𝟎𝟏𝟑 ‣ Wick (AU ★ DnD)

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Wick(?)

Satyr witch circle of shadows

faechild True Neutral rhwa-i (RPTI)

9

Level

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Gender

Agender (they/them)


Age

24 (Satyr years)


Birthdate

Planes' Shift


Orientation

Aroace


Status

Alive


Ethnicity

Iranian-coded


Belief

The Bleeding Heart


Court

Autumn Court


A satyr from the faewild with a penchant for the occult, Orice was born on an eve of trickery and spells when lightning struck a hundred-year-old witch elm. They seek a cure for a loved one's perpetual ailment.

♦ ♦ ♦

Origin

Autumn Court


Hometown

???


Currently

The Forests of Estique


Background

Ideals

- If I want it, I will do whatever I need to in order to get it.
- A favor for a favor, one-sided charity doesn’t pay well.

Bonds

Rickety Agness Knucklbones, Iorf, Autumn Court satyrs, Tully & his family, The Common Thread(?)

Flaws

- I will deceive and manipulate to get what I want.
- I lack empathy for those affected by my actions (to an extent).


you can no longer turn back

A local legend of sorts, referred to as a witch who lives within the depths of the forest, Wick encounters The Common Thread as they attempt to find answers about their missing leader. Seeing this as an ample opportunity, Wick deceives the party into forming a contract with them.

12

STR +1

+1
Athletics

16

DEX +3

+3
Acrobatics
+3
Sleight of Hand
+3
Stealth

12

CON +1

16

INT +3

+7
Arcana
+3
History
+3
Investigation
+7
Nature
+3
Religion

17

WIS +3

+3
Animal Handling
+7
Insight
+3
Medicine
+3
Perception
+3
Survival

5

CHA -3

+7
Deception
-3
Intimidation
-3
Performance
-3
Persuasion
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"Trick"

Arcane Focus; 1d6 piercing; 80/320

Shortbow

Wick's arcane focus, a shortbow crafted from the wood of the forests. They fire off spells by enchanting magical arrows with the respective spell's command verse. New arrows can be created via a ritual in which they reach into the shadows casted by their candles to pull and fashion new ammo from.

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"Treat"

1d6 / 1d8 bludgeoning

Quarterstaff + Flute

A quarterstaff that Wick often uses as a walking stick. By pressing the Luck Stone located on the skull's eye, it shortens into a flute, which Wick can use to cast certain spells (Vicious Mockery, Sleep 2nd Level, Charm Person 5th Level) with.

15

AC

+3

Initiative

35

Speed

13

Passive Perception

Cantrips


Mending


Transmutation cantrip
Casting Time: 1 minute
Range: Touch
Components: V, S, M
Duration: Instantaneous


This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage.

This spell can physically repair a magic item or construct, but the spell can’t restore magic to such an object.

"Object pushed unto its end / I reject this reality, and cast on thee Mend."
"O spirits, I ask you to Mend / That which was broken when pushed to bend."
"Item used to heal and defend / Go back to the way you once were: Mend."

True Strike


Divination cantrip
Casting Time: 1 action
Range: 30 feet
Components: S
Duration: Concentration, up to 1 round


You extend your hand and point a finger at a target in range. Your magic grants you a brief insight into the target’s defenses. On your next turn, you gain advantage on your first attack roll against the target, provided that this spell hasn’t ended.

"Spells and arrows and blades alike / All will damage you with the help of True Strike."
"Foul creature, my Strike shall be True / When next I aim my attack at you."
"True Strike ensures I see through your defenses / Though it's too late for you, I'll still offer repentance."

Minor Illusion


Illusion cantrip
Casting Time: 1 action
Range: 120 feet
Components: S, M
Duration: 1 minute


You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again.

If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else’s voice, a lion’s roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.

If you create an image of an object—such as a chair, muddy footprints, or a small chest—it must be no larger than a 5-foot cube. The image can’t create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it.

If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.

"A sound crafted from the heart of delusion / I create with this Minor Illusion."
"An object made visible without conclusion / In front of me, a Minor Illusion."
"Within that space, an intrusive intrusion / Within that space, a Minor Illusion."

Magic Stone


Transmutation Cantrip
Casting Time: Bonus action
Range: Touch
Components: V, S
Duration: 1 minute


You touch one to three pebbles and imbue them with magic. You or someone else can make a ranged spell attack with one of the pebbles by throwing it or hurling it with a sling. If thrown, it has a range of 60 feet. If someone else attacks with the pebble, that attacker adds your spellcasting ability modifier, not the attacker’s, to the attack roll. On a hit, the target takes bludgeoning damage equal to 1d6 + your spellcasting ability modifier. Hit or miss, the spell then ends on the stone.

If you cast this spell again, the spell ends early on any pebbles still affected by it.

"Spirits made of brim and bone / Imbue Magic within these Stones."
"If the next hit misses, it will be extremely tragic / I think to myself, as I bless these Stones with Magic."
"A spell passed to me from that old crone / Blessed are thee to be Magic Stones."

Shape Water


Transmutation cantrip
Casting Time: 1 action
Range: 30 feet
Components:S
Duration: Instantaneous or 1 hour


You choose an area of water that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:

  • You instantaneously move or otherwise change the flow of the water as you direct, up to 5 feet in any direction. This movement doesn’t have enough force to cause damage.
  • You cause the water to form into simple shapes and animate at your direction. This change lasts for 1 hour.
  • You change the water’s color or opacity. The water must be changed in the same way throughout. This change lasts for 1 hour.
  • You freeze the water, provided that there are no creatures in it. The water unfreezes in 1 hour.

If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

"The force which drowns children, sons, daughters / I beckon you to me: Shape Water."
"The force that erodes and gives land its scape / I now command with the Water I Shape."
"A grave made of Water no sailor can escape / Now bends to my call, mine free to Shape."

Vicious Mockery


Evocation
Casting Time: 1 action
Range: 60 feet
Components: V
Duration: Instantaneous


You unleash a string of insults laced with subtle enchantments at a creature you can see within range. If the target can hear you (though it need not understand you), it must succeed on a Wisdom saving throw or take 1d4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.

At Higher Levels. This spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

"A face which causes even the fae to gawk / Just existing as you are makes you easy to mock."
"You see, I'm supposed to be saying an insult when I cast this spell / But I'm too preoccupied with the awful way you smell."
"Somehow, you're even worse than that ugly old crone / For your very existence you should atone."
"If you died nice and easy, that would make my day / So say goodbye now: I'll let you pick a god and pray."

Lvl 3 3 slots


Counterspell


Abjuration
Casting Time: 1 reaction
Range: 60 feet
Components: S
Duration: Instantaneous


You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level. On a success, the creature’s spell fails and has no effect.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the interrupted spell has no effect if its level is less than or equal to the level of the spell slot you used.

"All that's left of your magic will be but a broken shell / When my arrow flies and emits a Counterspell"

Dispel Magic


Abjuration
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Instantaneous


Choose any creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level. On a successful check, the spell ends.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you automatically end the effects of a spell on the target if the spell’s level is equal to or less than the level of the spell slot you used.

"A spell so pathetic, it's almost tragic / Falls susceptible to Dispel Magic."
"Your magic, frail, easy to quell / Your magic, thoroughly and easily Dispelled."
"With this incantation, I doth repel / With this incantation, your Magic: Dispelled."

Fear


Illusion
Casting Time: 1 action
Range: Self (30-foot cone)
Components: V, S, M
Duration: Concentration, 1 minute


You project a phantasmal image of a creature’s worst fears. Each creature in a 30-foot cone must succeed on a Wisdom saving throw or drop whatever it is holding and become frightened for the duration.

While frightened by this spell, a creature must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn’t have line of sight to you, the creature can make a Wisdom saving throw. On a successful save, the spell ends for that creature.

"Wicked illusion seethes and sneers / Inflict upon thine heart a weary Fear."
"A mental wound grievous and severe / Cast upon your mind, the element of Fear."

Fly


Transmutation
Casting Time: 1 action
Range: Touch
Components: V, S, M
Duration: Concentration, 10 minutes


You touch a willing creature. The target gains a flying speed of 60 feet for the duration. When the spell ends, the target falls if it is still aloft, unless it can stop the fall.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.

"Winged beast soar through the sky / To be like them, one must learn to Fly."
"Like bats that soar, so quick and spry / I, too, wish for the freedom to Fly."
"The law of nature I dare not defy / Though with this decree, I allow you to Fly."

Hypnotic Pattern


Illusion
Casting Time: 1 action
Range: 120 feet
Components: S, M
Duration: Concentration, up to 1 minute


You create a twisting pattern of colors that weaves through the air inside a 30-foot cube within range. The pattern appears for a moment and vanishes. Each creature in the area who sees the pattern must make a Wisdom saving throw. On a failed save, the creature becomes charmed for the duration. While charmed by this spell, the creature is incapacitated and has a speed of 0.

The spell ends for an affected creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor.

"Charming spell make your stomach churn / Charming spell, a Hypnotic Pattern."
"Dizzying mind maze that twists and years / Unknown horror turned Hypnotic Pattern."

Magic Circle


Abjuration
Casting Time: 1 minute
Range: 10 feet
Components: V, S, M
Duration: 1 hour


You create a 10-foot-radius, 20-foot-tall cylinder of magical energy centered on a point on the ground that you can see within range. Glowing runes appear wherever the cylinder intersects with the floor or other surface.

Choose one or more of the following types of creatures: celestials, elementals, fey, fiends, or undead. The circle affects a creature of the chosen type in the following ways:

  • The creature can’t willingly enter the cylinder by nonmagical means. If the creature tries to use teleportation or interplanar travel to do so, it must first succeed on a Charisma saving throw.
  • The creature has disadvantage on attack rolls against targets within the cylinder.
  • Targets within the cylinder can’t be charmed, frightened, or possessed by the creature.

When you cast this spell, you can elect to cause its magic to operate in the reverse direction, preventing a creature of the specified type from leaving the cylinder and protecting targets outside it.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the duration increases by 1 hour for each slot level above 3rd.

"Creature of choosing, within this Magic Circle / I doth declare your power: nulled."
"A hushed silence, a life lulled / A silenched hush, a Magic Circle."

Major Image


Illusion
Casting Time: 1 action
Range: 120 feet
Components: V, S, M
Duration: Concentration, up to 10 minutes


You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 20-foot cube. The image appears at a spot that you can see within range and lasts for the duration. It seems completely real, including sounds, smells, and temperature appropriate to the thing depicted. You can’t create sufficient heat or cold to cause damage, a sound loud enough to deal thunder damage or deafen a creature, or a smell that might sicken a creature (like a troglodyte’s stench).

As long as you are within range of the illusion, you can use your action to cause the image to move to any other spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking. Similarly, you can cause the illusion to make different sounds at different times, even making it carry on a conversation, for example.

Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and its other sensory qualities become faint to the creature.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the spell lasts until dispelled, without requiring your concentration. In this form it is sometimes considered a different spell, known as Permanent Image.

Tongues


Divination
Casting Time: 1 action
Range: Touch
Components: V, M
Duration: 1 hour


This spell grants the creature you touch the ability to understand any spoken language it hears. Moreover, when the target speaks, any creature that knows at least one language and can hear the target understands what it says.

Vampiric Touch


Necromancy
Casting Time: 1 action
Range: Self
Components: V, S
Duration: Concentration, up to 1 minute


The touch of your shadow-wreathed hand can siphon force from others to heal your wounds. Make a melee spell attack against a creature within your reach. On a hit, the target takes 3d6 necrotic damage, and you regain hit points equal to half the amount of necrotic damage dealt. Until the spell ends, you can make the attack again on each of your turns as an action.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

Water Walk


Transmutation (Ritual)
Casting Time: 1 action
Range: 30 feet
Components: V, S, M
Duration: 1 hour


This spell grants the ability to move across any liquid surface – such as water, acid, mud, snow, quicksand, or lava – as if it were harmless solid ground (creatures crossing molten lava can still take damage from the heat). Up to ten willing creatures you can see within range gain this ability for the duration.

If you target a creature submerged in a liquid, the spell carries the target to the surface of the liquid at a rate of 60 feet per round.

Lvl 1 4 slots


Absorb Elements


Abjuration
Casting Time: 1 reaction, which you take when you take acid, cold, fire, lightning, or thunder damage.
Range: Self
Components: S
Duration: 1 round


The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st.

Spell Name


Evocation
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Instantaneous


Description

At Higher Levels.

Spell Name


Evocation
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Instantaneous


Description

At Higher Levels.

Spell Name


Evocation
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Instantaneous


Description

At Higher Levels.

Spell Name


Evocation
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Instantaneous


Description

At Higher Levels.

Spell Name


Evocation
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Instantaneous


Description

At Higher Levels.

Spell Name


Evocation
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Instantaneous


Description

At Higher Levels.

Spell Name


Evocation
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Instantaneous


Description

At Higher Levels.

Spell Name


Evocation
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Instantaneous


Description

At Higher Levels.

Spell Name


Evocation
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Instantaneous


Description

At Higher Levels.

Spell Name


Evocation
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Instantaneous


Description

At Higher Levels.

Spell Name


Evocation
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Instantaneous


Description

At Higher Levels.

Lvl 4 3 slots


Spell Name


Evocation
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Instantaneous


Description

At Higher Levels.

Spell Name


Evocation
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Instantaneous


Description

At Higher Levels.

Spell Name


Evocation
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Instantaneous


Description

At Higher Levels.

Spell Name


Evocation
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Instantaneous


Description

At Higher Levels.

Spell Name


Evocation
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Instantaneous


Description

At Higher Levels.

Spell Name


Evocation
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Instantaneous


Description

At Higher Levels.

Spell Name


Evocation
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Instantaneous


Description

At Higher Levels.

Spell Name


Evocation
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Instantaneous


Description

At Higher Levels.

Spell Name


Evocation
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Instantaneous


Description

At Higher Levels.

Lvl 2 3 slots


Spell Name


Evocation
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Instantaneous


Description

At Higher Levels.

Lvl 5 1 slot


Spell Name


Evocation
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Instantaneous


Description

At Higher Levels.

Spell Name


Evocation
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Instantaneous


Description

At Higher Levels.

Spell Name


Evocation
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Instantaneous


Description

At Higher Levels.

Spell Name


Evocation
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Instantaneous


Description

At Higher Levels.

Spell Name


Evocation
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Instantaneous


Description

At Higher Levels.

Spell Name


Evocation
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Instantaneous


Description

At Higher Levels.

Spell Name


Evocation
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Instantaneous


Description

At Higher Levels.

Spell Name


Evocation
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Instantaneous


Description

At Higher Levels.

Spell Name


Evocation
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Instantaneous


Description

At Higher Levels.

Spell Name


Evocation
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Instantaneous


Description

At Higher Levels.

Spell Name


Evocation
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Instantaneous


Description

At Higher Levels.

Feychild (Observer)


Fey Nature

You are a native of the Feywild. You have been immersed in the cruel and beautiful magics of Faerie your entire life, learning quickly that a clever trick can end with your death just as easily as it can end with your praise. Your ethereal nature bleeds into every aspect of your life, earning you descriptions such as eccentric, ethereal and flighty. You would just as soon hinder someone or help them, depending entirely on your mood at the time. While you may be whimsical in nature, you feel passionately about everything you do.

Feature: Faerie Bond

You share a bond with those of fey blood. You are able to speak to and reason with fey creatures, and avoid conflict with most fey beasts provided you or your party members have not caused damage to it. You can persuade fey creatures to answer your questions without entering into a deal provided they have high enough intelligence to do so, show you hidden paths, sources of food and water, and safe locations in forests and other areas where nature reigns.

Proficiency


Armor

Light armor.

Weapons

Simple weapons.

Tools

Herbalism kit.

Saving Throws

Dexterity, Wisdom.

Skills

Arcana, Deception, Insight, Nature.

Satyr


Darkvision

You have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were dim light. You can't discern color in darkness, only shades of grey.

Fey Ancestry

You have advantage on savings throws against being charmed and magic can't put you to sleep.

Headbutt

You can try to attack a creature with your head, which deals 1d4 damage. The type of damage depends on your type of horns (bludgeoning).

Flute

You can use your flute to cast spells. You can cast the Vicious Mockery cantrip at will. When you reach 3rd level, you can cast the Sleep spell as a 2nd-level spell once with this trait. When you reach 5th level, you can cast the Charm Person spell once with this trait. You must finish a long rest to cast these spells once again with this trait. Intelligence is your spellcasting ability for them.

Languages

You can speak, read, and write Common and Sylvan.

Witch (Circle of Shadows)


Quickening

At 1st level, you gain the ability to enter into an induced state known as the Witch's Quickening, letting you see what others cannot. You can enter this state by remaining still and concentrating. If you maintain the Quickening for at least 1 minute, you can see into the Ethereal Plane up to 60 feet and you gain advantage on Wisdom (Perception) and Intelligence (Investigation) checks. Any action ends the Quickening.

In addition, you may add your proficiency to Intelligence (Investigation) and Charisma (Persuasion) when dealing with spirits.

Binding Rites

At 2nd level you can bind spirits to your service by performing certain rites. Binding a spirit is a full action. The number of spirits you may have bound at any time is limited as per the Bonds column on the witch class table.

When you choose a spirit to bind from the list at the end of this class description, you "fill" one of your available slots with the spirit. The spell slot used is no longer available for casting spells, and it remains unavailable for as long as the spirit filling it remains bound to you. The psirit is said to be of a level equal to the spell slot filled to bind it. Thus, a Spirit of Passion occupying a 6th level spell slot is a Level 6 spirit. You cannot have more than one spirit with the same name bound at one time.

Depending on the type of spirit, you gain certain benefits while the spirit remains bound and an additional effect when you release the spirit, as detailed in the Binding Rites section. Releasing a spirit is a bonus action, although some spirits allow release as a reaction. Once a spirit has been released, it no longer provides its passive effect and the spell slot it occupied is considered expended.

Spirit Ward

One of the first abilities a witch learns is how to protect himself from spirits who may wish to harm him. At 3rd level, you gain the ability to create a spirit ward as an action. The ward has a radius of 30 feet, centered on your location, and is stationary for its duration. While inside the ward, friendly creatures (yourself included) cannot be charmed, frightened, or possessed by undead and have resistance to all damage from incoporeal undead sources (including the spiritual effects produced by other witches).

Additionally, if a friendly creature is reduced to 0 hit points inside the ward but not killed outright, the creature becomes stable. The ward lasts 1 minute per level, or until you create another ward.

Spiritual Spellcasting

At 7th level, you can call upon the spirits you have bound to help you cast your spells. You may dismiss a spirit or a number of spirits as a bonus action to recover a single expended spell slot of a level no higher than the combined level of the spirits you dismissed. You may only use this spell slot for casting spells, and the release effects of the spirits you dismissed are not activated.

The Shadows Have Eyes (Circle of Shadows)

You can use the spirits which dwell in the darkness to see. Beginning at 2nd level, you have darkvision 60 ft. as long as you have at least one spirit bound. If your origin grants you darkvision, it is extended by 60 ft. instead.

Blinding Shackles

At 6th level, whenever you release a spirit which lets you choose a target or affects a single target, that target is blinded for 1d6 rounds. This ability cannot affect creatures who do not use light to see.

Magic Initiate

Choose a class: bard, cleric, druid, sorcerer, warlock, or wizard. You learn two cantrips of your choice from that class's spell list. In addition, choose one 1st-level spell to learn from that same list. Using this feat, you can cast the spell once at its lowest level, and you must finish a long rest before you can cast it in this way again.

Your spellcasting ability for these spells depends on the class you chose: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid; or Intelligence for wizard.

Carried Gear


1

Common Clothing


1

Hempen Rope (50 ft.)


25

Candles

Candles used by Wick for various rituals.


1

Burglar's Pack

Contains: Backpack, 1000 ball bearings, 10 feet of string, bell, crowbar, hammer, 10 pitons, a hooded lantern, 2 flasks of oil, 5 days' rations, tinderbox, waterskin, 50 feet of hempen rope


Coins


0

copper pieces

4

silver pieces

9

gold pieces

0

platinum pieces

Magic Items


Memento Mori (Broom of Flying)

A trinket "taken" from Agness's abode. The body is crafted from a yew tree near the area. At first glance, Memento Mori looks like a lace parasol with vines and roses circling the shaft, until you stand astride it and speak its Command Word. It then hovers beneath you and can be ridden in the air. It has a flying speed of 50 feet. It can carry up to 400 pounds, but its flying speed becomes 30 feet while carrying over 200 pounds. The parasol stops hovering when you land.

You can send Memento Mori to travel alone to a destination within 1 mile of you if you speak the Command Word, name the location, and are familiar with that place. The parasol comes back to you when you speak another Command Word, provided that the parasol is still within 1 mile of you.

Trick (Shortbow)

An item which, for all intents and purposes, looks like a normal shortbow. It deals the average 1d6 piercing damage with a range of 80/320. However, when attuned as an arcane focus, Trick is able to cast spells so long as those spells are prepared. In addition, new arrows can be crafted by performing a ritual which lasts 10 minutes, and consumes 1 candle per arrow created.

If the bow is broken in any manner, all arrows will disappear in a puff of black smoke. You may create a new shortbow utilizing aurichalcum and wood fashioned from a forest of fae origin, so long as you respect the material components used to make it (i.e. no chopping down any trees to craft a new body out of).

Treat (Quarterstaff/Flute)

A flute crafted of wood procured from the faewild. It contains the skull of an animal of unknown origin at its head, embedded in which is a Luck Stone. When the Stone is pressed, the flute changes into a quarterstaff which deals 1d6 bludgeoning damage (one-handed) or 1d8 bludgeoning damage (two-handed).

When it is in its flute form, Treat is able to cast the Vicious Mockery cantrip, as well as the Sleep spell at 2nd-level, and the Charm Person spell at 5th-level. You must finish a long rest to cast these spells once again with this trait. Intelligence is your spellcasting ability for them.