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3

NG

Friar (Monk)

Morgant Brawler
Fracas from Trivelle

+2
30 +3
+5
16 +2
15 +0 / 30 ft +3
-1
+2
3d8 +0 -1
10
“I do not pay attention to risks and complications.
Dontcha dare talk to me about odds and stuff!” +0
+2
+3 -1
+5
16 -1
“Nobody has the right to target the weaker. Why dontcha -1
take it up with someone your size, mate!? +4
+1
-1 -1
“Well, there’s this huge debt I owe to a money lender Fracasso has always been a wrangler, a brawler
-1
innkeeper in that town, you know?” and a scoundrel, accustomed to threatening 9 -1
villagers, innkeapers and citizens with his +2
big size and his huge, shovel-hands. One -1
“Are you talkin’ to me and me band, mate? Was that an
particularly bad day, in the courtyard of a -1
insult, a threat, or what?” ..they say I’m pretty quick to
little farm, he met a nun of the Brawly Order
+2 -1
draw my punches. of Saint Patience, who gave him a lesson that +0
would definitively convert him to more peaceful
14 +2
inclinations. +2
Since then, Fracasso has resumed his journey
along the dusty roads of the Kingdom, this
time with a more responsible mission: help the
needy and defend them from filthy thieves -1
and criminals.
“turn the other cheek, mate.. for me other hand! 8

12

Quarterstaff +5 1d6+3
Slaps (Unarmed Strike) +5 1d4+3

48 Denari 5 10 4
+5 13
Unarmored Defense Racial Traits
4 Martial Arts Powerful Build: You count as one size larger when
Ki determining your carrying capacity and the weight you can
Unarmored Movement push, drag, or lift.
Flurry of Slaps.As a bonus action, make 2 beatings. Monastic Tradition. Way of the Calloused Hand
Head-Smasher..As an action, you can make an attack Morgant: during a Brawl, a Morgante can collect and use
Calloused Hand Technique. an Epic Prop with a bonus action, instead of using an
(Strenght) that deals 1 Whack to two different targets. Starting when you choose this tradition at 3rd level, you can action.
Bouncer.As a reaction, when you’re successfully hit by an use the Strength ability instead of the Dexterity ability for
attack, you can make an attack roll (Strenght) and if you Unarmored Defense Class and Deflect Missiles privileges. In
addition, when you get hit by a melee attack you can spend
hit, the target is stunned.
a Ki Point to make an unarmed strike using your reaction.

Deflect bullets

Disorderly conduct, nighttime disturbance, food Priest’s Pack


looting at Saint Patience’s country fair. Brawl Trophy Collection
3
NG

Knight-Errant (Paladin)

Human Brave
Syr Guerrin from Aurocastro

+2
31 +3
+3
16 +0
19 0 / 30 ft +3
-1
+3
3d10 +0 +4
10
“I'm brave, confident in my own abilities and I know
how to instill confidence in others, as a leader should!” +0
+3
+3 -1
+5
16 +2
“One day, I’ll have the chance to prove my honor and -1
value, and I’ll finally get what I deserve!” +1
+4
-1 -1
“I think I may have a family or something, somewhere. The good and brave Guerrino da Aurocastro is
-1
I’m sure one day I'll find them, eventually.” the closest examples of the knight in shining 9 -1
armor (although not that shining at all) you will +1
find around the Kingdom. Well, yes, his patched +2
“Well, I may not resist the vices offered by city life,
clothes have way too many stains and holes, but +2
especially if it is alcoholic drinks, but..”
still, he's a fearless and honorable man (more
+1 -1
or less). With no money and no land indeed, +0
his only trustworthy companion is the brave and
12 +0
perpetually-lameness-and-flatulence-afflicted +3
horse Trottalesto (Nimbletrot). Guerrino looks
for the right opportunity to prove his value and
get what he thinks he deserves from life.
+2
“Everybody, follow Nibletrot! He damn sure knows
the way to fly." 14

11

Longsword +5 1d8+3

20 Denari 5 20 8
+5 12
CHA 12 +4
Paladin

3
Bless
Compelled Duel
Cure Wounds
Protection from Evil and Good
Shield of Faith

Divine Sense, Lay on Hands, Fighting Style (Defense), Spellcasting, Divine Tenets of the Knight-Errant:
4 Smite, Divine Health, Sacred Oath (Knight-Errant).
Thou shalt wander. Live in the moment, discover and travel. A knight’s life
is a long journey, don't ever settle.
Oath Spells: Bless, Compelled Duel. Thou shalt shelter. Fight any threat and abuse, and be people's reliance,
whether against tyrants, monsters, fairies or giants.
Protect the needy. Thou shalt ponder. For every wrong you make, you will make amends. For every
The Paladin can use Channel Divinity to devote himself to the defense of a wrong you see, you'll put to it an end.
The Wine Smite. As a bonus action, make one attack Thou shalt dare. Of duties and challenges don't you ever be afraid, for off the
needy one. As a bonus action, you can defend a creature you are able to
(Strenght) to deal 1 Whack and the target is blinded. see. For 1 minute all attacks made against the creature will be made at a deeds of a hero a knight is made.
To Battle! As an action, all the friendly creatures in the disadvantage as long as it remains within 10 ft. of the Paladin.
Brancalonian’s Feat. If you like it put a patch on it!
Browl gain advantage on the next attack roll. You are used to cope with any situation and to get away with the scarce means
Inspire Companions. at his disposal.
Diving Drop Move. As an action, make an attack roll As an action, the Paladin can use Channel Divinity, wield his weapon and • Increase your Constitution or Wisdom score by 1, to a maximum of 20.
incite his allies. When he does so, he chooses up to six friendly creatures • You can ignore the negative effects due to the quality of an item, weapon, armor,
(Constitution) to deals 1 Whack and the target is paralyzed. (he can include himself) located within 30 ft. of him and who are able to animal or service, for 1 hour. You can use this feature 3 times every long rest.
The diving character takes 1 Whack and is see him, hear him and understand him. Each creature gains a number of
temporary hit points equal to the paladin's Charisma modifier, and for 1 Feature: Brancalonian Hospitality
prone. minute, becomes immune to the frightened condition and has advantage on Since the common folk recognize and love the Brave, you fit in among them with
ease. You can find a place to hide, rest, or recuperate among all commoners,
all Wisdom saving throws. unless you have shown yourself to be a danger to them. They will shield you from
the law or anyone else searching for you, though they will not risk their lives for
a Knave for sure, no matter how brave.

Poaching, Theft of Saint Suetia's Sacred Pig, Shield


Disturbance of the Peace, Adultery, Desertion Damaged Plate (CA 16)
Smith’s tools
Explorer’s Pack
Holy symbol of the Blessed Ignorance from Travella
3
CN

Brigand (Rogue)

Marionette Scallywag
Medlar

+2
27 -1
-1
8 +5
15 +3 / 30 ft +3
+3
+0
3d8 +3 +1
16
“I don’t ever sleep, but if I did, I’d do it with my back
against the tallest wall, surrounded by all sorts of traps!” +5
+0
+3 +1
-1
16 +3
“I don’t ever sleep, but if I did, I’d do it with my back +1
against the tallest wall, surrounded by all sorts of traps!” +0
+1
+1 +5
“I’ll never be able to repay the debt I owe to the one Medlar is the result of the work of a young
+1
who once saved my life” carpenter apprentice from Fioraccia, at his first 12 +3
job with the fairy Torquoise Wood. After living +2
together for a while, Nespola and his creator had +2
“Taking away something that somebody doesn’t really
a severe quarrel. The Marionette left the village +3
need, is not actual stealing, right?”
without even looking back, in search of thrilling
+0 +1
adventures. Its rustic nature and restless +5
attitude soon led the magical being to join the
10 +7
Band of Lupo (Wolf) of Frattocchie, with whom +2
it worked for a couple of years before deciding
to get away, once again, and take chances with
+5 Thieves’ tools
another Band. +3 Disguise kit
+1
"Ma'am, I'm afraid it's not the nose!”
12

12

Shortsword +5 1d6+3
Dagger +5 1d6+3

31 Denari 5 20 12
+5 13
Expertise Racial Traits
3 Sneak Attack (2d6) You don’t need to eat, drink, or breathe.
Thieves’ Cant You are immune to poison and disease.
Cunning Action You don't need to sleep, and magic can't put you to sleep.
Sneak move. As a bonus action, you gain advantage on your Roguish Archetype (Brigand) Fire vulnerability.
next attack and you deal 1 extra Whack. Self repair: You have 2 additional hit dices to spend for
Forester When you choose this archetype at 3rd level, you each long rest.
Under the table. As an action, you take cover and gain a gain proficiency in the Nature and Survival skills if you don't
+5 bonus to AC and Dexterity saving throws. already have it. Marionette: during the Brawl, a Marionette can use one
of its limbs as a Prop, which does not break after each use.
Trip up. As a bonus action, make one attack (Intelligence).
Ambusher Starting at 3rd level, you excel at leading
If you hit, you knock the target prone. ambushes and acting first in a fight. You have advantage on
. initiative rolls and on the first action of every combat.

Theft of chickens and other poultry, petty theft, Studded leather


fencing, theft of alms Thieves’ tools
Disguise kit
Burgler’s Pack
Souvenir pendant
3
CN

Superstician

Gifted Ambulant
Fenesia

+2
20 -1
-1
8 +2
12 / 15 +2 / 9m +4
+1
+0
3d6 +2 +5
14
“You might say I'm too superstitious; yes, I do wear
numerous trinkets to protect myself from misfortune, +2
evil spirits, and nightmares.. but that only suggests I'm +0
smarter than those who don't.” +2 +3
-1
14 +5
“Nothing is more important to me that the other members of +1
my band or my family.” +0
+3
+1 +1
“As an ambulant, I never deny help to the ambulant The beautiful and charming Fenesia belongs
+1
brotherhood or to outcasts in difficulty” to the Zigane folk, people who came from 12 +1
the sea centuries ago on the western coasts +0
of the Kingdom. The ziganes are a nomadic +5
“Omens and auspices are hidden everywhere, even in
and mysterious people, often endowed with +5
the most unlikely events. One must always be vigilant.”
mystical faculties, and Fenesia may be one of
+0 +1
the most cunning and powerful enchantresses +2
among them. Nevertheless, so far, the elegant
10 +2
wanderer has used the talents and the knowledge +0
of her people to earn a living in village fairs and
markets, but make no mistake, her quackeries
hide real superstitious powers; powers that
Fenesia is ready and willing to use if needed. +3
"Ladies and gentlemen, gather around! Fenesia's
here to help! tell me, with which of my many, 16
wondrous talents can I assist you today, madam?"
12

Fire Bolt +5 1d10


Dagger +4 1d6+2

56 Denari 5 20 12
+5 13
2
CHA 13 +5
Sorcerer Hold Person
Pass without Trace

4
Blade Ward Mage Armor
Fire Bolt Shield
Guidance Sleep
Light
Mage Hand

Spelcasting, Sorcerous Origin (Superstician). roll uses their d20 roll or yours. You regain the use of this
3 feature when you finish a long rest..
Protective Magic.
When your Spellcasting feature lets you learn a sorcerer Font of Magic
Protection from Kicks and Blows. As a bonus action, cantrip or a sorcerer spell of 1st level or higher, you can Metamagic (Subtle Spell, Twinned Spell)
choose a willing creature you can see (you can choose choose any abjuration spell or you can choose the new spell
from the sorcerer spell list. Racial Traits
yourself); all Beatings and Moves against that creature have Magic Flow
disadvantage until your next turn. Fate Warden.. Guidance (Cantrip at will), Detect Magic
Whenever you make an attack roll, ability check, or saving (it recharges after a long rest), Augury (it recharges
Fetor Spray.As an action, you make an attack (Charisma)
throw, you may Fate Warden to roll an additional d20. You after a long rest).
that deals 1 Whack and the target is poisoned can use this ability after the original roll, but before the
Slop is served.As a bonus action, you make outcome is revealed. You choose which of the d20s is used for Magic Resonance
an attack (Dexterity) if you hit, the target is the attack roll, ability check, or saving throw. When you finish a short rest, you can choose one
blinded.. You can also use Fate Warden when an attack roll is made expended 1st level spell slots to recover. Alternatively
against you. Roll a d20, and choose whether the attacker's you can recharges the use of all the Magic Flow spells.

Interruption of public execution, outrage Entertainer’s Pack


against public decency, repeated and Component pouch
aggravated obstruction against an officer in the Deck of Cards (Poppycock)
line of duty, evasion.
3
LN

Swordfighter (Fighter)

Human Blue-Blooded
Jolanda of House Savory

+2
28 +1
+3
12 +3
16 +3 / 30 ft +4
+0
-1
3d10 +3 +2
16
“I might not be a noble anymore, but nobody can’t take
nobleness away from me” +5
-1
+2 +0
+3
14 +2
“I’d like to become a hero in the eyes of the common folk.. +2
some sort of an outlaw hero, maybe?” -1
+2
+0 +0
“I’ve been disinherited from my noble family, but one day Member of the noble house Savory of Falcamonte,
-0
I'll reclaim my lands and title, and they’ll have to bend Jolanda has always dreamed of putting up her 10 +0
their knee before the Queen of Swords” -1
own Band and go on an adventure. She studied
combat tactics and fencing (swordsplay, -1
“I’m a bit prickly by nature, and I may too quickly judge
swordsmanship) for years, but her family - one +4
somebody and over-react. but, hey, better safe than sorry!
day - tired of her intolerance to labels, just
-1 +0
kicked her out. She hasn't done too bad for +3
now, anyway: she entered a colorful but decent
8 +5
Band with which she's been joyriding for a while. -1
"The Queen of Swords", as they already call her,
will not stop there, though. The ascent to the
Captain or Condottiero rank are not that far for
someone like her.. +2
“Knaves! Let's get our crowns, or perish trying!" 14

Rapier +5 1d8+3
Shortsword +5 1d6+3
Dagger +5 1d4+3

29 Denari 5 40 20
+5 13
Fighting Style (Two-Weapon Fighting) Duel. When you fight a creature in a duel you can add your
4 Second Wind proficiency bonus to the damage roll, if you are within 5
Action Surge feet of it and no other creatures are within 5 feet of you.
Martial Archetype (Duelist)
Double Move. As a bonus action, you can use a Move that Feat - Defensive Duelist
Fencing School When you are wielding a finesse weapon with which you
you know, without consuming an additional slot.
Beginning when you choose this archetype at 3rd level, you are proficient and another creature hits you with a melee
Clothesline Move. As an action, make one attack learn some techniques that improve your combat effectiveness. attack, you can use your reaction to add your proficiency
(Constitution) to deal 1 Whack and the target is prone. bonus to your AC for that attack, potentially causing the
Drop them pants. As a bonus action, you make an attack Studied attack. When you take the Dodge action, your next attack to miss you.
(Dexterity) if you hit, the target is restrained. weapon attack has advantage if made before the end of
your next turn.

Cloak and dagger. You can fight with two weapons though one
of the two weapons is not light.

Banners contempt, marital bed abandonment, Breastplate


adultery, damages to public property, offense Ring with Savory's Sigil
against public officials. Explorer’s Pack
3
N

Pagan (Barbarian)

Sylvan Primal
Uriah

+2
35 +3
+5
16 +3
16 +3 / 30 ft +5
-1
+0
3d12 +3 -1
16
“Coins and refined manners won't save nobody from a
raging bear.. a battleaxe, on the other hand, will.” +3
+2
+3 -1
+5
16 +3
“Those who dishonor themselves, dishonor their entire clan.” -1
+2
+1
-1 -1
“I might be the last of my clan, and I must make sure Uriah was born among the scattered wild tribes
-1
the legacy of my tribe will live on.” that hide on the Spine of the Titan. From an 8 +1
early age, she's been showing to rude family +2
members, ignorant relatives, and overwhelming -1
pretenders, how to give her the appropriate -1
“Don't expect me to save those who can't save themselves. It respect: well, she might have had to break a
is nature's way that the strong thrive and the weak perish, nose or two in the process, but - in the end - +0 -1
and that’s how it has to be.” she managed to get the message across. As soon +3
as she reached adulthood, the young wildling, 10 +3
curious to know the world beyond the territories +2
of the folk of the peaks, reached the lowlands
and joined the marauders of the Pagan Plain.
Today, this indomitable warrior is well known in
all districts north of the Fossa (Pit) River for
her fighting skills, her fury against rivals, and
-1
her cunning use of strategy on the battlefield,
which fools and dead have often underestimated. 8
"Uaaaaarrgggghhhhh!"
10

Greataxe +5 1d12+3
Handaxe +5 1d6+3

45 Denari 5 10 4
+5 13
Rage (3 uses, +2 Damage) Feature: Wanderer
3 Unarmored Defense You have an excellent memory for pathsways and routes,
Reckless Attack and you can always recall the general layout of terrain,
Danger Sense settlements, and other features around you. In addition,
Raging Move.This turn, all your attacks deal 1 extra Whack. Prima Path (Pagan) you can find food and fresh water for yourself and up to
Diving Drop Move. As an action, make an attack roll five other people each day, provided that the land offers
Wrath of the predator. Starting when you choose this berries, small game, water, and so forth.
(Constitution) to deals 1 Whack and the target is paralyzed. path at 3rd level, you learn to move fast like a predator.
The diving character takes 1 Whack and is prone. While you’re raging and aren’t wearing heavy armor the other Racial Traits
Bouncer. As a reaction, when you’re successfully hit by an creatures have disadvantage on ranged attack rolls against During a Brawl you ignore the negative effects of the first
you and you can use the Dash action as a bonus action. two Whack Levels
attack, you can make an attack roll (Strenght) and if you
hit, the target is stunned..

Cattle rustling, extortion, robbery, petty theft, Explorer’s Pack


plundering. Hunting Trap

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