Categories: Characters

Dawndra Level 3

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Player Character Basics:
Dawndra Norlandr

Race and Background Artikos | Monastic
Class
Subclass
Monk (03)
Way of the Ice Pike
Alignment | Deity NG | Dunea
AC |  HP 18 | 30
Speed | Init Bonus 40 | +4

 

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Ability Scores:

Str 14 +2 Int 08 -1
Dex 18 +4 Wis 16 +3
Con 14 +2 Cha 10 +0

 

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Skills, Senses, Languages:

Saving Throws: Str +5 Dex +7
Skill Proficiencies: Ath +4 Acr +6 Perc +5 Int +2
Resistances: Cold Dmg
Tools and Kits Tools and Kits
Senses: Darkvision 60ft
Languages: Languages

 

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Actions
:

Weapon Attack Damage Type Extra
Ice Pike +1 +7 2d4 +5 Piercing Melee Reach
Unarmed +6 1d4 +4 Bludgeoning Melee

 

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Feats
:

Flurry of Blows. 1Ki. After Attack Action, make two unarmed strikes as a Bonus Action
If both are successful – +2d4 Cold Dmg
Patient Defense 1Ki. Take Dodge Action as a Bonus Action
Step of the Wind 1Ki. Take Disengage or Dash Action as a Bonus Action
Deflect Missiles Reaction. Deflect or catch ammunition when hit by ranged attack. Reduce damage by 1d10 +7 (Current)
1Ki. Return caught ammo with attack
Sharp Defender After taking the Dodge (or Patient Defense) action and you are attacked (Melee), you gain a Defender Reaction (in addition to normal Reaction). If the attack succeeds against you, the damage is halved. If the attack fails, you gain an attack of opportunity against the attacking enemy.

If a Ranged attack against you succeeds while you are taking the Dodge action, you can add your Proficiency Modifier to the Deflect Missiles roll to decrease damage.

Heavens Orbit This feat enhances your ki generation. If you spent at least 30 minutes in flow form practice, you gain additional ki points equal to proficiency bonus (+2) for 24 hours

 

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Magic
:

Ring of Shooting Stars Magic Item. While wearing this ring you can cast Daylight spell at will. Requires an action. Other capabilties are restricted to those with Elven descent.
Keepsake of Trenstino Magic Item.

AC +1
Saving Throws =1

 

 

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Categories: Characters

Dayni Serpayko

Dayni

16

+6 2d4+4

24

Rogue

Dual-strike daggers

 


Categories: Characters

Addalisi Garvett

We women are all of us sisters of a mysterious order.

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NPC
: [Addalisi]
Abbiree is a high-level Cleric, a High Priestess of Selune, and a regional lead in the Harpers. In LMoP module is says that Sister Garaele was asked by her superiors in the Harpers to undertake a dangerous mission. Addalisi is that superior.

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Description:
This is how NPC appears to others

[ImageLink]

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Roleplaying
:
The NPC speaks and behaves this way. How to best bring NPC to life when playing them.

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Objective and Motivations:

This is what NPC wants and what motivates them to get it

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Background:

This is where NPC comes from

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Combat Tactics
:
This is how NPC prefers to engage in combat, if they do at all.
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Items Inventory
:
The things in the pack and on the back

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References:
Links out to sources about character class, race, etc.

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NPC Basics:

Race and Size Human (Med)
Alignment CG
AC |  HP 20 | 110
Speed | Lvl 25 | 9 (+4 prof)

 

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Ability Scores:

Str 14 +2 Int 12 +1
Dex 12 +1 Wis 20 +5
Con 16 +3 Cha 16 +3

 

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Skills, Senses, Languages:

Saving Throws: Saving Throws
Skill Proficiencies: Skill List
Immunities:  
Resistances:  
Vulnerabilities:  
Senses: Darkvision 60ft, pPerception
Languages: Languages

 

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Actions
:

Weapon Attack Damage Type Extra
Unarmed +4 1d4 +2 Bludgeoning Melee
Sling +4 1d4 +2 Bludgeoning Ranged  30/120
Dagger +4 1d6 +2 Slashing Melee
Shortsword +4 1d6 +2 Slashing Melee
Short Bow +4 1d6 +2 Piercing Ranged 80/120
Weapons        

 

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Feats
:

FeatThing.  When the thing happens… roll.

 

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Magic
:

Spell Stats Spell save DC 8 +4 +5 = 17 Spell attack modifier 4 +5 = 9
MagicThing.  When/How the magic thing happens. Include magical items.

 

 

 

Cleric Moonblood Domain

 

The Moonblood Domain is only available to select recipients of the Selunite clergy.  Moonsap is a magical substance sacred to the goddess Selûne, the Moonmaiden. Moonsap is formed as a product of rituals with an exotic milk-wine conducted by the clergy. If the Silver Lady is pleased with ceremony, she bathes the offering on the altar with magical moonlight, transforming milk-wine into Moonsap . This strange matter has an opalescent appearance, glowed with dim, white light, and feels as soft as silk with a consistency like custard.

This Moonsap is then spread liberally over an cleric or paladin as a blessing. The result will often enchant items that are presently worn and grants the recipient magical capabilities. Each individual will be uniquely blessed by the Moonsap.  A very select few are granted the power of a Moonblade – a dagger or sword fashioned from pure moonlight. A worn ring or a bracelet is enchanted with the Moonsap, allowing the cleric or paladin to call forth a moon blade at will.

 

 

Cleric Level Spells
1st guiding bolt, faerie fire
3rd Moonskin, moonbeam
5th daylight, tidal wave
7th confusion, guardian of faith
9th dawn, wall of light

 

 

Moonskin is essentially the same as Barkskin in effect – AC is magically 16. It uses the spell focus rather than components and the duration is longer.

 


Categories: Characters

Ileel Level 03

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Player Character Basics:
Ileel

Race and Background Wood Elf | Monastic
Class
Subclass
Monk (03)
Way of the Black Circlet
Alignment | Deity NG | Mielikki
AC |  HP 18 | 24
Speed | Init | Prof 45 | +5 | +2

 

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Ability Scores:

Str 10 +0 Int 16 +3
Dex 18 +4 Wis 16 +3
Con 10 +0 Cha 10 +0

 

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Skills, Senses, Languages:

Saving Throws: Str +3, Dex +6
Skill Proficiencies: Acrobatics +6, Stealth +8, Investigation +5,

Nature +5, Perception +5, Survival +5

Tools and Kits Tools and Kits
Senses: Darkvision 60ft, pPerception 15
Languages: Common, Elvish, Sylvan

 

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Actions
:

Weapon Attack Damage Type Extra
Meilikki’s Bow +7 1d6 +5 Piercing Ranged 80/120
Unarmed +6 1d4 +4 Bludgeoning Melee

 

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Feats
:

Ki Save Ki save DC = 14
( 8 + proficiency bonus + Wisdom modifier)
Flurry of Blows. 1Ki. After Attack Action, make two unarmed strikes as a Bonus Action
Patient Defense 1Ki. Take Dodge Action as a Bonus Action
Step of the Wind 1Ki. Take Disengage or Dash Action as a Bonus Action
Deflect Missiles Reaction. Deflect or catch ammunition when hit by ranged attack. Reduce damage by 1d10 +7 (Current)
1Ki. Return caught ammo with attack
Mask of the Wild You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.
Chameleon +2 bonus to stealth checks to hide as a result of the enchanted silk robes

 

 

 

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Magic
:

Dark Mantle The silk garment is able, upon the will of its wearer, to form a shroud of darkness as if affected by a form of the Darkness spell. The sheds a shadow with a 5-foot radius making the wearer nearly invisible in dim and dark environment. All attacks against the shrouded have disadvantage.
Meilikki’s Bow +1d8 Necrotic Damage added to successful ranged attack. Up to 3 times per full charge of weapons energy store (equal to hit die – 3d8).
Viffo’s Breath On a successful attack, roll 1d6. If result is 5 or 6, Viffo’s Breath is activated.
Add 2d6 Force damage (increases with proficiency bonus.)

Categories: Characters

Khi-Khi (L’Khifrey) Albrek-Roethorn

“Books are themselves, a uniquely powerful magic.”

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NPC
: [Khi-Khi (L’Khifrey Albrek-Roethorn)]
This NPC is a Human Wizard. She is 28 years old. A student of The Arcane School of Lore or Order of Scribes

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Description:
This is how NPC appears to others

 

[ImageLink]

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Roleplaying
:
The NPC speaks and behaves this way. How to best bring NPC to life when playing them.

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Objective and Motivations:

This is what NPC wants and what motivates them to get it

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Background:

Her father is Iarno Albrek

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Combat Tactics
:
This is how NPC prefers to engage in combat, if they do at all.
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Items Inventory
:
The things in the pack and on the back

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References:
Links out to sources about character class, race, etc.

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NPC Basics:

Race and Size Human
Alignment LG
AC |  HP 13 | 24
Speed | Lvl 25 | 3

 

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Ability Scores:

Str +0 (10) Dex +1 (12) Con +2 (14)
Int +4 (18) Wis +1 (12) Cha +0 (10)

 

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Skills, Senses, Languages:

Saving Throws: Int +6, Wis +3
Skill Proficiencies: Arcana +6, History +6, Investigation +6, Religion +6
Senses: pPerception 11
Languages: Languages Many…

 

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Actions
:

Weapon Attack Damage Type Extra
Dagger +3 1d4 +1 Slashing Melee
Weapons        

 

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Feats
:

FeatThing.  When the thing happens… roll.

 

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Magic
:

Spell Slots. Level 3: Cantrips 3, 1st level 4, 2nd level 3
 Magic Missile RefLink. You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several.
 Acid Arrow RefLink. A shimmering green arrow streaks toward a target within range and bursts in a spray of acid. Make a ranged spell attack against the target. On a hit, the target takes 4d4 acid damage immediately and 2d4 acid damage at the end of its next turn. On a miss, the arrow splashes the target with acid for half as much of the initial damage and no damage at the end of its next turn.

 

 

 

https://www.dndbeyond.com/posts/959-wizard-101-order-of-scribes-from-tashas-cauldron

https://www.dndwiki.io/subclasses/order-of-scribes

 

 

Order of Scribes (UA)

This subclass was published on May 12th, 2020.

Magic of the book—that’s what many spellcasters call wizardry. The name is apt, given how much time wizards spend poring over their spellbooks, penning theories about the nature of magic, and exploring the farthest recesses of libraries. It’s rare to see a wizard traveling without books and scrolls sprouting from their bags, and a wizard would go to great lengths to plumb an archive of ancient knowledge.

Among wizards, the Order of Scribes is the most bookish. It takes many forms in different worlds, but its primary mission is the same everywhere: recording magical discoveries in tomes and scrolls so that wizardry can flourish. And while every wizard values their spellbook, a scribe in the Order of Scribes dedicates themself to magically awakening their book, turning it into a trusted companion. All wizards study their spellbooks, but a wizardly scribe talks to theirs!

Wizardly Quill

2nd-level Order of Scribes feature

As a bonus action, you can magically create a Tiny quill in your free hand. The magic quill has the following properties:

This quill disappears if you create another one or if you die.

Awakened Spellbook

2nd-level Order of Scribes feature

Using specially prepared inks and ancient incantations passed down by your wizardly order, you have awakened an arcane sentience within your spellbook.

While you are holding the book, it grants you the following benefits:

If necessary, you can replace the book over the course of a short rest by using your Wizardly Quill to write arcane sigils in a blank book or a magic spellbook to which you’re attuned. At the end of the rest, your spellbook’s consciousness is summoned into the new book, which the consciousness transforms into your spellbook, along with all its spells. If the previous book still existed somewhere, all the spells vanish from its pages.

Master Scrivener

6th-level Order of Scribes feature

Whenever you finish a long rest, you can create one magic scroll by touching your Wizardly Quill to a blank piece of paper or parchment and causing one spell from your Awakened Spellbook to be copied onto the scroll. The spellbook must be within 5 feet of you when you make the scroll.

The chosen spell must be of 1st or 2nd level and must have a casting time of 1 action. Once in the scroll, the spell’s power is enhanced, counting as one level higher than normal. You can cast the spell from the scroll by reading it as an action. The scroll is unintelligible to anyone else, and the spell vanishes from the scroll when you cast it or when you finish your next long rest.

You are also adept at crafting spell scrolls, which are described in chapter 7 of the Dungeon Master’s Guide. The gold and time you must spend to make such a scroll are halved if you use your Wizardly Quill.

Manifest Mind

10th-level Order of Scribes feature

You are now able to conjure forth the mind of your Awakened Spellbook. As a bonus action while the book is on your person, you can cause the mind to manifest as a Tiny spectral construct, hovering in an unoccupied space of your choice within 60 feet of you. This presence is intangible and doesn’t occupy its space, and it sheds dim light in a 10-foot radius. It looks like a ghostly tome, a cascade of text, or a scholar from the past (your choice). The spectral mind has a number of hit points equal to your wizard level plus your Intelligence modifier, and it uses your Armor Class and saving throw modifiers.

While manifested, the spectral mind can hear and see, and it has darkvision with a range of 60 feet. As an action, you can hear and see using the its senses, instead of your own, until your concentration ends (as if concentrating on a spell).

Whenever you cast a wizard spell on your turn, you can cast it as if you were in the spectral mind’s space, instead of your own, using its senses. You can do so a number of times per day equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

As a bonus action, you can cause the spectral mind to hover up to 30 feet to an unoccupied space that you or it can see. It can pass through creatures but not objects. The spectral mind stops manifesting if it is ever more than 300 feet away from you, if it drops to 0 hit points, if you die, or if you dismiss it as a bonus action.

One with the Word

14th-level Order of Scribes feature

Your connection to your Awakened Spellbook has become so profound that your soul has become entwined with it. While you are holding the book and its spectral mind is manifest, you can take an action to cause the two of you to teleport, swapping places. You can teleport in this way a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Moreover, if you die but at least one spell remains in your Awakened Spellbook, you can return to life 1 minute later within 5 feet of the book. You revive with 1 hit point. Then roll 3d6. The book loses spells of your choice that have a combined spell level equal to that roll or higher. For example, if the roll’s total is 9, spells vanish from the book that have a combined level of at least 9, which could mean one 9th-level spell, three 3rd-level spells, or some other combination.

Thereafter, you are incapable of casting the lost spells, even if you find them on a scroll or in another spellbook. The only way to restore your ability to cast one of the lost spells is through the wish spell, which can restore one spell to the book per casting.

 

From <https://www.dndwiki.io/subclasses/order-of-scribes>

 

 

 

 

Order of the ScribesTCoE

If you want to collect every wizard spell every published (like me), Order of the Scribes is a great choice. They get some unique capabilities to address many challenges commonly faced while adventuring, but they’re not focused on any one small part of wizardry. Rather, Order of the Scribes is a sort of generic wizard subclass that emphasizes, complements, and celebrates some of the best things about being a wizard (like collecting all of the spells).

Order of the Scribes has a unique balancing mechanic: knowing more spells makes you more powerful. Sure, rituals work for any wizard, and having access to more spells makes you more able to adapt to challenges. But Order of the Scribes goes beyond that. Having an abnormally large number of spells in your spellbook allows you to change the damage type of spells, and at high levels to negate damage by temporarily blocking off access to spells in your spellbook. Due to these unique mechanics, you’re dependent on learning as many spells as you possibly can. Expect to spend gold and time putting spells into your spellbook at every opportunity.

Unfortunately, that unique capability comes with risk. The Wizard learns a total of just 44 spells by the time they reach 20th level unless you can add additional spells to your spellbook. Depending on the game you’re in, you may never get access to ways to add more spells to your spellbook (other wizards’ spellbooks, spell scrolls, etc.). In campaigns which take place in the wilderness or in a megadungeon, Order of the Scribes is a risky choice. In games set in cities with libraries or wizard schools, easy access to spellbooks will make the Order of the Scribes effective, reliable, versatile, and fun. If you don’t know the nature of the campaign, check with your DM before you commit to this. You will eventually get access to things like teleportation and then you may be able to go looking for sources of new spells, but you probably don’t want to suffer the total absence of options until that point.

Taken as a whole, Order of the Scribes is very much the “wizard’s wizard”. If you like the Wizard and you’re comfortable with the mechanics which make the Wizard great, Order of the Scribes is a great choice. But if you’re looking for an easy route to a powerful character that works in any campaign, Order of the Scribes isn’t what you’re looking for.

  1. Wizardly Quill: Copying a spells normally takes two hours per spell level. This reduces that time considerably. Time spent learning spells is typically handled “off screen”, but if you’re tracking Downtime this means that you can copy 60 times as many spells in the same amount of time as other wizards.
    The quill also allows you to vandalize stuff for free. The ink doesn’t magically adhere to things, but given time you could scribble over every book in a library, rendering them illegible until you decide to erase your scribbles. Tragically, the free ink doesn’t make it free to add more spells to your spellbook, so expect to spend the bulk of your money on copying new spells.
  2. Awakened Spellbook: The ability to change the damage type of your spells makes it much easier to use damage spells. Look for spells which deal damage types that are rarely resisted like Force (Magic Missile, Disintegrate), Thunder (Shatter), Psychic, Necrotic, and Radiant damage. If you know enough spells and know your enemies’ resistances, you may go your entire career without dealing damage to a creature which has resistance to that damage type. But, again, you need to learn as many spells as possible to get the most out of this feature, so if your DM doesn’t give your access to more spells you may struggle to make this work.
    The third benefit lets you cast a ritual more quickly once per day. That’s great for options like Detect Magic and if you need them in a hurry, but hopefully you won’t need it often.
  3. Manifest Mind: Similar in many ways to Arcane Eye, though certainly less subtle since it’s not invisible. This allows you to examine distant objects, peek around corners, keep watch in two places at once, and even explore small spaces where you can’t physically fit. It even has Darkvision even if you don’t, so it can serve in place of your own eyes in dark places. Think of it like one of those quadcopter drones, but your controls only work out to a range of 300 feet and you can shoot fireballs through it.
    You also gain the ability to cast spells using your spectral mind as the origin point. This allows you to cast spells while you’re safely behind cover, or to deliver short-range spells like Burning Hands or Thunderclap without the risk of being in near-melee range and potentially even without the targets being aware of your presence. However, the number of times you can do this per day is small so look for other ways to solve the same problems if you can.
  4. Master Scrivener: Since you can’t share this (the scroll is unintelligibile to anyone else), this is basically just a free spell per day. Find your favorite 2nd-level spell with a decent effect for being upcast to 3rd level. You don’t need to have the spell prepared, so this is good for spells with long durations which you know you will cast, but which you won’t cast more than once.
  5. One with the Word: Advantage on Arcana checks is really nice, especially if you’re using the rules for identifying spells presented in Xanathar’s Guide to Everything and if your DM allows you to use skill checks to identify monsters and their weaknesses.
    The second benefit of this feature allows you to entirely negate sources of damage. However, this comes with a steep cost and a gamble. First, it eats your Reaction, so consider using Shield or Absorb Elements if either of them will suffice. Second, it dismisses your Spectral Mind, so you’ll need to re-manifest it as a Bonus Action on a later turn.
    Third, and most important, you temporarily lose access to some of the spells in your spellbook. This is honestly a pain to track, but it’s also easy to mitigate this cost. By learning a huge number of spells, you can accumulate enough spell levels worth of unused spells that you may be able to use this numerous times in succession. Just keep in mind that at an average of 10.5 spell levels, you need to spend an average of 525gp learning the spells to fuel a single use.
    Finally, if you roll the 3d6 and roll more spell levels than you can spend, you’re immediately reduced to 0 hit points. This can prevent you from immediately dying due to massive damage because the original damage is still prevented, but if the original damage wasn’t going to knock you down to 0 you’re going to feel silly for knocking yourself out because you don’t know enough spells.

 

From <https://rpgbot.net/dnd5/characters/classes/wizard/subclasses/>

 

 

flutesloot.com

Order of Scribes Wizard: D&D 5e Analysis and Roleplaying Ideas – Flutes Loot

About The Author

14-17 minutes

 

Featured Order of Scribes Wizard image credit to Wizards of the Coast’s book Tasha’s Cauldron of Everything.

Disclaimer: This article contains affiliate links that add gold to our coffers.

You are an Order of Scribes Wizard behind on your studies. Finding a quiet corner of the tavern, you retrieve your magic quill and begin to transcribe a spell scroll into your spellbook. “Oh, that’s a good one,” says your spellbook. “I’ve been gaining a lot of weight from the substantial spells you have been discovering.” You reply, “The Order will be pleased with our progress. Surely they’ll allow me access to the deeper secrets in the vaults as a reward for my diligence.” Tavern patrons glance at you curiously as your quill seems to scribe with a mind of its own while you openly converse with your book.

Upon realizing the scene you’re creating, you suggest to your book that it’s time to get a room. “I’m flattered, but maybe buy me dinner first,” jabs your paged companion as you roll your eyes and get up from the table. As you walk to your room, you wonder if the Order of Scribes Wizards will allow you to trade your spellbook for a less-cheeky model…

Suddenly, the tavern explodes in a fiery blast that reduces everyone to ash. Everyone except you. At the last moment, your spellbook’s manifested mind transformed into a watery bubble that shielded you from harm. You look around, horrified at the mayhem and carnage. “We seem to have caught the attention of powerful enemies,” you say. Your spellbook replies with fatigue in its voice, “It would seem so. We can’t afford to drop our guard.”

Playing an Order of Scribes Wizard

You’ve decided to play an Order of Scribes Wizard, and you want to explore the roleplaying potential of the subclass. I intend to help you in your exploratory process to maximize the fun when you play a scrivener. I’ll explore the lore and provide ideas for getting the most out of your Scribe Wizard features and lore.

The term ‘scrivener’ is a recurring word, so let’s define it: “a professional or public copyist or writer; notary public.” You’re basically Jerry from Parks and Rec (just kidding, kind of).

This subclass practically roleplays itself. You get a study buddy in the form of your spellbook and its manifested mind, and you gain skills that any scribe would covet. You’re a bookworm, through and through. The Order of Scribes Wizard comes fully loaded with interesting details to build upon as you develop your character’s background, flaws, bonds, and ideals. The order to which you subscribe as a scribe (haha) can take many forms, recording knowledge for the public good or hoarding it to amass private power.

 

Tasha’s Cauldron of Everything describes the Order of Scribes Wizards subclass as the most bookish of all Wizards. Every Wizard keeps a library card, but the Scribes are in the library every day!

There’s a reason this subclass is based on an order resembling the structure of a paladin order. The Order of Scribes is a group that takes many forms in different worlds, but each of them ultimately has the same goal: discover magical secrets to record them for all to possess. They’re scholarly tattletales with a taste for magic. We don’t get much information beyond that in TCoE, but the Order of Scribes is known by alternate names. One name is the Order of the Ibis Feather, elite scriveners who served a powerful pharaoh.

I found additional lore for an unsavory scrivener named Jergal. He formed a church of scribes devoted to the Lord of the Dead, Kelemvor. This lore taught me that the Order of Scribes can be much more than mere bookworms in a book club.

Scribe Wizards don’t merely study their spellbooks; they awaken them. It’s like an episode of Blue’s Clues or Reading Rainbow when a Scribe Wizard’s book comes to life. You are the Pagemaster! You’re never lonely when you have your trusted book.

 

Wizardly Quill – Level 2

Graffiti time! I’m claiming creative license to decide the Scribe Wizard can use the Wizardly Quill on reasonable, non-paper items. I can’t guarantee other hobbyists would rule the same.

I picture Order of Scribes Wizard’s magical quill as a tool that can be used on a variety of surfaces. If you thought Jester from Critical Role was trouble with her magical pigments, get ready for this. You can eclipse her mischief with this ink-less quill. You don’t need ink, and you can produce ink of any color as you write with the quill. Using colorful, erasable ink is heaps of fun if it can be used on diverse mediums.

You might use Mage Hand to scribe messages on a wall, so you don’t need to speak, erasing it quickly with a wave of the quill’s feather. Lending the quill to someone else will allow them to play with it, too. You can help cheer up characters by teaching them to read and write in beautiful colors.

The notes you take will be color-coded since you can write in your choice of ink color. I appreciate this because I prefer to use multi-color pens for notetaking. You could get away with writing with invisible ink as an option for ink color.

I recommend describing the quill as writing with a mind of its own while you check your notes or in your hand to speed your penmanship. Your handwriting may change when using your Wizardly Quill. It’s a paintbrush or pen with a mind of its own.

You may also treat the Wizardly Quill as an extension of your will. Think of the quill as a computerized mechanism for your own scripting expertise. The quill becomes like a printer for you as you quickly copy spells to your spellbook.

 

Awakened Spellbook – Level 2

Imagine your Order of Scribes Wizard’s spellbook alerting you when you run out of spell slots: “Not enough mana. Construct additional pylons.” your spellbook becomes a narrator for whatever you do, like an announcer’s voice during a real-time game like Dota 2 or Starcraft. It could be a hype man for you like the “Toasty!” guy from Mortal Kombat.

The Order of Scribes Wizard, thanks to this feature, doesn’t have the same problems with spells being limited to elemental types that are commonly resisted by high-level monsters. Amazingly, you can adapt your spells to a given situation by combining their aspects with other damage-based spells. Every damage spell of 5e becomes new in your adaptive arcane hands. Use your spellbook as your arcane focus to become debatably unmatched in your spellcasting versatility.

Create an apparatus for your spellbook since you can use it as your spellcasting focus. You might chain or otherwise tether the book to your body or clothing. Get creative with your combat load-out to incorporate your spellbook. You’ll want to use the book so you can alter damage-type formulas for spells you cast. You may describe casting Fireball as your spellbook sears with red until it cools into a chilly blue aura to alter Fireball to deal cold damage.

Casting a ritual spell without the additional ten minutes to casting time once per long rest is extremely cool and useful. Describe this process as the spellbook sentience rattling off the ritual in a matter of seconds. Once again, the spellbook works like a computer speeding up your work/spellcasting. The computerized theme continues if you must recreate your spellbook with your summoned Wizardly Quill over the course of a short rest. It’s like your quill is a printing press or 3D printer.

 

Manifest Mind – Level 6

It’s time to set your spellbook’s sentience into action and give it additional personality. The Manifest Mind, by the text, can appear as your choice of cascading text, a spectral book, or an actual scholar you’ve known or learned from (even if long dead).

The possibilities for personality here are endless. My mind races with possible personalities to instill in the Order of Scribes Wizard’s Manifest Mind: Ben Stein’s character from Ferris Bueller, Kronk from Emperor’s New Groove, Saoirse-Monica Jackson, Chris Farley, Tim Curry, Fred Schneider of the B-52s, the ladies of ABBA, Cher, HAL 9000, Iron Man’s Jarvis, or Gaston. These Scribe Wizard features are sources of endless inspiration and fun.

This ability is full of hijinks. Anything that cannot deal with a spectral arcane book will get wasted by your spells cast through the Manifest Mind while you remain hundreds of feet away. This feature isn’t useful for chasing creatures because you can move the Manifest Mind 30 feet with your bonus action; the book can’t Dash like a normal character. Creatures stuck in a room or area should sweat if your Manifest Mind appears among them.

You can keep the Manifest Mind close to you as a floating, dim light source.

 

Master Scrivener – Level 10

Creating a spell scroll with Master Scrivener works like a modern copy machine using your Wi-Fi. You create scrolls with incredible efficiency, saving costs and time like nothing else in this game. The temporary scroll is effectively an extra low-level spell slot with +1 upcasting. You don’t need to prepare the spell, so spells that may be needed once would be excellent options for the temporary spell scroll. You can read more about spell scroll crafting in my other article on the topic (read it here), including a summary of normal time and cost to craft spell scrolls.

Remember, the Order of Scribes Wizard’s temporary spell scroll of this feature can only be used with spells of first or second level with a casting time of one action. For example, Arcane Lock may be a good choice if this feature allows you to omit the material components required. Nystul’s/Arcanist’s Magic Aura would also be great while you work daily to make its effects permanent. It’s unclear whether you can overcome material components with this temporary spell scroll feature. We’re told the spell is copied onto the blank paper to become a scroll, and it can be cast as an action. This is very different from the usual crafting of spell scrolls. Let me know if you’ve seen rules clarifications on this topic.

Using Master Scrivener to Inspire Your Lineage and Backstory

You can roleplay the temporary spell scroll as an effortless casting where you hold up the temporary scroll to unleash its power while you sip from your tea. If you are playing a Warforged lineage, you might feed the scroll into something like a computer’s CD drive as you process the scroll and cast the spell. You might also read it like a modern QR code.

You’re likely a master notetaker, too, allowing you to quickly jot down what someone says as they speak (maybe in short-hand). You can also picture yourself as a master plagiarizer as you copy spells so quickly. Giving new life to a spell isn’t the same as stealing! During your arcane schooling, you may have earned a modest sum of gold by copying your homework with slight variances so the richest kids in school could pass their classes with your work’s rubric. This Order of Scribes Wizard’s character development may be instrumental with the Strixhaven content of 2021.

 

One with the Word – Level 14

Some players may think this is useless, or its downside is too great; I’m afraid I disagree with both. Here’s why! Wizards are known to accumulate more spells than they have the time or patience to use. They may find that half of their spells are not being prepared at high-level play because their uses are niche or not anticipated to be useful in a given adventuring day. The Order of Scribes can utilize unused spells for defensive purposes.

One with the Word makes each spell within your spellbook act as part of its effective lifeforce. It can manifest that life force to shield you from harm. The Order of Scribes Wizard’s Manifest Mind must be active to use the protective reaction. You can negate an entire instance of damage (all of it) with your reaction. That’s huge! This helps you maintain concentration and preserve your life at the cost of placing several of your spells on ‘cooldown’ for a few days. You can use this damage-nullifying reaction once per long rest, so choose the triggering damage instance wisely.

Not only is this an excellent utility for unused spells at high-level Wizard play, but it also helps solve the gold spending problems of 5e. I hear many players complain about how they feel gold is worthless in D&D 5e (I wrote about solutions to gold and wealth problems here). Make your gold work for you by learning spells that literally defend you from harm!

Cinematic Descriptions for One with the Word

You can roleplay the damage negation by describing your spellbook reacting to teleport you slightly out of harm’s way, opening a portal to send a harmful blast into another dimension, or projecting a shield of force. It can also be a manifested parachute to save you from falling to your death. On that note, the fact that you need Manifest Mind active feeds into the roleplaying. The spectral mind of your spellbook morphs itself into a Green-Lantern-style object to deal with whatever threatens you. It becomes a tower shield to block a giant’s club, a wall of water to douse a fiery blast, or a Magneto helmet to guard your mind against a psychic onslaught. It can even become a Groot shield of wood to make you the sole survivor of a ship crash or massive explosion.

It’s easy to miss the detail that you gain advantage on Arcana checks while the book is on your person. This may be amazing or meh, depending on your gaming group’s style and rules. You can roleplay this advantage as your spellbook constantly using the Help action on you. The two of you discuss magic like professors in the teacher’s lounge. Your spellbook is your study buddy.

 

You Should Play an Order of Scribes Wizard!

I was already excited to play an Order of Scribes Wizard, but writing this article and brainstorming the roleplaying potential has taken my excitement to the next level. I hope you feel the same way! The Order of Scribes Wizard subclass is unique, and it deserves love from the narrators and roleplayers among us.

Would you please tell me your ideas for maneuvers, descriptions, and narratives involving the Order of the Scribes? Is there an actual ‘order’ in your game’s world, or is this subclass more like a scribe of its own? Tell me all about it by casting Message in the comments below.

Lastly, check out our other class and subclass articles before you go!

Thanks so much for reading and sharing this content. We’ll see you in the next article!

 


Categories: Characters

Koza (Kocroza Azniz)

“I am whatever I need to be to survive.”

___________________________________
NPC
: [Koza]
Koza is a female Half-Elf (Drow). She is trained as a Monk by The Ulu Veldrin – A Drow Guild of Assassins.

___________________________________
Description:
Were it not for her white hair and milky-grey skin, Koza could pass for any Half-Elf with her features. She is dressed in a commoners clothing, a simple dark dress, to give the impression she is nothing more than a commoner.

[ImageLink]

___________________________________
Roleplaying
:
The NPC speaks and behaves this way.

___________________________________
Objective and Motivations:

Currently, Koza wants nothing but revenge on the doppleganger who killed her best friend Vyerith and took her place in the Ulu Veldrin. If she can complete a contract on Nezznar the Black Spider at the same time, all the better

___________________________________
Background:

Though she has no memory of it, Koza was born on the surface, in Nesmé, where her Drow father was in hiding for several months. Her mother was a priestess at The Morninglords Solitary, the Nesme temple to Lathandar. She found Koza’s father wounded and near-death. She healed him and sheltered him until he was discovered.

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Combat Tactics
:
Koza is a stealth ranged fighter.
___________________________________
Items Inventory
:
The things in the pack and on the back

___________________________________
References:
Links out to sources about character class, race, etc.

___________________________________
___________________________________

 

 

___________________________________
Character Stats:

Race and Size Half-Elf (Drow)
Alignment | Deity N | Unknown
AC |  HP 17 | 24
Speed | Lvl 40 | 3

 

___________________________________
Ability Scores:

Str +0 (10) Dex +4 (18) Con +0 (10)
Int +2 (14) Wis +3 (16) Cha +0 (10)

 

___________________________________
Skills, Senses, Languages:

Saving Throws: Str +2, Dex +6
Skill Proficiencies: Acr +6, Stealth +7, Perception +5
Senses: Darkvision 60ft, pPerception 15
Languages: Languages Common, Undercommon, Goblin, ?

 

___________________________________
Actions
:

Weapon Attack Damage Type Extra
Short Bow +7 1d6 +5 Piercing Ranged 80/120
Unarmed +6 1d4 +4 Bludgeoning Melee
Dagger +6 1d4 +4 Slashing Melee
Weapons        

 

___________________________________
Feats
:

Arcus Mark. You can use a bonus action and 1 Ki on your turn to make your attacks with a ranged weapon more deadly. When you do so, any target you successfully hit with a ranged attack takes extra damage. Add 1 Martial die to the damage roll. Increases to 2 Martial Die at Level 6, 3 at level 11, 4 at level 17.

 

___________________________________
Magic
:

Faerie Fire. Innate Spell. 1/day (Chr Based)

Each object in a 20-foot cube within range (60 ft) is outlined in violet light. Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration (1min), objects and affected creatures shed dim light in a 10-foot radius.

Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can’t benefit from being invisible.

Dancing Lights Innate Spell 1/day (Chr Based)

You create up to four torch-sized lights within range (120 ft ), making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You can also combine the four lights into one glowing vaguely humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 10-foot radius.

 

 

 

 


Categories: Characters

Sildar Hallwinter

 

It is in the character of very few men to honor without envy a friend who has prospered.”

 

~Aeschylus

 

___________________________________
NPC Basics:

Race and Size Human, Medium (Fighter)
Alignment LG
AC |  HP 20 | 50
Speed | CR 25 | 3

 

___________________________________
Ability Scores:

Str 18 +4 Int 14 +2
Dex 14 +2 Wis 16 +3
Con 16 +3 Cha 12 +1

 

___________________________________
Skills, Senses, Languages:

Saving Throws: Con +5 Wis +5
Skill Proficiencies: Skill List
Resistances: Fire
Senses: Darkvision 60ft, pPerception 15
Languages: Common

 

___________________________________
Actions
:

Weapon Attack Damage Type Extra
Great Sword +6 1d8 +4 Slashing Melee
Unarmed +4 1d4 +2 Bludgeoning Melee
Dagger +4 1d6 +2 Slashing Melee
Short Bow +4 1d6 +2 Piercing Ranged 80/120

 

___________________________________
Feats
:

Brave. Sildar has Advantage on saving throws against being frightened or intimidated
Multiattack. Sildar makes two Great Sword attacks per turn.
Parry (Reaction). Sildar adds 2 to its AC against one melee attack that would hit it. To do so, Sildar must see the attacker and be wielding a melee weapon. Once per turn.

 

___________________________________
Combat Tactics
:
Sildar was a member of the Griffon Calvary. He maintains still, very high ideals about combat and war. Life has value and honor demands we recognize that value. He will not move to make a killing blow, in fact, he might even block one against his enemy if he senses some moral capabilities.

 

___________________________________
Roleplaying
:
I like to imagine Sildar as somewhat like Worf from Star Trek. Speaks much of honor, but also does much from honor and never speaks of it. LG to the core.

___________________________________
Description:
This is how NPC appears to others – read-aloud text. (include picture – or link to picture – here)

 

___________________________________
Background and Motivations:

This is where NPC comes from and what motivates PC

___________________________________
Items Inventory
:
The things in the pack and on the back

 

___________________________________
References:
Links out to sources about character class, race, etc.

______________________________________________________________


Categories: Characters

Ryliatha Cannowbrook

“Something this character has said.”

___________________________________
NPC
: [NameLink]
This NPC is a Race ClassOccupation. They are this age.

___________________________________
Description:
This is how NPC appears to others

[ImageLink]

___________________________________
Roleplaying
:
The NPC speaks and behaves this way. How to best bring NPC to life when playing them.

___________________________________
Objective and Motivations:

This is what NPC wants and what motivates them to get it

___________________________________
Background:

This is where NPC comes from

___________________________________
Combat Tactics
:
This is how NPC prefers to engage in combat, if they do at all.
___________________________________
Items Inventory
:
The things in the pack and on the back

___________________________________
References:
Links out to sources about character class, race, etc.

___________________________________
___________________________________

 

 

___________________________________
NPC Basics:

Race and Size
Alignment NG
AC |  HP 13 | 30
Speed | CR 25 | 3

 

___________________________________
Ability Scores:

Str 12 +1 Int 12 +1
Dex 12 +1 Wis 12 +1
Con 12 +1 Cha 12 +1

 

___________________________________
Skills, Senses, Languages:

Saving Throws: Saving Throws
Skill Proficiencies: Skill List
Immunities:
Resistances:
Vulnerabilities:
Senses: Darkvision 60ft, pPerception
Languages: Languages

 

___________________________________
Actions
:

Weapon Attack Damage Type Extra
Unarmed +4 1d4 +2 Bludgeoning Melee
Sling +4 1d4 +2 Bludgeoning Ranged  30/120
Dagger +4 1d6 +2 Slashing Melee
Shortsword +4 1d6 +2 Slashing Melee
Short Bow +4 1d6 +2 Piercing Ranged 80/120
Weapons

 

___________________________________
Feats
:

FeatThing.  When the thing happens… roll.

 

___________________________________
Magic
:

MagicThing.  When/How the magic thing happens. Include magical items.

 

 


Categories: Characters

Bandits and Thugs and Pirates

Bandit
Medium  Humanoid (Any Race)
For the money, for the glory, for the fun! But mostly for the money.
Armor Class Hit Points Speed pPerception Alignment CR
12 18 25 11 CN .5
Str Dex Con Int Wis Chr
11 12 12 10 10 10
Skill Bonus: Athletics +4, Deception +4
Senses:
Languages:  Common,
Actions:
Weapon Attack Damage Type Extra
Scimitar +3 1d6 +1 Slashing Melee
Light Crossbow +3 1d8 +1 Piercing Ranged
Combat Tactics: Bandits generally believe strength is in numbers. They will likely only attack if they outnumber or believe they have an advantage over a party. They typically are not fighting for any cause greater than a few more gold pieces, so will flee if losing the fight. They may or may not express any loyalty to their own group. Roleplaying: Bandits rove in gangs and are sometimes led by thugs, veterans, or spellcasters. Not all bandits are evil. Oppression, drought, disease, or famine can often drive otherwise honest folk to a life of banditry. Description: This is how NPC appears to others – read-aloud text. (include picture – or link to picture – here) Background and Motivations: Bandits come from various backgrounds, but are usually criminal in nature. They are motivated primarily by loot, occasionally by vengeance or glory, but usually loot. Items Inventory: 2d20 Gold Pieces Random Pocket Loot Low Quality Scimitar and Crossbow Scrap Leather armor References: Links out to sources about character class, race, etc. ______________________________________________________________ Pirate
Medium  Humanoid (Any Race)
Yo ho, Yo ho, A pirates life for me.
Armor Class Hit Points Speed pPerception Alignment CR
14 18 30 12 CN .5
Str Dex Con Int Wis Chr
14 14 12 10 10 14
Skill Bonus: Athletics +4, Deception +4
Senses:
Languages:  Common, Thieves Cant
Actions:
Weapon Attack Damage Type Extra
Scimitar +4 1d6 +2 Slashing Melee
Light Crossbow +4 1d8 +2 Piercing Ranged
Combat Tactics: Pirates generally believe strength is in numbers. They will likely only attack if they outnumber or believe they have an advantage over a party. They typically are not fighting for any cause greater than a few more gold pieces, so will flee if losing the fight. They may or may not express any loyalty to their own group. Roleplaying: Pirates are bandits of the high seas. They might be freebooters interested only in Treasure and Murder, or they might be privateers sanctioned by the crown to Attack and plunder an enemy nation’s vessels. Description: This is how NPC appears to others – read-aloud text. (include picture – or link to picture – here) Background and Motivations: Pirates come from various backgrounds, but are usually criminal in nature. They are motivated primarily by loot, occasionally by vengeance or glory, but usually loot. Items Inventory: 2d20 Gold Pieces Random Pocket Loot Low Quality Scimitar and Crossbow Scrap Leather armor References: Links out to sources about character class, race, etc. ______________________________________________________________ Bandit / Pirate Captain
Medium  Humanoid (Any Race)
If I’ve learned one thing… be wary of the mark who gives up his gold too quickly.
Armor Class Hit Points Speed pPerception Alignment CR
16 78 30 11 CN 2
Str Dex Con Int Wis Chr
16 14 14 12 16 16
Saving Throws: Str +4, Dex +5, Wis +2
Skill Bonus: Athletics +4, Deception +4
Senses:
Languages:  Common,
Feats:
Multiattack.  The captain makes three melee attacks: two with its scimitar and one with its dagger. Or the captain makes two ranged attacks with its daggers.
Actions:
Weapon Attack Damage Type Extra
Scimitar +5 1d6 +3 Slashing Melee
Dagger +35 1d4 +3 Piercing Ranged
Combat Tactics: Bandits generally believe strength is in numbers. They will likely only attack if they outnumber or believe they have an advantage over a party. They typically are not fighting for any cause greater than a few more gold pieces, so will flee if losing the fight. They may or may not express any loyalty to their own group. Roleplaying: It takes a strong Personality, ruthless cunning, and a Silver Tongue to keep a gang of bandits in line. The Bandit captain has these qualities in spades. In addition to managing a crew of selfish malcontents, the Pirate Captain is a variation of the Bandit captain, with a ship to protect and Command. To keep the crew in line, the captain must mete out Rewards and punishment on a regular basis. More than Treasure, a Bandit captain or Pirate captain craves Infamy. A prisoner who appeals to the captain’s vanity or ego is more likely to be treated fairly than a prisoner who does not or claims not to know anything of the captain’s colorful reputation. Description: This is how NPC appears to others – read-aloud text. (include picture – or link to picture – here) Background and Motivations: Bandits come from various backgrounds, but are usually criminal in nature. They are motivated primarily by loot, occasionally by vengeance or glory, but usually loot. Items Inventory: 2d20 Gold Pieces Random Pocket Loot Low Quality Scimitar and Crossbow Scrap Leather armor References: Links out to sources about character class, race, etc. ______________________________________________________________ Thug
Medium Humanoid (Any Race)
quote
Armor Class Hit Points Speed pPerception Alignment CR
12 32 25 10 NG 03
Str Dex Con Int Wis Chr
12 12 12 12 12 12
Skill Bonus: Intimidation +2, Deception +3, Perception +3, Stealth +6
Senses:
Languages:  Common, Thieves’ cant
Feats:
Cunning Action.  On each of its turns, the hired thug can use a bonus action to take the Dash, Disengage, or Hide action.
Sneak Attack Once per turn, the hired thug deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the hired thug that isn’t incapacitated and the hired thug doesn’t have disadvantage on the attack roll.
Actions:
Weapon Attack Damage Type Extra
Shortsword +4 1d6 +4 Piercing Melee
Dagger +4 1d4 +4 Piercing Melee or Ranged
Handaxe +4 1d6 +4 Slashing Melee
Heavy Crossbow +4 1d10 +4 Piercing Ranged 100/400 ft
Combat Tactics: This is how NPC prefers to engage in combat. This is not a restriction, just a suggestion with definition. Roleplaying: Thugs are ruthless enforcers Skilled at Intimidation and violence. They work for money and have few scruples. Description: This is how NPC appears to others – read-aloud text. (include picture – or link to picture – here) Background and Motivations: This is where NPC comes from and what motivates PC Items Inventory: The things in the pack and on the back References: Links out to sources about character class, race, etc. ______________________________________________________________ Brigand Leader
Medium Humanoid (Any Race)
quote
Armor Class Hit Points Speed pPerception Alignment CR
17 120 30 14 NE 03
Str Dex Con Int Wis Chr
12 14 12 12 14 12
Skill Bonus: Deception +4, Intimidation +4, Perception +4, Stealth +4
Immunities:
Resistances:
Vulnerabilities:
Senses:
Languages:  Common, , Goblin
Feats:
Pack Tactics.  The brigand leader has advantage on attack rolls against a creature if at least one of the brigand leader’s allies is within 5 feet of the creature and the ally isn’t incapacitated.
Multiattack A brigand leader makes three melee attacks: two with its rapier and one with its dagger.
Parry (Reaction) The brigand leader adds 3 to its AC against one melee attack that would hit it. To do so, the brigand leader must see the attacker and be wielding a melee weapon.
Actions:
Weapon Attack Damage Type Extra
Rapier +4 1d8 +2 Piercing Melee
Shortbow +4 1d6 +2 Piercing Ranged
Dagger +4 1d4 +2 Piercing Melee
Combat Tactics: This is how NPC prefers to engage in combat. This is not a restriction, just a suggestion with definition. Roleplaying: The NPC speaks and behaves this way. How to best bring NPC to life when playing them. Description: This is how NPC appears to others – read-aloud text. (include picture – or link to picture – here) Background and Motivations: This is where NPC comes from and what motivates PC Items Inventory: The things in the pack and on the back References: Links out to sources about character class, race, etc. ______________________________________________________________ Cutpurse
Medium  Humanoid (Any Race)
quote
Armor Class Hit Points Speed pPerception Alignment CR
13 24 30 12 CN .5
Str Dex Con Int Wis Chr
10 14 10 10 12 10
Skill Bonus: Acrobatics +4, Deception +2, Perception +3, Sleight of Hand +6, Thieves’ Tools +6
Senses:
Languages:  Common, Thieves’ Cant
Feats:
Cunning Action. As a bonus action, the cutpurse can Dash, Disengage, Hide or Use an Object; make a Dexterity (Sleight of Hand) check; or disarm a trap or open a lock using thieves’ tools.
Second-Story Work The cutpurse can climb at a normal movement rate and can make a running long jump of up to 12 ft.
Magic:
MagicThing.  When/How the magic thing happens. Include magical items.
Actions:
Weapon Attack Damage Type Extra
Dagger +4 1d6 +1 Piercing Melee or Ranged  20/60 ft
Combat Tactics: This is how NPC prefers to engage in combat. This is not a restriction, just a suggestion with definition. Roleplaying: The NPC speaks and behaves this way. How to best bring NPC to life when playing them. Description: This is how NPC appears to others – read-aloud text. (include picture – or link to picture – here) Background and Motivations: This is where NPC comes from and what motivates PC Items Inventory: The things in the pack and on the back References: Bandit Tactics ______________________________________________________________

Categories: Characters

Guide Wildpath

“All stories matter much to an enchanted forest, and the life therein spend their days and nights telling them.”

___________________________________
NPC
: [Guide Cahtris Wildpath]
Guide Cahtris Wildpath is a Half-elf Monk from the eastern Yuirwood forest.

___________________________________
Description:
This is how NPC appears to others

[ImageLink]

___________________________________
Roleplaying
:
The NPC speaks and behaves this way. How to best bring NPC to life when playing them.

___________________________________
Objective and Motivations:

This is what NPC wants and what motivates them to get it

___________________________________
Background:

This is where NPC comes from

___________________________________
Combat Tactics
:
This is how NPC prefers to engage in combat, if they do at all.
___________________________________
Items Inventory
:
The things in the pack and on the back

___________________________________
References:
Links out to sources about character class, race, etc.

___________________________________
___________________________________

 

 

___________________________________
NPC Basics:

Race and Size  
Alignment NG
AC |  HP 13 | 30
Speed | CR 25 | 3

 

___________________________________
Ability Scores:

Str 12 +1 Int 12 +1
Dex 12 +1 Wis 12 +1
Con 12 +1 Cha 12 +1

 

___________________________________
Skills, Senses, Languages:

Saving Throws: Saving Throws
Skill Proficiencies: Skill List
Immunities:  
Resistances:  
Vulnerabilities:  
Senses: Darkvision 60ft, pPerception
Languages: Languages

 

___________________________________
Actions
:

Weapon Attack Damage Type Extra
Unarmed +4 1d4 +2 Bludgeoning Melee
Sling +4 1d4 +2 Bludgeoning Ranged  30/120
Dagger +4 1d6 +2 Slashing Melee
Shortsword +4 1d6 +2 Slashing Melee
Short Bow +4 1d6 +2 Piercing Ranged 80/120
Weapons        

 

___________________________________
Feats
:

FeatThing.  When the thing happens… roll.

 

___________________________________
Magic
:

MagicThing.  When/How the magic thing happens. Include magical items.