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REFERENCE

CARDS

JANUARY 2020

PATREON
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ART: ANNA CHRISTENSON


akkadia CR 9
MEDIUM HUMANOID (HUMAN), CHAOTIC NEUTRAL Akkadia (continued)
ART: ANNA CHRISTENSON P THE DECK OF MANY © HIT POINT PRESS INC. 2020 ART: WILL KIRKBY P THE DECK OF MANY © HIT POINT PRESS INC. 2020

Magician’s Cape ring of glibness


WONDROUS ITEM, UNCOMMON (REQUIRES ATTUNEMENT) RING, LEGENDARY
ART: WILL KIRKBY P THE DECK OF MANY © HIT POINT PRESS INC. 2020 ART: WILL KIRKBY P THE DECK OF MANY © HIT POINT PRESS INC. 2020
SPECIAL TRAITS STR DEX CON INT WIS CHA
Spellcasting. Akkadia is a 14th level spellcaster. Her 10 (+0) 15 (+2) 14 (+2) 20 (+5) 13 (+1) 18 (+4)
spellcasting ability is Intelligence (spell save DC 16, +8
to hit with spell attacks). Akkadia has the following Akkadia 5,000XP
wizard spells prepared: SENSES SKILLS
Passive Perception 15 Arcana +9, Deception +8,
Cantrips (at will): fire bolt, mage hand, minor illusion, prestidigitation,
History +9, Perception +5,
shocking grasp SAVING THROWS
1st level (4 slots): arcanist’s magic aura*, detect magic, disguise self, Int +10, Wis +6 Performance +8, Persuasion
mage armor* +8, Sleight of Hand +6
2nd level (3 slots): blur, illusion, misty step, scorching ray, suggestion LANGUAGES
3rd level (3 slots): hypnotic pattern, lightning bolt, major image Common, Draconic,
4th level (3 slots): greater invisibility, phantasmal killer Dwarvish, Elvish
5th level (2 slots): cone of cold, mislead, passwall
6th level (1 slot): chain lightning, programmed illusion SPECIAL TRAITS
7th level (1 slot): forcecage
Coordinated Casting. Akkadia can ready a spell of 1st
*Akkadia casts these spells on herself before combat. level or higher as a bonus action on her turn. Doing so
counts as casting the spell, so Akkadia can’t cast another
ACTIONS
spell on her turn, except for a cantrip with a casting time
Dagger. Melee or Ranged Weapon Attack: +6 to hit, of 1 action.
reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) Magic Resistance. Akkadia has advantage on saving
piercing damage. throws against spells and other magical effects.
REACTIONS Special Equipment. Akkadia carries a ring of protection, a
Spell Reflection (Recharges after a Long Rest). Akkadia clearglass pendant, a magician’s cape, and a ring of glibness.
takes no damage from a spell that hits her. Instead, the
spell’s caster takes half the damage that the spell would
have dealt. Akkadia must be able to see the spell’s caster
in order to use this reaction.

ARMOR CLASS HIT POINTS SPEED


13 16 with mage armor 91 (14d8 + 28) 30 ft.

ring of glibness Magician’s Cape


RING, LEGENDARY WONDROUS ITEM, UNCOMMON (REQUIRES ATTUNEMENT)

While wearing this ring, you can use an This cape masks the magical auras
action to cast the glibness spell from it. originating from you. While attuned
Once you do so, you can’t cast the spell to it, any spells you cast or magic items
again until the next dawn. you carry appear nonmagical to spells
and magical effects such as detect magic
that detect magical auras. Artifacts are
unaffected by this effect.
Clearglass Pendant Bowl of Commanding Water Elementals
WONDROUS ITEM, UNCOMMON (REQUIRES ATTUNEMENT) WONDROUS ITEM, RARE
ART: WILL KIRKBY P THE DECK OF MANY © HIT POINT PRESS INC. 2020 ART: JORDAN RICHER P THE DECK OF MANY © HIT POINT PRESS INC. 2020

staff of swarming insects Ring of free action


STAFF, RARE (REQUIRES ATTUNEMENT BY A RING, RARE (REQUIRES ATTUNEMENT)
BARD, CLERIC, DRUID, SORCERER, WARLOCK, OR WIZARD)
ART: JORDAN RICHER P THE DECK OF MANY © HIT POINT PRESS INC. 2020 ART: JORDAN RICHER P THE DECK OF MANY © HIT POINT PRESS INC. 2020
bowl of commanding water elementals Clearglass Pendant
WONDROUS ITEM, RARE WONDROUS ITEM, UNCOMMON (REQUIRES ATTUNEMENT)

While this bowl is filled with water, you While you are attuned to this pendant
can use an action to speak the bowl’s and have fewer than half your hit points,
command word and summon a water you can use your reaction when you take
elemental, as if you had cast the conjure damage to become invisible, as per the
elemental spell. The bowl can’t be used this spell invisibility, for up to 1 hour. After
way again until the next dawn. this duration, the pendant loses its luster
and becomes nonmagical.
The bowl is about 1 foot in diameter and
half as deep. It weighs 3 pounds and holds
about 3 gallons.

Ring of free action staff of swarming insects


RING, RARE (REQUIRES ATTUNEMENT) STAFF, RARE (REQUIRES ATTUNEMENT BY A
BARD, CLERIC, DRUID, SORCERER, WARLOCK, OR WIZARD)

While you wear this ring, difficult This staff has 10 charges and regains 1d6 + 4
expended charges daily at dawn. If you expend the
terrain doesn’t cost you extra last charge, roll a d20. On a 1, a swarm of insects
movement. In addition, magic can consumes and destroys the staff, then disperses.
neither reduce your speed nor cause Spells. While holding the staff, you can use an
you to be paralyzed or restrained. action to expend some of its charges to cast one
of the following spells from it, using your spell
save DC: giant insect (4 charges) or insect plague
(5 charges).
Insect Cloud. While holding the staff, you can
use an action and expend 1 charge to cause a
swarm of harmless flying insects to spread out in
a 30-foot radius from you. The insects remain for
10 minutes, making the area heavily obscured for
creatures other than you. The swarm moves with
you, remaining centered on you. A wind of at least
10 miles per hour disperses the swarm and ends
the effect.
Vulture CR 0 Blood Hawk CR 1/8
MEDIUM BEAST, UNALIGNED SMALL BEAST, UNALIGNED
ART: DENIS MEDRI P THE DECK OF MANY © HIT POINT PRESS INC. 2020 ART: DENIS MEDRI P THE DECK OF MANY © HIT POINT PRESS INC. 2020

Giant Lizard CR 1/4 Killer Whale CR 3


LARGE BEAST, UNALIGNED HUGE BEAST, UNALIGNED
ART: DENIS MEDRI P THE DECK OF MANY © HIT POINT PRESS INC. 2020 ART: DENIS MEDRI P THE DECK OF MANY © HIT POINT PRESS INC. 2020
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
6 (-2) 14 (+2) 10 (+0) 3 (-4) 14 (+2) 5 (-3) 7 (-2) 10 (+0) 13 (+1) 2 (-4) 12 (+1) 4 (-3)

Blood Hawk 25XP Vulture 10XP


SENSES SKILLS SENSES SKILLS
Passive Perception 14 Perception +4 Passive Perception 13 Perception +3
SPECIAL TRAITS SPECIAL TRAITS

Keen Sight. The hawk has advantage on Wisdom Keen Sight and Smell. The vulture has advantage
(Perception) checks that rely on sight. on Wisdom (Perception) checks that rely on sight
Pack Tactics. The hawk has advantage on an attack or smell.
roll against a creature if at least one of the hawk’s Pack Tactics. The vulture has advantage on an
allies is within 5 feet of the creature and the ally attack roll against a creature if at least one of the
isn’t incapacitated. vulture’s allies is within 5 feet of the creature and
the ally isn’t incapacitated.
ACTIONS
ACTIONS
Beak. Melee Weapon Attack: +4 to hit, reach 5 ft.,
one target. Hit: 4 (1d4 + 2) piercing damage. Beak. Melee Weapon Attack: +2 to hit, reach 5 ft.,
one target. Hit: 2 (1d4) piercing damage.

ARMOR CLASS HIT POINTS SPEED ARMOR CLASS HIT POINTS SPEED
12 7 (2d6) 10 ft., fly 60 ft. 10 5 (1d8 + 1) 10 ft., fly 50 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
19 (+4) 10 (+0) 13 (+1) 3 (-4) 12 (+1) 7 (-2) 15 (+2) 12 (+1) 13 (+1) 2 (-4) 10 (+0) 5 (-3)

Killer Whale 700XP Giant Lizard 50XP


SENSES SKILLS SENSES
Blindsight 120 ft., Perception +3 Darkvision 30 ft., Passive Perception 10
Passive Perception 13
ACTIONS
SPECIAL TRAITS
Bite. Melee Weapon Attack: +4 to hit,
Echolocation. The whale can’t use its blindsight reach 5 ft., one target. Hit: 6 (1d8 + 2)
while deafened.
piercing damage.
Hold Breath. The whale can hold its breath for
30 minutes.
Keen Hearing. The whale has advantage on
Wisdom (Perception) checks that rely on hearing.
ACTIONS

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft.,


one target. Hit: 21 (5d6 + 4) piercing damage.

ARMOR CLASS HIT POINTS SPEED ARMOR CLASS HIT POINTS SPEED
12 natural armor 90 (12d12 + 12) 0 ft., swim 60 ft. 12 natural armor 19 (3d10 + 3) 30 ft., climb 30 ft.
Giant Shark CR 5
HUGE BEAST, UNALIGNED
ART: DENIS MEDRI P THE DECK OF MANY © HIT POINT PRESS INC. 2020 P

P P
STR DEX CON INT WIS CHA
23 (+6) 11 (+0) 21 (+5) 1 (-5) 10 (+0) 5 (-3)

Giant Shark 1800XP


SENSES SKILLS
Blindsight 60 ft., Perception +3
Passive Perception 13
SPECIAL TRAITS

Blood Frenzy. The shark has advantage on melee


attack rolls against any creature that doesn’t have
all its hit points.
Water Breathing. The shark can breathe only
underwater.
ACTIONS

Bite. Melee Weapon Attack: +9 to hit, reach 5 ft.,


one target. Hit: 22 (3d10 + 6) piercing damage.

ARMOR CLASS HIT POINTS SPEED


13 natural armor 126 (11d12 + 55) 0 ft., swim 50 ft.
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