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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)

The sight of the two beds conjured Billie's earlier suggestion anew. Mags pushed the image away more easily this time. He noted the bed Billie had chosen, and moved to the other bed to lay out Lu's considerable baggage. Calling to Valyv, he unpacked the heavy laden mastiff, setting the rest of Lu's things on the bed. He gave the dog a final pat. "There you go boy." 

He exited the room and Billie locked the door behind him. He was heading for the other room when, on a whim, he decided to join Billie for a quick look out over the balcony. 

"Mags, before we go back down I have a question." Billie leaned over the railing, stretching to her tiptoes before sinking down to her elbow and surveying the people below.  The gentle breeze played with the loose strands of her hair and the falling sun cast a swath of growing darkness across the courtyard below.

There was something different about her. Her tone. Her posture. He could not say with any certainty if this was Billie being vulnerable, Billie at her most dangerous, or both. But whatever it was, it settled him. In that moment, she was more attractive than he'd previously imagined. But this Billie he could deal with. This Billie he could talk to. 

"You said trust yet verify, so... how'd you know my nickname." Her tone was so calm and quiet. 

"Heh," he laughed easily, almost playfully, recalling his visions. "I've seen you before, Billie-with-the-black-eye." 

He spoke as one recalling fond memories. "You couldn't have been more than eight or nine years old the first time I saw you: a little girl with tousled, dirty hair and slippered feet, running through the streets of Fray challenging the biggest boys to combat. You were so damn cute! And frightening!" He laughed again, a hearty laugh. 

And then he turned and met Billie's eye, and she saw a man of wisdom and experience beyond his years. He spoke as a man might speak to a friend, yet there was bronze in his words, and surety beyond the ken of mortals. "I'm an oracle, Billie. I've seen you many times before." 

He turned back to look at the crowd. "I can't control what I see. And for some reason, I always saw you as a girl: sometimes you were eight or nine or ten, other times you were eleven or twelve, maybe thirteen. I think the oldest you appeared in any of the visions was that time you were fighting the boy with the ponytail--what was his name, Nikovius?--and you started your first blood." 

Perhaps he should have spared her that memory. But no, this was Oracle work: he would speak plainly and say what Billie needed to hear. "Don't worry, I didn't write that detail down in my vision journal." 

He paused, giving her time to absorb his words.

"That's were my visions of you end: you're in that awkward space between girl and woman. I didn't know until today that you were," he turned to look at her with eyes that saw more of her than she'd imagined, "a grown woman." His gaze lingered admiringly for a heartbeat before he turned back to the crowds below. 

"In fact, a couple of years ago, the Master an-- my mentor and I were passing through Frey and I looked for thirteen-year-old you all over the streets for the better part of a day." 

Upon further consideration, he added, more thoughtfully, and warmly, "I'm glad I finally found you, Billie-with-the-black-eye." 

He turned and walked away, still needing to dump his traveling gear in the other room. 

The room was nearer than he'd thought. Using the key he'd been given, he entered the other room--the one he'd be sharing with Dae and Damaia. He closed the door behind him, locked it, and dumped his blanket, bedroll, and waterskin on the floor away from the other beds and the bath. He didn't want to let poor Dae sleep on the floor. She looked too haggard for that. Alternatively, he'd been sleeping on the floor all of his life. By his count, he'd only ever slept in a bed thirty-seven times. And so, he spread out his bedroll against the wall, covered it with his blanket, and placed the water skin for a pillow. 

Sitting down on the bed, he took a moment to quickly inventory his gear, checking to see if anything had broken in the fight. Satisfied that all was as it should be, he drew the small magical compass of corruption and took another reading, attempting to determine if it still pointed in the same direction. He made a note of his findings in his travel journal--date, time, and direction--and returned the box to its pocket.

Mags had been bothered by his reactions to Billie and Lu's teasing, but his time with Billie on the balcony had given him hope. Granted, his words had come because he was speaking as an Oracle, and that was not a fireplace he could light whenever he pleased. So something would have to change. He could not afford to be so easily distracted. That was dangerous. He guessed he was better trained at counter-espionage than any of the others. It was important that he remain focused and alert--but that wasn't going to happen until he learned to overcome Billie and Lu teasing. 

With a sigh, he re-summon his invisible arcane hand and exited the room, locking it behind him. He stepped out onto the balcony and studied the large open-air courtyard that served as common room for the inn. He committed the layout to memory, analyzing what he saw in terms tactical details such as access points, sight lines, likely bottlenecks should chaos ensue and the patrons flee for their lives....  Continuing his observations--his favorite part of visiting a city had always been sitting on a bench somewhere and observing the people who passed--he turned his attention to the patrons and others within view, not looking for anything in particular, but simply taking it all in and letting his gut tell him if something or someone felt wrong.  

His observations complete, Mags took the stairs back to the main floor and found the table Dae had secured for them. He was the last one back, and was forced to take a seat between Billie and Dae.

Relax.  

Settling in, he took up the empty mug before him and poured from the pitcher of water rather than the amphora of mead--he'd had enough experience with mead to know that it did not serve to quench one's thirst on a hot day. He emptied the mug in one long pull. Then he refilled the mug and looked to the others. He listened attentively to Lu and then Dae, considering how he might summarize his training, skills, and gifts. 

But then Dae whispered her warning.

He laughed--not with derision--genuinely delighted that the little fox hadn't grasped the heart of the situation. He quickly shut his mouth, stopping the laughter before explaining. "Sorry, but when we walked in, the sailors, who've likely been at sea deprived of female companionship for longer than they would prefer, saw a cluster of unescorted hotties--and their overburdened manservant. As for the drow, elves are a rare sight in Baromenes. He might have any number of reasons for taking an interest." 

"Or he might be chained and we'll need to kill him. Let's check." Mags snapped his fingers and the arcane compass box appeared in his hand. He opened the tiny box and--without making it obvious--checked to see if the sliver of corruption was pointing at the sailors. He left it open long enough for Dae and Billie to see. He snapped his fingers again and the box disappeared. 

Apologetically, he added, "I suppose it's possible our enemy employs unchained agents." 


Mechanics

Main Hand: 

Off Hand: 


Bonus Action: 

Action: 

Free Action(?): 


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 0/2 (1st)

The sight of the two beds conjured Billie's earlier suggestion anew. Mags pushed the image away more easily this time. He noted the bed Billie had chosen, and moved to the other bed to lay out Lu's considerable baggage. Calling to Valyv, he unpacked the heavy laden mastiff, setting the rest of Lu's things on the bed. He gave the dog a final pat. "There you go boy." 

He exited the room and Billie locked the door behind him. He was heading for the other room when, on a whim, he decided to join Billie for a quick look out over the balcony. 

"Mags, before we go back down I have a question." Billie leaned over the railing, stretching to her tiptoes before sinking down to her elbow and surveying the people below.  The gentle breeze played with the loose strands of her hair and the falling sun cast a swath of growing darkness across the courtyard below.

There was something different about her. Her tone. Her posture. He could not say with any certainty if this was Billie being vulnerable, Billie at her most dangerous, or both. But whatever it was, it settled him. In that moment, she was more attractive than he'd previously imagined. But this Billie he could deal with. This Billie he could talk to. 

"You said trust yet verify, so... how'd you know my nickname." Her tone was so calm and quiet. 

"Heh," he laughed easily, almost playfully, recalling his visions. "I've seen you before, Billie-with-the-black-eye." 

He spoke as one recalling fond memories. "You couldn't have been more than eight or nine years old the first time I saw you: a little girl with tousled, dirty hair and slippered feet, running through the streets of Fray challenging the biggest boys to combat. You were so damn cute! And frightening!" He laughed again, a hearty laugh. 

And then he turned and met Billie's eye, and she saw a man of wisdom and experience beyond his years. He spoke as a man might speak to a friend, yet there was bronze in his words, and surety beyond the ken of mortals. "I'm an oracle, Billie. I've seen you many times before." 

He turned back to look at the crowd. "I can't control what I see. And for some reason, I always saw you as a girl: sometimes you were eight or nine or ten, other times you were eleven or twelve, maybe thirteen. I think the oldest you appeared in any of the visions was that time you were fighting the boy with the ponytail--what was his name, Nikovius?--and you started your first blood." 

Perhaps he should have spared her that memory. But no, this was Oracle work: he would speak plainly and say what Billie needed to hear. "Don't worry, I didn't write that detail down in my vision journal." 

He paused, giving her time to absorb his words.

"That's were my visions of you end: you're in that awkward space between girl and woman. I didn't know until today that you were," he turned to look at her with eyes that saw more of her than she'd imagined, "a grown woman." His gaze lingered admiringly for a heartbeat before he turned back to the crowds below. 

"In fact, a couple of years ago, the Master an-- my mentor and I were passing through Frey and I looked for thirteen-year-old you all over the streets for the better part of a day." 

Upon further consideration, he added, more thoughtfully, and warmly, "I'm glad I finally found you, Billie-with-the-black-eye." 

He turned and walked away, still needing to dump his traveling gear in the other room. 

The room was nearer than he'd thought. Using the key he'd been given, he entered the other room--the one he'd be sharing with Dae and Damaia. He closed the door behind him, locked it, and dumped his blanket, bedroll, and waterskin on the floor away from the other beds and the bath. He didn't want to let poor Dae sleep on the floor. She looked too haggard for that. Alternatively, he'd been sleeping on the floor all of his life. By his count, he'd only ever slept in a bed thirty-seven times. And so, he spread out his bedroll against the wall, covered it with his blanket, and placed the water skin for a pillow. 

Sitting down on the bed, he took a moment to quickly inventory his gear, checking to see if anything had broken in the fight. Satisfied that all was as it should be, he drew the small magical compass of corruption and took another reading, attempting to determine if it still pointed in the same direction. He made a note of his findings in his travel journal--date, time, and direction--and returned the box to its pocket.

Mags had been bothered by his reactions to Billie and Lu's teasing, but his time with Billie on the balcony had given him hope. Granted, his words had come because he was speaking as an Oracle, and that was not a fireplace he could light whenever he pleased. He could not afford to be so easily distracted. That was dangerous. He guessed he was better trained at counter-espionage than any of the others. It was important that he remain focused and alert--but that wasn't going to happen until he learned to overcome Billie and Lu teasing. He would need to do something about it. 

With a sigh, he re-summon his invisible arcane hand and exited the room, locking it behind him. He stepped out onto the balcony and studied the large open-air courtyard that served as common room for the inn. He committed the layout to memory, analyzing what he saw in terms tactical details such as access points, sight lines, likely bottlenecks should chaos ensue and the patrons flee for their lives....  Continuing his observations--his favorite part of visiting a city had always been sitting on a bench somewhere and observing the people who passed--he turned his attention to the patrons and others within view, not looking for anything in particular, but simply taking it all in and letting his gut tell him if something or someone felt wrong.  

His observations complete, Mags took the stairs back to the main floor and found the table Dae had secured for them. He was the last one back, and was forced to take a seat between Billie and Dae.

Relax.  

Settling in, he took up the empty mug before him and poured from the pitcher of water rather than the amphora of mead--he'd had enough experience with mead to know that it did not serve to quench one's thirst on a hot day. He emptied the mug in one long pull. Then he refilled the mug and looked to the others. He listened attentively to Lu and then Dae, considering how he might summarize his training, skills, and gifts. 

But then Dae whispered her warning.

He laughed--not with derision--genuinely delighted that the little fox hadn't grasped the heart of the situation. He quickly shut his mouth, stopping the laughter before explaining. "Sorry, but when we walked in, the sailors, who've likely been at sea deprived of female companionship for longer than they would prefer, saw a cluster of unescorted hotties--and their overburdened manservant. As for the drow, elves are a rare sight in Baromenes. He might have any number of reasons for taking an interest." 

"Or he might be chained and we'll need to kill him. Let's check." Mags snapped his fingers and the arcane compass box appeared in his hand. He opened the tiny box and--without making it obvious--checked to see if the sliver of corruption was pointing at the sailors. He left it open long enough for Dae and Billie to see. He snapped his fingers again and the box disappeared. 

Apologetically, he added, "I suppose it's possible our enemy employs unchained agents." 


Mechanics

Main Hand: 

Off Hand: 


Bonus Action: 

Action: 

Free Action(?): 


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 0/2 (1st)

The sight of the two beds conjured Billie's earlier suggestion anew. Mags pushed the image away more easily this time. He noted the bed Billie had chosen, and moved to the other bed to lay out Lu's considerable baggage. Calling to Valyv, he unpacked the heavy laden mastiff, setting the rest of Lu's things on the bed. He gave the dog a final pat. "There you go boy." 

He exited the room and Billie locked the door behind him. He was heading for the other room when, on a whim, he decided to join Billie for a quick look out over the balcony. 

"Mags, before we go back down I have a question." Billie leaned over the railing, stretching to her tiptoes before sinking down to her elbow and surveying the people below.  The gentle breeze played with the loose strands of her hair and the falling sun cast a swath of growing darkness across the courtyard below.

There was something different about her. Her tone. Her posture. He could not say with any certainty if this was Billie being vulnerable, Billie at her most dangerous, or both. But whatever it was, it settled him. In that moment, she was more attractive than he'd previously imagined. But this Billie he could deal with. This Billie he could talk to. 

"You said trust yet verify, so... how'd you know my nickname." Her tone was so calm and quiet. 

"Heh," he laughed easily, almost playfully, recalling his visions. "I've seen you before, Billie-with-the-black-eye." 

He spoke as one recalling fond memories. "You couldn't have been more than eight or nine years old the first time I saw you: a little girl with tousled, dirty hair and slippered feet, running through the streets of Fray challenging the biggest boys to combat. You were so damn cute! And frightening!" He laughed again, a hearty laugh. 

And then he turned and met Billie's eye, and she saw a man of wisdom and experience beyond his years. He spoke as a man might speak to a friend, yet there was bronze in his words, and surety beyond the ken of mortals. "I'm an oracle, Billie. I've seen you many times before." 

He turned back to look at the crowd. "I can't control what I see. And for some reason, I always saw you as a girl: sometimes you were eight or nine or ten, other times you were eleven or twelve, maybe thirteen. I think the oldest you appeared in any of the visions was that time you were fighting the boy with the ponytail--what was his name, Nikovius?--and you started your first blood." 

Perhaps he should have spared her that memory. But no, this was Oracle work: he would speak plainly and say what Billie needed to hear. "Don't worry, I didn't write that detail down in my vision journal." 

He paused, giving her time to absorb his words.

"That's were my visions of you end: you're in that awkward space between girl and woman. I didn't know you were," he turned to look at her with eyes that saw more of her than she'd imagined, "a grown woman." His gaze lingered admiringly for a heartbeat before he turned back to the crowds below. 

"In fact, a couple of years ago, the Master an-- my mentor and I were passing through Frey and I looked for thirteen-year-old you all over the streets for the better part of a day." 

Upon further consideration, he added, more thoughtfully, and warmly, "I'm glad I finally found you, Billie-with-the-black-eye." 

He turned and walked away, still needing to dump his traveling gear in the other room. 

The room was nearer than he'd thought. Using the key he'd been given, he entered the other room--the one he'd be sharing with Dae and Damaia. He closed the door behind him, locked it, and dumped his blanket, bedroll, and waterskin on the floor away from the other beds and the bath. He didn't want to let poor Dae sleep on the floor. She looked too haggard for that. Alternatively, he'd been sleeping on the floor all of his life. By his count, he'd only ever slept in a bed thirty-seven times. And so, he spread out his bedroll against the wall, covered it with his blanket, and placed the water skin for a pillow. 

Sitting down on the bed, he took a moment to quickly inventory his gear, checking to see if anything had broken in the fight. Satisfied that all was as it should be, he drew the small magical compass of corruption and took another reading, attempting to determine if it still pointed in the same direction. He made a note of his findings in his travel journal--date, time, and direction--and returned the box to its pocket.

Mags had been bothered by his reactions to Billie and Lu's teasing, but his time with Billie on the balcony had given him hope. Granted, his words had come because he was speaking as an Oracle, and that was not a fireplace he could light whenever he pleased. He could not afford to be so easily distracted. That was dangerous. He guessed he was better trained at counter-espionage than any of the others. It was important that he remain focused and alert--but that wasn't going to happen until he learned to overcome Billie and Lu teasing. He would need to do something about it. 

With a sigh, he re-summon his invisible arcane hand and exited the room, locking it behind him. He stepped out onto the balcony and studied the large open-air courtyard that served as common room for the inn. He committed the layout to memory, analyzing what he saw in terms tactical details such as access points, sight lines, likely bottlenecks should chaos ensue and the patrons flee for their lives....  Continuing his observations--his favorite part of visiting a city had always been sitting on a bench somewhere and observing the people who passed--he turned his attention to the patrons and others within view, not looking for anything in particular, but simply taking it all in and letting his gut tell him if something or someone felt wrong.  

His observations complete, Mags took the stairs back to the main floor and found the table Dae had secured for them. He was the last one back, and was forced to take a seat between Billie and Dae.

Relax.  

Settling in, he took up the empty mug before him and poured from the pitcher of water rather than the amphora of mead--he'd had enough experience with mead to know that it did not serve to quench one's thirst on a hot day. He emptied the mug in one long pull. Then he refilled the mug and looked to the others. He listened attentively to Lu and then Dae, considering how he might summarize his training, skills, and gifts. 

But then Dae whispered her warning.

He laughed--not with derision--genuinely delighted that the little fox hadn't grasped the heart of the situation. He quickly shut his mouth, stopping the laughter before explaining. "Sorry, but when we walked in, the sailors, who've likely been at sea deprived of female companionship for longer than they would prefer, saw a cluster of unescorted hotties--and their overburdened manservant. As for the drow, elves are a rare sight in Baromenes. He might have any number of reasons for taking an interest." 

"Or he might be chained and we'll need to kill him. Let's check." Mags snapped his fingers and the arcane compass box appeared in his hand. He opened the tiny box and--without making it obvious--checked to see if the sliver of corruption was pointing at the sailors. He left it open long enough for Dae and Billie to see. He snapped his fingers again and the box disappeared. 

Apologetically, he added, "I suppose it's possible our enemy employs unchained agents." 


Mechanics

Main Hand: 

Off Hand: 


Bonus Action: 

Action: 

Free Action(?): 


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 0/2 (1st)

The sight of the two beds conjuring Billie's earlier suggestion anew. Mags pushed the image away more easily this time. He noted the bed Billie had chosen, and moved to the other bed to lay out Lu's considerable baggage. Calling to Valyv, he unpacked the heavy laden mastiff, setting the rest of Lu's things on the bed. He gave the dog a final pat. "There you go boy." 

He exited the room and Billie locked the door behind him. He was heading for the other room when, on a whim, he decided to join Billie for a quick look out over the balcony. 

"Mags, before we go back down I have a question." Billie leaned over the railing, stretching to her tiptoes before sinking down to her elbow and surveying the people below.  The gentle breeze played with the loose strands of her hair and the falling sun cast a swath of growing darkness across the courtyard below.

There was something different about her. Her tone. Her posture. He could not say with any certainty if this was Billie being vulnerable, Billie at her most dangerous, or both. But whatever it was, it settled him. In that moment, she was more attractive than he'd previously imagined. But this Billie he could deal with. This Billie he could talk to. 

"You said trust yet verify, so... how'd you know my nickname." Her tone was so calm and quiet. 

"Heh," he laughed easily, almost playfully, recalling his visions. "I've seen you before, Billie-with-the-black-eye." 

He spoke as one recalling fond memories. "You couldn't have been more than eight or nine years old the first time I saw you: a little girl with tousled, dirty hair and slippered feet, running through the streets of Fray challenging the biggest boys to combat. You were so damn cute! And frightening!" He laughed again, a hearty laugh. 

And then he turned and met Billie's eye, and she saw a man of wisdom and experience beyond his years. He spoke as a man might speak to a friend, yet there was bronze in his words, and surety beyond the ken of mortals. "I'm an oracle, Billie. I've seen you many times before." 

He turned back to look at the crowd. "I can't control what I see. And for some reason, I always saw you as a girl: sometimes you were eight or nine or ten, other times you were eleven or twelve, maybe thirteen. I think the oldest you appeared in any of the visions was that time you were fighting the boy with the ponytail--what was his name, Nikovius?--and you started your first blood." 

Perhaps he should have spared her that memory. But no, this was Oracle work: he would speak plainly and say what Billie needed to hear. "Don't worry, I didn't write that detail down in my vision journal." 

He paused, giving her time to absorb his words.

"That's were my visions of you end: you're in that awkward space between girl and woman. I didn't know you were," he turned to look at her with eyes that saw more of her than she'd imagined, "a grown woman." His gaze lingered admiringly for a heartbeat before he turned back to the crowds below. 

"In fact, a couple of years ago, the Master an-- my mentor and I were passing through Frey and I looked for thirteen-year-old you all over the streets for the better part of a day." 

Upon further consideration, he added, more thoughtfully, and warmly, "I'm glad I finally found you, Billie-with-the-black-eye." 

He turned and walked away, still needing to dump his traveling gear in the other room. 

The room was nearer than he'd thought. Using the key he'd been given, he entered the other room--the one he'd be sharing with Dae and Damaia. He closed the door behind him, locked it, and dumped his blanket, bedroll, and waterskin on the floor away from the other beds and the bath. He didn't want to let poor Dae sleep on the floor. She looked too haggard for that. Alternatively, he'd been sleeping on the floor all of his life. By his count, he'd only ever slept in a bed thirty-seven times. And so, he spread out his bedroll against the wall, covered it with his blanket, and placed the water skin for a pillow. 

Sitting down on the bed, he took a moment to quickly inventory his gear, checking to see if anything had broken in the fight. Satisfied that all was as it should be, he drew the small magical compass of corruption and took another reading, attempting to determine if it still pointed in the same direction. He made a note of his findings in his travel journal--date, time, and direction--and returned the box to its pocket.

Mags had been bothered by his reactions to Billie and Lu's teasing, but his time with Billie on the balcony had given him hope. Granted, his words had come because he was speaking as an Oracle, and that was not a fireplace he could light whenever he pleased. He could not afford to be so easily distracted. That was dangerous. He guessed he was better trained at counter-espionage than any of the others. It was important that he remain focused and alert--but that wasn't going to happen until he learned to overcome Billie and Lu teasing. He would need to do something about it. 

With a sigh, he re-summon his invisible arcane hand and exited the room, locking it behind him. He stepped out onto the balcony and studied the large open-air courtyard that served as common room for the inn. He committed the layout to memory, analyzing what he saw in terms tactical details such as access points, sight lines, likely bottlenecks should chaos ensue and the patrons flee for their lives....  Continuing his observations--his favorite part of visiting a city had always been sitting on a bench somewhere and observing the people who passed--he turned his attention to the patrons and others within view, not looking for anything in particular, but simply taking it all in and letting his gut tell him if something or someone felt wrong.  

His observations complete, Mags took the stairs back to the main floor and found the table Dae had secured for them. He was the last one back, and was forced to take a seat between Billie and Dae.

Relax.  

Settling in, he took up the empty mug before him and poured from the pitcher of water rather than the amphora of mead--he'd had enough experience with mead to know that it did not serve to quench one's thirst on a hot day. He emptied the mug in one long pull. Then he refilled the mug and looked to the others. He listened attentively to Lu and then Dae, considering how he might summarize his training, skills, and gifts. 

But then Dae whispered her warning.

He laughed--not with derision--genuinely delighted that the little fox hadn't grasped the heart of the situation. He quickly shut his mouth, stopping the laughter before explaining. "Sorry, but when we walked in, the sailors, who've likely been at sea deprived of female companionship for longer than they would prefer, saw a cluster of unescorted hotties--and their overburdened manservant. As for the drow, elves are a rare sight in Baromenes. He might have any number of reasons for taking an interest." 

"Or he might be chained and we'll need to kill him. Let's check." Mags snapped his fingers and the arcane compass box appeared in his hand. He opened the tiny box and--without making it obvious--checked to see if the sliver of corruption was pointing at the sailors. He left it open long enough for Dae and Billie to see. He snapped his fingers again and the box disappeared. 

Apologetically, he added, "I suppose it's possible our enemy employs unchained agents." 


Mechanics

Main Hand: 

Off Hand: 


Bonus Action: 

Action: 

Free Action(?): 


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 0/2 (1st)

The sight of the two beds conjuring Billie's earlier suggestion anew. Mags pushed the image away more easily this time. He noted the bed Billie had chosen, and moved to the other bed to lay out Lu's considerable baggage. Calling to Valyv, he unpacked the heavy laden mastiff, setting the rest of Lu's things on the bed. He gave the dog a final pat. "There you go boy." 

He exited the room and Billie locked the door behind him. He was heading for the other room when, on a whim, he decided to join Billie for a quick look out over the balcony. 

"Mags, before we go back down I have a question." Billie leaned over the railing, stretching to her tiptoes before sinking down to her elbow and surveying the people below.  The gentle breeze played with the loose strands of her hair and the falling sun cast a swath of growing darkness across the courtyard below.

There was something different about her. Her tone. Her posture. He could not say with any certainty if this was Billie being vulnerable, Billie at her most dangerous, or both. But whatever it was, it settled him. In that moment, she was more attractive than he'd previously imagined. But this Billie he could deal with. This Billie he could talk to. 

"You said trust yet verify, so... how'd you know my nickname." Her tone was so calm and quiet. 

"Heh," he laughed easily, almost playfully, recalling his visions. "I've seen you before, Billie-with-the-black-eye." 

He spoke as one recalling fond memories. "You couldn't have been more than eight or nine years old the first time I saw you: a little girl with tousled, dirty hair and slippered feet, running through the streets of Fray challenging the biggest boys to combat. You were so damn cute! And frightening!" He laughed again, a hearty laugh. 

And then he turned and met Billie's eye, and she saw a man of wisdom and experience beyond his years. He spoke as a man might speak to a friend, yet there was bronze in his words, and surety beyond the ken of mortals. "I'm an oracle, Billie. I've seen you many times before." 

He turned back to look at the crowd. "I can't control what I see. And for some reason, I always saw you as a girl: sometimes you were eight or nine or ten, other times you were eleven or twelve, maybe thirteen. I think the oldest you appeared in any of the visions was that time you were fighting the boy with the ponytail--what was his name, Nikovius?--and you started your first blood." 

Perhaps he should have spared her that memory. But no, this was Oracle work: he would speak plainly and say what Billie needed to hear. "Don't worry, I didn't write that detail down in my vision journal." 

He paused, giving her time to absorb his words.

"That's were my visions of you end: you're in that awkward space between girl and woman. I didn't know you were," he turned to look at her with eyes that saw more of her than she'd imagined, "a grown woman." His gaze lingered admiringly for a heartbeat before he turned back to the crowds below. 

"In fact, a couple of years ago, the Master an-- my mentor and I were passing through Frey and I looked for thirteen-year-old you all over the streets for the better part of a day." 

Upon further consideration, he added, more thoughtfully, and warmly, "I'm glad I finally found you, Billie-with-the-black-eye." 

He turned and walked away, still needing to dump his traveling gear in the other room. 

The room was nearer than he'd thought. Using the key he'd been given, he entered the other room--the one he'd be sharing with Dae and Damaia. He closed the door behind him, locked it, and dumped his blanket, bedroll, and waterskin on the floor away from the other beds and the bath. He didn't want to let poor Dae sleep on the floor. She looked too haggard for that. Alternatively, he'd been sleeping on the floor all of his life. By his count, he'd only ever slept in a bed thirty-seven times. And so, he spread out his bedroll against the wall, covered it with his blanket, and placed the water skin for a pillow. 

Sitting down on the bed, he took a moment to quickly inventory his gear, checking to see if anything had broken in the fight. Satisfied that all was as it should be, he drew the small magical compass of corruption and took another reading, attempting to determine if it still pointed in the same direction. He made a note of his findings in his travel journal--date, time, and direction--and returned the box to its pocket.

Mags had been bothered by his reactions to Billie and Lu's teasing, but his time with Billie on the balcony had given him hope. Granted, his words had come because he was speaking as an Oracle, and that was not a fireplace he could light whenever he pleased. He could not afford to be so easily distracted. That was dangerous. He guessed he was better trained at counter-espionage than any of the others. It was important that he remain focused and alert--but that wasn't going to happen until he learned to overcome Billie and Lu teasing. He would need to do something about it. 

With a sigh, he re-summon his invisible arcane hand and exited the room, locking it behind him. He stepped out onto the balcony and studied the large open-air courtyard that served as common room for the inn. He committed the layout to memory, analyzing what he saw in terms tactical details such as access points, sight lines, likely bottlenecks should chaos ensue and the patrons flee for their lives....  Continuing his observations--his favorite part of visiting a city had always been sitting on a bench somewhere and observing the people who passed--he turned his attention to the patrons and others within view, not looking for anything in particular, but simply taking it all in and letting his gut tell him if something or someone felt wrong.  

His observations complete, Mags took the stairs back to the main floor and found the table Dae had secured for them. He was the last one back, and was forced to take a seat between Billie and Dae.

Relax.  

Settling in, he took up the empty mug before him and poured from the pitcher of water rather than the amphora of mead--he'd had enough experience with mead to know that it did not serve to quench one's thirst on a hot day. He emptied the mug in one long pull. Then he refilled the mug and looked to the others. He listened attentively to Lu and then Dae, considering how he might summarize his training, skills, and gifts. 

But then Dae whispered her warning.

He laughed--not with derision--genuinely delighted that the little fox hadn't grasped the heart of the situation. He quickly shut his mouth, stopping the laughter before explaining. "Sorry, but when we walked in, the sailors, who've likely been at sea deprived of female companionship for longer than they would prefer, saw a cluster of unescorted hotties. As for the drow, elves are a rare sight in Baromenes. He might have any number of reasons for taking an interest." 

"Or he might be chained and we'll need to kill him. Let's check." Mags snapped his fingers and the arcane compass box appeared in his hand. He opened the tiny box and--without making it obvious--checked to see if the sliver of corruption was pointing at the sailors. He left it open long enough for Dae and Billie to see. He snapped his fingers again and the box disappeared. 

Apologetically, he added, "I suppose it's possible our enemy employs unchained agents." 


Mechanics

Main Hand: 

Off Hand: 


Bonus Action: 

Action: 

Free Action(?): 


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 0/2 (1st)

The sight of the two beds conjuring Billie's earlier suggestion anew. Mags pushed the image away more easily this time. He noted the bed Billie had chosen, and moved to the other bed to lay out Lu's considerable baggage. Calling to Valyv, he unpacked the heavy laden mastiff, setting the rest of Lu's things on the bed. He gave the dog a final pat. "There you go boy." 

He exited the room and Billie locked the door behind him. He was heading for the other room when, on a whim, he decided to join Billie for a quick look out over the balcony. 

"Mags, before we go back down I have a question." Billie leaned over the railing, stretching to her tiptoes before sinking down to her elbow and surveying the people below.  The gentle breeze played with the loose strands of her hair and the falling sun cast a swath of growing darkness across the courtyard below.

There was something different about her. Her tone. Her posture. He could not say with any certainty if this was Billie being vulnerable, Billie at her most dangerous, or both. But whatever it was, it settled him. In that moment, she was more attractive than he'd previously imagined. But this Billie he could deal with. This Billie he could talk to. 

"You said trust yet verify, so... how'd you know my nickname." Her tone was so calm and quiet. 

"Heh," he laughed easily, almost playfully, recalling his visions. "I've seen you before, Billie-with-the-black-eye." 

He spoke as one recalling fond memories. "You couldn't have been more than eight or nine years old the first time I saw you: a little girl with tousled, dirty hair and slippered feet, running through the streets of Fray challenging the biggest boys to combat. You were so damn cute! And frightening!" He laughed again, a hearty laugh. 

And then he turned and met Billie's eye, and she saw a man of wisdom and experience beyond his years. He spoke as a man might speak to a friend, yet there was bronze in his words, and surety beyond the ken of mortals. "I'm an oracle, Billie. I've seen you many times before." 

He turned back to look at the crowd. "I can't control what I see. And for some reason, I always saw you as a girl: sometimes you were eight or nine or ten, other times you were eleven or twelve, maybe thirteen. I think the oldest you appeared in any of the visions was that time you were fighting the boy with the ponytail--what was his name, Nikovius?--and you started your first blood." 

Perhaps he should have spared her that memory. But no, this was Oracle work: he would speak plainly and say what Billie needed to hear. "Don't worry, I didn't write that detail down in my vision journal." 

He paused, giving her time to absorb his words.

"That's were my visions of you end: you're in that awkward space between girl and woman. I didn't know you were," he turned to look at her with eyes that saw more of her than she'd imagined, "a grown woman." His gaze lingered admiringly for a heartbeat before he turned back to the crowds below. 

"In fact, a couple of years ago, the Master an-- my mentor and I were passing through Frey and I looked for thirteen-year-old you all over the streets for the better part of a day." 

Upon further consideration, he added, more thoughtfully, and warmly, "I'm glad I finally found you, Billie-with-the-black-eye." 

He turned and walked away, still needing to dump his traveling gear in the other room. 

The room was nearer than he'd thought. Using the key he'd been given, he entered the other room--the one he'd be sharing with Dae and Damaia. He closed the door behind him, locked it, and dumped his blanket, bedroll, and waterskin on the floor away from the other beds and the bath. He didn't want to let poor Dae sleep on the floor. She looked too haggard for that. Alternatively, he'd been sleeping on the floor all of his life. By his count, he'd only ever slept in a bed thirty-seven times. And so, he spread out his bedroll against the wall, covered it with his blanket, and placed the water skin for a pillow. 

Sitting down on the bed, he took a moment to quickly inventory his gear, checking to see if anything had broken in the fight. Satisfied that all was as it should be, he drew the small magical compass of corruption and took another reading, attempting to determine if it still pointed in the same direction. He made a note of his findings in his travel journal--date, time, and direction--and returned the box to its pocket.

Mags had been bothered by his reactions to Billie and Lu's teasing, but his time with Billie on the balcony had given him hope. Granted, his words had come because he was speaking as an Oracle, and that was not a fireplace he could light whenever he pleased. He could not afford to be so easily distracted. That was dangerous. He guessed he was better trained at counter-espionage than any of the others. It was important that he remain focused and alert--but that wasn't going to happen until he learned to overcome Billie and Lu teasing. He would need to do something about it. 

With a sigh, he re-summon his invisible arcane hand and exited the room, locking it behind him. He stepped out onto the balcony and studied the large open-air courtyard that served as common room for the inn. He committed the layout to memory, analyzing what he saw in terms tactical details such as access points, sight lines, likely bottlenecks should chaos ensue and the patrons flee for their lives....  Continuing his observations--his favorite part of visiting a city had always been sitting on a bench somewhere and observing the people who passed--he turned his attention to the patrons and others within view, not looking for anything in particular, but simply taking it all in and letting his gut tell him if something or someone felt wrong.  

His observations complete, Mags took the stairs back to the main floor and found the table Dae had secured for them. He was the last one back, and was forced to take a seat between Billie and Dae.

Relax.  

Settling in, he took up the empty mug before him and poured from the pitcher of water rather than the amphora of mead--he'd had enough experience with mead to know that it did not serve to quench one's thirst on a hot day. He emptied the mug in one long pull. Then he refilled the mug and looked to the others. He listened attentively to Lu and then Dae, considering how he might summarize his training, skills, and gifts. 

But then Dae whispered her warning.

He laughed--not with derision--genuinely delighted that the little fox hadn't grasped the heart of the situation. He quickly shut his mouth, stopping the laughter before explaining. "Sorry, but when we walked in, the sailors, who've likely been at sea deprived of female companionship for longer than they would prefer, saw a cluster of unescorted hotties. As for the drow, elves are a rare sight in Baromenes. He might have any number of reasons for taking an interest." 

"Or he might be chained and we'll need to kill him. Let's check." The Mags snapped his fingers and the arcane compass box appeared in his hand. He opened the tiny box and--without making it obvious--checked to see if the sliver of corruption was pointing at the sailors. He left it open long enough for Dae and Billie to see. He snapped his fingers again and the box disappeared. 

Apologetically, he added, "I suppose it's possible our enemy employs unchained agents." 


Mechanics

Main Hand: 

Off Hand: 


Bonus Action: 

Action: 

Free Action(?): 


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 0/2 (1st)

The sight of the two beds conjuring Billie's earlier suggestion anew. Mags pushed the image away more easily this time. He noted the bed Billie had chosen, and moved to the other bed to lay out Lu's considerable baggage. Calling to Valyv, he unpacked the heavy laden mastiff, setting the rest of Lu's things on the bed. He gave the dog a final pat. "There you go boy." 

He exited the room and Billie locked the door behind him. He was heading for the other room when, on a whim, he decided to join Billie for a quick look out over the balcony. 

"Mags, before we go back down I have a question." Billie leaned over the railing, stretching to her tiptoes before sinking down to her elbow and surveying the people below.  The gentle breeze played with the loose strands of her hair and the falling sun cast a swath of growing darkness across the courtyard below.

There was something different about her. Her tone. Her posture. He could not say with any certainty if this was Billie being vulnerable, Billie at her most dangerous, or both. But whatever it was, it settled him. In that moment, she was more attractive than he'd previously imagined. But this Billie he could deal with. This Billie he could talk to. 

"You said trust yet verify, so... how'd you know my nickname." Her tone was so calm and quiet. 

"Heh," he laughed easily, almost playfully, recalling his visions. "I've seen you before, Billie-with-the-black-eye." 

He spoke as one recalling fond memories. "You couldn't have been more than eight or nine years old the first time I saw you: a little girl with tousled, dirty hair and slippered feet, running through the streets of Fray challenging the biggest boys to combat. You were so damn cute! And frightening!" He laughed again, a hearty laugh. 

And then he turned and met Billie's eye, and she saw a man of wisdom and experience beyond his years. He spoke as a man might speak to a friend, yet there was bronze in his words, and surety beyond the ken of mortals. "I'm an oracle, Billie. I've seen you many times before." 

He turned back to look at the crowd. "I can't control what I see. And for some reason, I always saw you as a girl: sometimes you were eight or nine or ten, other times you were eleven or twelve, maybe thirteen. I think the oldest you appeared in any of the visions was that time you were fighting the boy with the ponytail, what was his name, Nikovius, and you started your first blood." 

Perhaps he should have spared her that memory. But no, this was Oracle work: he would speak plainly and say what Billie needed to hear. "Don't worry, I didn't write that detail down in my vision journal." 

He paused, giving her time to absorb his words.

"That's were my visions of you end: you're in that awkward space between girl and woman. I didn't know you were," he turned to look at her with eyes that saw more of her than she'd imagined, "a grown woman." His gaze lingered admiringly for a heartbeat before he turned back to the crowds below. 

"In fact, a couple of years ago, the Master an-- my mentor and I were passing through Frey and I looked for thirteen-year-old you all over the streets for the better part of a day." 

Upon further consideration, he added, more thoughtfully, and warmly, "I'm glad I finally found you, Billie-with-the-black-eye." 

He turned and walked away, still needing to dump his traveling gear in the other room. 

The room was nearer than he'd thought. Using the key he'd been given, he entered the other room--the one he'd be sharing with Dae and Damaia. He closed the door behind him, locked it, and dumped his blanket, bedroll, and waterskin on the floor away from the other beds and the bath. He didn't want to let poor Dae sleep on the floor. She looked too haggard for that. Alternatively, he'd been sleeping on the floor all of his life. By his count, he'd only ever slept in a bed thirty-seven times. And so, he spread out his bedroll against the wall, covered it with his blanket, and placed the water skin for a pillow. 

Sitting down on the bed, he took a moment to quickly inventory his gear, checking to see if anything had broken in the fight. Satisfied that all was as it should be, he drew the small magical compass of corruption and took another reading, attempting to determine if it still pointed in the same direction. He made a note of his findings in his travel journal--date, time, and direction--and returned the box to its pocket.

Mags had been bothered by his reactions to Billie and Lu's teasing, but his time with Billie on the balcony had given him hope. Granted, his words had come because he was speaking as an Oracle, and that was not a fireplace he could light whenever he pleased. He could not afford to be so easily distracted. That was dangerous. He guessed he was better trained at counter-espionage than any of the others. It was important that he remain focused and alert--but that wasn't going to happen until he learned to overcome Billie and Lu teasing. He would need to do something about it. 

With a sigh, he re-summon his invisible arcane hand and exited the room, locking it behind him. He stepped out onto the balcony and studied the large open-air courtyard that served as common room for the inn. He committed the layout to memory, analyzing what he saw in terms tactical details such as access points, sight lines, likely bottlenecks should chaos ensue and the patrons flee for their lives....  Continuing his observations--his favorite part of visiting a city had always been sitting on a bench somewhere and observing the people who passed--he turned his attention to the patrons and others within view, not looking for anything in particular, but simply taking it all in and letting his gut tell him if something or someone felt wrong.  

His observations complete, Mags took the stairs back to the main floor and found the table Dae had secured for them. He was the last one back, and was forced to take a seat between Billie and Dae.

Relax.  

Settling in, he took up the empty mug before him and poured from the pitcher of water rather than the amphora of mead--he'd had enough experience with mead to know that it did not serve to quench one's thirst on a hot day. He emptied the mug in one long pull. Then he refilled the mug and looked to the others. He listened attentively to Lu and then Dae, considering how he might summarize his training, skills, and gifts. 

But then Dae whispered her warning.

He laughed--not with derision--genuinely delighted that the little fox hadn't grasped the heart of the situation. He quickly shut his mouth, stopping the laughter before explaining. "Sorry, but when we walked in, the sailors, who've likely been at sea deprived of female companionship for longer than they would prefer, saw a cluster of unescorted hotties. As for the drow, elves are a rare sight in Baromenes. He might have any number of reasons for taking an interest." 

"Or he might be chained and we'll need to kill him. Let's check." The Mags snapped his fingers and the arcane compass box appeared in his hand. He opened the tiny box and--without making it obvious--checked to see if the sliver of corruption was pointing at the sailors. He left it open long enough for Dae and Billie to see. He snapped his fingers again and the box disappeared. 

Apologetically, he added, "I suppose it's possible our enemy employs unchained agents." 


Mechanics

Main Hand: 

Off Hand: 


Bonus Action: 

Action: 

Free Action(?): 


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 0/2 (1st)

The sight of the two beds conjuring Billie's earlier suggestion anew. Mags pushed the image away more easily this time. He noted the bed Billie had chosen, and moved to the other bed to lay out Lu's considerable baggage. Calling to Valyv, he unpacked the heavy laden mastiff, setting the rest of Lu's things on the bed. He gave the dog a final pat. "There you go boy." 

He exited the room and Billie locked the door behind him. He was heading for the other room when, on a whim, he decided to join Billie for a quick look out over the balcony. 

"Mags, before we go back down I have a question." Billie leaned over the railing, stretching to her tiptoes before sinking down to her elbow and surveying the people below.  The gentle breeze played with the loose strands of her hair and the falling sun cast a swath of growing darkness across the courtyard below.

There was something different about her. Her tone. Her posture. He could not say with any certainty if this was Billie being vulnerable, Billie at her most dangerous, or both. But whatever it was, it settled him. In that moment, she was more attractive than he'd previously imagined. But this Billie he could deal with. This Billie he could talk to. 

"You said trust yet verify, so... how'd you know my nickname." Her tone was so calm and quiet. 

"Heh," he laughed easily, almost playfully, recalling his visions. "I've seen you before, Billie-with-the-black-eye." 

He spoke as one recalling fond memories. "You couldn't have been more than eight or nine years old the first time I saw you: a little girl with tousled, dirty hair and slippered feet, running through the streets of Fray challenging the biggest boys to combat. You were so damn cute! And frightening!" He laughed again, a hearty laugh. 

And then he turned and met Billie's eye, and she saw a man of wisdom and experience beyond his years. He spoke as a man might speak to a friend, yet there was bronze in his words, and surety beyond the ken of mortals. "I'm an oracle, Billie. I've seen you many times before." 

He turned back to look at the crowd. "I can't control what I see. And for some reason, I always saw you as a girl: sometimes you were eight or nine or ten, other times you were eleven or twelve, maybe thirteen. I think the oldest you appeared in any of the visions was that time you were fighting the boy with the ponytail, what was his name, Nikovius, and you started your first blood." 

Perhaps he should have spared her that memory. But no, this was Oracle work: he would speak plainly and say what Billie needed to hear. "Don't worry, I didn't write that detail down in my vision journal." 

He paused, giving her time to absorb his words.

"That's were my visions of you end: you're in that awkward space between girl and woman. I didn't know you were," he turned to look at her with eyes that saw more of her than she'd imagined, "a grown woman." His gaze lingered admiringly for a heartbeat before he turned back to the crowds below. 

"In fact, a couple of years ago, the Master an-- my mentor and I were passing through Frey and I looked for thirteen-year-old you all over the streets for the better part of a day." 

Upon further consideration, he added, more thoughtfully, and warmly, "I'm glad I finally found you, Billie-with-the-black-eye." 

He turned and walked away, still needing to dump his traveling gear in the other room. 

The room was nearer than he'd thought. Using the key he'd been given, he entered the other room--the one he'd be sharing with Dae and Damaia. He closed the door behind him, locked it, and dumped his blanket, bedroll, and waterskin on the floor away from the other beds and the bath. He didn't want to let poor Dae sleep on the floor. She looked too haggard for that. Alternatively, he'd been sleeping on the floor all of his life. By his count, he'd only ever slept in a bed thirty-seven times. And so, he spread out his bedroll against the wall, covered it with his blanket, and placed the water skin for a pillow. 

Sitting down on the bed, he took a moment to quickly inventory his gear, checking to see if anything had broken in the fight. Satisfied that all was as it should be, he drew the small magical compass of corruption and took another reading, attempting to determine if it still pointed in the same direction. He made note of his findings---date, time, and direction--and returned the box to its pocket.

Mags had been bothered by his reactions to Billie and Lu's teasing, but his time with Billie on the balcony had given him hope. Granted, his words had come because he was speaking as an Oracle, and that was not a fireplace he could light whenever he pleased. He could not afford to be so easily distracted. That was dangerous. He guessed he was better trained at counter-espionage than any of the others. It was important that he remain focused and alert--but that wasn't going to happen until he learned to overcome Billie and Lu teasing. He would need to do something about it. 

With a sigh, he re-summon his invisible arcane hand and exited the room, locking it behind him. He stepped out onto the balcony and studied the large open-air courtyard that served as common room for the inn. He committed the layout to memory, analyzing what he saw in terms tactical details such as access points, sight lines, likely bottlenecks should chaos ensue and the patrons flee for their lives....  Continuing his observations--his favorite part of visiting a city had always been sitting on a bench somewhere and observing the people who passed--he turned his attention to the patrons and others within view, not looking for anything in particular, but simply taking it all in and letting his gut tell him if something or someone felt wrong.  

His observations complete, Mags took the stairs back to the main floor and found the table Dae had secured for them. He was the last one back, and was forced to take a seat between Billie and Dae.

Relax.  

Settling in, he took up the empty mug before him and poured from the pitcher of water rather than the amphora of mead--he'd had enough experience with mead to know that it did not serve to quench one's thirst on a hot day. He emptied the mug in one long pull. Then he refilled the mug and looked to the others. He listened attentively to Lu and then Dae, considering how he might summarize his training, skills, and gifts. 

But then Dae whispered her warning.

He laughed--not with derision--genuinely delighted that the little fox hadn't grasped the heart of the situation. He quickly shut his mouth, stopping the laughter before explaining. "Sorry, but when we walked in, the sailors, who've likely been at sea deprived of female companionship for longer than they would prefer, saw a cluster of unescorted hotties. As for the drow, elves are a rare sight in Baromenes. He might have any number of reasons for taking an interest." 

"Or he might be chained and we'll need to kill him. Let's check." The Mags snapped his fingers and the arcane compass box appeared in his hand. He opened the tiny box and--without making it obvious--checked to see if the sliver of corruption was pointing at the sailors. He left it open long enough for Dae and Billie to see. He snapped his fingers again and the box disappeared. 

Apologetically, he added, "I suppose it's possible our enemy employs unchained agents." 


Mechanics

Main Hand: 

Off Hand: 


Bonus Action: 

Action: 

Free Action(?): 


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 0/2 (1st)

The sight of the two beds conjuring Billie's earlier suggestion anew. Mags pushed the image away more easily this time. He noted the bed Billie had chosen, and moved to the other bed to lay out Lu's considerable baggage. Calling to Valyv, he unpacked the heavy laden mastiff, setting the rest of Lu's things on the bed. He gave the dog a final pat. "There you go boy." 

He exited the room and Billie locked the door behind him. He was heading for the other room when, on a whim, he decided to join Billie for a quick look out over the balcony. 

"Mags, before we go back down I have a question." Billie leaned over the railing, stretching to her tiptoes before sinking down to her elbow and surveying the people below.  The gentle breeze played with the loose strands of her hair and the falling sun cast a swath of growing darkness across the courtyard below.

There was something different about her. Her tone. Her posture. He could not say with any certainty if this was Billie being vulnerable, Billie at her most dangerous, or both. But whatever it was, it settled him. In that moment, she was more attractive than he'd previously imagined. But this Billie he could deal with. This Billie he could talk to. 

"You said trust yet verify, so... how'd you know my nickname." Her tone was so calm and quiet. 

"Heh," he laughed easily, almost playfully, recalling his visions. "I've seen you before, Billie-with-the-black-eye." 

He spoke as one recalling fond memories. "You couldn't have been more than eight or nine years old the first time I saw you: a little girl with tousled, dirty hair and slippered feet, running through the streets of Fray challenging the biggest boys to combat. You were so damn cute! And frightening!" He laughed again, a hearty laugh. 

And then he turned and met Billie's eye, and she saw a man of wisdom and experience beyond his years. He spoke as a man might speak to a friend, yet there was bronze in his words, and surety beyond the ken of mortals. "I'm an oracle, Billie. I've seen you many times before." 

He turned back to look at the crowd. "I can't control what I see. And for some reason, I always saw you as a girl: sometimes you were eight or nine or ten, other times you were eleven or twelve, maybe thirteen. I think the oldest you appeared in any of the visions was that time you were fighting the boy with the ponytail, what was his name, Nikovius, and you started your first blood." 

Perhaps he should have spared her that memory. But no, this was Oracle work: he would speak plainly and say what Billie needed to hear. "Don't worry, I didn't write that detail down in my vision journal." 

He paused, giving her time to absorb his words.

"That's were my visions of you end: you're in that awkward space between girl and woman. I didn't know you were," he turned to look at with eyes that saw more of her than she'd imagined, "a grown woman." His gaze lingered admiringly for a heartbeat before he turned back to the crowds below. 

"In fact, a couple of years ago, the Master an-- my mentor and I were passing through Frey and I looked for thirteen-year-old you all over the streets for the better part of a day." 

Upon further consideration, he added, more thoughtfully, and warmly, "I'm glad I finally found you, Billie-with-the-black-eye." 

He turned and walked away, still needing to dump his traveling gear in the other room. 

The room was nearer than he'd thought. Using the key he'd been given, he entered the other room--the one he'd be sharing with Dae and Damaia. He closed the door behind him, locked it, and dumped his blanket, bedroll, and waterskin on the floor away from the other beds and the bath. He didn't want to let poor Dae sleep on the floor. She looked too haggard for that. Alternatively, he'd been sleeping on the floor all of his life. By his count, he'd only ever slept in a bed thirty-seven times. And so, he spread out his bedroll against the wall, covered it with his blanket, and placed the water skin for a pillow. 

Sitting down on the bed, he took a moment to quickly inventory his gear, checking to see if anything had broken in the fight. Satisfied that all was as it should be, he drew the small magical compass of corruption and took another reading, attempting to determine if it still pointed in the same direction. He made note of his findings---date, time, and direction--and returned the box to its pocket.

Mags had been bothered by his reactions to Billie and Lu's teasing, but his time with Billie on the balcony had given him hope. Granted, his words had come because he was speaking as an Oracle, and that was not a fireplace he could light whenever he pleased. He could not afford to be so easily distracted. That was dangerous. He guessed he was better trained at counter-espionage than any of the others. It was important that he remain focused and alert--but that wasn't going to happen until he learned to overcome Billie and Lu teasing. He would need to do something about it. 

With a sigh, he re-summon his invisible arcane hand and exited the room, locking it behind him. He stepped out onto the balcony and studied the large open-air courtyard that served as common room for the inn. He committed the layout to memory, analyzing what he saw in terms tactical details such as access points, sight lines, likely bottlenecks should chaos ensue and the patrons flee for their lives....  Continuing his observations--his favorite part of visiting a city had always been sitting on a bench somewhere and observing the people who passed--he turned his attention to the patrons and others within view, not looking for anything in particular, but simply taking it all in and letting his gut tell him if something or someone felt wrong.  

His observations complete, Mags took the stairs back to the main floor and found the table Dae had secured for them. He was the last one back, and was forced to take a seat between Billie and Dae.

Relax.  

Settling in, he took up the empty mug before him and poured from the pitcher of water rather than the amphora of mead--he'd had enough experience with mead to know that it did not serve to quench one's thirst on a hot day. He emptied the mug in one long pull. Then he refilled the mug and looked to the others. He listened attentively to Lu and then Dae, considering how he might summarize his training, skills, and gifts. 

But then Dae whispered her warning.

He laughed--not with derision--genuinely delighted that the little fox hadn't grasped the heart of the situation. He quickly shut his mouth, stopping the laughter before explaining. "Sorry, but when we walked in, the sailors, who've likely been at sea deprived of female companionship for longer than they would prefer, saw a cluster of unescorted hotties. As for the drow, elves are a rare sight in Baromenes. He might have any number of reasons for taking an interest." 

"Or he might be chained and we'll need to kill him. Let's check." The Mags snapped his fingers and the arcane compass box appeared in his hand. He opened the tiny box and--without making it obvious--checked to see if the sliver of corruption was pointing at the sailors. He left it open long enough for Dae and Billie to see. He snapped his fingers again and the box disappeared. 

Apologetically, he added, "I suppose it's possible our enemy employs unchained agents." 


Mechanics

Main Hand: 

Off Hand: 


Bonus Action: 

Action: 

Free Action(?): 


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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