Professional Documents
Culture Documents
+2 15
13 +1 30ft
13
14
+0
+0
+0
+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
+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
0
failed save, the creature takes 1d10 Cold Damage 1d4 Healing
Primal Savagery
1 Ice Knife
You have resistance to Cold damage
Inflict Wounds Touch 1 Action 1 Earth Tremor
1 Healing Word
● ●
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.
+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
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
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.
Rat / Tiny
1 10 +0 20ft
-4 +0 -1 -4 +0 -3
None
Darkvision 30ft, Passive Perception 10
Bite +0 1 Piercing
+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.
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
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
Specialty is alchemy
+5 13 4 5 ●
●
●
●
●
●
●
●
● ●
Fire Bolt
Evocation
0 Shocking Grasp
Evocation
0 Message
Transmutation
0
120ft 1 Action Touch 1 Action 120ft 1 Action
● ● ●
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 ●
●
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 ●
+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
Alchemist's Kit
● Herbalism Kit Archery
22 3'5" 67 Exile Mark Neck
Quill
Black Dark Gray Emerald Green
+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
● ● ●
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
1 Cure Wounds
Gnomish
1 Create or Destroy Water
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.
+5 13 4 8 ●
●
●
●
●
●
●
●
● ●
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
● ● ●
● ●
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.
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 ●
Earth Poison
Fire Fire
Water Cold
● 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.
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.
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.