Table of Contents
Albena Greenleaf
5' 4“, red hair, green eyes, elfy. Calls herself the Winter Witch.
Primary Class: Wizard 5th level
Secondary Class: Cleric of Darun 2nd level
HP 46 AC 18 (Dex + Ring of Protection + Crown of the Kobold King; AC 21 with Mage Armor)
Str 10 Dex 18 Con 15 Int 18 Wis 13(15) Cha 13(15)
Proficiency: +3
Inspiration: 1
Beloved Inspiration: 1
Skill Proficiencies
- Acrobatics (Dex): +4 Dex +0 Prof +0 Expert +0 Training
- Animal Handling (Wis): +2 Wis +3 Prof +0 Expert +1 Training
- Arcana (Int): +4 Int +0 Prof +0 Expert +0 Training
- Athletics (Str): +0 Str +0 Prof +0 Expert +0 Training
- Deception (Cha): +2 Cha +0 Prof +0 Expert +0 Training
- History (Int): +4 Int +2 Prof +0 Expert +1 Training
- Insight (Wis): +2 Wis +2 Prof +0 Expert +0 Training
- Intimidation (Cha): +2 Cha +0 Prof +0 Expert +0 Training
- Investigation (Int): +4 Int +3 Prof +0 Expert +0 Training
- Medicine (Wis): +2 Wis +3 Prof +0 Expert +1 Training
- Nature (Int): +4 Int +0 Prof +0 Expert +0 Training
- Perception (Wis): +2 Wis +0 Prof +0 Expert +0 Training
- Performance (Cha): +2 Cha +0 Prof +0 Expert +0 Training
- Persuasion (Cha): +2 Cha +3 Prof +0 Expert +0 Training
- Religion (Int): +4 Int +3 Prof +0 Expert +1 Training
- Sleight of Hand (Dex): +4 Dex +0 Prof +0 Expert +0 Training
- Stealth (Dex): +4 Dex +3 Prof +0 Expert +0 Training
- Survival (Wis): +2 Wis +0 Prof +0 Expert +1 Training
- Technology (Int): +4 Int +0 Prof +0 Expert +0 Training
Tool Proficiencies
- None
Spell Slots
- 4 x 1st level wizard
- 3 x 2nd level wizard
- 3 x 1st level cleric
Prepared Spells
- Maximum of 8 wizard
Elf Racial Characteristics
Your elf character has a variety of natural abilities, the result of thousands of years of elven refinement.
- Ability Score Increase: Your Dexterity score increases by 2.
- Age: Although elves reach physical maturity at about the same age as humans, the elven understanding of adulthood goes beyond physical growth to encompass worldly experience. An elf typically claims adulthood and an adult name around the age of 100 and can live to be 750 years old.
- Size: Elves range from under 5 to over 6 feet tall and have slender builds. Your size is Medium.
- Speed: Your base walking speed is 30 feet.
- Darkvision: Accustomed to twilit forests and the night sky, 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.
- Keen Senses: You have proficiency in the Perception skill.
- Fey Ancestry: You have advantage on saving throws against being charmed, and magic can’t put you to sleep.
- Trance: Elves don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is “trance.”) While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.
- Languages: You can speak, read, and write Common and Elvish. Elvish is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoires.
Wood Elf Traits
- Ability Score Increase: Your Wisdom score increases by 1.
- A wood elf can choose one skill or tool proficiency. Your proficiency bonus is doubled for any ability check you make that uses this chosen proficiency.
- Fleet of Foot: Your base walking speed increases to 35 feet.
- Mask of the Wild: You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.
Character Background: Acolyte
- Serves: Daron
- Skills: Insight, Religion
- Languages: Dwarvish, Draconic
- Feature: Shelter of the Faithful
As an acolyte, you command the respect of those who share your faith, and you can perform the religious ceremonies of your deity. You and your adventuring companions can expect to receive free healing and care at a temple, shrine, or other established presence of your faith, though you must provide any material components needed for spells. Those who share your religion will support you (but only you) at a modest lifestyle.
You might also have ties to a specific temple dedicated to your chosen deity or pantheon, and you have a residence there. This could be the temple where you used to serve, if you remain on good terms with it, or a temple where you have found a new home. While near your temple, you can call upon the priests for assistance, provided the assistance you ask for is not hazardous and you remain in good standing with your temple.
Wizard Class Features
As a wizard you gain the following class features.
Hit Points
- Hit Dice: 1d6 per wizard level
- Hit Points at 1st Level: 6 + Constitution modifier
- Hit Points at Higher Levels: 1d6 (or 4) + Constitution modifier per wizard level after 1st
Proficiencies
- Armor: None
- Weapons: Daggers, darts, slings, quarterstaffs, light crossbows
- Tools: None
- Saving Throws: Intelligence, Wisdom
- Skills: Medicine, Investigation
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.
Arcane Tradition: Evocation
Evocation Savant
Beginning when you select this school at 2nd level, the gold and time you must spend to copy a Evocation 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.
Sculpt Spells
Beginning at 2nd level, you can create pockets of relative safety within the effects of your evocation spells. When you cast an evocation spell that affects other creatures that you can see, you can choose a number of them equal to 1 + the spell's level. The chosen creatures automatically succeed on their saving throws against the spell, and they take no damage if they would normally take half damage on a successful save.
Cleric Class Features
As a cleric, you gain the following class features.
Hit Points
Hit Dice: 1d8 per cleric level Hit Points at 1st Level: 8 + your Constitution modifier Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per cleric level after 1st
Proficiencies
Armor: Light armor, medium armor, shields Weapons: All simple weapons Tools: None Saving Throws: Wisdom, Charisma Skills: Insight, Persuasion
Spellcasting
As a conduit for divine power, you can cast cleric spells.
Cantrips
At 1st level, you know three cantrips of your choice from the cleric spell list. You learn additional cleric cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Cleric table.
Spell Slots
The Cleric table shows how many spell slots you have to cast your cleric 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 cleric spells that are available for you to cast, choosing from the cleric spell list. When you do so, choose a number of cleric spells equal to your Wisdom modifier + your cleric level (minimum of one spell). The spells must be of a level for which you have spell slots.
For example, if you are a 3rd-level cleric, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell Cure Wounds, you can cast it using a 1st-level or 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 cleric spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.
Spellcasting Ability
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.
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier
Ritual Casting
You can cast a cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared.
Spellcasting Focus
You can use a holy symbol as a spellcasting focus for your cleric spells.
Cleric: Nature Domain
Nature Domain Spells
Cleric Level | Spells |
---|---|
1st | Animal Friendship, Speak with Animals |
3rd | Barkskin, Spike Growth |
5th | Plant Growth, Wind Wall |
7th | Dominate Beast, Grasping Vine |
9th | Insect Plague, Tree Stride |
Acolyte of Nature
At 1st level, you learn one cantrip of your choice from the druid spell list. This cantrip counts as a cleric cantrip for you, but it doesn’t count against the number of cleric cantrips you know. You also gain proficiency in Animal Handling.
Bonus Proficiency
Also at 1st level, you gain proficiency with heavy armor.
College Stats
Dorm: Witherspoon Hall
- Normal-Quality: Students living here are granted a Modest Lifestyle throughout their stay.
- Calm: Students living here do not have to deal with noisy conditions, making studying easier.
- Comfortable: The dorms are reasonably comfortable, making for less frequent negative dorm events.
- Standard Finances: Students who stay here on scholarship or sponsorship receive 50 gold pieces at the start of each semester. Other students must pay 500 gold pieces per semester.
Gained Abilities
- Party Dynamics: Teaches Teamwork (Wis check to coordinate actions together as a party, etc.)
- Common Tongues: Introduction to languages (Int check to determine what a language is if they don't already know)
- World History: An overview of History. (+1 History after class is complete.)
- Healing without Magic: An overview of Medicine. (+1 Medicine after class is complete.)
- Proper Preparedness: An overview of Survival. (+1 Survival after class is complete.)
- Party Dynamics II: Enhances teamwork and provides education in various beasts. (Int check to identify a creature or roughly estimate its identity.) Taught by Professor Mavinda Sharpbeak. +4 extra credit for Exam time due to practical experience.
- Remedial Stealth: Provides Proficiency in Stealth. Taught by Daniel Gable.
- Handling Exotic Animals: Provides +1 to Animal Handling.
- Evocative Energy: +1 to DC of Evocation spells, opportunities to add Evocation spells to spell list.
- Using My Religion: Allows you to expand your knowledge of your god and the other Arcydean deities, as well as covering some common interdimensional deities you might run across. (+1 Religion after class is complete.)
Current Classes
- Scrivening and Symbology I: About various symbols, runes, and glyphs that you might encounter in your studies or in the field. (Int roll to recognize symbols, runes, and glyphs.)
- Animal Magnetism: A persuasion course for beasts of all stripes, to better convince and control the beasts you work with. (+d4 to Animal Handling rolls to persuade animals.)
- Persuasive Arguing: Provides +1 to Persuasion.
- Chilling Effects: +1 to spell DC or spell attack bonus for cold-based spells.
- Better Groves and Gardens: +d4 to Nature to plant and harvest crops.
Extracurriculars
- Intramural Gymastics Club (Acrobatics, Performance)
- Student-Mages of Faith (Insight, Religion)
Exam Student Dice
Each student die can be used once per long rest, on the skills indicated, for the rest of the academic period.
- Glyphs of Warding: Intelligence/Investigation and Intelligence/Arcana
Friendships, Beloveds, and Rivalries
- Rosie: +2 | Bond Boon: Rosie's energy is contagious. Whenever you travel any significant distance, you can reach your destination in half the normal time.
- Zanthar: +1
- Beloved: Thorne: When a character has a Beloved, the character gains Beloved Inspiration at the end of each long rest. Beloved Inspiration functions like regular Inspiration (as described in the Player’s Handbook), except a character regains a number of uses of Beloved Inspiration after each long rest equal to the number of Beloveds they have, not to exceed a number equal to their proficiency bonus.
Possessions
Money
- 116 Shirans
- 162 gold, 6 silver, 29 copper
Standard Items
- Quarterstaff
- Arcane Focus
- Backpack
- Bedroll
- Mess kit
- Tinderbox
- 10 torches
- 10 days of rations
- Waterskin
- 50 feet of hempen rope
- Holy symbol of Daron
- Prayer book
- Five sticks of incense
- Vestments
- Common clothes
- Cleric in a Bottle - Acolyte (Healing Potion)
- Hooded lantern full of oil
- College robes
- College scarf
- College tunic
- College knit hat
- Miniature elven 'adventurer'
- Miniature elven sorceress
- Chain shirt
- Gypsy Friend Medallion
- Silent Shoes (+1 to Stealth when worn)
- Prefect badge #209
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 3 cantrips from the Wizard class, 3 cantrips from the Cleric class, 1 druid cantrip from Nature Domain, and 2 cantrips from Magic Initiate.
- Mending: This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage. This spell can physically repair a magic item or construct, but the spell can't restore magic to such an object.
- Message: You point your finger toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear. You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the spell. The spell doesn't have to follow a straight line and can travel freely around corners or through openings.
- Prestidigitation: This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:
- You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
- You instantaneously light or snuff out a candle, a torch, or a small campfire.
- You instantaneously clean or soil an object no larger than 1 cubic foot.
- You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
- You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
- You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.
- If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
- Minor Illusion: You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again. If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends. If you create an image of an object–such as a chair, muddy footprints, or a small chest–it must be no larger than a 5-foot cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it. If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.
- Fire Bolt: You hurl a mote of fire at a creature or object within range (120 feet). Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried. This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
- Thaumaturgy:
- Sacred Flame:
- Guidance:
- Shape Water: 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 creatures 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.
- Thorn Whip
- Sacred Flame
- Spare the Dying
- Hand of Radiance: You raise your hand, and burning radiance erupts from it. Each creature of your choice that you can see within 5 feet of you must succeed on a Constitution saving throw or take 1d6 radiant damage.
You also can cast one 1st level spell of your choice once per day, from Magic Initiate.
- Healing Word: A creature of your choice that you can see within range (60 feet) regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs. At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st.
Spellbook
1st Level Spells
- Burning Hands: As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren't being worn or carried. At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
- Charm Person: You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you. At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.
- Comprehend Languages: (can be Ritual) For the duration (1 hour), you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text. This spell doesn't decode secret messages in a text or a glyph, such as an arcane sigil, that isn't part of a written language.
- Detect Magic: (can be Ritual) For the duration (10 minutes), you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any. The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
- Feather Fall: Choose up to five falling creatures within range. A falling creature’s rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature.
- Frost Fingers: Freezing cold blasts from your fingertips in a 15-foot cone. Each creature in that area must make a Constitution saving throw, taking 2d8 cold damage on a failed save, or half as much damage on a successful one. The cold freezes nonmagical liquids in the area that aren't being worn or carried.
- Ice Knife: You create a shard of ice and fling it at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 piercing damage. Hit or miss, the shard then explodes. The target and each creature within 5 feet of the point where the ice exploded must succeed on a Dexterity saving throw or take 2d6 cold damage.
- Mage Armor: Duration 8 hours. 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.
- Magic Missile: You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range (120 feet). A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot level above 1st.
- Protection from Good and Evil
- Puppet
- Shield: 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.
- Tenser's Floating Disk
- Witch Bolt: A beam of crackling, blue energy lances out toward a creature within range, forming a sustained arc of lightning between you and the target. Make a ranged spell attack against that creature. On a hit, the target takes 1d12 lightning damage, and on each of your turns for the duration, you can use your action to deal 1d12 lightning damage to the target automatically. The spell ends if you use your action to do anything else. The spell also ends if the target is ever outside the spell’s range or if it has total cover from you.
2nd Level Spells
- Arcane Lock
- Cloud of Daggers
- Darkness
- Darkvision
- Icingdeath's Frost: A burst of icy cold energy emanates from you in a 30-foot cone. Each creature in that area must make a Constitution saving throw. On a failed save, a creature takes 3d8 cold damage and is covered in ice for 1 minute or until a creature uses its action to break the ice off itself or another creature. A creature covered in ice has its speed reduced to 0. On a successful save, a creature takes half as much damage with no additional effects.
- Hold Person: Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.
- Dragon's Breath: You touch one willing creature and imbue it with the power to spew magical energy from its mouth, provided it has one. Choose acid, cold, fire, lightning, or poison. Until the spell ends, the creature can use an action to exhale energy of the chosen type in a 15-foot cone. Each creature in that area must make a Dexterity saving throw, taking 3d6 damage of the chosen type on a failed save, or half as much damage on a successful one.
3rd Level Spells
- Fireball
- Lightning Bolt
Special Items
Albena's trinket is a box with various different-sized buttons.
Student ID card
Great Library card
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.
- Wand of Winter: This wand looks and feels like an icicle. You must be attuned to the wand to use it. The wand has 7 charges, which are used to fuel the spells within it. With the wand in hand, you can use your action to cast one of the following spells from the wand, even if you are incapable of casting spells: ray of frost (no charges, or 1 charge to cast at 5th level; +5 to hit with ranged spell attack), sleet storm (3 charges; spell save DC 15), or ice storm (4 charges; spell save DC 15). No components are required. The wand regains 1d6 + 1 expended charges each day at dawn. If you expend the wand’s last charge, roll a d20. On a 20, the wand melts away, forever destroyed.
- Cloak of Winter: This cloak is made from yeti skin, and provides resistance to cold as well as immunity to cold weather.
- Eyes of Charming: Charm Person 3x/day.
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.
Special trinket: A puzzle box bedecked in amber.
Academy Plushie Mascot (Owlin): It has two special effects: 1) If you push it against an arm, shoulder, or leg as an action, it stays attached there for one hour or until you spend an action to remove it. 2) When you make a saving throw to avoid or end the frightened condition on yourself, you can give yourself advantage on the roll if the toy is on your person. You must decide to do so before rolling the d20. If the save succeeds, you can't use the toy in this way again until you have a long rest.
Silk dresses and slippers (300 gp)
Periapt of wisdom (+2 wisdom when attuned).
Mirrored Sunglasses. These sunglasses are ballistic-proofed, though they can be knocked off, and provide resistance to blinding and immunity to gaze attacks while worn; in addition, the mirror reflection may reflect the gaze attack back on the user!
Crown of the Kobold King: +2 Cha, +2 AC, immune to frightful pressence of dragons, +1 to spell attack and DC if sorcerer.
Masquerade Tattoo: Snowflake with a great polar owlbear head in the center. Tattoo on forearm.
- Tattoo Attunement. To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin.
- If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space.
- Fluid Ink. As a bonus action, you can shape the tattoo into any color or pattern and move it to any area of your skin. Whatever form it takes, it is always obviously a tattoo. It can range in size from no smaller than a copper piece to an intricate work of art that covers all your skin.
- Disguise Self. As an action, you can use the tattoo to cast the Disguise Self spell (DC 13 to discern the disguise). Once the spell is cast from the tattoo, it can't be cast from the tattoo again until the next dawn.
Ring of Protection +2: You gain a +2 bonus to AC and saving throws while wearing this ring.
Ring of Spell Storing (can store up to five spell levels at a time; currently stores Feather Fall, Invisibility, Dragon Breath)
Amulet of the Devout +1
Uncommon Glamourweave Hat
Uncommon Glamourweave Gown
SoulPhone
Upgrades
Emergency Exit
Apps
Bank of Alshira Professional
SpellBook
Special Benefits and Extended Rests
Extended Rest: Spending a week at your castle, touching base with subjects and followers and attending to your affairs.
===== Snowflake, Owlbear (3rd level Warrior)
- Armor Class 13 (natural armor)
- Hit Points 59 (7d10 + 21) + 27 (3d10 + 9): 86
- Speed 40 ft.
- STR 20 (+5)
- DEX 12 (+1)
- CON 17 (+3)
- INT 3 (-4)
- WIS 12 (+1)
- CHA 7 (-2)
- Saves: STR +7
- Skills: Perception +3, Intimidation +0, Survival +3
- Senses Darkvision 60 ft., Passive Perception 13
- Languages: –
- Challenge 3 (700 XP)
- Proficiency Bonus +2
- Keen Sight and Smell. The owlbear has advantage on Wisdom (Perception) checks that rely on sight or smell.
- Multiattack. The owlbear makes two attacks: one with its beak and one with its claws.
- Beak. Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 10 (1d10 + 5) piercing damage.
- Claws. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage.
Bonus Proficiencies: 1st-level Warrior feature
The sidekick gains proficiency in one saving throw: Strength.
In addition, the sidekick gains proficiency in two skills of your choice: Intimidation and Survival.
The sidekick gains proficiency with all armor, and if it is a humanoid or has a simple or martial weapon in its stat block, it gains proficiency with shields and all simple and martial weapons.
Martial Role: 1st-level Warrior feature
Each warrior focuses on offense or defense in their training. Choose one of the following options:
Attacker. The sidekick gains a +2 bonus to all attack rolls (included in stat block).
Second Wind: 2nd-level Warrior feature
The sidekick can use a bonus action on its turn to regain hit points equal to 1d10 + its level in this class. Once it uses this feature, it must finish a short or long rest before it can use it again.
The sidekick can use this feature twice between rests starting at 20th level.
Improved Critical: 3rd-level Warrior feature
The sidekick's attack rolls score a critical hit on a roll of 19 or 20 on the d20.
Common Attacks
Quarterstaff: +2 to hit, 1d6 damage, 1d8 wielded two-handed
Fire Bolt: +6 to hit, 1d10 fire damage