Teolymos Doron
Teolymos Doron
Teolymos Doron
INSPIRATION
STRENGTH
15 +2 35 Calmado
-1 +2 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED Introvertido
8 PERSONALITY TRAITS
+2 ●
+3 Constitution
+1 Intelligence
CURRENT HIT POINTS
quien debe dar su aporte.
IDEALS
15 ●
+5 Wisdom
-1 Charisma Feywild
CONSTITUTION SAVING THROWS
Caravanas de aventureros
TEMPORARY HIT POINTS BONDS
-1 -1
-1
Deception (Cha)
History (Int)
NAME ATK BONUS DAMAGE/TYPE
8 +3 Insight (Wis)
Scimitar +4 1d6+2 slashing Backpack
-1 Intimidation (Cha) Bedroll
WISDOM -1 Investigation (Int)
+5 Medicine (Wis)
Case, map or scroll
+3
●
●
+1 Performance (Cha)
+1 Persuasion (Cha)
Attacks: 1 Explorer's Pack
CHARISMA
-1 Religion (Int) Leather
-1 +2 Sleight of Hand (Dex) Mess kit
8 ●
+2 Stealth (Dex)
+5 Survival (Wis)
Pan Flute
SKILLS ATTACKS & SPELLCASTING
Rations (1 day) x10
Rope, hempen
15 PASSIVE WISDOM (PERCEPTION)
CP
Shield
Sprig of mistletoe
Tool Proficiencies: Herbalism Kit; Land
Vehicles; Pan Flute
SP
Tent, two-person
Weapon Proficiencies: Club; Dagger;
EP Tinderbox
Dart; Javelin; Mace; Quarterstaff;
Scimitar; Sickle; Sling; Spear
Torch x10
GP
10 Waterskin
Armor Proficiencies: Light; Medium;
Shields PP
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29 155 cm 45 KG
AGE HEIGHT WEIGHT
Teolymos Doron Marrón Clara Marrón
CHARACTER NAME EYES SKIN HAIR
NAME
SYMBOL
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Druid Wisdom 13 +5
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS
0 CANTRIPS 3 6
Chill Touch
Poison Spray
SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED
1 4 7
EPAR
SPELL NAME
ED
PR
Animal Friendship
Charm Person
4
Create or Destroy Water
Cure Wounds
SPELLS KNOWN
Detect Magic
Expeditious Retreat
Faerie Fire
Fog Cloud
8
Goodberry
Guiding Bolt
2 2
Alter Self
Animal Messenger
Barkskin
5
Darkvision
Enhance Ability
9
Enlarge/Reduce
Find Traps
Flame Blade
Flaming Sphere
Gust of Wind
Healing Spirit
Heat Metal
Hold Person
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Druid Wisdom 13 +5
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS
0 CANTRIPS 3 6
SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED
1 4 7
EPAR
SPELL NAME
ED
PR
Healing Word
Ice Knife
4
Jump
Longstrider
SPELLS KNOWN
2 2
Lesser Restoration
Spike Growth
Wither and Bloom
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
FEATURES & TRAITS
----------Bonus Actions----------
Starry Form. At 2nd level, you gain the ability to harness constellations' power to alter your form.
As a bonus action, you can expend a use of your Wild Shape feature to take on a starry form,
rather than transforming into a beast.
While in your starry form, you retain your game statistics, but your body becomes luminous; your
joints glimmer like stars, and glowing lines connect them as on a star chart. This form sheds bright
light in a 10-foot radius and dim light for an additional 10 feet. The form lasts for 10 minutes. It
ends early if you dismiss it (no action required), are incapacitated, die, or use this feature again.
Whenever you assume your starry form, choose which of the following constellations glimmers on
your body; your choice gives you certain benefits while in the form:
Archer. A constellation of an archer appears on you. When you activate this form, and as a bonus
action on your subsequent turns while it lasts, you can make a ranged spell attack, hurling a
luminous arrow that targets one creature within 60 feet of you. On a hit, the attack deals radiant
damage equal to 1d8 + your Wisdom modifier.
Chalice. A constellation of a life-giving goblet appears on you. Whenever you cast a spell using a
spell slot that restores hit points to a creature, you or another creature within 30 feet of you can
regain hit points equal to 1d8 + your Wisdom modifier.
Dragon. A constellation of a wise dragon appears on you. When you make an Intelligence or a
Wisdom check or a Constitution saving throw to maintain concentration on a spell, you can treat a
roll of 9 or lower on the d20 as a 10.
---------------Actions--------------
Mirthful Leaps. Whenever you make a long jump or a high jump, you can roll a d8 and add the
number rolled to the number of feet you cover, even when making a standing jump. This extra
distance costs movement as normal.
Ram. You can use your head and horns to make unarmed strikes. When you hit with them, the
strike deals 1d6 + your Strength modifier bludgeoning damage, instead of the bludgeoning
damage normal for an unarmed strike.
Wild Shape. You can transform into a beast you have seen with CR 1/4 and no flying or swimming
speed (lasts 1 hour, use twice/rest).
-----------Other Traits------------
Druidic. You can speak Druidic and use it to leave hidden message and automatically spot
messages left by others.
Reveler. As an embodiment of revelry, you have proficiency in the Performance and Persuasion
skills, and you have proficiency with one musical instrument of your choice.
Wagonmaster. You are used to being in charge of the operation and your reputation for reliability
has you on a short list when the job is critical. Experience has taught you to rely on your gut.
Others recognize this and look to you for direction when a situation gets serious. You are able to
identify the most defensible locations for camping. If you are part of a caravan outfit, you are able
to attract two additional workers who are loyal to you based on your reputation. You have an
excellent memory for maps and geography and can always determine your cardinal directions
while traveling.
Page 1
You touch one willing creature. Once before You create a ghostly, skeletal hand in the You extend your hand toward a creature you
the spell ends, the target can roll a d4 and add space of a creature within range. Make a can see within range and project a puff of
the number rolled to one ability check of its ranged spell attack against the creature to noxious gas from your palm. The creature
choice. It can roll the die before or after assail it with the chill of the grave. On a hit, must succeed on a Constitution saving throw
making the ability check. The spell then ends. the target takes 1d8 necrotic damage, and it or take 1d12 poison damage. This spell’s
can't regain hit points until the start of your damage increases by 1d12 when you reach 5th
next turn. Until then, the hand clings to the level (2d12), 11th level (3d12), and 17th level
target. If you hit an undead target, it also has (4d12).
disadvantage on attack rolls against you until
the end of your next turn. This spell's damage
increases by 1d8 when you reach 5th level
(2d8), 11th level (3d8), and 17th level (4d8).
Choose a beast that you can see. It must be You attempt to charm a humanoid you can see You either create or destroy water. Create
able to see and hear you. If its Intelligence is 4 within range. It must make a Wisdom saving Water. You create up to 10 gallons of clean
or higher, the spell fails. Otherwise, it must throw, and does so with advantage if you or water within range in an open container.
pass a Wisdom save or be charmed by you. If your companions are fighting it. If it fails the Alternatively, the water falls as rain in a
you or one of your companions harms it, the saving throw, it is charmed by you until the 30-foot cube within range, extinguishing
spell ends. At Higher Levels: You can target spell ends or until you or your companions do exposed flames in the area. Destroy Water.
one additional beast for each slot level above anything harmful to it. The charmed creature You destroy up to 10 gallons of water in an
1st. regards you as a friendly acquaintance. When open container within range. Alternatively,
the spell ends, the creature knows it was you destroy fog in a 30-foot cube within range.
charmed by you. At Higher Levels. When you At Higher Levels. When you cast this spell
cast this spell using a spell slot of 2nd level or using a spell slot of 2nd level or higher, you
higher, you can target one additional creature create or destroy 10 additional gallons of
for each slot level above 1st. The creatures water, or the size of the cube increases by 5
must be within 30 feet of each other when you feet, for each slot level above 1st.
target them.
Cure Wounds Detect Magic (ritual) Detect Poison and Disease (ritual)
Druid Level 1 Evocation DC 13 Spell Mod +5 Druid Level 1 Divination DC 13 Spell Mod +5 Druid Level 1 Divination DC 13 Spell Mod +5
1 Act. Touch V,S Inst 1 Act. Self V,S Conc, 10 mins 1 Act. Self V,S,M Conc, 10 mins
A yew leaf
A creature you touch regains a number of hit For the duration, you sense the presence of For the duration, you can sense the presence
points equal to 1d8 + your spellcasting ability magic within 30 feet of you. If you sense magic and location of poisons, poisonous creatures,
modifier. This spell has no effect on undead or in this way, you can use your action to see a and diseases within 30 feet of you. You also
constructs. At Higher Levels. When you cast faint aura around any visible creature or identify the kind of poison, poisonous
this spell using a spell slot of 2nd level or object in the area that bears magic, and you creature, or disease in each case. The spell can
higher, the healing increases by 1d8 for each learn its school of magic, if any. The spell can penetrate most barriers, but it is blocked by 1
slot level above 1st. penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin
foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
sheet of lead, or 3 feet of wood or dirt.
Page 1 (reverse)
Page 2
Grasping weeds and vines sprout from the This spell allows you to move at an incredible Each object in a 20-foot cube within range is
ground in a 20-foot square starting from a pace. When you cast this spell, and then as a outlined in blue, green, or violet light (your
point within range. For the duration, these bonus action on each of your turns until the choice). Any creature in the area when the
plants turn the ground in the area into spell ends, you can take the Dash action. spell is cast is also outlined in light if it fails a
difficult terrain. A creature in the area when Dexterity saving throw. For the duration,
you cast the spell must succeed on a Strength objects and affected creatures shed dim light
saving throw or be restrained by the in a 10-foot radius. Any attack roll against an
entangling plants until the spell ends. A affected creature or object has advantage if the
creature restrained by the plants can use its attacker can see it, and the affected creature or
action to make a Strength check against your object can't benefit from being invisible.
spell save DC. On a success, it frees itself.
When the spell ends, the conjured plants wilt
away.
You create a 20-foot-radius sphere of fog Up to ten magic berries appear. A creature can A flash of light streaks toward a creature of
centered on a point within range. The sphere use its action to eat one berry. Eating a berry your choice within range. Make a ranged spell
spreads around corners, and its area is heavily restores 1 hit point and provides enough attack against the target. On a hit, the target
obscured. It lasts for the duration or until a nourishment to sustain a creature for a day. takes 4d6 radiant damage, and the next attack
wind of moderate or greater speed (at least 10 The berries lose their magic if they haven't roll made against this target before the end of
miles per hour) disperses it. At Higher Levels. been eaten within 24 hours. your next turn has advantage, thanks to the
When you cast this spell using a spell slot of mystical dim light glittering on the target until
2nd level or higher, the radius of the fog then. At Higher Levels. When you cast this
increases by 20 feet for each slot level above spell using a spell slot of 2nd level or higher,
1st. the damage increases by 1d6 for each slot level
above 1st.
A creature of your choice that you can see You create a shard of ice and fling it at one You touch a creature. The creature’s jump
within range regains hit points equal to 1d4 + creature within range. Make a ranged spell distance is tripled until the spell ends.
your spellcasting ability modifier. This spell attack against the target. On a hit, the target
has no effect on undead or constructs. At takes 1d10 piercing damage. Hit or miss, the
Higher Levels. When you cast this spell using a shard then explodes. The target and each
spell slot of 2nd level or higher, the healing creature within 5 feet of the point where the
increases by 1d4 for each slot level above 1st. ice exploded must succeed on a Dexterity
saving throw or take 2d6 cold damage. At
Higher Levels. When you cast this spell using a
spell slot of 2nd level or higher, the cold
damage increases by 1d6 for each slot level
above 1st.
Page 2 (reverse)
Page 3
Longstrider Purify Food and Drink (ritual) Speak with Animals (ritual)
Druid Level 1 Transmutation DC 13 Spell Mod +5 Druid Level 1 Transmutation DC 13 Spell Mod +5 Druid Level 1 Divination DC 13 Spell Mod +5
1 Act. Touch V,S,M 1 hr 1 Act. 10 ft V,S Inst 1 Act. Self V,S 10 mins
A pinch of dirt
You touch a creature. The target's speed All nonmagical food and drink within a You gain the ability to comprehend and
increases by 10 feet until the spell ends. At 5-foot-radius sphere centered on a point of verbally communicate with beasts for the
Higher Levels. When you cast this spell using a your choice within range is purified and duration. The knowledge and awareness of
spell slot of 2nd level or higher, you can target rendered free of poison and disease. many beasts is limited by their intelligence,
one additional creature for each slot level but at minimum, beasts can give you
above 1st. information about nearby locations and
monsters, including whatever they can
perceive or have perceived within the past
day. You might be able to persuade a beast to
perform a small favor for you, at the GM's
discretion.
A wave of thunderous force sweeps out from You assume a different form. When you cast By means of this spell, you use an animal to
you. Each creature in a 15-foot cube the spell, choose one of the following options, deliver a message. Choose a Tiny beast you can
originating from you must make a the effects of which last for the duration of the see within range, such as a squirrel, a blue jay,
Constitution saving throw. On a failed save, a spell. While the spell lasts, you can end one or a bat. You specify a location, which you
creature takes 2d8 thunder damage and is option as an action to gain the benefits of a must have visited, and a recipient who
pushed 10 feet away from you. On a successful different one. Aquatic Adaptation. You adapt matches a general description, such as “a man
save, the creature takes half as much damage your body to an aquatic environment, or woman dressed in the uniform of the town
and isn't pushed. In addition, unsecured sprouting gills, and growing webbing between guard” or “a red-haired dwarf wearing a
objects that are completely within the area of your fingers. You can breathe underwater and pointed hat.” You also speak a message of up
effect are automatically pushed 10 feet away gain a swimming speed equal to your walking to twenty-five words. The target beast travels
from you by the spell's effect, and the spell speed. Change Appearance. You transform for the duration of the spell toward the
emits a thunderous boom audible out to 300 your appearance. You decide what you look specified location, covering about 50 miles per
feet. At Higher Levels. When you cast this like, including your height, weight, facial 24 hours for a flying messenger, or 25 miles
spell using a spell slot of 2nd level or higher, features, sound of your voice, hair length, for other animals. When the messenger
the damage increases by 1d8 for each slot level coloration, and distinguishing characteristics, arrives, it delivers your message to the
above 1st. if any. You can make yourself appear as a creature that you described, replicating the
member of another race, though none of your sound of your voice. The messenger speaks
statistics change. You also don’t appear as a only to a creature matching the description
creature of a different size than you, and your you gave. If the messenger doesn't reach its
You touch a willing creature. Until the spell You touch a willing creature to grant it the You touch a creature and bestow upon it a
ends, the target's skin has a rough, bark-like ability to see in the dark. For the duration, that magical enhancement. Choose one of the
appearance, and the target's AC can't be less creature has darkvision out to a range of 60 following effects; the target gains that effect
than 16, regardless of what kind of armor it is feet. until the spell ends. Bear's Endurance. The
wearing. target has advantage on Constitution checks.
It also gains 2d6 temporary hit points, which
are lost when the spell ends. Bull's Strength.
The target has advantage on Strength checks,
and his or her carrying capacity doubles. Cat's
Grace. The target has advantage on Dexterity
checks. It also doesn't take damage from
falling 20 feet or less if it isn't incapacitated.
Eagle's Splendor. The target has advantage on
Charisma checks. Fox's Cunning. The target
has advantage on Intelligence checks. Owl's
Wisdom. The target has advantage on Wisdom
checks. At Higher Levels. When you cast this
spell using a spell slot of 3rd level or higher,
you can target one additional creature for each
Page 3 (reverse)
You cause a creature or an object you can see You sense the presence of any trap within You evoke a fiery blade in your free hand. The
within range to grow larger or smaller for the range that is within line of sight. A trap, for blade is similar in size and shape to a scimitar,
duration. Choose either a creature or an object the purpose of this spell, includes anything and it lasts for the duration. If you let go of the
that is neither worn nor carried. If the target is that would inflict a sudden or unexpected blade, it disappears, but you can evoke the
unwilling, it can make a Constitution saving effect you consider harmful or undesirable, blade again as a bonus action. You can use
throw. On a success, the spell has no effect. If which was specifically intended as such by its your action to make a melee spell attack with
the target is a creature, everything it is creator. Thus, the spell would sense an area the fiery blade. On a hit, the target takes 3d6
wearing and carrying changes size with it. affected by the alarm spell, a glyph of fire damage. The flaming blade sheds bright
Any item dropped by an affected creature warding, or a mechanical pit trap, but it would light in a 10-foot radius and dim light for an
returns to normal size at once. Enlarge. The not reveal a natural weakness in the floor, an additional 10 feet. At Higher Levels. When you
target's size doubles in all dimensions, and its unstable ceiling, or a hidden sinkhole. This cast this spell using a spell slot of 4th level or
weight is multiplied by eight. This growth spell merely reveals that a trap is present. You higher, the damage increases by 1d6 for every
increases its size by one category - from don't learn the location of each trap, but you two slot levels above 2nd.
Medium to Large, for example. If there isn't do learn the general nature of the danger
enough room for the target to double its size, posed by a trap you sense.
the creature or object attains the maximum
possible size in the space available. Until the
spell ends, the target also has advantage on
Strength checks and Strength saving throws.
A 5-foot-diameter sphere of fire appears in an A line of strong wind 60 feet long and 10 feet You call forth a nature spirit to soothe the
unoccupied space of your choice within range wide blasts from you in a direction you choose wounded. The intangible spirit appears in a
and lasts for the duration. Any creature that for the spell's duration. Each creature that space that is a 5-foot cube you can see within
ends its turn within 5 feet of the sphere must starts its turn in the line must succeed on a range. The spirit looks like a transparent beast
make a Dexterity saving throw. The creature Strength saving throw or be pushed 15 feet or fey (your choice). Until the spell ends,
takes 2d6 fire damage on a failed save, or half away from you in a direction following the whenever you or a creature you can see moves
as much damage on a successful one. As a line. Any creature in the line must spend 2 feet into the spirits space for the first time on a
bonus action, you can move the sphere up to of movement for every 1 foot it moves when turn or starts its turn there, you can cause the
30 feet. If you ram the sphere into a creature, moving closer to you. The gust disperses gas or spirit to restore 1d6 hit points to that creature
that creature must make the saving throw vapor, and it extinguishes candles, torches, (no action required). The spirit can’t heal
against the sphere's damage, and the sphere and similar unprotected flames in the area. It constructs or undead. As a bonus action on
stops moving this turn. When you move the causes protected flames, such as those of your turn, you can move the Spirit up to 30
sphere, you can direct it over barriers up to 5 lanterns, to dance wildly and has a 50 percent feet to a space you can see. The spirit can heal
feet tall and jump it across pits up to 10 feet chance to extinguish them. As a bonus action a number of times equal to 1 + your
wide. The sphere ignites flammable objects on each of your turns before the spell ends, spellcasting ability modifier (minimum of
not being worn or carried, and it sheds bright you can change the direction in which the line twice). After healing that number of times, the
light in a 20-foot radius and dim light for an blasts from you. spirit disappears. At Higher Levels. When you
additional 20 feet. At Higher Levels. When you cast this spell using a spell slot of 3rd level or
cast this spell using a spell slot of 3rd level or higher, the healing increases 1d6 for each slot
Choose a manufactured metal object, such as a Choose a humanoid that you can see within You touch a creature and can end either one
metal weapon or a suit of heavy or medium range. The target must succeed on a Wisdom disease or one condition afflicting it. The
metal armor, that you can see within range. saving throw or be paralyzed for the duration. condition can be blinded, deafened, paralyzed,
You cause the object to glow red-hot. Any At the end of each of its turns, the target can or poisoned.
creature in physical contact with the object make another Wisdom saving throw. On a
takes 2d8 fire damage when you cast the spell. success, the spell ends on the target. At Higher
Until the spell ends, you can use a bonus Levels. When you cast this spell using a spell
action on each of your subsequent turns to slot of 3rd level or higher, you can target one
cause this damage again. If a creature is additional humanoid for each slot level above
holding or wearing the object and takes the 2nd. The humanoids must be within 30 feet of
damage from it, the creature must succeed on each other when you target them.
a Constitution saving throw or drop the object
if it can. If it doesn't drop the object, it has
disadvantage on attack rolls and ability checks
until the start of your next turn. At Higher
Levels. When you cast this spell using a spell
slot of 3rd level or higher, the damage
increases by 1d8 for each slot level above 2nd.
Page 4 (reverse)
Enlarge/Reduce (reverse)
The target's weapons also grow to match its
new size. While these weapons are enlarged,
the target's attack with them deal 1d4 extra
damage. Reduce. The target's size is halved in
all dimensions, and its weight is reduced to
one-eighth of normal. This reduction
decreases its size by one category - from
Medium to Small, for example. Until the spell
ends, the target also has disadvantage on
Strength checks and Strength saving throws.
The target's weapons also shrink to match its
new size. While these weapons are reduced,
the target's attacks with them deal 1d4 less
damage (this can't reduce the damage below 1).
Describe or name a specific kind of beast or Describe or name an object that is familiar to A silvery beam of pale light shines down in a
plant. Concentrating on the voice of nature in you. You sense the direction to the object's 5-foot radius, 40-foot-high cylinder centered
your surroundings, you learn the direction location, as long as that object is within 1,000 on a point within range. Until the spell ends,
and distance to the closest creature or plant of feet of you. If the object is in motion, you know dim light fills the cylinder. When a creature
that kind within 5 miles, if any are present. the direction of its movement. The spell can enters the spell's area for the first time on a
locate a specific object known to you, as long turn or starts its turn there, it is engulfed in
as you have seen it up close—within 30 ghostly flames that cause searing pain, and it
feet—at least once. Alternatively, the spell can must make a Constitution saving throw. It
locate the nearest object of a particular kind, takes 2d10 radiant damage on a failed save, or
such as a certain kind of apparel, jewelry, half as much damage on a successful one. A
furniture, tool, or weapon. This spell can't shapechanger makes its saving throw with
locate an object if any thickness of lead, even a disadvantage. If it fails, it also instantly
thin sheet, blocks a direct path between you reverts to its original form and can't assume a
and the object. different form until it leaves the spell's light.
On each of your turns after you cast this spell,
you can use an action to move the beam 60
feet in any direction. At Higher Levels. When
you cast this spell using a spell slot of 3rd level
or higher, the damage increases by 1d10 for
A veil of shadows and silence radiates from You touch a creature. If it is poisoned, you You cause up to ten words to form in a part of
you, masking you and your companions from neutralize the poison. If more than one poison the sky you can see. The words appear to be
detection. For the duration, each creature you afflicts the target, you neutralize one poison made of cloud and remain in place for the
choose within 30 feet of you (including you) that you know is present, or you neutralize spell’s duration. The words dissipate when the
has a +10 bonus to Dexterity (Stealth) checks one at random. For the duration, the target spell ends. A strong wind can disperse the
and can't be tracked except by magical means. has advantage on saving throws against being clouds and end the spell early.
A creature that receives this bonus leaves poisoned, and it has resistance to poison
behind no tracks or other traces of its passage. damage.
The ground in a 20-foot radius centered on a You invoke both death and life upon a
point within range twists and sprouts hard 10-foot-radius sphere centered on a point
spikes and thorns. The area becomes difficult within range. Each creature of your choice in
terrain for the duration. When a creature that area must make a Constitution saving
moves into or within the area, it takes 2d4 throw, taking 2d6 necrotic damage on a failed
piercing damage for every 5 feet it travels. The save, or half as much damage on a successful
transformation of the ground is camouflaged one. Nonmagical vegetation in that area
to look natural. Any creature that can't see the withers. In addition, one creature of your
area at the time the spell is cast must make a choice in that area can spend and roll one of its
Wisdom (Perception) check against your spell unspent Hit Dice and regain a number of hit
save DC to recognize the terrain as hazardous points equal to the roll plus your spellcasting
before entering it. ability modifier. At Higher Levels. When you
cast this spell using a spell slot of 3rd level or
higher, the damage increases by 1d6 for each
slot above 2nd, and the number of Hit Dice
that can be spent and added to the healing roll
increases by one for each slot above 2nd.
Page 5 (reverse)
Moonbeam (reverse)
each slot level above 2nd.