Soot WEAPONS: Dagger, Dagger (obsidian), Staff; ARMOR: None
www.shadowdarklings.net LANGUAGES: Celestial, Common, Diabolic, Draconic, Goblin, Sylvan
Kobold: KNACK: +1 spellcasting or begins session with a luck token
Wizard: LEARNING SPELLS: You can learn a wizard spell from a scroll with DC 15 INT
check
10 +0 15 +2 Kobold Wizard: WIZARD SPELLCASTING: To cast a Wizard spell, roll 1d20+3 vs a DC equal to 10
+ the spell's tier.
Kobold-1: KNACK: +1 to spell casting rolls (inc. above)
Wizard-1: SPELL MASTERY: Gain advantage when casting Protection from Evil
13 +1 11 +0 SPELLS: Detect Magic, Mage Armor, Protection from Evil (ADV)
Wizard
16 +3 11 +0 1 0 10
38 2
Shaman
5 11 Dagger
Flask or bottle Backpack
Bag of coins (40)
Flint and steel
Neutral Flint and steel
Iron spikes
DAGGER: +1 (N), 1d4 (FIN) Lantern
Oil, flask
SPELLS: To cast a Wizard spell, roll 1d20+3 vs a
DC equal to 10 + the spell's tier. Demonborn
Rope, 60'
Freya
Soot p.1
Spells Known
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.
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.
PROTECTION FROM EVIL (Tier 1, Wizard), DC 11 to cast (cast with advantage due to Spell Mastery)
Duration: Focus, Range: Close
For the spell's duration, chaotic beings have disadvantage on attack rolls and hostile spellcasting checks against the target. These beings
also can't possess, compel, or beguile it.
When cast on an already possessed target, the possessing entity makes a CHA check vs. the last spellcasting check. On a failure, the entity is
expelled.
Soot p.2