Print Dante Brim

You might also like

Download as pdf or txt
Download as pdf or txt
You are on page 1of 23

Dante Neutral Good Custom Background

Male tiefling
Level 20 (Blood Hunter 8, Fighter [Multiclass] 3, Paladin
Brim [Multiclass] 9)

https://dicecloud.com/character/tfSdY9JWAAn2pfuTG

30 Speed Hellish Resistance


+5 Strength
Resistance
fire
20
18 Armor Class
Total: 20d10
+2 Dexterity

14
60 Darkvision

Hit Dice
30 Flying Speed
+5 Constitution
Blood Maledict Uses

20 10 Blindsight

D6 Superiority Die

+4 Intelligence +6 Proficiency Bonus

18
+2 Initiative
Unleash Incarnation Uses

+0 Wisdom Total: 264


Amount

10

Spell Level
Hit Points
+1 Charisma

13 Total: 45 Channel Divinity Uses

Amplified Blood Curse


Spell Slots
Lay on Hands
1st Level
Load Paladin Spells
Total: 0
2nd Level
Variant Encumbrance

3rd Level
Temp HP
Inspiration
Action
󰐽 +9 Strength Save 󰃚 Light Armor
Lay on Hands: Heal
󰃚 +12 Dexterity Save 󰃚 Medium Armor

󰐽 +9 Constitution Save 󰃚 Shields Cost: 0 Lay on Hands


Armor
󰃚 +14 Intelligence Save As an action, you can touch a
creature and draw power from the
󰐽 +4 Wisdom Save
pool to restore a number of hit
󰐽 +5 Charisma Save 󰃚 Alchemist's Supplies
Tools points to that creature, up to the
Saving Throws
maximum amount remaining in
your pool.

󰐽 +2 Acrobatics 󰃚 Common

󰐽 +0 Animal Handling 󰃚 Infernal

󰃚 +10 Arcana * 󰃚 Elvish Action

󰃚 +11 Athletics 󰃚 Sylvan Lay on Hands: Restore


Languages
󰐽 +1 Deception Cost: 5 Lay on Hands

󰃚 +10 History * Action As an action, you can expend 5 hit


points from your pool of healing to
󰐽 +0 Insight Divine Sense cure the target of one disease or
󰐽 +1 Intimidation The presence of strong evil neutralize one poison affecting it.
You can cure multiple diseases
󰃚 +10 Investigation * registers on your senses like a
noxious odor, and powerful good and neutralize multiple poisons
󰐽 +0 Medicine
rings like heavenly music in your with a single use of Lay on Hands,
󰐽 +4 Nature * ears. As an action, you can open expending hit points separately for
your awareness to detect such each one.
󰐽 +0 Perception (10)
forces. Until the end of your next
󰐽 +1 Performance
turn, you know the location of any
󰐽 +1 Persuasion celestial, fiend, or undead within
60 feet of you that is not behind
󰃚 +10 Religion *
total cover. You know the type
󰐽 +2 Sleight of Hand
(celestial, fiend, or undead) of any
󰐽 +2 󰄼Stealth being whose presence you sense,
but not its identity (the vampire
󰐽 +0 Survival *
Count Strahd von Zarovich, for
Skills
instance). Within the same radius,
you also detect the presence of
󰃚 Simple Melee Weapons any place or object that has been
consecrated or desecrated, as
󰃚 Simple Ranged Weapons
with the hallow spell.
󰃚 Martial Melee Weapons

󰃚 Martial Ranged Weapon


Weapons
Action Action Action

Channel Divinity: Abjure Disengage Help


Enemy
If you take the Disengage action, You can lend your aid to another
Cost: 1 Channel Divinity Uses your movement doesn’t provoke creature in the completion of a
opportunity attacks for the rest of task. When you take the Help
Choose one creature within 60 feet
the turn. action, the creature you aid gains
of you that you can see. That
advantage on the next ability
creature must make a DC 18
check it makes to perform the task
Wisdom saving throw, unless it is
you are helping with, provided that
immune to being frightened. Action
it makes the check before the start
Fiends and undead have
Dodge of your next turn.
disadvantage on this saving throw.
On a failed save, the creature is When you take the Dodge action,
Alternatively, you can aid a friendly
frightened for 1 minute or until it you focus entirely on avoiding
creature in attacking a creature
takes any damage. While attacks. Until the start of your next
within 5 feet of you. You feint,
frightened, the creature’s speed is turn, any attack roll made against
distract the target, or in some
0, and it can’t benefit from any you has disadvantage if you can
other way team up to make your
bonus to its speed. On a see the attacker, and you make
ally’s attack more effective. If your
successful save, the creature’s Dexterity saving throws with
ally attacks the target before your
speed is halved for 1 minute or advantage. You lose this benefit if
next turn, the first attack roll is
until the creature takes any you are incapacitated or if your
made with advantage.
damage. speed drops to 0.

DC 18 Abjure Enemy Save


Action

󰙅 On failed save Hide


When you take the Hide action,
you make a Dexterity (Stealth)
Action
check in an attempt to hide.
Dash
When you take the Dash action, Hide Roll
you gain extra movement for the
current turn. The increase equals
your speed, after applying any
modifiers.

Dash
Attack Attack Bonus Action

Grapple +11 Unarmed Attack Blood Curse of Bloated


Agony
Using at least one free hand, you You make an unarmed strike
try to seize the target by making a against a creature while not Cost: 1 Blood Maledict Uses
grapple check, a Strength holding any weapons in your hand.
As a bonus action, you curse a
(Athletics) check contested by the
creature that you can see within
target’s Strength (Athletics) or
󰙅 On hit 30 feet of you, causing its body to
Dexterity (Acrobatics) check (the
swell until the end of your next
target chooses the ability to use). 6 bludgeoning damage
turn. For the duration, the creature
You succeed automatically if the
has disadvantage on Strength
target is incapacitated.
checks and Dexterity checks, and
Attack takes 1d8 necrotic damage if it
Grapple Roll
+12 Glaive makes more than one attack
during its turn.
Reach
Attack
󰙅 On condition
Shove
󰙅 On hit
Blood Curse of Bloated…
The target of your shove must be d10 + 1 slashing dama…
no more than one size larger than 󰙅 On condition
you, and it must be within your
reach. You make a Strength Amplified Blood Curse …
(Athletics) check contested by the
target’s Strength (Athletics) or
Dexterity (Acrobatics) check (the
target chooses the ability to use).
You succeed automatically if the
target is incapacitated. If you
succeed, you either knock the
target prone or push it 5 feet away
from you.

Shove Roll
Bonus Action Bonus Action Bonus Action

Blood Curse of the Rite of the Flame Rite of the Storm


Marked
As a bonus action, you can As a bonus action, you can
Cost: 1 Blood Maledict Uses activate the Rite of the Flame on activate the Rite of the Storm on
one weapon you’re holding. The one weapon you’re holding. The
As a bonus action, you mark a
effect of the rite lasts until you effect of the rite lasts until you
creature that you can see within
finish a short or long rest. When finish a short or long rest. When
30 feet of you. Until the end of
you activate a rite, you take 1d6 you activate a rite, you take 1d6
your turn, whenever you hit the
necrotic damage. This damage necrotic damage. This damage
cursed creature with a weapon for
can’t be reduced in any way. can’t be reduced in any way.
which you have an active crimson
rite, you roll an additional 1d6
While the rite is in effect, attacks While the rite is in effect, attacks
when determining the extra
you make with this weapon are you make with this weapon are
damage from the rite.
magical, and deal 1d6 extra fire magical, and deal 1d6 extra
damage. A weapon can hold only lightning damage. A weapon can
󰙅 On condition one active rite at a time. Other hold only one active rite at a time.
creatures can’t gain the benefit of Other creatures can’t gain the
Blood Curse of the Mar…
your rite. benefit of your rite.

󰙅 On condition
Rite of the Flame Rite of the Storm
Amplified Blood Curse …
Bonus Action Bonus Action Bonus Action

Rite of the Dawn Second Wind Channel Divinity: Vow of


Enmity
As a bonus action, you can On your turn, you can use a bonus
activate the Rite of the Dawn on action to regain hit points equal to Cost: 1 Channel Divinity Uses
one weapon you’re holding. The 1d10 + 3.
As a bonus action, you can utter a
effect of the rite lasts until you
vow of enmity against a creature
finish a short or long rest. When
󰿷 d10 + 3 healing to self you can see within 10 feet of you,
you activate a rite, you take 1d6
using your Channel Divinity. You
necrotic damage. This damage 󰙅 On condition
gain advantage on attack rolls
can’t be reduced in any way.
against the creature for 1 minute
󰿷 3 healing
or until it drops to 0 hit points or
While the rite is in effect, attacks
falls unconscious.
you make with this weapon are
magical, and deal 1d6 extra Bonus Action
radiant damage. A weapon can Soul of Vengeance
hold only one active rite at a time. Manifest Echo
Soul of Vengeance
Other creatures can’t gain the You can use a bonus action to
benefit of your rite. magically manifest an echo of Vow of Enmity
yourself in an unoccupied space
Additionally, while that rite is
you can see within 15 feet of you.
active on your weapon, you gain
the following benefits: Bonus Action
Manifested Echo
Recover Spell Slot
Your weapon sheds bright light
out to a range of 20 feet. Cost: 1 Channel Divinity Uses
You have resistance to
necrotic damage. You can expend a use of your
When you hit an undead Channel Divinity to fuel your spells.
creature with a weapon for As a bonus action, you touch your
which the Rite of the Dawn is holy symbol, utter a prayer, and
active, you roll an additional regain one expended spell slot, the
hemocraft die when level of which can be no higher
determining the extra damage than 3.
from the rite.
󰙅 Pick one by index
Rite of the Dawn
+ 1 slotLevel1 to self

+ 1 slotLevel2 to self

+ 1 slotLevel3 to self
Bonus Action Free Action Reaction

Polearm Master Extra Attack Invoking The Rune


+12 Backswing
This only serves as a reminder. When you see a creature drop to 0,
When you take the Attack action use your reaction to make them go
and attack with only a glaive, down to one instead
halberd, quarterstaff, or spear, you
can use a bonus action to make a Free Action

melee attack with the opposite Bait and Switch


end of the weapon. Darkvision
When you’re within 5 feet of a Thanks to your infernal heritage,
creature on your turn, you can you have superior vision in dark
󰙅 On hit
expend one superiority die and and dim conditions.
switch places with that creature,
d4 + 1 bludgeoning da…
provided you spend at least 5 feet
of movement and the creature is Winged
willing and isn’t incapacitated. This You have bat-like wings sprouting
Free Action
movement doesn’t provoke from your shoulder blades.
Aether Walk opportunity attacks.

At the start of your turn, you can Roll the superiority die. Until the
magically step into the veil Mercenary Life
start of your next turn, you or the
between the planes as long as you You know the mercenary life as
other creature (your choice) gains
aren’t incapacitated. You can only someone who has
a bonus to AC equal to the number
move through other creatures and experienced it can. You are able to
rolled.
objects as if they were difficult identify mercenary companies by
terrain, as well as see and affect their emblems, and you know a
Bait and Switch Roll little about any such company,
creatures and objects on the
Ethereal Plane. You take 1d10 including who has hired them
force damage if you end your turn recently. You can find the taverns
Free Action and festhalls where mercenaries
inside an object.
abide in any area, as long as you
Action Surge
This feature lasts for 4 round(s). If speak the language. You can find
you are inside an object when it You can push yourself beyond your mercenary work between
ends, you are immediately shunted normal limits for a moment. On adventures sufficient to maintain a
to the nearest unoccupied space your turn, you can take one comfortable lifestyle (see
and you take force damage equal additional action. “Practicing a Profession” under
to twice the number of feet you “Downtime Activities” in chapter 8
moved. of the Player’s Handbook).
Free Action

Extra Attack
This only serves as a reminder.
Hunter's Bane Blood Maledict Blood Maledict
You have survived the Hunter’s You gain the ability to channel — or Each time you use your Blood
Bane — a dangerous, long-guarded sometimes sacrifice — a part of Maledict feature, you choose
ritual that alters your life’s blood, your vital essence to curse and which curse to invoke from the
forever binding you to the manipulate creatures through curses you know. While invoking a
darkness and honing your senses hemocraft magic. You know 2 blood curse, but before it affects
against it. You have advantage on blood curse(s) of your choice, the target, you can choose to
Wisdom (Survival) checks to track detailed in the “Blood Curses” amplify the curse by taking 1d6
fey, fiends, or undead, as well as section at the end of the class necrotic damage. This damage
on Intelligence checks to recall description. can’t be reduced in any way. An
information about such creatures. amplified curse gains an
Each time you learn a new blood additional effect, noted in the
The Hunter’s Bane also empowers curse, you can also choose one of curse’s description. Creatures that
your body to control and shape the blood curses you know and do not have blood are immune to
hemocraft magic, using your own replace it with another blood blood curses unless you have
blood and life essence to fuel your curse. amplified the curse.
abilities. Some of your features
require your target to make a Each time you use your Blood
saving throw to resist the feature’s Maledict feature, you choose
Fighting Style: Great Weapon Fighting
effects. The saving throw DC is 18. which curse to invoke from the
When you roll a 1 or 2 on a
curses you know. While invoking a
damage die for an Attack you
blood curse, but before it affects
make with a melee weapon that
the target, you can choose to
you are wielding with two hands,
amplify the curse by taking 1d6
you can reroll the die and must use
necrotic damage. This damage
the new roll, even if the new roll is
can’t be reduced in any way. An
a 1 or a 2. The weapon must have
amplified curse gains an
the Two-Handed or Versatile
additional effect, noted in the
property for you to gain this
curse’s description. Creatures that
benefit.
do not have blood are immune to
blood curses unless you have
amplified the curse.

You can use this feature 2 time(s),


before you must finish a short or
long rest.
Crimson Rite Rite of the Flame Rite of the Storm
You learn to invoke a rite of As a bonus action, you can As a bonus action, you can
hemocraft that infuses your activate the Rite of the Flame on activate the Rite of the Storm on
weapon strikes with elemental one weapon you’re holding. The one weapon you’re holding. The
energy. As a bonus action, you can effect of the rite lasts until you effect of the rite lasts until you
activate any rite you know on one finish a short or long rest. When finish a short or long rest. When
weapon you’re holding. The effect you activate a rite, you take 1d6 you activate a rite, you take 1d6
of the rite lasts until you finish a necrotic damage. This damage necrotic damage. This damage
short or long rest. When you can’t be reduced in any way. can’t be reduced in any way.
activate a rite, you take 1d6
necrotic damage. This damage While the rite is in effect, attacks While the rite is in effect, attacks
can’t be reduced in any way. you make with this weapon are you make with this weapon are
magical, and deal 1d6 extra fire magical, and deal 1d6 extra
While the rite is in effect, attacks damage. A weapon can hold only lightning damage. A weapon can
you make with this weapon are one active rite at a time. Other hold only one active rite at a time.
magical, and deal 1d6 damage of creatures can’t gain the benefit of Other creatures can’t gain the
the type determined by the chosen your rite. benefit of your rite.
rite. A weapon can hold only one
active rite at a time. Other To automate your crimson rite. To automate your crimson rite.
creatures can’t gain the benefit of Tag the attack and damage Tag the attack and damage
your rite. property of your weapon with property of your weapon with
riteOfTheFlame . riteOfTheStorm .
Rite of the Dawn Aether Walk Polearm Master
When you activate the Rite of the At the start of your turn, you can You can keep your enemies at bay
Dawn, the extra damage dealt by magically step into the veil with reach weapons. You gain the
your rite is radiant damage. between the planes as long as you following benefits:
Additionally, while that rite is aren’t incapacitated. You can
active on your weapon, you gain move through other creatures and When you take the Attack
the following benefits: objects as if they were difficult action and attack with only a
terrain, as well as see and affect glaive, halberd, quarterstaff, or
Your weapon sheds bright light creatures and objects on the spear, you can use a bonus
out to a range of 20 feet. Ethereal Plane. You take 1d10 action to make a melee attack
You have resistance to force damage if you end your turn with the opposite end of the
necrotic damage. inside an object. weapon; this attack uses the
When you hit an undead same ability modifier as the
creature with a weapon for This feature lasts for 4 round(s). If primary attack. The weapon’s
which the Rite of the Dawn is you are inside an object when it damage die for this attack is a
active, you roll an additional ends, you are immediately shunted d4, and the attack deals
hemocraft die when to the nearest unoccupied space bludgeoning damage.
determining the extra damage and you take force damage equal While you are wielding a glaive,
from the rite. to twice the number of feet you halberd, pike, quarterstaff, or
moved. spear, other creatures provoke
To automate your crimson rite. an opportunity attack from you
Tag the attack and damage You can use this feature once when they enter your reach.
property of your weapon with before finishing a short or long
riteOfTheDawn . rest.
Extra Attack
You can attack twice, instead of
Curse Specialist once, whenever you take the
You gain an additional use of your Attack action on your turn.
Blood Maledict feature. In addition,
your blood curses can target any
creature, whether it has blood or
not.
Brand of Castigation Fighting Style: Superior Technique Echo Statblock
When you damage a creature with You learn one maneuver of your Echo
a weapon for which you have an choice from among those
active crimson rite, you can available to the Battle Master Medium object, neutral
channel hemocraft magic to sear archetype. If a maneuver you use
Armor Class 20
an arcane brand into that creature requires your target to make a
Hit Points 1
(no action required). You always saving throw to resist the
Speed 30 ft.
know the direction to the branded maneuver’s effects, the saving
creature as long as it’s on the throw DC equals 19
STR DEX CON INT WIS CHA
same plane as you. Further, each
time the branded creature deals You gain one superiority die, 20 14 20 18 10 13
damage to you or a creature you which is a d6 (this die is added (5) (2) (5) (4) (0) (1)
can see within 5 feet of you, the to any superiority dice you
branded creature takes 4 psychic have from another source). Damage Immunities Psychic,
damage. This die is used to fuel your Poison
maneuvers. A superiority die is Condition Immunities All
Your brand lasts until you dismiss expended when you use it. You Senses none
it or until you use this feature to regain your expended Languages none
apply a brand to another creature. superiority dice when you Proficiency Bonus 6
Your brand can be dispelled with finish a short or long rest.
dispel magic, and is treated as a
4th level spell.
Action Surge
Starting at 2nd level, you can push
Second Wind yourself beyond your normal limits
On your turn, you can use a bonus for a moment. On your turn, you
action to regain hit points equal to can take one additional action.
1d10 + 3.
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, but only once
on the same turn.
Manifest Echo Unleash Incarnation Lay on Hands
You can use a bonus action to Whenever you take the Attack Your blessed touch can heal
magically manifest an echo of action, you can make one wounds. You have a pool of
yourself in an unoccupied space additional melee attack from the healing power that replenishes
you can see within 15 feet of you. echo’s position. when you take a long rest. With
This echo is a magical, that pool, you can restore a total
translucent, gray image of you that You can use this feature 5 times. number of hit points equal to 45.
lasts until it is destroyed, until you You regain all expended uses
dismiss it as a bonus action, until when you finish a long rest. As an action, you can touch a
you manifest another echo, or until creature and draw power from the
you’re incapacitated. pool to restore a number of hit
Divine Sense points to that creature, up to the
Your echo has AC 20, 1 hit point, The presence of strong evil maximum amount remaining in
and immunity to all conditions. If it registers on your senses like a your pool.
has to make a saving throw, it uses noxious odor, and powerful good
your saving throw bonus for the rings like heavenly music in your Alternatively, you can expend 5 hit
roll. It is the same size as you, and ears. As an action, you can open points from your pool of healing to
it occupies its space. On your turn, your awareness to detect such cure the target of one disease or
you can mentally command the forces. Until the end of your next neutralize one poison affecting it.
echo to move up to 30 feet in any turn, you know the location of any You can cure multiple diseases
direction (no action required). If celestial, fiend, or undead within and neutralize multiple poisons
your echo is ever more than 30 60 feet of you that is not behind with a single use of Lay on Hands,
feet from you at the end of your total cover. You know the type expending hit points separately for
turn, it is destroyed. (celestial, fiend, or undead) of any each one.
being whose presence you sense,
You can use the echo in the This feature has no effect on
but not its identity (the vampire
following ways: undead and constructs.
Count Strahd von Zarovich, for
instance). Within the same radius,
As a bonus action, you can
you also detect the presence of
teleport, magically swapping Divine Smite
any place or object that has been
places with your echo at a cost Starting at 2nd level, when you hit
consecrated or desecrated, as
of 15 feet of your movement, a creature with a melee weapon
with the hallow spell.
regardless of the distance attack, you can expend one spell
between the two of you. You can use this feature a number slot to deal radiant damage to the
When you take the Attack of times equal to 5. When you target, in addition to the weapon’s
action on your turn, any attack finish a long rest, you regain all damage. The extra damage is 2d8
you make with that action can expended uses. for a 1st-level spell slot, plus 1d8
originate from your space or for each spell level higher than 1st,
the echo’s space. You make to a maximum of 5d8. The
this choice for each attack. damage increases by 1d8 if the
When a creature that you can target is an undead or a fiend, to a
see within 5 feet of your echo maximum of 6d8.
moves at least 5 feet away
from it, you can use your
reaction to make an
opportunity attack against that
opportunity attack against that
creature as
Fighting S if :you
tyle Blindwere in the
Fighting Channel Divinity: Abjure Enemy Relentless Avenger
Youecho’s space. with a range
have blindsight As an action, you present your holy By 7th level, your supernatural
of 10 feet. Within that range, you symbol and speak a prayer of focus helps you close off a foe’s
can effectively see anything that denunciation, using your Channel retreat. When you hit a creature
isn’t behind total cover, even if Divinity. Choose one creature with an opportunity attack, you
you’re blinded or in darkness. within 60 feet of you that you can can move up to half your speed
Moreover, you can see an invisible see. That creature must make a immediately after the attack and
creature within that range, unless DC 18 Wisdom saving throw, as part of the same reaction. This
the creature successfully hides unless it is immune to being movement doesn’t provoke
from you. frightened. Fiends and undead opportunity attacks.
have disadvantage on this saving
throw.
Spellcasting [Paladin] Channel Divinity: Harness Divine Power
By 2nd level, you have learned to On a failed save, the creature is You can expend a use of your
draw on divine magic through frightened for 1 minute or until it Channel Divinity to fuel your spells.
meditation and prayer to cast takes any damage. While As a bonus action, you touch your
spells as a cleric does. See frightened, the creature’s speed is holy symbol, utter a prayer, and
chapter 10 for the general rules of 0, and it can’t benefit from any regain one expended spell slot, the
spellcasting and chapter 11 for the bonus to its speed. level of which can be no higher
paladin spell list. than 3. The number of times you
On a successful save, the
can use this feature is based on
creature’s speed is halved for 1
the level you’ve reached in this
minute or until the creature takes
Divine Health class: 3rd level, once; 7th level,
any damage.
By 3rd level, the divine magic twice; and 15th level, thrice. You
flowing through you makes you regain all expended uses when you
immune to disease. finish a long rest.
Channel Divinity: Vow of Enmity
As a bonus action, you can utter a
vow of enmity against a creature
you can see within 10 feet of you,
using your Channel Divinity. You
gain advantage on attack rolls
against the creature for 1 minute
or until it drops to 0 hit points or
falls unconscious.
Channel Divinity Extra Attack Tough
Your oath allows you to channel Beginning at 5th level, you can Your hit point maximum increases
divine energy to fuel magical attack twice, instead of once, by an amount equal to twice your
effects. Each Channel Divinity whenever you take the Attack level when you gain this feat.
option provided by your oath action on your turn. Whenever you gain a level
explains how to use it. thereafter, your hit point maximum
increases by an additional 2 hit
When you use your Channel Aura of Protection points.
Divinity, you choose which option Starting at 6th level, whenever you
to use. You must then finish a or a friendly creature within 10 feet
short or long rest to use your of you must make a saving throw, Glaive
Channel Divinity again. the creature gains a +4 bonus to Heavy, Reach, Two-Handed, +1
the saving throw. You must be
Some Channel Divinity effects
conscious to grant this bonus.
require saving throws. When you
Polearm Master
use such an effect from this class,
While you are wielding a glaive,
the DC is 18.
Carrying Capacity halberd, pike, quarterstaff, or
125.82/300 lbs carried spear, other creatures provoke an
opportunity attack from you when
Martial Versatility
they enter your reach.
Whenever you reach a level in this
class that grants the Ability Score
Improvement feature, you can
replace a fighting style you know
with another fighting style
available to rangers. This
replacement represents a shift of
focus in your martial practice.

Inventory
Weight Carried: 125.82 lb
Net worth: 134 gp 3 sp
Items attuned: 2

Equipped
+1 Glaive Amulet of The Raven Queen (Attuned)
A black opal pendant hangs at the base of this
6 lb
pearlescent chain. A sacred rune is inscribed on the
You have a +1 bonus to attack and damage rolls made back of this pendant.
with this magic weapon.
While wearing this item, you have resistance to
A 6lb, martial melee weapon, that deals 1d10 slashing necrotic damage. Additionally you can cast the Spare
damage and has the following properties: the Dying cantrip as an action or bonus action.

Heavy: Creatures that are Small or Tiny have Invoking the Rune. When a creature you can see
disadvantage on attack rolls with heavy weapons. within 60ft if you drops to 0 hit points as a result of
A heavy weapon’s size and bulk make it too large taking damage, you can use your reaction to invoke
for a Small or Tiny creature to use effectively. the item’s runes, causing the pendant to flash with
Reach: This weapon adds 5 feet to your reach pale light. That creature then instead goes to 1 hit
when you attack with it. point.
Two-Handed: This weapon requires two hands to
use. This property is relevant only when you attack Once this feature is used, it cannot be used again till a
with the weapon, not when you simply hold it. long rest is taken.

+1 Half Plate Armor


Carried

40 lb
An insignia of your rank
You have a +1 bonus to AC while wearing this armor.

Half plate consists of shaped metal plates that cover A uniform of your company
most of the wearer’s body. It does not include leg
2 gp 4 lb
protection beyond simple greaves that are attached
with leather straps.

The wearer has disadvantage on Dexterity (Stealth)


checks.

Boots of Haste (Attuned)


Wondrous item, very rare (requires attunement)

While you wear these boots, you can click your heels
together to cast the haste spell on yourself as a bonus
action. You don’t suffer from lethargy when the spell
ends when cast using these boots. Once this property
is used, it can’t be used again until next dawn.
Light Crossbow Crossbow Bolt Case

25 gp 5 lb 1 gp 1 lb

A 25gp, 5 lb, simple ranged weapon, that deals 1d8 This wooden case can hold up to twenty crossbow
piercing damage and has the following properties: bolts.

Ammunition (range 80/320): You can use a


weapon that has the ammunition property to make
20 Crossbow Bolts
a ranged attack only if you have ammunition to fire
from the weapon. Each time you attack with the 1 gp 1.5 lb
weapon, you expend one piece of ammunition.
5 cp each 0.075 lb each
Drawing the ammunition from a quiver, case, or
other container is part of the attack. Loading a
one-handed weapon requires a free hand. Backpack
At the end of the battle, you can recover half your
expended ammunition by taking a minute to 2 gp 5 lb
search the battlefield. If you use a weapon that A backpack can hold one cubic foot or 30 pounds of
has the ammunition property to make a melee gear. You can also strap items, such as a bedroll or a
attack, you treat the weapon as an improvised coil of rope, to the outside of a backpack.
weapon.
Range: A weapon that can be used to make a
ranged attack has a range shown in
Bedroll
parentheses after the ammunition or thrown
property. 1 gp 7 lb
The range lists two numbers. The first is the
weapon’s normal range in feet, and the second
indicates the weapon’s maximum range. When Mess Kit

attacking a target beyond normal range, you 2 sp 1 lb


have disadvantage on the attack roll. You can’t
This tin box contains a cup and simple cutlery. The
attack a target beyond the weapon’s long
box clamps together, and one side can be used as a
range.
cooking pan and the other as a plate or shallow bowl.
Improvised Weapons: If a character uses a ranged
weapon to make a melee attack, it deals 1d4
damage. Tinderbox
Loading: Because of the time required to load this
5 sp 1 lb
weapon, you can fire only one piece of ammunition
from it when you use an action, bonus action, or This small container holds flint, fire steel, and tinder
reaction to fire it, regardless of the number of (usually dry cloth soaked in light oil) used to kindle a
attacks you can normally make. fire. Using it to light a torch—or anything else with
Two-Handed: This weapon requires two hands to abundant, exposed fuel—takes an action. Lighting any
use. This property is relevant only when you attack other fire takes 1 minute.
with the weapon, not when you simply hold it.
10 Torches Alchemist's Supplies

1 sp 10 lb 50 gp 8 lb

1 cp each 1 lb each Alchemist’s supplies enable a character to produce


useful concoctions, such as acid or alchemist’s fire.
A torch burns for 1 hour, providing bright light in a 20-
foot radius and dim light for an additional 20 feet. If
Components. Alchemist’s supplies include two glass
you make a melee attack with a burning torch and hit,
beakers, a metal frame to hold a beaker in place over
it deals 1 fire damage.
an open flame, a glass stirring rod, a small mortar and
pestle, and a pouch of common alchemical
ingredients, including salt, powdered iron, and purified
10 Days of Rations water.

5 gp 20 lb
Arcana. Proficiency with alchemist’s supplies allows
5 sp each 2 lb each you to unlock more information on Arcana checks
involving potions and similar materials.
Rations consist of dry foods suitable for extended
travel, including jerky, dried fruit, hardtack, and nuts.
Investigation. When you inspect an area for clues,
proficiency with alchemist’s supplies grants additional
insight into any chemicals or other substances that
Waterskin might have been used in the area.

2 sp 5 lb
Alchemical Crafting. You can use this tool proficiency
A waterskin can hold up to 4 pints of liquid. to create alchemical items. A character can spend
money to collect raw materials, which weigh 1 pound
for every 50 gp spent. The DM can allow a character to
Hempen Rope (50 Feet) make a check using the indicated skill with advantage.
As part of a long rest, you can use alchemist’s
1 gp 10 lb supplies to make one dose of acid, alchemist’s fire,
Rope, whether made of hemp or silk, has 2 hit points antitoxin, oil, perfume, or soap. Subtract half the value
and can be burst with a DC 17 Strength check. of the created item from the total gp worth of raw
materials you are carrying.

Alchemist’s Supplies

Activity DC
Create a puff of thick smoke 10
Identify a poison 10
Identify a substance 15
Start a fire 15
Neutralize acid 20
󰸓Pouch 4 Gold pieces
5 sp 1 lb 4 gp 0.08 lb
44 gp 8 sp contents 0.32 lb contents
1 gp each 0.02 lb each

4 Platinum pieces
8 Silver pieces
40 gp 0.08 lb
8 sp 0.16 lb
10 gp each 0.02 lb each
1 sp each 0.02 lb each

0 Copper pieces

1 cp 0.02 lb

Spells
Haste
3rd-level transmutation
Spare the Dying Casting Time: bonus action
necromancy cantrip Range: 60 ft
Casting Time: action Components: Concentration, Verbal, Somatic
Range: Touch Duration: up to 1 minute
Components: Verbal, Somatic Choose a willing creature that you can see within
Duration: Instantaneous range. Until the spell ends, the target’s speed is
You touch a living creature that has 0 hit points. The doubled, it gains a +2 bonus to AC, it has advantage
creature becomes stable. This spell has no effect on on Dexterity saving throws, and it gains an additional
undead or constructs. action on each of its turns. That action can be used
only to take the Attack (one weapon attack only),
Dash, Disengage, Hide, or Use an Object action.

When the spell ends, the target can’t move or take


actions until after its next turn, as a wave of lethargy
sweeps over it.

Divine Smite
Spell Save DC:
Spell Attack Bonus:
Maximum prepared spells:
Divine Smite Divine Smite (Critical)
1st-level evocation 1st-level evocation
Casting Time: free action that you take after landing a Casting Time: free action that you take after landing a
melee weapon attack melee weapon attack
Range: melee Range: melee
Components: Components:
Duration: Instantaneous Duration: Instantaneous
When you hit a creature with a melee weapon attack, When you hit a creature with a melee weapon attack,
you can expend one spell slot to deal radiant damage you can expend one spell slot to deal radiant damage
to the target, in addition to the weapon’s damage. The to the target, in addition to the weapon’s damage. The
extra damage is 2d8. The damage increases by 1d8 if extra damage is 2d8. The damage increases by 1d8 if
the target is an undead or a fiend, to a maximum of the target is an undead or a fiend, to a maximum of
6d8. 6d8.

Divine Smite (Against Fiends) Divine Smite (Against Fiends, Critical)


1st-level abjuration 1st-level abjuration
Casting Time: free action that you take after landing a Casting Time: free action that you take after landing a
melee weapon attack melee weapon attack
Range: melee Range: melee
Components: Components:
Duration: Instantaneous Duration: Instantaneous
When you hit a creature with a melee weapon attack, When you hit a creature with a melee weapon attack,
you can expend one spell slot to deal radiant damage you can expend one spell slot to deal radiant damage
to the target, in addition to the weapon’s damage. The to the target, in addition to the weapon’s damage. The
extra damage is 3d8. The damage increases by 1d8 if extra damage is 3d8. The damage increases by 1d8 if
the target is an undead or a fiend, to a maximum of the target is an undead or a fiend, to a maximum of
6d8. 6d8.

Paladin Spells
Spell Save DC: 18
Spell casting ability: intelligence
Spell casting ability modifier: 4
Spell Attack Bonus: 10
Maximum prepared spells: 8
Bless Ceremony
1st-level enchantment 1st-level abjuration (ritual)
Casting Time: action Casting Time: 1 hour
Range: 30 feet Range: Touch
Components: Concentration, Verbal, Somatic, Material Components: Ritual, Verbal, Somatic, Material (25 gp
(a sprinkling of holy water) worth of powdered silver, which the spell consumes)
Duration: Up to 1 minute Duration: Instantaneous
You bless up to 3 creatures of your choice within You perform a special religious ceremony that is
range. Whenever a target makes an attack roll or a infused with magic. When you cast the spell, choose
saving throw before the spell ends, the target can roll one of the following rites, the target of which must be
a d4 and add the number rolled to the attack roll or within 10 feet of you throughout the casting.
saving throw.
Atonement. You touch one willing creature whose
alignment has changed, and you make a DC 20
At Higher Levels. When you cast this spell using a
Wisdom (Insight) check. On a successful check, you
spell slot of 2nd level or higher, you can target one
restore the target to its original alignment.
additional creature for each slot level above 1st.
Bless Water. You touch one vial of water and cause it
to become holy water.
Coming of Age. You touch one humanoid who is a
Detect Magic
young adult. For the next 24 hours, whenever the
1st-level divination (ritual) target makes an ability check, it can roll a d4 and add
Casting Time: action the number rolled to the ability check. A creature can
Range: Self benefit from this rite only once.
Components: Ritual, Concentration, Verbal, Somatic Dedication. You touch one humanoid who wishes to
Duration: Up to 10 minutes be dedicated to your god’s service. For the next 24
For the duration, you sense the presence of magic hours, whenever the target makes a saving throw, it
within 30 feet of you. If you sense magic in this way, can roll a d4 and add the number rolled to the save. A
you can use your action to see a faint aura around any creature can benefit from this rite only once.
visible creature or object in the area that bears magic, Funeral Rite. You touch one corpse, and for the next 7
and you learn its school of magic, if any. days, the target can’t become undead by any means
short of a wish spell.
The spell can penetrate most barriers, but it is blocked
Wedding. You touch adult humanoids willing to be
by 1 foot of stone, 1 inch of common metal, a thin
bonded together in marriage. For the next 7 days, each
sheet of lead, or 3 feet of wood or dirt.
target gains a +2 bonus to AC while they are within 30
feet of each other. A creature can benefit from this rite
again only if widowed.
Prayer of Healing Aid
2nd-level evocation 2nd-level abjuration
Casting Time: 10 minutes Casting Time: action
Range: 30 feet Range: 30 feet
Components: Verbal Components: Verbal, Somatic, Material (a tiny strip of
Duration: Instantaneous white cloth)
Up to six creatures of your choice that you can see Duration: 8 hours
within range each regain hit points equal to 2d8 + 4. Your spell bolsters your allies with toughness and
This spell has no effect on undead or constructs. resolve. Choose up to three creatures within range.
Each target’s hit point maximum and current hit points
At Higher Levels. When you cast this spell using a increase by 5 for the duration.
spell slot of 3rd level or higher, the healing increases
by 1d8 for each slot level above 2nd. At Higher Levels. When you cast this spell using a
spell slot of 3rd level or higher, a target’s hit points
increase by an additional 5 for each slot level above
Lesser Restoration 2nd.

2nd-level abjuration
Casting Time: action
Range: Touch Revivify
Components: Verbal, Somatic 3rd-level necromancy
Duration: Instantaneous Casting Time: action
You touch a creature and can end either one disease Range: Touch
or one condition afflicting it. The condition can be Components: Verbal, Somatic, Material (diamonds
blinded, deafened, paralyzed, or poisoned. worth 300 gp, which the spell consumes)
Duration: Instantaneous
You touch a creature that has died within the last
minute. That creature returns to life with 1 hit point.
This spell can’t return to life a creature that has died of
old age, nor can it restore any missing body parts.
Remove Curse Bane
3rd-level abjuration 1st-level enchantment
Casting Time: action Casting Time: action
Range: Touch Range: 30 feet
Components: Verbal, Somatic Components: Concentration, Verbal, Somatic, Material
Duration: Instantaneous (a drop of blood)
At your touch, all curses affecting one creature or Duration: Up to 1 minute
object end. If the object is a cursed magic item, its Up to 3 creatures of your choice that you can see
curse remains, but the spell breaks its owner’s within range must make DC 15 Charisma saving
attunement to the object so it can be removed or throws. Whenever a target that fails this saving throw
discarded. makes an attack roll or a saving throw before the spell
ends, the target must roll a d4 and subtract the
number rolled from the attack roll or saving throw.

Oath of Vengeance Spells


Spell Save DC: 15 At Higher Levels. When you cast this spell using a
Spell casting ability: charisma spell slot of 2nd level or higher, you can target one
Spell casting ability modifier: 1 additional creature for each slot level above 1st.
Spell Attack Bonus: 7
Maximum prepared spells:
You gain oath spells at the paladin levels listed. Hunter's Mark
1st-level divination
Oath of Vengeance Casting Time: bonus action
Range: 90 feet
Paladin Level Spell Components: Concentration, Verbal
3rd Bane, Hunter’s Mark Duration: up to 1 hour
You choose a creature you can see within range and
5th Misty Step, Hold Person
mystically mark it as your quarry. Until the spell ends,
9th Haste, Protection from Energy you deal an extra 1d6 damage to the target whenever
13th Banishment, Dimension Door you hit it with a weapon attack, and you have
17th Hold Monster, Scrying advantage on any Wisdom (Perception) or Wisdom
(Survival) check you make to find it. If the target drops
to 0 hit points before this spell ends, you can use a
bonus action on a subsequent turn of yours to mark a
new creature.

At Higher Levels. When you cast this spell using a


spell slot of 3rd or 4th level, you can maintain your
concentration on the spell for up to 8 hours. When you
use a spell slot of 5th level or higher, you can maintain
your concentration on the spell for up to 24 hours.
Misty Step Haste
2nd-level conjuration 3rd-level transmutation
Casting Time: bonus action Casting Time: action
Range: Self Range: 60 ft
Components: Verbal Components: Concentration, Verbal, Somatic
Duration: Instantaneous Duration: up to 1 minute
Briefly surrounded by silvery mist, you teleport up to Choose a willing creature that you can see within
30 feet to an unoccupied space that you can see. range. Until the spell ends, the target’s speed is
doubled, it gains a +2 bonus to AC, it has advantage
on Dexterity saving throws, and it gains an additional
action on each of its turns. That action can be used
Hold Person
only to take the Attack (one weapon attack only),
2nd-level enchantment Dash, Disengage, Hide, or Use an Object action.
Casting Time: action
Range: 60 feet When the spell ends, the target can’t move or take
Components: Concentration, Verbal, Somatic, Material actions until after its next turn, as a wave of lethargy
(a small, straight piece of iron) sweeps over it.
Duration: Up to 1 minute
Choose 1 humanoid(s) that you can see within range.
The target must succeed on a DC 15 Wisdom saving
Protection from Energy
throw or be paralyzed for the duration. At the end of
each of its turns, the target can make another Wisdom 3rd-level abjuration
saving throw. On a success, the spell ends on the Casting Time: action
target. Range: Touch
Components: Concentration, Verbal, Somatic
Duration: Up to 1 hour
At Higher Levels. When you cast this spell using a
For the duration, the willing creature you touch has
spell slot of 3rd level or higher, you can target one
resistance to one damage type of your choice: acid,
additional humanoid for each slot level above 2nd.
cold, fire, lightning, or thunder.
The humanoids must be within 30 feet of each other
when you target them.

You might also like