Skills & Abilities[]
A list of skills and abilities that Riz has acquired during his adventures:
Ability | Source | Details | First Appearance |
---|---|---|---|
Freshman Year | |||
Sneak Attack | Rogue Level 1 | Riz knows how to strike subtly and exploit a foe’s distraction. Once per turn, he can deal an extra 1d6 damage (increasing to 2d6 at 3rd level, 3d6 at 5th Level, 4d6 at 7th Level and 5d6 at 9th Level) to one creature he hits with an attack if he has advantage on the attack roll. The attack must use a finesse or a ranged weapon. He doesn’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and Riz doesn’t have disadvantage on the attack roll. | Episode 2: Clash of the Corn Cuties |
Nimble Escape | Race: Goblin | Riz can take the Disengage or Hide action as a bonus action on each of his turns. | Episode 2: Clash of the Corn Cuties |
Fury of the Small
(also known as Fury of the Ball) |
Race: Goblin | If Riz is attacking a creature larger than him, he can use Fury of the Small to deal extra damage. The damage is equivalent to his level. After he uses this, he can't use it again until he takes a short or long rest. | Episode 4: Rumble Road |
Insightful Fighting | Inquisitive Rogue Level 3 | Riz can make an insight check against a creature he wants to attack. If he succeeds, he can use his sneak attack on the creature, which allows him to deal more damage. | Episode 6: Brawl at the Black Pit |
Healer | Feat | After stealing a First-Aid kit Riz gains the following abilities: when he uses the healer's kit to stabilize a dying creature that creature also regains 1 hit point; as an action he can spend one use of a healer's kit to tend to a creature and restore 1d6 + 4 hit points to it, plus additional hit points equal to the creature's maximum number of Hit Dice. The creature can't regain hit points from this feat again until it finishes a short or long rest. | Episode 7: Graveyard of Good and Evil |
Cunning Action | Rogue Level 2 | Riz's quick thinking and agility allows him to move and act quickly. He can take a bonus action on each of his turns in combat. This action can be used only to take the Dash, Disengage, or Hide action. | Episode 10: Battle of the Bloodrush Brethren |
Uncanny Dodge | Rogue Level 5 | If Riz can see his attacker, he can use Uncanny Dodge to take half of his attacker's damage. Uncanny Dodge is a reaction and can only be used once per round of combat. | Episode 10: Battle of the Bloodrush Brethren |
Ear for Deciet | Inquisitive Rogue Level 3 | Riz has developed a keen ear for picking out lies. Whenever he makes a Wisdom (Insight) check to determine whether a creature is lying, he can treat a roll of 7 or lower on the d20 as an 8. | Episode 13: First Kisses and Last Words |
Evasion | Rogue Level 7 | Riz can nimbly dodge out of the way of certain area effects. When he is subjected to an effect that allows him to make a Dexterity saving throw to take only half damage, he instead takes no damage if he succeed on the saving throw, and only half damage if he failed. | Episode 16: Prompocalypse |
Sophomore Year | |||
Steady Eye | Inquisitive Rogue Level 9 | Riz has advantage on a Perception or Investigation check if he doesn't move more than half of his speed on a turn. | Episode 13: Hellbound |
Eye for Detail | Inquisitive Rogue Level 3 | Riz can use a bonus action to make a Wisdom (Perception) check to spot a hidden creature or object or to make an Intelligence (Investigation) check to uncover or decipher clues. | never used as Brennan tends to give these for free |
Junior Year | |||
Alert | Feat | Always on the lookout for danger, you gain the following benefits:
|
Episode 1: Summer Scaries |
Reliable Talent | Rogue Level 11 | Riz has refined his chosen skills and expertises to approach perfection. Whenever he makes an ability check that he can add his proficiency bonus to he can treat a d20 roll of 9 or lower as a 10(the perfect Murph ability). | Episode 6: Party Politics |
Magical Ambush | Arcane Trickster Rogue Level 9 | If Riz is hidden from a creature when he casts a spell on it, the creature has disadvantage on any saving throw it makes against the spell this turn. | Episode 19: Ragenarok (Part 1) |
Mage Hand Legerdemain | Arcane Trickster Rogue Level 3 | When Riz casts Mage Hand, he can make the spectral hand invisible, and he can perform the following additional tasks with it: he can stow one object the hand is holding in a container worn or carried by another creature; he can retrieve an object in a container worn or carried by another creature; he can use thieves' tools to pick locks and disarm traps at range. Also he can perform one of these tasks without being noticed by a creature if he succeeds on a Dexterity (Sleight of Hand) check contested by the creature's Wisdom (Perception) check. In addition, he can use the bonus action granted by her Cunning Action to control the hand. | Episode 16: Untapped Rage |
Spells[]
Spell | Spell Level | Source | Details | First Appearance |
---|---|---|---|---|
Junior Year | ||||
Booming Blade | Cantrip | Arcane Trickster | Riz brandishes the weapon used in the spell’s casting with which he makes a melee attack one creature within 5 feet. On a hit, the target suffers the weapon attack’s normal effects and then becomes sheathed in booming energy until the start of his next turn. If the target willingly moves 5 feet or more before then, the target takes 1d8 thunder damage, and the spell ends. | Episode 1: Summer Scaries |
Silvery Barbs | 1st | Arcane Trickster | Riz can magically distract a triggering creature and turn its momentary uncertainty into encouragement for another creature. As a reaction after a creature he can see within 60 feet succeeds on an attack roll, an ability check, or a saving throw, Riz can cause the triggering creature to reroll the d20 and use the lower roll.
Riz can then choose a different creature he can see within 60 feet (he can choose himself). 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 |
Silent Image | 1st | Arcane Trickster | Riz creates the image of an object, a creature, or some other visible phenomenon that is no larger than a 15-foot cube. The image appears at a spot within range and lasts for the duration. The image is purely visual; it isn’t accompanied by sound, smell, or other sensory effects. Riz can use his action to cause the image to move to any spot within range. As the image changes location, Riz can alter its appearance so that its movements appear natural for the image. For example, if Riz create an image of a creature and moves it, Riz can alter the image so that it appears to be walking. Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image. | Episode 3: Not All Who Wanda Are Lost |
Invisibility | 2nd | Arcane Trickster | A creature that Riz touches becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person. The spell ends for a target that attacks or casts a spell. | Episode 5: Mall Madness |
Remote Access | 1st | Arcane Trickster | Riz can use any electronic device within range as if it were in his hands. This is not a telekinesis effect. Rather, this spell allows Riz to simulate a device's mechanical functions electronically. Riz is able to access only functions that a person using the device manually would be able to access. Riz can use remote access with only one device at a time. | Episode 8: Fracas at the Frostyfaire Folk Festival |
Message | Cantrip | Arcane Trickster | Riz points his finger toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear.
Riz can cast this spell through solid objects if Riz is familiar with the target and know 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 9: Vulture Clash |
Haste | 3rd | Arcane Trickster | Riz can choose a willing creature that he can see within range. Until the spell ends, the target’s speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.
When the spell ends, the target can’t move or take actions until after its next turn, as a wave of lethargy sweeps over it. |
Episode 14: Dawn of Justice |
Slow | 3rd | Arcane Trickster | Riz can alter time around up to six creatures of his choice in a 40-foot cube within range. Each target must succeed on a Wisdom saving throw or be affected by this spell for the duration.
An affected target's speed is halved, it takes a −2 penalty to AC and Dexterity saving throws, and it can't use reactions. On its turn, it can use either an action or a bonus action, not both. Regardless of the creature's abilities or magic items, it can't make more than one melee or ranged attack during its turn. If the creature attempts to cast a spell with a casting time of 1 action they must roll a d20. On an 11 or higher, the spell doesn't take effect until the creature's next turn, and the creature must use its action on that turn to complete the spell. If it can't, the spell is wasted. A creature affected by this spell makes another Wisdom saving throw at the end of each of its turns. On a successful save, the effect ends for it. |
Episode 19: Ragenarok (Part 1) |
Inventory[]
A list of items belonging to, given to, or found by Riz:
Item | Acquired from | Details | First Appearance |
---|---|---|---|
Freshman Year | |||
Briefcase; business cards | Unknown; made himself | Contains hand-made (100% legal) business cards; he hands some out to make friends; all lost during Havoc on the Half-Pipe | Episode 1: The Beginning Begins |
Teabag | Arthur Aguefort's office | Stolen for Ostentatia Wallace in exchange for her to enter the girl's locker room and spy on Penelope Everpetal; given to Ostentatia; Riz is given detention for stealing it; later discovered to be poisoned | Episode 1: The Beginning Begins |
Rapier | Unknown | Used to attack | Episode 2: Clash of the Corn Cuties |
Gun | Previous Owner; Pok Gukgak | A gun. Who let a child have a gun. | Episode 2: Clash of the Corn Cuties |
Johnny's note | Arkon Gas Station and Garage | Taken from a workbench; a letter addressed to Johnny Spells | Episode 3: After the Afterlife |
First Aid Kit | Aguefort Adventuring Academy | Stolen from Aguefort's cafeteria; gives him the healer feat. | Episode 7: Graveyard of Good and Evil |
Edgar the rat | Durinson Mithral Factory | Zayn Darkshadow's familiar; recovered with the help of Gorthalax the Insatiable; later returned to Zayn | Episode 9: Dishing with a Demon |
Magic briefcase; gilded business cards | Fabian Seacaster | Initially an anonymous gift; monogrammed "TB"; functions as a bag of holding; business cards written in hand-drawn calligraphy | Episode 9: Dishing with a Demon |
Pok Gukgak's arquebus | Hidden office in Strongtower Luxury Apartments | A midnight black arquebus with a silencer on it; comes with 20 magical bullets | Episode 13: First Kisses and Last Words |
Magic bullets | Hidden office in Strongtower Luxury Apartments | For Pok's arquebus; contains tranquilizer, signal flare, and net bullets; an anti-Kalina tincture bullet is made using a traquilizer bullet during The Forest of the Nightmare King | Episode 13: First Kisses and Last Words |
Zayn's Pearl of Life | Hidden office in Strongtower Luxury Apartments | Presumably turned into the police; now grey as opposed to black, the way it was first found | Episode 13: First Kisses and Last Words |
The Sword of Shadows | Elm Valley Mall arcade | Stolen from the prize counter; grants the use of the spell Misty Step once per day | Episode 15: Family in Flames |
Private investigator's licence | Sklonda Gukgak | 100% official and legal; Sklonda made a special exception for him, making Riz the youngest PI ever | Episode 17: Prompocalypse Part 2 |
Sophomore Year | |||
Dragon's 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 |
Photo of Pok and Kalina | KVX Files; personal effects | Fell between floor boards in Havoc at the Hotel Cavalier when attacked by Baron; recovered by the Bad Kids; only those infected with Kalina's infection can see her | Episode 2: Mirror Madness |
Compass Points Library card | Rawlins | Grants access to Compass Points Library; can also act as an actual compass | Episode 7: The Friendship Section |
Old journals and maps of Sylvaire | Compass Points Library | Stolen from Compass Points; contains information about an unnamed deity of Sylvaire and the location of her temple | Episode 7: The Friendship Section |
Mirror shard | The Bottomless Pit | Reflections reveal illusions; clouds over and does not work in the mortal plane | Episode 14: Daddies & Demons |
Gregori Necktie | Lower Planar Reconnaissance Task Force | Small clip with a celestial eye hidden under the knot; activated by pulling twice on the back; records up to 20 minutes of audio and video footage; can include a Detect Good and Evil or Detect Magic effect | Episode 16: My Green Heaven |
Seraphim Vest | Lower Planar Reconnaissance Task Force | Charcoal vest with a gold silk back with the faint outline of wings; can extend like a wing-suit to grant a temporary fly speed of 40 | Episode 16: My Green Heaven |
Arcadian Watch | Lower Planar Reconnaissance Task Force | Ordinary-looking watch with hidden features; tools with ability to pick magical locks; tiny hidden saw gives advantage on tool checks to escape being bound; laser that does 1d4 radiant damage | Episode 16: My Green Heaven |
Lung reed pollen | Forest of the Nightmare King | Found near stagnant water in the Forest of the Nightmare King; consumed to produce anti-Kalina tinctures | Episode 17: The Forest of the Nightmare King |
Junior Year | |||
Medal of Wit | Gorgug Thistlespring | A briefcase-shaped pin that is single use and grants advantage on Intelligence checks and Intelligence saving throws for 1 hour. | Episode 10: Cursed Out |
Bracers of Defense | Kristen Applebees | A pair of black bracers decorated with green question marks that raise the wearer's AC by 2. They are purely practical. | Episode 11: A Very Merry Moonar Yulenear |