Sloglig WEAPONS: Dagger, Dagger (obsidian), Staff; ARMOR: None
www.shadowdarklings.net LANGUAGES: Common, Diabolic, Draconic, Dwarvish, Goblin, Merran
Goblin: KEEN SENSES: Can't be surprised.
Wizard: LEARNING SPELLS: You can learn a wizard spell from a scroll with DC 15 INT
check
10 +0 18 +4 Goblin Wizard: WIZARD SPELLCASTING: To cast a Wizard spell, roll 1d20+4 vs a DC equal to 10
+ the spell's tier.
Wizard-1: STAT BONUS: +2 to Intelligence
SPELLS: Detect Magic, Magic Missile (ADV), Protection from Evil
7 -2 5 -3 Wizard
8 -1 11 +0 1 0 10
25 5
Apprentice
1 8 Dagger
Flint and steel Backpack
Bag of coins (30)
Torch
Lawful Torch
DAGGER: +0 (N), 1d4 (FIN)
SPELLS: To cast a Wizard spell, roll 1d20+4 vs a
DC equal to 10 + the spell's tier. Bowyer
Madeera the Covenant
Sloglig p.1
Spells Known
DETECT MAGIC (Tier 1, Wizard), DC 11 to cast
Duration: Focus, Range: Near
You can sense the presence of magic within near range for the spell's duration. If you focus for two rounds, you discern its general
properties. Full barriers block this spell.
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.
PROTECTION FROM EVIL (Tier 1, Wizard), DC 11 to cast
Duration: Focus, Range: Close
For the spell's duration, chaotic beings have disadvantage on attack rolls and hostile spellcasting checks against the target. These beings
also can't possess, compel, or beguile it.
When cast on an already possessed target, the possessing entity makes a CHA check vs. the last spellcasting check. On a failure, the entity is
expelled.
Sloglig p.2