Gnatbug WEAPONS: Dagger, Staff; ARMOR: None
www.shadowdarklings.net LANGUAGES: Common, Diabolic, Goblin, Goblin, Orcish, Primordial
Goblin: KEEN SENSES: Can't be surprised.
Wizard: LEARNING SPELLS: You can learn a wizard spell from a scroll with DC 15 INT
check
11 +0 19 +4 Goblin Wizard: WIZARD SPELLCASTING: To cast a Wizard spell, roll 1d20+5 vs a DC equal to 10
+ the spell's tier.
Wizard-1: STAT BONUS: +2 to Intelligence
Wizard-3: CASTING: +1 to Wizard spell casting rolls (inc. above)
11 +0 10 +0 Wizard-5: STAT BONUS: +2 to Intelligence
Wizard SPELLS: Detect Magic, Dispel Magic, Fireball, Knock, Light, Mage Armor, Magic Missile
(ADV), Mirror Image, Web
8 -1 9 -1 6 0 60
29
Warden
15 10 Dagger
Crowbar Backpack
Bag of coins (29)
Flint and steel
Neutral Lantern
Oil, flask
DAGGER: +0 (N), 1d4 (FIN) Rations
Rations
Thieves' Guild
Torch
Ord
DETECT MAGIC (Tier 1, Wizard), DC 11 to cast
Duration: Focus
Range: Near
You can sense the presence of magic within near range for the spell's duration. If you focus for two rounds, you discern its general properties. Full barriers block
this spell.
DISPEL MAGIC (Tier 3, Wizard), DC 13 to cast
Duration: Instant
Range: Near
End one spell that affects one target you can see in range.
FIREBALL (Tier 3, Wizard), DC 13 to cast
Duration: Instant
Range: Far
You hurl a small flame that erupts into a fiery blast. All creatures in a near-sized cube around where the flame lands take 4d6 damage.
KNOCK (Tier 2, Wizard), DC 12 to cast
Duration: Instant
Range: Near
A door, window, gate, chest, or portal you can see within range instantly opens, defeating all mundane locks and barriers. This spell creates a loud knock audible
to all within earshot.
LIGHT (Tier 1, Wizard), DC 11 to cast
Duration: 1 hour real time
Range: Close
One object you touch glows with bright, heatless light, illuminating out to a near distance for 1 hour of real time.
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.
MIRROR IMAGE (Tier 2, Wizard), DC 12 to cast
Duration: 5 rounds
Range: Self
You create a number of illusory duplicates of yourself equal to half your level rounded down (minimum 1). The duplicates surround you and mimic you.
Each time a creature attacks you, the attack misses and causes one of the duplicates to evaporate. If all of the illusions have disappeared, the spell ends.
WEB (Tier 2, Wizard), DC 12 to cast
Duration: 5 rounds
Range: Far
You create a near-sized cube of sticky, dense spider web within the spell's range. A creature stuck in the web can't move and must succeed on a Strength check
vs. your spellcasting check to free itself.