cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it. If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature. | PrestidigitationPrestidigitation Transmutation 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. FIRST LEVEL (Druid) Entangle (C)Entangle 1st-level conjuration Casting Time: 1 action Range: 90 feet Components: V, S Duration: Concentration, up to 1 minute Grasping weeds and vines sprout from the ground in a 20-foot square starting from a point within range. For the duration, these plants turn the ground in the area into difficult terrain. A creature in the area when you cast the spell must succeed on a Strength saving throw or be restrained by the entangling plants until the spell ends. A creature restrained by the plants can use its action to make a Strength check against your spell save DC. On a success, it frees itself. When the spell ends, the conjured plants wilt away. | Faerie Fire (C)Faerie Fire 1st-level evocation Casting Time: 1 action Range: 60 feet Target: Each object in a 20-foot cube within range Components: V Duration: Up to 1 minute Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius. Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can’t benefit from being invisible. | GoodberryGoodberry 1st-level transmutation Casting Time: 1 action Range: Touch Components: V, S, M (a sprig of mistletoe) Duration: Instantaneous Up to ten berries appear in your hand and are infused with magic for the duration. A creature can use its action to eat one berry. Eating a berry restores 1 hit point, and the berry provides enough nourishment to sustain a creature for one day. The berries lose their potency if they have not been consumed within 24 hours of the casting of this spell. | Healing Word (B)Healing Word 1st-level evocation Casting Time: 1 bonus action Range: 60 feet Components: V Duration: Instantaneous A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st. | Speak with Animals (Rit)Speak with Animals 1st-level divination (ritual) Casting Time: 1 action Range: Self Components: V, S Duration: 10 minutes You gain the ability to comprehend and verbally communicate with beasts for the duration. The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you, at the DM's discretion. WILD COMPANION (Druid) Find FamiliarFind Familiar Wild Shape use - conjuration Casting Time: 1 action Range: 10 feet Components: V, S Duration: a number of hours equal to half your druid level 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 fey instead of a beast. Additional animal form choices may be available at the DM's discretion. 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. FIRST LEVEL (Wizard) Feather Fall (Rct)Feather Fall 1st-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 a 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. | Mage ArmorMage Armor 1st-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. | Shield (Rct)Shield 1st-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. | Silent Image (C)Silent Image 1st-level illusion Casting Time: 1 action Range: 60 feet Components: V, S, M (a bit of fleece) Duration: Concentration, up to 10 minutes You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 15-foot cube. The image appears at a spot within range and lasts for the duration. The image is purely visual; it isn't accompanied by sound, smell, or other sensory effects. You can use your action to cause the image to move to any spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking. Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image. SECOND LEVEL (Wizard) Invisibility (C)Invisibility 2nd-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. | Web (C)Web 2nd-level conjuration Casting Time: 1 action Range: 60 feet Components: V, S, M (a bit of spiderweb) Duration: Concentration, up to 1 hour You conjure a mass of thick, sticky webbing at a point of your choice within range. The webs fill a 20-foot cube from that point for the duration. The webs are difficult terrain and lightly obscure their area. If the webs aren't anchored between two solid masses (such as walls or trees) or layered across a floor, wall, or ceiling, the conjured web collapses on itself, and the spell ends at the start of your next turn. Webs layered over a flat surface have a depth of 5 feet. Each creature that starts its turn in the webs or that enters them during its turn must make a Dexterity saving throw. On a failed save, the creature is restrained as long as it remains in the webs or until it breaks free. A creature restrained by the webs can use its action to make a Strength check against your spell save DC. If it succeeds, it is no longer restrained. The webs are flammable. Any 5-foot cube of webs exposed to fire burns away in 1 round, dealing 2d4 fire damage to any creature that starts its turn in the fire. (C) Denotes concentration. / (Rct) Denotes reaction spell. / (B) Denotes bonus action spell. / (Rit) Denotes ritual spell. ($) Denotes expensive component. WIZARD'S SPELLBOOK These spells are not available unless they have been prepared ahead of time. (Unless they are a ritual.) FIRST LEVEL (Wizard) Alarm (Rit)Alarm 1st-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. | Comprehend Languages (Rit)Comprehend Languages 1st-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. | Detect Magic (Rit)Detect Magic 1st-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. | Disguise SelfDisguise Self 1st-level illusion Casting Time: 1 action Range: Self Components: V, S Duration: 1 hour You make yourself—including your clothing, armor, weapons, and other belongings on your person—look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can't change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you. The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair. To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC. | Feather Fall (Rct)Feather Fall 1st-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 a 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. | Mage ArmorMage Armor 1st-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. | Shield (Rct)Shield 1st-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. | Silent Image (C)Silent Image 1st-level illusion Casting Time: 1 action Range: 60 feet Components: V, S, M (a bit of fleece) Duration: Concentration, up to 10 minutes You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 15-foot cube. The image appears at a spot within range and lasts for the duration. The image is purely visual; it isn't accompanied by sound, smell, or other sensory effects. You can use your action to cause the image to move to any spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking. Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image. | Unseen Servant (Rit)Unseen Servant 1st-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, Medium 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. SECOND LEVEL (Wizard) Invisibility (C)Invisibility 2nd-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. | Web (C)Web 2nd-level conjuration Casting Time: 1 action Range: 60 feet Components: V, S, M (a bit of spiderweb) Duration: Concentration, up to 1 hour You conjure a mass of thick, sticky webbing at a point of your choice within range. The webs fill a 20-foot cube from that point for the duration. The webs are difficult terrain and lightly obscure their area. If the webs aren't anchored between two solid masses (such as walls or trees) or layered across a floor, wall, or ceiling, the conjured web collapses on itself, and the spell ends at the start of your next turn. Webs layered over a flat surface have a depth of 5 feet. Each creature that starts its turn in the webs or that enters them during its turn must make a Dexterity saving throw. On a failed save, the creature is restrained as long as it remains in the webs or until it breaks free. A creature restrained by the webs can use its action to make a Strength check against your spell save DC. If it succeeds, it is no longer restrained. The webs are flammable. Any 5-foot cube of webs exposed to fire burns away in 1 round, dealing 2d4 fire damage to any creature that starts its turn in the fire. (C) Denotes concentration. / (Rct) Denotes reaction spell. / (B) Denotes bonus action spell. / (Rit) Denotes ritual spell. ($) Denotes expensive component. WILD SHAPE FORMS BadgerBadger Tiny Beast, Unaligned ARMOR CLASS 10 HIT POINTS 3 (1d4 + 1) Speed 20 ft., burrow 5 ft. STR DEX CON INT WIS CHA 4 (-3) 11 (+0) 12 (+1) 16 (+3) 16 (+3) 8 (-1) Skills Arcana +6, Investigation +6, Nature +6, Perception +6, Stealth +3 Senses darkvision 30 ft., passive Perception 16 Languages — Challenge 0 (10 XP) Proficiency Bonus +2 Keen Smell. The badger has advantage on Wisdom (Perception) checks that rely on smell. ACTIONS Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1 piercing damage. | CatCat Tiny Beast, Unaligned ARMOR CLASS 12 HIT POINTS 2 (1d4) Speed 40 ft., climb 30 ft. STR DEX CON INT WIS CHA 3 (-4) 15 (+2) 10 (+0) 16 (+3) 16 (+3) 8 (-1) Skills Arcana +6, Investigation +6, Nature +6, Perception +6, Stealth +5 Senses passive Perception 16 Languages — Challenge 0 (10 XP) Proficiency Bonus +2 Keen Smell. The cat has advantage on Wisdom (Perception) checks that rely on smell. ACTIONS Claws. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 slashing damage. | MastiffMastiff Medium Beast, Unaligned ARMOR CLASS 12 HIT POINTS 5 (1d8 + 1) Speed 40 ft. STR DEX CON INT WIS CHA 13 (+1) 14 (+2) 12 (+1) 16 (+3) 16 (+3) 8 (-1) Skills Arcana +6, Investigation +6, Nature +6, Perception +6, Stealth +5 Senses passive Perception 16 Languages — Challenge 1/8 (25 XP) Proficiency Bonus +2 Keen Hearing and Smell. The mastiff has advantage on Wisdom (Perception) checks that rely on hearing or smell. ACTIONS Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone. | PantherPanther Medium Beast, Unaligned ARMOR CLASS 12 HIT POINTS 13 (3d8) Speed 50 ft., climb 40 ft. STR DEX CON INT WIS CHA 14 (+2) 15 (+2) 10 (+0) 16 (+3) 16 (+3) 8 (-1) Skills Arcana +6, Investigation +6, Nature +6, Perception +6, Stealth +6 Senses passive Perception 16 Languages — Challenge 1/4 (50 XP) Proficiency Bonus +2 Keen Smell. The panther has advantage on Wisdom (Perception) checks that rely on smell. Pounce. If the panther moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 12 Strength saving throw or be knocked prone. If the target is prone, the panther can make one bite attack against it as a bonus action. ACTIONS Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage. Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage. | RatRat Tiny Beast, Unaligned ARMOR CLASS 10 HIT POINTS 1 (1d4 - 1) Speed 20 ft. STR DEX CON INT WIS CHA 2 (-4) 11 (+0) 9 (-1) 16 (+3) 16 (+3) 8 (-1) Skills Arcana +6, Investigation +6, Nature +6, Perception +6, Stealth +3 Senses darkvision 30 ft., passive Perception 16 Languages — Challenge 0 (10 XP) Proficiency Bonus +2 Keen Smell. The rat has advantage on Wisdom (Perception) checks that rely on smell. ACTIONS Bite. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 piercing damage. | Riding HorseRiding Horse Large Beast, Unaligned ARMOR CLASS 10 HIT POINTS 13 (2d10 + 2) Speed 60 ft. STR DEX CON INT WIS CHA 16 (+3) 10 (+0) 12 (+1) 16 (+3) 16 (+3) 8 (-1) Skills Arcana +6, Investigation +6, Nature +6, Perception +6, Stealth +3 Senses passive Perception 16 Languages — Challenge 1/4 (50 XP) Proficiency Bonus +2 ACTIONS Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) bludgeoning damage. | SpiderSpider Tiny Beast, Unaligned ARMOR CLASS 12 HIT POINTS 1 (1d4 - 1) Speed 20 ft., climb 20 ft. STR DEX CON INT WIS CHA 2 (-4) 14 (+2) 8 (-1) 16 (+3) 16 (+3) 8 (-1) Skills Arcana +6, Investigation +6, Nature +6, Perception +6, Stealth +5 Senses darkvision 30 ft., passive Perception 16 Languages — Challenge 0 (10 XP) Proficiency Bonus +2 Spider Climb. The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Web Sense. While in contact with a web, the spider knows the exact location of any other creature in contact with the same web. Web Walker. The spider ignores movement restrictions caused by webbing. ACTIONS Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 1 piercing damage, and the target must succeed on a DC 9 Constitution saving throw or take 2 (1d4) poison damage. | WolfWolf Medium Beast, Unaligned ARMOR CLASS 13 (natural armor) HIT POINTS 11 (2d8 + 2) Speed 40 ft. STR DEX CON INT WIS CHA 12 (+1) 15 (+2) 12 (+1) 16 (+3) 16 (+3) 8 (-1) Skills Arcana +6, Investigation +6, Nature +6, Perception +6, Stealth +5 Senses passive Perception 16 Languages — Challenge 1/4 (50 XP) Proficiency Bonus +2 Keen Hearing and Smell. The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell. Pack Tactics. The wolf has advantage on an attack roll against a creature if at least one of the wolf's allies is within 5 feet of the creature and the ally isn't incapacitated. ACTIONS Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone. EQUIPMENT & ENCUMBRANCE TOTAL ENCUMBRANCE (74.28 lbs.) Weight: 74.28 lbs. / 150 lbs. max. (15 x STR Score) Status: Unencumbered Penalty: None MONEY POUCH (5.28 lbs.) Copper: 9 | Silver: 7 | Gold: 198 | Obsidian: 0 | Platinum: 0 (214 Coins x .02 lbs. = 4.28 lbs. Total Weight, + 1 lb. belt pouch) EQUIPMENT READIED (16 lbs.) Equipped items can be retrieved with a manipulate item interaction. Armor (10 lbs.) traveler's clothes - 4 lbs. | wooden shield - 6 lbs. Weapons (4 lbs.) 2 daggers - 2 lbs. | shortbow - 2 lbs. Readied Items (2 lbs.) +1 Wand of the War Mage - 1 lb. | quiver of arrows - 1 lb. EQUIPMENT STORED (53 lbs.) Stored items can be retrieved with an action. In Backpack (25 lbs.) backpack - 5 lbs. | 3 days' trail rations - 6 lbs. | bag of 20 caltrops - 2 lbs. | spellbook - 3 lbs. | candle | hammer - 3 lbs. | 10 iron spikes - 5 lbs. | bottle of black ink | quill | 10 sheets parchment | letter from colleague | shard of obsidian that always feels warm to the touch - 1 lb. Strapped to Backpack (28 lbs.) waterskin - 5 lbs. | 100 ft. silk rope & grappling hook - 14 lbs. | bedroll - 7 lbs. | pan flute - 2 lbs. EQUIPMENT NOT CARRIED (--) TBD * Denotes magic item (see below) MAGIC ITEMS NON-ATTUNED Enduring SpellbookSource: Xanathar's Guide to Everything Wondrous item, common This spellbook, along with anything written on its pages, can't be damaged by fire or immersion in water. In addition, the spellbook doesn't deteriorate with age. ATTUNED (1/3) +1 Wand of the War MageSource: Dungeon Master's Guide Wand, uncommon (requires attunement by a spellcaster) While you are holding this wand, you gain a +1 bonus to spell attack rolls. In addition, you ignore half cover when making a spell attack. FAMILIAR Liloria When Zeldaruil summons a familiar, her companion spirit's name is Liloria, though she'll often call her Lil. Lil prefers to take flying forms, and she likes to perch in high places. She's also very happy to snuggle inside of Zelda's cloak. Whatever form she takes, Liloria appears in as blue or grey of a color as is natural for the type of creature she is, with a distinctive white pattern in her fur or feathers which resembles a small flower. FAVORED FORMS BatBat Tiny Fey , Unaligned ARMOR CLASS 12 HIT POINTS 1 (1d4 - 1) Speed 5 ft., fly 30 ft. STR DEX CON INT WIS CHA 2 (-4) 15 (+2) 8 (-1) 2 (-4) 12 (+1) 4 (-3) Senses blindsight 60 ft., passive Perception 11 Languages — Challenge 0 (10 XP) Proficiency Bonus +2 Echolocation. The bat can't use its blindsight while deafened. Keen Hearing. The bat has advantage on Wisdom (Perception) checks that rely on hearing. | CatCat Tiny Fey, Unaligned ARMOR CLASS 12 HIT POINTS 2 (1d4) Speed 40 ft., climb 30 ft. STR DEX CON INT WIS CHA 3 (-4) 15 (+2) 10 (+0) 3 (-4) 12 (+1) 7 (-2) Skills Perception +3, Stealth +4 Senses passive Perception 13 Languages — Challenge 0 (10 XP) Proficiency Bonus +2 Keen Smell. The cat has advantage on Wisdom (Perception) checks that rely on smell. | HawkHawk Tiny Fey, Unaligned ARMOR CLASS 13 HIT POINTS 1 (1d4 - 1) Speed 10 ft., fly 60 ft. STR DEX CON INT WIS CHA 5 (-3) 16 (+3) 8 (-1) 2 (-4) 14 (+2) 6 (-2) Skills Perception +4 Senses passive Perception 14 Languages — Challenge 0 (10 XP) Proficiency Bonus +2 Keen Sight. The hawk has advantage on Wisdom (Perception) checks that rely on sight. | OwlOwl Tiny Fey, Unaligned ARMOR CLASS 11 HIT POINTS 1 (1d4 - 1) Speed 5 ft., fly 60 ft. STR DEX CON INT WIS CHA 3 (-4) 13 (+1) 8 (-1) 2 (-4) 12 (+1) 7 (-2) Skills Perception +3, Stealth +3 Senses darkvision 120 ft., passive Perception 13 Languages — Challenge 0 (10 XP) Proficiency Bonus +2 Flyby. The owl doesn't provoke opportunity attacks when it flies out of an enemy's reach. Keen Hearing and Sight. The owl has advantage on Wisdom (Perception) checks that rely on hearing or sight. | RavenRaven Tiny Fey, Unaligned ARMOR CLASS 12 HIT POINTS 1 (1d4 - 1) Speed 10 ft., fly 50 ft. STR DEX CON INT WIS CHA 2 (-4) 14 (+2) 8 (-1) 2 (-4) 12 (+1) 6 (-2) Skills Perception +3 Senses passive Perception 13 Languages — Challenge 0 (10 XP) Proficiency Bonus +2 Mimicry. The raven can mimic simple sounds it has heard, such as a person whispering, a baby crying, or an animal chittering. A creature that hears the sounds can tell they are imitations with a successful DC 10 Wisdom (Insight) check. | Sea HorseSea Horse Tiny Fey, Unaligned ARMOR CLASS 11 HIT POINTS 1 (1d4 - 1) Speed 0 ft., swim 20 ft. STR DEX CON INT WIS CHA 1 (-5) 12 (+1) 8 (-1) 1 (-5) 10 (+0) 2 (-4) Senses passive Perception 10 Languages — Challenge 0 (0 XP) Proficiency Bonus +2 Water Breathing. The sea horse can breathe only underwater. | WeaselWeasel Tiny Fey, Unaligned ARMOR CLASS 13 HIT POINTS 1 (1d4 - 1) Speed 30 ft. STR DEX CON INT WIS CHA 3 (-4) 16 (+3) 8 (-1) 2 (-4) 12 (+1) 3 (-4) Skills Perception +3, Stealth +5 Senses passive Perception 13 Languages — Challenge 0 (10 XP) Proficiency Bonus +2 Keen Hearing and Smell. The weasel has advantage on Wisdom (Perception) checks that rely on hearing or smell. ADDITIONAL FORMS CrabCrab Tiny Fey, Unaligned ARMOR CLASS 11 (natural armor) HIT POINTS 2 (1d4) Speed 20 ft., swim 20 ft. STR DEX CON INT WIS CHA 2 (-4) 11 (+0) 10 (+0) 1 (-5) 8 (-1) 2 (-4) Skills Stealth +2 Senses blindsight 30 ft., passive Perception 9 Languages — Challenge 0 (10 XP) Proficiency Bonus +2 Amphibious. The crab can breathe air and water. | FrogFrog Tiny Fey, Unaligned ARMOR CLASS 11 (natural armor) HIT POINTS 2 (1d4) Speed 20 ft., swim 20 ft. STR DEX CON INT WIS CHA 2 (-4) 11 (+0) 10 (+0) 1 (-5) 8 (-1) 2 (-4) Skills Stealth +2 Senses blindsight 30 ft., passive Perception 9 Languages — Challenge 0 (10 XP) Proficiency Bonus +2 Amphibious. The crab can breathe air and water. | LizardLizard Tiny Fey, Unaligned ARMOR CLASS 10 HIT POINTS 2 (1d4) Speed 20 ft., climb 20 ft. STR DEX CON INT WIS CHA 2 (-4) 11 (+0) 10 (+0) 1 (-5) 8 (-1) 3 (-4) Senses darkvision 30 ft., passive Perception 9 Languages — Challenge 0 (10 XP) Proficiency Bonus +2 | OctopusOctopus Small Fey, Unaligned ARMOR CLASS 12 HIT POINTS 3 (1d6) Speed 5 ft., swim 30 ft. STR DEX CON INT WIS CHA 4 (-3) 15 (+2) 11 (+0) 3 (-4) 10 (+0) 4 (-3) Skills Perception +2, Stealth +4 Senses darkvision 30 ft., passive Perception 12 Languages — Challenge 0 (10 XP) Proficiency Bonus +2 Hold Breath. While out of water, the octopus can hold its breath for 30 minutes. Underwater Camouflage. The octopus has advantage on Dexterity (Stealth) checks made while underwater. Water Breathing. The octopus can breathe only underwater. ACTIONS Ink Cloud (Recharges after a Short or Long Rest). A 5-foot-radius cloud of ink extends all around the octopus if it is underwater. The area is heavily obscured for 1 minute, although a significant current can disperse the ink. After releasing the ink, the octopus can use the Dash action as a bonus action. | Poisonous SnakePoisonous Snake Tiny Fey, Unaligned ARMOR CLASS 13 HIT POINTS 2 (1d4) Speed 30 ft., swim 30 ft. STR DEX CON INT WIS CHA 2 (-4) 16 (+3) 11 (+0) 1 (-5) 10 (+0) 3 (-4) Senses blindsight 10 ft., passive Perception 10 Languages — Challenge 1/8 (25 XP) Proficiency Bonus +2 | QuipperQuipper Tiny Fey, Unaligned ARMOR CLASS 13 HIT POINTS 1 (1d4 - 1) Speed 0 ft., swim 40 ft. STR DEX CON INT WIS CHA 2 (-4) 16 (+3) 9 (-1) 1 (-5) 7 (-2) 2 (-4) Senses darkvision 60 ft., passive Perception 8 Languages — Challenge 0 (10 XP) Proficiency Bonus +2 Water Breathing. The quipper can breathe only underwater. | RatRat Tiny Fey, Unaligned ARMOR CLASS 10 HIT POINTS 1 (1d4 - 1) Speed 20 ft. STR DEX CON INT WIS CHA 2 (-4) 11 (+0) 9 (-1) 2 (-4) 10 (+0) 4 (-3) Senses darkvision 30 ft., passive Perception 10 Languages — Challenge 0 (10 XP) Proficiency Bonus +2 Keen Smell. The rat has advantage on Wisdom (Perception) checks that rely on smell. | SpiderSpider Tiny Fey, Unaligned ARMOR CLASS 12 HIT POINTS 1 (1d4 - 1) Speed 20 ft., climb 20 ft. STR DEX CON INT WIS CHA 2 (-4) 14 (+2) 8 (-1) 1 (-5) 10 (+0) 2 (-4) Skills Stealth +4 Senses darkvision 30 ft., passive Perception 10 Languages — Challenge 0 (10 XP) Proficiency Bonus +2 Spider Climb. The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Web Sense. While in contact with a web, the spider knows the exact location of any other creature in contact with the same web. Web Walker. The spider ignores movement restrictions caused by webbing. APPEARANCE Age 347 | Height 5'4" | Weight 106 lbs. | Hair Silver-blue | Eyes Green flecked with gold | Complexion Fair Zeldaruil is a short and lean elf who walks quietly and frequently goes unnoticed altogether. Her hair is a beautiful silvery-blue color, though she doesn’t usually do anything to arrange or adorn it, beyond occasionally tying it back to keep it out of the way. Her piercing green eyes are perhaps her most captivating feature, both for their distinctive gold flecks, and for how expressive they can be when she’s excited. Zelda dresses simply, in practical traveling gear of forest greens and browns. Her hefty pack is well organized, and she also carries a bow, a shield, and a pair of daggers. Her traveling companions frequently see her sitting cross-legged, her pack beside her, intently focused on studying something. In those moments, she may have her nose in her spellbook, she may be gazing at a bush or flower, she may be quietly conversing with a small bird, or she might be puzzling out the meaning of some rune or artifact they’ve just encountered. In the heat of battle, Zeldaruil hangs back, gracefully gesturing with her elegant yew wand to create convincing illusions, entangling brambles, illuminating faerie lights, or a particularly creepy ghostly hand to draw the life from her foes. She fights with confidence and skill from a distance, but she quickly gets nervous when caught up in close combat. BACKGROUND Fey Wanderer Source CustomCustom Background Zeldaruil grew up wandering back and forth between the forest of Arbonesse and the Summer Lands, frequently taking a seemingly abandoned fey road and spending inordinate amounts of time among satyrs and pixies. Since then, she has spent centuries as a scholar. For this custom background, I've selected the Wanderer feature from the Outlander background, representing her lifelong comfort navigating the forests and even planar boundaries. I've also selected starting equipment from the Sage background, as it seemed to suit the scholarly life she has lived for the last few centuries. Skill Proficienies: Nature, Stealth Tool Proficiency: Musical Instrument (pan flute) Language: Sylvan Personality Trait: I am consumed by the desire to figure out how things work. Personality Trait: My favor, once lost, is lost forever. Ideal: Free Thinking. Inquiry and curiosity are the pillars of progress. Bond: When someone grants me a favor, I owe them my favor. Flaw: I'd risk too much to uncover a lost bit of knowledge. Quirks: pacing, mumbling, eavesdropping Zelda is driven, obsessed even, with figuring out how things work—especially when it comes to magic. Her studies have focused on the interplay between the magicks of nature and the arcane, as most keenly demonstrated by the fey. Zelda is easily excited when her curiosity is piqued, but otherwise she's pretty easygoing. She has a somewhat cynical take on people, even viewing her companions with a fey-like detachment, though she understands there is great value to be had in the bonds of friendship. Favors are important to her, and she feels she owes something to those who aid her. Zelda tends to deliberate before acting, but she is daring and willing to take risks. She has a dry sense of humor, and is known to laugh at her own unspoken jokes. She unabashedly eavesdrops on whatever she can hear, taking undue pleasure from learning others' secrets. Background Feature: WandererWanderer You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth. BACKSTORY Young Lynestra Vorammas was born among Arbonesse exiles, living a mostly hidden existence in the heart of the forest. Her father was quite strict, while her mother was dispirited and apathetic. Lynestra was a rebellious child, frequently wandering further than her father’s rules permitted. So it happened that she slipped unknowingly through a fey road into the Summer Lands. To this day, she is unsure whether the fey road was a forgotten path, or if its guardians simply let her pass. This accidental discovery was to have a profound effect on the young elf. Lynestra came across a group of satyrs who took to the elf child and became a second family. The fey path became a common escape for her throughout her childhood, since her parents did not know where she was playing. She learned the ways of the satyrs, made friends with some pixies and other fey, and came to know some of the old elves from the other side. Her natural affinity for magic was strengthened by such a close association with such magical creatures. After a time, she spent more time among the satyrs than in the Arbonesse itself, and grew apart from her parents. Lynestra’s mother never seemed to care where she was, but her father grew dismissive of the unruly child, and found his focus shifting back to the affairs of the forest. As she assimilated into her fey second family, Lynestra acquired some fey sensibilities of logic and morals, though she also understood the thinking of the elven exiles. Favors mean a great deal to her, which means that she tries to do things herself as much as she can, but when someone aids her, her gratitude compels her to favor them. She has also picked up some nonchalance about mortals’ deaths, not in a murderous sense, but rather in the sense that she never internalized norms or taboos about the gravity of death and the importance of grief. As Lynestra grew older, she found herself less and less welcome in the exclusive Summer Lands, especially among the elves, who viewed her as an outsider. She spent more time in the Arbonesse, understanding that she wasn’t meant to live on the other side. One day, when she was 87, the fey road she had traversed so many times simply wasn’t there any more. This vexed her on an intellectual level—did something happen to the ley lines supporting it, or did the elven court close the door on her intrusions? This spark lit a powerful curiosity which has driven her for centuries since. When she came of age, taking the name Zeldaruil, she found herself exploring the forest more deeply and seeking to learn its mysteries. She joined a small circle of druids, the Order of the Elm, an order of Arbonesse exiles and elfmarked druids dedicated to maintaining the purity of the Arbonesse. Zeldaruil reveled in the nature magic she was discovering, and spent a few decades immersing herself in the natural world. Her curiosity, however, remained unsatisfied. After a time, Zeldaruil stepped away from the druids and took the unusual step of leaving the Arbonesse altogether. She sought out the great libraries and arcane academies of Allain. Though her initial efforts were slow, she eventually gained admittance to study magic in Bemmea, acquiring wizardly skills while poring through tomes in every library she could find. Her studies have focused rather broadly on magic, particularly the overlaps between the nature magic of the druids and the arcane magic of wizards and sorcerers. In this, she was guided by her familiarity with the mercurial fey, who seem to naturally exude a mixture of these magics. In the centuries since, Zelda (as she’s often called among humankind) has gone on a few adventures, exploring some ruins for artifacts of lost magic, while learning a little more about the ley lines on which the elves built their great empire. Zelda is most at home where there’s a library and a forest in close proximity, where she can immerse herself in dense tomes and natural wonders alike. Yet she is equally eager to follow whatever leads she can to uncover more secrets of magic, be they guarded or lost. It was less than two years ago when she received a letter from a colleague by the name of Aeldren Thressentir, who suspected great secrets lie in a ruin called Rultmoork. She received word some months ago of Aeldren’s passing, as he sought the location of the ruin. So Zelda decided it was time to find it herself, and set out to explore the area of the Mana’s Waste. EQUIPMENT AND COINAGE ACCOUNTING Show this Starting Funds: 10 gp [background] + 400 gp [5th level character] = 410 gp Starting Equipment: [wizard] dagger, arcane focus (wand), explorer's pack, spellbook; [background] bottle of black ink, quill, small knife, letter from dead colleague with unanswered question about Rultmoork, belt pouch, common clothes; [DM boon] +1 Wand of the War Mage; [trinket] shard of obsidian that always feels warm to the touch Discarded Equipment: small knife Sold Equipment: spellbook (50 gp), explorer's pack (10 gp), arcane focus (wand) (10 gp), common clothes (5 sp) = 70 gp, 5 sp total 410 gp starting funds + 70 gp, 5 sp selling proceeds = 480 gp, 5 sp purchasing funds Purchased Equipment: Enduring Spellbook (100 gp), Disguise Self spell (60 gp 1st level scroll + 25 gp to copy 1st level illusion), shortbow (25 gp), 100 ft. silk rope (20 gp), pan flute (12 gp), wooden shield (10 gp), druidic focus (yew wand, purchased but merged with Wand of the War Mage in fiction) (10 gp), 10 sheets parchment (5 gp), traveler's clothes (2 gp), second dagger (2 gp), backpack (2 gp), grappling hook (2 gp), 3 days' trail rations (1 gp, 5 sp), quiver of 20 arrows (1 gp), bedroll (1 gp), bag of 20 caltrops (1 gp), hammer (1 gp), 10 iron spikes (1 gp), waterskin (2 sp), candle (1 cp) = 281 gp, 7 sp, 1 cp total 480 gp, 5 sp purchasing funds - 281 gp, 7 sp, 1 cp purchases bill = 198 gp, 7 sp, 9 cp remaining funds Remaining Funds: 198 gp, 7 sp, 9 cp SPELLBOOK ACCOUNTING Show this Cantrips: 4 from Wizard level 3, 1 from Improved Minor Illusion feature, 1 Int-based cantrip from River Elf = 6 total (acid splash, chill touch, light, message, minor illusion, prestidigitation) 1st level spells: 6 from Wizard level 1, 2 from Wizard level 2, 1 copied from scroll = 9 (alarm, comprehend languages, detect magic, feather fall, mage armor, shield, silent image, unseen servant; disguise self) 2nd level spells: 2 from Wizard level 3 (invisibility, web) Druid cantrips: 2 from Druid level 2, 1 from Circle of the Land = 3 (guidance, mending, shape water) Druid spells: 5 prepared (initially entangle, faerie fire, goodberry, healing word, speak with animals) NOTES ON CHARACTER MOTIVATION Show this Zeldaruil's primary motivation is the search for lost secrets of magic and deeper knowledge. She's willing to take risks to learn more, and won't easily give up the search. Once her companions have come to her aid, she will be incentivized to help them pursue their goals as well, less out of fondness than out of an inherent sense of fairness. She's less motivated for wealth than most adventurers, but she'll happily take things that will aid her directly. As for other treasures, she'll value them for the secrets they reveal and the pathways money can open up. With her fey-like detachment, I've set Zelda up so that if her party decides to shoot first and ask questions later, she will have no qualms with that callous adventuring style. If they instead prefer to talk to the monsters and negotiate, she'll quickly adapt to that style as well. As ever, Zelda will be more concerned with acquiring information than with the means used to do so. NOTES ON PLAY STYLE Show this As a player, I generally consider myself aware of what optimized play looks like, but far more interested in character-driven play. I know that a druid/wizard is not the strongest of builds, but it's far from useless. Zelda will provide value through a large number of ritual spells and utility cantrips, wild shape/familiar forms and invisibility for scouting or accessing hard-to-reach places, healing magic and goodberry's sustenance, and her knowledge and investigation skills to find meaning in the ruins. In combat, I plan to rely mostly on entangle, faerie fire, web, and/or illusions to shape the battlefield, while throwing out chill touch to contribute modest damage and healing word when someone's in trouble. I can handle a few rounds in melee, but I'll definitely be looking to be on the back lines. My instinct is to conserve spell slots and other resources rather than using them too freely. I don't plan to change out my prepared spells daily, preferring to keep the same spells prepared unless circumstances make a specific alternative obviously better. I do hope to find spell scrolls and/or spellbooks to learn from as we adventure, but that's not a requirement by any means.
  7. CHARACTER THREAD Cesspooler Finder of Lost Valuables, no matter how secure "Finding lost relics should be rewarded." ROGUE 5 Medium humanoid male (Ratfolk), true neutral Armor Class 16 (studded leather armor +Dex) Hit Points 38 ( 5d8 + 10 ) Speed 30 ft. Size Small Senses Darkvision 60 ft, passive perception 16 Languages Common, Umbral Proficiency Bonus +3 ABILITIES & SKILLS Proficiency Bonus: +3 Strength 10 (+0) Save +0 Athletics +3 Dexterity 18 (+4) Save +7 Acrobatics +7 | Sleight of Hand +4 | Stealth +7 Constitution 14 (+2) Save +2 No skills associated. Intelligence 10 (+0) Save +3 Arcana +0 | History +3 | Investigation +6E | Nature +0 | Religion +0 Wisdom 10 (+0) Save +0 Animal Handling +0 | Insight +0 | Medicine +0 | Perception +6E | Survival +3 Charisma 8 (-1) Save -1 Deception -1 | Intimidation -1 | Performance -1 | Persuasion -1 Bold denotes proficiency. E denotes Expertise. PROFICIENCIES & ABILITIES PROFICIENCIES Tools Thieves' tools, Cartographer's tools, Alchemist’s supplies, Carpenter’s tools, Mason’s tools, Tinker’s tools Instruments none Weapons Simple weapons, hand crossbows, longswords, rapiers, shortswords Armors Light ROGUE CLASS ABILITIES ExpertiseAt 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves' tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. At 6th level, you can choose two more of your proficiencies (in skills or with thieves' tools) to gain this benefit. 1. Investigation 2. Perception | Sneak AttackBeginning at 1st level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon. You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll. The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table. | Thieves' CantDuring your rogue training you learned thieves' cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves' cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly. In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run. | Cunning ActionStarting 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. | Steady Aim 3rd-level rogue optional feature, TCE p62 As a bonus action, you give yourself advantage on your next attack roll on the current turn. You can use this bonus action only if you haven't moved during this turn, and after you use the bonus action, your speed is 0 until the end of the current turn. | Uncanny DodgeStarting at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you. SAPPER SUBCLASS ABILITIES Combat EngineerWhen you select this archetype at 3rd level, you gain proficiency in alchemist’s supplies, carpenter’s tools, mason’s tools, and tinker’s tools. Using these tools, you can do or create the following. | Alchemical BombAs a bonus action, you can mix together volatile chemicals into an explosive compound. Your bomb has a range of 30 feet and deals 1d6 force damage to all creatures in a 10-foot cube. You can use your bombs to deal Sneak Attack damage to objects and constructs. A creature hit by your bomb can succeed at a Dexterity saving throw (DC 8 + your Intelligence modifier + your proficiency bonus) to halve the damage dealt. Alchemical bombs lose potency and become inert 1 minute after they are created. Your bomb’s damage increases by 1d6 when you reach 9th level (2d6), 11th level (3d6), and 17th level (4d6). | Jury Rig FortificationWith 1 minute of work you can: * Create a low wall, large enough to provide half cover to a medium size humanoid. * Dig a 5-foot-long, 3-foot-wide trench to a depth of 3 feet. * Build a 5-foot-long, 3-foot-wide ladder. Each additional minute spent on this option increases the length of the ladder by 5 feet. The ladder built is sturdy enough to be used as a bridge. If there is insufficient available material or the ground is too hard to work, the GM may rule that you can’t use this option. | Hastily Trap an AreaYou can create and set some types of traps quickly. The following chart indicates the timeframes required to build and deploy commonly used traps. At the GM’s discretion, you may be able to use this feature to make and use other types of traps. Type of Trap Time Required to Build Trap Time Required to Set Trap * Collapsing Roof 5 minutes per 5-ft.-by-5-ft. section When you have finished building this trap, it is considered set * Falling Net 1 minute 1 action * Hunting Trap 1 minute 1 bonus action * Pit ** 5 minutes for a 10-ft.-deep simple pit ** 15 minutes for a 10-ft.-deep hidden pit ** 1 hour for a 10-ft.-deep locking pit. *** Add 1 minute to add spikes to a pit. When you have finished building this trap, it is considered set: 1 bonus action to reset a simple pit or locking pit; 1 action to reset a hidden pit | Sculpt TerrainBeginning at 3rd level, you can target the floor or ground with your alchemical bombs. The area targeted and all areas within 5 feet of it are considered difficult terrain. You also gain an additional way to use your Sneak Attack: you can use your Sneak Attack against a creature standing in or moving through difficult terrain you have created. RACIAL TRAITS SwimRatfolk are capable, if slow, swimmers. You have a swimming speed of 10 feet. | DarkvisionAccustomed to living underground and in other dingy places, you have superior vision in dark and dim conditions. To a distance of 60 feet from yourself, you can see in dim light as if it were bright light and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. | NimblenessYou can move through a hostile creature’s space in combat as long as it is size Medium or larger. | Pack TacticsYou have advantage on your attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't incapacitated. | Rodent EmpathyYou have advantage on Handle Animal checks to influence the behavior of rodents. FEATS Squat NimblenessASI @ 4th level, XGE p75 Prerequisite: Dwarf or a Small race You are uncommonly nimble for your race. You gain the following benefits: * Increase your Strength or Dexterity by 1, to a maximum of 20. * Increase your walking speed by 5 feet. * You gain proficiency in the (Acrobatics) or Athletics skill (your choice). * You have advantage on any Strength (Athletics) or Dexterity (Acrobatics) check you make to escape from being grappled. WEAPONS MELEE +1 Shortsword +8 to hit for (1d6+5) piercing, magic damage. | Finesse, light Shortsword +7 to hit for (1d6+4) piercing damage. | Finesse, light Dagger +7 to hit for (1d4+4) piercing damage. | Finesse, light, thrown (20/60) RANGED Light Crossbow +7 to hit for (1d8+4) piercing damage. | Ammunition, two-handed (80/320) OPTIONS Shortsword, Close Quarters Combat. When you successfully grapple a creature or escape a grapple, you may make a single attack with a short sword as a bonus action. Additionally, whenever a creature fails to escape a grapple with you, you may make a single attack with a short sword as a reaction. Shortsword, Short Draw. As an attack, you may draw a sheathed one‑handed sword and make an attack roll to strike the enemy with its pommel, leaving the target gasping for breath. This attack deals no damage, but the next attack roll made against the target has advantage Dagger, Pinning Point. When you make a melee or ranged weapon attack with a dagger, you may attempt to pin a Large or smaller creature to a wall or surface by catching their clothing with the knife’s point. This maneuver can be used against creatures without clothing at the GM’s discretion. Make an attack roll; if the attack hits, the target must make a Strength saving throw. On a failure, the target’s speed is reduced to zero until the dagger is removed. The target can make another Strength saving throw as an action on its turn. Dagger, Concealed Blade. Instead of making a Dexterity (Stealth) check to hide yourself, you may make a Dexterity (Sleight of Hand) check—contested by an active or passive Wisdom (Perception) check—to conceal your dagger. As an action, you may make a weapon attack with a concealed dagger against a creature that has not yet acted in combat. This attack has advantage. Crossbow, Shrapnel Shot. As an action, make a single attack with your crossbow against an unattended object. The attack deals double damage to the target. If the object is destroyed, it explodes into a cloud of shrapnel. Choose one of the following options: Creatures within 5 feet of the object must make a Dexterity saving throw, taking 1d6 piercing damage on a failure. A creature adjacent to the object must make a Constitution saving throw. On a failure, the creature is blinded until the beginning of your next turn. Crossbow, Patient Shot. You carefully align your crossbow’s sights over your target. As an action in a turn that you have not moved, you may make a single crossbow attack with advantage. EQUIPMENT & ENCUMBERANCE TOTAL ENCUMBERANCE (148.6 lbs.) Weight 148.6 lbs. / 150 lbs. max. (15 x STR Score) Status Unencumbered Penalty None MONEY POUCH (0.6 lbs.) Copper 0 | Silver 1 | Gold 29 | Obsidian 0 | Platinum 0 (27 Coins x .02 lbs. = 0.6 lbs. Total Weight) EQUIPMENT READIED (35.5 lbs.) Equipped items can be retrieved with a manipulate item interaction. Armor (17 lbs.) Studded leather armor - 13 lbs. | Traveler's Clothes - 4 lbs. | Boots of False Tracks Weapons (13.5 lbs.) +1 Shortsword - 2 lbs. | Shortsword - 2 lbs. | Daggers (2) - 2 lbs. | Light Crossbow - 5 lbs. | Case & bolts (20) - 2.5 lbs Readied Items (5 lb.) Thieves' tools - 1 lb. | Belt pouch - 1 lb. | Potions of Healing (3) - 3 lbs. | Antitoxin vial EQUIPMENT STORED (112.5 lbs.) Stored items can be retrieved with an action. In Backpack (73.5 lbs.) Backpack - 5 lbs. | Mess Kit - 1 lbs. | Crowbar - 5 lbs. | Hammer - 3 lbs. | 10 pitons 2.5 lbs. | Tinderbox - 1 lb. | 10 days of rations - 20 lbs. | Climbing kit - 12 lbs. | Cartographer's tools - 6 lbs. | Tinker's tools - 10 lbs. | Bullseye lantern - 2 lbs. | Flasks (5) of oil - 5 lbs. | Wooden map case - 1 lb. Strapped to Backpack (39 lbs.) Waterskin - 5 lbs. | Silk Rope 50 ft. & Grappling Hook - 9 lbs. | Bedroll & Blanket - 10 lbs. | Shovel - 5 lbs. | Miner's pick - 10 lbs. EQUIPMENT NOT CARRIED (--) At Home * Denotes magic item (see below) MAGIC ITEMS NON-ATTUNED +1 Shortsword, Boots of False Tracks (set to Dust Goblins), Potions of Healing (3) ATTUNED (0/3) APPEARANCE Age 22 | Height 3' 1" | Weight 35 lbs. | Fur Steel Gray | Eyes Ruby This humanoid rodent has steel gray fur and ruby eyes which first appear black but with closer inspection are deep dark red. His inhuman, resting face with twitching whiskers challenges non-ratfolk to interpret. His head jerks from side to side after long pauses of staring at a point and using his peripheral vision. Beneath travel-stained fabrics, he wears studded leather armor covered with pockets of flasks and tools and a sturdy, climbing harness. Two sheathed shortswords and two sheathed daggers are strapped to his armor and weapon's belt. Over his shoulders, he carries a crossbow, quiver, and heavily laden backpack weighing more than three times his body weight. Strapped to the pack are a coil of silk rope with a grappling hook, miner's pick, shovel, blanket, bedroll, and waterskin. While his gear is stained with mud, food, and you-don't-want-to-know, upon closer inspection you can see it all very well maintained, sharp, and mended. BACKGROUND ARCHAEOLOGIST Source Tomb of Annihilation Personality Traits: I love a good puzzle or mystery. I have no qualms about stealing from the dead. Ideals: Greed. I won't risk my life for nothing. I expect some kind of payment. Bonds: I aim to earn my place in the history books. Flaws: When I'm not exploring dungeons or ruins. I get jittery and impatient. Background Feature: Historical Knowledge When you enter a ruin or dungeon, you can correctly ascertain its original purpose and determine its builders, whether those were dwarves, elves, humans, yuan-ti, or some other known race. In addition, you can determine the monetary value of art objects more than a century old. BACKSTORY Cesspooler was born and grew up in the Cartways of Zobeck during the reign of the Mouse King, Theodore XII. When he was eight years old, a new king, Myzi I, ascended the throne after the mysterious death of the king. Cesspooler took the opportunity to join the new king's confidences as court allegiances jostled in the chaos of the change of regimes. After earning Myzi's trust, Cesspooler was selected to work for Radovar Streck, Lector of the Collegium of Arcane Collegium. Radovar needed labor to support his excavation projects as he investigated the alchemical properties of shadow. For the next five years, Cesspooler worked primarily for Frost, Radovar's handsome young shadow fey apprentice, as a digger. They ranged all around the Crossroads plundering ruins of dwarves, elves, and humans, which connected underground to the Shadow Realm. After having been cast into the Plane of Shadows decades earlier, the infamous Stross Family Library returned two years ago to the old Stross Manor on Crown Square in Zobeck which now is the home of House Hrovitz. As a crew chief, Cesspooler led the dig into the library from an abandoned hallway in the Cartways. After successfully breaching the library, he became immediately lost within the bookcases. Losing track of time and barely surviving the shadows and hungry denizens, Cesspooler finally escaped through the Shadow Door of the Great Library of Friula. As a stranger in a strange land, he scampered north finally falling in with a crew who appreciates his talents. PERSONALITY Like most ratfolk, Cesspooler grew up with a very different reference of cleanliness than civilized races. However, after working for a shadow fey for many years, he has adopted their reference of cleanliness and lifestyle, which is still darker than many sensibilities. For example, he has no qualms about stealing from the dead. His experience as a digger has taught him to love a good puzzle or mystery. Everywhere he digs has a history, and most times the locations have been preserved and protected by a riddle to solve. He has also learned how an exiled shadow fey prefers to live, so Cesspooler appreciates that his skill and talent should be well compensated. On the other hand, he has a personal dream to earn a place in a history book by rediscovering something important which was lost. When not exploring dungeons or ruins, Cesspooler gets jittery and impatient having never learned how to enjoy luxury or a hobby beyond digging.
  8. CHARACTER THREAD TEMPLATE Zephyr Barbarian Drifter, Inheritor, Former Human "Look at me and tell me who I am, why I am what I am." BARBARIAN 5 Medium humanoid male (Jinnborn, Shaper), neutral good Armor Class 15 (18 w/ shield +1) Hit Points 55 ( 5d12 + 3 ) Speed 40' ft. (when not in heavy armor) Senses darkvision 60', passive perception 14 Languages common, southern tongue Proficiency Bonus +3 ABILITIES & SKILLS Proficiency Bonus: +3 Strength 16 (+3) Save +6 Athletics +6 Dexterity 14 (+2) Save +2 Acrobatics +2 | Sleight of Hand +2 | Stealth +2 Constitution 16 (+3) Save +6 No skills associated. Intelligence 8 (-1) Save -1 Arcana -1 | History -1 | Investigation -1 | Nature -1 | Religion +2 Wisdom 12 (+1) Save +1 Animal Handling +1 | Insight +4 | Medicine +1 | Perception +4 | Survival +4 Charisma 8 (-1) Save -1 Deception -1 | Intimidation -1 | Performance -1 | Persuasion +2 (E) denotes expertise. / Bold denotes proficiency. PROFICIENCIES & ABILITIES PROFICIENCIES Tools Woodcarver's Tools, Gaming Set (Dice) Weapons Simple, Martial Armors Light, Medium, Shields BARBARIAN CLASS ABILITIES RageOn your turn, you can enter a rage as a bonus action. While raging, you gain the following benefits if you aren't wearing heavy armor: You have advantage on Strength checks and Strength saving throws. When you make a melee weapon attack using Strength, you gain a +2 bonus to the damage roll. This bonus increases as you level. You have resistance to bludgeoning, piercing, and slashing damage. If you are able to cast spells, you can't cast them or concentrate on them while raging. Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action. Once you have raged the maximum number of times for your barbarian level, you must finish a long rest before you can rage again. (3/3) | Unarmored DefenseWhile you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit. | Danger SenseYou have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can't be blinded, deafened, or incapacitated. | Reckless AttackWhen you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn. | Form of the BeastWhen you enter your rage, you can transform, revealing the bestial power within you. Until the rage ends, you manifest a natural weapon. It counts as a simple melee weapon for you, and you add your Strength modifier to the attack and damage rolls when you attack with it, as normal. You choose the weapon's form each time you rage: Bite. Your mouth transforms into a bestial muzzle or great mandibles (your choice). It deals 1d8 piercing damage on a hit. Once on each of your turns when you damage a creature with this bite, you regain a number of hit points equal to your proficiency bonus, provided you have less than half your hit points when you hit. Claws. Each of your hands transforms into a claw, which you can use as a weapon if it's empty. It deals 1d6 slashing damage on a hit. Once on each of your turns when you attack with a claw using the Attack action, you can make one additional claw attack as part of the same action. Tail. You grow a lashing, spiny tail, which deals 1d8 piercing damage on a hit and has the reach property. If a creature you can see within 10 feet of you hits you with an attack roll, you can use your reaction to swipe your tail and roll a d8, applying a bonus to your AC equal to the number rolled, potentially causing the attack to miss you. | Extra AttackYou can attack twice, instead of once, whenever you take the Attack action on your turn. | Fast Movement+10' to movement speed when not wearing heavy armor RACIAL TRAITS DarkvisionAccustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. | Desert DescendantYou cannot get lost in the desert except by magical means. You also can't gain negative effects from extreme heat. | Siraati (Water)Resistance to Cold Damage | Elemental StrikeOnce per turn, when you make a melee attack, you can add 1d6 extra cold damage. | Protection of the JinnAdvantage on saves against effects that deal cold damage. FEATS Shield MasterYou gain the following benefits while you are wielding a shield: If you take the Attack action on your turn, you can use a bonus action to try to shove (push back or knock prone) a creature within 5 feet of you with your shield. If you aren't incapacitated, you can add your shield's AC bonus to any Dexterity saving throw you make against a spell or other harmful effect that targets only you. If you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can use your reaction to take no damage if you succeed on the saving throw, interposing your shield between yourself and the source of the effect. WEAPONS WEAPONS Northlands Estoc +6 to hit for (1d6+3) piercing damage. | Versatile (1d8), specialDoes an additional 1d6 damage against foes wearing heavy armor, or creatures with natural armor and an AC of 16 or more. Handaxe +6 to hit for (1d6+3) slashing damage. | Light, thrown (20/60) Javelin +6 to hit for (1d6+3) piercing damage. | Thrown (30/120) EQUIPMENT & ENCUMBRANCE TOTAL ENCUMBRANCE (84.40 lbs.) Weight: 84.40 lbs. / 240 lbs. max. (15 x STR Score) Status: Unencumbered Penalty: None MONEY POUCH (2.40 lbs.) Copper: 7 | Silver: 9 | Gold: 104 | Obsidian: 0 | Platinum: 0 (120 Coins x .02 lbs. = 2.40 lbs. Total Weight) EQUIPEMENT READIED (29.5 lbs.) Equipped items can be retrieved with a manipulate item interaction. Armor (10 lbs.) Traveler's Clothes - 4 lbs. | +1 Shield* - 6 lbs. Weapons (19 lbs.) Northlands Estoc - 3 lbs. | (2) Handaxes - 4 lbs. | (6) Javelins - 12 lbs. Readied Items (0 lbs.) Masquerade Tattoo* | Potion of Healing* - 0.5lbs. | Dice Set | Signal Whistle | Piece of Chalk | (3) Moonstones (50gp) | (3) Tiger Eyes (10gp) EQUIPMENT STORED (52.5 lbs.) Stored items can be retrieved with an action. In Backpack (21.5 lbs.) Backpack - 5 lbs. | Mess Kit - 1 lbs. | (5) Torches - 5 lbs. | (5) Rations (1 day) - 10 lbs. | Steel Mirror - 0.5 lbs. | Soap | Glass Eye Strapped to Backpack (31 lbs.) Waterskin - 5 lbs. | Hemp Rope - 10 lbs. | Bedroll & Blanket - 10 lbs. | Tinderbox - 1 lb. | Woodcarver's Tools - 5 lbs EQUIPMENT NOT CARRIED (--) At Home * Denotes magic item (see below) MAGIC ITEMS NON-ATTUNED +1 Shield, Potion of Healing (2d4+2) ATTUNED (1/3) Masquerade TattooIf your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space. Fluid Ink. As a bonus action, you can shape the tattoo into any color or pattern and move it to any area of your skin. Whatever form it takes, it is always obviously a tattoo. It can range in size from no smaller than a copper piece to an intricate work of art that covers all your skin. Disguise Self. As an action, you can use the tattoo to cast the disguise self spell (DC 13 to discern the disguise). Once the spell is cast from the tattoo, it can't be cast from the tattoo again until the next dawn. APPEARANCE Age 21 | Height 5'7" | Weight 160 lbs. | Hair Black | Eyes Stormy Blue-Green | Complexion Slate Blue At first glance, Zephyr would probably seem to be a stocky human man of roughly average height, if it weren't for the blue shade of his skin and his pointed ears. He has close-cropped black hair and stormy eyes that range from green to blue depending on the lighting. His facial expressions lean towards neutral, or small half smiles, except when he bares his sharp teeth in battle frenzy. And he has a tendency towards more nervous laughter than large laughs. He wears sturdy neutral clothes, practical for travelling and doing odd jobs, foregoing armor for his weapons and a shield. His masquerade tattoo he usually keeps on his shoulder, but he has a hard time deciding what to keep it as, so it changes from day to day. It often depicts a bird or some other symbol of freedom. His other tattoo, a small symbol on the back of his neck, is usually partially covered by his clothes. A man of few words when it comes to his past, Zephyr can make passable small talk, and he's always up for a drink or a game. When he needs recharge time, he can often be found sitting in high spots like trees or balconies and whittling in his spare time. Backstory Raised by a single mother with a revolving door of "boyfriends", Zephyr (AFAB) was the youngest of nine children. They lived in a large house inherited from a relative, but with so many mouths to feed, they were still nowhere near wealthy. Zephyr's wealthy father showered him with attention on his infrequent visits, treating him like a princess. However, these moments were fleeting, and left Zephyr dysphoric, as well as more isolated when he left. Childhood was a lonely experience for Zephyr, lost in the chaos of a large family, and struggling to connect with his siblings. Feeling like he was in the wrong body didn't help. Often overwhelmed, Zephyr spent much time in the solitude of the cliffs near his home. One day, in a moment of impulse despair, he wandered too close to the edge. But instead of drowning in the sea, Zephyr found himself reborn in a new body; a strong, masculine jinnborn. A chaotic entity, intrigued by his despair, had offered him a twisted form of salvation. However, this new body came with baggage; chaotic urges and fragmented memories of the life it once held. The first few years after this transformation, unrecognizable to everyone he once knew and unable to return to his previous life, he found work on the docks, his new strength making him a valuable asset. However, manual labor alone wasn't enough to quell the chaotic urges within him. Bar brawls became a frequent occurrence. Zephyr found himself drawn to these violent confrontations. At first impulsive and unskilled, being the loser in these conflicts had him paying more attention to his body's memories, and he began to learn to channel his rage, eventually catching the attention of a pit fighter trainer. While this did offer a more structured outlet for his impulse, and training in some valuable skills, it led to more nightmares as well, his body's fragmented memories surfacing in his dreams. These memories combined with the descriptions of the cryptic tattoo on his neck and a desire to atone for the cruelties of his new body's former owner, led him to begin a life of adventuring. He hoped to do good in the world, and to learn about this mysterious cult people would think he had been a part of, hopefully before they found him. Personality & Character Traits While grateful for a fresh start, Zephyr struggles to reconcile his past and present. He struggles to reconcile who he was and the fragmented memories of a life he never knew. He suppresses chaotic urges and emotional turmoil through gambling and risky behavior, and has trouble saying no to people who would encourage such behaviours, as long as they aren't causing harm to someone innocent. His personal philosophy on power and authority is: "You're either strong or powerless. The powerless have to follow the whims of the powerful or be crushed. Therefore, if you want to be a force for good, you have to be strong. The people with the most power are the beautiful and fast talkers because they can get wealth and connections the easiest. If you're not beautiful or good with words, you'll have to rely on physical strength and luck. Sometimes the people in authority shouldn't be listened to because they're corrupt, but you can't openly fight them until you have enough wealth, strength, and/or allies to beat them." He enjoys whittling wood, something he picked up as a child, and suspects whoever used to own his body does as well. Zephyr harbours a fear of drowning due to his near death experience. He feels his body's past life most often in nightmares. He knows very little, but gets the sense that this jinnborn was not a good person and probably in a cult. He thinks the tattoo on his neck related to this, but it hasn't been recognized yet. He can't see it himself, but has gotten someone to draw it for him so he knows what it looks like. Zephyr's barbarian rage is a double-edged sword. It allows him to tap into his jinnborn body's raw power and resilience, making him a formidable warrior. However, he risks succumbing to the chaotic urges if he loses control.
  9. Zazarra Monk of Still Waters Monk 5 Medium humanoid female (Lizardfolk), True Neutral Armor Class Hit Points Speed 1913+ +3 Dex +2 Wis Total: 19 43 (5d8) 30' walking. 30' swimming Senses: Languages: Proficiency Bonus: Passive Perception 13 Draconic, Southern Trade, Orcish +3 ABILITIES & SKILLS Proficiency Bonus: +3 Strength 10 (+0) Save +3 Athletics +6 Dexterity 17 (+3) Save +6 Acrobatics(A) +6 | Sleight of Hand +3 | Stealth +6 Constitution 15 (+2) Save +2 No skills associated. Intelligence 8 (-1) Save +0 Arcana -1 | History -1 | Investigation -1 | Nature +2 | Religion -1 Wisdom 16 (+3) Save +3 Animal Handling +3 | Insight +3 | Medicine +3 | Perception +6 | Survival +6 Charisma 8 (-1) Save -1 Deception -1 | Intimidation -1 | Performance -1 | Persuasion -1 (A) denotes Advantage / (E) denotes Expertise. / Bold denotes Proficiency. PROFICIENCIES & ABILITIES PROFICIENCIES Tools: Cook's Utensils Skills: Stealth, Survival Instruments: Drum Weapons: Simple weapons, shortswords Armors: None Language: Orcish, Southern Trade Tongue, Draconic RACIAL TRAITS Attribute Increase: +2 dex, +1 Con Speed: Walking 30, Swimming 30 Natural Weapons: Bite 1d4+strength, Claws 1d4+strength Hold Breath: 15 minutes Natural Armour: When not wearing armour, AC starts at 13 Hunter's Knack: Gain proficiency with Perception, Nature Gift of Grace: Advantage on Acrobatics Gift of Vigor: Max HP increase by 1 per level MONK CLASS ABILITIES Unarmoured Defense Martial Arts Ki Dedicated Weapon • When wearing no armour or shield, AC is equal to Dex + Wis • Use Dex instead of Strength for Attack and Damage rolls • Roll 1d6 for damage with unarmed and monk weapons • Make one unarmed strike as a bonus action • Ki save DC: 8 + Prof + Wis • Flurry of Blows: 1 ki for 2 unarmed strikes • Patient Defense: 1 ki to take Dodge as bonus • Step of the Wind: 1 ki to Disengage or Dash • On a short rest, choose a weapon to count as a monk weapon; - Must be a Simple or Martial weapon - Must be proficient - Must lack heavy or special properties Unarmoured Movement Deflect Missiles Monastic Tradition Ki-Fueled Attacks • Increase speed by 10ft • As a reaction, reduce damage by 1d10 + Dex + monk level • Way of Still Waters • If you spend 1 ki point or more as part of your action on your turn, make one unarmed strike as a bonus action Slow Fall Quickened Healing Extra Attacks Stunning Strike • Use reaction to reduce falling damage by 5 * Monk level • Spend 2 ki points and roll Martial Arts die. Regain number of HP equal to roll + Prof • Gain an extra attack as part of the Attack action • Spend 1 ki point. Target must make a Con save or be stunned Focused Aim • On a miss, spend 1 to 3 ki points and increase your attack roll by 2 for each spent Monastic Tradition - The Way of Still Waters Perfect Calm Turbulence Die • Level 3 • When spending Ki on Flurry of Blows, Patient Defense or Step of the wind, also gain advantage on your choise of save before the end of your next turn • Level 3 • When a hostile creature missing you OR you succeed on a saving throw, you can use your reaction to gain Turbulence Die, which is the same type as your martial arts die. Your can have a number of die equal to your Prof bonus. When you hit with an attack, you can roll any number of turbulence dice and add the total result to the damage you deal. Turbulence die that result in a 1 or 2 are spent, otherwise you do not expend Turbulence Dice. You use all accumulated dice after not being attacked for 1 minute FEATS Level 4 Boundless Reserves • Stat Bonus: Wisdom +1. Uses: 1/short rest Spend and roll 1 Hit Dice + Con Mod and regain half that number in Ki points. Level 8 WEAPONS WEAPONS EQUIPMENT & ENCUMBERANCE TOTAL ENCUMBRANCE (71 lbs.) Weight: lbs. / 0 lbs. max. Status: Unencumbered Penalty: None MONEY POUCH (2.00 lbs.) Copper: 50 | Silver: 2 | Gold: 80 | Platinum: 0 ( Coins x .02 lbs. = 0.0 lbs. Total Weight) GEAR () ITEMS Armor (0 lbs.) - Weapons (0 lbs.) Items (0 lbs.) - Traveler's Clothes - Waterskin - Cooking Utensils - Small Drum - Potion of Healing (7) * Denotes magic item (see below) MAGIC ITEMS NON-ATTUNED ATTUNED (1/3) Dragonhide Belt (+1) This finely detailed belt is made of dragonhide. While wearing it, you gain a +1 bonus to the saving throw DCs of your ki features. In addition, you can use an action to regain ki points equal to a roll of your Martial Arts die. You can't use this action again until the next dawn. APPEARANCE Age 13 | Height 5'7" | Weight 78 lbs. | Hair - | Eyes Black | Complexion Scales A slim and relatively light lizardfolk, Zazarra is on the small side for her kind, at a little under six feet and lithe. Her black scales would blend in perfectly with her swampy homeland, but much less so anywhere else. Her dark eyes are hard to track, and her quick, sudden movements are unusually hard to follow. She often wears as little as possible, basking in the sun and the warmth wherever she can find it, she wears all her wealth in the form of jewelry - often simply pinning the gold coins to cordage and wire, enjoying the sounds it makes. BACKGROUND Wastelanded Reaver Source Wastes of Chaos Personality Traits: Allies are useful commodities. I even like some of them. Ideals: Fun, life is to be enjoyed. Bonds: A pack of chaos trolls devoured every last member of my band... Flaws: I tend to eat my kills... Background Feature: Reaver's Life Advantage on Intimidate checks against those aware of your past BACKSTORY Zazarra grew up deep in the dark jungles of her homeland, a hot, sweltering place full of poisonous creatures and delicacies, her small village was one among many. Her dense, humid homeland was an exceptionally dangerous place and bred careful, patient hunters. Wanderlust took her early, and she traveled the deep paths of the jungle for many years, roaming further and further afield. Every time she returned home, her egg-sisters would chide her on her need to be away, no one else saw a need to leave the village, let along the clans hunting ground but she sought adventure and excitement wherever she could find it, and new experiences in every new place she found. She would hire herself out to almost anyone who could pay her, be it caravan master or ship captain, and these jobs - though they never lasted - would take her to the wildest, and furthest lands she could think of. One of the first places she found herself was the port city of Kobleck on the coast of Zobanu, her jungle home. The port city was seedy and rough and she found herself at home in its dark alleys and humid ports. From there she found herself on a ship captained by a giant minotaur by the name of Ranakanth. The Wastes were simply her most recent and hopefully not her last destination, and she was intent on finding her fortune in its wild lands In each of these lands she learned something new, some new skill, some knew piece of knowledge, a new trick or story and each one of these built the tapestry of her life, many would not believe her age, were she to tell them, for all she had experienced she was happy - insistent - on sharing wherever she went. POSTING TEMPLATE NAME - AC: | HP: | Initiative: + | Passive Perception: | DM Inspiration: 1/1 Post goes here. "Speech" thoughts in italics Mechanics Main Hand: Empty Off Hand: Empty Action: Your action goes here. Bonus Action: Your bonus action goes here. Move: Your movement goes here. Manipulate: Your one free object interaction goes here.
  10. Franclaire Brier Former Ghost Knight "The dead don't rest without a marker." Fighter 5 Medium humanoid female (Human), Lawful Good Armor Class 19 (17 without her shield) Hit Points 49 ( 5d10 + 15 ) Speed 30 ft. Special Senses none Languages common, dwarvish, darakhul Proficiency Bonus +3 ABILITIES & SKILLS Proficiency Bonus: +3 Strength 18 (+4) Save +7 Athletics +7 Dexterity 8 (-1) Save -1 Acrobatics +2 | Sleight of Hand -1 | Stealth -1 (d) Constitution 16 (+3) Save +5 Checks +3 Intelligence 10 (+0) Save +0 Arcana +0 | History +0 | Investigation +0 | Nature +0 | Religion +3 Wisdom 8 (-1) Save -1 Animal Handling +2 | Insight -1 | Medicine -1 | Perception -1 | Survival +2 Charisma 14 (+2) Save +2 Deception +2 | Intimidation +5 | Performance +2 | Persuasion +2 Bold denotes proficiency. / (d) denotes disadvantage. PROFICIENCIES & ABILITIES PROFICIENCIES Tools Dice Set Instruments None Weapons Simple Weapons, Martial Weapons Armors Light, Medium, Heavy, Shields FIGHTER CLASS ABILITIES Fighting Style (Dueling)When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. | 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. | 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. | Martial Archetype (Ghost Knight)The Order of Knights Incorporeal, or Ghost Knights, arose in the principalities of Morgau and Doresh. Fighters who follow the Ghost Knight archetype draw power from undeath and bring themselves closer to that grim fate in service to their vampiric and ghoulish masters. | Extra AttackBeginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class. Bonus ProficiencyBeginning when you choose this archetype at 3rd level, you gain proficiency in the Animal Handling skill. | Pale RiderAlso at 3rd level, you can cast find steed. The steed created is an undead creature that takes the form of a ghostly pale or dappled riding horse. Your GM can substitute a camel, a mastiff, or another mount appropriate to your character. When you reach 7th level, a ghostly, undead warhorse becomes available. You can cast this spell once, and regain the ability to do so when you finish a long rest. While riding your mount, you can use a bonus action to have the steed make one attack. BACKGROUND FEATURES LanguagesYou can speak, read, and write Darakhul. | SkillsYou gain proficiency in one gaming set of your choice (Dice Set). RACIAL TRAITS LanguagesYou can speak, read, and write Common and one extra language of your choice (Dwarvish). | SkillsYou gain proficiency in one skill of your choice (Religion). | FeatYou gain one feat of your choice (Mounted Combatant). FEATS Mounted CombatantYou are a dangerous foe to face while mounted. While you are mounted and aren't incapacitated, you gain the following benefits: • You have advantage on melee attack rolls against any unmounted creature that is smaller than your mount. • You can force an attack targeted at your mount to target you instead. • If your mount is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. | ASIStrength +1 Strength +1 WEAPONS WEAPONS +1 Longsword: +8 to hit for (1d8+7) magical slashing damage. | Versatile (1d10+5) Lance: +7 to hit for (1d12+6) piercing damage. | Reach, special Handaxe: +7 to hit for (1d6+6) slashing damage. | Light, thrown (20/60) SPELLS SPELL SLOTS None SECOND LEVEL (Fighter) Find Steed2nd-level conjuration Casting Time: 10 minutes Range: 30 feet Components: V, S Duration: Instantaneous You summon a spirit that assumes the form of an unusually intelligent, strong, and loyal steed, creating a long-lasting bond with it. Appearing in an unoccupied space within range, the steed takes on a form that you choose: a warhorse, a pony, a camel, an elk, or a mastiff. (Your DM might allow other animals to be summoned as steeds.) The steed has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of its normal type. Additionally, if your steed has an Intelligence of 5 or less, its Intelligence becomes 6, and it gains the ability to understand one language of your choice that you speak. Your steed serves you as a mount, both in combat and out, and you have an instinctive bond with it that allows you to fight as a seamless unit. While mounted on your steed, you can make any spell you cast that targets only you also target your steed. When the steed drops to 0 hit points, it disappears, leaving behind no physical form. You can also dismiss your steed at any time as an action, causing it to disappear. In either case, casting this spell again summons the same steed, restored to its hit point maximum. While your steed is within 1 mile of you, you can communicate with each other telepathically. You can’t have more than one steed bonded by this spell at a time. As an action, you can release the steed from its bond at any time, causing it to disappear. (1 Free Use) * Denotes a Midgard spell. / (C) Denotes concentration. / (R) Denotes reaction spell. / (B) Denotes bonus action spell. EQUIPMENT & ENCUMBERANCE TOTAL ENCUMBERANCE (273.2 lbs.) Weight: 196.2 lbs. (92 without Backpack) / 270 lbs. max. (15 x STR Score) Status: Unencumbered Penalty: None MONEY POUCH (0.70 lbs.) Copper: 1 | Silver: 7 | Gold: 27 | Obsidian: 0 | Platinum: 0 (35 Coins x .02 lbs. = 0.70 lbs. Total Weight) EQUIPMENT READIED (21 lbs.) Equipped items can be retrieved with a manipulate item interaction. Armor (68 lbs.) Clothes, Traveler's | Tabard | Splint Armor Weapons (7 lbs.) +1 Longsword* | Handaxe | Handaxe Readied Items (6 lbs.) Signal whistle | Shield In Left Belt Pouch (2 lbs.) Flask In Right Belt Pouch (1.7 lbs.) Coin Pouch | Dice set In Left Back Belt Pouch (4 lbs.) Healer’s kit In Right Back Belt Pouch (3 lbs.) Potion of healing (4) EQUIPMENT STORED (116.14 lbs.) Stored items can be retrieved with an action. In Backpack (68.5 lbs.) Backpack | Ball bearings (bag of 1000) | Bell | Block and tackle | Candle (5) | Case, map or scroll | Crowbar | Grappling hook | Hammer | Manacles | Mess kit | Oil (10 flasks) | Perfume (vial) | Piton (10) | Rations (10 days) | Sack | Soap | Iron spikes (10) | String (10 ft.) | Tinderbox Strapped to Backpack (26 lbs.) Bedroll | Blanket | Hooded lantern | Rope, hempen (50 feet) | Waterskin EQUIPMENT NOT CARRIED (--) On Horse (77 lbs.) Bit and bridle | Riding saddle | Saddlebags | Lance | Krakovan banner (tricket) | Sledgehammer | Shovel | Tent, two-person * Denotes magic item (see below) MAGIC ITEMS NON-ATTUNED Longsword, +1 ATTUNED (3/3) APPEARANCE Age 29 | Height 5' 6" | Weight 130 lbs. | Hair Bright Blonde | Eyes Brown | Complexion Unnaturally Pale From a distance, Franclaire appears every bit a noble knight-errant, with her weapon, armor, and mighty steed. Upon closer inspection, one would see she is a world-weary drifter: her cloak covered in dust, her movements sluggish, her blonde hair dry and unkept. Even her horse is barely holding on to life. They might also recognize the skull insignia on her red tabard as that of the Order of the Knights Incorporeal. She keeps it hidden under her cloak, but cannot bring herself to discard it. She wears splint armor and carries a shield for protection; under its weight, she moves slowly, but surely, a result of her years of training and experience. At her side hangs an enchanted longsword, a reward for her service from a vampire superior, and a weapon she wields with expert precision. It’s the only thing she owns that doesn’t look worn down. Nevertheless, all her possessions show signs of meticulous care, each item full of sentimental value. Franclaire’s default expression is one of consternation and worry. She tends to avoid eye contact with others except in the heat of battle. Her unnaturally pale complexion hints at the encroaching power of undeath, a legacy from her time with the Ghost Knights. Though she retired from the Ghost Knights before becoming a vampire spawn, the lingering effects of her time with them still haunt her. Her horse, whom she named Bobolink, is a stallion, also pale in color. He has seen better days (indeed, he breathed his last on a battlefield in Krakova), and it’s only the necromantic rituals Franclaire continually casts that keeps him going. Until Franclaire can move on, he is bound to this plane too. BACKGROUND GHOST KNIGHT Source Midgard Heroes Handbook, p. 107 Personality Traits: What I saw on the battlefields of Krakova still haunts me to this day. However grim the situation, I try and find the humor in it to keep my comrades’ spirits up. Ideals: Greater Good. I once fought on the side of the vampires and the ghouls. Now I fight on the side of the innocent and the righteous. (Good) Bonds: My trusty steed, Bobolink, saved my life in Krakova and is my most treasured friend. Flaws: I sometimes think dark, murderous thoughts about those close to me. Background Feature: WHEN THE GOING GETS TOUGH Keeping up with fast-moving ghoul soldiers taught you how to march at a brisk pace without losing awareness of your surroundings and to keep going for longer. You can move at a fast travel pace outdoors without suffering a penalty to your passive Wisdom (Perception) score, and you can travel for up to 10 hours per day before risking exhaustion. BACKSTORY Franclaire Brier's conscription into the ranks of the Ghost Knights of Morgau was fortuitous, or at least that’s what she’d say. It’s better to be on the side that’s winning, isn’t it? Born in Krakova 20 years before the King Lucan’s invasion, Franclaire avoided becoming ghoul grub by defecting. She joined the Order of the Knights Incorporeal and became a foot soldier in service of a vampiric officer, marching alongside both the living and the undead, witnessing and participating in seemingly endless horrors. Nevertheless, she survived, and her extraordinary talent for battle brought her great rewards. When she led the charge in what became a greatly successful massacre of enemy forces, she was promoted, given a horse and a magic sword, and, most importantly, was told she no longer had to worry about being eaten. Despite these honors, Franclare was not thriving. Her only solace existed in the companionship of her loyal steed, whom she’d named Bobolink, and even he had become somewhat ghoulish after he was killed in battle and brought back as a spirit. As her bravery in battle and loyal service garnered her recognition after the war, Franclaire found herself on the precipice of joining the ranks of the undead as an Initiate Sister in the Order of the Red Shield, but that un-life was not for her. Instead, she accepted an honorable discharge and resolved to leave Morgau and the Order behind forever. Franclare left her homeland to go on a pilgrimage to the Seat of Mavros in search of redemption (though she gets sidetracked quite easily). As much as she would like to leave the past behind, she’s already eaten the pomegranate seeds, and the power of undeath “lives” within her still. She can’t bear to let go of any of it until she’s atoned for her past sins. Currently a knight-errant, she drifts westward across the land, accompanied by her faithful steed, seeking to bring justice to those who prey upon the innocent. Always open to new opportunities, she may soon find herself south of the Mana Waste.
  11. CHARACTER APPLICATION The Renrijra Krin - The Winking Cat and Mercenary's Grin "Words, Words, Words. Kon'nar likes to keep things Simple." "Of Course Kon'nar Lives, Kon'nar's backside is too beautiful for the gods to allow Kon'nar to die." RANGER 5 Medium Humanoid Male (Catfolk), Chaotic Neutral Armor Class 16 (Studded Leather) Hit Points 43 Speed 30', 30' Climbing Senses Darkvision 90, Passive Perception 15 Languages Common, Catfolk, Elvish Proficiency Bonus +3 ABILITIES & SKILLS Proficiency Bonus: +3 Strength 10 (+0) Save +3 Athletics +2 Dexterity 18 (+4) Save +7 Acrobatics +7 | Sleight of Hand +7 | Stealth +7 Constitution 16 (+3) Save +3 No skills associated. Intelligence 12 (+1) Save +1 Arcana +1| History +1 | Investigation +1 | Nature +4 | Religion +1 Wisdom 13 (+1) Save +1 Animal Handling +4 | Insight +1 | Medicine +1 | Perception +4 | Survival +4 Charisma 8 (-1) Save -1 Deception -1 | Intimidation -1 | Performance -1 | Persuasion -1 *Bold denotes proficiency. PROFICIENCIES & ABILITIES PROFICIENCIES Tools Cooking Kit, Land Vehicles Instruments Bagpipes, lutes, viols Weapons Simple and Martial Armors Light and Medium RANGER CLASS ABILITIES Favored Enemy (Aberrations) Advantage on Survival checks and Int to track and recall information. | Natural Explorer (Deserts)Deserts/Wastes - - Difficult Terrain doesn't slow group speed. - Can't become lost save by magical means. - Alert even when engaged in other activities. - When alone, Stealth at normal pace. - Foraging finds twice as much food. - Better tracking. | Fighting Style (Archery)+2 on Ranged Attack rolls | Primeval AwarenessBeginning at 3rd level, you can use your action and expend one ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain): aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn’t reveal the creatures’ location or number. | Ranger Spellcasting + Gloomstalker MagicWIS Based Spellcasting + Extra Spells from List | Dread Ambusher-At 3rd level, you master the art of the ambush. You can give yourself a bonus to your initiative rolls equal to your Wisdom modifier. -At the start of your first turn of each combat, your walking speed increases by 10 feet, which lasts until the end of that turn. -If you take the Attack action on that turn, you can make one additional weapon attack as part of that action. -If that attack hits, the target takes an extra 1d8 damage of the weapon's damage type. | Umbral Sight-At 3rd level, you gain darkvision out to a range of 60 feet. If you already have darkvision from your race, its range increases by 30 feet. -You are also adept at evading creatures that rely on darkvision. While in darkness, you are invisible to any creature that relies on darkvision to see you in that darkness. | Extra AttackGain an Additional Attack RACIAL TRAITS Darkvision 90Tabaxi 60 + Gloomstalker Ranger 30 | Cat's ClawsUnarmed Attacks do 1d6+STR Slashing damage | Tabaxi SpeedTabaxi get 30 speed plus 30 Climbing Speed | Cat's TalentTabaxi have racial proficiency in Perception and Stealth | Feline AgilityCan move at Double Speed for one turn, can't use this ability again until spending a turn with 0 movement. | Feature - (Folk Hero) - Rustic HospitalityCommoners are more willing to aid the hero as long as they aren't also put in immediate danger. FEATS ASIDex +1 Con +1 WEAPONS WEAPONS +1 Longbow +10 to hit for (1d8+5) piercing, magic damage. | Heavy, Ammunicion, Range 150/600, Two-Handed Shortsword +7 to hit for (1d6) piercing damage. | Finesse, light, Claws +7 to hit for (1d6) slashing damage. | Finesse, light SPELLS SPELL SLOTS 4/4 (1st), 2/2 (2nd) Ranger - Spell Save DC: 12 | Spell Attack Mod: +4 FIRST LEVEL (Ranger) Hunter's MarkLEVEL 1st CASTING TIME 1 Bonus Action RANGE/AREA 90 ft COMPONENTS V DURATION Concentration 1 Hour SCHOOL Divination ATTACK/SAVE None DAMAGE/EFFECT Bludgeoning (...) You choose a creature you can see within range and mystically mark it as your quarry. Until the spell ends, you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack, and you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to mark a new creature. At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours. | EntangleLEVEL 1st CASTING TIME 1 Action RANGE/AREA 90 ft (20 ft ) COMPONENTS V, S DURATION Concentration 1 Minute SCHOOL Conjuration ATTACK/SAVE STR Save DAMAGE/EFFECT Restrained Grasping weeds and vines sprout from the ground in a 20-foot square starting from a point within range. For the duration, these plants turn the ground in the area into difficult terrain. A creature in the area when you cast the spell must succeed on a Strength saving throw or be restrained by the entangling plants until the spell ends. A creature restrained by the plants can use its action to make a Strength check against your spell save DC. On a success, it frees itself. When the spell ends, the conjured plants wilt away. | Disguise SelfLEVEL 1st CASTING TIME 1 Action RANGE/AREA Self COMPONENTS V, S DURATION 1 Hour SCHOOL Illusion ATTACK/SAVE None DAMAGE/EFFECT Shapechanging You make yourself--including your clothing, armor, weapons, and other belongings on your person--look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can't change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you. The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair. To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC. SECOND LEVEL (Ranger) Pass Without TraceLEVEL 2nd CASTING TIME 1 Action RANGE/AREA Self COMPONENTS V, S, M * DURATION Concentration 1 Hour SCHOOL Abjuration ATTACK/SAVE None DAMAGE/EFFECT Buff (...) A veil of shadows and silence radiates from you, masking you and your companions from detection. For the duration, each creature you choose within 30 feet of you (including you) has a +10 bonus to Dexterity (Stealth) checks and can't be tracked except by magical means. A creature that receives this bonus leaves behind no tracks or other traces of its passage. * - (ashes from a burned leaf of mistletoe and a sprig of spruce) | SilenceLEVEL 2nd CASTING TIME 1 Action Ritual RANGE/AREA 120 ft (20 ft ) COMPONENTS V, S DURATION Concentration 10 Minutes SCHOOL Illusion ATTACK/SAVE None DAMAGE/EFFECT Control For the duration, no sound can be created within or pass through a 20-foot-radius sphere centered on a point you choose within range. Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are deafened while entirely inside it. Casting a spell that includes a verbal component is impossible there. | Rope TrickLEVEL 2nd CASTING TIME 1 Action RANGE/AREA Touch COMPONENTS V, S, M * DURATION 1 Hour SCHOOL Transmutation ATTACK/SAVE None DAMAGE/EFFECT Utility You touch a length of rope that is up to 60 feet long. One end of the rope then rises into the air until the whole rope hangs perpendicular to the ground. At the upper end of the rope, an invisible entrance opens to an extradimensional space that lasts until the spell ends. The extradimensional space can be reached by climbing to the top of the rope. The space can hold as many as eight Medium or smaller creatures. The rope can be pulled into the space, making the rope disappear from view outside the space. Attacks and spells can't cross through the entrance into or out of the extradimensional space, but those inside can see out of it as if through a 3-foot-by-5- foot window centered on the rope. Anything inside the extradimensional space drops out when the spell ends. * - (powdered corn extract and a twisted loop of parchment) EQUIPMENT & ENCUMBERANCE TOTAL ENCUMBERANCE (88 lbs.) Weight: 88 lbs. / 150 lbs. max. (15 x STR Score) Status: Unencumbered Penalty: None MONEY POUCH (4 lbs.) Copper: 0 | Silver: 0 | Gold: 200 | Obsidian: 0 | Platinum: 0 (200 Coins x .02 lbs. = 4 lbs. Total Weight) EQUIPEMENT READIED (84 lbs.) Equipped items can be retrieved with a manipulate item interaction. Hooded Studded Leather Armor Longbow +1 Shortsword Cooking Kit Explorer's Pack Tooth from an Unidentified Animal * Denotes magic item (see below) MAGIC ITEMS NON-ATTUNED Heward’s Handy Spice Pouch | Horn of Silent Alarm ATTUNED (0/3) +1 LongbowWeapon (longbow), uncommon You have a +1 bonus to attack and damage rolls made with this magic weapon. Proficiency with a longbow allows you to add your proficiency bonus to the attack roll for any attack you make with it. Notes: Bonus: Magic, Damage, Combat, Ammunition, Heavy, Range, Two-Handed | APPEARANCE Age Adult | Height 5' 10" | Weight 140 lbs. | Hair Pale Lynx | Eyes Yellow | Complexion Fur The Winking Cat always looks like he's on the inside of a joke with a smirk that rarely seems to leave his face. A bit of a mischevious glimmer in his eyes even by Catfolk standards, he doesn't seem like his mind will slow down any