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1d6 Bond

Backgrounds 1 I have some friends from my academy days that I'd


like to keep safe.
Officer's Academy Student
2 The monastery was my home for a long time, I'm
You were a student at the officer's academy before the war. saddened by it's current state.
Either you were in the middle of your studies when the
conflict began, or you had graduated only a short time before 3 My professor was a huge inspiration for my current
and had yet to apply yourself in any career. work, I hope they're ok.
Skill Proficiencies: History and any one other skill of your 4 I have an old friend on the other side of this conflict,
choice. I hope to win them over.
Language: one of your choice. 5 I often visited Remire village both before and after its
Weapons: Two simple or martial weapons of your choice. destruction, I have a fondness for the people there.
Equipment: One Simple or Martial Weapon, old notes, a
treasured gift from a friend, and a pouch containing 12GP. 6 I grew a fondness for the Church of Seiros in my time
at the academy.
Feature: School Contacts 1d6 Flaw
You were friends with many people back at the monastery,
and even some people on opposing sides would hate to see 1 I forget that some of my former friends have changed
you hurt. Any former Monastery inhabitant that does not since the war. It often ends with me being betrayed.
consider you a threat will accommodate you with lodgings 2 I forget that other people have not had the education
one step below their own lifestyle for free. They will not risk I have, and assume rare information is common
their lives for you unless already inclined to, however. knowledge.
3 I sometimes forget that not all battles are mock
Suggested Characteristics battles.
1d8 Personality trait
4 I will often refuse to attack a familiar face.
1 I always fear I will meet an old friend on the wrong
side of the battlefield. 5 I was a little too used to my accommodations when I
was a student.
2 I learned a lot at the academy, and I make sure to
show it off. 6 I tend to break down when comparing life then to life
now.
3 Due to my previous home's storied history, I often
ask about the little details about any place I visit.
4 I still value my house's honor, whether or not I agree
with the associated country's values.
5 I had to do a lot of hard work as a student, so I value
the work of others.
6 I met a lot of people from different places, so I'm not
quick to make assumptions.
7 I like to come up with a plan before every battle.
8 I've gotten used to training hard, and I actually quite
like it.

1d6 Ideal
1 Companions. Friends are the most important thing in
this world, I must protect them. (Neutral or Good)
2 Victory. We must win, no matter the cost. (Evil)
3 Civility. I was a model student, and I think we should
all follow the rules for a better social environment.
(Lawful)
4 Freedom. I didn't like the rules then, I don't like them
now. (Chaotic)
5 Chivalry. We are privileged in our education, and we
should use it for the benefit of others. (Good)
6 Mastery. Everyone should strive to hone their skills to
the extreme. (Any)

A student of the officer's academy


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45
1d6 Ideal
Knight
1 Honor. There is a strict code I must follow, or I will be
You served as a knight before the war, and may or may not disgraced. (Lawful)
continue to do so. There are several different allegiances for
a knight to have, choose one or roll randomly on the 2 Battle. To live is to fight, what other purpose is there?
(Evil)
allegiances table.
3 Chivalry. As knights we have a duty not only to our
1d4 Allegiance superiors, but to the common folk. (Good)
1 Knight of Seiros 4 Justice. We must seek to punish the wicked, the
2 Knight of Faerghus battlefield is the place of judgment. (Chaotic)
3 Knight of a noble house 5 Duty. I do my job, and I do it well, I can't be expected
to do any more. (Neutral)
4 Independent Knight
6 Prominence I want to ascend through the social
hierarchy. (Any)
Skill Proficiencies: Athletics, Persuasion.
Tool Proficiencies one artisan's tool of your choice. 1d6 Bond
Weapons: Two simple or martial weapons of your choice.
Equipment: One Simple or Martial Weapon, an old 1 My order is my people, I have to put them before
banner, proof of allegiance, and a pouch containing 10GP. myself.
2 I was stationed in a village or town before the war, I
Feature: Trusted Allies grew quite fond of them.
As a knight, you know many knights from your order. You 3 Someone I trusted turned out to be a traitor, I want
know where you may be able to find some of these allies, and to look them in the eyes and ask why.
you may be able to convince them to fight for you if they 4 I don't have a good relationship with my order
believe it is a good cause, though they may still require some anymore, but I want to make peace again.
payment.
5 I fell in love before the war, but duty has separated
Suggested Characteristics us, I want to find them again.
1d8 Personality trait 6 I failed someone and they paid the price, I want to
1 I admire the people who have saved my life, and try avenge them.
to emulate them.
1d6 Flaw
2 I never forget a promise.
1 I'm still haunted by the people I've killed and the
3 I constantly strive to be stronger people I've lost.
4 I make sure to find a peaceful solution before 2 I forget that not everyone is a trained soldier.
combat, I've seen enough horrors to know what
fighting will bring. 3 I believe too firmly in the nobility.
5 I make sure to befriend my allies, you always want 4 I tend to leave some unpaid tabs when I travel.
someone watching your back in battle. 5 I have a bit of an anger issue.
6 I always honor the dead, and I'm quite superstitious. 6 I don't trust people from other countries, even when
7 I don't slack on my training, and make sure others they've done nothing to warrant it.
don't either.
8 I'm always looking out for threats.

Lord Lonato, a formerly well-respected lord, and former


member of the knights of Faerghus.
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1d6 Bond
Those Who Slither in the Dark
1 I got attached to one of the test subjects. That was a
You worked with the sinister shadow organization known as mistake.
Those Who Slither in the Dark. Composed mostly of
Agarthans, with some Human bandits and Imperial mages as 2 My superior officer was surprisingly kind, and
shielded me from many of the horrors of the
expendable manpower. organization.
Skill Proficiencies: Pick two from: Arcana, Deception,
Medicine, Intimidation. 3 I found a secret I shouldn't have. I want to find out
Tool Proficiencies Disguise kit. more about this revelation.
Languages: One of your choice 4 One of my colleagues betrayed me for power, I want
Equipment: A small arcane trinket, a dagger, a disguise kit, to get back at them.
and a small pouch containing 15gp. 5 I was sent to assassinate someone, I ended up
making friends with them instead.
Feature: Dark Secrets
As a member of TWSitD you gained knowledge of the various 6 I came into possession of an interesting artifact, I
must keep it safe.
workings throughout Fodlan. You learn of one major
operation of the organization or work with your DM to create 1d6 Flaw
one.
1 I have a hard time thinking of common humans as
Suggested Characteristics actual people.
1d8 Personality trait 2 I tend to not question orders from my higher-ups,
1 I have a hatred for the church, and I don't trust its even when I disagree with them.
followers. 3 I hoard my knowledge. These secrets belong to me.
2 I have nightmares of the experiments we conducted. 4 I tend to laugh at other's suffering.
3 I'm always watching my back. 5 I kill without hesitation, I feel little sympathy for my
4 Anyone could be an Agarthan, I can't trust anybody. victims.
5 I've gotten more used to other people's suffering 6 I'm always unimpressed by the works of others, it
than I would like. can't compare to the things I've seen.
6 I've learned about the lies I've been told, I don't know
what's real now.
7 I've lost much of my emotional capacity, I've had a
hard time integrating into normal society.
8 I have odd ticks that I don't notice most of the time.

1d6 Ideal
1 Organization. I can't stand any sort of messy
structure, everything needs order, especially people.
(Lawful)
2 Vengeance. We have been robbed of everything, now
we turn the tides (Evil)
3 Redemption. I have done terrible things, I must atone
for them (Good)
4 Knowledge. We must always strive to learn more and
progress beyond our understanding.(Any)
5 Destruction. We must tear down this world to build it
better than before (Chaotic)
6 Survival. Each person must watch their own backs, we
cannot rely on others.(Neutral)

Dark Bishop Solon, former second-in-command of TWSitD.

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1d6 Bond
Experiment Victim
1 I met someone who eventually escaped, I want to
You were a survivor of the cruel experiments conducted by find out what happened to them.
Those Who Slither in the Dark. This may have led to you
gaining unnatural abilities. 2 One of my captors was secretly nice to me, I want to
repay them.
Skill Proficiencies: Survival and Stealth.
Languages: Two of your choice. 3 I had a friend before I was captured, they were gone
Equipment: A gift from a loved one lost to experiments, a when I resurfaced.
silvered dagger, stolen research notes, and a pouch 4 I still have a friend down there, i need to get them
containing 10gp. back.
5 My home has been taken over by my former captors,
Feature: Blind Spots I will take it back..
You learned something about the inner workings of TWSitD,
and have found ways to avoid their prying eyes. You know of 6 I heard the voice of the Goddess, I now seek her
special techniques to avoid being caught, such as avoiding guidance.
areas they are prominent in, determining if someone has
been replaced, and finding signs of their involvement. 1d6 Flaw
1 I constantly hear the voices of the others.
Suggested Characteristics 2 my personality changed drastically, I haven't noticed.
1d8 Personality trait
3 I'm too quick to assume someone has been replaced
1 I'm always on the watch for Agarthans.
4 I'm possessive of my things, I don't want them taken
2 I'm more comfortable in the shadows than the light. again.
3 I tend to stay up late to avoid nightmares. 5 I no longer know how to interact with other people.
4 I can eat just about anything, as long as it keeps me 6 I assume nobody else has had it as bad as I have.
alive.
5 I freak out at the sight of any surgical instruments
6 I have a strong bond with small animals.
7 I've developed a split personality.
8 I don't like seeing other creatures suffer, if I have to
kill I make it quick.

1d6 Ideal
1 Survival I must carry on, in spite of what has
happened to me (Any)
2 Vengeance. I must get rid of the ones who did this to
me (Neutral or Evil)
3 Freedom. Nobody should ever be contained against
their will (Chaotic)
4 Resurgence. I must stand strong and thrive, I won't let
this get to me. (Lawful)
5 Kindness. I must make sure nobody else goes through
what I've been through.(Good)
6 Karma. Those who have helped me deserve to be
repaid, and those who stood to the side do not
deserve my attention. (Neutral)

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Honorable Spirit
Feats Prerequisite: Dexterity of 13 or higher.
Agarthan Technology Whenever you are within 5ft of an enemy, and there are no
Prerequisite: Agarthan other creatures within 5ft of you or that enemy, you gain a +2
You have adapted your body with defensive technology to bonus to your melee weapon attack rolls against that
defend against any creature foolish enough to approach you, creature. In addition, when the creature attacks you and you
you gain the following benefits: are wielding a melee weapon, you gain a +2 bonus to your
armor class.
Increase your Constitution score by 1, to a maximum of
20. Monstrous Appeal
Whenever a creature makes an attack roll within 5ft. of Prerequisite: Crest of Timotheos or Crest of the Beast.
you, you may use your reaction to apply a penalty to all its Your crest has been twisted and warped through
attack rolls until the end of your next turn. The penalty experimentation. You gain the following benefits:
equals your Proficiency Bonus or your Intelligence You can cast Speak With Animals and Animal Friendship
modifier (your choice). Once per long rest without expending a spell slot. Wisdom
is your spellcasting modifier for these spells.
Improved Beast Form
Prerequisite: Lesser Nabatean, 6th Level. Once per long rest you can use a bonus action to do a
special trigger, such as a sigh or a dance or something
Your natural weapons deal 1d10 damage and have +1 to hit else. This unleashes the crest's power and calls all sorts of
and damage. You regain the use of your Beast form on a short monsters to you. All monstrosities and fiends within
or long rest. 1000ft of you with an intelligence of less than 10 must
make a wisdom saving throw (DC = 8 + your proficiency
Officer's Duty bonus + your Wisdom score) or be drawn towards the
Prerequisite: Charisma of 13 or higher. spot you were standing. The beasts are not under you
As an action in combat you can inspire your allies with control and will likely attack you or anyone near you. Once
your commanding presence. Choose a number of allies the Creature reaches you it is no longer drawn toward the
within 120ft. equal to half your level (Rounded up) each ally area.
can add a d4 to all damage rolls for their attacks until the
start of your next turn. Once you use this ability you cannot
use it again until you finish a long rest. Heavy Rager
Prerequisite: Heavy armor proficiency and the Rage ability.
Murderous Intent Your training in heavy armor has allowed you to use your
As a bonus action, you may enter a vengeful state of mind Barbarian abilities alongside heavy armor. You gain the
until the start of your next turn, while in this state your melee following benefits:
attacks score a critical hit on a roll of 19 or 20 and you deal Increase your Strength or Constitution score by 1
an extra 1d6 damage with all melee weapons. Once you use
this ability you cannot use it again until you finish a long rest. You can now use the Barbarian's rage and fast movement
abilities while wearing heavy armor.
Live To Serve
Whenever you restore hit points to a creature you gain 1d6 Master Duelist
temporary hit points. When wielding a versatile weapon, you gain a bonus based
on how you last used the weapon.
Survival Instincts
Prerequisite: Wisdom of 13 or higher. If you last used the weapon two-handed, You can take
Whenever you reduce a creature of CR1/2 or higher to 0 attacks of opportunity against an opponent that has used
hit points, you gain advantage on all attack rolls and can add the disengage action, and you gain advantage on attacks
a d6 to your saving throws until the start of your next turn. made with your reaction.
Dark Mage If you last used the weapon one-handed, but without a
Prerequisite: The ability to cast at least 1 spell with the "Dark shield, you gain a +1 bonus to your armor class.
Magic" tag. Regardless of how you last used the weapon, you gain a
Whenever you cast a Dark Magic spell you gain a +1 bonus +1 to hit when using a versatile weapon one-handed with
to the spell save DC and spell attack roll. in addition, no shield, and +1 to damage when using one two-handed.
whenever you reduce a creature to 0 hit points with a Dark
Magic spell you gain temporary hit points equal to half your
level (rounded up.)

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Dark Magic Spells
Spells The following spells are now considered to be Dark Magic,
Dark Magic More Dark Magic spells appear below. Any dunamancy spells
Some magic has been restricted by the Church of Seiros for from Explorer's Guide to Wildmount are also Dark Magic
various reasons. While not outright banned, the Church
required special permissions to learn and use these spells.
Certain spells now have the Dark Magic tag. Any devout
member of the church and many common folk may be upset
with you using dark magic without special permissions.
1st Level Animate Dead Contagion Summon Fiend
Hex Hunger of Hadar Geas Tasha's Otherworldly Guise
Witch Bolt Vampiric Touch Cloudkill
Ray of Sickness Summon Lesser Demons Dominate Person 7th Level
Dissonant Whispers Summon Shadowspawn Synaptic Static Finger of Death
Tasha's Caustic Brew Summon Undead Enervation Power Word Pain
Tasha's Hideous Laughter Summon Aberration Danse Macabre
Cause Fear Infernal Calling 8th Level
4th Level Negative Energy Flood Feeblemind
2nd Level Blight Abi-Dalzim's Horrid Wilting
Crown of Madness Evard's Black Tentacles 6th Level Maddening Darkness
Mind Spike Phantasmal Killer Eyebite
Phantasmal Force Sickening Radiance Create Undead 9th Level
Tasha's Mind Whip Shadow of Moil Harm Blade of Disaster
Summon Greater Demon Circle of Death Power Word Kill
3rd Level Magic Jar Weird
Bestow Curse 5th Level Soul Cage Psychic Scream
Fear Modify Memory Mental Prison
New Spells Miasma
Evocation Cantrip (Dark Magic)
Casting Time: 1 action
Range: 60ft
Components: V,S
Duration: Instantaneous
Choose a creature within range. A small, black orb flies at
them. The target must make a Charisma Saving throw or
take 1d6 + Your Spellcasting modifier Psychic damage as the
orb directly attacks their soul.
This spell's damage increases by 1d6 at 5th level
(2d6+Mod), 11th level (3d6+Mod), and 17th level (4d6+Mod).
Available to: Bards, Sorcerers, Warlocks, Wizards.
Nosferatu
2nd-Level Necromancy
Casting Time: 1 action
Range: 60ft
Components: V,S
Duration: Instantaneous
You assail an enemy with holy energy. Make a ranged spell
attack against a creature within range, on a hit the target
takes 2d8+2 radiant damage and you regain hit points equal
to the damage dealt, as the energy takes the life force from
your target and brings it to you.
At Higher Levels. When you cast this spell with a spell
slot of 3rd level or higher the spell deals an extra 1d8 damage
for each level after the 2nd.
Available to: Clerics, Druids, Paladins.
A dark mage performing a spell (Credit: Kaijuicery)
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Dark Spikes Saggitae
4th-Level Conjuration (Dark Magic) 5th-Level Evocation
Casting Time: 1 action Casting Time: 1 action
Range: 90ft Range: 120ft
Components: V,S,M (A silver needle worth at least 10gp) Components: V,S
Duration: Instantaneous Duration: Instantaneous.
Choose a 20ft radius within range, several giant spikes of You send four bolts of energy towards creatures of your
black iron appear and thrust inward into the area. Any choice, each bolt deals 2d6+2 Radiant Damage and
creature in the area must make a dexterity saving throw or automatically hits. If the target is an undead or fiend it takes
take 7d8 Piercing damage on a failed save or half as much on an extra 1d6 damage. If a creature is immune to the Magic
a successful one. Creatures that are large or larger or any Missile spell it takes half damage.
creature riding such a creature make the saving throw at At Higher Levels: when you cast this spell with a spell slot
disadvantage. of 7th or 8th level, you may create one extra bolt, and if you
At Higher Levels: when you cast this spell with a spell slot cast this spell with a 9th level slot you may create two extra
of 5th level or higher, the damage increases by 1d8 for each bolts.
level after the 4th. Available to: Clerics, Druids, Paladins.
Available to: Sorcerers, Warlocks, Wizards.
Physic
Bolganone 2nd-Level Evocation
4th-Level Evocation Casting Time: 1 action
Casting Time: 1 action Range: 360ft
Range: 60ft Components: V,S
Components: V,S,M (A vial of flammable oil) Duration: Instantaneous.
Duration: Instantaneous You send a piece of healing energy an incredible distance
Choose a spot within range, a circle of fire erupts from the towards a target you can see within range. That target
ground with that point at the center and a radius of your regains hit points equal to 1d8+ your spellcasting modifier.
choice (up to 20ft). any creatures within 10ft of the ground This spell causes you to give off a noticeable glow while
(including beneath it) in that area must make a constitution casting, and may give away your location.
saving throw or take 9d6 fire damage, or half as much on a At Higher Levels: when you cast this spell with a spell slot
successful saving throw. of 3rd level or higher, The target regains an additional 1d8 hit
At Higher Levels: when you cast this spell with a spell slot points for each level after the 2nd.
of 5th level or higher, the damage increases by 1d6 and the Available to: Clerics, Druids, Paladins.
maximum radius increases by 5ft for each level after the 4th.
Available to: Druids, Sorcerers, Wizards.
Death
7th-Level Necromancy (Dark Magic)
Casting Time: 1 action
Range: 90ft
Components: V,S,M (A humanoid skull)
Duration: Concentration, up to 1 minute.
Choose a creature within range, it must make a Charisma
saving throw or take 8d8 necrotic damage and all attacks
against it score a critical hit on a 19 or 20 until the spell ends
(If an attack has different critical conditions built into it, this
spell does not change it). On a successful save the target
takes half damage and does not suffer the additional effect.
At Higher Levels: when you cast this spell with a spell slot
of 8th level or higher, the damage increases by 2d8 for each
level after the 7th.
Available to: Bards, Sorcerers, Warlocks, Wizards.

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Cutting Gale Bolting
2nd-Level Evocation 3rd-Level Evocation
Casting Time: 1 action Casting Time: 1 action
Range: 60ft Range: 360ft
Components: V,S Components: V,S,M (a small copper rod worth 5gp, Which
Duration: Instantaneous. the spell destroys)
You conjure a burst of Wind magic which appears as Duration: Instantaneous.
silvery blades of air in a 15ft cube within range, each creature You send a bolt of lightning into the air and down onto a
in the area must make a Dexterity saving throw or take 4d8 creature of your choice within range, make a ranged spell
slashing damage or half as much on a successful save. A attack against the target, ignoring half and three-quarters
creature that is in the air has disadvantage on the saving cover. On a hit the target takes 6d8 Lightning damage, if the
throw. attack misses the target takes half damage. On a critical hit
At Higher Levels: when you cast this spell with a spell slot only half the damage dice are doubled (rounded down).
of 3rd level or higher, the spell deals an extra 1d8 damage for At Higher Levels: when you cast this spell with a spell slot
each level after the 2nd. of 4th Level or higher, the damage increases by 1d8 for each
Available to: Bards, Druids, Rangers, Sorcerers, Wizards. level after the 3rd.
Available to: Druids, Sorcerers, Wizards.
Excalibur
6th-Level Evocation Bohr
Casting Time: 1 action 8th-Level Necromancy (Dark Magic)
Range: Self(60ft Line) Casting Time: 1 action
Components: V,S,M (A small silver blade) Range: 360ft
Duration: Instantaneous. Components: V,S,M (A ball of Lead, which the spell
You summon a blade of air that hurls through a 60ft line consumes)
that is 10ft wide. All creatures in the line must make a Duration: Instantaneous.
dexterity saving throw or take 6d10 slashing damage plus Choose a creature within range, that creature looses half
4d8 thunder damage and be knocked back 10ft from you and its current hit points. A creature can expend a legendary
cannot fly until the end of its next turn, unless it can hover. resistance to ignore this spell.
On a successful save the target takes half damage and suffers Available to: Warlocks, Wizards.
no other effects.
At Higher Levels: when you cast this spell with a spell slot Quake
of 7th level or higher the slashing damage increases by 1d10 9th-Level Evocation (Dark Magic)
and the thunder damage increases by 1d8 for each level after Casting Time: 1 action
the 6th. Range: Self
Available to: Druids, Sorcerers, Wizards. Components: V,S
Duration: Instantaneous.
Fimbuvetr
4th-Level Evocation A shockwave of destructive energy emerges from you into
Casting Time: 1 action the ground. All creatures standing on the same ground as you
Range: 70ft within 400ft must make a constitution saving throw or take
Components: V,S, (A small piece of permafrost) 20d10 Force damage, or half as much on a successful save.
Duration: Instantaneous. any creature killed instantly by this spell is disintegrated.
When you cast the spell you may choose any number of
You briefly encase a 10ft radius in ice, all creatures in the creatures to succeed the saving throw automatically.
area must make a constitution saving throw or take 5d8 cold Available to: Warlocks, Wizards.
damage, have their speed reduced to 0ft, and have
disadvantage on attack rolls, all until the start of your next
turn. On a successful save the target takes half damage and
suffers no other effects.
At Higher Levels: when you cast this spell with a spell slot
of 5th level or higher the damage increases by 1d8 for each
level after the 4th.
Available to: Druids, Rangers, Sorcerers, Warlocks,
Wizards.

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Banshee
4th-Level Necromancy (Dark Magic)
Class Suggestion: Dark Bishop
Casting Time: 1 action Dark Bishops are worshipers of gods or ideas
Range: 90ft considered taboo. While not necessarily evil, a Dark
Components: V,S,M (A piece of glass from an abandoned Bishop is destructive in both power and ideals.
building) Dark Bishops are common among Agarthans and
Duration: Concentration, Up to 1 minute. the Western Church.
You summon three Wisps of dark energy within range, There are two options for a Dark Bishop. The
each one of them immediately attacks one creature within first, if you want utility, is to pick Cleric. The best
domains would be Death, Grave, Knowledge, or
5ft. of them. Make a spell attack roll for each one. The wisps Trickery domain. Focus on spells related to
deal 1d8 + your spellcasting modifier necrotic damage, and debuffing and attacking your enemies, as opposed
any creature hit by them has its armor class reduced by 2 to the typical Cleric method of heals and buffs.
until the start of your next turn. The second option, if you want to focus on
As a bonus action on each of your turns until the spell offense, is to pick Warlock, with the best "patrons"
ends, you can move each wisp up to 15ft in any direction and being: Fiend, Great Old One, Hexblade, or
attack with them. They must remain within the spell's range Undead/Undying. Pick spells and invocations
At Higher Levels: when you cast this spell with a spell slot related to dealing as much damage as possible.
of 6th level or higher you may summon 1 extra wisp for every Regardless of what you choose, pick up as many
2 levels after the 4th Dark Magic spells as you can, and take the "Dark
Available to: Clerics, Warlocks. Mage" feat when available.

Rescue
4th-level conjuration
Casting Time: 1 action
Range: 360 feet
Components: V,S
Duration: Instantaneous.
Choose one creature within range. You must either be able
to see the creature, or know the creature's location to an
accuracy of 10ft. If the creature is willing, it is teleported to
an unoccupied space within 5ft of you.
At Higher Levels: when you cast this spell with a spell slot
of 5th level or higher, the range increases by 60ft. for each
level after the 4th.
Available to: Bards, Clerics.

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