Magnus WEAPONS: Dagger, Staff; ARMOR: None
www.shadowdarklings.net LANGUAGES: Common, Diabolic, Draconic, Dwarvish, Merran, Sylvan
Dwarf: STOUT: +2 HP, roll hit point gains with advantage
Wizard: LEARNING SPELLS: You can learn a wizard spell from a scroll with
DC 15 INT check
6 -2 18 +4 Dwarf Wizard: WIZARD SPELLCASTING: To cast a Wizard spell, roll 1d20+4 vs a DC
equal to 10 + the spell's tier.
Wizard-1: STAT BONUS: +2 to Intelligence
SPELLS: Charm Person, Mage Armor, Magic Missile (ADV)
7 -2 12 +1 Wizard
10 +0 14 +2 1 0 10
114
Apprentice
5 11 Chainmail
(Chainmail) 30 Crystals (1GP each)
Bag of coins (100)
Shortsword
Lawful Staff
Flint and steel
SHORTSWORD: -2, 1d6 (NOT PROFICIENT) Lantern
STAFF: -2, 1d4 (2H)
Blacksmith 4 Mini Silver Soldie...
Bronze Brazier
Bronze Scepter
Coins (14)
Ord
Edits: Background set to Blacksmith; Stats set to STR 6, DEX 7, CON 10, INT 16, WIS 12, CHA 14; Wizard Talent for level 1 set to '+2 to Intelligence stat or
+1 to wizard spellcasting checks'; Hit Points rolled at level 1 set to 3; Gold rolled set to 10 gp
CHARM PERSON (Tier 1, Wizard), DC 11 to cast
Duration: 1d8 days
Range: Near
You magically beguile one humanoid of LV 2 or less within near range, who regards you as a friend for the duration.
The spell ends if you or your allies do anything harmful to the target.
The target knows it was magically charmed after the spell ends.
MAGE ARMOR (Tier 1, Wizard), DC 11 to cast
Duration: 10 rounds
Range: Self
An invisible layer of magical force protects your vitals. Your armor class becomes 14 (18 on a critical spellcasting check) for the spell's
duration.
MAGIC MISSILE (Tier 1, Wizard), DC 11 to cast (always cast with advantage)
Duration: Instant
Range: Far
You have advantage on your check to cast this spell.
A glowing bolt of force streaks from your open hand, dealing 1d4 damage to one target.