Guard; Medium humanoid (any race); any alingment;16; chain shirt, shield;11; 2d8 + 2; 30ft;13;12;12;10;11;10; ; Perception +2; ; ; ; PP 12; any one language (usually Common); 1/8;25; ; Spear. Melee or Ranged Weapon Attack: +3 to hit, reach 5ft, or range 20/60ft, one target. Hit: 4 (1d6 + 1) piercing damage.; ; ,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,
Ghreyt Effin Johb; Medum Human; Chaotic Good; 12; Unarmored; 44; 5d6+20; 30 ft.; 19; 15; 18; 13; 12; 18; Con+7, Cha+7; Stealth+5,Arcana+4,Deception+7,Persuasion+7; ; ; ; Darkvision 60 ft; Common; 5; 1; War Caster: Gain advantage on Concentration checks when taking damage. Can perform somatic spell components with hands full. Can cast some spells as opportunity attacks.; Light Crossbow: ATK +5, 1d8+2 Piercing
Dagger: ATK +5, 1d4+2 Piercing
Sorcery Points: 5
Metamagic:
Empowered:When rolling spell damage, spend 1 sorcery point to reroll up to 4 damage dice. You must use the new rolls. You can use Empowered Spell even if you've already used Metamagic while casting the spell.
Quickened:When you cast a spell that has a casting time of 1 action, spend 2 sorcery points to change the casting time to 1 bonus action for this casting.; Favored by the Gods: 1/short or long rest, if you fail a save or miss with an attack roll, you can roll 2d4 and add it to the total, possibly changing the outcome.; 3rd Level Spellcaster (Cha DC 15) ATK +8
Cantrips: Firebolt, Ray of Frost, Magehand, Toll the dead, Spare the Dying
1st Level(4 Slots): Cure Wounds, Magic Missile, Shield, Bless
2nd Level (3 Slots): Alter Self, Web
3rd Level (2 Slots): Fireball
Aldyn; Medium Tiefling; ; 16; Studded Leather +1; 27; 5d6+5; 30 ft.; 12; 16; 13; 12; 13; 19; Con +4, Cha +7; Arcana +4, History +4, Insight +4, Persuasion +7; Fire; ; ; Darkvision 30 ft.; Common, Infernal, Primoridal, Celestial, Draconic; 5; 1; LIghtly Armored: Gain Proficiency in light armor.; Quarterstaff: ATK +4, 1d6+1 Bludgeoning
Light Crossbow: ATK +6, 1d8+3 Piercing
Wand of Magic Missiles: 7 Charges. Use action to expend 1 or more of its charges. 1 charge = 1st level. Each additional charge adds a level. Recharges 1d6+1 charges daily at dawn. Roll d20 if all charges expended. If a 1 is rolled, wand crumbles.
Sorcery Points: 5
Metamagic:
Twinned: When you cast a spell that targets only 1 creature and doesn't have a range of self, you can spend sorcery points equal to the spell's level to target an additional creature in range with the same spell (cantrips cost 1 sorcery point).
Quickened: When you cast a spell that has a casting time of 1 action, spend 2 sorcery points to change the casting time to 1 bonus action for this casting.; Temptuous Magic: You can use a bonus action on your turn to cause whirling gusts of elemental air to briefly surround you, immediately before or after you cast a spell of 1st level or higher. Doing so allows you to fly up to 10 ft. without provoking opportunity attacks.; 3rd Level Spellcaster: Cha (DC 15) ATK +7
Cantrips: Prestidigitation, Magehand, Frostbite, Firebold, Ray of Frost, Thaumaturgy
1st Level (4 Slots): Burning Hands, Chromatic Orb, Magic Missile, Shield, Hellish Rebuke
2nd Level (3 Slots): Shatter, Darkness
3rd Level (2 Slots): Lightning Bolt