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Skills & Inventory


Skills & Abilities[]

A list of skills and abilities that Fig acquires during her adventures:

Ability Source Details First Appearance
Freshman Year
Bardic Inspiration

Bard Level 1

Fig can use a bonus action to give an ally Bardic Inspiration; this gives them an extra d6 or d8 (depending on Fig's bard level) to use on an attack roll, saving throw, or ability check. Fig dispenses Bardic Inspiration by winking at people. Fig can give out a number of bardic inspirations equal to her Charisma modifier. All expended uses come back on a long rest (or on a short rest after Fig became level 5). Episode 3: After the Afterlife
Infernal Legacy Race: Tiefling Figs knows the Thaumaturgy cantrip. Once she reached 3rd level, she can cast the Hellish Rebuke spell once as a 2nd-level spell. Once she reached 5th level, she can also cast the Darkness spell once. She must finish a long rest to cast these spells again with this trait. Charisma is her spellcasting ability for these spells. Episode 3: After the Afterlife
Song of rest Bard Level 2 Fig can use soothing music or oration to help revitalize her wounded allies during a short rest. If she or any friendly creatures who can hear her performance regain hit points at the end of the short rest by spending one or more Hit Dice, each of those creatures regains an extra 1d6 hit points. Episode 3: After the Afterlife
Hellish Resistance Race: Tiefling Fig has resistance to fire damage. Episode 4: Rumble Road
Actor Feat Fig is skilled at mimicry and dramatics. Her Charisma score increased by 1, to a maximum of 20. Also, she has an advantage on Charisma (Deception) and Charisma (Performance) checks when trying to pass herself off as a different person. In addition, she can mimic the speech of another person or the sounds made by other creatures, she must have heard the person speaking, or heard the creature make the sound, for at least 1 minute- a successful Wisdom (Insight) check contested by Fig's Charisma (Deception) check allows a listener to determine that the effect is faked. Episode 9: Dishing with a Demon
Words of Terror College of Whispers Bard Level 3 Fig learns to infuse innocent-seeming words with an insidious magic that can inspire terror. If she speaks to a humanoid alone for at least 1 minute, she can attempt to seed paranoia and fear into its mind. At the end of the conversation, the target must succeed on a Wisdom saving throw against her spell save DC or be frightened of Fig or another creature of Fig's choice. The target is frightened in this way for 1 hour, until it is attacked or damaged, or until it witnesses its allies being attacked or damaged. If the target succeeds on its saving throw, the target has no hint that Fig tried to frighten it. Once she uses this feature, Fig can’t use it again until she finishes a short rest or long rest. Episode 10: Battle of the Bloodrush Brethren
Mantle of Whispers College of Whispers Bard Level 6 Fig gains the ability to adopt a humanoid's persona. When a humanoid dies within 30 feet of her, she can magically capture its shadow using her reaction. She retains this shadow until she uses it or she finishes a long rest. Fig can use the shadow as an action. When she does so, it vanishes, magically transforming into a disguise that appears on her. Fig now looks like the dead person, but healthy and alive. This disguise lasts for 1 hour or until she ends it as a bonus action. While she's in the disguise, Fig gains access to all information that the humanoid would freely share with a casual acquaintance. The information is enough that she can pass herself off as the person by drawing on its memories.

Another creature can see through this disguise by succeeding on a Wisdom (Insight) check contested by Fig's Charisma (Deception) check. She gains a +5 bonus to your check. Once she captures a shadow with this feature, Fig can't capture another one with it until she finishes a short or long rest.

Mentioned Episode 11: Cool Kids, Cold Case

Episode 14: Arcade Ambush

Countercharm Bard Level 6 Fig has the ability to use musical notes or words of power to disrupt mind-influencing effects. As an action, she can start a performance that lasts until the end of her next turn. During that time, she and any friendly creatures within 30 feet have advantage on saving throws against being frightened or charmed. A creature must be able to hear Fig to gain this benefit. The performance ends early if she is incapacitated or silenced or if she voluntarily ends it (no action required). Episode 14: Arcade Ambush
Reckless Shred Homebrew ability possibly from attending Porter's barbarian classes, later removed. Fig can impose disadvantage on a target of one of her spells if she first takes disadvantage earlier that turn Episode 16: Prompocalypse
Sophomore Year
Hexblade's Curse Hexblade Warlock Level 1 Fig gains the ability to place a baleful curse on someone. As a bonus action, she chooses one creature she can see within 30 feet. The target is cursed for 1 minute. The curse ends early if the target dies, Fig dies, or she is incapacitated. Until the curse ends, she gains the following benefits: she can add her proficiency bonus to damage rolls against the cursed target; any attack roll she makes against the cursed target is a critical hit on a roll of 19 or 20 on the d20; if the cursed target dies, Fig regains hit points equal to her warlock level + her Charisma modifier. Fig can’t use this feature again until she finishes a short or long rest. Episode 3: Havoc at the Hotel Cavalier
Psychic Blades College of Whispers Bard Level 3 Fig has the ability to make her weapon attacks magically toxic to a creature's mind. When she hits a creature with a weapon attack, she can expend one use of her Bardic Inspiration to deal an additional 2d6 psychic damage to that target. She can do so only once per round on her turn. The psychic damage increased to 3d6 when Fig reached 5th level. Episode 8: The Row and the Ruction
Hex Warrior Hexblade Warlock Level 1 Fig acquires the training necessary to effectively arm herself for battle. She gains proficiency with medium armor, shields, and martial weapons. The influence of Gorthalax also allows her to mystically channel her will through a particular weapon. Whenever Fig finishes a long rest, she can touch one weapon that she is proficient with and that lacks the two-handed property. When she attacks with that weapon, she can use her Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls. This benefit lasts until Fig finishes a long rest. Possibly used Episode 8: The Row and the Ruction
Lucky Feat Fig has inexplicable luck that seems to kick in at just the right moment. She has 3 luck points. Whenever she makes an attack roll, an ability check, or a saving throw, she can spend one luck point to roll an additional d20. She can choose to spend one of her luck points after she rolls the die, but before the outcome is determined. She chooses which of the d20s is used for the attack roll, ability check, or saving throw. Fig can also spend one luck point when an attack roll is made against her. She rolls a d20 and then chooses whether the attack uses the attacker's roll or her's.

If more than one creature spends a luck point to influence the outcome of a roll, the points cancel each other out; no additional dice are rolled. Fig regains her expended luck points when she finishes a long rest.

Episode 12: Crustaceans & Crushes
Cutting Words College of Lore Bard Level 3 Fig learns how to use her wit to distract, confuse, and otherwise sap the confidence and competence of others. When a creature that she can see within 60 feet makes an attack roll, an ability check, or a damage roll, Fig can use her reaction to expend one of her uses of Bardic Inspiration, rolling a Bardic Inspiration die and subtracting the number rolled from the creature’s roll. Fig can choose to use this feature after the creature makes its roll, but before the DM determines whether the attack roll or ability check succeeds or fails, or before the creature deals its damage. The creature is immune if it can’t hear Fig or if it’s immune to being charmed. Episode 17: The Forest of the Nightmare King
Additional Magical Secrets College of Lore Bard Level 6 Fig learns two spells of her choice from any class. A spell she chooses must be of a level she can cast. The chosen spells count as bard spells for Fig but don’t count against the number of bard spells she knows. Episode 19: Spring Break! I Believe in You! (Part 1)


Spells[]

Spell Spell Level Source Details First Appearance
Freshman Year
Disguise Self 1st Bard Fig can make herself, including her clothing, armor, weapons, and other belongings on her person, look different until the spell ends in an hour or until she uses her action to dismiss it. She can appear one foot shorter or taller and can appear thin, fat, or in between. She can't change her body type.

The changes caused by this spell fail to hold up to physical inspection. For example, if Fig uses this spell to add a hat to her outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel her head and hair. If she uses this spell to appear thinner than she is, the hand of someone who reaches out to touch her would bump into her while it was seemingly still in midair.

A creature can use its action to inspect her appearance and must succeed on an Intelligence (Investigation) check against her spell save DC.

Episode 1: The Beginning Begins
Dissonant Whispers 1st Bard Fig whispers a discordant melody that only one creature of her choice within 60 feet can hear, wracking it with terrible pain. The target must make a Wisdom saving throw. On a failed save, it takes 3d6 psychic damage and must immediately use its reaction, if available, to move as far as its speed allows away from Fig. The creature doesn’t move into obviously dangerous ground, such as a fire or a pit. On a successful save, the target takes half as much damage and doesn’t have to move away. A deafened creature automatically succeeds on the save. Episode 2: Clash of the Corn Cuties
Thaumaturgy Cantrip Race: Tiefling Fig manifests a minor wonder, a sign of supernatural power, within 30 feet. She creates one of the following magical effects: her voice booms up to three times as loud as normal for 1 minute; she causes flames to flicker, brighten, dim, or change color for 1 minute; she causes harmless tremors in the ground for 1 minute; she creates an instantaneous sound that originates from a point of her choice within 30 feet; she instantaneously causes an unlocked door or window to fly open or slam shut; she alters the appearance of her eyes for 1 minute. If Fig casts this spell multiple times, she can have up to three of its 1-minute effects active at a time, and she can dismiss such an effect as an action. Episode 3: After the Afterlife
Friends Cantrip Bard For 1 minute (if concentration is held), Fig has advantage on all Charisma checks directed at one creature of her choice that isn’t hostile toward her. When the spell ends, the creature realizes that Fig used magic to influence its mood and becomes hostile toward her. A creature prone to violence might attack you. Another creature might seek retribution in other ways (at the DM’s discretion), depending on the nature of the interaction with it. Episode 3: After the Afterlife
Sleep 1st Bard Fig can cast this spell to send creatures into a magical slumber. 5d8 are rolled – the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point she chooses within 90 feet are affected in ascending order of their current hit points (ignoring unconscious creatures). Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper 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 equal to or less than the remaining total for that creature to be affected. Undead and creatures immune to being charmed aren’t affected by this spell. When Fig casts this spell using a spell slot of 2nd level or higher, an additional 2d8 is added for each slot level above 1st. Episode 4: Rumble Road
Vicious Mockery Cantrip Bard Fig unleashes a string of insults laced with subtle enchantments at a creature she can see within 60 feet. If the target can hear her (though it need not understand her), it must succeed on a Wisdom saving throw or take 1d4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn. This spell's damage increased by 1d4 when Fig reached 5th level (2d4), Episode 4: Rumble Road
Healing Word 1st Bard As a bonus action, a creature of Fig's choice that she can see within 60 feet regains hit points equal to 1d4 + her spellcasting ability modifier. This spell has no effect on undead or constructs. When Fig casts this spell using a spell slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st. Episode 4: Rumble Road
Shatter 2nd Bard Fig can create a sudden loud ringing noise, painfully intense, erupts from a point of her choice within 60 feet. Each creature in a 10-foot-radius Sphere centered on that point must make a Constitution saving throw. A creature takes 3d8 thunder damage on a failed save, or half as much damage on a successful one. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw. A nonmagical object that isn't being worn or carried also takes the damage if it's in the spell's area. When this spell is cast using a spell slot of or higher, the damage increases by 1d8 for each slot level above 2nd. Episode 6: Brawl at the Black Pit
Detect Thoughts 2nd Bard For a minute (or until Fig drops concentration), Fig can read the thoughts of certain creatures. When she casts the spell and as her action on each turn until the spell ends, she can focus her mind on any one creature that she can see within 30 feet. If the creature she chooses has an Intelligence of 3 or lower or doesn't speak any language, the creature is unaffected. Fig initially learns the surface thoughts of the creature--what is most on its mind in that moment. As an action, she can either shift her attention to another creature's thoughts or attempt to probe deeper into the same creature's mind. Episode 7: Graveyard of Good and Evil
Minor Illusion Cantrip Bard Fig creates a sound or an image of an object (no larger than a 5 foot cube) within 30 feet that lasts for 1 minute. The illusion also ends if she dismisses it as an action or casts this spell again Episode 7: Graveyard of Good and Evil
Suggestion 2nd Bard Fig suggests a course of activity (limited to a sentence or two) and magically influences a creature she can see within 30 feet that can hear and understand her. Creatures that can't be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. The target must make a Wisdom saving throw. On a failed save, it pursues the course of action described to the best of its ability. The suggested course of action can continue for 8 hours (if concentration is held). If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do. Fig can also specify conditions that will trigger a special activity during the duration. If Fig or any of her companions damage the target, the spell ends. Episode 8: Havoc on the Half-Pipe
Fear 3rd Bard Fig projects a phantasmal image of a creature's worst fears. Each creature in a 30-foot cone must succeed on a Wisdom saving throw or drop whatever it is holding and become frightened for 1 minute (if concentration is held). While frightened by this spell, a creature must take the Dash action and move away from Fig by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn't have line of sight to her, the creature can make a Wisdom saving throw. On a successful save, the spell ends for that creature. Episode 10: Battle of the Bloodrush Brethren
Charm Person 1st Bard Fig attemptx to charm a humanoid she can see within 30 feet. It must make a Wisdom saving throw, and does so with advantage if Fig or her companions are fighting it. If it fails the saving throw, it is charmed by Fig for 1 hour or until she or her companions do anything harmful to it. The charmed creature regards Fig as a friendly acquaintance. When the spell ends, the creature knows it was charmed by Fig. Episode 11: Cool Kids, Cold Case
Protection From Energy (Fire) 3rd Ruby Guitar Pick For 1 hour (if concentration is held), the willing creature Fig touches has resistance to fire damage Mentioned Episode 12: The Sisterly Showdown
Dimension Door 4th Bard Fig teleports herself from her current location to any other spot within 500 feet. She arrives at exactly the spot desired. It can be a place she can see, one she can visualize, or one she can describe by stating distance and direction, such as "200 feet straight downward". Fig can bring along objects as long as their weight doesn't exceed what she can carry. She can also bring one willing creature of her size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of her when she casts this spell. If Fig would arrive in a place already occupied by an object or a creature, she and any creature traveling with her each take 4d6 force damage, and the spell fails to teleport them. Episode 14: Arcade Ambush
Hellish Rebuke 1st Race: Tiefling As a reaction after a creature damaged her, Fig points her finger, and the creature that damaged her is momentarily surrounded by hellish flames. The creature must make a Dexterity saving throw. It takes 2d10 fire damage on a failed save, or half as much damage on a successful one. Episode 14: Arcade Ambush
Burning Hands 1st Ruby Guitar Pick As Fig holds her hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from her outstretched fingertips. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren't being worn or carried. Episode 14: Arcade Ambush
Darkness 2nd Race: Tiefling Magical darkness spreads from a point Fig chooses within 60 feet to fill a 15-foot-radius sphere for 10 minutes (if concentration is held). The darkness spreads around corners. A creature with darkvision can't see through this darkness, and nonmagical light can't illuminate it. If the point she chooses is on an object she is holding or one that isn't being worn or carried, the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness. If any of this spell's area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled. Episode 15: Family in Flames
Polymorph 4th Bard This spell transforms a creature that Fig can see within 60 feet into a new form. An unwilling creature must make a Wisdom saving throw to avoid the effect. The spell has no effect on a shapechanger or a creature with 0 hit points. The transformation lasts for 1 hour (if concentration is held), or until the target drops to 0 hit points or dies. The new form can be any beast whose challenge rating is equal to or less than the target's (or the target's level, if it doesn't have a challenge rating). The target's game statistics, including mental ability scores, are replaced by the statistics of the chosen beast. It retains its alignment and personality. The target assumes the hit points of its new form. When it reverts to its normal form, the creature returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn't reduce the creature's normal form to 0 hit points, it isn't knocked unconscious. The creature is limited in the actions it can perform by the nature of its new form, and it can't speak, cast spells, or take any other action that requires hands or speech. The target's gear melds into the new form. The creature can't activate, use, wield, or otherwise benefit from any of its equipment. Episode 17: Prompocalypse (part 2)
Thunderwave 1st Bard A wave of thunderous force sweeps out from Fig. Each creature in a 15-foot cube originating from her must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away. On a successful save, the creature takes half as much damage and isn't pushed. In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from Fig by the spell's effect, and the spell emits a thunderous boom audible out to 300 feet. Fantasy High LIVE at RTX Austin
Sophomore Year
Message Cantrip Bard Fig points her finger toward a creature within 120 feet and whispers a message. The target (and only the target) hears the message and can reply in a whisper that only Fig can hear. She can cast this spell through solid objects if she is familiar with the target and knows it is beyond the barrier. Magical silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the spell. The spell doesn't have to follow a straight line and can travel freely around corners or through openings. Episode 4: Heartache On the Celestine Sea
Blade Ward Cantrip Bard Fig extends her hand and traces a sigil of warding in the air. Until the end of her next turn, she has resistance against bludgeoning, piercing, and slashing damage dealt by weapon attacks. Episode 6: Pirate Brawl
Shield 1st Hexblade Warlock As a reaction, an invisible barrier of magical force appears and protects Fig. Until the start of her next turn, she has a +5 bonus to AC, including against the triggering attack, and she takes no damage from magic missile. Episode 8: The Row and the Ruction
Booming Blade Cantrip Warlock As part of the action used to cast this spell, Fig must make a melee attack with a weapon against one creature within the spell's range, otherwise, the spell fails. On a hit, the target suffers the attack's normal effects, and it becomes sheathed in booming energy until the start of her next turn. If the target willingly moves before then, it immediately takes 1d8 thunder damage, and the spell ends. At 5th level, the melee attack deals an extra 1d8 thunder damage to the target, and the damage the target takes for moving increases to 2d8. Episode 8: The Row and the Ruction
Bestow Curse 3rd Bard Fig touches a creature, and that creature must succeed on a Wisdom saving throw or become cursed for 1 minute (if concentration is held). When she casts this spell, she chooses the nature of the curse from the following options: the target has disadvantage on ability checks and saving throws made with an ability score of Fig's choice; the target has disadvantage on attack rolls against Fig; the target must make a Wisdom saving throw at the start of each of its turns- If it fails, it wastes its action that turn doing nothing; Fig's attacks and spells deal an extra 1d8 necrotic damage to the target. A remove curse spell ends this effect. Episode 8: The Row and the Ruction
Phantasmal Force 2nd Bard Fig crafts an illusion that takes root in the mind of a creature that she can see within 60 feet. The target must make an Intelligence saving throw. On a failed save, she creates a phantasmal object, creature, or other visible phenomenon of her choice that is no larger than a 10-foot cube and that is perceivable only to the target for 1 minute (if concentration is held). This spell has no effect on undead or constructs. The phantasm includes sound, temperature, and other stimuli, also evident only to the creature. While a target is affected by the spell, the target treats the phantasm as if it were real. An affected target is so convinced of the phantasm’s reality that it can even take damage from the illusion. Each round on Fig's turn, the phantasm can deal 1d6 psychic damage to the target if it is in the phantasm’s area or within 5 feet of the phantasm, provided that the illusion is of a creature or hazard that could logically deal damage, such as by attacking. The target perceives the damage as a type appropriate to the illusion. Episode 9: Fallinel
Hex 1st Warlock Fig places a curse on a creature that she can see within 90 feet. For 1 hour (if concentration is held), she deals an extra 1d6 necrotic damage to the target whenever she hits it with an attack. Also, she chooses one ability when she casts the spell. The target has disadvantage on ability checks made with the chosen ability. If the target drops to 0 hit points before this spell ends, Fig can use a bonus action on a subsequent turn of hers to curse a new creature. A Remove Curse cast on the target ends this spell early. Episode 11: Revelations & Revivifications
Greater Invisibility 4th Bard Fig or a creature she touches becomes invisible for 1 minute (if concentration is held). Anything the target is wearing or carrying is invisible as long as it is on the target's person. Episode 12: Crustaceans & Crushes
Psionic Blast 3rd unknown Fig unleashes a destructive wave of mental power in a 30-foot cone. Each creature in the area must make a Dexterity saving throw. On a failed save, a target takes 5d8 force damage, is pushed 20 feet directly away from Fig, and is knocked prone. On a successful save, a target takes half as much damage and isn’t pushed or knocked prone. Episode 15: Blast From the Passed
Revivify 3rd Magical Secrets Fig touches a creature that has died within the last minute. That creature returns to life with 1 hit point. This spell can't return to life a creature that has died of old age, nor can it restore any missing body parts. Episode 19: Spring Break! I Believe in You! (Part 1)
Counterspell 3rd Magical Secrets Fig can interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, Fig must make an ability check using her spellcasting ability. The DC equals 10 + the spell’s level. On a success, the creature’s spell fails and has no effect.

When Fig casts this spell using a spell slot of 4th level or higher, the interrupted spell has no effect if its level is less than or equal to the level of the spell slot she used.

Episode 20: Spring Break! I Believe in You! (Part 2)
Junior Year
Silvery Barbs 1st Bard Fig can magically distract a triggering creature and turn its momentary uncertainty into encouragement for another creature. As a reaction after a creature she can see within 60 feet succeeds on an attack roll, an ability check, or a saving throw, Fig can cause the triggering creature to reroll the d20 and use the lower roll.

Fig can then choose a different creature she can see within 60 feet (she can choose herself). The chosen creature has advantage on the next attack roll, ability check, or saving throw it makes within 1 minute. A creature can be empowered by only one use of this spell at a time.

Episode 1: Summer Scaries
Fireball 3rd Magical Secrets A bright streak flashes from Fig's pointing finger to a point Fig chooses within range then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot radius must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one. The fire spreads around corners. It ignites flammable objects in the area that aren’t being worn or carried. Episode 5: Mall Madness
Mislead 5th Bard Fig becomes invisible at the same time that an illusory double of her appears where she is standing. The double lasts for the duration, but the invisibility ends if Fig attacks or casts a spell. Fig can use her action to move her illusory double up to twice her speed and make it gesture, speak, and behave in whatever way she chooses. Fig can see through its eyes and hear through its ears as if she were located where it is. On each of her turns as a bonus action, Fig can switch from using its senses to using her own, or back again. While Fig is using its senses, Fig is blinded and deafened in regard to her own surroundings. Episode 11: A Very Merry Moonar Yulenear
Find Greater Steed 4th Magical Secrets Fig can summon a spirit that assumes the form of a loyal, majestic mount. Appearing in an unoccupied space within range, the spirit has the statistics of one of the following creatures.: a griffon, a pegasus, a peryton, a dire wolf, a rhinoceros, or a saber-toothed tiger. The creature has the statistics provided in the Monster Manual for the chosen form, though it is a celestial, a fey, or a fiend (up to Fig which one) instead of its normal creature type. Additionally, if it has an Intelligence score of 5 or lower, its Intelligence becomes 6, and it gains the ability to understand one language of Fig's choice that she can speak. Fig controls the mount in combat. While the mount is within 1 mile of her, she can communicate with it telepathically. While mounted on it, Fig can make any spell you cast that targets only her also target the mount. The mount disappears temporarily when it drops to 0 hit points or when Fig dismisses it as an action. Casting this spell again re-summons the bonded mount, with all its hit points restored and any conditions removed. It is impossible to have more than one mount bonded by this spell or regular find steed at the same time. As an action, Fig can release a mount from its bond, causing it to disappear permanently. Whenever the mount disappears, it leaves behind any objects it was wearing or carrying. Episode 14: Dawn of Justice
Feign Death 3rd Fig can touch a willing creature and put it into a cataleptic state that is indistinguishable from death.

For the spell’s duration, or until she uses an action to touch the target and dismiss the spell, the target appears dead to all outward inspection and to spells used to determine the target’s status. The target is blinded and incapacitated, and its speed drops to 0. The target has resistance to all damage except psychic damage. If the target is diseased or poisoned when Fig casts the spell, or becomes diseased or poisoned while under the spell’s effect, the disease and poison have no effect until the spell ends.

Episode 17: The Name

Inventory[]

A list of items belonging to, given to, or found by Fig:

Item Acquired from Details First Appearance
Freshman Year
Red bass guitar Unknown Fig's bard instrument at the start of the campaign Episode 1: The Beginning Begins
Hand-rolled cloves Made herself Smoked constantly; sometimes offers to others; used to set Calethriel Tower on fire Episode 1 :The Beginning Begins
Fishnet tights Doreen's corpse Made from Doreen's hair net; really small for stockings so it only fits over (part of) one leg Episode 3: After the Afterlife
Leather jacket Johnny Spells's corpse Looted from Johnny Spells's corpse to look like a member of his gang since she's also a teifling Episode 4: Rumble Road
Johnny Spells's crystal Johnny Spells's corpse A burner phone; used to impersonate Johnny Spells and contact Zayn Darkshadow Episode 4: Rumble Road
Zayn Darkshadow's Pearl of Life Sylvester A magical pearl enchanted to indicate the death of whoever it's bound to; it's black Episode 7: Graveyard of Good and Evil
Ruby red guitar pick Fabian Seacaster Initially an anonymous gift; says "Gorthalax's Girl"; allows her to cast one of three spells once per day – Protection From FireBurning Hands, or Charm Person Episode 9: Dishing with a Demon
Flasks of various alcohols; a bunch of lube; condoms St. Owen's Memorial Hospital Stolen from the hospital on her way to Biz Glitterdew disguised as Dr. Keller Episode 9: Dishing with a Demon
Pet oyster Adaine's Jacket Named "Little Gilear"; kept in a cup of water and died soon after Episode 11: Cool Kids, Cold Case
Skateboard of Sickness Elm Valley Mall Arcade Stolen from the prize counter; grants a dash bonus action during combat; allows user to do hella sick stunts Episode 15: Family in Flames
Sophomore Year
Dragon hoard Kalvaxus 20,000 gold pieces received from Aguefort Adventuring Academy for defeating Kalvaxus; cursed by the Goddess of Mystery's spellbook; given away in its entirety to the tinkerers of Arborly Episode 1: Sophomores Start
Ruby (containing Gorthalax the Insatiable) Elm Valley Mall jewelry store Stolen while possessed the night before their adventure and trapped Gorthalax inside; curses make it nearly impossible to break him out without destroying him; stolen by Aelwyn Abernant Episode 2: Mirror Madness
Bag of gems Hotel Cavalier coat room Previously belonged to Garthy O'Brien, stolen by demon hotel staff; stolen while escaping; contains many gems including one containing the celestial Zephriel; warded and given to Kristen for safekeeping Episode 3: Havoc at the Hotel Cavalier
Compass Points Library card (several) Rawlins Grants access to Compass Points Library; can also act as an actual compass Episode 7: The Friendship Section
"Breaking the Evil Eye" Compass Points Library Stolen from Compass Points Library while disguised as Rawlins; contains information on cursed gems Episode 7: The Friendship Section
Pirate king's crown Captain James Whitclaw's corpse Looted from Whitclaw's corpse; offered to Fabian Seacaster and Cathilda; put back on the head of the pirate king in Gibbety Square Episode 8: The Row and the Ruction
Gem shard Calethriel Tower vault Taken from the shattered gem inside Calethriel Tower as it fell Episode 10: The Dangerous Mind of Aelwyn Abernant
Arianwen's research Calethriel Tower vault Taken from the section containing Arianwen's forbidden research; contains information on gems Episode 10: The Dangerous Mind of Aelwyn Abernant
Phoenix feather Ayda Aguefort Plucked directly from her wing; can summon her if held aloft and her name spoken Episode 12: Crustaceans & Crushes
Subpoena from Hell Vraz the Mean A burning scroll used to summons Fig to a tribunal concerning her father's negligence over his domain; Opens a doorway to The Nine Hells Episode 12: Crustaceans & Crushes
Infaethable Bass Gorthalax the Insatiable An early birthday gift discovered in one of the rooms in the Bottomless Pit; discovered its properties at the Tinkerers Hall in Arborly. It grants Fig a plus one bonus to attack and damage, she also gains plus five bonus to performance checks while wielding this instrument, It also has the ability Countershred: when Fig rolls a nat 20 on a saving throw against a spell targeting her, she may as a reaction redirect the effect of the spell back on its caster. Another ability it has is Hellish Shred: anytime Fig is dealt 10 or more points of acid, cold, fire, force, lightning, necrotic, poison, psychic etc. she may add 1d6 damage of the same type of energy to attacks made with the instrument, the damage increases by one d6 for every 10 rounds. It can also shatter rubies within close proximity to the instument. Furthermore it grants her the reckless shred ability again. Episode 14: Daddies & Demons
Waiver of release from Hell Vraz the Mean A bureaucratic scroll stolen from Vraz; releases them from trial's; used to reopen a portal back to the mortal plane Episode 15: Blast from the Passed
Junior Year
Astral surveillance earpiece Synod Mall Episode 5: Mall Madness
Feather of the Vulture King The Vulture King The feather of The Vulture King, given to The Bad Kids after he was ripped apart by the vultures of the Vulture Dimension. Breaking this feather summons 1d4 vultures. They are not under the command of the user. Episode 9: Vulture Clash
Mask of Beasts Gorgug Thistlespring The Mask of Beasts is a wooden orangutan mask that allows Fig to cast Animal Friendship when she's wearing it. Episode 11: A Very Merry Moonar Yulenear
Flintlock Pistol Bill Seacaster A full gun with forty chambers. Episode 13: Infernal Conflict
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