Noog
Hit Points: 14
Armor Class: 15 (12)*
Initiative: +2
Spell Attack Bonus: +5
Spell Save DC: 13
*Noog cast Mage Armor on himself last session, so he has a 15 A.C. The spell lasts for 8 hours. Normally he has 12 A.C.
Bartender
Special background ability is that he can blend into crowds easily. It’s mostly useless.
Ability Scores
STR 8 (-1) INT 18 (+3)
DEX 14 (+2) WIS 14 (+2)
CON 14 (+2) CHA 8 (-1)
Saving throws
STR -1 INT +5
DEX +2 WIS +4
CON +4 CHA -1
Noog has the RESILIENT FEAT which gives him +1 CON and proficiency in CON saves.
Typical Attack
Fire Bolt: +5 bonus to hit / 1d10 Fire Damage
Dagger: +4 Bonus to hit
Skills
Arcana +5
Investigation +5
Perception +4
Sleight of Hand +4
Cantrips
Fire Bolt
Control Flames: Use this to put out flames in case Fire Bolt gets out of control.
Mage Hand: A floating hand that can move up to 10 pounds.
I only have one spell left!
1st Level Spells that are memorized
Sleep (best 1st level spell)
Mage Armor (currently in use)
Shield (Reaction: +5 AC to one attack)
Tasha’s Hideous Laughter (Probably don’t want to use this. Use Sleep instead)
RITUALS
Alarm (Good for setting up camp)
Comprehend Languages
Detect Magic
Find Familiar
Mr Bigglesworth the humming bird is still around. Noog has enough components to cast it one more time.
Equipment
Bartender’s Muddler (used as Spell Focus)
Explorer’s pack (no rope tho)
Spell book
Herbalist Kit
Brewer’s Kit
Special Abilities:
Hypnotic Gaze See Player’s Handbook page 117
Arcane Recovery: Recover one spell slot.
Special equipment
Infused Robes (Ask Tommy about this)
Gold: 7
Silver: 9
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