Golkdug WEAPONS: Dagger, staff; ARMOR: None
www.shadowdarklings.net LANGUAGES: Common, Draconic, Merran, Orcish, Primordial, Reptilian
Half-Orc: MIGHTY: +1 to attack and damage with melee weapons.
Wizard: LEARNING SPELLS: You can learn a wizard spell from a scroll with DC 15 INT
check
10 +0 20 +4 Half-Orc Wizard: WIZARD SPELLCASTING: To cast a Wizard spell, roll 1d20+4 vs a DC equal to 10
+ the spell's tier.
Wizard-1: STAT BONUS: +2 to Intelligence
Wizard-3: SPELL MASTERY: Gain advantage when casting Burning Hands
10 +0 7 -2 Wizard-5: STAT BONUS: +2 to Intelligence
Wizard SPELLS: Burning Hands (ADV), Lightning Bolt, Mage Armor, Magic Missile (ADV), Misty
Step, Sleep
13 +1 12 +1 5 0 50
15
Arcanist
14 10 Dagger
Caltrops (one bag) Backpack
Bag of coins (15)
Flint and steel
Lawful Flint and steel
Lantern
DAGGER: +1/+0 (N), 1d4+1/1d4 (FIN) Oil, flask
Scout
Madeera the Covenant
BURNING HANDS (Tier 1, Wizard), DC 11 to cast (cast with advantage due to Spell Mastery)
Duration: Instant
Range: Close
You spread your fingers with thumbs touching, unleashing a circle of flame that fills a close area around where you stand. Creatures within the area of effect
take 1d6 damage. Unattended flammable objects ignite.
LIGHTNING BOLT (Tier 3, Wizard), DC 13 to cast
Duration: Instant
Range: Far
You shoot a blue-white ray of lightning from your hands, hitting all creatures in a straight line out to a far distance.
Creatures struck by the lightning take 3d6 damage.
MAGE ARMOR (Tier 1, Wizard), DC 11 to cast
Duration: 10 rounds
Range: Self
An invisible layer of magical force protects your vitals. Your armor class becomes 14 (18 on a critical spellcasting check) for the spell's duration.
MAGIC MISSILE (Tier 1, Wizard), DC 11 to cast (always cast with advantage)
Duration: Instant
Range: Far
You have advantage on your check to cast this spell.
A glowing bolt of force streaks from your open hand, dealing 1d4 damage to one target.
MISTY STEP (Tier 2, Wizard), DC 12 to cast
Duration: Instant
Range: Self
In a puff of smoke, you teleport a near distance to an area you can see.
SLEEP (Tier 1, Wizard), DC 11 to cast
Duration: Instant
Range: Near
You weave a lulling spell that fills a near-sized cube extending from you. Creatures in the area of effect fall into a deep sleep if they are LV 2 or less.
Vigorous shaking or being injured wakes them.