Lucky "Phillip" Featherfall
Lucky "Phillip" Featherfall
Sheet
AC 13 · HP 11 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- Sleight of HandDEX
- SurvivalWIS
Weapons
Tools
Languages
Features
13 featuresBonus action
- Tides of Chaos
When Once per long rest, when Phillip chooses to invoke his wild magic.
Phillip uses a bonus action to gain advantage on one attack roll, ability check, or saving throw made before the end of his next turn.
Always on
- Lucky Reroll
When Before an attack roll, ability check, or saving throw is resolved.
Phillip spends one Luck Point to roll an additional d20 for an attack roll, ability check, or saving throw, then chooses which result to use.
- Unlucky for You
When When a creature makes an attack roll against Phillip.
Phillip spends one Luck Point to force a creature attacking him to reroll the attack roll, then chooses which result the attacker uses.
- SpellcastingLevel 1
Phillip can cast sorcerer spells using Charisma as his spellcasting ability. He knows four cantrips and two 1st-level sorcerer spells, and he uses a spell focus or component pouch when required.
- Wild Magic Surge and Tides of ChaosLevel 1
Phillip's magic comes from an unpredictable source of power. Once per long rest, after making an attack roll, ability check, or saving throw, he can gain advantage on that roll. The Dungeon Master can also call for a Wild Magic Surge roll after he casts a sorcerer spell of 1st level or higher.
- LuckyLevel 1
Phillip has 3 Luck Points. Before an attack roll, ability check, or saving throw is made, he can spend a point to roll an additional d20 and choose which result to use. He can also spend a point when an attack is made against him to force the attacker to reroll, choosing which result is used. He regains all expended points after a long rest.
- Fortune Favors the FoolLevel 1
When Phillip rolls a natural 1 on an attack roll, ability check, or saving throw, he can reroll the die and must use the new result. This is a customized vulpin trait granted by the Dungeon Master.
- TraitVulpinDarkvision, able to see in dim light within 60 feet as if it were bright light and in darkness as if it were dim light.
- TraitVulpinKeen Nose, proficiency in Wisdom (Perception) checks that rely on smell.
- TraitVulpinFortune Favors the Fool, when Phillip rolls a natural 1 on an attack roll, ability check, or saving throw, he can reroll the die and must use the new result.
- TraitVulpinVulpin languages and customs grant fluency in Common and Vulpin.
- TraitVulpinSpeed 30 feet.
- False IdentityCharlatan
Phillip has a false identity, complete with supporting documents, established acquaintances, and disguises. He can forge documents, impersonate another person, and maintain a convincing alternate persona when necessary.
Spells
7 spellsSpellcasting. Lucky "Phillip" Featherfall casts with Charisma (spell save DC 15, to hit with spell attacks).
Cantrips (at will): , , ,
1st level (2 slots): , ,
Gear
13 itemsWeapons
- Light crossbow and 20 boltsA light crossbow with 20 bolts, chosen because Phillip claims it is easier to aim when running away.
Tools
- Disguise kitA disguises kit used to create new faces and identities.
- Forgery kitA forgery kit hidden inside a false-bottomed compartment of his satchel.
Gear
- Regular coinA regular copper coin used as Phillip's spellcasting focus. It is polished constantly, despite being utterly ordinary.
- Component pouchA component pouch for spells whose ingredients are too inconvenient to explain.
- Charlatan's packA patched leather satchel containing costumes, false papers, and small theatrical props.
- Bent spoonA bent spoon that Phillip insists has predicted three separate murders.
- FeatherA gray feather found inside a locked room with no windows.
- Broken dieA broken wooden die that always seems to land on an edge.
- Shiny rockA shiny rock that Phillip claims is a petrified star.
- ButtonA brass button removed from the coat of a duke who never owned such a coat.
- Chicken featherA chicken feather carried for sentimental reasons and denied for practical ones.
- Coin from a tavern floorA coin recovered from a tavern floor, kept separate from his regular coin.
Appearance
Phillip is a slender foxlike vulpin with russet-orange fur, cream markings around his muzzle and throat, oversized ears, and a plume of a tail that never seems to stay still. He wears a patched burgundy coat over a travel-stained ivory shirt, several mismatched rings, and a cracked pair of spectacles with no lenses. A regular copper coin hangs from a cord around his neck, constantly flicked across his knuckles. His eyes are bright amber, and tiny sparks occasionally dance through his fur when his emotions run high.
Mannerisms
Phillip flips his regular coin over his knuckles whenever he is thinking, whispers advice to his lucky collection before making important decisions, and gives a tiny bow whenever a spell produces an unexpected result. He calls everyone by a different affectionate nickname, often forgetting which one he used last time.
Personality
Phillip is charming, improvisational, and incapable of entering a room without inventing a reason to be there. He treats coincidence as a conversation partner and considers every disaster an opportunity to create a better story. Beneath the bravado, he is observant and surprisingly compassionate, especially toward people who have been cheated, overlooked, or told that their bad luck is their own fault.
Ideals
Luck is not a gift, it is a debt. Every fortunate escape must eventually be repaid, preferably by helping someone who has been abandoned by chance.
Bonds
Phillip's magic first erupted during a confidence game involving a supposedly cursed coin. The spell turned a crooked card table into a flock of startled pigeons, but the coin vanished in the chaos. He believes it was not merely stolen, but carried away by fate itself, and he intends to recover it before someone uses its luck for something truly dangerous. His current identity, a harmless wandering fortune teller, is only one layer in a much larger search.
Flaws
Phillip cannot resist improving a simple lie until it becomes needlessly elaborate. He also believes that admitting fear will cause fate to notice him, so he responds to danger with theatrical confidence, even when he has no plan beyond hoping something explodes.
Quirks
Background
Phillip Featherfall was born beneath a traveling circus wagon during a thunderstorm that rained silver sparks. His vulpin family called the event an omen, but Phillip interpreted it as permission to make his own luck. He grew up learning that a confident smile could open more doors than a sturdy key, and that every crowd contained at least one person desperate enough to believe an impossible story. By adulthood, he had mastered card tricks, counterfeit blessings, miracle tonics, and a rotating cast of identities, though he always left his victims with something small and strange in return, usually a feather or a button.
“His vulpin family called the event an omen, but Phillip interpreted it as permission to make his own luck.”
- Background
- Charlatan
Connections
Species
Vulpin
Media
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