Acquisitions Incorporated: Locations and Characters (Group One)
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		<h2 id="linktree">Play-By-Post: Light =&gt; Light: Exotic Small Groups =&gt; Topic started by: Chulanowa on 11-02-2018, 19:59:29</h2>
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				Title: <strong>Acquisitions Incorporated: Locations and Characters (Group One)</strong><br>
				Post by: <strong>Chulanowa</strong> on <strong>11-02-2018, 19:59:29</strong>
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				<div class="floatleft">(https://www.elventower.com/wp-content/uploads/2017/10/Sword-Coast-small2.jpg)</div><div align="center"><span style="font-size: 20pt;" class="bbc_size"><span class="bbc_u"><strong>The Sword Coast</strong></span></span></div><br>The Sword Coast, not to be confused with the Sword Coast North, stretches along the Sea of Swords from Waterdeep down to the River Chionthar at Baldur's Gate in the south. The Sword Coast took its name from the white cliffs that rose up sharply for hundreds of miles along the coastline, from Baldur's Gate to the south and up to the River Dessarin in the north.<br><br>Officially, the coast line north of Waterdeep up to Icewind Dale was not part of the Sword Coast, though most folk simply used the term Sword Coast for this otherwise unnamed stretch of coast line.<br><br>The Sword Coast region comprised the land from the coast to some distance inward, covering what were sometimes called the "Empty Lands". This area stretched from Waterdeep to Amn in the south, and included the cities and towns of Baldur's Gate, Berdusk, Beregost, Daggerford, Elturel, Hill's Edge, Iriaebor, Nashkel, and Scornubel, as well as the Friendly Arm Inn and Candlekeep. It was a strategic location, encompassing the main caravan trade route to the Inner Sea.<br><br>It’s a savage land. There are no great kingdoms of humankind in this region. Instead, settlements are city-states or organised into loose confederations. Much of the land is wilderness, inhabited by monsters: orcs, goblinoids, trolls and worse. Settlements that exist need to fight off raiding parties, although the bigger settlements boast too good defenses (walls, men and magic) to be bothered that often.<br><br>Despite the dangers, trade routes cross the land. The main route, running most of the length of the coast from Waterdeep southwards to Calimport on the south coast, is known as the Trade Way, while other routes lead inland to the central kingdoms of Cormyr and Sembia. Trading caravans typically gather several merchants together and hire a large number of guards. Smaller wagons occasionally try to get by quickly and unobserved, but most prudent merchants travel in groups.<br><br><hr><br><div class="floatright">(http://cdn.obsidianportal.com/assets/165892/Waterdeep.jpg)</div><div align="center"><span style="font-size: 20pt;" class="bbc_size"><span class="bbc_u"><strong>The City of Waterdeep</strong></span></span></div><br>&nbsp;&nbsp;&nbsp;Waterdeep itself is one of, if not <em>the</em> largest city on the continent of Faerun, maybe all of Toril. Named for its excellent natural harbor (called Deepwater Harbor. Really creative folks, those Waterdhavians?) it is dominated on the west flank by Waterdeep Mountain, and surrounded on all other sides by the trollwall, a stone edifice that is up to twenty feet thick in some places. <br><br>&nbsp;&nbsp;&nbsp;Between the mountain and the wall is a population that nears two hundred thousand permanent residents, with another hundred thousand visitors in the city at any given time. Mostly human, Waterdeep also has a sizable minority of dwarves (roughly 10% of the population) with the remainder mostly being your usual halflings, elves, gnomes and the sort. There are of course more exotic inhabitants; some live openly in the city, such as a frost giant who serves as part of the Grey Hand adventuring company. others are only in rumors, like the guild of wererats said to dwell in dock district. All these people in a relatively small space makes Waterdeep a very urban sort of city - and necessitates a large City Watch to keep the peace.<br><br>&nbsp;&nbsp;&nbsp;Waterdeep is divided into seven districts which - in true Waterdhavian fashion - are named for exactly what they are. The Sea Ward takes up the northwest of the city with its sea cliffs and tidal beach. Castle Ward is the governing seat of the city, though is mostly made of Waterdeep Mountain. The dock Ward is where the docks are. The southern ward is in the south as one might assume, and is the point of entry for land-based trade, which then funnels into the aptly named Trades Ward. To the north of that is the North Ward, where most of the city's nobility make their homes. Between the trades Ward and the North Ward is the city of the dead, which is where all the dead people live, including quite a few that don't like staying dead (which is why this Ward is walled off from the rest of the city.) Beneath the city is a complex network of sewers which - naturally - may connect to Undermountain or the Underdark. <br><br>&nbsp;&nbsp;&nbsp;As one might expect, a city like Waterdeep is rife with guilds, organizations, factions, and conspiracies. Even it <em>open</em> politics are shadowy and convoluted, being decided as they are by the Masked Lords, an indeterminate number of unnamed men and / or women who are assumed to be of noble lineage, great wealth, or otherwise important. They decide, and the Open Lord of Waterdeep speaks. Besides them though, you have a guild for nearly every industry imaginable, several arcane orders, twelve different <em>open</em> churches, more gangs and thieves' "guilds" than you might think, the military branches, several resident adventuring companies, and even - rumor has it - a number of dragons and <em>their</em> political peccadilloes.<br><br>&nbsp;&nbsp;&nbsp;One could never go outside the Trollwall, live their entire life in Waterdeep, and never once lack for adventure. <br><br><div align="center"><span style="font-size: 14pt;" class="bbc_size"><strong>Locations in Waterdeep</strong></span><br><div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">The Yawning Portal</div><div class="spoiler_body"><div class="floatleft">(http://dungeonsmaster.com/wp-content/uploads/2013/04/yawning-portal-01.jpg)</div><div style="text-align: left;"><strong>The Yawning Portal</strong> is an inn within the Castle Ward of Waterdeep. That alone makes it stand out; the Castle Ward is the "noble district," the seat of the city's government, full of politics and conspiracy, but here's this bawdy little tavern frequented by wandering <del>murderhobos</del> adventurers and would-be adventurers. The reason is what lies beneath; The expansive dungeon known as Undermountain (the Waterdhavians aren't real creative with names, just go with it.) Originally a dwarven mine thousands of years ago, Undermountain has been built into, expanded by, and altered by a procession of factions and individuals; the most notable is Halaster, called the mad mage, who you <em>might</em> know as "<em>the guy who built a 400-foot tall stone golem of himself that shot green flame from its hand and was totally rad that one time it kicked the Tarresque in the nuts except it stepped on that orphanage and that sucks I guess.</em>" At any rate, Halaster's occupation of Undermountain changed it from "Goblins live here" to "goddamned anything could be down there' and <em>that</em> attracted people with more balls than coin. Men such as Durnaan. After surviving a lucrative foray into Undermountain, Durnaan retired from adventuring, and built a tavern. You're sitting in it right now, talking to a gnome in a funny hat. Weird thing is, that was centuries ago, and Durnaan is still running the place. Which is a pretty good run for a middle-age human.<br><br>The inn itself is three stories tall; the taproom on the first floor is centered around the eponymous portal - forty feet across, over a hundred feet deep, with only an irregular lip of worked stone to keep you from tumbling in (not that this stops some especially persistent drunks.) This shaft is what remains of Halaster's tower, and serves as the entryway into the dungeons of Undermountain. For a fee, of one gold piece you can be lowered down into the depths, an adventure that few come back from - but those who do usually have enough wealth in their haversacks to tempt at least a few other s into the plunge. Which is good because there's also a one gold piece fee for coming back up. On occasion traffic comes the other way; stirges, spiders, carnivorous bats, even troglodytes and drow have attacked the tavern from this hole. Durnaan maintains a sign that states "We have been (03) days without incident" on a beam near the mouth of the well. The other two floors are mostly made of balconies and more seating space overlooking the portal, though the second floor as a few rooms for rent (though not cheaply - Durnaan does guarantee their safety and security from other patrons, though.)</div></div></div></div>
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				Title: <strong>Re: Acquisitions Incorporated: Locations and Characters</strong><br>
				Post by: <strong>Chulanowa</strong> on <strong>11-02-2018, 20:00:17</strong>
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				<div align="center"><span style="font-size: 20pt;" class="bbc_size"><strong><span class="bbc_u">Persona of Note</span></strong></span></div><br>(This Space for Rent)
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				Title: <strong>Re: Acquisitions Incorporated: Locations and Characters</strong><br>
				Post by: <strong>Bibliophilia</strong> on <strong>11-02-2018, 21:16:06</strong>
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				<div class="floatright">(https://orig00.deviantart.net/63f5/f/2013/150/8/0/war_jess_colors_smaller_by_stacyraven-d675288.jpg)<br><div align="center"><div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">Additional images (NSFW)</div><div class="spoiler_body">(https://i.pinimg.com/564x/b3/97/2b/b3972be3d1b07a8dfd9298ec26fb06b1.jpg)(https://img00.deviantart.net/4c46/i/2014/212/c/b/jungle_girl___11__by_rodel_martin_by_vmiferrari-d7t5qvm.jpg)<br>(https://78.media.tumblr.com/acf87c32c67d6d94383b999e54401e6a/tumblr_nabhw8gtau1snv887o5_1280.jpg)(https://78.media.tumblr.com/ea9c98760aba6bc8bc0c2ee15e9b89c8/tumblr_nabhw8gtau1snv887o6_1280.jpg)(https://78.media.tumblr.com/10458a056ea11c15a16ecc9bf0294c6f/tumblr_nabhw8gtau1snv887o8_1280.jpg)</div></div></div></div><div align="center"><span style="font-family: comic sans ms;" class="bbc_font"><span style="font-size: 18pt;" class="bbc_size">Stacie Anne Bloodglut</span></span><br>Level 1 Human Barbarian (https://www.myth-weavers.com/sheet.html#id=1481525)</div><br><strong>Description:</strong> Stacie is a whole lot of woman.&nbsp; Standing 6'3 and blessed with all the curves a woman could ever want, she takes up a lot of space and the majority of the space she inhabits consists of bare, velvety skin and soft, inviting cushion.&nbsp; Her waist is slender, her stomach firm and faintly muscled, and her legs are towering trees of well-toned, well-turned strength with surprisingly dainty ankles.&nbsp; Her hips are the definition of child-bearing, and her ass is a plump treat barely covered by her minuscule chain mail bikini bottoms.&nbsp; The perfect counterbalance to all the junk in her trunk are the large, high breasts that nearly spill from the tiny mail halter top that manages to cover her nipples only by some miracle of design or magical intervention.&nbsp; Her face is strikingly pretty, with huge, guileless sky blue eyes - fringed by impossibly thick, dark lashes - that gaze out on the world around her with the vapid wonder of someone who doesn't understand 90% of what they're seeing, but finds it all fascinating.&nbsp; Her full, pouty lips are naturally candy pink and frequently curled into a sweet smile capable of lighting up a room or warming the iciest heart.&nbsp; Her pretty face - complete with a sprinkling of cinnamon freckles across the bridge of her pert nose - is surrounded by thick, lustrous, fluffy blonde hair that always seems to always fall in the most flattering arrangement and catch the light to dazzling effect.<br><br><strong>Personality:</strong>&nbsp; Stacie is a clumsy, ditzy, excitable, friendly, short tempered girl who has never spent any time in an urban setting before.&nbsp; If there's something breakable at hand, chances are she will knock it off of whatever it's sitting on with her ass, her weapon, or a careless hand gesture.&nbsp; Either that, or she'll pick it up out of curiosity and either drop it, grip it too hard or just bust any mechanism it might employ trying to work it.&nbsp; She never does these things on purpose and is always genuine in her regret and apology, but this doesn't stop her from doing it again ten minutes later without even thinking.&nbsp; Much, if not all, of what Stacie does is without thought, in fact.&nbsp; She finds maths confusing, using her fingers and toes to do even the simplest calculations, and her grasp of complex concepts is abysmal.&nbsp; She often feigns understanding by nodding and smiling, though she isn't embarrassed to ask to have things explained more slowly, if necessary.&nbsp; She is always eager to make new friends, but if someone crosses her, people she cares about or those she considers worthy of protection, she quite easily loses her temper.<br><br><strong>History:</strong>&nbsp; Stacie was born to a nomadic tribe that roamed the grasslands and raised horses and oxen to trade with urban dwellers.&nbsp; They were well-known for their superior horseflesh and skill at training the large, hearty beasts so favored by the military and city guards.&nbsp; The creatures were excellent in battle, and yet nimble enough to manage even excessively rocky terrain without much difficulty.<br><br>They were a peaceful tribe, rarely having trouble with others due to their advantages in mounted combat and their noted skill with, albeit primitive, weaponry and battle tactics.&nbsp; However, as is often the case, the leader of a city with whom they often traded decided he was tired of bargaining with 'savages' for his horses.&nbsp; So, he sent a regiment of the city militia to 'renegotiate' their terms.&nbsp; In other words, they wanted to take the tribe as slaves and force them to breed and train horses full time, rather than being forced to wait until the tribe's wanderings brought them close enough to the city once a year.<br><br>Stacie's tribe managed to handily fight them off and they prepared to travel, deciding to change their pattern to avoid the city from then on.&nbsp; However, as they were preparing to leave, a larger group of the city's men arrived with more advanced weaponry and mounted on the tribe's own breeding stock.&nbsp; This time, due to being unprepared, outnumbered and outgunned, the tribe was overwhelmed.&nbsp; Many were slaughtered, more were captured and only a few managed to flee...including Stacie.&nbsp; Now, she plans to train herself to be stronger and more skilled at battle, then return to free her people from the tyrant's grasp.<br><br><strong>Sexuality:</strong>&nbsp; Stacie is a very friendly girl with a healthy sexual appetite.&nbsp; She doesn't concern herself over the bits attached to her partner, their race or even, it's rumored, their species.&nbsp; As long as everything is consensual and pleasurable, she's down to party!
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				Title: <strong>Re: Acquisitions Incorporated: Locations and Characters</strong><br>
				Post by: <strong>Illven</strong> on <strong>12-02-2018, 16:58:18</strong>
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				(https://i.imgur.com/B86vbBz.jpg)<br><br>Stephanie von Smithington<br><br>Description Stephanie stands at about medium height for a girl at 5 feet, 4 inches. Stephanie is blessed with curves that she usually tries keeping covered with concealing clothing, thanks to years of being good naturedly teased about them in bard college that she took far too seriously. She has a cute adorable face, with a light smattering of freckles around her nose, and long luxurious brown hair that descends from her scalp in waves. Clear, cunning brown eyes hide behind glasses, that Stephanie is usually caught wearing to complete her nerdy image. Folks are usually blown away if they manage to notice how endowed in the chest, Stephanie is.<br><br>Personality. The easy description. Stephanie is a nervous wreck, years of being teased and berated have led her to constantly assume that anytime she is not perfect, she is not good enough. So the bard will constantly deny herself what she wants for the sake of being "mature" and tries to be orderly and number counting. Not that she doesn't like that last one. Stephanie adores books, and can often be caught sitting down and reading on her time off. However she can easily be distracted by pretty, or especially by buxom girls.<br><br>History. Stephanie was born to two people who were perhaps not the best parents, Stephanie had no real talent for blacksmithing, and her father had no idea how to teach someone who took to complex theories like air, but couldn't learn how to work a bellow. Especially when he would take months inbetween lessons. Eventually she went to bardic college to follow her dreams, and there the girl was perused constantly by men she had no interest in. Teased by the girls that either she had no business being a bard, or that she had "two very large reasons for being a bard." Stephanie graduated bard college with academic honors, but not really close to most of her classmates.<br><br>Sexuality. Stephanie is 99% lesbian. There's a couple of famous male bards or sorcerers she could see giving them a chance, but that's nothing compared to her tenedecy to crush on anything cute in a skirt. Stephanie turns into a nervous wreck around pretty women, wanting nothing more then to sweep them off their feet, but her anxiety convinces her that the women would never want to be hit on by her.<br><br>https://www.myth-weavers.com/sheet.html#id=1483924<br>
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				Title: <strong>Re: Acquisitions Incorporated: Locations and Characters (Group One)</strong><br>
				Post by: <strong>marauder13</strong> on <strong>14-02-2018, 06:38:45</strong>
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				<div align="center"><strong>*** Work In Progress ***</strong></div><br><br><div class="floatleft">(http://[IMAGEHERE])</div><div align="center"><span style="font-family: times new roman;" class="bbc_font"><span style="font-size: 18pt;" class="bbc_size"><strong><span class="bbc_u">Roondar "Oneshoe" Nackle</span></strong></span></span></div> <br><strong>Class/Level:</strong> Cleric (Life Domain)/1<br><strong>Background:</strong> Acolyte<br><strong>Race:</strong> Rock Gnome<br><strong>Alignment:</strong> Chaotic Good<br><hr><strong>Personality Traits:</strong> Nothing can shake my optimistic attitude.<br><strong>Ideals:</strong> <strong>Aspiration.</strong> I seek to prove myself worthy of my god’s favor by matching my actions against his or her teachings. (Any)<br><strong>Bonds:</strong> Everything I do is for the common people.<br><strong>Flaws:</strong> My piety sometimes leads me to blindly trust those that profess faith in my god.<br><strong>Sexuality:</strong> Heterosexual<br><strong>Expanded Personality:</strong> [Here] (Optional)<br><hr><strong>Age:</strong> 42 || <strong>Size:</strong> Small || <strong>Height:</strong> 3'5" || <strong>Weight:</strong> 41<br><strong>Eyes:</strong> Brown || <strong>Skin:</strong> Light Brown || <strong>Hair:</strong> White/Gray<br><strong>Expanded Description:</strong> [Here] (Optional)<br><hr><strong>Description</strong> : Roondar is a typical Rock Gnome. He stands at a potent height of 4'2", and weighs in at a massive 41lbs. While he is young, a mere 41 years old, he does look more like an old man. He wears clothing that has seen better days, but as long as it covers all that needs to be covered, and is not filthy, he is fine with whatever he can scrounge, be gifted or afford to buy with the small allowance he leaves for himself. He does not, unless there is a very good reason for it, wear any footwear. Everytime he does, he seems to loose one of the pair. So, he has taken to keeping one shoe tied to the end of his staff is a vain hope that it will ward off whatever curse, or impish spirit, that keeps stealing only one shoe.<br><br><strong>Personality</strong> : Roondar is someone who wants others not to be sad, and if possible, to be happy. He knows that everyone in the world has their place, and if they can be happy with what they have, and where they are, then he feels that their lives will be complete. If not, he will want to find a way of improving their lot in life. Within reason, he is happy to do whatever he can to bring it about. He has been know to remove some wealth from rich folk, and spread it out amongst the poor, or to purchase something that will assist them. While he understands that rules have their place, and their uses, Roondar chafes under them and will skirt the lesser laws to see to his goals. He is a firm believer that people should not be stifled in their lives, and pursuit of their dreams, as long as others don't suffer. Alvin is also curious about the world, and wants to see as much of it as he can, and find whatever little treasures, secrets, and (non-magical) wonders there are in the world.<br><br><strong>History:</strong> Roondar grew up in a typical Rock Gnomish family, and as such shares the common love of tinkering, which he has used many times to spread joy to those about him. He was a mischievous youngster, always getting into minor trouble for his lack of regard to the rules, but deep down he always knew what lines were not to be crossed. It was during his troubling times, he found out about Lliira, and found the path of his life he had been missing. He left to join the nearest temple, and was accepted into her ranks where he proved himself true to the Goddess' calling. Not long after he was ordained, he left to bring the joy his Patron wants to share. While he is not a big one for preaching, he is more a doer of deeds, than a speaker of words.<br>&nbsp;<br><hr> <br><span style="font-size: 14pt;" class="bbc_size"><span class="bbc_u">Stats</span></span><br><strong>Armor Class:</strong> 10 (10 + Dex Mod - or as in class/armor description)<br><strong>Initiative:</strong> 0 (Dex Modifier)<br><strong>Speed:</strong> 25<br><strong>Passive Perception:</strong> 15<br><strong>Hit Point Maximum:</strong> 10<br><strong>Hit Dice:</strong> 1d8<br><strong>Proficiency Bonus:</strong> 2<br><br><hr><br><strong>Attributes:</strong><br><strong>Strength:</strong> 8 || <strong>Dexterity:</strong> 10 || <strong>Constitution:</strong> 14 || <strong>Intelligence:</strong> 14 || <strong>Wisdom:</strong> 15 || <strong>Charisma:</strong> 14 <br><strong>Str:</strong> -1 || <strong>Dex:</strong> +0 || <strong>Con:</strong> +2 || <strong>Int:</strong> +2 || <strong>Wis:</strong> +2 || <strong>Cha:</strong> +2<br><br><strong>Saving Throws:</strong><br><strong>Proficiencies:</strong> (Eg, Wis + Cha)<br><strong>Str:</strong> +0 || <strong>Dex:</strong> +0 || <strong>Con:</strong> +0 || <strong>Int:</strong> +0 || <strong>Wis:</strong> +2 || <strong>Cha:</strong> +2<br><br><hr><strong>Skills:</strong><br><strong>Proficiencies:</strong> [ List here ]<br><strong>Athletics (Str):</strong> -1&nbsp; || <strong>Acrobatics (Dex):</strong> +0 || <strong>Sleight of Hand (Dex):</strong> +0&nbsp; || <strong>Stealth (Dex):</strong> +0&nbsp; || <strong>Arcana (Int):</strong> +2&nbsp; || <strong>History (Int):</strong> +2&nbsp; || <strong>Investigation (Int):</strong> +2&nbsp; || <strong>Nature (Int):</strong> +2&nbsp; || <strong>Religion (Int):</strong> +4&nbsp; || <strong>Animal Handling (Wis):</strong> +2&nbsp; || <strong>Insight (Wis):</strong> +4&nbsp; || <strong>Medicine (Wis):</strong> +4&nbsp; || <strong>Perception (Wis):</strong> +2&nbsp; || <strong>Survival (Wis):</strong> +2&nbsp; || <strong>Deception (Cha):</strong> +2&nbsp; || <strong>Intimidation (Cha):</strong> +2&nbsp; || <strong>Performance (Cha)</strong> +2&nbsp; || <strong>Persuasion (Cha):</strong> +4<br>&nbsp;<br><hr><strong>Proficiencies:</strong><br>(Include Tools, Instruments and Languages here.)<br>Armour - Light, Medium, Heavy<br>Shields<br>Weapons - Simple<br>Artisan's Tools (Tinker's Tools)<br><br><strong>Languages</strong><br>Common, Gnome, Dwavish, Elvish<br>&nbsp;<br><strong>Features and Traits:</strong><br>(List any Class/Race traits here. Include the description for ease of use.)<br>Gnome<br><strong>Ability Score Increase.</strong> Your Intelligence score increases by 2.<br><br><strong>Darkvision.</strong> 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.<br><br><strong>Gnome Cunning.</strong> You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.<br><br><strong>Languages.</strong> You can speak, read, and write Common and Gnomish. The Gnomish language, which uses the Dwarvish script, is renowned for its technical treatises and its catalogs of knowledge about the natural world.<br><br>Rock Gnome<br><strong>Ability Score Increase.</strong> Your Constitution score increases by 1.<br><br><strong>Artificer’s Lore.</strong> 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.<br><br><strong>Tinker.</strong> 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. When you create a device, choose one of the following options:<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>&nbsp;<br><hr><span style="font-size: 14pt;" class="bbc_size"><span class="bbc_u">Spells</span></span><br><div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">Cantrips</div><div class="spoiler_body"><strong>Mending</strong> - Pg 259<br><strong>Sacred Flame</strong> - Pg 272<br><strong>Spare the Dying</strong> - Pg 277</div></div> <br><div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">1st Level</div><div class="spoiler_body"><span style="font-size: 13pt;" class="bbc_size"><strong>Spell Slots</strong> {3+Domain}</span><br><strong>Bless</strong> - Pg 219<br><strong>Cure Wounds</strong> - Pg 230<br><strong>Detect Magic</strong> - Pg 231<br><strong>Healing Word</strong> - Pg 250<br><strong>Shield of Faith</strong> - Pg 275</div></div> <br><div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">2nd Level</div><div class="spoiler_body"><span style="font-size: 13pt;" class="bbc_size"><strong>Spell Slots</strong> {0}</span><br><strong>[SPELL NAME]</strong> [{X} For prepped, {_} for not]&nbsp; - [Spell page]<br><strong>[SPELL NAME]</strong> [{X} For prepped, {_} for not]&nbsp; - [Spell page]</div></div> <br><div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">3rd Level</div><div class="spoiler_body"><span style="font-size: 13pt;" class="bbc_size"><strong>Spell Slots</strong> {0}</span><br><strong>[SPELL NAME]</strong> [{X} For prepped, {_} for not]&nbsp; - [Spell page]<br><strong>[SPELL NAME]</strong> [{X} For prepped, {_} for not]&nbsp; - [Spell page]</div></div> <br><div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">4th Level</div><div class="spoiler_body"><span style="font-size: 13pt;" class="bbc_size"><strong>Spell Slots</strong> {0}</span><br><strong>[SPELL NAME]</strong> [{X} For prepped, {_} for not]&nbsp; - [Spell page]<br><strong>[SPELL NAME]</strong> [{X} For prepped, {_} for not]&nbsp; - [Spell page]</div></div><br><br><span style="font-size: 14pt;" class="bbc_size"><span class="bbc_u">Spell Stats</span></span><br><strong>Spellcasting Ability:</strong> Wisdom<br><strong>Spell Save DC:</strong> 12<br><strong>Spell Attack Bonus:</strong> 4<br>&nbsp;<br>&nbsp;<br><hr> <br><span style="font-size: 14pt;" class="bbc_size"><span class="bbc_u">Attacks/Spellcasting:</span></span><br><strong>[ATTACK NAME]</strong> || +0 || [DAMAGE/TYPE]<br>&nbsp;<br><hr> <br><span style="font-size: 14pt;" class="bbc_size"><span class="bbc_u">Equipment:</span></span><br>[ITEM NAME] || [WEIGHT]<br><br><strong>Money</strong><br><strong>CP:</strong><br><strong>SP:</strong>&nbsp; 8<br><strong>GP:</strong> 62<br><strong>PP:</strong><br>&nbsp;<br><strong>Carrying Capacity:</strong> 120 (Strength score times 15)<br>
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