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