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Arlo Thistleknott, Kender Entertainer Arcane Trickster Rogue


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Arlo Thistleknott, Kender Entertainer Arcane Trickster Rogue

image.png.97da789ec07bdcda7cc2428f377a0443.png

Name: Arlo Thistleknot

Character Concept: Arlo is a melee rogue with some magical oomph. He serves as the skill monkey. His spellcasting supports his primary function as scout and stealthy character.

Race, Background, Subclass Class: Kender, Gambler, Arcane Trickster Rogue

Description: Arlo is a twenty-five-year-old male Kender. He typically wears his brown hair in a topknot (of which he is very proud); when it isn't tied up, it falls well past his shoulders. His clothing tends to change constantly, since he is constantly picking up or forgetting articles of clothing. However, he has done a great job of keeping up with his studded leather armor. His favorite colors are blue, green, and yellow, and many of his clothes are those colors. He had a wonderful pair of yellow boots, and they were great at keeping his feet dry. However, he misplaced them a few months ago. He hasn't given up looking for them. Maybe someone picked them up when he forgot them?

Arlo is cheerful, curious, and helpful, as all good Kender are. He keeps his pouches filled with interesting objects, and he likes to pick up things that people left behind so that he can give them back. Arlo can be forgetful, especially when it comes to his belongings. However, he does have a longer than average attention span for a Kender. He loves to make maps and study his spells. He's often disappointed that the Mages of High Sorcery he meets don't want to let him look at their spellbooks and rarely look at his. He is always happy to lend a friend a paperweight, interesting feather, or spell.

Origin: Arlo is from Kendermore in the Kenderwood.

Your Character’s Plothook: Arlo recently went on a trip to Hylo to see if his Uncle Trapspringer was there. Uncle Trapspringer wasn't, but Arlo met many cousins he didn't know he had. They're all looking for Uncle Trapspringer and have promised to keep in touch. Arlo was on his way home to Kendermore, but he is stuck in Kalaman because of the Dragon Armies. He narrowly avoided a draconian patrol that wanted to make him into a stew. Someone needs to do something about these bullies who are making life difficult for all the Kender, and everyone else, living in Ansalon.

Past is Prologue: Arlo was born in Kendermore to parents who had mostly finished their wanderlust. He had a happy childhood filled with brothers, sisters, cousins, aunts, and uncles a mixed into a single loud, rambunctious family unit. The only sad part of his childhood was Arlo's Uncle Trapspringer. Uncle Trapspringer was clearly a beloved part of the family because everyone told stories about him. However, Arlo never met him, and no one else in his family remembered the last time they'd seen Uncle Trapspringer. While Uncle Trapspringer was clearly a very capable Kender, Arlo grew increasingly worried about him. Once everyone mostly agreed that Arlo was old enough and knew enough to embark on his own journeys, Arlo went in search of Uncle Trapspringer. Unfortunately, he has yet to find his uncle during his seven or eight years of wandering.

What Arlo did discover was magic. A few years ago, Arlo was passing through Solace, and a Mage of High Sorcery left her spellbook behind. (Arlo vehemently denies the wizard's accusations that he stole the spellbook.) Arlo knew that the wizard would want her spellbook back, so he kept it safe for her. He'd always wanted to read a spellbook, but wizards never let him, so Arlo did peak. The wizard didn't come back for her spellbook in the next three days, so Arlo decided to take it to her. He didn't know where she was going, but everyone knows the Mages of High Sorcery like the Tower of Wayreth. Arlo decied to take the spellbook there. He studied it along the way, and to his delight he learned to cast a few spells. Surprisingly, the Forest of Wayreth permitted him to find the Tower of High Sorcery. Once there, he returned the spellbook, demonstrated his magical prowess, and asked to take the Test of High Sorcery. The Conclave refused, noting that Kender were not allowed in the Tower of Wayreth, just as they were not allowed in the Great Library of Palanthas.

Arlo thought that was rude, but he wasn't going to let some stick-in-the-mud mages keep him from studying magic. He began to create his own spellbook, and he vowed to find another Tower of High Sorcery where he could take the test. The only other one he knew of was in Palanthas, so he traveled there. He never reached the Tower of Palanthas. While he isn't afraid of anything, the Shoikan Grove proved to be his match. Arlo couldn't make it through that haunted forest to the Tower, even though he certainly didn't run away in fear. He wouldn't do that!

Since then, Arlo has tried two more times to take the Test of High Sorcery at Wayreth. The mages aren't sure why the forest keeps letting him find the Tower of Wayreth, but it does. Par-Salian, the head of the Conclave, has kindly but sternly refused to let Arlo take the test both times. Arlo heard that there used to be a Tower of High Sorcery in Istar, so he tried to find it. Unfortunately, Istar wasn't on his map. He finally learned that Istar is now at the bottom of the Blood Sea. Sadly, Arlo has now conclusively proved to himself that he cannot breathe underwater, despite considerable effort to teach himself how. Arlo realized he'd forgotten all about his dear Uncle Trapspringer and decided to take a break from his studies to visit Hylo. Unfortunately, Uncle Trapspringer wasn't there either, so he decided to head back to Kendermore to visit his family. It seems as if the way east in blocked by some bullies calling themselves the Dragon Armies, so Arlo is stuck in Kalaman for now.

Truths, Rumors, and Lies:

  1. [True Rumor] Arlo is friends with the wizard Par-Salian. "Friends" might be overstating their relationship, but Arlo certainly thinks of Par-Salian as his friend. Par-Salian views Arlo with amusement. He enjoyed all three of his conversations with Arlo, even if he would never let a Kender into the Tower of Wayreth.
  2. [False Rumor] Arlo found the Greygem of Gargath. When Arlo found his lucky stone, which is grey and shaped a bit like an ear, he briefly believed that it must be the Greygem. He even told a few of his cousins, which is likely how the rumor started. Arlo has reluctantly admitted to himself that he isn't the owner of the Greygem, although he would like to be. Instead, his lucky stone is a Stone of Good Luck.
  3. [True and False Rumor] Arlo defaced a wizard's spellbook. Technically, this is true. Arlo took copious notes in the spellbook he found to help him understand the magical writing. These notes did make the spellbook unusable for its original owner, but Arlo maintains that his emendations improved the value of the spellbook.

Include at least two of the following in your application:
Deity:
 Branchala. The Song of Life doesn't expect you to do all your worshipping in a temple. You can worship Branchala by smelling the roses or singing a song or giving someone a really nice present. Plus, Branchala likes Kender, and not all of the other gods do.

Is Might Right? No! People shouldn't be able to boss everyone else around just because they're bigger and stronger. Leadership should be shared, because you never know who will have the best idea. Everyone deserves to make their own decisions and to do what they think is best.

Music. The Moon and the Seven Stars. I imagine this is what Kender music sounds like.
Wings that Cross Time. This hopeful, driving theme represents Arlo's personality to me. It's bubbly and upbeat, but there's depths beneath that surface as well.

 

Edited by codexgigas (see edit history)
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Kender Lineage

Ability Scores: +2 to one score, +1 to another score (+2 Dexterity, +1 Intelligence)
Size: Small
Speed: 30 ft.

  Fearless. You have advantage on saving throws you make to avoid or end the frightened condition on yourself. When you fail a saving throw to avoid or end the frightened condition on yourself, you can choose to succeed instead. Once you succeed on a saving throw in this way, you can't do so again until you finish a long rest.

   Kender Curiosity. Thanks to the mystical origin of your people, you gain proficiency with one of the following skills of your choice: Insight, Investigation, Sleight of Hand, Stealth, or Survival.

   Taunt. You have an extraordinary ability to fluster creatures. As a bonus action, you can unleash a string of provoking words at a creature within 60 feet of yourself that can hear and understand you. The target must succeed on a Wisdom saving throw, or it has disadvantage on attack rolls against targets other than you until the start of your next turn. The DC equals 8 + your proficiency bonus + your Intelligence.

   You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

   Languages. You can speak, read, and write Common and one other language that you and your DM agree is appropriate for your character.

Source: DSotDQ, page 27

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Entertainer Background

Skill Proficiencies: Acrobatics, Performance
Tool Proficiencies: Disguise Kit, one type of musical instrument (flute)
Equipment: A musical instrument (one of your choice), the favor of an admirer (love letter, lock of hair, or trinket), a costume, and a pouch containing 15 gp

Feature: By Popular Demand

   You can always find a place to perform, usually in an inn or tavern but possibly with a circus, at a theater, or even in a noble’s court. At such a place, you receive free lodging and food of a modest or comfortable standard (depending on the quality of the establishment), as long as you perform each night. In addition, your performance makes you something of a local figure. When strangers recognize you in a town where you have performed, they typically take a liking to you.

Suggested Characteristics

   Successful entertainers have to be able to capture and hold an audience’s attention, so they tend to have flamboyant or forceful personalities. They’re inclined toward the romantic and often cling to high-minded ideals about the practice of art and the appreciation of beauty.

d8 Personality Trait
1 I know a story relevant to almost every situation. (Most of them about my Uncle Trapspringer.)
5     I love a good insult, even one directed at me.

d6 Ideal
3 Creativity. The world is in need of new ideas and bold action. (Chaotic)

d6 Bond
4 I idolize a hero of the old tales and measure my deeds against that person’s. (Uncle Trapspringer)

d6 Flaw
5 I have trouble keeping my true feelings hidden. My sharp tongue lands me in trouble.

Source: PHB. Available in the Basic Rules.

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Arcane Trickster Rogue Class

Level Proficiency Bonus Sneak Attack Features Cantrips Known Spells Known 1st 2nd 3rd 4th
1 +2 1d6 Expertise, Sneak Attack, Thieves' Cant
2 +2 1d6 Cunning Action
3 +2 2d6 Roguish Archetype, Spellcasting, Mage Hand Legerdemain 3 3 2
4 +2 2d6 Ability Score Improvement 3 4 3
5 +3 3d6 Uncanny Dodge 3 4 3

Hit Points

Hit Dice: 1d8
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Rogue level after 1st

Proficiencies

Armor: Light
Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords, hoopaks
Tools: Thieves' Tools

Saving Throws: Dexterity, Intelligence
Skills: Choose four from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, and Stealth

Starting Equipment

You start with the following items, plus anything provided by your background.

   (a) a rapier or (b) a short sword

   (a) a short bow and quiver of 20 arrows or (a) a short sword

   (a) a burglar's pack or (b) a dungeoneer's pack or (c) an explorer's pack

   Leather armor, two daggers, and thieves’ tools

Level 1
Expertise. At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves’ tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. Perception, Thieves' Tools

Sneak Attack. Beginning at 1st level, you know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon. You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll. The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table.

Thieves' Cant. During your rogue training you learned thieves’ cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves’ cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly. In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves’ guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.

Level 2
Cunning Action. Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.

Level 3
Roguish Archetype: Arcane Trickster. Some rogues enhance their fine-honed skills of stealth and agility with magic, learning tricks of enchantment and illusion. These rogues include pickpockets and burglars, but also pranksters, mischief-makers, and a significant number of adventurers.

Spellcasting. When you reach 3rd level, you gain the ability to cast spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the wizard spell list.

Cantrips. You learn three cantrips: mage hand and two other cantrips of your choice from the wizard spell list. You learn another wizard cantrip of your choice at 10th level.

Spell Slots. The Arcane Trickster Spellcasting table shows how many spell slots you have to cast your wizard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level spell charm person and have a 1st-level and a 2nd-level spell slot available, you can cast charm person using either slot.

Spells Known of 1st-Level and Higher. You know three 1st-level wizard spells of your choice, two of which you must choose from the enchantment and illusion spells on the wizard spell list. The Spells Known column of the Arcane Trickster Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an enchantment or illusion spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level. The spells you learn at 8th, 14th, and 20th level can come from any school of magic. Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be an enchantment or illusion spell, unless you’re replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.

Spellcasting Ability. Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier

Mage Hand Legerdemain. Starting at 3rd level, when you cast mage hand, you can make the spectral hand invisible, and you can perform the following additional tasks with it:

  • You can stow one object the hand is holding in a container worn or carried by another creature.
  • You can retrieve an object in a container worn or carried by another creature.
  • You can use thieves’ tools to pick locks and disarm traps at range.

You can perform one of these tasks without being noticed by a creature if you succeed on a Dexterity (Sleight of Hand) check contested by the creature’s Wisdom (Perception) check. In addition, you can use the bonus action granted by your Cunning Action to control the hand.

Level 4
Ability Score Increase: Feat (Skill Expert) You have honed your proficiency with particular skills, granting you the following benefits:

  • Increase one ability score of your choice by 1, to a maximum of 20. Dexterity
  • You gain proficiency in one skill of your choice. Arcana
  • Choose one skill in which you have proficiency. You gain expertise with that skill, which means your proficiency bonus is doubled for any ability check you make with it. The skill you choose must be one that isn’t already benefiting from a feature, such as Expertise, that doubles your proficiency bonus. Sleight of Hand

Level 5
Uncanny Dodge. Starting at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.

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Feats

1st-Level Bonus Feat

Tough
Your hit point maximum increases by an amount equal to twice your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional 2 hit points.

Source: PHB, page 170

 

Level 4 Rogue Feat

Skill Expert
You have honed your proficiency with particular skills, granting you the following benefits:

  • Increase one ability score of your choice by 1, to a maximum of 20. Dexterity
  • You gain proficiency in one skill of your choice. Arcana
  • Choose one skill in which you have proficiency. You gain expertise with that skill, which means your proficiency bonus is doubled for any ability check you make with it. The skill you choose must be one that isn’t already benefiting from a feature, such as Expertise, that doubles your proficiency bonus. Sleight of Hand

Source: Tasha's Cauldron of Everything, page 170

4th-Level Bonus Feat

Mobile

You are exceptionally speedy and agile. You gain the following benefits:

  • Your speed increases by 10 feet.
  • When you use the Dash action, difficult terrain doesn't cost you extra movement on that turn.
  • When you make a melee attack against a creature, you don't provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not.

Source: PHB, page 168

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Inventory

Worn

  1. Clothes, Costume (starting equipment, background)
  2. Leather (starting equipment, class) [sold]
  3. Studded Leather
  4. Component Pouch
  5. Pouch
  6. Stone of Good Luck (starting magic item)

Weapons

  1. Rapier (starting equipment, class) [sold]
  2. Shortsword (starting equipment, class) [sold]
  3. Dagger (starting equipment, class)
  4. Dagger (starting equipment, class)
  5. Hoopak
  6. pouch with 20 sling bullets

Instruments & Tools

  1. Thieves' Tools (starting equipment, class)
  2. Flute (starting equipment, background)

Other

  1. an an explorer’s pack - Starting equipment (class)
    • a backpack
    • a bedroll
    • a mess kit
    • a tinderbox
    • 10 torches
    • 10 days of rations
    • a waterskin
    • 50 feet of hempen rope
  2. a "spell book" (mundane book)
  3. ink
  4. inkpen

Money

 
Platinum (pp) Steel (stl) Silver (sp) Copper (cp)
0 5 4 4


Trinket

71: A fragment of a beautiful song, written as musical notes on two pieces of parchment

Accounting

Starting Money: 100 Steel
Sell Rapier (12 steel, 5 silver): 112 Steel, 5 Silver
Sell Shortsword (5 steel): 117 stl, 5 s
Buy Hoopak (1stl) 116 stl, 5 s
Buy 20 sling bullets (4 cp): 116stl, 4s, 6cp
Buy book (25 stl): 91 stl, 4sp, 6cp
Buy Studded Leather (45 stl): 46 stl, 4sp, 6cp
Buy ink (10 stl): 36 stl, 4sp, 6cp
Buy ink pen (2 cp): 36 stl, 4 sp, 4 cp
Buy component pouch (25 stl): 11 stl, 4sp, 4 cp
Buy 2 pouches (1 stl): 10 stl, 4sp, 4 cp
Sell Leather (5 stl): 15 stl, 4sp, 4cp
Buy Material Components for Summon Familiar (10 stl): 5 stl, 4sp, 4cp

 

Edited by codexgigas (see edit history)
Name
Starting Money
4
1d10 4
Trinket
71
1d100 71
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image.png.4c673bb9e9c1eb4e1aea9801c195ff3b.pngArlo's "Spellbook"

Modifier (Int): +2
Spell Attack: +5
Save DC: 13

Cantrips

  1. Booming BladeEvocation cantrip
    Casting Time: 1 Action
    Range: Self/5'
    Components: S, M
    Duration: Instantaneous

    You brandish the weapon used in the spell’s casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack’s normal effects and 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).
  2. Mage HandMage Hand
    Conjuration cantrip
    Casting Time: 1 action
    Range: 60* feet
    Components: V, S
    Duration: 1 minute

    A spectral, floating, invisible* hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 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 than10pounds.

    *Telekinetic Feat
  3. Minor IllusionIllusion cantrip
    Casting Time: 1 action
    Range: 30'/5' cube
    Components: S, M
    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.

1st-Level

  1. Find Familiar1st-level conjuration
    Casting Time: 1 hour
    Range: 10 feet
    Components: V, S, M (10 gp)
    Duration: Instantaneous

    You gain the service of a familiar, a spirit that takes an animal form you choose: bat, cat, crab, frog (toad), hawk, lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, or weasel. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of a beast.

    Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can't attack, but it can take other actions as normal.

    When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again. As an action, you can temporarily dismiss 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.
  2. Silent Image1st-level illusion
    Casting Time: 1 action
    Range: 60'/15' cube
    Components: V, S, M
    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.
    [C]
  3. Silvery Barbs1st-level enchantment
    Casting Time: 1 reaction, which you take when a creature you can see within 60 feet of yourself succeeds on an attack roll, an ability check, or a saving throw
    Range: 60'
    Components: V
    Duration: Instantaneous

    You magically distract the triggering creature and turn its momentary uncertainty into encouragement for another creature. The triggering creature must reroll the d20 and use the lower roll.

    You can then choose a different creature you can see within range (you can choose yourself). The chosen creature has advantage on the next attack roll, ability check, or saving throw it makes within 1 minute. A creature can be empowered by only one use of this spell at a time.
  4. Sleep1st-level enchantment
    Casting Time: 1 action
    Range: 90'/20' sphere
    Components: V, S, M
    Duration: 1 minute

    This spell sends creatures into a magical slumber. Roll 5d8; the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures).

    Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected.

    Undead and creatures immune to being charmed aren’t affected by this spell.

    At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st.
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token_1.png.451fa62d12c0f2185636025bbfd5d519.pngArlo Thistleknott

Kender Entertainer Arcane Trickster Rogue


AC: 16 (Studded Leather) | HP: 48/48 | Speed: 40 ft.
Senses: passive Perception 18, Insight 15, Investigation 16
Str: 8 (-1) | Dex: 18 (+4) | Con: 14 (+2) | Int: 14 (+2) | Wis: 12 (+1) | Cha: 10 (+0)
Languages: You can speak, read, and write Common, Kenderpseak, and Thieves' Cant


“My words,” Arlo said. | ‘My thoughts,’ Arlo thought. | My actions . . .


Arlo did some things. He said some things. He did some more things.

OOC

Taunt: 3/3
Spell Slots: 3/3 1st Level

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Statblock

Small humanoid (Kender), Chaotic Good
Age: 25 years old | Height: 3'11" | Weight: 50 lbs
Armor Class: 16 (12 studded leather + 4 dexterity) | Max HP: 48
Speed: 30 ft.
Proficiency Bonus: +3

STR
8 (-1)

Save: +0
Athletics: +0
Carrying Capacity: 120 lb.
Lift/Push/Drag: 240 lb.

 

DEX
18 (+4)

Save: +8
Acrobatics: +8
Slight-of-Hand: +11
Stealth: +8

 

CON
14 (+2)

Save: +3





 

INT
14 (+2)
Save: +6
Arcana: +6
History: +3
Investigation: +6
Nature: +3
Religion: +3
WIS
12 (+1)
Save: +2
Animal Handling: +2
Insight: +5
Medicine: +2
Perception: +8
Survival: +2
CHA
10 (+0)
Save: +1
Deception: +1
Intimidation: +1
Performance: +4
Persuasion: +1

 

Damage Resistances:
Damage Immunities:
Senses: passive Perception 18, passive Insight 15, passive Investigation 16
Languages: You can speak, read, and write Common, Kenderspeak, and Thieves' Cant
Proficiencies: light armor, simple weapons, longsword, shortsword, hoopak, thieves' tools, disguise kit

Actions

Hoopak (finesse, special, two-handed). Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 7 (1d6 + 4) piercing damage.
Ranged Weapon Attack: +7 to hit, range 30 ft./120 ft., one target.
Hit: 6 (1d4+4) bludgeoning damage.
Special: When you make a melee attack with this weapon, you ignore its ammunition property. You can use the hoopak as a martial ranged weapon. If you do, it uses the ammunition property, uses sling bullets, and deals 1d4 bludgeoning damage on a hit.
Dagger (finesse, light, thrown (20ft./60ft.)). Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 6 (1d4+4) piercing damage.

Bonus Actions

Cunning Action. Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.
Taunt. You have an extraordinary ability to fluster creatures. As a bonus action, you can unleash a string of provoking words at a creature within 60 feet of yourself that can hear and understand you. The target must succeed on a Wisdom saving throw, or it has disadvantage on attack rolls against targets other than you until the start of your next turn. The DC equals 8 + your proficiency bonus + your Intelligence modifier. You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Reactions

Uncanny Dodge. Starting at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.
Edited by codexgigas (see edit history)
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@Kamishiro_Rin Arlo is ready for review. I'll starting posting in the Steady Beacon thread today. I wanted to touch base about two things for my application.

1. For the uncommon magic item, I'd like to request a stone of good luck. I haven't incorporated the bonus it would give into Arlo's stats, fyi.

2. I know Kender can be an unpopular choice for a PC, so I wanted to be very clear on my philosophy on playing a Kender, if I were chosen to join the game. I don't intend to play Arlo as a kleptomaniac who is going to steal from every other PC and NPC. Kender handling isn't about thievery or even possessing an item. Instead it's about collecting interesting items (most of which shouldn't have a monetary value). I'd want to have a discussion with the other players around what boundaries they would want at the table around a Kender PC. I certainly don't want to take anyone else's items, and I'm fine with Arlo never picking up anything that belongs to another PC if that's a needed boundary for the good functioning of the table. Anything taken from an NPC should be in service of plot development and would be something I'd review with you as DM in advance of doing it.

I think Kender are really the heart of Dragonlance as a setting. They are often played poorly. I'm interested in playing a Kender because they're loyal, brave, and a little ridiculous. Arlo really thinks that he's a wizard, even though he's not. He'll keep and study a "spell book" (even though mechanically Arcane Tricksters don't have them) because that's what he thinks wizards are supposed to do. He might get bored and find a new hobby as the campaign develops, because he is a Kender, after all. I like the idea of playing a PC who really does believe the best in people, wants to be fair to everyone, and knows that happiness is found at the bottom of a full pouch.

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6 hours ago, codexgigas said:

Arlo is ready for review. I'll starting posting in the Steady Beacon thread today.

Great! I don't tend to give very much review, other than to ensure that everything is mechanically okay, which I think is, here.

6 hours ago, codexgigas said:

1. For the uncommon magic item, I'd like to request a stone of good luck. I haven't incorporated the bonus it would give into Arlo's stats, fyi.

Looked it up. It doesn't bother me and seems pretty tame. That's fine, you can go with that.

6 hours ago, codexgigas said:

2. I know Kender can be an unpopular choice for a PC, so I wanted to be very clear on my philosophy on playing a Kender, if I were chosen to join the game. I don't intend to play Arlo as a kleptomaniac who is going to steal from every other PC and NPC. Kender handling isn't about thievery or even possessing an item. Instead it's about collecting interesting items (most of which shouldn't have a monetary value). I'd want to have a discussion with the other players around what boundaries they would want at the table around a Kender PC. I certainly don't want to take anyone else's items, and I'm fine with Arlo never picking up anything that belongs to another PC if that's a needed boundary for the good functioning of the table. Anything taken from an NPC should be in service of plot development and would be something I'd review with you as DM in advance of doing it.

I think Kender are really the heart of Dragonlance as a setting. They are often played poorly. I'm interested in playing a Kender because they're loyal, brave, and a little ridiculous. Arlo really thinks that he's a wizard, even though he's not. He'll keep and study a "spell book" (even though mechanically Arcane Tricksters don't have them) because that's what he thinks wizards are supposed to do. He might get bored and find a new hobby as the campaign develops, because he is a Kender, after all. I like the idea of playing a PC who really does believe the best in people, wants to be fair to everyone, and knows that happiness is found at the bottom of a full pouch.

I'm impressed with the changes they made to the Kender, mechanically. When you read the old kender stuff from previous editions, they read like the text of an auto-ban. These do not.

At least one player has said you know your stuff, so I'm set at ease by that.

My own general philosophy is that player characters must keep their hands off other player characters' stuff--I just don't want to deal with that sort of party conflict. There's a whole world of NPCs you can steal from.

If one of the players comments here, don't be surprised, I've invited them to comment, too.

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3 hours ago, Kamishiro_Rin said:

I’m impressed with the changes they made to the Kender, mechanically. When you read the old kender stuff from previous editions, they read like the text of an auto-ban. These do not.

At least one player has said you know your stuff, so I'm set at ease by that.

My own general philosophy is that player characters must keep their hands off other player characters' stuff--I just don't want to deal with that sort of party conflict. There's a whole world of NPCs you can steal from.

If one of the players comments here, don't be surprised, I've invited them to comment, too.

I think it was the fluff more than the mechanics that got Kender a bad rap in older editions. Wizards definitely toned down the “take everything that isn’t nailed down” vibe for 5E. But lots of players used playing a Kender to justify antisocial behavior in the past. I’ve played with someone who did that, and it isn’t fun.

Like I said, my interest in playing a Kender isn’t to steal anything from another PC (or even NPCs). I think a key to playing a Kender well is to not focus on the monetary value of items they handle. There’s a reason the Kender response is “You must have dropped it, so I was holding it for you,” when someone confronts them. They didn’t take something because it was valuable. They wanted to look at something interesting and then absentmindedly put it into their pouch.

All that to say, I don’t want to be a problem player or reduce the amount of fun anyone has in the game. Arlo will be a lighthearted PC, but he’ll be closer to Nightshade Pricklypear than Tasslehoff Burrfoot. If selected, I’m happy to talk about how best to RP Arlo to ensure others have fun. (I’d also like to talk about how to deal with the constant flow of items a Kender handler can have, but that can certainly wait until we know if Arlo is selected for the game.)

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  • 2 weeks later...

I took a gander at your music. The first one indeed sounds like very authentic kender (or halfling) music. Except I imagine the kender would get bored with the endless repeats, so they'd put in some serious variations or improvisation or something, otherwise the audience would immediately start hurling insults at them ;p

The Wings of Time music gave me a lot of good, sentimental feelings. I found a remastered version that I am currently listening to. If you like Chrono Trigger music, I also recommend this album on Spotify that adds a twist. I like to listen to that and the similar FF6 album when I want to chill out. It's also on YouTube, but as one long audiofile rather than separate tracks.

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