@LordOfTheNight No, it does not. I'd allow it, but that would be a custom weapon, which costs four times as much and would not be something you could find just for sale - you'd need to find someone to craft it.
@CollectorOfMyst Now does everyone start out with an X amount of gold in their pocket or do we roll to determine how much our character starts out with?
Cayden is a halfling of average looks and stature - brown, curly hair, freckled skin, not quite plump, not quite thin. He wears scale mail armour and carries a shield emblazoned with the crest of Yondalla, Mother of Halflings, Protector and Provider. Well, for him, it's a shield. For anyone else, it's a buckler. Around his neck is an amulet with the same crest - much older and more worn than Cayden is. Underneath his armour, his tunic is a light blue, with a hood coming up and around his neck. And, if you look closely, you might just see, tucked inside that hood, a small fuzz of brown fur...
A common brown field mouse; it hardly stands out from the rest, in all except she is Pepper, and thus unique. She peeks her nose out from the hood, blinking at you with curiously intelligent eyes. She has been with Cayden through thick and thin, and through sheer halfling luck, survived. She lets Cayden scritch her forehead for a few seconds, before burrowing back into his hood.
Personality
Main Mood: Nervous | Fave Food: Honey and bread | Pet Peeve: Cold nights | Style of Battle: Hang back and heal/Panic
Cayden is a quiet type, usually content to keep to himself, and likes to hide in small spaces - not out of fear, but because he genuinely likes them. He is terrible at talking with strangers, even allies, but once you get to know him, his stutter will fade slightly and he will talk smoothly and easily with you, though still slightly quiet and reserved. He is open with his emotions and is most affectionate to Pepper - the daughter of his previous mouse, Mint. Beneath all of this, though, is unseen bravery that even Cayden doesn't recognise - the strength to keep fighting even as his allies fall, the burn to protect them from those who would do them harm.
Origin
Cayden doesn't really remember his parents. It's a bit sad when you think about it, but Cayden knows that grieving has its time, before you must move on. For the better part of a decade, he lived alone on the streets of Baldur's Gate. Fighting or tricking the other stray children, picking pockets, and so on. All he had was the amulet his parents gave him, and he guarded it closely. But not all of his life was like that. One winter, food was scarce, and the rags he wore were not quite enough to keep him warm. He begged passersby for something, anything... but people didn't have much. And when one merchant kicked him in the side and shouted slurs at him, he fled. Starving and hungry, he slowly gave in, crawling into an alleyway and letting the darkness take him. Death was warm. Like a loving embrace. He opened his eyes... and saw a halfling woman, with long golden hair the colour of a wheat field, dressed all in green, and carrying a shield, with the symbol of Yondalla emblazoned upon it. "You must be tired, my darling..." she said. "I understand if you want to sleep... but you need to stay awake just a little longer. Alright, my love?" He woke to something nipping softly at his hand. A mouse, a brown mouse with curiously intelligent eyes, looked up at him, standing on its hind legs briefly. Then, it turned and ran over to something by his waist. A pouch - when opened, it revealed a small amount of dried meat, dried berries, some nuts, a bread roll, and a pot of honey. Almost laughing and crying with joy, Cayden stood, putting the mouse on his shoulders, where it was content to stay. And he set out, for the temple of Yondalla just outside the city.
Writing Sample
How did Cayden meet Cassandra? Simple, really. He entered Baldur's Gate, carrying the usual alms box to deliver to the orphanage there. A recent construction by a compassionate older woman, Cayden's temple was their most reliable donor, and he had been given the duty of delivering their donation at the end of every second tenday. It was his first official duty as a cleric, and he was eager to prove himself... even if this was literally moving a box from one place to another. As he passed a gap between two houses, he heard a weak cry. The cry of a child. He turned. And he saw two men, grappling a struggling child to hold him still, while a third, a woman, slowly lowered the sharpened tip of a spear towards its throat. He didn't think. He acted. He ran into the alley. "Stop!" he shouted. The woman straightened and turned towards him. She took him in as he came to a halt not ten feet in front of her. Her lips twisted into a smile. "So we have an audience. Nice to know the gods want to watch as well." Cayden paused. "Watch what? Watch you m-murder a child?!" One of the men scoffed. "Ain't a kid. It's a demon, and it's gonna die like one." Cayden hesitated, before glancing toward the child, and letting out a soft gasp. From a distance, with the shadows and the dirt, it was difficult to see, but up close... the girl's eyes were onyx black, even where the whites would be. Her tear-streaked face was the colour of amber, and maroon hair hung around her shoulders... but most importantly, a pair of horns curled out around her ears. A tiefling dressed in ragged clothes, most likely abandoned on the streets, or else alone with no guardian to speak of. He looked down at himself - not always had he dressed in armour, been well fed, had a roof over his head. Once, he was just like her. He turned back to the woman, who still held the spear in her hand. "L-let her go." Her expression changed from smug to stunned. "What did you say?" He took a deep breath and stood as tall as he could. "Let. Her. G-go." "Why in the Nine Hells would we do that?!" one of the men asked. "I'm getting bored of you." The other nodded, and added, "Piss off, halfling." But the woman had another plan. She smiled and bowed with a flourish. "Of course, ser. Boys, go on." They looked at her, aghast, and the girl wriggled free from their grip. In a flash, she was gone. The woman straightened her back, and her eyes locked onto Cayden as the mirth faded from them. "Now, if you would be so kind as to hand over that box you have on your belt, we can all go on our merry way and forget this ever happened." The two men grinned, realising now her plans, just as Cayden felt that pleased feeling fall down dead. The woman took a menacing step forward, her spear lowering. Cayden took a step back, letting out a soft sound of surprise as his back hit the wall. "We let the girl go, didn't we?" the woman said, the spear getting unnervingly close to the halfling's throat, his eyes widening in fear. "I say we deserve to be compensated for our troub-" "Do not touch him, you scoundrel." Everyone's heads swivelled sharply toward the newcomer. A young woman in a white and green dress stood there, her eyes intense. Plucking at the edge of a red cloak was the tiefling girl, hiding mostly behind the new person. The woman with the spear cursed. "All these interruptions! Go away, girlie. This doesn't involve you." The young woman raised her chin. "I am involved now. And I will not tell you again." The first woman sneered. "And what are you going to do about it?" There was a burst of flame, and the woman let out a shout of pain, casting the spear aside, her hand red and angry. The newcomer had a raised hand, still glowing from the magic she had used. The thug looked at her companions. "What are you waiting for? Get that bi-!" Her voice died away as a spear pressed itself against her throat. Cayden was shaking all over, but his hands were steady enough, knuckles white around the spear in his hands. "Leave." Her face ruddy with anger and embarrassment, the thief didn't say anything else. She left, and her friends went with her. Cayden, the spellcaster, and the tiefling girl watched her go. The woman turned to Cayden soon after. "You were very brave to do that," she said quietly. "I c-could say the same of you," Cayden stammered. His heart felt like it was in his throat, and he was swaying slightly on his feet. She tilted her head. "My name is Cassandra. Hex here ran into me on the street, and when she told me what was going on, I had to help." The tiefling mumbled something and moved closer to Cassandra, who placed a hand on her shoulder. "And you? "C-Cayden. Cayden O-Oakheart. Cleric of Yondalla." Cassandra paused for a moment, then smiled. "Would you perhaps be willing to take a job? My brother and I need an escort." Cayden froze. A job? A journey? But he had barely even gone beyond Baldur's Gate before. His hand went down to the box at his side. "I-I'll think about it. I've g-got something I need to do first." His gaze fell on Hex, who still stood shyly behind the spellcaster. "And she needs to come with me." For a moment, fear and confusion crossed the tiefling's face. But, at Cassandra's encouragement, she stepped out from behind the cloak and nodded at Cayden. The halfling nodded back. He had lived on the streets, once. Now he had to make sure no children went through what he had ever again.
Features & Traits
Lucky - When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die. You must use the new result, even if it is a 1. Brave - You have advantage on saving throws against being frightened. Nimble - You can move through the space of any creature that is of a size larger than yours. Stout Resilience - You have advantage on saving throws against poison, and you have resistance to poison damage.
City Secrets - You know the secret patterns and flow to cities and can find passages through the urban sprawl that others would miss. When you are not in combat, you (and companions you lead) can travel between any two locations in the city twice as fast as your speed would normally allow.
Spellcasting - See spellcasting section. Bonus Cantrip - When you choose this domain at 1st level, you gain the light cantrip if you don’t already know it. Warding Flare - Also at 1st level, you can interpose divine light between yourself and an attacking enemy. When you are attacked by a creature within 30 feet of you that you can see, you can use your reaction to impose disadvantage on the attack roll, causing light to flare before the attacker before it hits or misses. An attacker that can’t be blinded is immune to this feature.
You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.
Prepared Spells
Spell Save DC 12 | Spell Attack Modifier +4 | Max Spells Prepared 3
Cantrips: You know three cantrips from the cleric spells. You learn an additional cantrip at 4th and 10th level. Preparing and Casting Spells: The table above shows how many spell slots you have to cast 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 slots when you finish a long rest. You prepare the list of cleric spells that are available for you to cast, choosing from the cleric spell list. When you do so, choose a number of spells equal to your Wisdom modifier + your cleric level (min. 1 spell). These must be of a level for which you have spell slots. You may change your list of prepared spells whenever you finish a long rest; doing so requires 1 minute of prayer or meditation per spell level of the chosen the spells. Spellcasting Ability: Wisdom is your casting ability for cleric spells. Your magic is granted to your by your deity or their servants, as a reward for your devotion. When a spell refers to your spellcasting ability, you use Wisdom. In addition, you use your Wisdom to determine the save DC of any cleric spell which requires one, and when making an attack roll with one.
Spell save DC= 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier= your proficiency bonus + your Wisdom modifier
Ritual Casting: You may cast any cleric spell you have prepared as a ritual if it has the ritual tag. A spell cast as a ritual takes an additional 10 minutes to cast, but does not require you to expend a spell slot. Spellcasting Focus: You may use a holy symbol as a spellcasting focus for your spells. Every deity or religion has at least one holy symbol, and you may use any associated with your religion. They are traditionally amulets or pendants, but can also be signet rings, insignias on a shield, or even a held banner. Whatever form they take, you must be able to take hold of the object and present it towards the target(s) of your spell.
Light - V M (a firefly or phosphorescent moss), touch, action. Mending - V S M (two lodestones), touch, 1 minute. Sacred Flame - V S, 60ft, action. Dex save, 1d8 Radiant. Spare the Dying - V S, touch, action.
Bane - C V S M (drop of blood), 30ft, action. Cha Save, -1d4 to attacks and saving throws. Bless - C V S M (sprinkling of holy water), 30ft, action. +1d4 to attacks and saving throws. Burning Hands - V S, self (15ft cone), action. Dex save, 3d6 Fire. Cure Wounds - V S, touch, action. 1d8+2 HP. Faerie Fire - C V, 60ft, action. Dex save 20ft cube.
Other
Cayden's color code is mediumslateblue. His amulet glows whenever he casts a spell. Pepper defies all odds during combat and cannot get hit.
[hider=CHARACTER NAME[center][h2][color=YourColourHere]Name of your character. Keep in mind the rules of your race (E.g., Tabaxi have phrases, Dragonborn have Lastname Firstname, Gnomes have nicknames)[/color][/h2] [img]Character Image - Optional[/img] [h3]Alignment (e.g., NG) Race (Subrace) | Class LevelNumber | Background[/h3] [i][color=YourColourHere]"Something your character would say"[/color][/i]
[h3][color=YourColourHere][b][u]Attributes[/u][/b][/color][/h3] [h3][b]AC[/b] XX • [b]HP[/b] XX/XX • [b]Speed[/b] XX[/h3] [b]STR[/b] XX (+X) | [b]DEX[/b] XX (+X) | [b]CON[/b] XX (+X) [b]INT[/b] XX (+X) | [b]WIS[/b] XX (+X) | [b]CHA[/b] XX (+X)
[b]Saving Throws:[/b] Proficient Saving Throws. [b]Skills:[/b] Proficient Skill. [b]Expertise Skill[/b] [b]Tools:[/b] Any tools, instruments or vehicles you are proficient in. [b]Expertise tools[/b] [b]Languages:[/b] Languages spoken.
[h3][color=YourColourHere][b][u]Arms & Armour[/u][/b][/color][/h3] [b]Armour[/b] | Any armour they're wearing [b]Weapons[/b] | Any weapons they're carrying. This includes a wizard's tome, and your spellcasting foci. [h3][color=YourColourHere][b][u]Appearance[/u][/b][/color][/h3] [b]Age:[/b] XX | [b]Height:[/b] In feet, keep in mind race heights | [b]Weight:[/b] XXlbs
Describe their face, their hair, their clothes [hider=Personal Item (optional)] [img]Image of item (optional)[/img] [b]Name:[/b] XX | [b]Age:[/b] If applicable | [b]Size:[/b] XX | [b]Weight:[/b] XXlbs
Describe the singular item that is most important to your character. This could be a pet, a book, and so on.[/hider] [h3][color=mediumslateblue][b][u]Personality[/u][/b][/color][/h3] [b]Main Mood:[/b] Usual emotion | [b]Fave Food:[/b] What do they like to eat| [b]Pet Peeve:[/b] Something that annoys them | [b]Style of Battle:[/b] How do they act in battle?
Two paragraphs maximum, three if you really need it. What is their general demeanour? Their outlook on life? How do they express their emotions? How do they talk? So on and so forth. [h3][color=YourColourHere][b][u]Origin[/u][/b][/color][/h3] Describe their life before this. What is their background? Who is their family, if any? What led to their becoming their class/leaving their home? A paragraph or two will suffice, three maximum. [h3][color=YourColourHere][b][u]Writing Sample[/u][/b][/color][/h3] [hider=How did NameOfChar meet NameOfTwin?]Start with 'How did NameOfChar meet NameOfTwin? I want you to write a short story describing the answer to this question, either full-third person or from the perspective of your character. This is how I will get an idea of your writing style. Cassandra wears green and white, and is a spellcaster. Sebastian wears blue and black, and uses a sword. Both wear a red cloak, and have brown hair and green eyes. Remember, Cayden's character sheet is HIGH END of what I expect.[/hider] [h3][color=YourColourHere][b][u]Features & Traits[/u][/b][/color][/h3][/center] [hider=Racial Features: Race (Subrace, if any)][b][i]Feature Name[/i][/b] - Feature Details.[/hider] [hider=Background Features: Background][b][i]Name of Feature[/i][/b] - Feature details.[/hider] [hider=Class Features: Class (Subclass, if acquired)][b][i]Name of Feature[/i][/b] - Feature details.[/hider] [center][h3][color=YourColourHere][b][u]Prepared Spells[/u][/b][/color][/h3] [b]Spell Save DC[/b] XX | [b]Spell Attack Modifier[/b] +X | [b]Max Spells Prepared[/b] X[/center] [hider=Cleric Spellcasting]Rules Surrounding your spells[/hider] [hider=Cantrips][i]Cantrip Name[/i] [b]C[/b]oncentration [b]V[/b]erbal [b]S[/b]omatic [b]M[/b]aterial (material component), range, duration. Effect.[/hider] [hider=Level 1 (2 Slots)][i]Spell Name[/i] [b]C[/b]oncentration [b]V[/b]erbal [b]S[/b]omatic [b]M[/b]aterial (material component), range, duration. Effect.[/hider][/hider]
[center][h3][color=YourColourHere][b][u]Other[/u][/b][/color][/h3][/center] Anything else you want people to know about your character.
Great character sheet. Can we post here as a "work in Progress" as we work on it. Or would you rather we PM them to you. Or wait for a new Game thread?
@DrakeEricsen Whichever you please works just fine. Works-in-progress are open to critique, however, and I will correct the things that I deem to be wrong, or guide you towards something that could work better.
Thanks. I think I'm going to work on it in my Google Drive and then present it here when it's all pretty and gorgeous. Then shall my enemies flee before me!
Main Mood: Playful | Fave Food: Duck | Pet Peeve: Deceit | Style of Battle: Defensive
Two paragraphs maximum, three if you really need it. What is their general demeanour? Their outlook on life? How do they express their emotions? How do they talk? So on and so forth.
Origin
something something Order of the Golden Lion
Writing Sample
Start with 'How did NameOfChar meet NameOfTwin? I want you to write a short story describing the answer to this question, either full-third person or from the perspective of your character. This is how I will get an idea of your writing style. Cassandra wears green and white, and is a spellcaster. Sebastian wears blue and black, and uses a sword. Both wear a red cloak, and have brown hair and green eyes. Remember, Cayden's character sheet is HIGH END of what I expect.
Features & Traits
Darkvision - Thanks to your elven 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. 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. (Perception, Insight) Languages - You can read, speak, and write Common, Elven, and one language of your choice. (Celestial)
Knightly Regard - You receive shelter and succor from members of your knightly order and those who are sympathetic to its aims. If your order is a religious one, you can gain aid from temples and other religious communities of your deity. Knights of civic orders can get help from the community – whether a lone settlement or a great nation that they serve, and knights of philosophical orders can find help from those they have aided in pursuit of their ideals, and those who share those ideals.
This help comes in the form of shelter and meals, and healing when appropriate, as well as occasionally risky assistance, such as a band of local citizens rallying to aid a sorely pressed knight in a fight, or those who support the order helping to smuggle a knight out of town when he or she is being hunted unjustly.
Divine Sense - The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.
You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses.
Lay on Hands - Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin level x 5.
As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool.
Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one.
This feature has no effect on undead and constructs.
Prepared Spells
Spell Save DC -- | Spell Attack Modifier -- | Max Spells Prepared --
Rules Surrounding your spells
Cantrip NameConcentration Verbal Somatic Material (material component), range, duration. Effect.
Spell NameConcentration Verbal Somatic Material (material component), range, duration. Effect.
Other
Anything else you want people to know about your character.
STR 11 (+0) | DEX 14 (+1) | CON 13 (+1) INT 11 (+0) | WIS 15 (+2) | CHA 15 (+2)
Saving Throws: DEX & CHA Skills: Acrobatics, Slight of Hand, Insight, Deception, Mobile Tools: Disguise Kit, Forgery Kit, Pan Flute, Lyre Languages: Common & Elvish
Arms & Armour
Armour | Leather Duster Weapons | Rapier | Lute
Appearance
Age: 25 | Height: 5'11" | Weight: 182 lbs.
Varrus is a man of average height and lean build, often described as looking as though he could be royalty were circumstances different. Varrus's chocolate brown hair is often in the style of an undercut with neat facial hair the same length as the short hair it connects to. He often has an eyebrow raised as though he is constantly intrigued and often has a powerful gaze that could seemingly see into one's soul.
More often than not, he sports a blue leather duster with orange accents and a pair of fine leather boots, a gift from a former lover. On his hands he wears a pair of brown leather gloves and beneath that he wears a silver ring on his left index finger. Across his back is always his prized lute and on his hip he carries his rapier, ready to strike at a moments notice should things turn sour as they always seemed to do
Name: "Charlotte" | Age: 15 | Size: 3 ft. long | Weight: 4 lbs.
Varrus was a lowly street rat growing up without a copper to his name. He did whatever was necessary to survive and earn his coin. The moment he could afford it, he bought himself a lute and taught himself to play. Charlotye has been by his side since he was 15 years old and has seen him through both good times and bad. Charlotte has helped him earn the few coppers he'd need to stave off starvation and warm the hearts of the downtrodden. A life without music is a life not worth living...
Personality
Main Mood: Jovial | Fave Food: Bread and Jam | Pet Peeve: Boredom | Style of Battle: Dirty and Fast
Varrus is an adventurer at heart with a love for life, believing that one should experience all that life has to offer whether good or bad. You have to look for the good but always be prepared for the bad. We are born free and should live our lives as such. No boundaries, no regrets. When push comes to shove, Varrus has no problem playing dirty. He'd rather be a living scoundrel then an honorable dead man.
Origin
Varrus was only a boy when he took to the streets, merely 8 years old to be precise. He knew even at a young age that his mother could only get him so far in his life. He wasn't destined to be someone who faded into the background, not destined to grow up and die in the same hamlet he'd been born. The world was too big for such things and Varrus didn't intend to live a small an uneventful night. That was when young Varrus gathered what meager possessions he had and ran from home. It was fun at first, an adventure as he roamed into the strange wilderness. It was then that young Varrus learned a hard truth. The world was not a kind place and didn't often reward people, especially motherless boys with a want for adventure...
Varrus learned to survive anyway that he could. Pickpocket, eavesdrop, smuggle, but most importantly he learned how to fight to keep his riches. After saving his coin, he eventually sought to buy himself a lute and teach himself to play. At first, it was merely to pass the time and keep his mind busy. As he learned, he found he had a real knack for playing and an even better knack at telling stories. He started off playing on the street, earning the coin of passersby. Soon, he was called upon by minor lords and ladies to play. In time, he didn't need to steal to survive; he was living a life of luxury. Still, it didn't stop him however from stealing anyway. Nothing beat the thrill of a successful con. Even so, Varrus never stayed anywhere for too long. The world was huge and Varrus intended on exploring every nook and cranny and experiencing adventure till he couldn't possibly venture anymore.
Writing Sample
Varrus met Sebastian one night while in Baldur's Gate, more specifically outside a tavern by the name of 'The Spoiled Princess'. Varrus had been passing through Baldur's Gate in search of a new adventure when he found his way into 'The Spoiled Princess'. He'd settled down for a hot meal and drink when he'd noticed a few eyes from across the tavern. Not Cassandra or Sebastian mind you, no. When you were someone like Varrus, you didn't get to where you were without stepping on a few toes and cheating a few people who deserved it. Varrus had made the mistake some time ago of taking off with a valuable artifact he'd been tasked with smuggling. When Varrus saw what it was, he couldn't resist. He swapped the artifact, turned tail, and took off with the gold he was owed in hand. Needless to say, his 'previous employer' didn't take kindly to being cheated. That was were the goons who'd eyed Varrus came in.
"You have something our boss wants, bard" one of the goons said. Varrus sat back and with a goblet of wine in hand, smiling as though he didn't realize he was about to be beaten to death by 2 men who were much larger and much stronger than him.
"I honestly don't know what your talking about. I'm merely a weary wanderer looking to rest his bones and fill his belly with a hot meal and wine. Perhaps I can offer you both some and we can talk" Varrus replied. One seemed to consider it and was about to speak but quickly thought better as he took an elbow in the rib from his associate.
"Stuff it Varrus, The Spider wants what you owe him. Now, you can either give us the artifact and we can be on our way or you can give us your life" the goon said. Varrus sighed in agitation and sipped his wine. The price he had to pay he supposed.
"Boys, I don't have the artifact. I sold it weeks ago. Now if you want my life, fine. You can surely try and take it. Outside of course, I'd rather not get blood all over the table" he replied with a sip of his wine. The goons smiled crooked smiles, clearly getting an answer they'd been hoping for. They led the way outside, unaware that something was missing from the table. Varrus followed and the goons smiled at the bard, one holding a dagger and one an ax. Varrus smiled. "Come on boys, you are clearly stronger and bigger than me? Do you really need a knife and an ax to do me in? How about fight me like men?" he said. The goons smirked and shrugged, dropping there weapons and sliding them aside.
"Your call bard, just means you'll die slower" he said. Varrus smirked.
"I'll certainly die my large friend, but it isn't tonight and it isn't by two inbred thugs who can't seem to use their eyes" he taunted. That was when the largest of the goons charged at him, head down like a bull in an attempt to tackle him to the ground. Varrus spun, coat flourishing in the wind, a flash of silver against the light as the goon dropped to his knees. He clawed at his throat and sputtered, choking. The thug who hadn't charged Varrus looked at the two and saw why his friend was choking. Varrus had palmed a knife from the table inside and used it to slash open the brutes throat.
"BASTARD!" he yelled before Varrus flourished the knife and threw it into the man's crotch, bringing him to his knees.
"Oh shit! I am so sorry! I was aiming for your foot!" he said as he approached slowly. He finished the ordeal with a knee in the brutes face and a finger pointed at him. "I don't OWE your boss anything. YOU owe ME your life! So, I'm gonna let you keep it if you complete a small task for me. You go to The Spider, you tell him what happened here, and you tell him I'm not to be disturbed. Am I clear?" he said. The thug nodded furiously as Varrus smiled and pat his cheek. "Smart man" he said as he stood. That was when he saw that a man was watching him. A man dressed in blue and black with a red cloak who eyed him. Varrus looked embarrassed and offered a slight bow.
He apologized for what he had seen and he had smiled and told him it was quite alright. In fact, he was looking for someone like him. Someone who clearly could handle a sticky situation and didn't mind getting his hands dirty. When he offered Varrus a chance at adventure, the bard leaped on it like a stray on scraps. He didn't need the promise of gold, merely the promise of adventure. Varrus offered his rapier, his wit, and his lute to service this man on his quest and all those involved. THAT, was how Varrus Viccarian met the mysterious Sebastian.
Features & Traits
Defiant Luck - Reroll a saving throw or cause an enemy to reroll a critical hit confirmation against you
False Identity - You have created a second identity that includes documentation, established acquaintances, and disguises that allow you to assume that persona. Additionally, you can forge documents including official papers and personal letters, as long as you have seen an example of the kind of document or the handwriting you are trying to copy.
Spellcasting - You have learned to untangle and reshape the fabric of reality in harmony with your wishes and music. Your spells are part of your vast repertoire, magic that you can tune to different situations Cantrips - You know two cantrips of your choice from the bard spell list. You learn additional bard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Bard table. Bardic Inspiration - You can inspire others through stirring words or music. To do so, you use a Bonus Action on Your Turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6.
Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, Attack roll, or saving throw it makes. The creature can wait until after it rolls The D20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.
You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a Long Rest.
Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.
Prepared Spells
Spell Save DC 12 | Spell Attack Modifier +4 | Max Spells Prepared 4
Vicious Mockery - V, 60 feet , Instant - Wisdom Save throw or take 1d4 psychic damage
Dancing Light - V S M (a bit of phosphorus or wychwood, or a glowworm), 120 feet , Concentration, up to 1 minute - Action
Charm Person - V S, 30 feet, 1 hour - Wisdom Saving Throw
Unseen Servant - V S M (a piece of string and a bit of wood), 60 feet , 1 Hour - Action
Sleep - V S M (a pinch of fine sand, rose petals, or a cricket), 90 feet , 1 Minute - Roll 5d8; the total is how many hit points of creatures this spell can affect
Other
Set of fine clothes Signet ring of an imaginary duke Belt pouch containing 15 gp
Magdar Ironhart has blond hair and beard. His eyes are a very light blue, almost white-blue. His shield has the Flaming Sword of Tempus painted on it. His armor and weapons are simple in design but they are well cared for. In battle, he wears a red cape and is heard bellowing out commands and threats.
Name: Foe Slayer| Size: Med | Weight: 4lbs
Foe Slayer is the battleaxe given to Magdar when he became a War Priest. It used to belong to his trainer, Roland. He wields Foe Slayer in all of his battles. It has been blessed by many War Priests through the years.
Personality
Main Mood: Irreverent | Fave Food: Camp Chili | Pet Peeve: Bullies | Style of Battle: In the thick of it
Compared to other dwarves, Magdar is very funny and out going. That was part of his problem in the Hall. He enjoyed to play and have fun too. He would tell jokes and find humor in almost everything.
Origin
Magdar never truly fit in with his dwarven hall. He wasn't well liked and was always getting in trouble. He decided to leave before he did get himself into serious trouble with the Hall Masters.
Magdar soon joined an mercenary warband called 'Darfn'. Finally he found a group where he could have his own place. He liked it there and they liked him. Darfn was a mixed group with warriors of many different races. Roland Firehair was a War Priest of Tempus who took Magdar under his wing. Magdar learned from Roland and soon became a cleric himself. He used his magic in battle as he fought with his band brothers. After the battles, he would use his magic to heal the wounded. Once Roland retired, he would become Darfn's main priest.
However, after one of their jobs, they were attacked by a dragon. The night after a battle, when many warriors Darfn was tired and injured, and those who were not injured were passed out or still drunk from the post victory celebrations. In the middle of the night, a dragon attacked. Magdar's brothers where killed or scattered. Magdar tried to fight back, but he was carried away by some other survivors. His trainer, Roland, was killed by the hated dragon. Magdar survived, but he was alone. The other mercenaries were either killed or scattered into groups one one or two. Darfn was no more. He swore he would get revenge against that damned dragon.
Writing Sample
Magdar Ironhart was tired and pissed off. He had spent the last two weeks walking to Baldur's Gate and found this dive of an tavern. He knew that this tavern was a place that mercenaries often came to find jobs. He needed an job and soon. He was nearly out of coin and food. He could find a local church of Tempus and get a bed and food there. However, his pride wouldn't let him do that until he found a job. He didn't want go begging from the church while unemployed.
While at the tavern waiting for something to happen, Magdar noticed Sebastian enter the tavern. He didn't look to belong in this tavern. He looked too you and naive to be in this dive. Magdar thought that he must be looking to hire some sell swords. He stood up to see what Sebastian wanted and offer his services. Before he got there, three large men had surrounded Sebastian. They were very rude to him, the thugs threaten him. Maybe Sebastian could take of him self, maybe not. Either way, Magdar has always hated bullies from his youngest days. Without really thinking he slammed his shield into the face of one of the bullies. It was a short but exciting fight. Sebastian to subdue one of his attackers. Madgar used his shield and fists to beat the other two down.
Magdar was hired on the spot.
Features & Traits
Darkvision - 60 Ft Dwarven Resilience - Advantage on Saves vs Poison. Resistance vs poison damage Combat Training - Proficient with Battleaxe, Handaxe, Light Hammer, Warhammer Tool Proficiency - Brewer’s Supplies Stonecutting - History Checks with Stone get +4 bonus
Skills - Athletics, Persuasion Tool Proficiency - Gaming Set (Dice), Land Vehicles (Cart) Mercenary Life - You know the mercenary life as only someone who has experienced it can. You are able to identify mercenary companies by their emblems, and you know a little about any such company, including the names and reputations of its commanders and leaders, and who has hired them recently. You can find the taverns and festhalls where mercenaries abide in any area, as long as you speak the language. You can find mercenary work between adventures sufficient to maintain a comfortable lifestyle.
Armor - Light Armor, medium, shields Weapons - All Simple weapons Tools - None Saving Throws - Wis, Cha Skills - Insight, Medicine War Domain - Proficient with martial weapons and heavy armor War Priest - Make weapon attack as Bonus action. X3 per long rest
Prepared Spells
Spell Save DC 13 | Spell Attack Modifier +5 | Max Spells Prepared 4
Wisdom is your spellcasting ability for your cleric spells. The power of your spells comes from your devotion to your deity. You use your Wisdom whenever a cleric spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one.
Guidance - V S, Touch, action, 1 min, add 1d4 to next skill check. Sacred Flame - V S, 60ft, action. Dex save, 1d8 Radiant. Spare the Dying - V S, touch, action.
Bless - C V S M (sprinkling of holy water), 30ft, action. +1d4 to attacks and saving throws. Cure Wounds - V S, touch, action. 1d8+2 HP. Guiding Bolt - V S, 120', action, +5 hit, 4d6, next attack has advantage Healing Word - V, 60', bonus action, heals 1d4+3 Divine Favor - V S, Self, bonus action, 1 min, +1d4 dam (Domain) Shield of Faith - V, S, M (a small parchment with a bit of holy text written on it), 60', bonus action, Concentration 10 min, +2 AC (Domain)
Other
Battleaxe 1d8 Chain Mail AC16 Light Crossbow 20 bolts Backpack Blanket 10 candles Tinderbox an alms box 2 blocks of incense censer vestments 2 days of Rations Waterskin Uniform of Warband Set of Dice 10 gp
Weapons | Quarter Staff, Spell Casting Focus - A stuffed Blue Dragon Doll.
Appearance
Age: 19 | Height: 2'9" | Weight: 26lbs Vaal is a Kobold of somewhat average height, a near aerodynamic build, and smelling faintly of ozone and rainwater. The last being a likely result of his magics. His shoulders are narrow, and his entire form seems to slope and roll smoothly with the lack of hard edges away from a few areas. His two slitted eyes are the color of amber. The majority of his scales are blue, and he holds many features of the very chromatic he’s kin too.
On his snout is a small single horn that appears to be two horns fused together. And his slender tail has thing but defined plates of scales rolling down the entire length. He even has the ‘ears’ built out of long exaggerated fins of a tarnished gold hue.
He wears a surprisingly ornate tabard of his homeland. It does say something about status, likely fooling those into believing he was a merchant or a lower nobility. The majority of the cloth is a dull white. With darker threads creating embroidery of thunderheads. It holds a single long baggy sleeve which completely engulfs the kobold’s gloved right hand. While half a skirt seems to offset the lack of symmetry by stretching down to the Kobold’s ankles on the left side. A dark purple belt, leather hidden in cloth, with amber edges wraps around his waist. Hanging from it at the front is a single stretch of cloth of the same coloration stretching down acting as a loincloth. And the same in the back, though split down the middle for the tail.
He also wears a thick veil of some sort. The way it is cut allows it to lay over his eyes and down the length of his snout. The edges of the cloth hanging just above his lips. There’s two holes in the back for his horns to poke through, and a split at the front for the single horn on his nose. Once again purple in hue, but this time with amber embroidery of striated clouds lining the entire length and curling away from where the eyes should be. There, the cloth is cut away and replaced with a dark cloth. The cloth is slightly opaque, blocking enough sunlight to make it bearable for the Kobold to walk in the day… but not enough to completely negate the sensitive nature of his eyes. Up close, nearing whisper distance, one could see the shrowded amber color of his eyes, but far enough away it’s just black.
And then finally hanging from his neck, under his tabard is a small simple sapphire tear.
Name: Eye of the Storm ( The Lyre He Caries ) | Size: Medium | Weight: 1lbs A wooden lyre that sweep upwards towards the middle from the side, and back down again. The wooden chassy has been stained dark at the outside, and slowly grows into a lighter brown the further inside it goes. It is decorated with burned engravings depicting circling striations of clouds growing more violent the further away from the center it goes. The only blemish is a terrible scar, a gash caused by a severe burn marring nearly a half of the instrument. Even so, it remains polished polished and lacquered.
The typically soft notes befiting the instrument has been modified to hold a more basey sound. The notes drag on much longer, causing the notes to reverberate in the air as if it was in a quiet auditorium. It was never meant to be sinister, but artistically serene and peaceful. Like the eye of a storm it's self... where there is safety, calm, and light.
The instrument was a gift he had commissioned to be given to the one he loved. A lover long gone and still mourned. He keeps it in the name of her memory. Taking as much care for the instrument as he does his own appearance. Rarely playing it. And fiercely disallowing anyone to take it out of its case, even less to touch it.
Personality
Main Mood: Flamboyant | Fave Food: Rare venison and Candied meats | Pet Peeve: Being Mocked | Style of Battle: On my terms, never yours.
Vaal is most certainly a vain, selfish and arrogant individual with a love for art, fashion, and beauty. He holds himself with a regal posture, as if he was some noble of grandstanding in the world. In fact, he adamantly believes he’s an actual dragon… reborn. Everything he does has to be beautiful in some way. If he’s lounging, it’s as if he’s posing for a painting. When he’s casting spells, there’s a practiced grace to them. Even when walking, he seems to find a way to draw attention to himself. Naturally, he is quick to come off as abrasive and pompous. And as massive as his ego is… his pride is two fold as fragile. Despite his flaws… he does maintain some redeeming qualities. He’s loyal and certainly trustworthy when you’ve earned his respect. There are even hints of empathy and compassion hidden in that sea of an ego.
Despite being incredibly manipulative, he strongly believes in order, family, and tradition. And holds men of honor, especially dragonborn in his highest respects. But he also strongly detests those who are so blinded by their duty or honor, that they fail to see reason and commit to difficult decisions. If one man of three potential victims is accused, with no way to prove who’s innocent… he’d sooner hang them all than to let them go. As the ends justifies the means. In this case, the removal of one dangerous man at the cost of two innocents, to maintain stability of a city.
Origin
None of the Kobold tribes of the Zakhara deserts seems to know where this Kobold had came from. He held none of the tribal markings or scents. He was discovered collapsed in the sun. He held grave wounds of acidic damage, and was wrapped defensively around a damaged lyre. The shamans had planned to leave him there. That was till they noticed the latent arcane energies inside Vaal. Even his appearance closely resembled a blue dragon. Dragon Wrought. Kobolds much closer to their ancestors who tends to show great magical power. Seeing a potentially useful member, they had collected him. Though, they soon began to regret their investment.
When they asked the recovering Kobold details of his life, they got strange answers. His name sounded as if there were parts of it missing. His memories were hazy and seemed erratically out of order. Repeated questions always yielded the same results. Even stranger was when his eyes fell on the lyre, he let out a long forlorn wail that echoed through the warrens.
And worse, where the question of his sanity had been brought to question, was he claimed he was a dragon. He claimed he soared the highwinds, was the master of the storms, his very own sea. A horde he once held, and now long lost. He did not just claimed. He poised, held the arrogance, mannerisms, and more. Vaal truly believed his own lies for truth. The shamans were not having this. It was a grave risk to their tribe, and so they had him exiled.
Vaal felt himself deeply offended. Yet… there was something deep in him that compelled him northward. It was not the desire to seek answers - he somehow felt he had them even if he couldn’t bring them to the forefront of his thoughts.
Writing Sample
So how did Cassandra meet the Kobold? It’s a slow tale, not quite worthy of songs… not that it’s wanted by the kobold. But, like many grand tales of upstarting adventurers undergoing wanderlust, it all began in a tavern…
---
Night. The streets were cascaded into darkness, while the light of the moon had been absorbed into the rolling clouds overhead. What remained was a gentle blue wispy glow about the size of a copper piece from so far below the skies. The thunderhead that rocked the skies and unsettled the air is long gone, leaving only the riddens in its wake. The drizzle after the storm, where the world seem calmer, more peaceful, save for the occasional flash of light. Droplets of water pitter pattered against the paved streets. The occasional gust of wind blue a cloud of water through the air to buff those who wandered the streets at night. It all added up to a gentle din. A din to which people ran too from shelter to shelter. A din to which puddles seemed to forever dance. A din that a dragon(Kobold) enjoyed.
Vaal Storm Touched, By the Grace of the Winds, Weaver of the Highstorms, Harold of Thunder, Scourge of Kites, Guider of Ships, the Grand Gem of the Fakhara sat in the sheltered patio of “The Thespian’s Clutch”. A lavish tavern located in Baulder’s Gate, just across the street from a theater inside the proper district. His gaze was directed to the sky. A longing look filled his gaze. Like a sailor anxious to get back to sea. His daydream had overtaken him, soaring through the clouds. The gentle kiss of lightning. The defining roar of thunder…
Blink. He had snapped out of his daydream with a jolt when something had sloshed against his claw. His gaze dipped down slowly taking note of his claw which had been circling the rim of his glass. His eyes dipped lower, and saw that his carelessness had caused the glass to tip slightly and splash his wine across his claw. He sighed softly, and then noticed the world was gray and back. The candle at his table, and various others had gone out.
Still… it was hardly an inconvenience. His eyes were so well adjusted for the dark. A fact many did not know or forgot. A fact that some strangers eyeing him from an alley across the street did not consider. There was a small glint of brandished steel… a knife. Footpads then. They likely saw him leave the theater during the interlude… and desired an easy mark. A kobold was certainly an easy mark. But not a dragon. He tapped his claw in that small scented puddle consideringly.
With a swish of his tail, he raised his soaked claw and curled the digits. A low mutter left his lips, and his fist cracked to life with bright jagged tendrils of electrical sparks. What wine there was on his hand burned away and left a peculiar fragrance. The light illuminated himself, and the area around him with a soft blue glow. And the glow dimmed as the sparks died out… leaving a single curling trail of electricity that danced between his index and thumb. He placed it down on the puddle, lighting it a blaze.
One single flame rose from that puddle and waved gently in the air. The Kobold dabed his finger into the burning contents, drawing up a dollop of fire. Then flicked it onto the candle’s wick and lighting it. His claw gently laid down on the puddle, extinguishing the flames. It rose up once again, curling and allowed the Kobold to rest his chin on the back of it.
His gaze directed towards the footpads. A small smile curled on his lips. Seemingly wicked if the intent was known. What would such magic do to someone who’s wet? The footpads seemed to have the same thought. They shifted uncomfortably. They slowly began to round there way closer, then paused once realized that Vaal was confidently looking there way. His gaze had been trailing them expectantly. Even though the candle light wouldn’t have thrown enough light to expose them.
“Run along now, darlings… less you wish to leave your leavetakings to take your chances… and dance with jack o’ the shadows?” Vaal’s voice rang out softly in a lilt. Just loud enough to be heard over the gentle song of the rain. It held a strange accent. His words seemed to slur together, despite not showing hints of intoxication. The difficulty of understanding… was lessened with each new word being punched at the starting letter.
The message was clear, and well understood by the footpads. Vaal had ensured them of their plans tonight. If they went through, someone would die. And that someone would not be him. Messy at the very least. It was as if everything was stacked against them. The weather, the lack of light, his magic and potential range, and his smaller size being able to easily take advantage of what cover there was.
To the Kobold’s delight, the footpads spun about and hurried off beyond his sight. He thoughtfully pinched his goblet, and gave the contents a swirl. How many times has he been or nearly accosted? Many instances he had simply ran. Some, he got out of by the skin of his teeth and dumb luck. And few were fights under his terms. The kobold gritted his teeth into a scowl. Oh how he loathed feeling so vulnerable that even a small advantage felt like throwing dice loaded for failure with death! And why was it that the mediocre always sought to destroy their betters!? As if it was their fault they live such dour lives!
“Excuse me, is this seat taken.” The Kobold looked up slowly with a raised brow. He found himself looking up to a woman dressed in green.
“And you are….?” The Kobold began, his gaze flitting along her form, scanning her attire as well as what visible weapons she may carry. His gaze drifted back to where the footpads had been thoughtfully, and returned to the woman. Was she with them? No… that attire says something different about the woman.
“Cassandra.” The woman replied curtly with a dip of her head. She remained quiet even as the Kobold raised a brow. He had been expecting a house name to follow. But… as seconds grew uncomfortably close to a minute he relented.
“Vaal Storm Touched, your pleasure,” The kobold drawled, waving a hand towards the seat across from him. As she sat down, he continued. “Now… humor me while I am being so terse… but why have you approached me when there are many other seats? Most assume that when one is sitting along, they are not expecting… company.” “Oh… nothing else than that incredible display of power you’ve shown.”
Though mild, the flattery did cause the Kobold to perk up. Vanity and pride swelling up beyond what many may have believed to be capacity. It was blinding really, enough for him to miss that gleam in her eye.
“You saw that? It was nothing, a mere sideshow act amidst a sea of incredibility. Just enough to keep the rabble in check." He took a drink after poising himself in his chair. Leaning back, but not quite slouching. Tail curled in the air, arcing up to curl under his chin. "Now, darling, why are you here?”
---
A discussion was drawn under the time limit for the Theater’s crier to announce that the show would be continuing. A discussion for a job within armed service. A discussion that certainly piqued Vaal’s interest as a means of removing his vulnerability. The pay was nice, but not having to look over your back for some clout with a sword seeing a mere Kobold? That was like laying the sky before him, even if it was only temporary.
Features & Traits
Darkvision - 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.
Grovel, Cower, and Beg - As an action on your turn, you can cower pathetically to distract nearby foes. Until the end of your next turn, your allies gain advantage on attack rolls against enemies within 10 feet of you that can see you. Once you use this trait, you can't use it again until you finish a short or long rest.
Sunlight Sensitivity - You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.
Pack Tactics - You have advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't incapacitated.
All Eyes On You - Your accent, mannerisms, figures of speech, and perhaps even your appearance all mark you as foreign. Curious glances are directed your way wherever you go, which can be a nuisance, but you also gain the friendly interest of scholars and others intrigued by far-off lands, to say nothing of everyday folk who are eager to hear stories of your homeland. You can parley this attention into access to people and places you might not otherwise have, for you and your traveling companions. Noble lords, scholars, and merchant princes, to name a few, might be interested in hearing about your distant homeland and people.
Tempestuous Magic - Starting at 1st level, you can use a bonus action on your turn to cause whirling gusts of elemental air to briefly surround you, immediately before or after you cast a spell of 1st level or higher. Doing so allows you to fly up to 10 feet without provoking opportunity attacks.
Prepared Spells
Spell Save DC 12 | Spell Attack Modifier +4 | Max Spells Prepared 2
An event in your past, or in the life of a parent or ancestor, left an indelible mark on you, infusing you with arcane magic. This font of magic, whatever its origin, fuels your spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the sorcerer spell list.
Cantrips - At 1st level, you know four cantrips of your choice from the sorcerer spell list. You learn additional sorcerer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Sorcerer table.
Spell Slots - The Sorcerer table shows how many spell slots you have to cast your sorcerer spells of 1st level and higher. To cast one of these sorcerer 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.
For example, if you know the 1st-level spell burning hands and have a 1st-level and a 2nd-level spell slot available, you can cast burning hands using either slot
Spellcasting Ability - Charisma is your spellcasting ability for your sorcerer spells, since the power of your magic relies on your ability to project your will into the world. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one.
Spellcasting Focus - You can use an arcane focus (see the Adventuring Gear section) as a spellcasting focus for your sorcerer spells.
Gust - Components: VS | Range: 30ft | Duration: Instantaneous
One Medium or smaller creature that you choose must succeed on a Strength saving throw or be pushed up to 5 feet away from you.
You create a small blast of air capable of moving one object that is neither held nor carried and that weighs no more than 5 pounds. The object is pushed up to 10 feet away from you. It isn’t pushed with enough force to cause damage.
You create a harmless sensory affect using air, such as causing leaves to rustle, wind to slam shutters shut, or your clothing to ripple in a breeze.
Shocking Grasp - Components: V S | Range: Touch | Duration: Instantaneous
Lightning springs from your hand to deliver a shock to a creature you try to touch. Make a melee spell Attack against the target. You have advantage on the Attack roll if the target is wearing armor made of metal. On a hit, the target takes 1d8 lightning damage, and it can't take reactions until the start of its next turn.
The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Shape Water - Components: S | Range: 30ft | Duration: Instantaneous or 1 hour
You choose an area of water that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:
• You instantaneously move or otherwise change the flow of the water as you direct, up to 5 feet in any direction. This movement doesn’t have enough force to cause damage.
• You cause the water to form into simple shapes and animate at your direction. This change lasts for 1 hour.
• You change the water’s color or opacity. The water must be changed in the same way throughout. This change lasts for 1 hour.
• You freeze the water, provided that there are no crea- tures in it. The water unfreezes in 1 hour. If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
Ray of Frost - Components: VS | Range: 30ft | Duration: Instantaneous
Make a ranged spell attack against a target within range. On a hit, the target takes 1d8 cold damage and has its speed reduced by 10feet for one round. The Spell's damage increases to 2d8 at 5th level, 3d8 at 11th, and 4d8 at 17th level.
Fog Cloud - Components: VS | Range: 120ft | Duration: Concentration, Up to 1hr
You create a 20-foot-radius sphere of fog centered on a point within range. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the radius of the fog increases by 20 feet for each slot level above 1st.
You touch a willing creature who isn’t wearing armor, and a protective magical force surrounds it until the spell ends. The target’s base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action.
Gold & Inventory
Gold | 9gp, 0sp, 0cp
• Poorly wrought maps from Fakhara that depicts where you are in faerun • Eye of the Storm (Lyre) • Fakharan Sapphire Necklace (Worth 10gp ) • Stuffed Blue Dragon Doll (Spell Focus)
Other
This Kobold's character color is 00aeef
Vaal's personal memories are hazy, broken, and jumbled to the point of being out of order. Like it was all crammed unceremoniously back into the lizard's head with no care for capacity or order. Many things are obscured to him, moments of great emotions are lucid, and his dreams are frequently reliving those memories.
Vaal firmly believes himself a dragon.
While the character is listed Lawful Evil in alignment. This does not necessarily mean he's a murderous monster who's actions will jeopardize all that is good and holy. The Kobold is very much capable of good deeds, and heeding the laws respectfully. He even yearns for some sense of order. Though often it comes with some baggage - whether driven by hidden motivations, immoral actions that does serve good, or even using the law in his favor.