Adventures in The Forgotten Realms - Ep5 From Cyan Depths
Adventures in The Forgotten Realms - Ep5 From Cyan Depths
Adventures in The Forgotten Realms - Ep5 From Cyan Depths
O
ne power-hungry wizard’s search for actions undertaken by the adventurers—they are the
an arcane and dangerous artifact has finally most crucial variable in this equation.
come to an end. He has found his prize. And Once word reaches the adventurers that a nefari-
so new troubles begin. With his newfound power, ous, evil wizard is summoning callous and wicked
this villainous wizard promises to conjure castles mercenaries into the High Moors with a plan to
for cold-hearted mercenaries and wayward armies build an army, their response dictates the flow of
who pledge fealty to him. These are the early days the adventure. Everything is underway at a conjured
of a plan to wage war on the Sword Coast, and it fortress on Highstar Lake, at the northern edge of
falls to the characters to fight the wizard behind it the High Moors near Faerûn’s Sword Coast. That
before he musters an army around the artifact he location is the heart of this short adventure, for that
pulled from the cyan depths of Highstar Lake. is where the villain dwells. When the adventurers
This short Dungeons & Dragons® adventure is arrive at the peculiar fortress, they find the wizard
written to suit four to six characters of 10th level. making bargains with mercenary captains. These
With this text and the core D&D manuals, you have are the first days of a grand plan to lay claim to the
everything you need to play. You may find the Sword High Moors and besiege the surrounding lands. If
Coast Adventurer’s Guide of additional use for its the adventurers want to quash these evil schemes
coverage of the High Moors of Faerûn—the chilly, now, they must deal with elementals, mercenaries,
grassy highlands where this adventure is set. and the power-hungry wizard himself. And they
must hurry.
End of a Series Will the adventurers launch a direct assault on
This adventure is written as the finale of a five-part the magical castle or try something more subtle?
series. If you have not made use of the prior adven- Do they seek to slay the wizard or merely rob him of
tures in this series, you’ll find this scenario to be the his powerful artifact? What fate awaits the Stone of
start of something rather than the end. By the finale Creation—and who, if anyone, ends up with it?
of this adventure, the characters may be in posses- Whether this adventure feels like a climactic fi-
sion of a potent and dangerously tempting artifact. nal confrontation with Tyreus or the start of a new
What will they do with it? challenge (or both) depends a great deal on what
The villain of this adventure—a wizard called adventures the players and their characters have
Tyreus, from the vast city-world of Ravnica—was undertaken before this one. The outcome of this
the antagonist of previous adventures in this series. short adventure series, and the fate of Tyreus, is in
More about his history can be discovered in those their hands.
adventures. If you prefer not to dwell on the past,
or if you want to substitute another villain in for Adventure Hooks
ours, you can adapt this adventure to refer to a pow- The adventurers can become involved in this sce-
er-hungry enemy of your own. The lure and power nario in several ways, whether they’re continuing
of the Stone of Creation could attract any number along from previous scenarios or entering into the
of villains. fray with this one.
This adventure might be the end of this series, but
it needn’t be the end of the tale. What happens next The Moment to Strike
is in the hands of you and your players. Whether Adventurers already entwined in this adventure
this is the end of Tyreus or the start of the charac- series might have ample reason to confront Tyreus
ANNA STEINBAUER
ters’ control of a powerful artifact, future adven- by now. They can locate him either by searching the
tures (and consequences from this series) await. High Moors or by following leads in Secomber, as
described in “The Lure of Power.” Depending on
Adventure Synopsis what allies the adventurers have made in previous
This adventure hinges on the players’ choices and adventures, any number of NPCs could seek out the
their characters’ tactics. So much depends on the characters to let them know about a mysterious new
In these early days of faction-forming and ar- The Banner of Blades. Founded and led by Audra
my-building, Tyreus’s defenses are dangerous but Drakesblade (female half-elf, lawful evil, gladi-
full of holes. The fortress is staffed with dozens of ator) just ten years ago, the mercenaries of the
unseen servants, conjured when the fortress was. Banner of Blades have a growing reputation in the
They make poor defenders but can respond to trou- Sword Coast. Some see them as troublemakers,
ble by ringing the wall-mounted bells meant to sum- others as troubleshooters, but they are undeniably
mon the servants. Meanwhile, some of the merce- effective. Supposedly trained and tested by battles
naries present likely stand watch atop the walls and throughout lands to the south, rumors claim they
towers, looking out for approaching trouble. They are an invading army in disguise. In truth, the
are few in number but confident in their belief that Banner of Blades has attracted outcasts, survivors,
any travelers in sight are potentially trouble. and other remnants from broken armies—soldiers
who crave regimented diligence and the capable
Elementals leadership Audra provides. Soldiers of the Banner
Tyreus has used up a number of magical resources see themselves not as a single army of three-hun-
he once possessed to form tenuous bonds with a dred mercenaries but as five- and ten-person
few elementals in the region. He tasked them with squads with reinforcements throughout the
scouring the lakeshore for the Stone of Creation. Realms. They simply all fight under the same
When it was found, just offshore amid heaps of emblem: a green banner decorated with swords
loose stones, Tyreus used a telekinesis spell and the arrayed in diamond formation.
elementals’ help to bring the Stone into his keep’s The Iron Lions. For decades, the Iron Lions have
cellar vault (area 8). fancied themselves a secret menace. Most fighting
A handful of ill-tempered elementals still roam folk of the Sword Coast have never heard of them,
the area. They are not loyal to Tyreus or the merce- and the Lions like it that way—all warfare is based
naries, but they welcome opportunities to do battle on deception—leaving the Lions to boast, brag,
with Tyreus’s enemies—until they grow bored with and lie in equal measure about battles they’ve won
Tyreus or find better allies, that is. Then they might or survived. Today, the Iron Lions consist of a hun-
turn on him and his mercenaries. It is often difficult dred or so seasoned soldiers in search of fortune.
to predict the whims of elementals. This is the smallest their makeshift army has ever
Two air elementals, two water elementals, and
one earth elemental roam the lakeshore’s waters,
stony edges, and skies near the fortress. Mercenaries with Familiar Faces
If your campaign made use of the first adventure in
Mercenaries this series, “In Scarlet Flames,” these mercenaries
The mercenaries on site have come to see about present an opportunity to involve some familiar NPCs.
making a client of Tyreus. He has summoned them Presuming they survived previous adventures and are
still in the mercenary business, Lothar Stoutsmark
so that he can bribe each mercenary army with a
(male human, chaotic neutral, bandit captain) and his
keystone of creation. Tyreus has promised each cohorts—Gordo, Vic, and Rora (all spies)—can also
mercenary leader a fortress in exchange for their be in attendance at Tyreus’s fortress. They camp in
service pacifying the High Moors and bringing Se- the lakeshore yard. Their history with the adventurers
comber into his control. Neither mercenary captain may create new opportunities or challenges for every-
has agreed—yet—but both will if given time. None one involved.
of the mercenaries trust Tyreus, but they believe he
1. Lakeshore Gate The mercenaries of the Iron Lion flag have made
this tower their camp. They’ve made themselves
comfortable but do not show much respect for
It’s an impressive wooden gate with ornate iron fix-
the place.
tures. The door itself is etched deep with depictions
of a sprawling castle beneath a starry sky and a fiery Ground Floor. Accessible primarily via the stairs
from the second floor, this space is intended as
meteor rocketing in from above. The castle is filled with
a refuge for guests or a storage area for their
armored soldiers, and atop its highest tower stands a supplies and equipment. A door, latched from the
male human figure in a long coat, either welcoming or inside only, leads out to the lakeshore.
summoning the meteor. Second Floor. Stairs lead up from the lakeshore yard,
hug the inner wall, and let out here on the second
The gate is typically barred from the inside. The floor, which has been turned into a recreational
yard within the gated wall is a small patch of grass area for mercenaries.
and a wide stretch of pebbly beach lining the cold Third Floor. This floor now serves as the personal
shore of Highstar Lake. The fortress does little to quarters and command post of the mercenary
disrupt the winds and chill coming off the lake. This leader, Gollis (male human, neutral evil, gladia-
yard’s primary purpose is to provide a small patch tor). He keeps the room a bit of a mess, anchored
of ground where supplicants can camp and petition by a large table to which he has a map of the High
Tyreus—or pledge fealty to him. Moors pinned down with daggers. Doors lead
The waters here hide or once hid the Stone from this room to the central guard tower and the
of Creation. southern arched walkway.
Roof. Low battlement walls surround an empty roof
2. Central Guard Tower overlooking the green hills of the High Moors and
the steely waters of the lake.
This spare, simple tower feels new and somehow rote. It
looks sturdy but bland, built without any adornment or
4. Northern Guard Tower
decorations. It serves a purpose but has nothing to say.
Another basic tower of solid construction. Aside from
Tyreus hardly gave this tower a second thought the smell of fresh mortar, the air tastes like cinna-
when he conjured the fortress. He imagined it as a mon branches.
place for half-real guards to look out over the lake-
shore gate in an endless vigil—and that is all it is. Audra’s mercenaries, under her Banner of Blades,
reside here for now. They conduct an orderly, regi-
Ground Floor. Other than the stairs leading up to the
mented existence here, using cinnamon branches
rest of this tower, this chamber holds only a barrel
and incense to add comfort without diminishing
for collecting rainwater. It has no arrow loops or
their military orderliness.
other openings for looking outside the fortress.
Second Floor. This spare, bare chamber squints out Ground Floor. Accessible primarily via the stairs
at the world through narrow arrow loops. from the second floor, this space is intended as a
Third Floor. The taller windows in this area allow refuge for guests or a storage area for their sup-
views of the outside world. Doorways open onto plies and equipment. Audra’s mercenaries sleep
the crenelated battlements atop the fortress walls here. A door, latched from the inside only, leads
GABOR SZIKSZAI
11
cording to physical characteristics (such as height and is composed of panels that are 10 feet wide
or weight), creature kind (for example, the ward and 20 feet tall. Each panel is contiguous with two
could be set to affect aberrations or drow), or align- other panels or one other panel and a turret. You
ment. You can also set conditions for creatures that can place up to four stone doors in the fortress’s
don’t trigger the glyph, such as those who say a cer- outer wall.
tain password. A small keep stands inside the enclosed area.
When you inscribe the detection glyph, choose an The keep has a square base that is 50 feet on
alarm glyph or spell glyph to link to it. each side, and it has three floors with 10-foot-high
Alarm Glyph. You create and magically link two ceilings. Each of the floors can be divided into as
glyphs: a detection glyph and an effect glyph. Each many rooms as you like, provided each room is
of these two glyphs must stay within 100 miles of at least 5 feet on each side. The floors of the keep
the other or the spell effect ends. When the detec- are connected by stone staircases, its walls are 6
tion glyph is triggered, the effect glyph reacts like an inches thick, and interior rooms can have stone
alarm spell, creating a mental ping in your mind if doors or open archways as you choose. The keep
you are within 1 mile of the effect glyph. This ping is furnished and decorated however you like, and
awakens you if you are sleeping. it contains sufficient food to serve a nine-course
Spell Glyph. You create and magically link two banquet for up to 100 people each day. Furnishings,
glyphs: a detection glyph and an effect glyph. These food, and other objects created by this spell crumble
two glyphs must be within 100 feet of each other. to dust if removed from the fortress.
You can store a prepared spell of 4th level or lower A staff of one hundred invisible servants obeys any
in the effect glyph by casting it as part of creating command given to them by creatures you designate
the glyphs. The spell must target a single creature when you cast the spell. Each servant functions as if
or an area. The spell being stored has no immediate created by the unseen servant spell.
effect when cast in this way. When the detection The walls, turrets, and keep are all made of stone
glyph is triggered, the spell stored in the effect glyph that can be damaged. Each 10-foot-by-10-foot sec-
is cast. If the spell has a target, it targets the crea- tion of stone has AC 15 and 30 hit points per inch
ture that triggered the glyph. If the spell affects an of thickness. It is immune to poison and psychic
area, the area is centered on the effect glyph. If the damage. Reducing a section of stone to 0 hit points
spell summons hostile creatures or creates harmful destroys it and might cause connected sections to
objects or traps, they appear as close as possible to buckle and collapse at the DM’s discretion.
the effect glyph. If the spell requires concentration, After 7 days or when you cast this spell some-
it lasts until the end of its full duration. where else, the fortress harmlessly crumbles and
At Higher Levels. When you cast this spell using sinks back into the ground, leaving any creatures
a spell slot of 5th level or higher to create a spell that were inside it safely on the ground.
glyph, you can store any spell of up to the same level Casting this spell on the same spot once every 7
as the slot you use. days for a year makes the fortress permanent.
Mighty Fortress
8th-level conjuration
Appendix C: Artifacts
This appendix details three kinds of artifacts that
Casting Time: 1 minute appear throughout this adventure.
Range: 1 mile Stone of Creation
Components: V, S, M (a diamond worth at least 500 Wondrous item, artifact (requires attunement)
gp, which the spell consumes)
Duration: Instantaneous Rare legends and lore that speak of the Stone of
Creation claim it fell to the Material Plane like a meteor
from some distant edge of the Outer Planes or the
A fortress of stone erupts from a square area of
Far Realm. Similar legends across various worlds, all
ground of your choice that you can see within range. describing stones that grow buildings and islands from
The area is 120 feet on each side, and it must not magic, like a house from a seed, suggest the Stone of
have any buildings or other structures on it. Any Creation is not a unique artifact—or that all the various
creatures in the area are harmlessly lifted up as the pieces of it are derived from a single source of stone
fortress rises. even larger than sages imagine.
The fortress has four turrets with square bases, The raw, black stone appears flaky like slate but is
each one 20 feet on a side and 30 feet tall, with one as hard as granite and marbled with veins of gold and
turret on each corner. The turrets are connected to platinum. The original, complete Stone of Creation took
each other by stone walls that are each 80 feet long, the form of a blocky slab like a standing stone, but it
may be impossible to know the Stone’s true size, or if
creating an enclosed area. Each wall is 1 foot thick
the concept of a “whole” Stone of Creation even ap-
13
one. For more detailed control of a conjured demiplane may be invisible, so that your space can appear to go
or extradimensional space, see “Construction Details.” on forever if you wish. With additional keystones, you
Locations conjured by keystones cannot become perma- can add an additional square mile to your creation, add-
nent through repeated spell castings. ing or combining terrain types.
Connected Spaces. You can use multiple keystones to Each square mile can include a single structure up
create larger spaces, whether adjacent to each other or to the size of Mordenkainen’s magnificent mansion, with
even interlinked. You can even combine structures on all the attendant servants and feasts, or any number
the Material Plane and extradimensional spaces this of smaller structures that together equal a magnificent
way. If you are attuned to one keystone when you attune mansion in total area.
to a second keystone, the keystones combine to become You cannot create flora or fauna that deal damage or
a single artifact (utilizing a single attunement slot), otherwise harm creatures. If you create cliffs, waters, or
combining their features and their fates forevermore. other natural features, however, creatures in the space
You cannot attune to, and thus combine, more than might fall, drown, or otherwise be harmed.
three keystones at once.
Physical Structure Design
Destroying a Keystone. A keystone is an artifact in its own
right and impervious to most damage, but a disinte- With a single keystone, you can create a structure
grate spell is sufficient to destroy an unattuned keystone. akin to a mighty fortress with the added flexibility to
After it has been attuned at least once, a given customize that fortress not only for cosmetic details
keystone requires attunement to maintain its magical but for substantive effects. With a single keystone, you
power. Otherwise, its creations on the Material Plane can rearrange the walls, open spaces, floors, doors, and
gradually rot and decay over 1d12 + 1 days, and a other features of the mighty fortress provided you do
demiplane relying on the keystone collapses over 1d20 not exceed 150 10-foot-wide cubes of interior space.
+ 10 minutes. Additional destructive forces like fire may Your fortress can reach across a creek, river, or other
hasten the destruction. A demiplane created or upheld waters. It can take reckless or even dangerous shapes
by a keystone ejects all creatures within it to their home to include deep pits, flooded chambers, and so on. Your
planes when it collapses. design, once conjured, is not guaranteed to be capable
When a keystone’s creation is fully destroyed, the key- of supporting its own weight or surviving the stresses
stone becomes an inert, powerless rock. of attacks, weather, or time.
If the Stone of Creation is destroyed, all its keystones You may post any number of your structure’s
break attunement, lose all magical properties, and their servants as guards, if you wish. They have statistics
creations decay or collapse to nothing. identical to an unseen servant with the addition of a
If it reaches the Elemental Chaos or is struck by a passive Perception score equal to your own, though you
forked, metal rod attuned to the Elemental Chaos (as cannot perceive through their senses. The servants can
per the plane shift spell), a keystone is destroyed. ring bells or otherwise manipulate the environment to
raise an alarm.
Construction Details
Manifestations
You can customize a keystone’s creation with cos-
metic details you can imagine. You can also rearrange Each place or structure conjured by a keystone of
the floorplans and structural details of your creations creation has special, unforeseen manifestations that af-
as follows. fect its makeup and appearance. Some manifestations
are beneficial, some are detrimental. These manifesta-
Demiplane Design tions change each time a keystone is used to conjure a
With a single keystone, you can conjure an extradi- structure or place. The DM may roll or choose from the
mensional space in the shape of a dome or pyramid, up following tables, or devise unique manifestations based
to 1 mile on each side, with whatever terrain you wish. on the specific creations being conjured.
The edges of this space are solid and impassable but
RUSS NICHOLSON
CLASS
CLASS
NAME
58
SUB
AC
HP
Wizard 5 Abjuration
SUCCESS FAILURE
Neutral
PERCEP
64k
BONUS
DEATH
SPEED
SAVES
ALIGN
PROF
RACE
PASS
Human
INSP
+3 +4 40 12
INIT
ft.
XP
Good
+0
CASTING
INT 16 +8
SPELL
+4 SAVING THROWS
STR
+0 ATHLETICS
11
MAX USED MAX USED MAX USED NOTES
1 4 4 7
SPELL SLOTS
+7 SAVING THROWS
+3 +3 ACROBATICS
3
DEX
2 5 8
+3 SLEIGHT OF HAND
+3 STEALTH 3 2 6 9
16
PORTRAIT
+1
0 Encode Thoughts · · · Self · · · · No · · · · · · Action
CON
+1 SAVING THROWS
0 Mage Hand · · · · · 30ft. · · · · No · · · · · · Action
+4 +8 HISTORY
INT
SPELLBOOK
+8 RELIGION
2nd Misty Step · · · · · Self · · · · No · · · · Bonus Action
+2 +6 INSIGHT Dart · · · · · · · · · ·
20/60ft. · · · · +7 · · · · 1d4+3 Piercing
WIS
PROFICIENCIES
action. Your Martials Arts die is a d6, and it make with the arms can use your Wisdom Orc
increases as you gain monk levels. modifier in place of your Strength or Dexterity
modifier for the attack and damage rolls, and
Ki. You have 5 ki points, which you can spend to their damage type is force.
fuel various ki features. If one of these features
requires a save, use your ki save DC, which is 8 + Slow Fall. You can use your reaction when you
your proficiency bonus + your Wisdom modifier. fall to reduce any falling damage you take by 5
You know the following ki features: Flurry of times your monk level.
Blows, Patient Defense, Step of the Wind,
Deflect Missiles, and Stunning Strike. Extra Attack. You can attack twice, instead of
once, whenever you take the Attack action on
Flurry of Blows. After you take the Attack your turn.
action on your turn, you can spend 1 ki point to
make two unarmed strikes as a bonus action. WIZARD FEATURES
Spellcasting. You can cast prepared wizard
Patient Defense. You can spend 1 ki point to
spells using Intelligence as your spellcasting
take the Dodge action as a bonus action on
ability and wizard spells in your spellbook as
your turn.
rituals if they have the ritual tag. You can use
FEATURES
Step of the Wind. You can spend 1 ki point to an arcane focus as a spellcasting focus. See the
NOTES
take the Disengage or Dash action as a bonus Player’s Handbook for further details.
action on your turn, and your jump distance is
Arcane Recovery. Once per day when you
doubled for the turn.
finish a short rest, you can choose expended 10 darts
Deflect Missiles. You can use your reaction to spell slots to recover. The spell slots can have a
deflect or catch the missile when you are hit by combined level that is equal to or less than half Quarterstaff
a ranged weapon attack. When you do so, the your wizard level (rounded up), and none of the
damage you take from the attack is reduced by slots can be 6th level or higher.
Arcane focus
1d10 + 8. If you reduce damage to 0 and have
Arcane Tradition (School of Abjuration).
a free hand, you can spend 1 ki point to make
a ranged attack (as with a monk weapon) with Abjuration Savant. The gold and time you must
range 20/60. spend to copy an abjuration spell into your
spellbook is halved.
Stunning Strike. When you hit with a melee
weapon attack, you can spend 1 ki point to Arcane Ward. When you cast an abjuration spell
attempt a stunning strike. The target must of 1st level or higher, you can simultaneously use
succeed on a Constitution saving throw or be
INVENTORY
Kaya 16
CLASS
CLASS
NAME
Rogue 10 Phantom 53
SUB
AC
HP
SUCCESS FAILURE
Lawful
PERCEP
64k
BONUS
DEATH
SPEED
SAVES
ALIGN
PROF
RACE
PASS
Human
INSP
+4 +4 30 21
INIT
ft.
XP
Neutral
-1
CASTING
SPELL
-1 SAVING THROWS
STR
-1 ATHLETICS
8
MAX USED MAX USED MAX USED NOTES
1 4 7
SPELL SLOTS
+8 SAVING THROWS
+4 +12 ACROBATICS
DEX
2 5 8
+8 SLEIGHT OF HAND
+12 STEALTH 3 6 9
18
PORTRAIT
+0
1st Inflict Wounds · · · Touch · · · · No · · · · · · Action
CON
+0 SAVING THROWS
2nd Invisibility · · · · · Touch · · · · Yes · · · · · · Action
+2 +2 HISTORY
___ ____________________ ______ _______________ _____________
INT
+10 INVESTIGATION
+2 NATURE ___ ____________________ ______ _______________ _____________
14
SPELLBOOK
+6 RELIGION ___ ____________________ ______ _______________ _____________
+3 +3 INSIGHT Dagger, +1 · · · · · · · · 5ft. or range 20/60ft. · · +9 · · · 1d4+5 Piercing ___ ____________________ ______ _______________ _____________
WIS
+3 MEDICINE Handaxe, +1 · · · · · · · 5ft. or range 20/60ft. · · +4 · · · 1d6 Slashing ___ ____________________ ______ _______________ _____________
+11 PERCEPTION BONUS ACTIONS ___ ____________________ ______ _______________ _____________
16 +3 SURVIVAL Cunning Action
®
ATTACKS
PROFICIENCIES
have disadvantage on the attack roll. turn, you can destroy one of your soul trinkets Celestial
that’s on your person and then immediately Common
Thieves’ Cant. You have learned thieves’ cant, use Wails from the Grave, without expending a Elvish
a secret mix of dialect, jargon, and code that use of that feature. Thieves’ Cant
allows you to hide messages in seemingly Undercommon
• As an action, you can destroy one of your soul
normal conversation. It takes four times longer
trinkets, no matter where it’s located. When
to convey such a message than it does to speak
you do so, you can ask the spirit associated
the same idea plainly.
with the trinket one question. The spirit
Cunning Action. You can take a bonus action on appears to you and answers in a language
each of your turns to take the Dash, Disengage, it knew in life. It’s under no obligation to
or Hide action. be truthful, and it answers as concisely as
possible, eager to be free. The spirit knows
Roguish Archetype (Phantom). only what it knew in life, as determined
by the DM.
Whispers of the Dead. Whenever you finish a
short or long rest, you can choose one skill or FEATS
tool proficiency that you lack and gain it, as a
Dual Wielder. You add a +1 bonus to AC while
ghostly presence shares its knowledge with
FEATURES
NOTES
each hand, can use two-weapon fighting even
this feature to choose a different proficiency
when the one-handed melee weapons you are
that you lack.
wielding aren’t light, and can draw or stow two
Wails from the Grave. Immediately aft.er you one-handed weapons when you would normally 2 +1 Daggers
deal your Sneak Attack damage to a creature on be able to draw or stow only one.
your turn, you can target a second creature that 2 +1 Handaxes
Piercer. Once per turn, when you hit a creature
you can see within 30 ft.. of the first creature
with an attack that deals piercing damage, you
and it takes 3d6 necrotic damage. You can use studded leather armor
can reroll one of the attack’s damage dice, and
this feature a number of times equal to your
you must use the new roll. When you score
proficiency bonus, and you regain all expended
a critical hit that deals piercing damage to a
uses when you finish a long rest.
creature, you can roll one additional damage die
Uncanny Dodge. When an attacker that you when determining the extra piercing damage
can see hits you with an attack, you can use the target takes.
your reaction to halve the attack’s damage
Shadow Touched. You learn the invisibility and
against you.
inflict wounds spells and can cast each of these
INVENTORY
Evasion. When you are subjected to an effect spells without expending a spell slot, recharging
that allows you to make a Dexterity saving on a long rest. You can also cast these spells
throw to take only half damage, you instead using spell slots you have of the appropriate
take no damage if you succeed on the saving level. Your spellcasting ability for these spells
throw, and only half damage if you fail. is Wisdom.
©2021 Wizards of the Coast, LLC. Illustration by Chris Rallis & Jenn Ravenna
CURRENT MAX TEMP
Draconic
Chandra 14
CLASS
CLASS
NAME
Sorcerer 10 72
SUB
AC
HP
Bloodline
SUCCESS FAILURE
Chaotic
PERCEP
64k
BONUS
DEATH
SPEED
SAVES
ALIGN
PROF
RACE
PASS
Human
INSP
+1 +4 30 9
INIT
ft.
XP
Good
+0
CASTING
CHA 17 +9
SPELL
+0 SAVING THROWS
STR
+0 ATHLETICS
10
MAX USED MAX USED MAX USED NOTES
1 4 4 3 7
SPELL SLOTS
+1 SAVING THROWS
+1 +1 ACROBATICS
3 2
DEX
2 5 8
+1 SLEIGHT OF HAND
+1 STEALTH 3 3 6 9
13
PORTRAIT
+2
0 Control Flames · · · · 60ft. · · · · No · · · · · · Action
CON
+6 SAVING THROWS
0 Create Bonfire · · · · 60ft. · · · · Yes · · · · · · Action
+1 +1 HISTORY
INT
SPELLBOOK
+5 RELIGION
2nd Dragon’s Breath · · · Touch · · · · Yes · · · Bonus Action
8 -1 SURVIVAL
®
ATTACKS
+9 INTIMIDATION
+5 PERFORMANCE ___ ____________________ ______ _______________ _____________
+9 PERSUASION
20
SORCERESS FEATURES FEATS ARMOR
None
Spellcasting. You can cast known sorcerer Elemental Adept (Fire). Spells you cast ignore
spells using Charisma as your spellcasting resistance to fire damage, and when you roll WEAPONS
ability. You can use an arcane focus as a damage for a spell you cast that deals fire Light Crossbow
spellcasting focus. damage, you can treat any 1 on a damage Dagger
die as a 2. Dart
Sorcerous Origin (Draconic Bloodline).
Quarterstaff
Dragon Ancestor (Red Dragon). You have a Sling
specific dragon type as your ancestor. You TOOLS
can speak, read, and write Draconic and you None
double your proficiency bonus for Charisma
checks involving dragons. The damage type LANGUAGES
PROFICIENCIES
associated with each dragon is used by features Common
you gain later. Draconic
Elvish
Draconic Resilience. Your hit point maximum Leonin
increases by 1 and increases by 1 again Primordial
whenever you gain a level in this class.
Additionally, parts of your skin are covered by
a thin sheen of dragon-like scales. When you
aren’t wearing armor, your AC equals 13 + your
Dexterity modifier.
NOTES
your draconic ancestry, you can add +5 to one
damage roll of that spell. At the same time, you
can spend 1 sorcery point to gain resistance to
that damage type for 1 hour. Elemental Essence Shard (fire)
to 5 of the dice. You must use the new rolls and
you can use this option even if you’ve already
used another Metamagic option.
©2021 Wizards of the Coast, LLC. Illustration by Chris Rallis & Daniel Ljunggren.
CURRENT MAX TEMP
Circle of the
Yanggu & Mowu 13
CLASS
CLASS
NAME
Druid 10 83
SUB
AC
HP
Shepherd
SUCCESS FAILURE
Human & Neutral
PERCEP
64k
BONUS
DEATH
SPEED
SAVES
ALIGN
PROF
RACE
PASS
INSP
+2 +4 30 14
INIT
ft.
XP
Mastiff Good
+0
CASTING
WIS 16 +8
SPELL
+0 SAVING THROWS
STR
+4 ATHLETICS
11
MAX USED MAX USED MAX USED NOTES
1 4 4 3 7
SPELL SLOTS
+2 SAVING THROWS
+2 +2 ACROBATICS
3 2
DEX
2 5 8
+2 SLEIGHT OF HAND
+2 STEALTH 3 3 6 9
14
PORTRAIT
+3
0 Guidance · · · · · Touch · · · Yes · · · · · · Action
CON
+3 SAVING THROWS
0 Resistance · · · · · Touch · · · · Yes · · · · · · Action
-1 -1 HISTORY
INT
SPELLBOOK
-1 RELIGION
2nd Enhance Ability · · · Touch · · · · Yes · · · · · · Action
18 +8 SURVIVAL
®
ATTACKS
+2 INTIMIDATION
+2 PERFORMANCE 5th Greater Restoration · Touch · · · · No · · · · · · Action
+2 PERSUASION
14
DRUID FEATURES ARMOR
Druidic. You know Druidic, the secret language Light Armor
of druids. You can speak the language and use Medium Armor
it to leave hidden messages. Shields
PROFICIENCIES
assume the shape of a beast or CR 1 or less Sickle
that you have seen before twice per short rest. Sling
You can stay in beast shape for 5 hours before Spear
reverting back to your normal form (or as a
bonus action earlier or if you fall unconscious, TOOLS
drop to 0 hit points, or die). See the Player’s Flute
Handbook for further details. Herbalism Kit
NOTES
be moved up to 60 ft. as a bonus action. The
spirit’s aura effect depends on its type:
Liliana 11
CLASS
CLASS
NAME
SUB
AC
HP
SUCCESS FAILURE
Neutral
PERCEP
64k
BONUS
DEATH
SPEED
SAVES
ALIGN
PROF
RACE
PASS
Human
INSP
+1 +4 30 11
INIT
ft.
XP
Evil
-1
CASTING
CHA 17 +9
SPELL
+0 SAVING THROWS
STR
-1 ATHLETICS
9
MAX USED MAX USED MAX USED NOTES
1 4 7
SPELL SLOTS
+1 SAVING THROWS
+1 +1 ACROBATICS
2
DEX
2 5 8
+1 SLEIGHT OF HAND
+1 STEALTH 3 6 9
12
PORTRAIT
+3
0 Chill Touch · · · · · 120ft. · · · · No · · · · · · Action
CON
+3 SAVING THROWS
0 Eldritch Blast · · · · 120ft. · · · · No · · · · · · Action
+1 +1 HISTORY
INT
SPELLBOOK
+1 RELIGION
2nd Hold Person · · · · · 60ft. · · · · Yes · · · · · · Action
12 +1 SURVIVAL SPELLS ®
ATTACKS
+9 INTIMIDATION
+5 PERFORMANCE ___ ____________________ ______ _______________ _____________
+9 PERSUASION
20
CLASS FEATURES Defy Death. Once per long rest, you can regain ARMOR
Otherworldly Patron (The Undying). 1d8 + 3 HP when you succeed on a death saving Light Armor
throw or when you stabilize a creature with
Pact Magic. You know a number of cantrips spare the dying. WEAPONS
and warlock spells, and can cast known warlock Simple Weapons
spells using Charisma as your spellcasting Undying Nature. You age at a slower rate and
can hold your breath indefinitely, and you don’t TOOLS
ability. You can use an arcane focus as a
require food, water, or sleep, although you None
spellcasting focus. See the Player’s Handbook
still require rest to reduce exhaustion and still
for further details. LANGUAGES
benefit from finishing short and long rests.
Abyssal
Among the Dead. You learn the spare the dying Common
cantrip, which counts as a warlock cantrip for
Draconic
you. You also have advantage on saving throws
PROFICIENCIES
Inferanal
against any disease. If an Undead targets you
directly with an attack or spell, that creature
must make a Wisdom saving throw against
your spell save DC. On failure, they must choose
a new target or waste the attack or spell. On
success or if you target the creature with an
attack or spell, the creature is immune to this
effect for 24 hours.
NOTES
Armor of Shadows. You can cast mage
armor on yourself at will, without expending a
spell slot or material components.
Arcane Focus (chain veil)
Beguiling Influence. You gain proficiency in the
Deception and Persuasion skills.
©2021 Wizards of the Coast, LLC. Illustration by Chris Rallis & Jonas De Ro.
CURRENT MAX TEMP
CLASS
CLASS
NAME
SUB
AC
HP
SUCCESS FAILURE
PERCEP
BONUS
DEATH
SPEED
SAVES
ALIGN
PROF
RACE
PASS
INSP
INIT
XP
__ _______________ ABILITY SAVE DC ATTACK BONUS
__ _______________
CASTING
SPELL
__ _______________
STR
__ _______________
__ _______________
___ __ _______________
1 4 7
SPELL SLOTS
__ _______________
__ _______________
DEX
2 5 8
__ _______________
__ _______________ 3 6 9
___
PORTRAIT
__ _______________
__ _______________
__ _______________ LVL NAME RANGE CONCENTRATION CASTING TIME
__ _______________
___ ____________________ ______ _______________ _____________
__ _______________
___ __ _______________ ___ ____________________ ______ _______________ _____________
SPELLBOOK
__ _______________
___ ____________________ ______ _______________ _____________
INVENTORY PROFICIENCIES
NOTES
Detrimental Manifestations
d100 Manifestation
01–20 Your creation has an unpleasant smell, even if there is no source for it.
21–30 Your creation is prone to haze, fog, and other lightly obscured conditions.
31–40 Your creation has uncommonly long days or nights (DM decides).
41–50 Structures in your creation only have arrow loops instead of windows.
51–60 Beasts either infest or avoid your creation (DM decides).
61–70 Strange weather patterns occur in your creation (DM decides what and when).
71–80 All DCs to detect or track creatures in your creation increase by 2.
81–90 All structures in your creation have −2 AC.
91–00 You have disadvantage on your passive Perception score within your creation.
JUSTINE JONES
DUNGEONS & DRAGONS, D&D, MAGIC: THE GATHERING, Wizards of the Coast, their respective logos, Forgotten Realms, the dragon ampersand, and the planeswalker symbol
are trademarks of Wizards of the Coast in the USA and other countries. All characters and their distinctive likenesses are property of Wizards of the Coast. This material is protected
under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written
permission of Wizards of the Coast. ©2021 Wizards of the Coast LLC.
16