Wallace Name : Wallace McWhiskers
Race : Human (Variant) / Cat
Age : 16 (1 cat year)
Class : Rogue (Arcane Trickster)
Background : Urchin
Personality traits : 1) I like to squeeze into small places where no one else can get to me.
2) I think anyone who’s nice to me is hiding evil intent.
Ideals : I help the people who help me — that’s what keeps us alive.
Bonds : No one else should have to endure the hardships I’ve been through.
Flaws : I will never fully trust anyone other than myself.
Additional personality flaw : I wake up early and I insist that everyone else wakes up at the same time as me.
Additional combat flaw : Wallace can’t wield weapons or armor, and he can’t (or won’t) carry anything.
Gear : Collar of protection (+1 AC, +1 Saving Throws - see Cloak of Protection)
One skill with anti-proficiency : Intimidation. Let’s face it, even though Wallace might threaten to kill you for not giving him that piece of chicken, it’s hard to take him seriously.
Appearance : Wallace looks like a grouchy potato with ears and a tail. He’s a young tabby who can often be found sleeping in a patch of sun. Although he doesn’t look very graceful, he can be nimble and sneaky when he wants to be. His markings help him hide, particularly in underbrush or the dark. He has an acute sense of hearing and is a good hunter, although he has never enjoyed killing other animals with his claws. He prefers to be fed from the table.
Personality : Wallace is usually annoyed about something. Why haven’t we eaten yet? Why is it raining? Why are you making me walk? And so on. He is quite fond of his friends and acquaintances, and he relies on them for food and warmth. Although he can be a pain, Wallace genuinely tries to help his friends and is attached to them. However, when Wallace sits by the fire glowering into the darkness, one does wonder what he is thinking about.
Wallace can be a little bit paranoid. One moment he’s curled on your lap asleep, and the next moment he’s a flash of fur bolting out of the room. I thought I heard something , he says upon his return. Or rather, he sends that thought to you - Wallace is telepathic. And he enjoys letting the people around him know what he’s thinking.
Backstory : Wallace wasn’t always a cat. Long ago, he was a boy. Wallace something or other. And he lived on the streets. He had been abandoned or maybe run away - the details are fuzzy now - and had survived by stealing food and picking pockets. Occasionally, he would sneak into people’s homes and take a few things, mostly small things. His life was going very well, as far as he was concerned, until one day when he was caught snooping through someone’s larder.
As Wallace stood with a mouthful of bread, he thought he heard a sound behind him. Spinning around, he stood face to face with an elderly gentleman. He was about to run when all at once, there was puff and bang and a whooshing sensation and the next thing he knew he was a cat. Or almost a cat. For he still had his memories, and he could still understand what people said.
"Who are you?" the man asked him. Wallace, sir, he replied. And to his amazement he found that could still speak… or think? He was speaking with his mind. "Very well, Wallace McWhiskers. And who are your parents?" . I don’ have any parents, sir, Wallace replied. The old man considered for a moment and then said, "I suppose you can stay with me then," and walked out of the room. And so Wallace became a cat. And he found that he rather enjoyed being a cat. It wasn’t that different from his life before, only now he had a guaranteed meal and a warm place to sleep.
As the days passed by, Wallace became more and more cat-like and began to forget what it was like to be a boy. Where is my dinner? he would ask the old gentleman each night, all pretense of politeness dropped. And he would sit on the kitchen table and meow loudly to make his point.
Perhaps some of the magic had rubbed off on him in the process of becoming a cat, for Wallace found that he had some other newfound abilities. For example, he found that he could hunt with his mind and that just by thinking hard enough and whispering a few noises, he could kill his prey with a blast of mental energy. He sometimes hunted rats this way, but soon found that he preferred cooked chicken with butter to things he caught himself.
Just as Wallace was growing fond of being a cat, with his belly growing rounder day by day, his blissful life was cut short. One afternoon, he decided to take a nap in a patch of sun behind the elderly gentleman’s wagon. He never even felt it when the wagon backed up. So ended the promising life of Wallace McWhiskers.
Or so he thought. Mask, the god of shadows and thieves, had other plans for Wallace. For a moment after he died, Wallace stood in Plane of Shadow with Mask stooped low before him whispering, "Go back, you incompetent fool - I am not done with you!" And with a flick of his wrist, Mask pointed Wallace towards a tunnel of light leading back to the world of the living.
Stat Block Actions Move: -
Action: -
Bonus Action: -
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Notes/Rolls: -
Wallace McWhiskers
Human (Variant) / Cat | Arcane Trickster Rogue | Level 3
HP 15/15 | AC 14 | Senses PP 15 | Hit Dice 3d8-1 | Speed 30ft climbing 30ft
Initiative +3 | Inspiration No | Conditions -
STR 8 (-1) | DEX 16 (+3) | CON 9 (-1) | INT 16 (+3) | WIS 12 (+1) | CHA 8 (-1)
Saves Str +0, Dex +6, Con +0, Int +6, Wis +2, Cha +0
Skills Acrobatics +5, Deception +1, Insight +3, Investigation +5, Expert Perception +5, Sleight of Hand +5, Expert Stealth +7
Weapons Claws (+5, 1+3, Slashing, Finesse), Teeth (+5, 1+3, Piercing, Finesse)
Items You gain a +1 bonus to AC and saving throws while you wear this collar. Also acts as Wallace’s arcane focus. Collar of protection
Feats & Abilities Gnomish Languages | You are able to speak telepathically to any creature, as long as you share a language. You also learn the detect thoughts spell and can cast this spell without expending a spell slot, recharging on a long rest. You can also cast this spell using spell slots you have of the appropriate level. Telepathic (Intelligence) | You know the secret patterns and flow to cities and can find passages through the urban sprawl that others would miss. When you are not in combat, you (and companions you lead) can travel between any two locations in the city twice as fast as your speed would normally allow. Urchin Background | 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. 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.
Sneak Attack | 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’ can understand such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly. 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. Thieves’ Cant | Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action. Cunning Action | Starting at 3rd level, when you cast mage hand, you can make the spectral hand invisible, and you can perform the following additional tasks with it: 1) You can stow one object the hand is holding in a container worn or carried by another creature. 2) You can retrieve an object in a container worn or carried by another creature. 3) You can use thieves’ tools to pick locks and disarm traps at range. 4) You can perform one of these tasks without being noticed by a creature if you succeed on a Dexterity (Sleight of Hand) check contested by the creature’s Wisdom (Perception) check. In addition, you can use the bonus action granted by your Cunning Action to control the hand. Mage Hand Legerdemain
Cantrips Casting Time: 1 action, Range/Area: 30ft., Components: V, S, Duration: 1 minute, Source: PHB, pg. 256, A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again. You can use your action to control the hand. You can use the hand 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 each time you use it. The hand can't attack, activate magic items, or carry more than 10 pounds. Mage Hand | Casting Time: 1 action, Range/Area: 60ft., Components: V, Duration: Instantaneous, Attack/Save: INT 13, Source: TCoE, pg. 108, You drive a disorienting spike of psychic energy into the mind of one creature you can see within range. The target must succeed on an Intelligence saving throw or take 1d6 psychic damage and subtract 1d4 from the next saving throw it makes before the end of your next turn. This spell’s damage increases by 1d6 when you reach certain levels: 5th level (2d6), 11th level (3d6), and 17th level (4d6). Mind Sliver | Casting Time: 1 action, Range/Area: 10ft., Components: V, S, Duration: 1 hour, Source: PHB, pg. 267, This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range: You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor. You instantaneously light or snuff out a candle, a torch, or a small campfire. You instantaneously clean or soil an object no larger than 1 cubic foot. You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour. You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour. You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn. 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 such an effect as an action. Prestidigitation
Spells Casting Time: 1 action, Range/Area: Touch. Components: V, S, M(a piece of cured leather), Duration: 8 hours, Source: PHB, pg. 256, You touch a willing creature who isn't wearing armor, and a protective magical force surrounds it until the spell ends. 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. Mage Armor | Casting Time: 1 action, Range/Area: 60ft./15ft., Components: V, S, M(a bit of fleece), Duration: Concentration, up to 10 minutes, Source: PHB, pg. 276, You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 15-foot cube. The image appears at a spot within range and lasts for the duration. The image is purely visual; it isn't accompanied by sound, smell, or other sensory effects. You can use your action to cause the image to move to any spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking. Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image 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 creature can see through the image. Silent Image | Casting Time: 1 action, Range/Area: 90ft./20ft., Components: V, S, M(a pinch of fine sand, rose petals, or a cricket), Duration: 1 minute, .Source: PHB, pg. 276, This spell sends creatures into a magical slumber. Roll 5d8; the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures). Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. 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. Undead and creatures immune to being charmed aren’t affected by this spell. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st. Sleep | Once per long rest. Casting Time: 1 action, Range/Area: Self, Components: V, S, M(a copper piece), Duration: Concentration, up to 1 minute, Attack/Save: WIS 13, Source: PHB, pg. 231 For the duration, you can read the thoughts of certain creatures. When you cast the spell and as your action on each turn until the spell ends, you can focus your mind on any one creature that you can see within 30 feet of you. If the creature you choose has an Intelligence of 3 or lower or doesn't speak any language, the creature is unaffected. You initially learn the surface thoughts of the creature--what is most on its mind in that moment. As an action, you can either shift your attention to another creature's thoughts or attempt to probe deeper into the same creature's mind. If you probe deeper, the target must make a Wisdom saving throw. If it fails, you gain insight into its reasoning (if any), its emotional state, and something that looms large in its mind (such as something it worries over, loves, or hates). If it succeeds, the spell ends. Either way, the target knows that you are probing into its mind, and unless you shift your attention to another creature's thoughts, the creature can use its action on its turn to make an Intelligence check contested by your Intelligence check; if it succeeds, the spell ends. Questions verbally directed at the target creature naturally shape the course of its thoughts, so this spell is particularly effective as part of an interrogation. You can also use this spell to detect the presence of thinking creatures you can't see. When you cast the spell or as your action during the duration, you can search for thoughts within 30 feet of you. The spell can penetrate barriers, but 2 feet of rock, 2 inches of any metal other than lead, or a thin sheet of lead blocks you. You can't detect a creature with an Intelligence of 3 or lower or one that doesn't speak any language. Once you detect the presence of a creature in this way, you can read its thoughts for the rest of the duration as described above, even if you can't see it, but it must still be within range. Doesn't require any components Detect Thoughts
Last edited by O2CXt3; Nov 11th, 2021 at 01:16 AM .