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Wizard of the Coat

Wizard of the Coat

Mags Kategaris - Itinerant Hedge Wizard Mags_token_200.png.d3596c7994956f551d31c29deaf69122.png

AC: 14 (17with Mage Armor)  | HP: 30/30 | Initiative: +4Oracular Insight (I'll often use this for important initiative checks)
"The gods give you flashes of insight that help you bring your efforts to fruition. When you make an ability check, you can roll a d10 and add the number rolled to the check. You can wait until after you roll the d20 before deciding to add the d10, but you must decide before the DM says whether the roll succeeds or fails. Once you use this trait, you can't use it again until you finish a short or long rest."
Passive Perception: 17 | Spell Slots 0/2 (1st)


Mags stood, his body shaking, painted with gore, adrenalin boiling in his veins. It had taken all of his will to crouch down and search for Pale Face's chain--when all he wanted to do was fight or run. Now it was over, but he still felt that need to lash out at enemies, to slash and stab. Without thought, he kicked what remained of Pale Face's body, kicking over and over again, his boot kicking up gore, until the remains began to burn. 

He leaped away from the bubbling body, fearing more psychic chains. But nothing happened. Pale Face was truly gone.

He gulped air like a drowning man, willing his body to stop shaking--and failing. He looked around, feeling the eyes of the four upon him, certain they could see into his soul. He had never fought like that before; he'd never gone all-out in an effort to kill. A part of him had reveled in the experience--driving his knife into Pale Face's neck, watching him gurgle, lash out wildly, and realize he was finished. Mags had enjoyed it. He'd wanted more. 

There's a devil inside me. So he had once told the Master. And the Master's words had brought no comfort. 

Mags could not meet their gazes. His breath slowing, he sheathed his blades and busied himself. 

With a theatrical flourish, he waved a hand and Pale Face's sword suddenly appeared on the gore-stained paving stones between Damaia and Billie.  Then he looked to the small jewelry box left behind by the Herald. With a snap of his fingers, the box disappeared. One finger at a time, he opened his other hand, revealing the box for all to see. He tucked the box into his messenger bag for later examination.

The familiarity of trickery and showmanship did much to settle him. He felt the pent up energy ebbing from his body.  He took a deep centering breath and began to feel like himself again.

He looked to Dae, opening his mouth to ask.... The soulful green eyes that met his gaze pierced him and he forgot his words, looking away. 

"So the Oracle spoke true. Sorry, where are my manners. I am Deypho, It seems you've met the Chained Ones."

The triton's final words launched him toward the past. Not now, dammit! He clung to the present with all of his will, clutching desperately, but was torn away like an autumn leaf on a blustery day. His eyes begun to flutter rapidly from side to side, like a man deep in slumber--only, his eyes were open.

The battlefield was littered with bodies. He found himself kneeling in the dirt holding a wound on his stomach. He was leaking blood and bile, the pain nauseating. It was a death wound. He heard the sound of battle around him. His lungs choked with smoke and burned from the heat. A fallen soldier rose to his feet not five paces away, his wounds stitching back together. The fallen soldier approached like a predator ready to spring. He sprang, but Mags was somewhere, sometime, else. A forge ringing, a man striking, hammering a length of metal, forging something. Mags tried to approach, to see over the man's shoulder the object he was forging, but the man turned to look at Mags. He reached for Mags with a heavily gloved hand. Mags was suddenly jerked backward, back into his body. Back to the mortal plane. 

Mags opened his eyes, wondering how long he'd been out and how much he'd missed. 

Not in the mood to trust anyone other than the four females he'd seen in vision, he stepped away and cast his gaze about the square, looking for hidden threats, happy to let the others do the talking. 

"I can hear people coming," he announced. Hurriedly, he began muttering arcane words, passing a hand over his clothes, removing the gore stains. 


 

Mechanics

Main Hand: 

Off Hand: 


Bonus Action: Mage Hand Legerdemain - Grab Pale Face's longsword and fly back to Billie and Damaia. 

Action: Tricky legerdemain stuff. 

Free Action(?): Perception Check


Note 1: Current spells active: Mage Armor, Mage Hand. 

Statblock

Male Human (Varient) Rogue (Arcane Trickster) 3

Languages Halaea Common, Grehesian Common, Khazian Common, Malek Common, Celestial, Irodesi, Thieves' Cant

Background Hedge Wizard Background Feature The Common Folks' WizardWhen you arrive in smaller communities in your role as hedge wizard, you receive free lodging and food of a modest standard. In addition, your work (reading fortunes, conducting séances, providing herbal remedies to the sick, selling protective trinkets...) leads your clients to open up and tell you things, allowing you access to information they might not publicly share about themselves or others in their community.


StrSave +0
Athletics +0
10 DexSave +6*
Acrobatics +4 | Sleight of Hand +11* | Stealth +8 (E)
18 ConSave +2
No skills associated.
14 IntSave +4
Arcana +4 | History +2 | Investigation +4 | Nature +2 | Religion +2
14 WisSave +3
Animal Handling +3 | Insight +5 | Medicine +3 | Perception +7 (E) | Survival +3
16 ChaSave +0
Deception +2 | Intimidation +0 | Performance +0 | Persuasion +0
11

ProficiencyTools: Thieves tools (+5 Pick Locks*), herbalism kit
Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords
Armors: Light
Bonus +2 Saving Throws Dex, Int

Speed 30 (60 w/Cunning Action Dash)


Actions

  • 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).
  • Dagger +6 to hit for [1d4+4 (+2d6 w/sneak attack)] piercing damage. | Finesse, light, thrown (20/60)
  • Dart +6 to hit for [1d4+4 (+2d6 w/sneak attack)] piercing damage. | Finesse, thrown (20/60)
  • Sling +6 to hit for [1d4+4 (+2d6 w/sneak attack)] bludgeoning damage | Ammunition (30/120)
  • Knife +6 to hit for [1d3+4 (+2d6 w/sneak attack)] slashing damage | Finesse, light

Bonus Actions

  • Knife (2 Weapon Fighting) +6 to hit for [1d3 (+2d6 w/sneak attack)] slashing damage | Finesse, light
  • Cunning ActionStarting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action. (Dash, Disengage, Hide, Mage Hand LegerdemainStarting 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.
    )
  • Steady AimAs a bonus action, you give yourself advantage on your next attack roll on the current turn. You can use this bonus action only if you haven't moved during this turn, and after you use the bonus action, your speed is 0 until the end of the current turn.

Reactions

  • 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 feet
    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.
  • Opportunity Attack (with additional Sneak Attack)

Other/Free Actions

  • Oracle's InsightThe gods give you flashes of insight that help you bring your efforts to fruition. When you make an ability check, you can roll a d10 and add the number rolled to the check. You can wait until after you roll the d20 before deciding to add the d10, but you must decide before the DM says whether the roll succeeds or fails. Once you use this trait, you can't use it again until you finish a short or long rest.

Spell Save DC: 12 | Spell Attack Mod: +4

Cantrips 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).
 | Mage HandConjuration cantrip
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: 1 minute

A 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.
 | MessageTransmutation 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 IllusionIllusion cantrip
Casting Time: 1 action
Range: 30 feet
Components: S, M (a bit of fleece)
Duration: 1 minute

You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again.

If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.

If you create an image of an object—such as a chair, muddy footprints, or a small chest—it must be no larger than a 5-foot cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it.

If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.
| PrestidigitationTransmutation cantrip
Casting Time: 1 action
Range: 10 feet
Components: V, S
Duration: Up to 1 hour

This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:

>You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
>You instantaneously light or snuff out a candle, a torch, or a small campfire.
>You instantaneously clean or soil an object no larger than 1 cubic foot.
>You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
>You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
>You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.

If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
 

Spells Disguise Self1st-level illusion
Casting Time: 1 action
Range: Self
Components: V, S
Duration: 1 hour

You make yourself—including your clothing, armor, weapons, and other belongings on your person—look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can't change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you.

The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.

To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC.
| Find FamiliarCasting 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.

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.
| Mage Armor1st-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.
 |
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 feet
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.

Rituals 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.
 

Wizard of the Coat

Wizard of the Coat

Mags Kategaris - Itinerant Hedge Wizard Mags_token_200.png.d3596c7994956f551d31c29deaf69122.png

AC: 14 (17with Mage Armor)  | HP: 30/30 | Initiative: +4Oracular Insight (I'll often use this for important initiative checks)
"The gods give you flashes of insight that help you bring your efforts to fruition. When you make an ability check, you can roll a d10 and add the number rolled to the check. You can wait until after you roll the d20 before deciding to add the d10, but you must decide before the DM says whether the roll succeeds or fails. Once you use this trait, you can't use it again until you finish a short or long rest."
Passive Perception: 17 | Spell Slots 1/2 (1st)


Mags stood, his body shaking, painted with gore, adrenalin boiling in his veins. It had taken all of his will to crouch down and search for Pale Face's chain--when all he wanted to do was fight or run. Now it was over, but he still felt that need to lash out at enemies, to slash and stab. Without thought, he kicked what remained of Pale Face's body, kicking over and over again, his boot kicking up gore, until the remains began to burn. 

He leaped away from the bubbling body, fearing more psychic chains. But nothing happened. Pale Face was truly gone.

He gulped air like a drowning man, willing his body to stop shaking--and failing. He looked around, feeling the eyes of the four upon him, certain they could see into his soul. He had never fought like that before; he'd never gone all-out in an effort to kill. A part of him had reveled in the experience--driving his knife into Pale Face's neck, watching him gurgle, lash out wildly, and realize he was finished. Mags had enjoyed it. He'd wanted more. 

There's a devil inside me. So he had once told the Master. And the Master's words had brought no comfort. 

Mags could not meet their gazes. His breath slowing, he sheathed his blades and busied himself. 

With a theatrical flourish, he waved a hand and Pale Face's sword suddenly appeared on the gore-stained paving stones between Damaia and Billie.  Then he looked to the small jewelry box left behind by the Herald. With a snap of his fingers, the box disappeared. One finger at a time, he opened his other hand, revealing the box for all to see. He tucked the box into his messenger bag for later examination.

The familiarity of trickery and showmanship did much to settle him. He felt the pent up energy ebbing from his body.  He took a deep centering breath and began to feel like himself again.

He looked to Dae, opening his mouth to ask.... The soulful green eyes that met his gaze pierced him and he forgot his words, looking away. 

"So the Oracle spoke true. Sorry, where are my manners. I am Deypho, It seems you've met the Chained Ones."

The triton's final words launched him toward the past. Not now, dammit! He clung to the present with all of his will, clutching desperately, but was torn away like an autumn leaf on a blustery day. His eyes begun to flutter rapidly from side to side, like a man deep in slumber--only, his eyes were open.

The battlefield was littered with bodies. He found himself kneeling in the dirt holding a wound on his stomach. He was leaking blood and bile, the pain nauseating. It was a death wound. He heard the sound of battle around him. His lungs choked with smoke and burned from the heat. A fallen soldier rose to his feet not five paces away, his wounds stitching back together. The fallen soldier approached like a predator ready to spring. He sprang, but Mags was somewhere, sometime, else. A forge ringing, a man striking, hammering a length of metal, forging something. Mags tried to approach, to see over the man's shoulder the object he was forging, but the man turned to look at Mags. He reached for Mags with a heavily gloved hand. Mags was suddenly jerked backward, back into his body. Back to the mortal plane. 

Mags opened his eyes, wondering how long he'd been out and how much he'd missed. 

Not in the mood to trust anyone other than the four females he'd seen in vision, he stepped away and cast his gaze about the square, looking for hidden threats, happy to let the others do the talking. 

"I can hear people coming," he announced. Hurriedly, he began muttering arcane words, passing a hand over his clothes, removing the gore stains. 


 

Mechanics

Main Hand: 

Off Hand: 


Bonus Action: Mage Hand Legerdemain - Grab Pale Face's longsword and fly back to Billie and Damaia. 

Action: Tricky legerdemain stuff. 

Free Action(?): Perception Check


Note 1: Current spells active: Mage Armor, Mage Hand. 

Statblock

Male Human (Varient) Rogue (Arcane Trickster) 3

Languages Halaea Common, Grehesian Common, Khazian Common, Malek Common, Celestial, Irodesi, Thieves' Cant

Background Hedge Wizard Background Feature The Common Folks' WizardWhen you arrive in smaller communities in your role as hedge wizard, you receive free lodging and food of a modest standard. In addition, your work (reading fortunes, conducting séances, providing herbal remedies to the sick, selling protective trinkets...) leads your clients to open up and tell you things, allowing you access to information they might not publicly share about themselves or others in their community.


StrSave +0
Athletics +0
10 DexSave +6*
Acrobatics +4 | Sleight of Hand +11* | Stealth +8 (E)
18 ConSave +2
No skills associated.
14 IntSave +4
Arcana +4 | History +2 | Investigation +4 | Nature +2 | Religion +2
14 WisSave +3
Animal Handling +3 | Insight +5 | Medicine +3 | Perception +7 (E) | Survival +3
16 ChaSave +0
Deception +2 | Intimidation +0 | Performance +0 | Persuasion +0
11

ProficiencyTools: Thieves tools (+5 Pick Locks*), herbalism kit
Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords
Armors: Light
Bonus +2 Saving Throws Dex, Int

Speed 30 (60 w/Cunning Action Dash)


Actions

  • 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).
  • Dagger +6 to hit for [1d4+4 (+2d6 w/sneak attack)] piercing damage. | Finesse, light, thrown (20/60)
  • Dart +6 to hit for [1d4+4 (+2d6 w/sneak attack)] piercing damage. | Finesse, thrown (20/60)
  • Sling +6 to hit for [1d4+4 (+2d6 w/sneak attack)] bludgeoning damage | Ammunition (30/120)
  • Knife +6 to hit for [1d3+4 (+2d6 w/sneak attack)] slashing damage | Finesse, light

Bonus Actions

  • Knife (2 Weapon Fighting) +6 to hit for [1d3 (+2d6 w/sneak attack)] slashing damage | Finesse, light
  • Cunning ActionStarting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action. (Dash, Disengage, Hide, Mage Hand LegerdemainStarting 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.
    )
  • Steady AimAs a bonus action, you give yourself advantage on your next attack roll on the current turn. You can use this bonus action only if you haven't moved during this turn, and after you use the bonus action, your speed is 0 until the end of the current turn.

Reactions

  • 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 feet
    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.
  • Opportunity Attack (with additional Sneak Attack)

Other/Free Actions

  • Oracle's InsightThe gods give you flashes of insight that help you bring your efforts to fruition. When you make an ability check, you can roll a d10 and add the number rolled to the check. You can wait until after you roll the d20 before deciding to add the d10, but you must decide before the DM says whether the roll succeeds or fails. Once you use this trait, you can't use it again until you finish a short or long rest.

Spell Save DC: 12 | Spell Attack Mod: +4

Cantrips 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).
 | Mage HandConjuration cantrip
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: 1 minute

A 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.
 | MessageTransmutation 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 IllusionIllusion cantrip
Casting Time: 1 action
Range: 30 feet
Components: S, M (a bit of fleece)
Duration: 1 minute

You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again.

If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.

If you create an image of an object—such as a chair, muddy footprints, or a small chest—it must be no larger than a 5-foot cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it.

If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.
| PrestidigitationTransmutation cantrip
Casting Time: 1 action
Range: 10 feet
Components: V, S
Duration: Up to 1 hour

This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:

>You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
>You instantaneously light or snuff out a candle, a torch, or a small campfire.
>You instantaneously clean or soil an object no larger than 1 cubic foot.
>You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
>You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
>You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.

If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
 

Spells Disguise Self1st-level illusion
Casting Time: 1 action
Range: Self
Components: V, S
Duration: 1 hour

You make yourself—including your clothing, armor, weapons, and other belongings on your person—look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can't change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you.

The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.

To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC.
| Find FamiliarCasting 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.

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.
| Mage Armor1st-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.
 |
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 feet
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.

Rituals 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.
 

Wizard of the Coat

Wizard of the Coat

Mags Kategaris - Itinerant Hedge Wizard Mags_token_200.png.d3596c7994956f551d31c29deaf69122.png

AC: 14 (17with Mage Armor)  | HP: 30/30 | Initiative: +4Oracular Insight (I'll often use this for important initiative checks)
"The gods give you flashes of insight that help you bring your efforts to fruition. When you make an ability check, you can roll a d10 and add the number rolled to the check. You can wait until after you roll the d20 before deciding to add the d10, but you must decide before the DM says whether the roll succeeds or fails. Once you use this trait, you can't use it again until you finish a short or long rest."
Passive Perception: 17 | Spell Slots 1/2 (1st)


Mags stood, his body shaking, painted with gore, adrenalin boiling in his veins. It had taken all of his will to crouch down and search for Pale Face's chain--when all he wanted to do was fight or run. Now it was over, but he still felt that need to lash out at enemies, to slash and stab. Without thought, he kicked what remained of Pale Face's body, kicking over and over again, his boot kicking up gore, until the remains began to burn. 

He leaped away from the bubbling body, fearing more psychic chains. But nothing happened. Pale Face was truly gone.

He gulped air like a drowning man, willing his body to stop shaking--and failing. He looked around, feeling the eyes of the four upon him, certain they could see into his soul. He had never fought like that before; he'd never gone all-out in an effort to kill. A part of him had reveled in the experience--driving his knife into Pale Face's neck, watching him gurgle, lash out wildly, and realize he was finished. Mags had enjoyed it. He'd wanted more. 

There's a devil inside me. So he had once told the Master. And the Master's words had brought no comfort. 

Mags could not meet their gazes. His breath slowing, he sheathed his blades and busied himself. 

With a theatrical flourish, he waved a hand and Pale Face's sword suddenly appeared on the gore-stained paving stones between Damaia and Billie.  Then he looked to the small jewelry box left behind by the Herald. With a snap of his fingers, the box disappeared. One finger at a time, he opened his other hand, revealing the box for all to see. He tucked the box into his messenger bag for later examination.

The familiarity of trickery and showmanship did much to settle him. He felt the pent up energy ebbing from his body.  He took a deep centering breath and began to feel like himself again.

He looked to Dae, opening his mouth to ask.... The soulful green eyes that met his gaze pierced him and he forgot his words, looking away. 

"So the Oracle spoke true. Sorry, where are my manners. I am Deypho, It seems you've met the Chained Ones."

The triton's final words launched him toward the past. Not now, dammit! He clung to the present with all of his will, clutching desperately, but was torn away like an autumn leaf on a blustery day. His eyes begun to flutter rapidly from side to side, like a man deep in slumber--only, his eyes were open.

The battlefield was littered with bodies. He found himself kneeling in the dirt holding a wound on his stomach. He was leaking blood and bile, the pain nauseating. It was a death wound. He heard the sound of battle around him. His lungs choked with smoke and burned from the heat. A fallen soldier rose to his feet not five paces away, his wounds stitching back together. The fallen soldier approached like a predator ready to spring. He sprang, but Mags was somewhere, sometime, else. A forge ringing, a man striking, hammering a length of metal, forging something. Mags tried to approach, to see over the man's shoulder the object he was forging, but the man turned to look at Mags. He reached for Mags with a heavily gloved hand. Mags was suddenly jerked backward, back into his body. Back to the mortal plane. 

Mags opened his eyes, wondering how long he'd been out and how much he'd missed. 

Not in the mood to trust anyone other than the four females he'd seen in vision, he stepped away and cast his gaze about the square, looking for hidden threats, happy to let the others do the talking. 

"I can hear people coming," he announced. Hurriedly, he began muttering arcane words, passing a hand over his clothes, removing them of gore stains. 


 

Mechanics

Main Hand: 

Off Hand: 


Bonus Action: Mage Hand Legerdemain - Grab Pale Face's longsword and fly back to Billie and Damaia. 

Action: Tricky legerdemain stuff. 

Free Action(?): Perception Check


Note 1: Current spells active: Mage Armor, Mage Hand. 

Statblock

Male Human (Varient) Rogue (Arcane Trickster) 3

Languages Halaea Common, Grehesian Common, Khazian Common, Malek Common, Celestial, Irodesi, Thieves' Cant

Background Hedge Wizard Background Feature The Common Folks' WizardWhen you arrive in smaller communities in your role as hedge wizard, you receive free lodging and food of a modest standard. In addition, your work (reading fortunes, conducting séances, providing herbal remedies to the sick, selling protective trinkets...) leads your clients to open up and tell you things, allowing you access to information they might not publicly share about themselves or others in their community.


StrSave +0
Athletics +0
10 DexSave +6*
Acrobatics +4 | Sleight of Hand +11* | Stealth +8 (E)
18 ConSave +2
No skills associated.
14 IntSave +4
Arcana +4 | History +2 | Investigation +4 | Nature +2 | Religion +2
14 WisSave +3
Animal Handling +3 | Insight +5 | Medicine +3 | Perception +7 (E) | Survival +3
16 ChaSave +0
Deception +2 | Intimidation +0 | Performance +0 | Persuasion +0
11

ProficiencyTools: Thieves tools (+5 Pick Locks*), herbalism kit
Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords
Armors: Light
Bonus +2 Saving Throws Dex, Int

Speed 30 (60 w/Cunning Action Dash)


Actions

  • 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).
  • Dagger +6 to hit for [1d4+4 (+2d6 w/sneak attack)] piercing damage. | Finesse, light, thrown (20/60)
  • Dart +6 to hit for [1d4+4 (+2d6 w/sneak attack)] piercing damage. | Finesse, thrown (20/60)
  • Sling +6 to hit for [1d4+4 (+2d6 w/sneak attack)] bludgeoning damage | Ammunition (30/120)
  • Knife +6 to hit for [1d3+4 (+2d6 w/sneak attack)] slashing damage | Finesse, light

Bonus Actions

  • Knife (2 Weapon Fighting) +6 to hit for [1d3 (+2d6 w/sneak attack)] slashing damage | Finesse, light
  • Cunning ActionStarting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action. (Dash, Disengage, Hide, Mage Hand LegerdemainStarting 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.
    )
  • Steady AimAs a bonus action, you give yourself advantage on your next attack roll on the current turn. You can use this bonus action only if you haven't moved during this turn, and after you use the bonus action, your speed is 0 until the end of the current turn.

Reactions

  • 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 feet
    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.
  • Opportunity Attack (with additional Sneak Attack)

Other/Free Actions

  • Oracle's InsightThe gods give you flashes of insight that help you bring your efforts to fruition. When you make an ability check, you can roll a d10 and add the number rolled to the check. You can wait until after you roll the d20 before deciding to add the d10, but you must decide before the DM says whether the roll succeeds or fails. Once you use this trait, you can't use it again until you finish a short or long rest.

Spell Save DC: 12 | Spell Attack Mod: +4

Cantrips 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).
 | Mage HandConjuration cantrip
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: 1 minute

A 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.
 | MessageTransmutation 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 IllusionIllusion cantrip
Casting Time: 1 action
Range: 30 feet
Components: S, M (a bit of fleece)
Duration: 1 minute

You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again.

If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.

If you create an image of an object—such as a chair, muddy footprints, or a small chest—it must be no larger than a 5-foot cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it.

If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.
| PrestidigitationTransmutation cantrip
Casting Time: 1 action
Range: 10 feet
Components: V, S
Duration: Up to 1 hour

This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:

>You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
>You instantaneously light or snuff out a candle, a torch, or a small campfire.
>You instantaneously clean or soil an object no larger than 1 cubic foot.
>You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
>You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
>You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.

If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
 

Spells Disguise Self1st-level illusion
Casting Time: 1 action
Range: Self
Components: V, S
Duration: 1 hour

You make yourself—including your clothing, armor, weapons, and other belongings on your person—look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can't change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you.

The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.

To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC.
| Find FamiliarCasting 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.

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.
| Mage Armor1st-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.
 |
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 feet
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.

Rituals 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.
 

Wizard of the Coat

Wizard of the Coat

Mags Kategaris - Itinerant Hedge Wizard Mags_token_200.png.d3596c7994956f551d31c29deaf69122.png

AC: 14 (17with Mage Armor)  | HP: 30/30 | Initiative: +4Oracular Insight (I'll often use this for important initiative checks)
"The gods give you flashes of insight that help you bring your efforts to fruition. When you make an ability check, you can roll a d10 and add the number rolled to the check. You can wait until after you roll the d20 before deciding to add the d10, but you must decide before the DM says whether the roll succeeds or fails. Once you use this trait, you can't use it again until you finish a short or long rest."
Passive Perception: 17 | Spell Slots 1/2 (1st)


Mags stood, his body shaking, painted with gore, adrenalin boiling in his veins. It had taken all of his will to crouch down and search for Pale Face's chain--when all he wanted to do was fight or run. Now it was over, but he still felt that need to lash out at enemies, to slash and stab. Without thought, he kicked what remained of Pale Face's body, kicking over and over again, his boot kicking up gore, until the remains began to burn. 

He leaped away from the bubbling body, fearing more psychic chains. But nothing happened. Pale Face was truly gone.

He gulped air like a drowning man, willing his body to stop shaking--and failing. He looked around, feeling the eyes of the four upon him, certain they could see into his soul. He had never fought like that before; he'd never gone all-out in an effort to kill. A part of him had reveled in the experience--driving his knife into Pale Face's neck, watching him gurgle, lash out wildly, and realize he was finished. Mags had enjoyed it. He'd wanted more. 

There's a devil inside me. So he had once told the Master. And the Master's words had brought no comfort. 

Mags could not meet their gazes. His breath slowing, he sheathed his blades and busied himself. 

With a theatrical flourish, he waved a hand and Pale Face's sword suddenly appeared on the gore-stained paving stones between Damaia and Billie.  Then he looked to the small jewelry box left behind by the Herald. With a snap of his fingers, the box disappeared. One finger at a time, he opened his other hand, revealing the box for all to see. He tucked the box into his messenger bag for later examination.

The familiarity of trickery and showmanship did much to settle him. He felt the pent up energy ebbing from his body.  He took a deep centering breath and began to feel like himself again.

He looked to Dae, opening his mouth to ask.... The soulful green eyes that met his gaze pierced him and he forgot his words, looking away. 

"So the Oracle spoke true. Sorry, where are my manners. I am Deypho, It seems you've met the Chained Ones."

The triton's final words launched him toward the past. Not now, dammit! He clung to the present with all of his will, clutching desperately, but was torn away like an autumn leaf on a blustery day. His eyes begun to flutter rapidly from side to side, like a man deep in slumber--only, his eyes were open.

The battlefield was littered with bodies. He found himself kneeling in the dirt holding a wound on his stomach. He was leaking blood and bile, the pain nauseating. It was a death wound. He heard the sound of battle around him. His lungs choked with smoke and burned from the heat. A fallen soldier rose to his feet not five paces away, his wounds stitching back together. The fallen soldier approached like a predator ready to spring. He sprang, but Mags was somewhere, sometime, else. A forge ringing, a man striking, hammering a length of metal, forging something. Mags tried to approach, to see over the man's shoulder the object he was forging, but the man turned to look at Mags. He reached for Mags with a heavily gloved hand. Mags was suddenly jerked backward, back into his body. Back to the mortal plane. 

Mags opened his eyes, wondering how long he'd been out and how much he'd missed. 

Not in the mood to trust anyone other than the four females he'd seen in vision, he stepped away and cast his gaze about the square, looking for hidden threats, happy to let the others do the talking. 


 

Mechanics

Main Hand: 

Off Hand: 


Bonus Action: Mage Hand Legerdemain - Grab Pale Face's longsword and fly back to Billie and Damaia. 

Action: Tricky legerdemain stuff. 

Free Action(?): Perception Check


Note 1: Current spells active: Mage Armor, Mage Hand. 

Statblock

Male Human (Varient) Rogue (Arcane Trickster) 3

Languages Halaea Common, Grehesian Common, Khazian Common, Malek Common, Celestial, Irodesi, Thieves' Cant

Background Hedge Wizard Background Feature The Common Folks' WizardWhen you arrive in smaller communities in your role as hedge wizard, you receive free lodging and food of a modest standard. In addition, your work (reading fortunes, conducting séances, providing herbal remedies to the sick, selling protective trinkets...) leads your clients to open up and tell you things, allowing you access to information they might not publicly share about themselves or others in their community.


StrSave +0
Athletics +0
10 DexSave +6*
Acrobatics +4 | Sleight of Hand +11* | Stealth +8 (E)
18 ConSave +2
No skills associated.
14 IntSave +4
Arcana +4 | History +2 | Investigation +4 | Nature +2 | Religion +2
14 WisSave +3
Animal Handling +3 | Insight +5 | Medicine +3 | Perception +7 (E) | Survival +3
16 ChaSave +0
Deception +2 | Intimidation +0 | Performance +0 | Persuasion +0
11

ProficiencyTools: Thieves tools (+5 Pick Locks*), herbalism kit
Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords
Armors: Light
Bonus +2 Saving Throws Dex, Int

Speed 30 (60 w/Cunning Action Dash)


Actions

  • 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).
  • Dagger +6 to hit for [1d4+4 (+2d6 w/sneak attack)] piercing damage. | Finesse, light, thrown (20/60)
  • Dart +6 to hit for [1d4+4 (+2d6 w/sneak attack)] piercing damage. | Finesse, thrown (20/60)
  • Sling +6 to hit for [1d4+4 (+2d6 w/sneak attack)] bludgeoning damage | Ammunition (30/120)
  • Knife +6 to hit for [1d3+4 (+2d6 w/sneak attack)] slashing damage | Finesse, light

Bonus Actions

  • Knife (2 Weapon Fighting) +6 to hit for [1d3 (+2d6 w/sneak attack)] slashing damage | Finesse, light
  • Cunning ActionStarting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action. (Dash, Disengage, Hide, Mage Hand LegerdemainStarting 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.
    )
  • Steady AimAs a bonus action, you give yourself advantage on your next attack roll on the current turn. You can use this bonus action only if you haven't moved during this turn, and after you use the bonus action, your speed is 0 until the end of the current turn.

Reactions

  • 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 feet
    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.
  • Opportunity Attack (with additional Sneak Attack)

Other/Free Actions

  • Oracle's InsightThe gods give you flashes of insight that help you bring your efforts to fruition. When you make an ability check, you can roll a d10 and add the number rolled to the check. You can wait until after you roll the d20 before deciding to add the d10, but you must decide before the DM says whether the roll succeeds or fails. Once you use this trait, you can't use it again until you finish a short or long rest.

Spell Save DC: 12 | Spell Attack Mod: +4

Cantrips 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).
 | Mage HandConjuration cantrip
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: 1 minute

A 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.
 | MessageTransmutation 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 IllusionIllusion cantrip
Casting Time: 1 action
Range: 30 feet
Components: S, M (a bit of fleece)
Duration: 1 minute

You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again.

If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.

If you create an image of an object—such as a chair, muddy footprints, or a small chest—it must be no larger than a 5-foot cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it.

If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.
| PrestidigitationTransmutation cantrip
Casting Time: 1 action
Range: 10 feet
Components: V, S
Duration: Up to 1 hour

This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:

>You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
>You instantaneously light or snuff out a candle, a torch, or a small campfire.
>You instantaneously clean or soil an object no larger than 1 cubic foot.
>You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
>You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
>You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.

If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
 

Spells Disguise Self1st-level illusion
Casting Time: 1 action
Range: Self
Components: V, S
Duration: 1 hour

You make yourself—including your clothing, armor, weapons, and other belongings on your person—look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can't change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you.

The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.

To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC.
| Find FamiliarCasting 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.

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.
| Mage Armor1st-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.
 |
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 feet
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.

Rituals 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.
 

Wizard of the Coat

Wizard of the Coat

Mags Kategaris - Itinerant Hedge Wizard Mags_token_200.png.d3596c7994956f551d31c29deaf69122.png

AC: 14 (17with Mage Armor)  | HP: 30/30 | Initiative: +4Oracular Insight (I'll often use this for important initiative checks)
"The gods give you flashes of insight that help you bring your efforts to fruition. When you make an ability check, you can roll a d10 and add the number rolled to the check. You can wait until after you roll the d20 before deciding to add the d10, but you must decide before the DM says whether the roll succeeds or fails. Once you use this trait, you can't use it again until you finish a short or long rest."
Passive Perception: 17 | Spell Slots 1/2 (1st)


Mags stood, his body shaking, painted with gore, adrenalin boiling in his veins. It had taken all of his will to crouch down and search for Pale Face's chain--when all he wanted to do was fight or run. Now it was over, but he still felt that need to lash out at enemies, to slash and stab. Without thought, he kicked what remained of Pale Face's body, kicking over and over again, his boot kicking up gore, until the remains began to burn. 

He leaped away from the bubbling body, fearing more psychic chains. But nothing happened. Pale Face was truly gone. He gulped air like a drowning man, willing his body to stop shaking--and failing. He looked around, feeling the eyes of the four upon him, certain they could see into his soul. He had never fought like that before; he'd never gone all-out in an effort to kill. A part of him had reveled in the experience--driving his knife into Pale Face's neck, watching him gurgle, lash out wildly, and realize he was finished. Mags had enjoyed it. He'd wanted more. 

There's a devil inside me. So he had once told the Master. And the Master's words had brought no comfort. 

Mags could not meet their gazes. His breath slowing, he sheathed his blades and busied himself. 

With a theatrical flourish, he waved a hand and Pale Face's sword suddenly appeared on the gore-stained paving stones between Damaia and Billie.  Then he looked to the small jewelry box left behind by the Herald. With a snap of his fingers, the box disappeared. One finger at a time, he opened his other hand, revealing the box for all to see. He tucked the box into his messenger bag for later examination.

The familiarity of trickery and showmanship did much to settle him. He felt the pent up energy ebbing from his body.  He took a deep centering breath and began to feel like himself again.

He looked to Dae, opening his mouth to ask.... The soulful green eyes that met his gaze pierced him and he forgot his words, looking away. 

"So the Oracle spoke true. Sorry, where are my manners. I am Deypho, It seems you've met the Chained Ones."

The triton's final words launched him toward the past. Not now, dammit! He clung to the present with all of his will, clutching desperately, but was torn away like an autumn leaf on a blustery day. His eyes begun to flutter rapidly from side to side, like a man deep in slumber--only, his eyes were open.

The battlefield was littered with bodies. He found himself kneeling in the dirt holding a wound on his stomach. He was leaking blood and bile, the pain nauseating. It was a death wound. He heard the sound of battle around him. His lungs choked with smoke and burned from the heat. A fallen soldier rose to his feet not five paces away, his wounds stitching back together. The fallen soldier approached like a predator ready to spring. He sprang, but Mags was somewhere, sometime, else. A forge ringing, a man striking, hammering a length of metal, forging something. Mags tried to approach, to see over the man's shoulder the object he was forging, but the man turned to look at Mags. He reached for Mags with a heavily gloved hand. Mags was suddenly jerked backward, back into his body. Back to the mortal plane. 

Mags opened his eyes, wondering how long he'd been out and how much he'd missed. 

Not in the mood to trust anyone other than the four females he'd seen in vision, he stepped away and cast his gaze about the square, looking for hidden threats, happy to let the others do the talking. 


 

Mechanics

Main Hand: 

Off Hand: 


Bonus Action: Mage Hand Legerdemain - Grab Pale Face's longsword and fly back to Billie and Damaia. 

Action: Tricky legerdemain stuff. 

Free Action(?): Perception Check


Note 1: Current spells active: Mage Armor, Mage Hand. 

Statblock

Male Human (Varient) Rogue (Arcane Trickster) 3

Languages Halaea Common, Grehesian Common, Khazian Common, Malek Common, Celestial, Irodesi, Thieves' Cant

Background Hedge Wizard Background Feature The Common Folks' WizardWhen you arrive in smaller communities in your role as hedge wizard, you receive free lodging and food of a modest standard. In addition, your work (reading fortunes, conducting séances, providing herbal remedies to the sick, selling protective trinkets...) leads your clients to open up and tell you things, allowing you access to information they might not publicly share about themselves or others in their community.


StrSave +0
Athletics +0
10 DexSave +6*
Acrobatics +4 | Sleight of Hand +11* | Stealth +8 (E)
18 ConSave +2
No skills associated.
14 IntSave +4
Arcana +4 | History +2 | Investigation +4 | Nature +2 | Religion +2
14 WisSave +3
Animal Handling +3 | Insight +5 | Medicine +3 | Perception +7 (E) | Survival +3
16 ChaSave +0
Deception +2 | Intimidation +0 | Performance +0 | Persuasion +0
11

ProficiencyTools: Thieves tools (+5 Pick Locks*), herbalism kit
Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords
Armors: Light
Bonus +2 Saving Throws Dex, Int

Speed 30 (60 w/Cunning Action Dash)


Actions

  • 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).
  • Dagger +6 to hit for [1d4+4 (+2d6 w/sneak attack)] piercing damage. | Finesse, light, thrown (20/60)
  • Dart +6 to hit for [1d4+4 (+2d6 w/sneak attack)] piercing damage. | Finesse, thrown (20/60)
  • Sling +6 to hit for [1d4+4 (+2d6 w/sneak attack)] bludgeoning damage | Ammunition (30/120)
  • Knife +6 to hit for [1d3+4 (+2d6 w/sneak attack)] slashing damage | Finesse, light

Bonus Actions

  • Knife (2 Weapon Fighting) +6 to hit for [1d3 (+2d6 w/sneak attack)] slashing damage | Finesse, light
  • Cunning ActionStarting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action. (Dash, Disengage, Hide, Mage Hand LegerdemainStarting 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.
    )
  • Steady AimAs a bonus action, you give yourself advantage on your next attack roll on the current turn. You can use this bonus action only if you haven't moved during this turn, and after you use the bonus action, your speed is 0 until the end of the current turn.

Reactions

  • 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 feet
    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.
  • Opportunity Attack (with additional Sneak Attack)

Other/Free Actions

  • Oracle's InsightThe gods give you flashes of insight that help you bring your efforts to fruition. When you make an ability check, you can roll a d10 and add the number rolled to the check. You can wait until after you roll the d20 before deciding to add the d10, but you must decide before the DM says whether the roll succeeds or fails. Once you use this trait, you can't use it again until you finish a short or long rest.

Spell Save DC: 12 | Spell Attack Mod: +4

Cantrips 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).
 | Mage HandConjuration cantrip
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: 1 minute

A 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.
 | MessageTransmutation 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 IllusionIllusion cantrip
Casting Time: 1 action
Range: 30 feet
Components: S, M (a bit of fleece)
Duration: 1 minute

You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again.

If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.

If you create an image of an object—such as a chair, muddy footprints, or a small chest—it must be no larger than a 5-foot cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it.

If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.
| PrestidigitationTransmutation cantrip
Casting Time: 1 action
Range: 10 feet
Components: V, S
Duration: Up to 1 hour

This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:

>You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
>You instantaneously light or snuff out a candle, a torch, or a small campfire.
>You instantaneously clean or soil an object no larger than 1 cubic foot.
>You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
>You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
>You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.

If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
 

Spells Disguise Self1st-level illusion
Casting Time: 1 action
Range: Self
Components: V, S
Duration: 1 hour

You make yourself—including your clothing, armor, weapons, and other belongings on your person—look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can't change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you.

The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.

To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC.
| Find FamiliarCasting 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.

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.
| Mage Armor1st-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.
 |
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 feet
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.

Rituals 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.
 

Wizard of the Coat

Wizard of the Coat

Mags Kategaris - Itinerant Hedge Wizard Mags_token_200.png.d3596c7994956f551d31c29deaf69122.png

AC: 14 (17with Mage Armor)  | HP: 30/30 | Initiative: +4Oracular Insight (I'll often use this for important initiative checks)
"The gods give you flashes of insight that help you bring your efforts to fruition. When you make an ability check, you can roll a d10 and add the number rolled to the check. You can wait until after you roll the d20 before deciding to add the d10, but you must decide before the DM says whether the roll succeeds or fails. Once you use this trait, you can't use it again until you finish a short or long rest."
Passive Perception: 17 | Spell Slots 1/2 (1st)


Mags stood, his body shaking, painted with gore, adrenalin boiling in his veins. It had taken all of his will to crouch down and search for Pale Face's chain--when all he wanted to do was fight or run. Now it was over, but he still felt that need to lash out at enemies, to slash and stab. Without thought, he kicked what remained of Pale Face's body, kicking over and over again, his boot kicking up gore, until the remains began to burn. 

He leaped away from the bubbling body, fearing more psychic chains. But nothing happened. Pale Face was truly gone. He gulped air like a drowning man, willing his body to stop shaking--and failing. He looked around, feeling the eyes of the four upon him, certain they could see into his soul. He had never fought like that before; he'd never gone all-out in an effort to kill. A part of him had reveled in the experience--driving his knife into Pale Face's neck, watching him gurgle, lash out wildly, and realize he was finished. Mags had enjoyed it. He'd wanted more. 

There's a devil inside me. So he had once told the Master. And the Master's words had brought no comfort. 

Mags could not meet their gazes. His breath slowing, he sheathed his blades and busied himself. 

With a theatrical flourish, he waved the sword back. It flew from its hiding place on the nearby balcony, gliding through the air to gently land on the gore-stained paving stones between Damaia and Billie.  Then he looked to the small jewelry box left behind by the Herald. With a snap of his fingers, the box disappeared. He opened his other hand, revealing the box. He tucked the box into his messenger bag.

The familiarity of trickery and showmanship did much to settle him. He felt the pent up energy ebbing from his body.  He took a deep centering breath and began to feel like himself again.

He looked to Dae, opening his mouth to ask.... Those soulful green eyes pierced him and he forgot his words, looking away. 

"So the Oracle spoke true. Sorry, where are my manners. I am Deypho, It seems you've met the Chained Ones."

The triton's final words launched him into the past. His eyes begun to flutter rapidly from side to side, like a man deep in sleep--only, his eyes were open.

The battlefield was littered with bodies. He found himself kneeling in the dirt holding a wound on his stomach. He was leaking blood and bile, the pain nauseating. It was a death wound. He heard the sound of battle around him. His lungs choked with smoke and burned from the heat. A fallen soldier rose to his feet not five paces away, his wounds stitching back together. The fallen soldier approached like a predator ready to spring. He sprang, but Mags was somewhere, sometime, else. A forge ringing, a man striking, hammering a length of metal, forging something. Mags tried to approach, to see over the man's shoulder the object he was forging, but the man turned to look at Mags. He reached for Mags with a heavily gloved hand. Mags was suddenly jerked backward, back into his body. Back to the mortal plane. 

Mags opened his eyes, wondering how long he'd been out and how much he'd missed. 

Not in the mood to trust anyone other than the four females he'd seen in vision, he stepped away and cast his gaze about the square, looking for hidden threats, happy to let the others do the talking. 


 

Mechanics

Main Hand: 

Off Hand: 


Bonus Action: Mage Hand Legerdemain - Grab Pale Face's longsword and fly back to Billie and Damaia. 

Action: Tricky legerdemain stuff. 

Free Action(?): Perception Check


Note 1: Current spells active: Mage Armor, Mage Hand. 

Statblock

Male Human (Varient) Rogue (Arcane Trickster) 3

Languages Halaea Common, Grehesian Common, Khazian Common, Malek Common, Celestial, Irodesi, Thieves' Cant

Background Hedge Wizard Background Feature The Common Folks' WizardWhen you arrive in smaller communities in your role as hedge wizard, you receive free lodging and food of a modest standard. In addition, your work (reading fortunes, conducting séances, providing herbal remedies to the sick, selling protective trinkets...) leads your clients to open up and tell you things, allowing you access to information they might not publicly share about themselves or others in their community.


StrSave +0
Athletics +0
10 DexSave +6*
Acrobatics +4 | Sleight of Hand +11* | Stealth +8 (E)
18 ConSave +2
No skills associated.
14 IntSave +4
Arcana +4 | History +2 | Investigation +4 | Nature +2 | Religion +2
14 WisSave +3
Animal Handling +3 | Insight +5 | Medicine +3 | Perception +7 (E) | Survival +3
16 ChaSave +0
Deception +2 | Intimidation +0 | Performance +0 | Persuasion +0
11

ProficiencyTools: Thieves tools (+5 Pick Locks*), herbalism kit
Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords
Armors: Light
Bonus +2 Saving Throws Dex, Int

Speed 30 (60 w/Cunning Action Dash)


Actions

  • 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).
  • Dagger +6 to hit for [1d4+4 (+2d6 w/sneak attack)] piercing damage. | Finesse, light, thrown (20/60)
  • Dart +6 to hit for [1d4+4 (+2d6 w/sneak attack)] piercing damage. | Finesse, thrown (20/60)
  • Sling +6 to hit for [1d4+4 (+2d6 w/sneak attack)] bludgeoning damage | Ammunition (30/120)
  • Knife +6 to hit for [1d3+4 (+2d6 w/sneak attack)] slashing damage | Finesse, light

Bonus Actions

  • Knife (2 Weapon Fighting) +6 to hit for [1d3 (+2d6 w/sneak attack)] slashing damage | Finesse, light
  • Cunning ActionStarting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action. (Dash, Disengage, Hide, Mage Hand LegerdemainStarting 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.
    )
  • Steady AimAs a bonus action, you give yourself advantage on your next attack roll on the current turn. You can use this bonus action only if you haven't moved during this turn, and after you use the bonus action, your speed is 0 until the end of the current turn.

Reactions

  • 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 feet
    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.
  • Opportunity Attack (with additional Sneak Attack)

Other/Free Actions

  • Oracle's InsightThe gods give you flashes of insight that help you bring your efforts to fruition. When you make an ability check, you can roll a d10 and add the number rolled to the check. You can wait until after you roll the d20 before deciding to add the d10, but you must decide before the DM says whether the roll succeeds or fails. Once you use this trait, you can't use it again until you finish a short or long rest.

Spell Save DC: 12 | Spell Attack Mod: +4

Cantrips 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).
 | Mage HandConjuration cantrip
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: 1 minute

A 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.
 | MessageTransmutation 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 IllusionIllusion cantrip
Casting Time: 1 action
Range: 30 feet
Components: S, M (a bit of fleece)
Duration: 1 minute

You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again.

If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.

If you create an image of an object—such as a chair, muddy footprints, or a small chest—it must be no larger than a 5-foot cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it.

If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.
| PrestidigitationTransmutation cantrip
Casting Time: 1 action
Range: 10 feet
Components: V, S
Duration: Up to 1 hour

This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:

>You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
>You instantaneously light or snuff out a candle, a torch, or a small campfire.
>You instantaneously clean or soil an object no larger than 1 cubic foot.
>You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
>You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
>You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.

If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
 

Spells Disguise Self1st-level illusion
Casting Time: 1 action
Range: Self
Components: V, S
Duration: 1 hour

You make yourself—including your clothing, armor, weapons, and other belongings on your person—look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can't change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you.

The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.

To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC.
| Find FamiliarCasting 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.

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.
| Mage Armor1st-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.
 |
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 feet
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.

Rituals 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.
 

Wizard of the Coat

Wizard of the Coat

Mags Kategaris - Itinerant Hedge Wizard Mags_token_200.png.d3596c7994956f551d31c29deaf69122.png

AC: 14 (17with Mage Armor)  | HP: 30/30 | Initiative: +4Oracular Insight (I'll often use this for important initiative checks)
"The gods give you flashes of insight that help you bring your efforts to fruition. When you make an ability check, you can roll a d10 and add the number rolled to the check. You can wait until after you roll the d20 before deciding to add the d10, but you must decide before the DM says whether the roll succeeds or fails. Once you use this trait, you can't use it again until you finish a short or long rest."
Passive Perception: 17 | Spell Slots 1/2 (1st)


Mags stood, his body shaking, painted with gore, adrenalin boiling in his veins. It had taken all of his will to crouch down and search for Pale Face's chain--when all he wanted to do was fight or run. Now it was over, but he still felt that need to lash out at enemies, to slash and stab. Without thought, he kicked what remained of Pale Face's body, kicking over and over again, his boot kicking up gore, until the remains began to burn. 

He leaped away from the bubbling body, fearing more psychic chains. But nothing happened. Pale Face was truly gone. He gulped air like a drowning man, willing his body to stop shaking--and failing. He looked around, feeling the eyes of the four upon him, certain they could see into his soul. He had never fought like that before; he'd never gone all-out in an effort to kill. A part of him had reveled in the experience--driving his knife into Pale Face's neck, watching him gurgle, lash out wildly, and realize he was finished. Mags had enjoyed it. He'd wanted more. 

There's a devil inside me. So he had once told the Master. And the Master's words had brought no comfort. 

Mags could not meet their gazes. His breath slowing, he sheathed his blades and busied himself. 

With a theatrical flourish, he waved the sword back. It flew from its hiding place on the nearby balcony, gliding through the air to gently land on the gore-stained paving stones between Damaia and Billie.  Then he looked to the small jewelry box left behind by the Herald. With a snap of his fingers, the box disappeared. He opened his other hand, revealing the box. He tucked the box into his messenger bag.

The familiarity of trickery and showmanship did much to settle him. He felt the pent up energy ebbing from his body.  He took a deep centering breath and began to feel like himself again.

He looked to Dae, opening his mouth to ask.... Those soulful green eyes pierced him and he forgot his words, looking away. 

"So the Oracle spoke true. Sorry, where are my manners. I am Deypho, It seems you've met the Chained Ones."

The triton's final words launched him into the past. His eyes begun to flutter rapidly from side to side, like a man deep in sleep--only, his eyes were open.

The battlefield was littered with bodies. He found himself kneeling in the dirt holding a wound on his stomach. He was leaking blood and bile, the pain nauseating. It was a death wound. He heard the sound of battle around him. His lungs choked with smoke and burned from the heat. A fallen soldier rose to his feet not five paces away, his wounds stitching back together. The fallen soldier approached like a predator ready to spring. He sprang, but Mags was somewhere, sometime, else. A forge ringing, a man striking, hammering a length of metal, forging something. Mags tried to approach, to see over the man's shoulder the object he was forging, but the man turned to look at Mags. He reached for Mags with a heavily gloved hand. Mags was suddenly jerked backward, back to into his body. Back to the mortal plane. 

Mags opened his eyes, wondering how long he'd been out and how much he'd missed. 

Not in the mood to trust anyone other than the four females he'd seen in vision, he stepped away and cast his gaze about the square, looking for hidden threats, happy to let the others do the talking. 


 

Mechanics

Main Hand: 

Off Hand: 


Bonus Action: Mage Hand Legerdemain - Grab Pale Face's longsword and fly back to Billie and Damaia. 

Action: Tricky legerdemain stuff. 

Free Action(?): Perception Check


Note 1: Current spells active: Mage Armor, Mage Hand. 

Statblock

Male Human (Varient) Rogue (Arcane Trickster) 3

Languages Halaea Common, Grehesian Common, Khazian Common, Malek Common, Celestial, Irodesi, Thieves' Cant

Background Hedge Wizard Background Feature The Common Folks' WizardWhen you arrive in smaller communities in your role as hedge wizard, you receive free lodging and food of a modest standard. In addition, your work (reading fortunes, conducting séances, providing herbal remedies to the sick, selling protective trinkets...) leads your clients to open up and tell you things, allowing you access to information they might not publicly share about themselves or others in their community.


StrSave +0
Athletics +0
10 DexSave +6*
Acrobatics +4 | Sleight of Hand +11* | Stealth +8 (E)
18 ConSave +2
No skills associated.
14 IntSave +4
Arcana +4 | History +2 | Investigation +4 | Nature +2 | Religion +2
14 WisSave +3
Animal Handling +3 | Insight +5 | Medicine +3 | Perception +7 (E) | Survival +3
16 ChaSave +0
Deception +2 | Intimidation +0 | Performance +0 | Persuasion +0
11

ProficiencyTools: Thieves tools (+5 Pick Locks*), herbalism kit
Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords
Armors: Light
Bonus +2 Saving Throws Dex, Int

Speed 30 (60 w/Cunning Action Dash)


Actions

  • 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).
  • Dagger +6 to hit for [1d4+4 (+2d6 w/sneak attack)] piercing damage. | Finesse, light, thrown (20/60)
  • Dart +6 to hit for [1d4+4 (+2d6 w/sneak attack)] piercing damage. | Finesse, thrown (20/60)
  • Sling +6 to hit for [1d4+4 (+2d6 w/sneak attack)] bludgeoning damage | Ammunition (30/120)
  • Knife +6 to hit for [1d3+4 (+2d6 w/sneak attack)] slashing damage | Finesse, light

Bonus Actions

  • Knife (2 Weapon Fighting) +6 to hit for [1d3 (+2d6 w/sneak attack)] slashing damage | Finesse, light
  • Cunning ActionStarting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action. (Dash, Disengage, Hide, Mage Hand LegerdemainStarting 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.
    )
  • Steady AimAs a bonus action, you give yourself advantage on your next attack roll on the current turn. You can use this bonus action only if you haven't moved during this turn, and after you use the bonus action, your speed is 0 until the end of the current turn.

Reactions

  • 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 feet
    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.
  • Opportunity Attack (with additional Sneak Attack)

Other/Free Actions

  • Oracle's InsightThe gods give you flashes of insight that help you bring your efforts to fruition. When you make an ability check, you can roll a d10 and add the number rolled to the check. You can wait until after you roll the d20 before deciding to add the d10, but you must decide before the DM says whether the roll succeeds or fails. Once you use this trait, you can't use it again until you finish a short or long rest.

Spell Save DC: 12 | Spell Attack Mod: +4

Cantrips 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).
 | Mage HandConjuration cantrip
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: 1 minute

A 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.
 | MessageTransmutation 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 IllusionIllusion cantrip
Casting Time: 1 action
Range: 30 feet
Components: S, M (a bit of fleece)
Duration: 1 minute

You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again.

If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.

If you create an image of an object—such as a chair, muddy footprints, or a small chest—it must be no larger than a 5-foot cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it.

If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.
| PrestidigitationTransmutation cantrip
Casting Time: 1 action
Range: 10 feet
Components: V, S
Duration: Up to 1 hour

This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:

>You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
>You instantaneously light or snuff out a candle, a torch, or a small campfire.
>You instantaneously clean or soil an object no larger than 1 cubic foot.
>You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
>You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
>You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.

If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
 

Spells Disguise Self1st-level illusion
Casting Time: 1 action
Range: Self
Components: V, S
Duration: 1 hour

You make yourself—including your clothing, armor, weapons, and other belongings on your person—look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can't change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you.

The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.

To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC.
| Find FamiliarCasting 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.

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.
| Mage Armor1st-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.
 |
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 feet
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.

Rituals 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.
 

Wizard of the Coat

Wizard of the Coat

Mags Kategaris - Itinerant Hedge Wizard Mags_token_200.png.d3596c7994956f551d31c29deaf69122.png

AC: 14 (17with Mage Armor)  | HP: 30/30 | Initiative: +4Oracular Insight (I'll often use this for important initiative checks)
"The gods give you flashes of insight that help you bring your efforts to fruition. When you make an ability check, you can roll a d10 and add the number rolled to the check. You can wait until after you roll the d20 before deciding to add the d10, but you must decide before the DM says whether the roll succeeds or fails. Once you use this trait, you can't use it again until you finish a short or long rest."
Passive Perception: 17 | Spell Slots 1/2 (1st)


Mags stood, his body shaking, painted with gore, adrenalin boiling in his veins. It had taken all of his will to crouch down and search for Pale Face's chain--when all he wanted to do was fight or run. Now it was over, but he still felt that need to lash out at enemies, to slash and stab. Without thought, he kicked what remained of Pale Face's body, kicking over and over again, his boot kicking up gore, until the remains began to burn. 

He leaped away from the bubbling body, fearing more psychic chains. But nothing happened. Pale Face was truly gone. He gulped air like a drowning man, willing his body to stop shaking--and failing. He looked around, feeling the eyes of the four upon him, certain they could see into his soul. He had never fought like that before; he'd never gone all-out in an effort to kill. A part of him had reveled in the experience--driving his knife into Pale Face's neck, watching him gurgle, lash out wildly, and realize he was finished. Mags had enjoyed it. He'd wanted more. 

There's a devil inside me. So he had once told the Master. And the Master's words had brought no comfort. 

Mags could not meet their gazes. His breath slowing, he sheathed his blades and busied himself. 

With a theatrical flourish, he waved the sword back. It flew from its hiding place on the nearby balcony, gliding through the air to gently land on the gore-stained paving stones between Damaia and Billie.  Then he looked to the small jewelry box left behind by the Herald. With a snap of his fingers, the box disappeared. He opened his other hand, revealing the box. 

The familiarity of trickery and showmanship did much to settle him. He felt the pent up energy ebbing from his body.  He took a deep centering breath and began to feel like himself again.

He looked to Dae, opening his mouth to ask.... Those soulful green eyes pierced him and he forgot his words, looking away. 

"So the Oracle spoke true. Sorry, where are my manners. I am Deypho, It seems you've met the Chained Ones."

The triton's final words launched him into the past. His eyes begun to flutter rapidly from side to side, like a man deep in sleep--only, his eyes were open.

The battlefield was littered with bodies. He found himself kneeling in the dirt holding a wound on his stomach. He was leaking blood and bile, the pain nauseating. It was a death wound. He heard the sound of battle around him. His lungs choked with smoke and burned from the heat. A fallen soldier rose to his feet not five paces away, his wounds stitching back together. The fallen soldier approached like a predator ready to spring. He sprang, but Mags was somewhere, sometime, else. A forge ringing, a man striking, hammering a length of metal, forging something. Mags tried to approach, to see over the man's shoulder the object he was forging, but the man turned to look at Mags. He reached for Mags with a heavily gloved hand. Mags was suddenly jerked backward, back to into his body. Back to the mortal plane. 

Mags opened his eyes, wondering how long he'd been out and how much he'd missed. 

Not in the mood to trust anyone other than the four females he'd seen in vision, he stepped away and cast his gaze about the square, looking for hidden threats, happy to let the others do the talking. 


 

Mechanics

Main Hand: 

Off Hand: 


Bonus Action: Mage Hand Legerdemain - Grab Pale Face's longsword and fly back to Billie and Damaia. 

Action: Tricky legerdemain stuff. 

Free Action(?): Perception Check


Note 1: Current spells active: Mage Armor, Mage Hand. 

Statblock

Male Human (Varient) Rogue (Arcane Trickster) 3

Languages Halaea Common, Grehesian Common, Khazian Common, Malek Common, Celestial, Irodesi, Thieves' Cant

Background Hedge Wizard Background Feature The Common Folks' WizardWhen you arrive in smaller communities in your role as hedge wizard, you receive free lodging and food of a modest standard. In addition, your work (reading fortunes, conducting séances, providing herbal remedies to the sick, selling protective trinkets...) leads your clients to open up and tell you things, allowing you access to information they might not publicly share about themselves or others in their community.


StrSave +0
Athletics +0
10 DexSave +6*
Acrobatics +4 | Sleight of Hand +11* | Stealth +8 (E)
18 ConSave +2
No skills associated.
14 IntSave +4
Arcana +4 | History +2 | Investigation +4 | Nature +2 | Religion +2
14 WisSave +3
Animal Handling +3 | Insight +5 | Medicine +3 | Perception +7 (E) | Survival +3
16 ChaSave +0
Deception +2 | Intimidation +0 | Performance +0 | Persuasion +0
11

ProficiencyTools: Thieves tools (+5 Pick Locks*), herbalism kit
Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords
Armors: Light
Bonus +2 Saving Throws Dex, Int

Speed 30 (60 w/Cunning Action Dash)


Actions

  • 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).
  • Dagger +6 to hit for [1d4+4 (+2d6 w/sneak attack)] piercing damage. | Finesse, light, thrown (20/60)
  • Dart +6 to hit for [1d4+4 (+2d6 w/sneak attack)] piercing damage. | Finesse, thrown (20/60)
  • Sling +6 to hit for [1d4+4 (+2d6 w/sneak attack)] bludgeoning damage | Ammunition (30/120)
  • Knife +6 to hit for [1d3+4 (+2d6 w/sneak attack)] slashing damage | Finesse, light

Bonus Actions

  • Knife (2 Weapon Fighting) +6 to hit for [1d3 (+2d6 w/sneak attack)] slashing damage | Finesse, light
  • Cunning ActionStarting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action. (Dash, Disengage, Hide, Mage Hand LegerdemainStarting 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.
    )
  • Steady AimAs a bonus action, you give yourself advantage on your next attack roll on the current turn. You can use this bonus action only if you haven't moved during this turn, and after you use the bonus action, your speed is 0 until the end of the current turn.

Reactions

  • 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 feet
    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.
  • Opportunity Attack (with additional Sneak Attack)

Other/Free Actions

  • Oracle's InsightThe gods give you flashes of insight that help you bring your efforts to fruition. When you make an ability check, you can roll a d10 and add the number rolled to the check. You can wait until after you roll the d20 before deciding to add the d10, but you must decide before the DM says whether the roll succeeds or fails. Once you use this trait, you can't use it again until you finish a short or long rest.

Spell Save DC: 12 | Spell Attack Mod: +4

Cantrips 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).
 | Mage HandConjuration cantrip
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: 1 minute

A 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.
 | MessageTransmutation 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 IllusionIllusion cantrip
Casting Time: 1 action
Range: 30 feet
Components: S, M (a bit of fleece)
Duration: 1 minute

You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again.

If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.

If you create an image of an object—such as a chair, muddy footprints, or a small chest—it must be no larger than a 5-foot cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it.

If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.
| PrestidigitationTransmutation cantrip
Casting Time: 1 action
Range: 10 feet
Components: V, S
Duration: Up to 1 hour

This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:

>You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
>You instantaneously light or snuff out a candle, a torch, or a small campfire.
>You instantaneously clean or soil an object no larger than 1 cubic foot.
>You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
>You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
>You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.

If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
 

Spells Disguise Self1st-level illusion
Casting Time: 1 action
Range: Self
Components: V, S
Duration: 1 hour

You make yourself—including your clothing, armor, weapons, and other belongings on your person—look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can't change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you.

The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.

To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC.
| Find FamiliarCasting 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.

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.
| Mage Armor1st-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.
 |
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 feet
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.

Rituals 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.
 

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