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Arrora

Rouge 5 Class & Level
gangsters Background
Tiefling Race
chaotic nutural Alignment

Strength 14
+2
Dexterity 15
+2
constitution 16
+3
intelligence 15
+2
wisdom 16
+3
charisma 18
+4
Total Hit Dice 5
Hit Die
1d8+3
+3 proficiency bonus
+2 Strength
+4 Dexterity
+2 Constitution
+5 Intelligence
+3 Wisdom
+3 Charisma
saving throws
+6 Acrobatics
+3 Animal Handling
+3 Arcana
+2 Athletics
+4 Deception
+3 History
+3 Insight
+7 Intimidation
+3 Investigation
+3 Medicine
+3 Nature
+3 Perception
+4 Performance
+10 Persuasion
+3 Religion
+6 Sleight of Hands
+5 Stealth
+3 Survival
skills slight of hand acrobatic intimidation Persuasion (expertise)
  proficiencies

 
13
Armor Class
38
Hit Points
+2
Initiative
30
Speed
Long bow 1d20+5 1d8+2
Throwing knifes 1d20+5 1d4+2
Attacks
Armor: Light armor
Weapons: Simple weapons, hand crossbows,
longswords, rapiers, shortswords Tools: Thieves' tools
Saving Throws: Dexterity, Intelligence
Skills: Choose four from Acrobatics, Athletics,
Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion. Sleight of Hanel, and Stealth
Proficiences
a leather pouch full or 20 gold
dagger with a leather sheath
a picture of a book
bag
Water bottle
6 rags
guitar broken
thieves tools 1d20+2
journal
quil
vile of ink
2 candles
1 match

Equipment
level 5
sneak attack | 3d6
cunning action- bonus action = dash, disengage or hide
Features & Traits

Heroes Enabled

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

The 5 Shudake

Reaper's Blade

Weapon

Rare

A Reaper blade deals 1 point of necrotic damage to the attacker whenever it is used to make a melee weapon attack. On a successful hit, roll a 1d20 . On a critical hit, A Reaper blade deals an additional 12d10 necrotic.

A black blade in a simple leather sheath, its pommel simple in design other than the ornate symbol of destiny on the hilt. The curved blade is simple in design as well, with words in Mystic engraved along each side.

Type Damage Damage Range
Simple Melee 1d4+1 / 12d10 Necrotic 5/60ft

Cost: 1000gp 50sp
Weight: 4lb

The statblocks of your class features

Rogue


Hit Points

Hit Dice: d8 per Rogue level
Hit Points at first Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per rogue level after 1st

Proficiences

Armor: Light Armor
Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords
Tools: Thieves' tools
Saving Throws: Dexterity, Intelligence
Skills: Choose four from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, and Stealth.

Overview & Creation

Level Prof. Bonus Features Sneak Attack
1st +2 Expertise, Sneak Attack, Thieves' Cant 1d6
2nd +2 Cunning Action 1d6
3rd +2 Roguish Archetype 2d6
4th +2 Ability Score Improvement 2d6
5th +3 Uncanny Dodge 3d6
6th +3 Expertise 3d6
7th +3 Evasion 4d6
8th +3 Ability Score Improvement 4d6
9th +4 Roguish Archetype Feature 5d6
10th +4 Ability Score Improvement 5d6
11th +4 Reliable Talent 6d6
12th +4 Ability Score Improvement 6d6
13th +5 Roguish Archetype Feature 7d6
14th +5 Blindsense 7d6
15th +5 Slippery Mind 8d6
16th +5 Ability Score Improvement 8d6
17th +6 Roguish Archetype Feature 9d6
18th +6 Elusive 9d6
19th +6 Ability Score Improvement 10d6
20th +6 Stroke of Luck 10d6

 


Class Features

Expertise

At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves' tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.   At 6th level, you can choose two more of your proficiencies (in skills or with thieves' tools) to gain this benefit.  

Sneak Attack

Once per turn, you can deal extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.   You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.   The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table.  

Thieves' Cant

During your rogue training you learned thieves' cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves' cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.   In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.  

Cunning Action

Starting at your second level, you can use your Bonus Action to take the Dash, Disengage, or Hide action.  

Roguish Archetype

At 3rd level, you choose an archetype that you emulate in the exercise of your rogue abilities. Your archetype grants you features at 3rd level and then again at 9th, 13th, and 17th level.  

Ability Score Improvement

When you reach 4th level, and again at 8th, 10th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.  

Uncanny Dodge

Starting at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.  

Evasion

At 7th level, when you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.  

Reliable Talent

By 11th level, whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.  

Blindsense

Starting at 14th level, if you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you.  

Slippery Mind

By 15th level, you gain proficiency in Wisdom saving throws.  

Elusive

Beginning at 18th level, no attack roll has advantage against you while you aren't incapacitated.  

Stroke of Luck

At 20th level, if your attack misses a target within range, you can turn the miss into a hit. Alternatively, if you fail an ability check, you can treat the d20 roll as a 20.   Once you use this feature, you can't use it again until you finish a short or long rest.


Starting Equipment

You may pick either (a) or (b):

  • (a) a rapier or (b) a shortsword
  • (a) a shortbow and quiver of 20 arrows or (b) a shortsword
  • (a) a burglar's pack, (b) a dungeoneer's pack, or (c) an explorer's pack
  • Leather armor, two daggers, and thieves' tools
  Alternatively, you can ignore the equipment from your class and background and start with 4d4 x 10 gp.


Subclass Options

Arcane Trickster

 

Spellcasting

Level Cantrips Spells 1st 2nd 3rd 4th
3rd 2 3 2
4th 2 4 3
7th 2 5 4 2
8th 2 6 4 2
10th 3 7 4 3
11th 3 8 4 3
13th 3 9 4 3 2
14th 3 10 4 3 2
16th 3 11 4 3 3
19th 3 12 4 3 3 1
20th 3 13 4 3 3 1

Cantrips

You learn three cantrips: Mage Hand and two other cantrips of your choice from the wizard spell list. At 10th level you learn another cantrip from the wizard spell list.  

Spell Slots

The Arcane Trickster Spellcasting table shows how many spell slots you have to cast your wizard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.   You start with two 1st-level spell slots at Rogue level 3, and gain more as you gain more Rogue levels.  

Spells Known

You know three 1st level wizard spells of your choice, two of which you must choose from the enchantment and illusion spells on the wizard spell list. The third can be from any school of magic.   The Spells Known column of the Arcane Trickster Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an enchantment or illusion spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.   The spells you learn at 8th, 14th, and 20th level can come from any school of magic.   Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be an enchantment or illusion spell, unless you're replacing the spell you gained at 8th, 14th, or 20th level.  

Spellcasting Ability

Intelligence is your spellcasting ability for your wizard spells. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.   Spell save DC = 8 + proficiency bonus + Intelligence mod   Spell attack mod = proficiency bonus + Intelligence mod  

Mage Hand Legerdemain

Starting at 3rd level, when you cast Mage Hand, you can make the spectral hand invisible, and you can perform the following additional tasks with it:  
  • You can stow one object the hand is holding in a container worn or carried by another creature.
  • You can retrieve an object in a container worn or carried by another creature.
  • You can use thieves' tools to pick locks and disarm traps at range.
  You can perform one of these tasks without being noticed by a creature if you succeed on a Dexterity (Sleight of Hand) check contested by the creatures Wisdom (Perception) check.   In addition, you can use the bonus action granted by your Cunning Action to control the hand.  

Magical Ambush

Starting at 9th level, if you are hidden from a creature when you cast a spell on it, the creature has disadvantage on any saving throw it makes against the spell this turn.  

Versatile Trickster

At 13th level, as a bonus action on your turn, you can designate a creature within 5 feet of your Mage Hand. Doing so gives you advantage on attack rolls against that creature until the end of the turn.  

Spell Thief

At 17th level, immediately after a creature casts a spell that targets you or includes you in its area of effect, you can use your reaction to force the creature to make a saving throw with its spellcasting ability modifier. The DC equals your spell save DC. On a failed save, you negate the spell's effect against you, and you steal the knowledge of the spell if it is at least 1st-level and of a level you can cast (it doesn't need to be a wizard spell). For the next 8 hours, you know the spell, can cast it using your spell slots, and the creature can't cast that spell until the 8 hours have passed.   Once you use this feature, you can't use it again until you finish a long rest.  

Assassin

 

Bonus Proficiencies

You gain proficiency with a disguise kit and the poisoner's kit.  

Assassin

Starting at 3rd level, you have advantage on attack rolls against any creature that hasn't taken a turn in the combat yet. In addition, any hit you score against a creature that is surprised is a critical hit.  

Infiltration Expertise

Starting at 9th level, you can unfailingly create false identities for yourself. You must spend seven days and 25 gp to establish the history, profession, and affiliations for an identity. You can't establish an identity that belongs to someone else. For example, you might acquire appropriate clothing, letters of introduction, and official-looking certificates to establish yourself as a member of a trading house from a remote city so you can insinuate yourself into the company of other wealthy merchants.   Thereafter, if you adopt the new identity as a disguise, other creatures believe you to be that person until given an obvious reason not to.  

Impostor

At the 13th level, you gain the ability to unerringly mimic another person's speech, writing, and behavior. You must spend at least three hours studying these three components of the person's behavior, listening to speech, examining handwriting, and observing mannerisms.   Your ruse is indiscernible to the casual observer. If a wary creature suspects something is amiss, you have advantage on any Charisma (Deception) check you make to avoid detection.  

Death Strike

Starting at the 17th level, when you attack and hit a creature that is surprised, it must make a Constitution saving throw (DC 8 + your Dexterity modifier + your proficiency bonus). On a failed save, double the damage of your attack against the creature.  

Inquisitive

 

Ear for Deceit

At 3rd level, whenever you make a Wisdom (Insight) check to determine whether a creature is lying, treat a roll of 7 or lower on the d20 as an 8.  

Eye for Detail

Starting at 3rd level, you can use a bonus action to make a Wisdom (Perception) check to spot a hidden creature or object or to make an Intelligence (Investigation) check to uncover or decipher clues.  

Insightful Fighting

At 3rd level, as a bonus action, you can make a Wisdom (Insight) check against a creature you can see that isn't incapacitated, contested by the target's Charisma (Deception) check. If you succeed, you can use your Sneak Attack against that target even if you don't have advantage on the attack roll, but not if you have disadvantage on it.   This benefit lasts for 1 minute or until you successfully use this feature against a different target.  

Steady Eye

Starting at 9th level, you have advantage on any Wisdom (Perception) or Intelligence (Investigation) check if you move no more than half your speed on the same turn.  

Unerring Eye

Beginning at 13th level, as an action, you sense the presence of illusions, shapechangers not in their original form, and other magic designed to deceive the senses within 30 feet of you, provided you aren't blinded or deafened. You sense that an effect is attempting to trick you, but you gain no insight into what is hidden or into its true nature.   You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.  

Eye for Weakness

At 17th level, while your Insightful Fighting feature applies to a creature, your Sneak Attack damage against that creature increases by 3d6.  

Mastermind

 

Master of Intrigue

At 3rd level, you gain proficiency with the disguise kit, the forgery kit, and one gaming set of your choice. You also learn two languages of your choice.   Additionally, 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

Starting at 3rd level, you can 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

Starting at 9th level, if you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice:  
  • Intelligence score
  • Wisdom score
  • Charisma score
  • Class levels (if any)
  At the DM's option, you might also realize you know a piece of the creature's history or one of its personality traits, if it has any.  

Misdirection

Beginning at 13th level, when you are targeted by an attack, while a creature within 5 feet of you is granting you cover against that attack, you can use your reaction to have the attack target that creature instead of you.  

Soul of Deceit

Starting at 17th level, you can present false thoughts by succeeding on a Charisma (Deception) check contested by the mind reader's Wisdom (Insight) check.   Additionally, no matter what you say, magic that would determine if you are telling the truth indicates you are being truthful if you so choose, and you can't be compelled to tell the truth by magic.  

Scout

 

Skirmisher

Starting at 3rd level, you can move up to half your speed as a reaction when an enemy ends its turn within 5 feet of you. This movement doesn't provoke opportunity attacks.  

Survivalist

At 3rd level, you gain proficiency in the Nature and Survival skills if you don't already have it. Your proficiency bonus is doubled for any ability check you make that uses either of those proficiencies.

Superior Mobility

At 9th level, your walking speed increases by 10 feet. If you have a climbing or swimming speed, this increase applies to that speed as well.  

Ambush Master

Starting at 13th level, you have advantage on initiative rolls. In addition, the first creature you hit during the first round of a combat becomes easier for you and others to strike; attack rolls against that target have advantage until the start of your next turn.  

Sudden Strike

Starting at 17th level, if you take the Attack action on your turn, you can make one additional attack as a bonus action. This attack can benefit from your Sneak Attack even if you have already used it this turn, but you can't use your Sneak Attack against the same target more than once in a turn.  

Swashbuckler

Fancy Footwork

At 3rd level, during your turn, if you make a melee attack against a creature, that creature can't make opportunity attacks against you for the rest of your turn.  

Rakish Audacity

Starting at 3rd level, you can give yourself a bonus to your initiative rolls equal to your Charisma modifier.   You also gain an additional way to use your Sneak Attack: you don't need advantage on the attack roll to use your Sneak Attack against a creature if you are within 5 feet of it, no other creatures are within 5 feet of you, and you don't have disadvantage on the attack roll. All the other rules for Sneak Attack still apply to you.  

Panache

At 9th level, as an action, you can make a Charisma (Persuasion) check contested by a creature's Wisdom (Insight) check. The creature must be able to hear you, and the two of you must share a language.   If you succeed on the check and the creature is hostile to you, it has disadvantage on attack rolls against targets other than you and can't make opportunity attacks against targets other than you. This effect lasts for 1 minute, until one of your companions attacks the target or affects it with a spell, or until you and the target are more than 60 feet apart.   If you succeed on the check and the creature isn't hostile to you, it is charmed by you for 1 minute. While charmed, it regards you as a friendly acquaintance. This effect ends immediately if you or your companions do anything harmful to it.  

Elegant Maneuver

Starting at 13th level, you can use a bonus action on your turn to gain advantage on the next Dexterity (Acrobatics) or Strength (Athletics) check you make during the same turn.  

Master Duelist

Beginning at 17th level, if you miss with an attack roll, you can roll it again with advantage. Once you do so, you can't use this feature again until you finish a short or long rest.  

Thief

 

Fast Hands

Starting at 3rd level, you can use the bonus action granted by your Cunning Action to make a Dexterity (Sleight of Hand) check, use your thieves' tools to disarm a trap or open a lock, or take the Use an Object action.  

Second-Story Work

At 3rd level, climbing no longer costs you extra movement.   In addition, when you make a running jump, the distance you cover increases by a number of feet equal to your Dexterity modifier.  

Supreme Sneak

Starting at 9th level, you have advantage on a Dexterity (Stealth) check if you move no more than half your speed on the same turn.  

Use Magic Device

By 13th level, you ignore all class, race, and level requirements on the use of magic items.  

Thief's Reflexes

When you reach 17th level, you can take two turns during the first round of any combat. You take your first turn at your normal initiative and your second turn at your initiative minus 10. You can't use this feature when you are surprised.

Statblocks for your familiars, mounts etc.

Luna

Animal companion 5 Class & Level
Background
fox Race
Chaotic Neutral Alignment

Strength 10
+0
Dexterity 15
+2
constitution 10
+0
intelligence 16
+3
wisdom 12
+1
charisma 16
+3
Total Hit Dice 5
Hit Die
1d10+0
+3 proficiency bonus
+3 Strength
+5 Dexterity
+3 Constitution
+3 Intelligence
+1 Wisdom
+3 Charisma
saving throws
+2 Acrobatics
+1 Animal Handling
+3 Arcana
+0 Athletics
+3 Deception
+3 History
+1 Insight
+3 Intimidation
+3 Investigation
+1 Medicine
+3 Nature
+6 Perception
+3 Performance
+3 Persuasion
+3 Religion
+2 Sleight of Hands
+2 Stealth
+1 Survival
skills perception proficiencies

 
13
Armor Class
30
Hit Points
+2
Initiative
40
Speed
Bite 1d20+5 2d4+2
claw 1d20+5 1d4+2
Attacks
Armor: all barding armor
Weapons: natural weapons
Tools: none
Saving Throws: strength, dexterity, and constitution

Proficiences
Elude:The fox adds 2 to its AC against one opportunity attack that would hit it.
Natural Armor your animal companion gets a +1 on their AC.
Protective. When a creature your companion can see attacks a target other than them that is within 5 feet of them, they can use their reaction to impose disadvantage on the Attack roll.
2 attacks
Features & Traits

Heroes Enabled

Statblocks for race/species of the character.

Tiefling (Fierna)

Ability Score Increase Cha +2; Wis +1
Size Medium
Speed 30 ft.

Age. Tieflings mature at the same rate as humans but live a few years longer.

Alignment. Tieflings might not have an innate tendency toward evil, but many of them end up there. Evil or not, an independent nature inclines many tieflings toward a chaotic alignment.

Size. Tieflings are about the same size and build as humans. Your size is Medium.

Darkvision. Thanks to your infernal heritage, 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.

Hellish Resistance. You have resistance to fire damage.

Legacy of Phlegethos. You know the friends cantrip. When you reach 3rd level, you can cast the charm person spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the suggestion spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.

 

Languages. You can speak, read, and write Common and Infernal

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 0 Spells

PHB

Friends

0-level (Cantrip) Enchantment

Casting Time 1 Action
Range Self
Duration Concentration, Concentration, up to 1 minute
Components S M
Materials (a small amount of makeup applied to the face as this spell is cast)

For the duration, you have advantage on all Charisma checks directed at one creature of your choice that isn't hostile toward you. When this spell ends, the creature realizes that you used magic to influence its mood and becomes hostile toward you. A creature prone to violence might attack you. Another creature might seek retribution in other ways (at the DM's discretion), depending on the nature of your interaction with it.

Class(es): Bard, Sorcerer, Warlock, Wizard

PHB

Blade Ward

0-level (Cantrip) Abjuration

Casting Time 1 Action
Range Self
Duration 1 Round
Components V, S

You extend your hand and trace a sigil of warding in the air. Until the end of your next turn, you have resistance against bludgeoning, piercing, and slashing damage dealt by weapon attacks.

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

Player's Handbook 5e

Mage Hand

0-level (Cantrip) Conjuration

Casting Time: 1 action
Range/Area: 30 ft.
Components: V, S
Duration: 1 minute
A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.   You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.   The hand can't attack, activate magic items, or carry more than 10 pounds.
Available for: Bard, Sorcerer, Warlock, Wizard, Artificer

PHB pg. 230

Dancing Lights

0-level (Cantrip) Evocation

Casting Time: 1 Action
Range/Area: 120 Feet
Components: V, S, M
Materials: a bit of phosphorus or wychwood, or a glowworm
Duration: Concentration, Up to 1 minute
You create up to four torch-sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You can also combine the four lights into one glowing vaguely humanoid form of Medium size. Whichever for you choose, each light sheds dim light in a 10-foot radius. As a bonus action on your turn, you can move the lights up to 60 feet to a new spot within range. A light must be within 20 feet of another light created by this spell, and a light winks out if it exceeds the spell's range.
Available for: Bard, Sorcerer, Wizard

Level 1 Spells

PHB

Color Spray

1-level Illusion

Casting Time 1 Action
Range Self (15ft cone)
Duration 1 Round
Components V, S, M
Materials a pinch of powder or sand that is colored red, yellow, and blue

dazzling array of flashing, colored light springs from your hand. Roll 6d10 ; the total is how many hit points of creatures this spell can effect. Creatures in a 15-foot cone originating from you are affected in ascending order of their current hit points (ignoring unconscious creatures and creatures that can't see).   Starting with the creature that has the lowest current hit points, each creature affected by this spell is blinded until the end of your next turn. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for that creature to be affected.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d10 for each slot level above 1st.

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

PHB: P. 280

Tashas Hideous Laughter

1-level Enchantment

Casting Time: 1 action
Range/Area: 30 feet
Components: V, S, M
Materials: tiny tarts and a feather that is waved in the air
Duration: Concentration, Concentration, up to 1 minute

A creature of your choice that you can see within range perceives everything as hilariously funny and falls into fits of laughter if this spell affects it. The target must succeed on a Wisdom saving throw or fall prone, becoming incapacitated and unable to stand up for the duration. A creature with an Intelligence score of 4 or less isn’t affected.
At the end of each of its turns, and each time it takes damage, the target can make another Wisdom saving throw. The target has advantage on the saving throw ifit’s triggered by damage. On a success, the spell ends.
Available for: Bard, Wizard

PHB

Ray of Sickness

1-level Necromancy

Casting Time 1 Action
Range 60ft
Duration Instantaneous
Components V, S

A ray of sickening greenish energy lashes out toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 poison damage and must make a Constitution saving throw. On a failed save, it is also poisoned until the end of your next turn.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

Class(es): Sorcerer, Wizard, Artificer (Alchemist), Cleric (Death Domain), Fighter (Eldritch Knight), Rogue (Arcane Trickster), Warlock (The Undying)

PHB: P. 275

Shield

1-level Abjuration

Casting Time: 1 reaction, which you take when you are hit by an attack or targeted by the magic missile spell
Range/Area: Self
Components: V, S
Duration: 1 round
An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.
Available for: Artificer (Artillerist, Battlesmith), Sorcerer, Wizard

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

Guitar

Instrument Common

A Guitar is an archetypical stringed instrument, that can be strummed and plucked.

Cost: 40gp Weight: 8 lbs


 

Candle

Adventuring Gear Common

A small stick of wax that is molded into cylinders of different sizes and colors. Usually contains something flammable in the middle such as a string. Can light an area of 5 ft in bright light and 10 ft in dim light.

Cost: 3cp Weight: .5lbs


 

Moonsilver cloak

Armor (Light)

Uncommon

This cloak can grant invisibility under direct moonlight to the wearer as well as +1 AC.

blue and silver threads woven together in a shimmering magical cloak.

Type AC STR Req. Stealth Dis.
Light No

Cost: 65gp 5sp

World of Pangella

Malgorn city Brochure

Scroll

Common

Malgorn! The city of Progress!



SIGHTS AND MONUMENTS



The Pentamarket


A large plaza in the middle city filled with wonderful stores and restaurants. It is the hub of common life and the main trading station in the city. The Pentamarket is the best place to find general stores, clothing shops, magic shops, herbologist alcoves, and pubs.

The Miran gardens


lovely clearings in the upper city filled with flowers and trees and hanging plants. These gardens are the heart and jewel of the upper city, and they stretch down all the way into the lower city. but remember, if you want to visit, you need to get a pass and escort from the Barracks.

Blackwood Memorial


A large statue carved from granite and onyx in memory of the Blackwood family and the massacre before dawn. This Memorial has stood for centuries, almost as long as the city itself and was once in the lower town before the high council decided something so important to the city's history it should be moved, and preserved in the Uppercity near the families homestead. It stands 15ft tall and gleams in the noonday sun. Its likeness was of the leader of the massacre, Leyona Blackwood.

INDUSTRY AND TRADE


Malgorians are peaceful people who come together to explore and invent new ideas and inventions. They thrive on inventions in progress and rejoice in the sharing and development of ideas. because of this, the people are friendly and kind, always ready to talk about thoughts and interests. Many of the people are genuinely interested in your life and achievements, and seek partnership to help develop their own. This is their main source of income and what they produce is their main export, products unique only to the city, making them worth a small fortune.

LAW


While Malgorn is a peaceful city, it is kept that way by the Malisha, a well-trained taskforce charged with the Protection of the city. You can recognize them by their golden armor and blue or purple sashes. The Purple sashes indicate rank and skill, and they are the leaders of the different Rejements of the Malisha. The Malisha, however, is not the highest form of power. The high council reigns proud over the city, caring for it and making sure the Malgorians are well cared for. the council is comprised of 10 seats, 9 of which are filled. these chairs go to one of the descendants of the original ten families: The Briars, The Blackwoods, The Kiens, The Forniels, The Gibbs, The Muskeins, The Elnyams, The Schrilms, The Zenims, and, most importantly, The [a word scribbled out beyond recognition]. From these bloodlines, the council members are chosen on merit and work by the people. Every year, on harvest day, the City votes on the new counsel.


There is much to explore in Malgorn, the wonderful city of progress and ingenuity. We welcome newcomers and wish you a happy stay!

Cost: 4gp

Sparks (book one in the Fireword Chronicals)

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Long ago, in a land long forgotten by time, there lived a young hero. He started in his humble beginnings, living with his mother in the country, untouched by the corruptions of progress. The days passed lazily, work and play blending into one perfect existence. He and his mother were happy here, wanting nothing. It was perfect, but perfection and light attracts the dark. During the darkest night in the middle of winter, their paradise was destroyed. Bandits and mercenaries came, spreading pain and destruction with them. The houses burned, the crops going up in ashes and smoke on a burning sky. Our hero fled the house, only realizing he was alone when he heard his mother’s screams. In a fit of rage and dispare, our hero plunge into the flames, searching in vain to find his mother. The flames licked at his skin and the smoke filled his lungs till he could no longer breath. The brilliance of the room and the heat scorching his skin faded away into nothingness.   Chapter 2 the shadows tasted like soot and iron. Our hero bolted up, gazing around the bleak, stone room with nothing but a hazy memory to bad him up. He couldn’t remember how he had gotten here, he couldn’t remember anything. Moving to stand, he took a moment to look around. Stone walls loomed over him on all sides, a table shoved into the corner and an old door with iron reinforcements. Before he could think too hard about it, the lock on the door turned and it swung open with a menacing creak. In the doorway stood a girl, one of the most beautiful girls he had ever seen. Her golden hair was pulled back into a braid, and her golden eyes glittered in the light. She looked at him with sorrow, before stepping further in and letting the door close behind her. “Hello. I’m Leyona. What’s your name?” She asked. His voice caught in his throat. ”I’m- im Brocha” he whispered, watching her every move. She nodded. ”well Brocha, welcome to the Halm sin.” She smiled and the door swung open again. Outside there was a city, thriving. Children laughing with their parents. Young couples walking together and the world in perfect peace. However, everyone there wore only black and gold. Leyona led him through city. The people smiled and waved and despite his confusion and fear, began to relax. “This is Utopia, Brocha. We all come from pain and suffering. But here we are safe, here the torments of the world can’t touch us.” Leyona explained, and Brocha almost believed her. But the flames and the screams still lingered in his mind. “How did i get here?” He asked and Leyona face darkened. “Brocha, we have one rule here, only one. Do not talk about your past. There is nothing before this life, this safty.” She spoke with such intensity that Brocha could only nodd, eyes wide. After a moment of silence Leyona nodded and left our hero to his own devices. He shook his head. This wasn’t safty, this was imprisonment. He remembered his mother, her kindness and their little life. The smiles around him grew sour and dull. His breath hitched and he started running. The people stopped and after their initial surprise gave chase to him. He dodged left and right, but was soon stopped. They dragged him back, their clothes smelling like the ash that swallowed his home. The crowd roared and he thrashed in their hold. The crowd parted and Leyona stalked towards him, her eyes crazed and glowing, golden balls of power sizzling in her hands. “THIS IS PARADICE! WE LIVE SAFE AND HAPPY! WE BROUGHT YOU HERE BECAUSE YOU NEEDED TO BE PROTECTED, WHY WOULD YOU LEAVE. HE SAVED YOU!” She screamed. Tears welled up in his eyes and he screamed back. ”YOU STOLE ME FROM MY HOME, AND YOU KILLED MY MOTHER! THIS ISN’T PARADICE, ITS PRISION.” She smiled. ”oh, we didn’t burn down your home, you did.” The hands released him and he felt his body begin to tremble. Flames licked at his finders and spread up his arms and he screamed. End of Book 1.

Cost: 5gp


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the_confused_panda1.

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