```metadata
title: Sally // Sam // Sid Sneaky
description: ''
tags: []
systems: []
renderer: V3
theme: 5ePHB

```

```css
.page #example + table td {
	border:1px dashed #00000030;
}
.page {
	padding-bottom : 1.1cm;
}
```

## Sally // Sam // Sid Sneaky 
### Robin Hood Rogue
***"Stealing from the rich is fun and moral"***
#### Hit Points
**Hit Dice:**                    :: 1d8
**Hit Points at 5th Level:**     :: 33
**AC:**                          :: 14
___
|  STR  |  DEX  |  CON  |  INT  |  WIS  |  CHA  |
|:-----:|:-----:|:-----:|:-----:|:-----:|:-----:|
|8 (-1)|16 (+3)|12 (+1)|14 (+2)|10 (+0)|14 (+2)|
___

#### Proficiencies
**Armor:**   :: Light Armor
**Weapons:** :: Simple weapons, hand crossbows, longswords, rapiers, shortswords 

**Saving Throws (+3):** :: Dexterity, Intelligence
**Skills (+3):**        :: Stealth, Sleight of Hand, Persuasion, Investigation, Deception, Acrobatics


#### Equipment
- Two shortswords
- A shortbow
- Leather armor, and thieves' tools

#### Background
Sneaky grew up in a wretched, abusive orphanage. After living a childhood parentless and penniless, they led a daring escape with other kids and founded a thieving crew. They stole from the rich and gave away food and jewels to children in need. After three years, they disbanded, but promised to reunite should they ever come into enough wealth to buy and rehabilitate their childhood orphanage. 
<br>
Sneaky seeks money, but for a noble reason. They will steal money and give to the first people that are in more dire circumstances than them. They need enough fortune to return to their orphanage home and give those kids a better life. 

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

#### Shortbow Attack (range 30 / 120)
{{text-align:center

**Attack Roll:** (Dexterity Mod) + (Prof Bonus = 3) + d20
**Damage Roll:** (Dexterity Mod) + 1d6 piercing
}}

\column

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\page


## Spells and Abilities

<br>

{{note
#### Thieves Tools
*Ability*

**Casting Time:** :: 1 action
**Range:**        :: Touch
**Duration:**     :: Instant

You have a kit of thieves tools, helping you lockpick doors, chest, and more. You have advantage on sleight of hand checks when using these tools. This stacks on top of your +3 proficiency on these checks. 

}}

{{note
#### Trap Disarm Kit
*Ability*

**Casting Time:** :: 1 action
**Range:**        :: Touch
**Duration:**     :: Instant

You have a kit to disarm traps of magical and mechanical variety. You have advantage on sleight of hand or arcana checks when disarming or identifying traps using this kit. This stacks on top of your +3 proficiency on these checks. 
}}

{{note
#### Disguise Self
*Spell - One Use*

**Casting Time:** :: 1 action
**Range:**        :: Self
**Duration:**     :: 1 hour

You make yourself-including wearables-look different until the spell ends. You can superficially change your appearance, like seeming shorter, taller, thinner, broader, etc. To discern that you are disguised, a creature can use its action to inspect your appearance using an insight check.
}}

{{note
#### Uncanny Dodge
*Ability*

When an attacker you can see hits you with an attack, you can use your reaction to halve the damage of the attack.
}}

{{note
#### Sneak Attack
*Ability*

You know how to strike subtly and exploit a foe's distraction. You have advantage on attack roles and deal an extra 1d6 damage if you are hidden from your target or your target is within 5 ft of an ally.
}}


\page

## Ben // Beth // Bo Booksy 
### Student Dropout Wizard
***"People are too dumb to know that I’m the smartest person in the room"***
#### Hit Points
**Hit Dice:**                    :: 1d6
**Hit Points at 5th Level:**     :: 22
**AC:**                          :: 11

___
|  STR  |  DEX  |  CON  |  INT  |  WIS  |  CHA  |
|:-----:|:-----:|:-----:|:-----:|:-----:|:-----:|
|8 (-1) |12 (+1)|10 (+0)|18 (+4)|13 (+1)|14 (+2)|
___

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

**Saving Throws (+3):** :: Intelligence, Wisdom
**Skills (+3):**        :: Investigation, Religion, Arcana, History


#### Equipment
- A quarterstaff
- An arcane focus
- A spellbook

#### Spellcasting Ability
{{text-align:center
**Spell save DC**:: = 8 + your proficiency bonus + your Intelligence modifier = **15**

**Spell attack modifier**:: = your proficiency bonus + your Intelligence modifier = **+7**
}}

#### Background
Booksy had a promising wizarding career ahead of them. They showed great appetite for magical studies, and their parents sent them to the University of Mighty Magics. However, only one year into their studies, Booksy attempted a high-level fire spell that went horribly wrong, and they ended up burning down half the library. They were immediately expelled, and have been adventuring around to gain money and glory enough to be re-admitted back into the school. All this, while their parents, proud as ever, think they are studying abroad as a special pupil to the headmaster himself. 
<br>
Booksy seeks re-entry into their Wizarding school. This will require currying favor with a wealthy patron, or proving magical talent beyond reproach, doing something that would force the Deans of the Wizard school to take them back. 


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

\column

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## Spells and Abilities

<br>

{{note
#### Mage Hand
*Spell*

You create a floating hand within 30 ft. The hand can manipulate objects, open doors, stow or retrieve items, or complete small tasks. It cannot attack, use magic items, or carry more than 10 pounds. Lasts 1 minute

}}

{{note
#### Friends 
*Spell - Three Uses*

You magically influence a target to be friendly towards you. For 1 minute, you have advantage on all Charisma checks against this target. When the spell ends, the target is aware of magical influence and will become unfriendly or even hostile. 
}}

{{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
#### Message
*Spell*

You can point to a target you can see and telepathically relay a message that only they can hear. They can point back and respond telepathically.
}}

{{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
#### Shield 
*Spell - Three Uses*

**Casting Time:** :: 1 reaction when attacked
**Range:**        :: Self
**Duration:**     :: 1 round

As a reaction, you create a magical barrier to protect you from an attack. Your Armor Class is +5 until your next turn. 
}}

{{note
#### Scorching Ray
*Spell - Three Uses*

**Casting Time:** :: 1 action
**Range:**        :: 120 feet
**Duration:**     :: Instant
You cast three rays of fire and hurl them at up to three targets. Make 3 separate spell attacks. Each ray deals 2d6 damage.
}}

{{note
#### Fireball 
*Spell - One Use*

**Casting Time:** :: 1 action
**Range:**        :: 150 feet
**Duration:**     :: Instant
You throw a massive explosive fireball. Point to a creature or area where it will land. All creatures, including allies, within a 20m radius sphere must make a Dex saving throw or take 8d6 damage. Successful Dex saves receive half damage. 
}}

{{note
#### Firebolt 
*Spell*

**Casting Time:** :: 1 action
**Range:**        :: 120 feet
**Duration:**     :: Instant
You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 2d10 fire damage.  
}}

\page
## Chris // Cass // Cory Chillin 
### 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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## 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

## Gregory // Greta // Gwyn Gourmet 
### Chef Cleric
***"What greater magic is there than good food and good friends?"***
#### Hit Points
**Hit Dice:**                    :: 1d8
**Hit Points at 5th Level:**     :: 38
**AC:**                          :: 14 (15 if using shield)


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

#### Proficiencies
**Armor:**   :: Light armor, medium armor, shields
**Weapons:** :: All simple weapons

**Saving Throws (+3):** :: Wisdom, Charisma
**Skills (+3):**        :: Insight, Medicine, Perception, History


#### Equipment
- Battle-cleaver (Battleaxe) 
- Ring mail
- A shield and a holy symbol

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

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

#### Background
Gourmet quickly rose in chefly talents to become the greatest cook to their lord, and a head-chef of the castle kitchens. However, they quickly grew bored of the pastoral palette, and broke out into the wilds of the Sword Coast to taste all the flavors of the world. Adventuring exposes them to new culinary curiosities on the daily, from basilisk egg omelets to giant bat liver foie gras. Here on the adventurers’ trail, Gourmet is on the verge of recipe nirvana. 
<br>
Gourmet seeks the perfect recipe. Something that combines all their skills and all their travels. They have gathered ingredients from across the world. Only one thing is missing, the centerpiece of their recipe. Something to turn a pile of ingredients into a masterpiece. 

#### Battle-Cleaver Attack
{{text-align:center

**Attack Roll:** (Strength Mod) + (Prof Bonus = 3) + d20
**Damage Roll:** (Strength Mod) + 1d8 slashing (1d10 if not using shield)
}}
\column

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## Spells and Abilities

<br>

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

For up to 10 minutes, you know if there is a poison, poisonous creatures, or diseases within 30 feet. You identify the details of the poison.

}}

{{note
#### Protection from Evil and Food 
*Spell - Two Uses*
**Casting Time:** :: 1 action
**Range:**        :: touch
**Duration:**     :: Concentration, 10 minutes
You feed a willing creature a magical food item. For up to 10 minutes, that creature 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 cannot be charmed, frightened, or possessed by them. If the target is already affected by those conditions, they have advantage on any new saving throw against the relevant effect.
}}

{{note
#### Food of Truth
*Spell - One Uses*
**Casting Time:** :: 1 action
**Range:**        :: 60 feet
**Duration:**     :: 10 minutes
You create a magical zone with your cooking skills. Within a 15-ft radius, creatures must make a charisma saving throw or cannot lie. You know if they failed or succeeded. Affected creatures are aware, and can potentially lie via omission.
}}

{{note
#### Charming Food
*Spell*
**Casting Time:** :: 1 action
**Range:**        :: 30 feet
**Duration:**     :: 1 hour 
If a creature has at some point eaten or drank something from you, you may attempt to charm them with advantage. They must make a wisdom save with disadvantage or be charmed. While charmed, the creature is friendly toward you, and sees you as an ally.
}}

{{note
#### Healing Food
*Spell - Four Uses*
**Casting Time:** :: 1 bonus action
**Range:**        :: 60 feet
**Duration:**     :: Instant
A creature of your choice that you can see regains hit points equal to 2d4. 
}}

{{note
#### Revivifying Food
*Spell - One Uses*

**Casting Time:** :: 1 action
**Range:**        :: touch
**Duration:**     :: Instant
You force feed a special powerful bean to a creature who has died in the last 1 minute. They immediately come back to life with half hit-points. This only works on an ally who has eaten your food before. 
}}

\page

## Michael // Michelle // Micah Misfortune 
### Unlucky Bard
***"I tried reading once. A book fell on my head. It’s okay, I’ve only myshelf to blame."***
#### Hit Points
**Hit Dice:**                    :: 1d8
**Hit Points at 5th Level:**     :: 28
**AC:**                          :: 13


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

#### Proficiencies
**Armor:**   :: Light armor
**Weapons:** :: Simple weapons, hand crossbows, longswords, rapiers, shortswords

**Saving Throws (+3):** :: Dexterity, Charisma
**Skills (+3):**        :: Performance, Insight, Perception, Acrobatics, Persuasion


#### Equipment
- A rapier
- Any musical instrument
- Leather armor and a dagger

#### 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**
}}

#### Background
Misfortune has always dreamed of performing for a massive audience of screaming people, with the limelight on them and an instrument in their hands. However, the fates have other ideas. Every time they try to perform, something horribly unlucky happens. They trip as they walk on stage, their instrument strings break, a drunken wizard incinerates the drummer. All they need is a stroke of luck. 
<br>
More than anything, Misfortune seeks another chance on a lucky night to perform for an adoring audience and become a musical legend, overcoming their bad luck to gain fame and glory forever.

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

**Attack Roll:** (Dexterity Mod) + (Prof Bonus = 3) + d20
**Damage Roll:** (Dexterity Mod) + 1d8 piercing
}}
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## Spells and Abilities

<br>

{{note
#### Bardic Inspiration
*Ability*
**Casting Time:** :: 1 bonus action
**Range:**        :: 60 ft
**Duration:**     :: Instant
As a bonus action, you can strike a tune that inspires your allies, giving them a d8 to add to any skill check, attack roll, or saving throw.
}}

{{note
#### Jack of All Trades 
*Ability*

Any skill you use that you do not have bonuses to, add +1
}}

{{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
#### Friends 
*Spell - Two Uses*
 
You magically influence a target to be friendly towards you. For 1 minute, you have advantage on all Charisma checks against this target. When the spell ends, the target is aware of magical influence and will become unfriendly or even hostile.
}}

{{note
#### Disguise Self
*Spell - One Use*

**Casting Time:** :: 1 action
**Range:**        :: Self
**Duration:**     :: 1 hour

You make yourself-including wearables-look different until the spell ends. You can superficially change your appearance, like seeming shorter, taller, thinner, broader, etc. To discern that you are disguised, a creature can use its action to inspect your appearance using an insight check.
}}

{{note
#### Cloud of Daggers
*Spell - One Uses*

**Casting Time:** :: 1 action
**Range:**        :: 60 ft
**Duration:**     :: Concentration, up to 1 minute
You fill the air with daggers in a 5 ft cube. A creature takes 6d4, and the cloud lasts for up to 1 minute. Any creatures entering also take 6d4. 

}}

\page
## Jared // Jenna // Jet Jock 
### 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
## Dylan // Devin // Dena Denim 
### 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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## 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

## Frederick // Fela // Fan Fortuna 
### 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
}}
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## 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
## Diana // David // Del Deals 
### 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
}}

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## 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.
}}