X MARKS The SPOT A Plane Shift Ixalan Adventure
X MARKS The SPOT A Plane Shift Ixalan Adventure
X MARKS The SPOT A Plane Shift Ixalan Adventure
A prison escape for an unlikely group of heroes turns into a race for an
ancient relic sought by the Legion of Dusk. Can you brave the unknown
and capture the treasure before the enemy does? This D&D adventure
is set on the plane of Ixalan, and uses 4th-level pregenerated characters.
Credits
Designers: Kat Kruger, Chris Tulach MAGIC: THE GATHERING, DUNGEONS & DRAGONS, Magic, D&D, Ixalan, Player’s
Plane Shift: Ixalan Design: James Wyatt Handbook, Monster Manual, Dungeon Master’s Guide, WUBRG, all other Wizards of
Editor: Scott Fitzgerald Gray the Coast product names, and their respective logos are trademarks of Wizards of the
Graphic Designer: Emi Tanji Coast in the USA and other countries. All characters and their distinctive likenesses are
Cover Illustrator: Cliff Childs property of Wizards of the Coast. This material is protected under the copyright laws
of the United States of America. Any reproduction or unauthorized use of the material
Interior Illustrators: Tommy Arnold, John Avon, Naomi Baker,
or artwork contained herein is prohibited without the express written permission of
Milivoj Cé ran, Zezhou Chen, Daarken, Dimitar, Emrah Elmasil, Wizards of the Coast.
Florian de Gesincourt, Ryan Alexander Lee, Slawomir Maniak,
Aaron Miller, Victor Adame Minguez, Dan Scott, John Stanko, ©2017 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufac-
YW Tang, Ben Wooten, Kieran Yanner tured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by Has-
Cartographer: Jared Blando bro Europe, 4 The Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK.
Background
Ixalan is a land of exploration and discovery. But the
Legion of Dusk—a vampire society that formed from an
alliance of nobles and the church—has recently arrived
from overseas to expand its territories. The legion’s
army seeks to conquer the island, and the vampires have
erected numerous forts in the south. However, their
plans have been met with resistance from the inhabi-
tants of Ixalan.
The Sun Empire rules the coast, and has managed to
tame dinosaurs enough to work alongside them. Mean-
while, the River Heralds—a loose society of nomadic
merfolk tribes—move throughout the interior of Ixalan,
at one with nature. These two groups have long held an
uneasy accord.
At sea, forces of the piratical Brazen Coalition harry
the naval forces of the Legion of Dusk, which make
landfall to plunder the bounty of Ixalan as they see fit.
But even so, not all vampires view the current ruling
Adventure Hooks
The characters are on a mission for the Order of the Five
establishment as the final authority. The Order of the
Sacraments to retrieve the Hierophant’s Chalice from
Five Sacraments, a vampire church sect that believes
the Temple of Aclazotz, deep in the uncharted forests of
in establishing a trade relationship with the Sun Em-
Ixalan. In addition to the bargains they have struck with
pire, hopes to undermine the plans of the would-be
the church, each character has been offered 100 gp to re-
conquerors.
trieve the sacred item and bring it to a rendezvous point
south of the island stronghold of Fort Durron.
Overview The backgrounds provided on the character sheets
The Legion of Dusk is ruled by rituals that require its also provide motivations for the characters to come to-
members to feed only from the blood of their foes. As gether as a party.
such, the legion fortification known as Conqueror’s Foot- Alante hopes to gain favor with the Order of the Five
hold houses prisoners—enemies of the state and others Sacraments, a sect of the church that believes in estab-
deemed ne’er-do-wells—who are slaughtered once every lishing a trade relationship with the Sun Empire.
full moon. Velisha yearns to expel the unnatural force that is ru-
At the start of the adventure, the characters find mored to reside in the Temple of Aclazotz.
themselves imprisoned at Conqueror’s Foothold and Rouxil wants to bring an end to the conflict in this
scheduled to be executed to feed their captors. Alante, a region of Ixalan by ensuring the Order of the Five Sacra-
vampire cleric who administers last rites at the fort, aids ments rises to power.
them in a prison escape. She belongs to the Order of the Artinoq desires peace and is eager to show his father
Five Sacraments, and has been charged with opposing that he is a worthy leader.
the aims of the Legion of Dusk. Turk Two Coins desires to claim a share of a great
Conqueror’s Foothold is overseen by Vona, known treasure, so that he can live out the rest of his life in
as the Butcher of Magan. Vona has uncovered a map of debauchery.
the local region that shows the location of a powerful Ellie Redcap wants nothing more than to captain her
artifact known as the Hierophant’s Chalice, hidden own ship—by whatever means necessary.
in the south of Ixalan at the Temple of Aclazotz. The
Hierophant’s Chalice is rumored to be able to create Treasure
an endless supply of blood, making it potentially valu- This adventure uses Magic: The Gathering cards to help
able to the vampires of the Legion of Dusk. A prophet build momentum toward adventure progression, and to
named Arguel is rumored to have brought the chalice reward interactive play.
to the temple for unknown reasons, and Vona wishes to You’ll need a handful of Treasure token cards (found
secure it. in Ixalan booster packs) and a number of cards detailing
In exchange for various favors—in addition to escaping treasures from the Ixalan set. See “Appendix D: Hidden
from certain death—the adventurers have agreed to help Plunder” at the end of this adventure for the card list,
Alante find the artifact first. Journeying across the island then shuffle those nontoken cards to make an item deck.
from Conqueror’s Foothold to the Temple of Aclazotz Whenever a player advances an objective, makes an
takes several days, and brings the characters through important discovery, or has a good idea, give that player
dangerous territory and various random encounters. a Treasure token. A player cannot have more than one
As they seek the chalice, the characters meet a mad Treasure token for his or her character. Random en-
apostle who can lead them to it. At the lost temple that is counters then provide an opportunity to uncover a trea-
the chalice’s hiding place, the adventurers must face off sure cache. When searching an area, players roll against
against the demonic spawn of a bat-god. They are then each other to find treasure, allowing one player to re-
able to wrest the chalice from the desiccated body of the deem a Treasure token and draw from the item deck.
prophet, who was led to the temple by the demon.
Field of Ruin
It takes four hours to reach this area from Conqueror’s
Foothold.
Primal Wellspring
It takes two days to reach this area from the
Field of Ruin.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
19 (+4) 13 (+1) 17 (+3) 2 (−4) 12 (+1) 5 (−3) 15 (+2) 14 (+2) 16 (+3) 6 (−2) 13 (+1) 9 (−1)
Actions Actions
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 15 (2d10 + 4) piercing damage. Hit: 7 (2d4 + 2) piercing damage. If the target is a creature,
it must succeed on a DC 13 Strength saving throw or be
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. knocked prone.
Hit: 8 (1d8 + 4) slashing damage.
Drain Blood. Melee Weapon Attack: +4 to hit, reach 5 ft., one
creature that is prone, incapacitated, or restrained. Hit: 5 (1d6
+ 2) necrotic damage. The target must succeed on a DC 13
Awakened Shrub Constitution saving throw or its hit point maximum is reduced
Small plant, unaligned by an amount equal to the damage taken, and the chupacabra
regains hit points equal to that amount. The reduction lasts
Armor Class 9 until the target finishes a long rest. The target dies if this effect
Hit Points 10 (3d6) reduces its hit point maximum to 0.
Speed 20 ft.
Actions
Rake. Melee Weapon Attack: +1 to hit, reach 5 ft., one target.
Hit: 1 (1d4 − 1) slashing damage.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
11 (+0) 14 (+2) 12 (+1) 10 (+0) 13 (+1) 14 (+2) 10 (+0) 12 (+1) 11 (+0) 14 (+2) 15 (+2) 18 (+4)
Skills Deception +4, Persuasion +4, Religion +2 Skills Perception +4, Stealth +5
Senses passive Perception 11 Senses darkvision 60 ft., passive Perception 14
Languages any one language (usually Common) Languages Elvish, Sylvan
Challenge 2 (450 XP) Challenge 1 (200 XP)
Dark Devotion. The fanatic has advantage on saving throws Innate Spellcasting. The dryad’s innate spellcasting ability is
against being charmed or frightened. Charisma (spell save DC 14). The dryad can innately cast the
following spells, requiring no material components:
Spellcasting. The fanatic is a 4th-level spellcaster. Its spell-
casting ability is Wisdom (spell save DC 11, +3 to hit with spell At will: druidcraft
attacks). The fanatic has the following cleric spells prepared: 3/day each: entangle, goodberry
1/day each: barkskin, pass without trace, shillelagh
Cantrips (at will): light, sacred flame, thaumaturgy
1st level (4 slots): command, inflict wounds, shield of faith Magic Resistance. The dryad has advantage on saving throws
2nd level (3 slots): hold person, spiritual weapon against spells and other magical effects.
Actions Speak with Beasts and Plants. The dryad can communicate
with beasts and plants as if they shared a language.
Multiattack. The fanatic makes two melee attacks.
Tree Stride. Once on her turn, the dryad can use 10 feet of her
Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 movement to step magically into one living tree within her
ft. or range 20/60 ft., one creature. Hit: 4 (1d4 + 2) pierc- reach and emerge from a second living tree within 60 feet of
ing damage. the first tree, appearing in an unoccupied space within 5 feet of
the second tree. Both trees must be Large or bigger.
Actions
Deinonychus Club. Melee Weapon Attack: +2 to hit (+6 to hit with shillelagh),
Medium beast, unaligned
reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage, or 8
Armor Class 13 (natural armor) (1d8 + 4) bludgeoning damage with shillelagh.
Hit Points 26 (4d8 + 8)
Fey Charm. The dryad targets one humanoid or beast that she
Speed 40 ft.
can see within 30 feet of her. If the target can see the dryad, it
must succeed on a DC 14 Wisdom saving throw or be magically
STR DEX CON INT WIS CHA
charmed. The charmed creature regards the dryad as a trusted
15 (+2) 15 (+2) 14 (+2) 4 (−3) 12 (+1) 6 (−2)
friend to be heeded and protected. Although the target isn’t
under the dryad’s control, it takes the dryad’s requests or ac-
Skills Perception +3
tions in the most favorable way it can.
Senses passive Perception 13
Languages — Each time the dryad or its allies do anything harmful to the
Challenge 1 (200 XP) target, it can repeat the saving throw, ending the effect on itself
on a success. Otherwise, the effect lasts 24 hours or until the
dryad dies, is on a different plane of existence from the target,
Pounce. If the deinonychus moves at least 20 feet straight to- or ends the effect as a bonus action. If a target’s saving throw
ward a creature and then hits it with a claw attack on the same is successful, the target is immune to the dryad’s Fey Charm
turn, that target must succeed on a DC 12 Strength saving for the next 24 hours.
throw or be knocked prone. If the target is prone, the deinony- The dryad can have no more than one humanoid and up to
chus can make one bite attack against it as a bonus action. three beasts charmed at a time.
Actions
Multiattack. The deinonychus makes three attacks: one with
its bite and two with its claws.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 6 (1d8 + 2) piercing damage.
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 6 (1d8 + 2) slashing damage.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
20 (+5) 8 (−1) 20 (+5) 5 (−3) 10 (+0) 5 (−3) 15 (+2) 16 (+3) 11 (+0) 2 (−4) 12 (+1) 6 (−2)
Actions
Multiattack. The deathspitter makes three attacks: one with its
bite and two with its claws.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 6 (1d6 + 3) piercing damage.
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 6 (1d6 + 3) slashing damage.
Spit Poison. Ranged Weapon Attack: +4 to hit, range 15/30 ft.,
one creature. Hit: The target must make a DC 13 Constitution
saving throw, taking 18 (4d8) poison damage on a failed save,
or half as much damage on a successful one. In addition, a
creature that fails its saving throw is blinded until the end of
the deathspitter’s next turn.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
13 (+1) 15 (+2) 11 (+0) 1 (−5) 9 (−1) 3 (−4) 18 (+4) 15 (+2) 16 (+3) 2 (−4) 13 (+1) 8 (−1)
Amphibious. The crab can breathe air and water. Keen Sight. The griffon has advantage on Wisdom (Perception)
checks that rely on sight.
Actions
Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Actions
Hit: 4 (1d6 + 1) bludgeoning damage, and the target is grap- Multiattack. The griffon makes two attacks: one with its beak
pled (escape DC 11). The crab has two claws, each of which can and one with its claws.
grapple only one target.
Beak. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 8 (1d8 + 4) piercing damage.
Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Giant Crocodile Hit: 11 (2d6 + 4) slashing damage.
Huge beast, unaligned
STR DEX CON INT WIS CHA Armor Class 16 (chain shirt, shield)
21 (+5) 9 (−1) 17 (+3) 2 (−4) 10 (+0) 7 (−2) Hit Points 11 (2d8 + 2)
Speed 30 ft.
Skills Stealth +5
Senses passive Perception 10 STR DEX CON INT WIS CHA
Languages — 13 (+1) 12 (+1) 12 (+1) 10 (+0) 11 (+0) 10 (+0)
Challenge 5 (1,800 XP)
Skills Perception +2
Hold Breath. The crocodile can hold its breath for 30 minutes. Senses passive Perception 12
Languages any one language (usually Common)
Actions Challenge 1/8 (25 XP)
Multiattack. The crocodile makes two attacks: one with its bite
and one with its tail. Actions
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Spear. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or
Hit: 21 (3d10 + 5) piercing damage, and the target is grap- range 20/60 ft., one target. Hit: 4 (1d6 + 1) piercing damage, or
pled (escape DC 16). Until this grapple ends, the target is re- 5 (1d8 + 1) piercing damage if used with two hands to make a
strained, and the crocodile can’t bite another target. melee attack.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
18 (+4) 13 (+1) 15 (+2) 1 (−5) 10 (+0) 4 (−3) 15 (+2) 13 (+1) 13 (+1) 2 (−4) 10 (+0) 5 (−3)
Blood Frenzy. The shark has advantage on melee attack rolls Dive Attack. If the quetzalcoatlus is flying and dives at least 30
against any creature that doesn’t have all its hit points. feet toward a target and then hits with a bite attack, the attack
deals an extra 10 (3d6) damage to the target.
Water Breathing. The shark can breathe only underwater.
Flyby. The quetzalcoatlus doesn’t provoke an opportunity
Actions attack when it flies out of an enemy’s reach.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 13 (2d8 + 4) piercing damage. Actions
Bite. Melee Weapon Attack: +4 to hit, reach 10 ft., one creature.
Hit: 12 (3d6 + 2) piercing damage.
Priest
Medium humanoid (any race), any alignment
Scout
Armor Class 13 (chain shirt) Medium humanoid (any race), any alignment
Hit Points 27 (5d8 + 5)
Speed 25 ft. Armor Class 13 (leather armor)
Hit Points 16 (3d8 + 3)
STR DEX CON INT WIS CHA Speed 30 ft.
10 (+0) 10 (+0) 12 (+1) 13 (+1) 16 (+3) 13 (+1)
STR DEX CON INT WIS CHA
Skills Medicine +7, Persuasion +3, Religion +4 11 (+0) 14 (+2) 12 (+1) 11 (+0) 13 (+1) 11 (+0)
Senses passive Perception 13
Languages any two languages Skills Nature +4, Perception +5, Stealth +6, Survival +5
Challenge 2 (450 XP) Senses passive Perception 15
Languages any one language (usually Common)
Challenge 1/2 (100 XP)
Divine Eminence. As a bonus action, the priest can expend a
spell slot to cause its melee weapon attacks to magically deal
an extra 10 (3d6) radiant damage to a target on a hit. This ben- Keen Hearing and Sight. The scout has advantage on Wisdom
efit lasts until the end of the turn. If the priest expends a spell (Perception) checks that rely on hearing or sight.
slot of 2nd level or higher, the extra damage increases by 1d6
for each level above 1st. Actions
Multiattack. The scout makes two melee attacks or two
Spellcasting. The priest is a 5th-level spellcaster. Its spellcast-
ranged attacks.
ing ability is Wisdom (spell save DC 13, +5 to hit with spell at-
tacks). The priest has the following cleric spells prepared: Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one
Cantrips (at will): light, sacred flame, thaumaturgy target. Hit: 5 (1d6 + 2) piercing damage.
1st level (4 slots): cure wounds, guiding bolt, sanctuary Longbow. Ranged Weapon Attack: +4 to hit, ranged 150/600 ft.,
2nd level (3 slots): lesser restoration, spiritual weapon one target. Hit: 6 (1d8 + 2) piercing damage.
3rd level (2 slots): dispel magic, spirit guardians
Actions
Mace. Melee Weapon Attack: +2 to hit, reach 5 ft., one target.
Hit: 3 (1d6) bludgeoning damage.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 15 (+2) 6 (−2) 8 (−1) 5 (−3) 17 (+3) 15 (+2) 18 (+4) 8 (−1) 13 (+1) 8 (−1)
Damage Vulnerabilities bludgeoning Saving Throws Dex +5, Wis +4, Cha +2
Damage Immunities poison Damage Resistances cold, fire, lightning; bludgeoning, piercing,
Condition Immunities exhaustion, poisoned and slashing from nonmagical attacks
Senses darkvision 60 ft., passive Perception 9 Damage Immunities poison
Languages understands all languages it knew in life but can’t Condition Immunities poisoned
speak Senses darkvision 120 ft., passive Perception 11
Challenge 1/4 (50 XP) Languages Abyssal, telepathy 120 ft.
Challenge 6 (2,300 XP)
Actions
Magic Resistance. The vrock has advantage on saving throws
Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one against spells and other magical effects.
target. Hit: 5 (1d6 + 2) piercing damage.
Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., Actions
one target. Hit: 5 (1d6 + 2) piercing damage. Multiattack. The vrock makes two attacks: one with its beak
and one with its talons.
Beak. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Velociraptor Hit: 10 (2d6 + 3) piercing damage.
Tiny beast, unaligned Talons. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 14 (2d10 + 3) slashing damage.
Armor Class 13 (natural armor)
Hit Points 10 (3d4 + 3) Spores (Recharge 6). A 15-foot-radius cloud of toxic spores ex-
Speed 30 ft. tends out from the vrock. The spores spread around corners.
Each creature in that area must succeed on a DC 14 Constitu-
STR DEX CON INT WIS CHA tion saving throw or become poisoned. While poisoned in this
6 (−2) 14 (+2) 13 (+1) 4 (−3) 12 (+1) 6 (−2) way, a target takes 5 (1d10) poison damage at the start of each
of its turns. A target can repeat the saving throw at the end of
Skills Perception +3 each of its turns, ending the effect on itself on a success. Emp-
Senses passive Perception 13 tying a vial of holy water on the target also ends the effect on it.
Languages —
Challenge 1/4 (50 XP) Stunning Screech (1/Day). The vrock emits a horrific screech.
Each creature within 20 feet of it that can hear it and that isn’t a
demon must succeed on a DC 14 Constitution saving throw or
Pack Tactics. The velociraptor has advantage on an attack roll be stunned until the end of the vrock’s next turn.
against a creature if at least one of the velociraptor’s allies is
within 5 feet of the creature and the ally isn’t incapacitated.
Actions
Multiattack. The velociraptor makes two attacks: one with its
bite and one with its claws.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature.
Hit: 5 (1d6 + 2) piercing damage.
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 4 (1d4 + 2) slashing damage.
Conqueror’s Foothold
Field of Ruin
Unclaimed Territory
Hidden Plunder
1d6 Item Name (Card Name) Description
1 Dowsing Dagger A curved jade blade fashioned by the River Her-
alds, this +1 dagger can detect the presence of
fresh water within 200 feet of the wielder.
+2 PROFICIENCY BONUS
15 -1 30 ft.
INSPIRATION ARMOR
CLASS INITIATIVE SPEED
PERSONALITY TRAITS
+0 31
10 SAVING THROWS HIT POINT MAXIMUM
+0
ATHLETICS
+0
STRENGTH
IDEALS
CURRENT HIT POINTS
-1
8 SAVING THROWS
-1
ACROBATICS
-1
SLEIGHT OF HAND
-1 -1
STEALTH TEMPORARY HIT POINTS BONDS
DEXTERITY
Total 4d8
SUCCESSES
14
+2
SAVING THROWS 1d8 FAILURES
+2
CONSTITUTION
NAME ATK BONUS DAMAGE/TYPE
Vampire Features:
Silver mace +2 1d8 bludgeoning Darkvision 60 ft.
+2
14 SAVING THROWS Resistance to necrotic damage
+6
● ARCANA Light crossbow +1 1d8 - 1 piercing Bloodthirst - drain blood from willing creature
+2 or target that is grappled, incapacitated, or
HISTORY
+2 +2
+2
INVESTIGATION Unarmed -1 1 bludgeoning
restrained; melee attack (+2 attack, 1 piercing
and 1d6 necrotic damage); target's hit point
INTELLIGENCE NATURE
●
+6
RELIGION maximum reduced by necrotic damage dealt
Cleric spellcasting: until after a long rest
+5 Feast of Blood - when you drain blood with
17 ◆
+3
SAVING THROWS Spell save DC 13 Bloodthirst, your speed increases by 10 feet
ANIMAL HANDLING and gain advantage on Strength and Dexterity
●
+5
INSIGHT Spell attack modifier +5 checks and saving throws for 1 minute
+3 +5
+5
MEDICINE
WISDOM ● PERCEPTION Noble Features:
+3
SURVIVAL Cantrips: light, sacred flame, Position of Privilege (PH page 135)
spare the dying, thaumaturgy
14 ◆ +4
SAVING THROWS Cleric Features (PH page 57):
+2
DECEPTION Spellcasting
+2
INTIMIDATION Spell slots: 4 1st level, 3 2nd Turn undead (Wisdom save DC 13)
+2 +2
+4
PERFORMANCE
level Knowledge Domain Features (PH page 59):
CHARISMA ● PERSUASION
Blessings of Knowledge (already calculated)
Channel Divinity: Knowledge of the Ages
(action, choose a skill or tool, gain proficiency
15 PASSIVE WISDOM (PERCEPTION) for 10 minutes)
ATTACKS & SPELLCASTING FEATURES & TRAITS
Silver mace, steel shield with a dragon rampant, finely etched breastplate, light crossbow, 20 bolts, silver signet ring with a
Languages: Common, Merfolk, Siren, drop of her past human blood, worn ivory rook (piece of a chess set), holy symbol (focus), backpack, blanket, 10 candles,
Vampire tinderbox, alms box, 2 blocks of incense, censer, vestments, waterskin
Alante belongs to the Order of the Five Sacraments, a sect of the church that believes in establishing a trade relationship
Tools: Chess (gaming set) with the Sun Empire. She is opposed other factions within the Legion of Dusk, who seek to conquer and subjugate the Sun
Empire. Her kind nature ensured that she was posted at the Conqueror’s Foothold to administer last rites to prisoners about
to die. However, she spied upon a secret plan set in motion by Vona, the Butcher of Magan to secure a powerful artifact
Armor: Light armor, medium armor, known as the Hierophant’s Chalice from its location deep in the interior of Ixalan at the Temple of Aclazotz. The artifact is
shields said to have been carried by Arguel, a prophet known for his fanciful and dark visions, to that place for some unknown
purpose. Seeking to gain favor in her order and in opposition to the Adanto sect, she stole the treasure map that leads to
the location of the temple. Under cover of night, she freed the prisoners awaiting final judgment to help her navigate the
Weapons: All simple weapons terrain and retrieve the artifact for her superiors before Vona’s forces can obtain it for their use.
+2 PROFICIENCY BONUS
16 +3 30 ft.
INSPIRATION ARMOR
CLASS INITIATIVE SPEED
PERSONALITY TRAITS
+4 32
14 ◆ SAVING THROWS HIT POINT MAXIMUM
+4
● ATHLETICS
+2
STRENGTH
IDEALS
CURRENT HIT POINTS
+5
16 ◆ SAVING THROWS
+3
ACROBATICS
+3
SLEIGHT OF HAND
+3 ● +5
STEALTH TEMPORARY HIT POINTS BONDS
DEXTERITY
Total 4d10
SUCCESSES
13
+1
SAVING THROWS 1d10 FAILURES
+1
CONSTITUTION
NAME ATK BONUS DAMAGE/TYPE
Languages: Common, Merfolk Jade longsword (trophy from merfolk tribe), feather-adorned longbow, 30 arrows, chain shirt, rank insignia
(second commander), mummified goblin hand, backpack, bedroll, mess kit, tinderbox, 10 torches, waterskin,
50 feet of hempen rope
Tools: Dice (gaming set), vehicles (land)
Artinoq serves as a scout in the Emperor’s Vanguard under the command of his father Rouxil. A natural
Armor: Light armor, medium armor, leader and selfless soldier, he has been eager to show his father that he is worthy of one day taking over his
command once he leaves the field. However, they were captured during a vicious counterattack by the Legion
shields of Dusk while on their last scouting mission to Conqueror’s Foothold. Sentenced to death, all seemed lost until
Alante appeared and made a deal to free them. Artinoq desires peace much like his father, but his future role
Weapons: Simple weapons, martial in a stable region is unclear as he’s spent his young career serving the Sun Empire in battle. He has a
weapons velociraptor beast companion named Sharkbait that has served with him for years in the field.
+2 PROFICIENCY BONUS
12 +2 30 ft.
INSPIRATION ARMOR
CLASS INITIATIVE SPEED
PERSONALITY TRAITS
+1 26
13 SAVING THROWS HIT POINT MAXIMUM
+3
ATHLETICS
+1
STRENGTH
IDEALS
CURRENT HIT POINTS
+2
14 SAVING THROWS
+2
ACROBATICS
+2
SLEIGHT OF HAND
+2 +2
STEALTH TEMPORARY HIT POINTS BONDS
DEXTERITY
Total 4d6
SUCCESSES
14 ◆ +4
SAVING THROWS 1d6 FAILURES
+2
CONSTITUTION
NAME ATK BONUS DAMAGE/TYPE
Two obsidian daggers, light crossbow, 20 bolts, broken compass (focus), backpack, bedroll, mess kit,
Languages: Common tinderbox, 10 torches, waterskin, 50 feet of hempen rope
Ellie was the first mate and spelljack aboard the Relentless. She was known for her acumen at sea and her
Weapons: Daggers, darts, mysterious arcane tattoos inscribed with flame sigils. Ever the opportunist, she rose quickly through the ranks
of the crew and was planning a mutiny to oust the captain due to his gross incompetence. His last foolish
slings, quarterstaffs, light order saw the pirates in battle with a galleon much too big for their ship, and the goblins in their zeal
crossbows overloaded a firecannon and blew the ship up. Ellie survived the explosion but was plunged into the sea, and
washed ashore with Turk near Conqueror’s Foothold. Both were immediately arrested for piracy against the
Legion of Dusk, and were due to be executed before being freed by Alante. Ellie brokered a deal – she would
help Alante retrieve her artifact, and then she’d be granted a captured ship as payment for her efforts.
+2 PROFICIENCY BONUS
18 +1 30 ft.
INSPIRATION ARMOR
CLASS INITIATIVE SPEED
PERSONALITY TRAITS
+5 40
16 ◆ SAVING THROWS HIT POINT MAXIMUM
+5
● ATHLETICS
+3
STRENGTH
IDEALS
CURRENT HIT POINTS
+1
13 SAVING THROWS
+1
ACROBATICS
+1
SLEIGHT OF HAND
+1 +1
STEALTH TEMPORARY HIT POINTS BONDS
DEXTERITY
Total 4d10
SUCCESSES
16 ◆ +5
SAVING THROWS 1d10 FAILURES
+3
CONSTITUTION
NAME ATK BONUS DAMAGE/TYPE
Languages: Common Ancestral battle axe, 4 javelins, feathered shield, breastplate, writ of Emperor's commendation (to be given by
you to a favored soldier), wood for whittling, small carving knives, iron pot, shovel, backpack, bedroll, mess kit,
tinderbox, 10 torches, waterskin, 50 feet of hempen rope
Tools: Woodcutter's tools, vehicles
(land) Rouxil and his son Artinoq are a part of the Emperor’s Vanguard, an elite fighting force that has been fighting
skirmishes against the Legion of Dusk ever since their arrival. On their last battle, both of them were the sole
survivors from their scouting patrol meant to assess the perimeter defenses of Conqueror’s Foothold. They
Armor: All armor, shields were placed in prison and sentenced to death. Alante heard of their battle acumen, and decided to free them
to help her. Rouxil wants Alante to succeed and have her order usurp influence of the region. He believes that
Weapons: Simple weapons, martial if the Order of the Five Sacraments is able to convince the rest of the Legion of Dusk that a reciprocal
arrangement with the Sun Empire is beneficial, that he will be able to bring an end to the conflict in this region
weapons of Ixalan.
OTHER PROFICIENCIES & LANGUAGES EQUIPMENT & CHARACTER NOTES
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Rogue (Thief) Criminal
CLASS & LEVEL BACKGROUND PLAYER NAME
Turk Two Coins, Ruthless Knave
Orc Chaotic Neutral
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS
+2 PROFICIENCY BONUS
14 +3 30 ft.
INSPIRATION ARMOR
CLASS INITIATIVE SPEED
PERSONALITY TRAITS
+3 31
16 SAVING THROWS HIT POINT MAXIMUM
+7
● ATHLETICS
+3
STRENGTH
IDEALS
CURRENT HIT POINTS
+5
16 ◆ SAVING THROWS
+3
ACROBATICS
+5
● SLEIGHT OF HAND
+3 ● +7
STEALTH TEMPORARY HIT POINTS BONDS
DEXTERITY
Total 4d8
SUCCESSES
14
+2
SAVING THROWS 1d8 FAILURES
+2
CONSTITUTION
NAME ATK BONUS DAMAGE/TYPE
Orc Features:
Old World rapier +5 1d8 + 3 piercing Darkvision 60 ft.
+2
10 ◆ SAVING THROWS Relentless Endurance (when reduced to 0 hit
+0
ARCANA Hand crossbow +5 1d6 + 3 piercing points and not killed, remain at 1 hit point;
+0 regain on long rest)
HISTORY
+0 +0
+0
INVESTIGATION Unarmed +3 1 + 3 bludgeoning
Savage Attacks (roll an extra damage die on
critical hits with melee attacks)
INTELLIGENCE NATURE
+0
RELIGION
Criminal Features:
-1 Criminal Contact: Fence (PH page 129)
8 SAVING THROWS
-1
ANIMAL HANDLING Rogue Features (PH page 95):
-1
INSIGHT Expertise (already calculated)
-1 -1
+1
MEDICINE Sneak Attack (if you have advantage on an
WISDOM ● PERCEPTION attack, deal 2d6 damage with finesse or
-1
SURVIVAL ranged weapons)
Cunning Action (use Dash, Disengage, or Hide
12
+1
SAVING THROWS as a bonus action)
+3
● DECEPTION
●
+3
INTIMIDATION
Thief Features (PH page 97):
+1 ●
+3
+1
PERFORMANCE
Fast Hands (use Cunning Action to make
Dexterity (Sleight of Hand) checks, disarm
CHARISMA PERSUASION
traps, open locks, or take Use an Object
action)
Second-Story Work (climbing doesn't cost
11 PASSIVE WISDOM (PERCEPTION) extra movement, +3 feet to running jumps)
ATTACKS & SPELLCASTING FEATURES & TRAITS
Languages: Common, Orc, Thieves' Cant Old World filigree rapier, hand crossbow, 20 bolts, leather armor, leather cup with 6 knuckle bone dice (gaming set),
backpack, bag of 1,000 ball bearings, crowbar, 10 feet of string, bell, 5 candles, 10 pitons, hooded lantern, 2 flasks of
oil, tinderbox, waterskin, 50 feet of hempen rope
Tools: Dice (gaming set), thieves' tools
Turk loves the life of a pirate, and particularly relishes his role as one of the Fathom Fleet’s lead boarders, assigned to
suppress resistance on captured vessels by intimidation or force. He lives for plunder, and since his job is so risky, he
Armor: Light armor often gets a prime share of the booty. However, his last mission attacking a Legion of Dusk galleon went terribly
wrong, and he was thrown from his ship the Relentless by a malfunctioning firecannon explosion. He and the first mate
Weapons: Simple weapons, hand washed ashore near Conqueror’s Foothold, where he was immediately recognized by soldiers he had once
encountered on a previous raid. The two of them were thrown in prison awaiting execution until Alante showed up to
crossbows, longswords, rapiers, free them to help her navigate through the interior to find an artifact. Turk knows that there’s got to be much more
shortswords treasure than just some chalice, and he’s determined to claim a large enough share so he can live out the rest of his
life in debauchery.
OTHER PROFICIENCIES & LANGUAGES EQUIPMENT & CHARACTER NOTES
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Druid 4 (Circle of the Land) Outlander
CLASS & LEVEL BACKGROUND PLAYER NAME
Velisha, Shaper of Highbranch
Merfolk (Green) Chaotic Good
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS
+2 PROFICIENCY BONUS
13 +1 30 ft.
INSPIRATION ARMOR
CLASS INITIATIVE SPEED
PERSONALITY TRAITS
-1 31
9 SAVING THROWS HIT POINT MAXIMUM
+1
● ATHLETICS
-1
STRENGTH
IDEALS
CURRENT HIT POINTS
+1
12 SAVING THROWS
+1
ACROBATICS
+1
SLEIGHT OF HAND
+1 +1
STEALTH TEMPORARY HIT POINTS BONDS
DEXTERITY
Total 4d8
SUCCESSES
14
+2
SAVING THROWS 1d8 FAILURES
+2
CONSTITUTION
NAME ATK BONUS DAMAGE/TYPE
Merfolk (Green) Features:
Jade staff +1 1d6 - 1 bludgeoning
◆ +2
SAVING THROWS
Swim speed 30 ft.
10
+0
ARCANA Sling +3 1d4 + 1 bludgeoning Amphibious (breathe both air and
+0
HISTORY water)
+0 +0
+2
INVESTIGATION Unarmed -1 1 bludgeoning Bonus druid cantrip
INTELLIGENCE ● NATURE
+0
RELIGION
Druid spellcasting: Outlander Features:
+6 Wanderer (PH page 136)
18 ◆
+6
SAVING THROWS Spell save DC 14
● ANIMAL HANDLING
● +6
INSIGHT Spell attack modifier +6 Druid Features (PH page 65):
+4 +4
+6
MEDICINE Spellcasting
WISDOM ● PERCEPTION
+6 Cantrips: druidcraft, guidance, Wild shape (max. CR 1/4, no
● SURVIVAL
swimming or flying)
resistance, shillelagh, thorn
+2
SAVING THROWS
14
+2
DECEPTION
whip Circle of the Land Features (PH
+2
INTIMIDATION page 68):
+2 +2
+2
PERFORMANCE
Spell slots: 4 1st level, 3 2nd Bonus druid cantrip
CHARISMA PERSUASION
level Natural recovery (two levels worth of
spell slots per short rest)
16 PASSIVE WISDOM (PERCEPTION) Circle spells - barkskin, spider climb
ATTACKS & SPELLCASTING FEATURES & TRAITS
Languages: Common, Druidic, Merfolk, Orc, Jade armor (studded leather), jade staff (quarterstaff), sling, 20 sling stones, Highbranch tribal amulet
Vampire (druidic focus), regisaur claw (trophy), hunting trap, pipes (musical instrument), herbalism kit,
backpack, bedroll, mess kit, tinderbox, 10 torches, waterskin, 50 feet of hempen rope
Tools: Herbalism kit, pipes (musical instrument)
Velisha is a shaper, a weaver of nature magic. Her tribe dwells in a forested community known as
Armor: Light armor, medium armor, shields (non Highbranch, and she serves as a guide. In this role, she was employed by a Dusk Legion lieutenant
metal only) under Vona’s command to escort a wayward patrol back to Conqueror’s Foothold. When she arrived,
the lieutenant claimed that some of the soldiers she had been escorting had stolen from them. After
Weapons: Clubs, daggers, darts, javelins, attempting to fight off the soldiers and escape, she was captured and sentenced to death. Alante freed
maces, quarterstaffs, scimitars, sickles, slings, her from her fate and told her of what she needed done in exchange. Velisha knows the interior well,
spears and has heard that the Temple of Aclazotz contains a dark unnatural force. She means to expel it.
OTHER PROFICIENCIES & LANGUAGES EQUIPMENT & CHARACTER NOTES
Permission to photocopy for personal use only