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| *Proficiency Bonus: +3 | | *Proficiency Bonus: +3 |
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− | *Experience: 18,500 / 23,000 | + | *Experience: TBC |
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| == Personality and History == | | == Personality and History == |
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| *Defining Event: I stole from a corrupt merchant to help the poor | | *Defining Event: I stole from a corrupt merchant to help the poor |
| *Personality: I have a strong sense of fair play and always try to find the most equitable solution to arguments | | *Personality: I have a strong sense of fair play and always try to find the most equitable solution to arguments |
− | *Ideal: Fairness - if the law won’t get it done, I will | + | *Ideal: Fairness - If the law won’t get it done, I will |
| *Bond: I protect those who cannot protect themselves | | *Bond: I protect those who cannot protect themselves |
| *Flaw: I have trouble trusting my allies | | *Flaw: I have trouble trusting my allies |
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| *Class Traits | | *Class Traits |
| **Class Proficiencies: Common Weapons, Light Armour, Medium Armour, Shields | | **Class Proficiencies: Common Weapons, Light Armour, Medium Armour, Shields |
− | **''Blessing of the Trickster'', grants another person Advantage on Dexterity (Stealth) checks. Duration one hour unless used again | + | **Blessing of the Trickster, grants another person Advantage on Dexterity (Stealth) checks. Duration one hour unless used again |
| **Channel Divinity, 2 per short rest: | | **Channel Divinity, 2 per short rest: |
− | ***''Invoke Duplicity'': perfect illusion of self for one minute within 30'. Requires Concentration. As a bonus action, can move illusion 30’ to a max of 120’ away. Can cast from space of illusion, but must use own senses. If self and illusion are within 5’ of enemy, have Advantage on attack. | + | ***Invoke Duplicity: perfect illusion of self for one minute within 30'. Requires Concentration. As a bonus action, can move illusion 30’ to a max of 120’ away. Can cast from space of illusion, but must use own senses. If self and illusion are within 5’ of enemy, have Advantage on attack. |
− | ***''Cloak of Shadows'': become invisible until end of next turn, broken if attack or cast. | + | ***Cloak of Shadows: become invisible until end of next turn, broken if attack or cast. |
− | ***''Turn Undead'': audible within 30’, Wisdom Save (can Dash, Dodge if trapped), lasts 1 minute unless damaged. Undead CR0.5 or less are destroyed | + | ***Turn Undead: audible within 30’, Wisdom Save (can Dash, Dodge if trapped), lasts 1 minute unless damaged. Undead CR0.5 or less are destroyed |
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| *Movement: 25' | | *Movement: 25' |
| *Attack: Dagger, +6 to hit, 1d4+3, Piercing, Finesse, Light (+3 offhand) | | *Attack: Dagger, +6 to hit, 1d4+3, Piercing, Finesse, Light (+3 offhand) |
− | *Attack: Dagger (thrown 20' / 60'), +6 to hit, 1d4+3 Piercing | + | *Attack: Dagger (thrown 20'/60'), +6 to hit, 1d4+3 Piercing |
− | *Attack: Dart (thrown 20' / 60'), +6 to hit, 1d4+3 Piercing | + | *Attack: Dart (thrown 20'/60'), +6 to hit, 1d4+3 Piercing |
− | *Attack: Spear (thrown 20' / 60') -1 to hit, 1d6-1 Piercing, 1d8-1 Versatile
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| == Equipment and Treasure == | | == Equipment and Treasure == |
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| *Personal Carrying Capacity: 120 lbs (backpack / belt-kit) | | *Personal Carrying Capacity: 120 lbs (backpack / belt-kit) |
| + | ** |
| **Set of traveler's clothes | | **Set of traveler's clothes |
| **Half-Plate Armour | | **Half-Plate Armour |
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| **5 caltrops | | **5 caltrops |
| **Thieves' Tools (hidden under caltrops) | | **Thieves' Tools (hidden under caltrops) |
− | **25gp value in ebony tokens for ''Augury'' (hidden under caltrops) | + | ** 25gp value in ebony tokens for ''Augury'' (hidden under caltrops) |
− | **300gp value in crushed diamonds, plus incense, consumable components for ''Glyph of Warding'' or ''Revivify'' spells (hidden under caltrops) | + | ** 300gp value in crushed diamonds, plus incense, consumable components for ''Glyph of Warding'' or ''Revivify'' spells (hidden under caltrops) |
| **10 candles | | **10 candles |
| **1 tinderbox | | **1 tinderbox |
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| *Lily The Pony - carrying capacity 225lb (saddlebags) | | *Lily The Pony - carrying capacity 225lb (saddlebags) |
| + | ** |
| **1 day pony rations | | **1 day pony rations |
| **2 day halfling rations | | **2 day halfling rations |
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| *Prepared Spells: Level (6) + WIS (3) = 9 | | *Prepared Spells: Level (6) + WIS (3) = 9 |
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| *Spell Slots (Level): 4, 3, 3 | | *Spell Slots (Level): 4, 3, 3 |
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− | *Spells in bold italics are ''' ''Domain'' ''' spells; these are always prepared, and don't count against the number of spells that can be prepared each day. | + | *'''Spells in bold are Domain spells'''; these are always prepared, and don't count against the number of spells that can be prepared each day. |
− | *Spells marked as ''Ritual'' can be cast as normal, or cast as a ritual, but must still be prepared. A ritual takes 10 minutes longer, but doesn't eat a spell slot. | + | *Spells in brackets are occasional alternate spell choices. |
− | *Rituals: ''Detect Magic, Detect Poison and Disease, Purify Food and Drink, Augury, Gentle Repose, Silence, Feign Death, Meld Into Stone, Water Walking'' | + | *Note that Channel Divinity (Invoke Duplicity) requires Concentration. |
− | *Spells requiring special components: ''Augury, Clairvoyance, Warding Bond'' | + | *Spells marked as Ritual can be cast as normal, or cast as a ritual, takes 10x as long, but doesn't eat a spell slot. |
− | *Spells requiring consumable components: ''Continual Flame, Glyph of Warding, Magic Circle, Revivify'' | + | *Spells in brackets are alternates, not taken on this particular day. |
− | *Spells requiring only a Bonus Action: ''Healing Word, Sanctuary, Shield of Faith, Mass Healing Word'' | + | |
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− | *Note that Channel Divinity: Invoke Duplicity requires Concentration. | + | |
− | *Spells in '''bold''' are those prepared on this day.
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| + | *Cantrips (Unlimited) |
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| + | **Guidance: Cast – 1 action; Range – Touch, VS; Duration – Concentration, up to 1 minute. One willing creature gets +1d4 for one ability check |
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| + | **Light: Cast – 1 action; Range – Touch, VM; Duration – 1 hour; bright 20’ radius, dim 20’ radius. Hostile target gets a Dex save |
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| + | **Sacred Flame: Cast - 1 action; Range - 60', VS; target fails Dex save, takes 2d8 radiant damage |
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| + | **Thaumaturgy: Cast - 1 action; Range - 30'; duration up to one minute; minor magical effects: loud voice, flickering flames, harmless tremors, audible effect, own eyes change appearance, unlocked door / window flies open or slams shuts, |
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− | *''Cantrips (Unlimited usage, 4 known, no preparation required, count as Level 0)''
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− | **'''Guidance''': Cast – 1 action; Range – Touch, VS; Duration – Concentration, up to 1 minute. One willing creature gets +1d4 for one ability check
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− | **'''Light''': Cast – 1 action; Range – Touch, VM; Duration – 1 hour; bright 20’ radius, dim 20’ radius. Hostile target gets a Dex save
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− | **'''Sacred Flame''': Cast - 1 action; Range - 60', VS; target fails Dex save, takes 2d8 radiant damage
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− | **'''Thaumaturgy''': Cast - 1 action; Range - 30'; duration up to one minute; minor magical effects: loud voice, flickering flames, harmless tremors, audible effect, own eyes change appearance, unlocked door / window flies open or slams shuts,
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| + | *1st level (1 / 4 slots per day) |
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− | *''1st level (4 slots per day)'' | + | **Cure Wounds: Cast – 1 action; Range – Touch, VS; cure 1d8+3, +d8 per higher spell slot |
− | **''' ''Charm Person'' ''': Cast – 1 action; Range – 30ft, VS; Duration – 1 hour; Wisdom save (Advantage in combat), fail = friendly acquaintance. Knows was charmed when spell ends | |
− | **''' ''Disguise Self'' ''': Cast – 1 action; Range – Self, VS; Duration – 1 hour; similar build, Intelligence (Investigation) versus spell save DC to pierce disguise
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− | **Bless: Cast - 1 action; Range - 30ft, VSM; Duration - Concentration, up to 1 minute; up to three creatures can add 1d4 to each attack or saving throw; each higher slot adds one creature
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− | **Command: Cast - 1 action; Range - 60ft, V; Duration - 1 round; target fails Wisdom throw must obey command e.g. Approach, Drop, Flee, Grovel, Halt; higher spell slots adds extra targets within 30' of each other
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− | **Create or Destroy Water: Cast - 1 action, VSM; Duration - Instantaneous; +/- 10 gallons of water in available container, or 30' cube of rain or destroy 30' cube of fog; higher levels add 10 gallons or 5' cube
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− | **'''Cure Wounds''': Cast – 1 action; Range – Touch, VS; cure 1d8 + WIS, + 1d8 per higher spell slot
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| **Guiding Bolt: Cast – 1 action; Range – 120ft, VS; Duration 1 round; Ranged spell attack, hit = 4d6 radiant, next attack roll until end of my next turn as Advantage. +1d6 per higher spell slot | | **Guiding Bolt: Cast – 1 action; Range – 120ft, VS; Duration 1 round; Ranged spell attack, hit = 4d6 radiant, next attack roll until end of my next turn as Advantage. +1d6 per higher spell slot |
− | **Protection From Evil and Good: Cast - 1 action; Range – Touch, VSM, (possibly consumes holy water, Safid to rule); Concentration, up to 10 mins; One willing creature is protected, attackers have Disadvantage, target can’t be affected by stuff, has Advantage against existing stuff
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− | **'''Detect Magic''': Cast - 1 action, or ''Ritual''; Range - Self, VS; Duration - Concentration, up to 10 minutes; sense magic within 30', blocked by some materials
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− | **Detect Poison and Disease: Cast - 1 action, or ''Ritual''; Range - Self, VSM; Duration - Concentration, up to 10 minutes; senses and identifies poisons, poisonous creatures, and diseases within 30', blocked by some materials
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− | **Purify Food and Drink: Cast - 1 action, or ''Ritual''; Range - 10', VS; all non-magical food and drink within a 5' sphere is instantly purified, and rendered free of disease and poison
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− | **'''Detect Evil and Good''': Cast - 1 action; Range - Self, VS; Duration - Concentration, up to 10 minutes; know if there is an aberration, celestial, elemental, fey, fiend, or undead with 30ft, as well as location, also if place or object within 30ft is consecrated or desecrated.
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− | **Healing Word: Cast - 1 bonus action; Range - 60ft, V; Duration - Instantaneous; target regains 1d4 + WIS; higher level slots add 1d4
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− | **Inflict Wounds: Cast - 1 action; Range - Touch, VS; Duration - Instantaneous; make melee spell attack, target takes 3d10 necrotic damage; higher level slots add 1d10.
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− | **Protection from Evil and Good: Cast - 1 action, VSM; Range - Touch; Duration - Concentration, up to 10 minutes; willing creature is protected against aberration, celestial, elemental, fey, fiend, or undead. Attacks have Disadvantage, can't be charmed, frightened, or possessed. If already such, gets Advantage on future Saving Throws.
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− | **Sanctuary: Cast - 1 bonus action; Range - 30 ft, VSM; Duration - 1 minute; attacker must make Wisdom Saving Throw or choose a new target. If warded creature attacks, spell ends.
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− | **Shield of Faith: Cast - 1 bonus action; Range - 60ft, VSM; Duration - Concentration, up to 10 minutes; shimmering field gives +2AC
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| + | **Protection From Evil and Good: Cast - 1 action; Range – Touch, VSM, consumes holy water; Concentration, up to 10 mins; One willing creature is protected, attackers have Disadvantage, target can’t be affected by stuff, has Advantage against existing stuff |
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| + | **'''Charm Person''': Cast – 1 action; Range – 30ft, VS; Duration – 1 hour; Wisdom save (Advantage in combat), fail = friendly acquaintance. Knows was charmed when spell ends |
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− | *''2nd level (3 slots per day)''
| + | **'''Disguise Self''': Cast – 1 action; Range – Self, VS; Duration – 1 hour; similar build, Intelligence (Investigation) versus spell save DC to pierce disguise |
− | **''' ''Mirror Image'' ''': Cast – 1 action; Range – Self, VS; Duration – 1 minute; 3 duplicates (6/8/11), AC = 10 + DEX, only destroyed by an attack that hits it | + | |
− | **''' ''Pass Without Trace'' ''': Cast – 1 action; Range – Self, VSM; Concentration, up to 1 hour. Each creature within 30’, has +10 DEX (Stealth). Can’t be tracked except by magic. | + | **(Detect Magic: Cast - 1 action, or Ritual; Range - Self, VS; Duration - Concentration, up to 10 minutes; sense magic within 30', blocked by some materials) |
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| + | *2nd level (0 / 3 slots per day) |
| + | **Prayer of Healing: Cast – 10 mins; Range – 30ft, V; Duration – Instant; 2d8 + spellcasting bonus. +1d8 per higher spell slot |
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| + | **Silence: Cast – 1 action; Range – 120’, VS; Concentration, up to ten minutes; 20’ radius sphere |
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− | **Aid: Cast – 1 action; Range – 30ft, VSM; Duration – 8 hours. 3 creatures within range get +5 HP/HPmax. +5HP per higher spell slot.
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− | **Augury: Cast 1 minute or ''Ritual''; Range - Self, VSM, special components; instantaneous, 4 possible outcomes; can be re-cast between long rests, but 25% cumulative chance of random result.
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− | **Blindness/Deafness: Cast - 1 action, V; Range - 30ft; Duration - 1 minute, either blinded or deafened; Constitution save each turn to end effect; higher slots each add one creature
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− | **Calm Emotions: Cast - 1 action, VS; Range - 60ft; Duration - Concentration, up to 1 minute; each humanoid in 20ft radius can choose to make Charisma save, failure equals not charmed or frightened, alternatively make indifferent from hostile to your group
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− | **Continual Flame: Cast - 1 action, VSM, special components; Range - Touch; Duration - Until dispelled; flame creates no heat, doesn't use oxygen, can be covered or hidden, but not smothered or quenched
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− | **'''Enhance Ability''': Cast - 1 action, VSM; Range - Touch; Duration - Concentration, up to 1 hour; various options
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− | **'''Find Traps''': Cast - 1 action, VS; Range - 120ft; Duration - Instantaneous; sense any trap within range in LOS, specific traps only, not natural dangers
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− | **Gentle Repose: Cast - 1 action or ''Ritual'' VSM; Range - Touch; Duration - 10 days, special conditions
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− | **Hold Person: Cast - 1 action, VSM; Range - 60ft; Duration - Concentration, up to 1 minute; humanoid within range makes Wisdom Save each turn or be paralyzed. Higher slots affect one additional humanoid each, must all be within 30ft of each other
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− | **Lesser Restoration: Cast - 1 action, VS; Range - Touch; Duration - Instantaneous; end one disease or one Condition (blinded, deafened, paralyzed, or poisoned)
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− | **Locate Object: Cast - 1 action, VSM; Range - Self; Duration - Concentration, up to 10 minutes; Sense direction of general or specific object that is familiar to you, within 1000ft, including direction of movement.
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− | **'''Prayer of Healing''': Cast – 10 mins; Range – 30ft, up to six creatures, V; Duration – Instant; 2d8 + spellcasting bonus. +1d8 per higher spell slot
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− | **Protection From Poison: Cast - 1 action, VS; Range - Touch; Duration - 1 hour; neutralize one known or random poison, target has advantage and resistance to poison
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− | **'''Silence''': Cast – 1 action or ''Ritual''; Range – 120’, VS; Concentration, up to ten minutes; 20’ radius sphere
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| **Spiritual Weapon: Cast - 1 action; Range 60', VS; Concentration, up to one minute; melee spell attack within 5' of weapon, does 1d8 + WIS(3); as a bonus action, move weapon up to 20' and repeat the attack; +1d8 per 2 higher spell slots | | **Spiritual Weapon: Cast - 1 action; Range 60', VS; Concentration, up to one minute; melee spell attack within 5' of weapon, does 1d8 + WIS(3); as a bonus action, move weapon up to 20' and repeat the attack; +1d8 per 2 higher spell slots |
− | **Warding Bond: Cast - 1 action, VSM, special components; Range - Touch; Duration - 1 hour; target must remain within 60ft, gets +1 bonus to AC and Saving Throws, and gets resistance to all damage. Caster takes same damage. | + | |
− | **Zone of Truth: Cast - 1 action, VS; Range - 60ft; Duration - 10 mins; create 15ft sphere, creature must make Charisma save each turn or cannot speak lie, knows this. Caster knows if save was passed or failed. | + | **'''Mirror Image''': Cast – 1 action; Range – Self, VS; Duration – 1 minute; 3 duplicates (6/8/11), AC = 10 + DEX, only destroyed by an attack that hits it |
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| + | **'''Pass Without Trace''': Cast – 1 action; Range – Self, VSM; Concentration, up to 1 hour. Each creature within 30’, has +10 DEX (Stealth). Can’t be tracked except by magic. |
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| + | **(Aid: Cast – 1 action; Range – 30ft; VSM, Duration – 8 hours. 3 creatures within range get +5 HP/HPmax. +5HP per higher spell slot) |
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| + | **(Augury: Cast 1 minute or Ritual; Range - Self, VSM, special components; instantaneous, 4 possible outcomes; can be re-cast between long rests, but 25% cumulative chance of random result). |
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| + | **(Gentle Repose: Cast - 1 action or Ritual; Range - Touch, VSM; duration - 10 days, special conditions) |
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| + | **(Silence: Cast - 1 action or Ritual; Range - 120', VS; duration - Concentration, up to 10 minutes) |
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− | *''3rd level (3 slots per day)''
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− | **''' ''Blink'' ''': Cast – 1 action; Range – Self, VS; Duration – 1 minute; Roll d20 at the end of each turn, 11+ = Ethereal. At the end of next turn, and at spell end, appear within 10ft choice on PMP.
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− | **''' ''Dispel Magic'' ''': Cast – 1 action; Range – one creature, object or magical effect within 120ft, VS; Instantaneous. <=L3 is dispelled, L4+ = spellcasting ability check, DC = 10+spell level. Can use higher slot.
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− | **Animate Dead: Cast - 1 minute; Range - 10ft, VSM; Duration - Instantaneous; pile of bones or corpse of Small or Medium humanoid becomes skeleton or zombie, bonus action to give command within 60ft. Each higher level slot creates two more undead from a separate pile of bones or corpse. | + | *3rd level (1 / 3 slots per day) |
| **Beacon of Hope: Cast – 1 action; Range – 30ft, S; Concentration, 1 minute. Any number of creatures within range get Advantage on Wisdom and Death saves, and regain max from healing. | | **Beacon of Hope: Cast – 1 action; Range – 30ft, S; Concentration, 1 minute. Any number of creatures within range get Advantage on Wisdom and Death saves, and regain max from healing. |
− | **Clairvoyance: Cast - 10 minutes; Range - 1 mile, VSM, special components; Duration - Concentration, up to 10 minutes; creates invisible sensor within range in a familiar or obvious location. Sensor cannot move, action to switch between audio or visual.
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− | **Create Food and Water: Cast - 1 action, VS; Range - 30ft; Duration - Instantaneous. Creates 45 pounds of food and 30 gallons of water in containers. 15 humanoids or 5 steeds for 24 hours.
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− | **Daylight: Cast - 1 action, VS; Range - 60ft; Duration - 1 hour; bright light for 60ft, dim light for another 60ft. Can be cast on a moveable object, can be covered. Negates darkness spell of L3 or lower
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− | **Feign Death: Cast - 1 action, or ''Ritual''; Range - Touch (willing creature), VSM; looks dead, lots of caveats
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| **Glyph of Warding: Cast – 1 hour; Range – Touch, VSM (incense and diamond dust worth 200gp, consumed); complicated trap options. | | **Glyph of Warding: Cast – 1 hour; Range – Touch, VSM (incense and diamond dust worth 200gp, consumed); complicated trap options. |
− | **Magic Circle: Cast - 1 minute, VSM, special components; Range - 10ft; Duration - 1 hour; Create 10ft radius, 20ft tall cylinder, glowing runes on surfaces. Choose one of the following types: celestials, elementals, fey, fiends, or undead. Various protections or prison in reverse. Higher slots extend duration.
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− | **Mass Healing Word: Cast - 1 bonus action, V; Range - 60ft; Duration - Instantaneous; visible targets within range regain 1d4 + WIS. Higher slots add 1d4.
| + | **Revivify : Cast: 1 action; Range - Touch, VSM; brings to 1hp a creature that died in the past hour, (diamonds worth 300gp, consumed) |
− | **Meld Into Stone: Cast 1 action or ''Ritual''; Range - Touch, VS; Duration - 8 hours; can't move except to leave, damage done to stone can hurt | + | |
− | **Protection From Energy: Cast - 1 action, VS; Range - Touch; Duration - Concentration, up to 1 hour; willing creature has resistance to one damage type: acid, cold, fire, lightning, or thunder.
| + | **'''Blink''': Cast – 1 action; Range – Self, VS; Duration – 1 minute; Roll d20 at the end of each turn, 11+ = Ethereal. At the end of next turn, and at spell end, appear within 10ft choice on PMP. |
− | **Remove Curse: Cast - 1 action, VS; Range - Touch; Duration - Instantaneous; all curses on a person removed, cursed item has attunements broken
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− | **'''Revivify''': Cast: 1 action; Range - Touch, VSM; brings to 1hp a creature that died in the past hour, (diamonds worth 300gp, consumed)
| + | **'''Dispel Magic''': Cast – 1 action; Range – one creature, object or magical effect within 120ft, VS; Instantaneous. <=L3 is dispelled, L4+ = spellcasting ability check, DC = 10+spell level. Can use higher slot. |
− | **'''Sending''': Cast 1 action; Range - Unlimited, VSM; Duration - 1 round; 25 words or less to a creature with whom am familiar. | + | |
− | **Speak with Dead: Cast - 1 action, VSM; Range - 10ft; Duration - 10 minutes; five questions, hostile can lie. Max cast once per 10 days.
| + | **(Meld Into Stone: Cast 1 action or Ritual; Range - Touch, VS; Duration - 8 hours; can't move except to leave, damage done to stone can hurt) |
− | **Spirit Guardians: Cast - 1 action, VSM; Range - Self (15ft radius); Duration - Concentration up to 10 minutes; spirits fly around, ignore those I want. Movement halved, 3d8 damage, save vs WIS for half. Higher level slots add 1d8 | + | |
− | **Tongues: Cast - 1 action, VM; Range - Touch; Duration - 1 hour; one creature can understand and be understood | + | **(Water Walk: Cast - 1 action or Ritual; Range - 30', VSM; Duration - 1 hour; ten willing creatures within range can walk across liquid surfaces, float to surface at 60' per round, would still take lava damage etc.) |
− | **Water Walk: Cast - 1 action or ''Ritual''; Range - 30ft, VSM; Duration - 1 hour; ten willing creatures within range can walk across liquid surfaces, float to surface at 60' per round, would still take lava damage etc. | |