Bodrick Shaw

Human [Variant], Mercenary, Fighter [2] Wizard [2] Sorcerer [6]

Strength Dexterity Constitution Intelligence Wisdom Charisma
16 [+3] 13 [+1] 14 [+2] 13 [+1] 12 [+1] 16 [+3 ]

Speed: 30ft
Size: Medium
Wounds: 67 (2D10 + 8D6)
Saving Throws: Strength, Constitution
Proficiency: +4
Experience: 68,895 [Level 10. Next (11) at 85,000]
Age: 19
AC: 22 (Full Plate [18], Shield [+3], 'Defense' [+1])

Weapons: Martial and Simple.
Armour: All armour and shields.
Tools: Dice, Vehicles (Land).
Skills: Persuasion, Athletics, Intimidate, Insight.
Languages: Common, Elvish

Feats and Abilities:

  • Mercenary Life:
    • Able to identify mercenary companies [names, reputation, commanders and employers], know mercenary taverns, can do mercenary work as profession.
  • War Caster:
    • You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage.
    • You can perform the somatic components of spells even when you have weapons or a shield in one or both hands.
    • When a hostile creature’s movement provokes an opportunity attack from you, you can use your reac- tion to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature.
  • Defense:
    • While wearing armour +1 AC.
  • Second Wind:
    • You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level.
    • Once you use this feature, you must finish a short or long rest before you can use it again.
  • Arcane Recovery:
    • You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher.
  • Divination Savant:
    • Beginning when you select this school at 2nd level, the gold and time you must spend to copy a divination spell into your spellbook is halved.
  • Portent:
    • Starting at 2nd level when you choose this school, glimpses of the future begin to press in on your awareness. When you finish a long rest, roll two d20s and record the numbers rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with one of these foretelling rolls. You must choose to do so before the roll, and you can replace a roll in this way only once per turn.
    • Each foretelling roll can be used only once. When you finish a long rest, you lose any unused foretelling rolls.
  • Wild Magic Surge:
    • Starting when you choose this origin at 1st level, your spellcasting can unleash surges of untamed magic. Immediately after you cast a sorcerer spell of 1st level or higher, the DM can have you roll a d20. If you roll a 1, roll on the Wild Magic Surge table to create a random magical effect.
  • Tides of Chaos:
    • Starting at 1st level, you can manipulate the forces of chance and chaos to gain advantage on one attack roll, ability check, or saving throw. Once you do so, you must finish a long rest before you can use this feature again. Any time before you regain the use of this feature, the DM can have you roll on the Wild Magic Surge table immediately after you cast a sorcerer spell of 1st level or higher. You then regain the use of this feature.
  • Bend Luck:
    • Starting at 6th level, you have the ability to twist fate using your wild magic. When another creature you can see makes an attack roll, an ability check, or a saving throw, you can use your reaction and spend 2 sorcery points to roll 1d4 and apply the number rolled as a bonus or penalty (your choice) to the creature’s roll. You can do so after the creature rolls but before any effects of the roll occur.
  • Meta Magic:
    • Quickened Spell:
      • When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.
    • Extended Spell:
      • When you cast a spell that has a duration of 1 minute or longer, you can spend 1 sorcery point to double its duration, to a maximum duration of 24 hours.

Dendar's Boon:

  • Boon of Prowess: When you miss with a melee weapon attack you choose to hit instead. Resets on Long Rest.


  • Flamebeard's Boon: A golden etched hammer used by Sir Adolfire when he served as Samular the Golden's personal cleric. Stolen from the tomb at Summit Hall and changed by Thorek to a flaming hammer of legendary renown. It's red gem is set with silver from the Air Plane and the handle is rimmed with dragon bone.
    • +3 Warhammer, +1 Spell Focus
    • +3; D8+3 +D6 Fire; Verstile [D10]
    • May cast 'Scorching Ray' once per day with Charisma as casting stat. 3x 2D6 fire bolts. Roll to hit separately.
    • Extinguishes any non-magical flames within 30ft.
    • Squelcher Gem: Red spinet gem, magically set into the warhammer 'Everflame' by Thorek Flamebeard. One of ten magic stones scattered across the land, this gem is attuned to the Neutral Evil alignment. Legend says each stone corresponds to a godly avatar, but stories conflict about whether collecting them will bring peace to the world or unleash Hell.
      • +3 to hit and damage. Enemies are turned into a bloody mess. If killing an enemy by more than 10HP those within 30ft must test Wisdom DC 10 or become frightened for 1 minute.
  • Ancient Dwarven Shield: A platinum and bronze shield with a circular aspect that rotates when an hour passes.
    • +1 shield.
    • Measures the passage of time.
  • Potion Case:
    • 2x Potion of Climbing [Advantage on climbing tests for 1 minute]
    • Potion of Diminution
    • Potion of Heroism
    • Potion of 'Bottled Breath'
    • Potion of Water Breathing
  • Green Dragonscale Cloak:
    • Resist Poison
  • Full Plate Armour: A suit of plate armour scorched black by the Azer smiths of the Cult of the Eternal Flame, gifted to Bodrick after his efforts in slaying Bastion Thermander.
    • 18 AC. Disadvantage on stealth.
    • Resist Fire damage.
  • Spellbook: A gift from his Elven master this spellbook is a work of art, with ivory covers containing perfect bone white paper. It is a shame Bodrick never really took to the wizardry he was training in.
    • All known Wizard Cantrips
    • Find Familiar
    • Shield
    • Protection from Good and Evil
    • Expeditious Retreat
    • Absorb Elements
    • False Life
    • Blur
    • Lightning Bolt
  • Casting Focus
  • 6 x Dragon teeth
  • 13 x Exquisite Dwarven Gems
  • Mercenary Corporal's Pin
  • Coin Purse
  • Backpack (dice set, bedroll, mess kit, tinderbox, 10x torches, waterskin, 50ft of rope)

Platinum: 49
Gold: 660
Elven Coins: 9
Silver: 1267
Copper: 177


Spell Saves: Sorcerer [DC 14] Wizard [DC 12]

Spell Slots:
1st: 4
2nd: 3
3rd: 3

Spells Known:


  • Fire Bolt: VS. Action. 120ft. Ranged Spell Attack. D10 fire.
  • Shocking Grasp: VS. Action. Melee Spell Attack. Advantage if enemy is wearing metal armour. Target takes D8 lightning damage and can't take reactions in their next turn.
  • Message: VSM. Action. 120ft. Can send a 6 second whispered message and may receive an automatic reply of similar length.
  • Create Bonfire: VS. Action. 60ft. Create 5ft cube of fire. Targets inside cube must make a Dex saving throw or take D8 fire damage. Concentration, 1 minute.
  • Booming Blade: VM (weapon). Action. 5ft. Melee attack as part of spellcast. If target moves turn after hit they take D8 thunder damage.
  • Flame Blade: VM (weapon). Action. 5ft. Melee attack as part of spellcast. One target adjacent to the hit enemy takes your casting modifier of damage.
  • Lightning Lure: V. Action. 15ft. Target must succeed at Strength Saving throw or be pull towards you and take D8 lightning damage.
  • Gust: VS. Action. 30ft. You seize the air and compel it to create one of the following effects at a point you can see within range: One Medium or smaller creature that you choose must succeed on a Strength saving throw or be pushed up to 5 feet away from you. You create a small blast of air capable of moving one object that is neither held nor carried and that weighs no more than 5 pounds. The object is pushed up to 10 feet away from you. It isn’t pushed with enough force to cause damage. You create a harmless sensory affect using air, such as causing leaves to rustle, wind to slam shutters shut, or your clothing to ripple in a breeze.
  • True Strike: S. Action. 30ft. You extend your hand and point a finger at a target in range. Your magic grants you a brief insight into the target’s defenses. On your next turn, you gain advantage on your first attack roll against the target, provided that this spell hasn’t ended.


  • Shield: [W]
    • VS.
    • Reaction. Self.
    • 1 round.
    • An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.
  • Absorb Elements: [W]
    • S.
    • Reaction (when taking Acid, Cold, Lightning, Thunder or Fire damage). Self.
    • 1 round.
    • You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends.


  • Blur: [W]
    • V.
    • Action. Self.
    • Concentration, up to 1 minute.
    • Your body becomes blurred, shifting and wavering to all who can see you. For the duration, any creature has disadvantage on attack rolls against you. An attacker is immune to this effect if it doesn’t rely on sight, as with blindsight, or can see through illusions, as with truesight.
  • Hold Person: [S]
    • VSM.
    • 60ft. Action.
    • Concentration, up to 1 minute.
    • Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.
  • Knock: [S]
    • V.
    • Action. 60 feet.
    • Instantaneous.
    • Choose an object that you can see within range. The object can be a door, a box, a chest, a set of manacles, a padlock, or another object that contains a mundane or magical means that prevents access.
    • A target that is held shut by a mundane lock or that is stuck or barred becomes unlocked, unstuck, or unbarred. If the object has multiple locks, only one of them is unlocked.
    • If you choose a target that is held shut with arcane lock, that spell is suppressed for 10 minutes, during which time the target can be opened and shut normally.
    • When you cast the spell, a loud knock, audible from as far away as 300 feet, emanates from the target object.


  • Fireball: [S]
    • VSM
    • Action, 150ft
    • Instantaneous.
    • A bright streak flashes from your pointing finger to a point you choose within range and then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one. The fire spreads around corners. It ignites flammable objects in the area that aren’t being worn or carried.
  • Haste: [S]
    • VSM
    • Action, 30ft
    • Concerntration, 1 minute.
    • Choose a willing creature that you can see within range. Until the spell ends, the target’s speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action. When the spell ends, the target can’t move or take actions until after its next turn, as a wave of lethargy sweeps over it.
  • Slow: [S]
    • VSM
    • Action, 120ft
    • Concentration, 1 minute
    • You alter time around up to six creatures of your choice in a 40-foot cube within range. Each target must succeed on a wisdom saving throw or be affected by this spell for the duration. An affected target’s speed is halved, it takes a -2 penalty to AC and Dexterity saving throws, and it can’t use reactions. On its turn, it can use either an action or a bonus action, not both. Regardless of the creature’s abilities or magic items, it can’t make more than one melee or ranged attack during its turn. If the creature attempts to cast a spell with a casting time of 1 action, roll a d20. On an 11 or higher, the spell doesn’t take effect until the creature’s next turn, and the creature must use its action on that turn to complete the spell. If it can’t, the spell is wasted. A creature affected by this spell makes another Wisdom saving throw at the end of its turn. On a successful save, the effect ends for it.
  • Gaseous Form: [S]
    • VSM
    • Action, touch
    • Concentration, 1 hour.
    • You transform a willing creature you touch, along with everything it’s wearing and carrying, into a misty cloud for the duration. The spell ends if the creature drops to 0 hit points. An incorporeal creature isn’t affected. While in this form, the target’s only method of movement is a flying speed of 10 feet. The target can enter and occupy the space of another creature. The target has resistance to nonmagical damage, and it has advantage on Strength, Dexterity, and Constitution saving throws. The target can pass through small holes, narrow openings, and even mere cracks, though it treats liquids as though they were solid surfaces. The target can’t fall and remains hovering in the air even when stunned or otherwise incapacitated. While in the form of a misty cloud, the target can’t talk or manipulate objects, and any objects it w as carrying or holding can’t be dropped, used, or otherwise interacted with. The target can’t attack or cast spells.


  • Banishment: [S]
    • VSM
    • Action, 60ft
    • Concerntration, up to 1 minute.
    • You attempt to send one creature that you can see within range to another plane of existence. The target must succeed on a Charisma saving throw or be banished. If the target is native to the plane of existence you’re on, you banish the target to a harmless demiplane. While there, the target is incapacitated. The target remains there until the spell ends, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. If the target is native to a different plane of existence than the one you’re on, the target is banished with a faint popping noise, returning to its home plane. If the spell ends before 1 minute has passed, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. Otherwise, the target doesn’t return.

Decent mercenary. Rose to be mercenary captain. Took mission into High Forest and rest of company was destroyed [Personality 1]. Went back to Shadowtop Cathedral and started learning to be a wizard from a Moon Elf there. Got bored of how slow learning was and how non-combat the magic was. Did something that got him sorcerer powers. Was shunned from Elf society. Went to Triboar where ex-mercs hang out. Heard about work at Scarlet Moon Hall, travelled there in search of power/whatever. Hired by Dryflagon to be an emissary to the Cult of Howling Hatred.

Personality: I’ve lost too many friends, and I’m slow to make new ones.
Personality: I have a crude sense o f humour.
Bond: My honor is my life.
Flaw: I have little respect for anyone who is not a proven warrior.

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