Professional Documents
Culture Documents
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
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
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.
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
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
MARTIAL MELEE
Lance
Trident
Whip
Reach
4lbs (20/60) Versatile (1d8)
Finesse, reach
Rapier
Scimitar
2lbs
3lbs
2lbs
Finesse, light
4lbs
2lbs
Great Weapon
50gp 2d6 slash
6lbs Heavy, 2-hand
Maul
10gp 2d6 blunt
10lbs Heavy, 2-hand
Polearm
Pike
5gp
MARTIAL RANGED
H. Xbow
hand
Longbow
50gp 1d10 pierce 18lbs (100/400), heavy, load, 250gp 1d8 pierce
2lbs
Free* 13
50gp 13
400gp14
750gp15
AC
AC
AC
AC
10lbs
20lbs (scale mail)
20lbs
40lbs Disadv. to Stealth
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
1gp 5lbs
Hoist x4 your capacity
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
1cp 1lb
30ft light radius for 1 hr
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
25gp 1lb
Improvised ranged (20ft). 2d6 acid.
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
3cp
Whole Rabbit
Steak and Kidney Pie
Cormyrian Bleu
6cp
1cp
2sp
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
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
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