Mayge Featherfoot

A Halfling Wizard looking for knowledge and adventure....



Name: Mayge Featherfoot
Race: Lightfoot Halfling
Class: Wizard
Level: 1 (500 of 650)
Hit points: 7
Speed: 25 ft
Hit dice: 1d4


Ability Score Modifier
Strength 13 +1
Dexterity 14 +2
Constitution 16 +3
Intelligence 17 +3
Wisdom 12 +1
Charisma 12 +1



Armor Class: 12


Type Weapon To Hit Damage
Melee Quarterstaff +4 1d8+2
Ranged Sling +4 1d6+2
Magick Spells +6 Varies


  • Natural Lore +6
  • Magick Lore +6
  • Planar Lore +6
  • Forbidden Lore +6


Spells per Day: 3
Dexterity Save DC: 14

Spells Known

  • Alarm
    Warding an area with an alarm spell gives you a mental or audible warning when an intruder draws near.
    Effect: You ward an area no larger than a 20-foot-radius sphere centered on yourself. The spell alerts you with an audible or mental alarm of your choice when a creature enters the area, but only if that creature is at least Tiny and is not ethereal. You can also choose a password that, when spoken aloud, lets a creature enter the area without triggering the spell. The area remains warded for 8 hours. If you chose a mental alarm, you experience a mental alert that immediately wakes you from nonmagical sleep. If you chose an audible alarm, the spell sounds a loud ringing that lasts for 1 round and automatically wakes any creatures sleeping nonmagically within 60 feet of the warded area’s center.
  • Burning Hands
    As you hold your hands with your thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips.
    Effect: Each creature in a 15-foot cone originating from you makes a Dexterity saving throw. A creature takes 4d4 fire damage on a failed save, and half as much damage on a successful one. The spell ignites unattended flammable objects in the area.
  • Comprehend Language
    The world is home to countless languages and dialects, tongues that are beyond counting and whose meaning is lost on even the most erudite scholars. Comprehend languages makes the incomprehensible comprehensible.
    Effect: For 1 hour, you understand the literal meaning of spoken language you hear and of written language as long as you are touching the surface on which the words are written. It takes about 1 minute to read one page of text (about 250 words).
    This spell does not decipher codes or reveal messages concealed in otherwise normal text. Certain magical wards might foil this spell by concealing text, trapping it, or making the text nonsensical.
  • Shield
    You create an invisible, mobile disk of force that hovers near you to intercept attacks.
    Effect: For 10 minutes, you have half cover and take no damage from magic missile.
  • Sleep
    The fine sand you fling into the air sparkles when this spell’s magic takes hold. Creatures touched by the scintillating granules grow drowsy and might fall asleep.
    Effect: Choose a point that you can see within 100 feet of you and roll 3d8. The total is how many hit points’ worth of creatures this spell can affect within 20 feet of the point you chose.
    Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious for 1 minute or until it takes damage or someone uses an action to shake or slap the sleeper awake. Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be no more than the remaining total for that creature to be affected.

Minor Spells

  • Detect Magick
    Upon casting detect magic, you immediately perceive any objects, areas, or creatures affected or created by magic as having a flickering aura. Studying the auras can give you clues to the nature of the magic.
    Effect: You detect the presence of any magic in a 30-foot cone originating from you. You can ignore the presence of magic that you are already aware of. If the magic you sense belongs to a school of magic, you learn what that school is.
    This spell does not reveal invisible creatures or magic that conceals spells, objects, or creatures.
  • Light
    You cause an object you touch to shine with light for a time.
    Effect: You touch an object. It sheds bright light in a 20-foot-radius sphere and shadows in a 40- foot-radius sphere. The light may be colored as you choose. The light lasts for 1 hour or until you cast this spell again.
  • Magick Missile
    A spell made famous by wizards for its reliability, magic missile unerringly strikes its target.
    Effect: Choose a creature within 100 feet of you. The target takes 1d4 + 1 force damage.
  • Ray of Frost
    You fire a pale beam of blue-white energy that chills your enemy to the bone.
    Effect: Make a magical attack against one creature within 100 feet of you. On a hit, the target takes 1d6 + 3 cold damage, and its speed drops by 10 feet until the end of your next turn.
  • Shocking Grasp
    Lightning wreathes your hand and delivers a brutal shock to the creature you touch.
    Effect: Make a magical attack against a creature within 5 feet of you. On a hit, the target takes 1d8 + 4 lightning damage and can’t take reactions until its next turn.



  • Halfling Weapon
    When you attack with a dagger, a short sword, or a sling with which you have proficiency, the damage die for that weapon increases by one step: from d4 to d6, or d6 to d8.
  • Lucky Halfling
    Twice per day, when you make an attack roll, check, or saving throw and get a result you dislike, you can re-roll the die and use either result. If you have advantage or disadvantage on the roll, you re-roll only one of the dice.
  • Nimbleness
    You can move through the spaces of hostile creatures that are larger than you.
  • Naturally Stealthy
    You can attempt to hide even when you are obscured only by a creature that is one size category larger than you.



  • Arcane Knowledge
    Gain Training (+3) in Natural Lore
    You can use Natural Lore to recall knowledge about the natural world, including naturally occurring plants and animals, the weather, the seasons, and natural cycles. This includes knowledge of terrain, climate, the habits of natural creatures, identifying plants and animals by sight or tracks, and other natural phenomenon.


You spent years learning the lore of the world. You have scoured manuscripts, studied
scrolls, and listened to the greatest experts on the subjects that interest you. Your efforts have made you a true master in the fields you have studied.

  • Researcher
    When you attempt to learn or recall a piece of lore, if you do not know that information, you always know where and from whom you can obtain that information. Usually, this information comes from a library, scriptorium, university, or a sage or other learned person or creature.
  • Skills
    • Magcick Lore
      You can use Magick Lore to recall knowledge about magick-related lore and magickal effects, including spells, magick items, arcane runes, magick symbols, ancient mysteries, and magick traditions. Most often this skill is used in conjunction with attempts to recall knowledge of arcane or divine magick.
    • Planar Lore
      You can use Planar Lore to determine your knowledge of the known planes and their inhabitants. You can use this skill to identify the traits and histories of various planes, and to gather information about the activities, attitudes, and traits of otherworldly creatures. Planar Lore is much like a combination of Geographical Lore and Societal Lore, but only relating to the planes.
    • Forbidden Lore
      You can use Forbidden Lore to recall information about the occult, the weird, and the forbidden including alien creatures, powerful entities from lesser known planes, and unnatural phenomena. Typically, this applies only to knowledge that could be considered taboo to most academia; this might include knowledge about summoning fiends or opening portals to the Far Realm, though general knowledge about the magick used by demons would still fall under Magick Lore.



  • Level 1: Arcane Dabbler
    Your study of magic rewards you with two minor spells.
  • Level 3: Find Familiar
    You have a familiar, an animal with powerful ties to the realm of spirits.
    Benefit: Your familiar appears only when you summon it as an action, and you can dismiss the familiar with another action, causing it to return to an extradimensional space. It acts independently of you but always obeys your commands.
    While you are within 100 feet of your familiar, you can communicate with it telepathically.
    Additionally, as an action, you can see through your familiar’s eyes and hear what it hears for 1 round, and you also gain the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses.
    Finally, while within 100 feet of your familiar, you can have it deliver spells that require touching a creature, so that it touches the creature on your behalf. If the spell requires an attack roll, you use your attack modifier for the roll. The familiar cannot make attacks of its own.
    • Raven: Has a speed of 5 feet and a fly speed of 25 feet; can mimic simple sounds (such as a person whispering, a baby crying, or a small animal chittering).
      AC: 12, HP: 9



  • Adventurer’s Kit
    • Backpack, Mess Kit, 50 ft Hemp rope, Tinderbox, Torch (10), Rations(10 days), Waterskin
  • Healer’s Kit
    • It is the perfect tool for healing, and it provides advantage on checks made to heal. A healer’s kit has ten uses. As an action, you can expend a use from your healer’s kit to
      automatically stabilize a fallen comrade. During a rest, you can spend one use of the healer’s kit to allow up to ten characters under your care to spend any number of their Hit Dice.
  • Candles (10)
  • Ink (Bottled)
  • Quill (5)
  • Paper roll (10)
  • Spellbook


  • Currency
    • 510 gp
  • Spoils of battle
    • Chain Mail (2)
    • Mace (2)
    • Dark Robes (2)
    • Demon Masks (2)
    • "Un"holy symbol (2)
    • Crossbow, Hand (d6 damage)

Mayge Featherfoot

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