Ardwar WEAPONS: Dagger, Staff; ARMOR: None
www.shadowdarklings.net LANGUAGES: Common, Diabolic, Draconic, Dwarvish, Giant, Reptilian
Human: AMBITIOUS: Extra Talent at level 1
Wizard: LEARNING SPELLS: You can learn a wizard spell from a scroll with DC 15 INT
check
8 -1 16 +3 Human Wizard: WIZARD SPELLCASTING: To cast a Wizard spell, roll 1d20+3 vs a DC equal to 10
+ the spell's tier.
Human Ambition-1: SPELL MASTERY: Gain advantage when casting Sleep
Wizard-1: STAT BONUS: +2 to Intelligence
11 +0 8 -1 SPELLS: Charm Person, Magic Missile (ADV), Sleep (ADV)
Wizard
9 -1 13 +1 1 0 10
24 1 9
Shaman
3 10 Dagger
Flask or bottle Backpack
Bag of coins (34)
Flint and steel
Neutral Oil, flask
Torch
DAGGER: +0 (N), 1d4 (FIN) Torch
Torch
SPELLS: To cast a Wizard spell, roll 1d20+3 vs a
DC equal to 10 + the spell's tier. Banished
Gede
Ardwar p.1
Spells Known
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.
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.
SLEEP (Tier 1, Wizard), DC 11 to cast (cast with advantage due to Spell Mastery)
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.
Ardwar p.2