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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?
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
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.
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.
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.
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).
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
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.
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.
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.
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.
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.
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.
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.
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
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.
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
+0
Animal Handling WIS
Arcana INT
Crossbow, Hand, Longsword, Rapier,
Shortsword, Simple Weapons
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
Darkvision 60 ft.
=== 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
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.
Tinderbox 1 1 lb.
WEIGHT CARRIED
240 lb.
EQUIPMENT
Henry (Rogue) 11
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Medium
GENDER AGE SIZE HEIGHT WEIGHT
Henry (Rogue)
CHARACTER NAME ALIGNMENT FAITH SKIN EYES HAIR
PERSONALITY TRAITS
IDEALS
BONDS
FLAWS
CHARACTER APPEARANCE ALLIES & ORGANIZATIONS
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
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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
H
+1
+1
Animal Handling WIS
Arcana INT
Crossbow, Hand, Longsword, Rapier,
Shortsword, Simple Weapons
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
Darkvision 60 ft.
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.
120 lb.
PUSH/DRAG/LIFT
240 lb.
EQUIPMENT
Henry (Bard) 15
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Medium
GENDER AGE SIZE HEIGHT WEIGHT
Henry (Bard)
CHARACTER NAME ALIGNMENT FAITH SKIN EYES HAIR
PERSONALITY TRAITS
IDEALS
BONDS
FLAWS
CHARACTER APPEARANCE ALLIES & ORGANIZATIONS
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 Light Light Bearer DEX 14 1A Touch/20 ft. Sphere V,M 1 hour PHB 255 D: 1h, 20 ft. Sphere, V/M
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 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
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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
+6
Animal Handling WIS
Arcana INT
Crossbow, Light, Dagger, Dart, Quarterstaff,
Sling, Whip
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
Darkvision 60 ft.
=== 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 ===
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
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Medium
GENDER AGE SIZE HEIGHT WEIGHT
Felix (Wizard)
CHARACTER NAME ALIGNMENT FAITH SKIN EYES HAIR
PERSONALITY TRAITS
IDEALS
BONDS
FLAWS
CHARACTER APPEARANCE ALLIES & ORGANIZATIONS
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 Light Light Bearer DEX 10 1A Touch/20 ft. Sphere V,M 1 hour PHB 255 D: 1h, 20 ft. Sphere, V/M
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 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
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
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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
Animal Handling WIS
Arcana INT
Crossbow, Hand, Longsword, Rapier,
Shortsword, Simple Weapons
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
Darkvision 60 ft.
=== 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).
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.
EQUIPMENT
Felix (Rogue) 23
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Medium
GENDER AGE SIZE HEIGHT WEIGHT
Felix (Rogue)
CHARACTER NAME ALIGNMENT FAITH SKIN EYES HAIR
PERSONALITY TRAITS
IDEALS
BONDS
FLAWS
CHARACTER APPEARANCE ALLIES & ORGANIZATIONS
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
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.