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Just a run through of the rules. Buy the PHB already!
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RACES
Dwarf+2 Con, +2 Str25 feet speedDarkvisionResist Poison, Adv vs poisonBattleaxe, throwing hammer, warhammer skillartisan tools skilllight and medium armor skillRecognize any stoneworkCommon, Dwarvish
Elf+2 Dex, +1 Wis35 ft speedDarkvisionAdv vs charm, immune to sleep magicTranceElvish, Commonlongsword, shortsword, shortbow, and longbow skillhide anywhere
HumanTwo ability scores +1Skill proficiencyFeat30 ft speed
GnomeInt +2, Dex +1Speed 25ftDarkvisionAdv on Int, Wis, Cha checks vs magicCommon, bonus languageminor illusion cantriptalk to small beasts
Half-elf
Cha +2, one score +1speed 30ftDarkvisionAdv vs charm, immune to sleep magicTwo Skill proficienciesCommon, Elvish, bonus Language
Half-OrcStr+2, Con +1Speed 30ftDarkvisionIntimidate proficiencygo from 0 to 1 HP once per long restcrit attack is +1 damage dieBad ReputationCommon, Orc
CLASSES
BarbarianExplorer's pack, 2 weapons, 4 javelins
Barddiplomat's or entertainer's packleather armor, dagger, longsword
BACKROUNDS
AcoylteInsight, Religion2 LanguagesHoly symbol, prayer book, 5 incense, vestments, clothes
CharlatanDeception, SoHandDisguise Kit skill, Forgery Kit skillfine clothes, disguise kit, con propsCriminalDeception, Stealthgaming set skill, thieve's tools skillcrowbar, hood
EntertainerAcrobatics, PerformanceDisguise kit skill, Musical Instrument skillMusical instrument, love letter, costume
Folk HeroAnimal Handling, Survivalone artisan tools skill, riding skillartisan's tools, shovel, iron pot, clothes
Guild ArtisanInsight, PersuasionArtisan tools skillOne languageartisan's tools, guild letter, clothes
HermitMedincine, ReligionHerbalism Kit skillOne Languagescroll case with notes, blanket, clothes, herbalism kit
NobleHistory, Persuasiongaming skillone languagefine clothes, ring, scroll of pedigree
OutlanderAthletics, SurvivalMuiscal Instrument skillOne Languagestaff, bear trap, trophy, clothes
SageArcana, History2 Languagesink, quill, knife, letter, clothes
SailorAthletics, PerceptionNav Tools skill, sailing skillclub, rope, trinket, clothes
SoldierAthletics, intimidationgaming skill, ridinginsignia, trophy, dice, clothes
UrchinSoHand, StealthDisguise kit skill, thieves toolsknife, city map, pet mouse, token, clothes
Barber-Surgeon
Barber-Surgeons provide painful but effective healing to the common folk. They are not as learned as physicians, but they know quite a lot about anatomy. Barber-Surgeons carry a variety of razor-sharp blades, from small scalpels to enormous bone-saws. They even have more sinister looking tools for the most hated of their avocations: dentistry.
Skill Proficiency: Wisdom (Medicine), Dexterity (Sleight of Hand)
Tool Proficiency: Artisan's Tools (straight razor)
Equipment: vial of aqua vitae, bonesaw, straight razor, gouger, puller, tweezer.
Specialty:
Sawbones (ship's surgeon)Gutter-doctor (serves urchins, poor, destitute)Quack (more of a merchant)Battlefield Medic Leech (serves middle class merchants, courtiers)Stylist (barber for the upper class)
Feature: Razor Sharp Knives
Sometimes interrogations can be like pulling teeth! Gain advantage on any attempt to Intimidate if it is being used to obtain information. Note that doing so is a gruesome, evil act. Alternativly, you may cut another's hair, giving them advantage on their next Performance, Persuasion, or Intimidation roll (they choose). Hair takes about two weeks to grow out sufficiently to be cut again.
Suggested Characteristics
You've seen more bloodshed than most, aside from battle-hardened veterans. Sometimes, it's hard to see others as more than bags of organs that fail, rot, squish, and shatter. Still, the rare successful operation makes it all worthwhile.
Ideal
Charity- I must use my gifts to help the less fortunate (Good)
Tradition- The ancients mastered physic long ago, we need only follow their example (Lawful)
Greed- A desperate fool and his purse are soon parted (Evil)
People- The first rule is do no harm. (Neutral)
Free Thought- The secrets of nature reveal themselves only to those willing to experiment (Chaotic)
Aspiration: I work hard to be the best there is at my craft
Bond
My fellow guildmembers taught me all I know. I am in their debt.
I once set a noblewoman's leg. She has been eternally greatfull.
I travel frequently, avoiding victims of my previous operations.
I quarrel often with the hidebound medical authorities, who have no clue what they're doing.
My tools are precious to me, a gift from a satisfied customer.
A selfish merchant had me disbarred because I couldn't cure his gout. I seek revenge.
Flaw
Nightmares of botched jobs fill my nights, and sometimes I regret my profession
I sell human remains to other physicians, students and necromancers as a side job. It pays the bills.
Sometimes I have the urge to cut a nobleman's throat along with his hair.
I am distant from my own emotions and those of others. If we're only meatbags, what use are feelings?
Most of my clothes became bloodstained one way or another a long time ago
I resent my lack of "proper" medical knowledge, and am jealous of those that could afford education
Everyone starts out with 100 gp
SIMPLE MELEE
Club1sp1d4 blunt2lbslightDagger2gp1d4 pierce1lbFinesse, light, (20/60)Axe5gp1d6 slash2lbslight, (20/60)Javelin5sp1d6 pierce2lbs(20/120)Hammer2gp1d4 blunt2lbslight (20/60)Staff2sp1d6 blunt4lbsVersatile (1d8) (Mace)Spear1gp1d6 pierce3lbsVersatile (1d8) (20/60)
SIMPLE RANGED
Xbow25gp1d8 pierce5lbs(80/320), 2-hand, load
MARTIAL MELEE
Lance10gp 1d12 pierce6lbsReachTrident5gp1d6 pierce4lbs(20/60) Versatile (1d8)Whip2gp1d4 slash3lbsFinesse, reach
Rapier25gp1d8 pierce2lbsFinesse (mstar, warpick)Scimitar25gp1d6 slash3lbsFinesse, lightShortsword10gp1d6 pierce2lbsFinesse, light
Longsword10gp1d8 slash4lbsVersatile (1d10) (axe)Warhammer15gp1d8 blunt2lbsVersatile (1d10) (flail)
Great Weapon50gp2d6 slash6lbsHeavy, 2-handMaul10gp2d6 blunt10lbsHeavy, 2-hand
Polearm20gp1d10 slash6lbsHeavy, reach, 2-handPike5gp1d10 pierce18lbsHeavy, reach, 2-hand
MARTIAL RANGED
H. Xbow50gp1d10 pierce18lbs(100/400), heavy, load, 2-handLongbow50gp1d8 pierce2lbs(150/600), heavy, 2-hand
Heavy- Small characters penalty to useReach- 5ft extra reachFinesse- Use Dex or Str to attackLoad- 1 attack per turn maxLight- Can use in off-hand
LIGHT (Add Dex to AC)
Leather10gp11 AC10lbs (Padded)Studded45gp12 AC13lbsShield10gp+26lbs
MEDIUM (Add Dex up to +2)
HideFree*13 AC10lbsChain shirt50gp13 AC20lbs (scale mail)Breastplate400gp14 AC20lbsHalf Plate750gp15 AC40lbs Disadv. to Stealth
HEAVY (No Dex Bonus, Disadv. to Stealth)Ring Mail30gp14 AC40lbsChain75gp16 AC 55lbsSplint200gp17 AC60lbsPlate1500gp18 AC65lbs
SURVIVAL EQUIPMENT
Tent2gp 20lbsHolds 2 people. Long rest even in wet conditions.
Shovel 2gp 5lbsFor what needs diggin
Pickax2gp 10lbsFor what needs minin'
Flint/Steel 5sp 1lbLook, I can start fires!
Rations (day)5sp2lbsJerky and hardtack
Soap bar (10)1sp1lbA year's supply
Hourglass 26gp1lbSet watches during the night. Comes with bell.
Bedroll1gp7lbsHeavy woollen roll stuffed with straw. Allows long rest outside. Not in rain or cold, however.
Blanket5sp3lbsHeavy wool blanket. Allows long rest in cold.
Bear Trap5gp25lbsDC 13 Dex OR 1d4 pierce and immobilized. Each turn, Save DC 13 STR or take 1 damage
Clothes1gp5lbsA spare set of dry clothes. Fancy Clothes15gp5lbsWarm Clothes3gp10lbsHeavy cloak and tunic
Tin cup/spork 2sp 1lbA soldier's mess kit
Sledge Hammer2gp10lbs
Steel Mirror5gp
Iron Pot2gp 10lbsCook hunted game to survive without rations
DUNGEONEERING EQUIPMENT
Pulley1gp5lbsHoist x4 your capacity
Magnifiying Glass 100gpGrants adv to appraise roll. lights fires
Grappling Hook2gp4lbs
10ft pole5cp 7lbsFor poking in places man ought not to.
10ft ladder 1sp 25lbsFor getting places man ought not to.
50 ft rope 1gp 8lbsCan be burst with DC 17 Str check. Silk costs 10gp.
Piton/Harness25gp12lbsAnchor yourself to cliff; can't fall more than 25 ft away.
Caltrops1gp2lbsCover 1 sq Dex Save DC 15 or take 1 damage and -10ft Move.
Chain/Manacles7gp15lbsImprison one humanoid. Escape with DC 20 STR or DEX check, or pick with tools (DC 15 DEX)
Chalk (10)1spCrafted by the venerable Krayola family
Crowbar2gp5lbsAdv when prying something
Lantern 10gp 2lbs50ft light radius for 6hrs per pint oil
Torch 1cp 1lb30ft light radius for 1 hr
Lock and Key 10gp 1lbDC 15 Dex to open. 100gp for DC20 to open.
Small Ram 4gp 35lbs+4 Str to break down doors. Get adv, if another character helps
VIALS (pint)
Healing Potion50gp 1/2lbHeal 2d4+2
Oil 1sp 1lbImprovised ranged (20 ft) Target covered in oil takes 5 extra fire damage. Covers 1 square, burns 2 rounds, dealing 5 damage to any creature that enters area or ends its turn there.
Perfume50gp+1 to Persuasion in civilized settings
Poison100gpApply to 1 weapon or 3 arrows. Lasts 1 min. On hit, DC 10 Con save or 1d4 poison.
Acid25gp1lbImprovised ranged (20ft). 2d6 acid.
Greek Fire50gp1lbImprovised ranged (20ft). Dex Save DC 10 or 1d4 fire/turn.
Holy Water25gp1lbImprovised ranged weapon up to 20 ft. 2d6 radiant vs undead/fiend.
Tonic5gp3lbsRevitalizes dying without Wis check. 10 uses.
Antitoxin 50gpAdv. on Poison saves for 1 hr
SUPPLIES
Parchment Case15gp1lbQuill, ink, sealing wax, signet ring for sending letters, supply of paper
Bolt Case5gp2lbsAmmunition for crossbow
Full Quiver5gp2lbsAmmunition for bow
Component Pouch25gp2lbsSupplies for spells
TOOLS Add prof. bonus to check using tools.
Focus10gp2lbsBook 50gp 4lbsDisguise Kit 25gp 3lbsForgery tools 15gps 5lbsGaming set 1gp 1lbMortar/Pestle 5gp 3lbsSextant 25gp 2lbThief tools25gp1lbArtisan's tools 25 gp 5lbsInstrument20gp3lbs
STORAGE
Sack 1cp 1/2lbs30lbs of gear capacity
Backpack2gp5lbs30lb capacity
Pouch 5sp 1lb6lbs of gear capacity
Barrel2gp70lbs40 gallon or 120lbs capacity
Basket5sp2lbs40lbs capacity
Chest5gp25lbs300 lb capacity
Bottle2gp2lbs1 pint capacity
Jug2cp3lbs1 gallon capacity
Waterskin2sp5lbs (full)4 pints capacity
Bucket5cp2lbs3 gallons or 20 lbs capacity
Donkey cart 30gp 1000lbs capacity, 4 passengers, feedbag
Horse75gp500lbs capacity, 60ft speed
PRICES
Salvage5sp1lbVendor trash from monsters. Valuable furs, old leather goods, worn weapons, cheap rings, etc.
Book50gp4lbs
Cow10gpGoat1gpChicken2cp
Spellcasting50gp/level
Food/Rent1gp/dayFancy Living15gp/dayCommon Room5sp/dayFine Room5gp/day
Hireling2gp/day
Ship's Passage1sp/mile
MENU
Candlekeep5sp/10gpPint/Gallon. Dark, nourishing porter provides a day's rations.
Tevinter5sp/6gpPint/Gallon. Harsh, mead provides a day's rations.
Ten Towns Haggis 5gpConsidered an abomination by most.
Sembian1sp/1gpPint/Gallon. Cheap, clean and crisp ale.
Westgate 5sp/2gpDark rum spiced with cinnamon.
Hard Vitae5sp/5gp Completely erases your mind. You feel like someone has reached in and scooped out the pain.
Thayvian Vitae 2sp/2gp This thick, syrupy cordial goes down easy, but it stains your tongue red
Common Sack 2cp/2sp Another excellent product from the "Gallo Wino" vineyards.
Cormyrian 1gp/10gpWine from the Dapa Valley in Cormyr
Heartlands 5cp/3spA raw, young whiskey that burns as it goes down.Rauvin5spButtery, hard cheese wheel
Salt Pork, lb5gpInedible until boiled. Does not spoil.
Roast Suckling Pig 1gp
Sausage n Taters 5sp
Eels in White Sauce3cpGoat in Red Wine2sp
Whole Rabbit6cpSteak and Kidney Pie1cp
Cormyrian Bleu 2sp
Chunk of Old Meat 3cp
Loaf of Bread 2cp
SPELLBOOK
Casting time is 1 action and V, S ingredients unless otherwise specified.
Acid Splash60 feet, Instant. Two creatures within 5 ft of each other Dex Save or 1d6 acid. 5th (2d6), 11th (3d6)
Blade WardSelf, Till end of next turn, 1/2 damage from blud, pierc, slash weapons.
Chill Touch120 ft, 1 round, On ranged spell hit, take 1d8 damage and can't heal 1 round. Undead also have disadvantage on attack rolls.
Dancing Lights120ft. Concentration (max 1 min). There are four lights, 10ft light radius. May move for free 60 ft a turn.
Fire Bolt120 ft, Instant Ranged attack, 1d10 fire damage
FriendsSelf, Concentration (1 min max)Advantage all Cha checks 1 non-hostile target
Lighttouch, 1 hr. 40 ft light radius on object. Hostile creature gets Dex save.
Mage Hand30 ft, 1 min, use your action to fo 10 lb telekinesis
Mending1 minute to cast, Touch, Instant repair of 1 foot break
MessageWhisper message only to target 120ft away
Minor Illusion30 ft, lasts 1 min. Noise or hologram of object 5 ft large. Disbelieve via Int Save Vs Spell Save DC.
Poison SprayPrestidigitationRay of FrostShocking GraspTrue Strike
AlarmBurning Hands15 ft cone, Instant. Dex Save or 3d6 fire. 1/2 on save.
Charm Person30 ft, 1 hr. Wis Save or charmed (advantage if in combat). Humanoid you can see.
Chromatic Orb90 feet, diamond (50gp), Instant 3d8 ranged spell attack (choose damage type)
Color Spray15ft cone, 1 round. Blind 6d10 HD.
Comprehend Languagesritual, self, 1hr speak, read any language.Detect MagicDisguise Selfself, 1 hr. Look a bit different. Int Check VS Spell Save DC will discern illusion.
Expeditious Retreatbonus action, self, Concentration (10 min max). Dash as a bonus action as long as spell lasts.
False LifeSelf, 1 hr, gain 1d4+4 temp hp
Feather Fallreaction, 60 ft. Up to five creatures fall 60 ft/round. Works in heights up to 1.5 miles.
Find Familiar1 hr cast time, 10 ft, incense (10gp)non combat creature. See through it's eyes 100 ft away. Cast touch spells through its touch. When it dies, you have to recast this spell
Fog Cloud120 ft. Concentration (1 hr Max). 20ft radius sphere of fog.
Grease60 ft., 1 minute. 10ft sq is difficult terrain. Any creature entering sq must Dex Save or fall prone
Identifypearl (100gp)Stay awhile and listen...
Illusory Scriptink (10gp), lasts 10 days. Write in magical code only you and creatures you designate can decipher.
Jumptouch, 1 min 3x Jump distance.
LongstriderTouch, 1 hr target gets +10ft move a turn.Mage ArmorTouch, 8 hrs. Target with no armor gets 13+Dex mod AC
Magic Missle120ft. Instant 3 darts 1d4+1 damage.
Protection from Evil and GoodRay of SicknessShieldSilent ImageSleepTasha's Uncontrollable Hideous LaughterTenser's Floating DiskThunderwaveUnseen ServantWitch Bolt
2ND LEVEL SPELLS
Alter Self
Arcane LockTouch, Gold Dust (25gp), Permenantly locked. Password: unlocked for 1 min. Knock: unlocked 10 min. Break open: +10 DC.
Blind/Deaf30 ft. 1 minute. Every turn, target Con Sav or blind or deaf. Save means spell ends.
BlurSelf, concentration (1 min max). Attack rolls against you made at disadvantage.
Cloud of Daggers60 ft. glass, Concentration (1 min max). 5ft cube of daggers. 4d4 when entering or starting turn in cube.
Continual Flametouch, ruby (50gp), permenant unquenchable torch doesn't burn.
Crown of Madness120ft. Concentration (1 min max). Wis Save or charmed. Target must attack creature other than itself on it's turn. Wis Save at end of turn means spell ends.
Darkness60 ft. Concentration (up to 10 min). 15ft radius darkness from object not worn or carried.
Darkvisiontouch, 8hrs. 60ft darkvision 1 willing creature
Detect ThoughtsSelf, Coin (1cp), Concentration (1 min max)30 ft telepathy (see spell description)
Enlarge/Reduce30ft, Concentration (1 min max). Willing creature neither worn nor carried. Unwilling gets Con Save to resist. ENLARGE: Moves up a size category, advantage on Str checks/saves, +1d4 damage. REDUCE: Move down a size category. Disadvantage on Str checks/saves, does 1d4 less damage.
Flaming Sphere60ft, Concentration (max 1 min)5ft diameter sphere, adj creatures take 2d6 fire at end of turn on failed Dex Save (for half). Move 30ft each turn for free. Sheds light 40ft radius. Ram creature for 2d6 fire (Dex Save for half)
Gentle ReposeTouch, 2 coins (2cp), 10 days corpse gets no decay and can't become undead.
Gust of Wind60x10ft line, Concentrate (max 1 min). All creatures pushed 15 feet on failed Str check. Moving against wind is at 1/2 speed. Change direction as bonus action.
Hold Person90ft, Concentration (1 min max). Wiz Save or Paralyzed. Wiz Save at end of turn to end spell. Invisibilitytouch, concentration (up to 1 hr). Creature and anything worn or carried is invisible unless target attacks or casts spell.
Knock60ft, Instant open anything. Causes loud knock.
Levitate60ft, Concentrate (10 min max)500 lb object rises up to 20 ft. Unwilling can Con Save to negate. Target can move by pushing or pulling on wall or ceiling.
Locate ObjectMagic Mouth1 min to cast, 30 ft, jade (10gp), permenant. 25 words message when triggered within 30 ft.
Magic Weaponbonus action, touch, concentration (1 hr max) Non-magic weapon becomes +1 attack/damage.
Melf's Acid Arrow90ft. Instant ranged spell attack 4d4 acid. 2d4 at end of next turn. On a miss, only 1/2 damage and no extra damage.
Mirror Imageself, 1 min. 3 Images with AC 10+Dex Mod. If you are hit, roll d20. On 6 or higher, a duplicate is attacked instead (8 or higher if only two duplicates left, 11 or higher if only 1). A hit duplicate is destroyed.
Misty Stepself, Instant teleport 30 ft.
Nystul's Magic Auratouch, 24hrs. Can be made permenant by casting it everyday for 30 days. An object can have it's magical aura masked or warped. A creature can have their creature type masked or warped.
Phantasmal Force50ft Concentration (1 min max)One creature sees a 5ft sq max phantasm if it fails Int Save. Creature can Investigate vs Spell DC to disbelieve. Phantasm deals 1d6 damage to adj creature a turn. If phantasm is a bridge, creature could fall off.
Ray of EnfeeblementRope TrickScorching RaySee InvisibilityShatterSpider ClimbSuggestionWeb