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	<updated>2026-05-06T15:38:24Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.proteststand.com/index.php?title=Talk:Wint%27s_Character_Sheet&amp;diff=5803</id>
		<title>Talk:Wint&#039;s Character Sheet</title>
		<link rel="alternate" type="text/html" href="https://wiki.proteststand.com/index.php?title=Talk:Wint%27s_Character_Sheet&amp;diff=5803"/>
		<updated>2026-05-03T04:04:57Z</updated>

		<summary type="html">&lt;p&gt;Bartley: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Tactics==&lt;br /&gt;
Ranged blaster glass cannon. Poor AC means avoid melee and archers. keep distance as much as possible and use cover when able. Use spells like shield and misty step to avoid or break melee when needed but try to focus slots and sorcery points on big powerful spells enhanced by metamagic. burn pact magic slots for more sorcery points any time the party can be convinced to take a short rest as Wint will probably spent them quickly, especially once Psionic Sorcery is available. concentration will probably not be that important early on and will improve after getting Eldritch Mind invocation at Warlock 3 (likely level 8 or maybe 6). lean into being a face and use magic when needed to understand or be understood.&lt;br /&gt;
&lt;br /&gt;
===metamagic combos===&lt;br /&gt;
*1 sorcery point:&lt;br /&gt;
**subtle &#039;&#039;hex&#039;&#039; to give disadvantage to npcs without them knowing &lt;br /&gt;
**subtle &#039;&#039;dissonant whispers&#039;&#039; in a crowd to force a chase&lt;br /&gt;
*2 sorcery points:&lt;br /&gt;
**sorlock action surge: &#039;&#039;hex&#039;&#039; + &#039;&#039;eldritch blast&#039;&#039; then next turn quickened &#039;&#039;eldritch blast&#039;&#039;&lt;br /&gt;
**quickened leveled spell + dodge action when under heavy attack or when concentration is important to still be able to attack while maintaining max defense. &lt;br /&gt;
*5 sorcery points:&lt;br /&gt;
**quickened &#039;&#039;mind sliver&#039;&#039; + heightened save-or-suck spells against a powerful single enemy to make them much more likely to fail the saving throw &lt;br /&gt;
&lt;br /&gt;
== Level Advancement Plans ==&lt;br /&gt;
*Level 5: Sorcerer 4&lt;br /&gt;
**+6 HP, +1 Proficiency Bonus, Cantrip boost (multiattack EB!), +1 Cantrip (likely Mage Hand, Minor Illusion, Shape Water, or some other utility cantrip), ASI/Feat (boring +2 CHA), +1 Spell Known(see options below. currently leaning towards Mirror Image as long as that FG extension still works or else maybe Web or Enhance Ability), switch psionic Calm Emotions to Tasha&#039;s Mind Whip (my favorite level 2 offensive spell!)&lt;br /&gt;
*Level 6: Sorcerer 5&lt;br /&gt;
**Magical Guidance (sorcery point to reroll a d20), +1 Spell Known (probably has to be Fireball), Replace a known spell with Tongues, Level 3 spells, +2 Level 3 slots, Level 3 Psionic spells (Hunger of Hadar, Sending), maybe switch Detect Thoughts to See Invisibility or Hold Person &lt;br /&gt;
*Level 7: Sorcerer 6 &lt;br /&gt;
**Psionic Sorcery (able to subtly cast psionic spells with sorcery points), Psychic Defenses (resistance to psychic damage &amp;amp; advantage on saving throws against being charmed or frightened), +1 Level 3 slot, probably switch Hunger of Hadar to Tongues or maybe Enemies Abound&lt;br /&gt;
*Level 8: Warlock 2 (maybe move to level 6, but i think i prefer to accelerate getting psionic sorcery)&lt;br /&gt;
**+1 Pact Magic Level 1 Slot, Eldritch Invocations (Agonizing Blast, Eldritch Mind), +1 Spell Known (probably Protection from Evil and Good but Armor of Agathys, Cause Fear, or Hellish Rebuke are the other top warlock-exclusive options), &lt;br /&gt;
*Beyond: Probably all Sorcerer, game will likely not go long enough to consider Warlock 3 (for level 2 pact slots, +1 known spell, and probably a ritual tome pact) or fighter if lack of AC too hard to get over (but 1 level of fighter would just make me want a 2nd for action surge)&lt;br /&gt;
*Feats of interest: CHA ASI to get to 20 ASAP, then beg for GM dispensation to be able to take Metamagic Adept again to get a couple more metamagic options and sorcery points, when that fails maybe Eldritch Adept (Devil&#039;s Sight if darkvision is a problem or beg for GM dispensation to take Maddening Hex or other higher level-restricted option), Lucky, Spell Sniper?&lt;br /&gt;
*Spells of interest: mostly select direct offensive damage over buffing/charm/control spells outside of a few select shutdown or defensive spells but probably still have enough selections along with the psionic spells to select at least one or 2 fringe or utility spells every tier if not every spell level. spells marked (P) are options psionic feature&lt;br /&gt;
**Level 1: Feather Fall, Chaos Bolt, Tasha&#039;s Caustic Brew, Tasha&#039;s Hideous Laughter (P)&lt;br /&gt;
**Level 2: &lt;br /&gt;
***single opponent shutdown - Blindness/Deafness, Hold Person(P), Maximilian&#039;s Earthen Grasp, Phantasmal Force&lt;br /&gt;
***buff - Darkvision or See Invisibility(P), Enhance Ability (especially if other party spellcasters do not have access)&lt;br /&gt;
***protec - Mirror Image or Warding Wind&lt;br /&gt;
**Level 3: Counterspell, Enemies Abound(P), Fireball, Hypnotic Pattern, Fly, Tongues(P)&lt;/div&gt;</summary>
		<author><name>Bartley</name></author>
	</entry>
	<entry>
		<id>https://wiki.proteststand.com/index.php?title=Team_Alfa_Eighty-Eighth_Session&amp;diff=5780</id>
		<title>Team Alfa Eighty-Eighth Session</title>
		<link rel="alternate" type="text/html" href="https://wiki.proteststand.com/index.php?title=Team_Alfa_Eighty-Eighth_Session&amp;diff=5780"/>
		<updated>2026-03-14T06:01:38Z</updated>

		<summary type="html">&lt;p&gt;Bartley: /* 30th Harvest */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== 30th Harvest ==&lt;br /&gt;
(Combat, continued)&lt;br /&gt;
&lt;br /&gt;
After hard-fought battle the crew prevails, with one Gnoll captured alive for questioning. &lt;br /&gt;
&lt;br /&gt;
Afterwards, Sid and Wolf search use &#039;&#039;detect object&#039;&#039; for the brain worms only to discover the worm he had in a jar is missing, but one seems to be with.. Gruululacrum? He doesn&#039;t understand why we&#039;re asking him about the worm though. He sure seems able to concentrate on multiple spells at once...&lt;br /&gt;
&lt;br /&gt;
This seems to trigger something, though, and suddenly The Collector reveals he was inside the worm and has now taken over Gruululacrum. He claims: &amp;quot;I always knew Gruul was a plant&amp;quot; - a plant of [[the burrow]] (Gnomish CIA). &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Probably long term implant to keep an eye on Monstertown, just like the Pastor was for the Breaker Gnomes.&amp;quot; He&#039;s almost certainly still active in the world somehow.&lt;br /&gt;
&lt;br /&gt;
This Collector seems to be a copy of The Collector, without the loyalty to the Dread Lord. He also claims to have an increased ability to locate other worm-infected individuals and the ability to tell that the Pastor&#039;s worm source is the same as the other [[Greatlord Hurtz|Thralls]]. &lt;br /&gt;
&lt;br /&gt;
We are left only with questions:&lt;br /&gt;
* The Gnolls are unified, and SUPPORTED by clockwork hounds? Does this mean the Pastor has taken control of Doggtown?? Are we close enough their sentries might have heard or seen the explosions (there were several types of explosions and large blasts of fire as there should be. There were no known survivors beyond us and the captive and 1 escaped giant hyena) &lt;br /&gt;
* What can the captured mook tell us about what&#039;s going on in there?&lt;br /&gt;
* Will we &amp;lt;b&amp;gt;ever&amp;lt;/b&amp;gt; be rid of this fucking Collector?&lt;br /&gt;
&lt;br /&gt;
Tune in next time&lt;br /&gt;
&lt;br /&gt;
= Close =&lt;br /&gt;
&lt;br /&gt;
= Loot =&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Team Alfa Session Notes|88]]&lt;/div&gt;</summary>
		<author><name>Bartley</name></author>
	</entry>
	<entry>
		<id>https://wiki.proteststand.com/index.php?title=Halfling_Hand&amp;diff=5772</id>
		<title>Halfling Hand</title>
		<link rel="alternate" type="text/html" href="https://wiki.proteststand.com/index.php?title=Halfling_Hand&amp;diff=5772"/>
		<updated>2026-01-25T08:51:57Z</updated>

		<summary type="html">&lt;p&gt;Bartley: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Hand are a connected group of cross-tribal-and-national societies among [[Halflings]]&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Five of the six Hands date back to the breaking of the [[Wolfen-Khan]] after the [[Ubrekti Empire|Ubrekt]] conquest of the Halfling plains and the destruction of much of early Halfling culture. The youngest Hand, the White, dates to the founding of the [[Alexandrian Church|Alexandrian faith]] in the first century [[FI]]. These societies transcended the old blood and clan lines and have helped to enforce and preserve a broad cross-cultural unity to the scattered Halfling tribes as they have spread across the length and breadth of the continent in the centuries since. &lt;br /&gt;
&lt;br /&gt;
==Hands== &lt;br /&gt;
*Golden Hand: Diplomats and the negotiators/adjudicators of both cross-Hand and Halfling vs non-Halfling disputes. They mostly include top merchants and most prosperous heads of the carnival circuit runners as well the top customs inspectors, messengers, record-keepers and many accountants. A common refrain is that &#039;&#039;The [[Concord of the Highways]] was written in ink but is enforced by Gold&#039;&#039; as they are responsible for negotiating those city and National payments and obligations of that treaty and settling any conflicts that arise from it. &lt;br /&gt;
*Green Hand: [[Druids]] and the Druid-Adjacent. Many Halflings view them as the primary religious and magical authority. Few non-Halflings are ever aware of them beyond Druids/Rangers/non-Alexandrian types. Some claim they are the only group that pre-date the Concord.&lt;br /&gt;
*Black Hand: &amp;quot;Scorpion Clan&amp;quot; types, killers for hire or spies and enforcers of last resort depending on perspective. The very existence of this Hand is usually explicitly denied or downplayed if mentioned by non-Halflings. Some claim they are the only group that pre-date the Concord.&lt;br /&gt;
*Red Hand: Captains of River barges/ferries, leaders of teams of dog-riders/harriers or the head shepherds of large migratory herds. Members of this Hand are the most likely to be well-known among local non-Halflings as the actual negotiators of contracts and leaders and standard above the board traders.&lt;br /&gt;
*Blue Hand: Going below the board, smugglers, war profiteers, hospitallers and traders of last resort. Any traders or transports who publicize membership in this Hand are implicitly saying they can get anything to anywhere as long as the requestor is willing to pay for carriage and required fees/bribes. Some claim they are the only group that pre-date the Concord.&lt;br /&gt;
*White Hand: The followers of the &amp;quot;new&amp;quot; religion. The White Hand was formed in the first century of the [[Alexandrian Church]] by early Halfling missionaries. It is comprised of Alexandrian clerics, evangelists, healers, acolytes, theologians, etc. While remaining dedicated to the Alexandrian faith membership in the White Hand is usually contingent on a focus of using those resources for the good of Halfling-kind and others. As such it has survived the collapse of the singular united central church post-[[War of Schism]] period and has in fact prospered as a cross-national and cross-sectarian network focused on magical aid and &amp;quot;humanitarian&amp;quot; assistance even when members might pledge loyalty to different leadership. &lt;br /&gt;
&lt;br /&gt;
==Organization==&lt;br /&gt;
Membership is a great honor recognized across cultural and national lines and are explicitly non-inheritable. All Hands have varying procedures to suggest new members as well as to remove or censure members who violate norms or prove to be unworthy. Many members will change their title/name/dba after they accept membership such as dropping their family name to just a rank and the color of their Hand &lt;br /&gt;
(EXAMPLE: Syren Flatfoot switched to signing all his contracts as Captain S. Redhand after he was offered a &amp;quot;Hand up&amp;quot; and inducted as a Red Hand following his inheritance of the captainship of his family&#039;s 3-ship ferry service along the [[Grenrhusk River]])&lt;br /&gt;
&lt;br /&gt;
==Tribal Leadership Roles==&lt;br /&gt;
A Halfling tribe - River and Road both - is almost always run by a member of one hand or the other. Usually the demeanor of that leader&#039;s hand will determine the nature of the tribe&#039;s operations. Obviously Golden, Red, Blue, or White Hands are the most represented among leadership positions. Tribes run by the other Hands are not unheard of, but are usually situational. The Black Hand do not operate openly, and are not even spoken of openly by the superstitious. Even in the rare cases where a Black Hand leads a band they usually do so under a cover identity or through a false-front cutout leader of a different Hand. The Green Hand almost always prefer to operate as advisors, though in a crisis they might be looked to as a steady hand to see a tribe through difficult times. The Green Hand are also usually the go-to for placeholder or closely-contested leadership bids as any group of Halflings large enough to have a leadership crisis almost certainly has druids who are widely respected.&lt;/div&gt;</summary>
		<author><name>Bartley</name></author>
	</entry>
	<entry>
		<id>https://wiki.proteststand.com/index.php?title=Halfling_Hand&amp;diff=5771</id>
		<title>Halfling Hand</title>
		<link rel="alternate" type="text/html" href="https://wiki.proteststand.com/index.php?title=Halfling_Hand&amp;diff=5771"/>
		<updated>2026-01-25T07:38:42Z</updated>

		<summary type="html">&lt;p&gt;Bartley: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Hand is an inter-connected group of fraternal organizations that are tremendously important in [[Halfling]] culture and society. &lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Five of the six Hands date back to the breaking of the [[Wolfen-Khan]] after the [[Ubrekti Empire|Ubrekt]] conquest of the Halfling plains and the destruction of much of early Halfling culture. The youngest Hand, the White, dates to the founding of the [[Alexandrian Church|Alexandrian faith]] in the first century [[FI]]. These societies transcended the old blood and clan lines and have helped to enforce and preserve a broad cross-cultural unity to the scattered Halfling tribes as they have spread across the length and breadth of the continent in the centuries since. &lt;br /&gt;
&lt;br /&gt;
==Hands== &lt;br /&gt;
*Golden Hand: Diplomats and the negotiators/adjudicators of both cross-Hand and Halfling vs non-Halfling disputes. They mostly include top merchants and most prosperous heads of the carnival circuit runners as well the top customs inspectors, messengers, record-keepers and many accountants. A common refrain is that &#039;&#039;The [[Concord of the Highways]] was written in ink but is enforced by Gold&#039;&#039; as they are responsible for negotiating those city and National payments and obligations of that treaty and settling any conflicts that arise from it. &lt;br /&gt;
*Green Hand: [[Druids]] and the Druid-Adjacent. Many Halflings view them as the primary religious and magical authority. Few non-Halflings are ever aware of them beyond Druids/Rangers/non-Alexandrian types. Some claim they are the only group that pre-dated the Concord.&lt;br /&gt;
*Black Hand: &amp;quot;Scorpion Clan&amp;quot; types, killers for hire or spies and enforcers of last resort depending on perspective. The very existence of this Hand is usually explicitly denied or downplayed if mentioned by non-Halflings. Some claim they are the only group that pre-dated the Concord.&lt;br /&gt;
*Red Hand: Captains of River barges/ferries, leaders of teams of dog-riders/harriers or the head shepherds of large migratory herds. Members of this Hand are the most likely to be well-known among local non-Halflings as the actual negotiators of contracts and leaders and standard above the board traders.&lt;br /&gt;
*Blue Hand: Going below the board, smugglers, war profiteers, hospitallers and traders of last resort. Any traders or transports who publicize membership in this Hand are implicitly saying they can get anything to anywhere as long as the requestor is willing to pay for carriage and required fees/bribes. Some claim they are the only group that pre-dated the Concord.&lt;br /&gt;
*White Hand: The followers of the &amp;quot;new&amp;quot; religion. The White Hand was formed in the first century of the [[Alexandrian Church]] by early Halfling missionaries. It is comprised of Alexandrian clerics, evangelists, healers, acolytes, theologians, etc. While remaining dedicated to the Alexandrian faith membership in the White Hand is usually contingent on a focus of using those resources for the good of Halfling-kind and others. As such it has survived the collapse of the singular united central church post-[[War of Schism]] period and has in fact prospered as a cross-national and cross-sectarian network focused on magical aid and &amp;quot;humanitarian&amp;quot; assistance even when members might pledge loyalty to different leadership. &lt;br /&gt;
&lt;br /&gt;
==Organization==&lt;br /&gt;
Membership is a great honor recognized across cultural and national lines and are explicitly non-inheritable. All Hands have varying procedures to suggest new members as well as to remove or censure members who violate norms or prove to be unworthy. Many members will change their title/name/dba after they accept membership such as dropping their family name to just a rank and the color of their Hand &lt;br /&gt;
(EXAMPLE: Syren Flatfoot switched to signing all his contracts as Captain S. Redhand after he was offered a &amp;quot;Hand up&amp;quot; and inducted as a Red Hand following his inheritance of the captainship of his family&#039;s 3-ship ferry service along the [[Grenrhusk River]])&lt;br /&gt;
&lt;br /&gt;
==Tribal Leadership Roles==&lt;br /&gt;
A Halfling tribe - River and Road both - is almost always run by a member of one hand or the other. Usually the demeanor of that leader&#039;s hand will determine the nature of the tribe&#039;s operations. Obviously Golden, Red, Blue, or White Hands are the most represented among leadership positions. Tribes run by the other Hands are not unheard of, but are usually situational. The Black Hand do not operate openly, and are not even spoken of openly by the superstitious. Even in the rare cases where a Black Hand leads a band they usually do so under a cover identity or through a false-front cutout leader of a different Hand. A Red Hand-led band, for example, would basically be a skirmisher cavalry army. Usually not sustainable, but many may spring up in times of crisis or from time to time as small roving mercenary groups. The Green Hand almost always prefer to operate as advisors, though in a crisis they might be looked to as a steady hand to see a tribe through difficult times. The Green Hand are also usually the go-to for placeholder or closely-contested leadership bids as any group of Halflings large enough to have a leadership crisis almost certainly has druids who are widely respected.&lt;/div&gt;</summary>
		<author><name>Bartley</name></author>
	</entry>
	<entry>
		<id>https://wiki.proteststand.com/index.php?title=Halfling_Hand&amp;diff=5770</id>
		<title>Halfling Hand</title>
		<link rel="alternate" type="text/html" href="https://wiki.proteststand.com/index.php?title=Halfling_Hand&amp;diff=5770"/>
		<updated>2026-01-25T07:23:21Z</updated>

		<summary type="html">&lt;p&gt;Bartley: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Hand is the name given to a connected group of fraternal organizations that are tremendously important in [[Halfling]] culture and society. &lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Five of the six Hands date back to the breaking of the [[Wolfen-Khan]] after the [[Ubrekti Empire|Ubrekt]] conquest of the Halfling plains and the destruction of much of early Halfling culture. The youngest Hand, the White, dates to the founding of the [[Alexandrian Church|Alexandrian faith]] in the first century [[FI]]. These societies transcended the old blood and clan lines and have helped to enforce and preserve a broad cross-cultural unity to the scattered Halfling tribes as they have spread across the length and breadth of the continent in the centuries since. &lt;br /&gt;
&lt;br /&gt;
==Organization==&lt;br /&gt;
Membership is a great honor recognized across cultural and national lines. While memberships do often follow family/tribal lines memberships are explicitly non-inheritable and all Hands have varying procedures to suggest new members as well as to remove or censure members who violate norms or prove to be unworthy. Many members will change their title/name/dba after they accept membership such as dropping their family name to just a rank and the color of their Hand &lt;br /&gt;
(EXAMPLE: Syren Flatfoot switched to signing all his contracts as Captain Syren Redhand after he was offered a &amp;quot;Hand up&amp;quot; and inducted as a Red Hand following his inheritance of the captainship of his family&#039;s 3-ship ferry service along the [[Grenrhusk River]])&lt;br /&gt;
&lt;br /&gt;
==Hands== &lt;br /&gt;
*Golden Hand: Diplomats and the negotiators/adjudicators of both cross-Hand and Halfling vs non-Halfling disputes. They mostly include top merchants and most prosperous heads of the carnival circuit runners as well the top customs inspectors, messengers, record-keepers and many accountants. A common refrain is that &#039;&#039;The [[Concord of the Highways]] was written in ink but is enforced by Gold&#039;&#039; as they are responsible for negotiating those city and National payments and obligations of that treaty and settling any conflicts that arise from it. &lt;br /&gt;
*Green Hand: [[Druids]] and the Druid-Adjacent. Many Halflings view them as the primary religious and magical authority. Few non-Halflings are ever aware of them beyond Druids/Rangers/non-Alexandrian types. Some claim they are the only group that pre-dated the Concord.&lt;br /&gt;
*Black Hand: &amp;quot;Scorpion Clan&amp;quot; types, killers for hire or spies and enforcers of last resort depending on perspective. The very existence of this Hand is usually explicitly denied or downplayed if mentioned by non-Halflings. Some claim they are the only group that pre-dated the Concord.&lt;br /&gt;
*Red Hand: Captains of River barges/ferries, leaders of teams of dog-riders/harriers or the head shepherds of large migratory herds. Members of this Hand are the most likely to be well-known among local non-Halflings as the actual negotiators of contracts and leaders and standard above the board traders.&lt;br /&gt;
*Blue Hand: Going below the board, smugglers, war profiteers, hospitallers and traders of last resort. Any traders or transports who publicize membership in this Hand are implicitly saying they can get anything to anywhere as long as the requestor is willing to pay for carriage and required fees/bribes. Some claim they are the only group that pre-dated the Concord.&lt;br /&gt;
*White Hand: The followers of the &amp;quot;new&amp;quot; religion. The White Hand was formed in the first century of the [[Alexandrian Church]] by early Halfling missionaries. It is comprised of Alexandrian clerics, evangelists, healers, acolytes, theologians, etc. While remaining dedicated to the Alexandrian faith membership in the White Hand is usually contingent on a focus of using those resources for the good of Halfling-kind and others. As such it has survived the collapse of the singular united central church post-[[War of Schism]] period and has in fact prospered as a cross-national and cross-sectarian network focused on magical aid and &amp;quot;humanitarian&amp;quot; assistance even when members might pledge loyalty to different leadership. &lt;br /&gt;
&lt;br /&gt;
A Halfling tribe - River and Road both - is almost always run by a member of one hand or the other. Usually the demeanor of that leader&#039;s hand will determine the nature of the tribe&#039;s operations. Obviously Golden, Red, Blue, or White Hands are the most represented among leadership positions. Tribes run by the other Hands are not unheard of, but are usually situational. The Black Hand do not operate openly, and are not even spoken of openly by the superstitious. Even in the rare cases where a Black Hand leads a band they usually do so under a cover identity or through a false-front cutout leader of a different Hand. A Red Hand-led band, for example, would basically be a skirmisher cavalry army. Usually not sustainable, but many may spring up in times of crisis or from time to time as small roving mercenary groups. The Green Hand almost always prefer to operate as advisors, though in a crisis they might be looked to as a steady hand to see a tribe through difficult times. The Green Hand are also usually the go-to for placeholder or closely-contested leadership bids as any group of Halflings large enough to have a leadership crisis almost certainly has druids who are widely respected.&lt;/div&gt;</summary>
		<author><name>Bartley</name></author>
	</entry>
	<entry>
		<id>https://wiki.proteststand.com/index.php?title=Halfling_Hand&amp;diff=5769</id>
		<title>Halfling Hand</title>
		<link rel="alternate" type="text/html" href="https://wiki.proteststand.com/index.php?title=Halfling_Hand&amp;diff=5769"/>
		<updated>2026-01-25T07:11:12Z</updated>

		<summary type="html">&lt;p&gt;Bartley: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Hand is the name given to a connected group of fraternal organizations that are tremendously important in [[Halfling]] culture and society. &lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Five of the six Hands date back to the breaking of the [[Wolfen-Khan]] after the [[Ubrekti Empire|Ubrekt]] conquest of the Halfling plains and the destruction of much of early Halfling culture. The youngest Hand, the White, dates to the founding of the [[Alexandrian Church|Alexandrian faith]] in the first century [[FI]]. These societies transcended the old blood and clan lines and have helped to enforce and preserve a broad cross-cultural unity to the scattered Halfling tribes as they have spread across the length and breadth of the continent in the centuries since. &lt;br /&gt;
&lt;br /&gt;
==Organization==&lt;br /&gt;
Membership is a great honor recognized across cultural and national lines. While memberships do often follow family/tribal lines memberships are explicitly non-inheritable and all Hands have varying procedures to suggest new members as well as to remove or censure members who violate norms or prove to be unworthy. Many members will change their title/name/dba after they accept membership such as dropping their family name to just a rank and the color of their Hand &lt;br /&gt;
(EXAMPLE: Syren Flatfoot switched to signing all his contracts as Captain Syren Redhand after he was offered a &amp;quot;Hand up&amp;quot; and inducted as a Red Hand following his inheritance of the captainship of his family&#039;s 3-ship ferry service along the [[Grenrhusk River]])&lt;br /&gt;
&lt;br /&gt;
==Hands== &lt;br /&gt;
*Golden Hand: Diplomats and the negotiators/adjudicators of both cross-Hand and Halfling vs non-Halfling disputes. They mostly include top merchants and most prosperous heads of the carnival circuit runners as well the top customs inspectors, messengers, record-keepers and many accountants. A common refrain is that &#039;&#039;The [[Concord of the Highways]] was written in ink but is enforced by Gold&#039;&#039; as they are responsible for negotiating those city and National payments and obligations of that treaty and settling any conflicts that arise from it. They will claim they negotiated the Con&lt;br /&gt;
*Green Hand: [[Druids]] and the Druid-Adjacent. Many Halflings view them as the primary religious and magical authority. Few non-Halflings are ever aware of them beyond Druids/Rangers/non-Alexandrian types. Some claim they are the only group that pre-dated the Concord.&lt;br /&gt;
*Black Hand: &amp;quot;Scorpion Clan&amp;quot; types, killers for hire or spies and enforcers of last resort depending on perspective. The very existence of this Hand is usually explicitly denied or downplayed if mentioned by non-Halflings.&lt;br /&gt;
*Red Hand: Captains of River barges/ferries, leaders of teams of dog-riders/harriers or the head shepherds of large migratory herds. Members of this Hand are the most likely to be well-known among local non-Halflings as the actual negotiators of contracts and leaders and standard above the board traders.&lt;br /&gt;
*Blue Hand: Going below the board, smugglers, war profiteers, hospitallers and traders of last resort. Any traders or transports who publicize membership in this Hand are implicitly saying they can get anything to anywhere as long as the requestor is willing to pay for carriage and required fees/bribes. &lt;br /&gt;
*White Hand: The followers of the &amp;quot;new&amp;quot; religion. The White Hand was formed in the first century of the [[Alexandrian Church]] by early Halfling missionaries. It is comprised of Alexandrian clerics, evangelists, healers, acolytes, theologians, etc. While remaining dedicated to the Alexandrian faith membership in the White Hand is usually contingent on a focus of using those resources for the good of Halfling-kind and others. As such it has survived the collapse of the singular united central church post-[[War of Schism]] period and has in fact prospered as a cross-national and cross-sectarian network focused on magical aid and &amp;quot;humanitarian&amp;quot; assistance even when members might pledge loyalty to different leadership. &lt;br /&gt;
&lt;br /&gt;
A Halfling tribe - River and Road both - is almost always run by a member of one hand or the other. Usually the demeanor of that leader&#039;s hand will determine the nature of the tribe&#039;s operations. Obviously Golden, Red, Blue, or White Hands are the most represented among leadership positions. Tribes run by the other Hands are not unheard of, but are usually situational. The Black Hand do not operate openly, and are not even spoken of openly by the superstitious. Even in the rare cases where a Black Hand leads a band they usually do so under a cover identity or through a false-front cutout leader of a different Hand. A Red Hand-led band, for example, would basically be a skirmisher cavalry army. Usually not sustainable, but many may spring up in times of crisis or from time to time as small roving mercenary groups. The Green Hand almost always prefer to operate as advisors, though in a crisis they might be looked to as a steady hand to see a tribe through difficult times. The Green Hand are also usually the go-to for placeholder or closely-contested leadership bids as any group of Halflings large enough to have a leadership crisis almost certainly has druids who are widely respected.&lt;/div&gt;</summary>
		<author><name>Bartley</name></author>
	</entry>
	<entry>
		<id>https://wiki.proteststand.com/index.php?title=Halfling_Hand&amp;diff=5768</id>
		<title>Halfling Hand</title>
		<link rel="alternate" type="text/html" href="https://wiki.proteststand.com/index.php?title=Halfling_Hand&amp;diff=5768"/>
		<updated>2026-01-25T06:23:52Z</updated>

		<summary type="html">&lt;p&gt;Bartley: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Hand is the name given to a connected group of fraternal organizations that are tremendously important in [[Halfling]] culture and society. &lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Five of the six Hands date back to the breaking of the [[Wolfen-Khan]] after the [[Ubekti]] conquest of the Halfling plains and the destruction of much of early Halfling culture. The youngest Hand, the White, dates to the founding of the [[Alexandrian Church|Alexandrian faith]] in the first century [[FI]]. These societies transcended the old blood and clan lines and have helped to enforce and preserve a broad cross-cultural unity to the scattered Halfling tribes as they have spread across the length and breadth of the continent in the centuries since. &lt;br /&gt;
&lt;br /&gt;
==Organization==&lt;br /&gt;
Membership in these societies is very selective butMembership is a great honor recognized across local and national lines. Members of a Hand are often the selected from the most widely-respected members of a tribes&#039; leadership or at least those directly tied to important or high-ranking members. While memberships do often follow family/tribal lines memberships are explicitly non-inheritable and all Hands have varying procedures to remove or censure members who violate norms or prove to be unworthy. Many members will change their title/name/dba when they accept membership such as dropping their family name to just a rank and the color of their Hand (EXAMPLE: Syren Flatfoot switched to signing all his contracts as Captain Syren Redhand after he was offered a &amp;quot;Hand up&amp;quot; and inducted as a Red Hand following his inheritance of the captainship of his family&#039;s 5-ship ferry service along the [[Grenrhusk River]])&lt;br /&gt;
&lt;br /&gt;
==Hands== &lt;br /&gt;
*Golden Hand: Diplomats and the negotiators/adjudicators of both cross-Hand and Halfling vs non-Halfling disputes. They mostly include top merchants and most prosperous heads of the carnival circuit runners as well the top customs inspectors, messengers, record-keepers and many accountants. They claim the right have have ended the the genocide by the [[Ubrekt]] and the maintaining the status quo for hundreds of years. A common refrain is that &#039;&#039;The [Concord of the Highways]] was written in ink but is enforced by Gold&#039;&#039; as they are responsible for negotiating those city and National payments and obligations of that treaty and settling any conflicts that arise from it. &lt;br /&gt;
*Green Hand: [[Druids]] and the Druid-Adjacent. Many Halflings view them as the primary religious and magical authority. Few non-Halflings are ever aware of them beyond Druids/Rangers/non-Alexandrian types. Some claim they are the only group that pre-dated the Concord.&lt;br /&gt;
*Black Hand: &amp;quot;Scorpion Clan&amp;quot; types, killers for hire or spies and enforcers of last resort depending on perspective. The very existence of this Hand is usually explicitly denied or downplayed if mentioned by non-Halflings.&lt;br /&gt;
*Red Hand: Captains of River barges/ferries, leaders of teams of dog-riders/harriers or the head shepherds of large migratory herds. Members of this Hand are the most likely to be welal-known among non-Halflings as the actual negotiators of contracts and as the important local leaders. &lt;br /&gt;
*Blue Hand: Smugglers, war profiteers, hospitallers and traders of last resort. Any traders or transports who publicize membership in this Hand are implicitly saying they can get anything to anywhere as long as the requestor is willing to pay for carriage and required fees/bribes. &lt;br /&gt;
*White Hand: The followers of the &amp;quot;new&amp;quot; religion. The White Hand was formed in the first century of the [[[[Alexandrian Church]] by early Halfling missionaries. It is comprised of Alexandrian clerics, evangelists, healers, acolytes, theologians, etc. While remaining dedicated to the Alexandrian faith membership in the White Hand is usually contingent on a focus of using those resources for the good of Halfling-kind as well as other [[Goodly Races]]. As such it has survived the collapse of the singular united central church post-[[War of Schism]] period and has in fact prospered as a cross-national and cross-sectarian network focused on magical aid and &amp;quot;humanitarian&amp;quot; assistance even when members might pledge loyalty to different leadership. &lt;br /&gt;
&lt;br /&gt;
A Halfling tribe - River and Road both - is almost always run by a member of one hand or the other. Usually the demeanor of that leader&#039;s hand will determine the nature of the tribe&#039;s operations. Obviously Golden, Red, Blue, or White Hands are the most represented among leadership positions. Tribes run by the other Hands are not unheard of, but are usually situational. The Black Hand do not operate openly, and are not even spoken of openly by the superstitious. Even in the rare cases where a Black Hand leads a band they usually do so under a cover identity or through a false-front cutout leader of a different Hand. A Red Hand-led band, for example, would basically be a skirmisher cavalry army. Usually not sustainable, but many may spring up in times of crisis or from time to time as small roving mercenary groups. The Green Hand almost always prefer to operate as advisors, though in a crisis they might be looked to as a steady hand to see a tribe through difficult times. The Green Hand are also usually the go-to for placeholder or closely-contested leadership bids as any group of Halflings large enough to have a leadership crisis almost certainly has druids who are widely respected.&lt;/div&gt;</summary>
		<author><name>Bartley</name></author>
	</entry>
	<entry>
		<id>https://wiki.proteststand.com/index.php?title=Halfling_Hand&amp;diff=5767</id>
		<title>Halfling Hand</title>
		<link rel="alternate" type="text/html" href="https://wiki.proteststand.com/index.php?title=Halfling_Hand&amp;diff=5767"/>
		<updated>2026-01-25T05:42:51Z</updated>

		<summary type="html">&lt;p&gt;Bartley: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Hand are an ancient set of fraternal organizations that are tremendously important in [[Halfling]] culture and society. Five of the six Hands date back to the breaking of the [[Wolfen-Khan]] and the assimilation of the Halflings into the nations of the Humans. The youngest Hand, the White, dates to the founding of the [[Alexandrian Church|Alexandrian faith]] in the first century [[FI]].  These societies transcended the old blood and clan lines and helped bring cultural unity to the scattered Halfling tribes. Membership in these societies is very selective: perhaps one in ten Halflings belong to a Hand. Membership is a great honor recognized across local and national lines. Members of a Hand are often the selected from the most widely-respected members of a tribes&#039; leadership or at least those directly tied to important or high-ranking members. While memberships do often follow family/tribal lines memberships are explicitly non-inheritable and all Hands have varying procedures to remove or censure members who violate norms or prove to be unworthy. Many members will change their title/name/dba when they accept membership such as dropping their family name to just a rank and the color of their Hand (for example Syren Flatfoot choosing to sign contracts as Captain Syren Redhand after offered a &amp;quot;hand up&amp;quot; (ex: when he took on the captainship of his family&#039;s 5-ship ferry service along the [[Grenrhusk River]])&lt;br /&gt;
&lt;br /&gt;
==hands== &lt;br /&gt;
*Golden Hand: Diplomats and the negotiators/adjudicators of both cross-Hand and Halfling vs non-Halfling disputes. They mostly include top merchants and most prosperous heads of the carnival circuit runners as well the top customs inspectors, messengers, record-keepers and many accountants. They claim the right have have ended the the genocide by the [[Ubrekt]] and the maintaining the status quo for hundreds of years. A common refrain is that &#039;&#039;The [Concord of the Highways]] was written in ink but is enforced by Gold&#039;&#039; as they are responsible for negotiating those city and National payments and obligations of that treaty and settling any conflicts that arise from it. &lt;br /&gt;
*Green Hand: [[Druids]] and the Druid-Adjacent. Many Halflings view them as the primary religious and magical authority. Few non-Halflings are ever aware of them beyond Druids/Rangers/non-Alexandrian types. Some claim they are the only group that pre-dated the Concord.&lt;br /&gt;
*Black Hand: &amp;quot;Scorpion Clan&amp;quot; types, killers for hire or spies and enforcers of last resort depending on perspective. The very existence of this Hand is usually explicitly denied or downplayed if mentioned by non-Halflings.&lt;br /&gt;
*Red Hand: Captains of River barges/ferries, leaders of teams of dog-riders/harriers or the head shepherds of large migratory herds. Members of this Hand are the most likely to be welal-known among non-Halflings as the actual negotiators of contracts and as the important local leaders. &lt;br /&gt;
*Blue Hand: Smugglers, war profiteers, hospitallers and traders of last resort. Any traders or transports who publicize membership in this Hand are implicitly saying they can get anything to anywhere as long as the requestor is willing to pay for carriage and required fees/bribes. &lt;br /&gt;
*White Hand: The followers of the &amp;quot;new&amp;quot; religion. The White Hand was formed in the first century of the [[[[Alexandrian Church]] by early Halfling missionaries. It is comprised of Alexandrian clerics, evangelists, healers, acolytes, theologians, etc. While remaining dedicated to the Alexandrian faith membership in the White Hand is usually contingent on a focus of using those resources for the good of Halfling-kind as well as other [[Goodly Races]]. As such it has survived the collapse of the singular united central church post-[[War of Schism]] period and has in fact prospered as a cross-national and cross-sectarian network focused on magical aid and &amp;quot;humanitarian&amp;quot; assistance even when members might pledge loyalty to different leadership. &lt;br /&gt;
&lt;br /&gt;
A Halfling tribe - River and Road both - is almost always run by a member of one hand or the other. Usually the demeanor of that leader&#039;s hand will determine the nature of the tribe&#039;s operations. Obviously Golden, Red, Blue, or White Hands are the most represented among leadership positions. Tribes run by the other Hands are not unheard of, but are usually situational. The Black Hand do not operate openly, and are not even spoken of openly by the superstitious. Even in the rare cases where a Black Hand leads a band they usually do so under a cover identity or through a false-front cutout leader of a different Hand. A Red Hand-led band, for example, would basically be a skirmisher cavalry army. Usually not sustainable, but many may spring up in times of crisis or from time to time as small roving mercenary groups. The Green Hand almost always prefer to operate as advisors, though in a crisis they might be looked to as a steady hand to see a tribe through difficult times. The Green Hand are also usually the go-to for placeholder or closely-contested leadership bids as any group of Halflings large enough to have a leadership crisis almost certainly has druids who are widely respected.&lt;/div&gt;</summary>
		<author><name>Bartley</name></author>
	</entry>
	<entry>
		<id>https://wiki.proteststand.com/index.php?title=Blackguard&amp;diff=5764</id>
		<title>Blackguard</title>
		<link rel="alternate" type="text/html" href="https://wiki.proteststand.com/index.php?title=Blackguard&amp;diff=5764"/>
		<updated>2025-11-13T09:14:38Z</updated>

		<summary type="html">&lt;p&gt;Bartley: Created page with &amp;quot;During the Prophets&amp;#039; War, Arak was able to convert many Oracles to become Dark Oracles on his side and their corrupted protectors from the Oracular Phalanx became known as the Blackguard.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;During the [[Prophets&#039; War]], [[Arak]] was able to convert many [[Oracles]] to become [[Dark Oracle|Dark Oracles]] on his side and their corrupted protectors from the [[Oracular Phalanx]] became known as the [[Blackguard]].&lt;/div&gt;</summary>
		<author><name>Bartley</name></author>
	</entry>
	<entry>
		<id>https://wiki.proteststand.com/index.php?title=Oracular_Phalanx&amp;diff=5763</id>
		<title>Oracular Phalanx</title>
		<link rel="alternate" type="text/html" href="https://wiki.proteststand.com/index.php?title=Oracular_Phalanx&amp;diff=5763"/>
		<updated>2025-11-13T09:13:11Z</updated>

		<summary type="html">&lt;p&gt;Bartley: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;During the [[Age of Demigods]], the Oracular Phalanx were the paladin orders dedicated to locating, training, and protecting children destined to become [[Oracles]] for the various [[Demi-Pantheon]] and their churches across the mainland. The oracular connection was very intense and demanding but generally burned out at a young age leaving very changed and often disconnected and alienated former Oracles. Many former Oracles who survived to adulthood and were still able to remain functional around people joined the Phalanx.&lt;br /&gt;
&lt;br /&gt;
During the [[Prophets&#039; War]], [[Arak]] was able to convert many Oracles to become [[Dark Oracle|Dark Oracles]] on his side and their corrupted paladins were known as the [[Blackguard]].&lt;/div&gt;</summary>
		<author><name>Bartley</name></author>
	</entry>
	<entry>
		<id>https://wiki.proteststand.com/index.php?title=Oracular_Phalanx&amp;diff=5762</id>
		<title>Oracular Phalanx</title>
		<link rel="alternate" type="text/html" href="https://wiki.proteststand.com/index.php?title=Oracular_Phalanx&amp;diff=5762"/>
		<updated>2025-11-13T09:12:47Z</updated>

		<summary type="html">&lt;p&gt;Bartley: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;During the [[Age of Demigods]], the Oracular Phalanx were the paladin orders dedicated to locating, training, and protecting children destined to become [[Oracles]] for the various [[Demi-Pantheon]] and their churches across the mainland. The oracular connection was very intense and demanding but generally burned out at a young age leaving very changed and often disconnected and alienated former Oracles. Many former Oracles who survived to adulthood and were still able to remain functional around people joined the Phalanx.&lt;br /&gt;
&lt;br /&gt;
During the [[Prophets&#039; War]], [[Arak]] was able to convert many Oracles to become [[Dark Oracle|Dark Oracless]] on his side and their corrupted paladins were known as the [[Blackguard]].&lt;/div&gt;</summary>
		<author><name>Bartley</name></author>
	</entry>
	<entry>
		<id>https://wiki.proteststand.com/index.php?title=Oracular_Phalanx&amp;diff=5761</id>
		<title>Oracular Phalanx</title>
		<link rel="alternate" type="text/html" href="https://wiki.proteststand.com/index.php?title=Oracular_Phalanx&amp;diff=5761"/>
		<updated>2025-11-13T09:12:16Z</updated>

		<summary type="html">&lt;p&gt;Bartley: Created page with &amp;quot;During the Age of Demigods, the Oracular Phalanx were the paladin orders dedicated to locating, training, and protecting children destined to become Oracles for the various Demi-Pantheon and their churches across the mainland. The oracular connection was very intense and demanding but generally burned out at a young age leaving very changed and often disconnected and alienated former Oracles. Many former Oracles who survived to adulthood and were still able t...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;During the [[Age of Demigods]], the Oracular Phalanx were the paladin orders dedicated to locating, training, and protecting children destined to become [[Oracles]] for the various [[Demi-Pantheon]] and their churches across the mainland. The oracular connection was very intense and demanding but generally burned out at a young age leaving very changed and often disconnected and alienated former Oracles. Many former Oracles who survived to adulthood and were still able to remain functional around people joined the Phalanx.&lt;br /&gt;
&lt;br /&gt;
During the [[Prophets&#039; War]], [[Arak]] was able to convert many Oracles to become [[Dark Oracles]] on his side and their corrupted paladins were known as the [[Blackguard]].&lt;/div&gt;</summary>
		<author><name>Bartley</name></author>
	</entry>
	<entry>
		<id>https://wiki.proteststand.com/index.php?title=Dark_Oracle&amp;diff=5760</id>
		<title>Dark Oracle</title>
		<link rel="alternate" type="text/html" href="https://wiki.proteststand.com/index.php?title=Dark_Oracle&amp;diff=5760"/>
		<updated>2025-11-13T08:46:16Z</updated>

		<summary type="html">&lt;p&gt;Bartley: Created page with &amp;quot;Much like the Oracles were the mouthpieces of the Demi-Pantheon, the first Dark Oracle was Arak and he acted as an agent, mouthpiece, and direct conduit of power for the Dark Fiend to interact with the world. Arak became known as the Darkling Prophet as he was able to turn other Oracles to the darkest side of their portfolio (perhaps even influencing/corrupting the Demi-God connected to the Oracle). These corrupted Oracles with their corrupted Blackguar...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Much like the [[Oracles]] were the mouthpieces of the [[Demi-Pantheon]], the first Dark Oracle was [[Arak]] and he acted as an agent, mouthpiece, and direct conduit of power for the [[Dark Fiend]] to interact with the world. Arak became known as the Darkling Prophet as he was able to turn other Oracles to the darkest side of their portfolio (perhaps even influencing/corrupting the Demi-God connected to the Oracle). These corrupted Oracles with their corrupted [[Blackguard]] Paladin protectors and whatever church and state power they could command or take over made up much of the upper command structure of Arak&#039;s side of the [[Prophets&#039; War]] against [[Alexandria]] and the [[First Stand]]&lt;/div&gt;</summary>
		<author><name>Bartley</name></author>
	</entry>
	<entry>
		<id>https://wiki.proteststand.com/index.php?title=Kivan&amp;diff=5759</id>
		<title>Kivan</title>
		<link rel="alternate" type="text/html" href="https://wiki.proteststand.com/index.php?title=Kivan&amp;diff=5759"/>
		<updated>2025-11-13T08:25:32Z</updated>

		<summary type="html">&lt;p&gt;Bartley: Redirected page to Kivan Elyryn&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Kivan Elyryn]]&lt;/div&gt;</summary>
		<author><name>Bartley</name></author>
	</entry>
	<entry>
		<id>https://wiki.proteststand.com/index.php?title=Arak&amp;diff=5758</id>
		<title>Arak</title>
		<link rel="alternate" type="text/html" href="https://wiki.proteststand.com/index.php?title=Arak&amp;diff=5758"/>
		<updated>2025-11-13T08:05:43Z</updated>

		<summary type="html">&lt;p&gt;Bartley: copied from old wiki with minor cleanup&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{statsbox|Evil Arek.JPG|??|Human|Dark Prophet (Cleric)|No Signature Armor|No Signature Weapon|Village of [[Tragidore]]}}&lt;br /&gt;
&lt;br /&gt;
Arak (alternatively spelled Arek) was one of the central antagonists to [[Alexandria]] during [[Prophet&#039;s War]] and one of the central unequivocal villains in the [[Canon of Orthodoxy]]. Though unimaginatively cruel and flagrantly evil, he did not choose that state, and so the Testimonials by and large treat Arak as a tragic, pitiable figure rather than an object of hatred or scorn. &lt;br /&gt;
&lt;br /&gt;
A peer of Alexandria born in the village of [[Tragidore]], it was Arak who first discovered and awoke the [[Black Wyrm]] while poaching in the [[Tragidorian Forest]]. The exact means by which the Wyrm was uncovered and awoken is unknown, but as a result Arak became possessed by the [[Dark Lord]]&#039;s energy and became the first [[Dark Oracle]]. He led a campaign of terror in Tragidore, harassing the town with the undead corpses of friends and family, while also abducting the village&#039;s children one-by-one, for the purpose of sacrificing en-masse to the [[Black Wyrm&#039;s Spawn]]. In this attempt he was thwarted by a group dispatched from a nearby city by a traveling [[Oracles of the Demi-Pantheon|oracle]], [[Gargendime]], who drove off the [[Black Wyrm]] and destroyed its offspring. Most of this group would later form a key part of [[Alexandria]]&#039;s Stand: [[Steros Merroand]], [[Marrwyn Teldandilion]], and [[Sayid ibn Maimun]]. The Half-Elven Ranger [[Kivan]] (also a part of the Stand) and [[Dadtim the Elder]] were also in the village, independent from the Oracle&#039;s summon, but also interested in the missing children.  &lt;br /&gt;
&lt;br /&gt;
Arak reappeared several weeks later, leading an attack on the caravan of the oracle [[Gargendime]], who had taken possession of Alexandria as an Oracular Candidate. In the battle, [[Alexandria]] was abducted, most of the Oracle&#039;s guard were slain, and Gargendime himself lost his Oracular connection and powers. According to the Testimonials, the group came across the scene and gave chase, finally tracking Arak and Alexandria to a nearby cave, where they found Alexandria dead by Arak&#039;s hand. Assuming he had thwarted the [[Prophecies of Alabar Tremaline]], Arak mockingly decorated the cave in passages from that text in her blood. (Ironically, it was from these very quotations that Alexandria and the Stand would learn of the prophecies.) &lt;br /&gt;
&lt;br /&gt;
Through unknown means, and unknown to Arak, Alexandria was returned to life, fulfilling a key section of the Prophecies. It&#039;s worth noting that, whatever the means, the raising of the dead would be a great miracle, having been the only successful resurrection since the art was lost to the world during the [[Time of the Eight]].&lt;br /&gt;
&lt;br /&gt;
Arak then set about on what was apparently his primary goal : the destruction of the churches of the demi-pantheon. He began systemically but secretly turning the [[Oracles]], most of whom resided in the unincorporated polii of what became [[Alexia]], into [[Dark Oracles]]. Rapidly the divisions caused by these turnings led to the [[Prophet&#039;s War]], a many-sided civil war among the city-states across the former [[Ubrekt Empire]] and quickly spilled over into neighboring nations. A short time into this conflict, he learned of Alexandria&#039;s resurrection when she became leader of Polis [[Jastor]] and declared against him.  The two would not meet again for some time, however, as shortly after her declaration a massive fleet of [[The Lost]] appeared off of the North-West coast of [[Sidhe-Praxen]], following [[The Harvester]], and who would eventually take Alexandria to the West. &lt;br /&gt;
&lt;br /&gt;
Instead, as the various sides in the civil war coalesced into two sides, Arak prosecuted his war primarily against the Stand, generally with great success. By 23 [[BI]], Arak controlled all but a handful of Polii along the northern coast which event, and with the help of his [[Gilden|Dwarven]] allies, had driven [[Flannary]] from the war entirely by bribing [[Fresia]] into invasion. On the third day of the new year, 21 [[BI]], however, [[Marrwyn Teldandilion]] unlocked one of the Eight [[Obelisks]] and, using its powers, was able to stall Arak&#039;s advances. &lt;br /&gt;
&lt;br /&gt;
The stalemate held until the winter of 21 [[BI]], when Alexandria returned to the mainland in command of the armies of [[the Lost]]. Alexandria&#039;s massive reinforcements, coupled with the power of Marrwyn&#039;s broken obelisk, proved too much for Arak to resist. After losing a ten cities in a season, Arak committed all of his forces to killing Alexandria for the second time. &lt;br /&gt;
&lt;br /&gt;
The combined forces of Arak&#039;s regulars, his [[Servitor]]s, and those Dwarven clans who still remained loyal to him attacked Alexandria&#039;s forces, who were wintering at the town of [[Attlai]]. The battle that followed was one of the most epic non-divine wars before or since, including not only the combined might of several nations, but also featuring the last two Dragons and the visible reappearance of the [[Naga]]. &lt;br /&gt;
&lt;br /&gt;
Arak was slain by Alexandria on the [[Plains of Kamdel]] on Third of Renewal, 20 [[FI]] by [[Alexandria]]. At this time, [[Alexandria]] had yet to acquire any divine or arcane powers, yet by all accounts, was able to defeat a fully armed and armored Arak in single combat, unarmored, with her bare hands, solidifying her already legendary status among her followers.&lt;/div&gt;</summary>
		<author><name>Bartley</name></author>
	</entry>
	<entry>
		<id>https://wiki.proteststand.com/index.php?title=Arek&amp;diff=5757</id>
		<title>Arek</title>
		<link rel="alternate" type="text/html" href="https://wiki.proteststand.com/index.php?title=Arek&amp;diff=5757"/>
		<updated>2025-11-13T07:54:09Z</updated>

		<summary type="html">&lt;p&gt;Bartley: Redirected page to Arak&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Arak]]&lt;/div&gt;</summary>
		<author><name>Bartley</name></author>
	</entry>
	<entry>
		<id>https://wiki.proteststand.com/index.php?title=Talk:Kwis%27s_Character_Sheet&amp;diff=5728</id>
		<title>Talk:Kwis&#039;s Character Sheet</title>
		<link rel="alternate" type="text/html" href="https://wiki.proteststand.com/index.php?title=Talk:Kwis%27s_Character_Sheet&amp;diff=5728"/>
		<updated>2025-10-12T04:38:02Z</updated>

		<summary type="html">&lt;p&gt;Bartley: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==discussion==&lt;br /&gt;
*took the experimental point buy option to become smarter but more unpleasant. &lt;br /&gt;
&lt;br /&gt;
==alternates==&lt;br /&gt;
1 level wizard dip would have gotten a lot utility ritual casting and arcane recovery along with extra cantrips. 2 would get War Wizard AC/saving throw boosts or Scribes magic spell book familiar nonsense. 2 level artificer dip would have been big on a different species, but Dwarf at least gets the medium armor prof so AC is not horrid.&lt;br /&gt;
&lt;br /&gt;
==advancement==&lt;br /&gt;
*spending: can spend money creating scrolls but spell options limit their usefulness, get half plate ASAP otherwise just need basics or whatever potions or magic items come along.&lt;br /&gt;
*Spells to consider&lt;br /&gt;
**lvl 1: Silent Image (not on spell list but maybe beg for Catapult, Cause Fear, or Zephyr Strike)&lt;br /&gt;
**lvl 2: new spell Ectoplasmic Trail, Heat Metal, Invisibility, Mirror Image, See Invisibility, Silence, (not on spell list but maybe beg for Vortex Warp)&lt;br /&gt;
**lvl 3: Hypnotic Pattern, Telekinetic Crush, Tongues&lt;br /&gt;
&lt;br /&gt;
probably all Psion. bamf around shooting or blasting things. probably just take boring INT ASIs instead of feats after 4&lt;br /&gt;
*lvl 4: Observant feat (+1 INT), +1 spell (Ectoplasmic Trail), maybe change out one of the level 1s?, +1 cantrip (probably one of the utility ones like Prestidigitation or Message)&lt;br /&gt;
*lvl 5: +2 psi die, psi die goes to d8, +2 spells, level 3 spells (subclass: Blink &amp;amp; Haste), Psionic Restoration (1/long rest restore all Psi die), +1 Psionic Discipline (probably Id Insinuation if casting enough Enchantment and Illusion spells or Psionic Guards for mental defense)&lt;br /&gt;
*lvl 6: +1 spell, improved Shatter&lt;/div&gt;</summary>
		<author><name>Bartley</name></author>
	</entry>
	<entry>
		<id>https://wiki.proteststand.com/index.php?title=Kwis%27s_Character_Sheet&amp;diff=5727</id>
		<title>Kwis&#039;s Character Sheet</title>
		<link rel="alternate" type="text/html" href="https://wiki.proteststand.com/index.php?title=Kwis%27s_Character_Sheet&amp;diff=5727"/>
		<updated>2025-10-12T04:01:17Z</updated>

		<summary type="html">&lt;p&gt;Bartley: /* Consumables */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Kwis]]&lt;br /&gt;
{{statsbox|kwis.jpg|Mountain Dwarf|3|Psion(Warper)|medium armor|brain|Vargain Fortress}}&lt;br /&gt;
==Background: custom, probably some sort of nerd bookworm based on Cloistered Scholar==&lt;br /&gt;
*Skill Proficiencies: Arcana, History&lt;br /&gt;
*Languages Proficiencies: Ubrekti, Hakani &lt;br /&gt;
*Feature: Library Access - well-acquainted with Gilden library science traditions etc &lt;br /&gt;
*Equipment: scholar&#039;s robes, a writing kit (small pouch with a quill, ink, folded parchment, and a small penknife), a borrowed book on the subject of your current study, and a pouch containing 10 gp&lt;br /&gt;
==Attributes==&lt;br /&gt;
{{col-begin}}&lt;br /&gt;
{{col-break}}&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Attribute !! Value !! Bonus !! Save&lt;br /&gt;
|-&lt;br /&gt;
|Strength || 10|| 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Dexterity || 14 || +2 || +2&lt;br /&gt;
|-&lt;br /&gt;
|Constitution || 16 || +3 || +3&lt;br /&gt;
|-&lt;br /&gt;
|Intelligence || 17 || +3 || &#039;&#039;&#039;+5&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Wisdom || 12 || +1 || &#039;&#039;&#039;+3&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Charisma || 7 || -2 || -2&lt;br /&gt;
|}&lt;br /&gt;
{{col-break}}&lt;br /&gt;
===Secondary Attributes===&lt;br /&gt;
{|&lt;br /&gt;
|Hit Points || &#039;&#039;&#039;25&#039;&#039;&#039; (Level 1,2: 6 + 3 CON; Level 3: 4 + 3 CON)&lt;br /&gt;
|-&lt;br /&gt;
|Armor Class || 16 (uniform with breastplate) &lt;br /&gt;
|-&lt;br /&gt;
|Proficiency Bonus || +2&lt;br /&gt;
|-&lt;br /&gt;
|Passive Perception || 13&lt;br /&gt;
|-&lt;br /&gt;
|Initiative || +2&lt;br /&gt;
|-&lt;br /&gt;
|Base Speed || 25 Feet&lt;br /&gt;
|}&lt;br /&gt;
{{col-end}}&lt;br /&gt;
&lt;br /&gt;
==Skills &amp;amp; Abilities==&lt;br /&gt;
{{col-begin}}&lt;br /&gt;
{{col-break}}&lt;br /&gt;
{|class=&amp;quot;sortable mw-collapsible wikitable&amp;quot;&lt;br /&gt;
!|Skill||Ability||Score&lt;br /&gt;
|-&lt;br /&gt;
|Acrobatics ||DEX|| +2&lt;br /&gt;
|-&lt;br /&gt;
|Animal Handling||WIS|| +1&lt;br /&gt;
|-&lt;br /&gt;
|Arcana||INT|| &#039;&#039;&#039;+5&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Athletics||STR|| 0&lt;br /&gt;
|-&lt;br /&gt;
|Deception||CHA|| -2&lt;br /&gt;
|-&lt;br /&gt;
|History||INT|| &#039;&#039;&#039;+5&#039;&#039;&#039; (+7 when Stonecunning)&lt;br /&gt;
|-&lt;br /&gt;
|Insight||WIS|| &#039;&#039;&#039;+3&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Intimidation ||CHA || -2&lt;br /&gt;
|- &lt;br /&gt;
|Investigation||INT|| &#039;&#039;&#039;+5&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Medicine||WIS|| +1 &lt;br /&gt;
|- &lt;br /&gt;
|Nature||INT|| &#039;&#039;&#039;+5&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
|Perception  ||WIS|| &#039;&#039;&#039;+3&#039;&#039;&#039; &lt;br /&gt;
|- &lt;br /&gt;
|Performance||CHA || -2&lt;br /&gt;
|- &lt;br /&gt;
|Persuasion||CHA || -2&lt;br /&gt;
|- &lt;br /&gt;
|Religion||INT|| &#039;&#039;&#039;+5&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
|Sleight of Hand||DEX|| +2&lt;br /&gt;
|- &lt;br /&gt;
|Stealth ||DEX || +2 &lt;br /&gt;
|-&lt;br /&gt;
|Survival ||WIS ||  +1&lt;br /&gt;
|-&lt;br /&gt;
|Tool (Calligrapher)||UNTYPED || &#039;&#039;&#039;+2&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{col-break}}&lt;br /&gt;
&lt;br /&gt;
==Languages==&lt;br /&gt;
*Ubrekti&lt;br /&gt;
*Dwarven&lt;br /&gt;
*Hakani&lt;br /&gt;
&lt;br /&gt;
==Class Abilities==&lt;br /&gt;
*Weapons: simple weapons&lt;br /&gt;
*Skills: Insight, Perception&lt;br /&gt;
*Ritual Casting: can cast prepared some spells as a ritual instead of burning slot&lt;br /&gt;
*Psionic Spellcasting: When you cast a Psion spell, that spell doesn’t require a Verbal or Material component, even if the spell includes “V” or “M” in its “Components” entry, except Material components that are consumed by the spell or have a cost specified in the spell.&lt;br /&gt;
*Teleportation:  You can cast Misty Step without expending a spell slot, and you must finish a Long Rest before you can cast it in this way again. You can also restore your use of it by expending one Psionic Energy Die (no action required).&lt;br /&gt;
*Warp Propel: When a target fails its saving throw against your Telekinetic Propel, instead of pushing it, you can teleport the target to an unoccupied space you can see within 30 feet of you that is horizontal to you&lt;br /&gt;
*Feat: Skilled (Investigation, Nature, Religion)&lt;br /&gt;
===Species Abilities===&lt;br /&gt;
*Your speed is not reduced by wearing heavy armor. (No heavy armor proficiency though)&lt;br /&gt;
*Darkvision: You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can&#039;t discern color in darkness, only shades of gray.&lt;br /&gt;
*Dwarven Resilience: You have advantage on saving throws against being poisoned, and you have resistance against poison damage.&lt;br /&gt;
*Dwarven Combat Training: You have proficiency with the battleaxe, handaxe, light hammer, and warhammer.&lt;br /&gt;
*Dwarven Armor Training: You have proficiency with light and medium armor&lt;br /&gt;
*Tool Proficiency: You gain proficiency with Calligrapher&#039;s Supplies (subbed)&lt;br /&gt;
*Stonecunning: Whenever you make a History check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.&lt;br /&gt;
{{col-end}}&lt;br /&gt;
&lt;br /&gt;
==Psionics==&lt;br /&gt;
*Ability: Int, Spell Save DC: 13, Spell Attack Bonus: +5&lt;br /&gt;
*Slots (refresh on long rest): 1st - 4, 2nd - 2&lt;br /&gt;
*Psi Die (refresh 1/short or long rest, 3/long rest): d6&lt;br /&gt;
===Powers===&lt;br /&gt;
*Telekinetic Propel: As a Bonus Action, choose one Large or smaller creature other than you that you can see within 30 feet of yourself. When you do so, the target must succeed on a Strength saving throw or be moved 5 feet straight toward you or straight away from you. Alternatively, you can roll one Psionic Energy Die when you take this Bonus Action, and the distance moved is equal to 5 times the number rolled. The die is expended only if the target fails the saving throw. A target can choose to fail the saving throw rather than roll. Can also teleport instead of pushing when spending a die, see Warp Propel above.&lt;br /&gt;
*Telepathic Connection: You have telepathy with a range of 30 feet. The contacted creature doesn&#039;t need to share a language with the telepath to understand this communication, but the contacted creature must be able to understand at least one language or be telepathic itself to understand. A telepath doesn&#039;t need to see a contacted creature and contact is immediately broken if either the telepath or the other creature has the Incapacitated condition. Telepathic contact is also broken if the contacted creature is no longer within the telepathy&#039;s range or if the telepath contacts a different creature within range. A creature without telepathy can receive telepathic messages but can&#039;t initiate a telepathic conversation. Once a telepathic conversation starts, the non-telepath can communicate mentally to the telepath until the telepathic connection ends. As a Bonus Action, you can roll one Psionic Energy Die. For the next hour, the range of your telepathy increases by a number of feet equal to 10 times the number rolled. The first time you use this Bonus Action after each Long Rest, you don’t expend the Psionic Energy Die. All other times you use this feature, you expend the die&lt;br /&gt;
&lt;br /&gt;
===Psionic Discipline (2 known)===&lt;br /&gt;
*Inerrant Aim: When you make an attack roll against a creature and miss, you can roll one Psionic Energy Die and add the number rolled to the attack roll. If this causes the attack to hit, the die is expended.&lt;br /&gt;
*Psionic Backlash: Immediately after a creature you can see hits you with an attack roll, you can take a Reaction to expend one Psionic Energy Die, roll it, and reduce the damage you take from the attack equal to two times the number rolled plus &#039;&#039;&#039;3&#039;&#039;&#039; (Intelligence modifier). In addition, you can force the attacker to make a Wisdom saving throw. On a failed save, the target takes Psychic damage equal to the amount of damage you reduced.&lt;br /&gt;
&lt;br /&gt;
===Psion Spells (10 spells known, ignore V and M (except as noted))===&lt;br /&gt;
*Cantrips (3 known)&lt;br /&gt;
**Mage Hand (subtle, can choose to make hand invisible)&lt;br /&gt;
**Mind Sliver (S  (crushing your head gesture))&lt;br /&gt;
**True Strike 2024 (S (directing ranged projectile in flight or energizing melee weapon), M (weapon worth at least 1 copper))&lt;br /&gt;
*Level 1 &lt;br /&gt;
**Comprehend Languages (S (pointing at forehead to forehead), ritual)&lt;br /&gt;
**Dissonant Whispers&lt;br /&gt;
**Expeditious Retreat (S (pointing at feet), subclass, bonus action, concentration)&lt;br /&gt;
**Feather Fall (reaction, subclass)&lt;br /&gt;
**Sanctuary (S (pointing then tracing a circle around target), bonus action)&lt;br /&gt;
**Shield (S (open hand gesture), reaction)&lt;br /&gt;
*Level 2&lt;br /&gt;
**Enhance Ability (S, concentration)&lt;br /&gt;
**Misty Step (subclass, bonus action)&lt;br /&gt;
**Shatter (S (throwing gesture), subclass)&lt;br /&gt;
**Tasha&#039;s Mind Whip&lt;br /&gt;
&lt;br /&gt;
==Gear==&lt;br /&gt;
===Armor===&lt;br /&gt;
*Breastplate Armor&lt;br /&gt;
===Weapons===&lt;br /&gt;
====Melee Weapons====&lt;br /&gt;
*dagger (always have a knife)&lt;br /&gt;
*spear&lt;br /&gt;
====Ranged Weapons====&lt;br /&gt;
*Light Crossbow (always try to use True Strike to help the bolts find the target)&lt;br /&gt;
&lt;br /&gt;
===Inventory of items===&lt;br /&gt;
*magic item&lt;br /&gt;
*scholar&#039;s robes&lt;br /&gt;
*a writing kit (small pouch with a quill, ink, folded parchment, and a small penknife)&lt;br /&gt;
*a book on Psionics&lt;br /&gt;
*a pouch containing 10 gp&lt;br /&gt;
====Consumables====&lt;br /&gt;
*Pack&lt;br /&gt;
*etc&lt;/div&gt;</summary>
		<author><name>Bartley</name></author>
	</entry>
	<entry>
		<id>https://wiki.proteststand.com/index.php?title=Kwis%27s_Character_Sheet&amp;diff=5726</id>
		<title>Kwis&#039;s Character Sheet</title>
		<link rel="alternate" type="text/html" href="https://wiki.proteststand.com/index.php?title=Kwis%27s_Character_Sheet&amp;diff=5726"/>
		<updated>2025-10-12T03:59:54Z</updated>

		<summary type="html">&lt;p&gt;Bartley: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Kwis]]&lt;br /&gt;
{{statsbox|kwis.jpg|Mountain Dwarf|3|Psion(Warper)|medium armor|brain|Vargain Fortress}}&lt;br /&gt;
==Background: custom, probably some sort of nerd bookworm based on Cloistered Scholar==&lt;br /&gt;
*Skill Proficiencies: Arcana, History&lt;br /&gt;
*Languages Proficiencies: Ubrekti, Hakani &lt;br /&gt;
*Feature: Library Access - well-acquainted with Gilden library science traditions etc &lt;br /&gt;
*Equipment: scholar&#039;s robes, a writing kit (small pouch with a quill, ink, folded parchment, and a small penknife), a borrowed book on the subject of your current study, and a pouch containing 10 gp&lt;br /&gt;
==Attributes==&lt;br /&gt;
{{col-begin}}&lt;br /&gt;
{{col-break}}&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Attribute !! Value !! Bonus !! Save&lt;br /&gt;
|-&lt;br /&gt;
|Strength || 10|| 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Dexterity || 14 || +2 || +2&lt;br /&gt;
|-&lt;br /&gt;
|Constitution || 16 || +3 || +3&lt;br /&gt;
|-&lt;br /&gt;
|Intelligence || 17 || +3 || &#039;&#039;&#039;+5&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Wisdom || 12 || +1 || &#039;&#039;&#039;+3&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Charisma || 7 || -2 || -2&lt;br /&gt;
|}&lt;br /&gt;
{{col-break}}&lt;br /&gt;
===Secondary Attributes===&lt;br /&gt;
{|&lt;br /&gt;
|Hit Points || &#039;&#039;&#039;25&#039;&#039;&#039; (Level 1,2: 6 + 3 CON; Level 3: 4 + 3 CON)&lt;br /&gt;
|-&lt;br /&gt;
|Armor Class || 16 (uniform with breastplate) &lt;br /&gt;
|-&lt;br /&gt;
|Proficiency Bonus || +2&lt;br /&gt;
|-&lt;br /&gt;
|Passive Perception || 13&lt;br /&gt;
|-&lt;br /&gt;
|Initiative || +2&lt;br /&gt;
|-&lt;br /&gt;
|Base Speed || 25 Feet&lt;br /&gt;
|}&lt;br /&gt;
{{col-end}}&lt;br /&gt;
&lt;br /&gt;
==Skills &amp;amp; Abilities==&lt;br /&gt;
{{col-begin}}&lt;br /&gt;
{{col-break}}&lt;br /&gt;
{|class=&amp;quot;sortable mw-collapsible wikitable&amp;quot;&lt;br /&gt;
!|Skill||Ability||Score&lt;br /&gt;
|-&lt;br /&gt;
|Acrobatics ||DEX|| +2&lt;br /&gt;
|-&lt;br /&gt;
|Animal Handling||WIS|| +1&lt;br /&gt;
|-&lt;br /&gt;
|Arcana||INT|| &#039;&#039;&#039;+5&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Athletics||STR|| 0&lt;br /&gt;
|-&lt;br /&gt;
|Deception||CHA|| -2&lt;br /&gt;
|-&lt;br /&gt;
|History||INT|| &#039;&#039;&#039;+5&#039;&#039;&#039; (+7 when Stonecunning)&lt;br /&gt;
|-&lt;br /&gt;
|Insight||WIS|| &#039;&#039;&#039;+3&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Intimidation ||CHA || -2&lt;br /&gt;
|- &lt;br /&gt;
|Investigation||INT|| &#039;&#039;&#039;+5&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Medicine||WIS|| +1 &lt;br /&gt;
|- &lt;br /&gt;
|Nature||INT|| &#039;&#039;&#039;+5&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
|Perception  ||WIS|| &#039;&#039;&#039;+3&#039;&#039;&#039; &lt;br /&gt;
|- &lt;br /&gt;
|Performance||CHA || -2&lt;br /&gt;
|- &lt;br /&gt;
|Persuasion||CHA || -2&lt;br /&gt;
|- &lt;br /&gt;
|Religion||INT|| &#039;&#039;&#039;+5&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
|Sleight of Hand||DEX|| +2&lt;br /&gt;
|- &lt;br /&gt;
|Stealth ||DEX || +2 &lt;br /&gt;
|-&lt;br /&gt;
|Survival ||WIS ||  +1&lt;br /&gt;
|-&lt;br /&gt;
|Tool (Calligrapher)||UNTYPED || &#039;&#039;&#039;+2&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{col-break}}&lt;br /&gt;
&lt;br /&gt;
==Languages==&lt;br /&gt;
*Ubrekti&lt;br /&gt;
*Dwarven&lt;br /&gt;
*Hakani&lt;br /&gt;
&lt;br /&gt;
==Class Abilities==&lt;br /&gt;
*Weapons: simple weapons&lt;br /&gt;
*Skills: Insight, Perception&lt;br /&gt;
*Ritual Casting: can cast prepared some spells as a ritual instead of burning slot&lt;br /&gt;
*Psionic Spellcasting: When you cast a Psion spell, that spell doesn’t require a Verbal or Material component, even if the spell includes “V” or “M” in its “Components” entry, except Material components that are consumed by the spell or have a cost specified in the spell.&lt;br /&gt;
*Teleportation:  You can cast Misty Step without expending a spell slot, and you must finish a Long Rest before you can cast it in this way again. You can also restore your use of it by expending one Psionic Energy Die (no action required).&lt;br /&gt;
*Warp Propel: When a target fails its saving throw against your Telekinetic Propel, instead of pushing it, you can teleport the target to an unoccupied space you can see within 30 feet of you that is horizontal to you&lt;br /&gt;
*Feat: Skilled (Investigation, Nature, Religion)&lt;br /&gt;
===Species Abilities===&lt;br /&gt;
*Your speed is not reduced by wearing heavy armor. (No heavy armor proficiency though)&lt;br /&gt;
*Darkvision: You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can&#039;t discern color in darkness, only shades of gray.&lt;br /&gt;
*Dwarven Resilience: You have advantage on saving throws against being poisoned, and you have resistance against poison damage.&lt;br /&gt;
*Dwarven Combat Training: You have proficiency with the battleaxe, handaxe, light hammer, and warhammer.&lt;br /&gt;
*Dwarven Armor Training: You have proficiency with light and medium armor&lt;br /&gt;
*Tool Proficiency: You gain proficiency with Calligrapher&#039;s Supplies (subbed)&lt;br /&gt;
*Stonecunning: Whenever you make a History check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.&lt;br /&gt;
{{col-end}}&lt;br /&gt;
&lt;br /&gt;
==Psionics==&lt;br /&gt;
*Ability: Int, Spell Save DC: 13, Spell Attack Bonus: +5&lt;br /&gt;
*Slots (refresh on long rest): 1st - 4, 2nd - 2&lt;br /&gt;
*Psi Die (refresh 1/short or long rest, 3/long rest): d6&lt;br /&gt;
===Powers===&lt;br /&gt;
*Telekinetic Propel: As a Bonus Action, choose one Large or smaller creature other than you that you can see within 30 feet of yourself. When you do so, the target must succeed on a Strength saving throw or be moved 5 feet straight toward you or straight away from you. Alternatively, you can roll one Psionic Energy Die when you take this Bonus Action, and the distance moved is equal to 5 times the number rolled. The die is expended only if the target fails the saving throw. A target can choose to fail the saving throw rather than roll. Can also teleport instead of pushing when spending a die, see Warp Propel above.&lt;br /&gt;
*Telepathic Connection: You have telepathy with a range of 30 feet. The contacted creature doesn&#039;t need to share a language with the telepath to understand this communication, but the contacted creature must be able to understand at least one language or be telepathic itself to understand. A telepath doesn&#039;t need to see a contacted creature and contact is immediately broken if either the telepath or the other creature has the Incapacitated condition. Telepathic contact is also broken if the contacted creature is no longer within the telepathy&#039;s range or if the telepath contacts a different creature within range. A creature without telepathy can receive telepathic messages but can&#039;t initiate a telepathic conversation. Once a telepathic conversation starts, the non-telepath can communicate mentally to the telepath until the telepathic connection ends. As a Bonus Action, you can roll one Psionic Energy Die. For the next hour, the range of your telepathy increases by a number of feet equal to 10 times the number rolled. The first time you use this Bonus Action after each Long Rest, you don’t expend the Psionic Energy Die. All other times you use this feature, you expend the die&lt;br /&gt;
&lt;br /&gt;
===Psionic Discipline (2 known)===&lt;br /&gt;
*Inerrant Aim: When you make an attack roll against a creature and miss, you can roll one Psionic Energy Die and add the number rolled to the attack roll. If this causes the attack to hit, the die is expended.&lt;br /&gt;
*Psionic Backlash: Immediately after a creature you can see hits you with an attack roll, you can take a Reaction to expend one Psionic Energy Die, roll it, and reduce the damage you take from the attack equal to two times the number rolled plus &#039;&#039;&#039;3&#039;&#039;&#039; (Intelligence modifier). In addition, you can force the attacker to make a Wisdom saving throw. On a failed save, the target takes Psychic damage equal to the amount of damage you reduced.&lt;br /&gt;
&lt;br /&gt;
===Psion Spells (10 spells known, ignore V and M (except as noted))===&lt;br /&gt;
*Cantrips (3 known)&lt;br /&gt;
**Mage Hand (subtle, can choose to make hand invisible)&lt;br /&gt;
**Mind Sliver (S  (crushing your head gesture))&lt;br /&gt;
**True Strike 2024 (S (directing ranged projectile in flight or energizing melee weapon), M (weapon worth at least 1 copper))&lt;br /&gt;
*Level 1 &lt;br /&gt;
**Comprehend Languages (S (pointing at forehead to forehead), ritual)&lt;br /&gt;
**Dissonant Whispers&lt;br /&gt;
**Expeditious Retreat (S (pointing at feet), subclass, bonus action, concentration)&lt;br /&gt;
**Feather Fall (reaction, subclass)&lt;br /&gt;
**Sanctuary (S (pointing then tracing a circle around target), bonus action)&lt;br /&gt;
**Shield (S (open hand gesture), reaction)&lt;br /&gt;
*Level 2&lt;br /&gt;
**Enhance Ability (S, concentration)&lt;br /&gt;
**Misty Step (subclass, bonus action)&lt;br /&gt;
**Shatter (S (throwing gesture), subclass)&lt;br /&gt;
**Tasha&#039;s Mind Whip&lt;br /&gt;
&lt;br /&gt;
==Gear==&lt;br /&gt;
===Armor===&lt;br /&gt;
*Breastplate Armor&lt;br /&gt;
===Weapons===&lt;br /&gt;
====Melee Weapons====&lt;br /&gt;
*dagger (always have a knife)&lt;br /&gt;
*spear&lt;br /&gt;
====Ranged Weapons====&lt;br /&gt;
*Light Crossbow (always try to use True Strike to help the bolts find the target)&lt;br /&gt;
&lt;br /&gt;
===Inventory of items===&lt;br /&gt;
*magic item&lt;br /&gt;
*scholar&#039;s robes&lt;br /&gt;
*a writing kit (small pouch with a quill, ink, folded parchment, and a small penknife)&lt;br /&gt;
*a book on Psionics&lt;br /&gt;
*a pouch containing 10 gp&lt;br /&gt;
====Consumables====&lt;br /&gt;
*Pack&lt;/div&gt;</summary>
		<author><name>Bartley</name></author>
	</entry>
	<entry>
		<id>https://wiki.proteststand.com/index.php?title=Bert%27s_Character_Sheet&amp;diff=5718</id>
		<title>Bert&#039;s Character Sheet</title>
		<link rel="alternate" type="text/html" href="https://wiki.proteststand.com/index.php?title=Bert%27s_Character_Sheet&amp;diff=5718"/>
		<updated>2025-08-31T21:34:32Z</updated>

		<summary type="html">&lt;p&gt;Bartley: /* Gear */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Bert]]&lt;br /&gt;
{{statsbox|bert.png|3|Human(var)|[[Arcane Forge Adept]] [[Artificer]]|breast plate and shield (magically infused +1)|Throwing Spear (javelin) (magically infused +1/return) | some overran/abandoned Flannary city}}&lt;br /&gt;
&lt;br /&gt;
==Background: University Trained (from Silverquill Student)==&lt;br /&gt;
===Feature===&lt;br /&gt;
*Magical Initiate (Cleric) Feat:&lt;br /&gt;
**Cantrips: &#039;&#039;Guidance&#039;&#039;, &#039;&#039;Word of Radiance&#039;&#039;&lt;br /&gt;
**Level 1 Spell (can be cast 1/day without a slot): &#039;&#039;Guiding Bolt&#039;&#039; OR &#039;&#039;Healing Word&#039;&#039;&lt;br /&gt;
*Added to spell list: (but not auto-prepared)&lt;br /&gt;
**Level 1 Spells: &#039;&#039;Dissonant Whispers&#039;&#039;, &#039;&#039;Silvery Barbs&#039;&#039;(sub? if so &#039;&#039;Shield&#039;&#039; would be a great reaction replacement, or &#039;&#039;Comprehend Languages&#039;&#039; is always a great CYA.)&lt;br /&gt;
===Traits===&lt;br /&gt;
*I always wait before speaking, analyzing the situation for whichever angle is most advantageous to my goals.&lt;br /&gt;
*No one knows about the all-nighters I&#039;ve pulled to keep my magic looking effortless, and I&#039;m going to keep it that way.&lt;br /&gt;
===Ideals===&lt;br /&gt;
*magical writing is coding. coding is more art than science. &lt;br /&gt;
*magic is the only thing truly worthy of focus and study and that study should also include &lt;br /&gt;
*i always want to figure out how things work and wanting to always learn more about magic is part of that.&lt;br /&gt;
===Bonds===&lt;br /&gt;
*the reason i have remained alive and wish to continue to remain alive is never-ending magical study and experimentation&lt;br /&gt;
*mentor&lt;br /&gt;
*other debts/burned bridges&lt;br /&gt;
===Flaws===&lt;br /&gt;
*probably thinks he&#039;s always smartest person in the room and often willing to argue if he thinks someone is wrong especially in magical matters&lt;br /&gt;
*probably defaults to being somewhat greedy and miserly, but probably always broke immediately too.&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
==Attributes==&lt;br /&gt;
{{col-begin}}&lt;br /&gt;
{{col-break}}&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Attribute !! Value !! Bonus !! Save&lt;br /&gt;
|-&lt;br /&gt;
|Strength || 10 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Dexterity || 14 || +2 || +2&lt;br /&gt;
|-&lt;br /&gt;
|Constitution || 14 || +2 || &#039;&#039;&#039;+4&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Intelligence || 16 || +3 || &#039;&#039;&#039;+5&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Wisdom || 12|| +1 || +1&lt;br /&gt;
|-&lt;br /&gt;
|Charisma || 10 || 0 || 0&lt;br /&gt;
|}&lt;br /&gt;
{{col-break}}&lt;br /&gt;
===Secondary Attributes===&lt;br /&gt;
{|&lt;br /&gt;
|Hit Points || &#039;&#039;&#039;24&#039;&#039;&#039; (Level 1: 8 + 2 CON; 2,3: 5 + 2 CON)&lt;br /&gt;
|-&lt;br /&gt;
|Armor Class || usually 19 (breast plate armor + enhanced defense infused shield) but up to 21 (infused shield + scale armor + &#039;&#039;Shield of Faith&#039;&#039;)&lt;br /&gt;
|-&lt;br /&gt;
|Proficiency Bonus || +2&lt;br /&gt;
|-&lt;br /&gt;
|Passive Perception || 13&lt;br /&gt;
|-&lt;br /&gt;
|Initiative || +2&lt;br /&gt;
|-&lt;br /&gt;
|Base Speed || 30 Feet &lt;br /&gt;
|}&lt;br /&gt;
{{col-end}}&lt;br /&gt;
&lt;br /&gt;
==Skills &amp;amp; Abilities==&lt;br /&gt;
{{col-begin}}&lt;br /&gt;
{{col-break}}&lt;br /&gt;
{|class=&amp;quot;sortable mw-collapsible wikitable&amp;quot;&lt;br /&gt;
!|Skill||Ability||Score&lt;br /&gt;
|-&lt;br /&gt;
|Acrobatics ||DEX|| +2&lt;br /&gt;
|-&lt;br /&gt;
|Animal Handling||WIS|| +1&lt;br /&gt;
|-&lt;br /&gt;
|Arcana||INT|| &#039;&#039;&#039;+7&#039;&#039;&#039; (EXP)&lt;br /&gt;
|-&lt;br /&gt;
|Athletics||STR|| 0&lt;br /&gt;
|-&lt;br /&gt;
|Deception||CHA|| 0&lt;br /&gt;
|-&lt;br /&gt;
|History||INT|| &#039;&#039;&#039;+5&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Insight||WIS|| &#039;&#039;&#039;+3&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Intimidation ||CHA || 0&lt;br /&gt;
|- &lt;br /&gt;
|Investigation||INT|| &#039;&#039;&#039;+5&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Medicine||WIS|| +1&lt;br /&gt;
|- &lt;br /&gt;
|Nature||INT|| +3&lt;br /&gt;
|- &lt;br /&gt;
|Perception  ||WIS|| &#039;&#039;&#039;+3&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
|Performance||CHA || 0&lt;br /&gt;
|- &lt;br /&gt;
|Persuasion||CHA || &#039;&#039;&#039;+2&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
|Religion||INT|| +3&lt;br /&gt;
|- &lt;br /&gt;
|Sleight of Hand||DEX|| +2&lt;br /&gt;
|- &lt;br /&gt;
|Stealth ||DEX || +2 &lt;br /&gt;
|-&lt;br /&gt;
|Survival ||WIS || +1&lt;br /&gt;
|-&lt;br /&gt;
|Smith&#039;s Tools|| UNTYPED|| &#039;&#039;&#039;+2&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Thieves&#039; Tools ||UNTYPED || &#039;&#039;&#039;+2&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Tinker&#039;s Tools ||UNTYPED || &#039;&#039;&#039;+2&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Woodcarver&#039;s Tools||UNTYPED || &#039;&#039;&#039;+2&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
{{col-break}}&lt;br /&gt;
&lt;br /&gt;
==Languages==&lt;br /&gt;
*Ubrekti (common)&lt;br /&gt;
*Flannari (origin)&lt;br /&gt;
*Petaran (human bonus)&lt;br /&gt;
*Gilden Dwarven (background)&lt;br /&gt;
*Hakan Gnome (background)&lt;br /&gt;
&lt;br /&gt;
==Class and Background Abilities==&lt;br /&gt;
===Race Abilities===&lt;br /&gt;
*Skill Proficiency: Insight (WIS) - while not a great communicator Bert is somewhat skilled in reading others.&lt;br /&gt;
*Racial Feat: Skill Expert (+1 INT, Perception proficiency, Arcana expertise.)&lt;br /&gt;
==Class Abilities==&lt;br /&gt;
*Proficiencies&lt;br /&gt;
**Armor: Light armor, medium armor, shields&lt;br /&gt;
**Weapons: Simple weapons, Martial weapons&lt;br /&gt;
**Tools: &lt;br /&gt;
***thieves’ tools: a small file, a set of lock picks, a small mirror mounted on a metal handle, a set of narrow-bladed scissors, and a pair of pliers. &lt;br /&gt;
****History: Your knowledge of traps grants you insight when answering questions about locations that are renowned for their traps.&lt;br /&gt;
****Investigation and Perception: You gain additional insight when looking for traps, because you have learned a variety of common signs that betray their presence.&lt;br /&gt;
****Set a Trap: Just as you can disable traps, you can also set them. As part of a short rest, you can create a trap using items you have on hand. The total of your check becomes the DC for someone else&#039;s attempt to discover or disable the trap. The trap deals damage appropriate to the materials used in crafting it (such as poison or a weapon) or damage equal to half the total of your check, whichever the DM deems appropriate. &lt;br /&gt;
***tinker’s tools: a variety of hand tools, thread, needles, a whetstone, scraps of cloth and leather, and a small pot of glue.&lt;br /&gt;
****History: You can determine the age and origin of objects, even if you have only a few pieces remaining from the original.&lt;br /&gt;
****Investigation; When you inspect a damaged object, you gain knowledge of how it was damaged and how long ago.&lt;br /&gt;
****Repair: You can restore 10 hit points to a damaged object for each hour of work. For any object, you need access to the raw materials required to repair it. For metal objects, you need access to an open flame hot enough to make the metal pliable.&lt;br /&gt;
***smith&#039;s tools: hammers, tongs, charcoal, rags, and a whetstone.&lt;br /&gt;
****Arcana and History: Your expertise lends you additional insight when examining metal objects, such as weapons.&lt;br /&gt;
****Investigation: You can spot clues and make deductions that others might overlook when an investigation involves armor, weapons, or other metalwork.&lt;br /&gt;
****Repair: With access to your tools and an open flame hot enough to make metal pliable, you can restore 10 hit points to a damaged metal object for each hour of work.&lt;br /&gt;
***woodcarver&#039;s tools: a knife, a gouge, and a small saw.&lt;br /&gt;
****Arcana, History: Your expertise lends you additional insight when you examine wooden objects, such as figurines or arrows.&lt;br /&gt;
****Nature: Your knowledge of wooden objects gives you some added insight when you examine trees.&lt;br /&gt;
****Repair: As part of a short rest, you can repair a single damaged wooden object.&lt;br /&gt;
****Craft Arrows: As part of a short rest, you can craft up to five arrows or 1 Javelin. As part of a long rest, you can craft up to twenty arrows or 3 Javelins. You must have enough wood on hand to produce them.&lt;br /&gt;
*Magical Tinkering: invest a spark of magic into mundane objects. The chosen property lasts indefinitely. As an action, you can touch the object and end the property early. You can bestow magic on multiple objects, touching one object each time you use this feature, though a single object can only bear one property at a time. The maximum number of objects you can affect with this feature at one time is &#039;&#039;&#039;3&#039;&#039;&#039; (INT mod). If you try to exceed your maximum, the oldest property immediately ends, and then the new property applies. To use this ability, you must have thieves&#039; tools or artisan&#039;s tools in hand. You then touch a Tiny nonmagical object as an action and give it one of the following magical properties of your choice:&lt;br /&gt;
**The object sheds bright light in a 5-foot radius and dim light for an additional 5 feet.&lt;br /&gt;
**Whenever tapped by a creature, the object emits a recorded message that can be heard up to 10 feet away. You utter the message when you bestow this property on the object, and the recording can be no more than 6 seconds long.&lt;br /&gt;
**The object continuously emits your choice of an odor or a nonverbal sound (wind, waves, chirping, or the like). The chosen phenomenon is perceivable up to 10 feet away.&lt;br /&gt;
**A static visual effect appears on one of the object&#039;s surfaces. This effect can be a picture, up to 25 words of text, lines and shapes, or a mixture of these elements, as you like.&lt;br /&gt;
*Infusions: 4 known, 2 items can be infused at a time&lt;br /&gt;
**Enhanced Defense (usually active on equipped shield)&lt;br /&gt;
**Mind Sharpener (if concentration required)&lt;br /&gt;
**Replicate Item (cheating Wizard Hat if allowed)&lt;br /&gt;
**Replicate Magic Item (JUG!)&lt;br /&gt;
*Ritual Casting (Spell must be prepared)&lt;br /&gt;
*The Right Tool for the Job: At 3rd level, you learn how to produce exactly the tool you need: with tinker&#039;s tools in hand, you can magically create one set of artisan&#039;s tools in an unoccupied space within 5 feet of you. This creation requires 1 hour of uninterrupted work, which can coincide with a short or long rest. Though the product of magic, the tools are non-magical, and they vanish when you use this feature again.&lt;br /&gt;
*Battle Ready: Martial weapon proficiency and can use INT for to hit and damage when using a magic weapon (including, but not limited to, your infused weapon(s)) as per Battle Smith.&lt;br /&gt;
*Adept Weapon: At 3rd level, you learn to imbue a specific weapon with magical energies through engraving runes, magical tempering, alchemical formulas, or some other magical process of layering of arcane energy and intention into the material of the weapon. Both Gilden and Hakan artificer traditions name it as &amp;quot;Nazushkestarmid&amp;quot; from the Dwarven meaning &amp;quot;blood-engraved weapon&amp;quot;. Despite the name, blood is not usually involved in the process as it refers instead to the process of the Arcane Forge Adept being able to imbue their magical will into the &amp;quot;blood&amp;quot; of the weapon allowing them to connect to the weapon as if it was a new limb on their body. This is best done during the process of creating a new weapon but can also be done through the use of tools and magic on an existing weapon even away from a full forge. (Replaces Battle Smith Steel Defender feature)&lt;br /&gt;
**Imbuing this weapon works like infusing an item, but does not count toward your maximum number of infused items. When you finish a long rest, you can touch or use proficient artisan tools on a magic or non-magical simple or martial melee weapon, which becomes your Adept Weapon. Once imbued, it is a magic weapon that grants a +1 bonus to attack and damage rolls, unless the base weapon you imbued already grants a higher bonus. This bonus increases when you reach certain levels in this class, increasing to +2 at 8th level and +3 at 13th level. If the weapon you imbued has the thrown property, it returns to your hand immediately after it is used to make a ranged attack. Your Adept Weapon&#039;s benefits remain until the weapon is destroyed or until you use this ability to imbue a new item with this power. Other creatures can&#039;t benefit from the Adept Weapon, and to them, it functions only as the unimbued weapon did. &lt;br /&gt;
{{col-end}}&lt;br /&gt;
&lt;br /&gt;
==Spellcasting==&lt;br /&gt;
*Ability: Int, Spell Save DC: 13, Spell Attack Bonus: +5&lt;br /&gt;
*Spell Slots(refresh on long rest): 1st - 3&lt;br /&gt;
===Artificer===&lt;br /&gt;
*Cantrips (2 known)&lt;br /&gt;
**Firebolt (VS)&lt;br /&gt;
**Guidance (Concentration, VS)&lt;br /&gt;
**Mending (VSM)&lt;br /&gt;
**Word of Radiance (VM)&lt;br /&gt;
*Level 1 (all known, can prepare 4/day of any level)&lt;br /&gt;
**Armor of Agathys (VSM) (always prepared due to subclass)&lt;br /&gt;
**Guiding Bolt (VS) (always prepared due to background feat, can be cast 1/long rest without using a slot.&lt;br /&gt;
**Shield of Faith (Bonus, Concentration, VS) (always prepared due to subclass)&lt;br /&gt;
&lt;br /&gt;
==Gear==&lt;br /&gt;
===Armor===&lt;br /&gt;
*Breastplate Armor (well-dented and clearly 2nd hand repaired gear.)&lt;br /&gt;
*Shield (usually infused with enhanced defense for +1 AC, the interior side is completely covered in magic runes describing several contingencies and magical abilities)&lt;br /&gt;
===Weapons===&lt;br /&gt;
====Melee and Weapons====&lt;br /&gt;
*Javelin (usually infused as Adept Weapon for +1 to hit/damage and returning)&lt;br /&gt;
*backup javelin (3)&lt;br /&gt;
*a few sticks that can be carved into javelins (always be picking up good sticks)&lt;br /&gt;
&lt;br /&gt;
===Inventory of items===&lt;br /&gt;
*bottle of black ink&lt;br /&gt;
*ink pen&lt;br /&gt;
*book of poetry (about the beauty of magic)&lt;br /&gt;
*school uniform&lt;br /&gt;
*pouch containing 5 gp (originally 15pg, but -10 gp to buy a shield)&lt;br /&gt;
*thieves&#039; tools &lt;br /&gt;
*backpack&lt;br /&gt;
*crowbar&lt;br /&gt;
*hammer&lt;br /&gt;
*10 pitons&lt;br /&gt;
*10 torches&lt;br /&gt;
*a tinderbox&lt;br /&gt;
*10 days of rations&lt;br /&gt;
*a waterskin&lt;br /&gt;
*50 feet of hempen rope&lt;br /&gt;
*bullseye lantern&lt;br /&gt;
*10 flasks oil&lt;br /&gt;
*smith&#039;s tools&lt;br /&gt;
*Woodcarver&#039;s Tools&lt;br /&gt;
*Potion of Healing (1)&lt;br /&gt;
*shoe-box sized case to deliver to Civantes&lt;br /&gt;
&lt;br /&gt;
[[Category:PC Character Sheets]]&lt;/div&gt;</summary>
		<author><name>Bartley</name></author>
	</entry>
	<entry>
		<id>https://wiki.proteststand.com/index.php?title=Talk:Bert%27s_Character_Sheet&amp;diff=5717</id>
		<title>Talk:Bert&#039;s Character Sheet</title>
		<link rel="alternate" type="text/html" href="https://wiki.proteststand.com/index.php?title=Talk:Bert%27s_Character_Sheet&amp;diff=5717"/>
		<updated>2025-08-28T15:53:49Z</updated>

		<summary type="html">&lt;p&gt;Bartley: /* advancement */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==feat choices and alternates==&lt;br /&gt;
*change Skill Expert skill if needed for story/background&lt;br /&gt;
*without Polearm Master, javelin is unquestionably better than spear, and sword/battleaxe/warhammer are better damage (but without throw). could even go for 2h reach weapons if wanted, but it&#039;s so hard to give up a shield.&lt;br /&gt;
*rework stats for Polearm Master is probably the best martial feat option, just throwing or spinning around a magic spear as needed and is also probably the best use of bonus action in combat and the best way for melee to be much better than spell blasting. another good combat option would be Sharpshooter, but looks like there&#039;s fucky interactions with thrown weapons other than darts not being &amp;quot;ranged weapons&amp;quot; so only able to qualify for the range and cover sections but not the -5 to hit/+10 damage section. (this subclass as a dart throwing build could probably make a fun Yondu-like deadly dart controller just using their mind and magical control to fling a dart from target to target through a crowd, but isn&#039;t what i was going for). Telekinetic would likewise be a useful bonus action, but probably not a good fit for background. &lt;br /&gt;
*change to Observant, can&#039;t go wrong with more passive perception, and might have the best investigation&lt;br /&gt;
&lt;br /&gt;
==infusion options (enhanced defense and subclass feature always selected) 3 others known, 1 other able to be in use at same time==&lt;br /&gt;
*Enhanced Weapon would just be for buffing another weapon user in party and may be useless or better replaced by Enhanced Arcane Focus on a blaster caster depending on party makeup.&lt;br /&gt;
*Replicate Magic Item (class items): can be selected multiple times with different options. &lt;br /&gt;
**Alchemy Jug: my favorite magic item. you can&#039;t beat it. all you really need to live on and have fun times right there. &lt;br /&gt;
**Bag of Holding: if you have the loot to need one you need one. ability to recreate means you can purposely destroy it.&lt;br /&gt;
**Sending Stones: also great if you have a need for them, otherwise not. (also any job should have to provide the communication equipment)&lt;br /&gt;
*Replicate Magic Item (common magic items): some may be worth using mostly for the ability to make a new one daily&lt;br /&gt;
**Hat of Wizardry: (RAW it&#039;s Wizard-only but was published before Artificer release and would fit well with college background as a &amp;quot;study aid&amp;quot;) probably would look more like a purple, black, and white hood or alchemists cap or something and would work especially well with Skill Expert (Arcana) feat choice. can be used as a spell focus and can try a DC 10 Arcana check to cast an Artificer cantrip you don&#039;t know. If the check succeeds, you cast the spell. If the check fails, so does the spell, and the action used to cast the spell is wasted. In either case, you can&#039;t use this property again until you finish a long rest.&lt;br /&gt;
**Masque Charm (if SCC items allowed): dc 13, 6-hour duration &#039;&#039;Disguise Self&#039;&#039;. if someone in the party needs to be frequently disguised. like other infusions could be used by self or given to another PC or NPC as needed.&lt;br /&gt;
**Mystery Key: if there&#039;s a lot of lock-picking, 1/20 chance to get into any locked door. would probably annoy the GM with always rolling for it when encountering any lock until it works. probably a bit too weird for this background&lt;br /&gt;
**Perfume of Bewitching: similar to &#039;&#039;Enhance Ability(CHA)&#039;&#039; but the &amp;quot;challenge rating 1 or lower&amp;quot; means it probably would never be useful in important interactions or anything after very early games.&lt;br /&gt;
&lt;br /&gt;
==advancement==&lt;br /&gt;
*purchasing/crafting plans: half-plate asap (purchase or else has tool proficiency to craft it himself (though doing so is still pretty expensive and time-consuming at 375gp and 8 downtime weeks)). &lt;br /&gt;
**not as bad as a wizard, but can still easily burn through all income just creating scrolls. 1st level spells are 25gp and 1 day of work. try to stock all party members capable of reading one with a &#039;&#039;Cure Wounds&#039;&#039; scroll at all times and try to keep on hand at least a few less commonly needed but possible emergency spells like &#039;&#039;Detect Magic&#039;&#039;, &#039;&#039;Disguise Self&#039;&#039;, &#039;&#039;Faerie Fire&#039;&#039;, &#039;&#039;Feather Fall&#039;&#039;, &#039;&#039;Purify Food and Drink&#039;&#039;, etc depending on which spells and rituals other party members have available. &lt;br /&gt;
**uncommon magic items (long-term plans and extended downtime): All Purpose Tool (multi-tool with +1 DC/to hit but would be limited to out of combat use as a spell focus if wielding a shield and javelin), Broom of Flying (powerful but flying is usually annoying), Eyes of Minute Seeing (advantage on Investigation), Sentinel Shield (advantage on Initiative and Perception), Pearl of Power (slot recovery), Stone of Good Luck (+1 saves and ability checks)&lt;br /&gt;
*level 4: +1 spell prepared, ASI (INT) (which will result in an additional +1 spell prepared as well as increase in spell and weapon to hit/damage and spell DC), replace magic hat?&lt;br /&gt;
*level 5: extra attack, Level 2 Spells and Slots, &#039;&#039;Spiritual Weapon&#039;&#039; and &#039;&#039;Warding Bond&#039;&#039; always prepared&lt;br /&gt;
*level 6: +1 spell prepared, expertise on proficient tools, +1 infusion active (Spell-Refueling Ring)/+2 known (Spell-Refueling Ring and ???), new replicate magic item options (switch &amp;quot;Enhanced Defense&amp;quot; Infusion to &amp;quot;Repulsion Shield&amp;quot;)&lt;/div&gt;</summary>
		<author><name>Bartley</name></author>
	</entry>
	<entry>
		<id>https://wiki.proteststand.com/index.php?title=Bert%27s_Character_Sheet&amp;diff=5716</id>
		<title>Bert&#039;s Character Sheet</title>
		<link rel="alternate" type="text/html" href="https://wiki.proteststand.com/index.php?title=Bert%27s_Character_Sheet&amp;diff=5716"/>
		<updated>2025-08-28T06:13:31Z</updated>

		<summary type="html">&lt;p&gt;Bartley: /* Inventory of items (purchased shield, but need to sell crossbow and tinderbox and get thieves tools or other always needed tools */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Bert]]&lt;br /&gt;
{{statsbox|bert.png|3|Human(var)|[[Arcane Forge Adept]] [[Artificer]]|breast plate and shield (magically infused +1)|Throwing Spear (javelin) (magically infused +1/return) | some overran/abandoned Flannary city}}&lt;br /&gt;
&lt;br /&gt;
==Background: University Trained (from Silverquill Student)==&lt;br /&gt;
===Feature===&lt;br /&gt;
*Magical Initiate (Cleric) Feat:&lt;br /&gt;
**Cantrips: &#039;&#039;Guidance&#039;&#039;, &#039;&#039;Word of Radiance&#039;&#039;&lt;br /&gt;
**Level 1 Spell (can be cast 1/day without a slot): &#039;&#039;Guiding Bolt&#039;&#039; OR &#039;&#039;Healing Word&#039;&#039;&lt;br /&gt;
*Added to spell list: (but not auto-prepared)&lt;br /&gt;
**Level 1 Spells: &#039;&#039;Dissonant Whispers&#039;&#039;, &#039;&#039;Silvery Barbs&#039;&#039;(sub? if so &#039;&#039;Shield&#039;&#039; would be a great reaction replacement, or &#039;&#039;Comprehend Languages&#039;&#039; is always a great CYA.)&lt;br /&gt;
===Traits===&lt;br /&gt;
*I always wait before speaking, analyzing the situation for whichever angle is most advantageous to my goals.&lt;br /&gt;
*No one knows about the all-nighters I&#039;ve pulled to keep my magic looking effortless, and I&#039;m going to keep it that way.&lt;br /&gt;
===Ideals===&lt;br /&gt;
*magical writing is coding. coding is more art than science. &lt;br /&gt;
*magic is the only thing truly worthy of focus and study and that study should also include &lt;br /&gt;
*i always want to figure out how things work and wanting to always learn more about magic is part of that.&lt;br /&gt;
===Bonds===&lt;br /&gt;
*the reason i have remained alive and wish to continue to remain alive is never-ending magical study and experimentation&lt;br /&gt;
*mentor&lt;br /&gt;
*other debts/burned bridges&lt;br /&gt;
===Flaws===&lt;br /&gt;
*probably thinks he&#039;s always smartest person in the room and often willing to argue if he thinks someone is wrong especially in magical matters&lt;br /&gt;
*probably defaults to being somewhat greedy and miserly, but probably always broke immediately too.&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
==Attributes==&lt;br /&gt;
{{col-begin}}&lt;br /&gt;
{{col-break}}&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Attribute !! Value !! Bonus !! Save&lt;br /&gt;
|-&lt;br /&gt;
|Strength || 10 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Dexterity || 14 || +2 || +2&lt;br /&gt;
|-&lt;br /&gt;
|Constitution || 14 || +2 || &#039;&#039;&#039;+4&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Intelligence || 16 || +3 || &#039;&#039;&#039;+5&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Wisdom || 12|| +1 || +1&lt;br /&gt;
|-&lt;br /&gt;
|Charisma || 10 || 0 || 0&lt;br /&gt;
|}&lt;br /&gt;
{{col-break}}&lt;br /&gt;
===Secondary Attributes===&lt;br /&gt;
{|&lt;br /&gt;
|Hit Points || &#039;&#039;&#039;24&#039;&#039;&#039; (Level 1: 8 + 2 CON; 2,3: 5 + 2 CON)&lt;br /&gt;
|-&lt;br /&gt;
|Armor Class || usually 19 (breast plate armor + enhanced defense infused shield) but up to 21 (infused shield + scale armor + &#039;&#039;Shield of Faith&#039;&#039;)&lt;br /&gt;
|-&lt;br /&gt;
|Proficiency Bonus || +2&lt;br /&gt;
|-&lt;br /&gt;
|Passive Perception || 13&lt;br /&gt;
|-&lt;br /&gt;
|Initiative || +2&lt;br /&gt;
|-&lt;br /&gt;
|Base Speed || 30 Feet &lt;br /&gt;
|}&lt;br /&gt;
{{col-end}}&lt;br /&gt;
&lt;br /&gt;
==Skills &amp;amp; Abilities==&lt;br /&gt;
{{col-begin}}&lt;br /&gt;
{{col-break}}&lt;br /&gt;
{|class=&amp;quot;sortable mw-collapsible wikitable&amp;quot;&lt;br /&gt;
!|Skill||Ability||Score&lt;br /&gt;
|-&lt;br /&gt;
|Acrobatics ||DEX|| +2&lt;br /&gt;
|-&lt;br /&gt;
|Animal Handling||WIS|| +1&lt;br /&gt;
|-&lt;br /&gt;
|Arcana||INT|| &#039;&#039;&#039;+7&#039;&#039;&#039; (EXP)&lt;br /&gt;
|-&lt;br /&gt;
|Athletics||STR|| 0&lt;br /&gt;
|-&lt;br /&gt;
|Deception||CHA|| 0&lt;br /&gt;
|-&lt;br /&gt;
|History||INT|| &#039;&#039;&#039;+5&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Insight||WIS|| &#039;&#039;&#039;+3&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Intimidation ||CHA || 0&lt;br /&gt;
|- &lt;br /&gt;
|Investigation||INT|| &#039;&#039;&#039;+5&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Medicine||WIS|| +1&lt;br /&gt;
|- &lt;br /&gt;
|Nature||INT|| +3&lt;br /&gt;
|- &lt;br /&gt;
|Perception  ||WIS|| &#039;&#039;&#039;+3&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
|Performance||CHA || 0&lt;br /&gt;
|- &lt;br /&gt;
|Persuasion||CHA || &#039;&#039;&#039;+2&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
|Religion||INT|| +3&lt;br /&gt;
|- &lt;br /&gt;
|Sleight of Hand||DEX|| +2&lt;br /&gt;
|- &lt;br /&gt;
|Stealth ||DEX || +2 &lt;br /&gt;
|-&lt;br /&gt;
|Survival ||WIS || +1&lt;br /&gt;
|-&lt;br /&gt;
|Smith&#039;s Tools|| UNTYPED|| &#039;&#039;&#039;+2&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Thieves&#039; Tools ||UNTYPED || &#039;&#039;&#039;+2&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Tinker&#039;s Tools ||UNTYPED || &#039;&#039;&#039;+2&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Woodcarver&#039;s Tools||UNTYPED || &#039;&#039;&#039;+2&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
{{col-break}}&lt;br /&gt;
&lt;br /&gt;
==Languages==&lt;br /&gt;
*Ubrekti (common)&lt;br /&gt;
*Flannari (origin)&lt;br /&gt;
*Petaran (human bonus)&lt;br /&gt;
*Gilden Dwarven (background)&lt;br /&gt;
*Hakan Gnome (background)&lt;br /&gt;
&lt;br /&gt;
==Class and Background Abilities==&lt;br /&gt;
===Race Abilities===&lt;br /&gt;
*Skill Proficiency: Insight (WIS) - while not a great communicator Bert is somewhat skilled in reading others.&lt;br /&gt;
*Racial Feat: Skill Expert (+1 INT, Perception proficiency, Arcana expertise.)&lt;br /&gt;
==Class Abilities==&lt;br /&gt;
*Proficiencies&lt;br /&gt;
**Armor: Light armor, medium armor, shields&lt;br /&gt;
**Weapons: Simple weapons, Martial weapons&lt;br /&gt;
**Tools: &lt;br /&gt;
***thieves’ tools: a small file, a set of lock picks, a small mirror mounted on a metal handle, a set of narrow-bladed scissors, and a pair of pliers. &lt;br /&gt;
****History: Your knowledge of traps grants you insight when answering questions about locations that are renowned for their traps.&lt;br /&gt;
****Investigation and Perception: You gain additional insight when looking for traps, because you have learned a variety of common signs that betray their presence.&lt;br /&gt;
****Set a Trap: Just as you can disable traps, you can also set them. As part of a short rest, you can create a trap using items you have on hand. The total of your check becomes the DC for someone else&#039;s attempt to discover or disable the trap. The trap deals damage appropriate to the materials used in crafting it (such as poison or a weapon) or damage equal to half the total of your check, whichever the DM deems appropriate. &lt;br /&gt;
***tinker’s tools: a variety of hand tools, thread, needles, a whetstone, scraps of cloth and leather, and a small pot of glue.&lt;br /&gt;
****History: You can determine the age and origin of objects, even if you have only a few pieces remaining from the original.&lt;br /&gt;
****Investigation; When you inspect a damaged object, you gain knowledge of how it was damaged and how long ago.&lt;br /&gt;
****Repair: You can restore 10 hit points to a damaged object for each hour of work. For any object, you need access to the raw materials required to repair it. For metal objects, you need access to an open flame hot enough to make the metal pliable.&lt;br /&gt;
***smith&#039;s tools: hammers, tongs, charcoal, rags, and a whetstone.&lt;br /&gt;
****Arcana and History: Your expertise lends you additional insight when examining metal objects, such as weapons.&lt;br /&gt;
****Investigation: You can spot clues and make deductions that others might overlook when an investigation involves armor, weapons, or other metalwork.&lt;br /&gt;
****Repair: With access to your tools and an open flame hot enough to make metal pliable, you can restore 10 hit points to a damaged metal object for each hour of work.&lt;br /&gt;
***woodcarver&#039;s tools: a knife, a gouge, and a small saw.&lt;br /&gt;
****Arcana, History: Your expertise lends you additional insight when you examine wooden objects, such as figurines or arrows.&lt;br /&gt;
****Nature: Your knowledge of wooden objects gives you some added insight when you examine trees.&lt;br /&gt;
****Repair: As part of a short rest, you can repair a single damaged wooden object.&lt;br /&gt;
****Craft Arrows: As part of a short rest, you can craft up to five arrows or 1 Javelin. As part of a long rest, you can craft up to twenty arrows or 3 Javelins. You must have enough wood on hand to produce them.&lt;br /&gt;
*Magical Tinkering: invest a spark of magic into mundane objects. The chosen property lasts indefinitely. As an action, you can touch the object and end the property early. You can bestow magic on multiple objects, touching one object each time you use this feature, though a single object can only bear one property at a time. The maximum number of objects you can affect with this feature at one time is &#039;&#039;&#039;3&#039;&#039;&#039; (INT mod). If you try to exceed your maximum, the oldest property immediately ends, and then the new property applies. To use this ability, you must have thieves&#039; tools or artisan&#039;s tools in hand. You then touch a Tiny nonmagical object as an action and give it one of the following magical properties of your choice:&lt;br /&gt;
**The object sheds bright light in a 5-foot radius and dim light for an additional 5 feet.&lt;br /&gt;
**Whenever tapped by a creature, the object emits a recorded message that can be heard up to 10 feet away. You utter the message when you bestow this property on the object, and the recording can be no more than 6 seconds long.&lt;br /&gt;
**The object continuously emits your choice of an odor or a nonverbal sound (wind, waves, chirping, or the like). The chosen phenomenon is perceivable up to 10 feet away.&lt;br /&gt;
**A static visual effect appears on one of the object&#039;s surfaces. This effect can be a picture, up to 25 words of text, lines and shapes, or a mixture of these elements, as you like.&lt;br /&gt;
*Infusions: 4 known, 2 items can be infused at a time&lt;br /&gt;
**Enhanced Defense (usually active on equipped shield)&lt;br /&gt;
**Mind Sharpener (if concentration required)&lt;br /&gt;
**Replicate Item (cheating Wizard Hat if allowed)&lt;br /&gt;
**Replicate Magic Item (JUG!)&lt;br /&gt;
*Ritual Casting (Spell must be prepared)&lt;br /&gt;
*The Right Tool for the Job: At 3rd level, you learn how to produce exactly the tool you need: with tinker&#039;s tools in hand, you can magically create one set of artisan&#039;s tools in an unoccupied space within 5 feet of you. This creation requires 1 hour of uninterrupted work, which can coincide with a short or long rest. Though the product of magic, the tools are non-magical, and they vanish when you use this feature again.&lt;br /&gt;
*Battle Ready: Martial weapon proficiency and can use INT for to hit and damage when using a magic weapon (including, but not limited to, your infused weapon(s)) as per Battle Smith.&lt;br /&gt;
*Adept Weapon: At 3rd level, you learn to imbue a specific weapon with magical energies through engraving runes, magical tempering, alchemical formulas, or some other magical process of layering of arcane energy and intention into the material of the weapon. Both Gilden and Hakan artificer traditions name it as &amp;quot;Nazushkestarmid&amp;quot; from the Dwarven meaning &amp;quot;blood-engraved weapon&amp;quot;. Despite the name, blood is not usually involved in the process as it refers instead to the process of the Arcane Forge Adept being able to imbue their magical will into the &amp;quot;blood&amp;quot; of the weapon allowing them to connect to the weapon as if it was a new limb on their body. This is best done during the process of creating a new weapon but can also be done through the use of tools and magic on an existing weapon even away from a full forge. (Replaces Battle Smith Steel Defender feature)&lt;br /&gt;
**Imbuing this weapon works like infusing an item, but does not count toward your maximum number of infused items. When you finish a long rest, you can touch or use proficient artisan tools on a magic or non-magical simple or martial melee weapon, which becomes your Adept Weapon. Once imbued, it is a magic weapon that grants a +1 bonus to attack and damage rolls, unless the base weapon you imbued already grants a higher bonus. This bonus increases when you reach certain levels in this class, increasing to +2 at 8th level and +3 at 13th level. If the weapon you imbued has the thrown property, it returns to your hand immediately after it is used to make a ranged attack. Your Adept Weapon&#039;s benefits remain until the weapon is destroyed or until you use this ability to imbue a new item with this power. Other creatures can&#039;t benefit from the Adept Weapon, and to them, it functions only as the unimbued weapon did. &lt;br /&gt;
{{col-end}}&lt;br /&gt;
&lt;br /&gt;
==Spellcasting==&lt;br /&gt;
*Ability: Int, Spell Save DC: 13, Spell Attack Bonus: +5&lt;br /&gt;
*Spell Slots(refresh on long rest): 1st - 3&lt;br /&gt;
===Artificer===&lt;br /&gt;
*Cantrips (2 known)&lt;br /&gt;
**Firebolt (VS)&lt;br /&gt;
**Guidance (Concentration, VS)&lt;br /&gt;
**Mending (VSM)&lt;br /&gt;
**Word of Radiance (VM)&lt;br /&gt;
*Level 1 (all known, can prepare 4/day of any level)&lt;br /&gt;
**Armor of Agathys (VSM) (always prepared due to subclass)&lt;br /&gt;
**Guiding Bolt (VS) (always prepared due to background feat, can be cast 1/long rest without using a slot.&lt;br /&gt;
**Shield of Faith (Bonus, Concentration, VS) (always prepared due to subclass)&lt;br /&gt;
&lt;br /&gt;
==Gear==&lt;br /&gt;
===Armor===&lt;br /&gt;
*Scale Armor (unless given as part of a job, probably pretty bad and clearly 2nd hand repaired gear.)&lt;br /&gt;
*Shield (usually infused with enhanced defense for +1 AC, the interior side is completely covered in magic runes describing several contingencies and magical abilities)&lt;br /&gt;
===Weapons===&lt;br /&gt;
====Melee and Weapons====&lt;br /&gt;
*Javelin (usually infused as Adept Weapon for +1 to hit/damage and returning)&lt;br /&gt;
*backup javelin&lt;br /&gt;
*a few sticks that can be carved into javelins (always be picking up good sticks)&lt;br /&gt;
&lt;br /&gt;
===Inventory of items===&lt;br /&gt;
*bottle of black ink&lt;br /&gt;
*ink pen&lt;br /&gt;
*book of poetry (about the beauty of magic)&lt;br /&gt;
*school uniform&lt;br /&gt;
*pouch containing 5 gp (originally 15pg, but -10 gp to buy a shield)&lt;br /&gt;
*thieves&#039; tools &lt;br /&gt;
*backpack&lt;br /&gt;
*crowbar&lt;br /&gt;
*hammer&lt;br /&gt;
*10 pitons&lt;br /&gt;
*10 torches&lt;br /&gt;
*a tinderbox (sell asap)&lt;br /&gt;
*10 days of rations&lt;br /&gt;
*a waterskin&lt;br /&gt;
*50 feet of hempen rope&lt;br /&gt;
*bullseye lantern&lt;br /&gt;
*10 flasks oil&lt;br /&gt;
*smith&#039;s tools&lt;br /&gt;
*shoe-box sized case to deliver to Civantes&lt;br /&gt;
&lt;br /&gt;
[[Category:PC Character Sheets]]&lt;/div&gt;</summary>
		<author><name>Bartley</name></author>
	</entry>
	<entry>
		<id>https://wiki.proteststand.com/index.php?title=Oracles&amp;diff=5715</id>
		<title>Oracles</title>
		<link rel="alternate" type="text/html" href="https://wiki.proteststand.com/index.php?title=Oracles&amp;diff=5715"/>
		<updated>2025-08-24T03:18:27Z</updated>

		<summary type="html">&lt;p&gt;Bartley: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
&lt;br /&gt;
Specially anointed children that acted as the mouthpieces of the [[Demi-Pantheon]] during the second half of the [[Age of Demigods]]. It is unclear in the modern era if Oracles each spoke for ONE Demigod or if they were general conduits for ALL the Demigods and what powers and responsibilities they actually had.&lt;br /&gt;
&lt;br /&gt;
A great number of these traditions were kept as mystery cults, so much like gnosticism or something, really the only information we have is that penned by sources hostile to the [[Alexandrian Church]].&lt;br /&gt;
&lt;br /&gt;
The [[Canon of Orthodoxy]], especially the [[Testimonials|Testimonial]] of [[Dadtim the Younger|Dadtim]], is the main widely-known information about the Oracles and it focuses mostly on their bodyguards, the [[Oracular Phalanx]] and specifically on those who became the [[Oath of the Blackguards]], way more than the Oracles themselves. Many consider the [[Prophet&#039;s War]] to have begun with the corruption of the Oracles or of the willing defection of their Paladin protectors.&lt;/div&gt;</summary>
		<author><name>Bartley</name></author>
	</entry>
	<entry>
		<id>https://wiki.proteststand.com/index.php?title=Oracles&amp;diff=5714</id>
		<title>Oracles</title>
		<link rel="alternate" type="text/html" href="https://wiki.proteststand.com/index.php?title=Oracles&amp;diff=5714"/>
		<updated>2025-08-24T03:16:58Z</updated>

		<summary type="html">&lt;p&gt;Bartley: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
&lt;br /&gt;
Specially anointed children that acted as the mouthpieces of the [[Demi-Pantheon]] during the second half of the [[Age of Demigods]]. It is unclear in the modern era if Oracles each spoke for ONE Demigod or if they were general conduits for ALL the Demigods and what powers and responsibilities they actually had.&lt;br /&gt;
&lt;br /&gt;
A great number of these traditions were kept as mystery cults, so much like gnosticism or something, really the only information we have is that penned by sources hostile to the [[Alexandrian Church]].&lt;br /&gt;
&lt;br /&gt;
The [[Canon of Orthodoxy]], especially the [[Testimonial]] of [[Dadtim]], is the main widely-known information about the Oracles and it focuses mostly on their bodyguards, the [[Oracular Phalanx]] especially on those who became the [[Oath of the Blackguards]], way more than the oracles themselves. Many consider the [[Prophet&#039;s War]] to have begun with the corruption of the Oracles or of the willing defection of their Paladin protectors.&lt;/div&gt;</summary>
		<author><name>Bartley</name></author>
	</entry>
	<entry>
		<id>https://wiki.proteststand.com/index.php?title=Oracles&amp;diff=5713</id>
		<title>Oracles</title>
		<link rel="alternate" type="text/html" href="https://wiki.proteststand.com/index.php?title=Oracles&amp;diff=5713"/>
		<updated>2025-08-24T03:15:57Z</updated>

		<summary type="html">&lt;p&gt;Bartley: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
&lt;br /&gt;
Specially anointed children that acted as the mouthpieces of the [[Demi-Pantheon]] during the second half of the [[Age of Demigods]]. It is unclear in the modern era if Oracles each spoke for ONE Demigod or if they were general conduits for ALL the Demigods and what powers and responsibilities they actually had.&lt;br /&gt;
&lt;br /&gt;
A great number of these traditions were kept as mystery cults, so much like gnosticism or something, really the only information we have is that penned by sources hostile to the [[Alexandrian Church]].&lt;br /&gt;
&lt;br /&gt;
The [[Cannon of Orthodoxy]], especially the [[Testimonial of Dadtim]], is the main widely-known information about the Oracles and it focuses mostly on their bodyguards, the [[Oracular Phalanx]] especially on those who became the [[Oath of the Blackguards]], way more than the oracles themselves. Many consider the [[Prophet&#039;s War]] to have begun with the corruption of the Oracles or of the willing defection of their Paladin protectors.&lt;/div&gt;</summary>
		<author><name>Bartley</name></author>
	</entry>
	<entry>
		<id>https://wiki.proteststand.com/index.php?title=Kwis%27s_Character_Sheet&amp;diff=5708</id>
		<title>Kwis&#039;s Character Sheet</title>
		<link rel="alternate" type="text/html" href="https://wiki.proteststand.com/index.php?title=Kwis%27s_Character_Sheet&amp;diff=5708"/>
		<updated>2025-08-21T07:10:09Z</updated>

		<summary type="html">&lt;p&gt;Bartley: /* Psion Spells (10 spells known, ignore V and M (except as noted)) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Kwis]]&lt;br /&gt;
{{statsbox|kwis.jpg|Mountain Dwarf|3|Psion(Warper)|medium armor|brain|Vargain Fortress}}&lt;br /&gt;
==Background: custom, probably some sort of nerd bookworm based on Cloistered Scholar==&lt;br /&gt;
*Skill Proficiencies: Arcana, History&lt;br /&gt;
*Languages Proficiencies: Ubrekti, Hakani or Fresian&lt;br /&gt;
*Feature: Library Access - well-acquainted with Gilden library science traditions etc &lt;br /&gt;
*Equipment: scholar&#039;s robes, a writing kit (small pouch with a quill, ink, folded parchment, and a small penknife), a borrowed book on the subject of your current study, and a pouch containing 10 gp&lt;br /&gt;
==Attributes==&lt;br /&gt;
{{col-begin}}&lt;br /&gt;
{{col-break}}&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Attribute !! Value !! Bonus !! Save&lt;br /&gt;
|-&lt;br /&gt;
|Strength || 10|| 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Dexterity || 14 || +2 || +2&lt;br /&gt;
|-&lt;br /&gt;
|Constitution || 16 || +3 || +3&lt;br /&gt;
|-&lt;br /&gt;
|Intelligence || 16 || +3 || &#039;&#039;&#039;+5&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Wisdom || 12 || +1 || &#039;&#039;&#039;+3&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Charisma || 8 || -1 || -1&lt;br /&gt;
|}&lt;br /&gt;
{{col-break}}&lt;br /&gt;
===Secondary Attributes===&lt;br /&gt;
{|&lt;br /&gt;
|Hit Points || &#039;&#039;&#039;25&#039;&#039;&#039; (Level 1,2: 6 + 3 CON; Level 3: 4 + 3 CON)&lt;br /&gt;
|-&lt;br /&gt;
|Armor Class || 16 (scale) &lt;br /&gt;
|-&lt;br /&gt;
|Proficiency Bonus || +2&lt;br /&gt;
|-&lt;br /&gt;
|Passive Perception || 13&lt;br /&gt;
|-&lt;br /&gt;
|Initiative || +2&lt;br /&gt;
|-&lt;br /&gt;
|Base Speed || 25 Feet&lt;br /&gt;
|}&lt;br /&gt;
{{col-end}}&lt;br /&gt;
&lt;br /&gt;
==Skills &amp;amp; Abilities==&lt;br /&gt;
{{col-begin}}&lt;br /&gt;
{{col-break}}&lt;br /&gt;
{|class=&amp;quot;sortable mw-collapsible wikitable&amp;quot;&lt;br /&gt;
!|Skill||Ability||Score&lt;br /&gt;
|-&lt;br /&gt;
|Acrobatics ||DEX|| +2&lt;br /&gt;
|-&lt;br /&gt;
|Animal Handling||WIS|| +1&lt;br /&gt;
|-&lt;br /&gt;
|Arcana||INT|| &#039;&#039;&#039;+5&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Athletics||STR|| 0&lt;br /&gt;
|-&lt;br /&gt;
|Deception||CHA|| -1&lt;br /&gt;
|-&lt;br /&gt;
|History||INT|| &#039;&#039;&#039;+5&#039;&#039;&#039; (+7 when Stonecunning)&lt;br /&gt;
|-&lt;br /&gt;
|Insight||WIS|| &#039;&#039;&#039;+3&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Intimidation ||CHA || -1&lt;br /&gt;
|- &lt;br /&gt;
|Investigation||INT|| &#039;&#039;&#039;+5&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Medicine||WIS|| +1 &lt;br /&gt;
|- &lt;br /&gt;
|Nature||INT|| &#039;&#039;&#039;+5&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
|Perception  ||WIS|| &#039;&#039;&#039;+3&#039;&#039;&#039; &lt;br /&gt;
|- &lt;br /&gt;
|Performance||CHA || -1&lt;br /&gt;
|- &lt;br /&gt;
|Persuasion||CHA || -1&lt;br /&gt;
|- &lt;br /&gt;
|Religion||INT|| &#039;&#039;&#039;+5&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
|Sleight of Hand||DEX|| +2&lt;br /&gt;
|- &lt;br /&gt;
|Stealth ||DEX || +2 (disadvantage due to armor)&lt;br /&gt;
|-&lt;br /&gt;
|Survival ||WIS ||  +1&lt;br /&gt;
|-&lt;br /&gt;
|Tool (Calligrapher)||UNTYPED || &#039;&#039;&#039;+2&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{col-break}}&lt;br /&gt;
&lt;br /&gt;
==Languages==&lt;br /&gt;
*Ubrekti&lt;br /&gt;
*Dwarven&lt;br /&gt;
*Hakani or Fresian&lt;br /&gt;
&lt;br /&gt;
==Class Abilities==&lt;br /&gt;
*Weapons: simple weapons&lt;br /&gt;
*Skills: Insight, Perception&lt;br /&gt;
*Ritual Casting: can cast prepared some spells as a ritual instead of burning slot&lt;br /&gt;
*Psionic Spellcasting: When you cast a Psion spell, that spell doesn’t require a Verbal or Material component, even if the spell includes “V” or “M” in its “Components” entry, except Material components that are consumed by the spell or have a cost specified in the spell.&lt;br /&gt;
*Psionic Modes (2/long rest): As a Bonus Action, you can choose one of the following modes, granting you certain benefits for 1 minute &lt;br /&gt;
**Attack Mode: Damage from your weapon attacks, Psion spells, and Psion features ignores Resistance to Psychic damage. In addition, when you roll damage for a spell, you can expend one Psionic Energy Die to reroll a number of damage dice up to your Intelligence modifier (minimum of one), and you must use the new rolls.&lt;br /&gt;
**Defense Mode: You have Resistance to Psychic damage. In addition, when you fail an Intelligence, Wisdom, or Charisma saving throw, you can take a Reaction to expend one Psionic Energy Die; roll the Psionic Energy Die and add the number rolled to the saving throw, potentially turning a failure into a success. &lt;br /&gt;
*Teleportation:  You can cast Misty Step without expending a spell slot, and you must finish a Long Rest before you can cast it in this way again. You can also restore your use of it by expending one Psionic Energy Die (no action required).&lt;br /&gt;
*Warp Propel: When a target fails its saving throw against your Telekinetic Propel, instead of pushing it, you can teleport the target to an unoccupied space you can see within 30 feet of you that is horizontal to you&lt;br /&gt;
*Feat: Skilled (Investigation, Nature, Religion)&lt;br /&gt;
===Species Abilities===&lt;br /&gt;
*Your speed is not reduced by wearing heavy armor. (No heavy armor proficiency though)&lt;br /&gt;
*Darkvision: You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can&#039;t discern color in darkness, only shades of gray.&lt;br /&gt;
*Dwarven Resilience: You have advantage on saving throws against being poisoned, and you have resistance against poison damage.&lt;br /&gt;
*Dwarven Combat Training: You have proficiency with the battleaxe, handaxe, light hammer, and warhammer.&lt;br /&gt;
*Dwarven Armor Training: You have proficiency with light and medium armor&lt;br /&gt;
*Tool Proficiency: You gain proficiency with Calligrapher&#039;s Supplies (subbed)&lt;br /&gt;
*Stonecunning: Whenever you make a History check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.&lt;br /&gt;
{{col-end}}&lt;br /&gt;
&lt;br /&gt;
==Psionics==&lt;br /&gt;
*Ability: Int, Spell Save DC: 13, Spell Attack Bonus: +5&lt;br /&gt;
*Slots (refresh on long rest): 1st - 4, 2nd - 2&lt;br /&gt;
*Psi Die (refresh 1/short rest, 3/long rest): d6&lt;br /&gt;
===Powers===&lt;br /&gt;
*Telekinetic Propel: As a Bonus Action, choose one Large or smaller creature other than you that you can see within 30 feet of yourself, and then roll one Psionic Energy Die. The target must succeed on a Strength saving throw or be pushed or pulled (your choice) up to a number of feet straight away from yourself equal to 5 times the number rolled. The die is expended only if the target fails the saving throw. A target can choose to fail the saving throw rather than roll. Can also teleport instead of pushing, see Warp Propel above.&lt;br /&gt;
*Telepathic Connection: You have telepathy with a range of 5 feet. The contacted creature doesn&#039;t need to share a language with the telepath to understand this communication, but the contacted creature must be able to understand at least one language or be telepathic itself to understand. A telepath doesn&#039;t need to see a contacted creature and contact is immediately broken if either the telepath or the other creature has the Incapacitated condition. Telepathic contact is also broken if the contacted creature is no longer within the telepathy&#039;s range or if the telepath contacts a different creature within range. A creature without telepathy can receive telepathic messages but can&#039;t initiate a telepathic conversation. Once a telepathic conversation starts, the non-telepath can communicate mentally to the telepath until the telepathic connection ends. As a Bonus Action, you can expend one Psionic Energy Die and roll it. For a number of minutes equal to your Psion level, the range of your telepathy increases by a number of feet equal to 10 times the number rolled.&lt;br /&gt;
&lt;br /&gt;
===Psionic Discipline (2 known)===&lt;br /&gt;
*Psionic Backlash: Immediately after a creature you can see hits you with an attack roll, you can take a Reaction to expend one Psionic Energy Die, roll two Psionic Energy Dice, and subtract the number rolled on each die from the total to hit. In addition, you can force the attacker to make a Wisdom saving throw. On a failed save, the target takes Psychic damage equal to the amount rolled on the two Psionic Energy Dice.&lt;br /&gt;
*Inerrant Aim: When you make an attack roll against a creature and miss, you can roll one Psionic Energy Die and add the number rolled to the attack roll, potentially turning the miss into a hit. If this causes the attack to hit, the die is expended.&lt;br /&gt;
&lt;br /&gt;
===Psion Spells (10 spells known, ignore V and M (except as noted))===&lt;br /&gt;
*Cantrips (3 known)&lt;br /&gt;
**Mage Hand (subtle, can choose to make hand invisible)&lt;br /&gt;
**Mind Sliver (S  (crushing your head gesture))&lt;br /&gt;
**True Strike 2024 (S, M (weapon worth at least 1 copper))&lt;br /&gt;
*Level 1 &lt;br /&gt;
**Command &lt;br /&gt;
**Comprehend Languages (S, ritual)&lt;br /&gt;
**Dissonant Whispers&lt;br /&gt;
**Expeditious Retreat (S, subclass, bonus action, concentration)&lt;br /&gt;
**Feather Fall (reaction, subclass)&lt;br /&gt;
**Sleep (S) or Silent Image (S, concentration)&lt;br /&gt;
*Level 2&lt;br /&gt;
**Enhance Ability (S, concentration)&lt;br /&gt;
**Misty Step (subclass, bonus action)&lt;br /&gt;
**Shatter (S, subclass)&lt;br /&gt;
**Tasha&#039;s Mind Whip&lt;br /&gt;
&lt;br /&gt;
==Gear==&lt;br /&gt;
===Armor===&lt;br /&gt;
*Scale Armor&lt;br /&gt;
===Weapons===&lt;br /&gt;
====Melee Weapons====&lt;br /&gt;
*dagger (always have a knife)&lt;br /&gt;
*battleaxe or warhammer (have the proficiency and can be used with True Strike too but hopefully will never use)&lt;br /&gt;
====Ranged Weapons====&lt;br /&gt;
*Light Crossbow (always try to use True Strike to help the bolts find the target)&lt;br /&gt;
&lt;br /&gt;
===Inventory of items===&lt;br /&gt;
*magic item&lt;br /&gt;
*scholar&#039;s robes&lt;br /&gt;
*a writing kit (small pouch with a quill, ink, folded parchment, and a small penknife)&lt;br /&gt;
*a book on Psionics&lt;br /&gt;
*a pouch containing 10 gp&lt;br /&gt;
====Consumables====&lt;br /&gt;
*Dungeoneer&#039;s, Diplomat&#039;s, or Scholar&#039;s Pack&lt;/div&gt;</summary>
		<author><name>Bartley</name></author>
	</entry>
	<entry>
		<id>https://wiki.proteststand.com/index.php?title=Demi-Pantheon&amp;diff=5707</id>
		<title>Demi-Pantheon</title>
		<link rel="alternate" type="text/html" href="https://wiki.proteststand.com/index.php?title=Demi-Pantheon&amp;diff=5707"/>
		<updated>2025-08-18T01:26:16Z</updated>

		<summary type="html">&lt;p&gt;Bartley: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The mortal champions of the of the [[Eight Makers]] who were raised to Demi-Godhood after the [[Battle of Sacrifice]]. They resided on the mortal plane for many years after their raised status, and their intrigues and affairs lead to the rise of the earliest cities and kingdoms. In the wake of a pair of [[usurping]] assassinations, and cognizant somewhat of the damage their powers were doing on the mortal plane, they agreed (more-or-less) as a group to retreat to the Outsider planes. Either the Veil was already in place, or they constructed it after their exodus, but in either case the journey was one way and they could only only communicate with the world through their child [[Oracles]], whose cryptic divinitory pronouncements and visions guided the actions of local and regional priesthoods. &lt;br /&gt;
&lt;br /&gt;
The were the receptacles of all or almost all divine magic until the the end of the [[Prophet&#039;s War]], when the [[ascension]] of [[Alexandria]] to the [[Omnity]] lead to their annihilation. &lt;br /&gt;
&lt;br /&gt;
Although the Demi-Pantheon had mortal roots, their long time as shapeshifting superpowers made them quickly abandon notions of species, race, and gender. Excepting for Servitors, stores speak of them appearing in almost any and every form during their time on the mortal plane. Almost every noble and royal family in the Mainland claims descent from some member of the Demi-Pantheon or other, and a large number of those claimants are no doubt correct. &lt;br /&gt;
&lt;br /&gt;
A great number of the [[Warlock Cults]] that have risen in the wake of the [[Scism]] and the [[Crisis of the 15th Century]] focus around one of these extinct demigods. The power of these cults cannot be denied, although the ultimate source of that power is a source of vigorous debate over a century on. &lt;br /&gt;
&lt;br /&gt;
As many of these powers had different names across different cultures, there is some overall debate about which demigods occupied which domains. After the Demi-Pantheon&#039;s exodus, the faiths became highly regional and lost any unified system of theology or religious texts or rituals, if they ever actually existed. Generally speaking, debating scholars of the early Alexandrian era eventually sorted their vanquished rivals into the following figures:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;List of the Demi-Pantheon&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! &amp;amp;times; Name !! Spheres of Influence !! Available Domains !!  Mortal Aspect  !!   Alignment  &lt;br /&gt;
|-&lt;br /&gt;
! [[Brax]]&lt;br /&gt;
| War and Conflict || Strength, Knowledge, Destruction, Planning, War || Dwarf || LN&lt;br /&gt;
|-&lt;br /&gt;
! [[Tembre]]&lt;br /&gt;
| Artisans and Crafts || Craft, Metal, Trade || Human || N &lt;br /&gt;
|-&lt;br /&gt;
! [[Tallia]]&lt;br /&gt;
| Wine and Theatre || Illusion, Knowledge, Luck, Trickery || Elf || NG &lt;br /&gt;
|-&lt;br /&gt;
! [[Talos]]&lt;br /&gt;
| Justice and Retribution || Law, Retribution, Strength, Protection || Human || N &lt;br /&gt;
|-&lt;br /&gt;
! [[Morgion]]&lt;br /&gt;
| Death || Death, Renewal, Time || Gnome || N &lt;br /&gt;
|-&lt;br /&gt;
! [[Tempesta]]&lt;br /&gt;
| Storms, Lightning, and the Sea || Water, Ocean, Air, Storm, Travel, Chaos || Lizardfolk || CN &lt;br /&gt;
|-&lt;br /&gt;
! [[Nintar]]&lt;br /&gt;
| Darkness, Trickery, and Merchants || Darkness, Trickery, Craft, Illusion, Trade, Luck || Halfling || CN &lt;br /&gt;
|-&lt;br /&gt;
! [[Alluria]]&lt;br /&gt;
| Nature || Animal, Earth, Air, Water, Plant [Also: Druid Class] || Elf || N &lt;br /&gt;
|-&lt;br /&gt;
! [[Elbeth]]&lt;br /&gt;
| Birth and Marriage || Healing, Renewal, Family, Protection || Halfling || NG &lt;br /&gt;
|-&lt;br /&gt;
! [[Tilatil]]&lt;br /&gt;
| Scholarship and Learning || Knowledge, Planning, Healing, Magic, Spell || Gnome || LN &lt;br /&gt;
|-&lt;br /&gt;
! [[Natalia]]&lt;br /&gt;
| Peace and Diplomacy || Good, Law, Protection, Healing, Nobility, Charm || Half-Elf || LG &lt;br /&gt;
|-&lt;br /&gt;
! [[Markos]]&lt;br /&gt;
| Invention and Innovation || Knowledge, Trade, Craft, Metal || Human || LN &lt;br /&gt;
|-&lt;br /&gt;
! [[Agliar]]&lt;br /&gt;
| Law and Order || Law, Nobility, Planning, Protection || Dwarf || LN &lt;br /&gt;
|-&lt;br /&gt;
! [[Natashial]]&lt;br /&gt;
| Athletics and Competition || Strength, Luck, Time, Travel || Elf || NG &lt;br /&gt;
|-&lt;br /&gt;
! [[Catar]]&lt;br /&gt;
| Forests and Wild Places || Plant, Renewal, Water, Strength, Healing || Half-Orc || N &lt;br /&gt;
|-&lt;br /&gt;
! [[Palaril]]&lt;br /&gt;
| Agriculture || Renewal, Plant, Water, Planning || Halfling || NG &lt;br /&gt;
|-&lt;br /&gt;
! [[Atharia]]&lt;br /&gt;
| Wisdom || Fate, Planning, Nobility, Knowledge || Elf || NG &lt;br /&gt;
|-&lt;br /&gt;
! [[Hepalia]]&lt;br /&gt;
| Medicine and Healing || Healing, Renewal, Plant, Good || Human || CG &lt;br /&gt;
|-&lt;br /&gt;
! [[Hrax]]&lt;br /&gt;
| Blacksmiths and Metalworking || Craft, Metal, Trade, Fire || Dwarf || LN &lt;br /&gt;
|-&lt;br /&gt;
! [[Lunati]]&lt;br /&gt;
| Poetry and Romance || Moon, Fate, Good, Darkness, Time || Half-Elf || CG &lt;br /&gt;
|-&lt;br /&gt;
! [[Talar]]&lt;br /&gt;
| Chastity and Virtue || Good, Nobility, Protection, Magic, Spell || Human || LG &lt;br /&gt;
|-&lt;br /&gt;
! [[Sari]]&lt;br /&gt;
| Hope, Innocence, and Children || Protection, Good, Family, Renewal || Halfling || CG &lt;br /&gt;
|-&lt;br /&gt;
! [[Reth]]&lt;br /&gt;
| Hunting and Dancing || Plant, Animal, Air, Earth, Fire || Elf || CG &lt;br /&gt;
|-&lt;br /&gt;
! [[Sarai]]&lt;br /&gt;
| Love and Pleasure || Family, Renewal, Charm, Healing || Elf || CN &lt;br /&gt;
|-&lt;br /&gt;
! [[Thraq]]&lt;br /&gt;
| Ice and Mountains || Water, Cavern, Illusion, Strength || Dwarf || LN &lt;br /&gt;
|-&lt;br /&gt;
! [[Moyria]]&lt;br /&gt;
| Rivers, Streams, and Lakes || Water, Travel, Healing, Chaos || Half-Elf || CN &lt;br /&gt;
|-&lt;br /&gt;
! [[Lyssia]]&lt;br /&gt;
| Music, Bards, and Wanderers || Trickery, Illusion, Spell, Magic, Knowledge, Fate ||  Human || N &lt;br /&gt;
|-&lt;br /&gt;
! [[Alandradar]]&lt;br /&gt;
| Travel and Nomads || Travel, Trickery, Trade, Chaos, Luck || Gnome || N &lt;br /&gt;
|-&lt;br /&gt;
! [[Hroth]]&lt;br /&gt;
| Leadership and Guardianship || Protection, Charm, Good, Law || Human || LG &lt;br /&gt;
|-&lt;br /&gt;
! [[Snibrnuth]]&lt;br /&gt;
| The Earth, Minerals, and Caverns || Earth, Craft, Trade, Metal, Cavern || Gnome || NG &lt;br /&gt;
|-&lt;br /&gt;
! [[Fayae]]&lt;br /&gt;
| Fate and Divination || Fate, Knowledge, Magic, Spell, Time || Lizardfolk || N &lt;br /&gt;
|-&lt;br /&gt;
! [[The Night Serpent]]&lt;br /&gt;
| Sleep and Night || Darkness, Charm, Renewal, Moon || Dark (?) Naga || NE (?) &lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Bartley</name></author>
	</entry>
	<entry>
		<id>https://wiki.proteststand.com/index.php?title=Dark_Naga&amp;diff=5706</id>
		<title>Dark Naga</title>
		<link rel="alternate" type="text/html" href="https://wiki.proteststand.com/index.php?title=Dark_Naga&amp;diff=5706"/>
		<updated>2025-08-17T22:56:55Z</updated>

		<summary type="html">&lt;p&gt;Bartley: Created page with &amp;quot;{{stub}}  The Dark Naga were the Servitor breed of the Naga who followed the Dark Fiend. They were believed to have been extinct at the hands of their goodly counterpart by the end of the Primal Age until many centuries later when one assassinated The Lady of Shadows of the Demi-Pantheon, taking her powers and ascended to became The Night Serpent.   Hundreds of years later during the Prophets&amp;#039; War Arek obtained and corrupted a clutch o...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
&lt;br /&gt;
The Dark Naga were the [[Servitor]] breed of the [[Naga]] who followed the [[Dark Fiend]]. They were believed to have been extinct at the hands of their goodly counterpart by the end of the [[Primal Age]] until many centuries later when one assassinated [[The Lady of Shadows]] of the [[Demi-Pantheon]], taking her powers and ascended to became [[The Night Serpent]].&lt;br /&gt;
 &lt;br /&gt;
Hundreds of years later during the [[Prophets&#039; War]] [[Arek]] obtained and corrupted a clutch of Naga eggs, raising his own Dark Naga.&lt;/div&gt;</summary>
		<author><name>Bartley</name></author>
	</entry>
	<entry>
		<id>https://wiki.proteststand.com/index.php?title=Demi-God&amp;diff=5705</id>
		<title>Demi-God</title>
		<link rel="alternate" type="text/html" href="https://wiki.proteststand.com/index.php?title=Demi-God&amp;diff=5705"/>
		<updated>2025-08-17T22:45:07Z</updated>

		<summary type="html">&lt;p&gt;Bartley: Redirected page to Demi-Pantheon&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Demi-Pantheon]]&lt;/div&gt;</summary>
		<author><name>Bartley</name></author>
	</entry>
	<entry>
		<id>https://wiki.proteststand.com/index.php?title=The_Night_Serpent&amp;diff=5704</id>
		<title>The Night Serpent</title>
		<link rel="alternate" type="text/html" href="https://wiki.proteststand.com/index.php?title=The_Night_Serpent&amp;diff=5704"/>
		<updated>2025-08-17T22:43:34Z</updated>

		<summary type="html">&lt;p&gt;Bartley: Created page with &amp;quot;{{stub}} The Night Serpent is the only Demi-God to have ascended *after* the death of  the Eight, rather than during. A Dark Naga servant of the  Dark Lord, the Night Serpent assassinated the Lady of Twilight and assumed her power. The Night Serpent acted as the Dark One&amp;#039;s primary vessel after the former&amp;#039;s imprisonment by the self-sacrifice of the Eight at the end of the First War. It was this assassination and the threat...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
The Night Serpent is the only [[Demi-God]] to have ascended *after* the death of [[Eight Makers | the Eight]], rather than during. A [[Dark Naga]] servant of the [[Dark Fiend | Dark Lord]], the Night Serpent assassinated the [[Lady of Twilight]] and assumed her power. The Night Serpent acted as the Dark One&#039;s primary vessel after the former&#039;s imprisonment by the self-sacrifice of the Eight at the end of the [[First War]]. It was this assassination and the threat of more to come that led to the [[Great Convocation]], when the Demi-Gods removed themselves from the mortal realm to planes outside the [[Celestial Veil]] at the end of the [[Cleansing Wars]], ending centuries of disruptive affairs (both romantic and political) of the Demi-Pantheon among the mortal races.&lt;/div&gt;</summary>
		<author><name>Bartley</name></author>
	</entry>
	<entry>
		<id>https://wiki.proteststand.com/index.php?title=Morgion&amp;diff=5703</id>
		<title>Morgion</title>
		<link rel="alternate" type="text/html" href="https://wiki.proteststand.com/index.php?title=Morgion&amp;diff=5703"/>
		<updated>2025-08-17T22:19:10Z</updated>

		<summary type="html">&lt;p&gt;Bartley: Created page with &amp;quot;{{stub}}  Morgion was the goddess of Death during the Demi-Pantheon era. She was and is popularly characterized by as a wizened crone.   ==Before Ascension==  Before her ascension after the First War, was an elder gnome.   ==Earthly Divinity==   ==Oracular Period==&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
&lt;br /&gt;
Morgion was the goddess of Death during the Demi-Pantheon era. She was and is popularly characterized by as a wizened crone. &lt;br /&gt;
&lt;br /&gt;
==Before Ascension==&lt;br /&gt;
&lt;br /&gt;
Before her ascension after the [[First War]], was an elder gnome. &lt;br /&gt;
&lt;br /&gt;
==Earthly Divinity==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Oracular Period==&lt;/div&gt;</summary>
		<author><name>Bartley</name></author>
	</entry>
	<entry>
		<id>https://wiki.proteststand.com/index.php?title=Talos&amp;diff=5702</id>
		<title>Talos</title>
		<link rel="alternate" type="text/html" href="https://wiki.proteststand.com/index.php?title=Talos&amp;diff=5702"/>
		<updated>2025-08-17T22:18:16Z</updated>

		<summary type="html">&lt;p&gt;Bartley: Created page with &amp;quot;{{stub}}  Talos was the God of Justice, Retribution, and Revenge during the Demi-Pantheon era. He was particularly notable as the initial god of Steros Merroand and Mythrian Arabelle, who later would build the Alexandrian Church when she was deified.   ==Before Ascension==  Before his ascension after the First War, he was a male human of late middle age.   ==Earthly Divinity==   ==Oracular Period==&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
&lt;br /&gt;
Talos was the God of Justice, Retribution, and Revenge during the Demi-Pantheon era. He was particularly notable as the initial god of [[Steros Merroand]] and [[Mythrian Arabelle]], who later would build the [[Alexandrian Church]] when she was deified.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Before Ascension==&lt;br /&gt;
&lt;br /&gt;
Before his ascension after the [[First War]], he was a male human of late middle age. &lt;br /&gt;
&lt;br /&gt;
==Earthly Divinity==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Oracular Period==&lt;/div&gt;</summary>
		<author><name>Bartley</name></author>
	</entry>
	<entry>
		<id>https://wiki.proteststand.com/index.php?title=Demi-Pantheon&amp;diff=5701</id>
		<title>Demi-Pantheon</title>
		<link rel="alternate" type="text/html" href="https://wiki.proteststand.com/index.php?title=Demi-Pantheon&amp;diff=5701"/>
		<updated>2025-08-17T22:16:02Z</updated>

		<summary type="html">&lt;p&gt;Bartley: remove extra column and made sortable /* List of the Demi-Pantheon */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The mortal champions of the of the [[Eight Makers]] who were raised to Demi-Godhood after the [[Battle of Sacrifice]]. They resided on the mortal plane for many years after their raised status, and their intrigues and affairs lead to the rise of the earliest cities and kingdoms. In the wake of a pair of [[usurping]] assassinations, and cognizant somewhat of the damage their powers were doing on the mortal plane, they agreed (more-or-less) as a group to retreat to the Outsider planes. Either the Veil was already in place, or they constructed it after their exodus, but in either case the journey was one way and they could only only communicate with the world through their child oracles, whose cryptic divinitory pronouncements and visions guided the actions of local and regional priesthoods. &lt;br /&gt;
&lt;br /&gt;
The were the receptacles of all or almost all divine magic until the the end of the [[Prophet&#039;s War]], when the [[ascension]] of [[Alexandria]] to the [[Omnity]] lead to their annihilation. &lt;br /&gt;
&lt;br /&gt;
Although the Demi-Pantheon had mortal roots, their long time as shapeshifting superpowers made them quickly abandon notions of species, race, and gender. Excepting for Servitors, stores speak of them appearing in almost any and every form during their time on the mortal plane. Almost every noble and royal family in the Mainland claims descent from some member of the Demi-Pantheon or other, and a large number of those claimants are no doubt correct. &lt;br /&gt;
&lt;br /&gt;
A great number of the [[Warlock Cults]] that have risen in the wake of the [[Scism]] and the [[Crisis of the 15th Century]] focus around one of these extinct demigods. The power of these cults cannot be denied, although the ultimate source of that power is a source of vigorous debate over a century on. &lt;br /&gt;
&lt;br /&gt;
As many of these powers had different names across different cultures, there is some overall debate about which demigods occupied which domains. After the Demi-Pantheon&#039;s exodus, the faiths became highly regional and lost any unified system of theology or religious texts or rituals, if they ever actually existed. Generally speaking, debating scholars of the early Alexandrian era eventually sorted their vanquished rivals into the following figures:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;List of the Demi-Pantheon&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! &amp;amp;times; Name !! Spheres of Influence !! Available Domains !!  Mortal Aspect  !!   Alignment  &lt;br /&gt;
|-&lt;br /&gt;
! [[Brax]]&lt;br /&gt;
| War and Conflict || Strength, Knowledge, Destruction, Planning, War || Dwarf || LN&lt;br /&gt;
|-&lt;br /&gt;
! [[Tembre]]&lt;br /&gt;
| Artisans and Crafts || Craft, Metal, Trade || Human || N &lt;br /&gt;
|-&lt;br /&gt;
! [[Tallia]]&lt;br /&gt;
| Wine and Theatre || Illusion, Knowledge, Luck, Trickery || Elf || NG &lt;br /&gt;
|-&lt;br /&gt;
! [[Talos]]&lt;br /&gt;
| Justice and Retribution || Law, Retribution, Strength, Protection || Human || N &lt;br /&gt;
|-&lt;br /&gt;
! [[Morgion]]&lt;br /&gt;
| Death || Death, Renewal, Time || Gnome || N &lt;br /&gt;
|-&lt;br /&gt;
! [[Tempesta]]&lt;br /&gt;
| Storms, Lightning, and the Sea || Water, Ocean, Air, Storm, Travel, Chaos || Lizardfolk || CN &lt;br /&gt;
|-&lt;br /&gt;
! [[Nintar]]&lt;br /&gt;
| Darkness, Trickery, and Merchants || Darkness, Trickery, Craft, Illusion, Trade, Luck || Halfling || CN &lt;br /&gt;
|-&lt;br /&gt;
! [[Alluria]]&lt;br /&gt;
| Nature || Animal, Earth, Air, Water, Plant [Also: Druid Class] || Elf || N &lt;br /&gt;
|-&lt;br /&gt;
! [[Elbeth]]&lt;br /&gt;
| Birth and Marriage || Healing, Renewal, Family, Protection || Halfling || NG &lt;br /&gt;
|-&lt;br /&gt;
! [[Tilatil]]&lt;br /&gt;
| Scholarship and Learning || Knowledge, Planning, Healing, Magic, Spell || Gnome || LN &lt;br /&gt;
|-&lt;br /&gt;
! [[Natalia]]&lt;br /&gt;
| Peace and Diplomacy || Good, Law, Protection, Healing, Nobility, Charm || Half-Elf || LG &lt;br /&gt;
|-&lt;br /&gt;
! [[Markos]]&lt;br /&gt;
| Invention and Innovation || Knowledge, Trade, Craft, Metal || Human || LN &lt;br /&gt;
|-&lt;br /&gt;
! [[Agliar]]&lt;br /&gt;
| Law and Order || Law, Nobility, Planning, Protection || Dwarf || LN &lt;br /&gt;
|-&lt;br /&gt;
! [[Natashial]]&lt;br /&gt;
| Athletics and Competition || Strength, Luck, Time, Travel || Elf || NG &lt;br /&gt;
|-&lt;br /&gt;
! [[Catar]]&lt;br /&gt;
| Forests and Wild Places || Plant, Renewal, Water, Strength, Healing || Half-Orc || N &lt;br /&gt;
|-&lt;br /&gt;
! [[Palaril]]&lt;br /&gt;
| Agriculture || Renewal, Plant, Water, Planning || Halfling || NG &lt;br /&gt;
|-&lt;br /&gt;
! [[Atharia]]&lt;br /&gt;
| Wisdom || Fate, Planning, Nobility, Knowledge || Elf || NG &lt;br /&gt;
|-&lt;br /&gt;
! [[Hepalia]]&lt;br /&gt;
| Medicine and Healing || Healing, Renewal, Plant, Good || Human || CG &lt;br /&gt;
|-&lt;br /&gt;
! [[Hrax]]&lt;br /&gt;
| Blacksmiths and Metalworking || Craft, Metal, Trade, Fire || Dwarf || LN &lt;br /&gt;
|-&lt;br /&gt;
! [[Lunati]]&lt;br /&gt;
| Poetry and Romance || Moon, Fate, Good, Darkness, Time || Half-Elf || CG &lt;br /&gt;
|-&lt;br /&gt;
! [[Talar]]&lt;br /&gt;
| Chastity and Virtue || Good, Nobility, Protection, Magic, Spell || Human || LG &lt;br /&gt;
|-&lt;br /&gt;
! [[Sari]]&lt;br /&gt;
| Hope, Innocence, and Children || Protection, Good, Family, Renewal || Halfling || CG &lt;br /&gt;
|-&lt;br /&gt;
! [[Reth]]&lt;br /&gt;
| Hunting and Dancing || Plant, Animal, Air, Earth, Fire || Elf || CG &lt;br /&gt;
|-&lt;br /&gt;
! [[Sarai]]&lt;br /&gt;
| Love and Pleasure || Family, Renewal, Charm, Healing || Elf || CN &lt;br /&gt;
|-&lt;br /&gt;
! [[Thraq]]&lt;br /&gt;
| Ice and Mountains || Water, Cavern, Illusion, Strength || Dwarf || LN &lt;br /&gt;
|-&lt;br /&gt;
! [[Moyria]]&lt;br /&gt;
| Rivers, Streams, and Lakes || Water, Travel, Healing, Chaos || Half-Elf || CN &lt;br /&gt;
|-&lt;br /&gt;
! [[Lyssia]]&lt;br /&gt;
| Music, Bards, and Wanderers || Trickery, Illusion, Spell, Magic, Knowledge, Fate ||  Human || N &lt;br /&gt;
|-&lt;br /&gt;
! [[Alandradar]]&lt;br /&gt;
| Travel and Nomads || Travel, Trickery, Trade, Chaos, Luck || Gnome || N &lt;br /&gt;
|-&lt;br /&gt;
! [[Hroth]]&lt;br /&gt;
| Leadership and Guardianship || Protection, Charm, Good, Law || Human || LG &lt;br /&gt;
|-&lt;br /&gt;
! [[Snibrnuth]]&lt;br /&gt;
| The Earth, Minerals, and Caverns || Earth, Craft, Trade, Metal, Cavern || Gnome || NG &lt;br /&gt;
|-&lt;br /&gt;
! [[Fayae]]&lt;br /&gt;
| Fate and Divination || Fate, Knowledge, Magic, Spell, Time || Lizardfolk || N &lt;br /&gt;
|-&lt;br /&gt;
! [[The Night Serpent]]&lt;br /&gt;
| Sleep and Night || Darkness, Charm, Renewal, Moon || Dark (?) Naga || NE (?) &lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Bartley</name></author>
	</entry>
	<entry>
		<id>https://wiki.proteststand.com/index.php?title=Fader%27s_Character_Sheet&amp;diff=5700</id>
		<title>Fader&#039;s Character Sheet</title>
		<link rel="alternate" type="text/html" href="https://wiki.proteststand.com/index.php?title=Fader%27s_Character_Sheet&amp;diff=5700"/>
		<updated>2025-08-12T05:24:04Z</updated>

		<summary type="html">&lt;p&gt;Bartley: /* Race Abilities */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Fader.jpg |150px]]&lt;br /&gt;
&lt;br /&gt;
[[Fader]] - Level 6 Battle Master Fighter 4/ Level 2 Circle of the Stars Druid&lt;br /&gt;
&lt;br /&gt;
==Background:==&lt;br /&gt;
Scar-born&lt;br /&gt;
===Proficiencies===&lt;br /&gt;
Acrobatics, Stealth, 2 tools or languages?&lt;br /&gt;
===Feature===&lt;br /&gt;
===Traits===&lt;br /&gt;
===Ideals===&lt;br /&gt;
===Bonds===&lt;br /&gt;
===Flaws===&lt;br /&gt;
===Extended Class Background===&lt;br /&gt;
&lt;br /&gt;
==Attributes==&lt;br /&gt;
{{col-begin}}&lt;br /&gt;
{{col-break}}&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Attribute !! Value !! Bonus !! Save&lt;br /&gt;
|-&lt;br /&gt;
|Strength ||10 || 0 || &#039;&#039;&#039;+3&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Dexterity || 17 || +3 || +3&lt;br /&gt;
|-&lt;br /&gt;
|Constitution || 14 || +2|| &#039;&#039;&#039;+5&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Intelligence || 8 || -1 || -1 (adv vs magic)&lt;br /&gt;
|-&lt;br /&gt;
|Wisdom || 16 || +3 || +3 (adv vs magic)&lt;br /&gt;
|-&lt;br /&gt;
|Charisma || 8 || -1 || -1 (adv vs magic)&lt;br /&gt;
|}&lt;br /&gt;
{{col-break}}&lt;br /&gt;
===Secondary Attributes===&lt;br /&gt;
{|&lt;br /&gt;
|Hit Points || &#039;&#039;&#039;50&#039;&#039;&#039; (Level 1: 10 + 2 CON; 2,3: 5 + 2 CON; 4,5,6: 6 + 2 CON)&lt;br /&gt;
|-&lt;br /&gt;
|Armor Class || 15 (studded leather)&lt;br /&gt;
|-&lt;br /&gt;
|Proficiency Bonus || +3&lt;br /&gt;
|-&lt;br /&gt;
|Passive Perception || 16&lt;br /&gt;
|-&lt;br /&gt;
|Initiative || +3&lt;br /&gt;
|-&lt;br /&gt;
|Base Speed || 25 Feet &lt;br /&gt;
|}&lt;br /&gt;
{{col-end}}&lt;br /&gt;
&lt;br /&gt;
==Skills &amp;amp; Abilities==&lt;br /&gt;
{{col-begin}}&lt;br /&gt;
{{col-break}}&lt;br /&gt;
{|class=&amp;quot;sortable mw-collapsible wikitable&amp;quot;&lt;br /&gt;
!|Skill||Ability||Score&lt;br /&gt;
|-&lt;br /&gt;
|Acrobatics ||DEX|| &#039;&#039;&#039;+6&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Animal Handling||WIS|| +3&lt;br /&gt;
|-&lt;br /&gt;
|Arcana||INT|| -1&lt;br /&gt;
|-&lt;br /&gt;
|Athletics||STR|| 0&lt;br /&gt;
|-&lt;br /&gt;
|Deception||CHA|| -1&lt;br /&gt;
|-&lt;br /&gt;
|History||INT|| -1&lt;br /&gt;
|-&lt;br /&gt;
|Insight||WIS|| +3&lt;br /&gt;
|-&lt;br /&gt;
|Intimidation ||CHA ||-1&lt;br /&gt;
|- &lt;br /&gt;
|Investigation||INT|| -1&lt;br /&gt;
|-&lt;br /&gt;
|Medicine||WIS|| +3&lt;br /&gt;
|- &lt;br /&gt;
|Nature||INT|| -1&lt;br /&gt;
|- &lt;br /&gt;
|Perception  ||WIS|| &#039;&#039;&#039;+6&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
|Performance||CHA ||-1&lt;br /&gt;
|- &lt;br /&gt;
|Persuasion||CHA || -1&lt;br /&gt;
|- &lt;br /&gt;
|Religion||INT|| -1&lt;br /&gt;
|- &lt;br /&gt;
|Sleight of Hand||DEX|| +3&lt;br /&gt;
|- &lt;br /&gt;
|Stealth ||DEX || &#039;&#039;&#039;+6&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Survival ||WIS || &#039;&#039;&#039;+6&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Wood Carver Tools ||UNTYPED || &#039;&#039;&#039;+3&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
{{col-break}}&lt;br /&gt;
&lt;br /&gt;
==Languages==&lt;br /&gt;
*Ubrekti (common)&lt;br /&gt;
*Hakani (origin)&lt;br /&gt;
*Druidic &lt;br /&gt;
*other?&lt;br /&gt;
&lt;br /&gt;
==Class and Background Abilities==&lt;br /&gt;
===Race Abilities===&lt;br /&gt;
*Mask of the Wild: You can try to hide when lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena. &lt;br /&gt;
*Speak with Small Beasts: Through sounds and gestures, you can communicate simple ideas with Small or smaller beasts. Forest gnomes love animals and often keep squirrels, badgers, rabbits, moles, woodpeckers, and other creatures as beloved pets.&lt;br /&gt;
*Gnome Cunning: Advantage on all Intelligence, Wisdom , and Charisma saving throws against magic&lt;br /&gt;
*Darkvision 60&#039;&lt;br /&gt;
&lt;br /&gt;
==Class Abilities==&lt;br /&gt;
*Proficiencies&lt;br /&gt;
**Armor: Light armor, medium armor, heavy armor, shields&lt;br /&gt;
**Weapons: Simple weapons, martial weapons&lt;br /&gt;
**Tools: Wood Carver Tools&lt;br /&gt;
*Fighting Style:  Archery - You gain a +2 bonus to attack rolls you make with ranged weapons.&lt;br /&gt;
*Second Wind: On your turn, you can use a bonus action to regain hit points equal to 1d10 + 4 (your fighter level.) Once you use this feature, you must finish a short or long rest before you can use it again.&lt;br /&gt;
*Action Surge: you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action. &lt;br /&gt;
*Student of War: you gain proficiency with one type of artisan&#039;s tools of your choice (&lt;br /&gt;
*Combat Superiority (DEX-based, DC 15, 4 superiority 1d8 dice/short rest, 3 maneuvers known)&lt;br /&gt;
**Menacing Attack. When you hit a creature with a weapon attack, you can expend one superiority die to attempt to frighten the target. You add the superiority die to the attack&#039;s damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.&lt;br /&gt;
**Precision Attack: When you make a weapon attack roll against a creature, you can expend one superiority die to add it to the roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied.&lt;br /&gt;
**Quick Toss: As a bonus action, you can expend one superiority die and make a ranged attack with a weapon that has the thrown property. You can draw the weapon as part of making this attack. If you hit, add the superiority die to the weapon&#039;s damage roll.&lt;br /&gt;
*Feat: Sharpshooter&lt;br /&gt;
**Attacking at long range doesn&#039;t impose disadvantage on your ranged weapon attack rolls.&lt;br /&gt;
**Your ranged weapon attacks ignore half cover and three-quarters cover.&lt;br /&gt;
**Before you make an attack with a ranged weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack&#039;s damage.&lt;br /&gt;
*Star Map: You&#039;ve created a star map as part of your study of the heavens. The map is a scroll of living wood that aligns with heavenly bodies to track solar storms and meteor showers and is a tiny object which can serve as a spellcasting focus for your druid spells. If you lose your map, you can perform a 1-hour ceremony to magically create a replacement. This ceremony can be performed during a short or long rest, and it destroys the previous map. While holding this map, you have these benefits:&lt;br /&gt;
**You know the &#039;&#039;guidance&#039;&#039; cantrip.&lt;br /&gt;
**You have the &#039;&#039;guiding bolt&#039;&#039; spell prepared. It counts as a druid spell for you, and it doesn&#039;t count against the number of spells you can have prepared.&lt;br /&gt;
**You can cast &#039;&#039;guiding bolt&#039;&#039; without expending a spell slot. You can do so &#039;&#039;&#039;3&#039;&#039;&#039; (proficiency bonus) times per long rest.&lt;br /&gt;
*Wild Shape (2/short rest): as an action turn into a beast, no flying or swimming, max CR 1/4, can maintain shape for &#039;&#039;&#039;1&#039;&#039;&#039; hour (half your druid level, rounded down)&lt;br /&gt;
*Wild Companion: You gain the ability to summon a spirit that assumes an animal form: as an action, you can expend a use of your Wild Shape feature to cast the find familiar spell, without material components. When you cast the spell in this way, the familiar is a fey instead of a beast, and the familiar disappears after &#039;&#039;&#039;1&#039;&#039;&#039; hour (half your druid level, rounded down).&lt;br /&gt;
*Starry Form: As a bonus action, you can expend a use of your Wild Shape feature to take on a starry form rather than transforming into a beast. While in your starry form, you retain your game statistics, but your body takes on a luminous, star-like quality; your joints glimmer like stars, and glowing lines connect them as on a star chart of the [[Zodiac]]. This form sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The form lasts for 10 minutes or until you&#039;re incapacitated.&lt;br /&gt;
**Druid: The constellation of the Druid appears on you. Whenever you cast a spell using a spell slot that restores hit points to a creature, you or another creature within 30 feet of you can regain hit points equal to 1d8 + &#039;&#039;&#039;3&#039;&#039;&#039; (WIS modifier).&lt;br /&gt;
**Warrior: The constellation of the Warrior appears on you. When you activate this form, and as a bonus action on your subsequent turns while it lasts, you can make a ranged spell attack, hurling a luminous arrow that targets one creature within 60 feet of you. On a hit, the attack deals radiant damage equal to 1d8 + &#039;&#039;&#039;3&#039;&#039;&#039; (WIS modifier).&lt;br /&gt;
**Dragon: The constellation of the Dragon appears on you. When you make an Intelligence or a Wisdom check or a Constitution saving throw to maintain concentration on a spell, you can treat a roll of 9 or lower on the d20 as a 10.&lt;br /&gt;
&lt;br /&gt;
{{col-end}}&lt;br /&gt;
&lt;br /&gt;
==Spellcasting==&lt;br /&gt;
*Ability: WIS, Spell Save DC: 14, Spell Attack Bonus: +6&lt;br /&gt;
*Spell Slots: 1st - 3 (refresh on long rest)&lt;br /&gt;
===Druid===&lt;br /&gt;
*Cantrips (3 known)&lt;br /&gt;
**Guiding (concentration, VS)&lt;br /&gt;
**Mold Earth (S)&lt;br /&gt;
**Mending (VSM), or something else&lt;br /&gt;
*Level 1 (all known, 6 prepared)&lt;br /&gt;
**Guiding Bolt (VS) (always prepared, can be cast PROF times per long rest without using a slot)&lt;br /&gt;
&lt;br /&gt;
==Gear==&lt;br /&gt;
===Armor===&lt;br /&gt;
*Studded Leather Armor &lt;br /&gt;
===Weapons===&lt;br /&gt;
====Melee Weapons====&lt;br /&gt;
*daggers?&lt;br /&gt;
====Ranged Weapons====&lt;br /&gt;
*short bow&lt;br /&gt;
*nets&lt;br /&gt;
===Inventory of items===&lt;br /&gt;
====Consumables====&lt;/div&gt;</summary>
		<author><name>Bartley</name></author>
	</entry>
	<entry>
		<id>https://wiki.proteststand.com/index.php?title=Fader%27s_Character_Sheet&amp;diff=5699</id>
		<title>Fader&#039;s Character Sheet</title>
		<link rel="alternate" type="text/html" href="https://wiki.proteststand.com/index.php?title=Fader%27s_Character_Sheet&amp;diff=5699"/>
		<updated>2025-08-11T05:14:18Z</updated>

		<summary type="html">&lt;p&gt;Bartley: /* Class Abilities */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Fader.jpg |150px]]&lt;br /&gt;
&lt;br /&gt;
[[Fader]] - Level 6 Battle Master Fighter 4/ Level 2 Circle of the Stars Druid&lt;br /&gt;
&lt;br /&gt;
==Background:==&lt;br /&gt;
Scar-born&lt;br /&gt;
===Proficiencies===&lt;br /&gt;
Acrobatics, Stealth, 2 tools or languages?&lt;br /&gt;
===Feature===&lt;br /&gt;
===Traits===&lt;br /&gt;
===Ideals===&lt;br /&gt;
===Bonds===&lt;br /&gt;
===Flaws===&lt;br /&gt;
===Extended Class Background===&lt;br /&gt;
&lt;br /&gt;
==Attributes==&lt;br /&gt;
{{col-begin}}&lt;br /&gt;
{{col-break}}&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Attribute !! Value !! Bonus !! Save&lt;br /&gt;
|-&lt;br /&gt;
|Strength ||10 || 0 || &#039;&#039;&#039;+3&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Dexterity || 17 || +3 || +3&lt;br /&gt;
|-&lt;br /&gt;
|Constitution || 14 || +2|| &#039;&#039;&#039;+5&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Intelligence || 8 || -1 || -1 (adv vs magic)&lt;br /&gt;
|-&lt;br /&gt;
|Wisdom || 16 || +3 || +3 (adv vs magic)&lt;br /&gt;
|-&lt;br /&gt;
|Charisma || 8 || -1 || -1 (adv vs magic)&lt;br /&gt;
|}&lt;br /&gt;
{{col-break}}&lt;br /&gt;
===Secondary Attributes===&lt;br /&gt;
{|&lt;br /&gt;
|Hit Points || &#039;&#039;&#039;50&#039;&#039;&#039; (Level 1: 10 + 2 CON; 2,3: 5 + 2 CON; 4,5,6: 6 + 2 CON)&lt;br /&gt;
|-&lt;br /&gt;
|Armor Class || 15 (studded leather)&lt;br /&gt;
|-&lt;br /&gt;
|Proficiency Bonus || +3&lt;br /&gt;
|-&lt;br /&gt;
|Passive Perception || 16&lt;br /&gt;
|-&lt;br /&gt;
|Initiative || +3&lt;br /&gt;
|-&lt;br /&gt;
|Base Speed || 25 Feet &lt;br /&gt;
|}&lt;br /&gt;
{{col-end}}&lt;br /&gt;
&lt;br /&gt;
==Skills &amp;amp; Abilities==&lt;br /&gt;
{{col-begin}}&lt;br /&gt;
{{col-break}}&lt;br /&gt;
{|class=&amp;quot;sortable mw-collapsible wikitable&amp;quot;&lt;br /&gt;
!|Skill||Ability||Score&lt;br /&gt;
|-&lt;br /&gt;
|Acrobatics ||DEX|| &#039;&#039;&#039;+6&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Animal Handling||WIS|| +3&lt;br /&gt;
|-&lt;br /&gt;
|Arcana||INT|| -1&lt;br /&gt;
|-&lt;br /&gt;
|Athletics||STR|| 0&lt;br /&gt;
|-&lt;br /&gt;
|Deception||CHA|| -1&lt;br /&gt;
|-&lt;br /&gt;
|History||INT|| -1&lt;br /&gt;
|-&lt;br /&gt;
|Insight||WIS|| +3&lt;br /&gt;
|-&lt;br /&gt;
|Intimidation ||CHA ||-1&lt;br /&gt;
|- &lt;br /&gt;
|Investigation||INT|| -1&lt;br /&gt;
|-&lt;br /&gt;
|Medicine||WIS|| +3&lt;br /&gt;
|- &lt;br /&gt;
|Nature||INT|| -1&lt;br /&gt;
|- &lt;br /&gt;
|Perception  ||WIS|| &#039;&#039;&#039;+6&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
|Performance||CHA ||-1&lt;br /&gt;
|- &lt;br /&gt;
|Persuasion||CHA || -1&lt;br /&gt;
|- &lt;br /&gt;
|Religion||INT|| -1&lt;br /&gt;
|- &lt;br /&gt;
|Sleight of Hand||DEX|| +3&lt;br /&gt;
|- &lt;br /&gt;
|Stealth ||DEX || &#039;&#039;&#039;+6&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Survival ||WIS || &#039;&#039;&#039;+6&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Wood Carver Tools ||UNTYPED || &#039;&#039;&#039;+3&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
{{col-break}}&lt;br /&gt;
&lt;br /&gt;
==Languages==&lt;br /&gt;
*Ubrekti (common)&lt;br /&gt;
*Hakani (origin)&lt;br /&gt;
*Druidic &lt;br /&gt;
*other?&lt;br /&gt;
&lt;br /&gt;
==Class and Background Abilities==&lt;br /&gt;
===Race Abilities===&lt;br /&gt;
*Mask of the Wild: You can try to hide when lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena. &lt;br /&gt;
*Speak with Small Beasts: Through sounds and gestures, you can communicate simple ideas with Small or smaller beasts. Forest gnomes love animals and often keep squirrels, badgers, rabbits, moles, woodpeckers, and other creatures as beloved pets.&lt;br /&gt;
*Gnome Cunning: Advantage on all Intelligence, Wisdom , and Charisma saving throws against magic&lt;br /&gt;
==Class Abilities==&lt;br /&gt;
*Proficiencies&lt;br /&gt;
**Armor: Light armor, medium armor, heavy armor, shields&lt;br /&gt;
**Weapons: Simple weapons, martial weapons&lt;br /&gt;
**Tools: Wood Carver Tools&lt;br /&gt;
*Fighting Style:  Archery - You gain a +2 bonus to attack rolls you make with ranged weapons.&lt;br /&gt;
*Second Wind: On your turn, you can use a bonus action to regain hit points equal to 1d10 + 4 (your fighter level.) Once you use this feature, you must finish a short or long rest before you can use it again.&lt;br /&gt;
*Action Surge: you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action. &lt;br /&gt;
*Student of War: you gain proficiency with one type of artisan&#039;s tools of your choice (&lt;br /&gt;
*Combat Superiority (DEX-based, DC 15, 4 superiority 1d8 dice/short rest, 3 maneuvers known)&lt;br /&gt;
**Menacing Attack. When you hit a creature with a weapon attack, you can expend one superiority die to attempt to frighten the target. You add the superiority die to the attack&#039;s damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.&lt;br /&gt;
**Precision Attack: When you make a weapon attack roll against a creature, you can expend one superiority die to add it to the roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied.&lt;br /&gt;
**Quick Toss: As a bonus action, you can expend one superiority die and make a ranged attack with a weapon that has the thrown property. You can draw the weapon as part of making this attack. If you hit, add the superiority die to the weapon&#039;s damage roll.&lt;br /&gt;
*Feat: Sharpshooter&lt;br /&gt;
**Attacking at long range doesn&#039;t impose disadvantage on your ranged weapon attack rolls.&lt;br /&gt;
**Your ranged weapon attacks ignore half cover and three-quarters cover.&lt;br /&gt;
**Before you make an attack with a ranged weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack&#039;s damage.&lt;br /&gt;
*Star Map: You&#039;ve created a star map as part of your study of the heavens. The map is a scroll of living wood that aligns with heavenly bodies to track solar storms and meteor showers and is a tiny object which can serve as a spellcasting focus for your druid spells. If you lose your map, you can perform a 1-hour ceremony to magically create a replacement. This ceremony can be performed during a short or long rest, and it destroys the previous map. While holding this map, you have these benefits:&lt;br /&gt;
**You know the &#039;&#039;guidance&#039;&#039; cantrip.&lt;br /&gt;
**You have the &#039;&#039;guiding bolt&#039;&#039; spell prepared. It counts as a druid spell for you, and it doesn&#039;t count against the number of spells you can have prepared.&lt;br /&gt;
**You can cast &#039;&#039;guiding bolt&#039;&#039; without expending a spell slot. You can do so &#039;&#039;&#039;3&#039;&#039;&#039; (proficiency bonus) times per long rest.&lt;br /&gt;
*Wild Shape (2/short rest): as an action turn into a beast, no flying or swimming, max CR 1/4, can maintain shape for &#039;&#039;&#039;1&#039;&#039;&#039; hour (half your druid level, rounded down)&lt;br /&gt;
*Wild Companion: You gain the ability to summon a spirit that assumes an animal form: as an action, you can expend a use of your Wild Shape feature to cast the find familiar spell, without material components. When you cast the spell in this way, the familiar is a fey instead of a beast, and the familiar disappears after &#039;&#039;&#039;1&#039;&#039;&#039; hour (half your druid level, rounded down).&lt;br /&gt;
*Starry Form: As a bonus action, you can expend a use of your Wild Shape feature to take on a starry form rather than transforming into a beast. While in your starry form, you retain your game statistics, but your body takes on a luminous, star-like quality; your joints glimmer like stars, and glowing lines connect them as on a star chart of the [[Zodiac]]. This form sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The form lasts for 10 minutes or until you&#039;re incapacitated.&lt;br /&gt;
**Druid: The constellation of the Druid appears on you. Whenever you cast a spell using a spell slot that restores hit points to a creature, you or another creature within 30 feet of you can regain hit points equal to 1d8 + &#039;&#039;&#039;3&#039;&#039;&#039; (WIS modifier).&lt;br /&gt;
**Warrior: The constellation of the Warrior appears on you. When you activate this form, and as a bonus action on your subsequent turns while it lasts, you can make a ranged spell attack, hurling a luminous arrow that targets one creature within 60 feet of you. On a hit, the attack deals radiant damage equal to 1d8 + &#039;&#039;&#039;3&#039;&#039;&#039; (WIS modifier).&lt;br /&gt;
**Dragon: The constellation of the Dragon appears on you. When you make an Intelligence or a Wisdom check or a Constitution saving throw to maintain concentration on a spell, you can treat a roll of 9 or lower on the d20 as a 10.&lt;br /&gt;
&lt;br /&gt;
{{col-end}}&lt;br /&gt;
&lt;br /&gt;
==Spellcasting==&lt;br /&gt;
*Ability: WIS, Spell Save DC: 14, Spell Attack Bonus: +6&lt;br /&gt;
*Spell Slots: 1st - 3 (refresh on long rest)&lt;br /&gt;
===Druid===&lt;br /&gt;
*Cantrips (3 known)&lt;br /&gt;
**Guiding (concentration, VS)&lt;br /&gt;
**Mold Earth (S)&lt;br /&gt;
**Mending (VSM), or something else&lt;br /&gt;
*Level 1 (all known, 6 prepared)&lt;br /&gt;
**Guiding Bolt (VS) (always prepared, can be cast PROF times per long rest without using a slot)&lt;br /&gt;
&lt;br /&gt;
==Gear==&lt;br /&gt;
===Armor===&lt;br /&gt;
*Studded Leather Armor &lt;br /&gt;
===Weapons===&lt;br /&gt;
====Melee Weapons====&lt;br /&gt;
*daggers?&lt;br /&gt;
====Ranged Weapons====&lt;br /&gt;
*short bow&lt;br /&gt;
*nets&lt;br /&gt;
===Inventory of items===&lt;br /&gt;
====Consumables====&lt;/div&gt;</summary>
		<author><name>Bartley</name></author>
	</entry>
	<entry>
		<id>https://wiki.proteststand.com/index.php?title=Fader%27s_Character_Sheet&amp;diff=5698</id>
		<title>Fader&#039;s Character Sheet</title>
		<link rel="alternate" type="text/html" href="https://wiki.proteststand.com/index.php?title=Fader%27s_Character_Sheet&amp;diff=5698"/>
		<updated>2025-08-03T23:27:38Z</updated>

		<summary type="html">&lt;p&gt;Bartley: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Fader.jpg |150px]]&lt;br /&gt;
&lt;br /&gt;
[[Fader]] - Level 6 Battle Master Fighter 4/ Level 2 Circle of the Stars Druid&lt;br /&gt;
&lt;br /&gt;
==Background:==&lt;br /&gt;
Scar-born&lt;br /&gt;
===Proficiencies===&lt;br /&gt;
Acrobatics, Stealth, 2 tools or languages?&lt;br /&gt;
===Feature===&lt;br /&gt;
===Traits===&lt;br /&gt;
===Ideals===&lt;br /&gt;
===Bonds===&lt;br /&gt;
===Flaws===&lt;br /&gt;
===Extended Class Background===&lt;br /&gt;
&lt;br /&gt;
==Attributes==&lt;br /&gt;
{{col-begin}}&lt;br /&gt;
{{col-break}}&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Attribute !! Value !! Bonus !! Save&lt;br /&gt;
|-&lt;br /&gt;
|Strength ||10 || 0 || &#039;&#039;&#039;+3&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Dexterity || 17 || +3 || +3&lt;br /&gt;
|-&lt;br /&gt;
|Constitution || 14 || +2|| &#039;&#039;&#039;+5&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Intelligence || 8 || -1 || -1 (adv vs magic)&lt;br /&gt;
|-&lt;br /&gt;
|Wisdom || 16 || +3 || +3 (adv vs magic)&lt;br /&gt;
|-&lt;br /&gt;
|Charisma || 8 || -1 || -1 (adv vs magic)&lt;br /&gt;
|}&lt;br /&gt;
{{col-break}}&lt;br /&gt;
===Secondary Attributes===&lt;br /&gt;
{|&lt;br /&gt;
|Hit Points || &#039;&#039;&#039;50&#039;&#039;&#039; (Level 1: 10 + 2 CON; 2,3: 5 + 2 CON; 4,5,6: 6 + 2 CON)&lt;br /&gt;
|-&lt;br /&gt;
|Armor Class || 15 (studded leather)&lt;br /&gt;
|-&lt;br /&gt;
|Proficiency Bonus || +3&lt;br /&gt;
|-&lt;br /&gt;
|Passive Perception || 16&lt;br /&gt;
|-&lt;br /&gt;
|Initiative || +3&lt;br /&gt;
|-&lt;br /&gt;
|Base Speed || 25 Feet &lt;br /&gt;
|}&lt;br /&gt;
{{col-end}}&lt;br /&gt;
&lt;br /&gt;
==Skills &amp;amp; Abilities==&lt;br /&gt;
{{col-begin}}&lt;br /&gt;
{{col-break}}&lt;br /&gt;
{|class=&amp;quot;sortable mw-collapsible wikitable&amp;quot;&lt;br /&gt;
!|Skill||Ability||Score&lt;br /&gt;
|-&lt;br /&gt;
|Acrobatics ||DEX|| &#039;&#039;&#039;+6&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Animal Handling||WIS|| +3&lt;br /&gt;
|-&lt;br /&gt;
|Arcana||INT|| -1&lt;br /&gt;
|-&lt;br /&gt;
|Athletics||STR|| 0&lt;br /&gt;
|-&lt;br /&gt;
|Deception||CHA|| -1&lt;br /&gt;
|-&lt;br /&gt;
|History||INT|| -1&lt;br /&gt;
|-&lt;br /&gt;
|Insight||WIS|| +3&lt;br /&gt;
|-&lt;br /&gt;
|Intimidation ||CHA ||-1&lt;br /&gt;
|- &lt;br /&gt;
|Investigation||INT|| -1&lt;br /&gt;
|-&lt;br /&gt;
|Medicine||WIS|| +3&lt;br /&gt;
|- &lt;br /&gt;
|Nature||INT|| -1&lt;br /&gt;
|- &lt;br /&gt;
|Perception  ||WIS|| &#039;&#039;&#039;+6&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
|Performance||CHA ||-1&lt;br /&gt;
|- &lt;br /&gt;
|Persuasion||CHA || -1&lt;br /&gt;
|- &lt;br /&gt;
|Religion||INT|| -1&lt;br /&gt;
|- &lt;br /&gt;
|Sleight of Hand||DEX|| +3&lt;br /&gt;
|- &lt;br /&gt;
|Stealth ||DEX || &#039;&#039;&#039;+6&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Survival ||WIS || &#039;&#039;&#039;+6&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Wood Carver Tools ||UNTYPED || &#039;&#039;&#039;+3&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
{{col-break}}&lt;br /&gt;
&lt;br /&gt;
==Languages==&lt;br /&gt;
*Ubrekti (common)&lt;br /&gt;
*Hakani (origin)&lt;br /&gt;
*Druidic &lt;br /&gt;
*other?&lt;br /&gt;
&lt;br /&gt;
==Class and Background Abilities==&lt;br /&gt;
===Race Abilities===&lt;br /&gt;
*Mask of the Wild: You can try to hide when lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena. &lt;br /&gt;
*Speak with Small Beasts: Through sounds and gestures, you can communicate simple ideas with Small or smaller beasts. Forest gnomes love animals and often keep squirrels, badgers, rabbits, moles, woodpeckers, and other creatures as beloved pets.&lt;br /&gt;
*Gnome Cunning: Advantage on all Intelligence, Wisdom , and Charisma saving throws against magic&lt;br /&gt;
==Class Abilities==&lt;br /&gt;
*Proficiencies&lt;br /&gt;
**Armor: Light armor, medium armor, heavy armor, shields&lt;br /&gt;
**Weapons: Simple weapons, martial weapons&lt;br /&gt;
**Tools: Wood Carver Tools&lt;br /&gt;
*Fighting Style:  Archery - You gain a +2 bonus to attack rolls you make with ranged weapons.&lt;br /&gt;
*Second Wind: On your turn, you can use a bonus action to regain hit points equal to 1d10 + 4 (your fighter level.) Once you use this feature, you must finish a short or long rest before you can use it again.&lt;br /&gt;
*Action Surge: you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action. &lt;br /&gt;
*Student of War: you gain proficiency with one type of artisan&#039;s tools of your choice (&lt;br /&gt;
*Combat Superiority (DEX-based, DC 15, 4 superiority 1d8 dice/short rest, 3 maneuvers known)&lt;br /&gt;
**Menacing Attack. When you hit a creature with a weapon attack, you can expend one superiority die to attempt to frighten the target. You add the superiority die to the attack&#039;s damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.&lt;br /&gt;
**Precision Attack: When you make a weapon attack roll against a creature, you can expend one superiority die to add it to the roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied.&lt;br /&gt;
**Quick Toss: As a bonus action, you can expend one superiority die and make a ranged attack with a weapon that has the thrown property. You can draw the weapon as part of making this attack. If you hit, add the superiority die to the weapon&#039;s damage roll.&lt;br /&gt;
*Feat: Sharpshooter&lt;br /&gt;
**Attacking at long range doesn&#039;t impose disadvantage on your ranged weapon attack rolls.&lt;br /&gt;
**Your ranged weapon attacks ignore half cover and three-quarters cover.&lt;br /&gt;
**Before you make an attack with a ranged weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack&#039;s damage.&lt;br /&gt;
*Star Map: You&#039;ve created a star map as part of your study of the heavens. The map is a scroll of living wood that aligns with heavenly bodies to track solar storms and meteor showers and is a tiny object which can serve as a spellcasting focus for your druid spells. If you lose your map, you can perform a 1-hour ceremony to magically create a replacement. This ceremony can be performed during a short or long rest, and it destroys the previous map. While holding this map, you have these benefits:&lt;br /&gt;
**You know the &#039;&#039;guidance&#039;&#039; cantrip.&lt;br /&gt;
**You have the &#039;&#039;guiding bolt&#039;&#039; spell prepared. It counts as a druid spell for you, and it doesn&#039;t count against the number of spells you can have prepared.&lt;br /&gt;
**You can cast &#039;&#039;guiding bolt&#039;&#039; without expending a spell slot. You can do so &#039;&#039;&#039;3&#039;&#039;&#039; (proficiency bonus) times per long rest.&lt;br /&gt;
*Wild Shape (2/short rest): no flying or swimming, max CR 1/4&lt;br /&gt;
*Wild Companion: You gain the ability to summon a spirit that assumes an animal form: as an action, you can expend a use of your Wild Shape feature to cast the find familiar spell, without material components. When you cast the spell in this way, the familiar is a fey instead of a beast, and the familiar disappears after &#039;&#039;&#039;1&#039;&#039;&#039; hour (half your druid level, rounded down).&lt;br /&gt;
*Starry Form: As an action, you can expend a use of your Wild Shape feature to take on a starry form rather than transforming into a beast. While in your starry form, you retain your game statistics, but your body takes on a luminous, star-like quality; your joints glimmer like stars, and glowing lines connect them as on a star chart of the [[Zodiac]]. This form sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The form lasts for 10 minutes or until you&#039;re incapacitated.&lt;br /&gt;
**Druid: The constellation of the Druid appears on you. Whenever you cast a spell using a spell slot that restores hit points to a creature, you or another creature within 30 feet of you can regain hit points equal to 1d8 + &#039;&#039;&#039;3&#039;&#039;&#039; (WIS modifier).&lt;br /&gt;
**Warrior: The constellation of the Warrior appears on you. When you activate this form, and as a bonus action on your subsequent turns while it lasts, you can make a ranged spell attack, hurling a luminous arrow that targets one creature within 60 feet of you. On a hit, the attack deals radiant damage equal to 1d8 + &#039;&#039;&#039;3&#039;&#039;&#039; (WIS modifier).&lt;br /&gt;
**Dragon: The constellation of the Dragon appears on you. When you make an Intelligence or a Wisdom check or a Constitution saving throw to maintain concentration on a spell, you can treat a roll of 9 or lower on the d20 as a 10.&lt;br /&gt;
&lt;br /&gt;
{{col-end}}&lt;br /&gt;
&lt;br /&gt;
==Spellcasting==&lt;br /&gt;
*Ability: WIS, Spell Save DC: 14, Spell Attack Bonus: +6&lt;br /&gt;
*Spell Slots: 1st - 3 (refresh on long rest)&lt;br /&gt;
===Druid===&lt;br /&gt;
*Cantrips (3 known)&lt;br /&gt;
**Guiding (concentration, VS)&lt;br /&gt;
**Mold Earth (S)&lt;br /&gt;
**Mending (VSM), or something else&lt;br /&gt;
*Level 1 (all known, 6 prepared)&lt;br /&gt;
**Guiding Bolt (VS) (always prepared, can be cast PROF times per long rest without using a slot)&lt;br /&gt;
&lt;br /&gt;
==Gear==&lt;br /&gt;
===Armor===&lt;br /&gt;
*Studded Leather Armor &lt;br /&gt;
===Weapons===&lt;br /&gt;
====Melee Weapons====&lt;br /&gt;
*daggers?&lt;br /&gt;
====Ranged Weapons====&lt;br /&gt;
*short bow&lt;br /&gt;
*nets&lt;br /&gt;
===Inventory of items===&lt;br /&gt;
====Consumables====&lt;/div&gt;</summary>
		<author><name>Bartley</name></author>
	</entry>
	<entry>
		<id>https://wiki.proteststand.com/index.php?title=Fader%27s_Character_Sheet&amp;diff=5697</id>
		<title>Fader&#039;s Character Sheet</title>
		<link rel="alternate" type="text/html" href="https://wiki.proteststand.com/index.php?title=Fader%27s_Character_Sheet&amp;diff=5697"/>
		<updated>2025-08-03T22:49:54Z</updated>

		<summary type="html">&lt;p&gt;Bartley: feat change&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Fader.jpg |150px]]&lt;br /&gt;
&lt;br /&gt;
[[Fader]] - Level 6 Battle Master Fighter 4/ Level 2 Circle of the Stars Druid&lt;br /&gt;
&lt;br /&gt;
==Background:==&lt;br /&gt;
Scar-born&lt;br /&gt;
===Feature===&lt;br /&gt;
===Traits===&lt;br /&gt;
===Ideals===&lt;br /&gt;
===Bonds===&lt;br /&gt;
&lt;br /&gt;
===Flaws===&lt;br /&gt;
===Extended Class Background===&lt;br /&gt;
&lt;br /&gt;
==Attributes==&lt;br /&gt;
{{col-begin}}&lt;br /&gt;
{{col-break}}&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Attribute !! Value !! Bonus !! Save&lt;br /&gt;
|-&lt;br /&gt;
|Strength ||10 || 0 || &#039;&#039;&#039;+3&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Dexterity || 13 || +3 || +3&lt;br /&gt;
|-&lt;br /&gt;
|Constitution || 14 || +2|| &#039;&#039;&#039;+5&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Intelligence || 8 || -1 || -1 (adv vs magic)&lt;br /&gt;
|-&lt;br /&gt;
|Wisdom || 16 || +3 || +3 (adv vs magic)&lt;br /&gt;
|-&lt;br /&gt;
|Charisma || 8 || -1 || -1 (adv vs magic)&lt;br /&gt;
|}&lt;br /&gt;
{{col-break}}&lt;br /&gt;
===Secondary Attributes===&lt;br /&gt;
{|&lt;br /&gt;
|Hit Points || &#039;&#039;&#039;50&#039;&#039;&#039; (Level 1: 10 + 2 CON; 2,3: 5 + 2 CON; 4,5,6: 6 + 2 CON)&lt;br /&gt;
|-&lt;br /&gt;
|Armor Class || 15 (studded leather)&lt;br /&gt;
|-&lt;br /&gt;
|Proficiency Bonus || +3&lt;br /&gt;
|-&lt;br /&gt;
|Passive Perception || 16&lt;br /&gt;
|-&lt;br /&gt;
|Initiative || +3&lt;br /&gt;
|-&lt;br /&gt;
|Base Speed || 25 Feet &lt;br /&gt;
|}&lt;br /&gt;
{{col-end}}&lt;br /&gt;
&lt;br /&gt;
==Skills &amp;amp; Abilities==&lt;br /&gt;
{{col-begin}}&lt;br /&gt;
{{col-break}}&lt;br /&gt;
{|class=&amp;quot;sortable mw-collapsible wikitable&amp;quot;&lt;br /&gt;
!|Skill||Ability||Score&lt;br /&gt;
|-&lt;br /&gt;
|Acrobatics ||DEX|| &#039;&#039;&#039;+6&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Animal Handling||WIS|| +3&lt;br /&gt;
|-&lt;br /&gt;
|Arcana||INT|| 0&lt;br /&gt;
|-&lt;br /&gt;
|Athletics||STR|| -1&lt;br /&gt;
|-&lt;br /&gt;
|Deception||CHA|| -1&lt;br /&gt;
|-&lt;br /&gt;
|History||INT|| -1&lt;br /&gt;
|-&lt;br /&gt;
|Insight||WIS|| +3&lt;br /&gt;
|-&lt;br /&gt;
|Intimidation ||CHA ||-1&lt;br /&gt;
|- &lt;br /&gt;
|Investigation||INT|| -1&lt;br /&gt;
|-&lt;br /&gt;
|Medicine||WIS|| +3&lt;br /&gt;
|- &lt;br /&gt;
|Nature||INT|| -1&lt;br /&gt;
|- &lt;br /&gt;
|Perception  ||WIS|| &#039;&#039;&#039;+6&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
|Performance||CHA ||-1&lt;br /&gt;
|- &lt;br /&gt;
|Persuasion||CHA || -1&lt;br /&gt;
|- &lt;br /&gt;
|Religion||INT|| -1&lt;br /&gt;
|- &lt;br /&gt;
|Sleight of Hand||DEX|| +3&lt;br /&gt;
|- &lt;br /&gt;
|Stealth ||DEX || &#039;&#039;&#039;+6&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Survival ||WIS || &#039;&#039;&#039;+6&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Herbalism Kit ||UNTYPED || &#039;&#039;&#039;+3&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Wood Carver Tools ||UNTYPED || &#039;&#039;&#039;+3&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
{{col-break}}&lt;br /&gt;
&lt;br /&gt;
==Languages==&lt;br /&gt;
*Ubrekti (common)&lt;br /&gt;
*Hakani (origin)&lt;br /&gt;
*Druidic &lt;br /&gt;
*other?&lt;br /&gt;
&lt;br /&gt;
==Class and Background Abilities==&lt;br /&gt;
===Race Abilities===&lt;br /&gt;
*Mask of the Wild: You can try to hide when lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena. &lt;br /&gt;
*Speak with Small Beasts: Through sounds and gestures, you can communicate simple ideas with Small or smaller beasts. Forest gnomes love animals and often keep squirrels, badgers, rabbits, moles, woodpeckers, and other creatures as beloved pets.&lt;br /&gt;
*Gnome Cunning: Advantage on all Intelligence, Wisdom , and Charisma saving throws against magic&lt;br /&gt;
==Class Abilities==&lt;br /&gt;
*Proficiencies&lt;br /&gt;
**Armor: Light armor, medium armor, heavy armor, shields&lt;br /&gt;
**Weapons: Simple weapons, martial weapons&lt;br /&gt;
**Tools: Wood Carver Tools, Herbalism Kit, other?&lt;br /&gt;
*Fighting Style:  Archery - You gain a +2 bonus to attack rolls you make with ranged weapons.&lt;br /&gt;
*Second Wind: On your turn, you can use a bonus action to regain hit points equal to 1d10 + 4 (your fighter level.) Once you use this feature, you must finish a short or long rest before you can use it again.&lt;br /&gt;
*Action Surge: you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action. &lt;br /&gt;
*Feat: Sharpshooter&lt;br /&gt;
**Attacking at long range doesn&#039;t impose disadvantage on your ranged weapon attack rolls.&lt;br /&gt;
**Your ranged weapon attacks ignore half cover and three-quarters cover.&lt;br /&gt;
**Before you make an attack with a ranged weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack&#039;s damage.&lt;br /&gt;
*Star Map: You&#039;ve created a star map as part of your study of the heavens. The map is a scroll of living wood that aligns with heavenly bodies to track solar storms and meteor showers and is a tiny object which can serve as a spellcasting focus for your druid spells. If you lose your map, you can perform a 1-hour ceremony to magically create a replacement. This ceremony can be performed during a short or long rest, and it destroys the previous map. While holding this map, you have these benefits:&lt;br /&gt;
**You know the guidance cantrip.&lt;br /&gt;
**You have the guiding bolt spell prepared. It counts as a druid spell for you, and it doesn&#039;t count against the number of spells you can have prepared.&lt;br /&gt;
**You can cast guiding bolt without expending a spell slot. You can do so &#039;&#039;&#039;2&#039;&#039;&#039; (proficiency bonus) times per long rest.&lt;br /&gt;
*Wild Shape (2/short rest): no flying or swimming&lt;br /&gt;
**Max CR: 1/4&lt;br /&gt;
*Wild Companion: You gain the ability to summon a spirit that assumes an animal form: as an action, you can expend a use of your Wild Shape feature to cast the find familiar spell, without material components. When you cast the spell in this way, the familiar is a fey instead of a beast, and the familiar disappears after &#039;&#039;&#039;1&#039;&#039;&#039; hour (half your druid level, rounded down).&lt;br /&gt;
*Starry Form: As an action, you can expend a use of your Wild Shape feature to take on a starry form rather than transforming into a beast. While in your starry form, you retain your game statistics, but your body takes on a luminous, star-like quality; your joints glimmer like stars, and glowing lines connect them as on a star chart of the [[Zodiac]]. This form sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The form lasts for 10 minutes or until you&#039;re incapacitated.&lt;br /&gt;
**Druid: The constellation of the Druid appears on you. Whenever you cast a spell using a spell slot that restores hit points to a creature, you or another creature within 30 feet of you can regain hit points equal to 1d8 + &#039;&#039;&#039;3&#039;&#039;&#039; (WIS modifier).&lt;br /&gt;
**Warrior: The constellation of the Warrior appears on you. When you activate this form, and as a bonus action on your subsequent turns while it lasts, you can make a ranged spell attack, hurling a luminous arrow that targets one creature within 60 feet of you. On a hit, the attack deals radiant damage equal to 1d8 + &#039;&#039;&#039;3&#039;&#039;&#039; (WIS modifier).&lt;br /&gt;
**Dragon: The constellation of the Dragon appears on you. When you make an Intelligence or a Wisdom check or a Constitution saving throw to maintain concentration on a spell, you can treat a roll of 9 or lower on the d20 as a 10.&lt;br /&gt;
&lt;br /&gt;
{{col-end}}&lt;br /&gt;
&lt;br /&gt;
==Spellcasting==&lt;br /&gt;
*Ability: WIS, Spell Save DC: 14, Spell Attack Bonus: +6&lt;br /&gt;
*Spell Slots: 1st - 3 (refresh on long rest)&lt;br /&gt;
===Druid===&lt;br /&gt;
*Cantrips (3 known)&lt;br /&gt;
**Guiding (concentration, VS)&lt;br /&gt;
**Mold Earth (S)&lt;br /&gt;
**Mending (VSM), or something else&lt;br /&gt;
*Level 1 (all known, 6 prepared)&lt;br /&gt;
**Guiding Bolt (VS) (always prepared, can be cast PROF times per long rest without using a slot)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Gear==&lt;br /&gt;
===Armor===&lt;br /&gt;
*Studded Leather Armor &lt;br /&gt;
===Weapons===&lt;br /&gt;
====Melee Weapons====&lt;br /&gt;
*daggers?&lt;br /&gt;
====Ranged Weapons====&lt;br /&gt;
*short bow&lt;br /&gt;
*nets&lt;br /&gt;
===Inventory of items===&lt;br /&gt;
====Consumables====&lt;/div&gt;</summary>
		<author><name>Bartley</name></author>
	</entry>
	<entry>
		<id>https://wiki.proteststand.com/index.php?title=Fader%27s_Character_Sheet&amp;diff=5696</id>
		<title>Fader&#039;s Character Sheet</title>
		<link rel="alternate" type="text/html" href="https://wiki.proteststand.com/index.php?title=Fader%27s_Character_Sheet&amp;diff=5696"/>
		<updated>2025-08-03T05:03:32Z</updated>

		<summary type="html">&lt;p&gt;Bartley: /* Skills &amp;amp; Abilities */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Fader.jpg |150px]]&lt;br /&gt;
&lt;br /&gt;
[[Fader]] - Level 6 Battle Master Fighter 4/ Level 2 Circle of the Stars Druid&lt;br /&gt;
&lt;br /&gt;
==Background:==&lt;br /&gt;
Scar-born&lt;br /&gt;
===Feature===&lt;br /&gt;
===Traits===&lt;br /&gt;
===Ideals===&lt;br /&gt;
===Bonds===&lt;br /&gt;
&lt;br /&gt;
===Flaws===&lt;br /&gt;
===Extended Class Background===&lt;br /&gt;
&lt;br /&gt;
==Attributes==&lt;br /&gt;
{{col-begin}}&lt;br /&gt;
{{col-break}}&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Attribute !! Value !! Bonus !! Save&lt;br /&gt;
|-&lt;br /&gt;
|Strength ||10 || 0 || &#039;&#039;&#039;+3&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Dexterity || 18 || +4 || +4&lt;br /&gt;
|-&lt;br /&gt;
|Constitution || 14 || +2|| &#039;&#039;&#039;+5&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Intelligence || 8 || -1 || -1 (adv vs magic)&lt;br /&gt;
|-&lt;br /&gt;
|Wisdom || 16 || +3 || +3 (adv vs magic)&lt;br /&gt;
|-&lt;br /&gt;
|Charisma || 8 || -1 || -1 (adv vs magic)&lt;br /&gt;
|}&lt;br /&gt;
{{col-break}}&lt;br /&gt;
===Secondary Attributes===&lt;br /&gt;
{|&lt;br /&gt;
|Hit Points || &#039;&#039;&#039;50&#039;&#039;&#039; (Level 1: 10 + 2 CON; 2,3: 5 + 2 CON; 4,5,6: 6 + 2 CON)&lt;br /&gt;
|-&lt;br /&gt;
|Armor Class || 16 (studded leather)&lt;br /&gt;
|-&lt;br /&gt;
|Proficiency Bonus || +3&lt;br /&gt;
|-&lt;br /&gt;
|Passive Perception || 16&lt;br /&gt;
|-&lt;br /&gt;
|Initiative || +4&lt;br /&gt;
|-&lt;br /&gt;
|Base Speed || 25 Feet &lt;br /&gt;
|}&lt;br /&gt;
{{col-end}}&lt;br /&gt;
&lt;br /&gt;
==Skills &amp;amp; Abilities==&lt;br /&gt;
{{col-begin}}&lt;br /&gt;
{{col-break}}&lt;br /&gt;
{|class=&amp;quot;sortable mw-collapsible wikitable&amp;quot;&lt;br /&gt;
!|Skill||Ability||Score&lt;br /&gt;
|-&lt;br /&gt;
|Acrobatics ||DEX|| &#039;&#039;&#039;+7&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Animal Handling||WIS|| +3&lt;br /&gt;
|-&lt;br /&gt;
|Arcana||INT|| 0&lt;br /&gt;
|-&lt;br /&gt;
|Athletics||STR|| -1&lt;br /&gt;
|-&lt;br /&gt;
|Deception||CHA|| -1&lt;br /&gt;
|-&lt;br /&gt;
|History||INT|| -1&lt;br /&gt;
|-&lt;br /&gt;
|Insight||WIS|| +3&lt;br /&gt;
|-&lt;br /&gt;
|Intimidation ||CHA ||-1&lt;br /&gt;
|- &lt;br /&gt;
|Investigation||INT|| -1&lt;br /&gt;
|-&lt;br /&gt;
|Medicine||WIS|| +3&lt;br /&gt;
|- &lt;br /&gt;
|Nature||INT|| -1&lt;br /&gt;
|- &lt;br /&gt;
|Perception  ||WIS|| &#039;&#039;&#039;+6&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
|Performance||CHA ||-1&lt;br /&gt;
|- &lt;br /&gt;
|Persuasion||CHA || -1&lt;br /&gt;
|- &lt;br /&gt;
|Religion||INT|| -1&lt;br /&gt;
|- &lt;br /&gt;
|Sleight of Hand||DEX|| +4&lt;br /&gt;
|- &lt;br /&gt;
|Stealth ||DEX || &#039;&#039;&#039;+7&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Survival ||WIS || &#039;&#039;&#039;+6&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Herbalism Kit ||UNTYPED || &#039;&#039;&#039;+3&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Wood Carver Tools ||UNTYPED || &#039;&#039;&#039;+3&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
{{col-break}}&lt;br /&gt;
&lt;br /&gt;
==Languages==&lt;br /&gt;
*Ubrekti (common)&lt;br /&gt;
*Hakani (origin)&lt;br /&gt;
*Druidic &lt;br /&gt;
*other?&lt;br /&gt;
&lt;br /&gt;
==Class and Background Abilities==&lt;br /&gt;
===Race Abilities===&lt;br /&gt;
*Mask of the Wild: You can try to hide when lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena. &lt;br /&gt;
*Speak with Small Beasts: Through sounds and gestures, you can communicate simple ideas with Small or smaller beasts. Forest gnomes love animals and often keep squirrels, badgers, rabbits, moles, woodpeckers, and other creatures as beloved pets.&lt;br /&gt;
*Gnome Cunning: Advantage on all Intelligence, Wisdom , and Charisma saving throws against magic&lt;br /&gt;
==Class Abilities==&lt;br /&gt;
*Proficiencies&lt;br /&gt;
**Armor: Light armor, medium armor, heavy armor, shields&lt;br /&gt;
**Weapons: Simple weapons, martial weapons&lt;br /&gt;
**Tools: Wood Carver Tools, Herbalism Kit, other?&lt;br /&gt;
*Fighting Style:  Archery - You gain a +2 bonus to attack rolls you make with ranged weapons.&lt;br /&gt;
*Second Wind: On your turn, you can use a bonus action to regain hit points equal to 1d10 + 4 (your fighter level.) Once you use this feature, you must finish a short or long rest before you can use it again.&lt;br /&gt;
*Action Surge: you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action. &lt;br /&gt;
*Feat: Fade Away&lt;br /&gt;
**+1 DEX, Immediately after you take damage, you can use a reaction to magically become invisible until the end of your next turn or until you attack, deal damage, or force someone to make a saving throw. Once you use this ability, you can&#039;t do so again until you finish a short or long rest.&lt;br /&gt;
*Star Map: You&#039;ve created a star map as part of your study of the heavens. The map is a scroll of living wood that aligns with heavenly bodies to track solar storms and meteor showers and is a tiny object which can serve as a spellcasting focus for your druid spells. If you lose your map, you can perform a 1-hour ceremony to magically create a replacement. This ceremony can be performed during a short or long rest, and it destroys the previous map. While holding this map, you have these benefits:&lt;br /&gt;
**You know the guidance cantrip.&lt;br /&gt;
**You have the guiding bolt spell prepared. It counts as a druid spell for you, and it doesn&#039;t count against the number of spells you can have prepared.&lt;br /&gt;
**You can cast guiding bolt without expending a spell slot. You can do so &#039;&#039;&#039;2&#039;&#039;&#039; (proficiency bonus) times per long rest.&lt;br /&gt;
*Wild Shape (2/short rest): no flying or swimming&lt;br /&gt;
**Max CR: 1/4&lt;br /&gt;
*Wild Companion: You gain the ability to summon a spirit that assumes an animal form: as an action, you can expend a use of your Wild Shape feature to cast the find familiar spell, without material components. When you cast the spell in this way, the familiar is a fey instead of a beast, and the familiar disappears after &#039;&#039;&#039;1&#039;&#039;&#039; hour (half your druid level, rounded down).&lt;br /&gt;
*Starry Form: As an action, you can expend a use of your Wild Shape feature to take on a starry form rather than transforming into a beast. While in your starry form, you retain your game statistics, but your body takes on a luminous, star-like quality; your joints glimmer like stars, and glowing lines connect them as on a star chart of the [[Zodiac]]. This form sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The form lasts for 10 minutes or until you&#039;re incapacitated.&lt;br /&gt;
**Druid: The constellation of the Druid appears on you. Whenever you cast a spell using a spell slot that restores hit points to a creature, you or another creature within 30 feet of you can regain hit points equal to 1d8 + &#039;&#039;&#039;3&#039;&#039;&#039; (WIS modifier).&lt;br /&gt;
**Warrior: The constellation of the Warrior appears on you. When you activate this form, and as a bonus action on your subsequent turns while it lasts, you can make a ranged spell attack, hurling a luminous arrow that targets one creature within 60 feet of you. On a hit, the attack deals radiant damage equal to 1d8 + &#039;&#039;&#039;3&#039;&#039;&#039; (WIS modifier).&lt;br /&gt;
**Dragon: The constellation of the Dragon appears on you. When you make an Intelligence or a Wisdom check or a Constitution saving throw to maintain concentration on a spell, you can treat a roll of 9 or lower on the d20 as a 10.&lt;br /&gt;
&lt;br /&gt;
{{col-end}}&lt;br /&gt;
&lt;br /&gt;
==Spellcasting==&lt;br /&gt;
*Ability: WIS, Spell Save DC: 14, Spell Attack Bonus: +6&lt;br /&gt;
*Spell Slots: 1st - 3 (refresh on long rest)&lt;br /&gt;
===Druid===&lt;br /&gt;
*Cantrips (3 known)&lt;br /&gt;
**Guiding (concentration, VS)&lt;br /&gt;
**Mold Earth (S)&lt;br /&gt;
**Mending (VSM), or something else&lt;br /&gt;
*Level 1 (all known, 6 prepared)&lt;br /&gt;
**Guiding Bolt (VS) (always prepared, can be cast PROF times per long rest without using a slot)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Gear==&lt;br /&gt;
===Armor===&lt;br /&gt;
*Studded Leather Armor &lt;br /&gt;
===Weapons===&lt;br /&gt;
====Melee Weapons====&lt;br /&gt;
*daggers?&lt;br /&gt;
====Ranged Weapons====&lt;br /&gt;
*short bow&lt;br /&gt;
*nets&lt;br /&gt;
===Inventory of items===&lt;br /&gt;
====Consumables====&lt;/div&gt;</summary>
		<author><name>Bartley</name></author>
	</entry>
	<entry>
		<id>https://wiki.proteststand.com/index.php?title=Fader%27s_Character_Sheet&amp;diff=5695</id>
		<title>Fader&#039;s Character Sheet</title>
		<link rel="alternate" type="text/html" href="https://wiki.proteststand.com/index.php?title=Fader%27s_Character_Sheet&amp;diff=5695"/>
		<updated>2025-08-02T08:08:45Z</updated>

		<summary type="html">&lt;p&gt;Bartley: Created page with &amp;quot;150px  Fader - Level 6 Battle Master Fighter 4/ Level 2 Circle of the Stars Druid  ==Background:== Scar-born ===Feature=== ===Traits=== ===Ideals=== ===Bonds===  ===Flaws=== ===Extended Class Background===  ==Attributes== {{col-begin}} {{col-break}} {|class=&amp;quot;wikitable&amp;quot; !Attribute !! Value !! Bonus !! Save |- |Strength ||10 || 0 || &amp;#039;&amp;#039;&amp;#039;+3&amp;#039;&amp;#039;&amp;#039; |- |Dexterity || 18 || +4 || +4 |- |Constitution || 14 || +2|| &amp;#039;&amp;#039;&amp;#039;+5&amp;#039;&amp;#039;&amp;#039; |- |Intelligence || 8 || -1 || -1 (ad...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Fader.jpg |150px]]&lt;br /&gt;
&lt;br /&gt;
[[Fader]] - Level 6 Battle Master Fighter 4/ Level 2 Circle of the Stars Druid&lt;br /&gt;
&lt;br /&gt;
==Background:==&lt;br /&gt;
Scar-born&lt;br /&gt;
===Feature===&lt;br /&gt;
===Traits===&lt;br /&gt;
===Ideals===&lt;br /&gt;
===Bonds===&lt;br /&gt;
&lt;br /&gt;
===Flaws===&lt;br /&gt;
===Extended Class Background===&lt;br /&gt;
&lt;br /&gt;
==Attributes==&lt;br /&gt;
{{col-begin}}&lt;br /&gt;
{{col-break}}&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Attribute !! Value !! Bonus !! Save&lt;br /&gt;
|-&lt;br /&gt;
|Strength ||10 || 0 || &#039;&#039;&#039;+3&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Dexterity || 18 || +4 || +4&lt;br /&gt;
|-&lt;br /&gt;
|Constitution || 14 || +2|| &#039;&#039;&#039;+5&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Intelligence || 8 || -1 || -1 (adv vs magic)&lt;br /&gt;
|-&lt;br /&gt;
|Wisdom || 16 || +3 || +3 (adv vs magic)&lt;br /&gt;
|-&lt;br /&gt;
|Charisma || 8 || -1 || -1 (adv vs magic)&lt;br /&gt;
|}&lt;br /&gt;
{{col-break}}&lt;br /&gt;
===Secondary Attributes===&lt;br /&gt;
{|&lt;br /&gt;
|Hit Points || &#039;&#039;&#039;50&#039;&#039;&#039; (Level 1: 10 + 2 CON; 2,3: 5 + 2 CON; 4,5,6: 6 + 2 CON)&lt;br /&gt;
|-&lt;br /&gt;
|Armor Class || 16 (studded leather)&lt;br /&gt;
|-&lt;br /&gt;
|Proficiency Bonus || +3&lt;br /&gt;
|-&lt;br /&gt;
|Passive Perception || 16&lt;br /&gt;
|-&lt;br /&gt;
|Initiative || +4&lt;br /&gt;
|-&lt;br /&gt;
|Base Speed || 25 Feet &lt;br /&gt;
|}&lt;br /&gt;
{{col-end}}&lt;br /&gt;
&lt;br /&gt;
==Skills &amp;amp; Abilities==&lt;br /&gt;
{{col-begin}}&lt;br /&gt;
{{col-break}}&lt;br /&gt;
{|class=&amp;quot;sortable mw-collapsible wikitable&amp;quot;&lt;br /&gt;
!|Skill||Ability||Score&lt;br /&gt;
|-&lt;br /&gt;
|Acrobatics ||DEX|| &#039;&#039;&#039;+7&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Animal Handling||WIS|| +3&lt;br /&gt;
|-&lt;br /&gt;
|Arcana||INT|| 0&lt;br /&gt;
|-&lt;br /&gt;
|Athletics||STR|| -1&lt;br /&gt;
|-&lt;br /&gt;
|Deception||CHA|| -1&lt;br /&gt;
|-&lt;br /&gt;
|History||INT|| -1&lt;br /&gt;
|-&lt;br /&gt;
|Insight||WIS|| +3&lt;br /&gt;
|-&lt;br /&gt;
|Intimidation ||CHA ||-1&lt;br /&gt;
|- &lt;br /&gt;
|Investigation||INT|| -1&lt;br /&gt;
|-&lt;br /&gt;
|Medicine||WIS|| +3&lt;br /&gt;
|- &lt;br /&gt;
|Nature||INT|| -1&lt;br /&gt;
|- &lt;br /&gt;
|Perception  ||WIS|| &#039;&#039;&#039;+6&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
|Performance||CHA ||-1&lt;br /&gt;
|- &lt;br /&gt;
|Persuasion||CHA || -1&lt;br /&gt;
|- &lt;br /&gt;
|Religion||INT|| -1&lt;br /&gt;
|- &lt;br /&gt;
|Sleight of Hand||DEX|| +4&lt;br /&gt;
|- &lt;br /&gt;
|Stealth ||DEX || &#039;&#039;&#039;+7&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Survival ||WIS || &#039;&#039;&#039;+6&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Herbalism Kit ||UNTYPED || &#039;&#039;&#039;+3&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Wood Carver Tools ||UNTYPED || &#039;&#039;&#039;+3&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Thieves Tools ||DEX || &#039;&#039;&#039;+6&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
{{col-break}}&lt;br /&gt;
&lt;br /&gt;
==Languages==&lt;br /&gt;
*Ubrekti (common)&lt;br /&gt;
*Hakani (origin)&lt;br /&gt;
*Druidic &lt;br /&gt;
*other?&lt;br /&gt;
&lt;br /&gt;
==Class and Background Abilities==&lt;br /&gt;
===Race Abilities===&lt;br /&gt;
*Mask of the Wild: You can try to hide when lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena. &lt;br /&gt;
*Speak with Small Beasts: Through sounds and gestures, you can communicate simple ideas with Small or smaller beasts. Forest gnomes love animals and often keep squirrels, badgers, rabbits, moles, woodpeckers, and other creatures as beloved pets.&lt;br /&gt;
*Gnome Cunning: Advantage on all Intelligence, Wisdom , and Charisma saving throws against magic&lt;br /&gt;
==Class Abilities==&lt;br /&gt;
*Proficiencies&lt;br /&gt;
**Armor: Light armor, medium armor, heavy armor, shields&lt;br /&gt;
**Weapons: Simple weapons, martial weapons&lt;br /&gt;
**Tools: Wood Carver Tools, Herbalism Kit, other?&lt;br /&gt;
*Fighting Style:  Archery - You gain a +2 bonus to attack rolls you make with ranged weapons.&lt;br /&gt;
*Second Wind: On your turn, you can use a bonus action to regain hit points equal to 1d10 + 4 (your fighter level.) Once you use this feature, you must finish a short or long rest before you can use it again.&lt;br /&gt;
*Action Surge: you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action. &lt;br /&gt;
*Feat: Fade Away&lt;br /&gt;
**+1 DEX, Immediately after you take damage, you can use a reaction to magically become invisible until the end of your next turn or until you attack, deal damage, or force someone to make a saving throw. Once you use this ability, you can&#039;t do so again until you finish a short or long rest.&lt;br /&gt;
*Star Map: You&#039;ve created a star map as part of your study of the heavens. The map is a scroll of living wood that aligns with heavenly bodies to track solar storms and meteor showers and is a tiny object which can serve as a spellcasting focus for your druid spells. If you lose your map, you can perform a 1-hour ceremony to magically create a replacement. This ceremony can be performed during a short or long rest, and it destroys the previous map. While holding this map, you have these benefits:&lt;br /&gt;
**You know the guidance cantrip.&lt;br /&gt;
**You have the guiding bolt spell prepared. It counts as a druid spell for you, and it doesn&#039;t count against the number of spells you can have prepared.&lt;br /&gt;
**You can cast guiding bolt without expending a spell slot. You can do so &#039;&#039;&#039;2&#039;&#039;&#039; (proficiency bonus) times per long rest.&lt;br /&gt;
*Wild Shape (2/short rest): no flying or swimming&lt;br /&gt;
**Max CR: 1/4&lt;br /&gt;
*Wild Companion: You gain the ability to summon a spirit that assumes an animal form: as an action, you can expend a use of your Wild Shape feature to cast the find familiar spell, without material components. When you cast the spell in this way, the familiar is a fey instead of a beast, and the familiar disappears after &#039;&#039;&#039;1&#039;&#039;&#039; hour (half your druid level, rounded down).&lt;br /&gt;
*Starry Form: As an action, you can expend a use of your Wild Shape feature to take on a starry form rather than transforming into a beast. While in your starry form, you retain your game statistics, but your body takes on a luminous, star-like quality; your joints glimmer like stars, and glowing lines connect them as on a star chart of the [[Zodiac]]. This form sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The form lasts for 10 minutes or until you&#039;re incapacitated.&lt;br /&gt;
**Druid: The constellation of the Druid appears on you. Whenever you cast a spell using a spell slot that restores hit points to a creature, you or another creature within 30 feet of you can regain hit points equal to 1d8 + &#039;&#039;&#039;3&#039;&#039;&#039; (WIS modifier).&lt;br /&gt;
**Warrior: The constellation of the Warrior appears on you. When you activate this form, and as a bonus action on your subsequent turns while it lasts, you can make a ranged spell attack, hurling a luminous arrow that targets one creature within 60 feet of you. On a hit, the attack deals radiant damage equal to 1d8 + &#039;&#039;&#039;3&#039;&#039;&#039; (WIS modifier).&lt;br /&gt;
**Dragon: The constellation of the Dragon appears on you. When you make an Intelligence or a Wisdom check or a Constitution saving throw to maintain concentration on a spell, you can treat a roll of 9 or lower on the d20 as a 10.&lt;br /&gt;
&lt;br /&gt;
{{col-end}}&lt;br /&gt;
&lt;br /&gt;
==Spellcasting==&lt;br /&gt;
*Ability: WIS, Spell Save DC: 14, Spell Attack Bonus: +6&lt;br /&gt;
*Spell Slots: 1st - 3 (refresh on long rest)&lt;br /&gt;
===Druid===&lt;br /&gt;
*Cantrips (3 known)&lt;br /&gt;
**Guiding (concentration, VS)&lt;br /&gt;
**Mold Earth (S)&lt;br /&gt;
**Mending (VSM), or something else&lt;br /&gt;
*Level 1 (all known, 6 prepared)&lt;br /&gt;
**Guiding Bolt (VS) (always prepared, can be cast PROF times per long rest without using a slot)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Gear==&lt;br /&gt;
===Armor===&lt;br /&gt;
*Studded Leather Armor &lt;br /&gt;
===Weapons===&lt;br /&gt;
====Melee Weapons====&lt;br /&gt;
*daggers?&lt;br /&gt;
====Ranged Weapons====&lt;br /&gt;
*short bow&lt;br /&gt;
*nets&lt;br /&gt;
===Inventory of items===&lt;br /&gt;
====Consumables====&lt;/div&gt;</summary>
		<author><name>Bartley</name></author>
	</entry>
	<entry>
		<id>https://wiki.proteststand.com/index.php?title=Talk:Fader&amp;diff=5694</id>
		<title>Talk:Fader</title>
		<link rel="alternate" type="text/html" href="https://wiki.proteststand.com/index.php?title=Talk:Fader&amp;diff=5694"/>
		<updated>2025-08-02T07:44:35Z</updated>

		<summary type="html">&lt;p&gt;Bartley: Blanked the page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Bartley</name></author>
	</entry>
	<entry>
		<id>https://wiki.proteststand.com/index.php?title=Talk:Fader&amp;diff=5693</id>
		<title>Talk:Fader</title>
		<link rel="alternate" type="text/html" href="https://wiki.proteststand.com/index.php?title=Talk:Fader&amp;diff=5693"/>
		<updated>2025-08-01T09:20:12Z</updated>

		<summary type="html">&lt;p&gt;Bartley: Created page with &amp;quot;150px  Fader - Level 6 Battle Master Fighter 4/ Level 2 Circle of the Stars Druid  ==Background:== ===Feature=== ===Traits=== ===Ideals=== ===Bonds===  ===Flaws=== ===Extended Class Background===  ==Attributes== {{col-begin}} {{col-break}} {|class=&amp;quot;wikitable&amp;quot; !Attribute !! Value !! Bonus !! Save |- |Strength ||10 || 0 || &amp;#039;&amp;#039;&amp;#039;+3&amp;#039;&amp;#039;&amp;#039; |- |Dexterity || 18 || +4 || +4 |- |Constitution || 14 || +2|| &amp;#039;&amp;#039;&amp;#039;+5&amp;#039;&amp;#039;&amp;#039; |- |Intelligence || 8 || -1 || -1 (adv vs magic...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Fader.jpg |150px]]&lt;br /&gt;
&lt;br /&gt;
[[Fader]] - Level 6 Battle Master Fighter 4/ Level 2 Circle of the Stars Druid&lt;br /&gt;
&lt;br /&gt;
==Background:==&lt;br /&gt;
===Feature===&lt;br /&gt;
===Traits===&lt;br /&gt;
===Ideals===&lt;br /&gt;
===Bonds===&lt;br /&gt;
&lt;br /&gt;
===Flaws===&lt;br /&gt;
===Extended Class Background===&lt;br /&gt;
&lt;br /&gt;
==Attributes==&lt;br /&gt;
{{col-begin}}&lt;br /&gt;
{{col-break}}&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Attribute !! Value !! Bonus !! Save&lt;br /&gt;
|-&lt;br /&gt;
|Strength ||10 || 0 || &#039;&#039;&#039;+3&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Dexterity || 18 || +4 || +4&lt;br /&gt;
|-&lt;br /&gt;
|Constitution || 14 || +2|| &#039;&#039;&#039;+5&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Intelligence || 8 || -1 || -1 (adv vs magic)&lt;br /&gt;
|-&lt;br /&gt;
|Wisdom || 16 || +3 || +3 (adv vs magic)&lt;br /&gt;
|-&lt;br /&gt;
|Charisma || 8 || -1 || -1 (adv vs magic)&lt;br /&gt;
|}&lt;br /&gt;
{{col-break}}&lt;br /&gt;
===Secondary Attributes===&lt;br /&gt;
{|&lt;br /&gt;
|Hit Points || &#039;&#039;&#039;50&#039;&#039;&#039; (Level 1: 10 + 2 CON; 2,3: 5 + 2 CON; 4,5,6: 6 + 2 CON)&lt;br /&gt;
|-&lt;br /&gt;
|Armor Class || 16 (studded leather)&lt;br /&gt;
|-&lt;br /&gt;
|Proficiency Bonus || +3&lt;br /&gt;
|-&lt;br /&gt;
|Passive Perception || 16&lt;br /&gt;
|-&lt;br /&gt;
|Initiative || +4&lt;br /&gt;
|-&lt;br /&gt;
|Base Speed || 25 Feet &lt;br /&gt;
|}&lt;br /&gt;
{{col-end}}&lt;br /&gt;
&lt;br /&gt;
==Skills &amp;amp; Abilities==&lt;br /&gt;
{{col-begin}}&lt;br /&gt;
{{col-break}}&lt;br /&gt;
{|class=&amp;quot;sortable mw-collapsible wikitable&amp;quot;&lt;br /&gt;
!|Skill||Ability||Score&lt;br /&gt;
|-&lt;br /&gt;
|Acrobatics ||DEX|| &#039;&#039;&#039;+7&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Animal Handling||WIS|| +3&lt;br /&gt;
|-&lt;br /&gt;
|Arcana||INT|| 0&lt;br /&gt;
|-&lt;br /&gt;
|Athletics||STR|| -1&lt;br /&gt;
|-&lt;br /&gt;
|Deception||CHA|| -1&lt;br /&gt;
|-&lt;br /&gt;
|History||INT|| -1&lt;br /&gt;
|-&lt;br /&gt;
|Insight||WIS|| +3&lt;br /&gt;
|-&lt;br /&gt;
|Intimidation ||CHA ||-1&lt;br /&gt;
|- &lt;br /&gt;
|Investigation||INT|| -1&lt;br /&gt;
|-&lt;br /&gt;
|Medicine||WIS|| +3&lt;br /&gt;
|- &lt;br /&gt;
|Nature||INT|| -1&lt;br /&gt;
|- &lt;br /&gt;
|Perception  ||WIS|| &#039;&#039;&#039;+6&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
|Performance||CHA ||-1&lt;br /&gt;
|- &lt;br /&gt;
|Persuasion||CHA || -1&lt;br /&gt;
|- &lt;br /&gt;
|Religion||INT|| -1&lt;br /&gt;
|- &lt;br /&gt;
|Sleight of Hand||DEX|| +4&lt;br /&gt;
|- &lt;br /&gt;
|Stealth ||DEX || &#039;&#039;&#039;+7&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Survival ||WIS || &#039;&#039;&#039;+6&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Herbalism Kit ||UNTYPED || &#039;&#039;&#039;+3&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Wood Carver Tools ||UNTYPED || &#039;&#039;&#039;+3&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Thieves Tools ||DEX || &#039;&#039;&#039;+6&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
{{col-break}}&lt;br /&gt;
&lt;br /&gt;
==Languages==&lt;br /&gt;
*Ubrekti (common)&lt;br /&gt;
*Hakani (origin)&lt;br /&gt;
*Druidic &lt;br /&gt;
*other?&lt;br /&gt;
&lt;br /&gt;
==Class and Background Abilities==&lt;br /&gt;
===Race Abilities===&lt;br /&gt;
*Mask of the Wild: You can try to hide when lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena. &lt;br /&gt;
*Speak with Small Beasts: Through sounds and gestures, you can communicate simple ideas with Small or smaller beasts. Forest gnomes love animals and often keep squirrels, badgers, rabbits, moles, woodpeckers, and other creatures as beloved pets.&lt;br /&gt;
*Gnome Cunning: Advantage on all Intelligence, Wisdom , and Charisma saving throws against magic&lt;br /&gt;
==Class Abilities==&lt;br /&gt;
*Proficiencies&lt;br /&gt;
**Armor: Light armor, medium armor, heavy armor, shields&lt;br /&gt;
**Weapons: Simple weapons, martial weapons&lt;br /&gt;
**Tools: Wood Carver Tools, Herbalism Kit, other?&lt;br /&gt;
*Fighting Style:  Archery - You gain a +2 bonus to attack rolls you make with ranged weapons.&lt;br /&gt;
*Second Wind: On your turn, you can use a bonus action to regain hit points equal to 1d10 + 4 (your fighter level.) Once you use this feature, you must finish a short or long rest before you can use it again.&lt;br /&gt;
*Action Surge: you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action. &lt;br /&gt;
*Feat: Fade Away&lt;br /&gt;
**+1 DEX, Immediately after you take damage, you can use a reaction to magically become invisible until the end of your next turn or until you attack, deal damage, or force someone to make a saving throw. Once you use this ability, you can&#039;t do so again until you finish a short or long rest.&lt;br /&gt;
{{col-end}}&lt;br /&gt;
&lt;br /&gt;
==Spellcasting==&lt;br /&gt;
*Ability: WIS, Spell Save DC: 14, Spell Attack Bonus: +6&lt;br /&gt;
*Spell Slots: 1st - 3 (refresh on long rest)&lt;br /&gt;
===Druid===&lt;br /&gt;
*Cantrips (3 known)&lt;br /&gt;
**Guiding (concentration, VS)&lt;br /&gt;
**Mold Earth (S)&lt;br /&gt;
**Mending (VSM), or something else&lt;br /&gt;
*Level 1 (all known, 6 prepared)&lt;br /&gt;
**Guiding Bolt (VS) (always prepared)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Gear==&lt;br /&gt;
===Armor===&lt;br /&gt;
*Studded Leather Armor &lt;br /&gt;
===Weapons===&lt;br /&gt;
====Melee Weapons====&lt;br /&gt;
*daggers?&lt;br /&gt;
====Ranged Weapons====&lt;br /&gt;
*short bow&lt;br /&gt;
===Inventory of items===&lt;br /&gt;
====Consumables====&lt;/div&gt;</summary>
		<author><name>Bartley</name></author>
	</entry>
	<entry>
		<id>https://wiki.proteststand.com/index.php?title=Fader&amp;diff=5692</id>
		<title>Fader</title>
		<link rel="alternate" type="text/html" href="https://wiki.proteststand.com/index.php?title=Fader&amp;diff=5692"/>
		<updated>2025-08-01T08:27:31Z</updated>

		<summary type="html">&lt;p&gt;Bartley: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;FIRSTNAME &amp;quot;Fader&amp;quot; LONGASS GNOME NAME&lt;br /&gt;
{{statsbox|fader.jpg|6|Free [[Gnome]] of the [[Scar]]|Battlemaster Fighter 4/Stars Druid 2|studded leather|shortbow|[[The Scar]], [[Gildenhome]]}}&lt;br /&gt;
&lt;br /&gt;
==Appearance==&lt;br /&gt;
&lt;br /&gt;
==Background== &lt;br /&gt;
===Parents===&lt;br /&gt;
===Early Life===&lt;br /&gt;
===Etc===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPOILER [[Fader&#039;s Character Sheet]] SPOILER&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Bartley</name></author>
	</entry>
	<entry>
		<id>https://wiki.proteststand.com/index.php?title=Fader&amp;diff=5691</id>
		<title>Fader</title>
		<link rel="alternate" type="text/html" href="https://wiki.proteststand.com/index.php?title=Fader&amp;diff=5691"/>
		<updated>2025-08-01T08:27:03Z</updated>

		<summary type="html">&lt;p&gt;Bartley: Created page with &amp;quot;FIRSTNAME &amp;quot;Fader&amp;quot; LONGASS GNOME NAME {{statsbox|fader.jpg|6|Gnome of the Scar|Battlemaster Fighter 4/Stars Druid 2|studded leather|shortbow|The Scar, Gildenhome}}  ==Appearance==  ==Background==  ===Parents=== ===Early Life=== ===Etc===  &amp;#039;&amp;#039;&amp;#039;SPOILER Fader&amp;#039;s Character Sheet SPOILER&amp;#039;&amp;#039;&amp;#039;&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;FIRSTNAME &amp;quot;Fader&amp;quot; LONGASS GNOME NAME&lt;br /&gt;
{{statsbox|fader.jpg|6|[[Gnome]] of the [[Scar]]|Battlemaster Fighter 4/Stars Druid 2|studded leather|shortbow|[[The Scar]], [[Gildenhome]]}}&lt;br /&gt;
&lt;br /&gt;
==Appearance==&lt;br /&gt;
&lt;br /&gt;
==Background== &lt;br /&gt;
===Parents===&lt;br /&gt;
===Early Life===&lt;br /&gt;
===Etc===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPOILER [[Fader&#039;s Character Sheet]] SPOILER&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Bartley</name></author>
	</entry>
	<entry>
		<id>https://wiki.proteststand.com/index.php?title=User:Bartley&amp;diff=5690</id>
		<title>User:Bartley</title>
		<link rel="alternate" type="text/html" href="https://wiki.proteststand.com/index.php?title=User:Bartley&amp;diff=5690"/>
		<updated>2025-08-01T08:21:43Z</updated>

		<summary type="html">&lt;p&gt;Bartley: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== PCs ==&lt;br /&gt;
*5E - halfling shadow hexblade sorlock gubbite {{Banner Rindherder}} for [[:Category:Mattiverse Next]], elf arcane trickster rogue/bladesinger wizard {{Sid}} for [[:Category:MFC Next Alfa]], human aberrant mind sorcer/hexblade [[Wint]] for [[:Category:Charlie Company]], human [[Arcane Forge Adept]] [[artificer]] [[Bert]] for currently unlisted late 16th Century Flannary&lt;br /&gt;
**RIP - wild gnome mounted ranger {{Cinder Badgerdrop}} &lt;br /&gt;
**Tier 1 builds under consideration - Petaran/Ulani human zealot barbarian/scout rogue [[Shamyl Afra Bahrbelama]], halfling theurgic wizard/cleric [[Harl Timbers]], dwarf mad warlock druid [[Sedish Lurorontak]], gnome alchemist [[Theodeacon Trevorpol Turko]], human? swarmkeeper ranger/hexblade [[Lak]], human wild magic barbarian/soulknife [[Tezen]], human silver-tongued eloquence bard [[Des]], Dwarf Artificer/Forge Cleric [[Dugud]], Dwarf Psion [[Kwis]]&lt;br /&gt;
**Tier 2 builds under consideration - halfling [[University of Wydmoor]] alchemist dropout/eldritch sniper [[Peryn]], halfling [[University of Wydmoor]] magic plant (mad) scientist [[Pam]], ghost halfling monk/revolutionary cleric [[Join]], human former field marshal and warlock cultist [[Pherene Quiram]], Free Gnome stars druid shooter [[Fader]]&lt;br /&gt;
&lt;br /&gt;
**Broken, abandoned, extraneous, or otherwise unlikely to be selected - half-orc Monstertown gubsciple evangelist oath of vengence paladin / valor bard [[Blurgov Fastdrinker]], half-elf swashbuckler/warlock [[Nord]], gnome school of invention wizard [[Panapip Andaila-Ahtafriths]], human spear brute [[Medin]], halfling long death monk/grave cleric [[Grateful]], dwarf berserker barbarian/deep dark ranger [[Stodir Deeperdown]], &lt;br /&gt;
**Spelljammer or other non-canon - Glitchling astral self monk [[Survivor]], Plasmoid armorer artificer [[Thrak]], Thri-Kreen [https://www.dndbeyond.com/classes/blood-hunter vampire hunter] [[Karoz]], Giff gun nut battle smith artificer [[Warby]]&lt;br /&gt;
*Pathfinder - [http://wiki.memphisgamers.com/index.php?title=Torekk_Deeperdown Torekk Deeperdown] - [http://wiki.memphisgamers.com/index.php?title=Mefighter_beta_team Beta], [http://wiki.memphisgamers.com/index.php?title=Mad_Gokar Mad Gokar] - [http://wiki.memphisgamers.com/index.php?title=Category:Mattsters_of_the_Mattiverse Mattiverse], [http://wiki.memphisgamers.com/index.php?title=Beladriendir_Nameroc_Shimeran Beladriendir Nameroc Shimeran] - [http://wiki.memphisgamers.com/index.php?title=Category:Mefighter_Gamma_Team Gamma]&lt;br /&gt;
*Olden Days (and occasionally thereafter) - [http://wiki.memphisgamers.com/index.php?title=Kivan_Half-Elven Kivan Half-Elven]&lt;br /&gt;
** Member of Alexandria&#039;s Stand, author of a cryptic Testimonial, and burdened by the weight of the veil until relieved of it by [[Stein]].&lt;/div&gt;</summary>
		<author><name>Bartley</name></author>
	</entry>
	<entry>
		<id>https://wiki.proteststand.com/index.php?title=User:Bartley&amp;diff=5670</id>
		<title>User:Bartley</title>
		<link rel="alternate" type="text/html" href="https://wiki.proteststand.com/index.php?title=User:Bartley&amp;diff=5670"/>
		<updated>2025-07-19T03:29:12Z</updated>

		<summary type="html">&lt;p&gt;Bartley: /* PCs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== PCs ==&lt;br /&gt;
*5E - halfling shadow hexblade sorlock gubbite {{Banner Rindherder}} for [[:Category:Mattiverse Next]], elf arcane trickster rogue/bladesinger wizard {{Sid}} for [[:Category:MFC Next Alfa]], human aberrant mind sorcer/hexblade [[Wint]] for [[:Category:Charlie Company]], human [[Arcane Forge Adept]] [[artificer]] [[Bert]] for currently unlisted late 16th Century Flannary&lt;br /&gt;
**RIP - wild gnome mounted ranger {{Cinder Badgerdrop}} &lt;br /&gt;
**Tier 1 builds under consideration - Petaran/Ulani human zealot barbarian/scout rogue [[Shamyl Afra Bahrbelama]], halfling theurgic wizard/cleric [[Harl Timbers]], dwarf mad warlock druid [[Sedish Lurorontak]], gnome alchemist [[Theodeacon Trevorpol Turko]], human? swarmkeeper ranger/hexblade [[Lak]], human wild magic barbarian/soulknife [[Tezen]], human silver-tongued eloquence bard [[Des]], Dwarf Artificer/Forge Cleric [[Dugud]], Dwarf Psion [[Kwis]]&lt;br /&gt;
**Tier 2 builds under consideration - halfling [[University of Wydmoor]] alchemist dropout/eldritch sniper [[Peryn]], halfling [[University of Wydmoor]] magic plant (mad) scientist [[Pam]], ghost halfling monk/revolutionary cleric [[Join]], human former field marshal and warlock cultist [[Pherene Quiram]]&lt;br /&gt;
**Broken, abandoned, extraneous, or otherwise unlikely to be selected - half-orc Monstertown gubsciple evangelist oath of vengence paladin / valor bard [[Blurgov Fastdrinker]], half-elf swashbuckler/warlock [[Nord]], gnome school of invention wizard [[Panapip Andaila-Ahtafriths]], human spear brute [[Medin]], halfling long death monk/grave cleric [[Grateful]], dwarf berserker barbarian/deep dark ranger [[Stodir Deeperdown]], &lt;br /&gt;
**Spelljammer or other non-canon - Glitchling astral self monk [[Survivor]], Plasmoid armorer artificer [[Thrak]], Thri-Kreen [https://www.dndbeyond.com/classes/blood-hunter vampire hunter] [[Karoz]], Giff gun nut battle smith artificer [[Warby]]&lt;br /&gt;
*Pathfinder - [http://wiki.memphisgamers.com/index.php?title=Torekk_Deeperdown Torekk Deeperdown] - [http://wiki.memphisgamers.com/index.php?title=Mefighter_beta_team Beta], [http://wiki.memphisgamers.com/index.php?title=Mad_Gokar Mad Gokar] - [http://wiki.memphisgamers.com/index.php?title=Category:Mattsters_of_the_Mattiverse Mattiverse], [http://wiki.memphisgamers.com/index.php?title=Beladriendir_Nameroc_Shimeran Beladriendir Nameroc Shimeran] - [http://wiki.memphisgamers.com/index.php?title=Category:Mefighter_Gamma_Team Gamma]&lt;br /&gt;
*Olden Days (and occasionally thereafter) - [http://wiki.memphisgamers.com/index.php?title=Kivan_Half-Elven Kivan Half-Elven]&lt;br /&gt;
** Member of Alexandria&#039;s Stand, author of a cryptic Testimonial, and burdened by the weight of the veil until relieved of it by [[Stein]].&lt;/div&gt;</summary>
		<author><name>Bartley</name></author>
	</entry>
	<entry>
		<id>https://wiki.proteststand.com/index.php?title=Timeline_of_major_events&amp;diff=5669</id>
		<title>Timeline of major events</title>
		<link rel="alternate" type="text/html" href="https://wiki.proteststand.com/index.php?title=Timeline_of_major_events&amp;diff=5669"/>
		<updated>2025-07-17T07:08:42Z</updated>

		<summary type="html">&lt;p&gt;Bartley: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;10017* [[BI]] The world is created.&lt;br /&gt;
&lt;br /&gt;
9017*[[BI]] The [[Dark Fiend]] enters creation.&lt;br /&gt;
&lt;br /&gt;
~5000* [[BI]] [[Tedril Eladrith]] forges the first sword, commits the first murder. The first [[Oath of Vendetta]] is sworn.&lt;br /&gt;
&lt;br /&gt;
~4975* [[BI]] Beginning of the [[First War]].&lt;br /&gt;
&lt;br /&gt;
~2975* [[BI]] The [[Battle of Sacrifice]], ascension of the [[Demi-Pantheon]]. Beginning of the [[Cleansing Wars]].&lt;br /&gt;
&lt;br /&gt;
~2850* [[BI]] [[Hadrian Ubrekt]] founds his [[Ubrekt (City)|city]].&lt;br /&gt;
&lt;br /&gt;
~2620* [[BI]] The [[Halfling Nation]] is destroyed and its population dispersed by the [[Ubrekti Empire]].&lt;br /&gt;
&lt;br /&gt;
~2470* [[BI]] The [[Ubrekti Empire]] conquers [[Old Hakan]]. Begin [[Gnomish Insurrection]].&lt;br /&gt;
&lt;br /&gt;
2112 [[BI]] The [[Peace of Three Nations]] is signed and the [[Gnomish Vassalage]] begins.&lt;br /&gt;
&lt;br /&gt;
1440 [[BI]] The [[Ubrekti Empire]] is divided into Eastern and Western halves. &lt;br /&gt;
&lt;br /&gt;
1429 [[BI]] The [[First War of Fracture]] begins.&lt;br /&gt;
&lt;br /&gt;
1404 [[BI]] The [[First War of Fracture]] ends, [[Flannary]] becomes an independent state.&lt;br /&gt;
&lt;br /&gt;
1340 [[BI]] The [[Second War of Fracture]] begins.&lt;br /&gt;
&lt;br /&gt;
1285 [[BI]] The [[Second War of Fracture]] ends. [[Fresia]] becomes an independent state.&lt;br /&gt;
&lt;br /&gt;
1204 [[BI]] The [[Third War of Fracture]] begins. &lt;br /&gt;
&lt;br /&gt;
1152 [[BI]] The [[Third War of Fracture]] ends. [[Odessa]] becomes an independent state.&lt;br /&gt;
&lt;br /&gt;
983 [[BI]] The [[Fourth War of Fracture]] begins.&lt;br /&gt;
&lt;br /&gt;
973 [[BI]] The [[Fourth War of Fracture]] ends. [[Hakan (Human Kingdom)]] is formed. &lt;br /&gt;
&lt;br /&gt;
543 [[BI]] The [[Half-Blood Revolts]] begin in [[Sidhe]].&lt;br /&gt;
&lt;br /&gt;
512 [[BI]] Much of the [[Sidhe]] court is assassinated during the [[Night of Weeping]], and the remainder flee to [[Sidhe-Praxen]], the exile nation. [[Salient Teldandilion]] assumes the regency for [[Damaren Teldandilion]]&lt;br /&gt;
&lt;br /&gt;
480 [[BI]] The last [[Elves|Elven]] refugees are forced from what was once [[Sidhe]]. No government stronger than the [[Agreement of the Polis]] unifies the various city states.&lt;br /&gt;
&lt;br /&gt;
312 [[BI]] Beginning of the [[Celestian Revolution]].&lt;br /&gt;
&lt;br /&gt;
293 [[BI]] End of the [[Celestian Revolution]], [[Celestia]] becomes an independent state.  &lt;br /&gt;
&lt;br /&gt;
164 [[BI]] The last king of [[Hakan (Human Kingdom)]] dies with no heir. The [[Council of Regency]] begins the [[Long Campaign]].&lt;br /&gt;
&lt;br /&gt;
152 [[BI]] Begin [[Siege of Hakan]] (city).&lt;br /&gt;
&lt;br /&gt;
150 [[BI]] [[Antioch]] unlocks the [[Eastern Obelisk]], destroys besieging armies of [[Gildenhome]]. &lt;br /&gt;
&lt;br /&gt;
149 [[BI]] The [[Peace of Hakan]] is forged. [[Gildenhome]] and [[Fresia]] divide most [[Hakan (Human Kingdom)]] between themselves. [[Antioch]] is declared Sorcerer-King of [[Hakan (city)]].&lt;br /&gt;
&lt;br /&gt;
147 [[BI]] [[Antioch]] begins construction on the [[Andileigh Spire]] and [[Palace of Wisdom]].&lt;br /&gt;
&lt;br /&gt;
145 [[BI]] [[Antioch]] founds the [[University of Hakan]].&lt;br /&gt;
&lt;br /&gt;
122 [[BI]] [[Marrwyn Teldandilion]] is born to King [[Damaren Teldandilion|Damaren II]] of [[Sidhe-Praxen]].&lt;br /&gt;
&lt;br /&gt;
84 [[BI]] [[Drekasia&#039;s Revolt]] begins.&lt;br /&gt;
&lt;br /&gt;
57 [[BI]] [[Steros Merroand]] is born in [[Fresia]].&lt;br /&gt;
&lt;br /&gt;
55 [[BI]] [[Sayid ibn Maimun]] is born in the [[Peteran Empire]].&lt;br /&gt;
&lt;br /&gt;
46 [[BI]] [[Mikos Lygit]] is born in [[Tragidore]].&lt;br /&gt;
&lt;br /&gt;
37 [[BI]] [[Marrwyn Teldandilion]] flees [[Sidhe-Praxen]]&lt;br /&gt;
&lt;br /&gt;
35 [[BI]] [[Tragidore]] is razed by the [[Black Wyrm]].&lt;br /&gt;
&lt;br /&gt;
34 [[BI]] [[Marrwyn Teldandilion]] is returned by force to [[Sidhe-Praxen]]. [[Drekasia]] is captured after the [[Battle of North Crossing]] and executed by live burial.&lt;br /&gt;
&lt;br /&gt;
32 [[BI]] [[Sayid ibn Maimun]] is declared [[Sheikh-Malik]] of the [[bedouin tribes]]. &lt;br /&gt;
&lt;br /&gt;
31 [[BI]] [[Sayid ibn Maimun|Sheikh-Malik Sayid]], [[Marrwyn Teldandilion]], [[Mikos Lygit]], and [[Sharksy Seven-Fingers]] orchestrate a palace coup against Emperor [[Haddad VIII]]. Sayid is declared [[Ishkahn]] Sayid I.  &lt;br /&gt;
&lt;br /&gt;
30 [[BI]] The [[Free City of Tanir]] declares war one the [[Free City of Ven]], officially beginning the [[War of the Prophets]].&lt;br /&gt;
&lt;br /&gt;
29 [[BI]] [[Alexandria]] begins her [[pilgrimage]].&lt;br /&gt;
&lt;br /&gt;
22 [[BI]] [[Marrwyn Teldandilion]] unlocks the [[Northern Obelisk]] &lt;br /&gt;
&lt;br /&gt;
21 [[BI]] [[Alexandria]] returns from her [[pilgrimage]].&lt;br /&gt;
&lt;br /&gt;
20 [[BI]] End of [[War of the Prophets]], Alexandria is crowned [[Queen of Alexia]] and [[Empress of the Goodly Nations]] by High Priest [[Falzar]].  .&lt;br /&gt;
&lt;br /&gt;
19 [[BI]] Antioch steps down as Sorcerer-King and Alexandria returns [[Hakan]] to the [[Gnomes]]. Begin the [[Hakni Migrations]].&lt;br /&gt;
&lt;br /&gt;
18 [[BI]] The [[Obelisks]] are unlocked. The [[Demi-pantheon]] forfeit their powers. [[Alexandria]] assumes the Omnity. &lt;br /&gt;
&lt;br /&gt;
17 [[BI]] [[Dadtim the Younger]] writes his [[Testimonial_of_Dadtim_the_Younger|testimonial]]. [[Alexandria]] banishes the [[Dark Fiend]], ascends into the [[afterworld]].&lt;br /&gt;
&lt;br /&gt;
16 [[BI]] [[Kivan Elyryn]] writes his [[Testimonial of Kivan|testimonial]].&lt;br /&gt;
&lt;br /&gt;
15 [[BI]] Ishkhan [[Sayid ibn Maimun|Sayid I]] writes his [[Testimonial of Sayid|testimonial]], and it is quickly assimilated into [[Peteran Empire|Peteran]] folk beliefs that later develop into the [[Peteran Heresy]].&lt;br /&gt;
&lt;br /&gt;
1 [[FI]] - [[Steros Merroand]] is elected [[Arch-Warden]] of the [[Alexandrian Church]] by the [[Second Stand]]. Beginning of the Standard Calendar.&lt;br /&gt;
&lt;br /&gt;
2 [[FI]] - [[Steros Merroand]] writes his [[Testimonial of Steros|testimonial]]. &lt;br /&gt;
&lt;br /&gt;
3 [[FI]] - Creation of the [[Temporal Authority]] of the [[Arch-Warden]].&lt;br /&gt;
&lt;br /&gt;
11 [[FI]] - Ishkhan [[Sayid ibn Maimun|Sayid I]] dies, rule passes to [[Ishkhanats-Ishkhan]] [[Mikos Lygit|Mikos I]].&lt;br /&gt;
&lt;br /&gt;
13 [[FI]] - The [[Peteran Scism]] begins.&lt;br /&gt;
&lt;br /&gt;
15 [[FI]] [[Mikos Lygit|Mikos I]], now [[Zupan Mikos]], accepts exile to [[Ulan]] with his loyalists.&lt;br /&gt;
&lt;br /&gt;
18 [[FI]] - [[Steros Merroand]] dies, [[Mythrian Arabelle]] becomes [[Arch-Warden]].&lt;br /&gt;
&lt;br /&gt;
23 [[FI]] - [[Mythrian Arabelle]] writes his [[Testimonial of Mythrian|testimonial]]. &lt;br /&gt;
&lt;br /&gt;
33 [[FI]] - [[Mythrian Arabelle]] anoints the [[Stone-Warden]].&lt;br /&gt;
&lt;br /&gt;
51 [[FI]] - [[Marrwyn Teldandilion]] writes her [[Testimonial of Marrwyn|testimonial]].&lt;br /&gt;
&lt;br /&gt;
76 [[FI]] - [[Mikos Lygit|Zupan Mikos]] dies.&lt;br /&gt;
&lt;br /&gt;
93 [[FI]] - [[Marrwyn Teldandilion]] steps down as [[Arch-Warden]] to return to [[Sidhe-Praxen]] as queen. The title of [[Arch-Warden]] passes to her son [[Hadrian]].&lt;br /&gt;
&lt;br /&gt;
104 [[FI]] - The Order of [[Wandering Brothers]] is founded by [[Grannet Adlethor]].&lt;br /&gt;
&lt;br /&gt;
121 [[FI]] - [[Hadrian Teldandilion]] is assassinated by an anti-dynastic Gnome extremist acting entirely on his own with no outside help.&lt;br /&gt;
&lt;br /&gt;
167 [[FI]] - The [[First Interregnum]] begins. [[Danthel Abbled]] dies.&lt;br /&gt;
&lt;br /&gt;
169 [[FI]] - The [[First Interregnum]] ends. [[Paggnellot Hargadramd]] is declared [[Arch-Warden]]&lt;br /&gt;
&lt;br /&gt;
387 [[FI]] - [[Thardar Speaker]] dies. The [[Second Interregnum]] begins.&lt;br /&gt;
&lt;br /&gt;
397 [[FI]] - The [[Second Interregnum]] ends. [[Marrwyn Sablehand]] is declared [[Arch-Warden]].&lt;br /&gt;
&lt;br /&gt;
500 [[FI]] - [[Marrwyn Sablehand]] dies. The [[Hidden Interregnum]] begins leading to rapid [[Arch-Warden]]ship changes: [[Gladros Sablehand]], [[Ratnot Hand]], and [[Darell Cadrick]] all ascend and fall.&lt;br /&gt;
&lt;br /&gt;
503 [[FI]] - [[Abbled Barbannan]] becomes [[Arch-Warden]]. The so-called [[Hidden Interregnum]] ends.&lt;br /&gt;
&lt;br /&gt;
685 [[FI]] - Emperor [[Martyel Gaddrick-Thane]] ascends to the Arch-Wardency and declares the [[Hegemony]]. The [[Hegemony War]] begins.&lt;br /&gt;
&lt;br /&gt;
690 [[FI]] - [[Martyel Gaddrick-Thane]] is captured and executed. [[Fidred Gavelrand]] ascends to the Arch-Wardency.&lt;br /&gt;
&lt;br /&gt;
698 [[FI]] - [[Fidred Gavelrand]] dies, [[Hamhared Day]] dies, [[Ratnot Hand II]] dies. The [[Third Interregnum]] begins.&lt;br /&gt;
&lt;br /&gt;
712 [[FI]] - The [[Third Interregnum]] ends. [[Odriss Rockheart]] becomes [[Arch-Warden]].&lt;br /&gt;
&lt;br /&gt;
909 [[FI]] - [[Quil Myth]] dies. The [[Fourth Interregnum]] begins.&lt;br /&gt;
&lt;br /&gt;
931 [[FI]] - The [[Fourth Interregnum]] ends. [[Edrell Dakt]] [[becomes Arch-Warden]].&lt;br /&gt;
&lt;br /&gt;
1023 [[FI]] - [[Keldamite Lode]] discovered in Alexia. &lt;br /&gt;
&lt;br /&gt;
1024 [[FI]] - [[Redzan the Clean]] begins the [[Kelvinite Heresy]], based around the [[Second Testimonial of Kivan]].&lt;br /&gt;
&lt;br /&gt;
1028 [[FI]] - The [[Kelvinite Heresy|Kelvinites]] are crushed, [[Redzan the Clean]] is executed.&lt;br /&gt;
&lt;br /&gt;
1268 [[FI]] - [[Ramdall Hardrick]] dies, [[Ardrell Mathrew]] becomes [[Arch-Warden]].&lt;br /&gt;
&lt;br /&gt;
1398 [[FI]] - [[Ardrell Mathrew]] dies, [[Marrwyn Collar]] becomes [[Arch-Warden]].&lt;br /&gt;
&lt;br /&gt;
1400 [[FI]] - The Great Fire in [[Wydmoor]]. Sky-Strike wipes out village near Draglet, which suffers a debilitating zombie plague. &lt;br /&gt;
&lt;br /&gt;
1401 [[FI]] - Odessa/Wydmoor Conflict Begins. Zombie plague ravages northern Fresia. Sharkmen begin attacking ships in the eastern seas, all but halting commerce there. &lt;br /&gt;
&lt;br /&gt;
1402 [[FI]] - Odessa sacks and razes Wydmoor. Arch-Warden declares [[Crusade]] against [[Odessa]]. The [[Order of the Red Door]] is founded in [[Monstertown]]&lt;br /&gt;
&lt;br /&gt;
1403 [[FI]] - [[Bloody Marwynn]] takes control of [[Nia-Agliare]]. Establishment of [[Dutchy of New Wydmoor]]&lt;br /&gt;
&lt;br /&gt;
1404 [[FI]] - Hedrifax Kaine the Elder is assassinated. Begin [[Odessan War of Succession]]. Begin Queen Regency Period. Begin Dissent March of the Wild Gnomes and [[Gnomish Civil War]]&lt;br /&gt;
			&lt;br /&gt;
1405 [[FI]] - Beginning of [[Gilden-Gnomish War]]. Beginning of [[Wydmoori-Ubrekti War]]. [[War of Ubrekti Succession]]. End of [[Odessan War of Succession]]; [[Treaty of the Western Confederacy]]. Arch-Warden Collar commits suicide &amp;amp; destroys the [[Stone Warden]], beginning [[War of Schism]]. The next Arch-Warden is elevated, ???? Unnamed old Establishment-type Dwarf*&lt;br /&gt;
	&lt;br /&gt;
1406 [[FI]] - [[Kivan]] is replaced by Stein as [[Warden of the Veil]]&lt;br /&gt;
&lt;br /&gt;
1407 [[FI]] - Establishment of [[Western Hadriarchies]]&lt;br /&gt;
&lt;br /&gt;
1410 [[FI]] - Coronation of [[King Tennyson XII]] (Age 15); [[Treaty of the Seat]] (End W/U War - 5yrs); [[Senatorial Restoration]] (Ubrekt)	&lt;br /&gt;
&lt;br /&gt;
1412 [[FI]] - End of [[Gnomish Civil War]] (8 years); Exile of the [[Breaker Gnomes]]. &lt;br /&gt;
&lt;br /&gt;
1414 [[FI]] - Establishment of [[Guardians of the Word]]&lt;br /&gt;
&lt;br /&gt;
1419 [[FI]] - End of the [[Gilden-Gnomish War]]&lt;br /&gt;
				&lt;br /&gt;
1430 [[FI]] - End [[War of Schism]]&lt;br /&gt;
		&lt;br /&gt;
1440 [[FI]] - Udith Redzan (Flannary) founds [[Wytchfinder Family]], Begin the [[Protest-Stand movement]]&lt;br /&gt;
							&lt;br /&gt;
1450 [[FI]] - Dwarven PCs were probably born.		&lt;br /&gt;
			&lt;br /&gt;
1460 [[FI]] - Gnome PCs probably born.			&lt;br /&gt;
&lt;br /&gt;
1466 [[FI]] - [[Circus Librorum]] branch set up in [[Wydmoor]], working with the new college&lt;br /&gt;
					&lt;br /&gt;
1473 [[FI]] - Death of [[Tennyson XII]] (Age 79); Coronation of [[King Aden I]] (Age 63)&lt;br /&gt;
&lt;br /&gt;
1482 [[FI]] - Death of [[Aden I]] (Age 72); Coronation of [[King Tennyson XIII]] (Age 66)	&lt;br /&gt;
&lt;br /&gt;
1490s - Dwarven PC adulthood passage rite. Gnome PC adulthood passage rite. Human/Halfling/Halfelf PCs were probably born &amp;amp; grew up.	&lt;br /&gt;
&lt;br /&gt;
1500s - Word of [[Mithreal]] deposits in the near Ulan south of [[Handlestadt]] slowly spreads leading to an increasing number of Gilden and Halfling prospectors and the formation of [[Mithril Springs]]. Word eventually reaches agents of [[Dreadlord Hurtz]] who are able to confirm the deposits in the early 1510s at which point he sets out to aggressively gain control of the area. &lt;br /&gt;
&lt;br /&gt;
1511 [[FI]] - UNNAMED John Roberts-type, a young Dwarf is elevated as [[Arch-Warden]] in violation of long-standing traditions towards rotating the race/nationality. Their young age indicate to many that the Dwarves intend to keep the Arch-Warden position for an unprecedented length of time.&lt;br /&gt;
&lt;br /&gt;
1514 [[FI]] - [[Alexandria Avatar]] appears in Nia-Agliare. Bloody Marwynn joins her cause.&lt;br /&gt;
&lt;br /&gt;
1515 [[FI]] - Start of new parties. &lt;br /&gt;
&lt;br /&gt;
1516 [[FI]] - Destruction of [[Monster Town]] and a several mile area around it due to explosive pyroclastic flow from the eruption of the nearby [[Mountain]]&lt;br /&gt;
&lt;br /&gt;
* Date is legendary or apocryphal.&lt;/div&gt;</summary>
		<author><name>Bartley</name></author>
	</entry>
	<entry>
		<id>https://wiki.proteststand.com/index.php?title=Kwis%27s_Character_Sheet&amp;diff=5658</id>
		<title>Kwis&#039;s Character Sheet</title>
		<link rel="alternate" type="text/html" href="https://wiki.proteststand.com/index.php?title=Kwis%27s_Character_Sheet&amp;diff=5658"/>
		<updated>2025-07-08T06:10:02Z</updated>

		<summary type="html">&lt;p&gt;Bartley: /* Psion Spells (10 spells known, ignore V and M (except as noted)) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Kwis]]&lt;br /&gt;
{{statsbox|kwis.jpg|Mountain Dwarf|3|Psion(Warper)|medium armor|brain|Vargain Fortress}}&lt;br /&gt;
==Background: custom, probably some sort of nerd bookworm based on Cloistered Scholar==&lt;br /&gt;
*Skill Proficiencies: Arcana, History&lt;br /&gt;
*Languages Proficiencies: Ubrekti, Hakani or Fresian&lt;br /&gt;
*Feature: Library Access - well-acquainted with Gilden library science traditions etc &lt;br /&gt;
*Equipment: scholar&#039;s robes, a writing kit (small pouch with a quill, ink, folded parchment, and a small penknife), a borrowed book on the subject of your current study, and a pouch containing 10 gp&lt;br /&gt;
==Attributes==&lt;br /&gt;
{{col-begin}}&lt;br /&gt;
{{col-break}}&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Attribute !! Value !! Bonus !! Save&lt;br /&gt;
|-&lt;br /&gt;
|Strength || 10|| 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Dexterity || 14 || +2 || +2&lt;br /&gt;
|-&lt;br /&gt;
|Constitution || 16 || +3 || +3&lt;br /&gt;
|-&lt;br /&gt;
|Intelligence || 16 || +3 || &#039;&#039;&#039;+5&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Wisdom || 12 || +1 || &#039;&#039;&#039;+3&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Charisma || 8 || -1 || -1&lt;br /&gt;
|}&lt;br /&gt;
{{col-break}}&lt;br /&gt;
===Secondary Attributes===&lt;br /&gt;
{|&lt;br /&gt;
|Hit Points || &#039;&#039;&#039;25&#039;&#039;&#039; (Level 1,2: 6 + 3 CON; Level 3: 4 + 3 CON)&lt;br /&gt;
|-&lt;br /&gt;
|Armor Class || 16 (scale) &lt;br /&gt;
|-&lt;br /&gt;
|Proficiency Bonus || +2&lt;br /&gt;
|-&lt;br /&gt;
|Passive Perception || 13&lt;br /&gt;
|-&lt;br /&gt;
|Initiative || +2&lt;br /&gt;
|-&lt;br /&gt;
|Base Speed || 25 Feet&lt;br /&gt;
|}&lt;br /&gt;
{{col-end}}&lt;br /&gt;
&lt;br /&gt;
==Skills &amp;amp; Abilities==&lt;br /&gt;
{{col-begin}}&lt;br /&gt;
{{col-break}}&lt;br /&gt;
{|class=&amp;quot;sortable mw-collapsible wikitable&amp;quot;&lt;br /&gt;
!|Skill||Ability||Score&lt;br /&gt;
|-&lt;br /&gt;
|Acrobatics ||DEX|| +2&lt;br /&gt;
|-&lt;br /&gt;
|Animal Handling||WIS|| +1&lt;br /&gt;
|-&lt;br /&gt;
|Arcana||INT|| &#039;&#039;&#039;+5&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Athletics||STR|| 0&lt;br /&gt;
|-&lt;br /&gt;
|Deception||CHA|| -1&lt;br /&gt;
|-&lt;br /&gt;
|History||INT|| &#039;&#039;&#039;+5&#039;&#039;&#039; (+7 when Stonecunning)&lt;br /&gt;
|-&lt;br /&gt;
|Insight||WIS|| &#039;&#039;&#039;+3&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Intimidation ||CHA || -1&lt;br /&gt;
|- &lt;br /&gt;
|Investigation||INT|| &#039;&#039;&#039;+5&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Medicine||WIS|| +1 &lt;br /&gt;
|- &lt;br /&gt;
|Nature||INT|| &#039;&#039;&#039;+5&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
|Perception  ||WIS|| &#039;&#039;&#039;+3&#039;&#039;&#039; &lt;br /&gt;
|- &lt;br /&gt;
|Performance||CHA || -1&lt;br /&gt;
|- &lt;br /&gt;
|Persuasion||CHA || -1&lt;br /&gt;
|- &lt;br /&gt;
|Religion||INT|| &#039;&#039;&#039;+5&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
|Sleight of Hand||DEX|| +2&lt;br /&gt;
|- &lt;br /&gt;
|Stealth ||DEX || +2 (disadvantage due to armor)&lt;br /&gt;
|-&lt;br /&gt;
|Survival ||WIS ||  +1&lt;br /&gt;
|-&lt;br /&gt;
|Tool (Calligrapher)||UNTYPED || &#039;&#039;&#039;+2&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{col-break}}&lt;br /&gt;
&lt;br /&gt;
==Languages==&lt;br /&gt;
*Ubrekti&lt;br /&gt;
*Dwarven&lt;br /&gt;
*Hakani or Fresian&lt;br /&gt;
&lt;br /&gt;
==Class Abilities==&lt;br /&gt;
*Weapons: simple weapons&lt;br /&gt;
*Skills: Insight, Perception&lt;br /&gt;
*Ritual Casting: can cast prepared some spells as a ritual instead of burning slot&lt;br /&gt;
*Psionic Spellcasting: When you cast a Psion spell, that spell doesn’t require a Verbal or Material component, even if the spell includes “V” or “M” in its “Components” entry, except Material components that are consumed by the spell or have a cost specified in the spell.&lt;br /&gt;
*Psionic Modes (2/long rest): As a Bonus Action, you can choose one of the following modes, granting you certain benefits for 1 minute &lt;br /&gt;
**Attack Mode: Damage from your weapon attacks, Psion spells, and Psion features ignores Resistance to Psychic damage. In addition, when you roll damage for a spell, you can expend one Psionic Energy Die to reroll a number of damage dice up to your Intelligence modifier (minimum of one), and you must use the new rolls.&lt;br /&gt;
**Defense Mode: You have Resistance to Psychic damage. In addition, when you fail an Intelligence, Wisdom, or Charisma saving throw, you can take a Reaction to expend one Psionic Energy Die; roll the Psionic Energy Die and add the number rolled to the saving throw, potentially turning a failure into a success. &lt;br /&gt;
*Teleportation:  You can cast Misty Step without expending a spell slot, and you must finish a Long Rest before you can cast it in this way again. You can also restore your use of it by expending one Psionic Energy Die (no action required).&lt;br /&gt;
*Warp Propel: When a target fails its saving throw against your Telekinetic Propel, instead of pushing it, you can teleport the target to an unoccupied space you can see within 30 feet of you that is horizontal to you&lt;br /&gt;
*Feat: Skilled (Investigation, Nature, Religion)&lt;br /&gt;
===Species Abilities===&lt;br /&gt;
*Your speed is not reduced by wearing heavy armor. (No heavy armor proficiency though)&lt;br /&gt;
*Darkvision: You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can&#039;t discern color in darkness, only shades of gray.&lt;br /&gt;
*Dwarven Resilience: You have advantage on saving throws against being poisoned, and you have resistance against poison damage.&lt;br /&gt;
*Dwarven Combat Training: You have proficiency with the battleaxe, handaxe, light hammer, and warhammer.&lt;br /&gt;
*Dwarven Armor Training: You have proficiency with light and medium armor&lt;br /&gt;
*Tool Proficiency: You gain proficiency with Calligrapher&#039;s Supplies (subbed)&lt;br /&gt;
*Stonecunning: Whenever you make a History check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.&lt;br /&gt;
{{col-end}}&lt;br /&gt;
&lt;br /&gt;
==Psionics==&lt;br /&gt;
*Ability: Int, Spell Save DC: 13, Spell Attack Bonus: +5&lt;br /&gt;
*Slots (refresh on long rest): 1st - 4, 2nd - 2&lt;br /&gt;
*Psi Die (refresh 1/short rest, 3/long rest): d6&lt;br /&gt;
===Powers===&lt;br /&gt;
*Telekinetic Propel: As a Bonus Action, choose one Large or smaller creature other than you that you can see within 30 feet of yourself, and then roll one Psionic Energy Die. The target must succeed on a Strength saving throw or be pushed or pulled (your choice) up to a number of feet straight away from yourself equal to 5 times the number rolled. The die is expended only if the target fails the saving throw. A target can choose to fail the saving throw rather than roll. Can also teleport instead of pushing, see Warp Propel above.&lt;br /&gt;
*Telepathic Connection: You have telepathy with a range of 5 feet. The contacted creature doesn&#039;t need to share a language with the telepath to understand this communication, but the contacted creature must be able to understand at least one language or be telepathic itself to understand. A telepath doesn&#039;t need to see a contacted creature and contact is immediately broken if either the telepath or the other creature has the Incapacitated condition. Telepathic contact is also broken if the contacted creature is no longer within the telepathy&#039;s range or if the telepath contacts a different creature within range. A creature without telepathy can receive telepathic messages but can&#039;t initiate a telepathic conversation. Once a telepathic conversation starts, the non-telepath can communicate mentally to the telepath until the telepathic connection ends. As a Bonus Action, you can expend one Psionic Energy Die and roll it. For a number of minutes equal to your Psion level, the range of your telepathy increases by a number of feet equal to 10 times the number rolled.&lt;br /&gt;
&lt;br /&gt;
===Psionic Discipline (2 known)===&lt;br /&gt;
*Psionic Backlash: Immediately after a creature you can see hits you with an attack roll, you can take a Reaction to expend one Psionic Energy Die, roll two Psionic Energy Dice, and subtract the number rolled on each die from the total to hit. In addition, you can force the attacker to make a Wisdom saving throw. On a failed save, the target takes Psychic damage equal to the amount rolled on the two Psionic Energy Dice.&lt;br /&gt;
*Inerrant Aim: When you make an attack roll against a creature and miss, you can roll one Psionic Energy Die and add the number rolled to the attack roll, potentially turning the miss into a hit. If this causes the attack to hit, the die is expended.&lt;br /&gt;
&lt;br /&gt;
===Psion Spells (10 spells known, ignore V and M (except as noted))===&lt;br /&gt;
*Cantrips (3 known)&lt;br /&gt;
**Mage Hand (subtle, can choose to make hand invisible)&lt;br /&gt;
**Mind Sliver (S)&lt;br /&gt;
**True Strike 2024 (S, M (weapon worth at least 1 copper))&lt;br /&gt;
*Level 1 &lt;br /&gt;
**Command &lt;br /&gt;
**Comprehend Languages (S, ritual)&lt;br /&gt;
**Dissonant Whispers&lt;br /&gt;
**Expeditious Retreat (S, subclass, bonus action, concentration)&lt;br /&gt;
**Feather Fall (reaction, subclass)&lt;br /&gt;
**Sleep (S) or Silent Image (S, concentration)&lt;br /&gt;
*Level 2&lt;br /&gt;
**Enhance Ability (S, concentration)&lt;br /&gt;
**Misty Step (subclass, bonus action)&lt;br /&gt;
**Shatter (S, subclass)&lt;br /&gt;
**Tasha&#039;s Mind Whip&lt;br /&gt;
&lt;br /&gt;
==Gear==&lt;br /&gt;
===Armor===&lt;br /&gt;
*Scale Armor&lt;br /&gt;
===Weapons===&lt;br /&gt;
====Melee Weapons====&lt;br /&gt;
*dagger (always have a knife)&lt;br /&gt;
*battleaxe or warhammer (have the proficiency and can be used with True Strike too but hopefully will never use)&lt;br /&gt;
====Ranged Weapons====&lt;br /&gt;
*Light Crossbow (always try to use True Strike to help the bolts find the target)&lt;br /&gt;
&lt;br /&gt;
===Inventory of items===&lt;br /&gt;
*magic item&lt;br /&gt;
*scholar&#039;s robes&lt;br /&gt;
*a writing kit (small pouch with a quill, ink, folded parchment, and a small penknife)&lt;br /&gt;
*a book on Psionics&lt;br /&gt;
*a pouch containing 10 gp&lt;br /&gt;
====Consumables====&lt;br /&gt;
*Dungeoneer&#039;s, Diplomat&#039;s, or Scholar&#039;s Pack&lt;/div&gt;</summary>
		<author><name>Bartley</name></author>
	</entry>
	<entry>
		<id>https://wiki.proteststand.com/index.php?title=Kwis%27s_Character_Sheet&amp;diff=5657</id>
		<title>Kwis&#039;s Character Sheet</title>
		<link rel="alternate" type="text/html" href="https://wiki.proteststand.com/index.php?title=Kwis%27s_Character_Sheet&amp;diff=5657"/>
		<updated>2025-07-08T05:45:39Z</updated>

		<summary type="html">&lt;p&gt;Bartley: confirmed discipline and changed a tool to a language (slightly tbd)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Kwis]]&lt;br /&gt;
{{statsbox|kwis.jpg|Mountain Dwarf|3|Psion(Warper)|medium armor|brain|Vargain Fortress}}&lt;br /&gt;
==Background: custom, probably some sort of nerd bookworm based on Cloistered Scholar==&lt;br /&gt;
*Skill Proficiencies: Arcana, History&lt;br /&gt;
*Languages Proficiencies: Ubrekti, Hakani or Fresian&lt;br /&gt;
*Feature: Library Access - well-acquainted with Gilden library science traditions etc &lt;br /&gt;
*Equipment: scholar&#039;s robes, a writing kit (small pouch with a quill, ink, folded parchment, and a small penknife), a borrowed book on the subject of your current study, and a pouch containing 10 gp&lt;br /&gt;
==Attributes==&lt;br /&gt;
{{col-begin}}&lt;br /&gt;
{{col-break}}&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Attribute !! Value !! Bonus !! Save&lt;br /&gt;
|-&lt;br /&gt;
|Strength || 10|| 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Dexterity || 14 || +2 || +2&lt;br /&gt;
|-&lt;br /&gt;
|Constitution || 16 || +3 || +3&lt;br /&gt;
|-&lt;br /&gt;
|Intelligence || 16 || +3 || &#039;&#039;&#039;+5&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Wisdom || 12 || +1 || &#039;&#039;&#039;+3&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Charisma || 8 || -1 || -1&lt;br /&gt;
|}&lt;br /&gt;
{{col-break}}&lt;br /&gt;
===Secondary Attributes===&lt;br /&gt;
{|&lt;br /&gt;
|Hit Points || &#039;&#039;&#039;25&#039;&#039;&#039; (Level 1,2: 6 + 3 CON; Level 3: 4 + 3 CON)&lt;br /&gt;
|-&lt;br /&gt;
|Armor Class || 16 (scale) &lt;br /&gt;
|-&lt;br /&gt;
|Proficiency Bonus || +2&lt;br /&gt;
|-&lt;br /&gt;
|Passive Perception || 13&lt;br /&gt;
|-&lt;br /&gt;
|Initiative || +2&lt;br /&gt;
|-&lt;br /&gt;
|Base Speed || 25 Feet&lt;br /&gt;
|}&lt;br /&gt;
{{col-end}}&lt;br /&gt;
&lt;br /&gt;
==Skills &amp;amp; Abilities==&lt;br /&gt;
{{col-begin}}&lt;br /&gt;
{{col-break}}&lt;br /&gt;
{|class=&amp;quot;sortable mw-collapsible wikitable&amp;quot;&lt;br /&gt;
!|Skill||Ability||Score&lt;br /&gt;
|-&lt;br /&gt;
|Acrobatics ||DEX|| +2&lt;br /&gt;
|-&lt;br /&gt;
|Animal Handling||WIS|| +1&lt;br /&gt;
|-&lt;br /&gt;
|Arcana||INT|| &#039;&#039;&#039;+5&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Athletics||STR|| 0&lt;br /&gt;
|-&lt;br /&gt;
|Deception||CHA|| -1&lt;br /&gt;
|-&lt;br /&gt;
|History||INT|| &#039;&#039;&#039;+5&#039;&#039;&#039; (+7 when Stonecunning)&lt;br /&gt;
|-&lt;br /&gt;
|Insight||WIS|| &#039;&#039;&#039;+3&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Intimidation ||CHA || -1&lt;br /&gt;
|- &lt;br /&gt;
|Investigation||INT|| &#039;&#039;&#039;+5&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Medicine||WIS|| +1 &lt;br /&gt;
|- &lt;br /&gt;
|Nature||INT|| &#039;&#039;&#039;+5&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
|Perception  ||WIS|| &#039;&#039;&#039;+3&#039;&#039;&#039; &lt;br /&gt;
|- &lt;br /&gt;
|Performance||CHA || -1&lt;br /&gt;
|- &lt;br /&gt;
|Persuasion||CHA || -1&lt;br /&gt;
|- &lt;br /&gt;
|Religion||INT|| &#039;&#039;&#039;+5&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
|Sleight of Hand||DEX|| +2&lt;br /&gt;
|- &lt;br /&gt;
|Stealth ||DEX || +2 (disadvantage due to armor)&lt;br /&gt;
|-&lt;br /&gt;
|Survival ||WIS ||  +1&lt;br /&gt;
|-&lt;br /&gt;
|Tool (Calligrapher)||UNTYPED || &#039;&#039;&#039;+2&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{col-break}}&lt;br /&gt;
&lt;br /&gt;
==Languages==&lt;br /&gt;
*Ubrekti&lt;br /&gt;
*Dwarven&lt;br /&gt;
*Hakani or Fresian&lt;br /&gt;
&lt;br /&gt;
==Class Abilities==&lt;br /&gt;
*Weapons: simple weapons&lt;br /&gt;
*Skills: Insight, Perception&lt;br /&gt;
*Ritual Casting: can cast prepared some spells as a ritual instead of burning slot&lt;br /&gt;
*Psionic Spellcasting: When you cast a Psion spell, that spell doesn’t require a Verbal or Material component, even if the spell includes “V” or “M” in its “Components” entry, except Material components that are consumed by the spell or have a cost specified in the spell.&lt;br /&gt;
*Psionic Modes (2/long rest): As a Bonus Action, you can choose one of the following modes, granting you certain benefits for 1 minute &lt;br /&gt;
**Attack Mode: Damage from your weapon attacks, Psion spells, and Psion features ignores Resistance to Psychic damage. In addition, when you roll damage for a spell, you can expend one Psionic Energy Die to reroll a number of damage dice up to your Intelligence modifier (minimum of one), and you must use the new rolls.&lt;br /&gt;
**Defense Mode: You have Resistance to Psychic damage. In addition, when you fail an Intelligence, Wisdom, or Charisma saving throw, you can take a Reaction to expend one Psionic Energy Die; roll the Psionic Energy Die and add the number rolled to the saving throw, potentially turning a failure into a success. &lt;br /&gt;
*Teleportation:  You can cast Misty Step without expending a spell slot, and you must finish a Long Rest before you can cast it in this way again. You can also restore your use of it by expending one Psionic Energy Die (no action required).&lt;br /&gt;
*Warp Propel: When a target fails its saving throw against your Telekinetic Propel, instead of pushing it, you can teleport the target to an unoccupied space you can see within 30 feet of you that is horizontal to you&lt;br /&gt;
*Feat: Skilled (Investigation, Nature, Religion)&lt;br /&gt;
===Species Abilities===&lt;br /&gt;
*Your speed is not reduced by wearing heavy armor. (No heavy armor proficiency though)&lt;br /&gt;
*Darkvision: You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can&#039;t discern color in darkness, only shades of gray.&lt;br /&gt;
*Dwarven Resilience: You have advantage on saving throws against being poisoned, and you have resistance against poison damage.&lt;br /&gt;
*Dwarven Combat Training: You have proficiency with the battleaxe, handaxe, light hammer, and warhammer.&lt;br /&gt;
*Dwarven Armor Training: You have proficiency with light and medium armor&lt;br /&gt;
*Tool Proficiency: You gain proficiency with Calligrapher&#039;s Supplies (subbed)&lt;br /&gt;
*Stonecunning: Whenever you make a History check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.&lt;br /&gt;
{{col-end}}&lt;br /&gt;
&lt;br /&gt;
==Psionics==&lt;br /&gt;
*Ability: Int, Spell Save DC: 13, Spell Attack Bonus: +5&lt;br /&gt;
*Slots (refresh on long rest): 1st - 4, 2nd - 2&lt;br /&gt;
*Psi Die (refresh 1/short rest, 3/long rest): d6&lt;br /&gt;
===Powers===&lt;br /&gt;
*Telekinetic Propel: As a Bonus Action, choose one Large or smaller creature other than you that you can see within 30 feet of yourself, and then roll one Psionic Energy Die. The target must succeed on a Strength saving throw or be pushed or pulled (your choice) up to a number of feet straight away from yourself equal to 5 times the number rolled. The die is expended only if the target fails the saving throw. A target can choose to fail the saving throw rather than roll. Can also teleport instead of pushing, see Warp Propel above.&lt;br /&gt;
*Telepathic Connection: You have telepathy with a range of 5 feet. The contacted creature doesn&#039;t need to share a language with the telepath to understand this communication, but the contacted creature must be able to understand at least one language or be telepathic itself to understand. A telepath doesn&#039;t need to see a contacted creature and contact is immediately broken if either the telepath or the other creature has the Incapacitated condition. Telepathic contact is also broken if the contacted creature is no longer within the telepathy&#039;s range or if the telepath contacts a different creature within range. A creature without telepathy can receive telepathic messages but can&#039;t initiate a telepathic conversation. Once a telepathic conversation starts, the non-telepath can communicate mentally to the telepath until the telepathic connection ends. As a Bonus Action, you can expend one Psionic Energy Die and roll it. For a number of minutes equal to your Psion level, the range of your telepathy increases by a number of feet equal to 10 times the number rolled.&lt;br /&gt;
&lt;br /&gt;
===Psionic Discipline (2 known)===&lt;br /&gt;
*Psionic Backlash: Immediately after a creature you can see hits you with an attack roll, you can take a Reaction to expend one Psionic Energy Die, roll two Psionic Energy Dice, and subtract the number rolled on each die from the total to hit. In addition, you can force the attacker to make a Wisdom saving throw. On a failed save, the target takes Psychic damage equal to the amount rolled on the two Psionic Energy Dice.&lt;br /&gt;
*Inerrant Aim: When you make an attack roll against a creature and miss, you can roll one Psionic Energy Die and add the number rolled to the attack roll, potentially turning the miss into a hit. If this causes the attack to hit, the die is expended.&lt;br /&gt;
&lt;br /&gt;
===Psion Spells (10 spells known, ignore V and M (except as noted))===&lt;br /&gt;
*Cantrips (3 known)&lt;br /&gt;
**Mage Hand (subtle, can choose to make hand invisible)&lt;br /&gt;
**Mind Sliver (S)&lt;br /&gt;
**True Strike 2024 (S, M (weapon worth at least 1 copper))&lt;br /&gt;
*Level 1 &lt;br /&gt;
**Command &lt;br /&gt;
**Comprehend Languages (S, ritual)&lt;br /&gt;
**Dissonant Whispers&lt;br /&gt;
**Expeditious Retreat (S, subclass, bonus action)&lt;br /&gt;
**Feather Fall (reaction, subclass)&lt;br /&gt;
**Sleep (S) or Silent Image (S, Concentration)&lt;br /&gt;
*Level 2&lt;br /&gt;
**Enhance Ability (S, Concentration)&lt;br /&gt;
**Misty Step (subclass, bonus action)&lt;br /&gt;
**Shatter (S, subclass)&lt;br /&gt;
**Tasha&#039;s Mind Whip&lt;br /&gt;
&lt;br /&gt;
==Gear==&lt;br /&gt;
===Armor===&lt;br /&gt;
*Scale Armor&lt;br /&gt;
===Weapons===&lt;br /&gt;
====Melee Weapons====&lt;br /&gt;
*dagger (always have a knife)&lt;br /&gt;
*battleaxe or warhammer (have the proficiency and can be used with True Strike too but hopefully will never use)&lt;br /&gt;
====Ranged Weapons====&lt;br /&gt;
*Light Crossbow (always try to use True Strike to help the bolts find the target)&lt;br /&gt;
&lt;br /&gt;
===Inventory of items===&lt;br /&gt;
*magic item&lt;br /&gt;
*scholar&#039;s robes&lt;br /&gt;
*a writing kit (small pouch with a quill, ink, folded parchment, and a small penknife)&lt;br /&gt;
*a book on Psionics&lt;br /&gt;
*a pouch containing 10 gp&lt;br /&gt;
====Consumables====&lt;br /&gt;
*Dungeoneer&#039;s, Diplomat&#039;s, or Scholar&#039;s Pack&lt;/div&gt;</summary>
		<author><name>Bartley</name></author>
	</entry>
	<entry>
		<id>https://wiki.proteststand.com/index.php?title=Talk:Kwis%27s_Character_Sheet&amp;diff=5656</id>
		<title>Talk:Kwis&#039;s Character Sheet</title>
		<link rel="alternate" type="text/html" href="https://wiki.proteststand.com/index.php?title=Talk:Kwis%27s_Character_Sheet&amp;diff=5656"/>
		<updated>2025-07-07T15:48:32Z</updated>

		<summary type="html">&lt;p&gt;Bartley: /* advancement */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==alternates==&lt;br /&gt;
1 level wizard dip would get a lot utility ritual casting and arcane recovery along with extra cantrips. 2 would get War Wizard AC/saving throw boosts or Scribes magic spell book familiar nonsense.&lt;br /&gt;
maybe 9/14/15/16/14/8 start stats and get Resilient (CON) at 4?&lt;br /&gt;
&lt;br /&gt;
==advancement==&lt;br /&gt;
*spending: can spend money creating scrolls but spell options limit their usefulness, buy proficient toolsets and half plate ASAP otherwise just need basics or whatever potions or magic items come along.&lt;br /&gt;
*Spells to consider&lt;br /&gt;
**lvl 1: Silent Image if Sleep taken at creation, (not on spell list but maybe beg for Catapult, Cause Fear, or Zephyr Strike)&lt;br /&gt;
**lvl 2: Heat Metal, Invisibility, Mirror Image, See Invisibility, Silence, (not on spell list but maybe beg for Vortex Warp)&lt;br /&gt;
**lvl 3: Hypnotic Pattern, Telekinetic Crush, Tongues&lt;br /&gt;
probably all Psion. bamf around shooting or blasting things. probably just take boring INT ASIs instead of feats&lt;br /&gt;
*lvl 4: INT ASI, +1 spell&lt;br /&gt;
*lvl 5: +1 spell, +2 psi die, psi die goes to d8, level 3 spells (subclass: Blink &amp;amp; Haste), psionic restoration (like arcane restoration), maybe switch whichever non-Backlash discipline to Id Insinuation if casting enough Enchantment and Illusion spells.&lt;br /&gt;
*lvl 6: +1 spell, improved Shatter&lt;/div&gt;</summary>
		<author><name>Bartley</name></author>
	</entry>
	<entry>
		<id>https://wiki.proteststand.com/index.php?title=Talk:Kwis%27s_Character_Sheet&amp;diff=5655</id>
		<title>Talk:Kwis&#039;s Character Sheet</title>
		<link rel="alternate" type="text/html" href="https://wiki.proteststand.com/index.php?title=Talk:Kwis%27s_Character_Sheet&amp;diff=5655"/>
		<updated>2025-07-06T18:24:26Z</updated>

		<summary type="html">&lt;p&gt;Bartley: /* advancement */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==alternates==&lt;br /&gt;
1 level wizard dip would get a lot utility ritual casting and arcane recovery along with extra cantrips. 2 would get War Wizard AC/saving throw boosts or Scribes magic spell book familiar nonsense.&lt;br /&gt;
maybe 9/14/15/16/14/8 start stats and get Resilient (CON) at 4?&lt;br /&gt;
&lt;br /&gt;
==advancement==&lt;br /&gt;
*spending: can spend money creating scrolls but spell options limit their usefulness, buy proficient toolsets and half plate ASAP otherwise just need basics or whatever potions or magic items come along.&lt;br /&gt;
*Spells to consider&lt;br /&gt;
**lvl 1: Silent Image if Sleep taken at creation, (not on spell list but maybe beg for Catapult, Cause Fear, or Zephyr Strike)&lt;br /&gt;
**lvl 2: Heat Metal, Invisibility, Mirror Image, See Invisibility, Silence&lt;br /&gt;
**lvl 3: Hypnotic Pattern, Telekinetic Crush, Tongues&lt;br /&gt;
probably all Psion. bamf around shooting or blasting things. probably just take boring INT ASIs instead of feats&lt;br /&gt;
*lvl 4: INT ASI, +1 spell&lt;br /&gt;
*lvl 5: +1 spell, +2 psi die, psi die goes to d8, level 3 spells (subclass: Blink &amp;amp; Haste), psionic restoration (like arcane restoration), maybe switch whichever non-Backlash discipline to Id Insinuation if casting enough Enchantment and Illusion spells.&lt;br /&gt;
*lvl 6: +1 spell, improved Shatter&lt;/div&gt;</summary>
		<author><name>Bartley</name></author>
	</entry>
</feed>