TALYA, SELÛNE’S LIGHT

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TALYA, SELÛNE’S LIGHTHalf-Elf Cleric / Level 1ABILITY SCORESNameScore ModifierSTRENGTH 12 1DEXTERITY 10 0CONSTITUTION 14 2INTELLIGENCE 10 0Arcana 2Religion 2WISDOM 16Persuasion 4Proficient skills listed below relevantability score.INITIATIVESPEEDSAVING nceWisdomCharismaPassive Perception(1d8 2) 1 0 2 0 5 4 030 ft.11Darkvision 60 ft.PROFICIENCY BONUS 2WEAPONS & DAMAGING CANTRIPS 3Insight 5Medicine 5Perception 5CHARISMA 15ARMOR CLASS 18HIT POINTS10NameRangeModifierDamageMaceLight crossbowSacred flame80/32060 3 2Save1d6 1 bludgeoning1d8 piercing1d8 radiant**See spell description. 2SPELLSEQUIPMENTWisdom Modifier 3Attack Bonus 5Spell Save DC13Chain mail, shield, mace, light crossbow,case with 20 bolts, holy symbol of Selûne,backpack, blanket, block of incense,ancient book called Secrets of the Moon,10 candles, censer, 2 days of rations,tinderbox, vestments, waterskin, 15 gpSee back of sheet formore information. 2021 Wizards. All rights reserved. Illustration by Marta Nael.

TALYA, SELÛNE’S LIGHTPROFICIENCIES & LANGUAGESBACKGROUNDArmor: Heavy Armor, Light Armor, Medium Armor, ShieldsWeapons: Simple WeaponsLanguages: Common, Elvish, Gnomish, Halfling, SylvanAcolyte. You have been raised to become part of the moongod Selûne’s religious order. You can receive free shelter andhealing at any temple of your deity for you and youradventuring companions.RACIAL TRAITSFey Ancestry. Advantage on saving throws against being charmed and magic can’t put you to sleep.CLASS FEATURESSpellcasting. You can prepare and cast spells from the cleric list. See “Spells” below.Life Domain. You gain additional class features listed in this section and add domain spells to yourspells list (see “Spells” below).Disciple of Life. Whenever you use a spell of 1st level or higher to restore hit points to a creature, thecreature regains additional hit points equal to 2 the spell’s level.PERSONALITYPersonality Trait: I’ve enjoyed fine food, drink, and high societyamong my temple’s elite. Rough living grates on me.Ideal: Charity. I always try to help those in need, no matter whatthe personal cost.Bond: I seek to preserve an ancient text that my enemiesconsider heretical and seek to destroy.Flaw: I put too much trust in those who wield power within mytemple’s hierarchy.Alignment: Neutral GoodSPELLSSee the Basic Rules or Player’s Handbook for spell descriptions. Prepare spells at the beginning of theadventure and after each long rest.Cantrips (no limit): guidance, light, sacred flame1st Level (2 slots): bless, cure wounds, guiding bolt, healing word, sanctuary, shield of faithSome traits and features not listed where already calculated into statistics. See the Basic Rules or Player’s Handbook for a complete listing. 2021 Wizards. All rights reserved.

NEKARI, THE GALE-HANDHalf-Elf Monk / Level 1ABILITY SCORESNameScore ModifierSTRENGTH10ARMOR CLASS 16HIT POINTS9INITIATIVESPEEDSAVING THROWSSENSESPassive Perception(1d8 1) 0Athletics 2CONSTITUTION 13 arismaINTELLIGENCE 10 0WEAPONSDEXTERITY 16 3Acrobatics 5Stealth 5 2 5 1 0 3 0NameWISDOM16 3Animal Handling 5Insight 5Survival 5CHARISMA10 0RangeShortswordUnarmed strike*Dart20/60 330 ft.13Darkvision 60 ft.PROFICIENCY BONUS 2Modifier 5 5 5Damage1d6 3 piercing1d4 3 bludgeoning1d4 3 piercing*Can use as a bonus action after Attack action if action was taken withshortsword or unarmed strike.EQUIPMENTShortsword, 10 darts, backpack, bedroll, mess kit, iron pot, 10days of rations, 50 feet of hempen rope, shovel, tinderbox, 10torches, waterskin, 10 gpProficient skills listed below relevantability score. 2021 Wizards. All rights reserved. Illustration by Zoltan Boros.

NEKARI, THE GALE-HANDPROFICIENCIES & LANGUAGESBACKGROUNDWeapons: Shortsword, Simple WeaponsTools: Calligrapher’s Supplies, Cook’s Utensils, Vehicles (Land)Languages: Common, Draconic, ElvishFolk Hero. You were raised by common folk, and through yourgreat deeds have become their champion. You can find a placeto hide or rest among other commoners and will shield youfrom the law or anyone else searching for you.RACIAL TRAITSFey Ancestry. Advantage on saving throws against being charmed and magic can’t put you to sleep.CLASS FEATURESUnarmored Defense. Your Armor Class is 10 Dexterity modifer Wisdom modifier (alreadycalculated).Martial Arts. With unarmed strikes or monk weapons (including your shortsword), you can useDexterity instead of Strength for attack and damage rolls (already calculated), you can roll your MartialArts damage die in place of normal damage (already calculated), and when you use the Attack actionon your turn, you can make one unarmed strike as a bonus action.Some traits and features not listed where already calculated into statistics. See the Basic Rules or Player’s Handbook for a complete listing.PERSONALITYPersonality Trait: I get bored easily. When am I going to get onwith my destiny?Ideal: Freedom. Tyrants must not be allowed to oppress thepeople.Bond: I have a family, but I have no idea where they are. Oneday, I hope to see them again.Flaw: I’m convinced of the significance of my destiny, and blindto my shortcomings and the risk of failure.Alignment: Chaotic Good 2021 Wizards. All rights reserved.

ERILON, WAR WIZARD INITIATEHigh Elf Wizard / Level 1ABILITY SCORESNameScore ModifierSTRENGTH 10 2CONSTITUTION 12 1INTELLIGENCE 16 3Arcana 5History 5WISDOM 12INITIATIVESPEEDSAVING nceWisdomCharismaPassive Perception(1d6 1) 0Athletics 2DEXTERITY 14ARMOR CLASS 12HIT POINTS7 0 2 1 5 3 1 230 ft.13Darkvision 60 ft.PROFICIENCY BONUS 2WEAPONS & DAMAGING CANTRIPS 1Perception 3NameRangeQuarterstaffFire boltRay of frost12060Modifier 3 5 5Damage1d6 bludgeoning1d10 fire*1d8 cold**See spell description.CHARISMA 12Intimidation 3Proficient skills listed below relevantability score. 1SPELLSEQUIPMENTIntelligence Modifier 3Attack Bonus 5Spell Save DC13Ornate quarterstaff (used as both a weapon andan arcane focus), backpack, bedroll, dice set, messkit, 10 days of rations, 50 feet of hempen rope,spellbook, tinderbox, 10 torches, torn remnant offormer company’s banner, waterskin, 10 gpSee back of sheet formore information. 2021 Wizards. All rights reserved. Illustration by PINDURSKI.

ERILON, WAR WIZARD INITIATEPROFICIENCIES & LANGUAGESBACKGROUNDWeapons: Dagger, Dart, Light Crossbow, Longbow, Longsword, Quarterstaff, Shortbow,Shortsword, SlingTools: Dice Set, Vehicles (Land)Languages: Common, Elvish, PrimordialSoldier. You spent many years as a soldier, working your wayup the ranks to become an officer. You can invoke your rankto exert influence over other soldiers or to requistion simpleequipment or horses for temporary use. You can also gainaccess to friendly military installations when recognized.RACIAL TRAITSFey Ancestry. Advantage on saving throws against being charmed and magic can’t put you to sleep.Trance. You don’t need to sleep, but instead meditate for 4 hours a day, during which time you areaware of your surroundings. After resting in this way, you gain the benefits of 8 hours of sleep.PERSONALITYPersonality Trait: I’m full of inspiring and cautionary talesfrom my military experience relevant to almost every combatsituation.Ideal: Might. In life as in war, the stronger force wins.CLASS FEATURESSpellcasting. You can prepare and cast spells from the wizard list. You need your spellbook toprepare spells of 1st level or higher. See “Spells” below.Bond: I would still lay down my life for the people I served with.Flaw: I made a terrible mistake in battle that cost many lives,and I would do anything to keep that mistake secret.Alignment: Lawful NeutralArcane Recovery. When you finish a short rest, you can choose to recover 1 expended spell slot.Once you use this feature, you can’t use it again until you finish a long rest.SPELLSSee the Basic Rules or Player’s Handbook for spell descriptions. You possess a spellbook with the spellslisted below. Prepare four 1st-level spells at the beginning of the adventure and after each long rest.Cantrips (no limit): fire bolt, light, mage hand, ray of frost1st Level (2 slots): burning hands, charm person, mage armor, magic missile, sleep, thunderwaveSome traits and features not listed where already calculated into statistics. See the Basic Rules or Player’s Handbook for a complete listing. 2021 Wizards. All rights reserved.

WHISPER “TRAPBANE”Lightfoot Halfling Rogue / Level 1ABILITY SCORESNameScore ModifierSTRENGTH10ARMOR CLASS 14HIT POINTS8INITIATIVESPEEDSAVING THROWSSENSESPassive Perception(1d8) 0Athletics 2CONSTITUTION 10 arismaINTELLIGENCE 14 2WEAPONSDEXTERITY 16 3Sleight of Hand 5Stealth 7Investigation 4 0 5 0 4 1 2NameRangePerception 3ShortswordShortbowDagger80/320-CHARISMA14 2EQUIPMENTWISDOM12 1Deception 4Proficient skills listed below relevantability score. 325 ft.13PROFICIENCY BONUS 2Modifier 5 5 5Damage1d6 3 piercing1d6 3 piercing1d4 3 piercingLeather armor, shortsword, 2 daggers, shortbow, quiverwith 20 arrows, backpack, map case with map of formercity, crowbar, hammer, 10 pitons, 10 days of rations, 50feet of hempen rope, locket with a drawing of your parents,pet mouse named Empty, small knife, thieves’ tools,tinderbox, 10 torches, waterskin, 10 gp 2021 Wizards. All rights reserved. Illustration by Zoltan Boros.

WHISPER “TRAPBANE”PROFICIENCIES & LANGUAGESBACKGROUNDArmor: Light ArmorWeapons: Hand Crossbow, Longsword, Rapier, Shortsword, Simple WeaponsTools: Disguise Kit, Thieves’ Tools, Tinker’s ToolsLanguages: Common, Halfling, Thieves’ CantUrchin. You grew up on the city streets, and know how to findquick paths others would miss. When you are not in combat,you (and companions you lead) can travel between anytwo locations in the city twice as fast as your speed wouldnormally allow.RACIAL TRAITSPERSONALITYLucky. When you roll a 1 on the d20 for an attack roll, ability check, or saving throw, you can reroll andmust take the new roll.Brave. Advantage on saving throws against being frightened.Halfling Nimbleness. You can move through the space of a creature that is of a size larger than yours(you are size Small).Naturally Stealthy. You can attempt to hide even when you are obscured by a creature that is at leastone size larger than you.Personality Trait: I hide scraps of food and trinkets away in mypockets.CLASS FEATURESIdeal: People. I help the people who help me; that’s what keepsus alive.Bond: I escaped my life of poverty by robbing an importantperson, and I’m wanted for it.Flaw: It’s not stealing if I need it more than someone else.Alignment: NeutralSneak Attack. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attackwith a finesse or ranged weapon if you have advantage. You don’t need advantage if another enemy ofthe target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage.Thieves’ Cant. You have learned thieves’ cant, a secret mix of dialect, jargon, and code that allows youto hide messages in seemingly normal conversation. It takes four times longer to convey such a message than it does to speak the idea plainly.Some traits and features not listed where already calculated into statistics. See the Basic Rules or Player’s Handbook for a complete listing. 2021 Wizards. All rights reserved.

BRIN AXETOOTH,SHIELD OF THE FORGEHill Dwarf Fighter / Level 1ABILITY SCORESNameScore ModifierSTRENGTH16CONSTITUTION 16INTELLIGENCE 10 0 3 0History 2WISDOM12 1Perception 3CHARISMA10 0Persuasion 2INITIATIVESPEEDSAVING nceWisdomCharismaPassive Perception(1d10 3) 3Athletics 5DEXTERITY 10ARMOR CLASS 19HIT POINTS14 5 0 3 0 1 0 025 ft.13Darkvision 60 ft.PROFICIENCY BONUS 2WEAPONSNameRangeBattleaxeLight crossbow80/320Modifier 5 2Damage1d8 3 slashing1d8 piercingEQUIPMENTChain mail, shield, battleaxe, light crossbow, case with 20bolts, backpack, set of fine clothes, crowbar, hammer, 10pitons, 10 days of rations, 50 feet of hempen rope, scroll ofpedigree, signet ring, tinderbox, 10 torches, waterskin, 25 gpProficient skills listed below relevantability score. 2021 Wizards. All rights reserved. Illustration by Miguel Mercado.

BRIN AXETOOTH,SHIELD OF THE FORGEPROFICIENCIES & LANGUAGESBACKGROUNDArmor: Heavy Armor, Light Armor, Medium Armor, ShieldsWeapons: Martial Weapons, Simple WeaponsTools: Brewer’s Supplies, Dragonchess SetLanguages: Common, Dwarvish, OrcKnight. You are a part of a proud order of knights, pledged todefend your homeland. You have the service of retainers loyalto you and your family. They are commoners that can performmundane tasks for you, will not accompany you into dangerous areas, and will leave if mistreated.RACIAL TRAITSPERSONALITYDwarven Resilience. You have advantage on saving throws against poison and resistance to poisondamage.Stonecunning. Whenever you make an Intelligence (History) check related to the origin of stonework,you are considered proficient in the History skill and add double your proficiency bonus to the check.CLASS FEATURESSecond Wind. You can use a bonus action to regain 1d10 1 hit points. Once you use this feature, youcan’t use it again until you finish a short or long rest.Some traits and features not listed where already calculated into statistics. See the Basic Rules or Player’s Handbook for a complete listing.Personality Trait: My favor, once lost, is lost forever.Ideal: Respect. Respect is due to me because of my position,but all people regardless of station deserve to be treated withdignity.Bond: I am in love with the heir of a family that my familydespises.Flaw: In fact, the world does revolve around me.Alignment: Lawful Good 2021 Wizards. All rights reserved.

GRIMDragonborn Fighter / Level 1ABILITY SCORESNameScore ModifierSTRENGTH17 1Stealth 3CONSTITUTION 14 2INTELLIGENCE 10 0WISDOM10 0CHARISMA12 1Deception 3Intimidation 3INITIATIVESPEEDSAVING nceWisdomCharismaPassive Perception(1d10 2) 3Athletics 5DEXTERITY 12ARMOR CLASS 14HIT POINTS12 5 1 4 0 0 1 130 ft.10PROFICIENCY BONUS ifier 5 5 5Damage1d12 3 slashing2d6 3 slashing1d5 3 slashingEQUIPMENTChain shirt, greataxe, greatsword, 2 handaxes, backpack,bedroll, crowbar, mess kit, 10 days of rations, 50 feet ofhempen rope, tinderbox, 10 torches, waterskin, 15 gpProficient skills listed below relevantability score. 2021 Wizards. All rights reserved. Illustration by Randy Vargas.

GRIMPROFICIENCIES & LANGUAGESBACKGROUNDArmor: Heavy Armor, Light Armor, Medium Armor, ShieldsWeapons: Martial Weapons, Simple WeaponsTools: Playing Card Set, Thieves’ ToolsLanguages: Common, DraconicCriminal. You have a reliable and trustworthy contact who actsas a liaison to your network of other criminals. You know howto get messages to and from your contact, even over greatdistances; specifically, you know the local messengers, corruptcaravan masters, and seedy sailors who can deliver yourmessages for you.RACIAL TRAITSFire Resistance. You have resistance to fire damage.Breath Weapon. As an action, you can exhale fire. Each creature in a 15-foot cone must make aDC 12 Dexterity saving throw, taking 2d6 fire damage on a failed save, and half as much damageon a successful one. Once you use your breath weapon, you can’t use it again until you finish ashort or long rest.CLASS FEATURESSecond Wind. Once per short rest, you can use a bonus action to regain 1d10 1 hit points.PERSONALITYPersonality Trait: The first thing I do in a new place is note thelocations of everything valuable, or where such things could behidden.Ideal: People. I’m loyal to my friends, not to any ideals, andeveryone else can take a trip down the Styx for all I care.Bond: I am trying to pay off an old debt I owe to a generousbenefactor.Flaw: An innocent person is in prison for a crime that I committed. I’m okay with that.Alignment: NeutralSome traits and features not listed where already calculated into statistics. See the Basic Rules or Player’s Handbook for a complete listing. 2021 Wizards. All rights reserved.

Cantrips (no limit): guidance, light, sacred flame 1st Level (2 slots): bless, cure wounds, guiding bolt, healing word, sanctuary, shield of faith. Spellcasting. Y. ou can prepare and cast spells from the cleric list. See “Spells” below. Life Domain. You gain additional class feat