Professional Documents
Culture Documents
12 +4 Strength
____ Burglary. Finding what you seek often means
+1 Dexterity
____ finding a way into places where you’re not
11
Hit Point Maximum ____________________________
+1 +3 Constitution
____ supposed to be.
+0 Intelligence
____
-1 Wisdom Temporary Hit Miserable
Constitution ____ Points Hope
-1 Corruption
____ I know that the Shadow will tremble the day we
13
+3
____ Charisma recover a lost relic.
+1
Skills Hit Dice Death Saves
Intelligence Despair
+1 Acrobatics (Dex)
____ Successes
I’m certain that when I find what I am looking for
11 -1 Animal Handling (Wis)
____ 1d10 per Warrior level Failures
Total _______________ that it will be something that was better left alone.
+4 Athletics (Str)
____
+0 +3 Deception (Cha)
____
+0 History (Int)
____ Attacks Features, Traits, and Virtues
Wisdom +1 Insight (Wis)
____ Name Atk Bonus Damage/Type
8 +5 Intimidation (Cha)
____ Lore of the Lost. When you hear about a new
Broadsword +4 1d8+2 slashing
+2 Investigation (Int)
____ region or ruin for the first time, you probably know
-1 +2 Lore (Int)
____ Short Bow* +5 1d6+1 piercing at least a bit of lore about it and where you can
-1 Medicine (Wis)
____ likely find even more information. (See page 140)
Charisma +0 Nature (Int)
____ Second Wind. On your turn, use a bonus action
16 -1 Perception (Wis)
____ to regain hit points equal to 1d10 + your Warrior
*You can shoot your short bow 80 feet, or up to
+3 Performance (Cha)
____ level. You must finish a short or long rest before
320 feet with Disadvantage on the attack roll.
+3 +3 Persuasion (Cha)
____ you can use it again. (See page 92)
Archery. You gain a +2 bonus to attack rolls
+0 Riddle (Int)
____ you make with ranged weapons. This benefit is
Shadow +0 Shadow-lore (Int)
____
+1 Sleight of Hand (Dex) included in your ranged weapon bonus.
____ Cultural Virtue: Swordmaster. You have
Permanent +1 Stealth (Dex)
____ learned to fight defensively using your weapon
-1 Survival (Wis)
____ to full advantage. When fighting with either
+0
____ Traditions (Int) a broadsword or a long sword you add your
Proficiency Bonus to your AC.
14 +3
____ Strength Enemy-lore. You focus much of your efforts
+4 Dexterity
____ against a single enemy, the one that vexes your
9
Hit Point Maximum ____________________________
+2 +1 Constitution
____ master.
+0 Intelligence
____
-1 Wisdom Temporary Hit Miserable
Constitution ____ Points Hope
12 -1 Corruption
____ I would place myself in danger for a friend.
+4 Charisma
____
+1
Skills Hit Dice Death Saves
Intelligence Despair
+2 Acrobatics (Dex)
____ Successes
I know that when the agents of the Shadow come, I
10 -1 Animal Handling (Wis)
____ 1d8 per Warden level Failures
Total _______________ will be amongst the first to fall.
+5
____ Athletics (Str)
+0 +2 Deception (Cha)
____
+0 History (Int)
____ Attacks Features, Traits, and Virtues
Wisdom +1 Insight (Wis)
____ Name Atk Bonus Damage/Type
9 +4 Intimidation (Cha)
____
Short Sword +5 1d8+2 slashing Inseparable. You are always close at hand when
+0 Investigation (Int)
____ your master is concerned, though your presence is
-1 +0 Lore (Int)
____ Dagger* +5 1d6+3 piercing often ignored. (See page 121)
-1 Medicine (Wis)
____ Warden’s Gift. You can inspire others. You have
+0 Great Bow** +2 1d8+2 piercing
Charisma ____ Nature (Int) one Gift Die (d6) which you can grant to another
14 +1 Perception (Wis)
____ hero. The can use it on an ability check, attack roll
+2 Performance (Cha) *You can throw your dagger 20 feet, or up to 60
____ or saving throw. (See page 87)
+2 Persuasion (Cha) feet with Disadvantage on the attack roll.
+2 ____ Ever Watchful. You can make a DC 12
**You can shoot your great bow 150 feet, or up to
+0 Riddle (Int)
____ Intelligence (Investigation) check to learn local
+0 Shadow-lore (Int) 600 feet with Disadvantage on the attack roll.
Shadow ____ rumours and about the high and mighty. (See page
+2 Sleight of Hand (Dex)
____ 87)
Permanent +2 Stealth (Dex)
____
+1 Survival (Wis)
____ Cultural Virtue: Night-goer. At night you can
+2 Traditions (Int)
____ slip into a dream-like state to explore the area
within three days of travel as a spirit bear. Any
damage you take in bear form is transferred to
11 Passive Perception (wisdom)
Equipment
you when you awake, and you must take a long
G Brightly coloured travelling cloak, rest before you use this ability again. (See pages
travelling gear for the current season, 102-103)
Other proficiencies & languages
backpack, belt, dagger, boots,
Proficiencies: Light armour, shields, simple S 14 necklace of orc-teeth, short sword,
weapons, broadswords, long swords, and short great bow with a quiver of 20 arrows,
swords. leather corslet and shield.
C
Languages: You can speak the Vale of Anduin
Tongue – an archaic version of the Common
Speech, closely related to Dalish.
Angry: You have proficiency in Intimidation.
(Already marked, see page 35)
Beli
When you were a child, your father went
north to find the hoard of an ancient
Dragon and never returned. In his absence,
you honed your skills preparing to follow him
on the road to adventure and now you think the
day has arrived to take up the challenge: you are
clever, well-equipped and without fear - you are
ready to go and seek what secret treasures are still
hidden in the remote corners of the world.
14 +1
____ Strength Dark Secrets. You are certain that your dreams
+4 Dexterity
____ touch the Shadow. You are learning all that you
11
Hit Point Maximum ____________________________
+2 +3 Constitution
____ can about it.
+3 Intelligence
____
+0 Wisdom Temporary Hit Miserable
Constitution ____ Points Hope
17 +0 Corruption
____ I am destined to strike a mortal blow against the
-1 Charisma
____ Shadow.
+3
Skills Hit Dice Death Saves
Intelligence Despair
+2 Acrobatics (Dex)
____ Successes
1d8 per Treasure I believe my dreams are being fed by the Shadow;
13 +0 Animal Handling (Wis)
____ Hunter level Failures
Total _______________ they are leading me to my doom.
+3 Athletics (Str)
____
+1 -1 Deception (Cha)
____
+0 History (Int)
____ Attacks Features, Traits, and Virtues
Wisdom +0 Insight (Wis)
____ Name Atk Bonus Damage/Type
10 +3 Intimidation (Cha)
____
Short Sword +4 1d6+2 piercing Foreknowledge. Your dreams often grant you
+3 Investigation (Int)
____ riddles, verses and visions that not only directly
+0 +3 Lore (Int)
____ Dagger* +4 1d4+2 piercing aid you on your quest but also tangentially give
+0 Medicine (Wis)
____ you an insight into people and places that may
Short Bow** +4 1d6+2 piercing
Charisma +0 Nature (Int)
____ only be peripherally related to your dream. (See
8 +0 Perception (Wis)
____ page 129)
-1 Performance (Cha) *You can throw your dagger 20 feet, or up to 60
____ Nightvision. You can see in up to 60 feet in dim
-1 Persuasion (Cha) feet with Disadvantage on the attack roll.
-1 ____ light as if it was bright light but cannot see in the
+5 **You can shoot your bow 80 feet, or up to 320 feet
____ Riddle (Int) dark. (See page 40)
+1 Shadow-lore (Int) with Disadvantage on the attack roll.
Shadow ____ Dwarven Resilience. You have Advantage on
+4 Sleight of Hand (Dex) Sneak Attack. You know how to exploit a foe’s
____ saving throws against poison, and you have
+2 Stealth (Dex) distraction. Once a turn, if you have Advantage
Permanent ____ Resistance against poison damage.
or an active enemy of the target is within 5 feet of
+0 Survival (Wis)
____ Stonecunning. Whenever you make an
+1 Traditions (Int) it and you don’t have Disadvantage you deal 1d6
____ Intelligence (History) ability check related
extra damage (See page 77).
to the origin of stonework, you are considered
proficient in the History skill and add double your
10 Passive Perception (wisdom)
Equipment
Proficiency Bonus to the check. (See page 40)
G Leather jerkin, short sword, short Expertise. You double your Proficiency Bonus
bow with a quiver of 20 arrows, two for Intimidation and Riddle. The benefit is
Other proficiencies & languages
daggers, fur-lined travelling cloak, already included in your scores. (See page 77)
Proficiencies: Light armour, shields, axes, simple S 68 travelling gear for the current season,
weapons, broadswords, great axes, warhammers; bedroll, ornamented walking stick,
miner’s tools, smith’s tools, thieves’ tools. backpack, comfortable boots, a gold Cultural Virtue: None.
C
Languages: You can speak, read, and write Dalish, coin from the hoard of Smaug the
the tongue of the Bardings. You can also speak, read Magnificent, a fine beard comb and
and write the secret language of your people, which mirror.
has never been shared with any others.
Dwarven Combat Training, Tool Proficiency,
Road Wisdom: See proficiencies above. (page 40)
Standard of Living Rich
- elves -
of
mirkwood
Caranthiel
Many decades have passed since the last time you left the
halls of your King to once again breathe the air of what used
to be Greenwood the Great. In the hallowed silence of your
underground dwelling you studied the lives of those who
fought the darkness before your time, secretly hoping
that you would return to see the Moon wane on a world
already free from the Shadow. But your dreams
were obviously just that, dreams.
16 +1
____ Strength Story-telling. You’ve heard many stories while on
+3 Dexterity
____ the road and you have a gift for imparting them
12
Hit Point Maximum ____________________________
+3 +4 Constitution
____ to others.
+0 Intelligence
____
+0 Wisdom Temporary Hit Miserable
Constitution ____ Points Hope
15 +0 Corruption
____ If you only live at home, then you have never truly
+1 Charisma
____ lived.
+2
Skills Hit Dice Death Saves
Intelligence Despair
+3 Acrobatics (Dex)
____ Successes
I can never forge strong bonds; I’m always on the
10 +3 Animal Handling (Wis)
____ 1d10 per Wanderer level Failures
Total _______________ move.
-1 Athletics (Str)
____
+0 +1 Deception (Cha)
____
+0 History (Int)
____ Attacks Features, Traits, and Virtues
Wisdom +1 Insight (Wis)
____ Name Atk Bonus Damage/Type
13 +1 Intimidation (Cha)
____
Short sword +5 1d6+3 slashing Weather Lore. As a seasoned traveller you have
+0 Investigation (Int)
____ an uncanny ability to predict the weather. (See
+1 +0 Lore (Int)
____ Short Bow* +5 1d6+3 piercing page 133)
+1 Medicine (Wis)
____ Resilient. You have Advantage on saving throws
Charisma +0 Nature (Int)
____ against Corruption. (See page 47)
13 +3 Perception (Wis)
____ Unobtrusive. You can hide behind creatures
+1 Performance (Cha) *You can shoot your short bow 80 feet, or up to
____ only one size larger than you. (See page 47)
+1 Persuasion (Cha) 320 feet with Disadvantage on the attack roll.
+1 ____ Known Lands. When in your chosen regions,
+0 Riddle (Int)
____ the DC of personal Journey Event tests is at -2.
Shadow +0 Shadow-lore (Int)
____ If you’re the Guide and travelling in your regions,
+3 Sleight of Hand (Dex)
____ the Peril Rating is reduced by 2. You have
Permanent +5 Stealth (Dex)
____ Advantage for Blighted areas. You cannot get lost.
+3 Survival (Wis)
____ You know at least one place in each region to take
+2 Traditions (Int)
____ a long rest. You have Advantage on Stealth checks
in the region. When tracking others, you know
their numbers and when they passed through. (See
13 Passive Perception (wisdom)
Equipment
page 82)
G Corslet of mail, short sword, shield, Ways of the Wild. You have Advantage on
short bow with a quiver of 20 arrows, Survival checks to track others in the wilderness.
Other proficiencies & languages
fur-lined travelling cloak, travelling If you serve as Guide, you also assume all vacant
Proficiencies: Light armour, medium armour, S 23 gear for the current season, bedroll, journey roles. (See page 82-83)
shields, simple weapons, martial weapons, pipes, backpack, comfortable boots, a fine
cartographer’s tools. walking stick, pipe and pipeweed. Cultural Virtue: None.
C
Languages: You can speak, read, and write the
Common Speech.
Noble Pursuits, Hobbit Elusiveness: These
proficiencies are included above. (See page 47)
G Hide armour, great axe, traveling Cultural Virtue: Hound of Mirkwood. You
cloak, travelling gear for the current have trained a wolfhound to be your loyal
Other proficiencies & languages
season, belt dagger and a hunting companion. It has AC 14, Perception +5, 4 hit
Proficiencies: Light armour, medium armour, S 8 trap. points. It has Advantage on Perception checks that
shields, simple weapons, martial weapons. rely on hearing and smell, and a passive Perception
Languages: You can speak the Vale of Anduin of 15. You gain Advantage on Perception checks
C
Tongue – an archaic version of the Common of your own and double your Proficiency Bonus
Speech, closely related to Dalish. (already indicated). In combat, your Hound can
Bite (+5 to hit, 6 (1d6+3) piercing damage), DC
11 Strength saving throw for small or medium
creatures, or Disadvantage on next attack) but
requires your attack to do so. (See page 116)
Standard of Living Frugal