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Level 10 Changeling Rogue, Arcane Trickster (8) / Monk (2) 64000

CHARACTER LEVEL, RACE, & CLASS EXPERIENCE


Atticus Bakker
Spy Chaotic Good Austin
CHARACTER NAME BACKGROUND ALIGNMENT DEITY PLAYER NAME

STEALTH DISADVANTAGE

ARMOR Magic Initiate.


STRENGTH Unarmored Defense (Monk) (15) 15 Cleric. Spellcasting ability: Wisdom.

PROFICIENCY BONUS +4 Darkvision. You can see in dim light within 60 feet of you as if it

8
SHIELD
AC were bright light, and in darkness as if it were dim light.

Sneak Attack. Once per turn, you can deal an extra 4d6 damage to
N
CIE C one creature you hit with an attack if you have advantage on the
-1 Strength
Y
PROFI

attack roll. The attack must use a finesse or a ranged weapon.You


-1 don’t need advantage on the attack roll if another enemy of the
✘ +7 Dexterity target is within 5 feet of it, that enemy isn’t incapacitated, and you
don’t have disadvantage on the attack roll.
+1 Constitution ARMOR CLASS
DEXTERITY Thieves’ Cant. A secret mix of dialect, jargon, and code that allows
✘ +6 Intelligence you to hide messages in seemingly normal conversation. Only
MAXIMUM HIT DICE TEMPORARY

16
another creature that knows thieves’ cant understands such
+2 Wisdom
53 10d8 messages. It takes four times longer to convey such a message
+2 Charisma
than it does to speak the same idea plainly.In addition, you
understand a set of secret signs and symbols used to convey short,
CONDITIONAL
simple messages, such as whether an area is dangerous or the
+3 territory of a thieves’ guild, whether loot is nearby, or whether the
people in an area are easy marks or will provide a safe house for
thieves on the run.
CURRENT HIT POINTS
CONSTITUTION DEATH SAVING THROWS Cunning Action. You can take a bonus action on each of your turns
SAVING THROWS in combat. This action can be used only to take the Dash,
Disengage, or Hide action.

12 N
CIE C

✘✘ +11 Acrobatics (Dex)


SPEED
40ft.
FLY
40ft.
CLIMB
0ft.
SWIM
0ft. Uncanny Dodge (Reaction). When an attacker that you can see
Y
PROFI

hits you with an attack, you can halve the attack’s damage against
RT

EX E
P

+2 Animal Handling (Wis) VISION INSPIRATION EXHAUSTION you.


+1 +2 Arcana (Int) Darkvision Evasion. When you are subjected to an effect that allows you to
make a Dexterity saving throw to take only half damage, you
✘ +3 Athletics (Str) instead take no damage if you succeed on the saving throw, and
only half damage if you fail.
INTELLIGENCE ✘✘ +10 Deception (Cha)
Mage Hand Legerdemain. When you cast mage hand, you can

14 +2 History (Int) make the spectral hand invisible, and you can perform the
following additional tasks with it: You can stow one object the
✘ +6 Insight (Wis) hand is holding in a container worn or carried by another creature,
retrieve an object in a container worn or carried by another
+2 Intimidation (Cha) SPEED, SENSES, & CONDITIONS creature, or use thieves’ tools to pick locks and disarm traps at
+2 ✘✘ +10 Investigation (Int)
range.You can perform one of these tasks without being noticed
by a creature if you succeed on a Sleight of Hand check contested
by the creature’s Perception check. In addition, you can use the
+2 Medicine (Wis) Shapechanger (Action). You can change your bonus action granted by your Cunning Action to control the hand.
WISDOM
appearance and your voice. You determine the
+2 Nature (Int) specifics of the changes, including your coloration, Unarmored Defense. While you are wearing no armor and not
wielding a shield, your AC equals 15.

14 ✘ +6 Perception (Wis) hair length, and sex. You can also adjust your
height and weight, but not so much that your size Martial Arts. Your unarmed strike does 1d4+3 damage. You can
+2 Performance (Cha) changes. You can make yourself appear as a use Strength or Dexterity for these attacks.When you use the
✘ +6 Persuasion (Cha) member of another race, though none of your Attack action with an unarmed strike or a monk weapon on your
+2 +2 Religion (Int)
game statistics change. You can’t duplicate the turn, you can make one unarmed strike as a bonus action. For
example, if you take the Attack action and attack with a
appearance of a creature you’ve never seen, and quarterstaff, you can also make an unarmed strike as a bonus
+3 Sleight of Hand (Dex) you must adopt a form that has the same basic action, assuming you haven’t already taken a bonus action this
arrangement of limbs that you have. Your clothing turn.
CHARISMA ✘✘ +11 Stealth (Dex) and equipment aren’t changed by this trait.You Ki. You have 2 Ki Points and your Ki DC is 14

14 +2 Survival (Wis) stay in the new form until you use an action to
SKILLS revert to your true form or until you die. Flurry of Blows (Bonus Action—Ki). Immediately after you take the
Attack action on your turn, you can spend 1 ki point to make two
unarmed strikes.

+2 16 PASSIVE PERCEPTION Patient Defense (Bonus Action—Ki). You can spend 1 ki point to
take the Dodge action on your turn.

Step of the Wind (Bonus Action—Ki). You can spend 1 ki point to


ADVANTAGE take the Disengage or Dash action on your turn, and your jump
distance is doubled for the turn.
INITIATIVE +3 1 Attack / Attack Action RACIAL TRAITS Unarmored Movement. Your speed increases by 10 feet while you
are not wearing armor or wielding a shield.

NAME RANGE ATTACK DAMAGE / TYPE


Cane Sword Rapier 5 ft +7 vs AC 1d8+3 piercing
Finesse
FEATURES & TRAITS
Dagger 20/60 +7 vs AC 1d4+3 piercing
Finesse, Light, Thrown

Folding Shortbow 80/320 +7 vs AC 1d6+3 piercing Armor Proficiencies. Light Armor


Ammunition, Two-Handed
Weapon Proficiencies. Simple Weapons, Crossbow,
Tonfa 5 ft +7 vs AC 1d6+3 piercing Hand, Longsword, Rapier, Shortsword
Finesse, Light
Tool Proficiencies. Thieves’ tools, Playing card set

Languages. Common, Gnomish, Dwarvish, Thieves’


Cant

ATTACKS & SPELLCASTING PROFICIENCIES & LANGUAGES

This character sheet was generated by the Aurora Builder.


Male 24 5'10" (Variable) 172 (Variable)
GENDER AGE HEIGHT WEIGHT
Atticus Bakker Blue (Variable) Fair (Variable) Black (Variable)
CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS

The name's Bakker. Atticus Bakker. No, it isn't my real one. I was born in the back of a moving cart. My parents
abandoned me and my younger brother Finch so they could afford to feed our nine older siblings, and after wandering
the streets we were eventually picked up and dropped in an orphanage by the authorities. One day I pickpocketed the
I always have a plan for what to do when things go wrong man trying to provide for Finch, but he ended up liking the guts it took to go after a target so far out of my
wrong. wheelhouse. His name was Travik, and he recruited me as his apprentice-- as a spy. During that time I saw many things; a
I am incredibly slow to trust. Those who seem the cult summoning an abomination in an alley chief among them. After I was old enough to leave the orphanage I was
fairest often have the most to hide.
made a field operative in the Last War, operating behind enemy lines for some time. When the war ended I was
reassigned to a Dark Lantern team operating in Sharn, consisting of several of my friends from the orphanage and
[agent who betrayed us]. During an intel op [agent] turned on us, and got away with it too. Now it's back to business,
PERSONALITY TRAITS
but if I ever find them, I'll make them sorry they ever crossed me and my team.

People. I’m loyal to my friends, not to any ideals, and


everyone else can take a trip down the Styx for all I
care. (Neutral)

IDEAL

I will have my revenge on the agent who betrayed


my team.

BOND

I am obsessed with the completion of the mission,


and often push myself too far.

FLAW BACKGROUND STORY

Feature: Espionage Contact


You have a reliable and trustworthy contact who acts
as your liaison to a network of other spies. You know
how to get messages to and from your contact, even
over great distances; specifically, you know the local
messengers, corrupt caravan masters, and seedy
sailors who can deliver messages for you.

BACKGROUND FEATURE

TRINKET
ADDITIONAL FEATURES

This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
ADVENTURING GEAR # lb MAGIC ITEMS # lb Goggles of Night. While wearing these dark lenses, you
[Cane Sword Rapier] 1 2 [Goggles of Night] 1 — have darkvision out to a range of 60 feet. If you already
Folding Shortbow 1 2 Unbreakable Arrow 10 — have darkvision, wearing the goggles increases its range
Arrow 20 1 Walloping Ammunition 10 — by 60 feet.
Burglar’s Pack 1 10 [Winged Boots] 1 —
Dagger 2 2 Tonfa. Bludegoning not slashing
Leather 1 10
Thieves’ Tools 1 1 Winged Boots. While you wear these boots, you have a
Clothes, Common 1 3 flying speed equal to your walking speed. You can use
Healer’s Kit 1 3 the boots to fly for up to 4 hours, all at once or in several
Rope, Silk (50 feet) 1 5 shorter flights, each one using a minimum of 1 minute
Grappling Hook 1 4 from the duration. If you are flying when the duration
Wand 1 1 expires, you descend at a rate of 30 feet per round until
Tonfa 2 4 you land.
The boots regain 2 hours of flying capability for every
12 hours they aren't in use.

ATTUNED MAGIC ITEMS 1 / 3


VALUABLES — GEMS, ART OBJECTS, TRADE GOODS # lb

COPPER SILVER ELECTRUM GOLD PLATINUM

0 0 0 15 0

ENCUMBRANCE — LIFTING AND CARRYING

WEIGHT CARRIED CARRY CAPACITY PUSH, DRAG, LIFT

48.3 lb / 120 lb 240 lb

INVENTORY — ADVENTURING GEAR, ARMS, ARMOR, AND OTHER EQUIPMENT

ADDITIONAL TREASURE INVENTORY — ITEM DESCRIPTIONS & NOTES

#1 #2
STORED ITEM # lb. STORED ITEM # lb.

STORED ITEMS QUEST ITEMS & TRINKETS

This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
Found 13 lbs of drugs in 1004 Terminus

NOTES NOTES

This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
Intelligence +6 14 N/A

SPELLCASTING ABILITY SPELL ATTACK BONUS SAVING THROW DC SPELLS TO PREPARE


Arcane Trickster

CANTRIPS Fire Bolt Mage Hand


Prestidigitation

1ST LEVEL 4 SPELL SLOTS Charm Person Find Familiar


Id Insinuation Silent Image

2ND LEVEL 2 SPELL SLOTS Detect Thoughts Suggestion

SPELLCASTING ABILITY SPELL ATTACK BONUS SAVING THROW DC SPELLS TO PREPARE


Other Spells

CANTRIPS Thaumaturgy (Cleric) Guidance (Cleric)

1ST LEVEL Cure Wounds (Cleric)


Fire Bolt Guidance Mage Hand
Evocation Cantrip Divination Cantrip Conjuration Cantrip

CASTING TIME 1 action CASTING TIME 1 action CASTING TIME 1 action


RANGE 120 feet RANGE Touch RANGE 30 feet
DURATION Instantaneous DURATION Concentration, up to 1 minute DURATION 1 minute
COMPONENTS V, S COMPONENTS V, S COMPONENTS V, S

You hurl a mote of fire at a creature or object within range. Make a You touch one willing creature. Once before the spell ends, the target A spectral, floating hand appears at a point you choose within range.
ranged spell attack against the target. On a hit, the target takes 1d10 can roll a d4 and add the number rolled to one ability check of its The hand lasts for the duration or until you dismiss it as an action.
fire damage. A flammable object hit by this spell ignites if it isn’t choice. It can roll the die before or after making the ability check. The The hand vanishes if it is ever more than 30 feet away from you or if
being worn or carried. spell then ends. you cast this spell again.
This spell’s damage increases by 1d10 when you reach 5th level You can use your action to control the hand. You can use the hand
(2d10), 11th level (3d10), and 17th level (4d10). to manipulate an object, open an unlocked door or container, stow or
retrieve an item from an open container, or pour the contents out of
a vial. You can move the hand up to 30 feet each time you use it. The
hand can’t attack, activate magic items, or carry more than 10
pounds.

Spellcasting (Rogue) Player’s Handbook Cleric Player’s Handbook Spellcasting (Rogue) Player’s Handbook

Prestidigitation Thaumaturgy Charm Person


Transmutation Cantrip Transmutation Cantrip 1st-level enchantment

CASTING TIME 1 action CASTING TIME 1 action CASTING TIME 1 action


RANGE 10 feet RANGE 30 feet RANGE 30 feet
DURATION Up to 1 hour DURATION Up to 1 minute DURATION 1 hour
COMPONENTS V, S COMPONENTS V COMPONENTS V, S

This spell is a minor magical trick that novice spellcasters use for You manifest a minor wonder, a sign of supernatural power, within You attempt to charm a humanoid you can see within range. It must
practice. You create one of the following magical effects within range. You create one of the following magical effects within range: make a Wisdom saving throw, and does so with advantage if you or
range: • Your voice booms up to three times as loud as normal for 1 your companions are fighting it. If it fails the saving throw, it is
• You create an instantaneous, harmless sensory effect, such as a minute. charmed by you until the spell ends or until you or your companions
shower of sparks, a puff of wind, faint musical notes, or an odd odor. • You cause flames to flicker, brighten, dim, or change color for 1 do anything harmful to it. The charmed creature regards you as a
• You instantaneously light or snuff out a candle, a torch, or a minute. friendly acquaintance. When the spell ends, the creature knows it
small campfire. • You cause harmless tremors in the ground for 1 minute. was charmed by you.
• You instantaneously clean or soil an object no larger than 1 cubic • You create an instantaneous sound that originates from a point At Higher Levels. When you cast this spell using a spell slot of 2nd
foot. of your choice within range, such as a rumble of thunder, the cry of a level or higher, you can target one additional creature for each slot
• You chill, warm, or flavor up to 1 cubic foot of nonliving material raven, or ominous whispers. level above 1st. The creatures must be within 30 feet of each other
for 1 hour. • You instantaneously cause an unlocked door or window to fly when you target them.
• You make a color, a small mark, or a symbol appear on an object open or slam shut.
or a surface for 1 hour. • You alter the appearance of your eyes for 1 minute. If you cast
• You create a nonmagical trinket or an illusory image that can fit this spell multiple times, you can have up to three of its 1-minute
in your hand and that lasts until the end of your next turn. effects active at a time, and you can dismiss such an effect as an
action.
If you cast this spell multiple times, you can have up to three of its
non-instantaneous effects active at a time, and you can dismiss such
an effect as an action.

Spellcasting (Rogue) Player’s Handbook Cleric Player’s Handbook Spellcasting (Rogue) Player’s Handbook

Cure Wounds Find Familiar Id Insinuation


1st-level evocation 1st-level conjuration (ritual) 1st-level enchantment

CASTING TIME 1 action CASTING TIME 1 hour CASTING TIME 1 action


RANGE Touch RANGE 10 feet RANGE 60 feet
DURATION Instantaneous DURATION Instantaneous DURATION Concentration, up to 1 minute
COMPONENTS V, S COMPONENTS V, S, M (10 gp worth of charcoal, incense, and herbs that must be COMPONENTS V, S
consumed by fire in a brass brazier)

A creature you touch regains a number of hit points equal to 1d8 + You gain the service of a familiar, a spirit that takes an animal form you choose: You unleash a torrent of conflicting desires in the mind of one
your spellcasting ability modifier. This spell has no effect on undead bat, cat, crab, frog (toad), hawk. lizard, octopus, owl, poisonous snake, fish creature you can see within range, impairing its ability to make
(quipper), rat, raven, sea horse, spider, or weasel. Appearing in an unoccupied
or constructs. space within range, the familiar has the statistics of the chosen form, though it is a decisions. The target must succeed on a Wisdom saving throw or be
At Higher Levels. When you cast this spell using a spell slot of 2nd celestial, fey or fiend (your choice) instead of a beast. incapacitated. At the end of each of its turns, it takes 1d12 psychic
level or higher, the healing increases by 1d8 for each slot level above Your familiar acts independently of you, but it always obeys your commands. In damage, and it can then make another Wisdom saving throw. On a
1st. combat, it rolls its own initiative and acts on its own turn. A familiar can’t attack, success, the spell ends on the target.
but it can take other actions as normal.
When the familiar drops to 0 hit points, it disappears, leaving behind no physical
form. It reappears after you cast this spell again.
While your familiar is within 100 feet of you, you can communicate with it
telepathically. Additionally, as an action, you can see through your familiar’s eyes
and hear what it hears until the start of your next turn, gaining the benefits of any
special senses that the familiar has. During this time, you are deaf and blind with
regard to your own senses.
As an action, you can temporarily dismiss your familiar. It disappears into a
pocket dimension where it awaits you summons. Alternatively, you can dismiss it
forever. As an action while it is temporarily dismissed, you can cause it to
reappear in any unoccupied space within 30 feet of you.
You can’t have more than one familiar at a time. If you cast this spell while you
already have a familiar, you instead cause it to adopt a new form. Choose one of
the forms from the above list. Your familiar transforms into the chosen creature.
Finally, when you cast a spell with a range of touch, your familiar can deliver the
spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it
must use its reaction to deliver the spell when you cast it. If the spell requires an
attack roll, you use your attack modifier for the roll.

Cleric Player’s Handbook Spellcasting (Rogue) Player’s Handbook Spellcasting (Rogue) UA: Fighter, Rogue, and Wizard
Silent Image Detect Thoughts Suggestion
1st-level illusion 2nd-level divination 2nd-level enchantment

CASTING TIME 1 action CASTING TIME 1 action CASTING TIME 1 action


RANGE 60 feet RANGE Self RANGE 30 feet
DURATION Concentration, up to 10 minute DURATION Concentration, up to 1 minute DURATION Concentration, up to 8 hours
COMPONENTS V, S, M (a bit of fleece) COMPONENTS V, S, M (a copper piece) COMPONENTS V, M (a snake’s tongue and either a bit of honeycomb or a drop of
sweet oil)

You create the image of an object, a creature, or some other visible For the duration, you can read the thoughts of certain creatures. When you You suggest a course of activity (limited to a sentence or two) and
phenomenon that is no larger than a 15-foot cube. The image cast the spell and as your action on each turn until the spell ends, you can magically influence a creature you can see within range that can hear
appears at a spot within range and lasts for the duration. The image focus your mind on any one creature that you can see within 30 feet of you. If and understand you. Creatures that can’t be charmed are immune to
the creature you choose has an Intelligence of 3 or lower or doesn’t speak any
is purely visual; it isn’t accompanied by sound, smell, or other sensory language, the creature is unaffected. this effect. The suggestion must be worded in such a manner as to
effects. You initially learn the surface thoughts of the creature—what is most on its make the course of action sound reasonable. Asking the creature to
You can use your action to cause the image to move to any spot mind in that moment. As an action, you can either shift your attention to stab itself, throw itself onto a spear, immolate itself, or do some
within range. As the image changes location, you can alter its another creature’s thoughts or attempt to probe deeper into the same other obviously harmful act ends the spell.
appearance so that its movements appear natural for the image. For creature’s mind. If you probe deeper, the target must make a Wisdom saving The target must make a Wisdom saving throw. On a failed save, it
example, if you create an image of a creature and move it, you can throw. If it fails, you gain insight into its reasoning (if any), its emotional state, purses the course of action you described to the best of its ability.
alter the image so that it appears to be walking. and something that looms large in its mind (such as something it worries over, The suggested course of action can continue for the entire duration.
Physical interaction with the image reveals it to be an illusion, loves, or hates). If it succeeds, the spell ends. Either way, the target knows that If the suggested activity can be completed in a shorter time, the spell
you are probing into its mind, and unless you shift your attention to another
because things can pass through it. A creature that uses its action to creature’s thoughts, the creature can use its action on its turn to make an ends when the subject finishes what it was asked to do.
examine the image can determine that it is an illusion with a Intelligence check contested by your Intelligence check; if it succeeds, the spell You can also specify conditions that will trigger a special activity
successful Intelligence (Investigation) check against your spell save ends. during the duration. For example, you might suggest that a knight
DC. If a creature discerns the illusion for what it is, the creature can Questions verbally directed at the target creature naturally shape the course five her warhorse to the first beggar she meets.
see through the image. of its thoughts, so this spell is particularly effective as part of an interrogation. If the condition isn’t met before the spell expires, the activity isn’t
You can also use this spell to detect the presence of thinking creatures you preformed. If you or any of your companions damage the target, the
can’t see. When you cast the spell or as your action during the duration, you spell ends.
can search for thoughts within 30 feet of you. The spell can penetrate barriers,
but 2 feet of rock, 2 inches of any metal other than lead, or a thin sheet of lead
blocks you. You can’t detect a creature with an Intelligence of 3 or lower or
one that doesn’t speak any language.
Once you detect the presence of a creature in this way, you can read its
thoughts for the rest of the duration as described above, even if you can’t see
it, but it must still be within range.

Spellcasting (Rogue) Player’s Handbook Spellcasting (Rogue) Player’s Handbook Spellcasting (Rogue) Player’s Handbook
Cane Sword Rapier Folding Shortbow Arrow
Weapons Weapons Ammunition

Arrows are used with a bow to make a ranged attack.

2 lb. Player’s Handbook 2 lb. Player’s Handbook 1/20 lb. Player’s Handbook

Burglar’s Pack Dagger Dagger


Equipment Packs Weapons Weapons

Includes a backpack, a bag of 1,000 ball bearings, 10 feet of


string, a bell, 5 candles, a crowbar, a hammer, 10 pitons, a
hooded lantern, 2 flasks of oil, 5 days rations, a tinderbox,
and a waterskin. The pack also has 50 feet of hempen rope
strapped to the side of it.

10 lbs. Player’s Handbook 1 lb. Player’s Handbook 1 lb. Player’s Handbook

Leather Thieves’ Tools Clothes, Common


Armor Tools Adventuring Gear

The breastplate and shoulder protectors of this armor are Perhaps the most common tools used by adventurers, thieves’
made of leather that has been stiffened by being boiled in tools are designed for picking locks and foiling traps.
oil. The rest of the armor is made of softer and more Proficiency with the tools also grants you a general knowledge
flexible materials. of traps and locks.
Components. Thieves’ tools include a small file, a set Of lock
picks, a small mirror mounted on a metal handle, a set of
narrow—bladed scissors, and a pair of pliers.
History. Your knowledge of traps grants you insight when
answering questions about locations that are renowned for
their traps.
Investigation and Perception. You gain additional insight
when looking for traps, because you have learned a variety of
common signs that betray their presence.
Set a Trap. Just as you can disable traps, you can also set
them. As part of a short rest, you can create a trap using items
you have on hand. The total of your check becomes the DC for
someone else’s attempt to discover or disable the trap. The
trap deals damage appropriate to the materials used in
crafting it (such as poison or a weapon) or damage equal to
half the total of your check, whichever the DM deems
appropriate.
THIEVES’ TOOLS
Activity DC
Pick a lock Varies
Disable a trap Varies

10 lb. Player’s Handbook 1 lbs. Player’s Handbook 3 lb. Player’s Handbook


Healer’s Kit Rope, Silk (50 feet) Grappling Hook
Adventuring Gear Adventuring Gear Adventuring Gear

This kit is a leather pouch containing bandages, salves, and Rope, whether made of hemp or silk, has 2 hit points and
splints. The kit has ten uses. As an action, you can expend can be burst with a DC 17 Strength check.
one use of the kit to stabilize a creature that has 0 hit
points, without needing to make a Wisdom (Medicine)
check.

3 lb. Player’s Handbook 5 lb. Player’s Handbook 4 lb. Player’s Handbook

Goggles of Night Wand Unbreakable Arrow


Wondrous Items Spellcasting Focus Ammunition

While wearing these dark lenses, you have darkvision out An arcane focus is a special item—an orb, a crystal, a rod, a This arrow can’t be broken, except when it is within an
to a range of 60 feet. If you already have darkvision, specially constructed staff, a wand—like length of wood, or antimagic field.
wearing the goggles increases its range by 60 feet. some similar item designed to channel the power of arcane
spells. A sorcerer, warlock, or wizard can use such an item
as a spellcasting focus.

0 lb. Dungeon Master’s Guide 1 lb. Player’s Handbook 0 lb. Xanathar’s Guide to Everything

Walloping Ammunition Tonfa Tonfa


Ammunition Weapons Weapons

This ammunition packs a wallop. A creature hit by the


ammunition must succeed on a DC 10 Strength saving
throw or be knocked prone.

0 lb. Xanathar’s Guide to Everything 2 lb. Player’s Handbook 2 lb. Player’s Handbook
Winged Boots
Wondrous Items

While you wear these boots, you have a flying speed equal
to your walking speed. You can use the boots to fly for up
to 4 hours, all at once or in several shorter flights, each one
using a minimum of 1 minute from the duration. If you are
flying when the duration expires, you descend at a rate of
30 feet per round until you land.
The boots regain 2 hours of flying capability for every 12
hours they aren't in use.

0 lb. Dungeon Master’s Guide

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