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Party LVL 4
Party LVL 4
+2 15
16 +1 30ft
13
27
+0
+0
+0
11
You can use your Wild Shape as a bonus action.
Additionally, while you are transformed by Wild
+2
+2
+2
+2
4 Shape, you can use a bonus action to expend one
spell slot to regain 1d8 hit points per level of the
+2 spell slot expended.
14
Scimitar +4 1d6+2 Slash Your attacks in beast form count as
+1
magical for the purpose of overcoming
+1
Light Crossbow +4 1d8+2 Pierce
resistance and immunity to nonmagical
Primal Savagery +5 1d10 Acid attacks and damage.
12
◆ +2 You can expend two uses of Wild Shape
+0
at the same time to transform into an
2
+0
●
+0
+2
+5 13 1/4
air elemental, an earth elemental, a fire
elemental, or a water elemental.
10 +0
+0
+3
G. Spider Rat
+3 G. Badger Warhorse
16 ●
●
+5
+5 Dire Wolf G. Lizard
+3
+3
+3
+3
+3
Ice Knife 60ft/5ft 1 Action Dex
16 +3
0
failed save, the creature takes 1d10 Cold Damage 1d4 Healing
Primal Savagery
1 Ice Knife
You have resistance to Cold damage
Inflict Wounds Touch 1 Action 1 Earth Tremor
1 Healing Word
2 Healing Spirit
● ● ● ● ● ● ●
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Herbalism Kit ● ● ● ● ●
2
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Chrome
Blue Silver Scales Silver Scales
I don't talk about the thing that torments me. I'd A silver dragon slaughtered dozens of innocent
rather not burden others with my curse. people but spared your life, and you don't know
I refuse to become a victim, and I will not allow why.
others to be victimized.
Heart of Darkness. Those who look into your eyes
can see that you have faced unimaginable horror
and that you are no stranger to darkness. Though
Freedom. I have a dark calling they might fear you, commoners will extend you
that puts me above the law. every courtesy and do their utmost to help you.
Unless you have shown yourself to be a danger to
them, they will even take up arms to fight
alongside you, should you find yourself facing an
enemy alone.
I would sacrifice my life and my
soul to protect the innocent.
Pack Tactics
Chrome
Blue Silver Scales Silver Scales
I don't talk about the thing that torments me. I'd A silver dragon slaughtered dozens of innocent
rather not burden others with my curse. people but spared your life, and you don't know
I refuse to become a victim, and I will not allow why.
others to be victimized.
Heart of Darkness. Those who look into your eyes
can see that you have faced unimaginable horror
Freedom. I have a dark calling that puts and that you are no stranger to darkness. Though
they might fear you, commoners will extend you
me above the law. (Chaotic) every courtesy and do their utmost to help you.
Unless you have shown yourself to be a danger to
them, they will even take up arms to fight
alongside you, should you find yourself facing an
enemy alone.
I would sacrifice my life and my
soul to protect the innocent.
+5 13 2 8 ●
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Mold Earth
Transmutation
0 Primal Savagery
Transmutation
0 Speak with Animals
Divination
1
30ft 1 Action Self 1 Action Self 1 Action ●
●
Instant/1 Hour ● Instant ● 10 Minutes ●
You choose a portion of dirt or stone that you can see within range and that fits within a 5-foot cube. You channel primal magic to cause your
You manipulate it in one of the following ways: You gain the ability to comprehend and verbally communicate with
If you target an area of loose earth, you can instantaneously excavate it, move it along the ground, and
teeth or fingernails to sharpen, ready to beasts for the duration. The knowledge and awareness of many
beasts is limited by their intelligence, but at minimum, beasts can
deposit it up to 5 feet away. This movement doesn't have enough force to cause damage.
deliver a corrosive attack. Make a melee spell
give you information about nearby locations and monsters,
You cause shapes, colors, or both to appear on the dirt or stone, spelling out words, creating images, or
shaping patterns. The changes last for 1 hour. attack against one creature within 5 feet of including whatever they can perceive or have perceived within the
past day. You might be able to persuade a beast to perform a small
If the dirt or stone you target is on the ground, you cause it to become difficult terrain. Alternatively, you. On a hit, the target takes 1d10 acid
you can cause the ground to become normal terrain if it is already difficult terrain. This change lasts for favor for you, at the DM's discretion.
1 hour. damage. After you make the attack, your
If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects
active at a time, and you can dismiss such an effect as an action.
teeth or fingernails return to normal.
Ice Knife
Conjuration
1 Earth Tremor
Evocation
1 Healing Word
Necromancy
1
60ft/5ft 1 Action Dexterity Self/10ft 1 Action Dexterity 60ft 1 BA
● ●
Instant ●
●
Instant ● Instant
Instant ● up to 1 Hour ●
●
●
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Summon Beast
Conjuration
2 Flame Blade
Evocation
2 Healing Spirit
Conjuration
2
90ft 1 Action Self 1 BA 60ft/5ft Cube 1 BA
●
The creature is an ally to you and your You evoke a fiery blade in your free hand. The blade is similar in size Whenever you or a creature you can see moves into the spirits
and shape to a scimitar, and it lasts for the duration. If you let go of space for the first time on a turn or starts its turn there, the spirit
companions. In combat, the creature shares the blade it disappears; as a bonus action you can resummon it. can restore 1d6 hit points to that creature. This has no effect on
your initiative count, but it takes its turn You can use your action to make a melee spell attack with the fiery constructs or undead.
blade. On a hit, the target takes 3d6 fire damage.
immediately after yours. It obeys your verbal As a bonus action on your turn, you can move the Spirit up to 30
commands (no action required by you). If you The flaming blade sheds bright light in a 10-foot radius and dim light feet to a space you can see. The spirit can heal 1 + Wisdom modifier
for an additional 10 feet. times. After healing that many times, the spirit disappears.
don’t issue any, it takes the Dodge action
When you cast this spell using a spell slot of 4th level or higher, the If you cast this with a spell slot of 3rd lvl or higher, the healing
and uses its move to avoid danger. damage increases by 1d6 for every two slot levels above 2nd. increases by 1d6 for each slot above 2nd.
Giant Lizard / Medium Giant Spider / Large Dire Wolf / Large
19 12 +1 30 26 14 +3 30 37 13 +0 50
+2 +1 +1 +0 +3 +3 +2 +3 +1 +0 +3 +3 +3 +2 +2 +0 +3 +3
Stealth +7 Perception +3, Stealth +4
Darkvision 30ft, Passive Perception 13 Blindsight 10ft, Darkvision 60ft, Passive Perception 13 Passive Perception 16
Hold Breath. The lizard can hold Web Sense. While in contact with a web, the spider knows the
exact location of any other creature in contact with the same Pack Tactics. The wolf has advantage
its breath for 15 minutes. web.
on an attack roll against a creature if
Web Walker. The spider ignores movement restrictions caused
by webbing.
at least one of the wolf's allies is
Spider Climb. The lizard can within 5 feet of the creature and the
*On a bite attack the target must make a DC 11 Constitution
ally isn't incapacitated.
climb difficult surfaces, saving throw, taking 2d8 poison damage on a failed save, or half
as much damage on a successful one. If the poison damage
including upside down on reduces the target to 0 hit points, the target is stable but
poisoned and paralyzed for 1 hour. These status effects stay *If the target is a creature, it must
ceilings, without needing to even after being gaining hit points
succeed on a DC 13 Strength saving
make an ability check. **Web. range 30/60 ft., one creature. Hit: The target is
restrained by webbing. As an action, the restrained target can
throw or be knocked prone.
make a DC 12 Strength check, bursting the webbing on a
success. The webbing can also be attacked and destroyed (AC
10; hp 5; vulnerability to fire damage; immunity to bludgeoning,
poison, and psychic damage).
1 10 +0 20 19 11 +1 60 13 10 +0 30
-4 +0 -1 +0 +3 +3 +4 +1 +1 +0 +3 +3 +1 +0 +3 +0 +3 +3
None
Darkvision 30ft, Passive Perception 13 Passive Perception 13 Darkvision 30ft, Passive Perception 13
Keen Smell. The rat has Trampling Charge. If the horse Burrow 10ft
advantage on Wisdom moves at least 20 feet straight
(Perception) checks that rely on toward a creature and then hits Multiattack. The badger makes
smell. it with a hooves attack on the two attacks: one with its bite
same turn, that target must and one with its claws.
succeed on a DC 14 Strength
saving throw or be knocked Keen Smell. The badger has
prone. If the target is prone, advantage on Wisdom
the horse can make another (Perception) checks that rely on
attack with its hooves against it smell.
as a bonus action.
Githzerai City Watch
Narloth Lawful Neutral
6 Way of the Astral Self
+3 14
17 +3 55ft
17
51 BA. You spend 1 ki point to summon arms of your astral self.
◆ +2 When you do so, each creature of your choice that you can see
-1
● +2 within 10 feet of you must succeed on a Dexterity saving throw or
take force damage equal to two rolls of your Martial Arts die.
+4 SAVING THROW (WIS) Wisdom Modifier replaces Strength Modifier
+5ft to reach when attacking with Astral Arms
8
+7 ATHLETICS (WIS)
+6
6
◆
+3
● +6
+3
+3
16
Physical Strike +6 1d6 + 3 Blunt
+3
+3
Astral Strike +7 1d6 + 4 Force
+1
+1
● +4
15 6
+1
d6
12 +1 BA. You can spend 1 ki point to summon your Visage, or Visage and Astral Arms, for 10 minutes.
+1 Astral Sight. You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.
Wisdom of the Spirit. You have advantage on Insight and Intimidation checks.
Words of the Spirit. When you speak, you can make your words audible to only one creature that you
+4 can see within 60 feet of you. You can also amplify your voice to where all creatures within 600 feet
+4
hear you.
+4
● +7
● +7
19 +4
+4
+0
+0
+0
+0
+0
10 +0
When you have both your astral arms and visage summoned, you cause the body of your astral self to
appear.
You have advantage on saving throws against the
Deflect Energy. When you take acid, cold, fire, force, lightning, or thunder damage, you can use your
charmed and frightened conditions; resistance to reaction to deflect it. When you do so, the damage you take is reduced by 1d10 + your Wisdom
modifier (minimum reduction of 1).
psychic damage. Telepathy up to 60ft away.
Empowered Arms. Once on each of your turns when you hit a target with the Arms of the Astral Self,
At-will: Mage Hand (invisible) you can deal extra damage to the target equal to your Martial Arts die.
1/day: Shield
2/day: Detect Thoughts
These spells require no components
Common, Gith
●
Elvish, Aarakocran
As a bonus action, you can spend 5 ki points to awaken your
astral self for 10 minutes.
Woodcarving Tools Armor of the Spirit. You gain a +2 bonus to Armor Class.
Astral Barrage. You can attack three times instead of twice if all the
attacks are made with your astral arms.
60 6'10" 105lbs Eyes Glow Purple
Narloth
Purple Forest Green Bald
I'm always polite and respectful. Your experience in enforcing the law,
I'm haunted by visions of war. and dealing with lawbreakers, gives you
a feel for local laws and criminals. You
can easily find the local outpost of the
watch or a similar organization, and just
Ideals aren't worth killing over or as easily pick out the dens of criminal
going to war for. activity in a community, although you're
more likely to be welcome in the former
locations rather than the latter.
Darts - 10
Bolts - 20
Pitons - 10
Torches - 10
Rations - 10
A Horn
A Set of Manacles
A Backpack
A Crowbar
10 A Tinderbox
A Tinderbox
A Waterskin
50 feet of hempen rope
Human Knight of Solamnia
Ormr Neutral Good
4 Battlemaster
+2 13
Defense.
17 +1 30 +1 to AC while wearing armor
11
34
+6
+4
● +6
18
+2
+2
+2
+2
3
+2
14
Halberd +6 1d10 + 4 Slash
◆ +3
+1
Shortsword +6 1d6 + 4 Slash
+1
+1
+1
1 0 0
+1
12 +1
+1
+1
+1
+1
+1
Precise Strike. Once per turn, when you
+1
make a weapon attack roll against a
12 ●
+3
+3 creature, you can cause the attack roll to
have advantage. If the attack hits, you
-1 add a d8 of damage to the damage roll.
-1
-1
●
● +3
You can use this benefit a number of
-1 times equal to your proficiency bonus,
9 -1 but a use is expended only if the attack
hits. You regain all expended uses when
you finish a long rest.
Mount Up. Mounting or Scare. When you take the Attack action
dismounting costs you only 5 feet on your turn, you can replace one attack
of movement. with an attempt to demoralize one
humanoid you can see within 30 feet of
you that can see and hear you. Make a
Charisma (Intimidation) check contested
by the target's Wisdom (Insight) check. If
your check succeeds, the target is
Common frightened until the end of your next
● ●
Kothian (Minotaur) turn. If your check fails, the target can't
be frightened by you in this way for 1
hour.
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Playing Cards
● ● Cook's Utensils
Wild Gnome Hermit
Quill Neutral Good None
4 Hunter
+2 13
When you hit a creature with a weapon attack, the
14 +3 25 creature takes an extra 1d8 damage if it's below its
hit point maximum. You can deal this extra
13 damage only once per turn.
33
◆ +2
+0
+0
10
+5
4
◆
+3
+3
+3
● +5
16
Longbow +8 1d8 + 3 Pierce
+1
Shortsword +5 1d6 + 3 Slash
+1 Bone Dagger +5/+8 1d4 + 2d4 + 3
12
+1
+1
+1
+1
+1 Beasts Forest
12 ●
●
+3
+3
+3
+3
●
● +7
+3
+5 13
● ● ● ●
● +5
● ● ● ●
16 ●
+3
+5
● ● ●
-1
-1 0 Druidcraft 1 Cure Wounds
of creatures within 10 feet of a point within your
-1 1 ● Speak with Animals (CF) At-will
weapon's range. Must have ammunition for each
-1 1 Animal Friendship (CF) One-use target and an attack roll is made for each target.
9 -1 1
1
Hunter's Mark (H)
Ensnaring Strike
1 Jump
Alchemist's Kit
● Herbalism Kit +2 to all ranged attacks
22 3'5" 67 Exile Mark Neck
Quill
Black Dark Gray Emerald Green