Thom Morgan, Human Shadow Sorcerer 1 HP: 14 / 14 | AC: 12 (15 with Mage Armor) | HD: 2/d6 Initiative: +2 | Speed: 30ft | Senses: Passive Perception 12, Darkvision 120' Saving Throws: Str -1, Dex +2, Con +3, Int +0, Wis +2, Cha +5 Abilities: Str 8, Dex 14, Con 12, Int 10, Wis 14, Cha 16 Weapons:Light Crossbow +4 (1d8, 80/320) | Dagger (2) +4 (1d4, Light, Thrown) Ability:Starting at 1st level, your existence in a twilight state between life and death makes you difficult to defeat. When damage reduces you to 0 hit points, you can make a Charisma saving throw (DC 5 + the damage taken). On a success, you instead drop to 1 hit point.Strength of the Grave, Bonus Action Once per long rest. Until the spell ends, you deal an extra 1d6 necrotic damage to the target whenever you hit it with an attack. Also, choose one ability when you cast the spell. The target has disadvantage on ability checks made with the chosen ability. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to curse a new creature. Hex
Spellcasting (Save DC 13, Attack Bonus +5) Cantrips:Action: 120'. Ranged spell attack. On hit, 1d8 necrotic damage and cannot regain HP until end of next turn.Chill Touch, Action: 120'. You point your finger toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear.Message, Action: 30'. 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. Intelligence(Investigation) against spell save DC to discovery illusion.Minor Illusion, Action: 120'. Make a ranged spell Attack against the target. On a hit, the target takes 1d10 force damage.Eldritch Blast, Action: 30'. Duration - 1 minute. The hand lasts for the Duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again. You can use your action to control the hand.Mage Hand Level 1:Action: Duration - 8 hours. You touch a willing creature who isn't wearing armor, and a protective magical force surrounds it until the spell ends. The target's base AC becomes 13 + its Dexterity modifier.Mage Armor, Action: 120'. You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4+1 force damage to its target. The darts all strike simultaneously and you can direct them to hit one creature or several.Magic Missile, Reaction: Self. An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.Shield
Metamagic When you cast a spell that targets only one creature and doesn't have a range of self, ou can spend a number of SP equal to the spell's level to target a second creature in range with the same spell (1 SP for cantrips).Twinned Spell, When you cast a spell that has a casting time of 1 action, you can spend 2 SP to change the casting time to 1 bonus action for this casting.Quickened Spell
Thom Morgan, Human Shadow Sorcerer 1 HP: 14 / 14 | AC: 12 (15 with Mage Armor) | HD: 2/d6 Initiative: +2 | Speed: 30ft | Senses: Passive Perception 12, Darkvision 120' Saving Throws: Str -1, Dex +2, Con +3, Int +0, Wis +2, Cha +5 Abilities: Str 8, Dex 14, Con 12, Int 10, Wis 14, Cha 16 Weapons:Light Crossbow +4 (1d8, 80/320) | Dagger (2) +4 (1d4, Light, Thrown) Ability:Starting at 1st level, your existence in a twilight state between life and death makes you difficult to defeat. When damage reduces you to 0 hit points, you can make a Charisma saving throw (DC 5 + the damage taken). On a success, you instead drop to 1 hit point.Strength of the Grave, Bonus Action Once per long rest. Until the spell ends, you deal an extra 1d6 necrotic damage to the target whenever you hit it with an attack. Also, choose one ability when you cast the spell. The target has disadvantage on ability checks made with the chosen ability. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to curse a new creature. Hex
Spellcasting (Save DC 13, Attack Bonus +5) Cantrips:Action: 120'. Ranged spell attack. On hit, 1d8 necrotic damage and cannot regain HP until end of next turn.Chill Touch, Action: 120'. You point your finger toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear.Message, Action: 30'. 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. Intelligence(Investigation) against spell save DC to discovery illusion.Minor Illusion, Action: 120'. Make a ranged spell Attack against the target. On a hit, the target takes 1d10 force damage.Eldritch Blast, Action: 30'. Duration - 1 minute. The hand lasts for the Duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again. You can use your action to control the hand.Mage Hand Level 1:Action: Duration - 8 hours. You touch a willing creature who isn't wearing armor, and a protective magical force surrounds it until the spell ends. The target's base AC becomes 13 + its Dexterity modifier.Mage Armor, Action: 120'. You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4+1 force damage to its target. The darts all strike simultaneously and you can direct them to hit one creature or several.Magic Missile, Reaction: Self. An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.Shield
Metamagic When you cast a spell that targets only one creature and doesn't have a range of self, ou can spend a number of SP equal to the spell's level to target a second creature in range with the same spell (1 SP for cantrips).Twinned Spell, When you cast a spell that has a casting time of 1 action, you can spend 2 SP to change the casting time to 1 bonus action for this casting.Quickened Spell
Dolan lingered behind the group, not excited about the prospect of approaching lawmen, while Thom stepped forward. The guard outside was somewhere in his mid-thirties and was clean-shaven. His tan-colored pants and coat had seen better days but the sword and scabbard at his side seemed brand-new. He tipped his hat back a little as Thom spoke on his business for being at the jail. The guard looked over the preacher for a stoic half-moment before replying. "Alright, Reverend," the Human replied. "I know the man you're talking about. You can come in... and one other only." He produced a small ring of keys from his coat pocket and moved to unlock the door.
Inside the jailhouse as dark and oppressive. There was a small wood stove for heat but it didn't seem to make much difference even for such a small space. The ceiling was high above everyone's heads but the entry room and the 2 hallways leading into the back and side of the building were narrow. The entire structure inside and out was made of brick and had no windows. In the summer, the place had to bake like an oven.
A tall, lanky Lizardman waited inside. He'd picked up his spear and was watching warily as to who was entering. After a few words between the 2 guards, the Lizardman took over and lead the jail's guests down the narrow hallway to 4 heavy metal doors (2 on each side of the hallway). He banged on the first one on the left and spoke through a very small window in door. "You have a visitor..." he said.
I'm not assuming that anybody (except Thom perhaps) enters the jailhouse. So, include that in your next post as to what you want to do regarding going in to seeing Shadow or remaining outside. The jailhouse rules only allow 2 guests inside at a time, so they'll give you some "guff" if more than 2 try to enter.
Last edited by girlplay; Jun 29th, 2019 at 02:41 PM.
Orilo looks sideways at Sam. "To avoid any hasty presuppositions...would you like to accompany the Reverend? I will understand if the prospect of touring an incarcaratory facility is..." Orilo blinks, rethinking the necessity of his next several sentences. "That is, do you wanna wait out here?
Reaction triggers (automated, sorted by priority. "0" is reserved for when there's something specific I want to do.):
0.
1. Attack of opportunity against first opponent to trigger. 1d20+5 attack, 1d8+3 piercing damage (rapier).
AC: 11
Speed: 30 ft.
To Hit: +5
Initiative: +0
Passive perception: 10
Proficiency bonus: +2
STR: 17 (+3)
Riding along the outskirts of town, the terrain and the ranches leave her homesick for Dry Creek. It hadn't been much in terms of buildings -- these ranch houses, simple as they were, put the construction of the bunk house out at Dry Creek to shame. But the sense of freedom, of teamwork -- they feel as physically present to her as the hills and open sky.
The sight Marshal's office sent that sense of freedom packing. She wasn't against the Law, exactly. She understood its necessity on some theoretical level. But in practice, its application seemed uneven. Unjust, even. And what point was an unjust Law? And that was before they wanted Ulysses. If he wasn't her brother, she'd say he deserved to be caught. But he was blood.
She started at Orilo's words -- he seemed to have looked right into her thoughts. But she was ready with her response. "I'm the second. I'm going in. Shadow needs to see some familiar faces, boost his spirits. I ain't a criminal, I'll be okay. It's just me and the Law...it's complicated." A steely look at the bard, a nod of the head to Dolan, and she's at Thom's side, trying to look calm and purposeful, while feeling a bubbling mess of chatter. the next time'll be for that fool brother of mine...and what do I say to Shadow? Gotta get him to think it'll be alright, but will it? Hope he don't see right through my like that goliath; been too long since I played cards down the ranch, losin' my touch...
Thom looked back over his shoulder as Orilo and Sam sorted themselves out. He gave Sam a reassuring bob of his head before following the guards deeper into the building. After the glare of the midday sun outside, Thom found the relatively dark building a relief, despite the oppressive architecture. Perhaps naively, Thom didn't come with any predispositions regarding law enforcement, local or otherwise. The Law was always a thing that acted Somewhere Else. He was aware of the distrust the guards and the Marshals engendered, especially in the Reach, but he had no personal feelings one way or the other.
The guard's knock seemed unnaturally loud in the confined space, bringing Thom back to the moment, and Thom's dark eyes watched the door warily. When Shadow didn't respond immediately, Thom's smooth voice filled the space, hesitant given the situation and setting. "Shadow? It's Thom Morgan. I'm here with Sam Smith. We heard about what happened, and we're here to check on you."
Thom Morgan, Human Shadow Sorcerer 1 HP: 14 / 14 | AC: 12 (15 with Mage Armor) | HD: 2/d6 Initiative: +2 | Speed: 30ft | Senses: Passive Perception 12, Darkvision 120' Saving Throws: Str -1, Dex +2, Con +3, Int +0, Wis +2, Cha +5 Abilities: Str 8, Dex 14, Con 12, Int 10, Wis 14, Cha 16 Weapons:Light Crossbow +4 (1d8, 80/320) | Dagger (2) +4 (1d4, Light, Thrown) Ability:Starting at 1st level, your existence in a twilight state between life and death makes you difficult to defeat. When damage reduces you to 0 hit points, you can make a Charisma saving throw (DC 5 + the damage taken). On a success, you instead drop to 1 hit point.Strength of the Grave, Bonus Action Once per long rest. Until the spell ends, you deal an extra 1d6 necrotic damage to the target whenever you hit it with an attack. Also, choose one ability when you cast the spell. The target has disadvantage on ability checks made with the chosen ability. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to curse a new creature. Hex
Spellcasting (Save DC 13, Attack Bonus +5) Cantrips:Action: 120'. Ranged spell attack. On hit, 1d8 necrotic damage and cannot regain HP until end of next turn.Chill Touch, Action: 120'. You point your finger toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear.Message, Action: 30'. 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. Intelligence(Investigation) against spell save DC to discovery illusion.Minor Illusion, Action: 120'. Make a ranged spell Attack against the target. On a hit, the target takes 1d10 force damage.Eldritch Blast, Action: 30'. Duration - 1 minute. The hand lasts for the Duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again. You can use your action to control the hand.Mage Hand Level 1:Action: Duration - 8 hours. You touch a willing creature who isn't wearing armor, and a protective magical force surrounds it until the spell ends. The target's base AC becomes 13 + its Dexterity modifier.Mage Armor, Action: 120'. You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4+1 force damage to its target. The darts all strike simultaneously and you can direct them to hit one creature or several.Magic Missile, Reaction: Self. An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.Shield
Metamagic When you cast a spell that targets only one creature and doesn't have a range of self, ou can spend a number of SP equal to the spell's level to target a second creature in range with the same spell (1 SP for cantrips).Twinned Spell, When you cast a spell that has a casting time of 1 action, you can spend 2 SP to change the casting time to 1 bonus action for this casting.Quickened Spell
Dolan was set at ease when the guard told Thom that only two visitors were allowed inside. He wasn't planning on entering the building anyways, but at least now he wouldn't have to come up with an excuse. It was a nice day, and the hill atop which the marshal's office boasted an impressive view of the city to the north. The Kenku Spires had an impressive magnificence to them, and has he watched he could see dark clouds forming off in the distance to the west of the city. It wasn't too far of a walk, but he hoped they would be out of the ranch lands by the time the storm hit. Or maybe, they'd be even more lucky and the storm would pass all together, but this day had an ominous feel to it, and Dolan didn't expect they would be so lucky.
After hearing that only two would get to enter the jailhouse, Dolan assumed it would be Thom and Orilo, so when Sam stepped forward he was a little bit taken aback. It did make sense, as she knew Shadow, but he thought the two of them were in solidarity in their views of lawmen. As far as solidarity was concerned, Dolan felt that he certainly shared the least common ground with the Goliath, but maybe this was a good chance to get to know his comrade better. He did seem like a nice enough fellow.
After Thom and Sam entered the building, casually strolled away from the building, wanting to place some distance between himself and the guard standing outside. At first the silence was a little uncomfortable as he searched for something to say to break the ice.
"I fought with alongside a few Goliaths in my company when I was out west, but I must say you are the most peculiar Goliath I have come across. Were you born here in the falls?"
I hope my geography is alright. I assume we're in the fields south of the city, and that the Spires perched atop their hill would be the foremost sight when viewing the city from the South.
__________________
"No point in being part of history if you're too ignorant to understand it."
Sam's answer surprises Orilo, who nonetheless graciously defers to the young woman. He wonders about her title in his epic. Hero, perhaps. Time will tell. And what of Dolan...Orilo had originally dismissed him, but the day had been full of surprises. Years of dancing with the upper class - merchants, aristocrats, royalty - had he really become so blind?
As Orilo's thoughts churn, he senses that Dolan is about to speak. Those instincts, at least, were not disappointed.
"No Goliath mother would ever give birth in a city, but yes, I come from the local Herd. My peculiarity, as you put it" Orilo grins to show that he is in on the joke and not offended. Goliath grins are usually interpreted as scowls, but Orilo has worked on warmth and friendliness for years to turn the savage glint of his eyes into mirth so the gesture usually succeeds in his usual circles. "well, let's just say that I'm a forerunner of change. Before my time, no Goliath stayed in the Falls after dark save for nefarious purposes. Or to sleep off an evening's revelry!" he adds cheerfully. "But, thanks to efforts of forward-thinking Goliaths like myself and open-minded folk like Thom, that is slowly changing. To see so many at the church today!"
Orilo grows quiet for a moment forming his next thought. "Today was good. Today, it seemed like everything was possible - mutual respect, brotherhood, friendship. But on other days...well, there's a long road ahead."
Before his self-rumination becomes too obscene, Orilo recalls his manners. "You have traveled more than most, perhaps you have better perspective than a weary courtier? Please tell, what wonders of men and nature have you seen in the wide world? Unless there was no time while you were in a company - I have no wish to dredge up painful memories..."
Reaction triggers (automated, sorted by priority. "0" is reserved for when there's something specific I want to do.):
0.
1. Attack of opportunity against first opponent to trigger. 1d20+5 attack, 1d8+3 piercing damage (rapier).
AC: 11
Speed: 30 ft.
To Hit: +5
Initiative: +0
Passive perception: 10
Proficiency bonus: +2
STR: 17 (+3)
When Shadow didn't respond immediately, Thom's smooth voice filled the space, hesitant given the situation and setting. "Shadow? It's Thom Morgan. I'm here with Sam Smith. We heard about what happened, and we're here to check on you."
The silence was broken by the soft padding of feet inside the cell and a fuzzy, black face appeared at the small window in the door. Shadow looked upon the face of his visitors and nodded in recognition. "Thank you for your visit, Reverend. They seem to think that I killed a man who was found dead on my property but even they haven't been able to identify him." He broke his train of thought with one that seemed more urgent. "How did you hear about my incarceration? I'm guessing that my daughter might have had something to do with that," he said. If what he suspected was true, that means that she hadn't followed his instructions. The implications of that truth was disconcerting. "Have you seen her? Is she safe for the time being?"
Last edited by girlplay; Jul 13th, 2019 at 10:10 AM.
Where Thom found the shade of the building a relief from the bright light outside, Sam felt a wave of discomfort enter pass over as she entered in, exacerbated by her eyes struggling to adjust to the darkness and the stifling heat. She felt cocooned, constrained. A flash of Ulysses locked up here passed before her and she nearly moaned in anguish but remembered Thom's nod. Remembered Shadow, who was actually locked up here, now. Be strong, Sam. Strong for Shadow. And don't let the lawmen see your discomfort.
"Have you seen her? Is she safe for the time being?" Sam could sense the urgency and concern in his voice, and hastened to put him at ease.
"It was Treasure, sure 'nuff. Told us what was up. She's alright, Shadow, shook up, but alright. She did what you told her -- went to the neighbors first. But said they were bein'..." Sam pauses for a moment, and when she speaks her town is slightly different, like she was pausing to recall Treasure's words to get them right. "...weird. They knew about the corpse, but were actin' like you'd done it fer sure, and weren't comin' back. Treasure weren't havin' none of that, so came to us, at the church."
"I figured they were in on it, the neighbors, setting you up. I was ready to -" Sam stops abruptly, looks guiltily at the lizardman, gives a quick little shrug-head tilt combination, and continues in a slightly lower voice "well, you know. But Treasure said this Wilbur was like family." Sam's tone makes clear she isn't fully convinced.
"Clear as day it's a stitch-up, Shadow; not the first, won't be the last. We'll straighten it out -- got a couple more folk outside'll help us. Just wanted to let you know there folk out there helpin' you, to help your spirits while you was..." a look around, an awkward gulp "...in here. And to ask -- what the heck is up? Who'd you look at funny that would do this?" Speaking as low as she can and still have Shadow understand "We we're gonna head out to the farm, see what's up, but didn't know what we were lookin' for..."
Throughout, Sam's words lacked the comforting tone and formulation one might have expected from a woman-folk in this situation -- that was never Sam's style. It all spilled out a bit sloppy and rushed, few spaces for Thom to but in. But her purpose came through; her steadfast belief in Shadow's innocence and her determination to see justice -- not the law, justice -- done. That would have to be comfort enough.
Although Dolan was initially wary of the flamboyantly dressed Goliath, he found Orilo's cheerful demeanor to be welcoming. He usually wasn't one to open up to strangers, but he had a feeling that their paths had intertwined for a reason. His own feelings felt validated when the Goliath shared that he too felt a certain power, a certain hope from today's; something special that maybe hadn't been there before.
"I agree, today's service was good. It filled me with a sense of hope I haven't felt in a long time." Dolan paused while he thought of how to address his own past. It was impossible not to dredge up the pain in his memories, but there were good memories among the bad. He tried to think of what the courtier might want to hear from him.
"You're right, I've been far to the western nations. Things are different there--and I must admit, most of what I know is from what others have told me, not from what I've seen with my own eyes. You see, as a soldier, our camps were beyond the walls of most cities, so I never got to see the gilded castles or bustling ports. With several nations in close proximity there is an intermingling of cultures and trade. The few traders and bards we met along the way could talk for days about politics, someone like you might fit in well there..." Dolan began to trail off as he realized what he was suggesting. "Society is a little different there, surely you recognize that a place like Argillon Falls is so diverse, all types of men seem to flourish here throughout the ranks of society. It's not like that in some of the cities in the west... We came across slavers once who had three Goliath's in chains. I cut those men down and they bled for their crime." He paused ever so slightly as he felt re-lived the memory of his sword opening the throat of one of the slavers. He then continued quickly, hoping Orilo wouldn't notice the nostalgic pause. "We freed the three Goliaths, but they seemed as wary of us as they were their captors, and to be fair, many of the men in my company paid them no kindness past cutting their bonds."
Dolan didn't know how his tale took such a dark turn. "Sorry brother, I didn't mean for that to get so dark. I guess what I'm trying to say is, I think you're right. This place, Argillon Falls, is special. We have reason to be hopeful... I hope anyways."
__________________
"No point in being part of history if you're too ignorant to understand it."
Shadow's head could be seen nodding along through the tiny window as Sam spoke. "I really appreciate you taking an interest in this matter and on my behalf. Deputy Sikes seems to have assumed that I am guilty. Their evidence seems rather flimsy to me; but he seems determined to make it stick. The story is that my neighbor found a body buried on my property behind an old shed that I haven't made use of. The body is said to be covered in claw wounds, consistent with a Tabaxi's claws. Anybody know me would realize that if I were to attack and kill somebody, then it wouldn't be with using my claws. Second, they haven't told me who the victim is. They don't seem to know themselves. I'd guess they removed the dead man from the place that they found it." He sighed to himself. "I have no reason to kill anybody and moreover, I have reasons not to - namely Treasure. There's nobody here that I wish harm to or vice versa. And yes, as for Wilbur and his family, we've always been on very good terms with each other as friends and neighbors. Treasure is good friends with his granddaughter and we've helped each other out once in a while. I find it impossible to believe that reporting the dead person on my property was an act of malice, though I would have preferred that he come to me first about it instead of going straight to the marshals." Shadow fell silent for the moment, not really sure what other details he could add.
As Dolan and Orilo waited outside, they could see a small group of people approaching the jailhouse building. The one in the lead was a tall and pretty Firbolg woman in traditionally male clothing. She was followed by a black haired (and bearded) man in dark suede who was carrying a small pot of something that he needed a pot-holder to shield his hand from. And 2 other men accompanied them - large Humans with suitably large swords over their shoulders. All of them wore the 'tin star' of the Marshal's Office.
Last edited by girlplay; Jul 13th, 2019 at 10:35 AM.
Thom stood silently while Sam jumped in to set Shadow's mind at ease and try to gather some additional information. Listening carefully, he still let his dark eyes wander around the room, taking in the unusual place and glancing at the guard
Dice Insight:
1d20+4
(14)+4
Total = 18
in particular. He clenched his jaw slightly at the suggestion that the deputy had already made up his mind. The kind of corner cutting, assuming it wasn't part of some grand conspiracy, was what he disliked most about the various officials and lawmen in Argillon Falls. They dealt with so much that often they were happy to take the easy answer even if it wasn't completely true.
Stepping up to Sam's shoulder and addressing the small window in the cell door, Thom spoke carefully, getting a sense that they wouldn't be permitted a long interrogation. "If there's anything you can think of that we should look into, we'll do our best to find the truth of this quickly. Treasure is safe at the church for now with Mrs. Peel. We'll head over to your property and take a look around with..." he glanced at the guard, "fresh eyes."
Thom Morgan, Human Shadow Sorcerer 1 HP: 14 / 14 | AC: 12 (15 with Mage Armor) | HD: 2/d6 Initiative: +2 | Speed: 30ft | Senses: Passive Perception 12, Darkvision 120' Saving Throws: Str -1, Dex +2, Con +3, Int +0, Wis +2, Cha +5 Abilities: Str 8, Dex 14, Con 12, Int 10, Wis 14, Cha 16 Weapons:Light Crossbow +4 (1d8, 80/320) | Dagger (2) +4 (1d4, Light, Thrown) Ability:Starting at 1st level, your existence in a twilight state between life and death makes you difficult to defeat. When damage reduces you to 0 hit points, you can make a Charisma saving throw (DC 5 + the damage taken). On a success, you instead drop to 1 hit point.Strength of the Grave, Bonus Action Once per long rest. Until the spell ends, you deal an extra 1d6 necrotic damage to the target whenever you hit it with an attack. Also, choose one ability when you cast the spell. The target has disadvantage on ability checks made with the chosen ability. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to curse a new creature. Hex
Spellcasting (Save DC 13, Attack Bonus +5) Cantrips:Action: 120'. Ranged spell attack. On hit, 1d8 necrotic damage and cannot regain HP until end of next turn.Chill Touch, Action: 120'. You point your finger toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear.Message, Action: 30'. 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. Intelligence(Investigation) against spell save DC to discovery illusion.Minor Illusion, Action: 120'. Make a ranged spell Attack against the target. On a hit, the target takes 1d10 force damage.Eldritch Blast, Action: 30'. Duration - 1 minute. The hand lasts for the Duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again. You can use your action to control the hand.Mage Hand Level 1:Action: Duration - 8 hours. You touch a willing creature who isn't wearing armor, and a protective magical force surrounds it until the spell ends. The target's base AC becomes 13 + its Dexterity modifier.Mage Armor, Action: 120'. You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4+1 force damage to its target. The darts all strike simultaneously and you can direct them to hit one creature or several.Magic Missile, Reaction: Self. An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.Shield
Metamagic When you cast a spell that targets only one creature and doesn't have a range of self, ou can spend a number of SP equal to the spell's level to target a second creature in range with the same spell (1 SP for cantrips).Twinned Spell, When you cast a spell that has a casting time of 1 action, you can spend 2 SP to change the casting time to 1 bonus action for this casting.Quickened Spell