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Found 25 results

  1. Rolling... Not weak like Nulia, but i think i should go to the temple to review my luck soon. :)
  2. Ability scores - roll method. Painfully average, but it fits the character. Will be taking the Eldritch Anatomist background so the end result is: Str 11 Dex 12 Con 13 +1 Int 14 Wis 13 +1 Cha 12 Ability Scores
  3. Point Buy Str 8; Dex 15; Con 12; Int 13; Wis 13; Cha 12 Ruin Delver Background +1 to Dex, +1 to Int Ability Scores - Adjusted for Background Str 8; Dex 16; Con 12; Int 14; Wis 13; Cha 12
  4. Could not resist after all. Rolling for the stats.
  5. All the rolls! Well, that's pretty crap. Total of 67 and not even a single high score, so I guess I'll go with the standard scores.
  6. Ability Score Generation EDIT: Choosing Standard Array due to sum of rolled stats being below 72. Standard Array: 15, 14, 13, 12, 10, 8
  7. KASPAR AMMON HUMAN FIGHTER 1 AC: 16 | HP: 13/13 | Maneuver DC: 14 | Passive Perception/Insight: 14/12 Exertion Pool: 4/4 | Inspiration: 1/1 "Speech" Thoughts 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.
  8. CHARACTER THREAD TEMPLATE Essa Dustblade Shaman of the Dustblade tribe "The Wastes can provide you with everything you need, if you know where to look." DRUID: CIRCLE OF DUST 5 Medium human female, neutral good Armor Class: 16 Hit Points: 38 (5d8 + 10) Speed: 30 ft. Initiative: +2 Senses: See in both magical/non magical darkness 120' Passive Perception: 14 Languages: Common, Orcish, Goblin, Druidic. 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 +5 Constitution 12 (+1) Save +1 No skills associated. Intelligence 12 (+1) Save +4 Arcana +4 | History +1 | Investigation +1 | Nature +4 | Religion +1 Wisdom 18 (+4) Save +7 Animal Handling +4 | Insight +4 | Medicine +4 | Perception +7 | Survival +7 Charisma 10 (+0) Save +0 Deception +0| Intimidation +0| Performance +0 | Persuasion +0 (E) denotes expertise. / Bold denotes proficiency. PROFICIENCIES & ABILITIES PROFICIENCIES Tools: Herbalism kit, Divination tool: a set of animal bones and small rocks. Instruments: N/A Weapons: Martial, clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears. Armors: Light armor, medium armor, shields, (can wear and use armor and shields made of metal) CLASS FEATURES: SAVES: INTELLAGENCE, WISDOM Skills: Nature, Survival. 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 ShapeYour 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 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. 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. | Resonating ShroudStarting at 2nd level, you gain the ability to create a field of magical energy around yourself that warps ambient magic. As an action, you can expend a use of Wild Shape to create an aura, which fills the area within 10 feet of you. While this aura is active, you gain the following benefits: • Your melee weapon attacks deal an extra 1d6 force damage to any target they hit. • Your AC increases by 2. • When you cast spells with a range of touch, your reach extends to anywhere within your shroud. Other aspects of the spells are unchanged. • When you or an ally with in your shroud cast spells in the waste, you don't risk unstable results from your spells. The aura lasts for 1 hour or untill you use your Wild Shape again. | Circle of Dust SpellsDruid Level Spells 3rd levitate, locate object 5th create food and water, magic circle 7th banishment, death ward 9th hallow, legend lore Wild Companion (Optional)At 2nd level, you 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. | Cantrip Versatility (Optional)Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace one cantrip you learned from this class's Spellcasting feature with another cantrip from the druid spell list. | SEER BACKGROUND ABILITIES Skill Proficiencies: Arcana, Perception |Tool Proficiencies: Gaming Set or Divination tool |Languages: Goblin| | | HUMAN VARIANT RACIAL TRAITS Languages. Common, Orcish | Ability Score Increase. +1 Wisdom, +1 Intelligence |Skills. Stealth | Feat | | FEATS Eldritch Adept: Devils SightPrerequisite: Spellcasting or Pact Magic feature Devil's Sight You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet/ Studying occult lore, you learn one Eldritch Invocation option of your choice from the warlock class. Your spellcasting ability for the invocation is Intelligence, Wisdom, or Charisma (choose when you select this feat). If the invocation has a prerequisite of any kind, you can choose that invocation only if you’re a warlock who meets the prerequisite. Whenever you gain a level, you can replace the invocation with another one from the warlock class. (Level 1) | +2 Wisdom (Level 4) WEAPONS WEAPONS +1 Quarterstaff (Shillelagh + Ruby of the War Mage) +8/ 1d8+5 bludgeoning ,Versatile (1d8) Shortsword +4/ 1d6+2 piercing, Finesse, light Rapier +4/ 1d8+2 piercing, Finesse Primal Savagery +7/ 2d10 Acid self Cecily's Stormshot* +7/ 2d8 or 2d10 with metal. Lightning 90 feet/ Druid SPELLS SPELL SLOTS. Wisdom Druid - Spell Save DC: 15 | Spell Attack Mod: + 7 | Spells Known: 9 | can change after long rest. CANTRIPS (Druid) (3) ShillelaghTransmutation cantrip Casting Time: 1 bonus action Range: Touch Components: V, S, M (mistletoe, a shamrock leaf, and a club or quarterstaff) Duration: 1 minute The wood of a club or quarterstaff you are holding is imbued with nature’s power. For the duration, you can use your spellcasting ability instead of Strength for the attack and damage rolls of melee attacks using that weapon, and the weapon’s damage die becomes a d8. The weapon also becomes magical, if it isn’t already. The spell ends if you cast it again or if you let go of the weapon. | | Primal SavageryTransmutation cantrip Casting Time: 1 action Range: Self Components: S Duration: Instantaneous You channel primal magic to cause your teeth or fingernails to sharpen, ready to deliver a corrosive attack. Make a melee spell attack against one creature within 5 feet of you. On a hit, the target takes 1d10 acid damage. After you make the attack, your teeth or fingernails return to normal. At Higher Levels. The spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). | | Cecily's Stormshot|Evoncation Cantrip Casting Time: 1 action Range: 90 feet Components: V, S Duration: Instantaneous You channel the primal energy of storms into your free hand or spellcasting focus before releasing an instantaneous blast of lightening at a creature you can see within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 lightning damage. If the target is wearing armor or carrying a weapon made of metal, it instead takes 1d10 lightning damage. This spell's damage increases by one die when you reach 5th level (2d8 or 2d10), 11th level (3d8 or 3d10), and 17th level (4d8 or 4d10). * | | FIRST LEVEL (Druid) (4 slots) Healing Word1st-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. | | Goodberry1st-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.Oneiromancy1st level Divination Casting time: 10 minutes Range: Touch Components: V, S, M (incense and a bit of mushroom) Duration: Concentration, up to 8 hours. Dreams can be gateways to understanding, and you can induce such prophetic and insightful dreams in yourself and others. You touch a willing creature of your choice. The creature immediately falls into an enchanted dream state and remains that way for the full length of a normal long rest for that creature, unless awakened or if the target chooses to end the spell early. During this long rest, the target experiences dreams and visions centering around one event or question of its choice, specified at the casting of the spell. The answer in the dream may be literal, or it may be wrapped in symbolism, omens, and metaphor and left to the dreamer to interpret. This spell doesn't disrupt the target's long rest, and the target can still gain the benefits of a long rest if it finishes the long rest while affected by this spell. If the target's sleep is interrupted this spell ends and must be cast again for the target to experience the dreams again. Elves and other creatures with immunity to magical sleep can choose whether or not to be affected by this spell. The spell has no effect on Constructs or Undead. * | | SECOND LEVEL (Druid) (3 slots) Pass without Trace2nd-level abjuration Casting Time: 1 action Range: Self Components: V, S, M (ashes from a burned leaf of mistletoe and a sprig of spruce) Duration: Concentration, up to 1 hour 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. | | Spike Growth2nd-level transmutation Casting Time: 1 action Range: 150 feet Components: V, S, M (seven sharp thorns or seven small twigs, each sharpened to a point) Duration: Concentration, up to 10 minutes The ground in a 20-foot radius centered on a point within range twists and sprouts hard spikes and thorns. The area becomes difficult terrain for the duration. When a creature moves into or within the area, it takes 2d4 piercing damage for every 5 feet it travels. The transformation of the ground is camouflaged to look natural. Any creature that can’t see the area at the time the spell is cast must make a Wisdom (Perception) check against your spell save DC to recognize the terrain as hazardous before entering it. | | Augury2nd-level divination (ritual) Casting Time: 1 minute Range: Self Components: V, S, M (specially marked sticks, bones, or similar tokens worth at least 25 gp) Duration: Instantaneous By casting gem-inlaid sticks, rolling dragon bones, laying out ornate cards, or employing some other divining tool, you receive an omen from an otherworldly entity about the results of a specific course of action that you plan to take within the next 30 minutes. The DM chooses from the following possible omens: Weal, for good results Woe, for bad results Weal and woe, for both good and bad results Nothing, for results that aren’t especially good or bad The spell doesn’t take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion. If you cast the spell two or more times before completing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get a random reading. The DM makes this roll in secret. | | THIRD LEVEL (Druid) (2 slots) | Conjure Animals3rd-level conjuration Casting Time: 1 action Range: 60 feet Components: V, S Duration: Concentration, up to 1 hour You summon fey spirits that take the form of beasts and appear in unoccupied spaces that you can see within range. Choose one of the following options for what appears: One beast of challenge rating 2 or lower Two beasts of challenge rating 1 or lower Four beasts of challenge rating 1/2 or lower Eight beasts of challenge rating 1/4 or lower Each beast is also considered fey, and it disappears when it drops to 0 hit points or when the spell ends. The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don’t issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions. The DM has the creatures’ statistics. At Higher Levels. When you cast this spell using certain higher-level spell slots, you choose one of the summoning options above, and more creatures appear: twice as many with a 5th-level slot, three times as many with a 7th-level slot, and four times as many with a 9th-level slot. | | Revivifyrd-level necromancy Casting Time: 1 action Range: Touch Components: V, S, M (diamonds worth 300 gp, which the spell consumes) Duration: Instantaneous You touch a creature that has died within the last minute. That creature returns to life with 1 hit point. This spell can’t return to life a creature that has died of old age, nor can it restore any missing body parts. | | Clairvoyance 3rd-level divination Casting Time: 10 minutes Range: 1 mile Components: V, S, M (a focus worth at least 100 gp, either a jeweled horn for hearing or a glass eye for seeing) Duration: Concentration, up to 10 minutes You create an invisible sensor within range in a location familiar to you (a place you have visited or seen before) or in an obvious location that is unfamiliar to you (such as behind a door, around a corner, or in a grove of trees). The sensor remains in place for the duration, and it can’t be attacked or otherwise interacted with. When you cast the spell, you choose seeing or hearing. You can use the chosen sense through the sensor as if you were in its space. As your action, you can switch between seeing and hearing. A creature that can see the sensor (such as a creature benefitting from see invisibility or truesight) sees a luminous, intangible orb about the size of your fist. | | FOURTH LEVEL (Druid) | | | | | FIFTH LEVEL (Druid) | * Denotes a Midgard spell. / (C) Denotes concentration. / (R) Denotes reaction spell. / (B) Denotes bonus action spell. Circle of Dust Druid Spells (by Druid Level) These spells are always prepared and doesn't count against the number of spells you can prepare each day. Locate Object2nd-level divination Casting Time: 1 action Range: Self Components: V, S, M (a forked twig) Duration: Concentration, up to 10 minutes Describe or name an object that is familiar to you. You sense the direction to the object’s location, as long as that object is within 1,000 feet of you. If the object is in motion, you know the direction of its movement. The spell can locate a specific object known to you, as long as you have seen it up close – within 30 feet – at least once. Alternatively, the spell can locate the nearest object of a particular kind, such as a certain kind of apparel, jewelry, furniture, tool, or weapon. This spell can’t locate an object if any thickness of lead, even a thin sheet, blocks a direct path between you and the object. (3rd) / Levitate2nd-level transmutation Casting Time: 1 action Range: 60 feet Components: V, S, M (either a small leather loop or a piece of golden wire bent into a cup shape with a long shank on one end) Duration: Concentration, up to 10 minutes One creature or loose object of your choice that you can see within range rises vertically, up to 20 feet, and remains suspended there for the duration. The spell can levitate a target that weighs up to 500 pounds. An unwilling creature that succeeds on a Constitution saving throw is unaffected. The target can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows it to move as if it were climbing. You can change the target’s altitude by up to 20 feet in either direction on your turn. If you are the target, you can move up or down as part of your move. Otherwise, you can use your action to move the target, which must remain within the spell’s range . When the spell ends, the target floats gently to the ground if it is still aloft. (3rd) |--**--| Create Food and Water3rd-level conjuration Casting Time: 1 action Range: 30 feet Components: V, S Duration: Instantaneous You create 45 pounds of food and 30 gallons of water on the ground or in containers within range, enough to sustain up to fifteen humanoids or five steeds for 24 hours. The food is bland but nourishing, and spoils if uneaten after 24 hours. The water is clean and doesn’t go bad. (5th) / Magic Circle3rd-level abjuration Casting Time: 1 minute Range: 10 feet Components: V, S, M (holy water or powdered silver and iron worth at least 100 gp, which the spell consumes) Duration: 1 hour You create a 10-foot-radius, 20-foot-tall cylinder of magical energy centered on a point on the ground that you can see within range. Glowing runes appear wherever the cylinder intersects with the floor or other surface. Choose one or more of the following types of creatures: celestials, elementals, fey, fiends, or undead. The circle affects a creature of the chosen type in the following ways: The creature can’t willingly enter the cylinder by nonmagical means. If the creature tries to use teleportation or interplanar travel to do so, it must first succeed on a Charisma saving throw. The creature has disadvantage on attack rolls against targets within the cylinder. Targets within the cylinder can’t be charmed, frightened, or possessed by the creature. When you cast this spell, you can elect to cause its magic to operate in the reverse direction, preventing a creature of the specified type from leaving the cylinder and protecting targets outside it. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the duration increases by 1 hour for each slot level above 3rd. (5th) | | | | | | * Denotes a Midgard spell. / (C) Denotes concentration. / (R) Denotes reaction spell. / (B) Denotes bonus action spell. EQUIPMENT & ENCUMBERANCE TOTAL ENCUMBERANCE (53 lbs.) Weight: lbs. / 150 lbs. max. (15 x STR Score) Status: Unencumbered Penalty: None MONEY POUCH (lbs.) Copper: 0 | Silver: 0 | Gold: 306 gp | Obsidian: 0 | Platinum: 0 (Coins Total Weight) EQUIPEMENT READIED (24 lbs.) Equipped items can be retrieved with a manipulate item interaction. Armor (19 lbs.) Studded Leather/Hooded Cloak (13 lbs. - Shield (6 lbs. Weapons (8 lbs.) Short sword (2lbs) - Quarterstaff (4lbs) - Rapier (2 lbs.) Readied Items (9 lbs.) Herbalism Kit (3lbs) - Quarterstaff|(4lbs) - Component Pouch (2lbs) - Orb of Direction (3lbs) EQUIPMENT STORED (29 lbs.) Stored items can be retrieved with an action. In Backpack (12 lbs.) | Backpack (5 lbs.) | Mess kit (1 lbs.) | Tinderbox (1 lbs.) | | (Traveler's Clothes (4lbs) |Thieves' Tools (1lbs) Strapped to Backpack (17lbs.) Waterskin (5 lbs.) | Silk Rope (5 lbs.) | Bedroll (7 lbs.) EQUIPMENT NOT CARRIED (--) At Home N/A Spending totals Component Pouch: 25gp silk rope: 10gp. Backpack 2 gp Bedroll 1 gp Mess kit 2 sp Tinderbox 5 sp Traveler's Clothes 2 gp Herbalism Kit 5gp Thieves' Tools 25gp Studded Leather 45gp Shield 10 gp Short sword 10 gp Quarterstaff 2 sp Rapier 25 gp ### Magic ##### Common Orb oif Direction 50 gp 3lbs Ruby of the War Mage 100 gp (attuned) +1 Quarter Staff (Shillelagh + Ruby of the War Mage) Total left so far: 306 gp * Denotes magic item (see below) MAGIC ITEMS NON-ATTUNED Orb of Direction, +1 Quarter Staff (+ Ruby of the War Mage) ATTUNED (1/3) Ruby of the War Mage | | APPEARANCE Age: ? | Height: 5'5" | Weight: 127lbs | Hair: Dark Brown/Light Brown | Eyes: Yellow | Complexion: Dark brown Description Essa wears loose fitting, layered clothing that's light in color. Her clothing is then covered up with a hooded cloak, while a mask covers her most of her face in typical dessert fashion. There are a few charms and trinkets hanging from her belt and a couple of beaded necklaces hang from her neck. Her long brown hair is braided with bead decorations woven into them, each bead having some kind of runic symbols carved in them. Her oddly bright colored yellow eyes are a stark contrast against her brown skin. When she looks at you it's almost like she is looking straight into your soul. Beneath her loose clothing, Essa wears studded leather armor, also light in color. The shield she carries is unpainted but has more of runic type symbols carved into it like the hair beads she wears. Her staff is plain, but a ruby red stone is attached to one end of it. There is a short sword strapped to the back of her waist and a rapier hangs from her hip. These too are plain and unremarkable. BACKGROUND SEER Source: Midgard Heroes Handbook (pg 123) Personality Traits: 1. I try to ensure that everyone around me pays attention to what I see. 2. When a vision is upon me, I have little control over what I say. Ideals: Truth. I am a servant of the truth, and I will share it for good or ill. Bonds: My Grandmother passed a token to me when she explained our gift of sight. It's my most prized possession. Flaws: I have terrible nightmares about the dark futures I have glimpsed. Personality Personality: Like the humans and the Wasteland Orcs that she grew up around, Essa is very curious about everything around her, while at the same time she can be aggressive and not afraid to fight if she has to. She enjoys the company of others and lives life to the fullest, enjoying every moment that the world has to offer whenever she can. She also has a sense of humor and is cheerful and happy most times. Yet, she can also use caution along with a calm wait and see attitude when such an occasion arises. She is also a confident person and takes great pride in herself and where she came from and who she is. Background Feature: Glimpse of Fortune Glimpse of Fortune Using a minor method of divination, you are able to see glimpses of a target's future. You must spend one hour in conversation with the subject and consultation with your divination method. At the the end of this time you can offer insight into the suject's possible future. These details are always vague, but the reading affords you the chance to gain insight into your subject and possibly enter theri good graces. After giving a reading, you can expect a client to be more relaxed and willing to favorably consider any proposal you make (treat them as one category more favorable for purposes of social interaction). Additionally, you can receive minor favors or consideration from past subjects in a variety of locations. Assume you can find at least one friendly contact in a city that you have spent some time in the past. BACKSTORY Baclstory The Dustblade tribe. Essa was born to human parents and raised in a large settlement made up of mostly Wasteland Orcs known as the Dustblades. The settlement is strategically located in the Western Wastes between Saroyne and Rultmoork. Anyone who wishes to take a short cut thru the Wasteland can hire Dustblade Orcs as guides or for protection. Of course, sometimes 'donations' are also acceptable payments too. Even though life is still harsh in Wastelands, the extra income has made life a little easier for settlement. Many years ago, Essa's grandparents and her newly married parents were driven out of Saroyne by some members of the The Oaken Ring. Those Druids, discovering her family's ability to see the future without having to read the entrails of animals, and thought it was sacrilegious towards their practices and therefore they should be sacrificed to the Wastes. Dustblade Orcs welcomed Essa's family to the settlement and offered them protection and shelter. In exchange for this protection, her family used their gifts of Sight to see to help and aid the settlement anyway they could. It was a good set up and this arrangement has benefited everyone. After all any advantage that would help increase the survival of the settlement was a welcomed addition. To show their appreciation, Essa's family adopted the tribal name, Dustblade, as their last names. Essa's Grandparents and parents. Grandfather Torin and Grandmother Essa. Essa's Grandparents where once Saroyne merchants, trading with various Verrayne locations. They also traded with the Dustblade settlement, where they received extra items in exchange for some fortunetelling. Grandfather was born with the gift of sight, which is passed down his family's line. Essa's mother, Asha inherited the gift and so did Essa. When they fled Saroyne, Grandfather Torin led his family to the Duskblade settlement where he sought refuge. He was in good standing with the Duskblade tribe, so they accepted them and welcomed them into their encampment. Shortly after words, Grandmother Essa died for reasons unknown. Asha and Rune Dustblade. Essa's parents married very young. Asha was helping her parents (Torin and Essa) with their merchant business. Rune was farmer who brought goods to the market place to sell. That is where they meet and eventually got married. They weren't married very long when the Oaken Ring Druids came looking for them. When they arrived at the settlement it was discovered that Asha was pregent. When Essa was born, it was decided that Essa's family would learn the ways of the Duskblade Orcs. Because her family possessed the Sight, the local Shaman, Avye the Tounge Spliter was given the task, believing she was well suited for it. When they won't being taught by Avye, Asha took care of baby Essa while Rune helped the settlement with their farming and livestock raising. When Essa became a young adult, her parents had another child, her younger brother, Darius. Avye the Tongue Splitter. Avye the Tongue Splitter is an elder, by Orc terms, and the settlement's Shaman. She's a healer for the settlements people and their animals and performs minor Divinations. Avye helped Essa's family in teaching them how to survive the harsh conditions of the Wastes and to navigate the ways of the Wasteland Orcs. She also initiated Essa's family into the Circle of Dust. Avye strongly believes that by nurturing their abilities, it will enhance their gifts of sight. With such strong Shamans in the Dustblade tribe, others will be discouraged from attacking them. Essa considers Avye to be her Grandmother. The Vision. Essa was sitting across the settlements console which consisted of 2 Orc elders, her mentor Avye the Tongue Splitter, her parents Asha and Rune, and Grandfather Torin. Torin was the first to speak. There was a serious look on his face. Glancing around, Essa noticed her parents had a look of concern and Avey had a slight smile while gently nodding her head. "I had a vison last night. I was a spire of stone. The sun rose out of the sea and then turned black over ancient ruins. Then the ground turned green and many faceless people." He hesitates. "I don't know why, but I feel this is very important and should not be ignored. After much discussion among the console, it was decided that if you agree to it, you should go and investigate this. I can't go because of my age, and your parents are raising your brother. So, it falls to you." Then Avey spoke up. "Your gift of Sight and your Shaman training is more than adequate to help you in this quest. We believe that the location is Rultmook based on the landmarks in the vision." Avey suddenly smiled. "Of course, if you go, it wouldn't hurt to pick up a few items here and there, would it?" She winked at Essa. "Take your time an let us know your decision." Exploring ruins. Meeting new people. Going on a vision quest. What was there to think about. Essa didn't hesitate to accept the task at hand. "I accept!" With an even bigger smile, Avey handed Essa a skin pouch. She looked in it. It was Avey's divination bones and stones. Tears welded up in her eyes. Avey gently touched Essa's head. "These served me well. Now they are yours. They will also serve you well too. With all of our blessings, go forth Granddaughter and fulfill your destiny and may the spirits guide you in your journeys." The next day Essa left her home and headed towards Rultmook and the unknown world beyond the Wastes.
  9. Oluja Sturmborn Shield-Maiden of Perun, Thunder Wielder "Trust in the cruelty of the storm, I will bring its beauty upon our enemies." Paladin 5 Medium humanoid female Air Genasi, Neutral Good Armor Class 19 Hit Points 49 ( 5d10 + 15 ) Speed 35' ft. Senses darkvision, passive perception 11. Languages common, celestial Proficiency Bonus +3 ABILITIES & SKILLS Proficiency Bonus: +3 Strength 16 (+3) Save +3 Athletics +6 Dexterity 8 (-1) Save -1 Acrobatics -1 | Sleight of Hand -1 | Stealth -1 Constitution 16 (+3) Save +6 No skills associated. Intelligence 10 (+0) Save +0 Arcana +0 | History +3 | Investigation +0 | Nature +0 | Religion +3 Wisdom 12 (+1) Save +4 Animal Handling +1 | Insight +1 | Medicine +1 | Perception +1 | Survival +1 Charisma 14 (+2) Save +5 Deception +2 | Intimidation +5 | Performance +2 | Persuasion +2 (E) denotes expertise. / Bold denotes proficiency. PROFICIENCIES & ABILITIES PROFICIENCIES Tools Three-Dragon Ante Set, Woodcarver's Instruments none. Weapons Martial Weapons, Simple Weapons Armors Heavy Armor, Light Armor, Medium Armor, Shields PALADIN CLASS ABILITIES Divine SenseThe presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell. You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses. | Lay on HandsYour blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin level × 5. As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool. Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one. This feature has no effect on undead and constructs. | Dueling Fighting StyleWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. | Spell CastingBy 2nd level, you have learned to draw on divine magic through meditation and prayer to cast spells as a cleric does. See Spells Rules for the general rules of spellcasting and the Spells Listing for the paladin spell list. Preparing and Casting Spells The Paladin table shows how many spell slots you have to cast your paladin spells. To cast one of your paladin spells of 1st level or higher, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. You prepare the list of paladin spells that are available for you to cast, choosing from the paladin spell list. When you do so, choose a number of paladin spells equal to your Charisma modifier + half your paladin level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots. For example, if you are a 5th-level paladin, you have four 1st-level and two 2nd-level spell slots. With a Charisma of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells. You can change your list of prepared spells when you finish a long rest. Preparing a new list of paladin spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list. Spellcasting Ability Charisma is your spellcasting ability for your paladin spells, since their power derives from the strength of your convictions. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a paladin spell you cast and when making an attack roll with one. Spell save DC = 13 Spell attack modifier = 5 Spellcasting Focus You can use a holy symbol (see the Adventuring Gear section) as a spellcasting focus for your paladin spells. | Divine HealthBy 3rd level, the divine magic flowing through you makes you immune to disease. | Divine SmiteStarting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon’s damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend, to a maximum of 6d8. | Channel DivinityStorm Strike. As an action, you can use your Channel Divinity to infuse a ranged or thrown weapon you are holding with the wrath of a storm god. Make a ranged weapon attack as normal. In addition to the weapon attack, you create a line of lightning 5 feet wide and 60 feet long, beginning at you and extending straight toward the target. If the target is less than 60 feet from you, the line of lightning extends beyond it. Each creature in the line takes 2d10 + your paladin level lightning damage, or half damage with a successful Dexterity saving throw. If your ranged or thrown weapon attack hits, the target has disadvantage on its saving throw. Turn the Unclean. As an action, you present your holy symbol and utter a war cry, using your Channel Divinity. Each aberration or fiend within 30 feet of you that can see or hear you must make a successful Wisdom saying throw or be turned for 1 minute or until it takes damage. Channel Divinity: Storm Strike: 1 Action Channel Divinity: Turn the Unclean: 1 Bonus Action 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. | Unending BreathYou can hold your breath indefinitely while you’re not incapacitated. | Lightning ResistanceYou have resistance to lightning damage. | Mingle with the WindYou know the shocking grasp cantrip. Starting at 3rd level, you can cast the feather fall spell with this trait, without requiring a material component. Starting at 5th level, you can also cast the levitate spell with this trait, without requiring a material component. Once you cast feather fall or levitate with this trait, you can’t cast that spell with it again until you finish a long rest. You can also cast either of those spells using any spell slots you have of the appropriate level. Charisma is your spellcasting ability for these spells. FEATS Resilient (Con)Choose one ability score. You gain the following benefits: Increase the chosen ability score by 1, to a maximum of 20. You gain proficiency in saving throws using the chosen ability. WEAPONS WEAPONS +1 Warhammer +7 to hit for (1d8+6) bludgeoning, magic damage. | Finesse Dagger +6 to hit for (1d4+5) piercing damage. | Finesse, light, thrown (20/60) Javelin +6 to hit for (1d6+5) piercing damage. | Simple, thrown, range (30/120) SPELLS SPELL SLOTS 4/4 (1st), 2/2 (2nd) Paladin - Spell Save DC: 13 | Spell Attack Mod: +5 | Spells Known: 4 FIRST LEVEL (Paladin) Compelled Duel1st-level enchantment Casting Time: 1 bonus action Range: 30 feet Components: V Duration: Concentration, up to 1 minute You attempt to compel a creature into a duel. One creature that you can see within range must make a Wisdom saving throw. On a failed save, the creature is drawn to you, compelled by your divine demand. For the duration, it has disadvantage on attack rolls against creatures other than you, and must make a Wisdom saving throw each time it attempts to move to a space that is more than 30 feet away from you; if it succeeds on this saving throw, this spell doesn’t restrict the target’s movement for that turn. The spell ends if you attack any other creature, if you cast a spell that targets a hostile creature other than the target, if a creature friendly to you damages the target or casts a harmful spell on it, or if you end your turn more than 30 feet away from the target.(B,C) | Thunderous Smite1st-level evocation Casting Time: 1 bonus action Range: Self Components: V Duration: Concentration, up to 1 minute The first time you hit with a melee weapon attack during this spell’s duration, your weapon rings with thunder that is audible within 300 feet of you, and the attack deals an extra 2d6 thunder damage to the target. Additionally, if the target is a creature, it must succeed on a Strength saving throw or be pushed 10 feet away from you and knocked prone.(B,C) | Heart to Heart1st-level necromancy Casting Time: 1 action Range: Touch Components: V, S, M (a drop of your blood) Duration: 1 hour For the duration, you and the creature you touch remain stable and unconscious if one of you is reduced to 0 hit points while the other has 1 or more hit points. If you touch a dying creature, it becomes stable but remains unconscious while it has 0 hit points. If both of you are reduced to 0 hit points, you must both make death saving throws, as normal. If you or the target regain hit points, either of you can choose to split those hit points between the two of you if both of you are within 60 feet of each other.* SECOND LEVEL (Paladin) Branding Smite2nd-level evocation Casting Time: 1 bonus action Range: Self Components: V Duration: Concentration, up to 1 minute The next time you hit a creature with a weapon attack before this spell ends, the weapon gleams with astral radiance as you strike. The attack deals an extra 2d6 radiant damage to the target, which becomes visible if it is invisible, and the target sheds dim light in a 5-foot radius and can’t become invisible until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the extra damage increases by 1d6 for each slot level above 2nd.(B,C) * Denotes a Midgard spell. / (C) Denotes concentration. / (R) Denotes reaction spell. / (B) Denotes bonus action spell. EQUIPMENT & ENCUMBERANCE TOTAL ENCUMBERANCE (145.99 lbs.) Weight: 145.99 lbs. / 240 lbs. max. (15 x STR Score) Status: Unencumbered Penalty: None MONEY POUCH (3.94 lbs.) Copper: 0 | Silver: | Gold: 197 | Obsidian: | Platinum: 0 (197 Coins x .02 lbs. = 3.94 lbs. Total Weight) EQUIPEMENT READIED (80.5 lbs.) Equipped items can be retrieved with a manipulate item interaction. Armor (66 lbs.) Splint Armor - 60 lbs. | Shield - 6 lbs. Weapons (13 lbs.) +1 Warhammer - 2 lbs. | Dagger - 1 lb. | Javellin - 10 lbs. Readied Items (2.5 lbs.) Holy Symbol - 1 lbs. | Potion of Healing - 0.5 lb. EQUIPMENT STORED (62 lbs.) Stored items can be retrieved with an action. In Backpack (36 lbs.) Backpack - 5 lbs. | (2) Blocks of Incense | Rations - 30 lbs. | (10) Candles | Censer | Tinderbox - 1lbs. | Vestments Strapped to Backpack (26 lbs.) Waterskin - 5 lbs. | Silk Rope & Grappling Hook - 9 lbs. | Bedroll & Blanket - 10 lbs. | Longbow - 2 lbs. EQUIPMENT NOT CARRIED (--) At Home None. * Denotes magic item (see below) MAGIC ITEMS NON-ATTUNED ATTUNED (0/3) APPEARANCE Age 35 | Height 6' | Weight 165 lbs. | Hair Radiant Yellow | Eyes Bright Yellow | Complexion Fair As you gaze upon Oluja for the first time, your attention is immediately captured by her commanding presence. Standing tall at six feet, she exudes the aura of a seasoned warrior tempered by divine forces. Her skin is fair, almost ethereal, providing a stark contrast to her vivid, electric yellow eyes that seem to crackle with contained lightning. Oluja's hair is a mesmerizing spectacle in itself—Radiant Yellow, it flows and whips around her head and shoulders as if caught in a perpetual gust of wind. This supernatural breeze that seems to follow her accentuates her otherworldly nature as an Air Genasi. Her hair frames a face marked by sharp, elegant features and an expression that balances stern resolve with a serene confidence. Her physique is both athletic and statuesque, indicative of her rigorous training and the strength required to wield her sacred powers. Her armor, adorned with motifs of thunder and stormy skies, clings to her form, enhancing her imposing figure without hindering her grace. The armor itself seems to shimmer with a subtle glow, hinting at its enchanted nature and the divine protection it offers. As she moves, there's a fluidity and assurance in her step—a warrior in tune with the elements and her own considerable power. To behold Oluja is to see the embodiment of the storm's might and the calm that follows, a duality that defines her essence as a paladin of Perun. BACKGROUND Amazon of Perunalia Source Midgard Personality Traits: Anyone who fights with skill deserves my respect, men and women alike. My nerve is as steady as an arrow’s flight. Ideals: Fairness. I treat everyone in an even-handed manner until they prove themselves unworthy. Bonds: My bow is a family heirloom and a symbol of my house. Flaws: I’ll never admit a fault to a man, and only rarely to another woman. Background Feature: Bred to the Bow: The care you show to your bow and arrows is unsurpassed. If you spend 1 hour maintaining your weapons and ammunition, for the next 24 hours you can recover all arrows that miss their target by spending 1 minute searching at the end of an encounter. Further, you decorate your arrows with colored fletching that denotes your rank among the amazons. You begin at the lowest rank with white fletching. Every 4 levels, you advance to the next color: green, blue, black, and finally red. You can expect deference and respect from any amazon you outrank, just as you are expected to defer to an amazon who outranks you. BACKSTORY Early Life Born under the tumultuous skies of the Amazon of Perunalia, Oluja’s birth was marked by an extraordinary meteorological event—a fierce storm that cleared as suddenly as it had arrived, which the local seers interpreted as an omen of her destined path. Raised in the matriarchal society of Perunalia, a land revered for its powerful female warriors and deep spiritual connections, Oluja grew up surrounded by tales of heroism and the divine acts of Perun, the God of War and Thunder. From a young age, she was immersed in the rigorous training typical of Perunalian Amazons, mastering archery as her first rite of passage. However, her unique connection to the air around her—being able to sense changes in pressure and mood—set her apart. This affinity was not just physical but spiritual, guiding her towards a deeper calling. The Oath and Divine Intervention As she matured, Oluja felt a profound connection to the storms that frequently swept through her homeland. During one such tempest, she ventured alone into the heart of the storm, driven by an inexplicable pull. At the storm’s peak, she experienced a vision of Perun, who spoke of a path laid out for her beyond the traditional duties expected of her as an Amazon. Inspired and humbled, she took the Oath of Thunder, dedicating herself to Perun and vowing to wield the storm's might to protect and rejuvenate her people. Paladin of Perun Oluja’s training as a paladin began under the tutelage of the Storm Priestesses of Perunalia. She learned to channel her divine powers, focusing on protection and rebirth. Her ability to manipulate the winds and call upon the thunder became signatures of her combat style, earning her a revered place among her people. Protector and Emissary Recognized for her prowess and wisdom, Oluja was soon tasked with not only defending Perunalia but also representing it in the wider world. Her missions have taken her across lands and seas, where she has forged alliances and faced adversaries that threatened her homeland and the balance of the natural world. Her journeys have also been quests for knowledge, seeking ancient relics and texts that hold the secrets to further harnessing her elemental powers. Current Challenges Recently, Oluja’s has been traveling with a group of her companions searching for the location of the legendary Rultmoork spire. The realization that they might be on the brink of rediscovering a lost site of great power and historical significance fuels her resolve as she trudges ever onward.
  10. 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 (47.5 lbs.) Equipped items can be retrieved with a manipulate item interaction. Armor (29 lbs.) Studded leather armor - 13 lbs. | Climbing kit - 12 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 (100.5 lbs.) Stored items can be retrieved with an action. In Backpack (61.5 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. | 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.
  11. Lynestra Zeldaruil Vorammas "Zelda" Scholar of arts natural and arcane DRUID 2 / WIZARD 3 Medium humanoid female (River Elf), chaotic neutral Armor Class 13 shield (16 mage armor, 21 shield) 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 2/4 (1st), 2/3 (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 (75.74 lbs.) Weight: 75.74 lbs. / 150 lbs. max. (15 x STR Score) Status: Unencumbered Penalty: None MONEY POUCH (1.74 lbs.) Copper: 9 | Silver: 5 | Gold: 23 | Obsidian: 0 | Platinum: 0 (37 Coins x .02 lbs. = 0.74 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 (58 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. | 175 gp of fine inks | 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 (33 lbs.) 2 waterskins - 10 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 ATTUNED (1/3) +1 Wand of the War MageSource: Dungeon Master's Guide Wand, uncommon (requires attunement by a spellcaster)