Nogggrat WEAPONS: Dagger, Staff; ARMOR: None
www.shadowdarklings.net LANGUAGES: Common, Diabolic, Elvish, Goblin, Primordial, 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
14 +2 16 +3 Goblin Wizard: WIZARD SPELLCASTING: To cast a Wizard spell, roll 1d20+3 vs a DC
equal to 10 + the spell's tier.
Wizard-1: STAT BONUS: +2 to Intelligence
SPELLS: Charm Person, Mage Armor, Magic Missile (ADV)
7 -2 10 +0 Wizard
9 -1 8 -1 1 0 10
36 2
Shaman
1 8 Staff
Flask or bottle Backpack
Bag of coins (38)
Flint and steel
Neutral Lantern
Oil, flask
STAFF: +2, 1d4 (2H)
God's Blood
All Nord Gods
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.
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.