FreeRPGDay 2025
FreeRPGDay 2025
17 10 14 14 12 8
SPEED ARMOR CLASS HIT POINTS
+3 +2 +2 +4 +1 -1
PROFICIENCY INITIATIVE
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.
8 16 12 16 13 10
SPEED ARMOR CLASS HIT POINTS
-1 +5 +1 +5 +1 +0
PROFICIENCY INITIATIVE
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.
16 14 14 8 10 13
SPEED ARMOR CLASS HIT POINTS
+5 +2 +4 +0 +0 +1
PROFICIENCY INITIATIVE
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.
10 12 14 16 14 10
SPEED ARMOR CLASS HIT POINTS
+0 +1 +2 +5 +4 +0
PROFICIENCY INITIATIVE
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
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.
12 10 12 12 16 14
SPEED ARMOR CLASS HIT POINTS
+1 +0 +1 +1 +5 +4
PROFICIENCY INITIATIVE
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
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.
9 14 10 12 14 16
SPEED ARMOR CLASS HIT POINTS
+0 +4 +0 +1 +2 +5
PROFICIENCY INITIATIVE
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
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.
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.