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INSPIRATION
STRENGTH
20 +3 30
11 +4 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED
0 PERSONALITY TRAITS
16 +1 Constitution
+4 Intelligence
CURRENT HIT POINTS IDEALS
+3
+8 Wisdom
+5 Charisma
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS
18
+5 Deception (Cha)
+8 History (Int)
NAME
Warhammer +2
ATK BONUS DAMAGE/TYPE
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AGE HEIGHT WEIGHT
NAME
SYMBOL
Destroy Undead. Destroy CR 1 or less creatures who fail turn save. (see PHB 59).
Divine Intervention. You call for aid from your deity, succeeding if you make a percentile roll less
than or equal to your cleric level (see PHB 59).
Divine Strike. Add 1d8 poison damage to a successful weapon attack's damage (use once/turn,
see PHB 63).
Heavily Armored Feat. Increase STR by 1; proficiency in heavy armor (see PHB 167).
Inspiring Leader Feat. Increase CHA by 1; give 6 friendly creatures within 30 ft. temp HPs equal to
you CHA mod + your level (see PHB 167).
Linguist Feat. Increase INT by 1; learn 3 languages; create written ciphers (see PHB 167).
Ritual Caster Feat. Choose a spellcaster class and learn 2 rituals from that class (see PHB 169).
Shelter the Faithful. You and your companions can expect free healing at an establishment of
your faith. (see PHB 127).
War Caster Feat. Adv. on CON saves for spell concentration; somatic components with weapons
or shield in hand; cast spell as opporunity attack (see PHB 170).
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Homebrew
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS
0 CANTRIPS 3 3 6
Friends Counterspell Guards and Wards
Minor Illusion Mass Suggestion
SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED
1 4 7
EPAR
SPELL NAME Conjure Celestial
ED
PR
8
Antimagic Field
2 3
Alter Self
Animal Messenger
Detect Thoughts
5 2
Enthrall
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Cleric Wisdom 16 +8
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS
0 CANTRIPS 3 3 6
Guidance Animate Dead
Light Beacon of Hope
Resistance Bestow Curse
Sacred Flame Blink
Thaumaturgy Clairvoyance
Create Food and Water
Daylight
Dispel Magic
SPELL
Dispel Magic
LEVEL
SLOTS TOTAL SLOTS EXPENDED Feign Death
1 4 Magic Circle
7
Mass Healing Word
EPAR
SPELL NAME
ED
PR
Bane
Bless
4 3
Charm Person
Command Banishment
SPELLS KNOWN
Stone Shape
2 3
Aid
Augury
Blindness/Deafness
5 2
Calm Emotions
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Cleric Wisdom 16 +8
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS
0 CANTRIPS 3 3 6
Meld into Stone
Sending
Speak with Dead
Spirit Guardians
Tongues
SPELL
Water Walk
LEVEL
SLOTS TOTAL SLOTS EXPENDED
1 4 7
EPAR
SPELL NAME
ED
PR
Inflict Wounds
Sanctuary
SPELLS KNOWN
Shield of Faith
2 3
Prayer of Healing
Raise Dead
Scrying
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Wizard
Intelligence 16 +8
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS
0 CANTRIPS 3 3 6
SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED
1 4 7
EPAR
SPELL NAME
ED
PR
2 3
5 2
9
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Page 1
Banishment (reverse)
additional creature for each slot level above
4th.
Blink (reverse)
there can't perceive you or interact with you,
unless they have the ability to do so.
Command (reverse)
flying creature stays aloft, provided that it is
able to do so. If it must move to stay aloft, it
flies the minimum distance needed to remain
in the air. At Higher Levels. When you cast
this spell using a spell slot of 2nd level or
higher, you can affect one additional creature
for each slot level above 1st. The creatures
must be within 30 feet of each other when
you target them.
Geas (reverse)
cast this spell using a spell slot of 9th level,
the spell lasts until it is ended by one of the
spells mentioned above.
Hallow (reverse)
deity or leader, or creatures of a specific sort,
such as orcs or trolls. When a creature that
would be affected enters the spell's area for
the first time on a turn or starts its turn there,
it can make a Charisma saving throw. On a
success, the creature ignores the extra effect
until it leaves the area. Courage. Affected
creatures can't be frightened while in the
area. Darkness. Darkness fills the area.
Normal light, as well as magical light created
by spells of a lower level than the slot you
used to cast this spell, can't illuminate the
area. Daylight. Bright light fills the area.
Magical darkness created by spells of a lower
level than the slot you used to cast this spell
can't extinguish the light. Energy Protection.
Affected creatures in the area have
resistance to one damage type of your
choice, except for bludgeoning, piercing, or
slashing. Energy Vulnerability. Affected
creatures in the area have vulnerability to one
damage type of your choice, except for
bludgeoning, piercing, or slashing.
Everlasting Rest. Dead bodies interred in the
area can't be turned into undead.
Extradimensional Interference. Affected
Page 7
Polymorph (reverse)
reduce the creature's normal form to 0 hit
points, it isn't knocked unconscious. The
creature is limited in the actions it can
perform by the nature of its new form, and it
can't speak, cast spells, or take any other
action that requires hands or speech. The
target's gear melds into the new form. The
creature can't activate, use, wield, or
otherwise benefit from any of its equipment.
Scrying (reverse)
target, remaining within 10 feet of it for the
duration. A creature that can see invisible
objects sees the sensor as a luminous orb
about the size of your fist. Instead of targeting
a creature, you can choose a location you
have seen before as the target of this spell.
When you do, the sensor appears at that
location and doesn't move.
Page 10
Minor Illusion (reverse) Mass Suggestion (reverse) Guards and Wards (reverse)
check against your spell save DC. If a special activity during the duration. For in the opposite direction from the one it
creature discerns the illusion for what it is, the example, you might suggest that a group of chooses. Doors. All doors in the warded area
illusion becomes faint to the creature. soldiers give all their money to the first are magically locked, as if sealed by an
beggar they meet. If the condition isn't met arcane lock spell. In addition, you can cover
before the spell ends, the activity isn't up to ten doors with an illusion (equivalent to
performed. If you or any of your companions the illusory object function of the minor
damage a creature affected by this spell, the illusion spell) to make them appear as plain
spell ends for that creature. At Higher Levels. sections of wall. Stairs. Webs fill all stairs in
When you cast this spell using a 7th-level the warded area from top to bottom, as the
spell slot, the duration is 10 days. When you web spell. These strands regrow in 10
use an 8th-level spell slot, the duration is 30 minutes if they are burned or torn away while
days. When you use a 9th-level spell slot, the guards and wards lasts. Other Spell Effect.
duration is a year and a day. You can place your choice of one of the
following magical effects within the warded
area of the stronghold. Place dancing lights
in four corridors. You can designate a simple
program that the lights repeat as long as
guards and wards lasts. Place magic mouth
in two locations. Place stinking cloud in two
locations. The vapors appear in the places
you designate; they return within 10 minutes
if dispersed by wind while guards and wards
lasts. Place a constant gust of wind in one
corridor or room. Place a suggestion in one
location. You select an area of up to 5 feet
square, and any creature that enters or