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    1

    To catch a fallen angel

    Players Guide

    Introduction: A long time ago, the angel Hasdiel broke

    Ilmaters orders and warned the town of Oakhill of animpending attack. Although he saved many lives, Hasdiel was

    punished for his disobedience. His consciousness was divided

    among three magical items and hidden away on Toril, Mount

    Celestia and Avernus, the first layer of Hell. Only the

    mortals he loved so much could free Hasdiel by using a magical

    portal to retrieve the items and return his consciousness to

    his petrified body. Once each year, on the anniversary of his

    fall does the portal open for a few hours. Will you be able to

    return with all three items before the time has passed?

    An adventure for four 3rd level characters

    by Robin Pools

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    2

    Chapter I:

    Background

    Oakhill

    Oakhill was once a thriving town

    on the Long Road, north of

    Waterdeep, in the hills on the

    feet of the Sword Mountains. As a

    frontier town, its wealth mostly

    came from lumber cut from the many

    oak and pine trees in the hillsand ore mined from the sword

    mountains. With Waterdeep nearby,

    there was never a short on demand.

    Despite its relative wealth, life

    was hard and dangerous at Oakhill.

    Both lumberjacks and miners had to

    deal with frequent orc and troll

    raids out of the nearby mountains

    and the hills were a perfect

    staging ground for bandits

    harrying caravans on the Long

    Road.

    Population:Oakhills population

    consisted mostly of humans (96%),

    with some dwarves (2%) and

    halflings (1%) mixed in.

    Government:Officially Oakhill was

    ruled by Lord Eon Charness, a

    noble Lord from Waterdeep whos

    family acquired the land of

    Oakhill centuries earlier. The

    Lord himself seldom traveled to

    the town however, preferring to

    stay in Waterdeep. Mayor Holden

    was appointed to see to

    the daily arrangements in

    town. The mayor was a

    generous and deeply

    religious man, strictly

    following the edicts of

    the church of Ilmater.

    Religion:Although many shrines

    and chapels existed in Oakhill,

    only one real temple was ever

    built, that of the god Ilmater.

    Ilmater was seen as the patron

    deity of Oakhill by most of its

    residents, mostly because of the

    legend of Hasdiel(see further).

    The temple of Ilmater was the only

    completely stone building in town

    and its bell tower could be seen

    from miles.

    History:Oakhill was founded

    centuries ago by the Charness

    family. The influx of lumber and

    ore attracted many workers and

    merchants and the town quicklygrew.

    The town met its end at the hands

    of the orc tribes of the Sword

    Mountains in 1024 DR. After having

    failed to sack the city of

    Waterdeep, the orc horde returned

    to the Sword Mountains. As a

    consolation prize and to exact

    their revenge the remaining orcs

    attacked the town of Oakhill.

    Despite an early warning by

    Hasdiel, an angel of Ilmater, the

    town was raided and burned down.

    Because of the warning, many

    citizens managed to escape in to

    the surrounding hills however.

    After the attack the town was

    never fully rebuilt. The temple of

    Ilmater was renovated and turned

    in to a monastery and a shrine and

    burial site for Hasdiel was

    crafted. The rest of the town wasreclaimed by nature. Most former

    inhabitants of Oakhill moved to

    Waterdeep.

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    3

    Hasdiel

    Hasdiel was an angel in service to

    Ilmater. Once a mortal human

    paladin named Hassof, he continued

    to serve his lord after his death

    at the hands of an Orc Eye of

    Gruumsh. During his time as an

    angel Hasdiel became increasingly

    interested in the town of Oakhill,

    even going so far as to violate

    the orders of the gods in order to

    protect it. In the end, this

    became his undoing.

    The legend ofHasdiel

    Legend says that

    one day a

    beautiful and

    chaste maiden

    moved from

    Waterdeep to the

    newly constructed

    town of Oakhill inorder to escape

    from the unwanted

    attentions of a

    corrupt noble.

    Seeking

    protection, she

    joined the temple

    of Ilmater and

    helped maintain

    its shrine while

    the other clerics saw to the

    construction of the main temple.

    Orcs and trolls from the nearby

    mountains kept attacking the

    settlement however, tearing down

    the unfinished temple time and

    again. Seeing their funds lessen,

    the clerics of Ilmater grew

    troubled and talked about

    abandoning the construction and

    returning to Waterdeep.

    Hearing this the maiden feared herfate should she return to the city

    and so she addressed the clerics

    in a moving speech, reminding them

    that their lord endured and so

    should they. Not only did she sway

    the hearts and minds of the

    clerics, she also caught the eye

    of Hasdiel, the angel sent to

    monitor the construction of the

    temple.

    Hasdiel fell in love with the

    maiden but was forbidden to reveal

    himself to the mortals. Seeing how

    much the maiden cared for the

    temple however, he hallowed the

    site and made sure that the walls

    could not be brought down by

    conventional weapons. Thusconstruction

    succeeded and the

    maiden lived her

    life in peace,

    protected but

    unaware of her

    celestial admirer.

    The fall of Hasdiel

    Whether the tale of

    Hasdiel and the

    maiden is true or

    not remains unclear.

    In truth the town of

    Oakhill did have a

    celestial defender

    looking out for its

    residents. Sometime

    during the

    construction of the

    temple to Ilmater, Hasdiel wasordered to keep an eye on the

    gods followers in Oakhill. He did

    so diligently and dutifully for

    decades. As is normal, he was

    expressly forbidden to directly

    intervene in the affairs of the

    residents of Oakhill. Only should

    another outside supernatural or

    magical force threaten the town

    was he allowed the step in.

    When the orcs attacked Waterdeep

    in 1024 DR Hasdiel foresaw their

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    4

    defeat and knew they would attack

    Oakhill on their way back to the

    mountains. He asked permission to

    warn the clerics of Ilmater at the

    temple, but was denied by his

    superior, an angel named Elyon.

    The townsfolk would have to suffer

    and endure, as Ilmater did, as an

    example and warning to others.

    Hasdiel returned to Oakhill, ready

    to watch it burn but as the orc

    horde marched on the town he

    neglected his orders and appeared

    to the townsfolk in front of the

    temple, hovering above the town

    square.

    Many townsfolk managed to escape

    in to the nearby hills and

    survived the sacking of Oakhill.

    The clerics did not leave and hid

    behind the walls of their temple.

    Most of them died when the orcs

    set it ablaze.

    After the battle was concluded

    Hasdiel was summoned to Elyon and

    sentenced to imprisonment. His

    body was petrified and hisconsciousness was divided in to

    three magical items he carried and

    hidden away on Mount Celestia, the

    1stlayer of hell and on Faerun.

    It was decreed that only the

    mortals that Hasdiel loved so much

    would be able to return his

    consciousness to his body and thus

    end his sentence.

    Father Asray, cleric of Ilmater

    Father Asray is a middle-aged man

    with black hair. The years have

    been good to him so far as there

    is little gray in his hair and his

    complexion is still young and

    healthy. Despite his choice of

    patron he seems to have done

    little suffering. Hidden beneath

    his clothes however are numerous

    scars he has acquired during his

    years of service to the church.

    Asray is usually kind and patient.

    He talks on a neutral tone without

    haste and refrains from using

    difficult words. Although he is a

    learned man he is clearly used to

    talking to farmers and uneducated

    commoners. He is a devout follower

    of Ilmater and stresses endurance

    and patience when discussing any

    problem or giving advice.

    Father Asray moved to the temple

    at Oakhill a few years ago in

    order to further his research in

    to the life and imprisonment of

    Hasdiel. He has always been a

    scholar with an interest in to the

    legends surrounding the celestial

    servants of his god. He believes

    Hasdiel s imprisonment is a test

    for both the angel and the clerics

    at the temple. Hasdiel needs to

    show endurance and undergo his

    punishment as a martyr for the

    people of Oakhill while they

    themselves need to show their

    gratitude and endurance by freeing

    him.

    By studying the burial site of

    Hasdiel father Asray has

    determined the time when the

    portal to the angels prison will

    open. The portal will only open on

    the anniversary of the battle at

    Oakhill and only for the duration

    of the battle. This means that

    there will only be a few hours

    each year that it will be possible

    to gather the three items

    containing Hasdiels

    consciousness.

    For the first time father Asray

    has sent out word to Waterdeep in

    search of adventurers willing to

    open and enter the magical portal

    at Hasdiels grave.

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    5

    Chapter II:

    Characters

    Level

    Each character starts at level 3

    Ability scores

    you can use the following scores

    to build your character:

    15, 14, 13, 12, 10, 8.

    No other way to generate ability

    scores, such as rolling or point

    distribution, is allowed.

    Races

    Any and all races in the D&D

    Players Handbookcan be chosen

    for your character. More setting

    and adventure specific races such

    as those in various player guides

    to other adventures would not be a

    good fit and are as such not

    allowed.

    In addition to the races in the

    D&D Players Handbook, the Aasimar

    mentioned op page 286 of the D&D

    Dungeon Masters Guidemay also be

    selected at character creation, as

    may the variant human mentioned in

    this players guide (see sidebar).

    Variant Human traits

    Although the ruins of Oakhill have

    been deserted for some time, several

    people chose to remain behind. These

    humans tend to the priests at the

    monastery, hunt on the surroundinghills and forests and keep small

    herds of sheep and goats. They live

    in small settlements and communal

    farms hidden away between the hills.

    The nearby divine grave of Hasdiel

    has infused them with some measure of

    divine power however, granting them

    the ability to magically endure

    longer than most others could.

    These humans are usually of the

    Damaran ethnic group. Their divine

    legacy becomes apparent in the colourof their eyes which may include

    bright blue, green or even purple.

    The following traits replace the

    humans Ability Score Increase trait.

    Ability Score Increase. Two different

    ability scores of your choice

    increase by 1.

    Skills.You gain proficiency in one

    skill of your choice.

    Hardy survivor:You can cast the 1st

    level spell False Life once with thistrait. You regain the ability to do

    so when you take a short or long

    rest.

    Class options

    Any and all class options in the

    D&D Players Handbookcan be

    chosen for your character. More

    setting and adventure specificclass options such

    as those in various

    player guides to

    other adventures

    would not be a good

    fit and are as such

    not allowed.

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    6

    Backgrounds

    Any and all backgrounds in the D&D

    Players Handbookcan be chosen

    for your character. More setting

    and adventure specific backgrounds

    such as those in various player

    guides to other adventures would

    not be a good fit and are as such

    not allowed.

    Equipment

    All characters start with their

    starting equipment as a level 1

    character. Equipment is thus

    gained through class and

    background choice.In addition to the starting

    equipment eachcharacter has 1

    Potion of healing(page 153

    Players Handbook) with him at the

    beginning of the adventure.

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    7

    Chapter III:

    Dungeon Challenge

    Rules

    Characters

    Each party will consist of up to 4

    characters built according to the

    rules found in this guide.

    Characters that do not comply with

    these guidelines will not be

    allowed to compete. Any questions

    regarding character creation

    should be asked before play

    begins. If any irregularities are

    discovered during play the

    character will be removed from the

    game and the party will have to

    continue on without him or her.

    Time

    In game, the party will have up to

    5 hours to complete their task.This time limit restricts the use

    of short and long rests (see

    further). If the party takes too

    long on one task, another may no

    longer be available or possible

    later (GMs ruling). In realtime

    the game will have a duration of

    90 minutes. When this time has

    passed the adventure will end.

    Short and long rests

    Because of the time restraint, no

    long rests are possible. The party

    cannot stop and spend the night

    without forfeiting the rest of the

    adventure.

    The adventure does give the party

    time for one or two short rests.

    The party can decide to take a

    third or even a fourth short rest

    if they want to, but this will

    limit their options further in the

    adventure as they are wasting

    precious time.

    Death

    Any character that dies, dies! The

    party will have to continue on

    without their fallen comrade.

    Adventure Score

    At the end of the adventure each

    group will receive a score

    depending on how well they

    performed. The score will be

    determined as follows

    For each character that

    makes it back home at the

    end of the adventure: +1

    For each character that has

    over half its hit points

    remaining at the end of the

    adventure: +1

    For each adventure goal

    obtained: +4

    In case of a tie the GM will

    decide which group made the best

    run.

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    RACE

    CLASS & LEVEL PLAYER NAME

    CHARACTER NAME

    BACKGROUND

    EXPERIENCE POINTSALIGNMENT

    TM & 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.

    Hit Point Maximum Strength

    Dexterity

    Constitution

    Intelligence

    Wisdom

    Charisma

    CP

    EP

    PP

    GP

    SP

    PASSIVE WISDOM (PERCEPTION)

    EQUIPMENTOTHER PROFICIENCIES & LANGUAGES

    ATTACKS & SPELLCASTING

    FEATURES & TRAITS

    Acrobatics (Dex)

    Animal Handling (Wis)

    Arcana (Int)

    Athletics (Str)

    Deception (Cha)

    History (Int)

    Insight (Wis)

    Intimidation (Cha)

    Investigation (Int)

    Medicine (Wis)

    Nature (Int)

    Perception (Wis)

    Performance (Cha)

    Persuasion (Cha)

    Religion (Int)

    Sleight of Hand (Dex)

    Stealth (Dex)

    Survival (Wis)

    DEATH SAVESHIT DICE

    NAME ATK BONUS DAMAGE/TYPE

    Total SUCCESSES

    FAILURES

    IDEALS

    BONDS

    FLAWS

    PERSONALITY TRAITS

    ARMORCLASS

    CURRENT HIT POINTS

    TEMPORARY HIT POINTS

    INITIATIVE SPEEDPROFICIENCY BONUS

    STRENGTH

    DEXTERITY

    CONSTITUTION

    INTELLIGENCE

    WISDOM

    CHARISMA

    SAVING THROWS

    INSPIRATION

    SKILLS

    Fighter 3 Soldier

    Half-orc

    16+2

    18 +1 20

    +3

    +5

    13

    +1

    +5

    -1

    +1 +0

    +1

    163D10

    +3

    +5

    +3

    +2

    8Longsword +5 D8 +5

    Crossbow +3

    -1

    D8 +1

    10+0

    12

    31

    +1

    Common

    Orc

    10

    light crossbow and 20

    bolts

    Chainmail

    dungeoneers pack

    Longsword and shield

    1 Potion of healing

    (2d4+4)

    Darkvision 60ft

    Relentless endurance:

    1/day fall to 1hp instead

    of 0hp

    Savage attacks: add one

    die when rolling critical

    damage

    Action surge 1/short rest:

    one extra action

    Second wind 1/short rest:

    heal D10+3

    Fighting style: dueling

    Improved critical: both a

    19 and a 20 is critical

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    CHARACTER NAME EYES

    AGE WEIGHTHEIGHT

    HAIRSKIN

    NAME

    TREASURECHARACTER BACKSTORY

    CHARACTER APPEARANCE

    ADDITIONAL FEATURES & TRAITS

    ALLIES & ORGANIZATIONS

    SYMBOL

    TM & 20 14 W izards of the Coast LLC . Perm ission is granted to pho tocopy this docum ent for personal use.

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    RACE

    CLASS & LEVEL PLAYER NAME

    CHARACTER NAME

    BACKGROUND

    EXPERIENCE POINTSALIGNMENT

    TM & 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.

    Hit Point Maximum Strength

    Dexterity

    Constitution

    Intelligence

    Wisdom

    Charisma

    CP

    EP

    PP

    GP

    SP

    PASSIVE WISDOM (PERCEPTION)

    EQUIPMENTOTHER PROFICIENCIES & LANGUAGES

    ATTACKS & SPELLCASTING

    FEATURES & TRAITS

    Acrobatics (Dex)

    Animal Handling (Wis)

    Arcana (Int)

    Athletics (Str)

    Deception (Cha)

    History (Int)

    Insight (Wis)

    Intimidation (Cha)

    Investigation (Int)

    Medicine (Wis)

    Nature (Int)

    Perception (Wis)

    Performance (Cha)

    Persuasion (Cha)

    Religion (Int)

    Sleight of Hand (Dex)

    Stealth (Dex)

    Survival (Wis)

    DEATH SAVESHIT DICE

    NAME ATK BONUS DAMAGE/TYPE

    Total SUCCESSES

    FAILURES

    IDEALS

    BONDS

    FLAWS

    PERSONALITY TRAITS

    ARMORCLASS

    CURRENT HIT POINTS

    TEMPORARY HIT POINTS

    INITIATIVE SPEEDPROFICIENCY BONUS

    STRENGTH

    DEXTERITY

    CONSTITUTION

    INTELLIGENCE

    WISDOM

    CHARISMA

    SAVING THROWS

    INSPIRATION

    SKILLS

    Rogue 3 Criminal

    Halfling

    8+2

    14 +3 25

    -1

    -1

    16

    +5

    +3

    +3

    +3 +1

    +0

    16+5 3D8

    +3

    +2

    +3

    +3

    13short-sword +5 D6 +3+*

    Shortbow +5

    daggers +5/+5

    +1

    D6 +3

    12+1

    10

    27

    d4+3 / d4

    +5

    +7

    +0

    Common

    Halfling

    thieves cant15

    shortbow and 20

    arrows

    leather armor

    burglars pack

    shortsword

    daggers

    Thieves tools

    1 Potion of healing

    (2d4+4)

    Lucky: when you roll a 1 on a d20

    you may roll again once

    Brave: advantage on saves

    vs frightened

    Halfling Nimbleness. move through

    space of

    any creature a size larger than you

    Advantage of saves vs poison and

    Resistance against poison damage

    Expertise (stealth, thieves tools)

    thieves cant

    * sneak attack +2d6

    cunning action: extra dash disengageor hide action each turn

    Assassinate: advantage against

    enemies that have not yet acted

    attacks against surprised enemies

    are critical

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    CHARACTER NAME EYES

    AGE WEIGHTHEIGHT

    HAIRSKIN

    NAME

    TREASURECHARACTER BACKSTORY

    CHARACTER APPEARANCE

    ADDITIONAL FEATURES & TRAITS

    ALLIES & ORGANIZATIONS

    SYMBOL

    TM & 20 14 W izards of the Coast LLC . Perm ission is granted to pho tocopy this docum ent for personal use.

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    RACE

    CLASS & LEVEL PLAYER NAME

    CHARACTER NAME

    BACKGROUND

    EXPERIENCE POINTSALIGNMENT

    TM & 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.

    Hit Point Maximum Strength

    Dexterity

    Constitution

    Intelligence

    Wisdom

    Charisma

    CP

    EP

    PP

    GP

    SP

    PASSIVE WISDOM (PERCEPTION)

    EQUIPMENTOTHER PROFICIENCIES & LANGUAGES

    ATTACKS & SPELLCASTING

    FEATURES & TRAITS

    Acrobatics (Dex)

    Animal Handling (Wis)

    Arcana (Int)

    Athletics (Str)

    Deception (Cha)

    History (Int)

    Insight (Wis)

    Intimidation (Cha)

    Investigation (Int)

    Medicine (Wis)

    Nature (Int)

    Perception (Wis)

    Performance (Cha)

    Persuasion (Cha)

    Religion (Int)

    Sleight of Hand (Dex)

    Stealth (Dex)

    Survival (Wis)

    DEATH SAVESHIT DICE

    NAME ATK BONUS DAMAGE/TYPE

    Total SUCCESSES

    FAILURES

    IDEALS

    BONDS

    FLAWS

    PERSONALITY TRAITS

    ARMORCLASS

    CURRENT HIT POINTS

    TEMPORARY HIT POINTS

    INITIATIVE SPEEDPROFICIENCY BONUS

    STRENGTH

    DEXTERITY

    CONSTITUTION

    INTELLIGENCE

    WISDOM

    CHARISMA

    SAVING THROWS

    INSPIRATION

    SKILLS

    Cleric 3 Acolyte

    Aasimar Good

    13+2

    18 -1 20

    +1

    +1

    8

    -1

    +2

    +0

    -1 +5

    +3

    153D8

    +2

    +5

    +5

    +3

    10Mace +3 d6+1

    crossbow +1

    +0

    d8-1

    16+3

    13

    24

    +2

    +1

    Common

    celestial

    15

    mace

    chain mail

    Priests pack

    shield

    holy symbol

    light crossbow and 20

    bolts

    1 Potion of healing

    (2d4+4)

    resistance to necrotic and

    radiant damage

    Darkvision 60ft

    Preserve life: 1/short rest

    heal 15 damage divided

    among creatures within

    30ft

    disciple of life: healing

    spells

    heal 2+spell lvl extra

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    CHARACTER NAME EYES

    AGE WEIGHTHEIGHT

    HAIRSKIN

    NAME

    TREASURECHARACTER BACKSTORY

    CHARACTER APPEARANCE

    ADDITIONAL FEATURES & TRAITS

    ALLIES & ORGANIZATIONS

    SYMBOL

    TM & 20 14 W izards of the Coast LLC . Perm ission is granted to pho tocopy this docum ent for personal use.

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    CASTING TIME

    1 action

    RANGE

    Touch

    COMPONENTS

    V, S

    DURATION

    Concentration, up to 1minute

    GUIDANCE

    You touch one wil ling c reature. Once beforethe spell ends, the target can roll a d4 and addthe number rolled to on e ability check of itschoice. It can roll the die before or after makingthe ability ch eck. The spell then ends.

    Cleric Divination cantrip

    CASTING TIME

    1 action

    RANGE

    Touch

    COMPONENTS

    V, M

    DURATION

    1 hour

    LIGHT

    a rey or phosphorescent moss

    You to uch on e object that is no l arger than 10feet in any dimension. Until the spell ends, theobject sheds bright light in a 20-foot radius anddim light for an additi onal 20 feet. The light canbe colored as you like. Completely covering theobject with something opaque blo cks the light.The spell ends if you cast it again or dismiss it as

    an action.If you target an object held o r worn by a hostilecreature, that creature must succeed on aDexterity saving throw to avoid the spell.

    Cleric Evocation cantrip

    CASTING TIME

    1 action

    RANGE

    Touch

    COMPONENTS

    V, S, M

    DURATION

    Concentration, up to 1minute

    RESISTANCE

    You touch one wil ling c reature. Once beforethe spell ends, the target can roll a d4 and addthe number rolled to one saving throw of itschoice. It can rol l the d ie before or after thesaving throw. The spell then ends.

    Cleric Abjuration cantrip

    CASTING TIME

    1 action

    RANGE

    Touch

    COMPONENTS

    V, S

    DURATION

    Instantaneous

    SPARE THE DYING

    You to uch a l iving creature that has 0 hitpoints. The creature becomes stable. This spellhas no effect on u ndead or con structs.

    Cleric Necromancy cantrip

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    CASTING TIME

    1 action

    RANGE

    30 feet

    COMPONENTS

    V, S, M

    DURATION

    Concentration, up to 1minute

    BLESS

    a sprinkling of holy water

    You bless up to three creatures of your choicewith in range. Whenever a target makes anattack roll or a saving throw before the spellends, the target can roll a d4 and add thenumber rolled to the attack roll or savingthrow.

    At Higher Levels: When you cast this spell usinga spell slot of 2nd level or higher, you can targetone additional creature for each slot levelabove 1st.

    Cleric (Life) 1st level Enchantment

    CASTING TIME

    1 action

    RANGE

    Touch

    COMPONENTS

    V, S

    DURATION

    Instantaneous

    CURE WOUNDS

    A creature you touch regains a number of hitpoin ts equal to 1d8 + your spellcasting abili tymodier. This spell has no effect on undead orconstructs.At Higher Levels: When you cast this spell usinga spell slot of 2nd level or higher, the healingincreases by 1d8 for each slot level above 1st.

    Cleric (Life) 1st level Evocation

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    CASTING TIME

    1 action

    RANGE

    120 feet

    COMPONENTS

    V, S

    DURATION

    1 round

    GUIDING BOLT

    A ash of light streaks toward a creature ofyour choice within range. Make a ranged spellattack against the target. On a hit, the targettakes 4d6 radiant damage, and the next attackroll made against this target before the end ofyour next turn has advantage, thanks to themystical dim light glittering on th e target un tilthen.At Higher Levels: When you cast this spell using

    a spell slot of 2nd level or higher, the damageincreases by 1d6 for each slot level above 1st.

    Cleric 1st level Evocation

    CASTING TIME

    1 bonus action

    RANGE

    60 feet

    COMPONENTS

    V

    DURATION

    Instantaneous

    HEALING WORD

    A creature of your choice that you can seewithin range regains hit poi nts equal to 1d4 +your spellcasting ability modier. This spell hasno effect on undead or c onstructs.At Higher Levels: When you cast this spell usinga spell slot of 2nd level or higher, the healingincreases by 1d4 for each slot level above 1st.

    Cleric 1st level Evocation

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    CASTING TIME

    1 bonus action

    RANGE

    30 feet

    COMPONENTS

    V, S, M

    DURATION

    1 minute

    SANCTUARY

    a small silver mirror

    You ward a creature within range againstattack. Until the spell ends, any creature whotargets the warded creature with an attack or aharmful spell must rst make a Wisdom savingthrow. On a failed save, the creature mustchoose a new target or lose the attack or spell.This spell doesn't protect the warded creature

    from area effects, such as the explo sion o f areball.If the warded creature makes an attack or castsa spell t hat affects an enemy creature, thi s spellends.

    Cleric 1st level Abjuration

    CASTING TIME

    1 bonus action

    RANGE

    60 feet

    COMPONENTS

    V, S, M

    DURATION

    Concentration, up to 10minutes

    SHIELD OF FAITH

    a small parchment with a bit of holy text written on it

    A shimmering eld appears and surrounds acreature of your ch oice wit hin range, grantingit a +2 bon us to AC for the duration.

    Cleric (War) 1st level Abjuration

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    CASTING TIME

    1 action

    RANGE

    Touch

    COMPONENTS

    V, S

    DURATION

    Instantaneous

    LESSER RESTORATION

    You to uch a c reature and can end either onedisease or one condi tion aficting it. Thecondi tion can be blin ded, deafened, paralyzed,or poisoned.

    Cleric (Life) 2nd l evel Abjuration

    CASTING TIME

    10 minutes

    RANGE

    30 feet

    COMPONENTS

    V

    DURATION

    Instantaneous

    PRAYER OF HEALING

    Up to six creatures of your choice that you cansee within range each regain hit points equal to2d8 + your spellcasting abi lity modier. Thisspell has no effect on undead or constructs.At Higher Levels: When you cast this spell usinga spell slot of 3rd level or higher, the healingincreases by 1d8 for each slot level above 2nd.

    Cleric 2nd l evel Evocation

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    CASTING TIME

    1 bonus action

    RANGE

    60 feet

    COMPONENTS

    V, S

    DURATION

    1 minute

    SPIRITUAL WEAPON

    You create a oating, spectral weapon withinrange that lasts for the duration or u ntil youcast this spell again. When you cast the spell,you can make a melee spell attack against acreature within 5 feet of the weapon. On a hit,the target takes force damage equal to 1d8 +your spellcasting ability modier.As a bonus action on your turn, you can movethe weapon u p to 20 feet and repeat the attack

    against a creature within 5 feet of it. Theweapon can take whatever form you choose.Clerics of deities who are associated with aparticular weapon (as St. Cuthbert is known forhis mace and Thor for his hammer) make thisspell's effect resemble that weapon. At HigherLevels: When you cast this spell using a spellslot 3rd level of or higher, the damage increasesby 1d8 for every two slot levels above the 2nd.

    Cleric (War) 2nd l evel Evocation

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    RACE

    CLASS & LEVEL PLAYER NAME

    CHARACTER NAME

    BACKGROUND

    EXPERIENCE POINTSALIGNMENT

    TM & 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.

    Hit Point Maximum Strength

    Dexterity

    Constitution

    Intelligence

    Wisdom

    Charisma

    CP

    EP

    PP

    GP

    SP

    PASSIVE WISDOM (PERCEPTION)

    EQUIPMENTOTHER PROFICIENCIES & LANGUAGES

    ATTACKS & SPELLCASTING

    FEATURES & TRAITS

    Acrobatics (Dex)

    Animal Handling (Wis)

    Arcana (Int)

    Athletics (Str)

    Deception (Cha)

    History (Int)

    Insight (Wis)

    Intimidation (Cha)

    Investigation (Int)

    Medicine (Wis)

    Nature (Int)

    Perception (Wis)

    Performance (Cha)

    Persuasion (Cha)

    Religion (Int)

    Sleight of Hand (Dex)

    Stealth (Dex)

    Survival (Wis)

    DEATH SAVESHIT DICE

    NAME ATK BONUS DAMAGE/TYPE

    Total SUCCESSES

    FAILURES

    IDEALS

    BONDS

    FLAWS

    PERSONALITY TRAITS

    ARMORCLASS

    CURRENT HIT POINTS

    TEMPORARY HIT POINTS

    INITIATIVE SPEEDPROFICIENCY BONUS

    STRENGTH

    DEXTERITY

    CONSTITUTION

    INTELLIGENCE

    WISDOM

    CHARISMA

    SAVING THROWS

    INSPIRATION

    SKILLS

    Warlock 3 Sage

    Tiefling

    8+2

    12 +1 30

    -1

    -1

    12

    +1

    +2

    +2

    +1 +2

    +5

    143D8

    +2

    +4

    +4

    +4

    +5

    14Eldritch blast +5 d10+3

    Quarterstaff +1

    Crossbow +3

    +2

    d6-1 or d8 -1

    10+0

    17

    24

    d6 +1

    +3

    Common

    Infernal

    Celestial

    Draconic 10

    light crossbow and 20

    bolts

    arcane focus

    dungeoneers pack

    Leather armor

    Quarterstaff

    two daggers

    1 Potion of healing

    (2d4+4)

    Darkvision 60ft

    Hellish resistance: resistance to fire

    Infernal legacy

    Dark One's blessing: gain 6

    temporary HP when you reduce an

    enemy to 0 HP

    Agonizing blast: add cha modifier

    to eldritch blast damage

    Fiendish vigor: cast false life on

    self at will

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    CHARACTER NAME EYES

    AGE WEIGHTHEIGHT

    HAIRSKIN

    NAME

    TREASURECHARACTER BACKSTORY

    CHARACTER APPEARANCE

    ADDITIONAL FEATURES & TRAITS

    ALLIES & ORGANIZATIONS

    SYMBOL

    TM & 20 14 W izards of the Coast LLC . Perm ission is granted to pho tocopy this docum ent for personal use.

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    CASTING TIME

    1 action

    RANGE

    Self

    COMPONENTS

    V, S

    DURATION

    1 round

    BLADE WARD

    You extend your hand and trace a sigil ofwarding in the air. Until the end of your nextturn, you have resistance against bludgeoning,piercing, and slashing damage dealt by weaponattacks.

    Warlock Abjuration cantrip

    CASTING TIME

    1 action

    RANGE

    120 feet

    COMPONENTS

    V, S

    DURATION

    Instantaneous

    ELDRITCH BLAST

    A beam of crackling energy streaks toward acreature within range. Make a ranged spellattack against the target. On a hit, the targettakes 1d10 force d amage.The spell creates more than one beam whenyou reach higher levels - two beams at 5th level,three beams at 11th l evel, and four beams at17th level. you can direct the beams at the sametarget or at different ones. Make a separate

    attack roll for each beam.

    Warlock Evocation cantrip

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    CASTING TIME

    1 action

    RANGE

    Self

    COMPONENTS

    V, S, M

    DURATION

    1 hour

    ARMOR OF AGATHYS

    a cup of water

    A protective magical force surrounds you,manifesting as a spectral frost that c overs youand your gear. You gain 5 temporary hit pointsfor the duration. If a creature hits you with amelee attack while you have these hit points,the creature takes 5 col d damage.At Higher Levels: When you cast this spell using

    a spell slot of 2nd level or higher, both thetemporary hit poi nts and the co ld d amageincrease by 5 for each slot level above 1st.

    Warlock 1st level Abjuration

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    CASTING TIME

    1 action

    RANGE

    Self

    COMPONENTS

    V, S, M

    DURATION

    1 hour

    FALSE LIFE

    a small amount of alcohol or distilled spirits

    Bolstering yourself with a necromanticfacsimile of life, you gain 1d4+4 temporary hitpoin ts for the duration.At Higher Levels: When you cast this spell usinga spell slot of 2nd level or higher, you gain 5additio nal temporary hit p oints for each slotlevel above 1st.

    Warlock (Undying) 1st level Necromancy

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    CASTING TIME

    1 rea ction

    RANGE

    60 feet

    COMPONENTS

    V, S

    DURATION

    Instantaneous

    HELLISH REBUKE

    You point your nger, and the creature thatdamaged you is momentarily surrounded byhell ish ames. The creature must make aDexterity saving throw. It takes 2d10 redamage on a failed save, or hal f as much damageon a successful one.At Higher Levels: When you cast this spell usinga spell slot of 2nd level or higher, the damageincreases by 1d10 for each slot level above 1st.

    Warlock 1st level Evocation

    CASTING TIME

    1 bonus action

    RANGE

    90 feet

    COMPONENTS

    V, S, M

    DURATION

    Concentration, up to 1hour

    HEX

    the petried eye of a newt

    You place a curse on a creature that you can seewithin range. Until the spell ends, you deal anextra 1d6 necrotic damage to the targetwhenever you h it it with an attack. Also,choose one abili ty when you cast the spell. Thetarget has disadvantage on ability checks made

    with the chosen ability.If the target drops to 0 hit p oints before thisspell ends, you can u se a bonus action on asubsequent turn of yours to curse a newcreature. A remove curse cast on the targetends this spell early. At Higher Levels: Whenyou cast this spell using a spell slot of 3rd or4th level, you can maintain your concentrationon th e spell for up to 8 hours. When you use aspell slot of 5th level or higher, you canmaintain your concentration on the spell forup to 24 hours.

    Warlock 1st level Enchantment

    CASTING TIME

    1 action

    RANGE

    30 feet

    COMPONENTS

    V, S, M

    DURATION

    Concentration, up to 1minute

    WITCH BOLT

    a twig from a tree that has been struck by lightning

    A beam of crackling, blue energy lances outtoward a creature within range, forming asustained arc of lightni ng between you and th etarget. Make a ranged spell att ack against thatcreature. On a hit, the target takes 1d12lightnin g damage, and on each of your turns for

    the duration, you can use your action to deal1d12 lightn ing damage to the targetautomatically. The spell ends if you use youraction t o do anything else. The spell also ends ifthe target is ever outside the spell's range or if ithas total cover from you.At Higher Levels: When you cast this spell usinga spell slot of 2nd level or higher, the initialdamage increases by 1d12 for each slot levelabove 1st.

    Warlock 1st level Evocation

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    CASTING TIME

    1 bonus action

    RANGE

    Self

    COMPONENTS

    V

    DURATION

    Instantaneous

    MISTY STEP

    Briey surrounded by silvery mist, you teleportup to 30 feet to an uno ccupied space that youcan see.

    Warlock 2nd level Conjuration

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    CASTING TIME

    1 action

    RANGE

    120 feet

    COMPONENTS

    V, S

    DURATION

    Instantaneous

    FIRE BOLT

    You hurl a mote of re at a creature or objectwithin range. Make a ranged spell attack againstthe target. On a hit, the target takes 1d10 redamage. A ammable object hit by this spellignites if it i sn't being worn o r carried.This spell's damage increases by 1d10 when youreach 5th level (2d10), 11th level (3d10), and17th level (4d10).

    Sorcerer Evocation cantrip

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    CASTING TIME

    1 action

    RANGE

    Touch

    COMPONENTS

    V, S

    DURATION

    Concentration, up to 1minute

    GUIDANCE

    You touch one wil ling c reature. Once beforethe spell ends, the target can roll a d4 and addthe number rolled to on e ability check of itschoice. It can roll the die before or after makingthe ability ch eck. The spell then ends.

    Cleric Divination cantrip

    CASTING TIME

    1 action

    RANGE

    Touch

    COMPONENTS

    V, S

    DURATION

    Instantaneous

    SPARE THE DYING

    You to uch a l iving creature that has 0 hitpoints. The creature becomes stable. This spellhas no effect on u ndead or con structs.

    Cleric Necromancy cantrip

    CASTING TIME

    1 action

    RANGE

    30 feet

    COMPONENTS

    V

    DURATION

    Up to 1 minute

    THAUMATURGY

    You manifest a minor wonder, a sign ofsupernatural power, within range. You createone of th e following magical effects withinrange. Your voice booms up to three times as loud asnormal for 1 minut e. You cause ames toicker, brighten, dim, or change color for 1minut e. You cause harmless tremors in theground for 1 minute. You create an

    instantaneous sound that originates from apoin t of your choice withi n range, such as arumble of thunder, the cry of a raven, orominous whispers. You instantaneously causean unlocked door or window to y open orslam shut. You alter the appearance of youreyes for 1 minute. If you cast this spell multipletimes, you can have up to three of its 1-minuteeffects active at a ti me, and you c an dismisssuch an effect as an action.

    Cleric Transmutation cantrip

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    CASTING TIME

    1 action

    RANGE

    Self

    COMPONENTS

    V, S, M

    DURATION

    1 hour

    FALSE LIFE

    a small amount of alcohol or distilled spirits

    Bolstering yourself with a necromanticfacsimile of life, you gain 1d4+4 temporary hitpoin ts for the duration.At Higher Levels: When you cast this spell usinga spell slot of 2nd level or higher, you gain 5additio nal temporary hit p oints for each slotlevel above 1st.

    Cleric (Death) 1st level Necromancy