Locathah Rising (5e)
Locathah Rising (5e)
Locathah Rising (5e)
Credits
Designer: Chris Lindsay Cover Illustrator: Shawn Wood
Developer: Shawn Merwin Interior Illustrators: Joachim Barrum, Eric Belisle,
Editor: Hannah Rose Filip Burburan, Aaron Hubrich, Raymond Swanland,
Cartographer: Dyson Logos Shawn Wood
Graphic Designer: Rich Lescouflair
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This area extends well beyond where you can see, stretching
into the darkness. Thousands of humanoid corpses If any character peers directly into the hole, read or
paraphrase the following boxed text:
(humans, elves, dwarves, halflings, gnomes, and the odd
half-orc) are neatly arranged in lines along the sea floor
beneath the ceiling of the coral mountain, in some kind of The source of the green light quickly becomes apparent. About
macabre underwater morgue. Most of them are dressed in ten feet from the aft of the lower deck, a large turtle, its head
uniforms common among surface-dwellers traveling at sea. and limbs pulled in, floats in the middle of the rear cabin. The
green light emanates directly from the creature’s shell.
For the most part, the corpses are unmarred. Some bear
the odd bump, bruise, or scrape, but it’s obvious that wasn’t This is Amble, a tortle druid who sought passage on this
the source of their demise. A successful DC 12 Wisdom ship, and was on board when it sank. Amble was traveling
(Medicine) check allows a character to recognize that these to Turmish on the Sea of Fallen Stars, as they had heard
sailors died by drowning. of the war with Thay. Detesting undead and necromancy,
Amble wants to help fight the Thayans in any way they can.
Development Due to their extremely strong connection with the
When he arrived, Gar Shatterkeel arranged the corpses
Feywild, Amble was able to enter a protected state of
into orderly lines, so that he might prepare them for
suspended animation as the ship sunk, protecting them
transition into one of the living dead. He completed a ritual
from drowning.
using a small amount of blood he had obtained from a
The undead will not willingly approach this ship, repelled
kraken, animating a handful of these creatures.
by the power emanating from Amble, and Gar has yet to
Since then, he’s managed to dupe a pair of kraken priests
explore this passage inside the coral mountain.
into bringing a young kraken into the coral mountain,
At the moment, Amble is waiting for someone to wake
where they might “nurture it into maturity in relative
them up. Any good-aligned character who touches the
seclusion.” Gar’s intent, of course, is to use the blood from
tortle will wake them. When this occurs, Amble is
the young creature in a much larger ritual, to animate what
momentarily confused, and then gathering their wits, casts
will certainly be a terrifying army of undead to assault the
water breathing on themself.
coastline of the Sea of Fallen Stars.
Assuming the characters don’t act with hostility, Amble
Treasure. If all of the corpses are thoroughly searched,
is very interested in hearing what the characters are doing.
they have a combined stash of 250 gp and 500 sp.
Amble can be a powerful ally for the party, though the
Additionally, there are 1d10 pearls (worth 25 gp each)
tortle’s vow to never harm humanoids is not negotiable.
that adorn various earrings, necklaces, and the odd belly-
Amble doesn’t necessarily expect others to follow this rule,
button piercing.
but will encourage them to do so nonetheless.
8. Kraken Kibble
This half of the broken vessel is more accessible, so
the characters can easily peer into this section as they
approach. As the characters get close enough to see into
this area, read or paraphrase the following boxed text:
This half of the broken ship is wide open. Lines with large
hooks hang from the top of the inside, stretched from floor
to ceiling and secured at either end. Large dead fish are
impaled on many of these hooks.
At this end of the broken ship, the kraken priests that dwell
nearby have stored food and supplies for themselves, as
well as the young kraken that is their charge. They dutifully
maintain the stores here while they work to carve a
passage through the coral, which is turning out to be more
difficult than originally thought. The intent is to have ready
access to and from these chambers for the young kraken
so it can exit and enter at will something it hasn’t been
able to do, as the creature has grown much larger than the
opening currently available.
Unbeknownst to the kraken priests, part of Gar’s plan is
to keep them enclosed until he can perform his grand ritual
and sacrifice the kraken to animate his undead army.
Trap. There are two ballistae traps hidden behind the fish
in the back of this chamber. Thin tripwires have been strung 9. Quarters of the Kraken Priests
up throughout the area, with the intent of protecting the
stores from the nearby undead creatures that are sometimes Fhenimore and Whymsee are two kraken priests working
attracted to any freshly caught fish. When entering the really hard to raise a young kraken.
area, any character with a passive Wisdom (Perception) of Previously Thayan slaves, these two tough-as-nails
at least 15, or a character that makes a successful DC 15 women fled Thay after discovering they were both intended
Intelligence (Investigation) check, notices the tripwires, and for execution and summary transformation into undead
can avoid them. Failure means the trap is sprung. warriors in the dreaded Thayan army. On their way out of
The tripwires spring the trap, but the kraken priests in Thay, they were forced to take refuge on a broken-down
the chamber nearby also have hidden triggers that allow skiff that drifted far out into the Sea of Fallen Stars. Both
them to fire both ballistae once from their side. Fhenimore and Whymsee preferred death to becoming the
immortal undead servitors of their wicked masters.
In their last weary moments, an aged kraken rose to
Ballistae Trap the surface nearby, and spoke to them telepathically. The
Simple trap (level 5–10, dangerous threat) creature was actually on its final swim: a group of powerful
Trigger. A creature that walks or swims through the tripwires adventurers sought it out for its treasure, and though they
triggers the trap. failed to slay the kraken, it was so badly wounded in the
Effect. The trap makes two attacks, one against the fight that the rest of the sea life around it began to strike at
triggering creature, and one against another creature within
it, taking advantage of its greatly weakened state.
ten feet of the triggering creature.
Just before passing away, though, it transformed
Ballistae Trap. Ranged Weapon Attack: +8 to hit, range
120/480 ft., one or two targets. Hit: 16 (3d10) piercing Fhenimore and Whymsee into kraken priests so they could
damage plus 9 (2d8) poison damage, and the target must protect its only offspring. Thankful for another chance at
succeed on a DC 12 Constitution saving throw or contract some kind of life, the two have embarked on this mission
bluerot (see the “Bluerot” sidebar). This attack can’t gain with great enthusiasm and have spent the last ten years
advantage or disadvantage. looking for a place where they might protect the young titan
from the world, so that it might grow in power.
Fhenimore is a tall, lanky human woman with a too- Roleplaying Fhenimore & Whymsee
wide mouth filled with rows and rows of sharp teeth, If the characters stop and talk, Fhenimore and Whymsee will
like a shark. To accommodate her life underwater, be evasive at first, only telling the characters who they’ve
Fhenimore’s hands and feet are both webbed and, like a just recently made their home here. When they noticed the
shark, she has an angular dorsal fin that protrudes from mountain of coral, it seemed like a great opportunity. If
the middle of her back. pressed, they’ll warn the characters about the more powerful
Whymsee is a shorter woman with broad shoulders. undead further into the mountain, and let them know that the
master of the mountain also resides that way. They’ll tell the
Her legs have been replaced with tentacles, and her upper
characters his name is Gar Shatterkeel, and that he’s a very
torso is covered in some kind of tough, conical shell. When
powerful ocean dweller with a magical trident. That’s pretty
startled, she can tuck in her head and pull her tentacles up much all they know. That, and he was oddly welcoming, but
into the shell protectively, like a strange hermit crab. they didn’t want to question their luck.
When the characters peer into these chambers, read or
paraphrase the following boxed text:
Otherwise, as the characters pass between (or into) areas
8 and 9, one of the kraken priests triggers the ballistae
Past a dense curtain of sea shells that have been strung up
trap, firing both siege weapons simultaneously, while the
to act as a kind of doorway, the area has been modified to other casts Evard’s blank tentacles, effectively blocking off
provide comfortable accommodations. the entrance to area 10. On the following round, the other
Two hammocks are strung across the back of the kraken priest will also cast Evard’s black tentacles, and
chamber to serve as underwater beds, and a variety of the two of them will proceed to do whatever they can (such
as casting command) to keep the characters caught up in
hooks have been driven into the walls with netting attached
those spell areas.
to serve as shelving. Once the characters emerge from those areas, or manage
to remove the spells altogether, the kraken priests cast
Caught up in the netting of the “shelves,” there are all lightning bolt and then move to use their thunderous touch
manner of odds and ends that might have been salvaged attack, as they have no choice but to engage in melee combat.
from the nearby sunken ships. Feel free to roll on the When both kraken priests have been reduced to half
trinket table in the Player’s Handbook to populate these their hit points, they call for the young kraken to attack the
chamber with two to three dozen oddities, or make them characters. Likewise, if one or more of the kraken priests
up to suit your own campaign. falls in combat, the creature emerges from its enclosure in
Unless the characters found a way to silently dispatch the the rear of the chamber to assault the party.
sahuagin hatchling swarms, Fhenimore and Whymsee are Treasure. The remnants of the parent kraken’s
aware of the party’s presence and have prepared to surprise possessions are piled up near the back corner of this
them. While the characters are in combat, they retreat from chamber. The treasure fills and spills out of a pair of large
this chamber into area 10 and take refuge behind a coral chests that lay open so the young kraken could take stock
outcropping. at its whim.
Amble Actions
Medium humanoid (tortle), neutral good Change Shape (2/Day). Amble magically polymorphs into a
beast with a challenge rating of 1 or less, and can remain in this
Armor Class 18 (natural armor, ring of protection) form for up to 6 hours. Amble’s equipment melds with their
Hit Points 90 (12d8 + 36) new form. Amble reverts to their true form if they die or fall
Speed 30 ft. unconscious. Amble can revert to their true form using a bonus
action on their turn.
STR DEX CON INT WIS CHA Amble’s game statistics are replaced by the statistics of
14 (+2) 10 (+0) 16 (+3) 10 (+0) 18 (+4) 14 (+2) the beast, but they retain their alignment, personality, and
Intelligence, Wisdom, and Charisma scores. Amble also retains
Saving Throws Str +3, Dex +1, Con +4, Int +5, Wis +9, Cha +3 all their skill and saving throw proficiencies, in addition to
Skills Animal Handling +8, Insight +8, Medicine +8, Perception
gaining those of the creature. If the creature has the same
+8, Survival +8
proficiency as Amble and the bonus in its stat block is higher,
Senses passive Perception 18
use the creature’s bonus instead of Amble’s.
Languages Aquan, Common, Druidic
Challenge 10 (5,900 XP) When Amble transforms, they assume the beast’s hit
points and Hit Dice. When Amble reverts to their normal
form, they return to the number of hit points they had before
Hearth of Moonlight and Shadow. At the start of a short or they transformed. However, if Amble reverts as a result of
long rest, Amble can touch a point in space, and an invisible, dropping to 0 hit points, any excess damage carries over their
30-foot-radius sphere of magic appears, centered on that point. normal form.
Total cover blocks the sphere. Amble can’t cast spells, and their ability to speak or take any
While within the sphere, Amble and their allies gain a action that requires hands is limited to the capabilities of their
+5 bonus to Dexterity (Stealth) and Wisdom (Perception) beast form. Transforming doesn’t break Amble’s concentration
checks, and any light from open flames in the sphere isn’t on a spell they’ve already cast however, or prevent them from
visible outside it. taking actions that are part of a spell.
The sphere vanishes at the end of the rest or when Amble
leaves the sphere. Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 4 (1d4 + 2) slashing damage.
Hold Breath. Amble can hold their breath for up to 1
hour at a time. Club. Melee Weapon Attack: +6 to hit (+8 to hit with shillelagh),
reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage, or
Spellcasting. Amble is a 12th-level spellcaster. Their 8 (1d8 + 4) bludgeoning damage with shillelagh.
spellcasting ability is Wisdom (spell save DC 16, +8 to hit with
spell attacks). Amble has the following druid spells prepared: Bonus Actions
Cantrips (at will): guidance, mending, shape water, shillelagh Balm of the Summer Court (12d6). Amble can choose one
1st level (4 slots): absorb elements, cure wounds, entangle, speak creature they can see within 120 feet of them and spend up
with animals to 6d6 of their die pool. Roll the spent dice and add them
2nd level (3 slots): darkvision, hold person, lesser together. The target regains a number of hit points equal to the
restoration, moonbeam total. The target also gains 1 temporary hit point per die spent.
3rd level (3 slots): conjure animals, dispel magic, water breathing Amble regains all expended dice when they finish a long rest.
4th level (3 slots): charm monster, freedom of movement
Hidden Paths (4/Day). Amble may teleport up to 60 feet to an
5th level (2 slots): greater restoration, mass cure wounds
unoccupied space they can see.
6th level (1 slot): conjure fey
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 16 (+3) 3 (-4) 9 (-1) 5 (-3) 16 (+3) 8 (-1) 16 (+3) 3 (-4) 9 (-1) 5 (-3)
Reactions
Dexterous Target. The drowned ascetic adds 3 to its AC against Bluerot
one ranged attack that would hit it. To do so, the drowned This disease targets humanoids. While afflicted with bluerot,
ascetic must see the attacker. a victim grows grotesque blue boils on their face and back.
This disease is carried by undead, and victims most often
acquire it through wounds caused by infected creatures.
The disease’s boils manifest in 1d4 hours, reducing the
victim’s Constitution and Charisma scores by 1d4 each, to a
minimum of 3. This is quickly followed by a fever and tingling
in the extremities. An infected creature is vulnerable to
radiant damage and gains the ability to breathe underwater.
At the end of each long rest, an infected creature must
make a DC 12 Constitution saving throw. On a success,
the victim regains 1 point of Constitution and 1 point of
Charisma lost to the disease. If the infected creature regains
all the points lost to the disease, it is cured. Other effects
that raise the victim’s ability scores do not cure the disease.
On a failed saving throw, the victim takes 18 (4d8) necrotic
damage as the boils burst and spread. A creature reduced to
0 hit points by this damage cannot regain hit points until the
disease is cured, though it can be stabilized as normal.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
15 (+2) 16 (+3) 16 (+3) 9 (-1) 9 (-1) 16 (+3) 17 (+3) 12 (+1) 16 (+3) 9 (-1) 14 (+2) 12 (+1)
Saving Throws Dex +5, Con +5 Saving Throws Con +7, Wis +6
Damage Immunities poison Skills Perception +10
Condition Immunities poisoned Damage Immunities poison
Senses darkvision 60 ft., passive Perception 9 Condition Immunities poisoned
Languages understands the languages it knew in life Senses darkvision 60 ft., passive Perception 20
but can’t speak Languages understands the languages it knew in life
Challenge 4 (1,100 XP) but can’t speak
Challenge 9 (5,000 XP)
*Circle spells don’t count against spells prepared. Move. Gar moves up to his speed without provoking
opportunity attacks.
Water Walk. Gar can stand and move on liquid surfaces as if Claw. Gar makes one attack with his claw.
they were solid ground. Wave (Costs 2 Actions). Gar makes one attack with Wave
with advantage.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
24 (+7) 11 (+0) 20 (+5) 19 (+4) 15 (+2) 17 (+3) 19 (+4) 15 (+2) 16 (+3) 14 (+2) 13 (+1) 17 (+3)
Saving Throws Str +12, Dex +5, Con +10, Int +9, Wis +7 Saving Throws Str +6, Con +5
Damage Immunities lightning; bludgeoning, piercing, and Skills Athletics +6, Intimidation +4
slashing from nonmagical attacks Senses darkvision 120 ft., passive Perception 10
Condition Immunities frightened, paralyzed Languages Sahuagin
Senses truesight 120 ft., passive Perception 14 Challenge 6 (2,300 XP)
Languages Abyssal, Celestial, Infernal, Primordial, Telepathy 60
ft. but can't speak Blood Frenzy. The sahuagin has advantage on melee attack
Challenge 14 (11,500 XP)
rolls against any creature that doesn’t have all its hit points.
Limited Amphibiousness. The sahuagin can breathe air and
Amphibious. The kraken can breathe air and water.
water, but he needs to be submerged at least once every 4
Actions hours to avoid suffocating.
Multiattack. The kraken makes two tentacle attacks, each of Shark Telepathy. The sahuagin can magically command any
which it can replace with one use of Fling. shark within 120 feet of him, using a limited telepathy.
Bite. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Actions
Hit: 20 (3d8 + 7) piercing damage. If the target is a Medium
Multiattack. The blademaster makes three attacks with
or smaller creature grappled by the kraken, that creature is
its wavecutter blade, or one attack with its bite and two
swallowed and the grapple ends. While swallowed, the creature
with its claws.
is blinded and restrained, it has total cover against attacks and
other effects outside the kraken, and it takes 21 (6d6) acid Wavecutter Blade. Melee Weapon Attack: +6 to hit, reach 5 ft.,
damage at the start of each of the kraken’s turns. One Medium one target. Hit: 12 (2d8 + 3) slashing damage.
or two smaller creatures can be swallowed at the same time.
If the kraken takes 35 damage or more on a single turn Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
from a creature inside it, the kraken must succeed on a DC 23 Hit: 8 (1d10 + 3) piercing damage.
Constitution saving throw at the end of that turn or regurgitate Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
all swallowed creatures, which fall prone in spaces within 10 Hit: 7 (1d8 + 3) slashing damage.
feet of the kraken. If the kraken dies, a swallowed creature is no
longer restrained by it and can escape from the corpse using 10
feet of movement, exiting prone.
Tentacle. Melee Weapon Attack: +12 to hit, reach 20 ft., one
target. Hit: 17 (3d6 + 7) bludgeoning damage, and the target
is grappled (escape DC 20). Until the grapple ends, the target
is restrained. The kraken has ten tentacles, each of which can
grapple one target.
Fling. One Medium or smaller object held, or creature
grappled, by the kraken is thrown up to 40 feet in a random
direction and knocked prone. If a thrown target strikes a solid
surface, the target takes 3 (1d6) bludgeoning damage for
every 10 feet it was thrown. If the target is thrown at another
creature, that creature must succeed on a DC 13 Dexterity
saving throw or take the same damage and be knocked prone.
Lightning Strike. The kraken magically creates a bolt of
lightning, which can strike a target the kraken can see within 90
feet of it. The target must make a DC 18 Dexterity saving throw,
taking 22 (4d10) lightning damage on a failed save, or half as
much damage on a successful one.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
14 (+2) 16 (+3) 15 (+2) 12 (+1) 13 (+1) 9 (-1) 17 (+3) 15 (+2) 15 (+2) 3 (-4) 12 (+1) 8 (-1)
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
12 (+1) 12 (+1) 16 (+3) 14 (+2) 10 (+0) 18 (+4) 18 (+4) 14 (+2) 15 (+2) 8 (-1) 10 (+0) 10 (+0)
Skills Arcana +5, Deception +7, Insight +3, Persuasion +7 Damage Resistances acid; bludgeoning, piercing, and slashing
Damage Resistances acid, lightning, thunder from nonmagical attacks
Senses passive Perception 10 Damage Immunities poison
Languages Aquan, Common Condition Immunities paralyzed, petrified, poisoned, prone
Challenge 6 (1,100 XP) Senses darkvision 60 ft., passive Perception 10
Languages Aquan
Amphibious. Shoalar can breathe air and water. Challenge 7 (2,900 XP)
Actions
Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or
ranged 20/60 ft., one target. Hit: 3 (1d4 + 1) piercing damage.
Locathah Traits
Your locathah character has an assortment of inborn abilities,
part and parcel of locathah nature.
Ability Score Increase. Your Strength score increases by 2 and
your Dexterity score increases by 1.
Age. Locathah mature to adulthood by the age of 10 but have
been known to live up to 80 years.
Alignment. Most locathah are true neutral or have some
aspect of neutrality in their alignment. They tend toward
good, coming from a culture where compassion for the
downtrodden is a commonality.
Natural Armor. You have tough, scaly skin. When you aren’t
wearing armor, your AC is 12 + your Dexterity modifier. You
can use your natural armor to determine your AC if the armor
you wear would leave you with a lower AC. A shield’s benefits
apply as normal while you use your natural armor.
Observant & Athletic. You have proficiency in the Athletics
and Perception skills.
Leviathan Will. You have advantage on saving throws against
being charmed, frightened, paralyzed, poisoned, stunned, or
put to sleep.
Limited Amphibiousness. You can breathe air and water, but
you need to be submerged at least once every 4 hours to
avoid suffocating.
Size. Locathah stand between 5 and 6 feet tall and average
about 150 pounds. Your size is Medium.
Speed. Your base walking speed is 30 feet, and you have a
swim speed of 30 feet.
Languages. You can speak, read, and write Aquan and
Common.
INSPIRATION
STRENGTH
18 +1 30 ft.
18 +4 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED
+4 PERSONALITY TRAITS
12 ● +8
+0
Constitution
Intelligence
CURRENT HIT POINTS IDEALS
+1 +1 Wisdom
+1 Charisma
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS
18 9d10
● +5 Acrobatics (Dex) Total SUCCESSES
+4 +1 Animal Handling (Wis) FAILURES
+0 Arcana (Int) HIT DICE DEATH SAVES FLAWS
INTELLIGENCE ● +8 Athletics (Str)
10 +1
+0
Deception (Cha)
History (Int)
NAME ATK BONUS DAMAGE/TYPE
Fighting Style-Protection.
Crossbow, Light +5 1d8+1 piercing While wielding a shield and a creature you can see attacks a
target other than you within 5 ft., you can use your reaction to
+0 ● +5 Insight (Wis)
impose disadvantage on the attack roll.
● +5 Intimidation (Cha) +2 Trident +10 1d6+6 piercing Second Wind.
Once per short rest, you can use a bonus action to regain 1d10 +
WISDOM +0 Investigation (Int) 9 HP.
Unarmed Strike +8 5 bludgeoning
+1 Medicine (Wis)
12 +0 Nature (Int) Light Crossbow.
Action Surge.
You can take one additional action on your turn. This can be
used 1 times per short rest.
Range 80/320, Loading-bonus action
● +5 Perception (Wis) Indomitable.
+1 You can reroll a saving throw that you fail - you must use the
+1 Performance (Cha) Trident. new roll. You can use this 1 time per long rest.
Thrown Range 20/60, Versatile 1d8+6 piercing
+1 Persuasion (Cha) damage when held in two hands while attacking Know Your Enemy.
CHARISMA If you spend at least 1 minute observing or interacting with
+0 Religion (Int) another creature outside combat, you can learn information
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Chase Higginbotham (Order #20859357)
43 6 ft. 180 lbs.
AGE HEIGHT WEIGHT
Barnacle
Yellow Olive Green n/a
CHARACTER NAME EYES SKIN HAIR
NAME
SYMBOL
Natural Armor.
When you aren’t wearing armor, your AC is 12 + your Dexterity modifier. A shield’s benefits
apply as normal.
Limited Amphibiousness.
You can breathe air and water, but it needs to be submerged at least once every 4 hours to
avoid suffocating.
Leviathan Will.
You have advantage on saving throws against being charmed, frightened, paralyzed, poisoned,
stunned, or put to sleep.
Rustic Hospitality.
Since you come from the ranks of the common folk, you fit in among them with ease. You can
find a place to hide, rest, or recuperate among other commoners, unless you have shown
yourself to be a danger to them. They will shield you from the law or anyone else searching for
you, though they will not risk their lives for you.
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Chase Higginbotham (Order #20859357)
Barbarian 9 Marine
CLASS & LEVEL BACKGROUND PLAYER NAME
Bubbles
Locathah Chaotic Good Milestone
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS
INSPIRATION
STRENGTH
15 +2 40 ft.
21 +4 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED
+5 PERSONALITY TRAITS
14 ● +7
+0
Constitution
Intelligence
CURRENT HIT POINTS IDEALS
+2 +2 Wisdom
+0 Charisma
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS
16 9d12
+2 Acrobatics (Dex) Total SUCCESSES
+3 ● +6 Animal Handling (Wis) FAILURES
+0 Arcana (Int) HIT DICE DEATH SAVES FLAWS
INTELLIGENCE ● +9 Athletics (Str)
10 +0
+0
Deception (Cha)
History (Int)
NAME ATK BONUS DAMAGE/TYPE
Rage (4/Long Rest).
Javelin +9 1d6+5 Piercing As a bonus action enter a rage for up to 1 minute (10
+0 +2 Insight (Wis) rounds). You gain advantage on STR checks and
saving throws (not attacks), +3 melee damage with
+0 Intimidation (Cha) +2 Pike +11 1d10+7 Piercing STR weapons, resistance to bludgeoning, piercing,
WISDOM +0 Investigation (Int) slashing damage.
Unarmed Strike +9 6 Bludgeoning
● +6 Medicine (Wis) You can't cast or concentrate on spells while raging.
14 +0 Nature (Int) Thrown Javelin.
Your rage ends early if you are knocked unconscious
or if your turn ends and you haven’t attacked a hostile
Range 30/120
creature since your last turn or taken damage since
● +6 Perception (Wis) then. You can also end your rage as a bonus action.
+2 +2 Pike.
+0 Performance (Cha) Heavy, Reach, Two-Handed
Unarmored Defense.
+0 Persuasion (Cha) Extra Attack. While not wearing armor, your AC equals 10 + DEX
CHARISMA You can attack twice, instead of once, whenever you take modifier + CON modifier + any shield bonus.
+0 Religion (Int) the Attack action on your turn.
10 +2 Sleight of Hand (Dex) Reckless Attack.
Danger Sense.
You have advantage on DEX saving throws against
When you make your first attack on your turn, you can effects that you can see while not blinded, deafened,
● +6 Stealth (Dex) decide to attack recklessly, giving you advantage on melee or incapacitated.
+0 weapon attack rolls using STR during this turn, but attack
● +6 Survival (Wis)
rolls against you have advantage until your next turn.
Feral Instinct.
SKILLS ATTACKS & SPELLCASTING You have advantage on initiative rolls. Also, if you are
surprised at the beginning of combat but not
incapacitated, you can act normally on your first turn if
you enter a rage before doing anything else.
16 PASSIVE WISDOM (PERCEPTION)
Dagger
CP Brutal Critical.
Javelins (4)
You can roll one additional weapon damage die when
+2 Pike determining the extra damage for a critical hit with a
SP Belt of Hill Giant Strength melee attack.
Armor.
Light Armor, Medium Armor, and Shields Backpack. Divine Fury.
While you’re raging, the first creature you hit on each
EP Bedroll, Mess Kit, Rations (10 of your turns with a weapon attack takes 1d6 + 4
Weapons. days), Potion of Superior radiant damage.
Martial Weapons, Simple Weapons Healing
GP 10 Warrior of the Gods.
If a spell to restore your life is cast on you, the caster
Tools. doesn't need material components for that spell.
Vehicles (Water) PP
Fanatical Focus.
If you fail a saving throw while you’re raging, you can
Languages. reroll it, and you must use the new roll. You can use
Aquan, Common, Elvish this ability only once per rage.
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Chase Higginbotham (Order #20859357)
32 5 ft. 10 in. 170 lbs.
AGE HEIGHT WEIGHT
Bubbles
Yellow Mud Green n/a
CHARACTER NAME EYES SKIN HAIR
NAME
SYMBOL
Natural Armor.
When you aren’t wearing armor, your AC is 12 + your Dexterity modifier. A shield’s
benefits apply as normal.
Limited Amphibiousness.
You can breathe air and water, but it needs to be submerged at least once every 4 hours
to avoid suffocating.
Leviathan Will.
You have advantage on saving throws against being charmed, frightened, paralyzed,
poisoned, stunned, or put to sleep.
Steady.
You can move twice the normal amount of time (up to 16 hours) each day before being
subject to the effect of a forced march. Additionally, you can automatically find a safe
route to land a boat on shore, provided such a route exists.
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Chase Higginbotham (Order #20859357)
Monk 9 Fisher
CLASS & LEVEL BACKGROUND PLAYER NAME
Gl'ulp
Locathah Lawful Good Milestone
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS
INSPIRATION
STRENGTH
19 +4 45 ft.
10 +4 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED
+0 PERSONALITY TRAITS
18 +2
+0
Constitution
Intelligence
CURRENT HIT POINTS IDEALS
+4 +3 Wisdom
+0 Charisma
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS
14 9d8
● +8 Acrobatics (Dex) Total SUCCESSES
+2 +3 Animal Handling (Wis) FAILURES
+0 Arcana (Int) HIT DICE DEATH SAVES FLAWS
INTELLIGENCE ● +4 Athletics (Str)
10 ●
+0
+4
Deception (Cha)
History (Int)
NAME ATK BONUS DAMAGE/TYPE
Unarmored Defense.
Dagger +8 1d6+4 Piercing While not wearing armor and not using a shield, your AC equals
10 + DEX modifier + WIS modifier.
+0 ● +7 Insight (Wis)
Martial Arts.
+0 Intimidation (Cha) Net +4 0 Bludgeoning While you are unarmed or wielding only monk weapons and you
aren’t wearing armor or wielding a shield, you can use DEX
WISDOM +0 Investigation (Int) instead of STR for the attack and damage rolls, you can roll your
Unarmed Strike +8 1d6+4 Bludgeoning Martial Arts damage die in place of the normal damage, and
+3 Medicine (Wis)
16 +0 Nature (Int) Thrown Dagger.
when you use the Attack action on your turn, you can make one
unarmed strike as a bonus action.
Range 20/60 KI.
● +7 Perception (Wis) You can spend Ki Points to fuel ki features. You have 9 points
+3 Thrown Net. per short rest and your Ki save DC is 15.
● +4 Performance (Cha) Range 5/15, DC 10 Strength to break free, 5 slashing
damage (AC 10) also frees the creature Flurry of Blows (KI).
+0 Persuasion (Cha) After you take the Attack action on your turn, you can spend 1 ki
CHARISMA point to make two unarmed strikes as a bonus action.
+0 Religion (Int) Extra Attack.
You can attack twice, instead of once, whenever you
10 +4 Sleight of Hand (Dex) take the Attack action on your turn.
Patient Defense (KI).
You can spend 1 ki point to take the Dodge action as a bonus
action on your turn.
+4 Stealth (Dex) Ki-Empowered Strikes.
Your unarmed strikes count as magical for the purpose Step of the Wind (KI).
+0 You can spend 1 ki point to take the Disengage or Dash action
● +7 Survival (Wis) of overcoming resistance and immunity.
as a bonus action on your turn, and your jump distance is
doubled for the turn.
SKILLS ATTACKS & SPELLCASTING
Deflect Missiles (KI).
You can use your reaction to deflect or catch the missile when
you are hit by a ranged weapon attack. When you do so, the
17 PASSIVE WISDOM (PERCEPTION)
Dagger damage you take from the attack is reduced by 1d10 + 4 + 9. If
you reduce damage to 0 and have a free hand, you can spend 1
CP
Net ki point to make a ranged attack (as with a monk weapon) with
range 20/60.
Bracers of Defense
SP Stunning Strike (KI).
Weapons. Traveler's Clothes When you hit with a melee weapon attack, you can spend 1 ki
point to make the target stunned until the end of your next turn if
Shortsword, Simple Weapons it fails a CON saving throw (DC 15).
EP Backpack.
Slow Fall.
Tools. Bedroll, Fishing Tackle, You can use your reaction when you fall to reduce any falling
Brewer's Supplies, Weaver's Tools Mess Kit, Rations (10 damage you take by 45.
GP 10 days), 50 ft. Hempen Rope, Evasion.
When you are subjected to an effect that allows you to make a
Languages. Alchemy Jug, Driftglobe, DEX saving throw to take only half damage, you instead take no
Aquan, Common, Elvish PP Potion of Vitality damage if you succeed on the saving throw, and only half
damage if you fail.
Stillness of Mind.
You can use an action to end one effect on yourself that is
causing you to be charmed or frightened.
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Chase Higginbotham (Order #20859357)
50 5 ft. 4 in. 140 lbs.
AGE HEIGHT WEIGHT
Gl'ulp
Yellow Seaweed Green n/a
CHARACTER NAME EYES SKIN HAIR
NAME
SYMBOL
Drunken Technique.
Whenever you use Flurry of Blows, you gain the benefit of the Disengage action, and your walking speed increases by 10 ft. until the
end of the current turn.
Tipsy Sway.
When you’re prone, you can stand up by spending 5 ft. of movement, rather than half your speed. When a creature misses you with a
melee attack roll, you can spend 1 ki point as a reaction to cause that attack to hit one creature of your choice, other than the attacker,
that you can see within 5 ft.
Natural Armor.
When you aren’t wearing armor, your AC is 12 + your Dexterity modifier. A shield’s benefits apply as normal.
Limited Amphibiousness.
You can breathe air and water, but it needs to be submerged at least once every 4 hours to avoid suffocating.
Leviathan Will.
You have advantage on saving throws against being charmed, frightened, paralyzed, poisoned, stunned, or put to sleep.
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Chase Higginbotham (Order #20859357)
Cleric 9 (Eldath) Anthropologist
CLASS & LEVEL BACKGROUND PLAYER NAME
Sandlot
Locathah Neutral Good Milestone
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS
INSPIRATION
STRENGTH
18 +2 30 ft.
12 +4 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED
+1 PERSONALITY TRAITS
14 +2
+1
Constitution
Intelligence
CURRENT HIT POINTS IDEALS
+2 ● +8 Wisdom
● +4 Charisma
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS
14 9d8
+2 Acrobatics (Dex) Total SUCCESSES
+2 ● +8 Animal Handling (Wis) FAILURES
+1 Arcana (Int) HIT DICE DEATH SAVES FLAWS
INTELLIGENCE ● +5 Athletics (Str)
12 +0 Deception (Cha)
History (Int)
NAME ATK BONUS DAMAGE/TYPE
● +5 Spellcasting-Divine Domain (Nature).
Light Crossbow +6 1d8+2 Piercing You can cast prepared cleric spells using WIS
+1 ● +8 Insight (Wis)
as your spellcasting modifier (Spell DC 16,
+0 Intimidation (Cha) Dagger +6 1d4+2 Piercing Spell Attack +8) and prepared cleric spells as
+1 Investigation (Int)
rituals if they have the ritual tag. You can use a
WISDOM
Unarmed Strike +5 2 Bludgeoning holy symbol as a spellcasting focus.
● +8 Medicine (Wis)
18 +1 Nature (Int) Light Crossbow.
Channel Divinity (2/Short Rest).
You can channel divine energy to fuel magical
● +8 Perception (Wis) Range 80/320, Loading-bonus action effects.
+4
+0 Performance (Cha) Thrown Dagger. Channel Divinity-Turn Undead.
+0 Persuasion (Cha) Range 20/60 As an action, you present your holy symbol
CHARISMA
and speak a prayer censuring the undead.
● +5 Religion (Int)
Each undead that can see or hear you within
10 +2 Sleight of Hand (Dex) 30 feet of you must make a Wisdom saving
throw. If the creature fails its saving throw, it is
+2 Stealth (Dex)
turned for 1 minute or until it takes any
+0 +4 Survival (Wis) damage.
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Chase Higginbotham (Order #20859357)
55 5 ft. 8 in. 140 lbs.
AGE HEIGHT WEIGHT
Sandlot
Yellow Mud Brown n/a
CHARACTER NAME EYES SKIN HAIR
NAME
SYMBOL
Natural Armor.
When you aren’t wearing armor, your AC is 12 + your Dexterity modifier. A shield’s benefits
apply as normal.
Limited Amphibiousness.
You can breathe air and water, but it needs to be submerged at least once every 4 hours to
avoid suffocating.
Leviathan Will.
You have advantage on saving throws against being charmed, frightened, paralyzed, poisoned,
stunned, or put to sleep.
Adept Linguist.
You can communicate with humanoids who don’t speak any language you know. You must
observe the humanoids interacting with one another for at least 1 day, after which you learn a
handful of important words, expressions, and gestures—enough to communicate on a
rudimentary level.
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Chase Higginbotham (Order #20859357)
Sandlot Wisdom 16 +8
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS
0 CANTRIPS 3 3 6
Guidance ● Plant Growth
SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED
1 4 7
EPAR
SPELL NAME
ED
PR
● Animal Friendship
Freedom of Movement
2 3
● Barkskin
● Spike Growth
Augury
5 1
Lesser Restoration
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Chase Higginbotham (Order #20859357)
Bard 9 Sage
CLASS & LEVEL BACKGROUND PLAYER NAME
Shanty
Locathah Neutral Good Milestone
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS
INSPIRATION
STRENGTH
14 +4 30 ft.
12 +4 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED
+1 PERSONALITY TRAITS
14 +1
+3
Constitution
Intelligence
CURRENT HIT POINTS IDEALS
+2 +0 Wisdom
● +7 Charisma
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS
12 9d8
● +6 Acrobatics (Dex) Total SUCCESSES
+1 +2 Animal Handling (Wis) FAILURES
● +7 Arcana (Int) HIT DICE DEATH SAVES FLAWS
INTELLIGENCE ● +5 Athletics (Str)
16 +5 Deception (Cha)
History (Int)
NAME ATK BONUS DAMAGE/TYPE
● +11 Spellcasting.
Dagger +6 1d4+2 Piercing You can cast known bard spells using CHA as
+3 +2 Insight (Wis)
your spellcasting modifier (Spell DC 15, Spell
+5 Intimidation (Cha) Unarmed Strike +5 2 Bludgeoning Attack +7) and known bard spells as rituals if
● +7 Investigation (Int)
they have the ritual tag. You can use a musical
WISDOM
instrument as a spellcasting focus.
+2 Medicine (Wis)
10 ● +11 Nature (Int)
Thrown Dagger.
Bardin Inspiration (3/Short Rest).
As a bonus action, a creature (other than you)
+0
● +4 Perception (Wis) Range 20/60 within 60 ft. that can hear you gains an
inspiration die (1d8). For 10 minutes, the
+5 Performance (Cha)
creature can add it to one ability check, attack
● +7 Persuasion (Cha) roll, or saving throw. This can be added after
CHARISMA
seeing the roll, but before knowing the
● +7 Religion (Int)
outcome.
16 +4 Sleight of Hand (Dex)
Song of Rest.
● +6 Stealth (Dex)
If you or any friendly creatures who can hear
+3 +2 Survival (Wis) your performance regain hit points at the end
of the short rest by spending one or more Hit
SKILLS ATTACKS & SPELLCASTING Dice, each of those creatures regains an extra
1d8 hit points.
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Chase Higginbotham (Order #20859357)
25 5 ft. 8 in. 150 lbs.
AGE HEIGHT WEIGHT
Shanty
Yellow Kelp Green n/a
CHARACTER NAME EYES SKIN HAIR
NAME
SYMBOL
Natural Armor.
When you aren’t wearing armor, your AC is 12 + your Dexterity modifier. A shield’s benefits apply as
normal.
Limited Amphibiousness.
You can breathe air and water, but it needs to be submerged at least once every 4 hours to avoid
suffocating.
Leviathan Will.
You have advantage on saving throws against being charmed, frightened, paralyzed, poisoned,
stunned, or put to sleep.
Researcher.
When you attempt to learn or recall a piece of lore, if you do not know that information, you often know
where and from whom you can obtain it. Usually, this information comes from a library, scriptorium,
university, or a sage or other learned person or creature. Your DM might rule that the knowledge you
seek is secreted away in an almost inaccessible place, or that it simply cannot be found. Unearthing
the deepest secrets of the multiverse can require an adventure or even a whole campaign.
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Chase Higginbotham (Order #20859357)
Bard
Charisma 15 +7
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS
0 CANTRIPS 3 3 6
Light Catnap
Vicious Mockery
SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED
1 4 7
EPAR
SPELL NAME
ED
PR
Cure Wounds
Dissonant Whispers
4 3
Identify
Dimension Door
2 3
Cloud of Daggers
Misty Step
See Invisibility
5 1
Shatter
Hold Monster
9
Synaptic Static
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Chase Higginbotham (Order #20859357)
Ranger 9 Outlander
CLASS & LEVEL BACKGROUND PLAYER NAME
Undertow
Locathah Chaotic Good Milestone
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS
INSPIRATION
STRENGTH
18 +3 30 ft.
12 +4 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED
+1 PERSONALITY TRAITS
16 +2
+1
Constitution
Intelligence
CURRENT HIT POINTS IDEALS
+3 +3 Wisdom
+0 Charisma
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS
14 9d10
+3 Acrobatics (Dex) Total SUCCESSES
+2 ● +7 Animal Handling (Wis) FAILURES
+1 Arcana (Int) HIT DICE DEATH SAVES FLAWS
INTELLIGENCE ● +5 Athletics (Str)
12 +0
+1
Deception (Cha)
History (Int)
NAME ATK BONUS DAMAGE/TYPE
Favored Enemy (Beasts).
Hand Crossbow +7 1d6+3 Piercing You have advantage on Survival checks to track your favored
enemies, as well as on INT checks to recall information about
+1 +3 Insight (Wis)
them. You also learn one language of your choice that is spoken
by your favored enemies, if they speak one at all.
+0 Intimidation (Cha) +2 Shortsword +9 1d6+7 Piercing
Natural Explorer (Coast, Swamp).
WISDOM ● +5 Investigation (Int) You have favored terrain types. Your proficiency bonus is
Unarmed Strike +5 2 Bludgeoning doubled for proficient skills when you make an INT or WIS check
+3 Medicine (Wis)
16 ● +5 Nature (Int) Hand Crossbow.
related to it. While traveling for an hour or more in your chosen
terrain, difficult terrain doesn’t slow your group’s travel, your
group can’t become lost except by magical means, you remain
Range 30/120, Loading-bonus action alert to danger even when you are engaged in another activity,
● +7 Perception (Wis) you can move stealthily at a normal pace (while alone), you find
+3 Extra Attack. twice as much food while foraging, and while tracking creatures,
+0 Performance (Cha) You can attack twice whenever you take the Attack you learn the exact number, sizes, and how long ago they
action on your turn. passed through the area.
+0 Persuasion (Cha)
CHARISMA Primeval Awareness.
+1 Religion (Int) Fighting Style (Dueling). As an action, you can expend one ranger spell slot (1 minute per
When you are wielding a melee weapon in one hand and
10 +3 Sleight of Hand (Dex) no other weapons, you gain a +2 bonus to damage rolls
with that weapon (already figured in).
level of spell slot) to sense whether any aberrations, celestials,
dragons, elementals, fey, fiends, or undead are present within 1
mile of you (or within up to 6 miles if you are in your favored
● +7 Stealth (Dex) terrain). This feature doesn’t reveal the creatures’ location or
number.
+0 ● +7 Survival (Wis)
Land's Stride.
Moving through nonmagical difficult terrain costs you no extra
SKILLS ATTACKS & SPELLCASTING movement and you can also pass through nonmagical plants
without being slowed by them and without taking damage from
them. You have advantage on saving throws against plants that
are magically created or manipulated to impede movement.
17 PASSIVE WISDOM (PERCEPTION)
+1 Shield Ranger's Companion.
CP
Hand Crossbow You gain a beast companion that accompanies you on your
adventures and is trained to fight alongside you. The beast
+2 Shortsword obeys your commands and takes its turn on your initiative. On
Armor. SP Crossbow Bolts (20) your turn, you can command the beast where to move (no action
required by you) or take the Attack, Dash, Disengage, or Help
Light Armor, Medium Armor, and Shields Crossbow Bolt Case action. If you don't issue a command, the beast takes the Dodge
action.
EP
Weapons. Backpack. You can make one weapon attack yourself when you command
Martial Weapons, Simple Weapons the beast to take the Attack action. If you are incapacitated or
Bedroll, Mess Kit, Rations (10 absent, the beast acts on its own, focusing on protecting you and
GP 10 days), 50 ft. Hempen Rope, itself. The beast never requires your command to use its
Tools. Goggles of Night
reaction, such as when making an opportunity attack.
Herbalism Kit, Poisoner's Kit Exceptional Training.
PP On any of your turns when your beast companion doesn’t attack,
you can use a bonus action to command the beast to take the
Languages. Dash, Disengage, or Help action on its turn. In addition, the
Aquan, Common, Deep Speech, Elvish, beast's attacks now count as magical for the purpose of
Sahuagin overcoming resistance and immunity to nonmagical attacks and
damage.
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Chase Higginbotham (Order #20859357)
28 6 ft. 2 in. 170 lbs.
AGE HEIGHT WEIGHT
Undertow
Yellow Venom Green n/a
CHARACTER NAME EYES SKIN HAIR
NAME
SYMBOL
Natural Armor.
FLUFFER (Sea Lion) When you aren’t wearing armor, your AC is 12 + your Dexterity modifier. A shield’s benefits apply
Large beast, unaligned as normal.
Possessions.
Collar of Water Breathing (acts like the cap
of the same name)
$1,0$/&203$1,21 TREASURE
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Chase Higginbotham (Order #20859357)
Ranger Wisdom 15 +7
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS
0 CANTRIPS 3 2 6
Conjure Animals
SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED
1 4 7
EPAR
SPELL NAME
ED
PR
Hunter's Mark
2 3
Lesser Restoration
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Chase Higginbotham (Order #20859357)