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Brynyr Lavellan TEST

0 · 132 views · located in The Kingdom of Ethia

a character in “Ethia's Crusades”, originally authored by NethanielShade, as played by RolePlayGateway

Description

Image
Image
Brynyr "Bhinbiir" Lavellan



............ Class .......................................... Race ......................................... Alignment ............
............ Rogue 5 / Wizard 5 ............................. Half-Elf ....................................... Chaotic Neutral ............
................... Arcane Trickster / School of Transmutation .................................................................................................................



____ Inspiration ............ _+4_ Proficiency Bonus ............ _12_ Passive Perception ............ 64,000 Experience Points
Strength 12 [+1] |IIIIIIIIIIIIIIIIIIII| ............ ◎ ____ Strength Saving Throws
◎ ____ Athletics
Dexterity 15 [+2] |IIIIIIIIIIIIIIIIIIII| ........... ◉ _+6_ Dexterity Saving Throws
◍ _+10_ Acrobatics ..... ◉ _+6_ Sleight of Hand ..... ◉ _+6_ Stealth
Constitution 10 [+0] |IIIIIIIIIIIIIIIIIIII| ....... ◎ ____ Constitutiom Saving Throws
Intelligence 16 [+3] |IIIIIIIIIIIIIIIIIIII| ........ ◉ _+7_ Intelligence Saving Throws
◉ _+7_ Arcana .. ◎ ____ Culture .. ◎ ____ History .. ◉ _+7_ Investigation .. ◉ _+7_ Memory .. ◎ ____ Nature .. ◎ ____ Religion .. ◎ ____ Science..
Wisdom 14 [+2] |IIIIIIIIIIIIIIIIIIII| ............. ◎ ____ Wisdom Saving Throws
◎ ____ Animal Handling ..... ◎ ____ Insight ..... ◎ ____ Medicine ..... ◉ _+6_ Perception ..... ◎ ____ Survival
Charisma 15 [+2] |IIIIIIIIIIIIIIIIIIII| ........... ◎ ____ Charisma Saving Throws
◉ _+6_ Deception ..... ◎ ____ Intimidation ..... ◎ ____ Performance ..... ◎ ____ Persuasion ..... ◎ ____ Willpower .....


Speed: 30ft. ............ Size Medium ............ Initiative: _+2_ ............ Armor Class: ____
Max HP: _53_ ............ Current HP: _53_ ............ Temporary HP: ____ ............ Hit Dice: 5d8 / 5d6
Health Points: |IIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIII| Spell Slots: |111111122233|
Death Saves: ............ Successes: ◎◎◎ ............ Failures: ◎◎◎


.............. Age .......................................... Height ......................................... Weight ..............
............ 23 ............................................. 5'4" .......................................... 124 lbs. ............

............... Eyes .......................................... Skin ......................................... Hair ...............
........................... Hazel ................................... Lightly tanned ............................... Raven black ......................



Alignment: Half-elves usually tend towards sharing the chaotic bent of their elven heritage, valuing both personal freedom and creative expression, demonstrating neither love of leaders nor desire for followers. They chafe at rules, resent others' demands, and sometimes prove unreliable, or at least unpredictable. And Brynyr is textbook chaotic neutral. Brynyr is an individualist who follows his own heart and generally shirks rules, laws, structure, and traditions. Brynyr promotes the ideals of freedom, however it is his own freedom that comes first; good and evil come second to his need to be free.
Allies & Organizations:
Proficiencies:
Languages:
- Common: "I am speaking Common, for it is my mother tongue."
- Elvish: "Amin naa maejol Tel'Quessir, ten' ta naa amin atara lambe."
- Draconic: "Si mi renthisjir Vs'shtak, ihk coi ui sia dask ooble."
- Thieves' Cant: "I am throwing slang, for I was serviced by my brother."
Tools:
- Alchemist's Supplies
- Herbalism Kit
- Poisoner's Kit
- Scribe's Supplies
- Thieves' Tools (Expertise) +10
Weapons:
- Simple Weapons
- Hand crossbows
- Longswords
- Rapiers
- Shortswords
Armor:
- Light Armor
- Medium Armor
Vehicles/Mounts:
Features and Traits:
Moonvision: Thanks to his elf blood, Brynyr has superior vision in dark and dim conditions, as long as there is moonlight to guide his way. He can see in dim light within 60 feet of himself as if it were bright light, and in darkness as if it were dim light. He can't discern color in darkness, only shades of gray. This only works on the surface and outside, and as long as the moon is not in the new moon phase.
Fey Ancestry: He has advantage on saving throws against being charmed, and magic can't put him to sleep.
Sneak Attack: Beginning at 1st level, Brynyr knows how to strike subtly and exploit a foe's distraction. Once per turn, he can deal an extra 1d6 damage to one creature he hits with an attack if he has advantage on the attack roll. The attack must use a finesse or a ranged weapon. He doesn't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and he doesn't have disadvantage on the attack roll. The amount of the extra damage increases as he gains levels in this class, and at Rogue level 5 it is 3d6.
Thieves' Cant: During his rogue training, Brynyr learned thieves' cant, a secret mix of dialect, jargon, and code that allows him to hide messages in seemingly normal conversation. Only another creature that knows thieves' cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly. In addition, he understands a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the 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.
Cunning Action: Starting at 2nd level, Brynyr's quick thinking and agility allows him to move and act quickly. He can take a bonus action on each of his turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.
Mage Hand Ledgermain: Starting at 3rd level, when Brynyr casts mage hand, he can make the spectral hand invisible, and he can perform
the following additional tasks with it:
● He can stow one object the hand is holding into a container worn or carried by another creature.
● He can retrieve an object in a container worn or carried by another creature.
● He can use thieves' tools to pick locks and disarm traps at range.
He can perform one of these tasks without being noticed by a creature if he succeeds on a Dexterity (Sleight of Hand) check contested by the creature's Wisdom (Perception) check. In addition, he can use the bonus action granted by his Cunning Action to control the hand.
Uncanny Dodge: Starting at 5th level, when an attacker that Brynyr can see hits him with an attack, he can use his reaction to halve the attack's damage against himself.
Feats:
Background: Shunned (Half-Breed). Brynyr was born of mixed parentage; everyone in his hometown knew it and shunned him for it. His father was an elf, which is socially lower than humans in Norwich, and this was shared with his hometown community. He was also the child of a prostitute, as his mother worked in a brothel. Because of this, Brynyr has paid for his heritage for his entire life.
Traits: Brynyr challenges all those he assumes might be prejudiced. He is also usually quiet, but is grateful and bubbly with people who accepts him.
Ideals: Freedom, he longs to be free from small minded folk. Tolerance, he believes in "live and let live."
Bonds: His family, his half-brother, is the only one who truly matters to him. Brynyr wishes to one day have vengeance against all who were cruel to him; he never forgets.
Flaws: Brynyr has seen too much cruelty from small town folk to ever trust them or care about their concerns. He also does not ever fully trust anyone, besides his half-brother.

Magic Sculptor
You have learned how to put a little bit of artisan craft into your spells to make them look prettier.
• You gain a proficiency in visualization that is based on your Charisma.
• You can use your skill in visualization to attempt to shape the magic effects how you would like. (For example shape a fireball like a phoenix or make a logo with a light cantrip). A visualization skill check could be made to see the quality of transferring your visualization into the spell (at DM's discretion.) Your visualization proficiency can be added to any opposed roll when someone is trying to discern the real nature of any illusion magic or magic you have disguised.

Training Partner
You have trained extensively with another character and know each other’s movements, strategic cries and battle signs to let you both fight as one unit.
You must specify another character (or NPC) at the time of taking this feat.
You can take this feat multiple times with a different character each time.
As part of your movement you can swap places with your designated partner. You must be adjacent to them or have enough movement to step into their space. This action does not trigger an attack of opportunity for your opponent. If your designated partner is unwilling then you can use your bonus action to make a contested Dexterity or Strength roll to swap places.
You have advantage on all attacks against a foe that your partner is engaged in melee combat with.
If you and your partner are within 5ft of each other you can use your reaction to take a blow intended for your partner: The same attack roll is applied against your AC rather than your partners. (You must have your reaction for this round and inform the DM of your intent before damage is rolled.)
You can ignore your designated partner's position on the battlefield for any ranged attacks and if your attack has an area of effect, your partner has advantage on any saves against it. To use this your partner must be able to either see or hear you at the time of your attack.
As long as you have line of sight on your designated partner they can convey the position of all foes they can see to you without a sound and you can silently convey simple one or two word messages to them.




Backstory:


Equipment
Left Hand:
Right Hand:
Worn Clothing: Traveler's Clothes
Top Armor: Chain Shirt
Mid Armor: Cured Leather
Base Armor: Gambeson
Hand Accessory: Ring of Spell Storing
Backpack: Heward's Handy Haversack


Equipment List:
Current Encumberance: 99 lbs. .............. Encumbered: 120 lbs. .............. Heavily Encumbered: 180 lbs.
Armor (Worn)
Spoiler: show
Chain Shirt
Medium Armor
AC Bonus: +2 ............ Max Dex Bonus: +2
Effective: Slashing+, bludgeoning+ ............ Ineffective: Piercing
Cost: 50 gp ............ Weight: 20 lbs
Special: N/A
Cured Leather
Light Armor
AC Bonus: +1 ............ Max Dex Bonus: N/A
Effective: Bludgeoning, piercing+ ............ Ineffective: Slashing
Cost: 80 gp ............ Weight: 9 lbs
Special: N/A
Gambeson
Light Armor
AC Bonus: +3 ............ Max Dex Bonus: N/A
Effective: Slashing, piercing, bludgeoning+ ............ Ineffective: N/A
Cost: 10 gp ............ Weight: 6 lbs
Special: No armor proficiency required, insulated.

Ring of Spell Storing (Worn)
Ring, rare (requires attunement)
This ring stores spells cast into it, holding them until the attuned wearer uses them. The ring can store up to 5 levels worth of spells at a time. When found, it contains 1d6 - 1 levels of stored spells chosen by the DM.
Any creature can cast a spell of 1st through 5th level into the ring by touching the ring as the spell is cast. The spell has no effect, other than to be stored in the ring. If the ring can't hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines how much space it uses.
While wearing this ring, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. The spell cast from the ring is no longer stored in it, freeing up space.
Sword in a Bottle
Wondrous item, rare (Worn on belt) 2 lbs.
This rounded glass bottle, sealed with a cork stopper, has a paper tag with a magic rune that is a pictogram of a sword. When filled with water, the user need only pull the stopper to send the water inside jumping out to form a dripping, curved blade made of water that matches the stats of (but is not actually) a shortsword, longsword, rapier, or scimitar, except it counts as a magic weapon. The type of weapon can be changed by saying the weapon type on the list before uncorking the bottle. It deals double damage to creatures made mostly of fire or magma, such as azer or fire elementals, and also does double damage to objects that might fit that description. It deals no damage to water creatures or objects made mostly of water.
The water from the bottle is regular water, but due to the item's nature of turning into a sword when uncorked, it is impossible to pour the water out. If the bottle is broken or the tag ruined or removed, the item loses it's magic.
Enduring Spellbook
Wondrous item, common (Haversack) 3 lbs.
This spellbook, along with anything written on its pages, can't be damaged by fire or immersion in water. In addition, the spellbook doesn't deteriorate with age.
Pole of Collapsing (Haversack) 7 lbs.
Wondrous item, common
While holding this 10-foot pole, you can use an action to speak a command word and cause it to collapse into a 1-foot-long rod, for ease of storage. The pole's weight doesn't change. You can use an action to speak a different command word and cause the rod to revert to a pole; however, the rod will elongate only as far as the surrounding space allows.
Heward's Handy Haversack (Worn on back) 5 lbs.
Main pouch is locked with a Padlock/
This Backpack has a central pouch and two side pouches, each of which is an extradimensional space. Each side pouch can hold up to 20 pounds of material, not exceeding a volume of 2 cubic feet. The large central pouch can hold up to 8 cubic feet or 80 pounds of material. The Backpack always weighs 5 pounds regardless of its contents.
Placing an object in the haversack follows the normal rules for Interacting with Objects. Retrieving an item from the haversack requires you to use an action. When you reach into the haversack for a specific item, the item is always magically on top.
The haversack has a few limitations. If it is overloaded, or if a sharp object pierces it or tears it, the haversack ruptures and is destroyed. If the haversack is destroyed, its contents are lost forever, although an artifact always turn up again somewhere. If the haversack is turned inside out, its contents spill forth, unharmed, and the haversack must be put right before it can be used again. If a breathing creature is placed within the haversack, the creature can survive for up to 10 minutes, after which time it begins to suffocate.
Placing the haversack inside an extradimensional space created by a Bag of Holding, Portable Hole, or similar item instantly destroys both item and opens a gate to the Astral Place. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened.
Contents:
Spoiler: show
Main Pouch Contents: ............ Main Pouch Weight: 79.41 lbs / 80 lbs.

- Thieves' Tools ................... 1 lbs/ea ................... 25 gp/ea
- Herbalism Kit ................... 3 lbs/ea ................... 5 gp/ea
- Poisoner's Kit .................... 2 lbs/ea ................... 50 gp/ea
- Scribe's Supplies ................ 8 lbs/ea ................... 750 gp/ea
- Alchemist's Supplies ........... 8 lbs/ea ................... 50 gp/ea
- Abacus ........................... 2 lbs/ea ................... 2 gp/ea
- Antitoxin ........................ 0.01 lbs/ea ................. 50 gp/ea
- Blackboard ...................... 2 lbs/ea ................... 3 sp/ea
- Alarm Clock ..................... 2 lbs/ea ................... 75 gp/ea
- Crowbar .......................... 5 lbs/ea ................... 2 gp/ea
- Healer's Kit ...................... 3 lbs/ea ................... 25 gp/ea
- Hammer .......................... 3 lbs/ea ................... 1 gp/ea
- Rations, 10 days ................ 2 lbs/ea ................... 25 gp/ea
- Pitons x20 ....................... 0.25 lbs/ea ................. 5 cp/ea
- Waterskin ........................ 5 lbs/ea .................... 2 sp/ea
- Vial x20 .......................... 0.01 lbs/ea ................. 1 gp/ea
- Glass Bottle x5 ................... 2 lbs/ea ................... 2 gp/ea
- Candle x10 ...................... 0.2 lbs/ea ................... 1 cp/ea

Left Side Pouch Contents: ............ Main Pouch Weight: 20 lbs / 20 lbs.
- Iron Spikes x4 ................ 5 lbs/ea ................... 1 gp/ea

Right Side Pouch Contents: ............ Main Pouch Weight: 18 lbs / 20 lbs.
- Iron Spikes x3 ................ 5 lbs/ea ................... 1 gp/ea
- Enduring Spellbook ................ 3 lbs/ea

Attached to outside of haversack: ............ Added Weight: 54 lbs
Bedroll ....................... 7 lbs/ea ................... 1 gp/ea
Hempen Rope (50 ft.) .............. 10 lbs/50 ft. ................... 1 gp/50 ft.
Tent, Two-Person ........... 20 lbs/ea .................. 1 gp/ea
Chain (10 ft.) ........................ 10 lbs/10 ft. ................... 5 gp/10 ft.
Pole of Collapsing ........... 7 lbs/ea

Haversack Content descriptions:
Spoiler: show
Traveler's Clothes (Haversack)
Durable and well made, but not exactly fancy. Brynyr's set of traveling clothes includes a brown tailcoat, boots, and a tricorne hat.
Fine Clothes (Haversack)
Refined merchant and noble clothes, very fashionable. Brynyr's set of fine clothes includes a black fine tailcoat, a black dress vest, a pair of black dress pants, a white ascot, a pair of boots and black spats, white stockings, and a black top hat.
Exceptional Clothes (Haversack)
Exceptional clothes are common among nobles and very wealthy merchants, costing more than fine clothes but less than aristocratic clothes. Brynyr's set of exceptional clothes includes a white shirt ruffles undershirt, red velvet tailcoat, a red tapestry vest, a pair of red tapestry dress pants, a pair of boots with red velvet spats, red velvet stockings, and a red tapestry top hat.


Component Pouch (Worn on belt) 2 lbs.
Spoiler: show
Contents: ............ Weight: 10.95955 lbs / 12 lbs.
Chalk x10 ........... 0.03 lbs/ea ................... 1 cp/ea
Gold Dust ........... 1 lbs ................... 50 gp/lb
Lizard (Dead) x1 ... 0.0 lbs/ea ................... 1 cp/ea
Ink Bottle (1 oz) x2 . 0.06 lbs/ea ................... 10 gp/ea
Sage (Herb) ......... 0.5 lbs ................... 9.6 sp/lb
Wormwood (Herb) . 0.25 lbs ................... 8 sp/lb
Rosemary (Herb) ... 0.25 lbs ................... 1.6 gp/lb
Dandelion (Herb) .. 0.25 lbs ................... 1.3 gp/lb
Mallow (Herb) ..... 0.25 lbs ................... 1 sp/lb
Rowan (Herb) ...... 0.25 lbs ................... 1 sp/lb
Ginseng (Herb) .... 0.25 lbs ................... 4.8 gp/lb
Green Tea (Herb ... 0.25 lbs ................... 1.3 gp/lb
Goldenrod (Herb) .. 0.25 lbs ................... 1.3 gp/lb
Eyebright (Herb) ... 0.05 lbs ................... 1.6 gp/lb
Charcoal ............. 1 lbs ................... 8 cp/lb
Gum Arabic ........... 1 lbs ................... 8 gp/lb
Pearl x3 ........... 0.00011 lbs/ea ................... 2.7 gp/ea
Pearl x2 ........... 0.00435 lbs/ea ................... 108 gp/ea
Pearl x2 ........... 0.00826 lbs/ea ................... 206 gp/ea
Owl Feather x4 ........... 0.1 lbs/ea ................... 1 sp/ea
Adamantine Pin x2 ........... 0.002 lbs/ea ................... 10 gp/ea
Pebble x10 ........... 0.06 lbs/ea ................... 0 gp/ea
Forked Twig x4 ........... 0.06 lbs/ea ................... 0 gp/ea
Sea Sponge x2 ........... 0.06 lbs/ea ................... 10 gp/ea
Holy Water (flask) ........... 1 lbs/ea ................... 25 gp/ea
Lodestone x4 ........... 0.5 lbs/ea ................... 5 gp/ea
Copper Wire ........... 0.2 lbs ................... 5 sp/lb
Fleece/Wool ........... 0.2 lbs ................... 4 sp/lb
Clay ........... 0.2 lbs ................... 1 sp/lb


Coin Pouch (Worn on belt) 1 lb.
Spoiler: show
Contents: ............ Weight: 2.84 lbs / 3 lbs.
Gold Piece x22 ...................... 0.02 lbs/ea
Silver Piece x20 ...................... 0.02 lbs/ea
Copper Piece x100 ...................... 0.02 lbs/ea



Spell List
Cantrips:
Create Item, Decorate Object, Itemize, Mage Hand, Mending, Message, Minor Illusion, Mold Earth, Prestidigitation, Project Object
1st Level Spells:
◉ Alter Liquid, ◍ Chameleon, ◎ Color, ◎ⓡ Copy, ◎ⓡ Detect Magic, ◎ Escape Grapple, ◎ⓡ Find Familiar, ◉ Fist of Stone, ◎ Hidden Shelter, ◎ⓡ Identify, ◉ Keen Senses, ◍ Magic Missile, ◎ Peephole, ◍ Silent Image, ◎ⓡ Tenser's Floating Disk, ◎ⓡ Unseen Servant
2nd Level Spells:
◎ Arcane Lock, ◉ Invisibility, ◉ Knock, ◎ Locate Object, ◎ Maximilian's Earthen Grasp, ◎ⓡ Silence,
3rd Level Spells:
◉ Counterspell, ◉ Dispel Magic, ◎ Glyph of Warding, ◎ Immobilize Object, ◎ Magic Circle, ◉ Major Image


Spellbook
Alter Liquid
1st-level transmutation
Casting Time: 1 action
Range: 30 feet
Components: V ("Vollivistra olgpellin jendisnil."), S, M (a bit of sponge)
Duration: Instantaneous
This spell transmutes 1 pint of a nonmagical liquid into another. The liquid you affect must normally be liquid at about room temperature (65° F), you must have line of effect to it, and you can alter liquids in open containers, but not in sealed containers. The spell can transmute any type of mundane liquid (including fresh or saltwater, wine, vinegar, alcohol, or lamp oil) but cannot affect or create acid, mercury, or any type of venom, alchemical solution, potion, or poison.
Transmuted liquids created by the spell have typical characteristics such as color, taste, smell, and potency. For example, if you turn water to ale, you get typical ale rather than any extra-strong or distinctive variety.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can affect an additional 1 pint of liquid. These pints of liquid need not be together and can be in different containers.

Arcane Lock
2nd-level abjuration
Casting Time: 1 action
Range: Touch
Components: V ("Kraashub dromuolb neeiub."), S, M (gold dust worth at least 25 gp, which the spell consumes)
Duration: Until dispelled
You touch a closed door, window, gate, chest, or other entryway, and it becomes locked for the duration. You and the creatures you designate when you cast this spell can open the object normally. You can also set a password that, when spoken within 5 feet of the object, suppresses this spell for 1 minute. Otherwise, it is impassable until it is broken or the spell is dispelled or suppressed. Casting knock on the object suppresses arcane lock for 10 minutes.
While affected by this spell, the object is more difficult to break or force open; the DC to break it or pick any locks on it increases by 10.

Chameleon
1st-level illusion
Casting Time: 1 action
Range: Self
Components: V ("Samarath ramaneseth jaranel."), S, M (a lizard scale or tail)
Duration: Concentration, up to 1 hour
You magically blend in with your surroundings. So long as you are motionless, you have advantage on Dexterity (Stealth) checks, and attack rolls against you have disadvantage. If you move, the effect ends.

Color
1st-level transmutation
Casting Time: 1 action
Range: Touch
Components: V ("Vollivistra volidvril olgsylid."), S
Duration: Permanent
The spell permanently alters the color of a creature or object. If the object is attended or the creatures is unwilling, a Charisma saving throw negates the effect. The spell can be dispelled or removed with a Remove Curse spell.

Copy
1st-level transmutation (ritual)
Casting Time: 1 action
Range: Touch
Components: V ("Vollivistra volidvril yolrarid."), S, M (a drop of black ink)
Duration: Instantaneous
This spell creates a perfect duplicate of any written or drawn document that you touch onto blank pages you supply. You can copy up to 10 pages of text with one casting of this spell. Magical writing, including spellbook pages, can’t be copied with this spell.

Counterspell
3rd-level abjuration
Casting Time: 1 reaction, which you take when you see a creature within 60 feet of you casting a spell
Range: 60 feet
Components: S
Duration: Instantaneous
You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a success, the creature's spell fails and has no effect.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the interrupted spell has no effect if its level is less than or equal to the level of the spell slot you used.

Create Item
Conjuration cantrip
Casting Time: 1 bonus action
Range: Self
Components: V ("Elene."), S
Duration: Concentration, up to 1 hour
From thought you create matter, equipping yourself with a simple implement you need. You summon one piece of adventuring gear worth 2 gp or less which you can hold in one hand, and which must weigh less than 10 pounds.
If the item is more than 10 feet away from you at the end of your turn, the spell ends. This object may simulate the effects of a tool which requires proficiency, but it can only be used to make one ability check, for a task that takes 1 round or less, after which time the spell ends. Anyone who holds the item or examines it closely can tell it is not real.
When the spell ends, the item disappears.

Decorate Object
Transmutation cantrip
Casting Time: 1 action
Range: Touch
Components: S
Duration: Permanent
You add details to one crafted object you touch, or alter its existing details. The changes are purely cosmetic and do not alter its properties in any way.


Detect Magic
1st-level transmutation (ritual)
Casting Time: 1 action
Range: Self
Components: V ("Vollivistra dromsylviz volidvril."), S
Duration: Concentration, up to 10 minutes
For the duration, you sense the presence of magic within 30 feet of you. ]f you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.

Dispel Magic
3rd-level abjuration
Casting Time: 1 action
Range: 120 feet
Components: V ("Mauyeeg duoitzolg vulaug."), S
Duration: Instantaneous
Choose one creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target. make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a successful check, the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you automatically end the effects of a spell on the target if the spell's level is equal to or less than the level of the spell slot you used.

Escape Grapple
1st-level transmutation
Casting Time: 1 bonus action
Range: Self
Components: V ("Lavvril.")
Duration: 1 round
The magic of this spell makes you more lithe and imparts an instinctive knowledge of wrestling moves and breaking holds. You gain advantage on your next check to escape a grapple or being held.

Find Familiar
1st-level conjuration (ritual)
Casting Time: 1 hour
Range: 10 feet
Components: V ("Sullinhel suliltra sussinvim."), S, M (10 gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier)
Duration: Instantaneous
You gain the service of a familiar, a spirit that takes an animal form you choose: bat, cat, crab, frog (toad), hawk, lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, weasel, or other small animal. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of a beast.
Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can't attack, 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 your 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.

Fist of Stone
1st-level transmutation
Casting Time: 1 action
Range: Self
Components: V ("Vollivistra sunriniza burlavvril."), S, M (a pebble inscribed with a stylized fist design)
Duration: 1 minute
When you cast this spell, it transforms one of your fists into living stone for the duration. You have advantage on grapple checks, and ability checks to break objects using the stone fist.
In addition, your unarmed strikes with the fist deal an amount of bludgeoning damage equal to 1d6 + your Strength modifier. For the duration of the spell, your transformed fist is considered a light weapon with which you are proficient, and the hand affected by this spell is considered to be holding it (though obviously it cannot be dropped or put away).
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the amount of bludgeoning damage increases by 1d6 for every two slot levels above 1st.

Glyph of Warding
1st-level transmutation
Casting Time: 1 hour
Range: Touch
Components: V ("Vollivistra jendrinene jendrinene."), S, M (incense and powdered diamond worth at least 200 gp, which the spell consumes)
Duration: Until dispelled or triggered
When you cast this spell, you inscribe a glyph that harms other creatures, either upon a surface (such as a table or a section of floor or wall) or within an object that can be closed (such as a book, a scroll, or a treasure chest) to conceal the glyph. If you choose a surface, the glyph can cover an area of the surface no larger than 10 feet in diameter. If you choose an object, that object must remain in its place; if the object is moved more than 10 feet from where you cast this spell, the glyph is broken, and the spell ends without being triggered.
The glyph is nearly invisible and requires a successful Intelligence (Investigation) check against your spell save DC to be found.
You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, the most typical triggers include touching or standing on the glyph, removing another object covering the glyph, approaching within a certain distance of the glyph, or manipulating the object on which the glyph is inscribed. For glyphs inscribed within an object, the most common triggers include opening that object, approaching within a certain distance of the object, or seeing or reading the glyph. Once a glyph is triggered, this spell ends.
You can further refine the trigger so the spell activates only under certain circumstances or according to physical characteristics (such as height or weight), creature kind (for example, the ward could be set to affect aberrations or drow), or alignment. You can also set conditions for creatures that don't trigger the glyph, such as those who say a certain password.
When you inscribe the glyph, choose explosive runes or a spell glyph.
Explosive Runes. When triggered, the glyph erupts with magical energy in a 20-fool-radius sphere centered on the glyph. The sphere spreads around corners. Each creature in the area must make a Dexterity saving throw. A creature takes 5d8 acid, cold, fire, lightning, or thunder damage on a failed saving throw (your choice when you create the glyph), or half as much damage on a successful one.
Spell Glyph. You can store a prepared spell of 3rd level or lower in the glyph by casting it as part of creating the glyph. The spell must target a single creature or an area. The spell being stored has no immediate effect when cast in this way. When the glyph is triggered, the stored spell is cast. If the spell has a target, it targets the creature that triggered the glyph. If the spell affects an area, the area is centered on that creature. If the spell summons hostile creatures or creates harmful objects or traps, they appear as close as possible to the intruder and attack it. If the spell requires concentration, it lasts until the end of its full duration.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage of an explosive runes glyph increases by 1d8 for each slot level above 3rd. If you create a spell glyph, you can store any spell of up to the same level as the slot you use for the glyph of warding.

Hidden Shelter
1st-level transmutation
Casting Time: 1 action
Range: 30 feet
Components: S
Duration: 1 month
With a wave of your hand, you create a natural shelter from the elements of your surroundings.
The shelter will house 6 creatures of medium size and they can spend the next 24 hours hiding in relative comfort. The shelter does not protect you or your allies from unnatural phenomena, nor does it protect them from extreme weather conditions such as fire, flood, volcanic eruptions, earthquakes, hurricanes and the like. It will, however, protect you and your allies from normal rain, snow, wind, heat and cold. The shelter will be made of the natural surroundings and will blend in with them. Noticing the shelter requires a Perception check opposed by your Stealth check with a competence bonus equal to your caster level. If you and your allies spend more than 24 hours total in the same spot, the shelter continues to function, but it will cease to blend in with its surroundings.

Identify
1st-level divination (ritual)
Casting Time: 1 minute
Range: Touch
Components: V ("Silendan feanolroël sindiriel."), S, M (a pearl worth at least 100 gp and an owl feather)
Duration: Instantaneous
You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it. If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it.

Immobilize Object
3rd-level transmutation
Casting Time: 1 action
Range: 150 feet
Components: V ("Sunlivrin gonrilna gullenvra."), S, M (an adamantine pin worth 10 gp)
Duration: 10 rounds, see text
This spell causes the object or construct to be pinned in place, even defying gravity. The object can hold up to 5,000 pounds. Similarly, a creature can end the spell by pushing against the target object with a successful Strength check (DC equal to the caster’s spell save DC + 10).
A creature caught within immobilized armor is restrained until the armor is removed or the creature makes a successful Strength(athletics) or Dexterity(acrobatics) check (DC equal to the caster’s spell save DC) to leave the armor. While the target can leave the armor, the armor is still frozen in place.

Invisibility
2nd-level illusion
Casting Time: 1 action
Range: Touch
Components: V ("Sardanereth arader atarathas."), S, M (an eyelash encased in gum arabic)
Duration: Concentration, up to 1 hour
A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person. The spell ends for a target that attacks or casts a spell.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.

Itemize
Divination cantrip
Casting Time: 1 action
Range: 30 feet
Components: V ("Caerthalrond feanolroël maegolion."), S
Duration: Instantaneous
You instantly learn the exact quantity of one type of item within 30 feet of you. It must be a type of item that you’ve handled in the past; you can’t, for example, use itemize to find out how many swords of sharpness are nearby if you’ve never handled such a weapon. The object being itemized must also be reasonably specific. You can learn how many apples are nearby, for example, but not how much fruit.

Keen Senses
1st-level transmutation
Casting Time: 1 action
Range: Touch
Components: V ("Vollivistra veksintra vordylia."), M (a sprig of eyebright)
Duration: 1 hour
With Keen Senses, you gain moonvision, or if you have moonvision, you gain darkvision. In addition, you gain advantage on Wisdom (Perception) and Intelligence (Investigation) checks.

Knock
2nd-level transmutation
Casting Time: 1 action
Range: 60 feet
Components: V ("Tormislim veksintra veksintra.")
Duration: Instantaneous
Choose an object that you can see within range. The object can be a door, a box, a chest, a set of manacles, a padlock, or another object that contains a mundane or magical means that prevents access.
A target that is held shut by a mundane lock or that is stuck or barred becomes unlocked, unstuck, or unbarred. If the object has multiple locks, only one of them is unlocked.
If you choose a target that is held shut with arcane lock, that spell is suppressed for 10 minutes, during which time the target can be opened and shut normally.
When you cast the spell, a loud knock, audible from as far away as 300 feet, emanates from the target object.

Locate Object
2nd-level divination
Casting Time: 1 action
Range: Self
Components: V ("Aesaliel belenroël litheviel."), S, M (a forked twig)
Duration: Concentration, up to 10 minutes
Describe or name an object that is familiar to you. You sense the direction to the object's location, as long as that object is within 1,000 feet of you. If the object is in motion, yau know the direction of its movement.
The spell can locate a specific object known to you, as long as you have seen it up close-within 30 feet-at least once. Alternatively, the spell can locate the nearest object of a particular kind, such as a certain kind of apparel, jewelry, furniture, tool, or weapon.
This spell can't locate an object if any thickness of lead, even a thin sheet, blocks a direct path between you and the object.

Mage Hand
Conjuration cantrip
Casting Time: 1 action
Range: 30 feet
Components: V ("Nolevvid verelene nyllevtra."), S
Duration: 1 minute
A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.
You can use your action to control the hand. You can use the hand 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.

Magic Circle
3rd-level abjuration
Casting Time: 1 minute
Range: 10 feet
Components: V ("Mauyeeg shaistug aluvogt."), S, M (holy water or powdered silver and iron worth at least 100 gp, which the spell consumes)
Duration: 1 hour
You create a 10-foot-radius, 20-foot-tall cylinder of magical energy centered on a point on the ground that you can see within range. Glowing runes appear wherever the cylinder intersects with the floor or other surface.
Choose one or more of the following types of creatures: celestials, elementals, fey, fiends, or undead. The circle affects a creature of the chosen type in the following ways:
● The creature can't willingly enter the cylinder by nonmagical means. If the creature tries to use teleportation or interplanar travel to do so, it must first succeed on a Charisma saving throw.
● The creature has disadvantage on attack rolls against targets within the cylinder.
● Targets within the cylinder can't be charmed, frightened, or possessed by the creature.
When you cast this spell, you can elect to cause its magic to operate in the reverse direction, preventing a creature of the specified type from leaving the cylinder and protecting targets outside it.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the duration increases by 1 hour for each slot level above 3rd.

Magic Missile
1st-level evocation
Casting Time: 1 action
Range: 120 feet
Components: V ("Pyramordax jalanzzebrax vraxenor."), S
Duration: Instantaneous
You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several.

Major Image
3rd-level illusion
Casting Time: 1 action
Range: 120 feet
Components: V ("Asanal ranares klaronar."), S, M (a bit of fleece)
Duration: Concentration, up to 10 minutes
You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 20.foot cube. The image appears at a spot that you can see within range and lasts for the duration. It seems completely real, including sounds, smells, and temperature appropriate to the thing depicted. You can't create sufficient heat or cold to cause damage, a sound loud enough to deal thunder damage or deafen a creature, or a smell that might sicken a creature (like a troglodyte's stench).
As long as you are within range of the illusion, you can use your action to cause the image to move to any other spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking. Similarly, you can cause the illusion to make different sounds at different times, even making it carry on a conversation, for example.
Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and its other sensory qualities become faint to the creature.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the spell lasts until dispelled, without requiring your concentration.

Maximilian's Earthen Grasp
2nd-level transmutation
Casting Time: 1 action
Range: 30 feet
Components: V ("Tormislim orgpirald torrilid."), S, M (a miniature hand sculpted from clay)
Duration: Concentration, up to 1 minute
You choose a 5-foot-square unoccupied space on the ground that you can see within range. A Medium hand made from compacted soil rises there and reaches for one creature you can see within 5 feet of it. The target must make a Strength saving throw. On a failed save, the target takes 2d6 bludgeoning damage and is restrained for the spell's duration.
As an action, you can cause the hand to crush the restrained target, which must make a Strength saving throw. The target takes 2d6 bludgeoning damage on a failed save, or half as much damage on a successful one.
To break out, the restrained target can use its action to make a Strength check against your spell save DC. On a success, the target escapes and is no longer restrained by the hand.
As an action, you can cause the hand to reach for a different creature or to move to a different un occupied space within range. The hand releases a restrained target if you do either.

Mending
Transmutation cantrip
Casting Time: 1 minute
Range: Touch
Components: V ("Gulrilid orgpirald jendrinene."), S, M (two lodestones)
Duration: Instantaneous
This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it. leaving no trace of the former damage.
This spell can physically repair a magic item or construct, but the spell can't restore magic to such an object.

Message
Transmutation cantrip
Casting Time: 1 action
Range: 120 feet
Components: V ("Gulrilid orgpirald burlavvril."), S, M (a short piece of copper wire)
Duration: 1 round
You point your finger toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear.
You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the spell. The spell doesn't have to follow a straight line and can travel freely around corners or through openings.

Minor Illusion
Illusion cantrip
Casting Time: 1 action
Range: 30 feet
Components: S, M (a bit of fleece)
Duration: 1 minute
You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again.
If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.
If you create an image of an object-such as a chair, muddy footprints, or a small chest-it must be no larger than a 5-foot cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it.
If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.

Mold Earth
Transmutation cantrip
Casting Time: 1 action
Range: 30 feet
Components: S
Duration: Instantaneous or 1 hour (see below)
You choose a portion of dirt or stone that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:
● If you target an area of loose earth, you can instantaneously excavate it, move it along the ground, and deposit it up to 5 feet away. This movement doesn't involve enough force to cause damage.
● You cause shapes, colors, or both to appear on the dirt or stone, spelling out words, creating images, or shaping patterns. The changes last for 1 hour.
● If the dirt or stone you target is on the ground, you cause it to become difficult terrain. Alternatively, you can cause the ground to become normal terrain if it is already difficult terrain. This change lasts for 1 hour.
If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

Peephole
1st-level transmutation
Casting Time: 1 action
Range: Touch
Components: V ("Vollivistra torrilid burlavvril."), S, M (a saw blade or a piece of a saw blade)
Duration: 1 hour
You create a small opening through a wooden, plaster, or stone wall but not through metal or other harder materials. The peephole is 1 inch deep. If the wall’s thickness is more than the depth of the peephole created, the spell fails. Observing through the hole created by a peephole spell grants cover to the observer. Additionally, the peephole eliminates any Wisdom (perception) DC modifier for a wooden door and grants the caster advantage on Wisdom (Perception).
The Peephole spell can also be used to create a small hole in the side of a chest, a safe or lockbox, or any other container so long as the type of material and thickness are within the spell’s capabilities.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, increase the depth of the hole by 1 inch for each slot level above 1st.

Prestidigitation
Transmutation cantrip
Casting Time: 1 action
Range: 10 feet
Components: V ("Gulrilid torrilid sekdyllin."), S
Duration: Up to 1 hour
This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:
● You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
● You instantaneously light or snuff out a candle, a torch, or a small campfire.
● You instantaneously clean or soil an object no larger than 1 cubic foot.
● You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
● You make a color, a small mark, or a symbol appear on an object an a surface for 1 hour.
● You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.
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.

Project Object
Conjuration cantrip
Casting Time: 1 bonus action
Range: 30 feet
Components: V ("Sinrid."), S
Duration: Instantaneous
Your force of will teleports an object a short distance away. You teleport one object you are holding to an unoccupied space within range. Alternatively, you can teleport the object to a willing creature within range. You can either cause the object to land at the creature’s feet, or you can give the creature the option to grasp it with a free hand, which requires the creature to make a Dexterity (Acrobatics) check with a DC of 11. If the creature succeeds, it is instantly holding the object. If the check fails, the object falls to its feet. This cantrip can only teleport objects that weigh 25 pounds or less. In addition, it cannot affect objects that you are not already holding when you cast the spell.

Silence
2nd-level illusion (ritual)
Casting Time: 1 action
Range: 120 feet
Components: V ("Sardanereth asarnereth klaronar."), S
Duration: Concentration, up to 10 minutes
For the duration, no sound can be created within or pass through a 20-foot-radius sphere centered on a point you choose within range. Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are deafened while entirely inside it. Casting a spell that includes a verbal component is impossible there.

Silent Image
1st-level illusion
Casting Time: 1 action
Range: 60 feet
Components: V ("Samarath asarnereth klaronar."), S, M (a bit of fleece)
Duration: Concentration, up to 10 minutes
You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 15-foot cube. The image appears at a spot within range and lasts for the duration. The image is purely visual; it isn't accompanied by sound, smell, or other sensory effects.
You can use your action to cause the image to move to any spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking.
Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image.

Tenser's Floating Disk
1st-level conjuration (ritual)
Casting Time: 1 action
Range: 30 feet
Components: V ("Sullinhel virsinrid beridith."), S, M (a drop of mercury)
Duration: 1 hour
This spell creates a circular, horizontal plane of force, 3 feet in diameter and 1 inch thick, that floats 3 feet above the ground in an unoccupied space of your choice that you can see within range. The disk remains for the duration, and can hold up to 500 pounds. If more weight is placed on it, the spell ends, and everything on the disk falls to the ground.
The disk is immobile while you are within 20 feet of it. If you move more than 20 feet away from it, the disk follows you so that it remains within 20 feet of you. It can move across uneven terrain, up or down stairs, slopes and the like, but it can't cross an elevation change of 10 feet or more. For example, the disk can't move across a IO-foot-deep pit, nor could it leave such a pit if it was created at the bottom.
If you move more than 100 feet from the disk (typically because it can't move around an obstacle to follow you), the spell ends.

Unseen Servant
1st-level conjuration (ritual)
Casting Time: 1 action
Range: 60 feet
Components: V ("Sullinhel berrinred virsinrid."), S, M (a piece of string and a bit of wood)
Duration: 1 hour
This spell creates an invisible, mindless, shapeless force that performs simple tasks at your command until the spell ends. The servant springs into existence in an unoccupied space on the ground within range. It has AC 10, 1 hit point, and a Strength of 2, and it can't attack. If it drops to 0 hit points, the spell ends.
Once on each of your turns as a bonus action, you can mentally command the servant to move up to 15 feet and interact with an object. The servant can perform simple tasks that a human servant could do, such as fetching things, cleaning, mending, folding clothes, lighting fires, serving food, and pouring wine. Once you give the command, the servant performs the task to the best of its ability until it completes the task, then waits for your next command.
If you command the servant to perform a task that would move it more than 60 feet away from you, the spell ends.

So begins...

Brynyr Lavellan TEST's Story

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K'gara blinks and looks around blearily

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K'gara is afraid

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K'gara sniffles as she starts to cry, letting out a mournful howl

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Bian Linh Vu hears someone crying and follows the sound

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K'gara is trembling with fear, looking around at the unfamiliar surroundings (what does it even look like here? The description is very vague) with her once proud ears folded flat against her head

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Elanna Torres looks around, taking in her surroundings.

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K'gara is sitting cross legged on whatever passes for the floor here, just sobbing mournfully

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 “ What is this place. ”

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Character Portrait: K'gara K'gara says,
 “ Oh *sniffle* I really have no idea...*sniffle* Your guess is as good as mine. Last thing I remember was being swallowed whole by a sea serpent so this is probably some part of the afterlife ”

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K'gara has her cheeks drenched in tears

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Elanna Torres pulled out a small device from her pocket, and checked it over. She pressed the button on the device, and nothing happened.

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Character Portrait: K'gara K'gara says,
 “ You're dead I'm afraid ”

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 “ Uhh...what's going on? Who are you people? ”

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Character Portrait: Avixia Nova Character Portrait: Test Character Portrait: Female Face Claims Character Portrait: Ezrael Flavaar Character Portrait: Eve Angelline Character Portrait: Nikki Oceantide
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 “ I was on my ship, before I wound up here. ”

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Character Portrait: Avixia Nova Character Portrait: Test Character Portrait: Female Face Claims Character Portrait: Ezrael Flavaar Character Portrait: Eve Angelline Character Portrait: Nikki Oceantide
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0.00 INK

Character Portrait: K'gara K'gara says,
 “ Yeah I got eaten alive by a sea monster ”

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Characters Present

Character Portrait: Avixia Nova Character Portrait: Test Character Portrait: Female Face Claims Character Portrait: Ezrael Flavaar Character Portrait: Eve Angelline Character Portrait: Nikki Oceantide
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K'gara sniffles sadly

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Characters Present

Character Portrait: Avixia Nova Character Portrait: Test Character Portrait: Female Face Claims Character Portrait: Ezrael Flavaar Character Portrait: Eve Angelline Character Portrait: Nikki Oceantide
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 “ I don't remember anything...but there's no way I can be dead, I was fine just a little while ago. ”

Setting

Characters Present

Character Portrait: Avixia Nova Character Portrait: Test Character Portrait: Female Face Claims Character Portrait: Ezrael Flavaar Character Portrait: Eve Angelline Character Portrait: Nikki Oceantide
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Character Portrait: K'gara K'gara says,
 “ I drowned in its stomach ”

Setting

Characters Present

Character Portrait: Avixia Nova Character Portrait: Test Character Portrait: Female Face Claims Character Portrait: Ezrael Flavaar Character Portrait: Eve Angelline Character Portrait: Nikki Oceantide
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K'gara sighs

Setting

Characters Present

Character Portrait: Avixia Nova Character Portrait: Test Character Portrait: Male Face Claims - Anime Character Portrait: Female Face Claims - Anime Character Portrait: Female Face Claims Character Portrait: Ezrael Flavaar
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Character Portrait: K'gara K'gara says,
 “ I'm probably halfway to being a glob of mush by now ”