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Senses blindsight 10 ft., passive Perception 8 Spider Climb. Szikzith can climb difficult surfaces,
including upside down on ceilings, without needing to
Languages — make an ability check.
Challenge 1/2 (100 XP) Web Sense. While in contact with a web, Szikzith knows
the exact location of any other creature in contact with
Proficiency Bonus +2 the same web.
Swarm. The swarm can occupy another creature’s space Web Walker. Szikzith ignores movement restrictions
and vice versa, and the swarm can move through any caused by webbing.
opening large enough for a Tiny insect. The swarm can’t
regain hit points or gain temporary hit points.
Actions
Actions Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one
creature. Hit: 4 (1d6 + 1) piercing damage, and the target
Bite. Melee Weapon Attack: +3 to hit, reach 0 ft., one must make a DC 11 Constitution saving throw, taking 7
target in the swarm’s space. Hit: 10 (4d4) piercing (2d6) poison damage on a failed save, or half as much
damage, or 5 (2d4) piercing damage if the swarm has damage on a successful one. If the poison damage
half of its hit points or fewer. reduces the target to 0 hit points, the target is stable but
poisoned for 1 hour, even after regaining hit points, and
is paralyzed while poisoned in this way.
Mr. Honeycutt Hand Crossbow (Humanoid or Hybrid Form Only).
Ranged Weapon Attack: +4 to hit, range 30/120 ft., one
Medium Humanoid (Human, Shapechanger), Lawful target. Hit: 5 (1d6 + 2) piercing damage.
Good
Armor Class 12 Shortsword (Humanoid or Hybrid Form Only. Melee
Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5
Hit Points 33 (6d8 + 6) (1d6 + 2) piercing damage.
Speed 30 ft.
Hand Crossbow (Humanoid or Hybrid Form Only).
Ranged Weapon Attack: +4 to hit, range 30/120 ft., one
STR DEX CON INT WIS CHA target. Hit: 5 (1d6 + 2) piercing damage.
10 (+0) 15 (+2) 12 (+1) 11 (+0) 10 (+0) 12 (+1)
TM & ©2021 Wizards of the Coast LLC.. NERDS are ®, ™ & ©2021 FERRARA CANDY COMPANY. All rights reserved.
YELLOW
Cleric / Level 1
STRENGTH 14 +2
SAVING THROWS SENSES
DEXTERITY 8 –1 Strength +2 Passive Perception 13
Dexterity –1
Constitution +1 Darkvision 60 ft.
CONSTITUTION 13 +1
Intelligence +2
Wisdom +5
INTELLIGENCE 15 +2 Charisma +3 PROFICIENCY BONUS +2
Arcana +6
History +6
Investigation +4
Nature +4
WEAPONS & DAMAGING CANTRIPS
Religion +4 Name Range Modifier Damage
Mace - +4 1d6 + 2 bludgeoning
WISDOM 16 +3 Light crossbow 80/320 +1 1d8 – 1 piercing
Medicine +5 Sacred flame 60 Save 1d8 radiant*
*See spell description.
CHARISMA 12 +1
Persuasion +3
SPELLS EQUIPMENT
Wisdom Modifier +3 Scale mail, shield, mace, light crossbow, case
Attack Bonus +5 with 20 bolts, alms box, backpack, blanket, 2
Spell Save DC 13 blocks of incense, 10 candles, censer, bottle
Proficient skills listed below relevant of ink, 2 days’ rations, small knife, tinderbox,
ability score. See back of sheet for more information.
waterskin, 10 gp
YELLOW
PROFICIENCIES & LANGUAGES
Armor: Light Armor, Medium Armor, Shields
Weapons: Simple Weapons
Languages: Common, Draconic, Dwarvish, Elvish, Gnomish, Sylvan
CLASS FEATURES
Spellcasting. You can prepare and cast spells from the cleric list. BACKGROUND
See “Spells” below. Sage. You have spent years learning lore, studying scrolls,
Knowledge Domain. You gain additional class features listed in reading manuscripts, and listening to great thinkers. When
this section and add domain spells to your spells list you attempt to learn or recall a piece of lore, if you do not
(see “Spells” below). know that information, you often know where and from
Blessings of Knowledge. You learn two additional languages whom you can obtain it. Usually, this information comes
and skills. Your proficiency bonus is doubled for any check from a library, scriptorium, university, or a sage or other
you make with the chosen skills (already calculated). learned person or creature.
SPELLS PERSONALITY
See the Basic Rules or Player’s Handbook for spell descriptions. Prepare Logical. You are a precise planner with the power of the gods
spells at the beginning of the adventure and after each long rest. on your side. A defender of others and a divine force against
the unholy, you always pack healing magic—and a mighty
Cantrips (no limit): guidance, light, sacred flame
punch.
1st Level (2 slots): bless, command, cure wounds, identify, shield of faith
Alignment: Lawful Good
TM & ©2021 Wizards of the Coast LLC. NERDS are ®, ™ & ©2021 FERRARA CANDY COMPANY. All rights reserved.