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  1. Gwydion Black Soldier of Fortune and Masterless Man "It seems the only business I'm suited for is risking my life. Still, better than working for a living." Rogue 5 Medium humanoid male (Variant human), neutral good Armor Class 17 Hit Points 33 ( 5d8 +5 ) Speed 30' ft. Senses passive perception 15 (E) Languages common, thieves' cant, aglaronion, vordani Proficiency Bonus +3 ABILITIES & SKILLS Proficiency Bonus: +3 Strength 8 (-1) Save -1 Athletics -1 Dexterity 18 (+4) Save +7 Acrobatics +7 | Sleight of Hand +7 | Stealth +10 (E) Constitution 12 (+1) Save +1 No skills associated. Intelligence 14 (+2) Save +5 Arcana +2 | History +5 | Investigation +5 | Nature +2 | Religion +2 Wisdom 12 (+1) Save +1 Animal Handling +1 | Insight +1 | Medicine +1 | Perception +7 (E) | Survival +1 Charisma 13 (+1) Save +1 Deception +1 | Intimidation +1 | Performance +1 | Persuasion +4 (E) denotes expertise. / Bold denotes proficiency. PROFICIENCIES & ABILITIES PROFICIENCIES Tools Thieves' tools, cards 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. | 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. | 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. | Fancy FootworkWhen you choose this archetype at 3rd level, you learn how to land a strike and then slip away without reprisal. During your turn, if you make a melee attack against a creature, that creature can't make opportunity attacks against you for the rest of your turn. | Rakish AudacityStarting at 3rd level, your confidence propels you into battle. You can give yourself a bonus to your initiative rolls equal to your Charisma modifier. You also gain an additional way to use your Sneak Attack; you don't need advantage on the attack roll to use your Sneak Attack against a creature if you are within 5 feet of it, no other creatures are within 5 feet of you, and you don't have disadvantage on the attack roll. All the other rules for Sneak Attack still apply to you. RACIAL TRAITS Skill proficiencyYou gain proficiency in one skill of your choice. - Perception | FeatYou gain one Feat of your choice. - Dual wielding: You master fighting with two weapons, gaining the following benefits: You gain a +1 bonus to AC while you are wielding a separate melee weapon in each hand. You can use two-weapon fighting even when the one handed melee weapons you are wielding aren't light. You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one. FEATS Dual wielderYou master fighting with two weapons, gaining the following benefits: You gain a +1 bonus to AC while you are wielding a separate melee weapon in each hand. You can use two-weapon fighting even when the one handed melee weapons you are wielding aren't light. You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one. WEAPONS WEAPONS +1 Llewellyn's Sword (Rapier) +8 to hit for (1d8+5) piercing, magic damage. | Finesse Shortsword +7 to hit for (1d6+4) piercing damage | Finesse, light | Moon touched Dagger +7 to hit for (1d4+4) piercing damage. | Finesse, light, thrown (20/60) Shortbow +7 to hit for (1d6+4) piercing damage. | Ammunition, Range, Two-handed (80/320) EQUIPMENT & ENCUMBRANCE TOTAL ENCUMBRANCE (83 lbs.) Weight: 83 lbs. / 120 lbs. max. (15 x STR Score) Status: Unencumbered Penalty: None MONEY POUCH (0.5 lbs.) Copper: 0 | Silver: 0 | Gold: 22 | Obsidian: 0 | Platinum: 0 (25 Coins x .02 lbs. = 0.5 lbs. Total Weight) EQUIPEMENT READIED (24.5 lbs.) Equipped items can be retrieved with a manipulate item interaction. Armor (13 lbs.) Studded leather - 13 lbs. Weapons (8 lbs.) +1 Llewellyn's Sword - 2 lbs. | Shortsword - 2 lbs. | Dagger (x2) - 2 lb. | Shortbow - 2 lbs. Readied Items (3.5 lbs.) Arrows (20) - 1 lb. | Healing potion (x3) - 1.5 lbs. | thieves' tools - 1 lb. EQUIPMENT STORED (58 lbs.) Stored items can be retrieved with an action. In Backpack (33 lbs.) Backpack - 5 lbs. | Mess Kit - 1 lb. | A Set of Fine Clothes - 6 lbs. | Tinderbox - 1 lb. | Torches (10) - 10 lbs. | Rations (10 days) - 10 lbs. | Signet ring - Negligble | Scroll of pedigree - Negligible Strapped to Backpack (25 lbs.) Waterskin - 5 lbs. | 50' Hempen Rope - 10 lbs. | Bedroll & Blanket - 10 lbs. | EQUIPMENT NOT CARRIED (--) At Home * Denotes magic item (see below) MAGIC ITEMS NON-ATTUNED +1 Rapier - Llewellyn's sword, Moon touched shortsword, spellwrought tatto: shield, spellwrought tatto: cure wounds, cloak of billowing ATTUNED (1/3) Masquerade TattooProduced by a special needle, this magic tattoo appears on your body as whatever you desire. Tattoo Attunement. To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin. If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space. Fluid Ink. As a bonus action, you can shape the tattoo into any color or pattern and move it to any area of your skin. Whatever form it takes, it is always obviously a tattoo. It can range in size from no smaller than a copper piece to an intricate work of art that covers all your skin. Disguise Self. As an action, you can use the tattoo to cast the Disguise Self spell (DC 13 to discern the disguise). Once the spell is cast from the tattoo, it can't be cast from the tattoo again until the next dawn. | APPEARANCE Age 32 | Height 6' | Weight 165 lbs. | Hair Dark Brown| Eyes Hazel | Complexion Fair Gwydion once had his features described by one of the most beautiful women he had ever seen, a professional courtesan who could refuse dukes, though she was perhaps not beautiful enough to turn down kings. "Bland," was her verdict. "Just sort of pink and plain." Since then, Gwydion has been sure to keep a dark brown goatee roughed in on his lips and chin, perhaps to add a bit of color to his otherwise unremarkable face. It is neatly trimmed only on special occasions. Otherwise, it fades into the scruff that grows on his neck and cheeks. Gwydion considers himself a moderately attractive man, though mostly because he is slim and his bearing is good. He has attempted to combine the uprightness of the soldier with the relaxed confidence of a bravo, a difficult mix to master. Gwydion dresses well when he is not wearing armor, though the finest piece of clothing he owns is his cloak. It is dark green with fine, geometric embroidery of silver-gray that catches the light when it billows. He pairs it with a broad-brimmed hat, with the right side pinned up so as not to interfere with his bowstring. It's held up with a rotating array of feathers and pins, changing depending on Gwydion's whim and the health of his purse. It's difficult to conceal how heavily armed he is, though an attempt is made. In particular, he has made a habit of drawing his cloak to hide the hilt of his rapier for so long that it is now an unconscious gesture. It's a beautiful weapon, with a silvered guard that is shaped into leaves and flower petals. However, Gwydion inherited it from his father and he is almost certain Llewellyn stole it. As unlikely as it may be, he wants to avoid a once-upon-a-time owner appearing and demanding its return. BACKGROUND NOBLE Source PHB Personality Traits: I watch over my friends as if they were a litter of newborn pups. I love a good insult, even one directed at me. Ideals: Friendship. Material goods come and go. Bonds of friendship last forever. (Good) Bonds: I come from a noble family, and one day I'll reclaim my lands and title from those who stole them from me. Eventually. Probably. If my mom makes me. Flaws: My pride will probably lead to my destruction. Background Feature: Position of Privilege Thanks to your noble birth, people are inclined to think the best of you. You are welcome in high society, and people assume you have the right to be wherever you are. The common folk make every effort to accommodate you and avoid your displeasure, and other people of high birth treat you as a member of the same social sphere. You can secure an audience with a local noble if you need to. BACKSTORY Gwydion is a second-generation adventurer. His mother, Gwen, was a younger daughter of House Karramosa, not a wilting flower but a trained warrior like her brothers. Finding garrison duty along the Vordani border a bore, she left as a young woman to sell her sword and find adventure. Years later she returned, scarred and full of unlikely stories. She brought many things back with her, including a husband. He was another adventurer, a charismatic fellow called Llewellyn Black. He quickly established a reputation as, as one of Gwydion's uncles later told him, a "rascal, scoundrel, ruffian, and far too much fun to get drunk with." Llewellyn did his charming best, but he did not fit in well with the Karramosa family, made up mostly of disciplined soldiers. For years, he was tolerated with amusement by the others, years during which Gwydion was born and grew into a boy. However, the tolerance soured when he was caught several times cheating at cards. Not long after, Gwydion and his family left the Talanar Hills. He later learned Llewellyn had been caught stealing gems from the mine under the Monastery of Past Lives. The gems had been recovered and Llewellyn had been asked to leave. Gwen decided she would go with her husband, though now they almost constantly argued. Llewellyn lead them back to the closest thing he had to a family, among the Uncanny Vagabonds. In truth, Gwydion probably fit in better with the artistic nomads than the disciplined soldiers. The Vagabonds appreciated a job cleverly done as much as a hard day's work, or even more so. Gwydion was thin and quick, rather than strong, which were traits the Vagabonds could appreciate. Despite that, he didn't entirely fit there, either. Perhaps the biggest hurdle was his tin ear, which made learning any sort of music or instrument impossible. He didn't fit in other ways, as well. After a childhood spent with the straitlaced Karramosa, Gwydion couldn't bring himself to be as easy a thief as his companions. They would stroll through a crowd and casually come out the other side with two or three stolen purses, without a second thought. Gwydion preferred to find marks who deserved to be bitten, or at least could afford it. Gwydion grew into a young man with the Vagabonds. To his mother's frustration, he was trained as a thief, though she made sure he was as trained at least as well as a swordsman. In the end, he wasn't the thief, he was more often the one who watched the thief's back. He developed a habit of putting himself putting danger and his companions, facing down a mark that got wise or spotted his purse being lifted. By the time Llewellyn died, Gwydion was living on his own, though his mother quickly got word to him. His father had tried another double-cross, like so many before. This time he hadn't been fast enough and he had been killed. With Llewellyn dead, Gwen was ready to return to her family. Gwydion went with her for a while, but he found garrison duty on the border as boring as his mother had, years before. It was also plain the Karramosa saw him as another version of his father. They watched him carefully in case he tried thieving and there was never any question of him being chosen to guard the gem mine. It was a miserable place for Gwydion. Not wanting to repeat his father's stupidity, he resigned from his post and left on good terms with the Karramosa. Despite that, while they welcomed Gwen back, it was clear they were just as happy to see Gwydion leave. Gwydion's mother dreams of a day when he'll be welcomed back into her family's good graces and be fully returned to the nobility. She is constantly pushing him to find adventuring work in the Talanar Hills, where it's more likely to impress House Karramosa, so he can earn their respect once more. For his part, Gwydion is less committed. He certainly enjoys his status as a gentleman, but he's not sure he needs the approval of the straitlaced side of his family. Since leaving the Karramosa, Gwydion has sold his sword or found Uncanny Vagabonds to partner with. Until, one day, he fell in with a particular band of adventurers...
  2. Kythera Syras Estranged Acolyte of the Darkness Within "The Brightest Flame Casts the Darkest Shadows" CLERIC 1 / WIZARD 4 Medium humanoid female (human), neutral good Armor Class 16 Hit Points 29 Speed 30' ft. Senses darkvision 180', not impeded by magical darkness, passive perception 14 Languages common, undercommon Proficiency Bonus +3 ABILITIES & SKILLS Proficiency Bonus: +3 Strength 10 (+0) Save +0 Athletics +0 Dexterity 12 (+1) Save +1 Acrobatics +1 | Sleight of Hand +1 | Stealth +4 Constitution 13 (+1) Save +1 No skills associated. Intelligence 18 (+4) Save +7 Arcana +7 | History +4 | Investigation +4 | Nature +4 | Religion +4 Wisdom 13 (+1) Save +4 Animal Handling +1 | Insight +1 | Medicine +1 | Perception +4 | Survival +1 Charisma 10 (+0) Save +0 Deception +3 | Intimidation +0 | Performance +0 | Persuasion +0 Bold denotes proficiency. PROFICIENCIES & ABILITIES PROFICIENCIES Tools forgery kit Instruments none Weapons simple weapons Armors medium armor, 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. | Arcane Tradition (Shadow)Darksight. Starting at 2nd level, your eyes have adapted to darkness. You gain darkvision with a 60- foot radius, or your darkvision’s radius improves by 60 feet if you already have darkvision. | Shadow ShieldStarting at 2nd level, you can instantly create a tangled mass of shadows that make you harder to hit. You can use your reaction to conjure a shadowy aura that negates one hit by an attack that targets you. Once you use this feature, you can't do so again until you finish a short or long rest. CLERIC CLASS ABILITIES Darkness DomainDarkness Domain Spells Cleric Level 1st Fog Cloud, Sleep 3rd Darkness, Darkvision 5th Fear, Nondetection 7th Greater Invisibility, Phantasmal Killer 9th Dream, Mislead Dark Sight. Starting at 1st level, you gain darkvision 60 ft. and magical darkness doesn’t impede your sight. If you already have darkvision, its range increases by 60 ft. | Cloak of DarknessStarting at 1st level, as a bonus action, you can weave shadows around you into a magical cloak that hides your form and protects you from attacks. For 1 minute, creatures have disadvantage on attack rolls against you. An attacker is immune to this effect if it doesn’t rely on sight, as with blindsight or tremorsense, or can see through illusions, as with truesight. Once you use this feature, you can’t use it again until you finish a short or long rest 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. | +2 Int | One Feat FEATS Eldritch Adept - Misty VisionsStudying 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. | Fey TouchedYour exposure to the Feywild’s magic has changed you, granting you the following benefits: Increase your Intelligence score by 1, to a maximum of 20. You learn the misty step spell and one 1st-level spell of your choice (Dissonant Whispers). The 1st-level spell must be from the divination or enchantment school of magic. You can cast each of these spells without expending a spell slot. Once you cast either of these spells in this way, you can’t cast that spell in this way again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. The spells’ spellcasting ability is the ability increased by this feat. ACTIONS WEAPONS Dagger +4 to hit for (1d4+1) piercing damage. | Finesse, light, thrown (20/60) AT-WILL COMBAT SPELLS Chill Touch 120' +8 to hit for 2d8 necrotic damage and can't regain HP until start of my next turn Mind Sliver 60' DC16 Int save or 2d6 psychic damage and subtract 1d4 from next save before end of my next turn Minor Illusion 30', 5' cube image of object, or sound from whisper to scream Silent Image (Concentration) 60', 15' cube image of object, creature or phenomenon. Action to move within range. SPELLS SPELL SLOTS 4/4 (1st), 3/3 (2nd), 2/2 (3rd) Cleric - Spell Save DC: 13 | Spell Attack Mod: +5 | Spells Known: 2 + Domain Wizard - Spell Save DC: 16 | Spell Attack Mod: +8 | Spells Prepared: 8 CANTRIPS (Cleric) Guidance (C)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. | LightEvocation cantrip Casting Time: 1 action Range: Touch Components: V, M (a firefly or phosphorescent moss) Duration: 1 hour You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action. If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell. CANTRIPS (Wizard) Chill TouchNecromancy 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. At Higher Levels. This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). | Mind SliverEnchantment cantrip Casting Time: 1 action Range: 60 feet Components: V Duration: 1 round You drive a disorienting spike of psychic energy into the mind of one creature you can see within range. The target must succeed on an Intelligence saving throw or take 1d6 psychic damage and subtract 1d4 from the next saving throw it makes before the end of your next turn. At Higher Levels. This spell’s damage increases by 1d6 when you reach certain levels: 5th level (2d6), 11th level (3d6), and 17th level (4d6). | Minor IllusionIllusion 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. | PrestidigitationTransmutation cantrip Casting Time: 1 action Range: 10 feet Components: V, S Duration: Up to 1 hour This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range: You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor. You instantaneously light or snuff out a candle, a torch, or a small campfire. You instantaneously clean or soil an object no larger than 1 cubic foot. You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour. You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour. You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn. If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action. FIRST LEVEL (Cleric) Fog Cloud1st-level conjuration Casting Time: 1 action Range: 120 feet Components: V, S Duration: Concentration, up to 1 hour You create a 20-foot-radius sphere of fog centered on a point within range. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the radius of the fog increases by 20 feet for each slot level above 1st. | Sleep1st-level enchantment Casting Time: 1 action Range: 90 feet Components: V, S, M (a pinch of fine sand, rose petals, or a cricket) Duration: 1 minute This spell sends creatures into a magical slumber. Roll 5d8, the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures). Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected. Undead and creatures immune to being charmed aren’t affected by this spell. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st. | Healing Word (B)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. | Bless (C)1st-level enchantment Casting Time: 1 action Range: 30 feet Components: V, S, M (a sprinkling of holy water) Duration: Concentration, up to 1 minute You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. FIRST LEVEL (Wizard) Shield (R)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. | Absorb Elements (R)1st-level abjuration Casting Time: 1 reaction, which you take when you take acid, cold, fire, lightning, or thunder damage Range: Self Components: S Duration: 1 round The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st. | Disguise Self1st-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. | Hideous Laughter (C)1st-level enchantment Casting Time: 1 action Range: 30 feet Components: V, S, M (tiny tarts and a feather that is waved in the air) Duration: Concentration, up to 1 minute A creature of your choice that you can see within range perceives everything as hilariously funny and falls into fits of laughter if this spell affects it. The target must succeed on a Wisdom saving throw or fall prone, becoming incapacitated and unable to stand up for the duration. A creature with an Intelligence score of 4 or less isn’t affected. At the end of each of its turns, and each time it takes damage, the target can make another Wisdom saving throw. The target has advantage on the saving throw if it’s triggered by damage. On a success, the spell ends. | Dissonant Whispers* 1/LR1st-level enchantment Casting Time: 1 action Range: 60 feet Components: V Duration: Instantaneous You whisper a discordant melody that only one creature of your choice within range can hear, wracking it with terrible pain. The target must make a Wisdom saving throw. On a failed save, it takes 3d6 psychic damage and must immediately use its reaction, if available, to move as far as its speed allows away from you. The creature doesn’t move into obviously dangerous ground, such as a fire or a pit. On a successful save, the target takes half as much damage and doesn’t have to move away. A deafened creature automatically succeeds on the save. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. | Silent Image (C) (at-will)**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)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. | Mirror Image2nd-level illusion Casting Time: 1 action Range: Self Components: V, S Duration: 1 minute Three illusory duplicates of yourself appear in your space. Until the spell ends, the duplicates move with you and mimic your actions, shifting position so it’s impossible to track which image is real. You can use your action to dismiss the illusory duplicates. Each time a creature targets you with an attack during the spell’s duration, roll a d20 to determine whether the attack instead targets one of your duplicates. If you have three duplicates, you must roll a 6 or higher to change the attack’s target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher. A duplicate’s AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects. The spell ends when all three duplicates are destroyed. A creature is unaffected by this spell if it can’t see, if it relies on senses other than sight, such as blindsight, or if it can perceive illusions as false, as with truesight. | Web (C)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. | Blindness/Deafness2nd-level necromancy Casting Time: 1 action Range: 30 feet Components: V Duration: 1 minute You can blind or deafen a foe. Choose one creature that you can see within range to make a Constitution saving throw. If it fails, the target is either blinded or deafened (your choice) for the duration. At the end of each of its turns, the target can make a Constitution saving throw. On a success, the spell ends. 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. | Misty Step (B)* 1/LR2nd-level conjuration Casting Time: 1 bonus action Range: Self Components: V Duration: Instantaneous Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see. * Fey Touched spell. / ** Eldritch Adept spell / (C) Denotes concentration. / (R) Denotes reaction spell. / (B) Denotes bonus action spell. WIZARD'S SPELLBOOK These spells are not available unless they have been prepared ahead of time. (Unless they are a ritual.) FIRST LEVEL Detect Magic (rit)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 is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt. | Comprehend Languages (rit)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 glyph, such as an arcane sigil, that isn’t part of a written language. | Identify (rit)1st-level divination (ritual) Casting Time: 1 minute Range: Touch Components: V, S, M (a pearl worth at least 100 gp and an owl feather) Duration: Instantaneous You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it. If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it. | Find Familiar (rit)1st-level conjuration (ritual) Casting Time: 1 hour Range: 10 feet Components: V, S, M (10 gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier) Duration: Instantaneous You gain the service of a familiar, a spirit that takes an animal form you choose: bat, cat, crab, frog (toad), hawk, lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, or weasel. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of a beast. Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can’t attack, but it can take other actions as normal. When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again. As an action, you can temporarily dismiss your 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. (C) Denotes concentration. / (R) Denotes reaction spell. / (B) Denotes bonus action spell. / (rit) Ritual EQUIPMENT & ENCUMBERANCE TOTAL ENCUMBERANCE (75.26 lbs.) Weight: 75.26 lbs. / 150 lbs. max. (15 x STR Score) Status: Unencumbered Penalty: None MONEY POUCH (2.26 lbs.) Copper: 10 | Silver: 10 | Gold: 93 | Obsidian: 0 | Platinum: 0 (113 Coins x .02 lbs. = 2.26 lbs. Total Weight) EQUIPMENT READIED (29 lbs.) Equipped items can be retrieved with a manipulate item interaction. Armor (26 lbs.) Chain Shirt 20 lbs., Shield 6 lbs. Weapons (1 lbs.) Dagger - 1 lb. Readied Items (2 lbs.) Spell Component Pouch - 2 lbs. | Amulet of the Devout* | Crystal Vial with Tears (300gp) EQUIPMENT STORED (44 lbs.) Stored items can be retrieved with an action. In Backpack (24 lbs.) Backpack - 5 lbs. | Mess Kit - 1 lbs. | Spellbook - 3 lbs | (10) Sheets of Parchment | Bottle of Ink | Ink Pen | Rations x 5 - 10 lbs. | Forgery Kit (15gp) 5 lbs. | Find Familiar Spell Components (50gp) | Pearl (100gp) Strapped to Backpack