Erd WEAPONS: Dagger, Staff; ARMOR: None
www.shadowdarklings.net LANGUAGES: Common, Diabolic, Draconic, Dwarvish, Thanian
Halfling: STEALTHY: Once per day become invisible for 3 rounds.
Wizard: LEARNING SPELLS: You can learn a wizard spell from a scroll with DC 15 INT
check
11 +0 14 +2 Halfling Wizard: WIZARD SPELLCASTING: To cast a Wizard spell, roll 1d20+2 vs a DC equal to 10
+ the spell's tier.
Wizard-1: STAT BONUS: +2 to Intelligence
SPELLS: Floating Disk, Mage Armor, Protection from Evil
8 -1 6 -2 Wizard
14 +2 6 -2 1 0 10
27 6 9
Apprentice
3 9 Dagger
Flask or bottle Backpack
Bag of coins (42)
Flint and steel
Lawful Pole
Rations
DAGGER: +0 (N), 1d4 (FIN) Rations
Torch
SPELLS: To cast a Wizard spell, roll 1d20+2 vs a
DC equal to 10 + the spell's tier. Acolyte
Torch
Torch
Torch
Madeera the Covenant
Erd p.1
Spells Known
FLOATING DISK (Tier 1, Wizard), DC 11 to cast
Duration: 10 rounds, Range: Near
You create a floating, circular disk of force with a concave center. It can carry up to 20 gear slots. It hovers at waist level and automatically
stays within near of you. It can't cross over dropoffs or pits taller than a human.
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
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.
Erd p.2