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{{wide
Player’s Handbook Quick Reference
Vitas Nova Campaign — Level 3
}}
{{note How to use: Paste this entire file into Homebrewery to render it as a printable PHB-style document. }}
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Your Turn in Combat
On your turn you get:
- 1 Action
- 1 Bonus Action (if you have one)
- 1 Reaction (anytime before your next turn)
- Movement (up to your speed)
- 1 Free Object Interaction (draw a weapon, open a door, pick up an item)
You can split movement around your action (move, attack, move again).
Actions in Combat
| Action | What It Does |
|---|---|
| Attack | Make one melee or ranged attack (or more if you have Extra Attack) |
| Cast a Spell | Cast a spell with a casting time of 1 action |
| Dash | Double your movement for the turn |
| Disengage | Your movement doesn’t provoke opportunity attacks this turn |
| Dodge | Attacks against you have disadvantage, DEX saves have advantage |
| Help | Give an ally advantage on their next ability check or attack roll |
| Hide | Make a Stealth check to become hidden |
| Ready | Prepare an action to trigger on a specific condition (uses your reaction) |
| Search | Make a Perception or Investigation check |
| Use an Object | Interact with a second object, use a complex item |
| Grapple | Athletics check vs target’s Athletics or Acrobatics (replaces one attack) |
| Shove | Athletics check vs target’s Athletics or Acrobatics — push 5 ft or knock prone |
Bonus Actions
You only get a bonus action if a feature or spell grants one. You cannot use a bonus action as a regular action.
Common bonus actions:
- Offhand attack (two-weapon fighting)
- Cast a bonus action spell (Healing Word, Hunter’s Mark, Misty Step, etc.)
- Class features (Cunning Action, War Priest, Wild Shape for Moon Druid)
{{note Bonus Action Spell Rule: If you cast a spell as a bonus action, the only other spell you can cast that turn is a cantrip with a casting time of 1 action. No two leveled spells in one turn. }}
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Reactions
One per round (resets at the start of your turn).
| Reaction | Trigger |
|---|---|
| Opportunity Attack | Enemy leaves your reach without Disengaging |
| Readied Action | The trigger you set on your Ready action occurs |
| Shield (spell) | You are hit by an attack or targeted by Magic Missile |
| Absorb Elements | You take acid, cold, fire, lightning, or thunder damage |
| Hellish Rebuke | You take damage from a creature you can see |
Opportunity Attacks
- Triggered when a creature leaves your reach (usually 5 ft)
- Uses your reaction — one per round
- Disengage prevents this
- Being shoved, teleported, or moved by someone else does not trigger it
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Making Attacks
Melee Attacks
- To hit: d20 + ability mod (usually STR) + proficiency
- Damage: weapon die + ability mod
- Finesse weapons can use DEX instead of STR
Ranged Attacks
- To hit: d20 + DEX + proficiency
- Damage: weapon die + DEX
- Disadvantage if a hostile creature is within 5 ft of you
- Long range (second number) imposes disadvantage
Two-Weapon Fighting
- Attack with a light weapon in your main hand (action)
- Attack with a light weapon in your off hand (bonus action)
- Off-hand attack does not add ability mod to damage (unless you have Two-Weapon Fighting style)
Advantage & Disadvantage
- Advantage: Roll 2d20, take the higher
- Disadvantage: Roll 2d20, take the lower
- They cancel each other out (any number of each = flat roll)
- Common sources of advantage: attacking a prone target in melee, attacking from hidden, Help action, Faerie Fire
- Common sources of disadvantage: attacking a prone target at range, ranged attack with enemy in melee, Dodge action, Frostbite
Critical Hits & Misses
- Natural 20: Always hits. Double all damage dice (not modifiers).
- Natural 1: Always misses. Nothing else happens RAW.
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Cover
| Cover | AC Bonus | DEX Save Bonus | Example |
|---|---|---|---|
| Half | +2 | +2 | Low wall, furniture, another creature |
| Three-quarters | +5 | +5 | Arrow slit, thick tree trunk |
| Total | Can’t be targeted | Can’t be targeted | Completely concealed |
Movement & Terrain
| Situation | Cost |
|---|---|
| Normal movement | 1 ft per 1 ft |
| Difficult terrain | 2 ft per 1 ft |
| Climbing / Swimming (no speed) | 2 ft per 1 ft |
| Crawling | 2 ft per 1 ft |
| Standing from prone | Half your speed |
| Jumping (long) | STR score in feet (running start) |
| Jumping (high) | 3 + STR mod feet (running start) |
Falling
- 1d6 bludgeoning per 10 feet fallen (max 20d6)
- Land prone
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Conditions
| Condition | Effect |
|---|---|
| Blinded | Auto-fail sight checks. Attacks have disadvantage. Attacks against you have advantage. |
| Charmed | Can’t attack the charmer. Charmer has advantage on social checks against you. |
| Deafened | Auto-fail hearing checks. |
| Frightened | Disadvantage on ability checks and attacks while you can see the source. Can’t willingly move closer to it. |
| Grappled | Speed becomes 0. Ends if grappler is incapacitated or you’re moved out of reach. |
| Incapacitated | Can’t take actions or reactions. |
| Invisible | Attacks against you have disadvantage. Your attacks have advantage. Still need to Hide to be undetected. |
| Paralyzed | Incapacitated + can’t move or speak. Auto-fail STR/DEX saves. Attacks have advantage. Melee hits are auto-crits. |
| Petrified | Turned to stone. Incapacitated, unaware. Resistance to all damage. Immune to poison and disease. |
| Poisoned | Disadvantage on attack rolls and ability checks. |
| Prone | Can only crawl. Disadvantage on attacks. Melee attacks against you have advantage. Ranged attacks against you have disadvantage. Stand up costs half your speed. |
| Restrained | Speed 0. Attacks have disadvantage. Attacks against you have advantage. Disadvantage on DEX saves. |
| Stunned | Incapacitated, can’t move, can only speak falteringly. Auto-fail STR/DEX saves. Attacks against you have advantage. |
| Unconscious | Incapacitated, can’t move or speak, unaware. Drop what you’re holding, fall prone. Auto-fail STR/DEX saves. Attacks have advantage. Melee hits are auto-crits. |
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Spellcasting
Concentration
- Only one concentration spell at a time
- Casting a new concentration spell ends the old one
- Taking damage: CON save (DC = 10 or half the damage, whichever is higher) or lose it
- Also broken by: incapacitation, death, DM ruling (environmental disruption)
Spell Slots
Slots are shared currency. Casting a spell uses one slot of that level or higher. Higher slot = stronger effect for some spells.
| Class | Slots at Level 3 |
|---|---|
| Full caster (Cleric, Druid) | 4 first / 2 second |
| Half caster (Paladin, Ranger) | 3 first |
| Third caster (Arcane Trickster, Artificer) | 3 first (Artificer) / 2 first (AT) |
Ritual Casting
- Takes 10 extra minutes to cast
- Does not use a spell slot
- Spell must have the (R) ritual tag
- Clerics, Druids: must have it prepared
- Artificers: must have it prepared
Spell Attack vs Save
- Spell attack: You roll d20 + spellcasting mod + prof. Target’s AC matters.
- Spell save: Target rolls. DC = 8 + spellcasting mod + prof. You don’t roll.
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Components
- V (Verbal): Must be able to speak
- S (Somatic): Need a free hand (or hand holding focus)
- M (Material): Need the component or a focus/component pouch. If the component has a gold cost or is consumed, you need the actual item.
{{note Arcane Focus / Holy Symbol: Replaces material components that don’t have a gold cost and aren’t consumed. Artificers use their tools as a focus. }}
Death & Dying
Dropping to 0 HP
- You fall unconscious and prone
- Start making death saving throws at the start of each turn
Death Saves
- DC 10 flat d20 roll (no modifiers)
- 3 successes = stabilized (unconscious at 0 HP, no more saves)
- 3 failures = dead
- Natural 20 = regain 1 HP and wake up
- Natural 1 = counts as 2 failures
- Taking damage while at 0 HP = 1 automatic failure (crits = 2 failures)
- Any healing while at 0 HP = wake up with that many HP, saves reset
Stabilizing
- Medicine check DC 10 to stabilize
- Spare the Dying cantrip stabilizes instantly
- A stabilized creature regains 1 HP after 1d4 hours
Instant Death
- If remaining damage after hitting 0 HP equals or exceeds your max HP, you die outright (massive damage)
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Resting
Short Rest
- 1 hour of downtime (eating, bandaging, light activity)
- Spend Hit Dice to heal: roll the die + CON mod per die spent
- Some features recharge on short rest (Channel Divinity, Wild Shape, Fey Step, Action Surge, etc.)
Long Rest
- 8 hours (at least 6 sleeping, up to 2 on light activity like keeping watch)
- Regain all HP
- Regain half your total Hit Dice (minimum 1)
- All spell slots restored
- Most features recharge
- One long rest per 24 hours
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Ability Checks & Skills
How It Works
d20 + ability modifier + proficiency (if proficient in the skill)
Expertise doubles the proficiency bonus.
Contested Checks
Both sides roll. Highest total wins. Ties go to the one being acted upon (defender).
Passive Checks
10 + all modifiers. Used when the DM doesn’t want you to roll (Passive Perception is the most common).
Working Together (Help)
One character helps another, giving them advantage on the check. The helper must be proficient in the skill or otherwise able to attempt it.
Group Checks
Everyone rolls. If at least half succeed, the group succeeds. Common for group Stealth checks.
{{note
Common DC Benchmarks
| DC | Difficulty |
|---|---|
| 5 | Very Easy |
| 10 | Easy |
| 15 | Medium |
| 20 | Hard |
| 25 | Very Hard |
| 30 | Nearly Impossible |
}}
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Weapons Quick Reference
Weapon Properties
| Property | Meaning |
|---|---|
| Finesse | Use STR or DEX for attack and damage |
| Heavy | Small creatures have disadvantage |
| Light | Can be used for two-weapon fighting |
| Loading | One attack per action regardless of Extra Attack |
| Reach | Melee range is 10 ft instead of 5 ft |
| Thrown | Can be thrown using STR (or DEX if Finesse) |
| Two-Handed | Requires both hands to attack |
| Versatile | Can be used one- or two-handed (two-handed uses the bigger die) |
| Ammunition | Requires ammo, has range. Recover half after combat. |
Common Weapons
| Weapon | Damage | Properties |
|---|---|---|
| Dagger | 1d4 piercing | Finesse, light, thrown (20/60) |
| Shortsword | 1d6 piercing | Finesse, light |
| Longsword | 1d8 slashing | Versatile (1d10) |
| Rapier | 1d8 piercing | Finesse |
| Greatsword | 2d6 slashing | Heavy, two-handed |
| Warhammer | 1d8 bludgeoning | Versatile (1d10) |
| Scimitar | 1d6 slashing | Finesse, light |
| Quarterstaff | 1d6 bludgeoning | Versatile (1d8) |
| Longbow | 1d8 piercing | Ammunition (150/600), heavy, two-handed |
| Shortbow | 1d6 piercing | Ammunition (80/320), two-handed |
| Light Crossbow | 1d8 piercing | Ammunition (80/320), loading, two-handed |
| Hand Crossbow | 1d6 piercing | Ammunition (30/120), light, loading |
| Javelin | 1d6 piercing | Thrown (30/120) |
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Divine Smite (Paladin)
- On a melee weapon hit, spend a spell slot
- 2d8 radiant + 1d8 per slot above 1st (max 5d8)
- Extra 1d8 against undead or fiends
- Declared after you know the attack hits
- Works on crits (double all those dice)
Sneak Attack (Rogue)
- Once per turn (not round — can proc on opportunity attacks too)
- Requires finesse or ranged weapon
- Need advantage on the attack roll, OR an ally within 5 ft of the target (and you don’t have disadvantage)
- 2d6 extra damage at level 3
Wild Shape (Druid)
- Action to transform (Moon Druid: bonus action)
- 2 uses, recover on short rest
- Beast form CR limit: 1/4 (base), CR 1 (Moon Druid level 2+)
- No fly until level 8, no swim until level 4 (DM may waive)
- Lasts half your druid level in hours
- Use beast’s STR, DEX, CON, HP, AC, attacks
- Keep your INT, WIS, CHA, proficiencies, features
- Can’t cast spells but can maintain concentration
- When beast HP hits 0, overflow carries to real HP
- Moon Druid: spend spell slot as bonus action to heal 1d8 per slot level while transformed
Hunter’s Mark (Ranger)
- Bonus action to cast, concentration (1 hour)
- +1d6 damage on each hit against the marked target
- When target drops to 0 HP, use bonus action to move the mark to a new target (no extra slot)
- Advantage on Perception and Survival checks to track the target
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Healing & Potions
Healing Spells (Party Reference)
| Spell | Who Has It | Action | Range | Healing |
|---|---|---|---|---|
| Cure Wounds | Dorian, Tharion | Action | Touch | 1d8 + mod |
| Healing Word | Tharion, Hottie Bottie | Bonus Action | 60 ft | 1d4 + mod |
| Lay on Hands | Nathan | Action | Touch | Up to 15 HP pool |
| G.L.U. Repair | Dorian (constructs only) | Action | 5 ft | 2d8+2 |
Potions
| Potion | Healing | Action |
|---|---|---|
| Potion of Healing | 2d4+2 (avg 7) | Action to drink |
| Potion of Greater Healing | 4d4+4 (avg 14) | Action to drink |
{{note House Rule Check: Some DMs let you drink a potion as a bonus action (self only) and use an action to administer to someone else. Ask Brandon. }}
Inspiration
- Granted by the DM for good roleplay, clever ideas, or staying in character
- Spend before rolling to gain advantage on one attack, save, or check
- Binary — you either have it or you don’t, can’t stack
- Can give yours to another player
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Miscellaneous Rules
Suffocating
- Hold breath for 1 + CON mod minutes (minimum 30 seconds)
- After that, survive for CON mod rounds (minimum 1)
- Then drop to 0 HP
Carrying Capacity
- Carry: STR score x 15 lbs
- Push/Drag/Lift: STR score x 30 lbs (speed drops to 5 ft)
- Encumbered (variant): Over STR x 5 = -10 ft speed. Over STR x 10 = -20 ft speed + disadvantage on STR/DEX/CON checks and saves.
Vision & Light
| Lighting | Effect |
|---|---|
| Bright light | Normal vision |
| Dim light | Lightly obscured — disadvantage on Perception (sight) |
| Darkness | Heavily obscured — effectively blinded |
| Darkvision | Treat darkness as dim light within range. Dim light as bright. Still disadvantage on Perception in darkness. |
Object Interactions
- One free object interaction per turn (draw weapon, open door, pick up item)
- Second interaction requires Use an Object action
Flanking (Optional Rule)
If your table uses it: when two allies are on opposite sides of a creature, both get advantage on melee attacks against it. Ask Brandon.
Identifying a Spell Being Cast
- Reaction to make an Arcana check (DC 15 + spell level)
- Uses your reaction for the round
- Or spend 1 minute studying an ongoing effect
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{{wide
Party Quick Reference — Level 3
}}
| Player | Character | Class | AC | HP | Key Role | Healing? |
|---|---|---|---|---|---|---|
| Dustin | Dorian Oric | Artificer 3 (Battle Smith) | 15 | 28 | Utility, melee + G.L.U. | Cure Wounds |
| Jackson | Tharion Papadakis | Cleric 3 (War Domain) | 16/18 | 23 | Frontline, healer, buffer | Cure Wounds, Healing Word |
| Nathan | Roland Hartbane | Paladin 3 (Oath of Ancients) | 17 | 24 | Frontline, smite burst | Lay on Hands |
| Lexy | Hottie Bottie | Druid 3 (Circle of Moon) | TBD | TBD | Wild Shape tank, control | Healing Word |
| Matt | K’roaa’ka | Ranger 3 (Beast Master) | 16 | 26 | Ranged DPS, tracker | — |
| Rachel | Lilith Rozanov | Rogue 3 (Arcane Trickster) | 15 | 26 | Stealth, burst, utility | — |
Party Concentration Spells (Only One Each!)
| Character | Concentration Options |
|---|---|
| Dorian | Faerie Fire, Heroism, Sanctuary, Detect Magic |
| Tharion | Bless, Divine Favor, Shield of Faith, Magic Weapon |
| Nathan | Ensnaring Strike, + whatever he prepares |
| Hottie Bottie | Moonbeam, Spike Growth |
| K’roaa’ka | Hunter’s Mark |
| Lilith | Dancing Lights |
{{note Bless + Faerie Fire is the combo. Tharion runs Bless (3 targets get +d4 to attacks and saves), Dorian runs Faerie Fire (targets glow, everyone gets advantage). The whole party hits harder and more often. Coordinate who concentrates on what before combat. }}
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{{wide
Classes
}}
Artificer (Dorian)
Inventor, engineer, magical problem-solver. INT-based prepared caster who uses tools as a focus.
| Hit Die | d8 |
| Primary | Intelligence |
| Saves | Constitution, Intelligence |
| Armor | Light, medium, shields |
| Weapons | Simple (martial via Battle Smith) |
| Skills (2) | Arcana, History, Investigation, Medicine, Nature, Perception, Sleight of Hand |
| Tools | Thieves’ tools, tinker’s tools, one artisan’s tools |
Key Features
- Magical Tinkering (1) — imbue tiny objects with light, messages, odors, sounds
- Spellcasting (1) — INT-based prepared caster, cast through tools
- Infuse Item (2) — turn ordinary gear into magical equipment
- Specialist (3) — subclass defines your identity
- The Right Tool for the Job (3) — create any artisan’s tools set in 1 hour
Specialist Paths
| Specialist | Style |
|---|---|
| Alchemist | Support, elixirs, healing |
| Armorer | Tanky magic armor |
| Artillerist | Ranged blasting, magic cannon |
| Battle Smith | Melee + Steel Defender companion |
Level 3 Snapshot
- 2 cantrips, 3 first-level slots
- Prepared = INT mod + 1 (usually 4)
- 2 always-prepared subclass spells (free)
- 4 infusions known, 2 active
Cantrips Available
Acid Splash, Booming Blade, Create Bonfire, Fire Bolt, Frostbite, Green-Flame Blade, Guidance, Light, Lightning Lure, Mage Hand, Magic Stone, Mending, Message, Poison Spray, Prestidigitation, Ray of Frost, Resistance, Shocking Grasp, Sword Burst, Thorn Whip
Level 1 Spells Available
Absorb Elements, Alarm, Catapult, Cure Wounds, Detect Magic, Disguise Self, Expeditious Retreat, Faerie Fire, False Life, Feather Fall, Grease, Identify, Jump, Longstrider, Purify Food and Drink, Sanctuary, Snare, Tasha’s Caustic Brew
Battle Smith Always Prepared
Heroism, Shield
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Cleric (Tharion)
Divine spellcaster with real staying power. WIS-based prepared caster with full list access each morning.
| Hit Die | d8 |
| Primary | Wisdom |
| Saves | Wisdom, Charisma |
| Armor | Light, medium, shields (heavy with War/Life/Tempest) |
| Weapons | Simple (martial via War Domain) |
| Skills (2) | History, Insight, Medicine, Persuasion, Religion |
Key Features
- Spellcasting (1) — full Cleric list access, WIS + level prepared
- Divine Domain (1) — subclass at level 1
- Channel Divinity (2) — 1/short rest domain power + Turn Undead
Domains
| Domain | Bonus | Style |
|---|---|---|
| Life | Heavy armor, bonus healing | Quintessential healer |
| War | Heavy armor, martial weapons, bonus attacks | Melee combat Cleric |
| Light | Burning Hands, Fireball, Warding Flare | Blaster |
| Tempest | Heavy armor, martial, max lightning damage | AoE damage |
| Knowledge | Extra languages, double INT skill prof | Support |
| Trickery | Disguise Self, Pass Without Trace | Stealthy |
Starting Equipment
- Mace or warhammer (if proficient)
- Scale mail, leather, or chain mail (if proficient)
- Light crossbow + 20 bolts or simple weapon
- Priest’s pack or explorer’s pack
- Shield + holy symbol
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Paladin (Roland)
Holy warrior in heavy armor. Martial combat + divine magic. Heal, buff with auras, and blow up single targets with Divine Smite.
| Hit Die | d10 |
| Primary | Strength (CHA secondary) |
| Saves | Wisdom, Charisma |
| Armor | All armor, shields |
| Weapons | Simple, martial |
| Skills (2) | Athletics, Insight, Intimidation, Medicine, Persuasion, Religion |
Key Features
- Divine Sense (1) — detect celestials, fiends, undead within 60 ft
- Lay on Hands (1) — healing pool = level x 5 HP
- Fighting Style (2) — Defense, Dueling, Great Weapon Fighting, Protection
- Spellcasting (2) — CHA-based prepared casting
- Divine Smite (2) — on melee hit, spend slot for 2d8 radiant (+1d8 per slot level above 1st, +1d8 vs undead/fiends). Decide AFTER hit.
- Aura of Protection (6) — allies within 10 ft add CHA mod to ALL saves
Fighting Styles
| Style | Effect |
|---|---|
| Defense | +1 AC while wearing armor |
| Dueling | +2 damage with one-handed melee |
| Great Weapon Fighting | Reroll 1s and 2s on damage dice (two-handed) |
| Protection | Impose disadvantage on attack vs ally within 5 ft (reaction, requires shield) |
Starting Equipment
- Martial weapon + shield OR two martial weapons
- Five javelins OR any simple melee weapon
- Priest’s pack or explorer’s pack
- Chain mail + holy symbol
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Druid (Hottie Bottie)
Nature caster who turns into animals. WIS-based prepared caster with full Druid list access. Wild Shape for scouting, tanking, utility.
| Hit Die | d8 |
| Primary | Wisdom |
| Saves | Intelligence, Wisdom |
| Armor | Light, medium, shields (NO METAL) |
| Weapons | Clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears |
| Skills (2) | Arcana, Animal Handling, Insight, Medicine, Nature, Perception, Religion, Survival |
Key Features
- Druidic — secret Druid language
- Spellcasting (1) — full Druid list, WIS + level prepared
- Wild Shape (2) — transform into beasts you’ve seen
Wild Shape Rules
- 2 uses, recover on short rest
- Base Druid: CR 1/4 max, no fly/swim
- Moon Druid: CR 1 at level 2, bonus action to transform
- Can’t cast spells in beast form but CAN maintain concentration
- When beast HP hits 0, overflow carries to real HP
Starting Equipment
- Wooden shield or any simple weapon
- Scimitar or any simple melee weapon
- Leather armor, explorer’s pack, druidic focus
{{note No metal armor. Druids won’t wear metal armor or shields. This is a class restriction. Your DM may allow non-metal equivalents (bone, hide, wood, etc.). }}
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Ranger (K’roaa’ka)
Wilderness survivor and hunter. DEX-based with some spells at level 2. Strong when the campaign involves exploration.
| Hit Die | d10 |
| Primary | Dexterity (WIS secondary) |
| Saves | Strength, Dexterity |
| Armor | Light, medium, shields |
| Weapons | Simple, martial |
| Skills (3) | Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, Survival |
Key Features
- Favored Enemy (1) — advantage on Survival to track, INT checks to recall info
- Natural Explorer (1) — terrain benefits (can’t get lost, find food, stealth at normal pace)
- Fighting Style (2) — Archery (+2 ranged), Defense (+1 AC), Dueling (+2 melee), Two-Weapon Fighting
- Spellcasting (2) — WIS-based known spells (not prepared)
Starting Equipment
- Scale mail or leather armor
- Two shortswords or two simple melee weapons
- Dungeoneer’s pack or explorer’s pack
- Longbow + quiver of 20 arrows
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Rogue (Lilith)
Skill monkey and burst damage dealer. Best at skills, Sneak Attack for massive single-hit damage, tools to avoid danger entirely.
| Hit Die | d8 |
| Primary | Dexterity |
| Saves | Dexterity, Intelligence |
| Armor | Light |
| Weapons | Simple, hand crossbows, longswords, rapiers, shortswords |
| Skills (4) | Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, Stealth |
Key Features
- Expertise (1) — double proficiency on two skills (or one skill + thieves’ tools)
- Sneak Attack (1) — extra damage (scales every 2 levels) with finesse/ranged when you have advantage OR ally within 5 ft
- Thieves’ Cant — criminal code language
- Cunning Action (2) — Dash, Disengage, or Hide as a bonus action
Sneak Attack Damage by Level
| Level | Damage |
|---|---|
| 1-2 | 1d6 |
| 3-4 | 2d6 |
| 5-6 | 3d6 |
| 7-8 | 4d6 |
Starting Equipment
- Rapier or shortsword
- Shortbow + 20 arrows or shortsword
- Burglar’s, dungeoneer’s, or explorer’s pack
- Leather armor, two daggers, thieves’ tools
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{{wide
Races
}}
Human (Dorian, Lilith)
Most flexible race. No flashy features, just raw stat boosts.
| Standard | +1 to all six ability scores |
| Variant | +1 to two scores, one extra skill, one feat at level 1 |
| Size | Medium |
| Speed | 30 ft |
| Darkvision | No |
| Languages | Common + one extra |
{{note Variant Human is the strong pick. A level 1 feat defines your build immediately. }}
Strong Feat Picks
| Feat | Best For |
|---|---|
| Lucky | Any character |
| War Caster | Concentration casters |
| Sharpshooter | Ranged attackers |
| Great Weapon Master | Two-handed melee |
| Sentinel | Tanks and controllers |
| Polearm Master | Reach/control melee |
| Alert | +5 initiative, can’t be surprised |
| Resilient (CON) | Better concentration saves |
| Fey Touched | +1 INT/WIS/CHA, free Misty Step + 1st-level spell |
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Tiefling (Tharion)
Infernal heritage gives fire resistance, innate spells, and a CHA boost.
| Ability | +2 Charisma, +1 Intelligence |
| Size | Medium |
| Speed | 30 ft |
| Darkvision | 60 ft |
| Languages | Common, Infernal |
- Hellish Resistance — resistance to fire damage
- Infernal Legacy (CHA-based):
- Thaumaturgy cantrip (at will)
- Hellish Rebuke 1/day at 3rd level (2d10 fire, reaction)
- Darkness 1/day at 5th level
Half-Elf (Roland)
The most flexible non-human race. Excellent for almost any class.
| Ability | +2 Charisma, +1 to two other scores (your choice) |
| Size | Medium |
| Speed | 30 ft |
| Darkvision | 60 ft |
| Languages | Common, Elvish, one extra |
- Fey Ancestry — advantage vs charm, immune to magical sleep
- Skill Versatility — proficiency in two skills of your choice
{{note +2/+1/+1 means you can boost your primary stat AND shore up two others. Two free skills on top. There’s almost no class where Half-Elf is a bad choice. }}
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Elf (Hottie Bottie — Eladrin subrace)
Graceful, long-lived, perceptive. All elves get DEX, darkvision, and sleep immunity.
| Ability | +2 Dexterity (subrace adds more) |
| Size | Medium |
| Speed | 30 ft |
| Darkvision | 60 ft |
| Languages | Common, Elvish |
- Keen Senses — Perception proficiency (most-used skill)
- Fey Ancestry — advantage vs charm, immune to magical sleep
- Trance — 4 hours of meditation replaces 8 hours sleep
Subraces
| Subrace | Bonus | Extra |
|---|---|---|
| High Elf | +1 INT | One wizard cantrip, extra language, elf weapons |
| Wood Elf | +1 WIS | 35 ft speed, Mask of the Wild |
| Drow | +1 CHA | 120 ft darkvision, innate spells, sunlight sensitivity |
| Eladrin | +1 CHA | Fey Step (bonus action 30 ft teleport, 1/SR with seasonal effects) |
Eladrin Fey Step Seasons
| Season | Effect on Fey Step |
|---|---|
| Autumn | Up to 2 creatures within 10 ft of destination must WIS save or be charmed |
| Winter | One creature within 5 ft must WIS save or be frightened |
| Spring | Teleport a willing creature within 5 ft instead of yourself |
| Summer | Creatures within 5 ft of destination take WIS mod fire damage |
Can change season after a long rest.
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Grung (K’roaa’ka)
Poisonous frog-folk. Not in the standard PHB, from the One Grung Above supplement.
| Ability | +2 Dexterity, +1 Constitution |
| Size | Small |
| Speed | 25 ft, climb 25 ft |
| Languages | Common, Grung |
- Amphibious — breathe air and water
- Poison Immunity — immune to poison damage and the poisoned condition
- Poisonous Skin — creatures that touch you or grapple you make DC 12 CON save vs poison
- Standing Leap — exceptional jumping distance
- Water Dependency — must immerse in water for 1 hour per day or suffer exhaustion
{{note Water Dependency is a real constraint. Track it. After one day without immersion, you gain a level of exhaustion. The party needs to plan around water access. }}
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{{wide
Backgrounds
}}
Your background represents what your character did before adventuring. It gives you 2 skill proficiencies, 2 tool/language proficiencies, starting equipment, and a narrative feature.
| Background | Skills | Tools/Languages | Feature |
|---|---|---|---|
| Acolyte (Tharion) | Insight, Religion | 2 languages | Shelter of the Faithful (temples will help you) |
| Criminal | Deception, Stealth | Thieves’ tools, gaming set | Criminal Contact (underworld connection) |
| Folk Hero | Animal Handling, Survival | Artisan’s tools, vehicles (land) | Rustic Hospitality (common folk will shelter you) |
| Guild Artisan (Dorian) | Insight, Persuasion | Artisan’s tools, 1 language | Guild Membership (professional network) |
| Knight (Roland) | History, Persuasion | Gaming set, 1 language | Retainers (3 loyal NPCs) |
| Noble | History, Persuasion | Gaming set, 1 language | Position of Privilege (welcome in high society) |
| Outlander (K’roaa’ka) | Athletics, Survival | 1 instrument, 1 language | Wanderer (find food/water, recall maps) |
| Sage | Arcana, History | 2 languages | Researcher (know where to find information) |
| Soldier | Athletics, Intimidation | Gaming set, vehicles (land) | Military Rank (soldiers recognize authority) |
| Urchin (Lilith) | Sleight of Hand, Stealth | Disguise kit, thieves’ tools | City Secrets (travel through cities 2x speed) |
{{note Knight is a variant of the Noble background. Instead of Position of Privilege, you get 3 retainers: loyal NPCs (squire, servant, herald, etc.) who follow reasonable orders. They won’t fight and leave if put in danger or mistreated. }}