TEXT: POACHER’S NOTE
  Humblewood: The wakywyrm’s Fury is Copyright © 2020 Hit Point Press Inc.  
  
  Tideswell Cave
  tideswell cave
  Humblewood: The wakywyrm’s Fury is Copyright © 2020 Hit Point Press Inc.  
  
  Class/Level 
  Fighter/Level 5
  Background 
  Bandit Defector
  Race 
  Jerbeen
  Alignment 
  Chaotic Good
  Size 
  Small
  FEATURES AND TRAITS
  Standing Leap. Your base long jump is 30 feet and your base high jump 
  is 15 feet, with or without a running start.
  Nimbleness. You can move through the space of any creature that is of a 
  size larger than you.
  Take Heart. You have advantage on Strength saving throws and saving 
  throws against being frightened as long as you are within 5 feet of an ally 
  you can both see and hear, and who isn’t fightened or incapacitated.
  Team Tactics. You can use the Help action as a bonus action. 
  Fighting Style: Protection. When a creature you can see attacks a target 
  other than you that is within 5 feet of you, you can use your reaction to 
  impose disadvantage on the attacker’s attack roll. You must be wield-
  ing a shield.
  Second Wind (1/Rest). On your turn, you can use a bonus action to 
  regain hit points equal to 1d10 + your fighter level. 
  Action Surge (1/Rest). On your turn, you can take one additional action.
  Extra Attack. You can attack twice, instead of once, whenever you take 
  the Attack action on your turn.
  Intimidating Banter. So long as you are in combat, you may choose to 
  use Strength or Dexterity to make Charisma ability checks.
  Brutal Brawler. You have proficiency in improvised weapons, and treat 
  all improvised weapons as if they had the Finesse quality. When you hit 
  with an improvised weapon, you may spend a bonus action to destroy 
  the weapon, dealing the maximum damage that weapon could deal.
  ATTACK & SPELLCASTING 
  Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 
  (1d8 + 3) slashing damage 
  Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 
  20/60 ft., one target. Hit: 5 (1d4 +3) piercing damage.
  Bottle. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 
  20/60 ft., one target. Hit: 5 (1d4 +3) bludgeoning damage.
  OTHER PROFICIENCIES & LANGUAGES
   l
  Birdfolk
   l
  Jerbeen
   l
  Disguise Kit
   l
  Dice Set
  EQUIPMENT
   l
  10 GP
   l
  Shield
   l
  Breastplate
   l
  Longsword
   l
  Commoner’s Clothes
   l
  Disguise Kit
   l
  Dice Set
   l
  Bottle of Elderberry Wine
   l
  Dagger
   l
  Mess Kit
   l
  Cooking Pot
   l
  Winter Blanket
   l
  Whetstone
   l
  Waterskin
   l
  2 days Trail Rations
   l
  Bullseye Lantern and 3 Pints of Oil
  SAVING THROWS
  +6 Strength
  +6 Constitution
  SKILLS
  +6 Athletics
  +5 Stealth
  +3 Survival
  +2 Deception 
   
  (+6 in combat)
  +2  Intimidation 
   
  (+6 in combat)
  Strength
  16 (+3)
  Armor Class
  18 (Breastplate, Shield)
  Hit Points
  47
  Speed
  30 ft.
  Passive Perception
  10
  Initiative
  +2
  Dexterity 
  14 (+2)
  Constitution 
  16 (+3)
  Intelligence 
  11 (+0)
  Wisdom 
  10 (+0)
  Hit Dice
  Charisma 
  9 (-1)
  Fen Freefield
  Humblewood: The wakywyrm’s Fury is Copyright © 2020 Hit Point Press Inc.  
  
  CHARACTER BACKSTORY 
  Fen was once a member of the Bandit Coalition, a criminal organi-
  zation seen as freedom fighters by the poor folk of the Wood. Born into 
  poverty in the Roots of the Great Tree City of Alderheart, Fen was an 
  idealist who joined to fight against the oppressive Perch Guard. Though, as 
  she gained rank, Fen came to see the Coalition’s darker side. After refusing 
  an order to rob a family of impoverished farmers, Fen cut ties with the 
  organization and fled. Now she lives by a simple moral code to do what 
  she believes is right, defying both Alderheart and the Coalition to forge 
  her own path.
  FEATURE: BANDIT ROUTES
  As someone who once assisted in countless highway robberies, you 
  are familiar with the roads of the Wood and escape paths used by bandits. 
  When you are not in combat, you and any companions you guide can travel 
  between locations by cutting through forested areas twice as fast as your 
  speed would normally allow.
  Personality Traits: I’m plucky and confident in my abilities, at 
  least that’s what I want others to think. You mess with my friends, you 
  mess with me.
  Ideals: Repentance. I’ve done terrible things in the past and I want to try 
  and make up for them.
  Bonds: I want to be a hero that others can look up to.
  Flaws: It’s hard for me to trust people, I’ve been burned before.
  NOTES:
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Humblewood: The wakywyrm’s Fury is Copyright © 2020 Hit Point Press Inc.  
  
  FEATURES AND TRAITS
  Glide. When falling, you can spend your reaction to spread your feathered 
  arms and slow your descent. When you do so, you descend gently at a 
  speed of 60 feet per round, taking no fall damage when you land. If you fall 
  at least 10 feet in this way, you may fly up to your speed in one direction, 
  landing where you end your movement. You can’t glide while carrying 
  heavy weapons or shields, though you can drop any held items as part of 
  your reaction to glide. You cannot glide while wearing heavy armor or 
  while encumbered. 
  Talons. You have advantage on Strength (Athletics) checks made to climb 
  any surface your talons could reasonably grip.
  Woodland Hunter. You treat three-quarters cover as half cover, and half 
  cover as no cover.
  Aerial Defense. Creatures attack you with disadvantage while you are falling, 
  jumping, or gliding.
  Wild Shape (2/Rest). You can use Wild Shape to assume one of the follow-
  ing forms for up to 2 hours:
   l
  Boar
   l
  Weasel
  Heartbeat of the Land. By spending 10 minutes communing with 
  nature, you can glean the following information about the area within 3 
  miles of you:
   l
   You learn the general location and severity of any immediate threats to 
  the environment in the region (forest fires, flooding, blights, etc.).
   l
   You learn if any aberrations, beasts, elementals, fey,  
  or undead are present within range, but not their  
  specific locations.
   l
   You learn the general direction of the nearest portal to  
  an elemental plane.
  Shared Burden. When a creature within 30 feet of you is targeted with 
  an effect that would cause cold, fire, lightning, or thunder damage, you 
  can use your reaction to grant that creature resistance against the effect’s 
  damage. You take damage equal to the amount of damage taken by the 
  target creature.
   You may spend an action to reduce the area of an effect which deals 
  persistent cold, fire, or lightning damage within 30 feet of you. Per use of 
  this feature, you may remove up to 20 feet worth of adjacent spaces from 
  the affected area dealing persistent elemental damage. If the effect is not 
  caused by a spell, for each 5-foot space of the affected area removed in this 
  way, you take 1d6 points of damage of the same damage type the effect 
  would deal. If the effect is caused by a spell, you instead take 1d6 points 
  of damage per the spell’s level for each 5-foot space you removed. Any 
  damage you take while reducing area effects is halved. If, after the use of 
  this ability, there are no affected spaces remaining, the effect is removed.
  ATTACK & SPELLCASTING 
  Talons. Melee Weapon Attack: +2 to hit, reach 5ft.,  
  one target. Hit: 1 (1d4 -1) piercing damage.
  Produce Flame. Ranged Spell Attack: +7 to hit,  
  range 30 ft., one target. Hit: 9 (2d8) fire damage.
  OTHER PROFICIENCIES & LANGUAGES
   l
  Birdfolk 
   l
  Druidic 
   l
  Jerbeen 
   l
  Can understand Auran 
   l
  Cook’s Utensils 
   l
  Herbalism Kit
  EQUIPMENT
   l
  5 gp
   l
  Quarterstaff
   l
  Cook’s utensils
   l
  Herbalism Kit
   l
  Tender’s Vestments
   l
  A Sprig of Mistletoe (Druidic Focus)
   l
  A small wooden carving of a jerbeen wearing wings made out of leaves
   l
  A Healer’s Kit
   l
  Bedroll
   l
  Mess Kit
   l
  A warm blanket
   l
  5 days trail rations
   l
  2 potions of healing
   l
  A well-worn journal and inkpen
   l
  Waterskin
  SAVING THROWS
  +4 Intelligence
  +7 Wisdom
  SKILLS
  +5 Acrobatics 
  +7 Animal Handling 
  +2 Athletics 
  +10 Insight 
  +7 Medicine 
  +7 Nature 
  +7 Perception 
  +7 Survival 
  Strength
  9 (-1)
  Armor Class
  14 (Hide Armor)
  Hit Points
  36
  Speed
  25 ft.
  Passive Perception
  17
  Initiative
  +2
  Dexterity 
  14 (+2)
  Constitution 
  14 (+2)
  Intelligence 
  12 (+1)
  Wisdom 
  18 (+4)
  Hit Dice
  Charisma 
  10 (+0)
  Ewan Kreer
  Class/Level 
  Druid/Level 5
  Background 
  Grounded
  Race 
  Mistral Raptor
  Alignment 
  Neutral Good
  Size 
  Small
  Humblewood: The wakywyrm’s Fury is Copyright © 2020 Hit Point Press Inc.  
  
  CHARACTER BACKSTORY
   Ewan was born to wealthy aristocrats from the perch of Winnowing 
  Reach. Unlike his parents, who preferred their high society life, Ewan often 
  ventured into the nearby marshes and caves, where he befriended the native 
  slimes. He baffled his parents by hiding and protecting his slime friends 
  from hunters. For most of his formative years, Ewan felt lost. This all 
  changed when his perch was visited by an elder member of the Tenders. The 
  Tenders, a druidic order sworn to protect nature’s balance, were founded on 
  principles that spoke to Ewan. His parents, frustrated with their son, called 
  him a fool for trusting birdfolk with their feet planted too firmly in the soil, 
  and forbade him to go. But Ewan left all the same, vowing to himself that 
  he would one day return when he found the courage to face the family he 
  left behind. 
  FEATURE: FIND ANOTHER PATH
  Since you have lived your life close to the ground, you are as famil-
  iar with Humblewood’s undergrowth in the same way other birdfolk are 
  familiar with its canopy. You can always recall the general layout of the 
  forest floor around you. If your path is ever blocked by an obstacle that 
  requires you to climb or otherwise gain height to circumvent it, you can 
  find another way around, so long as such a path exists. Additionally, you 
  are adept at finding shelter while traveling and can usually locate a suitable 
  safe shelter (a cave, a tree hollow, or bramble thicket) for you and up to five 
  other creatures. 
  Odd Bird: I am considered weak and unskilled, and many treat me like 
  a fledgling.
  Personality Traits: I get embarrassed easily, even when someone tries to 
  compliment me.  
  If I see someone in trouble, it’s my duty to help. 
  Ideals: Compromise. The best way to respect each other’s differences is 
  to find a solution that doesn’t exclude anyone.
  Bonds: I can’t return to my parent’s perch until I have proven myself.
  Flaws: I’m easily frightened, and often hesitate under pressure.
  PREPARED SPELLS
  Cantrips: druidcraft, mending, produce flame
  1st level (4 slots): animal friendship, cure wounds, healing word, veil of dusk
  2nd level (3 slots): barkskin, lesser restoration, spike growth 
  3rd level (2 slots): dispel magic, wind wall
  NOTES:
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Humblewood: The wakywyrm’s Fury is Copyright © 2020 Hit Point Press Inc.  
  
  FEATURES AND TRAITS
  Darkvision. You have darkvision out to 60 feet.
  Evasive. You add your Intelligence modifier as a bonus on all Dexterity 
  saving throws.
  Bewitching Guile. You can cast charm person (save DC 15) as a 1st level 
  spell once per long rest. You can cast ambush prey as a 2nd level spell once 
  per long rest. You can cast fear (save DC 15) once per long rest. Intelli-
  gence is your spellcasting ability for these spells.
  Natural Attunement. You have attuned yourself to a coastal leyline, 
  granting you access to the leyline spells provided on the back of this 
  sheet. For as long as you are attuned to this leyline, you always have these 
  spells prepared and they don’t count against the number of spells you can 
  prepare each day. Leyline spells are not copied into your spellbook.
  Thrum of the Land. Whenever you are in a coastal environment, you can 
  apply one of the following benefits to any leyline spell you cast (chosen 
  when you cast the spell):
   l
  You gain a +2 bonus to attack rolls made with this spell,
   l
  You gain a +1 bonus to your spell save DC for this spell, or
   l
  You have advantage on Constitution saving throws you make to main-
  tain concentration on this spell, and you can concentrate on this spell 
  for up to twice as long as it would normally allow.
  ATTACK & SPELLCASTING 
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.  
  Hit: 4 (1d6 + 1) piercing damage.
  Chill Touch. +7 to hit, range 120 ft., one target. Hit: 9 (2d8) necrotic 
  damage, and the target can't regain hit points until the start of your 
  next turn.
  Shocking Grasp. +7 to hit, reach 5 ft., one target. Hit: 9 (2d8) light-
  ning damage, and the target can’t take reactions until the start of your 
  next turn.
  OTHER PROFICIENCIES & LANGUAGES
   l
  Birdfolk
   l
  Jerbeen
   l
  Mapach
   l
  Vulpin
  EQUIPMENT
   l
  15 gp
   l
  Spellbook
   l
  Wand (Arcane Focus)
   l
  Scholar’s Robes
   l
  Bedroll
   l
  Mess Kit
   l
  Holy Symbol of Tyton
   l
  A book of prayers
   l
  Priestly Vestments
   l
  5 sticks of incense
  SAVING THROWS
  +7 Intelligence
  +5 Wisdom
  SKILLS
  +7 Arcana 
  +7 History 
  +5 Insight 
  +7 Religion 
  Strength
  8 (-1)
  Armor Class
  11(14 with Mage Armor)
  Hit Points
  30
  Speed
  30 ft.
  Passive Perception
  12
  Initiative
  +1
  Dexterity 
  12 (+1)
  Constitution 
  14 (+2)
  Intelligence 
  18 (+4)
  Wisdom 
  14 (+2)
  Hit Dice
  Charisma 
  11 (+0)
  Shay Ambrell
  Class/Level 
  Wizard/Level 5
  Background 
  Acolyte
  Race 
  Vulpin
  Alignment 
  Neutral
  Size 
  Medium
  Humblewood: The wakywyrm’s Fury is Copyright © 2020 Hit Point Press Inc.  
  
  CHARACTER BACKSTORY:
   Orphaned at a young age, Shay was taken in by a kindly priest who 
  raised them in the seafaring perch of Saltar’s Port. As a child, Shay was 
  captivated by tales of the Amaranthine—the gods of Everden. As time 
  passed, Shay became interested in the study of arcane magic and was 
  eventually accepted into the Avium, the prestigious Humblewood academy. 
  Years later Shay received a vision from the owl Amaranthine of the night 
  domain, Tyton. Shay had a special destiny, Tyton revealed, but they would 
  only find their purpose if they sought adversity. That day, Shay set their 
  studies aside to seek out their destiny on the roads of Humblewood. 
  FEATURE: SHELTER OF THE FAITHFUL
  As an acolyte, you command the respect of those who share your faith, 
  and you can perform the religious ceremonies of Tyton, the Amaranthine 
  of night and death. You and your adventuring companions can expect to 
  receive free healing and care at a temple or shrine, though you must provide 
  any material components needed for the spell. Those who share your reli-
  gion will support you (but only you) at a modest lifestyle.
  You have ties to a temple in Saltar’s Port, where your mother still serves 
  as a priest of Tyton. You also have a residence there. You can call upon the 
  priests of this temple for assistance, provided the assistance you ask for is 
  not hazardous and you remain in good standing with your temple.
  Personality Traits: I am calm and composed, even in the face of adver-
  sity. I see omens in every event and action. The Amaranthine try to speak to 
  us, we just need to listen.
  Ideals: Aspiration. I seek to prove myself worthy of Nightfather Tyton’s 
  favor by matching my actions against his teachings.
  Bonds: I want to find my destiny and discover the purpose set for me 
  by the Amaranthine. 
  Flaws: I judge others harshly, and myself even more severely.
  PREPARED SPELLS
  Cantrips: chill touch, message, minor illusion, shocking grasp
  1st level (4 slots): create or destroy water*, mage armor, magic missile, 
  spiny shield, sleep, thunderwave*
  2nd level (3 slots): enlarge/reduce, mirror image*, misty step*, scorching 
  ray, spider climb
  3rd level (2 slots): fireball, haste, water breathing*(r), water walk*(r)
  (r)- This spell can be cast as a ritual. 
   *- This is a leyline spell.
  NOTES:
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Humblewood: The wakywyrm’s Fury is Copyright © 2020 Hit Point Press Inc.  
  
  FEATURES AND TRAITS
  Glide. When falling, you can spend your reaction to spread your 
  feathered arms and slow your descent. When you do so, you descend 
  gently at a speed of 60 feet per round, taking no fall damage when you 
  land. If you fall at least 10 feet in this way, you may fly up to your speed 
  in one direction, landing where you end your movement. You can’t glide 
  while carrying heavy weapons or shields, though you can drop any held 
  items as part of your reaction to glide. You cannot glide while wearing 
  heavy armor or while encumbered.
  Talons. You have advantage on Strength (Athletics) checks made to 
  climb any surface your talons could reasonably grip.
  Appraising Eye (1/Rest). By spending an action examining an object, 
  you can determine any magical properties the item has, how they can be 
  used or activated, and a fair estimation of its market value. 
  Convincing (Religion). You have advantage on all Charisma checks 
  made to convince someone of your knowledge on any topic related to the 
  Religion skill. 
  Sharp Mind. You are able to perfectly and clearly recall anything you 
  have seen or heard within the last month. 
  Bardic Inspiration (2/Rest). You can to inspire others with stirring 
  words or music. To do so, you use a bonus action on your turn to choose 
  one creature other than yourself within 60 feet of you who can hear you. 
  That creature gains one Bardic Inspiration die, a d8.
   Once within the next 10 minutes, the creature can roll the Bardic 
  Inspiration die and add the number rolled to one ability check, attack 
  roll, or saving throw it makes. The creature can wait until after it rolls the 
  d20 before deciding to use the Bardic Inspiration die, but must decide 
  before the GM says whether the roll succeeds or fails. Once the Bardic 
  Inspiration die is rolled, it is lost. A creature can have only one Bardic 
  Inspiration die at a time.
  Jack of All Trades. You add half your proficiency bonus, rounded 
  down, to all skills in which you are not proficient. 
  Song of Rest. You can use soothing music or oration to help revitalize 
  your wounded allies during a short rest. If you or any friendly creatures 
  who can hear your performance spend one or  more Hit Dice to regain hit 
  points at the end of the short rest, each of those creatures regains an extra 
  1d6 hit points.
  Wanderer’s Lore. While a  creature has possession of a Bardic Inspiration 
  die gifted from you may choose to roll a single Arcana, History, Nature, 
  or Religion check with advantage. 
  Acrobatics Lessons. When you or an ally within 60 feet of you makes a 
  Dexterity saving throw, you may expend a use of your Bardic Inspiration 
  to roll your Bardic Inspiration die and add the result to the saving throw. 
  An ally must be able to see and hear you to benefit from this effect.
  Hunting Lessons. You can expend one use of your Bardic Inspiration to 
  mark one creature you can see within 90 feet of you as your quarry. Up to 
  one hour, for as long as you concentrate on this ability, all weapon attacks 
  you make against the target deal an additional die of damage,  equal to 
  your Bardic Inspiration die.
  ATTACK & SPELLCASTING 
  Talons. +4 to hit, reach 5 ft., one target.  
  Hit: 3 (1d4 +1) piercing damage.
  Rapier. +6 to hit, reach 5 ft., one target.  
  Hit: 7 (1d8 +3) piercing damage.
  Shortbow. +6 to hit, range 80/320 ft., one target.  
  Hit: 6 (1d6 +3) piercing damage.
  OTHER PROFICIENCIES & LANGUAGES
   l
  Auran, Birdfolk, Mapach
   l
  Drum, Flute, Harp, Lute
   l
  Forgery Kit, Thieves’ Tools
  EQUIPMENT
   l
  10 gp
   l
  Rapier
   l
  Shortbow
   l
  Thieves’ Tools
   l
  Forgery Kit
   l
  Fine Clothes
   l
  An Ornate Cloak
   l
  A small silver feather that symbolizes the wind
   l
  Wooden Flute
  SAVING THROWS
  +6 Dexterity
  +5 Charisma
  SKILLS
  +6 Acrobatics 
  +8 Deception 
  +5 Intimidation 
  +5 Performance 
  +8 Persuasion 
  +4 Religion 
  +6 Sleight of Hand 
  +6 Stealth 
  Armor Class
  15 (Studded Leather)
  Hit Points
  31
  Speed
  30 ft.
  Passive Perception
  12
  Initiative
  +3
  Strength
  12 (+1)
  Dexterity 
  16 (+3)
  Constitution 
  12 (+1)
  Intelligence 
  13 (+1)
  Wisdom 
  12 (+1)
  Hit Dice
  Charisma 
  14 (+2)
  Kalina Quill
  Class/Level 
  Bard/Level 5
  Background 
  Wind-Touched
  Race 
  Kindled Corvum
  Alignment 
  Chaotic Neutral
  Size 
  Medium
  Humblewood: The wakywyrm’s Fury is Copyright © 2020 Hit Point Press Inc.  
  
  CHARACTER BACKSTORY
  Born to humble farmers in the perch of Brackenmill, Kalina’s mother 
  always claimed Kalina’s unique birthmarks meant she was “wind-touched”: 
  destined for greatness. Yet, Kalina lacked confidence in herself. This was 
  until her family played host to a traveling bard. The bard took a shine to 
  Kalina, and mentored the young corvum, teaching Kalina music, dance, 
  and a bit of magic. Before the bard left, the bard shared with Kalina her 
  dream of obtaining fame and fortune. Kalina, inspired, made the bard’s 
  dream her own. Kalina has since traveled across Humblewood, dazzling 
  crowds with her acrobatic dances and using magic to convince audiences to 
  tip a little extra. After all, it’s not everyday folks get to see a dancing, wind-
  touched birdfolk perform! 
  FEATURE: SUPERNATURAL PRESENCE
  Folks from all across Humblewood believe you have been divinely 
  blessed by the power of the wind. If you make a show of your power or 
  skill that can be attributed to your mystical connection with the wind, 
  your believer’s faith in you will be bolstered. They will support you, and, 
  depending on how well you convinced them of your powers, treat you with 
  reverence, or possibly even worship. 
  Title and Blessing: I accept this honor but I have my doubts.
  Personality Traits: I’m confident in my abilities. My mood can be as 
  unpredictable as the weather, and change just as quickly. 
  Ideals: Cynicism. What matters isn’t whether or not my powers are 
  genuine, but what advantages  
  I can reap because of that belief. 
  Bonds: I want to become rich and famous. 
  Flaws: I can’t resist a chance to perform for my adoring public. 
  SPELLS KNOWN
  Cantrips: mage hand, prestidigitation, vicious mockery
  1st level (4 slots): detect magic (r), healing word, heroism, 
  hideous laughter
  2nd level (3 slots): invisibility, shatter, suggestion
  3rd level (2 slots): hypnotic pattern
  (r)- This spell can be cast as a ritual. 
  NOTES:
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Humblewood: The wakywyrm’s Fury is Copyright © 2020 Hit Point Press Inc.  
  
  LICENCE 
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