| ⚪ | Athletics (STR) |
1 |
| ⚪ | Acrobatics (DEX) |
1 |
| ⚪ | Sleight of Hand (DEX) |
1 |
| ⚪ | Stealth (DEX) |
1 |
| ⚪ | Arcana (INT) |
1 |
| ⚪ | History (INT) |
1 |
| ⚫ | Investigation (INT) |
7 |
| ⚪ | Nature (INT) |
1 |
| ⚫ | Religion (INT) |
7 |
| ⚪ | Animal Handling (WIS) |
1 |
| ⚪ | Insight (WIS) |
1 |
| ⚪ | Medicine (WIS) |
1 |
| ⚪ | Perception (WIS) |
1 |
| ⚪ | Survival (WIS) |
1 |
| ⚪ | Deception (CHA) |
4 |
| ⚫ | Intimidation (CHA) |
10 |
| ⚪ | Performance (CHA) |
4 |
| ⚫ | Persuasion (CHA) |
10 |
| 🛡️ | Leather Armor (Weight: 10 lbs, Value: 10 gp, Quantity: 1, Rarity: Common), AC: 12, Armor Type: Light | ||
| ⚔️ | None | ||
| 🏹 | None | ||
| ✋ | Spear: 1D6+1 Bludgeoning, Piercing. 20/60 thrown range. Versatile(1d8).Sap. | ||
| 🤚 | Javelins: 1D6+1 Bludgeoning, Piercing. 30/120 thrown range.Slow. | ||
| ☑️ | Light Crossbow | 5 gp |
| Potion of Healing | x1 | 0.5 lbs | 50 gp |
| Scroll of Fireball | x1 | 0.2 lbs | 100 gp |
| Cloak of Protection | x1 | 1 lbs | 200 gp |
| Rope | x1 | 10 lbs | 1 gp |
| Torch | x5 | 1 lbs | 1 gp |
| Torch | x3 | 1 lbs | 0.1 gp |
| Rope | x1 | 1 lbs | 1 gp |
| Waterskin | x1 | 2 lbs | 2 gp |
| Backpack | x1 | 5 lbs | 2 gp |
| Rations | x5 | 2 lbs | 1 gp |
The story of The Aprentice Of The Creativity Hunt
“When I was five my village burned down and my parents were turned into cinders.” That's how Sogron tells the story. It's a painful memory, but its what's left. Sogron must remember. Abandoning the Dauntless Protectors and adopting the title of The Aprentice Of The Creativity Hunt, Sogron now strikes alone, ready to be the deadly weapon the Free Civilization needs. Every choice will shape the legend of The Aprentice Of The Creativity Hunt. The story begins now.
Tool Proficiency. You gain proficiency with three different Artisan's Tools of your choice. Discount. Whenever you buy a nonmagical item, you receive a 20 percent discount on it. Fast Crafting. When you finish a Long Rest, you can craft one piece of gear from the Fast Crafting table.
Ability Score Increase. +1 to any ability (max 30).
Resistances. You have resistance to Fire and Cold damage you can change the damage type you are resistant to during each Long Rest.
Energy Redirection. When you take one of those damage types, you can use a Reaction to force a Dex save (DC 8 + CON mod + PB) on a creature within 60 ft; it takes 2d12 + CON mod damage on a fail.
Level 5 Spell
⟨1 minute or Ritual⟩
(1 minute)
>Self>
⦓Verbal⦔
You mentally contact a demigod, the spirit of a long-dead sage, or some other knowledgeable entity from another plane.
Contacting this otherworldly intelligence can break your mind.
When you cast this spell, make a DC 15 Intelligence saving throw.
On a successful save, you can ask the entity up to five questions.
You must ask your questions before the spell ends.
The DM answers each question with one word, such as "yes," "no," "maybe," "never," "irrelevant," or "unclear" (if the entity doesn't know the answer to the question).
If a one-word answer would be misleading, the DM might instead offer a short phrase as an answer.
On a failed save, you take 6d6 Psychic damage and have the
Incapacitated condition until you finish a Long Rest.
A Greater Restoration spell cast on you ends this effect.
Level 1 Spell
⟨1 Action ⟩
(Instantaneous)
>Self >
⦓Verbal, Somatic, Material [a drop of alcohol]⦔
You gain 2d4 + 4 Temporary Hit Points.
Using a Higher-Level Spell Slot. You gain 5 additional Temporary Hit Points for each spell slot level above 1.
Level 1 Spell
⟨1 Action ⟩
(8 hours )
>Touch >
⦓Verbal, Somatic, Material⦔
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.
Level 2 Spell
⟨1 Action⟩
(Concentration: (up to 10 minutes)
>60 feet>
⦓Verbal, Somatic, Material⦔
One creature or loose object of your choice that you can see within range rises vertically up to 20 feet and remains suspended there for the duration. The spell can levitate an object that weighs up to 500 pounds. An unwilling creature that succeeds on a Constitution saving throw is unaffected.
The target can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows it to move as if it were climbing. You can change the target's altitude by up to 20 feet in either direction on your turn. If you are the target, you can move up or down as part of your move. Otherwise, you can take a Magic action to move the target, which must remain within the spell's range.
When the spell ends, the target floats gently to the ground if it is still aloft.
You gain +2 Charisma.
You gain +2 Constitution.
As a warlock, your pact grants you spellcasting drawn from a supernatural patron. Pact Magic uses Charisma and works differently from other spellcasters.
You know these special once‐per‐rest spells:
Each arcanum can be cast once per Long Rest without spending a slot.
Cantrip
⟨Action⟩
(1 minute)
>10 feet>
⦓Somatic, Material (some makeup)⦔
You magically emanate a sense of friendship toward one creature you can see within range. The target must succeed on a Wisdom saving throw or have the Charmed condition for the duration. The target succeeds automatically if it isn't a Humanoid, if you're fighting it, or if you have cast this spell on it within the past 24 hours.
The spell ends early if the target takes damage or if you make an attack roll, deal damage, or force anyone to make a saving throw. When the spell ends, the target knows it was Charmed by you.
Cantrip
⟨Action⟩
(Concentration: (Up to 1 minute)
>Self>
⦓Verbal, Somatic⦔
Whenever a creature makes an attack roll against you before the spell ends, the attacker subtracts 1d4 from the attack roll.
Cantrip
⟨Action⟩
(Instantaneous)
>Self (5-foot radius)>
⦓Verbal⦔
You create a momentary circle of spectral blades that sweep around you. All other creatures within 5 feet of you must succeed on a Dexterity saving throw or take 1d6 force damage.
This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Cantrip
⟨Action⟩
(Instantaneous)
>Touch>
⦓Verbal, Somatic⦔
Channeling the chill of the grave, make a melee spell
attack against a target within reach.
On a hit, the target takes 1d10 Necrotic damage,
and it can't regain Hit Points until the end of
your next turn.
Cantrip Upgrade. The damage increases by 1d10 when
you reach levels 5 (2d10), 11 (3d10), and 17 (4d10).
Level 3 Spell
⟨Action⟩
(Concentration: (Concentration, up to 1 minute)
>120 feet>
⦓V, S⦔
A creature you target becomes confused about its allies. On a failed Intelligence save it cannot distinguish friend from foe and must attack the nearest creature.
Level 2 Spell
⟨1 Action⟩
(Concentration: (up to 1 minute)
>60 feet>
⦓Verbal, Somatic, Material [a sliver of glass]⦔
You conjure spinning daggers in a 5-foot Cube centered on a point within range.
Each creature in that area takes 4d4 Slashing damage.
A creature also takes this damage if it enters the Cube or ends its turn there or if the Cube moves into its space.
A creature takes this damage only once per turn.
On your later turns, you can take a Magic action to teleport the Cube up to 30 feet.
Using a Higher-Level Spell Slot. The damage increases by 2d4 for each spell slot level above 2.
Level 3 Spell
⟨Bonus Action⟩
(Concentration: (Concentration, up to 1 minute)
>Self>
⦓V, S⦔
You summon spirits that chill your foes. Your attacks deal an extra 1d8 radiant, necrotic, or cold damage, and enemies within 10 feet cannot regain hit points.
Level 5 Spell
⟨Action⟩
(Concentration: (10 minutes)
>120 feet>
⦓Verbal, Somatic, Material (a hand mirror)⦔
A shimmering wall of bright light appears at a point you choose within range. The wall appears in any orientation you choose: horizontally, vertically, or diagonally. It can be free floating, or it can rest on a solid surface. The wall can be up to 60 feet long, 10 feet high, and 5 feet thick. The wall blocks line of sight, but creatures and objects can pass through it. It emits bright light out to 120 feet and dim light for an additional 120 feet.
When the wall appears, each creature in its area must make a Constitution saving throw. On a failed save, a creature takes 4d8 radiant damage, and it is blinded for 1 minute. On a successful save, it takes half as much damage and isn't blinded. A blinded creature can make a Constitution saving throw at the end of each of its turns, ending the effect on itself on a success.
A creature that ends its turn in the wall's area takes 4d8 radiant damage.
Until the spell ends, you can use an action to launch a beam of radiance from the wall at one creature you can see within 60 feet of it. Make a ranged spell attack. On a hit, the target takes 4d8 radiant damage. Whether you hit or miss, reduce the length of the wall by 10 feet. If the wall's length drops to 0 feet, the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.
Level 4 Spell
⟨Action⟩
(Concentration: (Up to 1 minute)
>90 feet>
⦓Verbal, Somatic, Material (three nut shells)⦔
You utter foul words, summoning one demon from the chaos of the Abyss. You choose the demon's type, which must be one of challenge rating 5 or lower, such as a shadow demon or a barlgura. The demon appears in an unoccupied space you can see within range, and the demon disappears when it drops to 0 hit points or when the spell ends.
Roll initiative for the demon, which has its own turns. When you summon it and on each of your turns thereafter, you can issue a verbal command to it (requiring no action on your part), telling it what it must do on its next turn. If you issue no command, it spends its turn attacking any creature within reach that has attacked it.
At the end of each of the demon's turns, it makes a Charisma saving throw. The demon has disadvantage on this saving throw if you say its true name. On a failed save, the demon continues to obey you. On a successful save, your control of the demon ends for the rest of the duration, and the demon spends its turns pursuing and attacking the nearest non-demons to the best of its ability. If you stop concentrating on the spell before it reaches its full duration, an uncontrolled demon doesn't disappear for 1d6 rounds if it still has hit points.
As part of casting the spell, you can form a circle on the ground with the blood used as a material component. The circle is large enough to encompass your space. While the spell lasts, the summoned demon can't cross the circle or harm it, and it can't target anyone within it. Using the material component in this manner consumes it when the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the challenge rating increases by 1 for each slot level above 4th.
Level 4 Spell
⟨1 minute⟩
(24 hours)
>60 feet>
⦓Verbal, Somatic, Material (a broken portal key, which the spell consumes)⦔
You fortify the fabric of the planes in a 30-foot cube you can see within range. Within that area, portals close and can't be opened for the duration. Spells and other effects that allow planar travel or open portals, such as gate or plane shift, fail if used to enter or leave the area. The cube is stationary.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the spell lasts until dispelled.
Level 4 Spell
⟨Action⟩
(Concentration: (1 minute)
>30 feet>
⦓Verbal, Somatic, Materials (a pentacle)⦔
One creature that you can see within range must succeed on a Charisma saving throw or be transported to a harmless demiplane for the duration. While there, the target has the Incapacitated condition. When the spell ends, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.
If the target is an Aberration, a Celestial, an Elemental, a Fey, or a Fiend, the target doesn't return if the spell lasts for 1 minute. The target is instead transported to a random location on a plane (DM's choice) associated with its creature type.
Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 4.
Level 2 Spell
⟨Action⟩
(Instantaneous)
>Self (15-foot cone)>
⦓Verbal, Somatic, Material (a deck of cards)⦔
You spray a 15-foot cone of spectral cards. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 2d10 force damage and has the blinded condition until the end of its next turn. On a successful save, a creature takes half as much damage only.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd.
Level 4 Spell
⟨Action⟩
(Instantaneous)
>120 feet>
⦓V⦔
You hurl a psychic spear at a creature you can name or see, dealing 7d6 psychic damage and incapacitating it until your next turn on a failed save.
Level 5 Spell
⟨1 Action ⟩
(Concentration, up to 1 minute )
>90 feet >
⦓Verbal, Somatic, Material⦔
Level 4 Spell
⟨Action⟩
(1 hour)
>30 feet>
⦓V, S⦔
You beguile a creature of any type. On a failed Wisdom save it regards you as a trusted ally for the duration, though it gains advantage if you or your companions are fighting it.
Level 1 Spell
⟨Action⟩
(Concentration: (10 minutes)
>Self>
⦓Verbal, Somatic⦔
For the duration, you sense the location of any Aberration, Celestial, Elemental, Fey, Fiend, or Undead within 30 feet of yourself. You also sense whether the Hallow spell is active there and, if so, where.
The spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.
Level 2 Spell
⟨Action⟩
(Concentration: (1 minute)
>60 feet>
⦓Verbal, Somatic, Material (a bit of fleece)⦔
You attempt to craft an illusion in the mind of a creature you can see within range. The target makes an Intelligence saving throw. On a failed save, you create a phantasmal object, creature, or other phenomenon that is no larger than a 10-foot Cube and that is perceivable only to the target for the duration. The phantasm includes sound, temperature, and other stimuli.
The target can take a Study action to examine the phantasm with an Intelligence (Investigation) check against your spell save DC. If the check succeeds, the target realizes that the phantasm is an illusion, and the spell ends.
While affected by the spell, the target treats the phantasm as if it were real and rationalizes any illogical outcomes from interacting with it. For example, if the target steps through a phantasmal bridge and survives the fall, it believes the bridge exists and something else caused it to fall.
An affected target can even take damage from the illusion if the phantasm represents a dangerous creature or hazard. On each of your turns, such a phantasm can deal 2d8 Psychic damage to the target if it is in the phantasm's area or within 5 feet of the phantasm. The target perceives the damage as a type appropriate to the illusion.
Level 3 Spell
⟨Action⟩
(Instantaneous)
>30 feet>
⦓Verbal, Somatic⦔
You create 45 pounds of food and 30 gallons of fresh water on the ground or in containers within range—both useful in fending off the hazards of malnutrition and dehydration. The food is bland but nourishing and looks like a food of your choice, and the water is clean. The food spoils after 24 hours if uneaten.
Level 4 Spell
⟨Action⟩
(Concentration: (1 minute)
>120 feet>
⦓Verbal, Somatic⦔
You tap into the nightmares of a creature you can see within range and create an illusion of its deepest fears, visible only to that creature. The target makes a Wisdom saving throw. On a failed save, the target takes 4d10 Psychic damage and has Disadvantage on ability checks and attack rolls for the duration. On a successful save, the target takes half as much damage, and the spell ends.
For the duration, the target makes a Wisdom saving throw at the end of each of its turns. On a failed save, it takes the Psychic damage again. On a successful save, the spell ends.
Using a Higher-Level Spell Slot. The damage increases by 1d10 for each spell slot level above 4.
Level 5 Spell
⟨1 Minute⟩
(Concentration: (Special)
>30 feet>
⦓Verbal, Somatic, Material (a paintbrush)⦔
You pull wisps of shadow material from the Shadowfell to create an object within range. It is either an object of vegetable matter (soft goods, rope, wood, and the like) or mineral matter (stone, crystal, metal, and the like). The object must be no larger than a 5-foot Cube, and the object must be of a form and material that you have seen.
The spell's duration depends on the object's material, as shown in the Materials table. If the object is composed of multiple materials, use the shortest duration. Using any object created by this spell as another spell's Material component causes the other spell to fail.
| Material | Duration |
|---|---|
| Vegetable matter | 24 hours |
| Stone or crystal | 12 hours |
| Precious metals | 1 hour |
| Gems | 10 minutes |
| Adamantine or mithral | 1 minute |
Level 9 Spell
⟨Action⟩
(Instantaneous)
>Self>
⦓Verbal⦔
Wish is the mightiest spell a mortal can cast. By simply speaking aloud, you can alter reality itself.
The basic use of this spell is to duplicate any other spell of level 8 or lower. If you use it this way, you don't need to meet any requirements to cast that spell, including costly components. The spell simply takes effect.
Alternatively, you can create one of the following effects of your choice:
Object Creation. You create one object of up to 25,000 GP in value that isn't a magic item. The object can be no more than 300 feet in any dimension, and it appears in an unoccupied space that you can see on the ground.
Instant Health. You allow yourself and up to twenty creatures that you can see to regain all Hit Points, and you end all effects on them listed in the Greater Restoration spell.
Resistance. You grant up to ten creatures that you can see Resistance to one damage type that you choose. This Resistance is permanent.
Spell Immunity. You grant up to ten creatures you can see immunity to a single spell or other magical effect for 8 hours.
Sudden Learning. You replace one of your feats with another feat for which you are eligible. You lose all the benefits of the old feat and gain the benefits of the new one. You can't replace a feat that is a prerequisite for any of your other feats or features.
Roll Redo. You undo a single recent event by forcing a reroll of any die roll made within the last round (including your last turn). Reality reshapes itself to accommodate the new result. For example, a Wish spell could undo an ally's failed saving throw or a foe's Critical Hit. You can force the reroll to be made with Advantage or Disadvantage, and you choose whether to use the reroll or the original roll.
Reshape Reality. You may wish for something not included in any of the other effects. To do so, state your wish to the DM as precisely as possible. The DM has great latitude in ruling what occurs in such an instance; the greater the wish, the greater the likelihood that something goes wrong. This spell might simply fail, the effect you desire might be achieved only in part, or you might suffer an unforeseen consequence as a result of how you worded the wish. For example, wishing that a villain were dead might propel you forward in time to a period when that villain is no longer alive, effectively removing you from the game. Similarly, wishing for a Legendary magic item or an Artifact might instantly transport you to the presence of the item's current owner. If your wish is granted and its effects have consequences for a whole community, region, or world, you are likely to attract powerful foes. If your wish would affect a god, the god's divine servants might instantly intervene to prevent it or to encourage you to craft the wish in a particular way. If your wish would undo the multiverse itself, threaten the City of Sigil, or affect the Lady of Pain in any way, you see an image of her in your mind for a moment; she shakes her head, and your wish fails.
The stress of casting Wish to produce any effect other than duplicating another spell weakens you. After enduring that stress, each time you cast a spell until you finish a Long Rest, you take 1d10 Necrotic damage per level of that spell. This damage can't be reduced or prevented in any way. In addition, your Strength score becomes 3 for 2d4 days. For each of those days that you spend resting and doing nothing more than light activity, your remaining recovery time decreases by 2 days. Finally, there is a 33 percent chance that you are unable to cast Wish ever again if you suffer this stress.
Level 1 Spell
⟨Action⟩
(Concentration: (1 hour)
>120 feet>
⦓Verbal, Somatic⦔
You create a 20-foot-radius Sphere of fog centered on a point within range. The Sphere is Heavily Obscured. It lasts for the duration or until a strong wind (such as one created by Gust of Wind) disperses it.
Using a Higher-Level Spell Slot. The fog's radius increases by 20 feet for each spell slot level above 1.
Level 2 Spell
⟨1 Action⟩
(Concentration, up to 1 minute)
>Self>
⦓Verbal⦔
Level 3 Spell
⟨Action⟩
(Concentration: (Up to 1 minute)
>150 feet>
⦓Verbal, Somatic, Material (a miniature umbrella)⦔
Until the spell ends, sleet falls in a 40-foot-tall, 20-foot-radius Cylinder centered on a point you choose within range. The area is Heavily Obscured, and exposed flames in the area are doused.
Ground in the Cylinder is Difficult Terrain. When a creature enters the Cylinder for the first time on a turn or starts its turn there, it must succeed on a Dexterity saving throw or have the Prone condition and lose Concentration.
Level 4 Spell
⟨Action⟩
(Concentration: (Concentration, up to 10 minutes)
>300 feet>
⦓V, S, M (a drop of water and a pinch of dust)⦔
You manipulate a large body of water, creating floods, parting water, reversing currents, or forming standing waves within a 100-foot cube.
Level 5 Spell
⟨Action⟩
(Instantaneous)
>Self>
⦓Verbal, Somatic, Material (a small crystal or glass cone)⦔
You unleash a blast of cold air. Each creature in a 60-foot Cone originating from you makes a Constitution saving throw, taking 8d8 Cold damage on a failed save or half as much damage on a successful one. A creature killed by this spell becomes a frozen statue until it thaws.
Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 5.
Level 5 Spell
⟨1 minute or Ritual⟩
(1 minute)
>Self>
⦓Verbal⦔
You mentally contact a demigod, the spirit of a long-dead sage, or some other knowledgeable entity from another plane.
Contacting this otherworldly intelligence can break your mind.
When you cast this spell, make a DC 15 Intelligence saving throw.
On a successful save, you can ask the entity up to five questions.
You must ask your questions before the spell ends.
The DM answers each question with one word, such as "yes," "no," "maybe," "never," "irrelevant," or "unclear" (if the entity doesn't know the answer to the question).
If a one-word answer would be misleading, the DM might instead offer a short phrase as an answer.
On a failed save, you take 6d6 Psychic damage and have the
Incapacitated condition until you finish a Long Rest.
A Greater Restoration spell cast on you ends this effect.