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Marcus Orbstone

vhodges Published May 29, 2026

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Overview

Sheet block image
Stats

Dragon Born (Blue) Sorcerer/10

STR DEX CON* INT WIS CHA*
10 (+0) 16 (+3) 19 (+4) 11 (+0) 13 (+1) 18 (+4)

Standard Array: 8,14 ,12,10, 13, 15
Dragon Born: +2 STR, + 1 CHA
Amulet of Health: 19 CON
Level 4: +2 CHA
Level 8: +2 DEX

Armor Class: 16/19/24

Cloak & Shield, +Mage Armor (when cast), +Shield Spell (when cast)

Initiative +3

Proficiency Bonus: +4

Passive Perception: 10
Passive Investigation: 10
Passive Insight: 10

Traits

Hit Points 82

Hit Dice: 1d6 per sorcerer level 0/10
Hit Points at 1st Level: 6 + your Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per sorcerer level after 1st

Alignment: Lawful Good
Dragon Colour: Blue (Lightning)
Damage Resistance: Lightning

Speed: 30ft.
Languages: Common, Draconic
Armour: Light Armour (Feat)
Weapons: Daggers, darts, slings, quarter staffs, light crossbows
Tools: None
Proficient Skills: Arcana, Persuasion
Saving Throws: Constitution, Charisma

Modifier Skill Bonus
DEX Acrobatics +2
WIS Animal Handling +0
INT Arcana +4
STR Athletics +0
CHA Deception +4
INT History +0
WIS Insight +0
CHA Intimidation +4
INT Investigation +0
WIS Medicine +0
INT Nature +0
WIS Perception +0
CHA Performance +4
CHA Persuasion +8
INT Religion +0
DEX Sleight of Hand +2
DEX Stealth +2
WIS Survival +0

Actions

Actions
Weapon Range Hit Damage
Quarterstaff 5 ft Reach +6 1d6 +1 Bludgeoning
Cross Bow Light 80 (320) +6 1d8 +2 Piercing
Dagger 20(60) +6 1d4+2 Piercing
Unarmed 5ft Reach +6 2 Bludgeoning

Cantrips

Spell Range Hit Damage
Blade Ward (1a) Self Resist bludgeoning, piercing, and slashing
Firebolt (1a) 120 +8 2d10 Fire
Ray of Frost (1a) 60 +8 2d8 Cold - reduce speed to 10, until start of my next turn
Shocking Grasp (1a) Touch +8 2d8 Lightning - No reactions, until it’s next turn.
Sword Burst (1a) Self/5 ft radius DEX16 2d6 Force
Booming Blade (1a) Self/5 ft radius Quarter Staff Weapon’s + 1d8 Thunder +2d8 if they move 5 or more feet

Breath Weapon

You can use your action to exhale 6 destructive energy. It deals Lightning damage in an area according to your ancestry. When you use your breath weapon, all creatures in the area must make a DEX15 saving throw.

The DC of this saving throw is 8 + your Constitution modifier + your proficiency bonus. A creature takes 3d6 damage on a failed save, and half as much damage on a successful one.

The damage increase to 3d6 at 6th level, 4d6 at 11th, and 5d6 at 16th level. After using your breath weapon, you cannot use it again until you complete a short or long rest.

Bastion of Law (Clockwork)

Starting at 6th level, you can tap into the grand equation of existence to imbue a creature with a shimmering shield of order. As an action, you can expend 1 to 5 sorcery points to create a magical ward around yourself or another creature you can see within 30 feet of you. The ward lasts until you finish a long rest or until you use this feature again.

The ward is represented by a number of d8s equal to the number of sorcery points spent to create it. When the warded creature takes damage, it can expend a number of those dice, roll them, and reduce the damage taken by the total rolled on those dice.

Font of Magic

At 2nd level, you tap into a deep wellspring of magic within yourself. This wellspring is represented by sorcery points, which allow you to create a variety of magical effects.

Sorcery Points. You have 10 sorcery points, and you gain more as you reach higher levels, as shown in the Sorcery Points column of the Sorcerer table. You can never have more sorcery points than shown on the table for your level. You regain all spent sorcery points when you finish a long rest.

Flexible Casting. You can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points. You learn other ways to use your sorcery points as you reach higher levels.

Creating Spell Slots. You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create spell slots no higher in level than 5th. Any spell slot you create with this feature vanishes when you finish a long rest.

Converting a Spell Slot to Sorcery Points. As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot’s level

Spell Slot Level Sorcery Point Cost
1st 2
2nd 3
3rd 5
4th 6
5th 7

Metamagic

At 3rd level, you gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice. You gain another one at 10th and 17th level. You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.

Careful Spell. When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell’s full force. To do so, you spend 1 sorcery point and choose a number of those creatures up to your Charisma modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.

Extended Spell. When you cast a spell that has a duration of 1 minute or longer, you can spend 1 sorcery point to double its duration, to a maximum duration of 24 hours.

Quickened Spell. When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.

Magical Guidance (Optional)

When you reach 5th level, you can tap into your inner wellspring of magic to try and conjure success from failure. When you make an ability check that fails, you can spend 1 sorcery point to reroll the d20, and you must use the new roll,
potentially turning the failure into a success.

Consider Casting:

Mage Armor (Level 1) 8 Hours, rest-cast
Aid (Level 2) 8 Hours, rest-cast
Tiny Servant (Level 3) 8 Hours, rest-cast
Death Ward (Level 4) 8 Hours, rest-cast

Bonus Actions

Quickened Spell (Metamagic)

Far Step

5th-level conjuration

Casting Time: 1 bonus action
Range: Self
Components: V
Duration: Concentration, up to 1 minute

You teleport up to 60 feet to an unoccupied space you can see. On each of your turns before the spell ends, you can use a bonus action to teleport in this way again.

Shadow blade

2nd-level illusion

Casting Time: 1 bonus action
Range: Self
Components: V, S
Duration: Concentration, up to 1 minute

You weave together threads of shadow to create a sword of solidified gloom in your hand. This magic sword lasts until the spell ends. It counts as a simple melee weapon with which you are proficient. It deals 2d8 psychic damage on a hit and has the finesse, light, and thrown properties (range 20/60). In addition, when you use the sword to attack a target that is in dim light or darkness, you make the attack roll with advantage.

If you drop the weapon or throw it, it dissipates at the end of the turn. Thereafter, while the spell persists, you can use a bonus action to cause the sword to reappear in your hand.

Reactions

Restore Balance (Clockwork)

Starting at 1st level, your connection to the plane of absolute order allows you to equalize chaotic moments. When a creature you can see within 60 feet of you is about to roll a d20 with advantage or disadvantage, you can use your reaction to prevent the roll from being affected by advantage and disadvantage.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Shield (Clockwork)

1st-level abjuration

Casting Time: 1 reaction, which you take when you are hit by an attack or targeted by the magic missile spell
Range: Self
Components: V, S
Duration: 1 round

An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.

Counterspell (Clockwork)

3rd-level abjuration

Casting Time: 1 reaction, which you take when you see a creature within 60 feet of you casting a spell
Range: 60 feet
Components: S
Duration: Instantaneous

You attempt to 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, make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level. On a success, the creature’s spell fails and has no effect.

At Higher Levels. When you cast 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 you used.

Spells

Level One

Chaos Bolt

1st-level evocation

Casting Time: 1 action
Rage: 120 feet
Components: V, S
Duration: Instantaneous

You hurl an undulating, warbling mass of chaotic energy at one creature in range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 + 1d6 damage. Choose one of the d8s. The number rolled on that die determines the attack’s damage type, as shown below.

d8 Damage Type
1 Acid
2 Cold
3 Fire
4 Force
5 Lightning
6 Poison
7 Psychic
8 Thunder

If you roll the same number on both d8s, the chaotic energy leaps from the target to a different creature of your choice within 30 feet of it. Make a new attack roll against the new target, and make a new damage roll, which could cause the chaotic energy to leap again.

A creature can be targeted only once by each casting of this spell.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, each target takes 1d6 extra damage of the type rolled for each slot level above 1st.

Comprehend Languages

1st-level divination (ritual)

Casting Time: 1 action
Range: Self
Components: V, S, M (a pinch of soot and salt)
Duration: 1 hour

For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text.

This spell doesn’t decode secret messages in a text or glyph, such as an arcane sigil, that isn’t part of a written language.

Mage Armor (Clockwork)

1st-level abjuration

Casting Time: 1 action
Range: Touch
Components: V, S, M (a piece of cured leather)
Duration: 8 hours

You touch a willing creature who isn’t wearing armor, and a protective magical force surrounds it until the spell ends. The target’s base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action.

Shield (Clockwork, Reaction - See Actions)

1st-level abjuration

Witchbolt

1st-level evocation

Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a twig from a tree that has been struck by lightning)
Duration: Concentration, up to 1 minute

A beam of crackling, blue energy lances out toward a creature within range, forming a sustained arc of lightning between you and the target. Make a ranged spell attack against that creature. On a hit, the target takes 1d12 lightning damage, and on each of your turns for the duration, you can use your action to deal 1d12 lightning damage to the target automatically. The spell ends if you use your action to do anything else. The spell also ends if the target is ever outside the spell’s range or if it has total cover from you.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the initial damage increases by 1d12 for each slot level above 1st.


Level Two

Aid (Clockwork)

2nd-level abjuration

Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a tiny strip of white cloth)
Duration: 8 hours

Your spell bolsters your allies with toughness and resolve. Choose up to three creatures within range. Each target’s hit point maximum and current hit points increase by 5 for the duration.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, a target’s hit points increase by an additional 5 for each slot level above 2nd.

Rope Trick (Clockwork)

2nd-level transmutation

Casting Time: 1 action
Range: Touch
Components: V, S, M (powdered corn extract and a twisted loop of parchment)
Duration: 1 hour

You touch a length of rope that is up to 60 feet long. One end of the rope then rises into the air until the whole rope hangs perpendicular to the ground. At the upper end of the rope, an invisible entrance opens to an extra-dimensional space that lasts until the spell ends.

The extra-dimensional space can be reached by climbing to the top of the rope. The space can hold as many as eight Medium or smaller creatures. The rope can be pulled into the space, making the rope disappear from view outside the space.

Attacks and spells can’t cross through the entrance into or out of the extra-dimensional space, but those inside can see out of it as if through a 3-foot-by-5-foot window centred on the rope.

Anything inside the extra-dimensional space drops out when the spell ends.

Shadow blade (Bonus Action - See Actions)

Mindspike

2nd-level divination

Casting Time: 1 action
Range: 60 feet
Components: S
Duration: Concentration, up to 1 hour

You reach into the mind of one creature you can see within range. The target must make a Wisdom saving throw, taking 3d8 psychic damage on a failed save, or half as much damage on a successful one. On a failed save, you also always know the target’s location until the spell ends, but only while the two of you are on the same plane of existence. While you have this knowledge, the target can’t become hidden from you, and if it’s invisible, it gains no benefit from that condition against you.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.


Level Three

Counterspell (Clockwork, Reaction - see actions)

Fireball

3rd-level evocation

Casting Time: 1 action
Range: 150 feet
Components: V, S, M (a tiny ball of bat guano and sulfur)
Duration: Instantaneous

A bright streak flashes from your pointing finger to a point you choose 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.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

Thunderstep

3rd-level conjuration

Casting Time: 1 action
Range: 90 ft
Components: V
Duration: Instantaneous

You teleport yourself to an unoccupied space you can see within range. Immediately after you disappear, a thunderous boom sounds, and each creature within 10 feet of the space you left must make a Constitution saving throw, taking 3d10 thunder damage on a failed save, or half as much damage on a successful one. The thunder can be heard from up to 300 feet away.

You can bring along objects as long as their weight doesn’t exceed what you can carry. You can also teleport one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this spell, and there must be an unoccupied space within 5 feet of your destination space for the creature to appear in; otherwise, the creature is left behind.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for each slot level above 3rd.

Tiny Servant (Clockwork)

3rd-level transmutation

Casting Time: 1 minute
Range: Touch
Components: V, S
Duration: 8 hours

You touch one Tiny, non-magical object that isn’t attached to another object or a surface and isn’t being carried by another creature. The target animates and sprouts little arms and legs, becoming a creature under your control until the spell ends or the creature drops to 0 hit points. See the stat block for its statistics.

As a bonus action, you can mentally command the creature if it is within 120 feet of you. (If you control multiple creatures with this spell, you can command any or all of them at the same time, issuing the same command to each one.) You decide what action the creature will take and where it will move during its next turn, or you can issue a simple, general command, such as to fetch a key, stand watch, or stack some books. If you issue no commands, the servant does nothing other than defend itself against hostile creatures. Once given an order, the servant continues to follow that order until its task is complete.

When the creature drops to 0 hit points, it reverts to its original form, and any remaining damage carries over to that form.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can animate two additional objects for each slot level above 3rd.


Level Four

Blight

4th-level necromancy

Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: Instantaneous

Necromantic energy washes over a creature of your choice that you can see within range, draining moisture and vitality from it. The target must make a Constitution saving throw. The target takes 8d8 necrotic damage on a failed save, or half as much damage on a successful one. This spell has no effect on undead or constructs.

If you target a plant creature or a magical plant, it makes the saving throw with disadvantage, and the spell deals maximum damage to it. If you target a nonmagical plant that isn’t a creature, such as a tree or shrub, it doesn’t make a saving throw; it simply withers and dies.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.

Death Ward (Clockwork)

4th-level abjuration

Casting Time: 1 action
Range: Touch
Components: V, S
Duration: 8 hours

You touch a creature and grant it a measure of protection from death. The first time the target would drop to 0 hit points as a result of taking damage, the target instead drops to 1 hit point, and the spell ends. If the spell is still in effect when the target is subjected to an effect that would kill it instantaneously without dealing damage, that effect is instead negated against the target, and the spells ends.

Polymorph (Clockwork)

4th-level transmutation

Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a caterpillar cocoon)
Duration: Concentration, up to 1 hour

This spell transforms a creature that you can see within range into a new form. An unwilling creature must make a Wisdom saving throw to avoid the effect. A shape changer automatically succeeds on this saving throw.

The transformation lasts for the duration, 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. This spell can’t affect a target that has 0 hit points.

Wall of Fire

4th-level evocation

Casting Time: 1 action
Range: 120 feet
Components: V, S, M (a small piece of phosphorus)
Duration: Concentration, up to 1 minute

You create a wall of fire on a solid surface within range. You can make the wall up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall is opaque and lasts for the duration.

When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 5d8 fire damage, or half as much damage on a successful save.

One side of the wall, selected by you when you cast this spell, deals 5d8 fire damage to each creature that ends its turn within 10 feet of that side or inside the wall. A creature takes the same damage when it enters the wall for the first time on a turn or ends its turn there. The other side of the wall deals no damage.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.


Level Five

Animate Objects (Clockwork)

5th-level transmutation

Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Concentration, up to 1 minute

Objects come to life at your command. Choose up to ten nonmagical objects within range that are not being worn or carried. Medium targets count as two objects, Large targets count as four objects, Huge targets count as eight objects. You can’t animate any object larger than Huge. Each target animates and becomes a creature under your control until the spell ends or until reduced to 0 hit points.

As a bonus action, you can mentally command any creature you made with this spell if the creature is within 500 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.

Size HP AC Attack Ability Scores
Tiny 20 18 +8 to hit, 1d4 + 4 damage Str: 4, Dex: 18
Small 25 16 +6 to hit, 1d8 + 2 damage Str: 6, Dex: 14
Medium 40 13 +5 to hit, 2d6 + 1 damage Str: 10, Dex: 12
Large 50 10 +6 to hit, 2d10 + 2 damage Str: 14, Dex: 10
Huge 80 10 +8 to hit, 2d12 + 4 damage Str: 18, Dex: 6

An animated object is a construct with AC, hit points, attacks, Strength, and Dexterity determined by its size. Its Constitution is 10 and its Intelligence and Wisdom are 3, and its Charisma is 1. Its speed is 30 feet; if the objects lack legs or other appendages it can use for locomotion, it instead has a flying speed of 30 feet and can hover. If the object is securely attached to a surface or larger object, such as a chain bolted to a wall, its speed is 0. It has blindsight with a radius of 30 feet and is blind beyond that distance. When the animated object drops to 0 hit points, it reverts to its original object form, and any remaining damage carries over to its original object form.

If you command an object to attack, it can make a single melee attack against a creature within 5 feet of it. It makes a slam attack with an attack bonus and bludgeoning damage determined by its size. The DM might rule that a specific object inflicts slashing or piercing damage based on its form.

At Higher Levels. If you cast this spell using a spell slot of 6th level or higher, you can animate two additional objects for each slot level above 5th.

Far Step (Bonus action - See Actions)

Immolation

5th-level evocation

Casting Time: 1 action
Range: 90 feet
Components: V
Duration: Concentration, up to 1 minute

Flames wreathe one creature you can see within range. The target must make a Dexterity saving throw. It takes 8d6 fire damage on a failed save, or half as much damage on a successful one. On a failed save, the target also burns for the spell’s duration. The burning target sheds bright light in a 30-foot radius and dim light for an additional 30 feet. At the end of each of its turns, the target repeats the saving throw. It takes 4d6 fire damage on a failed save, and the spell ends on a successful one. These magical flames can’t be extinguished by nonmagical means.

If damage from this spell kills a target, the target is turned to ash.

Wall of Force (Clockwork)

5th-level evocation

Casting Time: 1 action
Range: 120 feet
Components: V, S, M (a pinch of powder made by crushing a clear gemstone)
Duration: Concentration, up to 10 minutes

An invisible wall of force springs into existence at a point you choose within range.
The wall appears in any orientation you choose, as a horizontal or vertical barrier or at an angle. It can be free floating or resting on a solid surface. You can form it into a hemispherical dome or a sphere with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot-by-10-foot panels. Each panel must be contiguous with another panel. In any form, the wall is 1/4 inch thick. It lasts for the duration. If the wall cuts through a creature’s space when it appears, the creature is pushed to one side of the wall (your choice which side).

Nothing can physically pass through the wall. It is immune to all damage and can’t be dispelled by dispel magic. A disintegrate spell destroys the wall instantly, however. The wall also extends into the Ethereal Plane, blocking ethereal travel through the wall.

Trackables

Hit Points
82 / 82
Bastion of Law Saves
5 / 5
Sorcerer Points
3 / 10
Spell Slots
Level 1
4 / 4
Level 2
3 / 3
Level 3
3 / 3
Level 4
3 / 3
Level 5
2 / 2
Money
Copper
0 / 99999
Silver
0 / 99999
Gold
0 / 99999
Active Spells
Spell Durations
Tracker Quantity
Breath Weapon 1: 0

Spell Duration

Spell (Once cast) Remaining
Long Step 1 Minute (Rounds) 10: 10
* Aid (Hours) 8: 8
* Mage Armor (Hours) 8: 8 (16)
Tiny Servant (Hours) 8: 8
Tiny Servant (HP) 10: 10
Death Ward (Hours) 8: 8
Polymorph (Concentration, Hours) 1: 1
Animate Objects (Concentration, Rounds) 10: 10
Witchbolt (Concentration, Rounds) 10: 10
Shadow Blade (Concentration, Rounds) 10: 10
Immolation 10: 10
Far Step (Concentration, Rounds) 10:10
Notes

Conditions

Inventory

Wearing

ITEM
Shield
Amulet of Health 19 CON
Quarter Staff
Component Pouch
Explorers Pack
Cloak of Protection +1 to AC

Stowed in Pack

ITEM QUANTITY
Rations 10
Oil 10
Rope 50'
Daggers 2
Healing Potions (2d4+2) 1
Tarot Deck (Missing the Empress) 1
Ring of Recharge 1

Other Items

Notes

WS Recharge Gem of restore spell slot (Uncut)

My Lands/Towers

House of Deepdelve

Traditional lands of the Hill Giants

Domain: Agriculture, land and livestock

Seat: The Verdant Court

Magic of the land tied to the protection of children and elders

5 Tied knights in stasis (Underground, in the cliff)

Tower Powers
8d6 healing
Remove Curse
Remove Disease
Shield on other people in my land
Range of sight
Far Sight
Sceptre: Staff of Living Roots
Crown: Crown of Endless Harvest
Level 3 of knight/king hood: Access to Druidic abilities

Matron Gula Deepdelve (Steward/Advisor)

She is not tied to the queen thread but rather rook/castle thread. Now is queen

Land of milk and honey

Raise the harvest (1)
Remote View (12)

11 Fonts in my land, 3 Active (1, freed)
1+1 ceded to Sully by treaty.

Shepherd - Pawn

Mimi Leaves

Day +1 Stairwell and temporary gate/doorway Shepherd to Day 8

3 Points of interest
Eagle Roostery
Underwater (Bay area)
Deep Swamp

Day 2 & 3

Activate One more Font

Day 4 begins

Samuel the Dog (Flame) Rank Archon (Foot soldier of Mount Celestia) Bound upon this place. Released but bound to this place until the passing of the moon.