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Rolen Andorel, Talasharan Envoy

Paladin 10, Rogue 10. Total Level: 20 Class & Level
Noble Background
Half-Elf Race
Neutral Good Alignment

Strength 10
+0
Dexterity 20
+5
constitution 10
+0
intelligence 16
+3
wisdom 12
+1
charisma 18
+4
Total Hit Dice 20
Hit Die
1d10+0
+6 proficiency bonus
+4 Strength
+15 Dexterity
+5 Constitution
+13 Intelligence
+5 Wisdom
+8 Charisma
saving throws
+11 Acrobatics
+1 Animal Handling
+9 Arcana
+0 Athletics
+16 Deception
+15 History
+13 Insight
+10 Intimidation
+15 Investigation
+0 Medicine
+9 Nature
+13 Perception
+4 Performance
+16 Persuasion
+3 Religion
+11 Sleight of Hands
+11 Stealth
+7 Survival
skills Languages: Common, Elven, Thieves' Cant, Draconic, Dwarvish, Gnome, Halfling, Orc. Calligrapher's Supplies, Disguise Kit, Dragonchess Kit, Forgery Kit, Thieves' Tools, Three-Dragon Ante Kit. proficiencies

 
24
Armor Class
180
Hit Points
+16
Initiative
30'
Speed
WeaponAttackDamageRangeAmmo
Starmetal Redeemer (Shortsword +4)+151d6+9 PiercingMeleen/a
Shortsword +1 (Main-hand)+121d6+6 PiercingMeleen/a
Shortsword +1 (Off-hand)+121d6+1 PiercingMeleen/a
+1 Shortbow of Seeking+121d6+6 Piercing80/32020 reinforced arrows
Hand Crossbow x2+111d6+5 Piercing30/12020 bolts
Daggers x9+111d4+5 Piercing20/609 daggers
+1 Dagger of Stealth+121d4+6 Piercing20/60Grants advantage on Stealth checks
Rapier+111d8+5 PiercingMeleen/a
Attacks
Armour: Light, Medium, Shields
Weapons: Simple, Hand Crossbows, Longswords, Rapiers, Shortswords, Martial.
Expertise (Rogue 2): Investigation, Perception
Expertise (Prodigy): Deception
Expertise (Rogue 6): History, Persuasion
Expertise (Skill Expert): Insight
Proficiences
Spells Prepared (Paladin level/2, + Cha mod = 8 spells)

Spell Save DC = 8 + proficiency bonus (6) + Cha mod (4) = 18

Spell Attack Bonus = Proficiency bonus + Cha mod = +10

Spells/Day: 4 @ 1st level, 3 @ 2nd level, 2 @ 3rd level.

1st: Alarm* (8h), Detect Magic* (10m conc), Protection from Evil and Good (10m conc).

2nd: Branding Smite (1m conc), Moonbeam* (1m conc), Lesser Restoration (Instantaneous), Prayer of Healing (Instantaneous), Protection from Poison (1h), See Invisibility* (1h).

3rd: Aura of Vitality (1m conc), Counterspell*, Nondetection (8h)*, Revivify, Remove Curse.
Spellcasting
Backpack: Set of fine clothes, Disguise Kit (3 lbs), half-dwarf dandy disguise, human thug disguise, Forgery Kit (5 lbs), 50 ft silk rope, grappling hook, rapier, Studded Leather. Correspondence Kit.

Under backpack: Starmetal Redeemer (A): +4 magical shortsword (increases to +2 at level 10, +3 at level 15, and +4 at level 20) Has six additional abilities:

Blade of Life: Ten times per day (Once per two levels), after confirming a hit with the Starmetal Redeemer, Rolen may elect to channel the stars' radiance through himself and the blade, dealing an additional 4d6+6 radiant damage to the hit, and recovering that many hit points. On a crit, both these damage dice and the amount he heals as a result of the roll are doubled.

Cosmic Purpose: Ten times per day (Once per two levels), Rolen can enter an enhanced state for 1 minute as a bonus action. In this state, he is immune to spells or effects that target his mind or sense of self, his speed increases by 10 ft, and he gains the benefits of a Freedom of Movement spell. Allies within 15 ft of you gain advantage on saves vs spells or effects that target their minds or sense of self.

Cut That Out: You can cast each of the following spells twice per long rest, using your Spellcasting ability: Break Enchantment (see Dispel Evil),Counterspell, Dispel Magic, and Remove Curse.

I Can See Clearly Now: Naturally occurring particles suspended in the air, such as dust, fog, smoke, and snow, don’t impede Rolen's vision. Ten times per day (once per two levels), Rolen can use a bonus action to further enhance his vision; the duration of this enhanced vision is 10 minutes. When you have enhanced your vision in this way you can see any invisible creatures or creations of magical force within 120 feet of you, as well as discern illusions for what they are, notice secret doors hidden by magic, and perceive entities possessing or inhabiting creatures or objects.

It’s Just a Jump to the Left: Ten times per day, (once per two levels), Rolen can use a bonus action to teleport up to 30 ft to an unoccupied space that he can see.

Time to Act: This magical weapon enhances Rolen's sense of the world around him and his ability to react to the unexpected. Rolen has advantage on initiative rolls, and adds an extra +5 to the result.

Beltpouch 1: Thieves' Tools, Potion of Supreme Healing (10d4+20).

Beltpouch 2: Bag of 1000 ball bearings, Potion of Greater Healing (4d4+4), 19 pp, 19 gp, 5 sp, 10 cp.

At waist for this trip: 2 +1 Shortswords.

In quiver: 20 arrows.

Worn:

Circlet of the Moon:
The wearer can draw on the mystical power of night to rise into the air. As a bonus action when they are in dim light or darkness, they can magically give themselves a flying speed equal to their walking speed for 1 minute. They can use this bonus action a number of times equal to their proficiency bonus, and they regain all expended uses when they finish a long rest.
The wearer can also cast Moonbeam at second level 2/day (CON saving throw, DC 15 or wearer’s spell save DC, whichever is higher).

Darzan Ring (A): This dark gray stone ring feels slightly cool to the touch and features an intricate dark blue design of tiny vines of stoneheart. Has three abilities:

We’ve Got This: This ring enhances your ability to provide tactical assistance to others in combat. When you use the Help action to aid an ally in attacking a creature, you can also extend that Help to up to 6 other individuals of your choice within 60 feet. The targets of those attacks must be within 60 ft of you, rather than within 5 ft of you, if the allies being helped can see or hear you, those benefitting from your tactical assistance can be attacking different targets.

Rune of Precision: When you have advantage on an attack roll, you can activate this rune to roll the d20 a third time, taking the highest result. You can choose to do so after you have seen the result of the initial roll. Once you have used this rune, you can’t do so again until after a short or long rest.

Rune of Resolve: When you fail a Charisma, Intelligence, or Wisdom saving throw, you can activate this rune to reroll the save with advantage. Once you have used this rune, you can’t do so again until after a short or long rest.

Hope in the Darkness Studded Leather Armour (Counts as +2 armour, increases range of darkvision by 60', grants an additional +1 AC vs. attacks made by fiends against wearer, wearer may reroll a saving throw against a fiend's special ability once per short or long rest.)

Call of the Gracious Host (A): This belt grants a +1 to AC, and grants the following benefits:
  • Gracious Host: Your Charisma and Wisdom scores each increase by +2 and you have advantage on active Insight checks and +5 on passive Insight checks.

  • Call of the Earth: Once per short or long rest, you can cast Earthbind as a bonus action. The magical energy is silvery-blue, and the STR save DC is 18.

  • The Power of First Impressions: Whenever you encounter types of creatures or beings that are new to you, you have advantage on skill checks made to recall anything you know about that type of creature or being. Once per short or long rest, you can use a bonus action to grant yourself and up to five allies within 60 ft advantage on Charisma skill checks for 10 minutes when dealing with any individual creatures or beings new to the person making the skill check.

  • +1 Shield of the Warden: A darkened shield bearing the emblem of a crescent moon encircled by eight stars at the points of a compass. The cardinal points are marked by four-pointed stars, while the secondary points are marked by smaller, eight-pointed stars.

    Telekinetic Ward, usable Int Mod/day (minimum 1): When you or another creature you can see within 30 feet of you takes damage, you can use your reaction to roll d6 and reduce the damage taken by the number rolled plus your Intelligence modifier (minimum reduction of 1), as you create a momentary shield of telekinetic force.
    Equipment
    1) Despite my noble birth, I do not place myself above other folk.
    2) My favour, once lost, is lost forever.
    Personality Traits
    It is my duty to work to protect and care for my country and its citizens.
    Ideals
    My loyalty to the Emperor is wavering, and I am looking for someone else in a position of authority that I feel I can trust to transfer that loyalty to.
    Bonds
    I hide a truly scandalous secret that could ruin my family forever. (Illicit moneylending activities.)
    Flaws
    Half-elf Features: +2 Cha, +1 Dex, +1 Int.

    Background Feature - Position of Privilege: People are inclined to think the best of you. You are welcome in high society, and people assume you have the right to be wherever you are. The common folk make every effort to accommodate you and avoid your displeasure, and other people of high birth treat you as a member of the same social sphere. You can secure an audience with a local noble if you need to.

    Prodigy (feat) grants the following skill - Insight, tool proficiency - Calligrapher's Supplies, Language - Halfling, Expertise - Deception.

    Keen Mind (feat) grants:
  • Always know which way is north
  • Always know how many hours it is to the next sunrise or sunset
  • Can accurately recall anything I have seen or heard in the last month
  • Additional bonus (cross-border): +1 Int, Arcana training.

    +2 Dexterity (@10th level)

    Skill Expert (Bonus Feat from Symbru's Blessing - See Tasha's Cauldron to Everything):
    +1 Dex,
    Nature Proficiency
    Insight Expertise.

    Elven Accuracy (Paladin 4, aka level 14):
    +1 Dex (Total: 20)
    May reroll one of the advantage dice when making a Dex, Int, Wis, or Cha-related attack.

    Sentinel (Paladin 8, at lvl 18):
    If I hit with an AoO, the creature hit's speed is reduced to 0 for the rest of its turn.
    Creatures provoke AoOs from me even if they Disengage first.
    When a creature within 5' of me makes an attack against anyone else who lacks this feat, I can react to make a melee weapon attack against the attacking creature.

    ROGUE FEATURES:

    Sneak Attack: 5d6

    Cunning Action: May Dash, Disengage, or Hide as a bonus action.

    Uncanny Dodge: May use my reaction when hit by an attack to halve the damage of that attack.

    Evasion: Take half damage from effects that allow a Dex save for half damage, and no damage on a successful save.

    Expertise (lvl 2): Investigation, Perception.
    Expertise (lvl 6): History, Persuasion

    Master of Intrigue: you can unerringly mimic the speech patterns and accent of a creature that you hear speak for at least 1 minute, enabling you to pass yourself off as a native speaker of a particular land, provided that you know the language.

    Master of Tactics: May use use the Help action as a bonus action. Additionally, when you use the Help action to aid an ally in attacking a creature, the target of that attack can be within 30 feet of you, rather than within 5 feet of you, if the target can see or hear you.

    Insightful Manipulator: After observing or interacting with someone for 1 minute, may learn whether the entity observed is Rolen's equal, inferior, or superior in two of the items from the following list:
  • Int score
  • Wis score
  • Cha score
  • Class levels, if any
  • Additionally, the DM may rule that Rolen knows a piece of the entity's history or discover one of its personality traits, if it has any.

    PALADIN FEATURES:
    Martial Weapon Proficiency, Light and Medium Armour proficiency, Shield proficiency.
    Divine Sense 1 + Cha mod/Day = 4/Day, 1 action to activate, lasts until the end of my next turn.
    Lay on Hands 5 HP/level/Day = 30 HP/day, may spend 5 HP to remove a poison or disease.
    Fighting Style: Defense (+1 AC while wearing armor)
    Smite: Spend a spell slot on hit to deal 1d8 radiant damage, + 1d8/spell level, +1d8 dmg to fiends or undead.
    Divine Health: Immune to disease.
    Harness Divine Power: As a bonus action, may touch my holy symbol and utter a prayer to regain an expended spell slot with level =< 1/2 my proficiency modifier (3rd level or lower).
    Sacred Oath (Oath of the Watchers): Grants Channel Divinity 1/rest for one of the following effects.
    Channel Divinity - Watcher's Will: As an action, may invest my presence with the warding power of my faith. This grants self + Cha mod creatures I can see within 30' advantage on Int, Wis, and Cha saves for 1 min.
    Channel Divinity - Abjure the Extraplanar: As an action, may castigate otherworldly beings, presenting my holy symbol and forcing each celestial, elemental, fey, or fiend within 30' of me to roll a Wisdom save vs my Spell Save DC (16) or be turned for 1 min. While turned, a creature must spend its turns moving away from me, and may only use its action to Dash or to try to escape an effect that prevents it from moving. If there is nowhere for it to move to, it can take the Dodge action.

    Aura of Protection: Rolen, and any allies within 10' of him, gain a bonus to saving throws equal to his Charisma modifier.

    Aura of the Sentinel: While Rolen is not incapacitated, he and his allies within 10' gain a bonus to initiative rolls equal to his proficiency bonus.

    Aura of Courage: Neither Rolen or any creatures friendly to him within 10' of him can become frightened while he is conscious.

    Solrasyndazularn's Gift: +1 to Con saves, 5 temp HP that renews at dawn each day, immune to extreme heat and cold environmental conditions.

    Selnacrasymbrumari's GIft: +1 to Wis saves, immunity to effects that cloud or alter memory, +1 feat (Skill Expert), an unerring sense of relative distance, location, and direction, as though the geometry of the world is cemented to his mind.

    Teamwork Training: Used as no action at start of turn, recharge 4-6):

  • Adaptive Teamwork (1 PC moves 10 ft, provoking no Attack of Opportunity)
  • Injurious Teamwork (1 PC gets Adv on their 1st attack before the start of my next turn, gaining +1d6 damage on that attack)
  • Watchful Teamwork (Adv on DEX saves for all allies until the start of my next turn; Disadvantage on 1 foe’s first attack)

  • Wax and Wane: Once per long rest, Rolen may use an action to alter the flow of magic for allies and enemies within 60 feet of him for the next minute. The magic of affected allies comes more easily and has greater potency.
  • Allied spells are treated as if the caster had expended a spell slot one higher than the slot used. The caster must still expend a spell slot of the minimum level normally required to cast the spell. When damage or healing is rolled for a spell or a magic item that duplicates a spell, increase the total by 1 per die.
  • - Enemies take 1d10 + CHA modifier radiant damage and must succeed on a INT saving throw to avoid being affected by the altered flow of magic (DC = 10 + proficiency bonus + CHA modifier). The magic of affected enemies requires more effort and has reduced potency.
    -- In order to cast a spell of 1st level or higher, a caster must expend a spell slot one level higher than normally required, gaining no additional benefit for casting the spell one level higher. For those spells that benefit when cast at a higher level, casting it using a spell slot two or more levels above that required is similarly treated as though the slot used was one less.
  • When damage or healing is rolled for a spell or a magic item that duplicates a spell, decrease the total by 1 per die. At the end of each turn, an affected enemy can roll an INT saving throw, ending the effect if it succeeds.

  • Mya's Blessing of Guidance: 1/day as a free action, add 1d4 to an ability check before or after rolling it, but before the results are declared.

    Mya's Blessing of Foresight: May cast Foresight once as an action without need for components, and this blessing is expended afterward.
    Features & Traits

    Heroes Enabled

    The statblocks of your Weapons, armor and other important/magical equipment

    DnD 5e SRD SRD

    Studded Leather Armor

    Light Armor Common

    Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes.

    Type AC STR Req. Stealth Dis. Properties
    Light 12 + Dex Modifier

    Cost: 45 gp Weight: 13 lb


     

    DnD 5e SRD SRD

    Dagger

    Melee Weapon Finesse, Light, Thrown Common

    Type Damage Damage Range Properties
    Simple 1d4 Piercing 20/60 ft Finesse, Light, Thrown

    Cost: 2 gp Weight: 1 lb


     

    DnD 5e SRD SRD

    Shortsword

    Melee Weapon Finesse, Light Common

    Type Damage Damage Range Properties
    Martial 1d6 Piercing Finesse, Light

    Cost: 10 gp Weight: 2 lb


     

    DnD 5e SRD SRD

    Crossbow, hand

    Ranged Weapon Ammunition, Light, Loading Common

    Type Damage Damage Range Properties
    Martial 1d6 Piercing 30/120 ft Ammunition, Light, Loading

    Cost: 75 gp Weight: 3 lb


     

    Necklace of Adaptation

    Adventuring Gear Varies

    Requires Attunement   While wearing this necklace, you can breathe normally in any Environment, and you have advantage on Saving Throws made against harmful gases and vapors (such as Cloudkill and Stinking Cloud Effects, inhaled Poisons, and the breath Weapons of some dragons).


     

    The statblocks of your class features

    Prodigy

    half-elf, half-orc, or human

    You have a knack for learning new things. You gain the following benefits:   You gain one skill proficiency of your choice, one tool proficiency of your choice, and fluency in one language of your choice.   Choose one skill in which you have proficiency. You gain expertise with that skill, which means your proficiency bonus is doubled for any ability check you make with it. The skill you choose must be one that isn’t already benefiting from a feature, such as Expertise, that doubles your proficiency bonus.

    Statblocks for your familiars, mounts etc.

    SRD

    Riding Horse

    Large beast, unaligned
    Armor Class 10
    Hit Points 13 2d10+2
    Speed 60ft

    STR
    16 +3
    DEX
    10 0
    CON
    12 +1
    INT
    2 -4
    WIS
    11 0
    CHA
    7 -2

    Senses passive Perception 10
    Challenge 1/4 (50 XP)


    Actions

    Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 2d4+3 piercing damage.


     

    Statblocks for race/species of the character.

    Half Elf

    Ability Score Increase +2 Cha, and two other ability scores of your choice +1
    Size Medium
    Speed 30 ft

    Walking in two worlds but truly belonging to neither, half-elves combine what some say are the best qualities of their elf and human parents: human curiosity, inventiveness, and ambition tempered by the refined senses, love of nature, and artistic tastes of the elves. Some half-elves live among humans, set apart by their emotional and physical differences, watching friends and loved ones age while time barely touches them. Others live with the elves, growing restless as they reach adulthood in the timeless elven realms, while their peers continue to live as children. Many half-elves, unable to fit into either society, choose lives of solitary wandering or join with other misfits and outcasts in the adventuring life.  

    Of Two Worlds

    To humans, half-elves look like elves, and to elves, they look human. In height, they’re on par with both parents, though they’re neither as slender as elves nor as broad as humans. They range from under 5 feet to about 6 feet tall, and from 100 to 180 pounds, with men only slightly taller and heavier than women. Half-elf men do have facial hair, and sometimes grow beards to mask their elven ancestry. Half-elven coloration and features lie somewhere between their human and elf parents, and thus show a variety even more pronounced than that found among either race. They tend to have the eyes of their elven parents.  

    Diplomats or Wanderers

    Half-elves have no lands of their own, though they are welcome in human cities and somewhat less welcome in elven forests. In large cities in regions where elves and humans interact often, half-elves are sometimes numerous enough to form small communities of their own. They enjoy the company of other half-elves, the only people who truly understand what it is to live between these two worlds.   In most parts of the world, though, half-elves are uncommon enough that one might live for years without meeting another. Some half-elves prefer to avoid company altogether, wandering the wilds as trappers, foresters, hunters, or adventurers and visiting civilization only rarely. Like elves, they are driven by the wanderlust that comes of their longevity. Others, in contrast, throw themselves into the thick of society, putting their charisma and social skills to great use in diplomatic roles or as swindlers.  

    Half-Elf Names

    Half-elves use either human or elven naming conventions. As if to emphasize that they don’t really fit in to either society, half-elves raised among humans are often given elven names, and those raised among elves often take human names.  

    Half-Elf Traits

    Your half-elf character has some qualities in common with elves and some that are unique to half-elves.   Age Half-elves mature at the same rate humans do and reach adulthood around the age of 20. They live much longer than humans, however, often exceeding 180 years.   Alignment Half-elves share the chaotic bent of their elven heritage. They value both personal freedom and creative expression, demonstrating neither love of leaders nor desire for followers. They chafe at rules, resent others’ demands, and sometimes prove unreliable, or at least unpredictable.   Size Half-elves are about the same size as humans, ranging from 5 to 6 feet tall. Your size is Medium.   Darkvision Thanks to your elf blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.   Fey Ancestry You have advantage on saving throws against being charmed, and magic can’t put you to sleep.   Skill Versatility You gain proficiency in two skills of your choice.

    Languages. You can speak, read, and write Common, Elvish, and one extra language of your choice.

    Statblocks for companions, followers and other allies.

    Statblocks for your spells.

    Level 1 Spells

    Alarm

    1-level Abjuration

    Casting Time 1 Minute
    Range 30 ft
    Duration 8 Hours
    Components V, S, M *

    You set an alarm against unwanted intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot cube. Until the spell ends, an alarm alerts you whenever a Tiny or larger creature touches or enters the warded area. When you cast the spell, you can designate creatures that won't set off the alarm. You also choose whether the alarm is mental or audible.   A mental alarm alerts you with a ping in your mind if you are within 1 mile of the warded area. This ping awakens you if you are sleeping.   An audible alarm produces the sound of a hand bell for 10 seconds within 60 feet.   * - (a tiny bell and a piece of fine silver wire)

    Class(es): Magic Ablity

    PHB

    Bless

    1-level Enchantment

    Casting Time 1 Action
    Range 30 feet
    Duration Concentration, Concentration, up to 1 minute
    Components V S M
    Materials (a sprinkling of holy water)

    You bless up to three creatures of your choice within range. whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw.
    At higher levels: When you cast this spell using a spell slot of nd level or higher, you can target one additional creature for each slot level above 1st.

    Class(es): Cleric, Paladin

    Attack Roll or Saving Throw+ 1d4

    D&D 5e PHB Page 230

    Cure Wounds

    1-level Evocation

    Casting Time 1 action
    Range Touch
    Duration Instantaneous
    Components V, S

    A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
    At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.

    Class(es): Bard, Cleric, Druid, Paladin, Ranger

    PHB, page 231

    Detect Magic

    1-level Divination (ritual)

    Casting Time 1 action
    Range Self
    Duration Concentration, 10 minutes
    Components V, S

    For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.

      The spell can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

    Class(es): Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Wizard

    Player's Handbook

    Divine Favor

    1-level Evocation

    Casting Time 1 bonus action
    Range Self
    Duration Concentration, 1 minute
    Components V,S

    Your prayer empowers you with divine radiance. Until the spell ends, your weapon attacks deal and extra 1d4 radiant damage on a hit.

    Class(es): Paladin

    Protection from Evil and Good

    1-level Abjuration

    Casting Time 1 Action
    Range Touch
    Duration 10 Minutes
    Components V, S, M *

    Until the spell ends, one willing creature you touch is protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead.   The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can't be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect.   * - (holy water or powdered silver and iron, which the spell consumes)

    Class(es): Magic Ablity

    Level 2 Spells

    Branding Smite

    2-level Evocation

    Casting Time 1 Bonus Action
    Range Self
    Duration Concentration, Up to 1 Minute
    Components V

    The next time you hit a creature with a weapon attack before this spell ends, the weapon gleams with astral radiance as you strike. The attack deals an extra 2d6 radiant damage to the target, which becomes visible if it's invisible, and the target sheds dim light in a 5-foot radius and can't become invisible until the spell ends.
    At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the extra damage increases by 1d6 for each slot level above 2nd. Learned By

    Class(es): Paladin, Artificer (Battle Smith), Warlock (The Hexblade)

    Moonbeam

    2-level Evocation

    Casting Time 1 Action
    Range 120ft
    Duration Concentration, up to 1 Minute
    Components V, S, M
    Materials several seeds of any moonseed plant and a piece of opalescent feldspar

    A silvery beam of pale light shines down in a 5-foot-radius, 40-foot-high cylinder centered on a point within range. Until the spell ends, dim light fills the cylinder.   When a creature enters the spell's area for the first time on a turn or starts its turn there, it is engulfed in ghostly flames that cause searing pain, and it must make a Constitution saving throw. It takes 2d10 radiant damage on a failed save, or half as much damage on a successful one.   A shapechanger makes its saving throw with disadvantage. If it fails, it also instantly reverts to its original form and can't assume a different form until it leaves the spell's light.   On each of your turns after you cast this spell, you can use an action to move the beam up to 60 feet in any direction.
    At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd.

    Class(es): Druid, Paladin (Oath of the Ancients)

    See Invisibility

    2-level Divination

    Casting Time 1 Action
    Range Self
    Duration 1 Hour
    Components V, S, M
    Materials a pinch of Talc and a small sprinkling of powdered silver

    For the duration, you see invisible creatures and objects as if they were visible, and you can see into the Ethereal Plane. Ethereal creatures and objects appear ghostly and translucent.

    Class(es): Artificer, Bard, Sorcerer, Wizard, Fighter (Eldritch Knight), Rogue (Arcane Trickster)

    Statblocks for your Trinkets, businesses, building, castles, empires.

    Disguise Kit

    Tool Common

    This pouch of cosmetics, hair dye, and small props lets you create disguises that change your physical appearance. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to create a visual disguise.

    Cost: 25 gp Weight: 3 lb


     

    Thieves' Tools

    Tool Common

    Characters proficient with thieves' tools can use them to find and disarm traps and to open locks. Normally, these tasks are impossible without appropriate tools. A set of thieves' tools includes a small file, a set of lock picks, a small mirror mounted on a metal handle, a set of narrow-bladed scissors, and a pair of pliers.

    Cost: 25 gp Weight: 1 lb


     

    dnd 5e

    Grappling hook

    Tool Common

    When tied to the end of a rope, a grappling hook can secure the rope to a battlement, window ledge, tree limb, or other protrusion

    Cost: 2gp Weight: 4lb


     

    Ball Bearings

    Adventuring Gear Common

    Category: Items Save: Dexterity Target: Each creature in a 10-foot square centered on a point within range As an action, you can spill these tiny metal balls from their pouch to cover a level, square area that is 10 feet on a side. A creature moving across the covered area must succeed on a DC 10 Dexterity saving throw or fall prone. A creature moving through the area at half speed doesn’t need to make the save.

    Weight: 2 lb


     

    DnD 5e PHB

    Calligrapher's Supplies

    Artisan Tool Common

    These special tools include the items needed to pursue a craft or trade. Proficiency with a set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan's tools requires a separate proficiency.      This is a set for any Calligrapher. With either pen or crafted exotic feather, and a set of nibs and inkwell, as well as several starting sheets of paper. Refilling this for use would be the costs of ink and paper sold separately. If the nibs or main tool is lost a new set would need to be purchased.

    Cost: 10gp Weight: 5 lbs.


     

    Created by

    RolenAndorel.

    Statblock Type

    Character Sheet (Legacy)

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