Beston Hlumenthal

Human (Variant), Wizard [6], Folk Hero

Strength Dexterity Constitution Intelligence Wisdom Charisma
7 [-2] 13 [+1] 12 [+1] 15 [+2] 14 [+2] 17 [+3]

Speed: 30ft
Size: Medium
Height: 5'11"
Age: 19


Wounds: 28
AC: 11

Armour: None
Weapons: Daggers, Darts, Slings, Quarterstaffs, Light Crossbows
Skills: Arcana, Religion, Animal Handling, Survival
Tools: Cook's Utensils x 2, Vehicles (Land), Brewer's Supplies, Alchemist's Supplies, Poisoner's Kit
Languages: Common, Abyssal
Saving Throws: Intelligence, Wisdom


  • Arcana 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.

  • Conjuration Savant:

Beginning when you select this school at 2nd level, the gold and time you must spend to copy a conjuration spell into your spellbook is halved.

  • Minor Conjuration:

Starting at 2nd level when you select this school, you can use your action to conjure up an inanimate object in your hand or on the ground in an unoccupied space that you can see within 10 feet of you. This object can be no larger than 3 feet on a side and weigh no more than 10 pounds, and its form must be that of a nonmagical object that you have seen. The object is visibly magical, radiating dim light out to 5 feet. The object disappears after 1 hour, when you use this feature again, or if it takes any damage.

  • Benign Transposition:

Starting at 6th level, you can use your action to teleport up to 30 feet to an unoccupied space that you can see. Alternatively, you can choose a space within range that is occupied by a Small or Medium creature. If that creature is willing, you both teleport, swapping places.
Once you use this feature, you can’t use it again until you finish a long rest or you cast a conjuration spell of
1st level or higher.

  • Rustic Hospitality:

Since you come from the ranks of the common folk, you fit in among them with ease. You can find a place to hide, rest, or recuperate among other commoners, unless you have shown yourself to be a danger to them. They will shield you from the law or anyone else searching for you, though they will not risk their lives for you.

  • Skilled:

You gain proficiency in any combination of three skills or tools of your choice.

  • Gourmand:

As an action, you can inspect a drink or plate of food within 5 feet of you and determine whether it is poisoned, provided that you can
see and smell it.
During a long rest, you can prepare and serve a meal that helps you and your allies recover from the rigours of adventuring, provided you
have suitable food, cook’s utensils, and other supplies on hand. The meal serves up to six people, and each person who eats it regains two additional Hit Dice at the end of the long rest. In addition, those who partake of the meal have advantage on Constitution saving throws
against disease for the next 24 hours.



  • Explorer's Pack (a mess kit, 5 torches, 3 vials, 4 candles, 5 pieces of chalk and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it).
  • Clay Jar with lid.
  • Brewer's Supplies
  • A shovel
  • An iron pot
  • Cook's Utensils
  • A silver spoon with an M engraved on the handle
  • 7 x Potions of Goblin Poison
  • Green speckled ingot
  • Magical lute which hurts me
  • Performance Outfit


  • Quarterstaff
  • Component Pouch
  • Set of Common Clothes
  • A Spellbook (Roughly bound parchment with a mixture of recipes and spells scrawled within).
    • Cantrips
    • Prestidigitation
    • Infestation
    • Poison Spray
    • Firebolt

* 1st Level
* Find Familiar [R]
* Unseen Servant [R]
* Healing Elixir
* Absorb Elements
* Create or Destroy Water *
* Tenser's Floating Disc [R]
* Comprehend Languages [R]
* Shield *
* 2nd Level
* Dust Devil
* Web
* Cloud of Daggers
* Enlarge/Reduce *
* 3rd Level
* Summon Minor Daemons *
* Lightning Bolt *
* Magic Circle *

Belt Pouch
G: 4
S: 44
C: 10

Spell casting:
DC 12
Spell Slots:

1st Level: 4
2nd Level: 3
3rd Level: 3

Defining Event:
I saved people during a natural disaster.

Personality Traits:

  • When I set my mind to something, I follow through no matter what gets in my way.
  • I’m confident in my own abilities and do what I can to instil confidence in others.


  • Sincerity. There’s no good in pretending to be something I’m not. (Neutral)


  • I protect those who cannot protect themselves.


  • I’m convinced of the significance of my destiny, and blind to my shortcomings and the risk of failure.

Ladmiral Snackbar
Octopus Familiar [Fiend]

Strength Dexterity Constitution Intelligence Wisdom Charisma
4 [-3] 15 [+2] 11 [+0] 3 [-4] 10 [+0] 4 [-3]

Speed: 5ft, Swim 30ft
Size: Medium
Wounds: 3
AC: 12

  • Skills: Perception +2, Stealth +4
  • Senses: darkvision 30ft., passive Perception 12
  • Feats:
    • Hold Breath: While out of water, the octopus can hold its breath for 30 minutes.
    • Underwater Camouflage: The octopus has advantage on Dexterity (Stealth) checks made while underwater.
    • Water Breathing: The octopus can breathe only underwater.
  • Attacks:
    • Tentacles- Melee Weapon Attack: +4 to hit, reach 5 ft. , one target. Hit: 1 bludgeoning damage, and the target is grappled (escape DC 10). Until this grapple ends, the octopus can't use its tentacles on another target.
    • Ink Cloud- (Recharges after a Short or Long Rest). A 5-foot· radius cloud of ink extends all around the octopus if it is underwater. The area is heavily obscured for 1 minute, although a significant current can disperse the ink. After releasing the ink, the octopus can use the Dash action as a bonus action.
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