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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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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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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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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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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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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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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
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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
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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