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DRAGONBORN SORCERER 1 “Do you hear that? It is the roaring in my blood.” You are a ferocious wanderer of the untrodden ways, a survivor who constantly tests yourself against the dangers ofthe wild—and conquers. Despite your self-sufficiency, you tire ofa life alone. Your clan is far, but these companions are the closest thing (oatribe. As long as they ean prove themselves worthy of your company, you will travel with them, BACKGROUND (OurtanprR) You grew up inthe wilds, a ereely proud member of a noble clan. The clan outweighs everything else in your lite, even the stated law of the land Wanderer. You have an excellent ‘memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five ‘other people each day, provided that the land offers berries, small game, water, and so forth Faction. You are a member of the Emerald Enclave, defenders of the wild lands. Personality Trait. You once ran 25 miles to warn your clan of an approaching threat, and you'd do the same again Ideal. To dishonor yourself is to dishonor the clan. Bond. Your clan is the most important thing in your life, even when they are far from you. ‘Flaw, [tis nature's way that the strong survive and the weak perish. DRaAGonBoRN TRAITS Draconic Ancestry (Silver). You have cold breath weapon and resistance (© cold damage. Breath Weapon (Recharges after You Finish a Short or Long Resi). You can use your action to exhale cold energy in a 15-foot cone, Pach creature in the area ‘must make a DC Constitution saving throw (DC = 8 + your Con modifier + your proficiency bonus) taking full damage on a failed save, and half as much damage ‘on a successful one, Medium humanoid (silver dragonborn), Draconic Bloodline, neutral good ‘Armor Class 14 (natural armor) Hit Points 9 (Hit Dice 146) Speed 30 ft. STR DEX CON 1060) 3G) 4G) INT WIS CHA 1060) 2G) 16 3) Proficiencies (+2 proficiency bonus) ‘Saving Throws Con +4, Cha +6 ‘Skills Arcana +2, Athletics +2, Intimidation +5, Survival +3, Tools drum Weapons daggers, darts, slings, ‘quarterstafis, light crossbows Damage Resistances cold Senses passive (Perception) 11 Languages Common, Draconic, Sylvan SoRCERER FEATURES Dragon Ancestor. Whenever you make Charisma check when interacting with dragons, your proficiency is doubled if t applies to the check. Draconic Resilience. As magic lows through your body, it causes physical traits of your dragon ancestor to emerge. Your hit point maximum increases by 1a Ist level and whenever you gain a sorcerer level Additionally, parts of your body are covered by a thin sheen of dragon- like scales. Whea you aren't wearing armor, your AC equals 13 ~ your Dexterity modifier. Spelfeasting. Charisma is your spelleasting ability for your sorcerer spells. You use your Charisma whenever a spell refers to your spelleasting ability To cast a spell, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish along rest. Spell save DC: 13 Spell attack modifier: +5 Actions. Attack. You can attack once when you take this action, using the following: Quarterstaff. Melee Weapon Attack: +2 tohit, reach 5 ft, one target. Hit: 148 bludgeoning damage. Dagger. Melee or Ranged Weapon Attack: 43 to hit, reach § ft. or range 20/60 ft, one target. Hit: 1d4+1 piercing damage. Dart, Ranged Weapon Attack: +3 to hit, range 20/60 ft,, one target. Hit: 1d4+1 piercing damage. Cold Breath, 15-foot cone; each creature in the area must make a DC 12 Constitution saving throw, taking 2d6 cold damage on a failed save, and half as much damage on a successful one. Spellcasting. Sorcerer feature Spells Known: Cantrips (at will) blade ward, mage hand, say of frost, true strike Ist level (2 slots): magic missile, shield EQuirpMENT (Quarterstaff (serves as an arcane focus), dart 20), daggers (2), explorer's pack, bunting trap, drum crafted from a bear's skull, component pouch, traveler's clothes, belt pouch, money (10 gp) ELF FIGHTER 1 “apologize for cutting off your fascinating diatribe with my blade; in your belly. Small talk was never ny strong suit.” You have spent decades studying the art of combat, refining your skills with relentless vigor. Cunning and patient, your mind plays out each attack and counter before you strike for maximum effect. Though your magical repertoire is extremely limited, the spells you have chosen enhance your already prodigious ability BACKGROUND (Sacer) You are a serious student ofall forms of combat. Despite your studious nature, you are aware that there are limits to practice and simulation. Itis time to conduct some real-world application of your deadly art, Adventuring companions are usually the type who will need a steady hand and quick wits to bail them out, often. Thankfully, you have oth to spare. Researcher. Ifyou do not know a piece of information, you usually know where ‘and from whom that knowledge ea. be obtained. Faction. You are a member of the Lord's Alliance, a group of allied political powers concerned with mutual security and prosperity Personality Trait. You use polysyllabic words that convey the impression of agreat erudition, Ideal. The path to power and self- improvement is through knowledge. Bond. Your life's work is the Tome of Battle, a treatise related to your theories on combat. Flaw. You speak without really thinking through your words, invariably insulting others, Medium fey (high elf), lawful neutral ‘Armor Class 17 Hit Points 11 (Hit Dice 1410) Speed 30 ft. STR DEX CON 100 1663) 13 G1) INT WIS CHA 163) 2G) BG) Proficiencies (+2 proficiency bonus) ‘Saving Throws Str +2, Con +3; advantage on saves against being charmed. ills Arcana +5, Athletics +2, History +5, Insight +3, Perception +3, Survival +3 ‘Armor All, shields. Weapons Simple, martial. Senses Darkvision, Passive Perception 13 Languages Common, Dwarvish, Draconic, Elvish, Halfing Hicu Exr Trarrs Fey Ancestry. You have advantage on saving throws against being charmed, and magic can’t put you to sleep. Darkvision. You can see in dim light within 60 feet of you as fit were bright Tight, and in darkness as ifit were dim Tight. You can't discern color in darkness, only shades of Trance. You don't require sleep. Instead, ‘you meditate deeply, semiconscious, for 4 hours a day. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep. Cantrip. You know the true strike cantrip. Actions: Attack. You can attack when you take this action, using the following: Rapier. Melee Weapon Attack: +5 to hit, each 5 f., one target. Hit: 1d8 4 5 piercing damage. Dart. Ranged Weapon Attack: +5 to hit, range 20/60 ft, one target. Hit: 1d4 + 3 piercing damage. True Strike. Cantrip: Range 30 ft, concentration up to 1 round. Gain advantage on your next attack against the target before the end of your next turn. Oprions: Fey Ancestry. Elftrait Trance. Elf trait FIGHTER FEATURES ighting Style: Dueling. When you are wielding a melee weapon in one hand and ‘no other weapons, you gain a *2 bonus to damage rolls with that weapon. Second Wind. On your turn, you can uuse a bonus action to regain 1d10 + 1 hit points. Once you use this feature, you ‘must finish a short or long rest before you can use it again. EQuipMENT Rapier, studded leather, dart 20), shield, scholar’s pack, fishing tackle, book on fighting techniques, spellbook, money (64 gp,8 59) HuMaAN BARBARIAN 1 “The wild isin my blood.” Hailing from the northern lands, ou area stranger to civilization. Yet you travel Wherever need guides you, fighting those who would despot the wilderness. You have faced encroaching cil from monsters to greedy humans You take what you need, and feed the ground with the blood of such enemies. BACKGROUND (Ourianpex) You grew up among tribal nomads, far from civilization and its comforts. You've hunted great herds, survived extreme weather, raided the trade of softer folk, and protected places sacred toyour people. At times, you've enjoyed the solitude of being the only sentient creature for miles in any direction. Even in places where the terrain is new, you know the ways of the wild. Wanderer. As a former barbarian ‘nomad and raider, you have an excellent ‘memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers enough, Faction. You are a member of the [Emerald Enclave, wilderness survivalists who preserve the natural order while rooting out unnatural threats. Personality Trait. You place no stock in refined manners or wealth, Ideal. Life is constant change, and you ‘must change with it to survive. Bond. You take the despoiling of the wilderness and sacred sites as a personal insult, Flaw. There's no room for caution in a life lived to the fullest. BARBARIAN FEATURES Rage (Recharges after You Finish a Long Rest). Two times, you can enter a rage as a bonus action, While raging, the following parameters apply You have advantage on Strength checks and Strength saving throws. When you make a melee weapon attack using Strength, you gain a~2 bonus to the damage rol You have resistance to bludgeoning, piercing, and slashing damage. You can’t cast or concentrate on spells. Medium humanoid (human), chaotic good ‘Armor Class 14 (Unarmored Defense) Hit Points 14 (Hit Dice 1412) Speed 30 ft. STR DEX CON 16 (3) 1462) 15 (2) INT WIS CHA 9c) BE) 1G) Proficiencies (+2 proficiency bonus) ‘Armor light armor, medium armor, shields ‘Saving Throws Str +5, Con +4; see the Danger Sense barbarian feature Skills Athletics +5, Intimidation +2, Perception +3, Survival +3 Tools drum ‘Weapons simple weapons, martial weapons Senses passive (Perception) 13, Languages Common, Dwarvish, Giant Your rage lasts for 1 minute. It ends carly ifyou are knocked unconscious or if your turn ends and you haven't attacked hostile creature since your last turn or (aken damage since then. You can also end your rage as a bonus action. Unarmored Defense. While you are wearing no armor, but even ifyou're using a shield, your Armor Class equals 10+ your Dexterity modifier * your Constitution modifier. EQuipMENT Backpack, bearskin cloak, bedroll, drum, greatsword, handaxes (2), healer's kit, javelins (3), mess kit, pouch, tinderbox, torches (6), traveler’ clothing, waterskin, money (15 gp) Actions. ‘Attack. You can make one of the following attacks (see Rage and Reckless Attack): + Greatsword. Melee Weapon Attack: +5 tohit, reach 5 ft, one target Hit: 246 + 3 (or +5 if raging) slashing damage + Handaxe. Melee or Ranged Weapon Attack: +5 to hit, reach § ft. or range 20/60 ft, one target. Hit: 1d6 + 3 (or +5 if raging and used jn melee) slashing damage Javelin. Melee or Ranged Weapon “Attack: +5 to hit, reach § ft. or range 30/120 ft, one target. Hit: 1d6 + 3 (or +5 ifraging and used Jn melee) piercing damage Bonus Actions Rage. Barbarian feature Har-Orc PALADIN 1 “Tight not be lovely t0 look upon, but glory blazes in my eyes and in ny blade. Fury and resentment lie always just below the surface of your gleaming armor. For each wrong done you, you have sworn vengeance against those who would bring misery to the helpless. You are used to traveling on your own, ‘meting out punishment on your terms wherever you find injustice. But recently you discovered others much like yourself, ‘wanderers who fight monsters and defeat evildoers. True, they seem tobe in it ‘mostly for the money, but you welcome the companionship—for however Tong it lasts, BACKGROUND (OurtanpeR) You are an exile, unweleome in both civilized society and the savage tribes of ‘your parentage. Born after an ore raid, you were abandoned at a nearby temple and raised by the acolytes within. Despite the peaceful nature of their worship, your innate anger and resentment led you to the path of the war god. Wanderer. You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth, Faction. You are a member of the Order of the Gauntlet, an organization dedicated to smiting evil wherever iturks and without hesitation, Personality Trait. You feel far more comfortable around animals than people. Ideal You are driven to earn glory in battle Bond. You have sworn to bring terrible wrath down on evildoers. ‘Flaw. Violence is your answer to almost any challenge. Ha.r-Orc Traits Darkvision. You can sec in dim light within 60 feet of you as if it were Dright light, and in darkness as ifit were dim light. Relentless Endurance (Recharges after a Long Rest) When you are reduced to 0 hie points but not killed outright, you can drop to I hit point instead. Medium humanoid (half-ore), chaotic 00d Armor Class 16 (ch: mail) Hit Points 12 (Hit Dice 1410) Speed 30 ft. STR DEX CON 16 (3) 1060) 4 G2) INT WIS CHA Be) E1542) Proficiencies (+2 proficiency bonus) ‘Saving Throws Wis +3, Cha +4 ‘Skills Animal Handling +3, Athletics +5, Intimidation +4, Perception +3, Religion +1 Tools flute ‘Armor all armor, shields ‘Weapons simple weapons, martial weapons Senses passive (Perception) 13, Languages Common, Giant, Orc ‘Savage Attacks. When you score a critical hit with a melee weapon attack, ‘you can roll one of the weapon's damage dice one additional time and add it tothe extra damage of the critical hit, PALADIN FEATURES Divine Sense (3; Recharges after a Long Rest) As an action, you can open ‘your awareness to sense strong evil and powerful good. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type of any being whose presence you sense, but not its identity. Within the same radius, you also detect, the presence of any place or object that hhas been consecrated or desecrated, a8, with the hallow spell, You can use this feature a number of times equal to 1 ~ your Charisma modifier. Lay on Hands. You have a poo! of healing power, with which vou can restore up to 5 hit points, This pool replenishes after you finish a long rest Actions. Attack. You can attack once when you take this action, using the following: ‘Maul, Melee Weapon Attack: +5 to hit reach 5 ft, one target. Hit: 246 + 3 bludgeoning damage. Halberd. Melee Weapon Attack: +5 to hit, reach 10 ft, one target. Hit: 1d10 + 3 slashing damage. Spear. Melee or Ranged Weapon Attack +45 tohit, each 5 ft. or range 20/60 ft, one target. Hit: 1d8 (melee) oF 146 (thrown) = 3 piercing damage. Divine Sense. Paladin feature Lay on Hands. Paladin feature [Asan action, you can touch a creature and draw power from the pool to restore a number of hit points to that ereature, tup to the maximum amount remaining in your pool ‘Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize fone poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately foreach one. This feature has no effect on undead and constructs, EQurpMEnT. Halberd, spear, maul, staf, chain mail, explorer's pack, hunting trap, flute crafted from an orc’s shinbone, holy. symbol (serves as a focus for paladin spells), traveler's clothes, belt pouch, money (10 gp). HALFLING RocuE 1 “Could you kecp the sereaming dlown abit? Fim kind busy ere.” You're completly slt-suficiont. If'you need something, you take it. If someon: else has i, they don anymore. Necessity ‘trumps silly laws of possession. You weren't a desperate orphan, scratching out a living on the mean streets, Neither were you a noble poser, slumming fr excitement. No, you are a master of adaptation to your énvironment—be iturban, dungeon, or the wil BACKGROUND (Criminat) You are an experienced criminal with a history of breaking the law. You have spent a lot of time among other criminals ‘and still have contacts within the criminal underworld. You have survived upto this point by flouting the rules and regulations of society. Your expertise is burglary. You are ‘unmatched at getting into tight spaces and locked rooms, and getting back out again richer and none the worse Criminal Contact. Yos have a reliable and trustworthy contact who acts as your liaison to a loose network of other criminals. (This is not a formal organization like the Zhentarim) You know how to get messages to and from ‘your contact, even over great distances, using local messnegers, corrupt caravan, masters, and seedy sailors, Faction. You are a member of the Harpers, a clandestine network of spelicasters and spies that seeks to tip the scales in favor of the innocent, the weak, and the poor Personality Trait. You arc always calm, no matter what the situation Ideal. Everyone should be free to pursue his or her own livelihood. Bond. You arc loyal to your friends, not oany ideals, Flaw. When you see something valuable, you can think of anything but hhow to steal it ‘Small humanoid (lightfoot halfling), neutral ‘Armor Class 14 (leather) Hit Points 9 (Hit Dice 148) Speed 25 ft. STR DEX CON 1060) 1743) 13 4H) INT ws CHA 462) 2G 9) Proficiencies (+2 proficiency bonus) Saving Throws Dex +5, Int +4 ‘Skills Acrobatics +5, Deception +1, Investigation +4, Perception +5, Sleight of Hand +5, Stealth +5 ‘Tools thieves' tools +4 Weapons simple weapons, hand ‘crossbows, longswords, rapiers, shortswords Senses passive (Perception) 15, Languages Common, Halfling, thieves’ cant AcTIONS: ‘Attack. You can attack once when you take this action, using the following. HALFLING TRAITS ‘Hallling Nimbleness. You can move through the space of any creature that is of asize larger than yours. Lucky. When you roll a on an attack roll, ability check, or saving throw, you can reroll the die and must use the new rol. Brave. You have advantage on saving throws against being frightened, ‘Naturally Stealthy. You can attempt tohide even when you are obscured bya creature that is atleast one size larger than you. Shortsword, Melee Weapon Attack: +5 to hit, reach 5 ft, one target. Hit: 16 + 3 piercing damage. Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft, one target. Hit: 1d4 + 3 piercing damage. Shortbow. Ranged Weapon Attack: +S to hit, range 80/320 ft, one target. Hit: 146 + 3 piercing damage. Bonus Actions ‘Two-Weapon Fighting. When you take the Attack action with a shortsword Jn one hand, you can use a bonus action to attack with a dagger in the other hand. You don't add your ability modifier to the damage of the bonus attack You can instead throw the dagger instead of making a melee attack with i. Options Halfling Nimbleness. Halfing trait Lucky. Halfling trait Sneak Attack. Rogue feature ROGUE FEATURES Sneak Attack. Once per turn, you ‘can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack rust use a finesse or a ranged weapon, You don't need advantage on the attack roll if another enemy of the target is within 5 fect oft, that enemy isnt incapacitated, and you don't have disadvantage on the attack roll EQUIPMENT Shortsword, shortbow, quiver with 20 arrows, daggers (2), leather armor, burglars pack (silk rope), thieves’ tools caltrops, dice set, chalk (5), soap (2), steel mirror, dark common clothes swith a hood, belt pouch, money (26 ep, 9sp, Le).

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