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Wee Jammy

The document outlines the character Wee Jammy, detailing their weapons, armor, languages, and special abilities as a Kobold and Seer. It includes specific spells known, such as Evoke Rage, Fate, and Trance, along with their casting requirements and effects. Additionally, it provides information on the character's stats, equipment, and background as a lawful character associated with the Nord Gods.

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

Wee Jammy

The document outlines the character Wee Jammy, detailing their weapons, armor, languages, and special abilities as a Kobold and Seer. It includes specific spells known, such as Evoke Rage, Fate, and Trance, along with their casting requirements and effects. Additionally, it provides information on the character's stats, equipment, and background as a lawful character associated with the Nord Gods.

Uploaded by

louisclhaggard
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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Wee Jammy WEAPONS: Dagger, Dagger (obsidian), Spear, Spear (obsidian), Stave; ARMOR: Leather armor

www.shadowdarklings.net LANGUAGES: Common, Draconic

Kobold: KNACK: +1 spellcasting or begins session with a luck token

Seer: DESTINED: Whenever you use a luck token, add 1d6 to the roll.

Seer: OMEN: 3/day, you can make a DC 9 WIS check. On a success, gain a luck token (you can't
12 +1 12 +1 Kobold have more than one luck token at a time).

Seer: SEER SPELLCASTING: To cast a Seer spell, roll 1d20+6 vs a DC equal to 10 + the spell's
tier.

Kobold-1: KNACK: +1 to spell casting rolls (inc. above)

Seer-1: STAT BONUS: +2 to Wisdom

12 +1 18 +4 Seer Seer-3: CASTING: +1 to Seer spell casting rolls (inc. above)

SPELLS: Evoke Rage, Fate, Trance

9 -1 13 +1 3 8 30

10 5
Chanter
14 12 Leather armor

Stave
Torch

Torch Backpack
Bag of coins (15)
Stave

Lawful Stave

Stave

STAVE: +1, 1d6 (2H, SUNDER) Flint and steel

Iron spikes (10)


SPELLS: To cast a Seer spell, roll 1d20+6 vs a DC
equal to 10 + the spell's tier. Seer's Apprentice
Rations (3)

Rations (3)

Rope, 60'
All Nord Gods

Wee Jammy p.1


Spells Known

EVOKE RAGE (Tier 1, Seer), DC 11 to cast


Duration: 1d4 rounds, Range: Close
You call out the berserk rage locked inside someone.
One willing humanoid you touch enters a berserk state. The target is immune to morale checks, has ADV on STR checks and melee attacks,
and deals +1d4 damage for the spell's duration.
If the target does not attack another creature on its turn, the spell ends.

FATE (Tier 2, Seer), DC 12 to cast


Duration: Instant, Range: Near
You painfully twist the golden threads of a creature's fate.
One creature you target in range takes 1d10 damage and loses any luck tokens it has.

TRANCE (Tier 1, Seer), DC 11 to cast


Duration: Instant, Range: Close
You enter a trance, catching small glimpses of a creature's fate. One humanoid creature you touch (you can't target yourself) gains a luck
token. It can't have more than one luck token at once.

Wee Jammy p.2

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