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Gandalf the Grey

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DESCRIPTION

Bard 10 / Wizard 1 / Fighter 1

-----CHARACTER CREATION & LEVEL 1-----

Starting Class: Bard

- +2 Level 1 Spell Slots

- Bardic Inspiration

  • Grant an ally +1d6 on their next Attack Roll, Saving Throw, or Ability Check

  • Level 5 = 1d8

  • Level 10 = 1d10

Cantrips:

- Vicious Mockery

  • 1d4 Psychic Damage (WIS Save to Negate)

  • Target has Disadvantage on next Attack Roll

  • Level 5 = 2d4

  • Level 10 = 3d4

- Light

  • Infuse an object with an aura of light with a radius of 7.5m

Spells:

- Speak with Animals (Ritual)

  • Speak with animals!

- Heroism (Concentration)

  • Gain 5 Temp HP each turn

  • Immune to Frightened

- Faerie Fire (Concentration)

  • All targets within 6m area turn visible and Attack Rolls against them have Advantage

- Thunderwave

  • 2d8 Thunder Damage

  • Pushes creatures away

  • +1d8 Thunder Damage per upcast

Race: Human

Background: Sage

Skills: Investigation, Animal Handling, Insight

Stats: (Roleplay)

  • STR = 14

  • DEX = 8

  • CON = 14

  • INT = 12

  • WIS = 12

  • CHA = 16

Stats: (Min-Max)

  • STR = 14

  • DEX = 14

  • CON = 14

  • INT = 8

  • WIS = 8

  • CHA = 16

--------------------LEVEL 2--------------------

Bard 2

- +1 Level 1 Spell Slot

- Jack of All Trades

  • Add half of your Proficiency Bonus to Ability Checks you aren’t proficient in

- Song of Rest (Long Rest)

  • Take a Short Rest

Spell:

- Healing Word

  • Heal 1d4 + Spellcasting Modifier  HP

  • +1d4 HP per upcast

--------------------LEVEL 3--------------------

Bard 3

Subclass: College of Lore

- +1 Level 1 Spell Slot

- +2 Level 2 Spell Slots

- Cutting Words (Reaction) (Bardic Inspiration)

  • Distract a creature and sap its confidence

  • -1d6 Attack Rolls, Ability Checks, or Saving Throws

Skills:

- Nature

- Perception x2

- Intimidation

- Investigation

Spell:

- Shatter

  • 3d8 Thunder Damage in 3m Radius

  • CON Save to Half Damage

  • Inorganic creatures have Disadvantage on Saving Throw

  • +1d8 per upcast

Replace Spell: Faerie Fire

- Heat Metal

  • 2d8 Fire Damage

  • Cause a metal weapon or armour to glow red-hot and force the wearer to let go or receive Disadvantage on Attack rolls and Ability Checks

  • If the creature is still touching the metal, you can use a bonus action on subsequent turns to deal another 2d8 Fire and force the creature to let go or receive Disadvantage

--------------------LEVEL 4--------------------

Bard 4

- +1 Level 2 Spell Slot

Cantrip:

- Friends (Concentration) (10 turns)

  • Advantage on Charisma Checks against non-hostiles creatures

  • Can be used in Dialogue

  • Can be cast while Silenced

Spell:

- Silence

  • 6m AoE Silenced

    • Creatures cannot cast spells that require a verbal component

Note: Can be used to cheese some spellcasting enemies

Feat: Dual Wielder

  • +1 AC while dual-wielding

  • Can dual-wield all but Heavy weapons

--------------------LEVEL 5--------------------

Bard 5

- +2 Level 3 Spell Slots

- Improved Bardic Inspiration

- Font of Inspiration

  • Regain all Bardic Inspiration Charges after a Short or Long Rest

Spell:

- Fear (Concentration)

  • Cause targets in a 9m Cone AoE to become Fearful for 2 turns

    • Disadvantage on Attack Rolls

    • Disadvantage on Ability Checks

    • Must run from source of fear

    • Cannot take additional actions

    • Can make a Saving Throw to shake of effect if they end their turn out of line of sight of caster

--------------------LEVEL 6--------------------

Bard 6

- +1 Level 3 Spell Slot

- Countercharm

  • You and allies within 9m have Advantage on Saving Throws against Charmed & Frightened

Spell:

- Lesser Restoration

  • Cure Diseased, Poisoned, Paralysis, or Blinded

Magical Secrets:

- Guiding Bolt

  • 4d6 Radiant Damage

  • Guiding Bolt (WIS Save)

    • Next Attack Roll against creatures has Advantage

  • +1d6 per upcast

- Command

  • Command a creature to flee, move closer, stop, drop their weapon, or fall prone

  • +1 target per upcast

--------------------LEVEL 7--------------------

Multiclass: Wizard

- +1 Level 4 Spell Slot

- Arcane Recovery (Long Rest) (Arcane Recovery Charge)

  • Replenish expended Spell Slots

  • +1 Arcane Recovery Charge used per Spell Slot Level 

Cantrips:

- Fire Bolt

  • 1d10 Fire Damage

  • Level 5 = 2d10

  • Level 10 = 3d10

- Minor Illusion

  • Creates an Illusion that compels creatures to investigate

  • Can be cast while Silenced

  • Can remain hidden when cast

  • Can last for 10 turns

- Blade Ward (2 turns)

  • Halves incoming Physical Damage for 2 turns

Spells:

- Chromatic Orb

  • Cast an orb of a selected damage type to cast at enemies

    • 3d8 Thunder Damage

    • 2d8 Acid Damage + Acid Surface

      • 2m for 2 turns

      • Reduces AC by 2

    • 2d8 Cold Damage + Ice Surface

      • 2m for 2 turns

      • Movement Speed halved

      • Chance to fall Prone

    • 2d8 Fire Damage + Fire Surface

      • 2m for 2 turns

      • Burning

        • Take 1d4 Fire Damage per turn

    • 2d8 Lightning Damage + Electrified Surface

      • 2m for 2 turns

      • Electrified

        • Take 1d4 Lightning Damage per turn

    • 2d8 Poison Damage + Acid Surface

      • 2m for 7 turns

      • Poisoned

        • Disadvantage on Attack Rolls and Abilities Checks

  • +1d8 per Upcast

- Expeditious Retreat (Concentration)

  • Immediately gain Dash this turn and as a Bonus Action until this spell ends

  • Can last until Long Rest

- Find Familiar (Ritual) (Short Rest)

  • Can summon a Familiar to accompany you in your travels

- Featherfall (Ritual)

  • Grant you and your allies Immunity to Falling Damage within 9m for 10 turns

- Shield (Reaction)

  • When about to be hit, can use a Reaction to cast Shield

    • +5 AC

    • Immune to Magic Missile

    • Lasts until start of your next turn

- Protection From Evil & Good (Concentration)

  • Protects against Abberations, Celestials, Elementals, Fey, Fiends, and Undead

  • Can’t be Charmed, Frightened, or possessed by listed entities

  • Listed entities have Disadvantage when attacking target

  • Lasts until Long Rest

Note: Level(s) into Wizard can be taken at any point, earlier or later in the build, depending on how you feel during campaign. This is mainly for non-damaging spells

--------------------LEVEL 8--------------------

Bard 7

- +1 Level 4 Spell Slot

Spell:

- Confusion (Concentration)

  • Confuse a group of creatures for 3 turns

    • Hostile to everyone

    • Wanders aimlessly

    • Chance to skip turn

  • Larger AoE per upcast

--------------------LEVEL 9--------------------

Bard 8

- +1 Level 4 Spell Slot

- +1 Level 5 Spell Slot

Spell:

- Freedom of Movement

  • Frees an ally from Stun

  • Immunity to Paralyzed and Restrained

  • Difficult Terrain doesn’t slow creature down

  • If target is restrained by non-magical means, can spend 1.5m of Movement to free itself

  • Lasts until Long Rest

Feat: Ability Improvement (+2 CHA)

--------------------LEVEL 10--------------------

Bard 9

- +1 Level 5 Spell Slot

Spell:

- Mass Cure Wounds

  • 3d8 + (Spellcasting Mod) HP in 18m AoE

  • +1d8 per Upcast

--------------------LEVEL 11--------------------

Bard 10

- +1 Level 6 Spell Slot

- Improved Bardic Inspiration

Skills:

- Insight

- Persuasion

Cantrip:

- Dancing Lights (Cantrip) (Concentration)

  • Illuminate a 9m Radius

Spell:

- Greater Restoration

  • Cure Charmed, Petrification, Stun, or Cursed

Magical Secrets:

- Lightning Bolt

  • 8d6 Lightning Damage to all creatures in 30m Line

  • Targets take Half Damage on DEX Save

  • +1d6 per upcast

- Fireball

  • 8d6 Fire Damage with 4m AoE

  • DEX Save to halve damage

  • +1d6 per upcast

--------------------LEVEL 12--------------------

Multiclass: Fighter

- Second Wind (Short Rest)

  • Regain 1d10 + Fighter Level HP

Fighting Style: Two-Weapon Fighting

  • Add Ability Score Modifier to off-hand weapon attack

Note: This level can be taken at any point during the build. Consider a respec with Fighter as your first level for Constitution Proficiency.

--------------------GEAR--------------------

Important Items: 

  • Scroll of Sunbeam

NOTE: This character CANNOT wear Medium Armour until taking a level into Fighter

-------ACT 1-------

Head:

- Holy Lance Helm

  • +1 Constitution Saving Throws

  • Creatures who missed their Attack Roll against wear must make a DC 14 DEX Save or take 1d4 Radiant Damage

Location: Found in a painted chest in Rosymorn Monastery X: 120 Y: 35, accessible from the top level

- Wapira’s Crown

  • When healing a creature, the wearer regains 1d6 HP

Location: Reward for Save the Refugees (Accept the Reward)

- Circlet of Blasting

  • Scorching Ray (Level 2) (Long Rest)

    • 2d12 Fire Damage per Ray (3)

    • +1 Ray per upcast

Location: Sold by Blurg in Myconid Colony

- Warped Headband of Intellect

  • Increases INT to 17

Location:  Dropped by Lump the Enlightened in the Blighted Village X: 13 Y: 366

- Cap of Curing

  • When you inspire an ally using Bardic Inspiration, they regain 1d6 HP

Location: Chest next to Alfira

------------------------------

Chest:

- Luminous Armour

  • Medium Armour

  • 15 AC + DEX Modifier (Max 2)

  • When the wearer deals Radiant Damage, they cause a Radiant Shockwave

    • Inflict Radiating Orb in a 3m Radius

      • Entity has -1 to Attack Rolls per remaining turn

      • Entity sheds light around it

Location: Found in a locked and trapped Opulent Chest in the Selûnite Outpost area of the Underdark X: 176 Y: -247. The chest is behind a hidden door revealed by a Perception check, or it can be accessed by jumping from the room with the waypoint

- Blazer of Benevolence

  • Gain 4 Temp HP whenever using Bardic Inspiration

Location: Reward for rescuing Volo

------------------------------

Gloves:

- Hellrider’s Pride

  • +1 Strength Saving Throws

  • When you heal a creature, it gains Blade Ward

    • Blade Ward:

      • Resistance to Bludgeoning, Piercing, and Slashing by Weapon Attacks

Location: Purchased or Stolen from Zevlor at Druid Grove, or earned as a reward for Investigate Kagha

- Wondrous Gloves

  • +1 AC

  • +1 Bardic Inspiration Charge

Location: Dropped by a Mimic in Grymforge

- Gloves of Belligerent Skies

  • When dealing Thunder, Lightning, or Radiant Damage, inflict 2 turns of Reverberation on the target

Location: Inside an elegant chest in the Inquisitor's Chamber of Crèche Y'llek, along the southern wall of the room, on the western side

- Bracers of Defence

  • +2 AC while not wearing armour or holding a shield

Location:  In the secret area of the Apothecary's Cellar beneath the Blighted Village. The bracers are located in a gilded chest X: -656 Y: -370

------------------------------

Boots:

- Disintegrating Night Walkers

  • Cannot be Enwebbed, Entangled, or Ensnared

  • Cannot slip on Grease or Ice

  • Misty Step (Short Rest)

Location: Dropped by Nere

- Vital Conduit Boots

  • When you cast a spell that requires Concentration, gain 8 Temp HP

  • +1 Athletics

Location: Can be bought or stolen from A'jak'nir Jeera

- Boots of Stormy Clamour

  • When you inflict a condition on a creature, also inflict 2 turns of Reverberation

    • Reverberation

      • Entity has a -1 penalty to STR, DEX, and CON Saving Throws per remaining turn

      • When the entity has 5 or more turns of this, it takes 1d4 Thunder Damage and has a chance to fall Prone (DC 10 CON Save)

      • Creatures Immune to Thunder cannot receive Reverberation

Location: Sold by Omeluum

- Boots of Aid & Comfort

  • When you heal a creature, they gain 3 Temp HP

Location: Grat the Trader (Goblin Camp)

------------------------------

Cloak: N/A

------------------------------

Amulet:

- Amulet of Restoration

  • Healing Word (Once per Long Rest)

  • Mass Healing Word (Once per Long Rest)

Location: Ebonlake Grotto: Can be bought or stolen from Derryth Bonecloak in the Underdark X: -55 Y: -93 OR The Counting House: In a chest titled 'Private Stash', in the eastern room down the very first flight of stairs. X: -85 Y: -185

- Amulet of Silvanus

  • Lesser Restoration (Once Per Long Rest)

    • Cure a creature of Paralysis, Blinded, Diseased, or Poisoned

Location: Druid Grove X:262 Y:481

- Pearl of Power Amulet

  • Pearlescent Restoration (Long Rest)

    • Restore a Level 3 Spell Slot or lower

Location: Purchased from Omeluum

- Silver Pendant

  • Guidance (Cantrip)

Location: Looted from a skeleton on the Harper Outpost southwest of the Druid Grove. To reach this area, jump up two small ridges and climb a wooden ladder. X: 152 Y: 366

------------------------------

Rings:

- The Whispering Promise

  • When you heal a creature, grant them Bless for 2 turns

    • Bless:

      • Creature gains +1d4 Bonus to Attack Rolls and Saving Throws

Location: Purchased from Volo in Druid Grove, or Grat the Trader in Goblin Camp

- Ring of Salving

  • You restore an additional 2hit points every time you heal another creature

Location: Bought or stolen from Omeluum

- Ring of Arcane Synergy

  • When you deal damage with a Cantrip, gain Arcane Synergy for 2 turns

    • Weapon Attack deal Bonus Damage equal to Spellcasting Ability Modifier

Location: Can be looted from Gish Far'aag in Crèche Y'llek

- Mage’s Friend

  • +1 Arcana

  • +1 Religion

Location: This ring can be found in a chest at the foot of the bed on the 3rd floor of the Arcane Tower

------------------------------

Melee Weapons:

- Staff of Arcane Blessing

  • Bless (Long Rest)

  • Bless grants additional 1d4 bonus to Spell Attack Rolls

Location: Arcane Tower

- Cacophony

  • +1 Enchantment

  • +1d4 Thunder Damage

  • Thunderous Smite (Short Rest)

    • +2d6 Thunder Damage

    • Pushes target 3m

    • Chance to knock target Prone

Location: Purchased from Lady Esther at Rosymorn Monastery Trail

- Gold Wyrmling Staff

  • +1 Enchantment

  • +1d4 Fire Damage

  • Firebolt (Cantrip)

Location: Bought or stolen from Roah Moonglow in the Shattered Sanctum X: 275 Y: -29.

  • On a pedestal beneath the stained glass window behind the lava and water elementals on the ground floor of Sorcerous Sundries, Lower City X: -2 Y: -66

- Phalar Aluve

  • +1 Enchantment

  • +1 Performance

  • Sing (Short Rest)

    • All allies within 6m gain +1d4 Attack Rolls and Saving Throws

  • Shriek (Short Rest)

    • All enemies within 6m have -1d4 Saving Throws

    • Affected enemies receive +1d4 Thunder Damage

Location: Underdark

------------------------------

Ranged Weapons: N/A

------------------------------

-------ACT 2-------

Head:

- Helmet of Arcane Acuity

  • +1 DEX Saving Throws

  • When you deal damage with a Weapon Attack, gain Arcane Acuity for 2 turns (stacks)

    • +1 Spell Attack Rolls for each remaining turn

    • +1 Spell Save DC for each remaining turn

    • Reduce the duration by 2 each time the entity takes damage

    • Maximum 10 turns

Location: Mason’s Guild Basement

- Hat of Storm Scion’s Power

  • Whenever the wearer deals Thunder damage, gain Arcane Acuity

    • Arcane Acuity

      • +1 Spell Attack Rolls for each remaining turn

      • +1 Spell Save DC for each remaining turn

      • Duration reduced by 2 when entity takes damage

      • Max 10 turns

Location: Purchased from Araj in Moonrise Towers

- Hat of Fire Acuity

  • When you deal Fire Damage, gain Arcane Acuity for 2 turns (stacks)

    • +1 Spell Attack Rolls for each remaining turn

    • +1 Spell Save DC for each remaining turn

    • Reduce the duration by 2 each time the entity takes damage

    • Maximum 10 turns

Location: Looted from the Strange Ox (Also in Act 3)

- Flawed Helldusk Helmet

  • +1 Constitution Saving Throws

  • +2 Saving Throws against Spells

Location: Obtained by giving Infernal Iron to Dammon

------------------------------

Chest:

- Moon Devotion Robe

  • Clohing

  • 10 AC + DEX Modififier

  • +1 Saving Throws

  • Advantage on Constitution Saving Throws

  • While having Mage Armour, attackers take 1d4 Radiant Damage when you make a successful Saving Throw against their attack

  • Lunar Bulwark (Mage Armour) (Long Rest)

  • Produce Flame (Cantrip)

Location: Looted from Isobel in numerous locations; Last Light Inn if she is killed after dealing with the Nightsong but before completing the assault on Moonrise; Mind Flayer Colony if she is kidnapped by Marcus or killed at Last Light Inn before dealing with the Nightsong; In your camp in act 3 if she accompanies you; Ramazith's Tower in act 3 if the Nightsong is killed or imprisoned there

------------------------------

Gloves:

- Gloves of Battlemage’s Power

  • +1 STR Saving Throws

  • When your Weapon Attack Roll inflicts a condition, gain Arcane Acuity (stacks)

    • +1 Spell Attack Rolls for each remaining turn

    • +1 Spell Save DC for each remaining turn

    • Reduce the duration by 2 each time the entity takes damage

    • Maximum 10 turns

Location: Last Light Inn Quartermaster

- Luminous Gloves

  • +1 STR Saving Throws

  • When dealing Radiant Damage, also inflict 2 turns of Radiating Orb

Location: Found inside the Potter's Chest accessible by jumping. X: -52 Y: 11

------------------------------

Boots:

- Boots of Brilliance

  • Restore 1 Bardic Inspiration once per long rest

Location: Looted from a Heavy Chest in the room just north of Yurgir in the Gauntlet of Shar X: -632 Y: -723

------------------------------

Cloak:

- Cloak of Protection

  • +1 AC

  • +1 Saving Throw

Location: Purchase from trader at Last Light Inn

------------------------------

Amulet:

- Spineshudder Amulet

  • When you deal damage with a Ranged Spell Attack, inflict 2 turns of Reverberation

Location: Looted from the Mimic X: -171 Y: -195 in the bedroom on the upper floor of Moonrise Towers

- Spellcrux Amulet

  • Spell Slot Restoration (Long Rest)

    • Replenish any Level Spell Slot as a Bonus Action

Location: Looted from The Warden in Moonrise Towers Prison X: 569 Y: -650

------------------------------

Rings:

- Coruscation Ring

  • When the wearer deals Spell Damage while Illuminated, inflict 2 turns of Radiating Orb on the target

Location: Found in a trapped Heavy Chest in the cellar X: 47 Y: -738 of Last Light Inn

- Callous Glow Ring

  • +2 Radiant Damage to Illuminated creatures

Location: Contained inside an Opulent Chest in the vault room near Balthazar, inside the Gauntlet of Shar, X: -821 Y: -752

- Ring of Spiteful Thunder

  • When the wearer deals Thunder damage to a creature with Reverberation, it must succeed a DC 13 CON Save or become Dazed for 2 turns

Location: Roah Moonglow in Moonrise Towers

- Ring of Free Action

  • Ignore Difficult Terrain

  • Immune to Paralysed and Restrained

Location: Purchased from Araj at Moonrise Towers

------------------------------

Melee Weapons:

- Incandescent Staff

  • +1 Spell Attack Rolls

  • Fire Resistance

  • Fire Bolt (Cantrip)

    • 1d10 Fire Damage

    • Level 5 = 2d10

    • Level 10 = 3d10

  • Fireball (Level 3) (Long Rest)

    • 8d6 Fire Damage with 4m AoE

    • DEX Save to halve damage

    • +1d6 per upcast

Location: Quartermaster Tali

------------------------------

Ranged Weapons:

- Darkfire Shortbow

  • Shortbow

  • +2 Enchantment

  • Resistance to Fire Damage

  • Resistance to Cold Damage

  • Haste (Long Rest)

    • Gain an extra action

    • Double movement speed

    • +2 AC

    • Advantage on Dexterity Saving Throws

    • When Haste ends, become Lethargic (lose a turn)

Location: Purchased from Dammon

------------------------------

-------ACT 3-------

Head:

- Birthright

  • +2 CHA (Up to 22)

Location: If Rolan is dead: Sold by Lorroakan's Projection in Sorcerous Sundries. If Rolan and Lorroakan are both alive: Sold by Rolan in Sorcerous Sundries. If Rolan is alive but Lorroakan is dead: Can be traded or pickpocketed from Rolan in Ramazith's Tower

- Hood of the Weave

  • +2 Spell Attack Rolls

  • +2 Spell Save DC

Location: Sold by Mystic Carrion

------------------------------

Chest:

- Robe of the Weave

  • Clothing

  • 10 AC + DEX Modifier

  • +2 AC

  • +1 Spell Attack Rolls

  • +1 Spell Save DC

  • Regain 1d6 HP when succeeding a Saving Throw against a spell

Location: Located inside a Globe of Invulnerability in Ramazith's Tower

- Robe of Supreme Defences

  • Clothing

  • 10 AC + DEX Modifier

  • While Concentrating:

    • +1 AC

    • Add Spellcasting Modifier to Saving Throws

Location: Purchased from Ferg Drogher near Requisitioned Barn in Rivington

- Flame Enamelled Armour

  • 16 AC + 2 (DEX)

  • +2 Initiative

  • +2 Saving Throws

  • Fire Resistance

  • Fire Shield: Warm (Long Rest)

  • Disadvantage on Stealth Checks

Location: Can be found in a chest at Wyrm's Rock Fortress at X: -28 Y: 184

------------------------------

Gloves:

- The Reviving Hands

  • +1 STR Saving Throws

  • Revivify (Long Rest)

  • When you heal a creature, it gains Blade Ward

  • When you Revive a creature, it gains Death Ward

Location: Stormshore Tabernacle 

- Helldusk Gloves

  • +1 Spell Attack Rolls

  • +1 Spell Save DC

  • +1 STR Saving Throws

  • +1d6 Fire Damage with Weapon Attacks

  • +1d6 Necrotic Damage with Unarmed Attacks

  • Unarmed Attacks may inflict Bleeding

  • Rays of Fire (Cantrip) (Short Rest)

    • 3d6 Fire Damage per ray (3)

Location: Dropped by Haarlep in the House of Hope

------------------------------

Boots: N/A

------------------------------

Cloak:

- Cloak of the Weave

  • +1 Spell Attack Rolls

  • +1 Spell Save DC

  • Absorb Elements (Short Rest)

    • Take half damage from an elemental attack, and deal +1d6 Bonus Damage of that element on your next attack

Location: Sold by Helsik at the Devil's Fee once her special stock is unlocked

------------------------------

Amulet:

- Amulet of Greater Health

  • Set CON to 23

  • Advantage on CON Saving Throws

Location: House of Hope

- Spell Savant Amulet

  • Gain an additional Level 2 Spell Slot

Location: Vault 1 in the Counting House

------------------------------

Rings: N/A

------------------------------

Melee Weapons:

- Markoheshkir

  • +2 Enchantment

  • +1 Spell Save DC

  • +1 Spell Attack Rolls

  • Kereska’s Favor (Short Rest)

    • Allows caster to imbue themselves with an element and unlock resistances and spells associated with it

  • Arcane Battery 

    • Next spell doesn’t use a spell slot

Location: Ramazith's Tower: Located inside a Globe of Invulnerability (Use See Invisibility to see the lever and disable the globe) X: 4970 Y: 705

- Duke Ravengard’s Longsword

  • Longsword

  • +1 Enchantment

  • +2 CHA (Up to 24)

  • When you kill an enemy, allies within 9m gain Temp HP = CHA Modifier

  • Commander’s Strike (Short Rest)

    • Choose an ally to use a reaction on their next turn to make a Weapon Attack

Location: Looted from Duke Ravengard during the Coronation

------------------------------

Ranged Weapons: N/A

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PURGE EVIL PATREON 1 favs
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POSTEDSep 1, 2024
ARCHIVEDJun 10, 2026