Cast of Characters

Kalashtar Abjuration Wizard (4th level)

Armor Class: 15 (Mage Armor)
Hit Points:  13
Speed:  30 ft.

STR DEX CON INT WIS CHA
8 (-1) 14 (+2) 12 (+1) 18 (+4) 14 (+2) 10 (0)

Saving Throws: Int +6, Wis +4
Skills: Arcana +6, History +6, Insight +4, Investigation +6
Senses: Passive Perception 12
Languages: Common, Quori, Elvish, Undercommon, Celestial

Special Equipment:
Staff of Aglarel

Effects: Grants the attuned person Mage Armor. While attuned to the Staff of Aglarel you must eat and drink twice the normal amount each day.

Charges: The Staff of Aglarel has 2 charges. It regains 1d2 charges at dawn each day

Cantrip

Frostbite (Evocation Cantrip)

Spells

Shield (1 charge)
Snare (1 charge)

Elven Rogue (4th level)

Armor Class: 15 (Leather)
Hit Points:  24
Speed:  30 ft.

STRDEXCONINTWISCHA
8 (-1)18 (+4)12 (+1)16 (+3)14 (+2)8 (-1)

Saving Throws: Dex +6, Int +5
Skills: Acrobatics +6, Deception +1, Insight +6, Investigation +7, Perception +4, Sleight of Hand +6, Stealth +6
Senses: Passive Perception 14
Languages: Common, Elven, Dwarvish
Special Equipment: Dice Set +5, Pan Flute +1, Thieves Tools +5

Special Equipment:
Spectacular Spectacles (Awakened)

Effects

Eye for Riches: As an action the person attuned to the Spectacular Spectacles can determine how much wealth a person is carrying on them. The type of wealth detected includes precious metals and jewels but not magic items.

Eyes on the Prize: Due to your ability to see the minute workings of locks and traps you have advantage on rolls to pick locks and disarm traps.

Eye for Opportunity: The spectacles grant you the innate ability to see opportunities to weave effortlessly into the flow of battle. After initiative is rolled but before combat has begun you may choose to change your initiative such that you go immediately after one of your allies.

Ability (once per long rest)

Eyes on the Past: Once per long rest you can choose to see something from the past. You automatically succeed on a history check to know something that it is possible for you to know.

Eyes on the Future: Once per long rest you can choose to see a very short distance into the future before you decide to do something. You can see the result of a single die roll before committing to an action.

Scourge Aasimar Hexblade Warlock (4th level)

Armor Class: 14 (Chain Shirt)
Hit Points:  16
Speed:  30 ft.

STRDEXCONINTWISCHA
14 (+2)13(+1)13 (+1)10 (0)10 (0)16 (+3)

Saving Throws: Wis +2, Cha +5
Skills: Insight +2, Intimidation +5, Nature +2, Perception +2
Senses: Passive Perception 14
Languages: Common, Celestial, Halfling
Invocations: Agonizing Blast, Grasp of Hadar
Feats: War Caster

Special Equipment:
Amulet of Iogo

Effects: The person attuned to the Amulet of Iogo is granted resistance to fire. The person attuned to the Amulet of Iogo has an unnatural desire to consume strange things.

Cantrip

Prestidigitation (Transmutation cantrip)

Spells (once per day)

Comprehend Languages
Armor of Agathys

Half-Elven Lore Bard (4th level)

Armor Class: 14 (Leather)
Hit Points:  29
Speed:  30 ft.

STR DEX CON INT WIS CHA
6 (-2) 16 (+3) 12 (+1) 12 (+1) 8 (-1) 20 (+5)

Saving Throws: Dex +5, Cha +7
Skills: Acrobatics +5, Arcana +3, Decption +9, History +3, Insight +1, Intimidation +7, Investigation +3, Perception +1, Performance +9, Persuasion +9, Stealth +7
Senses: Passive Perception 11
Languages: Common, Halfling, Elvish, Celestial

Special Equipment:

Lute of Escayere

Effects: The person attuned to the Lute of Escayere is granted immunity to poison. All poison spells cast with the Lute as a focus can be modified to knock unconscious instead of kill. While attuned to the Lute of Escayere you cannot get drunk no matter how much you drink.

Cantrip

Poison Cloud (Evocation Cantrip)
Casting Time: 1 Action
Range: 5 feet
Duration: Instantaneous
Saving Throw: Constitution

Dice: d6

You create a cloud of poisonous gas in a 15 foot square centered on yourself. The area is heavily obscured until the beginning of your next turn. Each creature within the square must make a Constitution saving throw or take 1d6 poison damage. The spell’s damage increases as per cantrip dice.

Spells (once per day)

Protection from Evil and Good
Ray of Sickness

Dragonborn Paladin of Bahamut (4th level)

Armor Class: 16 (Chain Mail)
Hit Points:  30
Speed:  30 ft.

STRDEXCONINTWISCHA
18 (+4)8 (-1)2 (+1)10 (0)12 (+1)16 (+3)

Saving Throws: Wis +3, Cha +5
Skills: Athletics +6, Insight +3, Intimidation +5, Religion +2
Senses: Passive Perception 11
Languages: Common, Draconic
Special Equipment: Playing Card Set +3, Land Vehicles +5 

Special Equipment:
Rhyrica (Sentient Greatsword, Awakened)
Effects

Ever Bright: Upon request, Rhyrika emits light (bright 20′ and dim 20′ additional)

Ever Safe: The person attuned to Rhyrika stabilizes whenever they begin their turn with 0 hit points

Ever Sharp: The blade of Rhyrika is always clean and sharp. Reroll any ones on any damage dice from a strike with Rhyrika.

Ability (once per long rest)

Ever Vigilant: Once per long rest, as a reaction you may make a single attack against any creature that damaged one of your allies.

Call Out
Casting Time: 1 Bonus Action
Range: 30 feet
Duration: 1 minute
Saving Throw: Wisdom

Once per long rest, you attempt to compel a creature into a duel. One creature that you can see within range must make a Wisdom saving throw. On a failed save, the creature is drawn to you, compelled by your divine demand. For the duration, it has disadvantage on attack rolls against creatures other than you, and must make a Wisdom saving throw each time it attempts to move to a space that is more than 30 feet away from you; if it succeeds on this saving throw, this spell doesn’t restrict the target’s movement for that turn.

The spell ends after one minute, if you attack any other creature, if you cast a spell that targets a hostile creature other than the target, if a creature friendly to you damages the target or casts a harmful spell on it, or if you end your turn more than 30 feet away from the target.

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