1d20 + 2 10 1d20 + 0 + 2 20 12Gold Aeris Gave 12 Gold to Spiderbait max(1,1d8 + 3) 4 Varang the Ash-Mender takes a short rest spending 1 hit die to recover 4 hit points. Mage Armor Mage Armor 1st Level • Abjuration You touch a willing creature who isn’t wearing armor. Until the spell ends, the target’s base AC becomes 13 plus its Dexterity modifier. The spell ends early if the target dons armor. Materials a piece of cured leather V, S, M Action 8 hours Touch 1 creature Aeris Naïlo takes a long rest. Recovery 1st Level Slots +1 2nd Level Slots +3 Edric Faustin Valemont takes a long rest. Recovery 1st Level Slots +1 2nd Level Slots +1 Arcane Ward Uses -2 Mage Armor Mage Armor 1st Level • Abjuration You touch a willing creature who isn’t wearing armor. Until the spell ends, the target’s base AC becomes 13 plus its Dexterity modifier. The spell ends early if the target dons armor. Materials a piece of cured leather V, S, M Action 8 hours Touch 1 creature Arcane Ward Arcane Ward Feature You can weave magic around yourself for protection. When you cast an spell with a spell slot, you can simultaneously use a strand of the spell’s magic to create a magical ward on yourself that lasts until you finish a Long Rest. The ward has a Hit Point maximum equal to twice your Wizard level plus your Intelligence modifier. Whenever you take damage, the ward takes the damage instead, and if you have any Resistances or Vulnerabilities, apply them before reducing the ward’s Hit Points. If the damage 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 spell with a spell slot, the ward regains a number of Hit Points equal to twice the level of the spell slot. Alternatively, as a Bonus Action, you can expend a spell slot, and the ward regains a number of Hit Points equal to twice the level of the spell slot expended. Once you create the ward, you can’t create it again until you finish a Long Rest. Trigger When you cast an Abjuration spell with a spell slot Special Instantaneous Self Pass without Trace Pass without Trace 2nd Level • Abjuration You radiate a concealing aura in a 30-foot Emanation for the duration. While in the aura, you and each creature you choose have a +10 bonus to Dexterity () checks and leave no tracks. Refund Resource Materials ashes from burned mistletoe Concentration V, S, M Action 1 hour Self 30 ft emanation 1d20 + 1 + 2 + 10 25 1d20 + 4 9 1d20 + 4 24 1d20 + 2 10 Guidance Guidance Divination You touch a willing creature and choose a skill. Until the spell ends, the creature adds 1d4 to any ability check using the chosen skill. Concentration V, S Action 1 minute Touch 1 creature 1d20 + 0 12 1d20 + 5 + 2 11 1d20 + 2 + 2 15 1d20 + 0 10 1d4 1 Alarm Alarm 1st Level • Abjuration You set an alarm against intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot Cube. Until the spell ends, an alarm alerts you whenever a creature touches or enters the warded area. When you cast the spell, you can designate creatures that won’t set off the alarm. You also choose whether the alarm is audible or mental: Audible Alarm. The alarm produces the sound of a handbell for 10 seconds within 60 feet of the warded area. Mental Alarm. You are alerted by a mental ping if you are within 1 mile of the warded area. This ping awakens you if you’re asleep. Materials a bell and silver wire Ritual V, S, M 1 minute 8 hours 30 ft 20 ft cube Brysis Khaem Comprehend Languages Comprehend Languages 1st Level • Divination For the duration, you understand the literal meaning of any language that you hear or see signed. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text. This spell doesn’t decode symbols or secret messages. Materials a pinch of soot and salt Ritual V, S, M Action 1 hour Self Self Detect Magic Detect Magic 1st Level • Divination For the duration, you sense the presence of magical effects within 30 feet of yourself. If you sense such effects, you can take the Magic action to see a faint aura around any visible creature or object in the area that bears the magic, and if an effect was created by a spell, you learn the spell’s school of magic. The spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead. Ritual Concentration V, S Action 10 minutes Self 30 ft sphere Resistance Resistance Abjuration You touch a willing creature and choose a damage type: Acid, Bludgeoning, Cold, Fire, Lightning, Necrotic, Piercing, Poison, Radiant, Slashing, or Thunder. When the creature takes damage of the chosen type before the spell ends, the creature reduces the total damage taken by 1d4. A creature can benefit from this spell only once per turn. Damage Reduction Concentration V, S Action 1 minute Touch 1 creature 1d20 + 0 + 2 16 1d20 + 4 24 Detect Magic Detect Magic 1st Level • Divination For the duration, you sense the presence of magical effects within 30 feet of yourself. If you sense such effects, you can take the Magic action to see a faint aura around any visible creature or object in the area that bears the magic, and if an effect was created by a spell, you learn the spell’s school of magic. The spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead. Consume Resource Ritual Concentration V, S Action 10 minutes Self 30 ft sphere 1d20 + 2 15 1d4 3 Guidance Guidance Divination You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends. Concentration V, S Action 1 minute Touch 1 creature Bless Bless 1st Level • Enchantment You bless up to three creatures within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target adds 1d4 to the attack roll or save. Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1. Materials a Holy Symbol worth 5+ GP Concentration V, S, M Action 1 minute 30 ft 3 creatures 1d20 + 2 8 1d20 + 4 19 1d20 - 1 12 1d20 + 3 18 1d20 + 5 + 2 13 1d20 + 0 12 1d20 - 2 1 1d20 - 1 12 1d20 + 2 + 2 18 1d4 4 1d20 + 1 17 1d4 1 1d4 4 1d20 + 0 1 1d20 - 1 4 Mage Slayer Mage Slayer General Feat General Feat (Prerequisite: Level 4+) You gain the following benefits. Ability Score Increase. Increase your Strength or Dexterity score by 1, to a maximum of 20. Concentration Breaker. When you damage a creature that is concentrating, it has Disadvantage on the saving throw it makes to maintain Concentration. Guarded Mind. If you fail an Intelligence, a Wisdom, or a Charisma saving throw, you can cause yourself to succeed instead. Once you use this benefit, you can’t use it again until you finish a Short or Long Rest. Action Instantaneous Self 1 creature Look at curse n Consumable Consumable Consumable Not Equipped 1d20 + 0 6 1d20 - 1 14 1d20 + 3 14 1d20 + 1 8 1d20 + 2 20 1d20 + 3 13 1d20 + 1 + 0 12 1d20 + 1 8 1d20 + 2 10 1d20 + 2 + 0 8 1d20 + 2 3 1d20 + 2 4 1d20 + 2 10 1d20 + 2 + 0 18 1d20 + 2 + 0 22 1d20 + 2 + 0 10 1d20 + 2 + 0 7 Life Drain Life Drain Natural The Specter attacks with its Life Drain.The target must make a Constitution saving throw. Action Instantaneous reach 5 ft 1 creature Equipped Proficient Life Drain Life Drain Melee Spell Attack • One-Handed 1d20 + 2 + 2 24 Life Drain Life Drain Critical Hit 4d6 Necrotic 16 Arcane Ward absorbs 9 of 16 points of damage. Hp -> 21 Ward strength -> 0 1d20 + 2 9 1d20 + 2 19 28 Rage Rage Feature In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action. While raging, you gain the following benefits if you aren't wearing heavy armor: You have advantage on Strength checks and Strength saving throws. When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Damage column of the Barbarian table. You have resistance to bludgeoning, piercing, and slashing damage. If you are able to cast spells, you can't cast them or concentrate on them while raging. Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action. Once you have raged the number of times shown for your barbarian level in the Rages column of the Barbarian table, you must finish a long rest before you can rage again. Barbarian 1 Bonus Action 1 minute Self Self Greataxe Greataxe Martial Melee • Cleave Action Instantaneous reach 5 ft Equipped Proficient Greataxe Greataxe Melee Attack • Melee Weapon • Two-Handed 1d20 + 4 + 2 24 Greataxe Greataxe Damage Roll 1d12 + 2 + 4 Slashing 7 Life Drain Life Drain Natural The Specter attacks with its Life Drain.The target must make a Constitution saving throw. Action Instantaneous reach 5 ft 1 creature Equipped Proficient Life Drain Life Drain Melee Spell Attack • One-Handed 1d20 + 2 + 2 18 Life Drain Life Drain Damage Roll 2d6 Necrotic 6 Concentration 1d20 + 2 9 1d20 + 2 15 Moonbeam Moonbeam 2nd Level • Evocation A silvery beam of pale light shines down in a 5-foot-radius, 40-foot-high Cylinder centered on a point within range. Until the spell ends, Dim Light fills the Cylinder, and you can take a Magic action on later turns to move the Cylinder up to 60 feet. When the Cylinder appears, each creature in it makes a Constitution saving throw. On a failed save, a creature takes 2d10 Radiant damage, and if the creature is shape-shifted (as a result of the Polymorph spell, for example), it reverts to its true form and can’t shape-shift until it leaves the Cylinder. On a successful save, a creature takes half as much damage only. A creature also makes this save when the spell’s area moves into its space and when it enters the spell’s area or ends its turn there. A creature makes this save only once per turn. Using a Higher-Level Spell Slot. The damage increases by 1d10 for each spell slot level above 2. DC 14 Constitution Saving Throw Damage Refund Resource Materials a moonseed leaf Concentration V, S, M Action 1 minute 120 ft 5 ft cylinder Misty Step Misty Step 2nd Level • Conjuration Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see. V Bonus Action Instantaneous Self Self 1d20 + 0 17 1d20 + 0 12 Moonbeam Moonbeam Damage Roll 2d10 Radiant 8 On Save Half Damage Magic Missile Magic Missile 2nd Level • Evocation You create three glowing darts of magical force. Each dart strikes a creature of your choice that you can see within range. A dart deals 1d4 + 1 Force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several. Using a Higher-Level Spell Slot. The spell creates one more dart for each spell slot level above 1. V, S Action Instantaneous 120 ft 1 creature Magic Missile Magic Missile Damage Roll 1d4 + 1 Force 2 Magic Missile Magic Missile Damage Roll 1d4 + 1 Force 3 Magic Missile Magic Missile Damage Roll 1d4 + 1 Force 2 Magic Missile Magic Missile Damage Roll 1d4 + 1 Force 3 Claw Claw Natural Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6 + 3) Slashing damage, or 13 (3d6 + 3) Slashing damage if the quaggoth is Bloodied. Action Instantaneous reach 5 ft 1 creature Equipped Proficient Claw Claw Melee Attack • Natural • One-Handed 1d20 + 3 + 2 11 Claw Claw Melee Attack • Natural • One-Handed 1d20 + 3 + 2 24 Claw Claw Melee Attack • Natural • One-Handed 1d20 + 3 + 2 6 Claw Claw Damage Roll 1d6 + 3 Slashing 9 Rapier Rapier Martial Melee A thin tensile metal blade, light in weight but long in reach designed for quick darting attacks to target weak points in enemy defenses with lightning swiftness. Action Instantaneous reach 5 ft Equipped Proficient Rapier Rapier Melee Attack • Melee Weapon • One-Handed 1d20 + 2 + 2 12 Rapier Rapier Damage Roll 1d8 + 2 Piercing 6 Hand Crossbow Hand Crossbow Martial Ranged • Vex Ranged Weapon Attack: +4 to hit, range 30/120 ft, one target, range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the target is also unconscious while poisoned in this way. The target wakes up if it takes damage or if another creature takes an action to shake it awake. Action Instantaneous 30/120 ft Equipped Proficient Hand Crossbow Hand Crossbow Ranged Attack • Ranged Weapon • One-Handed 1d20 + 2 + 2 12 Hand Crossbow Hand Crossbow Damage Roll 1d6 + 2 Piercing 8 Life Drain Life Drain Natural The Specter attacks with its Life Drain.The target must make a Constitution saving throw. Action Instantaneous reach 5 ft 1 creature Equipped Proficient Life Drain Life Drain Melee Spell Attack • One-Handed 1d20 + 2 + 2 5 Longbow Longbow Martial Ranged • Slow Ranged Attack Roll: +4, range 150/600 ft, range 150/600 ft. Hit: 6 (1d8 + 2) Piercing damage. Action Instantaneous 150/600 ft Equipped Proficient Longbow Longbow Ranged Attack • Ranged Weapon • Two-Handed 1d20 + 2 + 2 21 Longbow Longbow Damage Roll 1d8 + 2 Piercing 7 Longsword [Pact Weapon] Longsword [Pact Weapon] Martial Melee • Sap Proficiency with a Longsword allows you to add your proficiency bonus to the attack roll for any attack you make with it. This weapon has the following mastery property. To use this property, you must have a feature that lets you use it. . If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn. Action Turn reach 5 ft Equipped Proficient Longsword [Pact Weapon] Longsword [Pact Weapon] Melee Attack • Melee Weapon • One-Handed 1d20 + 5 + 2 17 Longsword [Pact Weapon] Longsword [Pact Weapon] Damage Roll 1d8 + 5 Slashing 9 Divine Smite Divine Smite 2nd Level • Evocation The target takes an extra 2d8 Radiant damage from the attack. The damage increases by 1d8 if the target is a Fiend or an Undead. Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 1. Trigger Which you take immediately after hitting a target with a Melee weapon or an Unarmed Strike V Bonus Action Instantaneous Self Any creatures Divine Smite Divine Smite Damage Roll 4d8 Radiant 14 1d20 + 0 + 2 18 Cure Wounds Cure Wounds 1st Level • Abjuration A creature you touch regains a number of Hit Points equal to 2d8 plus your spellcasting ability modifier. Using a Higher-Level Spell Slot. The healing increases by 2d8 for each spell slot level above 1. V, S Action Instantaneous Touch 1 creature Sacred Flame Sacred Flame Evocation Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 Radiant damage. The target gains no benefit from Half Cover or Three-Quarters Cover for this save. Cantrip Upgrade. The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8). DC 14 Dexterity Saving Throw V, S Action Instantaneous 60 ft 1 creature 1d20 + 2 + 0 10 Sacred Flame Sacred Flame Damage Roll 1d8 Radiant 1 On Save No Damage 1d20 + 0 14 1d20 + 0 15 Moonbeam Moonbeam Damage Roll 2d10 Radiant 20 On Save Half Damage Poisoned Dart Poisoned Dart Feature Ranged Weapon Attack: +4 to hit, 30 ft, one creature, range 30/120 ft., one creature. Hit: 4 (1d4 + 2) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or be poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Action Instantaneous 30 ft 1 creature Poisoned Dart Poisoned Dart Ranged Attack 1d20 + 2 + 2 19 Poisoned Dart Poisoned Dart Damage Roll 1d4 + 2 Piercing 5 Light Crossbow Light Crossbow Simple Ranged • Slow Ranged Weapon Attack: +4 to hit, range 80/320 ft, one target, range 80/320 ft., one target. Hit: 6 (1d8 + 2) piercing damage. Action Instantaneous 80/320 ft Equipped Proficient Light Crossbow Light Crossbow Ranged Attack • Ranged Weapon • Two-Handed 1d20 + 2 + 2 6 Life Drain Life Drain Natural The Specter attacks with its Life Drain.The target must make a Constitution saving throw. Action Instantaneous reach 5 ft 1 creature Equipped Proficient Life Drain Life Drain Melee Spell Attack • One-Handed 1d20 + 2 + 2 18 Life Drain Life Drain Damage Roll 2d6 Necrotic 4 Greataxe Greataxe Martial Melee • Cleave Action Instantaneous reach 5 ft Equipped Proficient Reckless Attack Reckless Attack Feature You can throw aside all concern for defense to attack with increased ferocity. When you make your first attack roll on your turn, you can decide to attack recklessly. Doing so gives you Advantage on attack rolls using Strength until the start of your next turn, but attack rolls against you have Advantage during that time. Special 1 turn Self Self Greataxe Greataxe Melee Attack • Melee Weapon • Two-Handed 1d20adv + 4 + 2 19 Greataxe Greataxe Damage Roll 1d12 + 2 + 4 Slashing 9 Greataxe Greataxe Martial Melee • Cleave Action Instantaneous reach 5 ft Equipped Proficient Greataxe Greataxe Melee Attack • Melee Weapon • Two-Handed 1d20adv + 4 + 2 23 Greataxe Greataxe Damage Roll 1d12 + 2 + 4 Slashing 11 Hand Crossbow Hand Crossbow Martial Ranged • Vex Attack Damage Action Instantaneous 30/120 ft Equipped Not Proficient Healing Word Healing Word Restriction: Unaffected: constructs, undead A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st. Healing Refund Resource V Bonus Action Instantaneous 60 ft 1 creature Healing Word Healing Word Spell 1d4 + 4 Hit Points 5 Mind Sliver Mind Sliver Enchantment You try to temporarily sliver the mind of one creature you can see within range. The target must succeed on an Intelligence saving throw or take 1d6 Psychic damage and subtract 1d4 from the next saving throw it makes before the end of your next turn. Cantrip Upgrade. The damage increases by 1d6 when you reach levels 5 (2d6), 11 (3d6), and 17 (4d6). DC 15 Intelligence Saving Throw V Action 1 round 60 ft 1 creature 1d20 + 0 7 Mind Sliver Mind Sliver Damage Roll 1d6 Psychic 4 On Save No Damage Eldritch Invocations: Fiendish Vigor Eldritch Invocations: Fiendish Vigor Eldritch Invocation Prerequisite: Level 2+ Warlock You can cast False Life on yourself without expending a spell slot. When you cast the spell with this feature, you don’t roll the die for the Temporary Hit Points; you automatically get the highest number on the die. Bonus Action Special Self 1 creature The northeast sarcophagus contains two gold bracelets worth 50 gp each and a ceremonial wand (nonmagical) made of chiseled ivory worth 25 gp. The northwest sarcophagus contains an onyx ring worth 50 gp and a silver necklace set with two azurites and a carnelian worth 250 gp. The southwest sarcophagus contains a ewer made of beaten gold worth 25 gp and a walking stick worth 75 gp. The walking stick is made of varnished yew with a golden handle shaped like a scorpion. The southeast sarcophagus contains a gold censer with platinum filigree worth 250 gp. 1d20 + 3 12 1d20 + 1 9 1d20 + 2 7 1d20 + 2 11 1d20 + 3 10 1d20 + 2 + 0 21 1d20 + 1 19 1d20 + 2 4 1d20 + 2 15 1d20 + 3 9 1d20 + 1 + 0 14 1d20 + 3 21 Longbow Longbow Martial Ranged • Slow Ranged Attack Roll: +4, range 150/600 ft, range 150/600 ft. Hit: 6 (1d8 + 2) Piercing damage. Action Instantaneous 150/600 ft Equipped Proficient Longbow Longbow Ranged Attack • Ranged Weapon • Two-Handed 1d20 + 2 + 2 8 Rage Rage Feature In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action. While raging, you gain the following benefits if you aren't wearing heavy armor: You have advantage on Strength checks and Strength saving throws. When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Damage column of the Barbarian table. You have resistance to bludgeoning, piercing, and slashing damage. If you are able to cast spells, you can't cast them or concentrate on them while raging. Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action. Once you have raged the number of times shown for your barbarian level in the Rages column of the Barbarian table, you must finish a long rest before you can rage again. Barbarian 1 Bonus Action 1 minute Self Self Life Drain Life Drain Feature Melee Weapon Attack: +6 to hit, 5 ft, one creature., one creature. Hit: 21 (4d8 + 3) necrotic damage. The target must succeed on a DC 14 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. Special Instantaneous 5 ft 1 creature Life Drain Life Drain Melee Attack 1d20 + 3 + 3 17 4d8 + 3 Necrotic 16 1d20 + 3 + 2 10 48 max Bless Bless 1st Level • Enchantment You bless up to three creatures within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target adds 1d4 to the attack roll or save. Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1. Materials a Holy Symbol worth 5+ GP Concentration V, S, M Action 1 minute 30 ft 3 creatures Hooked Spear Hooked Spear Feature Melee Weapon Attack: +2 to hit, 5 ft, one creature., one target. Hit: 3 (1d6) piercing damage. If the target is Medium or smaller, the derro can choose to deal no damage and knock it prone. Action Instantaneous 5 ft 1 creature Hooked Spear Hooked Spear Melee Attack 1d20 + 0 + 2 21 Hooked Spear Hooked Spear Damage Roll 1d6 Piercing 6 Hand Crossbow Hand Crossbow Martial Ranged • Vex Ranged Weapon Attack: +4 to hit, range 30/120 ft, one target, range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the target is also unconscious while poisoned in this way. The target wakes up if it takes damage or if another creature takes an action to shake it awake. Action Instantaneous 30/120 ft Equipped Proficient Hand Crossbow Hand Crossbow Ranged Attack • Ranged Weapon • One-Handed 1d20 + 2 + 2 15 Hand Crossbow Hand Crossbow Damage Roll 1d6 + 2 Piercing 4 Hand Crossbow Hand Crossbow Martial Ranged • Vex Attack Damage Action Instantaneous 30/120 ft Equipped Not Proficient Hand Crossbow Hand Crossbow Ranged Attack • Ranged Weapon • One-Handed 1d20 + 3 + 0 22 Hand Crossbow Hand Crossbow Damage Roll 1d6 + 3 Piercing 5 Magic Missile Magic Missile 2nd Level • Evocation You create three glowing darts of magical force. Each dart strikes a creature of your choice that you can see within range. A dart deals 1d4 + 1 Force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several. Using a Higher-Level Spell Slot. The spell creates one more dart for each spell slot level above 1. V, S Action Instantaneous 120 ft 1 creature Magic Missile Magic Missile Damage Roll 1d4 + 1 Force 5 Magic Missile Magic Missile Damage Roll 1d4 + 1 Force 5 Magic Missile Magic Missile Damage Roll 1d4 + 1 Force 5 Magic Missile Magic Missile Damage Roll 1d4 + 1 Force 5 Longsword [Pact Weapon] Longsword [Pact Weapon] Martial Melee • Sap Proficiency with a Longsword allows you to add your proficiency bonus to the attack roll for any attack you make with it. This weapon has the following mastery property. To use this property, you must have a feature that lets you use it. . If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn. Action Turn reach 5 ft Equipped Proficient Longsword [Pact Weapon] Longsword [Pact Weapon] Melee Attack • Melee Weapon • One-Handed 1d20 + 5 + 2 26 Longsword [Pact Weapon] Longsword [Pact Weapon] Damage Roll 1d8 + 5 Slashing 11 Divine Smite Divine Smite 2nd Level • Evocation The target takes an extra 2d8 Radiant damage from the attack. The damage increases by 1d8 if the target is a Fiend or an Undead. Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 1. Trigger Which you take immediately after hitting a target with a Melee weapon or an Unarmed Strike V Bonus Action Instantaneous Self Any creatures Divine Smite Divine Smite Damage Roll 4d8 Radiant 15 Vitality of the Tree Vitality of the Tree Feature Your Rage taps into the life force of the World Tree. You gain the following benefits. Vitality Surge. When you activate your Rage, you gain a number of Temporary Hit Points equal to your Barbarian level. Life-Giving Force. At the start of each of your turns while your Rage is active, you can choose another creature within 10 feet of yourself to gain Temporary Hit Points. To determine the number of Temporary Hit Points, roll a number of d6s equal to your Rage Damage bonus, and add them together. If any of these Temporary Hit Points remain when your Rage ends, they vanish. Trigger At the start of each of your turns (whilst raging) Start of Turn Instantaneous 10 ft 1 ally Vitality of the Tree Vitality of the Tree Feature 2d6 Temporary Hit Points 3 Greataxe Greataxe Martial Melee • Cleave Action Instantaneous reach 5 ft Equipped Proficient Greataxe Greataxe Melee Attack • Melee Weapon • Two-Handed 1d20 + 4 + 2 7 Poisoned Dart Poisoned Dart Feature Ranged Weapon Attack: +4 to hit, 30 ft, one creature, range 30/120 ft., one creature. Hit: 4 (1d4 + 2) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or be poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Action Instantaneous 30 ft 1 creature Poisoned Dart Poisoned Dart Ranged Attack 1d20 + 2 + 2 12 Longbow Longbow Martial Ranged • Slow Ranged Attack Roll: +4, range 150/600 ft, range 150/600 ft. Hit: 6 (1d8 + 2) Piercing damage. Action Instantaneous 150/600 ft Equipped Proficient Longbow Longbow Ranged Attack • Ranged Weapon • Two-Handed 1d20 + 2 + 2 18 Longbow Longbow Damage Roll 1d8 + 2 Piercing 9 Life Drain Life Drain Feature Melee Weapon Attack: +6 to hit, 5 ft, one creature., one creature. Hit: 21 (4d8 + 3) necrotic damage. The target must succeed on a DC 14 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. Special Instantaneous 5 ft 1 creature Life Drain Life Drain Melee Attack 1d20 + 3 + 3 11 Life Drain Life Drain Feature Melee Weapon Attack: +6 to hit, 5 ft, one creature., one creature. Hit: 21 (4d8 + 3) necrotic damage. The target must succeed on a DC 14 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. Special Instantaneous 5 ft 1 creature Life Drain Life Drain Melee Attack 1d20 + 3 + 3 10 Sacred Flame Sacred Flame Evocation Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 Radiant damage. The target gains no benefit from Half Cover or Three-Quarters Cover for this save. Cantrip Upgrade. The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8). DC 14 Dexterity Saving Throw V, S Action Instantaneous 60 ft 1 creature 1d20 + 3 + 0 11 Sacred Flame Sacred Flame Damage Roll 1d8 Radiant 8 On Save No Damage Detect Magic Detect Magic 1st Level • Divination For the duration, you sense the presence of magical effects within 30 feet of yourself. If you sense such effects, you can take the Magic action to see a faint aura around any visible creature or object in the area that bears the magic, and if an effect was created by a spell, you learn the spell’s school of magic. The spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead. Ritual Concentration V, S Action 10 minutes Self 30 ft sphere Potion of Greater Healing Necklace of Fireballs Phliter of Love 11 Gemstones 25-50g