DND Starter Characters-3-4
DND Starter Characters-3-4
Inspiration
Strength I’m always polite and respectful. Also, I
18 −1 25 feet don’t trust my gut feelings, so I tend to
+2 +2 Proficiency bonus
Armor
Class Initiative Speed
wait for others to act.
14 Personality Traits
−1 +2 Constitution
Current hit points Ideals
+0 Intelligence
8 +5 Wisdom
I have three cousins—Gundren, Tharden,
+3 Charisma and Nundro Rockseeker—who are my
constitution friends and cherished clan members.
saving throws
Temporary hit points Bonds
+2
−1 Acrobatics (Dex) Total 1d8 Successes I secretly wonder whether the gods care
15 +3 Animal Handling (Wis) about mortal affairs at all.
Failures
+0 Arcana (Int)
Hit Dice Death saves Flaws
intelligence +4 Athletics (Str)
+1 Deception (Cha)
+0
+0 History (Int)
Name Atk Bonus Damage/type Spellcasting Ability. Wisdom is your
Warhammer +4 1d8 + 2 bludgeoning spellcasting ability for your spells. The saving
10 +3 Insight (Wis) throw DC to resist a spell you cast is 13. Your
+3 Intimidation (Cha) Handaxe* +4 1d6 + 2 slashing attack bonus when you make an attack with
a spell is +5. See the rulebook for rules on
wisdom +0 Investigation (Int) *You can throw a handaxe 20 feet, or up to 60 casting your spells.
+5 Medicine (Wis) feet with disadvantage on the attack roll. Disciple of Life. Your healing spells are
+3 +0 Nature (Int)
Cantrips. You know light, sacred flame,
particularly effective. Whenever you restore
hit points to a creature with a spell of 1st level
+3 Perception (Wis) and thaumaturgy, and can cast them at will.
16 or higher, the creature regains additional hit
+1 Performance (Cha) Descriptions are found in the rulebook. points equal to 2 + the spell’s level.
Spell Slots. You have two 1st-level spell slots Darkvision. You see in dim light within a
+1 Persuasion (Cha)
charisma you can use to cast your prepared spells. 60-foot radius of you as if it were bright light,
+2 Religion (Int) Prepared Spells. You prepare four 1st-level and in darkness in that radius as if it were dim
+1 −1 Sleight of Hand (Dex) spells to make them available for you to
cast, choosing from the cleric spell list in the
light. You can’t discern color in darkness, only
−1* Stealth (Dex) shades of gray.
rulebook. In addition, you always have two Dwarven Resilience. You have advantage on
12 +3 Survival (Wis) domain spells prepared: bless and cure wounds. saving throws against poison, and you have
*See your equipment. resistance against poison damage.
SKILLS Attacks & Spellcasting
Dwarven Toughness. Your hit point maximum
increases by 1, and it increases by 1 every time
13 Passive wisdom (Perception) Chain mail,* shield, warhammer, you gain a level (included).
CP
2 handaxes, holy symbol, Mercenary Sergeant. You were a minor officer
backpack, crowbar, hammer, 10 among the Mintarn mercenaries, a position
Proficiencies. All armor, shields, all simple pitons, 10 torches, tinderbox, 10 that still gets you some perks. Even though
sP
weapons, battleaxes, handaxes, light days of rations, waterskin, 50 feet you’re not on active duty, Mintarn soldiers
hammers, warhammers, playing cards, of hempen rope, mason’s tools, recognize your authority and influence, and
mason’s tools, vehicles (land) eP dagger taken from a fallen enemy they defer to you if they are of a lower rank. You
Languages. Common, Dwarvish as a trophy, deck of playing cards, can requisition simple equipment and horses
Stonecunning. Whenever you make an set of common clothes, pouch, for temporary use. You can also gain access
gP 10 rank insignia (sergeant) to Mintarn mercenary encampments and
Intelligence (History) check related to the
origin of stonework, you are considered fortresses.
proficient in the History skill and add double pP *While wearing this armor, you
your proficiency bonus to the check, instead of have disadvantage on Dexterity
your normal proficiency bonus. (Stealth) checks.
Cleric creatures within 30 feet of you to heal, then distribute up to 10 hit points
among them. This feature can restore a creature to no more than half of
Clerics are intermediaries between the mortal world and the distant its hit point maximum. At 3rd level, you can distribute 15 hit points, at
planes of the gods. As varied as the gods they serve, clerics strive to 4th level 20, and at 5th level 25.
embody the handiwork of their deities. No ordinary priest or temple
servant, a cleric is imbued with divine magic. 3rd Level: 900 XP
Divine Domain. You draw magic from a divine domain—a sphere of Spells. You can now prepare and cast 2nd-level spells. In addition
magical influence—associated with your deity. Your domain lets you to the spells you choose to prepare, you always have two additional
have certain spells, such as bless and cure wounds, always prepared. domain spells prepared: lesser restoration and spiritual weapon.
Your domain is Life, which is affiliated with many gods of good. Your
god, Marthammor Duin, is the dwarf god of wanderers, travelers, and 4th Level: 2,700 XP
outcasts—those who move among strange lands and foreign peoples. Spells. You learn one more cleric cantrip of your choice.
Dwarves who honor him wear his holy symbol, a boot overlaid by an Ability Score Improvement. Your Wisdom increases to 18, which
upright mace, on a necklace often made of silver and iron. has the following effects:
• Your Wisdom modifier becomes +4.
Background • Your spell saving throw DC and the DC for your Turn Undead each
increase by 1.
Trained as a soldier on the island of Mintarn, you traveled to • Your bonus for your spell attacks increases by 1.
Neverwinter as part of a mercenary company that serves as both • Your modifier to Wisdom saving throws increases by 1.
army and city watch. You grew disillusioned with your fellow soldiers, • Your modifier to Wisdom-based skills increases by 1.
who seem to enjoy their authority at the expense of the people they’re • Because the modifier for your Perception skill increased, your
supposed to protect. Everything came to a head recently, when you passive Wisdom (Perception) score increases by 1.
disobeyed an order and followed your conscience. You were suspended
from active duty, though you kept your rank and your connection to the 5th Level: 6,500 XP
mercenaries. Since then, you have devoted yourself to your deity. Spells. You can now prepare and cast 3rd-level spells. In addition
Personal Goal: Teach the Redbrands a Lesson. You’ve heard that to the spells you choose to prepare, you always have two additional
Daran Edermath in the town of Phandalin is looking for people of domain spells prepared: beacon of hope and revivify.
courage and principle to teach some bullies a lesson. These thugs, the Proficiency Bonus. Your proficiency bonus increases to +3, which
Redbrands, have been throwing their weight around in Phandalin, has the following effects:
much as your compatriots did in Neverwinter. Putting a stop to their • Your attack bonus increases by 1 for your spell attacks and for weap-
villainy is a worthy goal. ons you’re proficient with.
Alignment: Neutral Good. Your conscience, not law and authority, • Your spell saving throw DC and the DC for your Turn Undead each
will guide you to do the right thing. Power is meant to be used for the increase by 1.
benefit of all, not to oppress the weak. • Your modifier for saving throws and skills you’re proficient in (indi-
cated by a ) increases by 1.
Gaining Levels Destroy Undead. When an undead fails its saving throw against
your Turn Undead feature, the creature is instantly destroyed if its
As you adventure and overcome challenges, you gain experience
challenge rating is 1/2 or lower.
points (XP), as explained in the rulebook.
With each level you gain, you gain one additional Hit Die and add
1d8 + 3 to your hit point maximum.
Improving Your Armor
As you acquire treasure, you can buy better armor to improve your
Armor Class. The rulebook contains equipment, including armor.
Dwarf cleric (soldier), page 2 of 2 TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.