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Player’s Handbook Quick Reference

Vitas Nova Campaign — Level 3

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{{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

ActionWhat It Does
AttackMake one melee or ranged attack (or more if you have Extra Attack)
Cast a SpellCast a spell with a casting time of 1 action
DashDouble your movement for the turn
DisengageYour movement doesn’t provoke opportunity attacks this turn
DodgeAttacks against you have disadvantage, DEX saves have advantage
HelpGive an ally advantage on their next ability check or attack roll
HideMake a Stealth check to become hidden
ReadyPrepare an action to trigger on a specific condition (uses your reaction)
SearchMake a Perception or Investigation check
Use an ObjectInteract with a second object, use a complex item
GrappleAthletics check vs target’s Athletics or Acrobatics (replaces one attack)
ShoveAthletics 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).

ReactionTrigger
Opportunity AttackEnemy leaves your reach without Disengaging
Readied ActionThe trigger you set on your Ready action occurs
Shield (spell)You are hit by an attack or targeted by Magic Missile
Absorb ElementsYou take acid, cold, fire, lightning, or thunder damage
Hellish RebukeYou 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

  1. Attack with a light weapon in your main hand (action)
  2. Attack with a light weapon in your off hand (bonus action)
  3. 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

CoverAC BonusDEX Save BonusExample
Half+2+2Low wall, furniture, another creature
Three-quarters+5+5Arrow slit, thick tree trunk
TotalCan’t be targetedCan’t be targetedCompletely concealed

Movement & Terrain

SituationCost
Normal movement1 ft per 1 ft
Difficult terrain2 ft per 1 ft
Climbing / Swimming (no speed)2 ft per 1 ft
Crawling2 ft per 1 ft
Standing from proneHalf 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

ConditionEffect
BlindedAuto-fail sight checks. Attacks have disadvantage. Attacks against you have advantage.
CharmedCan’t attack the charmer. Charmer has advantage on social checks against you.
DeafenedAuto-fail hearing checks.
FrightenedDisadvantage on ability checks and attacks while you can see the source. Can’t willingly move closer to it.
GrappledSpeed becomes 0. Ends if grappler is incapacitated or you’re moved out of reach.
IncapacitatedCan’t take actions or reactions.
InvisibleAttacks against you have disadvantage. Your attacks have advantage. Still need to Hide to be undetected.
ParalyzedIncapacitated + can’t move or speak. Auto-fail STR/DEX saves. Attacks have advantage. Melee hits are auto-crits.
PetrifiedTurned to stone. Incapacitated, unaware. Resistance to all damage. Immune to poison and disease.
PoisonedDisadvantage on attack rolls and ability checks.
ProneCan only crawl. Disadvantage on attacks. Melee attacks against you have advantage. Ranged attacks against you have disadvantage. Stand up costs half your speed.
RestrainedSpeed 0. Attacks have disadvantage. Attacks against you have advantage. Disadvantage on DEX saves.
StunnedIncapacitated, can’t move, can only speak falteringly. Auto-fail STR/DEX saves. Attacks against you have advantage.
UnconsciousIncapacitated, 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.

ClassSlots 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

  1. You fall unconscious and prone
  2. 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

DCDifficulty
5Very Easy
10Easy
15Medium
20Hard
25Very Hard
30Nearly Impossible

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Weapons Quick Reference

Weapon Properties

PropertyMeaning
FinesseUse STR or DEX for attack and damage
HeavySmall creatures have disadvantage
LightCan be used for two-weapon fighting
LoadingOne attack per action regardless of Extra Attack
ReachMelee range is 10 ft instead of 5 ft
ThrownCan be thrown using STR (or DEX if Finesse)
Two-HandedRequires both hands to attack
VersatileCan be used one- or two-handed (two-handed uses the bigger die)
AmmunitionRequires ammo, has range. Recover half after combat.

Common Weapons

WeaponDamageProperties
Dagger1d4 piercingFinesse, light, thrown (20/60)
Shortsword1d6 piercingFinesse, light
Longsword1d8 slashingVersatile (1d10)
Rapier1d8 piercingFinesse
Greatsword2d6 slashingHeavy, two-handed
Warhammer1d8 bludgeoningVersatile (1d10)
Scimitar1d6 slashingFinesse, light
Quarterstaff1d6 bludgeoningVersatile (1d8)
Longbow1d8 piercingAmmunition (150/600), heavy, two-handed
Shortbow1d6 piercingAmmunition (80/320), two-handed
Light Crossbow1d8 piercingAmmunition (80/320), loading, two-handed
Hand Crossbow1d6 piercingAmmunition (30/120), light, loading
Javelin1d6 piercingThrown (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)

SpellWho Has ItActionRangeHealing
Cure WoundsDorian, TharionActionTouch1d8 + mod
Healing WordTharion, Hottie BottieBonus Action60 ft1d4 + mod
Lay on HandsNathanActionTouchUp to 15 HP pool
G.L.U. RepairDorian (constructs only)Action5 ft2d8+2

Potions

PotionHealingAction
Potion of Healing2d4+2 (avg 7)Action to drink
Potion of Greater Healing4d4+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

LightingEffect
Bright lightNormal vision
Dim lightLightly obscured — disadvantage on Perception (sight)
DarknessHeavily obscured — effectively blinded
DarkvisionTreat 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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Party Quick Reference — Level 3

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PlayerCharacterClassACHPKey RoleHealing?
DustinDorian OricArtificer 3 (Battle Smith)1528Utility, melee + G.L.U.Cure Wounds
JacksonTharion PapadakisCleric 3 (War Domain)16/1823Frontline, healer, bufferCure Wounds, Healing Word
NathanRoland HartbanePaladin 3 (Oath of Ancients)1724Frontline, smite burstLay on Hands
LexyHottie BottieDruid 3 (Circle of Moon)TBDTBDWild Shape tank, controlHealing Word
MattK’roaa’kaRanger 3 (Beast Master)1626Ranged DPS, tracker
RachelLilith RozanovRogue 3 (Arcane Trickster)1526Stealth, burst, utility

Party Concentration Spells (Only One Each!)

CharacterConcentration Options
DorianFaerie Fire, Heroism, Sanctuary, Detect Magic
TharionBless, Divine Favor, Shield of Faith, Magic Weapon
NathanEnsnaring Strike, + whatever he prepares
Hottie BottieMoonbeam, Spike Growth
K’roaa’kaHunter’s Mark
LilithDancing 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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Classes

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Artificer (Dorian)

Inventor, engineer, magical problem-solver. INT-based prepared caster who uses tools as a focus.

Hit Died8
PrimaryIntelligence
SavesConstitution, Intelligence
ArmorLight, medium, shields
WeaponsSimple (martial via Battle Smith)
Skills (2)Arcana, History, Investigation, Medicine, Nature, Perception, Sleight of Hand
ToolsThieves’ 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

SpecialistStyle
AlchemistSupport, elixirs, healing
ArmorerTanky magic armor
ArtilleristRanged blasting, magic cannon
Battle SmithMelee + 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 Died8
PrimaryWisdom
SavesWisdom, Charisma
ArmorLight, medium, shields (heavy with War/Life/Tempest)
WeaponsSimple (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

DomainBonusStyle
LifeHeavy armor, bonus healingQuintessential healer
WarHeavy armor, martial weapons, bonus attacksMelee combat Cleric
LightBurning Hands, Fireball, Warding FlareBlaster
TempestHeavy armor, martial, max lightning damageAoE damage
KnowledgeExtra languages, double INT skill profSupport
TrickeryDisguise Self, Pass Without TraceStealthy

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 Died10
PrimaryStrength (CHA secondary)
SavesWisdom, Charisma
ArmorAll armor, shields
WeaponsSimple, 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

StyleEffect
Defense+1 AC while wearing armor
Dueling+2 damage with one-handed melee
Great Weapon FightingReroll 1s and 2s on damage dice (two-handed)
ProtectionImpose 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 Died8
PrimaryWisdom
SavesIntelligence, Wisdom
ArmorLight, medium, shields (NO METAL)
WeaponsClubs, 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 Died10
PrimaryDexterity (WIS secondary)
SavesStrength, Dexterity
ArmorLight, medium, shields
WeaponsSimple, 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 Died8
PrimaryDexterity
SavesDexterity, Intelligence
ArmorLight
WeaponsSimple, 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

LevelDamage
1-21d6
3-42d6
5-63d6
7-84d6

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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Races

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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
SizeMedium
Speed30 ft
DarkvisionNo
LanguagesCommon + one extra

{{note Variant Human is the strong pick. A level 1 feat defines your build immediately. }}

Strong Feat Picks

FeatBest For
LuckyAny character
War CasterConcentration casters
SharpshooterRanged attackers
Great Weapon MasterTwo-handed melee
SentinelTanks and controllers
Polearm MasterReach/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
SizeMedium
Speed30 ft
Darkvision60 ft
LanguagesCommon, 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)
SizeMedium
Speed30 ft
Darkvision60 ft
LanguagesCommon, 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)
SizeMedium
Speed30 ft
Darkvision60 ft
LanguagesCommon, 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

SubraceBonusExtra
High Elf+1 INTOne wizard cantrip, extra language, elf weapons
Wood Elf+1 WIS35 ft speed, Mask of the Wild
Drow+1 CHA120 ft darkvision, innate spells, sunlight sensitivity
Eladrin+1 CHAFey Step (bonus action 30 ft teleport, 1/SR with seasonal effects)

Eladrin Fey Step Seasons

SeasonEffect on Fey Step
AutumnUp to 2 creatures within 10 ft of destination must WIS save or be charmed
WinterOne creature within 5 ft must WIS save or be frightened
SpringTeleport a willing creature within 5 ft instead of yourself
SummerCreatures 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
SizeSmall
Speed25 ft, climb 25 ft
LanguagesCommon, 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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Backgrounds

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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.

BackgroundSkillsTools/LanguagesFeature
Acolyte (Tharion)Insight, Religion2 languagesShelter of the Faithful (temples will help you)
CriminalDeception, StealthThieves’ tools, gaming setCriminal Contact (underworld connection)
Folk HeroAnimal Handling, SurvivalArtisan’s tools, vehicles (land)Rustic Hospitality (common folk will shelter you)
Guild Artisan (Dorian)Insight, PersuasionArtisan’s tools, 1 languageGuild Membership (professional network)
Knight (Roland)History, PersuasionGaming set, 1 languageRetainers (3 loyal NPCs)
NobleHistory, PersuasionGaming set, 1 languagePosition of Privilege (welcome in high society)
Outlander (K’roaa’ka)Athletics, Survival1 instrument, 1 languageWanderer (find food/water, recall maps)
SageArcana, History2 languagesResearcher (know where to find information)
SoldierAthletics, IntimidationGaming set, vehicles (land)Military Rank (soldiers recognize authority)
Urchin (Lilith)Sleight of Hand, StealthDisguise kit, thieves’ toolsCity 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. }}