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04 Likknukk

Likknukk is a goblin wizard with a range of spells including Charm Person, Mage Armor, Magic Missile, and Sleep. He can learn spells from scrolls and has a spellcasting ability that requires rolling against a DC based on the spell's tier. His equipment includes a staff, various supplies, and he has a lawful alignment.

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Juarez Tanure
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0% found this document useful (0 votes)
6 views2 pages

04 Likknukk

Likknukk is a goblin wizard with a range of spells including Charm Person, Mage Armor, Magic Missile, and Sleep. He can learn spells from scrolls and has a spellcasting ability that requires rolling against a DC based on the spell's tier. His equipment includes a staff, various supplies, and he has a lawful alignment.

Uploaded by

Juarez Tanure
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Likknukk WEAPONS: Dagger, Staff; ARMOR: None

www.shadowdarklings.net LANGUAGES: Common, Draconic, Giant, Goblin, Primordial, Reptilian

Goblin: KEEN SENSES: Can't be surprised.

Wizard: LEARNING SPELLS: You can learn a wizard spell from a scroll with DC 15 INT
check
12 +1 16 +3 Goblin Wizard: WIZARD SPELLCASTING: To cast a Wizard spell, roll 1d20+3 vs a DC equal to 10
+ the spell's tier.

Wizard-1: LEARN EXTRA SPELL: Learn Magic Missile

SPELLS: Charm Person, Mage Armor, Magic Missile (ADV), Sleep

14 +2 7 -2 Wizard

9 -1 10 +0 1 0 10

30 6 9
Apprentice
1 12 Staff

Flask or bottle Backpack


Bag of coins (45)
Flint and steel

Lawful Pole

Rations

STAFF: +1, 1d4 (2H)

SPELLS: To cast a Wizard spell, roll 1d20+3 vs a


DC equal to 10 + the spell's tier. Minstrel

Madeera the Covenant

Likknukk p.1
Spells Known

CHARM PERSON (Tier 1, Wizard), DC 11 to cast


Duration: 1d8 days, Range: Near
You magically beguile one humanoid of level 2 or less within near range, who regards you as a friend for the duration.
The spell ends if you or your allies do anything to hurt it that it notices.
The target knows you magically enchanted it after the spell ends.

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.

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.

Likknukk p.2

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