Adventures in The Forgotten Realms - Ep5 From Cyan Depths

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ADVENTURES

IN THE FORGOTTEN REALMS


FROM CYAN DEPTHS
E PISODE 5

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

2 FROM CYAN DEPTHS Episode 5


castle on the shore of Highstar Lake and the blue- to gather resources and muster troublemakers
coated wizard some call the Cobalt Mage. on the way, giving the adventurers plenty of time
Otherwise, while passing through Secomber, the to beat them to the fortress and learn more about
adventurers could encounter mercenaries headed Tyreus and the Stone of Creation there. The Cobalt
for Highstar Lake. The mercenaries post bills Mage doesn’t hide his ambitions for power anymore.
looking for sword-arms to defend the Castle of the
Cobalt Mage, whom they say can grow castles from
When to Act
the ground. Tyreus isn’t afraid of drawing the adven-
Don’t let things stagnate at the fortress. If the adven-
turers to him—he wants to face them, defeat them,
turers give Tyreus and the mercenaries time to muster
and move on with his plans for the Sword Coast.
AARON J. RILEY

forces before they intervene, that decision has con-


sequences. The number of mercenaries on site at the
The Lure of Power fortress grows over time. The mercenary leaders (and
If the players’ characters have not played prior ad- even the elementals) move on, leaving more numerous
ventures in this series, they may hear rumors of but less potent foes behind to serve Tyreus. And those
departing leaders likely each has a keystone with them,
mercenary companies sending warriors into the
which could change the choices the adventurers make
High Moors, drawn by stories of a wizard mustering if they come into possession of the Stone of Creation.
an army “and paying in conjured castles.” These
mercenary platoons are stopping all along the route

FROM CYAN DEPTHS Episode 5 3


can be endured long enough to build up wealth and
The Fortress of then possibly be usurped or defeated in a few years.
the Cobalt Mage By day, the mercenaries train in the fortress’s
narrow yard or the surrounding fields. By night,
The adventure begins when the adventurers get they drink and tell stories, occasionally meeting and
close enough to Tyreus’s fortress to scout the area. mingling with their counterparts. Most of them are
Exactly how close that is depends on the spells and eager to get their keystone and leave, but Tyreus is
other powers available to them. The fortress is easy drawing their visit out until the mercenaries’ rein-
to spot, located right on the shore in the southwest forcements arrive to serve and defend Tyreus.
region of Highstar Lake. The fortress also has ex- Each of the visiting, villainous cadres consists
cellent sight lines to the surrounding countryside, of five mercenary envoys (see appendix A) and a
with at least half a mile of open wetlands and grass- leader who together represent a larger group of
lands in every direction offering minimal cover to soldiers of fortune. The larger groups these envoys
approaching creatures. represent are waiting elsewhere in the Realms for
Forces Gathered their envoys to return with keystones of their own.

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

4 FROM CYAN DEPTHS Episode 5


been; these are lean times. Their current com- way and conjure another fortress when the mood
mander, Gollis “Leonid” Stamper (male human, strikes him.
neutral evil, gladiator), is the grandson of the
Ceilings. In the towers, rooms are 9 feet high with
company’s founder, Goran, but he didn’t inherit
flat, stone ceilings. In his own keep, Tyreus con-
his role. Gollis took leadership of the Lions two
jured 10-foot ceilings with decorative timber raf-
years ago by coaxing his commander into a duel
ters from which he could hang lanterns and other
and slaughtering him. The emblem of the Iron Li-
details he imagined into existence.
ons is a simple iron-gray lion’s head on a red flag.
Doors. Most doors here are conjured wood with iron
Features of the Fortress hinges and fixtures. Each door is 7 feet tall and
rounded at the top.
Every part of the fortress mimics some aspect of Light. Much of the fortress allows ample natural
another castle, keep, or fort seen by Tyreus over light during the day, despite the security risks.
the years. The result is a strange hodgepodge of The servants light conjured torches and candles
architectural styles, from the mundane functionality all throughout the fortress around dusk, keeping
of the central guard tower to the fanciful sweeping things well lit. Guests are welcome to snuff out
arches of the northern and southern walls. Those lights overnight as they see fit.
walls offer little protection against any kind of mil- Sound. Most areas have stone floors without rugs
itary attack or siege. Their purpose is to imitate or rushes to soften them. Tyreus didn’t think
the decorative walls of a large scholastic building to include such details outside of his own keep.
Tyreus admired in Ravnica. Every floor of every tower features a simple
Tyreus doesn’t care that so much of the struc- handbell hung from the wall somewhere, allow-
ture serves little purpose as a fortress. Its job is ing the place’s servants to be summoned—or to
to intrigue and entice, and it doesn’t have to last raise an alarm.
long. He expects to revise or dispel the fortress any-

FROM CYAN DEPTHS Episode 5 5


Locations at the 3. Southern Guard Tower
Fortress Another basic tower of solid construction. It smells like
Each key area of the fortress is described here, fresh mortar, lake water, and the body odors and boiled
often with different floors grouped together by the dinners of the mercenaries camped here.
tower or other structure they are part of.

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

here, too. out to the lakeshore.


Roof. This level is little more than the stone ceiling Second Floor. Stairs clinging to the inner wall of the
of the level below, ringed by a crenelated wall to fortress lead here from the yard below. This floor
provide easy cover to guards overseeing the lake- serves as the gathering area for mercenaries from
shore gate or surrounding countryside. Audra’s company; they leave someone here most
of the time to watch for trouble.

6 FROM CYAN DEPTHS Episode 5


Third Floor. Audra (female half-elf, lawful evil, gladi-
ator) claimed this floor for herself. She sleeps and
6. Northern Turret
reads here but meets with her people downstairs.
This chamber is comfortable enough, with piles This curious architectural feature appears to have been
of furs as a bed and half a dozen history books left unguarded. Much of the floor is made up of an iron
stacked by a deep leather chair, where she studies grate, through which you can see the waves of the lake
and plans. This floor exits onto walkways leading dozens of feet below.
toward the central guard tower and the northern
arched walkway. This hanging turret, like its counterpart, is meant
Roof. This crenelated roof is bare but offers a grand to appear as an architectural flourish but is also
view of the surrounding highlands and the crisp part of Tyreus’s defenses against intrusion by crea-
waves of Highstar Lake. tures on foot.
5. Arched Walkways Ground Floor. This tower has no ground floor. It is
part of the arched northern wall of the fortress,
High winds whistle through this area. The glittering lake conjured into existence by Tyreus, and suspended
above the lake. The bottom of this tower is about
ebbs below.
20 feet above the water.
Second Floor. This empty chamber is open to the
Up here, winds are often powerful enough to im-
lake below.
pose disadvantage on ranged attacks. The low
guarding walls on each side of the walkway are
only 3 feet tall, offering little protection for travelers
along this path. (Tyreus wants people to feel precari-
ous on their way to visit him.)

FROM CYAN DEPTHS Episode 5 7


Third Floor. This area is an overlook and a check-
point, designed by Tyreus to harm intruders and
8. Cellar Vault
alert him of approaching threats. It has no ceiling
and is open to the air, allowing air elementals to This arched chamber of stone feels less like a cellar and
reach it with ease. The floor of this area includes more like a vault, with barrels full of coins and precious
a wide, metal grate that can be opened to create a gold and silver wares piled up carelessly in the corner. A
pit into the lake below; the switch is by the door- large landscape painting of the lake rests atop the heap.
way on the keep’s side of the room.
The third floor’s eastern doorway is trapped The double doors in the eastern wall are blocked
with a glyph of warding’s explosive runes and a by the stone of the outer wall, which Tyreus can
linked glyph connected to an alarm glyph (DC 18 reshape using the keystone or other magical means
to detect both); the effect glyph for the alarm is in when he likes. Tyreus intends this room to be stor-
Tyreus’s sanctum (area 10). The glyphs respond age for treasures and supplies collected from those
to any creature that does not say the password paying tribute to him. Aside from a table and a scale
“visionary” before passing through the doorway. for weighing treasure, the room contains treasures
If Tyreus is alerted to an intruder, he prepares for and traps.
combat as described in his entry in appendix A. The keystone for this fortress is fitted into the
For more about linked glyphs, see appendix B. arched ceiling here, 10 feet above the ground.
7. Southern Turret Traps. Two magical glyphs are hidden in the floor
in the center of this room (DC 18 to detect them
The unusual turret appears empty. Much of the floor is both) and keyed to activate if anyone but Tyreus
or the fortress’s mystical servants touches the
little more than an iron grate, with the lake’s waves ebb-
10-foot area in the center of the room. The first is
ing dozens of feet below.
an alarm glyph from a linked glyph spell; its effect
glyph is located in Tyreus’s sanctum. The second
This hanging turret, like its counterpart, is meant glyph is a spell glyph that casts wall of force to
to appear as an architectural flourish but is also create a dome over intruders, theoretically trap-
part of Tyreus’s defenses against intrusion by crea- ping intruders and buying Tyreus or his minions
tures on foot. time to arrive. The wall of force’s dome covers a
Ground Floor. This tower has no ground floor. It is circle with a 10-foot radius out from the center
part of the arched northern wall of the fortress, of the room.
conjured into existence by Tyreus, and suspended Treasure. A hoard of coins that Tyreus has looted
above the lake. The bottom of this tower is about over the years, now intended for current and
20 feet above the water. future mercenaries, are kept in a pair of kegs
Second Floor. This empty chamber is open to the here. One keg holds 7,090 gp in assorted coins,
lake below. the other holds 7,120 gp worth of coins. Assorted
Third Floor. This area is an overlook and a check- art objects (worth 3,200 gp) sit in a heap in the
point, designed by Tyreus to harm intruders and northwest corner, capped by a landscape painting
alert him of approaching threats. It has no ceiling of Highstar Lake painted years ago by Saraque
and is open to the air, allowing air elementals to Skyhill (worth 800 gp).
reach it with ease. The floor of this area includes The Stone of Creation has been recovered by
a wide, metal grate that can be opened to create a Tyreus and is here, set upon a clean bronze bra-
pit into the lake below; the switch is by the door- zier at one end of the room, near the doors.
way on the keep’s side of the room.
The third floor’s eastern doorway is trapped
9. Wizard’s Residence
with a glyph of warding’s explosive runes and a
linked glyph connected to an alarm glyph (DC 18 This lavish room is softened by velvet curtains and col-
to detect both); the effect glyph for the alarm is in orful wall hangings, including what seems to be a ban-
Tyreus’s sanctum (area 10). The glyphs respond ner ornately stitched with a golden letter T. The ceiling’s
to any creature that does not say the password timber rafters are hung with sweet-smelling dried herbs.
“visionary” before passing through the doorway.
A portrait hangs above the fireplace, showing a kingly
If Tyreus is alerted to an intruder, he prepares for
white human with an exquisitely trimmed white beard
combat as described in his entry in appendix A.
For more about linked glyphs, see appendix B. and a cobalt blue coat. He wears a silver crown.

8 FROM CYAN DEPTHS Episode 5


Tyreus keeps a tidy but plush residence, with lush
tapestries, soft rugs, velvet curtains, and a large
12. Meeting Hall
round bed, all summoned into existence as part
of the fortress. The portait over the fireplace is of A long dining table dominates the room, framed by a
Tyreus himself. It depicts him as he wishes to be in huge fireplace at one end. Above the fireplace, a taxi-
ten or twenty years. Nothing of actual value is here dermy head of a blue dragon is frozen in mid-snarl; its
aside from a book of arcane history he stole from eyes seem to be diamonds. The dark table is decorated
another wizard’s library. with a cobalt-blue runner, and a sideboard gleams with
10. Sanctum golden cups on a golden tray, next to a decanter of dark-
red wine. The table is set with six low chairs and a single,
Big, wooden tables with metal legs dominate the high-backed chair at the head, near the fireplace.
room. Each boasts complex collections of glass instru-
Here Tyreus meets with the mercenary command-
ments and silvery lab equipment, for studying arcane
ers and any other visitors he deigns to entertain—or
things, perhaps, but the room is sparkling clean and
impress. The long table seats three to each long
has no smell. side; the high-backed chair at the head of the table
is for Tyreus. The dragon’s head, the cups, the tray,
This room is meant as a sanctum and laboratory, the wine, everything is part of the conjured fortress
but Tyreus has hardly put it to use. The scales, grad- and has no real value.
uated glass objects, and other lab equipment are
pristine—all conjured up as part of the fortress. 13. Observatory
Treasure. A chip of creation sits on a wooden plate
under a glass lid here. This place is almost empty save for a shiny telescope
and a small iron chest near a wide, open window look-
11. Study ing west over the lake. A heavy, stone throne made of
black slate marbled with gold and platinum stands in
Hulking, hardwood bookshelves line the walls here, the center of the room. A circle of sigils is carved in the
teeming with tomes boasting colorful, pristine spines. floor. Natural light filters in through high windows and
Layers of soft carpets lay between them, capped with airshafts in the ceiling. The ceiling itself is vaulted stone
a plush leather reading chair and a wide, square table and timber rafters.
scattered with more books. Despite all this, the room
has no smell. Even Tyreus isn’t sure what this room is for other
than adding height to the keep and looking out at
Every book on the shelves is blank, conjured up by the stars of Faerûn. The circle of sigils is a place for
Tyreus when he imagined this place. Tyreus to cast teleportation circle and other spells
but is not an active or permanent magical feature.
Treasure. The books stacked on the floor and scat-
The throne quietly serves two purposes: first, to
tered on the table were all looted from other wiz-
aggrandize Tyreus, and second, to make visitors
ards’ collections. They include speculations on the
think he has mastered the Stone of Creation and
origins and location of the Stone of Creation as
made it his own. The throne, of course, is not mag-
well as the sigil combinations for various telepor-
ical at all—it is another conjured part of Tyreus’s
tation circles (in locations of the DM’s choosing).
fantasy castle.
One of them is a spellbook containing the spells
If he can, Tyreus attempts to intimidate (or even
teleport, teleportation circle, stone shape, stone-
combat) intruders here.
skin, and wall of stone. The historical and arcane
texts are worth a total of 2,250 gp to the right Treasure. The telescope is worth 250 gp. The iron
collectors. chest is unlocked and contains a crystal decanter
of brandy from Waterdeep and a single glass
tumbler. The brandy and the chest are genuine;
everything crystal or glass in the chest is part of
the fortress.

FROM CYAN DEPTHS Episode 5 9


was common in Ravnica. But Tyreus came to under-
Appendix A: stand that at least part of his father’s motive for for-
Monsters & NPCs bidding magic was Tyberio’s own rebellion against
his adventurous parents. When he learned that
These statistics describe some of the key NPCs that his grandmother had once been a powerful mage,
appear in this adventure. Tyreus wanted to follow in her footsteps.
Mercenary Envoys Power Hungry. Tyreus has always wanted to be dis-
These mercenaries stand for the Banner of Blades tinctive, admired, and powerful. He saw magic as
and the Iron Lions at Tyreus’s fortress, but they a way to achieve a greatness he felt Tyberio had
might not be representative of those armies. These tried to deny him. In secret, Tyreus sought out
are rank-and-file warriors capable of demonstrating ways to learn magic, but as he was forced to hide
coordinated attacks and formations. They are nei- his ambition and his studies, he found cohorts in
ther the most capable lieutenants nor the rough-and- the worst places. Evil mages stoked his hunger for
tumble masses of these small armies. power and eroded his conscience.
For the purposes of their Inspired Courage fea- Mundane Fury. Tyreus went months without speak-
ture, the mercenaries of both companies consider ing to his parents. Before he even knew they were
each other allies while at the fortress—unless the sick, Tyberio and Ayraea passed away. Furious at
adventurers do something to drive them apart. his inability to help them—and their silent stub-
bornness—Tyreus sought the kind of power that
Tyreus would help him create places he could control.
First, he studied the magic of illusions. He thought
When he was young, living in the vast, internecine
he could create illusions so real that he could live
planar city of Ravnica, Tyreus’s parents, Tyberio
within them, fool others, and thus control his own
and Ayraea, forbade him from pursuing any study
destiny. Then he found another possibility.
of magic or wizardry. They didn’t want Tyreus
Selfish Pursuits. In journals Tyberio had hidden
embroiled in a life of danger and skullduggery—as
from him, written by Tyberio’s mother, the wiz-
ard Sylvene, Tyreus found tales of the Stone of
Mercenary Envoy Creation, an artifact capable of creating places
and structures seemingly from the imagination
Medium humanoid
alone. Tyreus thus sought out everything he could
Armor Class 15 (chain shirt) learn about Sylvene and the Stone, leading him to
Hit Points 26 (4d8+8) another world—Faerûn—and the remote Highstar
Speed 30 ft.
Lake, where the Stone was lost long ago.
STR DEX CON INT WIS CHA Lost to Ambition
15 (+2) 15 (+2) 15 (+2) 10 (0) 12 (+1) 9 (-1)
It may be too late for Tyreus. He has devoted him-
Saving Throws Str +4, Con +4 self to his own grandeur now and lost sight of why
Skills Athletics +4, Perception +3 he wanted power in the first place. He doesn’t want
Senses passive Perception 13 to help anyone but himself. He sees those who
Languages Common would help him or share in his ambitions as threats
Challenge 1 (200 XP)
Proficiency Bonus +2
to his own power. He doesn’t want approval or
alliances; he wants subservience. Whether he real-
izes it or not, he doesn’t care whom he hurts to get
Inspired Courage. The mercenary has advantage on savings
what he wants.
throws against being charmed, frightened, grappled, or re-
strained while within 5 feet of at least one ally. Personality Traits. “I laugh to buy myself time to
Martial Advantage. Once per turn, the mercenary can deal an think, even though my gut instincts are often bet-
extra 7 (2d6) damage to a creature it hits with a weapon attack ter than most people’s calculated efforts.”
if that creature is within 5 feet of an ally of the mercenary that Ideals. “Power. People try to take things from me, to
isn’t incapacitated. limit or deny me, but I don’t allow it. Real power is
Actions deciding other people’s fates.”
Bonds. “I’ll make time for other people when I have
Multiattack. The mercenary makes two longsword attacks.
a kingdom to call my own. Then I’ll know who I
Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one tar- can trust: the people who don’t get in my way.”
get. Hit: 6 (1d8 + 2) slashing damage. Flaws. “I have a bad temper. Why can’t people see I
Heavy Crossbow. Ranged Weapon Attack: +4 to hit, range know what I’m doing?”
100/400 ft., one target. Hit: 7 (1d10 + 2) piercing damage.

10 FROM CYAN DEPTHS Episode 5


chest) to conceal the glyph. The glyph can cover
Appendix B: Spells an area no larger than 10 feet in diameter. If the
The effects of these wizard spells appear in this surface or object is moved more than 10 feet from
adventure. The spell mighty fortress originally ap- where you cast this spell, the detection glyph is bro-
peared in Xanathar’s Guide to Everything. ken, and the spell ends without being triggered.
Both glyphs are nearly invisible and finding either
Linked Glyphs requires a successful Intelligence (Investigation)
4th-level abjuration check against your spell save DC.
You decide what triggers the detection glyph
Casting Time: 1 hour when you cast this spell. For glyphs inscribed on a
Range: Touch surface, the most typical triggers include touching
Components: V, S, M (incense and powdered or standing on the glyph, removing another object
diamond worth at least 300 gp, which the covering the glyph, approaching within a certain
spell consumes) distance of the glyph, or manipulating the object on
Duration: Until dispelled or triggered which the glyph is inscribed. For glyphs inscribed
within an object, the most common triggers include
When you cast this spell, you inscribe a detection opening that object, approaching within a certain
glyph that later activates a magical effect at the site distance of the object, or seeing or reading the
of a separate, linked glyph. You inscribe the detec- glyph. Once a glyph is triggered, this spell ends.
tion glyph either on a surface (such as a table or a You can further refine the trigger so the spell
section of floor or wall) or within an object that can activates only under certain circumstances or ac-
be closed (such as a book, a scroll, or a treasure

Tyreus, Illusionist 3rd level (3 slots): counterspell, fly, lightning bolt,


major image*
Medium humanoid (human), neutral evil
4th level (3 slots): banishment, hallucinatory terrain*, phan-
tasmal killer*, stoneskin
Armor Class 13 (16 with mage armor)
5th level (2 slots): conjure elemental, mislead*, telekinesis
Hit Points 156 (24d8+48)
6th level (1 slot): disintegrate
Speed 30 ft.
7th level (1 slot): plane shift
8th level (1 slot): maze
STR DEX CON INT WIS CHA
10 (+0) 16 (+3) 14 (+2) 20 (+5) 15 (+2) 16 (+3) *(Illusion spell of 1st level or higher)
Displacement (Recharges after Tyreus Casts an Illusion Spell of
Saving Throws Int +10, Wis +7 1st Level or Higher). As a bonus action, Tyreus projects an illu-
Skills Arcana +12, Deception +8, History +10, Perception +7 sion that makes him appear to be standing a few inches from
Damage Resistances damage from spells; nonmagical his actual location, causing any creature to have disadvantage
bludgeoning, piercing, and slashing (from stoneskin)
on attack rolls against Tyreus. The effect ends if Tyreus takes
Senses passive Perception 17
damage, he is incapacitated, or his speed becomes 0.
Languages Common, Deep Speech, Draconic, Primordial,
Sylvan
Challenge 13 (10,000 XP)
Actions
Proficiency Bonus +5 Dagger. Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft.
or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.
Legendary Resistance (3/Day). If Tyreus fails a saving throw, he Modify Illusion. When Tyreus casts an illusion spell that has a
can choose to succeed instead. duration of 1 minute or longer, he can use his action to change
Illusory Reality. When Tyreus casts an illusion spell of 1st level the nature of that illusion (using the spell’s normal parameters
or higher, he can choose one inanimate, nonmagical object for the illusion), provided that he can see the illusion.
that is part of the illusion and make that object real. He can do
this on his turn as a bonus action while the spell is ongoing.
Legendary Actions
The object remains real for 1 minute. The object can’t deal Tyreus can take 3 legendary actions, choosing from the options
damage or otherwise directly harm anyone. below. Only one legendary action option can be used at a time
and only at the end of another creature’s turn. Tyreus regains
Spellcasting. Tyreus is a 16th-level spellcaster. His spellcasting
ability is Intelligence (spell save DC 18, +10 to hit with spell at- spent legendary actions at the start of his turn.
tacks). He has the following wizard spells prepared. Scrutinize. Tyreus makes an Intelligence (Investigation) or Wis-
Cantrips (at will): fire bolt, light, mage hand, minor illusion, dom (Perception) check.
shocking grasp Cast Cantrip. Tyreus casts a cantrip from his spell list.
1st level (4 slots): mage armor, magic missile, shield,
thunderwave Cast Spell (Costs 1–3 Actions). Tyreus uses a spell slot to cast
2nd level (3 slots): invisibility*, mirror image*, phan- a 1st-, 2nd-, or 3rd-level spell that he has prepared. Doing so
tasmal force* costs 1 legendary action per level of the spell.

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-

12 FROM CYAN DEPTHS Episode 5


plies to the artifact. Perhaps other slabs and boulders Chip of Creation
made from the Stone have been scattered across the
Wondrous item, artifact (requires attunement)
multiverse, being cut down and recombed through
interplanar movements and the magic of the artifacts This solid, hand-sized flake of rock is a minor piece
themselves. of the Stone of Creation and contains a portion of
Random Properties. The Stone of Creation has the follow- its power.
ing random properties: Linked Room. Each chip of creation is inextricably linked
• 2 minor beneficial properties to its own demiplanar room, as per the demiplane spell.
• 1 major beneficial property This room exists as long as both this chip and the Stone
Stone Smithing. While attuned to the Stone of Creation, of Creation do. A door to the room only exists when cre-
you are proficient with mason’s tools and can use them ated using a demiplane spell, whether a chip of creation
to cut pieces from the Stone’s slab, thereby creating is used in the casting or not.
lesser artifacts. Demiplane. While attuned to a chip of creation, you can
Cut into Pieces. The Stone of Creation is a source for cast demiplane at will but only to reach the demiplanar
smaller artifacts that derive their power from it. These room associated with that chip of creation or another
pieces allow you to shape and bestow a portion of the demiplane that you know the nature and contents of,
slab’s power for yourself or others. and only if the target demiplane was created by another
You can cut pieces in two general sizes: a chip of piece of the Stone of Creation.
creation or a keystone of creation. These lesser artifacts Destroying a Chip. A chip of creation is an artifact in its
require their own attunement. own right and impervious to most damage, but a disin-
Up to eleven chips of creation can be created from the tegrate spell is sufficient to destroy it.
existing slab, plus up to nine keystones. A chip resem- After it has been attuned once, a chip that has gone
bles a flake of rock about the size of an adult human’s 1d4 + 1 days unattuned becomes an inert, powerless
hand. A keystone is at least five times that thickness. bit of rock.
When all chips and keystones have been cut away, a If the Stone of Creation is destroyed, all its chips
portion of the Stone remains but proves impervious break attunement, lose all magical properties, and
to additional attempts to cut or chisel pieces from it. linked demiplanar rooms cease to exist at once. Crea-
This smallest version of the Stone is the same size as a tures or objects within the room are instantly expelled
Tiny creature. into the immediate vicinity of the destroyed chip.
Raze or Reshape Creations. Although the Stone of Creation If it reaches the Elemental Chaos or is struck by a
cannot create structures or demiplanes of its own, forked, metal rod attuned to the Elemental Chaos (as
while you are attuned to it you can revise or renovate per the plane shift spell), a chip is destroyed.
any structure or demiplane created by a keystone or
chip, provided you are within 1 mile of the Stone and
you can see or otherwise perceive the structure or Keystone of Creation
demiplane. For example, you may add doors, seal win- Wondrous item, artifact (requires attunement)
dows, change the arrangement of rooms, or even dispel A keystone of creation is a piece of the Stone of Cre-
a structure created by a keystone. To do so, you must ation, usually between 6 to 10 inches on a side, and can
concentrate for 1 minute, as if on a spell, while pictur- be rough-hewn or cleanly cut and polished by a mason
ing the changes you wish to make in your mind; over attuned to the Stone of Creation.
the course of that minute, the changes slowly occur.
These changes cannot deal damage or directly harm a Random Properties. A keystone of creation has the follow-
creature. A dispelled structure gradually recedes and ing random properties:
diminishes to nothing, leaving creatures unharmed.
Destroying the Stone. The Stone of Creation is a strange • 1 minor beneficial property
artifact that can be divided into smaller artifacts, yet the • 1 beneficial manifestation
Stone is impervious to most damage. Only the smith • 1 detrimental manifestation
attuned to the Stone can carve it. Destroying the Stone’s Extradimensional Places. You can use the keystone to con-
lesser, derived artifacts (and their creations) does no jure an extradimensional space such as Mordenkainen’s
damage to the Stone itself. magnificent mansion. The easiest way is to simply cast
The Stone of Creation is destroyed if it reaches the the spell using the artifact’s power, which requires no
Elemental Chaos or is struck with a forked metal rod spell slots or material components. Each time you cast
attuned to the Elemental Chaos (as per the plane shift a spell with the artifact, the subsequent casting replaces
spell). The Stone then shatters into harmless, inert the prior one. For more detailed control of a conjured
shards of rock. Places created by the slab’s chips and demiplane or extradimensional space, see “Construc-
keystones crumble, decay, or fade away to nothing after tion Details.”
the Stone of Creation is destroyed. Raising Structures. You can use the keystone to conjure
Whether the Stone of Creation is itself a piece of a larger a physical structure on the Material Plane. The easiest
artifact remains unknown. way is to simply cast the mighty fortress spell using
the artifact’s power, which requires no spell slots or
material components. Each time you cast a spell with
the artifact, the subsequent casting replaces the prior

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

14 FROM CYAN DEPTHS Episode 5


CURRENT MAX TEMP
Monk 5 Astral Self/
Narset 15

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

ABILITY SAVE DC ATTACK BONUS

+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

LVL NAME RANGE CONCENTRATION CASTING TIME

+1
0 Encode Thoughts · · · Self · · · · No · · · · · · Action
CON

+1 SAVING THROWS
0 Mage Hand · · · · · 30ft. · · · · No · · · · · · Action

0 Message · · · · · · 120ft. · · · · No · · · · · · Action


12
0 True Strike · · · · · 30ft. · · · · Yes · · · · · · Action

+4 SAVING THROWS 1st Absorb Elements · · · Self · · · · No · · · · · Reaction


+8 ARCANA 1st Identify · · · · · · Touch · · · · No · · · · · · 1 Minute

+4 +8 HISTORY
INT

1st Magic Missile · · · · 120ft. · · · · No · · · · · · Action


+4 INVESTIGATION
+4 NATURE 2nd Dragon’s Breath · · · Touch · · · · Yes · · · Bonus Action
18

SPELLBOOK
+8 RELIGION
2nd Misty Step · · · · · Self · · · · No · · · · Bonus Action

2nd Shatter · · · · · · · 60ft. · · · · No · · · · · · Action


+2 SAVING THROWS
ACTIONS
+2 ANIMAL HANDLING 3rd Counterspell · · · · 60ft. · · · · No · · · · · Reaction
NAME RANGE HIT/DC DAMAGE

+2 +6 INSIGHT Dart · · · · · · · · · ·
20/60ft. · · · · +7 · · · · 1d4+3 Piercing
WIS

3rd Dispel Magic · · · · 120ft. · · · · No · · · · · · Action


+2 MEDICINE Quarterstaff · · · · · · · · · · 5ft. · · · · · +7 · 1d6+3 Bludgeoning
+2 PERCEPTION Unarmed Strike · · · · · · · · · 5ft. · · · · · +7 · 1d6+3 Bludgeoning 3rd Intellect Fortress · · · 30ft. · · · · Yes · · · · · · Action
Arms of the Astral Self · · · · · · · 10ft. · · · · +7 · · · 1d6+3 Force
15 +2 SURVIVAL
®
ATTACKS

3rd Lightning Bolt · · · · Self · · · · No · · · · · · Action


BONUS ACTIONS
Summon Arms of the Astral Self · · · · 10ft. · · · · Dex 14 · · · 2d6 Force ___ ____________________ ______ _______________ _____________
Unarmed Strike · · · · · · · · · 5ft. · · · · · +7 · 1d6+3 Bludgeoning
+0 SAVING THROWS Flurry of Blows · · · · · · · · · 5ft. · · · · · +7 · 1d6+3 Bludgeoning ___ ____________________ ______ _______________ _____________
+0 DECEPTION
+0 REACTIONS ___ ____________________ ______ _______________ _____________
CHA

+0 INTIMIDATION Deflect Missile Attack · · · · · · · 20/60ft. · · · · +7 · · · · · 1d6+3


+0 PERFORMANCE SPELLS ___ ____________________ ______ _______________ _____________
+0 PERSUASION Cast a Spell · · · · · · · · · see spell · · · see spell · · · · see spell
___ ____________________ ______ _______________ _____________
10
MONK FEATURES Arms of the Astral Self. As a bonus action, you ARMOR
can spend 1 ki point to summon the arms of None
Unarmored Defense. While not wearing armor
and not using a shield, your AC equals 10 + your your astral self. When you do so, each creature
of your choice that you can see within 10 ft. of WEAPONS
Dexterity modifier + your Wisdom modifier. Shortsword
you must succeed on a Dexterity saving throw
Simple Weapons
Martial Arts. While you are unarmed or or take 2d6 force damage. For 10 minutes,
wielding only monk weapons and you aren’t You can use your Wisdom modifier in place of TOOLS
wearing armor or wielding a shield, you can your Strength modifier when making Strength Calligrapher’s Supplies
use Dexterity instead of Strength for the attack checks and Strength saving throws. You can
and damage rolls, you can roll your Martial Arts use the spectral arms to make unarmed strikes. LANGUAGES
damage die in place of the normal damage, and When you make an unarmed strike with the Celestial
when you use the Attack action on your turn, arms on your turn, your reach for it is 5 ft. Common
you can make one unarmed strike as a bonus greater than normal. The unarmed strikes you Draconic

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

a strand of the spell’s magic to create a magical


stunned until the end of your next turn. ward on yourself that lasts until you finish a long
rest. The ward has a hit point maximum equal
Unarmored Movement. Your speed increases
to twice your wizard level + your Intelligence
by 10 feet while you are not wearing armor or
modifier. Whenever you take damage, the
wielding a shield.
ward takes the damage instead. If this damage
Monastic Tradition (Way of the Astral Self). reduces the ward to 0 hit points, you take any
remaining damage. While the ward has 0 hit
points, it can’t absorb damage, but its magic
remains. Whenever you cast an abjuration spell
of 1st level or higher, the ward regains a number
of hit points equal to twice the level of the spell.
Once you create the ward, you can’t create it
again until you finish a long rest.

©2021 Wizards of the Coast, LLC. Illustration by Magali Villeneuve.


CURRENT MAX TEMP

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

ABILITY SAVE DC ATTACK BONUS

-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

LVL NAME RANGE CONCENTRATION CASTING TIME

+0
1st Inflict Wounds · · · Touch · · · · No · · · · · · Action
CON

+0 SAVING THROWS
2nd Invisibility · · · · · Touch · · · · Yes · · · · · · Action

___ ____________________ ______ _______________ _____________


10 ___ ____________________ ______ _______________ _____________

+6 SAVING THROWS ___ ____________________ ______ _______________ _____________

+2 ARCANA ___ ____________________ ______ _______________ _____________

+2 +2 HISTORY
___ ____________________ ______ _______________ _____________
INT

+10 INVESTIGATION
+2 NATURE ___ ____________________ ______ _______________ _____________

14

SPELLBOOK
+6 RELIGION ___ ____________________ ______ _______________ _____________

___ ____________________ ______ _______________ _____________


+3 SAVING THROWS
ACTIONS ___ ____________________ ______ _______________ _____________
+3 ANIMAL HANDLING
NAME RANGE HIT/DC DAMAGE

+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

___ ____________________ ______ _______________ _____________


OTHER
Sneak Attack · · · · · · · · · · · · · · · · · · · · · · · 5d6 ___ ____________________ ______ _______________ _____________
+1 SAVING THROWS Wails from the Grave · · · · · · · · · · · · · · · · · · · 3d6 Necrotic
+1 DECEPTION ___ ____________________ ______ _______________ _____________
+1
CHA

+5 INTIMIDATION ___ ____________________ ______ _______________ _____________


+1 PERFORMANCE
___ ____________________ ______ _______________ _____________
+5 PERSUASION
12
CLASS FEATURES Tokens of the Departed. As a reaction when a ARMOR
creature you can see dies within 30 feet of you, Light Armor
Expertise. Your proficiency bonus is doubled
for any ability check you make using your you can open your free hand and cause a Tiny
trinket to appear there, a soul trinket. You can WEAPONS
Acrobatics, Investigation, Perception, or Hand Crossbow
Stealth skills. have a maximum of 4 soul trinkets, and you
Longsword
can’t create one while at your maximum. You
can use soul trinkets in the following ways: Rapier
Sneak Attack. Once per turn, you can deal an
Shortsword
extra 5d6 damage to one creature you hit with • While a soul trinket is on your person, you Simple Weapons
an attack with a finesse or ranged weapon if have advantage on death saving throws and
you have advantage on the attack roll. You Constitution saving throws, for your vitality is TOOLS
don’t need advantage on the attack roll if enhanced by the life essence within the object. Thieves’ Tools
another enemy of the target is within 5 ft.. of it,
that enemy isn’t incapacitated, and you don’t • When you deal Sneak Attack damage on your LANGUAGES

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

you are wielding a separate melee weapon in


you. You lose this proficiency when you use

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

ABILITY SAVE DC ATTACK BONUS

+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

LVL NAME RANGE CONCENTRATION CASTING TIME

+2
0 Control Flames · · · · 60ft. · · · · No · · · · · · Action
CON

+6 SAVING THROWS
0 Create Bonfire · · · · 60ft. · · · · Yes · · · · · · Action

0 Dancing Lights · · · 120ft. · · · Yes · · · · · · Action


15
0 Fire Bolt · · · · · · 120ft. · · · · No · · · · · · Action

+1 SAVING THROWS 0 Message · · · · · · 120ft. · · · · No · · · · · · Action


+5 ARCANA 0 Prestidigitation · · · 10ft. · · · · No · · · · · · Action

+1 +1 HISTORY
INT

1st Absorb Elements · · · Self · · · · No · · · · · Reaction


+1 INVESTIGATION
+1 NATURE 1st Burning Hands · · · · Self · · · · No · · · · · · Action
12

SPELLBOOK
+5 RELIGION
2nd Dragon’s Breath · · · Touch · · · · Yes · · · Bonus Action

2nd Flaming Sphere · · · 60ft. · · · · Yes · · · · · · Action


-1 SAVING THROWS
ACTIONS
-1 ANIMAL HANDLING 2nd Scorching Ray · · · 120ft. · · · · No · · · · · · Action
NAME RANGE HIT/DC DAMAGE

-1 +3 INSIGHT Fire Bolt · · · · · · · · · · 120ft. · · · · +9 · · · · 2d10 Fire


WIS

3rd Fireball · · · · · · 150ft. · · · · No · · · · · · Action


-1 MEDICINE SPELLS
-1 PERCEPTION Cast a Spell · · · · · · · · · see spell · · · see spell · · · · see spell 3rd Lightning Bolt · · · · Self · · · · No · · · · · · Action

8 -1 SURVIVAL
®
ATTACKS

4th Dimension Door · · · 500ft. · · · · No · · · · · · Action

4th Fire Shield · · · · · Self · · · · No · · · · · · Action


+9 SAVING THROWS 4th Wall of Fire · · · · · 120ft. · · · · Yes · · · · · · Action
+5 DECEPTION
+5 5th Immolation · · · · · 90ft. · · · · Yes · · · · · · Action
CHA

+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.

Font of Magic. You have 10 sorcery points that


you regain when you finish a long rest. You can
use your sorcery points to gain additional spell
slots or sacrifice spell slots to gain additional
sorcery points as a bonus action. See the
Player’s Handbook for further details.

Elemental Affinity (Fire). When you cast a spell


FEATURES

that deals damage of the type associated with

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)

Metamagic. You gain the ability to twist spells Pyromancer’s Robes


to suit your needs. See the Player’s Handbook
for further details.

Transmuted Spell. When you cast a spell that


deals a type of damage from the following list,
you can spend 1 sorcery point to change that
damage type to one of the other listed types:
acid, cold, fire, lightning, poison, thunder.

Empowered Spell. When you roll damage for a


spell, you can spend 1 sorcery point to reroll up
INVENTORY

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.

Heightened Spell. When you cast a spell that


forces a creature to make a saving throw, you
can spend 3 sorcery points to give one target of
the spell disadvantage on its first saving throw
made against the spell.

©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

ABILITY SAVE DC ATTACK BONUS

+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

LVL NAME RANGE CONCENTRATION CASTING TIME

+3
0 Guidance · · · · · Touch · · · Yes · · · · · · Action
CON

+3 SAVING THROWS
0 Resistance · · · · · Touch · · · · Yes · · · · · · Action

0 Shillelagh · · · · · Touch · · · · No · · · · Bonus Action


16
0 Thunderclap · · · · · 5ft. · · · · No · · · · · · Action

+3 SAVING THROWS 1st Animal Friendship · · 30ft. · · · · No · · · · · · Action


-1 ARCANA 1st Beast Bond · · · · Touch · · · · Yes · · · · · · Action

-1 -1 HISTORY
INT

1st Cure Wounds · · · · Touch · · · · No · · · · · · Action


-1 INVESTIGATION
+3 NATURE 1st Detect Poison & Disease Self · · · · Yes · · · · · · Action
9

SPELLBOOK
-1 RELIGION
2nd Enhance Ability · · · Touch · · · · Yes · · · · · · Action

2nd Enlarge/Reduce · · · 30ft. · · · · Yes · · · · · · Action


+8 SAVING THROWS
ACTIONS
+8 ANIMAL HANDLING 2nd Healing Spirit · · · · 60ft. · · · · Yes · · · Bonus Action
NAME RANGE HIT/DC DAMAGE

+4 +4 INSIGHT Quarterstaff · · · · · · · · · · 5ft. · · · · · +4 · 1d6/1d8 Bludgeoning


WIS

3rd Aura of Vitality · · · · Self · · · · Yes · · · · · · Action


+4 MEDICINE SPELLS
+4 PERCEPTION Cast a Spell · · · · · · · · · see spell · · · see spell · · · · see spell 3rd Conjure Animals · · · 60ft. · · · · Yes · · · · · · Action

18 +8 SURVIVAL
®
ATTACKS

3rd Revivify · · · · · · Touch · · · · No · · · · · · Action

4th Charm Monster · · · · 30ft. · · · · No · · · · · · Action


+2 SAVING THROWS 4th Polymorph · · · · · 60ft. · · · · Yes · · · · · · Action
+2 DECEPTION
+2 5th Commune with Nature · Self · · · · No · · · · · · 1 Minute
CHA

+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

Spellcasting. You can cast prepared druid spells WEAPONS


using Wisdom as your spellcasting ability and Club
prepared druid spells as rituals if they have Dagger
the ritual tag. You can use a druidic focus as a Dart
spellcasting focus. See the Player’s Handbook Javelin
for further details. Mace
Quarterstaff
Wild Shape. As an action, you can magically Scimitar

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

Druidic Circle (Circle of the Shepherd) LANGUAGES


Common
Speech of the Woods. You learn to speak, read, Druidic
and write Sylvan, and beasts can understand Elvish
your speech, and you gain the ability to Sylvan
decipher their noises and motions.

Spirit Totem. As a bonus action, you can


magically summon a spirit to a point you can
see within 60 ft. that lasts for 1 minute (or until
you’re incapacitated). The spirit creates an aura
FEATURES

in a 30-ft. radius around that point and can

NOTES
be moved up to 60 ft. as a bonus action. The
spirit’s aura effect depends on its type:

Bear. You and your allies gain 15 temporary hit Leather Armor


points and have advantage on Strength checks
and saving throws. Quarterstaff

Hawk. You and your allies have advantage Druidic Focus.


on Perception checks and you can use your
reaction to give an ally advantage on an attack
against an enemy in the aura.

Unicorn. You and your allies gain advantage


on all ability checks made to detect creatures
in the spirit’s aura. In addition, if you cast a
spell using a spell slot that restores hit points
to any creature inside or outside the aura, each
INVENTORY

creature of your choice in the aura also regains


hit points equal to your druid level.

Mighty Summoner. Any beast or fey you conjure


appears with more HP than normal (2 extra HP
per Hit Die) and the damage from its natural
weapons is considered magical for the purpose
of overcoming immunity and resistance.

Guardian Spirit. Your Spirit Totem safeguards


the beasts and fey that you call forth with
your magic. When a beast or fey that you
summoned or created with a spell ends its
turn in your Spirit Totem aura, that creature
regains a number of hit points equal to half your
druid level.

©2021 Wizards of the Coast, LLC. Illustration by Anna Stieinbauer.


CURRENT MAX TEMP

Liliana 11

CLASS

CLASS
NAME

Warlock 10 The Undying 83

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

ABILITY SAVE DC ATTACK BONUS

-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

LVL NAME RANGE CONCENTRATION CASTING TIME

+3
0 Chill Touch · · · · · 120ft. · · · · No · · · · · · Action
CON

+3 SAVING THROWS
0 Eldritch Blast · · · · 120ft. · · · · No · · · · · · Action

0 Friends · · · · · · Self · · · · Yes · · · · · · Action


16
0 Spare the Dying · · · Self · · · · No · · · · · · Action

+1 SAVING THROWS 0 Toll the Dead · · · · 60ft. · · · · No · · · · · · Action


+5 ARCANA 1st Arms of Hadar · · · · Self · · · · No · · · · · · Action

+1 +1 HISTORY
INT

1st Hex · · · · · · · · 90ft. · · · · Yes · · · Bonus Action


+1 INVESTIGATION
+1 NATURE 1st Mage Armor · · · · Touch · · · · No · · · · · · Action
12

SPELLBOOK
+1 RELIGION
2nd Hold Person · · · · · 60ft. · · · · Yes · · · · · · Action

2nd Ray of Enfeeblement · 60ft. · · · · Yes · · · · · · Action


+5 SAVING THROWS
ACTIONS
+1 ANIMAL HANDLING 3rd Animate Dead · · · · 10ft. · · · · No · · · · · · 1 Minute
NAME RANGE HIT/DC DAMAGE

+1 +5 INSIGHT Chill Touch · · · · · · · · · · 120ft. · · · · +9 · · · 2d8 Necrotic


WIS

3rd Fear · · · · · · · · Self · · · · Yes · · · · · · Action


+5 MEDICINE Eldritch Blast · · · · · · · · · 120ft. · · · · +9 · · · 1d10+5 Force
+1 PERCEPTION Toll the Dead · · · · · · · · · 60ft. · · · · WIS 17 2d8 or 2d12 Necrotic 3rd Summon Undead · · · 90ft. · · · · Yes · · · · · · Action

12 +1 SURVIVAL SPELLS ®
ATTACKS

3rd Vampiric Touch · · · Self · · · · Yes · · · · · · Action


Cast a Spell · · · · · · · · · see spell · · · see spell · · · · see spell
4th Shadow of Moil · · · ·Self · · · · Yes · · · · · · Action
+9 SAVING THROWS 5th Danse Macabre · · · · 60ft. · · · · Yes · · · · · · Action
+9 DECEPTION
+5 5th Negative Energy Flood · 60ft. · · · · No · · · · · · Action
CHA

+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.

Eldritch Invocations. In your study of occult


lore, you have unearthed eldritch invocations,
fragments of forbidden knowledge that imbue
you with an abiding magical ability. You gain a
number of Eldritch Invocations based on your
warlock level. See the Player’s Handbook for
further details and a full list of invocations.

Agonizing Blast. When you cast eldritch blast,


add +5 to the damage it deals on a hit.
FEATURES

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.

Undying Servitude. You can cast animate dead


without using a spell slot. Once you do so, you
can’t cast it in this way again until you finish a
long rest.

Eldritch Mind. You have advantage on


Constitution saving throws that you make to
maintain your concentration on a spell.

Pact Boon (Pact of the Talisman). Your patron


INVENTORY

gives you an amulet, a talisman that can aid


the wearer when the need is great. When the
wearer fails an ability check, they can add a
d4 to the roll, potentially turning the roll into a
success. This benefit can be used a number of
times equal to your proficiency bonus, and all
expended uses are restored when you finish a
long rest.

If you lose the talisman, you can perform a


1-hour ceremony to receive a replacement from
your patron. This ceremony can be performed
during a short or long rest, and it destroys the
previous amulet. The talisman turns to ash
when you die.

©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

__ _______________
__ _______________
___ __ _______________

__ _______________ MAX USED MAX USED MAX USED NOTES

1 4 7

SPELL SLOTS
__ _______________
__ _______________
DEX

2 5 8
__ _______________
__ _______________ 3 6 9
___
PORTRAIT

__ _______________

__ _______________
__ _______________ LVL NAME RANGE CONCENTRATION CASTING TIME

__ _______________ ___ ____________________ ______ _______________ _____________


CON

__ _______________
___ ____________________ ______ _______________ _____________
__ _______________
___ __ _______________ ___ ____________________ ______ _______________ _____________

___ ____________________ ______ _______________ _____________


__ _______________ ___ ____________________ ______ _______________ _____________
__ _______________
___ ____________________ ______ _______________ _____________
__ _______________
INT

__ _______________ ___ ____________________ ______ _______________ _____________


__ _______________ ___ ____________________ ______ _______________ _____________
___

SPELLBOOK
__ _______________
___ ____________________ ______ _______________ _____________

__ _______________ ___ ____________________ ______ _______________ _____________

__ _______________ ___ ____________________ ______ _______________ _____________


__ _______________
WIS

___ ____________________ ______ _______________ _____________


__ _______________
__ _______________ ___ ____________________ ______ _______________ _____________
___ __ _______________
®
___ ____________________ ______ _______________ _____________
ATTACKS

___ ____________________ ______ _______________ _____________


__ _______________
___ ____________________ ______ _______________ _____________
__ _______________
__ _______________ ___ ____________________ ______ _______________ _____________
CHA

__ _______________ ___ ____________________ ______ _______________ _____________


__ _______________
___ __ _______________
___ ____________________ ______ _______________ _____________
FEATURES

INVENTORY PROFICIENCIES

NOTES

©2021 Wizards of the Coast, LLC.


Beneficial Manifestations
d100 Manifestation
01–20 Your creation has a smell that is pleasing to you, even if there is no source for it.
21–30 You can spend 1 minute to dispel any lightly obscuring conditions within 120 feet in your creation.
31–40 Within your creation, you can cast create food and water once per day without using a spell slot.
41–50 You can understand any language spoken within 30 feet of you while within your creation.
51–60 Beasts find your creation appealing or off-putting (you decide).
61–70 When your creation is made, you decide what weather is possible within it.
71–80 You cannot be charmed or frightened while within your creation.
81–90 All structures in your creation have +2 AC.
91–00 You have advantage on your passive Perception score within your creation.

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

FROM CYAN DEPTHS Episode 5 15


Credits
Adventure Writing & Maps: Will Hindmarch
Adventure Graphic Designer: Bree Heiss
Illustrators: Justine Jones, Russ Nicholson, Anna Steinbauer,
and Gabor Szikszai

Adventures in the Forgotten Realms Set Leads: James Wyatt (narrative),


Zach Stella (art), with contributions from Tyler Jacobson

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.

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