Fenris
Adventurer
Max and Valerie

Valerie the Midwife
Height 5’ 3”; Weight 100# ; Hair: White ; Age Old; Patron Deity: Lathander
Sex: Female Race: Human Class: Sorceress Level:3
Alignment: Chaotic Good Size: Medium Type: Humanoid
Init +4; Passive Wisdom (Perception) 13
Languages : Common, Elven, Dwarven, Halfling
AC 14, touch 14, flat-footed 10
HP 23 (HD: 6 +8 +9 Con)
Saving Throw Proficiencies: Constitution, Charisma
Speed 30ft.
Proficiency Bonus: +2
Special Actions
Combat gear:
Melee: +3
Dagger: +4/ 1d4+2 P
Ranged: +6
Light Crossbow: +6/1d8+4 P
Abilities Str 14, Dex 18, Con 16 , Int 16, Wis 13, Cha 18
Racial Traits: Two abilities increase by 1, one feat, one skill, one language
Background: Sage
Skill Proficiencies: Arcana, History
Tool Proficiencies: None
Two languages of your choice
Equipment:, a letter from a dead colleague, posing a question you have not been able to answer, a set of common clothes, and a belt pouch containing 10 gp
Feat: Magic Initiate: Cleric
Personality Trait: I am not a witch I am your wife, of wait I am a witch as well.
Ideal: Chocolate makes magic go down easier
Bond: Despite the fact that he is a liar, I will protect my husband
Flaw: I can’t keep a secret to save my life
Class Features:
Spellcasting:
Sorcerous Origins: Wild Magic
Wild Magic Surge: 1st lvl spells or more, roll a d10, one a 1 roll for Wild magic. At Discretion of DM (not after every spell)
Tides of Chaos: Gain Advantage on attack, save or ability check per Long rest or Surge
Font of Magic: Sorcery Points: 3
Metamagic: Empowered Spell, Careful Spell
Proficiencies: Armor: None
Weapons: Daggers, darts, slings, quarterstaffs, light crossbows
Tools: None
Saving throws: Constitution, Charisma
Skills: Choose two from Arcana, Deception, Insight, Intimidation, Persuasion, and Religion
Skills
+4 Acrobatics
+1 Animal Handling
+5 Arcana P
+1 Athletics
+4 Deception
+5 History P
+3 Insight P
+4 Intimidation
+3 Investigation
+1 Medicine
+3 Nature
+3 Perception P (Race)
+4 Performance
+6 Persuasion P
+3 Religion
+4 Sleight of Hand
+4 Stealth
+1 Survival
Spells:
Spell Save DC: 14
Spell Attack +6
Cantrips Known: 4 +2
Spells Known: 4
Spell Slots per Spell level: 1st 4, 2nd 2
Spells Known: 0 level: Sacred Flame, Spare the Dying, Fire Bolt, Light, Prestigitation, Message
1st level: Magic Missile, Detect Magic, Sleep
2nd level: Invisibility
Cure wounds 1/rest
Equipment:
500 gp
Light crossbow 25 gp
20 bolts 1 gp
Arcane focus: A Yellow Garnet amulet 100 gp
Explorer’s pack 10 gp
Two daggers 4 gp
2 potions of healing 100 gp
2 vials of acid 50 gp
2 vials of alchemists fire 100 gp
120 gp
Background:
Max the Miracle Man
Height 5’ 6”; Weight 120# ; Hair: White ; Age Old; Patron Deity: Lathlander
Sex: Make Race: Human Class: Cleric Level:3
Alignment: Neutral Good Size: Medium Type: Humanoid
Init +4; Passive Wisdom (Perception) 14
Languages : Common, Gnome, Giant, Dwarvish
AC 18, touch 14, flat-footed 12
HP 27 (HD: 8 +10 +9 Con)
Saving Throw Proficiencies: Wisdom, Charisma
Speed 30ft.
Proficiency Bonus: +2
Special Actions
Combat gear: None
Melee: +3
Mace +4/1d6+2 B
Ranged: +6
Light crossbow +6/1d8+4 P
Abilities Str 14, Dex 18, Con 16 , Int 16, Wis 18, Cha 13
Racial Traits: Two abilities increase by 1, one feat, one skill, one language
Background: Sage
Skill Proficiencies: Arcana, History
Tool Proficiencies: None
Two languages of your choice
Equipment: a letter from a dead colleague, posing a question you have not been able to answer, a set of common clothes, and a belt pouch containing 10 gp
Personality Trait: Have fun storming the castle.
Ideal: The d’Amberville’s are related to the Humperdinks, damn them
Bond: Despite that fact that she is a witch, I will do any thing to protect my wife
Flaw: I am sucker for a good MLT, especially when the mutton is nice and lean
Class Features:
Spellcasting:
Divine Domain: Life
Domain Spells: 1st lvl bless, cure wounds
Bonus Prof: Heavy Armor
Disciple of Life: All heal spells heal extra 2 plus spell lvl HP
Channel Divinity (1/rest): heal 5x Cleric lvl to any creatures within 30 ft or Turn Undead (Wis)
Divine Domain Feature
Feat: Healer: Healer’s kit heals 1 pt as stabilize, Action to use healers kit to restore 1d6+4 +Hit Dice
Proficiencies: Armor: Light armor, medium armor, shields, Heavy armor
Weapons: All simple weapons
Tools: None
Saving throws: Wisdom, Charisma
Skills: Choose two from History, Insight, Medicine, Persuasion, and Religion
Skills
+4 Acrobatics
+4 Animal Handling
+5 Arcana P
+2 Athletics
+1 Deception
+5 History P
+4 Insight
+1Intimidation
+3 Investigation
+6 Medicine P
+ 5 Nature P (Race)
+4 Perception
+1 Performance
+1 Persuasion
+5 Religion P
+4 Sleight of Hand
+4 Stealth
+4 Survival
Spells:
Spell save DC: 14
Spell attack +6
Cantrips Known: 3
Spells Slots: 3/4/2
Spell Slots per Spell level: 2
Spells Prepared: 0 level: Sacred Flame, Spare the Dying, Thaumaturgy
1st level: Bless (D), Cure Wounds (D), Create Water, Detect Evil, Detect Poison and Disease, Guiding Bolt,
2nd level: Prayer of Healing, Spiritual Weapon
(D) Domain spells are always prepared and don’t count towards number prepared
Equipment:
Mace 5 gp
Studded leather armor 45 gp
Light crossbow 25 gp
20 bolts 1 gp
Priest’s pack 19 gp
Shield 10 gp
Holy symbol of Lathlander, gold medallion of Road heading into Sun 100 gp
3 flasks Holy water 75 gp
Healer’s kit 5 gp
Picture of Prince Humperdinck with black eyes and a mustache
2 vials of antitoxin 100 gp
125 gp

Valerie the Midwife
Height 5’ 3”; Weight 100# ; Hair: White ; Age Old; Patron Deity: Lathander
Sex: Female Race: Human Class: Sorceress Level:3
Alignment: Chaotic Good Size: Medium Type: Humanoid
Init +4; Passive Wisdom (Perception) 13
Languages : Common, Elven, Dwarven, Halfling
AC 14, touch 14, flat-footed 10
HP 23 (HD: 6 +8 +9 Con)
Saving Throw Proficiencies: Constitution, Charisma
Speed 30ft.
Proficiency Bonus: +2
Special Actions
Combat gear:
Melee: +3
Dagger: +4/ 1d4+2 P
Ranged: +6
Light Crossbow: +6/1d8+4 P
Abilities Str 14, Dex 18, Con 16 , Int 16, Wis 13, Cha 18
Racial Traits: Two abilities increase by 1, one feat, one skill, one language
Background: Sage
Skill Proficiencies: Arcana, History
Tool Proficiencies: None
Two languages of your choice
Equipment:, a letter from a dead colleague, posing a question you have not been able to answer, a set of common clothes, and a belt pouch containing 10 gp
Feat: Magic Initiate: Cleric
Personality Trait: I am not a witch I am your wife, of wait I am a witch as well.
Ideal: Chocolate makes magic go down easier
Bond: Despite the fact that he is a liar, I will protect my husband
Flaw: I can’t keep a secret to save my life
Class Features:
Spellcasting:
Sorcerous Origins: Wild Magic
Wild Magic Surge: 1st lvl spells or more, roll a d10, one a 1 roll for Wild magic. At Discretion of DM (not after every spell)
Tides of Chaos: Gain Advantage on attack, save or ability check per Long rest or Surge
Font of Magic: Sorcery Points: 3
Metamagic: Empowered Spell, Careful Spell
Proficiencies: Armor: None
Weapons: Daggers, darts, slings, quarterstaffs, light crossbows
Tools: None
Saving throws: Constitution, Charisma
Skills: Choose two from Arcana, Deception, Insight, Intimidation, Persuasion, and Religion
Skills
+4 Acrobatics
+1 Animal Handling
+5 Arcana P
+1 Athletics
+4 Deception
+5 History P
+3 Insight P
+4 Intimidation
+3 Investigation
+1 Medicine
+3 Nature
+3 Perception P (Race)
+4 Performance
+6 Persuasion P
+3 Religion
+4 Sleight of Hand
+4 Stealth
+1 Survival
Spells:
Spell Save DC: 14
Spell Attack +6
Cantrips Known: 4 +2
Spells Known: 4
Spell Slots per Spell level: 1st 4, 2nd 2
Spells Known: 0 level: Sacred Flame, Spare the Dying, Fire Bolt, Light, Prestigitation, Message
1st level: Magic Missile, Detect Magic, Sleep
2nd level: Invisibility
Cure wounds 1/rest
Equipment:
500 gp
Light crossbow 25 gp
20 bolts 1 gp
Arcane focus: A Yellow Garnet amulet 100 gp
Explorer’s pack 10 gp
Two daggers 4 gp
2 potions of healing 100 gp
2 vials of acid 50 gp
2 vials of alchemists fire 100 gp
120 gp
Background:
Max the Miracle Man
Height 5’ 6”; Weight 120# ; Hair: White ; Age Old; Patron Deity: Lathlander
Sex: Make Race: Human Class: Cleric Level:3
Alignment: Neutral Good Size: Medium Type: Humanoid
Init +4; Passive Wisdom (Perception) 14
Languages : Common, Gnome, Giant, Dwarvish
AC 18, touch 14, flat-footed 12
HP 27 (HD: 8 +10 +9 Con)
Saving Throw Proficiencies: Wisdom, Charisma
Speed 30ft.
Proficiency Bonus: +2
Special Actions
Combat gear: None
Melee: +3
Mace +4/1d6+2 B
Ranged: +6
Light crossbow +6/1d8+4 P
Abilities Str 14, Dex 18, Con 16 , Int 16, Wis 18, Cha 13
Racial Traits: Two abilities increase by 1, one feat, one skill, one language
Background: Sage
Skill Proficiencies: Arcana, History
Tool Proficiencies: None
Two languages of your choice
Equipment: a letter from a dead colleague, posing a question you have not been able to answer, a set of common clothes, and a belt pouch containing 10 gp
Personality Trait: Have fun storming the castle.
Ideal: The d’Amberville’s are related to the Humperdinks, damn them
Bond: Despite that fact that she is a witch, I will do any thing to protect my wife
Flaw: I am sucker for a good MLT, especially when the mutton is nice and lean
Class Features:
Spellcasting:
Divine Domain: Life
Domain Spells: 1st lvl bless, cure wounds
Bonus Prof: Heavy Armor
Disciple of Life: All heal spells heal extra 2 plus spell lvl HP
Channel Divinity (1/rest): heal 5x Cleric lvl to any creatures within 30 ft or Turn Undead (Wis)
Divine Domain Feature
Feat: Healer: Healer’s kit heals 1 pt as stabilize, Action to use healers kit to restore 1d6+4 +Hit Dice
Proficiencies: Armor: Light armor, medium armor, shields, Heavy armor
Weapons: All simple weapons
Tools: None
Saving throws: Wisdom, Charisma
Skills: Choose two from History, Insight, Medicine, Persuasion, and Religion
Skills
+4 Acrobatics
+4 Animal Handling
+5 Arcana P
+2 Athletics
+1 Deception
+5 History P
+4 Insight
+1Intimidation
+3 Investigation
+6 Medicine P
+ 5 Nature P (Race)
+4 Perception
+1 Performance
+1 Persuasion
+5 Religion P
+4 Sleight of Hand
+4 Stealth
+4 Survival
Spells:
Spell save DC: 14
Spell attack +6
Cantrips Known: 3
Spells Slots: 3/4/2
Spell Slots per Spell level: 2
Spells Prepared: 0 level: Sacred Flame, Spare the Dying, Thaumaturgy
1st level: Bless (D), Cure Wounds (D), Create Water, Detect Evil, Detect Poison and Disease, Guiding Bolt,
2nd level: Prayer of Healing, Spiritual Weapon
(D) Domain spells are always prepared and don’t count towards number prepared
Equipment:
Mace 5 gp
Studded leather armor 45 gp
Light crossbow 25 gp
20 bolts 1 gp
Priest’s pack 19 gp
Shield 10 gp
Holy symbol of Lathlander, gold medallion of Road heading into Sun 100 gp
3 flasks Holy water 75 gp
Healer’s kit 5 gp
Picture of Prince Humperdinck with black eyes and a mustache
2 vials of antitoxin 100 gp
125 gp
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