Classes Cards
Classes Cards
Subclass:
Armor: All ◇ Oath of the Ancients
Weapon: All ◇ Oath of Devotion
Saving Throws: Wisdom, ◇ Oath of Vengeance
Charisma ◇ Oathbreaker
HP points: 10
Subclass:
HP points: 8 Equipment:
◇Lute
Armor: Light (or any musical instrument)
Weapon: Simple, manual ◇ Rapier or long sword
crossbows, long swords, rapiers, (or any simple weapon)
short swords ◇ Diplomat Kit or Kit
Saving Throws: Dexterity, Charisma actor
◇ Leather armor
Skills (choose three): ◇Dagger
◇ Acrobatics (Dex)
◇ Analysis (Int)
Subclass:
◇ Athletics (Str)
◇ Attention (Wis) ◇ College of Swords
◇ Survival (Wis) ◇ College of Valour
◇ Performance (Cha) ◇ College of Lore
Bards know music is more than idle ◇ Intimidate (Cha)
fancy - it is power. Through study and ◇ History (Int) Spells: You can use spells! You know
adventure, these travelling ◇ Sleight of hand (Dex)
4 1st level spells and can cast two
◇ Magic (Int)
troubadours master song, speech, and spells per day.
◇ Medicine (Wise)
the magic within. ◇ Deception (Cha) Bard Inspiration: Through songs,
◇ Nature (Int) dramatic dialogue, and perhaps
Main characteristics: Charisma ◇ Insight (Wis) powerful couplets, you can inspire
Important Feature: Dexterity ◇ Religion (Int) your friends.
Unnecessary characteristic: ◇ Stealth (Dex)
◇ Persuasion (Cha)
Intelligence
◇ Animal Care (Wis)
Equipment:
Armor: Light, Medium, Shields ◇ Mace or war hammer
Weapon: Simple ◇ Scale armor,
Saving Throws: Wisdom, Charisma chainmail (if you own it)
or leather armor
◇ Light crossbow + 20 bolts
Skills (choose two): (or any simple weapon)
◇ History (Int) ◇ Priest Pack
◇ Medicine (Wis) (or traveler's kit)
◇ Insight (Wis) ◇ Shield
◇ Religion (Wis) ◇ Holy symbol
Clerics are representatives of the gods ◇ Persuasion (Cha)
they worship, wielding potent divine Spells: You can use spells! You know
magic for good or ill. Subclass: all 1st level spells and can cast two
◇ War Domain spells per day.
Main characteristics: Wisdom ◇ Tempest Domain
Important Feature: Constitution ◇ Light Domain
Unnecessary characteristic: ◇ Trickery Domain
Intelligence or Charisma ◇ Knowledge Domain
◇ Nature Domain
◇ Life Domain
HP points: 8
Armor: Light, Medium, Shields ◇ Wooden shield
Weapons: Club, dagger, darts, (or any simple weapon)
throwing spears, mace,fighting staves, ◇ Scimitar
scimitars,sickles, slings, spears (or any simple melee weapon)
Saving Throws: Intelligence, ◇ Researcher's Kit
Wisdom ◇ Leather armor
◇ Druid Focus
Skills (choose two):
◇ Survival (Wis) Spells
◇ Attention (Wis) You can use spells! You know
◇Magic (Int) everything of level 1 druid spells and
◇Medicine (Wis) you can use two of them per day.
◇ Insight (Wis)
◇ Religion (Int)
Druids channel the elemental forces of ◇ Animal Care (Wis)
nature and share a deep kinship with
animals. Mastery of Wild Shape Subclass:
allows them to transform into beasts ◇ Circle of the Spores
from all over the Realms. ◇ Circle of the Moon
◇ Circle of the Land
Main characteristics: Wisdom
Important Feature: Constitution
Unnecessary characteristic: Strength
HP points: 8 Equipment:
Armor: Light ◇ Light crossbow + 20
Weapon: Simple bolts (or any simple weapon)
Saving Throws: Wisdom, Charisma ◇Bag with components
(or magic focusing)
◇Scientist Pack
Subclass: (or Dungeon Explorer Pack)
◇ The Fiend ◇ Leather armor
◇ The Great Old One ◇ Any simple weapon
◇ The Archfey ◇ Two daggers
HP points: 8 Equipment:
Armor: Nope! ◇ Storm Sorcery
Weapons: Daggers, darts, slings, ◇ Draconic Bloodline
fighting staves, light crossbows ◇ Wild Magic
Saving Throws: Constitution,
Charisma
Spells
Skills (choose two): You can cast spells! You know 2 1st
◇ Intimidate (Cha) level spells and can cast two spells per
◇Magic (Int) day.
◇ Deception (Cha) Origin of the Sorcerer
◇ Insight (Wis) How exactly did your inner magic
◇ Religion (Wis) come about?
◇ Persuasion (Wis) MY ANCESTOR HAD SEX WITH
Sorcerers are natural spellcasters, A DRAGON.
drawing on inherent magic from a gift Equipment: You gain additional hit points per
or bloodline. ◇ Light crossbow + 20 level, and your scaly skin grants you
bolts +3 to Armor Class.
Main characteristics: Charisma (or any simple weapon) I AM A MUTANT!
Important Feature: Constitution ◇Bag with components Sometimes (rarely) crazy shit
Unnecessary characteristic: (or magic trick) happens when you cast spells. Your
Intelligence ◇Dungeon Explorer Pack Mutant Luck grants you advantage by
(or traveler's kit) one roll per day.
HP points: 6 ◇ Two daggers
Subclass:
Armor: Nope. ◇Abjuration
Weapons: Daggers, darts, slings, ◇Conjuration
fighting staves, light crossbows ◇Divination
Saving Throws: Intelligence, ◇Enchantment
Wisdom ◇Evocation
◇Illusion
Skills (choose 2): ◇Necromancy
◇ Analysis (Int) ◇Transmutation
◇ History (Wis)
◇Magic (Int) Spells
◇Medicine (Int) You can cast spells! You have a
◇ Insight (Wis) spellbook containing SIX 1st level
◇ Religion (Int) spells. You can use two of them per
Wizards master the arcane by day. However, every morning you can
specialising in individual schools of Equipment: plan which spells you will cast that
magic, combining ancient spells with ◇Combat Staff (or dagger) day.
modern research. ◇ Bag with components Magical restoration
(or magical focusing) You can only cast 2 spells per day, but
Main characteristics: Intelligence ◇Scientist Pack after a short rest, you regain one of
Important Feature: Dexterity (or set traveler) your spent spells. As long as you have
Unnecessary characteristic: Strength ◇ Book spells the opportunity to rest, you still have
ability to cast spells.
HP points: 6
Subclass: