As Ria scouts she notes that webs still exist, but the inhabitants seem to be more normal in size. The largest spider she sees is perhaps the size of a fist while many parts of the walls in the caverns now grow various forms of fungi. The rocks above some paths sparkle with bright magical lights powered again by the totality of magic that passed here. Beyond that and some other cave dwellers there is little danger at all though certainly a great deal of lost history.
The only mar in this all is a brief feeling that she’s being watched, a turn of her head and she sees a flutter of bat like wings as they fly away. Someone or something saw what happened here and is assuredly going to report back to their commander. Forces gather to the south and southeast preparing to crush the good people of Mistvale and any who ally with them.
Somewhere between the cave entrance that lead to the Dwarven underground town, and home, Kae gathered fallen branches and twigs. Accepting help from anyone who did not high-tail it to the local tavern, she dug into the earth, used whatever stones she could use to ring a proper fire pit and focused on getting a suitable blaze started. Removing rations of salted meat, fresh herbs, and wild tubers - finger-thick yellow roots and chunky white-centered yams - the Huntress-turned-Chef filled a pot that she carried on the back of her pack. With a forked branch pounded into the ground, and another narrower branch that she notched, she lowered the pot to the flames, tied it off, and added a touch more water to the stew.
"If you want to go to the tavern in the village, Cara and Arachne, I have coin for you. I'd like to share my meal with Ash's spirit, out here under the stars. You are welcome to join me, of course. It will be delicious with the herbs I gathered earlier while training the villagers on edible plants." Kae said in a solemn tone as she crouched by the fire with a ladle in hand. It took her a moment to remember her words, and removed a soft doeskin pouch, holding it out to the young ladies. "Wizard Bran, Lady Siannodel, Sir Ness the Brave, and the others will be there for you if there are any problems. I promise to join you in the village before it draws late. Prosperina, one of our new friends, is probably around, playing music or singing. I also promise that I will do my best to respect your wishes and to protect you…though I believe you are doing a better job at defending yourselves than I ever could. Wizardess Cara, you saved me a number of times….and I owe you much. Please consider my words." She jingles the coin purse again. "If there is a room at the Inn, please …get one that is comfortable. Find some warm bread and treat yourself to honey along with your supper."
Once the 19 to cook!richly flavored stew with tender meat, small onions, and hearty root vegetables has cooked, Kae will scoop out a ladle's worth into a wood bowl and place it next to her by the fire, whispering a prayer to Ash hoping that he and his family are well, and letting him know he will not be forgotten.
*STR 12 (+1) / Save (+3)| *DEX 18 (+4) / Save (+6)| CON 14 (+2)| INT 10 |WIS 12 (+1) |CHA 10
Weapons: +7 Attack and (+2 Archery Fighting Style) (1d8+3+1 Damage). 2/day stag strike: If you hit the target the foe is struck by a spiritual stag 1d8 damage and DC 14 Str or be knocked prone. If you do not hit the foe the charge is not expended.Stag Strike Bow | +3 Attack (1d8 or 1d10+1 Damage/Versatile)Longsword |+3 Attack (1d6+1 or 1d8+1 Damage)Quarterstaff | +3 Attack. Finesse. Thrown Attack (+5) (1d4+3 Damage)Dagger | +3 Attack (+2 Damage)Punch +1 Silver Arrows: 1/5 in quiver
Features and Abilities:Common, Elven, SylvanLanguages | Armor: Light, Medium, Shields Weapons: Simple & MartialProficiencies Tool Proficiencies:Survival: When foraging for food, you can make do with ingredients you scavenge that others would be unable to turn into nourishing meals. Prepare meals: You and up to 5 creatures of your choice regain 1 extra hp per hit die spent during a short rest, provided you have access to your utensils and sufficient food.Cooking Utensils | Musical Instrument (+2 to Performance): Wood Flute (Per Outlander Background) Spells: Level 1 Slots Left: 1/2 | Faerie Fire, Goodberry, ]Zephyr Strike (concentration)| Cantrip: Mage Hand
Wood Elf Traits: Mask of the Wild | Trance | Fleet of Foot | Immunity to Sleep Spells | Advantage on saving throws against being Charmed
Ranger Traits: Primeval Awareness | Natural Explorer (Forest) | Advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.Favored Enemies (Beasts)
Fighting Style: Archery +2 bonus to attack rolls you make with ranged weapons. Magic Arrows: Grease Arrow, Fire Arrow (1d6 fire damage), Conjuration Arrow (unknown), Divination Arrow (unknown), Sanctuary Arrow. Silver +1 Arrows: 1/5
Swarmkeeper Abilities: Once on each of your turns, you can cause the swarm to assist you in one of the following ways, immediately after you hit a creature with an attack: 1) The attacker's target takes 1d6 piercing damage from the swarm. 2) The attacker's target must succeed on a Str saving throw against your spell save DC or be moved by the swarm up to 15 feet horizontally in a direction of your choice. 3) You are moved by the swarm 5 feet horizontally in a direction of your choice.Swarm Assistance
Bonus Action: Reaction: Object Interaction: Other: Giving silver/gold to Cara and Arachne to get a room at the Tavern/Inn and treat themselves to a full meal if that is what they wish. Rolls:
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Posting: Slow and/or waffley due to RL. "Speak your mind even if your voice shakes." RBG
She/Her
Last edited by PlaidPeregrine; Aug 11th, 2023 at 11:14 PM.
After blearily clambering back up to the upper levels of the cavern, torch-in-hand, Ness gives a rough report of the goings on down below to the leeches, and any dwarves he sees along the way: "We won."
But, in front of the leech pool, a sly glimmer returns to the old goat’s eye. "I have composed an epic ballad expounding on the decisive battle, created especially for the hirudinean sensibility. Any care to climb aboard, to experience it first hand, as I sing?" Ness extends an arm in invitation before launching into his completely improvised performance.
It’s not his strongest effort, but the old bard has some serious chops, and even his noodling and rambling sound pretty good. After the song is complete, Ness capitalizes on the minor reality-altering powers of any leeches that may have taken up his offer to wish fervently to find a bottle of whiskey (his secret aim and true purpose the entire time).
Above ground, Ness makes straight for his hovel. He thinks he’s going to flop down for a nap immediately, but instead he fusses about with his potato patch until Timmy rises, ready for the night’s work. Out of a sense of guilt, he accompanies his former apprentice on the rounds – although he uses a lot more magic (and a lot less back-straining labor) than he used to for getting the job done.
He really meant to finish the whole job with Timmy. But, out of the corner of his eye, he spied the twinkling light of a willow-the-wisp in the nearby wood and heard an alluring laugh. "Ah . . . Timmy . . . you certainly appear to have things well in hand now. I’m worried I may only be getting in the way. . . . Ah what’s that? I just received an urgent message in fairy-speech that there is something in the magical forest that needs attending right away! Drat! I really hate to leave a job half-done, but it seems my hands are tied. Oh well, what can you do?"
Ness plods off with feigned resignation until he is sure he is obscured by the trees. Then he leaps and clicks his cloven hooves together and sings a mischievous whisper: "Now where are you hiding my pretty? I’ll find you!"
Between drinking anything he can get his hands on, and carousing all night with the fey spirits, Ness wakes up quite late the next morning. "Gah!" Ness curses the brightness of the sun as he elbows himself up to regard whatever forest glen he has woken up in this time.
"Well, I suppose it’s time to find the Mist Guard and greet whatever grand adventure next awaits us."
STR 10 (+0) | DEX 14 (+2) | CON 12 (+1) | INT 10 (+0) | WIS 12 (+1) | CHA 16 (+3)
Weapons: Melee, +5 Attack (1d8+3 Magic Piercing Damage)Glass Rapier | Range: 60 feet, (DC 14 Wis save vs: 1d4 Psychic Damage and Disadvantage to next Attack Roll before end of next turn)Vicious Mockery | Range 120 feet, +6 Attack (1d10 Fire Damage)Firebolt | Range: 80/320, +5 Attack (1d6+3 Piercing Damage, plus 1 of 2 arrow effects: DC 14 Wis save or take 3d6 Psychic Damage each round until save; 4d4 Acid Damage first round, 2d4 Acid Damage second round, 1d4 Acid Damage third round)Short Bow +1 | Saves vs. Ness’s charm spells made with disadvantage. Can cast once per LR each of: Fly, Invisibility, Levitate, Protection from Evil and Good, Animal Friendship, Protection from Energy (Fire Only), Protection from Poison Doss Lute
Features and Abilities:Common, Sylvan, InfernalLanguages | Armor: Light Weapons: Longsword, Shortsword, Hand Crossbow, Rapier, Simple Weapons Saving Throws: Dexterity, Charisma Tools: Cook’s Utensils, Lute, Pan Pipes, Drum Skills: Acrobatics: +4, Animal Handling: +2, Arcana: +1, Athletics: +2, Deception +4, History: +1, Insight: +3, Intimidation: +4; Investigation: +1, Medicine: +2, Nature: +1, Perception: +5, Performance: +5, Persuasion: +7, Religion: +1, Sleight of Hand +4, Stealth: +3, Survival: +2Proficiencies Bard Traits:Charisma, DC 14, +6 Spell Attack BonusSpellcasting | +1d6 ability check, attack roll, or saving throw; 4x/LRBardic Inspiration | Add half proficiency bonus to skills without proficiencyJack of All Trades | +1d6 healing for allies using hit dice during short restSong of Rest | Double Proficiency Bonus for Perception and PersuasionExpertise | Roll of 9 or lower on Persuasion check is turned to a 10Silver Tongue | Bonus Action creature you can see within 60 feet must subtract number rolled on Bardic Inspiration die from its next saving throwUnsettling Words Satyr Traits:1d6 bludgeoning melee attackRam | +1d8 to jump distanceMirthful Leaps | Proficiency in Performance and PersuasionReveler | You have advantage on saving throws against spells and other magical effectsMagic Resistance
Background: Prismari Student (Part of the magical/musical power that slammed into his head) Origin:You gain the Strixhaven Initiate feat and must choose Prismari with it. In addition, if you have the Spellcasting or Pact Magic feature, the spells on the Prismari Spells table are added to the spell list of your spellcasting class. (If you are a multiclass character with multiple spell lists, these spells are added to all of them.Prismari Initiate
Ria follows the others up to the surface and sees that most are heading for the village while Kaeleigh is setting up camp in the woods. Meeting a Goddess of the Stars has had a profound effect on her, and she stands quietly before walking over to Kaeleigh's fire. She watches her at work, then finds herself a seat on a log near the fire. When Kaeleigh is settled by the fire, she grins. "Two elves sat under the stars and moon, and followers of the Goddesses of both. This must have been how things were in the past, before the Blood King, and this must be what we work for for the future."
She sits quietly looking up at the sky and quietly praying for guidance on how the Mist Guard should move forwards. She considers the men at the Fort with Stenly, the party that headed south across the Lake, and what this group should do next. The threat to the South-East persists. She decides that she needs to see the Council in the morning and decide what should happen next.
High Elf Traits: Ability Score Increase: Int+1| Elf Weapon Training: Proficient with the Longsword, Shortsword, Shortbow, and Longbow. | Cantrip: You know Fire Bolt| Extra Language: You can speak, read, and write Sylvan | Trance | Immunity to Sleep Spells | Advantage on saving throws against being Charmed
Artificer Traits: At 1st level, you've learned how to invest a spark of magic into mundane objects. To use this ability, you must have thieves' tools or artisan's tools in hand. You then touch a Tiny nonmagical object as an action and give it one of the following magical properties of your choice:
The object sheds bright light in a 5-foot radius and dim light for an additional 5 feet.
Whenever tapped by a creature, the object emits a recorded message that can be heard up to 10 feet away. You utter the message when you bestow this property on the object, and the recording can be no more than 6 seconds long.
The object continuously emits your choice of an odor or a nonverbal sound (wind, waves, chirping, or the like). The chosen phenomenon is perceivable up to 10 feet away.
A static visual effect appears on one of the object's surfaces. This effect can be a picture, up to 25 words of text, lines and shapes, or a mixture of these elements, as you like.
The chosen property lasts indefinitely. As an action, you can touch the object and end the property early.
You can bestow magic on multiple objects, touching one object each time you use this feature, though a single object can only bear one property at a time. The maximum number of objects you can affect with this feature is three (Int. modifier). If you try to exceed your maximum, the oldest property immediately ends, and then the new property applies.Magical Tinkering | Spellcasting: Cantrips: Firebolt, Guidance, Mending; Level 1 (2/3): Absorb Elements, Cure Wounds, Faerie Fire, Feather Fall, Sanctuary, Tasha's Caustic Brew Heroism, Shield| Infusions: Enhanced Defence*; Enhanced Weapon; Replicate Magic Item: Alchemy Jug; Bag of Holding*| Medium construct; Armor Class: 15 (natural armor)
Hit Points: 2 + your Intelligence modifier + 5 times your artificer level = 26 (the defender has a number of Hit Dice [d8s] equal to your artificer level) = 4HD Speed: 40 ft.
STR DEX CON INT WIS CHA
14 (+2) 12 (+1) 14 (+2) 4 (−3) 10 (+0) 6 (−2)
Saving Throws: Dex +1 plus PB = +3, Con +2 plus PB = +4; Skills: Athletics +2 plus PB = +4, Perception +0 plus PB x 2 = +4;Damage Immunities: poison; Condition Immunities: charmed, exhaustion, poisoned
Senses: darkvision 60 ft., Passive Perception 10 + (PB x 2) = 14
Languages: understands the languages you speak
Proficiency Bonus (PB): equals your bonus = 2
Vigilant. The defender can't be surprised.
Actions: Force-Empowered Rend. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target you can see. Hit: 1d8 + PB(2) force damage.; Repair (3/Day). The magical mechanisms inside the defender restore 2d8 + PB(2) hit points to itself or to one construct or object within 5 feet of it.
Reactions: Deflect Attack. The defender imposes disadvantage on the attack roll of one creature it can see that is within 5 feet of it, provided the attack roll is against a creature other than the defender. Steel Defender
Cara found her attention starting to drift as the adrenaline from the encounter was wearing off, despite the uncomfortable rocks pressing into her back as she lay on the cold stone floor of the temple, the fatigue and strength sapping cold venom in her veins were winning their fight against her consciousness and she was slowly drifting off to sleep until she felt a strong hand clasp itself around her wrist and she was being pulled to her feet.
"Up ya go, my brave guardian"
Once more her mind was clawing and fighting to regain control of her failing body as she was pulled to her feet easily by the slender Elven huntress, muscles trained to draw back her powerful hunting bow handling the tiny slender students light frame as easily as if she was another arrow plucked from her quiver. Cara felt the solid cool arm of Irennan slide around her back and shoulder to help her stand once she was on her feet and the girl managed to mumble a weak "Thank you" to both as her eyes seemed to refocus and fixate on the small ghostly spiders which now danced and weaved elegant patterns across Kaeleigh's clothing and quiver, the images helping the girl stay awake
"Ohh..they are so pretty"
Moments later, Arachne once more appeared by her side and once more her hand rested on the girls shoulder as it had not long before, although this time it lingered longer and didn't seek to push her back down to rest. Although she hadn't been there during the events which brought Cara to her knees, Arachne appeared to know what had happened anyway, that seemingly supernatural knack of just knowing things even stronger now that Villse had re-entered the world. once more her hand sparkled and shone, although not as brightly as before and pulses of warmth flowed from her hand into Cara's body, chasing the cold sapping venom from her in waves of healing light until Cara felt her strength returning and she was able to stand unaided again, still weary and now with a searing pain pulsing from the bites in her shoulder she could feel with the numbness gone but she was more awake and aware of her surroundings.
Irennan's fingers pressed into her side, getting her attention and as she glanced over at her mentor, her voice was soft and quiet but enough for those close by to hear her correcting her students manners with a simple reminder
"Lady Arachne"
Once more, that perpetual blush returned to the girls face, made even more noticeable now as she was so pale from her recent encounter, hiding her face for a moment, Cara composes herself and lifts her head, giving Arachne her very best formal bow and a smile
"Lady Arachne, You have my gratitude for your aid, it is an honour to meet you and if there is every anything i can do to repay your kindness, please ask it of me"
Cara was at a loss for the moment at what to do next, she watched as the Lady Siannodel and her Companion Rampart began scouting and examining their surroundings and she longed to join her and cast her eyes over the murals and etchings that still remained on the temple walls but even with Arachne's healing touch she was still weak and at Kaeleigh's mention of making camp, and more specifically food, Cara's stomach made the decision for her with a very loud and not at all subtle declaration of her choice.
After Lady Ria's search of the temple and the surrounding area, and her declaration that it was safe, well as safe as an ancient underground temple in Drider territory could be, the group were heading back to the surface and Cara was going with them, if reluctantly. She had been conflicted, a chance to explore and study an ancient temple thought lost for millennia was her dream, but to see the sky again over her head? she hadn't realised just how much she had missed it until she had seen the moon. It had taken Irennan reminding her that although they had cleared out the demonic influence in the temple, there was likely still a drider presence in the area and they had no way of knowing how they would react to her staying behind in their temple.
She had offered to stay behind and study the temple for her and see if it was safe for her to return at a later time to study it. Cara knew she could easily summon Irennan back again if she needed too, all she needed was a new body for her friend and mentor to inhabit, and until she did Irennan would continue to exist in the statue she did now, but the thought of leaving the under mountain without her was still hard for her to accept and there were more tears before they parted and Cara followed Kaeleigh and Ria out of the mountain.
Cara had been excited to see the sky again, the stars and the moon and feel the wind on her face but as she approached the open cave mouth they were using to leave the mountain, She had started to panic, a sense of apprehension growing as the walls that had surrounded her for so long, started to grow further and further apart, she hadn't realised how much she had relied on the sense of comfort and protection they had given her, despite the call the valley was giving her Cara faltered at the lip of the Cave, her feet rooted to the ground as she struggled to control her breathing and take that final step. To Finally step back onto the surface.
If the others had noticed the girls panic they gave no sign of it and let her follow in her own time, not rushing her as they talked amongst themselves, Lady Siannodel and Kaeleigh announcing they were planning to stay in the wilds for the night before returning to the village with the others, suggesting that Arachne and Cara head to the village and get a meal and a room at the Inn, even offering the girls the coin to do so.
Snow had liked the sound of that and poked her head out of Cara's shirt to nudge and encourage her to take up the offer. Her lazy pampered Familiar making it very clear she wanted to nestle up in a proper bed and be fed and spoiled as was right for such a magnificent regal creature such as herself. Cara couldn't help a small laugh escaping at Snow's antics. She didn't feel ready yet to enter this strange new village at the other side of the mountain, especially considering what Ria had said about her having to answer to the Council for her involvement with the North River Academy but Snow's words and actions helped her overcome her hesitation to step back outside and she asked if she could stay with Kaeleigh at the camp with them, offering to help with the meal by making a a Peanut butter like paste made from toasted hulled sesame seeds, oil and saltTahini Sauce to go with the Yam's Kaeleigh was preparing
She was still drained from the fight with the Demon Spider and her Abominations, and would need to tend to her shoulder but for now the wound had stopped bleeding and could wait till the morning, she didn't feel right using the Healing Wand on herself but after a good sleep to replenish her more powerful magics she could deal with it herself. For now though she felt recovered enough to use some of her more petty and lesser magics to help with the camp and the meal. Cara had a love for small tricks and quirky uses of magic and it helped to ground her as she worked her charms on the camp. Unseen hands gathering suitable rocks to help ring the fire the huntress was building, little charms to coax the fire into catching and banking faster after Kaeleigh had brought the spark to flame.
Feeling playful, Cara even tweaked the fire into the shape of little foxes dancing around the logs as she sat beside the fire and pulled her Herbal Bag from the small pouch at her side, like the Book she had retrieved previously, the tightly rolled and packed Bag seemed bigger than the small pouch at her side. Taking her Staff, Cara gently blew across the tip of it, the wooded carving at the end cracking open like the petals of a flower and from within it Cara plucked a small seed out of the wood. Making a hole in the ground with the end of her staff, Cara dropped the seed in along with a splash of water and covered it over with her hand, keeping it there as she whispered a small charm, a soft green light glowing beneath her palm and as she pulled her hand away, a small purplish bell-shaped flower was growing from the ground, Sesame FlowerA Benne Flower.
Giving it a few moments to grow fully under her magic, Cara extracted the seeds from the new flower and began to grind them up in the Mortar she retrieved from her Herbal Kit, adding some salt and some kind of oil from a small vial she already had, mixing and grinding the ingredients together to create the earthy, creamy textured spread. As she worked, Cara watched Kaeleigh with fascination, The sauce she had just made was about the limit of her culinary skills and she only managed that because it was a dish she had prepared many times before with her mother growing up, a staple of Jaleer cooking, but She was definitely not the expert cook that the huntress was, especially without a fully equipped kitchen to work with, Cara had a lot to learn about "roughing it" still.
The meal prepared, Cara accepted her share but despite Snow's insistence that they both eat, she waited as Kaeleigh set a bowl aside and said a prayer to Ash's Spirit. She didn't know who Ash was but she was always willing to give respect to the spirits she was so familiar with and she realised that this wasn't the first time she had heard the group mention the name, and even she had seen the looks that crossed their faces when it was mentioned, clearing Ash was someone they had known and apparently lost recently so Cara sat quietly and waited for the others to start eating before she did, sharing her meal with Snow and resting by the fire, enjoying its warmth as the others talked and discussed what they would do in the morning.
Cara had her own plans of course, somehow she would need to find a way back across the mountains so she could return home but she had promised the Lady Siannodel that she would speak to the Council and she needed to somehow repay these people for saving her under the mountain. She would need to find a new body for Irennan as well, something a bit more suitable for travelling than a stone Elf statue. She wondered if the village had a skilled stonemason or wood carver there, perhaps she could commission a new statue for her friend instead of relying on what she could find, a small smile grew on her face as she considered the idea of having a Wooden Dog walking by her side as she returned home. She would need to replace her Aide Wands as well
Turn Summary Initiative: Move: Action: Bonus Action: Reaction: Other: Passive Perception for Cara is 14, Snow is 12 and Irennan's is 18 Conditions:
Cara Amari Tane
Chaotic Good | Human - North River Initiate | Warlock - Blood Academy Patron
STR 8 (-1) | DEX 12 (+1)| CON 10 (+0) | INT 14 (+2) | WIS 12 (+1) | CHA 16 (+3)
Str Save -1 | Dex Save +1 | Con Save +0 | Int Save +2 | Wis Save +4 | Cha Save +6
Weapons: Versatile, +2 Attack (1D6-1 Damage)Staff of Flowers | Finesse, Light, Thrown (20/60). +4 Attack (1D4+1 Damage)Dagger | Ranged (240), 2 Beams (independent attack) Ignore Half and Three-Quarter Cover. +6 Attack (1D10 Force Damage)Eldritch Blast | Ranged (240), Ignore Half and Three-Quarter Cover, Uncarried or Worn Flammable Objects Ignite. +6 Attack (2D10 Fire Damage)Fire Bolt
Features and Abilities:Common, Elven, Dwarven, Gnoll, Draconic, OrcishLanguages | Armor: Light Weapons: Simple Weapons Tools: None Skills: Arcana: +5, History: +5, Medicine: +4, Nature: +5, Religion: +5 Proficiencies Human Traits:Two different ability scores of your choice increase by 1.Ability Score Increase | Humans reach adulthood in their late teens and live less than a century.Age | Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium.Size | Your base walking speed is 30 feet.Speed | You gain proficiency in one skill of your choice.Skilled | Choose a class: bard, cleric, druid, sorcerer, warlock, or wizard. You learn two cantrips of your choice from that class's spell list.
In addition, choose one 1st-level spell to learn from that same list. Using this feat, you can cast the spell once at its lowest level, and you must finish a long rest before you can cast it in this way again.
Your spellcasting ability for these spells depends on the class you chose: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid; or Intelligence for wizard.Feat - Magical Initiate | You can speak, read, and write Common and one extra language of your choice. Humans typically learn the languages of other peoples they deal with, including obscure dialects. They are fond of sprinkling their speech with words borrowed from other tongues: Orc curses, Elvish musical expressions, Dwarvish military phrases, and so on.Languages Warlock Traits:At 1st level, you have struck a bargain with an otherworldly being of your choice. Your choice grants you features at 1st level and again at 6th, 10th, and 14th level.Otherworldly Patron - Mage of Lorehold | Your arcane research and the magic bestowed on you by your patron have given you facility with spells.
Cantrips
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.
Spell Slots
The Warlock table shows how many spell slots you have to cast your warlock spells of 1st through 5th level. 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.
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.
Spells Known of 1st Level and Higher
At 1st level, you know two 1st-level spells of your choice from the warlock spell list.
The Spells Known column of the Warlock table shows when you learn more warlock spells of your choice of 1st level or 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.
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.
Spellcasting Ability
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
Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier
Spellcasting Focus
You can use an arcane focus as a spellcasting focus for your warlock spells.Pact Magic | In your study of occult lore, you have unearthed Eldritch Invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability.
At 2nd level, you gain two eldritch invocations of your choice. When you gain certain warlock levels, you gain additional invocations of your choice, as shown in the Invocations Known column of the Warlock table. A level prerequisite refers to your level in this class.
Additionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level.Eldritch Invocations | At 3rd level, your otherworldly patron bestows a gift upon you for your loyal service.
Your patron gives you a grimoire called a Book of Shadows. When you gain this feature, choose three cantrips from any class's spell list (the three needn't be from the same list). While the book is on your person, you can cast those cantrips at will. They don't count against your number of cantrips known. If they don't appear on the warlock spell list, they are nonetheless warlock spells for you.
If you lose your Book of Shadows, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous book. The book turns to ash when you die.Pact Boon - Pact of the Tome | You have learned techniques to enhance your attacks with certain kinds of spells, gaining the following benefits:
When you cast a spell that requires you to make an attack roll, the spell's range is doubled.
Your ranged spell attacks ignore half cover and three-quarters cover.
You learn one cantrip that requires an attack roll. Choose the cantrip from the bard, cleric, druid, sorcerer, warlock, or wizard spell list. Your spellcasting ability for this cantrip depends on the spell list you chose from: Charisma for bard, sorcerer, and warlock; Wisdom for cleric or druid; or Intelligence for wizard
InvocationsYou can read all Writing.Eyes of the Rune Keeper | You can cast speak with animals at will, without expending a spell slot.Beast Speech | You can now inscribe magical rituals in your Book of Shadows. Choose two 1st-level spells that have the ritual tag from any class's spell list (the two needn't be from the same list). The spells appear in the book and don't count against the number of spells you know. With your Book of Shadows in hand, you can cast the chosen spells as rituals. You can't cast the spells except as rituals, unless you've learned them by some other means. You can also cast a warlock spell you know as a ritual if it has the ritual tag.
On your adventures, you can add other ritual spells to your Book of Shadows. When you find such a spell, you can add it to the book if the spell's level is equal to or less than half your warlock level (rounded up) and if you can spare the time to transcribe the spell. For each level of the spell, the transcription process takes 2 hours and costs 50 gp for the rare inks needed to inscribe it.Book of Ancient Secrets Background:You have spent your youth preparing to be a student of North River Academy, reading every book on the college's recommended reading list for prospective students. Your academic passions are in the broad field of history. You might dream of using magic to contact great historical figures or your own ancestors or of recreating the mighty magic of a distant age. North River Initiate
You gain the North River Initiate feat and must choose Lorehold within it.
In addition, if you have the Spellcasting or Pact Magic feature, the spells on the Lorehold Spells table are added to the spell list of your spellcasting class. (If you are a multiclass character with multiple spell lists, these spells are added to all of them.)
Lorehold Spells
Spell Level Spells
1st Comprehend Languages, Identify
2nd Borrowed Knowledge, Locate Object
3rd Speak with Dead, Spirit Guardians
4th Arcane Eye, Stone Shape
5th Flame Strike, Legend LoreNorth River Student | You have studied some magical theory and have learned a few spells associated with North River Academy.
You learn two cantrips and one 1st-level spell based on the college you choose, as specified in the Strixhaven Spells table.
You can cast the chosen 1st-level spell without a spell slot, and you must finish a long rest before you can cast it in this way again. You can also cast the spell using any spell slots you have.
Your spellcasting ability for this feat's spells is Intelligence, Wisdom, or Charisma (choose when you select this feat).
Cantrips - Choose two from Light, Sacred Flame, and Thaumaturgy. Choose one 1st-level Cleric or Wizard spell.North River Initiate Otherworldly Patron:Mages of Lorehold are particularly concerned with the forces that underlie and drive history. Drawing inspiration from the scholars and adventurers of old, they manifest the arcane power of the past through ethereal dioramas and fantastical battle prowess. Lorehold mages are often found with a long-dead spirit summoned at their side—for who better to learn ancient history from than one who has experienced it first-hand?Mage of Lorehold | You learn the cantrip Sacred Flame and the 1st level spell Comprehend Languages. You learn additional spells when you reach certain levels in this class, as shown on the Lorehold Spells table.
Each of these spells counts as a class spell for you, but it doesn’t count against the number of spells you know. If you are a wizard, you can add these spells to your spellbook upon learning them, without expending any gold, and prepare them as normal.
Class Level Spells
3rd Knock, Locate Object
5th Speak with Dead, Spirit Guardians
7th Arcane Eye, Stone Shape
9th Destructive Wave, Legend LoreLorehold Spells | You learn to call on the spirits of the ancient dead and house them temporarily in the remnants of old statues, so they may remain longer on this plane to bolster your studies and aid you in battle.
Whenever you finish a short or long rest, you can call forth and bond with one such spirit, who comes to inhabit a Medium, freestanding statue within 10 feet of you to serve as your ancient companion. See this creature’s game statistics in the Ancient Companion stat block, which uses your proficiency bonus (PB) in several places. When you bond with your ancient companion, choose the type of spirit you bond with: Healer, Sage, or Warrior. Your choice of spirit determines certain traits in its stat block. The statue determines the spirit’s appearance.
The ancient companion is friendly to you and your companions and obeys your commands. In combat, the companion shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the companion can take any action of its choice, not just Dodge.
As an action, you can touch the ancient companion and expend a spell slot of 1st-level or higher. The ancient companion regains a number of hit points equal to 10 times the level of spell slot expended.
The companion perishes when it drops to 0 hit points, when you bond with a new ancient companion at the end of a short or long rest, or when you die. When the companion perishes, the spirit within returns to its plane of origin, and the statue becomes an inert object Ancient Companion
Medium construct, Any Alignment Armor Class: 14 (natural armor) + 2 (Warrior only) Hit Points: 5 + 5 times your level in this class (the companion has a number of Hit Dice [d8s] equal to your level in this class) Speed: 30 ft. STR DEX CON INT WIS CHA
14 (+2) 9 (-1) 15 (+2) 14 (+2) 14 (+2) 11 (+0) Saving Throws: Con +2 plus PB, Int +2 plus PB, Wis +2 plus PB Skills: History +2 plus PB, Perception +2 plus (PB × 2) Damage Immunities: poison Condition Immunities: charmed, exhaustion Senses: Passive Perception 12 + (PB × 2) Languages: Speaks and understands the languages you speak Challenge: — Proficiency Bonus: equals your bonus Ancient Fortitude. If damage reduces the companion to 0 hit points, it can make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is from a critical hit. On a success, the companion drops to 1 hit point instead. Sage’s Counsel (Sage Only). While within 15 feet of the companion, you and your allies gain a +2 bonus to Intelligence and Wisdom checks. Actions Spirit Strike. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target you can see. Hit: 1d8 + 2 + PB force damage. Healer’s Light (Healer Only). The companion chooses a creature it can see within 15 feet of itself and flares with invigorating light. The creature gains 1d8 + PB temporary hit points. Reactions Warrior’s Protection (Warrior Only). When a creature within 5 feet of the companion makes a Strength or Dexterity saving throw, the companion imposes itself between the creature and the danger. The creature can roll a d4 and add the number rolled to the saving throw.Ancient Companion
Pact Magic Spells Short Rest Usage - Cantrips: Unlimited | Pact Magic Slots: 0 / 2 (All Cast as 3rd Level) Long Rest Usage - Cure Wounds, Faerie Fire (Once Each)
Cantrips:Casting Time: 1 Standard action
Range: 60 feet
Components: S
Duration: Instantaneous or 1 Hour
You choose nonmagical flame that you can see within range and that fits within a 5-foot cube. You affect it in one of the following ways:
- You instantaneously expand the flame 5 feet in one direction, provided that wood or other fuel is present in the new location.
- You instantaneously extinguish the flames within the cube.
- You double or halve the area of bright light and dim light cast by the flame, change its color, or both. The change lasts for 1 hour.
- You cause simple shapes—such as the vague form of a creature, an inanimate object, or a location—to appear within the flames and animate as you like. The shapes
last for 1 hour.
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.Control Flame | Casting Time: 1 Action
Range: 30 feet
Components: V, S
Duration: Instantaneous
Whispering to the spirits of nature, you create one of the following effects within range:
-You create a tiny, harmless sensory effect that predicts what the weather will be at your location for the next 24 hours. The effect might manifest as a golden orb for clear skies, a cloud for rain, falling snowflakes for snow, and so on. This effect persists for 1 round.
-You instantly make a flower blossom, a seed pod open, or a leaf bud bloom.
-You create an instantaneous, harmless sensory effect, such as falling leaves, a puff of wind, the sound of a small animal, or the faint odor of skunk. The effect must fit in a 5-foot cube.
-You instantly light or snuff out a candle, a torch, or a small campfire.Druidcraft | Casting Time: 1 action
Range: 240 feet
Components: V, S
Duration: Instantaneous
A beam of crackling energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10+3 force damage.
At Higher Levels. The spell creates more than one beam when you reach higher levels: two beams at 5th level, three beams at 11th level, and four beams at 17th level. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.Eldritch Blast | Casting Time: 1 action
Range: 240 feet
Components: V, S
Duration: Instantaneous
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 2d10 fire damage. A flammable object hit by this spell ignites if it isn’t being worn or carried.
At Higher Levels. This spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).Fire Bolt | Casting Time: 1 action
Range: Touch
Components: V, M (a firefly or Phosphorescent Moss)
Duration: 1 Hour
You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action.
If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.Light | Casting Time: 1 Minute
Range: Touch
Components: V,S, M (Two Lodestones)
Duration: Instantaneous
This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage.
This spell can physically repair a magic item or construct, but the spell can’t restore magic to such an object.Mending | Casting Time: 1 Standard action
Range: 30 feet
Components: S, M (a bit of fleece)
Duration: 1 Minute
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.
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.
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.
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.Minor Illusion | Casting Time: 1 action
Range: 30 feet
Components: S
Duration: Instantaneous or 1 hour
You choose a portion of dirt or stone that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:
- If you target an area of loose earth, you can instantaneously excavate it, move it along the ground, and deposit it up to 5 feet away. This movement doesn’t have enough force to cause damage.
- You cause shapes, colors, or both to appear on the dirt or stone, spelling out words, creating images, or shaping patterns. The changes last for 1 hour.
- If the dirt or stone you target is on the ground, you cause it to become difficult terrain. Alternatively, you can cause the ground to become normal terrain if it is already difficult terrain. This change lasts for 1 hour.
If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.Mold Earth | Casting Time: 1 Standard action
Range: 10 feet
Components: V,S
Duration: Up to 1 Hour
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 | Casting Time: 1 Standard action
Range: 30 feet
Components: S
Duration: Instantaneous or 1 hour
You choose an area of water that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:
- You instantaneously move or otherwise change the flow of the water as you direct, up to 5 feet in any direction. This movement doesn’t have enough force to cause damage.
- You cause the water to form into simple shapes and animate at your direction. This change lasts for 1 hour.
- You change the water’s color or opacity. The water must be changed in the same way throughout. This change lasts for 1 hour.
- You freeze the water, provided that there are no creatures in it. The water unfreezes in 1 hour.
If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.Shape Water | Casting Time: 1 Standard action
Range: Self
Components: V,S
Duration: 10 Minutes
You gain the ability to comprehend and verbally communicate with beasts for the duration. The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you, at the DM’s discretion.Speak with Animals | Casting Time: 1 action
Range: 30 feet
Components: V
Duration: Up to 1 Minute
You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical effects within range:
-Your voice booms up to three times as loud as normal for 1 minute.
-You cause flames to flicker, brighten, dim, or change color for 1 minute.
-You cause harmless tremors in the ground for 1 minute.
-You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers.
-You instantaneously cause an unlocked door or window to fly open or slam shut.
-You alter the appearance of your eyes for 1 minute.
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.Thaumaturgy | Casting Time: 1 action
Range: Touch
Components: V, M (A Staff like object worth at least 10gp as a focus)
Duration: Concentration, Up to 1 hour
This Spell is a minor magical trick that novice Transmuter's use for practise. While you hold the Focus Object you have the ability to make minor changes to the object, transmuting it into various tools as needed to perform simple apprentice like duties.
If the transmuted object leaves your grasp, it reverts to normal and only a single change can be performed with each casting though that form can be maintained for up to an Hour with a single casting.
- The Staff/Focus can be altered in appearance and colour to replicate or hide its appearance within the limits of the casters imagination.
- Small Hooks, Notches, Holes, Barbs, Spikes etc, can be added to any part of the staff (these do not alter or enhance the damage capabilities of the base staff in any way)
- The staff may be lengthen up to twice its normal size or shortened by Half while retaining its normal durability and stability, and can be made wider and flatter to form a short plank like object
- The Staff's rigidity may be altered to give it flexibility, allowing its use as a makeshift whip or rope like object for the duration
- The Staff may be transformed into an Single Tool that may be required to help perform an Apprentices Daily duties such as a broom, a mop, a pitchfork, garden Rake or Hoe, a shepherds crook, an Anchor Pole, A barge Pole or Paddle,Shovel etc.
- The Transformation is limited and can not be used to replicate heavy weapon capable of sustaining combat, although small spear points and weak blades can be formed for use as gardening scythes and fishing spears, etc are allowed.
If you cast this spell multiple times, you can have up to three of its effects active at a time, and you can dismiss such an effect as an action.The Apprentice's Aide
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.
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.Charm Person | Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a sliver of glass)
Duration: Concentration, up to 1 minute
You fill the air with spinning daggers in a cube 5 feet on each side, centered on a point you choose within range. A creature takes 6d4 slashing damage when it enters the spell’s area for the first time on a turn or starts its turn there.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 2d4 for each slot level above 2nd.Cloud of Daggers | Casting Time: 1 Standard action
Range: Self
Components: V,S, M (a pinch of soot and salt)
Duration: 1 Hour
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.
This spell doesn’t decode secret messages in a text or glyph, such as an arcane sigil, that isn’t part of a written language.Comprehend Language | Casting Time: 1 minute
Range: Touch
Components: V, S, M (a pearl worth at least 100 gp and an owl feather)
Duration: Instantaneous
You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it.
If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting itIdentify | Casting Time: 1 Standard action
Range: Touch
Components: V,S,M (an eyelash encased in gum arabic)
Duration: Concentration, up to 1 hour
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.
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.Invisibility | Casting Time: 1 action
Range: 60 feet
Components: V
Duration: Instananeous
Choose an object that you can see within range. The object can be a door, a box, a chest, a set of manacles, a padlock, or another object that contains a mundane or magical means that prevents access.
A target that is held shut by a mundane lock or that is stuck or barred becomes unlocked, unstuck, or unbarred. If the object has multiple locks, only one of them is unlocked.
If you choose a target that is held shut with Arcane Lock, that spell is suppressed for 10 minutes, during which time the target can be opened and shut normally.
When you cast the spell, a loud knock, audible from as far away as 300 feet, emanates from the target object.Knock | Casting Time: 1 Standard action
Range: Self
Components: V,S, M (a forked twig)
Duration: Concentration, up to 10 Minutes
Describe or name an object that is familiar to you. You sense the direction to the object’s location, as long as that object is within 1,000 feet of you. If the object is in motion, you know the direction of its movement.
The spell can locate a specific object known to you, as long as you have seen it up close – within 30 feet – at least once. Alternatively, the spell can locate the nearest object of a particular kind, such as a certain kind of apparel, jewelry, furniture, tool, or weapon.
This spell can’t locate an object if any thickness of lead, even a thin sheet, blocks a direct path between you and the object.Locate Object | Casting Time: 1 action
Range: 10 feet
Components: V, S, M (burning incense)
Duration: 10 minutes
You grant the semblance of life and intelligence to a corpse of your choice within range, allowing it to answer the questions you pose. The corpse must still have a mouth and can’t be undead. The spell fails if the corpse was the target of this spell within the last 10 days.
Until the spell ends, you can ask the corpse up to five questions. The corpse knows only what it knew in life, including the languages it knew. Answers are usually brief, cryptic, or repetitive, and the corpse is under no compulsion to offer a truthful answer if you are hostile to it or it recognizes you as an enemy. This spell doesn’t return the creature’s soul to its body, only its animating spirit. Thus, the corpse can’t learn new information, doesn’t comprehend anything that has happened since it died, and can’t speculate about future events.Speak with Dead | Casting Time: 1 action
Range: Self (15 foot radius)
Components: V, S, M (Holy Symbol)
Duration: Concentration, Up to 10 minutes
You call forth spirits to protect you. They flit around you to a distance of 15 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish.
When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature’s speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 3d8 radiant damage (if you are good or neutral) or 3d8 necrotic damage (if you are evil). On a successful save, the creature takes half as much damage.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.Spiritual Guardians | Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a vial of blood from a humanoid killed within the past 24 hours)
Duration: Concentration, up to 1 hour
You utter foul words, summoning demons from the chaos of the Abyss. Roll on the following table to determine what appears.
d6 Demons Summoned
1-2 Two demons of challenge rating 1 or lower
3-4 Four demons of challenge rating 1/2 or lower
5-6 Eight demons of challenge rating 1/4 or lower
The DM chooses the demons, such as manes or dretches, and you choose the unoccupied spaces you can see within range where they appear. A summoned demon disappears when it drops to 0 hit points or when the spell ends.
The demons are hostile to all creatures, including you. Roll initiative for the summoned demons as a group, which has its own turns. The demons pursue and attack the nearest non-demons to the best of their ability.
As part of casting the spell, you can form a circle on the ground with the blood used as a material component. The circle is large enough to encompass your space. While the spell lasts, the summoned demons can't cross the circle or harm it, and they can't target anyone within it. Using the material component in this manner consumes it when the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 6th or 7th level, you summon twice as many demons. If you cast it using a spell slot of 8th or 9th level, you summon three times as many demons.Summon Lesser Demons | Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a twig from a tree that has been struck by lightning)
Duration: Concentration, Up to 1 minute
A beam of crackling, blue energy lances out toward a creature within range, forming a sustained arc of lightning between you and the target. Make a ranged spell attack against that creature. On a hit, the target takes 3d12 lightning damage, and on each of your turns for the duration, you can use your action to deal 3d12 lightning damage to the target automatically. The spell ends if you use your action to do anything else. The spell also ends if the target is ever outside the spell’s range or if it has total cover from you.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the initial damage increases by 1d12 for each slot level above 1st.Witch Bolt
A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.Cure Wounds | Casting Time: 1 Standard action
Range: 60 feet
Components: V
Duration: Concentration, up to 1 Minute
Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice).
Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius.
Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can’t benefit from being invisible.Faerie Fire
Rituals:Casting Time: 1 hour
Range: 10 feet
Components: V,S, M (10gp worth of charcoal, incense and herbs that must be consumed by fire in a brass brazier)
Duration: Instantaneous
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.
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.
When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again. As an action, you can temporarily dismiss your familiar to a pocket dimension. 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. Whenever the familiar drops to 0 hit points or disappears into the pocket dimension, it leaves behind in its space anything it was wearing or carrying.
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.
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.
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.Find Familiar | Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a piece of string and a bit of wool)
Duration: 1 Hour
This spell creates an invisible, mindless, shapeless, Medium force that performs simple tasks at your command until the spell ends. The servant springs into existence in an unoccupied space on the ground within range. It has AC 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. The servant can perform simple tasks that a human servant could do, such as fetching things, cleaning, mending, folding clothes, lighting fires, serving food, and pouring wine. 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.Unseen Servant
Equipment Armor: Leather Armor Weapons: Apprentice Staff/Quarterstaff (In Pouch),Daggers x2 (Both on Belt), Sling Magical Items:This bag has an interior space considerably larger than its outside dimensions, roughly 0.5 feet in diameter at the mouth and 0,5 feet deep. The bag can hold up to 50 pounds, not exceeding a volume of 6 cubic feet. The bag weighs 1.5 pounds, regardless of its contents. Retrieving an item from the bag requires an action. Current Weight in Bag is 42/50lbsPouch of Holding, This amulet is fashioned from a single shard of resilient extraplanar material originating from the realm of your warlock patron. While you are wearing it, you gain the following benefits:
-You can use the amulet as a spellcasting focus for your warlock spells.
-You can try to cast a cantrip that you don't know. The cantrip must be on the Warlock spell list, and you must make a DC 10 Intelligence (Arcana) check. If the check succeeds, you cast the spell. If the check fails, so does the spell, and the action used to cast the spell is wasted. In either case, you can't use this property again until you finish a long rest.Dark Shard Amulet, This wooden staff has 10 charges. While holding it, you can use an action to expend 1 charge from the staff and cause a flower to sprout from a patch of earth or soil within 5 feet of you, or from the staff itself. Unless you choose a specific kind of flower, the staff creates a mild-scented daisy. The flower is harmless and nonmagical, and it grows or withers as a normal flower would.
The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff turns into flower petals and is lost forever.Staff of Flowers, These soft leather boots confer several powers upon the wearer.
First, he is granted the power to walk on water in swampy, muddy and wet environments, provided the water is no deeper than 2 feet (Knee Height) — this effectively lets him move through swampy terrain and mud at no cost to his speed. He leaves no tracks or other sign of his passage as long as he’s in swampy terrain, and never becomes uncomfortable or wet from rain, fog, or other forms of non-freezing precipitation. The wearer is capable of walking across small bodies of water on the surface as long as the depth is shallow enough to be waded across and would not come up above the knees. Should the wearer ever step into an area deeper than this limit the magic on the boots will fail and the wearer will immediate sink as if they had just stepped off a dock into the water/mud.
The boots were not designed to replace boats or other forms of water or swamp travel but were intended for use by arcanists and nobles who don't like getting their feet wet and muddy when travelling in swampy, wet and rainy conditions.Boots of Floating Steps, This plain coiling seeming incomplete bracelet apprears made from Unmarked Silver.
The wearer can draw up to 30 feet of twine or Thread per round from the robe without harming it. As a Standard Forced action, the wearer can draw up to 150 feet of twine but this gives the Bracelet the broken condition and suppresses its powers until it is repaired, the Silver becoming dull and tarnished. Twine from the bracelet remains connected until cut or torn, but is treated as common material rather than part of a magic item. Pieces removed become normal twine or Thread.
The Wearer of the bracelet has control of the thickness, texture and color of the thread draw from the end of the bracelet, allowing anything from coarse twine to soft cotton or woolen threads to be created. Any color imaginable is possible but the color can not be changed midthread. The existing material needs to be cut from the bracelet and a new thread drawn for it to be a different color.Bracelet of the Weaver, Currently holds 9 Charges. 1D8 Healing per UseWand of Healing. Equipment:Money Pouch, Scholars Kit, School Uniform/Robes, Possibles Pouch, Herbalism Kit, Bag of Ball Bearings (1,000), Healer's Kit, Book of ShadowsPouch of Holding | Contains 2 gp, 7sp, 7cpMoney Pouch | Books of Lore x2 (History, Arcana), Bottle of Black Ink x2, Ink Pen x2, Scroll Case containing 10 sheets of parchment, Little Bag of Sand, Small KnifeScholars Kit | Tinderbox, Trinket (Glass orb filled with moving smoke), Arcane Focus, Signal Whistle, Soap, Whetstone, Chalk x10, candle x3, TwinePossibles pouch | Clippers, Mortar and Pestle, Various Small Pouches, Vials x10, Block of Cedar Wood (1lb), Bronze Field Brazier, Leather GlovesHerbalism Kit | Bandages and Dressings, Salves, Splints, Ointments, Balms and NeedlesHealer's Kit
Actions: Melee Weapon Attack: +5 Hit, Reach 5ft, One target, 1 Piercing Damage plus Poison Damage (2d4). The target must succeed on a DC 10 Constitution saving throw, taking the poison damage on a failed save, or half as much on a successful oneBite
Statue Sage
Ancient Companion | Medium Construct, Any Alignment
STR 14 (+2) | DEX 9 (-1)| CON 15 (+2) | INT 14 (+2) | WIS 14 (+2) | CHA 11 (+0)
Armour Class: 14 (Natural Armor) Hit Points: 30 (5D8 HD) Speed: 30 ft
Saving Throws: Con +5, Int +5, Wis +5 Skills: History +5, Perception +8 Senses: Passive Perception 18 Damage Immunities: Poison Condition Immunities: Charmed, Exhaustion Languages: Speaks and Understands the Languages Cara Speaks Proficiency Bonus: +3 Ancient Fortitude: If damage reduces the companion to 0 hit points, it can make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is from a critical hit. On a success, the companion drops to 1 hit point instead. Sage’s Counsel (Sage Only) While within 15 feet of the companion, you and your allies gain a +2 bonus to Intelligence and Wisdom checks.
Actions:Melee Weapon Attack: +6 Hit, Reach 5ft, One target you can see, 1D8+5 Force DamageSpirit Strike | The companion chooses a creature it can see within 15 feet of itself and flares with invigorating light. The creature gains 1d8 + 3 temporary hit points.Healer’s Light (Healer Only)
Reactions:When a creature within 5 feet of the companion makes a Strength or Dexterity saving throw, the companion imposes itself between the creature and the danger. The creature can roll a d4 and add the number rolled to the saving throw.Warrior’s Protection (Warrior Only)
Last edited by Dylan Scott; Aug 19th, 2023 at 09:23 AM.
Arachne took a moment to blush, hard to tell on the onyx cheeks, "I'm just Arachne, an orphan girl from Silverlake. Before the Vampires came, I would look at all the lights of the city and dream about the spinner of fate. Then, the world changed, I changed becoming an elf like those two and yet different. I started to hear her suggestions and tried to hep Mr. Ash, hoping he might be a father to me, but that was not my thread. In another world, in a distant web, I imagine me and his daughter growing up together like sisters."
She shrugs, "Now, I guess the dwarves will want me to stay. I'll teach them about Vilse, about how darkness can be good. I'll be safe and cared for here; while you and the others go out and save the world, or at least our one little valley in the mist." She says goodby as everyone leaves and heads back down to begin setting up a new temple with some help from dwarves and strange telepathic leeches.
You are enjoying the night air and the delicious food when a dragonborn man arrives. He is a bit short for a Dragonborn under six foot by an inch or two, with red scales and yellow catlike eyes while his jaw that looks more for ripping apart deer than talking. He's wearing an old breast plate that has been crudely painted over to prevent rust and has a huge two-handed sword on his back, ready to be freed with a tug at the ropes securing it as there's literally no way he could draw that thing. He and bows to Ria. "General Siannodel, Private Swift here, I've been dispatched by Commander Bell Thorn. I am to deliver this letter and await your response."
He hands a sealed scroll to Ria. Within is the following missive. General Siannodel, work continues to proceed at the Mistvale Fort. I have been sending scouting parties three days along the trail and so far, we have yet to note any troop movements coming from that direction. Some of this may be due to a certain giant that appeared and was given leave to settle in the nearby mountains.
We have had a few skirmishes with small dragon looking or lizard like creatures that some people have taken to calling Kobolds. The Goblin tribe to the North has also been having issues with them as well and I hesitate to even write the word the Goblins use for these creatures. Whatever they actually are they are little menaces, though quickly routed by superior numbers.
In addition to the Kobolds, while we have not seen large troop movements, a small band was able to bypass the fort. I am not sure what exactly a group of less than six might be doing headed towards Mistvale itself, but if they could get these Kobolds into some semblance or order then I cannot perceive that it would be anything good.
In addition to your thoughts on this situation I would like your input on our next work project:
1) A group of dwarves feel that we could build stone walls from the nearby mountain. There is an ancient quarry nearby that could be started again. If we manned the quarry we could potentially have stone walls within a few months.
2) A group of gnomes have found that by combining bat guano with other substances they can make large explosives. They suggest we focus on creating a siege engine that uses this explosive to propel things at high speed towards anyone who might attack the fort. Again if we set some men on this task it could be completed within a few months.
3) A few of our newest recruits found that this fort is on the remains of an older fort. They found plans and details of a library filled with ancient books. We could dig out the old fort in the hope that something from the ancient times is still there and might be of use to us. I could set a team on this task and complete it in a few months.
When the Dragonborn soldier arrives and treats her like his commander, Ria looks uncomfortable. Somehow, her position as Commander of the Mist Guard has grown during her time in the mine and she is ca;;ed 'General'. She is still 'Ardin's Girl' in her head, though something in her blood makes her nod her head to Swift in response to his bow. she takes the letter and reads it out to all present.
"It seems that our enemy has sent a party to stir up the kobolds we encountered before. We must go to the aid of the goblins by finding and destroying the agitators. We can then either bring the kobolds into our confederation or drive them away from Mistvale. I also think that knowledge is vital for us and, whilst all three of these tasks are important, the first should be to uncover the old fort and try to discover the knowledge it may contain.That may make building stone walls easier as it will uncover the foundations of the old walls, and also help with the other project."
She looks at Kaeleigh and Cara. "It is my decision, but do you have any thoughts to share? I would hear your views if you care to share them with me.".
High Elf Traits: Ability Score Increase: Int+1| Elf Weapon Training: Proficient with the Longsword, Shortsword, Shortbow, and Longbow. | Cantrip: You know Fire Bolt| Extra Language: You can speak, read, and write Sylvan | Trance | Immunity to Sleep Spells | Advantage on saving throws against being Charmed
Artificer Traits: At 1st level, you've learned how to invest a spark of magic into mundane objects. To use this ability, you must have thieves' tools or artisan's tools in hand. You then touch a Tiny nonmagical object as an action and give it one of the following magical properties of your choice:
The object sheds bright light in a 5-foot radius and dim light for an additional 5 feet.
Whenever tapped by a creature, the object emits a recorded message that can be heard up to 10 feet away. You utter the message when you bestow this property on the object, and the recording can be no more than 6 seconds long.
The object continuously emits your choice of an odor or a nonverbal sound (wind, waves, chirping, or the like). The chosen phenomenon is perceivable up to 10 feet away.
A static visual effect appears on one of the object's surfaces. This effect can be a picture, up to 25 words of text, lines and shapes, or a mixture of these elements, as you like.
The chosen property lasts indefinitely. As an action, you can touch the object and end the property early.
You can bestow magic on multiple objects, touching one object each time you use this feature, though a single object can only bear one property at a time. The maximum number of objects you can affect with this feature is three (Int. modifier). If you try to exceed your maximum, the oldest property immediately ends, and then the new property applies.Magical Tinkering | Spellcasting: Cantrips: Firebolt, Guidance, Mending; Level 1 (2/3): Absorb Elements, Cure Wounds, Faerie Fire, Feather Fall, Sanctuary, Tasha's Caustic Brew Heroism, Shield| Infusions: Enhanced Defence*; Enhanced Weapon; Replicate Magic Item: Alchemy Jug; Bag of Holding*| Medium construct; Armor Class: 15 (natural armor)
Hit Points: 2 + your Intelligence modifier + 5 times your artificer level = 26 (the defender has a number of Hit Dice [d8s] equal to your artificer level) = 4HD Speed: 40 ft.
STR DEX CON INT WIS CHA
14 (+2) 12 (+1) 14 (+2) 4 (−3) 10 (+0) 6 (−2)
Saving Throws: Dex +1 plus PB = +3, Con +2 plus PB = +4; Skills: Athletics +2 plus PB = +4, Perception +0 plus PB x 2 = +4;Damage Immunities: poison; Condition Immunities: charmed, exhaustion, poisoned
Senses: darkvision 60 ft., Passive Perception 10 + (PB x 2) = 14
Languages: understands the languages you speak
Proficiency Bonus (PB): equals your bonus = 2
Vigilant. The defender can't be surprised.
Actions: Force-Empowered Rend. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target you can see. Hit: 1d8 + PB(2) force damage.; Repair (3/Day). The magical mechanisms inside the defender restore 2d8 + PB(2) hit points to itself or to one construct or object within 5 feet of it.
Reactions: Deflect Attack. The defender imposes disadvantage on the attack roll of one creature it can see that is within 5 feet of it, provided the attack roll is against a creature other than the defender. Steel Defender
Ness has almost completely recovered from his hangover by the time evening meal is served at the inn. He’s relaxing in a chair near the fire, idly experimenting with a couple new verses to the old folk song “Light in the Mist” when the dragonborn herald arrives from Mistvale Fort.
The old bard quiets his playing and pleasantly saunters over to Ria Siannodel’s table to overhear the report. He let’s out a low whistle as Private Swift finishes. These kobolds sound like trouble. What if they got into my potato patch?
"An urgent missive to the famous general well-delivered, Private Swift!" Ness hands the burly dragonborn a frothing mug of ale. "I believe you’ll be needing this, now."
Sitting at the table himself, Ness addresses Ria. "I couldn’t help but overhear your soldier’s declarations, commander. And I know I’ve never been officially deputized into the Mistguard myself, but would you mind if I tag along with the party set out to intercept these agents of Lord Silverlake’s? It sounds like a jolly good time, and I’ve always had a passion for meeting new and interesting people.
As for your prioritization of unearthing old ruins, I couldn’t agree more. In particular, the idea of gnomish explosives has me concerned . . . I would advise finding every excuse to delay that enterprise . . . indefinitely, if possible. . . "
Turning his attention back to the now alcoholically served Private Swift, Ness ventures a question. "These six agents that snuck past our fortifications, what can you tell us about them, soldier?"
STR 10 (+0) | DEX 14 (+2) | CON 12 (+1) | INT 10 (+0) | WIS 12 (+1) | CHA 16 (+3)
Weapons: Melee, +5 Attack (1d8+3 Magic Piercing Damage)Glass Rapier | Range: 60 feet, (DC 14 Wis save vs: 1d4 Psychic Damage and Disadvantage to next Attack Roll before end of next turn)Vicious Mockery | Range 120 feet, +6 Attack (1d10 Fire Damage)Firebolt | Range: 80/320, +5 Attack (1d6+3 Piercing Damage, plus 1 of 2 arrow effects: DC 14 Wis save or take 3d6 Psychic Damage each round until save; 4d4 Acid Damage first round, 2d4 Acid Damage second round, 1d4 Acid Damage third round)Short Bow +1 | Saves vs. Ness’s charm spells made with disadvantage. Can cast once per LR each of: Fly, Invisibility, Levitate, Protection from Evil and Good, Animal Friendship, Protection from Energy (Fire Only), Protection from Poison Doss Lute
Features and Abilities:Common, Sylvan, InfernalLanguages | Armor: Light Weapons: Longsword, Shortsword, Hand Crossbow, Rapier, Simple Weapons Saving Throws: Dexterity, Charisma Tools: Cook’s Utensils, Lute, Pan Pipes, Drum Skills: Acrobatics: +4, Animal Handling: +2, Arcana: +1, Athletics: +2, Deception +4, History: +1, Insight: +3, Intimidation: +4; Investigation: +1, Medicine: +2, Nature: +1, Perception: +5, Performance: +5, Persuasion: +7, Religion: +1, Sleight of Hand +4, Stealth: +3, Survival: +2Proficiencies Bard Traits:Charisma, DC 14, +6 Spell Attack BonusSpellcasting | +1d6 ability check, attack roll, or saving throw; 4x/LRBardic Inspiration | Add half proficiency bonus to skills without proficiencyJack of All Trades | +1d6 healing for allies using hit dice during short restSong of Rest | Double Proficiency Bonus for Perception and PersuasionExpertise | Roll of 9 or lower on Persuasion check is turned to a 10Silver Tongue | Bonus Action creature you can see within 60 feet must subtract number rolled on Bardic Inspiration die from its next saving throwUnsettling Words Satyr Traits:1d6 bludgeoning melee attackRam | +1d8 to jump distanceMirthful Leaps | Proficiency in Performance and PersuasionReveler | You have advantage on saving throws against spells and other magical effectsMagic Resistance
Background: Prismari Student (Part of the magical/musical power that slammed into his head) Origin:You gain the Strixhaven Initiate feat and must choose Prismari with it. In addition, if you have the Spellcasting or Pact Magic feature, the spells on the Prismari Spells table are added to the spell list of your spellcasting class. (If you are a multiclass character with multiple spell lists, these spells are added to all of them.Prismari Initiate
"Arachne, we'll always support you. Try not to stay underground all of the time. The stars, the moon….fresh air is needed. Maybe a Temple can be built above the caves, reaching toward the sky. Just…Arachne, if I had a door, it would always be open for you. I will return for your guidance, of course." Kaeleigh smiled at the young priestess; adoration in her normally serious gaze.
Once the Vilse's finest is gone, Kae settled down with her stew once everyone had a bowlful of flavorful goodness under the stars, before the glow of the modest fire. As the Dragonborn approached, she stood out of habit, though did not reach for a weapon when the formalities were expressed and the scroll handed over to Ria. A brow raised in surprise at the title of 'General'. How far they have come, and in such a short period of time. Soon the winter will roll in and they must be prepared, and they must protect those who depend on them now. It is a strange position to be in, but one the Huntress is enjoying if it involves eating around a fire outdoors. Attentively, she listened to what Ria had to say, and watched those who were also considering her words and questions.
"With seasons changing, additional allies who will need food and supplies, and enemies known and unknown who will surely try to raid our villages….I see not only a great importance in digging up whatever knowledge may be below the new Fort, but to assist the Dwarves with securing the stone for walls. With these kobolds about, and possibly more than giant rat-wolves, walls around grain and food storage, and even vitals areas of new Silverlake until they start to expand come Spring… Towers would be ideal. Yes, I believe the quarry needs to be checked and secured for the Dwarves to work. Maybe good magic is below the Fort for different sources of defense, ideally speaking." Kae scooped up a gravy'd chunk of meat and dredged it through the tahini sauce that Cara crafted from literal scratch. "You amaze me, Cara. You grew this, crafted this treat…it's very tasty and enjoyable. I've never had anything like it before. You're very gifted."
Instead of gesturing with her spoon, which was what she normally would have done, but with the current company, she simply ate like a civilized Wood Elf. The spirit spiders, as white as the moonlight, nestled in her dark hair, tinted an emerald green. Unreal threads of webbing gave her a veil that draped down to her shoulders. Foxes snoozed around the log at her feet. The Huntress glowed with a smile at the fire foxes that the young Wizardess summoned and controlled with an ease she had never seen before. Bran had his illusions, that of which were very impressive. But here she watched actual fire being manipulated, woven, as though the creatures were always in the fire and Cara was easily coaxing them out of flames like a forgotten story remembered by a grandparent. This display of wizardry delighted her, and it showed in how mesmerized she was.
"We haven't been in contact with Arthur or anyone from his group for too long. I'll use the stone now to let them know we are still alive and require their assistance." Kae dipped her hand into her pocket and pulled out the smooth stone. Polishing it on her trousered leg, she then started to speak at it after a moment to gather her thoughts in an orderly manner. "Mines cleared. Exploring ruins and books found under Fort. Small dragon creatures harassing Goblins; sneaking toward Mistvale. Assistance requested. Reviving mountain quarry for building. Status?" She half shrugged with a partial grin after she finished her message that was somewhat haltingly said. Sitting back down on the log, she said. "Perhaps we should go to the tavern and find everyone else and explain the situation so we can be prepared to move out. Ness is probably healing, singing and having a grand ol' time while he waits for sleep to come or us to update him on news."
Kae looked at Ria and especially at Cara apologetically. "With news of Kobolds, and our need to heal and rest from such a day, let us pack up camp and head into town. I believe our new friend, Cara, deserves at least one night of sleep with a full belly, not needing to worry about …anything." The Wood Elf looked disappointed, but she was a practical person, all in all. It only made sense to avoid being surrounded by Kobolds who would probably want not only their food, but all of their supplies. And what if they had a taste for Elf and Human flesh? No, Kae will pay for a room at the Inn for Cara. "Do you want me to go fetch your statue and carry her along on my back? We can wrap her in the tent for easy transport."
As soon as they were able, the Huntress packed everything up, covered the fire in dirt and stone as she strapped the still-hot iron pot for carrying. Once she reached the Tavern-Inn, she greeted Ness with a smile and said. "Maybe after business is decided, we can sit in for one round of song. I have my flute and would enjoy one song before bed. What do you two say?"
*STR 12 (+1) / Save (+3)| *DEX 18 (+4) / Save (+6)| CON 14 (+2)| INT 10 |WIS 12 (+1) |CHA 10
Weapons: +7 Attack and (+2 Archery Fighting Style) (1d8+3+1 Damage). 2/day stag strike: If you hit the target the foe is struck by a spiritual stag 1d8 damage and DC 14 Str or be knocked prone. If you do not hit the foe the charge is not expended.Stag Strike Bow | +3 Attack (1d8 or 1d10+1 Damage/Versatile)Longsword |+3 Attack (1d6+1 or 1d8+1 Damage)Quarterstaff | +3 Attack. Finesse. Thrown Attack (+5) (1d4+3 Damage)Dagger | +3 Attack (+2 Damage)Punch +1 Silver Arrows: 1/5 in quiver
Features and Abilities:Common, Elven, SylvanLanguages | Armor: Light, Medium, Shields Weapons: Simple & MartialProficiencies Tool Proficiencies:Survival: When foraging for food, you can make do with ingredients you scavenge that others would be unable to turn into nourishing meals. Prepare meals: You and up to 5 creatures of your choice regain 1 extra hp per hit die spent during a short rest, provided you have access to your utensils and sufficient food.Cooking Utensils | Musical Instrument (+2 to Performance): Wood Flute (Per Outlander Background) Spells: Level 1 Slots Left: 1/2 | Faerie Fire, Goodberry, ]Zephyr Strike (concentration)| Cantrip: Mage Hand
Wood Elf Traits: Mask of the Wild | Trance | Fleet of Foot | Immunity to Sleep Spells | Advantage on saving throws against being Charmed
Ranger Traits: Primeval Awareness | Natural Explorer (Forest) | Advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.Favored Enemies (Beasts)
Fighting Style: Archery +2 bonus to attack rolls you make with ranged weapons. Magic Arrows: Grease Arrow, Fire Arrow (1d6 fire damage), Conjuration Arrow (unknown), Divination Arrow (unknown), Sanctuary Arrow. Silver +1 Arrows: 1/5
Swarmkeeper Abilities: Once on each of your turns, you can cause the swarm to assist you in one of the following ways, immediately after you hit a creature with an attack: 1) The attacker's target takes 1d6 piercing damage from the swarm. 2) The attacker's target must succeed on a Str saving throw against your spell save DC or be moved by the swarm up to 15 feet horizontally in a direction of your choice. 3) You are moved by the swarm 5 feet horizontally in a direction of your choice.Swarm Assistance
Sitting beneath the stars, beside the campfire, belly full of hot food and warm and content was a new experience for Cara. Really she had only known Kaeleigh and Ria for such a short time, barely a day and her initial meeting with Lady Siannodel had not been the friendliest but she felt safe for the first time in a long time and was happy to sit in silence as they talked and made plans, looking up she idly watched the stars for the first time in a long time and picked out the constellations she recognised, muttering their names under her breath when she saw one.
Feeling Snow slip off her lap, she looked down to see her usually very lazy familiar moving amongst the bowls of food resting on the ground after the meal, helping herself to left overs, she chuckled as she got up and collected the bowls of course she moves for food, should have known. Gathering the bowls and cutlery before Snow could eat even more, Cara stepped towards the small stream close by their camp
"You cooked, let me wash up. I can make us a bath if you would like too?" she commented almost as an after thought. It was a trick she had used on her journey to the mountain a time or two but she hadn't been able to perform it while under the mountain. Her magics had only a limited effect on solid rock and stone but now she was back on the surface it had occurred to her that she could manipulate the soft dirt beside the river into making a separate bathing pool for them and heat it with her magic.
Cara had finished washing and drying up the bowls and was about to start on a bathing pool when she heard the sound of footsteps approaching the camp, whoever it was hadn't made any effort to mask their approach, which could be a good thing but after her time in the mountain and Arachne's mention of Vampires she wasn't willing to take that chance and small flames danced on her fingertips as she rushed back to the camp in time to see a dragon stepping onto the light of the fire and greet Lady Ria, although he called her General and he was more a short dragon-man more than an actual dragon.
The flames in her hands died as she stood at the edge of camp and watched the man with fascination, she had never seen a Dragonborn before in person, though she had read about them in passing as part of her studies. Since the return of the old magics she had heard rumours of more and more unusual creatures returning to the world but the God-king, and the academy in general, had very elitist, and prejudiced views on none humans and looked on those changed by the mountains fall with disdain. Luckily Cara's own more exotic origins in Jaleer had given her a more tolerant attitude towards those who were different.
As the man moved closer to the group and made his introduction and explained why he was there, Cara realised that although he was shorter than she expected a Dragonborn to be, he still towered over her and he was more impressively muscled than she had expected, clearly more than strong enough to wield the immense sword hanging at his back, she didnt want to get close enough to find out but she wouldn't be surprised if even his sword was taller Pommel to Tip than she was.
His scales were a rich deep red, a beautiful colour Cara thought as she took in the man, though she did wonder momentarily how Lady Siannodel would react to the colouring of the figure, she had certainly not taking a liking to Cara's robes which had originally been a similar colour, but at the mans greeting it was clear that this "Private Swift" was one of her troops so she wasn't too surprised when the lady's Moonblade didn't leave its sheath at his surprise appearance. Cara found herself staring at the man's hypnotic golden eyes as he handed the "general" his missive and waited for her response, standing at attention like a professional soldier, although his gaze did flicker briefly to Cara's own curious one and brought a flush of colour to the girls cheeks as she quickly looked away, trying to look busy putting the bowls away.
A plan which might have worked if Snow hadn't decided to take that moment to "mist" herself onto the Dragonborn's shoulder and nuzzle up to the man, with a contented sigh. If the Soldier was surprised by the appearance of the little white snake he didn't give any indication and didn't react or dislodge the snake as it curled up against him and it was Cara who squeals and glowed an even deeper shade of Red at her familiars antics
"SNOW! Stop that!"
Cara was torn what to do, she wanted to snatch her snake back from the man's shoulder but she was too embarrassed to get closer, She should have dismissed Snow herself, dissolving her to mist and mana until later but she knew Snow hated when she did that and as embarrassed as she was, Cara thought she understand why she was acting that way. Despite their appearance as Reptiles, the Vayemniri were not actually reptiles and were not cold blooded, in fact they often had a higher internal body temperature than humans and were hot to the touch. To Snow, Private Swift was like an immense walking Hot Sunning Rock just begging to be curled up on so that's exactly what she did, the fact that it also embarrassed her mistress and made the little snake smile was just an added bonus as far as Snow was concerned.
"I'm so sorry Mr Swift, she doesn't normally do that, she wont bite i promise. Just push her away if shes bothering you, i'm sorry, can i get you something to eat after your journey? did you come a long way? did you fly? can you fly? I heard some of the Ash-Marked ones can fly. is it true?"
As was her nature, as the others were aware already, when given the chance, Cara could ramble and let her thoughts get the better of her, what had started out as an apology, in the common tongue, had turned into a barrage of questions in Glav, the Dragonic tongue. Luckily Lady Ria was a quick reader and after glancing over the missive, read it out again aloud for the rest of the group around the campfire, halting Cara's questions and pulling her focus back to Lady Ria as she spoke, Cara took the chance to bite her lip and look to the ground, trying to control the fierce blush on her cheeks at her reaction to the tall, very muscled Dragon-Man beside her.
Her eyes were brought snapping back up, wide open in surprise when Lady Ria asked for her opinion on the matters discussed within the note. She was for once too stunned to speak, no one had ever asked for her opinion before, most certainly not on something as important as the operation of a military fortification and the defence of a garrison and town. It simply wasn't her place to say, although given the options presented in the missive and her own preferences she knew which one she would have chosen as a priority. It seemed that Lady Ria agreed with her unspoken thoughts and after a moment of consideration Lady Kaeleigh echoed the Generals thoughts as well and then brought Cara's blush back in full force giving her a compliment about her mediocre cooking skills before turning her attention to the fire and the tiny foxes still playing there while Cara tried to gather her thoughts about what she had just heard, keenly aware Lady Ria was still looking at her, waiting for her opinion.
"Giant Rat-Wolves? how..how big are we talking when you say giant? oh..yes.. sorry..um..Library..i mean..sorry" Cara's voice was meek and rambling for a moment as she glanced over at the Stoic Silent Private Swift, still waiting for his generals response before she took a pause and drew in a breath to steady herself, turning her attention back to Lady Ria and doing her best to ignore the impressive figure beside her.
"What i mean to say Lady Siannodel, is thank you. As a guest in your home, it isn't really my place to say what you should do but if i may say i do agree with yours and Lady Kaeleigh's assessment, There could be a great deal of useful and important knowledge within the Library which could aid you and as you say the unearthing of the old fort foundations locating the library could prove a useful start in the fortification of the walls as well."
"If i may be of service with the library Lady Siannodel, I have no talent for excavation and stonework but i possess some small magics which can aid in the removal of dirt and earth which might speed things along and i am well versed in many Glyph's and Alphabets and have some experience with libraries in general, should the manuscripts you locate be written in an older language then i offer my services in its translation for you"
Cara was doing her best not to seem too eager to be let loose in an ancient library but she was no bardic performer and was struggling to keep the excitement from her voice as she offered her opinion, an excitement which quickly spilled over as she watched Kaeleigh pull the smooth enchanted stone from her pocket and sent her message to the other Mistguard before suggesting they retire back to the village instead and explain the situation to Magister's Bran and Ness as well as offering to bring Irennan back with them
"Oh you have a Sending Stone? I've never seen one of those that works outside of the Academy Walls. That is very kind of you Lady Kaeleigh but it wont be necessary, The Statue Irennan inhabits came from under the mountain, it wouldn't be right to remove it. She will stay with Lady Arachne for now and keep her company for a few days while i find her a new statue to inhabit, something more suited to the surface. Does your village have any artisans or woodcarvers i can commission to make her one?"
"I am accustomed to sleeping on the ground after so long in the caves, and you do make a very comfortable camp Lady Kaeleigh but i would be lying if i didn't admit that the thought of sleeping in an actual bed after so long didn't sound like heaven right now. I'm happy to visit your village if you will allow me too"
Cara was happy to follow her new friends through the wilderness towards their village, Mistvale. She did her best to get her bearings and follow the route from the camp to the village but despite her ability to recognise star constellations and identify the trees and plants she was passing on the journey, her knowledge of her surroundings was purely academic, she didn't possess the Huntresses skills at navigation and trailblazing and she was sure she would have gotten lost if she had attempted the trip alone without a map to find her way.
But despite her strange new surroundings, and the visions in her head of Vampire's, Kobold's and Giant Rat-Wolves prowling the wilderness, with the Deadly Huntress, the radiant Moon Maiden and the Strong Dragonborn by her side she felt safe. She was glad that Private Swift had chosen to accompany them back to the village, though she wasn't surprised, he had said he was awaiting the Generals response and she was yet to give it without the opinions of the Magisters.
As the small group made quick work of the trip and entered the Village, Cara couldn't help comparing it to North River where she had spent so much of her time growing up and the other smaller villages she had seen on the other side of the mountain. The comparison was striking, The Villages to the East of the Mountain were larger and clearly of greater wealth and social standing than those in the Valley if Mistvale was the standard, but the most noticeable difference to Cara was the people.
It was late in the evening, the sun had set and the village was still only partially lit by lanterns, but there were still people on the streets going about their business with a smile on their face and in no rush to get inside, children still played on the streets and the sound of laughter floated on the air, both from the children and the tavern which stood glowing like a warm beacon in the middle of the town. The atmosphere was much more pleasant and contented than any village Cara had seen in the East and she could understand why Lady Siannodel was so adamant now that the God-king did not claim the valley
North River was a pleasant enough place to grow up during the day, especially if you were human and possessed Magic like Cara did but after her experiences and conversations with Irennan during her time under the mountain, and now seeing Mistvale, she began to realise just how oppressive it truly was. People were not forbidden from being outside after dark, and there was no official curfew but everyone knew, that if you were out on the streets after the sun had set in North River, you were fair game to the Blood Mages and the God Kings minions, the village was bathed in lanterns by the hundreds in a futile attempt to remove all the darkness and shadows from the streets for safety but there was just no way to keep the encroaching darkness at bay so for safety the citizens had an almost self imposed curfew of their own and locked themselves away after dark.
Seeing the children playing in the streets and witnessing the smiles and greetings they got as they made their way towards the Inn, although they were of course aimed at Lady Siannodel and Lady Kaeleigh, Cara felt herself feeling envious of their home and falling in love with the simple Rustic charm of Mistvale, and now with the promise of an Ancient Library as well? what more could a student like her ask for?
As they climbed the steps and entered the Inn, Cara remembered what more, A Real Bed for the night! Taking a place at the table with the others, Cara found herself looking around like a skittish puppy at every sight and sound, the fresh smells of cooking hitting her nostrils every time a plate was carried from the kitchen by the wait staff, every belly laugh from a drunk patron hitting her ears as she tried to take in every sight around her and felt the smile on her face growing larger with each passing moment. Cara had never been a social butterfly like some of the other students at the Academy, it was no secret she preferred the company of books and long dead spirits than other people but she had been alone for so long she had missed a lot.
After several moments, Cara spotted Magister Ness making his way towards their table and she stood with a grin and a wave in his direction, offering him a bow of respect due a Master Mage as he approached.
"Magister Ness, it is good to see you again. This is Private Swift from the fort. He found us in the Wilds with a urgent missive for Lady Siannodel of great importance from a Commander Thorn. Though i suppose you already know each other?"
With the blush threatening to return to her face, Cara sat back down and ducked her head to make herself as small as possible, why she felt the need to introduce the Dragonborn to Ness she didn't know. He was a Magister and this was his Valley, there would be little he wasn't aware of already, he would surely already know the name of one of the Mistguard's soldiers.
Turn Summary Initiative: Move: Action: Bonus Action: Reaction: Other: Passive Perception for Cara is 14, Snow is 12 and Irennan's is 18 Conditions:
Cara Amari Tane
Chaotic Good | Human - North River Initiate | Warlock - Blood Academy Patron
STR 8 (-1) | DEX 12 (+1)| CON 10 (+0) | INT 14 (+2) | WIS 12 (+1) | CHA 16 (+3)
Str Save -1 | Dex Save +1 | Con Save +0 | Int Save +2 | Wis Save +4 | Cha Save +6
Weapons: Versatile, +2 Attack (1D6-1 Damage)Staff of Flowers | Finesse, Light, Thrown (20/60). +4 Attack (1D4+1 Damage)Dagger | Ranged (240), 2 Beams (independent attack) Ignore Half and Three-Quarter Cover. +6 Attack (1D10 Force Damage)Eldritch Blast | Ranged (240), Ignore Half and Three-Quarter Cover, Uncarried or Worn Flammable Objects Ignite. +6 Attack (2D10 Fire Damage)Fire Bolt
Features and Abilities:Common, Elven, Dwarven, Gnoll, Draconic, OrcishLanguages | Armor: Light Weapons: Simple Weapons Tools: None Skills: Arcana: +5, History: +5, Medicine: +4, Nature: +5, Religion: +5 Proficiencies Human Traits:Two different ability scores of your choice increase by 1.Ability Score Increase | Humans reach adulthood in their late teens and live less than a century.Age | Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium.Size | Your base walking speed is 30 feet.Speed | You gain proficiency in one skill of your choice.Skilled | Choose a class: bard, cleric, druid, sorcerer, warlock, or wizard. You learn two cantrips of your choice from that class's spell list.
In addition, choose one 1st-level spell to learn from that same list. Using this feat, you can cast the spell once at its lowest level, and you must finish a long rest before you can cast it in this way again.
Your spellcasting ability for these spells depends on the class you chose: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid; or Intelligence for wizard.Feat - Magical Initiate | You can speak, read, and write Common and one extra language of your choice. Humans typically learn the languages of other peoples they deal with, including obscure dialects. They are fond of sprinkling their speech with words borrowed from other tongues: Orc curses, Elvish musical expressions, Dwarvish military phrases, and so on.Languages Warlock Traits:At 1st level, you have struck a bargain with an otherworldly being of your choice. Your choice grants you features at 1st level and again at 6th, 10th, and 14th level.Otherworldly Patron - Mage of Lorehold | Your arcane research and the magic bestowed on you by your patron have given you facility with spells.
Cantrips
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.
Spell Slots
The Warlock table shows how many spell slots you have to cast your warlock spells of 1st through 5th level. 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.
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.
Spells Known of 1st Level and Higher
At 1st level, you know two 1st-level spells of your choice from the warlock spell list.
The Spells Known column of the Warlock table shows when you learn more warlock spells of your choice of 1st level or 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.
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.
Spellcasting Ability
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
Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier
Spellcasting Focus
You can use an arcane focus as a spellcasting focus for your warlock spells.Pact Magic | In your study of occult lore, you have unearthed Eldritch Invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability.
At 2nd level, you gain two eldritch invocations of your choice. When you gain certain warlock levels, you gain additional invocations of your choice, as shown in the Invocations Known column of the Warlock table. A level prerequisite refers to your level in this class.
Additionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level.Eldritch Invocations | At 3rd level, your otherworldly patron bestows a gift upon you for your loyal service.
Your patron gives you a grimoire called a Book of Shadows. When you gain this feature, choose three cantrips from any class's spell list (the three needn't be from the same list). While the book is on your person, you can cast those cantrips at will. They don't count against your number of cantrips known. If they don't appear on the warlock spell list, they are nonetheless warlock spells for you.
If you lose your Book of Shadows, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous book. The book turns to ash when you die.Pact Boon - Pact of the Tome | You have learned techniques to enhance your attacks with certain kinds of spells, gaining the following benefits:
When you cast a spell that requires you to make an attack roll, the spell's range is doubled.
Your ranged spell attacks ignore half cover and three-quarters cover.
You learn one cantrip that requires an attack roll. Choose the cantrip from the bard, cleric, druid, sorcerer, warlock, or wizard spell list. Your spellcasting ability for this cantrip depends on the spell list you chose from: Charisma for bard, sorcerer, and warlock; Wisdom for cleric or druid; or Intelligence for wizard
InvocationsYou can read all Writing.Eyes of the Rune Keeper | You can cast speak with animals at will, without expending a spell slot.Beast Speech | You can now inscribe magical rituals in your Book of Shadows. Choose two 1st-level spells that have the ritual tag from any class's spell list (the two needn't be from the same list). The spells appear in the book and don't count against the number of spells you know. With your Book of Shadows in hand, you can cast the chosen spells as rituals. You can't cast the spells except as rituals, unless you've learned them by some other means. You can also cast a warlock spell you know as a ritual if it has the ritual tag.
On your adventures, you can add other ritual spells to your Book of Shadows. When you find such a spell, you can add it to the book if the spell's level is equal to or less than half your warlock level (rounded up) and if you can spare the time to transcribe the spell. For each level of the spell, the transcription process takes 2 hours and costs 50 gp for the rare inks needed to inscribe it.Book of Ancient Secrets Background:You have spent your youth preparing to be a student of North River Academy, reading every book on the college's recommended reading list for prospective students. Your academic passions are in the broad field of history. You might dream of using magic to contact great historical figures or your own ancestors or of recreating the mighty magic of a distant age. North River Initiate
You gain the North River Initiate feat and must choose Lorehold within it.
In addition, if you have the Spellcasting or Pact Magic feature, the spells on the Lorehold Spells table are added to the spell list of your spellcasting class. (If you are a multiclass character with multiple spell lists, these spells are added to all of them.)
Lorehold Spells
Spell Level Spells
1st Comprehend Languages, Identify
2nd Borrowed Knowledge, Locate Object
3rd Speak with Dead, Spirit Guardians
4th Arcane Eye, Stone Shape
5th Flame Strike, Legend LoreNorth River Student | You have studied some magical theory and have learned a few spells associated with North River Academy.
You learn two cantrips and one 1st-level spell based on the college you choose, as specified in the Strixhaven Spells table.
You can cast the chosen 1st-level spell without a spell slot, and you must finish a long rest before you can cast it in this way again. You can also cast the spell using any spell slots you have.
Your spellcasting ability for this feat's spells is Intelligence, Wisdom, or Charisma (choose when you select this feat).
Cantrips - Choose two from Light, Sacred Flame, and Thaumaturgy. Choose one 1st-level Cleric or Wizard spell.North River Initiate Otherworldly Patron:Mages of Lorehold are particularly concerned with the forces that underlie and drive history. Drawing inspiration from the scholars and adventurers of old, they manifest the arcane power of the past through ethereal dioramas and fantastical battle prowess. Lorehold mages are often found with a long-dead spirit summoned at their side—for who better to learn ancient history from than one who has experienced it first-hand?Mage of Lorehold | You learn the cantrip Sacred Flame and the 1st level spell Comprehend Languages. You learn additional spells when you reach certain levels in this class, as shown on the Lorehold Spells table.
Each of these spells counts as a class spell for you, but it doesn’t count against the number of spells you know. If you are a wizard, you can add these spells to your spellbook upon learning them, without expending any gold, and prepare them as normal.
Class Level Spells
3rd Knock, Locate Object
5th Speak with Dead, Spirit Guardians
7th Arcane Eye, Stone Shape
9th Destructive Wave, Legend LoreLorehold Spells | You learn to call on the spirits of the ancient dead and house them temporarily in the remnants of old statues, so they may remain longer on this plane to bolster your studies and aid you in battle.
Whenever you finish a short or long rest, you can call forth and bond with one such spirit, who comes to inhabit a Medium, freestanding statue within 10 feet of you to serve as your ancient companion. See this creature’s game statistics in the Ancient Companion stat block, which uses your proficiency bonus (PB) in several places. When you bond with your ancient companion, choose the type of spirit you bond with: Healer, Sage, or Warrior. Your choice of spirit determines certain traits in its stat block. The statue determines the spirit’s appearance.
The ancient companion is friendly to you and your companions and obeys your commands. In combat, the companion shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the companion can take any action of its choice, not just Dodge.
As an action, you can touch the ancient companion and expend a spell slot of 1st-level or higher. The ancient companion regains a number of hit points equal to 10 times the level of spell slot expended.
The companion perishes when it drops to 0 hit points, when you bond with a new ancient companion at the end of a short or long rest, or when you die. When the companion perishes, the spirit within returns to its plane of origin, and the statue becomes an inert object Ancient Companion
Medium construct, Any Alignment Armor Class: 14 (natural armor) + 2 (Warrior only) Hit Points: 5 + 5 times your level in this class (the companion has a number of Hit Dice [d8s] equal to your level in this class) Speed: 30 ft. STR DEX CON INT WIS CHA
14 (+2) 9 (-1) 15 (+2) 14 (+2) 14 (+2) 11 (+0) Saving Throws: Con +2 plus PB, Int +2 plus PB, Wis +2 plus PB Skills: History +2 plus PB, Perception +2 plus (PB × 2) Damage Immunities: poison Condition Immunities: charmed, exhaustion Senses: Passive Perception 12 + (PB × 2) Languages: Speaks and understands the languages you speak Challenge: — Proficiency Bonus: equals your bonus Ancient Fortitude. If damage reduces the companion to 0 hit points, it can make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is from a critical hit. On a success, the companion drops to 1 hit point instead. Sage’s Counsel (Sage Only). While within 15 feet of the companion, you and your allies gain a +2 bonus to Intelligence and Wisdom checks. Actions Spirit Strike. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target you can see. Hit: 1d8 + 2 + PB force damage. Healer’s Light (Healer Only). The companion chooses a creature it can see within 15 feet of itself and flares with invigorating light. The creature gains 1d8 + PB temporary hit points. Reactions Warrior’s Protection (Warrior Only). When a creature within 5 feet of the companion makes a Strength or Dexterity saving throw, the companion imposes itself between the creature and the danger. The creature can roll a d4 and add the number rolled to the saving throw.Ancient Companion
Pact Magic Spells Short Rest Usage - Cantrips: Unlimited | Pact Magic Slots: 0 / 2 (All Cast as 3rd Level) Long Rest Usage - Cure Wounds, Faerie Fire (Once Each)
Cantrips:Casting Time: 1 Standard action
Range: 60 feet
Components: S
Duration: Instantaneous or 1 Hour
You choose nonmagical flame that you can see within range and that fits within a 5-foot cube. You affect it in one of the following ways:
- You instantaneously expand the flame 5 feet in one direction, provided that wood or other fuel is present in the new location.
- You instantaneously extinguish the flames within the cube.
- You double or halve the area of bright light and dim light cast by the flame, change its color, or both. The change lasts for 1 hour.
- You cause simple shapes—such as the vague form of a creature, an inanimate object, or a location—to appear within the flames and animate as you like. The shapes
last for 1 hour.
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.Control Flame | Casting Time: 1 Action
Range: 30 feet
Components: V, S
Duration: Instantaneous
Whispering to the spirits of nature, you create one of the following effects within range:
-You create a tiny, harmless sensory effect that predicts what the weather will be at your location for the next 24 hours. The effect might manifest as a golden orb for clear skies, a cloud for rain, falling snowflakes for snow, and so on. This effect persists for 1 round.
-You instantly make a flower blossom, a seed pod open, or a leaf bud bloom.
-You create an instantaneous, harmless sensory effect, such as falling leaves, a puff of wind, the sound of a small animal, or the faint odor of skunk. The effect must fit in a 5-foot cube.
-You instantly light or snuff out a candle, a torch, or a small campfire.Druidcraft | Casting Time: 1 action
Range: 240 feet
Components: V, S
Duration: Instantaneous
A beam of crackling energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10+3 force damage.
At Higher Levels. The spell creates more than one beam when you reach higher levels: two beams at 5th level, three beams at 11th level, and four beams at 17th level. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.Eldritch Blast | Casting Time: 1 action
Range: 240 feet
Components: V, S
Duration: Instantaneous
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 2d10 fire damage. A flammable object hit by this spell ignites if it isn’t being worn or carried.
At Higher Levels. This spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).Fire Bolt | Casting Time: 1 action
Range: Touch
Components: V, M (a firefly or Phosphorescent Moss)
Duration: 1 Hour
You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action.
If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.Light | Casting Time: 1 Minute
Range: Touch
Components: V,S, M (Two Lodestones)
Duration: Instantaneous
This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage.
This spell can physically repair a magic item or construct, but the spell can’t restore magic to such an object.Mending | Casting Time: 1 Standard action
Range: 30 feet
Components: S, M (a bit of fleece)
Duration: 1 Minute
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.
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.
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.
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.Minor Illusion | Casting Time: 1 action
Range: 30 feet
Components: S
Duration: Instantaneous or 1 hour
You choose a portion of dirt or stone that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:
- If you target an area of loose earth, you can instantaneously excavate it, move it along the ground, and deposit it up to 5 feet away. This movement doesn’t have enough force to cause damage.
- You cause shapes, colors, or both to appear on the dirt or stone, spelling out words, creating images, or shaping patterns. The changes last for 1 hour.
- If the dirt or stone you target is on the ground, you cause it to become difficult terrain. Alternatively, you can cause the ground to become normal terrain if it is already difficult terrain. This change lasts for 1 hour.
If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.Mold Earth | Casting Time: 1 Standard action
Range: 10 feet
Components: V,S
Duration: Up to 1 Hour
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 | Casting Time: 1 Standard action
Range: 30 feet
Components: S
Duration: Instantaneous or 1 hour
You choose an area of water that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:
- You instantaneously move or otherwise change the flow of the water as you direct, up to 5 feet in any direction. This movement doesn’t have enough force to cause damage.
- You cause the water to form into simple shapes and animate at your direction. This change lasts for 1 hour.
- You change the water’s color or opacity. The water must be changed in the same way throughout. This change lasts for 1 hour.
- You freeze the water, provided that there are no creatures in it. The water unfreezes in 1 hour.
If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.Shape Water | Casting Time: 1 Standard action
Range: Self
Components: V,S
Duration: 10 Minutes
You gain the ability to comprehend and verbally communicate with beasts for the duration. The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you, at the DM’s discretion.Speak with Animals | Casting Time: 1 action
Range: 30 feet
Components: V
Duration: Up to 1 Minute
You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical effects within range:
-Your voice booms up to three times as loud as normal for 1 minute.
-You cause flames to flicker, brighten, dim, or change color for 1 minute.
-You cause harmless tremors in the ground for 1 minute.
-You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers.
-You instantaneously cause an unlocked door or window to fly open or slam shut.
-You alter the appearance of your eyes for 1 minute.
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.Thaumaturgy | Casting Time: 1 action
Range: Touch
Components: V, M (A Staff like object worth at least 10gp as a focus)
Duration: Concentration, Up to 1 hour
This Spell is a minor magical trick that novice Transmuter's use for practise. While you hold the Focus Object you have the ability to make minor changes to the object, transmuting it into various tools as needed to perform simple apprentice like duties.
If the transmuted object leaves your grasp, it reverts to normal and only a single change can be performed with each casting though that form can be maintained for up to an Hour with a single casting.
- The Staff/Focus can be altered in appearance and colour to replicate or hide its appearance within the limits of the casters imagination.
- Small Hooks, Notches, Holes, Barbs, Spikes etc, can be added to any part of the staff (these do not alter or enhance the damage capabilities of the base staff in any way)
- The staff may be lengthen up to twice its normal size or shortened by Half while retaining its normal durability and stability, and can be made wider and flatter to form a short plank like object
- The Staff's rigidity may be altered to give it flexibility, allowing its use as a makeshift whip or rope like object for the duration
- The Staff may be transformed into an Single Tool that may be required to help perform an Apprentices Daily duties such as a broom, a mop, a pitchfork, garden Rake or Hoe, a shepherds crook, an Anchor Pole, A barge Pole or Paddle,Shovel etc.
- The Transformation is limited and can not be used to replicate heavy weapon capable of sustaining combat, although small spear points and weak blades can be formed for use as gardening scythes and fishing spears, etc are allowed.
If you cast this spell multiple times, you can have up to three of its effects active at a time, and you can dismiss such an effect as an action.The Apprentice's Aide
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.
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.Charm Person | Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a sliver of glass)
Duration: Concentration, up to 1 minute
You fill the air with spinning daggers in a cube 5 feet on each side, centered on a point you choose within range. A creature takes 6d4 slashing damage when it enters the spell’s area for the first time on a turn or starts its turn there.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 2d4 for each slot level above 2nd.Cloud of Daggers | Casting Time: 1 Standard action
Range: Self
Components: V,S, M (a pinch of soot and salt)
Duration: 1 Hour
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.
This spell doesn’t decode secret messages in a text or glyph, such as an arcane sigil, that isn’t part of a written language.Comprehend Language | Casting Time: 1 minute
Range: Touch
Components: V, S, M (a pearl worth at least 100 gp and an owl feather)
Duration: Instantaneous
You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it.
If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting itIdentify | Casting Time: 1 Standard action
Range: Touch
Components: V,S,M (an eyelash encased in gum arabic)
Duration: Concentration, up to 1 hour
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.
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.Invisibility | Casting Time: 1 action
Range: 60 feet
Components: V
Duration: Instananeous
Choose an object that you can see within range. The object can be a door, a box, a chest, a set of manacles, a padlock, or another object that contains a mundane or magical means that prevents access.
A target that is held shut by a mundane lock or that is stuck or barred becomes unlocked, unstuck, or unbarred. If the object has multiple locks, only one of them is unlocked.
If you choose a target that is held shut with Arcane Lock, that spell is suppressed for 10 minutes, during which time the target can be opened and shut normally.
When you cast the spell, a loud knock, audible from as far away as 300 feet, emanates from the target object.Knock | Casting Time: 1 Standard action
Range: Self
Components: V,S, M (a forked twig)
Duration: Concentration, up to 10 Minutes
Describe or name an object that is familiar to you. You sense the direction to the object’s location, as long as that object is within 1,000 feet of you. If the object is in motion, you know the direction of its movement.
The spell can locate a specific object known to you, as long as you have seen it up close – within 30 feet – at least once. Alternatively, the spell can locate the nearest object of a particular kind, such as a certain kind of apparel, jewelry, furniture, tool, or weapon.
This spell can’t locate an object if any thickness of lead, even a thin sheet, blocks a direct path between you and the object.Locate Object | Casting Time: 1 action
Range: 10 feet
Components: V, S, M (burning incense)
Duration: 10 minutes
You grant the semblance of life and intelligence to a corpse of your choice within range, allowing it to answer the questions you pose. The corpse must still have a mouth and can’t be undead. The spell fails if the corpse was the target of this spell within the last 10 days.
Until the spell ends, you can ask the corpse up to five questions. The corpse knows only what it knew in life, including the languages it knew. Answers are usually brief, cryptic, or repetitive, and the corpse is under no compulsion to offer a truthful answer if you are hostile to it or it recognizes you as an enemy. This spell doesn’t return the creature’s soul to its body, only its animating spirit. Thus, the corpse can’t learn new information, doesn’t comprehend anything that has happened since it died, and can’t speculate about future events.Speak with Dead | Casting Time: 1 action
Range: Self (15 foot radius)
Components: V, S, M (Holy Symbol)
Duration: Concentration, Up to 10 minutes
You call forth spirits to protect you. They flit around you to a distance of 15 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish.
When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature’s speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 3d8 radiant damage (if you are good or neutral) or 3d8 necrotic damage (if you are evil). On a successful save, the creature takes half as much damage.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.Spiritual Guardians | Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a vial of blood from a humanoid killed within the past 24 hours)
Duration: Concentration, up to 1 hour
You utter foul words, summoning demons from the chaos of the Abyss. Roll on the following table to determine what appears.
d6 Demons Summoned
1-2 Two demons of challenge rating 1 or lower
3-4 Four demons of challenge rating 1/2 or lower
5-6 Eight demons of challenge rating 1/4 or lower
The DM chooses the demons, such as manes or dretches, and you choose the unoccupied spaces you can see within range where they appear. A summoned demon disappears when it drops to 0 hit points or when the spell ends.
The demons are hostile to all creatures, including you. Roll initiative for the summoned demons as a group, which has its own turns. The demons pursue and attack the nearest non-demons to the best of their ability.
As part of casting the spell, you can form a circle on the ground with the blood used as a material component. The circle is large enough to encompass your space. While the spell lasts, the summoned demons can't cross the circle or harm it, and they can't target anyone within it. Using the material component in this manner consumes it when the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 6th or 7th level, you summon twice as many demons. If you cast it using a spell slot of 8th or 9th level, you summon three times as many demons.Summon Lesser Demons | Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a twig from a tree that has been struck by lightning)
Duration: Concentration, Up to 1 minute
A beam of crackling, blue energy lances out toward a creature within range, forming a sustained arc of lightning between you and the target. Make a ranged spell attack against that creature. On a hit, the target takes 3d12 lightning damage, and on each of your turns for the duration, you can use your action to deal 3d12 lightning damage to the target automatically. The spell ends if you use your action to do anything else. The spell also ends if the target is ever outside the spell’s range or if it has total cover from you.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the initial damage increases by 1d12 for each slot level above 1st.Witch Bolt
A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.Cure Wounds | Casting Time: 1 Standard action
Range: 60 feet
Components: V
Duration: Concentration, up to 1 Minute
Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice).
Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius.
Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can’t benefit from being invisible.Faerie Fire
Rituals:Casting Time: 1 hour
Range: 10 feet
Components: V,S, M (10gp worth of charcoal, incense and herbs that must be consumed by fire in a brass brazier)
Duration: Instantaneous
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.
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.
When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again. As an action, you can temporarily dismiss your familiar to a pocket dimension. 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. Whenever the familiar drops to 0 hit points or disappears into the pocket dimension, it leaves behind in its space anything it was wearing or carrying.
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.
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.
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.Find Familiar | Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a piece of string and a bit of wool)
Duration: 1 Hour
This spell creates an invisible, mindless, shapeless, Medium force that performs simple tasks at your command until the spell ends. The servant springs into existence in an unoccupied space on the ground within range. It has AC 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. The servant can perform simple tasks that a human servant could do, such as fetching things, cleaning, mending, folding clothes, lighting fires, serving food, and pouring wine. 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.Unseen Servant
Equipment Armor: Leather Armor Weapons: Apprentice Staff/Quarterstaff (In Pouch),Daggers x2 (Both on Belt), Sling Magical Items:This bag has an interior space considerably larger than its outside dimensions, roughly 0.5 feet in diameter at the mouth and 0,5 feet deep. The bag can hold up to 50 pounds, not exceeding a volume of 6 cubic feet. The bag weighs 1.5 pounds, regardless of its contents. Retrieving an item from the bag requires an action. Current Weight in Bag is 42/50lbsPouch of Holding, This amulet is fashioned from a single shard of resilient extraplanar material originating from the realm of your warlock patron. While you are wearing it, you gain the following benefits:
-You can use the amulet as a spellcasting focus for your warlock spells.
-You can try to cast a cantrip that you don't know. The cantrip must be on the Warlock spell list, and you must make a DC 10 Intelligence (Arcana) check. If the check succeeds, you cast the spell. If the check fails, so does the spell, and the action used to cast the spell is wasted. In either case, you can't use this property again until you finish a long rest.Dark Shard Amulet, This wooden staff has 10 charges. While holding it, you can use an action to expend 1 charge from the staff and cause a flower to sprout from a patch of earth or soil within 5 feet of you, or from the staff itself. Unless you choose a specific kind of flower, the staff creates a mild-scented daisy. The flower is harmless and nonmagical, and it grows or withers as a normal flower would.
The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff turns into flower petals and is lost forever.Staff of Flowers, These soft leather boots confer several powers upon the wearer.
First, he is granted the power to walk on water in swampy, muddy and wet environments, provided the water is no deeper than 2 feet (Knee Height) — this effectively lets him move through swampy terrain and mud at no cost to his speed. He leaves no tracks or other sign of his passage as long as he’s in swampy terrain, and never becomes uncomfortable or wet from rain, fog, or other forms of non-freezing precipitation. The wearer is capable of walking across small bodies of water on the surface as long as the depth is shallow enough to be waded across and would not come up above the knees. Should the wearer ever step into an area deeper than this limit the magic on the boots will fail and the wearer will immediate sink as if they had just stepped off a dock into the water/mud.
The boots were not designed to replace boats or other forms of water or swamp travel but were intended for use by arcanists and nobles who don't like getting their feet wet and muddy when travelling in swampy, wet and rainy conditions.Boots of Floating Steps, This plain coiling seeming incomplete bracelet apprears made from Unmarked Silver.
The wearer can draw up to 30 feet of twine or Thread per round from the robe without harming it. As a Standard Forced action, the wearer can draw up to 150 feet of twine but this gives the Bracelet the broken condition and suppresses its powers until it is repaired, the Silver becoming dull and tarnished. Twine from the bracelet remains connected until cut or torn, but is treated as common material rather than part of a magic item. Pieces removed become normal twine or Thread.
The Wearer of the bracelet has control of the thickness, texture and color of the thread draw from the end of the bracelet, allowing anything from coarse twine to soft cotton or woolen threads to be created. Any color imaginable is possible but the color can not be changed midthread. The existing material needs to be cut from the bracelet and a new thread drawn for it to be a different color.Bracelet of the Weaver, Currently holds 9 Charges. 1D8 Healing per UseWand of Healing, Gifted by the dwarves under the mountain, this stone is enchanted with a permanent Daylight spell and sheds bright light in a 60 foot radius and dim light for a further 60 feet beyond that. The light shines from the Stone with and moves with it. Completely covering the affected object with an opaque object, such as a bowl or a helm, blocks the light.
If any of this spell's area overlaps with an area of darkness created by a spell of 3rd level or lower, the spell that created the darkness is dispelled.Dwarven Sun Stone. Equipment:Money Pouch, Scholars Kit, School Uniform/Robes, Possibles Pouch, Herbalism Kit, Bag of Ball Bearings (1,000), Healer's Kit, Book of ShadowsPouch of Holding | Contains 2 gp, 7sp, 7cpMoney Pouch | Books of Lore x2 (History, Arcana), Bottle of Black Ink x2, Ink Pen x2, Scroll Case containing 10 sheets of parchment, Little Bag of Sand, Small KnifeScholars Kit | Tinderbox, Trinket (Glass orb filled with moving smoke), Arcane Focus, Signal Whistle, Soap, Whetstone, Chalk x10, candle x3, Twine, Dwarven Sunstones x6Possibles pouch | Clippers, Mortar and Pestle, Various Small Pouches, Vials x10, Block of Cedar Wood (1lb), Bronze Field Brazier, Leather GlovesHerbalism Kit | Bandages and Dressings, Salves, Splints, Ointments, Balms and NeedlesHealer's Kit
Actions: Melee Weapon Attack: +5 Hit, Reach 5ft, One target, 1 Piercing Damage plus Poison Damage (2d4). The target must succeed on a DC 10 Constitution saving throw, taking the poison damage on a failed save, or half as much on a successful oneBite
Statue Sage
Ancient Companion | Medium Construct, Any Alignment
STR 14 (+2) | DEX 9 (-1)| CON 15 (+2) | INT 14 (+2) | WIS 14 (+2) | CHA 11 (+0)
Armour Class: 14 (Natural Armor) Hit Points: 30 (5D8 HD) Speed: 30 ft
Saving Throws: Con +5, Int +5, Wis +5 Skills: History +5, Perception +8 Senses: Passive Perception 18 Damage Immunities: Poison Condition Immunities: Charmed, Exhaustion Languages: Speaks and Understands the Languages Cara Speaks Proficiency Bonus: +3 Ancient Fortitude: If damage reduces the companion to 0 hit points, it can make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is from a critical hit. On a success, the companion drops to 1 hit point instead. Sage’s Counsel (Sage Only) While within 15 feet of the companion, you and your allies gain a +2 bonus to Intelligence and Wisdom checks.
Actions:Melee Weapon Attack: +6 Hit, Reach 5ft, One target you can see, 1D8+5 Force DamageSpirit Strike | The companion chooses a creature it can see within 15 feet of itself and flares with invigorating light. The creature gains 1d8 + 3 temporary hit points.Healer’s Light (Healer Only)
Reactions:When a creature within 5 feet of the companion makes a Strength or Dexterity saving throw, the companion imposes itself between the creature and the danger. The creature can roll a d4 and add the number rolled to the saving throw.Warrior’s Protection (Warrior Only)
Grabbing her few possessions, Ria walks with the other back towards Mistvale to spend the night at the Inn.Thoughts fly around her head and she hears Cara and Kaeleigh's thoughts. Meeting Ness on the road she shares the news and his thoughts add to the maelstrom within her mind. Arriving in the village, she smiles at how familiar it seems, yet that accentuates how different she is. She was the smith's apprentice, now she is General of the Mist Guad and commander of the Army of the Mist, the Siannodel and a leader of the community. As they arrive at the inn she turns to Private Swift "Rest tonight and return in the morning, soldier. You have done well and I shall remember your service. "
Entering the Inn she asks for food, drink and a bed for Swift, then looks around for members of the Council. She would welcome the wisdom of Ardin or Lady Krea to help her decide. but neither are in the Inn tonight. Then she looks at Ness, Kaeleigh and Cara. " We have one night at home. Tomorrow we start the hunt for those that would stir up the kobolds. We have seen much, and I would like to hear our story sung by our resident bard " She smiles at Ness. "If he would like to sing the song of course!"
She sits, takes a flagon of water and a loaf of bread and moves into a corner. Rampart stands guard next to her as she sits quietly listening and watching over the community. Still her head whirls with thoughts and plans. She must decide and she MUST get it RIGHT.
High Elf Traits: Ability Score Increase: Int+1| Elf Weapon Training: Proficient with the Longsword, Shortsword, Shortbow, and Longbow. | Cantrip: You know Fire Bolt| Extra Language: You can speak, read, and write Sylvan | Trance | Immunity to Sleep Spells | Advantage on saving throws against being Charmed
Artificer Traits: At 1st level, you've learned how to invest a spark of magic into mundane objects. To use this ability, you must have thieves' tools or artisan's tools in hand. You then touch a Tiny nonmagical object as an action and give it one of the following magical properties of your choice:
The object sheds bright light in a 5-foot radius and dim light for an additional 5 feet.
Whenever tapped by a creature, the object emits a recorded message that can be heard up to 10 feet away. You utter the message when you bestow this property on the object, and the recording can be no more than 6 seconds long.
The object continuously emits your choice of an odor or a nonverbal sound (wind, waves, chirping, or the like). The chosen phenomenon is perceivable up to 10 feet away.
A static visual effect appears on one of the object's surfaces. This effect can be a picture, up to 25 words of text, lines and shapes, or a mixture of these elements, as you like.
The chosen property lasts indefinitely. As an action, you can touch the object and end the property early.
You can bestow magic on multiple objects, touching one object each time you use this feature, though a single object can only bear one property at a time. The maximum number of objects you can affect with this feature is three (Int. modifier). If you try to exceed your maximum, the oldest property immediately ends, and then the new property applies.Magical Tinkering | Spellcasting: Cantrips: Firebolt, Guidance, Mending; Level 1 (2/3): Absorb Elements, Cure Wounds, Faerie Fire, Feather Fall, Sanctuary, Tasha's Caustic Brew Heroism, Shield| Infusions: Enhanced Defence*; Enhanced Weapon; Replicate Magic Item: Alchemy Jug; Bag of Holding*| Medium construct; Armor Class: 15 (natural armor)
Hit Points: 2 + your Intelligence modifier + 5 times your artificer level = 26 (the defender has a number of Hit Dice [d8s] equal to your artificer level) = 4HD Speed: 40 ft.
STR DEX CON INT WIS CHA
14 (+2) 12 (+1) 14 (+2) 4 (−3) 10 (+0) 6 (−2)
Saving Throws: Dex +1 plus PB = +3, Con +2 plus PB = +4; Skills: Athletics +2 plus PB = +4, Perception +0 plus PB x 2 = +4;Damage Immunities: poison; Condition Immunities: charmed, exhaustion, poisoned
Senses: darkvision 60 ft., Passive Perception 10 + (PB x 2) = 14
Languages: understands the languages you speak
Proficiency Bonus (PB): equals your bonus = 2
Vigilant. The defender can't be surprised.
Actions: Force-Empowered Rend. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target you can see. Hit: 1d8 + PB(2) force damage.; Repair (3/Day). The magical mechanisms inside the defender restore 2d8 + PB(2) hit points to itself or to one construct or object within 5 feet of it.
Reactions: Deflect Attack. The defender imposes disadvantage on the attack roll of one creature it can see that is within 5 feet of it, provided the attack roll is against a creature other than the defender. Steel Defender
Arthur Rohan, Village Healer (4)
HP: 29/29 | AC 17 | PP: 11 | Spell Save DC: 12 | Spell Attack: +4 | Prof: +2 | Status: Normal HD: 4/4d8 | Spell Slots: Level 1 (2/3) | At 1st level, you learn how to invest a spark of magic into mundane objects. To use this ability, you must have thieves’ tools or artisan’s tools in hand. You then touch a Tiny nonmagical object as an action and give it one of the following magical properties of your choice:
*The object sheds bright light in a 5-foot radius and dim light for an additional 5 feet.
*Whenever tapped by a creature, the object emits a recorded message that can be heard up to 10 feet away. You utter the message when you bestow this property on the object, and the recording can be no more than 6 seconds long. The object continuously emits your choice of an odor or a nonverbal sound (wind, waves, chirping, or the like). The chosen phenomenon is perceivable up to 10 feet away.
*A static visual effect appears on one of the object’s surfaces. This effect can be a picture, up to 25 words of text, lines and shapes, or a mixture of these elements, as you like. The chosen property lasts indefinitely.
As an action, you can touch the object and end the property early. You can bestow magic on multiple objects, touching one object each time you use this feature, though a single object can only bear one property at a time. The maximum number of objects you can affect with this feature at one time is equal to your Intelligence modifier (minimum of one object). If you try to exceed your maximum, the oldest property immediately ends, and then the new property applies.Magical Tinkering 2/2 | You produce your artificer spell effects through your tools. You must have a spellcasting focus—specifically thieves’ tools or some kind of artisan’s tool—in hand when you cast any spell with this Spellcasting feature. You must be proficient with the tool. After you gain the Infuse Item feature at 2nd level, you can also use any item bearing one of your infusions as a spellcasting focus.Tools Required | Whenever you finish a long rest, you can touch a non-magical object and imbue it with one of your artificer infusions, turning it into a magic item. An infusion works on only certain kinds of objects, as specified in the infusion’s description. If the item requires attunement, you can attune yourself to it the instant you infuse the item. If you decide to attune to the item later, you must do so using the normal process for attunement. Your infusion remains in an item indefinitely, but when you die, the infusion vanishes after a number of days have passed equal to your Intelligence modifier (minimum of 1 day). The infusion also vanishes if you give up your knowledge of the infusion for another one. You must touch each of the objects, and each of your infusions can be in only one object at a time. Moreover, no object can bear more than one of your infusions at a time. If you try to exceed your maximum number of infusions, the oldest infusion immediately ends, and then the new infusion applies.If an infusion ends on an item that contains other things, like a bag of holding, its contents harmlessly appear in and around its space.Infuse Item: 0/2 | At 3rd level, you learn how to produce exactly the tool you need: with thieves’ tools or artisan’s tools, you can magically create one set of artisan’s tools in an unoccupied space within 5 feet of you. This creation requires 1 hour of uninterrupted work, which can coincide with a short or long rest. Though the product of magic, the tools are nonmagical, and they vanish when you use this feature again.The Right Tool for the Job
Alchemist: Thieves' Tools, Tinkers' Tools, Brewers' Supplies, Alchemists' SuppliesTool Proficiencies | Whenever you finish a long rest, you can magically produce an experimental elixir in an empty flask you touch. Roll on the Experimental Elixir table for the elixir’s effect, which is triggered when someone drinks the elixir. As an action, a creature can drink the elixir or administer it to an incapacitated creature. You can create additional experimental elixirs by expending a spell slot of 1st level or higher for each one. When you do so, you use your action to create the elixir in an empty flask you touch, and you choose the elixir’s effect from the Experimental Elixir table. Creating an experimental elixir requires you to have alchemist’s supplies on your person, and any elixir you create with this feature lasts until it is drunk or until the end of your next long rest. When you reach certain levels in this class, you can make more elixirs at the end of a long rest: two at 6th level and three at 15th level. Roll for each elixir’s effect separately. Each elixir requires its own flask.Experimental Elixir: Transformation Elixir 1/
Healing. The drinker regains a number of hit points equal to 2d4 + your Intelligence modifier.
2
Swiftness. The drinker’s walking speed increases by 10 feet for 1 hour.
3
Resilience. The drinker gains a +1 bonus to AC for 10 minutes.
4
Boldness. The drinker can roll a d4 and add the number rolled to every attack roll and saving throw they make for the next minute.
5
Flight. The drinker gains a flying speed of 10 feet for 10 minutes.
6
Transformation. The drinker’s body is transformed as if by the alter self spell. The drinker determines the transformation caused by the spell, the effects of which last for 10 minutes.
Elixir Table
Background: Arthur joined the Alchemist's Guild because it was one of the few ways that he could embrace magic, or something like it, without becoming a blood mage. Since his transformation, he found his potions became significantly more potent and versatile.Guild Artisan | Background Feature: As an established and respected member of a guild, you can rely on certain benefits that membership provides. Your fellow guild members will provide you with lodging and food if necessary, and pay for your funeral if needed. In some cities and towns, a guildhall offers a central place to meet other members of your profession, which can be a good place to meet potential patrons, allies, or hirelings.
Guilds often wield tremendous political power. If you are accused of a crime, your guild will support you if a good case can be made for your innocence or the crime is justifiable. You can also gain access to powerful political figures through the guild, if you are a member in good standing. Such connections might require the donation of money or magic items to the guild’s coffers.
You must pay dues of 5 gp per month to the guild. If you miss payments, you must make up back dues to remain in the guild’s good graces.Guild Membership | Feat: Combative Mount
* When being ridden, your rider has advantage on melee attack rolls against unmounted creatures that are smaller than you.
* You can force an attack targeted at your rider to target you instead.
* If your rider is subjected to an effect that allows them to make a Dexterity saving throw to take only half damage (while they are mounted), they instead take no damage if they succeed on the saving throw, and only half damage if they fail.Combative Mount Creature Type: FeyCentaur: Common, Sylvan, ElvishLanguages | Speed: 40 | If you move at least 30 feet straight toward a target and then hit it with a melee weapon attack on the same turn, you can immediately follow that attack with a bonus action, making one attack against the target with your hooves.Charge | Your hooves are natural melee weapons, which you can use to make unarmed strikes. If you hit with them, you deal bludgeoning damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.Hooves | You count as one size larger when determining your carrying capacity and the weight you can push or drag. In addition, any climb that requires hands and feet is especially difficult for you because of your equine legs. When you make such a climb, each foot of movement costs you 4 extra feet, instead of the normal 1 extra foot.Equine Build.
Special Items: +1 weapon. Only a Good aligned character can draw it. +3, 1d4+1 and you may chose to use your attack action to instead destroy an enemy weapon unless it is Adamantine.Miller's Knife | +2 AC. Once per day, you may cast a Cure Wounds spell that you have previously cast with the same exact resultShield of the Unicorn 1/1 | +2, 1d8 piercing, 80/320. On a roll of 5 or lower take 1 point of damage due to the crank pinching your finger. On a roll of 17-20 1d8 damage doubled on a 20.Fingerpincher (28) | 10 Fire resistanceCloak of Fire Resistance | Enhanced Defense (Arthur's armor) | Sending Stones 0/1 .
A reply comes to Kae from Arthur with some hesitation and anxiety in his thoughts, "Dealt with enemy officers, minus one, for the underground Hollow Men faction. Fight too loud, we need to retreat. We can swing around towards Mistvale."
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DEAR LORD I NEED FEWER EMERGENCIES
Icabod Swift had lived in Misty Mourn all his life, he'd been the son of a cobbler and expected he would make shoes just like his father had done and help with the harvest like any other able bodied lad did in town. He'd always been frightened of the God King, ever since he'd seen the 'Glorious Transfixion' a piece of art that showed the God King as he transformed into his godly glory, his skin bursting at the seams with divine power. Icabod had seen that picture and something made him feel ill, he couldn;t have said what. Just...it had been gaudy and the God King was shown as above everyone. It never sat right with him after that.
He remembered asking the wrong questions and getting beaten by the prioress. He'd gotten into so much trouble over the years and then everything changed. Half od his village had been destroyed, a goddess had saved another half who believed in her. He changed into a red scaly dragon man. After that everyone always looked at him weird, they didn't see him as just Icabod, he was the red scaled freak. So, when he hear stories about the Mistvale heroes and saw the fort needed men he signed up.
Captain Thorn taught him how to weild a sword, a big sword, one he'd never even been able to lift before he became this. Since then he knew he wanted to be a protector, to be like the stories of these people. When he'd seen General Siannodel he'd been awed, by her and the people with her. They were heroes! The snake crawling on him was a small price to pay to be in their company. He looked at the girl, was she one of the heroes? He couldn't remember anyone with her description, then she blushed at his look. He shrugged at her to let her know he didn't mind.
At the Inn he gave Lady Siannodel a bow and said, "I will let Commander Thorne know ma'am. Thank you ma'am." He saluted and moved towards the bar where he ordered an ale.
Ness grabs a beer mug of his own and continues his conversation with the dragonborn soldier. "So, Ichabod, is it? You’ve done a fine thing by telling us of the agents that snuck into our valley.
You said there were fewer than six of them . . . do we have any more information than that – appearances, other observations . . . any would be useful, really.
No harm if that’s all you know. . . " Ness doesn’t want the lad to feel awkward or unappreciated. "But it is our job to find these people. What can you tell us of the kobolds? If we find the kobolds, maybe they can lead us to this infiltrators."
STR 10 (+0) | DEX 14 (+2) | CON 12 (+1) | INT 10 (+0) | WIS 12 (+1) | CHA 16 (+3)
Weapons: Melee, +5 Attack (1d8+3 Magic Piercing Damage)Glass Rapier | Range: 60 feet, (DC 14 Wis save vs: 1d4 Psychic Damage and Disadvantage to next Attack Roll before end of next turn)Vicious Mockery | Range 120 feet, +6 Attack (1d10 Fire Damage)Firebolt | Range: 80/320, +5 Attack (1d6+3 Piercing Damage, plus 1 of 2 arrow effects: DC 14 Wis save or take 3d6 Psychic Damage each round until save; 4d4 Acid Damage first round, 2d4 Acid Damage second round, 1d4 Acid Damage third round)Short Bow +1 | Saves vs. Ness’s charm spells made with disadvantage. Can cast once per LR each of: Fly, Invisibility, Levitate, Protection from Evil and Good, Animal Friendship, Protection from Energy (Fire Only), Protection from Poison Doss Lute
Features and Abilities:Common, Sylvan, InfernalLanguages | Armor: Light Weapons: Longsword, Shortsword, Hand Crossbow, Rapier, Simple Weapons Saving Throws: Dexterity, Charisma Tools: Cook’s Utensils, Lute, Pan Pipes, Drum Skills: Acrobatics: +4, Animal Handling: +2, Arcana: +1, Athletics: +2, Deception +4, History: +1, Insight: +3, Intimidation: +4; Investigation: +1, Medicine: +2, Nature: +1, Perception: +5, Performance: +5, Persuasion: +7, Religion: +1, Sleight of Hand +4, Stealth: +3, Survival: +2Proficiencies Bard Traits:Charisma, DC 14, +6 Spell Attack BonusSpellcasting | +1d6 ability check, attack roll, or saving throw; 4x/LRBardic Inspiration | Add half proficiency bonus to skills without proficiencyJack of All Trades | +1d6 healing for allies using hit dice during short restSong of Rest | Double Proficiency Bonus for Perception and PersuasionExpertise | Roll of 9 or lower on Persuasion check is turned to a 10Silver Tongue | Bonus Action creature you can see within 60 feet must subtract number rolled on Bardic Inspiration die from its next saving throwUnsettling Words Satyr Traits:1d6 bludgeoning melee attackRam | +1d8 to jump distanceMirthful Leaps | Proficiency in Performance and PersuasionReveler | You have advantage on saving throws against spells and other magical effectsMagic Resistance
Background: Prismari Student (Part of the magical/musical power that slammed into his head) Origin:You gain the Strixhaven Initiate feat and must choose Prismari with it. In addition, if you have the Spellcasting or Pact Magic feature, the spells on the Prismari Spells table are added to the spell list of your spellcasting class. (If you are a multiclass character with multiple spell lists, these spells are added to all of them.Prismari Initiate