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DsD ACTA ——— cussauve ACKGROUND ( >) 44. Constuton 40. Inaigence a o00e0 22. Cures = 1 Ania Handing (is 49. Arcana in) ete (5) 42, Deception (ch) 2 estoy AL tng (5) £2. Inimidation 20 Investigation (ni “1. Madi (5 3 Nate 3. Pereption Peformance (Cs e@o0@ec00000e0 e000 4 Persuasion (ch) © 20. Retigon Sight of Hand (Os) O00 Prafcences ll armor shields, simple weapons, martial weapons, playing cards Languages. Common, Dracori, Dwarvish orite RORCIENCIS & LANGUAGES Fighter 1 Noble CLASS LEVEL Human rmmeg rausresO-O-O| rete dna 3 ashing jase 146+ pecs ‘You can throw ajvela 30 Feet, or up to 120 fet with disadvantage on the attack rol, Chain mail greataxe, 3 javelin, backpack, blanket, tinderbox, 2 days of rations, watershin, set of fine clothes, signet ring, scroll ofpecigree "While wearing thie armor, you have disadvantage on Decerty (Stealth) checks, QueMeNT RACKEROUND Lawful neutral AUGNMENT APERIENCE POINTS My atery makes those | talk to fee! wonderful and importa. Also, | dont ke to get dirty, and won't be caught dead in Unsuitable secommodations | Responsibility, I's the duty of noble to protec the common people, nat bully them, My reatace sa fay hidoom, and its by far my most precious possession, have ahatd time resisting the allure of wealth, especially gold. Wealth can help me restore my legacy. ‘Second Wind, You have a limited well of stamina you ean draw on to protect yoursetfrom harm. You ean use @ bonus action to regain it points equal to M0 + your Fighter level (Once yau use tis Feature, you must fish short or long est before you can use it again, Fighting tpl (Defense). While you are wearing armor, you gana 1 bonus to AC. This bonus i already included in your AC. Position of Privilege. Thanks o your noble birth, people are inlined to think the best ‘of you, You are welcamein high society and people assume you have the ight to be wherever you are. The common folk make every effort to accommodate you and avoid your displeasure, and other people af high birth treat you a5 a member ofthe same social “phere. You can secure an audience with local noble you need to, regrunes Ras HUMAN Humans are the youngest of the common races, late to arrive onthe world scene and short-lived in comparison 1 dwarves, elves, and dragons, But they ate the innovators, the achievers, and the pioneers ofthe world, the most adaptable and ambitious people among the ‘When humans settle somesthere, they stay. They build cites to last, for the ages and great kingdoms tha can persist fr centries. They live fully in the present~making them well suited othe adventuring 1ife—but also plan for the future, striving to leave a lasting legacy, ‘Human culture varies by region. In the Forgoten Realms, the clothing architecture, cuisine, music, and iterature in the northwestern lands of Neverwinter are different from their counterparts in distant Turmish or Impiltur tothe east Human physical characteristis vary socording tothe ancient migrations of the earliest humans, so thatthe humans of Neverwinter have every possible variation of coloration and features Having so much more variety then other cultures, humans hhave no traly typical names. Some human parents give heir children names from other languages, such as Dyearvish or Elvish (pronounced more or less correct). Tralional names, among diferent human cultures vary widely. You might be Haseid (Calishitd), Kerei(Chondathan), Kosef Damrat), Amarey {ilskan), So-Kehur (Mulsn), Madistak (Rasher, Met (Shou), oF Salazar (Turamp. FIGHTER Fighters re the most diverse class of characters in the works of DUNGEONS & Deacons. Questing knights, conquering overlords, royal champions, elite foot soldiers, hardened mercenaries, and bandit kings~as fighters, they all share an unparalleled mastery with ‘weapons and armor, and a thorough kaowledge ofthe sills of combat And they are well acquainted with death, both meting it aut and ‘staring it defiantly inthe face. BACKGROUND ‘Your family is no stranger to wealth, power, and privilege. Inthe glory days of Neverwinter, your parents were the count and countess of Corlin Hi, a large estate located inthe hills northeast ofthe ety. But ‘Mount Hotenow erupted thirty years ago, devastating Neverwinter and erasing Corlinn Hill from the map. Instead of growing up on an estat, you were raised in a small but comfortable town house in Waterdeep. Asan adult you stand o inherit a meaningless title and litle ese Personal Goal: Civlize Phandalin. You were meant for more than being a ruler of nothing at all. Rebuilding Corlinn Hil simpractca, thanks tothe voleano, But in the last three or four years, hardy sels have been rebuilding another ruin nesr the city the ald town, of Phandalin, which orcs sacked five centuries ago, Cleary, what PPhandalin nceds now isa eivilizing infuence—-somcone t take the reins and bring law and order. Someone lke you. Youre not the only one with such ideas. A knight named Sildar Hallwinte cecently set out for Phandali in the company of a dwarf ‘named Gundren Rockseeker. They plan to reclaim an ancient mine nd restore Phandalin toa civilized center of wealth and prosperity ‘Since your goals alia, Hallwinter should be willing to assist you Alignment: Lawfal Neutral. I's essential establish law and order, even fit takes an iron fist od it. The nobility are bound by honor and tradition to protect their people from both external and internal threats to stability. An organized society leaves no room for evi and chaos to take rot GaINnING LEVELS AAs you adventure and overcome challenges, you gain experience Points (XP), as explained inthe rulebook ‘With each level you ga, you gain one additional Hit Die and add 110 +2 to your hit point maximum, 2np Leven: 300 XP ‘Action Surge. You can push yourself beyond your normal limits for ‘4 moment. On your turn, you can take one alditional action on top of your regular action and a possible bonus action ‘Once you use this feature you must nish a short or lng rest before ‘oss ean use iain, np LeveL: 900 XP Improved Critical: Your weapon atacks score a criti of 19 0¢ 20. 4erH LeveL: 2,700 XP Ability Score Improvement. Your Stcength increases to 18, which has the following effect: + Your Strength modifier becomes +4 + Your atck bonus and your damage for Strength-based attacks, such as your greataxe and javelin, increase by 1 + Your moditice to Stecagth saving throws increases by + Your modifir to Athletics increases by 1 5TH LEVEL: 6,500 XP Extra Attack. Whenever you take the Attack action on your turn, you can make two attacks, iastead of one, as part of taking that ation Proficiency Bonus. Your proficiency bonus inereases to +3, which hs the following elect: + Your attack bonus increases by 1 for weapons you'r proficient with + Your modifi for saving theows and skills you're proficient in Gnd: ated by a@) increases by 1. + Because the modifier fr your Percepcoa skill increased, your passive Wisdom (Perception) score increases by 1 InpRovinc Your ARMOR ‘As you acquire treasure, you can buy belter armor to improve your Armor Class. Th rulebook contains equipment, including armor. Folk hero Fighter 1 cusse vet ancyenoun> raven ANE Human Lawiul good Samer mee Aennen x9eRenCe PONS ‘When set my mind to something allow through Alo, use long words nan attempt to sound smarter Kner WiFoine Maximum 12 4. Suength Sincerity t's no good pretending to be something not +3. penriy +4. Consttatcn 40) Inligence 1 Wado 1 chaima ‘One day, Thundertee wil bea prosperous town again. A statue of me wil tard in the town square Aerobatic (0 Tm convinced ofthe significance of my destiny, and bling tomy shortcomings and the rst of fale ffsccassO-O-O) rauees-O-O| nial Handing (vs reatsnerd 269 2slshing ‘Second Wind. You have a linived wall of stamina you can draw on to protect yourself from harm, You ean use a bonus ‘ction to regain hit points equal Td10 + your fighter lve ‘Once you use this feature, you must Fish = short or long rest before you ean use it again, Fighting Spl (Archery. You gan a +2 bonus to attack rolls you make with ranged weapons, This bonus is already included in your attack with your longbow. ‘usic Hospitality. Since you corn fom the ranks ofthe common flk, you Ft in among, thom with ease, You can find pace to hide, rest or recuperate among ather commoners, tnless you have shown yourseto bes danger to them. They shield you for the law or anyone else searching foryou, though they are turwiling ost ves For you Ininidtion hs aaite 146+ 3 piecing Invest Mescne (5) *You cam shoot your longbow 180 fest, or up to 600 fet with cleadvantage on the atack ral Religion (ot ‘Sigh of Hand (De eo0c0c00ec0000eD00eO Suri) Leather armor, longbow, 20 arrows, greatsnord, backpack, bedrol, mess ki tinderbo, TO torches, 10 days of ations, vwaterskin, 50 feet of hempen rope, carpenters tools, shove iran pot, st of common clothes, pouch Proficiences. All arm, shields, simple weapons, martial wespone, earpenters tls, vehicles (and) Languages. Common, ish orien oriciencies & uNcUAGES Equiowent FEATURES 8 RATS HuMAN Humans are the youngest of the common races, late to arrive onthe world scene and shortlived in comparison to dwarves, elves, and Aragons. But they are the innovators, the achievers, ad the pioneers Df the worl, the most adaptable and ambitious people among the ‘When humans settle somewhere, they stay. They build cities o last for the ages and great kingdoms that ean persat for centuries. They live fully inthe present-making them well suited tothe adventuring 1iebet also plan forthe future, striving to leave lasting legacy Human culture varies by region. Inthe Forgotten Realms, the clothing, architecture, cuisine, music, an literature in the northwestera lands of Neverwinter are different from their ‘counterparts in distant Turmish or lmpitur to the east, Human physical characteristics vary according tothe ancient migrations of the earliest humans, 0 that the humans of Neverwinter have every possible variation of coloration and features “laving 60 much more variety than ather cultures, humans ‘have a9 tay ypial aaines. Some human parents give thle children names from other languages, uch as Dwarvish or Blvish (pronounced more or less corsecty). Traditional names: among diflerent human cultures vary widely. You might be Haseid (Calihito), Kees (Chondathan), Koset Damarse), Amatrey (luskae), So Kehur (Mulan), Madislak (Rashem), Mes (Shou) or Salazar (Puram) FIGHTER Fighters aro the most diverse lass of characters in the worlds of DUNGEON & DRAGON. Questing knights, conquering overlords, royal champions, elite foot soldiers, hardened mercenaries, and bandlckingsas fighters, chey all share an unparalleled mastery with vweapons and armor anid a thorough knowledge of the skills of combat. And they are well acquainted with deat, both meting it out and staring icclefianly in the face BACKGROUND Your parents lived in the prosperous village of Thundertre, east of the ety of Neverwinter and at te edge ofthe Neverwinter Wood. But ‘when nearby Mount Hotenow erupted thirty years ago, your parents Ned, eareying you in yout infany. Your family drifted from village to village around the region, finding work as servants or laborers where. they could ‘You've spent the ast few years in Neverwinter as porter and laborer atthe ety's bustling docks. But is clear ta you and everyone around you that you are destined for much more, You stood up to ‘an abusive ship eaptain once, so ather dackworkers look up 0 you. ‘Someday, youll come into your own. Youll be aero. ‘Personal Goal: Drive Off the Dragon. The eins of Thundertree call to you, You family and ther friends once lived in prosperity there, land now they're reduced to menial labor. The ruins are haunted by ash zombies, and rumor has ita dragon has made is lat fn the Old Tower, but those are problems a hera can solve. Slay the dragon, or drive it ‘and youl prove-to yourself al everyone else—youire areal hero, destined for greatness. ‘Aligoment: Lawful Good. Ahero stands up to evil and never lets bullies have their way. A hero fights for lw and ordes, 0 that everyone can ive in prosperity and happiness. A hero slays monsters clears ins, and protects the inaacent. You strive tobe such a hes. GAINING LEVELS |Asyou adventure and overcome challenges, you gain experience points (XP) as explained in the rulebook. ‘With each level yo gin, you gain one sditional Hi De and add 1410+ 2 to your hit point maximum 2np LeveL: 300 XP ‘Action Surge. You can push yourself beyond your normal limits for ‘a moment. On your turn, you ean take one additional zetion on cop of your regular action and a possible bonus ation ‘Once you use this feature, you must nish a short or long rest before vou can use agin, ep Lever: 900 XP Improved Critical Your weapon attacks score a critical hit on rol of 19 0F20, 41 Lever: 2,700 XP Ability Score Improvement. Your Dexterity nereases to 18, which has the following elects: + Your Dexterity modifies becomes +4. * Yous attack bonus and your damage for Dexterity based attacks, sich as your longbow, increase by 1. Your modifier t Dexterity saving throws inereasesby + Your modifer to Dexterty-bascd skills increases by 1. + While you wear light or no armor, your Armor Class increases by I. + Your initiative increases by 67H LeveL: 6,500 XP Extra Attack. Whcncver you take the Attack action on your turn, vou can make two atacks, instead of one, 28 pat of taking that action. ‘Proficiency Bonus. Your proficiency bons increases 0-3, which has the following elects + Your attack bonus increases by 1 for weapons you're proficient with + Your modifier fr saving throws and skills you're proicieat ia (nd cated by a@) increases by 1 + Because the mosifer for your Perception skill increased, your passive Wisdom (Perception score increases by 1 Iprovine Your Armor As you acquire treasure, you can buy better armor o improve your Armor Class. The rulebook contains equipment, including amor. i= CHARACTER NAN ° 20. Stang 22. Dewey “#2. Contuton 25. inaigence 13. Wedom oee00 Aerobatics nial Handing ies (S) Deception Perception Pesfomance in) Skpht of Hand (On) O00#00®00@0e000e00 Prafciences. Daggers, darts ight crossbows, longbows, longswerds, quarterstas,shortbows, shortswords lings “Langueges. Common, Ehish, Dacor, Dwarvish, Goblin Wizard 1 sucess O-O-O ranunesO-O-O 1416-2 peng Cantrips. You know mage hard, pestidig- sao ay ofa sacking grey, nan cast them ail ‘Spell lots. You have two 1sevel spl slots you can use to cast your prepared spell Prepared Spell. You prepare four Istlevel pels to make them avalaleforyou to ca, choosing fom the spells in your spall, Spellbok. You have 2 spellbook containing these Istlevel spells: burning honds, detect mai, ‘mage ermer, magic mise, shld, and sleep. Descriptions arein the rulebook ATTACKS &SPELCASTING Shortswore, component pouch spelbook, backpack, bottle Fink, ink pen, 10 sheets of parchment, smal knife, tome bof torial lore, holy symbel, prayer book, se of common dlothes, pouch Acolyte cuss & vel BACKGROUND PLAYERNAME High elf Chaotic good act AUGER EXPERIENCE PINTS use polyylabic words that convey the Impression of erudition. Also, ve spent solang inthe temple that have lite ciperience dealing with people on a ‘asus ass ‘nawledge. The path to power and elt Improvement is trough inowiedge The tome leary with me isthe record of. iy life's work 50 fr, and no vauls secure though to keep ieee do just about anything to uncover historical secrets tat would add 19 my research, ‘Spelleasting Ability. Intligence is your spelessting ability for your spells. The saving throw DC to resis a spell you casts 13. Your attack bonus when you make an 2ttace with ‘spells +5. Soe the rulebook for rules on casting your spells drcane Recovery. Yo can regsin some ofyour magical eneigy by studying your splbook, Once er day during a short rest, you can choose to recover expended spel slots with = combined level equal to orless than half your wizard level rounded up, DDarkvsion You seein drm ight within a 60-fot radius of you as fit weve bright ight, and in darkness in that radivs as iit were dim light. You can't dzcern color in darkness, ony shades of gray. Fey Ancestry. You have advantage on saving thwows against being charmed, and magic cant ptyou to sleep, Trance. Elves don't need to sleep. They meditate deeply, emeining semiconscious, for 4 hours a day and gain the same benefit a human does from & hours of leep. Shelter ofthe Fithfl. Asa servant of ‘Oghma you command the respect of those whe share your faith, and you can perform theres of Oghms, You and your companions ‘an expect to receive free healing and eare a1 temple, shine, or oser established presence of Oghm's uth. Those who share your religion wil support you (and only you) ta modest Hfestyle, You also have tes tothe temple of ghma in Neverwinter, where you hhave a residence. When you ar in Neverwiner, you can eal upon the priests thee for {esistance that wont encanger ther, ELF Elves area people of otherworldly grace, living inthe world but not entirely part of it. They live in places of ethereal beau, inthe midst ‘ofancient forests orn silvery spires glittering with facre light. where soft music drifts through the air and geatle fragrances waft onthe Breese Bes love nature and agi, att and arty misc and posts. | Eves can live over 700 year, They are more often amused tha excited, and more likely to be curious than greedy. They tend to remain aloof and unfazed by petty happenstance, and they rust in diplomacy ‘and compromise to resolve differences before they escalate to violence, Most clves dwell in small forest villages iden among the tres. ‘Their contact with outsiders ie wally Himited,thouzh afew elves ‘make a good living by trading erated tems for metal, which they have no interest in mining. Inthe Forgotten Realms, your people are named sun elves. Also called god elves or sunrise elves, sun elves have bronze skin and hair ‘of copper, black, or golden blond, and ther eyes are golden, silver, or black. They are more recusie than the other branch of high elves the | ‘noon elves, but Oghmna has called you to live among oer peoples, rather thaa in the sanctuaries of your ki, ‘Elves are considered children until they declare themselves adults, sometime after the handredh birthday. Brfore this period, they are called by child names. On declaring adulthood, an el selects an aula name. Every elf also bears a family ane, ically « ‘combination of Elvish words. Some elves traveling among other ‘aces translate thee family names info Common. (Child Names: Ara, Bryn, Del, oni, Lael, Mella, Naeris, Phann, Rael, Rnn, Syllin, Val ‘Male Adult Names: Adran, Berrian, Carri, Erevan, Galinndan Hadarai Immeral, Paliae, Quarto, Riardon, Soveliss, There, Yaris Female Adult Names: Althaca, Bethrynina, Caslynn elena, Leshanna, Mericle, Navara, Quilahe, Sila, This, Vadania, Valanthe, Xanaphia ‘Family Names (Common Translations): Amastacis (Staflower), Galante (Moonwhisper),Liadon (Silverfcond), Meliemne (akeahee, Siannodel (Moonbrook,Iphellir (Gemblossom) WIZARD Wizards are supreme magic-users. Drawing on the subtle weave of ‘magic that permeates the cosmos, they east spells of explosive fe, arcing lightning, subtle deception, and brute force mind control. The mightiest wizards learn to conjare elementals from other planes of ‘existence, i BACKGROUND You have spent your hfe dedicated to Oghma,allsccing god of ‘knowledge, and spent years learning the lore of the multiverse Personal Goal: Recansecrate the Defled Altar. Throush visions ‘delivered in your trances, your god has called you toa new mission. A {goblin tribe has made its ai in an ancient ruin now called Cragmow Castle, where they have defiled a shrine once sacred to Oghma. Now dedicated to the vile goblin god Maghubiet, the altar isan offense to. Oghma that mast not stand | You're sure Oghma has greater things in store for you ifyou can) complete this quest. In the meantime, your visions suggest that Sister Garacle—a priest of Tymora, the goddess of lek can aid you inthe town of Phandalin, Alignment: Chaotie Good. The pursuit and acquisition of ‘knowledge i forthe beneft ofa Kingdoms and laws sre useful so far as they allow knowledge to floarsh, Tyranta who seek to suppress and control tare the worst villains. You share your knowledge freely, and use what you have learaed to help where you can se the future, oF tura sian foes into zombies GAINING LEVELS ‘As you adventure and overcome challenges, you tin experience points (XP), as expianed inthe rulebook. With each level you gia, you gain one addtional Hit Die ane add 146 +2 to your hit point maximum. ‘You gain access to more spells as yu gain eves. You can prepare ‘number of spells equal to your level + your Intelligence modifier, as shown in the Splleasting Advancement table. Yow also gain more spell slots. ‘SPELLCASTING ADVANCEMENT —Sreut SvoTs pee Spett Levet— Lever Prevaneo Sects ts 2ND Ro and 5 3 rc 6 4 ath 8 4 sth 9 4 Pues Sag eRE 3 2 ADDING TO You SPELLBOOK Each time you gain a wizard level, you can add two wizard spels of your choice to your spellhook, chosen from the wizard spell list in the rulebook. Each of these spells mast be ofa level far which you have spel slots. On your adventures, you might also find serolls or hooks ‘containing other spells you can 2d to your spellbook. Copying a Spell mio the Book. When you find a wizerd spell,you can ad ito your spellbook fit i ofa level for which you have spell ‘lots and fyou can spare the time to decipher and copy i For each level of the spell the process takes 2 hours and requires 50 ap. The cost represeats material components you expend as you experiment with the spello master it, well asthe fine inks you need. ‘o record it. Once you have spent this time and mones, you can prepare the spell just ike your other apis 2np Levet: 300 XP vocation Savant. The gold and time you must spend to copy an evocation spell into your spellbookis halved. ‘Sculpt Spells. When you cast an evocation spell that affects other the spel’ level. The chosen creatures automatically succeed on thelr saving throws against the epell, and they take no damage if they woul normally tke half damage from i 3np LeveL: 900 XP ‘Spells. You can now prepare and cast adLlevel spells. 47m LeveL: 2,700 XP ‘Speits. You learn one more wizaedcantrip of your eboce. Ability Score Improvement. You Intelligence inereases to 18, whieh has the following effects + Your Intelligence modifier besames +. + Your spell saving throw DC inereases by 1 + Your bons for your spell attacks increases by 1. + Your modifier to Imelligence saving throws increases by 1 + Your modifier to Inelligence-based skills increases by 1 StH LeveL: 6,500 XP ‘Spells. You can prepare and cast Sr-evel spells, Proficiency Bonus. Your proficiency bonus ineressesta-+3, which has the following effects + Yous attack bonus increases by for your spell attacks and weapons out proficient with + Your spell esving throw DC increases by 1. + Your modifier fr saving throws and skills you'r proficient in Gnd cated bya @) increases by 1 + Because the moslifer for your Perception skill increased, your passive Wisdom (Perception score increases by 1 Rogue 1 Cage Reve Lightfoot halfling UL winasive J Criminal ‘BACKCROUND PLAvER NAME Neutral | never have plan, but im great at aking things up a= go along. Aso, the best way to get me to do something sto tell me cant dot People. 'm loyal to my fiends, not to any ideals. Everyone alse can take trip on the River Styx forall | care | 45. Deception ( © 45. eligece a oa — © +0 wisdom Qelline Alderiead, my aunt, has a frm in © 43 Chavsm (faces -O-0] rawseesO-O-O| Phandalin, | always give her some of my Iiegoten gains, "My aunt must never now the deeds | did as's member ofthe Resbrands AL Histor) 40. Insight (8 “53. Imation ro) “3. vestigation 0. Medicine 1 Nature a (5. Performance (chs) align Slept of Hard (es steal (De) kb Survival) Gia Proficlencies. Light armor, simple weapons, hand crossbows, longswords, rapier, shortswords thieves! tools, plying cards carpets tools “Languages. Common, Halfing Expertise. Wen you mae 3 Dexterity (Stealth) check ora check using thieves tools, your proficiency bonus is doubled. This benef is included in our Stealth etl bonus. 146 +3 piecing 1463 icing *You can shoot your shortbow 80 fee, or up to 320 fee with disadvantage on the attack al, Sneak Attack. Once pertuen, when youhita creature witha Desterty-based attack euch 35 with your shortsword or shortbow) and you have advantage onthe attack rll you can deal an eta 146 camage to your target. You don't need advantage if another enemy ofthe target ‘swith 5 fet oft and isnt incapacitated. You can't desl the extra damage, however, you have disadvantage on the attack rol Shortsword, shortbow, 20 arr, leather armor, thieves! tools, Backpack, bell, § candles, crowiar, hammer, 10 ptons, $0 feat ofhempen rope, hooded lantern, 2fasks of il, $ days rations, tndesbox, watershin, ‘rowbar, set of dark common clothes inclucig 2 hood, pouch cquewent Thieves Cant. You know thieves canta secret mix oF dialect, jargon, and cade that sllows you to hide messages in seemingly rormalcornersation, You also understand 3 set of secret signs and symbols used to comey Short, simple messages ch as whether an ares is dangerous, whether lat is nearby, or whether the peopl inn area are easy mares or will’ provide safe house fr thieves onthe run “Lucky When you rll a natural Ton an attack roll ality check, oF saving throw, you can ferol the die and must use the nev al ‘Brave. You have advantage on saving throws against being frightened Halfing Nimblenes, You can rnove through the space ofan creature that fof size larger than yours Naturally Stealthy. You can ttematto hide winen you ae obscured bya creature that i at least one sz larger than you ‘Criminal Contact. You have a contact who acts 25 your laison toa network of ether Criminals. You know howto get meseoges to and from your contact, even over grest distances; you know the local messengers, ‘corrupt caravan masters, and seedy sallors wh can cary messages for you. You can move fecret information ot stolen goods through your contact in exchange for money or other Information you seek HALFLING ‘The comforts of home are the goals of most halfings lives: place to settle in peace and quiet, far from marauding monsiers and clashing armies; a blazing fire and a generous meal; and fine drink and fine conversation. Though some hafings live out their days in remote ‘agricultural communities, others form nomadic bands that travel constantly, hired by the open road and the wide horizon to discover the wonders of new lands and peoples. But even these wanderers love peace food, hearth, and home, though home might be a wagon jostling along an old diet road. ‘The diminutive halfings survive in a world full of larger creatures by avoiding notice or, barring that, avoiding offense Standing about 3 feet tal, they appear relatively harmless and so have managed to survive for centuries in the shadow of empires and on the edges of wars and poliial strife. They're concerned with basic needs and simple pleasures and hae litle use fr ostentaton. Halfings are an affable and cheerfal people. They cherish the ‘bonds of family and friendship, as well as the comforts of hearth and home, harboring few dreams of gory. Even adventurers among them ‘usally venture into the world for reasons of community friendship, wwanderlust or curiosity -Avallling has a given name, a family neme, and poesibly sickname. Family names are often nicknames that stuck #0 tenaciously they have been passed down through the fonceation. Mate Names: Ali, Ander, Cade, Corrin, Eldon, Eevie Finnan, Garret Lindal, Lyle, Merrie, Milo. Osborn, Perrin, Reed, Roscoe. Weltby Female Names: Andry ree, Callie, Cora, Buphena, lian, Kithri Lavinia, Lidéa, Meria, Neda, Pasa, Portia, Sersphina, ‘Shaena, Trym, Vani, Verna Family Names: Brushgather, Goodbarcel, Greenbottle, “High-ull,Hihopple, Leagallow, Tealeal, Thorngage, Tosseobble, Underbowgh ROGUE Rogues rely on skill, stealth, and their foes vulnerabilities to get the ‘upper hand in any situation, They have a knack for finding the soltion to ust abou any problem, BACKGROUND ‘The town of Phandalin is built on the ruins of an older settlement, ‘vacant for five centuries until some hardy setters set about rebuilding ‘some years back, Drawn by stories of god and platinum in the nearby foothills, you came to Phandalia as well, otto earn a living, but to prey on those who strc rich You joined a gang calling itself the Redbrands and made some decent coin ss a burglar, enforcer, or fence. Burt you must have mate an enemy among your fellow Redbrands. Someone set you up. On that person's word, the head ofthe Redbrands a wisard called Glasstaflried to have you killed. You escaped, barely alive and thanking Tymora, the goddess of good fortune, for your hick. You fed Phandalin, almost penniless and with nly the toa of your trade to your name. Personal Goal Get Your Revenge. Someone inte Redbrands| neatly got you killed, and you sure would like o know who it was, And then you'd like ta ake your revenge--on that person, on Glsstaf, ‘maybe on all the Retbrands, And yoa just gota tp that might help you someone named Halia Thornton also hast ot fo the Redbrands. She lives in Phandalin, which means showing your face tothe Redbrands who sill want you dead, ‘Alignment: Neutral. ou tnd to do whatever seems best a the Lime. Sure, youve done some things you're not proud of, and youre ‘not personally committed to making the world a beter place. But you have no interest in causing sering or making things worse than they already are. GaIninG LEVELS AAs you adventure and overcome challenges, you gain experience points (XP), as explained inthe rulebook. With each ewe you gain, you gain one additonal Hit Die and add 148 +1 19 your hit point maximum, 2np Leven: 300 XP Cunning Action. Your quick thinking and agility allow you to move and act quickly s0 you can take a bonus ation on each of your turns ‘combat, This action ean he used ony to take the Dash, Disengae oF Hide action. 3up Lever: 900 XP Second.Story Work. You gain the ability o climb faster than formal, a climbing no longer costs you extra movement. In addition, ‘when you make a running jump, the distance you can cover inereases bya numberof fet equal to your Dexterity modifies "Fast Hands, You can use the bonus cetion granted by your Cuiog Action to make a Dexterity Sleight of Hand) check, take the Use an Object action, oF use your thieves tools to ty to disarm a trap or open lock ‘Sneak Attack. You deal 246 damace with your Snenk Attack feature, instead of 166 4rH LeveL: 2,700 XP Ability Score Improvement. Yous Dexterity increases to 18, whieh has the following effects: + Your Dexterity modifier becomes +4. {Your attack bonus and your damage for Dexterity based attacks, such as your shortsword and shortbow, increase by + Your modifier to Dexterity saving throws inereases by 1 ‘Your modifier to Dexterity based skills increases by 1. {While you wear light or no armor, our Armor Class increases by 1 + Your initiative increases by 1. Srv Lever: 6,500 XP Proficiency Bonus. Your proficiency bonus increases to, which has the following effects: + Your attack bonus increases by 1 for weapons youre proficient wih, + Your modifier fr saving throws and skis you've proficient in Gin ‘cated ty 2@) ncseases by 1 Your Expertise feature means your bonus for Steakth an the use of thieves tools instead each increase by. ‘Sneak Attack. You deal $a damage with your Sneak Attack, feature, instead of 246. ‘Wacanny Dodge. When an stacker you ean sec hits you with an attack roll you can use your reaction to halve the attack’s damage against you. Inprovinc Your ARMOR Asyou acquire treasure, you can buy bette armor to improve your [Armor Class, The rulebook contsins equipment, including armor. Ls CHARACTER WANE “42. Sangh aL bent 22. Corsiuion 20 Insligence “25. Wisdom 3. chansme bate “2B Arial Handing 20. Arcana (in 14 hits (Se) 40° History 3. sph Investigation (5. Mediine 20 Nae (i 3. Perceptions) [81 Performance Sight of Hard (De Sted (0 GL ====_) Profcences. ll armor, shields al simple weapons, batienes, handases, light hammers, warharimes, playing cares, masons tools, vehicles (land) lLangueges. Common, Owarvish Stonecunning. Whenever you make an Intaligence (History) check related tothe srgin of stonework you ae consiceres proicient in the History sil and add double your profcieney bonus tothe check, insted of Your normal proficiency bonus eric 1 cuss & Level Hill dwarf Paint exam 17 F(sxcees O-O-0] runes -O-O| ds 2bludgeoning Watummer 4 Harden A146 2slching “You can throw a handate 20 feet, or up to 60 feet with disadvantage on the atack rl Cantrips. You know igh, sacred flame, and shoumoturgy, and can eas hem a il Descriptions are found in the ulebook Spell Slots. You have two Yt lve spel slots you canuse to cait your prepared splls. Prepared Spell. You prepare four Istovel pels o make therr avaliable for you to ‘ast, choosing fom the cleric spl sin the rulebook. In addition, you always have two domain spells prepared: bess and cure wounds, Chain mail® shield, wathammer, Dhandaves, holy symbol, backpack, crowbar hammer, 10 pitons, 10 torches, tinderbox, 10 ‘ays orations atest, 80 feat ofhempen rope, mason's tools, ddagger taken forma fallen enemy ‘3 trophy, deck of paying card, Gstof common clothes, pouch, rank insignia (eergeent) “while wesring this armor, you have disadvantage on Dexterity (Steat chects. quire Soldier BACKGROUND Neutral good PLAYER NAME vim always polite and respectful Also, 1 don't tust my gut felings, so I tend to walt for others to act, ‘Respect. People deserve to be treated with, Aignty and courtesy have three cousins-—Gundren, Tharden, snd Nundre Rockseeker-—who ate my Friends and cherished clan members T secretly wonder whether the gods care bout mortal afar tll ‘Spelleasting Ability. Wisdom is your spalcesting ability foryour spall, The saving throw DC to resist a spell you cast is 13. Your attack bonus when you make an attack with 8 spells +5. See the rulebook for rules on casting your spl’ ‘Disciple of Life. Your healing

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