| ⚪ | Athletics (STR) |
2 |
| ⚪ | Acrobatics (DEX) |
5 |
| ⚪ | Sleight of Hand (DEX) |
5 |
| ⚪ | Stealth (DEX) |
5 |
| ⚪ | Arcana (INT) |
-1 |
| ⚪ | History (INT) |
-1 |
| ⚪ | Investigation (INT) |
-1 |
| ⚫ | Nature (INT) |
3 |
| ⚫ | Religion (INT) |
3 |
| ⚫ | Animal Handling (WIS) |
7 |
| ⚫ | Insight (WIS) |
7 |
| ⚫ | Medicine (WIS) |
7 |
| ⚪ | Perception (WIS) |
3 |
| ⚪ | Survival (WIS) |
3 |
| ⚪ | Deception (CHA) |
1 |
| ⚪ | Intimidation (CHA) |
1 |
| ⚪ | Performance (CHA) |
1 |
| ⚪ | Persuasion (CHA) |
1 |
| 🛡️ | Scale Mail (Weight: 50 lbs, Value: 45 gp, Quantity: 1, Rarity: Common), AC: 16, Armor Type: Medium | ||
| ⚔️ | None | ||
| 🏹 | None | ||
| ✋ | Light Hammers: 1D4+2 Bludgeoning, Bludgeoning. 20/60 thrown range. Light.Nick. | ||
| 🤚 | Shield (Weight: 6 lbs, Value: 10 gp, Quantity: 1, Rarity: Common) | ||
| ☑️ | Daggers | 5 gp |
| Potion of Healing | x1 | 0.5 lbs | 50 gp |
| Scroll of Fireball | x1 | 0.2 lbs | 100 gp |
| Rope | x1 | 10 lbs | 1 gp |
| Torch | x5 | 1 lbs | 1 gp |
| Torch | x3 | 1 lbs | 0.1 gp |
| Rope | x1 | 1 lbs | 1 gp |
| Waterskin | x1 | 2 lbs | 2 gp |
| Backpack | x1 | 5 lbs | 2 gp |
| Rations | x5 | 2 lbs | 1 gp |
| Herbalism Kit | x1 | 3 lbs | 5 gp |
The story of The Angry Chosen
Once a mighty Sidhe Queen, Thopas Thunderclaw was cast down and bound into a fragile mortal form: a newborn Elf. With no memory of that former glory, Thopas is haunted by cryptic dreams and flashes of impossible power.
Abandoning the High {nation}'s Sentinels and adopting the title of The Angry Chosen, Thopas now strikes alone, ready to be the deadly weapon the High Kingdom needs.
Yet as Thopas grows in power, the presence of the Sidhe Queen stirs within the mortal body. The echoes of power are never truly silent.
Behind every soft word and gentle smile, Thopas harbored a resolve that could not be broken. When the time comes, The Angry Chosen will rise, and the world will see the true cost of underestimating a quiet heart.
Battle Medic. If you have a Healer's Kit, you can expend one use of it and tend to a creature. That creature can expend one of its Hit Dice, and you roll that die, adding your Proficiency Bonus. Healing Rerolls. When you roll to restore HP, you can reroll any 1s.
When you're holding a Melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
You gain +2 Strength.
You gain +2 Dexterity.
You prepare 9 spells each day, using your Wisdom as your spellcasting ability.
You regain all slots when you finish a long rest.
Level 1 Spell
⟨Action⟩
(Instantaneous )
>Touch >
⦓Verbal, Somatic⦔
A creature you touch regains a number of Hit Points equal to 2d8 plus your spellcasting ability modifier. Using a Higher-Level Spell Slot. The healing increases by 2d8 for each spell slot level above 1.
Level 1 Spell
⟨1 Action ⟩
(Concentration, up to 1 minute )
>90 feet >
⦓Verbal, Somatic⦔
Level 1 Spell
⟨1 Bonus Action ⟩
(Concentration, up to 1 hour )
>90 feet >
⦓Verbal⦔
Level 2 Spell
⟨1 Action⟩
(Instantaneous)
>120 feet>
⦓Verbal, Somatic⦔
Level 3 Spell
⟨Action⟩
(8 hours)
>Touch>
⦓Verbal, Somatic, Material (a pinch of diamond dust worth 25+ GP, which the spell consumes)⦔
For the duration, you hide a target that you touch from Divination spells. The target can be a willing creature, or it can be a place or an object no larger than 10 feet in any dimension. The target can't be targeted by any Divination spell or perceived through magical scrying sensors.
Level 3 Spell
⟨Action⟩
(1 hour)
>30 feet>
⦓V, S, M (a piece of cork)⦔
Up to ten creatures can move across liquid surfaces as if solid, including lava or mud, for the duration.
Level 4 Spell
⟨Bonus Action⟩
(Concentration: (Concentration, up to 1 minute)
>30 feet>
⦓V, S⦔
A vine sprouts from a surface and lashes at creatures, pulling them 20 feet toward a point you choose each round.
Level 5 Spell
⟨1 Minute R ⟩
(Instantaneous )
>Self >
⦓Verbal, Somatic⦔
Level 5 Spell
⟨1 Action ⟩
(Concentration, up to 1 minute )
>120 feet >
⦓Verbal, Somatic⦔