Table of Contents
Judah of Joshua
Player: Laura (Nickname: L(aura))
Race: Aasimar
Primary Class: Paladin 7th level
Secondary Class: Rogue 3rd level
Inspiration: 1
HP 71 AC 23+2 Init +2
Str 14 Dex 14* Con 12 Int 10* Wis 14* Cha 18+2*
Proficiency +3
Skill Proficiencies
- Acrobatics (Dex): +2 Dex +3 Prof +0 Expert +0 Training
- Animal Handling (Wis): +2 Wis +0 Prof +0 Expert +0 Training
- Arcana (Int): +0 Int +3 Prof +0 Expert +0 Training
- Athletics (Str): +2 Str +0 Prof +0 Expert +0 Training
- Deception (Cha): +5 Cha +0 Prof +0 Expert +0 Training
- History (Int): +0 Int +0 Prof +0 Expert +0 Training
- Insight (Wis): +2 Wis +3 Prof +0 Expert +0 Training
- Intimidation (Cha): +5 Cha +0 Prof +0 Expert +0 Training
- Investigation (Int): +0 Int +0 Prof +0 Expert +0 Training
- Medicine (Wis): +2 Wis +0 Prof +0 Expert +0 Training
- Nature (Int): +0 Int +3 Prof +0 Expert +0 Training
- Perception (Wis): +2 Wis +3 Prof +0 Expert +0 Training
- Performance (Cha): +5 Cha +3 Prof +3 Expert +0 Training
- Persuasion (Cha): +5 Cha +0 Prof +0 Expert +0 Training
- Religion (Int): +0 Int +3 Prof +0 Expert +1 Training
- Sleight of Hand (Dex): +2 Dex +0 Prof +0 Expert +0 Training
- Stealth (Dex): +2 Dex +3 Prof +0 Expert +0 Training
- Survival (Wis): +2 Wis +0 Prof +0 Expert +0 Training
- Technology (Int): +0 Int +0 Prof +0 Expert +0 Training
Weapon and Armor Proficiencies
- Light armor
- Medium armor
- Heavy armor
- Shields
- Simple weapons
- Martial weapons
Tool Proficiencies
- Alchemist's supplies: +0 Int +2 Prof +0 Expert +1 Training
- Thieves' tools (Expertise): +2 Dex +3 Prof +3 Expert +0 Training
Languages
- Common
- Celestial
- Elvish
Spell Slots
- 4 1st-level paladin
- 3 2nd-level paladin
Prepared Spells
None.
Aasimar Racial Characteristics
- Ability Score Increase. Your Charisma score increases by 2.
- Age. Aasimar mature at the same rate as humans, but they can live up to 160 years.
- Size. Aasimar have the same range of height and weight as humans. Your size is Medium.
- Speed. Your base walking speed is 30 feet.
- Darkvision. Blessed with a radiant soul, your vision can easily cut through darkness. 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.
- Celestial Resistance. You have resistance to necrotic damage and radiant damage.
- Healing Hands. As an action, you can touch a creature and cause it to regain a number of hit points equal to your level. Once you use this trait, you can't use it again until you finish a long rest.
- Light Bearer. You know the Light cantrip. Charisma is your spellcasting ability for it.
- Languages. You can speak, read, and write Common and Celestial.
Protector Aasimar
- Ability Score Increase. Your Wisdom score increases by 1.
- Radiant Soul. Starting at 3rd level, you can use your action to unleash the divine energy within yourself, causing your eyes to glimmer and two luminous, incorporeal wings to sprout from your back. Your transformation lasts for 1 minute or until you end it as a bonus action. During it, you have a flying speed of 30 feet, and once on each of your turns, you can deal extra radiant damage to one target when you deal damage to it with an attack or a spell. The extra radiant damage equals your level. Once you use this trait, you can't use it again until you finish a long rest.
Feats
Shadowtouched: You learn the Invisibility spell and one 1st-level spell of your choice (Inflict Wounds). The 1st-level spell must be from the Illusion or Necromancy school of magic. You can cast each of these spells without expending a spell slot. Once you cast either of these spells in this way, you can't cast that spell in this way again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. The spells' spellcasting ability is the ability increased by this feat (Charisma).
Character Background: Quandrix Student
- Skill Proficiencies: Arcana, Nature
- Tool Proficiencies: One type of artisan's tools (alchemist's supplies)
- Languages: One of your choice (Elvish)
- Equipment: A bottle of black ink, an ink pen, an abacus, a book of arcane theory, a school uniform, and a pouch containing 15 gp
Paladin Class Features
Hit Points
- Hit Dice: 1d10 per paladin level
- Hit Points at 1st Level: 10 + your Constitution modifier
- Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per paladin level after 1st
Proficiencies
- Armor: All armor, shields
- Weapons: Simple weapons, martial weapons
- Tools: None
- Saving Throws: Wisdom, Charisma
- Skills: Choose two from Athletics, Insight, Intimidation, Medicine, Persuasion, and Religion
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.
Fighting Style
Starting at 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.
Blessed Warrior. You learn two cantrips of your choice from the cleric spell list. They count as paladin spells for you, and Charisma is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the cleric spell list.
Spellcasting
By 2nd level, you have learned to draw on divine magic through meditation and prayer to cast spells as a cleric does.
Preparing and Casting Spells
The Paladin table shows how many spell slots you have to cast your paladin spells. To cast one of your paladin spells of 1st level or higher, 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 paladin spells that are available for you to cast, choosing from the paladin spell list. When you do so, choose a number of paladin spells equal to your Charisma modifier + half your paladin level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.
For example, if you are a 5th-level paladin, you have four 1st-level and two 2nd-level spell slots. With a Charisma of 14, your list of prepared spells can include four 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 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 paladin spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.
Spellcasting Ability
Charisma is your spellcasting ability for your paladin spells, since their power derives from the strength of your convictions. 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 paladin 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
Spellcasting Focus You can use a holy symbol as a spellcasting focus for your paladin spells.
Divine Smite
Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend, to a maximum of 6d8.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Aura of Protection
Starting at 6th level, whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.
At 18th level, the range of this aura increases to 30 feet.
Aura of Courage
Starting at 10th level, you and friendly creatures within 10 feet of you can't be frightened while you are conscious.
At 18th level, the range of this aura increases to 30 feet.
Improved Divine Smite
By 11th level, you are so suffused with righteous might that all your melee weapon strikes carry divine power with them. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 radiant damage.
Cleansing Touch Beginning at 14th level, you can use your action to end one spell on yourself or on one willing creature that you touch.
You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain expended uses when you finish a long rest.
Sacred Oath
When you reach 3rd level, you swear the oath that binds you as a paladin forever. Up to this time you have been in a preparatory stage, committed to the path but not yet sworn to it. Your choice grants you features at 3rd level and again at 7th, 15th, and 20th level. Those features include oath spells and the Channel Divinity feature.
Tenets of Devotion
Though the exact words and strictures of the Oath of Devotion vary, paladins of this oath share these tenets.
Honesty. Don't lie or cheat. Let your word be your promise.
Courage. Never fear to act, though caution is wise.
Compassion. Aid others, protect the weak, and punish those who threaten them. Show mercy to your foes, but temper it with wisdom.
Honor. Treat others with fairness, and let your honorable deeds be an example to them. Do as much good as possible while causing the least amount of harm.
Duty. Be responsible for your actions and their consequences, protect those entrusted to your care, and obey those who have just authority over you.
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of Devotion Spells
Paladin Level | Spells |
---|---|
3rd | Protection from Evil and Good, Sanctuary |
5th | Lesser Restoration, Zone of Truth |
9th | Beacon of Hope, Dispel Magic |
13th | Freedom of Movement, Guardian of Faith |
17th | Commune, Flame Strike |
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Sacred Weapon. As an action, you can imbue one weapon that you are holding with positive energy, using your Channel Divinity. For 1 minute, you add your Charisma modifier to attack rolls made with that weapon (with a minimum bonus of +1). The weapon also emits bright light in a 20-foot radius and dim light 20 feet beyond that. If the weapon is not already magical, it becomes magical for the duration.
You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends.
Turn the Unholy. As an action, you present your holy symbol and speak a prayer censuring fiends and undead, using your Channel Divinity. Each fiend or undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes damage.
A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.
Aura of Devotion
Starting at 7th level, you and friendly creatures within 10 feet of you can't be charmed while you are conscious.
At 18th level, the range of this aura increases to 30 feet.
Purity of Spirit
Beginning at 15th level, you are always under the effects of a Protection from Evil and Good spell.
Holy Nimbus
At 20th level, as an action, you can emanate an aura of sunlight. For 1 minute, bright light shines from you in a 30-foot radius, and dim light shines 30 feet beyond that.
Whenever an enemy creature starts its turn in the bright light, the creature takes 10 radiant damage.
In addition, for the duration, you have advantage on saving throws against spells cast by fiends or undead.
Once you use this feature, you can't use it again until you finish a long rest.
Rogue Class Features
As a rogue, you gain the following class features.
Hit Points Hit Dice: 1d8 per rogue level Hit Points at 1st Level: 8 + your Constitution modifier Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per rogue level after 1st
Proficiencies
- Armor: Light armor
- Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords
- Tools: Thieves' tools
- Saving Throws: Dexterity, Intelligence
Skills: Choose four from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, and Stealth
Expertise At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves' tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.
At 6th level, you can choose two more of your proficiencies (in skills or with thieves' tools) to gain this benefit.
Sneak Attack
Beginning at 1st level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.
You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.
The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table.
Thieves' Cant
During your rogue training you learned thieves' cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves' cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.
In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.
Steady Aim (Optional)
At 3rd level, as a bonus action, you give yourself advantage on your next attack roll on the current turn. You can use this bonus action only if you haven't moved during this turn, and after you use the bonus action, your speed is 0 until the end of the current turn.
Uncanny Dodge
Starting at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.
Evasion
Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an Ice Storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Roguish Archetype: Arcane Trickster
At 3rd level, you choose an archetype that you emulate in the exercise of your rogue abilities. Your archetype choice grants you features at 3rd level and then again at 9th, 13th, and 17th level.
Spellcasting
When you reach 3rd level, you augment your martial prowess with the ability to cast spells.
Cantrips
You learn three cantrips: Mage Hand and two other cantrips of your choice from the wizard spell list. You learn another wizard cantrip of your choice at 10th level.
Spell Slots
The Arcane Trickster Spellcasting table shows how many spell slots you have to cast your wizard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
For example, if you know the 1st-level spell Charm Person and have a 1st-level and a 2nd-level spell slot available, you can cast Charm Person using either slot.
Spells Known of 1st Level and Higher
You know three 1st-level wizard spells of your choice, two of which you must choose from the enchantment and illusion spells on the wizard spell list.
The Spells Known column of the Arcane Trickster Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an enchantment or illusion spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.
The spells you learn at 8th, 14th, and 20th level can come from any school of magic.
Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be an enchantment or illusion spell, unless you're replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.
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
Mage Hand Legerdemain
Starting at 3rd level, when you cast Mage Hand, you can make the spectral hand invisible, and you can perform the following additional tasks with it:
You can stow one object the hand is holding in a container worn or carried by another creature. You can retrieve an object in a container worn or carried by another creature. You can use thieves' tools to pick locks and disarm traps at range. You can perform one of these tasks without being noticed by a creature if you succeed on a Dexterity (Sleight of Hand) check contested by the creature's Wisdom (Perception) check.
In addition, you can use the bonus action granted by your Cunning Action to control the hand.
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.
Full Scholarship for next semester!
Gained Abilities
- Common Tongues: Improvement of one's Common Basic skills, as well as familiarity (though not skill) in other languages such as elvish, dwarven, thieves' cant, druidic, and the like (Int check to identify).
- Introduction to Magical Theory: Learning the basics of magic and how to practice it, providing basic knowledge in cantrips and magical understanding. (Provides the Magic Initiate feat.)
- Party Dynamics I: Learning to function as a party, basic adventuring, and other essentials of surviving as a group. (Wis check to know what your party members are going to do in an initiative round without extensive discussion).
- 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.)
- Alchemy for Crafters: Improves on lessons learned in Alchemy and You with sound theories and lab sessions. (+1 Alchemist's Tools after class is complete)
Current Classes
- Party Dynamics II: Enhances teamwork and provides education on various creatures. (Int check to identify a creature or roughly estimate its identity.)
- Cutting to the Heart: Practice with slashing weapons. Grants the Slasher feat.
- Making Acquaintances: Provides Proficiency in Persuasion.
- Business Matters: An overview of Persuasion as it relates to business. (+2 to Persuasion during business dealings after course is complete.)
- Remedial Technology: Provides Proficiency in Technology.
Extracurriculars
- Rogue's Gallery (Deception, Stealth)
- Future Entrepreneurs (Insight, Persuasion)
Friendships, Beloveds, and Rivalries
- Sheila: +2 (Friend Boon: Sheila's spirituality centers you. You can calm even the most frazzled of your peers and, if necessary, extract information as needed.)
- Karlos: +3 (Friend Boon: You know someone who knows the upperclassmen well. If you seek obscure information that's not secret, Karlos can ask around about it and come back with an answer in less than a week.) [Beloved Inspiration: You gain a bonus use of Inspiration once per day.]
Exam Results
- Symbols: Persuasion +d4
- Augury: History +d4, Insight +d4, History +d4
Possessions
Money
- 136 copper
- Bank of Alshira account: $60427
- 319 sp
- 1609 gp
Nexus Stock Exchange
- 10 shares of WWE
- 10 shares of BOA
- 10 shares of NEX
Standard Items
- Five javelins
- Priest pack
- Book of arcane theory
- Ink pen
- Abacus
- Bottle of black ink
- Holy symbol of Joshua
- Hooded lantern with oil
- Group tabard
- Sunnywood Owlbear Preserve T-shirt
- Sunnywood Owlbear Preserve blanket
- Owlbear feather
- Crowbar
- Performing costume
- Peryton feather
- Two mana-powered drills
- Four regular drills
- Councilman's ring for Blueford Grotto
- Heated Cloak
- Grooming Kit
- Perfume Vial
- Two-way radio
Special Items
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.
Student ID (Witherspoon Hall - Freshthing; Security)
Dorm Key
Academy Pennant
Cuddly Academy Plushie (Fractal)
Stealth Shoes (+1 to Stealth to move silently)
Standard Phone
Mithril plate armor (AC 18; no Str requirement or Dex penalty)
(Attunement) Amulet of the Devout +1 (This amulet bears the symbol of a deity inlaid with precious stones or metals. While you wear the holy symbol, you gain a bonus to spell attack rolls and the saving throw DCs of your spells. The bonus is determined by the amulet’s rarity. While you wear this amulet, you can use your Channel Divinity feature without expending one of the feature’s uses. Once this property is used, it can’t be used again until the next dawn.)
Shield of Expression +3
(Attunement) Ring of Free Action
Sharkskin Armor (AC 14 + Dex)
Ballistic Fiber Fancy Suit (AC 13 + Dex)
(Attunement) Crown of the Kobold King: Wearing the crown grants a +2 enhancement bonus to Charisma and a +2 natural armor bonus. You are immune to the frightful presence ability of all dragons.
Man-Feller: +1 human-bane battleaxe (+2d6 damage to humans)
Masquerade Tattoo: Kobold King (left bicep) (Disguise Self DC 13)
Wind Fan: (Quirk: 1 in 4 uses blows in a random direction)
Set of lockpicks +1
Set of Stealth+ Shoes (+2 to Stealth instead of +1)
Belford Medal of Heroism (+1 to Charisma checks against Belfordians)
(Attunement) Gloves of Missile Snaring: When a ranged weapon attack hits you while you're wearing them, you can use your reaction to reduce the damage by 1d10 + your Dexterity modifier, provided that you have a free hand. If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in that hand.
Holy water garlic shot (Vampire's Regret; lasts eight hours, poisons and burns vampires who attempt to drink blood)
Reinforced gorget (protects against neck attacks from garrotes, vampires)
Token of feather falling
Matched silver and black opal bracelets worth 200 gp enchanted with Deathwatch: You can sense the condition of other wearers of the bracelet, including whether they are dead, undead, or alive. If the creatures are alive, you know each creature’s condition, including whether they are uninjured (maximum current hit points), injured (fewer than maximum current hit points), approaching death (1 hit point), or dying. This spell sees through magic such as feign death or illusions intended to hide the living or the dead.
- Lantern of revealing
- Potion of fire resistance
- Slaver's Pick: Can open the locks on special slave collars and manacles (standard lockpick roll instead of disadvantage).
- Healing potions x5
- Potion of superior healing
SoulPhone
- Phone of Holding upgrade: 100 lbs
- Phone of Banking upgrade
- Adventurer Upgrade
- Mystic Focus: Divine
- Telepathic Upgrade
- Armored Case
- HerbDex
- Survivall
- Gold4Loot Paid
- BoA Online
- BoA Professional
- NexBook
- badassometer
- badassometer-Nexbook
- NexTech Overview
- Fishermen's Friend
- NoiseTracker
- NCrypt
- Emergency Exit Upgrade
- Instaportal
- Teleportal
Powers and Abilities
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 2 cantrips from Magic Initiate, 3 from Arcane Trickster, and Light from Aasimar, and 2 cantrips from Blessed Warrior.
- Mage Hand
- Green Flame Blade
- Light
- Word of Radiance
- Guidance
- Prestidigitation
- Toll the Dead
- Lightning Lure
You also can cast one 1st level spell of your choice once per day, from Magic Initiate.
- Silvery Barbs
Arcane Magic
You have three 1st level spells from Arcane Trickster.
- Magic Missile
- Ice Knife
- Feather Fall
Common Attacks
+1 Longsword: +6 to hit, 1d8+3 damage (Versatile 1d10). Green Flame Blade: 3 damage.
+1 Humanbane Battleaxe: +6 to hit, 1d8+3 damage (Versatile 1d10), +2d6 vs humans. Green Flame Blade: 3 damage.
+2 sun blade +7 to hit, 1d8+4 damage (+1d8 radiant vs undead)