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ADV Journey To The High Country - A Darwes Adventure
ADV Journey To The High Country - A Darwes Adventure
BY DAVE ZAJAC
High Thane Urrim Stonepick of Citadel Hoarfrost seeks to strengthen relations and open trade
between his stronghold and the nation of Rashemen. In an effort to gain favor with the Wychlaran,
the masked witches who guide the nation, the High Thane has selected several groups of young
dwarves to travel to Rashemen as emissaries of goodwill. Will these young dwarves find a way to
impress the enigmatic witches and bring esteem to Rashemen in the name of the Citadel Hoarfrost?
CREDITS
Produced by Swordfin Games
Distributed by www.dmsguild.com
Interior maps and characters by Dave Zajac
Includes art by Matthew Richmond and openclipart.org
www.swordfin.com
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INTRODUCTION STARTING THE ADVENTURE
The Rashemi are a fierce and proud people. Show them we are Before departing for Rashemen, the PCs learned the basics of
the same—and more. its history and culture. Each PC knows the information below.
—High Thane Urrim Stonepick Rashemen is a rugged land of hardy and fiercely
independent people tied to ancient ways practiced for
Journey to the High Country is a supplement for the DMs over a thousand years.
Guild™ adventure, Hand of the Wychlaran. This supplement ties
the adventure presented in Hand of the Wychlaran to the DMs Rashemen has prevailed in the face of invaders. Old
Guild adventures, Journey to the Buried Vale, Journey to the enemies include ancient Narfell and Raumathar, lost
Summer City, and Journey on the Long Road. Mulhorand, the Tuigan of the Hordelands, and Thay.
The previously mentioned adventures revolve around a party The Wychlaran wield magic tied to the land, and they train
of dwarves from Citadel Hoarfrost, a small dwarven stronghold those with power to serve Rashemen. Female Wychlaran,
tucked deep within the Icerim Mountains of northeastern called hathrans or learned sisters, cast spells of wild power.
Faerûn. The exploits covered in the previous adventures take Male spellcasters, called Old Ones since many live to a
place in and around the lands of Narfell. The events detailed in staggering age, are few. They excel in itemcraft and rituals.
Hand of the Wychlaran take place in the nation of Rashemen, Although Iron Lord Mangan Uruk seemingly rules
which lies to the southeast of Narfell. Rashemen, its true power lies with the Wychlaran.
This supplement contains information on Narfell and Collectively, they choose the Iron Lord. They protect and
Rashemen, pregenerated characters, and boxed text to teach him and can remove him from the throne at will.
augment the opening and closing encounters in Hand of the
Wychlaran, which is required to play. You can download a copy Read the following to start the adventure.
of Hand of the Wychlaran from the DMs Guild website.
The words of your thane echo in your thoughts: The Rashemi
are a fierce and proud people. Show them we are the same—
NARFELL and more. You have spent the last several months traveling
Narfell is a wintry country covered in infertile soil and throughout Rashemen at the behest of High Thane Urrim
scraggly grass. Glaciers on Mount Nar reach down from the Stonepick. In an effort to improve trade and relations
peak and into the plains. Icelace Lake is frozen nearly year- between Citadel Hoarfrost and Rashemen, your thane sent
round. Bitter, killing winds blow unceasingly. you to the strange land with a twofold mission. First, let the
From the backs of tall, shaggy horses, nomadic folk hunt people of Rashemen see the clansmen of Citadel Hoarfrost
reindeer and wild oxen. Calling themselves Nars, these fierce as individuals who exhibit respect, honor, and decency.
riders and archers supplement their resources by raiding Second, find a way to earn the goodwill of the Wychlaran.
west into Damara, south into the Great Dale, and even into As a pragmatic dwarf raised within the halls of Citadel
northeastern Thesk. More often, though, the tribes fight Hoarfrost, the first part of your mission has been easy. In
among themselves. spite of their strange customs (like short, trimmed beards),
the Rashemi are sturdy, hardworking, and deeply respectful
of the land, and your shared qualities have allowed you to
ADVENTURE HOOK move throughout their culture with relative ease.
High Thane Urrim Stonepick of Citadel Hoarfrost seeks to You second objective has been problematic. The
strengthen relations and open trade between his stronghold Wychlaran's masked witches are not given to socialization
and the nation of Rashemen. Although Iron Lord Mangan Uruk amongst the general populace. Even in the larger cities of
seemingly rules Rashemen, its true power lies with the Immilmar and Mulptan, they are rarely seen.
Wychlaran. The Wychlaran wield magic tied to the land, and During your travels, you have broken up several bar fights,
they train those with power to serve Rashemen. Female rescued a wagon of merchants from a bandit attack, and
Wychlaran, called hathrans or learned sisters, cast spells of wild even tracked and eliminated an ogre that had been stealing
power. Male spellcasters, called Old Ones since many live to a pigs from an outlying farm. While none of these deeds has
staggering age, are few. They excel in itemcraft and rituals. drawn the attention of the Wychlaran, the Rashemi have
Collectively, they choose the Iron Lord. They protect and teach been grateful for your help, and several days ago a tavern
this potent commander, and they can remove him from the owner outside of Mulsantir suggested you travel to the small
throne at will. mining village of Valls on the outskirts of Rashemen's High
In an effort to gain favor with the Wychlaran, the High Thane Country to investigate a call for adventurers by a hathran
selected several groups of young dwarves and sent them to named Rendora.
Rashemen in early summer with two objectives. First, let the
people of Rashemen see the clansmen of Citadel Hoarfrost as CONTINUING THE ADVENTURE
individuals who exhibit respect, honor, and decency. Second, When the players are ready, proceed to encounter A1 in Hand
find a way to impress the Wychlaran and earn their goodwill. of the Wychlaran.
3
4
ENDING THE ADVENTURE
To end Hand of the Wychlaran, replace the boxed text in the
Ending the Adventure section of the adventure with the text
below.
5
Vondal Paladin Lawful Good Male 4' 5" 160
CHARACTER NAME CLASS ALIGNMENT GENDER HEIGHT WEIGHT
+3 #
#
+1
+3
Dexterity
Constitution
Total 3d10
(6+CON/level)
MANNERISMS & APPEARANCE
17 # +1 Intelligence
Unlike his surly and gruff brother, Vondal is much more
congenial. While his faith is strong, he has managed to shy
# +3 Wisdom HIT DICE CURRENT HP away from the often unbearable piousness of other holy
DEXTERITY warriors, even going so far as to be a bit of a prankster. His
# +4 Charisma favorite activity, however, is politely teasing his brother,
+1 SKILLS
SUCCESSES O
FAILURES O
DEATH SAVES
O O
O O
Berend. Like his brother, he isn't shy about using his clan's
battle cry of, "for Stonemantel!" during fights.
12 # +1 Acrobatics (Dex)
INSPIRATION FEATURES & TRAITS SUMMARY
# +1 Animal Handling (Wis)
CONSTITUTION Darkvision, Dwarven Resilience, Stonecunning
# +1 Arcana (Int) Common, Dwarvish, Giant
RACE
+3 # +5 Athletics (Str)
LANGUAGES
# +2 Deception (Cha) Divine Sense, Lay on Hand, Fighting Style [Dueling],
16 Divine Smite, Spellcasting, Divine Health, Sacred Oath,
CLASS
# +3 History (Int) Channel Divinity: Sacred Weapon, Channel Divinity:
scale mail
INTELLIGENCE # +1 Insight (Wis) warhammer Turn the Unholy
handaxes (3) Respected Neighbor
BACKGROUND
#
+1 #
+4
+1
Intimidation (Cha)
Investigation (Int)
shield
explorer's pack
‐backpack
12 # +1 Medicine (Wis) ‐bedroll
Ability: Charisma
‐mess kit
#
SPELLS
+1 #
#
+2
+4
Performance (Cha)
Persuasion (Cha)
‐waterskin
‐rope, hempen (50 feet)
grappling hook
ATTACKS
NAME ATK BONUS DAMAGE RANGE
12 # +1 Religion (Int)
crowbar
Warhammer +5 1d8+5 ‐
2 flasks of oil
# +1 Slight of Hand (Dex) sack Handaxe (melee) +5 1d6+5 ‐
CHARISMA pouch
# +1 Stealth (Dex) shovel Handaxe (thrown) +5 1d6+3 20/60
+2 # +1 Survival (Wis)
hammer
10 iron spikes
traveler's clothes
14 a rabbit's foot
87 potion of healing
CP EP
ARMOR
PASSIVE 25
SP PP TYPE AC STRENGTH STEALTH
13 GP
153 156
TOTAL IN GP
Chainmail
Shield
16
+2
13
‐
Disadvantage
‐
PERCEPTION COINS INVENTORY
SPELLCASTING RACE & BACKGROUND INFORMATION
SPELLS KNOWN BACKGROUND: HOARFROST EXPLORER
You have been raised and trained within the halls of Citadel Hoarfrost.
6th Level Spell Slots: While not as large or majestic as many of the dwarven citadels to the west,
Citadel Hoarfrost is still a self‐sustaining settlement that is home to all
manner of capable teachers and mentors.
You have specifically trained for the life of an explorer, and that training
SPELLS KNOWN has been tailored to your chosen path. Once your training is complete, you
will serve your citadel by venturing outside its halls and tunnels to explore
7th Level Spell Slots: the surrounding lands, escort caravans, put down threats to your home,
and many other tasks suited to your training.
Skill Proficiencies: Three of your choice [History, Perception, and
Pesuasion]
SPELLS KNOWN
Tool Proficiencies: One of your choice [Navigator's Tools]
8th Level Spell Slots: Languages: One of your choice [Giant]
Feature [Respected Neighbor]: Fearlessness in battle, expertly crafted
weapons, and a passion for making fine ale have all helped your kin earn
the respect of their neighbors. As such, the jagged mountain peaks that
SPELLS KNOWN
mark the banner Citadel Hoarfrost are well received in all lands within a
9th Level Spell Slots: tenday walk of your home. This respect makes it easy for you to buy and sell
goods, acquire services, and gain access to important community leaders.
SPELLS KNOWN
CLASS OVERVIEW
PALADIN SPELLCASTING
By 2nd level, you have learned to draw on divine magic through meditation
Whatever their origin and their mission, paladins are united by their oaths
and prayer to cast spells as a cleric does. See chapter 10 for the general
to stand against the forces of evil. Whether sworn before a god’s altar and
rules of spellcasting and chapter 11 for the paladin spell list.
the witness of a priest, in a sacred glade before nature spirits and fey
Preparing and Casting Spells: The Paladin table shows how many spell
beings, or in a moment of desperation and grief with the dead as the only
slots you have to cast your spells. To cast one of your paladin spells of 1st
witness, a paladin’s oath is a powerful bond. It is a source of power that
level or higher, you must expend a slot of the spell’s level or higher. You
turns a devout warrior into a blessed champion.
regain all expended spell slots when you finish a long rest.
You prepare the list of paladin spells that are available for you to cast,
HIT POINTS
choosing from the paladin spell list. When you do so, choose a number of
Hit Dice: 1d10 per paladin level
paladin spells equal to your Charisma modifier + half your paladin level,
Hit Points at 1st Level: 10 + your Constitution modifier
rounded down (minimum of one spell). The spells must be of a level for
Hit Points at Higher Levels: 1d 10 (or 6) + your Constitution
which you have spell slots.
modifier per paladin level after 1st
For example, if you are a 5th‐level paladin, you have four 1st‐level and
two 2nd‐level spell slots. With a Charisma of 14, your list of prepared spells
PROFICIENCIES
can include four spells of 1st or 2nd level, in any combination. If you
Armor: All armor, shields
prepare the 1st‐level spell cure wounds, you can cast it using a 1st‐level or a
Weapons: Simple weapons, martial weapons
2nd‐level slot. Casting the spell doesn’t remove it from your list of prepared
Tools: None
spells.
Saving Throws: Wisdom, Charisma
You can change your list of prepared spells when you finish a long rest.
Skills: Choose two from Athletics, Insight, Intimidation,
Preparing a new list of paladin spells requires time spent in prayer and
Medicine, Persuasion, and Religion
meditation: at least 1 minute per spell level for each spell on your list.
Spellcasting Ability: Charisma is your spellcasting ability for your paladin
CLASS FEATURES
spells, since their power derives from the strength of your convictions. You
As a paladin, you gain the following class features.
use your Charisma whenever a spell refers to your spellcasting ability. In
Divine Sense: The presence of strong evil registers on your senses like a
addition, you use your Charisma modifier when setting the saving throw DC
noxious odor, and powerful good rings like heavenly music in your ears. As
for a paladin spell you cast and when making an attack roll with one.
an action, you can open your awareness to detect such forces. Until the end
Spell save DC: Your spell Save DC equals 8 + your proficiency bonus + your
of your next turn, you know the location of any celestial, fiend, or undead
Charisma modifier
within 60 feet of you that is not behind total cover. You know the type
Spell attack modifier: Your spell attack modifier equals your proficiency
(celestial, fiend, or undead) of any being w hose presence you sense, but
bonus + your Charisma modifier
not its identity (the vampire Count Strahd von Zarovich, for instance).
Spellcasting Focus: You can use a holy symbol (found in chapter 5) as a
Within the same radius, you also detect the presence of any place or object
spellcasting focus for your paladin spells.
that has been consecrated or desecrated, as with the hallow spell.
You can use this feature a number of times equal to 1 + your Charisma
SACRED OATH
modifier. When you finish a long rest, you regain all expended uses.
When you reach 3rd level, you swear the oath that binds you as a paladin
This feature has no effect on undead and constructs.
forever. Up to this time you have been in a preparatory stage, committed to
Lay On Hands: Your blessed touch can heal wounds. You have a pool of
the path but not yet sworn to it. Now you choose the Oath of Devotion, the
healing power that replenishes when you take a long rest. With that pool,
Oath of the Ancients, or the Oath of Vengeance, all detailed at the end of
you can restore a total number of hit points equal to your paladin level x 5.
the class description.
As an action, you can touch a creature and draw power from the pool to
Your choice grants you features at 3rd level and again at 7th, 15th, and
restore a number of hit points to that creature, up to the maximum amount
20th level. Those features include oathspells and the Channel Divinity
remaining in your pool.
feature.
Alternatively, you can expend 5 hit points from your pool of healing to
Oath Spells: Each oath has a list of associated spells. You gain access to
cure the target of one disease or neutralize one poison affecting it. You can
these spells at the levels specified in the oath description. Once you gain
cure multiple diseases and neutralize multiple poisons with a single use of
access to an oath spell, you always have it prepared. Oath spells don’t count
Lay on Hands, expending hit points separately for each one.
against the number of spells you can prepare each day.
Fighting Style [Dueling]: At 2nd level, you adopt a style of fighting as your
If you gain an oath spell that doesn’t appear on the paladin spell list, the
specialty. Dueling: When you are wielding a melee weapon in one hand and
spell is nonetheless a paladin spell for you.
no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Channel Divinity: Your oath allows you to channel divine energy to fuel
Divine Smite: Starting at 2nd level, when you hit a creature with a melee
magical effects. Each Channel Divinity option provided by your oath
weapon attack, you can expend one paladin spell slot to deal radiant
explains how to use it.
damage to the target, in addition to the weapon’s damage. The extra
When you use your Channel Divinity, you choose which option to use. You
damage is 2d8 for a 1st‐level spell slot, plus 1d8 for each spell level higher
must then finish a short or long rest to use your Channel Divinity again.
than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is
Some Channel Divinity effects require saving throws. When you use such
an undead or a fiend.
an effect from this class, the DC equals your paladin spell save DC.
Divine Health: By 3rd level, the divine magic flowing through you makes
you immune to disease.
ADDITIONAL INFORMATION ADDITIONAL INFORMATION
Oath of Devotion
The Oath of Devotion binds a paladin to the loftiest ideals of justice, virtue,
and order. Sometimes called cavaliers, white knights, or holy warriors,
these paladins meet the ideal of the knight in shining armor, acting with
honor in pursuit of justice and the greater good. They hold themselves to
the highest standards of conduct, and some, for better or w orse, hold the
rest of the world to the same standards. Many who swear this oath are
devoted to gods of law and good and use their gods’ tenets as the measure
of their devotion. They hold angels—the perfect servants of good—as their
ideals, and incorporate images of angelic wings into their helmets or coats
of arms.
Tenets of Devotion: Though the exact words and strictures of the Oath of
Devotion vary, paladins of this oath share these tenets.
Honesty . Don’t lie or cheat. Let your word be your promise.
Courage. Never fear to act, though caution is wise.
Compassion. Aid others, protect the weak, and punish those who
threaten them. Show mercy to your foes, but temper it with wisdom.
Honor. Treat others with fairness, and let your honorable deeds be an
example to them. Do as much good as possible while causing the least
amount of harm.
Duty. Be responsible for your actions and their consequences, protect
those entrusted to your care, and obey those w ho have just authority over
you.
Oath Spells: You gain oath spells at the paladin levels listed.
3rd protection from evil and good, sanctuary
5th lesser restoration, zone of truth
9th beacon of hope, dispel magic
13th freedom of movement, guardian of faith
17th commune, flame strike
Channel Divinity: When you take this oath at 3rd level, you gain the
following two Channel Divinity options.
Sacred Weapon. As an action, you can imbue one weapon that you are
holding with positive energy, using your Channel Divinity. For 1 minute, you
add your Charisma modifier to attack rolls made with that weapon (with a
minimum bonus of +1). The weapon also emits bright light in a 20‐foot
radius and dim light 20 feet beyond that. If the weapon is not already
magical, it becomes magical for the duration.
You can end this effect on your turn as part of any other action. If you are
no longer holding or carrying this weapon, or if you fall unconscious, this
effect ends.
Paladin Spells: 1st Level CURE WOUNDS
1st‐level evocation
BLESS Casting Time: 1 action
1st‐level enchantment Range: Touch
Casting Time: 1 action Components: V, S
Range: 30 feet Duration: Instantaneous
Components: V, S, M (a sprinkling of holy water) A creature you touch regains a number of hit points equal
Duration: Concentration, up to 1 minute to 1d8 + your spellcasting ability modifier. This spell has
You bless up to three creatures of your choice within no effect on undead or constructs.
range. Whenever a target makes an attack roll or a saving At Higher Levels. When you cast this spell using a spell
throw before the spell ends, the target can roll a d4 and slot of 2nd level or higher, the healing increases by 1d8 for
add the number rolled to the attack roll or saving throw. each slot level above 1st.
At Higher Levels. When you cast this spell using a spell
slot of 2nd level or higher, you can target one additional DETECT EVIL AND GOOD
creature for each slot level above 1st. 1st‐level divination
COMMAND Casting Time: 1 action
1st‐level enchantment Range: Self
Components: V, S
Casting Time: 1 action Duration: Concentration, up to 10 minutes
Range: 60 feet
Components: V For the duration, you know if there is an aberration,
Duration: 1 round celestial, elemental, fey, fiend, or undead within 30 feet of
You speak a one‐word command to a creature you can see you, as well as where the creature is located. Similarly, you
within range. The target must succeed on a Wisdom know if there is a place or object within 30 feet of you that
saving throw or follow the command on its next turn. The has been magically consecrated or desecrated.
spell has no effect if the target is undead, if it doesn’t The spell can penetrate most barriers, but it is blocked
understand your language, or if your command is directly by 1 foot of stone, 1 inch of common metal, a thin sheet
harmful to it. of lead, or 3 feet of wood or dirt.
Some typical commands and their effects follow. You
might issue a command other than one described here. If DETECT MAGIC
you do so, the DM determines how the target behaves. If 1st‐level divination (ritual)
the target can’t follow your command, the spell ends.
Approach. The target moves toward you by the Casting Time: 1 action
shortest and most direct route, ending its turn if it moves Range: Self
within 5 feet of you. Components: V, S
Drop. The target drops whatever it is holding and then Duration: Concentration, up to 10 minutes
ends its turn.
Flee. The target spends its turn moving away from you For the duration, you sense the presence of magic within
by the fastest available means. 30 feet of you. If you sense magic in this way, you can use
Grovel. The target falls prone and then ends its turn. your action to see a faint aura around any visible creature
Halt. The target doesn’t move and takes no actions. A or object in the area that bears magic, and you learn its
flying creature stays aloft, provided that it is able to do so. school of magic, if any.
If it must move to stay aloft, it flies the minimum distance The spell can penetrate most barriers, but it is blocked
needed to remain in the air. by 1 foot of stone, 1 inch of common metal, a thin sheet
At Higher Levels. When you cast this spell using a spell of lead, or 3 feet of wood or dirt.
slot of 2nd level or higher, you can affect one additional
creature for each slot level above 1st. The creatures must DETECT POISON AND DISEASE
be within 30 feet of each other when you target them. 1st‐level divination (ritual)
Casting Time: 1 action
Range: Self
Components: V, S, M (a yew leaf) The protection grants several benefits. Creatures of
Duration: Concentration, up to 10 minutes those types have disadvantage on attack rolls against the
target. The target also can't be charmed, frightened, or
For the duration, you can sense the presence and location possessed by them. If the target is already charmed,
of poisons, poisonous creatures, and diseases within 30 frightened, or possessed by such a creature, the target has
feet of you. You also identify the kind of poison, poisonous advantage on any new saving throw against the relevant
creature, or disease in each case. effect.
The spell can penetrate most barriers, but it is blocked
by 1 foot of stone, 1 inch of common metal, a thin sheet PURIFY FOOD AND DRINK
of lead, or 3 feet of wood or dirt. 1st‐level transmutation (ritual)
DIVINE FAVOR Casting Time: 1 action
1st‐level evocation Range: 10 feet
Components: V, S
Casting Time: 1 bonus action Duration: Instantaneous
Range: Self
Components: V, S All nonmagical food and drink within a 5‐foot‐radius
Duration: Concentration, up to 1 minute sphere centered on a point of your choice within range is
purified and rendered free of poison and disease.
Your prayer empowers you with divine radiance. Until the
spell ends, your weapon attacks deal an extra 1d4 radiant SANCTUARY
damage on a hit. 1st‐level abjuration
Casting Time: 1 bonus action
HEROISM
Range: 30 feet
1st‐level enchantment
Components: V, S, M (a small silver mirror)
Duration: 1 minute
Casting Time: 1 action
Range: Touch You ward a creature within range against attack. Until the
Components: V, S spell ends, any creature who targets the warded creature
Duration: Concentration, up to 1 minute with an attack or a harmful spell must first make a
Wisdom saving throw. On a failed save, the creature must
A willing creature you touch is imbued with bravery. Until choose a new target or lose the attack or spell. This spell
the spell ends, the creature is immune to being frightened doesn’t protect the warded creature from area effects,
and gains temporary hit points equal to your spellcasting such as the explosion of a fireball.
ability modifier at the start of each of its turns. When the If the warded creature makes an attack or casts a spell
spell ends, the target loses any remaining temporary hit that affects an enemy creature, this spell ends.
points from this spell.
At Higher Levels. When you cast this spell using a spell SHIELD OF FAITH
slot of 2nd level or higher, you can target one additional 1st‐level abjuration
creature for each slot level above 1st.
Casting Time: 1 bonus action
PROTECTION FROM EVIL AND GOOD Range: 60 feet
1st‐level abjuration Components: V, S, M (a small parchment with a bit of holy
text written on it)
Casting Time: 1 action Duration: Concentration, up to 10 minutes
Range: Touch
Components: V, S, M (holy water or powdered silver and A shimmering field appears and surrounds a creature of
iron, which the spell consumes) your choice within range, granting it a +2 bonus to AC for
Duration: Concentration up to 10 minutes the duration.
Until the spell ends, one willing creature you touch is
protected against certain types of creatures: aberrations,
celestials, elementals, fey, fiends, and undead.
Berend Fighter Neutral Good Male 4' 6" 165
CHARACTER NAME CLASS ALIGNMENT GENDER HEIGHT WEIGHT
+3 #
#
+1
+5
Dexterity
Constitution
Total 3d10
(6+CON/level)
MANNERISMS & APPEARANCE
17 # +1 Intelligence
Often surly and gruff, Berend is a fine warrior who always
looks out for the rest of his party. He isn't shy about using his
# +1 Wisdom HIT DICE CURRENT HP clan's name while fighting, commonly shouting out their
DEXTERITY favorite battle cry, "for Stonemantel!" during fights.
# 0 Charisma
+1 SKILLS
SUCCESSES O
FAILURES O
DEATH SAVES
O O
O O
12 # +1 Acrobatics (Dex)
INSPIRATION FEATURES & TRAITS SUMMARY
# +1 Animal Handling (Wis)
CONSTITUTION Darkvision, Dwarven Resilience, Stonecunning
# +1 Arcana (Int) Common, Dwarvish, Draconic
RACE
+3 # +5 Athletics (Str)
LANGUAGES
# 0 Deception (Cha) Fighting Style [Great Weapon Fighting], Second Wind,
16 Action Surge, Martial Archtype, Improved Critical
CLASS
# +1 History (Int)
scale mail
INTELLIGENCE # +3 Insight (Wis) greataxe
handaxes (3) Respected Neighbor
BACKGROUND
#
+1 #
0
+3
Intimidation (Cha)
Investigation (Int)
explorer's pack
‐backpack
‐bedroll
12 # +1 Medicine (Wis) ‐mess kit
N/A
‐tinderbox
#
SPELLS
+1 Nature (Int) ‐torches (10)
WISDOM ‐rations (10 days)
# +3 Perception (Wis)
‐waterskin
+1 #
#
0
0
Performance (Cha)
Persuasion (Cha)
‐rope, hempen (50 feet)
mirror, steel
grappling hook
ATTACKS
NAME ATK BONUS DAMAGE RANGE
12 # +1 Religion (Int)
crowbar
Greataxe +5 1d12+3 ‐
sack
# +1 Slight of Hand (Dex) pick, miner's Handaxe +5 1d6+3 20/60
CHARISMA potion of healing
# +1 Stealth (Dex) pouch
0 # +3 Survival (Wis)
traveler's clothes
whetstone
a bright green feather
11 potion of healing
33
CP EP
ARMOR
PASSIVE 76
SP PP TYPE AC STRENGTH STEALTH
13 GP
125 133
TOTAL IN GP
Chainmail 16 13 Disadvantage
FIGHTER MOUNTAIN DWARF TRAITS
As a mountain dwarf, you're strong and hardy, accustomed to a difficult life
Questing knights, conquering overlords, royal champions, elite foot soldiers,
in rugged terrain. You’re probably on the tall side (for a dwarf), and tend
hardened mercenaries, and bandit kings—as fighters, they all share an
toward lighter coloration. Your dwarf character has an assortment of inborn
unparalleled mastery with weapons and armor, and a thorough knowledge
abilities, part and parcel of dwarven nature.
of the skills of combat. And they are well acquainted with death, both
Ability Score Increase. Your Strength and Constitution scores both
meting it out and staring it defiantly in the face.
increase by 2.
Age. Dwarves mature at the same rate as humans, but they’re considered
HIT POINTS
young until they reach the age of 50. On average, they live about 350 years.
Hit Dice: 1d10 per fighter level
Alignment. Most dwarves are lawful, believing firmly in the benefits of a
Hit Points at 1st Level: 10 + your Constitution modifier
well‐ordered society. They tend toward good as well, with a strong sense of
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per
fair play and a belief that everyone deserves to share in the benefits of a
fighter level after 1st
just order.
Size. Dwarves stand between 4 and 5 feet tall and average about 150
PROFICIENCIES
pounds. Your size is Medium.
Armor: All armor, shields
Speed. Your base walking speed is 25 feet. Your speed is not reduced by
Weapons: Simple weapons, martial weapons
wearing heavy armor.
Tools: None
Darkvision. Accustomed to life underground, you have superior vision in
Saving Throws: Strength, Constitution
dark and dim conditions. You can see in dim light within 60 feet of you as if
Skills: Choose two skills from Acrobatics, Animal Handling, Athletics,
it were bright light, and in darkness as if it were dim light. You can’t discern
History, Insight, Intimidation, Perception, and Survival
color in darkness, only shades of gray.
Dwarven Resilience. You have advantage on saving throws against
CLASS FEATURES
poison, and you have resistance against poison damage (explained in
As a fighter, you have the following class features.
chapter 9).
Fighting Style [Great Weapon Fighting]: When you roll a 1 or 2 on a
Dwarven Armor Training. You have proficiency with light and medium
damage die for an attack you make with a melee weapon that you are
armor.
wielding with two hands, you can reroll the die and must use the new roll.
Dwarven Combat Training. You have proficiency with the battleaxe,
The weapon must have the two‐handed or versatile property for you to
handaxe, throwing hammer, and warhammer.
gain this benefit.
Tool Proficiency. You gain proficiency with the artisan’s tools of your
Second Wind: You have a limited well of stamina that you can draw on to
choice: smith’s tools, brewer’s supplies, or mason’s tools.
protect yourself from harm. On your turn, you can use a bonus action to
Stonecunning. Whenever you make an Intelligence (History) check related
regain hit points equal to 1d10 + your fighter level.
to the origin of stonework, you are considered proficient in the History skill
Once you use this feature, you must finish a short or long rest before you
and add double your proficiency bonus to the check, instead of your normal
can use it again.
proficiency bonus.
Action Surge: Starting at 2nd level, you can push yourself beyond your
Languages. You can speak, read, and write Common and Dwarvish.
normal limits for a moment. On your turn, you can take one additional
Dwarvish is full of hard consonants and guttural sounds, and those
action on top of your regular action and a possible bonus action.
characteristics spill over into whatever other language a dwarf might speak.
Once you use this feature, you must finish a short or long rest before you
can use it again. Starting at 17th level, you can use it twice before a rest,
BACKGROUND: HOARFROST EXPLORER
but only once on the same turn.
You have been raised and trained within the halls of Citadel Hoarfrost.
Martial Archetype: At 3rd level, you choose an archetype that you strive
While not as large or majestic as many of the dwarven citadels to the west,
to emulate in your combat styles and techniques. Your archetype grants
Citadel Hoarfrost is still a self‐sustaining settlement that is home to all
you features at 3rd level and again at 7th, 10th, 15th, and 18th level.
manner of capable teachers and mentors.
Champion Fighter Archtype: The archetypal Champion focuses on the
You have specifically trained for the life of an explorer, and that training
development of raw physical power honed to deadly perfection. Those who
has been tailored to your chosen path. Once your training is complete, you
model themselves on this archetype combine rigorous training with physical
will serve your citadel by venturing outside its halls and tunnels to explore
excellence to deal devastating blows.
the surrounding lands, escort caravans, put down threats to your home,
Improved Critical: Beginning when you choose this archetype at 3rd level,
and many other tasks suited to your training.
your weapon attacks score a critical hit on a roll of 19 or 20.
Skill Proficiencies: Three of your choice [Investigation, Perception, and
Survival]
Tool Proficiencies: One of your choice [Smith's Tools]
Languages: One of your choice [Draconic]
Feature [Respected Neighbor]: Fearlessness in battle, expertly crafted
weapons, and a passion for making fine ale have all helped your kin earn
the respect of their neighbors. As such, the jagged mountain peaks that
mark the banner Citadel Hoarfrost are well received in all lands within a
tenday walk of your home. This respect makes it easy for you to buy and sell
goods, acquire services, and gain access to important community leaders.
Artina Cleric Lawful Good Female 4' 2" 135
CHARACTER NAME CLASS ALIGNMENT GENDER HEIGHT WEIGHT
+2 #
#
+1
+3
Dexterity
Constitution
Total 3d8
(5+CON/level)
MANNERISMS & APPEARANCE
14 # +1 Intelligence
For a dwarf, Artina is soft spoken, polite, well‐groomed, and
even a bit shy.
# +5 Wisdom HIT DICE CURRENT HP
DEXTERITY
# +3 Charisma
+1 SKILLS
SUCCESSES O
FAILURES O
DEATH SAVES
O O
O O
13 # +1 Acrobatics (Dex)
INSPIRATION FEATURES & TRAITS SUMMARY
# +3 Animal Handling (Wis)
CONSTITUTION Darkvision, Dwarven Resilience, Stonecunning
# +1 Arcana (Int) Common, Dwarvish, Celestial
RACE
+3 # +4 Athletics (Str)
LANGUAGES
# +1 Deception (Cha) Spellcasting, Life Domain Spells, Disciple of Life,
16 Channel Divinity: Turn Undead & Preserve Life
CLASS
# +1 History (Int)
scale mail
INTELLIGENCE # +5 Insight (Wis) maul
handaxes (3) Respected Neighbor
BACKGROUND
#
+1 #
+1
+1
Intimidation (Cha)
Investigation (Int)
explorer's pack
‐backpack
‐bedroll
12 # +5 Medicine (Wis) ‐mess kit
Ability: Wisdom
‐tinderbox
#
SPELLS
+3 #
#
+1
+1
Performance (Cha)
Persuasion (Cha)
‐rope, hempen (50 feet)
healer's kit
herbalism kit
ATTACKS
NAME ATK BONUS DAMAGE RANGE
17 # +3 Religion (Int)
sack
Maul +4 2d6+2 ‐
pouch
# +1 Slight of Hand (Dex) traveler's clothes Handaxe +4 1d6+2 20/60
CHARISMA a multicolored stone disk
# +1 Stealth (Dex) potion of healing
+1 # +3 Survival (Wis)
12
23
CP EP
ARMOR
PASSIVE 78
SP PP TYPE AC STRENGTH STEALTH
15 GP
133 141
TOTAL IN GP
Chainmail 16 13 Disadvantage
BACKGROUND: HOARFROST EXPLORER
You have been raised and trained within the halls of Citadel Hoarfrost.
6th Level Spell Slots: While not as large or majestic as many of the dwarven citadels to the west,
Citadel Hoarfrost is still a self‐sustaining settlement that is home to all
manner of capable teachers and mentors.
You have specifically trained for the life of an explorer, and that training
has been tailored to your chosen path. Once your training is complete, you
will serve your citadel by venturing outside its halls and tunnels to explore
7th Level Spell Slots: the surrounding lands, escort caravans, put down threats to your home,
and many other tasks suited to your training.
Skill Proficiencies: Three of your choice [Athletics, Insight, and
Perception]
Tool Proficiencies: One of your choice [Herbalism Kit]
8th Level Spell Slots: Languages: One of your choice [Celestial]
Feature [Respected Neighbor]: Fearlessness in battle, expertly crafted
weapons, and a passion for making fine ale have all helped your kin earn
the respect of their neighbors. As such, the jagged mountain peaks that
mark the banner Citadel Hoarfrost are well received in all lands within a
9th Level Spell Slots: tenday walk of your home. This respect makes it easy for you to buy and sell
goods, acquire services, and gain access to important community leaders.
CLASS OVERVIEW
CLERIC SPELLCASTING
As a conduit for divine power, you can cast cleric spells.
Clerics are intermediaries between the mortal world and the distant planes
Cantrips: At 1st level, you know three cantrips of your choice from the
of the gods. As varied as the gods they serve, clerics strive to embody the
cleric spell list. You learn additional cleric cantrips of your choice at higher
handiwork of their deities. No ordinary priest, a cleric is imbued with divine
levels, as shown in the Cantrips Known column of the Cleric table.
magic
Preparing and Casting Spells: The Cleric table shows how many spell slots
you have to cast your spells of 1st level and higher. To cast one of these
HIT POINTS
spells, you must expend a slot of the spell’s level or higher. You regain all
Hit Dice: 1d8 per cleric level
expended spell slots when you finish a long rest.
Hit Points at 1st Level: 8 + your Constitution modifier
You prepare the list of cleric spells that are available for you to cast,
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per
choosing from the cleric spell list. When you do so, choose a number of
cleric level after 1st
cleric spells equal to your Wisdom modifier + your cleric level (minimum of
one spell). The spells must be of a level for which you have spell slots.
PROFICIENCIES
For example, if you are a 3rd‐level cleric, you have four 1st‐level and two
Armor: Light armor, medium armor, shields
2nd‐level spell slots. With a Wisdom of 16, your list of prepared spells can
Weapons: All simple weapons
include six spells of 1st or 2nd level, in any combination. If you prepare the
Tools: None
1st‐level spell cure wounds, you can cast it using a 1st‐level or 2nd‐level
Saving Throws: Wisdom, Charisma
slot. Casting the spell doesn’t remove it from your list of prepared spells.
Skills: Choose two from History, Insight, Medicine, Persuasion, and
You can change your list of prepared spells when you finish a long rest.
Religion
Preparing a new list of cleric spells requires time spent in prayer and
meditation: at least 1 minute per spell level for each spell on your list.
DIVINE DOMAIN: LIFE
Spellcasting Ability: Wisdom is your spellcasting ability for your cleric
The Life domain focuses on the vibrant positive energy—one of the
spells. The power of your spells comes from your devotion to your deity.
fundamental forces of the universe—that sustains all life. The gods of life
You use your Wisdom whenever a cleric spell refers to your spellcasting
promote vitality and health through healing the sick and wounded, caring
ability. In addition, you use your Wisdom modifier when setting the saving
for those in need, and driving away the forces of death and undeath.
throw DC for a cleric spell you cast and when making an attack roll with
Life domain spells: 1st level: Bless, Cure Wounds
one.
3rd level: Lesser Restoration, Spititual Weapon
Spell save DC: Your spell Save DC equals 8 + your proficiency bonus + your
Bonus Proficiency: When you choose this domain at 1st level, you gain
Wisdom modifier
proficiency with heavy armor.
Spell attack modifier: You spell attack modifier equals your proficiency
Disciple of Life: Also starting at 1st level, your healing spells are more
bonus + your Wisdom modifier
effective. Whenever you use a spell of 1st level or higher to restore hit
Ritual Casting: You can cast a cleric spell as a ritual if that spell has the
points to a creature, the creature regains additional hit points equal to 2 +
ritual tag and you have the spell prepared.
the spell’s level.
Spellcasting Focus: You can use a holy symbol (found in chapter 5) as a
Channel Divinity: At 2nd level, you gain the ability to channel divine energy
spellcasting focus for your cleric spells.
directly from your deity, using that energy to fuel magical effects. You start
with two such effects: Turn Undead and an effect determined by your
DEITY
domain. Some domains grant you additional effects as you advance in
Moradin: The All‐Father forged the dwarf race from gems and precious
levels, as noted in the domain description.
metals and imbued the dwarves with souls with the strike of his mighty
When you use your Channel Divinity, you choose which effect to create.
hammer. Moradin is revered by dwarves, blacksmiths, and those who work
You must then finish a short or long rest to use your Channel Divinity again.
with gems or metals. The Soul Forger is stern, stubborn, and
Some Channel Divinity effects require saving throws. When you use such
uncompromising, but tireless and brave in the defense of his creations. He
an effect from this class, the DC equals your cleric spell save DC.
demands the following of his worshipers:
Beginning at 6th level, you can use your Channel Divinity twice between
rests, and beginning at 18th level, you can use it three times between rests.
‐ Respect and honor your traditions.
When you finish a short or long rest, you regain your expended uses.
‐ Do not flinch in the face of danger.
Channel Divinity: Turn Undead: As an action, you present your holy
‐ Seek out the riches buried in the heart of the world, and forge them
symbol and speak a prayer censuring the undead. Each undead that can see
into great works of art.
or hear you within 30 feet of you must make a Wisdom saving throw. If the
creature fails its saving throw, it is turned for 1 minute or until it takes any
damage.
A turned creature must spend its turns trying to move as far away from
you as it can, and it can’t willingly move to a space within 30 feet of you. It
also can’t take reactions. For its action, it can use only the Dash action or try
to escape from an effect that prevents it from moving. If there’s nowhere to
move, the creature can use the Dodge action.
Channel Divinity: Preserve Life: Starting at 2nd level, you can use your
Channel Divinity to heal the badly injured.
As an action, you present your holy symbol and evoke healing energy that
can restore a number of hit points equal to five times your cleric level.
Choose any creatures within 30 feet of you, and divide those hit points
among them. This feature can restore a creature to no more than half of its
hit point maximum. You can’t use this feature on an undead or a construct.
Cleric Spells: 0 Level (Cantrips) At Higher Levels. When you cast this spell using a spell
slot of 2nd level or higher, you can target one additional
GUIDANCE creature for each slot level above 1st.
Divination cantrip
COMMAND
Casting Time: 1 action 1st‐level enchantment
Range: Touch
Components: V, S Casting Time: 1 action
Duration: Concentration, up to 1 minute Range: 60 feet
Components: V
You touch one willing creature. Once before the spell Duration: 1 round
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 You speak a one‐word command to a creature you can see
or after making the ability check. The spell then ends. within range. The target must succeed on a Wisdom
saving throw or follow the command on its next turn. The
RESISTANCE spell has no effect if the target is undead, if it doesn’t
Abjuration cantrip understand your language, or if your command is directly
harmful to it.
Casting Time: 1 action Some typical commands and their effects follow. You
Range: Touch might issue a command other than one described here. If
Components: V, S, M (a miniature cloak) you do so, the DM determines how the target behaves. If
Duration: Concentration, up to 1 minute the target can’t follow your command, the spell ends.
You touch one willing creature. Once before the spell Approach. The target moves toward you by the
ends, the target can roll a d4 and add the number rolled shortest and most direct route, ending its turn if it moves
to one saving throw of its choice. It can roll the die before within 5 feet of you.
or after making the saving throw. The spell then ends. Drop. The target drops whatever it is holding and then
ends its turn.
SACRED FLAME Flee. The target spends its turn moving away from you
Evocation cantrip by the fastest available means.
Grovel. The target falls prone and then ends its turn.
Casting Time: 1 action Halt. The target doesn’t move and takes no actions. A
Range: 60 feet flying creature stays aloft, provided that it is able to do so.
Components: V, S If it must move to stay aloft, it flies the minimum distance
Duration: Instantaneous needed to remain in the air.
Flame‐like radiance descends on a creature that you can At Higher Levels. When you cast this spell using a spell
see within range. The target must succeed on a Dexterity slot of 2nd level or higher, you can affect one additional
saving throw or take 1d8 radiant damage. The target gains creature for each slot level above 1st. The creatures must
no benefit from cover for this saving throw. be within 30 feet of each other when you target them.
The spell’s damage increases by 1d8 when you reach
5th level (2d8), 11th level (3d8), and 17th level (4d8). CURE WOUNDS
1st‐level evocation
Cleric Spells: 1st Level Casting Time: 1 action
Range: Touch
BLESS Components: V, S
1st‐level enchantment Duration: Instantaneous
Casting Time: 1 action A creature you touch regains a number of hit points equal
Range: 30 feet to 1d8 + your spellcasting ability modifier. This spell has
Components: V, S, M (a sprinkling of holy water) no effect on undead or constructs.
Duration: Concentration, up to 1 minute At Higher Levels. When you cast this spell using a spell
slot of 2nd level or higher, the healing increases by 1d8 for
You bless up to three creatures of your choice within
each slot level above 1st.
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.
DETECT MAGIC INFLICT WOUNDS
1st‐level divination (ritual) 1st‐level necromancy
Casting Time: 1 action Casting Time: 1 action
Range: Self Range: Touch
Components: V, S Components: V, S
Duration: Concentration, up to 10 minutes Duration: Instantaneous
For the duration, you sense the presence of magic within Make a melee spell attack against a creature you can
30 feet of you. If you sense magic in this way, you can use reach. On a hit, the target takes 3d10 necrotic damage.
your action to see a faint aura around any visible creature At Higher Levels. When you cast this spell using a spell
or object in the area that bears magic, and you learn its slot of 2nd level or higher, the damage increases by 1d10
school of magic, if any. for each slot level above 1st.
The spell can penetrate most barriers, but it is blocked
by 1 foot of stone, 1 inch of common metal, a thin sheet SANCTUARY
of lead, or 3 feet of wood or dirt. 1st‐level abjuration
Casting Time: 1 bonus action
GUIDING BOLT
Range: 30 feet
1st‐level evocation
Components: V, S, M (a small silver mirror)
Casting Time: 1 action Duration: 1 minute
Range: 120 feet
You ward a creature within range against attack. Until the
Components: V, S
spell ends, any creature who targets the warded creature
Duration: 1 round
with an attack or a harmful spell must first make a
A flash of light streaks toward a creature of your choice Wisdom saving throw. On a failed save, the creature must
within range. Make a ranged spell attack against the choose a new target or lose the attack or spell. This spell
target. On a hit, the target takes 4d6 radiant damage, and doesn’t protect the warded creature from area effects,
the next attack roll made against this target before the such as the explosion of a fireball.
end of your next turn has advantage, thanks to the If the warded creature makes an attack or casts a spell
mystical dim light glittering on the target until then. that affects an enemy creature, this spell ends.
At Higher Levels. When you cast this spell using a spell
slot of 2nd level or higher, the damage increases by 1d6 SHIELD OF FAITH
for each slot level above 1st. 1st‐level abjuration
HEALING WORD Casting Time: 1 bonus action
1st‐level evocation Range: 60 feet
Components: V, S, M (a small parchment with a bit of holy
Casting Time: 1 bonus action
text written on it)
Range: 60 feet
Duration: Concentration, up to 10 minutes
Components: V
Duration: Instantaneous
A shimmering field appears and surrounds a creature of
A creature of your choice that you can see within range your choice within range, granting it a +2 bonus to AC for
regains hit points equal to 1d4 + your spellcasting ability the duration.
modifier. 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 Spells: 2nd Level GENTLE REPOSE
2nd‐level necromancy (ritual)
AID
2nd‐level abjuration Casting Time: 1 action
Range: Touch
Casting Time: 1 action Components: V, S, M (a pinch of salt and one copper piece
Range: 30 feet placed on each of the corpse's eyes, which must remain
Components: V, S, M (a tiny strip of white cloth) there for the duration)
Duration: 8 hours Duration: 10 days
Your spell bolsters your allies with toughness and resolve. You touch a corpse or other remains. For the duration, the
Choose up to three creatures within range. Each target's target is protected from decay and can't become undead.
hit point maximum and current hit points increase by 5 for The spell also effectively extends the time limit on
the duration. raising the target from the dead, since days spent under
At Higher Levels. When you cast this spell using a spell the influence of this spell don't count against the time
slot of 3rd level or higher, a target's hit points increase by limit of spells such as raise dead.
an additional 5 for each slot level above 2nd.
HOLD PERSON
AUGURY 2nd‐level enchantment
2nd‐level divination (ritual)
Casting Time: 1 action
Casting Time: 1 minute Range: 60 feet
Range: Self Components: V, S, M (a small, straight piece of iron)
Components: V, S, M (specially marked sticks, bones, or Duration: Concentration, up to 1 minute
similar tokens worth at least 25 gp)
Duration: Instantaneous Choose a humanoid that you can see within range. The
target must succeed on a Wisdom saving throw or be
By casting gem‐inlaid sticks, rolling dragon bones, laying paralyzed for the duration. At the end of each of its turns,
out ornate cards, or employing some other divining tool, the target can make another Wisdom saving throw. On a
you receive an omen from an otherworldly entity about success, the spell ends on the target.
the results of a specific course of action that you plan to At Higher Levels. When you cast this spell using a spell
take within the next 30 minutes. The GM chooses from slot of 3rd level or higher, you can target one additional
the following possible omens: humanoid for each slot level above 2nd. The humanoids
must be within 30 feet of each other when you target
•Weal, for good results them.
•Woe, for bad results
•Weal and woe, for both good and bad results LESSER RESTORATION
•Nothing, for results that aren't especially good or bad 2nd‐level abjuration
The spell doesn't take into account any possible Casting Time: 1 action
circumstances that might change the outcome, such as Range: Touch
the casting of additional spells or the loss or gain of a Components: V, S
companion. Duration: Instantaneous
If you cast the spell two or more times before
completing your next long rest, there is a cumulative 25 You touch a creature and can end either one disease or
percent chance for each casting after the first that you get one condition afflicting it. The condition can be blinded,
a random reading. The GM makes this roll in secret. deafened, paralyzed, or poisoned.
PRAYER OF HEALING SPIRITUAL WEAPON
2nd‐level evocation 2nd‐level evocation
Casting Time: 10 minutes Casting Time: 1 bonus action
Range: 30 feet Range: 60 feet
Components: V Components: V, S
Duration: Instantaneous Duration: 1 minute
Up to six creatures of your choice that you can see within You create a floating, spectral weapon within range that
range each regain hit points equal to 2d8 + your lasts for the duration or until you cast this spell again.
spellcasting ability modifier. This spell has no effect on When you cast the spell, you can make a melee spell
undead or constructs. attack against a creature within 5 feet of the weapon. On
At Higher Levels. When you cast this spell using a spell a hit, the target takes force damage equal to 1d8 + your
slot of 3rd level or higher, the healing increases by 1d8 for spellcasting ability modifier.
each slot level above 2nd. As a bonus action on your turn, you can move the
weapon up to 20 feet and repeat the attack against a
SILENCE creature within 5 feet of it.
2nd‐level illusion (ritual) The weapon can take whatever form you choose.
Clerics of deities who are associated with a particular
Casting Time: 1 action weapon (as St. Cuthbert is known for his mace and Thor
Range: 120 feet for his hammer) make this spell's effect resemble that
Components: V, S weapon.
Duration: Concentration, up to 10 minutes At Higher Levels. When you cast this spell using a spell
slot of 3rd level or higher, the damage increases by 1d8 for
For the duration, no sound can be created within or pass every two slot levels above 2nd.
through a 20‐foot‐radius sphere centered on a point you
choose within range. Any creature or object entirely inside Warding Bond
the sphere is immune to thunder damage, and creatures 2nd‐level abjuration
are deafened while entirely inside it. Casting a spell that
includes a verbal component is impossible there. Casting Time: 1 action
Range: Touch
Components: V, S, M (a pair of platinum rings worth at
least 50 gp each, which you and the target must wear for
the duration)
Duration: 1 hour
This spell wards a willing creature you touch and creates a
mystic connection between you and the target until the
spell ends. While the target is within 60 feet of you, it
gains a +1 bonus to AC and saving throws, and it has
resistance to all damage. Also, each time it takes damage,
you take the same amount of damage.
The spell ends if you drop to 0 hit points or if you and
the target become separated by more than 60 feet. It also
ends if the spell is cast again on either of the connected
creatures. You can also dismiss the spell as an action.
Travok Rogue Neutral Good Male 4' 3" 145
CHARACTER NAME CLASS ALIGNMENT GENDER HEIGHT WEIGHT
+1 #
#
+5
+2
Dexterity
Constitution
Total 3d8
(5+CON/level)
MANNERISMS & APPEARANCE
13 # +4 Intelligence
Travok has forsaken the traditional lengthy beard most
dwarven males wear in favor of a short chin beard that he
# +2 Wisdom HIT DICE CURRENT HP keeps well‐oiled and trimmed to a point.
DEXTERITY
# +1 Charisma
+3 SKILLS
SUCCESSES O
FAILURES O
DEATH SAVES
O O
O O
17 # +5 Acrobatics (Dex)
INSPIRATION FEATURES & TRAITS SUMMARY
# +2 Animal Handling (Wis)
CONSTITUTION Darkvision, Dwarven Resilience, Stonecunning
# +2 Arcana (Int) Common, Dwarvish,
RACE
+2 # +3 Athletics (Str)
Undercommon
LANGUAGES
# +1 Deception (Cha) Expertise [Stealth & Theives' Tools*] , Sneak Attack,
14 Thieves' Cant, Cunning Action, Roguish Archetype:
CLASS
# +2 History (Int) Thief, Hast Hands, Second‐Story Work
studded leather armor
INTELLIGENCE # +4 Insight (Wis) shortswords (2) * You gain +7 to DEX checks using Theives' Tools
crossbow, light Respected Neighbor
BACKGROUND
#
+2 #
+1
+4
Intimidation (Cha)
Investigation (Int)
crossbow bolts (20)
quiver
explorer's pack
14 # +2 Medicine (Wis) ‐backpack
N/A
‐bedroll
#
SPELLS
+2 Nature (Int) ‐mess kit
WISDOM ‐tinderbox
# +4 Perception (Wis)
‐torches (10)
+2 #
#
+1
+1
Performance (Cha)
Persuasion (Cha)
‐rations (10 days)
‐waterskin
‐rope, hempen (50 feet)
ATTACKS
NAME ATK BONUS DAMAGE RANGE
14 # +2 Religion (Int)
antitoxin
Shortsword +5 1d6+3 ‐
jeweler's tools
# +5 Slight of Hand (Dex) grappling hook Shortsword (off hand) +5 1d6 ‐
CHARISMA magnifying glass
# +7 Stealth (Dex) sack Crossbow +5 1d8+3 80/320
+1 # +2 Survival (Wis)
pouch
traveler's clothes
Sneak attack damage 2d6
whetstone
12 a needle that never bends
12 potion of healing
CP EP
ARMOR
PASSIVE 48
SP PP TYPE AC STRENGTH STEALTH
14 GP
178 183
TOTAL IN GP
Studded leather 12 + DEX ‐ ‐
ROGUE MOUNTAIN DWARF TRAITS
As a mountain dwarf, you're strong and hardy, accustomed to a difficult life
Rogues rely on skill, stealth, and their foes’ vulnerabilities to get the upper
in rugged terrain. You’re probably on the tall side (for a dwarf), and tend
hand in any situation. They have a knack for finding the solution to just
toward lighter coloration. Your dwarf character has an assortment of inborn
about any problem, demonstrating a resourcefulness and versatility that is
abilities, part and parcel of dwarven nature.
the cornerstone of any successful adventuring party.
Ability Score Increase. Your Strength and Constitution scores both
increase by 2.
HIT POINTS
Age. Dwarves mature at the same rate as humans, but they’re considered
Hit Dice: 1d8 per rogue level
young until they reach the age of 50. On average, they live about 350 years.
Hit Points at 1st Level: 8 + your Constitution modifier
Alignment. Most dwarves are lawful, believing firmly in the benefits of a
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per
well‐ordered society. They tend toward good as well, with a strong sense of
rogue level after 1st
fair play and a belief that everyone deserves to share in the benefits of a
just order.
PROFICIENCIES
Size. Dwarves stand between 4 and 5 feet tall and average about 150
Armor: Light armor
pounds. Your size is Medium.
Weapons: Simple weapons, hand crossbows, longswords, rapiers,
Speed. Your base walking speed is 25 feet. Your speed is not reduced by
shortswords
wearing heavy armor.
Tools: Thieves’ tools
Darkvision. Accustomed to life underground, you have superior vision in
Saving Throws: Dexterity, Intelligence
dark and dim conditions. You can see in dim light within 60 feet of you as if
Skills: Choose four from Acrobatics, Athletics, Deception, Insight,
it were bright light, and in darkness as if it were dim light. You can’t discern
Intimidation, Investigation, Perception, Performance, Persuasion,
color in darkness, only shades of gray.
Sleight of Hand, and Stealth
Dwarven Resilience. You have advantage on saving throws against
poison, and you have resistance against poison damage (explained in
CLASS FEATURES
chapter 9).
As a rogue, you have the following class features.
Dwarven Armor Training. You have proficiency with light and medium
Expertise: At 1st level, choose two of your skill proficiencies, or one of
armor.
your skill proficiencies and your proficiency with thieves’ tools. Your
Dwarven Combat Training. You have proficiency with the battleaxe,
proficiency bonus is doubled for any ability check you make that uses either
handaxe, throwing hammer, and warhammer.
of the chosen proficiencies.
Tool Proficiency. You gain proficiency with the artisan’s tools of your
Sneak Attack: Beginning at 1st level, you know how to strike subtly and
choice: smith’s tools, brewer’s supplies, or mason’s tools.
exploit a foe’s distraction. Once per turn, you can deal an extra 1d6 damage
Stonecunning. Whenever you make an Intelligence (History) check related
to one creature you hit with an attack if you have advantage on the attack
to the origin of stonework, you are considered proficient in the History skill
roll. The attack must use a finesse or a ranged weapon.
and add double your proficiency bonus to the check, instead of your normal
You don’t need advantage on the attack roll if another enemy of the
proficiency bonus.
target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t
Languages. You can speak, read, and write Common and Dwarvish.
have disadvantage on the attack roll.
Dwarvish is full of hard consonants and guttural sounds, and those
The amount of the extra damage increases as you gain levels in this class,
characteristics spill over into whatever other language a dwarf might speak.
as shown in the Sneak Attack column of the Rogue table.
Thieves’ Cant: During your rogue training you learned thieves’ cant, a
BACKGROUND: HOARFROST EXPLORER
secret mix of dialect, jargon, and code that allows you to hide messages in
You have been raised and trained within the halls of Citadel Hoarfrost.
seemingly normal conversation. Only another creature that knows thieves’
While not as large or majestic as many of the dwarven citadels to the west,
cant understands such messages. It takes four times longer to convey such
Citadel Hoarfrost is still a self‐sustaining settlement that is home to all
a message than it does to speak the same idea plainly.
manner of capable teachers and mentors.
In addition, you understand a set of secret signs and symbols used to
You have specifically trained for the life of an explorer, and that training
convey short, simple messages, such as whether an area is dangerous or
has been tailored to your chosen path. Once your training is complete, you
the territory of a thieves’ guild, whether loot is nearby, or whether the
will serve your citadel by venturing outside its halls and tunnels to explore
people in an area are easy marks or will provide a safe house for thieves on
the surrounding lands, escort caravans, put down threats to your home,
the run.
and many other tasks suited to your training.
Cunning Action: Starting at 2nd level, your quick thinking and agility
allow you to move and act quickly. You can take a bonus action on each of
Skill Proficiencies: Three of your choice [Athletics, Insight, and
your turns in combat. This action can be used only to take the Dash,
Perception]
Disengage, or Hide action.
Tool Proficiencies: One of your choice [Jeweler's Tools]
Roguish Archetype: Thief: You hone your skills in the larcenous arts.
Languages: One of your choice [Undercommon]
Burglars, bandits, cutpurses, and other criminals typically follow this
archetype, but so do rogues who prefer to think of themselves as treasure
Feature [Respected Neighbor]: Fearlessness in battle, expertly crafted
seekers, explorers, delvers, and investigators.
weapons, and a passion for making fine ale have all helped your kin earn
Fast Hands: Starting at 3rd level, you can use the bonus action granted by
the respect of their neighbors. As such, the jagged mountain peaks that
your Cunning Action to make a Dexterity (Sleight of Hand) check, use your
mark the banner Citadel Hoarfrost are well received in all lands within a
thieves’ tools to disarm a trap or open a lock, or take the Use an Object
tenday walk of your home. This respect makes it easy for you to buy and sell
action.
goods, acquire services, and gain access to important community leaders.
Second‐Story Work: When you choose this archetype at 3rd level, you
gain the ability to climb faster than normal; climbing no longer costs you
extra movement. In addition, when you make a running jump, the distance
you cover increases by a number of feet equal to your Dexterity modifier.
Thorfay Wizard Chaotic Good Female 4' 1" 130
CHARACTER NAME CLASS ALIGNMENT GENDER HEIGHT WEIGHT
+1 #
#
0
+2
Dexterity
Constitution
Total 3d6
(4+CON/level)
MANNERISMS & APPEARANCE
12 # +5 Intelligence
Despite all manner of teasing and ridicule, Thorfay chooses to
wear the formal robes of her calling (over her armor, of
# +4 Wisdom HIT DICE CURRENT HP course).
DEXTERITY
# +1 Charisma
0 SKILLS
SUCCESSES O
FAILURES O
DEATH SAVES
O O
O O
11 # 0 Acrobatics (Dex)
INSPIRATION FEATURES & TRAITS SUMMARY
# +2 Animal Handling (Wis)
CONSTITUTION Darkvision, Dwarven Resilience, Stonecunning
# +5 Arcana (Int) Common, Dwarvish, Elvish
RACE
+2 # +1 Athletics (Str)
LANGUAGES
# +1 Deception (Cha) Spellcasting, Arcane Recovery, Arcane Tradition:
14 Evocation, Evocation Savant, Sculpt Spells
CLASS
# +5 History (Int)
quarterstaff
INTELLIGENCE # +2 Insight (Wis) explorer's pack
‐backpack Respected Neighbor
BACKGROUND
#
+3 #
+1
+5
Intimidation (Cha)
Investigation (Int)
‐bedroll
‐mess kit
‐tinderbox
17 # +2 Medicine (Wis) ‐torches (10)
Ability: Intelligence
‐rations (10 days)
#
SPELLS
+2 #
#
+1
+1
Performance (Cha)
Persuasion (Cha)
component pouch
hourglass
ink
ATTACKS
NAME ATK BONUS DAMAGE RANGE
14 # +5 Religion (Int)
inkpen
Quarterstaff +1 1d8+1 ‐
parchment (10 sheets)
# 0 Slight of Hand (Dex) signet ring
CHARISMA spellbook
# 0 Stealth (Dex) scroll case
+1 # +2 Survival (Wis)
traveler's clothes
a vial of dragon blood
potion of healing
13
91
CP EP
ARMOR
PASSIVE 56
SP PP TYPE AC STRENGTH STEALTH
12 GP
145 152
TOTAL IN GP
Scale mail 14 + DEX ‐ Disadvantage
SPELLS KNOWN BACKGROUND: HOARFROST EXPLORER
You have been raised and trained within the halls of Citadel Hoarfrost.
6th Level Spell Slots: While not as large or majestic as many of the dwarven citadels to the west,
Citadel Hoarfrost is still a self‐sustaining settlement that is home to all
manner of capable teachers and mentors.
You have specifically trained for the life of an explorer, and that training
SPELLS KNOWN has been tailored to your chosen path. Once your training is complete, you
will serve your citadel by venturing outside its halls and tunnels to explore
7th Level Spell Slots: the surrounding lands, escort caravans, put down threats to your home,
and many other tasks suited to your training.
Skill Proficiencies: Three of your choice [Investigation, Nature, and
Religion]
SPELLS KNOWN
Tool Proficiencies: One of your choice [Alchemist's Supplies]
8th Level Spell Slots: Languages: One of your choice [Elvish]
Feature [Respected Neighbor]: Fearlessness in battle, expertly crafted
weapons, and a passion for making fine ale have all helped your kin earn
the respect of their neighbors. As such, the jagged mountain peaks that
SPELLS KNOWN
mark the banner Citadel Hoarfrost are well received in all lands within a
9th Level Spell Slots: tenday walk of your home. This respect makes it easy for you to buy and sell
goods, acquire services, and gain access to important community leaders.
SPELLS KNOWN
CLASS OVERVIEW
WIZARD SPELLCASTING
As a student of arcane magic, you have a spellbook containing spells that
Wizards are supreme magic‐users, defined and united as a class by the
show the first glimmerings of your true power.
spells they cast. Drawing on the subtle weave of magic that permeates the
Cantrips: At 1st level, you know three cantrips of your choice from the
cosmos, wizards cast spells of explosive fire, arcing lightning, subtle
wizard spell list. You learn additional wizard cantrips of your choice at
deception, and brute‐force mind control. Their magic conjures monsters
higher levels, as shown in the Cantrips Known column of the Wizard table.
from other planes of existence, glimpses the future, or turns slain foes into
Spellbook: At 1st level, you have a spellbook containing six 1st‐level
zombies. Their mightiest spells change one substance into another, call
wizard spells of your choice.
meteors down from the sky, or open portals to other worlds.
Preparing and Casting Spells: The Wizard table shows how many spell
slots you have to cast your spells of 1st level and higher. To cast one of
HIT POINTS
these spells, you must expend a slot of the spell’s level or higher. You regain
Hit Dice: 1d6 per wizard level
all expended spell slots when you finish a long rest.
Hit Points at 1st Level: 6 + your Constitution modifier
You prepare the list of wizard spells that are available for you to cast. To
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per
do so, choose a number of wizard spells from your spellbook equal to your
wizard level after 1st
Intelligence modifier + your wizard level (minimum of one spell). The spells
must be of a level for which you have spell slots.
PROFICIENCIES
For example, if you’re a 3rd‐level wizard, you have four 1st‐level and two
Armor: None
2nd‐level spell slots. With an Intelligence of 16, your list of prepared spells
Weapons: Daggers, darts, slings, quarterstaffs, light crossbows
can include six spells of 1st or 2nd level, in any combination, chosen from
Tools: None
your spellbook. If you prepare the 1st‐level spell magic missile, you can cast
Saving Throws: Intelligence, Wisdom
it using a 1st‐level or a 2nd‐level slot. Casting the spell doesn’t remove it
Skills: Choose two from Arcana, History, Insight, Investigation,
from your list of prepared spells.
Medicine, and Religion
You can change your list of prepared spells when you finish a long rest.
Preparing a new list of wizard spells requires time spent studying your
CLASS FEATURES
spellbook and memorizing the incantations and gestures you must make to
As a wizard, you also gain the following class features.
cast the spell: at least 1 minute per spell level for each spell on your list.
Arcane Recovery: You have learned to regain some of your magical
Spellcasting Ability: Intelligence is your spellcasting ability for your wizard
energy by studying your spellbook. Once per day when you finish a short
spells, since you learn your spells through dedicated study and
rest, you can choose expended spell slots to recover. The spell slots can
memorization. You use your Intelligence whenever a spell refers to your
have a combined level that is equal to or less than half your wizard level
spellcasting ability. In addition, you use your Intelligence modifier when
(rounded up), and none of the slots can be 6th level or higher.
setting the saving throw DC for a wizard spell you cast and when making an
For example, if you’re a 4th‐level wizard, you can recover up to two levels
attack roll with one.
worth of spell slots. You can recover either a 2nd‐level spell slot or two 1st‐
Spell save DC: Your spell Save DC equals 8 + your proficiency bonus +your
level spell slots.
Intelligence modifier
Arcane Tradition: When you reach 2nd level, you choose an arcane
Spell attack modifier: Your spell attack modifier equals your proficiency
tradition, shaping your practice of magic through one of eight schools:
bonus +your Intelligence modifier
Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion,
Ritual Casting: You can cast a wizard spell as a ritual if that spell has the
Necromancy, or Transmutation.
ritual tag and you have the spell in your spellbook. You don’t need to have
Your choice grants you features at 2nd level and again at 6th, 10th, and
the spell prepared.
14th level.
Spellcasting Focus: You can use an arcane focus (found in chapter 5) as a
School of Evocation: You focus your study on magic that creates powerful
spellcasting focus for your wizard spells.
elemental effects such as bitter cold, searing flame, rolling thunder,
Learning Spells of 1st Level and Higher: Each time you gain a wizard level,
crackling lightning, and burning acid. Some evokers find employment in
you can add two wizard spells of your choice to your spellbook. Each of
military forces, serving as artillery to blast enemy armies from afar. Others
these spells must be of a level for which you have spell slots, as shown on
use their spectacular power to protect the weak, while some seek their own
the Wizard table. On your adventures, you might find other spells that you
gain as bandits, adventurers, or aspiring tyrants.
can add to your spellbook.
Evocation Savant: Beginning when you select this school at 2nd level, the
gold and time you must spend to copy an evocation spell into your
spellbook is halved.
Sculpt Spells: Beginning at 2nd level, you can create pockets of relative
safety within the effects of your evocation spells. When you cast an
evocation spell that affects other creatures that you can see, you can
choose a number of them equal to 1 + the spell’s level. The chosen
creatures automatically succeed on their saving throws against the spell,
and they take no damage if they would normally take half damage on a
successful save.
Wizard Spells: 0 Level (Cantrips) Wizard Spells: 1st Level
RAY OF FROST BURNING HANDS
Evocation cantrip 1st‐level evocation
Casting Time: 1 action
Casting Time: 1 action Range: Self (15‐foot cone)
Range: 60 feet Components: V, S
Components: V, S Duration: Instantaneous
Duration: Instantaneous
As you hold your hands with thumbs touching and fingers
A frigid beam of blue‐white light streaks toward a creature spread, a thin sheet of flames shoots forth from your
within range. Make a ranged spell attack against the outstretched fingertips. Each creature in a 15‐foot cone
target. On a hit, it takes 1d8 cold damage, and its speed is must make a Dexterity saving throw. A creature takes 3d6
reduced by 10 feet until the start of your next turn. fire damage on a failed save, or half as much damage on a
The spell's damage increases by 1d8 when you reach successful one.
5th level (2d8), 11th level (3d8), and 17th level (4d8). The fire ignites any flammable objects in the area that
aren’t being worn or carried.
LIGHT At Higher Levels. When you cast this spell using a spell
Evocation cantrip slot of 2nd level or higher, the damage increases by 1d6
for each slot level above 1st.
Casting Time: 1 action
Range: Touch CHARM PERSON
Components: V, M (a firefly or phosphorescent moss) 1st‐level enchantment
Duration: 1 hour
You touch one object that is no larger than 10 feet in any Casting Time: 1 action
dimension. Until the spell ends, the object sheds bright Range: 30 feet
light in a 20‐foot radius and dim light for an additional 20 Components: V, S
feet. The light can be colored as you like. Completely Duration: 1 hour
covering the object with something opaque blocks the
light. The spell ends if you cast it again or dismiss it as an You attempt to charm a humanoid you can see within
action. range. It must make a Wisdom saving throw, and does so
If you target an object held or worn by a hostile with advantage if you or your companions are fighting it. If
creature, that creature must succeed on a Dexterity saving it fails the saving throw, it is charmed by you until the spell
throw to avoid the spell. ends or until you or your companions do anything harmful
to it. The charmed creature regards you as a friendly
MAGE HAND acquaintance. When the spell ends, the creature knows it
Conjuration cantrip was charmed by you.
At Higher Levels. When you cast this spell using a spell
Casting Time: 1 action slot of 2nd level or higher, you can target one additional
Range: 30 feet creature for each slot level above 1st. The creatures must
Components: V, S be within 30 feet of each other when you target them.
Duration: 1 minute
A spectral, floating hand appears at a point you choose COMPREHEND L ANGUAGES
within range. The hand lasts for the duration or until you 1st‐level divination (ritual)
dismiss it as an action. The hand vanishes if it is ever more Casting Time: 1 action
than 30 feet away from you or if you cast this spell again. Range: Self
You can use your action to control the hand. You can Components: V, S, M (a pinch of soot and salt)
use the hand to manipulate an object, open an unlocked Duration: 1 hour
door or container, stow or retrieve an item from an open
container, or pour the contents out of a vial. You can move For the duration, you understand the literal meaning of
the hand up to 30 feet each time you use it. any spoken language that you hear. You also understand
The hand can’t attack, activate magic items, or carry any written language that you see, but you must be
more than 10 pounds.
touching the surface on which the words are written. It SLEEP
takes about 1 minute to read one page of text. 1st‐level enchantment
This spell doesn’t decode secret messages in a text or a
Casting Time: 1 action
glyph, such as an arcane sigil, that isn’t part of a written
Range: 90 feet
language.
Components: V, S, M (a pinch of fine sand, rose petals, or
a cricket)
MAGE ARMOR
Duration: 1 minute
1st‐level abjuration
This spell sends creatures into a magical slumber. Roll 5d8;
Casting Time: 1 action the total is how many hit points of creatures this spell can
Range: Touch affect. Creatures within 20 feet of a point you choose
Components: V, S, M (a piece of cured leather) within range are affected in ascending order of their
Duration: 8 hours current hit points (ignoring
unconscious creatures).
You touch a willing creature who isn't wearing armor, and Starting with the creature that has the lowest current
a protective magical force surrounds it until the spell hit points, each creature affected by this spell falls
ends. The target's base AC becomes 13 + its Dexterity unconscious until the spell ends, the sleeper takes
modifier. The spell ends if the target dons armor or if you damage, or someone uses an action to shake or slap the
dismiss the spell as an action. sleeper awake. Subtract each creature’s hit points from
the total before moving on to the creature with the next
MAGIC MISSILE lowest hit points. A creature’s hit points must be equal to
1st‐level evocation or less than the remaining total for that creature to be
affected.
Casting Time: 1 action
Undead and creatures immune to being charmed aren’t
Range: 120 feet
affected by this spell.
Components: V, S
At Higher Levels. When you cast this spell using a spell
Duration: Instantaneous
slot of 2nd level or higher, roll an additional 2d8 for each
You create three glowing darts of magical force. Each dart slot level above 1st.
hits a creature of your choice that you can see within
range. A dart deals 1d4 + 1 force damage to its target. The THUNDERWAVE
darts all strike simultaneously, and you can direct them to 1st‐level evocation
hit one creature or several.
Casting Time: 1 action
At Higher Levels. When you cast this spell using a spell
Range: Self (15‐foot cube)
slot of 2nd level or higher, the spell creates one more dart
Components: V, S
for each slot level above 1st.
Duration: Instantaneous
SHIELD A wave of thunderous force sweeps out from you. Each
1st‐level abjuration creature in a 15‐foot cube originating from you must make
a Constitution saving throw. On a failed save, a creature
Casting Time: 1 reaction, which you take when you are
takes 2d8 thunder damage and is pushed 10 feet away
hit by an attack or targeted by the magic missile spell
from you. On a successful save, the creature takes half as
Range: Self
much damage and isn’t pushed.
Components: V, S
In addition, unsecured objects that are completely
Duration: 1 round
within the area of effect are automatically pushed 10 feet
An invisible barrier of magical force appears and protects away from you by the spell’s effect, and the spell emits a
you. Until the start of your next turn, you have a +5 bonus thunderous boom audible out to 300 feet.
to AC, including against the triggering attack, and you take At Higher Levels. When you cast this spell using a spell
no damage from magic missile. slot of 2nd level or higher, the damage increases by 1d8
for each slot level above 1st.
Wizard Spells: 2nd Level
MISTY STEP
2nd‐level conjuration
Casting Time: 1 bonus action
Range: Self
Components: V
Duration: Instantaneous
Briefly surrounded by silvery mist, you teleport up to 30
feet to an unoccupied space that you can see.
SCORCHING RAY
2nd‐level evocation
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Instantaneous
You create three rays of fire and hurl them at targets
within range. You can hurl them at one target or several.
Make a ranged spell attack for each ray. On a hit, the
target takes 2d6 fire damage.
At Higher Levels. When you cast this spell using a spell
slot of 3rd level or higher, you create one additional ray
for each slot level above 2nd.