You are on page 1of 25

Fraternia: Episode 02

Foreword
To make battle a bit faster, I decided make any hit from PCs or enemies always deal maximum
damage. As I don't record battle mechanics, this will not be evident in the Actual Play but I wanted
to share as I've found it a beneficial rule for solo 5E play.

Intermission
The brothers intend to leave Mapleglen in the morning the day following their battle with the
revenant. Does anything occur between when the previous episode ended and their planned
departure?

Fate Check: Yes.

I'll roll a random event to determine what occurs then interpret for when.

Event Check
Focus: NPC Action
NPC: Flavia
Action: Triumph failure

I have an idea for this that will be our scene 1. However something I noticed is I have not set a date
nor rolled for weather. I'll take care of these elements now.

For a calendar I will keep things simple and use the Gregorian calendar with Australian seasons
though with northern extremes (Snow basically). For date I will roll 1d1000 to determine year, 1d12
to determine month, 1d6 and 1d10 to determine the date of the month then 1d8 with re-rolls of 8 to
determine the day. I'll enter the result in the next scene.

For weather I will use the weather table from the Solo Adventurer's Toolbox. Historically I've
forgotten to apply weather affects mechanically so I will try to keep an eye out for that but it may
still occur.

Scene 1
Date Friday 03/02/303
Time 3:00 AM
Weather Clear, Hot
Location Mapleglen, Tavern

As the crowd begins to clear from the brothers, Flavia reveals a bottle of wine. She leads the
brothers back to the inn and they share a glass as she thanks them. Flavia tells them she tried to
make it there to help but they had already slain the thing before they could.

Insight Check: 13
Result: Success

Fraternia Episode 02 1
Henry realizes there is more at play than just Flavia's want to thank the brothers. She seems to be
drink faster than he would expect. He asks her is she OK?

Persuasion Check: 14
Result: Success

Flavia opens up to Henry and Felix telling them about her last battle as a soldier. She was separated
from her squad and nearly every one of them were slain while she tried to rush back. Then as
tonight, she made it back in time to see allies dispatch their killers but she always felt guilty for it.
They didn't lose no one tonight but she can't help but remember the feeling of arriving too late.

Henry consoles her before they decide it is time to go to bed. Flavia heads back to her home with a
second bottle and thanks for the company.

End Scene. Everything was pretty in control but I'll leave the Chaos Factor at 4.

Scene 2
Date Saturday 04/02/303
Time 12:00 PM
Weather Clear, Hot
Location Mapleglen, Outskirts

The brothers depart Mapleglen at lunch time the next day.

Travel Checks
Danger (20%): Yes
Discovery (20%): No
Event (20%): No

I'm going to use the encounter table from Xanathar's Guide to Everything to determine what this
danger is.

Result: 3 giant frogs


What are they doing? Monster views this area as its territory and you as a challenger.

This encounter is way too easy so to give the Giant Frogs a chance, I'll grant them surprise with
advantage on the first round.

The brothers slice the frogs up but they do manage several bites on Felix (crits). Henry provides
some healing before they decide to continue their trip. Brothers reach 6,7.

End of scene. Chaos factor goes up to 5.

Fraternia Episode 02 2
Scene 3
Time 2:00 PM
Weather Clear, Hot
Location 6,7

Travel Checks
Danger (20%): No
Discovery (20%): No
Event (20%): Yes

For this random event I'm going to use SAT's Random Wilderness Encounter table.
Result: A travelling troupe of performers

As the brothers travel east along the road, they encounter a small troupe of performers heading to
Mapleglen. They are friendly and the both parties decide to share a short meal and exchange news.

Do the performers have any news of import? Yes.

Detail Check
Result: Focus Thread
Thread: Swordsman

I've already established this is news of import. Therefore I will rule out the possibility that it is
reference to events back in Mapleglen. We'll say the brothers tell the performers that the storied
swordsman was slain by some handsome unnamed adventurers back in Mapleglen. Turns out it was
a ghost.

The performers look confused as they've just passed through a village further east, who had been
attacked by the swordsman only days ago. From what they heard the swordsman was very mortal as
he demanded money from the village.

The brothers look confused and after gathering more details learn the attack took place three days
past in the town of Hatun. The swordsman was masked and seemed more like a bandit demanding
half the towns coinage or he and his "spirits" would sack the town in the night.

The brothers thank the performers and resume their journey. They reach 8,7 at the end of the travel
period (4:00 PM).

End of scene. Chaos factor stays at 5.

Fraternia Episode 02 3
Scene 4
Time 4:00 PM
Weather Clear, Hot
Location 8,7

Travel Checks
Danger (20%): No
Discovery (20%): No
Event (20%): Yes

I will revert to a Mythic Event Check for this random event.

Event Check
Focus: PC Positive
PC: Party
Action: Heal Failure

I am going to evoke the I don't know rule and instead treat this as nothing encountered so I generate
a topic of conversation for the characters present in the scene.

Muse, divulging, a possession

Did the weapon and shield of the revenant swordsman defeated in Mapleglen disappear with his
corpse? No.

The brother's discuss the sword and shield recovered when they slew the undead swordsman in
Mapleglen. Felix tells Henry to give him 10 minutes to look them over. They suspect the items are
cursed so they are very careful handling them. Felix casts identification.

Are either of the items enchanted? No.

Following the ritual, Felix tells Henry he can't detect any enchantment from the items but they best
keep them wrapped until the reach city to allow a more learned wizard or cleric assess the items.
The brothers resume their travel.

The brothers reach 9,7. Chaos factor goes down to 3.

Fraternia Episode 02 4
Scene 5
Time 6:00 PM
Weather Clear, Hot
Location 9,7

The brothers continue travelling along the road towards the city.

Travel Checks
Danger (25%): No
Discovery (25%): Yes
Event (20%): No

Discovery
Type: Structure
Subtype: Settlement
Settlement: Village
Name: Hatun

The brothers crest a hill and see the lights of Hatun. It is a small village built to support the nearby
copper mine. Foot sore and with the fading light, the brothers choose to seek an inn.

Is there an inn or tavern? Likely. Yes.

The brothers approach the tavern they remember from when the travelled west to Mapleglen.

Is it busy? Yes.

Is Hatun the place the travelling performers spoke of as having been attacked recently? Unlikely. No
+ Exceptional Result and Random Event.

Is Hatun now being attacked by the "Swordsman"? Likely. Yes.

As the brothers enter the tavern, they see a masked man brandishing a sword threatening the other
patrons. He notices them enter and tells the brothers to move to the side with everyone else or he
will kill them where they stand. Playing along, the brothers conform and passively move to side
feigning fear.

The masked swordsman continues to threaten the crowd then begins demanding half the town's
wealth otherwise he and his fellow spirits will slay every soul in the settlement. The crowd murmurs
hesitantly until one man cries out in fear and throw a small coin purse to the foot of the swordsman.
Other patron start doing the same.

The brothers suspect foul play. They've just recently slain the spectral swordsman plaguing the
region and see a marked difference in behaviour from this enemy. They look at each other sideways
then prepare then spells and blades.

Henry casts Hold Person but the creature seems to resist. In panic he casts Dissonant Whispers and
is relieved to see the enemy flee. But then it comes roaring back and cuts with twice with its wicked
sword. Another swordsman reveals itself from crowd of villagers and attacks the brothers from the
rear.

Fraternia Episode 02 5
Henry and Felix take several hits each battling the two swashbucklers and bandit. At this point
they've slain one swashbuckler and one bandit. The remaining swashbuckler is down to half health.

Does he choose to fight to the death? Unlikely. No.


Does he try to flee or surrender? He tries to flee and a random event is triggered.
Is the random event more bandits attempting to attack? Likely. Yes.

The brothers follow the fleeing swashbuckler out the tavern door only to be confronted by 6 more
bandits and a bandit captain coming towards them ready to fight. In a moment of desperation,
seeking something within to help them combat this seemingly unbeatable force, the brothers both
unlock their Radiant Soul ability for the first time in their lives.

Their eyes toon luminescent and wings of purest light spring from their shoulders. They are unaware
of their transformations however as they seek only survival and to end this threat to the people of
Hatun. Felix half flies out the door and cuts down two bandits before they can respond.

Ok the bandits came to Hatun planning on more easy money, scaring a bunch villagers to handing
over their goods through fear alone. They've lost one of their best fighters (swashbuckler), seen the
other fleeing, a man with rings of radiant light come flying out and cut down two of their fellows. I
think they'd be pretty keen to leg it. I will give each of them a DC15 Wisdom Save to avoid fleeing.

Half the bandits begin fleeing. Those that remain miss Felix in their momentary jitters. I will give the
Bandit Captain the same morale-ish check though he will get advantage as the leader. He makes it
and is the first to attempt melee against the specter of Felix. He misses with every attack then Henry
jolts out of the door towards the bandit captain.

Henry deals a cut to the bandit captain while Felix slays the two still willing to stand and fight. The
fleeing bandits and swashbuckler all make their way out of town dashing to the safety of the
surrounding countryside. The Band Captain stands alone against the two brothers who have slain or
scattered his force.

I will give him a DC15 Wisdom Save to keep trying to fight. He fails and tries to surrender.

The brothers recover their senses and look to each other. They notice each other's transformation.
The act calms them and they return to their normal form. They tie up the bandit then haul him back
to the tavern to question with the villagers.

End of scene. Chaos factor goes up to 4.

Fraternia Episode 02 6
Scene 6
Expected Scene: Brothers question the bandit captain in the tavern with thanks and assistance from
the Hatun villagers.
Chaos Check: Altered Scene
Alteration: Add / Increase an activity
Meaning: Overthrow vehicle

As the brothers return to the tavern, the villagers are first silent and fearful. They witnessed the
Radiant Soul transformations. Henry declares they are adventurers who slew the spectral
swordsman in Mapleglen only a night previous. They were returning to the city to claim their bounty
when they heard news that the swordsman was still attacking town but now demanding ransom. He
and Felix suspected brigands and here they were. This man they have dragged in is the leader of the
bandits. They wish to question him. They ask that the townspeople return to their home and leave
the common room to their use with their alderman.

Persuasion Check: 28
Result: Success

The townspeople give a cheer and try to buy the brothers a drink and meal. They respectfully decline
then an elderly matron begins ushering out the crowd. As the room empties, she and two middle
aged men remain. She introduces herself as Tatyana, the alderman of Hatun. The men with her are
Regnault, the owner of the inn and Tepil, her only town guard. Regnault agrees to grant a free room
for the night and leave Tatyana, Tepil, Henry and Felix to it.

The group question the bandit captain. He tells them his band were capitalizing on the fear of the
spectral swordsman. They hadn't killed nearly anyone. Just trying to make enough gold to keep
themselves fled. Henry plays sympathetic then asks where the bandits camp can be found.

Persuasion Check: 21
Result: Yes

How far away? 1d4-1 squares. 3.


Direction? East
The camp is hidden in the forest of 12,7
How many villages have the bandits swindled? 1d6-1: 5

The brothers decide to find the camp, recover whatever they can then deliver it minus a finder's fee
to the alderman of the town in 12,7. They tell this to Tatyana so that she can spread the word to the
affected town to ensure the honesty of the other alderman. Before the brothers can find their way
to their temporary accommodation, Tatyana rewards them with 20 gold pieces as thanks from the
people of Hatun. They are going to have to come up with a name for themselves as the villagers will
be telling tales of them for years to come.

Tatyana and Tepil tell the brothers the bandit will be held in their jail until a judge from the City can
arrive to pass a sentence.

The brothers make their way to their respective rooms to get some sleep after an eventful evening.

End scene. Chaos factor will remain at 4.

Fraternia Episode 02 7
Episode Summary
• Scene 1
o The brothers enjoy a few drinks of celebration with Flavia
o Henry learns Flavia has unresolved grief from her last battle as a soldier where she
last many comrades
o Henry tries to console her before he and Felix return to their rooms for the night
• Scene 2
o The brothers depart Mapleglen
o Ambushed by 3 Giant Frogs that think the brothers are invading their territory
o Quickly defeat the creatures
• Scene 3
o Encounter a group of travelling performers who are heading to Mapleglen
o Learn of a recent ransoming of a town in the direction the brothers are travelling to
on their way to the city
o Supposedly was the spectral swordsman the brothers defeated in Mapleglen
• Scene 4
o Brothers discuss the weapon and shield they recovered from the swordsman
o Now they are far enough away, Felix begins a ritual casting of identify only to learn
the items appear mundane
• Scene 5
o The brothers enter Hatun then the tavern only to find it being threatened by a
masked swordsman claiming to be the spectral swordsman they slew in Mapleglen
o Following a swingy battle, the brothers managed to defeat a force of 2
swashbucklers, 7 bandits and capture their captain.
o During the battle, the brothers unlocked their Radiant Soul ability for the first time.
• Scene 6
o The brothers question the captured bandit captain in the tavern.
o They learn the brigands had attacked 5 other villages and the location of the camp
where they stored their stolen goods.

Fraternia Episode 02 8
Afterword
I found this episode quite enjoyable. The storyline so far developed organically from oracle rolls.
Keeping elements like locations unknowns until actually required has allowed for interesting events.
For example, Hatun didn't exist until it was discovered in a Travel Check and I hadn't expected to
encounter the false swordsmen until the as yet unnamed town in 12,7.

Max damage for all attacks nearly cost Felix his head due to a crit from a swashbuckler. I will swap
Henry's Hexblade classes for Rogue/Swashbuckler to reduce the number of resources to track and
make the tactical nature of battle more fun with two rogues darting around the battlefield.

The brothers have reach level 4 after their recent experiences and will awaken refreshed in the
morning. I've included updated character sheets at the end.

Here is a quick shot of the map showing the path the brothers travelled in this episode.

Fraternia Episode 02 9
Rogue 4 Horusofoz
CLASS & LEVEL PLAYER NAME
Henry (Rogue)
Protector Aasimar Courtier (Milestone)
CHARACTER NAME RACE BACKGROUND EXPERIENCE POINTS

-1 Strength
ARMOR Max HP Current HP Temp HP
STRENGTH • +6 Dexterity
+2 Constitution +8 15 17 --
-1 • +2 Intelligence
CLASS
+0 Wisdom INITIATIVE HIT POINTS
8
+4 Charisma
Total 4d8
Resistances - Necrotic, SUCCESSES
Saving Throw Modifiers
DEXTERITY Radiant FAILURES

+4 DEFENSES HIT DICE DEATH SAVES

18 SAVING THROWS INSPIRATION


=== ARMOR ===
Light Armor
CONSTITUTION P +6 Acrobatics DEX
PROFICIENCY BONUS
=== WEAPONS ===
+2
+2 +0

+0
Animal Handling WIS
Arcana INT
Crossbow, Hand, Longsword, Rapier,
Shortsword, Simple Weapons

14 -1 Athletics STR === TOOLS ===


ABILITY SAVE DC Thieves' Tools
+4 Deception CHA
+0 History INT === LANGUAGES ===
INTELLIGENCE
P +2 Insight WIS Celestial, Common, Dwarvish, Elvish,
30 ft. (Walking) Thieves’ Cant
+0 +4 Intimidation CHA
P +2 Investigation INT
10 +0 Medicine WIS SPEED

+0 Nature INT PROFICIENCIES & LANGUAGES

WISDOM E +4 Perception WIS


+4 Performance CHA === ACTIONS === once per turn you can have one attack or spell deal 4
+0 P +6 Persuasion CHA
Standard Actions
Attack, Cast a Spell, Dash, Disengage, Dodge,
in additional radiant damage to one target.

Help, Hide, Ready, Search, Use an Object, === BONUS ACTIONS ===
+0 Religion INT
10 Opportunity Attack, Grapple, Shove, Improvise, Cunning Action
+4 Sleight of Hand DEX Two-Weapon Fighting, Interact with an Object You can take a bonus action on each of your turns
to take the Dash, Disengage, or Hide action.
E +8 Stealth DEX Healing Hands • 1 / Long Rest
CHARISMA Once per long rest as an action, touch a creature Steady Aim
+0 Survival WIS
and restore 4 hit points. As a bonus action, you give yourself advantage on
your next attack roll on the current turn. You can use
+4 Radiant Soul • 1 / Long Rest
[3rd] Once per long rest as an action, you can
this bonus action only if you haven’t moved during this
turn, and after you use the bonus action, your speed is
transform, gaining glimmering eyes and two 0 until the end of the current turn.
18 incorporeal wings. For 1 minute or until you end it as a
bonus action, you have a flying speed (30 ft.) and === SPECIAL ===
SKILLS ACTIONS

NAME HIT DAMAGE/TYPE NOTES

14 PASSIVE WISDOM (PERCEPTION)


Rapier +6 1d8+4 Piercing Martial, Finesse

Unarmed Strike +1 0 Bludgeoning


12 PASSIVE WISDOM (INSIGHT)

12 PASSIVE INTELLIGENCE (INVESTIGATION)

Darkvision 60 ft.

SENSES WEAPON ATTACKS & CANTRIPS


Henry (Rogue) 10
TM & © 2018 Wizards of the Coast LLC. ©2018 D&D Beyond | All Rights Reserved. Permission is granted to photo copy this document for personal use.
Rogue 4 Horusofoz
CLASS & LEVEL PLAYER NAME
Henry (Rogue)
Protector Aasimar Courtier (Milestone)
CHARACTER NAME RACE BACKGROUND EXPERIENCE POINTS

=== ROGUE FEATURES === [3rd] Once per long rest as an action, you can
| 1 Bonus Action transform, gaining glimmering eyes and two
* Hit Points • PHB 95 incorporeal wings. For 1 minute or until you end it as a
* Roguish Archetype • PHB 96 bonus action, you have a flying speed (30 ft.) and once
* Proficiencies • PHB 95 per turn you can have one attack or spell deal 4 in
| Swashbuckler additional radiant damage to one target.
* Expertise • PHB 96
Your proficiency bonus is doubled for any ability check * Fancy Footwork • SCAG 47 | 1 / Long Rest • 1 Action
you make for two chosen proficiencies. [6th] Choose During your turn, if you make a melee attack against a
two additional proficiencies. creature, that creature can’t make opportunity attacks
against you for the rest of your turn.
* Sneak Attack • PHB 96
Once per turn, you can deal an extra 2d6 damage to * Rakish Audacity • SCAG 47
one creature you hit with an attack with a finesse or You add your CHA modifier (+4) to your initiative rolls.
ranged weapon if you have advantage on the attack You don’t need advantage on the attack roll to use
roll. You don’t need advantage on the attack roll if your Sneak Attack against a creature if you are within
another enemy of the target is within 5 ft. of it, that 5 ft. of it, no other creatures are within 5 ft. of you, and
enemy isn’t incapacitated, and you don’t have you don’t have disadvantage on the attack roll.
disadvantage on the attack roll.
* Ability Score Improvement • PHB 96
| Special

* Thieves’ Cant • PHB 96 === PROTECTOR AASIMAR RACIAL TRAITS ===


You have learned thieves’ cant, a secret mix of dialect,
jargon, and code that allows you to hide messages in * Darkvision • VGtM
seemingly normal conversation. It takes four times You can see in darkness (shades of gray) up to 60 ft.
longer to convey such a message than it does to
speak the same idea plainly. * Celestial Resistance • VGtM
You have resistance to necrotic damage and radiant
* Cunning Action • PHB 96 damage.
You can take a bonus action on each of your turns to
take the Dash, Disengage, or Hide action. * Healing Hands • VGtM
Once per long rest as an action, touch a creature and
| 1 Bonus Action restore 4 hit points.

* Steady Aim • TCoE 62 | 1 / Long Rest • 1 Action


As a bonus action, you give yourself advantage on
your next attack roll on the current turn. You can use * Light Bearer • VGtM
this bonus action only if you haven’t moved during this You know the light cantrip (CHA).
turn, and after you use the bonus action, your speed is
0 until the end of the current turn. * Radiant Soul • VGtM

FEATURES & TRAITS

NAME QTY WEIGHT NAME QTY WEIGHT

CP 0 Leather 1 10 lb.

Dagger 1 1 lb.

SP 0 Dagger 1 1 lb.

Rapier 1 2 lb.
EP 0 Backpack 1 5 lb.

Crowbar 1 5 lb.
GP 0 Hammer 1 3 lb.

Piton 10 2.5 lb.


PP 0 Torch 10 10 lb.

Tinderbox 1 1 lb.
WEIGHT CARRIED

61.5 lb. Rations (1 day) 0 --

ENCUMBERED Waterskin 1 5 lb. ATTUNED MAGIC ITEMS QTY WEIGHT

120 lb. Rope, Hempen (50 feet) 1 10 lb.

PUSH/DRAG/LIFT Clothes, Fine 1 6 lb.

240 lb.

EQUIPMENT
Henry (Rogue) 11
TM & © 2018 Wizards of the Coast LLC. ©2018 D&D Beyond | All Rights Reserved. Permission is granted to photo copy this document for personal use.
Medium
GENDER AGE SIZE HEIGHT WEIGHT
Henry (Rogue)
CHARACTER NAME ALIGNMENT FAITH SKIN EYES HAIR

PERSONALITY TRAITS

IDEALS

BONDS

FLAWS
CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

CHARACTER BACKSTORY ADDITIONAL NOTES


Henry (Rogue) 12
TM & © 2018 Wizards of the Coast LLC. ©2018 D&D Beyond | All Rights Reserved. Permission is granted to photo copy this document for personal use.
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

PREP SPELL NAME SOURCE SAVE/ATK TIME RANGE COMP DURATION PAGE REF NOTES
=== CANTRIPS === (At Will)

O Light Light Bearer DEX 14 1A Touch/20 ft. Sphere V,M 1 hour PHB 255 D: 1h, 20 ft. Sphere, V/M

SPELLS

Henry (Rogue) 13
TM & © 2018 Wizards of the Coast LLC. ©2018 D&D Beyond | All Rights Reserved. Permission is granted to photo copy this document for personal use.
Bard 4 Horusofoz
CLASS & LEVEL PLAYER NAME
Henry (Bard)
Protector Aasimar Courtier (Milestone)
CHARACTER NAME RACE BACKGROUND EXPERIENCE POINTS

-1 Strength
ARMOR Max HP Current HP Temp HP
STRENGTH • +6 Dexterity
+2 Constitution +5 15 32 --
-1 +0 Intelligence
CLASS
+0 Wisdom INITIATIVE HIT POINTS
8
• +6 Charisma
Total 4d8
Resistances - Necrotic, SUCCESSES
Saving Throw Modifiers
DEXTERITY Radiant FAILURES

+4 DEFENSES HIT DICE DEATH SAVES

18 SAVING THROWS INSPIRATION


=== ARMOR ===
Light Armor
CONSTITUTION P +6 Acrobatics DEX
PROFICIENCY BONUS
=== WEAPONS ===
+2
+2 H

H
+1

+1
Animal Handling WIS
Arcana INT
Crossbow, Hand, Longsword, Rapier,
Shortsword, Simple Weapons

14 P +1 Athletics STR === TOOLS ===


ABILITY SAVE DC Flute, Lute, Lyre
E +8 Deception CHA
H +1 History INT === LANGUAGES ===
INTELLIGENCE
P +2 Insight WIS Celestial, Common, Dwarvish, Elvish
30 ft. (Walking)
+0 P +6 Intimidation CHA
H +1 Investigation INT
10 H +1 Medicine WIS SPEED

+1 Nature INT PROFICIENCIES & LANGUAGES


H

WISDOM H +1 Perception WIS


P +6 Performance CHA === ACTIONS === once per turn you can have one attack or spell deal 4
+0 E +8 Persuasion CHA
Standard Actions
Attack, Cast a Spell, Dash, Disengage, Dodge,
in additional radiant damage to one target.

Help, Hide, Ready, Search, Use an Object, === BONUS ACTIONS ===
H +1 Religion INT
10 Opportunity Attack, Grapple, Shove, Improvise, Bardic Inspiration • 4 / Long Rest
H +5 Sleight of Hand DEX Two-Weapon Fighting, Interact with an Object As a bonus action, a creature (other than yourself)
within 60 ft. that can hear you gains an inspiration die
P +6 Stealth DEX Healing Hands • 1 / Long Rest (1d6). For 10 minutes, the creature can add it to one
CHARISMA Once per long rest as an action, touch a creature ability check, attack roll, or saving throw. This can be
H +1 Survival WIS
and restore 4 hit points. added after seeing the roll, but before knowing the
outcome.
+4 Radiant Soul • 1 / Long Rest
[3rd] Once per long rest as an action, you can === REACTIONS ===
transform, gaining glimmering eyes and two Cutting Words
18 incorporeal wings. For 1 minute or until you end it as a As a reaction when a creature (that's not immune
bonus action, you have a flying speed (30 ft.) and to being charmed) you can see within 60 ft. makes an
SKILLS ACTIONS

NAME HIT DAMAGE/TYPE NOTES

11 PASSIVE WISDOM (PERCEPTION)


Rapier +6 1d8+4 Piercing Martial, Finesse

Unarmed Strike +1 0 Bludgeoning


12 PASSIVE WISDOM (INSIGHT)

11 PASSIVE INTELLIGENCE (INVESTIGATION)

Darkvision 60 ft.

SENSES WEAPON ATTACKS & CANTRIPS


Henry (Bard) 14
TM & © 2018 Wizards of the Coast LLC. ©2018 D&D Beyond | All Rights Reserved. Permission is granted to photo copy this document for personal use.
Bard 4 Horusofoz
CLASS & LEVEL PLAYER NAME
Henry (Bard)
Protector Aasimar Courtier (Milestone)
CHARACTER NAME RACE BACKGROUND EXPERIENCE POINTS

=== BARD FEATURES === * Song of Rest • PHB 54


If you or any friendly creatures who can hear your
* Additional Bard Spells • TCoE 27 performance regain hit points at the end of the short === PROTECTOR AASIMAR RACIAL TRAITS ===
Your Bard has additional spells available to them, as rest by spending one or more Hit Dice, each of those
designated in Tasha's Cauldron of Everything. creatures regains an extra 1d6 hit points. * Darkvision • VGtM
You can see in darkness (shades of gray) up to 60 ft.
* Hit Points • PHB 52 * Bard College • PHB 54
* Celestial Resistance • VGtM
* Proficiencies • PHB 52 | College of Lore You have resistance to necrotic damage and radiant
damage.
* Spellcasting • PHB 52 * Expertise • PHB 54
You can cast known bard spells using CHA as your Your proficiency bonus is doubled for any ability check * Healing Hands • VGtM
spellcasting modifier (Spell DC 14, Spell Attack +6) you make with chosen proficiencies (2 at 3rd and 10th Once per long rest as an action, touch a creature and
and known bard spells as rituals if they have the ritual level). restore 4 hit points.
tag. You can use a musical instrument as a
spellcasting focus. * Bonus Proficiencies • PHB 54 | 1 / Long Rest • 1 Action
You gain proficiency with three more skills of your
* Bardic Inspiration • PHB 53 choice. * Light Bearer • VGtM
As a bonus action, a creature (other than you) within You know the light cantrip (CHA).
60 ft. that can hear you gains an inspiration die (1d6). * Cutting Words • PHB 54
For 10 minutes, the creature can add it to one ability As a reaction when a creature (that's not immune to * Radiant Soul • VGtM
check, attack roll, or saving throw. This can be added being charmed) you can see within 60 ft. makes an [3rd] Once per long rest as an action, you can
after seeing the roll, but before knowing the outcome. attack roll, ability check, or damage roll, you can transform, gaining glimmering eyes and two
expend one use of Bardic Inspiration, roll the die, and incorporeal wings. For 1 minute or until you end it as a
| 4 / Long Rest • 1 Bonus Action subtract the number from the creature's roll. You can bonus action, you have a flying speed (30 ft.) and once
do so after the roll but before knowing the result. per turn you can have one attack or spell deal 4 in
* Magical Inspiration • TCoE 27 additional radiant damage to one target.
If a creature has a Bardic Inspiration die from you and | 1 Reaction
casts a spell that restores hit points or deals damage, | 1 / Long Rest • 1 Action
the creature can roll that die and choose a target * Bardic Versatility • TCoE
affected by the spell. Add the number rolled as a Whenever you reach a level in this class that grants
bonus to the hit points regained or the damage dealt. the Ability Score Improvement feature, you can do one
The Bardic Inspiration die is then lost. of the following:
- Replace one of the skills you chose for the Expertise
| Special feature with one of your other skill proficiencies that
isn’t benefiting from Expertise.
* Jack of All Trades • PHB 54 - Replace one cantrip you learned from this class’s
You can add half your proficiency bonus, rounded Spellcasting feature with another cantrip from the bard
down ( +1 ), to any ability check you make that doesn’t spell list.
already include it.
* Ability Score Improvement • PHB 54

FEATURES & TRAITS

NAME QTY WEIGHT NAME QTY WEIGHT

CP 0 Leather 1 10 lb.

Rapier 1 2 lb.

SP 0 Dagger 1 1 lb.

Backpack 1 5 lb.
EP 0 Bedroll 1 7 lb.

Clothes, Costume 2 8 lb.


GP 49 Candle 5 --

Rations (1 day) 1 2 lb.


PP 0 Waterskin 1 5 lb.

Disguise Kit 1 3 lb.


WEIGHT CARRIED

51 lb. Lute 1 2 lb.

ENCUMBERED Clothes, Fine 1 6 lb. ATTUNED MAGIC ITEMS QTY WEIGHT

120 lb.
PUSH/DRAG/LIFT

240 lb.

EQUIPMENT
Henry (Bard) 15
TM & © 2018 Wizards of the Coast LLC. ©2018 D&D Beyond | All Rights Reserved. Permission is granted to photo copy this document for personal use.
Medium
GENDER AGE SIZE HEIGHT WEIGHT
Henry (Bard)
CHARACTER NAME ALIGNMENT FAITH SKIN EYES HAIR

PERSONALITY TRAITS

IDEALS

BONDS

FLAWS
CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

CHARACTER BACKSTORY ADDITIONAL NOTES


Henry (Bard) 16
TM & © 2018 Wizards of the Coast LLC. ©2018 D&D Beyond | All Rights Reserved. Permission is granted to photo copy this document for personal use.
CHA 14 +6
Bard
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

PREP SPELL NAME SOURCE SAVE/ATK TIME RANGE COMP DURATION PAGE REF NOTES
=== CANTRIPS === (At Will)

O Mage Hand Bard -- 1A 30 ft. V,S 1 minute PHB 256 D: 1m, V/S

O Message Bard -- 1A 120 ft. V,S,M 1 round PHB 259 D: 1Rnd, V/S/M

O Vicious Mockery Bard WIS 14 1A 60 ft. V Instantaneous PHB 285 V

O Light Light Bearer DEX 14 1A Touch/20 ft. Sphere V,M 1 hour PHB 255 D: 1h, 20 ft. Sphere, V/M

=== 1st LEVEL === 4 Slots OOOO

O Dissonant Whispers Bard WIS 14 1A 60 ft. V Instantaneous PHB 234 V

O Healing Word Bard -- 1BA 60 ft. V Instantaneous PHB 250 V

O Cure Wounds Bard -- 1A Touch V,S Instantaneous PHB 230 V/S

=== 2nd LEVEL === 3 Slots OOO

O Zone of Truth Bard CHA 14 1A 60 ft./15 ft. Sphere V,S 10 minutes PHB 289 D: 10m, 15 ft. Sphere, V/S

O Mirror Image Bard -- 1A Self V,S 1 minute PHB 260 D: 1m, V/S

O Lesser Restoration Bard -- 1A Touch V,S Instantaneous PHB 255 V/S

O Hold Person <C> Bard WIS 14 1A 60 ft. V,S,M Concentration, up to 1 minute PHB 251 D: 1m, V/S/M

SPELLS

Henry (Bard) 17
TM & © 2018 Wizards of the Coast LLC. ©2018 D&D Beyond | All Rights Reserved. Permission is granted to photo copy this document for personal use.
Wizard 4 Horusofoz
CLASS & LEVEL PLAYER NAME
Felix (Wizard)
Protector Aasimar Sage (Milestone)
CHARACTER NAME RACE BACKGROUND EXPERIENCE POINTS

-1 Strength
ARMOR Max HP Current HP Temp HP
STRENGTH +4 Dexterity
+2 Constitution +4 15 20 --
-1 • +6 Intelligence
CLASS
• +2 Wisdom INITIATIVE HIT POINTS
8
+0 Charisma
Total 4d6
Resistances - Necrotic, SUCCESSES
Saving Throw Modifiers
DEXTERITY Radiant FAILURES

+4 DEFENSES HIT DICE DEATH SAVES

18 SAVING THROWS INSPIRATION


=== ARMOR ===
Light Armor
CONSTITUTION +4 Acrobatics DEX
PROFICIENCY BONUS
=== WEAPONS ===
+2
+2 P
+0

+6
Animal Handling WIS
Arcana INT
Crossbow, Light, Dagger, Dart, Quarterstaff,
Sling, Whip

14 P +1 Athletics STR === LANGUAGES ===


ABILITY SAVE DC Celestial, Common, Sylvan, Undercommon
+0 Deception CHA
P +6 History INT
INTELLIGENCE
+0 Insight WIS
30 ft. (Walking)
+4 +0 Intimidation CHA
P +6 Investigation INT
18 +0 Medicine WIS SPEED

+4 Nature INT PROFICIENCIES & LANGUAGES

WISDOM +0 Perception WIS


P +2 Performance CHA === ACTIONS === once per turn you can have one attack or spell deal 4
+0 +0 Persuasion CHA
Standard Actions
Attack, Cast a Spell, Dash, Disengage, Dodge,
in additional radiant damage to one target.

Help, Hide, Ready, Search, Use an Object, === BONUS ACTIONS ===
+4 Religion INT
10 Opportunity Attack, Grapple, Shove, Improvise, Bladesong • 2 / Long Rest
+4 Sleight of Hand DEX Two-Weapon Fighting, Interact with an Object 2 times per long rest, you can use a bonus action
to start a Bladesong, which lasts for 1 minute and
+4 Stealth DEX Healing Hands • 1 / Long Rest grants you the following benefits:
CHARISMA Once per long rest as an action, touch a creature
+0 Survival WIS
and restore 4 hit points. You gain a +4 bonus to your AC, your walking speed
increases by 10 ft., you have advantage on Acrobatics
+0 Radiant Soul • 1 / Long Rest
[3rd] Once per long rest as an action, you can
checks, and you gain a +4 bonus to any CON saving
throw you make to maintain your concentration on a
transform, gaining glimmering eyes and two spell.
10 incorporeal wings. For 1 minute or until you end it as a
bonus action, you have a flying speed (30 ft.) and It ends early if you are incapacitated, if you don
SKILLS ACTIONS

NAME HIT DAMAGE/TYPE NOTES

10 PASSIVE WISDOM (PERCEPTION)


Fire Bolt +6 1d10 Fire V/S

Shocking Grasp +6 1d8 Lightning V/S


10 PASSIVE WISDOM (INSIGHT)

Unarmed Strike +1 0 Bludgeoning


16 PASSIVE INTELLIGENCE (INVESTIGATION)

Darkvision 60 ft.

SENSES WEAPON ATTACKS & CANTRIPS


Felix (Wizard) 18
TM & © 2018 Wizards of the Coast LLC. ©2018 D&D Beyond | All Rights Reserved. Permission is granted to photo copy this document for personal use.
Wizard 4 Horusofoz
CLASS & LEVEL PLAYER NAME
Felix (Wizard)
Protector Aasimar Sage (Milestone)
CHARACTER NAME RACE BACKGROUND EXPERIENCE POINTS

=== WIZARD FEATURES === increases by 10 ft., you have advantage on Acrobatics * Light Bearer • VGtM
checks, and you gain a +4 bonus to any CON saving You know the light cantrip (CHA).
* Additional Wizard Spells • TCoE 75 throw you make to maintain your concentration on a
Your Wizard has additional spells available to them, as spell. * Radiant Soul • VGtM
designated in <em>Tasha's Cauldron of [3rd] Once per long rest as an action, you can
Everything</em>. It ends early if you are incapacitated, if you don transform, gaining glimmering eyes and two
medium or heavy armor or a shield, or if you use two incorporeal wings. For 1 minute or until you end it as a
* Hit Points • PHB 113 hands to make an attack with a weapon. You can also bonus action, you have a flying speed (30 ft.) and once
dismiss the Bladesong at any time you choose (no per turn you can have one attack or spell deal 4 in
* Proficiencies • PHB 113 action required). additional radiant damage to one target.

* Spellcasting • PHB 114 | 2 / Long Rest • 1 Bonus Action | 1 / Long Rest • 1 Action
You can cast prepared wizard spells using INT as your
spellcasting modifier (Spell DC 14, Spell Attack +6) * Cantrip Formulas • TCoE 76
and wizard spells in your spellbook as rituals if they You have scribed a set of arcane formulas in your
have the ritual tag. You can use an arcane focus as a spellbook that you can use to formulate a cantrip in
spellcasting focus. your mind. Whenever you finish a long rest and consult
those formulas in your spellbook, you can replace one
* Arcane Recovery • PHB 115 wizard cantrip you know with another cantrip from the
Once per day when you finish a short rest, you can wizard spell list.
choose expended spell slots to recover - up to a
combined level of 2, and none of the slots can be 6th | Special
level or higher.
* Ability Score Improvement • PHB 115
| 1 / Long Rest • Special

* Arcane Tradition • PHB 115 === PROTECTOR AASIMAR RACIAL TRAITS ===

| Bladesinging * Darkvision • VGtM


You can see in darkness (shades of gray) up to 60 ft.
* Training in War and Song • SCAG
You gain proficiency with light armor, one type of * Celestial Resistance • VGtM
one-handed melee weapon of your choice, and the You have resistance to necrotic damage and radiant
Performance skill if you don’t already have it.. damage.

* Bladesong • SCAG * Healing Hands • VGtM


2 times per long rest, you can use a bonus action to Once per long rest as an action, touch a creature and
start a Bladesong, which lasts for 1 minute and grants restore 4 hit points.
you the following benefits:
| 1 / Long Rest • 1 Action
You gain a +4 bonus to your AC, your walking speed

FEATURES & TRAITS

NAME QTY WEIGHT NAME QTY WEIGHT

CP 0 Spellbook 1 3 lb.

SP 0

EP 0

GP 0

PP 0
WEIGHT CARRIED

3 lb.
ENCUMBERED ATTUNED MAGIC ITEMS QTY WEIGHT

120 lb.
PUSH/DRAG/LIFT

240 lb.

EQUIPMENT
Felix (Wizard) 19
TM & © 2018 Wizards of the Coast LLC. ©2018 D&D Beyond | All Rights Reserved. Permission is granted to photo copy this document for personal use.
Medium
GENDER AGE SIZE HEIGHT WEIGHT
Felix (Wizard)
CHARACTER NAME ALIGNMENT FAITH SKIN EYES HAIR

PERSONALITY TRAITS

IDEALS

BONDS

FLAWS
CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

CHARACTER BACKSTORY ADDITIONAL NOTES


Felix (Wizard) 20
TM & © 2018 Wizards of the Coast LLC. ©2018 D&D Beyond | All Rights Reserved. Permission is granted to photo copy this document for personal use.
INT 14 +6
Wizard
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

PREP SPELL NAME SOURCE SAVE/ATK TIME RANGE COMP DURATION PAGE REF NOTES
=== CANTRIPS === (At Will)

O Message Wizard -- 1A 120 ft. V,S,M 1 round PHB 259 D: 1Rnd, V/S/M

O Fire Bolt Wizard +6 1A 120 ft. V,S Instantaneous PHB 242 V/S

O Prestidigitation Wizard -- 1A 10 ft. V,S 1 hour PHB 267 D: 1h, V/S

O Shocking Grasp Wizard +6 1A Touch V,S Instantaneous PHB 275 V/S

O Light Light Bearer DEX 10 1A Touch/20 ft. Sphere V,M 1 hour PHB 255 D: 1h, 20 ft. Sphere, V/M

=== 1st LEVEL === 4 Slots OOOO

O Comprehend Languages [R] Wizard -- 1A + 10m Self V,S,M 1 hour PHB 224 D: 1h, V/S/M

O Detect Magic [R]<C> Wizard -- 1A + 10m Self/30 ft. Sphere V,S Concentration, up to 10 minutes PHB 231 D: 10m, 30 ft. Sphere, V/S

O Find Familiar [R] Wizard -- 1h + 10m 10 ft. V,S,M Instantaneous PHB 240 V/S/M

O Identify [R] Wizard -- 11m Touch V,S,M Instantaneous PHB 252 V/S/M

O Mage Armor Wizard -- 1A Touch V,S,M 8 hours PHB 256 D: 8h, V/S/M

O Shield Wizard -- 1R Self V,S 1 round PHB 275 D: 1Rnd, V/S

O Feather Fall Wizard -- 1R 60 ft. V,M 1 minute PHB 239 D: 1m, V/M

O Magic Missile Wizard -- 1A 120 ft. V,S Instantaneous PHB 257 V/S

O Burning Hands Wizard DEX 14 1A Self/15 ft. Cone V,S Instantaneous PHB 220 15 ft. Cone, V/S

=== 2nd LEVEL === 3 Slots OOO

O Misty Step Wizard -- 1BA Self V Instantaneous PHB 260 V

O Rope Trick Wizard -- 1A Touch V,S,M 1 hour PHB 272 D: 1h, V/S/M

O Mirror Image Wizard -- 1A Self V,S 1 minute PHB 260 D: 1m, V/S

SPELLS

Felix (Wizard) 21
TM & © 2018 Wizards of the Coast LLC. ©2018 D&D Beyond | All Rights Reserved. Permission is granted to photo copy this document for personal use.
Rogue 4 Horusofoz
CLASS & LEVEL PLAYER NAME
Felix (Rogue)
Protector Aasimar Criminal / Spy (Milestone)
CHARACTER NAME RACE BACKGROUND EXPERIENCE POINTS

-1 Strength
ARMOR Max HP Current HP Temp HP
STRENGTH • +6 Dexterity
+2 Constitution +4 15 32 --
-1 • +6 Intelligence
CLASS
+0 Wisdom INITIATIVE HIT POINTS
8
+0 Charisma
Total 4d8
Resistances - Necrotic, SUCCESSES
Saving Throw Modifiers
DEXTERITY Radiant FAILURES

+4 DEFENSES HIT DICE DEATH SAVES

18 SAVING THROWS INSPIRATION


=== ARMOR ===
Light Armor
CONSTITUTION +4 Acrobatics DEX
PROFICIENCY BONUS
=== WEAPONS ===
+2
+2 +0

+4
Animal Handling WIS
Arcana INT
Crossbow, Hand, Longsword, Rapier,
Shortsword, Simple Weapons

14 -1 Athletics STR === TOOLS ===


ABILITY SAVE DC Dice Set, Forgery Kit, Thieves' Tools
P +2 Deception CHA
+4 History INT === LANGUAGES ===
INTELLIGENCE
+0 Insight WIS Celestial, Common, Thieves’ Cant
30 ft. (Walking)
+4 +0 Intimidation CHA
P +6 Investigation INT
18 +0 Medicine WIS SPEED

+4 Nature INT PROFICIENCIES & LANGUAGES

WISDOM E +4 Perception WIS


+0 Performance CHA === ACTIONS === once per turn you can have one attack or spell deal 4
+0 +0 Persuasion CHA
Standard Actions
Attack, Cast a Spell, Dash, Disengage, Dodge,
in additional radiant damage to one target.

Help, Hide, Ready, Search, Use an Object, === BONUS ACTIONS ===
+4 Religion INT
10 Opportunity Attack, Grapple, Shove, Improvise, Cunning Action
P +6 Sleight of Hand DEX Two-Weapon Fighting, Interact with an Object You can take a bonus action on each of your turns
to take the Dash, Disengage, or Hide action.
E +8 Stealth DEX Healing Hands • 1 / Long Rest
CHARISMA Once per long rest as an action, touch a creature Steady Aim
P +2 Survival WIS
and restore 4 hit points. As a bonus action, you give yourself advantage on
your next attack roll on the current turn. You can use
+0 Radiant Soul • 1 / Long Rest
[3rd] Once per long rest as an action, you can
this bonus action only if you haven’t moved during this
turn, and after you use the bonus action, your speed is
transform, gaining glimmering eyes and two 0 until the end of the current turn.
10 incorporeal wings. For 1 minute or until you end it as a
bonus action, you have a flying speed (30 ft.) and === SPECIAL ===
SKILLS ACTIONS

NAME HIT DAMAGE/TYPE NOTES

14 PASSIVE WISDOM (PERCEPTION)


Rapier +6 1d8+4 Piercing Martial, Finesse, Booming Blade: Thunder, 1d8 Thunder

Shortbow +6 1d6+4 Piercing Simple, Ammunition, Range, Two-Handed, Range (80/320)


10 PASSIVE WISDOM (INSIGHT)

16 PASSIVE INTELLIGENCE (INVESTIGATION)

Darkvision 60 ft.

SENSES WEAPON ATTACKS & CANTRIPS


Felix (Rogue) 22
TM & © 2018 Wizards of the Coast LLC. ©2018 D&D Beyond | All Rights Reserved. Permission is granted to photo copy this document for personal use.
Rogue 4 Horusofoz
CLASS & LEVEL PLAYER NAME
Felix (Rogue)
Protector Aasimar Criminal / Spy (Milestone)
CHARACTER NAME RACE BACKGROUND EXPERIENCE POINTS

=== ROGUE FEATURES === [3rd] Once per long rest as an action, you can
| 1 Bonus Action transform, gaining glimmering eyes and two
* Hit Points • PHB 95 incorporeal wings. For 1 minute or until you end it as a
* Roguish Archetype • PHB 96 bonus action, you have a flying speed (30 ft.) and once
* Proficiencies • PHB 95 per turn you can have one attack or spell deal 4 in
| Arcane Trickster additional radiant damage to one target.
* Expertise • PHB 96
Your proficiency bonus is doubled for any ability check * Spellcasting • PHB 98 | 1 / Long Rest • 1 Action
you make for two chosen proficiencies. [6th] Choose You can cast known wizard spells using INT as your
two additional proficiencies. spellcasting modifier (Spell DC 14, Spell Attack +6).

* Sneak Attack • PHB 96 * Mage Hand Legerdemain • PHB 98


Once per turn, you can deal an extra 2d6 damage to When you cast mage hand, you can make the spectral
one creature you hit with an attack with a finesse or hand invisible, stow or retrieve objects, or use thieves’
ranged weapon if you have advantage on the attack tools to pick locks and disarm traps at range. You can
roll. You don’t need advantage on the attack roll if disguise this with a Sleight of Hand check, and you
another enemy of the target is within 5 ft. of it, that can use the bonus action granted by your Cunning
enemy isn’t incapacitated, and you don’t have Action to control the hand.
disadvantage on the attack roll.
* Ability Score Improvement • PHB 96
| Special

* Thieves’ Cant • PHB 96 === PROTECTOR AASIMAR RACIAL TRAITS ===


You have learned thieves’ cant, a secret mix of dialect,
jargon, and code that allows you to hide messages in * Darkvision • VGtM
seemingly normal conversation. It takes four times You can see in darkness (shades of gray) up to 60 ft.
longer to convey such a message than it does to
speak the same idea plainly. * Celestial Resistance • VGtM
You have resistance to necrotic damage and radiant
* Cunning Action • PHB 96 damage.
You can take a bonus action on each of your turns to
take the Dash, Disengage, or Hide action. * Healing Hands • VGtM
Once per long rest as an action, touch a creature and
| 1 Bonus Action restore 4 hit points.

* Steady Aim • TCoE 62 | 1 / Long Rest • 1 Action


As a bonus action, you give yourself advantage on
your next attack roll on the current turn. You can use * Light Bearer • VGtM
this bonus action only if you haven’t moved during this You know the light cantrip (CHA).
turn, and after you use the bonus action, your speed is
0 until the end of the current turn. * Radiant Soul • VGtM

FEATURES & TRAITS

NAME QTY WEIGHT NAME QTY WEIGHT

CP 0 Leather 1 10 lb. Thieves' Tools 1 1 lb.

Rapier 1 2 lb. Clothes, Common 1 3 lb.

SP 0 Shortbow 1 2 lb.

Dagger 1 1 lb.
EP 0 Dagger 1 1 lb.

Arrows 20 1 lb.
GP 0 Backpack 1 5 lb.

Crowbar 2 10 lb.
PP 0 Hammer 1 3 lb.

Piton 10 2.5 lb.


WEIGHT CARRIED

107.5 lb. Torch 10 10 lb.

ENCUMBERED Tinderbox 1 1 lb. ATTUNED MAGIC ITEMS QTY WEIGHT

120 lb. Rations (1 day) 20 40 lb.

PUSH/DRAG/LIFT Waterskin 1 5 lb.

240 lb. Rope, Hempen (50 feet) 1 10 lb.

EQUIPMENT
Felix (Rogue) 23
TM & © 2018 Wizards of the Coast LLC. ©2018 D&D Beyond | All Rights Reserved. Permission is granted to photo copy this document for personal use.
Medium
GENDER AGE SIZE HEIGHT WEIGHT
Felix (Rogue)
CHARACTER NAME ALIGNMENT FAITH SKIN EYES HAIR

PERSONALITY TRAITS

IDEALS

BONDS

FLAWS
CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

CHARACTER BACKSTORY ADDITIONAL NOTES


Felix (Rogue) 24
TM & © 2018 Wizards of the Coast LLC. ©2018 D&D Beyond | All Rights Reserved. Permission is granted to photo copy this document for personal use.
INT 14 +6
Rogue
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

PREP SPELL NAME SOURCE SAVE/ATK TIME RANGE COMP DURATION PAGE REF NOTES
=== CANTRIPS === (At Will)

O Booming Blade Rogue +6 1A Self/5 ft. Sphere S,M 1 round SCAG 142 D: 1Rnd, 5 ft. Sphere, S/M

O Mage Hand Rogue -- 1A 30 ft. V,S 1 minute PHB 256 D: 1m, V/S

O Minor Illusion Rogue -- 1A 30 ft./5 ft. Cube S,M 1 minute PHB 260 D: 1m, 5 ft. Cube, S/M

O Light Light Bearer DEX 10 1A Touch/20 ft. Sphere V,M 1 hour PHB 255 D: 1h, 20 ft. Sphere, V/M

=== 1st LEVEL === 3 Slots OOO

O Disguise Self Rogue -- 1A Self V,S 1 hour PHB 233 D: 1h, V/S

O Tasha’s Hideous Laughter <C> Rogue WIS 14 1A 30 ft. V,S,M Concentration, up to 1 minute PHB 280 D: 1m, V/S/M

O Silent Image <C> Rogue -- 1A 60 ft./15 ft. Cube V,S,M Concentration, up to 10 minutes PHB 276 D: 10m, 15 ft. Cube, V/S/M

O Charm Person Rogue WIS 14 1A 30 ft. V,S 1 hour PHB 221 D: 1h, V/S

SPELLS

Felix (Rogue) 25
TM & © 2018 Wizards of the Coast LLC. ©2018 D&D Beyond | All Rights Reserved. Permission is granted to photo copy this document for personal use.

You might also like