GOLD AC (16) E xample Character Info. E xample starting HP, AC, and gold

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1 THIRTY TWO CHARACTERS FOR D&D 5E W hat are these character sheets? These character sheets are intended to b e used for one off games of Dungeons & D ragons 5th edition. They are very st ripped down but allow for a wide variety of character ideas and t ropes. There are 2 characters each for each combination of the b asic races (human, elf, dwarf, & halfling) and b asic classes (cleric, fighter, rogue, & wizard.) W here are the skills? You may notice that these sheets do not have a skills section. That's b e cause they use an optional rule from the Dungeon Master's Guide where your character b ackground or "concept" makes up your skills. W hat is a concept? A concept might b e something like swashbuckler, alchemist, s cout, or whatever high level concept you can come up with. Any time your character attempts an action that you can argue your concept would b e go o d at you get a +2 to the roll. Laminate for success! Laminate your printed sheets and hand dry erase markers to your players. At the end of the night, wipe the sheet clean, and you're ready to go for the next time! Credits Character Sheets Kier Heyl Icons Game icons.net under the CC 3.0 license. Icon A rtists Lorc Delapouite Creating a Character Creating a character using these sheets is a simple, st raight for ward pro cess that only takes a couple of minutes but still allows for a very personalized character. Just follow these steps: 1. Cho o se a class. 2. Cho o se a race. 3. Find the two character sheets that match your race/class comb o and pick one. 4. Fill out your character's name and concept. E xample Character Info CHARACTER INFO NAM E: Gimlina Seawitch CONCEPT: Pirate RACE: Hill Dwarf CLASS: Cleric 5. Fill in your character's starting HP, AC, and gold. These are lo cated in parentheses next to the designated b oxes. E xample starting HP, AC, and gold 1 1 HP (11) 16 AC (16) (11) 1 1 GOLD T he s e cha ra cter she et s a re FREE to u s e, sha re, a nd print u nder CC 3.0. D o you like t he cha ra cter she et s? D o you wa nt to help out t he guy who made t he m? W hy not buy me a b e er?

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3 CHARACTER INFO NAME: CONCEPT: RACE: Hill Dwarf CLASS: Cleric STATS STAT MOD SAV E ST RENGTH DEXT ERITY CONSTIT UTION I NT ELLIGENCE WISDOM AT TACKS NAME ATK DMG RANGE TYPE Warhammer Sacred Flame Dagger +3 * +3 1d8+1 1d8 1d4+1 melee 120ft 20/60ft bludgeoning radiant piercing FEATURES & TRAITS Knowledge Domain: Darkvision 60ft: +4 instead of +2 on You see in dim light as if checks relating to it were day, and in history or religion. darkness as if it was dim light. Spellcasting: You have spells, cantrips, Dwarven Resilience: and rituals. Cantrips and Advantage on saves vs. rituals can be cast any poison. Resistance to number of times. You can poison damage. cast two spells per day CHARISMA HP (11) AC (16) 25ft SPEED Armor: EQUIPMENT Weapons: Scale Mail Warhammer DEATH SAVES Shield Dagger PROFICIENCIE S Armor & Weapons: Light Armor, Medium Armor, Shields, Simple Weapons, Battleaxes, & Warhammers Skills & Tools: Mason's Tools Languages: Common, Dwarven, Giant, & Goblin Other Equipment: Backpack Alms Box Blanket Ten Candles Censer Two Blocks of Incense Two Days Rations Tinderbox Vestments Waterskin Holy Symbol ( Amulet) Wooden Bowl Goblet Rune Stones GOLD (11)

4 Hill Dwarf Cleric CH A RACT ER +5 SPELL AT TACK BON US 13 SPELL SAVE D C SPELLS Command Action V 1 Round 60ft You say a one word command and the target must make a WIS save or obey. Target must understand the command and can' t be undead. Cure Wounds Action V, S Instant Touch Target regains 1d8+3 HP. Guiding Bolt Action V, S Instant 120ft Healing Word Bonus Action V Instant 60ft Target regains 1d4+3 HP. Sanctuary ( Concentration) Bonus Action V, S 1 Minute 30ft Any creature trying to attack the target must pass a WIS saving throw. Spell ends if target attacks or casts a spell on an enemy. If you hit you deal 4d6 radiant damage and the next attack against the creature has advantage. CANTRIPS & RITUALS Guidance ( Concentration) Action V, S 1 Minute Touch Target is granted a 1d4 bonus to a single ability check of its choice. Light Action V, M 1 Hour Touch Sacred Flame Action V, S Instant 60ft A column of radiant light descends upon a single target. They must make a DEX save or take 1d8 radiant damage. Cover does not help with the save. Target object less than 10 cubic ft in size sheds bright light for 20ft and dim light for an additional 20ft.

5 CHARACTER INFO NAME: CONCEPT: R ACE: Mountain Dwarf CLASS: Cleric STATS STAT MOD SAV E ST RENGTH DEXT ERITY CONSTIT UTION I NT ELLIGENCE WISDOM Warhammer Handaxe Spellcasting: AT TACKS NAME ATK DMG RANGE TYPE You have spells, cantrips, and rituals. Cantrips and rituals can be cast any number of times. You can cast two spells per day. War Domain: You can make an attack as a bonus action twice per day. +4 1d8+2 melee bludgeoning +4 1d6+2 20/ 60ft slashing FEATURES & TRAITS Darkvision 60ft: You see in dim light as if it were day, and in darkness as if it was dim light. Dwarven Resilience: Advantage on saves vs. poison. Resistance to poison damage CHARISMA 25ft HP (10) AC (18) SPEED Armor: EQUIPMENT Weapons: DEATH SAVES Chainmail Shield Warhammer Handaxe PROFICIENCIE S Armor & Weapons: All Armor, Shields, & All Weapons Skills & Tools: Smith's Tools Languages: Common & Dwarven Other Equipment: Backpack Bedroll Belt Pouch Fifty Feet Hemp Rope Messkit Ten Days Rations Tinderbox Ten Torches Waterskin Holy Symbol ( Book) Portable Ram Tankard GOLD (15)

6 Mountain Dwarf Cleric CH A RACT ER +4 SPELL AT TACK BON US 12 SPELL SAVE D C SPELLS Bless ( Concentration) Action V, S, M 1 Minute 30ft Up to 3 creatures of your choice can add 1d4 to their attack rolls or saving throws. Shield of Faith ( Concentration) Bonus Action V, S, M 10 Minutes 60ft A shimmering field appears around the target granting it a +2 to AC. Command Action V 1 Round 60ft You say a one word command and the target must make a WIS save or obey. Target must understand the command and can' t be undead. Divine Favor ( Concentration) Bonus Action V, S 1 Minute Self Your attacks deal an extra 1d4 damage. CANTRIPS & RITUALS Mending 1 Minute V, S, M Instant Touch Repairs a tear or break in an object. The tear or break can' t be larger than one cubic foot. Spare the Dying Action V, S Instant Touch Target dying creature is immediately stabilized. Resistance ( Concentration) Action V, S, M 1 Minute 60ft The target gets +1d4 on their next saving throw.

7 CHARACTER INFO NAME: CONCEPT: RACE: High Elf CLASS: Cleric STATS STAT MOD SAV E ST RENGTH DEXT ERITY CONSTIT UTION I NT ELLIGENCE WISDOM CHARISMA AT TACKS NAME ATK DMG RANGE TYPE Mace Sacred Flame Javelin +3 * +3 1d6+1 1d8 1d6+1 melee 60ft 20/ 60ft bludgeoning radiant piercing FEATURES & TRAITS Light Domain: Darkvision 60ft: Twice per day you can You see in dim light as if use a warding flare to it were day, and in impose disadvantage on darkness as if it was dim a creature that is light. attacking you. Fey Ancestry: Spellcasting: Advantage on saves vs. You have spells, cantrips, being charmed. Magic and rituals. Cantrips and can' t put you to sleep. rituals can be cast any number of times. You can cast two spells per day. 30ft HP (8) AC (16) SPEED Armor: EQUIPMENT Weapons: DEATH SAVES Scale Mail Shield Mace Javelin PROFICIENCIE S Armor & Weapons: Light Armor, Medium Armor, Shields, Simple Weapons, Longbows, Longswords, & Shortswords Skills & Tools: Perception Languages: Common, Elven, & Orcish Other Equipment: Backpack Alms Box Blanket Ten Candles Censer Two Blocks of Incense Two Days Rations Tinderbox Vestments Waterskin Holy Symbol ( Amulet) Jars of Paint: Red, Yellow, & Green Paintbrush GOLD (15)

8 High Elf Cleric CH A RACT ER +4 SPELL AT TACK BON US 12 SPELL SAVE D C SPELLS Bless ( Concentration) Action V, S, M 1 Minute 30ft Up to 3 creatures of your choice can add 1d4 to their attack rolls or saving throws. Burning Hands Action V, S Instant 15ft You fire a 15ft cone of flames from your fingers. Creatures in the area of effect 3d6 dmg or half on a successful DEX save. Cure Wounds Action V, S Instant Touch Faerie Fire ( Concentration) Action V 1 Minute 60ft All targets within a 20ft cube who fail a DEX save are outlined in a dim light. Attacks vs. the targets have advantage. Invisible creatures/objects are revealed. Guiding Bolt Action V, S Instant 120ft If you hit you deal 4d6 radiant damage and the next attack against the creature has advantage. Target regains 1d8+2 HP. CANTRIPS & RITUALS Guidance ( Concentration) Action V, S 1 Minute Touch Target is granted a 1d4 bonus to a single ability check of its choice. Light Action V, M 1 Hour Touch Target object less than 10 cubic ft in size sheds bright light for 20ft and dim light for an additional 20ft. Dancing Lights ( Concentration) Action V, S, M 1 Minute 120ft You make up to 4 torch sized lights. These lights move at your command and can be merged into a humanoid shape of light. Sacred Flame Action V, S Instant 60ft A column of radiant light descends upon a single target. They must make a DEX save or take 1d8 radiant damage. Cover does not help with the save.

9 CHARACTER INFO NAME: CONCEPT: RACE: Wood Elf CLASS: Cleric STATS STAT MOD SAV E ST RENGTH DEXT ERITY CONSTIT UTION I NT ELLIGENCE WISDOM CHARISMA AT TACKS NAME ATK DMG RANGE TYPE Shortbow Thorn Whip Dagger d6+3 1d6* 1d4+3 80/ 320ft 30ft 20/ 60ft piercing piercing piercing FEATURES & TRAITS Nature Domain: Darkvision 60ft: You know the Vine Whip You see in dim light as if cantrip. it were day, and in darkness as if it was dim Spellcasting: light. You have spells, cantrips, and rituals. Cantrips and Fey Ancestry: rituals can be cast any Advantage on saves vs. number of times. You can being charmed. Magic cast two spells per day. can' t put you to sleep. Mask of the Wild: You can attempt to hide even when in light foliage or rain. HP (9) AC (18) DEATH SAVES 35ft SPEED PROFICIENCIE S Armor: Chainmail Shield EQUIPMENT Weapons: Dagger Shortbow 20 Arrows Armor & Weapons: All Armor, Shields, Simple Weapons, Longbows, Longswords, & Shortswords Skills & Tools: Perception Languages: Common & Elven Other Equipment: Backpack Bedroll Belt Pouch Fifty Feet Hemp Rope Messkit Ten Days Rations Tinderbox Ten Torches Waterskin Holy Symbol ( Reliquary) Basket Fishing Pole Fishing Line Fishing Tackle GOLD (11)

10 Wood Elf Cleric CH A RACT ER +5 SPELL AT TACK BON US 13 SPELL SAVE D C SPELLS Animal Friendship Action V, S, M 24 Hours 30ft Target beast with 3 or lower INT must make a WIS save or be charmed by you. Attacking the beast ends the spell. Cure Wounds Action V, S Instant Touch Target regains 1d8+3 HP. Bane ( Concentration) Action V, S, M 1 Minute 30ft Up to 3 creatures of your choice must make a CHA save or get -1d4 to their attack rolls and saving throws until the spell ends. Create or Destroy Water Bonus Action V, S, M Instant 30ft Create or destroy 10 gallons of water. Alternatively create 30 sqft of rain or dissipate 30 sqft of fog. Healing Word Bonus Action V Instant 60ft Target regains 1d4+3 HP. Speak with Animals Action V, S 10 Minutes Self You can speak with beasts for the duration of the spell. CANTRIPS & RITUALS Mending 1 Minute V, S, M Instant Touch Repairs a tear or break in an object. The tear or break can' t be larger than one cubic foot. Spare the Dying Action V, S Instant Touch Target dying creature is immediately stabilized. Resistance ( Concentration) Action V, S, M 1 Minute 60ft The target gets +1d4 on their next saving throw. Thorn Whip Action V, S, M Instant 30ft If the attack hits deal 1d6 piercing damage and if the target is large or smaller you may pull the target up to 10ft towards you.

11 CHARACTER INFO NAME: CONCEPT: R ACE: Lightfoot Halfling CLASS: Cleric STATS STAT MOD SAV E ST RENGTH DEXT ERITY CONSTIT UTION I NT ELLIGENCE WISDOM CHARISMA Lt Crossbow Dagger Spellcasting: AT TACKS NAME ATK DMG RANGE TYPE You have spells, cantrips, and rituals. Cantrips and rituals can be cast any number of times. You can cast two spells per day. Trickery Domain: As an action you can touch a creature and grant it advantage on stealth checks. +5 1d8+3 80/ 320ft piercing +5 1d4+3 20/ 60ft piercing FEATURES & TRAITS Brave: Adv. on saves vs. fear. Halfling Nimbleness: You can move through a larger creature's space. Lucky: Reroll 1's on attacks, ability checks, or saves. Naturally Stealthy: You can hide behind a med or larger creature. HP (9) AC (14) DEATH SAVES 25ft SPEED PROFICIENCIE S Armor: Leather Armor Shield EQUIPMENT Weapons: Dagger Light Crossbow 20 Bolts Armor & Weapons: Light Armor, Medium Armor, Shields, & Simple Weapons Languages: Common & Halfling Other Equipment: Backpack Bedroll Belt Pouch Fifty Feet Hemp Rope Messkit Ten Days Rations Tinderbox Ten Torches Waterskin Holy Symbol ( Amulet) Bag of Marbles Metal File Jar of Lard GOLD (12)

12 Lightfoot Halfling Cleric CH A RACT ER +4 SPELL AT TACK BON US 12 SPELL SAVE D C SPELLS Bane ( Concentration) Action V, S, M 1 Minute 30ft Up to 3 creatures of your choice must make a CHA save or get -1d4 to their attack rolls and saving throws until the spell ends. Charm Person Action V, S 1 Hour 30ft Target creature must make a WIS save (with advantage if your party is fighting it) or it regards you as a friend. Command Action V 1 Round 60ft Cure Wounds Action V, S Instant Touch Target regains 1d8+2 HP. Disguise Self ( Concentration) Bonus Action V, S 1 Minute Self You change your appearance to any humanoid up to 1ft taller or shorter. A successful investigation check vs. your spell DC reveals the illusion. You say a one word command and the target must make a WIS save or obey. Target must understand the command and can' t be undead. CANTRIPS & RITUALS Light Action V, M 1 Hour Touch Target object less than 10 cubic ft in size sheds bright light for 20ft and dim light for an additional 20ft. Spare the Dying Action V, S Instant Touch Target dying creature is immediately stabilized. Resistance ( Concentration) Action V, S, M 1 Minute 60ft The target gets +1d4 on their next saving throw.

13 CHARACTER INFO NAME: CONCEPT: R ACE: Stout Halfling CLASS: Cleric STATS STAT MOD SAV E ST RENGTH DEXT ERITY CONSTIT UTION I NT ELLIGENCE WISDOM CHARISMA Mace Sacred Flame Javelin Life Domain: AT TACKS NAME ATK DMG RANGE TYPE Extra +2 HP on healing spells. Already calculated on sheet. Spellcasting: You have spells, cantrips, and rituals. Cantrips and rituals can be cast any number of times. You can cast two spells per day. Brave: Adv. on saves vs. fear. +4 1d6+2 melee bludgeoning * 1d8 60ft radiant +4 1d6+2 30/ 120ft piercing FEATURES & TRAITS Halfling Nimbleness: You can move through a larger creature's space. Lucky: Reroll 1's on attacks, ability checks, or saves. Stout Resilience: Advantage on saves vs. poison. Resistance to poison damage. 25ft HP (10) AC (18) SPEED Armor: EQUIPMENT Weapons: DEATH SAVES Chainmail Shield Mace Javelin PROFICIENCIE S Armor & Weapons: All Armor, Shields, & Simple Weapons Languages: Common & Halfling Other Equipment: Backpack Alms Box Blanket Ten Candles Censer Two Blocks of Incense Two Days Rations Tinderbox Vestments Waterskin Holy Symbol ( Emblem) Small Tent 2' Stick of Bamboo GOLD (7)

14 Stout Halfling Cleric CH A RACT ER +4 SPELL AT TACK BON US 12 SPELL SAVE D C SPELLS Bless ( Concentration) Action V, S, M 1 Minute 30ft Up to 3 creatures of your choice can add 1d4 to their attack rolls or saving throws. Healing Word Bonus Action V Instant 60ft Target regains 1d4+5 HP. Cure Wounds Action V, S Instant Touch Target regains 1d8+5 HP. Guiding Bolt Action V, S Instant 120ft Sanctuary ( Concentration) Bonus Action V, S 1 Minute 30ft Any creature trying to attack the target must pass a WIS saving throw. Spell ends if target attacks or casts a spell on an enemy. If you hit you deal 4d6 radiant damage and the next attack against the creature has advantage. CANTRIPS & RITUALS Resistance ( Concentration) Action V, S, M 1 Minute 60ft The target gets +1d4 on their next saving throw. Spare the Dying Action V, S Instant Touch Target dying creature is immediately stabilized. Sacred Flame Action V, S Instant 60ft A column of radiant light descends upon a single target. They must make a DEX save or take 1d8 radiant damage. Cover does not help with the save.

15 CHARACTER INFO NAME: CONCEPT: RACE: I Human CLASS: Cleric STATS STAT MOD SAV E ST RENGTH DEXT ERITY CONSTIT UTION I NT ELLIGENCE WISDOM Warhammer Trident Spellcasting: AT TACKS NAME ATK DMG RANGE TYPE You have spells, cantrips, and rituals. Cantrips and rituals can be cast any number of times. You can cast two spells per day. +4 1d8+2 melee bludgeoning +4 1d6+2 20/ 60ft piercing FEATURES & TRAITS Tempest Domain: Three times per day, as a reaction, you can force someone within 5 ft who has just hit you to make a DEX save or take 2d8 lighting or thunder damage (your choice.) On a successful save they take half damage CHARISMA 30ft HP (10) AC (18) SPEED Armor: EQUIPMENT Weapons: DEATH SAVES Chainmail Shield Warhammer Trident PROFICIENCIE S Armor & Weapons: All Armor, Shields, & All Weapons Languages: Common & Orcish Other Equipment: Backpack Bedroll Belt Pouch Fifty Feet Hemp Rope Messkit Ten Days Rations Tinderbox Ten Torches Waterskin Holy Symbol ( Reliquary) Block & Tackle 5' x 5' Sack GOLD (10)

16 I Human Cleric CH A RACT ER +5 SPELL AT TACK BON US 13 SPELL SAVE D C SPELLS Bane ( Concentration) Action V, S, M 1 Minute 30ft Up to 3 creatures of your choice must make a CHA save or get -1d4 to their attack rolls and saving throws until the spell ends. Command Action V 1 Round 60ft You say a one word command and the target must make a WIS save or obey. Target must understand the command and can' t be undead. Create or Destroy Water Bonus Action V, S, M Instant 30ft Create or destroy 10 gallons of water. Alternatively create 30 sqft of rain or dissipate 30 sqft of fog. Fog Cloud ( Concentration) Action V, S 1 Hour 120ft You create a heavy cloud of fog 20ft in radius. Anyone or anything in the cloud is heavily obscured. Healing Word Bonus Action V Instant 60ft Target regains 1d4+3 HP. Thunder Wave Action V, S Instant 15ft You blast all targets in a 15ft cube next to you. Each target must make a CON save. Fail: 2d8 thunder dmg and pushed 10ft. Success: Half damage, no push. CANTRIPS & RITUALS Mending 1 Minute V, S, M Instant Touch Repairs a tear or break in an object. The tear or break can' t be larger than one cubic foot. Spare the Dying Action V, S Instant Touch Target dying creature is immediately stabilized. Resistance ( Concentration) Action V, S, M 1 Minute 60ft The target gets +1d4 on their next saving throw.

17 CHARACTER INFO NAME: CONCEPT: RACE: II Human CLASS: Cleric STATS STAT MOD SAV E ST RENGTH DEXT ERITY CONSTIT UTION I NT ELLIGENCE WISDOM Mace Sacred Flame Dagger Life Domain: AT TACKS NAME ATK DMG RANGE TYPE Extra +3 HP on healing spells. Already calculated on sheet. Spellcasting: You have spells, cantrips, and rituals. Cantrips and rituals can be cast any number of times. You can cast two spells per day. +3 1d6+1 melee bludgeoning * 1d8 60ft radiant +3 1d4+1 20/ 60ft piercing FEATURES & TRAITS CHARISMA 30ft HP (10) AC (18) SPEED Armor: EQUIPMENT Weapons: DEATH SAVES Chainmail Shield Mace Dagger PROFICIENCIE S Armor & Weapons: All Armor, Shields, & Simple Weapons Languages: Common & Goblin Other Equipment: Backpack Alms Box Blanket Ten Candles Censer Two Blocks of Incense Two Days Rations Tinderbox Vestments Waterskin Holy Symbol ( Amulet) Comb Scissors Large Sack GOLD (7)

18 II Human Cleric CH A RACT ER +5 SPELL AT TACK BON US 13 SPELL SAVE D C SPELLS Bless ( Concentration) Action V, S, M 1 Minute 30ft Up to 3 creatures of your choice can add 1d4 to their attack rolls or saving throws. Healing Word Bonus Action V Instant 60ft Target regains 1d4+6 HP. Cure Wounds Action V, S Instant Touch Target regains 1d8+6 HP. Guiding Bolt Action V, S Instant 120ft Sanctuary ( Concentration) Bonus Action V, S 1 Minute 30ft Any creature trying to attack the target must pass a WIS saving throw. Spell ends if target attacks or casts a spell on an enemy. If you hit you deal 4d6 radiant damage and the next attack against the creature has advantage. CANTRIPS & RITUALS Resistance ( Concentration) Action V, S, M 1 Minute 60ft The target gets +1d4 on their next saving throw. Spare the Dying Action V, S Instant Touch Target dying creature is immediately stabilized. Sacred Flame Action V, S Instant 60ft A column of radiant light descends upon a single target. They must make a DEX save or take 1d8 radiant damage. Cover does not help with the save.

19 CHARACTER INFO NAME: CONCEPT: RACE: Hill Dwarf CLASS: Fighter STATS STAT MOD SAV E ST RENGTH DEXT ERITY CONSTIT UTION I NT ELLIGENCE WISDOM AT TACKS NAME ATK DMG RANGE TYPE Warhammer Lt Crossbow d8+2 1d8+1 melee 80/ 320ft bludgeoning piercing FEATURES & TRAITS Defensive Fighter: Darkvision 60ft: While wearing heavy You see in dim light as if armor you get +1 AC it were day, and in ( already calculated on darkness as if it was dim sheet.) light. Second Wind: Dwarven Resilience: Use a bonus action to Advantage on saves vs. recover 1d10+1 HP. You poison. Resistance to must take a short rest poison damage. before you do it again. HP CHARISMA 25ft (14) AC (19) DEATH SAVES SPEED PROFICIENCIE S Armor: Chainmail Shield EQUIPMENT Weapons: Warhammer Light Crossbow 20 Bolts Armor & Weapons: Other Equipment: All Armor, Shields, & All Backpack Waterskin Weapons Bedroll Manacles Belt Pouch Tankard Skills & Tools: Fifty Feet Hemp Rope Smith's Tools Messkit Ten Days Rations Languages: Tinderbox Common & Dwarven Ten Torches (11) GOLD

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21 CHARACTER INFO NAME: CONCEPT: R ACE: Mountain Dwarf CLASS: Fighter STATS STAT MOD SAV E ST RENGTH DEXT ERITY CONSTIT UTION I NT ELLIGENCE WISDOM AT TACKS NAME ATK DMG RANGE TYPE Great Axe Handaxe d12+3 1d6+3 melee 20/ 60ft slashing slashing FEATURES & TRAITS Great Weapon Fighter: Darkvision 60ft: Reroll 1's and 2's on You see in dim light as if damage dice with two it were day, and in handed melee weapons. darkness as if it was dim light. Second Wind: Use a bonus action to Dwarven Resilience: recover 1d10+1 HP. You Advantage on saves vs. must take a short rest poison. Resistance to before you do it again. poison damage CHARISMA 25ft HP (13) AC (16) SPEED Armor: EQUIPMENT Weapons: DEATH SAVES Chainmail Shield Great Axe 2 Handaxes PROFICIENCIE S Armor & Weapons: All Armor, Shields, & All Weapons Skills & Tools: Brewer's Supplies Languages: Common & Dwarven Other Equipment: Backpack Belt Pouch Crowbar Fifty Feet Hemp Rope Hammer Ten Pitons Ten Days Rations Tinderbox Ten Torches Waterskin Two Gallon Barrel Two Gallons of Beer GOLD (15)

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23 CHARACTER INFO NAME: CONCEPT: RACE: High Elf CLASS: Fighter STATS STAT MOD SAV E ST RENGTH DEXT ERITY CONSTIT UTION I NT ELLIGENCE WISDOM Rapier Dagger Fire Bolt Duelist: AT TACKS NAME ATK DMG RANGE TYPE +2 damage when wielding a single one- handed weapon ( already calculated on sheet.) Second Wind: Use a bonus action to recover 1d10+1 HP. You must take a short rest before you do it again. +5 1d8+5 melee piercing +5 1d4+3 20/ 60ft piercing +5 1d fire FEATURES & TRAITS Darkvision 60ft: You see in dim light as if it were day, and in darkness as if it was dim light. Fey Ancestry: Advantage on saves vs. being charmed. Magic can' t put you to sleep CHARISMA 30ft HP (11) AC (16) SPEED Armor: EQUIPMENT Weapons: DEATH SAVES Chainmail Rapier 2 Daggers PROFICIENCIE S Armor & Weapons: Other Equipment: All Armor, Shields, & All Backpack Ten Torches Weapons Belt Pouch Waterskin Crowbar Steel Mirror Skills & Tools: Fifty Feet Hemp Rope Soap Perception Hammer Ten Pitons Languages: Ten Days Rations Common, Elven, & Orcish Tinderbox (15) GOLD

24 High Elf Fighter CH A RACT ER +5 SPELL AT TACK BON US 13 SPELL SAVE D C SPELLS CANTRIPS & RITUALS Fire Bolt Action V, S Instant 120ft You hurl a small ball of fire at the target doing 1d10 points of fire damage if it hits. It will ignite flammable objects not being carried or worn.

25 CHARACTER INFO NAME: CONCEPT: RACE: Wood Elf CLASS: Fighter STATS STAT MOD SAV E ST RENGTH DEXT ERITY CONSTIT UTION I NT ELLIGENCE WISDOM CHARISMA Longbow Shortsword Net* Archer: AT TACKS NAME ATK DMG RANGE TYPE +2 to hit with ranged weapons ( already calculated on sheet.) Second Wind: Use a bonus action to recover 1d10+1 HP. You must take a short rest before you do it again. +7 1d / 600ft piercing +5 1d6+3 melee piercing +7-5/ 15ft - FEATURES & TRAITS Darkvision 60ft: You see in dim light as if it were day, and in darkness as if it was dim light. Fey Ancestry: Advantage on saves vs. being charmed. Magic can' t put you to sleep. Mask of the Wild: You can attempt to hide even when in light foliage or rain. HP (12) AC (14) DEATH SAVES 35ft SPEED PROFICIENCIE S Armor & Weapons: All Armor, Shields, & All Weapons Skills & Tools: Perception Languages: Common & Elven EQUIPMENT Armor: Weapons: Leather Armor Longbow 20 Arrows Shortsword Net Other Equipment: Backpack Waterskin Bedroll Extra Bow String Belt Pouch Sewing Kit Fifty Feet Hemp Rope Needle Messkit Thread Ten Days Rations Pin Knife Tinderbox Ten Torches (8) GOLD

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27 CHARACTER INFO NAME: CONCEPT: R ACE: Lightfoot Halfling CLASS: Fighter HP STATS STAT MOD SAV E ST RENGTH DEXT ERITY CONSTIT UTION I NT ELLIGENCE WISDOM CHARISMA 25ft (12) AC (16) DEATH SAVES SPEED PROFICIENCIE S Armor & Weapons: All Armor, Shields, & All Weapons Languages: Common & Halfling Lt Crossbow Shortsword Net* Archer: AT TACKS NAME ATK DMG RANGE TYPE +2 to hit with ranged weapons ( already calculated on sheet.) Second Wind: Use a bonus action to recover 1d10+1 HP. You must take a short rest before you do it again. +7 1d8+3 80/ 320ft piercing +5 1d6+3 melee piercing +7-5/ 15ft - FEATURES & TRAITS Brave: Adv. on saves vs. fear. Halfling Nimbleness: You can move through a larger creature's space. Lucky: Reroll 1's on attacks, ability checks, or saves. Naturally Stealthy: You can hide behind a med or larger creature. EQUIPMENT Armor: Weapons: Chainmail Light Crossbow 20 Bolts Shortsword Net Other Equipment: Backpack Waterskin Bedroll Extra Bow String Belt Pouch Bag of Ball Bearings Fifty Feet Hemp Rope Grappling Hook Messkit Ten Days Rations Tinderbox Ten Torches GOLD (6)

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29 CHARACTER INFO NAME: CONCEPT: R ACE: Stout Halfling CLASS: Fighter STATS STAT MOD SAV E ST RENGTH DEXT ERITY CONSTIT UTION I NT ELLIGENCE WISDOM CHARISMA AT TACKS NAME ATK DMG RANGE TYPE Shortsword x2 Shortbow d6+3 1d6+3 melee 80/ 320ft piercing piercing FEATURES & TRAITS Second Wind: Halfling Nimbleness: Use a bonus action to You can move through a recover 1d10+1 HP. You larger creature's space. must take a short rest before you do it again. Lucky: Reroll 1's on attacks, Two Weapon Fighter: ability checks, or saves. Add ability modifier to of fhand weapon damage Stout Resilience: ( already calculated on Advantage on saves vs. sheet.) poison. Resistance to poison damage. Brave: Adv. on saves vs. fear. HP (13) AC (16) DEATH SAVES 25ft SPEED PROFICIENCIE S Armor: Chainmail EQUIPMENT Weapons: Two Shortswords Shortbow 20 Arrows Armor & Weapons: All Armor, Shields, & All Weapons Languages: Common & Halfling Other Equipment: Backpack Belt Pouch Crowbar Fifty Feet Hemp Rope Hammer Ten Pitons Ten Days Rations Tinderbox Ten Torches Waterskin Fishing Pole Fishing Tackle Chalk (14) GOLD

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31 CHARACTER INFO NAME: CONCEPT: RACE: I Human CLASS: Fighter STATS STAT MOD SAV E ST RENGTH DEXT ERITY CONSTIT UTION I NT ELLIGENCE WISDOM CHARISMA AT TACKS NAME ATK DMG RANGE TYPE Longsword Lt Crossbow d8+2 1d8+1 melee 80/ 320ft slashing piercing Protective Fighter: While wielding a shield you can use your reaction to impose disadvantage on an attack against an ally within 5 ft of you. Second Wind: Use a bonus action to recover 1d10+1 HP. You must take a short rest before you do it again. FEATURES & TRAITS HP (13) AC (18) DEATH SAVES 30ft SPEED PROFICIENCIE S Armor: Chainmail Shield EQUIPMENT Weapons: Longsword Light Crossbow 20 Bolts Armor & Weapons: All Armor, Shields, & All Weapons Languages: Common Other Equipment: Backpack Bedroll Belt Pouch Fifty Feet Hemp Rope Messkit Ten Days Rations Tinderbox Ten Torches Waterskin Hunting Trap Iron Pot (7) GOLD

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33 CHARACTER INFO NAME: CONCEPT: RACE: II Human CLASS: Fighter STATS STAT MOD SAV E ST RENGTH DEXT ERITY CONSTIT UTION I NT ELLIGENCE WISDOM AT TACKS NAME ATK DMG RANGE TYPE Great Sword Javelin d6+3 1d6+3 melee 30/ 120ft slashing piercing Great Weapon Fighter: Reroll 1's and 2's on damage dice with two handed melee weapons. Second Wind: Use a bonus action to recover 1d10+1 HP. You must take a short rest before you do it again. FEATURES & TRAITS CHARISMA 30ft HP (12) AC (16) SPEED Armor: EQUIPMENT Weapons: DEATH SAVES Chainmail Great Sword Two Javelins PROFICIENCIE S Armor & Weapons: Other Equipment: All Armor, Shields, & All Backpack Ten Torches Weapons Belt Pouch Waterskin Crowbar Heavy Blanket Languages: Fifty Feet Hemp Rope Whetstone Common Hammer Signal Whistle Ten Pitons Ten Days Rations Tinderbox (14) GOLD

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35 CHARACTER INFO NAME: CONCEPT: RACE: Hill Dwarf CLASS: Rogue STATS STAT MOD SAV E ST RENGTH DEXT ERITY CONSTIT UTION I NT ELLIGENCE WISDOM CHARISMA Shortsword Offhand Dagger Expertise AT TACKS NAME ATK DMG RANGE TYPE You are an expert in intimidation and athletics. Your bonus is a +4 instead of a +2. Sneak Attack: Once per turn you can do an extra 1d6 damage if you have advantage on the attack or an ally is within 5 ft of your target. +4 1d6+2 melee piercing +4 1d6 melee piercing +4 1d4+2 20/60 piercing FEATURES & TRAITS Darkvision 60ft: You see in dim light as if it were day, and in darkness as if it was dim light. Dwarven Resilience: Advantage on saves vs. poison. Resistance to poison damage. 25ft HP (12) AC (19) SPEED Armor: EQUIPMENT Weapons: DEATH SAVES Leather Armor Two Shortswords Two Daggers PROFICIENCIE S Armor & Weapons: Light Armor, Other Equipment: Simple Weapons, Battleaxes, Backpack Ten Torches Hand Crossbows, Longswords, Belt Pouch Waterskin Rapiers, Shortswords, & Crowbar Thieves' Tools Warhammers Fifty Feet Hemp Rope Bottle of Whiskey Skills & Tools: Athletics, Hammer Bottle of Rum Brewer's Supplies, Intimidation, Ten Pitons & Thieves' Tools Ten Days Rations Languages: Common, Dwarven, & Thieves' Cant Tinderbox (7) GOLD

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37 CHARACTER INFO NAME: CONCEPT: R ACE: Mountain Dwarf CLASS: Rogue STATS STAT MOD SAV E ST RENGTH DEXT ERITY CONSTIT UTION I NT ELLIGENCE WISDOM CHARISMA Lt Crossbow Shortsword Dagger Expertise AT TACKS NAME ATK DMG RANGE TYPE You are an expert in your thieves' tools and investigation. Your bonus is a +4 instead of a +2. Sneak Attack: Once per turn you can do an extra 1d6 damage if you have advantage on the attack or an ally is within 5 ft of your target. +4 1d8+2 80/ 320 piercing +4 1d6+2 melee piercing +4 1d4+2 20/60 piercing FEATURES & TRAITS Darkvision 60ft: You see in dim light as if it were day, and in darkness as if it was dim light. Dwarven Resilience: Advantage on saves vs. poison. Resistance to poison damage. HP (10) AC (13) DEATH SAVES 25ft SPEED PROFICIENCIE S Armor & Weapons: Light Armor, Medium Armor, Simple Weapons, Battleaxes, Hand Crossbows, Longswords, Rapiers, Shortswords, & Warhammers Skills & Tools: Investigation, Smith's Tools, & Thieves' Tools Languages: Common, Dwarven, & Thieves' Cant EQUIPMENT Armor: Weapons: Leather Armor Light Crossbow 20 Bolts Shortsword Two Daggers Other Equipment: Backpack Two Flasks of Oil Bag of Ball Bearings Hooded Lantern Bell & 10ft String Five Days Rations Belt Pouch Tinderbox Five Candles Waterskin Crowbar Block and Tackle Fifty Feet Hemp Rope Merchant Scale Hammer & Ten Pitons (13) GOLD

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39 CHARACTER INFO NAME: CONCEPT: RACE: High Elf CLASS: Rogue STATS STAT MOD SAV E ST RENGTH DEXT ERITY CONSTIT UTION I NT ELLIGENCE WISDOM CHARISMA Rapier Dagger Shortbow Expertise AT TACKS NAME ATK DMG RANGE TYPE You are an expert in perception and sleight of hand. Your bonus is a +4 instead of a +2. Sneak Attack: Once per turn you can do an extra 1d6 damage if you have advantage on the attack or an ally is within 5 ft of your target. +5 1d8+5 melee piercing +5 1d4+3 20/60 piercing +5 1d6+3 80/ 320 piercing FEATURES & TRAITS Darkvision 60ft: You see in dim light as if it were day, and in darkness as if it was dim light. Fey Ancestry: Advantage on saves vs. being charmed. Magic can' t put you to sleep. HP (9) AC (14) DEATH SAVES 30ft SPEED PROFICIENCIE S Armor & Weapons: Light Armor, Simple Weapons, Hand Crossbows, Longbows, Longswords, Rapiers, & Shortswords Skills & Tools: Perception, Sleight of Hand, & Thieves' Tools Languages: Common, Elven, Goblin, & Thieves' Cant EQUIPMENT Armor: Weapons: Leather Armor Rapier Shortbow Twenty Arrows Two Daggers Other Equipment: Backpack Two Flasks of Oil Bag of Ball Bearings Hooded Lantern Bell & 10ft String Five Days Rations Belt Pouch Tinderbox Five Candles Waterskin Crowbar 5 Sheets Paper Fifty Feet Hemp Rope Scroll Case Hammer & Ten Pitons Quill & Ink (12) GOLD

40 High Elf Rogue CH A RACT ER +5 SPELL AT TACK BON US 13 SPELL SAVE D C SPELLS CANTRIPS & RITUALS Minor Illusion ( Concentration) Action S, M 1 Minute 30ft You create a visual or auditory illusion. Auditory illusions can range from a whisper to a scream. Visual illusions must fit within a 5ft cube.

41 CHARACTER INFO NAME: CONCEPT: RACE: Wood Elf CLASS: Rogue STATS STAT MOD SAV E ST RENGTH DEXT ERITY CONSTIT UTION I NT ELLIGENCE WISDOM CHARISMA Shortsword Offhand Dagger Expertise AT TACKS NAME ATK DMG RANGE TYPE You are an expert in stealth and acrobatics Your bonus is a +4 instead of a +2. Sneak Attack: Once per turn you can do an extra 1d6 damage if you have advantage on the attack or an ally is within 5 ft of your target. +5 1d6+3 melee piercing +5 1d6 melee piercing +5 1d4+3 20/60 piercing FEATURES & TRAITS Darkvision 60ft: You see in dim light as if it were day, and in darkness as if it was dim light. Fey Ancestry: Advantage on saves vs. being charmed. Magic can' t put you to sleep. Mask of the Wild: You can attempt to hide even when in light foliage or rain. 35ft HP (9) AC (14) SPEED Armor: EQUIPMENT Weapons: DEATH SAVES Leather Armor Two Shortswords Two Daggers PROFICIENCIE S Armor & Weapons: Light Armor, Other Equipment: Simple Weapons, Hand Backpack Waterskin Crossbows, Longbows, Bedroll Bag of Caltrops Longswords, Rapiers, & Belt Pouch Large sack Shortswords Fifty Feet Hemp Rope Skills & Tools: Acrobatics, Messkit Perception, Stealth, & Thieves' Ten Days Rations Tools Tinderbox Languages: Common, Elven, & Thieves' Cant Ten Torches (9) GOLD

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43 CHARACTER INFO NAME: CONCEPT: R ACE: Lightfoot Halfling CLASS: Rogue STATS STAT MOD SAV E ST RENGTH DEXT ERITY CONSTIT UTION I NT ELLIGENCE WISDOM CHARISMA Rapier Shortbow Dagger Expertise AT TACKS NAME ATK DMG RANGE TYPE You are an expert in persuasion and deception. Your bonus is a +4 instead of a +2. Sneak Attack: Once per turn you can do an extra 1d6 damage if you have advantage on the attack or an ally is within 5 ft of your target. +5 1d8+3 melee piercing +5 1d6+3 80/ 320 piercing +5 1d4+3 20/60 piercing FEATURES & TRAITS Brave: Adv. on saves vs. fear. Halfling Nimbleness: You can move through a larger creature's space. Lucky: Reroll 1's on attacks, ability checks, or saves. Naturally Stealthy: You can hide behind a med or larger creature. HP (9) AC (14) DEATH SAVES 25ft SPEED PROFICIENCIE S Armor & Weapons: Light Armor, Simple Weapons, Hand Crossbows, Longswords, Rapiers, & Shortswords Skills & Tools: Deception, Persuasion, & Thieves' Tools Languages: Common, Halfling, & Thieves' Cant EQUIPMENT Armor: Weapons: Leather Armor Rapier Shortbow 20 Arrows Two Daggers Other Equipment: Backpack Waterskin Bedroll Signet Ring Belt Pouch Vial of Perfume Fifty Feet Hemp Rope Messkit Ten Days Rations Tinderbox Ten Torches (6) GOLD

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45 CHARACTER INFO NAME: CONCEPT: R ACE: Stout Halfling CLASS: Rogue HP STATS STAT MOD SAV E ST RENGTH DEXT ERITY CONSTIT UTION I NT ELLIGENCE WISDOM CHARISMA 25ft (10) AC (14) DEATH SAVES SPEED Shortsword Offhand Dagger Expertise AT TACKS NAME ATK DMG RANGE TYPE You are an expert with your thieves' tools and stealth. Your bonus is a +4 instead of a +2. Sneak Attack: Once per turn you can do an extra 1d6 damage if you have advantage on the attack or an ally is within 5 ft of your target. Brave: Adv. on saves vs. fear. +5 1d6+3 melee piercing +5 1d6 melee piercing +5 1d4+3 20/60 piercing FEATURES & TRAITS Halfling Nimbleness: You can move through a larger creature's space. Lucky: Reroll 1's on attacks, ability checks, or saves. Stout Resilience: Advantage on saves vs. poison. Resistance to poison damage. EQUIPMENT Armor: Weapons: Leather Armor Two Shortswords Two Daggers PROFICIENCIE S Armor & Weapons: Other Equipment: Light Armor, Simple Weapons, Backpack Two Flasks of Oil Hand Crossbows, Longswords, Bag of Ball Bearings Hooded Lantern Rapiers, & Shortswords Bell & 10ft String Five Days Rations Skills & Tools: Belt Pouch Tinderbox Stealth & Thieves' Tools Five Candles Waterskin Languages: Crowbar Grappling Hook Common, Halfling, & Thieves' Fifty Feet Hemp Rope Two Sacks Cant Hammer & Ten Pitons (7) GOLD

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47 CHARACTER INFO NAME: CONCEPT: RACE: I Human CLASS: Rogue STATS STAT MOD SAV E ST RENGTH DEXT ERITY CONSTIT UTION I NT ELLIGENCE WISDOM CHARISMA Shortsword Offhand Dagger Expertise AT TACKS NAME ATK DMG RANGE TYPE You are an expert with acrobatics and persuasion. Your bonus is a +4 instead of a +2. Sneak Attack: Once per turn you can do an extra 1d6 damage if you have advantage on the attack or an ally is within 5 ft of your target. +5 1d6+3 melee piercing +5 1d6 melee piercing +5 1d4+3 20/60 piercing FEATURES & TRAITS 30ft HP (9) AC (14) SPEED Armor: EQUIPMENT Weapons: DEATH SAVES Leather Armor Two Shortswords Two Daggers PROFICIENCIE S Armor & Weapons: Other Equipment: Light Armor, Simple Weapons, Backpack Waterskin Hand Crossbows, Longswords, Bedroll Tankard Rapiers, & Shortswords Belt Pouch Pitcher Skills & Tools: Fifty Feet Hemp Rope Scarf Acrobatics, Persuasion, & Messkit Thieves' Tools Ten Days Rations Languages: Tinderbox Common, Elven, & Thieves' Cant Ten Torches (9) GOLD

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49 CHARACTER INFO NAME: CONCEPT: RACE: II Human CLASS: Rogue STATS STAT MOD SAV E ST RENGTH DEXT ERITY CONSTIT UTION I NT ELLIGENCE WISDOM CHARISMA Rapier Shortbow Dagger Expertise AT TACKS NAME ATK DMG RANGE TYPE You are an expert with stealth and sleight of hand. Your bonus is a +4 instead of a +2. Sneak Attack: Once per turn you can do an extra 1d6 damage if you have advantage on the attack or an ally is within 5 ft of your target. +5 1d8+3 melee piercing +5 1d6+3 80/ 320 piercing +5 1d4+3 20/60 piercing FEATURES & TRAITS 30ft HP (8) AC (14) SPEED Armor: EQUIPMENT Weapons: DEATH SAVES Leather Armor Rapier Shortbow PROFICIENCIE S 20 Arrows Two Daggers Armor & Weapons: Other Equipment: Light Armor, Simple Weapons, Backpack Ten Torches Hand Crossbows, Longswords, Belt Pouch Waterskin Rapiers, & Shortswords Crowbar Caltrops Skills & Tools: Fifty Feet Hemp Rope Sleight of Hand, Stealth, & Hammer Thieves' Tools Ten Pitons Languages: Ten Days Rations Common, Goblin, & Thieves' Cant Tinderbox (9) GOLD

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51 CHARACTER INFO NAME: CONCEPT: RACE: Hill Dwarf CLASS: Wizard STATS STAT MOD SAV E ST RENGTH DEXT ERITY CONSTIT UTION I NT ELLIGENCE WISDOM AT TACKS NAME ATK DMG RANGE TYPE Dagger Shocking Grasp +4 +4* 1d4+2 1d8* 20/ 60ft melee piercing lightning FEATURES & TRAITS Arcane Recovery: Darkvision 60ft: Once per day you can You see in dim light as if regain one spell slot it were day, and in after a short rest. darkness as if it was dim light. Spellcasting: You have spells, cantrips, Dwarven Resilience: and rituals. Cantrips and Advantage on saves vs. rituals can be cast any poison. Resistance to number of times. You can poison damage. cast two spells per day CHARISMA 25ft HP (9) AC (12) SPEED Armor: EQUIPMENT Weapons: DEATH SAVES Dagger PROFICIENCIE S Armor & Weapons: Other Equipment: Battleaxes, Daggers, Darts, Backpack Waterskin Handaxes, Light Crossbows, Bedroll Arcane Focus ( Rod) Light Hammers, Quarterstaf fs, Belt Pouch Spellbook Slings, & Warhammers Fifty Feet Hemp Rope Small Chest Skills & Tools: Messkit Tankard Mason's Tools Ten Days Rations Languages: Tinderbox Common & Dwarven Ten Torches (9) GOLD

52 Hill Dwarf Wizard CH A RACT ER +4 SPELL AT TACK BON US 12 SPELL SAVE D C SPELLS Feather Fall ( Concentration) Reaction V, M 1 Minute 60ft Targets up to five falling allies. Their fall speed is reduced and they take no falling damage if they land before the spell ends. Thunder Wave Action V, S Instant 15ft You blast all targets in a 15ft cube next to you. Each target must make a CON save. Fail: 2d8 thunder dmg and pushed 10ft. Success: Half damage, no push. Grease ( Concentration) Action V, S, M 1 Minute 60ft A 10 sqft area within range of the spell is covered in grease. Any creature in or entering the area must make a DEX save or fall down. CANTRIPS & RITUALS Mending 1 Minute V, S, M Instant Touch Repairs a tear or break in an object. The tear or break can' t be larger than one cubic foot. Message Action V, S, M 1 Round 120ft You point your finger at a target and whisper a message. Only the target hears the message and can whisper a reply that only you can hear. Shocking Grasp Action V, S Instant Touch Tenser's Floating Disk ( Concentration) 10 Minutes V, S, M 1 Hour 30ft Create a floating plane of force 3ft in diameter that can hold up to 500lbs. The disk automatically follows you staying within 20ft at all times. Comprehend Languages ( Concentration) 10 Minutes V, S, M 1 Hour Self You can understand any spoken language you hear. You can read any written language you touch. Roll to hit the target (with advantage if it's wearing metal armor.) If hit it takes 1d8 lightning damage & can' t take reactions until its next turn.

53 CHARACTER INFO NAME: CONCEPT: R ACE: Mountain Dwarf CLASS: Wizard STATS STAT MOD SAV E ST RENGTH DEXT ERITY CONSTIT UTION I NT ELLIGENCE WISDOM AT TACKS NAME ATK DMG RANGE TYPE Dagger Acid Splash Second Target* +3 * * 1d4+1 1d6 1d6 60/ 20ft 60ft * piercing acid acid FEATURES & TRAITS Arcane Recovery: Darkvision 60ft: Once per day you can You see in dim light as if regain one spell slot it were day, and in after a short rest. darkness as if it was dim light. Spellcasting: You have spells, cantrips, Dwarven Resilience: and rituals. Cantrips and Advantage on saves vs. rituals can be cast any poison. Resistance to number of times. You can poison damage. cast two spells per day CHARISMA 25ft HP (9) AC (11) SPEED Armor: EQUIPMENT Weapons: DEATH SAVES Dagger PROFICIENCIE S Armor & Weapons: Light Armor, Medium Armor, Battleaxes, Daggers, Darts, Handaxes, Light Crossbows, Light Hammers, Quarterstaf fs, Slings, & Warhammers Skills & Tools: Brewer's Supplies Languages: Common & Dwarven Other Equipment: Backpack Belt Pouch Book of Lore Bottle of Ink Ink Pen Parchment ( 10 Sheets) Little Bag of Sand Small Knife Arcane Focus ( Crystal) Spellbook Iron Pot Three Vials GOLD (8)

54 Mountain Dwarf Wizard CH A RACT ER +4 SPELL AT TACK BON US 12 SPELL SAVE D C SPELLS Burning Hands Action V, S Instant 15ft You fire a 15ft cone of flames from your fingers. Creatures in the area of effect 3d6 dmg or half on a successful DEX save. Fog Cloud ( Concentration) Action V, S 1 Hour 120ft Shield Reaction V, S 1 Round Self Cast in response to being hit and gain a +5 AC bonus. If the attack won' t hit your new AC, it misses instead. You keep the +5 AC until your next turn. You create a heavy cloud of fog 20ft in radius. Anyone or anything in the cloud is heavily obscured. CANTRIPS & RITUALS Acid Splash Action V, S Instant 60ft Hurl a bubble of acid at up to two targets within 5ft of each other. Targets must make a DEX save or take 1d6 acid damage. Blade Ward Action V, S 1 Round Self You draw a warding sigil in the air. Until the end of your next turn you have resistance to slashing, piercing, & bludgeoning damage. Light Action V, M 1 Hour Touch Alarm 10 Minutes V, S, M 8 Hours 30ft A mental or audible alarm sounds when an unknown creature enters a space that you define that is no larger than 20 cubic feet. Detect Magic ( Concentration) 10 Minutes V, S 10 Minutes 30ft While this spell is in effect you can sense magic nearby. When you do you can use an action to determine the location and type of magic. Target object less than 10 cubic ft in size sheds bright light for 20ft and dim light for an additional 20ft.

55 CHARACTER INFO NAME: CONCEPT: RACE: High Elf CLASS: Wizard STATS STAT MOD SAV E ST RENGTH DEXT ERITY CONSTIT UTION I NT ELLIGENCE WISDOM AT TACKS NAME ATK DMG RANGE TYPE Dagger Fire Bolt Ray of Frost d4+3 1d10 1d8* 20/ 60ft 120ft 60ft piercing fire cold FEATURES & TRAITS Arcane Recovery: Darkvision 60ft: Once per day you can You see in dim light as if regain one spell slot it were day, and in after a short rest. darkness as if it was dim light. Spellcasting: You have spells, cantrips, Fey Ancestry: and rituals. Cantrips and Advantage on saves vs. rituals can be cast any being charmed. Magic number of times. You can can' t put you to sleep. cast two spells per day CHARISMA 30ft HP (6) AC (13) SPEED Armor: EQUIPMENT Weapons: DEATH SAVES Dagger PROFICIENCIE S Armor & Weapons: Daggers, Darts, Light Crossbows, Longbows, Longswords, Quarterstaf fs, Shortbows, Shortswords, & Slings Skills & Tools: Perception Languages: Common, Draconic, & Elven Other Equipment: Backpack Belt Pouch Book of Lore Bottle of Ink Ink Pen Parchment ( 10 Sheets) Little Bag of Sand Small Knife Arcane Focus ( Wand) Spellbook Five Candles Scroll Case Signet Ring Sealing Wax GOLD (8)

56 High Elf Wizard CH A RACT ER +5 SPELL AT TACK BON US 13 SPELL SAVE D C SPELLS Charm Person Action V, S 1 Hour 30ft Target creature must make a WIS save (with advantage if your party is fighting it) or it regards you as a friend. Fog Cloud ( Concentration) Action V, S 1 Hour 120ft You create a heavy cloud of fog 20ft in radius. Anyone or anything in the cloud is heavily obscured. Magic Missile Action V, S Instant 120ft You fire three glowing darts of energy. The darts automatically hit and deal 1d4+1 force damage each. You may divide the darts up among multiple targets. Shield Reaction V, S 1 Round Self Cast in response to being hit and gain a +5 AC bonus. If the attack won' t hit your new AC, it misses instead. You keep the +5 AC until your next turn. CANTRIPS & RITUALS Fire Bolt Action V, S Instant 120ft You hurl a small ball of fire at the target doing 1d10 points of fire damage if it hits. It will ignite flammable objects not being carried or worn. Light Action V, M 1 Hour Touch Target object less than 10 cubic ft in size sheds bright light for 20ft and dim light for an additional 20ft. Ray of Frost Action V, S Instant 60ft Fires a beam of frost at one target. If it hits it causes 1d8 cold damage and reduces its speed by 10 ft until the start of your next turn. Unseen Servant 10 Minutes V, S, M 1 Hour 60ft You summon an invisible force to do your will. The invisible force can do any simple or menial task. It has a STR of 2 and 1 HP. Mage Hand Action V, S 1 Minute 30ft You create a spectral floating hand that you can control by using your action. The hand can manipulate objects and can lift up to 10 pounds. Detect Magic ( Concentration) 10 Minutes V, S 10 Minutes 30ft While this spell is in effect you can sense magic nearby. When you do you can use an action to determine the location and type of magic.

57 CHARACTER INFO NAME: CONCEPT: RACE: Wood Elf CLASS: Wizard STATS STAT MOD SAV E ST RENGTH DEXT ERITY CONSTIT UTION I NT ELLIGENCE WISDOM CHARISMA AT TACKS NAME ATK DMG RANGE TYPE Dagger Poison Spray +5 * 1d4+3 1d12 20/ 60ft 10ft piercing poison FEATURES & TRAITS Arcane Recovery: Darkvision 60ft: Once per day you can You see in dim light as if regain one spell slot it were day, and in after a short rest. darkness as if it was dim light. Spellcasting: You have spells, cantrips, Fey Ancestry: and rituals. Cantrips and Advantage on saves vs. rituals can be cast any being charmed. Magic number of times. You can can' t put you to sleep. cast two spells per day. Mask of the Wild: You can attempt to hide even when in light foliage or rain. 35ft HP (7) AC (13) SPEED Armor: EQUIPMENT Weapons: DEATH SAVES Dagger PROFICIENCIE S Armor & Weapons: Daggers, Darts, Light Crossbows, Longbows, Longswords, Quarterstaf fs, Shortbows, Shortswords, & Slings Skills & Tools: Perception Languages: Common & Elven Other Equipment: Backpack Bedroll Belt Pouch Fifty Feet Hemp Rope Messkit Ten Days Rations Tinderbox Ten Torches Waterskin Arcane Focus ( Pouch) Spellbook Knuckle Bones Steel Mirror GOLD (8)

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