You are on page 1of 22

RACES

Dwarf
+2 Con, +2 Str
25 feet speed
Darkvision
Resist Poison, Adv vs poison
Battleaxe, throwing hammer, warhammer skill
artisan tools skill
light and medium armor skill
Recognize any stonework
Common, Dwarvish
Elf
+2 Dex, +1 Wis
35 ft speed
Darkvision
Adv vs charm, immune to sleep magic
Trance
Elvish, Common
longsword, shortsword, shortbow, and longbow skill
hide anywhere
Human
Two ability scores +1
Skill proficiency
Feat
30 ft speed
Gnome
Int +2, Dex +1
Speed 25ft
Darkvision
Adv on Int, Wis, Cha checks vs magic
Common, bonus language
minor illusion cantrip
talk to small beasts
Half-elf

Cha +2, one score +1


speed 30ft
Darkvision
Adv vs charm, immune to sleep magic
Two Skill proficiencies
Common, Elvish, bonus Language
Half-Orc
Str+2, Con +1
Speed 30ft
Darkvision
Intimidate proficiency
go from 0 to 1 HP once per long rest
crit attack is +1 damage die
Bad Reputation
Common, Orc
CLASSES

Barbarian
Explorer's pack, 2 weapons, 4 javelins
Bard
diplomat's or entertainer's pack
leather armor, dagger, longsword

BACKROUNDS

Acoylte
Insight, Religion
2 Languages
Holy symbol, prayer book, 5 incense, vestments, clothes

Charlatan
Deception, SoHand
Disguise Kit skill, Forgery Kit skill
fine clothes, disguise kit, con props
Criminal
Deception, Stealth
gaming set skill, thieve's tools skill
crowbar, hood
Entertainer
Acrobatics, Performance
Disguise kit skill, Musical Instrument skill
Musical instrument, love letter, costume

Folk Hero
Animal Handling, Survival
one artisan tools skill, riding skill
artisan's tools, shovel, iron pot, clothes
Guild Artisan
Insight, Persuasion
Artisan tools skill
One language
artisan's tools, guild letter, clothes
Hermit
Medincine, Religion
Herbalism Kit skill
One Language
scroll case with notes, blanket, clothes, herbalism kit

Noble
History, Persuasion
gaming skill
one language

fine clothes, ring, scroll of pedigree

Outlander
Athletics, Survival
Muiscal Instrument skill
One Language
staff, bear trap, trophy, clothes

Sage
Arcana, History
2 Languages
ink, quill, knife, letter, clothes

Sailor
Athletics, Perception
Nav Tools skill, sailing skill
club, rope, trinket, clothes
Soldier
Athletics, intimidation
gaming skill, riding
insignia, trophy, dice, clothes
Urchin
SoHand, Stealth
Disguise kit skill, thieves tools
knife, city map, pet mouse, token, clothes
Barber-Surgeon
Barber-Surgeons provide painful but effective healing to the common
folk. They are not as learned as physicians, but they know quite a lot
about anatomy. Barber-Surgeons carry a variety of razor-sharp blades,
from small scalpels to enormous bone-saws. They even have more
sinister looking tools for the most hated of their avocations: dentistry.

Skill Proficiency: Wisdom (Medicine), Dexterity (Sleight of Hand)


Tool Proficiency: Artisan's Tools (straight razor)
Equipment: vial of aqua vitae, bonesaw, straight razor, gouger, puller,
tweezer.
Specialty:
Sawbones (ship's surgeon)
Gutter-doctor (serves urchins, poor, destitute)
Quack (more of a merchant)
Battlefield Medic
Leech (serves middle class merchants, courtiers)
Stylist (barber for the upper class)
Feature: Razor Sharp Knives
Sometimes interrogations can be like pulling teeth! Gain advantage on
any attempt to Intimidate if it is being used to obtain information. Note
that doing so is a gruesome, evil act. Alternativly, you may cut
another's hair, giving them advantage on their next Performance,
Persuasion, or Intimidation roll (they choose). Hair takes about two
weeks to grow out sufficiently to be cut again.
Suggested Characteristics
You've seen more bloodshed than most, aside from battle-hardened
veterans. Sometimes, it's hard to see others as more than bags of
organs that fail, rot, squish, and shatter. Still, the rare successful
operation makes it all worthwhile.

Ideal
Charity- I must use my gifts to help the less fortunate (Good)

Tradition- The ancients mastered physic long ago, we need only follow
their example (Lawful)
Greed- A desperate fool and his purse are soon parted (Evil)
People- The first rule is do no harm. (Neutral)
Free Thought- The secrets of nature reveal themselves only to those
willing to experiment (Chaotic)
Aspiration: I work hard to be the best there is at my craft

Bond
My fellow guildmembers taught me all I know. I am in their debt.
I once set a noblewoman's leg. She has been eternally greatfull.
I travel frequently, avoiding victims of my previous operations.
I quarrel often with the hidebound medical authorities, who have no
clue what they're doing.
My tools are precious to me, a gift from a satisfied customer.
A selfish merchant had me disbarred because I couldn't cure his gout. I
seek revenge.

Flaw
Nightmares of botched jobs fill my nights, and sometimes I regret my
profession
I sell human remains to other physicians, students and necromancers
as a side job. It pays the bills.

Sometimes I have the urge to cut a nobleman's throat along with his
hair.
I am distant from my own emotions and those of others. If we're only
meatbags, what use are feelings?
Most of my clothes became bloodstained one way or another a long
time ago
I resent my lack of "proper" medical knowledge, and am jealous of
those that could afford education

Everyone starts out with 100 gp

SIMPLE MELEE
Club 1sp
Dagger
Axe 5gp
Javelin
Hammer
Staff 2sp
Spear 1gp

1d4
2gp
1d6
5sp
2gp
1d6
1d6

blunt
2lbs
1d4 pierce
slash
2lbs
1d6 pierce
1d4 blunt
blunt
4lbs
pierce 3lbs

light
1lb
Finesse, light, (20/60)
light, (20/60)
2lbs (20/120)
2lbs light (20/60)
Versatile (1d8) (Mace)
Versatile (1d8) (20/60)

SIMPLE RANGED
Xbow 25gp 1d8 pierce

5lbs

(80/320), 2-hand, load

MARTIAL MELEE
Lance
Trident
Whip

10gp 1d12 pierce 6lbs


5gp 1d6 pierce
2gp 1d4 slash
3lbs

Reach
4lbs (20/60) Versatile (1d8)
Finesse, reach

Rapier
Scimitar

25gp 1d8 pierce


25gp 1d6 slash

Finesse (mstar, warpick)


Finesse, light

2lbs
3lbs

Shortsword 10gp 1d6 pierce

2lbs

Finesse, light

Longsword 10gp 1d8 slash


Warhammer 15gp 1d8 blunt

4lbs
2lbs

Versatile (1d10) (axe)


Versatile (1d10) (flail)

Great Weapon
50gp 2d6 slash
6lbs Heavy, 2-hand
Maul
10gp 2d6 blunt
10lbs Heavy, 2-hand
Polearm
Pike

5gp

20gp 1d10 slash 6lbs Heavy, reach, 2-hand


1d10 pierce 18lbs Heavy, reach, 2-hand

MARTIAL RANGED
H. Xbow
hand
Longbow

50gp 1d10 pierce 18lbs (100/400), heavy, load, 250gp 1d8 pierce

2lbs

(150/600), heavy, 2-hand

Heavy- Small characters penalty to use


Reach- 5ft extra reach
Finesse- Use Dex or Str to attack
Load- 1 attack per turn max
Light- Can use in off-hand
LIGHT (Add Dex to AC)
Leather
Studded
Shield

10gp 11 AC 10lbs (Padded)


45gp 12 AC 13lbs
10gp +2
6lbs

MEDIUM (Add Dex up to +2)


Hide
Chain shirt
Breastplate
Half Plate

Free* 13
50gp 13
400gp14
750gp15

AC
AC
AC
AC

10lbs
20lbs (scale mail)
20lbs
40lbs Disadv. to Stealth

HEAVY (No Dex Bonus, Disadv. to Stealth)


Ring Mail
30gp 14 AC 40lbs
Chain
75gp 16 AC
55lbs

Splint
Plate

200gp17 AC 60lbs
1500gp
18 AC 65lbs

SURVIVAL EQUIPMENT
Tent

2gp 20lbs
Holds 2 people. Long rest even in wet conditions.

Shovel
2gp 5lbs
For what needs diggin
Pickax

2gp 10lbs
For what needs minin'

Flint/Steel
5sp 1lb
Look, I can start fires!
Rations (day)
5sp 2lbs
Jerky and hardtack
Soap bar (10)
1sp
A year's supply

1lb

Hourglass
26gp 1lb
Set watches during the night. Comes with bell.
Bedroll
1gp 7lbs
Heavy woollen roll stuffed with straw. Allows long rest outside.
Not in rain or
cold, however.
Blanket
5sp 3lbs
Heavy wool blanket. Allows long rest in cold.
Bear Trap
5gp 25lbs
DC 13 Dex OR 1d4 pierce and immobilized. Each
turn, Save DC 13 STR or take 1 damage

Clothes
1gp 5lbs
A spare set of dry clothes.
Fancy Clothes
15gp 5lbs
Warm Clothes
3gp 10lbs
Heavy cloak and tunic
Tin cup/spork 2sp 1lb
A soldier's mess kit
Sledge Hammer

2gp

10lbs

Steel Mirror 5gp


Iron Pot
2gp 10lbs
Cook hunted game to survive without rations
DUNGEONEERING EQUIPMENT
Pulley

1gp 5lbs
Hoist x4 your capacity

Magnifiying Glass 100gp


Grants adv to appraise roll. lights fires
Grappling Hook

2gp

4lbs

10ft pole
5cp 7lbs
For poking in places man ought not to.
10ft ladder 1sp 25lbs
For getting places man ought not to.
50 ft rope
1gp 8lbs
Can be burst with DC 17 Str check. Silk costs 10gp.
Piton/Harness
25gp 12lbs
Anchor yourself to cliff; can't fall more than 25 ft away.
Caltrops

1gp

2lbs

Cover 1 sq Dex Save DC 15 or take 1 damage and -10ft Move.


Chain/Manacles
7gp 15lbs
Imprison one humanoid. Escape with DC 20 STR or
DEX check, or pick with tools (DC 15 DEX)
Chalk (10) 1sp
Crafted by the venerable Krayola family
Crowbar
2gp 5lbs
Adv when prying something
Lantern
10gp 2lbs
50ft light radius for 6hrs per pint oil
Torch

1cp 1lb
30ft light radius for 1 hr

Lock and Key


10gp 1lb
DC 15 Dex to open. 100gp for DC20 to open.
Small Ram
4gp 35lbs
+4 Str to break down doors. Get adv, if another character helps
VIALS (pint)
Healing Potion
50gp 1/2lb
Heal 2d4+2
Oil

1sp
1lb
Improvised ranged (20 ft) Target covered in oil takes 5 extra fire
damage. Covers
1 square, burns 2 rounds, dealing 5 damage to any
creature that enters area or
ends its turn there.
Perfume
50gp
+1 to Persuasion in civilized settings
Poison

100gp

Apply to 1 weapon or 3 arrows. Lasts 1 min. On hit, DC 10 Con


save or 1d4 poison.
Acid

25gp 1lb
Improvised ranged (20ft). 2d6 acid.

Greek Fire 50gp 1lb


Improvised ranged (20ft). Dex Save DC 10 or 1d4
fire/turn.
Holy Water 25gp 1lb
Improvised ranged weapon up to 20 ft. 2d6 radiant vs
undead/fiend.
Tonic

5gp 3lbs
Revitalizes dying without Wis check. 10 uses.

Antitoxin
50gp
Adv. on Poison saves for 1 hr
SUPPLIES
Parchment Case
15gp 1lb
Quill, ink, sealing wax, signet ring for sending letters, supply of
paper
Bolt Case
5gp 2lbs
Ammunition for crossbow
Full Quiver 5gp 2lbs
Ammunition for bow
Component Pouch 25gp 2lbs
Supplies for spells
TOOLS
Add prof. bonus to check using tools.
Focus

10gp 2lbs

Book
50gp 4lbs
Disguise Kit 25gp 3lbs
Forgery tools
15gps
Gaming set
1gp
1lb
Mortar/Pestle
5gp 3lbs
Sextant
25gp 2lb
Thief tools 25gp 1lb
Artisan's tools 25 gp
5lbs
Instrument 20gp 3lbs

5lbs

STORAGE
Sack

1cp 1/2lbs
30lbs of gear capacity

Backpack
2gp 5lbs
30lb capacity
Pouch

5sp 1lb
6lbs of gear capacity

Barrel

2gp 70lbs
40 gallon or 120lbs capacity

Basket
5sp
40lbs capacity
Chest

5gp 25lbs
300 lb capacity

Bottle

2gp 2lbs
1 pint capacity

Jug

2cp 3lbs
1 gallon capacity

2lbs

Waterskin
2sp 5lbs (full)
4 pints capacity

Bucket
5cp 2lbs
3 gallons or 20 lbs capacity
Donkey cart
30gp
1000lbs capacity, 4 passengers, feedbag
Horse

75gp
500lbs capacity, 60ft speed

PRICES
Salvage
5sp 1lb
Vendor trash from monsters. Valuable furs, old leather goods,
worn weapons, cheap rings, etc.
Book

50gp 4lbs

Cow
Goat
Chicken

10gp
1gp
2cp

Spellcasting 50gp/level
Food/Rent
1gp/day
Fancy Living 15gp/day
Common Room
5sp/day
Fine Room 5gp/day
Hireling

2gp/day

Ship's Passage

1sp/mile

MENU
Candlekeep 5sp/10gp
Pint/Gallon. Dark, nourishing porter provides a day's rations.
Tevinter

5sp/6gp

Pint/Gallon. Harsh, mead provides a day's rations.


Ten Towns Haggis 5gp
Considered an abomination by most.
Sembian
1sp/1gp
Pint/Gallon. Cheap, clean and crisp ale.
Westgate
5sp/2gp
Dark rum spiced with cinnamon.
Hard Vitae 5sp/5gp
Completely erases your mind. You feel like someone has
reached in and scooped out the pain.
Thayvian Vitae
2sp/2gp
This thick, syrupy cordial goes down easy, but it stains
your tongue red
Common Sack
2cp/2sp
Another excellent product from the "Gallo Wino" vineyards.
Cormyrian 1gp/10gp
Wine from the Dapa Valley in Cormyr
Heartlands
5cp/3sp
A raw, young whiskey that burns as it goes down.
Rauvin
5sp
Buttery, hard cheese wheel
Salt Pork, lb 5gp
Inedible until boiled. Does not spoil.
Roast Suckling Pig 1gp
Sausage n Taters 5sp
Eels in White Sauce
Goat in Red Wine 2sp

3cp

Whole Rabbit
Steak and Kidney Pie
Cormyrian Bleu

6cp
1cp
2sp

Chunk of Old Meat 3cp


Loaf of Bread

2cp

SPELLBOOK
Casting time is 1 action and V, S ingredients unless otherwise
specified.
Acid Splash
60 feet, Instant. Two creatures within 5 ft of each other Dex Save
or 1d6 acid. 5th (2d6), 11th (3d6)
Blade Ward
Self, Till end of next turn, 1/2 damage from blud, pierc, slash
weapons.
Chill Touch
120 ft, 1 round, On ranged spell hit, take 1d8 damage and can't
heal 1 round. Undead also have disadvantage on attack rolls.
Dancing Lights
120ft. Concentration (max 1 min). There are four lights, 10ft
light radius. May move for free 60 ft a turn.
Fire Bolt
120 ft, Instant Ranged attack, 1d10 fire damage
Friends
Self, Concentration (1 min max)
Advantage all Cha checks 1 non-hostile target
Light

touch, 1 hr. 40 ft light radius on object. Hostile creature gets Dex


save.
Mage Hand
30 ft, 1 min, use your action to fo 10 lb telekinesis
Mending
1 minute to cast, Touch, Instant repair of 1 foot break
Message
Whisper message only to target 120ft away
Minor Illusion
30 ft, lasts 1 min. Noise or hologram of object 5 ft large.
Disbelieve via Int Save Vs Spell Save DC.
Poison Spray
Prestidigitation
Ray of Frost
Shocking Grasp
True Strike
Alarm
Burning Hands
15 ft cone, Instant. Dex Save or 3d6 fire. 1/2 on save.
Charm Person
30 ft, 1 hr. Wis Save or charmed (advantage if in combat).
Humanoid you can see.
Chromatic Orb
90 feet, diamond (50gp), Instant 3d8 ranged spell attack
(choose damage type)
Color Spray
15ft cone, 1 round. Blind 6d10 HD.
Comprehend Languages
ritual, self, 1hr speak, read any language.

Detect Magic
Disguise Self
self, 1 hr. Look a bit different. Int Check VS Spell Save DC will
discern illusion.
Expeditious Retreat
bonus action, self, Concentration (10 min max). Dash as a bonus
action as long as spell lasts.
False Life
Self, 1 hr, gain 1d4+4 temp hp
Feather Fall
reaction, 60 ft. Up to five creatures fall 60 ft/round. Works in
heights up to 1.5 miles.
Find Familiar
1 hr cast time, 10 ft, incense (10gp)
non combat creature. See through it's eyes 100 ft away. Cast
touch spells through its touch. When it dies, you have to recast this
spell
Fog Cloud
120 ft. Concentration (1 hr Max). 20ft radius sphere of fog.
Grease
60 ft., 1 minute. 10ft sq is difficult terrain. Any creature entering
sq must Dex Save or fall prone
Identify
pearl (100gp)
Stay awhile and listen...
Illusory Script
ink (10gp), lasts 10 days. Write in magical code only you and
creatures you designate can decipher.
Jump
touch, 1 min 3x Jump distance.

Longstrider
Touch, 1 hr target gets +10ft move a turn.
Mage Armor
Touch, 8 hrs. Target with no armor gets 13+Dex mod AC
Magic Missle
120ft. Instant 3 darts 1d4+1 damage.
Protection from Evil and Good
Ray of Sickness
Shield
Silent Image
Sleep
Tasha's Uncontrollable Hideous Laughter
Tenser's Floating Disk
Thunderwave
Unseen Servant
Witch Bolt

2ND LEVEL SPELLS


Alter Self
Arcane Lock
Touch, Gold Dust (25gp), Permenantly locked. Password:
unlocked for 1 min. Knock: unlocked 10 min. Break open: +10 DC.
Blind/Deaf
30 ft. 1 minute. Every turn, target Con Sav or blind or deaf. Save
means spell ends.
Blur
Self, concentration (1 min max). Attack rolls against you made
at disadvantage.
Cloud of Daggers

60 ft. glass, Concentration (1 min max). 5ft cube of daggers. 4d4


when entering or starting turn in cube.
Continual Flame
touch, ruby (50gp), permenant unquenchable torch doesn't
burn.
Crown of Madness
120ft. Concentration (1 min max). Wis Save or charmed. Target
must attack creature other than itself on it's turn. Wis Save at end of
turn means spell ends.
Darkness
60 ft. Concentration (up to 10 min). 15ft radius darkness from
object not worn or carried.
Darkvision
touch, 8hrs. 60ft darkvision 1 willing creature
Detect Thoughts
Self, Coin (1cp), Concentration (1 min max)
30 ft telepathy (see spell description)
Enlarge/Reduce
30ft, Concentration (1 min max). Willing creature neither worn
nor carried. Unwilling gets Con Save to resist. ENLARGE: Moves up a
size category, advantage on Str checks/saves, +1d4 damage. REDUCE:
Move down a size category. Disadvantage on Str checks/saves, does
1d4 less damage.
Flaming Sphere
60ft, Concentration (max 1 min)
5ft diameter sphere, adj creatures take 2d6 fire at end of turn on failed
Dex Save (for half). Move 30ft each turn for free. Sheds light 40ft
radius. Ram creature for 2d6 fire (Dex Save for half)
Gentle Repose
Touch, 2 coins (2cp), 10 days corpse gets no decay and can't
become undead.

Gust of Wind
60x10ft line, Concentrate (max 1 min). All creatures pushed 15
feet on failed Str check. Moving against wind is at 1/2 speed. Change
direction as bonus action.
Hold Person
90ft, Concentration (1 min max). Wiz Save or Paralyzed. Wiz
Save at end of turn to end spell.
Invisibility
touch, concentration (up to 1 hr). Creature and anything worn or
carried is invisible unless target attacks or casts spell.
Knock
60ft, Instant open anything. Causes loud knock.
Levitate
60ft, Concentrate (10 min max)
500 lb object rises up to 20 ft. Unwilling can Con Save to negate. Target
can move by pushing or pulling on wall or ceiling.
Locate Object
Magic Mouth
1 min to cast, 30 ft, jade (10gp), permenant. 25 words message
when triggered within 30 ft.
Magic Weapon
bonus action, touch, concentration (1 hr max) Non-magic
weapon becomes +1 attack/damage.
Melf's Acid Arrow
90ft. Instant ranged spell attack 4d4 acid. 2d4 at end of next
turn. On a miss, only 1/2 damage and no extra damage.
Mirror Image
self, 1 min. 3 Images with AC 10+Dex Mod. If you are hit, roll
d20. On 6 or higher, a duplicate is attacked instead (8 or higher if only
two duplicates left, 11 or higher if only 1). A hit duplicate is destroyed.

Misty Step
self, Instant teleport 30 ft.
Nystul's Magic Aura
touch, 24hrs. Can be made permenant by casting it everyday for
30 days. An object can have it's magical aura masked or warped. A
creature can have their creature type masked or warped.
Phantasmal Force
50ft Concentration (1 min max)
One creature sees a 5ft sq max phantasm if it fails Int Save. Creature
can Investigate vs Spell DC to disbelieve. Phantasm deals 1d6 damage
to adj creature a turn. If phantasm is a bridge, creature could fall off.
Ray of Enfeeblement
Rope Trick
Scorching Ray
See Invisibility
Shatter
Spider Climb
Suggestion
Web

You might also like