Eberron Character Sheets
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7/25/2019 Eberron Character Sheets
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ic oHc d h
When you attack an enemy in melee, roll+. On a 10+ you deal your damage
o the enemy and avoid their attack. At your option, you may choose to do +1d6
amage but expose yourself to the enemys attack. On a 79, you deal your damage
o the enemy and the enemy makes an attack against you.
o
When you take aim and shoot at an enemy at range, roll+. On a 10+ you haveclear shotdeal your damage. On a 79, choose one (whichever you choose
ou deal your damage):
You have to move to get the shot placing you in danger of the GMs choice
You have to take what you can get: -1d6 damage
You have to take several shots, reducing your ammo by one.
Df D
When you act despite an imminent threat or suffer a calamity, say how you deal
with it and roll. If you do it
by powering through, +
by getting out of the way or acting fast, +
by enduring, +
with quick thinking, +
through mental fortitude, +
using charm and social grace, +
On a 10+, you do what you set out to, the threat doesnt come to bear. On a 79,
ou stumble, hesitate, or flinch: the GM will offer you a worse outcome, hard
argain, or ugly choice.
Dfd
When you stand in defense of a person, item, or location under attack, roll+.
On a 10+, hold 3. On a 79, hold 1. So long as you stand in defense, when you or
he thing you defend is attacked you may spend hold, 1 for 1, to choose an option:
Redirect an attack from the thing you defend to yourself
Halve the attacks effect or damage
Open up the attacker to an ally giving that ally +1 forward against the attacker
Deal damage to the attacker equal to your level
pou o
When you consult your accumulated knowledge about something, roll
On a 10+ the GM will tell you something interesting and useful abou
subject relevant to your situation. On a 79 the GM will only tell you some
interestingits on you to make it useful. Te GM might ask you How d
know this? ell them the truth, now.
Dic ii
When you closely study a situation or person, roll+. On a 10+ ask th
3 questions from the list below. On a 79 ask 1. ake +1 forward when a
on the answers.
What happened here recently?
What is about to happen?
What should I be on the lookout for?
What here is useful or valuable to me?
Whos really in control here?
What here is not what it appears to be?
P
When you you have leverage on a GM character and manipulate them, roll+
Leverage is something they need or want. On a hit they ask you for some
and do it if you make them a promise first. On a 79, they need some con
assurance of your promise, right now.
id o If
When you help or hinder someone you have a bond with, roll+Bond with
On a 10+ they take +1 or -2, your choice. On a 79 you also expose your
danger, retribution, or cost.
Basic MovesHack and Slash
Volley
Defy Danger
Defend
Aid or Interfere
Parley
Discern Realities
Spout LoreSTR
DEX
DEX
CON
INT
WIS
CHA
STR
CON
WIS
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pci o
hWhen youre dying you catch a glimpse o what lies beyond the Black Gates o
Deaths Kingdom (the GM will describe it). Ten roll (just roll, +nothingyeah,
Death doesnt care how tough or cool you are). On a 10+ youve cheated death
oure in a bad spot but youre still alive. On a 79 Death will offer you a bargain.
ake it and stabilize or reuse and pass beyond the Black Gates into whatever
ate awaits you. On a miss, your ate is sealed. Youre marked as Deaths own and
oull cross the threshold soon. Te GM will tell you when.
cucWhen you make a move while carrying weight up to or equal to Load, youre
ne. When you make a move while carrying weight equal to load+1 or load+2,ou take -1. When you make a move while carrying weight greater than load+2,
ou have a choice: drop at least 1 weight and roll at -1, or automatically ail.
CpWhen you settle in to rest consume a ration. If youre somewhere dangerous
ecide the watch order as well. I you have enough XP you may Level Up. When
ou wake rom at least a ew uninterrupted hours o sleep heal damage equal to
al your max HP.
chWhen you youre on watch and something approaches the camp roll+. On
10+ youre able to wake the camp and prepare a response, the camp takes +1
orward. On a 79 you react just a moment too late; the camp is awake but hasnt
ad time to prepare. You have weapons and armor but little else. On a misswhatever lurks outside the campfires light has the drop on you.
Ud Piou JouWhen you travel through hostile territory, choose one member o the party to
ct as trailblazer, one to scout ahead, and one to be quartermaster (the same
haracter cannot have two jobs). If you dont have enough party members or
hoose not to assign a job, treat that job as i it had rolled a 6. Each character
with a job to do rolls+. On a 10+ the quartermaster reduces the number o
ations required by one. On a 10+ the trailblazer reduces the amount o time it
akes to reach your destination (the GM will say by how much). On a 10+ the
cout will spot any trouble quick enough to let you get the drop on it. On a 79
ach roles performs their job as expected: the normal number of rations are
onsumed, the journey takes about as long as expected, no one gets the drop onou but you dont get the drop on them either.
UpWhen you have downtime (hours or days) and XP equal to (or greater than) your
urrent level + 7, subtract your current level +7 rom your XP, increase your level
y 1, and choose a new advanced move rom your class. I you are the wizard,
ou also get to add a new spell to your spellbook.
Choose one o your stats and increase it by 1 (this may change your modifier).
Changing your Constitution increases your maximum and current HP. Ability
cores cant go higher than 18.
d of ioWhen you reach the end of a session, choose one your bonds that you
resolved (completely explored, no longer relevant, or otherwise). Ask the p
o the character you have the bond with i they agree. I they do, mark XP
write a new bond with whomever you wish.
Once bonds have been updated look at your alignment. If you fulfilled
alignment at least once this session, mark XP. Ten answer these three que
as a group:
Did we learn something new and important about the world?
Did we overcome a notable monster or enemy?
Did we loot a memorable treasure?
For each yes answer everyone marks XP.
CouWhen you return triumphant and throw a big party, spend 100 coin and
extra 100s o coin spent. On a 10+ choose 3. On a 79 choose 1. On a mis
still choose one, but things get really out o hand.
You beriend a useul NPC
You hear rumors o an opportunity
You gain useul inormation
You are not entangled, ensorcelled, or tricked
uppWhen you go to buy something with gold on hand, if its something re
available in the settlement youre in, you can buy it at market price. I its some
special, beyond whats usually available here, or non-mundane, roll+
10+ you find what youre looking or at a air price. On a 79 youll have t
more or settle or something similar.
coWhen you do nothing but rest in comort and saety afer a day o rest you re
all your HP. Afer three days o rest you remove one debility o your cho
youre under the care o a healer (magical or otherwise) you heal a debili
every two days o rest instead.
cuiWhen you put out word that youre looking to hire help, roll. If you m
known
that your pay is generous, take +1 what youre setting out to do, take +1
that theyll get a share o whatever you find, take +1
I you have a useul reputation around these parts take an additional +1. On
youve got your pick o a number o skilled applicants, your choice who you
no penalty or not taking them along. On a 79 youll have to settle or som
close or turn them away. On a miss someone influential and ill-suited de
theyd like to come along (a oolhardy youth, a loose-cannon, or a veiled e
or example), bring them and take the consequences or turn them away.
turn away applicants you take -1 orward to Recruit.
Oudi When you return to a civilized place in which youve caused trouble b
roll+. On a hit, word has spread o your deeds and everyone recognizeOn a 79, that, and, the GM chooses a complication:
Te local constabulary has a warrant out or your arrest
Someone has put a price on your head
Someone important to you has been put in a bad spot as a result o your ac
oWhen you spend your leisure time in study, meditation, or hard practice
gain preparation. I you prepare or a week or two, 1 preparation. I you pr
for a month or longer, 3 preparation. When your preparation pays off s
1 preparation or +1 to any roll. You can only spend one preparation per
Special Moves
WIS
WIS
CHA
CHA
Last Breath
Encumbrance
Make Camp
Take Watch
Undertake a Perilous Journey
Level Up
Bolster
OUtstanding Warrants
Recruit
Recover
Supply
End of Session
Carouse
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our Load is 8+. You carry dungeon rations (5 uses, 1 weight), a dagger
hand, 1 weight) some token of where youve travelled or where youre
rom, and your choice of weapon:
Axe (close, 1 weight)
Two-handed sword (close, +1 damage, 2 weight)
Choose one:
Adventuring gear (1 weight) and dungeon rations (5 uses, 1 weight)
Chainmail (1 armor, 1 weight)
When you gain a level from 25, choose from these moves.
i Hu
Choose an additional appetite.
ppi fo Ducio
ake a move from the fighter, bard or thief class list. You may not take multiclass
moves from those classes.
o Fo ou I i ucWhen you perform a feat of strength, name someone present whom you have
mpressed and take +1 forward to parley with them.
h I I if
At the end of a session, if during this session you have crushed your enemies, seen
hem driven before you, or have heard the lamentations of their kinfolk mark XP.
id-d
ouve travelled the wide world over. When you arrive someplace ask the GM about
ny important traditions, rituals, and so on, theyll tell you what you need to know.
Uup
When you prove yourself superior to a person in power, take +1 forward with
heir followers, underlings, and hangers on.
h of h
Your hirelings always accept the gratuitous fulfillment of one of your appetites
s payment.
o
You may take a debility to immediately break free of any physical or mental
estraint.
h!
When you hack and slash, on a 12+ deal your damage and choose something
hysical your target has (a weapon, their position, a limb): they lose it.
Iduci Hu
When you take damage you can choose to take -1 ongoing until you sate one of
our appetites instead of taking the damage. If you already have this penalty you
annot choose this option.
fo
When you discern realities add "What here is weak or vulnerable?" to the list of
uestions you can ask.
O h o
When you defy a danger caused by movement (maybe falling off a narrow bridge
r rushing past an armed guard) take +1.
dcd o
When you gain a level from 610, choose from these moves or the leve
moves.
ood D o Di
As long as you have less than your in current HP (or 1, whichever is hi
take +1 ongoing.
i
Requires: Appetite for Destruction
Take another move from the fighter, bard or thief class list . You may no
multiclass moves from those classes.
C
When you enter battle with a show of force (a shout, a rallying cry, a battle d
roll+. On a 10+ both, on a 79 one or the other.
Your allies are rallied and take +1 forward
Your enemies feel fear and act accordingly (avoiding you, hiding, atta
with fear-driven abandon)
of ih
When you take this move and spend some uninterrupted time reflecting on
past glories you may mark yourself with a symbol of your power (a long
tied with bells, ritual scars or tattoos, etc.) Any intelligent mortal creaturesees this symbol knows instinctively that you are a force to be reckoned with
treats you appropriately.
o! o!
When you satisfy an appetite to the extreme (destroying something uniqu
significant, gaining enormous fame, riches, power, etc.) you may choose to re
it. Cross it off the list and mark XP. While you may pursue that appetite a
you no longer feel the burning desire you once did. In its place, choose a
appetite from the list or write your own.
h O ho oc
When you defy danger, on a 12+ you turn the danger back on itself, the GM
describe how.
Hh Diu
Whenever the unclean magic wielded by mortal men causes you to defy da
treat any result of 6- as a 79.
Fo h ood od
You are initiated in the old ways, the ways of sacrifice. Choose something
gods (or the ancestor spirits, or your totem, etc) valuegold, blood, bon
the like. When you sacrifice those things as per your rites and rituals, roll
On a 10+ the GM will grant you insight into your current trouble or a bo
help you. On a 7-9 the sacrifice is not enough and your gods take of your
as well, but still grant you some insight or boon. On a miss, you earn th
of the fickle spirits.
Gear
Advanced Moves
Your Load is 14+STR.You start out with your work tools (hand, 1 weight), an assortment of components related to your area of expertise (4 weight), a permently infused item of your choice (must be within your area of expertise and have GM approval, 1 weight) and 40 coin.
Choose your defenses:Leather armor (1 armor, 1 weight)Work clothes (0 weight) and a bag of books (5 uses, 2 weight)
Choose your weapon:Crossbow (+1 damage, near, reload, 2 weight) and bolts (3 ammo, 1 weight)Alchemists fire (near, dangerous, 3 ammo, 2 weight)
Choose two:Adventuring gear (5 uses, 1 weight)
Dungeon rations (5 uses, 1 weight)Construct repair kit (5 uses, 2 weight)2 oils of repair (0 weight)
When you gain a level from 2-5, choose from these moves.
Canny DabblerGain one non-multiclass move from any class list. Choose the move as if youwere one level lower than you are, unless that move rolls +INTor is magic- orngineering-based.
Construct CompanionYou have craed a homunculus, a construct designed to be your companion.Choose a specialization for your companion.
Assistant:Your construct will always give you whatever you need themoment you need it, if its somewhere he can get it for you. You never need toeload or dig through your pouches in a tight spot.Guard:Gain +1 hold when you Defend.Research:Take +1 when you Spout Lore.Scout:Take +1 when you Undertake A Perilous Journey.
Identify AuraWhen you spout lore about a magical item or effect, the GM will always tellyou some additional obscure fact about the item or effect, even on a miss.
Jack of All TradesYou gain another area of expertise.
Jury RigWhen you quickly fix or create a complex magic item without the properupplies, tools, or time, roll+INT. On a 10+, it works just fine. On a 7-9, itll
work, but only for one more use or a short amount of time.
Knight in Magic ArmorAdd arms and armor as one of your areas of expertise.
LogicalWhen you use strict deduction to analyze your surroundings, you can dis-ern realities with INTinstead of WIS.
Repair ConstructWhen you repair the magical fields surrounding a construct, roll+INT. On a hit,
you heal 1d8 damage or cure them of a debility. On a 7-9, you do so, but itakes a long time or you put yourself in a bad spot because of it.
Whats In My Left Pocket?You carry around all sorts of magical do-dads and thingamabobs. You canpend one use of adventuring gear to pull a minor but useful magic item from
your person, such as an everbright lanternor a wand with one charge le.
WorkshopYou have a magical workshop to create things in. Name it! Add it to the worldmap with the following tags: Few Customers (5 coin/session), Small, Focusedone type of product). Choose two benefits:______________________________________________________________
______________________________________________________________e GM will also give you a complication:______________________________________________________________When you spend a week or two in your workshop making a magic item,pend 100 coin and choose one magic item tag (or two, if you have skilledssistants). at tag is permanently infused in the item.
When you gain a level from 6-10, choose from these moves or the level 2-5
moves.
Applied PhlebotinumRequires: Whats In My Le Pocket?You can spend multiple uses of adventuring gear at once to have a morepowerful item from your person (for example, if 1 use gets you an everbrlantern, 2 might get you a fully charged wand of light, and with 4 uses youjust have a sunstaffon you).
Attuned WeaponRequires: Knight in Magic Armor
When you are wielding a weapon that you infused, you deal +1d6 damaCanny InitiateRequires: Canny Dabbler
Gain one non-multiclass move from any class list. Choose the move as if were one level lower than you are, unless that move rolls +INTor is magicengineering-based.
Highly LogicalReplaces: LogicalWhen you use strict deduction to analyze your surroundings, you candiscern realities with Intinstead of Wis. On a 12+ you get to ask the GMthree questions, not limited by the list.
Master of AllRequires: Jack of All TradesYou gain another area of expertise.
Masterpiecee next time you spend spend downtime aer taking this move, you can
ate one and only one artifact, pouring your heart and soul into the item. artifact, when completed, has part of your soul infused into it. In additionwhatever considerable properties the item has, if someone else wields thethey gain the bond I am wielding ___________s artifact with you, andgain the bond ___________ is wielding my artifact with them. In addityour artifact is always indestructible.
Old Construct, New TricksRequires: Construct CompYou do some upgrades to your homunculus, and now it has a second speization.
Rock Em Sock Em RobotRequires: Construct CompanioYour construct is capable of helping more directly. It gains one of the folloHireling traits:
Warrior + 3Protector + 3Burglar + 3Priest + 3
Your Companion has no Loyalty or Cost. If it is ever destroyed, you can rbuild it in a couple of days.
Unparalleled CraftsmanYour INTcounts as double for the purposes of infusing multiple tags in a item.
Workshop TycoonRequires: Workshope next time you spend downtime in your workshop, you can add anothbenefit or remove a complication.
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ooMagic Item Tags Workshop
Infused Items
As an artificer, you can infuse items with magic item tags, special descriptors that explainll of the cool things that your infusions can achieve. While you certainly can make a wandhat inflicts messyandforcefulwounds, you will probably get more use out of a windboundtaff.
is list is by no means exhaustive; it serves only as a springboard for your own ideas and to
xplain the most common tags artificers use.
ANE:e item is particularly hateful of a particular race or creed, dealing +1d4 damage to
hem.
COMPASS:e item will always guide you to a certain place, object, person, or creature.
DEFENDER:e item grants +1 armor.ARTHBOUND, FIREBOUND, WATERBOUND, WINDBOUND:e item contains a bound
lemental of the appropriate element.
IERY, ICY, SHOCKING, THUNDEROUS:e item burns with a powerful fire, is rimed with
reezing cold, possessed of a powerful electric charge, or emits blasts of sound, none of
which harm the wielder.
GHOST TOUCH:e item is tangible to or can affect ghosts, spirits, etc.
GLAMOURED:With a thought from the wielder, this item can take on the appearance of
omething else.
URLED:e item gains the thrown,far, and returningtags.
NDESTRUCTABLE:e item cannot be destroyed by mortal means.
IFE-LEECH:e item can drain the life force of those it is directed to, as well as direct into
nother.
IGHT:e item emits a brilliant light.Mystic: You roll +INTinstead of +STRor +DEXto hack and slash or volley with this item.
HADOW:e item gives off clouds of smoky darkness or otherwise conceals.
When you take the Workshop advanced move, you get to chotwo benefits for your shop, and the GM chooses one complicBenefits
Booming: Replace Few Customers with Steady Customerscoin/session).
Prime Real Estate:Replace Small with Large.Prestigious: Your shop is well known, and therefore you ar
Add Personage (you).Skilled Assistants: Youve trained (or built?) your assistant
well. eyll be able to help you on magic item creation where
can.Versatile:Replace Focused (one type of product) with Focu
(two types of products).Complications
Competition:Your shop has encroached on another magewrights turf, and theyre not at all pleased.
Indebted:You had to spend a lot of coin to get this place, osome strings and ask some favors.
Seedy:Your shops in the wrong part of town. Expect breakand worse.
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Choose one of these to start with:
Fu P d Pci
You ignore the clumsy tag on armor you wear.
Ucud, Uhd
So long as you are below your Load and neither wear armor nor carry a shield, take +1 a
You also start with all of these:
Hcu ppi
Others may content themselves with just a taste o wine, or dominion over a servant or two
you want more. Choose two appetites. While pursuing one o your appetites i you would r
a move, instead o rolling 2d6 you roll 1d6+1d8. I the d6 is the higher die o the pair, th
will also introduce a complication or danger that comes about due to your heedless pur
Pure destruction
Power over others Mortal pleasures
Conquest
Riches and property
Fame and glory
h Upp Hd
You take +1 ongoing to last breath rolls. When you take your last breath, on a 79 you ma
offer to Death in return or your lie. I Death accepts he will return you to lie. I not, yo
ucoud
While you wield a weapon it gains the orceul and messy tags.
h ou ii Fo?
When you cry out a challenge to your enemies, roll+. On a 10+ they treat you amost obvious threat to be dealt with and ignore your companions, take +2 damage on
against them. On a 79 only a ew (the weakest or most oolhardy among them) all
to your taunting.
Choic
schew a convention o the civilized world.
u
each someone the ways o your people.
Ouid
You may be el, dwar, halfling, or human, but you and your people
re not rom around here. At the beginning o each session, the GM
will ask you something about your homeland, why you lef, or what
ou lef behind. I you answer them, mark XP.
ill in the name o one o your companions in at least one:
_______________ is puny and oolish, but amusing to me.
_______________s ways are strange and conusing.
_______________ is always getting into troubleI must protect
hem rom themselves.
_______________ shares my hunger for glory; the earth will
remble at our passing!
i
D o HP Cuou HP i
8+Coiuio
h
-1
Di
D
-1H
Coiuio
CO
-1IC
Iic
I
-1UD
ido
I
-1COFUD
Chi
CH
-CD
ormented eyes, Haunted eyes, Wild eyes, or Shrouded eyes
Mighty thews, Long shanks, Scrawny body, or Supple body
Strange tattoos, Unusual jewelry, or Unmarred by decoration
Scraps, Silks, Scavenger's outfit, or Weather-inappropriate cl
Names:Gorm, Si-Yi, Priscilla, Sen, Xia, Anneira, Haepha, Lur, Shar, Korrin, Nkosi, Fanir,
Qua, Sacer, Vercingeto, Barbozar, Clovis, Frael, Tra-raxes, Sillius, Sha-Sheena, Khamisi
Titles: the Glorious, the Hungry, the Irascible, the Undeeated, the Gluttonous, Foesmasher,
onebreaker, the Mirthul, the Melancholic, All-Mighty, the Giant, the riumphant
i o
Assign these scores to your stats: 16 (+2), 15 (+1), 13 (+1), 12 (+0), 9 (+0), 8 (-1)
P
oo
c
od
d10
c
c
The Barbarian
Bonds
Race
Alignment Starting Moves
Name Look
Damage Armor HP
Level
XP
OutsiderYou may be elf, dwarf, halfling, human, or something else, but yound your people are not from around here. At the beginning ofach session, the GM will ask you something about your home-and, why you le, or what you le behind. If you answer them,
mark XP.
Tormented eyes, haunted eyes, wild eyes, or shrouded eyesMighty thews, long shanks, scrawny body, or supple bodyStrange tattoos, unusual jewelry, or unmarred by decorationScraps, silks, scavengers outfit, or weather-inappropriate cloth
Names:Gorm, Si-Yi, Priscilla, Sen, Xia, Anneira, Haepha, Lur, Shar, Korrin, Nkosi, Fafnir,Qua, Sacer, Vercingeto, Barbozar, Clovis, Frael, ra-raxes, Sillius, Sha-Sheena, KhamisiTitles:the Glorious, the Hungry, the Irascible, the Undefeated, the Gluttonous, Foesmasher,
onebreaker, the Mirthful, the Melancholic, All-Mighty, the Giant, the Triumphant
YourMaxHPis
8+Constitution
STR DEX Con INT WIS CHA
ConstitutionDexterityStrength Intelligence Wisdom Charisma
Weak Weak Weak Stunned Confused Scarred
Chaoticschew a convention of the civilized world.
NeutralTeach someone the ways of your people.
ill in the name of one of your companions in at least one:
______________ is puny and foolish, but amusing to me.______________s ways are strange and confusing.______________ is always getting into troubleI must protecthem from themselves.______________ shares my hunger for glory; the earth willremble at our passing!
Choose one of these to start with:
Full Plate and Packing Steel
You ignore the clumsy tag on armor you wear.Unencumbered, Unharmed
So long as you are below your Load and neither wear armor nor carry a shield, gain +1 arm
You also start with all of these:
Herculean AppetitesOthers may content themselves with just a taste of wine, or dominion over a servant or but you want more. Choose two appetites. While pursuing one of your appetites if you wroll for a move, instead of rolling 2d6 you roll 1d6+1d8. If the d6 is the higher die of thethe GM will also introduce a complication or danger that comes about due to your heedpursuits.
Pure destructionPower over othersMortal pleasures
ConquestRiches and propertyFame and glory
The Upper HandYou take +1 Ongoing to last breath rolls. When you take your last breath, on a 79 youmake an offer to Death in return for your life. If Death accepts he will return you to life.not, you die.
MuscleboundWhile you wield a weapon it gains the forceful and messy tags.
What Are You Waiting For? (CON)When you cry out a challenge to your enemies, roll+Con. On a 10+ they treat you as tmost obvious threat to be dealt with and ignore your companions, take +2 damage Ongagainst them. On a 79 only a few (the weakest or most foolhardy among them) fall pre
your taunting.
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our Load is 8+. You carry dungeon rations (5 uses, 1 weight), a dagger
hand, 1 weight) some token of where youve travelled or where youre
rom, and your choice of weapon:
Axe (close, 1 weight)
Two-handed sword (close, +1 damage, 2 weight)
Choose one:
Adventuring gear (1 weight) and dungeon rations (5 uses, 1 weight)
Chainmail (1 armor, 1 weight)
When you gain a level from 25, choose from these moves.
i Hu
Choose an additional appetite.
ppi fo Ducio
ake a move from the fighter, bard or thief class list. You may not take multiclass
moves from those classes.
o Fo ou I i ucWhen you perform a feat of strength, name someone present whom you have
mpressed and take +1 forward to parley with them.
h I I if
At the end of a session, if during this session you have crushed your enemies, seen
hem driven before you, or have heard the lamentations of their kinfolk mark XP.
id-d
ouve travelled the wide world over. When you arrive someplace ask the GM about
ny important traditions, rituals, and so on, theyll tell you what you need to know.
Uup
When you prove yourself superior to a person in power, take +1 forward with
heir followers, underlings, and hangers on.
h of h
Your hirelings always accept the gratuitous fulfillment of one of your appetites
s payment.
o
You may take a debility to immediately break free of any physical or mental
estraint.
h!
When you hack and slash, on a 12+ deal your damage and choose something
hysical your target has (a weapon, their position, a limb): they lose it.
Iduci Hu
When you take damage you can choose to take -1 ongoing until you sate one of
our appetites instead of taking the damage. If you already have this penalty you
annot choose this option.
fo
When you discern realities add "What here is weak or vulnerable?" to the list of
uestions you can ask.
O h o
When you defy a danger caused by movement (maybe falling off a narrow bridge
r rushing past an armed guard) take +1.
dcd o
When you gain a level from 610, choose from these moves or the leve
moves.
ood D o Di
As long as you have less than your in current HP (or 1, whichever is hi
take +1 ongoing.
i
Requires: Appetite for Destruction
Take another move from the fighter, bard or thief class list . You may no
multiclass moves from those classes.
C
When you enter battle with a show of force (a shout, a rallying cry, a battle d
roll+. On a 10+ both, on a 79 one or the other.
Your allies are rallied and take +1 forward
Your enemies feel fear and act accordingly (avoiding you, hiding, atta
with fear-driven abandon)
of ih
When you take this move and spend some uninterrupted time reflecting on
past glories you may mark yourself with a symbol of your power (a long
tied with bells, ritual scars or tattoos, etc.) Any intelligent mortal creaturesees this symbol knows instinctively that you are a force to be reckoned with
treats you appropriately.
o! o!
When you satisfy an appetite to the extreme (destroying something uniqu
significant, gaining enormous fame, riches, power, etc.) you may choose to re
it. Cross it off the list and mark XP. While you may pursue that appetite a
you no longer feel the burning desire you once did. In its place, choose a
appetite from the list or write your own.
h O ho oc
When you defy danger, on a 12+ you turn the danger back on itself, the GM
describe how.
Hh Diu
Whenever the unclean magic wielded by mortal men causes you to defy da
treat any result of 6- as a 79.
Fo h ood od
You are initiated in the old ways, the ways of sacrifice. Choose something
gods (or the ancestor spirits, or your totem, etc) valuegold, blood, bon
the like. When you sacrifice those things as per your rites and rituals, roll
On a 10+ the GM will grant you insight into your current trouble or a bo
help you. On a 7-9 the sacrifice is not enough and your gods take of your
as well, but still grant you some insight or boon. On a miss, you earn th
of the fickle spirits.
Gear
Advanced Moves
Your Load is 8+STR.You carry dungeon rations (5 uses, 1 weight), a dagger (hand, 1 weight), some token of where youve travelled or where youre from, anour choic of weapon:Axe (close, 1 weight)Two-handed sword (close, +1 damage, two-handed, 2 weight)
Choose one:Adventuring gear (5 uses, 1 weight) and dungeon rations (5 uses, 1 weight)Chainmail (1 armor, 1 weight)
When you gain a level from 2-5, choose from these moves.
Still HungryChoose an additional appetite.
Appetite for DestructionTake a move from the fighter, bard or thief class list. You may not take multi-lass moves from those classes.
My Love For You Is Like a TruckWhen you perform a feat of strength, name someone present whom you have
mpressed and take +1 Forward to parley with them.
What Is Best In LifeAt the end of a session, if during this session you have crushed your enemies,een them driven before you, or have heard the lamentations of their kinfolk
mark XP.
Wide-WandererYouve travelled the wide world over. When you arrive someplaceask the GMbout any important traditions, rituals, and so on, they ll tell you what youeed to know.
UsurperWhen you prove yourself superior to a person in power, take +1 Forwardwith their followers, underlings, and hangers on.
Khan of KhansYour hirelings always accept the gratuitous fulfillment of one of your appetitess payment.
SamsonYou may take a debility to immediately break free of any physical or mentalestraint.
Smash!When youhack and slash, on a 12+ deal your damage and choose something
hysical your target has (a weapon, their position, a limb): they lose it.
Indestructable HungerWhen you take damageyou can choose to take -1 Ongoing until you sate one
f your appetites instead of taking the damage. If you already have this penaltyou cannot choose this option.
Eye For WeaknessWhen you discern realitiesadd What here is weak or vulnerable? to the list
f questions you can ask.
On the MoveWhen you defy a danger caused by movement(maybe falling off a narrow
ridge or rushing past an armed guard) take +1.
When you gain a level from 6-10, choose from these moves or the levelmoves.
A Good Day to DieAs long as you have less than your Conin current HP (or 1, whichever ishigher) take +1 Ongoing.
Kill em All Requires: Appetite for DestructionTake another move from the fighter, bard or thief class list. You may not tmulticlass moves from those classes.
War CryWhen you enter battle with a show of force(a shout, a rallying cry, a batdance) roll+Cha. On a 10+ both, on a 79 one or the other. Your allies are rallied and take +1 forwardYour enemies feel fear and act accordingly (avoiding you, hiding, attackwith fear-driven abandon)
Mark of MightWhen you take this move and spend some uninterrupted time reflectinon your past gloriesyou may mark yourself with a symbol of your powerlong braid tied with bells, ritual scars or tattoos, etc.) Any intelligent morcreature who sees this symbol knows instinctively that you are a force to breckoned with and treats you appropriately.
More! Always More!
When you satisfy an appetite to the extreme(destroying something uniqand significant, gaining enormous fame, riches, power, etc.) you may choto resolve it. Cross it off the list and mark XP. While you may pursue thatappetite again, you no longer feel the burning desire you once did. In its pchoose a new appetite from the list or write your own.
The One Who KnocksWhen you defy danger, on a 12+ you turn the danger back on itself, the Gwill describe how.
Healthy DistrustWhenever the unclean magic wielded by mortal men causes you to defy dger, treat any result of 6- as a 7-9.
For the Blood GodYou are initiated in the old ways, the ways of sacrifice. Choose somethinggods (or the ancestor spirits, or your totem, etc) valuegold, blood, boneor the like. When you sacrifice those things as per your rites and ritualsroll+WIS. On a 10+ the GM will grant you insight into your current troubor a boon to help you. On a 7-9 the sacrifice is not enough and your godsof your flesh as well, but still grant you some insight or boon. On a miss, earn the ire of the fickle spirits.
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our Load is 8+. You carry dungeon rations (5 uses, 1 weight), a dagger
hand, 1 weight) some token of where youve travelled or where youre
rom, and your choice of weapon:
Axe (close, 1 weight)
Two-handed sword (close, +1 damage, 2 weight)
Choose one:
Adventuring gear (1 weight) and dungeon rations (5 uses, 1 weight)
Chainmail (1 armor, 1 weight)
When you gain a level from 25, choose from these moves.
i Hu
Choose an additional appetite.
ppi fo Ducio
ake a move from the fighter, bard or thief class list. You may not take multiclass
moves from those classes.
o Fo ou I i ucWhen you perform a feat of strength, name someone present whom you have
mpressed and take +1 forward to parley with them.
h I I if
At the end of a session, if during this session you have crushed your enemies, seen
hem driven before you, or have heard the lamentations of their kinfolk mark XP.
id-d
ouve travelled the wide world over. When you arrive someplace ask the GM about
ny important traditions, rituals, and so on, theyll tell you what you need to know.
Uup
When you prove yourself superior to a person in power, take +1 forward with
heir followers, underlings, and hangers on.
h of h
Your hirelings always accept the gratuitous fulfillment of one of your appetites
s payment.
o
You may take a debility to immediately break free of any physical or mental
estraint.
h!
When you hack and slash, on a 12+ deal your damage and choose something
hysical your target has (a weapon, their position, a limb): they lose it.
Iduci Hu
When you take damage you can choose to take -1 ongoing until you sate one of
our appetites instead of taking the damage. If you already have this penalty you
annot choose this option.
fo
When you discern realities add "What here is weak or vulnerable?" to the list of
uestions you can ask.
O h o
When you defy a danger caused by movement (maybe falling off a narrow bridge
r rushing past an armed guard) take +1.
dcd o
When you gain a level from 610, choose from these moves or the leve
moves.
ood D o Di
As long as you have less than your in current HP (or 1, whichever is hi
take +1 ongoing.
i
Requires: Appetite for Destruction
Take another move from the fighter, bard or thief class list . You may no
multiclass moves from those classes.
C
When you enter battle with a show of force (a shout, a rallying cry, a battle d
roll+. On a 10+ both, on a 79 one or the other.
Your allies are rallied and take +1 forward
Your enemies feel fear and act accordingly (avoiding you, hiding, atta
with fear-driven abandon)
of ih
When you take this move and spend some uninterrupted time reflecting on
past glories you may mark yourself with a symbol of your power (a long
tied with bells, ritual scars or tattoos, etc.) Any intelligent mortal creaturesees this symbol knows instinctively that you are a force to be reckoned with
treats you appropriately.
o! o!
When you satisfy an appetite to the extreme (destroying something uniqu
significant, gaining enormous fame, riches, power, etc.) you may choose to re
it. Cross it off the list and mark XP. While you may pursue that appetite a
you no longer feel the burning desire you once did. In its place, choose a
appetite from the list or write your own.
h O ho oc
When you defy danger, on a 12+ you turn the danger back on itself, the GM
describe how.
Hh Diu
Whenever the unclean magic wielded by mortal men causes you to defy da
treat any result of 6- as a 79.
Fo h ood od
You are initiated in the old ways, the ways of sacrifice. Choose something
gods (or the ancestor spirits, or your totem, etc) valuegold, blood, bon
the like. When you sacrifice those things as per your rites and rituals, roll
On a 10+ the GM will grant you insight into your current trouble or a bo
help you. On a 7-9 the sacrifice is not enough and your gods take of your
as well, but still grant you some insight or boon. On a miss, you earn th
of the fickle spirits.
Gear
Advanced Moves
Your Load is 9+STR.You have dungeon rations (5 uses, 1 weight). Choose one instrument, all are 0 weight for you:Your fathers mandolin, repaired A stolen horn A fine lute, a gi from a nobleA fiddle, never before played e pipes with which you courted your first love A songbook in a forgotten tongue
Choose your clothing:Leather armor (1 armor, 1 weight)Ostentatious clothes (0 weight)
Choose your armament:Dueling rapier (close, precise, 2 weight)Worn bow (near, 2 weight), bundle of arrows (3 ammo, 1 weight), and short sword (close, 1 weight)
Choose one:
Adventuring gear (5 uses, 1 weight) Bandages (0 weight)Halfling pipeleaf (0 weight) 3 coin
When you gain a level from 2-5, choose from these moves.
Healing SongWhen you heal with arcane art, you heal +1d8 damage.
Vicious CacophonyWhen you grant bonus damage with arcane art, you grant an extra +1d4
amage.
It Goes to Eleven (CHa)When you unleash a crazed performance(a righteous lute solo or mighty
rass blast, maybe) choose a target who can hear you and roll+Cha. On a 10+he target attacks their nearest ally in range. On a 79 they attack their nearestlly, but you also draw their attention and ire.
Metal Hurlant (Con)When you shout with great force or play a shattering note choose a targetnd roll+Con. On a 10+ the target takes 1d10 damage and is deafened for aew minutes. On a 79 you still damage your target, but its out of control: the
GM will choose an additional target nearby.
A Little Help From My FriendsWhen you successfully aid someoneyou take +1 Forward as well.
Eldritch TonesYour arcane art is strong, allowing you to choose two effects instead of one.
Duelists ParryWhen you hack and slash, you take +1 armor forward.
BamboozleWhen you parley with someone, on a 7+ you also take +1 forward with them.
Multiclass DabblerGet one move from another class. Treat your level as one lower for choosinghe move.
Multiclass InitiateGet one move from another class. Treat your level as one lower for choosinghe move.
When you gain a level from 6-10, choose from these moves or the levelmoves.
Healing Chorus Replaces: Healing SongWhen you heal with arcane art, you heal +2d8 damage.
Vicious Blast Replaces: Vicious CacophonyWhen you grant bonus damage with arcane art, you grant an extra +2d4damage.
Unforgettable FaceWhen you meet someone youve met before(your call) aer some time you take +1 Forward against them.
ReputationWhen you first meet someone whos heard songs about you, roll+Cha. a 10+, tell the GM two things theyve heard about you. On a 7-9, tell the Gone thing theyve heard, and the GM tells you one thing.
Eldritch Chord Replaces: Eldritch TonesWhen you use arcane art, you choose two effects. You also get to choose othose effects to double.
An Ear For MagicWhen you hear an enemy cast a spellthe GM will tell you the name of thspell and its effects. Take +1 forward when acting on the answers.
DeviousWhen you use charming and open you may also ask How are you vulnerto me? Your subject may not ask this question of you.
Duelists Block Replaces: Duelists ParryWhen you hack and slash, you take +2 armor forward.
Con Replaces: BamboozleWhen you parley with someone, on a 7+ you also take +1 forward with tand get to ask their player one question which they must answer truthfull
Multiclass MasterGet one move from another class. Treat your level as one lower for choosthe move.
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our Load is 8+. You carry dungeon rations (5 uses, 1 weight), a dagger
hand, 1 weight) some token of where youve travelled or where youre
rom, and your choice of weapon:
Axe (close, 1 weight)
Two-handed sword (close, +1 damage, 2 weight)
Choose one:
Adventuring gear (1 weight) and dungeon rations (5 uses, 1 weight)
Chainmail (1 armor, 1 weight)
When you gain a level from 25, choose from these moves.
i Hu
Choose an additional appetite.
ppi fo Ducio
ake a move from the fighter, bard or thief class list. You may not take multiclass
moves from those classes.
o Fo ou I i ucWhen you perform a feat of strength, name someone present whom you have
mpressed and take +1 forward to parley with them.
h I I if
At the end of a session, if during this session you have crushed your enemies, seen
hem driven before you, or have heard the lamentations of their kinfolk mark XP.
id-d
ouve travelled the wide world over. When you arrive someplace ask the GM about
ny important traditions, rituals, and so on, theyll tell you what you need to know.
Uup
When you prove yourself superior to a person in power, take +1 forward with
heir followers, underlings, and hangers on.
h of h
Your hirelings always accept the gratuitous fulfillment of one of your appetites
s payment.
o
You may take a debility to immediately break free of any physical or mental
estraint.
h!
When you hack and slash, on a 12+ deal your damage and choose something
hysical your target has (a weapon, their position, a limb): they lose it.
Iduci Hu
When you take damage you can choose to take -1 ongoing until you sate one of
our appetites instead of taking the damage. If you already have this penalty you
annot choose this option.
fo
When you discern realities add "What here is weak or vulnerable?" to the list of
uestions you can ask.
O h o
When you defy a danger caused by movement (maybe falling off a narrow bridge
r rushing past an armed guard) take +1.
dcd o
When you gain a level from 610, choose from these moves or the leve
moves.
ood D o Di
As long as you have less than your in current HP (or 1, whichever is hi
take +1 ongoing.
i
Requires: Appetite for Destruction
Take another move from the fighter, bard or thief class list . You may no
multiclass moves from those classes.
C
When you enter battle with a show of force (a shout, a rallying cry, a battle d
roll+. On a 10+ both, on a 79 one or the other.
Your allies are rallied and take +1 forward
Your enemies feel fear and act accordingly (avoiding you, hiding, atta
with fear-driven abandon)
of ih
When you take this move and spend some uninterrupted time reflecting on
past glories you may mark yourself with a symbol of your power (a long
tied with bells, ritual scars or tattoos, etc.) Any intelligent mortal creaturesees this symbol knows instinctively that you are a force to be reckoned with
treats you appropriately.
o! o!
When you satisfy an appetite to the extreme (destroying something uniqu
significant, gaining enormous fame, riches, power, etc.) you may choose to re
it. Cross it off the list and mark XP. While you may pursue that appetite a
you no longer feel the burning desire you once did. In its place, choose a
appetite from the list or write your own.
h O ho oc
When you defy danger, on a 12+ you turn the danger back on itself, the GM
describe how.
Hh Diu
Whenever the unclean magic wielded by mortal men causes you to defy da
treat any result of 6- as a 79.
Fo h ood od
You are initiated in the old ways, the ways of sacrifice. Choose something
gods (or the ancestor spirits, or your totem, etc) valuegold, blood, bon
the like. When you sacrifice those things as per your rites and rituals, roll
On a 10+ the GM will grant you insight into your current trouble or a bo
help you. On a 7-9 the sacrifice is not enough and your gods take of your
as well, but still grant you some insight or boon. On a miss, you earn th
of the fickle spirits.
Gear
Advanced Moves
Your Load is 12+STR.You carry dungeon rations (5 uses, 1 weight), monster feed (8 uses, 1 weight), adventuring gear (5 uses, 1 weight), and a symbol identng you as a member of you order, describe it (0 weight).
Choose your defenses:Breastplate (1 armor, 1 weight) and 20 coinScale armor (2 armor, 3 weight)
Choose your armament:Longsword (close, +1 damage, 2 weight) and longbow (near, far, 2 weight) and bundle of arrows (3 ammo, 1 weight)Lance (reach, mounted, +1 damage, 3 weight) and flail (close, 1 weight)
Choose two:Shield (+1 armor, 2 weight)
2 healing potions (0 weight)Heavy barding (+1 armor while mounted, 5 weight)
When you gain a level from 6-10, choose from these moves or the levelmoves.
Mighty Charge Replaces: Cavaliers ChargeWhile mounted you deal +1d8 damage.
Line-BreakerWhen you roll a 12+ to hack and slash while mounted, you deal your daage, avoid their attack, and move through them to an advantageous posit
Expert Tactician Requires: TacticianYou gain +1 hold when using tactician, even on a 6-.
Rallying Call Requires: BannerWhen you wave your banner and rally the troops, roll+CHA. On a 10+, 3. On a 7-9, hold 1. You can spend your hold, 1 for 1, to have someone reany roll. ey must take the second result.
Change We Can Believe Ine next time you meet with other members of your order aer taking thmove, either add a new good tradition or remove an existing bad traditioyour order.
Charge From the Front Replaces: Lead From the FrontAny unit that you lead gains +1 Morale and +1 Damage.
Commanders Inspiration Replaces: Commanders AuthoTake +1 to order hirelings and command units. When you roll a 12+, the
ling or unit transcends their moment of fear and doubt and carries out yoorder with particular effectiveness or effi ciency.
Captains Word (CHA) Requires: Take ChargeWhen you give an order to non-hostile NPCs, roll+CHA. On a 10+, theyobey you to the best of their ability before they can even think about it. Oa 7-9, the GM chooses one: ey do it, but not very well or exactly how you wanted ey offer you something they think you want ey stop whatever they were doing to turn their attention to you
Unnatural SteedYour mount is a monster, not an animal. Describe it. Choose one of the foing traits:
Flying: Your mount can fly.
Tank: When your mount is attacked, roll a d6. If the number is 3 or lessdo not need to roll to control your mount. In addition, Control -1.
Breath Weapon: Your mount breathes fire, lightning, or ice. Your attackwhile mounted gain the Elemental (Fire, Electric, or Ice) and ignore armotags.In addition, you can also change one of your mounts existing traits to betsuit your new mounts form.
Knightly Initiate Requires: Knightly DabblerGain one non-multiclass move from any class list. Choose the move as if were one level lower than you are, unless that move deals with knights, noity, or war.
When you gain a level from 2-5, choose from these moves.
Cavaliers ChargeWhile mounted you deal +1d4 damage.
Demanding ChallengeWhen you duel a foe, anyone else attacking the subject of your challenge rollswice for damage and takes the better result.
In the Kings CourtWhen you speak with those who know of your order, you can always use
our status as leverage to parley.
Tactician (INT)When you take time to lay out a strategy before a battle, roll+INT. On a 10+,
old 3. On a 7-9, hold 1. Spend your hold as you lay out the battle plan oruring the battle to choose one:
Reveal an environmental advantageSpout lore about the enemy as if you rolled a 10+Point out an excellent spot to attack or defend from
Take +1 when acting on the answers.
Banner (CHA)When you display your banner proudly as you lead the charge, roll+CHA.On a hit, your allies are invigorated, they either heal 1d4 damage or gain +1
orward. On a 10+, you and your allies cannot be frightened or scared off as
ong as the banner is displayed.Well-Trained Steed
Choose another trait for your mount.
TrampleWhile astride your mount, your attacks have the following tags, based on yourmounts traits:
Swi: NearAgile: PreciseBroad Back: ForcefulFearless: ForcefulWar-Bred: Messy
Take Charge (CHA)When you rein in a group of miscreants, roll+CHA. On a 10+, they calm
own and do what you tell them to. On a 7-9, theyll either calm down butont do what you say, or do what you say while remaining agitated, GMshoice. On a 6-, you have a mutiny on your hands.
Lead From the FrontAny unit that you lead gains +1 Morale.
Commanders AuthorityTake +1 to order hirelings and command units.
Knightly DabblerGain one non-multiclass move from any class list. Choose the move as if youwere one level lower than you are, unless that move deals with knights, nobil-
y, or war.
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our Load is 8+. You carry dungeon rations (5 uses, 1 weight), a dagger
hand, 1 weight) some token of where youve travelled or where youre
rom, and your choice of weapon:
Axe (close, 1 weight)
Two-handed sword (close, +1 damage, 2 weight)
Choose one:
Adventuring gear (1 weight) and dungeon rations (5 uses, 1 weight)
Chainmail (1 armor, 1 weight)
When you gain a level from 25, choose from these moves.
i Hu
Choose an additional appetite.
ppi fo Ducio
ake a move from the fighter, bard or thief class list. You may not take multiclass
moves from those classes.
o Fo ou I i ucWhen you perform a feat of strength, name someone present whom you have
mpressed and take +1 forward to parley with them.
h I I if
At the end of a session, if during this session you have crushed your enemies, seen
hem driven before you, or have heard the lamentations of their kinfolk mark XP.
id-d
ouve travelled the wide world over. When you arrive someplace ask the GM about
ny important traditions, rituals, and so on, theyll tell you what you need to know.
Uup
When you prove yourself superior to a person in power, take +1 forward with
heir followers, underlings, and hangers on.
h of h
Your hirelings always accept the gratuitous fulfillment of one of your appetites
s payment.
o
You may take a debility to immediately break free of any physical or mental
estraint.
h!
When you hack and slash, on a 12+ deal your damage and choose something
hysical your target has (a weapon, their position, a limb): they lose it.
Iduci Hu
When you take damage you can choose to take -1 ongoing until you sate one of
our appetites instead of taking the damage. If you already have this penalty you
annot choose this option.
fo
When you discern realities add "What here is weak or vulnerable?" to the list of
uestions you can ask.
O h o
When you defy a danger caused by movement (maybe falling off a narrow bridge
r rushing past an armed guard) take +1.
dcd o
When you gain a level from 610, choose from these moves or the leve
moves.
ood D o Di
As long as you have less than your in current HP (or 1, whichever is hi
take +1 ongoing.
i
Requires: Appetite for Destruction
Take another move from the fighter, bard or thief class list . You may no
multiclass moves from those classes.
C
When you enter battle with a show of force (a shout, a rallying cry, a battle d
roll+. On a 10+ both, on a 79 one or the other.
Your allies are rallied and take +1 forward
Your enemies feel fear and act accordingly (avoiding you, hiding, atta
with fear-driven abandon)
of ih
When you take this move and spend some uninterrupted time reflecting on
past glories you may mark yourself with a symbol of your power (a long
tied with bells, ritual scars or tattoos, etc.) Any intelligent mortal creaturesees this symbol knows instinctively that you are a force to be reckoned with
treats you appropriately.
o! o!
When you satisfy an appetite to the extreme (destroying something uniqu
significant, gaining enormous fame, riches, power, etc.) you may choose to re
it. Cross it off the list and mark XP. While you may pursue that appetite a
you no longer feel the burning desire you once did. In its place, choose a
appetite from the list or write your own.
h O ho oc
When you defy danger, on a 12+ you turn the danger back on itself, the GM
describe how.
Hh Diu
Whenever the unclean magic wielded by mortal men causes you to defy da
treat any result of 6- as a 79.
Fo h ood od
You are initiated in the old ways, the ways of sacrifice. Choose something
gods (or the ancestor spirits, or your totem, etc) valuegold, blood, bon
the like. When you sacrifice those things as per your rites and rituals, roll
On a 10+ the GM will grant you insight into your current trouble or a bo
help you. On a 7-9 the sacrifice is not enough and your gods take of your
as well, but still grant you some insight or boon. On a miss, you earn th
of the fickle spirits.
Gear
Advanced Moves
Your Load is 8+STR.You have dungeon rations (5 uses, 1 weight).Choose one:
Chainmail (1 armor, 1 weight)Adventuring gear (5 uses, 1 weight)
Choose your armament:Blessed blade (close, +1 damage, 2 weight)Travelers staff (close, two-handed, 1 weight)Sacrificial dagger (hand, 1 weight)
Choose one:Adventuring gear (5 uses, 1 weight)
Shield (+1 armor, 2 weight)2 healing potions (0 weight)
When you gain a level from 2-5, choose from these moves.
Heroic AvatarYou gain another power point to spend on a power you already have. In addi-
on, you can choose from these powers if you put a third point in a power:Divine Might: You gain the Bend Bars, Li Gates move from the fighter.Supernatural Resilience:You can roll+Favor to Defy Danger.Deific Influence: You can grant blessings in accordance to your deitysomain.Up, Up, and Away:You can speed through the air, carrying a great weightehind you.Weapon of God:Your weapon has one of the following tags: Empowered
with Good or Evil, wreathed in holy/unholy fire, or bane to your arch nemesis.
AcceptanceYouve made peace with your deity about your other life. Reduce the amount
f Favor you lose when you make the move by 1, to a minimum of 0.
Arch NemesisWhen you roll a 1 when opposing your nemesis, you can lose 1 Favor to sethat die to any number you choose.
Secret Identity DabblerGain one non-multiclass move from any class list. Choose the move as if youwere one level lower than you are, unless that move helps you blend in or isrom the class you chose at first level.
Inspirational SpeechWhen you give an inspirational speech to your allies, roll+CHA. On a hit,
our allies gain a temporary bond with you until the end of the battle. On a0+, they also gain +1 Forward.
Luck of the GodsDedicate yourself to a deity (name a new one or choose one thats already beenstablished). When you oppose your nemesis, its machinations, or its min-ons, If your Favor number appears, you may use Divine Guidance as a cleric.n addition, if your Favor is negative, the GM will introduce a consequence oromplication.
By the Power of Greyskull!When youtransform into your avatar form, its a spectacular affair, withnergy flying out. Enemies within near range take your mortal forms class
amage. In addition, on a 7-9, you can choose the following complication:Your allies are struck with divine energy and also take your class damage.
Fists of RighteousnessWhen you are in avatar form, you deal +1d4 damage.
Deific ProtectionWhen you take damage, you can lose 1 Favor to instead take no damage.
Divine InspirationWhen you spend a moment and ask your deity for guidance, roll+Favor. On
10+, theyll offer you insight into your present situation. On a 7-9, choosene:
eyre frustrated with you bothering them. Lose 1 Favor.e insight is vague, cryptic, or not applicable at the moment.
When you gain a level from 6-10, choose from these moves or the levelmoves.
Superheroic Avatar Requires: Heroic AvatarYou gain another power point.
Ack! Kryptonite!Name something you are immune to. en name your weakness, and expwhy it inhibits your connection to your deity. When you come into contawith your weakness, roll+CON. On a 10+, you resist the effects of your w
ness for now. On a 7-9, the GM chooses one: Its touch burns you, take 1d6 damage. You feel your power slipping away, choose one power. You no longer cuse this power as long as your weakness is near. You feel your connection to your deity weakening, youll change backyour mortal form soon.
Shazam! Replaces: By the Power of Greyskull!When you transform into your avatar form, its a spectacular affair, withenergy flying out. Enemies within near range take your avatar forms classdamage. In addition, on a 7-9, you can choose the following complication Your allies are struck with divine energy and take your normal forms damage.
Divine Expertise Requires: Luck of the GodsYou gain the Commune and Cast a Spell cleric moves. When you select th
move, treat yourself as a cleric of level 1 for using spells. Every time you glevel thereaer, increase your effective cleric level by 1.
Secret Identity Initiate Requires: Secret Identity DabblerGain one non-multiclass move from any class list. Choose the move as if were one level lower than you are, unless that move helps you blend in orfrom the class you chose at first level.
Pep Talk Replaces: Inspirational SpeechWhen you give an inspirational speech to your allies, roll+CHA. On a hyour allies gain a temporary bond with you, and you with them, until theof the battle. On a 10+, they also gain +1 Forward.
Fight My Battle Requires: Inspirational Speech or Pep TalkWhen you give your allies an inspirational speech before fighting a batin line with your cause, they can resolve their bond with you to take +Fa
Forward.
Divine Beatdown Replaces: Fists of RighteousnessWhen you are in avatar form, you deal +1d8 damage.
Have at Thee, Cretin!When you hack and slash or defy danger to uphold one of your edicts, +1.
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our Load is 8+. You carry dungeon rations (5 uses, 1 weight), a dagger
hand, 1 weight) some token of where youve travelled or where youre
rom, and your choice of weapon:
Axe (close, 1 weight)
Two-handed sword (close, +1 damage, 2 weight)
Choose one:
Adventuring gear (1 weight) and dungeon rations (5 uses, 1 weight)
Chainmail (1 armor, 1 weight)
When you gain a level from 25, choose from these moves.
i Hu
Choose an additional appetite.
ppi fo Ducio
ake a move from the fighter, bard or thief class list. You may not take multiclass
moves from those classes.
o Fo ou I i ucWhen you perform a feat of strength, name someone present whom you have
mpressed and take +1 forward to parley with them.
h I I if
At the end of a session, if during this session you have crushed your enemies, seen
hem driven before you, or have heard the lamentations of their kinfolk mark XP.
id-d
ouve travelled the wide world over. When you arrive someplace ask the GM about
ny important traditions, rituals, and so on, theyll tell you what you need to know.
Uup
When you prove yourself superior to a person in power, take +1 forward with
heir followers, underlings, and hangers on.
h of h
Your hirelings always accept the gratuitous fulfillment of one of your appetites
s payment.
o
You may take a debility to immediately break free of any physical or mental
estraint.
h!
When you hack and slash, on a 12+ deal your damage and choose something
hysical your target has (a weapon, their position, a limb): they lose it.
Iduci Hu
When you take damage you can choose to take -1 ongoing until you sate one of
our appetites instead of taking the damage. If you already have this penalty you
annot choose this option.
fo
When you discern realities add "What here is weak or vulnerable?" to the list of
uestions you can ask.
O h o
When you defy a danger caused by movement (maybe falling off a narrow bridge
r rushing past an armed guard) take +1.
dcd o
When you gain a level from 610, choose from these moves or the leve
moves.
ood D o Di
As long as you have less than your in current HP (or 1, whichever is hi
take +1 ongoing.
i
Requires: Appetite for Destruction
Take another move from the fighter, bard or thief class list . You may no
multiclass moves from those classes.
C
When you enter battle with a show of force (a shout, a rallying cry, a battle d
roll+. On a 10+ both, on a 79 one or the other.
Your allies are rallied and take +1 forward
Your enemies feel fear and act accordingly (avoiding you, hiding, atta
with fear-driven abandon)
of ih
When you take this move and spend some uninterrupted time reflecting on
past glories you may mark yourself with a symbol of your power (a long
tied with bells, ritual scars or tattoos, etc.) Any intelligent mortal creaturesees this symbol knows instinctively that you are a force to be reckoned with
treats you appropriately.
o! o!
When you satisfy an appetite to the extreme (destroying something uniqu
significant, gaining enormous fame, riches, power, etc.) you may choose to re
it. Cross it off the list and mark XP. While you may pursue that appetite a
you no longer feel the burning desire you once did. In its place, choose a
appetite from the list or write your own.
h O ho oc
When you defy danger, on a 12+ you turn the danger back on itself, the GM
describe how.
Hh Diu
Whenever the unclean magic wielded by mortal men causes you to defy da
treat any result of 6- as a 79.
Fo h ood od
You are initiated in the old ways, the ways of sacrifice. Choose something
gods (or the ancestor spirits, or your totem, etc) valuegold, blood, bon
the like. When you sacrifice those things as per your rites and rituals, roll
On a 10+ the GM will grant you insight into your current trouble or a bo
help you. On a 7-9 the sacrifice is not enough and your gods take of your
as well, but still grant you some insight or boon. On a miss, you earn th
of the fickle spirits.
Gear
Advanced Moves
Your Load is 10+STR.You You carry dungeon rations (5 uses, 1 weight) and some symbol of the divine, describe it (0 weight).Choose your defenses:
Chainmail (1 armor, 1 weight)Shield (+1 armor, 2 weight)
Choose your armament:Your deitys favored weapon (____________________________________)Warhammer (close, 1 weight)Mace (close, 1 weight)Staff (close, two-handed, 1 weight) and bandages (0 weight)
Choose one:
Adventuring gear (1 weight) and dungeon rations (5 uses, 1 weight)Healing potion (0 weight)
When you gain a level from 2-5, choose from these moves.
Chosen OneChoose one spell. You are granted that spell as if it was one level lower.
InvigorateWhen you heal someonethey take +2 Forward to their damage.
The Scales of Life and DeathWhen someone takes their last breath in your presence, they take +1 to the roll.
SerenityWhen you cast a spell you ignore the first -1 penalty from ongoing spells.
First AidCure Light Wounds is a rote for you, and therefore doesnt count against your
mit of granted spells.
Divine InterventionWhen you commune you get 1 hold and lose any hold you already had. Spendhat hold when you or an ally takes damage to call on your deity, they intervene
with an appropriate manifestation (a sudden gust of wind, a lucky slip, a burstf light) and negate the damage.
PenitentWhen you take damage and embrace the pain, you may take +1d4 damageignoring armor). If you do, take +1 forward to cast a spell.
EmpowerWhen you cast a spell, on a 10+ you have the option of choosing from the 79st. If you do, you may choose one of these effects as well:e spells effects are doublede spells targets are doubled
Orison for GuidanceWhen you sacrifice something of value to your deity and pray for guidance,
our deity tells you what it would have you do. If you do it, mark experience.
Divine ProtectionWhen you wear no armor or shieldyou get 2 armor.
Devoted HealerWhen you heal someone else of damage, add your level to the amount of
amage healed.
When you gain a level from 6-10, choose from these moves or the levelmoves.
Anointed Requires: Chosen OneChoose one spell in addition to the one you picked for chosen one. You agranted that spell as if it was one level lower.
Apotheosise first time you spend time in prayer as appropriate to your god aer tathis move, choose a feature associated with your deity (rending claws, win
sapphire feathers, an all-seeing third eye, etc.). When you emerge from pryou permanently gain that physical feature.
ReaperWhen you take time aer a conflict to dedicate your victory to your deand deal with the dead, take +1 Forward.
Providence Replaces: SerenityYou ignore the -1 penalty from two spells you maintain.
Greater First Aid Requires: First AidCure Moderate Wounds is a rote for you, and therefore doesnt count agayour limit of granted spells.
Divine InvincibilityReplaces: Divine InterventionWhen you commune you gain 2 hold and lose any hold you already had.Spend that hold when you or an ally takes damage to call on your deity, w
intervenes with an appropriate manifestation (a sudden gust of wind, a luslip, a burst of light) and negates the damage.
Martyr Replaces: PenitentWhen you take damage and embrace the pain, you may take +1d4 dama(ignoring armor). If you do, take +1 forward to cast a spell and add your lto any damage done or healed by the spell.
Divine Armor Replaces: Divine ProtectionWhen you wear no armor or shieldyou get 3 armor.
Greater Empower Replaces: EmpowerWhen you cast a spell, on a 1011 you have the option of choosing from 79 list. If you do, you may choose one of these effects as well. On a 12+ yget to choose one of these effects for free. e spells effects are doubled
e spells targets are doubledMulticlass Dabbler
Get one move from another class. Treat your level as one lower for choosthe move.
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Cic p
o
Fi p
hid p
very time you commune, you gain access to all of your rotes without having to
elect them or count them toward your allotment of spells.
L
An item you touch glows with divine light, about as bright as a torch. It gives
ff no heat or sound and requires no fuel but is otherwise like a mundane torch.
ou have complete control of the color of the flame. Te spell lasts as long as it
in your presence.
S
Food or water you hold in your hands while you cast this spell is consec
by your deity. In addition to now being holy or unholy, the affected substa
purified of any mundane spoilage.
G
Te symbol of your deity appears before you and gestures towards the direct
course of action your deity would have you take then disappears. Te mess
through gesture only; your communication through this spell is severely lim
B
our deity smiles upon a combatant of your choice. Tey take +1 ongoing so
ong as battle continues and they stand and fight. While this spell is ongoing you
ake -1 to cast a spell.
C L W
At your touch wounds scab and bones cease to ache. Heal an ally you touch of
d8 damage.
D A
When you cast this spell choose an alignment: Good, Evil, Lawful, or Chaotic.
One of your senses is briefly able to detect that alignment. Te GM will tell you
what here is of that alignment.
C F
Choose a target you can see and a nearby object. Te target is afraid of the
bject so long as you maintain the spell. Teir reaction is up to them: flee, panic,
eg, fight. While this spell is ongoing you take -1 to cast a spell. You cannot
arget entities with less than animal intelligence (magical constructs, undead,
utomatons, and the like).
M W
Te weapon you hold while casting does +1d4 damage until you dismis
spell. While this spell is ongoing you take -1 to cast a spell.
S
As you cast this spell, you walk the perimeter of an area, consecrating it to
deity. As long as you stay within that area you are alerted whenever som
acts with malice within the sanctuary (including entering with harmful in
Anyone who receives healing within a sanctuary heals +1d4 HP.
S W D
A corpse converses with you briefly. It will answer any three questions you p
it to the best of the knowledge it had in life and the knowledge it gained in d
A D
You invoke a hungry spirit to possess a recently-dead body and serve you. Tis
reates a zombie that follows your orders to the best of its limited abilities. reat the
ombie as a character, but with access to only the basic moves. It has a +1 modifier
or all stats and 1 HP. Te zombie also gets your choice of 1d4 of these traits:
Its talented. Give one stat a +2 modifier.
Its durable. It has +2 HP for each level you have.
It has a functioning brain and can complete complex tasks.
It does not appear obviously dead, at least for a day or two.
Te zombie lasts until it is destroyed by taking damage in excess of its HP, or
ntil you end the spell. While this spell is ongoing you take -1 to cast a spell.
C M W
You staunch bleeding and set bones through magic. Heal an ally you touch of
d8 damage.
D
Choose an area you can see: its filled with supernatural darkness and shadow.
While this spell is ongoing you take -1 to cast a spell.
R
ell the GM you would like to resurrect a corpse whose soul has not yet
departed this world. Resurrection is always possible, but the GM will giv
one or more (possibly all) of these conditions to fulfill:
Its going to take days/weeks/months
You must get help from ____
It will require a lot of money
You must sacrifice ____ to do it
Te GM may, depending on the circumstances, allow you to resurrec
corpse now, with the understanding that the conditions must be met befo
permanent, or require you to meet the conditions before the corpse is resurr
H P
Choose a person you can see. Until you cast a spell or leave their presence
cannot act except to speak. Tis effect ends immediately if the target takes da
from any source.
Cleric Spells
Rotes
First Level Spells
Third Level SpellsAnimate Dead LEVEL 3 ONGOING
You invoke a hungry spirit to possess a recently-dead body and serve you. isreates a zombie that follows your orders to the best of its limited abilities. Treathe zombie as a character, but with access to only the basic moves. It has a +1
modifier for all stats and 1 HP. e zombie also gets your choice of 1d4 of theseraits:Its talented. Give one stat a +2 modifier.Its durable. It has +2 HP for each level you have.It has a functioning brain and can complete complex tasks.It does not appear obviously dead, at least for a day or two.
e zombie lasts until it is destroyed by taking damage in excess of its HP, or
ntil you end the spell. While this spell is ongoing you take -1 to cast a spell.
Cure Moderate Wounds LEVEL 3At your touch wounds scab and bones cease to ache. Heal an ally you touch of
d8 damage.
Darkness LEVEL 3 ONGOINGChoose an area you can see: its filled with supernatural darkness and shadow.While this spell is ongoing you take -1 to cast a spell.
Resurrection LEVEL 3Tell the GM you would like to resurrect a corpse whose soul has not yet fdeparted this world. Resurrection is always possible, but the GM will giveone or more (possibly all) of these conditions to fulfill: Its going to take days/weeks/months You must get help from ____ It will require a lot of money You must sacrifice ____ to do ite GM may, depending on the circumstances, allow you to resurrect thecorpse now, with the understanding that the conditions must be met befoits permanent, or require you to meet the conditions before the corpse is
resurrected.
Hold Person LEVEL 3Choose a person you can see. Until you cast a spell or leave their presencecannot act except to speak. is effect ends immediately if the target takesdamage from any source.
Bless LEVEL 1 ONGOINGYour deity smiles upon a combatant of your choice. ey take +1 Ongoing soong as battle continues and they stand and fight. While this spell is ongoingou take -1 to cast a spell.
Cure Light Wounds LEVEL 1At your touch wounds scab and bones cease to ache. Heal an ally you touch of
d8 damage.
Detect Alignment LEVEL 1When you cast this spell choose an alignment: Good, Evil, Lawful, or Chaotic.One of your senses is briefly able to detect that alignment. e GM will tell youwhat here is of that alignment.
Cause Fear LEVEL 1Choose a target you can see and a nearby object. e target is afraid of the ob-ect so long as you maintain the spell. eir reaction is up to them: flee, panic,eg, fight. While this spell is ongoing you take -1 to cast a spell. You cannotarget entities with less than animal intelligence (magical constructs, undead,utomatons, and the like).
MAGIC WeAPON LEVEL 1 ONGOINGe weapon you hold while casting does +1d4 damage until you dismiss spell. While this spell is ongoing you take -1 to cast a spell.
Guidance LEVEL 1As you cast this spell, you walk the perimeter of an area, consecrating it tyour deity. As long as you stay within that area you are alerted whenever
someone acts with malice within the sanctuary (including entering with hful intent). Anyone who receives healing within a sanctuary heals +1d4 H
Speak With Dead LEVEL 1A corpse converses with you briefly. It will answer any three questions yopose to it to the best of the knowledge it had in life and the knowledge itgained in death.
very time you commune, you gain access to all of your rotes without having toelect them or count them toward your allotment of spells.
Light ROTEAn item you touch glows with divine light, about as bright as a torch. It gives
ff no heat or sound and requires no fuel but is otherwise like a mundane torch.You have complete control of the color of the flame. e spell lasts as long as its in your presence.
Sancify ROTEFood or water you hold in your hands while you cast this spell is consecraby your deity. In addition to now being holy or unholy, the affected substis purified of any mundane spoilage.
Guidance ROTEe symbol of your deity appears before you and gestures towards the dirtion or course of action your deity would have you take then disappears. message is through gesture only; your communication through this spell
severely limited.
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fifh p
h p
ih pC U
Te mindless undead creature you touch is destroyed and you steal its
energy to heal yoursel or the next ally you touch. Te amount o damage h
is equal to the HP that the creature had remaining beore you destroyed it
P
Name a city, town, encampment, or other place where people live. As long a
spell is active that place is beset by a plague appropriate to your deitys dom
(locusts, death o the first born, etc.) While this spell is ongoing you take
cast a spell.
R
Your deity answers your prayers with a moment o perect understanding. Te
GM will shed light on the current situation. When acting on the inormation,
ou take +1 orward.
C C W
Heal an ally you touch o 3d8 damage.
D
Name a person, place, or thing you want to learn about. Your deity grants you
isions o the target, as clear as i you were there.
C
Choose a creature you can see. Until you end this spell, the target suffers rom
disease o your choice. While this spell is ongoing you take -1 to cast a spell.
W U
With a touch you speak to the spirits within things. Te non-living objec
touch answers three questions you pose, as best it can.
T S
Your vision is opened to the true nature o everything you lay your eyes on
pierce illusions and see things that have been hidden. Te GM will describ
area before you ignoring any illusions and falsehoods, magical or other
While this spell is ongoing you take -1 to cast a spell.
T S
You trap the soul o a dying creature within a gem. Te trapped creature is
of its imprisonment but can still be manipulated through spells, parley, and
effects. All moves against the trapped creature are at +1. You can ree the s
any time but it can never be recaptured once reed.
W R
Choose a word. Te first time afer casting this spell that you speak the chosen
word, you and any allies touching you when you cast the spell are immediately
eturned to the exact spot where you cast the spell. You can only maintain a
ingle location; casting Word o Recall again beore speaking the word replaces
he earlier spell.
H
ouch an ally and you may heal their damage a number o points up to your
maximum HP.
H
ouch an enemy and strike them with divine wrathdeal 2d8 damage to themnd 1d6 damage to yoursel. Tis damage ignores armor.
S
Choose an appendage on the target such as an arm, tentacle, or wing
appendage is magically severed from their body, causing no damag
considerable pain. Missing an appendage may, for example, keep a w
creature rom flying, or a bull rom goring you on its horns. While this sp
ongoing you take -1 to cast a spell.
M D
Choose a creature whose true name you know. Tis spell creates permanent
on a target surace that will kill that creature, should they read them.
C W
Pray or rainor sun, wind, or snow. Within a day or so, your god will anTe weather will change according to your will and last a handul o days
S V
Your deity brings the unnatural weather o your choice to pass. Rain o blood or
cid, clouds o souls, wind that can carry away buildings, or any other weather
ou can imagine: ask and it shall come.
R
Choose one event in the targets past. All effects o that event, including damage,
oison, disease, and magical effects, are ended and repaired. HP and diseases are
ealed, poisons are neutralized, magical effects are ended.
D P
very creature must ask your leave to enter your presence, and you must give
ermission aloud or them to enter. Any creature without your leave takes an
xtra 1d10 damage whenever they take damage in your presence. While this spell
ongoing you take -1 to cast a spell.
Fifth Level Spells
Seventh Level Spells
Ninth Level SpellsStorm of Vengeance LEVEL 9 ONGOING
Your deity brings the unnatural weather of your choice to pass. Rain of bloodr acid, clouds of souls, wind that can carry away buildings, or any other weath-r you can imagine: ask and it shall come.
Repair LEVEL 9Choose one event in the targets past. All effects of that event, including
amage, poison, disease, and magical effects, are ended and repaired. HP andiseases are healed, poisons are neutralized, magical effects are ended.
Divine Presence LEVEL 9 ONGOINGvery creature must ask your leave to enter your presence, and you must giveermission aloud for them to enter. Any creature without your leave takes anxtra 1d10 damage whenever they take damage in your presence. While thispell is ongoing you take -1 to cast a spell.
Consume Unlife LEVEL 9e mindless undead creature you touch is destroyed and you steal its deenergy to heal yourself or the next ally you touch. e amount of damagehealed is equal to the HP that the creature had remaining before you destit.
Plague LEVEL 9 ONGOName a city, town, encampment, or other place where people live. As lonthis spell is active that place is beset by a plague appropriate to your deitydomains (locusts, death of the first born, etc.) While this spell is ongoingtake -1 to cast a spell.
Word of Recall LEVEL 7Choose a word. e first time aer casting this spell that you speak the chosenword, you and any allies touching you when you cast the spell are immediatelyeturned to the exact spot where you cast the spell. You can only maintain aingle location; casting Word of Recall again before speaking the word replaceshe earlier spell.
Heal LEVEL 7ouch an ally and you may heal their damage a number of points up to your
maximum HP.
Harm LEVEL 7
ouch an enemy and strike them with divine wrathdeal 2d8 damage to themnd 1d6 damage to yourself. is damage ignores armor.
Sever LEVEL 7 ONGOChoose an appendage on the target such as an arm, tentacle, or wing. eappendage is magically severed from their body, causing no damage butconsiderable pain. Missing an appendage may, for example, keep a wingecreature from flying, or a bull from goring you on its horns. While this spongoing you take -1 to cast a spell.
Mark of Death LEVEL 7Choose a creature whose true name you know. is spell creates permanerunes on a target surface that will kill that creature, should they read them
Control Weather LEVEL 7Pray for rainor sun, wind, or snow. Within a day or so, your god will an
e weather will change according to your will and last a handful of days
Revelation LEVEL 5Your deity answers your prayers with a moment of perfect understanding. eGM will shed light on the current situation. When acting on the information,
ou take +1 Forward.
Cure Critical Wounds LEVEL 5Heal an ally you touch 3d8 damage.
Divination LEVEL 5Name a person, place, or thing you want to learn about. Your deity grants you
isions of the target, as clear as if you were there.
Contagion LEVEL 5 ONGOINGChoose a creature you can see. Until you end this spell, the target suffers from a
isease of your choice. While this spell is ongoing you take -1 to cast a spell.
Words of the Unspeaking LEVEL 5With a touch you speak to the spirits within things. e non-living objecttouch answers three questions you pose, as best it can.
True Seeing LEVEL 5 ONGOYour vision is opened to the true nature of everything you lay your eyeson. You pierce illusions and see things that have been hidden. e GM wdescribe the area before you ignoring any illusions and falsehoods, mag