```metadata
title: Murder Mystery to Print
description: ''
tags: []
systems: []
renderer: V3
theme: 5ePHB

```

## Chris Chillin (he/him)
### Peace and Love Fighter
***"Flower Power man! Why can’t we all just get along?"***
#### Hit Points
**Hit Dice:**                    :: 1d10
**Hit Points at 5th Level:**     :: 46
**AC:**                          :: 16


___
|  STR  |  DEX  |  CON  |  INT  |  WIS  |  CHA  |
|:-----:|:-----:|:-----:|:-----:|:-----:|:-----:|
|16 (+3)|14 (+2)|14 (+2)|8 (-1) |10 (+0)|12 (+1)|
___

#### Proficiencies
**Armor:**   :: All armor, shields
**Weapons:** :: Simple weapons, martial weapons 


**Saving Throws (+3):** :: Strength, Constitution
**Skills (+3):**        :: Acrobatics, Athletics, History, Survival


#### Equipment
- Chain mail
- A greatsword
- A light crossbow

#### Background
As a young adult, Chillin was drafted into a petty land squabble by his liege landlord, Bernard Betrayal. After months of brutal conflict, Chillin was left the sole survivor of a thousand-combatant battle in the mud and muck. Left destitute and forever changed, Chillin adventures around, carrying a forever-sheathed sword, preaching peace and harmony.
<br>
Chillin has seen some shit. They will do as much as possible to be nonviolent towards humanoids.They seek only peace, with one notable exception… If Chillin were to meet Bernard Betrayal again, that animal who sent an entire army to die over an acre of farmland, he has vowed vengeance and will see him dead or brought to justice. 

#### Greatsword Attack
{{text-align:center

**Attack Roll:** (Strength Mod) + (Prof Bonus = 3) + d20
**Damage Roll:** (Strength Mod) + 2d6 slashing
}}
#### Crossbow Attack (range 80 / 320)
{{text-align:center

**Attack Roll:** (Dexterity Mod) + (Prof Bonus = 3) + d20
**Damage Roll:** (Dexterity Mod) + 1d8 piercing
}}
\column

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\page
## Spells and Abilities

<br>


{{note
#### Officer's Training
*Ability*

You have a tactitians mind, and studied histories of politics and conquest. You have advantage on history checks.
}}

{{note
#### Soldier's Instincts
*Ability*

You have the instincts of a killer. You can detect whether or not a creature you can see has weapons on their person. Roll a Survival ability check. High rolls reveal more information, including what kinds of weapons, what their highest ability score is, and more.
}}

{{note
#### Great Weapon Fighting
*Ability*

You are highly skilled in great weapon fighting
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll.
}}

{{note
#### Second Wind
*Ability - Two Uses*

**Casting Time:** :: 1 bonus action
**Range:**        :: Self
**Duration:**     :: Instant

When you need healing, you can rally yourself. You can use a bonus action to restore 1d10 + 5 hit points.
}}

{{note
#### Second Attack
*Ability*

Every time you attack, you may attack again. This attack does not need to target the same creature.
}}

{{note
#### Action Surge
*Ability - One Use*

You can push yourself, and take an additional action on top of your regular action and bonus action. With Second attack, this means you can attack 4 times in a row. 
}}

\page
## Jet Jock (she/her)
### Sports Barbarian
***"FUCK YEAH, SPORTS BALL"***
#### Hit Points
**Hit Dice:**                    :: 1d12
**Hit Points at 5th Level:**     :: 50
**AC:**                          :: 14


___
|  STR  |  DEX  |  CON  |  INT  |  WIS  |  CHA  |
|:-----:|:-----:|:-----:|:-----:|:-----:|:-----:|
|18 (+4)|12 (+1)|16 (+3)|8 (-1) |10 (+0)|12 (+1)|
___

#### Proficiencies
**Armor:**   :: Light armor, medium armor, shields
**Weapons:** :: Simple weapons, martial weapons 


**Saving Throws (+3):** :: Strength, Constitution
**Skills (+3):**        :: Acrobatics, Athletics, Intimidation, Perception


#### Equipment
- Two clubs
- A light crossbow

#### Background
Jock has always been a fan of competition. Arm wrestling. Jousting. Kick the Goblin Head Game™. Whatever it is, if it’s a contest of wills, Jock will find a way to win. One day, Jock got a bit in over their head, and now owes gambling money to a local rich-man Pen PinchPenny. Jock goes around with their adventuring party, earning money to pay off their debt by win, win, and winning. 
<br>
Jock wants to win. Win what? Yes. Other than winning, they want to avoid the ludicrous amount of sports-betting debt they owe to Pen PinchPenny. Maybe more gambling will do it… 

#### "Talking Club" Attack
{{text-align:center

**Attack Roll:** (Strength Mod) + (Prof Bonus = 3) + d20
**Damage Roll:** (Strength Mod) + 2d6 bludgeoning
}}
#### "Business Club" Attack
{{text-align:center

**Attack Roll:** (Strength Mod) + (Prof Bonus = 3) + d20
**Damage Roll:** (Strength Mod) + 2d6 piercing
}}
#### Crossbow Attack
{{text-align:center

**Attack Roll:** (Dexterity Mod) + (Prof Bonus = 3) + d20
**Damage Roll:** (Dexterity Mod) + 1d8 piercing
}}
\column

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\page
## Spells and Abilities

<br>

{{note
#### Rage 
*Ability*

You go into a rage. While raging, you gain advantage on intimidation, constitution, and strength checks. While raging, you also add gain +2 to damage rolls, and take half damage from physical attacks (slashing, bludgeoning, piercing). The effect ends after 1 minute. 

}}


{{note
#### Danger Sense 
*Ability*

You gain an uncanny sense of when things nearby aren't as they should be, giving you an edge when you dodge away from danger. You have advantage on Dexterity saving throws against effects that you can see. 

}}

{{note
#### Sore Loser
*Ability - Two Users*

If you fail a skill roll, such as a saving throw or skill "contest" like *grappling*, you may spend a useage of *Sore Loser* to gain advantage on the check and re-roll.
}}

{{note
#### Reckless Attack
*Ability*

You attack a creature with advantage. Until your next turn, they also get advantage on attacks against you.
}}

{{note
#### Second Attack
*Ability*

Every time you attack, you may attack again. This attack does not need to target the same creature.
}}


\page
## Devin Denim (They/Them)
### Cowboy Druid
***"My Spotify daylist is 'Dusty Trail Folk-Country Evening'"***
#### Hit Points
**Hit Dice:**                    :: 1d8
**Hit Points at 5th Level:**     :: 38
**AC:**                          :: 12

___
|  STR  |  DEX  |  CON  |  INT  |  WIS  |  CHA  |
|:-----:|:-----:|:-----:|:-----:|:-----:|:-----:|
|10 (+0)|12 (+1)|14 (+2)|14 (+2) |14 (+2)|8 (-1)|
___

#### Proficiencies
**Armor:**   :: Light armor, medium armor, shields (druids will not wear armor or use shields made of metal)
**Weapons:** :: Clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears 

**Saving Throws (+3):** :: Intelligence, Wisdom
**Skills (+3):**        :: Animal Handling, Perception, Nature, Insight

#### Spellcasting Ability
{{text-align:center
**Spell save DC**:: = 8 + your proficiency bonus + your Wisdom modifier = **13**

**Spell attack modifier**:: = your proficiency bonus + your Wisdom modifier = **+5**
}}


#### Equipment
- A sickle (scimitar)
- Leather armor

#### Background
Denim grew up on a small family farm, and it shows. With their deep connection to nature and farming, they befriended their animals, and quickly began rearing award-winning livestock, including their gold-ribbon cow, Bessie. One dark and stormy night, they went to the barn to feed Bessie, only to discover that she was STOLEN! All Denim could see was the remnants of a polymorph spell… They’ve been looking for their shapeshifted cow ever since.
<br>
Denim is trying to find Bessie the cow. They believe Bessie has been polymorphed into some other creature, though they have no idea what and who and why.

#### Sickle Attack
{{text-align:center
**Attack Roll:** (Dexterity Mod) + (Prof Bonus = 3) + d20
**Damage Roll:** (Dexterity Mod) + 1d6 slashing
}}
\column

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\page
## Spells and Abilities

<br>

{{note
#### Wildshape: Farm Animals 
*Ability - Four Uses*
**Casting Time:** :: 1 bonus action
**Range:**        :: Self
**Duration:**     :: Instant 
You transform into a farm animal, gaining new stats and a signature ability. If you lose all your hit points as wildshape, you transform and return to your druid’s hit points. 
* **Chicken Wildshape**:
  * Wings: You do not take falling damage
* **Bull  Wildshape**: 
  * Advantage on Intimidation checks
  * Horn attack: +4 to hit,  2d8
* **Horse  Wildshape**:
  * Allies can now use your movement instead of their own when moving together within 5 ft
  * Hind Leg attack: +3 to hit, 2d6
* **Coyote Wildshape**:
  * Advantage on Dexterity saving throws
  * Advantage on Perception checks
* **Pig Wildshape**:
  * Advantage on Constitution saving throws
  * Advantage on Strength saving throws


}}

{{note
#### Guidance 
*Spell*

You point to a creature that is making a skill check. They may add a d4 to their next roll.

}}

{{note
#### Speak with Animals 
*Spell - Two Uses*

You gain the ability to comprehend and communicate with beasts for up to 10 minutes. You may interact with this animal as you would any other NPC. 

}}


{{note
#### Entangle 
*Spells - Three Uses*
**Casting Time:** :: 1 action
**Range:**        :: 90 ft
**Duration:**     :: Concentration, up to 1 minute 
You create grasping vines within 90 ft that sprout from the ground in a 20-ft square or around a single creature. They must make a Strength saving throw or be restrained until the spell ends. 
}}

{{note
#### Nature Shape 
*Spells - One Use*

You touch an object made of earth, stone, or wood no larger than yourself or a 5x5 cube, then command the material to change shape in any way you see fit. 
}}

\page
## Fela Fortuna (She/Her)
### Fortune Teller Wizard
***"The tea leaves say 'give me all your money'"***
#### Hit Points
**Hit Dice:**                    :: 1d6
**Hit Points at 5th Level:**     :: 32
**AC:**                          :: 12


___
|  STR  |  DEX  |  CON  |  INT  |  WIS  |  CHA  |
|:-----:|:-----:|:-----:|:-----:|:-----:|:-----:|
|8 (-1) |14 (+2)|14 (+2)|16 (+3)|10 (+0)|14 (+2)|
___

#### Proficiencies
**Armor:**   :: None
**Weapons:** :: Daggers, darts, slings, quarterstaffs, light crossbows 

**Saving Throws (+3):** :: Intelligence, Wisdom
**Skills (+3):**        :: Arcana, Investigation, Insight, Deception

#### Spellcasting Ability
{{text-align:center
**Spell save DC**:: = 8 + your proficiency bonus + your Intelligence modifier = **14**

**Spell attack modifier**:: = your proficiency bonus + your Intelligence modifier = **+6**
}}


#### Equipment
- A quarterstaff
- A crystal ball

#### Background
Fortuna grew up and trained as a powerful fortune teller, despite having little control over their own divination. Not willing to abandon their new career path, Fortuna quickly learned that they can swindle common people with vague platitudes about their lovers, family, friends, future lives, life after death, etc. This passes the time, but Fortuna is plagued by visions she cannot decipher.
<br>
Fortuna seeks to understand her recurring visions of the future, the only true divining they are capable of. They see a dead body, darkness. A building in flames, a monstrous figure, and a group of dying adventurers.

#### Quarterstaff Attack
{{text-align:center
**Attack Roll:** (Strength Mod) + (Prof Bonus = 3) + d20
**Damage Roll:** (Strength Mod) + 1d6 bludgeoning
}}
\column

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\page
## Spells and Abilities

<br>

{{note
#### Portent Dice 
*Spell - Two Uses*

You gaze into your **crystal ball** at a moment of grand importance, and contemplate the future.

When a creature you can see makes an ability check or attack roll, you may choose to replace the roll with one of your portent dice before the final result of the roll is announced (before/after the roll, but before they say the final number result after math). 

You roll 2 portent dice at the beginning of the session, and can only use them in this way once. You may either choose the results of the two dice you rolled, or 3 and 18. 
}}

{{note
#### Detect Magic
*Spell - Two Uses*

For up to 10 minutes, you sense the presence of magic within 30 feet of you. If you sense magic, you learn details about the spell, but not its exact source.
}}

{{note
#### Locate Object
*Spell - Two Uses*

Describe or name an object that is familiar to you. You sense the direction of the object’s location. This can be a specific object if you have personally seen it up close. The object can also be a generic object 
}}

{{note
#### Detect Thoughts
*Spell - Two Uses*

You can read the surface thoughts of a creature you can see within 30ft. If you choose to delve deeper to get more information, the target must make a Wisdom save. If they fail, you gain more insight into its mind. The creature then becomes aware of this further mind reading, your presence, and may make an intelligence check to push you out.
}}

{{note
#### Comprehend Languages
*Spell*

You may magically cast this to understand the language of any speech you can hear or written text you can see. 
}}


{{note
#### Counterspell 
*Spell - Two Uses*

As a reaction to a spell being cast, you may attempt to counterspell it. If the creature’s spell is lower than 3rd level (DM will know), it is immediately dispelled. If the spell is higher than 3rd level, the counterspeller must make an intelligence saving throw. The DC is 10+ the spell level. 
}}

{{note
#### Toll the Dead 
*Spell*
**Casting Time:** :: 1 action
**Range:**        :: 60 ft
**Duration:**     :: Instant 

You point at one creature you can see within range, and show them a vision of their death. The target must succeed on a Wisdom saving throw or take 2d8 necrotic damage. If the target is missing any of its hit points, it instead takes 2d12 necrotic damage.

}}


\page
## Delphinium Deals (She/Her)
### Disney Warlock
***"I’m not a Disney Princess, but my stepmother IS a bitch."***
#### Hit Points
**Hit Dice:**                    :: 1d8
**Hit Points at 5th Level:**     :: 33
**AC:**                          :: 13


___
|  STR  |  DEX  |  CON  |  INT  |  WIS  |  CHA  |
|:-----:|:-----:|:-----:|:-----:|:-----:|:-----:|
|12 (+1) |14 (+2)|12 (+1)|14 (+2)|8 (-1)|16 (+3)|
___

#### Proficiencies
**Armor:**   :: Light armor
**Weapons:** :: Simple weapons 


**Saving Throws (+3):** :: Wisdom, Charisma
**Skills (+3):**        :: Arcana, Insight, Perception, Nature

#### Spellcasting Ability
{{text-align:center
**Spell save DC**:: = 8 + your proficiency bonus + your Charisma modifier = **14**

**Spell attack modifier**:: = your proficiency bonus + your Charisma modifier = **+6**
}}


#### Equipment
- A frying pan (mace)
- Leather armor

#### Background
Deals lived a sheltered life, locked in a tower. At 18, they learned that their mother was not only their dad’s shitty girlfriend, but also a eldritch god-being! Deals made a pact with their step-mother, allowing them to leave their tower and experience freedom of the world. However, once two years go by, they must return to their tower, to be locked away for the rest of eternity. They have less than one month before facing imprisonment forevermore.
<br>
Deals needs to break this warlock pact, and quickly. They have a lead that fiendish followers of their eldritch step-mother are in this region, and that’s their only possible lead to salvation.

#### Frying Pan Attack
{{text-align:center
**Attack Roll:** (Strength Mod) + (Prof Bonus = 3) + d20
**Damage Roll:** (Strength Mod) + 1d6 bludgeoning
}}

\column

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\page
## Spells and Abilities

<br>

{{note
#### Pact Familiar
*Spell*

You summon a **woodland creature** of fairytales to assist you by whistling a little tune. This familiar comes from your step-mother’s magic, but obeys your commands. You may see and hear through your familiar and communicate telepathically with it. The familiar may also relay messages from your patron step-mother.
}}

{{note
#### Prestidigitation
*Spell*

You create a small magical trick, such as a sensory effect, light or snuff out a small fire, clean an object, warm or chill an object, make a symbol or color or mark appear, or manifest a small illusory image in your hand. If you can think it, and it’s small, you can probably do it.
}}

{{note
#### Major Illusion
*Spell - One Use*

You create  an image of an object, creature, or some other visible thing up to 20ft cube. The image appears completely real, including sounds, smells, and temperature. You can use your action to move the illusion or alter its appearance. Physical interaction with it will reveal the illusion, and a creature can interact with it using an investigation check.
}}

{{note
#### Hex 
*Spell - Three Uses*
**Casting Time:** :: 1 bonus action
**Range:**        :: 90 ft
**Duration:**     :: Concentration, up to 1 hour 

You use a bonus action to place a curse on a creature you can see. For up to 1 hour, the target has disadvantage on ability checks made with an ability of your choice (Dex, Con, Int, Wis, Cha). Additionally, you deal an extra 1d6 damage to them whenever you hit them with an attack. You may only choose one creature at a time.
}}


{{note
#### Eldritch Blast  
*Spell*
**Casting Time:** :: 1 action
**Range:**        :: 120 ft
**Duration:**     :: Instant

Send out two waves of dark energy, each wave dealing 1d10. They can target 1 or 2 creatures of your choice.
}}




\page
{{wide 
{{text-align:center
{{note
#### Potion of Dispel Magic
*Two Uses*

Instantly dispels any magical effect on the creature who consumes it.
}}
}}
}}
::

{{text-align:center
{{note
#### Potion of Dispel Magic
*Two Uses*

Instantly dispels any magical effect on the 

creature who consumes it.
}}
}}
:
{{wide 
{{text-align:center
{{note
#### Silver Weapon Oil
*Five Uses*

Magical oil that silvers weapons, giving them the *silvered* keyword & making 

them more effective against wights, witches, and werewolves.
}}
}}
}}

:
{{text-align:center
{{note
#### Silver Weapon Oil
*Five Uses*

Magical oil that silvers weapons, giving them 

the *silvered* keyword & making them more effective 

against wights, witches, and werewolves.
}}
}}
:
::
{{descriptive
{{text-align:center
::
##### Receipt of Debt Payment
The following enumerated list represents debt heretofore und-paid by one ***Jet Jock***. These debts have been verified and validated by the *Grand Union Bank of the Sword Coast, 845 Southgate rd, Baldur's Gate.*
}}
::
**Itemlized List of Debts**

to <u>Pen Pennypinch</u>, <u>gambling</u>...  {{width:90px}} <u>50 Gold</u>

to <u>Pen Pennypinch</u>, <u>food & drink</u>... {{width:71px}} <u>25 Silver</u>

to <u>Pen Pennypinch</u>, <u>loans</u>... {{width:110px}} <u>10 Gold</u>

to <u>Fela Fortuna</u>, <u>palm reading</u>... {{width:84px}} <u>5 Copper</u>

to <u>Pen Pennypinch</u>, <u>interest on loans</u>... {{width:59px}} <u>5 Gold</u>

:

*Total debted, to the amount of...* {{width:16px}} *<u>67 Gold, 5 Silver, 5 Copper</u>*


::
**Creditors**

creditor 1... {{width:147px}}{{font-family:SolberaImitationRemake Pen Pennypinch}}

creditor 2... {{width:171px}}*Fela Fortuna*

clerk... {{width:160px}}{{font-family:Davek Some Dudes Name }}

:
}}

:::::::::

{{width:250px
{{descriptive
{{text-align:center
::
##### Scroll of Speak With the Dead
:
You grant the semblance of life and intelligence to a corpse of your choise within 10 feet, allowing it to answer **three questions** you pose for 1 minute.

The corpse knows only what it knew in life. Answers tend to be brief, cryptic, or repetitive.
:::



}}
***Terms & Conditions*:** 

*The corpse must still have a mouth and cannot be undead. The spell ends after 1 minute, regardless of if all three questions were asked. The spell fails if speak with the dead has been used on this corpse in the last 10 days. The corpse will only speak in languages it knew in life. The corpse is under no compulsion to offer truthful answer if you are hostile to it or it recognizes you as an enemy.*
:
***Note:***

*This spell *does not* return the creature's soul to its body, only its animating spirit. Thus, the act of using this spell is deeply immoral and subject to religious or legal persecution in some lands.*
:

***Use at your own mortal risk!* *McMenamins Magical Mysteries takes no responsibility and accepts no liability for the uses or crimes committed while using this spell.***

::
}}
}}