Adrian Rowe

Background: City Watch (Sergeant)
Cloak of the Lord's Alliance


  • Armor Class 10/17/19 (Splint mail, shield)
  • Hit Points 30
  • Bloodied Value 15
  • Short Rest Healing 21
  • Speed 30ft.

STR DEX CON INT WIS CHA
+3 +0 +2 +0 +2 +0

  • Proficiency Bonus +2
  • Saving Throw Proficiencies Wisdom, Intelligence
  • Skill Proficiencies Mobility, Insight, Investigation, Social (Determination), Stealth
  • Immunities Disease
  • Languages Common, Halfling

Oath of Devotion. Honesty, Courage, Compassion, Honor, Duty.

Armor Clanking. You have disadvantage on dexterity checks to move silently.

Divine Smite. When you hit a creature with a melee weapon attack you expend one spell slot to deal 2d8 extra radiant damage to the target.

Spellcasting. You are a 1st level spellcaster and you know the following spells:

1st level (3 slots): Bless, Shield of Faith, Compelled Duel, Protection from Evil and Good, Sanctuary

Actions

Longsword. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 9 (1d8 + 5) slashing damage.

Disarm. Melee Weapon Attack: +5 to hit vs. the target's Athletics check, reach 5ft., one target. Hit the target drops one item it is currently holding.


Inspiration

You have one inspiration tokens which can be used to:

  • Reroll a single d20, or have the target reroll a saving throw.
  • Regain 7 (2d4+2) Hit Points
  • Make a narrative declaration

Divine Sense - 3 uses

As an action, you know the location of any celestial, fiend, or undead presence within 60 feet of you, until the end of your next turn.

You also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.

You regain expended uses of this feature at the end of a long rest.

Empowering Words - 15

As an action, you can touch a creature and draw power from the pool to restore hit points to that creature.

You can expend 5 hit points from your pool to cure the target of one disease or neutralize one poison affecting it.

This feature has no effect on undead and constructs.

Human Determination - 3 uses

When you miss with an attack, fail an ability check or a saving throw you can choose to reroll the d20, but you must use the second result. Once you use this feature you cannot do so again until you finish a short rest.

Sacred Weapon - 3 uses

As an action, you gain +2 bonus to attack rolls for 1 minute.

You regain all expended uses of this ability at the end of a long rest.

Backstory

The City Watch doesn't seem to have any intentions to help the city. A bunch of lazy bums, trying to stay out of trouble rather than eradicating it. Well I'm not like those guys. I'm here to make a difference, with the Watch's help or not.

Bless

1st-level enchantment


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V S M
  • Duration: Concentration, up to 1 minutes

You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

Shield of Faith

1st-level abjuration


  • Casting Time: 1 bonus action
  • Range: 60 feet
  • Components: V S M
  • Duration: Concentration, up to 10 minutes

A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.

Protection

1st-level abjuration


  • Casting Time: 1 action
  • Range: Touch
  • Components: V S M
  • Duration: Concentration, up to 10 minutes

Until the spell ends, one willing creature you touch is protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead. The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can’t be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect.

Compelled Duel

1st-level abjuration


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V
  • Duration: 1 minute

You attempt to compel a creature into a duel. One creature that you can see within range must make a Wisdom saving throw. On a failed save, the creature is drawn to you, compelled by your divine demand. For the duration, it has disadvantage on attack rolls against creatures other than you, and must make a Wisdom saving throw each time it attempts to move to a space that is more than 30 feet away from you; if it succeeds on this saving throw, this spell doesn’t restrict the target’s movement for that turn.

The spell ends if you attack any other creature, if you cast a spell that targets a hostile creature other than the target, if a creature friendly to you damages the target or casts a harmful spell on it, or if you end your turn more than 30 feet away from the target.

Sanctuary

1st-level abjuration


  • Casting Time: 1 bonus action
  • Range: 30 feet
  • Components: V S M
  • Duration: 1 minute

You ward a creature within range against attack. Until the spell ends, any creature who targets the warded creature with an attack or a harmful spell must first make a DC 12 Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or spell. This spell doesn’t protect the warded creature from area effects, such as the explosion of a fireball. If the warded creature makes an attack or casts a spell that affects an enemy creature, this spell ends.

Knowledge List

  • Waterdeep - People
  • Watereep - Places
  • Waterdeep - Culture
  • Waterdeep - Criminals
  • Waterdeep - Law Enforcement
  • Black Network (Official Records)
  • Xhanathar's Guild (Official Records)

Contacts

  • Law Enforcement
  • Nikola Shinebright

Renown

  • Lords' Alliance 2

Inventory

  • 119gp