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Monk Features
Martial Arts. When you use the Attack
action with an unarmed strike or a monk
weapon on your turn, you can make one
unarmed strike as a bonus action.
Halfling Character Name Shortsword. Melee Weapon Attack: +5
Rogue 1 Hit:
“Could you keep the screaming neutral
down a bit? I’m kinda busy here.”
Dagger. Melee or Ranged Weapon
Armor Class 14 (leather) Attack:
Hit Points 9 (Hit Dice 1d8)
Speed 25 ft. Hit:
else has it, they don’t anymore. Necessity
trumps silly laws of possession. Shortbow. Ranged Weapon Attack: +5
You weren’t a desperate orphan, STR DEX CON
10 (+0) 17 (+3) 13 (+1)
scratching out a living on the mean Hit:
streets. Neither were you a noble INT WIS CHA
poser, slumming for excitement. No, 14 (+2) 12 (+1) 9 (–1)
you are a master of adaptation to your Bonus Actions
environment—be it urban, dungeon, Two-Weapon Fighting.
or the wild.
Saving Throws
Background (Criminal) Skills
You are an experienced criminal with
a history of breaking the law. You have
Tools
✓ criminals
spent a lot of time among other
Weapons
and still have contacts within the
criminal underworld. You have survived
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 roll.
• You have resistance to bludgeoning,
piercing, and slashing damage.
• You can’t cast or concentrate on spells.
Human Druid 1 Character Name • Scimitar. Melee Weapon Attack:
+4 to hit, reach 5 ft., one target.
“All things have a spirit
Medium humanoid (human), Hit: 1d6 + 3 slashing damage.
within. My spirit is my
strength.” neutral good • Thorn Whip. Melee Spell Attack:
+5 to hit, range 30 ft., one target.
You were born in a sacred Armor Class 13 (leather)
natural place, and you were Hit: 1d6 piercing damage, and if the
Hit Points 17 (Hit Dice 2d8) target is Large or smaller, pull it up to
marked from birth with
Speed 30 ft. 10 feet closer to you.
supernatural gifts. Although your parents
were farmers, your presence was a
blessing to them and your village. The
STR DEX CON Bonus Actions
9 (−1) 15 (+2) 14 (+2)
druids of the circle overseeing the land Two-Weapon Fighting. When you take
near your home tutored you from a young INT WIS CHA the Attack action and attack with your
age, allowing you to eschew the normal 11 (+0) 16 (+3) 13 (+1) scimitar in one hand, you can use a
life a farm child. You became able to shift bonus action to attack with the dagger
your form when you entered puberty. Proficiencies (+2 proficiency bonus) in your other hand. On a hit with this
Although your build is slight, your powers Armor Light armor, medium bonus action attack, you deal only 1d4
of spirit grant you all the might you need. armor, shields piercing damage.
Saving Throws Int +2, Wis +5
Background (Folk Hero) Skills History +2, Insight +5, Medicine
You come from among the peasantry, but
Options
+5, Nature +2
the druids who taught you revealed your Tools harp, herbalism kit Spellcasting. You are a spellcaster
birth is in accord with a prophecy spoken Weapons clubs, daggers, darts, (druid feature) who uses Wisdom as
long ago by mysterious fey. People of your your spellcasting ability (spell save DC
javelins, maces, quarterstaffs,
home village regard you as a blessed one 13; +5 to hit with spell attacks). You
with the skills to stand against threats
scimitars, sickles, slings, spears
Senses passive (Perception) 13 have the following spells prepared:
against common folk everywhere.
Rustic Hospitality. You can find a Languages Common, Draconic, Druidic Cantrips (at will): druidcraft,
place to hide, rest, or recuperate among thorn whip
commoners, unless you have shown
Actions
1st Level (3 slots): detect magic, faerie
yourself to be a danger to them. They will Attack. You can make one of the fire, healing word, thunderwave
shield you from the law or anyone else following attacks:
searching for you, though they will not • Dagger. Melee or Ranged Weapon
risk their lives for you. Attack: +4 to hit, reach 5 ft. or range
Faction. You are a member of the 20/60 ft., one target.
Emerald Enclave, wilderness survivalists Hit: 1d4 + 3 piercing damage.
who preserve the natural order while
rooting out unnatural threats.
Personality Trait. You judge people Cantrips. You know two cantrips, which Ritual Casting. You can cast a druid
by their actions, testing them with you can cast at will. spell as a ritual if that spell has the ritual
strong words. Preparing and Casting Spells. To cast tag and you have the spell prepared.
Ideal. Traditional ways, when wise and one of your druid spells, you must expend Spellcasting Focus. You can use a
good, should be upheld. a slot of the spell’s level or higher. You druidic focus, such as your yew wand, as
Bond. Everything you do is to serve regain all expended spell slots when you a spellcasting focus for your druid spells.
and protect the common folk. finish a long rest.
Flaw. Convinced of the import of You prepare the list of druid spells that
your destiny, you are blind to your are available for you to cast, choosing
Equipment
shortcomings and the risk of failure. from the druid spell list. When you do so, Backpack, bedroll, common clothing,
choose up to four druid spells. The spells dagger, harp, healer’s kit, herbalism
Druid Features must be of a level for which you have kit, leather armor, mess kit, pouch,
Druidic. You can speak Druidic and spell slots. rations (10 days), scimitar, tinderbox,
use it to leave hidden messages. You You can change your list of prepared waterskin, yew wand
and others who know this language spells when you finish a long rest.
automatically spot such a message. When you prepare new spells, you must
Others spot the message’s presence with meditate 1 minute per spell level for each
a successful DC 15 Wisdom (Perception) spell on your list.
check but can decipher it only with magic. Spellcasting Ability. Wisdom is your
spellcasting ability for your druid spells,
Spellcasting. Drawing on the divine
since your magic draws upon your
essence of nature, you can cast spells to
devotion and attunement to nature. You
shape that essence to your will.
use your Wisdom whenever a spell refers
to your spellcasting ability.
Human Character Name Actions
Fighter 1 Medium humanoid (human), chaotic
Attack. You can attack when you take
this action, using the following:
“Measure twice, cut once. Or two good
Longsword. Melee Weapon Attack: +5
or three times, whatever works. Maybe
five.” Armor Class 18 to hit, reach 5 ft., one target.
Hit Points 12 (Hit Dice 1d10) Hit: 1d8 + 3 slashing damage.
You crave adventure like most people
Speed 30 ft. Pike. Melee Weapon Attack: +5 to hit,
crave food or drink. You lived in any
reach 10 ft., one target. Hit: 1d10 + 3
number of cities and villages during your
time with the military, but no one place STR DEX CON piercing damage.
has ever truly felt like home–and you 16 (+3) 9 (-1) 15 (+2) Javelin. Ranged Weapon Attack:
have slowly come to the conclusion that +5 to hit, reach 5 ft. or range
INT WIS CHA
this is according to your preferences. 13 (+1) 11 (0) 14 (+2) 30/120 ft., one target. Hit: 1d6 + 3
piercing damage.
Background (Soldier) Proficiencies (+2 proficiency bonus)
You were a professional soldier. You Saving Throws Str +5, Con +4 Bonus Actions
traveled to foreign lands, led troops into Skills Athletics +5, History +3, Second Wind. Regain 1d10 + 1
danger, fought wars under the banners Intimidation +4, Perception +2 hit points.
of different commanders. Yet, you craved Armor All, shields.
something more out of life, and resigned
Weapons Simple, martial. Reactions
your commission. Now you are out on Tools Gaming dice, vehicles (land)
your own, living by your wits, taking Protection. Impose disadvantage on
Senses Passive Perception 12
orders from no one. an attack against a target within 5
Military Rank. You were a low-ranked
Languages Common, Orc
feet of you.
officer in a military organization. Soldiers
loyal to your former military organization
still recognize your authority and
influence, and they defer to you if they are
of a lower rank.
Faction. You are a member of the
Order of the Gauntlet, a devout and
vigilant group that seeks to protect others
from the depredations of evildoers.
Personality Trait. You can stare down
a hell hound without flinching.
Ideal. When people follow orders
blindly, they embrace a kind of tyranny.
Bond. You fight for those who cannot
fight for themselves.
Flaw. You’d rather eat your armor than
admit when you’re wrong.
Fighter Features
Fighting Style: Protection. When a
creature you can see attacks a target
other than you that is within 5 feet of
you, you can use your reaction to impose
disadvantage on the attack roll. You must
be wielding a shield.
Second Wind. On your turn, you can
use 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
Longsword, pike, javelin (5), chain mail,
shield, dungeoneer’s pack, potion of
healing, money (30 gp, 5 sp)
Human Character Name Actions
Paladin 1 Medium humanoid (Turami human),
Attack. You can attack once when you
take this action, using the following:
“No thanks are necessary. I lawful good
am but a humble servant of Longsword. Melee Weapon Attack: +5 to
the gods. Well, perhaps just one drink.” Armor Class 18 (chain mail, shield) hit, reach 5 ft., one target.
You follow the path of righteousness, Hit Points 12 (Hit Dice 1d10) Hit: 1d8 + 3 slashing damage.
and everyone knows it. Your family Speed 30 ft.
Javelin. Ranged Weapon Attack: +5 to
built chapels to the gods of light and life
throughout their lands, and you spread STR DEX CON hit, reach 5 ft. or range 30/120 ft.,
the good word as you travel. 16 (+3) 9 (–1) 14 (+2) one target.
You move in the highest circles of the Hit: 1d6 + 3 piercing damage.
INT WIS CHA
ruling classes and among the simple 11 (+1) 13 (+1) 15 (+2) Divine Sense. Paladin feature
folk, bringing salvation wherever you
go. You vigorously proclaim the virtues Proficiencies (+2 proficiency bonus) Lay on Hands. Paladin feature
of an honorable life, though sometimes
Saving Throws Wis +3, Cha +4
your audience doesn’t seem to share your
Skills History +3, Medicine +3,
enthusiasm. But you’re no stick-in-the-
mud, and you enjoy the worldly rewards Persuasion +4, Religion +3
for a job well done. Tools dragonchess set
Armor all armor, shields
Background (Noble) Weapons simple weapons,
You were born the eighth child of a minor martial weapons
noble family. You are accustomed to Senses passive (Perception) 11
privilege and the comforts that come with Languages Common, Dwarvish, Elvish
it, but recognizing that you will never
inherit, you set out as a youth to find
your own path.
Position of Privilege. Thanks to your
noble birth, people are inclined to think
the best of you. You are welcome in
high society, and people assume you
have the right to be wherever you are.
The common folk make every effort
to accommodate you and avoid your
displeasure, and other people of high You know the type of any being whose This feature has no effect on undead
birth treat you as a member of the presence you sense, but not its identity. and constructs.
same social sphere. You can secure an Within the same radius, you also detect
audience with a local noble if you need to. the presence of any place or object that Equipment
Faction. You belong to the Lords’ has been consecrated or desecrated, as Longsword, javelins (5), chain mail,
Alliance, whose members ensure the with the hallow spell. shield, explorer’s pack, bell, dragonchess
safety and prosperity of civilized folk by You can use this feature a set, engraved tankard, signet ring, sealing
standing united against the forces that number of times equal to 1 + your wax, scroll of pedigree, holy symbol
threaten civilization. Charisma modifier. (serves as a focus for paladin spells),
Personality Trait. You are convinced Lay on Hands. You have a pool of healing fine clothes, traveler’s clothes, perfume,
that the common folk love you for your power, with which you can restore up to 5 soap (2), waterskin with common wine,
kindness and generosity. hit points. This pool replenishes after you healer’s kit, belt pouch, money (5 gp,
Ideal. It is your duty to protect and care finish a long rest. 5 sp, 4 cp).
for those beneath you. As an action, you can touch a creature
Bond. Your loyalty to your sovereign and draw power from the pool to restore
is unswerving. a number of hit points to that creature,
Flaw. You have an insatiable desire for up to the maximum amount remaining
carnal pleasures. in your pool.
Alternatively, you can expend 5 hit
Paladin Features points from your pool of healing to cure
Divine Sense (3; Recharges after a the target of one disease or neutralize
Long Rest). As an action, you can open one poison affecting it. You can cure
your awareness to sense strong evil and multiple diseases and neutralize multiple
powerful good. Until the end of your poisons with a single use of Lay on
next turn, you know the location of any Hands, expending hit points separately
celestial, fiend, or undead within 60 for each one.
feet of you that is not behind total cover.
Elf Ranger 1 Character Name Weapons Simple weapons, martial
weapons.
“Once I choose my prey, I never
Medium humanoid (wood elf), chaotic Tools Flute.
lose the trail or miss my mark.
The hunt is all.” good Senses Darkvision, Passive
Perception 15
The last remaining member of
Armor Class 15 Languages Common, Elvish,
your tribe, you are the epitome
Hit Points 11 (Hit Dice 1d10) Draconic, Orc.
of the rugged individualist. You know
better than to ascribe qualities such as Speed 35 ft.
Actions
mercy or bounty to the forests of your
STR DEX CON Attack. You can attack when you take
youth. There are a thousand ways to die
12 (+1) 16 (+3) 13 (+1) this action, using the following:
in the wilderness, and you have survived
through muscle, wits, and will. INT WIS CHA Shortsword. Melee Weapon Attack:
10 (0) 16 (+3) 8 (-1) +5 to hit, reach 5 ft., one target.
Background (Outlander) Hit: 1d6 + 3 piercing damage.
Longbow. Ranged Weapon Attack:
Proficiencies (+2 proficiency bonus)
You grew up in the wilds, far from +5 to hit, range 150/600 ft., one
Saving Throws Str +3, Dex +5;
civilization and the comforts of town and target. Hit: 1d8 + 3 piercing damage.
technology. The wilds are in your blood. advantage on saves against
Even in places where you don’t know the being charmed.
Skills Athletics +3, Insight +5, Nature
Options
specific features of the terrain, you know
the way of the wild. +2, Perception +5, Stealth +5, Fey Ancestry. Wood Elf trait
Wanderer. You have an excellent Survival +5 Favored Enemy. Ranger feature.
memory for maps and geography, and you Armor Light, medium.
can always recall the general layout of Natural Explorer. Ranger feature.
terrain, settlements, and other features
around you. In addition, you can find food Ranger Features Equipment
and fresh water for yourself and up to five
other people each day, provided that the Favored Enemy. You have significant Studded leather, shortsword, longbow
land offers berries, small game, water, experience studying, tracking, hunting, (with 60 arrows), explorer’s kit, hunting
and so forth. and even talking to dragons. You trap, flute, money (25 gp)
Faction. You are a member of the have advantage on Wisdom (Survival)
Emerald Enclave, a group dedicated to checks to track dragons, as well
maintaining the delicate balance between as on Intelligence checks to recall
nature and civilization. information about them.
Personality Trait. I once ran twenty- Natural Explorer. You are particularly at
five miles without stopping to warn my home in forest terrain. When you make
clan of an approaching orc horde. I’d do it an Intelligence or Wisdom check related
again if I had to. to forest terrain, your proficiency bonus is
Ideal. Life is like the seasons, doubled if you are using a skill that you’re
in constant change, and we must proficient in.
change with it. While traveling for an hour or
Bond. I am the last of my tribe, and more in forest terrain, you gain the
it is up to me to ensure their names following benefits:
enter legend. • Difficult terrain doesn’t slow your
Flaw. There’s no room for caution in a group’s speed.
life lived to the fullest. • Your group can’t become lost except by
magical means.
• Even when you are engaged in another
Wood Elf Traits activity while traveling, you remain
Fey Ancestry. You have advantage on alert to danger.
saving throws against being charmed, • If you are traveling alone, you can move
and magic can’t put you to sleep. stealthily at a normal pace.
Darkvision. You can see in dim light • When you forage, you find twice as
within 60 feet of you as if it were bright much food as you normally would.
light, and in darkness as if it were dim • While tracking other creatures, you
light. You can’t discern color in darkness, also learn their exact number, their
only shades of gray. sizes, and how long ago they passed
Mask of the Wild. You can attempt through the area.
to hide even when you are only lightly
obscured by foliage, heavy rain, falling
snow, mist, and other natural phenomena.
class & Level Background Player Name
Inspiration
Strength
Armor
Proficiency bonus Class Initiative Speed
Personality Traits
sP
eP
gP
pP
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AGE HEIGHT WEIGHT
Name
symbol
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Spellcasting spell save dc spell attack
spellcasting ability bonus
class
0 cantrips 3 6
Spell
Level
slots total slots expended
1 7
epar
spell name
ed
pr
4
spells known
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
AGE HEIGHT WEIGHT
Name
symbol
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
class & Level Background Player Name
Inspiration
Strength
Armor
Proficiency bonus Class Initiative Speed
Personality Traits
sP
eP
gP
pP
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Spellcasting spell save dc spell attack
spellcasting ability bonus
class
0 cantrips 3 6
Spell
Level
slots total slots expended
1 7
epar
spell name
ed
pr
4
spells known
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
AGE HEIGHT WEIGHT
Name
symbol
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
class & Level Background Player Name
Inspiration
Strength
Armor
Proficiency bonus Class Initiative Speed
Personality Traits
sP
eP
gP
pP
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Spellcasting spell save dc spell attack
spellcasting ability bonus
class
0 cantrips 3 6
Spell
Level
slots total slots expended
1 7
epar
spell name
ed
pr
4
spells known
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
AGE HEIGHT WEIGHT
Name
symbol
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
class & Level Background Player Name
Inspiration
Strength
Armor
Proficiency bonus Class Initiative Speed
Personality Traits
sP
eP
gP
pP
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Spellcasting spell save dc spell attack
spellcasting ability bonus
class
0 cantrips 3 6
Spell
Level
slots total slots expended
1 7
epar
spell name
ed
pr
4
spells known
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.