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Laggrak

Laggrak is a Goblin Wizard with various spells and abilities, including the ability to learn spells from scrolls and cast spells like Alarm, Charm Person, Mage Armor, and Sleep. He has no armor but wields daggers and a staff, and has a set of basic adventuring gear. His spells require a DC 11 to cast, and he has a keen sense that prevents him from being surprised.

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0% found this document useful (0 votes)
5 views2 pages

Laggrak

Laggrak is a Goblin Wizard with various spells and abilities, including the ability to learn spells from scrolls and cast spells like Alarm, Charm Person, Mage Armor, and Sleep. He has no armor but wields daggers and a staff, and has a set of basic adventuring gear. His spells require a DC 11 to cast, and he has a keen sense that prevents him from being surprised.

Uploaded by

depew.mike.03
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as PDF, TXT or read online on Scribd
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Laggrak WEAPONS: Dagger, Dagger (obsidian), Staff; ARMOR: None

www.shadowdarklings.net LANGUAGES: Celestial, Common, Goblin, Primordial, Reptilian, Thanian

Goblin: KEEN SENSES: Can't be surprised.

Wizard: LEARNING SPELLS: You can learn a wizard spell from a scroll with DC 15 INT
check
8 -1 14 +2 Goblin Wizard: WIZARD SPELLCASTING: To cast a Wizard spell, roll 1d20+2 vs a DC equal to 10
+ the spell's tier.

Wizard-1: LEARN EXTRA SPELL: Learn Mage Armor

SPELLS: Alarm, Charm Person, Mage Armor, Sleep

8 -1 8 -1 Wizard

8 -1 13 +1 1 0 10

23 7
Apprentice
2 9 Dagger

Flask or bottle Backpack


Bag of coins (30)
Flint and steel

Lawful Iron spikes

Mirror

DAGGER: -1 (N), 1d4 (FIN) Rations

Torch
SPELLS: To cast a Wizard spell, roll 1d20+2 vs a
DC equal to 10 + the spell's tier. Heroborn
Torch

All Nord Gods

Laggrak p.1
Spells Known

ALARM (Tier 1, Wizard), DC 11 to cast


Duration: 1 day, Range: Close
You touch one object, such as a door threshold, setting a magical alarm on it. If any creature you do not designate while casting the spell
touches or crosses past the object, a magical bell sounds in your head.

CHARM PERSON (Tier 1, Wizard), DC 11 to cast


Duration: 1d8 days, Range: Near
You magically beguile one humanoid of level 2 or less within near range, who regards you as a friend for the duration.
The spell ends if you or your allies do anything to hurt it that it notices.
The target knows you magically enchanted it after the spell ends.

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.

SLEEP (Tier 1, Wizard), DC 11 to cast


Duration: Instant, Range: Near
You weave a lulling spell that fills a near-sized cube extending from you. Creatures in the area of effect fall into a deep sleep if they are LV 2
or less.
Vigorous shaking or being injured wakes them.

Laggrak p.2

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