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  Fellowship of Phandalin
  Fellowship of Phandalin
  Fellowship of Phandalin
  Fellowship of Phandalin
  Fellowship of Phandalin
       
       
       
       
       
       
       
       
       
       
       
       
       
       
       
  The "Lost Mine of Phandelver" NPCs
  The "Lost Mine of Phandelver" NPCs
  The "Lost Mine of Phandelver" NPCs
  The "Lost Mine of Phandelver" NPCs
  The "Lost Mine of Phandelver" NPCs     
  Reimagined as Player Characters
  Reimagined as Player Characters
  Reimagined as Player Characters
  Reimagined as Player Characters
  Reimagined as Player Characters
  
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  
  A
  The rutted track emerges from a wooded
  hillside, and you catch your first glimpse of
  Phandalin. As you approach, you see children
  playing on the town green and townsfolk tending
  to chores or running errands at shops. Many
  people look up as you approach. So says the
  Lost Mine of Phandelver adventure module,
  filled with goblinoids, townsfolk, warriors, and thugs. The
  player characters will meet many people and creatures along
  the way, but there's more to them than meets the eye.
  With the information in this book, the non-player characters
  are now even more in your hands. This campaign aid features
  herald Daran Edermath, griffon rider Silder Hallwinter, your
  employer Gundren Rockseeker, trickster priest Garaele,
  haunted druid Reidoth, cowardly goblin Droop, spy-paladin
  Linene Graywind, beastmaster Qelline Alderleaf, and a
  reformed Redbrand. They're all reimagined as player
  characters and put forward in the Wizard of the Coast
  pregenerated character layout. Each one is presented at each
  level, 1st to 5th. Forty-five stat blocks total!
  
  This book has various uses. Players might use this collection
  for pregenerated character options either at the outset of Lost
  Mine of Phandelver or in case of player character death. DMs
  might want to level up any NPCs that may accompany the
  player characters on their adventures. Or anyone might want
  to mine this tome for character concepts to play in any
  campaign.
  
  With the DM's permission, a player might choose one of the
  characters within and make it his or her own from the very
  beginning of the Lost Mine of Phandelver adventure. Doing so
  provides a thematically appropriate character complete with
  history, interesting personality, and quirky complications.
  Not every player enjoys creating their own character from
  scratch. Or one might feel a little uninspired from time to
  time. Consider all of these characters as options for players to
  choose from, stoking their imagination and providing an
  unusual and rewarding roleplaying opportunity.
  
  Lost Mine of Phandelver can be a deadly adventure module,
  especially for new players. The Triboar Trail is full of dangers.
  PC death is definitely within the realm of possibility.
  Why not have your next character be one that has been
  around since the beginning? A player who finds his PC has
  bled out could take over a character that has already met the
  heroes: a fellow friend of Phandalin.
  
  Dungeon Masters might also find these stat blocks useful,
  especially if they find that some NPCs aren't deadly enough or
  want a more fleshed-out stat block. Or DMs may want the
  nicer NPCs to be comrades in arms, not mere baggage
  quickly losing its purpose.
  If DMs want the NPCs like Sildar Hallwinter or Droop to
  level up alongside the PCs, this book has you covered.
  
  Even if you have no plans to run or play in a Lost Mine of
  Phandelver campaign, this book may prove useful. Any
  campaign could make use of these characters.
  Players might use them for their next character. DMs might
  use them as villains, allies, or NPCs to populate their world.
  
  Lost Mine of Phandelver takes players from level 1 to level 5.
  We thought the NPCs should span those levels too.
  
  A quick caution to players who are going to be playing in a
  Lost Mine of Phandelver campaign. The backstory and
  motivations of the NPCs might give a few clues as to the plot
  of Lost Mine. Ask your DM for permission not only to play one
  of these characters, but also to even skim this book. It may
  reveal a secret character motivation or plot that players
  shouldn't necessarily know.
  Table Of Contents
  Daran Edermath ........................................................................... 3
  Droop ............................................................................................. 11
  Garaele .......................................................................................... 18
  Gundren Rockseeker ................................................................ 28
  Linene Graywind ........................................................................ 38
  Qelline Alderleaf ........................................................................ 46
  Reformed Redbrand .................................................................. 55
  Reidoth .......................................................................................... 61
  Sildar Hallwinter ........................................................................ 71
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast,
  Forgotten Realms, the dragon ampersand, Player’s Handbook,
  Monster Manual, Dungeon Master’s Guide, D&D Adventurers
  League, all other Wizards of the Coast product names, and
  their respective logos are trademarks of Wizards of the Coast
  in the USA and other countries. All characters and their
  distinctive likenesses are property of Wizards of the Coast.
  This material is protected under the copyright laws of the
  United States of America. Any reproduction or unauthorized
  use of the material or artwork contained herein is prohibited
  without the express written permission of Wizards of the
  Coast.
  2
  
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  
  
  “Care for an apple? Grew them myself, right here in the family
  orchard.... Gods, I'm bored.”
   
  You are a retired adventurer who lives in a tidy little cottage
  beside an apple orchard. A fit, silver-haired half-elf well over a
  hundred years old, you are a fighter who served as a marshal
  and herald for many years in the lands of the Dragon Coast,
  far to the southeast. Upon retiring, you returned to the
  Neverwinter region, your original home. You're itching to
  come out of retirement, should the right adventuring party
  come along.
  
  You served as an agent of the Heralds of Faerûn. a group
  tasked with recording, preserving, and policing the coats of
  arms, flags, standards, shields, badges, mottoes, symbols, and
  sigils of the nobility of Faerûn. You held the office of Gauntlet,
  particularly responsible for tracking mercenaries, militias, and
  adventurers. You found it difficult to maintain neutrality,
  bristling at corruption and unwarranted violence.
  Safe Haven. As a former Herald, you still have access to a
  secret network of supporters and operatives who can provide
  assistance on your adventures. You know a set of secret signs
  and passwords you can use to identify such operatives, who
  can provide you with access to a hidden safe house, free room
  and board, or assistance in finding information. These agents
  never risk their lives for you or risk revealing their true
  identities.
  Faction. You are a member of the Order of the Gauntlet, a
  devout and vigilant group that seeks to protect others from the
  depredations of evildoers.
  Personality Trait. You can find common ground between
  the fiercest enemies, empathizing with them and always
  working toward peace.
  Ideal. You always try to help those in need, no matter what
  the personal cost.
  Bond. Everything you do is for the common people.
  Flaw. Once you pick a goal, you become obsessed with it to
  the detriment of everything else in your life.
  
  Fey Ancestry. You have advantage on saving throws against
  being charmed, and magic can’t put you to sleep.
  Darkvision. You can see in dim light within 60 feet of you
  as if it were bright light, and in darkness as if it were dim light.
  You can’t discern color in darkness, only shades of gray.
  
  Fighting Style: Protection. When a creature you can see
  attacks a target other than you that is within 5 feet of you, you
  can use your reaction to impose disadvantage on the attack
  roll. You must be wielding a shield.
  Second Wind. On your turn, you can use a bonus action to
  regain 1d10 + 1 hit points. Once you use this feature, you
  must finish a short or long rest before you can use it again.
  
  chain mail, metal shield with Heralds emblem, longsword,
  handaxes (2), explorer's pack, copy of a seminal Heralds text,
  set of common clothes, pouch containing 15 gp
  3
  Medium humanoid (half-elf), lawful good 
  Armor Class 18 (chain mail, shield)
  Hit Points 12 (Hit Dice 1d10)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3) 10 (+0) 14 (+2) 13 (+1) 10 (+0) 14 (+2)
  Proficiences (+2 proficiency bonus) 
  Saving Throws Str +5, Con +4 
  Skills Athletics +5, History +3, Insight +2, Perception
  +2, Performance +4, Persuasion +4 
  Armor all armor, shields 
  Weapons all weapons
  Senses darkvision, passive Perception 12
  Languages Common, Dwarvish, Elvish, Giant, Goblin 
   
  
  Attack. You can attack when you take this action, using
  the following: 
  Longsword. Melee Weapon Attack: +5 to hit, reach 5
  ft., one target. 
  Hit: 1d8 + 3 slashing damage. 
  Handaxe. Melee or Ranged Weapon Attack: +5 to hit,
  reach 5 ft. or range 20/60 ft., one target. 
  Hit: 1d6 + 3 slashing damage. 
   
  
  Second Wind. Regain 1d10 + 1 hit points. 
   
  
  Protection. Impose disadvantage on an attack against a
  target within 5 feet of you.
  
  Fey Ancestry. Half-elf trait
  
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  
  
  “Care for an apple? Grew them myself, right here in the family
  orchard.... Gods, I'm bored.”
   
  You are a retired adventurer who lives in a tidy little cottage
  beside an apple orchard. A fit, silver-haired half-elf well over a
  hundred years old, you are a fighter who served as a marshal
  and herald for many years in the lands of the Dragon Coast,
  far to the southeast. Upon retiring, you returned to the
  Neverwinter region, your original home. You're itching to
  come out of retirement, should the right adventuring party
  come along.
  
  You served as an agent of the Heralds of Faerûn. a group
  tasked with recording, preserving, and policing the coats of
  arms, flags, standards, shields, badges, mottoes, symbols, and
  sigils of the nobility of Faerûn. You held the office of Gauntlet,
  particularly responsible for tracking mercenaries, militias, and
  adventurers. You found it difficult to maintain neutrality,
  bristling at corruption and unwarranted violence.
  Safe Haven. As a former Herald, you still have access to a
  secret network of supporters and operatives who can provide
  assistance on your adventures. You know a set of secret signs
  and passwords you can use to identify such operatives, who
  can provide you with access to a hidden safe house, free room
  and board, or assistance in finding information. These agents
  never risk their lives for you or risk revealing their true
  identities.
  Faction. You are a member of the Order of the Gauntlet, a
  devout and vigilant group that seeks to protect others from the
  depredations of evildoers.
  Personality Trait. You can find common ground between
  the fiercest enemies, empathizing with them and always
  working toward peace.
  Ideal. You always try to help those in need, no matter what
  the personal cost.
  Bond. Everything you do is for the common people.
  Flaw. Once you pick a goal, you become obsessed with it to
  the detriment of everything else in your life.
  
  Fey Ancestry. You have advantage on saving throws against
  being charmed, and magic can’t put you to sleep.
  Darkvision. You can see in dim light within 60 feet of you
  as if it were bright light, and in darkness as if it were dim light.
  You can’t discern color in darkness, only shades of gray.
  
  Fighting Style: Protection. When a creature you can see
  attacks a target other than you that is within 5 feet of you, you
  can use your reaction to impose disadvantage on the attack
  roll. You must be wielding a shield.
  Second Wind. On your turn, you can use a bonus action to
  regain 1d10 + 2 hit points. Once you use this feature, you
  must finish a short or long rest before you can use it again.
     Action Surge. On your turn, you can take one additional
  action on top of your regular action and a possible bonus
  action. Once you use this feature, you must finish a short or
  long rest before you can use it again.
  
  chain mail, metal shield with Heralds emblem, longsword,
  handaxes (2), explorer's pack, copy of a seminal Heralds text,
  set of common clothes, pouch containing 15 gp
  4
  Medium humanoid (half-elf), lawful good 
  Armor Class 18 (chain mail, shield)
  Hit Points 20 (Hit Dice 2d10)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3) 10 (+0) 14 (+2) 13 (+1) 10 (+0) 14 (+2)
  Proficiences (+2 proficiency bonus) 
  Saving Throws Str +5, Con +4 
  Skills Athletics +5, History +3, Insight +2, Perception
  +2, Performance +4, Persuasion +4 
  Armor all armor, shields 
  Weapons all weapons
  Senses darkvision, passive Perception 12
  Languages Common, Dwarvish, Elvish, Giant, Goblin 
   
  
  Attack. You can attack when you take this action, using
  the following: 
  Longsword. Melee Weapon Attack: +5 to hit, reach 5
  ft., one target. 
  Hit: 1d8 + 3 slashing damage. 
  Handaxe. Melee or Ranged Weapon Attack: +5 to hit,
  reach 5 ft. or range 20/60 ft., one target. 
  Hit: 1d6 + 3 slashing damage. 
   
  
  Second Wind. Regain 1d10 + 2 hit points. 
   
  Action Surge. Take one additional action on top of your
  regular action. 
   
  
  Protection. Impose disadvantage on an attack against a
  target within 5 feet of you.
  
  Fey Ancestry. Half-elf trait
  
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  
  
  “Care for an apple? Grew them myself, right here in the family
  orchard.... Gods, I'm bored.”
   
  You are a retired adventurer who lives in a tidy little cottage
  beside an apple orchard. A fit, silver-haired half-elf well over a
  hundred years old, you are a fighter who served as a marshal
  and herald for many years in the lands of the Dragon Coast,
  far to the southeast. Upon retiring, you returned to the
  Neverwinter region, your original home. You're itching to
  come out of retirement, should the right adventuring party
  come along.
  
  You served as an agent of the Heralds of Faerûn. a group
  tasked with recording, preserving, and policing the coats of
  arms, flags, standards, shields, badges, mottoes, symbols, and
  sigils of the nobility of Faerûn. You held the office of Gauntlet,
  particularly responsible for tracking mercenaries, militias, and
  adventurers. You found it difficult to maintain neutrality,
  bristling at corruption and unwarranted violence.
  Safe Haven. As a former Herald, you still have access to a
  secret network of supporters and operatives who can provide
  assistance on your adventures. You know a set of secret signs
  and passwords you can use to identify such operatives, who
  can provide you with access to a hidden safe house, free room
  and board, or assistance in finding information. These agents
  never risk their lives for you or risk revealing their true
  identities.
  Faction. You are a member of the Order of the Gauntlet, a
  devout and vigilant group that seeks to protect others from the
  depredations of evildoers.
  Personality Trait. You can find common ground between
  the fiercest enemies, empathizing with them and always
  working toward peace.
  Ideal. You always try to help those in need, no matter what
  the personal cost.
  Bond. Everything you do is for the common people.
  Flaw. Once you pick a goal, you become obsessed with it to
  the detriment of everything else in your life.
  
  Fey Ancestry. You have advantage on saving throws against
  being charmed, and magic can’t put you to sleep.
  Darkvision. You can see in dim light within 60 feet of you
  as if it were bright light, and in darkness as if it were dim light.
  You can’t discern color in darkness, only shades of gray.
  
  Fighting Style: Protection. When a creature you can see
  attacks a target other than you that is within 5 feet of you, you
  can use your reaction to impose disadvantage on the attack
  roll. You must be wielding a shield.
  Second Wind. On your turn, you can use a bonus action to
  regain 1d10 + 3 hit points. Once you use this feature, you
  must finish a short or long rest before you can use it again.
     Action Surge. On your turn, you can take one additional
  action on top of your regular action and a possible bonus
  action. Once you use this feature, you must finish a short or
  long rest before you can use it again.
  5
  Medium humanoid (half-elf), lawful good 
  Armor Class 18 (chain mail, shield)
  Hit Points 28 (Hit Dice 3d10)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3) 10 (+0) 14 (+2) 13 (+1) 10 (+0) 14 (+2)
  Proficiences (+2 proficiency bonus) 
  Saving Throws Str +5, Con +4 
  Skills Athletics +5, History +3, Insight +2, Perception
  +2, Performance +4, Persuasion +4 
  Armor all armor, shields 
  Weapons all weapons
  Senses darkvision, passive Perception 12
  Languages Common, Dwarvish, Elvish, Giant, Goblin 
   
  
  Attack. You can attack when you take this action, using
  the following: 
  Longsword. Melee Weapon Attack: +5 to hit, reach 5
  ft., one target. 
  Hit: 1d8 + 3 slashing damage. 
  Handaxe. Melee or Ranged Weapon Attack: +5 to hit,
  reach 5 ft. or range 20/60 ft., one target. 
  Hit: 1d6 + 3 slashing damage. 
   
  
  Second Wind. Regain 1d10 + 3 hit points. 
   
  Action Surge. Take one additional action on top of your
  regular action. 
   
  Commander's Strike. Combat Superiority maneuver 
   
  Rally. Combat Superiority maneuver 
   
  
  Protection. Impose disadvantage on an attack against a
  target within 5 feet of you.
  
  Fey Ancestry. Half-elf trait 
   
  Maneuvering Attack. Combat Superiority maneuver
  
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  Combat Superiority. You know maneuvers that are fueled by
  special dice called superiority dice. You can use only one
  maneuver per attack.
  Superiority Dice. You have 4 superiority dice, which are
  d8s. A superiority die is expended when you use it. You regain
  all of your expended superiority dice when you finish a short
  or long rest.
  Commander's Strike. When you take the Attack action on
  your turn, you can forgo one of your attacks and use a
  bonus action to direct one of your companions to strike.
  When you do so, choose a friendly creature who can see or
  hear you and expend one superiority die. That creature can
  immediately use its reaction to make one weapon attack,
  adding the superiority die to the attack’s damage roll.
  Maneuvering Attack. When you hit a creature with a
  weapon attack, you can expend one superiority die to
  maneuver one of your comrades into a more advantageous
  position. You add the superiority die to the attack’s damage
  roll, and you choose a friendly creature who can see or
  hear you. That creature can use its reaction to move up to
  half its speed without provoking opportunity attacks from
  the target of your attack.
  Rally. On your turn, you can use a bonus action and expend
  one superiority die to bolster the resolve of one of your
  companions. When you do so, choose a friendly creature
  who can see or hear you. That creature gains temporary
  hit points equal to the superiority die roll + 2.
  
  chain mail, metal shield with Heralds emblem, longsword,
  handaxes (2), explorer's pack, copy of a seminal Heralds text,
  set of common clothes, pouch containing 15 gp
  6
  
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  
  
  “Care for an apple? Grew them myself, right here in the family
  orchard.... Gods, I'm bored.”
   
  You are a retired adventurer who lives in a tidy little cottage
  beside an apple orchard. A fit, silver-haired half-elf well over a
  hundred years old, you are a fighter who served as a marshal
  and herald for many years in the lands of the Dragon Coast,
  far to the southeast. Upon retiring, you returned to the
  Neverwinter region, your original home. You're itching to
  come out of retirement, should the right adventuring party
  come along.
  
  You served as an agent of the Heralds of Faerûn. a group
  tasked with recording, preserving, and policing the coats of
  arms, flags, standards, shields, badges, mottoes, symbols, and
  sigils of the nobility of Faerûn. You held the office of Gauntlet,
  particularly responsible for tracking mercenaries, militias, and
  adventurers. You found it difficult to maintain neutrality,
  bristling at corruption and unwarranted violence.
  Safe Haven. As a former Herald, you still have access to a
  secret network of supporters and operatives who can provide
  assistance on your adventures. You know a set of secret signs
  and passwords you can use to identify such operatives, who
  can provide you with access to a hidden safe house, free room
  and board, or assistance in finding information. These agents
  never risk their lives for you or risk revealing their true
  identities.
  Faction. You are a member of the Order of the Gauntlet, a
  devout and vigilant group that seeks to protect others from the
  depredations of evildoers.
  Personality Trait. You can find common ground between
  the fiercest enemies, empathizing with them and always
  working toward peace.
  Ideal. You always try to help those in need, no matter what
  the personal cost.
  Bond. Everything you do is for the common people.
  Flaw. Once you pick a goal, you become obsessed with it to
  the detriment of everything else in your life.
  
  Fey Ancestry. You have advantage on saving throws against
  being charmed, and magic can’t put you to sleep.
  Darkvision. You can see in dim light within 60 feet of you
  as if it were bright light, and in darkness as if it were dim light.
  You can’t discern color in darkness, only shades of gray.
  
  Fighting Style: Protection. When a creature you can see
  attacks a target other than you that is within 5 feet of you, you
  can use your reaction to impose disadvantage on the attack
  roll. You must be wielding a shield.
  Second Wind. On your turn, you can use a bonus action to
  regain 1d10 + 4 hit points. Once you use this feature, you
  must finish a short or long rest before you can use it again.
     Action Surge. On your turn, you can take one additional
  action on top of your regular action and a possible bonus
  action. Once you use this feature, you must finish a short or
  long rest before you can use it again.
  7
  Medium humanoid (half-elf), lawful good 
  Armor Class 18 (chain mail, shield)
  Hit Points 36 (Hit Dice 4d10)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3) 10 (+0) 14 (+2) 13 (+1) 10 (+0) 14 (+2)
  Proficiences (+2 proficiency bonus) 
  Saving Throws Str +5, Con +4 
  Skills Athletics +5, History +3, Insight +2, Perception
  +2, Performance +4, Persuasion +4 
  Armor all armor, shields 
  Weapons all weapons
  Senses darkvision, passive Perception 12
  Languages Common, Dwarvish, Elvish, Giant, Goblin 
   
  
  Attack. You can attack when you take this action, using
  the following: 
  Longsword. Melee Weapon Attack: +5 to hit, reach 5
  ft., one target. 
  Hit: 1d8 + 3 slashing damage. 
  Handaxe. Melee or Ranged Weapon Attack: +5 to hit,
  reach 5 ft. or range 20/60 ft., one target. 
  Hit: 1d6 + 3 slashing damage. 
   
  
  Second Wind. Regain 1d10 + 4 hit points. 
   
  Action Surge. Take one additional action on top of your
  regular action. 
   
  Commander's Strike. Combat Superiority maneuver 
   
  Rally. Combat Superiority maneuver 
   
  
  Protection. Impose disadvantage on an attack against a
  target within 5 feet of you.
  
  Fey Ancestry. Half-elf trait 
   
  Maneuvering Attack. Combat Superiority maneuver 
   
  Inspiring Leader. Feat
  
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  
  Combat Superiority. You know maneuvers that are fueled by
  special dice called superiority dice. You can use only one
  maneuver per attack.
  Superiority Dice. You have 4 superiority dice, which are
  d8s. A superiority die is expended when you use it. You regain
  all of your expended superiority dice when you finish a short
  or long rest.
  Commander's Strike. When you take the Attack action on
  your turn, you can forgo one of your attacks and use a
  bonus action to direct one of your companions to strike.
  When you do so, choose a friendly creature who can see or
  hear you and expend one superiority die. That creature can
  immediately use its reaction to make one weapon attack,
  adding the superiority die to the attack’s damage roll.
  Maneuvering Attack. When you hit a creature with a
  weapon attack, you can expend one superiority die to
  maneuver one of your comrades into a more advantageous
  position. You add the superiority die to the attack’s damage
  roll, and you choose a friendly creature who can see or
  hear you. That creature can use its reaction to move up to
  half its speed without provoking opportunity attacks from
  the target of your attack.
  Rally. On your turn, you can use a bonus action and expend
  one superiority die to bolster the resolve of one of your
  companions. When you do so, choose a friendly creature
  who can see or hear you. That creature gains temporary
  hit points equal to the superiority die roll + 2.
  
  Inspiring Leader. You can spend 10 minutes inspiring your
  companions, shoring up their resolve to fight. When you do so,
  choose up to six friendly creatures (which can include
  yourself) within 30 feet of you who can see or hear you and
  who can understand you. Each creature can gain 6 temporary
  hit points. A creature can't gain temporary hit points from this
  feat again until it has finished a short or long rest.
  
  chain mail, metal shield with Heralds emblem, longsword,
  handaxes (2), explorer's pack, copy of a seminal Heralds text,
  set of common clothes, pouch containing 15 gp
  8
  
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  
  
  “Care for an apple? Grew them myself, right here in the family
  orchard.... Gods, I'm bored.”
   
  You are a retired adventurer who lives in a tidy little cottage
  beside an apple orchard. A fit, silver-haired half-elf well over a
  hundred years old, you are a fighter who served as a marshal
  and herald for many years in the lands of the Dragon Coast,
  far to the southeast. Upon retiring, you returned to the
  Neverwinter region, your original home. You're itching to
  come out of retirement, should the right adventuring party
  come along.
  
  You served as an agent of the Heralds of Faerûn. a group
  tasked with recording, preserving, and policing the coats of
  arms, flags, standards, shields, badges, mottoes, symbols, and
  sigils of the nobility of Faerûn. You held the office of Gauntlet,
  particularly responsible for tracking mercenaries, militias, and
  adventurers. You found it difficult to maintain neutrality,
  bristling at corruption and unwarranted violence.
  Safe Haven. As a former Herald, you still have access to a
  secret network of supporters and operatives who can provide
  assistance on your adventures. You know a set of secret signs
  and passwords you can use to identify such operatives, who
  can provide you with access to a hidden safe house, free room
  and board, or assistance in finding information. These agents
  never risk their lives for you or risk revealing their true
  identities.
  Faction. You are a member of the Order of the Gauntlet, a
  devout and vigilant group that seeks to protect others from the
  depredations of evildoers.
  Personality Trait. You can find common ground between
  the fiercest enemies, empathizing with them and always
  working toward peace.
  Ideal. You always try to help those in need, no matter what
  the personal cost.
  Bond. Everything you do is for the common people.
  Flaw. Once you pick a goal, you become obsessed with it to
  the detriment of everything else in your life.
  
  Fey Ancestry. You have advantage on saving throws against
  being charmed, and magic can’t put you to sleep.
  Darkvision. You can see in dim light within 60 feet of you
  as if it were bright light, and in darkness as if it were dim light.
  You can’t discern color in darkness, only shades of gray.
  
  Fighting Style: Protection. When a creature you can see
  attacks a target other than you that is within 5 feet of you, you
  can use your reaction to impose disadvantage on the attack
  roll. You must be wielding a shield.
  Second Wind. On your turn, you can use a bonus action to
  regain 1d10 + 5 hit points. Once you use this feature, you
  must finish a short or long rest before you can use it again.
     Action Surge. On your turn, you can take one additional
  action on top of your regular action and a possible bonus
  action. Once you use this feature, you must finish a short or
  long rest before you can use it again.
  Extra Attack. You can attack twice instead of once
  whenever you take the Attack action on your turn.
  9
  Medium humanoid (half-elf), lawful good 
  Armor Class 20 (splint, shield, ring)
  Hit Points 44 (Hit Dice 5d10)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3) 10 (+0) 14 (+2) 13 (+1) 10 (+0) 14 (+2)
  Proficiences (+3 proficiency bonus) 
  Saving Throws Str +7, Con +6 
  Skills Athletics +6, History +4, Insight +3, Perception
  +3, Performance +5, Persuasion +5 
  Armor all armor, shields 
  Weapons all weapons
  Senses darkvision, passive Perception 13
  Languages Common, Dwarvish, Elvish, Giant, Goblin 
   
  
  Attack. You can attack twice when you take this action,
  using the following: 
  Longsword. Melee Weapon Attack: +6 to hit, reach 5
  ft., one target. 
  Hit: 1d8 + 3 slashing damage. 
  Handaxe. Melee or Ranged Weapon Attack: +6 to hit,
  reach 5 ft. or range 20/60 ft., one target. 
  Hit: 1d6 + 3 slashing damage. 
   
  
  Second Wind. Regain 1d10 + 5 hit points. 
   
  Action Surge. Take one additional action on top of your
  regular action. 
   
  Commander's Strike. Combat Superiority maneuver 
   
  Rally. Combat Superiority maneuver 
   
  
  Protection. Impose disadvantage on an attack against a
  target within 5 feet of you.
  
  Fey Ancestry. Half-elf trait 
   
  Maneuvering Attack. Combat Superiority maneuver 
   
  Inspiring Leader. Feat
  
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  
  Combat Superiority. You know maneuvers that are fueled by
  special dice called superiority dice. You can use only one
  maneuver per attack.
  Superiority Dice. You have 4 superiority dice, which are
  d8s. A superiority die is expended when you use it. You regain
  all of your expended superiority dice when you finish a short
  or long rest.
  Commander's Strike. When you take the Attack action on
  your turn, you can forgo one of your attacks and use a
  bonus action to direct one of your companions to strike.
  When you do so, choose a friendly creature who can see or
  hear you and expend one superiority die. That creature can
  immediately use its reaction to make one weapon attack,
  adding the superiority die to the attack’s damage roll.
  Maneuvering Attack. When you hit a creature with a
  weapon attack, you can expend one superiority die to
  maneuver one of your comrades into a more advantageous
  position. You add the superiority die to the attack’s damage
  roll, and you choose a friendly creature who can see or
  hear you. That creature can use its reaction to move up to
  half its speed without provoking opportunity attacks from
  the target of your attack.
  Rally. On your turn, you can use a bonus action and expend
  one superiority die to bolster the resolve of one of your
  companions. When you do so, choose a friendly creature
  who can see or hear you. That creature gains temporary
  hit points equal to the superiority die roll + 2.
  
  Inspiring Leader. You can spend 10 minutes inspiring your
  companions, shoring up their resolve to fight. When you do so,
  choose up to six friendly creatures (which can include
  yourself) within 30 feet of you who can see or hear you and
  who can understand you. Each creature can gain 7 temporary
  hit points. A creature can't gain temporary hit points from this
  feat again until it has finished a short or long rest.
  
  splint armor, metal shield with Heralds emblem, longsword,
  handaxes (2), explorer's pack, ring of protection, potions of
  healing (2), copy of a seminal Heralds text, set of common
  clothes, pouch containing 15 gp
  Ring of Protection
  Ring, rare (requires attunement) 
  You gain a +1 bonus to AC and saving throws while wearing
  this ring.
  
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  
  “Me? Do what?! Not dangerous, innit?”
   
  You are a former member of the Cragmaw goblin tribe. Like
  your fellow tribe members, your teeth have been sharpened to
  appear fierce and jagged. Despite appearances, you are a
  coward. But buried deep down in your goblin heart, you have a
  spark of heroism.
  
  You never knew your parents and lived a hard life growing up
  alone in Cragmaw Castle. You stole away and explored the
  surrounding woodlands as much as your cowardice permitted.
  Woodland Secrets. You know the secret patterns and flow
  to Neverwinter Wood and can find trails through the trees that
  others would miss. When you are not in combat, you (and
  companions you lead) can travel between any two locations in
  Neverwinter Wood twice as fast as your speed would normally
  allow.
  Personality Trait. Beneath your cowardice, you have the
  heart of a hero.
  Ideal. You have a strong survival instinct. You are ready to
  run when things get tough and you ingratiate yourself with
  whichever creature seems strongest.
  Bond. Few creatures have ever shown you kindness. If
  anyone ever does, you'll be loyal to them. You might even fight
  beside them.
  Flaw. You have low blood pressure. If startled, you faint.
  
  Fury of the Small (Recharges After a Short or Long Rest).
  When you damage a creature with an attack or a spell and the
  creature’s size is larger than yours, you can cause the attack or
  spell to deal 1 extra point of damage to the creature.
  Nimble Escape. You can take the Disengage or Hide action
  as a bonus action on each of your turns.
  
  Fighting Style: Archery. You gain a +2 bonus to attack rolls
  you make with ranged weapons (included in attack).
  Second Wind. On your turn, you can use a bonus action to
  regain 1d10 + 1 hit points. Once you use this feature, you
  must finish a short or long rest before you can use it again.
  
  leather armor, wooden shield, scimitar, shortbow, explorer's
  pack, tooth sharpener, crude map of Neverwinter Wood
  etched in a piece of bark, pet cockroach, shrunken heads of
  your parents, set of common clothes, pouch containing 10 gp
  11
  Small humanoid (goblinoid), neutral 
  Armor Class 16 (leather, shield)
  Hit Points 13 (Hit Dice 1d10)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  9 (-1)
  17 (+3)
  16 (+3)
  11 (+0)
  9 (-1)
  12 (+1)
  Proficiences (+2 proficiency bonus) 
  Armor all armor, shields 
  Saving Throws Str +1, Con +5 
  Skills Acrobatics +5, Perception +1, Sleight of Hand
  +5, Stealth +5 
  Tools disguise kit, thieves' tools +5 
  Weapons all weapons
  Senses darkvision, passive Perception 11
  Languages Common, Goblin 
   
  
  Attack. You can attack when you take this action, using
  the following: 
  Shortbow. Melee Weapon Attack: +7 to hit, range
  80/320 ft., one target. 
  Hit: 1d6 + 3 piercing damage. 
  Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft.,
  one target. 
  Hit: 1d6 + 3 piercing damage. 
   
  
  Nimble Escape. Racial trait. 
   
  Second Wind. Regain 1d10 + 1 hit points. 
   
  
  Archery Fighting Style. Fighter feature 
   
  Fury of the Small. Racial trait.
  
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  
  “Me? Do what?! Not dangerous, innit?”
   
  You are a former member of the Cragmaw goblin tribe. Like
  your fellow tribe members, your teeth have been sharpened to
  appear fierce and jagged. Despite appearances, you are a
  coward. But buried deep down in your goblin heart, you have a
  spark of heroism.
  
  You never knew your parents and lived a hard life growing up
  alone in Cragmaw Castle. You stole away and explored the
  surrounding woodlands as much as your cowardice permitted.
  Woodland Secrets. You know the secret patterns and flow
  to Neverwinter Wood and can find trails through the trees that
  others would miss. When you are not in combat, you (and
  companions you lead) can travel between any two locations in
  Neverwinter Wood twice as fast as your speed would normally
  allow.
  Personality Trait. Beneath your cowardice, you have the
  heart of a hero.
  Ideal. You have a strong survival instinct. You are ready to
  run when things get tough and you ingratiate yourself with
  whichever creature seems strongest.
  Bond. Few creatures have ever shown you kindness. If
  anyone ever does, you'll be loyal to them. You might even fight
  beside them.
  Flaw. You have low blood pressure. If startled, you faint.
  
  Fury of the Small (Recharges After a Short or Long Rest).
  When you damage a creature with an attack or a spell and the
  creature’s size is larger than yours, you can cause the attack or
  spell to deal 2 extra points of damage to the creature.
  Nimble Escape. You can take the Disengage or Hide action
  as a bonus action on each of your turns.
  
  Fighting Style: Archery. You gain a +2 bonus to attack rolls
  you make with ranged weapons (included in attack).
  Second Wind. On your turn, you can use a bonus action to
  regain 1d10 + 1 hit points. Once you use this feature, you
  must finish a short or long rest before you can use it again.
  
  Sneak Attack. Once per turn, you can deal an extra 1d6
  damage to one creature you hit with an attack if you have
  advantage on the attack roll. The attack must use a finesse or
  ranged weapon.
  You don’t need advantage on the attack roll if another enemy
  of the target is within 5 feet of it, that enemy isn’t
  incapacitated, and you don’t have disadvantage on the attack
  roll.
  Expertise. Your proficiency bonus is doubled for any ability
  check you make using your Perception or Stealth skills.
  
  leather armor, wooden shield, scimitar, shortbow, explorer's
  pack, tooth sharpener, crude map of Neverwinter Wood
  etched in a piece of bark, pet cockroach, shrunken heads of
  your parents, set of common clothes, pouch containing 10 gp
  12
  Small humanoid (goblinoid), neutral 
  Armor Class 16 (leather, shield)
  Hit Points 21 (Hit Dice 1d10, 1d8)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  9 (-1)
  17 (+3)
  16 (+3)
  11 (+0)
  9 (-1)
  12 (+1)
  Proficiences (+2 proficiency bonus) 
  Armor all armor, shields 
  Saving Throws Str +1, Con +5 
  Skills Acrobatics +5, Deception +3, Perception +3,
  Sleight of Hand +5, Stealth +7 
  Tools cook's utensils, disguise kit, thieves' tools +3 
  Weapons all weapons
  Senses darkvision, passive Perception 13
  Languages Common, Goblin, thieves' cant 
   
  
  Attack. You can attack when you take this action, using
  the following: 
  Shortbow. Melee Weapon Attack: +7 to hit, range
  80/320 ft., one target. 
  Hit: 1d6 + 3 piercing damage. 
  Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft.,
  one target. 
  Hit: 1d6 + 3 piercing damage. 
   
  
  Nimble Escape. Racial trait 
   
  Second Wind. Regain 1d10 + 1 hit points. 
   
  
  Archery Fighting Style. Fighter feature 
   
  Fury of the Small. Racial trait 
   
  Sneak Attack. Rogue feature
  
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  
  “Me? Do what?! Not dangerous, innit?”
   
  You are a former member of the Cragmaw goblin tribe. Like
  your fellow tribe members, your teeth have been sharpened to
  appear fierce and jagged. Despite appearances, you are a
  coward. But buried deep down in your goblin heart, you have a
  spark of heroism.
  
  You never knew your parents and lived a hard life growing up
  alone in Cragmaw Castle. You stole away and explored the
  surrounding woodlands as much as your cowardice permitted.
  Woodland Secrets. You know the secret patterns and flow
  to Neverwinter Wood and can find trails through the trees that
  others would miss. When you are not in combat, you (and
  companions you lead) can travel between any two locations in
  Neverwinter Wood twice as fast as your speed would normally
  allow.
  Personality Trait. Beneath your cowardice, you have the
  heart of a hero.
  Ideal. You have a strong survival instinct. You are ready to
  run when things get tough and you ingratiate yourself with
  whichever creature seems strongest.
  Bond. Few creatures have ever shown you kindness. If
  anyone ever does, you'll be loyal to them. You might even fight
  beside them.
  Flaw. You have low blood pressure. If startled, you faint.
  
  Fury of the Small (Recharges After a Short or Long Rest).
  When you damage a creature with an attack or a spell and the
  creature’s size is larger than yours, you can cause the attack or
  spell to deal 3 extra points of damage to the creature.
  Nimble Escape. You can take the Disengage or Hide action
  as a bonus action on each of your turns.
  
  Fighting Style: Archery. You gain a +2 bonus to attack rolls
  you make with ranged weapons (included in attack).
  Second Wind. On your turn, you can use a bonus action to
  regain 1d10 + 1 hit points. Once you use this feature, you
  must finish a short or long rest before you can use it again.
  
  Sneak Attack. Once per turn, you can deal an extra 1d6
  damage to one creature you hit with an attack if you have
  advantage on the attack roll. The attack must use a finesse or
  ranged weapon.
  You don’t need advantage on the attack roll if another enemy
  of the target is within 5 feet of it, that enemy isn’t
  incapacitated, and you don’t have disadvantage on the attack
  roll.
  Expertise. Your proficiency bonus is doubled for any ability
  check you make using your Perception or Stealth skills.
     Cunning Action. You can take a bonus action on each of
  your turns in combat. This action can be used only to take the
  Dash, Disengage, or Hide action.
  
  leather armor, wooden shield, scimitar, shortbow, explorer's
  pack, tooth sharpener, crude map of Neverwinter Wood
  etched in a piece of bark, pet cockroach, shrunken heads of
  your parents, set of common clothes, pouch containing 10 gp
  Small humanoid (goblinoid), neutral 
  Armor Class 16 (leather, shield)
  Hit Points 29 (Hit Dice 1d10, 2d8)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  9 (-1)
  17 (+3)
  16 (+3)
  11 (+0)
  9 (-1)
  12 (+1)
  Proficiences (+2 proficiency bonus) 
  Armor all armor, shields 
  Saving Throws Str +1, Con +5 
  Skills Acrobatics +5, Deception +3, Perception +3,
  Sleight of Hand +5, Stealth +7 
  Tools cook's utensils, disguise kit, thieves' tools +3 
  Weapons all weapons
  Senses darkvision, passive Perception 13
  Languages Common, Goblin, thieves' cant 
   
  
  Attack. You can attack when you take this action, using
  the following: 
  Shortbow. Melee Weapon Attack: +7 to hit, range
  80/320 ft., one target. 
  Hit: 1d6 + 3 piercing damage. 
  Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft.,
  one target. 
  Hit: 1d6 + 3 piercing damage. 
   
  
  Cunning Action. Rogue feature 
   
  Nimble Escape. Racial trait 
   
  Second Wind. Regain 1d10 + 1 hit points. 
   
  
  Archery Fighting Style. Fighter feature 
   
  Fury of the Small. Racial trait 
   
  Sneak Attack. Rogue feature
  
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  
  “Me? Do what?! Not dangerous, innit?”
   
  You are a former member of the Cragmaw goblin tribe. Like
  your fellow tribe members, your teeth have been sharpened to
  appear fierce and jagged. Despite appearances, you are a
  coward. But buried deep down in your goblin heart, you have a
  spark of heroism.
  
  You never knew your parents and lived a hard life growing up
  alone in Cragmaw Castle. You stole away and explored the
  surrounding woodlands as much as your cowardice permitted.
  Woodland Secrets. You know the secret patterns and flow
  to Neverwinter Wood and can find trails through the trees that
  others would miss. When you are not in combat, you (and
  companions you lead) can travel between any two locations in
  Neverwinter Wood twice as fast as your speed would normally
  allow.
  Personality Trait. Beneath your cowardice, you have the
  heart of a hero.
  Ideal. You have a strong survival instinct. You are ready to
  run when things get tough and you ingratiate yourself with
  whichever creature seems strongest.
  Bond. Few creatures have ever shown you kindness. If
  anyone ever does, you'll be loyal to them. You might even fight
  beside them.
  Flaw. You have low blood pressure. If startled, you faint.
  
  Fury of the Small (Recharges After a Short or Long Rest).
  When you damage a creature with an attack or a spell and the
  creature’s size is larger than yours, you can cause the attack or
  spell to deal 4 extra points of damage to the creature.
  Nimble Escape. You can take the Disengage or Hide action
  as a bonus action on each of your turns.
  
  Fighting Style: Archery. You gain a +2 bonus to attack rolls
  you make with ranged weapons (included in attack).
  Second Wind. On your turn, you can use a bonus action to
  regain 1d10 + 1 hit points. Once you use this feature, you
  must finish a short or long rest before you can use it again.
  
  Sneak Attack. Once per turn, you can deal an extra 2d6
  damage to one creature you hit with an attack if you have
  advantage on the attack roll. The attack must use a finesse or
  ranged weapon.
  You don’t need advantage on the attack roll if another enemy
  of the target is within 5 feet of it, that enemy isn’t
  incapacitated, and you don’t have disadvantage on the attack
  roll.
  Expertise. Your proficiency bonus is doubled for any ability
  check you make using your Perception or Stealth skills.
     Cunning Action. You can take a bonus action on each of
  your turns in combat. This action can be used only to take the
  Dash, Disengage, or Hide action.
  
  Assassinate. You have advantage on attack rolls against any
  creature that hasn’t taken a turn in the combat yet. In addition,
  any hit you score against a creature that is surprised is a
  critical hit.
  14
  Small humanoid (goblinoid), neutral 
  Armor Class 16 (leather, shield)
  Hit Points 37 (Hit Dice 1d10, 3d8)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  9 (-1)
  17 (+3)
  16 (+3)
  11 (+0)
  9 (-1)
  12 (+1)
  Proficiences (+2 proficiency bonus) 
  Armor all armor, shields 
  Saving Throws Str +1, Con +5 
  Skills Acrobatics +5, Deception +3, Perception +3,
  Sleight of Hand +5, Stealth +7 
  Tools brewer's supplies, cook's utensils, disguise kit,
  thieves' tools +3 
  Weapons all weapons
  Senses darkvision, passive Perception 13
  Languages Common, Goblin, thieves' cant 
   
  
  Attack. You can attack when you take this action, using
  the following: 
  Shortbow. Melee Weapon Attack: +7 to hit, range
  80/320 ft., one target. 
  Hit: 1d6 + 3 piercing damage. 
  Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft.,
  one target. 
  Hit: 1d6 + 3 piercing damage. 
   
  
  Cunning Action. Rogue feature 
   
  Nimble Escape. Racial trait 
   
  Second Wind. Regain 1d10 + 1 hit points. 
   
  
  Assassinate. Assassin feature 
   
  Archery Fighting Style. Fighter feature 
   
  Fury of the Small. Racial trait 
   
  Sneak Attack. Rogue feature
  
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  
  leather armor, wooden shield, scimitar, shortbow, explorer's
  pack, tooth sharpener, crude map of Neverwinter Wood
  etched in a piece of bark, pet cockroach, shrunken heads of
  your parents, set of common clothes, pouch containing 10 gp
  
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  16/78
  
  “Me? Do what?! Not dangerous, innit?”
   
  You are a former member of the Cragmaw goblin tribe. Like
  your fellow tribe members, your teeth have been sharpened to
  appear fierce and jagged. Despite appearances, you are a
  coward. But buried deep down in your goblin heart, you have a
  spark of heroism.
  
  You never knew your parents and lived a hard life growing up
  alone in Cragmaw Castle. You stole away and explored the
  surrounding woodlands as much as your cowardice permitted.
  Woodland Secrets. You know the secret patterns and flow
  to Neverwinter Wood and can find trails through the trees that
  others would miss. When you are not in combat, you (and
  companions you lead) can travel between any two locations in
  Neverwinter Wood twice as fast as your speed would normally
  allow.
  Personality Trait. Beneath your cowardice, you have the
  heart of a hero.
  Ideal. You have a strong survival instinct. You are ready to
  run when things get tough and you ingratiate yourself with
  whichever creature seems strongest.
  Bond. Few creatures have ever shown you kindness. If
  anyone ever does, you'll be loyal to them. You might even fight
  beside them.
  Flaw. You have low blood pressure. If startled, you faint.
  
  Fury of the Small (Recharges After a Short or Long Rest).
  When you damage a creature with an attack or a spell and the
  creature’s size is larger than yours, you can cause the attack or
  spell to deal 5 extra points of damage to the creature.
  Nimble Escape. You can take the Disengage or Hide action
  as a bonus action on each of your turns.
  
  Fighting Style: Archery. You gain a +2 bonus to attack rolls
  you make with ranged weapons (included in attack).
  Second Wind. On your turn, you can use a bonus action to
  regain 1d10 + 1 hit points. Once you use this feature, you
  must finish a short or long rest before you can use it again.
  
  Sneak Attack. Once per turn, you can deal an extra 2d6
  damage to one creature you hit with an attack if you have
  advantage on the attack roll. The attack must use a finesse or
  ranged weapon.
  You don’t need advantage on the attack roll if another enemy
  of the target is within 5 feet of it, that enemy isn’t
  incapacitated, and you don’t have disadvantage on the attack
  roll.
  Expertise. Your proficiency bonus is doubled for any ability
  check you make using your Perception or Stealth skills.
     Cunning Action. You can take a bonus action on each of
  your turns in combat. This action can be used only to take the
  Dash, Disengage, or Hide action.
  
  Assassinate. You have advantage on attack rolls against any
  creature that hasn’t taken a turn in the combat yet. In addition,
  any hit you score against a creature that is surprised is a
  critical hit.
  16
  Small humanoid (goblinoid), neutral 
  Armor Class 18 (studded leather, shield)
  Hit Points 45 (Hit Dice 1d10, 4d8)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  9 (-1) 18 (+4) 16 (+3) 11 (+0) 10 (+0)
  12 (+1)
  Proficiences (+3 proficiency bonus) 
  Armor all armor, shields 
  Saving Throws Str +2, Con +6 
  Skills Acrobatics +7, Deception +4, Perception +6,
  Sleight of Hand +7, Stealth +10 
  Tools brewer's supplies, cook's utensils, disguise kit,
  thieves' tools +4 
  Weapons all weapons
  Senses darkvision, passive Perception 16
  Languages Common, Goblin, thieves' cant 
   
  
  Attack. You can attack when you take this action, using
  the following: 
  Shortbow. Melee Weapon Attack: +9 to hit, range
  80/320 ft., one target. 
  Hit: 1d6 + 4 piercing damage. 
  Scimitar. Melee Weapon Attack: +7 to hit, reach 5 ft.,
  one target. 
  Hit: 1d6 + 4 piercing damage. 
   
  
  Cunning Action. Rogue feature 
   
  Nimble Escape. Racial trait 
   
  Second Wind. Regain 1d10 + 1 hit points. 
   
  
  Assassinate. Assassin feature 
   
  Archery Fighting Style. Fighter feature 
   
  Fury of the Small. Racial trait 
   
  Sneak Attack. Rogue feature
  
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  
  boots of striding and springing, studded leather armor,
  wooden shield, scimitar, shortbow, explorer's pack, tooth
  sharpener, crude map of Neverwinter Wood etched in a piece
  of bark, pet cockroach, potion of healing, shrunken heads of
  your parents, set of common clothes, pouch containing 10 gp
  Boots of Striding and Springing
  Wondous item, uncommon (requires attunement) 
  While you wear these boots, your walking speed becomes 30
  feet, unless your walking speed is higher, and your speed isn't
  reduced if you are encumbered or wearing heavy armor. In
  addition, you can jump three times the normal distance,
  though you can't jump farther than your remaining movement
  would allow.
  17
  
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  
  “I think our luck's about to change. But, just in case, why don't
  you go first?”
   
  The Shrine of Luck in Phandalin is in your care. You are a
  scholarly acolyte known as Sister Garaele, a zealous young elf
  who despairs of ever ridding Phandalin of the Redbrands.
  
  You spent years learning the lore of the multiverse. You
  scoured manuscripts, studied scrolls, and listened to the
  greatest experts on the subjects that interest you. Your efforts
  have made you a master of statistics, theology, and insults.
  Researcher. When you attempt to learn or recall a piece of
  lore, if you do not know that information, you often know
  where and from whom you can obtain it. Usually, this
  information comes from a library, scriptorium, university, or a
  sage or other learned person or creature.
  Faction. You are a member of the Harpers, a clandestine
  organization who work against tyranny through the sharing of
  information and lore.
  Personality Trait. There’s nothing you like more than a
  good mystery. And you love a good insult, even one directed at
  you.
  Ideal. What is beautiful points us beyond itself toward what
  is true.
  Bond. You’ve been searching for years for the location of
  Bowgentle's spellbook.
  Flaw. You play pranks on everyone, whether they can take a
  joke or not.
  
  Darkvision. You can see in dim light within 60 feet of you as if
  it were bright light, and in darkness as if it were dim light. You
  can’t discern color in darkness, only shades of gray.
  Fey Ancestry. You have advantage on saving throws against
  being charmed, and magic can’t put you to sleep.
  Mask of the Wild. You can attempt to hide even when you
  are only lightly obscured by foliage, heavy rain, falling snow,
  mist, and other natural phenomena.
  Trance. You don’t require sleep. Instead, you meditate
  deeply, semiconscious, for 4 hours a day. After resting in this
  way, you gain the same benefit that a human does from 8
  hours of sleep.
  
  Trickery Domain. Clerics of Tymora prefer subterfuge,
  pranks, deception, and theft rather than direct confrontation.
  You gain a number of domain spells, which are always
  considered to be prepared, as a result of this domain. In
  addition, you have access to the following features:
  Blessing of the Trickster. You can use your action to touch a
  willing creature other than yourself to give it advantage on
  Dexterity (Stealth) checks. This blessing lasts for 1 hour or
  until you use this feature again.
  Spellcasting. Drawing on the divine essence of nature, you
  can cast spells to shape that essence to your will.
  Cantrips. You know three cantrips, which you can cast at
  will.
     Preparing and Casting Spells. To cast one of your cleric
  spells, you must expend a slot of the spell’s level or higher. You
  regain all expended spell slots when you finish a long rest.
  18
  Medium humanoid (wood elf), Trickery domain, chaotic
  good 
  Armor Class 16 (leather, shield)
  Hit Points 8 (Hit Dice 1d8)
  Speed 35 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (+0) 16 (+3) 11 (+0) 12 (+1) 16 (+3) 10 (+0)
  Proficiences (+2 proficiency bonus) 
  Armor light armor, medium armor, shields 
  Saving Throws Wis +5, Cha +2; advantage on saves
  against being charmed. 
  Skills Arcana +3, History +3, Insight +5, Perception
  +5, Religion 3 
  Weapons longbow, longsword, shortsword, simple
  weapons
  Senses darkvision, passive Perception 15
  Languages Common, Celestial, Elvish, Sylvan 
   
  
  Attack. You can attack when you take this action, using
  the following: 
  Shuriken (Dart). Ranged Weapon Attack: +5 to hit,
  range 20/60 ft., one target. 
  Hit: 1d4 + 3 piercing damage. 
  Mace. Melee Weapon Attack: +2 to hit, reach 5 ft.,
  one target. 
  Hit: 1d6 bludgeoning damage. 
   
  Blessing of the Trickster. Trickery domain feature
  
  Fey Ancestry. Elf trait 
   
  Mask of the Wild. Elf trait 
   
  Spellcasting. You are a spellcaster (cleric feature) who
  uses Wisdom as your spellcasting ability (spell save
  DC 13; +5 to hit with spell attacks). You have the
  following spells prepared: 
   
     Cantrips (at will): guidance, resistance, toll the dead 
     1st Level (2 slots): bane, charm person*,
  command, detect magic, disguise self*, sanctuary 
     * domain spell (Trickery Domain) 
   
  Trance. Elf trait
  
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      You prepare the list of cleric spells that are available for you
  to cast, choosing from the cleric spell list. When you do so,
  choose up to five cleric spells. The spells must be of a level for
  which you have spell slots.
  You can change your list of prepared spells when you finish
  a long rest. When you prepare new spells, you must pray for 1
  minute per spell level for each spell on your list.
  Spellcasting Ability. Wisdom is your spellcasting ability for
  your cleric spells, since your magic draws upon your devotion
  to Tymora. You use your Wisdom whenever a spell refers to
  your spellcasting ability.
  Ritual Casting. You can cast a cleric spell as a ritual if that
  spell has the ritual tag and you have the spell prepared.
  Spellcasting Focus. You can use a holy symbol as a
  spellcasting focus for your cleric spells.
  
  leather armor, shield, mace, shuriken (10), priest's pack,
  amulet (holy symbol), bottle of black ink, quill, small knife,
  letter from a dead colleague concerning Bowgentle's
  spellbook, set of common clothes, pouch containing 10 gp
  19
  
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  
  “I think our luck's about to change. But, just in case, why don't
  you go first?”
   
  The Shrine of Luck in Phandalin is in your care. You are a
  scholarly acolyte known as Sister Garaele, a zealous young elf
  who despairs of ever ridding Phandalin of the Redbrands.
  
  You spent years learning the lore of the multiverse. You
  scoured manuscripts, studied scrolls, and listened to the
  greatest experts on the subjects that interest you. Your efforts
  have made you a master of statistics, theology, and insults.
  Researcher. When you attempt to learn or recall a piece of
  lore, if you do not know that information, you often know
  where and from whom you can obtain it. Usually, this
  information comes from a library, scriptorium, university, or a
  sage or other learned person or creature.
  Faction. You are a member of the Harpers, a clandestine
  organization who work against tyranny through the sharing of
  information and lore.
  Personality Trait. There’s nothing you like more than a
  good mystery. And you love a good insult, even one directed at
  you.
  Ideal. What is beautiful points us beyond itself toward what
  is true.
  Bond. You’ve been searching for years for the location of
  Bowgentle's spellbook.
  Flaw. You play pranks on everyone, whether they can take a
  joke or not.
  
  Darkvision. You can see in dim light within 60 feet of you as if
  it were bright light, and in darkness as if it were dim light. You
  can’t discern color in darkness, only shades of gray.
  Fey Ancestry. You have advantage on saving throws against
  being charmed, and magic can’t put you to sleep.
  Mask of the Wild. You can attempt to hide even when you
  are only lightly obscured by foliage, heavy rain, falling snow,
  mist, and other natural phenomena.
  Trance. You don’t require sleep. Instead, you meditate
  deeply, semiconscious, for 4 hours a day. After resting in this
  way, you gain the same benefit that a human does from 8
  hours of sleep.
  
  Channel Divinity (Recharges after You Finish a Short or
  Long Rest). You can channel divine energy to create one of
  the following effects. You can do so once.
  Invoke Duplicity. As an action, you create a perfect illusion
  of yourself that lasts for 1 minute, or until you lose your
  concentration (as if you were concentrating on a spell). The
  illusion appears in an unoccupied space that you can see
  within 30 feet of you. As a bonus action on your turn, you can
  move the illusion up to 30 feet to a space you can see, but it
  must remain within 120 feet of you.
  20
  Medium humanoid (wood elf), Trickery domain, chaotic
  good 
  Armor Class 16 (leather, shield)
  Hit Points 13 (Hit Dice 2d8)
  Speed 35 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (+0) 16 (+3) 11 (+0) 12 (+1) 16 (+3) 10 (+0)
  Proficiences (+2 proficiency bonus) 
  Armor light armor, medium armor, shields 
  Saving Throws Wis +5, Cha +2; advantage on saves
  against being charmed. 
  Skills Arcana +3, History +3, Insight +5, Perception
  +5, Religion 3 
  Weapons longbow, longsword, shortsword, simple
  weapons
  Senses darkvision, passive Perception 15
  Languages Common, Celestial, Elvish, Sylvan 
   
  
  Attack. You can attack when you take this action, using
  the following: 
  Shuriken (Dart). Ranged Weapon Attack: +5 to hit,
  range 20/60 ft., one target. 
  Hit: 1d4 + 3 piercing damage. 
  Mace. Melee Weapon Attack: +2 to hit, reach 5 ft.,
  one target. 
  Hit: 1d6 bludgeoning damage. 
   
  Blessing of the Trickster. Trickery domain feature 
   
  Invoke Duplicity. Cleric Channel Divinity feature 
   
  Turn Undead. Cleric Channel Divinity feature
  
  Fey Ancestry. Elf trait 
   
  Mask of the Wild. Elf trait 
   
  Spellcasting. You are a spellcaster (cleric feature) who
  uses Wisdom as your spellcasting ability (spell save
  DC 13; +5 to hit with spell attacks). You have the
  following spells prepared: 
   
     Cantrips (at will): guidance, resistance, toll the dead 
     1st Level (3 slots): bane, charm person*,
  command, detect magic, disguise self*, healing
  word, sanctuary 
     * domain spell (Trickery Domain) 
   
  Trance. Elf trait
  
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     For the duration, you can cast spells as though you were in
  the illusion’s space, but you must use your own senses.
  Additionally, when both you and your illusion are within 5 feet
  of a creature that can see the illusion, you have advantage on
  attack rolls against that creature, given how distracting the
  illusion is to the target.
  Turn Undead. As an action, you present your holy symbol
  and speak a prayer censuring the undead. Each undead that
  can see or hear you within 30 feet of you must succeed on a
  DC 13 Wisdom saving throw or become turned for 1 minute
  or until it takes any damage.
  A turned creature must spend its turns trying to move as far
  away from you as it can, and it can’t willingly move to a space
  within 30 feet of you. It also can’t take reactions. For its action,
  it can use only the Dash action or try to escape from an effect
  that prevents it from moving. If there’s nowhere to move, the
  creature can use the Dodge action.
  Trickery Domain. Clerics of Tymora prefer subterfuge,
  pranks, deception, and theft rather than direct confrontation.
  You gain a number of domain spells, which are always
  considered to be prepared, as a result of this domain. In
  addition, you have access to the following features:
  Blessing of the Trickster. You can use your action to touch a
  willing creature other than yourself to give it advantage on
  Dexterity (Stealth) checks. This blessing lasts for 1 hour or
  until you use this feature again.
  Spellcasting. Drawing on the divine essence of nature, you
  can cast spells to shape that essence to your will.
  Cantrips. You know three cantrips, which you can cast at
  will.
  Preparing and Casting Spells. To cast one of your cleric
  spells, you must expend a slot of the spell’s level or higher. You
  regain all expended spell slots when you finish a long rest.
  You prepare the list of cleric spells that are available for you
  to cast, choosing from the cleric spell list. When you do so,
  choose up to five cleric spells. The spells must be of a level for
  which you have spell slots.
  You can change your list of prepared spells when you finish
  a long rest. When you prepare new spells, you must pray for 1
  minute per spell level for each spell on your list.
  Spellcasting Ability. Wisdom is your spellcasting ability for
  your cleric spells, since your magic draws upon your devotion
  to Tymora. You use your Wisdom whenever a spell refers to
  your spellcasting ability.
  Ritual Casting. You can cast a cleric spell as a ritual if that
  spell has the ritual tag and you have the spell prepared.
  Spellcasting Focus. You can use a holy symbol as a
  spellcasting focus for your cleric spells.
  
  leather armor, shield, mace, shuriken (10), priest's pack,
  amulet (holy symbol), bottle of black ink, quill, small knife,
  letter from a dead colleague concerning Bowgentle's
  spellbook, set of common clothes, pouch containing 10 gp
  21
  
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  
  “I think our luck's about to change. But, just in case, why don't
  you go first?”
   
  The Shrine of Luck in Phandalin is in your care. You are a
  scholarly acolyte known as Sister Garaele, a zealous young elf
  who despairs of ever ridding Phandalin of the Redbrands.
  
  You spent years learning the lore of the multiverse. You
  scoured manuscripts, studied scrolls, and listened to the
  greatest experts on the subjects that interest you. Your efforts
  have made you a master of statistics, theology, and insults.
  Researcher. When you attempt to learn or recall a piece of
  lore, if you do not know that information, you often know
  where and from whom you can obtain it. Usually, this
  information comes from a library, scriptorium, university, or a
  sage or other learned person or creature.
  Faction. You are a member of the Harpers, a clandestine
  organization who work against tyranny through the sharing of
  information and lore.
  Personality Trait. There’s nothing you like more than a
  good mystery. And you love a good insult, even one directed at
  you.
  Ideal. What is beautiful points us beyond itself toward what
  is true.
  Bond. You’ve been searching for years for the location of
  Bowgentle's spellbook.
  Flaw. You play pranks on everyone, whether they can take a
  joke or not.
  
  Darkvision. You can see in dim light within 60 feet of you as if
  it were bright light, and in darkness as if it were dim light. You
  can’t discern color in darkness, only shades of gray.
  Fey Ancestry. You have advantage on saving throws against
  being charmed, and magic can’t put you to sleep.
  Mask of the Wild. You can attempt to hide even when you
  are only lightly obscured by foliage, heavy rain, falling snow,
  mist, and other natural phenomena.
  Trance. You don’t require sleep. Instead, you meditate
  deeply, semiconscious, for 4 hours a day. After resting in this
  way, you gain the same benefit that a human does from 8
  hours of sleep.
  
  Channel Divinity (Recharges after You Finish a Short or
  Long Rest). You can channel divine energy to create one of
  the following effects. You can do so once.
  Invoke Duplicity. As an action, you create a perfect illusion
  of yourself that lasts for 1 minute, or until you lose your
  concentration (as if you were concentrating on a spell). The
  illusion appears in an unoccupied space that you can see
  within 30 feet of you. As a bonus action on your turn, you can
  move the illusion up to 30 feet to a space you can see, but it
  must remain within 120 feet of you.
  22
  Medium humanoid (wood elf), Trickery domain, chaotic
  good 
  Armor Class 16 (leather, shield)
  Hit Points 18 (Hit Dice 3d8)
  Speed 35 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (+0) 16 (+3) 11 (+0) 12 (+1) 16 (+3) 10 (+0)
  Proficiences (+2 proficiency bonus) 
  Armor light armor, medium armor, shields 
  Saving Throws Wis +5, Cha +2; advantage on saves
  against being charmed. 
  Skills Arcana +3, History +3, Insight +5, Perception
  +5, Religion 3 
  Weapons longbow, longsword, shortsword, simple
  weapons
  Senses darkvision, passive Perception 15
  Languages Common, Celestial, Elvish, Sylvan 
   
  
  Attack. You can attack when you take this action, using
  the following: 
  Shuriken (Dart). Ranged Weapon Attack: +5 to hit,
  range 20/60 ft., one target. 
  Hit: 1d4 + 3 piercing damage. 
  Mace. Melee Weapon Attack: +2 to hit, reach 5 ft.,
  one target. 
  Hit: 1d6 bludgeoning damage. 
   
  Blessing of the Trickster. Trickery domain feature 
   
  Invoke Duplicity. Cleric Channel Divinity feature 
   
  Turn Undead. Cleric Channel Divinity feature
  
  Fey Ancestry. Elf trait 
   
  Mask of the Wild. Elf trait 
   
  Spellcasting. You are a spellcaster (cleric feature) who
  uses Wisdom as your spellcasting ability (spell save
  DC 13; +5 to hit with spell attacks). You have the
  following spells prepared: 
   
     Cantrips (at will): guidance, resistance, toll the dead 
     1st Level (4 slots): bane, charm person*,
  command, detect magic, disguise self*, sanctuary 
     2nd Level (2 slots): mirror image*, pass without
  trace*, silence, spiritual weapon 
     * domain spell (Trickery Domain) 
   
  Trance. Elf trait
  
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     For the duration, you can cast spells as though you were in
  the illusion’s space, but you must use your own senses.
  Additionally, when both you and your illusion are within 5 feet
  of a creature that can see the illusion, you have advantage on
  attack rolls against that creature, given how distracting the
  illusion is to the target.
  Turn Undead. As an action, you present your holy symbol
  and speak a prayer censuring the undead. Each undead that
  can see or hear you within 30 feet of you must succeed on a
  DC 13 Wisdom saving throw or become turned for 1 minute
  or until it takes any damage.
  A turned creature must spend its turns trying to move as far
  away from you as it can, and it can’t willingly move to a space
  within 30 feet of you. It also can’t take reactions. For its action,
  it can use only the Dash action or try to escape from an effect
  that prevents it from moving. If there’s nowhere to move, the
  creature can use the Dodge action.
  Trickery Domain. Clerics of Tymora prefer subterfuge,
  pranks, deception, and theft rather than direct confrontation.
  You gain a number of domain spells, which are always
  considered to be prepared, as a result of this domain. In
  addition, you have access to the following features:
  Blessing of the Trickster. You can use your action to touch a
  willing creature other than yourself to give it advantage on
  Dexterity (Stealth) checks. This blessing lasts for 1 hour or
  until you use this feature again.
  Spellcasting. Drawing on the divine essence of nature, you
  can cast spells to shape that essence to your will.
  Cantrips. You know three cantrips, which you can cast at
  will.
  Preparing and Casting Spells. To cast one of your cleric
  spells, you must expend a slot of the spell’s level or higher. You
  regain all expended spell slots when you finish a long rest.
  You prepare the list of cleric spells that are available for you
  to cast, choosing from the cleric spell list. When you do so,
  choose up to five cleric spells. The spells must be of a level for
  which you have spell slots.
  You can change your list of prepared spells when you finish
  a long rest. When you prepare new spells, you must pray for 1
  minute per spell level for each spell on your list.
  Spellcasting Ability. Wisdom is your spellcasting ability for
  your cleric spells, since your magic draws upon your devotion
  to Tymora. You use your Wisdom whenever a spell refers to
  your spellcasting ability.
  Ritual Casting. You can cast a cleric spell as a ritual if that
  spell has the ritual tag and you have the spell prepared.
  Spellcasting Focus. You can use a holy symbol as a
  spellcasting focus for your cleric spells.
  
  leather armor, shield, mace, shuriken (10), priest's pack,
  amulet (holy symbol), bottle of black ink, quill, small knife,
  letter from a dead colleague concerning Bowgentle's
  spellbook, set of common clothes, pouch containing 10 gp
  23
  
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  
  “I think our luck's about to change. But, just in case, why don't
  you go first?”
   
  The Shrine of Luck in Phandalin is in your care. You are a
  scholarly acolyte known as Sister Garaele, a zealous young elf
  who despairs of ever ridding Phandalin of the Redbrands.
  
  You spent years learning the lore of the multiverse. You
  scoured manuscripts, studied scrolls, and listened to the
  greatest experts on the subjects that interest you. Your efforts
  have made you a master of statistics, theology, and insults.
  Researcher. When you attempt to learn or recall a piece of
  lore, if you do not know that information, you often know
  where and from whom you can obtain it. Usually, this
  information comes from a library, scriptorium, university, or a
  sage or other learned person or creature.
  Faction. You are a member of the Harpers, a clandestine
  organization who work against tyranny through the sharing of
  information and lore.
  Personality Trait. There’s nothing you like more than a
  good mystery. And you love a good insult, even one directed at
  you.
  Ideal. What is beautiful points us beyond itself toward what
  is true.
  Bond. You’ve been searching for years for the location of
  Bowgentle's spellbook.
  Flaw. You play pranks on everyone, whether they can take a
  joke or not.
  
  Darkvision. You can see in dim light within 60 feet of you as if
  it were bright light, and in darkness as if it were dim light. You
  can’t discern color in darkness, only shades of gray.
  Fey Ancestry. You have advantage on saving throws against
  being charmed, and magic can’t put you to sleep.
  Mask of the Wild. You can attempt to hide even when you
  are only lightly obscured by foliage, heavy rain, falling snow,
  mist, and other natural phenomena.
  Trance. You don’t require sleep. Instead, you meditate
  deeply, semiconscious, for 4 hours a day. After resting in this
  way, you gain the same benefit that a human does from 8
  hours of sleep.
  
  Channel Divinity (Recharges after You Finish a Short or
  Long Rest). You can channel divine energy to create one of
  the following effects. You can do so once.
  Invoke Duplicity. As an action, you create a perfect illusion
  of yourself that lasts for 1 minute, or until you lose your
  concentration (as if you were concentrating on a spell). The
  illusion appears in an unoccupied space that you can see
  within 30 feet of you. As a bonus action on your turn, you can
  move the illusion up to 30 feet to a space you can see, but it
  must remain within 120 feet of you.
  24
  Medium humanoid (wood elf), Trickery domain, chaotic
  good 
  Armor Class 16 (leather, shield)
  Hit Points 23 (Hit Dice 4d8)
  Speed 35 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (+0) 16 (+3) 11 (+0) 12 (+1) 16 (+3) 10 (+0)
  Proficiences (+2 proficiency bonus) 
  Armor light armor, medium armor, shields 
  Saving Throws Wis +5, Cha +2; advantage on saves
  against being charmed. 
  Skills Arcana +3, History +3, Insight +5, Perception
  +5, Religion 3 
  Weapons longbow, longsword, shortsword, simple
  weapons
  Senses darkvision, passive Perception 15
  Languages Common, Celestial, Elvish, Sylvan 
   
  
  Attack. You can attack when you take this action, using
  the following: 
  Shuriken (Dart). Ranged Weapon Attack: +5 to hit,
  range 20/60 ft., one target. 
  Hit: 1d4 + 3 piercing damage. 
  Mace. Melee Weapon Attack: +2 to hit, reach 5 ft.,
  one target. 
  Hit: 1d6 bludgeoning damage. 
   
  Blessing of the Trickster. Trickery domain feature 
   
  Invoke Duplicity. Cleric Channel Divinity feature 
   
  Turn Undead. Cleric Channel Divinity feature
  
  Fey Ancestry. Elf trait 
   
  Lucky. Feat 
   
  Mask of the Wild. Elf trait 
   
  Spellcasting. You are a spellcaster (cleric feature) who
  uses Wisdom as your spellcasting ability (spell save
  DC 13; +5 to hit with spell attacks). You have the
  following spells prepared: 
   
     Cantrips (at will): guidance, resistance, toll the
  dead, thaumaturgy 
     1st Level (4 slots): bane, charm person*,
  command, detect magic, disguise self*, sanctuary 
     2nd Level (3 slots): hold person, mirror image*,
  pass without trace*, silence, spiritual weapon 
     * domain spell (Trickery Domain) 
   
  Trance. Elf trait
  
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     For the duration, you can cast spells as though you were in
  the illusion’s space, but you must use your own senses.
  Additionally, when both you and your illusion are within 5 feet
  of a creature that can see the illusion, you have advantage on
  attack rolls against that creature, given how distracting the
  illusion is to the target.
  Turn Undead. As an action, you present your holy symbol
  and speak a prayer censuring the undead. Each undead that
  can see or hear you within 30 feet of you must succeed on a
  DC 13 Wisdom saving throw or become turned for 1 minute
  or until it takes any damage.
  A turned creature must spend its turns trying to move as far
  away from you as it can, and it can’t willingly move to a space
  within 30 feet of you. It also can’t take reactions. For its action,
  it can use only the Dash action or try to escape from an effect
  that prevents it from moving. If there’s nowhere to move, the
  creature can use the Dodge action.
  Trickery Domain. Clerics of Tymora prefer subterfuge,
  pranks, deception, and theft rather than direct confrontation.
  You gain a number of domain spells, which are always
  considered to be prepared, as a result of this domain. In
  addition, you have access to the following features:
  Blessing of the Trickster. You can use your action to touch a
  willing creature other than yourself to give it advantage on
  Dexterity (Stealth) checks. This blessing lasts for 1 hour or
  until you use this feature again.
  Spellcasting. Drawing on the divine essence of nature, you
  can cast spells to shape that essence to your will.
  Cantrips. You know three cantrips, which you can cast at
  will.
  Preparing and Casting Spells. To cast one of your cleric
  spells, you must expend a slot of the spell’s level or higher. You
  regain all expended spell slots when you finish a long rest.
  You prepare the list of cleric spells that are available for you
  to cast, choosing from the cleric spell list. When you do so,
  choose up to five cleric spells. The spells must be of a level for
  which you have spell slots.
  You can change your list of prepared spells when you finish
  a long rest. When you prepare new spells, you must pray for 1
  minute per spell level for each spell on your list.
  Spellcasting Ability. Wisdom is your spellcasting ability for
  your cleric spells, since your magic draws upon your devotion
  to Tymora. You use your Wisdom whenever a spell refers to
  your spellcasting ability.
  Ritual Casting. You can cast a cleric spell as a ritual if that
  spell has the ritual tag and you have the spell prepared.
  Spellcasting Focus. You can use a holy symbol as a
  spellcasting focus for your cleric spells.
  
  Lucky. You have inexplicable luck that seems to kick in at just
  the right moment.
  You have 3 luck points. Whenever you make an attack roll,
  an ability check, or a saving throw, you can spend one luck
  point to roll an additional d20. You can choose to spend
  one of your luck points after you roll the die, but before the
  outcome is determined. You choose which of the d20s is
  used for the attack roll, ability check, or saving throw.
  You can also spend one luck point when an attack roll is
  made against you. Roll a d20, and then choose whether the
  attack uses the attacker's roll or yours. If more than one
  creature spends a luck point to influence the outcome of a
  roll, the points cancel each other out; no additional dice are
  rolled.
  You regain your expended luck points when you finish a
  long rest.
  
  leather armor, shield, mace, shuriken (10), priest's pack,
  amulet (holy symbol), bottle of black ink, quill, small knife,
  letter from a dead colleague concerning Bowgentle's
  spellbook, set of common clothes, pouch containing 10 gp
  25
  
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  
  “I think our luck's about to change. But, just in case, why don't
  you go first?”
   
  The Shrine of Luck in Phandalin is in your care. You are a
  scholarly acolyte known as Sister Garaele, a zealous young elf
  who despairs of ever ridding Phandalin of the Redbrands.
  
  You spent years learning the lore of the multiverse. You
  scoured manuscripts, studied scrolls, and listened to the
  greatest experts on the subjects that interest you. Your efforts
  have made you a master of statistics, theology, and insults.
  Researcher. When you attempt to learn or recall a piece of
  lore, if you do not know that information, you often know
  where and from whom you can obtain it. Usually, this
  information comes from a library, scriptorium, university, or a
  sage or other learned person or creature.
  Faction. You are a member of the Harpers, a clandestine
  organization who work against tyranny through the sharing of
  information and lore.
  Personality Trait. There’s nothing you like more than a
  good mystery. And you love a good insult, even one directed at
  you.
  Ideal. What is beautiful points us beyond itself toward what
  is true.
  Bond. You’ve been searching for years for the location of
  Bowgentle's spellbook.
  Flaw. You play pranks on everyone, whether they can take a
  joke or not.
  
  Darkvision. You can see in dim light within 60 feet of you as if
  it were bright light, and in darkness as if it were dim light. You
  can’t discern color in darkness, only shades of gray.
  Fey Ancestry. You have advantage on saving throws against
  being charmed, and magic can’t put you to sleep.
  Mask of the Wild. You can attempt to hide even when you
  are only lightly obscured by foliage, heavy rain, falling snow,
  mist, and other natural phenomena.
  Trance. You don’t require sleep. Instead, you meditate
  deeply, semiconscious, for 4 hours a day. After resting in this
  way, you gain the same benefit that a human does from 8
  hours of sleep.
  
  Channel Divinity (Recharges after You Finish a Short or
  Long Rest). You can channel divine energy to create one of
  the following effects. You can do so once.
  Invoke Duplicity. As an action, you create a perfect illusion
  of yourself that lasts for 1 minute, or until you lose your
  concentration (as if you were concentrating on a spell). The
  illusion appears in an unoccupied space that you can see
  within 30 feet of you. As a bonus action on your turn, you can
  move the illusion up to 30 feet to a space you can see, but it
  must remain within 120 feet of you.
  26
  Medium humanoid (wood elf), Trickery domain, chaotic
  good 
  Armor Class 17 (studded leather, shield)
  Hit Points 28 (Hit Dice 5d8)
  Speed 35 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (+0) 16 (+3) 11 (+0) 12 (+1) 16 (+3) 10 (+0)
  Proficiences (+3 proficiency bonus) 
  Armor light armor, medium armor, shields 
  Saving Throws Wis +6, Cha +3; advantage on saves
  against being charmed. 
  Skills Arcana +4, History +4, Insight +6, Perception
  +6, Religion 4 
  Weapons longbow, longsword, shortsword, simple
  weapons
  Senses darkvision, passive Perception 16
  Languages Common, Celestial, Elvish, Sylvan 
   
  
  Attack. You can attack when you take this action, using
  the following: 
  Shuriken (Dart). Ranged Weapon Attack: +6 to hit,
  range 20/60 ft., one target. 
  Hit: 1d4 + 3 piercing damage. 
  Shortsword. Melee Weapon Attack: +6 to hit, reach 5
  ft., one target. 
  Hit: 1d6 + 3 piercing damage. 
   
  Blessing of the Trickster. Trickery domain feature 
   
  Invoke Duplicity. Cleric Channel Divinity feature 
   
  Turn Undead. Cleric Channel Divinity feature
  
  Fey Ancestry. Elf trait 
   
  Lucky. Feat 
   
  Mask of the Wild. Elf trait 
   
  Spellcasting. You are a spellcaster (cleric feature) who
  uses Wisdom as your spellcasting ability (spell save
  DC 14; +6 to hit with spell attacks). You have the
  following spells prepared: 
   
     Cantrips (at will): guidance, resistance, toll the
  dead, thaumaturgy 
     1st Level (4 slots): bane, charm person*,
  command, detect magic, disguise self*, sanctuary 
     2nd Level (3 slots): mirror image*, pass without
  trace*, silence, spiritual weapon 
     3rd Level (2 slots): bestow curse, blink*, dispel
  magic*, sending 
     * domain spell (Trickery Domain) 
   
  Trance. Elf trait
  
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     For the duration, you can cast spells as though you were in
  the illusion’s space, but you must use your own senses.
  Additionally, when both you and your illusion are within 5 feet
  of a creature that can see the illusion, you have advantage on
  attack rolls against that creature, given how distracting the
  illusion is to the target.
  Turn Undead. As an action, you present your holy symbol
  and speak a prayer censuring the undead. Each undead that
  can see or hear you within 30 feet of you must succeed on a
  DC 13 Wisdom saving throw or become turned for 1 minute
  or until it takes any damage. If the creature has a challenge
  rating of 1/2 or lower, it is destroyed instead.
  A turned creature must spend its turns trying to move as far
  away from you as it can, and it can’t willingly move to a space
  within 30 feet of you. It also can’t take reactions. For its action,
  it can use only the Dash action or try to escape from an effect
  that prevents it from moving. If there’s nowhere to move, the
  creature can use the Dodge action.
  Trickery Domain. Clerics of Tymora prefer subterfuge,
  pranks, deception, and theft rather than direct confrontation.
  You gain a number of domain spells, which are always
  considered to be prepared, as a result of this domain. In
  addition, you have access to the following features:
  Blessing of the Trickster. You can use your action to touch a
  willing creature other than yourself to give it advantage on
  Dexterity (Stealth) checks. This blessing lasts for 1 hour or
  until you use this feature again.
  Spellcasting. Drawing on the divine essence of nature, you
  can cast spells to shape that essence to your will.
  Cantrips. You know three cantrips, which you can cast at
  will.
  Preparing and Casting Spells. To cast one of your cleric
  spells, you must expend a slot of the spell’s level or higher. You
  regain all expended spell slots when you finish a long rest.
  You prepare the list of cleric spells that are available for you
  to cast, choosing from the cleric spell list. When you do so,
  choose up to five cleric spells. The spells must be of a level for
  which you have spell slots.
  You can change your list of prepared spells when you finish
  a long rest. When you prepare new spells, you must pray for 1
  minute per spell level for each spell on your list.
  Spellcasting Ability. Wisdom is your spellcasting ability for
  your cleric spells, since your magic draws upon your devotion
  to Tymora. You use your Wisdom whenever a spell refers to
  your spellcasting ability.
  Ritual Casting. You can cast a cleric spell as a ritual if that
  spell has the ritual tag and you have the spell prepared.
  Spellcasting Focus. You can use a holy symbol as a
  spellcasting focus for your cleric spells.
  
  Lucky. You have inexplicable luck that seems to kick in at just
  the right moment.
  You have 3 luck points. Whenever you make an attack roll,
  an ability check, or a saving throw, you can spend one luck
  point to roll an additional d20. You can choose to spend
  one of your luck points after you roll the die, but before the
  outcome is determined. You choose which of the d20s is
  used for the attack roll, ability check, or saving throw.
  You can also spend one luck point when an attack roll is
  made against you. Roll a d20, and then choose whether the
  attack uses the attacker's roll or yours. If more than one
  creature spends a luck point to influence the outcome of a
  roll, the points cancel each other out; no additional dice are
  rolled.
  You regain your expended luck points when you finish a
  long rest.
  
  studded leather armor, shield, shortsword, shuriken (10),
  potions of healing (3), priest's pack, amulet (holy symbol),
  bottle of black ink, ring of evasion, quill, small knife, letter
  from a dead colleague concerning Bowgentle's spellbook, set
  of common clothes, pouch containing 30 gp
  Ring of Evasion
  Ring, rare (requires attunement) 
  This ring has 3 charges, and it regains 1d3 expended charges
  daily at dawn. When you fail a Dexterity saving throw while
  wearing it, you can use your reaction to expend 1 of its
  charges to succeed on that saving throw instead.
  27
  
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  
  
  “Ever since I picked up this small crystal, the most wonderous
  things have been happening to me.”
   
  Together with your brothers, Nundro and Tharden, you found
  the entrance to legendary Wave Echo Cave. The three of you
  hastily drew a map and vowed to return with the proper
  supplies. Before you left, you picked up a small crystal. Little
  did you know, that gem was infused with wild magic left over
  from the cataclysm that destroyed the mines' previous
  workers. It's infused you with arcane powers you're only
  beginning to understand.
  
  You belong to a guild of miners and wagoneers. You don’t craft
  items yourself but earn a living by furnishing ore and precious
  metals to others. Your guild is largely a family affair, though
  you have interests across the region. You transport valuable
  metals from the mines of the Sword Mountains to
  Neverwinter by wagon and caravan.
  Guild Membership. As an established and respected
  member of the miners' guild, you can rely on certain benefits
  that membership provides. Your fellow guild members will
  provide you with lodging and food if necessary, and pay for
  your funeral if needed. In Neverwinter, the miners' guildhall
  offers a central place to meet other miners, which can be a
  good place to meet potential patrons, allies, or hirelings.
  If you are accused of a crime, your guild will support you if a
  good case can be made for your innocence or the crime is
  justifiable. You can also gain access to powerful political
  figures through the guild, if you are a member in good
  standing. Such connections might require the donation of
  money or magic items to the guild’s coffers.
  You must pay dues of 5 gp per month to the guild. If you
  miss payments, you must make up back dues to remain in the
  guild’s good graces.
  Personality Trait. You always want to know how things
  work and what makes people tick. And you like to talk at
  length about your profession.
  Ideal. You're committed to the people you care about, not to
  ideals.
  Bond. Your brothers, Nundro and Tharden, are the most
  important people in the world to you.
  Flaw. You'll do anything to get your hands on Wave Echo
  Cave.
  
  Darkvision. You can see in dim light within 60 feet of you as if
  it were bright light, and in darkness as if it were dim light. You
  can’t discern color in darkness, only shades of gray.
  Stonecunning. You have a +4 bonus on Intelligence
  (History) checks related to the origin of stonework.
  
  Wild Magic Surge. Your spellcasting can unleash surges of
  untamed magic. Once per turn, the DM can have you roll a
  d20 immediately after you cast a sorcerer spell of 1st level or
  higher. If you roll a 1, roll on the Wild Magic Surge table to
  create a magical effect. If that effect is a spell, it is too wild to
  be affected by your Metamagic, and if it normally requires
  concentration, it doesn’t require concentration in this case; the
  spell lasts for its full duration.
  28
  Medium humanoid (hill dwarf), Wild Magic, neutral
  good 
  Armor Class 11
  Hit Points 8 (Hit Dice 1d6)
  Speed 25 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  12 (+1) 12 (+1) 13 (+1) 12 (+1) 12 (+1) 15 (+2)
  Proficiences (+2 proficiency bonus) 
  Saving Throws Con +3, Cha +4; advantage on saves
  against poison 
  Skills Arcana +3, Deception +4, Insight +3,
  Persuasion +4 
  Tools smith's tools, vehicles (land) 
  Weapons battleaxe, light crossbow, dagger, dart,
  handaxe, light hammer, quarterstaff, sling,
  warhammer
  Damage Resistances poison
  Senses darkvision, passive Perception 11
  Languages Common, Dwarvish, Gnomish 
   
  
  Attack. You can attack when you take this action, using
  the following: 
  Handaxe. Melee or Ranged Weapon Attack: +3 to hit,
  reach 5 ft. or range 20/60 ft., one target. 
  Hit: 1d6 + 1 slashing damage. 
  Dagger. Melee or Ranged Weapon Attack: +3 to hit,
  reach 5 ft. or range 20/60 ft., one target. 
  Hit: 1d4 + 1 piercing damage. 
   
  Spellcasting. Sorcerer feature 
   
  
  Two-Weapon Fighting. When you take the Attack action
  with a handaxe in one hand, you can use a bonus
  action to attack with a dagger in the other hand. You
  don't add your ability modifier to the damage of the
  bonus attack. 
   
  You can instead throw the weapon instead of making
  a melee attack with it.
  
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      Tides of Chaos (Recharges After a Long Rest). You can
  manipulate the forces of chance and chaos to gain advantage
  on one attack roll, ability check, or saving throw.
  Any time before you regain the use of this feature, the DM
  can have you roll on the Wild Magic Surge table immediately
  after you cast a sorcerer spell of 1st level or higher. You then
  regain the use of this feature.
  Spellcasting. Charisma is your spellcasting ability for your
  sorcerer spells. You use your Charisma whenever a spell
  refers to your spellcasting ability.
  To cast a spell, you must expend a slot of the spell’s level or
  higher. You regain all expended spell slots when you finish a
  long rest. 
  Spell save DC: 12 
  Spell attack modifier: +4 
   
  Spells Known: 
  Cantrips (at will): fire bolt, mending, mold earth,
  prestidigitation 
   
  1st level (2 slots): burning hands, earth tremor
  
  handaxe, daggers (2), dungeoneer's pack, crystal (arcane
  focus), smith’s tools, letter of introduction from your guild, set
  of traveler’s clothes, pouch containing 15 gp
  29
  
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  
  
  “Ever since I picked up this small crystal, the most wonderous
  things have been happening to me.”
   
  Together with your brothers, Nundro and Tharden, you found
  the entrance to legendary Wave Echo Cave. The three of you
  hastily drew a map and vowed to return with the proper
  supplies. Before you left, you picked up a small crystal. Little
  did you know, that gem was infused with wild magic left over
  from the cataclysm that destroyed the mines' previous
  workers. It's infused you with arcane powers you're only
  beginning to understand.
  
  You belong to a guild of miners and wagoneers. You don’t craft
  items yourself but earn a living by furnishing ore and precious
  metals to others. Your guild is largely a family affair, though
  you have interests across the region. You transport valuable
  metals from the mines of the Sword Mountains to
  Neverwinter by wagon and caravan.
  Guild Membership. As an established and respected
  member of the miners' guild, you can rely on certain benefits
  that membership provides. Your fellow guild members will
  provide you with lodging and food if necessary, and pay for
  your funeral if needed. In Neverwinter, the miners' guildhall
  offers a central place to meet other miners, which can be a
  good place to meet potential patrons, allies, or hirelings.
  If you are accused of a crime, your guild will support you if a
  good case can be made for your innocence or the crime is
  justifiable. You can also gain access to powerful political
  figures through the guild, if you are a member in good
  standing. Such connections might require the donation of
  money or magic items to the guild’s coffers.
  You must pay dues of 5 gp per month to the guild. If you
  miss payments, you must make up back dues to remain in the
  guild’s good graces.
  Personality Trait. You always want to know how things
  work and what makes people tick. And you like to talk at
  length about your profession.
  Ideal. You're committed to the people you care about, not to
  ideals.
  Bond. Your brothers, Nundro and Tharden, are the most
  important people in the world to you.
  Flaw. You'll do anything to get your hands on Wave Echo
  Cave.
  
  Darkvision. You can see in dim light within 60 feet of you as if
  it were bright light, and in darkness as if it were dim light. You
  can’t discern color in darkness, only shades of gray.
  Stonecunning. You have a +4 bonus on Intelligence
  (History) checks related to the origin of stonework.
  
  Wild Magic Surge. Your spellcasting can unleash surges of
  untamed magic. Once per turn, the DM can have you roll a
  d20 immediately after you cast a sorcerer spell of 1st level or
  higher. If you roll a 1, roll on the Wild Magic Surge table to
  create a magical effect. If that effect is a spell, it is too wild to
  be affected by your Metamagic, and if it normally requires
  concentration, it doesn’t require concentration in this case; the
  spell lasts for its full duration.
  30
  Medium humanoid (hill dwarf), Wild Magic, neutral
  good 
  Armor Class 11
  Hit Points 14 (Hit Dice 2d6)
  Speed 25 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  12 (+1) 12 (+1) 13 (+1) 12 (+1) 12 (+1) 15 (+2)
  Proficiences (+2 proficiency bonus) 
  Saving Throws Con +3, Cha +4; advantage on saves
  against poison 
  Skills Arcana +3, Deception +4, Insight +3,
  Persuasion +4 
  Tools smith's tools, vehicles (land) 
  Weapons battleaxe, light crossbow, dagger, dart,
  handaxe, light hammer, quarterstaff, sling,
  warhammer
  Damage Resistances poison
  Senses darkvision, passive Perception 11
  Languages Common, Dwarvish, Gnomish 
   
  
  Attack. You can attack when you take this action, using
  the following: 
  Handaxe. Melee or Ranged Weapon Attack: +3 to hit,
  reach 5 ft. or range 20/60 ft., one target. 
  Hit: 1d6 + 1 slashing damage. 
  Dagger. Melee or Ranged Weapon Attack: +3 to hit,
  reach 5 ft. or range 20/60 ft., one target. 
  Hit: 1d4 + 1 piercing damage. 
   
  Spellcasting. Sorcerer feature 
   
  
  Flexible Casting. Sorcerer feature 
   
  Two-Weapon Fighting. When you take the Attack action
  with a handaxe in one hand, you can use a bonus
  action to attack with a dagger in the other hand. You
  don't add your ability modifier to the damage of the
  bonus attack. 
   
  You can instead throw the weapon instead of making
  a melee attack with it.
  
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      Tides of Chaos (Recharges After a Long Rest). You can
  manipulate the forces of chance and chaos to gain advantage
  on one attack roll, ability check, or saving throw.
  Any time before you regain the use of this feature, the DM
  can have you roll on the Wild Magic Surge table immediately
  after you cast a sorcerer spell of 1st level or higher. You then
  regain the use of this feature.
  Spellcasting. Charisma is your spellcasting ability for your
  sorcerer spells. You use your Charisma whenever a spell
  refers to your spellcasting ability.
  To cast a spell, you must expend a slot of the spell’s level or
  higher. You regain all expended spell slots when you finish a
  long rest. 
  Spell save DC: 12 
  Spell attack modifier: +4 
   
  Spells Known: 
  Cantrips (at will): fire bolt, mending, mold earth,
  prestidigitation 
   
  1st level (3 slots): burning hands, earth tremor, shield 
   
  Font of Magic (Recharges After a Long Rest). You have 2
  sorcery points, which you can spend on a variety of magical
  effects (listed under this feature).
  Flexible Casting. You can transform 2 unexpended sorcery
  points into one 1st-level spell slot as a bonus action on your
  turn.
  As a bonus action on your turn, you can expend one spell
  slot and gain a number of sorcery points equal to the spell’s
  level.
  
  handaxe, daggers (2), dungeoneer's pack, crystal (arcane
  focus), smith’s tools, letter of introduction from your guild, set
  of traveler’s clothes, pouch containing 15 gp
  31
  
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  
  
  “Ever since I picked up this small crystal, the most wonderous
  things have been happening to me.”
   
  Together with your brothers, Nundro and Tharden, you found
  the entrance to legendary Wave Echo Cave. The three of you
  hastily drew a map and vowed to return with the proper
  supplies. Before you left, you picked up a small crystal. Little
  did you know, that gem was infused with wild magic left over
  from the cataclysm that destroyed the mines' previous
  workers. It's infused you with arcane powers you're only
  beginning to understand.
  
  You belong to a guild of miners and wagoneers. You don’t craft
  items yourself but earn a living by furnishing ore and precious
  metals to others. Your guild is largely a family affair, though
  you have interests across the region. You transport valuable
  metals from the mines of the Sword Mountains to
  Neverwinter by wagon and caravan.
  Guild Membership. As an established and respected
  member of the miners' guild, you can rely on certain benefits
  that membership provides. Your fellow guild members will
  provide you with lodging and food if necessary, and pay for
  your funeral if needed. In Neverwinter, the miners' guildhall
  offers a central place to meet other miners, which can be a
  good place to meet potential patrons, allies, or hirelings.
  If you are accused of a crime, your guild will support you if a
  good case can be made for your innocence or the crime is
  justifiable. You can also gain access to powerful political
  figures through the guild, if you are a member in good
  standing. Such connections might require the donation of
  money or magic items to the guild’s coffers.
  You must pay dues of 5 gp per month to the guild. If you
  miss payments, you must make up back dues to remain in the
  guild’s good graces.
  Personality Trait. You always want to know how things
  work and what makes people tick. And you like to talk at
  length about your profession.
  Ideal. You're committed to the people you care about, not to
  ideals.
  Bond. Your brothers, Nundro and Tharden, are the most
  important people in the world to you.
  Flaw. You'll do anything to get your hands on Wave Echo
  Cave.
  
  Darkvision. You can see in dim light within 60 feet of you as if
  it were bright light, and in darkness as if it were dim light. You
  can’t discern color in darkness, only shades of gray.
  Stonecunning. You have a +4 bonus on Intelligence
  (History) checks related to the origin of stonework.
  32
  Medium humanoid (hill dwarf), Wild Magic, neutral
  good 
  Armor Class 11
  Hit Points 20 (Hit Dice 3d6)
  Speed 25 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  12 (+1) 12 (+1) 13 (+1) 12 (+1) 12 (+1) 15 (+2)
  Proficiences (+2 proficiency bonus) 
  Saving Throws Con +3, Cha +4; advantage on saves
  against poison 
  Skills Arcana +3, Deception +4, Insight +3,
  Persuasion +4 
  Tools smith's tools, vehicles (land) 
  Weapons battleaxe, light crossbow, dagger, dart,
  handaxe, light hammer, quarterstaff, sling,
  warhammer
  Damage Resistances poison
  Senses darkvision, passive Perception 11
  Languages Common, Dwarvish, Gnomish 
   
  
  Attack. You can attack when you take this action, using
  the following: 
  Handaxe. Melee or Ranged Weapon Attack: +3 to hit,
  reach 5 ft. or range 20/60 ft., one target. 
  Hit: 1d6 + 1 slashing damage. 
  Dagger. Melee or Ranged Weapon Attack: +3 to hit,
  reach 5 ft. or range 20/60 ft., one target. 
  Hit: 1d4 + 1 piercing damage. 
   
  Spellcasting. Sorcerer feature 
   
  
  Flexible Casting. Sorcerer feature 
   
  Two-Weapon Fighting. When you take the Attack action
  with a handaxe in one hand, you can use a bonus
  action to attack with a dagger in the other hand. You
  don't add your ability modifier to the damage of the
  bonus attack. 
   
  You can instead throw the weapon instead of making
  a melee attack with it. 
   
  
  Metamagic. Sorcerer feature
  
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  
  Wild Magic Surge. Your spellcasting can unleash surges of
  untamed magic. Once per turn, the DM can have you roll a
  d20 immediately after you cast a sorcerer spell of 1st level or
  higher. If you roll a 1, roll on the Wild Magic Surge table to
  create a magical effect. If that effect is a spell, it is too wild to
  be affected by your Metamagic, and if it normally requires
  concentration, it doesn’t require concentration in this case; the
  spell lasts for its full duration.
  Tides of Chaos (Recharges After a Long Rest). You can
  manipulate the forces of chance and chaos to gain advantage
  on one attack roll, ability check, or saving throw.
  Any time before you regain the use of this feature, the DM
  can have you roll on the Wild Magic Surge table immediately
  after you cast a sorcerer spell of 1st level or higher. You then
  regain the use of this feature.
  Spellcasting. Charisma is your spellcasting ability for your
  sorcerer spells. You use your Charisma whenever a spell
  refers to your spellcasting ability.
  To cast a spell, you must expend a slot of the spell’s level or
  higher. You regain all expended spell slots when you finish a
  long rest. 
  Spell save DC: 12 
  Spell attack modifier: +4 
   
  Spells Known: 
  Cantrips (at will): fire bolt, mending, mold earth,
  prestidigitation 
   
  1st level (4 slots): burning hands, earth tremor, shield 
   
  2nd level (2 slots): Maximilian's earthen grasp 
   
  Font of Magic (Recharges After a Long Rest). You have 3
  sorcery points, which you can spend on a variety of magical
  effects (listed under this feature).
  Flexible Casting. You can transform 2 unexpended sorcery
  points into one 1st-level spell slot as a bonus action on your
  turn.
  Creating Spell Slots
  Spell Slot 
  Level
  Sorcery 
  Point Cost
  1st
  2
  2nd
  3
  As a bonus action on your turn, you can expend one spell
  slot and gain a number of sorcery points equal to the spell’s
  level.
  Metamagic. You have the following Metamagic options. You
  can use only one Metamagic option on a spell when you cast
  it, unless otherwise noted.
  Empowered Spell: When you roll damage for a spell, you
  can spend 1 sorcery point to reroll a number of the damage
  dice up to your Charisma modifier (minimum of one). You
  must use the new rolls.
  You can use Empowered Spell even if you have already used
  a different Metamagic option during the casting of the spell.
     Extended Spell: When you cast a spell that has a duration of
  1 minute or longer, you can spend 1 sorcery point to double its
  duration, to a maximum duration of 24 hours.
  
  handaxe, daggers (2), dungeoneer's pack, crystal (arcane
  focus), smith’s tools, letter of introduction from your guild, set
  of traveler’s clothes, pouch containing 15 gp
  33
  
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  
  
  “Ever since I picked up this small crystal, the most wonderous
  things have been happening to me.”
   
  Together with your brothers, Nundro and Tharden, you found
  the entrance to legendary Wave Echo Cave. The three of you
  hastily drew a map and vowed to return with the proper
  supplies. Before you left, you picked up a small crystal. Little
  did you know, that gem was infused with wild magic left over
  from the cataclysm that destroyed the mines' previous
  workers. It's infused you with arcane powers you're only
  beginning to understand.
  
  You belong to a guild of miners and wagoneers. You don’t craft
  items yourself but earn a living by furnishing ore and precious
  metals to others. Your guild is largely a family affair, though
  you have interests across the region. You transport valuable
  metals from the mines of the Sword Mountains to
  Neverwinter by wagon and caravan.
  Guild Membership. As an established and respected
  member of the miners' guild, you can rely on certain benefits
  that membership provides. Your fellow guild members will
  provide you with lodging and food if necessary, and pay for
  your funeral if needed. In Neverwinter, the miners' guildhall
  offers a central place to meet other miners, which can be a
  good place to meet potential patrons, allies, or hirelings.
  If you are accused of a crime, your guild will support you if a
  good case can be made for your innocence or the crime is
  justifiable. You can also gain access to powerful political
  figures through the guild, if you are a member in good
  standing. Such connections might require the donation of
  money or magic items to the guild’s coffers.
  You must pay dues of 5 gp per month to the guild. If you
  miss payments, you must make up back dues to remain in the
  guild’s good graces.
  Personality Trait. You always want to know how things
  work and what makes people tick. And you like to talk at
  length about your profession.
  Ideal. You're committed to the people you care about, not to
  ideals.
  Bond. Your brothers, Nundro and Tharden, are the most
  important people in the world to you.
  Flaw. You'll do anything to get your hands on Wave Echo
  Cave.
  
  Darkvision. You can see in dim light within 60 feet of you as if
  it were bright light, and in darkness as if it were dim light. You
  can’t discern color in darkness, only shades of gray.
  Stonecunning. You have a +4 bonus on Intelligence
  (History) checks related to the origin of stonework.
  34
  Medium humanoid (hill dwarf), Wild Magic, neutral
  good 
  Armor Class 11
  Hit Points 30 (Hit Dice 4d6)
  Speed 25 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  12 (+1) 12 (+1) 14 (+2) 12 (+1) 12 (+1) 16 (+3)
  Proficiences (+2 proficiency bonus) 
  Saving Throws Con +4, Cha +5; advantage on saves
  against poison 
  Skills Arcana +3, Deception +5, Insight +3,
  Persuasion +5 
  Tools smith's tools, vehicles (land) 
  Weapons battleaxe, light crossbow, dagger, dart,
  handaxe, light hammer, quarterstaff, sling,
  warhammer
  Damage Resistances poison
  Senses darkvision, passive Perception 11
  Languages Common, Dwarvish, Gnomish 
   
  
  Attack. You can attack when you take this action, using
  the following: 
  Handaxe. Melee or Ranged Weapon Attack: +3 to hit,
  reach 5 ft. or range 20/60 ft., one target. 
  Hit: 1d6 + 1 slashing damage. 
  Dagger. Melee or Ranged Weapon Attack: +3 to hit,
  reach 5 ft. or range 20/60 ft., one target. 
  Hit: 1d4 + 1 piercing damage. 
   
  Spellcasting. Sorcerer feature 
   
  
  Flexible Casting. Sorcerer feature 
   
  Two-Weapon Fighting. When you take the Attack action
  with a handaxe in one hand, you can use a bonus
  action to attack with a dagger in the other hand. You
  don't add your ability modifier to the damage of the
  bonus attack. 
   
  You can instead throw the weapon instead of making
  a melee attack with it. 
   
  
  Metamagic. Sorcerer feature
  
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  
  Wild Magic Surge. Your spellcasting can unleash surges of
  untamed magic. Once per turn, the DM can have you roll a
  d20 immediately after you cast a sorcerer spell of 1st level or
  higher. If you roll a 1, roll on the Wild Magic Surge table to
  create a magical effect. If that effect is a spell, it is too wild to
  be affected by your Metamagic, and if it normally requires
  concentration, it doesn’t require concentration in this case; the
  spell lasts for its full duration.
  Tides of Chaos (Recharges After a Long Rest). You can
  manipulate the forces of chance and chaos to gain advantage
  on one attack roll, ability check, or saving throw.
  Any time before you regain the use of this feature, the DM
  can have you roll on the Wild Magic Surge table immediately
  after you cast a sorcerer spell of 1st level or higher. You then
  regain the use of this feature.
  Spellcasting. Charisma is your spellcasting ability for your
  sorcerer spells. You use your Charisma whenever a spell
  refers to your spellcasting ability.
  To cast a spell, you must expend a slot of the spell’s level or
  higher. You regain all expended spell slots when you finish a
  long rest. 
  Spell save DC: 13 
  Spell attack modifier: +5 
   
  Spells Known: 
  Cantrips (at will): fire bolt, mending, mold earth,
  prestidigitation, thunderclap 
   
  1st level (4 slots): burning hands, earth tremor, shield 
   
  2nd level (3 slots): Maximilian's earthen grasp, pyrotechnics 
   
  Font of Magic (Recharges After a Long Rest). You have 4
  sorcery points, which you can spend on a variety of magical
  effects (listed under this feature).
  Flexible Casting. You can transform 2 unexpended sorcery
  points into one 1st-level spell slot as a bonus action on your
  turn.
  Creating Spell Slots
  Spell Slot 
  Level
  Sorcery 
  Point Cost
  1st
  2
  2nd
  3
  As a bonus action on your turn, you can expend one spell
  slot and gain a number of sorcery points equal to the spell’s
  level.
  Metamagic. You have the following Metamagic options. You
  can use only one Metamagic option on a spell when you cast
  it, unless otherwise noted.
  Empowered Spell: When you roll damage for a spell, you
  can spend 1 sorcery point to reroll a number of the damage
  dice up to your Charisma modifier (minimum of one). You
  must use the new rolls.
  You can use Empowered Spell even if you have already used
  a different Metamagic option during the casting of the spell.
     Extended Spell: When you cast a spell that has a duration of
  1 minute or longer, you can spend 1 sorcery point to double its
  duration, to a maximum duration of 24 hours.
  
  handaxe, daggers (2), dungeoneer's pack, crystal (arcane
  focus), smith’s tools, letter of introduction from your guild, set
  of traveler’s clothes, pouch containing 15 gp
  35
  
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  
  
  “Ever since I picked up this small crystal, the most wonderous
  things have been happening to me.”
   
  Together with your brothers, Nundro and Tharden, you found
  the entrance to legendary Wave Echo Cave. The three of you
  hastily drew a map and vowed to return with the proper
  supplies. Before you left, you picked up a small crystal. Little
  did you know, that gem was infused with wild magic left over
  from the cataclysm that destroyed the mines' previous
  workers. It's infused you with arcane powers you're only
  beginning to understand.
  
  You belong to a guild of miners and wagoneers. You don’t craft
  items yourself but earn a living by furnishing ore and precious
  metals to others. Your guild is largely a family affair, though
  you have interests across the region. You transport valuable
  metals from the mines of the Sword Mountains to
  Neverwinter by wagon and caravan.
  Guild Membership. As an established and respected
  member of the miners' guild, you can rely on certain benefits
  that membership provides. Your fellow guild members will
  provide you with lodging and food if necessary, and pay for
  your funeral if needed. In Neverwinter, the miners' guildhall
  offers a central place to meet other miners, which can be a
  good place to meet potential patrons, allies, or hirelings.
  If you are accused of a crime, your guild will support you if a
  good case can be made for your innocence or the crime is
  justifiable. You can also gain access to powerful political
  figures through the guild, if you are a member in good
  standing. Such connections might require the donation of
  money or magic items to the guild’s coffers.
  You must pay dues of 5 gp per month to the guild. If you
  miss payments, you must make up back dues to remain in the
  guild’s good graces.
  Personality Trait. You always want to know how things
  work and what makes people tick. And you like to talk at
  length about your profession.
  Ideal. You're committed to the people you care about, not to
  ideals.
  Bond. Your brothers, Nundro and Tharden, are the most
  important people in the world to you.
  Flaw. You'll do anything to get your hands on Wave Echo
  Cave.
  
  Darkvision. You can see in dim light within 60 feet of you as if
  it were bright light, and in darkness as if it were dim light. You
  can’t discern color in darkness, only shades of gray.
  Stonecunning. You have a +4 bonus on Intelligence
  (History) checks related to the origin of stonework.
  
  Wild Magic Surge. Your spellcasting can unleash surges of
  untamed magic. Once per turn, the DM can have you roll a
  d20 immediately after you cast a sorcerer spell of 1st level or
  higher. If you roll a 1, roll on the Wild Magic Surge table to
  create a magical effect. If that effect is a spell, it is too wild to
  be affected by your Metamagic, and if it normally requires
  concentration, it doesn’t require concentration in this case; the
  spell lasts for its full duration.
  Tides of Chaos (Recharges After a Long Rest). You can
  manipulate the forces of chance and chaos to gain advantage
  on one attack roll, ability check, or saving throw.
  36
  Medium humanoid (hill dwarf), Wild Magic, neutral
  good 
  Armor Class 11
  Hit Points 47 (Hit Dice 5d6)
  Speed 25 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  12 (+1) 12 (+1) 19 (+4) 12 (+1) 12 (+1) 16 (+3)
  Proficiences (+3 proficiency bonus) 
  Saving Throws Con +7, Cha +6; advantage on saves
  against poison 
  Skills Arcana +4, Deception +6, Insight +4,
  Persuasion +6 
  Tools smith's tools, vehicles (land) 
  Weapons battleaxe, light crossbow, dagger, dart,
  handaxe, light hammer, quarterstaff, sling,
  warhammer
  Damage Resistances poison
  Senses darkvision, passive Perception 11
  Languages Common, Dwarvish, Gnomish 
   
  
  Attack. You can attack when you take this action, using
  the following: 
  Warhammer. Melee Weapon Attack: +4 to hit, reach
  5 ft., one target. 
  Hit: 1d10 + 1 bludgeoning damage. 
  Light Crossbow. Ranged Weapon Attack: +4 to hit, or
  range 80/320 ft., one target. 
  Hit: 1d8 + 1 piercing damage. 
   
  Spellcasting. Sorcerer feature 
   
  
  Flexible Casting. Sorcerer feature 
   
  
  Metamagic. Sorcerer feature
  
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      Any time before you regain the use of this feature, the DM
  can have you roll on the Wild Magic Surge table immediately
  after you cast a sorcerer spell of 1st level or higher. You then
  regain the use of this feature.
  Spellcasting. Charisma is your spellcasting ability for your
  sorcerer spells. You use your Charisma whenever a spell
  refers to your spellcasting ability.
  To cast a spell, you must expend a slot of the spell’s level or
  higher. You regain all expended spell slots when you finish a
  long rest. 
  Spell save DC: 14 
  Spell attack modifier: +6 
   
  Spells Known: 
  Cantrips (at will): fire bolt, mending, mold earth,
  prestidigitation, thunderclap 
   
  1st level (4 slots): burning hands, earth tremor, shield 
   
  2nd level (3 slots): Maximilian's earthen grasp, pyrotechnics 
   
  3rd level (2 slots): erupting earth 
   
  Font of Magic (Recharges After a Long Rest). You have 5
  sorcery points, which you can spend on a variety of magical
  effects (listed under this feature).
  Flexible Casting. You can transform 2 unexpended sorcery
  points into one 1st-level spell slot as a bonus action on your
  turn.
  Creating Spell Slots
  Spell Slot 
  Level
  Sorcery 
  Point Cost
  1st
  2
  2nd
  3
  3rd
  5
  As a bonus action on your turn, you can expend one spell
  slot and gain a number of sorcery points equal to the spell’s
  level.
  Metamagic. You have the following Metamagic options. You
  can use only one Metamagic option on a spell when you cast
  it, unless otherwise noted.
  Empowered Spell: When you roll damage for a spell, you
  can spend 1 sorcery point to reroll a number of the damage
  dice up to your Charisma modifier (minimum of one). You
  must use the new rolls.
  You can use Empowered Spell even if you have already used
  a different Metamagic option during the casting of the spell.
  Extended Spell: When you cast a spell that has a duration of
  1 minute or longer, you can spend 1 sorcery point to double its
  duration, to a maximum duration of 24 hours.
  
  warhammer, dungeoneer's pack, crystal (arcane focus), smith’s
  tools, amulet of health, letter of introduction from your guild,
  potions of healing (3), set of traveler’s clothes, pouch
  containing 15 gp
  Amulet of Health
  Wondrous Item, rare (requires attunement) 
  Your Constitution score is 19 while you wear this amulet. It
  has no effect on you if your Constitution is already 19 or
  higher without it.
  37
  
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  
  
  “I pledge my sword, my life, and my honor to the
  Waterbaroness.”
   
  You are a sharp-tongued human woman of thirty-five.
  Everyone in town knows you as the shopkeep of the
  Lionshield Coster. But you are more than a mere Lionshield
  employee. You are one of dozens of Yartar spies now spread
  throughout the Sword Coast. You and your fellow spies serve
  the Waterbaron of Yartar, Nestra Ruthiol. Right now, you're
  simply supplying arms and armor to allies, using the store as a
  front. With marauding goblins stealing shipments and
  Redbrands menacing the store, you're hoping to join someone
  willing to help eliminate these threats.
  
  Although your capabilities are not much different from those
  of a burglar or smuggler, you learned and practiced them in a
  very different context: as an espionage agent. You are an
  officially sanctioned agent of the Waterbaron of Yartar.
  Criminal Contact. You have a reliable and trustworthy
  contact who acts as your liaison to a network of other spies.
  You know how to get messages to and from your contact, even
  over great distances; specifically, you know the local
  messengers, corrupt caravan masters, and seedy sailors who
  can deliver messages for you.
  Personality Trait. You are sharp-tongued but would rather
  make a new friend than a new enemy.
  Ideal. You obey your liege and don't question her orders.
  Bond. Your loyalty to your sovereign is unwavering.
  Flaw. Because of your secret occupation, you don't let
  anyone get too close.
  
  Divine Sense. (3; Recharges after a Long Rest). As an
  action, you can open your awareness to sense strong evil and
  powerful good. Until the end of your next turn, you know the
  location of any celestial, fiend, or undead within 60 feet of you
  that is not behind total cover. You know the type of any being
  whose presence you sense, but not its identity. Within the
  same radius, you also detect the presence of any place or
  object that has been consecrated or desecrated, as with the
  hallow spell.
  You can use this feature a number of times equal to 1 + your
  Charisma modifier.
  Lay on Hands. You have a pool of healing power, with
  which you can restore up to 5 hit points. This pool replenishes
  after you finish a long rest.
  As an action, you can touch a creature and draw power from
  the pool to restore a number of hit points to that creature, up
  to the maximum amount remaining in your pool.
  Alternatively, you can expend 5 hit points from your pool of
  healing to cure the target of one disease or neutralize one
  poison affecting it. You can cure multiple diseases and
  neutralize multiple poisons with a single use of Lay on Hands,
  expending hit points separately for each one.
  This feature has no effect on undead and constructs.
  
  chain mail, shield with emblem, longsword, javelins (5),
  explorer's pack, crowbar, set of dark common clothes
  including a hood, pouch containing 15 gp.
  38
  Medium humanoid (Tethyrian human), lawful neutral 
  Armor Class 18 (chain mail, shield)
  Hit Points 13 (Hit Dice 1d10)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3) 10 (+0) 16 (+3) 10 (+0) 11 (+0) 14 (+2)
  Proficiences (+2 proficiency bonus) 
  Saving Throws Wis +2, Cha +4 
  Skills Deception +4, Intimidation +4, Persuasion +4,
  Stealth +2 
  Tools dragonchess set, thieves' tools 
  Armor all armor, shields 
  Weapons all weapons
  Senses passive Perception 10
  Languages Common, Orc 
   
  
  Attack. You can attack when you take this action, using
  the following: 
  Longsword. Melee Weapon Attack: +5 to hit, reach 5
  ft., one target. 
  Hit: 1d8 + 3 slashing damage. 
  Javelin. Melee or Ranged Weapon Attack: +5 to hit,
  reach 5 ft. or range 30/120 ft., one target. 
  Hit: 1d6 + 3 piercing damage. 
   
  Divine Sense. Paladin feature 
   
  Lay on Hands. Paladin feature
  
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  
  
  “I pledge my sword, my life, and my honor to the
  Waterbaroness.”
   
  You are a sharp-tongued human woman of thirty-five.
  Everyone in town knows you as the shopkeep of the
  Lionshield Coster. But you are more than a mere Lionshield
  employee. You are one of dozens of Yartar spies now spread
  throughout the Sword Coast. You and your fellow spies serve
  the Waterbaron of Yartar, Nestra Ruthiol. Right now, you're
  simply supplying arms and armor to allies, using the store as a
  front. With marauding goblins stealing shipments and
  Redbrands menacing the store, you're hoping to join someone
  willing to help eliminate these threats.
  
  Although your capabilities are not much different from those
  of a burglar or smuggler, you learned and practiced them in a
  very different context: as an espionage agent. You are an
  officially sanctioned agent of the Waterbaron of Yartar.
  Criminal Contact. You have a reliable and trustworthy
  contact who acts as your liaison to a network of other spies.
  You know how to get messages to and from your contact, even
  over great distances; specifically, you know the local
  messengers, corrupt caravan masters, and seedy sailors who
  can deliver messages for you.
  Personality Trait. You are sharp-tongued but would rather
  make a new friend than a new enemy.
  Ideal. You obey your liege and don't question her orders.
  Bond. Your loyalty to your sovereign is unwavering.
  Flaw. Because of your secret occupation, you don't let
  anyone get too close.
  
  Divine Sense. (3; Recharges after a Long Rest). As an
  action, you can open your awareness to sense strong evil and
  powerful good. Until the end of your next turn, you know the
  location of any celestial, fiend, or undead within 60 feet of you
  that is not behind total cover. You know the type of any being
  whose presence you sense, but not its identity. Within the
  same radius, you also detect the presence of any place or
  object that has been consecrated or desecrated, as with the
  hallow spell.
  You can use this feature a number of times equal to 1 + your
  Charisma modifier.
  Divine Smite. When you hit a creature with a melee
  weapon attack, you can expend one paladin spell slot to deal
  an extra 2d8 radiant damage to the target (3d8 radiant
  damage if it is an undead or a fiend).
  Dueling. When you are wielding a melee weapon in one
  hand and no other weapons, you gain a +2 bonus to damage
  rolls with that weapon (included in attack).
  Lay on Hands. You have a pool of healing power, with
  which you can restore up to 10 hit points. This pool
  replenishes after you finish a long rest.
  As an action, you can touch a creature and draw power from
  the pool to restore a number of hit points to that creature, up
  to the maximum amount remaining in your pool.
     Alternatively, you can expend 5 hit points from your pool of
  healing to cure the target of one disease or neutralize one
  poison affecting it. You can cure multiple diseases and
  neutralize multiple poisons with a single use of Lay on Hands,
  expending hit points separately for each one.
  This feature has no effect on undead and constructs.
  Spellcasting. Charisma is your spellcasting ability for your
  paladin spells. You use your Charisma whenever a spell refers
  to your spellcasting ability.
  To cast a spell, you must expend a slot of the spell’s level or
  higher. You regain all expended spell slots when you finish a
  long rest. 
  Spell save DC: 12 
  Spell attack modifier: +4 
  Spells Prepared: 
  1st level (2 slots): command, compelled duel, wrathful smite
  
  chain mail, shield with emblem, longsword, javelins (5),
  explorer's pack, crowbar, set of dark common clothes
  including a hood, pouch containing 15 gp.
  39
  Medium humanoid (Tethyrian human), lawful neutral 
  Armor Class 18 (chain mail, shield)
  Hit Points 22 (Hit Dice 2d10)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3) 10 (+0) 16 (+3) 10 (+0) 11 (+0) 14 (+2)
  Proficiences (+2 proficiency bonus) 
  Saving Throws Wis +2, Cha +4 
  Skills Deception +4, Intimidation +4, Persuasion +4,
  Stealth +2 
  Tools dragonchess set, thieves' tools 
  Armor all armor, shields 
  Weapons all weapons
  Senses passive Perception 10
  Languages Common, Orc 
   
  
  Attack. You can attack when you take this action, using
  the following: 
  Longsword. Melee Weapon Attack: +5 to hit, reach 5
  ft., one target. 
  Hit: 1d8 + 5 slashing damage. 
  Javelin. Melee or Ranged Weapon Attack: +5 to hit,
  reach 5 ft. or range 30/120 ft., one target. 
  Hit: 1d6 + 3 piercing damage if thrown, or 1d6 + 5
  piercing damage if used as a melee weapon. 
   
  Divine Sense. Paladin feature 
   
  Lay on Hands. Paladin feature
  
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  
  
  “I pledge my sword, my life, and my honor to the
  Waterbaroness.”
   
  You are a sharp-tongued human woman of thirty-five.
  Everyone in town knows you as the shopkeep of the
  Lionshield Coster. But you are more than a mere Lionshield
  employee. You are one of dozens of Yartar spies now spread
  throughout the Sword Coast. You and your fellow spies serve
  the Waterbaron of Yartar, Nestra Ruthiol. Right now, you're
  simply supplying arms and armor to allies, using the store as a
  front. With marauding goblins stealing shipments and
  Redbrands menacing the store, you're hoping to join someone
  willing to help eliminate these threats.
  
  Although your capabilities are not much different from those
  of a burglar or smuggler, you learned and practiced them in a
  very different context: as an espionage agent. You are an
  officially sanctioned agent of the Waterbaron of Yartar.
  Criminal Contact. You have a reliable and trustworthy
  contact who acts as your liaison to a network of other spies.
  You know how to get messages to and from your contact, even
  over great distances; specifically, you know the local
  messengers, corrupt caravan masters, and seedy sailors who
  can deliver messages for you.
  Personality Trait. You are sharp-tongued but would rather
  make a new friend than a new enemy.
  Ideal. You obey your liege and don't question her orders.
  Bond. Your loyalty to your sovereign is unwavering.
  Flaw. Because of your secret occupation, you don't let
  anyone get too close.
  
  Divine Sense. (3; Recharges after a Long Rest). As an
  action, you can open your awareness to sense strong evil and
  powerful good. Until the end of your next turn, you know the
  location of any celestial, fiend, or undead within 60 feet of you
  that is not behind total cover. You know the type of any being
  whose presence you sense, but not its identity. Within the
  same radius, you also detect the presence of any place or
  object that has been consecrated or desecrated, as with the
  hallow spell.
  You can use this feature a number of times equal to 1 + your
  Charisma modifier.
  Divine Smite. When you hit a creature with a melee
  weapon attack, you can expend one paladin spell slot to deal
  an extra 2d8 radiant damage to the target (3d8 radiant
  damage if it is an undead or a fiend).
  Dueling. When you are wielding a melee weapon in one
  hand and no other weapons, you gain a +2 bonus to damage
  rolls with that weapon (included in attack).
  Lay on Hands. You have a pool of healing power, with
  which you can restore up to 15 hit points. This pool
  replenishes after you finish a long rest.
  As an action, you can touch a creature and draw power from
  the pool to restore a number of hit points to that creature, up
  to the maximum amount remaining in your pool.
     Alternatively, you can expend 5 hit points from your pool of
  healing to cure the target of one disease or neutralize one
  poison affecting it. You can cure multiple diseases and
  neutralize multiple poisons with a single use of Lay on Hands,
  expending hit points separately for each one.
  This feature has no effect on undead and constructs. 
  Channel Divinity (Recharges after a Short or Long Rest).
  You can use one of the following options.
  Champion Challenge. As a bonus action, you issue a
  challenge that compels other creatures to do battle with you.
  Each creature of your choice that you can see within 30 feet of
  you must make a Wisdom saving throw. On a failed save, a
  creature can’t willingly move more than 30 feet away from
  you. This effect ends on the creature if you are incapacitated
  or die or if the creature is more than 30 feet away from you.
  40
  Medium humanoid (Tethyrian human), lawful neutral 
  Armor Class 18 (chain mail, shield)
  Hit Points 31 (Hit Dice 3d10)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3) 10 (+0) 16 (+3) 10 (+0) 11 (+0) 14 (+2)
  Proficiences (+2 proficiency bonus) 
  Saving Throws Wis +2, Cha +4 
  Skills Deception +4, Intimidation +4, Persuasion +4,
  Stealth +2 
  Tools dragonchess set, thieves' tools 
  Armor all armor, shields 
  Weapons all weapons
  Immunities disease
  Senses passive Perception 10
  Languages Common, Orc 
   
  
  Attack. You can attack when you take this action, using
  the following: 
  Longsword. Melee Weapon Attack: +5 to hit, reach 5
  ft., one target. 
  Hit: 1d8 + 5 slashing damage. 
  Javelin. Melee or Ranged Weapon Attack: +5 to hit,
  reach 5 ft. or range 30/120 ft., one target. 
  Hit: 1d6 + 3 piercing damage if thrown, or 1d6 + 5
  piercing damage if used as a melee weapon. 
   
  Divine Sense. Paladin feature 
   
  Lay on Hands. Paladin feature 
   
  
  Champion Challenge. Paladin feature 
   
  Turn the Tide. Paladin feature
  
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      Turn the Tide. As a bonus action, you can bolster injured
  creatures with your Channel Divinity. Each creature of your
  choice that can hear you within 30 feet of you regains hit
  points equal to 1d6 + 2 if it has no more than half of its hit
  points.
  Spellcasting. Charisma is your spellcasting ability for your
  paladin spells. You use your Charisma whenever a spell refers
  to your spellcasting ability.
  To cast a spell, you must expend a slot of the spell’s level or
  higher. You regain all expended spell slots when you finish a
  long rest. 
   
  Spell save DC: 12 
  Spell attack modifier: +4 
   
  Spells Prepared: 
  1st level (3 slots): command, compelled duel, heroism, searing
  smite, wrathful smite
  
  chain mail, shield with emblem, longsword, javelins (5),
  explorer's pack, crowbar, set of dark common clothes
  including a hood, pouch containing 15 gp.
  41
  
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  
  
  “I pledge my sword, my life, and my honor to the
  Waterbaroness.”
   
  You are a sharp-tongued human woman of thirty-five.
  Everyone in town knows you as the shopkeep of the
  Lionshield Coster. But you are more than a mere Lionshield
  employee. You are one of dozens of Yartar spies now spread
  throughout the Sword Coast. You and your fellow spies serve
  the Waterbaron of Yartar, Nestra Ruthiol. Right now, you're
  simply supplying arms and armor to allies, using the store as a
  front. With marauding goblins stealing shipments and
  Redbrands menacing the store, you're hoping to join someone
  willing to help eliminate these threats.
  
  Although your capabilities are not much different from those
  of a burglar or smuggler, you learned and practiced them in a
  very different context: as an espionage agent. You are an
  officially sanctioned agent of the Waterbaron of Yartar.
  Criminal Contact. You have a reliable and trustworthy
  contact who acts as your liaison to a network of other spies.
  You know how to get messages to and from your contact, even
  over great distances; specifically, you know the local
  messengers, corrupt caravan masters, and seedy sailors who
  can deliver messages for you.
  Personality Trait. You are sharp-tongued but would rather
  make a new friend than a new enemy.
  Ideal. You obey your liege and don't question her orders.
  Bond. Your loyalty to your sovereign is unwavering.
  Flaw. Because of your secret occupation, you don't let
  anyone get too close.
  
  Divine Sense. (3; Recharges after a Long Rest). As an
  action, you can open your awareness to sense strong evil and
  powerful good. Until the end of your next turn, you know the
  location of any celestial, fiend, or undead within 60 feet of you
  that is not behind total cover. You know the type of any being
  whose presence you sense, but not its identity. Within the
  same radius, you also detect the presence of any place or
  object that has been consecrated or desecrated, as with the
  hallow spell.
  You can use this feature a number of times equal to 1 + your
  Charisma modifier.
  Divine Smite. When you hit a creature with a melee
  weapon attack, you can expend one paladin spell slot to deal
  an extra 2d8 radiant damage to the target (3d8 radiant
  damage if it is an undead or a fiend).
  Dueling. When you are wielding a melee weapon in one
  hand and no other weapons, you gain a +2 bonus to damage
  rolls with that weapon (included in attack).
  Lay on Hands. You have a pool of healing power, with
  which you can restore up to 20 hit points. This pool
  replenishes after you finish a long rest.
  As an action, you can touch a creature and draw power from
  the pool to restore a number of hit points to that creature, up
  to the maximum amount remaining in your pool.
     Alternatively, you can expend 5 hit points from your pool of
  healing to cure the target of one disease or neutralize one
  poison affecting it. You can cure multiple diseases and
  neutralize multiple poisons with a single use of Lay on Hands,
  expending hit points separately for each one.
  This feature has no effect on undead and constructs. 
  Channel Divinity (Recharges after a Short or Long Rest).
  You can use one of the following options.
  Champion Challenge. As a bonus action, you issue a
  challenge that compels other creatures to do battle with you.
  Each creature of your choice that you can see within 30 feet of
  you must make a Wisdom saving throw. On a failed save, a
  creature can’t willingly move more than 30 feet away from
  you. This effect ends on the creature if you are incapacitated
  or die or if the creature is more than 30 feet away from you.
  42
  Medium humanoid (Tethyrian human), lawful neutral 
  Armor Class 18 (chain mail, shield)
  Hit Points 40 (Hit Dice 4d10)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3) 10 (+0) 16 (+3) 10 (+0) 11 (+0) 14 (+2)
  Proficiences (+2 proficiency bonus) 
  Saving Throws Wis +2, Cha +4 
  Skills Deception +4, Intimidation +4, Persuasion +4,
  Stealth +2 
  Tools dragonchess set, thieves' tools 
  Armor all armor, shields 
  Weapons all weapons
  Immunities disease
  Senses passive Perception 10
  Languages Common, Orc 
   
  
  Attack. You can attack when you take this action, using
  the following: 
  Longsword. Melee Weapon Attack: +5 to hit, reach 5
  ft., one target. 
  Hit: 1d8 + 5 slashing damage. 
  Javelin. Melee or Ranged Weapon Attack: +5 to hit,
  reach 5 ft. or range 30/120 ft., one target. 
  Hit: 1d6 + 3 piercing damage if thrown, or 1d6 + 5
  piercing damage if used as a melee weapon. 
   
  Divine Sense. Paladin feature 
   
  Lay on Hands. Paladin feature 
   
  
  Champion Challenge. Paladin feature 
   
  Turn the Tide. Paladin feature
  
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      Turn the Tide. As a bonus action, you can bolster injured
  creatures with your Channel Divinity. Each creature of your
  choice that can hear you within 30 feet of you regains hit
  points equal to 1d6 + 2 if it has no more than half of its hit
  points.
  Spellcasting. Charisma is your spellcasting ability for your
  paladin spells. You use your Charisma whenever a spell refers
  to your spellcasting ability.
  To cast a spell, you must expend a slot of the spell’s level or
  higher. You regain all expended spell slots when you finish a
  long rest. 
   
  Spell save DC: 12 
  Spell attack modifier: +4 
   
  Spells Prepared: 
  1st level (3 slots): bless, command, compelled duel, heroism,
  searing smite, wrathful smite
  
  Sentinel. You have mastered techniques to take advantage of
  every drop in any enemy's guard, gaining the following
  benefits:
  When you hit a creature with an opportunity attack, the
  creature's speed becomes 0 for the rest of the turn.
  Creatures provoke opportunity attacks from you even if
  they take the Disengage action before leaving your reach.
  When a creature within 5 feet of you makes an attack
  against a target other than you (and that target doesn't
  have this feat), you can use your reaction to make a melee
  weapon attack against the attacking creature.
  
  chain mail, shield with emblem, longsword, javelins (5),
  explorer's pack, crowbar, set of dark common clothes
  including a hood, pouch containing 15 gp.
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  
  
  “I pledge my sword, my life, and my honor to the
  Waterbaroness.”
   
  You are a sharp-tongued human woman of thirty-five.
  Everyone in town knows you as the shopkeep of the
  Lionshield Coster. But you are more than a mere Lionshield
  employee. You are one of dozens of Yartar spies now spread
  throughout the Sword Coast. You and your fellow spies serve
  the Waterbaron of Yartar, Nestra Ruthiol. Right now, you're
  simply supplying arms and armor to allies, using the store as a
  front. With marauding goblins stealing shipments and
  Redbrands menacing the store, you're hoping to join someone
  willing to help eliminate these threats.
  
  Although your capabilities are not much different from those
  of a burglar or smuggler, you learned and practiced them in a
  very different context: as an espionage agent. You are an
  officially sanctioned agent of the Waterbaron of Yartar.
  Criminal Contact. You have a reliable and trustworthy
  contact who acts as your liaison to a network of other spies.
  You know how to get messages to and from your contact, even
  over great distances; specifically, you know the local
  messengers, corrupt caravan masters, and seedy sailors who
  can deliver messages for you.
  Personality Trait. You are sharp-tongued but would rather
  make a new friend than a new enemy.
  Ideal. You obey your liege and don't question her orders.
  Bond. Your loyalty to your sovereign is unwavering.
  Flaw. Because of your secret occupation, you don't let
  anyone get too close.
  
  Divine Sense. (3; Recharges after a Long Rest). As an
  action, you can open your awareness to sense strong evil and
  powerful good. Until the end of your next turn, you know the
  location of any celestial, fiend, or undead within 60 feet of you
  that is not behind total cover. You know the type of any being
  whose presence you sense, but not its identity. Within the
  same radius, you also detect the presence of any place or
  object that has been consecrated or desecrated, as with the
  hallow spell.
  You can use this feature a number of times equal to 1 + your
  Charisma modifier.
  Divine Smite. When you hit a creature with a melee
  weapon attack, you can expend one paladin spell slot to deal
  an extra 2d8 radiant damage to the target (3d8 radiant
  damage if it is an undead or a fiend).
  Dueling. When you are wielding a melee weapon in one
  hand and no other weapons, you gain a +2 bonus to damage
  rolls with that weapon (included in attack).
  Lay on Hands. You have a pool of healing power, with
  which you can restore up to 25 hit points. This pool
  replenishes after you finish a long rest.
  As an action, you can touch a creature and draw power from
  the pool to restore a number of hit points to that creature, up
  to the maximum amount remaining in your pool.
     Alternatively, you can expend 5 hit points from your pool of
  healing to cure the target of one disease or neutralize one
  poison affecting it. You can cure multiple diseases and
  neutralize multiple poisons with a single use of Lay on Hands,
  expending hit points separately for each one.
  This feature has no effect on undead and constructs. 
  Channel Divinity (Recharges after a Short or Long Rest).
  You can use one of the following options.
  Champion Challenge. As a bonus action, you issue a
  challenge that compels other creatures to do battle with you.
  Each creature of your choice that you can see within 30 feet of
  you must make a Wisdom saving throw. On a failed save, a
  creature can’t willingly move more than 30 feet away from
  you. This effect ends on the creature if you are incapacitated
  or die or if the creature is more than 30 feet away from you.
  44
  Medium humanoid (Tethyrian human), lawful neutral 
  Armor Class 19 (splint, shield)
  Hit Points 49 (Hit Dice 5d10)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  19 (+4) 10 (+0) 16 (+3) 10 (+0) 11 (+0) 14 (+2)
  Proficiences (+3 proficiency bonus) 
  Saving Throws Wis +3, Cha +5 
  Skills Deception +5, Intimidation +5, Persuasion +5,
  Stealth +3 
  Tools dragonchess set, thieves' tools 
  Armor all armor, shields 
  Weapons all weapons
  Immunities disease
  Senses passive Perception 10
  Languages Common, Orc 
   
  
  Attack. You can attack twice when you take this action,
  using the following: 
  Longsword. Melee Weapon Attack: +7 to hit, reach 5
  ft., one target. 
  Hit: 1d8 + 6 slashing damage. 
  Javelin. Melee or Ranged Weapon Attack: +7 to hit,
  reach 5 ft. or range 30/120 ft., one target. 
  Hit: 1d6 + 4 piercing damage if thrown, or 1d6 + 6
  piercing damage if used as a melee weapon. 
   
  Divine Sense. Paladin feature 
   
  Lay on Hands. Paladin feature 
   
  
  Champion Challenge. Paladin feature 
   
  Turn the Tide. Paladin feature
  
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      Turn the Tide. As a bonus action, you can bolster injured
  creatures with your Channel Divinity. Each creature of your
  choice that can hear you within 30 feet of you regains hit
  points equal to 1d6 + 2 if it has no more than half of its hit
  points.
  Spellcasting. Charisma is your spellcasting ability for your
  paladin spells. You use your Charisma whenever a spell refers
  to your spellcasting ability.
  To cast a spell, you must expend a slot of the spell’s level or
  higher. You regain all expended spell slots when you finish a
  long rest. 
   
  Spell save DC: 13 
  Spell attack modifier: +5 
   
  Spells Prepared: 
  1st level (4 slots): command, compelled duel, heroism,
  wrathful smite 
   
  2nd level (2 slots): branding smite, magic weapon, warding
  bond, zone of truth
  
  Sentinel. You have mastered techniques to take advantage of
  every drop in any enemy's guard, gaining the following
  benefits:
  When you hit a creature with an opportunity attack, the
  creature's speed becomes 0 for the rest of the turn.
  Creatures provoke opportunity attacks from you even if
  they take the Disengage action before leaving your reach.
  When a creature within 5 feet of you makes an attack
  against a target other than you (and that target doesn't
  have this feat), you can use your reaction to make a melee
  weapon attack against the attacking creature.
  
  splint armor, shield with emblem, longsword, javelins (5),
  explorer's pack, gauntlets of ogre power, crowbar, potions of
  healing (3), set of dark common clothes including a hood,
  pouch containing 15 gp.
  Gauntlets of Ogre Power
  Wondrous item, uncommon (requires attunement) 
  Your Strength score is 19 while you wear these gauntlets.
  They have no effect on you if your Strength is 19 or higher
  without them.
  45
  
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  
  
  “If we protect the land from harm, it'll protect us in return.”
   
  You're a wise female halfling of forty-five named Qelline
  Alderleaf. You're a pragmatic farmer who seems to know
  everything that goes on in town. You used to be quite the
  outdoorswoman and have skill with both a pair of swords and
  the bow, which still hang on the wall near your fireplace.
  
  You come from a humble social rank, but you are destined for
  so much more. Already the people of Phandalin regard you as
  their champion, and your destiny calls you to stand against the
  tyrants and monsters that threaten the common folk
  everywhere.
  Rustic Hospitality. Since you come from the ranks of the
  common folk, you fit in among them with ease. You can find a
  place to hide, rest, or recuperate among other commoners,
  unless you have shown yourself to be a danger to them. They
  will shield you from the law or anyone else searching for you,
  though they will not risk their lives for you.
  Personality Trait. When you set my mind to something,
  you follow through no matter what gets in my way. And if
  someone is in trouble, you're always ready to lend help.
  Ideal. People deserve to be treated with dignity and respect.
  Bond. You would sacrifice anything to make sure your son
  Carp remains safe.
  Flaw. You turn tail and run when things look bad.
  
  Halfling Nimbleness. You can move through the space of any
  creature that is of a size larger than yours.
  Lucky. When you roll a 1 on an attack roll, ability check, or
  saving throw, you can reroll the die and use the new roll.
  
  Favored Enemy. You have significant experience studying,
  tracking, and hunting goblins and orcs. You have advantage on
  Wisdom (Survival) checks to track goblins and orcs, as well as
  on Intelligence checks to recall information about them.
  Natural Explorer. You are particularly at home in forest
  terrain. When you make an Intelligence or Wisdom check
  related to forest terrain, your proficiency bonus is doubled if
  you are using a skill that you’re proficient in. While traveling
  for an hour or more in forest terrain, you gain the following
  benefits:
  Difficult terrain doesn’t slow your group’s speed.
  Your group can’t become lost except by magical means.
  Even when you are engaged in another activity while
  traveling, you remain alert to danger.
  If you are traveling alone, you can move stealthily at a
  normal pace.
  When you forage, you find twice as much food as you
  normally would.
  While tracking other creatures, you also learn their exact
  number, their sizes, and how long ago they passed through
  the area.
  
  leather armor, shortswords (2), shortbow (with 20 arrows),
  explorer's pack, carpenter's tools, shovel, iron pot, set of
  common clothes, pouch containing 10 gp
  46
  Small humanoid (stout halfling), neutral good 
  Armor Class 14 (leather)
  Hit Points 13 (Hit Dice 1d8)
  Speed 25 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  8 (-1) 16 (+3) 16 (+3) 10 (+0) 14 (+2)
  10 (+0)
  Proficiences (+2 proficiency bonus) 
  Saving Throws Str +1, Dex +5; advantage against
  poison and being frightened 
  Skills Animal Handling +4, Insight +4, Nature +2,
  Perception +4, Survival +4 
  Armor light armor, medium armor, shields 
  Weapons martial weapons, simple weapons 
  Tools carpenter's tools, vehicles (land)
  Damage Resistances poison
  Senses passive Perception 14
  Languages Common, Goblin, Halfling 
   
  
  Attack. You can attack when you take this action, using
  the following: 
  Shortbow. Ranged Weapon Attack: +5 to hit, range
  80/320 ft., one target. 
  Hit: 1d6 + 3 piercing damage. 
  Shortsword. Melee Weapon Attack: +5 to hit, reach 5
  ft., one target. 
  Hit: 1d6 + 3 slashing damage. 
   
  
  Two-Weapon Fighting. When you take the Attack action
  with a shortsword in one hand, you can use a bonus
  action to attack with another shortsword in the other
  hand. You don't add your ability modifier to the
  damage of the bonus attack. 
   
  
  Favored Enemy. Ranger feature 
   
  Halfling Nimbleness. Halfling trait 
   
  Lucky. Halfling trait 
   
  Natural Explorer. Ranger feature
  
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  
  
  “If we protect the land from harm, it'll protect us in return.”
   
  You're a wise female halfling of forty-five named Qelline
  Alderleaf. You're a pragmatic farmer who seems to know
  everything that goes on in town. You used to be quite the
  outdoorswoman and have skill with both a pair of swords and
  the bow, which still hang on the wall near your fireplace.
  
  You come from a humble social rank, but you are destined for
  so much more. Already the people of Phandalin regard you as
  their champion, and your destiny calls you to stand against the
  tyrants and monsters that threaten the common folk
  everywhere.
  Rustic Hospitality. Since you come from the ranks of the
  common folk, you fit in among them with ease. You can find a
  place to hide, rest, or recuperate among other commoners,
  unless you have shown yourself to be a danger to them. They
  will shield you from the law or anyone else searching for you,
  though they will not risk their lives for you.
  Personality Trait. When you set my mind to something,
  you follow through no matter what gets in my way. And if
  someone is in trouble, you're always ready to lend help.
  Ideal. People deserve to be treated with dignity and respect.
  Bond. You would sacrifice anything to make sure your son
  Carp remains safe.
  Flaw. You turn tail and run when things look bad.
  
  Halfling Nimbleness. You can move through the space of any
  creature that is of a size larger than yours.
  Lucky. When you roll a 1 on an attack roll, ability check, or
  saving throw, you can reroll the die and use the new roll.
  
  Favored Enemy. You have significant experience studying,
  tracking, and hunting goblins and orcs. You have advantage on
  Wisdom (Survival) checks to track goblins and orcs, as well as
  on Intelligence checks to recall information about them.
  Natural Explorer. You are particularly at home in forest
  terrain. When you make an Intelligence or Wisdom check
  related to forest terrain, your proficiency bonus is doubled if
  you are using a skill that you’re proficient in. While traveling
  for an hour or more in forest terrain, you gain the following
  benefits:
  Difficult terrain doesn’t slow your group’s speed.
  Your group can’t become lost except by magical means.
  Even when you are engaged in another activity while
  traveling, you remain alert to danger.
  If you are traveling alone, you can move stealthily at a
  normal pace.
  When you forage, you find twice as much food as you
  normally would.
  While tracking other creatures, you also learn their exact
  number, their sizes, and how long ago they passed through
  the area.
  47
  Small humanoid (stout halfling), neutral good 
  Armor Class 14 (leather)
  Hit Points 22 (Hit Dice 2d8)
  Speed 25 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  8 (-1) 16 (+3) 16 (+3) 10 (+0) 14 (+2)
  10 (+0)
  Proficiences (+2 proficiency bonus) 
  Saving Throws Str +1, Dex +5; advantage against
  poison and being frightened 
  Skills Animal Handling +4, Insight +4, Nature +2,
  Perception +4, Survival +4 
  Armor light armor, medium armor, shields 
  Weapons martial weapons, simple weapons 
  Tools carpenter's tools, vehicles (land)
  Damage Resistances poison
  Senses passive Perception 14
  Languages Common, Goblin, Halfling 
   
  
  Attack. You can attack when you take this action, using
  the following: 
  Shortbow. Ranged Weapon Attack: +5 to hit, range
  80/320 ft., one target. 
  Hit: 1d6 + 3 piercing damage. 
  Shortsword. Melee Weapon Attack: +5 to hit, reach 5
  ft., one target. 
  Hit: 1d6 + 3 slashing damage. 
   
  
  Two-Weapon Fighting. When you take the Attack action
  with a shortsword in one hand, you can use a bonus
  action to attack with another shortsword in the other
  hand. 
   
  
  Favored Enemy. Ranger feature 
   
  Halfling Nimbleness. Halfling trait 
   
  Lucky. Halfling trait 
   
  Natural Explorer. Ranger feature 
   
  Spellcasting. Ranger feature. 
  Spell Save DC: 12 
  Spell Attack Modifier: +4 
  Spell Slots: 1st-level (2)
  
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      Fighting Style: Two-Weapon Fighting. When you engage
  in two-weapon fighting, you can add your ability modifier to
  the damage of the second attack.
  Spellcasting. You have the ability to cast spells. Wisdom is
  your spellcasting ability for your ranger spells. You use your
  Wisdom whenever a spell refers to your spellcasting ability. To
  cast a spell, you must expend a slot of the spell’s level or
  higher. You regain all expended spell slots when you finish a
  long rest.
  Spell Save DC: 12
  Spell Attack Modifier: +4
  Spell Slots: 1st-level (2)
  
  1st-level spells: animal friendship, beast bond
  
  leather armor, shortswords (2), shortbow (with 20 arrows),
  explorer's pack, carpenter's tools, shovel, iron pot, set of
  common clothes, pouch containing 10 gp
  48
  
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  
  
  “If we protect the land from harm, it'll protect us in return.”
   
  You're a wise female halfling of forty-five named Qelline
  Alderleaf. You're a pragmatic farmer who seems to know
  everything that goes on in town. You used to be quite the
  outdoorswoman and have skill with both a pair of swords and
  the bow, which still hang on the wall near your fireplace.
  
  You come from a humble social rank, but you are destined for
  so much more. Already the people of Phandalin regard you as
  their champion, and your destiny calls you to stand against the
  tyrants and monsters that threaten the common folk
  everywhere.
  Rustic Hospitality. Since you come from the ranks of the
  common folk, you fit in among them with ease. You can find a
  place to hide, rest, or recuperate among other commoners,
  unless you have shown yourself to be a danger to them. They
  will shield you from the law or anyone else searching for you,
  though they will not risk their lives for you.
  Personality Trait. When you set my mind to something,
  you follow through no matter what gets in my way. And if
  someone is in trouble, you're always ready to lend help.
  Ideal. People deserve to be treated with dignity and respect.
  Bond. You would sacrifice anything to make sure your son
  Carp remains safe.
  Flaw. You turn tail and run when things look bad.
  
  Halfling Nimbleness. You can move through the space of any
  creature that is of a size larger than yours.
  Lucky. When you roll a 1 on an attack roll, ability check, or
  saving throw, you can reroll the die and use the new roll.
  
  Favored Enemy. You have significant experience studying,
  tracking, and hunting goblins and orcs. You have advantage on
  Wisdom (Survival) checks to track goblins and orcs, as well as
  on Intelligence checks to recall information about them.
  Natural Explorer. You are particularly at home in forest
  terrain. When you make an Intelligence or Wisdom check
  related to forest terrain, your proficiency bonus is doubled if
  you are using a skill that you’re proficient in. While traveling
  for an hour or more in forest terrain, you gain the following
  benefits:
  Difficult terrain doesn’t slow your group’s speed.
  Your group can’t become lost except by magical means.
  Even when you are engaged in another activity while
  traveling, you remain alert to danger.
  If you are traveling alone, you can move stealthily at a
  normal pace.
  When you forage, you find twice as much food as you
  normally would.
  While tracking other creatures, you also learn their exact
  number, their sizes, and how long ago they passed through
  the area.
  49
  Small humanoid (stout halfling), neutral good 
  Armor Class 14 (leather)
  Hit Points 31 (Hit Dice 3d8)
  Speed 25 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  8 (-1) 16 (+3) 16 (+3) 10 (+0) 14 (+2)
  10 (+0)
  Proficiences (+2 proficiency bonus) 
  Saving Throws Str +1, Dex +5; advantage against
  poison and being frightened 
  Skills Animal Handling +4, Insight +4, Nature +2,
  Perception +4, Survival +4 
  Armor light armor, medium armor, shields 
  Weapons martial weapons, simple weapons 
  Tools carpenter's tools, vehicles (land)
  Damage Resistances poison
  Senses passive Perception 14
  Languages Common, Goblin, Halfling 
   
  
  Attack. You can attack when you take this action, using
  the following: 
  Shortbow. Ranged Weapon Attack: +5 to hit, range
  80/320 ft., one target. 
  Hit: 1d6 + 3 piercing damage. 
  Shortsword. Melee Weapon Attack: +5 to hit, reach 5
  ft., one target. 
  Hit: 1d6 + 3 slashing damage. 
   
  
  Two-Weapon Fighting. When you take the Attack action
  with a shortsword in one hand, you can use a bonus
  action to attack with another shortsword in the other
  hand. 
   
  
  Favored Enemy. Ranger feature 
   
  Halfling Nimbleness. Halfling trait 
   
  Lucky. Halfling trait 
   
  Natural Explorer. Ranger feature 
   
  Ranger's Companion. Ranger feature 
   
  Spellcasting. Ranger feature. 
  Spell Save DC: 12 
  Spell Attack Modifier: +4 
  Spell Slots: 1st-level (3)
  
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      Fighting Style: Two-Weapon Fighting. When you engage
  in two-weapon fighting, you can add your ability modifier to
  the damage of the second attack.
  Spellcasting. You have the ability to cast spells. Wisdom is
  your spellcasting ability for your ranger spells. You use your
  Wisdom whenever a spell refers to your spellcasting ability. To
  cast a spell, you must expend a slot of the spell’s level or
  higher. You regain all expended spell slots when you finish a
  long rest.
  Spell Save DC: 12
  Spell Attack Modifier: +4
  Spell Slots: 1st-level (3)
  Primeval Awareness. You can use your action and expend
  one ranger spell slot to focus your awareness on the region
  around you. For 1 minute per level of the spell slot you expend,
  you can sense whether the following types of creatures are
  present within 1 mile of you (or within 6 miles of you if you
  are in forest terrain): aberrations, celestials, dragons,
  elementals, fey, fiends, and undead. This feature doesn’t reveal
  the creatures’ location or number.
  
  Ranger's Companion. A beast companion accompanies you
  on your adventures and is trained to fight alongside you.
  The beast obeys your commands as best as it can. It takes
  its turn on your initiative, though it doesn’t take an action
  unless you command it to. On your turn, you can verbally
  command the beast where to move (no action required by
  you). You can use your action to verbally command it to take
  the Attack, Dash, Disengage, Dodge, or Help action.
  If you are incapacitated or absent, the beast acts on its own,
  focusing on protecting you and itself. The beast never requires
  your command to use its reaction, such as when making an
  opportunity attack.
  While traveling through forest terrain with only the beast,
  you can move stealthily at a normal pace.
  If the beast dies, you can obtain a new companion by
  spending 8 hours magically bonding with a beast that isn’t
  hostile to you and that meets the requirements.
  
  1st-level spells: animal friendship, beast bond, speak with
  animals
  
  leather armor, shortswords (2), shortbow (with 20 arrows),
  explorer's pack, carpenter's tools, shovel, iron pot, Pearl (boar
  companion), set of common clothes, pouch containing 10 gp
  50
  
  Medium beast, unaligned
  Armor Class 13 (natural armor)
  Hit Points 12 (Hit Dice 2d8)
  Speed 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  13 (+1)
  11 (+0)
  12 (+1)
  2 (-5)
  9 (-1)
  5 (-3)
  Senses passive Perception 9
  Languages –
  Charge. If the boar moves at least 20 feet straight
  toward a target and then hits it with a tusk attack on
  the same turn, the target takes an extra 3 (1d6)
  slashing damage. If the target is a creature, it must
  succeed on a DC 11 Strength saving throw or be
  knocked prone.
  Relentless (Recharges after a Short or Long Rest). If the
  boar takes 7 damage or less that would reduce it to 0
  hit points, it is reduced to 1 hit point instead.
  Ranger's Companion. The beast obeys your commands
  as best as it can. It takes its turn on your initiative,
  though it doesn’t take an action unless you command it
  to. On your turn, you can verbally command the beast
  where to move (no action required by you). You can use
  your action to verbally command it to take the Attack,
  Dash, Disengage, Dodge, or Help action.
  If you are incapacitated or absent, the beast acts on its
  own, focusing on protecting you and itself. The beast
  never requires your command to use its reaction, such
  as when making an opportunity attack. 
   
  
  Attack. Your companion can attack when you command
  the attack action, using the following: 
  Tusk. Melee Weapon Attack: +5 to hit, reach 5 ft.,
  one target. 
  Hit: 1d6 + 3 slashing damage.
  
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  
  
  “If we protect the land from harm, it'll protect us in return.”
   
  You're a wise female halfling of forty-five named Qelline
  Alderleaf. You're a pragmatic farmer who seems to know
  everything that goes on in town. You used to be quite the
  outdoorswoman and have skill with both a pair of swords and
  the bow, which still hang on the wall near your fireplace.
  
  You come from a humble social rank, but you are destined for
  so much more. Already the people of Phandalin regard you as
  their champion, and your destiny calls you to stand against the
  tyrants and monsters that threaten the common folk
  everywhere.
  Rustic Hospitality. Since you come from the ranks of the
  common folk, you fit in among them with ease. You can find a
  place to hide, rest, or recuperate among other commoners,
  unless you have shown yourself to be a danger to them. They
  will shield you from the law or anyone else searching for you,
  though they will not risk their lives for you.
  Personality Trait. When you set my mind to something,
  you follow through no matter what gets in my way. And if
  someone is in trouble, you're always ready to lend help.
  Ideal. People deserve to be treated with dignity and respect.
  Bond. You would sacrifice anything to make sure your son
  Carp remains safe.
  Flaw. You turn tail and run when things look bad.
  
  Halfling Nimbleness. You can move through the space of any
  creature that is of a size larger than yours.
  Lucky. When you roll a 1 on an attack roll, ability check, or
  saving throw, you can reroll the die and use the new roll.
  
  Favored Enemy. You have significant experience studying,
  tracking, and hunting goblins and orcs. You have advantage on
  Wisdom (Survival) checks to track goblins and orcs, as well as
  on Intelligence checks to recall information about them.
  Natural Explorer. You are particularly at home in forest
  terrain. When you make an Intelligence or Wisdom check
  related to forest terrain, your proficiency bonus is doubled if
  you are using a skill that you’re proficient in. While traveling
  for an hour or more in forest terrain, you gain the following
  benefits:
  Difficult terrain doesn’t slow your group’s speed.
  Your group can’t become lost except by magical means.
  Even when you are engaged in another activity while
  traveling, you remain alert to danger.
  If you are traveling alone, you can move stealthily at a
  normal pace.
  When you forage, you find twice as much food as you
  normally would.
  51
  Small humanoid (stout halfling), neutral good 
  Armor Class 15 (leather)
  Hit Points 40 (Hit Dice 4d8)
  Speed 25 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  8 (-1) 18 (+4) 16 (+3) 10 (+0) 14 (+2)
  10 (+0)
  Proficiences (+2 proficiency bonus) 
  Saving Throws Str +1, Dex +6; advantage against
  poison and being frightened 
  Skills Animal Handling +4, Insight +4, Nature +2,
  Perception +4, Survival +4 
  Armor light armor, medium armor, shields 
  Weapons martial weapons, simple weapons 
  Tools carpenter's tools, vehicles (land)
  Damage Resistances poison
  Senses passive Perception 14
  Languages Common, Goblin, Halfling 
   
  
  Attack. You can attack when you take this action, using
  the following: 
  Shortbow. Ranged Weapon Attack: +6 to hit, range
  80/320 ft., one target. 
  Hit: 1d6 + 4 piercing damage. 
  Shortsword. Melee Weapon Attack: +6 to hit, reach 5
  ft., one target. 
  Hit: 1d6 + 4 slashing damage. 
  Primeval Awareness. Ranger feature 
   
  
  Two-Weapon Fighting. When you take the Attack action
  with a shortsword in one hand, you can use a bonus
  action to attack with another shortsword in the other
  hand. 
   
  
  Favored Enemy. Ranger feature 
   
  Halfling Nimbleness. Halfling trait 
   
  Lucky. Halfling trait 
   
  Natural Explorer. Ranger feature 
   
  Ranger's Companion. Ranger feature 
   
  Spellcasting. Ranger feature. 
  Spell Save DC: 12 
  Spell Attack Modifier: +4 
  Spell Slots: 1st-level (3)
  
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  While tracking other creatures, you also learn their exact
  number, their sizes, and how long ago they passed through
  the area.
  Fighting Style: Two-Weapon Fighting. When you engage
  in two-weapon fighting, you can add your ability modifier to
  the damage of the second attack.
  Spellcasting. You have the ability to cast spells. Wisdom is
  your spellcasting ability for your ranger spells. You use your
  Wisdom whenever a spell refers to your spellcasting ability. To
  cast a spell, you must expend a slot of the spell’s level or
  higher. You regain all expended spell slots when you finish a
  long rest.
  Spell Save DC: 12
  Spell Attack Modifier: +4
  Spell Slots: 1st-level (3)
  Primeval Awareness. You can use your action and expend
  one ranger spell slot to focus your awareness on the region
  around you. For 1 minute per level of the spell slot you expend,
  you can sense whether the following types of creatures are
  present within 1 mile of you (or within 6 miles of you if you
  are in forest terrain): aberrations, celestials, dragons,
  elementals, fey, fiends, and undead. This feature doesn’t reveal
  the creatures’ location or number.
  
  Ranger's Companion. A beast companion accompanies you
  on your adventures and is trained to fight alongside you.
  The beast obeys your commands as best as it can. It takes
  its turn on your initiative, though it doesn’t take an action
  unless you command it to. On your turn, you can verbally
  command the beast where to move (no action required by
  you). You can use your action to verbally command it to take
  the Attack, Dash, Disengage, Dodge, or Help action.
  If you are incapacitated or absent, the beast acts on its own,
  focusing on protecting you and itself. The beast never requires
  your command to use its reaction, such as when making an
  opportunity attack.
  While traveling through forest terrain with only the beast,
  you can move stealthily at a normal pace.
  If the beast dies, you can obtain a new companion by
  spending 8 hours magically bonding with a beast that isn’t
  hostile to you and that meets the requirements.
  
  1st-level spells: animal friendship, beast bond, speak with
  animals
  
  leather armor, shortswords (2), shortbow (with 20 arrows),
  explorer's pack, carpenter's tools, shovel, iron pot, Pearl (boar
  companion), set of common clothes, pouch containing 10 gp
  52
  
  Medium beast, unaligned
  Armor Class 13 (natural armor)
  Hit Points 16 (Hit Dice 2d8)
  Speed 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  13 (+1)
  11 (+0)
  12 (+1)
  2 (-5)
  9 (-1)
  5 (-3)
  Senses passive Perception 9
  Languages –
  Charge. If the boar moves at least 20 feet straight
  toward a target and then hits it with a tusk attack on
  the same turn, the target takes an extra 3 (1d6)
  slashing damage. If the target is a creature, it must
  succeed on a DC 11 Strength saving throw or be
  knocked prone.
  Relentless (Recharges after a Short or Long Rest). If the
  boar takes 7 damage or less that would reduce it to 0
  hit points, it is reduced to 1 hit point instead.
  Ranger's Companion. The beast obeys your commands
  as best as it can. It takes its turn on your initiative,
  though it doesn’t take an action unless you command it
  to. On your turn, you can verbally command the beast
  where to move (no action required by you). You can use
  your action to verbally command it to take the Attack,
  Dash, Disengage, Dodge, or Help action.
  If you are incapacitated or absent, the beast acts on its
  own, focusing on protecting you and itself. The beast
  never requires your command to use its reaction, such
  as when making an opportunity attack. 
   
  
  Attack. Your companion can attack when you command
  the attack action, using the following: 
  Tusk. Melee Weapon Attack: +5 to hit, reach 5 ft.,
  one target. 
  Hit: 1d6 + 3 slashing damage.
  
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  
  
  “If we protect the land from harm, it'll protect us in return.”
   
  You're a wise female halfling of forty-five named Qelline
  Alderleaf. You're a pragmatic farmer who seems to know
  everything that goes on in town. You used to be quite the
  outdoorswoman and have skill with both a pair of swords and
  the bow, which still hang on the wall near your fireplace.
  
  You come from a humble social rank, but you are destined for
  so much more. Already the people of Phandalin regard you as
  their champion, and your destiny calls you to stand against the
  tyrants and monsters that threaten the common folk
  everywhere.
  Rustic Hospitality. Since you come from the ranks of the
  common folk, you fit in among them with ease. You can find a
  place to hide, rest, or recuperate among other commoners,
  unless you have shown yourself to be a danger to them. They
  will shield you from the law or anyone else searching for you,
  though they will not risk their lives for you.
  Personality Trait. When you set my mind to something,
  you follow through no matter what gets in my way. And if
  someone is in trouble, you're always ready to lend help.
  Ideal. People deserve to be treated with dignity and respect.
  Bond. You would sacrifice anything to make sure your son
  Carp remains safe.
  Flaw. You turn tail and run when things look bad.
  
  Halfling Nimbleness. You can move through the space of any
  creature that is of a size larger than yours.
  Lucky. When you roll a 1 on an attack roll, ability check, or
  saving throw, you can reroll the die and use the new roll.
  
  Favored Enemy. You have significant experience studying,
  tracking, and hunting goblins and orcs. You have advantage on
  Wisdom (Survival) checks to track goblins and orcs, as well as
  on Intelligence checks to recall information about them.
  Natural Explorer. You are particularly at home in forest
  terrain. When you make an Intelligence or Wisdom check
  related to forest terrain, your proficiency bonus is doubled if
  you are using a skill that you’re proficient in. While traveling
  for an hour or more in forest terrain, you gain the following
  benefits:
  Difficult terrain doesn’t slow your group’s speed.
  Your group can’t become lost except by magical means.
  Even when you are engaged in another activity while
  traveling, you remain alert to danger.
  If you are traveling alone, you can move stealthily at a
  normal pace.
  When you forage, you find twice as much food as you
  normally would.
  53
  Small humanoid (stout halfling), neutral good 
  Armor Class 17 (Dragonguard)
  Hit Points 49 (Hit Dice 5d8)
  Speed 25 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  8 (-1) 18 (+4) 16 (+3) 10 (+0) 14 (+2)
  10 (+0)
  Proficiences (+3 proficiency bonus) 
  Saving Throws Str +2, Dex +7; advantage against
  poison and being frightened 
  Skills Animal Handling +5, Insight +5, Nature +3,
  Perception +5, Survival +5 
  Armor light armor, medium armor, shields 
  Weapons martial weapons, simple weapons 
  Tools carpenter's tools, vehicles (land)
  Damage Resistances poison
  Senses passive Perception 15
  Languages Common, Goblin, Halfling 
   
  
  Attack. You can attack twice when you take this action,
  using the following: 
  Shortbow. Ranged Weapon Attack: +7 to hit, range
  80/320 ft., one target. 
  Hit: 1d6 + 4 piercing damage. 
  Shortsword. Melee Weapon Attack: +7 to hit, reach 5
  ft., one target. 
  Hit: 1d6 + 4 slashing damage. 
  Primeval Awareness. Ranger feature 
   
  
  Two-Weapon Fighting. When you take the Attack action
  with a shortsword in one hand, you can use a bonus
  action to attack with another shortsword in the other
  hand. 
   
  
  Favored Enemy. Ranger feature 
   
  Halfling Nimbleness. Halfling trait 
   
  Lucky. Halfling trait 
   
  Natural Explorer. Ranger feature 
   
  Ranger's Companion. Ranger feature 
   
  Spellcasting. Ranger feature. 
  Spell Save DC: 13 
  Spell Attack Modifier: +5 
  Spell Slots: 1st-level (4), 2nd-level (2)
  
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  While tracking other creatures, you also learn their exact
  number, their sizes, and how long ago they passed through
  the area.
  Fighting Style: Two-Weapon Fighting. When you engage
  in two-weapon fighting, you can add your ability modifier to
  the damage of the second attack.
  Spellcasting. You have the ability to cast spells. Wisdom is
  your spellcasting ability for your ranger spells. You use your
  Wisdom whenever a spell refers to your spellcasting ability. To
  cast a spell, you must expend a slot of the spell’s level or
  higher. You regain all expended spell slots when you finish a
  long rest.
  Spell Save DC: 13
  Spell Attack Modifier: +5
  Spell Slots: 1st-level (4), 2nd-level (2)
  Primeval Awareness. You can use your action and expend
  one ranger spell slot to focus your awareness on the region
  around you. For 1 minute per level of the spell slot you expend,
  you can sense whether the following types of creatures are
  present within 1 mile of you (or within 6 miles of you if you
  are in forest terrain): aberrations, celestials, dragons,
  elementals, fey, fiends, and undead. This feature doesn’t reveal
  the creatures’ location or number.
  
  Ranger's Companion. A beast companion accompanies you
  on your adventures and is trained to fight alongside you.
  The beast obeys your commands as best as it can. It takes
  its turn on your initiative, though it doesn’t take an action
  unless you command it to. On your turn, you can verbally
  command the beast where to move (no action required by
  you). You can use your action to verbally command it to take
  the Attack, Dash, Disengage, Dodge, or Help action. With the
  Extra Attack feature, you can make one weapon attack
  yourself when you command the beast to take the Attack
  action.
  If you are incapacitated or absent, the beast acts on its own,
  focusing on protecting you and itself. The beast never requires
  your command to use its reaction, such as when making an
  opportunity attack.
  While traveling through forest terrain with only the beast,
  you can move stealthily at a normal pace.
  If the beast dies, you can obtain a new companion by
  spending 8 hours magically bonding with a beast that isn’t
  hostile to you and that meets the requirements.
  
  1st-level spells: animal friendship, beast bond, hunter's mark,
  speak with animals
  
  Dragonguard, silvered shortswords (2), shortbow (with 60
  arrows and 30 silvered arrows), explorer's pack, carpenter's
  tools, shovel, iron pot, potions of healing (2), Pearl (boar
  companion), set of common clothes, pouch containing 10 gp
  Dragonguard
  Armor (breastplate), rare 
  This +1 breastplate has a gold dragon motif worked into its
  design. It grants its wearer advantage on saving throws
  against the breath weapons of creatures that have the dragon
  type.
  54
  
  Medium beast, unaligned
  Armor Class 14 (natural armor)
  Hit Points 20 (Hit Dice 2d8)
  Speed 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  13 (+1)
  11 (+0)
  12 (+1)
  2 (-5)
  9 (-1)
  5 (-3)
  Senses passive Perception 9
  Languages –
  Charge. If the boar moves at least 20 feet straight
  toward a target and then hits it with a tusk attack on
  the same turn, the target takes an extra 3 (1d6)
  slashing damage. If the target is a creature, it must
  succeed on a DC 11 Strength saving throw or be
  knocked prone.
  Relentless (Recharges after a Short or Long Rest). If the
  boar takes 7 damage or less that would reduce it to 0
  hit points, it is reduced to 1 hit point instead.
  Ranger's Companion. The beast obeys your commands
  as best as it can. It takes its turn on your initiative,
  though it doesn’t take an action unless you command it
  to. On your turn, you can verbally command the beast
  where to move (no action required by you). You can use
  your action to verbally command it to take the Attack,
  Dash, Disengage, Dodge, or Help action. With the Extra
  Attack feature, you can make one weapon attack
  yourself when you command the beast to take the
  Attack action.
  If you are incapacitated or absent, the beast acts on its
  own, focusing on protecting you and itself. The beast
  never requires your command to use its reaction, such
  as when making an opportunity attack. 
   
  
  Attack. Your companion can attack when you command
  the attack action, using the following: 
  Tusk. Melee Weapon Attack: +6 to hit, reach 5 ft.,
  one target. 
  Hit: 1d6 + 4 slashing damage.
  
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  
  
  “Well, well, here’s a whole pack of little puppies. What do you
  want, puppies? Come here to bark at us?”
   
  You were recently a member of a group of local thugs and
  racketeers called the Redbrands. Either they went out of
  business or you grew tired of working for them. Now you're
  calling your own shots, and, at least for now, you're fighting
  alongside an up-and-coming adventuring party. If anything,
  you're resourceful.
  
  You are an experienced criminal with a history of breaking the
  law. You have spent a lot of time among other criminals and
  still have contacts within the criminal underworld. You’re far
  closer than most people to the world of murder, theft, and
  violence that pervades the underbelly of civilization, and you
  have survived up to this point by flouting the rules and
  regulations of society.
  Criminal Contact. You have a reliable and trustworthy
  contact who acts as your liaison to a network of other
  criminals. You know how to get messages to and from your
  contact, even over great distances; specifically, you know the
  local messengers, corrupt caravan masters, and seedy sailors
  who can deliver messages for you.
  Personality Trait. You always have a plan for what to do
  when things go wrong. And the first thing you do in a new
  place is note the locations of everything valuable—or where
  such things could be hidden.
  Ideal. You're loyal to your friends, not to any ideals, and
  everyone else can take a trip down the Styx for all you care.
  Bond. You're guilty of a terrible crime. You hope you can
  redeem yourself for it.
  Flaw. You turn tail and run when things look bad.
  
  Sneak Attack. Once per turn, you can deal an extra 1d6
  damage to one creature you hit with an attack if you have
  advantage on the attack roll. The attack must use a finesse or
  ranged weapon.
  You don’t need advantage on the attack roll if another enemy
  of the target is within 5 feet of it, that enemy isn’t
  incapacitated, and you don’t have disadvantage on the attack
  roll.
  Expertise. Your proficiency bonus is doubled for any ability
  check you make using your Deception or Intimidation skills.
  
  leather armor, shortswords (2), daggers (2), explorer's pack,
  thieves' tools, crowbar, set of dark common clothes including
  a grimy scarlet cloak, pouch containing 15 gp
  55
  Medium humanoid (human), neutral 
  Armor Class 14 (leather)
  Hit Points 10 (Hit Dice 1d8)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2) 16 (+3) 15 (+2) 9 (-1) 10 (+0)
  14 (+2)
  Proficiences (+2 proficiency bonus) 
  Armor light armor 
  Saving Throws Dex +5, Int +1 
  Skills Athletics +4, Deception +6, Intimidation +6,
  Persuasion +4, Sleight of Hand +5, Stealth +5 
  Tools dice set, playing card set, thieves' tools +3 
  Weapons hand crossbows, longswords, rapiers,
  shortswords, simple weapons
  Senses passive Perception 10
  Languages Common, Goblin, thieves' cant 
   
  
  Attack. You can attack when you take this action, using
  the following: 
  Shortsword. Melee Weapon Attack: +5 to hit, reach 5
  ft., one target. 
  Hit: 1d6 + 3 slashing damage. 
   
  
  Two-Weapon Fighting. When you take the Attack action
  with a shortsword in one hand, you can use a bonus
  action to attack with another shortsword in the other
  hand. You don't add your ability modifier to the
  damage of the bonus attack. 
   
  
  Sneak Attack. Rogue feature
  
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  
  “Well, well, here’s a whole pack of little puppies. What do you
  want, puppies? Come here to bark at us?”
   
  You were recently a member of a group of local thugs and
  racketeers called the Redbrands. Either they went out of
  business or you grew tired of working for them. Now you're
  calling your own shots, and, at least for now, you're fighting
  alongside an up-and-coming adventuring party. If anything,
  you're resourceful.
  
  You are an experienced criminal with a history of breaking the
  law. You have spent a lot of time among other criminals and
  still have contacts within the criminal underworld. You’re far
  closer than most people to the world of murder, theft, and
  violence that pervades the underbelly of civilization, and you
  have survived up to this point by flouting the rules and
  regulations of society.
  Criminal Contact. You have a reliable and trustworthy
  contact who acts as your liaison to a network of other
  criminals. You know how to get messages to and from your
  contact, even over great distances; specifically, you know the
  local messengers, corrupt caravan masters, and seedy sailors
  who can deliver messages for you.
  Personality Trait. You always have a plan for what to do
  when things go wrong. And the first thing you do in a new
  place is note the locations of everything valuable—or where
  such things could be hidden.
  Ideal. You're loyal to your friends, not to any ideals, and
  everyone else can take a trip down the Styx for all you care.
  Bond. You're guilty of a terrible crime. You hope you can
  redeem yourself for it.
  Flaw. You turn tail and run when things look bad.
  
  Sneak Attack. Once per turn, you can deal an extra 1d6
  damage to one creature you hit with an attack if you have
  advantage on the attack roll. The attack must use a finesse or
  ranged weapon.
  You don’t need advantage on the attack roll if another enemy
  of the target is within 5 feet of it, that enemy isn’t
  incapacitated, and you don’t have disadvantage on the attack
  roll.
  Expertise. Your proficiency bonus is doubled for any ability
  check you make using your Deception or Intimidation skills.
  Cunning Action. You can take a bonus action on each of
  your turns in combat. This action can be used only to take the
  Dash, Disengage, or Hide action.
  
  leather armor, shortswords (2), daggers (2), explorer's pack,
  thieves' tools, crowbar, set of dark common clothes including
  a grimy scarlet cloak, pouch containing 15 gp
  56
  Medium humanoid (human), neutral 
  Armor Class 14 (leather)
  Hit Points 17 (Hit Dice 2d8)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2) 16 (+3) 15 (+2) 9 (-1) 10 (+0)
  14 (+2)
  Proficiences (+2 proficiency bonus) 
  Armor light armor 
  Saving Throws Dex +5, Int +1 
  Skills Athletics +4, Deception +6, Intimidation +6,
  Persuasion +4, Sleight of Hand +5, Stealth +5 
  Tools dice set, playing card set, thieves' tools +3 
  Weapons hand crossbows, longswords, rapiers,
  shortswords, simple weapons
  Senses passive Perception 10
  Languages Common, Goblin, thieves' cant 
   
  
  Attack. You can attack when you take this action, using
  the following: 
  Shortsword. Melee Weapon Attack: +5 to hit, reach 5
  ft., one target. 
  Hit: 1d6 + 3 slashing damage. 
   
  
  Cunning Action. Rogue feature 
   
  Two-Weapon Fighting. When you take the Attack action
  with a shortsword in one hand, you can use a bonus
  action to attack with another shortsword in the other
  hand. You don't add your ability modifier to the
  damage of the bonus attack. 
   
  
  Sneak Attack. Rogue feature
  
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  
  
  “Well, well, here’s a whole pack of little puppies. What do you
  want, puppies? Come here to bark at us?”
   
  You were recently a member of a group of local thugs and
  racketeers called the Redbrands. Either they went out of
  business or you grew tired of working for them. Now you're
  calling your own shots, and, at least for now, you're fighting
  alongside an up-and-coming adventuring party. If anything,
  you're resourceful.
  
  You are an experienced criminal with a history of breaking the
  law. You have spent a lot of time among other criminals and
  still have contacts within the criminal underworld. You’re far
  closer than most people to the world of murder, theft, and
  violence that pervades the underbelly of civilization, and you
  have survived up to this point by flouting the rules and
  regulations of society.
  Criminal Contact. You have a reliable and trustworthy
  contact who acts as your liaison to a network of other
  criminals. You know how to get messages to and from your
  contact, even over great distances; specifically, you know the
  local messengers, corrupt caravan masters, and seedy sailors
  who can deliver messages for you.
  Personality Trait. You always have a plan for what to do
  when things go wrong. And the first thing you do in a new
  place is note the locations of everything valuable—or where
  such things could be hidden.
  Ideal. You're loyal to your friends, not to any ideals, and
  everyone else can take a trip down the Styx for all you care.
  Bond. You're guilty of a terrible crime. You hope you can
  redeem yourself for it.
  Flaw. You turn tail and run when things look bad.
  
  Sneak Attack. Once per turn, you can deal an extra 2d6
  damage to one creature you hit with an attack if you have
  advantage on the attack roll. The attack must use a finesse or
  ranged weapon.
  You don’t need advantage on the attack roll if another enemy
  of the target is within 5 feet of it, that enemy isn’t
  incapacitated, and you don’t have disadvantage on the attack
  roll.
  Expertise. Your proficiency bonus is doubled for any ability
  check you make using your Deception or Intimidation skills.
  Cunning Action. You can take a bonus action on each of
  your turns in combat. This action can be used only to take the
  Dash, Disengage, or Hide action.
  Fast Hands. You can use the bonus action granted by your
  Cunning Action to make a Dexterity (Sleight of Hand) check,
  use your thieves’ tools to disarm a trap or open a lock, or take
  the Use an Object action.
  Second-Story Work. Climbing does not cost you extra
  movement. In addition, when you make a running jump, the
  distance you cover increases by a number of feet equal to your
  Dexterity modifier.
  
  leather armor, shortswords (2), daggers (2), explorer's pack,
  thieves' tools, crowbar, set of dark common clothes including
  a grimy scarlet cloak, pouch containing 15 gp
  57
  Medium humanoid (human), neutral 
  Armor Class 14 (leather)
  Hit Points 24 (Hit Dice 3d8)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2) 16 (+3) 15 (+2) 9 (-1) 10 (+0)
  14 (+2)
  Proficiences (+2 proficiency bonus) 
  Armor light armor 
  Saving Throws Dex +5, Int +1 
  Skills Athletics +4, Deception +6, Intimidation +6,
  Persuasion +4, Sleight of Hand +5, Stealth +5 
  Tools dice set, playing card set, thieves' tools +3 
  Weapons hand crossbows, longswords, rapiers,
  shortswords, simple weapons
  Senses passive Perception 10
  Languages Common, Goblin, thieves' cant 
   
  
  Attack. You can attack when you take this action, using
  the following: 
  Shortsword. Melee Weapon Attack: +5 to hit, reach 5
  ft., one target. 
  Hit: 1d6 + 3 slashing damage. 
   
  
  Cunning Action. Rogue feature 
   
  Two-Weapon Fighting. When you take the Attack action
  with a shortsword in one hand, you can use a bonus
  action to attack with another shortsword in the other
  hand. You don't add your ability modifier to the
  damage of the bonus attack. 
   
  
  Sneak Attack. Rogue feature
  
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  
  
  “Well, well, here’s a whole pack of little puppies. What do you
  want, puppies? Come here to bark at us?”
   
  You were recently a member of a group of local thugs and
  racketeers called the Redbrands. Either they went out of
  business or you grew tired of working for them. Now you're
  calling your own shots, and, at least for now, you're fighting
  alongside an up-and-coming adventuring party. If anything,
  you're resourceful.
  
  You are an experienced criminal with a history of breaking the
  law. You have spent a lot of time among other criminals and
  still have contacts within the criminal underworld. You’re far
  closer than most people to the world of murder, theft, and
  violence that pervades the underbelly of civilization, and you
  have survived up to this point by flouting the rules and
  regulations of society.
  Criminal Contact. You have a reliable and trustworthy
  contact who acts as your liaison to a network of other
  criminals. You know how to get messages to and from your
  contact, even over great distances; specifically, you know the
  local messengers, corrupt caravan masters, and seedy sailors
  who can deliver messages for you.
  Personality Trait. You always have a plan for what to do
  when things go wrong. And the first thing you do in a new
  place is note the locations of everything valuable—or where
  such things could be hidden.
  Ideal. You're loyal to your friends, not to any ideals, and
  everyone else can take a trip down the Styx for all you care.
  Bond. You're guilty of a terrible crime. You hope you can
  redeem yourself for it.
  Flaw. You turn tail and run when things look bad.
  
  Sneak Attack. Once per turn, you can deal an extra 2d6
  damage to one creature you hit with an attack if you have
  advantage on the attack roll. The attack must use a finesse or
  ranged weapon.
  You don’t need advantage on the attack roll if another enemy
  of the target is within 5 feet of it, that enemy isn’t
  incapacitated, and you don’t have disadvantage on the attack
  roll.
  Expertise. Your proficiency bonus is doubled for any ability
  check you make using your Deception or Intimidation skills.
  Cunning Action. You can take a bonus action on each of
  your turns in combat. This action can be used only to take the
  Dash, Disengage, or Hide action.
  Fast Hands. You can use the bonus action granted by your
  Cunning Action to make a Dexterity (Sleight of Hand) check,
  use your thieves’ tools to disarm a trap or open a lock, or take
  the Use an Object action.
  Second-Story Work. Climbing does not cost you extra
  movement. In addition, when you make a running jump, the
  distance you cover increases by a number of feet equal to your
  Dexterity modifier.
  
  leather armor, shortswords (2), daggers (2), explorer's pack,
  thieves' tools, crowbar, set of dark common clothes including
  a grimy scarlet cloak, pouch containing 15 gp
  58
  Medium humanoid (human), neutral 
  Armor Class 15 (leather)
  Hit Points 31 (Hit Dice 4d8)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2) 18 (+4) 15 (+2) 9 (-1) 10 (+0)
  14 (+2)
  Proficiences (+2 proficiency bonus) 
  Armor light armor 
  Saving Throws Dex +6, Int +1 
  Skills Athletics +4, Deception +6, Intimidation +6,
  Persuasion +4, Sleight of Hand +6, Stealth +6 
  Tools dice set, playing card set, thieves' tools +4 
  Weapons hand crossbows, longswords, rapiers,
  shortswords, simple weapons
  Senses passive Perception 10
  Languages Common, Goblin, thieves' cant 
   
  
  Attack. You can attack when you take this action, using
  the following: 
  Shortsword. Melee Weapon Attack: +6 to hit, reach 5
  ft., one target. 
  Hit: 1d6 + 4 slashing damage. 
   
  
  Cunning Action. Rogue feature 
   
  Two-Weapon Fighting. When you take the Attack action
  with a shortsword in one hand, you can use a bonus
  action to attack with another shortsword in the other
  hand. You don't add your ability modifier to the
  damage of the bonus attack. 
   
  
  Sneak Attack. Rogue feature
  
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  
  
  “Well, well, here’s a whole pack of little puppies. What do you
  want, puppies? Come here to bark at us?”
   
  You were recently a member of a group of local thugs and
  racketeers called the Redbrands. Either they went out of
  business or you grew tired of working for them. Now you're
  calling your own shots, and, at least for now, you're fighting
  alongside an up-and-coming adventuring party. If anything,
  you're resourceful.
  
  You are an experienced criminal with a history of breaking the
  law. You have spent a lot of time among other criminals and
  still have contacts within the criminal underworld. You’re far
  closer than most people to the world of murder, theft, and
  violence that pervades the underbelly of civilization, and you
  have survived up to this point by flouting the rules and
  regulations of society.
  Criminal Contact. You have a reliable and trustworthy
  contact who acts as your liaison to a network of other
  criminals. You know how to get messages to and from your
  contact, even over great distances; specifically, you know the
  local messengers, corrupt caravan masters, and seedy sailors
  who can deliver messages for you.
  Personality Trait. You always have a plan for what to do
  when things go wrong. And the first thing you do in a new
  place is note the locations of everything valuable—or where
  such things could be hidden.
  Ideal. You're loyal to your friends, not to any ideals, and
  everyone else can take a trip down the Styx for all you care.
  Bond. You're guilty of a terrible crime. You hope you can
  redeem yourself for it.
  Flaw. You turn tail and run when things look bad.
  
  Sneak Attack. Once per turn, you can deal an extra 3d6
  damage to one creature you hit with an attack if you have
  advantage on the attack roll. The attack must use a finesse or
  ranged weapon.
  You don’t need advantage on the attack roll if another enemy
  of the target is within 5 feet of it, that enemy isn’t
  incapacitated, and you don’t have disadvantage on the attack
  roll.
  Expertise. Your proficiency bonus is doubled for any ability
  check you make using your Deception or Intimidation skills.
  Cunning Action. You can take a bonus action on each of
  your turns in combat. This action can be used only to take the
  Dash, Disengage, or Hide action.
  Fast Hands. You can use the bonus action granted by your
  Cunning Action to make a Dexterity (Sleight of Hand) check,
  use your thieves’ tools to disarm a trap or open a lock, or take
  the Use an Object action.
  Second-Story Work. Climbing does not cost you extra
  movement. In addition, when you make a running jump, the
  distance you cover increases by a number of feet equal to your
  Dexterity modifier.
     Uncanny Dodge. When an attacker that you can see hits
  you with an attack, you can use your reaction to halve the
  attack’s damage against you.
  
  studded leather armor, shortswords (2), daggers (2), explorer's
  pack, thieves' tools, gloves of swimming and climbing,
  crowbar, set of dark common clothes including a grimy scarlet
  cloak, potions of healing (3), pouch containing 15 gp
  59
  Medium humanoid (human), neutral 
  Armor Class 16 (studded leather)
  Hit Points 38 (Hit Dice 5d8)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2) 18 (+4) 15 (+2) 9 (-1) 10 (+0)
  14 (+2)
  Proficiences (+3 proficiency bonus) 
  Armor light armor 
  Saving Throws Dex +7, Int +2 
  Skills Athletics +5, Deception +7, Intimidation +7,
  Persuasion +5, Sleight of Hand +7, Stealth +7 
  Tools dice set, playing card set, thieves' tools +4 
  Weapons hand crossbows, longswords, rapiers,
  shortswords, simple weapons
  Senses passive Perception 10
  Languages Common, Goblin, thieves' cant 
   
  
  Attack. You can attack when you take this action, using
  the following: 
  Shortsword. Melee Weapon Attack: +7 to hit, reach 5
  ft., one target. 
  Hit: 1d6 + 4 slashing damage. 
   
  
  Cunning Action. Rogue feature 
   
  Two-Weapon Fighting. When you take the Attack action
  with a shortsword in one hand, you can use a bonus
  action to attack with another shortsword in the other
  hand. You don't add your ability modifier to the
  damage of the bonus attack. 
   
  
  Uncanny Dodge. Rogue feature 
   
  
  Sneak Attack. Rogue feature
  
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  Gloves of Swimming and Climbing
  Wondrous item, uncommon (requires attunement) 
  While wearing these gloves, climbing and swimming don't
  cost you extra movement, and you gain a +5 bonus to Strength
  (Athletics) checks made to climb or swim.
  60
  
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  
  “Words are, by their nature, dishonest. Just let me watch a
  person for a day without them knowing, and I'll see the truth
  about them.”
   
  You are a gaunt, white-bearded human who doesn’t use two
  words when one word will do. Though you've spent most of
  your time alone, you can be reasonably friendly, if a little
  awkward.
  
  You are haunted by something so terrible that you dare not
  speak of it. You’ve tried to bury it and run away from it, to no
  avail. Whatever this thing is that haunts you can’t be slain with
  a sword or banished with a spell. It comes to you as a memory
  that refuses to die. You remember your sister being hacked
  topieces by a monster of shadow. The burden has taken its
  toll, isolating you from most people and making you question
  your sanity. You must find a way to overcome it before it
  destroys you.
  Heart of Darkness. Those who look into your eyes can see
  that you have faced unimaginable horror and that you are no
  stranger to darkness. Though they might fear you, commoners
  will extend you every courtesy and do their utmost to help you.
  Unless you have shown yourself to be a danger to them, they
  will even take up arms to fight alongside you, should you find
  yourself facing an enemy alone.
  Faction. You are a member of the Emerald Enclave,
  wilderness survivalists who preserve the natural order while
  rooting out unnatural threats.
  Personality Trait. You expect danger around every corner,
  but you don’t talk about the thing that torments you. You’d
  rather not burden others with your curse.
  Ideal. You like to know you enemy’s capabilities and
  weaknesses before rushing into battle..
  Bond. You keep your thoughts and discoveries in a journal.
  Your journal is your legacy.
  Flaw. You are a purveyor of doom and gloom who lives in a
  world without hope.
  
  Druidic. You can speak Druidic and use it to leave hidden
  messages. You and others who know this language
  automatically spot such a message. Others spot the message’s
  presence with a successful DC 15 Wisdom (Perception) check
  but can decipher it only with magic.
  Spellcasting. Drawing on the divine essence of nature, you
  can cast spells to shape that essence to your will.
  Cantrips. You know two cantrips, which you can cast at will.
  Preparing and Casting Spells. To cast one of your druid
  spells, you must expend a slot of the spell’s level or higher. You
  regain all expended spell slots when you finish a long rest.
  You prepare the list of druid spells that are available for you
  to cast, choosing from the druid spell list. When you do so,
  choose up to four druid spells. The spells must be of a level for
  which you have spell slots.
     You can change your list of prepared spells when you finish
  a long rest. When you prepare new spells, you must meditate
  1 minute per spell level for each spell on your list.
  Spellcasting Ability. Wisdom is your spellcasting ability for
  your druid spells, since your magic draws upon your devotion
  and attunement to nature. You use your Wisdom whenever a
  spell refers to your spellcasting ability.
  Ritual Casting. You can cast a druid spell as a ritual if that
  spell has the ritual tag and you have the spell prepared.
  Spellcasting Focus. You can use a druidic focus, such as
  your yew wand, as a spellcasting focus for your druid spells.
  
  Observant. Quick to notice details of your environment, you
  gain the following benefits:
  61
  Medium humanoid (human), neutral 
  Armor Class 16 (leather, shield)
  Hit Points 10 (Hit Dice 1d8)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  8 (-1)
  16 (+3)
  14 (+2)
  10 (+0)
  17 (+3)
  8 (-1)
  Proficiences (+2 proficiency bonus) 
  Saving Throws Int +2, Wis +5 
  Skills Insight +5, Investigation +2, Nature +2,
  Perception +5, Survival +5 
  Armor light armor, medium armor, shields 
  Tools dice set, vehicles (land) 
  Weapons club, dagger, dart, javelin, mace,
  quarterstaff, scimitar, sickle, sling, spear
  Senses passive Perception 20
  Languages Common, Draconic, Druidic, Primordial 
   
  
  Attack. You can attack when you take this action, using
  the following: 
  Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft.,
  one target. 
  Hit: 1d6 + 3 slashing damage. 
   
  
  Observant. Feat 
   
  Spellcasting. . You are a spellcaster (druid feature) who
  uses Wisdom as your spellcasting ability (spell save
  DC 13; +5 to hit with spell attacks). You have the
  following spells prepared: 
   
      Cantrips (at will): druidcraft, produce flame
      1st Level (2 slots): entangle, fog cloud, goodberry,
  ice knife
  
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  If you can see a creature's mouth while it is speaking a
  language you understand, you can interpret what it's saying
  by reading its lips.
  You have a +5 bonus to your passive Wisdom (Perception)
  and passive Intelligence (Investigation) scores.
  
  leather armor, wooden shield, scimitar, totem (druidic focus),
  explorer's pack, monster hunter's pack, set of common
  clothes, old little doll made from a dark dense wood and
  missing a hand and a foot.
  62
  
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  
  “Words are, by their nature, dishonest. Just let me watch a
  person for a day without them knowing, and I'll see the truth
  about them.”
   
  You are a gaunt, white-bearded human who doesn’t use two
  words when one word will do. Though you've spent most of
  your time alone, you can be reasonably friendly, if a little
  awkward.
  
  You are haunted by something so terrible that you dare not
  speak of it. You’ve tried to bury it and run away from it, to no
  avail. Whatever this thing is that haunts you can’t be slain with
  a sword or banished with a spell. It comes to you as a memory
  that refuses to die. You remember your sister being hacked
  topieces by a monster of shadow. The burden has taken its
  toll, isolating you from most people and making you question
  your sanity. You must find a way to overcome it before it
  destroys you.
  Heart of Darkness. Those who look into your eyes can see
  that you have faced unimaginable horror and that you are no
  stranger to darkness. Though they might fear you, commoners
  will extend you every courtesy and do their utmost to help you.
  Unless you have shown yourself to be a danger to them, they
  will even take up arms to fight alongside you, should you find
  yourself facing an enemy alone.
  Faction. You are a member of the Emerald Enclave,
  wilderness survivalists who preserve the natural order while
  rooting out unnatural threats.
  Personality Trait. You expect danger around every corner,
  but you don’t talk about the thing that torments you. You’d
  rather not burden others with your curse.
  Ideal. You like to know you enemy’s capabilities and
  weaknesses before rushing into battle..
  Bond. You keep your thoughts and discoveries in a journal.
  Your journal is your legacy.
  Flaw. You are a purveyor of doom and gloom who lives in a
  world without hope.
  
  Druidic. You can speak Druidic and use it to leave hidden
  messages. You and others who know this language
  automatically spot such a message. Others spot the message’s
  presence with a successful DC 15 Wisdom (Perception) check
  but can decipher it only with magic.
  Spellcasting. Drawing on the divine essence of nature, you
  can cast spells to shape that essence to your will.
  Cantrips. You know two cantrips, which you can cast at will.
  Preparing and Casting Spells. To cast one of your druid
  spells, you must expend a slot of the spell’s level or higher. You
  regain all expended spell slots when you finish a long rest.
  You prepare the list of druid spells that are available for you
  to cast, choosing from the druid spell list. When you do so,
  choose up to four druid spells. The spells must be of a level for
  which you have spell slots.
     You can change your list of prepared spells when you finish
  a long rest. When you prepare new spells, you must meditate
  1 minute per spell level for each spell on your list.
  Spellcasting Ability. Wisdom is your spellcasting ability for
  your druid spells, since your magic draws upon your devotion
  and attunement to nature. You use your Wisdom whenever a
  spell refers to your spellcasting ability.
  Ritual Casting. You can cast a druid spell as a ritual if that
  spell has the ritual tag and you have the spell prepared.
  Spellcasting Focus. You can use a druidic focus, such as
  your yew wand, as a spellcasting focus for your druid spells.
  63
  Medium humanoid (human), Circle of the Land (forest),
  neutral 
  Armor Class 16 (leather, shield)
  Hit Points 17 (Hit Dice 2d8)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  8 (-1)
  16 (+3)
  14 (+2)
  10 (+0)
  17 (+3)
  8 (-1)
  Proficiences (+2 proficiency bonus) 
  Saving Throws Int +2, Wis +5 
  Skills Insight +5, Investigation +2, Nature +2,
  Perception +5, Survival +5 
  Armor light armor, medium armor, shields 
  Tools dice set, vehicles (land) 
  Weapons club, dagger, dart, javelin, mace,
  quarterstaff, scimitar, sickle, sling, spear
  Senses passive Perception 20
  Languages Common, Draconic, Druidic, Primordial 
   
  
  Attack. You can attack when you take this action, using
  the following: 
  Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft.,
  one target. 
  Hit: 1d6 + 3 slashing damage. 
  Wild Shape. Druid feature; common forms include boar,
  elk, panther, and wolf 
   
  
  Observant. Feat 
   
  Spellcasting. . You are a spellcaster (druid feature) who
  uses Wisdom as your spellcasting ability (spell save
  DC 13; +5 to hit with spell attacks). You have the
  following spells prepared: 
   
      Cantrips (at will): druidcraft, frostbite, produce flame
      1st Level (3 slots): absorb elements, entangle, fog
  cloud, goodberry, ice knife 
   
  Natural Recovery. Druid feature
  
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  Natural Recovery (Recharges After a Long Rest). During a
  short rest, you choose expended spell slots to recover. The
  spell slots can have a combined level that is equal to or less
  than 1.
  Wild Shape (Recharges after You Finish a Short or
  Long Rest). You can take an action to magically assume the
  shape of a beast that you have seen before, provided that the
  beast has a challenge rating of 1/4, or lower, and has no flying
  or swimming speed. You can use this feature twice.
  You can stay in a beast shape for 1 hour, and then you revert
  to your normal form unless you expend another use of this
  feature. You can revert to your normal form earlier by using a
  bonus action. You automatically revert if you fall unconscious,
  drop to 0 hit points, or die.
  While you are transformed, the following rules apply:
  Your game statistics are replaced by the statistics of the
  beast, but you retain your alignment, personality, and
  Intelligence, Wisdom, and Charisma scores. You also
  retain all of your skill and saving throw proficiencies, in
  addition to gaining those of the creature. If the creature
  has the same proficiency as you and the bonus in its stat
  block is higher than yours, use the creature’s bonus instead
  of yours. If the creature has any legendary or lair actions,
  you can’t use them.
  When you transform, you assume the beast’s hit points and
  Hit Dice. When you revert to your normal form, you return
  to the number of hit points you had before you
  transformed. However, if you revert as a result of dropping
  to 0 hit points, any excess damage carries over to your
  normal form.
  You can’t cast spells, and your ability to speak or take any
  action that requires hands is limited to the capabilities of
  your beast form. Transforming doesn’t break your
  concentration on a spell you’ve already cast, however, or
  prevent you from taking actions that are part of a spell that
  you’ve already cast.
  You retain the benefit of any features from your class, race,
  or other source and can use them if the new form is
  physically capable of doing so. However, your senses are
  replaced by those of the beast.
  You choose whether your equipment falls to the ground in
  your space, merges into your new form, or is worn by it.
  Worn equipment functions as normal, but the DM decides
  whether it is practical for the new form to wear a piece of
  equipment, based on the creature’s shape and size. Your
  equipment doesn’t change size or shape to match the new
  form, and any equipment that the new form can’t wear
  must either fall to the ground or merge with it. Equipment
  that merges with the form has no effect until you leave the
  form.
  
  Observant. Quick to notice details of your environment, you
  gain the following benefits:
  If you can see a creature's mouth while it is speaking a
  language you understand, you can interpret what it's saying
  by reading its lips.
  You have a +5 bonus to your passive Wisdom (Perception)
  and passive Intelligence (Investigation) scores.
  
  leather armor, wooden shield, scimitar, totem (druidic focus),
  explorer's pack, monster hunter's pack, set of common
  clothes, old little doll made from a dark dense wood and
  missing a hand and a foot.
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  
  “Words are, by their nature, dishonest. Just let me watch a
  person for a day without them knowing, and I'll see the truth
  about them.”
   
  You are a gaunt, white-bearded human who doesn’t use two
  words when one word will do. Though you've spent most of
  your time alone, you can be reasonably friendly, if a little
  awkward.
  
  You are haunted by something so terrible that you dare not
  speak of it. You’ve tried to bury it and run away from it, to no
  avail. Whatever this thing is that haunts you can’t be slain with
  a sword or banished with a spell. It comes to you as a memory
  that refuses to die. You remember your sister being hacked
  topieces by a monster of shadow. The burden has taken its
  toll, isolating you from most people and making you question
  your sanity. You must find a way to overcome it before it
  destroys you.
  Heart of Darkness. Those who look into your eyes can see
  that you have faced unimaginable horror and that you are no
  stranger to darkness. Though they might fear you, commoners
  will extend you every courtesy and do their utmost to help you.
  Unless you have shown yourself to be a danger to them, they
  will even take up arms to fight alongside you, should you find
  yourself facing an enemy alone.
  Faction. You are a member of the Emerald Enclave,
  wilderness survivalists who preserve the natural order while
  rooting out unnatural threats.
  Personality Trait. You expect danger around every corner,
  but you don’t talk about the thing that torments you. You’d
  rather not burden others with your curse.
  Ideal. You like to know you enemy’s capabilities and
  weaknesses before rushing into battle..
  Bond. You keep your thoughts and discoveries in a journal.
  Your journal is your legacy.
  Flaw. You are a purveyor of doom and gloom who lives in a
  world without hope.
  
  Druidic. You can speak Druidic and use it to leave hidden
  messages. You and others who know this language
  automatically spot such a message. Others spot the message’s
  presence with a successful DC 15 Wisdom (Perception) check
  but can decipher it only with magic.
  Spellcasting. Drawing on the divine essence of nature, you
  can cast spells to shape that essence to your will.
  Cantrips. You know two cantrips, which you can cast at will.
  Preparing and Casting Spells. To cast one of your druid
  spells, you must expend a slot of the spell’s level or higher. You
  regain all expended spell slots when you finish a long rest.
  You prepare the list of druid spells that are available for you
  to cast, choosing from the druid spell list. When you do so,
  choose up to four druid spells. The spells must be of a level for
  which you have spell slots.
     You can change your list of prepared spells when you finish
  a long rest. When you prepare new spells, you must meditate
  1 minute per spell level for each spell on your list.
  Spellcasting Ability. Wisdom is your spellcasting ability for
  your druid spells, since your magic draws upon your devotion
  and attunement to nature. You use your Wisdom whenever a
  spell refers to your spellcasting ability.
  Ritual Casting. You can cast a druid spell as a ritual if that
  spell has the ritual tag and you have the spell prepared.
  Spellcasting Focus. You can use a druidic focus, such as
  your yew wand, as a spellcasting focus for your druid spells.
  65
  Medium humanoid (human), Circle of the Land (forest),
  neutral 
  Armor Class 16 (leather, shield)
  Hit Points 24 (Hit Dice 3d8)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  8 (-1)
  16 (+3)
  14 (+2)
  10 (+0)
  17 (+3)
  8 (-1)
  Proficiences (+2 proficiency bonus) 
  Saving Throws Int +2, Wis +5 
  Skills Insight +5, Investigation +2, Nature +2,
  Perception +5, Survival +5 
  Armor light armor, medium armor, shields 
  Tools dice set, vehicles (land) 
  Weapons club, dagger, dart, javelin, mace,
  quarterstaff, scimitar, sickle, sling, spear
  Senses passive Perception 20
  Languages Common, Draconic, Druidic, Primordial 
   
  
  Attack. You can attack when you take this action, using
  the following: 
  Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft.,
  one target. 
  Hit: 1d6 + 3 slashing damage. 
  Wild Shape. Druid feature; common forms include boar,
  elk, panther, and wolf 
   
  
  Observant. Feat 
   
  Spellcasting. . You are a spellcaster (druid feature) who
  uses Wisdom as your spellcasting ability (spell save
  DC 13; +5 to hit with spell attacks). You have the
  following spells prepared: 
   
      Cantrips (at will): druidcraft, frostbite, produce flame
      1st Level (4 slots): absorb elements, entangle, fog
  cloud, goodberry, ice knife
      2nd Level (2 slots): barkskin, gust of wind, spider
  climb 
   
  Natural Recovery. Druid feature
  
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      Natural Recovery (Recharges After a Long Rest). During
  a short rest, you choose expended spell slots to recover. The
  spell slots can have a combined level that is equal to or less
  than 2.
  Wild Shape (Recharges after You Finish a Short or
  Long Rest). You can take an action to magically assume the
  shape of a beast that you have seen before, provided that the
  beast has a challenge rating of 1/4, or lower, and has no
  swimming or flying speed. You can use this feature twice.
  You can stay in a beast shape for 1 hour, and then you revert
  to your normal form unless you expend another use of this
  feature. You can revert to your normal form earlier by using a
  bonus action. You automatically revert if you fall unconscious,
  drop to 0 hit points, or die.
  While you are transformed, the following rules apply:
  Your game statistics are replaced by the statistics of the
  beast, but you retain your alignment, personality, and
  Intelligence, Wisdom, and Charisma scores. You also
  retain all of your skill and saving throw proficiencies, in
  addition to gaining those of the creature. If the creature
  has the same proficiency as you and the bonus in its stat
  block is higher than yours, use the creature’s bonus instead
  of yours. If the creature has any legendary or lair actions,
  you can’t use them.
  When you transform, you assume the beast’s hit points and
  Hit Dice. When you revert to your normal form, you return
  to the number of hit points you had before you
  transformed. However, if you revert as a result of dropping
  to 0 hit points, any excess damage carries over to your
  normal form.
  You can’t cast spells, and your ability to speak or take any
  action that requires hands is limited to the capabilities of
  your beast form. Transforming doesn’t break your
  concentration on a spell you’ve already cast, however, or
  prevent you from taking actions that are part of a spell that
  you’ve already cast.
  You retain the benefit of any features from your class, race,
  or other source and can use them if the new form is
  physically capable of doing so. However, your senses are
  replaced by those of the beast.
  You choose whether your equipment falls to the ground in
  your space, merges into your new form, or is worn by it.
  Worn equipment functions as normal, but the DM decides
  whether it is practical for the new form to wear a piece of
  equipment, based on the creature’s shape and size. Your
  equipment doesn’t change size or shape to match the new
  form, and any equipment that the new form can’t wear
  must either fall to the ground or merge with it. Equipment
  that merges with the form has no effect until you leave the
  form.
  
  Observant. Quick to notice details of your environment, you
  gain the following benefits:
  If you can see a creature's mouth while it is speaking a
  language you understand, you can interpret what it's saying
  by reading its lips.
  You have a +5 bonus to your passive Wisdom (Perception)
  and passive Intelligence (Investigation) scores.
  
  leather armor, wooden shield, scimitar, totem (druidic focus),
  explorer's pack, monster hunter's pack, set of common
  clothes, old little doll made from a dark dense wood and
  missing a hand and a foot.
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  
  “Words are, by their nature, dishonest. Just let me watch a
  person for a day without them knowing, and I'll see the truth
  about them.”
   
  You are a gaunt, white-bearded human who doesn’t use two
  words when one word will do. Though you've spent most of
  your time alone, you can be reasonably friendly, if a little
  awkward.
  
  You are haunted by something so terrible that you dare not
  speak of it. You’ve tried to bury it and run away from it, to no
  avail. Whatever this thing is that haunts you can’t be slain with
  a sword or banished with a spell. It comes to you as a memory
  that refuses to die. You remember your sister being hacked
  topieces by a monster of shadow. The burden has taken its
  toll, isolating you from most people and making you question
  your sanity. You must find a way to overcome it before it
  destroys you.
  Heart of Darkness. Those who look into your eyes can see
  that you have faced unimaginable horror and that you are no
  stranger to darkness. Though they might fear you, commoners
  will extend you every courtesy and do their utmost to help you.
  Unless you have shown yourself to be a danger to them, they
  will even take up arms to fight alongside you, should you find
  yourself facing an enemy alone.
  Faction. You are a member of the Emerald Enclave,
  wilderness survivalists who preserve the natural order while
  rooting out unnatural threats.
  Personality Trait. You expect danger around every corner,
  but you don’t talk about the thing that torments you. You’d
  rather not burden others with your curse.
  Ideal. You like to know you enemy’s capabilities and
  weaknesses before rushing into battle..
  Bond. You keep your thoughts and discoveries in a journal.
  Your journal is your legacy.
  Flaw. You are a purveyor of doom and gloom who lives in a
  world without hope.
  
  Druidic. You can speak Druidic and use it to leave hidden
  messages. You and others who know this language
  automatically spot such a message. Others spot the message’s
  presence with a successful DC 15 Wisdom (Perception) check
  but can decipher it only with magic.
  Spellcasting. Drawing on the divine essence of nature, you
  can cast spells to shape that essence to your will.
  Cantrips. You know two cantrips, which you can cast at will.
  Preparing and Casting Spells. To cast one of your druid
  spells, you must expend a slot of the spell’s level or higher. You
  regain all expended spell slots when you finish a long rest.
  You prepare the list of druid spells that are available for you
  to cast, choosing from the druid spell list. When you do so,
  choose up to four druid spells. The spells must be of a level for
  which you have spell slots.
     You can change your list of prepared spells when you finish
  a long rest. When you prepare new spells, you must meditate
  1 minute per spell level for each spell on your list.
  Spellcasting Ability. Wisdom is your spellcasting ability for
  your druid spells, since your magic draws upon your devotion
  and attunement to nature. You use your Wisdom whenever a
  spell refers to your spellcasting ability.
  Ritual Casting. You can cast a druid spell as a ritual if that
  spell has the ritual tag and you have the spell prepared.
  67
  Medium humanoid (human), Circle of the Land (forest),
  neutral 
  Armor Class 16 (leather, shield)
  Hit Points 31 (Hit Dice 4d8)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  8 (-1)
  16 (+3)
  15 (+2)
  10 (+0)
  18 (+4)
  8 (-1)
  Proficiences (+2 proficiency bonus) 
  Saving Throws Int +2, Wis +6 
  Skills Insight +6, Investigation +2, Nature +2,
  Perception +6, Survival +6 
  Armor light armor, medium armor, shields 
  Tools dice set, vehicles (land) 
  Weapons club, dagger, dart, javelin, mace,
  quarterstaff, scimitar, sickle, sling, spear
  Senses passive Perception 21
  Languages Common, Draconic, Druidic, Primordial 
   
  
  Attack. You can attack when you take this action, using
  the following: 
  Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft.,
  one target. 
  Hit: 1d6 + 3 slashing damage. 
  Wild Shape. Druid feature; common forms include ape,
  black bear, and crocodile 
   
  
  Observant. Feat 
   
  Spellcasting. . You are a spellcaster (druid feature) who
  uses Wisdom as your spellcasting ability (spell save
  DC 14; +6 to hit with spell attacks). You have the
  following spells prepared: 
   
      Cantrips (at will): druidcraft, frostbite, produce flame,
  thunderclap
      1st Level (4 slots): absorb elements, entangle, fog
  cloud, goodberry, ice knife
      2nd Level (3 slots): barkskin, flaming sphere, gust of
  wind, spider climb, spike growth 
   
  Natural Recovery. Druid feature
  
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      Spellcasting Focus. You can use a druidic focus, such as
  your yew wand, as a spellcasting focus for your druid spells.
  Natural Recovery (Recharges After a Long Rest). During
  a short rest, you choose expended spell slots to recover. The
  spell slots can have a combined level that is equal to or less
  than 2.
  Wild Shape (Recharges after You Finish a Short or
  Long Rest). You can take an action to magically assume the
  shape of a beast that you have seen before, provided that the
  beast has a challenge rating of 1/2, or lower, and has no flying
  speed. You can use this feature twice.
  You can stay in a beast shape for 1 hour, and then you revert
  to your normal form unless you expend another use of this
  feature. You can revert to your normal form earlier by using a
  bonus action. You automatically revert if you fall unconscious,
  drop to 0 hit points, or die.
  While you are transformed, the following rules apply:
  Your game statistics are replaced by the statistics of the
  beast, but you retain your alignment, personality, and
  Intelligence, Wisdom, and Charisma scores. You also
  retain all of your skill and saving throw proficiencies, in
  addition to gaining those of the creature. If the creature
  has the same proficiency as you and the bonus in its stat
  block is higher than yours, use the creature’s bonus instead
  of yours. If the creature has any legendary or lair actions,
  you can’t use them.
  When you transform, you assume the beast’s hit points and
  Hit Dice. When you revert to your normal form, you return
  to the number of hit points you had before you
  transformed. However, if you revert as a result of dropping
  to 0 hit points, any excess damage carries over to your
  normal form.
  You can’t cast spells, and your ability to speak or take any
  action that requires hands is limited to the capabilities of
  your beast form. Transforming doesn’t break your
  concentration on a spell you’ve already cast, however, or
  prevent you from taking actions that are part of a spell that
  you’ve already cast.
  You retain the benefit of any features from your class, race,
  or other source and can use them if the new form is
  physically capable of doing so. However, your senses are
  replaced by those of the beast.
  You choose whether your equipment falls to the ground in
  your space, merges into your new form, or is worn by it.
  Worn equipment functions as normal, but the DM decides
  whether it is practical for the new form to wear a piece of
  equipment, based on the creature’s shape and size. Your
  equipment doesn’t change size or shape to match the new
  form, and any equipment that the new form can’t wear
  must either fall to the ground or merge with it. Equipment
  that merges with the form has no effect until you leave the
  form.
  
  Observant. Quick to notice details of your environment, you
  gain the following benefits:
  If you can see a creature's mouth while it is speaking a
  language you understand, you can interpret what it's saying
  by reading its lips.
  You have a +5 bonus to your passive Wisdom (Perception)
  and passive Intelligence (Investigation) scores.
  
  leather armor, wooden shield, scimitar, totem (druidic focus),
  explorer's pack, monster hunter's pack, set of common
  clothes, old little doll made from a dark dense wood and
  missing a hand and a foot.
  68
  
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  
  “Words are, by their nature, dishonest. Just let me watch a
  person for a day without them knowing, and I'll see the truth
  about them.”
   
  You are a gaunt, white-bearded human who doesn’t use two
  words when one word will do. Though you've spent most of
  your time alone, you can be reasonably friendly, if a little
  awkward.
  
  You are haunted by something so terrible that you dare not
  speak of it. You’ve tried to bury it and run away from it, to no
  avail. Whatever this thing is that haunts you can’t be slain with
  a sword or banished with a spell. It comes to you as a memory
  that refuses to die. You remember your sister being hacked
  topieces by a monster of shadow. The burden has taken its
  toll, isolating you from most people and making you question
  your sanity. You must find a way to overcome it before it
  destroys you.
  Heart of Darkness. Those who look into your eyes can see
  that you have faced unimaginable horror and that you are no
  stranger to darkness. Though they might fear you, commoners
  will extend you every courtesy and do their utmost to help you.
  Unless you have shown yourself to be a danger to them, they
  will even take up arms to fight alongside you, should you find
  yourself facing an enemy alone.
  Faction. You are a member of the Emerald Enclave,
  wilderness survivalists who preserve the natural order while
  rooting out unnatural threats.
  Personality Trait. You expect danger around every corner,
  but you don’t talk about the thing that torments you. You’d
  rather not burden others with your curse.
  Ideal. You like to know you enemy’s capabilities and
  weaknesses before rushing into battle..
  Bond. You keep your thoughts and discoveries in a journal.
  Your journal is your legacy.
  Flaw. You are a purveyor of doom and gloom who lives in a
  world without hope.
  
  Druidic. You can speak Druidic and use it to leave hidden
  messages. You and others who know this language
  automatically spot such a message. Others spot the message’s
  presence with a successful DC 15 Wisdom (Perception) check
  but can decipher it only with magic.
  Spellcasting. Drawing on the divine essence of nature, you
  can cast spells to shape that essence to your will.
  Cantrips. You know two cantrips, which you can cast at will.
  Preparing and Casting Spells. To cast one of your druid
  spells, you must expend a slot of the spell’s level or higher. You
  regain all expended spell slots when you finish a long rest.
  You prepare the list of druid spells that are available for you
  to cast, choosing from the druid spell list. When you do so,
  choose up to four druid spells. The spells must be of a level for
  which you have spell slots.
     You can change your list of prepared spells when you finish
  a long rest. When you prepare new spells, you must meditate
  1 minute per spell level for each spell on your list.
  Spellcasting Ability. Wisdom is your spellcasting ability for
  your druid spells, since your magic draws upon your devotion
  and attunement to nature. You use your Wisdom whenever a
  spell refers to your spellcasting ability.
  69
  Medium humanoid (human), Circle of the Land (forest),
  neutral 
  Armor Class 17 (studded leather, shield)
  Hit Points 38 (Hit Dice 5d8)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  8 (-1)
  16 (+3)
  15 (+2)
  10 (+0)
  18 (+4)
  8 (-1)
  Proficiences (+3 proficiency bonus) 
  Saving Throws Int +3, Wis +7 
  Skills Insight +7, Investigation +3, Nature +3,
  Perception +7, Survival +7 
  Armor light armor, medium armor, shields 
  Tools dice set, vehicles (land) 
  Weapons club, dagger, dart, javelin, mace,
  quarterstaff, scimitar, sickle, sling, spear
  Senses darkvision, passive Perception 22
  Languages Common, Draconic, Druidic, Primordial 
   
  
  Attack. You can attack when you take this action, using
  the following: 
  Scimitar. Melee Weapon Attack: +6 to hit, reach 5 ft.,
  one target. 
  Hit: 1d6 + 3 slashing damage. 
  Wild Shape. Druid feature; common forms include ape,
  black bear, and crocodile 
   
  
  Observant. Feat 
   
  Spellcasting. . You are a spellcaster (druid feature) who
  uses Wisdom as your spellcasting ability (spell save
  DC 15; +7 to hit with spell attacks). You have the
  following spells prepared: 
   
      Cantrips (at will): druidcraft, frostbite, produce flame,
  thunderclap
      1st Level (4 slots): absorb elements, entangle, fog
  cloud, goodberry, ice knife
      2nd Level (3 slots): barkskin, flaming sphere, gust of
  wind, spider climb, spike growth
      3rd Level (2 slots): call lightning, plant growth, sleet
  storm 
   
  Natural Recovery. Druid feature
  
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      Ritual Casting. You can cast a druid spell as a ritual if that
  spell has the ritual tag and you have the spell prepared.
  Spellcasting Focus. You can use a druidic focus, such as
  your yew wand, as a spellcasting focus for your druid spells.
  Natural Recovery (Recharges After a Long Rest). During
  a short rest, you choose expended spell slots to recover. The
  spell slots can have a combined level that is equal to or less
  than 3.
  Wild Shape (Recharges after You Finish a Short or
  Long Rest). You can take an action to magically assume the
  shape of a beast that you have seen before, provided that the
  beast has a challenge rating of 1/2, or lower, and has no flying
  speed. You can use this feature twice.
  You can stay in a beast shape for 1 hour, and then you revert
  to your normal form unless you expend another use of this
  feature. You can revert to your normal form earlier by using a
  bonus action. You automatically revert if you fall unconscious,
  drop to 0 hit points, or die.
  While you are transformed, the following rules apply:
  Your game statistics are replaced by the statistics of the
  beast, but you retain your alignment, personality, and
  Intelligence, Wisdom, and Charisma scores. You also
  retain all of your skill and saving throw proficiencies, in
  addition to gaining those of the creature. If the creature
  has the same proficiency as you and the bonus in its stat
  block is higher than yours, use the creature’s bonus instead
  of yours. If the creature has any legendary or lair actions,
  you can’t use them.
  When you transform, you assume the beast’s hit points and
  Hit Dice. When you revert to your normal form, you return
  to the number of hit points you had before you
  transformed. However, if you revert as a result of dropping
  to 0 hit points, any excess damage carries over to your
  normal form.
  You can’t cast spells, and your ability to speak or take any
  action that requires hands is limited to the capabilities of
  your beast form. Transforming doesn’t break your
  concentration on a spell you’ve already cast, however, or
  prevent you from taking actions that are part of a spell that
  you’ve already cast.
  You retain the benefit of any features from your class, race,
  or other source and can use them if the new form is
  physically capable of doing so. However, your senses are
  replaced by those of the beast.
  You choose whether your equipment falls to the ground in
  your space, merges into your new form, or is worn by it.
  Worn equipment functions as normal, but the DM decides
  whether it is practical for the new form to wear a piece of
  equipment, based on the creature’s shape and size. Your
  equipment doesn’t change size or shape to match the new
  form, and any equipment that the new form can’t wear
  must either fall to the ground or merge with it. Equipment
  that merges with the form has no effect until you leave the
  form.
  
  Observant. Quick to notice details of your environment, you
  gain the following benefits:
  If you can see a creature's mouth while it is speaking a
  language you understand, you can interpret what it's saying
  by reading its lips.
  You have a +5 bonus to your passive Wisdom (Perception)
  and passive Intelligence (Investigation) scores.
  
  studded leather armor, wooden shield, scimitar, totem (druidic
  focus), explorer's pack, bag of holding, goggles of night,
  monster hunter's pack, potions of healing (2), set of common
  clothes, old little doll made from a dark dense wood and
  missing a hand and a foot.
  Bag of Holding
  Wondrous item, uncommon 
  This bag has an interior space considerably larger than its
  outside dimensions, roughly 2 feet in diameter at the mouth
  and 4 feet deep. The bag can hold up to 500 pounds, not
  exceeding a volume of 64 cubic feet. The bag weighs 15
  pounds, regardless of its contents. Retrieving an item from the
  bag requires an action.
  If the bag is overloaded, pierced, or torn, it ruptures and is
  destroyed, and its contents are scattered in the Astral Plane. If
  the bag is turned inside out, its contents spill forth, unharmed,
  but the bag must be put right before it can be used again.
  Breathing creatures inside the bag can survive up to a number
  of minutes equal to 10 divided by the number of creatures
  (minimum 1 minute), after which time they begin to suffocate.
  Placing a bag of holding inside an extradimensional space
  created by a handy haversack, portable hole, or similar item
  instantly destroys both items and opens a gate to the Astral
  Plane. The gate originates where the one item was placed
  inside the other. Any creature within 10 feet of the gate is
  sucked through it to a random location on the Astral Plane.
  The gate then closes. The gate is one-way only and can't be
  reopened.
  Goggles of Night
  Wondrous item, uncommon 
  While wearing these dark lenses, you have darkvision out to a
  range of 60 feet. If you already have darkvision, wearing the
  goggles increases its range by 60 feet.
  70
  
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  
  
  “I have seen much of the violence and horror of war. But I
  have also seen soldiers' courage, self-sacrifice, and
  camaraderie. And I hold to those.”
   
  You are a human man of nearly fifty years who met Gundren
  Rockseeker in Neverwinter and agreed to accompany him
  back to Phandalin. You want to investigate the fate of Iarno
  Albrek, a human wizard and fellow member of the Lords’
  Alliance who disappeared shortly after arriving in Phandalin.
  You hope to learn what happened to Iarno, assist Gundren in
  reopening the old mine, and help restore Phandalin to a
  civilized center of wealth and prosperity.
  
  You were a warrior, trained in the Waterdeep griffon cavalry.
  You traveled to foreign lands, led fellow warriors into danger,
  fought wars under the banners of different commanders. But
  once you outlived your griffon mount, you retired and became
  a sellsword.
  Military Rank. You hold a place of honor in the famous
  griffon cavalry of the great city of Waterdeep. Soldiers loyal to
  the Waterdeep city guard or city watch still recognize your
  authority and influence, and they defer to you if they are of a
  lower rank. You can invoke your rank to exert influence over
  other soldiers and requisition simple equipment or horses for
  temporary use. You can also usually gain access to friendly
  military encampments and fortresses where your rank is
  recognized.
  Faction. You are a member of the Lords’ Alliance, a loose
  coalition of established political powers concerned with
  mutual security and prosperity.
  Personality Trait. You are kindhearted and always polite
  and respectful.
  Ideal. Your lot is to lay down your life in defense of others.
  Bond. You must ensure the safety of cities and other
  settlements by proactively eliminating threats by any means,
  while bringing honor and glory to their leaders and
  homelands.
  Flaw. You have absolute trust in your allies, to a fault.
  
  Fighting Style: Great Weapon Fighting. When you roll a 1
  or 2 on a damage die for an attack you make with a melee
  weapon that you are wielding with two hands, you can reroll
  the die and must use the new roll, even if the new roll is a 1 or
  a 2. The weapon must have the two-handed or versatile
  property for you to gain this benefit.
  Second Wind. On your turn, you can use a bonus action to
  regain 1d10 + 1 hit points. Once you use this feature, you
  must finish a short or long rest before you can use it again.
  Where's My Stuff?
  The Cragmaw goblins have stolen your armor,
  weapons and gear and taken them to Cragmaw
  Castle. The scimitar you wield you picked off a dead
  goblin. If you recover what you lost, you can add the
  following information to your character sheet: 
  Armor Class 16 (chain mail) 
  Longsword. Melee Weapon Attack: +4 to hit, reach
  5 ft., one target. 
  Hit: 1d10 + 2 slashing damage. 
  Heavy Crossbow. Ranged Weapon Attack: +4 to hit,
  range 100/400 ft., one target. 
  Hit: 1d10 + 2 piercing damage.
  Equipment
  chain mail, longsword, heavy crossbow and 20
  bolts, explorer's pack, insignia of rank, broken blade
  taken from a fallen enemy, set of bone dice, set of
  common clothes, and pouch containing 10 gp.
  71
  Medium humanoid (human), neutral good 
  Armor Class 12
  Hit Points 12 (Hit Dice 1d10)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  15 (+2) 15 (+2) 15 (+2) 10 (+0) 13 (+1) 10 (+0)
  Proficiences (+2 proficiency bonus) 
  Armor all armor, shields 
  Saving Throws Str +4, Con +4 
  Skills Animal Handling +3, Athletics +4, Intimidation
  +2, Perception +3 
  Tools dice set, vehicles (land) 
  Weapons all weapons
  Senses passive Perception 13
  Languages Common, Dwarvish 
   
  
  Attack. You can attack when you take this action, using
  the following: 
  Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft.,
  one target. 
  Hit: 1d6 + 2 slashing damage. 
   
  
  Second Wind. Regain 1d10 + 1 hit points. 
   
  
  Great Weapon Fighting. Fighter feature
  
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  
  
  “I have seen much of the violence and horror of war. But I
  have also seen soldiers' courage, self-sacrifice, and
  camaraderie. And I hold to those.”
   
  You are a human man of nearly fifty years who met Gundren
  Rockseeker in Neverwinter and agreed to accompany him
  back to Phandalin. You want to investigate the fate of Iarno
  Albrek, a human wizard and fellow member of the Lords’
  Alliance who disappeared shortly after arriving in Phandalin.
  You hope to learn what happened to Iarno, assist Gundren in
  reopening the old mine, and help restore Phandalin to a
  civilized center of wealth and prosperity.
  
  You were a warrior, trained in the Waterdeep griffon cavalry.
  You traveled to foreign lands, led fellow warriors into danger,
  fought wars under the banners of different commanders. But
  once you outlived your griffon mount, you retired and became
  a sellsword.
  Military Rank. You hold a place of honor in the famous
  griffon cavalry of the great city of Waterdeep. Soldiers loyal to
  the Waterdeep city guard or city watch still recognize your
  authority and influence, and they defer to you if they are of a
  lower rank. You can invoke your rank to exert influence over
  other soldiers and requisition simple equipment or horses for
  temporary use. You can also usually gain access to friendly
  military encampments and fortresses where your rank is
  recognized.
  Faction. You are a member of the Lords’ Alliance, a loose
  coalition of established political powers concerned with
  mutual security and prosperity.
  Personality Trait. You are kindhearted and always polite
  and respectful.
  Ideal. Your lot is to lay down your life in defense of others.
  Bond. You must ensure the safety of cities and other
  settlements by proactively eliminating threats by any means,
  while bringing honor and glory to their leaders and
  homelands.
  Flaw. You have absolute trust in your allies, to a fault.
  
  Fighting Style: Great Weapon Fighting. When you roll a 1
  or 2 on a damage die for an attack you make with a melee
  weapon that you are wielding with two hands, you can reroll
  the die and must use the new roll, even if the new roll is a 1 or
  a 2. The weapon must have the two-handed or versatile
  property for you to gain this benefit.
  Second Wind. On your turn, you can use a bonus action to
  regain 1d10 + 2 hit points. Once you use this feature, you
  must finish a short or long rest before you can use it again.
  Action Surge. On your turn, you can take one additional
  action on top of your regular action and a possible bonus
  action. Once you use this feature, you must finish a short or
  long rest before you can use it again.
  
  chain mail, longsword, heavy crossbow and 20 bolts,
  explorer's pack, insignia of rank, broken blade taken from a
  fallen enemy, set of bone dice, set of common clothes, and
  pouch containing 10 gp.
  72
  Medium humanoid (human), neutral good 
  Armor Class 16 (chain mail)
  Hit Points 20 (Hit Dice 2d10)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  15 (+2) 15 (+2) 15 (+2) 10 (+0) 13 (+1) 10 (+0)
  Proficiences (+2 proficiency bonus) 
  Armor all armor, shields 
  Saving Throws Str +4, Con +4 
  Skills Animal Handling +3, Athletics +4, Intimidation
  +2, Perception +3 
  Tools dice set, vehicles (land) 
  Weapons all weapons
  Senses passive Perception 13
  Languages Common, Dwarvish 
   
  
  Attack. You can attack when you take this action, using
  the following: 
  Longsword. Melee Weapon Attack: +4 to hit, reach 5
  ft., one target. 
  Hit: 1d10 + 2 slashing damage. 
  Heavy Crossbow. Ranged Weapon Attack: +4 to hit,
  range 100/400 ft., one target. 
  Hit: 1d10 + 2 piercing damage. 
   
  
  Second Wind. Regain 1d10 + 2 hit points. 
   
  Action Surge. Take one additional action on top of your
  regular action. 
   
  
  Great Weapon Fighting. Fighter feature 
   
  Action Surge. Take one additional action on top of your
  regular action.
  
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  
  
  “I have seen much of the violence and horror of war. But I
  have also seen soldiers' courage, self-sacrifice, and
  camaraderie. And I hold to those.”
   
  You are a human man of nearly fifty years who met Gundren
  Rockseeker in Neverwinter and agreed to accompany him
  back to Phandalin. You want to investigate the fate of Iarno
  Albrek, a human wizard and fellow member of the Lords’
  Alliance who disappeared shortly after arriving in Phandalin.
  You hope to learn what happened to Iarno, assist Gundren in
  reopening the old mine, and help restore Phandalin to a
  civilized center of wealth and prosperity.
  
  You were a warrior, trained in the Waterdeep griffon cavalry.
  You traveled to foreign lands, led fellow warriors into danger,
  fought wars under the banners of different commanders. But
  once you outlived your griffon mount, you retired and became
  a sellsword.
  Military Rank. You hold a place of honor in the famous
  griffon cavalry of the great city of Waterdeep. Soldiers loyal to
  the Waterdeep city guard or city watch still recognize your
  authority and influence, and they defer to you if they are of a
  lower rank. You can invoke your rank to exert influence over
  other soldiers and requisition simple equipment or horses for
  temporary use. You can also usually gain access to friendly
  military encampments and fortresses where your rank is
  recognized.
  Faction. You are a member of the Lords’ Alliance, a loose
  coalition of established political powers concerned with
  mutual security and prosperity.
  Personality Trait. You are kindhearted and always polite
  and respectful.
  Ideal. Your lot is to lay down your life in defense of others.
  Bond. You must ensure the safety of cities and other
  settlements by proactively eliminating threats by any means,
  while bringing honor and glory to their leaders and
  homelands.
  Flaw. You have absolute trust in your allies, to a fault.
  
  Fighting Style: Great Weapon Fighting. When you roll a 1
  or 2 on a damage die for an attack you make with a melee
  weapon that you are wielding with two hands, you can reroll
  the die and must use the new roll, even if the new roll is a 1 or
  a 2. The weapon must have the two-handed or versatile
  property for you to gain this benefit.
  Second Wind. On your turn, you can use a bonus action to
  regain 1d10 + 3 hit points. Once you use this feature, you
  must finish a short or long rest before you can use it again.
  Action Surge. On your turn, you can take one additional
  action on top of your regular action and a possible bonus
  action. Once you use this feature, you must finish a short or
  long rest before you can use it again.
  
  Born to the Saddle. You have advantage on saving throws
  made to avoid falling off your mount. If you fall off your mount
  and descend no more than 10 feet, you can land on your feet if
  you’re not incapacitated.
  Finally, mounting or dismounting a creature costs you only
  5 feet of movement, rather than half your speed.
  Unwavering Mark (Recharges After a Long Rest). When
  you hit a creature with a melee weapon attack, you can mark
  the creature until the end of your next turn. This effect ends
  early if you are incapacitated or you die, or if someone else
  marks the creature.
  While it is within 5 feet of you, a creature marked by you
  has disadvantage on any attack roll that doesn’t target you.
  73
  Medium humanoid (human), neutral good 
  Armor Class 16 (chain mail)
  Hit Points 28 (Hit Dice 3d10)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  15 (+2) 15 (+2) 15 (+2) 10 (+0) 13 (+1) 10 (+0)
  Proficiences (+2 proficiency bonus) 
  Armor all armor, shields 
  Saving Throws Str +4, Con +4 
  Skills Animal Handling +3, Athletics +4, Insight +3,
  Intimidation +2, Perception +3 
  Tools dice set, vehicles (land) 
  Weapons all weapons
  Senses passive Perception 13
  Languages Common, Dwarvish 
   
  
  Attack. You can attack when you take this action, using
  the following: 
  Longsword. Melee Weapon Attack: +4 to hit, reach 5
  ft., one target. 
  Hit: 1d10 + 2 slashing damage. 
  Heavy Crossbow. Ranged Weapon Attack: +4 to hit,
  range 100/400 ft., one target. 
  Hit: 1d10 + 2 piercing damage. 
   
  
  Second Wind. Regain 1d10 + 3 hit points. 
   
  
  Great Weapon Fighting. Fighter feature 
   
  Action Surge. Take one additional action on top of your
  regular action. 
   
  Born to the Saddle. Cavalier feature 
   
  Unwavering Mark. Cavalier feature
  
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      In addition, if a creature marked by you deals damage to
  anyone other than you, you can make a special melee weapon
  attack against the marked creature as a bonus action on your
  next turn. You have advantage on the attack roll, and if it hits,
  the attack’s weapon deals extra damage to the target equal to
  half your fighter level.
  Regardless of the number of creatures you mark, you can
  make this special attack twice.
  
  chain mail, longsword, heavy crossbow and 20 bolts,
  explorer's pack, insignia of rank, broken blade taken from a
  fallen enemy, set of bone dice, set of common clothes, and
  pouch containing 10 gp.
  74
  
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  
  
  “I have seen much of the violence and horror of war. But I
  have also seen soldiers' courage, self-sacrifice, and
  camaraderie. And I hold to those.”
   
  You are a human man of nearly fifty years who met Gundren
  Rockseeker in Neverwinter and agreed to accompany him
  back to Phandalin. You want to investigate the fate of Iarno
  Albrek, a human wizard and fellow member of the Lords’
  Alliance who disappeared shortly after arriving in Phandalin.
  You hope to learn what happened to Iarno, assist Gundren in
  reopening the old mine, and help restore Phandalin to a
  civilized center of wealth and prosperity.
  
  You were a warrior, trained in the Waterdeep griffon cavalry.
  You traveled to foreign lands, led fellow warriors into danger,
  fought wars under the banners of different commanders. But
  once you outlived your griffon mount, you retired and became
  a sellsword.
  Military Rank. You hold a place of honor in the famous
  griffon cavalry of the great city of Waterdeep. Soldiers loyal to
  the Waterdeep city guard or city watch still recognize your
  authority and influence, and they defer to you if they are of a
  lower rank. You can invoke your rank to exert influence over
  other soldiers and requisition simple equipment or horses for
  temporary use. You can also usually gain access to friendly
  military encampments and fortresses where your rank is
  recognized.
  Faction. You are a member of the Lords’ Alliance, a loose
  coalition of established political powers concerned with
  mutual security and prosperity.
  Personality Trait. You are kindhearted and always polite
  and respectful.
  Ideal. Your lot is to lay down your life in defense of others.
  Bond. You must ensure the safety of cities and other
  settlements by proactively eliminating threats by any means,
  while bringing honor and glory to their leaders and
  homelands.
  Flaw. You have absolute trust in your allies, to a fault.
  
  Fighting Style: Great Weapon Fighting. When you roll a 1
  or 2 on a damage die for an attack you make with a melee
  weapon that you are wielding with two hands, you can reroll
  the die and must use the new roll, even if the new roll is a 1 or
  a 2. The weapon must have the two-handed or versatile
  property for you to gain this benefit.
  Second Wind. On your turn, you can use a bonus action to
  regain 1d10 + 4 hit points. Once you use this feature, you
  must finish a short or long rest before you can use it again.
  Action Surge. On your turn, you can take one additional
  action on top of your regular action and a possible bonus
  action. Once you use this feature, you must finish a short or
  long rest before you can use it again.
  
  Born to the Saddle. You have advantage on saving throws
  made to avoid falling off your mount. If you fall off your mount
  and descend no more than 10 feet, you can land on your feet if
  you’re not incapacitated.
  Finally, mounting or dismounting a creature costs you only
  5 feet of movement, rather than half your speed.
  Unwavering Mark (Recharges After a Long Rest). When
  you hit a creature with a melee weapon attack, you can mark
  the creature until the end of your next turn. This effect ends
  early if you are incapacitated or you die, or if someone else
  marks the creature.
  While it is within 5 feet of you, a creature marked by you
  has disadvantage on any attack roll that doesn’t target you.
  75
  Medium humanoid (human), neutral good 
  Armor Class 16 (chain mail)
  Hit Points 40 (Hit Dice 4d10)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3) 15 (+2) 16 (+3) 10 (+0) 13 (+1) 10 (+0)
  Proficiences (+2 proficiency bonus) 
  Armor all armor, shields 
  Saving Throws Str +5, Con +5 
  Skills Animal Handling +3, Athletics +5, Insight +3,
  Intimidation +2, Perception +3 
  Tools dice set, vehicles (land) 
  Weapons all weapons
  Senses passive Perception 13
  Languages Common, Dwarvish 
   
  
  Attack. You can attack when you take this action, using
  the following: 
  Longsword. Melee Weapon Attack: +5 to hit, reach 5
  ft., one target. 
  Hit: 1d10 + 3 slashing damage. 
  Heavy Crossbow. Ranged Weapon Attack: +4 to hit,
  range 100/400 ft., one target. 
  Hit: 1d10 + 2 piercing damage. 
   
  
  Second Wind. Regain 1d10 + 4 hit points. 
   
  
  Great Weapon Fighting. Fighter feature 
   
  Action Surge. Take one additional action on top of your
  regular action. 
   
  Born to the Saddle. Cavalier feature 
   
  Unwavering Mark. Cavalier feature
  
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      In addition, if a creature marked by you deals damage to
  anyone other than you, you can make a special melee weapon
  attack against the marked creature as a bonus action on your
  next turn. You have advantage on the attack roll, and if it hits,
  the attack’s weapon deals extra damage to the target equal to
  half your fighter level.
  Regardless of the number of creatures you mark, you can
  make this special attack three times.
  
  chain mail, longsword, heavy crossbow and 20 bolts,
  explorer's pack, insignia of rank, broken blade taken from a
  fallen enemy, set of bone dice, set of common clothes, and
  pouch containing 10 gp.
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  
  
  “I have seen much of the violence and horror of war. But I
  have also seen soldiers' courage, self-sacrifice, and
  camaraderie. And I hold to those.”
   
  You are a human man of nearly fifty years who met Gundren
  Rockseeker in Neverwinter and agreed to accompany him
  back to Phandalin. You want to investigate the fate of Iarno
  Albrek, a human wizard and fellow member of the Lords’
  Alliance who disappeared shortly after arriving in Phandalin.
  You hope to learn what happened to Iarno, assist Gundren in
  reopening the old mine, and help restore Phandalin to a
  civilized center of wealth and prosperity.
  
  You were a warrior, trained in the Waterdeep griffon cavalry.
  You traveled to foreign lands, led fellow warriors into danger,
  fought wars under the banners of different commanders. But
  once you outlived your griffon mount, you retired and became
  a sellsword.
  Military Rank. You hold a place of honor in the famous
  griffon cavalry of the great city of Waterdeep. Soldiers loyal to
  the Waterdeep city guard or city watch still recognize your
  authority and influence, and they defer to you if they are of a
  lower rank. You can invoke your rank to exert influence over
  other soldiers and requisition simple equipment or horses for
  temporary use. You can also usually gain access to friendly
  military encampments and fortresses where your rank is
  recognized.
  Faction. You are a member of the Lords’ Alliance, a loose
  coalition of established political powers concerned with
  mutual security and prosperity.
  Personality Trait. You are kindhearted and always polite
  and respectful.
  Ideal. Your lot is to lay down your life in defense of others.
  Bond. You must ensure the safety of cities and other
  settlements by proactively eliminating threats by any means,
  while bringing honor and glory to their leaders and
  homelands.
  Flaw. You have absolute trust in your allies, to a fault.
  
  Fighting Style: Great Weapon Fighting. When you roll a 1
  or 2 on a damage die for an attack you make with a melee
  weapon that you are wielding with two hands, you can reroll
  the die and must use the new roll, even if the new roll is a 1 or
  a 2. The weapon must have the two-handed or versatile
  property for you to gain this benefit.
  Second Wind. On your turn, you can use a bonus action to
  regain 1d10 + 5 hit points. Once you use this feature, you
  must finish a short or long rest before you can use it again.
  Action Surge. On your turn, you can take one additional
  action on top of your regular action and a possible bonus
  action. Once you use this feature, you must finish a short or
  long rest before you can use it again.
  Extra Attack. You can attack twice instead of once
  whenever you take the Attack action on your turn.
  
  Born to the Saddle. You have advantage on saving throws
  made to avoid falling off your mount. If you fall off your mount
  and descend no more than 10 feet, you can land on your feet if
  you’re not incapacitated.
  Finally, mounting or dismounting a creature costs you only
  5 feet of movement, rather than half your speed.
  Unwavering Mark (Recharges After a Long Rest). When
  you hit a creature with a melee weapon attack, you can mark
  the creature until the end of your next turn. This effect ends
  early if you are incapacitated or you die, or if someone else
  marks the creature.
  77
  Medium humanoid (human), neutral good 
  Armor Class 17 (splint)
  Hit Points 49 (Hit Dice 5d10)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3) 15 (+2) 16 (+3) 10 (+0) 13 (+1) 10 (+0)
  Proficiences (+3 proficiency bonus) 
  Armor all armor, shields 
  Saving Throws Str +6, Con +6 
  Skills Animal Handling +4, Athletics +6, Insight +4,
  Intimidation +3, Perception +4 
  Tools dice set, vehicles (land) 
  Weapons all weapons
  Senses passive Perception 14
  Languages Common, Dwarvish 
   
  
  Attack. You can attack twice when you take this action,
  using the following: 
  +1 Longsword. Melee Weapon Attack: +7 to hit,
  reach 5 ft., one target. 
  Hit: 1d10 + 4 slashing damage. 
  Heavy Crossbow. Ranged Weapon Attack: +5 to hit,
  range 100/400 ft., one target. 
  Hit: 1d10 + 2 piercing damage. 
   
  
  Second Wind. Regain 1d10 + 5 hit points. 
   
  
  Great Weapon Fighting. Fighter feature 
   
  Action Surge. Take one additional action on top of your
  regular action. 
   
  Born to the Saddle. Cavalier feature 
   
  Unwavering Mark. Cavalier feature
  
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      While it is within 5 feet of you, a creature marked by you
  has disadvantage on any attack roll that doesn’t target you.
  In addition, if a creature marked by you deals damage to
  anyone other than you, you can make a special melee weapon
  attack against the marked creature as a bonus action on your
  next turn. You have advantage on the attack roll, and if it hits,
  the attack’s weapon deals extra damage to the target equal to
  half your fighter level.
  Regardless of the number of creatures you mark, you can
  make this special attack three times.
  
  splint armor, +1 longsword, heavy crossbow and 20 bolts,
  explorer's pack, warhorse (with bit, bridle, saddle,
  saddlebags), potions of healing (3), insignia of rank, broken
  blade taken from a fallen enemy, set of bone dice, set of
  common clothes, and pouch containing 30 gp.
  78
  
  Large beast, unaligned
  Armor Class 11
  Hit Points 19 (3d10 + 3)
  Speed 60 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4)
  12 (+1)
  13 (+1)
  6 (-2)
  12 (+1)
  7 (-2)
  Senses passive Perception 11
  Languages –
  Trampling Charge. If the horse moves at least 20 feet
  straight toward a creature and then hits it with a hooves
  attack on the same turn, that target must succeed on a
  DC 14 Strength saving throw or be knocked prone. If
  the target is prone, the horse can make another attack
  with its hooves against it as a bonus action.
  Actions
  Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft.,
  one target. Hit: 11 (2d6 + 4) bludgeoning damage.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Adam Hancock/Fellowship of Phandalin The NPCs of Lost Mine of Phandelver of PCs.pdf