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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.
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.
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
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
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.
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.
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.
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.
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.
Travel Checks
Danger (25%): No (51)
Discovery (10%): No (54)
Event (20%): No (60)
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.
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.
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.
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.
Expected Scene: Brothers arrive at The Bashed Mattress and collect clues for the source of the infection.
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
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.
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.
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.
Area 1
Start area is a 20 x 30 feet rectangle Audience chamber for receiving visitors, has been used as a
campsite
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.
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.
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.
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
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.
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.
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.
Beyond the door is a 30 x 30 feet square storage room, ceiling is partially collapsed with rubble
strewn across the room.
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.
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.
Scene 7
Date Thursday 09/02/303
Time 8:00 PM
Weather Clear
Location Tria, 13,1 West Abea
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.
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.
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.
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.
ID Name ID Name
+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
+8
Animal Handling WIS
Arcana INT
Crossbow, Hand, Longbow, Longsword,
Rapier, Shortsword, Simple Weapons, Whip
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
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
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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
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 --
Crowbar 2 10 lb.
WEIGHT CARRIED
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
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
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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 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
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 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
+2
Animal Handling WIS
Arcana INT
=== WEAPONS ===
Martial Weapons, Simple Weapons
+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.
Darkvision 60 ft.
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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
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.
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
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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
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 Purify Food and Drink Paladin -- 1A 10 ft./5 ft. Sphere V,S Instantaneous PHB 270 5 ft. Sphere, V/S
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 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
TM & © 2018 Wizards of the Coast LLC. ©2018 D&D Beyond | All Rights Reserved. Permission is granted to photo copy this document for personal use.