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FreeRPGDay 2025

Brunhilde is a seasoned monster hunter from Valika, skilled in combat and knowledgeable about various monsters, making a living by assisting communities with their monstrous threats. Nelo, a wechselkind rogue with a troubled past, carries an aura of misfortune and utilizes cunning and stealth to navigate challenges, having learned survival skills during a prison stint. Both characters possess unique abilities and backgrounds that shape their roles in a fantasy setting, with Brunhilde focusing on monster hunting and Nelo on deception and luck manipulation.

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0% found this document useful (0 votes)
236 views18 pages

FreeRPGDay 2025

Brunhilde is a seasoned monster hunter from Valika, skilled in combat and knowledgeable about various monsters, making a living by assisting communities with their monstrous threats. Nelo, a wechselkind rogue with a troubled past, carries an aura of misfortune and utilizes cunning and stealth to navigate challenges, having learned survival skills during a prison stint. Both characters possess unique abilities and backgrounds that shape their roles in a fantasy setting, with Brunhilde focusing on monster hunting and Nelo on deception and luck manipulation.

Uploaded by

coydog2000
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

BRUNHILDE

You grew up fighting monsters. During the dark winters


in Valika, all manner of horrors emerged from the cold.
Fighting was the only way to survive.
As you grew older, you wrote accounts of the monsters
killed and noted their strengths and weaknesses. You now
make a modest living by helping communities deal with their
monstrous problems.

LEVEL 3 GRUDGEL MONSTER HUNTER (CARVER)

17 10 14 14 12 8
SPEED ARMOR CLASS HIT POINTS

STR DEX CON INT WIS CHA 30ft 18 28


+3 +0 +2 +2 +1 -1
(plate armor)
SAVING THROWS

+3 +2 +2 +4 +1 -1
PROFICIENCY INITIATIVE

PASSIVE SENSES BONUS BONUS

Perception: 13 Investigation : 14 Insight: 11 Darkvision: Yes


+2 +0

PROFICIENT SKILLS PROFICIENCIES AND LANGUAGES


MOD SKILL BONUS MOD SKILL BONUS Armor Proficiencies: Light, Medium,
WIS Animal Handling +3 WIS Perception +3 and Heavy Armor, and Shields
Weapon Proficiencies: Simple and
STR Athletics +5 WIS Survival +3
Martial Weapons
INT Investigation +4 Tool Proficiencies: Leatherworking Tools Hit Dice:
Languages: Common, Grudgel, Infernal
3d10

ATTACKS GOLD 100


MELEE ATTACKS REACH HIT / DC DAMAGE MASTERY NOTES EQUIPMENT
Greatsword 5 ft +5 2d6+3 Graze Slashing, Heavy, Two-Handed Plate Armor, Greatsword, Handaxe,
Dagger 5 ft +5 1d4+3 Nick Piercing, Finesse, Light, Thrown 2 Daggers, Light Crossbow with 10
Handaxe 5 ft +5 1d6+3 Vex Slashing, Light, Thrown bolts, Monster Grimoire, Backpack,
RANGED ATTACKS RANGE HIT / DC DAMAGE NOTES Caltrops, Crowbar, 2 Flasks of
Oil, 10 days of Rations, Rope,
Dagger 20/60 ft +5 1d4+3 Nick Piercing, Finesse, Light, Thrown Tinderbox, 10 Torches, Waterskin,
Handaxe 20/60 ft +5 1d6+3 Vex Slashing, Light, Thrown Leatherworking Tools, Hunting Trap
Light Crossbow 80/320 ft +2 1d8 Slow Piercing, Loading, Two-Handed Potion of Healing, Pouch with 5 GP
BACKGROUND: BEAST HUNTER CLASS FEATURES: MONSTER HUNTER
You make your living by trapping, hunting, and killing vicious beasts. Use your knowledge and fighting prowes
Feat: Bloodhound. You gain the following benefits. to specialize in monster hunting
• Motion Sensor. Whenever a creature that is Small or larger moves Level 1: Monster Grimoire (Aberration, Undead). You keep a
within 10 feet of you while you do not have the Unconscious repository of knowledge known as a Monster Grimoire, detailing two
condition, you immediately become aware of its presence. creature types. You add your Proficiency Bonus to INT and WIS checks
• No Hiding. You have Advantage on WIS (Perception) checks that you make that relate to the creature types in your grimoire. If you are
rely on sound or smell. already proficient in a skill when asked to make an INT or WIS ability
check relating to the monster types in your grimoire, you add double
HERITAGE TRAITS your Proficiency Bonus.
Size. You are Medium sized. If you ever loses a grimoire, you have retained enough knowledge
to not suffer immediate drawbacks but you can’t add to the grimoire
Artisnal Focus (Carpenter’s Tools). You have proficiency with
until it is restored.
Carpenter’s Tools.
Level 1: Weapon Mastery (Greatsword, Handaxe). You can use
Battlefield Control. Other creatures provoke Opportunity Attacks
Weapon Mastery properties of two weapons. You can change one of
from you whenever they move into your reach, in addition to when
the chosen weapons after a Long Rest.
they move out of your reach.
Level 2: Fighting Style (Great Weapon Fighting). When you roll
Centered (2/Long Rest). As a Bonus Action, you grant yourself
damage for an attack you make with a Melee weapon that you are
Advantage on an attack roll or ability check you make before the
holding with two hands, you can treat any 1 or 2 on a damage die as
start of your next turn.
a 3. The weapon must have the Two-Handed or Versatile property to
Darkvision. You can see in Dim Light within 60 feet of you as if it gain this benefit.
were Bright Light, and in Darkness as if it were Dim Light. You can’t
Level 2: Studied Response. Immediately after a creature you can
discern color in Darkness, only shades of gray.
see within 60 feet of yourself makes a melee or ranged attack, you
Impromptu Artisan. If you possess Artisan’s Tools with which you can take a Reaction before the attack roll to make one attack with
have proficiency, and if you have access to appropriate raw materials a weapon or an Unarmed Strike against that creature. If the attack
and any additional necessary equipment (as the GM determines), you misses, you regain the use of your Reaction.
can use a Short Rest to craft any one nonmagical item worth 10 GP or
less, including:
SUBCLASS FEATURES: CARVER GUILD
• Adventuring gear Fearlessly slay powerful beasts.
• A weapon or shield
Level3: Equiped for Battle. You gain training with Heavy armor.
• A unique item that performs a simple function approved by the GM
Level3: Close Quarters. When you hit a creature with an attack roll
The gear you create is workable but not high quality, and can’t be
using a melee weapon, you can take a Reaction to deal an extra 1d6
sold except as the GM determines.
damage of the same type dealt by the weapon. That creature has
Powerful Build. You count as one size larger when determining your Disadvantage on its next attack roll before the start of your next
carrying capacity and the weight you can push, drag, or lift. A Small turn.
creature with this trait can use any weapon with the Heavy property
as long as they have proficiency with that weapon.
Relentless Endurance. When you are reduced to 0 Hit Points but
not killed outright, you can drop to 1 Hit Point instead. You can use
this feature again when you finish a Long Rest.
Tireless. You have Advantage on saving throws connected to gaining
or removing levels of Exhaustion.

Brunhilde Magic items


Potion of Healing
Potion, Common
You regain 2d4 + 2 Hit Points when you drink this potion.

This work includes material from the System Reference Document 5.2 (“SRD 5.2”) by Wizards of the Coast LLC, available at https://www.dndbeyond.com/srd.
The SRD 5.2 is licensed under the Creative Commons Attribution 4.0 International License, available at https://creativecommons.org/licenses/by/4.0/legalcode.
NELO
You carry darkness with you, or perhaps it’s bad luck you
bring wherever you go. Some of that misfortune landed
you in prison for a time, where you learned to watch your
back. Of course, you claim you were innocent, but few folk
will trust a wechselkind.
Now that you’re free, you never intend to be captive again.
Perhaps your luck has changed. Surely misfortune can’t
follow you wherever you go.

LEVEL 3 WECHSELKIND ROGUE (MISFORTUNE BRINGER)

8 16 12 16 13 10
SPEED ARMOR CLASS HIT POINTS

STR DEX CON INT WIS CHA 25ft 15 21


-1 +3 +1 +3 +1 +0
(Studded Leather)
SAVING THROWS

-1 +5 +1 +5 +1 +0
PROFICIENCY INITIATIVE

PASSIVE SENSES BONUS BONUS

Perception: 13 Investigation : 13 Insight: 13 Darkvision: No


+2 +5

PROFICIENT SKILLS PROFICIENCIES AND LANGUAGES


MOD SKILL BONUS MOD SKILL BONUS Armor Proficiencies: Light Armor
DEX Acrobatics +7 WIS Perception +3 Weapon Proficiencies: Simple and Martial
Weapons with Finesse or Light properties
CHA Deception +2 DEX Sleight of Hand +7
Tool Proficiencies:Thieves’ Tools
WIS Insight +3 DEX Stealth +5 Languages: Common, Thieves’ Cant Hit Dice:
CHA Intimidation +2
3d8

ATTACKS GOLD 100


MELEE ATTACKS REACH HIT / DC DAMAGE MASTERY NOTES EQUIPMENT
Dagger 5 ft +5 1d4+3 Nick Piercing, Finesse, Light, Thrown Shortsword, 6 Daggers, Studded
Shortsword 5 ft +5 1d6+3 Vex Slashing, Light, Thrown Leather Armor, Sling w/20 Bullets,
Backpack, Ball Bearings, Bell, 10
RANGED ATTACKS RANGE HIT / DC DAMAGE NOTES
Candles, Crowbar, Hooded lanter,
Dagger 20/60 ft +5 1d4+3 Nick Piercing, Finesse, Light, Thrown 7 Flasks of Oil, Rope, Tinderbox,
Sling 30/120 ft +5 1d4+3 Slow Bludgeoning, Ammunition Thieves’ Tools, Waterskin, Potion of
Healing. Pouch, 8 GP
BACKGROUND: PRISONER CLASS FEATURES: ROGUE
Something from your past landed you in prison. Regardless of how you Deadly combatents who use skill, stealth, and cunning.
became a prisoner, you have learned to survive within your environment.
Level 1: Expertise. Your proficiency bonus is doubled for any ability
Feat: Alert. You gaine the following benefits. check you make with Acrobatics or Sleight of Hand.
• Initiative Proficiency. When you roll Initiative, you can add your Level 1: Sneak Attack. Once per turn, you can deal an extra 2d6
Proficiency Bonus to the roll (included). damage to one creature you hit with an attack roll if you have
• Initiative Swap. Immediately after you roll Initiative, you can Advantage on the roll and the attack uses a Finesse or a Ranged
swap your Initiative with the Initiative of one willing ally in the weapon. The extra damage’s type is the same as the weapon’s
same combat. You can’t make this swap if you or the ally has the type. You don’t need Advantage on the attack roll if at least one of
Incapacitated condition. your allies is within 5 feet of the target, the ally doesn’t have the
Incapacitated condition, and you don’t have Disadvantage on the
HERITAGE TRAITS attack roll.
Size. You are Small sized. Level 1: Thieves’ Cant. You know Thieves’ Cant.
Artificial Form. You are a Construct, but your enchanted form still Level 1: Weapon Mastery (Dagger, Shortsword). You can use
benefits from healing spells. You can also heal yourself by spending Weapon Mastery properties of two weapons. You can change one of
Hit Dice during Short Rests and Long Rests, as normal. the chosen weapons after a Long Rest.
You don’t need to eat, drink, sleep, or breathe. You must still be
Level 2: Cunning Action. On your turn, you can take one of the
inactive for 8 hours during a Long Rest to gain its benefits.
following actions as a Bonus Action: Dash, Disengage, or Hide.
Creature Cover. You can take the Hide action even when you are
Level 3: Steady Aim. As a Bonus Action, you give yourself Advantage
obscured only by a creature, as long as that creature is of a size
on your next attack roll on the current turn. You can use this feature
larger than you.
only if you haven’t moved during this turn, and after you use it, your
Helping Hand. You can use the Help action as a Bonus Action to Speed is 0 until the end of the current turn.
assist any ally making an ability check.
Intuitive Acrobat. You have proficiency in the Acrobatics skill. SUBCLASS FEATUES: MISFORTUNE BRINGER
Magical Fortification (CON). You have Advantage on CON saving Curse Those You’re About to Strike
throws against spells and other magical effects. Level 3: Evil Eye. As a Bonus Action, choose a creature you can
Magical Savant (1/Long Rest). You know the Level 1 Wizard Spell see within 60 feet of yourself to be marked by your Evil Eye. While
Disguise Self (DC 13). You can cast it once without expending a spell slot. a creature is marked by your Evil Eye, you can deal Sneak Attack
Magical Savvy. You know the Wizard cantrip Minor Illusion, using damage to the creature, if you don’t have Disadvantage on the
Intillegence as the spellcasting ability (DC 13). attack roll. The creature remains marked by your Evil Eye for 1 minute or
until you mark a different creature with your Evil Eye, whichever comes
Pass Through. You can move through the space of any creature that
first.
is of a size larger than you.
Level 3: Misfortunist. You learn Misfortunes that you can inflict on
Tenacious. You have Advantage on Death Saving Throws.
those marked by your Evil Eye.
Misfortunes. You learn two Misfortunes (Curse of the Doomed,
Curse of the Inept). If required, saves against Misfortunes effects
have a DC of 13. When you finish a Long Rest, you can replace one
Misfortune you know with a different one.
Jinx Points. You have 4 Jinx Points. To use a Misfortune option,
you must spend the number of Jinx Points that it costs. You regain all
expended Jinx Points when you finish a Short or Long Rest.
Curse of the Doomed (1 Jinx Point). When you miss with an attack
roll against a creature marked by your Evil Eye, you can take a
Reaction and spend 1 Jinx Point to reroll the d20, and you must
use the new roll. When you use this Misfortune, the creature is no
longer marked by your Evil Eye.
Curse of the Inept (1 Jinx Point). When a creature you can see that is
marked by your Evil Eye makes a D20 Test, you can take a Reaction
and spend 1 Jinx Point to make the target reroll, and it must use
the new roll. When you use this Misfortune, the creature is no
longer marked by your Evil Eye.
Nelo Magic items Additional Curses can be found in the Grim Hollow Players Guide.
Potion of Healing
Potion, Common
You regain 2d4 + 2 Hit Points when you drink this potion.

This work includes material from the System Reference Document 5.2 (“SRD 5.2”) by Wizards of the Coast LLC, available at https://www.dndbeyond.com/srd.
The SRD 5.2 is licensed under the Creative Commons Attribution 4.0 International License, available at https://creativecommons.org/licenses/by/4.0/legalcode.
BRAZAO
One of your parents carried the curse of lycanthropy. Though
you did not inherit the curse in full, you were touched by its
feral nature. You appear mostly humanoid. However, your
hair is thicker, your form stronger, and your eyes shine with an
animalistic intensity that sets you apart.
For a time, you fought in a hidden bloodsport arena, where
few cared how you looked, so long as you defeated your oppo-
nents. Though you no longer compete in the fighting pits, you
still follow the unspoken rule of Etharis: only the strong survive.

LEVEL 3 WULVEN BARBARIAN (PATH OF THE FRACTURED)

16 14 14 8 10 13
SPEED ARMOR CLASS HIT POINTS

STR DEX CON INT WIS CHA 30ft 14 32


+3 +2 +2 -1 +0 +1
Climb 30 ft (Unarmored Defense)
SAVING THROWS

+5 +2 +4 +0 +0 +1
PROFICIENCY INITIATIVE

PASSIVE SENSES BONUS BONUS

Perception: 10 Investigation : 9 Insight: 12 Darkvision: No


+2 +2

PROFICIENT SKILLS PROFICIENCIES AND LANGUAGES


Armor Proficiencies: Light, Medium,
MOD SKILL BONUS MOD SKILL BONUS
and Heavy Armor, and Shields
WIS Animal Handling +2 WIS Medicine +2 Weapon Proficiencies: Simple and
STR Athletics +5 INT Nature +0 Martial Weapons
Tool Proficiencies: Cook’s Utensils,
WIS Insight +2 CHA Performance +3
Gaming Set (Dice)
CHA Intimidation +3 Languages: Common Hit Dice:

3d12

ATTACKS
GOLD 250
MELEE ATTACKS REACH HIT / DC DAMAGE MASTERY NOTES
EQUIPMENT
Glaive 10 ft +5 1d10+3 Graze Slashing, Heavy, Reach, Two-Handed
Glaive, Handaxe, 4 Javelins,
Javelin 5 ft +5 1d6+3 Slow Piercing, Thrown
Backpack, Bedroll, 2 Flasks of
Unarmed Strike 5 ft +5 1d6+3 --- Slashing
OIl, 10 Days of Rations, Rope,
Unarmed Strike (w/rage) 5 ft +5 1d8+3 --- Slashing or Force Tinderbox, 10 Torches, Waterskin,
RANGED ATTACKS RANGE HIT / DC DAMAGE NOTES Dice, Cook’s Utensils, Robes, Potion
of Healing, Pouch, 10 GP.
Javelin 30/120 ft +5 1d6+3 Slow Piercing, Thrown
Level 1: Unarmored Defense. While you aren’t wearing any armor,
BACKGROUND: PIT FIGHTER your base Armor Class equals 10 plus your Dexterity and Constitution
You have fought in a hidden bloodsport arena. You follow the unspoken modifiers. You can use a Shield and still gain this benefit.
rule of Etharis: only the strong survive.
Level 1: Weapon Mastery (Glaive, Javelin). You can use Weapon
Feat: Savage Attacker. Once per turn when you hit a target with a Mastery properties of two weapons. You can change one of the
weapon, you can roll the weapon’s damage dice twice and use either roll chosen weapons after a Long Rest.
against the target.
Level 2: Danger Sense. You have Advantage on Dexterity saving
throws unless you have the Incapacitated condition.
HERITAGE TRAITS
Size. You are Medium sized. Level 2: Reckless Attack. When you make your first attack roll on
your turn, you can decide to attack recklessly. Doing so gives you
Burst of Speed (2/Long Rest). When you move on your turn, you
Advantage on attack rolls using Strength until the start of your next
can increase your Speed by 30 feet until the end of your turn.
turn, but attack rolls against you have Advantage during that time.
Climber. You have a Climb Speed equal to your Speed.
Level 3: Primal Knowledge. You gain proficiency in Animal
Commanding Insight. You have proficiency in the Insight skill. Handling. In addition, while your Rage is active, you can channel
Natural Attack (Claws). Your Unarmed Strikes deal damage equal to primal power when you attempt certain tasks; whenever you make
1d6 + 3 Slashing damage. an ability check using one of the following skills, you can make it as a
Nature’s Voice. Through sounds and gestures, you can communicate Strength check even if it normally uses a different ability: Acrobatics,
simple ideas with Beasts and Plant creatures, understanding if a Intimidation, Perception, Stealth, or Survival. When you use this
creature is hungry, for example. This gives you no specific ability to ability, your Strength represents primal power coursing through you,
control such creatures, and you can’t understand or learn detailed honing your agility, bearing, and senses.
information from them.
SUBCLASS FEATUES: PATH OF THE FRACTURED
Pack Hunter (2/Long Rest). When an ally within 10 feet of you
Two Personalities Are Better than One
makes an attack roll or a saving throw, you can use a Reaction to
grant that ally Advantage on the attack or save. Level 3: Face of Rage. When you activate your Rage, your countenance
distorts and your body swells. Creatures that haven’t witnessed your
Standing Leap. You can make a Long Jump of up to 20 feet and a
transformation, now or previously, don’t recognize you. In addition,
High Jump of up to 10 feet, with or without a running start. If your
while your Rage is active, you gain the following benefits:
Speed is less than the distance you can Long Jump, you can leap only
a distance equal to your Speed. • You can roll 1d8 in place of the normal damage of your Unarmed
Strike, and whenever you deal damage with an Unarmed Strike, it
Swift Strike (2/Long Rest). You can use your Unarmed Strike as a
can deal your choice of Force damage or its normal damage type.
Bonus Action. You can use this feature a number of times equal to
• When you hit a creature with an Unarmed Strike, you can push it
your Proficiency Bonus, regaining all expended uses when you finish
10 feet or force the creature to make a CON saving throw (DC 13).
a Long Rest.
On a failed save, the creature has the Prone condition.
• You count as one size larger when determining the success or
CLASS FEATURES: BARBARIAN failure of a Grapple, and when you make an Unarmed Strike, your
Harness your primal power to tear through your enemies. reach is 5 feet greater than normal.
Level 1: Rage. You can enter you Rage as a Bonus Action if you aren’t Level 3: Mask of Civility. You are proficient in Medicine. In addition,
wearing Heavy armor. You can enter your Rage 3 times. You regain you gain proficiency with Cook’s Utensiles.
one expended use when you finish a Short Rest, and you regain all
expended uses when you finish a Long Rest. While active, your Rage
follows the rules below.
Damage Resistance. You have Resistance to Bludgeoning,
Piercing, and Slashing damage.
Rage Damage. When you make an attack using Strength—with
either a weapon or an Unarmed Strike—and deal damage to the
target, you deal +2 damage.
Strength Advantage. You have Advantage on Strength checks and
Strength saving throws.
No Concentration or Spells. You can’t maintain Concentration,
and you can’t cast spells.
Duration. The Rage lasts until the end of your next turn, and
it ends early if you don Heavy armor or have the Incapacitated
condition. If your Rage is still active on your next turn, you can
extend the Rage for another round by doing one of the following: Brazao Magic items
• Make an attack roll against an enemy.
• Force an enemy to make a saving throw. Potion of Healing
• Take a Bonus Action to extend your Rage. Potion, Common
Each time the Rage is extended, it lasts until the end of your next You regain 2d4 + 2 Hit Points when you drink this potion.
turn. You can maintain a Rage for up to 10 minutes.

This work includes material from the System Reference Document 5.2 (“SRD 5.2”) by Wizards of the Coast LLC, available at https://www.dndbeyond.com/srd.
The SRD 5.2 is licensed under the Creative Commons Attribution 4.0 International License, available at https://creativecommons.org/licenses/by/4.0/legalcode.
AGANAUR
You served a mysterious organization called the
Thaumaturge. You performed tasks that ranged
from the mundane to the inscrutable, but your contact
always assured you that you were serving the greater good.
Your tasks led you far and wide. You learned many secrets,
including how to read portents in the stars and the dark arts of
sangromancy. Years have passed since your last contact with the
organization, but you know that hidden forces beyond under-
standing manipulate events everywhere.

LEVEL 3 ELF WIZARD (SCHOOL OF SANGROMANCY)

10 12 14 16 14 10
SPEED ARMOR CLASS HIT POINTS

STR DEX CON INT WIS CHA 30ft 11 20


+0 +1 +2 +3 +2 +0
(14 w/mage armor
SAVING THROWS +5 w/shield)

+0 +1 +2 +5 +4 +0
PROFICIENCY INITIATIVE

PASSIVE SENSES BONUS BONUS

Perception: 14 Investigation : 13 Insight: 14 Darkvision: Yes


+2 +1

PROFICIENT SKILLS PROFICIENCIES AND LANGUAGES


MOD SKILL BONUS MOD SKILL BONUS Armor Proficiencies: None
INT Arcana +7 INT Religion +5 Weapon Proficiencies: Simple Weapons
Tool Proficiencies: Alchemist’s Supplies
INT History +5 WIS Perception +4
Languages: Common, Elvish
WIS Insight +4
Hit Dice:

3d6

ATTACKS EQUIPMENT
2 Daggers, Arcane Focus (Rod),
MELEE ATTACKS REACH HIT / DC DAMAGE NOTES
Spellbook, Backpack, Book, Ink, Ink
Dagger 5 ft. +3 1d4+1 Piercing, Finesse, Light, Thrown Pen, Lamp, 10 Flasks of Oil, 10 Sheets of
Parchment, Tinderbox, Cartographer’s
RANGED ATTACKS RANGE HIT / DC DAMAGE NOTES
Tools, Robes, Flask of Alchemist Fire,
Dagger 5 ft. +3 1d4+1 Piercing, Finesse, Light, Thrown Potion of Healing. Pouch 8 GP.
SPELLCASTING (WIZARD) SPELLBOOK
SPELL ATTACK: +5 SPELL SAVE DC: 13 1st level: ( Burning Hands, Detect Magic, False Life, Fog Cloud, Mage Armor,
Magic Missile, Shield, Creeping Touch*, Consumption†)
1ST oooo 2ND oo 2nd level: (Sanguine Shield†, Scorching Ray, Web)
*Grim Hollow spells †denotes a Sangromancy spell

SPELLS: PREPARED SPELLS:


Cantrips (at will): 1 Creeping Touch........................................... 4 Magic Missile..............................................
Chill Touch, Firebolt, Light, Mage Hand
2 Fog Cloud.................................................... 5 Sanguine Shield.........................................

3 Mage Armor................................................ 6 Scorching Ray.............................................

BACKGROUND: PIT FIGHTER CLASS FEATURES: WIZARD


You have fought in a hidden bloodsport arena. You follow the unspoken Studied spellcasters who use thier knowledge to invoke arcane effects.
rule of Etharis: only the strong survive. Level 1: Spellcasting. You can cast Wizard spells.
Feat: Fortune of the Thaumaturge. You gain the following benefits. Level 1: Ritual Adept: You can cast any spell as a Ritual if that spell
• Fortune’s Fortitude (2/Long Rest). When you fail a d20 Test, you can has the Ritual tag and the spell is in your spellbook. You needn’t have
expend and roll one Hit Point Die, adding that number to your result. the spell prepared, but you must read from the book to cast a spell
You can do this only once per d20 Test. in this way.
• Fortune of the Unknown. When using the Fortune’s Fortitude benefit, Level 1: Arcane Recovery (1/Long Rest). When you finish a Short
if you roll the highest or lowest number on the Hit Point Die, you Rest, you can choose expended spell slots to recover. The spell slots
regain that Hit Point Die. It still counts as a use of Fortune’s Fortitude. can have a combined level equal to no more than half your Wizard
level (round up), and none of the slots can be level 6 or higher.
HERITAGE TRAITS
Level 2: Scholar. You have Expertise with Arcana checks.
Size. You are Medium sized.
Awakened Mind. You automatically succeed on saving throws SUBCLASS FEATURES: SCHOOL OF SANGROMANCY
against magical effects that would leave you Incapacitated, Stunned,
Spill Blood for Power
or Unconscious. This does not include effects that leave you
Unconscious because you are reduced to 0 Hit Points. Level 3: Sangromancy Savant. Sangromancy spells count as Wizard
spells for you. Choose two Sangromancy spells, each of which must
Darkvision. You can see in Dim Light within 60 feet of you as if it
be no higher than level 2, and add them to your spellbook for free. In
were Bright Light, and in Darkness as if it were Dim Light. You can’t
addition, whenever you gain access to a new level of spell slots in this
discern color in Darkness, only shades of gray.
class, you can add one Sangromancy spell to your spellbook for free.
Focused Mind. You have Advantage on saving throws against being The chosen spell must be of a level for which you have spell slots.
Charmed.
Level 3: Full-Blooded. You draw magic from blood. It is represented
Inborn Perception. You have proficiency in the Perception skill. by your Sangromancy Dice, which fuel powers you have from this
Magical Savvy (Light). You learn the Light cantrip and cast it as a subclass. You have a pool of 4d12s that you can expend instead of a
Wizard spell. Hit Die when you cast Sangromancy spells. You regain one expended
Meditative Rest. When you rest, you meditate deeply for 4 hours, Sangromancy Die when you finish a Short Rest, and you regain all
dreaming but remaining conscious. After resting in this way, you gain expended Sangromancy Dice when you finish a Long Rest.
the same benefit that other humanoids do from 8 hours of sleep.
Shroud of the Wild. You can take the Hide action even when you are
only Lightly Obscured by foliage, heavy rain, falling snow, mist, and
other natural phenomena.
Touch of Life. You have Resistance to Necrotic damage.

This work includes material from the System Reference Document 5.2 (“SRD 5.2”) by Wizards of the Coast LLC, available at https://www.dndbeyond.com/srd.
The SRD 5.2 is licensed under the Creative Commons Attribution 4.0 International License, available at https://creativecommons.org/licenses/by/4.0/legalcode.
Creeping Touch* Fire Bolt
Level 1 Transmutation (Bard, Sorcerer, Evocation Cantrip (Sorcerer, Wizard)
Warlock, Wizard) Casting Time: Action
Casting Time: Action Range: 120 feet
Range: Self Components: V, S
Components: V, S Duration: Instantaneous
Duration: Concentration, up to 10 minutes You hurl a mote of fire at a creature or
Aganaur Spells You detach your hand at the wrist,
transforming it into a Spider. While
an object within range. Make a ranged
spell attack against the target. On a hit,
Burning Hands the spider is within 100 feet of you, you the target takes 1d10 Fire damage. A
Level 1 Evocation (Sorcerer, Wizard) can communicate with it telepathically. flammable object hit by this spell starts
Additionally, as a Magic action, you can burning if it isn’t being worn or carried.
Casting Time: Action see through its eyes and hear what it hears Cantrip Upgrade. The damage
Range: Self until the start of your next turn. During increases by 1d10 when you reach levels 5
Components: V, S this time, you are Deaf and Blind with (2d10), 11 (3d10), and 17 (4d10).
Duration: Instantaneous regard to your body’s own senses.
A thin sheet of flames shoots forth from If the spider is killed or doesn’t return Fog Cloud
you. Each creature in a 15-foot Cone to you before the spell ends, your hand is Level 1 Conjuration (Druid, Ranger,
makes a Dexterity saving throw, taking restored, but you take 1d6 Psychic damage. Sorcerer, Wizard)
3d6 Fire damage on a failed save or half as As a Bonus Action, you can command the Casting Time: Action
much damage on a successful one. spider to return to you. Once it arrives, it Range: 120 feet
Flammable objects in the Cone that aren’t reattaches as your hand and the spell ends. Components: V, S
being worn or carried start burning. Duration: Concentration, up to 1 hour
Using a Higher-Level Spell Slot. The Detect Magic
damage increases by 1d6 for each spell slot Level 1 Divination (Bard, Cleric, Druid, Paladin, You create a 20-foot-radius Sphere of fog
level above 1. Ranger, Sorcerer, Warlock, Wizard) centered on a point within range. The
Sphere is Heavily Obscured. It lasts for the
Casting Time: Action or Ritual duration or until a strong wind (such as
Chill Touch Range: Self
Necromancy Cantrip (Sorcerer, Warlock, Wizard) one created by Gust of Wind) disperses it.
Components: V, S Using a Higher-Level Spell Slot. The
Casting Time: Action Duration: Concentration, up to 10 minutes fog’s radius increases by 20 feet for each
Range: Touch For the duration, you sense the presence of spell slot level above 1.
Components: V, S magical effects within 30 feet of yourself.
Duration: Instantaneous If you sense such effects, you can take the Light
Channeling the chill of the grave, make a Magic action to see a faint aura around Evocation Cantrip (Bard, Cleric, Sorcerer, Wizard)
melee spell attack against a target within any visible creature or object in the area Casting Time: Action
reach. On a hit, the target takes 1d10 that bears the magic, and if an effect was Range: Touch
Necrotic damage, and it can’t regain Hit created by a spell, you learn the spell’s Components: V, M (a firefly or
Points until the end of your next turn. school of magic. The spell is blocked by phosphorescent moss)
Cantrip Upgrade. The damage 1 foot of stone, dirt, or wood; 1 inch of Duration: 1 hour
increases by 1d10 when you reach levels 5 metal; or a thin sheet of lead.
(2d10), 11 (3d10), and 17 (4d10). You touch one Large or smaller object that
False Life isn’t being worn or carried by someone
Consumption† Level 1 Necromancy (Sorcerer, Wizard) else. Until the spell ends, the object sheds
Level 1 Evocation (Sangromancy) (Druid, Bright Light in a 20-foot radius and Dim
Casting Time: Action Light for an additional 20 feet. The light
Sorcerer, Wizard)
Range: Self can be colored as you like.
Casting Time: Bonus Action Components: V, S, M (a drop of alcohol) Covering the object with something
Range: 60 feet Duration: Instantaneous opaque blocks the light. The spell ends if
Components: V, S, M (a malnourished You gain 2d4 + 4 Temporary Hit Points. you cast it again.
leech) Using a Higher-Level Spell Slot. You
Duration: Concentration, up to 1 minute gain 5 additional Temporary Hit Points for Mage Armor
As part of casting this spell, you must each spell slot level above 1. Level 1 Abjuration (Sorcerer, Wizard)
expend one Hit Point Die or the spell Casting Time: Action
automatically fails. Choose a creature Range: Touch
within range and roll the expended Hit Components: V, S, M (a piece of cured
Point Die. The creature takes Necrotic leather)
damage equal to the number rolled. Duration: 8 hours
The creature makes a Constitution
saving throw at the end of each of its You touch a willing creature who isn’t
turns. On a failed save, the creature takes wearing armor. Until the spell ends, the
Necrotic damage equal to the roll of the target’s base AC becomes 13 plus its
expended Hit Point Die. On a successful Dexterity modifier. The spell ends early if
save, the spell ends. the target dons armor.
Using a Higher-Level Spell Slot. You
can target one additional creature for each
spell slot level above 1.
Mage Hand Scorching Ray Aganaur Magic items
Conjuration Cantrip (Bard, Sorcerer, Level 2 Evocation (Sorcerer, Wizard)
Warlock, Wizard) Casting Time: Action Potion of Healing
Casting Time: Action Range: 120 feet Potion, Common
Range: 30 feet Components: V, S You regain 2d4 + 2 Hit Points when you
Components: V, S Duration: Instantaneous drink this potion.
Duration: 1 minute You hurl three fiery rays. You can hurl
A spectral, floating hand appears at a point them at one target within range or at
you choose within range. The hand lasts several. Make a ranged spell attack for
for the duration. The hand vanishes if it is each ray. On a hit, the target takes 2d6
ever more than 30 feet away from you or if Fire damage.
you cast this spell again. Using a Higher-Level Spell Slot. You
When you cast the spell, you can use create one additional ray for each spell slot
the hand to manipulate an object, open level above 2.
an unlocked door or container, stow or
retrieve an item from an open container, Shield
or pour the contents out of a vial. Level 1 Abjuration (Sorcerer, Wizard)
As a Magic action on your later turns,
Casting Time: Reaction, which you take
you can control the hand thus again. As
when you are hit by an attack roll or
part of that action, you can move the hand
targeted by the Magic Missile spell
up to 30 feet.
Range: Self
The hand can’t attack, activate magic
Components: V, S
items, or carry more than 10 pounds.
Duration: 1 round
Magic Missile An imperceptible barrier of magical force
Level 1 Evocation (Sorcerer, Wizard) protects you. Until the start of your next
turn, you have a +5 bonus to AC, including
Casting Time: Action
against the triggering attack, and you take
Range: 120 feet
no damage from Magic Missile.
Components: V, S
Duration: Instantaneous Web
You create three glowing darts of magical Level 2 Conjuration (Sorcerer, Wizard)
force. Each dart strikes a creature of your
Casting Time: Action
choice that you can see within range. A
Range: 60 feet
dart deals 1d4 + 1 Force damage to its
Components: V, S, M (a bit of spiderweb)
target. The darts all strike simultaneously,
Duration: Concentration, up to 1 hour
and you can direct them to hit one creature
or several. You conjure a mass of sticky webbing at a
Using a Higher-Level Spell Slot. The point within range. The webs fill a 20-foot
spell creates one more dart for each spell Cube there for the duration. The webs are
slot level above 1. Difficult Terrain, and the area within them
is Lightly Obscured.
Sanguine Shield† If the webs aren’t anchored between
Level 2 Abjuration (Sangromancy) two solid masses (such as walls or trees) or
(Sorcerer, Wizard) layered across a floor, wall, or ceiling, the
Casting Time: Action web collapses on itself, and the spell ends
Range: Self at the start of your next turn. Webs layered
Components: V, S over a flat surface have a depth of 5 feet.
Duration: Concentration, up to 1 minute The first time a creature enters the
webs on a turn or starts its turn there, it
As part of casting this spell, you must must succeed on a Dexterity saving throw
expend two Hit Point Dice or the spell or have the Restrained condition while in
automatically fails. You draw lifeforce the webs or until it breaks free.
from those injured around you to create A creature Restrained by the webs
a swirling shield of blood. You gain 5 can take an action to make a Strength
Temporary Hit Points for each creature
(Athletics) check against your spell
within 30 feet of you that is below its
save DC. If it succeeds, it is no longer
Hit Point maximum (including you) to a
Restrained.
maximum of 15 Temporary Hit Points.
The webs are flammable. Any 5-foot
While you have Temporary Hit Points
Cube of webs exposed to fire burns away
from this spell, you have Half Cover. When
in 1 round, dealing 2d4 Fire damage to any
the spell ends, all Temporary Hit Points
creature that starts its turn in the fire.
from it are lost.
Using a Higher-Level Spell Slot.
The maximum number of Temporary Hit
Points you gain increases by 5 for each two
spell slot levels above 2.

This work includes material from the System Reference Document 5.2 (“SRD 5.2”) by Wizards of the Coast LLC, available at https://www.dndbeyond.com/srd.
The SRD 5.2 is licensed under the Creative Commons Attribution 4.0 International License, available at https://creativecommons.org/licenses/by/4.0/legalcode.
EILONKA
You fell ill with the Weeping Pox. You assumed you would die
from it, as had so many before you, but somehow you survived.
You still bear its scars, which some fear, wondering if you made
deals with dark powers to be spared.
However, you know you are blessed. You believe you are
favored by the Arch Seraphs, spared to save the innocent and to
cleanse the corrupt with fire.

LEVEL 3 HUMAN CLERIC (PURIFICATION DOMAIN)

12 10 12 12 16 14
SPEED ARMOR CLASS HIT POINTS

STR DEX CON INT WIS CHA 30ft 14 21


+1 +0 +1 +1 +3 +2
(Scalemail)
SAVING THROWS

+1 +0 +1 +1 +5 +4
PROFICIENCY INITIATIVE

PASSIVE SENSES BONUS BONUS

Perception: 13 Investigation : 10 Insight: 15 Darkvision: No


+2 +0

PROFICIENT SKILLS PROFICIENCIES AND LANGUAGES


MOD SKILL BONUS MOD SKILL BONUS Armor Proficiencies: Light and Medium
INT History +3 WIS Medicine +5 Armor, and Shields
Weapon Proficiencies: Simple
WIS Insight +5 INT Religion +6
Weapons, Flail, Longsword, Trident
CHA Intimidation +6 Tool Proficiencies: Herbalism Kit Hit Dice:
Languages: Common, Dwarvish
3d8

ATTACKS EQUIPMENT
MELEE ATTACKS REACH HIT / DC DAMAGE NOTES Longsword, Trident, Light
Crossbow with 20 Bolts, Holy
Longsword 5 ft. +3 1d8+1 Slashing, Versatile (1d10)
Symbol, Backpack, Blanket, Holy
Trident 5 ft. +3 1d4+1 Piercing, Thrown, Versatile (1d10)
Water, Lamp, 7 Days of Rations,
RANGED ATTACKS RANGE HIT / DC DAMAGE NOTES Robe, Tinderbox, Herbalism Kit,
Traveler’s Clothes, Spell Scroll
Light Crossbow 80/320 ft. +2 1d8 Piercing, Loading, Two-Handed (Sanctuary), Pouch, 8 GP.
Trident 20/60 ft. +3 1d8+1 Piercing, Thrown, Versatile (1d10)
SPELLCASTING (CLERIC) SPELLS:
SPELL ATTACK: +5 SPELL SAVE DC: 13 Cantrips (at will): Guidance, Light, Sacred Flame, Spare the Dying
Level 1: Bless, Cure Wounds, Dectect Poison and Disease*, Guiding Bolt, Protection from
1ST oooo Evil and Good
2ND oo Level 2: Flame Blade*, Lesser Restoration, Spiritual Weapon
*Purification Domain spell

BACKGROUND: POX-TOUCHED CLASS FEATURES: CLERIC


You fell ill with the Weeping Pox, but somehow you survived. You still Spellcasters who use their faith to invoke divine magic.
bear its scars, which some fear, wondering if you made deals with dark Level 1: Spellcasting. You can cast Cleric Spells.
powers to be spared. Level 1: Divine Order (Thaumaturge). You know one extra cantrip
Feat: Deathbound. You gain the following benefits. (Spare the Dying). In addition, your mystical connection to the divine
• One Last Breath. If you have two Death Saving Throw failures, you gives you a bonus to your Intelligence (Arcana or Religion) checks.
have Advantage on Death Saving Throws until you are no longer at The bonus equals your Wisdom modifier (+3) (already included).
0 Hit Points. Level 2: Channel Divinity (2/Long Rest).You know three effects:
• Recuperation. When you spend a Hit Point Die during a Short Rest Divine Spark, Breath of Jha-Dhol, and Turn Undead, described below.
to recover Hit Points, you can roll the Hit Point Die twice and use Saves against Channel Divinity effects use your spell save DC. You
the higher roll. regain one expended use when you finish a Short Rest, and all
expended uses when you finish a Long Rest.
HERITAGE TRAITS • Divine Spark. As a Magic action, use your Holy Symbol to target
Size. You are Medium sized. another creature you see within 30 ft. Roll 1d8 and add your WIS
Damage Resitance(Fire). You have Resistance to Fire damage. mod (+3). You choose if the creature regains that much HP or
Divine Sangromancy. Whenever an allied creature within 30 feet of makes a CON save. On a failed save, it takes that much Necrotic or
you regains Hit Points, you can spend a Hit Die and add the roll of the Radiant dmg (your choice). On a success, the creature takes half as
die to the number of Hit Points gained by the ally. much damage (round down).
Embrace the Past. You have proficiency in the History skill. • Turn Undead. As a Magic action, using your Holy Symbol, Undead
creatures of your choice within 30 ft of must make a WIS save. On
Helping Hand. You can use the Help action as a Bonus Action to
a fail, it is Frightened and Incapacitated for 1 min, during which it
assist any ally making an ability check.
tries to move as far from you as it can on its turns. This effect ends
Inured to the Elements. You have Advantage on Constitution saving early if it takes any damage, if you are Incapacitated, or if you die.
throws made to resist the effects of extreme cold or extreme heat.
Irrepressible Sight. You have Advantage on saving throws against SUBCLASS FEATUES: PURIFICATION DOMAIN
being Blinded. Purge sickness via suffering.
Masterful Aptitude (Intimidation). Your Proficiency Bonus is Level 3: Cleanse with Fire (5/Short or Long Rest). When you
doubled for any ability checks you make with Intimidation. deal damage with a cantrip or an attack with a weapon or Unarmed
Weapon Aptitude. You have proficiency with Flails, Longswords, Strike, you can deal an additional 1d8 Fire damage.
and Tridents. Level 3: Purification Domain Spells. You always have Detect Poison
and Disease, Flame Blade prepared.
Level 3: Unclean Brand. When you hit a creature with a Melee
weapon attack, instead of dealing the strike’s normal damage, you
can expend one use of your Channel Divinity to sear a symbol into
the creature’s flesh, marking it with a glowing brand for 1 minute.
During that time, the creature has Disadvantage on saving throws
against your spells. Additionally, the creature gains Vulnerability to
Fire damage you deal, even if it normally has Resistance or Immunity
to Fire damage.

This work includes material from the System Reference Document 5.2 (“SRD 5.2”) by Wizards of the Coast LLC, available at https://www.dndbeyond.com/srd.
The SRD 5.2 is licensed under the Creative Commons Attribution 4.0 International License, available at https://creativecommons.org/licenses/by/4.0/legalcode.
Detect Poison and Disease Lesser Restoration
Level 1 Divination (Cleric, Druid, Level 2 Abjuration (Bard, Cleric, Druid,
Paladin, Ranger) Paladin, Ranger)
Casting Time: Action or Ritual Casting Time: Bonus Action
Range: Self Range: Touch
Components: V, S, M (a yew leaf) Components: V, S
Duration: Concentration, up to 10 minutes Duration: Instantaneous
For the duration, you sense the location of You touch a creature and end one
poisons, poisonous or venomous creatures, condition on it: Blinded, Deafened,
Eilonka Spells and magical contagions within 30 feet of Paralyzed, or Poisoned.
yourself. You sense the kind of poison,
Bless creature, or contagion in each case. Light
Level 1 Enchantment (Cleric, Paladin)
The spell is blocked by 1 foot of stone, Evocation Cantrip (Bard, Cleric, Sorcerer, Wizard)
Casting Time: Action dirt, or wood; 1 inch of metal; or a thin Casting Time: Action
Range: 30 feet sheet of lead. Range: Touch
Components: V, S, M (a Holy Symbol worth Components: V, M (a firefly or
5+ GP) Flame Blade phosphorescent moss)
Duration: Concentration, up to 1 minute Level 2 Evocation (Druid, Sorcerer) Duration: 1 hour
You bless up to three creatures within Casting Time: Bonus Action You touch one Large or smaller object that
range. Whenever a target makes an attack Range: Self isn’t being worn or carried by someone
roll or a saving throw before the spell Components: V, S, M (a sumac leaf) else. Until the spell ends, the object sheds
ends, the target adds 1d4 to the attack Duration: Concentration, up to 10 minutes Bright Light in a 20-foot radius and Dim
roll or save. You evoke a fiery blade in your free hand. Light for an additional 20 feet. The light
Using a Higher-Level Spell Slot. You The blade is similar in size and shape to can be colored as you like.
can target one additional creature for each a scimitar, and it lasts for the duration. If Covering the object with something
spell slot level above 1. you let go of the blade, it disappears, but opaque blocks the light. The spell ends if
you can evoke it again as a Bonus Action. you cast it again.
Guidance As a Magic action, you can make a melee
Divination Cantrip (Cleric, Druid) Protection from
spell attack with the fiery blade. On a hit,
Casting Time: Action the target takes Fire damage equal to 3d6
Range: Touch
Evil and Good
plus your spellcasting ability modifier. Level 1 Abjuration (Cleric, Druid, Paladin,
Component: V, S The flaming blade sheds Bright Light in Warlock, Wizard)
Duration: Concentration, up to 1 minute a 10-foot radius and Dim Light for an
additional 10 feet. Casting Time: Action
You touch a willing creature and choose
Using a Higher-Level Spell Slot. The Range: Touch
a skill. Until the spell ends, the creature
damage increases by 1d6 for each spell slot Components: V, S, M (a flask of Holy Water
adds 1d4 to any ability check using the
level above 2. worth 25+ GP, which the spell consumes)
chosen skill.
Duration: Concentration up to 10 minutes
Cure Wounds Guiding Bolt Until the spell ends, one willing
Level 1 Abjuration (Bard, Cleric, Druid, Level 1 Evocation (Cleric) creature you touch is protected
Paladin, Ranger) Casting Time: Action against creatures that are Aberrations,
Range: 120 feet Celestials, Elementals, Fey, Fiends, or
Casting Time: Action
Components: V, S Undead. The protection grants several
Range: Touch
Duration: 1 round benefits. Creatures of those types have
Components: V, S
Disadvantage on attack rolls against
Duration: Instantaneous You hurl a bolt of light toward a creature the target. The target also can’t be
A creature you touch regains a number within range. Make a ranged spell attack possessed by or gain the Charmed or
of Hit Points equal to 2d8 plus your against the target. On a hit, it takes 4d6 Frightened conditions from them. If the
spellcasting ability modifier. Radiant damage, and the next attack roll target is already possessed, Charmed, or
Using a Higher-Level Spell Slot. The made against it before the end of your next Frightened by such a creature, the target
healing increases by 2d8 for each spell slot turn has Advantage. has Advantage on any new saving throw
level above 1. Using a Higher-Level Spell Slot. The against the relevant effect.
damage increases by 1d6 for each spell slot
level above 1.
Sacred Flame Eilonka Magic items
Evocation Cantrip (Cleric)
Casting Time: Action Spell Scroll (Sanctuary)
Range: 60 feet Spell Save DC 13
Components: V, S A Spell Scroll bears the words of a single
Duration: Instantaneous spell, written in a mystical cipher. If the
Flame-like radiance descends on a creature spell is on your spell list, you can read the
that you can see within range. The target scroll and cast its spell without Material
must succeed on a Dexterity saving throw components. Otherwise, the scroll is
or take 1d8 Radiant damage. The target unintelligible. Casting the spell by reading
gains no benefit from Half Cover or Three- the scroll
Quarters Cover for this save. requires the spell’s normal casting time.
Cantrip Upgrade. The damage Once the spell is cast, the scroll crumbles
increases by 1d8 when you reach levels 5 to dust. If the casting is interrupted, the
(2d8), 11 (3d8), and 17 (4d8). scroll isn’t lost.
If the spell is on your spell list but of a
Spare the Dying higher level than you can normally cast,
Necromancy Cantrip (Cleric, Druid) you make an ability check using your
Casting Time: Action spellcasting ability to determine whether
Range: 15 feet you cast the spell. The DC equals 10 plus
Components: V, S the spell’s level. On a failed check, the
Duration: Instantaneous spell disappears from the scroll with no
other effect.
Choose a creature within range that has
0 Hit Points and isn’t dead. The creature Sanctuary
becomes Stable. Level 1 Enchantment (Bard, Paladin)
Cantrip Upgrade. The range doubles
when you reach levels 5 (30 feet), 11 (60 Casting Time: Bonus Action
feet), and 17 (120 feet). Range: 30 feet
Components: V, S, M (a shard of glass from
Spiritual Weapon a mirror)
Level 2 Evocation (Cleric) Duration: 1 minute
Casting Time: Bonus Action You ward a creature within range. Until
Range: 60 feet the spell ends, any creature who targets
Components: V, S the warded creature with an attack roll
Duration: Concentration, up to 1 minute or a damaging spell must succeed on a
Wisdom saving throw or either choose a
You create a floating, spectral force that new target or lose the attack or spell. This
resembles a weapon of your choice and spell doesn’t protect the warded creature
lasts for the duration. The force appears from areas of effect. The spell ends if the
within range in a space of your choice, and warded creature makes an attack roll, casts
you can immediately make one melee spell a spell, or deals damage.
attack against one creature within 5 feet of
the force. On a hit, the target takes Force
damage equal to 1d8 plus your spellcasting
ability modifier.
As a Bonus Action on your later turns,
you can move the force up to 20 feet and
repeat the attack against a creature within
5 feet of it.
Using a Higher-Level Spell Slot. The
damage increases by 1d8 for every slot
level above 2.

This work includes material from the System Reference Document 5.2 (“SRD 5.2”) by Wizards of the Coast LLC, available at https://www.dndbeyond.com/srd.
The SRD 5.2 is licensed under the Creative Commons Attribution 4.0 International License, available at https://creativecommons.org/licenses/by/4.0/legalcode.
SHAREESE
From an early age, you learned to use guile,
deceit, and honeyed words to get what you
wanted. You used your talents to work your way
into the halls of the rich and powerful, enjoying
all that was available.
However, those times are past. Only you
know why you left that place of comfort and
luxury. Perhaps a life of opulence and leisure still await you,
provided you can survive the dangers of Etharis.

LEVEL 3 GNOME BARD (COLLEGE OF FOOLS)

9 14 10 12 14 16
SPEED ARMOR CLASS HIT POINTS

STR DEX CON INT WIS CHA 30ft 13 18


+0 +2 +0 +1 +2 +3
(Leather Armor)
SAVING THROWS

+0 +4 +0 +1 +2 +5
PROFICIENCY INITIATIVE

PASSIVE SENSES BONUS BONUS

Perception: 14 Investigation : 11 Insight: 14 Darkvision: No


+2 +2

PROFICIENT SKILLS PROFICIENCIES AND LANGUAGES


MOD SKILL BONUS MOD SKILL BONUS Armor Proficiencies: Light Armor
Weapon Proficiencies: Simple weapons
DEX Acrobatics +4 CHA Performance +7 Tool Proficiencies: Calligrapher’s Supplies,
CHA Deception +7 CHA Persuasion +5 Drums, Flute, Lyre
WIS Insight +4 DEX Sleight of Hand +4 Languages: Common, Gnomish
Hit Dice:
WIS Perception +4 DEX Stealth +4
3d8

ATTACKS EQUIPMENT
MELEE ATTACKS REACH HIT / DC DAMAGE NOTES 5 Daggers , Shortbow with 20
Arrows, Flute, Lyre, Backpack,
Dagger 5 ft. +5 1d4+2 piercing damage, finesse, light
Bedroll, Bell, Bullseye Lantern,
3 Costumes, Mirror, 8 Flasks of
RANGED ATTACKS RANGE HIT / DC DAMAGE NOTES Oil, 9 Days of Rations, Tinderbox,
Dagger 20/60 ft. +5 1d4+2 piercing damage, thrown Waterskin, Spell Scroll (Heroism).
Pouch 8 GP.
SPELLCASTING (BARD) SPELLS:
SPELL ATTACK: +5 SPELL SAVE DC: 13 Cantrips (at will): Mage Hand, Message, Minor Illusion, Vicious Mockery
1st level: Dissonant Whispers*, Healing Word, Hideous Laughter, Thunderwave
1ST oooo 2ND oo 2nd level: Hold Person, Invisibility
*Always Prepared

BACKGROUND: COURTIER CLASS FEATURES: BARD


You were either born into a role within the courts or you worked Resourceful spellcasters who can invoke magic with their performances.
your way into the company of the powerful or elite through some
Level 1: Bardic Inspiration (3/long rest). As a Bonus Action, a
combination of perseverance, skill, or trickery. creature (other than you) within 60 ft. that can hear you gains an
Skilled. You gain proficiency in Acrobatics, Perception, Sleight of Hand. inspiration die (1d6). For 10 minutes, the creature can add it to one
ability check, attack roll, or saving throw. This can be added after
HERITAGE TRAITS seeing the roll, but before knowing the outcome.
Size. You are Small sized.
Level 1: Spellcasting. You can cast Bard spells.
Calculating Listener (1/Short or Long Rest). By conversing with a
nonhostile creature for at least 1 minute, you can attempt to charm Level 2: Expertise. Your proficiency bonus is doubled for any ability
them. The creature must succeed on a WIS saving throw (DC 13) or be check you make with Deception or Performance.
Charmed by you for 1 hour. At the GM’s discretion, you also learn one
Level 2: Jack of All Trades. You can add half your Proficiency Bonus
piece of information that the target knows that relates to the topic of
(round down) to any ability check you make that uses a skill proficiency
conversation while you speak to them. Regardless of whether or not
you lack and that doesn’t otherwise use your Proficiency Bonus.
the target succeeds on the saving throw, they remain unaware of your
attempt.
Darkvision. You can see in Dim Light within 60 feet of you as if it
were Bright Light, and in Darkness as if it were Dim Light. You can’t
SUBCLASS FEATURES: COLLEGE OF FOOLS
discern color in Darkness, only shades of gray. Laugh at Your Foes’ Terror.
Magical Fortification. You have Advantage on DEX and WIS saving Level 3: Antagonistic Antics. You know the Vicious Mockery cantrip.
throws against spells and other magical effects. You always have the Dissonant Whispers spell prepared. In addition,
Magical Savvy. You learn Minor Illusion cantrip, which you cast as a when you take the Dash, Disengage, or Influence action on your turn,
Bard spell. you can take a Bonus Action on the same turn to cast Vicious Mockery.
Extended Fortification (1/Long Rest). If you fail a saving Level 3: Cruel Jest. When a creature that you can see or hear within
throw against a spell or other magical effect and you do not have 30 feet of yourself fails a D20 Test, you can take a Reaction to expend
proficiency with that saving throw, you can use your Reaction to one use of your Bardic Inspiration; roll your Bardic Inspiration die and
reroll the save. deal Psychic damage equal to the number rolled plus your Charisma
Fade Away (2/Long Rest). As a Bonus Action, you can take the Hide modifier. In addition, the creature has Disadvantage on the next D20
action to conceal yourself without needing to be Heavily Obscured Test it makes before the end of its next turn.
or behind Three-Quarters Cover or Total Cover. You become visible
at the start of your next turn unless you have moved into a position
that allows you to use the Hide action normally.
Quick Slip. You can take the Hide action as a Bonus Action on each
of your turns. You must have appropriate cover to attempt to hide,
as normal.
Fade Away (2/Long Rest). As a Bonus Action, you can take the Hide
action to conceal yourself without needing to be Heavily Obscured
or behind Three-Quarters Cover or Total Cover. You become visible
at the start of your next turn unless you have moved into a position
that allows you to use the Hide action normally.

This work includes material from the System Reference Document 5.2 (“SRD 5.2”) by Wizards of the Coast LLC, available at https://www.dndbeyond.com/srd.
The SRD 5.2 is licensed under the Creative Commons Attribution 4.0 International License, available at https://creativecommons.org/licenses/by/4.0/legalcode.
Hideous Laughter Message
Level 1 Enchantment (Bard, Warlock, Wizard) Transmutation Cantrip (Bard, Druid,
Casting Time: Action Sorcerer, Wizard)
Range: 30 feet Casting Time: Action
Components: V, S, M (a tart and a feather) Range: 120 feet
Duration: Concentration, up to 1 minute Components: S, M (a copper wire)
Shareese Spells One creature of your choice that you Duration: 1 round
can see within range makes a Wisdom You point toward a creature within range
Mage Hand saving throw. On a failed save, it has the and whisper a message. The target (and
Conjuration Cantrip (Bard, Sorcerer, Prone and Incapacitated conditions for only the target) hears the message and can
Warlock, Wizard) the duration. During that time, it laughs reply in a whisper that only you can hear.
Casting Time: Action uncontrollably if it’s capable of laughter, You can cast this spell through solid
Range: 30 feet and it can’t end the Prone condition objects if you are familiar with the target
Components: V, S on itself. and know it is beyond the barrier. Magical
Duration: 1 minute At the end of each of its turns and silence; 1 foot of stone, metal, or wood; or
each time it takes damage, it makes a thin sheet of lead blocks the spell.
A spectral, floating hand appears at a point
another Wisdom saving throw. The target
you choose within range. The hand lasts
for the duration. The hand vanishes if it is
has Advantage on the save if the save is Minor Illusion
triggered by damage. On a successful save, Illusion Cantrip (Bard, Sorcerer,
ever more than 30 feet away from you or if
the spell ends. Warlock, Wizard)
you cast this spell again.
Using a Higher-Level Spell Slot. You Casting Time: Action
When you cast the spell, you can use
can target one additional creature for each Range: 30 feet
the hand to manipulate an object, open
spell slot level above 1. Components: S, M (a bit of fleece)
an unlocked door or container, stow or
retrieve an item from an open container, Duration: 1 minute
or pour the contents out of a vial.
Hold Person
Level 2 Enchantment (Bard, Cleric, Druid, You create a sound or an image of an
As a Magic action on your later turns, object within range that lasts for the
you can control the hand thus again. As Sorcerer, Warlock, Wizard)
duration. See the descriptions below for
part of that action, you can move the hand Casting Time: Action the effects of each. The illusion ends if you
up to 30 feet. Range: 60 feet cast this spell again.
The hand can’t attack, activate magic Components: V, S, M (a straight piece of If a creature takes a Study action to
items, or carry more than 10 pounds. iron) examine the sound or image, the creature
Duration: Concentration, up to 1 minute can determine that it is an illusion with a
Dissonant Whispers Choose a Humanoid that you can see successful Intelligence (Investigation) check
Level 1 Enchantment (Bard) within range. The target must succeed against your spell save DC. If a creature
Casting Time: Action on a Wisdom saving throw or have the discerns the illusion for what it is, the
Range: 60 feet Paralyzed condition for the duration. At illusion becomes faint to the creature.
Components: V the end of each of its turns, the target Sound. If you create a sound, its
Duration: Instantaneous repeats the save, ending the spell on itself volume can range from a whisper to a
on a success. scream. It can be your voice, someone
One creature of your choice that you can
Using a Higher-Level Spell Slot. You else’s voice, a lion’s roar, a beating of
see within range hears a discordant melody
can target one additional Humanoid for drums, or any other sound you choose.
in its mind. The target makes a Wisdom
each spell slot level above 2. The sound continues unabated throughout
saving throw. On a failed save, it takes 3d6
the duration, or you can make discrete
Psychic damage and must immediately use
its Reaction, if available, to move as far Invisibiility sounds at different times before the
Level 2 Illusion (Bard, Sorcerer, Warlock, Wizard) spell ends.
away from you as it can, using the safest
Casting Time: Action Image. If you create an image of an
route. On a successful save, the target takes
Range: Touch object—such as a chair, muddy footprints,
half as much damage only.
Components: V, S, M (an eyelash in gum or a small chest—it must be no larger than
Using a Higher-Level Spell Slot. The
arabic) a 5-foot Cube. The image can’t create
damage increases by 1d6 for each spell slot
Duration: Concentration, up to 1 hour sound, light, smell, or any other sensory
level above 1.
effect. Physical interaction with the image
A creature you touch has the Invisible reveals it to be an illusion, since things can
Healing Word condition until the spell ends. The spell pass through it.
Level 1 Abjuration (Bard, Cleric, Druid) ends early immediately after the target
Casting Time: Bonus Action makes an attack roll, deals damage, or
Range: 60 feet casts a spell.
Components: V Using a Higher-Level Spell Slot. You
Duration: Instantaneous can target one additional creature for each
A creature of your choice that you can see spell slot level above 2.
within range regains Hit Points equal to
2d4 plus your spellcasting ability modifier.
Using a Higher-Level Spell Slot. The
healing increases by 2d4 for each spell slot
level above 1.
Thunderwave Shareese Magic items
Level 1 Evocation (Bard, Druid, Sorcerer, Wizard)
Casting Time: Action Spell Scroll (Heroism)
Range: Self A Spell Scroll bears the words of a single
Components: V, S spell, written in a mystical cipher. If the
Duration: Instantaneous spell is on your spell list, you can read the
You unleash a wave of thunderous scroll and cast its spell without Material
energy. Each creature in a 15-foot Cube components. Otherwise, the scroll is
originating from you makes a Constitution unintelligible. Casting the spell by reading
saving throw. On a failed save, a creature the scroll requires the spell’s normal
takes 2d8 Thunder damage and is pushed casting time. Once the spell is cast, the
10 feet away from you. On a successful scroll crumbles to dust. If the casting is
save, a creature takes half as much interrupted, the scroll isn’t lost.
damage only. If the spell is on your spell list but of a
In addition, unsecured objects that are higher level than you can normally cast,
entirely within the Cube are pushed 10 feet you make an ability check using your
away from you, and a thunderous boom is spellcasting ability to determine whether
audible within 300 feet. you cast the spell. The DC equals 10 plus
Using a Higher-Level Spell Slot. The the spell’s level. On a failed check, the
damage increases by 1d8 for each spell slot spell disappears from the scroll with no
level above 1. other effect.

Vicious Mockery Heroism


Enchantment Cantrip (Bard) Level 1 Enchantment (Bard, Paladin)
Casting Time: Action Casting Time: Action
Range: 60 feet Range: Touch
Components: V Components: V, S
Duration: Instantaneous Duration: Concentration, up to 1 minute
You unleash a string of insults laced with A willing creature you touch is imbued
subtle enchantments at one creature you with bravery. Until the spell ends, the
can see or hear within range. The target creature is immune to the Frightened
must succeed on a Wisdom saving throw condition and gains Temporary Hit Points
or take 1d6 Psychic damage and have equal to your spellcasting ability modifier
Disadvantage on the next attack roll it at the start of each of its turns.
makes before the end of its next turn. Using a Higher-Level Spell Slot. You
Cantrip Upgrade. The damage can target one additional creature for each
increases by 1d6 when you reach levels 5 spell slot level above 1.
(2d6), 11 (3d6), and 17 (4d6).

This work includes material from the System Reference Document 5.2 (“SRD 5.2”) by Wizards of the Coast LLC, available at https://www.dndbeyond.com/srd.
The SRD 5.2 is licensed under the Creative Commons Attribution 4.0 International License, available at https://creativecommons.org/licenses/by/4.0/legalcode.

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