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Dragonborn Character Name Actions

Sorcerer 1 Medium humanoid (silver dragonborn),


Attack. You can attack once when you
take this action, using the following:
“Do you hear that? It is the Draconic Bloodline, neutral good
roaring in my blood.” Quarterstaff. Melee Weapon Attack: +2
You are a ferocious wanderer of the Armor Class 14 (natural armor) to hit, reach 5 ft., one target.
untrodden ways, a survivor who Hit Points 9 (Hit Dice 1d6) Hit: 1d8 bludgeoning damage.
constantly tests yourself against the Speed 30 ft.
Dagger. Melee or Ranged Weapon
dangers of the wild—and conquers.
Despite your self-sufficiency, you STR DEX CON Attack: +3 to hit, reach 5 ft. or range
tire of a life alone. Your clan is far, but 10 (+0) 13 (+1) 14 (+2) 20/60 ft., one target.
these companions are the closest thing Hit: 1d4 + 1 piercing damage.
INT WIS CHA
to a tribe. As long as they can prove 10 (+0) 12 (+1) 16 (+3) Dart. Ranged Weapon Attack: +3 to hit,
themselves worthy of your company, you
range 20/60 ft., one target.
will travel with them. Proficiencies (+2 proficiency bonus) Hit: 1d4 + 1 piercing damage.
Saving Throws Con +4, Cha +6
Background (Outlander) Skills Arcana +2, Athletics +2, Cold Breath. 15-foot cone; each
You grew up in the wilds, a fiercely Intimidation +5, Survival +3 creature in the area must make a
proud member of a noble clan. The clan Tools drum DC 12 Constitution saving throw,
outweighs everything else in your life, taking 2d6 cold damage on a failed
Weapons daggers, darts, slings,
even the stated law of the land. save, and half as much damage on a
Wanderer. You have an excellent
quarterstaffs, light crossbows
Damage Resistances cold successful one.
memory for maps and geography, and you
can always recall the general layout of Senses passive (Perception) 11 Spellcasting. Sorcerer feature
terrain, settlements, and other features Languages Common, Draconic,
around you. In addition, you can find food Sylvan
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 Sorcerer Features Spells Known:
the same again. Cantrips (at will): blade ward, mage hand,
Dragon Ancestor. Whenever you make ray of frost, true strike
Ideal. To dishonor yourself is to
a Charisma check when interacting with
dishonor the clan. 1st level (2 slots): magic missile, shield
dragons, your proficiency is doubled if it
Bond. Your clan is the most important
applies to the check.
thing in your life, even when they are Equipment
far from you. Draconic Resilience. As magic flows
Quarterstaff (serves as an arcane focus),
Flaw. It is nature’s way that the strong through your body, it causes physical
dart (20), daggers (2), explorer’s pack,
survive and the weak perish. traits of your dragon ancestor to emerge.
hunting trap, drum crafted from a bear’s
Your hit point maximum increases by
skull, component pouch, traveler’s
Dragonborn Traits 1 at 1st level and whenever you gain a
clothes, belt pouch, money (10 gp).
sorcerer level.
Draconic Ancestry (Silver). You have
Additionally, parts of your body are
a cold breath weapon and resistance to
covered by a thin sheen of dragon-
cold damage.
like scales. When you aren’t wearing
Breath Weapon (Recharges after You armor, your AC equals 13 + your
Finish a Short or Long Rest). You can Dexterity modifier.
use your action to exhale cold energy in
Spellcasting. Charisma is your
a 15-foot cone. Each creature in the area
spellcasting ability for your sorcerer
must make a DC Constitution saving
spells. You use your Charisma whenever
throw (DC = 8 + your Con modifier + your
a spell refers to your spellcasting ability.
proficiency bonus) taking full damage on
To cast a spell, you must expend a slot
a failed save, and half as much damage
of the spell’s level or higher. You regain
on a successful one.
all expended spell slots when you finish
a long rest.
Spell save DC: 13
Spell attack modifier: +5
Drow Rogue 1 Character Name Actions
“I am in the business of removing Attack. You can attack once when you
Medium humanoid (drow elf), neutral
obstacles.” take this action, using the following:
Without divine or arcane magical
Shortsword. Melee Weapon Attack: +5
ability, your options in the Armor Class 14 (leather) to hit, reach 5 ft., one target.
cutthroat world of drow society were Hit Points 8 (Hit Dice 1d8)
limited. You either became an expert in Hit: 1d6 + 3 piercing damage.
Speed 30 ft.
death, or you died young. Dagger. Melee Weapon Attack: +5 to
After honing your murderous arts in STR DEX CON hit, reach 5 ft., one target.
the Underdark, you made your escape 8 (+0) 16 (+3) 10 (+0) Hit: 1d4 + 3 piercing damage.
from the city of your birth to strike out
on your own. Your reputation as a nigh- INT WIS CHA Hand Crossbow. Ranged Weapon
invisible killer strikes fear into those who 13 (+1) 12 (+1) 16 (+3) Attack: +5 to hit, range 80/320 ft.,
would wrong you. But those who respect one target.
you earn your ready support. Proficiencies (+2 proficiency bonus) Hit: 1d6 + 3 piercing damage.
Saving Throws Dex +5, Int +3
Background (Charlatan) Skills Deception +5, Insight +3, Spellcasting. Drow Magic (drow trait).
You know what makes people tick, you Investigation +3, Perception +5*,
Bonus Actions
can tease out their heart’s desires after a Persuasion +5, Sleight of Hand +5,
few minutes of conversation, and with a Stealth +7* Two-Weapon Fighting. When you take
few leading questions you can read them Tools thieves’ tools the Attack action with a shortsword
like they were children’s books. Armor light armor in one hand, you can use a bonus
Your favorite scheme is putting on new Weapons simple weapons, hand action to attack with a dagger in
identities. Your facility with disguise the other hand. You don’t add your
crossbows, longswords, rapiers,
makes it easy to insinuate yourself ability modifier to the damage of the
into any setting, the better to get your
shortswords
Senses passive (Perception) 15 bonus attack.
target alone.
False Identity. You have created Languages Common, Elvish, Options
a second identity that includes Undercommon, thieves’ cant
documentation, established
Sneak Attack. Rogue feature
acquaintances, and disguises that allow
you to assume that persona. Additionally,
you can forge documents including
official papers and personal letters, as
long as you have seen an example of the
kind of document or the handwriting you Drow Traits Rogue Features
are trying to copy. Superior Darkvision. You can see in Sneak Attack. Once per turn, you
Faction. You are a member of the dim light within 120 feet of you as if it can deal an extra 1d6 damage to one
Zhentarim, an organization of well- were bright light, and in darkness as if it creature you hit with an attack if you have
trained mercenaries, savvy rogues, and were dim light. advantage on the attack roll. The attack
crafty warlocks who seek to expand their must use a finesse or a ranged weapon.
Sunlight Sensitivity. You have
influence and power. You don’t need advantage on the
disadvantage on attack rolls and on
Personality Trait. You lie about attack roll if another enemy of the
Wisdom (Perception) checks that rely on
almost everything, even when there’s no target is within 5 feet of it, that enemy
sight when you, the target of your attack,
good reason to. isn’t incapacitated, and you don’t have
or whatever you are trying to perceive is
Ideal. You are a free spirit—no one tells disadvantage on the attack roll.
in direct sunlight.
you what to do.
Expertise. Your proficiency bonus is
Bond. You owe everything to your Fey Ancestry. You have advantage on
doubled for any ability check you make
mentor—a master drow assassin who saving throws against being charmed,
using your Perception or Stealth skills.
sees your defection as a personal affront. and magic can’t put you to sleep.
Flaw. You’re convinced that no Trance. Instead of sleeping, you meditate
one could ever fool you the way you deeply, remaining semiconscious, for 4
Equipment
fool others. hours a day, gaining the same benefit that Shortsword, dagger, hand crossbow,
a human does from 8 hours of sleep. quiver with 20 bolts, leather armor,
dungeoneer’s pack, thieves’ tools,
Drow Magic. You know the dancing
disguise kit, signet ring of a minor drow
lights cantrip.
noble (your false identity), dark common
clothes with a hood, belt pouch.
Halfling Character Name Actions
Monk 1 Small humanoid (stout halfling),
Attack. You can make one of the
following attacks:
“Size of the body indicates lawful good
• Shortsword. Melee Weapon Attack: +5
nothing of the depth of the spirit.”
Armor Class 15 (Unarmored Defense) to hit, reach 5 ft., one target.
Ascetic life tempered your endurance, Hit: 1d6 + 4 piercing damage.
and a doctrine of and helping others Hit Points 10 (Hit Dice 1d8)
Speed 25 ft. • Unarmed Strike. Melee Weapon
tempered your tolerance and compassion.
Attack: +5 to hit, reach 5 ft.,
Your kindness and understanding you
give freely, but your beliefs reserve your STR DEX CON one target.
wrath and martial arts expertise for the 8 (−1) 17 (+3) 14 (+2) Hit: 1d4 + 4 bludgeoning damage.
cruel and wicked, especially those who • Dart. Ranged Weapon Attack: +5 to
INT WIS CHA
harm the innocent or weak. You wander 10 (+0) 14 (+2) 12 (+1) hit, range 20/60 ft., one target.
the world as a righter of wrongs, and an Hit: 1d4 + 4 piercing damage.
example that the spirit transcends and Proficiencies (+2 proficiency bonus)
conquers the material. Bonus Actions
Saving Throws Str +1, Dex +6;
advantage on saves against being Martial Arts. Monk feature
Background (Acolyte)
frightened and poisoned. Options
You spent your formative years in a Skills Acrobatics +5, Athletics +1,
monastery dedicated to the Triad—Torm, Halfling Nimbleness. Halfling trait
Insight +4, Medicine +4
Tyr, and primarily for your order, Ilmater,
god of endurance and martyrdom. As
Tools herbalism kit Lucky. Halfling trait
a priest, you can perform sacred rites, Weapons simple weapons,
including counseling and aiding others. shortswords; melee weapons of
Shelter of the Faithful. You and your these types that lack the two-
companions can receive aid at any site handed or heavy property are
dedicated to the Triad or its member monk weapons for you.
deities, especially Ilmater. You must Damage Resistances poison
provide any material components for Senses passive (Perception) 12
spells cast on your behalf. Those who Languages Common, Draconic,
share your religion support you at a Halfling
modest lifestyle.
Faction. You are a member of the
Order of the Gauntlet, seekers of justice Unarmored Defense. While you wear
who protect others from evildoers. no armor and wield no shield, your AC
Personality Trait. You can find equals 10 + your Dex modifier + your
common ground between the fiercest Wis modifier.
enemies, empathizing with them and
always working toward peace. Equipment
Ideal. You always try to help those in
Backpack, bedroll, darts (8), crystal
need, no matter what the personal cost.
(glows in moonlight), healer’s kit,
Bond. Everything you do is to protect
herbalism kit, holy symbol (red cord
the common folk.
wrapped around wrists and hands),
Flaw. You place too much trust in those
mess kit, monk’s vestments and common
who profess to share your faith.
clothing (gray), pouch, prayer beads,
Halfling Traits rations (5 days), shortsword, soap,
tinderbox, torches (3), waterskin
Halfling Nimbleness. You can move
through the space of any creature that is
of a size larger than yours.
Lucky. When you roll a 1 on an attack
roll, ability check, or saving throw, you
can reroll the die and use the new roll.

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

regulations of society. Senses


Your expertise is burglary. You are Languages Options
unmatched at getting into tight spaces
and locked rooms, and getting back out
Actions
again richer and none the worse. Lucky.
You have a reliable Attack.
and trustworthy contact who acts Sneak Attack.
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, Halfling Traits Rogue Features
using local messnegers, corrupt caravan
You can move Once per turn, you
masters, and seedy sailors.
through the space of any creature that is can deal an extra 1d6 damage to one
You are a member of the
of a size larger than yours. creature you hit with an attack if you have
Harpers, a clandestine network of
advantage on the attack roll. The attack
spellcasters and spies that seeks to tip When you roll a 1 on an attack
the scales in favor of the innocent, the roll, ability check, or saving throw,
You don’t need advantage on the
weak, and the poor. you can reroll the die and must use
attack roll if another enemy of the
You are always the new roll.
target is within 5 feet of it, that enemy
calm, no matter what the situation. You have advantage on saving isn’t incapacitated, and you don’t have
Everyone should be free to throws against being frightened. disadvantage on the attack roll.
pursue his or her own livelihood.
Equipment
You are loyal to your friends, not You can attempt
to any ideals. to hide even when you are obscured
When you see something by a creature that is at least one size Shortsword, shortbow, quiver with
valuable, you can’t think of anything but larger than you. 20 arrows, daggers (2), leather armor,
how to steal it. burglar’s pack (silk rope), thieves’ tools,
caltrops, dice set, chalk (5), soap (2),
steel mirror, dark common clothes
with a hood, belt pouch, money (26 gp,
9 sp, 1 cp).
Half-Orc Character Name Actions
Paladin 1 Medium humanoid (half-orc), chaotic
Attack. You can attack once when you
take this action, using the following:
“I might not be lovely to look good
upon, but glory blazes in my Maul. Melee Weapon Attack: +5 to hit,
eyes and in my blade.” Armor Class 16 (chain mail) reach 5 ft., one target.
Fury and resentment lie always just Hit Points 12 (Hit Dice 1d10) Hit: 2d6 + 3 bludgeoning damage.
below the surface of your gleaming Speed 30 ft.
Halberd. Melee Weapon Attack: +5 to
armor. For each wrong done you, you
have sworn vengeance against those who STR DEX CON hit, reach 10 ft., one target.
would bring misery to the helpless. 16 (+3) 10 (+0) 14 (+2) Hit: 1d10 + 3 slashing damage.
You are used to traveling on your own, INT WIS CHA Spear. Melee or Ranged Weapon Attack:
meting out punishment on your terms 8 (–1) 12 (+1) 15 (+2) +5 to hit, reach 5 ft. or range 20/60
wherever you find injustice. But recently
ft., one target.
you discovered others much like yourself, Proficiencies (+2 proficiency bonus)
wanderers who fight monsters and defeat Hit: 1d8 (melee) or 1d6 (thrown) + 3
Saving Throws Wis +3, Cha +4 piercing damage.
evildoers. True, they seem to be in it
Skills Animal Handling +3, Athletics
mostly for the money, but you welcome Divine Sense. Paladin feature
the companionship—for however +5, Intimidation +4, Perception +3,
long it lasts. Religion +1 Lay on Hands. Paladin feature
Tools flute
Background (Outlander) Armor all armor, shields
You are an exile, unwelcome in both Weapons simple weapons,
civilized society and the savage tribes of martial weapons
your parentage. Born after an orc raid, Senses passive (Perception) 13
you were abandoned at a nearby temple Languages Common, Giant, Orc
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 Savage Attacks. When you score a As an action, you can touch a creature
other people each day, provided that the critical hit with a melee weapon attack, and draw power from the pool to restore
land offers berries, small game, water, you can roll one of the weapon’s damage a number of hit points to that creature,
and so forth. dice one additional time and add it to the up to the maximum amount remaining
Faction. You are a member of the extra damage of the critical hit. in your pool.
Order of the Gauntlet, an organization Alternatively, you can expend 5 hit
dedicated to smiting evil wherever it lurks
Paladin Features points from your pool of healing to cure
and without hesitation. Divine Sense (3; Recharges after a the target of one disease or neutralize
Personality Trait. You feel far more Long Rest). As an action, you can open one poison affecting it. You can cure
comfortable around animals than people. your awareness to sense strong evil and multiple diseases and neutralize multiple
Ideal. You are driven to earn powerful good. Until the end of your poisons with a single use of Lay on
glory in battle. next turn, you know the location of any Hands, expending hit points separately
Bond. You have sworn to bring terrible celestial, fiend, or undead within 60 for each one.
wrath down on evildoers. feet of you that is not behind total cover. This feature has no effect on undead
Flaw. Violence is your answer to almost You know the type of any being whose and constructs.
any challenge. presence you sense, but not its identity.
Within the same radius, you also detect Equipment
Half-Orc Traits the presence of any place or object that Halberd, spear, maul, staff, chain mail,
Darkvision. You can see in dim light has been consecrated or desecrated, as explorer’s pack, hunting trap, flute
within 60 feet of you as if it were with the hallow spell. crafted from an orc’s shinbone, holy
bright light, and in darkness as if it You can use this feature a symbol (serves as a focus for paladin
were dim light. number of times equal to 1 + your spells), traveler’s clothes, belt pouch,
Charisma modifier. money (10 gp).
Relentless Endurance (Recharges after
a Long Rest). When you are reduced to 0 Lay on Hands. You have a pool of healing
hit points but not killed outright, you can power, with which you can restore up to 5
drop to 1 hit point instead. hit points. This pool replenishes after you
finish a long rest.
Human Character Name Actions
Barbarian 1 Medium humanoid (human),
Attack. You can make one of the
following attacks (see Rage and
“The wild is in my blood.” chaotic good
Reckless Attack):
Hailing from the northern • Greatsword. Melee Weapon Attack:
lands, you are a stranger to Armor Class 14 (Unarmored Defense)
Hit Points 14 (Hit Dice 1d12) +5 to hit, reach 5 ft., one target.
civilization. Yet you travel
Speed 30 ft. Hit: 2d6 + 3 (or +5 if raging)
wherever need guides you,
slashing damage
fighting those who would despoil the
wilderness. You have faced encroaching STR DEX CON • Handaxe. Melee or Ranged Weapon
evil from monsters to greedy humans. 16 (+3) 14 (+2) 15 (+2) Attack: +5 to hit, reach 5 ft. or range
You take what you need, and feed the 20/60 ft., one target.
INT WIS CHA
ground with the blood of such enemies. 9 (−1) 13 (+1) 11 (+0) Hit: 1d6 + 3 (or +5 if raging and used
in melee) slashing damage
Background (Outlander) Proficiencies (+2 proficiency bonus) • Javelin. Melee or Ranged Weapon
You grew up among tribal nomads, Armor light armor, medium Attack: +5 to hit, reach 5 ft. or range
far from civilization and its comforts. armor, shields 30/120 ft., one target.
You’ve hunted great herds, survived Saving Throws Str +5, Con +4; see the Hit: 1d6 + 3 (or +5 if raging and used
extreme weather, raided the trade of Danger Sense barbarian feature in melee) piercing damage
softer folk, and protected places sacred
Skills Athletics +5, Intimidation +2,
to your people. At times, you’ve enjoyed Bonus Actions
the solitude of being the only sentient
Perception +3, Survival +3
creature for miles in any direction. Even Tools drum Rage. Barbarian feature
in places where the terrain is new, you Weapons simple weapons,
know the ways of the wild. martial weapons
Wanderer. As a former barbarian Senses passive (Perception) 13
nomad and raider, you have an excellent Languages Common, Dwarvish, Giant
memory for maps and geography, and you
can always recall the general layout of Your rage lasts for 1 minute. It ends
terrain, settlements, and other features early if you are knocked unconscious or if
around you. In addition, you can find food your turn ends and you haven’t attacked
and fresh water for yourself and up to five a hostile creature since your last turn or
other people each day, provided that the taken damage since then. You can also
land offers enough. end your rage as a bonus action.
Faction. You are a member of the
Emerald Enclave, wilderness survivalists Unarmored Defense. While you are
who preserve the natural order while wearing no armor, but even if you’re
rooting out unnatural threats. using a shield, your Armor Class equals
Personality Trait. You place no stock 10 + your Dexterity modifier + your
in refined manners or wealth. Constitution modifier.
Ideal. Life is constant change, and you
must change with it to survive. Equipment
Bond. You take the despoiling of Backpack, bearskin cloak, bedroll, drum,
the wilderness and sacred sites as a greatsword, handaxes (2), healer’s kit,
personal insult. javelins (3), mess kit, pouch, tinderbox,
Flaw. There’s no room for caution in a torches (5), traveler’s clothing, waterskin,
life lived to the fullest. money (15 gp)

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

character name race Alignment Experience Points

Inspiration
Strength

Armor
Proficiency bonus Class Initiative Speed

Personality Traits

Hit Point Maximum


Strength
dexterity
Dexterity
Constitution
Current hit points Ideals
Intelligence
Wisdom
Charisma
constitution saving throws
Temporary hit points Bonds

Acrobatics (Dex) Total Successes

Animal Handling (Wis) Failures

Arcana (Int) Hit Dice Death saves Flaws


intelligence Athletics (Str)
Deception (Cha)
Name Atk Bonus Damage/type
History (Int)
Insight (Wis)
Intimidation (Cha)

wisdom Investigation (Int)


Medicine (Wis)
Nature (Int)
Perception (Wis)
Performance (Cha)
Persuasion (Cha)
charisma
Religion (Int)
Sleight of Hand (Dex)
Stealth (Dex)
Survival (Wis)

SKILLS Attacks & Spellcasting

Passive wisdom (Perception)


CP

sP

eP

gP

pP

Other proficiencies & languages Equipment Features & Traits

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AGE HEIGHT WEIGHT

character name EYES SKIN HAIR

Name

symbol

character appearance allies & organizations

additional features & traits

character backstory treasure

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

character name EYES SKIN HAIR

Name

symbol

character appearance allies & organizations

additional features & traits

character backstory treasure

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
class & Level Background Player Name

character name race Alignment Experience Points

Inspiration
Strength

Armor
Proficiency bonus Class Initiative Speed

Personality Traits

Hit Point Maximum


Strength
dexterity
Dexterity
Constitution
Current hit points Ideals
Intelligence
Wisdom
Charisma
constitution saving throws
Temporary hit points Bonds

Acrobatics (Dex) Total Successes

Animal Handling (Wis) Failures

Arcana (Int) Hit Dice Death saves Flaws


intelligence Athletics (Str)
Deception (Cha)
Name Atk Bonus Damage/type
History (Int)
Insight (Wis)
Intimidation (Cha)

wisdom Investigation (Int)


Medicine (Wis)
Nature (Int)
Perception (Wis)
Performance (Cha)
Persuasion (Cha)
charisma
Religion (Int)
Sleight of Hand (Dex)
Stealth (Dex)
Survival (Wis)

SKILLS Attacks & Spellcasting

Passive wisdom (Perception)


CP

sP

eP

gP

pP

Other proficiencies & languages Equipment Features & Traits

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

character name EYES SKIN HAIR

Name

symbol

character appearance allies & organizations

additional features & traits

character backstory treasure

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
class & Level Background Player Name

character name race Alignment Experience Points

Inspiration
Strength

Armor
Proficiency bonus Class Initiative Speed

Personality Traits

Hit Point Maximum


Strength
dexterity
Dexterity
Constitution
Current hit points Ideals
Intelligence
Wisdom
Charisma
constitution saving throws
Temporary hit points Bonds

Acrobatics (Dex) Total Successes

Animal Handling (Wis) Failures

Arcana (Int) Hit Dice Death saves Flaws


intelligence Athletics (Str)
Deception (Cha)
Name Atk Bonus Damage/type
History (Int)
Insight (Wis)
Intimidation (Cha)

wisdom Investigation (Int)


Medicine (Wis)
Nature (Int)
Perception (Wis)
Performance (Cha)
Persuasion (Cha)
charisma
Religion (Int)
Sleight of Hand (Dex)
Stealth (Dex)
Survival (Wis)

SKILLS Attacks & Spellcasting

Passive wisdom (Perception)


CP

sP

eP

gP

pP

Other proficiencies & languages Equipment Features & Traits

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

character name EYES SKIN HAIR

Name

symbol

character appearance allies & organizations

additional features & traits

character backstory treasure

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
class & Level Background Player Name

character name race Alignment Experience Points

Inspiration
Strength

Armor
Proficiency bonus Class Initiative Speed

Personality Traits

Hit Point Maximum


Strength
dexterity
Dexterity
Constitution
Current hit points Ideals
Intelligence
Wisdom
Charisma
constitution saving throws
Temporary hit points Bonds

Acrobatics (Dex) Total Successes

Animal Handling (Wis) Failures

Arcana (Int) Hit Dice Death saves Flaws


intelligence Athletics (Str)
Deception (Cha)
Name Atk Bonus Damage/type
History (Int)
Insight (Wis)
Intimidation (Cha)

wisdom Investigation (Int)


Medicine (Wis)
Nature (Int)
Perception (Wis)
Performance (Cha)
Persuasion (Cha)
charisma
Religion (Int)
Sleight of Hand (Dex)
Stealth (Dex)
Survival (Wis)

SKILLS Attacks & Spellcasting

Passive wisdom (Perception)


CP

sP

eP

gP

pP

Other proficiencies & languages Equipment Features & Traits

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.

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