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Dungeon & Dragons Crystal of Light Cithianus’ Murder Rev. 0.6 31-Dec-14
139
Crystal of light Episode 1
Cithianus Murder
Part 3
By
Paul Ellsworth
This document is copyright by Paul Ellsworth © 2014. All rights reserved. The
contents of this document may be used by individuals and small groups
for gaming purposes.
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Appendix C NPC Characters Sheets (generated using http://www.pathguy.com/ddnext.htm)
Aeneas and Agricola are doppelgangers pretending to be simple trades people.. They are spying for the Ashmadia. They will
try to avoid a fight. If they are killed they will be replaced in 1d4 weeks.
Aeneas as elf Agricola as merchant
Stats Block:
AC 14, HP 52, Spd 30
Str 11, Dex 18 (+4), Con 14 (+2), Int 11, Wis 12 (+1), Cha 14 (+2)
Skills: Deception +6, Insight +3
Immune to Charm
Darkvision 60’
Xp 700
Dopplegangers can use its action to polymorph into a small or medium humanoid it has observed or back into its
true form. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn’t transformed. It
reverts to its true form if it dies.
Ambusher. The doppleganger has advantage on attack rolls against any creature it has surprised.
Surprise attack. If the doppleganger surprises a creature and hits it with an attack during the first round of combat,
the target takes an extra 3d6 damage from the attack.
The doppleganger makes two melee attacks.
Melee weapon attack +6 to hit. Hit 1d6 + 4.
The doppleganger can read the surface thoughts of one creature within 60 feet.
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Ashmadia the Necromancer
Male Human Acolyte Wizard 20 Lawful Evil
Strength 18 (+4)
Dexterity 20 (+5)
Constitution 19 (+4)
Intelligence 20 (+5)
Wisdom 15 (+2)
Charisma 17 (+3)
Size: Medium
Height: 5' 10"
Weight: 195 lb
Skin: Tan
Eyes: Dark Brown
Hair: White Wavy; Average Beard
Maximum Hit Points: 162
Speed: 30 feet
Inspiration:
Armor Class: 15 = 10 + 5 [dexterity]
Proficiency bonus: +6
Initiative modifier: + 5 = + 5 [dexterity]
Attack (handheld / thrown): + 10 = + 6 [proficiency] + 4 [strength]
Attack (missile / finesse): + 11 = + 6 [proficiency] + 5 [dexterity]
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Strength save: + 4 = + 4 [strength]
Dexterity save: + 5 = + 5 [dexterity]
Constitution save: + 4 = + 4 [constitution]
Intelligence save: + 11 = + 6 [proficiency] + 5 [intelligence]
Wisdom save: + 8 = + 6 [proficiency] + 2 [wisdom]
Charisma save: + 3 = + 3 [charisma]
Insight (passive): 18 (23 with advantage)
Perception (passive): 12 (17 with advantage)
Carry: 270 lb maximum
For groups using the optional encumberance rules: If carrying more than 90 lb, encumbered -- -10 on speed
If carrying more than 180 lb, heavily encumbered -- -20 on speed, disadvantage on ability checks, attack rolls, and saves involving strength, constitution, and/or dexterity
Languages: Abyssal Common Elvish Dark_Elf_Silent
Unarmed strike [+10 to hit; 1+4 bludgeoning] Dagger [+11 to hit; 1d4+5 piercing, 1 lb, finesse, light, thrown (range 20/60)] Quarterstaff [+10 to hit; 1d6+4 bludgeoning, 4 lb, versatile (1d8)] Crossbow, light [+11 to hit; 1d8+5 piercing, 6 lb, ammunition (range 80/320), loading, two-handed] Raven familiar Str 2 (-4) Dex 14 (+2) Con 8 (-1) Int 2 (-4) Wis 12 (+1) Cha 6 (-2) AC 12; HP 1; Speed 10 fly 50; mimic simple sounds; familiars do not attack Feats:
Skill Name Key
Ability Skill
Modifier Ability Modifier
Trained? Misc.
Modifier
Acrobatics Dex 5 = +5
Animal Handling Wis 2 = +2
Arcana Int 11 = +5 + 6
Athletics Str 4 = +4
Deception Cha 3 = +3
History Int 5 = +5
Insight Wis 8 = +2 + 6
Intimidation Cha 3 = +3
Investigation Int 5 = +5
Medicine Wis 2 = +2
Nature Int 5 = +5
Perception Wis 2 = +2
Performance Cha 3 = +3
Persuasion Cha 3 = +3
Religion Int 11 = +5 + 6
Sleight of Hand Dex 5 = +5
Stealth Dex 5 = +5
Survival Wis 8 = +2 + 6
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Wizard spells:
First-level castings: 4/day
Second-level castings: 3/day
Third-level castings: 3/day
Fourth-level castings: 3/day
Fifth-level castings: 3/day
Sixth-level castings: 2/day
Seventh-level castings: 2/day
Eighth-level castings: 1/day
Ninth-level castings: 1/day
At wizard level 20, you know 5 wizard cantrips. Mark your Wizard Cantrip(s) here:
Acid Splash Blade Ward Chill Touch
Dancing Lights Fire Bolt Friends
Light Mage Hand Mending
Message Minor Illusion Poison Spray
Prestidigitation Ray of Frost Shocking Grasp
True Strike
Use the first box to mark the wizard spells in your spellbook. You have at least 44 wizard spells in your spellbook.
Use the second box to mark the wizard spells that you have prepared. You can prepare 25 wizard spells daily.
Mark your First Level Wizard spells here:
Alarm Burning Hands Charm Person
Chromatic Orb Color Spray Comprehend Languages
Detect Magic Disguise Self Expeditious Retreat
False Life [necromancy] Feather Fall Find Familiar
Fog Cloud Grease Identify
Illusory Script Jump Longstrider
Mage Armor Magic Missile Protection from Evil and Good
Ray of Sickness [necromancy] Shield
Silent Image Sleep Tashas Hideous Laughter
Tensers Floating Disk Thunderwave Unseen Servant
Witch Bolt Mark your Second Level Wizard spells here:
Alter Self Arcane Lock Blindness/Deafness [necromancy]
Blur Cloud of Daggers Continual Flame
Crown of Madness Darkness Darkvision
Detect Thoughts Enlarge / Reduce Flaming Sphere
Gentle Repose [necromancy] Gust of Wind
Hold Person Invisibility Knock
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Levitate Locate Object Magic Mouth
Magic Weapon Melf Acid Arrow Mirror Image
Misty Step Nystuls Magic Aura Phantasmal Force
Ray of Enfeeblement [necromancy] Rope Trick
Scorching Ray See Invisibility Shatter
Spider Climb Suggestion Web
Mark your Third Level Wizard spells here:
Animate Dead Bestow Curse [necromancy]
Blink Clairvoyance Counterspell
Dispel Magic Fear Feign Death [necromancy]
Fireball Fly Gaseous Form
Glyph of Warding Haste Hypnotic Pattern
Leomunds Tiny Hut Lightning Bolt Magic Circle
Major Image Nondetection Phantom Steed
Protection from Energy Remove Curse Sending
Sleet Storm Slow Stinking Cloud
Tongues Vampiric Touch [necromancy]
Water Breathing
Mark your Fourth Level Wizard spells here:
Arcane Eye Banishment Blight [necromancy]
Confusion Conjure Minor Elementals Control Water
Dimension Door Evards Black Tentacles Fabricate
Fire Shield Greater Invisibility Hallucinatory Terrain
Ice Storm Leomunds Secret Chest Locate Creature
Mordenkainens Faithful Hound Mordenkainens Private Sanctum
Otilukes Resilient Sphere Phantasmal Killer Polymorph
Stone Shape Stoneskin Wall of Fire
Mark your Fifth Level Wizard spells here:
Animate Objects Bigbys Hand Cloudkill
Cone of Cold Conjure Elemental Contact Other Plane
Creation Dominate Person Dream
Geas Hold Monster Legend Lore
Mislead Modify Memory Passwall
Planar Binding Rarys Telepathic Bond Scrying
Seeming Telekinesis Teleportation Circle
Wall of Force Wall of Stone
Mark your Sixth Level Wizard spells here:
Arcane Gate Chain Lighting Circle of Death [necromancy]
Contingency Create Undead [necromancy]
Disintegrate Drawmijs Instant Summons
Eyebite [necromancy] Flesh to Stone Globe of Invulnerability
Gurads and Wards Magic Jar [necromancy] Mass Suggsetion
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Move Earth Otilukes Freezing Sphere Ottos Irresisbible Dance
Programmed Illusion Sunbeam True Seeing
Wall of Ice
Mark your Seventh Level Wizard spells here:
Delayed Blast Fireball Etherealness Finger of Death [necromancy]
Forcecage Mirage Arcane Mordenkainens Magnificent Mansion
Mordenkainens Sword Plane Shift Prismatic Spray
Project Image Reverse Gravity Sequester
Simulacrum Symbol Teleport
Mark your Eighth Level Wizard spells here:
Antimagic Field Antipathy / Sympathy Clone [necromancy]
Control Weather Demiplane Dominate Monster
Feeblemind Incendiary Cloud Maze
Mind Blank Power Word Stun Sunburst
Telepathy
Mark your Ninth Level Wizard spells here:
Astral Projection [necromancy] Foresight
Gate Imprisonment Meteor Swarm
Power Word Kill Prismatic Wall Shapechange
Time Stop True Polymorph Weird
Wish
Check any artisan tools with which you are proficient:
Alchemist’s supplies Calligrapher’s supplies
Check any other tools with which you are proficient:
Healer’s kit Ride a mount
Human
Humans get +1 on each of the six ability scores (already included). If honor and/or sanity are ability scores, these are also increased by one.
Humans learn one extra language.
Acolyte
You can perform the ceremonies of your faith.
You can expect hospitality from the faithful.
Proficient in insight and religion.
Two languages of your choice (already included).
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Wizard
The DC to resist your spells is 8 + proficiency bonus + your intelligence modifier.
Ritual casting.
Arcane Recovery: Once per day, recover expended spell slots (level 6 or under) up to half your wizard level.
Level 18: Spell mastery. Choose a 1st level and 2nd level wizard spell. Cast these at the lowest level at will.
Level 20: Signature spells. You have two 3rd level wizard spells that you can cast as through a 3rd level slot, each one once between each short rest, without expending the slot.
Necromancy wizard (school)
Level 2: Necromancy savant -- the time and cost to put a necromancy spell into your spellbook is halved
Level 2: Grim Harvest -- kill something with a spell of 1st level or higher, gain hp equal to twice the spell level, or three times if it is necromancy school.
Level 6: Learn Animate Dead spell and can have extra undead servants
Level 10: Inured to Undeath -- resistance to necrotic damage, cannot have maximum hp reduced
Level 14: Command Undead
First Ability Score Improvement: +1 intelligence; +1 wisdom; Second Ability Score Improvement: +1 dexterity; +1 charisma; Third Ability Score Improvement: +1 charisma; +1 constitution; Fourth Ability Score Improvement: +1 strength; +1 charisma; Fifth Ability Score Improvement: +1 wisdom; +1 constitution;
Class HP rolled
Level 1: Wizard 6
Level 2: Wizard 4
Level 3: Wizard 4
Level 4: Wizard 4
Level 5: Wizard 4
Level 6: Wizard 4
Level 7: Wizard 4
Level 8: Wizard 4
Level 9: Wizard 4
Level 10: Wizard 4
Level 11: Wizard 4
Level 12: Wizard 4
Level 13: Wizard 4
Level 14: Wizard 4
Level 15: Wizard 4
Level 16: Wizard 4
Level 17: Wizard 4
Level 18: Wizard 4
Level 19: Wizard 4
Level 20: Wizard 4
Ashmadia's Equipment:
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11 lb
2 lb 2 lb
5 lb 7 lb
1 lb
2 lb 1 lb 1 lb 2 lb 1 lb
20 lb 10 lb 1 lb 1 lb 5 lb
1 lb 3 lb
Weapons / Armor / Shield (from above) Alchemist fire x2 Crossbow bolts (quiver of 20) x1 Backpack Bedroll Candle Case (for map or scroll) Chalk Flint and steel Horse Ink pen Ink vial Lantern (bullseye) Mess kit Mirror Oil flasks x2 Potions of healing x2 Rations (1 day) x10 Rope (50', hempen) x1 Tinderbox Vial (for ink or potions) x1 Waterskins x1 Healer kit Spellbook x1
_____ 76 lb
Total
Ashmadia's Personality Traits: Ashmadia's Ideal(s): Ashmadia's Bond(s): Ashmadia's Flaw(s): More about Ashmadia:
Leader of a faction opposed to the Dark Lords and is trying to get control of Mortuus Conlegium from the Dark Lords. He has summoned a Xapham from the Abyss and plans to summon more. At the present time he is located in the City of Sravana.
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Balaena the Quick
Female Elf Guild Thief Rogue 7 Neutral Evil
Strength 14 (+2)
Dexterity 20 (+5)
Constitution 17 (+3)
Intelligence 13 (+1)
Wisdom 12 (+1)
Charisma 12 (+1)
Size: Medium
Height: 5' 5"
Weight: 120 lb
Skin: Black
Eyes: Red
Hair: Gold Straight
Maximum Hit Points: 59
Speed: 30 feet
Inspiration:
Armor Class: 16 = 10 + 1 [leather] + 5 [dexterity]
Proficiency bonus: +3
Initiative modifier: + 5 = + 5 [dexterity]
Attack (handheld / thrown): + 5 = + 3 [proficiency] + 2 [strength]
Attack (missile / finesse): + 8 = + 3 [proficiency] + 5 [dexterity]
Strength save: + 2 = + 2 [strength]
Dexterity save: + 8 = + 3 [proficiency] + 5 [dexterity]
Constitution save: + 3 = + 3 [constitution]
Intelligence save: + 4 = + 3 [proficiency] + 1 [intelligence]
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Wisdom save: + 1 = + 1 [wisdom]
Charisma save: + 1 = + 1 [charisma]
Insight (passive): 14 (19 with advantage)
Perception (passive): 14 (19 with advantage)
Carry: 210 lb maximum
For groups using the optional encumberance rules: If carrying more than 70 lb, encumbered -- -10 on speed
If carrying more than 140 lb, heavily encumbered -- -20 on speed, disadvantage on ability checks, attack rolls, and saves involving strength, constitution, and/or dexterity
Languages: Common Elvish Undercommon
Unarmed strike [+5 to hit; 1+2 bludgeoning] 2 Daggers [+8 to hit; 1d4+5 piercing, 1 lb, finesse, light, thrown (range 20/60)] Crossbow, light [+8 to hit; 1d8+5 piercing, 6 lb, ammunition (range 80/320), loading, two-handed] Longsword [+5 to hit; 1d8+2 slashing, 4 lb, versatile (1d10 slashing)] Leather armor [light; + 1 AC; 10 lb.] Feats:
Skill Name Key
Ability Skill
Modifier Ability Modifier
Trained? Misc.
Modifier
Acrobatics Dex 11 = +5 + 3 + 3 [expertise]
Animal Handling Wis 1 = +1
Arcana Int 1 = +1
Athletics Str 2 = +2
Deception Cha 4 = +1 + 3
History Int 1 = +1
Insight Wis 4 = +1 + 3
Intimidation Cha 1 = +1
Investigation Int 1 = +1
Medicine Wis 1 = +1
Nature Int 1 = +1
Perception Wis 4 = +1 + 3
Performance Cha 1 = +1
Persuasion Cha 1 = +1
Religion Int 1 = +1
Sleight of Hand Dex 11 = +5 + 3 + 3 [expertise]
Stealth Dex 11 = +5 + 3 + 3 [expertise]
Survival Wis 7 = +1 + 3 + 3 [expertise]
Check any artisan tools with which Balaena is proficient:
Alchemist's supplies
Boyer / fletcher tools
Brewer's supplies
Leatherworker's tools
Mason's tools
Painter's supplies
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Calligrapher's supplies
Carpenter's tools
Cartographer's tools
Cobbler's tools
Cook's utensils
Glassblower's tools
Goldsmith / silversmith's tools
Jeweler's tools
Potter's tools
Smith's tools
Tinker's tools
Weaver's tools
Woodcarver's tools
Check any games with which Balaena is proficient:
Dragon Chess
Three Dragon Ante
Board Game:
Card Game:
Dice game:
Check any other tools with which Balaena is proficient:
Climber's kit
Disguise kit
Drive a truck
Fly a plane
Forgery kit
Healer's kit
Herbalism kit
Navigator tools
Ride a mount
Sail a ship
Poisoner kit
Thieves' tools
Elf
Elves receive +2 dexterity (already included).
Darkvision (see 60 feet black-and-white in pitch-dark)
Advantage on saving throws against being charmed; immune to magical sleep
All elves have a bonus proficiency in perception
Trance: Instead of sleeping, spend four hours in a sleep-like state but remain fully aware of surroundings.
Drow / Dark Elf (subrace)
Dark Elves receive +1 charisma (already included).
Darkvision -- see in black and white to 120 feet even in darkness.
Advantage on perception (wisdom) checks, except in sunlight
Disadvantage on attack rolls and sight-perception (wisdom) checks in sunlight.
Advantage on saving throws against being charmed; immune to magical sleep.
Dancing lights, faerie fire 1/day (level 3), darkness 1/day (level 5), charisma is magic ability.
Instead of sleeping, spend four hours in a sleep-like state but remain fully aware of surroundings.
Drow sign language as a free language for you.
Guild Thief
You belong to a criminal syndicate and have the privileges that go with it.
You speak thieves' cant.
Consider bringing thieves' tools, lampblack, a mirror, and so forth.
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You are proficient with thieves' tools, disguise kit and poisoner's kit.
Rogue
Proficient in using thief tools.
Level 1: Expertise with four skills / tools gives double proficiency bonus on checks: Acrobatics; Stealth; Sleight of hand; Survival; .
Level 1: Thieves cant
Level 1: Sneak attack deals extra 1d6
Level 2: Cunning action -- take a second action to dash, disengage, hide or hustle
Level 3: Sneak attack deals extra 2d6
Level 5: Sneak attack deals extra 3d6
Level 5: Evasion -- you can use your reaction to take only half damage from an enemy you can see
Level 5: Uncanny dodge -- no damage if a dexterity save is made, half damage if failed
Level 7: Sneak attack deals extra 4d6
Level 9: Sneak attack deals extra 5d6
Level 11: Reliable talent -- when using abilities with proficiencies, all d20 rolls are 10 or better
Level 11: Sneak attack deals extra 6d6
Level 13: Sneak attack deals extra 7d6
Level 14: Blindsense -- sense invisible if you can hear
Level 15: Slippery mind -- gain proficiency in wisdom saving throws
Level 15: Sneak attack deals extra 8d6
Level 17: Sneak attack deals extra 9d6
Level 18: Elusive -- if you can move, creatures cannot benefit from advantage in attacks against you
Level 19: Sneak attack deals extra 10d6
Level 20: Stroke of Luck -- once between short rests, turn a miss into a hit, or automatic success on a failed ability check
Thief (rogue archetype)
Level 3: Burglary / Second Story Work -- climb at full speed, add your dexterity modifier to distances jumped.
Level 3: Fast hands -- can use cunning action to make seight of hands checks, use thief tools on a trap, open a lock or use something in the environment.
Level 9: Supreme sneak -- advantage to hide.
Level 13: Use magic device
Level 17: Thief reflexes. Take an extra turn at initiative - 10 on the first round of any battle.
First Ability Score Improvement: +1 charisma; +1 constitution;
Class HP rolled
Level 1: Rogue 8
Level 2: Rogue 5
Level 3: Rogue 5
Level 4: Rogue 5
Level 5: Rogue 5
Level 6: Rogue 5
Level 7: Rogue 5
Balaena's Equipment:
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22 lb
2 lb
5 lb 7 lb 5 lb 4 lb
4 lb
20 lb 1 lb 1 lb
20 lb 10 lb 8 lb 1 lb
10 lb 1 lb
3 lb 2 lb 1 lb
Weapons / Armor / Shield (from above) Crossbow bolts (quiver of 20) x1 Backpack Bedroll Crowbar Fishing gear Flint and steel Grappling hook Iron spikes (10) x4 Mess kit Mirror Rations (1 day) x10 Rope (50', hempen) x1 Shovel / Spade Tinderbox Waterskins x2 Whetstone Disguise kit (proficient) Poisoner kit (proficient) Thieves' tools (proficient)
_____ 127 lb
Total
Balaena's Personality Traits:
Balaena's Ideal(s):
Balaena's Bond(s):
Balaena's Flaw(s):
More about Balaena: Part of the Dark Elf contingent sent to Centuria City under Talabrina.
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Brorn the Assassin
Male Elf Thug Rogue 9 Lawful Evil
Strength 16 (+3)
Dexterity 20 (+5)
Constitution 19 (+4)
Intelligence 12 (+1)
Wisdom 10 (+0)
Charisma 14 (+2)
Size: Medium
Height: 5' 5"
Weight: 130 lb
Skin: Black
Eyes: Red
Hair: White Straight; Beardless
Maximum Hit Points: 84
Speed: 30 feet
Inspiration:
Armor Class: 16 = 10 + 1 [leather] + 5 [dexterity]
Proficiency bonus: +4
Initiative modifier: + 5 = + 5 [dexterity]
Attack (handheld / thrown): + 7 = + 4 [proficiency] + 3 [strength]
Attack (missile / finesse): + 9 = + 4 [proficiency] + 5 [dexterity]
Strength save: + 3 = + 3 [strength]
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Dexterity save: + 9 = + 4 [proficiency] + 5 [dexterity]
Constitution save: + 4 = + 4 [constitution]
Intelligence save: + 5 = + 4 [proficiency] + 1 [intelligence]
Wisdom save: + 0
Charisma save: + 2 = + 2 [charisma]
Insight (passive): 10 (15 with advantage)
Perception (passive): 14 (19 with advantage)
Carry: 240 lb maximum
For groups using the optional encumberance rules: If carrying more than 80 lb, encumbered -- -10 on speed
If carrying more than 160 lb, heavily encumbered -- -20 on speed, disadvantage on ability checks, attack rolls, and saves involving strength, constitution, and/or dexterity
Languages: Common Elvish Dark_Elf_Silent Undercommon
Unarmed strike [+7 to hit; 1+3 bludgeoning] 2 Daggers [+9 to hit; 1d4+5 piercing, 1 lb, finesse, light, thrown (range 20/60)] Sling [+9 to hit; 1d6+5 bludgeoning, 1 lb, ammunition (range 30/120)] Longsword [+7 to hit; 1d8+3 slashing, 4 lb, versatile (1d10 slashing)] Leather armor [light; + 1 AC; 10 lb.] Feats:
Skill Name Key
Ability Skill
Modifier Ability Modifier
Trained? Misc.
Modifier
Acrobatics Dex 13 = +5 + 4 + 4 [expertise]
Animal Handling Wis 0 = +0
Arcana Int 1 = +1
Athletics Str 11 = +3 + 4 + 4 [expertise]
Deception Cha 6 = +2 + 4
History Int 1 = +1
Insight Wis 0 = +0
Intimidation Cha 10 = +2 + 4 + 4 [expertise]
Investigation Int 1 = +1
Medicine Wis 0 = +0
Nature Int 1 = +1
Perception Wis 4 = +0 + 4
Performance Cha 2 = +2
Persuasion Cha 2 = +2
Religion Int 1 = +1
Sleight of Hand Dex 9 = +5 + 4
Stealth Dex 13 = +5 + 4 + 4 [expertise]
Survival Wis 0 = +0
Check any artisan tools with which Brorn is proficient:
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Alchemist's supplies
Boyer / fletcher tools
Brewer's supplies
Calligrapher's supplies
Carpenter's tools
Cartographer's tools
Cobbler's tools
Cook's utensils
Glassblower's tools
Goldsmith / silversmith's tools
Jeweler's tools
Leatherworker's tools
Mason's tools
Painter's supplies
Potter's tools
Smith's tools
Tinker's tools
Weaver's tools
Woodcarver's tools
Check any other tools with which Brorn is proficient:
Climber's kit
Disguise kit
Drive a truck
Fly a plane
Forgery kit
Healer's kit
Herbalism kit
Navigator tools
Ride a mount
Sail a ship
Poisoner kit
Thieves' tools
Elf
Elves receive +2 dexterity (already included).
Darkvision (see 60 feet black-and-white in pitch-dark)
Advantage on saving throws against being charmed; immune to magical sleep
All elves have a bonus proficiency in perception
Trance: Instead of sleeping, spend four hours in a sleep-like state but remain fully aware of surroundings.
Drow / Dark Elf (subrace)
Dark Elves receive +1 charisma (already included).
Darkvision -- see in black and white to 120 feet even in darkness.
Advantage on perception (wisdom) checks, except in sunlight
Disadvantage on attack rolls and sight-perception (wisdom) checks in sunlight.
Advantage on saving throws against being charmed; immune to magical sleep.
Dancing lights, faerie fire 1/day (level 3), darkness 1/day (level 5), charisma is magic ability.
Instead of sleeping, spend four hours in a sleep-like state but remain fully aware of surroundings.
Drow sign language as a free language for you.
Thug
This is a background from playtesting that I thought people might want to continue to use.
You have a bad reputation and people will let you get away with minor criminal offenses.
One extra language of your choice (already included).
You are proficient with gaming sets / playing cards. You can ride a horse.
Rogue
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Proficient in using thief tools.
Level 1: Expertise with four skills / tools gives double proficiency bonus on checks: Acrobatics; Athletics; Intimidation; Stealth; .
Level 1: Thieves cant
Level 1: Sneak attack deals extra 1d6
Level 2: Cunning action -- take a second action to dash, disengage, hide or hustle
Level 3: Sneak attack deals extra 2d6
Level 5: Sneak attack deals extra 3d6
Level 5: Evasion -- you can use your reaction to take only half damage from an enemy you can see
Level 5: Uncanny dodge -- no damage if a dexterity save is made, half damage if failed
Level 7: Sneak attack deals extra 4d6
Level 9: Sneak attack deals extra 5d6
Level 11: Reliable talent -- when using abilities with proficiencies, all d20 rolls are 10 or better
Level 11: Sneak attack deals extra 6d6
Level 13: Sneak attack deals extra 7d6
Level 14: Blindsense -- sense invisible if you can hear
Level 15: Slippery mind -- gain proficiency in wisdom saving throws
Level 15: Sneak attack deals extra 8d6
Level 17: Sneak attack deals extra 9d6
Level 18: Elusive -- if you can move, creatures cannot benefit from advantage in attacks against you
Level 19: Sneak attack deals extra 10d6
Level 20: Stroke of Luck -- once between short rests, turn a miss into a hit, or automatic success on a failed ability check
Assassin (rogue archetype)
Begin with bonus proficiencies -- disguise and poisoner kit.
Level 3: Assassinate -- you have advantage against any creature that has not yet taken a turn in combat. Hits on surprised creatures are criticals.
Level 9: Infiltration expertise -- fake identity.
Level 13: Impostor.
Level 17: Death strike. A surprised creature that you hit must save vs constitution d10 or take double damage
First Ability Score Improvement: +1 strength; +1 constitution; Second Ability Score Improvement: +1 constitution; +1 strength;
Class HP rolled
Level 1: Rogue 8
Level 2: Rogue 5
Level 3: Rogue 5
Level 4: Rogue 5
Level 5: Rogue 5
Level 6: Rogue 5
Level 7: Rogue 5
Level 8: Rogue 5
Level 9: Rogue 5
Brorn's Equipment:
17 lb Weapons / Armor / Shield (from above)
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2 lb 2 lb 5 lb
5 lb 7 lb
4 lb
1 lb 4 lb 1 lb 1 lb 1 lb
20 lb 10 lb 5 lb 8 lb
1 lb 5 lb 1 lb
3 lb 2 lb 1 lb
Acid vials x2 Crossbow bolts (quiver of 20) x1 Sling bullets (group of 10) x1 Backpack Bedroll Candle Fishing gear Flint and steel Gaming set (proficient) Grappling hook Mess kit Mirror Potions of healing x2 Rations (1 day) x10 Rope (50', hempen) x1 Rope (50', silk) x1 Shovel / Spade Signal whistle Tinderbox Waterskins x1 Whetstone Disguise kit (proficient) Poisoner kit (proficient) Thieves' tools (proficient)
_____ 106 lb
Total
Brorn's Personality Traits:
Brorn's Ideal(s):
Brorn's Bond(s):
Brorn's Flaw(s):
More about Brorn:
Member of the dark elf contingent sent to Centuria City under Talabrina.
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Chadzina the Battle Master
Female Elf Soldier Fighter 7 Lawful Evil
Strength 17 (+3)
Dexterity 17 (+3)
Constitution 19 (+4)
Intelligence 13 (+1)
Wisdom 11 (+0)
Charisma 15 (+2)
Size: Medium
Height: 5' 4"
Weight: 115 lb
Skin: Black
Eyes: Red
Hair: Black Straight
Maximum Hit Points: 74
Speed: 30 feet
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Inspiration:
Armor Class: 16 = 10 + 3 [mithral shirt] + 3 [dexterity]
Proficiency bonus: +3
Initiative modifier: + 3 = + 3 [dexterity]
Attack (handheld / thrown): + 6 = + 3 [proficiency] + 3 [strength]
Attack (missile / finesse): + 6 = + 3 [proficiency] + 3 [dexterity]
Strength save: + 6 = + 3 [proficiency] + 3 [strength]
Dexterity save: + 3 = + 3 [dexterity]
Constitution save: + 7 = + 3 [proficiency] + 4 [constitution]
Intelligence save: + 1 = + 1 [intelligence]
Wisdom save: + 0
Charisma save: + 2 = + 2 [charisma]
Insight (passive): 10 (15 with advantage)
Perception (passive): 13 (18 with advantage)
Carry: 255 lb maximum
For groups using the optional encumberance rules: If carrying more than 85 lb, encumbered -- -10 on speed
If carrying more than 170 lb, heavily encumbered -- -20 on speed, disadvantage on ability checks, attack rolls, and saves involving strength, constitution, and/or dexterity
Languages: Common Elvish Undercommon
Unarmed strike [+6 to hit; 1+3 bludgeoning] Dagger [+6 to hit (+8 if thrown, archery style bonus); 1d4+3 piercing, 1 lb, finesse, light, thrown (range 20/60)] Scimitar [+6 to hit; 1d6+3 slashing, 3 lb, finesse, light] Longbow, heavy [+8 to hit (archery style bonus); 1d8+3 piercing, 2 lb, ammunition (range 150/600), heavy, two-handed] Mithral shirt [light; + 3 AC; 10 lb.] Feats:
Skill Name Key
Ability Skill
Modifier Ability Modifier
Trained? Misc.
Modifier
Acrobatics Dex 3 = +3
Animal Handling Wis 0 = +0
Arcana Int 1 = +1
Athletics Str 6 = +3 + 3
Deception Cha 2 = +2
History Int 1 = +1
Insight Wis 0 = +0
Intimidation Cha 5 = +2 + 3
Investigation Int 1 = +1
Medicine Wis 0 = +0
Nature Int 1 = +1
Perception Wis 3 = +0 + 3
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Performance Cha 2 = +2
Persuasion Cha 2 = +2
Religion Int 1 = +1
Sleight of Hand Dex 3 = +3
Stealth Dex 6 = +3 + 3
Survival Wis 3 = +0 + 3
At fighter level 7, as a battle master, Chadzina knows 4 maneuvers. Check her chosen maneuvers here.
Commander Strike Disarming Attack Distracting Strike
Evasive Footwork Feinting Attack Goading Attack
Lunging Attack Maneuvering Attack Menacing Attack
Parry Precision Attack Pushing Attack
Rally Riposte Sweeping Attack
Trip Attack
Chadzina is proficient with at least 1 artisan tool set(s). Check any artisan tools with which Chadzina is proficient:
Alchemist's supplies
Boyer / fletcher tools
Brewer's supplies
Calligrapher's supplies
Carpenter's tools
Cartographer's tools
Cobbler's tools
Cook's utensils
Glassblower's tools
Goldsmith / silversmith's tools
Jeweler's tools
Leatherworker's tools
Mason's tools
Painter's supplies
Potter's tools
Smith's tools
Tinker's tools
Weaver's tools
Woodcarver's tools
Check any other tools with which Chadzina is proficient:
Climber's kit
Disguise kit
Drive a truck
Fly a plane
Forgery kit
Healer's kit
Herbalism kit
Navigator tools
Ride a mount
Sail a ship
Poisoner kit
Thieves' tools
Elf
Elves receive +2 dexterity (already included).
Darkvision (see 60 feet black-and-white in pitch-dark)
Advantage on saving throws against being charmed; immune to magical sleep
All elves have a bonus proficiency in perception
Trance: Instead of sleeping, spend four hours in a sleep-like state but remain fully aware of surroundings.
Drow / Dark Elf (subrace)
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Dark Elves receive +1 charisma (already included).
Darkvision -- see in black and white to 120 feet even in darkness.
Advantage on perception (wisdom) checks, except in sunlight
Disadvantage on attack rolls and sight-perception (wisdom) checks in sunlight.
Advantage on saving throws against being charmed; immune to magical sleep.
Dancing lights, faerie fire 1/day (level 3), darkness 1/day (level 5), charisma is magic ability.
Instead of sleeping, spend four hours in a sleep-like state but remain fully aware of surroundings.
Drow sign language as a free language for you.
Soldier
Other military folks will defer to your rank.
Consider bringing a gaming set / playing cards.
You know how to ride a horse.
You are proficient with a gaming set / playing cards, mounts and land vehicles.
Fighter
Most fighters are proficient in riding a mount.
This fighter selected the archery style, giving +2 to attack rolls with ranged weapons (thrown, missiles). Remember to add this if required.
Second Wind: As an action, regain hit points equal to 1d10 + your fighter level. Once per period between short rests.
Level 2: Action surge -- use it to take an extra action on a turn. Must take a short rest before using again.
Level 5: Extra attack on any round that includes an attack.
Level 9: Indomitable -- once between long rests, can reroll a failed saving throw.
Level 11: Two extra attacks per round.
Level 13: Indomitable -- twice between long rests, can reroll a failed saving throw.
Level 9: Indomitable -- once between long rests, can reroll a failed saving throw.
Level 17: Two action surges between rests, but not on the same turn.
Level 17: Indomitable -- three times between long rests, can reroll a failed saving throw.
Level 20: Three extra attacks per round.
Battle Master Fighter (martial archetype)
Level 3: Combat superiority -- four d8 dice, three maneuvers.
Level 3: Student of war -- proficiency with artisan tools of your choice.
Level 7: Combat superiority -- five dice; two more maneuvers
Level 7: Know your enemy -- referee will give you information about opponent abilities
Level 10: Combat superiority -- dice are d10s, two more maneuvers
Level 15: Combat superiority -- six dice, two more maneuvers; if have no more superiority dice, regain one when you roll initiative.
Level 18: Combat superiority -- dice are d12s.
Level 19: Relentless -- if you start a turn with no superiority dice, regain two at the end.
First Ability Score Improvement: +1 strength; +1 constitution; Second Ability Score Improvement: +1 charisma; +1 wisdom;
Class HP rolled
Level 1: Fighter 10
Level 2: Fighter 6
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Level 3: Fighter 6
Level 4: Fighter 6
Level 5: Fighter 6
Level 6: Fighter 6
Level 7: Fighter 6
Chadzina's Equipment:
16 lb
1 lb 1 lb
5 lb 7 lb 3 lb 4 lb
1 lb 2 lb 1 lb 1 lb 1 lb
20 lb 10 lb
1 lb 5 lb 1 lb
5 lb 2 lb
Weapons / Armor / Shield (from above) Alchemist fire x1 Arrows (quiver of 20) x1 Backpack Bedroll Clothing change x1 Fishing gear Flint and steel Gaming set (proficient) Manacles x1 Mess kit Mirror Potions of healing x2 Rations (1 day) x10 Rope (50', hempen) x1 Sewing needle Soap Tinderbox Waterskins x1 Whetstone Bowyer supplies Poisoner kit
_____ 87 lb
Total
Chadzina's Personality Traits:
Chadzina's Ideal(s):
Chadzina's Bond(s):
Chadzina's Flaw(s):
More about Chadzina:
She is a member of the dark elf contingent sent to Centuria City under Talabrina.
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Drisinil the Crafty
Female Elf Acolyte Wizard 8 Lawful Evil
Strength 12 (+1)
Dexterity 18 (+4)
Constitution 16 (+3)
Intelligence 20 (+5)
Wisdom 11 (+0)
Charisma 17 (+3)
Size: Medium
Height: 5' 1"
Weight: 95 lb
Skin: Black
Eyes: Red
Hair: White Straight
Maximum Hit Points: 58
Speed: 30 feet
Inspiration:
Armor Class: 14 = 10 + 4 [dexterity]
Proficiency bonus: +3
Initiative modifier: + 4 = + 4 [dexterity]
Attack (handheld / thrown): + 4 = + 3 [proficiency] + 1 [strength]
Attack (missile / finesse): + 7 = + 3 [proficiency] + 4 [dexterity]
Strength save: + 1 = + 1 [strength]
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Dexterity save: + 4 = + 4 [dexterity]
Constitution save: + 3 = + 3 [constitution]
Intelligence save: + 8 = + 3 [proficiency] + 5 [intelligence]
Wisdom save: + 3 = + 3 [proficiency]
Charisma save: + 3 = + 3 [charisma]
Insight (passive): 13 (18 with advantage)
Perception (passive): 13 (18 with advantage)
Carry: 180 lb maximum
For groups using the optional encumberance rules: If carrying more than 60 lb, encumbered -- -10 on speed
If carrying more than 120 lb, heavily encumbered -- -20 on speed, disadvantage on ability checks, attack rolls, and saves involving strength, constitution, and/or dexterity
Languages: Abyssal Common Elvish Dark_Elf_Silent Undercommon
Unarmed strike [+4 to hit; 1+1 bludgeoning] Quarterstaff [+4 to hit; 1d6+1 bludgeoning, 4 lb, versatile (1d8)] 5 Darts [+7 to hit; 1d4+4 piercing, 1 lb each, finesse, thrown (range 30/120)] Feats:
Skill Name Key
Ability Skill
Modifier Ability Modifier
Trained? Misc.
Modifier
Acrobatics Dex 4 = +4
Animal Handling Wis 0 = +0
Arcana Int 5 = +5
Athletics Str 1 = +1
Deception Cha 6 = +3 + 3
History Int 5 = +5
Insight Wis 3 = +0 + 3
Intimidation Cha 3 = +3
Investigation Int 5 = +5
Medicine Wis 0 = +0
Nature Int 5 = +5
Perception Wis 3 = +0 + 3
Performance Cha 3 = +3
Persuasion Cha 3 = +3
Religion Int 8 = +5 + 3
Sleight of Hand Dex 4 = +4
Stealth Dex 7 = +4 + 3
Survival Wis 0 = +0
Wizard spells:
First-level castings: 4/day
Second-level castings: 3/day
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Third-level castings: 3/day
Fourth-level castings: 3/day
At wizard level 8, Drisinil knows 4 wizard cantrips. Mark Drisinil's Wizard Cantrip(s) here:
Acid Splash Blade Ward Chill Touch
Dancing Lights Fire Bolt Friends
Light Mage Hand Mending
Message Minor Illusion Poison Spray
Prestidigitation Ray of Frost Shocking Grasp
True Strike
Use the first box to mark the wizard spells in Drisinil's spellbook. Drisinil has at least 20 wizard spells in her spellbook.
Use the second box to mark the wizard spells that she has prepared. Drisinil can prepare 13 wizard spells daily.
Mark Drisinil's First Level Wizard spells here:
Alarm Burning Hands Charm Person
Chromatic Orb Color Spray
Comprehend Languages Detect Magic Disguise Self
Expeditious Retreat False Life [necromancy] Feather Fall
Find Familiar Fog Cloud Grease
Identify Illusory Script Jump
Longstrider Mage Armor Magic Missile
Protection from Evil and Good Ray of Sickness [necromancy] Shield
Silent Image Sleep
Tasha's Hideous Laughter Tenser's Floating Disk Thunderwave
Unseen Servant Witch Bolt
Mark Drisinil's Second Level Wizard spells here:
Alter Self Arcane Lock Blur
Blindness / Deafness [necromancy] Cloud of Daggers
Continual Flame Crown of Madness Darkness
Darkvision Detect Thoughts Enlarge / Reduce
Flaming Sphere Gentle Repose [necromancy] Gust of Wind
Hold Person Invisibility Knock
Levitate Locate Object Magic Mouth
Magic Weapon Melf Acid Arrow Mirror Image
Misty Step Nystul's Magic Aura Phantasmal Force
Ray of Enfeeblement [necromancy] Rope Trick Scorching Ray
See Invisibility Shatter Spider Climb
Suggestion Web
Mark Drisinil's Third Level Wizard spells here:
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Animate Dead Bestow Curse [necromancy] Blink
Clairvoyance Counterspell Dispel Magic
Fear Feign Death [necromancy] Fireball
Fly Gaseous Form Glyph of Warding
Haste Hypnotic Pattern Leomund's Tiny Hut
Lightning Bolt Magic Circle Major Image
Nondetection Phantom Steed Protection from Energy
Remove Curse Sending Sleet Storm
Slow Stinking Cloud Tongues
Vampiric Touch [necromancy] Water Breathing
Mark Drisinil's Fourth Level Wizard spells here:
Arcane Eye Banishment Blight [necromancy]
Confusion Conjure Minor Elementals Control Water
Dimension Door Evard's Black Tentacles Fabricate
Fire Shield Greater Invisibility Hallucinatory Terrain
Ice Storm Leomund's Secret Chest Locate Creature
Mordenkainen's Faithful Hound Mordenkainen's Private Sanctum
Otiluke's Resilient Sphere Phantasmal Killer Polymorph
Stone Shape Stoneskin Wall of Fire Check any other tools with which Drisinil is proficient:
Climber's kit
Disguise kit
Drive a truck
Fly a plane
Forgery kit
Healer's kit
Herbalism kit
Navigator tools
Ride a mount
Sail a ship
Poisoner kit
Thieves' tools
Elf
Elves receive +2 dexterity (already included).
Darkvision (see 60 feet black-and-white in pitch-dark)
Advantage on saving throws against being charmed; immune to magical sleep
All elves have a bonus proficiency in perception
Trance: Instead of sleeping, spend four hours in a sleep-like state but remain fully aware of surroundings.
Drow / Dark Elf (subrace)
Dark Elves receive +1 charisma (already included).
Darkvision -- see in black and white to 120 feet even in darkness.
Advantage on perception (wisdom) checks, except in sunlight
Disadvantage on attack rolls and sight-perception (wisdom) checks in sunlight.
Advantage on saving throws against being charmed; immune to magical sleep.
Dancing lights, faerie fire 1/day (level 3), darkness 1/day (level 5), charisma is magic ability.
Instead of sleeping, spend four hours in a sleep-like state but remain fully aware of surroundings.
Drow sign language as a free language for you.
Acolyte
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You can perform the ceremonies of your faith.
You can expect hospitality from the faithful.
Proficient in insight and religion.
Two languages of your choice (already included).
Wizard
The DC to resist your spells is 8 + proficiency bonus + your intelligence modifier.
Ritual casting.
Arcane Recovery: Once per day, recover expended spell slots (level 6 or under) up to half your wizard level.
Level 18: Spell mastery. Choose a 1st level and 2nd level wizard spell. Cast these at the lowest level at will.
Level 20: Signature spells. You have two 3rd level wizard spells that you can cast as through a 3rd level slot, each one once between each short rest, without expending the slot.
Necromancy wizard (school)
Level 2: Necromancy savant -- the time and cost to put a necromancy spell into your spellbook is halved
Level 2: Grim Harvest -- kill something with a spell of 1st level or higher, gain hp equal to twice the spell level, or three times if it is necromancy school.
Level 6: Learn Animate Dead spell and can have extra undead servants
Level 10: Inured to Undeath -- resistance to necrotic damage, cannot have maximum hp reduced
Level 14: Command Undead
First Ability Score Improvement: +1 intelligence; +1 wisdom; Second Ability Score Improvement: +1 intelligence; +1 constitution;
Class HP rolled
Level 1: Wizard 6
Level 2: Wizard 4
Level 3: Wizard 4
Level 4: Wizard 4
Level 5: Wizard 4
Level 6: Wizard 4
Level 7: Wizard 4
Level 8: Wizard 4
Drisinil's Equipment:
9 lb
2 lb
5 lb 7 lb 1 lb 4 lb
1 lb
Weapons / Armor / Shield (from above) Acid vials x2 Antitoxin vials x1 Backpack Bedroll Case (for map or scroll) Fishing gear Flint and steel Ink pen Ink vial Mess kit
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1 lb
1 lb 20 lb 10 lb
1 lb 5 lb
8 lb 2 lb 3 lb
Mirror Paper sheets x3 Potions of healing x2 Rations (1 day) x10 Rope (50', hempen) x1 Sealing wax Soap Tinderbox Waterskins x1 Alchemist supplies Spell component pouch Spellbook x1
_____ 80 lb
Total
Drisinil's Personality Traits:
Drisinil's Ideal(s):
Drisinil's Bond(s):
Drisinil's Flaw(s):
More about Drisinil:
She is a member of the dark elf contingent sent to Centuria City under Talabrina.
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Durdyn the Guide
Male Elf Soldier Ranger 10 Lawful Evil
Strength 18 (+4)
Dexterity 19 (+4)
Constitution 18 (+4)
Intelligence 13 (+1)
Wisdom 11 (+0)
Charisma 12 (+1)
Size: Medium
Height: 5' 5"
Weight: 140 lb
Skin: Black
Eyes: Red
Hair: Black Straight; Beardless
Maximum Hit Points: 104 Speed: 30 feet
Inspiration: Armor Class: 17 = 10 + 3 [mithral shirt] + 4 [dexterity]
Proficiency bonus: +4
Initiative modifier: + 4 = + 4 [dexterity]
Attack (handheld / thrown): + 8 = + 4 [proficiency] + 4 [strength]
Attack (missile / finesse): + 8 = + 4 [proficiency] + 4 [dexterity]
Strength save: + 8 = + 4 [proficiency] + 4 [strength]
Dexterity save: + 8 = + 4 [proficiency] + 4 [dexterity]
Constitution save: + 4 = + 4 [constitution]
Intelligence save: + 1 = + 1 [intelligence]
Wisdom save: + 0
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Charisma save: + 1 = + 1 [charisma]
Insight (passive): 10 (15 with advantage)
Perception (passive): 14 (19 with advantage)
Carry: 270 lb maximum
For groups using the optional encumberance rules: If carrying more than 90 lb, encumbered -- -10 on speed
If carrying more than 180 lb, heavily encumbered -- -20 on speed, disadvantage on ability checks, attack rolls, and saves involving strength, constitution, and/or dexterity
Languages: Common Elvish Dark_Elf_Silent Primordial Undercommon
Unarmed strike [+8 to hit; 1+4 bludgeoning] Dagger [+8 to hit; 1d4+4 piercing, 1 lb, finesse, light, thrown (range 20/60)] Longsword [+8 to hit; 1d8+4 slashing, 4 lb, versatile (1d10 slashing)] Short Sword [+8 to hit; 1d6+4 piercing, 2 lb, finesse, light] Longbow, heavy [+8 to hit; 1d8+4 piercing, 2 lb, ammunition (range 150/600), heavy, two-handed] Mithral shirt [light; + 3 AC; 10 lb.] Feats:
Skill Name Key
Ability Skill
Modifier Ability Modifier
Trained? Misc.
Modifier
Acrobatics Dex 4 = +4
Animal Handling Wis 4 = +0 + 4
Arcana Int 1 = +1
Athletics Str 8 = +4 + 4
Deception Cha 1 = +1
History Int 1 = +1
Insight Wis 0 = +0
Intimidation Cha 1 = +1
Investigation Int 1 = +1
Medicine Wis 0 = +0
Nature Int 5 = +1 + 4
Perception Wis 4 = +0 + 4
Performance Cha 1 = +1
Persuasion Cha 1 = +1
Religion Int 1 = +1
Sleight of Hand Dex 4 = +4
Stealth Dex 8 = +4 + 4
Survival Wis 4 = +0 + 4
Ranger spells:
First-level castings: 4/day
Second-level castings: 3/day
Third-level castings: 2/day
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At ranger level 10, Durdyn knows 6 ranger spells. Mark Durdyn's First Level Ranger spells here:
Alarm Animal Friendship Cure Wounds
Detect Magic Detect Poison and Disease Ensnaring Strike
Fog Cloud Goodberry Hail of Thorns
Hunters Mark Jump Longstrider
Speak with Animals
Mark Durdyn's Second Level Ranger spells here:
Animal Messenger Barkskin Beast Sense
Cordon of Arrows Darkvision Find Traps
Lesser Restoration Locate Animals or Plants Locate Object
Pass without Trace Protection from Poison Silence
Spike Growth
Mark Durdyn's Third Level Ranger spells here:
Conjure Animals Conjure Barrage Daylight
Lightning Arrow Nondetection Plant Growth
Protection from Energy Speak with Plants Water Breathing
Water Walk Wind Wall
Check any artisan tools with which Durdyn is proficient:
Alchemist's supplies
Boyer / fletcher tools
Brewer's supplies
Calligrapher's supplies
Carpenter's tools
Check any other tools with which Durdyn is proficient:
Climber's kit
Disguise kit
Drive a truck
Fly a plane
Forgery kit
Healer's kit
Herbalism kit
Navigator tools
Ride a mount
Sail a ship
Poisoner kit
Thieves' tools
Elf
Elves receive +2 dexterity (already included).
Darkvision (see 60 feet black-and-white in pitch-dark)
Advantage on saving throws against being charmed; immune to magical sleep
All elves have a bonus proficiency in perception
Trance: Instead of sleeping, spend four hours in a sleep-like state but remain fully aware of surroundings.
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Drow / Dark Elf (subrace)
Dark Elves receive +1 charisma (already included).
Darkvision -- see in black and white to 120 feet even in darkness.
Advantage on perception (wisdom) checks, except in sunlight
Disadvantage on attack rolls and sight-perception (wisdom) checks in sunlight.
Advantage on saving throws against being charmed; immune to magical sleep.
Dancing lights, faerie fire 1/day (level 3), darkness 1/day (level 5), charisma is magic ability.
Instead of sleeping, spend four hours in a sleep-like state but remain fully aware of surroundings.
Drow sign language as a free language for you.
Soldier
Other military folks will defer to your rank.
You know how to ride a horse.
Ranger
Probably proficient in riding a mount.
This ranger selected the two-weapon fightnig style at level 2, and can add the ability modifier to the damage of the second attack.
Favored Terrain -- choose arctic, coast, desert, forest, grassland, mountain, swamp, Underdark.
This ranger chose Underdark as first favored terrain.
This ranger chose Swamp at Level 6.
This ranger chose Forest at Level 10.
Tracking
Level 2: Spell Casting. The DC to resist your spells is 8 + proficiency bonus + your wisdom modifier.
Level 5: Extra attack each round if an attack was made this round
Level 6: Favored Terrain -- add a second type
Level 8: Land's stride
Level 10: Hide in plain sight
Level 14: Favored Terrain -- add a third type
Level 14: Vanish
Level 18: Unmatched hunter
Level 18: Feral senses -- being unable to see an enemy does not give disadvantage, and you sense invisible things
Level 20: Foe Slayer -- add wisdom modifier to attack or damage against a favored enemy
This ranger chose the following favored enemies: Elementals Elves Humans
Beast Master Ranger (path)
Level 3: Gain a beast companion.
Level 7: On a round when beast does not attack, beast can dash, disengage, dodge or help
Level 11: Bestial Fury: Beast can make two attacks when commanded to use attack action.
Level 15: Share Spells -- spells cast on yourself also protect beast if within 30 feet.
First Ability Score Improvement: +1 charisma; +1 constitution; Second Ability Score Improvement: +1 wisdom; +1 dexterity;
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Class HP rolled
Level 1: Ranger 10
Level 2: Ranger 6
Level 3: Ranger 6
Level 4: Ranger 6
Level 5: Ranger 6
Level 6: Ranger 6
Level 7: Ranger 6
Level 8: Ranger 6
Level 9: Ranger 6
Level 10: Ranger 6
Durdyn's Equipment:
19 lb
2 lb 1 lb
5 lb 7 lb 4 lb
1 lb 1 lb 1 lb
10 lb 2 lb
20 lb 10 lb 8 lb
10 lb 1 lb 5 lb 1 lb
5 lb 2 lb
Weapons / Armor / Shield (from above) Acid vials x2 Arrows (quiver of 20) x1 Backpack Bedroll Fishing gear Flint and steel Gaming set (proficient) Mess kit Mirror Pick, miner's Pitons (bag of 4) x6 Playing cards (proficient) Rations (1 day) x10 Rope (50', hempen) x1 Shovel / Spade Sledge Tinderbox Waterskins x1 Whetstone Bowyer supplies Spell component pouch
_____ 115 lb
Total
Durdyn's Personality Traits: Durdyn's Ideal(s): Durdyn's Bond(s): Durdyn's Flaw(s): More about Durdyn:
He is a member of the dark elf contingent sent to Centuria City under Talabrina.
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Elamshin the Stealthy
Male Elf Bounty Hunter Rogue 11 Lawful Evil
Strength 19 (+4)
Dexterity 20 (+5)
Constitution 19 (+4)
Intelligence 16 (+3)
Wisdom 16 (+3)
Charisma 15 (+2)
Size: Medium
Height: 5' 5"
Weight: 145 lb
Skin: Black
Eyes: Red
Hair: White Straight; Beardless
Maximum Hit Points: 102
Speed: 30 feet
Inspiration:
Armor Class: 18 = 10 + 3 [mithral shirt] + 5 [dexterity]
Proficiency bonus: +4
Initiative modifier: + 5 = + 5 [dexterity]
Attack (handheld / thrown): + 8 = + 4 [proficiency] + 4 [strength]
Attack (missile / finesse): + 9 = + 4 [proficiency] + 5 [dexterity]
Strength save: + 4 = + 4 [strength]
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Dexterity save: + 9 = + 4 [proficiency] + 5 [dexterity]
Constitution save: + 4 = + 4 [constitution]
Intelligence save: + 7 = + 4 [proficiency] + 3 [intelligence]
Wisdom save: + 3 = + 3 [wisdom]
Charisma save: + 2 = + 2 [charisma]
Insight (passive): 13 (18 with advantage)
Perception (passive): 17 (22 with advantage)
Carry: 285 lb maximum
For groups using the optional encumberance rules: If carrying more than 95 lb, encumbered -- -10 on speed
If carrying more than 190 lb, heavily encumbered -- -20 on speed, disadvantage on ability checks, attack rolls, and saves involving strength, constitution, and/or dexterity
Languages: Common Elvish Dark_Elf_Silent Gnoll Undercommon
Unarmed strike [+8 to hit; 1+4 bludgeoning] 4 Daggers [+9 to hit; 1d4+5 piercing, 1 lb, finesse, light, thrown (range 20/60)] Crossbow, light [+9 to hit; 1d8+5 piercing, 6 lb, ammunition (range 80/320), loading, two-handed] Longsword [+8 to hit; 1d8+4 slashing, 4 lb, versatile (1d10 slashing)] Mithral shirt [light; + 3 AC; 10 lb.]
Feats:
Skill Name Key
Ability Skill
Modifier Ability Modifier
Trained? Misc.
Modifier
Acrobatics Dex 13 = +5 + 4 + 4 [expertise]
Animal Handling Wis 3 = +3
Arcana Int 3 = +3
Athletics Str 4 = +4
Deception Cha 6 = +2 + 4
History Int 3 = +3
Insight Wis 3 = +3
Intimidation Cha 6 = +2 + 4
Investigation Int 7 = +3 + 4
Medicine Wis 3 = +3
Nature Int 3 = +3
Perception Wis 7 = +3 + 4
Performance Cha 2 = +2
Persuasion Cha 2 = +2
Religion Int 3 = +3
Sleight of Hand Dex 5 = +5
Stealth Dex 13 = +5 + 4 + 4 [expertise]
Survival Wis 11 = +3 + 4 + 4 [expertise]
Check any artisan tools with which Elamshin is proficient:
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Alchemist's supplies
Boyer / fletcher tools
Brewer's supplies
Calligrapher's supplies
Carpenter's tools
Cartographer's tools
Cobbler's tools
Cook's utensils
Glassblower's tools
Goldsmith / silversmith's tools
Jeweler's tools
Leatherworker's tools
Mason's tools
Painter's supplies
Potter's tools
Smith's tools
Tinker's tools
Weaver's tools
Woodcarver's tools
Check any other tools with which Elamshin is proficient:
Climber's kit
Disguise kit
Drive a truck
Fly a plane
Forgery kit
Healer's kit
Herbalism kit
Navigator tools
Ride a mount
Sail a ship
Poisoner kit
Thieves' tools
Elf
Elves receive +2 dexterity (already included).
Darkvision (see 60 feet black-and-white in pitch-dark)
Advantage on saving throws against being charmed; immune to magical sleep
All elves have a bonus proficiency in perception
Trance: Instead of sleeping, spend four hours in a sleep-like state but remain fully aware of surroundings.
Drow / Dark Elf (subrace)
Dark Elves receive +1 charisma (already included).
Darkvision -- see in black and white to 120 feet even in darkness.
Advantage on perception (wisdom) checks, except in sunlight
Disadvantage on attack rolls and sight-perception (wisdom) checks in sunlight.
Advantage on saving throws against being charmed; immune to magical sleep.
Dancing lights, faerie fire 1/day (level 3), darkness 1/day (level 5), charisma is magic ability.
Instead of sleeping, spend four hours in a sleep-like state but remain fully aware of surroundings.
Drow sign language as a free language for you.
Bounty Hunter
This is a background from playtesting that I thought people might want to continue to use.
You are authorized to hunt fugitives.
Two extra languages of your choice (already included).
You can ride a horse.
Rogue
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Proficient in using thief tools.
Level 1: Expertise with four skills / tools gives double proficiency bonus on checks: Acrobatics; Stealth; Survival; Poisoner's kit; .
Level 1: Thieves cant
Level 1: Sneak attack deals extra 1d6
Level 2: Cunning action -- take a second action to dash, disengage, hide or hustle
Level 3: Sneak attack deals extra 2d6
Level 5: Sneak attack deals extra 3d6
Level 5: Evasion -- you can use your reaction to take only half damage from an enemy you can see
Level 5: Uncanny dodge -- no damage if a dexterity save is made, half damage if failed
Level 7: Sneak attack deals extra 4d6
Level 9: Sneak attack deals extra 5d6
Level 11: Reliable talent -- when using abilities with proficiencies, all d20 rolls are 10 or better
Level 11: Sneak attack deals extra 6d6
Level 13: Sneak attack deals extra 7d6
Level 14: Blindsense -- sense invisible if you can hear
Level 15: Slippery mind -- gain proficiency in wisdom saving throws
Level 15: Sneak attack deals extra 8d6
Level 17: Sneak attack deals extra 9d6
Level 18: Elusive -- if you can move, creatures cannot benefit from advantage in attacks against you
Level 19: Sneak attack deals extra 10d6
Level 20: Stroke of Luck -- once between short rests, turn a miss into a hit, or automatic success on a failed ability check
Assassin (rogue archetype)
Begin with bonus proficiencies -- disguise and poisoner kit.
Level 3: Assassinate -- you have advantage against any creature that has not yet taken a turn in combat. Hits on surprised creatures are criticals.
Level 9: Infiltration expertise -- fake identity.
Level 13: Impostor.
Level 17: Death strike. A surprised creature that you hit must save vs constitution d10 or take double damage
First Ability Score Improvement: +1 strength; +1 constitution; Second Ability Score Improvement: +1 strength; +1 constitution; Third Ability Score Improvement: +1 intelligence; +1 wisdom;
Class HP rolled
Level 1: Rogue 8
Level 2: Rogue 5
Level 3: Rogue 5
Level 4: Rogue 5
Level 5: Rogue 5
Level 6: Rogue 5
Level 7: Rogue 5
Level 8: Rogue 5
Level 9: Rogue 5
Level 10: Rogue 5
Level 11: Rogue 5
Elamshin's Equipment:
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24 lb
2 lb 2 lb
5 lb 7 lb 3 lb 5 lb 4 lb
4 lb 3 lb 1 lb 1 lb 2 lb
20 lb 10 lb 8 lb 1 lb 5 lb 1 lb
6 lb 3 lb 2 lb 1 lb
Weapons / Armor / Shield (from above) Acid vials x2 Crossbow bolts (quiver of 20) x1 Backpack Bedroll Clothing change x1 Crowbar Fishing gear Flint and steel Grappling hook Hammer Mess kit Mirror Oil flasks x2 Rations (1 day) x10 Rope (50', hempen) x1 Shovel / Spade Tinderbox Waterskins x1 Whetstone Cartographer tools Disguise kit (proficient) Poisoner kit (proficient) Thieves' tools (proficient)
_____ 120 lb
Total
Elamshin's Personality Traits:
Elamshin's Ideal(s):
Elamshin's Bond(s):
Elamshin's Flaw(s):
More about Elamshin:
He is a member of the dark elf contingent sent to Centuria City under Talabrina.
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Faeryl the Charismatic
Female Elf Charlatan Sorcerer 8 Chaotic Evil
Strength 13 (+1)
Dexterity 20 (+5)
Constitution 17 (+3)
Intelligence 13 (+1)
Wisdom 10 (+0)
Charisma 20 (+5)
Size: Medium
Height: 5' 1"
Weight: 90 lb
Skin: Black
Eyes: Red
Hair: White Straight
Maximum Hit Points: 66 [includes draconic bloodline bonus]
Speed: 30 feet
Inspiration:
Armor Class: 18 = 10 + 5 [dexterity] + 3 [draconic heritage]
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Proficiency bonus: +3
Initiative modifier: + 5 = + 5 [dexterity]
Attack (handheld / thrown): + 4 = + 3 [proficiency] + 1 [strength]
Attack (missile / finesse): + 8 = + 3 [proficiency] + 5 [dexterity]
Strength save: + 1 = + 1 [strength]
Dexterity save: + 5 = + 5 [dexterity]
Constitution save: + 6 = + 3 [proficiency] + 3 [constitution]
Intelligence save: + 1 = + 1 [intelligence]
Wisdom save: + 0
Charisma save: + 8 = + 3 [proficiency] + 5 [charisma]
Insight (passive): 10 (15 with advantage)
Perception (passive): 13 (18 with advantage)
Carry: 195 lb maximum
For groups using the optional encumberance rules: If carrying more than 65 lb, encumbered -- -10 on speed
If carrying more than 130 lb, heavily encumbered -- -20 on speed, disadvantage on ability checks, attack rolls, and saves involving strength, constitution, and/or dexterity
Languages: Common Draconic Elvish Undercommon
Unarmed strike [+4 to hit; 1+1 bludgeoning] Dagger [+8 to hit; 1d4+5 piercing, 1 lb, finesse, light, thrown (range 20/60)] Quarterstaff [+4 to hit; 1d6+1 bludgeoning, 4 lb, versatile (1d8)] Crossbow, light [+8 to hit; 1d8+5 piercing, 6 lb, ammunition (range 80/320), loading, two-handed] Feats:
Skill Name Key
Ability Skill
Modifier Ability Modifier
Trained? Misc.
Modifier
Acrobatics Dex 5 = +5
Animal Handling Wis 0 = +0
Arcana Int 1 = +1
Athletics Str 1 = +1
Deception Cha 8 = +5 + 3
History Int 1 = +1
Insight Wis 0 = +0
Intimidation Cha 8 = +5 + 3
Investigation Int 1 = +1
Medicine Wis 0 = +0
Nature Int 1 = +1
Perception Wis 3 = +0 + 3
Performance Cha 5 = +5
Persuasion Cha 5 = +5
Religion Int 1 = +1
Sleight of Hand Dex 8 = +5 + 3
Stealth Dex 8 = +5 + 3
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Survival Wis 0 = +0
Sorcerer spells:
First-level castings: 4/day
Second-level castings: 3/day
Third-level castings: 3/day
Fourth-level castings: 3/day
At sorcerer level 8, Faeryl knows 5 Sorcerer Cantrips. Mark Faeryl's Sorcerer Cantrip(s) here:
Acid Splash Blade Ward Chill Touch
Dancing Lights Fire Bolt Friends
Light Mage Hand Mending
Message Minor Illusion Poison Spray
Prestidigitation Ray of Frost Shocking Grasp
True Strike
At sorcerer level 8, Faeryl knows 9 sorcerer spells. Mark Faeryl's First Level Sorcerer Spells here:
Burning Hands Charm Person Chromatic Orb
Color Spray Comprehend Languages Detect Magic
Disguise Self Expeditious Retreat False Life
Feather Fall Fog Cloud Jump
Mage Armor Magic Missile Ray of Sickness
Shield Silent Image Sleep
Thunderwave Witch Bolt
Mark Faeryl's Second Level Sorcerer spells here:
Alter Self Blindness / Deafness Blur
Cloud of Daggers Crown of Madness Darkness
Darkvision Detect Thoughts Enhance Ability
Enlarge / Reduce Gust of Wind Hold Person
Invisibility Knock Levitate
Mirror Image Misty Step Phantasmal Force
Scorching Ray See Invisibility Shatter
Spider Climb Suggestion Web
Mark Faeryl's Third Level Sorcerer spells here:
Blink Clairvoyance Counterspell
Daylight Dispel Magic Fear
Fireball Fly Gaseous Form
Haste Hypnotic Pattern Lightning Bolt
Major Image Protection from Energy Sleet Storm
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Slow Stinking Cloud Tongues
Water Breathing Water Walk
Mark Faeryl's Fourth Level Sorcerer spells here:
Banishment Blight Confusion
Dimension Door Dominate Beast Greater Invisibility
Ice Storm Polymorph Stoneskin
Wall of Fire
At sorcerer level 8, Faeryl knows 2 sorcerer metamagics. Check Faeryl's chosen metamagics here.
Careful Spell Distant Spell Empowered Spell
Extended Spell Heightened Spell Quickened Spell
Subtle Spell Twinned Spell
Check any artisan tools with which Faeryl is proficient:
Alchemist's supplies
Boyer / fletcher tools
Brewer's supplies
Calligrapher's supplies
Carpenter's tools
Cartographer's tools
Cobbler's tools
Cook's utensils
Glassblower's tools
Goldsmith / silversmith's tools
Jeweler's tools
Leatherworker's tools
Mason's tools
Painter's supplies
Potter's tools
Smith's tools
Tinker's tools
Weaver's tools
Woodcarver's tools
Check any other tools with which Faeryl is proficient:
Climber's kit
Disguise kit
Drive a truck
Fly a plane
Forgery kit
Healer's kit
Herbalism kit
Navigator tools
Ride a mount
Sail a ship
Poisoner kit
Thieves' tools
Elf
Elves receive +2 dexterity (already included).
Darkvision (see 60 feet black-and-white in pitch-dark)
Advantage on saving throws against being charmed; immune to magical sleep
All elves have a bonus proficiency in perception
Trance: Instead of sleeping, spend four hours in a sleep-like state but remain fully aware of surroundings.
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Drow / Dark Elf (subrace)
Dark Elves receive +1 charisma (already included).
Darkvision -- see in black and white to 120 feet even in darkness.
Advantage on perception (wisdom) checks, except in sunlight
Disadvantage on attack rolls and sight-perception (wisdom) checks in sunlight.
Advantage on saving throws against being charmed; immune to magical sleep.
Dancing lights, faerie fire 1/day (level 3), darkness 1/day (level 5), charisma is magic ability.
Instead of sleeping, spend four hours in a sleep-like state but remain fully aware of surroundings.
Drow sign language as a free language for you.
Charlatan
You have a fake identity alter-ego.
You are an accomplished forger.
Proficient with disguise kit and gaming kit / playing cards.
Sorcerer
The DC to resist your spells is 8 + proficiency bonus + your charisma modifier.
Level 2: Sorcerery points equal to sorcerer level. Regained after each long rest. Allow flexible casting and metamagic.
Level 20: Restore 4 sorcery points after each short rest.
Draconic Heritage Sorcerer
Speak and read draconic, double proficiency bonus on charisma checks talking wtih dragons
Choose a heritage and note its type of damage (acid, cold, fire, lighting, poison).
Draconic Resilience: One extra hit point per sorcerer level, base AC is 13 plus dexterity bonus
Level 6: Add your charisma bonus to damage done by your spells when it is of the type associated with your dragon heritage
Level 14: Grow wings and fly
Level 18: Draconic presence
First Ability Score Improvement: +1 charisma; +1 strength; Second Ability Score Improvement: +1 intelligence; +1 constitution;
Class HP rolled
Level 1: Sorcerer 6
Level 2: Sorcerer 4
Level 3: Sorcerer 4
Level 4: Sorcerer 4
Level 5: Sorcerer 4
Level 6: Sorcerer 4
Level 7: Sorcerer 4
Level 8: Sorcerer 4
Faeryl's Equipment:
11 lb Weapons / Armor / Shield (from above)
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4 lb 2 lb
5 lb 7 lb 3 lb 4 lb
1 lb 1 lb
1 lb 1 lb 1 lb
20 lb 10 lb 8 lb 1 lb 5 lb
8 lb 3 lb 5 lb 2 lb
Acid vials x4 Crossbow bolts (quiver of 20) x1 Backpack Bedroll Clothing change x1 Fishing gear Flint and steel Gaming set (proficient) Hourglass Magnifying glass Mess kit Mirror Potions of healing x2 Playing cards (proficient) Rations (1 day) x10 Rope (50', hempen) x1 Shovel / Spade Tinderbox Waterskins x1 Alchemist supplies Disguise kit (proficient) Forgery kit (proficient) Spell component pouch
_____ 103 lb
Total
Faeryl's Personality Traits:
Faeryl's Ideal(s):
Faeryl's Bond(s):
Faeryl's Flaw(s):
More about Faeryl:
She is a member of the dark elf contingent sent to Centuria City under Talabrina.
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Garth the Necromancer (Mortuus Conlegium – Ashmadia faction)
Male Human Priest Wizard 12 Lawful Evil Representing NPC
Strength 15 (+2)
Dexterity 18 (+4)
Constitution 19 (+4)
Intelligence 20 (+5)
Wisdom 14 (+2)
Charisma 14 (+2)
Size: Medium
Height: 5' 8"
Weight: 180 lb
Skin: Light
Eyes: Dark Brown
Hair: Black Straight Beardless
Maximum Hit Points: 98 Speed: 30 feet
Inspiration: Armor Class: 14 = 10 + 4 [dexterity]
Proficiency bonus: +4
Initiative modifier: + 9 = + 4 [dexterity] + 5 [alert]
Attack (handheld / thrown): + 6 = + 4 [proficiency] + 2 [strength]
Attack (missile / finesse): + 8 = + 4 [proficiency] + 4 [dexterity]
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Strength save: + 2 = + 2 [strength]
Dexterity save: + 4 = + 4 [dexterity]
Constitution save: + 4 = + 4 [constitution]
Intelligence save: + 9 = + 4 [proficiency] + 5 [intelligence]
Wisdom save: + 6 = + 4 [proficiency] + 2 [wisdom]
Charisma save: + 2 = + 2 [charisma]
Insight (passive): 16 (21 with advantage)
Perception (passive): 12 (17 with advantage)
Carry: 225 lb or less unencumbered
Languages: Abyssal Common Giant Dark Elven
Unarmed strike [+6 to hit; 1+2 bludgeoning] Dagger [+8 to hit; 1d4+4 piercing, 1 lb, finesse, light, thrown (range 20/60)] Quarterstaff [+6 to hit; 1d6+2 bludgeoning, 4 lb, versatile (1d8)] 2 Darts [+8 to hit; 1d4+4 piercing, 1 lb each, finesse, thrown (range 30/120)] No familiar yet Feats:
Alert +5 initiative, never surprised when conscious, opponents do not gain advantage on attacks though hidden
Skill Name Key Ability
Skill Modifier
Ability Modifier
Trained? Misc. Modifier
Acrobatics Dex 4 = +4
Animal Handling Wis 2 = +2
Arcana Int 9 = +5 + 4
Athletics Str 2 = +2
Deception Cha 2 = +2
History Int 9 = +5 + 4
Insight Wis 6 = +2 + 4
Intimidation Cha 2 = +2
Investigation Int 5 = +5
Medicine Wis 2 = +2
Nature Int 5 = +5
Perception Wis 2 = +2
Performance Cha 2 = +2
Persuasion Cha 2 = +2
Religion Int 9 = +5 + 4
Sleight of Hand Dex 4 = +4
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Stealth Dex 8 = +4 + 4
Survival Wis 2 = +2
Wizard spells:
First-level castings: 4/day
Second-level castings: 3/day
Third-level castings: 3/day
Fourth-level castings: 3/day
Fifth-level castings: 2/day
Sixth-level castings: 1/day
* indicates available spell At wizard level 12, you know 5 wizard cantrips. Mark your Wizard Cantrip(s) here:
Acid Splash Fire Bolt Mage Hand Minor Illusion Poison Spray
Use the first box to mark the wizard spells in your spellbook. You have at least 28 wizard spells in your spellbook. Use the second box to mark the wizard spells that you have prepared. You can prepare 17 wizard spells daily. Mark your First Level Wizard spells here:
Alarm Burning Hands Charm Person Chromatic Orb Color Spray Comprehend Languages Detect Magic Disguise Self Expeditious Retreat False Life [necromancy] * Feather Fall Find Familiar Fog Cloud * Grease Identify Illusory Script Jump Longstrider Mage Armor Magic Missile * Protection from Evil and Good Ray of Sickness [necromancy] * Shield Silent Image Sleep Tashas Hideous Laughter Tensers Floating Disk Thunderwave
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Unseen Servant Witch Bolt
Mark your Second Level Wizard spells here: Alter Self Arcane Lock Blindness / Deafness [necromancy] Blur Cloud of Daggers * Continual Flame Crown of Madness Darkness Darkvision Detect Thoughts Enlarge / Reduce Flaming Sphere Gentle Repose [necromancy] * Gust of Wind Hold Person Invisibility Knock Levitate Locate Object Magic Mouth Magic Weapon Melf Acid Arrow Mirror Image Misty Step Nystuls Magic Aura Phantasmal Force Ray of Enfeeblement [necromancy] * Rope Trick Scorching Ray See Invisibility Shatter Spider Climb Suggestion Web
Mark your Third Level Wizard spells here: Animate Dead [necromancy] * Bestow Curse [necromancy] * Blink Clairvoyance Counterspell Dispel Magic Fear Feign Death [necromancy] Fireball Fly Gaseous Form Glyph of Warding Haste Hypnotic Pattern Leomunds Tiny Hut Lightning Bolt Magic Circle Major Image Nondetection Phantom Steed
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Protection from Energy Remove Curse Sending Sleet Storm Slow Stinking Cloud Tongues Vampiric Touch [necromancy] * Water Breathing
Mark your Fourth Level Wizard spells here: Arcane Eye Banishment Blight [necromancy] * Confusion Conjure Minor Elementals Control Water Dimension Door Evards Black Tentacles Fabricate Fire Shield Greater Invisibility * Hallucinatory Terrain Ice Storm Leomunds Secret Chest Locate Creature Mordenkainens Faithful Hound Mordenkainens Private Sanctum Otilukes Resilient Sphere Phantasmal Killer * Polymorph Stone Shape Stoneskin Wall of Fire
Mark your Fifth Level Wizard spells here: Animate Objects Bigbys Hand Cloudkill * Cone of Cold Conjure Elemental Contact Other Plane Creation Dominate Person Dream Geas Hold Monster Legend Lore Mislead Modify Memory Passwall Planar Binding Rarys Telepathic Bond Scrying Seeming Telekinesis * Teleportation Circle Wall of Force Wall of Stone *
Mark your Sixth Level Wizard spells here:
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Arcane Gate Chain Lighting Circle of Death [necromancy] Contingency Create Undead [necromancy] * Disintegrate Drawmijs Instant Summons Eyebite [necromancy] Flesh to Stone Globe of Invulnerability Gurads and Wards Magic Jar [necromancy] Mass Suggsetion Move Earth Otilukes Freezing Sphere Ottos Irresisbible Dance Programmed Illusion Sunbeam True Seeing Wall of Ice
Human
The variant rule is in effect. Humans add a point only to two abilities, and get an extra skill and an extra feat.
This Human chose +1 on dexterity (already included).
This Human chose +1 on constitution (already included).
Humans learn one extra language. Priest
The local (evil) clergy will help you and your like-thinking companions.
You will probably bring a holy symbol and some holy water.
Two extra languages of your choice (already included).
You are proficient with a healer's kit. Wizard
The DC to resist your spells is 8 + proficiency bonus + your intelligence modifier.
Ritual casting.
Arcane Recovery: Once per day, recover expended spell slots (level 6 or under) up to half your wizard level. Necromancy wizard (school)
Level 2: Necromancy savant -- the time and cost to put a necromancy spell into your spellbook is halved
Level 2: Grim Harvest -- kill something with a spell of 1st level or higher, gain hp equal to twice the spell level, or three times if it is necromancy school.
Level 6: Learn Animate Dead spell and can have extra undead servants
Level 10: Inured to Undeath -- resistance to necrotic damage, cannot have maximum hp reduced
Level 14: Command Undead First Ability Score Improvement: +1 intelligence; +1 constitution; Second Ability Score Improvement: +1 intelligence; +1 dexterity; Third Ability Score Improvement: +1 strength; +1 constitution; Class HP rolled Level 1: Wizard 6 Level 2: Wizard 4 Level 3: Wizard 4 Level 4: Wizard 4 Level 5: Wizard 4 Level 6: Wizard 4 Level 7: Wizard 4 Level 8: Wizard 4 Level 9: Wizard 4 Level 10: Wizard 4
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Level 11: Wizard 4 Level 12: Wizard 4
Garth's Equipment:
7 lb
5 lb 1 lb
1 lb 1 lb 1 lb
20 lb 10 lb 1 lb 5 lb
1 lb 3 lb
_____ 56 lb
Weapons / Armor / Shield (from above) Backpack Case (for map or scroll) Flint and steel Ink pen Ink vial Mess kit Mirror Potions of healing x2 Rations (1 day) x10 Rope (50', hempen) x1 Tinderbox Waterskins x1 Healer kit (proficient) Spellbook x1 Total
More about Garth:
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Geganius the Deadly
Male Human Priest Cleric 17 Lawful Evil
Strength 15 (+2)
Dexterity 17 (+3)
Constitution 18 (+4)
Intelligence 14 (+2)
Wisdom 20 (+5)
Charisma 17 (+3)
Size: Medium
Height: 6' 2"
Weight: 220 lb
Skin: Tan
Eyes: Green
Hair: White Wavy; Average Beard
Maximum Hit Points: 156
Speed: 30 feet
Inspiration:
Armor Class: 18 = 10 + 4 [scale mail] + 2 [steel shield] + 2 [dexterity in armor]
Proficiency bonus: +6
Initiative modifier: + 3 = + 3 [dexterity]
Attack (handheld / thrown): + 8 = + 6 [proficiency] + 2 [strength]
Attack (missile / finesse): + 9 = + 6 [proficiency] + 3 [dexterity]
Strength save: + 2 = + 2 [strength]
Dexterity save: + 3 = + 3 [dexterity]
Constitution save: + 4 = + 4 [constitution]
Intelligence save: + 2 = + 2 [intelligence]
Wisdom save: + 11 = + 6 [proficiency] + 5 [wisdom]
Charisma save: + 9 = + 6 [proficiency] + 3 [charisma]
Insight (passive): 21 (26 with advantage)
Perception (passive): 15 (20 with advantage)
Carry: 225 lb maximum
For groups using the optional encumberance rules: If carrying more than 75 lb, encumbered -- -10 on speed
If carrying more than 150 lb, heavily encumbered -- -20 on speed, disadvantage on ability checks, attack rolls, and saves involving strength, constitution, and/or dexterity
Languages: Abyssal Common Draconic Elvish
Unarmed strike [+8 to hit; 1+2 bludgeoning]
Dagger [+9 to hit; 1d4+3 piercing, 1 lb, finesse, light, thrown (range 20/60)]
Crossbow, light [+9 to hit; 1d8+3 piercing, 6 lb, ammunition (range 80/320), loading, two-handed]
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Warhammer [+8 to hit; 1d8+2 bludgeoning, 4 lb, versatile (1d10 bludgeoning)]
Scale mail [medium; + 4 AC; max dex + 2; stealth disadvantage; 45 lb.]
Steel Shield [+2 AC; 6 lb.]
Feats:
Inspiring Leader Pep talk gives temporary hp equal to your level plus charisma modifier
Skill Name Key
Ability Skill
Modifier Ability Modifier
Trained? Misc.
Modifier
Acrobatics Dex 3 = +3
Animal Handling Wis 5 = +5
Arcana Int 2 = +2
Athletics Str 2 = +2
Deception Cha 3 = +3
History Int 8 = +2 + 6
Insight Wis 11 = +5 + 6
Intimidation Cha 3 = +3
Investigation Int 2 = +2
Medicine Wis 5 = +5
Nature Int 2 = +2
Perception Wis 5 = +5
Performance Cha 3 = +3
Persuasion Cha 9 = +3 + 6
Religion Int 8 = +2 + 6
Sleight of Hand Dex 3 = +3
Stealth Dex 3 = +3
Survival Wis 11 = +5 + 6
Cleric spells:
First-level castings: 4/day
Second-level castings: 3/day
Third-level castings: 3/day
Fourth-level castings: 3/day
Fifth-level castings: 2/day
Sixth-level castings: 1/day
Seventh-level castings: 1/day
Eighth-level castings: 1/day
Ninth-level castings: 1/day
At cleric level 17, Geganius knows 5 cleric cantrips. Mark Geganius's Cleric Cantrip(s) here:
Guidance
Light
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Mending
Resistance
Sacred Flame
Spare the Dying
Thaumaturgy
Geganius's level and wisdom allow him to prepare 22 Cleric spells daily. These are in addition to Geganius's domain spells. Mark Geganius's prepared First Level cleric spells here:
Bane
Bless
Command
Create or Destroy Water
Cure Wounds
Detect Evil and Good
Detect Magic
Detect Poison and Disease
False Life [domain spell]
Guiding Bolt
Healing Word
Inflict Wounds
Protection from Evil and Good
Purify Food and Drink
Ray of Sickness [domain spell]
Sanctuary
Shield of Faith
Mark Geganius's prepared Second Level Cleric spells here:
Aid
Augury
Blindness / Deafness [domain spell]
Calm Emotions
Continual Flame
Enhance Ability
Find Traps
Gentle Repose
Hold Person
Lesser Restoration
Locate Object
Prayer of Healing
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Protection from Poison
Ray of Enfeeblement [domain spell]
Silence
Spritual Weapon
Warding Bond
Zone of Truth
Mark Geganius's prepared Third Level Cleric spells here:
Animate Dead [domain spell]
Beacon of Hope
Bestow Curse
Clairvoyance
Create Food and Water
Daylight
Dispel Magic
Feigh Death
Glyph of Warding
Magic Circle
Mass Healing Word
Meld into Stone
Protection from Energy
Remove Curse
Revivify
Sending
Speak with Dead
Spirit Guardians
Tongues
Vampiric Touch [domain spell]
Water Walk
Mark Geganius's prepared Fourth Level Cleric spells here:
Banishment
Blight [domain spell]
Control Water
Death Ward [domain spell]
Divination
Freedom of Movement
Guardian of Faith
Locate Creature
Stone Shape
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Mark Geganius's prepared Fifth Level Cleric spells here:
Antilife Shell [domain spell]
Cloudkill [domain spell]
Commune
Contagion
Dispel Evil and Good
Flame Strike
Geas
Greater Restoration
Hallow
Instect Plague
Legend Lore
Mass Cure Wounds
Planar Binding
Raise Dead
Scrying
Mark Geganius's prepared Sixth Level Cleric spells here:
Blade Barrier
Create Undead
Find the Path
Forbiddance
Harm
Heal
Heroes Feast
Planar Ally
True Seeing
Word of Recall
Mark Geganius's prepared Seventh Level Cleric spells here:
Conjure Celestial
Divine Word
Etherealness
Fire Storm
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Plane Shift
Regenerate
Resurrection
Symbol
Mark Geganius's prepared Eighth Level Cleric spells here:
Antimagic Field
Control Weather
Earthquake
Holy Aura
Mark Geganius's prepared Ninth Level Cleric spells here:
Astral Projection
Gate
Mass Heal
True Resurrection
Check any artisan tools with which Geganius is proficient:
Alchemist's supplies
Boyer / fletcher tools
Brewer's supplies
Calligrapher's supplies
Carpenter's tools
Cartographer's tools
Cobbler's tools
Cook's utensils
Glassblower's tools
Goldsmith / silversmith's tools
Jeweler's tools
Leatherworker's tools
Mason's tools
Painter's supplies
Potter's tools
Smith's tools
Tinker's tools
Weaver's tools
Woodcarver's tools
Check any instruments with which Geganius is proficient:
Bagpipes
Drum Horn
Pan flute
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Dulcimer
Flute
Lute
Lyre
Shawm
Viol
Check any games with which Geganius is proficient:
Dragon Chess
Three Dragon Ante
Board Game:
Card Game:
Dice game:
Check any other tools with which Geganius is proficient:
Climber's kit
Disguise kit
Drive a truck
Fly a plane
Forgery kit
Healer's kit
Herbalism kit
Navigator tools
Ride a mount
Sail a ship
Poisoner kit
Thieves' tools
Human
The variant rule is in effect. Humans add a point only to two abilities, and get an extra skill and an extra feat.
This Human chose +1 on constitution (already included).
This Human chose +1 on charisma (already included).
Humans learn one extra language.
Priest
This is a background from playtesting that I thought people might want to continue to use.
The local clergy will help you and your like-thinking companions.
You will probably bring a holy symbol and some holy water.
Two extra languages of your choice (already included).
You are proficient with a healer's kit.
Cleric
Proficient in using a healer kit (for resuscitations).
Ritual caster.
Three cantrips
The DC to resist your spells is 8 + proficiency bonus + your wisdom modifier.
Level 2: Channel Divinity (1 use between short rests)
Channel Divinity -- Turn Undead
Level 4: Four cantrips
Level 5: Destroy Undead -- if an undead of challenge rating 1/2 or lower fails its save on being turned, it is destroyed
Level 6: Channel Divinity (2 uses between short rests)
Level 8: Destroy Undead -- if an undead of challenge rating 1 or lower fails its save on being turned, it is destroyed
Level 10: Five cantrips
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Level 10: Divine Intervention once a week -- percent chance.
Level 11: Destroy Undead -- if an undead of challenge rating 2 or lower fails its save on being turned, it is destroyed
Level 14: Destroy Undead -- if an undead of challenge rating 3 or lower fails its save on being turned, it is destroyed
Level 17: Destroy Undead -- if an undead of challenge rating 4 or lower fails its save on being turned, it is destroyed
Level 18: Channel Divinity (3 uses between short rests)
Level 20: Divine Intervention once a week -- succeeds automatically.
Death Cleric (domain)
Domain spells.
Proficiency with martial weapons.
Reaper: Learn one necromancy cantrip from any spell list. For now, this would probably be Chill Touch. You may target two opponents.
Level 2: Channel Divinity -- Touch of Death. On a melee hit, use Channel Divinity to do 5 + 2x the cleric level necrotic damage.
Level 6: Inescapable Destruction -- your necrotic damage ignores resistance.
Level 8: Divine Strike. Add 1d8 necrotic damage to weapon damage once per turn.
Level 14: Divine Strike. Add 2d8 necrotic damage to weapon damage once per turn.
Level 17: Improved Reaper: Necromancy spells that ordinarily target only one creature can target two.
First Ability Score Improvement: +1 intelligence; +1 wisdom; Second Ability Score Improvement: +1 charisma; +1 strength; Third Ability Score Improvement: +1 dexterity; +1 constitution; Fourth Ability Score Improvement: +1 intelligence; +1 wisdom;
Class HP rolled
Level 1: Cleric 8
Level 2: Cleric 5
Level 3: Cleric 5
Level 4: Cleric 5
Level 5: Cleric 5
Level 6: Cleric 5
Level 7: Cleric 5
Level 8: Cleric 5
Level 9: Cleric 5
Level 10: Cleric 5
Level 11: Cleric 5
Level 12: Cleric 5
Level 13: Cleric 5
Level 14: Cleric 5
Level 15: Cleric 5
Level 16: Cleric 5
Level 17: Cleric 5
Geganius's Equipment:
62 lb
2 lb
Weapons / Armor / Shield (from above) Crossbow bolts (quiver of 20) x 1
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1 lb 5 lb 7 lb 3 lb
1 lb 4 lb
1 lb 1 lb
20 lb 10 lb
1 lb
10 lb 3 lb
5 lb
5 lb 3 lb 1 lb
Alms box Backpack Bedroll Blanket, winter x 1 Candles x 5 Censer and incense Fishing gear Ink pen Ink vial Mess kit Mirror Paper sheets x 5 Rations (1 day) x 10 Rope (50', hempen) x 1 Signet ring Tinderbox Torches x 10 Vestments Waterskins x 1 Calligrapher supplies Healer kit (proficient; playtest rules for resuscitations) Holy symbol (silver)
_____ 145 lb
Total
Geganius's Personality Traits:
Geganius's Ideal(s):
Geganius's Bond(s):
Geganius's Flaw(s):
More about Geganius:
Leader of the Cult of the Dark Moon, which is the Centurian branch of the Mortuus Congleium.
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Gordian the Rogue (IA ST-9)
Male Human Guild Thief Fighter 3 / Rogue 5 True Neutral
Strength 16 (+3)
Dexterity 19 (+4)
Constitution 18 (+4)
Intelligence 13 (+1)
Wisdom 11 (+0)
Charisma 13 (+1)
Size: Medium
Height: 5' 10"
Weight: 175 lb
Skin: Tan
Eyes: Green
Hair: Dark Brown Straight
Maximum Hit Points: 78
Speed: 30 feet
Inspiration:
Armor Class: 17 = 10 + 3 [chain shirt] + 2 [steel shield] + 2 [dexterity in armor]
Proficiency bonus: +3
Initiative modifier: + 4 = + 4 [dexterity]
Attack (handheld / thrown): + 6 = + 3 [proficiency] + 3 [strength]
Attack (missile / finesse): + 7 = + 3 [proficiency] + 4 [dexterity]
Strength save: + 3 = + 3 [strength]
Dexterity save: + 7 = + 3 [proficiency] + 4 [dexterity]
Constitution save: + 4 = + 4 [constitution]
Intelligence save: + 4 = + 3 [proficiency] + 1 [intelligence]
Wisdom save: + 0
Charisma save: + 1 = + 1 [charisma]
Insight (passive): 10 (15 with advantage)
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Perception (passive): 13 (18 with advantage)
Carry: 240 lb or less unencumbered
Languages: Celestial Common
Unarmed strike [+6 to hit; 1+3 bludgeoning] Dagger [+7 to hit; 1d4+4 piercing, 1 lb, finesse, light, thrown (range 20/60)] Crossbow, light [+7 to hit; 1d8+4 piercing, 6 lb, ammunition (range 80/320), loading, two-handed] Short Sword [+7 to hit; 1d6+4 piercing, 2 lb, finesse, light] Chain shirt [medium; + 3 AC; max dex + 2; 20 lb.] Steel Shield [+2 AC; 6 lb.] Feats:
Keen Mind
+1 intelligence; always know which way is north, time to next sunrise / sunset, can recall anything from past month
Skill Name Key
Ability Skill
Modifier Ability Modifier
Trained? Misc.
Modifier
Acrobatics Dex 10 = +4 + 3 + 3 [expertise]
Animal Handling Wis 0 = +0
Arcana Int 1 = +1
Athletics Str 3 = +3
Deception Cha 7 = +1 + 3 + 3 [expertise]
History Int 1 = +1
Insight Wis 0 = +0
Intimidation Cha 4 = +1 + 3
Investigation Int 1 = +1
Medicine Wis 0 = +0
Nature Int 1 = +1
Perception Wis 3 = +0 + 3
Performance Cha 1 = +1
Persuasion Cha 1 = +1
Religion Int 1 = +1
Sleight of Hand Dex 7 = +4 + 3
Stealth Dex 7 = +4 + 3
Survival Wis 3 = +0 + 3
At fighter level 3, as a battle master you know 3 maneuvers. Check your chosen maneuvers here.
Commander Strike Disarming Attack Distracting Strike
Evasive Footwork Feinting Attack Goading Attack
Lunging Attack Maneuvering Attack Menacing Attack
Parry Precision Attack Pushing Attack
Rally Riposte Sweeping Attack
Trip Attack
Human
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The variant rule is in effect. Humans add a point only to two abilities, and get an extra skill and an extra feat.
This Human chose +1 on dexterity (already included).
This Human chose +1 on charisma (already included).
Humans learn one extra language.
Guild Thief
You belong to a criminal syndicate and have the privileges that go with it.
You speak thieves' cant.
Consider bringing thieves' tools, lampblack, a mirror, and so forth.
You are proficient with thieves' tools, disguise kit and poisoner's kit.
Fighter
Most fighters are proficient in riding a mount.
This fighter selected the two-weapon fighting style, and can add the ability modifier to the damage of the second attack.
Second Wind: As an action, regain hit points equal to 1d10 + your fighter level. Once per period between short rests.
Level 2: Action surge -- use it to take an extra action on a turn. Must take a short rest before using again.
Battle Master Fighter (martial archetype)
Level 3: Combat superiority -- four d8 dice, three maneuvers.
Level 3: Student of war -- proficiency with artisan tools of your choice.
Rogue
Proficient in using thief tools.
Level 1: Expertise with four skills / tools gives double proficiency bonus on checks: Acrobatics; Deception;
Level 1: Thieves cant
Level 1: Sneak attack deals extra 1d6
Level 2: Cunning action -- take a second action to dash, disengage, hide or hustle
Level 3: Sneak attack deals extra 2d6
Thief (rogue archetype)
Level 3: Burglary / Second Story Work -- climb at full speed, add your dexterity modifier to distances jumped.
Level 3: Fast hands -- can use cunning action to make sleight of hands checks, use thief tools on a trap, open a lock or use something in the environment.
First Ability Score Improvement: +1 strength; +1 constitution;
Class HP rolled
Level 1: Rogue 8
Level 2: Rogue 5
Level 3: Rogue 5
Level 4: Rogue 5
Level 5: Rogue 5
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Level 6: Fighter 6
Level 7: Fighter 6
Level 8: Fighter 6
Gordian's Equipment:
35 lb
2 lb
5 lb 7 lb 4 lb
2 lb 1 lb 1 lb 1 lb
20 lb 10 lb 8 lb 1 lb 5 lb
8 lb 1 lb 2 lb 1 lb
_____ 114 lb
Weapons / Armor / Shield (from above) Crossbow bolts (quiver of 20) x1 Backpack Bedroll Fishing gear Flint and steel Lantern (hooded) Mess kit Mirror Oil flasks x1 Rations (1 day) x10 Rope (50', hempen) x1 Shovel / Spade Tinderbox Waterskins x1 Disguise kit (proficient) Healer kit Poisoner kit (proficient) Thieves' tools (proficient) Total
More about Gordian:
Recruited as a member of ST-9. He was a thief who attempted to rob the IA on a dare and got caught. He was given the
choice of prison or working for the IA.
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Guldor the Swordsman
Male Elf Soldier Fighter 10 Neutral Evil
Strength 18 (+4)
Dexterity 19 (+4)
Constitution 18 (+4)
Intelligence 12 (+1)
Wisdom 10 (+0)
Charisma 13 (+1)
Size: Medium
Height: 5' 5"
Weight: 145 lb
Skin: Black
Eyes: Red
Hair: Black Straight; Beardless
Maximum Hit Points: 104
Speed: 30 feet
Inspiration:
Armor Class: 17 = 10 + 5 [mithral scale] + 2 [dexterity in armor]
Proficiency bonus: +4
Initiative modifier: + 4 = + 4 [dexterity]
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Attack (handheld / thrown): + 8 = + 4 [proficiency] + 4 [strength]
Attack (missile / finesse): + 8 = + 4 [proficiency] + 4 [dexterity]
Strength save: + 8 = + 4 [proficiency] + 4 [strength]
Dexterity save: + 4 = + 4 [dexterity]
Constitution save: + 8 = + 4 [proficiency] + 4 [constitution]
Intelligence save: + 1 = + 1 [intelligence]
Wisdom save: + 0
Charisma save: + 1 = + 1 [charisma]
Insight (passive): 10 (15 with advantage)
Perception (passive): 14 (19 with advantage)
Carry: 270 lb maximum
For groups using the optional encumberance rules: If carrying more than 90 lb, encumbered -- -10 on speed
If carrying more than 180 lb, heavily encumbered -- -20 on speed, disadvantage on ability checks, attack rolls, and saves involving strength, constitution, and/or dexterity
Languages: Common Elvish Undercommon
Unarmed strike [+8 to hit; 1+4 bludgeoning] Dagger [+8 to hit; 1d4+4 piercing, 1 lb, finesse, light, thrown (range 20/60)] Great Sword [+8 to hit; 2d6+4 slashing, 7 lb, heavy, two-handed] Longbow, heavy [+8 to hit; 1d8+4 piercing, 2 lb, ammunition (range 150/600), heavy, two-handed] Mithral scale [medium; + 5 AC; max dex + 2; 25 lb.] Feats:
Skill Name Key
Ability Skill
Modifier Ability Modifier
Trained? Misc.
Modifier
Acrobatics Dex 4 = +4
Animal Handling Wis 0 = +0
Arcana Int 1 = +1
Athletics Str 8 = +4 + 4
Deception Cha 1 = +1
History Int 1 = +1
Insight Wis 0 = +0
Intimidation Cha 5 = +1 + 4
Investigation Int 1 = +1
Medicine Wis 0 = +0
Nature Int 1 = +1
Perception Wis 4 = +0 + 4
Performance Cha 1 = +1
Persuasion Cha 1 = +1
Religion Int 1 = +1
Sleight of Hand Dex 4 = +4
Stealth Dex 8 = +4 + 4
Survival Wis 4 = +0 + 4
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At fighter level 10, as a battle master, Guldor knows 5 maneuvers. Check his chosen maneuvers here.
Commander Strike Disarming Attack Distracting Strike
Evasive Footwork Feinting Attack Goading Attack
Lunging Attack Maneuvering Attack Menacing Attack
Parry Precision Attack Pushing Attack
Rally Riposte Sweeping Attack
Trip Attack
Guldor is proficient with at least 1 artisan tool set(s). Check any artisan tools with which Faeryl is proficient:
Alchemist's supplies
Boyer / fletcher tools
Brewer's supplies
Calligrapher's supplies
Carpenter's tools
Cartographer's tools
Cobbler's tools
Cook's utensils
Glassblower's tools
Goldsmith / silversmith's tools
Jeweler's tools
Leatherworker's tools
Mason's tools
Painter's supplies
Potter's tools
Smith's tools
Tinker's tools
Weaver's tools
Woodcarver's tools
Check any other tools with which Guldor is proficient:
Climber's kit
Disguise kit
Drive a truck
Fly a plane
Forgery kit
Healer's kit
Herbalism kit
Navigator tools
Ride a mount
Sail a ship
Poisoner kit
Thieves' tools
Elf
Elves receive +2 dexterity (already included).
Darkvision (see 60 feet black-and-white in pitch-dark)
Advantage on saving throws against being charmed; immune to magical sleep
All elves have a bonus proficiency in perception
Trance: Instead of sleeping, spend four hours in a sleep-like state but remain fully aware of surroundings.
Drow / Dark Elf (subrace)
Dark Elves receive +1 charisma (already included).
Darkvision -- see in black and white to 120 feet even in darkness.
Advantage on perception (wisdom) checks, except in sunlight
Disadvantage on attack rolls and sight-perception (wisdom) checks in sunlight.
Advantage on saving throws against being charmed; immune to magical sleep.
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Dancing lights, faerie fire 1/day (level 3), darkness 1/day (level 5), charisma is magic ability.
Instead of sleeping, spend four hours in a sleep-like state but remain fully aware of surroundings.
Drow sign language as a free language for you.
Soldier
Other military folks will defer to your rank.
Consider bringing a gaming set / playing cards.
You know how to ride a horse.
You are proficient with a gaming set / playing cards, mounts and land vehicles.
Fighter
Most fighters are proficient in riding a mount.
This fighter selected the great weapon fighting style; reroll 1s and 2s on damage when using a two-handed or versatile weapon.
Second Wind: As an action, regain hit points equal to 1d10 + your fighter level. Once per period between short rests.
Level 2: Action surge -- use it to take an extra action on a turn. Must take a short rest before using again.
Level 5: Extra attack on any round that includes an attack.
Level 9: Indomitable -- once between long rests, can reroll a failed saving throw.
Level 11: Two extra attacks per round.
Level 13: Indomitable -- twice between long rests, can reroll a failed saving throw.
Level 9: Indomitable -- once between long rests, can reroll a failed saving throw.
Level 17: Two action surges between rests, but not on the same turn.
Level 17: Indomitable -- three times between long rests, can reroll a failed saving throw.
Level 20: Three extra attacks per round.
Battle Master Fighter (martial archetype)
Level 3: Combat superiority -- four d8 dice, three maneuvers.
Level 3: Student of war -- proficiency with artisan tools of your choice.
Level 7: Combat superiority -- five dice; two more maneuvers
Level 7: Know your enemy -- referee will give you information about opponent abilities
Level 10: Combat superiority -- dice are d10s, two more maneuvers
Level 15: Combat superiority -- six dice, two more maneuvers; if have no more superiority dice, regain one when you roll initiative.
Level 18: Combat superiority -- dice are d12s.
Level 19: Relentless -- if you start a turn with no superiority dice, regain two at the end.
First Ability Score Improvement: +1 strength; +1 dexterity; Second Ability Score Improvement: +1 strength; +1 dexterity; Third Ability Score Improvement: +1 strength; +1 dexterity;
Class HP rolled
Level 1: Fighter 10
Level 2: Fighter 6
Level 3: Fighter 6
Level 4: Fighter 6
Level 5: Fighter 6
Level 6: Fighter 6
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Level 7: Fighter 6
Level 8: Fighter 6
Level 9: Fighter 6
Level 10: Fighter 6
Guldor 's Equipment:
35 lb
1 lb
5 lb 7 lb 5 lb 2 lb 4 lb
1 lb
10 lb 1 lb 1 lb 1 lb
20 lb 10 lb
1 lb
10 lb 1 lb
5 lb
Weapons / Armor / Shield (from above) Arrows (quiver of 20) x1 Backpack Bedroll Block and tackle Caltrops (bag of 20) Fishing gear Flint and steel Gaming set (proficient) Hammer, sledge Mess kit Mirror Potions of healing x2 Playing cards (proficient) Rations (1 day) x10 Rope (50', hempen) x1 Signal whistle Tinderbox Waterskins x2 Whetstone Bowyer supplies
_____ 120 lb
Total
Guldor 's Personality Traits:
Guldor 's Ideal(s):
Guldor 's Bond(s):
Guldor 's Flaw(s):
More about Faeryl:
He is a member of the dark elf contingent sent to Centuria City under Talabrina.
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Istolil the Tricky
Female Elf Guild Thief Rogue 12 Lawful Evil
Strength 16 (+3)
Dexterity 20 (+5)
Constitution 16 (+3)
Intelligence 15 (+2)
Wisdom 14 (+2)
Charisma 18 (+4)
Size: Medium
Height: 5' 3"
Weight: 115 lb
Skin: Black
Eyes: Red
Hair: Black Straight
Maximum Hit Points: 99 Speed: 30 feet
Inspiration: Armor Class: 18 = 10 + 3 [mithral shirt] + 5 [dexterity]
Proficiency bonus: +4
Initiative modifier: + 5 = + 5 [dexterity]
Attack (handheld / thrown): + 7 = + 4 [proficiency] + 3 [strength]
Attack (missile / finesse): + 9 = + 4 [proficiency] + 5 [dexterity]
Strength save: + 3 = + 3 [strength]
Dexterity save: + 9 = + 4 [proficiency] + 5 [dexterity]
Constitution save: + 3 = + 3 [constitution]
Intelligence save: + 6 = + 4 [proficiency] + 2 [intelligence]
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Wisdom save: + 2 = + 2 [wisdom]
Charisma save: + 4 = + 4 [charisma]
Insight (passive): 12 (17 with advantage)
Perception (passive): 16 (21 with advantage)
Carry: 240 lb maximum
For groups using the optional encumberance rules: If carrying more than 80 lb, encumbered -- -10 on speed
If carrying more than 160 lb, heavily encumbered -- -20 on speed, disadvantage on ability checks, attack rolls, and saves involving strength, constitution, and/or dexterity
Languages: Common Elvish Undercommon
Unarmed strike [+7 to hit; 1+3 bludgeoning] 4 Daggers [+9 to hit; 1d4+5 piercing, 1 lb, finesse, light, thrown (range 20/60)] Crossbow, light [+9 to hit; 1d8+5 piercing, 6 lb, ammunition (range 80/320), loading, two-handed] 8 Darts [+9 to hit; 1d4+5 piercing, 1 lb each, finesse, thrown (range 30/120)] Rapier [+9 to hit; 1d8+5 piercing, 2 lb, finesse] Mithral shirt [light; + 3 AC; 10 lb.] Feats:
Skill Name Key
Ability Skill
Modifier Ability Modifier
Trained? Misc.
Modifier
Acrobatics Dex 9 = +5 + 4
Animal Handling Wis 2 = +2
Arcana Int 2 = +2
Athletics Str 3 = +3
Deception Cha 12 = +4 + 4 + 4 [expertise]
History Int 2 = +2
Insight Wis 2 = +2
Intimidation Cha 8 = +4 + 4
Investigation Int 2 = +2
Medicine Wis 2 = +2
Nature Int 2 = +2
Perception Wis 6 = +2 + 4
Performance Cha 4 = +4
Persuasion Cha 4 = +4
Religion Int 2 = +2
Sleight of Hand Dex 9 = +5 + 4
Stealth Dex 13 = +5 + 4 + 4 [expertise]
Survival Wis 10 = +2 + 4 + 4 [expertise]
Check any other tools with which Istolil is proficient:
Climber's kit
Disguise kit Herbalism kit
Navigator tools
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Forgery kit
Healer's kit
Ride a mount
Sail a ship
Poisoner kit
Thieves' tools
Elf
Elves receive +2 dexterity (already included).
Darkvision (see 60 feet black-and-white in pitch-dark)
Advantage on saving throws against being charmed; immune to magical sleep
All elves have a bonus proficiency in perception
Trance: Instead of sleeping, spend four hours in a sleep-like state but remain fully aware of surroundings.
Drow / Dark Elf (subrace)
Dark Elves receive +1 charisma (already included).
Darkvision -- see in black and white to 120 feet even in darkness.
Advantage on perception (wisdom) checks, except in sunlight
Disadvantage on attack rolls and sight-perception (wisdom) checks in sunlight.
Advantage on saving throws against being charmed; immune to magical sleep.
Dancing lights, faerie fire 1/day (level 3), darkness 1/day (level 5), charisma is magic ability.
Instead of sleeping, spend four hours in a sleep-like state but remain fully aware of surroundings.
Drow sign language as a free language for you.
Guild Thief
This is a background from playtesting that I thought people might want to continue to use.
You belong to a criminal syndicate and have the privileges that go with it.
You speak thieves' cant.
Consider bringing thieves' tools, lampblack, a mirror, and so forth.
You are proficient with thieves' tools, disguise kit and poisoner's kit.
Rogue
Proficient in using thief tools.
Level 1: Expertise with four skills / tools gives double proficiency bonus on checks: Deception; Stealth; Survival; Poisoner's kit; .
Level 1: Thieves cant
Level 1: Sneak attack deals extra 1d6
Level 2: Cunning action -- take a second action to dash, disengage, hide or hustle
Level 3: Sneak attack deals extra 2d6
Level 5: Sneak attack deals extra 3d6
Level 5: Evasion -- you can use your reaction to take only half damage from an enemy you can see
Level 5: Uncanny dodge -- no damage if a dexterity save is made, half damage if failed
Level 7: Sneak attack deals extra 4d6
Level 9: Sneak attack deals extra 5d6
Level 11: Reliable talent -- when using abilities with proficiencies, all d20 rolls are 10 or better
Level 11: Sneak attack deals extra 6d6
Level 13: Sneak attack deals extra 7d6
Level 14: Blindsense -- sense invisible if you can hear
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Level 15: Slippery mind -- gain proficiency in wisdom saving throws
Level 15: Sneak attack deals extra 8d6
Level 17: Sneak attack deals extra 9d6
Level 18: Elusive -- if you can move, creatures cannot benefit from advantage in attacks against you
Level 19: Sneak attack deals extra 10d6
Level 20: Stroke of Luck -- once between short rests, turn a miss into a hit, or automatic success on a failed ability check
Assassin (rogue archetype)
Begin with bonus proficiencies -- disguise and poisoner kit.
Level 3: Assassinate -- you have advantage against any creature that has not yet taken a turn in combat. Hits on surprised creatures are criticals.
Level 9: Infiltration expertise -- fake identity.
Level 13: Impostor.
Level 17: Death strike. A surprised creature that you hit must save vs constitution d10 or take double damage
First Ability Score Improvement: +1 strength; +1 charisma; Second Ability Score Improvement: +1 constitution; +1 charisma; Third Ability Score Improvement: +1 intelligence; +1 charisma; Fourth Ability Score Improvement: +1 wisdom; +1 charisma;
Class HP rolled
Level 1: Rogue 8
Level 2: Rogue 5
Level 3: Rogue 5
Level 4: Rogue 5
Level 5: Rogue 5
Level 6: Rogue 5
Level 7: Rogue 5
Level 8: Rogue 5
Level 9: Rogue 5
Level 10: Rogue 5
Level 11: Rogue 5
Level 12: Rogue 5
Istolil's Equipment:
30 lb
2 lb 2 lb
5 lb 7 lb 5 lb 4 lb
4 lb
Weapons / Armor / Shield (from above) Acid vials x2 Crossbow bolts (quiver of 20) x1 Backpack Bedroll Crowbar Fishing gear Flint and steel Grappling hook
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1 lb 1 lb 1 lb
20 lb 10 lb 8 lb
1 lb 5 lb
3 lb 2 lb 1 lb
Mess kit Mirror Potions of healing x2 Rations (1 day) x10 Rope (50', silk) x2 Shovel / Spade Signal whistle Tinderbox Waterskins x1 Disguise kit (proficient) Poisoner kit (proficient) Thieves' tools (proficient)
A glass orb filled with moving smoke
_____ 112 lb
Total
Istolil's Personality Traits:
Istolil's Ideal(s):
Istolil's Bond(s):
Istolil's Flaw(s):
More about Istolil:
She is a member dark elf contingent sent to Centuria City under Talabrina. She uses her extreme beauty to disarm her intended victim. She has been nick named the Black Widow.
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Jevan the Acrobatic
Male Elf Guild Thief Rogue 11 Lawful Evil
Strength 18 (+4)
Dexterity 20 (+5)
Constitution 19 (+4)
Intelligence 12 (+1)
Wisdom 11 (+0)
Charisma 13 (+1)
Size: Medium
Height: 5' 5"
Weight: 130 lb
Skin: Black
Eyes: Red
Hair: Black Straight; Beardless
Maximum Hit Points: 102
Speed: 30 feet
Inspiration:
Armor Class: 18 = 10 + 3 [mithral shirt] + 5 [dexterity]
Proficiency bonus: +4
Initiative modifier: + 5 = + 5 [dexterity]
Attack (handheld / thrown): + 8 = + 4 [proficiency] + 4 [strength]
Attack (missile / finesse): + 9 = + 4 [proficiency] + 5 [dexterity]
Strength save: + 4 = + 4 [strength]
Dexterity save: + 9 = + 4 [proficiency] + 5 [dexterity]
Constitution save: + 4 = + 4 [constitution]
Intelligence save: + 5 = + 4 [proficiency] + 1 [intelligence]
Wisdom save: + 0
Charisma save: + 1 = + 1 [charisma]
Insight (passive): 18 (23 with advantage)
Perception (passive): 14 (19 with advantage)
Carry: 270 lb maximum
For groups using the optional encumberance rules: If carrying more than 90 lb, encumbered -- -10 on speed
If carrying more than 180 lb, heavily encumbered -- -20 on speed, disadvantage on ability checks, attack rolls, and saves involving strength, constitution, and/or dexterity
Languages: Common Elvish Undercommon
Unarmed strike [+8 to hit; 1+4 bludgeoning]
2 Daggers [+9 to hit; 1d4+5 piercing, 1 lb, finesse, light, thrown (range 20/60)]
Crossbow, light [+9 to hit; 1d8+5 piercing, 6 lb, ammunition (range 80/320), loading, two-handed]
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Short Sword [+9 to hit; 1d6+5 piercing, 2 lb, finesse, light]
Mithral shirt [light; + 3 AC; 10 lb.]
Feats:
Skill Name Key
Ability Skill
Modifier Ability
Modifier Trained?
Misc. Modifier
Acrobatics Dex 13 = +5 + 4 + 4 [expertise]
Animal Handling Wis 0 = +0
Arcana Int 1 = +1
Athletics Str 4 = +4
Deception Cha 5 = +1 + 4
History Int 1 = +1
Insight Wis 8 = +0 + 4 + 4 [expertise]
Intimidation Cha 1 = +1
Investigation Int 1 = +1
Medicine Wis 0 = +0
Nature Int 1 = +1
Perception Wis 4 = +0 + 4
Performance Cha 1 = +1
Persuasion Cha 1 = +1
Religion Int 1 = +1
Sleight of Hand Dex 9 = +5 + 4
Stealth Dex 13 = +5 + 4 + 4 [expertise]
Survival Wis 8 = +0 + 4 + 4 [expertise]
Check any artisan tools with which Jevan is proficient:
Alchemist's supplies
Boyer / fletcher tools
Brewer's supplies
Calligrapher's supplies
Carpenter's tools
Cartographer's tools
Cobbler's tools
Cook's utensils
Glassblower's tools
Goldsmith / silversmith's tools
Jeweler's tools
Leatherworker's tools
Mason's tools
Painter's supplies
Potter's tools
Smith's tools
Tinker's tools
Weaver's tools
Woodcarver's tools
Check any instruments with which Jevan is proficient:
Bagpipes
Drum
Dulcimer
Flute
Horn
Pan flute
Shawm
Viol
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Lute
Lyre
Check any games with which Jevan is proficient:
Dragon Chess
Three Dragon Ante
Board Game:
Card Game:
Dice game:
Check any other tools with which Jevan is proficient:
Climber's kit
Disguise kit
Drive a truck
Fly a plane
Forgery kit
Healer's kit
Herbalism kit
Navigator tools
Ride a mount
Sail a ship
Poisoner kit
Thieves' tools
Elf
Elves receive +2 dexterity (already included).
Darkvision (see 60 feet black-and-white in pitch-dark)
Advantage on saving throws against being charmed; immune to magical sleep
All elves have a bonus proficiency in perception
Trance: Instead of sleeping, spend four hours in a sleep-like state but remain fully aware of surroundings.
Drow / Dark Elf (subrace)
Dark Elves receive +1 charisma (already included).
Darkvision -- see in black and white to 120 feet even in darkness.
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Advantage on perception (wisdom) checks, except in sunlight
Disadvantage on attack rolls and sight-perception (wisdom) checks in sunlight.
Advantage on saving throws against being charmed; immune to magical sleep.
Dancing lights, faerie fire 1/day (level 3), darkness 1/day (level 5), charisma is magic ability.
Instead of sleeping, spend four hours in a sleep-like state but remain fully aware of surroundings.
I added drow sign language as a free language for you.
Guild Thief
This is a background from playtesting that I thought people might want to continue to use.
You belong to a criminal syndicate and have the privileges that go with it.
You speak thieves' cant.
Consider bringing thieves' tools, lampblack, a mirror, and so forth.
You are proficient with thieves' tools, disguise kit and poisoner's kit.
Rogue
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Proficient in using thief tools.
Level 1: Expertise with four skills / tools gives double proficiency bonus on checks: Acrobatics; Insight; Stealth; Survival; .
Level 1: Thieves cant
Level 1: Sneak attack deals extra 1d6
Level 2: Cunning action -- take a second action to dash, disengage, hide or hustle
Level 3: Sneak attack deals extra 2d6
Level 5: Sneak attack deals extra 3d6
Level 5: Evasion -- you can use your reaction to take only half damage from an enemy you can see
Level 5: Uncanny dodge -- no damage if a dexterity save is made, half damage if failed
Level 7: Sneak attack deals extra 4d6
Level 9: Sneak attack deals extra 5d6
Level 11: Reliable talent -- when using abilities with proficiencies, all d20 rolls are 10 or better
Level 11: Sneak attack deals extra 6d6
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Level 13: Sneak attack deals extra 7d6
Level 14: Blindsense -- sense invisible if you can hear
Level 15: Slippery mind -- gain proficiency in wisdom saving throws
Level 15: Sneak attack deals extra 8d6
Level 17: Sneak attack deals extra 9d6
Level 18: Elusive -- if you can move, creatures cannot benefit from advantage in attacks against you
Level 19: Sneak attack deals extra 10d6
Level 20: Stroke of Luck -- once between short rests, turn a miss into a hit, or automatic success on a failed ability check
Thief (rogue archetype)
Level 3: Burglary / Second Story Work -- climb at full speed, add your dexterity modifier to distances jumped.
Level 3: Fast hands -- can use cunning action to make seight of hands checks, use thief tools on a trap, open a lock or use something in the environment.
Level 9: Supreme sneak -- advantage to hide.
Level 13: Use magic device
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Level 17: Thief reflexes. Take an extra turn at initiative - 10 on the first round of any battle.
First Ability Score Improvement: +1 strength; +1 constitution; Second Ability Score Improvement: +1 strength; +1 constitution; Third Ability Score Improvement: +1 intelligence; +1 wisdom;
Class HP rolled
Level 1: Rogue 8
Level 2: Rogue 5
Level 3: Rogue 5
Level 4: Rogue 5
Level 5: Rogue 5
Level 6: Rogue 5
Level 7: Rogue 5
Level 8: Rogue 5
Level 9: Rogue 5
Level 10: Rogue 5
Level 11: Rogue 5
Death Saving Throws:
Successes
Failures
Jevan's Equipment:
20 lb
2 lb
5 lb 7 lb
3 lb 5 lb 4 lb
4 lb 3 lb 1 lb 1 lb 1 lb
20 lb 10 lb
8 lb 1 lb
Weapons / Armor / Shield (from above) Crossbow bolts (quiver of 20) x1 Backpack Bedroll Candle Clothing change x1 Crowbar Fishing gear Flint and steel Grappling hook Hammer Mess kit Mirror Potions of healing x2 Rations (1 day) x10 Rope (50', hempen) x1 Shovel / Spade Tinderbox
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5 lb 1 lb
3 lb 5 lb 1 lb 2 lb
Waterskins x1 Whetstone Disguise kit (proficient) Forgery kit Thieves' tools (proficient) Tools (miscellaneous) x1
_____ 112 lb
Total
Jevan's Personality Traits:
Jevan's Ideal(s):
Jevan's Bond(s):
Jevan's Flaw(s):
More about Jevan:
member dark elf contingent sent to Centuria City under Talabrina
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Jhulae the Astute
Female Elf Sage Wizard 8 Lawful Evil
Strength 14 (+2)
Dexterity 16 (+3)
Constitution 18 (+4)
Intelligence 20 (+5)
Wisdom 15 (+2)
Charisma 17 (+3)
Size: Medium
Height: 5' 2"
Weight: 100 lb
Skin: Black
Eyes: Red
Hair: Black Straight
Maximum Hit Points: 66
Speed: 30 feet
Inspiration:
Armor Class: 13 = 10 + 3 [dexterity]
Proficiency bonus: +3
Initiative modifier: + 3 = + 3 [dexterity]
Attack (handheld / thrown): + 5 = + 3 [proficiency] + 2 [strength]
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Attack (missile / finesse): + 6 = + 3 [proficiency] + 3 [dexterity]
Strength save: + 2 = + 2 [strength]
Dexterity save: + 3 = + 3 [dexterity]
Constitution save: + 4 = + 4 [constitution]
Intelligence save: + 8 = + 3 [proficiency] + 5 [intelligence]
Wisdom save: + 5 = + 3 [proficiency] + 2 [wisdom]
Charisma save: + 3 = + 3 [charisma]
Insight (passive): 12 (17 with advantage)
Perception (passive): 15 (20 with advantage)
Carry: 210 lb maximum
For groups using the optional encumberance rules: If carrying more than 70 lb, encumbered -- -10 on speed
If carrying more than 140 lb, heavily encumbered -- -20 on speed, disadvantage on ability checks, attack rolls, and saves involving strength, constitution, and/or dexterity
Languages: Common Elvish Dark_Elf_Silent Orc Undercommon
Unarmed strike [+5 to hit; 1+2 bludgeoning]
Dagger [+6 to hit; 1d4+3 piercing, 1 lb, finesse, light, thrown (range 20/60)]
Quarterstaff [+5 to hit; 1d6+2 bludgeoning, 4 lb, versatile (1d8)]
Crossbow, light [+6 to hit; 1d8+3 piercing, 6 lb, ammunition (range 80/320), loading, two-handed]
Feats:
Skill Name Key
Ability Skill
Modifier Ability Modifier
Trained? Misc.
Modifier
Acrobatics Dex 3 = +3
Animal Handling Wis 2 = +2
Arcana Int 8 = +5 + 3
Athletics Str 2 = +2
Deception Cha 3 = +3
History Int 8 = +5 + 3
Insight Wis 2 = +2
Intimidation Cha 3 = +3
Investigation Int 5 = +5
Medicine Wis 2 = +2
Nature Int 5 = +5
Perception Wis 5 = +2 + 3
Performance Cha 3 = +3
Persuasion Cha 3 = +3
Religion Int 5 = +5
Sleight of Hand Dex 3 = +3
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Stealth Dex 6 = +3 + 3
Survival Wis 5 = +2 + 3
Wizard spells:
First-level castings: 4/day
Second-level castings: 3/day
Third-level castings: 3/day
Fourth-level castings: 3/day
At wizard level 8, Jhulae knows 4 wizard cantrips. Mark Jhulae's Wizard Cantrip(s) here:
Acid Splash Blade Ward Chill Touch
Dancing Lights Fire Bolt Friends
Light Mage Hand Mending
Message Minor Illusion Poison Spray
Prestidigitation Ray of Frost Shocking Grasp
True Strike
Use the first box to mark the wizard spells in Jhulae's spellbook. Jhulae has at least 20 wizard spells in her spellbook.
Use the second box to mark the wizard spells that she has prepared. Jhulae can prepare 13 wizard spells daily.
Mark Jhulae's First Level Wizard spells here:
Alarm Burning Hands Charm Person
Chromatic Orb Color Spray
Comprehend Languages Detect Magic Disguise Self
Expeditious Retreat False Life [necromancy] Feather Fall
Find Familiar Fog Cloud Grease
Identify Illusory Script Jump
Longstrider Mage Armor Magic Missile
Protection from Evil and Good Ray of Sickness [necromancy] Shield
Silent Image Sleep
Tasha's Hideous Laughter Tenser's Floating Disk Thunderwave
Unseen Servant Witch Bolt
Mark Jhulae's Second Level Wizard spells here:
Alter Self Arcane Lock Blindness Deafness
Blur Cloud of Daggers Continual Flame
Crown of Madness Darkness Darkvision
Detect Thoughts Enlarge / Reduce Flaming Sphere
Gentle Repose [necromancy] Gust of Wind Hold Person
Invisibility Knock Levitate
Locate Object Magic Mouth Magic Weapon
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Melf Acid Arrow Mirror Image Misty Step
Nystul's Magic Aura Phantasmal Force Ray of Enfeeblement
Rope Trick Scorching Ray See Invisibility
Shatter Spider Climb Suggestion
Web
Mark Jhulae's Third Level Wizard spells here:
Animate Dead Bestow Curse [necromancy] Blink
Clairvoyance Counterspell Dispel Magic
Fear Feign Death [necromancy] Fireball
Fly Gaseous Form Glyph of Warding
Haste Hypnotic Pattern Leomund's Tiny Hut
Lightning Bolt Magic Circle Major Image
Nondetection Phantom Steed Protection from Energy
Remove Curse Sending Sleet Storm
Slow Stinking Cloud Tongues
Vampiric Touch [necromancy] Water Breathing
Mark Jhulae's Fourth Level Wizard spells here:
Arcane Eye Banishment Blight [necromancy]
Confusion Conjure Minor Elementals Control Water
Dimension Door Evard's Black Tentacles Fabricate
Fire Shield Greater Invisibility Hallucinatory Terrain
Ice Storm Leomund's Secret Chest Locate Creature
Mordenkainen's Faithful Hound Mordenkainen's Private Sanctum
Otiluke's Resilient Sphere Phantasmal Killer Polymorph
Stone Shape Stoneskin Wall of Fire
Check any artisan tools with which Jhulae is proficient:
Alchemist's supplies
Boyer / fletcher tools
Brewer's supplies
Calligrapher's supplies
Carpenter's tools
Cartographer's tools
Cobbler's tools
Cook's utensils
Glassblower's tools
Goldsmith / silversmith's tools
Jeweler's tools
Leatherworker's tools
Mason's tools
Painter's supplies
Potter's tools
Smith's tools
Tinker's tools
Weaver's tools
Woodcarver's tools
Check any other tools with which Jhulae is proficient:
Climber's kit
Disguise kit Herbalism kit
Navigator tools
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Drive a truck
Fly a plane
Forgery kit
Healer's kit
Ride a mount
Sail a ship
Poisoner kit
Thieves' tools
Elf
Elves receive +2 dexterity (already included).
Darkvision (see 60 feet black-and-white in pitch-dark)
Advantage on saving throws against being charmed; immune to magical sleep
All elves have a bonus proficiency in perception
Trance: Instead of sleeping, spend four hours in a sleep-like state but remain fully aware of surroundings.
Drow / Dark Elf (subrace)
Dark Elves receive +1 charisma (already included).
Darkvision -- see in black and white to 120 feet even in darkness.
Advantage on perception (wisdom) checks, except in sunlight
Disadvantage on attack rolls and sight-perception (wisdom) checks in sunlight.
Advantage on saving throws against being charmed; immune to magical sleep.
Dancing lights, faerie fire 1/day (level 3), darkness 1/day (level 5), charisma is magic ability.
Instead of sleeping, spend four hours in a sleep-like state but remain fully aware of surroundings.
I added drow sign language as a free language for you.
Sage
You know at least where to find almost any piece of information.
Two extra languages of your choice (already included).
Wizard
The DC to resist your spells is 8 + proficiency bonus + your intelligence modifier.
Ritual casting.
Arcane Recovery: Once per day, recover expended spell slots (level 6 or under) up to half your wizard level.
Level 18: Spell mastery. Choose a 1st level and 2nd level wizard spell. Cast these at the lowest level at will.
Level 20: Signature spells. You have two 3rd level wizard spells that you can cast as through a 3rd level slot, each one once between each short rest, without expending the slot.
Necromancy wizard (school)
Level 2: Necromancy savant -- the time and cost to put a necromancy spell into your spellbook is halved
Level 2: Grim Harvest -- kill something with a spell of 1st level or higher, gain hp equal to twice the spell level, or three times if it is necromancy school.
Level 6: Learn Animate Dead spell and can have extra undead servants
Level 10: Inured to Undeath -- resistance to necrotic damage, cannot have maximum hp reduced
Level 14: Command Undead
First Ability Score Improvement: +1 intelligence; +1 charisma; Second Ability Score Improvement: +1 intelligence; +1 wisdom;
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Class HP rolled
Level 1: Wizard 6
Level 2: Wizard 4
Level 3: Wizard 4
Level 4: Wizard 4
Level 5: Wizard 4
Level 6: Wizard 4
Level 7: Wizard 4
Level 8: Wizard 4
Jhulae's Equipment:
11 lb
2 lb 2 lb
5 lb 7 lb 1 lb
4 lb
1 lb 1 lb
1 lb 20 lb 10 lb
1 lb
10 lb
8 lb 2 lb 3 lb
Weapons / Armor / Shield (from above) Alchemist fire x2 Crossbow bolts (quiver of 20) x1 Backpack Bedroll Case (for map or scroll) Chalk Fishing gear Flint and steel Ink pen Ink vial Magnifying glass Mess kit Mirror Paper sheets x4 Parchment sheets x2 Potions of healing x2 Rations (1 day) x10 Rope (50', hempen) x1 Sealing wax Tinderbox Waterskins x2 Alchemist supplies Spell component pouch Spellbook x1
_____ 89 lb
Total
Jhulae's Personality Traits: Jhulae's Ideal(s): Jhulae's Bond(s): Jhulae's Flaw(s): More about Jhulae:
member dark elf contingent sent to Centuria City under Talabrina
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Katarina the Musician
Female Human Guild Artisan Bard 7 Neutral Good
Strength 14 (+2)
Dexterity 17 (+3)
Constitution 16 (+3)
Intelligence 16 (+3)
Wisdom 16 (+3)
Charisma 20 (+5)
Size: Medium
Height: 5' 9"
Weight: 135 lb
Skin: Light
Eyes: Blue
Hair: Light Brown Straight
Maximum Hit Points: 59
Speed: 30 feet
Inspiration:
Armor Class: 14 = 10 + 1 [leather] + 3 [dexterity]
Proficiency bonus: +3
Initiative modifier: + 4 = + 3 [dexterity] + 1 [bard half proficiency bonus if allowed]
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Attack (handheld / thrown): + 5 = + 3 [proficiency] + 2 [strength]
Attack (missile / finesse): + 6 = + 3 [proficiency] + 3 [dexterity]
Strength save: + 2 = + 2 [strength]
Dexterity save: + 6 = + 3 [proficiency] + 3 [dexterity]
Constitution save: + 3 = + 3 [constitution]
Intelligence save: + 3 = + 3 [intelligence]
Wisdom save: + 3 = + 3 [wisdom]
Charisma save: + 8 = + 3 [proficiency] + 5 [charisma]
Insight (passive): 16 (21 with advantage)
Perception (passive): 19 (24 with advantage)
Carry: 210 lb maximum
For groups using the optional encumberance rules: If carrying more than 70 lb, encumbered -- -10 on speed
If carrying more than 140 lb, heavily encumbered -- -20 on speed, disadvantage on ability checks, attack rolls, and saves involving strength, constitution, and/or dexterity
Languages: Common Dwarvish Elvish
Unarmed strike [+5 to hit; 1+2 bludgeoning] Dagger [+6 to hit; 1d4+3 piercing, 1 lb, finesse, light, thrown (range 20/60)] Crossbow, light [+6 to hit; 1d8+3 piercing, 6 lb, ammunition (range 80/320), loading, two-handed] Longsword [+5 to hit; 1d8+2 slashing, 4 lb, versatile (1d10 slashing)] Leather armor [light; + 1 AC; 10 lb.] Feats:
Skill Name Key
Ability Skill
Modifier Ability Modifier
Trained? Misc.
Modifier
Acrobatics Dex 4 = +3 + 1
Animal Handling Wis 4 = +3 + 1
Arcana Int 4 = +3 + 1
Athletics Str 3 = +2 + 1
Deception Cha 6 = +5 + 1
History Int 6 = +3 + 3
Insight Wis 6 = +3 + 3
Intimidation Cha 8 = +5 + 3
Investigation Int 9 = +3 + 3 + 3 [expertise]
Medicine Wis 4 = +3 + 1
Nature Int 4 = +3 + 1
Perception Wis 9 = +3 + 3 + 3 [expertise]
Performance Cha 8 = +5 + 3
Persuasion Cha 8 = +5 + 3
Religion Int 4 = +3 + 1
Sleight of Hand Dex 4 = +3 + 1
Stealth Dex 4 = +3 + 1
Survival Wis 6 = +3 + 3
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Bard spells:
First-level castings: 4/day
Second-level castings: 3/day
Third-level castings: 3/day
Fourth-level castings: 1/day
At bard level 7, you know 3 bard cantrips. Mark your Bard Cantrip(s) here:
Blade Ward Dancing Lights Friends
Light Mage Hand Mending
Message Minor Illusion Prestidigitation
True Strike Vicious Mockery
At bard level 7, you know 10 bard spells. In addition, add your two Lore College spells (from any class) at the appropriate levels. Mark your First Level Bard spells here:
Animal Friendship Bane Charm Person
Comprehend Languages Cure Wounds Detect Magic
Disguise Self Dissonant Whispers Faerie Fire
Feather Fall Healing Word Heroism
Identify Illusory Script Longstrider
Silent Image Sleep Speak with ANimals
Tashas Hideous Laughter Thunderwave Unseen Servant
Mark your Second Level Bard spells here:
Animal Messenger Blindness / Deafness Calm Emotions
Cloud of Daggers Crown of Madness Detect Thoughts
Enhance Ability Enthrall Heat Metal
Hold Person Invisibility Knock
Lesser Restoration Locate Animals or Plants Locate Object
Magic Mouth Phantasmal Force See Invisibility
Shatter Silence Suggestion
Zone of Truth
Mark your Third Level Bard spells here:
Bestow Curse Clairvoyance Dispel Magic
Fear Feigh Death Glyph of Warding
Hypnotic Pattern Leomunds Tiny Hut Major Image
Nondetection Plant Growth Sending
Speak with Dead Speak with Plants Stinking Cloud
Tongues
Mark your Fourth Level Bard spells here:
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Compulsion Confusion Dimension Door
Freedom of Movement Greater Invisibility Hallucinatory Terrain
Locate Creature Polymorph
You are proficient with at least 1 artisan tool set(s). Check any artisan tools with which you are proficient:
Alchemist's supplies
Boyer / fletcher tools
Brewer's supplies
Calligrapher's supplies
Carpenter's tools
Cartographer's tools
Cobbler's tools
Cook's utensils
Glassblower's tools
Goldsmith / silversmith's tools
Jeweler's tools
Leatherworker's tools
Mason's tools
Painter's supplies
Potter's tools
Smith's tools
Tinker's tools
Weaver's tools
Woodcarver's tools
You are proficient with at least 3 musical instrument(s). Check any instruments with which you are proficient:
Bagpipes
Drum
Dulcimer
Flute
Lute
Lyre
Horn
Pan flute
Shawm
Viol
Check any games with which you are proficient:
Dragon Chess
Three Dragon Ante
Board Game:
Card Game:
Dice game:
Check any other tools with which you are proficient:
Climber's kit
Disguise kit
Drive a truck
Fly a plane
Forgery kit
Healer's kit
Herbalism kit
Navigator tools
Ride a mount
Sail a ship
Poisoner kit
Thieves' tools
Human
Humans get +1 on each of the six ability scores (already included). If honor and/or sanity are ability scores, these are also increased by one.
Humans learn one extra language.
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Guild Artisan
You belong to a union of skilled workers, or are perhaps a merchant, and have the privileges that go with it.
You are proficient with a set of artisan tools (already included).
One extra language of your choice (already included).
Bard
Ritual caster.
The DC to resist your spells is 8 + proficiency bonus + your charisma modifier.
Bardic Inspiration -- on your turn as a bonus action, you can give one creature a d6, to add to a d20 already rolled but before results are known. Use this feature a number of times per day equal to your charisma modifier, minimum of 1.
Start with two cantrips
Level 2: Jack of all trades. Add half your proficiency to ability checks if you are not proficient in a skill.
Level 2: Song of Rest (d6).
Level 3: Two areas of expertise Expertise with four skills / tools gives double proficiency bonus on checks: Investigation; Perception; .
Level 5: Bardic inspiration dice are d8, regain on short rest.
Level 5: Font of Inspiration.
Level 6: Countercharm
Level 10: Two more areas of expertise. Bardic inspiration dice are d10.
Level 10: Add two spells of a level you can cast from any class to the spells you know
Level 14: Add two more spells of a level you can cast from any class to the spells you know
Level 15: Bardic inspiration dice are d12.
Level 18: Add two more spells of a level you can cast from any class to the spells you know
Level 20: When you roll initiative and have no use of Bardic Inspiration, get one use.
Lore Bard (college)
Level 3: Cutting words. You can use a Bardic Inspiration die against an opponent d20 roll provided the opponent can hear and understand you.
Level 6: Two additional spells of a level you can cast from any class.
Level 14: You can add your Bardic Inspiration dice to your own ability checks after rolling d20 before you know result.
First Ability Score Improvement: +1 charisma; +1 strength;
Class HP rolled
Level 1: Bard 8
Level 2: Bard 5
Level 3: Bard 5
Level 4: Bard 5
Level 5: Bard 5
Level 6: Bard 5
Level 7: Bard 5
Katarina's Equipment:
21 lb
3 lb
Weapons / Armor / Shield (from above) Crossbow bolts (quiver of 20) x2
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2 lb
5 lb 7 lb 4 lb
2 lb 1 lb 1 lb
2 lb
20 lb 10 lb
8 lb 1 lb 5 lb 1 lb
1 lb 1 lb 2 lb 2 lb 3 lb
Holy water flasks x2 Backpack Bedroll Fishing gear Flint and steel Horse Ink pen Ink vial Lantern (bullseye) Mess kit Mirror Paper sheets x3 Pole Rations (1 day) x10 Rope (50', hempen) x1 Sewing needle Shovel / Spade Tinderbox Waterskins x1 Whetstone Healer kit Holy symbol (silver) Lute (proficient) Spell component pouch Spellbook x1
_____ 102 lb
Total
Katarina's Personality Traits: Katarina's Ideal(s): Katarina's Bond(s): Katarina's Flaw(s): More about Katarina: Crown Prince Leopold from Dumnonia is in love with Katarina. She owns a small estate that she inherited from her grandfather on the outskirts of Centuria City.
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Kethan the Scout
Male Elf Outlander Ranger 9 Lawful Evil
Strength 19 (+4)
Dexterity 17 (+3)
Constitution 16 (+3)
Intelligence 14 (+2)
Wisdom 15 (+2)
Charisma 11 (+0)
Size: Medium
Height: 5' 5"
Weight: 140 lb
Skin: Black
Eyes: Dark Brown
Hair: Black Straight; Beardless
Maximum Hit Points: 85
Speed: 30 feet
Inspiration:
Armor Class: 18 = 10 + 3 [mithral shirt] + 2 [steel shield] + 3 [dexterity]
Proficiency bonus: +4
Initiative modifier: + 3 = + 3 [dexterity]
Attack (handheld / thrown): + 8 = + 4 [proficiency] + 4 [strength]
Attack (missile / finesse): + 7 = + 4 [proficiency] + 3 [dexterity]
Strength save: + 8 = + 4 [proficiency] + 4 [strength]
Dexterity save: + 7 = + 4 [proficiency] + 3 [dexterity]
Constitution save: + 3 = + 3 [constitution]
Intelligence save: + 2 = + 2 [intelligence]
Wisdom save: + 2 = + 2 [wisdom]
Charisma save: + 0
Insight (passive): 12 (17 with advantage)
Perception (passive): 16 (21 with advantage)
Carry: 285 lb maximum
For groups using the optional encumberance rules: If carrying more than 95 lb, encumbered -- -10 on speed
If carrying more than 190 lb, heavily encumbered -- -20 on speed, disadvantage on ability checks, attack rolls, and saves involving strength, constitution, and/or dexterity
Languages: Celestial Common Elvish Dark_Elf_Silent Giant Undercommon
Unarmed strike [+8 to hit; 1+4 bludgeoning]
Dagger [+8 to hit (+10 if thrown, archery style bonus); 1d4+4 piercing, 1 lb, finesse, light, thrown (range 20/60)]
Longsword [+8 to hit; 1d8+4 slashing, 4 lb, versatile (1d10 slashing)]
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Longbow, heavy [+9 to hit (archery style bonus); 1d8+3 piercing, 2 lb, ammunition (range 150/600), heavy, two-handed]
Mithral shirt [light; + 3 AC; 10 lb.]
Steel Shield [+2 AC; 6 lb.]
Feats:
Skill Name Key
Ability Skill
Modifier Ability Modifier
Trained? Misc.
Modifier
Acrobatics Dex 3 = +3
Animal Handling Wis 6 = +2 + 4
Arcana Int 2 = +2
Athletics Str 8 = +4 + 4
Deception Cha 0 = +0
History Int 2 = +2
Insight Wis 2 = +2
Intimidation Cha 0 = +0
Investigation Int 2 = +2
Medicine Wis 2 = +2
Nature Int 6 = +2 + 4
Perception Wis 6 = +2 + 4
Performance Cha 0 = +0
Persuasion Cha 0 = +0
Religion Int 2 = +2
Sleight of Hand Dex 3 = +3
Stealth Dex 7 = +3 + 4
Survival Wis 6 = +2 + 4
Ranger spells:
First-level castings: 4/day
Second-level castings: 3/day
Third-level castings: 2/day
At ranger level 9, Kethan knows 6 ranger spells. Mark Kethan's First Level Ranger spells here:
Alarm
Animal Friendship
Cure Wounds
Detect Magic
Detect Poison and Disease
Ensnaring Strike
Fog Cloud
Goodberry
Hail of Thorns
Hunters Mark
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Jump
Longstrider
Speak with Animals
Mark Kethan's Second Level Ranger spells here:
Animal Messenger
Barkskin
Beast Sense
Cordon of Arrows
Darkvision
Find Traps
Lesser Restoration
Locate Animals or Plants
Locate Object
Pass without Trace
Protection from Poison
Silence
Spike Growth
Mark Kethan's Third Level Ranger spells here:
Conjure Animals
Conjure Barrage
Daylight
Lightning Arrow
Nondetection
Plant Growth
Protection from Energy
Speak with Plants
Water Breathing
Water Walk
Wind Wall
Check any artisan tools with which Kethan is proficient:
Alchemist's supplies Leatherworker's tools
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Boyer / fletcher tools
Brewer's supplies
Calligrapher's supplies
Carpenter's tools
Cartographer's tools
Cobbler's tools
Cook's utensils
Glassblower's tools
Goldsmith / silversmith's tools
Jeweler's tools
Mason's tools
Painter's supplies
Potter's tools
Smith's tools
Tinker's tools
Weaver's tools
Woodcarver's tools
Kethan is proficient with at least 1 musical instrument(s). Check any instruments with which Kethan is proficient:
Bagpipes
Drum
Dulcimer
Flute
Lute
Lyre
Horn
Pan flute
Shawm
Viol
Check any games with which Kethan is proficient:
Dragon Chess
Three Dragon Ante
Board Game:
Card Game:
Dice game:
Check any other tools with which Kethan is proficient:
Climber's kit
Disguise kit
Drive a truck
Fly a plane
Forgery kit
Healer's kit
Herbalism kit
Navigator tools
Ride a mount
Sail a ship
Poisoner kit
Thieves' tools
Elf
Elves receive +2 dexterity (already included).
Darkvision (see 60 feet black-and-white in pitch-dark)
Advantage on saving throws against being charmed; immune to magical sleep
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All elves have a bonus proficiency in perception
Trance: Instead of sleeping, spend four hours in a sleep-like state but remain fully aware of surroundings.
Drow / Dark Elf (subrace)
Dark Elves receive +1 charisma (already included).
Darkvision -- see in black and white to 120 feet even in darkness.
Advantage on perception (wisdom) checks, except in sunlight
Disadvantage on attack rolls and sight-perception (wisdom) checks in sunlight.
Advantage on saving throws against being charmed; immune to magical sleep.
Dancing lights, faerie fire 1/day (level 3), darkness 1/day (level 5), charisma is magic ability.
Instead of sleeping, spend four hours in a sleep-like state but remain fully aware of surroundings.
I added drow sign language as a free language for you.
Outlander
You are from a wilderness community.
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You always have your bearings in unfamiliar territory, and can enable at least five companions to live off the land.
One extra language of your choice (already included).
You probably play an instrument.
Ranger
Probably proficient in riding a mount.
This ranger selected the archery style at level 2, giving +2 to attack rolls with ranged weapons (thrown, missiles). Remember to add this if required.
Favored Terrain -- choose arctic, coast, desert, forest, grassland, mountain, swamp, Underdark.
This ranger chose Underdark as first favored terrain.
This ranger chose Forest at Level 6.
Tracking
Level 2: Spell Casting. The DC to resist your spells is 8 + proficiency bonus + your wisdom modifier.
Level 5: Extra attack each round if an attack was made this round
Level 6: Favored Terrain -- add a second type
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Level 8: Land's stride
Level 10: Hide in plain sight
Level 14: Favored Terrain -- add a third type
Level 14: Vanish
Level 18: Unmatched hunter
Level 18: Feral senses -- being unable to see an enemy does not give disadvantage, and you sense invisible things
Level 20: Foe Slayer -- add wisdom modifier to attack or damage against a favored enemy
This ranger chose the following favored enemies:
Celestials Elves Humans
Beast Master Ranger (path)
Level 3: Gain a beast companion.
Level 7: On a round when beast does not attack, beast can dash, disengage, dodge or help
Level 11: Bestial Fury: Beast can make two attacks when commanded to use attack action.
Level 15: Share Spells -- spells cast on yourself also protect beast if within 30 feet.
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First Ability Score Improvement: +1 strength; +1 dexterity; Second Ability Score Improvement: +1 constitution; +1 wisdom;
Class HP rolled
Level 1: Ranger 10
Level 2: Ranger 6
Level 3: Ranger 6
Level 4: Ranger 6
Level 5: Ranger 6
Level 6: Ranger 6
Level 7: Ranger 6
Level 8: Ranger 6
Level 9: Ranger 6
Kethan's Equipment:
23 lb
2 lb 1 lb
5 lb 7 lb 4 lb 5 lb
1 lb 1 lb
20 lb 10 lb 8 lb 1 lb 5 lb
5 lb 1 lb 3 lb 2 lb 2 lb
Weapons / Armor / Shield (from above) Alchemist fire x2 Arrows (quiver of 20) x1 Antitoxin vials x1 Backpack Bedroll Fishing gear Fishing net Flint and steel Mess kit Mirror Rations (1 day) x10 Rope (50', hempen) x1 Shovel / Spade Tinderbox Waterskins x1 Bowyer supplies Healer kit Herbalist kit Lute (proficient) Spell component pouch
_____ 106 lb
Total
Kethan's Personality Traits:
Kethan's Ideal(s):
Kethan's Bond(s):
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Kethan's Flaw(s):
More about Kethan:
a member of Talabrina dark elf contingent