Oot-Regis is a 4th level lightfoot halfling bard with a +2 Dexterity ability score bonus and +1 Charisma bonus. He has skills in athletics, survival, and plays the lute. Ellyjobel is a 4th level forest gnome druid with +2 Intelligence and +1 Dexterity. She has animal handling and survival skills and can use minor illusions. Both characters have appropriate equipment for their classes.
Oot-Regis is a 4th level lightfoot halfling bard with a +2 Dexterity ability score bonus and +1 Charisma bonus. He has skills in athletics, survival, and plays the lute. Ellyjobel is a 4th level forest gnome druid with +2 Intelligence and +1 Dexterity. She has animal handling and survival skills and can use minor illusions. Both characters have appropriate equipment for their classes.
Oot-Regis is a 4th level lightfoot halfling bard with a +2 Dexterity ability score bonus and +1 Charisma bonus. He has skills in athletics, survival, and plays the lute. Ellyjobel is a 4th level forest gnome druid with +2 Intelligence and +1 Dexterity. She has animal handling and survival skills and can use minor illusions. Both characters have appropriate equipment for their classes.
Oot-Regis, the Lightfoot Halfling Bard (College of Lore) Outlander
2nd and a ½ of 🏹 Dexterity A.S. +2 🩸 Hit die: d8 (+Constitution modifier) 🏆 Skill proficiencies: athletics, Hilltopple 🎭 Charisma A.S. +1 🎭 Primary ability: Charisma survival 🥾 Base walking speed = 25 💰 Starting wealth: 5d4 x 10gp 🧰 Tool proficiencies: one type of Level 4 ft. ✨ Proficiencies: musical instrument can increase one 🍀 Luck: if you roll a 1 on an 🛡 Armor: Light Armor 📣 Languages: Deep speech AS by 2 points, or attack roll, ability check or ⚔ Weapons: Simple weapons, hand 📦 Equipment: 2 AS by one point saving throw, you can reroll 🎖 Staff [arcane focus – 5gp] a crossbows, longswords, rapiers, the die (must use new roll) shortswords staff can be used as a 🩸 20 HP 🦁 Brave: advantage on saving 🧰 Tools: 3 instruments (N.B. instrument quarterstaff 🛡 13 AC throws against being can be used as arcane focus) 🐻 Hunting trap: bear trap [wearing leather frightened ☂ Saving throws: dexterity, charisma 💀 Trophy from animal killed armor] 📣 Languages: Common, 🏆 Skills: acrobatics, stealth x2 🧥 Set of traveler’s clothes 👀 11 PP Halfling 💰 Pouch with 10gp 🎲 Bardic Inspiration (use bonus action to 🦹 Naturally stealthy: can choose creature within 60 ft., creature 🌍 Excellent memory for maps & attempt to hide even when gains d6 Bardic Inspiration die, can roll die geography obscured only by a creature within 10 minutes and add number to an that is at least one size ability check, attack roll, or saving throw) – larger than you use this number of time equal to charisma modifier (minimum 1) [Ghostwise halfling] 👷 Jack of All Trades (can add ½ of proficiency 🦉 Wisdom A.S. +1 bonus, rounded down, to ability checks if 📣 Can speak telepathically to not already proficient) any creature within 30 ft. 🪕 Song of Rest (use music to revitalize allies (only one creature at a during short rest – those creatures regain time; only if you share a extra 1d6 hit points) language) 🪕 College of Lore: Cutting Words (use reaction on creature you can see within 60 ft.- it has to subtract Bardic Inspiration die) 🪕 College of Lore: gain 3 skill proficiencies - deception, perception, persuasion x2 📦 Equipment: 🎖 Rapier: 1d8 piercing; finesse 🎒 Entertainer’s pack § Backpack § Bedroll § 2 costumes § 5 candles § 5 days of rations § A waterskin § A disguise kit 🎸 Lute 🛡 Leather Armor: AC = 11 + Dex modifier 🎖 Dagger: simple melee weapon; 1d4 bludgeoning damage; finesse [choose Strength or Dexterity modifier for attack and damage rolls]; light; thrown (range 20/60) 💫 Spells: ⚡ Spellcasting ability = charisma ⚡ Cantrips known: 3 (see character sheet) ⚡ Spells known: 7 (see character sheet) – can replace 1 known spell when you level up (in addition to learning new spells) ⚡ Four 1st-level spell slots; Three 2nd-level spells slots ⚡ Spell save DC = 8 + proficiency bonus [2] + Charisma modifier [1] = 11 ⚡ Spell attack modifier = proficiency bonus [2] + Charisma modifier [1] = 3 Ellyjobel Forest Gnome Druid Folk Hero (Hippydippy) 💡 Intelligence A.S. +2 🩸 Hit die: d8 (+Constitution modifier) 🏆 Skill proficiencies: animal Timbers 🏹 Dexterity A.S. +1 🦉 Primary ability: Wisdom handling, survival 🥾 Base walking speed = 25 ft. 💰 Starting wealth: 2d4 x 10gp 🧰 Tool proficiencies: one type of Level 4 👁 Darkvision – can see in dim 📣 Language: Druidic artisan’s tools, vehicles (land) can increase one light within 60 ft. ✨ Proficiencies: 📦 Equipment: AS by 2, or 2 AS 🧰 Cook’s utensils by one ☂ Gnome cunning: advantage 🛡 Armor: Light armor, medium armor, 🥄 Shovel 🩸 22 HP on all Intelligence, Wisdom shields (but not metal armor/shields) 🍵 Iron pot 🛡 12 AC and Charisma saving ⚔ Weapons: Clubs, daggers, darts, 👕 Set of common clothes [wearing leather throws against magic javelins, maces, quarterstaffs, 💰 Pouch containing 10gp armor] 📣 Languages: Common, scimitars, sickles, slings, spears 🏠 “You can find a place to hide, 👀 13 PP Gnomish 🧰 Tools: Herbalism Kit rest, or recuperate among other 💫 Minor illusion cantrip ☂ Saving throws: Intelligence, Wisdom commoners, unless you have (intelligence is spellcasting 🏆 Skills: nature, insight shown yourself to be a danger to ability) 🐾 Wild Shape (can do this 2x/short or long them. They will shield you from 🐿 Speak with small beasts rest; can use action to assume shape of the law or anyone else searching beast you have seen before, based on druid for you, though they will not risk level (4th level = ½ max CR; no flying speed); their lives for you.” can stay in shape for hours = ½ of druid level; Str/Dex/Con/HP replaced by beast stats) 🟢 Druid Circle: Circle of the Land [Forest]: extra cantrip, Natural Recovery (recover spell slots during short rest, up to ½ of druid level; only once per long rest); spells (at 3rd level): barkskin, spider climb 📦 Equipment: 🎖 Javelin (1d6 piercing; thrown range 30/120) 🎖 Scimitar (1d6 slashing; finesse; light) 🛡 Leather Armor: AC = 11 + Dex modifier 🎒 Explorer’s pack § Backpack § Bedroll § Mess kit § Tinderbox § 10 torches § 10 days of rations § Waterskin § 50 ft. of hempen rope 🔮 A Druidic focus: staff (quarterstaff) 💫 Spells: ⚡ Spellcasting ability = Wisdom ⚡ Cantrips known: 4 (incl. extra Cantrip from Druid Circle - see character sheet) ⚡ Spells Known/Prepared: [Wisdom Modifier (3) + Druid Level (4)] = 7 (see character sheet) – can change list of prepared spells after a long rest ⚡ Four 1st-level spell slots; Three 2nd-level spell slots ⚡ Spell save DC = 8 + proficiency bonus [2] + Wisdom modifier [3] = 13 ⚡ Spell attack modifier = proficiency bonus [2] + Wisdom modifier [3] = 5 Warkas Forest Gnome Warlock Charlatan Wobbleheart 💡 Intelligence A.S. +2 🎻 Patron: Hyrsam, the Prince of Fools 🏆 Skill proficiencies: deception, 🏹 Dexterity A.S. +1 (Archfey) à lets you choose from an sleight of hand Level 4 🥾 Base walking speed = 25 ft. expanded list of spells when you learn a 🧰 Tool proficiencies: disguise kit, can increase one 👁 Darkvision – can see in dim warlock spell forgery kit AS by 2, or 2 AS light within 60 ft. o Fey Presence: can “project the beguiling 📦 Equipment: by one ☂ Gnome cunning: advantage and fearsome presence of the fey” as an 👔 A set of fine clothes on all Intelligence, Wisdom action – causes each creature in a 10- 🧰 A disguise kit and Charisma saving foot cube originating from you to make 🃏 A deck of marked cards 🩸 13 HP throws against magic a Wisdom saving throw against your 💰 Pouch with 15 gp 🛡 14 AC 📣 Languages: Common, warlock spell save DC (if they fail, they 🦹 “You have created a second [wearing leather Gnomish are charmed or frightened (your choice) identity that includes armor] 💫 Minor illusion cantrip until the end of your next turn) documentation, established 👀 11 PP 🩸 Hit die: d8 (+Constitution modifier) (intelligence is spellcasting acquaintances, and disguises that ability) 🎭 Primary ability: Charisma allow you to assume that 🐿 Speak with small beasts 💰 Starting wealth: 4d4 x 10gp persona. Additionally, you can ✨ Proficiencies: forge documents including 🛡 Armor: Light armor official papers and personal ⚔ Weapons: Simple weapons letters, as long as you have seen 🧰 Tools: None an example of the kind of ☂ Saving throws: Wisdom, Charisma 🏆 Skills: deception, investigation document or the handwriting 🧙 Eldritch Invocations: (i) Mask of Many you are trying to copy.” Faces, (ii) Repelling Blast 🎻 Pact boon: Pact of the Tome – 3 extra cantrips stored in Book of Shadows 📦 Equipment: 🎖 Light crossbow and 20 bolts: 1d8 piercing, need ammunition (range 80- 320), loading, two-handed 🔮 An arcane focus [crystal] 🎒 Scholar’s pack § Backpack § Book of lore § Bottle of ink § Ink pen § 10 sheets of parchment § Little bag of sand § Small knife 🛡 Leather armor: Leather Armor: AC = 11 + Dex modifier 🎖 Dart: 1d4 piercing damage each; finesse; thrown (range 20/60) 🎖 Two Daggers: 1d4 piercing damage each; finesse; light; thrown (range 20/60) 💫 Spells: ⚡ Spellcasting ability = Charisma ⚡ Cantrips known: 3 (see character sheet) ⚡ Spells known: 5 (see character sheet) – can replace 1 known spell when you level up (in addition to learning new spells) ⚡ Invocations known: 2 ⚡ Two 2nd-level spell slots ⚡ Spell save DC = 8 + proficiency bonus [2] + Charisma modifier [0] = 10 ⚡ Spell attack modifier = proficiency bonus [2] + Charisma modifier [0] = 2 Ailwyn (“Elf or Half-Elf Wizard Guild Artisan magical being, 🎭 Charisma A.S. +2 🩸 Hit die: d6 (+Constitution modifier) 🏆 Skill proficiencies: insight, friend”) 💡 Intelligence A.S. +1 💡 Primary ability: Intelligence persuasion 🩸 Constitution A.S. +1 💰 Starting wealth: 4d4 x 10gp 🧰 Tool proficiencies: one type of Level 4 🥾 Base walking speed = 30 ft. ✨ Proficiencies: artisan’s tools [pg. 145] can increase one 👁 Darkvision – can see in dim 🛡 Armor: None 📣 Languages: Dwarvish AS by 2, or 2 AS light within 60 ft. ⚔ Weapons: Daggers, darts, slings, 📦 Equipment: by one ☂ Fey ancestry: advantage on 🧰 A set of artisan’s tools (one quarterstaffs, light crossbows saving throws against being 🧰 Tools: None of your choice [pg. 145] charmed; magic can’t put ☂ Saving throws: Intelligence, Wisdom 📜 Letter of introduction from 🩸 18 HP you to sleep 🏆 Skills: Arcana, Investigation your guild 🛡 11 AC 📣 Languages: Common, 🧥 Set of traveler’s clothes 📦 Equipment: 👀 11 PP Elvish, Deep Speech 💰 Pouch containing 15 gp 🎖 Dagger: 1d4 piercing damage; finesse; 🏆 Skill proficiency: arcana, light; thrown (range 20/60) 🏛 Benefits of Guild Membership: investigation 🔮 Arcane focus: Quarterstaff: 1d6 lodging/food from guild bludgeoning damage; versatile (1d8) members, central place to meet 🎒 Explorer’s pack other members/patrons/allies, § Backpack political power à must pay dues § Bedroll of 5gp/month § Mess kit § Tinderbox § 10 torches § 10 days of rations § Waterskin § 50 ft. of hempen rope 📒 A spellbook § Must copy spells into spellbook (takes 2 hours and 50 gp [material components: paper and ink] per spell) 💫 Arcane Recovery (can regain spell slots up to ½ of wizard level after short rest) 💫 Arcane Tradition: School of Divination [clearer understanding of past, present, and future] ⚡ Divination Savant: gold & time to copy spells is halved ⚡ Portent: 2 foretelling rolls (after long rest) 💫 Spells: ⚡ Spellcasting ability = intelligence ⚡ Cantrips known: 4 (see character sheet) ⚡ Spells known: Spellbook with six 1st- level wizard spells of your choice (see character sheet) ⚡ Spells Prepared: [Intelligence Modifier (3) + Wizard Level (3)] = 6 (see character sheet) – can change list of prepared spells after a long rest ⚡ Four 1st-level spell slots; Three 2nd-level spell slots ⚡ Spell save DC = 8 + proficiency bonus [2] + intelligence modifier [3] = 13 ⚡ Spell attack modifier = proficiency bonus [2] + intelligence modifier [3] = 5 Ront Half-Orc Monk Hermit 🥊 Strength A.S. +2 🩸 Hit die: d8 (+Constitution modifier) 🏆 Skill proficiencies: medicine, Level 4 🩸 Constitution A.S. +1 🏹🦉Primary ability: Dexterity & Wisdom religion [changing?] can increase one 🥾 Base walking speed = 40 ft. 💰 Starting wealth: 5d4gp 🧰 Tool proficiencies: herbalism kit AS by 2, or 2 AS (incl. unarmored mvmt) 🌀 Martial arts [while unarmed or wielding 📣 Languages: Goblin by one 👁 Darkvision – can see in dim only monk weapons à Punch]: 1d4 📦 Equipment: light within 60 ft. o Can use Dexterity instead of Strength for 📜 A scroll case stuffed full of 😈 Menacing: proficiency in attack and damage rolls notes from your studies 🩸 26 HP Intimidation ❄ A winter blanket 🛡 16 AC [incl. 👻 Relentless endurance: o When you attack with unarmed 👕 A set of common clothes +3 Unarmored when HP reduced to 0 (but strike/monk weapon, you can make one 🌿 An herbalism kit Defense] not killed), can drop to 1 HP unarmed strike as bonus action 💰 5 gp 👀 13 PP instead [can only use once 🌀 Ki Points: equal to level [4]; regained after • Discovery feature TBD per long rest] short/long rest 🎲 Savage attacks: “when you à Ki save DC = 8 + proficiency bonus [2] + score a critical hit with a Wisdom modifier [3] melee weapon attack, you à Flurry of Blows (1 ki): make 2 unarmed can roll one of the strikes as bonus action weapon’s damage dice one à Patient Defence (1 ki): take Dodge action additional time and add it as bonus action to the extra damage of the à Step of the Wind (1 ki): Disengage or critical hit” Dash as bonus action, and jump distance is 📣 Languages: Common, Orc doubled for the turn 🌀 Unarmored Mvmt: speed increases by 10 ft. while not wearing armor/shield 🌀 Monastic Tradition: Way of the Sun Soul à Radiant Sun Bolt: ranged spell attack, range 30 ft., proficient, add dex mod, 1d4 radiant damage (damage die changes with level), can use ki point to do this attack again as bonus action 🌀 Deflect Missiles: use reaction to deflect/catch missile when hit by ranged weapon attack – damage you take is reduced by 1d10 + Dex. Mod. + monk level – if damage is reduced to 0, you can catch the missile and use one ki point to make ranged attack (part of same reaction) with proficiency – the missile counts as a monk weapon (1d4 + Dex/Str mod) 🌀 Slow Fall: use reaction to reduce fall damage by [monk level x 5] ✨ Proficiencies: 🛡 Armor: None ⚔ Weapons: Simple weapons, swords 🧰 Tools: Carpenter’s Tools ☂ Saving throws: Strength, Dexterity 🏆 Skills: Acrobatics, Athletics 📦 Equipment: 🎖 Quarterstaff: 1d6 bludgeoning damage; versatile (1d8) 🎒 Explorer’s pack § Backpack § Bedroll § Mess kit § Tinderbox § 10 torches § 10 days of rations § Waterskin § 50 ft. of hempen rope 🎖 10 darts: 1d4 piercing damage each; finesse; thrown (range 20/60) 🛡 Unarmored Defense: while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier [3] + your Wisdom modifier [3] Malark Human Fighter Outlander Everwood 🏆 All A.S. +1 🩸 Hit die: d10 (+Constitution modifier) 🏆 Skill proficiencies: athletics, 🥾 Base walking speed = 30 ft. 🏹🥊Primary ability: Dexterity or Strength survival Level 4 📣 Languages: Common, 💰 Starting wealth: 5d4 x 10gp 🧰 Tool proficiencies: one type of can increase one [choose one] ✨ Proficiencies: musical instrument AS by 2, or 2 AS 🛡 Armor: All 📣 Languages: Halfling by one ⚔ Weapons: Simple weapons, martial 📦 Equipment: weapons 🧰 Staff 🧰 Tools: None 🐻 Hunting trap 🩸 31 HP ☂ Saving throws: Strength, Constitution 💀 Tooth from unknown beast 🛡 16 AC [chain 🏆 Skills: Animal Handling, Perception 🧥 Set of traveler’s clothes mail] 📦 Equipment: 💰 Pouch with 10gp 👀 13 PP 🎖 Chain mail (16 AC; Str 13; disadvantage 🌍 Excellent memory for maps & on stealth) geography 🎖 Short sword x2 (1d6 piercing; finesse; light) 🎖 Hand axe x2 (1d6 slashing; light; thrown (range 20/60)) 🎒 Dungeoneer’s pack § Backpack § Crowbar § Hammer § 10 pitons [metal spike for climbing] § 10 torches § Tinderbox § 10 days of rations § Waterskin § 50 ft. of hempen rope 🥋 Fighting Style: Two-Weapon Fighting (can add ability modifier to damage of the 2nd attack) 🥋 Second Wind: can use bonus action to regain hit points (d10 + Con mod) – only once per short/long rest 🥋 Action Surge: can take additional action beyond regular action and bonus action – only once per short/long rest 🥋 Martial Archetype: Champion – crit whenever you roll 19 OR 20 Emoji Guide