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Ability Scores

Ability Score
1
2-3
4-6
7-8
9-12
13-15
16-17
18
19

Ability Modifier
-4
-3
-2
-1
+0
+1
+2
+3
+4

Elf
Height and Weight: Elves tend to stand from 48 to 58 and are capable of weight around 75
pounds up to 140, with males being slightly taller and heavier than females.
Religion:
Personality:
Home lands:
Alignment:
Core Elven Traits
Ability score adjustments: Strength and Dexterity +1, Intelligence +2, and Constitution -1.
Movement Speed: 30 feet per turn.
Dark vision: You can see in the pure darkness as if it was dimly lit up to 60 feet, seeing in the
darkness this way causes objects within view to be displayed without color only as different
shades of grey. You can also see in dimly lit areas as if they were well lit up to 120 feet away and
are seen in full color.
Elven Immunities: All elves are immune to the paralyzing attacks of ghouls (and only ghouls) and
magical effects that cause sleep (like the spell of the same name). Elves are also resistant to all
charm effect giving them a +2 bonus on saving throws against charm spells and other compulsion
effects.
Elven Senses: All elves are naturally observant and have a keen eye for finding secret or concealed
doors. When actively searching for a secret or concealed door you gain a +5 bonus on your search
checks and you can at times spot minute detail when you causally observe youre surrounding
giving you a +2 bonus on your spot checks.
Elven Combat Training: You gain a +1 bonus on attack roll with short bows, long bows, short
swords, and long swords. When you are wearing either no armor or nonmetal armor you have been
so well trained in stealth that you gain a +2 bonus on move silently checks. At 5th level, when you

make use your action to attack you can make an extra attack (you may move in between each
attack if you havent used up all your movement for the round).
Dragons Breath Dodge: When you make a saving throw against a breath weapon that does
damage and allows a save, on a failed save you take half damage rather than full. If you succeed
on your saving throw you take one fourth damage instead of half.
Languages: You know Common, Elven, Gnoll, Goblin, Orc, and Sylvan. You also know a number
of bonus languages equal to your intelligence modifier.
Elven Subraces: Choose one of the five elven subraces below, you gain all racial features
mentioned within the subraces section. The five subraces are Dark elves, Grey elves, High elves,
Sea Elves, and Wood elves.

Dark Elves
Ability Score adjustment: Charisma +1.
Two-weapons Combat: When you fight with two-weapons that you are proficient with
you can use you dexterity in addition to your strength modifier on your attack rolls. When
you hit a creature with your first attack and then succeed on your attack roll with your
other hand, you gain a +1 bonus on damage rolls with your off hand.
Spell-like abilities: You can use dancing lights, faeries fire, and lesser darkness each
1/day as a spell-like ability. At 4th level, you gain the ability to use detect magic, detect
alignment, and levitate, if you are female you also get clairvoyance, discern lies,
suggestion, and dispel magic as spell-like abilities well; each of these can be used 1/day.
Using a spell-like ability is an action. You use charisma as your spellcasting ability for
these spell-like abilities.

Grey Elves
Ability Score adjustment: Intelligence +1.
Natural Spellcasting: You know two 1st level wizard spell of your choice, you can cast
these spell a number of times per day equal to your intelligence modifier. For each
positive point of intelligence modifier, you have one 1st level spell slot which you can use
to prepare your known wizard spells. At 3rd level and each odd number level afterwards
you gain access to a new spell level that you can cast at to a maximum of 5th level spells
at 9th level, you gain spell slots for the new spell level equal to your intelligence modifier.
You must prepare your spells each day like a wizard, studying a spellbook in which you
have recorded the spells you have learned.
Personal Spellbook: You have created a small personal spellbook which contains the
spells you know. You start with your two 1st level spells that you know written in there
and at each level, you learn one new wizard spell that you can add to your spellbook of
any spell level you can cast with your natural spellcasting ability. Your personal
spellbook is 200 pages is size and can be make out of any material that you could afford
at the times.

High Elves
Ability Score Adjustment: Dexterity +1.
Elven Weapons Master: Choose three weapons, you gain proficiencies with them. When
you attack with one of these chosen weapons they deal a +2 bonus on damage rolls.

Elven Improved Initiative: When you roll for your initiative, you use a dice of one size
larger (from a d6 to a d8, from a d8 to a d10, from a d10 to a d12). This stacks with other
sources that improve your initiative dice.

Sea Elves
Ability Score Adjustment: Constitution +2.
Naturally amphibious: You can swim at a speed of 60 feet and you can breathe
underwater.
Stability: When your hit points reach zero you gain a +2 bonus on Stabilization check to
stop bleeding. If you roll a natural 20 on your stabilization check you regain hit points
equal to your constitution modifier (this cannot restore you to more than 1 hit point).
Shadow Elves
Ability Score Adjustment: Strength +1
Shadow Affinity: Whenever you are in an area of dim light or darkness, your body starts
to blend into the shadows. As long as you are blended into the shadows like this you gain
a +5 bonus on Hide checks and you gain a +2 bonus to your armor class. During the start
of each round as long as your remain in the darkness or dim light and you have at least 1
hit point left, you regain 1 hit point each round.
Shadow Arts: Once per day as an action, you can create 1d4+1 duplicates of yourself
made of shadows. These duplicates look, act, and sound like you. Whenever you move,
they move as well exactly like you unless willed to do otherwise. On your turn, you can
use your move action to make one or more of your duplicates to move. They can only be
moved a total number of feet equal to your movement speed. When a duplicate is hit it
disappears into shadows and as long as at least one duplicate exist all creature are unable
to tell which one is the real you.

Wood Elves
Ability Score Adjustment: Wisdom +1.
Spell-like abilities: You can use charm animals, animal growth, and speak with animals
each 1/day as a spell-like ability. At 4th level, you gain one additional use of each ability a
day. Using a spell-like ability is an action. You use wisdom as your spellcasting ability for
these spell-like abilities.
Forest Hider: You are adept at hiding in plain sight while in a forest. While you are in a
forest or near some kind of natural foliage you gain a +2 bonus on hide checks and you
can hide even when being observed.

Classes
Seven classes exist for you to choose from: Cleric, Druid, Fighter, Monk, Ranger, Rouge, and Wizard.
Fighter
Hit Dice: d10 (10 + constitution modifier at 1st level.)
Prime Ability: Strength, Dexterity, and Constitution.
Weapon Proficiency Slots: 10 weapon proficiency slots at 1st level. You gain one additional weapon proficiency slot
at 3rd level and every three level afterwards.
Armor Proficiencies: Light, medium, and heavy armor plus all shields.
Skill Points: Four skill points at 1st level and one skill point at each additional level.
Skill Proficiencies: Acrobatics, Animal Handling, Climb, Craft, Historical Knowledge, Intimidation, Leadership,
Listen, Ride, Search, Spot, Survival, and Swim.
Tool Proficiencies: Smiths Tools.
Class Abilities
Weapon Specialization: Choose one weapon for this ability that you are proficient with. While attacking with your
selected weapon you gain a +1 to attack rolls and a +2 to damage rolls with it. You can choose another weapon to
specialize in at 6th level and again at 12th level.
Extra Attack: At 5th level, when you use your action to make an attack, you can choose to make one additional attack
(you make a different attack roll for each attack you can make). If you havent used your move action for this turn,
you may move in-between attacks (up to your maximum movement speed). You may only take this move action like
this once; if you move between your first and second attack you cannot move between your second and third, and so
on. You gain another additional attack at 10th level and at 15th level. These additional attacks stack with the
additional attack from two-weapon fighting.
Critical Hit: At 6th level, when you roll a natural 20 on an attack roll with a weapon that you have chosen for weapon
specialization, you do maximum damage.
Improved Weapon Specialization: At 9th level, choose one of the weapons you had selected with weapon
specialization. While attacking with your selected weapon, your bonuses from weapon specialization increase to a
+2 to attack rolls and a +3 to damage rolls. You can choose another weapon in which to improve your specialization
in at 15th level.
Greater Weapon Specialization: At 17th level, choose one of the weapons you had selected with improved weapon
specialization. While attacking with your selected weapon, your bonuses from weapon specialization increase to a
+3 to attack rolls and a +4 to damage rolls.

Power Attack: At 20th level, before you make a attack roll you can subtract your positive modifier to your attack roll
(minimum of +1) to add that much as a bonus to your damage rolls on a single attack (a maximum of +5). When you
use this ability you cannot use any additional attacks you have with this attack.

Ranger
Hit Dice: d8 (16 + constitution modifier at 1st level)
Prime Ability: Strength, Dexterity, and Wisdom.
Weapon Proficiency Slots: 8 weapon proficiency slots at 1st level. You gain one additional weapon proficiency slot at
3rd level and every three levels afterwards.
Armor Proficiencies: Light, and medium armor plus all shields.
Skill Points: 5 skill points at 1st level and three skill points at each additional level.
Skill Proficiencies: Acrobatics, Animal Handling, Climb, Craft, Diplomacy, Hide, Listen, Natural Knowledge,
Intimidation, Move Silently, Search, Sense Motives, Spot, Survival, and Swim.
Tool Proficiencies: Woodcarvers tools, Navigators tools, and Herbalism kit.
Class Abilities
Weapon Specialization: Choose one weapon for this ability that you are proficient with. While attacking with your
selected weapon you gain a +1 to attack rolls and a +2 to damage rolls with it. You can choose another weapon to
specialize in at 6th level and again at 12th level.
Tracking: You can use your survival skill to fallow tracks left by creatures, depending on how fresh the tracks are
they can be easy to find and fallow or really hard. Tracks made within the last 30 minutes can be followed with a
successful check of a DC 10. If they were made within the last hour or were either covered up or made on a surface
that did not leave a good impression increase the DC to 15. For ever two hour that has passed since the tracks were
made increase the survival check DC by 5. You cannot run full out, when tracking and it require focus to keep track
of the trail.
Favored Enemy: At 3rd level, you have developed a hatred for a type of monster or a specific species. Choose one of
the creature types (like undead or humanoids) or a specific species (like vampires or elves). You gain a +2 bonus on
sense motives, spot, survival, and any knowledge check against creatures of that type or species. You also gain a +1
bonus on attack rolls and a +2 bonus on damage rolls against your favored enemy. If you selected a specific species,
you also learn on language that creatures of that species know. You can select another favored enemy at 9th level.
Extra Attack: At 5th level, when you use your action to make an attack, you can choose to make one additional attack
(you make a different attack roll for each attack you can make). If you havent used your move action for this turn,
you may move in-between attacks (up to your maximum movement speed). You may only take this move action like
this once; if you move between your first and second attack you cannot move between your second and third, and so
on. You gain another additional attack at 10th level. These additional attacks stack with the additional attack from
two-weapon fighting.
Improved Weapon Specialization: At 9th level, choose one of the weapons you had selected with weapon
specialization. While attacking with your selected weapon, your bonuses from weapon specialization increase to a

+2 to attack rolls and a +3 to damage rolls. You can choose another weapon in which to improve your specialization
in at 15th level.
Divine Spells: At 9th level, you gain the ability to channel the divine power of nature itself to cast spells. These spells
are selected from the druid spell list and you must prepare these spells by spending one hour meditating after resting
for 8 hours. You use wisdom as your spellcasting ability for these spells. Your spellcasting DC is 10+ your wisdom
modifier. You have a limited number of spells you can cast each day and you must choose a spell for each spell slot
you have access for. You can prepare a lower level spell in a higher level spell slot, but not a higher level spell in a
lower level spell slot; they must of at least the same or higher level spell slot as the spell being prepared.
Ranger Spells Per Day
Leve 1st
2nd
3rd
l
9
1
10
1
11
1
1
12
2
1
13
2
1
1
14
2
2
1
15
3
2
1
16
3
2
2
17
3
3
2
18
4
3
2
19
4
3
3
20
4
4
3

4th

5th

1
1
1
2
2
2

1
1
1
2

Hide In Plain Sight: At 12th level, when you are in any form of natural terrain other than a desert or a wasteland you
can use your hide skill to hide even while being observed by someone so long as there is enough cover to partial
obscurer their view of you.
Forest Stride: At 17th level, you can move at full speed through any form of natural impediments like bushes, thorns,
spines, branches and the like without slowing down or suffering damage. They are never difficult terrain for you and
they do not interfere with your ability to track. This ability only works if the impediment is of natural origins;
thorns, spines, and branches made by magical mean like the thorn wall spell still prevent you from moving at full
speed and can deal damage to you for moving through them.

Rouge
Hit Dice: d6 (6 + constitution modifier at 1st level)
Prime Ability: Dexterity and Intelligence.
Weapon Proficiency Slots: 6 weapon proficiency slots at 1st level. You gain one additional weapon proficiency slot at
4th level and every four level afterwards.
Armor Proficiencies: Light armor and shields other than tower shields.
Skill Points: 6 skill points at 1st level and four skill points at each additional level.

Skill Proficiencies: Acrobatics, Climb, Deceptions, Disable Device, Hide, Intimidation, Listen, Move Silently, Open
Locks, Performance, Persuasion, Search, Sense Motive, Sleight of Hand, Spot, and Swim.
Tool Proficiencies: Disguise kit, Thieves tools, and Poisoners kit.
Class Abilities
Back Stab: When a creature has its back toward and is unaware of your presence you can make an attack roll to
strike it in a vital spot in the back with a weapon. On a successful hit the attack deal double damage. This attack can
be done with a range weapon but must be done from within 60 feet of the target. At 5th level, your backstab deal
triple damage, increasing again at 10th level to quadruple damage, and finally deal five times the damage at 15th
level. This ability cannot be used with or in addition to sneak attack, if you would have both of them at the same
time you must choose one to use. You may only perform one backstab per turn.
Sneak Attack: At 2nd level, you learn how to make the most of when your opponent is distracted or cut off guard.
When a creature is unaware of your presence is being flanked by you and another creature that is hostile to it, or is in
some other way unable to properly watch out for a strike to a vital area, you can make an attack roll striking at the
creature vital areas or other weak points. On a successful attack, you deal an additional 1d6 points of damage this
damage is applied after any modifier or effects. You can use a range weapon to sneak attack, but only up to 60 feet
as you must be able to identify your targets vital areas or weak spots. You cannot use sneak attack against oozes and
other creatures without any particular vital areas or weak points. At 4th level and every even number level afterwards
you sneak attack gain an additional 1d6 points of damage up to a max of 10d6. This ability cannot be use with or in
addition to backstab, if you would have both at the same time you must choose one to use. You make only perform
one sneak attack per turn.
Expertise: At 4th level, choose three skills from the fallowing: Climb, Disable Device, Hide, Listen, Move Silently,
Open Locks, Search, and Sleight of hand. Whenever you make a skill check with the selected skill, roll your skill
dice and add it to your roll. Your skill dice is 1d6 and can only be added when you are not in a rush or using the
option to take 10. At 10th level, you can choose three more skills from the list. At 15th level, you can choose two
more skills from the list.
Dodge Roll: At 5th level, you have learned to roll with the attack your opponent sends at you to lessen the damage.
When a creature that you can see hits you with a weapon or an unarmed strike and is not bigger than two size
categories more than you. You can use a reaction to roll with the attack, halving its damage. You can only dodge roll
one attack with this feature, and only if the attack is with a weapon or an unarmed strike.
Uncanny Dodge: At 8th level, your reflexes have become sharp enough that whenever you make a dexterity check
against an effect that require you to save for half damage, you take no damage on a successful save and you take
halve damage on a failed save.
Improved Expertise: At 11th level, your skill dice increase to 1d8. This increases again at 14th level to 2d4 and again
at 16th level to 1d10.
Rogues Initiative: At 12th level, you have practice hard to improve your reaction time against whatever kind of
surprise attacks your enemy might throw at you. When you roll for initiative use a dice one size higher. From a d6 to
a d8 to d10 to d12 to d20. If you have another feature or feat the increase your initiative dice size, this effect stacks.

Wizard
Hit Dice: d4 (4 + constitution modifier at 1st level)

Prime Ability: Dexterity, Constitution, and Intelligence.


Weapon Proficiency Slots: 3 weapon proficiency slots at 1st level. You gain one additional weapon proficiency slot at
6th level and every six levels afterwards.
Armor Proficiencies: None.
Skill Points: 4 skill points at 1st level and two skill points at each additional level.
Skill Proficiencies: Arcane Knowledge, Historical Knowledge, Listen, Medical, Religion Knowledge, Search, and
Spot.
Tool Proficiencies: Alchemists supplies and Herbalism kit.
Class Abilities
Arcane Spells: You have the ability to channel arcane energy through your body to cast spells. These spells are spells
that you know and have written down in your spellbook, which is drawn from the wizards spell list, you must
prepare these spells before you can cast them. You can prepare your spells by reviewing the incantations for each
spell you want to prepare written in your spellbook and you must have rested for 8 hours before you can have a
proper mind set to prepare your spells. You use Intelligence as your spellcasting ability for these spells. Your
spellcasting DC is 10 + your intelligence modifier. You have a limited number of spells you can cast each day and
you must choose a spell from your spellbook for each spell slot you have access for. You can prepare a lower level
spell in a higher level spell slot, but not a higher level spell in a lower level spell slot; they must of at least the same
or higher level spell slot as the spell being prepared. You cannot prepare your spells without your spellbook; its
your life so keep it safe!
Wizards Spells Per Day
~Spells per day by spell level~
Leve 1st 2nd 3rd 4th 5th 6th 7th 8th
l
1
1
2
2
3
2
1
4
2
2
5
2
2
1
6
3
2
2
7
3
2
2
1
8
3
3
2
2
9
3
3
2
2
1
10
4
3
3
2
2
11
4
3
3
2
2
1
12
4
4
3
3
2
2
13
4
4
3
3
2
2
1
14
5
4
4
3
3
2
2
15
5
4
4
3
3
2
2
1
16
5
5
4
4
3
3
2
2
17
5
5
4
4
3
3
2
2
18
6
5
5
4
4
3
3
2
19
6
5
5
4
4
3
3
2
20
6
6
5
5
4
4
3
3

9th
1
2
2
2

Spellbook: When you had completed your apprenticeship under the guidance of your master, they gave you your
first spellbook (you can buy more). This 100 page tome is wear you write down all the spells you have learned how
to cast, each spell takes up one page per spell level, and when your master gave you the book it came with two 1 st
level spells in it that your master had written for you (chosen by the DM if they want) and read magic plus one
additional 1st level spell of your choice equal to your intelligence modifier (provided its positive) these being spells
you have learn while under your masters tutelage. All of these spell are drawn from the wizards spell list and at
each new level you gain, you add one additional spell of any spell level you can cast. You can also add spells to your
spellbook from other wizards spellbooks or from scrolls.
School Focus: At 3rd level, you may choose one school of magic to focus on Abjuration, Conjuration, Divinations,
Enchantment, Evocation, Illusions, Necromancy, Transmutation, or wild magic. If you do choose a school to focus
in, you gain one bonus spell slot of the highest spell level you can currently cast, when you gain access to a new
higher spell level your bonus spell slot changes to the new higher one. If your chosen school was abjuration,
conjuration, divination, enchantment, evocation, illusion, necromancy, or transmutation you can only use the bonus
spell slot to prepare and cast spells from that school. When you use your bonus spell slot to cast a spell, a additional
affect happens base on the school you have chosen.

Improved School Focus: At 9th level, Choose one spell from your school, you gain immunity to that spell and any
spell-like abilities producing that spells effects. If your chosen school was wild magic you gain immunity to the
confusion spell.

Spells
Cure Light Wounds*
1st level Evocation
Range: Touch
Duration: Permanent
Components: V, S
Casting Time: Action
This spell can heal damage or remove paralysis on one creature that you can touch to channel positive
energy into. If used to heal, this spell cures 1d6+1 points of damage and it cannot heal damaged if used to cure
paralysis. You may cast this spell on yourself if desired and it cannot increase a creatures total hit points above its
maximum.
When this spell is casted in reversed it cause light wounds. It causes 1d6 +1 points of damage to any
creature or character touched and you must make a attack roll to inflict this damage on a non-willing target.

Animal Growth
3rd level Transmutation
Range: 120 feet
Duration: 10 minutes.
Components: V, S, M
Casting Time: Action
This spell causes the size of one normal or giant animal to double. The animal then has twice its normal
strength and inflicts double normal damage. The spells reverse Reduce Animal; causes the target size to reduce by
half making it deal half as much damage.