Table of Contents

Heck Vargas

5' 10“, lanky. Black hair with a mustache and goatee. Brown eyes.

Primary Class: Wizard 5th level

Secondary Class: Bard 2nd level

HP 39 AC 16 (Dex + Bracers; AC 19 with Mage Armor)

Str 9 Dex 17 Con 13 Int 18 Wis 12 Cha 16

Proficiency: +3

Inspiration: 2

Beloved Inspiration: 2

Skill Proficiencies

Tool Proficiencies

Spell Slots

Prepared Spells

Human Racial Characteristics

It's hard to make generalizations about humans, but your human character has these traits.

Character Background: Inheritor

The Dungeon Master is free to use your inheritance as a story hook, sending you on quests to learn more about its history or true nature, or confronting you with foes who want to claim it for themselves or prevent you from learning what you seek. The DM also determines the properties of your inheritance and how they figure into the item’s history and importance. For instance, the object might be a minor magic item, or one that begins with a modest ability and increases in potency with the passage of time. Or, the true nature of your inheritance might not be apparent at first and is revealed only when certain conditions are met.

When you begin your adventuring career, you can decide whether to tell your companions about your inheritance right away. Rather than attracting attention to yourself, you might want to keep your inheritance a secret until you learn more about what it means to you and what it can do for you.

Wizard Class Features

As a wizard you gain the following class features.

Hit Points

Proficiencies

Spellcasting

As a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your true power.

Cantrips

At 1st level, you know three cantrips of your choice from the wizard spell list. You learn additional wizard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Wizard table.

Spellbook

At 1st level, you have a spellbook containing six 1st-level wizard spells of your choice. Your spellbook is the repository of the wizard spells you know, except your cantrips, which are fixed in your mind.

Preparing and Casting Spells

The Wizard table shows how many spell slots you have to cast your 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 prepare the list of wizard spells that are available for you to cast. To do so, choose a number of wizard spells from your spellbook equal to your Intelligence modifier + your wizard level (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you're a 3rd-level wizard, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination, chosen from your spellbook. If you prepare the 1st-level spell magic missile, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of wizard spells requires time spent studying your spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through dedicated study and memorization. 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 + your proficiency bonus + your Intelligence modifier

Spell attack modifier = your proficiency bonus + your Intelligence modifier

Ritual Casting

You can cast a wizard spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don’t need to have the spell prepared.

Spellcasting Focus

You can use an arcane focus as a spellcasting focus for your wizard spells.

Learning Spells of 1st Level and Higher

Each time you gain a wizard level, you can add two wizard spells of your choice to your spellbook for free. Each of these spells must be of a level for which you have spell slots, as shown on the Wizard table. On your adventures, you might find other spells that you can add to your spellbook (see the “Your Spellbook” sidebar).

Arcane Recovery

You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher.

For example, if you're a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.

Familiar: Belfry, Fruit Bat

You gain the service of a familiar, a spirit that takes an animal form you choose: bat, cat, crab, frog (toad), hawk, lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, or weasel. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of a beast.

Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can't attack, but it can take other actions as normal.

When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again. As an action, you can temporarily dismiss the familiar to a pocket dimension. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you. Whenever the familiar drops to 0 hit points or disappears into the pocket dimension, it leaves behind in its space anything it was wearing or carrying.

While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses.

Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll.

Arcane Tradition: Necromancy

Necromancy Savant

Beginning when you select this school at 2nd level, the gold and time you must spend to copy a Necromancy spell into your spellbook is halved. It now takes 2 hours and 25 gold per level to copy a spell from a scroll or someone else's spellbook into yours, 1 hour and 125 silver per level to copy an Evocation spell.

Grim Harvest

At 2nd level, you gain the ability to reap life energy from creatures you kill with your spells. Once per turn when you kill one or more creatures with a spell of 1st level or higher, you regain hit points equal to twice the spell's level, or three times its level if the spell belongs to the School of Necromancy. You don't gain this benefit for killing constructs or undead.

Bard Class Features

As a bard, you gain the following class features.

Hit Points

Proficiencies

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.

Spell Slots

The Bard table shows how many spell slots you have to cast your bard 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. For example, if you know the 1st-level spell Cure Wounds and have a 1st-level and a 2nd-level spell slot available, you can cast Cure Wounds using either slot.

Spells Known of 1st Level and Higher

You know four 1st-level spells of your choice from the bard spell list.

The Spells Known column of the Bard table shows when you learn more bard spells of your choice. Each of these spells must be of a level for which you have spell slots, as shown on the table. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.

Additionally, when you gain a level in this class, you can choose one of the bard spells you know and replace it with another spell from the bard spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability

Charisma is your spellcasting ability for your bard spells. Your magic comes from the heart and soul you pour into the performance of your music or oration. 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 bard spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

Spell attack modifier = your proficiency bonus + your Charisma modifier

Ritual Casting

You can cast any bard spell you know as a ritual if that spell has the ritual tag.

Spellcasting Focus

You can use a musical instrument (found in chapter 5) as a spellcasting focus for your bard spells.

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.

Jack of All Trades

Starting at 2nd level, you can add half your proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.

Song of Rest

Beginning at 2nd level, you can use soothing music or oration to help revitalize your wounded allies during a short rest. If you or any friendly creatures who can hear your performance regain hit points at the end of the short rest by spending one or more Hit Dice, each of those creatures regains an extra 1d6 hit points.

The extra Hit Points increase when you reach certain levels in this class: to 1d8 at 9th level, to 1d10 at 13th level, and to 1d12 at 17th level.

Magical Inspiration (Optional)

At 2nd level, if a creature has a Bardic Inspiration die from you and casts a spell that restores hit points or deals damage, the creature can roll that die and choose a target affected by the spell. Add the number rolled as a bonus to the hit points regained or the damage dealt. The Bardic Inspiration die is then lost.

Feats

Lucky: You can reroll one d20 or force to reroll an attack roll against you (3/long rest).

College Stats

Dorm: Witherspoon Hall

Gained Abilities

Current Classes

Extracurriculars

Exam Student Dice

Each student die can be used once per long rest, on the skills indicated, for the rest of the school year.

Friendships, Beloveds, and Rivalries

Possessions

Money

Standard Items

Special Items

Abuela has 3 charges and regains 1d3 charges per day. By using a charge (and, presumably, consulting with Abuela), he gains a d4 bonus to an Intelligence (Arcana) or Intelligence (Knowledge) check. You can use this ability after rolling but before the result of the roll is declared, or basically, when you think it'll help. She also serves as an Arcane Focus.

Heck's inheritance is an arcane book – this is Abuela's old spellbook, although most of it is incomprehensible to him for now. It's where he learned his base wizard spells and will learn future 'free' spells, and may have some other secrets hiding in it later…

Heck's trinket is a pair of old lucky socks.

Gypsy Friend Medallion

Medallion of two wings supporting a silver skull worth 20 gp - given to Rinaldo the Gypsy

Student ID card

Great Library card

Academy Pennant: A pennant symbolizing the character's skill area, this pennant proudly glows when waved, illuminating a 10 foot area in bright light and a further 10 foot area in dim light.

Bag of tricks (gray)

“Phat Lute”, Doss Lute

Cleric in a Bottle - Acolyte (Healing Potion)

Student Tablet. These specialized student tablets allow you to review materials from your courses. You can use this as reference material up to three times per day, gaining a d4 bonus to an ability check related to your current courses, rolled after your d20 is rolled but before its outcome is declared. In addition, if you study the primer at the end of a long rest, you can choose one 1st-level spell from any spell list. Before you finish your next long rest, you can cast the chosen spell once without a spell slot if you are holding the primer. Your spellcasting ability for this spell is your choice of Intelligence, Wisdom, or Charisma.

Bracers of Defense (+2 AC)

Silver Masterwork Rapier (+1 to damage)

Cloak of Protection +1 (+1 to AC, saving throws)

Libram of Souls and Flesh: With covers made of skin and fittings of bone, this tome is cold to the touch, and it whispers faintly. When found, the book contains the following spells, which are wizard spells for you while you are attuned to the book: animate dead, circle of death, false life, finger of death, speak with dead, summon undead, vampiric touch. It functions as a spellbook for you. While you are holding the book, you can use it as a spellcasting focus for your wizard spells. The book has 3 charges, and it regains 1d3 expended charges daily at dawn. You can use the charges in the following ways while holding it: If you spend 1 minute studying the book, you can expend 1 charge to replace one of your prepared wizard spells with a different spell in the book. The new spell must be of the necromancy school. As an action, you can expend 1 charge to take on a semblance of undeath for 10 minutes. For the duration, you take on a deathly appearance, and undead creatures are indifferent to you, unless you have damaged them. You also appear undead to all outward inspection and to spells used to determine the target’s status. The effect ends if you deal damage or force a creature to make a saving throw.

Lyre of Building

Restorative Ointment (x2)

Marvelous Pigments (x5)

Helm of Comprehending Languages

Pole of Collapsing

Potion of heroism (x3)

Potion of invisibility (x3)

Potion of superior healing (x3)

Elixir of health (x 5)

Coin of Delving

Bottle of Boundless Coffee

Earrings of Message

Finder's Goggles

Horn of Blasting

Ioun Stone of Awareness: You can't be surprised while this dark blue rhomboid orbits your head.

A ring of fire resistance

Potions of invisibility, 2

Gem of Brightness, 8 charges remaining

Driftglobe

Ring of fire resistance

12 x Potion of Healing.

Stone of Diminution (makes a Medium creature Tiny for 5d6 minutes per use, ends at will or when time elapses, 4 charges)

SoulPhone

Upgrades

Emergency Exit

Phone of Holding: This soulphone upgrade requires one week of downtime to complete the installations (or can be prepared on a replacement phone as part of the replacement costs.) It allows your phone to act as a storage outlet for items that will automatically sort similar items, pick up items by taking their picture and pressing the 'Take' button, and drop items by selecting them in the menu and pressing the 'Drop' button. There are additional features for Telepathic Access Functions users, allowing the user to drop specific items at a thought (these will land on the ground adjacent to the user, and the user can choose to drop one or all items of a specific type as a standard action, or a specific number of items as two standard actions or one full-round action.) The phone has a base max capacity of 100 lbs, and can store an additional 10 lbs in Private Memory Reserve per 1 Quad purchased.

Private Memory Reserve: This adds 4000 Quads of capacity to Heck's phone, backed up on ATTN storage servers.

Phone of Banking: This special upgrade requires Phone of Holding. It allows you to immediately store and transfer monetary assets to a Bank of Alshira bank account, or withdraw up to 100 coins per minute; it also can transfer objects (up to the weight limit of the Phone of Holding) directly to resellers; this will generally garner roughly 20% of the item's true value, but is much better than lugging fifty pounds of steel bars back to town.

Projector Attachment: This small device plugs into the data port on the bottom edge of the phone, and allows the phone to broadcast holographic 2D or 3D displays (3D displays require 3D data, which must be recorded or created through other means.

Apps

Bank of Alshira Professional

badassometer Professional

badassometer-Nexbook

gold4loot Professional (resell at 30%, can sell items up to 100 lb immediately)

Livefeed Professional

Buildr

Party Loot

Natural Magic

Unlike your regular spells, spells from cantrips are known from memory and can be cast as often as you feel like. You have 4 cantrips from the Wizard class, and 2 cantrips from Magic Initiate, and 4 cantrips from Bard.

You also can cast one 1st level spell of your choice once per day, from Magic Initiate.

Spellbook

1st Level Spells - Wizard

2nd Level Spells - Wizard

3rd Level Spells - Wizard

1st Level Spells - Bard

Special Benefits and Extended Rests

Extended Rest: Spending a week at your castle, touching base with subjects and followers and attending to your affairs.

Evidence

Sample of oily substance (Mimic encounter)

Sample of oily substance (Giant Frog encounter)

Suspicious Vial (Giant Frog encounter)

Analysis from Charla Swifthealer

Counteragent to transmutation potion

Sample of oily substance (Cauldrons encounter)

List of COST suspects (Captain Dapplewing's Manor)

Note on pen animation and COMP assistance (SBA note)

Breena the demagogue's explanation of the eldritch balm that's normally a preservative

Breena's account of being knocked down and getting spilled on on the way to the tavern (Cauldrons encounter)

Breena's dress (Cauldrons encounter)

Mysterious M Monogrammed Notebook (Underground Springs)

Common Attacks

Quarterstaff: +1 to hit, 1d6-1 damage one-handed, 1d8-1 damage two-handed

Silver Rapier: +5 to hit, 1d8+4 damage (+1 damage from Masterwork)

Toll the Dead: DC 14 Wis save, 1d8 damage, 1d12 if already injured

Chill Touch: +6 to hit, 1d8 damage, causes 1 turn attack disadvantage against you to undead

Vicious Mockery: DC 14 Wis save, 1d4 damage plus disadvantage on next attack roll