Lucky "Phillip" Featherfall
Lucky "Phillip" Featherfall
Sheet
AC 12 · HP 23 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Weapons
Tools
Languages
Features
12 featuresBonus action
- Quickened Spell
When When casting a sorcerer spell with a casting time of 1 action.
Phillip spends 2 sorcery points to cast a sorcerer spell with a casting time of 1 action as a bonus action.
- MetamagicLevel 3
Phillip knows Quickened Spell and Subtle Spell. Quickened Spell lets him cast a spell with a casting time of 1 action as a bonus action by spending 2 sorcery points. Subtle Spell lets him cast a spell without verbal or somatic components by spending 1 sorcery point.
Always on
- Subtle Spell
When When casting a sorcerer spell.
Phillip spends 1 sorcery point to cast a sorcerer spell without verbal or somatic components.
- SpellcastingLevel 1
Phillip is a 3rd-level spellcaster. Charisma is his spellcasting ability. He can use an arcane focus for his sorcerer spells, and his regular coin serves as his personal spell focus.
- Font of MagicLevel 2
Phillip has 3 sorcery points. He can convert sorcery points into spell slots or sacrifice spell slots to regain sorcery points. At 3rd level, he has two 1st-level spell slots and two 2nd-level spell slots.
- Wild Magic SurgeLevel 1
When Phillip casts a sorcerer spell of 1st level or higher, the DM can have him roll a d20. On a roll of 1, he rolls on the Wild Magic Surge table. The DM can also call for a surge after other sorcerer spells when appropriate.
- Tides of ChaosLevel 1
Phillip can gain advantage on one attack roll, ability check, or saving throw. After using this feature, the DM can allow him to roll on the Wild Magic Surge table after a sorcerer spell that does not already trigger one. This feature refreshes after a long rest, or when the DM allows it to refresh through the character's magic.
- TraitVulpinDarkvision, allowing Phillip to see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light.
- TraitVulpinKeen Senses, granting proficiency in Perception.
- Fortune Favors the Fool, DM custom traitVulpinWhen 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 agility and cunning are reflected in his foxlike appearance, nimble movements, and talent for misdirection.
- False IdentityCharlatan
Phillip has a false identity, forged documents, and enough confidence to pass himself off as a minor noble, traveling scholar, licensed appraiser, or whichever harmless professional best suits the moment. He can usually find a place to hide, a sympathetic contact, or a mark willing to hear his pitch.
Spells
5 spellsSpellcasting. Lucky "Phillip" Featherfall casts with Charisma (spell save DC 14, to hit with spell attacks).
1st level (2 slots): , ,
2nd level (2 slots): ,
Gear
13 itemsWeapons
- 2×DaggerA light, easily concealed blade suitable for emergencies and theatrical flourishes.
Tools
- Disguise kitA kit containing cosmetics, wigs, false facial hair, clothing pieces, and other materials for altering appearance.
- Forgery kitInk, parchment, sealing wax, templates, and instruments for creating convincing false documents.
Gear
- Phillip, regular coinA polished ordinary coin used as Phillip's arcane spell focus.
- Fine clothesA set of fine but slightly worn clothes suitable for appearing respectable in polite company.
- Bent spoonPhillip's personal collection, each item associated with a narrow escape or improbable success.
- FeatherA plain feather that always seems to land upright when tossed.
- Broken diceA broken die with one face permanently showing a six.
- Shiny rockA smooth stone that Phillip insists is warmer before good news.
- ButtonA brass button from a uniform Phillip claims belonged to a royal duelist.
- Chicken featherA chicken feather used for dramatic gestures during false prophecies.
- Coin from a tavern floorA coin recovered from a tavern floor, carried as a reminder that fortune favors the observant.
Purse
- 15×Gold piecesMoney remaining from Phillip's early con work and starting adventuring funds.
Appearance
Lucky Phillip Featherfall is a slender vulpin with russet-and-cream fur, oversized ears, a narrow muzzle, and bright amber eyes that always seem to be calculating the nearest escape route. He wears a patched burgundy coat over a charcoal waistcoat, both lined with hidden pockets. A bent spoon, a feather, a broken die, a shiny rock, a button, a chicken feather, and a coin from a tavern floor hang from cords and loops across his belt. His regular coin spell focus is polished smooth from constant handling, and faint motes of unpredictable color sometimes flicker around his fingers when he becomes excited.
Mannerisms
Phillip flips his spell-focus coin across his knuckles whenever he is thinking. He calls everyone by a different title until he learns what makes them uncomfortable, then settles on the one that sounds most official. Before any dangerous action, he whispers, "One for the road, one for the odds, and one for Phillip."
Personality
Phillip is warm, theatrical, and disarmingly observant. He can make a stranger feel like an old friend within minutes, though he is always watching hands, exits, pockets, and the precise moment a conversation turns dangerous. Beneath his cheerful confidence is a genuine compassion for outsiders, especially people who have been dismissed as foolish or expendable.
Ideals
Fortune belongs to those bold enough to seize it. The powerful call it greed when the powerless take their turn, so Phillip intends to keep the scales crooked in favor of people who have been cheated.
Bonds
He owes his life to the old confidence troupe that raised him, and he secretly sends part of every profitable score to keep its youngest members fed. He also carries a tavern coin that belonged to his vanished mentor, and he is determined to discover whether the mentor abandoned the troupe or was taken by someone who wanted its secrets.
Flaws
Phillip cannot resist improving a successful lie, even when silence would be safer. He treats warnings as challenges, assumes every coincidence is a sign, and has an embarrassing habit of betting against impossible odds simply because someone called them impossible.
Quirks
Background
Phillip Featherfall was born under a comet-bright sky in a roadside vulpin caravan, where every traveler had a story and every story had a price. As a kit, he learned to read faces before he learned to read letters. His first great con involved a cracked lantern, three painted stones, and a claim that he could predict which merchant would receive good fortune before sunset. The prediction failed spectacularly, but a burst of wild magic turned the merchant's boots into singing blue birds. Phillip escaped with his life, his dignity, and the bent spoon that had somehow landed in his pocket during the chaos. He eventually joined a troupe of itinerant confidence artists who taught him forgery, disguise, sleight of hand, and the sacred rule that a good lie should contain more truth than fiction. Phillip's sorcery emerged whenever his schemes reached a critical moment. Doors unlocked themselves, cards burst into flame, or gravity briefly changed its mind. He came to believe that luck was not an accident but a mischievous force that followed people willing to take impossible chances. Now he travels under a dozen names, helping people who cannot afford honest justice while fleecing those who believe wealth makes them untouchable. He calls himself Lucky because Phillip is the name he uses when he wants people to underestimate him.
“As a kit, he learned to read faces before he learned to read letters.”
- Background
- Charlatan
Connections
Species
Vulpin
Media
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