|+4||Sleight of Hands|
A bag of holding that can hold up to 100 books.
Special Ability: once a week, you may pull from the book bag to retrieve a random "lost" tome
LOST TOMES from the book bag
"The Gates of Black Creek": non-fiction historic manual
As an action, this rope can coil and spring up to 20 ft high, carrying one person along with it
"FROZEN IN TIME" POCKET WATCH
Attuning to this watch provides cold resistance, and any time you think of any city in the world you know, find out time there
FOUNTAIN SPRAY PEN
An ornate fountain pen with nautical inlay designs, this pen can hold a gallon of any liquid and can spray it out in a 5ft cone.
Note: Adelaide wants to try with acid.
A treatise on primal elemental magic. This book allowed Adelaide to discover lost enchantment techniques and develop her arcane archery.
Features & Traits
The statblocks of your Weapons, armor and other important/magical equipment
The statblocks of your class features
Statblocks for your familiars, mounts etc.
Statblocks for race/species of the character.
Statblocks for companions, followers and other allies.
Talons. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 slashing damage.
Medium Drow Majordomo , Any
(he/him) An elven man with deep ashen blue-gray skin, and dark eyes. His long brown hair is pulled back. Top knot bun sometimes? And he is wearing expensive but rustic/outdoorsy looking clothes. A caretaker/ father-figure who supports Adelaide’s efforts to join the Proctors. Took Addy out on hunts as a girl, taught her to shoot. Adelaide writes to him after moving out of her father’s house. Lorenz occasionally tries to give her the allowance money she'd normally receive back at home, but she’s been politely refusing it.
Tiny gnome Birchfield Professor , Any
(they/them) Gnome, dark hair partially up in a bun, pale skin, little round glasses, golden robes with burgundy accents and a high collar. Adelaide's former tutor, now is a faculty member at the Birchfield Institute. Adelaide admires and has a friendly rapport with them. (cuz bookish kid = friends with her teachers XD) They did not know that Adelaide had joined the proctors.
Medium Air Genasi , Any
(he/him) Pale air genasi, pale pale blue skin, white hair, white eyes, black eyeliner, fashionable leather doublets and boots. (Phecabi rhymes with Jakobi) Drug dealer and “entertainment provider”, has connections to rich heirs of the noble families, (including one or two of Adelaide's siblings). Shows young rich folks “a good time”, gets them stuff they need, hosts parties, does favors, collects secrets
Statblocks for your spells.
Level 0 Spells
0-level (Cantrip) Transmutation
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 or 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.
0-level (Cantrip) Transmutation
This spell repairs a single break or tear in an object you touch, such as broken chain link, two halves of a broken key, a torn clack, 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.
Dimir Guild Spell
0-level (Cantrip) Enchantment
You pull a memory, an idea, or a message from your mind and transform it into a tangible string of glowing energy called a thought strand, which persists for the duration or until you cast this spell again. The thought strand appears in an unoccupied space within 5 feet of you as a Tiny, weightless, semisolid object that can be held and carried like a ribbon. It is otherwise stationary.
If you cast this spell while concentrating on a spell or an ability that allows you to read or manipulate the thoughts of others (such as detect thoughts or modify memory), you can transform the thoughts or memories you read, rather than your own, into a thought strand.Casting this spell while holding a thought strand allows you to instantly receive whatever memory, idea, or message the thought strand contains. (Casting detect thoughts on the strand has the same effect.)
Level 1 Spells
1-level Abjuration (ritual)
You set an alarm against unwanted intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot cube. Until the spell ends, an alarm alerts you whenever a tiny or larger creature touches or enters the warded area. When you cast the spell, you can designate creatures that won't set off the alarm. You also choose whether the alarm is mental or audible. A mental alarm alerts you with a ping in your mind if you are within 1 mile of the warded area. This ping awakens you if you are sleeping. An audible alarm produces the sound of a hand bell for 10 seconds within 60 feet.
PHB, page 231 SRD
1-level Divination (ritual)
For the duration, you sense the presence of magic within 30 feet of you. If 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.
The spell can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
PHB, page 233 SRD
You make yourself, including your clothing, armor, weapons, and other belongings on your person, look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can't change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you.
The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.
To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC.
1-level Conjuration (ritual)
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, or weasel. 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 you 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.
PHB, page 252 SRD
1-level Divination (ritual)
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.
For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text.
This spell doesn’t decode secret messages in a text or a glyph, such as an arcane sigil, that isn’t part of a written language.
Level 2 Spells
PHB, page 230 SRD
You touch a willing creature to grant it the ability to see in the dark. For the duration, that creature has darkvision out to a range of 60 feet.
Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.
Statblocks for your Trinkets, businesses, building, castles, empires.
NOTE: set after 01/07/2020
Below deck, the crew and her friends could be heard drinking and carrying on to lose themselves in the evening. Adelaide's mouth was dry at the thought. She returned to staring out at the darkness around them, the sounds of the island filling her mind: the chill on the wind, birdcalls she couldn't recognize. The world stretched out before her in the night. A world so few had seen from the outside. The first Birchfield on the shores of Lamina Island.
Telemechus landed on the railing of the ship, the gossamer wings of some insect trapped in his beak. He crunched down, and then sidled up to Adelaide's arm. Without thinking, Addy scritched his head. She'd never noticed how warm he was.
Adelaide reached up and grasped her delicate earring, its butterfly wing shimmering in the moonlight. Her words were barely a whisper, but she didn't suspect anyone would notice besides its target. She pictured Bonnie in her mind, somewhere on board. Stewing, or soaking in booze, or somewhere between. With a quiet exhale, Adelaide sent the spectral messenger on the air.
"We don't need them, dearheart. Either of them."
The major events and journals in Adelaide's history, from the beginning to today.
Adelaide joins the ranks of Heroes!
Adelaide enters the scene of legendary heroes! Welcome to the family of the Eternals!03:05 am - 15.05.2019
Knocked out by a Painted Pixie
all 44 points taken out completely by a pixie: critical hit, while also vulnerable to piercing damage.05:16 am - 15.05.2019
Hacked the Bountiful Bookbag! Carved a hole into an old book, and successfully stored it in my bookbag of holding. I'll be able to hide small items in the bag. Time to come up with clever puns to store objects...03:42 am - 17.07.2019
[b]NOTE[/b]: set after Cloak and Dagger Part 3 [i](CW: alcohol abuse)[/i] Marric was right: that hangover was expensive. I'd woken up so many times in the last month clear-headed I'd almost forgotten what the old mornings were like. I didn't miss them...01:58 am - 31.10.2019
NOTE: set after 01/07/2020 Below deck, the crew and her friends could be heard drinking and carrying on to lose themselves in the evening. Adelaide's mouth was dry at the thought. She returned to staring out at the darkness around them, the sounds of t...06:49 am - 08.01.2020
The list of amazing people following the adventures of Adelaide.