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Fratnternia: Episode 06

Foreword
I re-worked my characters so that rather than 2 gestalt characters functioning as a 4 member party, it will be just
two characters. I've also levelled up the characters to level 5 as I want them to each be a multiclass based on their
previous dual classes.

Felix is now a Rogue (Arcane Trickster) level 3 / Wizard (Bladesinger) level 2. Henry is now a Paladin (Oath of
Devotion) Level 3 / Warlock (Hexblade) level 2. Base stats have also changed to use an epic stat array of
18,17,16,15,14,13. Updated character sheets are included at the end of this episode.

An unfortunate impact from this is characters will no longer have access to spells they've already cast. While this is
screwy with the narrative, the beauty of solo play is I can choose to ignore that fact and continue playing in a
manner that is fun to me at a given time.

I also updated all map references to indicate West Abea as now that the characters are expected to reach Tria, the
capital of Maritria, it is possible Mythic will steer them eastward to a new region.

Scene 1
Date Thursday 09/02/303
Time 8:00 AM
Weather Light rain (Continues from previous day
Location 12,3 West Abea

Brothers have a good sleep in to help recover from the previous days challenges then set north on the open road
towards Tria.

Travel Checks
Danger (25%): No (77)
Discovery (20%): No (29)
Event (20%): Yes (3)

Random Event
Focus: NPC Negative
Inspiration: Decrease Friendship
Interpretation: Well there is no existing NPC in this scene so I'll need to add one.

Are they known to the brothers? Exceptional No.

Ok a total stranger who is somewhat hostile to Felix and Henry. I'm at my PC and short on time so using
npcgenerator.com I get the following profile;

Kaylein Hillless
Kaylein Hillless is a 35 year old female human fisherwoman.
She has a bald head and green eyes.
She has smooth red skin.
She stands 145cm (4'9") tall and has a beefy build.
She has an oblong, slightly attractive face.

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She smells heavily of tobacco.
She is severely allergic to Aasimar.

Personality Traits
She proudly worships Oghma, God of knowledge, invention, inspiration, bards. (True Neutral)
She is very impatient.
She is very cowardly. She sleeps fully dressed, ready to run. She secretly wants to become the ruler of the city.

Ability Scores
Strength - 12 [+1]
Dexterity - 11 [0]
Constitution - 12 [+1]
Intellect - 9 [-1]
Wisdom - 11 [0]
Charisma - 10 [0]

Relationships
Sexual Orientation - Gay
Relationship Status - Married

Note: I switched the autogenerated allergy from tiefling to Aasimar.

When Kaylein passes the brothers on the road, does she express anger towards the brothers due to her allergic
reaction? Very likely. No.

That's both interesting and perplexing. So Kaylein gives the brothers a wide berth as they meet on the road,
assumedly because she can detect from some distance their ancestry which begins to trigger her allergy. I know now
that she doesn't directly express anger towards the brothers but how does she respond?

Behaviour Check
Disposition: Active
Action: Acts out of PC interest

So… Let's recollect the ingredients we have here;


• Scene
o Party (Two Aasimar brothers) travelling along trade road
o Random event triggered
• Random Event
Focus: NPC Negative
Inspiration: Decrease Friendship
• New NPC, stranger to the party
o Human Fisherwoman
o Has an undefined allergy to Aasimar
• Facts from Fate Checks
o Does not express anger directly at brothers
o Stranger to the brothers
• Behaviour Check
o Disposition: Active
o Action: Acts out of PC interest

I'm actually a little stumped on this. I am going to lean on the brains trust at the Mythic Discord, human oracle
channel. I'll come back to this later.
….
And I'm back with inspiration from the exceptionally helpful Soshman in the Mythic Discord channel.

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Kaylein gives the brothers a wide berth. Henry calls out to her asking if she is OK. At first she ignores him and tries to
move on without a word. When he begins to move directly towards her however she calls back and tells him to stay
away. She's allergic to his kind. When he asks what she means, she tells him she is allergic to Aasimar. Felix laughs at
this point and receives a scolding look from Henry.

Detail Check
What does the allergy cause for Kaylein?
Result: Disfavours PC
PC: Henry

Prolonged exposure to Aasimar causes her to develop illness including strong fever and deep pain.

Kaylein tells the Henry just to stay away. She's already going to develop a headache at least having been this close.
Can he just stay away so she can sleep tonight without soiling herself. She has a few more choice words for Henry
when he again tries to approach to tell her he has healing powers.

"Yeah yea I've heard it all before Mr Nice Guy. Well let me tell you Mr. ohhhh just let me touch you with my Healing
Hands! Rub some maaagical oils into your muscles etc. I've heard it all before. Just keep away will you. In the best
case I don't want no white knight thinking I need him to save me. More likely though by the pretty boy looks, you're
the type to think he can sweet talk and make me swoon. Well I don't want a bar of ya. Keep walking and do me the
favour of staying a mile at least away from me. Good day to you and your kookaburra sounding friend!".

By this time, Felix is on hands on knees laughing hard at the woman's outburst and Henry's shocked chagrin. Henry
decides the best he can do is try to collect his tattered pride and continue walking, trying his best to ignore his
brothers mirth and intermittent mimickry of the strangers antics.

Party reaches 12,2 of West Abea.

End of scene. I've added Kaylein to the character list in case she decides to pop back up. Chaos Factor goes up to 6.

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Scene 2
Date Thursday 09/02/303
Time 10:00 AM
Weather Light rain (Continues from previous day
Location 12,2 West Abea

Brothers will continue on the road to Tria, heading east towards 13,2.

Travel Checks
Danger (15%): No (97)
Discovery (20%): Yes (14)
Event (20%): No (40)

Discovery
Type: Natural Feature > Lair > burrow
Creature responsible: Monster > Rare > giants
Visibility: partly covered/overgrown/hidden

With the context of the map, being so closely located to a capital city and on a major route, this giant must have only
recently tried to settle this burrow. A burrow also gives the impression of a hill giant to me. This also suits the
"intelligence" required to try to occupy an area so heavily traversed by creatures that would be hostile due to hill
giants expected behaviours.

Ok so a single hill giant or more? Single.

Are there any other elements that might make the brothers want to engage a giant on sight? Exceptional No.

Now I need to establish is whether or not the brothers actually see this.
Group Perception Check: 10
Reverse Skill Check Result: Yes.

So the brothers witness a hill giant furtively enter a cave entrance within eye sight of the mainroad leading into Tria.
They agree to move on and report the finding in the city.

Party reaches 12,2, West Abea.

End of scene. Chaos factor goes down to 5.

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Scene 3
Date Thursday 09/02/303
Time 12:00 PM
Weather Light rain (Continues from previous day)
Location 13,2 West Abea

Brothers will continue travelling towards Tria at 13,1.

Travel Checks
Danger (25%): No (51)
Discovery (10%): No (54)
Event (20%): No (60)

Brothers reach Tria without incident.

End of scene. Chaos factor goes down to 4.

Scene 4
Date Thursday 09/02/303
Time 2:00 PM
Weather Overcast
Location Tria, 13,1 West Abea

Expected Scene: Brothers enter the city, meet Alaric to collect their bounty, report the hill giant sighting and get a
lead on any other jobs going.

Chaos Check: Interrupt Scene

Event Check
Focus: NPC Action
NPC: Adelaide Blum
Inspiration: Adversity, Emotions

So as the brothers enter the city and head to the Harper's meeting place, they are intercepted by the enchanter,
Adelaide Blum. To understand the flow of events I need to first know where the Harper's meeting place is. Looking at
the locations on the map of Tria, I decide it is The Merciful Boot, which is just inside the entrance of the city. This
makes sense to me for a clandestine organisation.

So the brothers are entering the Merciful Boot when a runner for Adelaide spots them and rushes over. They insist
the brothers must come to Adelaide's at once as she has the most urgent business that requires their attention
immediately. The brothers agree to accompany them but first want to check in with their friend Alaric.

Is Alaric in the main room of the inn? Yes.

Alaric is aware of Adelaide's needs and comes over to the brothers. He hands them a sack of gold coins, their reward
from the spectral swordsman and tells them to go with the messenger as Adelaide has been enquiring about them for
days.

The brothers leave the inn and travel with the messenger towards Adelaide's store, Magic Maxim.

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Travel Check
Danger (10%): No (11)
Discovery (10%): No (77)
Event (10%): Yes (7)

Event Check
Focus: Close a thread
Thread: Spectral swordsman
Inspiration: Transform History

As the brothers are following the messenger, they hear exaggerated stories told of their defeat of the spectral
swordsman already being told in the marketplace. Apparently someone sent word ahead by bird or through arcane
means. They are not named and the stories include tell of winged angels defeating the undead creature then a band
of bandits who tried to shake down nearby villages. The story's outline resembles what the y need but the bards and
rumour mongers have transformed the small story into the beginning of a legend.

The brothers exchange some observations on the tale and decide to stay anonymous and let the people believe what
they will. They continue travelling with the messenger and reach Adelaide's magic item shop.

Ok before I continue I need to know what urgent matter has Adelaide seeking assistance from the Harpers and the
brothers specifically. I'm going to use GMA Fantasy to flavour this.

A supernatural infection has sprung up in one of the poorer neighbourhoods in Tria. Adelaide was approached by a
friend who lives in the neighbourhood to look into things. Her investigation found the source of the ailment was
seemingly arcane. She approached the temple of Ilmater who have sent priests to tend to the sick however she
needs to source found and eliminated. Several people including her friend have now passed. The temple and the
Harpers have both recommended the brothers to investigate this.

Henry agrees earnestly and asks Adelaide what she knows so they can begin investigating right away. Adelaide tells
the brothers that The Bashed Mattress was the earliest source of the illness she could find. The illness has a weird
spreading in that it leaves some people completely untouched and others become infected.

The brothers depart Magic Maxim and start travelling towards the poor quarter.

End scene. Chaos factor goes up to 5. Spectral swordsman thread striked. Supernatural infection thread added.

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Scene 5
Date Thursday 09/02/303
Time 3:00 PM
Weather Overcast
Location Tria, 13,1 West Abea

Expected Scene: Brothers arrive at The Bashed Mattress and collect clues for the source of the infection.

Chaos Check: No change.

The brothers arrive at The Bashed Mattress. Outside there is little evidence of the outbreak though the area appears
a little less busy than epxected. Within they find the inn packed with customers, many of which appear to be clearly
ailing and some even receiving ministrations from priests of Ilmater.

Does Henry recognise any of the acolytes? Likely. Yes and random event.

Event Check
Focus: Introduce a new NPC

New NPC generated;

Olara

OMGM Profile
Race: Human (Niger-Congo)
Height: 6'1" (185 cm)
Age: 24 (young adult)
Gender: Female
Attitude: Lawful
Morality: Neutral
Social standing: Commoner
Occupation: Cleric
Languages: Common; Celestial

Olara is an acolyte of Ilmater that grew up with the brothers at the temple. Henry has long been attracted to her but
Olara's adherence to her faith has long let Henry know to not try.

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UNE NPC Creation
Preconceived facts
• Acolyte of Ilmater
• Will be good enough person to tend to the sick with risk of contagion

Base
Sensible witch

Power Level
Much Weaker

Motivations
• Attempt purity
• Realize religion
• Suggest poverty

As the brothers enter, Henry spots his childhood crush, Olara. She is assisting a man who appears to be afflicted by
the illness. The brothers approach and ask what she knows and where they might find the source of the illness.

Using GMA to determine what info Olara can give.


Olara's information suggests the source to be a nearby abandoned tenement where most of the populace were
victims of the illness. She explains that the infection appears to be more serious than people outside the poor
quarter realise. As henry thanks her for the information, Olara casts a ward over Henry and Felix to ensure they will
not be infected when entering the tenement. Henry thanks her and after an awkward moment of held eye contact,
Felix bids Olara farewell and the brothers begin travelling towards the suspect tenement.

End of scene. Chaos factor goes back down to 4. Updated supernatural infection thread.

Scene 6
Date Thursday 09/02/303
Time 4:00 PM
Weather Overcast
Location Tria, 13,1 West Abea

Expected Scene: Brothers arrive at the abandoned tenement and being a dungeon crawl.
Chaos Check: Scene altered

When the brothers arrive at the tenement they take note that the area is completely deserted even for a an
abandoned tenement. They know the slums well enough to know there would normally be some desperate souls in
the building but from what they can tell, the place is abandoned 2 blocks clear. This is extremely unusual.

They enter the tenements front door.

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Intermission
I am going into Dungeon Crawl mode here. I am using my custom tool to automate room creation. I am unsure for
how to present the output so apologies in advance for the rough layout.

Area 1
Start area is a 20 x 30 feet rectangle Audience chamber for receiving visitors, has been used as a
campsite

On the left wall is a Secret door, 5 feet wide


Locked, DC11 Thieves' Tools check to pick lock, DC8 Athletics check to force door

On the opposite wall is a 10 feet wide, 10 feet long passage

On the right wall is a Wooden door, 5 feet wide

Medium combat encounter in room


• 2 x Shadow
• Specter

Random event occurs in passage


Focus: PC Positive
Subject: Feather
Action: Hurtle

The brothers enter a dilapidate foyer with trash strewn across the floor and broken windows
boarded over.There is a foul miasma in the room that gives broth brothers a sudden light
headache.. As they begin to move across the room towards a passage opposite, Henry and Felix
both spot a feather kick up in the air in the otherwise still air. This unexpected movement alerts
the brothers as spectral figures attack them from the shadows.

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The brothers revert to their training recognising these creatures from lessons in the temple. They
manage to dispatch them without taking any damage.

Are forces within the dungeon alerted to the brothers presence? Likely. Yes.

After a brief discussion on the dangers ahead, the brothers take the north passageway and
continue to travel deeper into the dilapidated tenement building.
Area 2
10 feet wide passage continues straight 20 ft., then the passage turns left and continues 10 ft.

Medium combat encounter in passage


• Cult Fanatic
• Cultist x 2

Felix and Henry enter the passageway only to hear running footsteps approaching. They prepare
themselves and see three masked humanoids running towards them in the dark.

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Felix and Henry defend themselves well with Henry only taking a shallow cut. Two of the
assailants lie dead on the floor when Henry manages to intimidate the last into surrendering. The
brothers take the weapons and mask away.

Is the creature human underneath the mask? Yes.


Any signs of magical contamination? Likely. Yes.

Beneath the mask the brothers see a human face disfigured by pustules and irregular blotches.
They attempt to the question the man.

Do the forces in this place silence the cultist before they can divulge any information? Sure thing.
Yes.

After an initial barrage of questions from the brothers, Henry quiets Felix then starts asking in a
calm manner who the man is. He gives a name. When Henry asks why he attacked them, the man
tells them the master sent them. Before Felix can ask who the master is, the man begins to gurgle
and gasp as if he were being strangled. A few moments later, he lies dead with foam leaking from
his mouth.

The brothers remove the other masks and find similar visages on the other humans. They then
look for other clues.

Perception Check: 28
Result: Success

Are there any clues to be found? Yes.

On one of the cultists, Felix finds a babies singlet, covered in dried blood and slightly singed. He
shows this to Henry. Both are deeply disturbed but their resolve firms. They agree anyone wearing
a mask from this point is not to be taken prisoner.

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Area 3
10 feet wide passage continues straight 20 ft., side passage to the right, then an additional 10 ft.
ahead
-
10 feet wide, 10 feet long passage leading to a room
Deadly combat encounter in passage
-
30 x 40 feet rectangle prison, has been used as a campsite

On the opposite wall is an Iron door, 10 feet wide

Are there victims in the cells? Likely. Extreme Yes and Random Event.

Event Check
Focus: PC Positive
PC: Henry
Inspiration: Violate Animals

As the brothers turn a corner, they witness two more masked figures in the act of sacrificing a
woman. Taking in the scene they see 4 already dead humanoids with shadows such as those
they've already faced floating above them. Beyond the scene they hear the moans of prisoners in
the cells lining the walls. The cultists appear fixated on their ritual, giving the brothers the drop on
them.

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The brothers manage to slay one of the cultists before they can complete their foul ritual and
sacrifice another prisoner to act as their defender. Henry presents his symbol of Ilmater and tries
to turn the Shadows but only two flee from him.

The cultist has moved toward the iron door to the north and saw two of the shadows turned by
Henry. He has been sorely wounded and his companion slain. He opens the door to the north.

Is the Master behind this door? Yes.


Ok that means I need to drop a deadly on top of this existing battle. Let's first figure out who the
master is. With Kobold Fight Club Plus, I determine it is a wraith. This is going to be tough….

Beyond the door is a 30 x 30 feet square storage room, ceiling is partially collapsed with rubble
strewn across the room.

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Seeing the victims, the cultist flee then a wraith beyond the door, something inside Henry gives
and he is engulfed in radiant light as his radiant wings spring forth and he flies towards the
creature.

A shadow deals Felix a glancing blow which he ignores at first but then notices he feels weaker.
He continues fighting slightly panicked realising his strength has been drained. The touch of
necrotic energy sparks Felix's own Radiant soul.

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With a divine smite, Henry cuts down the unholy wraith. There is an immediate change to the
atmosphere of the area as the miasma lifts. The shadows dissipate and the cultist falls to his
knees whimpering.

The brothers bind the cultist then free the prisoners. They are not able to communicate as it
appears they've been under a draining affect for some time. Investigating the far room, Felix finds
evidence of an ongoing dark ritual. They determine this was the source of the illness affecting the
people of the district.

The brothers lead the freed prisoners and captured cultist back to The Bashed Mattress where Olara and the other
Ilmater clerics take over their care. Henry tells Olara what they found and she agrees to lead a group of priests into
the building to remove any residual evil presence.

End of scene. Chaos Factor goes up to 5. Supernatural illness thread cleared.

Scene 7
Date Thursday 09/02/303
Time 8:00 PM
Weather Clear
Location Tria, 13,1 West Abea

Expected Scene: The brothers return to Adelaide to advise on outcome of investigation.


Chaos Check: No change.

The brothers return to Adelaide's shop. It appears closed but they see a light on upstairs. Felix casts Message to alert
Adelaide of their return. A surprised response returns informing she is on her way.

Once inside, Henry tells Adelaide what transpired and that they freed a number of prisoners. The curse now appears
lifted and those afflicted should quickly recover. Adelaide is overcome with appreciation. She tells the brothers she
will need a couple days to collect a suitable reward for the pair as many people across the city will want to recognise
their deed.

The brothers thank her but ask that she keep their exact identity hidden where possible. Their kind of work is a lot
easier to achieve when people don't know who they are. She agrees and says where possible she will refer to them
as anonymous agents of the Harpers and gives a wink.

After some more discussion, the brothers take their leave and begin their travel back to The Merciful Boot to see
Alaric and inform him.

Danger (10%): No (26)


Discovery (10%): No (50)
Event (10%): No (61)

Brothers reach The Merciful Boot without incident. After a discussion with Alaric, Felix takes a room upstairs for the
night while Henry returns to his room at the temple of Ilmater. Felix has a room there but rarely uses it.

End of scene. Chaos Factor stays at 5.

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Intermission
The brothers spend several days recovering from their battle and discussing the details of the events with their
contacts in the temple and at the Harpers.

Some days later Adelaide makes good on her promise and presents the brothers with 1000 gold pieces and a choice
of one enchanted item each. After their experience with the shadows and wraiths, Felix asks for an enchanted bow.
Henry asks for an enchanted rapier which he gifts to Felix as he know his brother works best when he has access to
both melee and ranged attacks. In return, Felix gifts Henry his Pearl of Power. Adelaide tells them while she can't
discount her goods, she will always be happy to sell them goods or do her best to source what she doesn't have
stock.

The brothers then decide to take some downtime to train before seeking a new contract. Henry continues training
with the paladin's of Ilmater and reaches level 4 in the Paladin class. Felix practices his spy skills with the Harpers and
reaches level 4 in the Rogue class.

A week passes without incident to close out this episode.

Episode Summary
• Scene 1
o Resume travel to Tria
o Encounter a woman with an Aasimar allergy who in definite terms lets Henry know to stay away
from her
o Henry gets frustrated with Felix's laughter at the scenario.
• Scene 2
o Brothers spot a Hill Giant entering a cave within eye sight of the road to Tria
o Continue travelling towards Tria
• Scene 3
o Party reaches Tria without incident.
• Scene 4
o Brothers engaged by Adelaide Blum to investigate a supernatural infection affecting the poor
quarter of Tria
• Scene 5
o Meet Olara at the Bashed Mattress inn in the poor quarter
o Learn likely source of affliction is an abandoned tenement
• Scene 6
o Brothers enter the tenement building for a dungeon crawl.
o Defeat a wraith and their minions. Free a number of prisoners.
o Return to Olara with a captured cultist and freed prisoners.
• Scene 7
o Return to Adelaide to inform her of events.
o Adelaide advises she will need a couple days to accumulate a suitable reward.
o Brothers travel back to The Merciful Boot and talk to Alaric.
• Intermission
o Brothers report to their contacts in the temple and the Harpers
o Receive rewards from Adelaide
o Resume training in their class skills

Afterword
That was an interesting episode. The story came easily enough and I found myself easily combining Mythic with
GMA. I just need to work out how to incorporate my Morai Chaos Dice now without removing the core Mythic Fate
Check. Back to D&D mechanics I want to try switching to Gritty Realism rest variant (Short rest 8 hours, long rest a
week) to improve the pacing of the story. That's it for Episode 6. I'm looking forward to Episode 7.

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Threads
Roll Name Notes

1 Ancestry • Brothers do not know who their mother was as she


abandoned them after giving birth at the temple of
Ilmater
• No knowledge of father
• Henry is motivated to learn his parentage
• E03S01: Brothers learn from Regnault that they are
possibly Aasimar
• E03S02: Brothers attacked by Rutterkin. Discover
ritual remains afterwards indicating they were
attacked due to angelic blood.

2 Spectral • A lone swordsman has been attacking towns in the


Swordsman region
• Conflicting reports indicating attacking individuals
or ransoming
• Brothers learn from Flavia that foe fights with
sword and shield and has some magic
• Brothers defeat swordsman in E01S06
• Brothers defeat bandits masquerading as spectral
swordsman in E02S05
• Brothers hear exaggerated tales of their defeat of
the swordsman and bandits in the marketplace of
Tria.

3 Barghest attack • Brothers ambushed by Barghest with arcane trap


• No clues of where from or why
• E03S02: Brothers attacked by Rutterkin. Discover
ritual remains afterwards indicating they were
attacked due to angelic blood.

4 Lost Forge • Brothers hear rumour of a lost forge from Andry,


the innkeeper in Daburh
• Located at 8,2

5 Loviator Amulet • Brothers find an amulet to Loviator on the remains


of a revenant they defeated in E05S08 12,4.

6 Giant's Cave • Brothers spotted a hill giant entering a cave on the


road to Tria at 13, 2, West Abea.

7 Supernatural • Adelaide Blum engages the brothers to investigate


Infection an arcane illness that has sprung up in the poor
quarter of Tria- E06S04
• Olara tells the brothers she believes the source is
an abandoned tenement - E06S05

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Maps
West Abea

Roll Name Notes

1 Mapleglen Small village , West Abea - 6,6

2 Hatun Small village , West Abea - 9,7

3 Darburh Small town, West Abea - 12,7

4 Lost Forge Dungeon, West Abea - 8,2

5 Tria Capital of Maritria, West Abea - 13,1

6 Giant's Cave Lair, West Abea 13,2

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Tria

ID Name ID Name

1 Tavern, The Bashed Mattress 7 Temple, Temple of Ilmater

2 Blacksmith, Roland's Crane 8 Barracks, Town Watch Barracks

3 Alchemist, Toil and Philtres 9 Wizard's Academy, Clefia, School of Magic

4 Jeweler, The Unicorn's Jewelry 10 Castle, Royal Palace

5 Enchanter, Magic Maxim 11 Tavern, The Merciful Boot

6 General Store, The Rope and Assortments

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Rogue 4 / Wizard 2 Horusofoz
CLASS & LEVEL PLAYER NAME
Felix
Protector Aasimar Criminal / Spy (Milestone)
CHARACTER NAME RACE BACKGROUND EXPERIENCE POINTS

+0 Strength
ARMOR Max HP Current HP Temp HP
STRENGTH • +8 Dexterity
+3 Constitution +5 17 62 --
+0 • +8 Intelligence
CLASS
+2 Wisdom INITIATIVE HIT POINTS
10
+2 Charisma
Total 4d8 + 2d6
Resistances - Necrotic, SUCCESSES
Saving Throw Modifiers
DEXTERITY Radiant FAILURES

+5 DEFENSES HIT DICE DEATH SAVES

20 SAVING THROWS INSPIRATION


=== ARMOR ===
Light Armor
CONSTITUTION +5 Acrobatics DEX
PROFICIENCY BONUS
=== WEAPONS ===
+3
+3 P
+2

+8
Animal Handling WIS
Arcana INT
Crossbow, Hand, Longbow, Longsword,
Rapier, Shortsword, Simple Weapons, Whip

16 +0 Athletics STR === TOOLS ===


ABILITY SAVE DC Dice Set, Forgery Kit, Thieves' Tools
P +5 Deception CHA
+5 History INT === LANGUAGES ===
INTELLIGENCE
+2 Insight WIS Celestial, Common, Thieves’ Cant
30 ft. (Walking)
+5 +2 Intimidation CHA
P +8 Investigation INT
20 +2 Medicine WIS SPEED

+5 Nature INT PROFICIENCIES & LANGUAGES

WISDOM E +8 Perception WIS


P +5 Performance CHA === ACTIONS === once per turn you can have one attack or spell deal 6
+2 +2 Persuasion CHA
Standard Actions
Attack, Cast a Spell, Dash, Disengage, Dodge,
in additional radiant damage to one target.

Help, Hide, Ready, Search, Use an Object, === BONUS ACTIONS ===
+5 Religion INT
15 Opportunity Attack, Grapple, Shove, Improvise, Bladesong • 3 / Long Rest
P +8 Sleight of Hand DEX Two-Weapon Fighting, Interact with an Object 3 times per long rest, you can use a bonus action
to start a Bladesong, which lasts for 1 minute and
E +11 Stealth DEX Healing Hands • 1 / Long Rest grants you the following benefits:
CHARISMA Once per long rest as an action, touch a creature
+2 Survival WIS
and restore 6 hit points. You gain a +5 bonus to your AC, your walking speed
increases by 10 ft., you have advantage on Acrobatics
+2 Radiant Soul • 1 / Long Rest
[3rd] Once per long rest as an action, you can
checks, and you gain a +5 bonus to any CON saving
throw you make to maintain your concentration on a
transform, gaining glimmering eyes and two spell.
14 incorporeal wings. For 1 minute or until you end it as a
bonus action, you have a flying speed (30 ft.) and It ends early if you are incapacitated, if you don
SKILLS ACTIONS

NAME HIT DAMAGE/TYPE NOTES

18 PASSIVE WISDOM (PERCEPTION)


Longbow, +1 +9 1d8+8 Piercing Martial, Ammunition, Heavy, Range, Two-Handed, Range (150/600)

Rapier +8 1d8+5 Piercing Martial, Finesse, Booming Blade: 1d8 Thunder, 2d8 Thunder
12 PASSIVE WISDOM (INSIGHT)

Rapier, +1 +9 1d8+6 Piercing Martial, Finesse, Booming Blade: 1d8 Thunder, 2d8 Thunder

18 PASSIVE INTELLIGENCE (INVESTIGATION)


Shortbow +8 1d6+7 Piercing Simple, Ammunition, Range, Two-Handed, Range (80/320)

Darkvision 60 ft. Fire Bolt +8 2d10 Fire V/S

SENSES WEAPON ATTACKS & CANTRIPS

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Rogue 4 / Wizard 2 Horusofoz
CLASS & LEVEL PLAYER NAME
Felix
Protector Aasimar Criminal / Spy (Milestone)
CHARACTER NAME RACE BACKGROUND EXPERIENCE POINTS

=== ROGUE FEATURES ===


| 1 Bonus Action * Arcane Tradition • PHB 115
* Hit Points • PHB 95
* Roguish Archetype • PHB 96 | Bladesinging
* Proficiencies • PHB 95
| Arcane Trickster * Training in War and Song • SCAG
* Expertise • PHB 96 You gain proficiency with light armor, one type of
Your proficiency bonus is doubled for any ability check * Spellcasting • PHB 98 one-handed melee weapon of your choice, and the
you make for two chosen proficiencies. [6th] Choose You can cast known wizard spells using INT as your Performance skill if you don’t already have it..
two additional proficiencies. spellcasting modifier (Spell DC 16, Spell Attack +8).
* Bladesong • SCAG
* Sneak Attack • PHB 96 * Mage Hand Legerdemain • PHB 98 3 times per long rest, you can use a bonus action to
Once per turn, you can deal an extra 2d6 damage to When you cast mage hand, you can make the spectral start a Bladesong, which lasts for 1 minute and grants
one creature you hit with an attack with a finesse or hand invisible, stow or retrieve objects, or use thieves’ you the following benefits:
ranged weapon if you have advantage on the attack tools to pick locks and disarm traps at range. You can
roll. You don’t need advantage on the attack roll if disguise this with a Sleight of Hand check, and you You gain a +5 bonus to your AC, your walking speed
another enemy of the target is within 5 ft. of it, that can use the bonus action granted by your Cunning increases by 10 ft., you have advantage on Acrobatics
enemy isn’t incapacitated, and you don’t have Action to control the hand. checks, and you gain a +5 bonus to any CON saving
disadvantage on the attack roll. throw you make to maintain your concentration on a
* Ability Score Improvement • PHB 96 spell.
| Special
=== WIZARD FEATURES === It ends early if you are incapacitated, if you don
* Thieves’ Cant • PHB 96 medium or heavy armor or a shield, or if you use two
You have learned thieves’ cant, a secret mix of dialect, * Hit Points • PHB 113 hands to make an attack with a weapon. You can also
jargon, and code that allows you to hide messages in dismiss the Bladesong at any time you choose (no
seemingly normal conversation. It takes four times * Proficiencies • PHB 113 action required).
longer to convey such a message than it does to
speak the same idea plainly. * Spellcasting • PHB 114 | 3 / Long Rest • 1 Bonus Action
You can cast prepared wizard spells using INT as your
* Cunning Action • PHB 96 spellcasting modifier (Spell DC 16, Spell Attack +8)
You can take a bonus action on each of your turns to and wizard spells in your spellbook as rituals if they === PROTECTOR AASIMAR RACIAL TRAITS ===
take the Dash, Disengage, or Hide action. have the ritual tag. You can use an arcane focus as a
spellcasting focus. * Darkvision • VGtM
| 1 Bonus Action You can see in darkness (shades of gray) up to 60 ft.
* Arcane Recovery • PHB 115
* Steady Aim • TCoE 62 Once per day when you finish a short rest, you can * Celestial Resistance • VGtM
As a bonus action, you give yourself advantage on choose expended spell slots to recover - up to a You have resistance to necrotic damage and radiant
your next attack roll on the current turn. You can use combined level of 1, and none of the slots can be 6th damage.
this bonus action only if you haven’t moved during this level or higher.
turn, and after you use the bonus action, your speed is * Healing Hands • VGtM
0 until the end of the current turn. | 1 / Long Rest • Special Once per long rest as an action, touch a creature and

FEATURES & TRAITS

NAME QTY WEIGHT NAME QTY WEIGHT

CP 0 Studded Leather 1 13 lb. Thieves' Tools 1 1 lb.

Shortbow 1 2 lb.

SP 0 Rapier 1 2 lb.

Dagger 1 1 lb.
EP 0 Rapier, +1 1 2 lb.

Longbow, +1 1 2 lb.
GP 0 Bracers of Archery 1 --

Arrows 14 0.7 lb.


PP 0 Backpack 1 5 lb.

Crowbar 2 10 lb.
WEIGHT CARRIED

60.2 lb. Hammer 1 3 lb.

ENCUMBERED Piton 10 2.5 lb. ATTUNED MAGIC ITEMS QTY WEIGHT

150 lb. Rope, Hempen (50 feet) 1 10 lb. Bracers of Archery 1 --

PUSH/DRAG/LIFT Tinderbox 1 1 lb.

300 lb. Waterskin 1 5 lb.

EQUIPMENT

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Rogue 4 / Wizard 2 Horusofoz
CLASS & LEVEL PLAYER NAME
Felix
Protector Aasimar Criminal / Spy (Milestone)
CHARACTER NAME RACE BACKGROUND EXPERIENCE POINTS

restore 6 hit points.

| 1 / Long Rest • 1 Action

* Light Bearer • VGtM


You know the light cantrip (CHA).

* Radiant Soul • VGtM


[3rd] Once per long rest as an action, you can
transform, gaining glimmering eyes and two
incorporeal wings. For 1 minute or until you end it as a
bonus action, you have a flying speed (30 ft.) and once
per turn you can have one attack or spell deal 6 in
additional radiant damage to one target.

| 1 / Long Rest • 1 Action

ADDITIONAL FEATURES & TRAITS

NAME QTY WEIGHT NAME QTY WEIGHT

ADDITIONAL EQUIPMENT

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Medium
GENDER AGE SIZE HEIGHT WEIGHT
Felix
CHARACTER NAME ALIGNMENT FAITH SKIN EYES HAIR

PERSONALITY TRAITS

IDEALS

BONDS

FLAWS
CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

CHARACTER BACKSTORY ADDITIONAL NOTES

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INT / INT 16 / 16 +8 / +8
Rogue / Wizard
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

PREP SPELL NAME SOURCE SAVE/ATK TIME RANGE COMP DURATION PAGE REF NOTES
=== CANTRIPS === (At Will)

O Booming Blade Rogue +8 1A Self/5 ft. Sphere S,M 1 round SCAG 142 D: 1Rnd, 5 ft. Sphere, S/M

O Mage Hand Rogue -- 1A 30 ft. V,S 1 minute PHB 256 D: 1m, V/S

O Minor Illusion Rogue -- 1A 30 ft./5 ft. Cube S,M 1 minute PHB 260 D: 1m, 5 ft. Cube, S/M

O Prestidigitation Wizard -- 1A 10 ft. V,S 1 hour PHB 267 D: 1h, V/S

O Message Wizard -- 1A 120 ft. V,S,M 1 round PHB 259 D: 1Rnd, V/S/M

O Fire Bolt Wizard +8 1A 120 ft. V,S Instantaneous PHB 242 V/S

O Light Light Bearer DEX 13 1A Touch/20 ft. Sphere V,M 1 hour PHB 255 D: 1h, 20 ft. Sphere, V/M

=== 1st LEVEL === 4 Slots OOOO

O Tasha’s Hideous Laughter <C> Rogue WIS 16 1A 30 ft. V,S,M Concentration, up to 1 minute PHB 280 D: 1m, V/S/M

O Silent Image <C> Rogue -- 1A 60 ft./15 ft. Cube V,S,M Concentration, up to 10 minutes PHB 276 D: 10m, 15 ft. Cube, V/S/M

O Disguise Self Rogue -- 1A Self V,S 1 hour PHB 233 D: 1h, V/S

O Comprehend Languages [R] Wizard -- 1A + 10m Self V,S,M 1 hour PHB 224 D: 1h, V/S/M

O Detect Magic [R]<C> Wizard -- 1A Self/30 ft. Sphere V,S Concentration, up to 10 minutes PHB 231 D: 10m, 30 ft. Sphere, V/S

O Find Familiar [R] Wizard -- 1h 10 ft. V,S,M Instantaneous PHB 240 V/S/M

O Identify [R] Wizard -- 11m Touch V,S,M Instantaneous PHB 252 V/S/M

O Shield Wizard -- 1R Self V,S 1 round PHB 275 D: 1Rnd, V/S

O Magic Missile Wizard -- 1A 120 ft. V,S Instantaneous PHB 257 V/S

O Alarm [R] Wizard -- 1m 30 ft. V,S,M 8 hours PHB 211 D: 8h, V/S/M

O Burning Hands Wizard DEX 16 1A Self/15 ft. Cone V,S Instantaneous PHB 220 15 ft. Cone, V/S

SPELLS

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Paladin 4 / Warlock 2 Horusofoz
CLASS & LEVEL PLAYER NAME
Henry
Protector Aasimar Courtier (Milestone)
CHARACTER NAME RACE BACKGROUND EXPERIENCE POINTS

+1 Strength
ARMOR Max HP Current HP Temp HP
STRENGTH +5 Dexterity
+3 Constitution +5 20 74 --
+1 +2 Intelligence
CLASS
• +5 Wisdom INITIATIVE HIT POINTS
13
• +8 Charisma
Total
4d10 + 2d8
Resistances - Necrotic, SUCCESSES
Saving Throw Modifiers
DEXTERITY Radiant FAILURES

+5 DEFENSES HIT DICE DEATH SAVES

20 SAVING THROWS INSPIRATION


=== ARMOR ===
Heavy Armor, Light Armor, Medium Armor,
CONSTITUTION +5 Acrobatics DEX Shields
+3 PROFICIENCY BONUS
+3 +2

+2
Animal Handling WIS
Arcana INT
=== WEAPONS ===
Martial Weapons, Simple Weapons

16 +1 Athletics STR === LANGUAGES ===


ABILITY SAVE DC Celestial, Common, Dwarvish, Elvish
+5 Deception CHA
+2 History INT
INTELLIGENCE
P +5 Insight WIS
30 ft. (Walking)
+2 P +8 Intimidation CHA
+2 Investigation INT
14 +2 Medicine WIS SPEED

+2 Nature INT PROFICIENCIES & LANGUAGES

WISDOM +2 Perception WIS


+5 Performance CHA === ACTIONS === As an action, you can detect good and evil. Until
+2 P +8 Persuasion CHA
Standard Actions
Attack, Cast a Spell, Dash, Disengage, Dodge,
the end of your next turn, you can sense anything
affected by the hallow spell or know the location of any
Help, Hide, Ready, Search, Use an Object, celestial, fiend, undead within 60 ft. that is not behind
P +5 Religion INT
15 Opportunity Attack, Grapple, Shove, Improvise, total cover. You can use this feature 6 times per long
+5 Sleight of Hand DEX Two-Weapon Fighting, Interact with an Object rest.

+5 Stealth DEX Channel Divinity • 1 / Short Rest Healing Hands • 1 / Long Rest
CHARISMA Your oath allows you to channel divine energy to Once per long rest as an action, touch a creature
+2 Survival WIS
fuel magical effects. When you use your Channel and restore 6 hit points.

+5 Divinity, you choose which option to use. You must


then finish a short or long rest to use your Channel
Divinity again. Some Channel Divinity effects require
Lay on Hands Pool • 20 / Long Rest
You have a pool of healing power that can restore
saving throws (DC 16). 20 HP per long rest. As an action, you can touch a
20 creature to restore any number of HP remaining in the
Divine Sense • 6 / Long Rest pool, or 5 HP to either cure a disease or neutralize a
SKILLS ACTIONS

NAME HIT DAMAGE/TYPE NOTES

12 PASSIVE WISDOM (PERCEPTION)


Rapier, +1 +9 1d8+6 Piercing Martial, Finesse, Booming Blade: 1d8 Thunder, 2d8 Thunder

Eldritch Blast +8 1d10+5 Force Count: 2, V/S


15 PASSIVE WISDOM (INSIGHT)

12 PASSIVE INTELLIGENCE (INVESTIGATION)

Darkvision 60 ft.

SENSES WEAPON ATTACKS & CANTRIPS

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Paladin 4 / Warlock 2 Horusofoz
CLASS & LEVEL PLAYER NAME
Henry
Protector Aasimar Courtier (Milestone)
CHARACTER NAME RACE BACKGROUND EXPERIENCE POINTS

=== PALADIN FEATURES === hear you within 30 ft. must make a WIS saving throw
* Divine Smite • PHB 85 (DC 16). On failure, it is turned for 1 minute or until it
* Hit Points • PHB 84 When you hit with a melee weapon attack, you can takes damage.
expend one spell slot to deal 2d8 extra radiant damage
* Proficiencies • PHB 84 to the target plus 1d8 for each spell level higher than | Channel Divinity: Sacred Weapon: 1 Action
1st (max 5d8) and plus 1d8 against undead or fiends
* Divine Sense • PHB 84 (max 6d8 total). | Channel Divinity: Turn the Unholy: 1 Action
As an action, you can detect good and evil. Until the
end of your next turn, you can sense anything affected | Special * Oath Spells • PHB 86
by the hallow spell or know the location of any You gain oath spells based on your level that are
celestial, fiend, undead within 60 ft. that is not behind * Harness Divine Power • TCoE 53 always prepared and don't count against your daily
total cover. You can use this feature 6 times per long You can expend a use of your Channel Divinity to fuel number of prepared spells.
rest. your spells. As a bonus action, you touch your holy
symbol, utter a prayer, and regain one expended spell * Martial Versatility • TCoE 53
| 6 / Long Rest • 1 Action slot, which can be no higher than level 2. You regain Whenever you reach a level in this class that grants
all expended uses when you finish a long rest. the Ability Score Improvement feature, you can replace
* Lay on Hands • PHB 84 a fighting style you know with another fighting style
You have a pool of healing power that can restore 20 | 1 / Long Rest • 1 Bonus Action available to paladins. This replacement represents a
HP per long rest. As an action, you can touch a shift of focus in your martial practice.
creature to restore any number of HP remaining in the * Divine Health • PHB 85
pool, or 5 HP to either cure a disease or neutralize a You are immune to disease. * Ability Score Improvement • PHB 85
poison affecting the creature.
* Sacred Oath • PHB 85 === WARLOCK FEATURES ===
| Lay on Hands Pool: 20 / Long Rest • 1 Action
| Oath of Devotion * Additional Warlock Spells • TCoE 70
* Additional Paladin Spells • TCoE 52
Your Paladin has additional spells available to them, | Channel Divinity: 1 / Short Rest • 1 Action * Hit Points • PHB 106
as designated in Tasha's Cauldron of Everything.
* Channel Divinity • PHB 86 * Proficiencies • PHB 107
* Fighting Style • PHB 84 You gain two Channel Divinity options:
You adopt a style of fighting as your specialty. * Otherworldly Patron • PHB 107
Sacred Weapon - As an action you can imbue a You have struck a bargain with an otherworldly being.
| Defense • PHB weapon with positive energy. For 1 minute, the
While you are wearing armor, you gain a +1 bonus to weapon is considered magical, you add +5 to attack | The Hexblade
AC. rolls, it emits bright light for 20 ft. and dim light for 20 ft
beyond that. You can end the effect as part of any * Pact Magic • PHB 107
* Spellcasting • PHB 84 other action, if you are no longer holding the weapon, You can cast known warlock spells using CHA as your
You can cast prepared paladin spells using CHA as or if you fall unconscious. spellcasting modifier (Spell DC 16, Spell Attack +8).
your spellcasting modifier (Spell DC 16, Spell Attack You can use an arcane focus as a spellcasting focus.
+8). You can use a holy symbol as a spellcasting Turn the Unholy - As an action, you can censure fiends
focus. and undead. Each fiend or undead that can see or * Expanded Spell List • XGtE 55

FEATURES & TRAITS

NAME QTY WEIGHT NAME QTY WEIGHT

CP 0 Studded Leather 1 13 lb.

Shield 1 6 lb.

SP 0 Rapier, +1 1 2 lb.

Backpack 1 5 lb.
EP 0 Rations (1 day) 18 36 lb.

Bedroll 1 7 lb.
GP 535 Clothes, Costume 2 8 lb.

Amulet 1 1 lb.
PP 0
WEIGHT CARRIED

78 lb.
ENCUMBERED ATTUNED MAGIC ITEMS QTY WEIGHT

195 lb.
PUSH/DRAG/LIFT

390 lb.

EQUIPMENT

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Paladin 4 / Warlock 2 Horusofoz
CLASS & LEVEL PLAYER NAME
Henry
Protector Aasimar Courtier (Milestone)
CHARACTER NAME RACE BACKGROUND EXPERIENCE POINTS

Additional spells are added to the warlock spell list for * Darkvision • VGtM
you. You can see in darkness (shades of gray) up to 60 ft.

* Hexblade’s Curse • XGtE 55 * Celestial Resistance • VGtM


Once per short rest, as a bonus action, choose one You have resistance to necrotic damage and radiant
creature you can see within 30 ft. to curse it for 1 damage.
minute (or until the target dies, you die, or you are
incapacitated). Against the cursed target, you gain a * Healing Hands • VGtM
+3 bonus to damage rolls, score a critical hit on a roll Once per long rest as an action, touch a creature and
of 19 or 20, and you regain 7 HP if it dies. restore 6 hit points.

| 1 / Short Rest • 1 Bonus Action | 1 / Long Rest • 1 Action

* Hex Warrior • XGtE 55 * Light Bearer • VGtM


You gain proficiency with medium armor, shields, and You know the light cantrip (CHA).
martial weapons. Whenever you finish a long rest, you
can touch one weapon that you are proficient with and * Radiant Soul • VGtM
that lacks the two-handed property. With that weapon, [3rd] Once per long rest as an action, you can
you can use your CHA modifier for the attack and transform, gaining glimmering eyes and two
damage rolls until you finish your next long rest. You incorporeal wings. For 1 minute or until you end it as a
can also use your CHA modifier for the attack and bonus action, you have a flying speed (30 ft.) and once
damage rolls for any of your pact weapons if you have per turn you can have one attack or spell deal 6 in
that feature. additional radiant damage to one target.

| Special | 1 / Long Rest • 1 Action

* Eldritch Invocations • PHB 107


You learn fragments of forbidden knowledge that
imbue you with an abiding magical ability.

| Agonizing Blast • PHB 110


When you cast eldritch blast, add +5 to the damage it
deals on a hit.

| Mask of Many Faces • PHB 111


You can cast disguise self at will, without expending a
spell slot.

=== PROTECTOR AASIMAR RACIAL TRAITS ===

ADDITIONAL FEATURES & TRAITS

NAME QTY WEIGHT NAME QTY WEIGHT

ADDITIONAL EQUIPMENT

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Medium
GENDER AGE SIZE HEIGHT WEIGHT
Henry
CHARACTER NAME ALIGNMENT FAITH SKIN EYES HAIR

PERSONALITY TRAITS

IDEALS

BONDS

FLAWS
CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

CHARACTER BACKSTORY ADDITIONAL NOTES

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CHA / CHA 16 / 16 +8 / +8
Paladin / Warlock
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

PREP SPELL NAME SOURCE SAVE/ATK TIME RANGE COMP DURATION PAGE REF NOTES
=== CANTRIPS === (At Will)

O Eldritch Blast Warlock +8 1A 120 ft. V,S Instantaneous PHB 237 Count: 2, V/S

O Booming Blade Warlock +8 1A Self/5 ft. Sphere S,M 1 round SCAG 142 D: 1Rnd, 5 ft. Sphere, S/M

O Light Light Bearer DEX 16 1A Touch/20 ft. Sphere V,M 1 hour PHB 255 D: 1h, 20 ft. Sphere, V/M

=== 1st LEVEL === 3 Slots OOO | 2 Pact OO

O Cure Wounds Paladin -- 1A Touch V,S Instantaneous PHB 230 V/S

O Shield of Faith <C> Paladin -- 1BA 60 ft. V,S,M Concentration, up to 10 minutes PHB 275 D: 10m, V/S/M

O Bless <C> Paladin -- 1A 30 ft. V,S,M Concentration, up to 1 minute PHB 219 D: 1m, V/S/M

O Detect Poison and Disease <C> Paladin -- 1A Self/30 ft. Sphere V,S,M Concentration, up to 10 minutes PHB 231 D: 10m, 30 ft. Sphere, V/S/M

O Command Paladin WIS 16 1A 60 ft. V 1 round PHB 223 D: 1Rnd, V

O Purify Food and Drink Paladin -- 1A 10 ft./5 ft. Sphere V,S Instantaneous PHB 270 5 ft. Sphere, V/S

O Ceremony Paladin -- 1h Touch V,S,M Instantaneous XGtE 151 V/S/M

P Protection from Evil and Good <C> Paladin (Always Prepared) -- 1A Touch V,S,M Concentration, up to 10 minutes PHB 270 D: 10m, V/S/M

P Sanctuary Paladin (Always Prepared) WIS 16 1BA 30 ft. V,S,M 1 minute PHB 272 D: 1m, V/S/M

O Detect Evil and Good <C> Paladin -- 1A Self/30 ft. Sphere V,S Concentration, up to 10 minutes PHB 231 D: 10m, 30 ft. Sphere, V/S

O Detect Magic <C> Paladin -- 1A Self/30 ft. Sphere V,S Concentration, up to 10 minutes PHB 231 D: 10m, 30 ft. Sphere, V/S

O Divine Favor <C> Paladin -- 1BA Self V,S Concentration, up to 1 minute PHB 234 D: 1m, V/S

O Heroism <C> Paladin -- 1A Touch V,S Concentration, up to 1 minute PHB 250 D: 1m, V/S

O Compelled Duel <C> Paladin WIS 16 1BA 30 ft. V Concentration, up to 1 minute PHB 224 D: 1m, V

O Searing Smite <C> Paladin CON 16 1BA Self V Concentration, up to 1 minute PHB 274 D: 1m, V

O Thunderous Smite <C> Paladin STR 16 1BA Self V Concentration, up to 1 minute PHB 282 D: 1m, V

O Wrathful Smite <C> Paladin WIS 16 1BA Self V Concentration, up to 1 minute PHB 289 D: 1m, V

O Shield Warlock -- 1R Self V,S 1 round PHB 275 D: 1Rnd, V/S

O Arms of Hadar Warlock STR 16 1A Self/10 ft. Sphere V,S Instantaneous PHB 215 10 ft. Sphere, V/S

O Expeditious Retreat <C> Warlock -- 1BA Self V,S Concentration, up to 10 minutes PHB 238 D: 10m, V/S

O Disguise Self Eldritch Invocations -- 1A Self V,S 1 hour PHB 233 D: 1h, V/S

SPELLS

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