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Got a player who needs a character? The following pregenerated characters are optimized for new players, but people with all levels of
experience can enjoy using them. It takes minutes to put the customizable finishing touches on these characters. If you’re starting at
level 1, have your players pick one of the twelve character options and then follow the simple instructions below. If you’re starting above
level 1, each pregenerated character has instructions for quick leveling to level 5.
Before You Play…
You should customize your pregenerated character in the following ways before you play:
17 I treat new people as new friends. 19 In tough situations my first reaction is to pray to the gods.
18 I always stand up to bullies. 20 I can stare down a horde of orcs without blinking.
3 Community. I will see the people of Whitesparrow prosper. 4 I serve as a bodyguard for another player character.
(Neutral) 5 My favorite piece of equipment was forged in Whitesparrow.
4 Freedom. No people should answer to an authority higher than 6 I consider another player character my greatest friend.
themselves. (Chaotic)
7 My aunt serves as Whitesparrow’s sheriff.
5 Creativity. The beauty of free expression is worthy dying for.
(Chaotic) 8 I used to be the servant of another player character, but now I
consider us equals.
6 Order. Societies must police themselves to avoid corruption.
(Lawful) 9 I used to be in love with a person from Whitesparrow.
7 Tyranny. The most powerful deserve to rule. (Evil) 10 The person I trust most in the world is another player character.
8 Responsibility. It is up to those with power to change the world for 11 My favorite food or drink is only available in Whitesparrow.
the better. (Lawful)
12 Another player character recruited me into this adventuring
9 Hierarchy. Every soldier should listen to his commander to avoid party by promising it would, “Change my life.”
chaos. (Lawful)
13 I trained for my old profession in Whitesparrow.
10 Greed. There’s big money in adventuring and it’s all mine. (Evil)
14 I owe another player character a great deal of money.
11 Generosity. I give all I can to the needy of Whitesparrow. (Good)
15 My mother always told me I am a distant relative of King Marlin
12 Vengeance. No person should have to feel the pain of a loved one Whitesparrow.
dying. (Neutral)
16 When I was young, a soothsayer told me I would make
13 Mercy. I will change the ways of my enemies by giving them what a name for myself in Whitesparrow.
they deny others. (Good)
17 I have a dark secret known only to one other player character.
14 Labor. Adventuring is a calling others ignore that I cannot.
(Lawful) 18 I learned my background trade in Whitesparrow before
adventuring.
15 Fun. There is no thrill like adventuring. (Chaotic)
19 I consider another player character my mentor.
16 Independence. The only rules I play by are my own. (Chaotic)
20 I have a recurring dream in which I see another party member
17 Aspiration. I will make the people who believe in me proud. (Any) die in Whitesparrow.
18 Knowledge. Every new discovery brings wisdom that could
change the world. (Neutral)
19 Faith. I will bring the words of my deity to others through my
deeds. (Any)
20 Destiny. I am meant to do great things. (Neutral)
FLAWS
d20 Flaw d20 Flaw
1 I despise being alone in the dark. 11 I am easily distracted.
2 When I feel I’ve failed, I drink. A lot. 12 I am jealous of anyone who is praised when I am not.
3 I make others do tasks I do not want to do. 13 I do not ask for help when I need it.
4 It’s more important for me to win an argument than to be right. 14 I borrow money with no intention of paying it back.
5 The opinions of my friends are more important than my own. 15 I do not open my mind to the morals of others.
6 If given an order, I do the opposite out of spite. 16 I sometimes wander off without telling anyone.
7 Violence solves most problems. 17 Anyone who pays attention to me gets what they want from me.
8 I do not know when to shut up. 18 I enjoy practical jokes that harm others.
9 I don’t take advice because I always know best. 19 I’d rather be angry than try to solve my problem.
10 Flattery gets you everywhere with me. 20 Frivolity is a waste of time. I don’t like unnecessary fun.
BARBARIAN
As a barbarian, you are a primal warrior capable of flying into battle rages that make you
tougher to kill and hit your enemies harder. You know how to survive and thrive in the wild.
PLAYER NAME
atLevel 5
at
Half-orc Medium 30 feet | 40 feet SKILL CHECKS Level 5
BACKGROUND RACE SIZE SPEED +1 Acrobatics (Dex) +1
Barbarian 1 2 3 4 5 +3 Animal Handling (Wis) +4
2 CLASS LEVEL EXPERIENCE POINTS -1 Arcana (Int) -1
+5 Athletics (Str) +7
ABILITY SCORES d20
modifier
LEVEL 4 ABILITY SCORE
18 +4
+0 Deception (Cha) +0
IMPROVEMENT: STRENGTH -1 History (Int) -1
STRENGTH 16 +3 +1 Insight (Wis) +1
+2 Intimidation (Cha) +3
DEXTERITY 13 +1 PROFICIENCY BONUS +2 +3 at
Level 5 -1 Investigation (Int) -1
+1 Medicine (Wis) +1
-1 Nature (Int) -1
CONSTITUTION 16 +3 SAVING THROWS
at
Level 4
at
Level 5
+3 Perception (Wis) +4
Strength: +5 +6 +7 -0 Performance (Cha) -0
INTELLIGENCE 8 -1 Dexterity: +1 +1 +1 +0 Persuasion (Cha) +0
Constitution: +5 +5 +6 -1 Religion (Int) -1
WISDOM 12 +1 Intelligence: -1 -1 -1 +1 Sleight of Hand (Dex) +1
Wisdom: +1 +1 +1 +1 Stealth (Dex) +1
CHARISMA 10 +0 Charisma: +0 +0 +0 +3 Survival (Wis) +4
at Level 4
+6 Athletics (Str)
Armor Class: 14 Max Hit points Current / Temp HP at
Level 5
Initiative: +1 15 25 35 45 55
Level 1 Level 2 Level 3 Level 4 Level 5
PASSIVE PERCEPTION 13 14
Death Saves Y:
N: Hit Dice [1d12+3 per Level]:
Armor: Light armor,
ATTACKS at Level 4 at Level 5
medium armor, shields
Greataxe. Melee Weapon Attack. Weapons: Simple weapons,
+5 to hit, reach 5 ft., one target. +6 to hit +7 to hit 3 martial weapons
Hit: 1d12 + 3 slashing damage. 1d12 + 4 damage
Tools:
Javelin. Melee or Ranged Weapon Attack.
+5 to hit, reach 5 ft. or range 30/120 ft., one target. +6 to hit +7 to hit
Hit: 1d6 + 3 piercing damage. 1d6 + 4 damage Languages: Common, Orc
PLAYER NAME
at
Half-elf Medium 30 feet SKILL CHECKS Level 5
BACKGROUND RACE SIZE SPEED +5 Acrobatics (Dex) +6
Bard 1 2 3 4 5 +0 Animal Handling (Wis) +1
2 CLASS LEVEL EXPERIENCE POINTS +1 Arcana (Int) +2
-1 Athletics (Str) +0
ABILITY SCORES d20
modifier
LEVEL 4 ABILITY SCORE
18 +4
+5 Deception (Cha) +7
IMPROVEMENT: CHARISMA +3 History (Int) +4
STRENGTH 8 -1 +0 Insight (Wis) +1
+3 Intimidation (Cha) +4
DEXTERITY 16 +3 PROFICIENCY BONUS +2 +3 at
Level 5 +3 Investigation (Int) +5
+0 Medicine (Wis) +1
+1 Nature (Int) +2
CONSTITUTION 14 +2 SAVING THROWS
at
Level 4
at
Level 5
+0 Perception (Wis) +1
Strength: -1 -1 -1 +5 Performance (Cha) +7
INTELLIGENCE 12 +1 Dexterity: +5 +5 +6 +5 Persuasion (Cha) +7
Constitution: +2 +2 +2 +1 Religion (Int) +2
WISDOM 10 +0 Intelligence: +1 +1 +1 +5 Sleight of Hand (Dex) +6
Wisdom: +0 +0 +0 +3 Stealth (Dex) +4
CHARISMA 16 +3 Charisma: +5 +6 +7 +0 Survival (Wis) +1
at Level 2
+1 to all untrained skill checks above
Armor Class: 14 Max Hit points Current / Temp HP
at Level 4
Initiative: +3 +4 10 17 24 31 38
at
Level 2 +6 Deception (Cha)
Level 1 Level 2 Level 3 Level 4 Level 5 +5 Intimidation (Cha)
Death Saves Y:
+6 Performance (Cha)
N: Hit Dice [1d8+2 per Level]: +6 Persuasion (Cha)
ATTACKS at Level 4 at Level 5 at
Level 2
Rapier. Melee Weapon Attack.
+5 to hit, reach 5 ft., one target. +6 to hit
PASSIVE PERCEPTION 10 11
Hit: 1d8 + 3 piercing damage.
BONUS PROFICIENCIES
Dagger. Melee or Ranged Weapon Attack. At Level 3, gain proficiency with any 3 skills. Fill
+5 to hit, range 20/60 ft., one target. +6 to hit in the proficency circle, cross out the listed skill
Hit: 1d4 + 3 piercing damage. bonus, and make a note of the new skill check
modifier (ability modifier + proficiency bonus).
EXPERTISE
At Level 3, choose two of your skill proficiencies.
Your proficiency bonus is doubled for any ability
check with these skills. Note the new total skill
check modifier below.
Known Spells
BARD LEVEL 2
Cantrips (2 known, cast at-will)
minor illusion
vicious mockery BARD LEVEL 4
1st Level Spells Slots Used: Cantrips (3 known, cast at-will)
5 Known Spells: minor illusion
vicious mockery
Recommended Spells:
If you are unsure which spells to learn at each
1st Level Spells Slots Used: level, or which cantrip to learn at fouth level,
2nd Level Spells Slots Used: these are recommended:
7 Known Spells: Bard Level 2: silent image
Bard Level 3: suggestion
NOTE: When you gain a bard level, you Bard Level 4: prestidigitation (new cantrip),
may choose one of the bard spells you know invisibility
and replace it with another spell from the Bard Level 5: hypnotic pattern
bard spell list, which also must be of a level
for which you have spell slots.
CLERIC
As a cleric, you are granted divine spells from the god, or gods, you worship. Your holy
abilities allow you to heal and bolster your allies while blasting enemies with divine light.
PLAYER NAME
at
Hill Dwarf Medium 25 feet SKILL CHECKS Level 5
BACKGROUND RACE SIZE SPEED -1 Acrobatics (Dex) -1
Cleric 1 2 3 4 5 +3 Animal Handling (Wis) +4
2 CLASS LEVEL EXPERIENCE POINTS +0 Arcana (Int) +0
+2 Athletics (Str) +2
ABILITY SCORES d20
modifier
LEVEL 4 ABILITY SCORE
18 +4
+1 Deception (Cha) +1
IMPROVEMENT: WISDOM +0 History (Int) +0
STRENGTH 14 +2 +5 Insight (Wis) +7
+1 Intimidation (Cha) +1
DEXTERITY 8 -1 PROFICIENCY BONUS +2 +3 at
Level 5 +0 Investigation (Int) +0
+5 Medicine (Wis) +7
+0 Nature (Int) +0
CONSTITUTION 15 +2 SAVING THROWS
at
Level 4
at
Level 5
+3 Perception (Wis) +4
Strength: +2 +2 +2 +1 Performance (Cha) +1
INTELLIGENCE 10 +0 Dexterity: -1 -1 -1 +3 Persuasion (Cha) +4
Constitution: +2 +2 +2 +2 Religion (Int) +3
WISDOM 16 +3 Intelligence: +0 +0 +0 -1 Sleight of Hand (Dex) -1
Wisdom: +5 +6 +7 -1 Stealth (Dex) -1
CHARISMA 12 +1 Charisma: +3 +3 +4 +3 Survival (Wis) +4
at Level 4
+4 Animal Handling (Wis)
Armor Class: 18 Max Hit points Current / Temp HP +6 Insight (Wis)
+6 Medicine (Wis)
Initiative: -1 11 19 27 35 43 +4 Perception (Wis)
Level 1 Level 2 Level 3 Level 4 Level 5
Death Saves Y: +4 Survival (Wis)
N: Hit Dice [1d8+2 per Level]: at
Level 4
Prepared Spells
PLAYER NAME
at
Human Medium 30 feet SKILL CHECKS Level 5
BACKGROUND RACE SIZE SPEED +2 Acrobatics (Dex) +2
Druid 1 2 3 4 5 +5 Animal Handling (Wis) +7
2 CLASS LEVEL EXPERIENCE POINTS +1 Arcana (Int) +1
+0 Athletics (Str) +0
ABILITY SCORES d20
modifier
LEVEL 4 ABILITY SCORE
18 +4
-1 Deception (Cha) -1
IMPROVEMENT: WISDOM +1 History (Int) +1
STRENGTH 11 +0 +3 Insight (Wis) +4
-1 Intimidation (Cha) -1
DEXTERITY 15 +2 PROFICIENCY BONUS +2 +3 at
Level 5 +1 Investigation (Int) +1
+3 Medicine (Wis) +4
+3 Nature (Int) +4
CONSTITUTION 14 +2 SAVING THROWS
at
Level 4
at
Level 5
+5 Perception (Wis) +7
Strength: +0 +0 +0 -1 Performance (Cha) -1
INTELLIGENCE 13 +1 Dexterity: +2 +2 +2 -1 Persuasion (Cha) -1
Constitution: +2 +2 +2 +1 Religion (Int) +1
WISDOM 16 +3 Intelligence: +3 +3 +4 +2 Sleight of Hand (Dex) +2
Wisdom: +5 +6 +7 +2 Stealth (Dex) +2
CHARISMA 9 -1 Charisma: -1 -1 -1 +5 Survival (Wis) +7
at Level 4
+6 Animal Handling (Wis)
Armor Class: 15 Max Hit points Current / Temp HP +4 Insight (Wis)
+4 Medicine (Wis)
Initiative: +2 10 17 24 31 38 +6 Perception (Wis)
Level 1 Level 2 Level 3 Level 4 Level 5
Death Saves Y: +6 Survival (Wis)
N: Hit Dice [1d8 + 2 per Level]: at
Level 4
at
Level 5
Prepared Spells
PLAYER NAME
at
Human Medium 30 feet SKILL CHECKS Level 5
BACKGROUND RACE SIZE SPEED +3 Acrobatics (Dex) +4
Fighter 1 2 3 4 5 +2 Animal Handling (Wis) +2
2 CLASS LEVEL EXPERIENCE POINTS +0 Arcana (Int) +0
+5 Athletics (Str) +7
ABILITY SCORES d20
modifier
LEVEL 4 ABILITY SCORE
18 +4
-1 Deception (Cha) -1
IMPROVEMENT: STRENGTH +0 History (Int) +0
STRENGTH 16 +3 +2 Insight (Wis) +2
+1 Intimidation (Cha) +2
DEXTERITY 13 +1 PROFICIENCY BONUS +2 +3 at
Level 5 +0 Investigation (Int) +0
+1 Medicine (Wis) +1
+0 Nature (Int) +0
CONSTITUTION 15 +2 SAVING THROWS
at
Level 4
at
Level 5
+4 Perception (Wis) +5
Strength: +5 +6 +7 -1 Performance (Cha) -1
INTELLIGENCE 11 +0 Dexterity: +1 +1 +1 -1 Persuasion (Cha) -1
Constitution: +4 +4 +5 +0 Religion (Int) +0
WISDOM 14 +2 Intelligence: +0 +0 +0 +1 Sleight of Hand (Dex) +1
Wisdom: +2 +2 +2 +1 Stealth (Dex) +1
CHARISMA 9 -1 Charisma: -1 -1 -1 +2 Survival (Wis) +2
at Level 4
+6 Athletics (Str)
Armor Class: 16 Max Hit points Current / Temp HP at
Level 5
Initiative: +1 12 20 28 36 44
Level 1 Level 2 Level 3 Level 4 Level 5
PASSIVE PERCEPTION 14 15
Death Saves Y:
N: Hit Dice [1d10 + 2 per Level]:
Armor: Light armor, medium
ATTACKS at Level 4 at Level 5
armor, heavy armor, shields
Greatsword. Melee Weapon Attack. Weapons: Simple weapons,
+5 to hit, reach 5 ft., one target. +6 to hit +7 to hit 3 martial weapons
Hit: 2d6 + 3 slashing damage. 2d6 + 4 damage
Tools:
Flail. Melee Weapon Attack.
+5 to hit, reach 5 ft., one target. +6 to hit +7 to hit
Hit: 1d8 + 3 bludgeoning damage. 1d8 + 4 damage Languages: Common, Orc
5
PERSONALITY TRAITS
BOND
IDEAL
FLAW
MONK
As a monk, you turn your body and soul into a living weapon through focusing a mystical
energy called ki. You are agile, quick, strong, and wise.
PLAYER NAME
at Level 2
at
Human Medium 30 feet | 40 feet SKILL CHECKS Level 5
BACKGROUND RACE SIZE SPEED +5 Acrobatics (Dex) +7
Monk 1 2 3 4 5 +2 Animal Handling (Wis) +2
2 CLASS LEVEL EXPERIENCE POINTS +0 Arcana (Int) +0
+3 Athletics (Str) +4
ABILITY SCORES d20
modifier
LEVEL 4 ABILITY SCORE
18 +4
-1 Deception (Cha) -1
IMPROVEMENT: DEXTERITY +0 History (Int) +0
STRENGTH 13 +1 +4 Insight (Wis) +5
-1 Intimidation (Cha) -1
DEXTERITY 16 +3 PROFICIENCY BONUS +2 +3 at
Level 5 +0 Investigation (Int) +0
+2 Medicine (Wis) +2
+0 Nature (Int) +0
CONSTITUTION 14 +2 SAVING THROWS
at
Level 4
at
Level 5
+2 Perception (Wis) +2
Strength: +3 +3 +4 -1 Performance (Cha) -1
INTELLIGENCE 11 +0 Dexterity: +5 +6 +7 -1 Persuasion (Cha) -1
Constitution: +2 +2 +2 +0 Religion (Int) +0
WISDOM 15 +2 Intelligence: +0 +0 +0 +3 Sleight of Hand (Dex) +3
Wisdom: +2 +2 +2 +5 Stealth (Dex) +7
CHARISMA 9 -1 Charisma: -1 -1 -1 +2 Survival (Wis) +2
at Level 4
at +6 Acrobatics (Dex)
Level 4
+4 Sleight of Hand (Dex)
Armor Class: 15 16 Max Hit points Current / Temp HP
+6 Stealth (Dex)
Initiative: +3 10 17 24 31 38
Level 1 Level 2 Level 3 Level 4 Level 5
Death Saves Y:
N: Hit Dice [1d8+2 per Level]: PASSIVE PERCEPTION 12
ATTACKS at Level 4 at Level 5
PLAYER NAME
at
Gold Dragonborn Medium 30 feet SKILL CHECKS Level 5
BACKGROUND RACE SIZE SPEED -1 Acrobatics (Dex) -1
Paladin 1 2 3 4 5 +1 Animal Handling (Wis) +1
2 CLASS LEVEL EXPERIENCE POINTS +0 Arcana (Int) +0
+5 Athletics (Str) +7
ABILITY SCORES d20
modifier
LEVEL 4 ABILITY SCORE
18 +4
+3 Deception (Cha) +3
IMPROVEMENT: STRENGTH +0 History (Int) +0
STRENGTH 16 +3 +1 Insight (Wis) +1
+5 Intimidation (Cha) +6
DEXTERITY 8 -1 PROFICIENCY BONUS +2 +3 at
Level 5 +0 Investigation (Int) +0
+1 Medicine (Wis) +1
+0 Nature (Int) +0
CONSTITUTION 13 +1 SAVING THROWS
at
Level 4
at
Level 5
+1 Perception (Wis) +1
Strength: +3 +4 +4 +3 Performance (Cha) +3
INTELLIGENCE 10 +0 Dexterity: -1 -1 -1 +5 Persuasion (Cha) +6
Constitution: +1 +1 +1 +2 Religion (Int) +3
WISDOM 12 +1 Intelligence: +0 +0 +0 -1 Sleight of Hand (Dex) -1
Wisdom: +3 +3 +4 -1 Stealth (Dex) -1
CHARISMA 16 +3 Charisma: +5 +5 +6 +1 Survival (Wis) +1
at Level 4
+6 Athletics (Str)
Armor Class: 18 Max Hit points Current / Temp HP
Initiative: -1 11 18 25 32 39
Level 1 Level 2 Level 3 Level 4 Level 5
PASSIVE PERCEPTION 11
Death Saves Y:
N: Hit Dice [1d10+1 per Level]:
Armor: Light armor, medium
ATTACKS at Level 4 at Level 5
armor, heavy armor, shields
Longsword. Melee Weapon Attack. Weapons: Simple weapons,
+5 to hit, reach 5 ft., one target. +6 to hit +7 to hit 3 martial weapons
Hit: 1d8 + 3 slashing damage. 1d8 + 6 damage*
AT LEVEL 2: 1d8 + 5 slashing damage.* Tools:
Javelin. Melee or Ranged Weapon Attack.
+5 to hit, reach 5 ft. or range 30/120 ft., one target. +6 to hit +7 to hit Languages: Common, Draconic
Hit: 1d6 + 3 piercing damage. 1d6 + 4 damage
PROFICIENCIES
at
Level 5
*Includes +2 to damage granted by Duelist Fighting Style. (See CLASS FEATURES.) breath weapon Save DC 11 12
CP: Gems & Art Objects: Divine Sense (4/Long Rest). As an action, you can open your
SP: awareness to detect evil and good. Until the end of your next
GP: 10 turn, you know the location of any celestial, fiend, or undead
4 within 60 feet of you that is not behind total cover. You know
PP:
the type (celestial, fiend, or undead) of any being whose
Other coins: presence you sense, but not its identity. Within the same
radius, you also detect the presence of any place or object that
WEALTH has been consecrated or desecrated, as with the hallow spell.
Lay on Hands. You have a pool of healing power that replenishes
Chainmail Backpack when you take a long rest. With that pool, you can restore a total
Shield Bedroll number of hit points equal to your paladin level x 5.
Holy Symbol Mess Kit As an action, you can touch a creature and draw power from
the pool to restore a number of hit points to that creature,
Longsword Tinderbox up to the maximum amount remaining in your pool.
Five Javelins 10 Torches Alternatively, you can expend 5 hit points from your pool of
Waterskin 10 Days of Rations healing to cure the target of one disease or neutralize one poison
50 Feet of Hempen Rope Belt Pouch affecting it. You can cure multiple diseases and neutralize
multiple poisons with a single use of Lay on Hands, expending
hit points separately for each one.
This feature has no effect on undead or constructs.
[LEVEL 2] Divine Smite. When you hit a creature with a melee
weapon attack, you can expend one spell slot to deal radiant
damage to the target, in addition to the weapon’s damage. The
EQUIPMENT extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each
spell level higher than 1st, to a maximum of 5d8. The damage
increases by 1d8 if the target is an undead or a fiend.
[LEVEL 2] Duelist Fighting Style. 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.
[LEVEL 2] Spellcasting. Charisma is your spellcasting ability
5 for your spells. The saving throw DC to resist a spell you cast
PERSONALITY TRAITS is 8 + your Charisma modifier + your proficiency bonus. Your
attack bonus when you make an attack with a spell is your
Charisma modifier + your proficiency bonus.
[LEVEL 3] Divine Health. The divine magic flowing through
you makes you immune to disease.
BOND [LEVEL 3] Channel Divinity. You can use divine energy to
fuel one of two magical effects: Sacred Weapon or Turn the
Unholy. Both effects require you to use an action and present
your holy symbol. When you use your Channel Divinity, you
choose which effect to create. You must then finish a short or
IDEAL
long rest to use your Channel Divinity again.
• Sacred Weapon. When you use Sacred Weapon, for 1
minute, you add your Charisma bonus to attack rolls made
with that weapon. The weapon also emits bright light in
FLAW a 20-foot radius and dim light 20 feet beyond that. If the
weapon is not already magical, it becomes magical for the
duration. You can end this effect on your turn as part of
Breath Weapon (1/Short or Long Rest). You can use any other action. If you are no longer holding or carrying
your action to exhale a 15-foot cone of fire. Each creature this weapon, or if you fall unconscious, this effect ends.
in the area must make a Constitution saving throw, • Turn the Unholy. When you use Turn the Unholy, each
taking 2d6 fire damage on a failed save, and half as much fiend or undead that can see or hear you within 30 feet
damage on a successful one. The saving throw DC is 8 + of you must make a Wisdom saving throw against your
your Constitution modifier + your proficiency bonus. spellcasting DC. If the creature fails its saving throw, it
Fire Resistance. You have resistance against fire damage. is turned for 1 minute or until it takes damage. A turned
creature must spend its turns trying to move as far away
RACIAL FEATURES from you as it can, and it can’t willingly move to a space
within 30 feet of you. It also can’t take reactions. For its
action, it can use only the Dash action or try to escape
from an effect that prevents it from moving. If there’s
nowhere to move, the creature can use the Dodge action.
[LEVEL 5] Extra Attack. Whenever you take the Attack
action on your turn, you can make two attacks, instead of
one, as part of taking that action.
CLASS FEATURES
Spellcasting ability: charisma Sacred Oath: Devotion
at at
Level 5 Level 5
Prepared Spells
PALADIN LEVEL 4
NOTE: Mark off a spell slot as used if it is used 1st Level Spells Slots Used:
for spellcasting OR a smite attack. Oath of Devotion Spells:
protection from evil and good
sanctuary Recommended Spells:
Prepare 5 Additional Spells: If you are unsure which spells to prepare at
each level, these are recommended:
Cleric Level 2: bless, command,
cure wounds, heroism
Cleric Level 4: find steed
RANGER
As a ranger, you are a fierce ambush fighter who can survive in the wild. A relentless hunter,
you never lets prey get away.
PLAYER NAME
at
High Elf Medium 30 feet SKILL CHECKS Level 5
BACKGROUND RACE SIZE SPEED +3 Acrobatics (Dex) +4
Ranger 1 2 3 4 5 +4 Animal Handling (Wis) +5
2 CLASS LEVEL EXPERIENCE POINTS +0 Arcana (Int) +0
+3 Athletics (Str) +4
ABILITY SCORES d20
modifier
LEVEL 4 ABILITY SCORE
19 +4
-1 Deception (Cha) -1
IMPROVEMENT: DEXTERITY +0 History (Int) +0
STRENGTH 12 +1 +2 Insight (Wis) +2
-1 Intimidation (Cha) -1
DEXTERITY 17 +3 PROFICIENCY BONUS +2 +3 at
Level 5 +0 Investigation (Int) +0
+2 Medicine (Wis) +2
+2 Nature (Int) +3
CONSTITUTION 13 +1 SAVING THROWS
at
Level 4
at
Level 5
+4 Perception (Wis) +5
Strength: +3 +3 +4 -1 Performance (Cha) -1
INTELLIGENCE 11 +0 Dexterity: +5 +6 +7 -1 Persuasion (Cha) -1
Constitution: +1 +1 +1 +0 Religion (Int) +0
WISDOM 14 +2 Intelligence: +0 +0 +0 +3 Sleight of Hand (Dex) +4
Wisdom: +2 +2 +2 +5 Stealth (Dex) +7
CHARISMA 8 -1 Charisma: -1 -1 -1 +4 Survival (Wis) +5
at Level 4
at +4 Acrobatics (Dex)
Level 4
+4 Sleight of Hand (Dex)
Armor Class: 14 15 Max Hit points Current / Temp HP +6 Stealth (Dex)
Initiative: +3 +4 11 18 25 32 39 at
Level 1 Level 2 Level 3 Level 4 Level 5 Level 5
Death Saves Y:
N: Hit Dice [1d10 + 1 per Level]: PASSIVE PERCEPTION 14 15
ATTACKS at Level 4 at Level 5
*Includes +2 to attack rolls granted by Archery Fighting Style. (See CLASS FEATURES.)
CP: Gems & Art Objects: Darkvision. You can see in dim light within 60 feet of you as
SP: if it were bright light, and in darkness as if it were dim light.
GP: 10 You can’t discern color in darkness, only shades of gray.
Fey Ancestry. You have advantage on saving throws against
4 PP:
being charmed, and magic can’t put you to sleep.
Other coins: Trance. You don’t need to sleep. Instead, you meditate deeply,
remaining semiconscious, for 4 hours a day. After resting in
WEALTH this way, you gain the same benefit that a human does from 8
hours of sleep.
Leather Armor Backpack Cantrip. You can cast true strike.
Longbow Bedroll
RACIAL FEATURES
Quiver of 20 Arrows Mess Kit
2 Shortswords Tinderbox Favored Enemy. You have advantage on Wisdom (Survival)
Waterskin 10 Torches checks to track goblinoids and orcs, as well as on Intelligence
50 Feet of Hempen Rope 10 Days of Rations checks to recall information about them.
Natural Explorer. When you make an Intelligence or Wisdom
Belt Pouch check related to forest terrain, your proficiency bonus is
doubled if you are using a skill that you’re proficient in. While
traveling for an hour or more in forest terrain, you gain the
following benefits:
• Difficult terrain doesn’t slow your group’s travel.
• Your group can’t become lost except by magical means.
• Even when you are engaged in another activity while
EQUIPMENT traveling (such as foraging, navigating, or tracking),
you remain alert to danger.
• If you are traveling alone, you can move stealthily at
a normal pace.
• When you forage, you find twice as much food as you
normally would.
• While tracking other creatures, you also learn their
5 exact number, their sizes, and how long ago they
PERSONALITY TRAITS passed through the area.
[LEVEL 2] Archery Fighting Style. You gain a +2 bonus to
attack rolls you make with ranged weapons.
[LEVEL 2] Spellcasting. Wisdom is your spellcasting ability
BOND for your spells. The saving throw DC to resist a spell you cast
is 8 + your Wisdom modifier + your proficiency bonus. Your
attack bonus when you make an attack with a spell is your
Wisdom modifier + your proficiency bonus.
[LEVEL 3] Colossus Slayer. When you hit a creature with
IDEAL a weapon attack, the creature takes an extra 1d8 damage if
it’s below its hit point maximum. You can deal this extra
damage only once per turn.
[LEVEL 3] Primeval Awareness. You can use your action
and expend one ranger spell slot to focus your awareness
FLAW on the region around you. For 1 minute per level of the
spell slot you expend, you can sense whether the following
types of creatures are present within 1 mile of you (or
within up to 6 miles if you are in your favored terrain):
aberrations, celestials, dragons, elementals, fey, fiends, and
undead. This feature doesn’t reveal the creatures’ location
or number.
[LEVEL 5] Extra Attack. Whenever you take the Attack
action on your turn, you can make two attacks, instead of
one, as part of taking that action.
CLASS FEATURES
Spellcasting ability: Wisdom
at at
Level 5 Level 5
known Spells
RANGER LEVEL 4
Cantrips (1 known, cast at-will)
NOTE: When you gain a Ranger level, you true strike Recommended Spells:
may choose one of the Ranger spells you If you are unsure which spells to learn at each
1st Level Spells Slots Used: level, these are recommended:
know and replace it with another spell from 3 Known Spells:
the Ranger spell list, which also must be of a Ranger Level 2: hunter’s mark, fog cloud
level for which you have spell slots. Ranger Level 3: cure wounds
Ranger Level 4: —
Ranger Level 5: pass without trace
ROGUE
As a rogue, you are a skilled infiltration expert. You accomplish your goals through stealth
and deception. In addition, you aid your fellow adventurers by finding and disarming traps
in dungeons.
PLAYER NAME
at
Lightfoot Halfling Small 25 feet SKILL CHECKS Level 5
BACKGROUND RACE SIZE SPEED +5 Acrobatics (Dex) +7
Rogue 1 2 3 4 5 +0 Animal Handling (Wis) +0
2 CLASS LEVEL EXPERIENCE POINTS +1 Arcana (Int) +1
-1 Athletics (Str) -1
ABILITY SCORES d20
modifier
LEVEL 4 ABILITY SCORE
19 +4
+4 Deception (Cha) +5
IMPROVEMENT: DEXTERITY +1 History (Int) +1
STRENGTH 8 -1 +0 Insight (Wis) +0
+2 Intimidation (Cha) +2
DEXTERITY 17 +3 PROFICIENCY BONUS +2 +3 at
Level 5 +3 Investigation (Int) +4
+0 Medicine (Wis) +0
+1 Nature (Int) +1
CONSTITUTION 14 +2 SAVING THROWS
at
Level 4
at
Level 5
+2 Perception (Wis) +3
Strength: -1 -1 -1 +2 Performance (Cha) +2
INTELLIGENCE 12 +1 Dexterity: +5 +6 +7 +2 Persuasion (Cha) +2
Constitution: +2 +2 +2 +1 Religion (Int) +1
WISDOM 10 +0 Intelligence: +3 +3 +4 +5 Sleight of Hand (Dex) +7
Wisdom: +0 +0 +0 +7 Stealth (Dex) +10
CHARISMA 14 +2 Charisma: +2 +2 +2 +0 Survival (Wis) +0
at Level 4
at +6 Acrobatics (Dex)
Level 4
+6 Sleight of Hand (Dex)
Armor Class: 14 15 Max Hit points Current / Temp HP +8 Stealth (Dex)
Initiative: +3 +4 10 17 24 31 38
Level 1 Level 2 Level 3 Level 4 Level 5
Death Saves Y:
N: Hit Dice [1d8+2 per Level]: PASSIVE PERCEPTION 12 13
ATTACKS at Level 4 at Level 5
PLAYER NAME
at
Half-elf Medium 30 feet SKILL CHECKS Level 5
BACKGROUND RACE SIZE SPEED +5 Acrobatics (Dex) +6
Sorcerer 1 2 3 4 5 +1 Animal Handling (Wis) +1
2 CLASS LEVEL EXPERIENCE POINTS +2 Arcana (Int) +3
-1 Athletics (Str) -1
ABILITY SCORES d20
modifier
LEVEL 4 ABILITY SCORE
18 +4
+5 Deception (Cha) +7
IMPROVEMENT: CHARISMA +0 History (Int) +0
STRENGTH 8 -1 +1 Insight (Wis) +1
+5 Intimidation (Cha) +7
DEXTERITY 16 +3 PROFICIENCY BONUS +2 +3 at
Level 5 +0 Investigation (Int) +0
+1 Medicine (Wis) +1
+0 Nature (Int) +0
CONSTITUTION 14 +2 SAVING THROWS
at
Level 4
at
Level 5
+3 Perception (Wis) +4
Strength: -1 -1 -1 +3 Performance (Cha) +4
INTELLIGENCE 10 +0 Dexterity: +3 +3 +3 +5 Persuasion (Cha) +7
Constitution: +4 +4 +5 +0 Religion (Int) +0
WISDOM 12 +1 Intelligence: +0 +0 +0 +3 Sleight of Hand (Dex) +3
Wisdom: +1 +1 +1 +3 Stealth (Dex) +3
CHARISMA 16 +3 Charisma: +5 +6 +7 +1 Survival (Wis) +1
at Level 4
+6 Deception (Cha)
+6 Intimidation (Cha)
Armor Class: 16 Max Hit points Current / Temp HP
+4 Performance (Cha)
Initiative: +3 9 16 23 30 37 +6 Persuasion (Cha)
Level 1 Level 2 Level 3 Level 4 Level 5
Death Saves Y: at
Level 5
N: Hit Dice [1d6 + 2 per Level]:
PASSIVE PERCEPTION 13 14
ATTACKS at Level 4 at Level 5
known Spells
PLAYER NAME
at
Tiefling Medium 30 feet SKILL CHECKS Level 5
BACKGROUND RACE SIZE SPEED +2 Acrobatics (Dex) +2
Warlock 1 2 3 4 5 -1 Animal Handling (Wis) -1
2 CLASS LEVEL EXPERIENCE POINTS +3 Arcana (Int) +4
+0 Athletics (Str) +0
ABILITY SCORES d20
modifier
LEVEL 4 ABILITY SCORE
19 +4
+5 Deception (Cha) +7
IMPROVEMENT: CHARISMA +1 History (Int) +1
STRENGTH 10 +0 -1 Insight (Wis) -1
+5 Intimidation (Cha) +7
DEXTERITY 14 +2 PROFICIENCY BONUS +2 +3 at
Level 5 +3 Investigation (Int) +4
-1 Medicine (Wis) -1
+1 Nature (Int) +1
CONSTITUTION 13 +1 SAVING THROWS
at
Level 4
at
Level 5
-1 Perception (Wis) -1
Strength: +0 +0 +0 +3 Performance (Cha) +3
INTELLIGENCE 13 +1 Dexterity: +2 +2 +2 +3 Persuasion (Cha) +3
Constitution: +1 +1 +1 +1 Religion (Int) +1
WISDOM 8 -1 Intelligence: +1 +1 +1 +2 Sleight of Hand (Dex) +2
Wisdom: +1 +1 +2 +2 Stealth (Dex) +2
CHARISMA 17 +3 Charisma: +5 +6 +7 -1 Survival (Wis) -1
at Level 4
+6 Deception (Cha)
+6 Intimidation (Cha)
Armor Class: 13 Max Hit points Current / Temp HP
+4 Performance (Cha)
Initiative: +2 10 16 22 28 34 +4 Persuasion (Cha)
Level 1 Level 2 Level 3 Level 4 Level 5
Death Saves Y:
N: Hit Dice [1d8 + 2 per Level]:
Damage Resistance: Fire
PASSIVE PERCEPTION 9
ATTACKS at Level 4 at Level 5
known Spells
WARLOCK LEVEL 1 WARLOCK LEVEL 4 Cantrips (3 from any class spell list)
Cantrips (3 known, cast at-will) Cantrips (4 known, cast at-will)
eldritch blast eldritch blast
minor illusion minor illusion
thaumaturgy thaumaturgy Rituals (from any class spell list)
Spell Slots Used:
2 Known Spells: Eldritch Sight (cast at-will)
burning hands detect magic
command Infernal Legacy (recharge: long rest)
hellish rebuke
PLAYER NAME
at
Gnome (Rock Gnome) Small 25 feet SKILL CHECKS Level 5
BACKGROUND RACE SIZE SPEED +2 Acrobatics (Dex) +2
Wizard 1 2 3 4 5 +1 Animal Handling (Wis) +1
2 CLASS LEVEL EXPERIENCE POINTS +5 Arcana (Int) +7
-1 Athletics (Str) -1
ABILITY SCORES d20
modifier
LEVEL 4 ABILITY SCORE
19 +4
+0 Deception (Cha) +0
IMPROVEMENT: INTELLIGENCE +5 History (Int) +7
STRENGTH 8 -1 +3 Insight (Wis) +4
+0 Intimidation (Cha) +0
DEXTERITY 14 +2 PROFICIENCY BONUS +2 +3 at
Level 5 +5 Investigation (Int) +7
+1 Medicine (Wis) +1
+3 Nature (Int) +4
CONSTITUTION 14 +2 SAVING THROWS
at
Level 4
at
Level 5
+1 Perception (Wis) +1
Strength: -1 -1 -1 +1 Performance (Cha) +1
INTELLIGENCE 17 +3 Dexterity: +2 +2 +2 +0 Persuasion (Cha) +0
Constitution: +2 +2 +2 +3 Religion (Int) +4
WISDOM 12 +1 Intelligence: +5 +6 +7 +2 Sleight of Hand (Dex) +2
Wisdom: +3 +3 +4 +2 Stealth (Dex) +2
CHARISMA 10 +0 Charisma: +0 +0 +0 +1 Survival (Wis) +1
at Level 4
mage +6 Arcana (Int)
armor
+6 History (Int)
Armor Class: 12 15 Max Hit points Current / Temp HP
+6 Investigation (Int)
Initiative: +2 8 14 20 26 32 +4 Nature (Int)
Level 1 Level 2 Level 3 Level 4 Level 5 +4 Religion (Int)
Death Saves Y:
N: Hit Dice [1d6+2 per Level]:
ATTACKS at Level 4 at Level 5
PASSIVE PERCEPTION 11
Ray of Frost. Cantrip. Ranged Spell Attack.
+5 to hit, range 60 ft., one target. +6 to hit +7 to hit
Hit: 1d8 cold damage, target’s speed is reduced 2d8 cold Armor: None
by 10 feet until the start of your next turn. damage Weapons: Daggers, darts, slings,
quarterstaffs, light crossbows
Shocking Grasp. Cantrip. Melee Spell Attack.
+5 to hit, reach 5 ft., one target. +6 to hit +7 to hit 3 Tools: Tinker’s tools
You have advantage on the attack roll if the target
is wearing armor made of metal. Languages: Common, Gnomish
Hit: 1d8 lightning damage, and the target can’t 2d8 lightning
take reactions until the start of its next turn. damage PROFICIENCIES
Dagger. Melee or Ranged Weapon Attack.
+4 to hit, reach 5 ft. or range 20/60 ft., one target. +5 to hit
Hit: 1d4 + 2 piercing damage.
CP: Gems & Art Objects: Artificer’s Lore. Whenever you make an Intelligence
SP: (History) check related to magic items, alchemical objects,
or technological devices, you can add twice your proficiency
GP: 10
bonus, instead of any proficiency bonus you normally apply.
4 PP: Darkvision. You can see in dim light within 60 feet of you as
Other coins: if it were bright light, and in darkness as if it were dim light.
You can’t discern color in darkness, only shades of gray.
WEALTH Gnome Cunning. You have advantage on all Intelligence,
Wisdom, and Charisma saving throws against magic.
Arcane Focus Backpack Tinker. Using tinker’s tools, you can spend 1 hour and 10 gp
Dagger Bedroll worth of materials to construct a Tiny clockwork device (AC
5, 1 hp). The device ceases to function after 24 hours (unless
Spellbook Waterskin you spend 1 hour repairing it to keep the device functioning),
Tinker’s Tools 5 Days of Rations or when you use your action to dismantle it; at that time, you
Book of Lore Belt Pouch can reclaim the materials used to create it. You can have up to
Bottle of Ink Little Bag of Sand three such devices active at a time. When you create a device,
Small Knife choose one of the following options:
Clockwork Toy: When placed on the ground, the toy
moves 5 feet across the ground on each of your turns in a
random direction.
Fire Starter: The device produces a miniature flame, which
you can use to light a candle, torch, or campfire. Using the
EQUIPMENT device requires your action.
Music Box: When opened, this music box plays a single
song at a moderate volume. The box stops playing when it
reaches the song’s end or when it is closed.
RACIAL FEATURES
Spellcasting. Intelligence is your spellcasting ability for
5 your spells. The saving throw DC to resist a spell you cast
PERSONALITY TRAITS is 8 + your Intelligence modifier + your proficiency bonus.
Your attack bonus when you make an attack with a spell is
your Intelligence modifier + your proficiency bonus.
Arcane Recovery. Once per day when you finish a short
rest, you can choose expended spell slots to recover. The
BOND spell slots can have a combined level that is equal to or less
than half your wizard level (rounded up).
[LEVEL 2] Evocation Savant. The gold and time you
must spend to copy an evocation spell into your spellbook
IDEAL is halved.
[LEVEL 2] Sculpt Spells. When you cast an evocation spell
that affects other creatures you can see, you can choose a
number of them equal to 1 + the spell’s level. The chosen
creatures automatically succeed on their saving throws
FLAW against the spell, and they take no damage if they would
normally take half damage from it.
CLASS FEATURES
Each time you gain a wizard level, you can add two wizard
spells of your choice to your spellbook, chosen from the
wizard spell list in the rulebook. Each of these spells must be
of a level for which you have spell slots. On your adventures,
you might also find scrolls or books containing other spells
you can add to your spellbook.
Copying a Spell into the Book. When you find a wizard spell,
you can add it to your spellbook if it is of a level for which you
have spell slots and if you can spare the time to decipher and
copy it. For each level of the spell, the process takes 2 hours
and requires 50 gp. The cost represents material components
you expend as you experiment with the spell to master it, as
well as the fine inks you need to record it. Once you have spent
this time and money, you can prepare the spell just like your
other spells.
LEARNING NEW SPELLS
Spellcasting ability: Intellligence
at at at at
Level 4 Level 5 Level 4 Level 5
Prepared Spells