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DWEORG (HALF-DWARF)
DWEORG TRAITS
Your dweorg character has the following traits.
Ability Score Increase. Your Constitution
increases by 2, and your Wisdom and Strength each
increase by 1.
Age. Dweorgs mature about as fast as humans
do, but reaching the age of adulthood around 20
years old. Their lifespan is a touch longer than most
humans, with 175 years being the longest most ever
live.
Alignment. Dweorgs naturally gravitate to the
lawful good tendencies of their dwarven half, but are
given to more seemingly rash and spurious decisions
as their human blood quickens to a fire that many
dwarves only know rarely in their lives.
HOBGOBLIN TRAITS
GOBLIN TRAITS
THE PLANE-TOUCHED
Retaliation
Starting at 14th level, when you take damage
from a creature that is within 5 feet of you, you can
use your reaction to make a melee weapon attack
against that creature.
Spells
Power of Censure
At 17th level, the power of the arcane is almost
fully at your command. You may banish one
creature to their home plane. They must make a
Wisdom save at DC 8 + (your Wisdom modifier +
your proficiency bonus) or be returned immediately
to their home plane.
If you target a creature who is from the Prime
Material Plane, you instead temporarily banish them
through the planes for a short amount of time. They
must take the same saving throw as above or
disappear for 1d6 rounds as you cast it out. When it
reappears, it immediately takes 1d6 force damage
and 1d6 psychic damage for each round it was gone.
You may use this power twice before you must
take a Long rest to use the ability again.
Spells
Bonus Proficiencies
At 1st level, you gain proficiency in History and
either Persuasion or Intimidate. You also gain
proficiency in martial weapons.
Channel Divinity Voice of the Great Leader
At 2nd level, your deity empowers you to enable
your allies around you. You may expend a single
use of your Channel Divinity power to give all of
your allies within 30 that can hear or see you
advantage on their next ability check, saving throw,
or attack roll. They cannot choose when they gain
this; it automatically applies to the next valid roll.
Channel Divnity Turn Foes
At 6th level, the power of your very presence can
send foes running. This works exactly as Turn
Undead.
As an action, you present your holy symbol and
speak a prayer censuring your foes. Each undead
that can see or hear you within 30 feet of you must
make a Wisdom saving throw. If the creature fails its
saving throw, it is turned for 1 minute or until it takes
any damage.
A turned creature must spend its turns trying to
move as far away from you as it can, and it can't
willingly move to a space within 30 feet of you. lt also
can't take reactions. For its action, it can use only the
Dash action or try to escape from an effect that
prevents it from moving. If there's nowhere to move,
the creature can use the Dodge action.
You may add your Charisma modifier to the DC
for your foes to avoid being turned. You never gain
the ability to outright destroy foes as you can with
Turn Undead.
Divine Strike
At 8th level, you gain the ability to infuse your
weapon strikes with divine energy empowered by
your own will. Once on each of your turns when you
hit a creature with a weapon attack, you can cause
the attack to deal an extra Id8 psychic damage to the
target. When you reach 14th level, the extra damage
increases to 2d8.
Inspiration of the True Leader
At 17th level, you gain the ability to take on the
mien of a great leader of mortals. You almost seem
to shine with an appropriate radiance as you guide
your allies on the field.
For the next 6 rounds, you may give all allies
within sight of you a bonus to all attacks, saving
throws, and ability checks equal to your own
Wisdom or Charisma modifier, whichever is greater.
As well, they all gain 3d8 temporary hit points, and 5
extra feet of movement speed. The temporary hit
points last until the next time the ally takes a short
rest.
You may use this ability twice before you must
take a Long rest to regain use of it.
Power of Life
Shamans are not just powerful in concerns to
spirits, but also in concern with life and the lives
around them. At 6th level, any time you cast a
healing spell, you may add your proficiency bonus to
the hit points healed by the spell.
Cleric Level
1st
3rd
5th
7th
9th
Spells
Bonus Proficiencies
At 1st level, you gain proficiency in Nature and
Survival, and with the herbalism kit.
Channel Divinity Turn Spirit Beings
At 2nd level, your power over the spiritual beings
that come to this world comes into being. You may
use your channel divinity power to turn elementals,
celestials, fey, and fiends just as you can undead.
As an action, you present your holy symbol and
speak a prayer censuring the creature. Each
elemental, celestial, fiend, or fey that can see or hear
you within 30 feet of you must make a Wisdom
saving throw. When you calculate your saving throw
DC for this power, use your Charisma modifier
instead of your Wisdom modifier. If the creature fails
its saving throw, it is turned for 1 minute or until it
takes any damage.
A turned creature must spend its turns trying to
move as far away from you as it can, and it can't
willingly move to a space within 30 feet of you. lt also
can't take reactions. For its action, it can use only the
Dash action or try to escape from an effect that
prevents it from moving. If there's nowhere to move,
the creature can use the Dodge action.
Starting at 5th leveI, when an celestial, elemental,
fey, or fiend fails its saving throw against your Turn
Spirit Beings feature, the creature is instantly
banished if its challenge rating is at or below a certain
Divine Strike
At 8th level, you gain the ability to infuse your
weapon strikes with divine energy empowered by
your own will. Once on each of your turns when you
hit a creature with a weapon attack, you can cause
the attack to deal an extra 1d8 force damage to the
target. When you reach 14th level, the extra damage
increases to 2d8.
Power of the True Shaman
At 17th level, you have mastered your power over
spiritual beings. Any time you use your Turn
Undead, Turn Spiritual Beings, or use of the
banishment spell, you may add your Wisdom or
Charisma modifier to the DC the creature must roll to
avoid this effect, whichever is higher. In addition,
when you could Banish a being, per your Banish
Spiritual Being feature, you may instead command
the creature for a number of rounds equal to a roll of
1d4 plus your Charisma modifier. When that time is
up, the creature will be unfriendly to you, and may
attack.
Adjusted Reincarnation Table for use with the reincarnation spell and the lesson of the fourth perfection.
Race d100
01-03 Aasimar
07-09 Dragonborn
10-17 Dwarf, hill
18-24 Dwarf, mountain
25-27 Dweorg
28-30 Elf, dark
31-38 Elf, high
39-45 Elf, Wood
46-48 Gnome, forest
49-53 Gnome, rock
54-57 Goblin
58-60 Half-elf
61-63 Half-orc
64-70 Halfling, lightfoot
71-77 Halfling, stout
78-81 Hobgoblin
82-97 Human
98-00 Tiefling
Gender d4
1 Different Gender
2-3 Same Gender
4 DMs Choice
Implacable Sentinel
At 20th level, you take on the form of a heavenly
protector, shining with golden-silvery light. Using
Spells
your action, you undergo a transformation. For 1
sanctuary,
minute, you gain the following benefits:
protection from evil and good
You gain resistance to bludgeoning, piercing,
5th
warding bond, prayer of healing
slashing, and spell-based damage.
9th
spirit guardians, beacon of hope
th
You gain the above effect of your Holy
13
guardian of faith, death ward
17th
hallow, commune
Armor feature without expending a use of
Channel Divinity.
CHANNEL DIVINITY
Enemies attacking you at a range other than
When you take this oath at 3rd levei,you gain the
5 do so with disadvantage.
following two Channel Divinity options.
Once you use this feature, you cant use it again
Holy Armor. As an action, you can imbue the
until you finish a long rest.
armor you wear with holy power, using your
Channel Divinity. For minutes, you add your
Charisma modifier to your Armor Class (minimum
bonus of +1). As well, for that minute, you are
Ashen Sacrifice
Your foes can rise as your allies. At 18th level,
when you reduce a living creature to 0 hit points, you
may claim it, consuming its last breath and gaining 1
Sorcery point. Alternately, if it is a medium-sized
humanoid, you may immediately raise it as a Wight
under your command. (See page 300 in the Monster
Manual for details on Wights). The Wight has its own
initiative, and you can decide what actions it takes. It
follows your orders as perfectly as it can. It crumbles
to dust if it is ever reduced to 0 hit points, or when
the sun rises next. At dawn, you may spend 6
Blood of the Grave
sorcery points to protect it, extending its unlife until
st
At 1 level, your heritage of the utter darkness of the next dawn. Wights created by Ashen Sacrifice
Death insulates you. You have advantage on saving can only have a maximum of six zombies under their
throws versus attacks that deal cold and/or necrotic
control, instead of twelve.
damage.
If you wish to use this power while you already
have a wight under your command, as provided by
Vigor Mortis
this feature, you must spend 6 sorcery points in order
You can swallow down the final gasps of life from to activate the wight option of Ashen Sacrifice again.
your foes. Whenever you reduce a living creature to Otherwise your current wight immediately crumbles
0 hit points, you gain 1d4 temporary hit points. As
to dust, and any zombies that were under its control
with any temporary hit points, these last until they are are immediately destroyed.
used up, or you take a Long rest.
This ability works in conjunction with the effects
At 8th level, you instead gain 1d6 temporary hit
of Vigor Mortis.
points. At 15th level, you instead gain 1d8 temporary
hit points.
Investiture of Entropus
At 8th level, you may add your Charisma modifier
to the damage dealt by any spells you cast that deal
cold or necrotic damage. As well, you may spend 1
Sorcery Point to gain resistance to either cold or
necrotic damage for a number of rounds equal to
your proficiency bonus. You may spend 2 Sorcery
Points to gain resistance to both at the same time.
Caress of Pure Thanatos
You can kindle a spark of pure necrotic energy
inside the body of one of your foes. At 14th level,
you can target a single creature. That creature must
make Constitution save versus your normal Spell
Save DC. Failure causes 8d6 necrotic damage as a
small bit of pure Death flares into existence inside of
your target. A successful save deals half this damage.
You must take a Long rest before using this ability
again. You may also spend 4 Sorcery Points to
regain a single use of this ability before you take a
Long rest.
Font of Life
Starting at 10th level, you have resistance to
necrotic damage, and you have advantage on all
saving throws versus necrotic effects.
Celestial Castigation
Starting at 14th level, your Celestial Patron
bestows upon you the ability to castigate foes. You
may make a Ranged Spell Attack roll, dealing 4d10
radiant damage, and Incapacitating the target for 1
round. Anyone who strikes the Incapacitated target
takes damage identical to what they would have dealt
to the target, while the target takes no damage him or
herself.
Once you use this feature twice, you cannot use
it again until you take a Long rest.
Pact of the Tome
The book in question often appears as a book
with gilt pages, with fine filigree and decoration on
the cover. Cantrips taught are most often from the
Cleric list.
Pact of the Chain
Instead of an Imp, Pseudodragon, or Quasit,
what is most often sent is a small celestial creature
called a Heavenly Emmissary. (See below for
details.)
Celestial Splendor
Starting at 1st level, your patron bestows upon
you the ability to project the entrancing and
Pact of the Blade
sometimes awe-inspiring presence of a celestial
These weapons appear perfectly made, with fine
being. As an action, you can cause each creature in a
10-foot cube originating from you to make a Wisdom decoration, limned in gold radiance, or with shining
saving throw against your warlock spell save DC. The jewels set in it.
creatures that fail their saving throws are all charmed
or frightened by you (your choice) until the end of
your next turn.
Once you use this feature, you can't use it again
until you finish a short or long rest.
Arms of Heaven Shield You
At 6th level, you can call upon your patron to
shield you from harm. When you are struck in
combat, you may use your Reaction to enact this
ability. Doing so subtracts 1d10 + your proficiency
bonus from the damage you just suffered from one
attack. If that makes the damage dealt to a 0 or less,
you do not gain back any lost hit points, but the
attack is considered a miss now for any other effects.
Once you use this feature, you cannot use it again
until you take a short or a long rest.
ACTIONS
Sword of Light. Melee Weapon Attack: +5 to hit,
Healing Touch.
HEAVENLY EMMISSARY
Tiny celestial, any good
Con 13 (+1)
Cha 14 (+2)
Prisoner of Night
Starting at 14th level, you can consign one of your
foes to a shadowy pocket realm of pure darkness. As
an action, choose a creature that you can see within
EXPANDED SPELL LIST
The Dark One lets you choose from an expanded list 60 feet of you. It must make a Wisdom saving throw
against your warlock spell save DC. On a failed save,
of spells when you learn a warlock spell. The
following spells are added to the warlock spell list for it is enveloped in a sphere of pure blackness. It
disappears and is taken on a nightmare voyage
you.
through the utter darkness.
At the end of your next turn, the sphere
DARK ONE EXPANDED SPELLS
disappears, and the target reappears, harrowed by its
Spell Level
Spells
experience. It takes 5d8 psychic damage and 5d8
1
false life, ray of sickness
necrotic damage, and is stunned until the start of its
2
blindness/deafness, ray of
next turn.
enfeeblement
You must finish a short or long rest before you
3
fear, feign death
can
4
Evards black tentacles, phantasmal
use this feature again.
killer
5
mislead, modify memory
Shrouded Minds
Starting at 1st level, the Dark One teaches you the
value of being occluded and forgotten. As an action,
you can cause each creature in a 10 foot radius of
you to make a Wisdom saving throw against your
Warlock save DC. The creatures that fail this saving
throw cannot see you, just as if you had successfully
used the Stealth skill. In addition, they forget that
you are even in the area until you make an attack
action or cast a spell, or until 1 minute has passed,
whichever occurs first.
Once you use this feature, you cannot use it
again until you make a short or long rest.
Through Alleys of Shadow
Starting at 6th leveI, you can vanish in a burst of
darkness, reappearing in a nearby shadow. When
you take damage, you can use your reaction to turn
invisible and teleport up to 60 feet to an unoccupied
space you can see that is shrouded in shadows. You
THEMATIC NOTES
SHADOWDRAKE
ACTIONS
Con 13 (+1)
Cha 10 (0)
Fate-Called
3
4
5
6
d6
1
2
3
4
Personality Trait
This is not the life I ever wanted, but it seems
I cant do a thing about it.
I am resigned to my fate. I just go where I am
moved to, like a piece on a gameboard.
For whatever reason, I have been called, and
I wont deny that calling.
Some people go through life wondering what
the point is. I am lucky enough to know there
is a point to my life.
My fate is still my own, but it seems that life
has a direction for me to head.
My fate will always be my own, and I dont
care what some musty old prophecy said!.
5
6
d6
1
2
3
4
5
6
HERETIC
3
4
5
6
Personality Trait
I know I am right in my beliefs, and in time,
so will my brethren.
I idolize a certain hero of my faith, and
endeavor to suffer through this test of my
faith in a way that would make him or her
proud.
Nothing can shake my faith in my
god/goddess. I know I am still in his/her good
graces.
I will prove to my brethren, with my last
breath if need be, that I am right in my
beliefs.
There is nothing the world can do to me that
will ever make me suffer as I did at the hands
of my own brethren.
I will not cease until my brethren accept me
back into the fold.
d6
1
2
3
4
5
6
d6
1
2
3
4
5
6
d6
1
2
3
4
5
6
Ideal
It is not the letter of the law that dictates what
we should do, but the spirit in which it was
written.
There are always small-minded people, and
they need to have their world expanded.
We must help to make the faith, and the
world around us, into the proper image of
what is pleasing to the god/goddess.
Those who are in the way of the evolution of
the faith are enemies of it, and must be
treated as such.
I will not give up on my beliefs, regardless of
what I suffer in this life.
Those who wrote the greatest scriptures of
my faith were at one time considered heretics
just as I am.
Bond
If I must suffer to prove my faith, I will.
I will someday get revenge on the corrupt
temple hierarchy who branded me a heretic.
I owe my life to the people who took me in
when the church cast me out.
Everything I do is an attempt to prove that I
am right in my beliefs.
I will still do anything I can to protect the holy
people and places of my faith.
Those who stand beside me through my trials
will be remembered forever.
Flaw
I secretly doubt my own beliefs that have led
me down this road.
I trust people a little too easily with my secret.
I am intractable on what I believe, unwilling
to see any flaws others point out.
Every person I meet is most likely another
person who will hate me.
I judge others harshly, and myself even more
severely.
There is no true hope left in the world for me.
Inquisitor
3
4
FEATURE: Discernment
d6
1
2
Personality Trait
I tend to lose track of conversations going on
around me, getting lost in my thoughts.
I tend to mutter to myself almost constantly,
mulling over things.
I get impatient with people that cannot keep
up with me.
I look down with pity on those that cannot
fathom how it is I do what I do.
When people question the solidity of my
theories, it pushes me closer and closer
towards losing my temper.
I have a bad habit of going on forever about
things, never realizing when others lose
interest, or never had it.
2
3
4
5
6
d6
1
2
3
4
5
Mster
you are often sought out for your abilities. But the
road calls to you, always with more to learn and
develop in your repertoire.
Skill Proficiencies: Deception or Persuastion, Insight
or Perception
Proficiency: Any artisan tool kit or musical
instrument.
Equipment: Set of artisans tools or musical
instrument, set of common clothes or entertainers
clothes, belt pouch with 15 gp.
d6
1
2
3
4
5
Personality Trait
It drives me crazy when I utterly fail at
something. Its the perfectionist in me.
Yes, I get a little egotistical about what I do,
but look at it! Its art!.
I gladly take time out to explain, in
painstaking detail, the lengths I go to with my
work.
I look down with pity on those that cannot
fathom how it is I do what I do.
When people question the solidity of my
theories, it pushes me closer and closer
towards losing my temper.
I have a bad habit of going on forever about
things, never realizing when others lose
interest, or never had it.
d6
1
Bond
My tools are my life, and they are the most
valuable thing I own.
The greatest reason to practice my craft is for
the sake of the craft itself.
My teacher unlocked the door for me, and I
will always remember and honor him/her for
that.
Each of my creations is just like one of my
children. I like to see them used the way they
were meant to..
I do what I do for those around me, to make
their lives just a little bit better.
My apprentice(s) have decided to pursue the
same path as me, and I wont fail them.
2
3
4
5
6
d6
1
2
3
4
5
6
Flaw
Deep inside, I feel worthless at doing
anything except what I do best.
I look down on people that dont do what I
feel is something worthwhile with their lives.
When I fail at something, I cant help but
wonder at my own worth.
I am afraid that I have reached the pinnacle,
and theres nothing more for me to learn..
Why is there always someone better than
me?
Critics of my work send me into fits of nearviolence. Why cant they just see the beauty
in what I do, instead of trying to tear it
down?.
Outlaw
d6
1
2
3
4
5
6
d6
1
Personality Trait
I wasnt even involved in what happened!
Im innocent..
They were wrong to cast me out, and one of
these days, I am coming back to have my
revenge.
Apparently, I am destined for a life of
suffering. So, I will make the most of it.
Dont you tell me what I should or shouldnt
do. That kind of thinking is what started all of
this.
Im fine with this life. No one telling me what
to do or when to do it, and my bed is just the
way I like it..
I was wronged, and I didnt do it. I will be
back to clear my name and out the true guilty
parties.
4
5
6
d6
1
2
3
4
5
6
Sole Survivor
4
5
6
d6
1
2
3
4
Personality Trait
5
Nothing will stop me. I will live on.
Life is suffering, and I am an expert at it.
Apparently, I am destined for a life of
suffering. So, I will make the most of it.
6
You really cant take it with you, you know.
So I am living it up until I die.
Im fine with this life. No one telling me what
to do or when to do it, and my bed is just the
way I like it..
I have to believe there is something more out
there for me.
Ideal
Im not the only one like me out there, and
they deserve some kindness too.
This life is full of randomness and suffering,
and I embrace that truth.
If hope is the dream of the destitute, despair
is their bedfellow.
Charity is for the hopeless; I am far from
hopeless.
Everyone should live as free as I can now.
Theres another home out there for me; I just
have to find it.
Bond
This (item) was the only thing I could take
with me, and I treasure it.
Charity begins at home, and those without
are my family.
Theres one person who came to my aid
MASTERWORK WEAPONS
Weapons can have three different types of
masterworking: accuracy, puissance, and
ornamentation. Accuracy adds to your chances to
strike a foe, symbolizes perfect balance and weight.
Puissance adds to the damage dealt when striking a
foe, with razor edges and end weighting for more
solid strikes. Ornamentation is just the details like
filigree, plating, coloration, and the like.
Ornamentation can add to interaction rolls.
Accuracy: The weapon has +1 to hit per level of this
masterwork quality, and can have a maximum of two
levels of Accuracy, meaning the most a weapon can
have is a +2 to hit.
Puissance: The weapon has +1 to damage per level
of this masterwork quality, and can have a maximum
of two levels of Puissance, meaning the most a
weapon can have a +2 to damage.
Ornamentation: The weapon is a decorated item,
described as you like. You can add +1 to all
Charisma checks in certain situations per level of this
masterwork quality. You can have a maximum of
one level of Ornamentation.
Created by Erik Fry, Feb. 2015. Please Credit if you redistribute. Covered under Creative Commons Licensing.
+5
Spirits (whiskey, rum, gin), Dwarven
Mead
+6
Elven Mead, Halfling Brandy
+7
Dwarven Spirits, Werebear Mead
Remember, these are general guidelines for you
to make decisions as a DM as to just how strong the
drinks are that the characters are downing. If you
want to have a Gnomish Steambeer that kicks like
whiskey, go right ahead.
It comes in pints?!
Size really does matter, at least as far as drinks
count. After all, there is a big difference between
downing a half pint of heavy lager, and chugging
down that half gallon tankard the half-orc bartender
shoved your way.
Size Mod.
+1
+2
+3
+4
+5
Size
Half-pint (Beer),
Small glass (Wine, Mead)
Pint (Beer), Glass (Wine, Mead),
Small glass (Brandy), Half shot
(Spirits)
Large glass (Wine, Mead), Glass
(Brandy), Shot (Spirits)
Quart (Beer), Large glass (Brandy),
Heavy shot (Spirits)
Double shot (Spirits)
Created by Erik Fry, Feb. 2015. Please Credit if you redistribute. Covered under Creative Commons Licensing.
For every short rest you make that day, you may
erase one of the Levels, effectively resolving the
condition that enforces Disadvantage on that Ability.
Level Effect
The first to go is the final on. So, if you had 2 Levels
1
Buzzed. You suffer disadvantage on Wisdom left, and you complete a short rest, you can resolve
checks of all kinds.
the Wisdom Disadvantage problem, leaving you
2
Tipsy. You suffer disadvantage on Dexterity taking Disadvantage on only Intelligence checks.
checks of all kinds, and all Dexterity-based
You still may spend hit dice, and gain all the
attack
benefits of taking a short rest. Hangovers are rough,
rolls.
and complicate life enough.
3
Drunk. You are Poisoned. This means you
suffer Disadvantage on all ability checks and A bit of hair of the dog will do you right fine.
saving throws.
Drinking the next morning is generally a bad
4
Sloshed. Your movement is halved. As well, idea. The first time you fail a Constitution save from
you cannot cast spells of any kind, nor can
drinking alcohol if you have not rested away all the
you hold your Concentration.
levels of hangover makes you immediately
5
Obliviated. You are Incapacitated. All you
nauseated. You have disadvantage on all
can
Constitution saving throws versus poison until you
do is move up to your normal movement. complete a long rest. Any further failed Constitution
6
Gone. You are Unconscious.
saves from alcohol return all levels of disadvantage
from being hungover to you all at once, plus an
The spell lesser restoration resolves two levels of additional level. If this takes you to 5 levels of
Drunkenness on its target. Greater restoration
Hangover, you suffer 5d4 points of poison damage
actually removes all levels of Drunkenness.
immediately and are incapacitated. Only rest or
magic can deplete these levels.
Theres a legion of dwarves stomping my brain.
The next morning. Oh, by all the gods and
goddesses, the next morning. You are in for it now.
Alcohol is a harsh mistress, and she wakes early.
Created by Erik Fry, Feb. 2015. Please Credit if you redistribute. Covered under Creative Commons Licensing.
Healers Kit
Filled with tinctures, ointments, balms, and tonics, along
with minor medical equipment, the healers kit is the
ultimate in nonmagical healing gear for in the field.
Each kit comes equipped with enough materials for 20
uses.
Spend one use to allow up to 6 creatures to use
hit dice during a short rest in order to regain hit
points. You do not need to make a check for
this.
2 charges allows you to use your Wisdom
(Medicine) proficiency to make a single check
with advantage for things like stabilizing a
compatriot.
3 charges allow you to give a single creature
advantage on a single Constitution saving throw
against either a poison or a disease.
Weight: 8 lbs.
Cost: 25gp
Created by Erik Fry, Feb. 2015. Please Credit if you redistribute. Covered under Creative Commons Licensing.