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  • SYSTEM

    d20 vs a target number. Equal or over is Success.Fail Forward: Instead of failing, the DM can decide that you succeed, but some consequence happens. Opposed: Both roll, highest wins. On a tie, the situation remains the same as before the roll.Group Check: If half the Group succeeds, the wholeGroup succeeds.

    ADVANTAGE When you have Advantage or Disadvantage on a Roll, roll two d20. Keep either thehighest or the lowest, accordingly. If you have both Advantage and Disadvantage, they cancel each other out, roll only one d20. You never roll more thantwo d20 on any single Roll. If you have the ability to reroll, you only reroll one of the d20.

    PROFICIENCY Your Proficiency Bonus (PB) starts at+2 and increases by 1 every 4 levels. If a circumstance suggests that your PB applies more than once to the same roll or that it should be multiplied more than once, you nevertheless add it only once, multiply it only once, and halve it only once.

    INSPIRATION The DM can award inspiration for good Roleplaying. You either have Inspiration or you dont. You cant stockpile multiple "Inspirations" for later use. You can expend Inspiration when you make a roll to gain Advantage or you can give your Inspiration to another character.

    STATSRoll: 4d6 drop lowest, arrange at will.Point Buy: 27 points. Start at 8. Up to 13 cost 1 point each. Up to 15 cost 2 points each. No stats higher than 15.Standard Array: 15, 14, 13, 12, 10 ,8Modifiers: (Stat - 10) / 2 round down.

    SKILLSRoll d20 + Stat Mod + PB vs DC.Help from others grants Advantage.Passive Check: 10 + Stat Mod + PB. Add or subtract 5 if you have Advantage or Disadvantage.

    Str: Athletics Dex: Acrobatics, Sleight of Hand, Stealth Int: Arcana, History, Investigation, Nature, Religion Wis: Animal Handling, Insight, Medicine, Perception, Survival Cha: Deception, Intimidation, Performance, Persuasion.

    CHARACTER CREATION: (1) Race (2) Class (3) Stats (4) Background (5) Alignment (6) Equipment

    Max HP at First Level.

    NO MULTICLASSINGNO FEATS

    LEVELING UP

    Experience Points Level PB 0 1 +2 300 2 +2900 3 +2 2,700 4 +26,500 5 +3 14,000 6 +323,000 7 +3 34,000 8 +348,000 9 +4 64,000 10 +485,000 11 +4 100,000 12 +4120,000 13 +5 140,000 14 +5165,000 15 +5 195,000 16 +5225,000 17 +6 265,000 18 +6305,000 19 +6 355,000 20 +6

    ABILITY SCORE INCREASES Increase 1 Stat by 2 Points, or 2 Stats by 1 Point. You cant increase a Stat above 20.

    HIT DICE You have a number of Hit Dice (HD) equal to your Level. They are of the same type as the dice you roll for HP. You can use them to regain HP during a Short Rest.

    RESTINGShort Rest: 1 hour eating, drinking, reading, and tending to wounds. Roll as many HD as you like to regain HP. You add your Con Mod to each HD rolled.Long Rest: 8 hours sleeping or light activity: reading, talking, eating, or standing watch for 2 hours. 1 hour of other activity interrupts the Rest. Regain all HP. Regain a number of Hit Dice equal to half your total Hit Dice. Only one Long Rest per day. Must have 1 HP to gain benefits.

    ECONOMYA skilled (but not exceptional) artisan can earn one gp a day. 50 Coins weigh a Pound.

    Undamaged Weapons, Armor, and other Equipment fetch half their cost when sold in a market. Weapons and Armor used by monsters are rarely in good enough condition to sell. Gems, Jewelry, and Art Objects and Trade Goods retain their full value in themarketplace.

    Magic Items beyond potions or scrolls are too expensive for most but the wealthiest nobles. Aside from a few common magic items, you wont normally come across Magic Items or Spells to purchase. Thevalue of magic is far beyond simple gold and should always be treated as such.

  • COMBAT

    AC 10 + Dex Mod. Some Spells and Class Features give you a different way to calculate your AC. Choose which one to use.

    INITIATIVE d20 + Dex Mod Surprise: If neither side tries to be stealthy, they automatically notice each other. Otherwise compare Dex (Stealth) with PassiveWis (Perception)

    ATTACK ROLLMelee: d20 + Str Mod (you can use Dex with Finesse Weapons)Ranged: d20 + Dex Mod (you can use Str with Thrown Melee Weapons). If any enemy is within 5' you have Disadvantage.Natural 1 always misses.Natural 20 always hits and is a Critical Hit

    DAMAGEAdd your Str Mod or Dex Mod to Damage. It has to be the same Modifier you used on the Attack Roll.Critical Hit: Roll the dice twice, but only apply modifiers once.Resistance: Damage / 2Vulnerability: Damage x 2 Area Damage: Roll Damage once. Apply to all targets.

    TURN Move up to your Speed and take one Action. You can have up to one Bonus Action and one Reaction per turn. You can break up your Movement however you like. You can interact with one object orfeature of the environment for free, during either yourMovement or your Action.

    MOVEMENT You can move through allies. You can move through enemies 2 Sizes Bigger or Smaller at Half Speed. You can't ends your Turn on someone else's square. Moving out of Reach provokes an Attack of Opportunity (AOP), unless you didn't use your Speed to move (i.e. you were Pushed).

    ACTIONSAttack: You can use all your Attacks as part of the same Action.Dash: Move your Speed again.Dodge: Attacks against you have Disadvantage. Youhave Advantage on Dex SavesDisengage: Don't provoke AOPsHelp: Give Advantage on one RollReady: Specify trigger. Take Action as Reaction. Spells are cast but have to be heldHide; Search; Use an Object

    DEATH & DYING0 HP: You fall unconscious and are dying. Your HP never goes into negative. Leftover damage is ignored. However:

    Massive Damage: If a single hit would be enough to drop you to negative max HP, you die instantly.Knockout: You can choose to knock someone out instead of killing them when you drop them to 0 HP.Death Save: While dying, d20 vs DC 10 each turn.3 Failures: Death 3 Successes: StableNatural 1: Counts as 2 FailuresNatural 20: Regain 1 HPDamage while at 0 HP, counts as a Death Save Fail. A Critical Hit counts as 2 Failures.Stabilize: DC 10 Wis (Medicine)Stable: Regain 1 HP after 1d4 hours.

    SPECIALStealth: When you Attack a target that you cant see,you have Disadvantage. When a creature cant see you, you have Advantage on Attack Rolls against it. You give away your location when you Attack.Improvised Weapons: An object that bears no resemblance to a Weapon; or a ranged weapon in Melee; or a Melee Weapon thrown without the Thrown property, deals 1d4 Damage. Range (20/60)Two-Weapon Fighting: Both your Weapons must beLight. You don't get Damage Bonus with the second one, only penalty.Grapple: As a Melee Attack, roll Str (Athletics) vs Str(Athletics) or Dex (Acrobatics). Same to escape. Can't target more than 1 Sizes Larger. You can movethe target at Half Speed, unless target 2 Sizes Smaller. A grappled creatures Speed becomes 0.Shove: As a Melee Attack, roll Str (Athletics) vs Str (Athletics) or Dex (Acrobatics). Can't target more than 1 Sizes Larger. Target is knocked Prone or Moved 5'.Mounts: Must be 1 Size Larger. You can control a mount only if it has been trained to accept a rider. A controlled mount can only Dash, Disengage, and Dodge. If the mount provokes an AOP, the rider can be targeted instead. Spend half your movement to mount or dismount. If the mount is pushed, or you are knocked Prone, DC 10 Dex Save or fall off, landing Prone next to it. If the mount is knocked prone, you can use your Reaction do dismount and land on your feet.Underwater: Resistance to Fire Damage. An Attacker without Swimming Speed has Disadvantage, unless the Weapon is a Dagger, Javelin, Shortsword, Spear, or Trident. Ranged Attacks can't target past Normal Range, and have Disadvantage unless the Weapon is a Crossbow, Net, or thrown like a Javelin.

    VISIBILITY & COVERLightly Obscured: Disadvantage to Perception.Heavily Obscured: Blinded.Dim Light: Counts as Lightly Obscured.Darkness: Counts as Heavily Obscured.Half Cover: +2 to AC and Dex Saves3/4 Cover: +5 to AC and Dex Saves

  • CONDITIONS

    Blinded* Auto fail anything that requires sight.* Disadvantage to Attack, Advantage to be Attacked.

    Charmed* Can't Attack or use Abilities or Magic on the charmer.* The charmer has Advantage to social interactions with you.

    Deafened* Auto fail anything that requires hearing.

    Frightened* Disadvantage to Checks and Attacks while the source of fear is within sight. * Can't willingly approach the source of fear.

    Grappled* Speed becomes 0.* The condition ends if the grappler is Incapacitated.* The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect (such as being hurled away by the thunderwave spell).

    Incapacitated* Can't take Actions or Reactions.

    Invisible* You re considered Heavily Obscured, for the purpose of hiding.* Your location can be detected by noise or tracks.* Advantage to Attack, Disadvantage to be Attacked.

    Paralyzed* Incapacitated and can't move or speak.* Auto fail Str and Dex Saves.* Advantage to be Attacked.* Any Hit is a Crit, if the attacker is within 5'.

    Petrified* Transformed, along with any nonmagical object worn or carried, into a solid inanimate substance. Weight increases x10, and aging stops.* Incapacitated, can't move or speak, unaware of surroundings.* Auto fail Str and Dex Saves.* Advantage to be Attacked.* Resistance to all Damage.* Immune to Poison and Disease. Any already in your system are suspended until the condition ends.

    Poisoned* Disadvantage to Attacks and Checks.

    Prone* Can only move by crawling.* Disadvantage to Attack.* If an attacker is within 5', he has Advantage, otherwise Disadvantage.

    Restrained* Speed becomes 0.* Disadvantage to Attack, Advantage to be Attacked.* Disadvantage to Dex Saves.

    Stunned* Incapacitated, can't move, and can speak only falteringly.* Auto fail Str and Dex Saves.* Advantage to be Attacked.

    Unconscious* Incapacitated, can't move or speak, and unaware of surroundings.* Drop whatever you are holding and fall Prone.* Auto fail Str and Dex Saves.* Advantage to be attacked.* Any Hit a Crit, if the attacker is within 5'.

    VISION

    Blindsight: Can perceive surroundings without relying on sight.Darkvision: Treat darkness as Dim Light. Cant discern color, only shades of gray.Truesight: Can see in normal and magical darkness.Can see invisibility. Can auto detect illusions and auto Saves against them. Can perceive the original form of a shapechanger or a creature transformed bymagic. Can see into the Ethereal Plane.

  • RACES

    DWARFStats: +2 Con Speed 25' (ignore Heavy Armor) Darkvision 60' Advantage on Saves vs Poison Resistancevs Poison Damage Weapons: Battleaxe, Handaxe, Throwing Hammer, Warhammer Tools: 1 of: Smiths Tools, Brewers Supplies, Masons Tools Skills: History related to stonework. Double PB Languages: Common, Dwarvish.

    Hill DwarfStats: +1 Wis Feature: +1 HP per Lvl.

    Mountain DwarfStats: +1 Str Armor: Light, Medium

    ELFStats: +2 Dex Speed 30' Darkvision 60' Skill: Perception Advantage on Saves vs charm Immune to magical sleep Feature: No need to sleep. Instead, meditate semiconscious, 4 hours a day Languages: Common, Elvish.

    High ElfStats: +1 Int Weapons: Longsword, Shortsword, Shortbow, Longbow Feature: 1 free Wizard Cantrip. Cast with Int. Languages: 1 extra.

    Wood ElfStats: +1 Wis Speed 35' Weapons: Longsword, Shortsword, Shortbow, Longbow Feature: Can hide when obscured by foliage, rain, snow, mist, or other natural phenomena.

    HALFLINGStats: +2 Dex Size: Small Speed 25' Advantage on Saves vs Fear Feature: When you roll a 1 on a d20, you can reroll the die and must use the new roll Feature: You can move through creatures one size larger Languages: Common, Halfling.

    LightfootStats: +1 Cha Feature: Can hide when obscured by a creature one or more sizes larger.

    StoutStats: +1 Con Advantage on Saves vs Poison Resistance vs Poison Damage

    HUMANStats: +1 All Speed 30' Languages: Common, Other.

    Random Height and Weight

    Race Base Height Base Weight Height Modifier Weight Modifier Human 4'8" +2d10 110 lb. (2d4) lb.Dwarf, hill 3'8" +2d4 115 lb. (2d6) lb. Dwarf, mountain 4' +2d4 130 lb. (2d6) lb.Elf, high 4'6" +2d10 90 lb. (1d4) lb. Elf, wood 4'6" +2d10 100 lb. (1d4) lb.Halfling 2'7" +2d4 35 lb. 1 lb.

  • CLERIC

    HD: 1d8 or 5 Armor: All Weapons: All Simple Saves: Wis, Cha Skills: 2 from: History, Insight, Medicine, Persuasion, Religion.Equipment: (a) a Mace or (b) a Warhammer (if proficient); (a) Scale Mail, (b) Leather Armor, or (c) Chain Mail (if proficient); (a) a Light Crossbow and 20 Bolts or (b) any Simple Weapon; (a) a Priests Pack or (b) an Explorers Pack; A Shield and a Holy Symbol

    Lvl 1: Lvl 1 and above healing spells, heal an additional 2 + Spell Lvl HP.Lvl 2: Channel Divinity once per Rest:

    TURN UNDEAD: Time: Action Components: S(present holy symbol), V(say prayer) Targets: Undead that can see or hear you within 30' Save: Wis nagates Duration: 1 min or until Damage;Effect: Creature flees using the Dash Action. If restrained, it tries to escape. If cornered, it uses the Dodge Action. Can't take Reactions. Cant willingly move to a space within 30' of you.

    PRESERVE LIFE: Time: Action Components: S (present holy symbol) Targets: Any creatures within 30' Effect: Heal 5 x cleric lvl hit points. Divide amongst targets as you want. Can't heal beyond halfthe craeture's max Hit Points. Can't target Undead orConstructs.

    Lvl 3: ---Lvl 4: Ability Score ImprovementLvl 5: Turn Undead instantly destroys below CR 1/2.Lvl 6: Lvl 1 and above healing spells not targeted onyou, heal you for 2 + Spell Lvl HP.Lvl 6: Channel Divinity 2 per Rest.Lvl 7: ---Lvl 8: Once per turn, on a Weapon hit, deal extra 1d8 Radiant Damage.Lvl 8: Destroy Undead CR 1Lvl 8: Ability Score ImprovementLvl 9: ---Lvl 10: Once per week, as an Action, roll d100 underyour Cleric Lvl. If successful, your deity intervenes. Ifunsuccessful, you can try again after a long rest.Lvl 11: Destroy Undead CR 2Lvl 12: Ability Score ImprovementLvl 13: ---Lvl 14: Destroy Undead CR 3Lvl 14: radiant damage 2d8 Lvl 15: ---Lvl 16: Ability Score ImprovementLvl 17: No roll to heal HP, use max dice valueLvl 17: Destroy Undead CR 4Lvl 18: Channel Divinity 3 per RestLvl 19: Ability Score ImprovementLvl 20: Divine Intervention auto success.

    Spellcasting: After a Rest you get all used spell slots back and can prepare new spells. Prepare a number of spells equal to your Wis mod + cleric lvl (minimum of one). You must meditate 1 minute per spell level for each prepared spell. The spells must be of a level for which you have spell slots. Casting aspell doesnt remove it from your list of prepared spells. To cast a spell, spend a slot of the same level or higher as the spell. You can cast a cleric spell as aritual if that spell has the ritual tag and you have the spell prepared. You can use a holy symbol as a spellcasting focus for your cleric spells.

    Cantrips -Spell Slots per Spell Level- Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 3 2 - - - - - - - - 3 3 - - - - - - - - 3 4 2 - - - - - - - 4 4 3 - - - - - - - 4 4 3 2 - - - - - - 4 4 3 3 - - - - - - 4 4 3 3 1 - - - - - 4 4 3 3 2 - - - - - 4 4 3 3 3 1 - - - - 5 4 3 3 3 2 - - - - 5 4 3 3 3 2 1 - - - 5 4 3 3 3 2 1 - - - 5 4 3 3 3 2 1 1 - - 5 4 3 3 3 2 1 1 - - 5 4 3 3 3 2 1 1 1 - 5 4 3 3 3 2 1 1 1 - 5 4 3 3 3 2 1 1 1 1 5 4 3 3 3 3 1 1 1 1 5 4 3 3 3 3 2 1 1 1 5 4 3 3 3 3 2 2 1 1

    Domain Spells: Count as cleric spells. Always prepared. Dont count against the number of prepared spells.

    Lvl Spells 1st bless, cure wounds3rd lesser restoration, spiritual weapon5th beacon of hope, revivify7th death ward, guardian of faith 9th mass cure wounds, raise dead

    Spell Save DC: 8 + Wis Mod + PBSpell Attack Modifier: Wis Mod + PB

  • FIGHTER

    HD: 1d10 or 6 Armor: All Weapons: All Saves: Str, Con Skills: 2 from: Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, SurvivalEquipment: (a) Chain Mail or (b) Leather, Longbow, and 20 Arrows; (a) a Martial Weapon and a Shield or(b) two Martial Weapons; (a) a Light Crossbow and 20 Bolts or (b) two Handaxes; (a) a Dungeoneers Pack or (b) an Explorers Pack

    Lvl 1: Pick a Fighting StyleLvl 1: Second Wind: Once per Rest, on your Turn, as a Bonus Action, regain 1d10 + Fighter Lvl HP.Lvl 2: Action Surge: Once per Rest, on your Turn, take an additional Action as a Bonus Action.Lvl 3: Improved Critical: Weapons crit on 19-20.Lvl 4: Ability Score ImprovementLvl 5: Attack two times per Attack Action.Lvl 6: Ability Score ImprovementLvl 7: Add half your PB to any Str, Dex or Con check, that doesn't already use your PB.Lvl 7: Add you Str Mod to the distance in feet of yourRunning Long Jump.Lvl 8: Ability Score ImprovementLvl 9: Indomitable: Once per Long Rest, reroll a failed Save.Lvl 10, Pick a second Fighting Style.Lvl 11: Attack 3 times.Lvl 12: Ability Score ImprovementLvl 13: Indomitable 2 per Long Rest.Lvl 14: Ability Score ImprovementLvl 15: Improved Critical 18-20.Lvl 16: Ability Score ImprovementLvl 17: Action Surge 2 per rest, but still only once per turn.Lvl 17: Indomitable 3 per Long Rest.Lvl 18: At the start of your turn, if you are below half,but above 0 HP, regain 5 + Con Mod HP.Lvl 19: Ability Score ImprovementLvl 20: Attack 4 times.

    FIGHTING STYLES:

    Archery: +2 to Ranged Attack Rolls

    Defense: When wearing Armor: +1 AC

    Dueling: When wielding a Melee Weapon in one hand and no other weapons: +2 Damage with that weapon.

    Great Weapon Fighting: When wielding a Two-Handed or Versatile Weapon in two hands: reroll one1 or 2 on a Damage die.

    Protection: When wielding a Shield: Use your Reaction to impose Disadvantage on an Attack Roll against an ally within 5'. You must be able to see the attacker.

    Two-Weapon Fighting: When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

  • ROGUE

    HD: 1d8 or 5 Armor: Light Weapons: Simple, Hand Crossbows, Longswords, Rapiers, Shortswords Tools: Thieves Tools Saves: Dex, Int Skills: 4 from: Acrobatics, Athletics, Deception, Insight, Intimidation,Investigation, Perception, Performance, Persuasion, Sleight of Hand, StealthEquipment: (a) a Rapier or (b) a Shortsword; (a) a Shortbow and Quiver of 20 Arrows or (b) a Shortsword; (a) a Burglars Pack, (b) a Dungeoneers Pack, or (c) an Explorers Pack; Leather Armor, two Daggers, and Thieves Tools.

    Lvl 1: Sneak AttackLvl 1: Expertise: choose two of your skills including Thieves Tools. Twice you PB for these Proficiencies.Lvl 2: Cunning Action: you can take a Bonus Action to Dash, Disengage, or Hide.Lvl 3: Cunning Action can also:* make a Dexterity (Sleight of Hand) check* use Thieves Tools to disarm a trap or open a lock* take the Use an Object ActionLvl 3: Climbing no longer costs extra movement.Lvl 3: Add your Dex Mod to the distance covered with a Running Jump.Lvl 4: Ability Score ImprovementLvl 5: Uncanny Dodge: Use your Reaction to halve an Attacks Damage against you. You must be able to see the attacker.Lvl 6: Expertise two more Proficiencies.Lvl 7: Evasion: When you Dex Save for half Damage, take no Damage on success, half damage on failure.Lvl 8: Ability Score ImprovementLvl 9: Advantage on a Dex(Stealth) check if you move no more than half your speed on the same turn.Lvl 10: Ability Score ImprovementLvl 11: Reliable: Can't roll lower than 10 on ability checks where you add your PB.Lvl 12: Ability Score ImprovementLvl 13: Ignore all Class, Race, and Lvl requirements on the use of magic items.Lvl 14: Blindsense 10'Lvl 15: Proficiency: Wis SavesLvl 16: Ability Score ImprovementLvl 17: Reflexes: Two turns during the first Round of any combat, unless surprised. First turn at your normal initiative, second turn at minus 10. You cant use this feature when you are surprised.Lvl 18: Elusive: No Attack Roll has advantage against you while you arent incapacitated.Lvl 19: Ability Score ImprovementLvl 20: Stroke of Luck: Once per Rest, you can turn a miss into a hit. The target must be within range. Alternatively, if you fail an ability check, treat the d20 roll as a 20.

    Sneak AttackOnce per turn, additional damage on a hit with a Finesse or Ranged Weapon.You must either:* have advantage on the attack roll* not have Disadvantage, and another enemy of the target must be within 5' of it and not be incapacitated.

    Your extra Sneak attack Damage starts at 1d6 and increases every two levels (2d6 at 3rd lvl, 3d6 at 5th lvl, etc).

    Thieves CantConvey hidden messages in normal conversation. Only another creature that knows thieves cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as:* whether an area is dangerous or the territory of a thieves guild* whether loot is nearby* whether the people in an area are easy marks* whether the people in an area will provide a safe house for thieves on the run.

  • WIZARD

    HD: 1d6 or 4 Weapons: Daggers, Darts, Slings, Quarterstaffs, Light Crossbows Saves: Int, Wis Skills: 2 from: Arcana, History, Insight, Investigation, Medicine, ReligionEquipment: (a) a Quarterstaff or (b) a Dagger; (a) a Component pouch or (b) an Arcane Focus; (a) a Scholars Pack or (b) an Explorers Pack; A Spellbook

    Lvl 1: Once per day after a Short Rest, recover usedspell slots of total Lvl equal to half your Wizard Lvl. None of these slots can be lvl 6 or higher.Lvl 2: Halve the gold and time cost to copy an evocation spell into your Spellbook.Lvl 2: When you cast an evocation spell, pick 1 + Spell Lvl creatures you can see. These creatures automatically succeed on their Save against the Spell. They take no Damage from the spell on a successful Save.Lvl 3: ---Lvl 4: Ability Score ImprovementLvl 5: ---Lvl 6: Your cantrips deal half Damage even on a Save.Lvl 7: ---Lvl 8: Ability Score ImprovementLvl 9: ---Lvl 10: add your Int Mod to your Evocation Spells' Damage.Lvl 11: ---Lvl 12: Ability Score ImprovementLvl 13: ---Lvl 14: Maximize the Damage of 5th Lvl or lower evocation spells. If you use this feature again before a Long Rest, take 2d12 necrotic damage for each Lvlof the Spell. Each time you use this feature again before a Long Rest, the necrotic damage per Spell Lvl increases by 1d12. This damage ignores Resistance and Immunity.Lvl 15: ---Lvl 16: Ability Score ImprovementLvl 17: ---Lvl 18: Choose a 1st-lvl spell and a 2nd-lvl spell fromyour Spellbook. When you have these spells prepared, you can cast them for free. If you want to cast either spell at a higher level, you must expend aspell slot as normal.Lvl 19: Ability Score ImprovementLvl 20: Choose 2 3rd-lvl spells from your spellbook.Once per rest, you can cast each of them at 3rd lvl for free. You always have these spells prepared. They dont count against the number of spells you can prepare.

    Spellcasting: You have a Spellbook containing all your spells. At 1st level, your Spellbook contains six 1st-level Spells of your choice. After a Rest you get all used spell slots back and can prepare new spells.Prepare a number of spells equal to your Int mod + Wizard Lvl (minimum 1). You must study your Spellbook 1 minute per Spell Lvl for each prepared spell. The spells must be of a level for which you have spell slots. Casting a Spell doesnt remove it from your list of prepared spells. To cast a Spell, spend a slot of the same Lvl or higher as the Spell. You can cast a Spell as a Ritual if that Spell has the Ritual Tag and you have it in you Spellbook. You don't need to have it prepared. You can use an Arcane Focus as a spellcasting focus.

    Each time you gain a wizard level, add 2 spells of to your spellbook. Each of these spells must be of a level for which you have spell slots. On your adventures, you might find other spells that you can add to your spellbook. 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. For each level of the spell, the process takes 2 hours and costs 50 gp. You can copy a spell from your own spellbook into another book. You need spend only 1 hour and 10 gp for each level of the copied spell. You can use thesame procedure to transcribe the spells that you have prepared into a new spellbook.

    Cantrips - Spell Slots per Spell Level- Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 3 2 - - - - - - - - 3 3 - - - - - - - - 3 4 2 - - - - - - - 4 4 3 - - - - - - - 4 4 3 2 - - - - - - 4 4 3 3 - - - - - - 4 4 3 3 1 - - - - - 4 4 3 3 2 - - - - - 4 4 3 3 3 1 - - - - 5 4 3 3 3 2 - - - - 5 4 3 3 3 2 1 - - - 5 4 3 3 3 2 1 - - - 5 4 3 3 3 2 1 1 - - 5 4 3 3 3 2 1 1 - - 5 4 3 3 3 2 1 1 1 - 5 4 3 3 3 2 1 1 1 - 5 4 3 3 3 2 1 1 1 1 5 4 3 3 3 3 1 1 1 1 5 4 3 3 3 3 2 1 1 1 5 4 3 3 3 3 2 2 1 1

    Spell Save DC: 8 + Int Mod + PBSpell Attack Modifier: Int Mod + PB

  • ACOLYTE

    Skills: Insight, Religion Languages: Two of your choice Equipment: A Holy Symbol (a gift to you when you entered the priesthood), A prayer book or prayer wheel, 5 sticks of incense, Vestments, A set of common clothes, A belt pouch containing 15 gp

    Feature: Shelter of the Faithful: As an acolyte, you command the respect of those who share your faith, and you can perform the religious ceremonies of your deity. You and your adventuring companions can expect toreceive free healing and care at a temple, shrine, or other established presence of your faith, though you must provide any material components needed for spells. Those who share your religion will support you (but only you) at a modest lifestyle. You might also have ties to a specific temple dedicated to your chosen deity or pantheon, and you have a residence there. This could be the temple where you used to serve, if youremain on good terms with it, or a temple where you have found a new home. While near your temple, you can call upon the priests for assistance, provided the assistance you ask for is not hazardous and you remain in good standing with your temple.

    d8 Personality Trait1 I idolize a particular hero of my faith, and constantly refer to that persons deeds and example.2 I can find common ground between the fiercest enemies, empathizing with them and always working toward peace.3 I see omens in every event and action. The gods try to speak to us, we just need to listen.4 Nothing can shake my optimistic attitude.5 I quote (or misquote) sacred texts and proverbs in almost every situation.6 I am tolerant (or intolerant) of other faiths and respect (or condemn) the worship of other gods.7 Ive enjoyed fine food, drink, and high society among my temples elite. Rough living grates on me.8 Ive spent so long in the temple that I have little practical experience dealing with people in the outside world.

    d6 Ideal1 Tradition. The ancient traditions of worship and sacrifice must be preserved and upheld. (Lawful)2 Charity. I always try to help those in need, no matter what the personal cost. (Good)3 Change. We must help bring about the changes the gods are constantly working in the world. (Chaotic)4 Power. I hope to one day rise to the top of my faiths religious hierarchy. (Lawful)5 Faith. I trust that my deity will guide my actions. I have faith that if I work hard, things will go well. (Lawful)6 Aspiration. I seek to prove myself worthy of my gods favor by matching my actions against his or her teachings. (Any)

    d6 Bond1 I would die to recover an ancient relic of my faith that was lost long ago.2 I will someday get revenge on the corrupt temple hierarchy who branded me a heretic.3 I owe my life to the priest who took me in when my parents died.4 Everything I do is for the common people.5 I will do anything to protect the temple where I served.6 I seek to preserve a sacred text that my enemies consider heretical and seek to destroy.

    d6 Flaw1 I judge others harshly, and myself even more severely.2 I put too much trust in those who wield power within my temples hierarchy.3 My piety sometimes leads me to blindly trust those that profess faith in my god.4 I am inflexible in my thinking.5 I am suspicious of strangers and expect the worst of them.6 Once I pick a goal, I become obsessed with it to the detriment of everything else in my life.

  • CRIMINAL

    Skills: Deception, Stealth Tools: One type of Gaming Set, Thieves Tools Equipment: A Crowbar, A set of dark Common Clothes including a hood, A Belt Pouch containing 15 gp.

    d8 Specialty1 Blackmailer2 Burglar3 Enforcer4 Fence5 Highway robber6 Hired killer7 Pickpocket8 Smuggler

    Feature: Criminal Contact: You have a reliable and trustworthy contact who acts as your liaison to a networkof other criminals. You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you.

    d8 Personality Trait1 I always have a plan for what to do when things go wrong.2 I am always calm, no matter what the situation. I never raise my voice or let my emotions control me.3 The first thing I do in a new place is note the locations of everything valuable-or where such things could be hidden.4 I would rather make a new friend than a new enemy.5 I am incredibly slow to trust. Those who seem the fairest often have the most to hide.6 I dont pay attention to the risks in a situation. Never tell me the odds.7 The best way to get me to do something is to tell me I cant do it.8 I blow up at the slightest insult.

    d6 Ideal1 Honor. I dont steal from others in the trade. (Lawful)2 Freedom. Chains are meant to be broken, as are those who would forge them. (Chaotic)3 Charity. I steal from the wealthy so that I can help people in need. (Good)4 Greed. I will do whatever it takes to become wealthy. (Evil)5 People. Im loyal to my friends, not to any ideals, and everyone else can take a trip down the Styx for all I care. (Neutral)6 Redemption. Theres a spark of good in everyone. (Good)

    d6 Bond1 Im trying to pay off an old debt I owe to a generous benefactor.2 My ill-gotten gains go to support my family.3 Something important was taken from me, and I aim to steal it back.4 I will become the greatest thief that ever lived.5 Im guilty of a terrible crime. I hope I can redeem myself for it.6 Someone I loved died because of I mistake I made. That will never happen again.

    d6 Flaw1 When I see something valuable, I cant think about anything but how to steal it.2 When faced with a choice between money and my friends, I usually choose the money.3 If theres a plan, Ill forget it. If I dont forget it, Ill ignore it.4 I have a tell that reveals when Im lying.5 I turn tail and run when things look bad.6 An innocent person is in prison for a crime that I committed. Im okay with that.

  • FOLK HERO

    Skills: Animal Handling, Survival Tools: One type of artisans tools, Vehicles (land) Equipment: A set of artisans tools (one of your choice), A shovel, An iron pot, A set of common clothes, A belt pouch containing 10 gp

    d10 Defining Event1 I stood up to a tyrants agents.2 I saved people during a natural disaster.3 I stood alone against a terrible monster.4 I stole from a corrupt merchant to help the poor.5 I led a militia to fight off an invading army.6 I broke into a tyrants castle and stole weapons to arm the people.7 I trained the peasantry to use farm implements as weapons against a tyrants soldiers.8 A lord rescinded an unpopular decree after I led a symbolic act of protest against it.9 A celestial, fey, or similar creature gave me a blessing or revealed my secret origin.10 Recruited into a lords army, I rose to leadership and was commended for my heroism.

    Feature: Rustic Hospitality: Since you come from the ranks of the common folk, you fit in among them with ease. You can find a place to hide, rest, or recuperate among other commoners, unless you have shown yourself to be a danger to them. They will shield you from the law or anyone else searching for you, though they will not risk their lives for you.

    d8 Personality Trait1 I judge people by their actions, not their words.2 If someone is in trouble, Im always ready to lend help.3 When I set my mind to something, I follow through no matter what gets in my way.4 I have a strong sense of fair play and always try to find the most equitable solution to arguments.5 Im confident in my own abilities and do what I can to instill confidence in others.6 Thinking is for other people. I prefer action.7 I misuse long words in an attempt to sound smarter.8 I get bored easily. When am I going to get on with my destiny?

    d6 Ideal1 Respect. People deserve to be treated with dignity and respect. (Good)2 Fairness. No one should get preferential treatment before the law, and no one is above the law. (Lawful)3 Freedom. Tyrants must not be allowed to oppress the people. (Chaotic)4 Might. If I become strong, I can take what I want- what I deserve. (Evil)5 Sincerity. Theres no good in pretending to be something Im not. (Neutral)6 Destiny. Nothing and no one can steer me away from my higher calling. (Any)

    d6 Bond1 I have a family, but I have no idea where they are. One day, I hope to see them again.2 I worked the land, I love the land, and I will protect the land.3 A proud noble once gave me a horrible beating, and I will take my revenge on any bully I encounter.4 My tools are symbols of my past life, and I carry them so that I will never forget my roots.5 I protect those who cannot protect themselves.6 I wish my childhood sweetheart had come with me to pursue my destiny.

    d6 Flaw1 The tyrant who rules my land will stop at nothing to see me killed.2 Im convinced of the significance of my destiny, and blind to my shortcomings and the risk of failure.3 The people who knew me when I was young know my shameful secret, so I can never go home again.4 I have a weakness for the vices of the city, especially hard drink.5 Secretly, I believe that things would be better if I were a tyrant lording over the land.6 I have trouble trusting in my allies.

  • NOBLE

    Skills: History, Persuasion Tools: One type of gaming set Languages: One of your choice Equipment: A set of Fine Clothes, a Signet Ring, a Scroll of pedigree, and a Purse containing 25 gp

    Feature: Position of Privilege: Thanks to your noble birth, people are inclined to think the best of you. You are welcome in high society, and people assume you have the right to be wherever you are. The common folk make every effort to accommodate you and avoid your displeasure, and other people of high birth treat you as a member of the same social sphere. You can secure an audience with a local noble if you need to.

    d8 Personality Trait 1 My eloquent flattery makes everyone I talk to feel like the most wonderful and important person in the world. 2 The common folk love me for my kindness and generosity. 3 No one could doubt by looking at my regal bearing that I am a cut above the unwashed masses. 4 I take great pains to always look my best and follow the latest fashions. 5 I dont like to get my hands dirty, and I wont be caught dead in unsuitable accommodations. 6 Despite my noble birth, I do not place myself above other folk. We all have the same blood. 7 My favor, once lost, is lost forever. 8 If you do me an injury, I will crush you, ruin your name, and salt your fields.

    d6 Ideal 1 Respect. Respect is due to me because of my position, but all people regardless of station deserve to be treated with dignity. (Good) 2 Responsibility. It is my duty to respect the authority of those above me, just as those below me must respect mine. (Lawful) 3 Independence. I must prove that I can handle myself without the coddling of my family. (Chaotic) 4 Power. If I can attain more power, no one will tell me what to do. (Evil) 5 Family. Blood runs thicker than water. (Any) 6 Noble Obligation. It is my duty to protect and care for the people beneath me. (Good)

    d6 Bond 1 I will face any challenge to win the approval of my family. 2 My houses alliance with another noble family must be sustained at all costs. 3 Nothing is more important than the other members of my family. 4 I am in love with the heir of a family that my family despises. 5 My loyalty to my sovereign is unwavering. 6 The common folk must see me as a hero of the people.

    d6 Flaw 1 I secretly believe that everyone is beneath me. 2 I hide a truly scandalous secret that could ruin my family forever. 3 I too often hear veiled insults and threats in every word addressed to me, and Im quick to anger. 4 I have an insatiable desire for carnal pleasures. 5 In fact, the world does revolve around me. 6 By my words and actions, I often bring shame to my family.

  • SAGE

    Skills: Arcana, History Languages: Two of your choice Equipment: A bottle of black ink, A quillA small knife, A letter from a dead colleague posing a question you have not yet been able to answer, A set of common clothes, A belt pouch containing 10 gp

    d8 Specialty1 Alchemist2 Astronomer3 Discredited academic4 Librarian5 Professor6 Researcher7 Wizards apprentice8 Scribe

    Feature: Researcher: When you attempt to learn or recall a piece of lore, if you do not know that information, you often know where and from whom you can obtain it. Usually, this information comes from a library, scriptorium, university, or a sage or other learned person or creature. Your DM might rule that the knowledge you seek is secreted away in an almost inaccessible place, or that it simply cannot be found. Unearthing the deepest secrets of the multiverse can require an adventure or even a whole campaign.

    d8 Personality Trait1 I use polysyllabic words that convey the impression of great erudition.2 Ive read every book in the worlds greatest libraries- or I like to boast that I have.3 Im used to helping out those who arent as smart as I am, and I patiently explain anything and everything to others.4 Theres nothing I like more than a good mystery.5 Im willing to listen to every side of an argument before I make my own judgment.6 I . . . speak . . . slowly . . . when talking . . . to idiots, . . .which . . . almost . . . everyone . . . is . . . compared. . .to me.7 I am horribly, horribly awkward in social situations.8 Im convinced that people are always trying to steal my secrets.

    d6 Ideal1 Knowledge. The path to power and self-improvement is through knowledge. (Neutral)2 Beauty. What is beautiful points us beyond itself toward what is true. (Good)3 Logic. Emotions must not cloud our logical thinking. (Lawful)4 No Limits. Nothing should fetter the infinite possibility inherent in all existence. (Chaotic)5 Power. Knowledge is the path to power and domination. (Evil)6 Self-Improvement. The goal of a life of study is the betterment of oneself. (Any)

    d6 Bond1 It is my duty to protect my students.2 I have an ancient text that holds terrible secrets that must not fall into the wrong hands.3 I work to preserve a library, university, scriptorium, or monastery.4 My lifes work is a series of tomes related to a specific field of lore.5 Ive been searching my whole life for the answer to a certain question.6 I sold my soul for knowledge. I hope to do great deeds and win it back.

    d6 Flaw1 I am easily distracted by the promise of information.2 Most people scream and run when they see a demon. I stop and take notes on its anatomy.3 Unlocking an ancient mystery is worth the price of a civilization.4 I overlook obvious solutions in favor of complicated ones.5 I speak without really thinking through my words, invariably insulting others.6 I cant keep a secret to save my life, or anyone elses.

  • SOLDIER

    Skills: Athletics, Intimidation Tools: One type of Gaming Set, Vehicles (land) Equipment: An insignia of rank, A trophy taken from a fallen enemy (a dagger, broken blade, or piece of a banner), A set of bone dice or deck of cards, A set of common clothes, A belt pouch containing 10 gp

    d8 Specialty1 Officer2 Scout3 Infantry4 Cavalry5 Healer6 Quartermaster7 Standard bearer8 Support staff (cook, blacksmith, or the like)

    Feature: Military Rank: You have a military rank from your career as a soldier. Soldiers loyal to your former military organization still recognize your authority and influence, and they defer to you if they are of a lower rank. You can invoke your rank to exert influence over other soldiers and requisition simple equipment or horses for temporary use. You can also usually gain access to friendly military encampments and fortresses where your rank is recognized.

    d8 Personality Trait1 Im always polite and respectful.2 Im haunted by memories of war. I cant get the images of violence out of my mind.3 Ive lost too many friends, and Im slow to make new ones.4 Im full of inspiring and cautionary tales from my military experience relevant to almost every combat situation.5 I can stare down a hell hound without flinching.6 I enjoy being strong and like breaking things.7 I have a crude sense of humor.8 I face problems head-on. A simple, direct solution is the best path to success.

    d6 Ideal1 Greater Good. Our lot is to lay down our lives in defense of others. (Good)2 Responsibility. I do what I must and obey just authority. (Lawful)3 Independence. When people follow orders blindly, they embrace a kind of tyranny. (Chaotic)4 Might. In life as in war, the stronger force wins. (Evil)5 Live and Let Live. Ideals arent worth killing over or going to war for. (Neutral)6 Nation. My city, nation, or people are all that matter. (Any)

    d6 Bond1 I would still lay down my life for the people I served with.2 Someone saved my life on the battlefield. To this day, I will never leave a friend behind.3 My honor is my life.4 Ill never forget the crushing defeat my company suffered or the enemies who dealt it.5 Those who fight beside me are those worth dying for.6 I fight for those who cannot fight for themselves.

    d6 Flaw1 The monstrous enemy we faced in battle still leaves me quivering with fear.2 I have little respect for anyone who is not a proven warrior.3 I made a terrible mistake in battle that cost many lives-and I would do anything to keep that mistake secret.4 My hatred of my enemies is blind and unreasoning.5 I obey the law, even if the law causes misery.6 Id rather eat my armor than admit when Im wrong.

  • Name Cost Damage Weight Properties Simple Melee Weapons Club 1 sp 1d4 bludgeoning 2 lb. Light Dagger 2 gp 1d4 piercing 1 lb. Finesse, Tight, Thrown (range 20/60) Greatclub 2 sp 1d8 bludgeoning 10 lb. Two-handed Handaxe 5 gp 1d6 slashing 2 lb. Light, Thrown (range 20/60) Javelin 5 sp 1d6 piercing 2 lb. Thrown (range 30/120) Light hammer 2 gp 1d4 bludgeoning 2 lb. Light, Thrown (range 20/60) Mace 5 gp 1d6 bludgeoning 4 lb. - Quarterstaff 2 sp 1d6 bludgeoning 4 lb. Versatile (1d8) Sickle 1 gp 1d4 slashing 2 lb. Light Spear 1 gp 1d6 piercing 3 lb. Thrown (range 20/60), Versatile (1d8) Unarmed strike - 1 bludgeoning - - Simple Ranged Weapons Crossbow, light 25 gp 1d8 piercing 5 lb. Ammo (range 80/320), Loading, Two-handed Dart 5 cp 1d4 piercing 1/4 lb. Finesse, Thrown (range 20/60) Shortbow 25 gp 1d6 piercing 2 lb. Ammo (range 80/320), two-handed Sling 1 sp 1d4 bludgeoning - Ammo (range 30/120) Martial Melee Weapons Battleaxe 10 gp 1d8 slashing 4 lb. Versatile (1d10) Flail 10 gp 1d8 bludgeoning 2 lb. - Glaive 20 gp 1d10 slashing 6 lb. Heavy, Reach, Two-handed Greataxe 30 gp 1d12 slashing 7 lb. Heavy, Two-handed Greatsword 50 gp 2d6 slashing 6 lb. Heavy, Two-handed Halberd 20 gp 1d10 slashing 6 lb. Heavy, Reach, Two-handed Lance 10 gp 1d12 piercing 6 lb. Reach, Special Longsword 15 gp 1d8 slashing 3 lb. Versatile (1d10) Maul 10 gp 2d6 bludgeoning 10 lb. Heavy, Two-handed Morningstar 15 gp 1d8 piercing 4 lb. - Pike 5 gp 1d10 piercing 18 lb. Heavy, Reach, Two-handed Rapier 25 gp 1d8 piercing 2 lb. Finesse Scimitar 25 gp 1d6 slashing 3 lb. Finesse, Light Shortsword 10 gp 1d6 piercing 2 lb. Finesse, Light Trident 5 gp 1d6 piercing 4 lb. Thrown (range 20/60), Versatile (1d8) War pick 5 gp 1d8 piercing 2 lb. - Warhammer 15 gp 1d8 bludgeoning 2 lb. Versatile (1d10) Whip 2 gp 1d4 slashing 3 lb. Finesse, Reach Martial Ranged Weapons Blowgun 10 gp 1 piercing 1 lb. Ammo (range 25/100), Loading Crossbow, hand 75 gp 1d6 piercing 3 lb. Ammo (range 30/120), Light, Loading Crossbow, heavy 50 gp 1d10 piercing 18 lb. Ammo (range 100/400), Heavy, Loading, Two-handed Longbow 50 gp 1d8 piercing 2 lb. Ammo (range 150/600), Heavy, Two-handed Net 1 gp - 3 lb. Special, Thrown (range 5/15)

  • WEAPONS

    Ammo: After a battle, you can recover half your expended ammo by taking a minute to search. If used in Melee, treat as an improvised weapon. A Sling must be loaded to deal any Damage in Melee.Finesse: Can use Dex instead of Str for Attack and Damage Rolls. You must use the same Stat for both Rolls.Heavy: Disadvantage on Attack rolls for Small Creatures.Light: Can be used for Two-Weapon Fighting.Loading: Can only attack once per Round.Range: The two numbers are Normal Range and Long Range. Disadvantage when attacking beyond Normal Range. Cant attack a beyond Long Range.Reach: Adds 5' to reach.Thrown: You can throw the weapon to make a Ranged Attack. If it is a Melee Weapon, you use Str instead of Dex for both Attack and Damage. If it is also a Finesse Weapon you can pick between Str and Dex.Two-Handed: Requires two hands to use.Versatile: Can be used with one or two hands. Two-Handed damage in parentheses.Lance: Disadvantage when you attack a target within 5' of you. A Lance is Two-Handed if not mounted.Net: If hit by a net you are restrained. No effect on formless or larger than Large creatures. DC 10 Strength check, as an Action, frees the trapped creature. 5 Slashing Damage to the net (AC 10) rips the net without harming the trapped creature. You can only attack once per Action with a net.Silvered Weapons: Silver a Weapon or 10 pieces ofammo for 100 gp.

    ARMOR

    If you wear Armor without Proficiency, you have Disadvantage on Str and Dex rolls, and you cant cast Spells.

    If the Armor table shows "Str 13" or "Str 15", reduce speed by 10' unless you have that much Str.

    If the Armor table shows "DIS", you have Disadvantage on Dex (Stealth) checks.

    If you wear Medium Armor your Dex Mod is capped at +2 when calculating AC. If you wear Heavy Armor you don't add your Dex Mod to AC, even if it is negative.

    The time it takes to Don or Doff armor depends on the armors category. Don is the time it takes to put on armor. You get the armor's AC bonus only if you take the full time to don it. Doff is the time it takes to take off armor. If you have help, reduce this time by half.

    Category Don Doff Light Armor 1 minute 1 minuteMedium Armor 5 minutes 1 minute Heavy Armor 10 minutes 5 minutesShield 1 action 1 action

    Armor Cost Armor Class (AC) Str Stealth WeightLight Armor Padded 5 gp 11 + Dex Mod - DIS 8 lb. Leather 10 gp 11 + Dex Mod - - 10 lb. Studded leather 45 gp 12 + Dex Mod - - 13 lb.Medium Armor Hide 10 gp 12 + Dex Mod (max 2) - - 12 lb. Chain shirt 50 gp 13 + Dex Mod (max 2) - - 20 lb. Scale mail 50 gp 14 + Dex Mod (max 2) - DIS 45 lb. Breastplate 400 gp 14 + Dex Mod (max 2) - - 20 lb. Half plate 750 gp 15 + Dex Mod (max 2) - DIS 40 lb.Heavy Armor Ring mail 30 gp 14 - DIS 40 lb. Chain mail 75 gp 16 Str 13 DIS 55 lb. Splint 200 gp 17 Str 15 DIS 60 lb. Plate 1,500 gp 18 Str 15 DIS 65 lb.Shield Shield 10 gp +2 - - 6 lb.

  • EQUIPMENT

    Item Cost Weight Abacus 2 gp 2 lb.Acid (vial) 25 gp 1 lb.Alchemists fire 50 gp 1 lb.Ammunition 1 gp 1 lb. Arrows (20) 1 gp 1 lb. Blowgun needles (50) 1 gp 1 lb. Crossbow bolts (20) 4 cp 1 lb. Sling bullets (20) 50 gp - Antitoxin (vial) Arcane focus Crystal 10 gp 1 lb. Orb 20 gp 3 lb. Rod 10 gp 2 lb. Staff 5 gp 4 lb. Wand 10 gp 1 lb.Backpack 2 gp 5 lb.Ball bearings (1000) 1 gp 2 lb.Barrel 2 gp 70 lb.Basket 4 sp 2 lb.Bedroll 1 gp 7 lb.Bell 1 gp - Blanket 5 sp 3 lb.Block and tackle 1 gp 5 lb.Book 25 gp 5 lb.Bottle, glass 2 gp 2 lb.Bucket 5 cp 2 lb.Caltrops (bag of 20) 1 gp 2 lb.Candle 1 cp - Case, crossbow bolt 1 gp 1 lb.Case, map or scroll 1 gp 1 lb.Chain (10 feet) 5 gp 10 lb.Chalk (1 piece) 1 cp - Chest 5 gp 25 lb.Climbers kit 25 gp 12 lb.Clothes, common 5 sp 3 lb.Clothes, costume 5 gp 4 lb.Clothes, fine 15 gp 6 lb.Clothes, travelers 2 gp 4 lb.Component pouch 25 gp 2 lb.Crowbar 2 gp 5 lb.Druidic focus Sprig of mistletoe 1 gp - Totem 1 gp - Wooden staff 5 gp 4 lb. Yew wand 10 gp 1 lb.Fishing tackle 1 gp 4 lb.Flask or tankard 2 cp 1 lb.Grappling hook 2 gp 4 lb.Hammer 1 gp 3 lb.Hammer, sledge 2 gp 10 lb.Healers kit 5 gp 3 lb.Holy symbol Amulet 5 gp 1 lb. Emblem 5 gp - Reliquary 5 gp 2 lb.Holy water (flask) 25 gp 1 lb.Hourglass 25 gp 1 lb.Hunting trap 5 gp 25 lb.

    Ink (1 ounce bottle) 10 gp - Ink pen 2 cp - Jug or pitcher 2 cp 4 lb.Ladder (10-foot) 1 sp 25 lb.Lamp 5 sp 1 lb.Lantern, bullseye 10 gp 2 lb.Lantern, hooded 5 gp 2 lb.Lock 10 gp 1 lb.Magnifying glass 100 gp - Manacles 2 gp 6 lb.Mess kit 2 sp 1 lb.Mirror, steel 5 gp 1/2 lb.Oil (flask) 1 sp 1 lb.Paper (one sheet) 2 sp - Parchment (one sheet) 1 sp - Perfume (vial) 5 gp - Pick, miners 2 gp 10 lb.Piton 5 cp 1/4 lb.Poison, basic (vial) 100 gp - Pole (10-foot) 5 cp 7 lb.Pot, iron 2 gp 10 lb.Potion of healing 50 gp 1/2 lb.Pouch 5 sp 1 lb.Quiver 1 gp 1 lb.Ram, portable 4 gp 35 lb.Rations (1 day) 5 sp 2 lb.Robes 1 gp 4 lb.Rope, hempen (50 feet) 1 gp 10 lb.Rope, silk (50 feet) 10 gp 5 lb.Sack 1 cp 1/2 lb.Scale, merchants 5 gp 3 lb.Sealing wax 5 sp - Shovel 2 gp 5 lb.Signal whistle 5 cp - Signet ring 5 gp - Soap 2 cp - Spellbook 50 gp 3 lb.Spikes, iron (10) 1 gp 5 lb.Spyglass 1,000 gp 1 lb.Tent, two-person 2 gp 20 lb.Tinderbox 5 sp 1 lb.Torch 1 cp 1 lb.Vial 1 gp - Waterskin 2 sp 5 lb.Whetstone 1 cp 1 lb.

    Class Starting Gold Cleric / Fighter 5d4 10 gpRogue / Wizard 4d4 10 gp

    Burglars Pack (16 gp): Backpack, Bag of 1,000Ball Bearings, 10' String, Bell, 5 Candles, Crowbar, Hammer, 10 Pitons, Hooded Lantern, 2 Flasks of Oil,5 Days Rations, Tinderbox, Waterskin, 50' Hempen Rope strapped to the side.Diplomats Pack (39 gp): Chest, 2 Map Cases, Clothes (Fine), Bottle of Ink, Pen, Lamp, 2 Flasks of Oil, 5 Sheets of Paper, Vial of Perfume, Sealing Wax,Soap.Dungeoneers Pack (12 gp): Backpack, Crowbar,Hammer, 10 Pitons, 10 Torches, Tinderbox, 10 Days

  • Rations, Waterskin, 50' Hempen Rope strapped to the side.Entertainers Pack (40 gp): Backpack, Bedroll,2 Costumes, 5 Candles, 5 Days Rations, Waterskin, Disguise Kit.Explorers Pack (10 gp): Backpack, Bedroll,Mess Kit, Tinderbox, 10 Torches, 10 Days Rations, Waterskin, 50' Hempen Rope strapped to the side.Priests Pack (19 gp): Backpack, Blanket, 10Candles, Tinderbox, Alms Box, 2 Blocks of Incense, Censer, Vestments, 2 Days Rations, Waterskin.Scholars Pack (40 gp): Backpack, Book of lore,Bottle of ink, Pen, 10 Sheets of Parchment, Little Bag of Sand, Small Knife.

    Acid: As an Action, splash onto creature within 5' or throw up to 20'. Ranged Attack; Improvised Weapon;2d6 Acid Damage. Alchemists Fire. Sticky, adhesive fluid, ignites when exposed to air. As an action, throw up to 20'. Ranged Attack; Improvised Weapon; 1d4 Fire Damage at the start of each turn; DC 10 Dex Action ends. Antitoxin: Advantage on Saves vs Poison for 1 hour.Arcane Focus. Spellcasting focus for Wizard. Ball Bearings: As an action, cover 10' square. DC 10 Dex Save or fall Prone. Half Speed counters. Block and Tackle: Lift 4x. Caltrops: As an action, cover 5' square. DC 15 Dex Save or stop moving; 1 Piercing Damage; -10' speeduntil you regain 1 HP. Half Speed counters. Candle: Light (5'/10') 1 hour. Case, Crossbow Bolt: holds 20. Case, Map or Scroll: Leather, holds 10 paper; 5 parchment Chain: 10 HP. Str vs DC 20 breaks Climbers Kit: Pitons, Boot Tips, Gloves, Harness. As an action anchor yourself: You cant fall or climb more than 25' Component Pouch: Leather, watertight, has compartments Crowbar: Advantage to Str Fishing Tackle: Wooden rod, silken Line, corkwood Bobbers, steel Hooks, lead Sinkers, velvetLures, narrow Netting Healers Kit: Leather Pouch, Bandages, Salves, andSplints. 10 uses. Asan Action, stabilize without rolling Holy Symbol. To use as a focus, the caster must hold it in hand, wear it visibly, or bear it on a shield. Holy Water: As an Action, splash a creature within 5'or throw 20'. Ranged Attach; Improvised Weapon; 2d6 Radiant Damage vs Fiend or Undead. A cleric creates Holy Water by Ritual. Time: 1 hour Components: M (25 gp Powdered Silver) expend 1st-level spell slot. Hunting Trap: Steel Ring, Plate, Chain. Set as an Action, DC 13 Dex Save or 1d4 Piercing Damageand stop moving. Str vs DC 13 to open. 1 Piercing Damage if failed

    Lamp: Light (15'/45') 6 hours per flask of Oil Lantern, Bullseye: Light cone (60'/120') 6 hours per flask of Oil Lantern, Hooded: Light (30'/60') 6 hours per flask ofOil. As an Action, lower the Hood, for (-/5') Lock: Dex vs DC 15 to pick. Better locks at higher prices Magnifying Glass: Advantage to Appraise. 5 minutes with sunlight and tinder to light a fire Manacles: Size: Small or Medium. Dex vs DC 20 to escape; Str vs DC 20 to break; Dex vs DC 15 to pick lock. 15 HP Mess Kit: Cup, simple Cutlery, clamps together Oil: 1 pint. As an action, splash a creature within 5' or throw 20'. Ranged Attack; Improvised Weapon. Ignites for 5 Fire Damage. Dries after 1 minute. You can also cover a 5' square. Burns for 2 rounds; 5 Fire Damage Poison, Basic: As an Action, coat a Weapon or 3 Pieces of Ammo. DC 10 Con Save or 1d4 Poison Damage. Once applied lasts 1 minute Potion of Healing: As an Action: 2d4 + 2 HP Pouch: holds 20 sling bullets or 50 blowgun needles Quiver: holds 20 Ram, Portable: +4 Str. Can be used by 2 Rations: Dry foods, jerky, dried fruit, hardtack, nuts Rope: 2 HP; Str vs DC 17to break Scale, Merchants: Small balance, Pans, assorted Weights up to 2lb. Spellbook: Leather-bound tome with 100 blank vellum pages Spyglass: 2x Tent: holds 2 Tinderbox: Flint, Fire Steel,and Tinder. 1 Action to light fuel, otherwise 1 minute Torch: Light (20'/40') 1 hour. 1 Fire Damage.

    Container Capacity Backpack* 1 cubic foot/ 30 pounds of gearBarrel 40 gallons liquid, 4 cubic feet solidBasket 2 cubic feet/ 40 pounds of gearBottle 1 pints liquid Bucket 3 gallons liquid, 1/2 cubic foot solidChest 12 cubic feet/ 300 pounds of gear Flask or tankard 1 pint liquidJug or pitcher 1 gallon liquid Pot, iron 1 gallon liquidPouch 1/5 cubic foot/ 6 pounds of gear Sack 1 cubic foot/ 30 pounds of gearVial 4 ounces liquid Waterskin 4 pints liquid

    *You can also strap items, such as a bedroll or a coil of rope, to the outside of a backpack.

  • TOOLS

    Item Cost Weight Artisans tools Alchemists supplies 50 gp 8 lb. Brewers supplies 20 gp 9 lb. Calligrapher's supplies 10 gp 5 lb. Carpenters tools 8 gp 6 lb. Cartographers tools 15 gp 6 lb. Cobblers tools 5 gp 5 lb. Cooks utensils 1 gp 8 lb. Glassblowers tools 30 gp 5 lb. Jewelers tools 25 gp 2 lb. Leatherworkers tools 5 gp 5 lb. Masons tools 10 gp 8 lb. Painters supplies 10 gp 5 lb. Potters tools 10 gp 3 lb. Smiths tools 20 gp 8 lb. Tinkers tools 50 gp 10 lb. Weavers tools 1 gp 5 lb. Woodcarvers tools 1 gp 5 lb.Disguise kit 25 gp 3 lb.Forgery kit 15 gp 5 lb.Gaming set Dice set 1 sp - Dragonchess set 1 gp 1/2 lb. Playing card set 5 sp - Three-Dragon Ante set 1 gp - Herbalism kit 5 gp 3 lb.Musical instrument Bagpipes 30 gp 6 lb. Drum 6 gp 3 lb. Dulcimer 25 gp 10 lb. Flute 2 gp 1 lb. Lute 35 gp 2 lb. Lyre 30 gp 2 lb. Horn 3 gp 2 lb. Pan flute 12 gp 2 lb. Shawm 2 gp 1 lb. Viol 30 gp 1 lb.Navigators tools 25 gp 2 lb.Poisoners kit 50 gp 2 lb.Thieves tools 25 gp 1 lb.

    Artisans Tools: PB applies to the specified craft.Disguise Kit: PB applies to create a visual disguise.Forgery Kit: PB applies to create a physical forgery of a document.Gaming Set: PB applies to play the specified gameHerbalism Kit: PB applies to identify or apply herbs.Required to create antitoxin and potions of healing.Musical Instrument: PB applies to play music with the specified instrument.Navigators Tools: PB applies to avoid gettinglost at sea.Poisoners Kit: PB applies to craft or use poisons.Thieves Tools: PB applies to disarm traps or open locks.

    ANIMALS & VEHICLES

    Item Cost Speed CapacityCamel 50 gp 50 ft. 480 lb.Donkey or mule 8 gp 40 ft. 420 lb.Elephant 200 gp 40 ft. 1,320 lb.Horse, draft 50 gp 40 ft. 540 lb.Horse, riding 75 gp 60 ft. 480 lb.Mastiff 25 gp 40 ft. 195 lb.Pony 30 gp 40 ft. 225 lb.Warhorse 400 gp 60 ft. 540 lb.

    An animal pulling a Vehicle has 5x Carrying Capacity, including the weight of the vehicle. Multipleanimals add their Carrying Capacity together.

    Item Cost Weight Barding 4 2Bit and bridle 2 gp 1 lb. Carriage 100 gp 600 lb.Cart 15 gp 200 lb. Chariot 250 gp 100 lb.Feed (per day) 5 cp 10 lb. Saddle Exotic 60 gp 40 lb. Military 20 gp 30 lb. Pack 5 gp 15 lb. Riding 10 gp 25 lb.Saddlebags 4 gp 8 lb. Sled 20 gp 300 lb.Stabling (per day) 5 sp - Wagon 35 gp 400 lb.

    Item Cost Speed Galley 30,000 gp 4 mph Keelboat 3,000 gp 1 mph Longship 10,000 gp 3 mph Rowboat 50 gp 1 mph Sailing ship 10,000 gp 2 mph Warship 25,000 gp 2 mph

    Barding: Animal Armor. Any type of Armor canbe purchased as Barding. Cost x4; Weight x2Saddle, Military: Advantage on remaining mountedSaddle, Exotic: Required for aquatic or flying mountRowed Vessels: Keelboats and Rowboats are used on lakes and rivers. If going downstream, add the Speed of the current (typically 3 mph) to the Speed of the Vehicle. These Vehicles cant be rowed against any significant current, but they can be pulled upstream by animals on the shores. A rowboatweighs 100 lb, in case adventurers carry it over land.

  • FOOD & DRINK

    Item Cost Ale Gallon 2 sp Mug 4 cpBanquet (per person) 10 gp Bread, loaf 2 cpCheese, hunk 1 sp Inn stay (per day) Squalid 7 cp Poor 1 sp Modest 5 sp Comfortable 8 sp Wealthy 2 gp Aristocratic 4 gpMeals (per day) Squalid 3 cp Poor 6 cp Modest 3 sp Comfortable 5 sp Wealthy 8 sp Aristocratic 2 gp Meat, chunk 3 sp Wine Common (pitcher) 2 sp Fine (bottle) 10 gp

    SERVICES

    Service Pay Coach cab Between towns 3 cp per mile Within a city 1 cpHireling Skilled 2 gp per day Untrained 2 sp per day Messenger 2 cp per mileRoad or gate toll 1 cp Ships passage 1 sp per mile

    Hiring someone to cast a relatively common spell of 1st or 2nd lvl might cost 10 to 50 gp.

    LIFESTYLE

    Lifestyle Price/Day Wretched -Squalid 1 sp Poor 2 spModest 1 gp Comfortable 2 gpWealthy 4 gp Aristocratic 10 gp minimum

    The prices listed are per day.

    TRADE GOODS

    Cost Goods 1 cp 1 lb. of wheat 2 cp 1 lb. of flour one chicken 5 cp 1 lb. of salt 1 sp 1 lb. of iron 1 sq. yd. Of canvas 5 sp 1 lb. of copper 1 sq. yd. of cotton cloth 1 gp 1 lb. of ginger one goat 2 gp 1 lb. of cinnamon or pepper one sheep 3 gp 1 lb. of cloves one pig 5 gp 1 lb. of silver 1 sq. yd. of linen 10 gp 1 sq. yd. of silk one cow 15 gp 1 lb. of saffron one ox 50 gp 1 lb. of gold 500 gp 1 lb. of platinum

    DOWNTIME

    Crafting: Must be proficient with tools and have access to special materials or locations. You make 5-gp increments, but they cost half that. Characters can cooperate to make the process go faster. While crafting, you can maintain a modest lifestyle without having to pay 1 gp per day, or a comfortable lifestyle at half the normal cost.Profession: You do work, allowing you to maintain a modest lifestyle without paying. If an organization employs you, you can support a comfortable Lifestyle. If you have Proficiency in Performance, youcan support a wealthy Lifestyle.Recuperating: After 3 days make a DC 15 Con Save. If successful, choose:* End one effect that prevents you from gaining HP.* For the next 24 hours, gain Advantage on Saves against one disease or Poison affecting you.Researching: Costs extra 1 gp per day.Training: Learn a new Language or Tool. Must have a teacher. Lasts 250 days and costs 1gp per day.

    You must spend at least 8 hours per day, on any of the above.

  • MOVEMENT

    JUMPINGDistance cleared by a jump costs normal movement.Running Start: If you don't have a 10' running start, halve the distances covered.Long Jump: Distance = Str Stat in feet. DC 10 Str (Athletics) to also clear a low obstacle. If you land ondifficult terrain, roll DC 10 Dex (Acrobatics) to not land Prone.High Jump: Distance = 3 + Str Mod in feet. Strength(Athletics) check to jump higher than you normally can. You can extend your arms half your height above yourself during the jump.

    PRONE Standing up costs half your Speed. To movewhile Prone you must crawl at half Speed. if a flying creature is knocked Prone it falls.

    SQUEEZING You can squeeze through a space that would accommodate a one Size Smaller creature. You move at half Speed. Disadvantage to Attack Rolls and Dex Saves. Advantage to Attacks against you.

    TRAVEL

    Pace Minute Hour Day Effect Fast 400' 4 mil 30 mil -5 to Wis (Perception)Normal 300' 3 mil 24 mil - Slow 200' 2 mil 18 mil Able to use Stealth

    You move at half speed in Difficult Terrain, while climbing, while crawling, or while swimming. A Mounted character can ride at a gallop for about an hour, covering twice the usual distance for a fast pace.

    MARCHING ORDERWhile traveling or exploring, characters form 3 ranks:Front Rank, Mid Rank, Back Rank. Characters in theFront and Back Ranks must be able to stand side by side. Everybody else is considered to be in the Mid Rank. Rank affects who notices what and who is affected by traps.

    Characters are assumed to be paying full attention totheir surroundings while traveling or exploring. They can instead choose to perform some task while traveling, but then they don't contribute to the group'sPerception. Some possible tasks are: Navigating, Mapping, Tracking, and Foraging.

    EXHAUSTION

    Level Effect 1 Disadvantage on Ability Checks 2 Speed halved 3 Disadvantage on Attack Rolls and Saves 4 Hit point maximum halved 5 Speed reduced to 0 6 Death

    These effects are cumulative. Finishing a Long Rest reduces Exhaustion Lvl by 1, provided you ingested some Food and Drink.

    STARVATION A character need a pound of food per day. If you starve for more than 3 + Con Mod (1 minimum) days, you suffer 1 level of exhaustion each day. A normal day of eating resets the count of days to 0. The duration of food can be doubled by eating half rations. A half ration counts as only half a day without food.

    THRIST A character needs 1 gallon of water per day or 2 gallons per day if the weather is hot. If you drink only half that much, Save Con DC 15 or suffer exhaustion. If you drink less than half, auto suffer exhaustion. If you already have exhaustion, dehydration causes double exhaustion.

    SUFFOCATION You can hold your breath for 1 + Con Mod minutes (30 sec minimum). When out of breath, you can survive for Con Mod rounds (1 minimum). After that, you drop to 0 HP and are Dying.

    FORCED MARCH Each hour of travel beyond 8, roll Con with DC 10 + 1 for each extra hour. If failed, suffer one level of exhaustion.

    FALLING DAMAGE 1d6 per 10'. Maximum 20d6. Land Prone, unless you take no Damage.

  • MAGIC

    Cantrips: Don't use SlotsRituals: Take 10 minutes longer to cast. Dont use Slots. Cant be cast at a higher level.Components: A character who is gagged can't do the V Component properly. You need one free hand for S Components. The same hand can retrieve M Components. You can use a Pouch or a Focus insteadof M Components, but you still mustprovide those that have a price.Concentration: You can't concentrate on 2 Spells at once. When you take Damage, you must Con Save or lose the spell. The DC is 10 or half the Damage, whicheveris higher.Stacking: Similar effects don't combine. The strongest takes effect.

    CLERIC SPELLSCantrips (0 Level)

    GuidanceLight

    ResistanceSacred Flame

    Spare the DyingThaumaturgy

    1st LevelBless

    CommandCure WoundsDetect MagicGuiding Bolt

    Healing WordInflict Wounds

    SanctuaryShield of Faith

    2nd LevelAid

    AuguryHold Person

    Lesser RestorationPrayer of Healing

    SilenceSpiritual Weapon

    Warding Bond3rd Level

    Beacon of HopeDispel Magic

    Mass Healing WordProtection from Energy

    Remove CurseRevivify

    Speak with DeadSpirit Guardians

    4th LevelDeath Ward

    DivinationFreedom of Movement

    Guardian of FaithLocate Creature

    5th LevelCommune

    Flame StrikeGreater RestorationMass Cure Wounds

    Raise Dead6th Level

    Blade BarrierFind the Path

    HarmHeal

    Heroes FeastTrue Seeing

    7th LevelEtherealness

    Fire StormRegenerate

    Resurrection8th Level

    Antimagic FieldEarthquake

    Holy Aura9th Level

    Astral ProjectionGate

    Mass HealTrue Resurrection

    WIZARD SPELLSCantrips (0 Level)

    Acid SplashDancing Lights

    Fire BoltLight

    Mage HandMinor IllusionPoison Spray

    PrestidigitationRay of Frost

    Shocking Grasp1st Level

    Burning HandsCharm Person

    Comprehend LanguagesDetect MagicDisguise Self

    IdentifyMage Armor

    Magic MissileShield

    Silent ImageSleep

    Thunderwave2nd Level

    Arcane LockBlur

    DarknessFlaming Sphere

    Hold PersonInvisibility

    KnockLevitate

    Magic WeaponMisty Step

    ShatterSpider Climb

    SuggestionWeb

    3rd LevelCounterspellDispel Magic

    FireballFly

    HasteLightning BoltMajor Image

    Protection from Energy4th Level

    Arcane EyeDimension Door

    Greater InvisibilityIce StormStoneskin

    Wall of Fire5th Level

    Cone of ColdDominate Person

    DreamPasswall

    Wall of Stone6th Level

    Chain LightningDisintegrate

    Globe of InvulnerabilityMass Suggestion

    Ottos Irresistible DanceTrue Seeing

    7th LevelDelayed Blast Fireball

    Finger of DeathMordenkainens Sword

    Teleport8th Level

    Dominate MonsterMaze

    Power Word StunSunburst

    9th LevelForesight

    ImprisonmentMeteor Swarm

    Power Word KillTime Stop

  • d100 Trinket01 Mummified goblin hand02 Piece of crystal; faintly glows in moonlight03 Gold coin; origin unknown04 Diary in language you dont know05 A brass ring that never tarnishes06 An old glass chess piece07 Pair of knucklebone dice; skull symbol on the 608 A small idol of a nightmarish creature; unsettling dreams when you sleep near it09 A rope necklace; 4 mummified elf fingers10 The deed for land in a realm unknown to you11 1-ounce block; unknown material12 Small cloth doll; skewered with needles13 Tooth from an unknown beast14 Enormous scale, maybe a dragon's15 A bright green feather16 An old divination card bearing your likeness17 Glass orb; filled with moving smoke18 A 1lb egg with a bright red shell19 A pipe that blows bubbles20 Weird bit of flesh floating in pickling fluid21 A tiny gnome-crafted music box that plays a song you dimly remember from your childhood22 A small wooden statuette of a smug halfling23 Brass orb; strange runes etched24 A multicolored stone disk25 A tiny silver icon of a raven26 Bag of forty-seven humanoid teeth, one rotten27 Shard of obsidian; always feels warm28 Leather necklace; dragon's bonytalon29 A pair of old socks30 A blank book whose pages refuse to hold ink, chalk, graphite, or any other substance or marking31 A silver badge in the shape of a five-pointed star32 Knife that belonged to a relative33 Glass vial filled with nail clippings34 A rectangular metal device with two tiny metal cups on one end thatthrows sparks when wet

    35 White, sequined glove; human size36 A vest with 100 tiny pockets37 A small, weightless stone block38 Tiny sketch portrait of a goblin39 Empty glass vial; smells of perfume40 Gemstone; looks like a lump of coal when examined else41 Scrap of cloth from old banner42 Rank insignia from lost legionnaire43 A tiny silver bell with no clapper44 A mechanical canary inside a gnome-crafted lamp45 A tiny chest carved to look like it has numerous feet on the bottom46 A dead sprite inside a bottle47 A metal can without opening but sounds as if it is filled with liquid, sand, spiders, or broken glass48 A glass orb filled with water, in which swims a clockwork goldfish49 A silver spoon with an M engraved on the handle50 A whistle made from gold-colored wood51 A dead scarab beetle the size of your hand52 Two toy soldiers, one with a missing head53 A small box filled with different-sized buttons54 A candle that cant be lit55 A tiny cage with no door56 An old key57 An indecipherable treasure map58 A hilt from a broken sword59 A rabbits foot60 A glass eye61 A cameo carved like a hideous person62 A silver skull the size of a coin63 An alabaster mask64 A pyramid of sticky black incense that smells bad65 A nightcap that, when worn, gives pleasant dreams66 A single caltrop made from bone67 A gold monocle frame without the lens68 A 1-inch cube, each side painteda different color69 A crystal knob from a door70 Small packet filled with pink dust71 A fragment of a beautiful song, written as musical notes on two pieces of parchment72 A silver teardrop earring made from a real teardrop

    73 The shell of an egg painted with scenes of human misery in disturbing detail74 A fan that, when unfolded, shows a sleeping cat75 A set of bone pipes76 A four-leaf clover pressed inside a book discussing manners and etiquette77 A sheet of parchment upon which is drawn a complex mechanical contraption78 An ornate scabbard that fits no blade you have found so far79 An invitation to a party where a murder happened80 A bronze pentacle with an etching of a rat's head in its center81 A purple handkerchief embroidered with the name of a powerful archmage82 Half of a floorplan for a temple, castle, etc.83 A bit of folded cloth that, when unfolded, turns into a stylish cap84 A receipt of deposit at a bank in a far-flung city85 Diary; 7 missing pages86 An empty silver snuffbox bearingan inscription on the surface that says dreams87 An iron holy symbol devoted to an unknown god88 A book that tells the story of a legendary hero's rise and fall, with the last chapter missing89 A vial of dragon blood90 An ancient arrow of elven design91 A needle that never bends92 An ornate dwarven brooch93 An empty wine bottle bearing a pretty label that says, The Wizard of Wines Winery, Red Dragon Crush, 331422-W94 Mosaic tile; multicolored, glazed surface95 A petrified mouse96 A black pirate flag adorned with a dragon's skull and crossbones97 Tiny mechanical crab or spider; moves about when not observed98 A glass jar containing lard with a label that reads, Griffon Grease99 A wooden box with a ceramic bottom that holds a living worm witha head on each end of its body100 A metal urn containing the ashes of a hero

  • NAMES

    CALISHITEMale: Aseir, Bardeid, Haseid, Khemed, Mehmen, Sudeiman, ZasheirFemale: Atala, Ceidil, Hama, Jasmal, Meilil, Seipora,Yasheira, ZasheidaSurnames: Basha, Dumein, Jassan, Khalid, Mostana, Pashar, Rein

    CHONDATHANMale: Darvin, Dorn, Evendur, Gorstag, Grim, Helm, Malark, Morn, Randal, SteddFemale: Arveene, Esvele, Jhessail, Kerri, Lureene, Miri, Rowan, Shandri, TesseleSurnames: Amblecrown, Buckman, Dundragon, Evenwood, Greycastle, Tallstag

    DAMARANMale: Bor, Fodel, Glar, Grigor, Igan, Ivor, Kosef, Mival, Orel, Pavel, SergorFemale: Alethra, Kara, Katernin, Mara, Natali, Olma, Tana, ZoraSurnames: Bersk, Chernin, Dotsk, Kulenov, Marsk, Nemetsk, Shemov, Starag

    ILLUSKANMale: Ander, Blath, Bran, Frath, Geth, Lander, Luth, Malcer, Stor, Taman, UrthFemale: Amafrey, Betha, Cefrey, Kethra, Mara, Olga,Silifrey, WestraSurnames: Brightwood, Helder, Hornraven, Lackman, Stormwind, Windrivver

    MULANMale: Aoth, Bareris, Ehput-Ki, Kethoth, Mumed, Ramas, So-Kehur, Thazar-De, UrhurFemale: Arizima, Chathi, Nephis, Nulara, Murithi, Sefris, Thola, Umara, ZolisSurnames: Ankhalab, Anskuld, Fezim, Hahpet, Nathandem, Sepret, Uuthrakt

    RASHEMIMale: Borivik, Faurgar, Jandar, Kanithar, Madislak, Ralmevik, Shaumar, VladislakFemale: Fyevarra, Hulmarra, Immith, Imzel, Navarra,Shevarra, Tammith, YuldraSurames: Chergoba, Dyernina, Iltazyara, Murnyethara, Stayanoga, Ulmokina

    SHOUMale: An, Chen, Chi, Fai, Jiang, Jun, Lian, Long, Meng, On, Shan, Shui, WenFemale: Bai, Chao, Jia, Lei, Mei, Qiao, Shui, Tai Surnames: Chien, Huang, Kao, Kung, Lao, Ling, Mei, Pin, Shin, Sum, Tan, Wan

    TURAMIMale: Anton, Diero, Marcon, Pieron, Rimardo, Romero, Salazar, UmberoFemale: Balama, Dona, Faila, Jalana, Luisa, Marta, Quara, Selise, VondaSurnames: Agosto, Astorio, Calabra, Domine, Falone, Marivaldi, Pisacar, Ramondo

    HALFLINGMale: Alton, Ander, Cade, Corrin, Eldon, Errich, Finnan, Garret, Lindal, Lyle, Merric, Milo, Osborn, Perrin, Reed, Roscoe, WellbyFemale: Andry, Bree, Callie, Cora, Euphemia, Jillian,Kithri, Lavinia, Lidda, Merla, Nedda, Paela, Portia, Seraphina, Shaena, Trym, Vani, VernaFamily: Brushgather, Goodbarrel, Greenbottle, High-hill, Hilltopple, Leagallow, Tealeaf, Thorngage, Tosscobble, Underbough

    DWARFMale: Adrik, Alberich, Baern, Barendd, Brottor, Bruenor, Dain, Darrak, Delg, Eberk, Einkil, Fargrim, Flint, Gardain, Harbek, Kildrak, Morgran, Orsik, Oskar, Rangrim, Rurik, Taklinn, Thoradin, Thorin, Tordek, Traubon, Travok, Ulfgar, Veit, VondalFemale: Amber, Artin, Audhild, Bardryn, Dagnal, Diesa, Eldeth, Falkrunn, Finellen, Gunnloda, Gurdis, Helja, Hlin, Kathra, Kristryd, Ilde, Liftrasa, Mardred, Riswynn, Sannl, Torbera, Torgga, VistraClan: Balderk, Battlehammer, Brawnanvil, Dankil, Fireforge, Frostbeard, Gorunn, Holderhek, Ironfist, Loderr, Lutgehr, Rumnaheim, Strakeln, Torunn, Ungart

    ELFChild: Ara, Bryn, Del, Eryn, Faen, Innil, Lael, Mella, Naill, Naeris, Phann, Rael, Rinn, Sai, Syllin, Thia, VallMale: Adran, Aelar, Aramil, Arannis, Aust, Beiro, Berrian, Carric, Enialis, Erdan, Erevan, Galinndan, Hadarai, Heian, Himo, Immeral, Ivellios, Laucian, Mindartis, Paelias, Peren, Quarion, Riardon, Rolen, Soveliss, Thamior, Tharivol, Theren, VarisFemale: Adrie, Althaea, Anastrianna, Andraste, Antinua, Bethrynna, Birel, Caelynn, Drusilia, Enna, Felosial, Ielenia, Jelenneth, Keyleth, Leshanna, Lia, Meriele, Mialee, Naivara, Quelenna, Quillathe, Sariel, Shanairra, Shava, Silaqui, Theirastra, Thia, Vadania, Valanthe, XanaphiaFamily: Amakiir (Gemflower), Amastacia (Starflower),Galanodel (Moonwhisper), Holimion (Diamonddew), Ilphelkiir (Gemblossom), Liadon (Silverfrond), Meliamne (Oakenheel), Nalo (Nightbreeze), Siannodel, (Moonbrook), Xiloscient (Goldpetal)


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