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Dimension 20 Wiki


Skills & Inventory


Abilities[]

Ability Source Details First Appearance
Action Surge Fighter Level 2 Theo can push himself beyond his normal limits for a moment. On his turn, he can take one additional action. Once he uses this feature, he must finish a short or long rest before he can use it again. Episode 2: Ambush on the Sucrosi Road
Second Wind Fighter Level 1 Theo has a limited well of stamina that he can draw on to protect himself from harm. On his turn, he can use a bonus action to regain hit points equal to 1d10 + his fighter level. Once he uses this feature, he must finish a short or long rest before he can use it again. Episode 2: Ambush on the Sucrosi Road
Heavy Armor Master Feat Theo can use his armor to deflect strikes that would kill others. While he is wearing heavy armor, bludgeoning, piercing, and slashing damage that he takes from nonmagical weapons is reduced by 3. Episode 2: Ambush on the Sucrosi Road
Extra Attack Fighter Level 5 Theo can attack twice, instead of once, whenever he takes the Attack action on his turn. Episode 6: Chaos in the Cathedral
Weapon Bond Eldritch Knight Level 3 Theo knows a ritual that creates a magical bond between himself and one weapon. He can perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within his reach throughout the ritual, at the conclusion of which he touches the weapon and forges the bond. Once he has bonded a weapon to himself, he can't be disarmed of that weapon unless he is incapacitated. If it is on the same plane of existence, he can summon that weapon as a bonus action on his turn, causing it to teleport instantly to his hand. Theo can have up to two bonded weapons, but can summon only one at a time with his bonus action. If he attempts to bond with a third weapon, he must break the bond with one of the other two. Episode 8: Deep Bleu Sea
War Magic Eldritch Knight Level 7 When Theo uses his action to cast a cantrip, he can make one weapon attack as a bonus action. Episode 10: Blood & Bread
Protection Fighting Style Fighter Level 1 When a creature Theo can see attacks a target other than him that is within 5 feet, Theo can use his reaction to impose disadvantage on the attack roll. He must be wielding a shield. Episode 2: Ambush on the Sucrosi Road
Indominable Fighter Level 9 Theo can reroll a saving throw that he fails. If he does so, he must use the new roll, and he can’t use this feature again until he finishes a long rest. Never used
Eldritch Strike Eldritch Knight Level 10 Theo learns how to make his weapon strikes undercut a creature's resistance to his spells. When he hits a creature with a weapon attack, that creature has disadvantage on the next saving throw it makes against a spell he casts before the end of his next turn. Never used


Spells[]

Spell Spell Level Source Details First Appearance
Find Familiar 1st Eldritch Knight After casting for an hour, Theo summons his familiar Sprinkle (later princess). They act independently of Theo, but always obeys his commands. In combat, they roll their own initiative and acts on their own turn. A familiar can't attack, but it can take other actions as normal. When Sprinkle (later princess) drops to 0 hit points, they disappear, leaving behind no physical form. They reappear after Theo casts this spell again. While Sprinkle (later princess) is within 100 feet of Theo, he can communicate with them telepathically. Additionally, as an action, Theo can see through Sprinkle's (later princess's) eyes and hear what they hear until the start of Theo's next turn, gaining the benefits of any special senses that they have. During this time, Theo is deaf and blind with regard to his own senses. As an action, Theo can temporarily dismiss Sprinkle (later princess). They disappear into a pocket dimension where they awaits summons. Alternatively, Theo can dismiss them forever. As an action while he is temporarily dismissed, Theo can cause it to reappear in any unoccupied space within 30 feet. Finally, when Theo casts a spell with a range of touch, Sprinkle (later princess) can deliver the spell as if they had cast the spell. They must be within 100 feet of Theo, and they must use their reaction to deliver the spell when Theo casts it. If the spell requires an attack roll, Theo can use his attack modifier for the roll. Sprinkle seen Episode 1: There is Strength in Sweetness
Green Flame Blade Cantrip Eldritch Knight Theo brandishes the weapon used in the spell’s casting and makes a melee attack with it against one creature within 5 feet of him. On a hit, the target suffers the weapon attack’s normal effects, and Theo can cause green fire to leap from the target to a different creature of his choice that he can see within 5 feet of it. The second creature takes fire damage equal to his spellcasting ability modifier. When Theo becomes 5th level, the melee attack deals an extra 1d8 fire damage to the target on a hit, and the fire damage to the second creature increases to 1d8 + his spellcasting ability modifier. Episode 2: Ambush on the Sucrosi Road
Compelled Duel 1st Battlepop, the Broadsicle Theo attempts to compel a creature into a duel. One creature that he can see within 30 feet must make a Wisdom saving throw. On a failed save, the creature is drawn to Theo, compelled by his divine demand. For the duration, it has disadvantage on attack rolls against creatures other than Theo, and must make a Wisdom saving throw each time it attempts to move to a space that is more than 30 feet away from him; if it succeeds on this saving throw, this spell doesn’t restrict the target’s movement for that turn. The spell ends if Theo attacks any other creature, if he casts a spell that targets a hostile creature other than the target, if a creature friendly to Theo damages the target or casts a harmful spell on it, or if he ends his turn more than 30 feet away from the target. Episode 2: Ambush on the Sucrosi Road
Booming Blade Cantrip Eldritch Knight Theo brandishes the weapon used in the spell’s casting and makes a melee attack with it against 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. Mentioned Episode 2: Ambush on the Sucrosi Road
Jump 1st Eldritch Knight Theo touches a creature. The creature's jump distance is tripled until the spell ends. Episode 2: Ambush on the Sucrosi Road
Message Cantrip Eldritch Knight Theo points his finger toward a creature within range and whispers a message. The target (and only the target) hears the message and can reply in a whisper that only Theo can hear. He can cast this spell through solid objects if he 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: The Grand Tournament
Shield 1st Eldritch Knight As a reaction, an invisible barrier of magical force appears and protects Theo. Until the start of his next turn, he has a +5 bonus to AC, including against the triggering attack, and he takes no damage from magic missile. Episode 8: Deep Bleu Sea
Knock 2nd Eldritch Knight Theo choose an object that he can see within 60 feet. The object can be a door, a box, a chest, a set of manacles, a padlock, or another object that contains a mundane or magical means that prevents access. A target that is held shut by a mundane lock or that is stuck or barred becomes unlocked, unstuck, or unbarred. If the object has multiple locks, only one of them is unlocked. If he chooses a target that is held shut with arcane lock, that spell is suppressed for 10 minutes, during which time the target can be opened and shut normally. When he casts the spell, a loud knock, audible from as far away as 300 feet, emanates from the target object. Episode 9: Safe Harbor
Misty Step 2nd Eldritch Knight As a reaction, Theo is briefly surrounded by silvery mist and teleport up to 30 feet to an unoccupied space that he can see. Episode 11: At the Mountains of Sweetness
Protection from Good and Evil 1st Eldritch Knight Until the spell ends, one willing creature Theo touches is protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead. The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can't be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect. Episode 14: Encounter in the Ice Cream Temple
Absorb Elements 1st Eldritch Knight As a reaction, the spell captures some of the incoming energy, lessening its effect on Theo and storing it for his next melee attack. He has resistance to the triggering damage type until the start of his next turn. Also, the first time he hits with a melee attack on his next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends. Episode 14: Encounter in the Ice Cream Temple
Gust of Wind 2nd Eldritch Knight A line of strong wind 60 feet long and 10 feet wide blasts from Theo in a direction he chooses for the spell's duration. Each creature that starts its turn in the line must succeed on a Strength saving throw or be pushed 15 feet away from him in a direction following the line.

Any creature in the line must spend 2 feet of movement for every 1 foot it moves when moving closer to Theo. The gust disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them. As a bonus action on each of his turns before the spell ends (after 1 minute or until concentration is dropped), Theo can change the direction in which the line blasts from him.

Episode 16: For Candia! (Part 1)
Blade Ward Cantrip Eldritch Knight Theo extends his hand and traces a sigil of warding in the air. Until the end of his next turn, he has resistance against bludgeoning, piercing, and slashing damage dealt by weapon attacks. Episode 17: For Candia! (Part 2)

Inventory[]

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

Item Acquired from Details First Appearance
Battlepop, the Broadsicle Archmage Lazuli of House Rocks It is a magical longsword that requires attunement to use; +1 to attack and damage; cast Compelled Duel once per day Episode 1: There is Strength in Sweetness
Swirlwarden, the Suckershield Unknown It is a shield that resembles a swirled lollipop. It is a magical shield that requires attunement to use; +1 to armor class; use of a reaction to move up to 30ft towards an attacked ally and take the damage instead Episode 1: There is Strength in Sweetness
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