Squee WEAPONS: Dagger, Dagger (obsidian), Staff; ARMOR: None
www.shadowdarklings.net LANGUAGES: Celestial, Common, Diabolic, Draconic, Elvish, Thanian
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
7 -2 16 +3 Kobold Wizard: WIZARD SPELLCASTING: To cast a Wizard spell, roll 1d20+4 vs a DC equal to 10
+ the spell's tier.
Kobold-1: KNACK: +1 to spell casting rolls (inc. above)
Wizard-1: STAT BONUS: +2 to Intelligence
10 +0 12 +1 SPELLS: Hold Portal, Mage Armor, Magic Missile (ADV)
Wizard
15 +2 9 -1 1 0 10
30 7
Adept
5 10 Dagger
Flask or bottle Backpack
Bag of coins (37)
Flint and steel
Chaotic Lantern
Rations
DAGGER: +0 (N), 1d4 (FIN)
SPELLS: To cast a Wizard spell, roll 1d20+4 vs a
DC equal to 10 + the spell's tier. Jeweler
Memnon
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Spells Known
HOLD PORTAL (Tier 1, Wizard), DC 11 to cast
Duration: 10 rounds, Range: Near
You magically hold a portal closed for the duration. A creature must make a successful STR check vs. your spellcasting check to open the
portal.
The knock spell ends 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.
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.
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