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Classes Cards

The document describes the characteristics and equipment for several character classes in a role-playing game, including fighters, monks, rangers, rogues, barbarians, and paladins.

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Andres Gorin
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0% found this document useful (0 votes)
8 views

Classes Cards

The document describes the characteristics and equipment for several character classes in a role-playing game, including fighters, monks, rangers, rogues, barbarians, and paladins.

Uploaded by

Andres Gorin
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd
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◇ Military Weapon + Shield

HP points: 10 (or two military weapons)


◇ Leather armor or
chainmail
Armor: All ◇ Longbow + 20 arrows
Weapons: Everything (or two hand axes)
Saving Throws: Strength, ◇ Researcher's Kit dungeons
Constitution (or traveler's kit)

Skills (choose two): Fighting style:


◇ Acrobatics (Dex) ◇ Archery
◇ Athletics (Str) ◇ Defence
◇ Attention (Wis) ◇ Duelling
◇ Survival (Wis) ◇ Great Weapons fighting
Fighters have mastered the art of ◇ Intimidate (Cha) ◇ Protection
combat, wielding weapons with ◇ History (Int) ◇ Two weapons fighting
unmatched skill and wearing armour ◇ Insight (Wis)
like a second skin.

Main characteristics: Strength or Subclass:


Dexterity ◇ Battle Master
(depending on what type of warrior ◇ Champion
you want to be) ◇ Eldritch Knight
Important Feature: Constitution
Unnecessary characteristic: Equipment:
Intelligence or Charisma
Armor: NO
Weapons: Simple weapons
and Martial Arts
Saving Throws: Strength, Dexterity

Skills (choose two):


◇ Acrobatics (Dex)
◇ Athletics (Str)
◇ History (Int)
◇ Insight (Wis)
◇ Religion (Int)
◇ Stealth (Dex)
Some reach enlightenment by languid
meditation - others do so in the heat of
battle. Monks manipulate ki to Subclass:
empower their own strikes and ◇ Way of the Four Elements
debilitate their foes. ◇ Way of the Open Hand
◇ Way of Shadow
Main characteristics: Dexterity
Important Feature: Wisdom Equipment:
Unnecessary characteristic: ◇ Quarterstaff
Intelligence ◇ Researcher's Kit dungeons
(or traveler's kit)
HP points: 8
Armor: Light, Medium, Shields Select a monster category. You can
Weapon: All track them and add +2 to damage
Saving Throws: Strength, Dexterity against them.

Skills (choose three): Nature Explorer:


◇ Analysis (Int) Select the terrain type. You track
◇ Athletics (Strength) better, move faster and can't get lost in
◇ Attention (Wis) the area.
◇ Survival (Wise)
◇ Nature (Int) Fighting style:
◇ Insight (Wis) ◇ Archery
◇ Stealth (Dex) ◇ Defence
Rangers are unrivalled scouts and ◇ Animal care (Wis) ◇ Duelling
trackers, honing a deep connection ◇ Two weapons fighting
with nature in order to hunt their Equipment:
favoured prey. ◇ Leather armor or Subclass:
scale armor ◇ Hunter
Main characteristics: Dexterity or ◇ Two short swords ◇ Beast Master
Strength (or two hand axes) ◇ Gloom Stalker
Important Feature: Constitution or ◇Dungeon Explorer Pack (or
Wisdom traveler)
Unnecessary characteristic: ◇ Longbow + 20
Charisma

HP points: 10 Chosen Enemy


Armor: Light ◇ Rapier
Weapons: Simple weapons, handheld (or short sword)
crossbows, long swords, ◇ Short bow + 20 arrows (or short
rapiers and short swords. sword)
Saving Throws: Dexterity, ◇ Burglar's Kit
Intelligence (Traveller's kit or
researcher's kit
Skills (choose four): dungeons)
◇ Acrobatics (Dex) ◇ Leather armor
◇ Analysis (Int) ◇ Two daggers
◇ Athletics (Strength) ◇Thief's Tools
◇ Attention (Wis)
With stealth, skill, and uncanny ◇ Performance (Har) Competence:
reflexes, a rogue's versatility lets them ◇ Intimidate (Cha) Choose 2 skills and get +4 to them
get the upper hand in almost any ◇ Sleight of hand (Dex) instead of the usual +2.
situation. ◇ Deception (Har) Sneak Attack:
◇ Insight (Int) You deal an extra d6 damage against
Main characteristics: Dexterity ◇ Stealth (Dex) creatures whom you have squeezed in
Important Feature: Constitution ◇ Persuasion (Cha) a vice or who are not expecting you.
Unnecessary characteristic:Strength Thieves' jargon:
Subclass: You can freely talk to other rogues
HP points: 8 ◇ Assassin and send them encrypted messages.
◇ Arcane Trickster He looks like someone a type of slang.
◇ Thief
Equipment:
◇ Berserker
Armor: Light, Medium, Shields ◇ Wildheart
Weapon: All ◇ Wild Magic
Saving Throws: Strength,
Constitution
Rage!
Skills (choose two): Twice per day you can enter a state of
◇ Athletics (Str) rage. While you are enraged, you gain
◇ Attention (Wis) +2 damage and take half damage from
◇ Survival (Wise) most normal attacks.
◇ Intimidate (Cha)
◇ Nature (Int)
The strong embrace the wild that hides ◇ Animal Care (Wis)
inside - keen instincts, primal
physicality, and most of all, an Equipment:
unbridled, unquenchable rage. ◇ Two-handed ax
(or any other military
Main characteristics: Strength melee weapon)
Important Feature: Constitution ◇ Two hand axes (or
Unnecessary characteristic: any simple weapon)
Intelligence ◇ Traveler's Pack
◇ Four throwing spears
HP points: 12

Subclass:
Armor: All ◇ Oath of the Ancients
Weapon: All ◇ Oath of Devotion
Saving Throws: Wisdom, ◇ Oath of Vengeance
Charisma ◇ Oathbreaker

Skills (choose two)


◇ Athletics (Strength) Divine feeling
◇ Intimidate (Cha) You concentrate and know if there are
◇ Medicine (Wise) demons or undead nearby
◇ Insight (Wis) .
◇ Religion (Int) Laying on of Hands
◇ Persuasion (Cha) You can heal 5 damage to yourself or
A promise made so deeply that it your friends, either heal one disease or
becomes divine in itself flows through Equipment: remove the effect of poison.
a paladin, burning bright enough to ◇ Military weapons and shield
inspire allies and smite foes. (or 2 military weapons)
◇ Five throwing spears
Main characteristics: Strength (or any military melee weapon)
Important Feature: Charisma ◇ Priest Pack (or traveler's kit)
Unnecessary characteristic: ◇ Chainmail
Intelligence ◇ Holy symbol

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

Skills (choose two): Spells


◇ Analysis (Int) You can cast spells! You know 2 1st
◇ Intimidate (Cha) level sorcerer spells and can cast 1
◇ History (Int) spell per day. They will end very
Bound by a pact to an all-powerful ◇Magic (Int) quickly, so most of the battle you will
patron, Warlocks trade their loyalty ◇ Deception (Cha) use the witch shell spell.
for supernatural abilities and unique ◇ Nature (Int)
magic. ◇ Religion (Wis)

Main characteristics: Charisma


Important Feature: Constitution
Unnecessary characteristic:
Intelligence

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:

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