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To catch a fallen angel

Players Guide

Introduction: A long time ago, the angel Hasdiel broke


Ilmaters orders and warned the town of Oakhill of an
impending attack. Although he saved many lives, Hasdiel was
punished for his disobedience. His consciousness was divided
among three magical items and hidden away on Toril, Mount
Celestia and Avernus, the first layer of Hell. Only the
mortals he loved so much could free Hasdiel by using a magical
portal to retrieve the items and return his consciousness to
his petrified body. Once each year, on the anniversary of his
fall does the portal open for a few hours. Will you be able to
return with all three items before the time has passed?

An adventure for four 3rd level characters

by Robin Pools

Chapter I:
Background
Oakhill
Oakhill was once a thriving town
on the Long Road, north of
Waterdeep, in the hills on the
feet of the Sword Mountains. As a
frontier town, its wealth mostly
came from lumber cut from the many
oak and pine trees in the hills
and ore mined from the sword
mountains. With Waterdeep nearby,
there was never a short on demand.
Despite its relative wealth, life
was hard and dangerous at Oakhill.
Both lumberjacks and miners had to
deal with frequent orc and troll
raids out of the nearby mountains
and the hills were a perfect
staging ground for bandits
harrying caravans on the Long
Road.
Population: Oakhills population
consisted mostly of humans (96%),
with some dwarves (2%) and
halflings (1%) mixed in.
Government: Officially Oakhill was
ruled by Lord Eon Charness, a
noble Lord from Waterdeep whos
family acquired the land of
Oakhill centuries earlier. The
Lord himself seldom traveled to
the town however, preferring to
stay in Waterdeep. Mayor Holden
was appointed to see to
the daily arrangements in
town. The mayor was a
generous and deeply
religious man, strictly
following the edicts of
the church of Ilmater.

Religion: Although many shrines


and chapels existed in Oakhill,
only one real temple was ever
built, that of the god Ilmater.
Ilmater was seen as the patron
deity of Oakhill by most of its
residents, mostly because of the
legend of Hasdiel(see further).
The temple of Ilmater was the only
completely stone building in town
and its bell tower could be seen
from miles.
History: Oakhill was founded
centuries ago by the Charness
family. The influx of lumber and
ore attracted many workers and
merchants and the town quickly
grew.
The town met its end at the hands
of the orc tribes of the Sword
Mountains in 1024 DR. After having
failed to sack the city of
Waterdeep, the orc horde returned
to the Sword Mountains. As a
consolation prize and to exact
their revenge the remaining orcs
attacked the town of Oakhill.
Despite an early warning by
Hasdiel, an angel of Ilmater, the
town was raided and burned down.
Because of the warning, many
citizens managed to escape in to
the surrounding hills however.
After the attack the town was
never fully rebuilt. The temple of
Ilmater was renovated and turned
in to a monastery and a shrine and
burial site for Hasdiel was
crafted. The rest of the town was
reclaimed by nature. Most former
inhabitants of Oakhill moved to
Waterdeep.

Hasdiel
Hasdiel was an angel in service to
Ilmater. Once a mortal human
paladin named Hassof, he continued
to serve his lord after his death
at the hands of an Orc Eye of
Gruumsh. During his time as an
angel Hasdiel became increasingly
interested in the town of Oakhill,
even going so far as to violate
the orders of the gods in order to
protect it. In the end, this
became his undoing.

The legend of
Hasdiel
Legend says that
one day a
beautiful and
chaste maiden
moved from
Waterdeep to the
newly constructed
town of Oakhill in
order to escape
from the unwanted
attentions of a
corrupt noble.
Seeking
protection, she
joined the temple
of Ilmater and
helped maintain
its shrine while
the other clerics saw to the
construction of the main temple.
Orcs and trolls from the nearby
mountains kept attacking the
settlement however, tearing down
the unfinished temple time and
again. Seeing their funds lessen,
the clerics of Ilmater grew
troubled and talked about
abandoning the construction and
returning to Waterdeep.
Hearing this the maiden feared her
fate should she return to the city

and so she addressed the clerics


in a moving speech, reminding them
that their lord endured and so
should they. Not only did she sway
the hearts and minds of the
clerics, she also caught the eye
of Hasdiel, the angel sent to
monitor the construction of the
temple.
Hasdiel fell in love with the
maiden but was forbidden to reveal
himself to the mortals. Seeing how
much the maiden cared for the
temple however, he hallowed the
site and made sure that the walls
could not be brought down by
conventional weapons. Thus
construction
succeeded and the
maiden lived her
life in peace,
protected but
unaware of her
celestial admirer.

The fall of Hasdiel


Whether the tale of
Hasdiel and the
maiden is true or
not remains unclear.
In truth the town of
Oakhill did have a
celestial defender
looking out for its
residents. Sometime
during the
construction of the
temple to Ilmater, Hasdiel was
ordered to keep an eye on the
gods followers in Oakhill. He did
so diligently and dutifully for
decades. As is normal, he was
expressly forbidden to directly
intervene in the affairs of the
residents of Oakhill. Only should
another outside supernatural or
magical force threaten the town
was he allowed the step in.
When the orcs attacked Waterdeep
in 1024 DR Hasdiel foresaw their

defeat and knew they would attack


Oakhill on their way back to the
mountains. He asked permission to
warn the clerics of Ilmater at the
temple, but was denied by his
superior, an angel named Elyon.
The townsfolk would have to suffer
and endure, as Ilmater did, as an
example and warning to others.
Hasdiel returned to Oakhill, ready
to watch it burn but as the orc
horde marched on the town he
neglected his orders and appeared
to the townsfolk in front of the
temple, hovering above the town
square.
Many townsfolk managed to escape
in to the nearby hills and
survived the sacking of Oakhill.
The clerics did not leave and hid
behind the walls of their temple.
Most of them died when the orcs
set it ablaze.
After the battle was concluded
Hasdiel was summoned to Elyon and
sentenced to imprisonment. His
body was petrified and his
consciousness was divided in to
three magical items he carried and
hidden away on Mount Celestia, the
1st layer of hell and on Faerun.
It was decreed that only the
mortals that Hasdiel loved so much
would be able to return his
consciousness to his body and thus
end his sentence.

Father Asray, cleric of Ilmater


Father Asray is a middle-aged man
with black hair. The years have
been good to him so far as there
is little gray in his hair and his
complexion is still young and
healthy. Despite his choice of
patron he seems to have done
little suffering. Hidden beneath
his clothes however are numerous

scars he has acquired during his


years of service to the church.
Asray is usually kind and patient.
He talks on a neutral tone without
haste and refrains from using
difficult words. Although he is a
learned man he is clearly used to
talking to farmers and uneducated
commoners. He is a devout follower
of Ilmater and stresses endurance
and patience when discussing any
problem or giving advice.
Father Asray moved to the temple
at Oakhill a few years ago in
order to further his research in
to the life and imprisonment of
Hasdiel. He has always been a
scholar with an interest in to the
legends surrounding the celestial
servants of his god. He believes
Hasdiel s imprisonment is a test
for both the angel and the clerics
at the temple. Hasdiel needs to
show endurance and undergo his
punishment as a martyr for the
people of Oakhill while they
themselves need to show their
gratitude and endurance by freeing
him.
By studying the burial site of
Hasdiel father Asray has
determined the time when the
portal to the angels prison will
open. The portal will only open on
the anniversary of the battle at
Oakhill and only for the duration
of the battle. This means that
there will only be a few hours
each year that it will be possible
to gather the three items
containing Hasdiels
consciousness.
For the first time father Asray
has sent out word to Waterdeep in
search of adventurers willing to
open and enter the magical portal
at Hasdiels grave.

Variant Human traits

Chapter II:
Characters
Level
Each character starts at level 3

Ability scores
you can use the following scores
to build your character:
15,

14,

13,

12,

10, 8.

No other way to generate ability


scores, such as rolling or point
distribution, is allowed.

Races
Any and all races in the D&D
Players Handbook can be chosen
for your character. More setting
and adventure specific races such
as those in various player guides
to other adventures would not be a
good fit and are as such not
allowed.
In addition to the races in the
D&D Players Handbook, the Aasimar
mentioned op page 286 of the D&D
Dungeon Masters Guide may also be
selected at character creation, as
may the variant human mentioned in
this players guide (see sidebar).

Although the ruins of Oakhill have


been deserted for some time, several
people chose to remain behind. These
humans tend to the priests at the
monastery, hunt on the surrounding
hills and forests and keep small
herds of sheep and goats. They live
in small settlements and communal
farms hidden away between the hills.
The nearby divine grave of Hasdiel
has infused them with some measure of
divine power however, granting them
the ability to magically endure
longer than most others could.
These humans are usually of the
Damaran ethnic group. Their divine
legacy becomes apparent in the colour
of their eyes which may include
bright blue, green or even purple.
The following traits replace the
humans Ability Score Increase trait.
Ability Score Increase. Two different
ability scores of your choice
increase by 1.
Skills. You gain proficiency in one
skill of your choice.
Hardy survivor: You can cast the 1st
level spell False Life once with this
trait. You regain the ability to do
so when you take a short or long
rest.

Class options
Any and all class options in the
D&D Players Handbook can be
chosen for your character. More
setting and adventure specific
class options such
as those in various
player guides to
other adventures
would not be a good
fit and are as such
not allowed.

Backgrounds
Any and all backgrounds in the D&D
Players Handbook can be chosen
for your character. More setting
and adventure specific backgrounds
such as those in various player
guides to other adventures would
not be a good fit and are as such
not allowed.

Equipment
All characters start with their
starting equipment as a level 1
character. Equipment is thus
gained through class and
background choice.
In addition to the starting
equipment each character has 1
Potion of healing (page 153
Players Handbook) with him at the
beginning of the adventure.

Chapter III:
Dungeon Challenge
Rules
Characters
Each party will consist of up to 4
characters built according to the
rules found in this guide.
Characters that do not comply with
these guidelines will not be
allowed to compete. Any questions
regarding character creation
should be asked before play
begins. If any irregularities are
discovered during play the
character will be removed from the
game and the party will have to
continue on without him or her.

Time
In game, the party will have up to
5 hours to complete their task.
This time limit restricts the use
of short and long rests (see
further). If the party takes too
long on one task, another may no
longer be available or possible
later (GMs ruling). In real time
the game will have a duration of
90 minutes. When this time has
passed the adventure will end.

Short and long rests


Because of the time restraint, no
long rests are possible. The party
cannot stop and spend the night
without forfeiting the rest of the
adventure.
The adventure does give the party
time for one or two short rests.
The party can decide to take a
third or even a fourth short rest
if they want to, but this will
limit their options further in the

adventure as they are wasting


precious time.

Death
Any character that dies, dies! The
party will have to continue on
without their fallen comrade.

Adventure Score
At the end of the adventure each
group will receive a score
depending on how well they
performed. The score will be
determined as follows

For each character that


makes it back home at the
end of the adventure: +1
For each character that has
over half its hit points
remaining at the end of the
adventure: +1
For each adventure goal
obtained: +4

In case of a tie the GM will


decide which group made the best
run.

Fighter 3

Soldier

CLASS & LEVEL

BACKGROUND

PLAYER NAME

ALIGNMENT

EXPERIENCE POINTS

Half-orc
RACE

CHARACTER NAME

INSPIRATION

18

STRENGTH

16

+2

ARMOR
CLASS

PROFICIENCY BONUS

+1

20

INITIATIVE

SPEED

+3

PERSONALITY TRAITS

DEXTERITY

Hit Point Maximum 31

+5 Strength
+1 Dexterity

13

+5 Constitution

-1

Intelligence

CURRENT HIT POINTS

IDEALS

TEMPORARY HIT POINTS

BONDS

+0 Wisdom

+1

+1 Charisma
CONSTITUTION

SAVING THROWS

16
+3

INTELLIGENCE

8
-1

Acrobatics (Dex)

Animal Handling (Wis)

Arcana (Int)

+5

Deception (Cha)

History (Int)

Insight (Wis)
Investigation (Int)

10

Medicine (Wis)

Nature (Int)

CHARISMA

12
+1

FAILURES

NAME

+3 Intimidation (Cha)

+2

SUCCESSES

HIT DICE

+0

3D10

DEATH SAVES

FLAWS

Athletics (Str)

WISDOM

Total

ATK BONUS DAMAGE/TYPE

Longsword

+5

D8 +5

Crossbow

+3

D8 +1

Relentless endurance:
1/day fall to 1hp instead
of 0hp

Perception (Wis)

Performance (Cha)

Persuasion (Cha)

Religion (Int)

Sleight of Hand (Dex)

Stealth (Dex)

Survival (Wis)

Savage attacks: add one


die when rolling critical
damage

SKILLS

ATTACKS & SPELLCASTING

PASSIVE WISDOM (PERCEPTION)


CP

Common
Orc

SP

EP

GP

10

light crossbow and 20


bolts
Chainmail
dungeoneers pack
Longsword and shield
1 Potion of healing
(2d4+4)

Action surge 1/short rest:


one extra action
Second wind 1/short rest:
heal D10+3
Fighting style: dueling
Improved critical: both a
19 and a 20 is critical

PP

OTHER PROFICIENCIES & LANGUAGES

Darkvision 60ft

EQUIPMENT
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FEATURES & TRAITS

CHARACTER NAME

AGE

HEIGHT

WEIGHT

EYES

SKIN

HAIR

NAME

SYMBOL

CHARACTER APPEARANCE

ALLIES & ORGANIZATIONS

ADDITIONAL FEATURES & TRAITS

CHARACTER BACKSTORY

TREASURE
TM & 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.

SPELLCASTING
ABILITY

SPELLCASTING
CLASS

SPELL
LEVEL

CANTRIPS

SLOTS TOTAL

ED

PR

SLOTS EXPENDED

1
EPAR

SPELL SAVE DC

7
SPELL NAME

SPELLS KNOWN

5
9

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SPELL ATTACK
BONUS

Rogue 3

Criminal

CLASS & LEVEL

BACKGROUND

PLAYER NAME

ALIGNMENT

EXPERIENCE POINTS

Halfling
RACE

CHARACTER NAME

INSPIRATION

14

STRENGTH

+2

ARMOR
CLASS

PROFICIENCY BONUS

+3

25

INITIATIVE

SPEED

-1

PERSONALITY TRAITS

DEXTERITY

16

-1

Strength

+5

Dexterity

+3

Constitution
+3 Intelligence

Hit Point Maximum 27

CURRENT HIT POINTS

IDEALS

TEMPORARY HIT POINTS

BONDS

+1 Wisdom

+3

+0 Charisma
CONSTITUTION

SAVING THROWS

16

+3

INTELLIGENCE

13

+1

12

Arcana (Int)

Athletics (Str)

+2

Total

Acrobatics (Dex)

Animal Handling (Wis)

Insight (Wis)

Intimidation (Cha)

NAME

Medicine (Wis)
+3

Performance (Cha)

Persuasion (Cha)

+5

D6 +3+*

Shortbow

+5

D6 +3

daggers

+5/+5

d4+3 / d4

+5

Sleight of Hand (Dex)

+7

Stealth (Dex)

Lucky: when you roll a 1 on a d20


you may roll again once
Brave: advantage on saves
vs frightened
Halfling Nimbleness. move through
space of
any creature a size larger than you
Advantage of saves vs poison and
Resistance against poison damage

Religion (Int)

FLAWS

ATK BONUS DAMAGE/TYPE

short-sword

Perception (Wis)

DEATH SAVES

Nature (Int)

CHARISMA

SUCCESSES
FAILURES

Deception (Cha)
History (Int)

3D8

HIT DICE

+1

10

+5

+3 Investigation (Int)

WISDOM

+0

Expertise (stealth, thieves tools)

Survival (Wis)
SKILLS

ATTACKS & SPELLCASTING

thieves cant
* sneak attack +2d6

PASSIVE WISDOM (PERCEPTION)


CP

Common
Halfling
thieves cant

SP

EP

GP

PP

OTHER PROFICIENCIES & LANGUAGES

15

shortbow and 20
arrows
leather armor
burglars pack
shortsword
daggers
Thieves tools
1 Potion of healing
(2d4+4)

cunning action: extra dash disengage


or hide action each turn
Assassinate: advantage against
enemies that have not yet acted
attacks against surprised enemies
are critical

EQUIPMENT
TM & 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.

FEATURES & TRAITS

CHARACTER NAME

AGE

HEIGHT

WEIGHT

EYES

SKIN

HAIR

NAME

SYMBOL

CHARACTER APPEARANCE

ALLIES & ORGANIZATIONS

ADDITIONAL FEATURES & TRAITS

CHARACTER BACKSTORY

TREASURE
TM & 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.

SPELLCASTING
ABILITY

SPELLCASTING
CLASS

SPELL
LEVEL

CANTRIPS

SLOTS TOTAL

SLOTS EXPENDED

EPAR

SPELL NAME

ED

PR

SPELL SAVE DC

SPELLS KNOWN

5
9

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SPELL ATTACK
BONUS

Cleric 3

Acolyte

CLASS & LEVEL

BACKGROUND

Aasimar

Good
ALIGNMENT

RACE

CHARACTER NAME

PLAYER NAME

EXPERIENCE POINTS

INSPIRATION

18

STRENGTH

13

+2

ARMOR
CLASS

PROFICIENCY BONUS

-1

20

INITIATIVE

SPEED

+1

PERSONALITY TRAITS

Hit Point Maximum 24

+1 Strength
DEXTERITY

-1

Dexterity

+2

Constitution
+0 Intelligence

CURRENT HIT POINTS

IDEALS

TEMPORARY HIT POINTS

BONDS

+5 Wisdom

-1

+3 Charisma
CONSTITUTION

SAVING THROWS

15
+2

INTELLIGENCE

10
+0

Acrobatics (Dex)

Animal Handling (Wis)

Arcana (Int)

Athletics (Str)

Deception (Cha)

History (Int)

+5

16
+3

+5

+1

DEATH SAVES

FLAWS

ATK BONUS DAMAGE/TYPE

Mace

+3

d6+1

crossbow

+1

d8-1

resistance to necrotic and


radiant damage

Medicine (Wis)

Perception (Wis)

NAME

Insight (Wis)

Nature (Int)

13

HIT DICE

Darkvision 60ft

Performance (Cha)


CHARISMA

SUCCESSES

Investigation (Int)

3D8

FAILURES

Intimidation (Cha)


WISDOM

Total

+3

Persuasion (Cha)

+2

Religion (Int)

Sleight of Hand (Dex)

Stealth (Dex)

Survival (Wis)

Preserve life: 1/short rest


heal 15 damage divided
among creatures within
30ft

SKILLS

ATTACKS & SPELLCASTING

PASSIVE WISDOM (PERCEPTION)


CP

Common
celestial

SP

EP

GP

PP

OTHER PROFICIENCIES & LANGUAGES

15

mace
chain mail
Priests pack
shield
holy symbol
light crossbow and 20
bolts
1 Potion of healing
(2d4+4)

disciple of life: healing


spells
heal 2+spell lvl extra

EQUIPMENT
TM & 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.

FEATURES & TRAITS

CHARACTER NAME

AGE

HEIGHT

WEIGHT

EYES

SKIN

HAIR

NAME

SYMBOL

CHARACTER APPEARANCE

ALLIES & ORGANIZATIONS

ADDITIONAL FEATURES & TRAITS

CHARACTER BACKSTORY

TREASURE
TM & 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.

Cleric
SPELLCASTING
CLASS

CANTRIPS

16

13

+5

SPELLCASTING
ABILITY

SPELL SAVE DC

SPELL ATTACK
BONUS

Light

Guidance
Resistance

Spare the dying

SPELL
LEVEL

SLOTS TOTAL

EPAR

PR

7
SPELL NAME

ED

SPELLS KNOWN

SLOTS EXPENDED

Bless

Cure wounds

healing word

guiding bolt

Sanctuary

Shield of faith

Lesser restoration 1/day

spiritual weapon

prayer of healing

5
9

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GUIDANCE

LIGHT

RESISTANCE

CASTING TIME

RANGE

CASTING TIME

RANGE

CASTING TIME

RANGE

COMPONENTS

DURATION

COMPONENTS

DURATION

COMPONENTS

DURATION

1 action
V, S

Touch

Concentration, up to 1
minute

You touch one willing creature. Once before


the spell ends, the target can roll a d4 and add
the number rolled to one ability check of its
choice. It can roll the die before or after making
the ability check. The spell then ends.

Divination cantrip

Cleric

SPARE THE DYING


CASTING TIME

RANGE

COMPONENTS

DURATION

1 action
V, S

Touch

Instantaneous

You touch a living creature that has 0 hit


points. The creature becomes stable. This spell
has no effect on undead or constructs.

Cleric

Necromancy cantrip

1 action
V, M

Touch

1 hour

a re y or phosphorescent moss
You touch one object that is no larger than 10
feet in any dimension. Until the spell ends, the
object sheds bright light in a 20-foot radius and
dim light for an additional 20 feet. The light can
be colored as you like. Completely covering the
object with something opaque blocks the light.
The spell ends if you cast it again or dismiss it as
an action.
If you target an object held or worn by a hostile
creature, that creature must succeed on a
Dexterity saving throw to avoid the spell.

Cleric

Evocation cantrip

1 action
V, S, M

Touch

Concentration, up to 1
minute

You touch one willing creature. Once before


the spell ends, the target can roll a d4 and add
the number rolled to one saving throw of its
choice. It can roll the die before or after the
saving throw. The spell then ends.

Cleric

Abjuration cantrip

BLESS

CURE WOUNDS

CASTING TIME

RANGE

CASTING TIME

RANGE

COMPONENTS

DURATION

COMPONENTS

DURATION

1 action
V, S, M

30 feet

Concentration, up to 1
minute

a sprinkling of holy water


You bless up to three creatures of your choice
within range. Whenever a target makes an
attack roll or a saving throw before the spell
ends, the target can roll a d4 and add the
number rolled to the attack roll or saving
throw.
At Higher Levels: When you cast this spell using
a spell slot of 2nd level or higher, you can target
one additional creature for each slot level
above 1st.

Cleric (Life)

1st level Enchantment

1 action
V, S

Touch

Instantaneous

A creature you touch regains a number of hit


points equal to 1d8 + your spellcasting ability
modi er. This spell has no effect on undead or
constructs.
At Higher Levels: When you cast this spell using
a spell slot of 2nd level or higher, the healing
increases by 1d8 for each slot level above 1st.

Cleric (Life)

1st level Evocation

GUIDING BOLT

HEALING WORD

CASTING TIME

RANGE

CASTING TIME

RANGE

COMPONENTS

DURATION

COMPONENTS

DURATION

1 action
V, S

120 feet
1 round

A ash of light streaks toward a creature of


your choice within range. Make a ranged spell
attack against the target. On a hit, the target
takes 4d6 radiant damage, and the next attack
roll made against this target before the end of
your next turn has advantage, thanks to the
mystical dim light glittering on the target until
then.
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 above 1st.

Cleric

1st level Evocation

1 bonus action
V

60 feet

Instantaneous

A creature of your choice that you can see


within range regains hit points equal to 1d4 +
your spellcasting ability modi er. This spell has
no effect on undead or constructs.
At Higher Levels: When you cast this spell using
a spell slot of 2nd level or higher, the healing
increases by 1d4 for each slot level above 1st.

Cleric

1st level Evocation

SANCTUARY

SHIELD OF FAITH

CASTING TIME

RANGE

CASTING TIME

RANGE

COMPONENTS

DURATION

COMPONENTS

DURATION

1 bonus action
V, S, M

30 feet

1 minute

a small silver mirror


You ward a creature within range against
attack. Until the spell ends, any creature who
targets the warded creature with an attack or a
harmful spell must rst make a Wisdom saving
throw. On a failed save, the creature must
choose a new target or lose the attack or spell.
This spell doesn't protect the warded creature
from area effects, such as the explosion of a
reball.
If the warded creature makes an attack or casts
a spell that affects an enemy creature, this spell
ends.

Cleric

1st level Abjuration

1 bonus action
V, S, M

60 feet

Concentration, up to 10
minutes

a small parchment with a bit of holy text written on it


A shimmering eld appears and surrounds a
creature of your choice within range, granting
it a +2 bonus to AC for the duration.

Cleric (War)

1st level Abjuration

LESSER RESTORATION

PRAYER OF HEALING

CASTING TIME

RANGE

CASTING TIME

RANGE

COMPONENTS

DURATION

COMPONENTS

DURATION

1 action
V, S

Touch

Instantaneous

You touch a creature and can end either one


disease or one condition af icting it. The
condition can be blinded, deafened, paralyzed,
or poisoned.

Cleric (Life)

2nd level Abjuration

10 minutes
V

30 feet

Instantaneous

Up to six creatures of your choice that you can


see within range each regain hit points equal to
2d8 + your spellcasting ability modi er. This
spell has no effect on undead or constructs.
At Higher Levels: When you cast this spell using
a spell slot of 3rd level or higher, the healing
increases by 1d8 for each slot level above 2nd.

Cleric

2nd level Evocation

SPIRITUAL WEAPON
CASTING TIME

RANGE

COMPONENTS

DURATION

1 bonus action
V, S

60 feet

1 minute

You create a oating, spectral weapon within


range that lasts for the duration or until you
cast this spell again. When you cast the spell,
you can make a melee spell attack against a
creature within 5 feet of the weapon. On a hit,
the target takes force damage equal to 1d8 +
your spellcasting ability modi er.
As a bonus action on your turn, you can move
the weapon up to 20 feet and repeat the attack
against a creature within 5 feet of it. The
weapon can take whatever form you choose.
Clerics of deities who are associated with a
particular weapon (as St. Cuthbert is known for
his mace and Thor for his hammer) make this
spell's effect resemble that weapon. At Higher
Levels: When you cast this spell using a spell
slot 3rd level of or higher, the damage increases
by 1d8 for every two slot levels above the 2nd.

Cleric (War)

2nd level Evocation

Warlock 3

Sage

CLASS & LEVEL

BACKGROUND

PLAYER NAME

ALIGNMENT

EXPERIENCE POINTS

Tiefling
RACE

CHARACTER NAME

INSPIRATION

12

STRENGTH

+2

ARMOR
CLASS

PROFICIENCY BONUS

+1

30

INITIATIVE

SPEED

-1

PERSONALITY TRAITS

DEXTERITY

12

-1

Strength

+1

Dexterity

Hit Point Maximum 24

+2

Constitution
+2 Intelligence

+1

+2 Wisdom

+5 Charisma

CONSTITUTION

SAVING THROWS

14
+2

INTELLIGENCE

Acrobatics (Dex)

Animal Handling (Wis)

+4

+2

WISDOM

+4

Insight (Wis)

Intimidation (Cha)

Nature (Int)

+0

Perception (Wis)

Performance (Cha)

17
+3

NAME

+4 Investigation (Int)

SUCCESSES
FAILURES

History (Int)

10

BONDS

HIT DICE

Medicine (Wis)

CHARISMA

TEMPORARY HIT POINTS


3D8

Arcana (Int)
Deception (Cha)

IDEALS

DEATH SAVES

FLAWS

Athletics (Str)

14

Total

CURRENT HIT POINTS

+5

ATK BONUS DAMAGE/TYPE

Eldritch blast

+5

d10+3

Quarterstaff

+1

d6-1 or d8 -1

Crossbow

+3

d6 +1

Religion (Int)

Sleight of Hand (Dex)

Stealth (Dex)

Survival (Wis)

Dark One's blessing: gain 6


temporary HP when you reduce an
enemy to 0 HP
Agonizing blast: add cha modifier
to eldritch blast damage

SKILLS

ATTACKS & SPELLCASTING

PASSIVE WISDOM (PERCEPTION)


CP

Common
Infernal
Celestial
Draconic

SP

EP

GP

PP

OTHER PROFICIENCIES & LANGUAGES

Hellish resistance: resistance to fire


Infernal legacy

Persuasion (Cha)

Darkvision 60ft

10

Fiendish vigor: cast false life on


self at will

light crossbow and 20


bolts
arcane focus
dungeoneers pack
Leather armor
Quarterstaff
two daggers
1 Potion of healing
(2d4+4)

EQUIPMENT
TM & 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.

FEATURES & TRAITS

CHARACTER NAME

AGE

HEIGHT

WEIGHT

EYES

SKIN

HAIR

NAME

SYMBOL

CHARACTER APPEARANCE

ALLIES & ORGANIZATIONS

ADDITIONAL FEATURES & TRAITS

CHARACTER BACKSTORY

TREASURE
TM & 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.

Warlock
SPELLCASTING
CLASS

CANTRIPS

17

13

+5

SPELLCASTING
ABILITY

SPELL SAVE DC

SPELL ATTACK
BONUS

Thaumaturgy

Eldritch blast
Blade ward
Guidance
Fire bolt

Spare the dying


False life

SPELL
LEVEL

SLOTS TOTAL

SLOTS EXPENDED

EPAR

PR

ED

SPELL NAME

SPELLS KNOWN

Hellisch rebuke 1/day


Hex
Witch Bolt

Armor of Agathys
Misty step

TM & 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.

BLADE WARD

ELDRITCH BLAST

CASTING TIME

RANGE

CASTING TIME

RANGE

COMPONENTS

DURATION

COMPONENTS

DURATION

1 action
V, S

Self

1 round

You extend your hand and trace a sigil of


warding in the air. Until the end of your next
turn, you have resistance against bludgeoning,
piercing, and slashing damage dealt by weapon
attacks.

Warlock

Abjuration cantrip

1 action
V, S

120 feet

Instantaneous

A beam of crackling energy streaks toward a


creature within range. Make a ranged spell
attack against the target. On a hit, the target
takes 1d10 force damage.
The spell creates more than one beam when
you reach higher levels - two beams at 5th level,
three beams at 11th level, and four beams at
17th level. you can direct the beams at the same
target or at different ones. Make a separate
attack roll for each beam.

Warlock

Evocation cantrip

ARMOR OF AGATHYS
CASTING TIME

RANGE

COMPONENTS

DURATION

1 action
V, S, M

Self

1 hour

a cup of water
A protective magical force surrounds you,
manifesting as a spectral frost that covers you
and your gear. You gain 5 temporary hit points
for the duration. If a creature hits you with a
melee attack while you have these hit points,
the creature takes 5 cold damage.
At Higher Levels: When you cast this spell using
a spell slot of 2nd level or higher, both the
temporary hit points and the cold damage
increase by 5 for each slot level above 1st.

Warlock

1st level Abjuration

FALSE LIFE
CASTING TIME

RANGE

COMPONENTS

DURATION

1 action
V, S, M

Self

1 hour

a small amount of alcohol or distilled spirits


Bolstering yourself with a necromantic
facsimile of life, you gain 1d4+4 temporary hit
points for the duration.
At Higher Levels: When you cast this spell using
a spell slot of 2nd level or higher, you gain 5
additional temporary hit points for each slot
level above 1st.

Warlock (Undying)

1st level Necromancy

HELLISH REBUKE

HEX

WITCH BOLT

CASTING TIME

RANGE

CASTING TIME

RANGE

CASTING TIME

RANGE

COMPONENTS

DURATION

COMPONENTS

DURATION

COMPONENTS

DURATION

1 reaction
V, S

60 feet

Instantaneous

You point your nger, and the creature that


damaged you is momentarily surrounded by
hellish ames. The creature must make a
Dexterity saving throw. It takes 2d10 re
damage on a failed save, or half as much damage
on a successful one.
At Higher Levels: When you cast this spell using
a spell slot of 2nd level or higher, the damage
increases by 1d10 for each slot level above 1st.

Warlock

1st level Evocation

1 bonus action
V, S, M

90 feet

Concentration, up to 1
hour

the petri ed eye of a newt


You place a curse on a creature that you can see
within range. Until the spell ends, you deal an
extra 1d6 necrotic damage to the target
whenever you hit it with an attack. Also,
choose one ability when you cast the spell. The
target has disadvantage on ability checks made
with the chosen ability.
If the target drops to 0 hit points before this
spell ends, you can use a bonus action on a
subsequent turn of yours to curse a new
creature. A remove curse cast on the target
ends this spell early. At Higher Levels: When
you cast this spell using a spell slot of 3rd or
4th level, you can maintain your concentration
on the spell for up to 8 hours. When you use a
spell slot of 5th level or higher, you can
maintain your concentration on the spell for
up to 24 hours.

Warlock

1st level Enchantment

1 action
V, S, M

30 feet

Concentration, up to 1
minute

a twig from a tree that has been struck by lightning


A beam of crackling, blue energy lances out
toward a creature within range, forming a
sustained arc of lightning between you and the
target. Make a ranged spell attack against that
creature. On a hit, the target takes 1d12
lightning damage, and on each of your turns for
the duration, you can use your action to deal
1d12 lightning damage to the target
automatically. The spell ends if you use your
action to do anything else. The spell also ends if
the target is ever outside the spell's range or if it
has total cover from you.
At Higher Levels: When you cast this spell using
a spell slot of 2nd level or higher, the initial
damage increases by 1d12 for each slot level
above 1st.

Warlock

1st level Evocation

MISTY STEP
CASTING TIME

RANGE

COMPONENTS

DURATION

1 bonus action
V

Self

Instantaneous

Brie y surrounded by silvery mist, you teleport


up to 30 feet to an unoccupied space that you
can see.

Warlock

2nd level Conjuration

FIRE BOLT
CASTING TIME

RANGE

COMPONENTS

DURATION

1 action
V, S

120 feet

Instantaneous

You hurl a mote of re at a creature or object


within range. Make a ranged spell attack against
the target. On a hit, the target takes 1d10 re
damage. A ammable object hit by this spell
ignites if it isn't being worn or carried.
This spell's damage increases by 1d10 when you
reach 5th level (2d10), 11th level (3d10), and
17th level (4d10).

Sorcerer

Evocation cantrip

GUIDANCE

SPARE THE DYING

THAUMATURGY

CASTING TIME

RANGE

CASTING TIME

RANGE

CASTING TIME

RANGE

COMPONENTS

DURATION

COMPONENTS

DURATION

COMPONENTS

DURATION

1 action
V, S

Touch

Concentration, up to 1
minute

You touch one willing creature. Once before


the spell ends, the target can roll a d4 and add
the number rolled to one ability check of its
choice. It can roll the die before or after making
the ability check. The spell then ends.

Cleric

Divination cantrip

1 action
V, S

Touch

Instantaneous

You touch a living creature that has 0 hit


points. The creature becomes stable. This spell
has no effect on undead or constructs.

Cleric

Necromancy cantrip

1 action
V

30 feet

Up to 1 minute

You manifest a minor wonder, a sign of


supernatural power, within range. You create
one of the following magical effects within
range.
Your voice booms up to three times as loud as
normal for 1 minute. You cause ames to
icker, brighten, dim, or change color for 1
minute. You cause harmless tremors in the
ground for 1 minute. You create an
instantaneous sound that originates from a
point of your choice within range, such as a
rumble of thunder, the cry of a raven, or
ominous whispers. You instantaneously cause
an unlocked door or window to y open or
slam shut. You alter the appearance of your
eyes for 1 minute. If you cast this spell multiple
times, you can have up to three of its 1-minute
effects active at a time, and you can dismiss
such an effect as an action.

Cleric

Transmutation cantrip

FALSE LIFE
CASTING TIME

RANGE

COMPONENTS

DURATION

1 action
V, S, M

Self

1 hour

a small amount of alcohol or distilled spirits


Bolstering yourself with a necromantic
facsimile of life, you gain 1d4+4 temporary hit
points for the duration.
At Higher Levels: When you cast this spell using
a spell slot of 2nd level or higher, you gain 5
additional temporary hit points for each slot
level above 1st.

Cleric (Death)

1st level Necromancy

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