<div class="floatleft">(https://i.imgur.com/NabKWTp.png)</div><span class="bbc_font" style="font-family: georgia;"><span class="bbc_size" style="font-size: 14pt;"><strong>K</strong></span>irion Ta’sar, Master of Antiquities &amp; Lost Artifacts</span><br/><br/>Knowledge Cleric 1/Divination Wizard 6<br/>True Neutral<br/>Race: High Elf<br/>Background: Sage<br/>Height: 6’2<br/>Weight: 171<br/>Age: 286<br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Background</div><div class="spoiler_body">Kirion is an elf of some renown; he has, after all, been a staple around the city of Glen Avon since before it was raised into the clouds. Although he has mellowed since his younger years, the wanderlust and curiosity has never truly left him. A scholar and wizard at heart, what truly fascinates Kirion are the legends of the ancients. Artifacts lost to time, spells that are all but crumbling dust, treasures hidden away by those that no longer walk among the living. Unlike many of his fellows that choose to squirrel themselves away in libraries and try to advance modern knowledge, Kirion looks to the past. <br/><br/>Forgotten temples, scrolls hidden under lock and key, items of power betwixt time and space… Kirion has seen much and more in his time in this world, and has made something of a career out of it. Naturally, anything he discovers of particular import he directs solely to the King--after he has made a copy for himself and thoroughly studied any enchants laid upon his finds. He’s an adventurer, not an altruist. <br/><br/>His worst quality is, perhaps, the fact that he is something of a hedonist. He enjoys the pleasures of the flesh, fine wine, fine clothing. Magic is ever his first passion, his first love, but he is determined to enjoy himself. No one is immortal, not even those that find ways to tether themselves to this plane. He has a fondness for pretty things or things that entertain him, and he is quickly bored if left unattended. Many a paramour has been left annoyed when they return only to find Kirion has left on another trip, lore and history spinning through his mind like pieces of a puzzle, the elf slipping through their fingers like a fine mist. <br/><br/>He’s not one to be tied down, moving from partner to partner until he grows bored. At times he will take on ‘projects’, younger or virginal men to ‘mentor’ and show exactly what they are missing, only to drop them some years later and move on. Rumors suggest that perhaps Kirion is merely afraid--afraid of growing too close and eventually finding that he loves something more than his magic; and terrified of losing such a thing.<br/><br/>Nevertheless, Kirion is knowledgeable about a great many things, and if you wish to know something about the Arcane there are few more learned than he. He’s always willing to trade--for a price. <br/><br/>Recently, he came across something quite amazing. Scrolls that had been thought lost for centuries, denoting the lineage of elven nobility. Although of no particular worth to himself, the noble families are constantly vying for power and arguing over which line is longer, which is more pure. By offering such scrolls freely to the King, Kirion has earned himself a decent amount of favor.</div></div><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Appearance</div><div class="spoiler_body">Kirion stands at 6’2, slender and graceful with a hidden strength to him. Although typically lost beneath his dark silken robes, the elf is in good shape. If asked, he would say it was from carrying so many heavy books. <br/><br/>He has long black hair often kept behind his ears, and dark gold eyes. His most distinguishing feature is a scar that goes down along one cheek, a gift whose story changes with each telling. Its history is likely to stay with Kirion himself. <br/><br/>Kirion moves with confident steps, head tilted just below arrogance. He’s well aware of his power and his place in the world. His manner of dress is on the verge of gaudy with long sweeping robes and what one would call entirely too much fabric. For Kirion, it’s perfect. It allows him to portray himself as a wealthy noble when needed so that others underestimate him, and the folds and excess cloth allows him to hide scrolls, knives, and other such useful things amidst the fabric.</div></div><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Personality</div><div class="spoiler_body">Kirion is often genial and kind seeming, although behind placid eyes lies an intelligent cunning. He can be manipulative, but is rarely outright mean or cruel unless pressed. It’s not that he’s absent-minded so much as easily bored, and he can have a wicked sharp tongue when he needs to. He has little patience for fools, but is willing to instruct if someone is willing to learn.<br/><br/>His hobbies include a fine wine, a good book, a mouth around his cock and, when the mood strikes him, drawing his paramours. He’s quite the deft hand at ink drawing, although he’ll likely never be a professional artist.</div></div><hr/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Ability Scores</div><div class="spoiler_body">Strength: 8 (-1)<br/>Dexterity: 16 (+3)<br/>Constitution: 14 (+2)<br/>Intelligence: 16 (+3)<br/>Wisdom: 10 (0)<br/>Charisma: 10 (0)<br/></div></div><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Defenses</div><div class="spoiler_body">Hit Points: 46<br/>Armor Class: 18<br/>Saving Throws: Strength: -1, Dexterity: +3, Constitution: +2, Intelligence: +3, Wisdom: +3, Charisma: +3<br/>Initiative: +3<br/>Speed: 30<br/>Size: Medium<br/></div></div><hr/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Skills</div><div class="spoiler_body">Acrobatics: +3<br/>Animal Handling: 0<br/>Arcana: +9<br/>Athletics: -1<br/>Deception: 0<br/>History: +9<br/>Insight: +3<br/>Intimidation: 0<br/>Investigation: +6<br/>Medicine: 0<br/>Nature: +6<br/>Perception: +3<br/>Performance: 0<br/>Persuasion: 0<br/>Religion: +6<br/>Sleight of Hand: +3<br/>Stealth: +3<br/>Survival: 0</div></div><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Languages</div><div class="spoiler_body">Common<br/>Elvish<br/>Undercommon<br/>Primordial<br/>Infernal<br/>Draconic<br/>Deep Speech</div></div><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Proficiencies</div><div class="spoiler_body">Armor: Light armor, medium armor, shields<br/>Weapons: Simple weapons, longsword, shortsword, shortbow, and longbow<br/>Tools: None<br/>Saving Throws: Wisdom, Charisma<br/>Skills: Arcana*, History*, Insight, Investigation, Nature, Perception, Religion<br/><br/>*Proficiency Bonus is doubled for these skills.</div></div><hr/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Features</div><div class="spoiler_body">Elf (High Elf): <br/><br/>Ability Score Increase: Your Dexterity score increases by 2.<br/><br/>Darkvision: Accustomed to twilit forests and the night sky, 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.<br/>Keen Senses: You have proficiency in the Perception skill.<br/>Fey Ancestry: You have advantage on saving throws against being charmed, and magic can’t put you to sleep.<br/>Trance: Elves don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is “trance.”) While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.<br/>Languages: You can speak, read, and write Common and Elvish.<br/><br/>Ability Score Increase: Your Intelligence score increases by 1.<br/><br/>Elf Weapon Training: You have proficiency with the longsword, shortsword, shortbow, and longbow.<br/>Cantrip: You know one cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for it.<br/>Extra Language: Any 1. <br/><br/><br/>Sage Background: <br/><br/>Feature: Researcher: When you attempt to learn or recall a piece of lore, if you do not know that information, you often know where and from whom you can obtain it. Usually, this information comes from a library, scriptorium, university, or a sage or other learned person or creature. Your DM might rule that the knowledge you seek is secreted away in an almost inaccessible place, or that it simply cannot be found. Unearthing the deepest secrets of the multiverse can require an adventure or even a whole campaign<br/><br/>Skills: Any 2 (Already proficient in History and Arcana due to Domain Cleric).<br/>Languages: Any 2. <br/><br/><br/>Cleric: <br/><br/>Hit Points:<br/><br/>Hit Dice: 1d8 per cleric level<br/>Hit Points at 1st Level: 8 + your Constitution modifier<br/>Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per cleric level after 1st<br/>Proficiencies:<br/><br/>Armor: Light armor, medium armor, shields<br/>Weapons: Simple weapons<br/>Tools: None<br/>Saving Throws: Wisdom, Charisma<br/>Skills: Choose two from History, Insight, Medicine, Persuasion, and Religion<br/>Equipment: You start with the following equipment, in addition to the equipment granted by your background:<br/>a mace<br/>scale mail<br/>a light crossbow and 20 bolts<br/>an explorer’s pack<br/>a shield and a holy symbol<br/>Spellcasting: As a conduit for divine power, you can cast cleric spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the cleric spell list.<br/>Cantrips: At 1st level, you know three cantrips of your choice from the cleric spell list. You learn additional cleric cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Cleric table.<br/><br/><br/>Domain Cleric (Knowledge):<br/><br/>Blessings of Knowledge: Any 2 languages. You gain Arcana and History proficiency. Your proficiency bonus is doubled for any ability check you make that uses either of those skills.<br/><br/>Knowledge Domain Spells: Identify, Command<br/><br/><br/>Wizard: <br/><br/>Hit Points:<br/><br/>Hit Dice: 1d6 per wizard level<br/>Hit Points at 1st Level: 6 + your Constitution modifier<br/>Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per wizard level after 1st<br/><br/>Spellcasting: 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/>Cantrips: 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/>Spellbook: 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/>Ritual Casting: 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/>Learning Spells of 1st Level and Higher: 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.<br/><br/>Your Spellbook:: The spells that you add to your spellbook as you gain levels reflect the arcane research you conduct on your own, as well as intellectual breakthroughs you have had about the nature of the multiverse. You might find other spells during your adventures. You could discover a spell recorded on a scroll in an evil wizard’s chest, for example, or in a dusty tome in an ancient library.<br/><br/>Copying a Spell into the Book: When you find a wizard spell of 1st level or higher, you can add it to your spellbook if it is of a spell level you can prepare and if you can spare the time to decipher and copy it. <br/><br/>Copying that spell into your spellbook involves reproducing the basic form of the spell, then deciphering the unique system of notation used by the wizard who wrote it. You must practice the spell until you understand the sounds or gestures required, then transcribe it into your spellbook using your own notation.<br/><br/>For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it. Once you have spent this time and money, you can prepare the spell just like your other spells.<br/><br/>Replacing the Book: You can copy a spell from your own spellbook into another book—for example, if you want to make a backup copy of your spellbook. This is just like copying a new spell into your spellbook, but faster and easier, since you understand your own notation and already know how to cast the spell. You need spend only 1 hour and 10 gp for each level of the copied spell.<br/><br/>If you lose your spellbook, you can use the same procedure to transcribe the spells that you have prepared into a new spellbook. Filling out the remainder of your spellbook requires you to find new spells to do so, as normal. For this reason, many wizards keep backup spellbooks in a safe place.<br/><br/>The Book’s Appearance: Your spellbook is a unique compilation of spells, with its own decorative flourishes and margin notes. It might be a plain, functional leather volume that you received as a gift from your master, a finely bound gilt-edged tome you found in an ancient library, or even a loose collection of notes scrounged together after you lost your previous spellbook in a mishap.<br/>Arcane Recovery: 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.<br/>Divination Savant: Beginning when you select this school at 2nd level, the gold and time you must spend to copy a divination spell into your spellbook is halved.<br/>Portent: Starting at 2nd level when you choose this school, glimpses of the future begin to press in on your awareness. When you finish a long rest, roll two d20s and record the numbers rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with one of these foretelling rolls. You must choose to do so before the roll, and you can replace a roll in this way only once per turn.<br/><br/>Each foretelling roll can be used only once. When you finish a long rest, you lose any unused foretelling rolls.<br/><br/>Expert Divination: Beginning at 6th level, casting divination spells comes so easily to you that it expends only a fraction of your spellcasting efforts. When you cast a divination spell of 2nd level or higher using a spell slot, you regain one expended spell slot. The slot you regain must be of a level lower than the spell you cast and can't be higher than 5th level.<br/>War Caster: Prerequisite: Able to cast at least one spell<br/>You have advantage one Constitution saves that you make to maintain concentration on a spell when you take damage.<br/>You can perform the somatic components of spells even when you have weapons or a shield in one or both hands.<br/>When a hostile creature's movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, instead of making an opportunity attack. The spell must have a casting time of only 1 action and must target only that creature.</div></div><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Spells</div><div class="spoiler_body">Cantrips: <div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Guidance</div><div class="spoiler_body">You touch a willing creature, granting it a 1d4 bonus to one ability check of its choice. The spell then ends. The target can roll the die before or after making the check</div></div>, <div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Mending</div><div class="spoiler_body">You take a minute to cast this spell, and it fixes a break or tear in an object you touch while leaving no traces of the damage. The damage can't be longer than 1 foot in any dimension. The spell can fix constructs and magic items, but can't restore magical properties.</div></div>, <div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Thaumaturgy</div><div class="spoiler_body">Range: 30<br/>You create one of the following magical effects within range:<br/>Your voice booms up to three times as loud as normal for 1 minute.<br/>You cause flames to flicker, brighten, dim, or change color for 1 minute.<br/>You cause harmless tremors in the ground for 1 minute.<br/>You create a sound that originates from a point of your choice within range.<br/>You cause an unlocked door or window to fly open or slam shut.<br/>You alter the appearance of your eyes for 1 minute.<br/>If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action.</div></div>, <div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Minor Illusion</div><div class="spoiler_body">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, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the Duration, or you can make discrete sounds at different times before the spell ends.<br/><br/>If you create an image of an object - such as a chair, muddy footprints, or a small chest - it must be no larger than a 5-foot cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an Illusion, because things can pass through it.<br/><br/>If a creature uses its action to examine the sound or image, the creature can determine that it is an Illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the Illusion for what it is, the Illusion becomes faint to the creature.</div></div>, <div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Toll the Dead</div><div class="spoiler_body">Range: 60<br/>You point at one creature you can see within range, and the sound of a dolorous bell fills the air around it for a moment. The target must succeed on a Wisdom saving throw or take 1d8 necrotic damage. If the target is missing any of its hit points, it instead takes 1d12 necrotic damage.<br/>The spell’s damage increases by one die when you reach 5th level (2d8 or 2d12), 11th level (3d8 or 3d12), and 17th level (4d8 or 4d12).</div></div>, <div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Fire Bolt</div><div class="spoiler_body">You hurl a mote of fire at a creature or object within range. Make a ranged spell Attack against the target. On a 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/>This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).</div></div>, <div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Prestidigitation</div><div class="spoiler_body">Range: 10<br/>You create one of the following effects:<br/>You create a harmless sensory effect.<br/>You light or put out a small fire.<br/>You clean or soil an object no larger than 1 cubic foot.<br/>You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.<br/>You make a small mark appear on an object or surface for 1 hour.<br/>You create a nonmagical trinket or a hand-sized illusory image. It lasts until the end of your next turn.<br/>If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss an effect as an action.</div></div> <br/>1st: <div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Identify</div><div class="spoiler_body">Cast Time: 10 minute Ritual<br/>Materials: 100gp Pearl <br/>Touch one object through the casting of the spell. If it is a magic object, you learn its properties and how to use them, if it requires attunement, and how many charges it has if any. You learn if any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it.<br/>If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it.<br/><br/>As a Domain spell, this spell is always prepared.</div></div>, <div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Command</div><div class="spoiler_body">You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is Undead, if it doesn't understand your language, or if your command is directly harmful to it.<br/><br/>Some typical commands and their Effects follow. You might issue a command other than one described here. If you do so, the DM determines how the target behaves. If the target can't follow your command, the spell ends.<br/><br/>Approach: The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.<br/><br/>Drop: The target drops whatever it is holding and then ends its turn.<br/><br/>Flee: The target spends its turn moving away from you by the fastest available means.<br/><br/>Grovel: The target falls prone and then ends its turn.<br/><br/>Halt: The target doesn't move and takes no Actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air.<br/><br/>At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.<br/><br/>As a Domain spell, this spell is always prepared.</div></div>, <div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Bless</div><div class="spoiler_body">Range: 30<br/>Concentration: Up to 1 minute<br/>You bless up to three creatures of your choice. Whenever a target makes an attack roll or a saving throw, it can add a 1d4 to it.</div></div>, <div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Cure Wounds</div><div class="spoiler_body">A creature you touch regains hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.<br/>At Higher Levels: The healing increases by 1d8 for each slot level above 1st.</div></div>, <div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Detect Poison and Disease</div><div class="spoiler_body">Concentration: Up to 10 minutes<br/>If they exist or appear within 30 feet, you sense the presence of poisons, poisonous creatures, and diseases. Their location and type also become known to you.<br/>This spell is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.</div></div>, <div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Purify Food &amp; Drink</div><div class="spoiler_body">Non-magical food and drink within a 5-foot-radius sphere centered on a point is rendered free of poison and disease.</div></div>, <div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Shield</div><div class="spoiler_body">Casting Time: Reaction<br/>An Invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering Attack, and you take no damage from Magic Missile.</div></div>, <div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Find Familiar</div><div class="spoiler_body">Cast Time: 1 Hour Ritual<br/>Materials: 10 gp worth of incense, herbs, etc which is consumed<br/>You gain the service of a familiar, a spirit that takes an animal form you choose: bat, cat, crab, frog (toad), hawk, Lizard, Octopus, owl, Poisonous Snake, fish (quipper), rat, raven, Sea Horse, Spider, or Weasel. Appearing in an unoccupied space within range, the familiar has the Statistics of the chosen form, though it is a Celestial, fey, or fiend (your choice) instead of a beast.<br/><br/>Your familiar acts independently of you, but it always obeys your commands. In Combat, it rolls its own Initiative and acts on its own turn. A familiar can't Attack, but it can take other Actions as normal.<br/><br/>When the familiar drops to 0 Hit Points, it disappears, leaving behind no physical form. It reappears after you cast this spell again.<br/><br/>While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar's eyes and hear what it hears until the start of your next turn, gaining the benefits of any Special Senses that the familiar has. During this time, you are deaf and blind with regard to your own Senses.<br/><br/>As an action, you can temporarily dismiss your familiar. It disappears into a pocket dimension where it awaits your summons. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you.<br/><br/>You can't have more than one familiar at a time. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature.<br/><br/>Finally, when you Cast a Spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its Reaction to deliver the spell when you cast it. If the spell requires an Attack roll, you use your Attack modifier for the roll.</div></div>, <div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Detect Magic</div><div class="spoiler_body">Concentration: Up to 10 minutes<br/>Cast Time: 10 Minute Ritual<br/>For the Duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.<br/><br/>The spell can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of Common metal, a thin sheet of lead, or 3 feet of wood or dirt.</div></div>, <div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Tasha’s Hideous Laughter</div><div class="spoiler_body">Range: 30<br/>Concentration: Up to 1 minute<br/>A creature of your choice that you can see within range perceives everything as hilariously funny and falls into fits of laughter if this spell affects it. The target must succeed on a Wisdom saving throw or fall prone, becoming Incapacitated and unable to stand up for the Duration. A creature with an Intelligence score of 4 or less isn't affected.<br/><br/>At the end of each of its turns, and each time it takes damage, the target can make another Wisdom saving throw. The target has advantage on the saving throw if it's triggered by damage. On a success, the spell ends.</div></div>, <div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Comprehend Languages</div><div class="spoiler_body">Cast Time: 10 Minute Ritual<br/>Duration: 1 Hour<br/>For the Duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text.<br/><br/>This spell doesn’t decode Secret messages in a text or a glyph, such as an arcane sigil, that isn’t part of a written language.</div></div>, <div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Grease</div><div class="spoiler_body">Range: 60<br/>Duration: 1 Minute<br/>Slick grease covers the ground in a 10-foot square centered on a point within range and turns it into difficult terrain for the Duration.<br/><br/>When the grease appears, each creature standing in its area must succeed on a Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw or fall prone.</div></div>, <div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Fog Cloud</div><div class="spoiler_body">Range: 120<br/>You create a 20-foot-radius Sphere of fog centered on a point within range. The Sphere spreads around corners, and its area is heavily obscured. It lasts for the Duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.<br/><br/>At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the radius of the fog increases by 20 feet for each slot level above 1st.</div></div>, <div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Charm Person</div><div class="spoiler_body">Range: 30<br/>Duration: 1 Hour<br/>You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is Charmed by you until the spell ends or until you or your companions do anything harmful to it. The Charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was Charmed by you.<br/><br/>At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.</div></div> <br/>2nd: <div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Misty Step</div><div class="spoiler_body">Casting Time: Bonus Action<br/>Briefly surrounded by silvery mist, you Teleport up to 30 feet to an unoccupied space that you can see.</div></div>, <div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Levitate</div><div class="spoiler_body">Range: 60<br/>Concentration: Up to 10 Minutes<br/>One creature or object of your choice that you can see within range rises vertically, up to 20 feet, and remains suspended there for the Duration. The spell can levitate a target that weighs up to 500 pounds. An unwilling creature that succeeds on a Constitution saving throw is unaffected.<br/><br/>The target can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows it to move as if it were climbing. You can change the target's altitude by up to 20 feet in either direction on Your Turn. If you are the target, you can move up or down as part of your move. Otherwise, you can use your action to move the target, which must remain within the spell's range.<br/><br/>When the spell ends, the target floats gently to the ground if it is still aloft.</div></div>, <div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Dragon’s Breath</div><div class="spoiler_body">Cast Time: Bonus Action<br/>Concentration: Up to 1 Minute<br/>You touch one willing creature and imbue it with the power to spew magical energy from its mouth, provided it has one. Choose acid, cold, fire, lightning, or poison. Until the spell ends, the creature can use an action to exhale energy of the chosen type in a 15-foot cone. Each creature in that area must make a Dexterity saving throw, taking 3d6 damage of the chosen type on a failed save, or half as much damage on a successful one.<br/>At higher level: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.</div></div>, <div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Invisibility</div><div class="spoiler_body">A creature you touch becomes Invisible until the spell ends. Anything the target is wearing or carrying is Invisible as long as it is on the target's person. The spell ends for a target that attacks or casts a spell.<br/>At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.</div></div>    <br/>3rd: <div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Counterspell</div><div class="spoiler_body">You attempt to interrupt a creature in the process of Casting a Spell. If the creature is Casting a Spell of 3rd level or lower, its spell fails and has no effect. If it is Casting a Spell of 4th level or higher, make an ability check using your Spellcasting ability. The DC equals 10 + the spell's level. On a success, the creature's spell fails and has no effect.<br/><br/>At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the interrupted spell has no effect if its level is less than or equal to the level of the spell slot you used.</div></div>, <div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Fireball</div><div class="spoiler_body">Range: 150<br/>A bright streak flashes from your pointing finger to a point you choose within range then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot radius Sphere centered on that point must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one.<br/><br/>The fire spreads around corners. It ignites flammable Objects in the area that aren't being worn or carried.<br/><br/>At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.</div></div>, <div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Leomund’s Tiny Hut</div><div class="spoiler_body">Casting Time: 1 Minute<br/>Duration: 8 hours<br/>A 10-foot-radius immobile dome of force springs into existence around and above you and remains stationary for the duration. The spell ends if you leave its area.<br/><br/>Nine creatures of Medium size or smaller can fit inside the dome with you. The spell fails if its area includes a larger creature or more than nine creatures. Creatures and objects within the dome when you cast this spell can move through it freely. All other creatures and objects are barred from passing through it. Spells and other magical effects can’t extend through the dome or be cast through it. The atmosphere inside the space is comfortable and dry, regardless of the weather outside.<br/><br/>Until the spell ends, you can command the interior to become dimly lit or dark. The dome is opaque from the outside, of any color you choose, but it is transparent from the inside.</div></div>, <div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Thunder Step</div><div class="spoiler_body">Range: 90<br/>You teleport yourself to an unoccupied space you can see within range. Immediately after you disappear, a thunderous boom sounds, and each creature within 10 feet of the space you left must make a Constitution saving throw, taking 3d10 thunder damage on a failed save, or half as much damage on a successful one. The thunder can be heard from up to 300 feet away.<br/>You can bring along objects as long as their weight doesn’t exceed what you can carry. You can also teleport one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this spell, and there must be an unoccupied space within 5 feet of your destination space for the creature to appear in; otherwise, the creature is left behind.<br/><br/>At higher level: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for each slot level above 3rd.</div></div><br/>4/3/3/1<br/></div></div><hr/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Equipment</div><div class="spoiler_body">Worn: <br/>Shield<br/>Breastplate<br/>Holy Symbol (On Shield, symbol of Oghma)<br/>Casting Focus (Crystal set into the top of left hand glove)<br/>Fine Clothes<br/>Bag of Holding<br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Dagger (3)</div><div class="spoiler_body">+6 to attack, 1d4+3 damage</div></div><br/>Total Weight: 49<br/><br/><br/>Bag of Holding: <br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Decanter of Endless Water</div><div class="spoiler_body">This stoppered flask sloshes when shaken, as if it contains water. The decanter weighs 2 pounds.<br/><br/>You can use an action to remove the stopper and speak one of three command words, whereupon an amount of fresh water or salt water (your choice) pours out of the flask. The water stops pouring out at the start of your next turn. Choose from the following options:<br/><br/>“Stream” produces 1 gallon of water.<br/>“Fountain” produces 5 gallons of water.<br/>“Geyser” produces 30 gallons of water that gushes forth in a geyser 30 feet long and 1 foot wide. As a bonus action while holding the decanter, you can aim the geyser at a creature you can see within 30 feet of you. The target must succeed on a DC 13 Strength saving throw or take 1d4 bludgeoning damage and fall prone. Instead of a creature, you can target an object that isn’t being worn or carried and that weighs no more than 200 pounds. The object is either knocked over or pushed up to 15 feet away from you.</div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Wand of Secrets</div><div class="spoiler_body">The wand has 3 charges. While holding it, you can use an action to expend 1 of its charges, and if a secret door or trap is within 30 feet of you, the wand pulses and points at the one nearest to you. The wand regains 1d3 expended charges daily at dawn.</div></div><br/>Backpack<br/>Belt Pouch<br/>Bedroll<br/>Mess kit<br/>Antitoxin (vial)<br/>Tinderbox<br/>10 torches<br/>10 days of Rations<br/>1 Waterskin<br/>50 feet of Hempen rope<br/>Ball Bearings (bag of 1,000)<br/>Caltrops (bag of 20)<br/>Crowbar<br/>Grappling Hook<br/>Piton (4)<br/>Hammer<br/>Oil (Flask)<br/>Manacles<br/>Lock<br/>10 feet of chain<br/>Tent (two-person)<br/>Bottle of Black Ink<br/>Quill<br/>Small Knife<br/>Book<br/>Parchment (10)<br/>Sealing Wax<br/>Scroll Case (3)<br/>Candle<br/>Chalk<br/>Vial (5)<br/>Common Clothes<br/>Fine Clothes<br/>Soap (5)<br/>Bell<br/>Letter from a dead colleague posing a question I have not been able to answer<br/>26 gold, 5 silver<br/><br/>Total Weight: 127<br/></div></div><br/><hr/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Notes</div><div class="spoiler_body">Obviously check out my O&amp;Os if you want, but the short and long of it is that I’m a gay top and there are very few offs for me except toilet play, goro, vore, and oviposition. </div></div>