<div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Zyssibet "Nightwatcher" Darwinkle, Female Rock Gnome Rogue</div><div class="spoiler_body"><div class="floatright">(https://i.pinimg.com/564x/62/17/52/621752e6bffe8c2dc2823a8b35cc0e74.jpg)</div><div class="floatright"><table class="bbc_table"><tbody><tr><td><span class="bbc_size" style="font-size: 14pt;"><span class="bbc_size" style="font-size: 14pt;"><strong>Alignment:</strong> Neutral Good</span><br/><span class="bbc_size" style="font-size: 14pt;"><strong>Hit Points:</strong> 10</span><br/><span class="bbc_size" style="font-size: 14pt;"><strong>Armor Class:</strong> 13</span><br/><span class="bbc_size" style="font-size: 14pt;"><strong>Speed:</strong> 25</span><br/><span class="bbc_size" style="font-size: 14pt;"><strong>Initiative Bonus:</strong> +2</span><br/></span></td></tr></tbody></table></div><div class="floatleft">(https://i.pinimg.com/564x/2e/90/e6/2e90e6e6f31637fbc25e376286c07239.jpg)</div>   Zyssibet is a hero. At least according to the other gnomes in her home town. Wasn't she the one who exposed the corrupt magistrate? Wasn't she the one who fended those ruffians away from Maganild's bakery? She just sees it as keeping an eye out. Really she's just a seamstress, and snooping out danger and crime while dressed as an owl is just a philanthropic hobby, really.<br/><br/><span class="bbc_size" style="font-size: 14pt;">Proficiencies</span><br/><strong>Saving Throws:</strong> Dexterity, Intelligence<br/><strong>Skills:</strong> Acrobatics, Animal Handling, Investigation, persuasion, Stealth, Survival<br/><strong>Armor:</strong> Light armor<br/><strong>Weapons:</strong> Simple weapons, hand crossbows, longswords, rapiers, shortswords<br/><strong>Tools:</strong> Tailor's tools, land vehicles, thieve's tools<br/><strong>Languages:</strong> Common, Gnomish<br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Equipment</div><div class="spoiler_body">a rapier, a shortsword, leather armor, theives' tools, two daggers, a shovel, an iron pot, a set of common clothes, a belt pouch containing 10 gp, and a dungeoneer's pack (contains backpack, a crowbar, a hammer, 10 pitons, 10 torches, a tinderbox, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.)</div></div><br/><br/><strong>Race:</strong> Rock Gnome<br/>   A constant hum of busy activity pervades the warrens and neighborhoods where gnomes form their close-knit communities. Louder sounds punctuate the hum: a crunch of grinding gears here, a minor explosion there, a yelp of surprise or triumph, and especially bursts of laughter. Gnomes take delight in life, enjoying every moment of invention, exploration, investigation, creation, and play. <br/>   As far as gnomes are concerned, being alive is a wonderful thing, and they squeeze every ounce of enjoyment out of their three to five centuries of life. Humans might wonder about getting bored over the course of such a long life, and elves take plenty of time to savor the beauties of the world in their long years, but gnomes seem to worry that even with all that time, they can’t get in enough of the things they want to do and see. Gnomes speak as if they can’t get the thoughts out of their heads fast enough. Even as they offer ideas and opinions on a range of subjects, they still manage to listen carefully to others, adding the appropriate exclamations of surprise and appreciation along the way.<br/>   Though gnomes love jokes of all kinds, particularly puns and pranks, they’re just as dedicated to the more serious tasks they undertake. Many gnomes are skilled engineers, alchemists, tinkers, and inventors. They’re willing to make mistakes and laugh at themselves in the process of perfecting what they do, taking bold (sometimes foolhardy) risks and dreaming large.<br/>   As a rock gnome, you have a natural inventiveness and hardiness beyond that of other gnomes. <br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Darkvision</div><div class="spoiler_body">Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.</div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Gnome Cunning</div><div class="spoiler_body">You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.</div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Artificer's Cunning</div><div class="spoiler_body">Whenever you make an Intelligence (History) check related to magic items, alchemical objects, or technological devices, you can add twice your proficiency bonus, instead of any proficiency bonus you normally apply.</div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Tinker</div><div class="spoiler_body">You have proficiency with artisan’s tools (tinker’s tools). Using those tools, you can spend 1 hour and 10 gp worth of materials to construct a Tiny clockwork device (AC 5, 1 hp). The device ceases to function after 24 hours (unless you spend 1 hour repairing it to keep the device functioning), or when you use your action to dismantle it; at that time, you can reclaim the materials used to create it. You can have up to three such devices active at a time.<br/><br/>Soem examples of gnome tinkering follow:<br/><br/>   • Clockwork Toy. This toy is a clockwork animal, monster, or person, such as a frog, mouse, bird, dragon, or soldier. When placed on the ground, the toy moves 5 feet across the ground on each of your turns in a random direction. It makes noises as appropriate to the creature it represents.<br/><br/>   • Fire Starter. The device produces a miniature flame, which you can use to light a candle, torch, or campfire. Using the device requires your action.<br/><br/>   • Music Box. When opened, this music box plays a single song at a moderate volume. The box stops playing when it reaches the song’s end or when it is closed.<br/><br/><strong>(Zyssibet has developed a long-distance, high-magnification set of polarized spectrum vision enhancers... night-vision goggles. She adds 15' to her Darkvision range while wearing them.)</strong></div></div><br/><br/><strong>Class:</strong> <br/>   Rogues rely on skill, stealth, and their foes’ vulnerabilities to get the upper hand in any situation. They have a knack for finding the solution to just about any problem, demonstrating a resourcefulness and versatility that is the cornerstone of any successful adventuring party. Rogues devote as much effort to mastering the use of a variety of skills as they do to perfecting their combat abilities, giving them a broad expertise that few other characters can match. Many rogues focus on stealth and deception, while others refine the skills that help them in a dungeon environment, such as climbing, finding and disarming traps, and opening locks.<br/>   Every town and city has its share of rogues. Most of them live up to the worst stereotypes of the class, making a living as burglars, assassins, cutpurses, and con artists. Often, these scoundrels are organized into thieves’ guilds or crime families. Plenty of rogues operate independently, but even they sometimes recruit apprentices to help them in their scams and heists. A few rogues make an honest living as locksmiths, investigators, or exterminators, which can be a dangerous job in a world where dire rats—and wererats—haunt the sewers. As adventurers, rogues fall on both sides of the law. Some are hardened criminals who decide to seek their fortune in treasure hoards, while others take up a life of adventure to escape from the law. Some have learned and perfected their skills with the explicit purpose of infiltrating ancient ruins and hidden crypts in search of treasure.<br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Expertise</div><div class="spoiler_body">At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves’ tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.<br/><br/>At 6th level, you can choose two more of your proficiencies (in skills or with thieves’ tools) to gain this benefit.<br/><br/><strong>(at 1st level, Zyssibet has set her experise to Investigation and Thieves' Tools.)</strong></div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Sneak Attack</div><div class="spoiler_body">Beginning at 1st level, you know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.<br/><br/>You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.<br/><br/>The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table. <strong>(Zyssibet adds +1d6 damage when she uses sneak attack)</strong></div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Thieves' Cant</div><div class="spoiler_body">During your rogue training you learned thieves’ cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves’ cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.<br/><br/>In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves’ guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.</div></div><br/><strong>Background:</strong> Folk Hero<br/>   You come from a humble social rank, but you are destined for so much more. Already the people of your home village regard you as their champion, and your destiny calls you to stand against the tyrants and monsters that threaten the common folk everywhere. You previously pursued a simple profession among the peasantry, perhaps as a farmer, miner, servant, shepherd, woodcutter, or gravedigger. But something happened that set you on a different path and marked you for greater things.<br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Rustic Hospitality</div><div class="spoiler_body">Since you come from the ranks of the common folk, you fit in among them with ease. You can find a place to hide, rest, or recuperate among other commoners, unless you have shown yourself to be a danger to them. They will shield you from the law or anyone else searching for you, though they will not risk their lives for you.</div></div></div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Elma Deerhorn, Female Half-Orc Sorcerer</div><div class="spoiler_body"><div class="floatright">(https://i.pinimg.com/564x/e9/8a/c4/e98ac416c463155251200b7a74c4ec91.jpg)</div><div class="floatright"><table class="bbc_table"><tbody><tr><td><span class="bbc_size" style="font-size: 14pt;"><span class="bbc_size" style="font-size: 14pt;"><strong>Alignment:</strong> Chaotic Neutral </span><br/><span class="bbc_size" style="font-size: 14pt;"><strong>Hit Points:</strong> 9 </span><br/><span class="bbc_size" style="font-size: 14pt;"><strong>Armor Class:</strong> 10</span><br/><span class="bbc_size" style="font-size: 14pt;"><strong>Speed:</strong> 30</span><br/><span class="bbc_size" style="font-size: 14pt;"><strong>Initiative Bonus:</strong> +2</span><br/></span></td></tr></tbody></table></div><div class="floatleft">(https://i.pinimg.com/564x/de/60/df/de60dfd76af22bb5002cf4e69a49fdc5.jpg)</div>   Elma was never the pride of her tribe; her human blood always made her not good enough by orcish standards. When her magic manifested in a wild show of energy, the superstitious tribe exiled her to the mountains far from their homes. While so isolated, she learned to control (somewhat) her abilities. A chance encounter with another adventuring party brought her "back to civilization," where she's happy to share her often strange insights on the nature of magic and social interactions with her "fellow" humans.<br/><br/><span class="bbc_size" style="font-size: 14pt;">Proficiencies</span><br/><strong>Saving Throws:</strong> Constitution, Charisma<br/><strong>Skills:</strong> Arcana, Deception, Intimidation, Medicine, Religion<br/><strong>Armor:</strong> None<br/><strong>Weapons:</strong> Daggers, darts, slings, quarterstaffs, light crossbows<br/><strong>Tools:</strong> Herbalism Kit<br/><strong>Languages:</strong> Common, Orc, Dwarvish<br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Equipment</div><div class="spoiler_body">Quarterstaff, component pouch, two daggers, ascroll case stuffed full of notes from your studies or prayers, a winter blanket, a set of common clothes, a herbalism kit, belt pouch containing 5 gp, and an explorer's pack (contains backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.</div></div><br/><br/><strong>Race:</strong> Half-Orc<br/>   Whether united under the leadership of a mighty warlock or having fought to a standstill after years of conflict, orc and human tribes sometimes form alliances, joining forces into a larger horde to the terror of civilized lands nearby. When these alliances are sealed by marriages, half-orcs are born. Some half-orcs rise to become proud chiefs of orc tribes, their human blood giving them an edge over their full-blooded orc rivals. Some venture into the world to prove their worth among humans and other more civilized races. Many of these become adventurers, achieving greatness for their mighty deeds and notoriety for their barbaric customs and savage fury.<br/>   half-orcs feel emotion powerfully. Rage doesn’t just quicken their pulse, it makes their bodies burn. An insult stings like acid, and sadness saps their strength. But they laugh loudly and heartily, and simple bodily pleasures—feasting, drinking, wrestling, drumming, and wild dancing—fill their hearts with joy. They tend to be short-tempered and sometimes sullen, more inclined to action than contemplation and to fighting than arguing. The most accomplished half-orcs are those with enough self-control to get by in a civilized land.<br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Darkvision</div><div class="spoiler_body">Thanks to your orc blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.</div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Menacing</div><div class="spoiler_body">You gain proficiency in the Intimidation skill.</div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Relentless Endurance</div><div class="spoiler_body">When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest.</div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Savage Attacks</div><div class="spoiler_body">When you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.</div></div><br/><br/><strong>Class:</strong> Sorcerer<br/>   Sorcerers carry a magical birthright conferred upon them by an exotic bloodline, some otherworldly influence, or exposure to unknown cosmic forces. One can’t study sorcery as one learns a language, any more than one can learn to live a legendary life. No one chooses sorcery; the power chooses the sorcerer. Magic is a part of every sorcerer, suffusing body, mind, and spirit with a latent power that waits to be tapped. Some sorcerers wield magic that springs from an ancient bloodline infused with the magic of dragons. Others carry a raw, uncontrolled magic within them, a chaotic storm that manifests in unexpected ways.<br/>   Sorcerers have no use for the spellbooks and ancient tomes of magic lore that wizards rely on, nor do they rely on a patron to grant their spells as warlocks do. By learning to harness and channel their own inborn magic, they can discover new and staggering ways to unleash that power. Sorcerers are rare in the world, and it’s unusual to find a sorcerer who is not involved in the adventuring life in some way. People with magical power seething in their veins soon discover that the power doesn’t like to stay quiet. A sorcerer’s magic wants to be wielded, and it has a tendency to spill out in unpredictable ways if it isn’t called on.<br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Spellcasting</div><div class="spoiler_body">An event in your past, or in the life of a parent or ancestor, left an indelible mark on you, infusing you with arcane magic. This font of magic, whatever its origin, fuels your spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the sorcerer spell list.<br/><br/><strong>Cantrips</strong><br/>At 1st level, you know four cantrips of your choice from the sorcerer spell list. You learn additional sorcerer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Sorcerer table.<br/><br/><strong>Spell Slots</strong><br/>The Sorcerer table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these sorcerer spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.<br/><br/>For example, if you know the 1st-level spell burning hands and have a 1st-level and a 2nd-level spell slot available, you can cast burning hands using either slot.<br/><br/><strong>Spells Known of 1st Level and Higher</strong><br/>You know two 1st-level spells of your choice from the sorcerer spell list.<br/><br/>The Spells Known column of the Sorcerer table shows when you learn more sorcerer spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.<br/><br/>Additionally, when you gain a level in this class, you can choose one of the sorcerer spells you know and replace it with another spell from the sorcerer spell list, which also must be of a level for which you have spell slots.<br/><br/><strong>Spellcasting Ability</strong><br/>Charisma is your spellcasting ability for your sorcerer spells, since the power of your magic relies on your ability to project your will into the world. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one.<br/><br/><strong>Spell save DC =</strong> 8 + your proficiency bonus + your Charisma modifier<br/><br/><strong>Spell attack modifier =</strong> your proficiency bonus + your Charisma modifier<br/><br/><strong>Spellcasting Focus</strong><br/>You can use an arcane focus (see the Adventuring Gear section) as a spellcasting focus for your sorcerer spells.</div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Sorcerous Origin</div><div class="spoiler_body">Choose a sorcerous origin, which describes the source of your innate magical power. Your choice grants you features when you choose it at 1st level and again at 6th, 14th, and 18th level.<br/><br/><strong>Wild Magic</strong><br/>Your innate magic comes from the wild forces of chaos that underlie the order of creation. You might have endured exposure to some form of raw magic, perhaps through a planar portal leading to Limbo, the Elemental Planes, or the mysterious Far Realm. Perhaps you were blessed by a powerful fey creature or marked by a demon. Or your magic could be a fluke of your birth, with no apparent cause or reason. However it came to be, this chaotic magic churns within you, waiting for any outlet.<br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Wild Magic Surge</div><div class="spoiler_body">Starting when you choose this origin at 1st level, your spellcasting can unleash surges of untamed magic. Immediately after you cast a sorcerer spell of 1st level or higher, the DM can have you roll a d20. If you roll a 1, roll on the Wild Magic Surge table to create a random magical effect.</div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Tides of Chaos</div><div class="spoiler_body">Starting at 1st level, you can manipulate the forces of chance and chaos to gain advantage on one attack roll, ability check, or saving throw. Once you do so, you must finish a long rest before you can use this feature again.<br/><br/>Any time before you regain the use of this feature, the DM can have you roll on the Wild Magic Surge table immediately after you cast a sorcerer spell of 1st level or higher. You then regain the use of this feature.</div></div></div></div><br/><br/><strong>Background:</strong> Hermit<br/>   You lived in seclusion—either in a sheltered community such as a monastery, or entirely alone—for a formative part of your life. In your time apart from the clamor of society, you found quiet, solitude, and perhaps some of the answers you were looking for.<br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Discovery</div><div class="spoiler_body">The quiet seclusion of your extended hermitage gave you access to a unique and powerful discovery. The exact nature of this revelation depends on the nature of your seclusion. It might be a great truth about the cosmos, the deities, the powerful beings of the outer planes, or the forces of nature. It could be a site that no one else has ever seen. You might have uncovered a fact that has long been forgotten, or unearthed some relic of the past that could rewrite history. It might be information that would be damaging to the people who consigned you to exile, and hence the reason for your return to society. Work with your DM to determine the details of your discovery and its impact on the campaign.</div></div><br/><br/><strong>Cantrips</strong><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Blade Ward</div><div class="spoiler_body"><strong>Casting Time:</strong> 1 action<br/><strong>Range:</strong> Self<br/><strong>Components:</strong> Verbal, Somatic <br/><strong>Duration:</strong> 1 Round<br/><br/>Until the end of your next turn, you have resistance against bludgeoning, piercing, and slashing damage dealt by weapons. (If you would take damage from these sources, instead reduce the damage by half)<br/></div></div><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Dancing Lights</div><div class="spoiler_body"><strong>Casting Time:</strong> 1 action<br/><strong>Range:</strong> 120 feet<br/><strong>Components:</strong> Verbal, Somatic, Material (phosphorus, wychwood, or a glowworm)<br/><strong>Duration:</strong> concentration; up to 1 minute<br/><br/>You create up to four torch-sized lights within range. You can also combine the lights into a Medium humanoid form. Each light sheds 10-foot-radius dim light.<br/><br/>As a bonus action, you can move the lights up to 60 feet to a new spot within range. A light must be within 20 feet of another light made by this spell, and goes out if it exceeds the spell's range.<br/></div></div><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Fire Bolt</div><div class="spoiler_body"><strong>Casting Time:</strong> 1 action<br/><strong>Range:</strong> 120 feet<br/><strong>Components:</strong> Verbal, somatic<br/><strong>Duration:</strong> Instantaneous<br/><br/>Make a ranged spell attack against a creature you can see. On hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried.<br/><br/>The damage increases by 1d10 when you reach 5th, 11th, and 17th level.<br/></div></div><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Message</div><div class="spoiler_body"><strong>Casting Time:</strong> 1 action<br/><strong>Range:</strong> 120 feet<br/><strong>Components:</strong> Verbal, Somatic, Material (copper wire)<br/><strong>Duration:</strong> 1 round<br/><br/>You point your finger toward a creature and whisper a message. It hears the message and can reply in a whisper only you can hear.<br/><br/>You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magic silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the spell. The spell can travel freely around corners and openings.<br/></div></div><br/><br/><strong>1st Level Spells</strong><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Burning hands</div><div class="spoiler_body"><strong>Casting Time:</strong> 1 action<br/><strong>Range:</strong> Self (15' cone)<br/><strong>Components:</strong> Verbal, somatic<br/><strong>Duration:</strong> Instantaneous<br/><br/>Flames shoot from your fingers in a 15-foot cone. Any creature in range must pass a Dexterity save or take 3d6 fire damage. They take half as much on a success.<br/><br/>Flammable objects are also ignited if they are in range and aren't worn or carried.<br/><br/><strong>At Higher Levels:</strong> The damage increases by 1d6 for each slot level above 1st.<br/></div></div><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Mage Armor</div><div class="spoiler_body"><strong>Casting Time:</strong> 1 action<br/><strong>Range:</strong> Touch<br/><strong>Components:</strong> Verbal, somatic, material (cured leather)<br/><strong>Duration:</strong> 8 hours<br/><br/>Touch a willing creature who isn't wearing armor. The target’s base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action.<br/></div></div></div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Razzer "Edge" Grymmdark, Male Half-Elf Warlock</div><div class="spoiler_body"><div class="floatright">(https://i.pinimg.com/564x/ca/8d/1b/ca8d1b61e2d6fe50ff51528bf70589de.jpg)</div><div class="floatright"><table class="bbc_table"><tbody><tr><td><span class="bbc_size" style="font-size: 14pt;"><span class="bbc_size" style="font-size: 14pt;"><strong>Alignment:</strong> Lawful neutral</span><br/><span class="bbc_size" style="font-size: 14pt;"><strong>Hit Points:</strong> 7</span><br/><span class="bbc_size" style="font-size: 14pt;"><strong>Armor Class:</strong> 13</span><br/><span class="bbc_size" style="font-size: 14pt;"><strong>Speed:</strong> 30</span><br/><span class="bbc_size" style="font-size: 14pt;"><strong>Initiative Bonus:</strong> +2</span><br/></span></td></tr></tbody></table></div><div class="floatleft">(https://i.pinimg.com/564x/11/fe/44/11fe44e6941fea800a0ec9f63eba6828.jpg)</div>   Razzer was born in a terrible storm, in the midst of an attack by the dark lord and his ghoulish minions. His parents gave their lives, but the darkness won; now Razzer has resolved to turn the Dark Lord's foul energies against him and his minions, to avenge those who bore him and bring some meaning to their deaths.<br/>   ("Razzer's" real name is Terrence Cottonbush, and he gained his powers through a pact his parents made with a Huldra forest-spirit in order to conceive. They're very much alive, and hope he grows out of this phase. They love you very much Terrence, please come home. This whole thing really is just an act to make himself look badass to "fellow adventurers," and sometimes the mask slips.) <br/><br/><span class="bbc_size" style="font-size: 14pt;">Proficiencies</span><br/><strong>Saving Throws:</strong> Wisdom, Charisma<br/><strong>Skills:</strong> Arcana, Deception, History, Intimidation, Sleight of Hand, Stealth<br/><strong>Armor:</strong> Light Armor<br/><strong>Weapons:</strong> Simple wepaons<br/><strong>Tools:</strong> Disguise Kit, Forgery Kit<br/><strong>languages:</strong> Common, elvish, deep speech<br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Equipment</div><div class="spoiler_body">Sickle, arcane focus (a jet-black crystal), leather armor, 2 daggers, a sling w/20 bullets, a set of fine clothes, a disguise kit, tools of the con of your choice (ten stoppered bottles filled with colored liquid, a set of weighted dice, a deck of marked cards, or a signet ring of an imaginary duke), a belt pouch containing 15 gp, and a scholar's pack (contains backpack, a book of lore, a bottle of ink, an ink pen, 10 sheets of parchment, a little bag of sand, and a small knife.)</div></div><br/><br/><strong>Race:</strong> Half-Elf<br/>   Walking in two worlds but truly belonging to neither, half-elves combine what some say are the best qualities of their elf and human parents: human curiosity, inventiveness, and ambition tempered by the refined senses, love of nature, and artistic tastes of the elves. Some half-elves live among humans, set apart by their emotional and physical differences, watching friends and loved ones age while time barely touches them. Others live with the elves, growing restless as they reach adulthood in the timeless elven realms, while their peers continue to live as children. Many half-elves, unable to fit into either society, choose lives of solitary wandering or join with other misfits and outcasts in the adventuring life.<br/>   Half-elves have no lands of their own, though they are welcome in human cities and somewhat less welcome in elven forests. In large cities in regions where elves and humans interact often, half-elves are sometimes numerous enough to form small communities of their own. They enjoy the company of other half-elves, the only people who truly understand what it is to live between these two worlds.<br/>   In most parts of the world, though, half-elves are uncommon enough that one might live for years without meeting another. Some half-elves prefer to avoid company altogether, wandering the wilds as trappers, foresters, hunters, or adventurers and visiting civilization only rarely. Like elves, they are driven by the wanderlust that comes of their longevity. Others, in contrast, throw themselves into the thick of society, putting their charisma and social skills to great use in diplomatic roles or as swindlers.<br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Darkvision</div><div class="spoiler_body">Thanks to your elf blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.</div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Fey Ancestry</div><div class="spoiler_body">You have advantage on saving throws against being charmed, and magic can’t put you to sleep.</div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Skill Versatility</div><div class="spoiler_body">You gain proficiency in two skills of your choice.</div></div><br/><br/><strong>Class:</strong> Warlock<br/>   Warlocks are seekers of the knowledge that lies hidden in the fabric of the multiverse. Through pacts made with mysterious beings of supernatural power, warlocks unlock magical effects both subtle and spectacular. Drawing on the ancient knowledge of beings such as fey nobles, demons, devils, hags, and alien entities of the Far Realm, warlocks piece together arcane secrets to bolster their own power.<br/>   A warlock is defined by a pact with an otherworldly being. Sometimes the relationship between warlock and patron is like that of a cleric and a deity, though the beings that serve as patrons for warlocks are not gods. A warlock might lead a cult dedicated to a demon prince, an archdevil, or an utterly alien entity—beings not typically served by clerics. More often, though, the arrangement is similar to that between a master and an apprentice. The warlock learns and grows in power, at the cost of occasional services performed on the patron’s behalf.<br/>   Once a pact is made, a warlock’s thirst for knowledge and power can’t be slaked with mere study and research. No one makes a pact with such a mighty patron if he or she doesn’t intend to use the power thus gained. Rather, the vast majority of warlocks spend their days in active pursuit of their goals, which typically means some kind of adventuring. Furthermore, the demands of their patrons drive warlocks toward adventure.<br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Otherworldly Patron</div><div class="spoiler_body">At 1st level, you have struck a bargain with an otherworldly being of your choice: the Fiend, which is detailed at the end of the class description, or one from another source. Your choice grants you features at 1st level and again at 6th, 10th, and 14th level.<br/><br/><strong>The Archfey</strong><br/>   Your patron is a lord or lady of the fey, a creature of legend who holds secrets that were forgotten before the mortal races were born. This being's motivations are often inscrutable, and sometimes whimsical, and might involve a striving for greater magical power or the settling of age-old grudges. Beings of this sort include the Prince of Frost; the Queen of Air and Darkness, ruler of the Gloaming Court; Titania of the Summer Court; her consort Oberon, the Green Lord; Hyrsam, the Prince of Fools; and ancient hags.<br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Expanded Spell List</div><div class="spoiler_body">The following spells are added to the warlock spell list for you. <strong>(You do not automatically know these, but must select htem as you would any other spell)</strong><br/><table class="bbc_table"><tbody><tr><td>1<sup>st</sup></td><td>   Faerie Fire,   Sleep</td></tr><tr><td>2<sup>nd</sup></td><td>   Calm Emotions,   Phantasmal Force</td></tr><tr><td>3<sup>rd</sup></td><td>   Blink,   Plant Growth</td></tr><tr><td>4<sup>th</sup></td><td>   Dominate Beast,   Greater Invisibility</td></tr><tr><td>5<sup>th</sup></td><td>   Dominate Person,   Seeming</td></tr></tbody></table></div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Fey Presence</div><div class="spoiler_body">Starting at 1st level, as an action, you can cause each creature in a 10-foot cube originating from you to make a Wisdom saving throw against your warlock spell save DC. The creatures that fail their saving throw are all charmed or frightened by you (your choice) until the end of your next turn.<br/><br/>Once you use this feature, you can't use it again until you finish a short or long rest.</div></div></div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Pact Magic</div><div class="spoiler_body">Your arcane research and the magic bestowed on you by your patron have given you facility with spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the warlock spell list.<br/><br/><strong>Cantrips[/b[<br/>You know two cantrips of your choice from the warlock spell list. You learn additional warlock cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Warlock table.<br/><br/><strong>Spell Slots</strong><br/>The Warlock table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your warlock spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.<br/><br/>For example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell witch bolt, you must spend one of those slots, and you cast it as a 3rd-level spell.<br/><br/><strong>Spells Known of 1st Level and Higher</strong><br/>At 1st level, you know two 1st-level spells of your choice from the warlock spell list.<br/><br/>The Spells Known column of the Warlock table shows when you learn more warlock spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what’s shown in the table’s Slot Level column for your level. When you reach 6th level, for example, you learn a new warlock spell, which can be 1st, 2nd, or 3rd level.<br/><br/>Additionally, when you gain a level in this class, you can choose one of the warlock spells you know and replace it with another spell from the warlock spell list, which also must be of a level for which you have spell slots.<br/><br/><strong>Spellcasting Ability</strong><br/>Charisma is your spellcasting ability for your warlock spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a warlock spell you cast and when making an attack roll with one.<br/><br/><strong>Spell save DC =</strong> 8 + your proficiency bonus + your Charisma modifier<br/><br/><strong>Spell attack modifier =</strong> your proficiency bonus + your Charisma modifier<br/><br/><strong>Spellcasting Focus</strong><br/>You can use an arcane focus (see the Adventuring Gear section) as a spellcasting focus for your warlock spells.</strong></div></div><br/><br/><strong>Background:</strong> Charlatan<br/>   You have always had a way with people. You know what makes them tick, you can tease out their heart’s desires after a few minutes of conversation, and with a few leading questions you can read them like they were children's books. It’s a useful talent, and one that you’re perfectly willing to use for your advantage. You know what people want and you deliver, or rather, you promise to deliver. Common sense should steer people away from things that sound too good to be true, but common sense seems to be in short supply when you’re around. The bottle of pink coloured liquid will surely cure that unseemly rash, this ointment—nothing more than a bit of fat with a sprinkle of silver dust—can restore youth and vigor, and there’s a bridge in the city that just happens to be for sale. These marvels sound implausible, but you make them sound like the real deal.<br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">False Identity</div><div class="spoiler_body">You have created a second identity that includes documentation, established acquaintances, and disguises that allow you to assume that persona.<br/>Additionally, you can forge documents including official papers and personal letters, as long as you have seen an example of the kind of document or the handwriting you are trying to copy.</div></div><br/><br/><strong>Cantrips</strong><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Eldritch Blast</div><div class="spoiler_body"><strong>Casting Time:</strong> 1 action<br/><strong>Range:</strong> 120 feet<br/><strong>Components:</strong> Verbal, Somatic<br/><strong>Duration:</strong> Instantaneous<br/><br/>Make a ranged spell attack. On hit, the target takes 1d10 force damage.<br/><br/>The spell creates more beams when you reach higher levels: two at 5th, three at 11th, and four at 17th. You can direct the beams at the same or different targets. Make separate attack rolls for each beam.<br/></div></div><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Friends</div><div class="spoiler_body"><strong>Casting Time:</strong> 1 action<br/><strong>Range:</strong> Self<br/><strong>Components:</strong> Somatic, Mateiral (make-up applied ot face) <br/><strong>Duration:</strong> Concentration; up to 1 minute<br/><br/>For the duration, you have advantage on Charisma checks on one creature of your choice that isn't hostile. When the spell ends, the creature realizes that you used magic to influence it and becomes hostile.<br/></div></div><br/><br/><strong>1st level Spells</strong><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Arms of Hadar</div><div class="spoiler_body"><strong>Casting Time:</strong> 1 action<br/><strong>Range:</strong> self (10-foot radius)<br/><strong>Components:</strong> Verbal, Somatic<br/><strong>Duration:</strong> Instantaneous<br/><br/>Tendrils batter all creatures within 10 feet of you. They must make a Strength save. On a fail, a target takes 2d6 necrotic damage and can't take reactions until its next turn. On a success, it takes half damage and suffers no other effects.<br/><br/><strong>At Higher Levels:</strong> The damage increases by 1d6 for each slot level above 1st.<br/></div></div><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Sleep</div><div class="spoiler_body"><strong>Casting Time:</strong> 1 action<br/><strong>Range:</strong> 90 feet<br/><strong>Components:</strong> Verbal, Somatic, Material (fine sand / rose petals / cricket)<br/><strong>Duration:</strong> 1 minute<br/><br/>Roll 5d8; the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose are affected in order of their current hit points.<br/><br/>Starting at the creature with the lowest current hit points, each creature affected by this spell falls unconscious. If the spell ends, the sleeper takes damage, or someone uses an action wake the sleeper, they are awoken.<br/><br/>Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for that creature to be affected.<br/><br/>Unconscious creatures, undead, and creatures immune to being charmed aren't affected by this spell.<br/><br/><strong>At Higher Levels:</strong> Roll an additional 2d8 for each slot level above 1st. <br/></div></div></div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Deyreth Marsumbril, Male Dark Elf Wizard</div><div class="spoiler_body"><div class="floatright">(https://i.pinimg.com/236x/7a/e2/4b/7ae24bec07b287d98e0fae698ba7f7ce.jpg)</div><div class="floatright"><table class="bbc_table"><tbody><tr><td><span class="bbc_size" style="font-size: 14pt;"><span class="bbc_size" style="font-size: 14pt;"><strong>Alignment:</strong> Neutral</span><br/><span class="bbc_size" style="font-size: 14pt;"><strong>Hit Points:</strong> 6</span><br/><span class="bbc_size" style="font-size: 14pt;"><strong>Armor Class:</strong> 10</span><br/><span class="bbc_size" style="font-size: 14pt;"><strong>Speed:</strong> 30</span><br/><span class="bbc_size" style="font-size: 14pt;"><strong>Initiative Bonus:</strong> +3</span><br/></span></td></tr></tbody></table></div><div class="floatleft">(https://i.pinimg.com/564x/64/b7/da/64b7daf9fd392be107711a9612614303.jpg)</div>   Whiz! Bang! KABLAM! Deyreth travels with a troupe of entertainers, adding his conjurations and illusions to the show. How a Drow got to the surface world is something he tries to avoid talking about. But he stays because, as much as he genuinely enjoys shocking the rubes with phantasmagorical displays of magical fluff, he knows that the surface world is rich and diverse in arcane knowledge, and is the ideal place to study.<br/><br/><span class="bbc_size" style="font-size: 14pt;">Proficiencies</span><br/><strong>Saving Throws:</strong> Intelligence, Wisdom<br/><strong>Skills:</strong> Acrobatics, Arcana, Insight, perception, Performance<br/><strong>Armor:</strong> None<br/><strong>Weapons:</strong> Daggers, darts, slings, quarterstaffs, light crossbows, rapiers, shortswords, and hand crossbows.<br/><strong>Tools:</strong> Disguise kit, morin khuur (a two-stringed fiddle)<br/><strong>Languages:</strong> Undercommon, Elven, Common<br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Equipment</div><div class="spoiler_body">A dagger, an arcane focus (staff), a spellbook, a morin khuur, the favor of an admirer (love letter, lock of hair, or trinket), a costume, a belt pouch containing 15 gp, and an explorer's pack (contains a backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.)</div></div><br/><br/><strong>Race:</strong> Dark Elf<br/>   Were it not for one renowned exception, the race of drow would be universally reviled. To most, they are a race of demon-worshiping marauders dwelling in the subterranean depths of the Underdark, emerging only on the blackest nights to pillage and slaughter the surface dwellers they despise. Their society is depraved and preoccupied with the favor of Lolth, their spider-goddess, who sanctions murder and the extermination of entire families as noble houses vie for position.<br/>   Drow grow up believing that surface-dwelling races are inferior, worthless except as slaves. Drow who develop a conscience or find it necessary to cooperate with members of other races find it hard to overcome that prejudice, especially when they are so often on the receiving end of hatred. Some manage to escape this cycle of hate and prejudice to become known (if maybe not renowned) figures in other communities, but htey are rare and oftne ill-trusted.<br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Superior Darkvision</div><div class="spoiler_body">Accustomed to perpetual night of the underdark, you have superior vision in dark and dim conditions. You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.</div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Fey Ancestry</div><div class="spoiler_body">You have advantage on saving throws against being charmed, and magic can't put you to sleep.</div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Trance</div><div class="spoiler_body">Elves do not sleep. Instead they meditate deeply, remaining semi-conscious, for 4 hours a day. The Common word for this meditation is "trance". While meditating, you dream after a fashion; such dreams are actually mental exercises that have become reflexive after years of practice. After resting in this way, you gain the same benefit a human would from 8 hours of sleep.</div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Drow Magic</div><div class="spoiler_body">You know the Dancing Lights cantrip. When you reach 3rd level, you can cast Faerie Fire once, and it recharges after a long rest. When you reach 5th level, you can cast Darkness once, and it recharges after a long rest. Charisma is your spellcasting ability for these spells.</div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Drow Weapon Training</div><div class="spoiler_body">You have proficiency with rapiers, shortswords, and hand crossbows.</div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Keen Senses</div><div class="spoiler_body">You have proficiency in the Perception skill.</div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Sunlight Sensitivity</div><div class="spoiler_body">You have disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight when you, the target of the attack, or whatever you are trying to perceive is in direct sunlight.</div></div><br/><br/><strong>Class:</strong> Wizard<br/>   Wizards are supreme magic-users, defined and united as a class by the spells they cast. Drawing on the subtle weave of magic that permeates the cosmos, wizards cast spells of explosive fire, arcing lightning, subtle deception, and brute-force mind control. Their magic conjures monsters from other planes of existence, glimpses the future, or turns slain foes into zombies. Their mightiest spells change one substance into another, call meteors down from the sky, or open portals to other worlds.<br/>   Wild and enigmatic, varied in form and function, the power of magic draws students who seek to master its mysteries. Some aspire to become like the gods, shaping reality itself. Though the casting of a typical spell requires merely the utterance of a few strange words, fleeting gestures, and sometimes a pinch or clump of exotic materials, these surface components barely hint at the expertise attained after years of apprenticeship and countless hours of study. Wizards live and die by their spells. Everything else is secondary. They learn new spells as they experiment and grow in experience. They can also learn them from other wizards, from ancient tomes or inscriptions, and from ancient creatures (such as the fey) that are steeped in magic.<br/>   But the lure of knowledge and power calls even the most unadventurous wizards out of the safety of their libraries and laboratories and into crumbling ruins and lost cities. Most wizards believe that their counterparts in ancient civilizations knew secrets of magic that have been lost to the ages, and discovering those secrets could unlock the path to a power greater than any magic available in the present age.<br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Spellcasting</div><div class="spoiler_body">As a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your true power. See Spells Rules for the general rules of spellcasting and the Spells Listing for the wizard spell list.<br/><br/><strong>Cantrips</strong><br/>At 1st level, you know three cantrips of your choice from the wizard spell list. You learn additional wizard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Wizard table.<br/><br/><strong>Spellbook</strong><br/>At 1st level, you have a spellbook containing six 1st-level wizard spells of your choice. Your spellbook is the repository of the wizard spells you know, except your cantrips, which are fixed in your mind.<br/><br/><strong>Preparing and Casting Spells</strong><br/>The Wizard table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.<br/><br/>You prepare the list of wizard spells that are available for you to cast. To do so, choose a number of wizard spells from your spellbook equal to your Intelligence modifier + your wizard level (minimum of one spell). The spells must be of a level for which you have spell slots.<br/><br/>For example, if you’re a 3rd-level wizard, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination, chosen from your spellbook. If you prepare the 1st-level spell magic missile, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells.<br/><br/>You can change your list of prepared spells when you finish a long rest. Preparing a new list of wizard spells requires time spent studying your spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list.<br/><br/><strong>Spellcasting Ability</strong><br/>Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.<br/><br/><strong>Spell save DC =</strong> 8 + your proficiency bonus + your Intelligence modifier<br/><br/><strong>Spell attack modifier =</strong> your proficiency bonus + your Intelligence modifier<br/><br/><strong>Ritual Casting</strong><br/>You can cast a wizard spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don’t need to have the spell prepared.<br/><br/><strong>Spellcasting Focus</strong><br/>You can use an arcane focus (see the Adventuring Gear section) as a spellcasting focus for your wizard spells.<br/><br/>Learning Spells of 1st Level and Higher<br/>Each time you gain a wizard level, you can add two wizard spells of your choice to your spellbook for free. Each of these spells must be of a level for which you have spell slots, as shown on the Wizard table. On your adventures, you might find other spells that you can add to your spellbook.</div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Arcane Recovery</div><div class="spoiler_body">You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher.<br/><br/>For example, if you’re a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.</div></div><br/><br/><strong>Background:</strong> Entertainer<br/>   You thrive in front of an audience. You know how to entrance them, entertain them, and even inspire them. Your poetics can stir the hearts of those who hear you, awakening grief or joy, laughter or anger. Your music raises their spirits or captures their sorrow. Your dance steps captivate, your humour cuts to the quick. Whatever techniques you use, your art is your life.<br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">By Popular Demand</div><div class="spoiler_body">You can always find a place to perform, usually in an inn or tavern but possibly with a circus, at a theater, or even in a noble’s court. At such a place, you receive free lodging and food of a modest or comfortable standard (depending on the quality of the establishment), as long as you perform each night. In addition, your performance makes you something of a local figure. When strangers recognize you in a town where you have performed, they typically take a liking to you.</div></div><br/><br/><strong>Cantrips</strong><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Dancing Lights</div><div class="spoiler_body"><strong>Casting Time:</strong> 1 action<br/><strong>Range:</strong> 120 feet<br/><strong>Components:</strong> Verbal, somatic, Material (Phosphorus, wychwood / glowworm)<br/><strong>Duration:</strong> Concentration; up to 1 minute<br/><br/>You create up to four torch-sized lights within range. You can also combine the lights into a Medium humanoid form. Each light sheds 10-foot-radius dim light.<br/><br/>As a bonus action, you can move the lights up to 60 feet to a new spot within range. A light must be within 20 feet of another light made by this spell, and goes out if it exceeds the spell's range.<br/></div></div><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Mage Hand</div><div class="spoiler_body"><strong>Casting Time:</strong> 1 action<br/><strong>Range:</strong> 30 feet<br/><strong>Components:</strong> Verbal, somatic<br/><strong>Duration:</strong> 1 minute<br/><br/>A spectral, floating hand appears. The hand lasts for the duration or until you dismiss it as an action. It vanishes if it's ever more than 30 feet away from you or if you cast this spell again.<br/><br/>You can use your action to control the hand. You can use it to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet at a time. The hand can't attack, activate magic items, or carry more than 10 pounds.<br/></div></div><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Minor Illusion</div><div class="spoiler_body"><strong>Casting Time:</strong> 1 action<br/><strong>Range:</strong> 30 feet<br/><strong>Components:</strong> Somatic, material (fleece)<br/><strong>Duration:</strong> 1 minute<br/><br/>You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again.<br/><br/>If you create a sound, it can be any volume and noise. The sound can continue unabated for the duration, or you can make sounds at different times.<br/><br/>If you create an image of an object it must be no larger than a 5-foot cube. The image can't create any sensory effects. Physical interaction with the image reveals it to be an illusion.<br/><br/>A creature can use its action to make an Investigation check on the illusion. If it succeeds, the illusion becomes faint to it.<br/></div></div><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Ray of Frost</div><div class="spoiler_body"><strong>Casting Time:</strong> 1 action<br/><strong>Range:</strong> 60 feet<br/><strong>Components:</strong> Verbal, Somatic<br/><strong>Duration:</strong> Instantaneous<br/><br/>Make a ranged spell attack. On hit, the target takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn.<br/><br/>The damage increases by 1d8 when you reach 5th, 11th, and 17th level.<br/></div></div><br/><strong>1st level spells</strong><br/>(These are all six spells in Deyreth's spellbook; the oens marked with ** are the ones he has prepared on the first day of the adventure; the ones marked with # are rituals, and need not be prepared to be used)<br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button"># Alarm #</div><div class="spoiler_body"><strong>Casting Time:</strong> 1 minute (ritual)<br/><strong>Range:</strong> 30 feet<br/><strong>Components:</strong> Verbal, Somatic, mateiral (tiny bell, fine silver wire<br/><strong>Duration:</strong> 8 hours<br/><br/>Choose an area that is no larger than a 20-foot cube. Until the spell ends, an alarm alerts you whenever a Tiny or larger creature touches or enters the warded area. When you cast the spell, you can designate creatures that won't set off the alarm.<br/><br/>You also choose whether the alarm is mental or audible. A mental alarm alerts you with a ping in your mind if you are within 1 mile of the warded area. This ping awakens you if you are sleeping. An audible alarm produces the sound of a hand bell for 10 seconds within 60 feet.<br/></div></div><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">*Color Spray*</div><div class="spoiler_body"><strong>Casting Time:</strong> 1 action<br/><strong>Range:</strong> Self (15' cone)<br/><strong>Components:</strong> Verbal, Somatic, material (Colored powder / sand)<br/><strong>Duration:</strong> 1 round<br/><br/>Creatures in a 15-foot cone from you are blinded. If a creature is already blind or unconscious, they are not affected. Starting with the creature that has the lowest current hit points, roll 6d10 to see how many creatures you can affect. If the creature with the lowest hit points is less than the total rolled, subtract the hit points from the number, then move onto the next. When you reach a creature whose hit points would go above the number, subtractions applied, they are unaffected and this casting can't blind anything else.<br/><br/><strong>At Higher Levels:</strong> Roll an additional 2d10 for each slot level above 1st.<br/></div></div><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button"># Find Familiar #</div><div class="spoiler_body"><strong>Casting Time:</strong> 1 hour (ritual)<br/><strong>Range:</strong> 10 feet<br/><strong>Components:</strong> Verbal, Somatic, Material (10 GP worth of charcoal, incense, herbs; consumed by brass brazier's fire)<br/><strong>Duration:</strong> Instantaneous<br/><br/>An animal becomes your familiar, obeying your commands, though it is still an independent creature. It has the appearance and statistics of the animal form you choose. You can choose from the animals bat, cat, crab, toad, hawk, lizard, octopus, owl, poisonous snake, quipper, rat, raven, sea horse, spider, or weasel, but the familiar's type must be chosen from celestial, fey, or fiend.<br/><br/>You can telepathically communicate with your familiar and as an action you can see and hear what it does until the start of your next turn. If your familiar has any special senses, you also gain the benefits of those senses while you are seeing or hearing through it. While doing so, your body is blind and deaf. You can also cast spells with a range of touch through your familiar as if it has cast them itself, but you must be within 100 feet of it and the familiar uses its reaction to cast the spell. Otherwise the spell is cast as if you had done so yourself.<br/><br/>When initiative is rolled, the familiar also rolls, but it can't make an attack. It can take other actions, but if its hit points fall to 0, it disappears until you cast this spell again.<br/><br/>You can dismiss the familiar permanently any time you choose, as an action, or you can temporarily dismiss it to a pocket dimension. You can recall your familiar from the pocket dimension, also as an action, to reappear in any unoccupied space within 30 feet of you.<br/><br/>If you try to cast this spell when you already have a familiar, you can choose for it to take a new form, but you cannot have more than one.<br/></div></div><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">*Magic Missile*</div><div class="spoiler_body"><strong>Casting Time:</strong> 1 action<br/><strong>Range:</strong> 120 feet<br/><strong>Components:</strong> Verbal, somatic<br/><strong>Duration:</strong> Instantaneous<br/><br/>You create three magic darts. Each dart hits a creature you can see. A dart deals 1d4+1 force damage. The darts all strike simultaneously and you can direct them to hit one creature or several.<br/><br/>At Higher Levels: The spell creates one more dart for each slot above 1st.<br/></div></div><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">*Silent Image*</div><div class="spoiler_body"><strong>Casting Time:</strong> 1 action<br/><strong>Range:</strong> 60 feet<br/><strong>Components:</strong> Verbal, somatic, Material (Fleece)<br/><strong>Duration:</strong> Concentration; up to 10 minutes<br/><br/>You create an image that is no larger than a 15-foot cube. The image appears at an unoccupied spot and lasts for the duration. The image is only visual. If anything passes through it, it's revealed to be an illusion.<br/><br/>You can use your action to cause the image to move to any spot in range. As the image changes location, you can alter its appearance so that its movements appear natural for the image.<br/><br/>A creature that uses its action to examine the image can determine that it is an illusion with a successful Investigation check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image.<br/></div></div><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button"># Unseen Servant #</div><div class="spoiler_body"><strong>Casting Time:</strong> 1 action (ritual)<br/><strong>Range:</strong> 60 feet<br/><strong>Components:</strong> Verbal, Somatic, material (String, wood)<br/><strong>Duration:</strong> 1 hour<br/><br/>This spell creates an invisible force that performs tasks at your command until the spell ends.<br/><br/>It has an AC of 10, 1 hit point, and a Strength of 2, and it can't attack. If it drops to 0 hit points, the spell ends. Once on each of your turns, as a bonus action, you can mentally command the servant to move up to 15 feet and interact with an object.<br/><br/>The servant can perform simple tasks that a human servant could do.<br/><br/>Once you give the command, the servant performs the task to the best of its ability until it completes the task, then waits for your next command. If you command the servant to perform a task that would move it more than 60 feet away from you, the spell ends.<br/></div></div></div></div>