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SYSTEM

LEVELING UP

Experience Points
Level
PB
0
1
+2
300
2
+2
900
3
+2
2,700
4
+2
6,500
5
+3
14,000
6
+3
23,000
7
+3
34,000
8
+3
ADVANTAGE When you have Advantage or
9
+4
Disadvantage on a Roll, roll two d20. Keep either the 48,000
64,000
10
+4
highest or the lowest, accordingly. If you have both
85,000
11
+4
Advantage and Disadvantage, they cancel each
12
+4
other out, roll only one d20. You never roll more than 100,000
120,000
13
+5
two d20 on any single Roll. If you have the ability to
140,000
14
+5
reroll, you only reroll one of the d20.
165,000
15
+5
16
+5
PROFICIENCY Your Proficiency Bonus (PB) starts at 195,000
225,000
17
+6
+2 and increases by 1 every 4 levels. If a
265,000
18
+6
circumstance suggests that your PB applies more
305,000
19
+6
than once to the same roll or that it should be
355,000
20
+6
multiplied more than once, you nevertheless add it
only once, multiply it only once, and halve it only
ABILITY SCORE INCREASES Increase 1 Stat by 2
once.
Points, or 2 Stats by 1 Point. You cant increase a
Stat above 20.
INSPIRATION The DM can award inspiration for
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 whole
Group succeeds.

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.
STATS
Roll: 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 ,8
Modifiers: (Stat - 10) / 2 round down.
SKILLS
Roll 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 MULTICLASSING
NO FEATS

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.
RESTING
Short 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.
ECONOMY
A 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 the
marketplace.
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. The
value 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 Passive
Wis (Perception)
ATTACK ROLL
Melee: d20 + Str Mod (you can use Dex with
Finesse Weapons)
Ranged: d20 + Dex Mod (you can use Str with
Thrown Melee Weapons). If an enemy is within 5'
you have Disadvantage.
Natural 1 always misses.
Natural 20 always hits and is a Critical Hit

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: d20 vs DC 10 each turn while dying.
3 Failures: Death 3 Successes: Stable
Natural 1: Counts as 2 Failures
Natural 20: Regain 1 HP
Damage 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.

SPECIAL
Stealth: 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
DAMAGE
Melee; or a Melee Weapon thrown without the
Add your Str Mod or Dex Mod to Damage. It has to
Thrown property, deals 1d4 Damage. Range (20/60)
be the same Modifier you used on the Attack Roll.
Two-Weapon Fighting: Both your Weapons must be
Critical Hit: Roll the dice twice, but only apply
Light. You don't get Damage Bonus with the second
modifiers once.
one, only penalty.
Resistance: Damage / 2
Grapple: As a Melee Attack, roll Str (Athletics) vs Str
Vulnerability: Damage x 2
(Athletics) or Dex (Acrobatics). Same to escape.
Area Damage: Roll Damage once. Apply to all
Can't target more than 1 Sizes Larger. You can move
targets.
the target at Half Speed, unless target 2 Sizes
Smaller. A grappled creatures Speed becomes 0.
TURN Move up to your Speed and take one Action.
Shove: As a Melee Attack, roll Str (Athletics) vs Str
You can have up to one Bonus Action and one
(Athletics) or Dex (Acrobatics). Can't target more
Reaction per turn. You can break up your Movement than 1 Sizes Larger. Target is knocked Prone or
however you like. You can interact with one object or Moved 5'.
feature of the environment for free, during either your Mounts: Must be 1 Size Larger. You can control a
Movement or your Action.
mount only if it has been trained to accept a rider. A
controlled mount can only Dash, Disengage, and
MOVEMENT You can move through allies. You can
Dodge. If the mount provokes an AOP, the rider can
move through enemies 2 Sizes Bigger or Smaller at
be targeted instead. Spend half your movement to
Half Speed. You can't ends your Turn on someone
mount or dismount. If the mount is pushed, or you
else's square. Moving out of Reach provokes an
are knocked Prone, DC 10 Dex Save or fall off,
Attack of Opportunity (AOP), unless you didn't use
landing Prone next to it. If the mount is knocked
your Speed to move (i.e. you were Pushed).
prone, you can use your Reaction do dismount and
land on your feet.
ACTIONS
Underwater: Resistance to Fire Damage. An
Attack: You can use all your Attacks as part of the
Attacker without Swimming Speed has
same Action.
Disadvantage, unless the Weapon is a Dagger,
Dash: Move your Speed again.
Javelin, Shortsword, Spear, or Trident. Ranged
Dodge: Attacks against you have Disadvantage. You Attacks can't target past Normal Range, and have
have Advantage on Dex Saves
Disadvantage unless the Weapon is a Crossbow,
Disengage: Don't provoke AOPs
Net, or Thrown like a Javelin.
Help: Give Advantage on one Roll
Ready: Specify trigger. Take Action as Reaction.
VISIBILITY & COVER
Spells are cast but have to be held
Lightly Obscured: Disadvantage to Perception.
Hide; Search; Use an Object
Heavily Obscured: Blinded.
Dim Light: Counts as Lightly Obscured.
DEATH & DYING
Darkness: Counts as Heavily Obscured.
0 HP: You fall unconscious and are dying. Your HP
Half Cover: +2 to AC and Dex Saves
never goes into negative. Leftover damage is
3/4 Cover: +5 to AC and Dex Saves
ignored. However:

RACES
DWARF
Stats: +2 Con; Speed 25' (ignore Heavy Armor); Darkvision 60'; Advantage on Saves vs Poison;
Resistance vs 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 Dwarf
Stats: +1 Wis; Feature: +1 HP per Lvl.
Mountain Dwarf
Stats: +1 Str; Armor: Light, Medium
ELF
Stats: +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 Elf
Stats: +1 Int; Weapons: Longsword, Shortsword, Shortbow, Longbow; Feature: 1 free Wizard Cantrip. Cast
with Int. Languages: 1 extra.
Wood Elf
Stats: +1 Wis; Speed 35'; Weapons: Longsword, Shortsword, Shortbow, Longbow; Feature: Can hide
when obscured by foliage, rain, snow, mist, or other natural phenomena.
HALFLING
Stats: +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.
Lightfoot
Stats: +1 Cha; Feature: Can hide when obscured by a creature one or more sizes larger.
Stout
Stats: +1 Con; Advantage on Saves vs Poison; Resistance vs Poison Damage;
HUMAN
Stats: +1 All; Speed 30'; Languages: Common, Other.
Random Height and Weight
Race
Human
Dwarf, hill
Dwarf, mountain
Elf, high
Elf, wood
Halfling

Base
Height
4'8"
3'8"
4'
4'6"
4'6"
2'7"

Height
Modifier
+2d10
+2d4
+2d4
+2d10
+2d10
+2d4

Base
Weight
110 lb.
115 lb.
130 lb.
90 lb.
100 lb.
35 lb.

Weight
Modifier
(2d4) lb.
(2d6) lb.
(2d6) lb.
(1d4) lb.
(1d4) 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) Aeather 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 half
the craeture's max Hit Points. Can't target Undead or
Constructs.
Lvl 3: --Lvl 4: Ability Score Improvement
Lvl 5: Turn Undead instantly destroys below CR 1/2.
Lvl 6: Lvl 1 and above healing spells not targeted on
you, 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 1
Lvl 8: Ability Score Improvement
Lvl 9: --Lvl 10: Once per week, as an Action, roll d100 under
your Cleric Lvl. If successful, your deity intervenes. If
unsuccessful, you can try again after a long rest.
Lvl 11: Destroy Undead CR 2
Lvl 12: Ability Score Improvement
Lvl 13: --Lvl 14: Destroy Undead CR 3
Lvl 14: radiant damage 2d8
Lvl 15: --Lvl 16: Ability Score Improvement
Lvl 17: No roll to heal HP, use max dice value
Lvl 17: Destroy Undead CR 4
Lvl 18: Channel Divinity 3 per Rest
Lvl 19: Ability Score Improvement
Lvl 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 a
spell 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 a
ritual 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 LevelKnown 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
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Domain Spells: Count as cleric spells. Always


prepared. Dont count against the number of
prepared spells.
Lvl
1st
3rd
5th
7th
9th

Spells
bless, cure wounds
lesser restoration, spiritual weapon
beacon of hope, revivify
death ward, guardian of faith
mass cure wounds, raise dead

Spell Save DC: 8 + Wis Mod + PB


Spell Attack Modifier: Wis Mod + PB

FIGHTER

FIGHTING STYLES:

HD: 1d10 or 6; Armor: All; Weapons: All; Saves: Str,


Con; Skills: 2 from: Acrobatics, Animal Handling,
Athletics, History, Insight, Intimidation, Perception,
Survival
Equipment: (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

Archery: +2 to Ranged Attack Rolls

Lvl 1: Pick a Fighting Style


Lvl 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 Improvement
Lvl 5: Attack two times per Attack Action.
Lvl 6: Ability Score Improvement
Lvl 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 your
Running Long Jump.
Lvl 8: Ability Score Improvement
Lvl 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 Improvement
Lvl 13: Indomitable 2 per Long Rest.
Lvl 14: Ability Score Improvement
Lvl 15: Improved Critical 18-20.
Lvl 16: Ability Score Improvement
Lvl 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 Improvement
Lvl 20: Attack 4 times.

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 TwoHanded or Versatile Weapon in two hands: reroll one
1 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 twoweapon fighting, you can add your ability modifier to
the damage of the second attack.

ROGUE

Sneak Attack
Once per turn, additional damage on a hit with a
HD: 1d8 or 5; Armor: Light; Weapons: Simple, Hand Finesse or Ranged Weapon.
Crossbows, Longswords, Rapiers, Shortswords;
You must either:
Tools: Thieves Tools; Saves: Dex, Int; Skills: 4
* have advantage on the attack roll
from: Acrobatics, Athletics, Deception, Insight,
* not have Disadvantage, and another enemy of the
Intimidation, Investigation, Perception, Performance, target must be within 5' of it and not be
Persuasion, Sleight of Hand, Stealth
incapacitated.
Equipment: (a) a Rapier or (b) a Shortsword; (a) a
Shortbow and Quiver of 20 Arrows or (b) a
Thieves Cant
Shortsword; (a) a Burglars Pack, (b) a
Convey hidden messages in normal conversation.
Dungeoneers Pack, or (c) an Explorers Pack;
Only another creature that knows thieves cant
Leather Armor, two Daggers, and Thieves Tools.
understands such messages. It takes four times
longer to convey such a message than it does to
Lvl 1: Sneak Attack
speak the same idea plainly.
Lvl 1: Expertise: choose two of your skills including
In addition, you understand a set of secret signs and
Thieves Tools. Twice you PB for these Proficiencies. symbols used to convey short, simple messages,
Lvl 2: Cunning Action: you can take a Bonus Action
such as:
to Dash, Disengage, or Hide.
* whether an area is dangerous or the territory of a
Lvl 3: Cunning Action can also:
thieves guild
* make a Dexterity (Sleight of Hand) check
* whether loot is nearby
* use Thieves Tools to disarm a trap or open a lock
* whether the people in an area are easy marks
* take the Use an Object Action
* whether the people in an area will provide a safe
Lvl 3: Climbing no longer costs extra movement.
house for thieves on the run.
Lvl 3: Add your Dex Mod to the distance covered
with a Running Jump.
Lvl 4: Ability Score Improvement
Lvl 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 Improvement
Lvl 9: Advantage on a Dex(Stealth) check if you
move no more than half your speed on the same
turn.
Lvl 10: Ability Score Improvement
Lvl 11: Reliable: Can't roll lower than 10 on ability
checks where you add your PB.
Lvl 12: Ability Score Improvement
Lvl 13: Ignore all Class, Race, and Lvl requirements
on the use of magic items.
Lvl 14: Blindsense 10'
Lvl 15: Proficiency: Wis Saves
Lvl 16: Ability Score Improvement
Lvl 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 Improvement
Lvl 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.

WIZARD
HD: 1d6 or 4; Weapons: Daggers, Darts, Slings,
Quarterstaffs, Light Crossbows; Saves: Int, Wis;
Skills: 2 from: Arcana, History, Insight, Investigation,
Medicine, Religion
Equipment: (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 used
spell 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 Improvement
Lvl 5: --Lvl 6: Your cantrips deal half Damage even on a
Save.
Lvl 7: --Lvl 8: Ability Score Improvement
Lvl 9: --Lvl 10: add your Int Mod to your Evocation Spells'
Damage.
Lvl 11: --Lvl 12: Ability Score Improvement
Lvl 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 Lvl
of 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 Improvement
Lvl 17: --Lvl 18: Choose a 1st-lvl spell and a 2nd-lvl spell from
your 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 a
spell slot as normal.
Lvl 19: Ability Score Improvement
Lvl 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 the
same procedure to transcribe the spells that you
have prepared into a new spellbook.
Cantrips
- Spell Slots per Spell LevelKnown
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
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Spell Save DC: 8 + Int Mod + PB


Spell 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 to
receive 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 you
remain 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 Trait
1 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 Ideal
1 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 Bond
1 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 Flaw
1 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 Specialty
1 Blackmailer
2 Burglar
3 Enforcer
4 Fence
5 Highway robber
6 Hired killer
7 Pickpocket
8 Smuggler
Feature: Criminal Contact: You have a reliable and trustworthy contact who acts as your liaison to a network
of 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 Trait
1 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 Ideal
1 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 Bond
1 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 Flaw
1 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 Event
1 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 Trait
1 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 Ideal
1 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 Bond
1 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 Flaw
1 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.

SAGE
Skills: Arcana, History; Languages: Two of your choice; Equipment: A bottle of black ink, A quill
A 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 Specialty
1 Alchemist
2 Astronomer
3 Discredited academic
4 Librarian
5 Professor
6 Researcher
7 Wizards apprentice
8 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 Trait
1 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 Ideal
1 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 Bond
1 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 Flaw
1 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 Specialty
1 Officer
2 Scout
3 Infantry
4 Cavalry
5 Healer
6 Quartermaster
7 Standard bearer
8 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 Trait
1 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 Ideal
1 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 Bond
1 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 Flaw
1 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
Simple Melee Weapons
Club
Dagger

Cost Damage

Weight Properties

1 sp 1d4 bludgeoning
2 gp 1d4 piercing

2 lb. Light
1 lb. Finesse, Tight,
Thrown (range 20/60)
10 lb. Two-handed
2 lb. Light,
Thrown (range 20/60)
2 lb. Thrown (range 30/120)
2 lb. Light,
Thrown (range 20/60)
4 lb. 4 lb. Versatile (1d8)
2 lb. Light
3 lb. Thrown (range 20/60),
Versatile (1d8)
-

Greatclub
Handaxe

2 sp 1d8 bludgeoning
5 gp 1d6 slashing

Javelin
Light hammer

5 sp 1d6 piercing
2 gp 1d4 bludgeoning

Mace
Quarterstaff
Sickle
Spear

5
2
1
1

Unarmed strike
Simple Ranged Weapons
Crossbow, light
Dart
Shortbow
Sling
Martial Melee Weapons
Battleaxe
Flail
Glaive
Greataxe
Greatsword
Halberd
Lance
Longsword
Maul
Morningstar
Pike
Rapier
Scimitar
Shortsword
Trident

gp
sp
gp
gp

1d6
1d6
1d4
1d6

bludgeoning
bludgeoning
slashing
piercing

bludgeoning

25 gp 1d8 piercing

5 lb. Ammo (range 80/320),


Loading, Two-handed
5 cp 1d4 piercing
1/4 lb. Finesse,
Thrown (range 20/60)
25 gp 1d6 piercing
2 lb. Ammo (range 80/320),
two-handed
1 sp 1d4 bludgeoning
Ammo (range 30/120)
10
10
20
30
50
20
10
15
10
15
5
25
25
10
5

War pick
5
Warhammer
15
Whip
2
Martial Ranged Weapons
Blowgun
10

gp
gp
gp
gp
gp
gp
gp
gp
gp
gp
gp
gp
gp
gp
gp

1d8 slashing
1d8 bludgeoning
1d10 slashing
1d12 slashing
2d6 slashing
1d10 slashing
1d12 piercing
1d8 slashing
2d6 bludgeoning
1d8 piercing
1d10 piercing
1d8 piercing
1d6 slashing
1d6 piercing
1d6 piercing

gp 1d8 piercing
gp 1d8 bludgeoning
gp 1d4 slashing
gp 1 piercing

Crossbow, hand

75 gp 1d6 piercing

Crossbow, heavy

50 gp 1d10 piercing

Longbow

50 gp 1d8 piercing

Net

1 gp

4
2
6
7
6
6
6
3
10
4
18
2
3
2
4

lb.
lb.
lb.
lb.
lb.
lb.
lb.
lb.
lb.
lb.
lb.
lb.
lb.
lb.
lb.

Versatile (1d10)
Heavy, Reach, Two-handed
Heavy, Two-handed
Heavy, Two-handed
Heavy, Reach, Two-handed
Reach, Special
Versatile (1d10)
Heavy, Two-handed
Heavy, Reach, Two-handed
Finesse
Finesse, Light
Finesse, Light
Thrown (range 20/60),
Versatile (1d8)
2 lb. 2 lb. Versatile (1d10)
3 lb. Finesse, Reach

1 lb. Ammo (range 25/100),


Loading
3 lb. Ammo (range 30/120),
Light, Loading
18 lb. Ammo (range 100/400),
Heavy, Loading, Two-handed
2 lb. Ammo (range 150/600),
Heavy, Two-handed
3 lb. Special,
Thrown (range 5/15)

WEAPONS

ARMOR

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. TwoHanded 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 of
ammo for 100 gp.

If you wear Armor without Proficiency, you have


Disadvantage on Str and Dex rolls, and you cant
cast Spells.

Armor
Cost
Light Armor
Padded
5 gp
Leather
10 gp
Studded leather
45 gp
Medium Armor
Hide
10 gp
Chain shirt
50 gp
Scale mail
50 gp
Breastplate
400 gp
Half plate
750 gp
Heavy Armor
Ring mail
30 gp
Chain mail
75 gp
Splint
200 gp
Plate
1,500 gp
Shield
Shield
10 gp

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
Light Armor
Medium Armor
Heavy Armor
Shield

Armor Class (AC)

Don
1 minute
5 minutes
10 minutes
1 action

Str

11 + Dex Mod
11 + Dex Mod
12 + Dex Mod
12
13
14
14
15
14
16
17
18
+2

+
+
+
+
+

Dex
Dex
Dex
Dex
Dex

Mod
Mod
Mod
Mod
Mod

(max
(max
(max
(max
(max

2)
2)
2)
2)
2)

Doff
1 minute
1 minute
5 minutes
1 action

Stealth Weight

DIS
-

8 lb.
10 lb.
13 lb.

DIS
DIS

12
20
45
20
40

lb.
lb.
lb.
lb.
lb.

DIS
DIS
DIS
DIS

40
55
60
65

lb.
lb.
lb.
lb.

Str 13
Str 15
Str 15
-

6 lb.

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

Cost
2 gp
25 gp
50 gp
1 gp
1 gp
1 gp
4 cp
50 gp

Weight
2 lb.
1 lb.
1 lb.
1 lb.
1 lb.
1 lb.
1 lb.
-

10
20
10
5
10
2
1
2
4
1
1
5
1
25
2
5
1
1
1
1
5
1
5
25
5
5
15
2
25
2

gp
gp
gp
gp
gp
gp
gp
gp
sp
gp
gp
sp
gp
gp
gp
cp
gp
cp
gp
gp
gp
cp
gp
gp
sp
gp
gp
gp
gp
gp

1
3
2
4
1
5
2
70
2
7
3
5
5
2
2
2
1
1
10
25
12
3
4
6
4
2
5

1
1
5
10
1
2
2
1
2
5

gp
gp
gp
gp
gp
cp
gp
gp
gp
gp

4
1
4
1
4
3
10
3

5
5
5
25
25
5

gp
gp
gp
gp
gp
gp

1
2
1
1
25

lb.
lb.
lb.
lb.
lb.
lb.
lb.
lb.
lb.
lb.
lb.
lb.
lb.
lb.
lb.
lb.
lb.
lb.
lb.
lb.
lb.
lb.
lb.
lb.
lb.
lb.
lb.

lb.
lb.
lb.
lb.
lb.
lb.
lb.
lb.
lb.
lb.
lb.
lb.
lb.

Ink (1 ounce bottle)


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

gp
cp
cp
sp
sp
gp
gp
gp
gp
gp
sp
gp
sp
sp
sp
gp
gp
cp
gp
cp
gp
gp
sp
gp
gp
sp
gp
gp
gp
cp
gp
sp
gp
cp
gp
cp
gp
gp
gp
gp
sp
cp
gp
sp
cp

4
25
1
2
2
1
6
1
1/2
1
10
1/4
7
10
1/2
1
1
35
2
4
10
5
1/2
3
5
3
5
1
20
1
1
5
1

lb.
lb.
lb.
lb.
lb.
lb.
lb.
lb.
lb.
lb.

lb.
lb.
lb.
lb.
lb.
lb.
lb.
lb.
lb.
lb.
lb.
lb.
lb.
lb.
lb.

lb.
lb.
lb.
lb.
lb.
lb.
lb.
lb.

Starting Gold
5d4 10 gp
4d4 10 gp

Burglars Pack (16 gp): Backpack, Bag of 1,000


Ball 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, 10
Candles, 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.

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 of
Oil. 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.
Acid: As an Action, splash onto creature within 5' or
Ignites for 5 Fire Damage. Dries after 1 minute. You
throw up to 20'. Ranged Attack; Improvised Weapon; can also cover a 5' square. Burns for 2 rounds; 5
2d6 Acid Damage.
Fire Damage
Alchemists Fire. Sticky, Adhesive fluid, ignites
Poison, Basic: As an Action, coat a Weapon or 3
when exposed to air. As an action, throw up to 20'.
Pieces of Ammo. DC 10 Con Save or 1d4 Poison
Ranged Attack; Improvised Weapon; 1d4 Fire
Damage. Once applied lasts 1 minute
Damage at the start of each turn; DC 10 Dex Action
Potion of Healing: As an Action: 2d4 + 2 HP
ends.
Pouch: holds 20 sling bullets or 50 blowgun needles
Antitoxin: Advantage on Saves vs Poison for 1 hour. Quiver: holds 20
Arcane Focus. Spellcasting focus for Wizard.
Ram, Portable: +4 Str. Can be used by 2
Ball Bearings: As an action, cover 10' square. DC
Rations: Dry foods, jerky, dried fruit, hardtack, nuts
10 Dex Save or fall Prone. Half Speed counters.
Rope: 2 HP; Str vs DC 17to break
Block and Tackle: Lift 4x.
Scale, Merchants: Small balance, Pans, assorted
Caltrops: As an action, cover 5' square. DC 15 Dex
Weights up to 2lb.
Save or stop moving; 1 Piercing Damage; -10' speed Spellbook: Leather-bound tome with 100 blank
until you regain 1 HP. Half Speed counters.
vellum pages
Candle: Light (5'/10') 1 hour.
Spyglass: 2x
Case, Crossbow Bolt: holds 20.
Tent: holds 2
Case, Map or Scroll: Leather, holds 10 paper; 5
Tinderbox: Flint, Fire Steel,and Tinder. 1 Action to
parchment
light fuel, otherwise 1 minute
Chain: 10 HP. Str vs DC 20 breaks
Torch: Light (20'/40') 1 hour. 1 Fire Damage.
Climbers Kit: Pitons, Boot Tips, Gloves, Harness.
Container
Capacity
As an action anchor yourself: You cant fall or climb
Backpack*
1 cubic foot/
more than 25'
30 pounds of gear
Component Pouch: Leather, watertight, has
Barrel
40 gallons liquid,
compartments
4 cubic feet solid
Crowbar: Advantage to Str
2 cubic feet/
Fishing Tackle: Wooden rod, silken Line, corkwood Basket
40 pounds of gear
Bobbers, steel Hooks, lead Sinkers, velvet
Bottle
1 pints liquid
Lures, narrow Netting
3 gallons liquid,
Healers Kit: Leather Pouch, Bandages, Salves, and Bucket
1/2 cubic foot solid
Splints. 10 uses. As
Chest
12 cubic feet/
an Action, stabilize without rolling
300 pounds of gear
Holy Symbol. To use as a focus, the caster must
Flask or tankard
1 pint liquid
hold it in hand, wear it visibly, or bear it on a shield.
1 gallon liquid
Holy Water: As an Action, splash a creature within 5' Jug or pitcher
Pot, iron
1 gallon liquid
or throw 20'. Ranged Attach; Improvised Weapon;
Pouch
1/5 cubic foot/
2d6 Radiant Damage vs Fiend or Undead. A cleric
6 pounds of gear
creates Holy Water by Ritual. Time: 1 hour
Sack
1 cubic foot/
Components: M (25 gp Powdered Silver) expend
30 pounds of gear
1st-level spell slot.
Vial
4 ounces liquid
Hunting Trap: Steel Ring, Plate, Chain. Set as an
Waterskin
4 pints liquid
Action, DC 13 Dex Save or 1d4 Piercing Damage
and stop moving. Str vs DC 13 to open. 1 Piercing
Damage if failed

*You can also strap items, such as a bedroll or a coil


of rope, to the outside of a backpack.

ANIMALS & VEHICLES

TOOLS
Item
Artisans tools
Alchemists supplies
Brewers supplies
Calligrapher's supplies
Carpenters tools
Cartographers tools
Cobblers tools
Cooks utensils
Glassblowers tools
Jewelers tools
Leatherworkers tools
Masons tools
Painters supplies
Potters tools
Smiths tools
Tinkers tools
Weavers tools
Woodcarvers tools
Disguise kit
Forgery kit
Gaming set
Dice set
Dragonchess set
Playing card set
Three-Dragon Ante set
Herbalism kit
Musical instrument
Bagpipes
Drum
Dulcimer
Flute
Lute
Lyre
Horn
Pan flute
Shawm
Viol
Navigators tools
Poisoners kit
Thieves tools

Cost Weight
50
20
10
8
15
5
1
30
25
5
10
10
10
20
50
1
1
25
15
1
1
5
1
5
30
6
25
2
35
30
3
12
2
30
25
50
25

gp
gp
gp
gp
gp
gp
gp
gp
gp
gp
gp
gp
gp
gp
gp
gp
gp
gp
gp

8
9
5
6
6
5
8
5
2
5
8
5
3
8
10
5
5
3
5

lb.
lb.
lb.
lb.
lb.
lb.
lb.
lb.
lb.
lb.
lb.
lb.
lb.
lb.
lb.
lb.
lb.
lb.
lb.

sp
gp 1/2 lb.
sp
gp
gp
3 lb.
gp
gp
gp
gp
gp
gp
gp
gp
gp
gp
gp
gp
gp

6
3
10
1
2
2
2
2
1
1
2
2
1

lb.
lb.
lb.
lb.
lb.
lb.
lb.
lb.
lb.
lb.
lb.
lb.
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 game
Herbalism 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 getting
lost at sea.
Poisoners Kit: PB applies to craft or use poisons.
Thieves Tools: PB applies to disarm traps or open
locks.

Item
Cost Speed Capacity
Camel
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. Multiple
animals add their Carrying Capacity together.
Item
Barding
Bit and bridle
Carriage
Cart
Chariot
Feed (per day)
Saddle
Exotic
Military
Pack
Riding
Saddlebags
Sled
Stabling (per day)
Wagon
Item
Galley
Keelboat
Longship
Rowboat
Sailing ship
Warship

Cost
4
2 gp
100 gp
15 gp
250 gp
5 cp
60
20
5
10
4
20
5
35

Cost
30,000 gp
3,000 gp
10,000 gp
50 gp
10,000 gp
25,000 gp

gp
gp
gp
gp
gp
gp
sp
gp

Weight
2
1 lb.
600 lb.
200 lb.
100 lb.
10 lb.
40
30
15
25
8
300
400

lb.
lb.
lb.
lb.
lb.
lb.
lb.

Speed
4 mph
1 mph
3 mph
1 mph
2 mph
2 mph

Barding: Animal Armor. Any type of Armor can


be purchased as Barding. Cost x4; Weight x2
Saddle, Military: Advantage on remaining mounted
Saddle, Exotic: Required for aquatic or flying mount
Rowed 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 rowboat
weighs 100 lb, in case adventurers carry it over land.

FOOD & DRINK

TRADE GOODS

Item
Ale
Gallon
Mug
Banquet (per person)
Bread, loaf
Cheese, hunk
Inn stay (per day)
Squalid
Poor
Modest
Comfortable
Wealthy
Aristocratic
Meals (per day)
Squalid
Poor
Modest
Comfortable
Wealthy
Aristocratic
Meat, chunk
Wine
Common (pitcher)
Fine (bottle)

Cost
2
4
10
2
1

sp
cp
gp
cp
sp

7
1
5
8
2
4

cp
sp
sp
sp
gp
gp

3
6
3
5
8
2
3

cp
cp
sp
sp
sp
gp
sp

2 sp
10 gp

SERVICES
Service
Coach cab
Between towns
Within a city
Hireling
Skilled
Untrained
Messenger
Road or gate toll
Ships passage

Pay
3 cp per mile
1 cp
2
2
2
1
1

gp
sp
cp
cp
sp

per day
per day
per mile
per mile

Hiring someone to cast a relatively common spell of


1st or 2nd lvl might cost 10 to 50 gp.
LIFESTYLE
Lifestyle
Wretched
Squalid
Poor
Modest
Comfortable
Wealthy
Aristocratic

Price/Day
1 sp
2 sp
1 gp
2 gp
4 gp
10 gp minimum

The prices listed are per day.

Cost
1 cp
2 cp
5 cp
1 sp
5 sp
1 gp
2 gp
3 gp
5 gp
10 gp
15 gp
50 gp
500 gp

Goods
1 lb. of wheat
1 lb. of flour
one chicken
1 lb. of salt
1 lb. of iron
1 sq. yd. Of canvas
1 lb. of copper
1 sq. yd. of cotton cloth
1 lb. of ginger
one goat
1 lb. of cinnamon or pepper
one sheep
1 lb. of cloves
one pig
1 lb. of silver
1 sq. yd. of linen
1 sq. yd. of silk
one cow
1 lb. of saffron
one ox
1 lb. of gold
1 lb. of platinum

DOWNTIME
Crafting: Must be proficient with tools; access to
special materials or locations. You make 5-gp
increments, but they cost half that. characters can
cooperate to make it 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, you
can 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 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

EXHAUSTION

Level
Effect
JUMPING Distance cleared by a jump costs normal
1
Disadvantage on Ability Checks
movement. Running Start: If you don't have a 10'
2
Speed halved
running start, halve the distances covered. Long
3
Disadvantage on Attack Rolls
Jump: Distance = Str Stat in feet. DC 10 Str
and Saves
(Athletics) to also clear a low obstacle. If you land on
4
Hit point maximum halved
difficult terrain, roll DC 10 Dexterity (Acrobatics) to
5
Speed reduced to 0
not land Prone. High Jump: Distance = 3 + Str Mod
6
Death
in feet. Strength (Athletics) check to jump higher than
you normally can. You can extend your arms half
These effects are cumulative. Finishing a Long Rest
your height above yourself during the jump.
reduces Exhaustion Lvl by 1, provided you ingested
PRONE Standing up costs half your Speed. To move some Food and Drink.
while Prone you must crawl at half Speed. if a flying
STARVATION A character need a pound of food per
creature is knocked Prone it falls.
day Starving for more than 3 + Con Mod (min 1)
SQUEEZING You can squeeze through a space that days, suffer 1 level of exhaustion per day. A normal
day of eating resets the count of days without food to
would accommodate a one Size Smaller creature.
0. The duration of food can be doubled by eating half
You move at half Speed. Disadvantage on Attack
Rolls and Dex Saves. Advantage on Attacks against rations.
you.
THRIST A character needs one gallon of water per
day. 2 gallons per day if the weather is hot. If you
TRAVEL
drink half, save Con DC 15 or suffer exhaustion. If
you drink less, auto suffer exhaustion. If you already
Pace
Minute Hour Day
Effect
have exhaustion, dehydration causes double
Fast
400'
4 mil 30 mil -5 to Wis
(Perception) exhaustion.
Normal 300'
3 mil 24 mil Slow
200'
2 mil 18 mil Able to use
FORCED MARCH Each hour of travel beyond 8, roll
Stealth
Con with DC 10 + 1 for each extra hour. If failed,
suffers one level of exhaustion.
You move at half speed in Difficult Terrain, while
FALLING DAMAGE 1d6 per 10'. 20d6 max. Land
climbing, while crawling, or while swimming. A
Mounted character can ride at a gallop for about an Prone, unless you take no Damage.
hour, covering twice the usual distance for a fast
HOLD BREATH 1 + Con Mod in minutes (30 sec
pace.
minimum). When out of breath, survive for Con Mod
rounds (1 minimum). After that, you drop to 0 HP and
MARCHING ORDER
While traveling or exploring, characters form 3 ranks: are dying.
Front Rank, Mid Rank, Back Rank. Characters in the
Front 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 to
their surroundings while traveling or exploring. They
can instead choose to perform some task while
traveling, but then they don't contribute to the group's
Perception. Some possible tasks are: Navigating,
Mapping, Tracking, and Foraging.

MAGIC
Cantrips: can be cast without
expending Slots
Rituals: The ritual version of a spell
takes 10 minutes longer to cast
than normal. It also doesnt expend
a Spell Slot, which means the ritual
version of a spell cant be cast at a
higher level.
Components: A character who is
gagged can't do the Verbal
Component properly. You need one
free hand for Somatic Components.
The same hand can retrieve
Material Components. You can use
a Component Pouch or a
Spellcasting Focus instead of
Material Components, but you still
must provide 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 DC 10 or half the Damage,
whichever is higher.
Stacking: Similar magical effects
don't combine. the strongest one
takes effect.
CLERIC SPELLS
Cantrips (0 Level)
Guidance
Light
Resistance
Sacred Flame
Spare the Dying
Thaumaturgy
1st Level
Bless
Command
Cure Wounds
Detect Magic
Guiding Bolt
Healing Word
Inflict Wounds
Sanctuary
Shield of Faith
2nd Level
Aid
Augury
Hold Person
Lesser Restoration
Prayer of Healing
Silence
Spiritual Weapon
Warding Bond
3rd Level
Beacon of Hope

Dispel Magic
Mass Healing Word
Protection from Energy
Remove Curse
Revivify
Speak with Dead
Spirit Guardians
4th Level
Death Ward
Divination
Freedom of Movement
Guardian of Faith
Locate Creature
5th Level
Commune
Flame Strike
Greater Restoration
Mass Cure Wounds
Raise Dead
6th Level
Blade Barrier
Find the Path
Harm
Heal
Heroes Feast
True Seeing
7th Level
Etherealness
Fire Storm
Regenerate
Resurrection
8th Level
Antimagic Field
Earthquake
Holy Aura
9th Level
Astral Projection
Gate
Mass Heal
True Resurrection
WIZARD SPELLS
Cantrips (0 Level)
Dancing Lights
Fire Bolt
Light
Mage Hand
Minor Illusion
Prestidigitation
Ray of Frost
Shocking Grasp
1st Level
Burning Hands
Charm Person
Comprehend Languages
Detect Magic
Identify
Mage Armor
Magic Missile
Shield

Silent Image
Sleep
Thunderwave
2nd Level
Arcane Lock
Blur
Darkness
Flaming Sphere
Hold Person
Invisibility
Knock
Levitate
Magic Weapon
Misty Step
Spider Climb
Suggestion
Web
3rd Level
Dispel Magic
Fireball
Fly
Haste
Lightning Bolt
Major Image
Protection from Energy
4th Level
Arcane Eye
Dimension Door
Greater Invisibility
Ice Storm
Stoneskin
5th Level
Cone of Cold
Dominate Person
Dream
Passwall
Wall of Stone
6th Level
Chain Lightning
Disintegrate
Globe of Invulnerability
Mass Suggestion
Ottos Irresistible Dance
True Seeing
7th Level
Delayed Blast Fireball
Finger of Death
Mordenkainens Sword
Teleport
8th Level
Dominate Monster
Maze
Power Word Stun
Sunburst
9th Level
Foresight
Imprisonment
Meteor Swarm
Power Word Kill
Time Stop

d100 Trinket
35 White, sequined glove; human 73 The shell of an egg painted with
01 Mummified goblin hand
size
scenes of human misery in
02 Piece of crystal; faintly glows in 36 A vest with 100 tiny pockets
disturbing detail
moonlight
37 A small, weightless stone block 74 A fan that, when unfolded,
03 Gold coin; origin unknown
38 Tiny sketch portrait of a goblin shows a sleeping cat
04 Diary in language you dont
39 Empty glass vial; smells of
75 A set of bone pipes
know
perfume
76 A four-leaf clover pressed inside
05 A brass ring that never tarnishes 40 Gemstone; looks like a lump of a book discussing manners and
06 An old chess piece made of
coal when examined else
etiquette
glass
41 Scrap of cloth from old banner 77 A sheet of parchment upon
07 Pair of knucklebone dice; skull 42 Rank insignia from lost
which is drawn a complex
symbol on the 6
legionnaire
mechanical contraption
08 A small idol of a nightmarish
43 A tiny silver bell with no clapper 78 An ornate scabbard that fits no
creature; unsettling dreams when 44 A mechanical canary inside a
blade you have found so far
you sleep near it
gnome-crafted lamp
79 An invitation to a party where a
09 A rope necklace; 4 mummified 45 A tiny chest carved to look like it murder happened
elf fingers
has numerous feet on the bottom 80 A bronze pentacle with an
10 The deed for land in a realm
46 A dead sprite inside a bottle
etching of a rat's head in its center
unknown to you
47 A metal can without opening but 81 A purple handkerchief
11 1-ounce block; unknown material sounds as if it is filled with liquid,
embroidered with the name of a
12 Small cloth doll; skewered with sand, spiders, or broken glass
powerful archmage
needles
48 A glass orb filled with water, in 82 Half of a floorplan for a temple,
13 A tooth from an unknown beast which swims a clockwork goldfish castle, etc.
14 Enormous scale, perhaps from a 49 A silver spoon with an M
83 A bit of folded cloth that, when
dragon
engraved on the handle
unfolded, turns into a stylish cap
15 A bright green feather
50 A whistle made from gold84 A receipt of deposit at a bank in
16 An old divination card bearing colored wood
a far-flung city
your likeness
51 A dead scarab beetle the size of 85 Diary; 7 missing pages
17 Glass orb; filled with moving
your hand
86 An empty silver snuffbox bearing
smoke
52 Two toy soldiers, one with a
an inscription on the surface that
18 A 1lb egg with a bright red shell missing head
says dreams
19 A pipe that blows bubbles
53 A small box filled with different- 87 An iron holy symbol devoted to
20 Weird bit of flesh floating in
sized buttons
an unknown god
pickling fluid
54 A candle that cant be lit
88 A book that tells the story of a
21 A tiny gnome-crafted music box 55 A tiny cage with no door
legendary hero's rise and fall, with
that plays a song you dimly
56 An old key
the last chapter missing
remember from your childhood
57 An indecipherable treasure map 89 A vial of dragon blood
22 A small wooden statuette of a
58 A hilt from a broken sword
90 An ancient arrow of elven design
smug halfling
59 A rabbits foot
91 A needle that never bends
23 Brass orb; strange runes etched 60 A glass eye
92 An ornate dwarven brooch
24 A multicolored stone disk
61 A cameo carved like a hideous 93 An empty wine bottle bearing a
25 A tiny silver icon of a raven
person
pretty label that says, The Wizard
26 Bag of forty-seven humanoid
62 A silver skull the size of a coin of Wines Winery, Red Dragon
teeth, one rotten
63 An alabaster mask
Crush, 331422-W
27 Shard of obsidian; always feels 64 A pyramid of sticky black
94 Mosaic tile; multicolored, glazed
warm
incense that smells bad
surface
28 Leather necklace; dragon's bony 65 A nightcap that, when worn,
95 A petrified mouse
talon
gives pleasant dreams
96 A black pirate flag adorned with
29 A pair of old socks
66 A single caltrop made from bone a dragon's skull and crossbones
30 A blank book whose pages
67 A gold monocle frame without
97 Tiny mechanical crab or spider;
refuse to hold ink, chalk, graphite, the lens
moves about when not observed
or any other substance or marking 68 A 1-inch cube, each side painted 98 A glass jar containing lard with a
31 A silver badge in the shape of a a different color
label that reads, Griffon Grease
five-pointed star
69 A crystal knob from a door
99 A wooden box with a ceramic
32 Knife that belonged to a relative 70 Small packet filled with pink dust bottom that holds a living worm with
33 A glass vial filled with nail
71 A fragment of a beautiful song, a head on each end of its body
clippings
written as musical notes on two
100 A metal urn containing the
34 A rectangular metal device with pieces of parchment
ashes of a hero
two tiny metal cups on one end that 72 A silver teardrop earring made
throws sparks when wet
from a real teardrop

NAMES
CALISHITE
Male: Aseir, Bardeid, Haseid, Khemed, Mehmen,
Sudeiman, Zasheir
Female: Atala, Ceidil, Hama, Jasmal, Meilil, Seipora,
Yasheira, Zasheida
Surnames: Basha, Dumein, Jassan, Khalid,
Mostana, Pashar, Rein
CHONDATHAN
Male: Darvin, Dorn, Evendur, Gorstag, Grim, Helm,
Malark, Morn, Randal, Stedd
Female: Arveene, Esvele, Jhessail, Kerri, Lureene,
Miri, Rowan, Shandri, Tessele
Surnames: Amblecrown, Buckman, Dundragon,
Evenwood, Greycastle, Tallstag
DAMARAN
Male: Bor, Fodel, Glar, Grigor, Igan, Ivor, Kosef,
Mival, Orel, Pavel, Sergor
Female: Alethra, Kara, Katernin, Mara, Natali, Olma,
Tana, Zora
Surnames: Bersk, Chernin, Dotsk, Kulenov, Marsk,
Nemetsk, Shemov, Starag

TURAMI
Male: Anton, Diero, Marcon, Pieron, Rimardo,
Romero, Salazar, Umbero
Female: Balama, Dona, Faila, Jalana, Luisa, Marta,
Quara, Selise, Vonda
Surnames: Agosto, Astorio, Calabra, Domine,
Falone, Marivaldi, Pisacar, Ramondo
HALFLING
Male: Alton, Ander, Cade, Corrin, Eldon, Errich,
Finnan, Garret, Lindal, Lyle, Merric, Milo, Osborn,
Perrin, Reed, Roscoe, Wellby
Female: Andry, Bree, Callie, Cora, Euphemia, Jillian,
Kithri, Lavinia, Lidda, Merla, Nedda, Paela, Portia,
Seraphina, Shaena, Trym, Vani, Verna
Family: Brushgather, Goodbarrel, Greenbottle, Highhill, Hilltopple, Leagallow, Tealeaf, Thorngage,
Tosscobble, Underbough

DWARF
Male: 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, Vondal
ILLUSKAN
Female: Amber, Artin, Audhild, Bardryn, Dagnal,
Male: Ander, Blath, Bran, Frath, Geth, Lander, Luth,
Diesa, Eldeth, Falkrunn, Finellen, Gunnloda, Gurdis,
Malcer, Stor, Taman, Urth
Helja, Hlin, Kathra, Kristryd, Ilde, Liftrasa, Mardred,
Female: Amafrey, Betha, Cefrey, Kethra, Mara, Olga, Riswynn, Sannl, Torbera, Torgga, Vistra
Silifrey, Westra
Clan: Balderk, Battlehammer, Brawnanvil, Dankil,
Surnames: Brightwood, Helder, Hornraven,
Fireforge, Frostbeard, Gorunn, Holderhek, Ironfist,
Lackman, Stormwind, Windrivver
Loderr, Lutgehr, Rumnaheim, Strakeln, Torunn,
Ungart
MULAN
Male: Aoth, Bareris, Ehput-Ki, Kethoth, Mumed,
ELF
Ramas, So-Kehur, Thazar-De, Urhur
Child: Ara, Bryn, Del, Eryn, Faen, Innil, Lael, Mella,
Female: Arizima, Chathi, Nephis, Nulara, Murithi,
Naill, Naeris, Phann, Rael, Rinn, Sai, Syllin, Thia,
Sefris, Thola, Umara, Zolis
Vall
Surnames: Ankhalab, Anskuld, Fezim, Hahpet,
Male: Adran, Aelar, Aramil, Arannis, Aust, Beiro,
Nathandem, Sepret, Uuthrakt
Berrian, Carric, Enialis, Erdan, Erevan, Galinndan,
Hadarai, Heian, Himo, Immeral, Ivellios, Laucian,
RASHEMI
Mindartis, Paelias, Peren, Quarion, Riardon, Rolen,
Male: Borivik, Faurgar, Jandar, Kanithar, Madislak,
Soveliss, Thamior, Tharivol, Theren, Varis
Ralmevik, Shaumar, Vladislak
Female: Adrie, Althaea, Anastrianna, Andraste,
Female: Fyevarra, Hulmarra, Immith, Imzel, Navarra, Antinua, Bethrynna, Birel, Caelynn, Drusilia, Enna,
Shevarra, Tammith, Yuldra
Felosial, Ielenia, Jelenneth, Keyleth, Leshanna, Lia,
Surames: Chergoba, Dyernina, Iltazyara,
Meriele, Mialee, Naivara, Quelenna, Quillathe,
Murnyethara, Stayanoga, Ulmokina
Sariel, Shanairra, Shava, Silaqui, Theirastra, Thia,
Vadania, Valanthe, Xanaphia
SHOU
Family: Amakiir (Gemflower), Amastacia (Starflower),
Male: An, Chen, Chi, Fai, Jiang, Jun, Lian, Long,
Galanodel (Moonwhisper), Holimion (Diamonddew),
Meng, On, Shan, Shui, Wen
Ilphelkiir (Gemblossom), Liadon (Silverfrond),
Female: Bai, Chao, Jia, Lei, Mei, Qiao, Shui, Tai
Meliamne (Oakenheel), Nalo (Nightbreeze),
Surnames: Chien, Huang, Kao, Kung, Lao, Ling,
Siannodel, (Moonbrook), Xiloscient (Goldpetal)
Mei, Pin, Shin, Sum, Tan, Wan

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