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Silver Dragonborn Haunted One

Chrome Chaotic Neutral None


2 Circle of Elements

+2 15
13 +1 30ft
13
14
+0

+0
+0

Action. Awaken any weapon, transforming it into a primordial


weapon. You are always proficient with your primordial weapon.
+2 You can add your Wisdom modifier, replacing Strength or Dexterity,

+2
+2
+2
2 to its attack and damage rolls. You can use this weapon as your
spellcasting focus. It counts as magical for the purpose of
overcoming non-magic damage resistances and immunities.
+2

14
Scimitar +4 1d6+2 Slash You can attack twice, rather than once,
+1
whenever you take the Attack action on
+1
Light Crossbow +4 1d8+2 Pierce
your turn.
Primal Savagery +5 1d10 Acid
12
◆ +2

+0 2
+0


+0
+2
+5 13 1/4
10 +0
+0

◆ +5 G. Lizard Rat When you use your action to cast a spell

+3
+5

+3
G. Wolf Spider or use a spell's effects, you can make
+3 G. Fire Beetle one weapon attack as a bonus action.
16 ●


+5
+5

+3

+3
+3
+3
+3
Ice Knife 60ft/5ft 1 Action Dex
16 +3

1d10 Pierce, hit or miss 2d6 Cold, half on fail

Earth Tremor Self/10ft 1 Action Dex


When you take the Attack action on your turn, you
1d6 Bludgeoning & Prone on fail
can replace one of your attacks with an exhalation
of magical energy in a 15-foot cone. Each creature
in that area must make a Dex Save DC11. On a
Healing Word 60ft 1 BA 0 Mold Earth

0
failed save, the creature takes 1d10 Cold Damage 1d4 Healing
Primal Savagery

1 Speak With Animals

1 Ice Knife
You have resistance to Cold damage
Inflict Wounds Touch 1 Action 1 Earth Tremor

1 Healing Word

3d10 Necrotic 1 Inflict Wounds (One Use)

1 Invisibility (One Use)


Common, Draconic, 1 Armor of Agathys

● ●
Druidic, Istarian, Primordial 1 Shield of Faith

● ● ● ● ● ● ● ●

Herbalism Kit ● ● ● ● ● ●

2
● ● ● ●


Chrome
Blue Silver Scales Silver Scales

I don't talk about the thing that torments me. I'd A silver dragon slaughtered dozens of innocent
rather not burden others with my curse. people but spared your life, and you don't know
I refuse to become a victim, and I will not allow why.
others to be victimized.
Heart of Darkness. Those who look into your eyes
can see that you have faced unimaginable horror
Freedom. I have a dark calling that puts and that you are no stranger to darkness. Though
they might fear you, commoners will extend you
me above the law. (Chaotic) every courtesy and do their utmost to help you.
Unless you have shown yourself to be a danger to
them, they will even take up arms to fight
alongside you, should you find yourself facing an
enemy alone.
I would sacrifice my life and my
soul to protect the innocent.

I talk to spirits that no one else


can see.

You can cast any spells with the A Crowbar


ritual tag without expending a A Hammer
spell slot by increasing the Bedsheet of Ghostsight A Set of Manacles
casting time by 10 minutes. A Steel Mirror
A Tinderbox
A Backpack
A Bedroll
A Mess Kit
A Tinderbox
A Set of Common Clothes
A Waterskin
50ft of Hempen Rope
Torches - 13
Bedsheet of Ghostsight Days of Rations - 10
A bedsheet with eyes cut into it that Wooden Stakes - 3
allows you but no one else to see spirits
Flasks of Holy Water - 1
Kingfisher Lure Flasks of Oil - 1
+1 to any roll used for fishing
CANTRIPS SPELLS
KNOWN PREPARED
● ● ● ● ● ● ● ●

+5 13 2 9 ●





● ●

Mold Earth
Transmutation
0 Primal Savagery
Transmutation
0 Speak with Animals
Divination
1
30ft 1 Action Self 1 Action Self 1 Action ●


Instant/1 Hour ● Instant ● 10 Minutes ●

You choose a portion of dirt or stone that you can see within range and that fits within a 5-foot cube. You channel primal magic to cause your
You manipulate it in one of the following ways: You gain the ability to comprehend and verbally communicate with
If you target an area of loose earth, you can instantaneously excavate it, move it along the ground, and
teeth or fingernails to sharpen, ready to beasts for the duration. The knowledge and awareness of many
beasts is limited by their intelligence, but at minimum, beasts can
deposit it up to 5 feet away. This movement doesn't have enough force to cause damage.
deliver a corrosive attack. Make a melee spell
give you information about nearby locations and monsters,
You cause shapes, colors, or both to appear on the dirt or stone, spelling out words, creating images, or
shaping patterns. The changes last for 1 hour. attack against one creature within 5 feet of including whatever they can perceive or have perceived within the
past day. You might be able to persuade a beast to perform a small
If the dirt or stone you target is on the ground, you cause it to become difficult terrain. Alternatively, you. On a hit, the target takes 1d10 acid
you can cause the ground to become normal terrain if it is already difficult terrain. This change lasts for favor for you, at the DM's discretion.
1 hour. damage. After you make the attack, your
If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects
active at a time, and you can dismiss such an effect as an action.
teeth or fingernails return to normal.

Ice Knife
Conjuration
1 Earth Tremor
Evocation
1 Healing Word
Necromancy
1
60ft/5ft 1 Action Dexterity Self/10ft 1 Action Dexterity 60ft 1 BA
● ●

Instant ●

Instant ● Instant

A creature of your choice that you can see within


You create a shard of ice and fling it at one creature within range. You cause a tremor in the ground in a 10-foot radius. Each creature
Make a ranged spell attack against the target. On a hit, the target other than you in that area must make a Dexterity saving throw. On
range regains hit points equal to 1d4 + your
takes 1d10 piercing damage. Hit or miss, the shard then explodes. a failed save, a creature takes 1d6 bludgeoning damage and is spellcasting ability modifier. This spell has no effect
The target and each creature within 5 feet of the point where the knocked prone. If the ground in that area is loose earth or stone, it on undead or constructs.
ice exploded must succeed on a Dexterity saving throw or take 2d6 becomes difficult terrain until cleared.
cold damage.
At Higher Levels. When you cast this spell using a spell slot of 2nd At Higher Levels. When you cast this spell using a
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level spell slot of 2nd level or higher, the healing
level or higher, the cold damage increases by 1d6 for each slot level above 1st.
above 1st.
increases by 1d4 for each slot level above 1st.

Inflict Wounds (one-use)


Necromancy
1 Invisibility (one-use)
Illusion
1 Armor of Agathys
Abjuration
1
Touch 1 Action Touch 1 Action Self 1 Action
● ●

Instant ● up to 1 Hour ●

1 Hour ●

● ●

A creature you touch becomes invisible A protective force, manifesting as a spectral frost,
covers you. You gain 5 temp. HP for the duration. If
Make a melee spell attack against a until the spell ends. Anything the target
a creature hits you with a melee attack while you
creature you can reach. On a hit, the is wearing or carrying is invisible as long have this HP, the creature takes 5 cold damage.
target takes 3d10 necrotic damage. as it is on the target's person. The spell
ends for a target that attacks or casts a When you cast this spell using a spell slot of 2nd
level or higher, both the temp. hit points and the
spell.
cold damage increase by 5 for each slot.

Shield of Faith
Abjuration
1 Beast Bond
Divination
1
60ft 1 BA Touch 1 Action
● ●

10 Minutes ●


10 Minutes ●

You establish a telepathic link with one beast you touch that is
A shimmering field appears and friendly to you or charmed by you. The spell fails if the beast's
Intelligence is 4 or higher. Until the spell ends, the link is active while
surrounds a creature of your choice you and the beast are within line of sight of each other. Through the
within range, granting it a +2 bonus to link, the beast can understand your telepathic messages to it, and it
can telepathically communicate simple emotions and concepts back
AC for the duration. to you. While the link is active, the beast gains advantage on attack
rolls against any creature within 5 feet of you that you can see.
Giant Lizard / Medium Giant Wolf Spider / Medium Giant Fire Beetle / Small

19 12 +1 30ft 11 13 +3 40ft 4 13 +0 30
+2 +1 +1 -4 +0 -3 +1 +3 +1 -4 +1 -3 -1 +0 +1 -5 -2 -4
None Perception +3, Stealth +7 None
Darkvision 30ft, Passive Perception 10 Blindsight 10ft, Darkvision 60ft, Passive Perception 13 Blindsight 30ft, Passive Perception 8

Bite +4 1d8+2 Piercing Bite +3 1d6 + 1 Pierce Bite +1 1d6 - 1 Slashing

Climbing Speed 30ft Climbing Speed 40ft Illumination. The beetle sheds
Spider Climb. The spider can climb difficult bright light in a 10-foot radius
surfaces without needing to make an ability and dim light for an additional
check and ignores movement restrictions
caused by webbing. 10 feet.
Web Sense. While in contact with a web, the
spider knows the exact location of any other
creature in contact with the same web.

On a bite attack the target must make a DC 11


Constitution saving throw, taking 2d6 poison
damage on a failed save, or half as much
damage on a successful one. If the poison
damage reduces the target to 0 hit points, the
target is stable but poisoned and paralyzed for
1 hour. These status effects stay even after
being gaining hit points

Rat / Tiny

1 10 +0 20ft

-4 +0 -1 -4 +0 -3
None
Darkvision 30ft, Passive Perception 10

Bite +0 1 Piercing

Keen Smell. The rat has


advantage on Wisdom
(Perception) checks that rely on
smell.
High Elf, Silvanesti Sage
Oz Chaotic Neutral None
2 Order of Scribes

+2 11
10 +0 30
12
11 When you cast a wizard spell, you can temporarily replace its
+2 damage type with a type that appears in another spell in your
spellbook of the same level, this alters the spell's formula for this

+2
● +4
casting only.
When you cast a wizard spell as a ritual, you can use the spell's
normal casting time, rather than adding 10 minutes to it. Once you
use this benefit, you can't do so again until you finish a long rest.
15
+0 Whenever you cast a wizard spell on your turn,

+0
+0
+0
2 you can cast it as if you were in the spectral mind's
space, instead of your own. You can do so a
+0
number of times per day equal to your proficiency
11 bonus, you regain uses when you finish a long rest.

Longsword +4 1d8/10 + 2
+1

12
When you finish a long rest, you create a spell scroll by touching
your Wizardly Quill to blank paper, causing one spell from your
Awakened Spellbook to be copied onto the scroll. The spellbook
must be within 5 feet of you as you do this. This spell must be 1st or
2nd level and have a casting time of 1 action; this spell counts as a
+1 spell level higher when cast. Only you may use this scroll.

◆ +5

+3
+5

+5 13 4 8

If you take damage while your spellbook's mind is manifested,
● +5
you can prevent all of that damage to you by using your reaction to
+3 dismiss the spectral mind, using its magic to save yourself. Then roll
3d6. The spellbook temporarily loses spells of your choice that have
16 +3
+3
a combined spell level equal to that roll or higher. If there aren't
enough spells in the book to cover this cost, you drop to 0 hit points.

+1

+1
+1
+1
Fire Bolt 120ft 1 Action
● +3
1d10 fire, flammable objects ignite if it isn't being worn or carried.
12 +1
+1
Shocking Grasp Touch 1 Action Metal = Dis.

+2 1d8 lightning, target can't take reactions until start of its next turn.

+2
+2
+2
+2
Toll the Dead 60ft 1 Action Wis
14 +2
1d8 necrotic, 1d12 if not max health.

Chromatic Orb 90ft 1 Action Diamond

3d8 acid, cold, fire, lightning, poison, or thunder.


You have proficiency with
longswords, shortswords, Earth Tremor 10ft Radius 1 Action Dex
daggers, quarterstaffs,
0 ◆ Shocking Grasp

1d6 bludgeoning and prone, difficult terrain. 0 ◆ Toll the Dead

shortbows, longbows, darts, 0 ◆ Message

Thunderwave Con
0 Fire Bolt
1 Action
slings, and light crossbows 15ft Cube
1 Charm Person

1 Earth Tremor
2d8 thunder and pushed 10 feet away from you.
1 False Life

1 Feather Fall
Common, Elvish, Draconic, 1 ● Detect Magic

Ogre, Primordial 1 Thunderwave

1 Chromatic Orb

1 Magnify Gravity
● ● ● ● ● ● ● ●

Alchemist's Supplies ● ● ● ● ● ●

● ● ● ●


;) 6'5" 243 Scratches under Eyes

Jacob
Rainbow Flecks Auburns Sea Blue Shoulder to pinky; Both sides

I like to boast that i've read every book in the world.


When you attempt to learn or recall a
I ... speak ... slowly ... when ... talking ... to ... idiots, piece of lore, if you do not know that
which almost everyone is compared to me. information, you know where and from
whom you can obtain it. Your DM might
rule that the knowledge you seek is
Knowledge is the path to power secreted away in an almost inaccessible
and domination. place, or that it simply cannot be found.

Specialty is alchemy

I sold my soul for knowledge and hope to


do noble deeds and win it back.

I speak without really thinking through


my words, invariably insulting others.

You count as if you were one size Torches - 10


larger for the purpose of Day of Rations - 10
determining your carrying Crystal Dumbbell - Several weight
capacity. amounts are inscribed into the
crystal; each number corresponds
Ritual casting - Spells with the with a different spell based on
ritual tag can be cast without how heavy the dumbbell is as he
using a spell slot by adding 10 casts the spell.
minutes to the casting time.
Alchemist's Supplies
A set of common clothes
A backpack
A bedroll
Crimson Clay Pot of Holding A mess kit
Opening expands to 1 foot radius; A tinderbox
Holds up to 100 pounds
A waterskin
A bottle of ink
A quill
A small knife
A letter from a dead colleague
posing a question you have yet to
be able to answer
50ft of Hempen Rope
CANTRIPS SPELLS
KNOWN PREPARED
● ● ● ● ● ● ●

+5 13 4 5 ●





● ●

Fire Bolt
Evocation
0 Shocking Grasp
Evocation
0 Message
Transmutation
0
120ft 1 Action Touch 1 Action 120ft 1 Action
● ● ●

Instant ● Instant ● 1 round ●


You hurl a mote of fire at a creature or object


Lightning springs from your hand to deliver a shock to a creature You point your finger toward a creature within range and whisper a
within range. Make a ranged spell attack against you try to touch. Make a melee spell attack against the target. You message. The target (and only the target) hears the message and
the target. On a hit, the target takes 1d10 fire have advantage on the attack roll if the target is wearing armor can reply in a whisper that only you can hear.
damage. A flammable object hit by this spell ignites made of metal. On a hit, the target takes 1d8 lightning damage, and
it can't take reactions until the start of its next turn. You can cast this spell through solid objects if you are familiar with
if it isn't being worn or carried. the target and know it is beyond the barrier. Magical silence, 1 foot
The spell's damage increases by 1d8 when you reach 5th level (2d8), of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of
This spell's damage increases by 1d10 when you 11th level (3d8), and 17th level (4d8). wood blocks the spell. The spell doesn't have to follow a straight line
and can travel freely around corners or through openings.
reach 5th level, 11th level, and 17th level.

Toll the Dead


Necromancy
0 Charm Person
Enchantment
1 Chromatic Orb
Evocation
1
60ft 1 Action Wisdom 30ft 1 Action ●
Wisdom 90ft 1 Action
● ● ●

Instant ● 1 Hour ● Instant Diamond worth 50gp ●


You point at one creature you can see within range


You try to charm a humanoid you see within range. It must make a You hurl a 4-inch-diameter sphere of energy at a creature that you
and it hears the sounds of a dolorous bell. The Wisdom saving throw; with advantage if you or your companions can see within range. You choose acid, cold, fire, lightning, poison,
target must succeed on a Wisdom saving throw or are fighting it. If it fails the saving throw, it is charmed by you until or thunder for the type of orb you create, and then make a ranged
take 1d8 necrotic damage. If the target is missing the spell ends or until you or your companions do anything harmful spell attack against the target. If the attack hits, the creature takes
to it. The charmed creature regards you as a friendly acquaintance. 3d8 damage of the type you chose.
any HP, it instead takes 1d12 necrotic damage. When the spell ends, the creature knows it was charmed by you.
When you cast this spell using a spell slot of 2nd level or higher, the
The spell's damage increases by one die when you When you cast this spell using a spell slot of 2nd level or higher, you damage increases by 1d8 for each slot level above 1st.
can target one additional creature for each slot level above 1st. The
reach 5th level, 11th level, and 17th level. creatures must be within 30 feet of each other.

Detect Magic
Divination
1 Earth Tremor
Evocation
1 False Life
Necromancy
1
Self 1 Action ●
Self/10ft Radius 1 Action Dexterity Self 1 Action
● ● ●

10 Minutes ●
● Instant ● 1 Hour ●

Bolstering yourself with a necromantic facsimile of


For the duration, you sense the presence of magic within 30 feet of You cause a tremor in the ground in a 10-foot radius. Each creature
you. If you sense magic in this way, you can use your action to see a other than you in that area must make a Dexterity saving throw. On
life, you gain 1d4 + 4 temporary hit points for the
faint aura around any visible creature or object in the area that a failed save, a creature takes 1d6 bludgeoning damage and is duration.
bears magic, and you learn its school of magic, if any. knocked prone. If the ground in that area is loose earth or stone, it
becomes difficult terrain until cleared.
This spell is blocked by 1 foot of stone, 1 inch of common metal, a
When you cast this spell using a spell slot of 2nd
thin sheet of lead, or 3 feet of wood or dirt. When you cast this spell using a spell slot of 2nd level or higher, the level or higher, you gain 5 additional temporary hit
damage increases by 1d6 for each slot level above 1st. points for each slot level above 1st.

Feather Fall
Transmutation
1 Magnify Gravity
Transmutation
1 Thunderwave
Evocation
1
60ft 1 Reaction 60ft 1 Action Constitution Self/15ft Cube 1 Action Constitution
● ● ●

1 Minute ●
1 Round ● Instant ●

A wave of thunderous force sweeps out from you. Each creature in a


Choose up to five falling creatures within Gravity in a 10-foot-radius sphere centered on a point you can see
within range increases for a moment. Each creature in the sphere on 15-foot cube originating from you must make a Constitution saving
range. A falling creature's rate of the turn when you cast the spell must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is
throw. On a failed save, a creature takes 2d8 force damage, and its pushed 10 feet away from you. On a successful save, the creature
descent slows to 60 feet per round until speed is halved until the end of its next turn. On a successful save, a takes half as much damage and isn't pushed. In addition, unsecured
objects that are completely within the area of effect are
the spell ends. If the creature lands creature takes half as much damage and suffers no reduction to its
speed. Until the start of your next turn, any object that isn't being automatically pushed 10 feet away from you by the spell's effect,
before the spell ends, it takes no falling worn or carried in the sphere requires a successful Strength check and the spell emits a thunderous boom audible out to 300 feet.
against your spell save DC to pick up or move.
damage and can land on its feet, and the When you cast this spell using a spell slot of 2nd level or higher, the When you cast this spell using a spell slot of 2nd level or higher, the
damage increases by 1d8 for each slot level above 1st.
spell ends for that creature. damage increases by 1d8 for each slot level above 1st.
Wild Gnome Hermit
Quill Neutral Good None
2

+2 13
14 +3 25
13
17
◆ +2

+0
+0

10
+5

2

+3
+3
+3
● +5

16
Longbow +7 1d8+3 Pierce
+1
Shortsword +5 1d6+3 Slash
+1
12
+1

+1
+1
+1
+1 Beasts Forest

12 ●


+3
+3

+3

+3

● +7
+3

+5 13
● ● ● ●
● +5
● ● ● ●

16 ●
+3
+5
● ● ● ●

-1

-1
-1 0 Druidcraft
-1 1 ● Speak with Animals (at-will)
-1 1 Animal Friendship (one-use)

9 -1 1

1
Hunter's Mark

Ensaring Strike

You have advantage on Intelligence, Wisdom, and


Charisma saving throws against spells

You can see in dim light within 60 feet of you as if


it were bright light and in darkness as if it were
dim light. You see colors in that darkness as
shades of gray.

Common, Giant Eagle,


● ●
Gnomish

Alchemist's Kit
● Herbalism Kit Archery
22 3'5" 67 Exile Mark Neck
Quill
Black Dark Gray Emerald Green

I am utterly serene, even in the I discovered the fact that the


face of disaster. gods were coming back, but the
God of Nature, Chislev, told me
they had big plans for me and to
Greater Good. My gifts are meant to be keep training until a message of
shared with all, not used for my own death was received.
benefit. (Good)

I entered seclusion because I


loved someone I could not have.

I like keeping secrets and won't


share them with anyone.

Wild Gnome: Arrows - 20


You are proficient with Evil-warding silver coin Amulet Torches - 10
alchemist's supplies, and while Day of Rations - 10
you have them on your person, A cracked faceless silver coin on
you can cast the druidcraft an amulet, that is believed to
cantrip by using them as your ward off evil.
spellcasting focus.
A scroll case stuffed full of notes
Critter Friend: from your studies or prayers
You learn the Speak with Animals A winter blanket
spell and can cast it at will, A set of common clothes
without expending a spell slot. An herbalism kit
You also learn the Animal A backpack
Friendship spell, and you can cast A bedroll
it once with this feat, without A mess kit
expending a spell slot. You regain A tinderbox
the ability to cast it in this way A waterskin
when you finish a long rest. 50ft of Hempen Rope
Wisdom is your spellcasting
ability for these spells.
CANTRIPS SPELLS
KNOWN PREPARED
● ● ● ● ● ● ● ●

+5 13 1 4 ●





● ●

Druidcraft
Transmutation
0 Speak with Animals
Transmutation
1 Animal Friendship
Enchantment
1
30ft 1 Action Self 1 Action ●
30ft 1 Action Wisdom
● ● ●

Instant ● 10 Minutes ● 24 Hours ●


This spell lets you convince a beast that you mean


You create a tiny, harmless sensory effect that predicts what the You gain the ability to comprehend and verbally communicate with
weather will be at your location for the next 24 hours. The effect beasts for the duration. The knowledge and awareness of many
it no harm. Choose a beast that you can see within
might manifest as a golden orb for clear skies, a cloud for rain, falling beasts is limited by their intelligence, but at minimum, beasts can range. It must see and hear you. If the beast's
snowflakes for snow, and so on. This effect persists for 1 round. give you information about nearby locations and monsters, Intelligence is 4 or higher, the spell fails.
You instantly make a flower blossom, a seed pod open, or a leaf bud including whatever they can perceive or have perceived within the
bloom. past day. You might be able to persuade a beast to perform a small
Otherwise, the beast must succeed on a Wisdom
You create an instantaneous, harmless sensory effect, such as falling favor for you, at the GM's discretion. saving throw or be charmed by you for the spell's
leaves, a puff of wind, the sound of a small animal, or the faint odor duration. If you or one of your companions harms
of skunk. The effect must fit in a 5-foot cube.
You instantly light or snuff out a candle, a torch, or a small campfire.
the target, the spell ends.

Hunter's Mark
Divination
1 Ensaring Strike
Conjuration
1
90ft 1 BA Self 1 BA Strength
● ●

1 Hour ●
1 Minute ●

You choose a creature within range and mark it as your quarry. Until The next time you hit a creature with a weapon attack before this
the spell ends, you deal an extra 1d6 damage to the target spell ends, thorny vines appear at the point of impact and the target
whenever you hit it with a weapon attack, and you have advantage must succeed on a Strength saving throw or be restrained by vines
on any Perception or Survival check made to find it. until the spell ends. A Large or larger creature has advantage.

If the target drops to 0 hit points before this spell ends, you can use While restrained by this spell, the target takes 1d6 piercing damage
a bonus action on a seperate turn to mark a new creature. at the start of its turns. A creature restrained by the vines or one
that can touch the creature can use its action to make a Strength
If you cast using a spell slot of 3rd or higher, you maintain your check against your spell save DC to break free.
concentration on the spell for 8 hours. If you use a spell slot of 5th
level, you maintain your concentration on the spell for 24 hours. The damage increases by 1d6 for each slot level used above 1st.
Tinker Gnome Hermit
Zelrion Brightstone Lawful Neutral None
2 Plague Domain

+2 13
16 +0
inflict wounds, hex

15
25ft gentle repose, wither and bloom
animate dead, bestow curse
19 death ward, shadow of moil
contagion, raise dead

14
-2
When you cast a spell that deals damage, you can

-2
-2
change the spell's damage type to necrotic or
poison. You can use this feature a number of times
equal to your proficiency bonus. You regain all
7 expended uses at the end of a long rest.

+0

+0
+0
+0
2 Action. You evoke the power of the plague. Choose a creature you
can see within 30 feet of you. The target takes necrotic or poison
+0 damage equal to your cleric level and makes a Constitution saving
throw against your spell save DC. On a failed save, the target is
10 wracked with illness for 1 minute. The target must choose between
moving or taking actions each turn. At the end of the target's turn,
they can repeat the saving throw, ending the effect on a success.
Mace +0 1d6-2 Blunt
+0

+1
Light Crossbow +2 1d8 Pierce

12
+1

+1 1
+1
+3
+1
+5 13
12 +1
+3

+5
Toll the Dead 60ft 1 Action Wis
+3
+3
● +5
+5 1d8 Necrotic, 1d12 if less than max HP
16 +3
+3 Bless 30ft 1 Action Action. PB times per day you touch one creature who must succeed

on a Dex save against your spell save DC, otherwise it contracts the
3 creatures add Id4 to attacks and saving throws plague. At the beginning of their turn, they suffer 2d4 necrotic or
+1 poison damage & Con save against your spell save DC. On a failed

+1
+1 save, the creature can't take bonus actions & reactions until their
+1 next turn. It lasts for 10 minutes or until the target succeeds two
times or until cured by magic that heals poisons, diseases, or curses.
+1

12 +1

Once on each of your turns when you hit a


creature with a weapon attack, you can cause the
You have advantage on Intelligence and Charisma saving throws
against magic.
4 attack to deal an extra Id8 poison damage to the
target.
You have advantage on History checks related to magic items, At 14th level, the extra damage increases to 2d8.
alchemical objects, or technological devices. In addition when you
make an ability check with tinker's tools you can roll a d4 and add 0 Toll the Dead

the number rolled to the ability check. 0 Spare the Dying


You can see in dim light within 60 feet of you as if it were bright 0 Light
light and in darkness as if it were dim light. You see colors in that
0 Thaumaturgy
darkness as shades of gray.
1 Inflict Wounds (P)

1 Cure Wounds

1 Shield (DF) One-use

1 Create or Destroy Water

Common 1 ● Detect Magic

Gnomish
1 Create or Destroy Water

1 Detect Poison & Disease

1 Hex (P)
You are immune to all poisons and diseases. As an action, you
1 Augury (DF) One-use
imbue up to three of your allies per day with plague energy. Your
Disguise Kit allies become immune to poisons and diseases and gain the Plague
Tinker's Tools Touch feature for 1 minute or until they have infected a target with
Herbalism Kit it. Once used, you can't use it again until you finish a long rest.
74 3'3" 67 Goosebumps, E. Mark

Dull Black Bark Brown w/ Tan splotches Brown & White hair Failed brand left wrist

I was exiled for a crime I didn't commit. Hidden on your right wrist is the
I often get lost in my thoughts and
mark of your god, which you
become oblivious to my surroundings
branded into your own flesh to
demonstrate your devotion.
Meddling in the affairs of others Discovery. TBD.
only causes trouble.

I entered seclusion to hide from the ones


who might still be hunting me. I must
someday confront them.
Mt. Nevermind
I am dogmatic in my thoughts and
philosophy.

You can cast a spell marked as a ritual without Bolts - 20


using a spell slot by adding 10 minutes to the
casting time. Psuedodragon Stinger Amulet Torches - 10
Day of Rations - 10
Your divinely endowed urge to experiment grants
you proficiency with tinker's tools. Using those The Greenshield An amulet made of bone where
tools, you can spend 10 minutes and 10 gp worth the centerpiece is a
raw materials (such as gears, string, etc.) to
construct a Tiny clockwork device (AC 5, 1 hp) that psuedodragon stinger
produces a single one of the effects listed for the
prestidigitation or thaumaturgy cantrips. The
device ceases to function after 8 hours, or when
you use your action to dismantle it; at that time, A scroll case stuffed full of notes
you can reclaim the materials used to create it.
You can have up to three such devices active at a from your studies or prayers
time. When you choose an effect from the A winter blanket
prestidigitation or thaumaturgy cantrips, you
specify one specific capability from the spell A set of common clothes
description (such as the harmless sensory effect of An herbalism kit
a shower of sparks or snuffing out a candle flame).
Psuedodragon Stinger Amulet A backpack
Anyone can activate the effect you chose for the
device by touching it and using a bonus action. +1 poison damage on spells/abilities that
A bedroll
deal poison damage if used as holy symbol
War Caster: A mess kit
You have advantage on Constitution saving throws The Greenshield (yet to be named) A tinderbox
that you make to maintain your concentration on a +3 to AC when equipped
spell when you take damage. You may use your reaction to impose disadvantage on an attack A waterskin
made against an ally within 5ft of you while using this shield
50ft of Hempen Rope
You can perform the somatic components of spells
even when you have weapons or a shield in one or
both hands.

When a hostile creature's movement provokes an


opportunity attack from you, you can use your
reaction to cast a spell at the creature, rather than
making an opportunity attack. The spell must have
a casting time of 1 action and must target only that
creature.
CANTRIPS SPELLS
KNOWN PREPARED
● ● ● ● ● ● ● ●

+5 13 4 8 ●





● ●

Toll the Dead


Necromancy
0 Spare the Dying
Necromancy
0 Light
Evocation
0
60ft 1 Action Wis Touch 1 Action Touch 1 Action
● ●

Instant ● Instant ● 1 Hour ●

You point at one creature you can see within range, and the sound
You touch a living creature that has 0 hit You touch one object that is no larger than 10 feet in any dimension.
of a dolorous bell fills the air around it for a moment. The target points. The creature becomes stable. Until the spell ends, the object sheds bright light in a 20-foot radius
must succeed on a Wisdom saving throw or take 1d8 necrotic and dim light for an additional 20 feet. The light can be colored as
damage. If the target is missing any of its hit points, it instead takes This spell has no effect on undead or you like. Completely covering the object with something opaque
1d12 necrotic damage. blocks the light. The spell ends if you cast it again or dismiss it as an
constructs. action.
At Higher Levels. The spell's damage increases by one die when you
reach 5th level (2d8 or 2d12), 11th level (3d8 or 3d12), and 17th If you target an object held or worn by a hostile creature, that
level (4d8 or 4d12). creature must succeed on a Dexterity saving throw to avoid the spell.

Thaumaturgy
Transmutation
0 Hex (P)
Enchantment
1 Detect Magic
Divination
1
30 feet 1 Action None 90 feet 1 BA None Self 1 Action ●
None
● ● ●

Instant Up to 1 hour ● ● Up to 10 Minutes ●

● ●
Your voice booms up to three times as loud as normal for 1 minute. You place a curse on a creature that you can see within range. Until
You cause flames to flicker, brighten, dim, or change color for 1 the spell ends, you deal an extra 1d6 necrotic damage to the target For the duration, you sense the presence of magic within 30 feet of
minute. whenever you hit it with an attack. Also, choose one ability when you. If you sense magic in this way, you can use your action to see a
You cause harmless tremors in the ground for 1 minute. you cast the spell. The target has disadvantage on ability checks faint aura around any visible creature or object in the area that
You create an instantaneous sound that originates from a point of made with the chosen ability. bears magic, and you learn its school of magic, if any.
your choice within range
You instantaneously cause an unlocked door or window to fly open If the target drops to 0 hit points before this spell ends, you can use The spell can penetrate most barriers, but is blocked by 1 foot of
or slam shut. a bonus action on a subsequent turn of yours to curse a new stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of
You alter the appearance of your eyes for 1 minute. creature. wood or dirt.
You can have up to three of its effects active at a time, and you can
dismiss such an effect as an action. A Remove Curse cast on the target ends this spell early.

Inflict Wounds (P)


Necromancy
1 Bless
Enchantment
1 Shield (DF) one-use
Abjuration
1
Touch 1 Action None 30 feet 1 Action None Self 1 Reaction None
● ● ●

Instant ● Up to 1 Minute ● 1 Round ●


You bless up to three creatures of your choice within range.


An invisible barrier of magical force
Make a melee spell attack against a creature you Whenever a target makes an attack roll or a saving throw before the appears and protects you. Until the start
can reach. On a hit, the target takes 3d10 necrotic spell ends, the target can roll a d4 and add the number rolled to the
damage. attack roll or saving throw. of your next turn, you have a +5 bonus
At Higher Levels. When you cast this spell using a spell slot of 2nd
to AC, including against the triggering
At Higher Levels. When you cast this spell using a level or higher, you can target one additional creature for each slot attack, and you take no damage from
spell slot of 2nd level or higher, the damage level above 1st.
magic missile.
increases by 1d10 for each slot level above 1st.

Create or Destroy Water


Transmutation
1 Cure Wounds
Evocation
1 Detect Poison & Disease
Divination
1
30 feet 1 Action None Touch 1 Action None Self 1 Action
● ●

Instant ●

Instant ● 10 Minutes ●

A creature you touch regains a number of hit You ou can sense the presence and location of
Create Water. You create up to 10 gallons of clean water within
range in an open container. Alternatively, the water falls as rain in a
points equal to 1d8 + your spellcasting ability poisons, poisonous creatures, and diseases within
30-foot cube within range, extinguishing exposed flames in the area. modifier. This spell has no effect on undead or 30 feet of you. You also identify the kind of poison,
Destroy Water. You destroy up to 10 gallons of water in an open constructs. poisonous creature, or disease in each case.
container within range. Alternatively, you destroy fog in a 30-foot
cube within range.
At Higher Levels. When you cast this spell using a This spell is blocked by 1 foot of stone, 1 inch of
At Higher Levels. When you cast this spell using a spell slot of 2nd spell slot of 2nd level or higher, the healing common metal, a thin sheet of lead, or 3 feet of
level or higher, you create or destroy 10 more gallons of water, or
the size of the cube increases by 5 feet, for each slot level above 1st.
increases by 1d8 for each slot level above 1st. wood or dirt.
Augury (DF) One-use 1
Self 1 Minute ●

Instant Specially marked items - 25gp ●


You receive an omen from an otherworldly entity about the results


of a specific course of action that you plan to take within the next 30
minutes. The DM chooses from the following possible omens:

Weal, for good results


Woe, for bad results
Weal and woe, for both good and bad results
Nothing, for results that aren’t especially good or bad
Druid
Circle of the Elements
Druids of the Circle of the Elements are found across the multiverse in warrior cultures closely
aligned with nature. Through this natural connection, they have learned to reawaken worked
wood and forged metal. Druids from cultures such the Ice Folk of southernmost Krynn, who
worship the ice god, Habbakuk, channel the elements through such weapons, allowing them to
become avatars of primordial power.

Primordial Weapons Table


d8 Primordial Weapon

1 A white-hot blade that erupts into flames when channeled

2 A large, double-headed axe made of pure ice

3 A great maul covered in coarse stone

4 A moss-covered morningstar dripping with poison

5 A lightning struck staff that twitches and crackles occasionally

6 A longbow that sets arrows ablaze as they are fired

7 A polearm that explodes with thunder when it strikes home

8 A short hilt that manifests an icy blade when drawn

Primordial Weapon - 2nd Level


You have spent many hours studying the magic of life and its elements. You have learned to
reawaken dead wood and remind cold metal of its molten days beneath the surface. You can
use your action to awaken any simple or martial weapon, transforming it into a primordial
weapon. You are proficient with your primordial weapon, and when you attack with it, you can
add your Wisdom modifier, instead of Strength or Dexterity, to the attack and damage rolls. You
can use this weapon as your spellcasting focus, and it counts as magical for the purpose of
overcoming resistance and immunity to non-magical attacks and damage. A simple or martial
weapon ceases to be a primordial one if you use this feature again or if you die.
By performing a special ritual over the course of 1 hour, you can transform a magic weapon into
your primordial weapon. You can’t affect an artifact or a sentient weapon in this way. The
transformation doesn’t negate any of the magic weapon’s properties or effects. The magic
weapon ceases being your primordial weapon if you die, if you perform the 1-hour ritual on a
different weapon, or if you perform a 1-hour ritual to break your bond to it.
Invoke Elements - 2nd Level
As an action, you can expend a use of your Wild Shape feature to channel the elements through
your primordial weapon. You gain temporary hit points equal to three times your druid level plus
your Wisdom modifier. You must also choose an element from the Elements table. On a hit,
attacks with your primordial weapon deal an additional 1d6 of the damage type associated with
the chosen element. These benefits last for 10 minutes, until you lose all these temporary hit
points, or until you use your Wild Shape again.
Air Lightning

Earth Poison

Fire Fire

Water Cold

Channel Elements - 10th Level


Your connection to the elements extends beyond your primordial weapon. When you take the
Attack action while Invoke Elements is active, you can use a bonus action to use one of the
following options based on your chosen element. This effect lasts until the beginning of your
next turn. You may use this feature a number of times equal to your proficiency bonus, and you
regain all expended uses of it when you finish a long rest.

● Air. Lightning crackles at your heels as your movements become swift and electric. You
gain a +2 bonus to your AC, and your speed increases by 10 feet. Additionally, when a
hostile creature moves within your reach, you can use your reaction to make an
opportunity attack against that creature.

● Earth. Vines and thorns grow in a 15-foot radius circle centered on you, creating difficult
terrain. The first time a creature enters the area or starts its turn there, it must make a
Strength saving throw against your spell save DC. On a failed save, the creature takes
2d6 poison damage and is restrained. On a successful save, the creature takes half as
much damage and isn’t restrained.

● Fire. Flames extend from your primordial weapon, enveloping you entirely. You gain
resistance to cold damage, and when you are hit by a melee attack, you can use your
reaction to deal 3d10 fire damage to the attacker.

● Water. Frost covers your body like crystalline armor. You gain a +4 bonus to your AC
and resistance to fire damage. Additionally, when a hostile creature moves within 5 feet
of you, you can use your reaction to reduce its speed to 0 until the beginning of your
next turn.

Nature’s Champion - 14th Level


When you use your action to cast a spell or use a spell’s effects, you can make one weapon
attack as a bonus action.
Wizard
Order of Scribes

Wizardly Quill
At 2nd level, as a bonus action, you can magically create a Tiny quill in your free hand. The
magic quill has the following properties:

● The quill doesn't require ink. When you write with it, it produces ink in a color of your
choice on the writing surface.
● The time you must spend to copy a spell into your spell book equals 2 minutes per spell
level and halves the gold cost if you use the quill for the transcription.
● You can erase anything you write with the quill if you wave the feather over the text as a
bonus action, provided the text is within 5 feet of you.

This quill disappears if you create another one or if you die.

Awakened Spellbook
Using specially prepared inks and ancient incantations passed down by your wizardly order, you
have awakened an arcane sentience within your spellbook.

At 2nd level, while you are holding the book, it grants you the following benefits:

● You can use the book as a spellcasting focus for your wizard spells.
● When you cast a wizard spell with a spell slot, you can temporarily replace its damage
type with a type that appears in another spell in your spellbook, which magically alters
the spell's formula for this casting only. The latter spell must be of the same level as the
spell slot you expend.
● When you cast a wizard spell as a ritual, you can use the spell's normal casting time,
rather than adding 10 minutes to it. Once you use this benefit, you can't do so again until
you finish a long rest.

If necessary, you can replace the book over the course of a short rest by using your Wizardly
Quill to write arcane sigils in a blank book or a magic spellbook to which you're attuned. At the
end of the rest, your spellbook's consciousness is summoned into the new book, which the
consciousness transforms into your spellbook, along with all its spells. If the previous book still
existed somewhere, all the spells vanish from its pages.
Manifest Mind
At 6th level, you can conjure forth the mind of your Awakened Spellbook. As a bonus action
while the book is on your person, you can cause the mind to manifest as a Tiny spectral object,
hovering in an unoccupied space of your choice within 60 feet of you. The spectral mind is
intangible and doesn't occupy its space, and it sheds dim light in a 10-foot radius. It looks like a
ghostly tome, a cascade of text, or a scholar from the past (your choice).

While manifested, the spectral mind can hear and see, and it has darkvision with a range of 60
feet. The mind can telepathically share with you what it sees and hears (no action required).

Whenever you cast a wizard spell on your turn, you can cast it as if you were in the spectral
mind's space, instead of your own, using its senses. You can do so a number of times per day
equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

As a bonus action, you can cause the spectral mind to hover up to 30 feet to an unoccupied
space that you or it can see. It can pass through creatures but not objects.

The spectral mind stops manifesting if it is ever more than 300 feet away from you, if someone
casts Dispel Magic on it, if the Awakened Spellbook is destroyed, if you die, or if you dismiss the
spectral mind as a bonus action.

Once you conjure the mind, you can't do so again until you finish a long rest, unless you expend
a spell slot of any level to conjure it again.

Master Scrivener
At 10th level, whenever you finish a long rest, you can create one magic scroll by touching your
Wizardly Quill to a blank piece of paper or parchment and causing one spell from your
Awakened Spellbook to be copied onto the scroll. The spellbook must be within 5 feet of you
when you make the scroll.

The chosen spell must be of 1st or 2nd level and must have a casting time of 1 action. Once in
the scroll, the spell's power is enhanced, counting as one level higher than normal. You can cast
the spell from the scroll by reading it as an action. The scroll is unintelligible to anyone else, and
the spell vanishes from the scroll when you cast it or when you finish your next long rest.

You are also adept at crafting spell scrolls, which are described in the treasure chapter of the
Dungeon Master's Guide. The gold and time you must spend to make such a scroll are halved if
you use your Wizardly Quill.
One with the Word
At 14th level, your connection to your Awakened Spellbook has become so profound that your
soul has become entwined with it. While the book is on your person, you have advantage on all
Intelligence (Arcana) checks, as the spellbook helps you remember magical lore.

Moreover, if you take damage while your spellbook's mind is manifested, you can prevent all of
that damage to you by using your reaction to dismiss the spectral mind, using its magic to save
yourself. Then roll 3d6. The spellbook temporarily loses spells of your choice that have a
combined spell level equal to that roll or higher. For example, if the roll's total is 9, spells vanish
from the book that have a combined level of at least 9, which could mean one 9th-level spell,
three 3rd-level spells, or some other combination. If there aren't enough spells in the book to
cover this cost, you drop to 0 hit points.

Until you finish 1d6 long rests, you are incapable of casting the lost spells, even if you find them
on a scroll or in another spellbook. After you finish the required number of rests, the spells
reappear in the spell book.

Once you use this reaction, you can't do so again until you finish a long rest.

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