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1 Rogue / 9 Warlock Awakened Aoibhe

CLASS & LEVEL BACKGROUND PLAYER NAME


Eko
Awakened Cat Chaotic Neutral
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION
STRENGTH The common folk love me for my kindness and
15 +3 40/30 generosity.

-1 +5 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED
I connect everything that happens to me to a
grand cosmic plan.

9 PERSONALITY TRAITS

Hit Point Maximum 54


-1
Strength Change. Life is like the seasons, in constant change, and
DEXTERITY
54/54
we must change with it. (Chaotic)

+8
Dexterity Freedom. The sea is freedom--the freedom to go anywhere

+3 0
Constitution
CURRENT HIT POINTS
and do anything. (Chaotic)

IDEALS
● +7
Intelligence
16 ● +6
Wisdom
I've been searching my whole life for the
● +7
Charisma answer to a certain question.
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS
0

+8
Acrobatics (Dex) Total SUCCESSES I can't help but pocket loose coins and other
10 trinkets I come across.
+6
Animal Handling (Wis) FAILURES

+7
Arcana (Int) HIT DICE DEATH SAVES FLAWS
INTELLIGENCE ●
+4
Athletics (Str)

+2 +7
Deception (Cha)
NAME ATK BONUS DAMAGE/TYPE

+7
History (Int) Creature of Magic: An awaken cat is a
Claw +1 1d2 being created and sustained in part by
15 +6
Insight (Wis)
magic. Any effect that suppresses magic
+7
Intimidation (Cha) Bite +1 1d4 returns them to their former state and
WISDOM +7
Investigation (Int) temporarily strips away their conscious
thought. Should they leave the area of
+6
Medicine (Wis)
+1 ●
+12
Nature (Int)
effect or its duration expires, they awaken
with no memory of the time while under
+6
Perception (Wis) the magic's influence. An awakened cat
12
radiates transmutation magic.
+7
Performance (Cha)
Darkvision: Cats have darkvision to a
CHARISMA +7
Persuasion (Cha) range of 60ft.
+7
Religion (Int) Alert: Cats have an exceptional sense of
+2 ●
+13
Sleight of Hand (Dex)
hearing and smell, rolling with advantage
on all Perception checks while employing

+8
Stealth (Dex) either. They cannot be surprised and roll
15 with advantage to wake up.
+6
Survival (Wis)
Feline Grace: Cats are uncannily agile
SKILLS ATTACKS & SPELLCASTING creatures. They proficient in Acrobatics
and roll with advantage for checks that
require balance.
13 PASSIVE WISDOM (PERCEPTION)
Nine Lives: An awakened cat can roll a
CP Studded Leather Dexterity check to avoid falling damage,
Armor with the DC being 1 for every 5ft. traveled.
SP If the awakened cat is a monk, the cat rolls
Languages: Chult and against distance traveled beyond their
Common, Thieves’ Cant EP
Slow Fall maximum.
Pounce: An awakened cat does not
require a 10ft. running start to leap their
GP
maximum distance.
Languages: An awakened cat can speak
and understand one language that their
PP creator could also speak and understand.
They cannot read or write, but can learn to
do so by taking the Linguist feat.

OTHER PROFICIENCIES & LANGUAGES EQUIPMENT FEATURES & TRAITS

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2 10 in. 7 lbs.
AGE HEIGHT WEIGHT

Green Calico
CHARACTER NAME EYES SKIN HAIR

Rogue Features
-Expertise – double proficiency bonus on 2 skills
NAME
--Nature
--Sleight of Hand
At 6th level, choose two more of your proficiencies (in
skills or with thieves’ tools)

Sneak Attack
Once per turn, you can deal an extra 1d6 damage to one
creature you hit with an attack if you have advantage on the
attack roll. The attack must use a finesse or a ranged
weapon. If another party member is within 5 feet of your
target you don’t need to have advantage on the attack roll.
The amount of the extra damage increases as you gain levels
in this class, as shown in the Sneak Attack column of the
Rogue table.

Thieves’ Cant
A secret mix of dialect, jargon, and code that allows you to
hide messages in seemingly normal conversation. Only
another creature that knows thieves’ cant understands such
messages. It takes four times longer to convey such a
message than it does to speak the same idea plainly. In
addition, you understand a set of secret signs and symbols SYMBOL
used to convey short, simple messages, such as whether an
area is dangerous or the territory of a thieves’ guild, whether
loot is nearby, or whether the people in an area are easy
marks or will provide a safe house for thieves on the run.

CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

Warlock Features

Otherworldly Patron PHB, pg. 107


You have struck a bargain with an otherworldly being.
-The Fiend Pact Magic PHB, pg. 107
You can cast known warlock spells using CHA as your spellcasting modifier (Spell DC 15, Spell Attack +7). You can use an arcane focus as a spellcasting
focus.
-Expanded Spell List PHB, pg. 109
-Dark One’s Blessing PHB, pg. 109
When you reduce a hostile creature to 0 HP, you gain 12 temp HP.
-Eldritch Invocations PHB, pg. 107
You learn fragments of forbidden knowledge that imbue you with an abiding magical ability.
-Devil’s Sight PHB110
You can see normally in darkness, both magical and nonmagical, to a distance of 120 ft.
-Eldritch Spear PHB111
When you cast eldritch blast, its range is 300 ft.
-Sign of Ill Omen PHB111
Once per long rest, you can cast bestow curse using a warlock spell slot.
-Beast SpeechPHB110
You can cast speak with animals at will, without expending a spell slot.
-Whispers of the GravePHB111
You can cast speak with dead at will, without expending a spell slot.
-Pact Boon PHB, pg. 107
Your otherworldly patron bestows a gift upon you for your loyal service.
--Pact of the Tome
Your patron gives you a grimoire called a Book of Shadows that grants you additional cantrips that don't count against your number of cantrips known. If
you lose the book, you can perform a 1-hour ceremony to receive a replacement during a short or long rest.
---Acid Splash(Cantrip)
---Magic Stone(Cantrip)
---Thunderclap(Cantrip)
-Dark One’s Own Luck PHB, pg. 109
Once per short rest, when you make an ability check or a saving throw, you can use this feature to add a d10 to your roll. You can do so after seeing the
roll but before the effects occur.

ADDITIONAL FEATURES & TRAITS

CHARACTER BACKSTORY TREASURE

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Warlock +3 15 +7
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 6
Acid Splash Speak with Dead

Chill Touch Gaseous Form

Eldritch Blast Summon Shadow Spirit

Magic Stone
Minor Illusion
Thunderclap

SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED

1 7
EPAR
SPELL NAME
ED
PR

Speak with Animals

Hellish Rebuke
4
Unseen Servant

Fire Shield
SPELLS KNOWN

Wall of Fire

2
Enthrall

Shatter

5 2
Bestow Curse
9
Hallow

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Acid Splash rolls against you until the has a range of 60 feet. If illusion, because things
end of your next turn. someone else attacks can pass through it.
Cantrip with the pebble, that
CAST This spell's damage attacker adds your If a creature uses its
At Will increases by 1d8 when spellcasting ability action to examine the
2d6 Damage you reach 5th level modifier, not the sound or image, the
Casting Time: (2d8), 11th level (3d8), attacker’s, to the attack creature can determine
1 action and 17th level (4d8). roll. On a hit, the target that it is an illusion with a
Range/Area: takes bludgeoning successful Intelligence
60ft. Eldritch Blast damage equal to 1d6 + (Investigation) check
Components: your spellcasting ability against your spell save
V, S EvocationCantrip modifier. Hit or miss, the DC. If a creature
Duration: CAST spell then ends on the discerns the illusion for
Instantaneous At Will stone. what it is, the illusion
Attack/Save: 1d10 Damage becomes faint to the
DEX 15 Total Beams: 2 If you cast this spell creature.
Source: Casting Time: again, the spell ends
PHB, pg. 211 1 action early on any pebbles still Thunderclap
You hurl a bubble of Range/Area: affected by it.
acid. Choose one or two 300ft. EvocationCantrip
creatures you can see Components: Minor Illusion CAST
within range. If you V, S At Will
choose two, they must Duration: IllusionCantrip 2d6 Damage
be within 5 feet of each Instantaneous CAST Casting Time:
other. A target must Source: At Will 1 action
succeed on a Dexterity PHB, pg. 237 Casting Time: Range/Area:
saving throw or take 1d6 A beam of crackling 1 action 5ft.
acid damage. energy streaks toward a Range/Area: Components:
creature within range. 30ft./5ft. S
This spell’s damage Make a ranged spell Components: Duration:
increases by 1d6 when attack against the target. S, M(a bit of fleece) Instantaneous
you reach 5th level On a hit, the target takes Duration: Attack/Save:
(2d6), 11th level (3d6), 1d10 force damage. 1 minute CON 15
and 17th level (4d6). Source: Source:
The spell creates more PHB, pg. 260 EE, pg. 168
Chill Touch than one beam when you You create a sound or an You create a burst of
reach higher levels: two image of an object within thunderous sound that
NecromancyCantrip beams at 5th level, three range that lasts for the can be heard up to 100
CAST beams at 11th level, and duration. The illusion feet away. Each creature
At Will four beams at 17th level. also ends if you dismiss within range, other than
2d8 Damage You can direct the it as an action or cast you, must succeed on a
Casting Time: beams at the same this spell again. Constitution saving throw
1 action target or at different or take 1d6 thunder
Range/Area: ones. Make a separate If you create a sound, its damage.
120ft. attack roll for each beam. volume can range from a
Components: whisper to a scream. It
V, S The spell’s damage
Magic Stone can be your voice, increases by 1d6 when
Duration: someone else's voice, a
1 round you reach 5th level
TransmutationCantrip lion's roar, a beating of
Source: (2d6), 11th level (3d6),
CAST drums, or any other
PHB, pg. 221 and 17th level (4d6).
At Will sound you choose. The
You create a ghostly, 1d6+3 Damage sound continues
skeletal hand in the Casting Time: unabated throughout the Speak with Animals
space of a creature 1 bonus action duration, or you can
within range. Make a Range/Area: make discrete sounds at 1st LevelDivination
ranged spell attack Touch different times before the CAST
against the creature to Components: spell ends. At Will
assail it with the chill of V, S LEVEL1st
the grave. On a hit, the Duration: Casting Time:
target takes 1d8 necrotic If you create an image of
1 minute an object--such as a 1 action
damage, and it can't Source: Range/Area:
regain hit points until the chair, muddy footprints,
EE, pg. 160 or a small chest--it must Self
start of your next turn. You touch one to three Components:
Until then, the hand be no larger than a 5-foot
pebbles and imbue them cube. The image can't V, S
clings to the target. with magic. You or Duration:
create sound, light,
someone else can make smell, or any other 10 minutes
If you hit an undead a ranged spell attack sensory effect. Physical Source:
target, it also has with one of the pebbles interaction with the PHB, pg. 277
disadvantage on attack by throwing it or hurling it image reveals it to be an You gain the ability to
with a sling. If thrown, it comprehend and verbally
communicate with beasts it died, and can't say on such a curse's the duration of the spell.
for the duration. The speculate about future effect. The messenger can also
knowledge and events. shape the environment
awareness of many At Higher Levels. If you of the dream, creating
beasts is limited by their Bestow Curse cast this spell using a landscapes, objects, and
intelligence, but at spell slot of 4th level or other images. The
minimum, beasts can 3rd LevelNecromancy higher, the duration is messenger can emerge
give you information CAST concentration, up to 10 from the trance at any
about nearby locations PACT SLOT, USE 2 minutes. If you use a time, ending the effect of
and monsters, including LEVEL5th spell slot of 5th level or the spell early. The
whatever they can Once per Long Rest higher, the duration is 8 target recalls the dream
perceive or have Extended Duration: 8 hours. If you use a spell perfectly upon waking. If
perceived within the past hours, no concentration slot of 7th level or higher, the target is awake when
day. You might be able needed the duration is 24 hours. you cast the spell, the
to persuade a beast to Casting Time: If you use a 9th level messenger knows it, and
perform a small favor for 1 action spell slot, the spell lasts can either end the trance
you, at the GM's Range/Area: until it is dispelled. Using (and the spell) or wait for
discretion. Touch a spell slot of 5th level or the target to fall asleep,
Components: higher grants a duration at which point the
Speak with Dead V, S that doesn't require messenger appears in
Duration: concentration. the target's dreams.
3rd LevelNecromancy Concentration, up to 1
CAST minute Dream You can make the
At Will Attack/Save: messenger appear
LEVEL3rd WIS 15 5th LevelIllusion monstrous and terrifying
Casting Time: Source: CAST to the target. If you do,
1 action PHB, pg. 218 PACT SLOT 2 the messenger can
Range/Area: You touch a creature, deliver a message of no
10ft. LEVEL5th
and that creature must Casting Time: more than ten words and
Components: succeed on a Wisdom then the target must
V, S, M(burning incense) 1 minute
saving throw or become Range/Area: make a Wisdom saving
Duration: cursed for the duration of throw. On a failed save,
10 minutes Self
the spell. When you cast Components: echoes of the
Source: this spell, choose the phantasmal monstrosity
PHB, pg. 277 V, S, M(a handful of
nature of the curse from sand, a dab of ink, and a spawn a nightmare that
You grant the semblance the following options: lasts the duration of the
of life and intelligence to writing quill plucked from
a sleeping bird) target's sleep and
a corpse of your choice prevents the target from
Duration:
within range, allowing it  Choose one ability score. 8 hours gaining any benefit from
to answer the questions While cursed, the target that rest. In addition,
you pose. The corpse Attack/Save:
has disadvantage on WIS 15 when the target wakes
must still have a mouth ability checks and saving up, it takes 3d6 psychic
and can't be undead. Source:
throws made with that PHB, pg. 236 damage.
The spell fails if the ability score.
corpse was the target of This spell shapes a
this spell within the last
 While cursed, the target creature's dreams. If you have a body part,
has disadvantage on Choose a creature lock of hair, clipping from
10 days.
attack rolls against you. known to you as the a nail, or similar portion
Until the spell ends, you
 While cursed, the target target of this spell. The of the target's body, the
must make a Wisdom target must be on the target makes its saving
can ask the corpse up to same plane of existence throw with disadvantage.
saving throw at the start
five questions. The as you. Creatures that
of each of its turns. If it
corpse knows only what don't sleep, such as Enthrall
fails, it wastes its action
it knew in life, including elves, can't be contacted
that turn doing nothing.
the languages it knew. by this spell. You, or a 2nd LevelEnchantment
Answers are usually  While the target is CAST
cursed, your attacks and willing creature you
brief, cryptic, or touch, enters a trance PACT SLOT 2
repetitive, and the corpse spells deal an extra 1d8
necrotic damage to the state, acting as a LEVEL5th
is under no compulsion messenger. While in the
to offer a truthful answer target. Casting Time:
trance, the messenger is 1 action
if you are hostile to it or it aware of his or her
recognizes you as an Range/Area:
surroundings, but can't 60ft.
enemy. This spell A remove curse spell take actions or move.
doesn't return the Components:
ends this effect. At the V, S
creature's soul to its DM's option, you may
body, only its animating If the target is asleep, the Duration:
choose an alternative messenger appears in 1 minute
spirit. Thus, the corpse curse effect, but it should
can't learn new the target's dreams and Attack/Save:
be no more powerful can converse with the WIS 15
information, doesn't than those described
comprehend anything target as long as it Source:
above. The DM has final remains asleep, through PHB, pg. 238
that has happened since
You weave a distracting In addition, whenever a with. The target can't sort, such as orcs or
string of words, causing creature within 5 feet of attack or cast spells. trolls. When a creature
creatures of your choice you hits you with a melee that would be affected
that you can see within attack, the shield erupts Hallow enters the spell's area for
range and that can hear with flame. The attacker the first time on a turn or
you to make a Wisdom takes 2d8 fire damage 5th LevelEvocation starts its turn there, it can
saving throw. Any from a warm shield, or CAST make a Charisma saving
creature that can't be 2d8 cold damage from a PACT SLOT 2 throw. On a success, the
charmed succeeds on cold shield. LEVEL5th creature ignores the
this saving throw Casting Time: extra effect until it leaves
automatically, and if you Gaseous Form 24 hours the area.
or your companions are Range/Area:
fighting a creature, it has 3rd LevelTransmutation Touch/60ft. Courage. Affected
advantage on the save. CAST Components: creatures can't be
On a failed save, the PACT SLOT 2 V, S, M(herbs, oils, and frightened while in the
target has disadvantage LEVEL5th incense worth at least area.
on Wisdom (Perception) Casting Time: 1,000 gp, which the spell
checks made to perceive 1 action consumes) Darkness. Darkness fills
any creature other than Range/Area: Duration: the area. Normal light, as
you until the spell ends Touch Until dispelled well as magical light
or until the target can no Components: Attack/Save: created by spells of a
longer hear you. The V, S, M(a bit of gauze CHA 15 lower level than the slot
spell ends if you are and a wisp of smoke) Source: you used to cast this
incapacitated or can no Duration: PHB, pg. 249 spell, can't illuminate the
longer speak. Concentration, up to 1 You touch a point and area.
hour infuse an area around it
Fire Shield Source: with holy (or unholy)
Daylight. Bright light fills
PHB, pg. 244 power. The area can
4th LevelEvocation the area. Magical
You transform a willing have a radius up to 60
CAST darkness created by
creature you touch, feet, and the spell fails if
PACT SLOT 2 spells of a lower level
along with everything it's the radius includes an
than the slot you used to
LEVEL5th wearing and carrying, area already under the
cast this spell can't
2d8 Damage(Warm into a misty cloud for the effect a hallow spell.
extinguish the light.
Shield - Reactive duration. The spell ends The affected area is
Damage: within 5 feet, if the creature drops to 0 subject to the following
melee attack) hit points. An incorporeal effects. Energy
2d8 Damage(Chill Shield creature isn't affected. Protection. Affected
- Reactive Damage: creatures in the area
First, celestials,
within 5 feet, melee have resistance to one
While in this form, the elementals, fey, fiends,
attack) damage type of your
target's only method of and undead can't enter
Casting Time: choice, except for
movement is a flying the area, nor can such
1 action bludgeoning, piercing, or
speed of 10 feet. The creatures charm,
Range/Area: slashing.
target can enter and frighten, or possess
Self occupy the space of creatures within it. Any
Components: another creature. The creature charmed, Energy
V, S, M(a bit of target has resistance to frightened, or possessed Vulnerability. Affected
phosphorus or a firefly) nonmagical damage, and by such a creature is no creatures in the area
Duration: it has advantage on longer charmed, have vulnerability to one
10 minutes Strength, Dexterity, and frightened, or possessed damage type of your
Source: Constitution saving upon entering the area. choice, except for
PHB, pg. 242 throws. The target can You can exclude one or bludgeoning, piercing, or
Thin and wispy flames pass through small more of those types of slashing.
wreathe your body for holes, narrow openings, creatures from this
the duration, shedding and even mere cracks, effect. Everlasting Rest. Dead
bright light in a 10-foot though it treats liquids as bodies interred in the
radius and dim light for though they were solid area can't be turned into
Second, you can bind an
an additional 10 feet. surfaces. The target undead.
extra effect to the area.
You can end the spell can't fall and remains Choose the effect from
early by using an action hovering in the air even Extradimensional
the following list, or
to dismiss it. when stunned or Interference. Affected
choose an effect offered
otherwise incapacitated. by the GM. Some of creatures can't move or
The flames provide you these effects apply to travel using teleportation
with a warm shield or a While in the form of a creatures in the area; or by extradimensional or
chill shield, as you misty cloud, the target you can designate interplanar means.
choose. The warm shield can't talk or manipulate whether the effect
grants you resistance to objects, and any objects applies to all creatures, Fear. Affected creatures
cold damage, and the it was carrying or holding creatures that follow a are frightened while in
chill shield grants you can't be dropped, used, specific deity or leader, the area.
resistance to fire or otherwise interacted or creatures of a specific
damage.
Silence. No sound can Instantaneous to 0 hit points, the spell damage, or half as much
emanate from within the Attack/Save: ends. damage on a successful
area, and no sound can CON 15 save.
reach into it. Source: Once on each of your
PHB, pg. 275 turns as a bonus action, One side of the wall,
Tongues. Affected A sudden loud ringing you can mentally selected by you when
creatures can noise, painfully intense, command the servant to you cast this spell, deals
communicate with any erupts from a point of move up to 15 feet and 5d8 fire damage to each
other creature in the your choice within range. interact with an object. creature that ends its
area, even if they don't Each creature in a 10- The servant can perform turn within 10 feet of that
share a common foot-radius sphere simple tasks that a side or inside the wall. A
language. centered on that point human servant could do, creature takes the same
must make a such as fetching things, damage when it enters
Hellish Rebuke Constitution saving cleaning, mending, the wall for the first time
throw. A creature takes folding clothes, lighting on a turn or ends its turn
1st LevelEvocation 3d8 thunder damage on fires, serving food, and there. The other side of
CAST a failed save, or half as pouring wine. Once you the wall deals no
PACT SLOT 2 much damage on a give the command, the damage.
LEVEL5th successful one. A servant performs the
6d10 Damage creature made of task to the best of its At Higher Levels. When
Casting Time: inorganic material such ability until it completes you cast this spell using
1 reaction, which you as stone, crystal, or the task, then waits for a spell slot of 5th level or
take in response to being metal has disadvantage your next command. higher, the damage
damaged by a creature on this saving throw.
increases by 1d8 for
within 60 feet of you that If you command the each slot level above
you can see A nonmagical object that servant to perform a task 4th.
Range/Area: isn't being worn or that would move it more
60ft. carried also takes the than 60 feet away from Summon Shadow Spirit
Components: damage if it's in the you, the spell ends. (UA)
V, S spell's area.
Duration: Wall of Fire 3rd LevelConjuration
Instantaneous At Higher Levels. When CAST
Attack/Save: you cast this spell using 4th LevelEvocation PACT SLOT 2
DEX 15 a spell slot of 3rd level or CAST LEVEL5th
Source: higher, the damage PACT SLOT 2 Special: When you cast
PHB, pg. 250 increases by 1d8 for LEVEL5th this spell using a spell
You point your finger, each slot level above 6d8 Damage slot of 4th level or higher,
and the creature that 2nd. Casting Time: the creature assumes
damaged you is 1 action the higher level for that
momentarily surrounded Unseen Servant Range/Area: casting wherever it uses
by hellish flames. The 120ft. the spell’s level in its stat
creature must make a 1st LevelConjuration Components: block.
Dexterity saving throw. It CAST V, S, M(a small piece of Casting Time:
takes 2d10 fire damage PACT SLOT 2 phosphorus) 1 action
on a failed save, or half LEVEL5th Duration: Range/Area:
as much damage on a Casting Time: Concentration, up to 1 90ft.
successful one. 1 action minute Components:
Range/Area: Attack/Save: V, S, M(tears inside a
At Higher Levels. When 60ft. DEX 15 crystal vial worth at least
you cast this spell using Components: Source: 300 gp)
a spell slot of 2nd level V, S, M(a bit of string PHB, pg. 285 Duration:
or higher, the damage and of wood) You create a wall of fire Concentration, up to 1
increases by 1d10 for Duration: on a solid surface within hour
each slot level above 1st. 1 hour range. You can make the Source:
Source: wall up to 60 feet long, UA
Shatter PHB, pg. 284 20 feet high, and 1 foot You call forth a shadowy
This spell creates an thick, or a ringed wall up spirit from the
2nd LevelEvocation invisible, mindless, to 20 feet in diameter, 20 Shadowfell. The spirit
CAST shapeless, Medium force feet high, and 1 foot manifests physically in
PACT SLOT 2 that performs simple thick. The wall is opaque an unoccupied space
LEVEL5th tasks at your command and lasts for the that you can see within
6d8 Damage until the spell ends. The duration. range. This corporeal
Casting Time: servant springs into form uses the Shadow
1 action existence in an When the wall appears, Spirit stat block below.
Range/Area: unoccupied space on the each creature within its When you cast the spell,
60ft./10ft. ground within range. It area must make a choose an emotion:
Components: has AC 10, 1 hit point, Dexterity saving throw. Fury, Despair, or Fear.
V, S, M(a chip of mica) and a Strength of 2, and On a failed save, a The creature physically
Duration: it can't attack. If it drops creature takes 5d8 fire resembles a misshapen
humanoid marked by the Damage
chosen emotion, which Immunities necrotic
also determines some of
the traits in its stat
Condition
block.The creature
Immunities frightened
disappears when it drops
to 0 hit points or when
the spell ends. Senses darkvision 120
ft., passive Perception 10
The creature is friendly
to you and your Languages Common,
companions for the understands the
spell’s duration. In languages you speak
combat, the creature
shares your initiative
count, but it takes its turn Bloodthirsty Frenzy
immediately after yours. (Fury Only). The spirit
It obeys verbal has advantage on attack
commands that you rolls against frightened
issue to it (no action creatures.
required by you). If you
don’t issue any, it Shadow Stealth (Fear
defends itself but Only). While in dim light
otherwise takes no or darkness, the spirit
action. can take the Hide action
as a bonus action.
At Higher Levels. When
you cast this spell using
a spell slot of 4th level or Weight of Ages
higher, the creature (Despair Only). Any
assumes the higher level beast or humanoid, other
for that casting wherever than you, that starts its
it uses the spell’s level in turn within 5 feet of the
its stat block. spirit has its speed
reduced by 20 feet until
the start of that beast or
SHADOW SPIRIT
humanoid’s next turn.

Medium monstrosity,
Actions
neutral evil
Multiattack. The spirit
Armor Class 11 + the makes a number of
level of the spell (natural attacks equal to half this
armor) spell’s level (rounded
down).
Hit Points equal the
shadow's Constitution Chilling Rend. Melee
modifier + your Weapon Attack: +3 + the
spellcasting ability spell’s level to hit, reach
modifier + ten times the 5 ft., one target. Hit: 2d8
spell's level + 3 + the spell’s level
cold damage.
Speed 40 ft.
Dreadful Scream
STR (1/Day). The spirit
13 (+1) screams. Each creature
DEX within 30 feet of it must
16(+3) succeed on a Wisdom
CON saving throw against
15 (+2) your spell save DC or be
INT frightened of the spirit for
4(−4) 1 minute. The frightened
WIS creature can repeat the
10 (+0) saving throw at the end
CHA of each of its turns,
16 (+3) ending the effect on itself
on a success.

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