| ⚪ | Athletics (STR) |
4 |
| ⚪ | Acrobatics (DEX) |
2 |
| ⚫ | Sleight of Hand (DEX) |
7 |
| ⚪ | Stealth (DEX) |
2 |
| ⚪ | Arcana (INT) |
0 |
| ⚪ | History (INT) |
0 |
| ⚪ | Investigation (INT) |
0 |
| ⚪ | Nature (INT) |
0 |
| ⚫ | Religion (INT) |
5 |
| ⚪ | Animal Handling (WIS) |
4 |
| ⚪ | Insight (WIS) |
4 |
| ⚪ | Medicine (WIS) |
4 |
| ⚪ | Perception (WIS) |
4 |
| ⚪ | Survival (WIS) |
4 |
| ⚫ | Deception (CHA) |
10 |
| ⚫ | Intimidation (CHA) |
10 |
| ⚪ | Performance (CHA) |
5 |
| ⚪ | Persuasion (CHA) |
5 |
| 🛡️ | Clothes (Weight: 0 lbs, Value: 0 gp, Quantity: 1, Rarity: Common), AC: 12, Armor Type: Light | ||
| ⚔️ | None | ||
| 🏹 | None | ||
| ✋ | Dagger: 1D4+4 Bludgeoning, Piercing. 20/60 thrown range. Light. Finesse.Nick. | ||
| 🤚 | Darts: 1D4+4 Bludgeoning, Piercing. 20/60 thrown range. Light. Finesse.Vex. | ||
| ☑️ | Spear | 3 gp |
| Potion of Healing | x1 | 0.5 lbs | 50 gp |
| Scroll of Fireball | x1 | 0.2 lbs | 100 gp |
| Cloak of Protection | x1 | 1 lbs | 200 gp |
| Rope | x1 | 10 lbs | 1 gp |
| Torch | x5 | 1 lbs | 1 gp |
| Torch | x3 | 1 lbs | 0.1 gp |
| Rations | x5 | 2 lbs | 1 gp |
| Rope | x1 | 1 lbs | 1 gp |
| Waterskin | x1 | 2 lbs | 2 gp |
| Backpack | x1 | 5 lbs | 2 gp |
| Forgery Kit | x1 | 5 lbs | 15 gp |
The story of The Ghost Burglar
Underlot always resented being a Halfling, and always felt a deep aversion to those who lived at Stormwell. Now The Ghost Burglar seeks not glory, but meaning. Their story is just beginning. Nothing can stop Underlot now, and anything can happen.
You gain proficiency in any combination of three skills or tools of your choice.
You gain +2 Constitution.
You gain +1 to two Ability Scores.
Your innate magic flows from within, allowing you to impose your Will through the Arcane. You cast spells using Charisma. You know 7 cantrips and 14 spells.
You regain all expended slots when you finish a long rest.
Cantrip
⟨Action⟩
(1 minute)
>30 feet>
⦓Verbal, Somatic⦔
A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.
When you cast the spell, you can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial.
As a Magic action on your later turns, you can control the hand thus again. As part of that action, you can move the hand up to 30 feet.
The hand can't attack, activate magic items, or carry more than 10 pounds.
Cantrip
⟨Action⟩
(Concentration: (Up to 1 minute)
>Self>
⦓Verbal, Somatic⦔
Whenever a creature makes an attack roll against you before the spell ends, the attacker subtracts 1d4 from the attack roll.
Cantrip
⟨Action⟩
(Concentration: (Instantaneous)
>120 feet>
⦓Verbal, Somatic⦔
You hurl a mote of fire at a creature or an object within range.
Make a ranged spell attack against the target.
On a hit, the target takes 1d10 Fire damage.
A flammable object hit by this spell starts burning
if it isn't being worn or carried.
Cantrip Upgrade. The damage increases by 1d10 when you reach levels 5 (2d10), 11 (3d10), and 17 (4d10).
Cantrip
⟨Action⟩
(Concentration: (Up to 1 minute)
>120 feet>
⦓Verbal, Somatic, Material (a bit of phosphorus)⦔
You create up to four torch-size lights within range, making them appear as torches, lanterns, or glowing orbs that hover for the duration. Alternatively, you combine the four lights into one glowing Medium form that is vaguely humanlike. Whichever form you choose, each light sheds Dim Light in a 10-foot radius.
As a Bonus Action, you can move the lights up to 60 feet to a space within range. A light must be within 20 feet of another light created by this spell, and a light vanishes if it exceeds the spell's range.
Cantrip
⟨Action⟩
(1 minute)
>10 feet>
⦓Somatic, Material (some makeup)⦔
You magically emanate a sense of friendship toward one creature you can see within range. The target must succeed on a Wisdom saving throw or have the Charmed condition for the duration. The target succeeds automatically if it isn't a Humanoid, if you're fighting it, or if you have cast this spell on it within the past 24 hours.
The spell ends early if the target takes damage or if you make an attack roll, deal damage, or force anyone to make a saving throw. When the spell ends, the target knows it was Charmed by you.
Cantrip
⟨Action⟩
(Instantaneous)
>30 feet>
⦓Verbal, Somatic⦔
You spray toxic mist at a creature within range.
Make a ranged spell attack against the target.
On a hit, the target takes 1d12 Poison damage.
Cantrip Upgrade. The damage increases by
1d12 when you reach levels 5 (2d12), 11 (3d12),
and 17 (4d12).
Cantrip
⟨Action⟩
(1 round)
>120 feet>
⦓Somatic, Material (a copper wire)⦔
You point toward a creature within range and whisper a message.
The target (and only the target) hears the message and can reply in a whisper that only you can hear.
You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier.
Magical silence; 1 foot of stone, metal, or wood; or a thin sheet of lead blocks the spell.
Level 1 Spell
⟨1 Action ⟩
(1 hour )
>Self >
⦓Verbal, Somatic⦔
Level 1 Spell
⟨Reaction, which you take when you or a creature you can see within 60 feet of you falls⟩
(1 minute)
>60 feet>
⦓Verbal, Material (a small feather or piece of down)⦔
Choose up to five falling creatures within range. A falling creature's rate of descent slows to 60 feet per round until the spell ends. If a creature lands before the spell ends, the creature takes no damage from the fall, and the spell ends for that creature.
Level 1 Spell
⟨1 Action ⟩
(1 minute )
>Touch >
⦓Verbal, Somatic, Material⦔
Level 2 Spell
⟨1 Action⟩
(1 minute)
>30 Feet>
⦓Verbal⦔
One creature that you can see within range must succeed on a Constitution saving throw, or it has the Blinded or Deafened condition (your choice) for the duration. At the end of each of its turns, the target repeats the save, ending the spell on itself on a success.
Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 2.
Level 2 Spell
⟨1 Action⟩
(Concentration, up to 1 minute)
>Self>
⦓Verbal⦔
Level 2 Spell
⟨Action⟩
(Concentration: (1 hour)
>Touch>
⦓Verbal, Somatic, Material (an eyelash in gum arabic)⦔
A creature you touch has the Invisible condition until the spell ends. The spell ends early immediately after the target makes an attack roll, deals damage, or casts a spell.
Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 2.
Level 2 Spell
⟨Action⟩
(Concentration: (1 minute)
>60 feet>
⦓Verbal, Somatic, Material (a bit of fleece)⦔
You attempt to craft an illusion in the mind of a creature you can see within range. The target makes an Intelligence saving throw. On a failed save, you create a phantasmal object, creature, or other phenomenon that is no larger than a 10-foot Cube and that is perceivable only to the target for the duration. The phantasm includes sound, temperature, and other stimuli.
The target can take a Study action to examine the phantasm with an Intelligence (Investigation) check against your spell save DC. If the check succeeds, the target realizes that the phantasm is an illusion, and the spell ends.
While affected by the spell, the target treats the phantasm as if it were real and rationalizes any illogical outcomes from interacting with it. For example, if the target steps through a phantasmal bridge and survives the fall, it believes the bridge exists and something else caused it to fall.
An affected target can even take damage from the illusion if the phantasm represents a dangerous creature or hazard. On each of your turns, such a phantasm can deal 2d8 Psychic damage to the target if it is in the phantasm's area or within 5 feet of the phantasm. The target perceives the damage as a type appropriate to the illusion.
Level 2 Spell
⟨Action⟩
(Concentration: (8 hours)
>30 feet>
⦓Verbal, Material (a drop of honey)⦔
You suggest a course of activity—described in no more than 25 words—to one creature you can see within range that can hear and understand you. The suggestion must sound achievable and not involve anything that would obviously deal damage to the target or its allies. For example, you could say, "Fetch the key to the cult's treasure vault, and give the key to me." Or you could say, "Stop fighting, leave this library peacefully, and don't return."
The target must succeed on a Wisdom saving throw or have the Charmed condition for the duration or until you or your allies deal damage to the target. The Charmed target pursues the suggestion to the best of its ability. The suggested activity can continue for the entire duration, but if the suggested activity can be completed in a shorter time, the spell ends for the target upon completing it.
Level 3 Spell
⟨Action⟩
(Concentration: (Concentration, up to 1 hour)
>Touch>
⦓V, S⦔
You grant resistance to acid, cold, fire, lightning, or thunder damage for the duration.
Level 3 Spell
⟨Action⟩
(24 hours)
>30 feet>
⦓V, S, M (a short reed or piece of straw)⦔
Up to ten creatures gain the ability to breathe underwater for a full day.
Level 4 Spell
⟨Action⟩
(Instantaneous)
>500 feet>
⦓V⦔
You teleport yourself and one willing creature to any spot within range you can visualise or describe by distance and direction.
Level 4 Spell
⟨Action⟩
(Concentration: (1 hour)
>60 feet>
⦓Verbal, Somatic, Material (a caterpillar cocoon)⦔
You attempt to transform a creature that you can see within range into a Beast. The target must succeed on a Wisdom saving throw or shape-shift into Beast form for the duration. That form can be any Beast you choose that has a Challenge Rating equal to or less than the target's (or the target's level if it doesn't have a Challenge Rating). The target's game statistics are replaced by the stat block of the chosen Beast, but the target retains its alignment, personality, creature type, Hit Points, and Hit Point Dice.
The target gains a number of Temporary Hit Points equal to the Hit Points of the Beast form. These Temporary Hit Points vanish if any remain when the spell ends. The spell ends early on the target if it has no Temporary Hit Points left.
The target is limited in the actions it can perform by the anatomy of its new form, and it can't speak or cast spells.
The target's gear melds into the new form. The creature can't use or otherwise benefit from any of that equipment.
Level 5 Spell
⟨Action⟩
(1 minute)
>60 feet>
⦓Verbal, Somatic⦔
One Humanoid you can see within range must succeed on a Wisdom saving throw or have the Charmed condition for the duration. The target has Advantage on the save if you or your allies are fighting it. Whenever the target takes damage, it repeats the save, ending the spell on itself on a success.
You have a telepathic link with the Charmed target while the two of you are on the same plane of existence. On your turn, you can use this link to issue commands to the target (no action required), such as "Attack that creature," "Move over there," or "Fetch that object." The target does its best to obey on its turn. If it completes an order and doesn't receive further direction from you, it acts and moves as it likes, focusing on protecting itself.
You can command the target to take a Reaction but must take your own Reaction to do so.
Using a Higher-Level Spell Slot. Your Concentration can last longer with a spell slot of level 6 (up to 10 minutes), 7 (up to 1 hour), or 8+ (up to 8 hours).
Level 7 Spell
⟨1 Action⟩
(Instantaneous)
>60 feet>
⦓Verbal, Somatic⦔