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  1. Question Seeker of purpose "Inquiry: What is your purpose?" Wizard (Diviner) 5 Lineage: Automaton (Wastes of Chaos p23) Medium female humanoid. Lawful Neutral. Armor Class 12 / 15 with Mage Armor / 20 with Shield Hit Points 32 ( 6 + 4d6 (16) + 10 ) Speed 30 ft. Senses Darkvision 60 ft. Languages Common, Void Speech, Whisperium Proficiency Bonus +3 ABILITIES & SKILLS Proficiency Bonus: +3 Strength 10 (+0) Save +0 Athletics +0 Dexterity 14 (+2) Save +2 Acrobatics +2 | Sleight of Hand +2 | Stealth +2 Constitution 14 (+2) Save +2 No skills associated. Intelligence 18 (+4) Save +7 Arcana +7 | History +7 | Investigation +7 | Nature +4 | Religion +4 Wisdom 10 (+0) Save +3 Animal Handling +0 | Insight +0 | Medicine +0 | Perception +0 | Survival +3 Charisma 10 (+0) Save +0 Deception +0 | Intimidation +0 | Performance +0 | Persuasion +0 Bold denotes proficiency. PROFICIENCIES & ABILITIES PROFICIENCIES Tools Cartographer's tools Weapons Daggers, darts, slings, quarterstaffs, light crossbows Armors None WIZARD CLASS ABILITIES Arcane RecoveryYou have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher. For example, if you're a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots. | Ritual CastingYou can cast a wizard spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don't need to have the spell prepared. | Divination SavantThe gold and time you must spend to copy a divination spell into your spellbook is halved. | PortentGlimpses of the future begin to press in on your awareness. When you finish a long rest, roll two d20s and record the numbers rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with one of these foretelling rolls. You must choose to do so before the roll, and you can replace a roll in this way only once per turn. Each foretelling roll can be used only once. When you finish a long rest, you lose any unused foretelling rolls. RACIAL TRAITS DarkvisionAccustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. | Enhanced PhysiologyYou need to breathe, eat, and sleep, but you can go without breathing for a number of hours equal to your proficiency bonus, and you can go without eating or sleeping for a number of days equal to your proficiency bonus. | Disease ImmunityYou are immune to disease, whether natural or magical in nature. | Accelerated HealingOnce every 24 hours, when you recover hit points by finishing a short rest or from magical healing, you recover twice the normal amount. FEATS Telekinetic WEAPONS WEAPONS Dagger +5 to hit for (1d4+3) piercing damage. | Finesse, light, thrown (20/60) SPELLS SPELL SLOTS 4/4 (1st), 3/3 (2nd), 2/2 (3rd) Spell Save DC: 16 | Spell Attack Mod: +8 | Spells Prepared: 9 CANTRIPS Crushing Curse Crushing Curse Enchantment cantrip (Void) Casting Time: 1 action Range: 60 feet Components: V, S Duration: Instantaneous You speak a word of Void Speech. Choose a creature you can see within range. If the target can hear you, it must succeed on a Wisdom saving throw or take 1d6 psychic damage and be deafened for 1 minute, except that it can still hear Void Speech. A creature deafened in this way can repeat the saving throw at the end of each of its turns, ending the effect on a success. This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).* | PummelstonePummelstone Conjuration cantrip Casting Time: 1 action Range: 60 feet Components: V, S, M (a pebble) Duration: Instantaneous You cause a fist-sized chunk of stone to appear and hurl itself into the target. Make a ranged spell attack. On a hit, the target takes 1d6 bludgeoning damage. During its next turn when it makes an attack roll or ability check, the target must roll a d4 and subtract the result from the check. The spell’s damage increases by 1d6 when you reach 5th-level (2d6), 11th-level (3d6), and 17th-level (4d6).* | Mage HandMage Hand cantrip conjuration Casting Time: 1 action Range: 60 feet Target: A point you choose within range Components: Duration: 1 minute An invisible spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again. You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it. The hand can’t attack, activate magic items, or carry more than 10 pounds. | Minor IllusionMinor Illusion cantrip illusion Casting Time: 1 action Range: 30 feet Target: See text 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. FIRST LEVEL ShieldShield 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 Target: 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. (R) | Absorb Elements1st-level abjuration Casting Time: 1 reaction, which you take when you take acid, cold, fire, lightning, or thunder damage Range: Self Components: S Duration: 1 round The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st. (R) | Feather FallFeather 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 Target: Up to five falling creatures within range Components: V M (A small feather or piece of down) Duration: 1 minute Choose up to five falling creatures within range. A falling creature’s rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature. (R) | Mage ArmorMage Armor 1st-level abjuration Casting Time:1 action Range:Touch Components:V, S, M (a piece of cured leather) Duration:8 hours You touch a willing creature who isn’t wearing armor, and a protective magical force surrounds it until the spell ends. The target’s base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action. | PendulumPendulum 1st-level enchantment (clockwork) Casting Time: 1 action Range: Touch Components: V, S, M (a small pendulum or metronome made of brass and rosewood worth 10 gp) Duration: Concentration, up to 1 minute You give the touched creature an aspect of regularity in its motions and fortunes. If the target gets a failure on a Wisdom saving throw, then for the duration of the spell it doesn’t make d20 rolls to determine the results of attack rolls, ability checks, and saving throws. It instead follows the sequence 20, 1, 19, 2, 18, 3, 17, 4, and so on.* (C) SECOND LEVEL Misty StepMisty Step 2nd level conjuration Casting Time: 1 bonus action Range: Self Target: Self Components: V Duration: Instantaneous Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see. (B) | InvisibilityInvisibility 2nd level illusion Casting Time: 1 action Range: Touch Target: A creature you touch Components: V S M (An eyelash encased in gum arabic) Duration: Concentration, Up to 1 hour A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target’s person. The spell ends for a target that attacks or casts a spell. At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. (C) | WebWeb 2nd level conjuration Casting Time: 1 action Range: 60 feet Target: A point of your choice within range 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) THIRD LEVEL Summon UndeadSource: Tasha's Cauldron of Everything 3rd-level necromancy Casting Time: 1 action Range: 90 feet Components: V, S, M (a gilded skull worth at least 300 gp) Duration: Concentration, up to 1 hour You call forth an undead spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Undead Spirit stat block. When you cast the spell, choose the creature’s form: Ghostly, Putrid, or Skeletal. The spirit resembles an undead creature with the chosen form, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends. The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, use the higher level wherever the spell’s level appears in the stat block. (C) * Midgard spell. / (C) Concentration. / (R) Reaction spell. / (B) Bonus action spell. WIZARD'S SPELLBOOK These spells are not available unless they have been prepared ahead of time, unless they are rituals. FIRST LEVEL Shield (R), Absorb Elements (R), Feather Fall (R), Mage ArmorMage Armor 1st-level abjuration Casting Time:1 action Range:Touch Components:V, S, M (a piece of cured leather) Duration:8 hours You touch a willing creature who isn’t wearing armor, and a protective magical force surrounds it until the spell ends. The target’s base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action., Pendulum*, Detect Magic (Ri), Comprehend Languages (Ri) | Find Familiar (Ri)Find Familiar 1st-level conjuration (ritual) Casting Time:1 hour Range:10 feet Components:V, S, M (10 gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier) Duration:Instantaneous You gain the service of a familiar, a spirit that takes an animal form you choose: bat, cat, crab, frog (toad), hawk, lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, or weasel. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of a beast. Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can’t attack, but it can take other actions as normal. When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar’s eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. | Identify (Ri) | Speak with Inanimate Object* (Ri) SECOND LEVEL Misty Step (B), Invisibility (C), Web (C), Augury (Ri) THIRD LEVEL Summon Undead (C), Leomund's Tiny Hut (Ri) * Midgard spell. / (C) Concentration. / (R) Reaction spell. / (B) Bonus action spell. / (Ri) Ritual. EQUIPMENT & ENCUMBERANCE BudgetStarting gold: 400 gp Sold starting spellbook: 50/2 = 25 gp Summon Undead materials: -300 gp. Augury materials: -25 gp Spell Scroll: Speak with Inanimate Object: -60 gp. Scribing the spell into the spellbook: -25 gp (discount from Divination Savant) Blanket: -5 sp. Result: 4.5 gp TOTAL ENCUMBERANCE (87.18 lbs.) Weight: 87.18 lbs. / 150 lbs. max. (15 x STR Score) Status: Unencumbered Penalty: None MONEY POUCH (0.28 lbs.) Copper: 0 | Silver: 5 | Gold: 4 | Obsidian: 0 | Platinum: 0 (9 Coins x .02 lbs. = 0.18 lbs. Total Weight) EQUIPEMENT READIED (11 lbs.) Equipped items can be retrieved with a manipulate item interaction. Armor (4 lbs.) Traveler's Clothes - 4 lbs. Weapons (1 lbs.) Dagger - 1 lb. Spell component pouch (2 lbs.) Spell Component Pouch - 2 lbs. | Summon Undead materials (300gp) | Augury materials (25 gp) Readied Items (4 lbs.) +1 Arcane Grimoire - 3 lbs. | Tinderbox - 1 lb. EQUIPMENT STORED (76 lbs.) Stored items can be retrieved with an action. In Backpack (49 lbs.) Backpack - 5 lbs. | Mess Kit - 1 lbs. | 8 torches - 8 lbs. | 12 days of rations - 24 lbs. | Waterskin - 5 lbs. | Cartographer's Tools - 6 lbs. Strapped to Backpack (27 lbs.) Waterskin - 5 lbs. | 2 torches - 2 lbs. | Hempen Rope - 10 lbs. | Bedroll & Blanket - 10 lbs. * Denotes magic item (see below) MAGIC ITEMS NON-ATTUNED ATTUNED (1/3) +1 Arcane GrimoireSource: Tasha's Cauldron of Everything Wondrous item, uncommon (requires attunement by a wizard) While you are holding this spellbook, you can use it as a spellcasting focus for your wizard spells, and you gain a bonus to spell attack rolls and to the saving throw DCs of your wizard spells. The bonus is determined by the cube's rarity. You can use this as a spellbook. In addition, when you use your Arcane Recovery feature, you can increase the number of spell slot levels you regain by 1. APPEARANCE Age 2 | Height 5' 5" | Weight 118 lbs. | Hair Golden blonde | Eyes Radiating light with a purple tint | Complexion Fair Even a casual glance will reveal that Question is beautiful by any standard. Her hair perfectly frames her face with its golden blonde color. The revealed fair skin is smooth and bereft of any blemishes. Her eyes are a bit strange, shedding light that varies in intensity, but many might find them exotic and beautiful. The rest of her face is also alluring, including her slightly puckered lips and her sharp eyebrows. Some might find the two crystals embedded in her chest a bit off-putting. Like her eyes, they shine with a purple-tinted light, but unlike her eyes they seem to pulse. One is almost always shining brighter than the other, but which one it is varies. Anyone that spends more than a few seconds with Question will soon realize her beauty is only skin deep. The first hint is her movements, or lack thereof. Normal people use gestures, show facial expressions, display hints of restlessness, perhaps have ticks or other involuntary behavior or at the very least blink regularly. Question can sit perfectly still for hours, moving only the minimum amount of muscles necessary to perform the task at hand. While talking to someone, she is likely to stare intensely at them, never moving more than her mouth. If she makes a gesture, it is robotic and alien, like someone has practiced something without seeing the purpose of it. She is not completely ignorant when it comes to manners, but she has a tendency not to follow any unless she has internalized its usefulness. Many assume she is devoid of emotions, but that is not true. She has a wide array of feelings, but she does not display it in the same manner as everyone else. She can, for example, get sad to the point where she starts crying, but her version of it merely involves tears dripping from her eyes without a single accompanying sob, nor a hint of a grimace. When she needs others to understand her emotional landscape, she has a tendency to tell them loudly, which creates a weird disconnect between what she is saying and what others observe. BACKGROUND Chaos child Source Wastes of Chaos p37 Personality Traits: I like food that others find disgusting, like picked yak eyes. Ideals: Stoicism. I will not give in to the chaos that infects my body. (Lawful) Bonds: Why was I created? I need to find my purpose. Flaws: I sometimes creep people out by staring at them for too long. Background Feature: Regardless of where your life has taken you, you still bear traces of your chaotic ancestry in your appearance and mannerisms. For example, you could possess eyes that are mismatched in color or size, strangely rubbery limbs, an odd shuffling gait, extra webbing between your fingers or toes, or even just a chronic twitch. Because others find your appearance strangely unsettling, you have disadvantage on Wisdom (Insight) checks made against you. Aberrations sense the taint of chaos within you more than other creatures and are less likely to be hostile toward you. You have advantage on Charisma (Persuasion) checks made when conversing with a neutral or friendly aberration. BACKSTORY The automaton that was to be Question woke up from a defect pod; chaos energy had been leaking in. The automaton wandered into undead controlled by the lich Anastasia Erondius and was promptly captured. The lich reforged the atuomaton by harnessing the chaotic energy, reshaping it into a perfected version of herself when she was young and alive. She also accidentally named it Question. The automaton now designated Question studied and reproduced a cantrip Anastasia often used, and was rewarded with study material to learn on its own. Her highly analytical mind took to the task with ease, and it took her a mere month to cast her first spell. Question sought answers to all her questions, but some answers eluded her. Who created her? Why was she created? Did she have a designated purpose? Her curiosity made her leave the safety of Anastasia's lair, and almost got her killed in a sandstorm. She returned to learn more. The lich modified her again in an effort to keep her from leaving again, this time gifting her human emotions. Despite Anastasia's best effort, Question still left the following year. The lich was not happy about this and intended to scare her apprentice into returning. She gave a tip to a tribe of Dust Goblins that promptly captured her. They brought her to Savoyne and sold her to the Oaken Ring who intended to sacrifice her. She barely escaped her fate by pretending to be dead as the druids needed live sacrifices. She escaped to the Mana Wastes where she met a group of adventurersThis can be changed depending on where she meets the rest of the party.. While their motivations varied greatly, she determined that their help would be crucial in combing the Mana Wastes for secrets. It is her only hope for finding out more about her origins.
  2. Placeholder for ideas, rolls etc. Wyrd Gnome, wastelander who has gone a little "native" and been changed by the land. Rogue - soulknife Point Buy - 15, 13, 13, 12, 10, 10 Trinket - Mug made from the skull of someone else's enemy. Starting Money 905gp Selling: Rapier (25gp), 2 daggers (4gp), shortbow (25gp), quiver (1gp), 20 arrows (1gp), leather armour (10gp), bedroll 1gp, 10 torches (10cp) Buying: Magic Items - Boots of False Tracks (60gp), Masquerade Tattoo (75gp), Ersatz Eye (75gp), Moon-touched Dagger (77gp), Clockwork Amulet (100gp), Spidersilk Rope (100gp), Collapsing Pole (55gp) Spellwrought tattoo - Feather Fall (60gp), Spellwrought tattoo - Thunderwave (60gp), Spellwrought tattoo - Entangle (60gp), Spellwrought tattoo - Absorb Elements (60gp), Spellwrought tattoo - Fog Cloud (60gp),Potion of Healing (50gp) Studded Leather (45gp), Healer's kit (5gp), ball bearings (1gp), sling (1sp), bullets (4cp), 5 chalk (5cp), 5 candles (5cp), signal whistle (5cp), augury bones (25gp) Remaining Coin = 3gp 8sp 1cp Feat (lvl 4) - Skill Expert +1 DEX
  3. 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 3/4 (1st), 3/3 (2nd), 2/2 (3rd) Druid - Spell Save DC: 14 | Spell Attack Mod: +7 | Spells Prepared: 5 Wizard - Spell Save DC: 14 | Spell Attack Mod: +7 | Spells Prepared: 6 CANTRIPS (Druid) Guidance (C)Guidance Divination cantrip Casting Time: 1 action Range: Touch Components: V, S Duration: Concentration, up to 1 minute You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends. | MendingMending Transmutation cantrip Casting Time:1 minute Range:Touch Components:V, S, M (two lodestones) Duration:Instantaneous This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage. This spell can physically repair a magic item or construct, but the spell can’t restore magic to such an object. | Shape WaterShape Water Transmutation cantrip Casting Time: 1 action Range: 30 feet Components: S Duration: Instantaneous or 1 hour (see below) You choose an area of water that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways: • You instantaneously move or otherwise change the flow of the water as you direct, up to 5 feet in any direction. This movement doesn't have enough force to cause damage. • You cause the water to form into simple shapes and animate at your direction. This change lasts for 1 hour. • You change the water's color or opacity. The water must be changed in the same way throughout. This change lasts for 1 hour. • You freeze the water, provided that there are no creatures in it. The water unfreezes in 1 hour. If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action. CANTRIPS (Wizard + River Elf) Acid SplashAcid Splash Conjuration cantrip Casting Time: 1 action Range: 60 feet Components: V, S Duration: Instantaneous You hurl a bubble of acid. Choose one creature you can see within range, or choose two creatures you can see within range that are within 5 feet of each other. A target must succeed on a Dexterity saving throw or take 1d6 acid damage. This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). | Chill TouchChill Touch Necromancy cantrip Casting Time: 1 action Range: 120 feet Components: V, S Duration: 1 round You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 necrotic damage, and it can't regain hit points until the start of your next turn. Until then, the hand clings to the target. If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn. This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). | LightLight Evocation cantrip Casting Time: 1 action Range: Touch Components: V, M (a firefly or phosphorescent moss) Duration: 1 hour You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action. If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell. | MessageMessage Transmutation cantrip Casting Time: 1 action Range: 120 feet Components: V, S, M (a short piece of copper wire) Duration: 1 round You point your finger toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear. You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the spell. The spell doesn't have to follow a straight line and can travel freely around corners or through openings. | Minor IllusionMinor Illusion Illusion cantrip Casting Time: 1 action Range: 30 feet Components: S, M (a bit of fleece) Duration: 1 minute You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again. If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends. If you create an image of an object—such as a chair, muddy footprints, or a small chest—it must be no larger than a 5-foot cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it. If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature. | PrestidigitationPrestidigitation Transmutation cantrip Casting Time: 1 action Range: 10 feet Components: V, S Duration: Up to 1 hour This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range: • You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor. • You instantaneously light or snuff out a candle, a torch, or a small campfire. • You instantaneously clean or soil an object no larger than 1 cubic foot. • You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour. • You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour. • You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn. If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action. FIRST LEVEL (Druid) Entangle (C)Entangle 1st-level conjuration Casting Time: 1 action Range: 90 feet Components: V, S Duration: Concentration, up to 1 minute Grasping weeds and vines sprout from the ground in a 20-foot square starting from a point within range. For the duration, these plants turn the ground in the area into difficult terrain. A creature in the area when you cast the spell must succeed on a Strength saving throw or be restrained by the entangling plants until the spell ends. A creature restrained by the plants can use its action to make a Strength check against your spell save DC. On a success, it frees itself. When the spell ends, the conjured plants wilt away. | Faerie Fire (C)Faerie Fire 1st-level evocation Casting Time: 1 action Range: 60 feet Target: Each object in a 20-foot cube within range Components: V Duration: Up to 1 minute Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius. Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can’t benefit from being invisible. | GoodberryGoodberry 1st-level transmutation Casting Time: 1 action Range: Touch Components: V, S, M (a sprig of mistletoe) Duration: Instantaneous Up to ten berries appear in your hand and are infused with magic for the duration. A creature can use its action to eat one berry. Eating a berry restores 1 hit point, and the berry provides enough nourishment to sustain a creature for one day. The berries lose their potency if they have not been consumed within 24 hours of the casting of this spell. | Healing Word (B)Healing Word 1st-level evocation Casting Time: 1 bonus action Range: 60 feet Components: V Duration: Instantaneous A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st. | Speak with Animals (Rit)Speak with Animals 1st-level divination (ritual) Casting Time: 1 action Range: Self Components: V, S Duration: 10 minutes You gain the ability to comprehend and verbally communicate with beasts for the duration. The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you, at the DM's discretion. WILD COMPANION (Druid) Find FamiliarFind Familiar Wild Shape use - conjuration Casting Time: 1 action Range: 10 feet Components: V, S Duration: a number of hours equal to half your druid level You gain the service of a familiar, a spirit that takes an animal form you choose: bat, cat, crab, frog (toad), hawk, lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, or weasel. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a fey instead of a beast. Additional animal form choices may be available at the DM's discretion. Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can't attack, but it can take other actions as normal. When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again. As an action, you can temporarily dismiss the familiar to a pocket dimension. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you. Whenever the familiar drops to 0 hit points or disappears into the pocket dimension, it leaves behind in its space anything it was wearing or carrying. While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses. You can't have more than one familiar at a time. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature. Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll. FIRST LEVEL (Wizard) Feather Fall (Rct)Feather Fall 1st-level transmutation Casting Time: 1 reaction, which you take when you or a creature within 60 feet of you falls Range: 60 feet Components: V, M (a small feather or a piece of down) Duration: 1 minute Choose up to five falling creatures within range. A falling creature's rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature. | Mage ArmorMage Armor 1st-level abjuration Casting Time:1 action Range:Touch Components:V, S, M (a piece of cured leather) Duration:8 hours You touch a willing creature who isn’t wearing armor, and a protective magical force surrounds it until the spell ends. The target’s base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action. | Shield (Rct)Shield 1st-level abjuration Casting Time: 1 reaction, which you take when you are hit by an attack or targeted by the magic missile spell Range: Self Components: V, S Duration: 1 round An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile. | Silent Image (C)Silent Image 1st-level illusion Casting Time: 1 action Range: 60 feet Components: V, S, M (a bit of fleece) Duration: Concentration, up to 10 minutes You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 15-foot cube. The image appears at a spot within range and lasts for the duration. The image is purely visual; it isn't accompanied by sound, smell, or other sensory effects. You can use your action to cause the image to move to any spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking. Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image. SECOND LEVEL (Wizard) Invisibility (C)Invisibility 2nd-level illusion Casting Time: 1 action Range: Touch Components: V, S, M (an eyelash encased in gum arabic) Duration: Concentration, up to 1 hour A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person. The spell ends for a target that attacks or casts a spell. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. | Web (C)Web 2nd-level conjuration Casting Time: 1 action Range: 60 feet Components: V, S, M (a bit of spiderweb) Duration: Concentration, up to 1 hour You conjure a mass of thick, sticky webbing at a point of your choice within range. The webs fill a 20-foot cube from that point for the duration. The webs are difficult terrain and lightly obscure their area. If the webs aren't anchored between two solid masses (such as walls or trees) or layered across a floor, wall, or ceiling, the conjured web collapses on itself, and the spell ends at the start of your next turn. Webs layered over a flat surface have a depth of 5 feet. Each creature that starts its turn in the webs or that enters them during its turn must make a Dexterity saving throw. On a failed save, the creature is restrained as long as it remains in the webs or until it breaks free. A creature restrained by the webs can use its action to make a Strength check against your spell save DC. If it succeeds, it is no longer restrained. The webs are flammable. Any 5-foot cube of webs exposed to fire burns away in 1 round, dealing 2d4 fire damage to any creature that starts its turn in the fire. (C) Denotes concentration. / (Rct) Denotes reaction spell. / (B) Denotes bonus action spell. / (Rit) Denotes ritual spell. ($) Denotes expensive component. WIZARD'S SPELLBOOK These spells are not available unless they have been prepared ahead of time. (Unless they are a ritual.) FIRST LEVEL (Wizard) Alarm (Rit)Alarm 1st-level abjuration (ritual) Casting Time: 1 minute Range: 30 feet Components: V, S, M (a tiny bell and a piece of fine silver wire) Duration: 8 hours You set an alarm against unwanted intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot cube. Until the spell ends, an alarm alerts you whenever a Tiny or larger creature touches or enters the warded area. When you cast the spell, you can designate creatures that won't set off the alarm. You also choose whether the alarm is mental or audible. A mental alarm alerts you with a ping in your mind if you are within 1 mile of the warded area. This ping awakens you if you are sleeping. An audible alarm produces the sound of a hand bell for 10 seconds within 60 feet. | Comprehend Languages (Rit)Comprehend Languages 1st-level divination (ritual) Casting Time: 1 action Range: Self Components: V, S, M (a pinch of soot and salt) Duration: 1 hour For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text. This spell doesn't decode secret messages in a text or a glyph, such as an arcane sigil, that isn't part of a written language. | Detect Magic (Rit)Detect Magic 1st-level divination (ritual) Casting Time: 1 action Range: Self Components: V, S Duration: Concentration, up to 10 minutes For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any. The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt. | Disguise SelfDisguise Self 1st-level illusion Casting Time: 1 action Range: Self Components: V, S Duration: 1 hour You make yourself—including your clothing, armor, weapons, and other belongings on your person—look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can't change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you. The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair. To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC. | Feather Fall (Rct)Feather Fall 1st-level transmutation Casting Time: 1 reaction, which you take when you or a creature within 60 feet of you falls Range: 60 feet Components: V, M (a small feather or a piece of down) Duration: 1 minute Choose up to five falling creatures within range. A falling creature's rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature. | Mage ArmorMage Armor 1st-level abjuration Casting Time:1 action Range:Touch Components:V, S, M (a piece of cured leather) Duration:8 hours You touch a willing creature who isn’t wearing armor, and a protective magical force surrounds it until the spell ends. The target’s base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action. | Shield (Rct)Shield 1st-level abjuration Casting Time: 1 reaction, which you take when you are hit by an attack or targeted by the magic missile spell Range: Self Components: V, S Duration: 1 round An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile. | Silent Image (C)Silent Image 1st-level illusion Casting Time: 1 action Range: 60 feet Components: V, S, M (a bit of fleece) Duration: Concentration, up to 10 minutes You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 15-foot cube. The image appears at a spot within range and lasts for the duration. The image is purely visual; it isn't accompanied by sound, smell, or other sensory effects. You can use your action to cause the image to move to any spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking. Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image. | Unseen Servant (Rit)Unseen Servant 1st-level conjuration (ritual) Casting Time: 1 action Range: 60 feet Components: V, S, M (a piece of string and a bit of wood) Duration: 1 hour This spell creates an invisible, mindless, shapeless, Medium force that performs simple tasks at your command until the spell ends. The servant springs into existence in an unoccupied space on the ground within range. It has AC 10, 1 hit point, and a Strength of 2, and it can't attack. If it drops to 0 hit points, the spell ends. Once on each of your turns as a bonus action, you can mentally command the servant to move up to 15 feet and interact with an object. The servant can perform simple tasks that a human servant could do, such as fetching things, cleaning, mending, folding clothes, lighting fires, serving food, and pouring wine. Once you give the command, the servant performs the task to the best of its ability until it completes the task, then waits for your next command. If you command the servant to perform a task that would move it more than 60 feet away from you, the spell ends. SECOND LEVEL (Wizard) Invisibility (C)Invisibility 2nd-level illusion Casting Time: 1 action Range: Touch Components: V, S, M (an eyelash encased in gum arabic) Duration: Concentration, up to 1 hour A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person. The spell ends for a target that attacks or casts a spell. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. | Web (C)Web 2nd-level conjuration Casting Time: 1 action Range: 60 feet Components: V, S, M (a bit of spiderweb) Duration: Concentration, up to 1 hour You conjure a mass of thick, sticky webbing at a point of your choice within range. The webs fill a 20-foot cube from that point for the duration. The webs are difficult terrain and lightly obscure their area. If the webs aren't anchored between two solid masses (such as walls or trees) or layered across a floor, wall, or ceiling, the conjured web collapses on itself, and the spell ends at the start of your next turn. Webs layered over a flat surface have a depth of 5 feet. Each creature that starts its turn in the webs or that enters them during its turn must make a Dexterity saving throw. On a failed save, the creature is restrained as long as it remains in the webs or until it breaks free. A creature restrained by the webs can use its action to make a Strength check against your spell save DC. If it succeeds, it is no longer restrained. The webs are flammable. Any 5-foot cube of webs exposed to fire burns away in 1 round, dealing 2d4 fire damage to any creature that starts its turn in the fire. (C) Denotes concentration. / (Rct) Denotes reaction spell. / (B) Denotes bonus action spell. / (Rit) Denotes ritual spell. ($) Denotes expensive component. WILD SHAPE FORMS BadgerBadger Tiny Beast, Unaligned ARMOR CLASS 10 HIT POINTS 3 (1d4 + 1) Speed 20 ft., burrow 5 ft. STR DEX CON INT WIS CHA 4 (-3) 11 (+0) 12 (+1) 16 (+3) 16 (+3) 8 (-1) Skills Arcana +6, Investigation +6, Nature +6, Perception +6, Stealth +3 Senses darkvision 30 ft., passive Perception 16 Languages — Challenge 0 (10 XP) Proficiency Bonus +2 Keen Smell. The badger has advantage on Wisdom (Perception) checks that rely on smell. ACTIONS Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1 piercing damage. | CatCat Tiny Beast, Unaligned ARMOR CLASS 12 HIT POINTS 2 (1d4) Speed 40 ft., climb 30 ft. STR DEX CON INT WIS CHA 3 (-4) 15 (+2) 10 (+0) 16 (+3) 16 (+3) 8 (-1) Skills Arcana +6, Investigation +6, Nature +6, Perception +6, Stealth +5 Senses passive Perception 16 Languages — Challenge 0 (10 XP) Proficiency Bonus +2 Keen Smell. The cat has advantage on Wisdom (Perception) checks that rely on smell. ACTIONS Claws. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 slashing damage. | MastiffMastiff Medium Beast, Unaligned ARMOR CLASS 12 HIT POINTS 5 (1d8 + 1) Speed 40 ft. STR DEX CON INT WIS CHA 13 (+1) 14 (+2) 12 (+1) 16 (+3) 16 (+3) 8 (-1) Skills Arcana +6, Investigation +6, Nature +6, Perception +6, Stealth +5 Senses passive Perception 16 Languages — Challenge 1/8 (25 XP) Proficiency Bonus +2 Keen Hearing and Smell. The mastiff has advantage on Wisdom (Perception) checks that rely on hearing or smell. ACTIONS Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone. | PantherPanther Medium Beast, Unaligned ARMOR CLASS 12 HIT POINTS 13 (3d8) Speed 50 ft., climb 40 ft. STR DEX CON INT WIS CHA 14 (+2) 15 (+2) 10 (+0) 16 (+3) 16 (+3) 8 (-1) Skills Arcana +6, Investigation +6, Nature +6, Perception +6, Stealth +6 Senses passive Perception 16 Languages — Challenge 1/4 (50 XP) Proficiency Bonus +2 Keen Smell. The panther has advantage on Wisdom (Perception) checks that rely on smell. Pounce. If the panther moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 12 Strength saving throw or be knocked prone. If the target is prone, the panther can make one bite attack against it as a bonus action. ACTIONS Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage. Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage. | RatRat Tiny Beast, Unaligned ARMOR CLASS 10 HIT POINTS 1 (1d4 - 1) Speed 20 ft. STR DEX CON INT WIS CHA 2 (-4) 11 (+0) 9 (-1) 16 (+3) 16 (+3) 8 (-1) Skills Arcana +6, Investigation +6, Nature +6, Perception +6, Stealth +3 Senses darkvision 30 ft., passive Perception 16 Languages — Challenge 0 (10 XP) Proficiency Bonus +2 Keen Smell. The rat has advantage on Wisdom (Perception) checks that rely on smell. ACTIONS Bite. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 piercing damage. | Riding HorseRiding Horse Large Beast, Unaligned ARMOR CLASS 10 HIT POINTS 13 (2d10 + 2) Speed 60 ft. STR DEX CON INT WIS CHA 16 (+3) 10 (+0) 12 (+1) 16 (+3) 16 (+3) 8 (-1) Skills Arcana +6, Investigation +6, Nature +6, Perception +6, Stealth +3 Senses passive Perception 16 Languages — Challenge 1/4 (50 XP) Proficiency Bonus +2 ACTIONS Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) bludgeoning damage. | SpiderSpider Tiny Beast, Unaligned ARMOR CLASS 12 HIT POINTS 1 (1d4 - 1) Speed 20 ft., climb 20 ft. STR DEX CON INT WIS CHA 2 (-4) 14 (+2) 8 (-1) 16 (+3) 16 (+3) 8 (-1) Skills Arcana +6, Investigation +6, Nature +6, Perception +6, Stealth +5 Senses darkvision 30 ft., passive Perception 16 Languages — Challenge 0 (10 XP) Proficiency Bonus +2 Spider Climb. The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Web Sense. While in contact with a web, the spider knows the exact location of any other creature in contact with the same web. Web Walker. The spider ignores movement restrictions caused by webbing. ACTIONS Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 1 piercing damage, and the target must succeed on a DC 9 Constitution saving throw or take 2 (1d4) poison damage. | WolfWolf Medium Beast, Unaligned ARMOR CLASS 13 (natural armor) HIT POINTS 11 (2d8 + 2) Speed 40 ft. STR DEX CON INT WIS CHA 12 (+1) 15 (+2) 12 (+1) 16 (+3) 16 (+3) 8 (-1) Skills Arcana +6, Investigation +6, Nature +6, Perception +6, Stealth +5 Senses passive Perception 16 Languages — Challenge 1/4 (50 XP) Proficiency Bonus +2 Keen Hearing and Smell. The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell. Pack Tactics. The wolf has advantage on an attack roll against a creature if at least one of the wolf's allies is within 5 feet of the creature and the ally isn't incapacitated. ACTIONS Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone. EQUIPMENT & ENCUMBRANCE TOTAL ENCUMBRANCE (74.28 lbs.) Weight: 74.28 lbs. / 150 lbs. max. (15 x STR Score) Status: Unencumbered Penalty: None MONEY POUCH (5.28 lbs.) Copper: 9 | Silver: 7 | Gold: 198 | Obsidian: 0 | Platinum: 0 (214 Coins x .02 lbs. = 4.28 lbs. Total Weight, + 1 lb. belt pouch) EQUIPMENT READIED (16 lbs.) Equipped items can be retrieved with a manipulate item interaction. Armor (10 lbs.) traveler's clothes - 4 lbs. | wooden shield - 6 lbs. Weapons (4 lbs.) 2 daggers - 2 lbs. | shortbow - 2 lbs. Readied Items (2 lbs.) +1 Wand of the War Mage - 1 lb. | quiver of arrows - 1 lb. EQUIPMENT STORED (53 lbs.) Stored items can be retrieved with an action. In Backpack (25 lbs.) backpack - 5 lbs. | 3 days' trail rations - 6 lbs. | bag of 20 caltrops - 2 lbs. | spellbook - 3 lbs. | candle | hammer - 3 lbs. | 10 iron spikes - 5 lbs. | bottle of black ink | quill | 10 sheets parchment | letter from colleague | shard of obsidian that always feels warm to the touch - 1 lb. Strapped to Backpack (28 lbs.) waterskin - 5 lbs. | 100 ft. silk rope & grappling hook - 14 lbs. | bedroll - 7 lbs. | pan flute - 2 lbs. EQUIPMENT NOT CARRIED (--) TBD * Denotes magic item (see below) MAGIC ITEMS NON-ATTUNED Enduring SpellbookSource: Xanathar's Guide to Everything Wondrous item, common This spellbook, along with anything written on its pages, can't be damaged by fire or immersion in water. In addition, the spellbook doesn't deteriorate with age. ATTUNED (1/3) +1 Wand of the War MageSource: Dungeon Master's Guide Wand, uncommon (requires attunement by a spellcaster) While you are holding this wand, you gain a +1 bonus to spell attack rolls. In addition, you ignore half cover when making a spell attack. FAMILIAR Liloria When Zeldaruil summons a familiar, her companion spirit's name is Liloria, though she'll often call her Lil. Lil prefers to take flying forms, and she likes to perch in high places. She's also very happy to snuggle inside of Zelda's cloak. Whatever form she takes, Liloria appears in as blue or grey of a color as is natural for the type of creature she is, with a distinctive white pattern in her fur or feathers which resembles a small flower. FAVORED FORMS BatBat Tiny Fey , Unaligned ARMOR CLASS 12 HIT POINTS 1 (1d4 - 1) Speed 5 ft., fly 30 ft. STR DEX CON INT WIS CHA 2 (-4) 15 (+2) 8 (-1) 2 (-4) 12 (+1) 4 (-3) Senses blindsight 60 ft., passive Perception 11 Languages — Challenge 0 (10 XP) Proficiency Bonus +2 Echolocation. The bat can't use its blindsight while deafened. Keen Hearing. The bat has advantage on Wisdom (Perception) checks that rely on hearing. | CatCat Tiny Fey, Unaligned ARMOR CLASS 12 HIT POINTS 2 (1d4) Speed 40 ft., climb 30 ft. STR DEX CON INT WIS CHA 3 (-4) 15 (+2) 10 (+0) 3 (-4) 12 (+1) 7 (-2) Skills Perception +3, Stealth +4 Senses passive Perception 13 Languages — Challenge 0 (10 XP) Proficiency Bonus +2 Keen Smell. The cat has advantage on Wisdom (Perception) checks that rely on smell. | HawkHawk Tiny Fey, Unaligned ARMOR CLASS 13 HIT POINTS 1 (1d4 - 1) Speed 10 ft., fly 60 ft. STR DEX CON INT WIS CHA 5 (-3) 16 (+3) 8 (-1) 2 (-4) 14 (+2) 6 (-2) Skills Perception +4 Senses passive Perception 14 Languages — Challenge 0 (10 XP) Proficiency Bonus +2 Keen Sight. The hawk has advantage on Wisdom (Perception) checks that rely on sight. | OwlOwl Tiny Fey, Unaligned ARMOR CLASS 11 HIT POINTS 1 (1d4 - 1) Speed 5 ft., fly 60 ft. STR DEX CON INT WIS CHA 3 (-4) 13 (+1) 8 (-1) 2 (-4) 12 (+1) 7 (-2) Skills Perception +3, Stealth +3 Senses darkvision 120 ft., passive Perception 13 Languages — Challenge 0 (10 XP) Proficiency Bonus +2 Flyby. The owl doesn't provoke opportunity attacks when it flies out of an enemy's reach. Keen Hearing and Sight. The owl has advantage on Wisdom (Perception) checks that rely on hearing or sight. | RavenRaven Tiny Fey, Unaligned ARMOR CLASS 12 HIT POINTS 1 (1d4 - 1) Speed 10 ft., fly 50 ft. STR DEX CON INT WIS CHA 2 (-4) 14 (+2) 8 (-1) 2 (-4) 12 (+1) 6 (-2) Skills Perception +3 Senses passive Perception 13 Languages — Challenge 0 (10 XP) Proficiency Bonus +2 Mimicry. The raven can mimic simple sounds it has heard, such as a person whispering, a baby crying, or an animal chittering. A creature that hears the sounds can tell they are imitations with a successful DC 10 Wisdom (Insight) check. | Sea HorseSea Horse Tiny Fey, Unaligned ARMOR CLASS 11 HIT POINTS 1 (1d4 - 1) Speed 0 ft., swim 20 ft. STR DEX CON INT WIS CHA 1 (-5) 12 (+1) 8 (-1) 1 (-5) 10 (+0) 2 (-4) Senses passive Perception 10 Languages — Challenge 0 (0 XP) Proficiency Bonus +2 Water Breathing. The sea horse can breathe only underwater. | WeaselWeasel Tiny Fey, Unaligned ARMOR CLASS 13 HIT POINTS 1 (1d4 - 1) Speed 30 ft. STR DEX CON INT WIS CHA 3 (-4) 16 (+3) 8 (-1) 2 (-4) 12 (+1) 3 (-4) Skills Perception +3, Stealth +5 Senses passive Perception 13 Languages — Challenge 0 (10 XP) Proficiency Bonus +2 Keen Hearing and Smell. The weasel has advantage on Wisdom (Perception) checks that rely on hearing or smell. ADDITIONAL FORMS CrabCrab Tiny Fey, Unaligned ARMOR CLASS 11 (natural armor) HIT POINTS 2 (1d4) Speed 20 ft., swim 20 ft. STR DEX CON INT WIS CHA 2 (-4) 11 (+0) 10 (+0) 1 (-5) 8 (-1) 2 (-4) Skills Stealth +2 Senses blindsight 30 ft., passive Perception 9 Languages — Challenge 0 (10 XP) Proficiency Bonus +2 Amphibious. The crab can breathe air and water. | FrogFrog Tiny Fey, Unaligned ARMOR CLASS 11 (natural armor) HIT POINTS 2 (1d4) Speed 20 ft., swim 20 ft. STR DEX CON INT WIS CHA 2 (-4) 11 (+0) 10 (+0) 1 (-5) 8 (-1) 2 (-4) Skills Stealth +2 Senses blindsight 30 ft., passive Perception 9 Languages — Challenge 0 (10 XP) Proficiency Bonus +2 Amphibious. The crab can breathe air and water. | LizardLizard Tiny Fey, Unaligned ARMOR CLASS 10 HIT POINTS 2 (1d4) Speed 20 ft., climb 20 ft. STR DEX CON INT WIS CHA 2 (-4) 11 (+0) 10 (+0) 1 (-5) 8 (-1) 3 (-4) Senses darkvision 30 ft., passive Perception 9 Languages — Challenge 0 (10 XP) Proficiency Bonus +2 | OctopusOctopus Small Fey, Unaligned ARMOR CLASS 12 HIT POINTS 3 (1d6) Speed 5 ft., swim 30 ft. STR DEX CON INT WIS CHA 4 (-3) 15 (+2) 11 (+0) 3 (-4) 10 (+0) 4 (-3) Skills Perception +2, Stealth +4 Senses darkvision 30 ft., passive Perception 12 Languages — Challenge 0 (10 XP) Proficiency Bonus +2 Hold Breath. While out of water, the octopus can hold its breath for 30 minutes. Underwater Camouflage. The octopus has advantage on Dexterity (Stealth) checks made while underwater. Water Breathing. The octopus can breathe only underwater. ACTIONS Ink Cloud (Recharges after a Short or Long Rest). A 5-foot-radius cloud of ink extends all around the octopus if it is underwater. The area is heavily obscured for 1 minute, although a significant current can disperse the ink. After releasing the ink, the octopus can use the Dash action as a bonus action. | Poisonous SnakePoisonous Snake Tiny Fey, Unaligned ARMOR CLASS 13 HIT POINTS 2 (1d4) Speed 30 ft., swim 30 ft. STR DEX CON INT WIS CHA 2 (-4) 16 (+3) 11 (+0) 1 (-5) 10 (+0) 3 (-4) Senses blindsight 10 ft., passive Perception 10 Languages — Challenge 1/8 (25 XP) Proficiency Bonus +2 | QuipperQuipper Tiny Fey, Unaligned ARMOR CLASS 13 HIT POINTS 1 (1d4 - 1) Speed 0 ft., swim 40 ft. STR DEX CON INT WIS CHA 2 (-4) 16 (+3) 9 (-1) 1 (-5) 7 (-2) 2 (-4) Senses darkvision 60 ft., passive Perception 8 Languages — Challenge 0 (10 XP) Proficiency Bonus +2 Water Breathing. The quipper can breathe only underwater. | RatRat Tiny Fey, Unaligned ARMOR CLASS 10 HIT POINTS 1 (1d4 - 1) Speed 20 ft. STR DEX CON INT WIS CHA 2 (-4) 11 (+0) 9 (-1) 2 (-4) 10 (+0) 4 (-3) Senses darkvision 30 ft., passive Perception 10 Languages — Challenge 0 (10 XP) Proficiency Bonus +2 Keen Smell. The rat has advantage on Wisdom (Perception) checks that rely on smell. | SpiderSpider Tiny Fey, Unaligned ARMOR CLASS 12 HIT POINTS 1 (1d4 - 1) Speed 20 ft., climb 20 ft. STR DEX CON INT WIS CHA 2 (-4) 14 (+2) 8 (-1) 1 (-5) 10 (+0) 2 (-4) Skills Stealth +4 Senses darkvision 30 ft., passive Perception 10 Languages — Challenge 0 (10 XP) Proficiency Bonus +2 Spider Climb. The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Web Sense. While in contact with a web, the spider knows the exact location of any other creature in contact with the same web. Web Walker. The spider ignores movement restrictions caused by webbing. APPEARANCE Age 347 | Height 5'4" | Weight 106 lbs. | Hair Silver-blue | Eyes Green flecked with gold | Complexion Fair Zeldaruil is a short and lean elf who walks quietly and frequently goes unnoticed altogether. Her hair is a beautiful silvery-blue color, though she doesn’t usually do anything to arrange or adorn it, beyond occasionally tying it back to keep it out of the way. Her piercing green eyes are perhaps her most captivating feature, both for their distinctive gold flecks, and for how expressive they can be when she’s excited. Zelda dresses simply, in practical traveling gear of forest greens and browns. Her hefty pack is well organized, and she also carries a bow, a shield, and a pair of daggers. Her traveling companions frequently see her sitting cross-legged, her pack beside her, intently focused on studying something. In those moments, she may have her nose in her spellbook, she may be gazing at a bush or flower, she may be quietly conversing with a small bird, or she might be puzzling out the meaning of some rune or artifact they’ve just encountered. In the heat of battle, Zeldaruil hangs back, gracefully gesturing with her elegant yew wand to create convincing illusions, entangling brambles, illuminating faerie lights, or a particularly creepy ghostly hand to draw the life from her foes. She fights with confidence and skill from a distance, but she quickly gets nervous when caught up in close combat. BACKGROUND Fey Wanderer Source CustomCustom Background Zeldaruil grew up wandering back and forth between the forest of Arbonesse and the Summer Lands, frequently taking a seemingly abandoned fey road and spending inordinate amounts of time among satyrs and pixies. Since then, she has spent centuries as a scholar. For this custom background, I've selected the Wanderer feature from the Outlander background, representing her lifelong comfort navigating the forests and even planar boundaries. I've also selected starting equipment from the Sage background, as it seemed to suit the scholarly life she has lived for the last few centuries. Skill Proficienies: Nature, Stealth Tool Proficiency: Musical Instrument (pan flute) Language: Sylvan Personality Trait: I am consumed by the desire to figure out how things work. Personality Trait: My favor, once lost, is lost forever. Ideal: Free Thinking. Inquiry and curiosity are the pillars of progress. Bond: When someone grants me a favor, I owe them my favor. Flaw: I'd risk too much to uncover a lost bit of knowledge. Quirks: pacing, mumbling, eavesdropping Zelda is driven, obsessed even, with figuring out how things work—especially when it comes to magic. Her studies have focused on the interplay between the magicks of nature and the arcane, as most keenly demonstrated by the fey. Zelda is easily excited when her curiosity is piqued, but otherwise she's pretty easygoing. She has a somewhat cynical take on people, even viewing her companions with a fey-like detachment, though she understands there is great value to be had in the bonds of friendship. Favors are important to her, and she feels she owes something to those who aid her. Zelda tends to deliberate before acting, but she is daring and willing to take risks. She has a dry sense of humor, and is known to laugh at her own unspoken jokes. She unabashedly eavesdrops on whatever she can hear, taking undue pleasure from learning others' secrets. Background Feature: WandererWanderer You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth. BACKSTORY Young Lynestra Vorammas was born among Arbonesse exiles, living a mostly hidden existence in the heart of the forest. Her father was quite strict, while her mother was dispirited and apathetic. Lynestra was a rebellious child, frequently wandering further than her father’s rules permitted. So it happened that she slipped unknowingly through a fey road into the Summer Lands. To this day, she is unsure whether the fey road was a forgotten path, or if its guardians simply let her pass. This accidental discovery was to have a profound effect on the young elf. Lynestra came across a group of satyrs who took to the elf child and became a second family. The fey path became a common escape for her throughout her childhood, since her parents did not know where she was playing. She learned the ways of the satyrs, made friends with some pixies and other fey, and came to know some of the old elves from the other side. Her natural affinity for magic was strengthened by such a close association with such magical creatures. After a time, she spent more time among the satyrs than in the Arbonesse itself, and grew apart from her parents. Lynestra’s mother never seemed to care where she was, but her father grew dismissive of the unruly child, and found his focus shifting back to the affairs of the forest. As she assimilated into her fey second family, Lynestra acquired some fey sensibilities of logic and morals, though she also understood the thinking of the elven exiles. Favors mean a great deal to her, which means that she tries to do things herself as much as she can, but when someone aids her, her gratitude compels her to favor them. She has also picked up some nonchalance about mortals’ deaths, not in a murderous sense, but rather in the sense that she never internalized norms or taboos about the gravity of death and the importance of grief. As Lynestra grew older, she found herself less and less welcome in the exclusive Summer Lands, especially among the elves, who viewed her as an outsider. She spent more time in the Arbonesse, understanding that she wasn’t meant to live on the other side. One day, when she was 87, the fey road she had traversed so many times simply wasn’t there any more. This vexed her on an intellectual level—did something happen to the ley lines supporting it, or did the elven court close the door on her intrusions? This spark lit a powerful curiosity which has driven her for centuries since. When she came of age, taking the name Zeldaruil, she found herself exploring the forest more deeply and seeking to learn its mysteries. She joined a small circle of druids, the Order of the Elm, an order of Arbonesse exiles and elfmarked druids dedicated to maintaining the purity of the Arbonesse. Zeldaruil reveled in the nature magic she was discovering, and spent a few decades immersing herself in the natural world. Her curiosity, however, remained unsatisfied. After a time, Zeldaruil stepped away from the druids and took the unusual step of leaving the Arbonesse altogether. She sought out the great libraries and arcane academies of Allain. Though her initial efforts were slow, she eventually gained admittance to study magic in Bemmea, acquiring wizardly skills while poring through tomes in every library she could find. Her studies have focused rather broadly on magic, particularly the overlaps between the nature magic of the druids and the arcane magic of wizards and sorcerers. In this, she was guided by her familiarity with the mercurial fey, who seem to naturally exude a mixture of these magics. In the centuries since, Zelda (as she’s often called among humankind) has gone on a few adventures, exploring some ruins for artifacts of lost magic, while learning a little more about the ley lines on which the elves built their great empire. Zelda is most at home where there’s a library and a forest in close proximity, where she can immerse herself in dense tomes and natural wonders alike. Yet she is equally eager to follow whatever leads she can to uncover more secrets of magic, be they guarded or lost. It was less than two years ago when she received a letter from a colleague by the name of Aeldren Thressentir, who suspected great secrets lie in a ruin called Rultmoork. She received word some months ago of Aeldren’s passing, as he sought the location of the ruin. So Zelda decided it was time to find it herself, and set out to explore the area of the Mana’s Waste. EQUIPMENT AND COINAGE ACCOUNTING Show this Starting Funds: 10 gp [background] + 400 gp [5th level character] = 410 gp Starting Equipment: [wizard] dagger, arcane focus (wand), explorer's pack, spellbook; [background] bottle of black ink, quill, small knife, letter from dead colleague with unanswered question about Rultmoork, belt pouch, common clothes; [DM boon] +1 Wand of the War Mage; [trinket] shard of obsidian that always feels warm to the touch Discarded Equipment: small knife Sold Equipment: spellbook (50 gp), explorer's pack (10 gp), arcane focus (wand) (10 gp), common clothes (5 sp) = 70 gp, 5 sp total 410 gp starting funds + 70 gp, 5 sp selling proceeds = 480 gp, 5 sp purchasing funds Purchased Equipment: Enduring Spellbook (100 gp), Disguise Self spell (60 gp 1st level scroll + 25 gp to copy 1st level illusion), shortbow (25 gp), 100 ft. silk rope (20 gp), pan flute (12 gp), wooden shield (10 gp), druidic focus (yew wand, purchased but merged with Wand of the War Mage in fiction) (10 gp), 10 sheets parchment (5 gp), traveler's clothes (2 gp), second dagger (2 gp), backpack (2 gp), grappling hook (2 gp), 3 days' trail rations (1 gp, 5 sp), quiver of 20 arrows (1 gp), bedroll (1 gp), bag of 20 caltrops (1 gp), hammer (1 gp), 10 iron spikes (1 gp), waterskin (2 sp), candle (1 cp) = 281 gp, 7 sp, 1 cp total 480 gp, 5 sp purchasing funds - 281 gp, 7 sp, 1 cp purchases bill = 198 gp, 7 sp, 9 cp remaining funds Remaining Funds: 198 gp, 7 sp, 9 cp SPELLBOOK ACCOUNTING Show this Cantrips: 4 from Wizard level 3, 1 from Improved Minor Illusion feature, 1 Int-based cantrip from River Elf = 6 total (acid splash, chill touch, light, message, minor illusion, prestidigitation) 1st level spells: 6 from Wizard level 1, 2 from Wizard level 2, 1 copied from scroll = 9 (alarm, comprehend languages, detect magic, feather fall, mage armor, shield, silent image, unseen servant; disguise self) 2nd level spells: 2 from Wizard level 3 (invisibility, web) Druid cantrips: 2 from Druid level 2, 1 from Circle of the Land = 3 (guidance, mending, shape water) Druid spells: 5 prepared (initially entangle, faerie fire, goodberry, healing word, speak with animals) NOTES ON CHARACTER MOTIVATION Show this Zeldaruil's primary motivation is the search for lost secrets of magic and deeper knowledge. She's willing to take risks to learn more, and won't easily give up the search. Once her companions have come to her aid, she will be incentivized to help them pursue their goals as well, less out of fondness than out of an inherent sense of fairness. She's less motivated for wealth than most adventurers, but she'll happily take things that will aid her directly. As for other treasures, she'll value them for the secrets they reveal and the pathways money can open up. With her fey-like detachment, I've set Zelda up so that if her party decides to shoot first and ask questions later, she will have no qualms with that callous adventuring style. If they instead prefer to talk to the monsters and negotiate, she'll quickly adapt to that style as well. As ever, Zelda will be more concerned with acquiring information than with the means used to do so. NOTES ON PLAY STYLE Show this As a player, I generally consider myself aware of what optimized play looks like, but far more interested in character-driven play. I know that a druid/wizard is not the strongest of builds, but it's far from useless. Zelda will provide value through a large number of ritual spells and utility cantrips, wild shape/familiar forms and invisibility for scouting or accessing hard-to-reach places, healing magic and goodberry's sustenance, and her knowledge and investigation skills to find meaning in the ruins. In combat, I plan to rely mostly on entangle, faerie fire, web, and/or illusions to shape the battlefield, while throwing out chill touch to contribute modest damage and healing word when someone's in trouble. I can handle a few rounds in melee, but I'll definitely be looking to be on the back lines. My instinct is to conserve spell slots and other resources rather than using them too freely. I don't plan to change out my prepared spells daily, preferring to keep the same spells prepared unless circumstances make a specific alternative obviously better. I do hope to find spell scrolls and/or spellbooks to learn from as we adventure, but that's not a requirement by any means.
  4. Willowveil Piney, Warlock of the Old Wood, Hedge Mage "Betray the woods, serve in shadow." WARLOCK 5 Medium humanoid female (Piney), true neutral Armour Class 13 (15 with shield) Hit Points 38 (5d8 + 10) Speed 30' ft. Senses darkvision Languages Common, Piney Proficiency Bonus +3 ABILITIES & SKILLS Proficiency Bonus: +3 Strength 10 (0) Save 0 Athletics 0 Dexterity 14 (+2) Save +2 Acrobatics +2 | Sleight of Hand +2 | Stealth +2 Constitution 14 (+2) Save +2 No skills associated. Intelligence 10 (+0) Save +0 Arcana +3 | History +3 | Investigation +0 | Nature +3 | Religion +0 Wisdom 12 (+1) Save +4 Animal Handling +1 | Insight +1 | Medicine +4 | Perception +1 | Survival +4 Charisma 16 (+3) Save +6 Deception +3 | Intimidation +3 | Performance +6 | Persuasion +3 Bold denotes proficiency. PROFICIENCIES & ABILITIES PROFICIENCIES Tools Herbalism kit, Alchemy Supplies Instruments None Weapons Simple weapons Armors Light, Shields CLASS ABILITIES Pact of the ChainYou learn the find familiar spell, it doesn't count against your number of known spells, and you can cast it as a ritual. Your familiar can take on a more powerful form, and when you take the Attack action, you can forgo one of your own attacks to allow your familiar to make one attack with its reaction. | Child of the Briar (Familiar)Pact of the Chain. When you conjure your familiar or change its form, you can choose the form of an awakened shrub or child of the briar (Tome of Beasts, p. 56) in addition to the usual familiar choices. Child of the Briar Tiny plant, neutral evil Armor Class 13 Hit Points 50 (20d4) Speed 20 ft., climb 10 ft. STR DEX CON INT WIS CHA 6 (-2) 17 (+3) 11 (+0) 13 (+1) 10 (+0) 14 (+2) Skills Perception +4, Stealth +7 Damage Vulnerabilities fire Senses darkvision 60 ft., passive Perception 14 Languages Briarclick, Common, Sylvan Challenge 1 (200 XP) Fey Blood. Children of the briar count as both plant and fey for any effect related to type. Actions Multiattack. A child of the briar makes two claw attacks. If both attacks hit the same target, the target is grappled (escape DC 13) and the child of the briar uses its Thorny Grapple on it. Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage. Spitdart Tongue (Recharge 4-6). Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 6 (1d6 + 3) piercing damage. Every child of the briar can shoot thorns from its mouth. Entangle. Two children of the briar working together can cast a version of the entangle spell with no components, at will. Both creatures must be within 10 feet of each other, and both must use their action to cast the spell. The entangled area must include at least one of the casters but doesn’t need to be centered on either caster. Creatures in the area must make a DC 13 Strength saving throw or be restrained. All children of the briar are immune to the spell’s effects. Thorny Grapple. A child of the briar’s long thorny limbs help it grapple creatures up to Medium size. A grappled creature takes 2 (1d4) piercing damage at the end of the child’s turn for as long as it remains grappled. | Sap MagicAt 1st level, your patron bestows upon you the ability to absorb magic from nearby spellcasting. When a creature casts a spell of a level you can cast or lower within 30 feet of you, you can use your reaction to synthesize the magic. The spell resolves as normal, but you have a 25% chance of regaining hit points equal to your warlock level + your Charisma modifier (minimum of 1 hit point). | Forest’s DefenderAt 1st level, your patron gifts you with the skills necessary to defend it. You gain proficiency with shields, and you learn the shillelagh cantrip. Shillelagh counts as a warlock cantrip for you, but it doesn’t count against your number of cantrips known. Investment of the Chain Master (Invocations)When you cast find familiar, you infuse the summoned familiar with a measure of your eldritch power, granting the creature the following benefits: - The familiar gains either a flying speed or a swimming speed (your choice) of 40 ft. - As a bonus action, you can command the familiar to take the Attack action. - The familiar’s weapon attacks are considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks. - If the familiar forces a creature to make a saving throw, it uses your spell save DC. - When the familiar takes damage, you can use your reaction to grant it resistance against that damage. | Entangling Blast (Invocation)When you hit a creature with eldritch blast, the creature must succeed on a Dexterity saving throw or be grappled by roots, vines, and other vegetation until the end of its next turn. The DC for this saving throw and to escape this grapple is your spell save DC. | Agonizing Blast (Invocation)When you cast eldritch blast, add +3 to the damage it deals on a hit. 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. | Margreve Within As a piney adventuring beyond the Margreve, you have lost the more extreme, occasionally monstrous, qualities of your forest-dwelling kin. Nonetheless, the magic of the elder forest marks you. You can meet your daily alimentary needs by consuming a suitable amount of food or by standing in direct sunlight for 30 minutes. In addition, your organs are partially made from plant matter. You have advantage on saving throws against poison, and you have resistance against poison damage | Margreve WithoutRegardless of the time and distance between you and the Margreve, the forest’s influence on you manifests in the form of strange alterations to your body. Although you are humanoid, your connection to the Margreve marks you with plant-like characteristics. Create a growth of your own in consultation with your GM or pick one from the following list: •Your skin is rough with harmless cracks resembling tree bark. •Heavily-perfumed flowers grow wherever your body hair is dense. They can be plucked, but they grow back within a few days. •Your eyes are twice as large as a human’s, and their color is a changing swirl of green and brown. •Your finger and toe nails are wood. •Your major joints (shoulder, hip, knee) creak like tree branches when you move. | RootsYou have a deep and pragmatic connection with the natural world. You are proficient in the Nature and Survival skills. FEATS Metamagic AdeptTasha’s Cauldron of Everything Learn two Sorcerer metamagic options and gain 2 sorcery points Utility Prerequisite: Spellcasting or Pact Magic feature You’ve learned how to exert your will on your spells to alter how they function: You learn two Metamagic options of your choice from the sorcerer class. You can use only one Metamagic option on a spell when you cast it, unless the option says otherwise. Whenever you reach a level that grants the Ability Score Improvement feature, you can replace one of these Metamagic options with another one from the sorcerer class. You gain 2 sorcery points to spend on Metamagic (these points are added to any sorcery points you have from another source but can be used only on Metamagic). You regain all spent sorcery points when you finish a long rest.: - ( Extended SpellWhen you cast a spell that has a duration of 1 minute or longer, you can spend 1 sorcery point to double its duration, to a maximum duration of 24 hours., Transmuted SpellWhen you cast a spell that deals a type of damage from the following list, you can spend 1 sorcery point to change that damage type to one of the other listed types: acid, cold, fire, lightning, poison, thunder. ) Spell Points: 2 WEAPONS WEAPONS Shillelagh +7 to hit, 1d8+3 Magical Bludgeoning Eldritch Blast, +7, 1d10+3 Force, Dex save DC 16, or entangled till the end of their turn. SPELLS SPELL SLOTS 3rd Level: 2/2; DC: 16, Attack +7 CANTRIPS (x) 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., Eldritch BlastEvocationCantrip Casting Time: 1 action Range/Area: 120ft. Components: V, S Duration: Instantaneous Source: PHB, pg. 237 A beam of crackling energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 force damage. The spell creates more than one beam when you reach higher levels: two beams at 5th level, three beams at 11th level, and four beams at 17th level. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam., Memento MoriNecromancy cantrip Casting Time: 1 action Range: Self Components: V, S Duration: 1 round You transform yourself into a horrifying vision of death, rotted and crawling with maggots, exuding the stench of the grave. Each creature that can see you must succeed on a Charisma saving throw or be stunned until the end of your next turn. A creature that succeeds on the saving throw is immune to further castings of this spell for 24 hours., Booming BladeEvocation cantrip Casting Time: 1 action Range: Self (5-foot radius) Components: S, M (a melee weapon worth at least 1 sp) Duration: 1 round You brandish the weapon used in the spell’s casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack’s normal effects and then becomes sheathed in booming energy until the start of your next turn. If the target willingly moves 5 feet or more before then, the target takes 1d8 thunder damage, and the spell ends. This spell’s damage increases when you reach certain levels. At 5th level, the melee attack deals an extra 1d8 thunder damage to the target on a hit, and the damage the target takes for moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level (2d8 and 3d8) and again at 17th level (3d8 and 4d8). FIRST LEVEL (x) Hex(1st)1st LevelEnchantment Casting Time: 1 bonus action Range/Area: 90ft. Components: V, S, M(the petrified eye of a newt) Duration: Concentration, up to 1 hour Source: PHB, pg. 251 You place a curse on a creature that you can see within range. Until the spell ends, you deal an extra 1d6 necrotic damage to the target whenever you hit it with an attack. Also, choose one ability when you cast the spell. The target has disadvantage on ability checks made with the chosen ability. , Armor of Agathys1st LevelAbjuration Casting Time: 1 action Range/Area: Self Components: V, S, M(a cup of water) Duration: 1 hour Source: PHB, pg. 215 A protective magical force surrounds you, manifesting as a spectral frost that covers you and your gear. You gain 5 temporary hit points for the duration. If a creature hits you with a melee attack while you have these hit points, the creature takes 5 cold damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, both the temporary hit points and the cold damage increase by 5 for each slot. SECOND LEVEL (x) Conjure Spectral Dead2nd-level conjuration Casting Time: 1 minute Range: 60 feet Components: V, S, M (a handful of bone dust, a crystal prism, and a silver coin) Duration: Concentration, up to 1 hour You summon a shroud to do your bidding. The creature appears in an unoccupied space that you can see within range. The creature is friendly to you and your allies for the duration. Roll initiative for the creature, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don't issue any commands to the creature, it defends itself from hostile creatures but otherwise takes no actions. The creature disappears when it drops to 0 hit points or when the spell ends. At Higher Levels. When you cast this spell using a 3rd-level spell slot, you can choose to summon two shrouds or one specter. When you cast this spell with a spell slot of 4th level or higher, you can choose to summon four shrouds or one will-o’-wisp. , Misty Step2nd LevelConjuration Casting Time: 1 bonus action Range/Area: Self Components: V Duration: Instantaneous Source: PHB, pg. 260 Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see. THIRD LEVEL (x) 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 GM 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. , Potency of the Pack3rd-level transmutation Casting Time: 1 action Range: 25 feet Components: V, S, M (a few hairs from a wolf) Duration: 1 minute You bestow lupine traits on a group of living creatures that you designate within range. Choose one of the following benefits to be gained by all targets for the duration: Thick Fur. Each target sprouts fur over its entire body, giving it a +2 bonus to Armor Class. Keen Hearing and Smell. Each target has advantage on Wisdom (Perception) checks that rely on hearing or smell. Pack Tactics. Each affected creature has advantage on an attack roll against a target if at least one of the attacker’s allies (also under the effect of this spell) is within 5 feet of the target of the attack and the ally isn’t incapacitated. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the duration increases by 1 minute for each slot level above 3rd. EQUIPMENT & ENCUMBRANCE TOTAL ENCUMBRANCE (x lbs.) Weight: 100 lbs. / 150 lbs. max. (15 x STR Score) Status: Unencumbered Penalty: None MONEY POUCH (x.) Copper: 0 | Silver: 6 | Gold: 19 | Obsidian: 0| Platinum: 0 (25 Coins x .02 lbs. = 0.5 lbs. Total Weight) EQUIPEMENT READIED (20 lbs) Equipped items can be retrieved with a manipulated item interaction. Armour (10 lbs.) Leather, Common clothes Weapons (4 lbs.) Staff Readied Items (6 lbs.) Rod of the Pact Keeper +1*, Shield EQUIPMENT STORED (77 lbs.) Stored items can be retrieved with an action. In Backpack (35 lbs.) 5 candles, Rations (10 days), Torch x10, Trinket (A piece of crystal that faintly glows in the moonlight) In Left Belt Pouch (7 lbs.) Healers Kit x2 In Right Belt Pouch (7 lbs.) Healers Kit x2 In left Back Belt Pouch (6 lbs.) A Herbalism Kit, a vial of antitoxin, Tinderbox, Mess kit In Right Back Belt Pouch (5 lbs.) 8 x Healing potions Spell Component Pouch (2 lbs.) Strapped to Backpack (21 lbs.) Bedroll, Hemp Rope (50 feet), Waterskin EQUIPMENT NOT CARRIED (--) At Home * Denotes magic item (see below) MAGIC ITEMS NON-ATTUNED ATTUNED (1/3) Rod of the Pact Keeper +1 APPEARANCE Age 20 | Height 5' 8" | Weight 110 lbs. | Hair Leaves | Eyes Amber | Complexion barky, fair Physically, Willowveil stands out with its bark-like skin and hair that cascades like a waterfall of green, brown, and autumnal leaves. Their eyes, resembling the deep amber eyes of a predator, reflect a profound connection to the woodland realm. They wear garments woven from the very essence of the forest - leaves, vines, and flowers interlace to form their attire, ever-changing with the seasons. Emblems of their pact with the Old Wood, such as wooden amulets or intricate tattoos glowing with green energy, adorn their body. Their presence is often accompanied by subtle natural phenomena: leaves rustling in silent spaces, gentle breezes that follow their steps, or the soft whispering of the trees. BACKGROUND Hedge Wizard Source Personality Traits: I believe the world around us speaks the truest secrets of all, which we can understand if we learn to listen properly. I identify strongly with a common forest animal and seek to emulate what I see as its better aspects. Ideals: Development. I must learn all I can to develop my abilities (Lawful) Bonds: My secrets are few but must remain obscure to others. Flaws: I refuse to see civilization as anything but a blight on the natural world Background Feature: MINOR CELEBRITY As a herbalist, healer, and sometimes instructor, you cannot help but be well-known to your neighbouring settlement – possibly even to several nearby settlements. While you may not be fully trusted, you are definitely respected, and even those who devote their lives to greater magicks than you possess will often seek you out for advice on esoteric topics they lack the time or inclination to study. You get along as well with animals as people – possibly better – and generally have little to fear from even the wildest of creatures. As long as you are conscious, a beast, fey, monstrosity, or plant that can see you will never behave in a hostile manner toward you unless you or one of your companions attack it. BACKSTORY In the heart of the ancient Evergrove Forest, where the trees whisper secrets of the old world, your character was born among the Piney, a secretive race deeply connected to the woodland's essence. From a young age, your character was drawn to the forest's enigmatic heart, uncovering hidden groves and ancient ruins. Their curiosity led them to a sacred clearing, where an ancient spirit of the forest, an embodiment of the Old Wood, forged a pact with them, granting arcane powers in exchange for guardianship over the forest’s ancient secrets. This pivotal event marked the beginning of their journey, vowing to protect the natural order and the mysteries it holds. Willowveil's journey from the Evergrove Forest's nurturing embrace to the Mana Wastes's stark expanse was a transformational saga of discovery, duty, and destiny. After forging the pact with the ancient spirit of the Old Wood, she became a sentinel of the forest, blending with shadows and speaking with the spirits, learning the deep magics rooted in nature's essence. Her life was one of silent vigilance, her powers growing as she delved into the forest's arcane mysteries. However, peace was not to last. Whispers of a spreading corruption, a blight that drained life and magic alike, reached the Evergrove. It was a decay that turned vibrant life into desolation, similar to the dreaded tales of the Mana Wastes. With the Old Wood’s urging, Willowveil felt a compelling duty to venture beyond her familiar woods to understand this threat and seek a way to thwart it. Her travels took her through verdant lands and barren fields, over mountains and across rivers, witnessing the beauty of the natural world and the scars left by unchecked destruction. She encountered various creatures and people, some became allies, sharing tales and wisdom, others enemies, challenging her resolve and strength. With each step, the weight of her mission grew, as did her power and understanding of the delicate weave of life and death. As she neared the edge of the Mana Wastes, the vibrant life force she was accustomed to began to wane. The land grew barren, the air stale, and the life energy scarce. Her first sight of the Mana Wastes was a horizon line of lifeless grey, a stark contrast to the lush greenery of her home. The land was a vast, silent testament to a cataclysmic force, devoid of the vibrant whispers of life, offering only the echoes of long-dead screams and the hollow winds that spoke of ancient, forgotten despairs. Here, in the face of such desolation, Willowveil’s resolve hardened. The journey had changed her, from a guardian of one forest to a protector of the natural order itself. She stood on the brink of the Mana Wastes, not only as a defender of the Old Wood but as a beacon of hope for all life, determined to uncover the secrets of this blight and find a way to restore balance.
  5. Deidre O'Ceallaigh Ex-fey captive, apprentice of Ulric Zagorov from Bemmea, Owner of the ''Etherforge Enchantments'' workshop "Ah, you see, the transdimensional resonance of these arcane conduits synergizes perfectly with the quantum flux oscillations generated by the hyperflux capacitors! It's like weaving lightning sparks through the very fabric of reality, intertwining magic and technology to power the locomotion of this device. Truly facinating!" Artificer 5 Medium humanoid female (Human), Chaotic Good Armor Class 18 (20 with shield) Hit Points 47/47 Speed 30' ft. Senses passive perception 13 Languages common, dwarvish, elvish, Vos’ghaen 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 +1 Constitution 16 (+3) Save +6 No skills associated. Intelligence 18 (+4) Save +7 Arcana +7 | History +7 | Investigation +7 | Nature +4 | Religion +4 Wisdom 10 (+0) Save +0 Animal Handling +0 | Insight +0 | Medicine +0 | Perception +3 | Survival +0 Charisma 9 (-1) Save -1 Deception -1 | Intimidation -1 | Performance -1 | Persuasion -1 * (E) denotes expertise. / Bold denotes proficiency. PROFICIENCIES & ABILITIES PROFICIENCIES Tools: Thieve's tools, Thinker's tools, Alchemist's supplies, Smith's tools Instruments: None Weapons: Simple Armors: Light, Medium, Heavy, Shields Languages: Common, Dwarvish, Elvish, Vos’ghaen ARTIFICER FEATURES Magical Tinkering, Spellcasting (artificer), Infuse Item, Artificer specialty (Armorer),Tools of the trade, Armorer spells, Arcane armor, Armor model, ASI, Extra attack RACIAL TRAITS Bonus skill proficiency (History), Bonus feat (Fey touched), + 1 con, +1 int FEATS Feytouched (Misty step, Hex), +2 Intelligence ASI INFUSIONS Enhance Defense, Replicate magic item: bag of holding, Duplicate magic item (alchemy jug), Mind sharpener ACTIVE INFUSIONS: Enhanced Defense (Splintmail), Bag of holding WEAPONS WEAPONS Dagger Light hammer Light crossbow Thunder gauntlet EQUIPMENT & ENCUMBERANCE TOTAL ENCUMBERANCE (99.5 lbs.) Weight: 99.5 lbs. / 150 lbs. max. (15 x STR Score) Status: Unencumbered Penalty: None MONEY POUCH (1.5 lbs.) Copper: 8 | Silver: 1 | Gold: 69 | Obsidian: 0 | Platinum: 0 (0 Coins x .02 lbs. = 0 lbs. Total Weight) EQUIPEMENT READIED (83 lbs.) Armor Splintmail, fine clothes (66 lbs.) Weapons Dagger, light hammer, Light crossbow (9 lbs.) Readied Items (8 lbs.) Belt pouch, 20 crossbow bolts, thieves’ tools, shield EQUIPMENT STORED ( lbs.) Stored items can be retrieved with an action. In Backpack (bag of holding) (15 lbs.) (Content weight: 120.5 lbs/500) A book of lore (Magic items theorem) 15 sheets of parchment a quill and inkwell Crowbar Tinderbox 30 days rations 4 Waterskin 50 feet rope 20 vials Jug bedroll Tent Strapped to Backpack EQUIPMENT NOT CARRIED (--) At Home * Denotes magic item (see below) SPELLS SPELL SLOTS 4/4 (1st), 2/2 (2nd) Artificer - Spell Save DC: 15 | Spell Attack Mod: +7 | Spells Prepared: 6 CANTRIPS (Artificer) Booming blade, Mage hand FIRST LEVEL (Artificer) Magic missile, Thunderwave, Hex, Tasha's caustic brew, Faerie Fire, Cure wound, Feather fall SECOND LEVEL (Artificer) Mirror image, Thunderwave, Misty Step, Invisibility, Enlarge MAGIC ITEMS NON-ATTUNED Prothetic limb (left arm) ATTUNED (1/3) All-Purpose Tool APPEARANCE Age 23 | Height 4'10 | Weight 90 lbs | Hair Ginger | Eyes Light green | Complexion Pale with freckles Small in stature and delicately built at 4'10" and 90 lbs, she possesses long, curly ginger hair that cascades freely, often untouched by a brush. Her complexion is fair, adorned with a sprinkle of freckles across her cheeks, and her light green eyes sparkle with intelligence. While she may not fit traditional standards of beauty, her unique features possess a captivating charm all their own. A clockwork prosthetic adorns her right arm, seamlessly integrated into her being. Whether in scholarly pursuits or adventurous endeavors, she can often be found clad in practical attire, complete with magnifying goggles, ready to delve into the intricacies of her craft. Ever prepared, she keeps a set of tools close at hand, a testament to her unwavering dedication to her work. Though her mind is sharp and inquisitive, in social settings where her interests aren't engaged, she may display signs of distraction, unable to fully conceal her boredom. BACKGROUND Bemmean Scholar Midgard Heroes Handbook page 100 Personality Traits: ''I am feisty and doesn't tolerate when people undermine or belittle me.'' ''I know my strength, but I also know my limits. Staying humble may make the difference between life and death.'' ''I can be seen as someone a little bit odd and intense. I can switch from one subject to another with little coherence. I talks fast when I'm passionate about a subject, and listens overly attentively when someone is talking about something that interest me, in a very odd way.'' Ideals: Free Information. ''Secrets are destructive; knowledge is the birthright of all.'' (Chaotic) Bond: ' ''I owe everything to my mentor, a hard but generous and fair man that showed me kindness and made me the person I am today.'' Flaws: ''I'm usually unkempt and look messy, and awkward in social situation, with no social grace.'' ''My curiosity quashes my fear. One day that’ll be the death of me..'' Background Feature: Esoteric education When you encounter an example of your focus, you automatically recall some useful fact about it. Even subtle phenomena or hidden creatures don’t escape your notice for long. If you spend 8 hours in the vicinity of your focus of study, you pick up on telltale clues and signs that reveal its general presence. This doesn’t pierce disguises or reveal its exact location, and you must investigate by normal or magical means to pinpoint it. BACKSTORY Deidre was born near the forest of Arbonesse. Her father is a soldier sworn to protect the borders of the Magocracy of Allain, and her mother is a retired adventurer who occasionally takes on jobs to support the effort of guarding the frontier between the Elven territory and their own country. During her childhood, she was often watched over and overly protected by her mother, who gave her a pendant as a charm to ward off evil. But one day, Deidre forgot her amulet, evaded her mother's vigilance, and ventured beyond her family's land. She became lost and was discovered by strange faeries who promised to guide her home. However, they ensnared her with a charm and led her into the forbidden Arbonesse forest, where they ushered her into a secret passage to their plane of existence, the Feywild. There, she was imprisoned by their mistress, the Archfey BloomSeason, who kept her as a pet for her own amusement. After enduring a day of captivity, pestered by curious and mischievous creatures, Bloomseason offered Deidre freedom back to her world in exchange for her right arm, promising a painless removal. Deidre agreed, but the Archfey deceived her, causing excruciating pain with her magic before returning her to the cage, laughing at her suffering. Weeks passed with Deidre kept at the court, intermittently released by Bloomseason, who found amusement in her audacity. Despite the harassment, Deidre grew mischievous herself, pranking others except the Archfey, who tolerated her antics to a point. One day, feeling sick and dizzy, Deidre was quarantined in her cage for fear of spreading this "human disease." Desperate to escape and return to her family, she channeled her emotions into a chant, transporting herself outside the Archfey's court. Evading encounters, she found the portal tree and returned to her world, where she was encountered by wary Elves. After explaining her ordeal, they healed her mysterious disease and escorted her out of their land. Returning home, Deidre found her parents older and with a new brother. Despite their trauma upon hearing her stories, they welcomed her back. However, her mother was avoiding her and distant. Eventually, she revealed that she knew Deidre was now tainted by the Feywild during her captivity. She asked Deirdre to leave the family to seek tutelage in Bemmea to learn how to control this power. For the sake of protecting the family, this would be a one-way trip, asking her to leave the family for good and never look back. This was cruel after all the ordeal she endured, to be chased from the place she called home and the family she loved. But she understood that her condition wasn't understood, and her mother only wanted to protect her new brother. To her, Deidre was dead since long... She made her way to Bemmea, where some officials tested her for her magical potential before letting her in. After some magic probing and extensive notes taken by a warden, she was judged magically worthy to enter the city. It took her a week to meet someone interested in taking her under apprenticeship, and it was Ulric Zagorov—an old master artificer who seemed severe and odd. He was quite interested in her story and the origins of her magic potential. However, he was particularly concerned about the impact of her tragic stay in the Feywild, feeling that the emotional scars weren't all healed, and that someone less virtuous than him could exploit her wounds for nefarious purposes. Bemmea had quite a good number of those people. He decided to take the responsibility of her magical education, and more... During the first year, he wasn't easy on her, quite harsh actually. He constantly challenged her to tasks almost impossible without two arms, forcing her to gain the same dexterity without her left arm as she had with others. He barely taught her any magic theories, which frustrated the young girl. He even criticized her small size or her slow progress in learning the most basic cantrips because of her lack of two hands. At some point during the second year, she almost despised the man and was on the verge of quitting her tutelage with Ulric. However, as she was about to abandon her studies, during her sleep, she was constantly insulted and belittled by the Feys in her dreams, the same ones that deceived her a year ago. This made her even more determined to continue. She made it her mission to prove her master—and them—wrong about her worth and potential. She thrived, became more focused, but also quite feisty. She used that energy to master her second arm and become ambidextrous, working even harder for every menial task and becoming creative to find solutions to tasks that would normally require two hands. She became able to cast cantrips with only one hand after some more months of practice. The third year was more relaxed. Ulric became more lenient with her and began to teach her about magic in a broader and more practical way. She assisted him in building wonders, conducted research for him in books and was taught the proper ways to cast artificer spells and control her innate Fey magic. She absorbed the theories like a sponge, and for the first time, her master nodded approvingly at every success, only correcting her respectfully when she made mistakes. By the fifth year, she was able to cast minor spells without errors and with barely any effort. Her master was finally satisfied with her progress and judged that she had completed her apprenticeship under his tutelage. As a gesture to commemorate her success, surprising talent and perseverance, he made her a wonderful gift: a prosthetic arm made of bronze, which was magically animated. She was speechless—she understood that her master had only treated her harshly to help her overcome her traumas and handicap, to make her stronger despite her difficulties. A few days later, she departed from Bemmea to see her parents. When she arrived, her father and brother told her that her mother had died from a strange magical disease during the years of her apprenticeship at Bemmea. Despite all their efforts to decorate her tomb, flowers and plants were rotting, as if under some kind of curse, and nobody knew what was happening or how to dispel the strange malediction. She stayed for some days to mourn, but the situation at home was depressing, almost unbearable. Her brother was very busy working the land because her father had become bitter and was drinking his soldier pension. The homestead was a mess, and nobody was talking to each other. Despite the love she had for her father, Deidre decided that she had to leave again, but on her own will this time. Years later, Dierdre became a resourceful and solid adventurer, were she tackled challenges with many different companions and fellowships. She now have her own workshop in Bemmea, which she do her researches and trials to develop her magic and contribute to the legacy of the great magical capital. Recently, she took interests in the archeology, and heard about some of the wonders laying in the Wastelands at the East. She knew about the dangers of the place, but the attractions of some of the technological marvels were stronger than any fear this place would invoke into her. All she needed was steadfast companions, her wits and her magical aptitude to survive the challenges. Once again, she packed her equipment, and walked the dangerous road of the adventurer, full of dreams.
  6. London James Thorpe Student (Exercise Science) Agility d10 Smarts d4 Spirit d4 Strength d6 Vigor d8 SKILLS Academics Athletics Common Knowledge Fighting Healing Notice Persuasion Repair Shooting Stealth Survival d4 d10 d4 d10 d4 d4 d4 d4 d8 d6 d4 HINDRANCES Driven (Major): Just Do It Hesitant (Minor) Stubborn (Minor) Pace Parry Toughness 6 8 6 (2) EDGES Quick Trademark Weapon (Spear) LANGUAGES Algonquin (Native) d8, English (Native) d8 GEAR Backpack, Blanket, Camouflage fatigues, Canteen (waterskin), Clothing (casual), Flashlight, Goggles, Hiking boots, Lighter, Shovel, 100x Sling bullet, Whetstone. Armor: Bike helmet; Toughness 8 (2) Weapons: Sling; Dmg d4, Range 4/8/16 Spear/Javelin; Dmg Str +d6, Melee -Two Handed, Dmg Str +d6, Melee -Thrown, Dmg d6, Range 3/6/12 Survival Knife; Dmg Str +d4, Melee Cash: $23 Advances: None
  7. 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.
  8. 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. |