Professional Documents
Culture Documents
STRENGTH
CE EEBONUS J
1
I'm always polite and respectful. Also, I
don't trust my gut feelings, so I tend to
N
( DEXTERITY
o +0 Intelligence Respect. People deserve to be treated with
dignity and courtesy.
+5 Wisdom
-1 +3 Charisma
CURRENT HIT POINTS IDEALS
SAVING THROWS
I have three cousinsGundren, Tharden,
and Nundro Rockseekerwho are my
(CONSTITUTION'7 o 1 Acrobatics De. friends and cherished clan members.
o +3 Animal Handling 'X's) TEMPORARY HIT POINTS BONDS
o +0 Arcana (let) of
11 ids I secretly wonder whether the gods care
+4 Athletics (SIr) ] [uccESSES c=CJ=Jl
1
'L
about mortal affairs at all.
o +1 Deception CH) FAILURES
1
o +3 Insight Iwo)
+3
1+0 Intimidation (Ch,:)
NAVE AIK BONUS IIA'.IACE ThE Spellcasting Ability. Wisdom is your
o +0 Investigation (Irit)
Warhammer +4 ldS+2bludgeoning speilcasting ability for your spells. The saving
+5 Medicine O,Via) throw DC to resist a spell you cast is 13. Your
H an d axe* +4 1d6 + 2 slashing attack bonus when you make an attack with
o +0 Nature (ill5
a spell is +5. See the rulebook for rules on
o +3 Perception iwo, *You can throw a handaxe 20 feet, or up to 60
W
casting your spells.
feet with disadvantage on the attack roll. Disciple of Lfe. Your healing spells are
o +1 Performance C:il
particularly effective. Whenever you restore
o +1 Persuasion (ChiC Cant rips. You know light, sacred flame,
hit points to a creature with a spell of 1st level
+2 Religion (lot) and thaumaturgy, and can cast them at will.
or higher, the creature regains additional hit
Descriptions are found in the rulebook.
o 1 Sleight of Hand (Des) points equal to 2 + the spell's level.
Spell Slots. You have two 1st-level spell slots
Darkvision. You see in dim light within a
o Stealth you can use to cast your prepared spells.
60-foot radius of you as if it were bright light,
o Survival Prepared Spells. You prepare four 1st-level
_._ and in darkness in that radius as ifit were dim
spells to make them available for you to
See your eys)psc:t light. You can't discern color in darkness, only
SKILLS cast, choosing from the cleric spell list in the
shades of gray.
rulebook. In addition, you always have two
Dwarven Resilience. You have advantage on
domain spells prepared: bless and cure wounds
PASSIVE WISDOM
(PERCEPTION)
J ATTACKS & SPELLCASTING
saving throws against poison, and you have
resistance against poison damage.
Dwarven Toughness. Your hit point maximum
increases by 1, and it increases by 1 every time
Proficiencies. All armor, shields, all simple Chain mail,* shield, warhammer, you gain a level (included).
weapons, battleaxes, handaxes, light 2 handaxes, holy symbol, Mercenary Sergeant. You were a minor officer
hammers, warhammers, playing cards, backpack, crowbar, hammer, 10 among the Mintarn mercenaries, a position
mason's tools, Vehicles (land) pitons, 10 torches, tinderbox, 10 that still gets you some perks. Even though
Languages. Common, Dwarvish days of rations, waterskin, 50 feet you're not on active duty, Mintarn soldiers
Stonecunning. Whenever you make an of hempen rope, mason's tools, recognize your authority and influence, and
Intelligence (History) check related to the they defer to you if they are of a lower rank. You
dagger taken from a fallen enemy
)
origin of stonework, you are considered as a trophy, deck of playing cards, can requisition simple equipment and horses
proficient in the History skill and add double set of common clothes, pouch, for temporary use. You can also gain access
your proficiency bonus to the check, instead of rank insignia (sergeant) to Mintarn mercenary encampments and
your normal proficiency bonus. fortresses.
*While wearing this armor, you
have disadvantage on Dexterity
(Stealth) checks.
Dwarf cleric (soldier), page 2 o12 128A921603 TM & 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use
S&D!AG
Fighter 1 Folk hero
_CLASS &LEVEL BACKGROUND PLAYER NAME
STRENGTH
OIEEED When I set my mind to something, I follow
cR
1) through. Also, I use long words in an
+3] [30 feet
attempt to sound smarter.
.4_ Strength ,,INITIATIVE SPEED jJ
o +3 Dexterity
PERSONALITY TRAITS
+4 Constitution PO:;it 12
( DEXTERITY
o +0 Intelligence Sincerity. It's no good pretending to be
something I'm not.
o +1 Wisdom
+3 o i Charisma
CURRENT HIT POINTS IDEALS
SAVING THROWS
One day, Thundertree will be a prosperous
town again. A Statue of me will stand in the
CONSTITUTION'
o +3 Acrobatics De> town square.
+3 Animal Handling TEMPORARY HIT POINTS BONDS
o +0 Arcana
011 Tosd 1db I'm convinced of the significance of my
o +2 Athletics UCCESSES (=O=TJ
destiny, and blind to my shortcomings and
o 1 Deception Ck.o. the risk of failure.
/0 1[FAILURES I
+2 History;J;t) HIT DICE DEATH SAVES FLAWS
NTELLIGENCE'
LJ
o +1 Insight
o 1 Intimidation Cti
Second Wind. You have a limited well of
o +0 Investigation 1irtt
Greatsword +4 2d6 + 2 slashing stamina you can draw on to protect
o +1 Medicin&i'Vs yourself from harm. You can use a bonus
action to regain hit points equal to 1db + your
o +0 Nature Longbow" +7 1d8 + 3 piercing
HARISMA
o 1 Persuasion ; C;
600 feet with disadvantage on the attack roll. to attack rolls you make with ranged weapons.
o ..Q. Religion This bonus is already included in your attack
o +3 Sleight of Hand with your longbow.
Rustic Hospitality. Since you come from the
o +3 Stealth
I
ranks of the common folk, you fit in among
+3 Survival :'. H them with ease. You can find a place to hide,
- -I SKILLS
rest, or recuperate among other commoners,
unless you have shown yourself to be a danger
to them. They shield you from the law or
anyone else searching for you, though they are
PEEIO unwilling to risk their lives for you.
ATTACKS & SPELLCASTING
10
GTHJ
CEEE
D
_._. Strength
1
INITIATIVE
] I3O feet
SPEED ]
My fl attery makes those I talk to feel
wonderful and important. Also, I don't like
to get dirty, and I won't be caught dead in
Lnsuitable accommodations.
o -i Dexterity
cR1
PERSONALITY TRAITS
+4 Constitution 12
( DEXTERITY
o +0 Intelligence Responsibility. It's the duty of a noble
to protect the common people, not
o +1 Wisdom
bully them.
-1 o +2 Charisma
CURRENT HIT POINTS IDEALS
SAVING THROWS
My greataxe is a family heirloom, and it's
by far my most precious possession.
ONSTITUTION
'
o -1 Acrobatics [).
o +0 Arcana (inN
rTcta( 1d1 UCCESSES I have a hard time resisting the allure of
+5 Athletics (Sn) Ol
IL
wealth, especially gold. Wealth can help me
o +2 Deception (CS-( FAILURES
restore my legacy.
+2 History (inN HIT DICE DEATH SAVES FLAWS
J
(NTELLIGENCE'
o +1 Insight lO'ni
+o l o +2 Intimidation
NO.5 BONUS DAVUCE 0 P' Second Wind. You have a limited well of
o +0 Investigation (inN
Greataxe +5 1d12 + 3 slashing stamina you can draw onto protect
o +1 Medicine (',V:s) yourself from harm. You can use a bonus
J avelin* action to regain hit points equal to 1d1 + your
o +0 Nature +5 1d6 + 3 piercing
fighter level.
Perception Once you use this feature, you must finish a
1
0 +2 Performance short or long rest before you can use it again.
*you can throw a javelin 30 feet, or up to 120 feet Fighting Style (Defense). While you are
+4 Persuasion Cn.
with disadvantage on the attack roll. wearing armor, you gain a +1 bonus to AC. This
13 o +0 Religion bonus is already included in your AC.
o -i Sleight of Hand (Dn. Position of Privilege. Thanks to your noble
birth, people are inclined to think the best
( CHARISM A o .::.I( Stealth (Dc.)
of you. You are welcome in high society,
o Survival and people assume you have the right to be
+2 -
Scc ccc' equprncU.
SKILLS
wherever you are. The common folk make
every effort to accommodate you and avoid
your displeasure, and other people of high
PASSIVE WISDOM birth treat you as a member of the same social
(PERCEPTION) sphere. You can secure an audience with a local
J ATTACKS & SPELLCASTING
noble if you need to.
[GTH
CEEEED I never have a plan, but I'm great at
o +1 Constitution
SAVING THROWS
J
Qelline Alderlead, roy aunt, has a farm in
Phandalin. I always give her some of my
+5 Acrobatics ill-gotten gains.
+0 Animal Handling TEMPORARY HIT POINTS BONDS
+1 Arcaria
' TUTI N of
IH 1d8 My aunt must never know the deeds I did
o
C 1 Athletics (SH SUCCESSES 1
as a member of the Redbrands.
+5 Deception FAILURES
o +1 History
[
HIT DICE DEATH SAVES FLAWS
(NTE LL IGENCE'
o +0 Insight
+1 o +3 C
Thieves' Cant. You know thieves' cant, a
Investigation
Shortsword +5 1d6 + 3 piercing secret mix of dialect, jargon, and code that
o +0 Medicine allows you to hide messages in seemingly
normal Conversation. You also understand a
o +1 Nature (Ht Sh ortbow* +5 1d6 + 3 piercing
set of secret signs and symbols used to convey
( WISDOM o +0 short, simple messages, such as whether an area
+5 Performance - is dangerous, whether loot is nearby, or whether
+0 *Yo u can shoot your shortbow 80 feet, or up to the people in an area are easy marks or will
o +3 Persuasion (Ci
320 feet with disadvantage on the attack roll. provide a safe house for thieves on the run.
o +1 Religion
Sneak Attack. Once per turn, when you hits Lucky. When you roll a natural 1 on an attack
+5 Sleight of Hand Dc creature with a Dexterity-based attack (such roll, ability check, or saving throw, you can
need advantage if another enemy of the target Halfling Nimbleness. You can move through
SKILLS the space of any creature that is of size larger
is within 5 feet of it and isn't incapacitated. You
can't deal the extra damage, however, if you than yours.
CX PASSIVE WISDOM
PERCE
have disadvantage on the attack roll.
ATTACKS & SPELLCASTING
Naturally Stealthy. You can attempt to hide
when you are obscured by a creature that is at
least one size larger than you.
Criminal Contact. You have a contact who
Proficiencies. Light armor, simple weapons, Shortsword, shortbow, 20 acts as your liaison to a network of other
hand crossbows, longswords, rapiers, - arrows, leather armor, thieves' criminals. You know how to get messages
shortswords, thieves' tools, playing cards, tools, backpack, bell, 5 candles, to and from your contact, even over great
carpenter's tools
Languages. Common, Halfling
Expertise. When YOU make a Dexterity
(Stealth) check or a check using thieves'
I') crowbar, hammer,
feet of hempen rope, hooded
10
Wizard 1 Acolyte
CLASS & LEVEL BACKGROUND PLAYER NAME
( STRENGTH
(D PEEED 1 5- solo
use polysyllabic words that convey the
i mpression of erudition. Also, I've spent
Li
+2 Er30 feet
ARMOR
in the temple that I have little
o Q Strength CLASS
Q
LITIATIVEJI tL SPEED jJ
experience dealing with people on a
+2 Dexterity casual basis.
PERSONALITY TRAITS
+2 Constitution 8
[((40 +5 Intelligence Knowledge. The path to power and self-
( DEXTERITY
improvement is through knowledge.
+3 Wisdom
+2 o 1 Charisma
CURRENT HIT POINTS IDEALS
SAVING THROWS
-1
The tome I carry with me is the record of
my life's work so far, and no vault is secure
ONSTITUTION'
o +2 Acrobatics enough to keep it safe.
o +1 Animal Handling TEMPORARY HIT POINTS BONDS
o
o
1
+3
Deception (CN'
DEATH SAVES
1 Istorical secrets that would add to
y research.
FLAWS
J jJ
(N T LLIGENCE LM
+3 Insight.'.
1 +3 o
1
+5
Intimidation
Investigation
Shortsword +4 1d6 + 2 piercing
Spellcasting Ability. Intelligence is your
spellcasting ability for your spells. The saving
o 4-1 Medicine ;:s) throw DC to resist a spell you cast is 13. Your
attack bonus when you make an attack with
o +3 Nature
a spell is +5. See the rulebook for rules on
(' WISDOM +3 Perception Cantrips. You know mage hand, prestidig- casting your spells.
itation, ray offrost, and shocking grasp, and can
o 1 Performance Arcane Recovery. You can regain some of your
+1
(:
cast them at will.
magical energy by studying your spellbook. Once
o 1 Persuasion CC
Spell Slots. You have two 1st-level spell slots per day during a short rest, you can choose to
+5 Religion you can use to cast your prepared spells. recover expended spell slots with a combined
Prepared Spells. You prepare four 1st-level
o +2 Sleight of Hand
spells to make them available for you to cast,
level equal to or less than half your wizard level
(rounded up).
HARISMA o _t_ Stealth D: choosing from the spells in your spellbook.
I
Darkvision. You see in dim light within a
o +1 Survival Spelibook. You have a spellbook containing
60-foot radius of you as if it were bright light,
these 1st-level spells: burning hands, detect magic,
and in darkness in that radius as if it were dim
SKILLS mage armor, magic missile, shield, and sleep.
light. You can't discern color in darkness, only
Descriptions are in the rulebook. shades of gray.
SWEWOM Fey Ancestry. You have advantage on saving
throws against being charmed, and magic can't
ATTACKS & SPELLCASTING
put you to sleep.
Trance. Elves don't need to sleep. They
Proficiencies. Daggers, darts, light Shortsword, component pouch, meditate deeply, remaining semiconscious,
crossbows, longbows, longswords, spellbook, backpack, bottle for 4 hours a day and gain the same benefit a
quarterstaffs, shortbows, shortswords, slings human does from 8 hours of sleep.
of ink, ink pen, 10 sheets of
Languages. Common, Elvish, Draconic, parchment, small knife, tome Shelter of the Faithful. As a servant of
Dwarvish, Goblin Oghma, you command the respect of those
of historical lore, holy symbol,
prayer book, set of common who share your faith, and you can perform
clothes, pouch the rites of Oghma. You and your companions
can expect to receive free healing and care
at a temple, shrine, or other established
5 presence of Oghma's faith. Those who share
your religion will support you (and only you)
at a modest lifestyle. You also have ties to the
temple ofOghma in Neverwinter, where you
have a residence. When you are in Neverwinter,
you can call upon the priests there for
assistance that won't endanger them.
OTHER PROFICIENCIES & LANGUAGES FEATURES & TRAITS
ELF GAINING LEVELS
Elves are a people of otherworldly grace, living in the world but not As you adventure and overcome challenges, you gain experience
entirely part of it. They live in places of ethereal beauty, in the midst points (XP), as explained in the rulebook.
of ancient forests or in silvery spires glittering with faerie light, where With each level you gain, you gain one additional Hit Die and add
soft music drifts through the air and gentle fragrances waft on the 1d6 +2 to your hit point maximum.
breeze. Elves love nature and magic, art and artistry, music and poetry. You gain access to more spells as you gain levels. You can prepare
Elves can live over 700 years. They are more often amused than a number of spells equal to your level + your Intelligence modifier, as
excited, and more likely to be curious than greedy. They tend to remain shown in the Spellcasting Advancement table. You also gain more
aloof and unfazed by petty happenstance, and they trust in diplomacy spell slots.
and compromise to resolve differences before they escalate to violence.
Most elves dwell in small forest villages hidden among the trees. SPELLCASTING ADVANCEMENT
Their contact with outsiders is usually limited, though a few elves SPELL SLOTS PER SPELL LEVEL
make a good living by trading crafted items for metals, which they have LEVEL PREPARED SPELLS 1ST 2ND 3RD
no interest in mining. 2nd 5 3 - -
In the Forgotten Realms, your people are named sun elves. Also
3rd 6 4 2 -
called gold elves or sunrise elves, sun elves have bronze skin and hair
of copper, black, or golden blond, and their eyes are golden, silver, or 4th 8 4 3 -
black. They are more reclusive than the other branch of high elves, the 5th 9 4 3 2
moon elves, but Oghma has called you to live among other peoples,
rather than in the sanctuaries of your kin.
ADDING TO YOUR SPELLBOOK
Each time you gain a wizard level, you can add two wizard spells of
Elves are considered children until they declare themselves adults, your choice to your spellbook, chosen from the wizard spell list in the
sometime after the hundredth birthday. Before this period, they rulebook. Each of these spells must be of a level for which you have
are called by child names. On declaring adulthood, an elf selects spell slots. On your adventures, you might also find scrolls or books
an adult name. Every elf also bears a family name, typically a containing other spells you can add to your spellbook.
combination of Elvish words. Some elves traveling among other Copying a Spell into the Book. When you find a wizard spell, you
races translate their family names into Common. can add it to your spellbook if it is of a level for which you have spell
slots and if you can spare the time to decipher and copy it.
Child Names: Ara, Bryn, Del, Innil, Lael, Mella, Naeris, Phann, For each level of the spell, the process takes 2 hours and requires
Rael, Rinn, Syllin, Vall 50 gp. The cost represents material components you expend as you
experiment with the spell to master it, as well as the fine inks you need
Male Adult Names: Adran, Berrian, Carric, Erevan, Galinndan,
to record it. Once you have spent this time and money, you can prepare
Hadarai, Immeral, Paelias, Quarion, Riardon, Soveliss, Theren,
the spell just like your other spells.
Vans
Female Adult Names: Althaea, Bethrynna, Caelynn, lelenia, 2ND LEVEL: 300 XP
Leshanna, Meriele, Naivara, Quillathe, Silaqui, Thia, Vadania, Evocation Savant. The gold and time you must spend to copy an
Valanthe, Xanaphia evocation spell into your spellbook is halved.
Sculpt Spells. When you cast an evocation spell that affects other
Family Names (Common Translations): Amastacia (Starfiower), creatures you can see, you can choose a number of them equal to 1 +
Galanodel (Moonwhisper), Liadon (Silverfrond), Meliamne the spell's level. The chosen creatures automatically succeed on their
(Oakenheel), Siannodel (Moonbrook), Ilphelkiir (Gemblossom) saving throws against the spell, and they take no damage if they would
normally take half damage from it.
Elf wiz ard (acolyte), page 2 of I 28A92 601 TM & 2014 W,zards of the Coast LLC