⚔ Attacks — Standard Action (3 Attacks)
Main Weapons
| Weapon | To Hit | Damage | Type | Notes |
|---|---|---|---|---|
| +2 Scimitar of Sharpness | +11 | d6+7 ×3 | Slashing | Nat 20: +4d6 slashing; 2nd nat 20 severs limb |
| Rapier of Spell Deflection | +9 | d8+5 | Piercing | Reaction 2/dawn: use atk roll as spell save |
| Vicious Shortbow | +9 | d6+5 | Piercing | 80/320 ft · Nat 20: +2d6 |
| +1 Rage Mace | +6 | d6+2 | Bludgeon. | Rage 1 min as Barbarian 1 (d4 uses) |
Spell & Item Attacks
| Fire Bolt (cantrip) | +5 | 3d10 | Fire | 120 ft · or +3d6 fire added to melee hit (2 charges) |
| Chill Touch (cantrip) | +5 | 3d8 | Necrotic | 120 ft · −10 mv · or +3d4 to melee (2 charges) |
| Circlet of Blasting | +5 | 2d8 ×3 | Fire | Scorching Ray 120 ft · 1/dawn |
| Wand of Lightning Bolts | DC 15 | 8d6 | Lightning | 100×5 ft line · Dex save half · (d4) charges |
Reactions
Parry — Reduce incoming melee/missile damage by d8+5 hp
Shield (spell) — +5 AC until start of next turn; immune to Magic Missile
Rapier Deflection — 2/dawn: use attack roll as save result vs any spell
Tough Resistance — Resist all dmg except Radiant/Necrotic/Psychic · 1/LR
Absorb Elements — Resist triggering type; +1d6 that type on next melee hit
Bonus Actions
Lightning Breath — 4d6 (DC 13) or 5d6 (DC 14) lightning (Cape of Bronze Dragon)
Hunter’s Mark — +1d6 vs marked target, 1 hr Concentration (Bracers 1/LR)
Divine Favour Gauntlets — +1d6 Radiant on attacks, Concentration · 3/dawn
Trollish Recovery Ring — 3d6 regen each turn, −1d6 per 1 rolled · 1/LR
Second Wind — 1d10+11 hp · 2×/short rest
Healing Word — d4+3 hp (spend 2 HD for +d4) · 1/day (Temple of Sun & Moon)
Bahamut Tattoo (d4) — +d4 Radiant or Thunder / +d6 with Rapier
Sidestepping Boots — Misty Step 30 ft · 1/day
Free / Other
Eye of the Storm Amulet — Immunity to area effects (free action)
Action Surge — Extra action · 1/short rest · Arcane Charge: teleport 30 ft
Resolute (12th) — When Dodging, make one weapon attack as part of action
Drink Healing Potion — Supreme 6d8+12 / Greater 2d8+4 / Enhancer 1d8+6 / Standard 1d8+2
★ Special Powers & Resistances
◆On Hit (reaction): resistance to all dmg except Radiant, Necrotic & Psychic until end of next turn · 1/LR
◆Advantage vs Fear, Poison, Paralysis, Petrification, Escape Grapple
◆Resistance: Poison (racial) · Fire (Ring) · Lightning (Cape, 1 hr, d6)
◆Lucky — reroll any attack roll, ability check, or save that comes up 1
◆Halfling Nimbleness — move through the space of any creature larger than yourself
◆Indomitable — reroll a failed saving throw 2×/LR; may use Str or Con bonus
◆Hardened (6th) — ignore first failed death save · 1/LR
◆Eldritch Strike (10th) — hit creature → disadvantage on its next save vs your spell
◆War Magic (7th) — cast cantrip as action → one weapon attack as bonus action
◆War Focus (12th) — use bonded magic weapon as spell focus; add atk bonus to spell attacks
◆Sash — +1 Str saves; 1/day use Wis instead of Str at Advantage
◆Savath Yi Military Academy — +1 vs Yuan-ti inherent magic; Disengage still provokes AoO
◆+2 DC vs Lingering Injury Recovery Saves (Death Gate of Orcus)
◆Unicorn Pendant — 22 hp Lay on Hands per day · Blanket of Rest (LR hit dice heal ≥ half max)
🛡 Armour & AC
Wilderness: +1 Studded Leather (13) + Dex (+5) + Two-Weapon Fighting = AC 19
Civilised: Mage Armour (13) + Dex (+5) = AC 18 · carries Rapier only
+1 Studded Leather of Vitality: healing +1 per die rolled · Attuned
Civilised: Mage Armour (13) + Dex (+5) = AC 18 · carries Rapier only
+1 Studded Leather of Vitality: healing +1 per die rolled · Attuned
✦ Eldritch Knight Spellcasting · 7 Known · Int · DC 13 · Atk +5
Full spell descriptions: Welby’s Spell Compendium →
Cantrips ∞ uses (3+1)
Fire Bolt — 3d10 fire, 120 ft
Chill Touch — 3d8 necrotic, −10 mv
Blade Ward — resist B/P/S 1 round
Prestidigitation — minor tricks
1st Level ○○○○ (4 slots)
Protection from Evil and Good
Shield — +5 AC reaction
Absorb Elements — resist & +1d6
Mage Armour — AC 13+Dex, 8 hrs
2nd Level ○○○ (3 slots)
Arcane Lock — lock door/container
Branding Smite — +2d6 radiant
Mirror Image ★ — crystal & scroll
Misty Step — teleport 30 ft (BA)
Stored / Scrolls items
Mirror Image (Crystal Spell Storage)
Scroll: Dispel Magic @5th (d4)
Scroll: Mirror Image (d4)
Scroll: Scorching Ray & Shatter
War Magic (7th): Cast cantrip as action → one weapon attack as bonus action.
War Focus (12th): Use bonded magic weapon as spell focus; add its atk bonus to spell attacks.
Eldritch Strike (10th): Creature you hit has disadvantage on next save vs your spell.
War Focus (12th): Use bonded magic weapon as spell focus; add its atk bonus to spell attacks.
Eldritch Strike (10th): Creature you hit has disadvantage on next save vs your spell.
★ Feats
Dual Wielder
4th Level
+1 AC with two melee weapons. Two-weapon fighting with non-light weapons. Draw/stow two weapons at once.
Resilience (Wisdom)
6th Level
+1 Wisdom. Proficiency in Wisdom saving throws.
Tough
8th Level
Max HP +2×level. Reaction: resist all dmg except Radiant/Necrotic/Psychic · 1/LR.
Mobile
12th Level
Speed +10 ft (35 ft). Dash through difficult terrain free. After melee attack: no OA from that creature.
⚔ Fighter Class Features
Fighting Style: Two-Weapon Fighting
Add full ability modifier to damage of second attack. Defending as bonus action adds +2 AC.
Second Wind · 2×/short rest
Bonus action: regain 1d10+11 hp.
Action Surge · 1/short rest
Extra action (no bonus action to second). Arcane Charge: teleport 30 ft.
Extra Attack · 3 Attacks (11th)
Attack three times per Attack action.
Indomitable · 2/LR
Reroll a failed saving throw; must use new roll. May use Str or Con bonus.
Hardened · 6th
Ignore first failed death save (crit or rolling 1 = only one failure) · 1/LR.
Parry · 7th
Reaction vs melee or missile: reduce damage by d8 + 4 (prof) + 5 (Dex).
Stand Aside · 9th
Bonus action: move willing/unconscious ally of your size into adjacent square.
Resolute · 12th
When Dodging, make one weapon attack as part of that action (enables bonus attack).
Eldritch Knight Archetype
Weapon Bond (2 bonded, summon as bonus action) · War Magic 7th · Eldritch Strike 10th · War Focus 12th.
◈ Halfling Racial Traits (Stout)
Lucky
Roll a 1 on any attack roll, ability check, or save: reroll and must use new result.
Brave
Advantage on saving throws against being frightened.
Halfling Nimbleness
Move through the space of any creature larger than yourself.
Stout Resilience
Advantage vs poison saves; resistance to poison damage.
◈ Savath Yi Special Skills
Alchemist’s Lab
- Herbalism Kit proficiency
- Makes potions of Dragon’s Breath, Longstrider, Flying, Diminution
- Use materials from applicable magic creatures to enhance potions (d4 → d6)
Arcane Repository
Arcana skill · Navigator’s Tools · Aquan language
Meditation Chamber
Reroll failed save vs Yuan-ti magic · 1/LR · Pottery skill
Military Academy
+1 vs inherent Yuan-ti magical effects · Reroll failed save 1/LR · Disengage still provokes AoO
Temple of Sun & Moon
Healing Word 1/day — spend 2 Hit Dice to increase d4 curing
📜 Appearance & Personality
Prematurely greying, middle-aged, square-jawed Halfling, male. Welby has a crooked nose, 3 silver ear-rings and naturally greying brown hair — which he dyes black, as he feels it gives him a sterner and more officious look. He has a tendency toward a flamboyant dress sense; halflings sometimes find it necessary to be noticed.
In Cauldron and other civilised areas he generally casts Mage Armour each day and carries a Rapier. In less civilised areas, Welby usually wears studded leather and a green cloak whilst dual wielding Scimitar and Rapier. He also carries a short bow and quiver.
Welby left the police service due to political issues that he does not discuss and is still investigating. This has resulted in a nickname “Shylock” that he dislikes. He has a wife and 3 children in Cauldron; one child has been adopted.
He runs a Private Eye business “Finder of Lost Things” out of separate offices in Cauldron, with a partner and a secretary. He hopes to add an alchemical lab and alchemist in the future.
Welby is a heavy drinker and always smoking or about to be smoking his pipe. He is cunning, a very tough fighter when called upon, and mistrustful of almost everyone. He has little respect for the authorities and is willing to bend the law to get to the truth — his desire for justice and personal code of ethics outweighs any other concern. He has a different side around his family, which he keeps completely separate from business, and loves deeply.
He has a laconic sense of humour, but you will need to get to know him before this side shows. Most contacts are amongst the small folk: Halflings, Dwarves and Gnomes.
📖 Campaign History — The Lightbringers
CY 591 — Growfest · Campaign Begins
Lightbringers form: Eos, Talx, Jesper, Rocky, Z’Rahk, Valedra & Terri. Sunless Citadel and Forge of Fury. Sunfest at the Lucky Monkey. Jzadirune & Malachite Hold. Brewfest Flood Festival.
CY 592
Expedition to Endhome — discover lost city of Barakhus. Valedra dies; Talx diseased; Rocky & Jesper petrified. Bluesteel merges with Lightbringers. Goblin tunnels; Scarlet Brotherhood smugglers; free angel Nidrama from Hag coven. Disrupt Sea Brotherhood plot. Free Devron the Lich. Flood Festival — Father Sarcem dies; flooding prevented. Eos appointed head of the Church of Pelor.
CY 593
Redgorge missions. Kill Nightscale. Battle of Redgorge — several die; Hadarai dies. Azure Realm. Attack on Kitlager. Welby joins the Lightbringers — explores beneath Kitlager; helps lizardfolk. Travel to Hutaaka; learn the Ephemeral Trail. Return to Cauldron as wet season arrives.
CY 594
Follow Ephemeral Trail to Savath Yi. Gain special skills. Travel to the Silver Realm — rescue hundreds of babies from Yuan-ti / Silver Reaver operation. Flood Festival.
CY 595
World Below: battle Duergar; rescue dwarves. Return to Savath Yi: kill hags, discover undead illithid things below Wrathgate. Rocky leaves, Lucky joins. Kill Lamia Queen; froghemoth; rakshasa; pacify Savath Yi. Follow Tercival: Demonskar → Starry Mirror → Occipitus. Return during wet season. Devron builds Deadgate to Thanatos; party destroys it. Remove demonic infection from Redgorge.
CY 596 · Current
Attack Pulanti Estate vampires — kill two of seven Necronauts. Attack Haunted Village — destroy 4 more. Parlay with Fetor Abradius. Kill two more Necronauts in Mehali — only Rae Sin escapes.
Rescue Vortimax Weer and three wizards from Zelzkaryn ruins. Thwart the Bazim-Gorag release ritual. Defeat most Acolytes & death slaad leader. Meet Bazim-Gorag — claimed betrayal; offered vast treasure; left bound below.
Return to Mehali. Eos establishes shrine to Pelor. Return to Cauldron. Defend against gnoll horde; rescue village.
Currently: En route to Thur Dorahl to steal the Shackled Tree Dispersion Collar. Defeated mutant yetis in Gol Gurum. Battled primitive Yuan-ti. Eliminated a Duergar patrol. One Duergar captive for interrogation.
📦 Magic Items — Gained Recently
| Item | Notes |
|---|---|
| +1 Arrow of Undead Slaying (d4) | |
| Ring of Fire Resistance (d4) | |
| Wand of Lightning Bolts (d8) | |
| Amulet of Unicorn (20hp Lay on Hands) | |
| Amulet of the Dragon | Vamp Manor |
| Potion of Dragon Breath (Fire) | Vamp Manor |
| Potion of Necrotic Resistance | Vamp Manor |
| Cloak of Escape | Swap Ring Profane |
| Active Amethyst | Swap Dragon Breath Collection |
| Potion of Flying | Swap Dragon Breath Collection |
| Potion CLW (d6) | From Eos |
📦 Transferred / Used Up
| Item | Circumstance |
|---|---|
| Silver Allosaurus | Swapped with Z’Rahk (24/8/23) |
| Ring of Healing (d6) | |
| Cloak of Flying (d6→d4) | Lost escaping tower in abyssal lands |
| Cape — Lightning Resistance (d4) | Lost @ Entry to Abyss |
| Demon Snuff (d4) | |
| Amulet Black Dragon Breath (d6→d4) | |
| Potion Greater Healing ×1 | Used on Eos |
| Potion Enhancer +4 CLW ×1 | Used against Table |
| Potion of Gaseous Form (d4) | Escaping FM; lost in abyssal lands |
| Potion of Lightning Resistance (d4) | Against Drow (230512) |
| Climbing Potion (d4) | Climbing into Wyvern (230512) |
| Scroll Shatter (d4) | |
| Broom of Flying (d4) | |
| Fanged Ring (d4) | |
| Bronze Dragon Cloak LR (d4) | Lost @ Entry to Abyss |
| Powerful ×6 | Used on Chasme |
📖 Ex-Items — Full Descriptions
(Arrow) Earthbind Bolts (d4) ×1
+1 to hit. If targeting a flying creature: no disadvantage at long range. On hit: yellow magical energy reduces flying speed to 0, inflicts 1d8 force damage; creature floats to ground safely at 60 ft/round. Energy loops remain 1 min; DC 15 Str save at end of each turn to break free.
Fanged Ring (d4)
Bronze serpent ring, green glass eyes. 2/day (1/turn): when you hit someone with a weapon attack, activate — target takes extra 2d6 poison damage.
Amulet of Courage (d4, attuned)
Action or reaction: remove the frightened condition on the wearer.
Oil of Magic Weapon
Clear gelatinous oil with silver shards. Coat one slashing/piercing weapon or up to 5 pieces of ammunition (1 min to apply). For 1 hour: +1 attack and damage rolls.
Demonic Rope
Black and orange Barlgura-hair rope. Acts as Rope of Climbing (5 lbs). 1/day: within 100 ft, standard action to teleport to hand. Anyone tied makes escape attempts at disadvantage; DC 13 Cha save or teleportation magic to escape fails.
Serpent Shield (Rare, Attunement)
Yuan-ti abomination scales. Bonus action: transform shield and arm into a serpent for 1 min. No AC in serpent form; make melee attacks as off-hand (finesse, reach, light) — 1d4 piercing + 1d6 poison. 1/LR.
Dead Man’s Boots (attuned)
When incapacitated: enemies with Int >5 within 20 ft make DC 15 Wis save or become charmed and distracted by desire to possess the boots (treated as incapacitated 2–5 rounds). Save at end of turn to end effect.
Great Reach Bracers (attuned)
Activate as part of an attack action: treated as having extra 5 ft reach until start of next turn. Can be activated twice per dawn.
Ring of Profane Guidance (attuned)
3/day when you hit an adjacent foe: activate as bonus action — target takes +d4 necrotic damage and glows briefly, granting advantage on next attack made on them before end of your next turn.
Heavy Noose (attuned, amulet slot)
Proficient in death saving throws. If a close ally within 60 ft dies, reaction: spend up to half your hit dice to heal yourself.