| RUMORSONTHEROAD As thecharacters search forthethessalhydra,theyweetotherpeople. . ooalongthe way.Givethema fewshortroleplayingencounters. . Some NPCshaveusefulinfo, andothersareJust distractions. . —— ——— EN But makesurethescenesarefun, or thegroupGe ignore.them ——r—.— » —-— - ni{opelLusi vt tobe olbss) -—— sure themonster'slairis intheappleorchardsto thenorth _« _A travelingpriestsays thatoftenlessermonsters worshipbigger {L__ ones. Therearetroglodytesini 4 Kearbyset ofcaverns.Tet Might knowsomethingabout the thessalhydra. «A woodcutter warns themthatsomeofthecavesaroundhereaea . 4 merchantoffers themoneappleeach.Hesaysthatlocalapes.oo tastedbetterbefore thethessalhydraarrived.That's whyhe’s ———a cursed. °Onee fou enter, you4et lostin thetwistingtunnelsand—.. —_ Reveér escape.” —— em 2 mm . [ Co. Anelderly farmerdoesn’tbelievethereis a thessalhydra.He thinks it’sJust a biig owlbearthatis raidingsettlements forits} | 1 supper. “| ain'tneverseenno thessalhydra,but owlbears wegot Coplenty _ ofaroundhere!” | — _——— A a — l——— ———— — — ——————— - — ' N. ’ Twn mT 4 — RS5. 1 —. hm mi | Whentheplagrsstartgettingbordwithroleplafingencounters,# - — ama a - or mea el ] time for themto findthetroglodytecaves.If they’vewanderedoff | Folovty falseleads,just havethemek stumbleupon.theye cave. — ff am an -. ——— — — + tt act. —wr—— ' — ae ar m— ————- fi Ww. TE sl .
rm———— — E—— — = Em. war —— TROGLODYTECAVERNS Have Intelligence ore character (Nature) (groupschoice)ake De a 12 dilty dheck—if they re searching for thetroglodytecaves, Wisdom(Survival)if they'researchingforthethessalbydra’ss tracks,BN) ie or anotherskill that matchestheiractions. NI if thecheck succeeds they havearrivedat thetroglodyte caves. car Use SNthe map to describe what the characters see. Let thempickin what order they explore thecaves. Whentheyreacha wvberedarea,see that area’sdescriptionononeofthefolloel pages. — —_— — — © me ——— | [p— —_— (5 "LvN=
| theskill check fails, theystil arriveat thecares,butwlckilydoso.| at thesame time 4s a returning huntingparty of§ troglodytes.They Co _ must defeat:thehuntingparty before they can enter thecaves. a Area1: CaveEntrance.A + 2 bludgeoningdamage.Those _ successfulDC15Intelligence whosucceedtakehalfasmuch _ (Investigation) or Wisdom damage. Thehallbecomes _ (Survival) check reveals thatthe impassable. BN cave’smouthhasrecentlybeen Visitedby about25 troglodytes, Area4:TreasureRoom. This is thethessalhydra,andanowlbear. wherethetroglodyteskeeptheir | fewvaluableitems.Thereare Area2: EmptyCave. Nothingof 2004p InCOISandgens, plus interesthere.Thefloorbecomes ~~ artwork andother valuablesworth too rocky to follow footprints 2004p more. Thesecret door AMYMOYE. Hat connects to area 6 needsa successtulDC15ability check Area2: Trapped.Hall. Thecave to detect, UsingIntelligence is empty,but thehallto area (Investigation), or open,using 4 is trapped, whichrequiresa Dexterity. successtulDC10 ability check | to detect, usingIntelligence Area5: CommonChamber.This (Investigation)or disarm,using is wheremostofthetroglodytes | Dexterity. iftriggered, theroof sleep.Tentroglodytesarehere, collapses.Anyoneinthehall but theyare terrifiedandtry to mustmakeaDC10Dexterity runaway into area6 as Soon 4s save. Those whofail take 2d¢ they see thecharacters. pe 1 _
|| Area6: NobleChamber.Thisis ~~ Ayea8:GuardPost. Eight | wherethefuetrogloduteleaders trogloduteguardsare stationedhere.| sleep.Theheadtroqis a fairand Ifthecharactersenterormaketoo| | nobleruler(lke a trogversionof muchnoiseinanadjoiningroom Sir Tristan).He'drathertalk than (for example,havea fightor fuht(likemost trogs,hespeaks arqument),thequardsattack. ————r-aiinie FE - rate ee —ce Sn Common).But if thegroupangers oo | hiv allthetrogsattackandfyhtto Area9:Owlbear.Oneowlbearishere} thedeath,Ifthegrouppolitelyasks andsleeping. Charactersmayattempt ___ || aboutthethessalhydra,he'llsay that Dexterity(Stealth)checksagainst | it comes in from the woods, passes its passivePerception(2) Failure i throughthecaves,ardenters the Mears it wakesupandattacks. oo CursedLabyrinth.It nevertravels Co Cl theoppositeway. Area10: WaterPool.Anaturalspring— feedsa 10-foot-deep poolofclear, i _ | Area:FalseTreasureRoom This freshwater.Inthepoollives 4giant roomis likearea4, but everything frog, whichleapsoutandattacks theis broken andworthless.One vase first characterto touchthewater. Is trapped,requiring4 successful || Deo Intelligence(Investigation) Areai: Shrine.Thisis wherethe|| check to detect and a successtul troglodytes come to worship their =Deo Dextenty check to disarm. darkgod, Laogzed.There's an altar Iftriggered,thehallto area5 and astatueofanugly, frog-like || collapses.Aryoneinthehallmust ~~ creature. Onthealtararepiecesof | makeaDC 10Dextertty save. Those rotten meatad 50U4 worthofcoinswho tailtake2dé + 2 bludgeoning ad swallgens. || damage.Those whosucceedtakehalf | asmuchdamage.Pela) beiores Ce _ ||. impassable.
| THEURSEDLABYRINTH I 18seemslikea normalmazewithtwisting, turninghala that |. intersect,but thereis ro solutionto this maze.Itspathis couple1 random,andif’you turnaround to retrace yourEe you findthat ||. thepathhaschangedbehindou RandonPathUsethe first fewhalays as; shownonthemapfed into thebook a fewpagesago),but whenthecharactersmoveoff themap,usethetablebelowto figureout what they findnext.If the characters turnaround, themazeremains thesameuntil they40 around. 4 corner or opena door. From that point on, thelabyrinth makesanewrandompath, Co d=2 yal Result dio mapsquares straight, thendeadend 3-5 démapsquares straight, thenreroll 6-8 14Mapsquaresstraight, then turnleft 4 MAPsquaresstraight, thenturnright Co || 12-14 Specialencounter (described on thenextpage) 5-16 14MAPsquaresstraight, thenT intersection —-— a a ar reo re— —r— tT 7. wk —-——(7-18 106mapsquares straight,thena four-wayintersection_ 17 I 20 Reroll,but also adda door Co Reroll,but alsoadda secretdoor ~~
SPECIALENCOUNTERS Whilegoingthrough theCursed Labyrinth, thecharacters willhave someinterestingencounters.Roll on thefollowingtable(if youget thesameresult twice,rerollor choose anencounter). dé Encounter ! DamagedWalls 2 Treasure 3 Pit Trap 4 Troglodytes 5 Skeletons ¢ TheLost Knight DamagedWalls. Thenexthallway thecharactersentershowssignsof damage,like 4 powerfulbeasthas rampagedthroughhere. Thegroup caneasily tell that thisdamagewis doneby thethessalhydra. BN Treasure.They findtheremains of anancientadventurer whodied | tryingto escape thelabyrinth Thebodyhastreasureworth 2dz0goldpieces. pit Trap.Thehallwayhasapit N trapsomewherealongits length, CharactersmustmakeasuccesstulDC12 Intelligence(Investigation) check to detect the trap,anda successfulDC12Dexterity check to safely movepast It. Those who failtheDexterity check fallinand takeidebludgeoningdamage.Clinbinga.outofthepit is easy to do. Troglodytes.Fourtroglodytes, membersofthetribefromthe caverns whoraninto thelabyrinthto escapethethessalydra,havebeen trappedherefor two weeks. They'remadwithhungerand inwmediatelyattack. Skeletons.Eightskeletons, the wdeadremainsofadventurers,comeshanblingdown.thehallway to attackthecharacters. TheLost Knight.Seedetails on.thenextpage. — ————a maCm rm = ———m—— —hy ’
THELOSTKNIGHT oooo | ThecharactersencountertheLost Thefst viddleissimple.Althey ee Knight—amysteriousfiguredressed haveto dois catchhim.Heres ~~EE in 4 fullsuitofarmor whois aroundthe cornerandcallsback: oo trappedintheCursedLabyrinth, I. EE “Atmyheelsyouwipinthis gamewe — Theknightis at the far endof play.But cursedis themaze,and | _ 4 longhallway (co feetfromthe lostamI. So who'schasingwho? _ group).Hesaysheknows their Oh,who'stosay?The frontisthe _ — questis to slayagreatmonster. back.Helloisgoodbye.” _ He'llhelpthemiftheysolvehis two I _ riddles. Co ——— ——If the characters chasehiv,usetheRandomPathtable to generatethehallways (rerollresultsof1and2). Every timethey round4corner, they seehin escape at the other end of thehal, Thesolution.is to stopchasingtheLost Knight; tunarowd, and go back the way they came.Once the group goes backone | room theyautomatically fd theKnight’ssecondriddle. SecondRiddle.Thecharacters seetheLost Knight standingina doorwayat thefarsideofa largeroom. “Yousolvedmy first riddle,7 hesays. “Nowcan.you findtheMISSIHgpieceto finish My collection?” - wma oe — Hepointsto threeshelvesabovethedoorway.Thenhesteps | oothroughthedoor, whichclosesandmagicallylocksbehindhin _(cannotbepickedor broken.dow). | —-— ———— — = - - ———— imme.
| Thefsttusheleseachhovetu swallstatues,andthethirdonehas onlyonestatue. Shelf1Statues.A man withacrowh wr. bagofcoins. | Shelf 2Statues.A womanwitha crowand 4Jar ofhoney. Shelf2Statue.Acommonwoman wearingan apron. andanEMPTYSpace fora secondstatue. Inthe roomisalargetablecovered withmanysnallstatues,including4 Sl cake, 4pie, 4 spinning wheel,abasket of laundry, aplatewitha steak,a I sculptures toy soldier, 4 sword,andtwenty-four of crows. | To sobe theride,thecharacters Must put theright statue fromthe tableintheemptyspace onshelf3. If theyput 4 wongsculptureonthe shelf,everyoneintheroomtakesids _ lightingdanage.‘Theymust tryagain. if theyputtherightstatuethere,the door opens coonTibet oflondy,Thesearethecharacters from the ~ ues: Labyrinthisnotinour world.tis builtina deniplane.Thethessalhydra——— mpm nurseryrine Sing4Na of Sixpence.” . SR —A Er —— = L It’sbasedon4nursery, rhyme. 2. Thereare “Pour-and-twentyno - statuesof“blackbirds.” 3. Tellthem thenameof themurseryrhymeandletthemlookupthewords.TheKnight'sPrize.AfterthegroupooEsolvesboth oftheLost Knights Co riddles,hecongratulatesthemon.a S0 clever. oo N TheknightexplainsthettheCursedhas founda way to push throughit to _aplacecalledtheUpsideDowi.The —_LostKnightshowsthecharactershow___that isdone,but warns thatthisis a one-waypassage—theyllhavetofrd a differentwayhome. ~~ it a= ————amee. UR PY na EK)
THEUPSIDEDOWN The UpsideDown.is a kindofdbernatedinension—anechoofthe 1 MaterialPlane(wherewealllive). Thatmeans insome ways it’s very | similar to our world,butin othersit’s completelydifferent. TheUpsideDowltis a cold,darkplace.It’salwaysnightthere,wdthe| airisalwayscold(likejustbeforea snowstor). Youneverfeelwarm. -—rm———— FE —1 . IO . SI DI ——- —intheUpsideDowie Also, charactersget nonaturalhealingwhilein the. UpsideDow:nomatterhowlong yourest, youdon’treqainanyhit points, and youcan’tspendHitDice. Magicalhealingstill works. Inplaces whereour worldandthe UpsideDowntoucheachother,theUpsideDownlooks likeour world—thesamebuildings,trees,andother Structures—but theyrealwaysbrokenandruinedToseare theplaces _ whereyoucancrossbetween.planes,if youknowhow’. Inplaceswheretheworldsdon’ttouch,theUpsideDowlookslikea 4 a | hauntedforest. fr — me mrt = tt em
WINTER'SDARKBITEINTHEUPSIDEDOWN ~~ Theswordthat thecharactersMighthaverecevedfrom Sir Tristan, Winter'sDarkBite, is madeofmetalmined from theUpsideDown, so Itgets evenstronger when.it’s usedhere. Whilein theUpsideDown,Winter'sDarkBite actslikea +4greatsword. J
UPSIDE DOWN ENCOUNTERS Thispart oftheadventureis mostly supposedto bescary,Kot dangerous. When.thecharacters firstarriveintheUpsideDown,wake it in themiddleofthewoods (anarea thatdoesi’t touchour world). Describehowlonely,dark, anddesolateit is, witha coldwindblowing Lo allthetine. Let thecharacters explore4 little Describesections where the Upside CL Dowittouchesour worldinplaces that thegrouphasalready visited, 50 they canseescary,hauntedversions.Havetherebestrangehowlingnoisesonthewind,andmakeit feellikesomethingisstalkingthew, lurkingJust out ofsight ik the darkness. They findtracksmadeby the thessalhydra,but also tracksrade by othermonsters.Put thetracksareimpossibleto follow.Thetrackscomeand.go. Sometimes they loopback onthemselves.Noneofit Makesany sense... | fmm - -s ——i — - CEWhenit’s timetomovethestory forward,introducetheProudPrincess.
ThethessalhydrausestheUpsideDowie plant whoseflowersbloominboth worlds. | | creature).Thethessalhydrais || 4 monstrosity, so it canuseitsow THE PROUD PRINCESS | - = fa aie Witha blastof lightningandthunder,theProudPrincess 1 appearsonchil 4 || near thecharacters.Sheis strongandproud,a warriorprincess, wholooks ~~ __at thecharactersandinstantly knows that theyposero dangerto her.(No et ——— - stats forher.She'snotsomeonetheyshouldfuyht.If they insistontrying, ~~ _they canhitheronly witha criticalhit,andeventhensheshrugsoffwhateverdamagethey do. Herattacksalwayshit:themanddeal2dé + ¢ shots a damage.) N . | CLmmc aan] ~TheProudPrincesshasa questofherowt, thoughsheilwilrot ] BNabout thedetails.Shewarns thecharacters to stay outofher way, for ~~ _their owhsafety.Sinply to keepthemaway,shetellsthemhowto findthe thessalhydra. ——— i ye —— as a wayto return to its lair without Po being tracked. Thelairis a cavewhere Py.& theMaterialPlaneandtheUpsideDow 4 MN touch,Aspecialplantgrows there—a 3 3 Theseflowerscanbeusedto cross betweenworldsif youperforma certain ritual.A key componentofthisritual is blood froma monstrosity(a typeof blood.to open4gateway.
The Proud Princess canpoint themto thecavernwheretheflowersgrow, butif thecharacterswantto openagateway,theyllalsoneedthebloodof a monstrosity. Luckily,sheknowsofone thathasbeen.kg aroundtheUpside Donk Lily 4 demogorgon! i A4 mewn Wr ———— =. —m————Shetellsthemthatthedemogorgonisattractedto theswellofhood. LLTheeasiest way to get its attentionis to spillbloodonthe ground. Ce odBut sincethereareso fewcreaturesintheUpsideDown, theonlysourceis thecharactersthemselves.Usinga weaponcarefully, 4 charactercandominor damage(cuttingtheirpalm) causing1 hpofdamageandspillinga smallamount ~~. __ofblood.If thegroupspillsa totalof3 hp worthofblood, thedenogorgon Co willarrive1déminuteslater,leapingfromthedarknessandattackingthegroup. If thecharactersdon’t want to spilltheirownblood, they canstalkthe B demogorgon,butthisis verydifficult. Onecharactershouldtry aDC15 Wisdom(Survival) check for thegroup.Ifthis is successful,they havefourd thedemogorgon If it fails, thegroupmay try again.(With thesamecharacter. . __or a differentonenakingthecheck).Ifthegroupfailsthree tines,the demogorgonhas foundthemandattacks,butthecharactersaresurprised. oo(seechapter2 oftherulebook for howsurpriseworks). |
— A demogorgon.ISi 4 MOKSTrOSItY the DEMOGORGON sizeandshapeofanadulthuman,but its mouth fillsits faceandopenslikea (Pall aX bloomingflower. Onecurrently livesin theUpsideDoh, §X INCA andro oneknows whereit cane fromoriginally.It’s ire incrediblystrongandcanhealitself fromdanageit JG takes (evenhereintheUpsideDown).Likea shark, Filed \a\\ a demogorgon.is drawi to thescent ofblood, Vi A and. goes into a frenzy whenbloodis near. TheProudPrincesssays that theyneeda few ouncesofbloodfrom thecreature to oper. 4gateway (fillinganemptypotionvialwill douicely,but let thecharacterssolve the problem).If thedemogorgoniis killed,theycanget thebloodeasily. Butletthemtry other waysif theydon’t want to fuhtto thedeath Forexample,theycanget bloodoff4 swordbladeinmediatelyafter it strikesanddamages thecreature(theymustdo this four times toget eroughblood). USINGDEMPGORGONBLOOD Afterthecharactershavegottenenoughdemogorgon.blood, theycan takeit to thecavernwiththeflowers.If theypourthebloodononeof oCthe flowers, it bursts openviolently (anyonestandingnext to the flower mustsucceedonaDC12Dexteritysaveor beknockedprone),creating | 4 cross-planargate.Steppingthroughleadsto area1 ofthelairofthe thessalhydra
90 m—— PE a Whewthecharactersstepoutofanoversized flower(iketheone.=e — ee fm mt m— —_— Eo omile—they steppedinto in theUpsideDown), theyareback in theMaterial Plane—home.In fact, they arepretty closeto Sir Tristan’s castle (they cansee thetowersabove thetree line).Printsin thedirtmakeJE SU S—it clearthat thethessalhydrahas comethis often,andthetracks lead into anearby cave.
Ea, pe EE — — Area1Entrancetothecave.Some.ofthe.crassplaarflowersgrow. Co_ alongtherockshere. | sm ew erep— JL ——— _ oe ——— a | Myea2. Thiscaveisis thickwhith websFron floor to ceilingThreegant‘ | botherthecharacters. ] | spiderslivehere.If thecharactersdon’tbotherthew,et won't Ct ae = —_—— - — "-— —_— ' =r a = ma a a - —_ ee ——— ——— am — ae —— Bi} Area 2.Theres a 20-foot-widepit.12takesa successfulDE 12 — | __Strength(Athletics) check tojumpacross. Failing 4 jumpwithouta —safety ropetiedto fouMeans foufallawayintodarknessandtake. S— = ——— er rw = wwe _ - - I - = - a ———| - — | ————— Nearbyis 4 hiddenpassageuarked as an.gn 2 on themap). It takesa successfulDC 12 Wisdom Fa (Perception) check to noticeit. Oncefound,it can Pob=: beusedfreely. Lo LdLE —_———— ————— er — A Bee Nr . '} Area4. A tribeof tentroglodytesfivehere. Whenthethessalhydramoved.in, thetrogs began.to worshipit asaod. Nowthey —— i oe ——j. protectit whileit sleeps.Ifthecharacters. I fl havealreadykilledthethessalhydra,thetrogs— begin.toworship them astheirnewgos.
ru anp—— ws J — o— om rer + wm — A mEmE———— a —— —_— CD ——m — pV ——— fv wr — = pe p———— —— Sm me r—— i —— — hrea5.At thebackof thiscaveisanareathatappearswetlikeamidIl patchor a shallowpuddle,andoccasionally ripplesor bubbles.It’sactuallyooan.ochrejelly. If thecharacters don’tbotherit,it wontbotherthem. RErea6. Thisis wherethetroglodytes jo toleaveofferings __ in worshipofthethessalhydra.Thewills are coveredwithsmallniches, :each ofwhichcontainsan offering.(See “Conclusion” below.) _____ ____—— — —— ee Cu [* LE 1 ) | Area7. Thiscavernis wherethethessabiudealurks. 1%ishereandsleeping.Ifthe characters cansneakuponit, theycantakethe. _ creaturebysurprise(seechapter2 oftherulebook forhowsurprise works). [A _ - JR — - eo. ——— ————— — ——— ——— - — C———— — — — — Ama ae CC a tae sa—=, . _- "= C 1)LE 5 _ — —»ou=P — —
plasma ltr. — — —_ | if thecharacters ill thethessabuydra, therhavesuccessfilycompleted] back toSir Tristan,he willwelcomethemas conqueringheroes,shower CONCLUSION thisadventure. Whentheychopoffthecreature'sheadsandbringthemthemwith treasure, andgrant eachonea boon(as longas it is within B ahispower to doso).Additionally, inarea6 ofthethessalydra’slair. they willfndcoins,gems,andartwork worth1,000goldpieces,plus :il onemagic item ofyour(theDungeonMaster5) choicefrom aprenticA from therulebook. I oC] EE ad pe — mar— —_— -— -— — ——————— 1 Wr." T i hl " -— — ——————— —_ —_ — —_— —— = =a _— ———— —— ——— —_ —_— —_ —_ r r - — — JE— —— — — lt li he ee — — — —_— —_ J —_— —_— —— Ae —_— [EN — — —_—— — —— — ——— ar —— em. wr J— — — PS —)|. a —— —_—— —— — —_ —— ee —_— —— — [R— — PPf a 4=— —_— JES _— _ — ——— —_— — — ant——'f —— — — — —— ———— —_——— —_— —— —— — — — amar. —————— — le eee Rt —— — — — —_— rE A ——— —— — —— —— ——— — J - — — —r + mde. 1 EHeee. ——— — rer— —— pe — Ee -— — rr =: —_——— ————— Am aa SE — —N ia — —_— —_— _ — —_——— ————— ar -_ a mm —_—— —-— —— i ii —_—— ~— —aa —_ — — — — EE, —————— ee —_ B — —_ _— ———— —— — A - E— —_ — — ——— — ter. ' ——— rr —_ —_— —_— —_— - mmm ——— J —_ —_ —_——— J —_— — —_ ——' —
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FurtherAdventures Perhapsthebestrewardof all is thatthecharacterseachgaina level.Usethe \ informationonthebackof thecharacter sheetstomakethem4thlevel.Theywillthen, beready to seekmoreadventureandrewardsin futuregamesof Dunceons& Dragons! DED. @NETFLIX OFFICIALMERCHANDISE WWW.NETFUX.COM ®*AND/ORTM*&© 2018HASBRO,PAWTUCKET,RI02861-1058USA.ALLRIGHTSRESERVED.TM&® DENOTEU.S.TRADEMARKS.ITEM#E3702 CONSUMERCONTACT; | | USA ANDCANADA:HASBROGAMES,CONSUMERAFFAIRSDEPT,,P.0.BOX200,PAWTUCKET,RI02861-1059USA.TEL.800-255-5516. AUSTRALIACONSUMERSERVICE:[email protected] NEWZEAL ANDCONSUMERSERVICE:[email protected] NETFLIX OFFICIAL MERCHANDISE © NETFLIX
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Stranger Things Demogorgon What the Duffer Bros. have said about the Stranger Things Demorgorgon "We don’t want to reveal much, other than to say it is an interdimensional being that has more in common with the shark from Jaws than Pennywise from It. When the monster enters our dimension, it’s like a shark breaching the water. Very much like a shark, it drags its prey back into its home, where it feeds. Each time it enters our world, it leaves a small tear, or wound. That’s what Joyce found in her wall in episode 4, and Nancy found in the tree in episode 5. These tears are almost like portholes into the Upside Down. But they don’t last very long. Like wounds, they eventually heal and seal up." Stranger Things Demogorgon Large aberration, unaligned Armor Class 17 (natural armor) Hit Points 93 (11d10 + 33) Speed 40ft. STR DEX CON INT WIS CHA 19 (+4) 15 (+2) 17 (+3) 5 (-3) 10 (+0) 11 (+0) Damage Resistances bludgeoning, piercing, and slashing damage from nonmagical weapons Condition Immunities charmed, frightened, poisoned Senses blindsight 240ft. (blind beyond this radius) Languages None Challenge 6 (2300 XP) Spider Climb. The Stranger Things Demogorgon can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Upside Down Jaunt. The Stranger Things Demogorgon can use an action to transport itself and a creature it is grappling to the Upside Down, creating a portal into the Upside Down which lasts 1d8 hours. Blood Frenzy. The Stranger Things Demogorgon has advantage on melee attack rolls against any creature that doesn't have all its hit points. Actions Multiattack. The Stranger Things Demogorgon makes two attacks: one with its bite and one with its claws. Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 11 (2d6 + 4) piercing damage. Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage. Instead of dealing damage, the Stranger Things Demogorgon can grapple the target (escape DC 15). Frightful Presence. Each creature of the Stranger Things Demogorgon's choice that is within 120 feet of it and aware of it must succeed on a DC 15 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the Stranger Things Demogorgon's Frightful Presence for the next 24 hours. The Stranger Things Demogorgon is a predatory creature from the Upside Down, a dark reflection of the world also known as the Plane of Shadow. Faceless Killer. The Stranger Things Demogorgonis tall and thin with a humanoid figure. It's "face" has no facial features and opens like a flower to reveal nothing but teeth. It bears clawed feet and hands along with a body that appears covered in shiny liquids. Denizen of the Upside Down. The Stranger Things Demogorgon hails from The Upside Down, or Vale of Shadows; a dimension that is a dark reflection, or echo, of our world. It is a place of decay and death, a plane out of phase. The Upside Down is dimly lit, with ropy,root-like veins growing over many surfaces. The air is filled with what appear to be feathery spores. The only "living" entity is the Stranger Things Demogorgon. www.newbiedm.com | I love Stranger Things
, DUNGEONS $;DRAGONS®- Ny STRANGER THINGS Li re ih e337 r—— [BT 2 CHARACTERNAME_ | INSPIRATION 70 —=1_Strength OO +2 Dexterity QO +2 Constitution ® +5 Intelligence ® +3 Wisdom Acrobatics (Dex) +1 AnimalHandling (Wis) +9 Arcana (int) Athletics (Str) Decepticon (Cho) +4 History (Int} +3 Insight (Wis) +1 Intimidation (Cha) +2 Investigation (Int) +3 Medicine (Wis) +3 Nature (Int) +1 Perception (Wis) +1 Performance (Cha) Parsuasion {Cha) +2 Religion (Int) +2 Sleight of Hand (Dex) O +2 Stedlth (Dex) @® +3 Survival(Wis) ‘See your equipment, SKILLS 1 Languages.Common, Dwarvish,Elvish,Orc, Deep Speech Proficiencies.Arcana, light crossbows,dagger, dart, dice set, Insight, Investigation, Medicine, guarterstaff, Religion, sling,Survival OTHERPROACIENCIES& LANGUAGES k Half-Elf.poge 1of 2 Wizard 3 CLASS&LEVEL Half-Elf RACE R\ INmATIVE J RL SPEED HitPoint Maximum 20 CURRENTHITPOINTS E i — 500) | raiuresOOO) DEATHSAVES NAME AIK BONUS DAMAGE/TYPE Dagger +4 104+2piercing Ray ofFrost +5 1d8 cold Shocking Grasp +5 1d8 lightning Canlrips. Youknow magehand, rayof frost,and shocking grasp, and can cast them of will. SpellSlofs.Youhave four 1st-level spell slotsand two Znd-levelspell slotsyou can useto cast your prepared spells. PreparedSpells. Youprepare four 1si-level spells and two 2nd-levet spells to make them available for you to cast, choosing from the spells in your spellbook. Spelibook. You have a spellbock containing these spells: 1st-level—burninghands, detect magic. mage armor, magic missile, shisld, sleep, thunderwave; 2nd-level—flamingsphere, misty step. Descriptionsare in the rulebook. ATTACKS& SPELLCASTING - Dagger - Crystal - Backpack - Bedroll - Traveler's Clothes - Component Pouch - MessKit - Rations (1 day) (10) - Hempen Rope (50 feet) -8pelibook - Tinderbox - Torch (30) - Waterskin - Holy Symbol - Prayer Book - Incense Sticks (5) - Vestments - Common Clothes _ EQUIPMENT ) RE eranGi Acolyte BACKGROUND Neutral Good ALIGNMENT mdm i] HLT a PLAYER NAME 900 EXPERIENCE POINTS SpelicastingAbility.Intelligence Isyour spellcasting akility for your spells.Thesaving throw DC io resista spell you cast is 13.Your attack bonus when you make anaback with a spell is+5.See the rulebook for rules on casting your spells. Arcane Recovery. Youcanregain some of your magical energy by studying your spellbook.Once per day during a short rest, you can choose to recover expended spell slotswith a combined level equal to lessthanhalf your wizard level rounded down}. Darkvision. Youses in dimlight within a 6-foot radius of youas if it were bright light, and in darkness in thot radius os if it were dimlight. You can't discern color in darkness, only shades of gray. Fey Ancesiry. Youhave advantage on saving throwsagainst being charmed, and magic can't put you to sleep. EvocationSavant. Thegold and time you must spend to copy an evocation spell info your spelibock ishalved. Sculpt Spelis. When you cast an evocation spell that affects other creatures youcansee, you canchoose a number of them equal fo 1+ the spall's level. The chosen creaturesautomatically succeed on their saving throwsagainst the spell, and they take no damage if they wouldnormally takehalf damage on& successfulsave. ipa pail ie PERSOMALITYTRAITS min mma ee to = \ ERT EE I ! - ——— - { - . le yg | | Sy — eae ad = BITRE Pay i oo IE Par Fi sl SE TTR EET il 2 = Sia Ld SERIE Pei HERE HIREHr SC HE ty KER REY ptt [RE CISmrs 4 EHH:2 HERE 2 EER: 5" Wn wt rm= hg} FEC : i kx Di WE apr mE = is Lal BONDS =r IEE Spr: - ~TTTT. lL RI TE EEA tsa = ey i FR=E) TREN Ek A £3 —— pei] LJ [ ! NE BIRR EE Jira,I IH EHTat Rv i HE, Ry hia a Eo Fi fit 3 i : ad or “i k ike : rill pr y a [ ml ET cit: r . iH fm.IE ol pi @NETFLIX.© 2018 Hasbro. ©2018 Wizards of the Coast LLC. Permission is gronted to photocopy this document for personal Use.
Half-EIf Walking in two worlds but truly belonging to neither, halfalves combine what some say are the best qualities of their elf and human parents. human curlosity, inventiveness, and ambition tempered by the refined senses, love of nature, and artistic tastes of the elves. Some half-elves live among humans, set apart by their emotional and physical differences, watching friends and loved ones age while time barely touches them. Others live with the elves, growing restless as thay reach adulthood in the timeless elven realms, while their peers continue to live as children. Many half-eives, unable fo fit into either society, choose lives of solitary wandering or join with other misfits and outcasts in the adventuring life. Wizard Wizardsare supreme magic-users. Drawing on the subtte weave of magic that permeates the cosmos, they cast spells of explosive fire, arcing lightning, subtle deception, and brute-force mind control. The mightiest wizards learn to conjure elementals from other planes of existence, glimpse the future, or turn slain foes inte zombies. Background You have spent your life in the service of a temple to a specific god or pantheon of gods. You act as an intermediary between the realm of the holy and the mortal world. But you are not a cleric, Work with your DM to detail the nature of your religious service. Were you a lesserfunctionary in a temple, raised from childhood to assistthe priests in the sacred rites?Or were you a high priest who suddenly experienced a call to serve your god in a different way? Perhaps you were the leader of a small cult outside of any established temple structure, or even an occult group that served a fiendish master that you now deny. Shelter of theFaithful. Asan acoiyte, you command the respect of those who share your faith, and you can perform the religious ceremonies of your deity. You and your adventuring companions can expect to receive free hedling and care at a temple, shrine, or other established presence of your faith. Those who share your religlon will support you (but only you) at amodest lifestyle. Gaining Levels As you adventure and overcome challenges, you gain experience points (XP), as explained in the rulebook. With each level you gain, you gain one additional Hit Die and add 1dé (or 4) + 2 to your hit point maximum. You gain access 10 more spells as you gain levels. You can prepare a number of spells equal to your level + your intelligence modifier, as shown in the Spelicasting Advancement table. You also gain more spell slots SPELLCASTING ADVANCEMENT —Spell Slots per Spell Level— Level Prepared Spells 1st 2nd ard aE Le Ath 8 4 ADDING TO YOUR SPELLBOOK Each time you gain a wizard level, you can add two wizard spells of your choice to your spellbook, chosen from the wizard spell list in the rulebook. Each of these spells must be of a level for which you have spell slots. On your adventures, you might also find scrolls or books containing other spells you can add to your spellbock. TTT - B= 1 3 = rr Copying a Spell into the Book. When you find a wizard spell, you can add it to your spellbock if It is of a level for which you have spell siotsand if you can spare the time to decipher and copy it. For each level of the spell, the process takes 2 hours and requires 50 gp. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it, Once you have spent this time and money, you can prepare the spall just like your other spells. 4TH LEVEL: 2,700 XP Spells. Youlearn one more wizard cantrip of your choice. In addition, you gain one 2nd-level spell slot. Abllity Score Improvement. Your Intelligence increases to 18. which has the following effects. * Your Intelligence modifier becomes +4. * Your spell saving throw DC increases by 1. » Your bonus for your spell attacks increases fo +6. « Your modifier to Intelligence saving throws incraqses by 1. * Your modifier to Intelligence-based skillsincreases by 1. STH LEVEL:6,500 XP Spells. You can prepare andcast 3rd-level spells and you gain two 3rd-level spell slots. Proficiency Bonus. Your proficiency bonus increqses10 +3, which has the following effects: | « Your attack bonus increases by 1 for your spell attacks and for weapons you're proficient with. * You spell saving throw DC increases by 1. « Your modifier for saving throws and skills you're proficient in (indicated by a @)increases by 1. Holf-Ei, page 2 of 2 & NETFLIX.© 2018 Hasbro, ©2018 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
\ mn DUNGEONS8CDRAGONS®, aT PROFICIENCYBONUS QO +2 Constitution O +0 Intelligence ® +4 Wisdom ® +4 Charisma SAVINGTHROWS QO +0 Acrobatics(Dex) O +0 Arcana(int) ® +5 Athletics(Str) QO +2 Deception(Cha) O +0 History(int) @® +4 Insight (Wis) ® +4 Intimidation (Cha) QO +0 Investigation(Int) O +2 Medicine(Wis) Q +0 Nature(Int) Q +2 Perception (Wis) QO +2 Performance(Cha) ® +4 Persuasion(Cha) QO +0 Religion(Int) QO +0 StealthDex) QO 42 Survival(Wis), "See your equipment. SKILLS PASSIVEWISDOM(PERCEPTION) O +2 AnimalHondling(Wis) QO +0 SleightofHand(Dex) Languages.Elvish,Common Proficiencies. Athletics, dice set,heQvy armor, Insight,Intimidation, light amor, martial weapons, medium amor,Persuasion,shields, simple weapons, vehicles(land) OTHERPRORCIENCIES& LANGUAGES | Human, page | of 2 Ny 1 solder CLASS& LEVEL BACKGROUND PLAYERNAME Human LawfulGood 900 ~ AUGNMENT EXPERIENCE POINTS DivineSense.Asan action, youcan openyour awarenasstodetectthepresenceof sirongeviland powerfulgood. Untilthe endof yournext tum,you knowthelocationof any celestial,fiend,orundead within60feet of youthatisnot behind totalcover. Youknowthe type (celestial,fiend,orundead) of any beingwhosepresenceyousense,butnot itsidentity (the name of a particular vampire,forinstance). Withinthesameradius,you qlsodetect thepresence of any placeor object that hasbeenconsecratedor desecrated.Youcanusethisfeaturethreefimes.When youfinish &long rest,youregain all expended uses. LayonHands.Youhaveapool ofhealing power that replenisheswhen youtakea longrest.Withthat pool, youcanrestorea totalof 156hitpoints.Asanaction,you cantouchacreatureanddrawpowerfromthepoolto restorea numberof hitpointsto that creature,up fothe maximumamount remainingin yourpool. Altematively, youcan expend3hitpointsfromyourpoolof healing to cure the targetof onediseaseorneutralizecne poisonaffectingit.Youcan curemultiplediseasesand neutralizemultiplepoisonswith asingleuseof Layon Hands,expendinghit pointsseparatelyforeach one. Thisfeaturehasnoeffect onundeadandconstructs. SpelicastingAbility.Charismaisyourspelicasting abilityforyourpaladinspells.ThesavingthiowDCto resist a spellyoucastis12.Yourattackbonuswhenyou makeanattack witha spellis+4.Seetherulebookfor rulesoncastingyourspells. DivineHealth.Thedivinemagicflowingthroughyou makesyouimmunefodisease. NAME ATKBONUS DAMAGE/TYPE \ ChannelDivinity. You can channel divine energy directly from your deity, usingthat energy to Javelin +2 1dé+ 3 plercing fueloneoftwomagicaleffects:TumUndeador PraserveLife.Botheffectsrequireyouuseyour action andpresent your holy symbol; youchoose which effect tocreate. Youmust then finisha short orlongrest to use your ChannelDivinity again. po INTATIVE JJ:A, SPEED J}! FongEl] REECE a | di jy lonigsword~~ +5 1d8+3slashing DivineSmite. When you hit a creature with a meles weapon gHack, you can expend one spell slotto deol 2d8 radiant damage in addition to the weapon'sdamage. Thedamage increases by 1d8 if the target isan undead or a fiend. SpellSlots. Youhave three 1st-levelspell slotsyou can use to cast your prepared spells. PreparedSpells. Youprepare three spellsto make them available for you to cast, choosing from the following list;bless, command, cure wounds, detectmagic, heroism, ond shieldof faith. In addition, you always have two oath spells prepared:protection frorn evilandgoodand sanctuary. ATTACKS& SPELLCASTING - Shield - Chain Mail - Longsword - Javelin (5) - Backpack - Bedroll - Common Clothes - Mess Kit - Rations (1 day) (10) - Hempen Rope (50 feel) - Tinderbox - Torch (10) - Waterskin - Amulet © NETFLIX.© 2018 Hasbro. ©2018 Wizards of the Coast LLC. Permissionis granted to photocopy this document1 for personal use.
Human Humans are the youngest of the common races, late to arrive on the world scene and short-lived in comparison to dwarves, elves, and dragons. But they are the innovators, the achievers, and the ploneers of the world. Paladin Whatever their origin and their mission, paladins are united by their paths to stand against the forces of evil. Whether sworn before a god's altar and the witness of a priest, in a sacred glade before nature spiritsand fey beings, erin a moment of desperation and grief with the dead as the only witness, a paladin’s oath is a powerful bond. If is a source of power that turns a devout warrior into a blessed champion. Paladins train for years10 learn the skillsof combat, mastering a variety of weapons and armor. Even so, their martial skills are secondary to the magical power they wield. power 10 hed! the sick and injured, to smite the wicked and the undead, and to protect the innocent and those who join them in the fight for justice. Spelicasting. You have learned fo draw on divine magic through meditation and prayer10 cast spells as a cleric does. See chapter 4 of the rulebook for general rules of spellcasting. SacredOaih. Youhave swornan Oath of Devotion. This binds a paladin to the ioftiest ideals of justice, virtue, and order. Sometimes called cavaiiers, white knights, or holy warriors, these paladins meet the ideal of the knight in shining armor, acting with honor in pursuit of justice and the greater good. They hold themselves to the highest standards of conduct, and some, for better or worse, hold the rest of the world to the same standards. FightingStyle (Defense). While you are wearing armor, you gain a +1bonus fo AC (included). Sacred Weapon. As an action, you can imbue one wegpaon that you are holding with positive energy. For 1 minute, you add your Charisma modifier 16 attack rollsmade with that weapon (with a minimum bonus of +1).The weapon also emits bright light in a 20-foot radius and dim light 20 feet beyond that. If the weapon is not already magical, it bacomes magical for the duration. Turn the Unholy. Asan action, you present your holy symbol and speak a prayer, Eqch fiend or undead that can see or hear you within 30 feet of you must make a Wisdom saving throw (OC 12). If the creature fails its saving throw, it is turned for 1 minute or until it takes damage. A turned creature must spend its turns frying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. If also can’t take reactions. For its action, it can use only the Dash action or try 10 escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action. Background War has been your life for as long as you care to remember. You trained as a youth, studied the use of weapons and armor, learned basic survival techniques, including how to stay alive on the battlefield. You might have been part of a standing national army or a mercenary company, of perhaps a member of a local militia who rose to prominence during a recent war, MilitaryRank. Youhave a rank from your career Qs a soldier, Soldiers loyal to your former military organization still recognize your authority and influence, and they defer tO you if they are of a lower rank. You can invoke your rank to exert influence over other soldiers and requisition simple equipment or horses for temporary use. You can Qise usugily gain access to friendly military encampments and fortresses where your rank is recognized. Gaining Levels As you adventure and overcome challenges, you gain experience points (XP), as explained in the rulebook. With each level you gain, you gain one additionat Hit Die and add 1d10 {or 6) + 2 to your hit point maximum. You gain access to more spells as you gain levels. The Spellcasting Advancement table showshow many spell slots you have to cast your spels of 1stlevel and higher. SPELLCASTINGADVANCEMENT ~Spell Slots per Spell Level— Level Ist 2nd pring, TES rm TT LEA TTT al ST Wr ee Cp FR LTA Les oneT EE Tr EET a ET co Lr RE a ER SE HL FE a a I pi TS TO7 re IEA, =Nite + [ed Fa iA i=HHH Al] LE IER «=f LEI aie HH . HSE FET Dc EL nami brie. - dn, !L - FLL a ri Pian’ al an LTR EEC CRY AP 4TH LEVEL: 2,700 XP PreparedSpells. The number of spelis you con prepare increases to 5. Divine Sense. Youcan use this feature four times before needing to rest and regain your uses. Lay on Hands. The total number of hit points you can restore incredses to 20. Ability Score Improvemeni. Your Charisma increases1o 16, which has the following effects: « Your Charisma modifier becomes +3. » Your spell saving throw DC increases to 13. * Yourbonus for your spell attacks increases1o+5. * Your modifier to Charisma saving throws increases by 1. * Your modifier to Charismao-based skills increases by 1. 5TH LEVEL:6,500 XP Known Spelis. Add the following 2nd-level paladin spells to the list of spells you can prepare: aid and magic weapon. Lay on Hands. The total number of hit points you can restore Increases to 25, Divine Smite. Theextra damage increases by 1d8 for each spell level higher than ist, to a maximum of 5d8, Spells. You can now cast 2nd-level spells and gain one 1st-level spell slot and two 2nd-level spell slots. In addition to the spells you prepare, you always have two additional oath spells prepared: lesser restoration and zone of truth. Extra Attack. You con attack twice, instead of once, whenever you take the Attack action on your turn. Proficiency Bonus. Your proficiency bonus increases fo +3, which has the following effects. + Your attack bonus increases by 1 for your spell attacks and for weapons you're proficient with. * You spell saving throw DC increqses by 1. * Your modifier for saving throws and skills you're proficient In (indicated by a@)increases by 1. IMPROVING YOUR ARMOR As you acquire treasure, you can buy better armor10 improve your Armor Class. The rulebook contains equipment, Including armor. Human, pogae 2 of 2 @NETFLIX.@2018 Hasbro. ©2018 Wizards of the Coast LLC. Permission is granted to photecopy this document for personal use.
ee \ = DUNGEONS{$cDRAGONS*® CHARACTERNAME—eren pm ———— Cn ie] Los Loi INSPIRATION PROFHCIENCYBONUS OQ +2 Constitution O +0 Intelligence O +1 wisdom QO +0 Charisma SAVINGTHROWS Acrobatics (Dex) AnimalHandling (Wis) O +2 ® +3 O +0 ® +5 O +0 O +0 ® +3 ® 2 O +0 O + O10 ® +3 O10 O +0 OC10 O +2 Arcana {Inf) Athletics (51) Deception (Cha) History (Int) Insight (Wis) Intimidation (Cha) Investigation (Int) Medicine (Wis) Nature {Int) Parception (Wis) Performance (Cha) Parsuasion (Cha) Religion (Int) Sleight of Hand(Dex) O +2 Stealth(Dex) ® +3 Survival (Wis) “See your eguipment. SKILLS s ) PASSIVEWISDOM(PERCEPTION) | Languages.Common, Orc, DeepSpeech,Elvish Proficiencies. Animal Handling, Athletics, hom, Insight,Intimidation, light armor, martial weapons, mediumamor, Perception,shields, simple weapons, Survival OTHERPROFICIENCIES& LANGUAGES Holf-Orc, page 1 of 2 CENETFLIX.© 2018 Hasbro. ©2018 Wizards of the Coast LLC. Ranger3 CLASS& LEVEL Half-Orc RACE CURRENTHITPOINTS NAME ATKBOMUS DAMAGE/STYPE Longbow +6 1d8+ 2plercing Shortsword +5 1db+ 3piercing Colossus Slayer. Yourtenacity can wear down the most potent foes. When you hit a creature with a weapon attack, the creature takes an extra 1d8damage if it's below itshit point maximum. You can deal this extra damage only once per turn. SpellSlofs. You have three 1st-level spell sicts, Tocast a spell, youmust expend a slof of the spell’s level or higher. Spells Known. You know the following spells: cure wounds, hunter's mark, and longsirider. ATTACKS& SPELLCASTING -ScaleMil - Shortsword - Longbow - Arrows (20) - Backpack - Bacroll - Traveler's Clothes - Hunting Trap - MessKit - Rations (1 doy)(10) - HampenRope (50 faet) - Tinderbox - Torch (10) - Waterskin - Stoff \ EQUIPMENT TE PF . rll = nes Cee ed . Eeate mt AEA " id ey dt / i Li eo Per REErp, wT RE Hyer E—— TiEETer I a r= rH EE i pnt Outlander BACKGROUND Neutral Good ALIGNMENT PLAYER NAME ~~ 900 EXPERIENCEPOINTS = FavoredEnemy(Monstrosities).Youhavesignificant experiencestudying,tracking,andhunting monstrosities.YouhaveadvantageonWisdom (Survival)checkstotrackmonshiosities,aswellason IntalligencecheckstorecallInformationabout them. NaturalExplorer(Forest).Youareparticularyfamilicr withforestsandareadept af fravelingandsurviving in suchregions.WhenyoumakeanIntelligenceor Wisdomcheck relatedto forests,yourproficiencybonus isdoubledif youareusingaskillyouare proficientin. Whiletravelingforanhourormoreina forest,yougain thefollowingbenefits: + Difficultterraindoesn'tslowyourgroup'stravels. » Yourgroupcan't become lostexceptbymagical Maans. * Evenwhenyouareengagedinanotheractivity whiletraveling(suchasforaging,nanvigoting,of tracking),youremainclert to danger. + [f youaretravelingalone,youcanmovestealthilyat anormalpace. + Whenyouforage,youfindtwiceasmuchcodas younomally would. * Whiletracking other creatures,youQlsolearntheir exactnumber,their sizes,andhowlong agothey passedthroughthe area. FightingStyle(Archery).Yougaina +2toattack rolls youmakewithrangedweapons(included). SpelicastingAbility.Wisdomisyourspelicastingability foryourrangerspells,sinceyourmagic drawsonyour attunement10nature.ThesavingthrowDCtoresist spellyoucostis11.Yourattack bonuswhenyoumake an attack witha spellis+3.Seethe rulebookforruleson castingyourspells. PrimevalAwareness.Youconuseyouractionand expendonerangerspallslotfo focusyourawarenasson the region aroundyou.For1minuteperlavelof thespell slotyouexpend,youcan sensewhetherthefollowing typesof creaturesarepresantwithin1miteof you{orup to&milesifyouareina forest).aberrations,celestials, dragons,elementals,fey. fiends,andundead.This doesn’trevealthecreatures’ locationornumber, RelentlessEndurance.WhanyouarereducedtoOhit pointsbut notkilledoutright,youcandrop to1hitpoint instead.Youcan'tusethisfeatureagainuntilyoufinish alongrest. Savage Attacks.Whenyouscore a criticalhit with a melee weaponattack, youcanrolloneof the weapon'sgomagediceoneadditional imeandaddif to theextradamage of thecriticalhit. FEATURES& TRAITS TST os — +3For LEER i Ei rin Hi{lac miiHA TS = ry =m : GE TH] - n Pe be] lr ir cops ai Err ini - a oni Permission Is granted to photocopy this document for personal use.
Half-Oxc Crc ond human tribes sometimes form alliances, joining forces info a larger horde to the terror of Civilized lands nearby. When these alliances are sealed by marriages, haiforcs are bom, Some half-orcs rise to become proud chiefs of orc tribes, their human blood giving them an edge over their full-blooded orc rivals. Some venture into the world to prove their worth among humans and other more civilized races. Many of these become adventurers, achieving greatness for their mighty deeds and notoriety for their barbaric customs and savage fury. Half-orcs’ grayish pigmentation, sloping foreheads, jutting jaws, prominent teeth, and towering builds make their orcish heritage plain for all to see. Orcs regard battle scars as tokens of pride and ornamental scars as things of beauty. Half-orcs feel emotion powerfully. Rage doesn't justquicken their pulse; it makes their bodies burn, An insult stings like acid, and sadness saps their strength. But they laugh loudly and heartily, and simple bodily pleasures—feasting, drinking, wrestling, drumming. and wild dancing—fill their hearts with joy. They tend 10 be short-tempered and sometimes sullen,more inclined to action than contemplation and to fighting than discussing. The most accomplished half-orcs are those with enough self-control to get by in a civilized land. Ranger Warriors of the wilderness, rangers specialize in hunting the monsters that threaten the edges of civilization. They leam to track their guarry as a predator does, moving stealthily through the wilds and hiding themselves in brush and rubble. Rangers focus their combat training on techniques that are particularly useful against their specific favored foes. Though a ranger might make a living as a hunter, a guide, or a tracker, a ranger’s frue calling is to defend the outskirts of civilization from the ravages of monsters and humanoid hordes that press in from the wild, A ranger’s talents and abilities are honed with deadly focus on the grim task of protecting the borderlands., Spelicasting. Thanks to their familiarity with the wilds, rangers acquire the ability to cast spells that harness natura’s power, much as a druid does. Their spells,like their combat abilities, emphasize speed, stealth, and the hunt. See chapter 4 of the rulebook for generat rules of spelicasting. Background You grew up in the wilds, far from Civilization and the comforts of town and techneclogy. You've witnessed the migration of herds larger than forests, survived weather more extreme thon any city-dweller could comprehend, and enjoyed the solitude of being the only thinking creature for miles in any direction. Thewilds are in your blood, whether you were a nomad, an explorer, a recluse, a huntergatherer, or even a marcuder, Even in places where you don’t know the specific features of the terrain, you know the ways of the wild. Wanderer. You have an axcellent memory for maps and geography, and you can always recall the general layout of terrgin, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up te five other people each day, provided that the icnd offers berries, small game, water, and so forth. Gaining Levels Asyou adventure and overcome challenges. you gain experience points {XP), as explained in the rulebook. With each level you gain, you gain one additional Hit Die and add 1d10 (or 6) + 2 to your hit point maximum. You gain access to more spells as you gain levels, The Spellcasting Advancement table shows how many ranger spells you know as well as how many spell slots you have to cast your spellsof 1stlevel and higher, SPELLCASTING ADVANCEMENT —Spell Slots per Spell Lovel— Lovel Spells Known 1st 3rd Ba oo ET TREE Ath 3 4TH LEVEL: 2,700 XP AbilityScore Improvement. Your Wisdom increases to 14, which has the following effects: « Your Wisdom modifier becomes +2. = Your spell saving throw DC increases10 12, = Yourbonus for your spell attacks increasesto +4. » Your modifier to Wisdom saving throws increases by 1. « Your modifier to Wisdom-based skillsincreases by 1. 5TH LEVEL:6,500 XP Spells Known:Youlearn one additional ranger spell. Add one of the following to your Spells Known list; lesser restoration, pass without frace, or sitence. Spells. You can now cast 2nd-levei spells and gain two 2ndlevel spell slots. Extra AHtack. Youcan attack twice, instead of once, whenever you take the Attack action on your turn, Proficiency Bonus. Your proficiency bonus increqses to +3. which has the following effects; + Your attack bonus increases by 1 for your spell attacks and for waapons you're proficient with. * You spell saving throw DC increases by 1. * Your modifier for saving throws and skills you're proficient in {indicated by a @) increases bby1. IMPROVING YOUR ARMOR As you acquire treasure, you can buy better armor fo improve your Armor Class. The rulebook contains equipment, including armor. Half-Or¢, page 2 of 2 © NETFLIX. © 2018 Hasbro. ©2018 Wizards of the Coast LLC.Parmission is granted to photocopy this document for personal use.
A\ DUNGEONS $CDRAGONS® i : =ERLE Sl CHARACTERNAME meeoan -— = c- —- an INSPIRATION OC +0 strength O +3 Dexterity QO +2 Constitution Q +1 Intelligence @® +4 Wisdom @® +2 Charsme SAVINGTHROWS Acrobatics (Dex) AnimalHandling (Wis) Arcana (Int) Athletics (Str) Deception (Cha) History (Int) Insight (Wis) Intimidation (Cha) Investigation (Int) Medicine (Wis) Nature {Int} Parcaption (Ws) Performance (Cha) Persuasion (Cha) Rellgion (Int) Sleight of Hand {Dex} Stealth(Dex) Survival(Wis) "See your equipment, SKILLS PASSIVEWISDOM(PERCEPTION) | Languages.Common, Elvish,Orc, Dwarvish CO0@0000800®@000O0DO0 ple ErEEEEBBEKE Proficiencies. Heavy armor, History,Insight, fightarmor. longbow, longsword, Medicine, medium armor,Perception, Religion,shields, shortbow, shortsword, simple weapons OTHERPROFICIENCIES& LANGUAGES Elf, page 1 of 2 \ ATK BONUS DAMAGESMYPE +5 ds +3plercing 2 1déBludgeoning SpiritualWeapon +4. 1d8 +2 force Cantrips.Youknow guidance, light, and sacred flame, andcan cast them at will. Descriptions are foundin the rulebook, SpellSlots. Youhove four Ist-level spell slotsand two 2nd-level spell slotsyou can use to cast your prepared spells. PreparedSpells.Youprepare five spellsof 1st or 2nd level, in any combination, to make them available for you to cast, choosing from the cleric spall list in the rulebook. In addition, you always have four domain spellsprepared: bless, cure wounds,lesserrestoration,and spiritual weapon. ATTACKS& SPELLCASTING - Shield - Chain Mail - Mace - Light Crossbow - Crossbow Bolts (20) - Backpack - Bedroll - Common Clothes - Mess Kit - Rations (1 day) (10) - Hempen Rope (50 feet) - Tinderbox - Torch (10) - Waterskin - Amulet - Emblem EQUIPMENT Cleric 3 Acolyte | CLASS& LEVEL TUBACKGROUND TT TTT PLAYER NAME Wood Elf Lawful Good 200 RACE ALIGNMENT EXPERIENCEPOINTS ability for your spells.Thesavingthrow DC toresist a spell youcasts 12.Yourattack bonus whenyou makeanattack with a spellis+4.Seetheulebook forrulesoncasting your spells, Disciple of Life,Yourhealingspellsareporticulatly affective. Whenever yourestorehitpoints to a creature with a spell of 1stlevelor higher, the creature regainsadditionalhit points equal to2+ thespells level, ChannelDivinity.Youcan channsl divine energy directly from your deity. usingthat energy to fual one of two magical effects:TumUndeador PreserveLife.Botheffects require youuse your action andpresent yourholy symbol youchoose which effect tocreate. Youmust then finish a short orlongrest10useyourChannelDivinityagain. TurnUndead.WhenyouuseTurnUndead,each undeadthat cansee or hear you within30feet of youmust make a Wisdom savingthrow(DC 12).if thecreature fallsitssavingthrow,it istumed for1 minute of until it takesdamage. AfumedCreature mustspenditstumtrying tomoveas far away from youQsit can, and it can’t willingly move toa space within30feet of you.Italsocan't takereactions.For itsaction, it can useonly theDash actionor fry fo escape from aneffect that preventsit frommoving. Ifithas nowhere it canmove, the creature canuse theDodgeaction. PreserveLife.WhenyouusePreserveLife,Choose one or more creatures within 30 feet of you to heal, then distribute up to 15hitpointsamong them.This featurecan restorea creaturetono morethan half of itshit point maximum. At 4thlevel, you can distribute 20 hitpoints, andat 5thlevel 25. Darkvision.Youseeindimlightwithina 60- foot radiusof youasifit werebright light,andin darknessin thatradiusasifit weredim light.You can't discern colorin darkness,only shadesof gray. FeyAncesiry.Youhaveadvantage on saving throwsagainstbeing charmed, ondragic can't put you fosleep. Mask of the Wild.Youcanattempt tohide even when you gre onlylightly obscuredby foliage, heavy rain, fallingsnow,mist,andother natural phenomena. FEATURES& TRAITS PERSONALITYTRAITS © NETFLIX.© 2018Hasbro. ©2018 Wizards of the Coast LLC.Permission is granted to photocopy this document for personal use.
EIf Elvesare people of otherworldly grace, living in the world but not entirely part of it. They live in places of ethereal beauty, in the midst of ancient forests or in silvery spires glittering with faerie Hight, where soft music drifts through the air and gentle fragrances waft on the breeze, Elveslove nature and magic, art and artistry, music and poetry, Elves can live over 700 years. They are more often amused than excited, and more likely to be curious than greedy. They tend to remain oloof and unfazed by petty happenstance, and they trust in diplomacy and compromise to resolve differences before they escalate to violence. Most elves dwell in small forest villages hidden among the frees. Their contact with outsiders is usually limited, though a few elves make a good living by trading crafted items for metals, which they have no interest in mining. Trance. Elves don’t need to sleep. They meditate deeply, remaining semiconscious, for 4 hours a day and gain the same lxenefit a human does from 8 hours of sleep. Cleric Clerics are intermediaries between the mortal world and the distant planes of the gods. As varied as the gods they serve, clerics strive to embody the handiwork of their deities. No ordinary priest or temple servant, a cleric is imbued with divine magic. Divine Domain. You draw magic from the divine domain—a sphere of magical influence—associated with your deity, Yourdomain iets you have certain spells, such as blessand cure wounds, always prepared. Your domain is Life, which is affiliated with many gods of good. Work with your DM tc decide what your specific deity or pantheon are, and what additional details may arise from that. Background Youhave spent your life in the service of a temple to a specific god or pantheon of gods. You act as an intermediary between the realm of the holy and the mortal world. But you are not a cleric. Work with your DM to detail the nature of your religious service. Were you a lesserfunctionary in a temple, raised from childhood to assistthe priests in the sacrad rites? Or ware you a high priest who suddenly experienced a cail to serve your god in a different way? Perhaps you were the leader of a small cult cutside df any established temple structure, or even an occult group that served d fiendish master that you now deny. Shelter of the Faithful. As an acolyte, you command the respect of those who share your faith, and you can perform the religious ceremonies of your deity. You and your adventuring companions can expect to receive free healing and care at a temple, shrine, or other established presence of your faith. Those who share your religion will support you (but only you) at a modest lifestyle, Gaining Levels As you adventure and overcome challenges, you gain experience points (XP), as explained in the rulebook, With each level you gain, you gain one additional Hit Die and add 1d8 (or 5) + 2 to your hit point maximum. You gain access to more spells as you gain levels. You can prepare a number of spells equal to your level + your Wisdom modifier, as shown in the Spelicasting Advancement table. You also gain more spell slots. SPELLCASTING ADVANCEMENT —Spell Slots per Spell Level— Level Prepared Spells 1st 2nd 3rd Fa I: 4 Tye Ese 4th 7 4 3 — 5th 8 A Tg Tee A 4TH LEVEL: 2,700 XP Spells. You learn one more cleric cantrip of your choice. In addition, the number of spells you con prepdre incregses fo 7. Ability Score Improvement. YourWisdom increases to 16, which has the following effects. » Your Wisdom modifier becomes +3. » Your spel saving throw DC incregses to 13. » Your bonus for your spell attacks increases to +5. * Yourbonus damage to spiritual weaponbecomes +3. » Your modifier to Wisdom saving throws increases by 1. + Your modifier to Wisdom-based skills increases by 1. = Because the modifier for your Perception skill increased, your passive Wisdom (Perception) score increases by 1. 5TH LEVEL:6,500 XP Spells. You can now prepare and cast 3rd-level speils, and the number of spells you can prepare increases to 8. In addition 10 the spells you chose 16 prepare, you always hove two additional domain spells prepared: beacon of hope and revivify., ProficiencyBonus. Your proficiency bonus increases to +3, which has the following effects: « Your attack bonus increases by 1 for your spell attacks and for weapons you're proficient with. + You spell saving throw DC and the DC for your Turn Undead each increase by 1. « Your modifier for saving throws and skills you're proficient in (indicated by 0 @)increases by 1. Destroy Undead. When an undead fails its saving throw against your TurnUndead feature, the creature isinstantly destroyed if its challenge rating is 1/2 or lower. IMPROVING YOUR ARMOR ASyou acquire treasure, you can buy better armor to improve your Armar Class. The rulebook contains equipment, including armor. A Elf.page 2 of 2 & NETFLIX. & 2018Hasbro.&2018Wizardsof the Coast LLC.Permissionisgranted to photocopy this document for personal use.
\ DUNGEONS8c DRAGONS O -1 strength @® +4 Dexterity QO +2 Constitution QO +2 Intelligence O +0 wisdom @® +4 Charsmo SAVINGTHROWS Acrobatics (Dex) Animal Handling (Wis) @® +6 Arcana (inf) QO +0 Athletics(Str) QO +3 Deception(Cha) QO +3 History (Int) @® +2 Insight (Wis) QO +3 intimidation(Cha) ® +6 Investigation (Int) QO +1 Medicine(Wis) QO +3 Nature(Inf) @® +2 Perception (Wis) @® +4 Performance(Cha) QO +3 Persuasion(Cha) O +3 Religion(int) @® +4 Sleightof Hand (Dex) @® +4 Stealth Dex) O + SETH TL “Ses your equipment, To ete en -. or SKILLS Survival (Wis) PASSIVEWISDOM(PERCEPTION) Languages.Common, Dwarvish Proficlencles. Acrobatics, Arcana (expertise), battieaxe, handcrossbow, disguise kit, drum, handaxe, harp, hom, Investigation (expertise), light armor, light hammer, longsword, lute, Performance, rapier, shortsword, simple weapons,smith’stots, Stealth, warhammer Stonecunning.Whenaver you make an Intelligence (History) check related1¢the origin of stonework, you cre consideredproficient in the history skilland add double your proficiency bonus to the check, Instead of your normalproficency bonus. OTHER PRORCIENCIES & LANGUAGES Dwarf. page 1 of 2 CLASS& LEVEL HillDwarf CURRENTHAYPOINTS <a — ee OOO) CC raURESOOO) oRZell3FR, VERE TalTLI IT . IE TT NAME ATKBONUS DAMAGE/TVYPE Dagger” +4 1d4+ 2piercing Rapler +4 1d8+2plercing “You can throw a dagger 20 fest, orup to80 feet with disadvantage on the attack roll. fos Slots.You have four 1st-level and two 2nd-level spell slots.Tocast a spell of 1stlevel or higher, you must expend a slot of the spell’s level or higher. SpellsKnown, Youknow the following spells: Cantrips—prestidigitation, viciousmockery; 1stlevel—charmperson, comprehendlanguages, defectmagic. steep: 2nd-level—invisibilty, suggestion. Spell descriptions are in the rulebook. ATTACKS& SPELLCASTING - Leather armor - Dagger - Rapier - Ink {1 ounce bottle) - Ink Pen - Map or Scroll Case (2) - Chest - Fina Clothes (2) - Lamp - Qil (fiask) (2) - Paper (one sheet} (5) - Perfume (vial) - Sealing Wax - Soap i - Drum - Lute - Disguise Kit \ EQUIPMENT J oe,ELLER TE a En esFr Entertainer BACKGROUND Neutral Good ALIGNMENT fra PLAYERNAME 900 EXPERIENCEPOINTS SpellcastingAbility, Charisma is your spellcasting ability for your spells.The saving throw DC to resist a spell voucast is12, Your attack bonus when youmake an attack with a spell is+4.See the rulebook for ruleson casting your spells. Bardic Inspiration. Youcaninspireothers through stirringwordsor music, Usea bonus actionon your fum to grant oneBardic Inspiration die (1dé) to one creature other than yourself within 60 feet of you who canhear you. Once within thenext 10minutes, the creature can roll the die andadd the number relied to one abllity check, attack roll, or saving throw, You can use this two times, Youregain expended uses when you finish a long rest, Song ofRest. Youcan usesoothing music of oration10help revitalize your woundedallies during Q short rest.Youor any friendly creature who spends one or mora Hit Dice also regains an extra 1dé hit points. Cutting Words.Youknow how10useyour wit to distract and confuse others.When a creature that youcan see within60 feet of youmakes an attack roll, an ability check, or a domage roll, you can use your reaction to expend one of vour usesof Bardic Inspiration, rolling a Bardic Inspiration die andsubtracting the number rolled from the creature’s roll.The creatureIsimmune if it can’t hear you or if it’s immune to being charmed. Darkvision.Youseein dim light within a 60- foot radius of you as if it ware bright light, and in darknessin that radiusosIf it weredimlight.You can't discerncolor in darkness.only shadesof gray. Dwarven Resilience. You have advantage on saving throws against poison, and you have resistance against poison damage. FEATURES& TRAITS ET LeithFaia i A Ae ESRe Sat STR il © NETFLIX,&@2018 Hasbro. ©2018 Wizards of the Coast LLC,Parmisslon isgranted to ohotocopythis document for personal use,
Dwarf Kingdoms rich in ancient grandeur, halls carved into the roots of mountains, the echoing of picks and hammers in mines and blazing forges, a commitment to clan and tradition, and hatred of goblins and orcs—these common threads are the heritage of every dwarf, Bold and hardy. dwarves are known Qs skilled warriors, miners, and workers of stone and metal, They can live to be more than 400 years old, so the cldest living dwarves often remember a very different world. Dwarves are solid and enduring, like the mountains they love, weathering the centuries with stoic endurance. Individual dwarves are determined and loyal, true to their word and committed in action, sometimes to the point of stubbornness. Dwarven Toughness.Yourhit pointmaximum increases by 1, andit increases by 1 every time you gain a level(included). Bard Whether scholar, skald, or scoundrel, a bord weaves magic through words and music to inspire allies, demoralize foes, and even heal wounds. Not every minstrel singing in a tavern or jester cavorting in a royal court is a bard. Discovering the magic hidden in music requires hard study and some measure of natural talent that most froubadours and jongleurs lack. A bard's life isspent wandering across the land gathering lore, telling stories, and living on the gratitude of audiences. After telling so many stories about heroes accomplishing mighty deeds, many bards take these themes fo heart and assume heroic roles themselves, Spellcasting. You have learned to untangle and reshape the fabric of reality in harmony with your wishes and music. See chapter 4 of the rulebook for general rules of spellcasting. Jack ofAll Trades. Youcan addhalf your proficiency bonus, rounded down, Toany ability check you make that doesn’t already include your proficiency bonus (included). Background You thrive in front of an audience. You know how to entrance them, entertain them, and even inspire them. Your poetics can stir the hearts of those who hear you, awakening grief or joy. laughter or anger. Your music raises thelr spirits or captures their sorrow. Your dance steps captivate, your humor cuts to the quick. Whatever techniques you use, your art is your life. By Popular Demand. You can always find a place to perform, usually in an inn or tavern but possibly with a circus, at a theater, or even in a noble’s court, At such a place, you receive free lodging and food of a modest or comfortable standard (depending on the quality of the establishment), as long as you perform each night. In addition, your performance makes you something of a local figure, When sfrangers recognize you In a town where you have performed, they typically take agliking to you. Gaining Levels Asyou adventure and overcome challenges, you gain experience points (XP), as explained in the rulelzook. With each level you gain, you gain one additional Hit Die and add 1d8 (or 5) + 2 to your hit point maximum. You gain access to more spells as you gain levels. The Spellcasting Advancement table shows how many bard cantrips you know as well as how many spell slots you have to cast your spells of 1st level and higher. SPELLCASTINGADVANCEMENT =Spell Slots per Spell Lavel— Laval Cantrips Known Spells Known 1st 2nd 3rd Ard : FO Cd ee rn deinEELn ee RTE A 4th 3 7 4 3 —_ Erk y - Cade phe TE Leg oH SEL LEI EE HETC SA 4TH LEVEL: 2,700 XP Spells. You learn one additional bard cantrip of your choice. In addition, you learn one more bard spell of your choice, and gain one additional 2nd-level spell slot. Bardic Inspiration. You can use this feature three times before needing to rest and regain your uses, AbllityScore Improvement. YourCharisma increases to 16, which has the following effects: + YourCharisma modifier becomes +3. * Your spell saving throw DC increases to 13. + Your bonus for your spell attacks increases to +95. + Your modifier to Charisma saving throws increqses by 1. « Your modifier to Charisma-based skillsincreases by 1, 5TH LEVEL:6,500 XP Spells. You learn one more bard spell of your choice. in addition, you can now cast 3rd-level spells and gain two 3rd-level spell slofs. Bardic Inspiration. The bonus granted by your Bardic Inspiration die changes to 1d8. Font of Inspiration. You regain all of your expended uses of Bardic Inspiraticn when you finish a short or iong rest. Proficiency Bonus. Yourproficiency bonus increases to +3, which has the following effects: « Your attack bonus increases by 1 for your spell attacks and for weapons you're proficient with. + Your spell saving throw DC increases by 1. * Your modifier for saving throws and skills you're proficient in (indicated by a @)increases by 1. IMPROVING YOUR ARMOR Asyou acquire tfregsure, you can buy better armor to improve your Armor Class. Therulebook contains equipment, including armor. Dwarf, poge 2 of 2 — © NETFLIX. © 2018 Hasbro. ©2018 Wizards of the Coast LLC. Permission Is granted to photocopy this document for personal use,