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Shw Yipe Whong

CLASS & LEVEL BACKGROUND PLAYER NAME

CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

PROFICIENCY BONUS

INSPIRATION ARMOR
CLASS INITIATIVE SPEED
PERSONALITY TRAITS

SAVING THROWS HIT POINT MAXIMUM


ATHLETICS

STRENGTH
IDEALS
CURRENT HIT POINTS

SAVING THROWS
ACROBATICS
SLEIGHT OF HAND
STEALTH TEMPORARY HIT POINTS BONDS
DEXTERITY
Total SUCCESSES

SAVING THROWS FAILURES

HIT DICE DEATH SAVES FLAWS

CONSTITUTION
NAME ATK BONUS DAMAGE/TYPE

SAVING THROWS
ARCANA
HISTORY
INVESTIGATION
INTELLIGENCE NATURE
RELIGION

SAVING THROWS
ANIMAL HANDLING
INSIGHT
MEDICINE
WISDOM PERCEPTION
SURVIVAL

SAVING THROWS
DECEPTION
INTIMIDATION
PERFORMANCE
CHARISMA PERSUASION

PASSIVE WISDOM (PERCEPTION)

ATTACKS & SPELLCASTING FEATURES & TRAITS

OTHER PROFICIENCIES & LANGUAGES EQUIPMENT & CHARACTER NOTES


TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
AGE HEIGHT WEIGHT

CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL

CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

ADDITIONAL FEATURES & TRAITS

CHARACTER BACKSTORY TREASURE

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 6

SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED

1 7
EPAR
SPELL NAME
ED
PR

4
SPELLS KNOWN

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
ELF
"I HAVE NEVER IMAGINED SUCH BEAUTY EXISTED,"
Goldmoon said softly. The day's march had been difficult,
but the reward at the end was beyond their dreams.
The companions stood on a high cliff over the fabled
city of Qualinost.
Four slender spires rose from the city's corners like glisten -
Mg spindles, their brilliant white stone marbled with shining
silver. Graceful arches, swoopingfrom spire to spire. soared
through the air. Crafted by ancient dwarven metaismiths.
they were strong enough to hold the weight of an army, yet
they appeared so delicate that a bird lighting on them might
overthrow the balance. These glistening arches were the
city's only boundaries: there was no wall around Qualinost.
The elven city opened its arms lovingly to the wilderness.
—Margaret Weis & Tracy Hickman.
Dragons of Autumn Twilight

Elves are a magical people of otherworldly grace, living females are about the same height, and males are only
in the world but not entirely part of it. They live in marginally heavier than females.
places of ethereal beauty, in the midst of ancient forests Elves' coloration encompasses the normal human
or in silvery spires glittering with faerie light, where range and also includes skin in shades of copper,
soft music drifts through the air and gcntle fragrances bronze, and almost bluish-white, hair of green or blue,
waft on the breeze. Elves love nature and magic, art and eyes like pools of liquid gold or silver. Elves have no
and artistry, music and poetry, and the good things facial and little body hair. They favor elegant clothing in
of the world. bright colors, and they enjoy simple yet lovely jewelry.

SLENDER AND GRACEFUL A TIMELESS PERSPECTIVE


With their unearthly grace and fine features, elves Elves can live well over 700 years, giving them a broad
appear hauntingly beautiful to humans and members perspective on events that might trouble the shorter-
of many other races. They are slightly shorter than lived races more deeply. They are more often amused
humans on average, ranging from well under 5 feet than excited, and more likely to be curious than
tall to just over 6 feet. They are more slender than greedy. They tend to remain aloof and unfazed by petty
humans, weighing only 100 to 145 pounds. Males and happenstance. When pursuing a goal, however, whether

i',' V.:\ sr: 77,


adventuring on a mission or learning a new skill or art, to do so. Some might join with rebels fighting against
elves can be focused and relentless. They are slow to oppression, and others might become champions of
make friends and enemies, and even slower to forget moral causes.
them. They reply to petty insults with disdain and to
serious insults with vengeance. ELF NAMES
Like the branches of a young tree, elves are flexible Elves are considered children until they declare
in the face of danger. They trust in diplomacy and themselves adults, some time after the hundredth
compromise to resolve differences before they escalate birthday, and before this period they are called
to violence. They have been known to retreat from by child names.
intrusions into their woodland homes, confident On declaring adulthood, an elf selects an adult name,
that they can simply wait the invaders out. But when although those who knew him or her as a youngster
the need arises, elves reveal a stern martial side, might continue to use the child name. Each elf's adult
demonstrating skill with sword, bow, and strategy. name is a unique creation, though it might reflect
the names of respected individuals or other family
HIDDEN WOODLAND REALMS members. Little distinction exists between male
Most elves dwell in small forest villages hidden among names and female names; the groupings here reflect
the trees. Elves hunt game, gather food, and grow only general tendencies. In addition, every elf bears a
vegetables, and their skill and magic allow them to family name. typically a combination of other Elvish
support themselves without the need for clearing and words. Some elves traveling among humans translate
plowing land. They are talented artisans, crafting finely their family names into Common, but others retain the
worked clothes and art objects. Their contact with Elvish version.
outsiders is usually limited, though a few elves make a Child Names: Ara, Bryn, Del, Eryn, Faen, Innil,
good living by trading crafted items for metals (which Lad, Melia, Naill, Naeris, Phann, Rael, Rinn, Sai,
they have no interest in mining). Syllin, Thia, Vall
Elves encountered outside their own lands are Male Adult Names: Adran, Mar, Aramil, Arannis,
commonly traveling minstrels, artists, or sages. Human Aust, Beiro, Berrian, Carrie, Enialis, Erdan, Erevan,
nobles compete for the services of elf instructors to Galinndan, Hadarai, Heian, Himo, Immeral, Ivellios,
teach swordplay or magic to their children. Laucian. Mindartis, Paelias, Peren, Quarion, Riardon,
Rolen, Soveliss, Thamior, Tharivol, Theren, Varis
EXPLORATION AND ADVENTURE
Elves take up adventuring out of wanderlust. Since
they are so long-lived, they can enjoy centuries of
exploration and discovery. They dislike the pace of
human society, which is regimented from day to day but
constantly changing over decades, so they find careers
that let them travel freely and set their own pace. Elves
also enjoy exercising their martial prowess or gaining
greater magical power, and adventuring allows them
HAUGHTY BUT GRACIOUS Trance. Elves don't need to sleep. Instead, they
Although they can be haughty, elves are generally gracious meditate deeply, remaining semiconscious, for 4
even to those who fall short of their high expectations— hours a day. (The Common word for such meditation
which is most non-elves. Still, they can find good in just is "trance.") While meditating, you can dream after a
about anyone. fashion; such dreams are actually mental exercises that
Dwarves. "Dwarves are dull, clumsy oafs. But what they have become reflexive through years of practice. After
lack in humor, sophistication, and manners, they make up in resting in this way, you gain the same benefit that a
valor. And I must admit, their best smiths produce art that
human does from S hours of sleep.
approaches elven quality."
Hayfings. "Halflings are people of simple pleasures, and Languages. You can speak, read, and write Common
that is not a quality to scorn. They're good folk, they care and Elvish. Elvish is fluid, with subtle intonations and
for each other and tend their gardens, and they have proven intricate grammar. Elven literature is rich and varied,
themselves tougher than they seem when the need arises." and their songs and poems are famous among other
Humans. "All that haste, their ambition and drive to races. Many bards learn their language so they can add
accomplish something before their brief lives pass away— Elvish ballads to their repertoires.
human endeavors seem so futile sometimes. But then Subrace. Ancient divides among the elven people
you look at what they have accomplished, and you have to resulted in three main subraces: high elves, wood elves,
appreciate their achievements. If only they could slow down and dark elves, who are commonly called draw. Choose
and learn some refinement."
one of these subraces. In some worlds, these subraces
are divided still further (such as the sun elves and moon
Female Adult Names: Adrie, Althaea, Anastrianna, elves of the Forgotten Realms), so if you wish, you can
Andraste, Antinua, Bethrynna, Bird, Caelynn, choose a narrower subrace.
Drusilia, Enna, Felosial, Ieleniajelenneth, Keyleth,
Leshanna, Lia, Meriele, Mialee, Naivara, Quelenna, HIGH ELF
Quillathe, Sarid, Shanairra, Shava, Silaqui, As a high elf, you have a keen mind and a mastery of
Theirastra, Thia, Vadania, Valanthe, Xanaphia at least the basics of magic. In many of the worlds
Family Names (Common Translations): Amakiir of D&D, there are two kinds of high elves. One type
(Gemflower), Amastacia (Starflower), Galanodel (which includes the gray elves and valley elves of
(Moonwhisper), Halimion (Diamonddew), Ilphelkiir Greyhawk, the Silvanesti of Dragonlance, and the
(Gemblossom), Liadon (Silverfrond), Meliamne sun elves of the Forgotten Realms) is haughty and
(Oakenheel), Naito (Nightbreeze), Siannodel reclusive, believing themselves to be superior to
(Moonbrook), Xiloscient (Goldpetal) non-elves and even other elves. The other type
(including the high elves of Greyhawk, the
ELF TRA ITS Qualinesti of Dragonlance, and the moon elves
Your elf character has a variety of natural abilities, the of the Forgotten Realms) are more common
result of thousands of years of elven refinement. and more friendly, and often encountered
Ability Score Increase. Your Dexterity score among humans and other races.
increases by 2. The sun elves of Faerfin (also called gold
elves or sunrise elves) have bronze skin and
Age. Although elves reach physical maturity at about
the same age as humans, the elven understanding of hair of copper, black, or golden blond. Their
adulthood goes beyond physical growth to encompass eyes are golden, silver, or black. Moon elves (also
worldly experience. An elf typically claims adulthood called silver elves or gray elves) are much paler,
and an adult name around the age of 100 and can live with alabaster skin sometimes tinged with blue.
to be 750 years old. They often have hair of silver-white, black, or blue.
Alignment. Elves love freedom, variety, and self- but various shades of blond, brown, and red are
expression, so they lean strongly toward the gentler not uncommon. Their eyes are blue or green and
aspects of chaos. They value and protect others' flecked with gold.
freedom as well as their own, and they are more Ability Score Increase. Your Intelligence score
often good than not. The drow are an exception; their increases by 1.
exile into the Underdark has made them vicious and Elf Weapon Training. You have proficiency with
dangerous. Drow are more often evil than not. the longsword, shortsword, shortbow, and longbow.
Size. Elves range from under 5 to aver 6 feet tall and
have slender builds. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Darkvision. Accustomed to twilit forests and the night
sky, you have superior vision in dark and dim conditions.
You can see in dim light within 60 feet of you as if it
were bright light, and in darkness as if it were dim light.
You can't discern color in darkness, only shades of gray.
Keen Senses. You have proficiency in the
Perception skill.
Fey Ancestry. You have advantage on saving throws
against being charmed, and magic can't put you to sleep.
Cantrip. You know one cant rip of your choice from DARK ELF (DROW)
the wizard spell list. Intelligence is your spellcasting Descended from an earlier subrace of dark-skinned
ability for it. elves, the drow were banished from the surface world
Extra Language. You can speak, read, and write one for following the goddess Lolth down the path to
extra language of your choice. evil and corruption. Now they have built their own
civilization in the depths of the Underdark, patterned
WOOD ELF after the Way of Lolth. Also called dark elves, the drow
As a wood elf, you have keen senses and intuition, and have black skin that resembles polished obsidian and
your fleet feet carry you quickly and stealthily through stark white or pale yellow hair. They commonly have
your native forests, This category includes the wild very pale eyes (so pale as to be mistaken for white) in
elves (grugach) of Greyhawk and the Kagonesti of shades of lilac. silver, pink. red, and blue. They tend to
Dragonlance, as well as the races called wood elves in be smaller and thinner than most elves.
Greyhawk and the Forgotten Realms. In Faerun, wood Drow adventurers are rare, and the race does not exist
elves (also called wild elves, green elves, or forest elves) in all worlds. Check with your Dungeon Master to see
are reclusive and distrusting of non-elves. if you can play a drow character.
Wood elves' skin tends to be copperish in hue, Ability Score Increase. Your Charisma score
sometimes with traces of green. Their hair tends toward increases by 1.
browns and blacks, but it is occasionally blond or Superior Da rkvision. Your darkvision has a
copper-colored. Their eyes are green, brown, or hazel. radius of 120 feet.
Ability Score Increase. Your Wisdom score Sunlight Sensitivity. You have disadvantage on attack
increases by 1. rolls and on Wisdom (Perception) checks that rely on
Elf Weapon Training. You have proficiency with the sight when you, the target of your attack, or whatever
longsword shortsword, shortbow, and longbow. you are trying to perceive is in direct sunlight.
Fleet of Foot. Your base walking speed Draw Magic. You know the dancing lights cantrip.
increases to 35 feet. When you reach 3rd level, you can cast the Merle fire
Mask of the Wild. You can attempt to hide even when spell once per day. When you reach 5th level, you can
you are only lightly obscured by foliage, heavy rain, also cast the darkness spell once per day. Charisma is
falling snow, mist, and other natural phenomena. your spellcasting ability for these spells.
Drow Weapon Training. You have proficiency with
rapiers, shortswords, and hand crossbows.
A
THE DARKNESS OF THE DROW
Were it not for one renowned exception, the race of drow
would be universally reviled. To most, they are a race of
demon-worshiping marauders dwelling in the subterranean
depths of the Underdark, emerging only on the blackest
nights to pillage and slaughter the surface dwellers they
despise. Their society is depraved and preoccupied with the
favor of Leith, their spider-goddess, who sanctions murder
and the extermination of entire families as noble houses
vie for position.
Yet one drow, at least, broke the mold. In the world of the
Forgotten Realms, Drizzt Do'lirden, ranger of the North, has
proven his quality as a good-hearted defender of the weak
I and innocent Rejecting his heritage and adrift in a world that
looks upon him with terror and loathing, ❑rizzt is a model
for those few drow who follow in his footsteps, trying to find
a life apart from the evil society of their Underdark homes.
Drow grow up believing that surface-dwelling races are
inferior, worthless except as slaves. Drow who develop a
conscience or find it necessary to cooperate with members of
other races find it hard to overcome that prejudice, especially
when they are so often on the receiving end of hatred.
THE FIGHTER
Proficiency
Level Bonus Features
1st -F2 Fighting Style, Second Wind
2nd t2 Action Surge (one use)
3rd +2 Martial Archetype
4th +2 Ability Score Improvement
5th +3 Extra Attack
6th 1-3 Ability Score Improvement
7th +3 Martial Archetype feature
8th +3 Ability Score Improvement
9th +4 Indomitable (one use)
10th i4 Martial Archetype feature
11th +4 Extra Attack (2)
12th +4 Ability Score Improvement
13th +5 Indomitable (two uses)
14th +5 Ability Score Improvement
15th +5 Martial Archetype feature
I6th +5 Ability Score Improvement
17th +6 Action Surge (two uses), indomitable
(three uses)
18th +6 Martial Archetype feature
19th +6 Ability Score Improvement
.u:Ii 6 Extra Attack (3)

Some fighters feel drawn to use their training as to buy them. Your armaments are now among your
adventurers. The dungeon delving, monster slaying, and most important possessions — the only things that stand
other dangerous work common among adventurers is between you and death's embrace.
second nature for a fighter, not all that different from
the life he or she left behind. There are greater risks, QUICK BUILD
perhaps, but also much greater rewards—few fighters in You can make a fighter quickly by following these
the city watch have the opportunity to discover a magic suggestions. First, make Strength or Dexterity your
flame tongue sword, for example. highest ability score, depending on whether you
want to focus on melee weapons or on archery (or
CREATING A FIGHTER finesse weapons). Your next-highest score should be
Constitution. or Intelligence if you plan to adopt the
As you build your fighter, think about two related
Eldritch Knight martial archetype. Second, choose
elements of your character's background: Where did
the soldier background.
you get your combat training, and what set you apart
from the mundane warriors around you? Were you
particularly ruthless? Did you get extra help from a CLASS FEATURES
mentor, perhaps because of your exceptional dedication? As a fighter. you gain the following class features.
What drove you to this training in the first place? A
threat to your homeland, a thirst for revenge, or a need HIT POINTS
to prove yourself might ail have been factors. Hit Dice: 1d10 per fighter level
You might have enjoyed formal training in a noble's Hit Points at 1st Level: 10 + your Constitution modifier
army or in a local militia. Perhaps you trained in a war Hit Points at Higher Levels: 'di() (or 6) + your
academy, learning strategy, tactics, and military history. Constitution modifier per fighter level after Ist
Or you might be self-taught—unpolished but well tested.
Did you take up the sword as a way to escape the limits PROFICIENCIES
of life on a farm, or are you following a proud family Armor: All armor, shields
tradition? Where did you acquire your weapons and Weapons: Simple weapons, martial weapons
armor? They might have been military issue or family Tools: None
heirlooms. or perhaps you scrimped and saved for years Saving Throws: Strength. Constitution

pArri 1 I CIA:sSES
Skills: Choose two skills from Acrobatics, Animal Once you use this feature, you must finish a short or
Handling, Athletics. History, Insight, Intimidation, long rest before you can use it again. Starting at 17th
Perception, and Survival level, you can use it twice before a rest, but only once on
the same turn.
EQUIPMENT
You start with the following equipment, in addition to MARTIAL ARCHETYPE
the equipment granted by your background:
At 3rd level, you choose an archetype that you strive to
• (a) chain mail or (b) leather, longbow, and 20 arrows emulate in your combat styles and techniques. Choose
- (a) a martial weapon and a shield or (h) two martial Champion, Battle Master, or Eldritch Knight, all detailed
weapons at the end of the class description. The archetype you
• (a) a light crossbow and 20 bolts or (b) two handaxes choose grants you features at 3rd level and again at 7th,
• (a) a dungeoneer's pack or (b) an explorer's pack 10th, 15th, and 18th level.

FIGHTING STYLE ABILITY SCORE IMPROVEMENT


You adopt a particular style of fighting as your specialty. When you reach 4th level, and again at 6th, 8th, 12th,
Choose one of the following options. You can't take a 14th, 16th, and 19th level, you can increase one ability
Fighting Style option more than once, even if you later score of your choice by 2, or you can increase two ability
get to choose again. scores of your choice by 1. As normal, you can't increase
an ability score above 20 using this feature.
ARCHERY
You gain a +2 bonus to attack rolls you make with EXTRA ATTACK
ranged weapons.
Beginning at 5th level, you can attack twice, instead of
DEFENSE once, whenever you take the Attack action on your turn.
While you are wearing armor, you gain a +1 bonus to AC. The number of attacks increases to three when you
reach 11th level in this class and to four when you reach
DUELING 20th level in this class.
When you are wielding a melee weapon in one hand and
no other weapons, you gain a +2 bonus to damage rolls INDOMITABLE
with that weapon. Beginning at 9th level, you can reroll a saving throw that
you fail. If you do so, you must use the new roll, and you
GREAT WEAPON FIGHTING
can't use this feature again until you finish a long rest.
When you roll a 1 or 2 on a damage die for an attack you
You can use this feature twice between long rests
make with a melee weapon that you are wielding with
starting at 13th level and three times between long rests
two hands, you can reroll the die and must use the new
starting at 17th level.
roll, even if the new roll is a 1 or a 2. The weapon must
have the two-handed or versatile property for you to gain
this benefit. MARTIAL ARCHETYPES
Different fighters choose different approaches to
PROTECTION perfecting their fighting prowess. The martial archetype
When a creature you can see attacks a target other you choose to emulate reflects your approach.
than you that is within 5 feet of you. you can use your
reaction to impose disadvantage on the attack roll. You CHAMPION
must be wielding a shield.
The archetypal Champion focuses on the development
TWO-WEAPON FIGHTING of raw physical power honed to deadly perfection.
Those who model themselves on this archetype combine
When you engage in two-weapon fighting, you can add
rigorous training with physical excellence to deal
your ability modifier to the damage of the second attack.
devastating blows.
SECOND WIND IMPROVED CRITICAL
You have a limited well of stamina that you can draw on Beginning when you choose this archetype at 3rd
to protect yourself from harm. On your turn, you can use level, your weapon attacks score a critical hit on a
a bonus action to regain hit points equal to Id10 + your roll of 19 or 20.
fighter level.
Once you use this feature, you must finish a short or REMARKABLE ATHLETE
long rest before you can use it again. Starting at 7th level, you can add half your proficiency
bonus (round up) to any Strength. Dexterity, or
ACTION SURGE Constitution check you make that doesn't already use
your proficiency bonus.
Starting at 2nd level, you can push yourself beyond your
In addition, when you make a running long jump, the
normal limits for a moment. On your turn, you can take
distance you can cover increases by a number of feet
one additional action on top of your regular action and a
equal to your Strength modifier.
possible bonus action.

R -1 1 E..;
ADDITIONAL FIGHTING STYLE
At 10th level, you can choose a second option from the
Fighting Style class feature.

SUPERIOR CRITICAL
Starting at 15th level. your weapon attacks score a
critical hit on a roll of 18-20.

SURVIVOR
At 18th level, you attain the pinnacle of resilience in
battle. At the start of each of your turns, you regain hit
points equal to 5 + your Constitution modifier if you
have no more than half of your hit points left. You don't
gain this benefit if you have 0 hit points.

BATTLE MASTER
Those who emulate the archetypal Battle Master
employ martial techniques passed down through
generations. To a Battle Master, combat is an academic
field, sometimes including subjects beyond battle such
as weaponsmithing and calligraphy. Not every fighter
absorbs the lessons of history, theory, and artistry
that are reflected in the Battle Master archetype, but
those who do are well-rounded fighters of great skill
and knowledge.

COMBAT SUPERIORITY
When you choose this archetype at 3rd level, you
learn maneuvers that are fueled by special dice called
superiority dice.
Maneuvers. You learn three maneuvers of your
choice, which arc detailed under "Maneuvers" below.
Many maneuvers enhance an attack in some way. You
can use only one maneuver per attack.
You learn two additional maneuvers of your choice
at 7th, 10th, and 15th level. Each tisne you learn new
maneuvers. you can also replace one maneuver you
know with a different one.
Superiority Dice. You have four superiority dice,
which are d8s. A superiority die is expended when you
use it. You regain all of your expended superiority dice
when you finish a short or long rest.
You gain another superiority die at 7th level and one
more at 15th level.
Saving Throws. Some of your maneuvers require
your target to make a saving throw to resist the
maneuver's effects. The saving throw DC is calculated
as follows:
Maneuver save DC = 8 + your proficiency bonus +
your Strength or Dexterity modifier (your choice)

STUDENT OF WAR
At 3rd level, you gain proficiency with one type of
artisan's tools of your choice. 44,05 15 >IRT5t51.45ZKi5 Jr,1
•.f 1"
KNOW YOUR ENEMY
Starting at 7th level, if you spend at least 1 minute
observing or interacting with another creature outside
combat, you can learn certain information about its
capabilities compared to your own. The DM tells you if
the creature is your equal, superior, or inferior in regard
to two of the following characteristics of your choice:
• Strength score Maneuvering Attack. When you hit a creature with
• Dexterity score a weapon attack, you can expend one superiority
• Constitution score die to maneuver one of your comrades into a more
• Armor Class advantageous position. You add the superiority die to the
• Current hit points attack's damage roll, and you choose a friendly creature
• Total class levels (if any) who can see or hear you. That creature can use its
• Fighter class levels (if any) reaction to move up to half its speed without provoking
opportunity attacks from the target of your attack.
IMPROVED COMBAT SUPERIORITY Menacing Attack. When you hit a creature with a
At 10th level, your superiority dice turn into dlOs. At weapon attack, you can expend one superiority die to
18th level, they turn into d12s, attempt to frighten the target. You add the superiority
die to the attack's damage roll, and the target must
RELENTLESS make a Wisdom saving throw. On a failed save, it is
Starting at 15th level. when you roll initiative and frightened of you until the end of your next turn.
have no superiority dice remaining, you regain 1 Parry. When another creature damages you with a
superiority die. melee attack. you can use your reaction and expend one
superiority die to reduce the damage by the number you
MANEUVERS roll on your superiority die t your Dexterity modifier.
The maneuvers are presented in alphabetical order. Precision Attack. When you make a weapon attack
Commander's Strike. When you take the Attack roll against a creature, you can expend one superiority
action on your turn, you can forgo one of your attacks die to add it to the roll. You can use this maneuver
and use a bonus action to direct one of your companions before or after making the attack roll, but before any
to strike. When you do so, choose a friendly creature effects of the attack are applied.
who can see or hear you and expend one superiority die. Pushing Attack. When you hit a creature with
That creature can immediately use its reaction to make a weapon attack, you can expend one superiority
one weapon attack, adding the superiority die to the die to attempt to drive the target back. You add the
attack's damage roll. superiority die to the attack's damage roll, and if the
Disarming Attack. When you hit a creature with a target is Large or smaller, it must make a Strength
weapon attack, you can expend one superiority die to saving throw. On a failed save, you push the target up
attempt to disarm the target, forcing it to drop one item to 15 feet away from you.
of your choice that it's holding. You add the superiority Rally. On your turn, you can use a bonus action and
die to the attack's damage roll, and the target must expend one superiority die to bolster the resolve of one
make a Strength saving throw. On a failed save, it drops of your companions. When you do so, choose a friendly
the object you choose. The object lands at its feet. creature who can see or hear you. That creature gains
Distracting Strike. When you hit a creature with a temporary hit points equal to the superiority die roll +
weapon attack, you can expend one superiority die to your Charisma modifier.
distract the creature, giving your allies an opening. You Riposte. When a creature misses you with a melee
add the superiority die to the attack's damage roll. The attack, you can use your reaction and expend one
next attack roll against the target by an attacker other superiority die to make a melee weapon attack against
than you has advantage if the attack is made before the the creature. If you hit, you add the superiority die to the
start of your next turn. attack's damagc roll.
Evasive Footwork. When you move, you can expend Sweeping Attack. When you hit a creature with a
one superiority die, rolling the die and adding the melee weapon attack, you can expend one superiority
number rolled to your AC until you stop moving. die to attempt to damage another creature with the
Feinting Attack. You can expend one superiority die same attack. Choose another creature within 5 feet
and use a bonus action on your turn to feint, choosing of the original target and within your reach. If the
one creature within 5 feet of you as your target. You original attack roll would hit the second creature, it
have advantage on your next attack roll against that takes damage equal to the number you roll on your
creature. if that attack hits. add the superiority die to the superiority die. The damage is of the same type dealt by
attack's damage roll. the original attack.
Goading Attack. When you hit a creature with a Trip Attack. When you hit a creature with a weapon
weapon attack. you can expend one superiority die to attack, you can expend one superiority die to attempt
attempt to goad the target into attacking you. You add to knock the target down. You add the superiority die
the superiority die to the attack's damage roll, and to the attack's damage roll, and if the target is Large or
the target must make a Wisdom saving throw. On a smaller, it must make a Strength saving throw. On a
failed save, the target has disadvantage on all attack failed save, you knock the target prone.
roils against targets other than you until the end of
your next turn. ELDRITCH KNIGHT
Lunging Attack When you make a melee weapon The archetypal Eldritch Knight combines the martial
attack on your turn, you can expend one superiority die mastery common to all fighters with a careful study of
to increase your reach for that attack by 5 feet. If you hit, magic. Eldritch Knights use magical techniques similar
you add the superiority die to the attack's damage roll. to those practiced by wizards. They focus their study
i :E MONK
ei7.
Proficiency Martial Ki Unarmored
Level Bonus Arts Points Movement Features
1st +2 164 Unarmored Defense, Martial Arts
2nd +2 1d4 2 +10 ft. Ki, Unarmored Movement
3rd +2 1d4 3 +10 ft. Monastic Tradition, Deflect Missiles
4th +2 1d4 4 410 ft. Ability Score Improvement, Slow Fall
5th +3 1d6 5 +10 ft. Extra Attack, Stunning Strike
6th +3 1d6 6 +15 ft. Ki-Empowered Strikes, Monastic Tradition feature
7th +3 1d6 7 +15 ft. Evasion, Stillness of Mind
8th +3 1d6 8 +15 ft. Ability Score Improvement
9th +4 1d6 9 +15 ft. Unarmored Movement improvement
10th +4 1d6 10 +20 ft Purity of Body
11th +4 1d8 11 +20 ft. Monastic Tradition feature
Or' 12th +4 1d8 12 +20 ft. Ability Score Improvement
13th +5 1d8 13 +20 ft. Tongue of the Sun and Moon
14th +5 1c18 14 +25 ft. Diamond Soul
15th +5 1d8 15 +25 ft. Timeless Body
16th +5 1d8 16 +25 ft. Ability Score Improvement
17th +6 1d10 17 +25 ft. Monastic Tradition feature
18th +6 1d10 18 +30 ft. Empty Body
19th +6 1d10 19 +30 ft. Ability Score Improvement
4.420t;i +6 1410 20 +30 ft. Perfect Self

emerging only to serve as spies or assassins at the As a result of the structured life of a monastic
command of their leader, a noble patron, or some other community and the discipline required to harness ki,
mortal or divine power. monks are almost always lawful in alignment.
The majority of monks don't shun their neighbors,
making frequent visits to nearby towns or villages and QUICK BUILD
exchanging their service for food and other goods. As You can make a monk quickly by following these
versatile warriors, monks often end up protecting their suggestions. First, make Dexterity your highest
neighbors from monsters or tyrants. ability score, followed by Wisdom. Second, choose the
For a monk, becoming an adventurer means leaving hermit background.
a structured, communal lifestyle to become a wanderer.
This can be a harsh transition, and monks don't CLASS FEATURES
undertake it lightly. Those who leave their cloisters take
As a monk, you gain the following class features.
their work seriously, approaching their adventures as
personal tests of their physical and spiritual growth. HIT POINTS
As a rule, monks care little for material wealth and are Hit Dice: 1d8 per monk level
driven by a desire to accomplish a greater mission than Hit Points at 1st Level: 8 + your Constitution modifier
merely slaying monsters and plundering their treasure. Hit Points at Higher Levels: 1d8 (or 5) + your
Constitution modifier per monk level after 1st
CREATING A MONK
As you make your monk character, think about your PROFICIENCIES
connection to the monastery where you learned your Armor: None
skills and spent your formative years. Were you an Weapons: Simple weapons, shortswords
orphan or a child left on the monastery's threshold? Did Tools: Choose one type of artisan's tools or one
your parents promise you to the monastery in gratitude musical instrument
for a service performed by the monks? Did you enter Saving Throws: Strength, Dexterity
this secluded life to hide from a crime you committed? Skills: Choose two from Acrobatics, Athletics, History,
Or did you choose the monastic life for yourself? Insight, Religion, and Stealth
Consider why you left. Did the head of your monastery
choose you for a particularly important mission beyond EQUIPMENT
the cloister? Perhaps you were cast out because of You start with the following equipment, in addition to
some violation of the community's rules. Did you dread the equipment granted by your background:
leaving, or were you happy to go? Is there something
• (a) a shortsword or (b) any simple weapon
you hope to accomplish outside the monastery? Arc you
• (a) a dungeoneer's pack or (b) an explorer's pack
eager to return to your home?
- 10 darts
UNARMORED DEFENSE FLURRY OF BLOWS
Beginning at 1st level, while you are wearing no armor Immediately after you take the Attack action on your
and not wielding a shield, your AC equals 10 + your turn, you can spend I ki point to make two unarmed
Dexterity modifier + your Wisdom modifier. strikes as a bonus action.

PATIENT DEFENSE
MARTIAL ARTS
You can spend 1 ki point to take the Dodge action as a
At 1st level, your practice of martial arts gives you bonus action on your turn.
mastery of combat styles that use unarmed strikes and
monk weapons, which are shortswords and any simple STEP OF THE WIND
melee weapons that don't have the two-handed or You can spend I ki point to take the Disengage or Dash
heavy property. action as a bonus action on your turn. and your jump
You gain the following benefits while you are unarmed distance is doubled for the turn.
or wielding only monk weapons and you aren't wearing
armor or wielding a shield: UNARMORED MOVEMENT
• You can use Dexterity instead of Strength for the Starting at 2nd level, your speed increases by 10 feet
attack and damage rolls of your unarmed strikes and while you are not wearing armor or wielding a shield.
monk weapons. This bonus increases when you reach certain monk
• You can roll a d4 in place of the normal damage levels, as shown in the Monk table.
of your unarmed strike or monk weapon. This die At 9th level, you gain the ability to move along vertical
changes as you gain monk levels, as shown in the surfaces and across liquids on your turn without falling
Martial Arts column of the Monk table. during the move.
• When you usc the Attack action with an unarmed
strike or a monk weapon on your turn, you can make MONASTIC TRADITION
one unarmed strike as a bonus action. For example, if When you reach 3rd level, you commit yourself to a
you take the Attack action and attack with a quarter- monastic tradition: the Way of the Open Hand, the Way
staff, you can also make an unarmed strike as a bonus of Shadow, or the Way of the Four Elements, all detailed
action, assuming you haven't already taken a bonus at the end of the class description. Your tradition
action this turn. grants you features at 3rd level and again at 6th. 11th,
Certain monasteries use specialized Forms of the and 17th level.
monk weapons. For example, you might use a club
that is two lengths of wood connected by a short chain DEFLECT MISSILES
(called a nunchaku) or a sickle with a shorter, straighter Starting at 3rd level, you can use your reaction to
blade (called a kama). Whatever name you use for a deflect or catch the missile when you are hit by a ranged
monk weapon. you can use the game statistics provided weapon attack. When you do so, the damage you take
for the weapon in chapter 5. from the attack is reduced by 1d10 + your Dexterity
modifier + your monk level.
ICI If you reduce the damage to 0, you can catch the
Starting at 2nd level, your training allows you to missile if it is small enough for you to hold in one hand
harness the mystic energy of ki. Your access to this and you have at least one hand free. If you catch a
energy is represented by a number of ki points. Your missile in this way, you can spend 1 ki point to make a
monk level determines the number of points you have, ranged attack with the weapon or piece of ammunition
as shown in the Ki Points column of the Monk table. you just caught, as part of the same reaction. You make
You can spend these points to fuel various ki features. this attack with proficiency, regardless of your weapon
You start knowing three such features: Flurry of Blows, proficiencies, and the missile counts as a monk weapon
Patient Defense, and Step of the Wind. You learn more for the attack.
ki features as you gain levels in this class.
When you spend a ki point, it is unavailable until ABILITY SCORE IMPROVEMENT
you finish a short or long rest, at the end of which you When you reach 4th level, and again at 8th, 12th, 16th,
draw all of your expended ki back into yourself. You and 19th level, you can increase one ability score of your
must spend at least 30 minutes of the rest meditating to choice by 2, or you can increase two ability scores of
regain your ki points. your choice by 1. As normal, you can't increase an ability
Some of your ki features require your target to make score above 20 using this feature.
a saving throw to resist the feature's effects. The saving
throw DC is calculated as follows: SLOW FALL
Ki save DC — 8 + your proficiency bonus + Beginning at 4th level, you can use your reaction when
your Wisdom modifier you fall to reduce any falling damage you take by an
amount equal to five times your monk level.

}'ART 1.1 AY.S1


7S
EXTRA ATTACK During that time, you also have resistance to all damage
but force damage.
Beginning at 5th level, you can attack twice. instead of Additionally, you can spend 8 ki points to cast the
once, whenever you take the Attack action on your turn. astral projection spell, without needing material
components. When you do so, you can't take any other
STUNNING STRIKE creatures with you.
Starting at 5th level, you can interfere with the flow of
ki in an opponent's body. When you hit another creature PERFECT SELF
with a melee weapon attack, you can spend 1 ki point to At 20th level, when you roll for initiative and have no ki
attempt a stunning strike. The target must succeed on a points remaining, you regain 4 ki points.
Constitution saving throw or be stunned until the end of
your next turn.
MONASTIC TRADITIONS
KI—EMPOWERED STRIKES Three traditions of monastic pursuit are common in
the monasteries scattered across the multiverse. Most
Starting at 6th level, your unarmed strikes count as monasteries practice one tradition exclusively, hut a
magical for the purpose of overcoming resistance and few honor the three traditions and instruct each monk
immunity to nonmagical attacks and damage. according to his or her aptitude and interest. All threc
traditions rely on the same basic techniques. diverging
EVASION as the student grows more adept. Thus, a monk need
At 7th level, your instinctive agility lets you dodge choose a tradition only upon reaching 3rd level.
out of the way of certain area effects, such as a blue
dragon's lightning breath or a fireball spell. When you WAY OF THE OPEN HAND
are subjected to an effect that allows you to make a Monks of the Way of the Open Hand are the ultimate
Dexterity saving throw to take only half damage, you masters of martial arts combat, whether armed or
instead take no damage if you succeed on the saving unarmed. They learn techniques to push and trip their
throw, and only half damage if you fail, opponents. manipulate ki to heal damage to their
bodies, and practice advanced meditation that can
STILLNESS OF MIND protect them from harm.
Starting at 7th level, you can use your action to end one
effect on yourself that is causing you to be charmed OPEN HAND TECHNIQUE
or frightened. Starting when you choose this tradition at 3rd level,
you can manipulate your enemy's ki when you harness
PURITY OF BODY your own. Whenever you hit a creature with one of the
At 10th level, your mastery of the ki flowing through you attacks granted by your Flurry of Blows, you can impose
makes you immune to disease and poison. one of the following effects on that target:
• It must succeed on a Dexterity saving throw or be
TONGUE OF THE SUN AN D MOON knocked prone.
Starting at 13th level, you learn to touch the ki of other • It must make a Strength saving throw. If it fails, you
minds so that you understand all spoken languages. can push it up to 15 feet away from you.
Moreover, any creature that can understand a language • lt can't take reactions until the end of your next turn.
can understand what you say. WHOLENESS OF BODY
At 6th level, you gain the ability to heal yourself. As an
DIAMOND SOUL action, you can regain hit points equal to three times
Beginning at 14th level, your mastery of ki grants you
proficiency in all saving throws.
Additionally, whenever you make a saving throw and
fail, you can spend 1 ki point to reroll it and take the
second result.

TIMELESS BODY
At 15th level, your ki sustains you so that you suffer
none of the frailty of old age, and you can't he aged
magically. You can still die of old age, however. In
addition, you no longer need food or water.

EMPTY BODY
Beginning at 18th level, you can use your action to
spend 4 ki points to become invisible for 1 minute.
LEFT To QIGHTZ URUNKEN MASTER, KENSEI, AND SUN SOUL

MASTER MONASTIC TRADITIONS


During your studies, you were likely under the tutelage At 3rd level, a monk gains the Monastic Tradition fea—
of a master who imparted to you the precepts of the ture. The following options are available to a monk, in
order. Your master was the one most responsible for addition to those offered in the Player’s Handbook: the
shaping your understanding of the martial arts and your Way of the Drunken Master, the Way of the Kensei, and
attitude toward the world. What sort of person was your the Way of the Sun Soul.
master, and how did your relationship with your master
aflhctyou? WAY OF THE DRUNKEN MASTER
The Way of the Drunken Master teaches its students
MASTERS to move with the jerky, unpredictable movements of
d6 Master a drunkard. A drunken master sways, tottering on
1 Your master was a tyrant whom you had to defeat unsteady feet, to present what seems like an incompe-
in single combat to complete your instruction. tent combatant who proves frustrating to engage. The
2 Your master was kindly and taught you to pursue drunken master’s erratic stumbles conceal a carefully
executed dance of blocks, parries, advances, attacks,
the cause of peace.
and retreats.
3 Your master was merciless in pushing you to your
A drunken master often enjoys playing the fool to
limits. You nearly lost an eye during one especially
bring gladness to the despondent or to demonstrate
brutal practice session. humility to the arrogant, but when battle is joined, the
4 Your master seemed goodhearted while tutoring drunken master can be a maddening, masterful foe.
you, but betrayed your monastery in the end.
5 Your master was cold and distant. You suspect that WAY or THE DRUNKEN MASTER FEATURES
the two ofyou might be related. Monk Level Feature
6 Your master was kind and generous, never critical 3rd Bonus Proficiencies, Drunken Technique
ofyour progress. Nevertheless, you feel you never
6th Tipsy Sway
fully lived up to the expectations placed on you.
'l'lth Drunkard's Luck
17th Intoxicated Frenzy
_
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WAY or THE KENSEI
Monks of the Way of the Kensei train relentlessly with
their weapons, to the point where the weapon becomes
an extension of the body. Founded on a mastery of
sword fighting, the tradition has expanded to include
many different weapons.
A kensei sees a weapon in much the same way a cal-
ligrapher or painter regards a pen or brush. Whatever
the weapon, the kensei views it as a tool used to express
the beauty and precision of the martial arts. That such
mastery makes a kensei a peerless warrior is but a side
effect of intense devotion, practice, and study.

WAY OF THE KENSEI FEATURES


Monk Level Feature
3rd Path ofthe Kensei (2 weapons)
6th One with the Blade,
Path ofthe Kensei (3 weapons)
llth Sharpen the Blade,
BONUS PROFICIENCIES Path ofthe Kensei (4 weapons)
When you choose this tradition at 3rd level, you gain 17th Unerring Accuracy,
proficiency in the Performance skill if you don’t already Path ofthe Kensei (5 weapons)
have it. Your martial arts technique mixes combat train-
ing with the precision of a dancer and the antics of a PATH or THE KENSEI
jester. You also gain proficiency with brewer’s supplies if When you choose this tradition at 3rd level, your spe-
you don’t already have it. cial martial arts training leads you to master the use of
certain weapons. This path also includes instruction in
DRUNKEN TECHNIQUE the deft strokes of calligraphy or painting. You gain the
At 3rd level, you learn how to twist and turn quickly as following benefits.
part of your Flurry of Blows. Whenever you use Flurry Kensei Weapons. Choose two types of weapons to
of Blows, you gain the benefit of the Disengage action, be your kensei weapons: one melee weapon and one
and your walking speed increases by 10 feet until the ranged weapon. Each of these weapons can be any sim-
end of the current turn. ple or martial weapon that lacks the heavy and special
properties. The longbow is also a valid choice. You gain
TIPSY SWAY
proficiency with these weapons if you don’t already have
Starting at 6th level, you can move in sudden, swaying
it. Weapons of the chosen types are monk weapons for
ways. You gain the following benefits.
you. Many of this tradition’s features work only with
Leap to Your Feet. When you’re prone, you can stand
your kensei weapons. When you reach 6th, 11th, and
up by spending 5 feet of movement, rather than half
1'7th level in this class. you can choose another type of
your speed.
weapon—either melee or ranged—to be a kensei weapon
Redirect Attack. When a creature misses you with
for you. following the criteria above.
a melee attack roll, you can spend 1 ki point as a re-
Agile Parry. If you make an unarmed strike as part of
action to cause that attack to hit one creature of your
the Attack action on your turn and are holding a kensei
choice, other than the attacker, that you can see within 5
weapon, you can use it to defend yourself if it is a melee
feet of you.
weapon. You gain a +2 bonus to AC until the start of
DRUNKARD’S LUCK your next turn, while the weapon is in your hand and
Starting at llth level, you always seem to get a lucky you aren't incapacitated.
Kensei’s Shot. You can use a bonus action on your
bounce at the right moment. When you make an ability
check, an attack roll, or a saving throw and have disad- turn to make your ranged attacks with a kensei weapon
vantage on the roll, you can spend 2 ki points to cancel more deadly. When you do so, any target you hit with a
the disadvantage for that roll. ranged attack using a kensei weapon takes an extra 1d4
damage of the weapons type. You retain this benefit un—
INTOXICATED FRENZY til the end of the current turn.
At 17th level, you gain the ability to make an overwhelm- Way ofthe Brush. You gain proficiency with your
ing number of attacks against a group of enemies. When choice of calligrapher's supplies or painter's supplies.
you use your Flurry of Blows, you can make up to three
additional attacks with it (up to a total of five Flurry of ONE WITH THE BLADE
Blows attacks), provided that each Flurry of Blows at- At 6th level, you extend your ki into your kensei weap-
tack targets a different creature this turn. ons, granting you the following benefits.

t. ii ”I. li'l'fi' l3 1 E ' i l -\ [31.3.1 "l'iLl‘v-i '5.) l"! lt‘l T‘. H


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HERMIT d8 Life of Seclusion
You lived in seclusion—either in a sheltered community 5 I needed a quiet place to work on my art, literature,
such as a monastery, or entirely alone—for a formative music, or manifesto.
part of your life. In your time apart from the clamor of 6 I needed to commune with nature, far from civilization.
society, you found quiet, solitude, and perhaps some of 7 I was the caretaker of an ancient ruin or relic.
the answers you were looking for. 8 I was a pilgrim in search of a person, place, or relic of
Skill Proficiencies: Medicine, Religion spiritual significance.
Tool Proficiencies: Herbalism kit
Languages: One of your choice FEATURE: DISCOVERY
Equipment: A scroll case stuffed full of notes from your The quiet seclusion of your extended hermitage gave you
studies or prayers, a winter blanket, a set of common access to a unique and powerful discovery. The exact
clothes, an berbalism kit, and 5 gp nature of this revelation depends on the nature of your
seclusion. It might be a great truth about the cosmos,
LIFE OF SECLUSION the deities, the powerful beings of the outer planes, or
What was the reason for your isolation, and what the forces of nature. It could be a site that no one else
changed to allow you to end your solitude? You can work has ever seen. You might have uncovered a fact that has
with your DM to determine the exact nature of your long been forgotten, or unearthed some relic of the past
seclusion, or you can choose or roll on the table below to that could rewrite history. It might be information that
determine the reason behind your seclusion. would be damaging to the people who or consigned you
to exile, and hence the reason for your return to society.
d8 Life of Seclusion Work with your DM to determine the details of your
1 I was searching for spiritual enlightenment. discovery and its impact on the campaign.
2 I was partaking of communal living in accordance with
the dictates of a religious order. SUGGESTED CHARACTERISTICS

3 I was exiled for a crime I didn't commit. Some hermits are well suited to a life of seclusion,
4 I retreated from society after a life-altering event.
whereas others chafe against it and long for company.
Whether they embrace solitude or long to escape it. the
solitary life shapes their attitudes and ideals. A few are
driven slightly mad by their years apart from society.

d8 Personality Trait
1 I've been isolated for so long that I rarely speak,
preferring gestures and the occasional grunt.
2 1 am utterly serene, even in the face of disaster.
3 The leader of my community had something wise
to say on every topic, and l am eager to share
that wisdom.
4 I feel tremendous empathy for all who suffer.
5 I'm oblivious to etiquette and social expectations.
6 1 connect everything that happens to me to a grand,
cosmic plan.
7 I often get lost in my own thoughts and contemplation,
becoming oblivious to my surroundings.
8 I am working on a grand philosophical theory and love
sharing my ideas.

d6 ideal
1 Greater Good. My gifts are meant to be shared with all,
not used for my own benefit. (Good)
2 Logic. Emotions must not cloud our sense of what is
right and true, or our logical thinking. (Lawful)
Free Thinking. Inquiry and curiosity are the pillars of
progress. (Chaotic)
4 Power. Solitude and contemplation are paths toward
mystical or magical power. (Evil)
5 Live and Let Live. Meddling in the affairs of others only
causes trouble. (Neutral)
6 Self-Knowledge. If you know yourself, there's nothing
left to know. (Any)
cI6 Bond
does your family have among the other aristocrats of the
region? How do the common people regard them?
1 Nothing is more important than the other members of
What's your position in the family? Are you the heir
my hermitage, order, or association. to the head of the family? Have you already inherited
entered seclusion to hide from the ones who might the title? How do you feel about that responsibility? Or
still be hunting me. I must someday confront them. are you so far down the line of inheritance that no one
3 I'm still seeking the enlightenment I pursued in my cares what you do, as long as you don't embarrass the
seclusion, and it still eludes me. family? How does the head of your family feel about
4 I entered seclusion because I loved someone I could your adventuring career? Are you in your family's good
not have- graces, or shunned by the rest of your family?
5 Should my discovery come to light, it could bring ruin to Does your family have a coat of arms? An insignia you

the world. might wear on a signet ring? Particular colors you wear
all the time? An animal you regard as a symbol of your
6 My isolation gave me great insight into a great evil that
line or even a spiritual member of the family?
only I can destroy.
These details help establish your family and your title
as features of the world of the campaign.
d6 Flaw
1 Now that I've returned to the world, l enjoy its delights
Skill Proficiencies: History, Persuasion
Tool Proficiencies: One type of gaming set
a little too much.
Languages: One of your choice
2 I harbor dark, bloodthirsty thoughts that my isolation
Equipment: A set of fine clothes, a signet ring, a scroll
and meditation failed to quell-
of pedigree, and a purse containing 25 gp
3 I am dogmatic in my thoughts and philosophy.
4 I let my need to win arguments overshadow FEATURE: POSITION OF PRIVILEGE
friendships and harmony. Thanks to your noble birth, people are inclined to
5 I'd risk too much to uncover a lost bit of knowledge. think the best of you. You are welcome in high society,
6 I like keeping secrets and won't share them with and people assume you have the right to be wherever
anyone.
you are. The common folk make every effort to
accommodate you and avoid your displeasure, and other
people of high birth treat you as a member of the same
OTHER HERMITS
social sphere. You can secure an audience with a local
This hermit background assumes a contemplative sort
noble if you need to.
of seclusion that allows room for study and prayer. If you
want to play a rugged wilderness recluse who lives off SUGGESTED CHARACTERISTICS
the land while shunning the company of other people, Nobles are born and raised to a very different lifestyle
look at the outlander background. On the other hand, if than most people ever experience, and their personalities
you want to go in a more religious direction, the acolyte reflect that upbringing. A noble title comes with a
might be what you're Looking for. Or you could even be a plethora of bonds—responsibilities to family, to other
charlatan, posing as a wise and holy person and Letting nobles (including the sovereign), to the people entrusted
pious fools support you. to the family's care, or even to the title itself. But this
responsibility is often a good way to undermine a noble.
NOBLE
You understand wealth, power, and privilege. You d8 Personality Trait
carry a noble title, and your family owns land, collects 1 My eloquent flattery makes everyone I talk to feel
taxes, and wields significant political influence. You like the most wonderful and important person in the
might be a pampered aristocrat unfamiliar with world.
work or discomfort, a former merchant just elevated 2 The common folk love me for my kindness and
to the nobility, or a disinherited scoundrel with a generosity.
disproportionate sense of entitlement. Or you could be
3 No one could doubt by looking at my regal bearing that
an honest, hard-working landowner who cares deeply
I am a cut above the unwashed masses.
about the people who live and work on your land, keenly
aware of your responsibility to them. 4 I take great pains to always look my best and follow the
Work with your DM to come up with an appropriate latest fashions.
title and determine how much authority that title 5 I don't like to get my hands dirty, and I won't be caught
carries. A noble title doesn't stand on its own—it's dead in unsuitable accommodations.
connected to an entire family, and whatever title you 6 Despite my noble birth, i do not place myself above
hold, you will pass it down to your own children. Not other folk. We all have the same blood.
only do you need to determine your noble title, but you 7 My favor, once lost, is lost forever.
should also work with the DM to describe your family 8 If you do me an injury, I will crush you, ruin your name,
and their influence on you.
and salt your fields.
Is your family old and established, or was your title
only recently bestowed? How much influence do they
wield, and over what area? What kind of reputation

i [IN \:,,3115 ,,f . n.C.P.Oi N7,1


125

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