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.

+3 +0 +2 +2 +0 +0

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

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

Heavyily Armored. You have disadvantage on dexterity checks to move silently.

Human Determination (recharge after long rest). Before you roll an attack, ability check or saving throw you can choose to gain advantage on the roll.

Sacred Weapon (recharges after a short rest). As an action, you gain +2 bonus to attack rolls for 1 minute.

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, Detect Magic, Protection from Evil and Good, Sanctuary


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.


You have one inspiration tokens which can be used to:

  • Reroll a single d20
  • Regain 2d4+2 Hit Points
  • Make a narrative declaration

Death Saving Throws: _ _ _

When reduced to 0 hit points you gain one automatically failed Death Saving Throw or Minor Injury.

When you start your turn Dying you roll a DC10 Death Saving Throw.

If you take 10 damage while Dying, Incapacitated or Falling you gain one automatically Death Saving Throw or Minor Injury

Divine Sense - 3 uses

As an action, , you know the location of any celestial, fiend, or undead within 60 feet of you, until the end of your next turn. You know the type ( of any being whose presence you sense, but not its identity. Within the same radius, 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 longr rest.

Empowering Words - 15

A hand on your friend's shoulder and well-chosen words can revigorate your allies. You have a pool of healing power that replenishes when you take a long rest.

As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool.

Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one.

This feature has no effect on undead and constructs.


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.


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.


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.


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)


  • Law Enforcement
  • Nikola Shinebright


  • Lords' Alliance 1


  • 120gp
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