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Fighting, magic, or bit of both?

==Fighting==
Strong or nimble?

==Strong==
Barbarian or Fighter
* Mountain Dwarf Barbarian 14 14 14 8 12 10
- 14 HP, AC 15
- Speed 5 squares
- Greataxe +5, 1d12+3 damage
- Javelin +5, 1d6+3 damage
- Athletics +5, Survival +3, Smith's tools +2
- Rage: twice per day, deal +2 damage and halve incoming damage, as long as you
attack every turn.
- Resistance to poison, recognizes origins of stonework
- Speak Common, Dwarven
* Mountain Dwarf Fighter 14 14 14 8 10 12
- 12 HP, 18 AC (chain mail and shield)
- Speed 5 squares
- Longsword +5, 1d8+5 damage
- Light crossbow +4, 1d8+3 damage
- Athletic +5, Intimidation +3, Smith's Tools +2
- Second Wind: once per day, recover 1d10+1 hit points
- Resistance to poison, recognizes origins of stonework
- Speak Common, Dwarven

==Nimble==
Monk or Rogue
* Wood Elf Monk * 14 14 * 15 * (*= either [12, 8, 8] or [10, 10, 8] )
- 10 HP, 16 AC
- Speed 7 squares
- Quarterstaff +5, 1d8+3 damage
- Acrobatics +5, Perception +5, Stealth +5, Wind Instruments +2
- Each round, you may make an additional unarmed attack, dealing 1d4+3 damage
- Hide in natural surroundings, doesn't need sleep, can't be charmed or put to
sleep magically
- Speak Common, Elven
* High Elf Rogue * 14 14 15 * * (*= either [12, 8, 8] or [10, 10, 8] )
- 10 HP, AC 14 (leather armour)
- Speed 6 squares
- Shortsword +5, 1d6+3 damage
- Shortbow +5, 1d6+3 damage
- Sleight of Hand +5, Perception +5, Stealth +7, Thieves' Tools +4
- When attacking an unaware or distracted opponent, deal an extra d6 damage
- Message spell (can whisper over a long distance), doesn't need sleep, can't be
charmed or put to sleep magically
- Speak Common, Elven

==Magic==
Supporting or offensive?

==Supporting==
Cleric or Druid
* Hill Dwarf Life Cleric 12 14 14 8 15 8 (*= either [12, 8, 8] or [10, 10, 8] )
- HP 11, AC 18 (scale mail and shield)
- Speed 5 squares
- Mace +3, 1d6+1 damage
- Light crossbow +4, 1d8+2 damage
- Insight +5, Religion +1, Brewer's Supplies +2
- Cantrips (as often as you like):
> Guidance (grant someone a bonus d4 on an ability check)
> Sacred Flame (ranged spell attack, DC13 Dex, 1d8 damage)
> Spare the Dying (if someone falls to 0 hp, keep them from dying)
- Spells (2 per day (total, not each)):
> Bane (impose a d4 penalty on three people's attack rolls for a minute (DC 13
Cha save))
> Bless (grant three people a bonus d4 on an attack rolls for a minute)
> Cure Wounds (heal 1d8+6 with a touch)
> Healing Word (heal 1d4+6 at range as a bonus action)
> Command (issue one-word command, DC 13 Wis)
> Inflict Wounds (melee attack, +5 to hit, 3d10 damage)
- Resistance to poison, recognizes origins of stonework
- Speak Common, Dwarven
* Hill Dwarf Druid 8 14 14 12 15 8 (*= either [12, 8, 8] or [10, 10, 8] )
- HP 11, AC 15 (leather, shield)
- Speed 5 squares
- Quarterstaff +1, 1d6-1 damage
- Nature +5, Survival +5, Brewer's Supplies +2, Herbalism Kit +2
- Cantrips (as often as you like)
> Guidance (grant someone a bonus d4 on an ability check)
> Produce Flame (ranged spell attack, +5, 1d8 damage)
> Shillelagh (Quarterstaff becomes +5, 1d6+3 for a minute)
- Spells (2 per day (total, not each))
> Cure Wounds (heal 1d8+6 with a touch)
> Entangle (sprouting vines prevent movement in an area)
> Healing Word (heal 1d4+6 at range as a bonus action)
> Speak with Animals (may talk to animals)
- Resistance to poison, recognizes origins of stonework
- Speak Common, Dwarven, Druidic

==Offensive==
Sorcerer, Warlock, Wizard
* Half-Elf Draconic sorcerer (red) 8 13 13 11 14 14
- HP 8, AC 15 (natural dragon-like scales)
- Speed 6 squares
- Quarterstaff +1, 1d8 -1 damage
- Two daggers +3, 1d4+2 damage
- Deception +5, Intimidation +5, Persuasion +5, Insight +4
- Cantrips (as often as you like)
> Fire Bolt (+5, 1d10 damage)
> Mage Hand (floating hand picks stuff up for you)
> Message (whisper at range)
> Minor Illusion (create an unmoving, soundless illusion of something)
- Spells (2 per day (total, not each))
> Disguise Self (illusion to change your appearance)
> Sleep (makes enemies fall asleep)
- Can't be charmed or put to sleep magically
- Speak Common, Elven, Draconic, Giant
* Half-Elf Great Old One warlock 8 13 13 14 11 14
- 10 HP, AC 13
- Speed 6 squares
- Quarterstaff +1, 1d8 -1 damage
- Two daggers +3, 1d4+2 damage
- Arcana +4, Deception +5, Investigation +4, Religion +4
- Cantrips (as often as you like)
> Eldricht blast (+5, 1d10 damage)
> Minor Illusion (create an unmoving, soundless illusion of something)
- Spells (1 per day (total, not each))
> Dissonant Whispers (DC 13 Wis save, 3d6 damage and target must flee from you
this turn (successful save: half damage, and no fleeing))
> Hex (bonus action, lasts an hour. Each time you damage the target, deal an
additional d6 damage).
> Tasha's Hideous Laughter (make an enemy fall down with laughter for a
minute, DC 13 Wis save)
- Communicate telepathically within 30 feet.
- Can't be charmed or put to sleep magically
- Speak Common, Elven, Deep Speech
* Rock Gnome Wizard 8 14 13 14 10 10
- 8 HP, 12 AC
- Speed 6 squares
- Quarterstaff +1, 1d8-1 damage
- Arcana +5, Investigation +5, History +5, Religion +5, Tinker's Tools
- Cantrips
> Fire Bolt (+5, 1d10 damage)
> Mage Hand (floating hand picks stuff up for you)
> Minor Illusion (create an unmoving, soundless illusion of something)
- Spells (2 per day (total, not each))
> Detect Magic (ten minutes to cast. Sense magic items and spells within 30'.
Lasts 10 minutes)
> Find Familiar (ten minutes to cast. Get a permanent small animal servant
(cat, owl, raven etc), which obeys you. You can look through its eyes (which blinds
you while you do) for as long as you like)
> Grease (coat an area in grease. Creatures entering or moving within it who
fail a DEX 13 save fall prone)
> Magic Missile (create three beams which hit unerringly, dealing 1d4+1 damage
each)
> Sleep (makes enemies fall asleep)
> Tasha's Hideous Laughter (make an enemy fall down with laughter for a
minute, DC 13 Wis save)
- Once per day, with an hour of rest, regain one used spell slot.
- Advantage on Int, Wis and Charisma saves (roll two dice, then take the
highest)
- Recognizes origins of magic items, alchemical substances and technological
devices.
- Build a small mechanical toy (walking wind-up toy, music box, or lighter),
which lasts for 24 hours (you may have three simultaneously).
- Common, Gnomish, Draconic

==Bit of both==
Paladin, Ranger, Bard
* Red Dragonborn Paladin 14 8 14 8 12 15
- 12 HP, AC 20 (chain mail, shield)
- Speed 6 squares
- Longsword +5, 1d8+3 damage
- Athletics +5, Intimidation +5
- Sense celestials, fiends or undead within 60'
- May heal up to 5 hit points per day with a touch, OR cure a person of all
poisons and diseases once per day.
- Breathe 15' cone of fire, dealing 2D6 damage, or half that on a successful DC
12 Dex save.
- Fire only deals half damage to you.
* Wood Elf Ranger 10 14 14 8 15 10
- 12 HP, 13 AC (leather) or 15 with shield
- Speed 7 squares
- Longbow +5, 1d8+3 damage
- Rapier +5, 1d8+3 damage
- Animal Handling +5, Perception +5, Survival +5
- Advantage on Survival and Intelligence checks to track monstrosities or recall
information about them.
- Easily track, move and survive in forests.
- Hide in natural surroundings, doesn't need sleep, can't be charmed or put to
sleep magically
- Speak Common, Elven
* Tiefling Bard 8 14 12 13 12 14
- 10 HP, AC 13 (leather)
- Speed 6 Squares
- Shortbow +5, 1d6+3 damage
- Dagger +5, 1d4+3 damage
- Deception +5, History +5, Persuasion +5, Wind Instruments +2, Lyre +2, Lute +2
- Cantrips (as often as you like)
> Minor illusion (create an unmoving, soundless illusory image)
> Thaumaturgy (minor 1-minute effects, like a booming voice, slamming doors,
flickering flames, strange sounds, altered eyes)
> Vicious Mockery (1d4 damage (DC 13 Wis save), target suffers disadvantage on
next attack roll)
- Spells (2 per day (total, not each)
> Disguise Self (make yourself look different with an illusion)
> Faerie Fire (creatures glow, negating invisibility and giving others
advantage to hit them (DC 13 Dex save))
> Healing Word (as a bonus action, heal 1d4+3 hp at range)
> Tasha's Hideous Laughter (make an enemy fall down with laughter for a
minute, DC 13 Wis save)
- Grant someone a bonus D6 on their next ability check, save or attack roll.
- Fire damage is halved
- Speak Common, Infernal

====BACKGROUND====

- 2 Skills
- 2 Tools or Languages (or one of both)
- Bit of gear tied to the above
- Feature (limited support from people who share your background)

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