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Squee

The document details a character named Squee, a Kobold Wizard with specific weapons, spells, and abilities. Squee can cast spells like Hold Portal, Mage Armor, and Magic Missile, with a focus on spellcasting mechanics and DC checks. The character has various items and a knack for spellcasting, enhancing their magical capabilities.

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

Squee

The document details a character named Squee, a Kobold Wizard with specific weapons, spells, and abilities. Squee can cast spells like Hold Portal, Mage Armor, and Magic Missile, with a focus on spellcasting mechanics and DC checks. The character has various items and a knack for spellcasting, enhancing their magical capabilities.

Uploaded by

regenyi.matyas
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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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

Squee p.1
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.

Squee p.2

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