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CN

Superstician

Gifted Ambulant
Fenesia

+2
8 -1
-1
8 +2
12 +2 / 9m +4
+1
+0
1d6 +2 +5
14
“You might say I'm too superstitious; yes, I do wear
numerous trinkets to protect myself from misfortune, +2
evil spirits, and nightmares.. but that only suggests I'm +0
smarter than those who don't.” +2 +3
-1
14 +5
“Nothing is more important to me that the other members of +1
my band or my family.” +0
+3
+1 +1
“As an ambulant, I never deny help to the ambulant The beautiful and charming Fenesia belongs
+1
brotherhood or to outcasts in difficulty” to the Zigane folk, people who came from 12 +1
the sea centuries ago on the western coasts +0
of the Kingdom. The ziganes are a nomadic +5
“Omens and auspices are hidden everywhere, even in
and mysterious people, often endowed with +5
the most unlikely events. One must always be vigilant.”
mystical faculties, and Fenesia may be one of
+0 +1
the most cunning and powerful enchantresses +2
among them. Nevertheless, so far, the elegant
10 +2
wanderer has used the talents and the knowledge +0
of her people to earn a living in village fairs and
markets, but make no mistake, her quackeries
hide real superstitious powers; powers that
Fenesia is ready and willing to use if needed. +3
"Ladies and gentlemen, gather around! Fenesia's
here to help! tell me, with which of my many, 16
wondrous talents can I assist you today, madam?"
12

Fire Bolt +5 1d10


Dagger +4 1d6+2

36 Denari 5 20 12
+5 13
CHA 13 +5
Sorcerer

4
Blade Ward
Fire Bolt Shield
Guidance Sleep
Light
Mage Hand

Spelcasting, Sorcerous Origin (Superstician). roll uses their d20 roll or yours. You regain the use of this
3 feature when you finish a long rest..
Protective Magic.
When your Spellcasting feature lets you learn a sorcerer
Protection from Kicks and Blows. As a bonus action, cantrip or a sorcerer spell of 1st level or higher, you can
choose any abjuration spell or you can choose the new spell Racial Traits
choose a willing creature you can see (you can choose
from the sorcerer spell list. Magic Flow
yourself); all Beatings and Moves against that creature have Guidance (Cantrip at will), Detect Magic
disadvantage until your next turn. Fate Warden.. (it recharges after a long rest),
Whenever you make an attack roll, ability check, or saving
Fetor Spray.As an action, you make an attack (Charisma) Magic Resonance
throw, you may Fate Warden to roll an additional d20. You
that deals 1 Whack and the target is poisoned can use this ability after the original roll, but before the When you finish a short rest, you can choose one
outcome is revealed. You choose which of the d20s is used for expended 1st level spell slots to recover. Alternatively
the attack roll, ability check, or saving throw. you can recharges the use of all the Magic Flow spells.
You can also use Fate Warden when an attack roll is made
against you. Roll a d20, and choose whether the attacker's

Interruption of public execution, outrage Entertainer’s Pack


against public decency, repeated and Component pouch
aggravated obstruction against an officer in the Deck of Cards (Poppycock)
line of duty

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