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Golkdug

Half-orc wizard Madeera the Covenant has the following abilities: - She gains a +1 bonus to attack and damage rolls with melee weapons from her Half-Orc heritage. - As a wizard, she can attempt to learn spells from scrolls with a DC 15 Intelligence check. She also gains a +4 bonus to spellcasting checks. - Her wizard spells include Burning Hands, Lightning Bolt, Mage Armor, Magic Missile, Misty Step, and Sleep.

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Nicolas Aubert
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0% found this document useful (0 votes)
27 views2 pages

Golkdug

Half-orc wizard Madeera the Covenant has the following abilities: - She gains a +1 bonus to attack and damage rolls with melee weapons from her Half-Orc heritage. - As a wizard, she can attempt to learn spells from scrolls with a DC 15 Intelligence check. She also gains a +4 bonus to spellcasting checks. - Her wizard spells include Burning Hands, Lightning Bolt, Mage Armor, Magic Missile, Misty Step, and Sleep.

Uploaded by

Nicolas Aubert
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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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.

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