Disney Characters for D&D

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Fairy Tale D&D Characters

Fairy Tale D&D Character Builds

Play your favorite characters from Grimm's fairy tales and Disney movies with these quick builds. These characters are good for people new to D&D because they can choose characters that they resonate with, without having to make a lot of decisions.

Each build uses the point buy or standard array for ability scores and lists recommended decisions for features selections through 3rd level. These make great ally characters or fun NPCs in a Feywild one-shot adventure.

Each player also has a magical item appropriate to their character. This can be provided at the start for a one-shot with 3rd level players, or can be made available by the DM as loot later on if starting from 1st level.

Character D&D Interpretation
[team role]
Notable Strengths and Weaknesses Playability/ Tips
Red Riding Hood Beast Hunting Ranger [navigator/forager] +: high initiative (often first)
+ good movement with longstrider
+ can heal with cure wounds
+ goodberry spell can feed the team for the entire day
- not a big damage dealer
- low armor class
Easy: good for new players
* in fights cast longstrider and shillelagh for basket whacking
* stay away from baddies and shoot arrows.
* save cure wounds to rescue a dying ally (or yourself).
* at level up increase Dex +2 to boost AC
Seven Dwarves
(pick one)
Loyal Paladin
[baddie whacker/ally protector]
+ very high armor class
+ can protect allies
+ big damage with divine smite
+ awesome against undead
+ heal with lay on hands
Medium: ok for new or experienced
* get in close and smite thy foes
* be judicious with lay on hands
* you can add divine smite after you hit
* don't forget Heigh-Ho's spell
* keep vulnerable allies close to use your protector fighting style
* at level up +2 to Str or Con
Ariel Shape-shifting Warlock
[changeling spellcaster/fighter]
+ high Charisma (face of the party)
+ can speak to animals w/o spell slot
+ good damage with sword + shadow blade
- vulnerable: low AC/HP
- key abilities are useful in niche situations (underwater, etc.)
Challenging: manage spell slots, HP, skills, abilities
* take the lead in social interactions
* don't forget to cast mage armor (lasts 8 hrs)
* take short rests to regain all spell slots
* use tentacle (bonus action strike) for slowing enemies
* use minor illusion to hide self or ally
* pair hex with eldritch blast when getting close is too dangerous.
* combo your shortsword with shadow blade as an offhand weapon for 2 attacks per turn
* at level up boost Dex by +2 for higher AC
Mulan Monk
[elven kungfu combat specialist]
+ mobility: high movement
+ attack/defense flexibility
+ balanced abilities
+ short and long range attacks
- no big damage moves
- patience needed: underpowered until get 5th level stunning strike
Medium: manage Ki and bonus actions
* save Ki for when your attack has advantage (surprise, faerie fire, guiding bolt, etc.)
* goto option: two-handed sword slash plus bonus action unarmed strike
* bonus action add Kensei's shot to your bow shots for +1d4 damage
* combo dodge with bonus action unarmed strike for agile parry: disadv. to hit you and +2 AC
* when dangerous, use bow from range, or at 5th level move in, stunning strike to give allies adv. to hit it, or use step of wind to disengage and get out
Hercules Monster Slayer Ranger
[versatile baddie whacker]
+ well rounded
+ good against large enemies
+ big damage with slayer's prey and Zephyr's strike active
- hit bonus is only +4
- doesn't have a barbarian's damage resistance or HP
Easy: good for new players
* designate slayer's prey immediately
* Zephyr's Strike: +1d8 damage for 1 minute and 1 adv. strike.
* winnow multiple enemies down with arrows before engaging in melee fighting
* for the finishing strike, flank for advantage, drop the shield, make a two-handed strike for more crit damage
* you can shove enemies prone (+6 to hit) so allies have adv.
* increase Strength by +2 on level up to increase weapon damage and spear/sword/shove accuracy. At 5th level your grapple and shove attacks will be +9 to hit!
Character D&D Interpretation
[team role]
Notable Strengths and Weaknesses Playability/ Tips
The Beast Shifter Barbarian
[hulk/brute]
+ easy to play
+ reliable damage dealer
+ resistant to most damage when raging
good grappler/shover when raging
- low intelligence
Easy: good for new players
* rage during combat
* core weapon is beast form claws: 2 swipes for each attack action (even with a shield)
* use longsword and javelins when you run out of rages
* while raging, you have advantage when shoving enemies down
* against a foe with high AC your best action is reckless attack
* longtooth form (drink blood to heal) is a separate bonus action from raging
Goldilocks Inquisitive Rogue
[private investigator]
+ so many skills!
+ fun, problem-solving character
+ sneak attack is a reliable damage dealer
+ super stealthy
- vulnerable: low AC and HP
Medium/Challenging: lots of skills and actions
* use insightful fighting immediately for guaranteed sneak attack every turn for 1 min
* best weapon is magic stone, a ranged attack that deals 1d8+2 (+ 2d6 sneak attack) damage (don't get close to foes unless you have to)
* cast faerie fire ASAP when enemies are bunched, then all your allies get advantage to hit those foes for 1 min.
* against high AC enemies use faerie fire or steady aim for advantage on your attack rolls
* use cunning action to get away from an enemy after a shillelagh-powered billy club or sword strike
* in close, (if you aren't concentrating on Faerie Fire), you can use shillelagh (billy club) and your shortsword as an offhand weapon for two attacks per turn
Prince Charming Cavalier Fighter
[showy fighter/ lady's man]
+ he's on a horse
+ expensive armor
+ rich and famous
+ hunky bod
+ sword skills
+ he can sing
- simple playbook
Easy: good for new players
* run down enemies with your trampling charge
* your AC is high, get in and whack 'em
* keep enemies away from your squishy allies
* use action surge on big bads
* use second wind to recover HP in the middle of a fight
* use uwavering mark to get extra attacks on annoying foes
* take short rests to recover your action surge and second wind
* use your magic harp and singing to impress the ladies and locals
* use your familiarity with history (you did listen to some of your tutors) to tell interesting stories and recite facts to make you seem smarter
* when in doubt, rely on your persuasive words (er, looks) and charming personality
Cinderella Illusion Wizard
[utility magician]
+ spells for every occasion
+ wizards get very powerful at higher levels
+ illusion wizards are rewarding for creative players
- not a blaster specialist
-wizards are fragile (squishy)
Medium/Challenging: limited spell slots, squishy
* cast mage armor before you get hit
* use shield after an attack roll if a +5 bump your AC would make it miss. Save shield to block a potentially fatal attack or to avoid losing concentration on a spell that has to stay up
* use minor illusion to hide
* attack from behind 1/2 or 3/4 cover when possible
* stay near allies that can protect/heal you
* avoid taking on multiple enemies at once in melee combat
* smite big bads with blindness
* take a short rest midday to recover a 1st level spell slot
* combo prestidigitation and minor illusion to cinch the ruse
* use your familiar's help action to give you advantage to attack
* use your familiar to scout potentially dangerous situations
* use your familiar to deliver a touch spell when getting close is dangerous
* use your familiar as a messenger
* update your wardrobe each day with the glass slippers of the fashionista
Character D&D Interpretation
[team role]
Notable Strengths and Weaknesses Playability/ Tips
Rapunzel Bard/Cleric
[healer/support]
+ lots of spells and abilities to help and heal
+ good survivability (high AC)
- no big attacks at low level
Medium/Challenging: need to manage several spells and abilities
* use guidance/bless/bardic inspiration before allies make key skill checks/attacks
* use faerie fire early in a fight when enemies are bunched
* do a little research to become familiar with the cleric spells and your abilities
Beanstalk Jack Urchin Monk
[scrappy street fighter w/plant powers]
+ easy or challenging to play
+ reliable damage dealer
+ 40 ft. movement
- low intelligence and charisma
- low hit points for a melee fighter
Medium: ok for new to experienced players
* stock up with goodberry every morning for a healing snack
* core weapon is axe/staff. Swing two-handed then add an unarmed strike
* use ki to grow vines to smack when getting close is too dangerous, or run in, attack and use ki to disengage and run away (you're fast)
* use thorn whip to hit foes up to 30 ft. away
* cast resistance to help your or an ally break a spell effect on them.
Aladdin Genie Warlock
[multi-purpose enchanter/fighter]
+ be creative with enchantment spells
+ flying carpet!
+ bonus (+2) to attack damage rolls
- moderately low HP and AC
- burns out of spells quickly
Moderate: few spells/slots, but enchantment spells require creativity
* when in doubt: eldritch blast
* hex big bads
* use monkey familiar with help action to harass enemy and gain advantage on attack rolls
* remember to roll with advantage on concentration checks
* cast mage armor before the battle starts (no spell cost)
Elsa Storm Sorcerer + sick ice spells
- low AC and HP
Medium/Challenging: track spells and sorcery points, low AC
* learn the spells!
* use Rime's Binding Frost to slow enemies
* use the amulet to boost your HP
* avoid melee combat and use cover
* use sorcery points to change damage type from cold to something else if enemies resist cold damage
Peter Pan Fairy Bard
[support]
+ fun prank spells
+ he can fly!
+ skillz
- not a big damage dealer
Medium: support allies with spells and don't die
* when the going gets tough, hand out bardic inspiration die (you have to do it on your turn so think ahead)
* be as annoying to enemies as possible with your spells and cantrips
* limit the number of enemies you engage in melee: your AC and HP aren't great
* fly to avoid enemies
* save the pixie dust for emergencies (roll each day for how many uses)
* Big trouble? Use the flute.

Red Riding Hood

Red is a frolicking wanderer of dark forests. She is as well known for her cheery temperament and good deeds as she is her determination to rid the world of evil beasts. Wearing her signature red cloack of protection and wielding her basket of holding with supernatural force, Red packs a deceptively powerful punch, especially when facing her favored enemy: wolves.

Character build

Race: Human
Class: Ranger
Background: Far Traveler
Alignment: Chaotic good (don't get on her bad side)

Ability levels (point buy)

  • Strength: (1 pt) 8 + 1 + 1 = 10
  • Dexterity: (9 pts) 8 + 7 + 1 = 16
  • Constitution: (5 pts) 8 + 5 + 1 = 14
  • Intelligence: (1 pts) 8 + 3 + 1 = 10
  • Wisdom: (9 pts) 8 + 7 + 1 = 16
  • Charisma: (2 pts) 8 + 2 + 1 = 12
    Total: 27 pts.

1st level

  • Natural explorer:
  • *Favored enemy: beasts (especially wolves)
  • Favored terrain: woods

2nd level

  • Fighting style: Druidic Warrior
      Druidic warrior cantrips:
      * Shillelagh (weaponize the basket/club)
      * Mending (for fixing up Grannie's cottage)

  • Ranger spells:
      * Cure Wounds (in case Granny takes a fall)
      * Longstrider (for long walks in the woods)

3rd level

  • Primal Awareness: speak with animals
    (for talking with wolves)
  • Ranger archetype: Gloom stalker
      Gloom Stalker 3rd level spell: Disguise Self
  • Ranger spell:
      * Goodberry (for making pies)

Red Riding Hood

3rd level Gloom Stalker Ranger

Human, Neutral Good


  • Armor Class 15 (+2 Cloak of Protection)
  • Hit Points 28 (3d10 hit dice)
  • Speed 30 ft.
  • Initiative: +6 (+Dex, +Wis)
  • Proficiency: +2

STR DEX CON INT WIS CHA
10 (+0) 16 (+3) 14 (+2) 10 (+0) 16 (+3) 12 (+1)

Features

Senses Darkvision to 60 ft., Passive Perception: 15
Languages Common, Dwarvish, Sylvan
Saving throws Str, Dex (cloak: +1 to all saves)
Skills Investigation, Nature, Insight, Perception, Survival
Proficiencies light/medium armor, shields, simple weapons, martial weapons, lute
Favored enemy beasts (see PHB)
Favored terrain forests (see PHB)
Overland travel Adv on Wis and Int checks in forests, can't get lost, double prof., tracking sleuth, and moving easily through difficult terrain (see PHB)
Umbral sight Darkvision to 60 ft. and Red is invisible in darkness to creatures relying on darkvision to see. Dread ambusher + Wis to initiative, on 1st turn + 10 ft movement and +1 attack with +1d8 damage
Spellcasting: (Wis) +4 to hit, DC: 12


Actions

Bread knife +5 to hit ((20/60) 1d4+3 piercing
Shillelagh-powered basket bash: bonus action 1st level spell, 1 min concentration, +5 to hit, 1d8+3 bludgeoning (magical)
Hunting bow +5 to hit, (150/600 ft.) 1d8+3 piercing


Spells

1st Spell slots: 3 + speak with animals 1/day
Spells mending, shillelagh, disguise self, speak with animals, cure wounds, goodberry, longstrider


Equipment basket of holding (club), bread knife (dagger) long bow (20 arrows), explorer's pack (fits in the basket), cloak of protection: +2 to AC when not wearing armor and +1 to saving throws, locket with a portrait of Granny, traveler's clothes: knee-length lace trim dress, one buckle shoes and white stockings, traveler's lute, map of the woods, money pouch, arcane focus: necklace of wolf teeth, also a chain mail skirt and black leather boots for midnight forest raves.

Seven Dwarves

The seven dwarves are Oath of Devotion paladins, sworn to the protection of the innocent and vulnerable...especially if they are pretty. The dwarves have graduated from babysitting Snow White, have taken up brewing as a way to fill their free time and their mugs and bring happiness to the forest, have upgraded their armor, and are available for hire. With their fabled +1 "Heigh-Ho" war picks and medicine skills, these cheerful (except Grumpy) paladins are the perfect addition to any adventure (except Dopey).

Character build

Race: Hill Dwarf
Class: Paladin
Background: Hermit
Alignment: Lawful good

Ability levels (point buy):

  • Strength: (7 pts) 8 + 6 = 14
  • Dexterity: (4 pts) 8 + 4 =12
  • Constitution: (4 pts) 8 + 4 + 2 = 14
  • Intelligence: (0 pts) 8 + 0 = 8
  • Wisdom: (5 pts) 8 + 5 + 1 = 14
  • Charisma: (7 pts) 8 + 6 = 14
    Total: 27 pts.

2nd level

  • Fighting style: Protection

3rd level

  • Paladin archetype: Oath of Devotion

Heigh-Ho

magical weapon, rare (requires attunement)

A gift from the noble queen Snow White to her beloved protectors, Heigh-Ho is a +1 war pick (+1 to attack and damage rolls). Each of the seven dwarves has a unique version of Heigh-Ho with a special magical ability that can be used as an action once per day.

  • Happy: raising the war pick shouting "Heigh-Ho" magically conjures a bountiful meal that restores 3d8 HP that can be divided among those who share the meal over a short rest, or in the presence of enemies casts the spell Tasha's hideous laughter.
  • Sleepy: yawning while resting the war pick on the ground casts the spell sleep.
  • Grumpy: to frustrate foes and make them grumpy, as a bonus action shouting "Heigh-Ho" allows one ally within 60 ft. to use their reaction to disengage, or a grappled ally to attempt to escape the grapple and move 15 ft.
  • Sneezy: as an action, swinging the war pick erratically and shouting an obnoxious "Ha-choo" casts the spell thunderwave or gust of wind (random).
  • Dopey: dribbling your finger over your lips while making insipid noises and weilding the war pick upside down casts the spell confusion.
  • Bashful: clasping your hands on the handle of Heigh-Ho and saying "aw, shucks" casts the spell charm person.
  • Doc: Shouting "Heigh-Ho" grants any allies within 60 ft. advantage on their next saving throw or ability check.

Seven Dwarves

3rd level Oath of Devotion Paladin

Dwarf, Lawful Good


  • Armor Class 19 (Splint + Shield)
  • Hit Points 34 (3d10 hit dice)
  • Speed 25 ft.
  • Initiative +1
  • Proficiency +2

STR DEX CON INT WIS CHA
14 (+2) 12 (+1) 14 (+2) 8 (-1) 14 (+2) 14 (+2)

Features

Senses Darkvision, Passive Perception: 14
Languages Common, Dwarvish, Sylvan
Saving throws: Wis, Char
Skills Athletics, Religion, Medicine, Persuasion (disadvantage on stealth in splint armor)
Proficiencies light/medium/heavy armor, shields, simple weapons, martial weapons, brewer's kit, herbalism kit
Immune to disease (that's some good brew)
Fighting style: Protector use your reaction and shield to impose disadvantage on a melee attack against an ally within 5 ft. of you
Spellcasting (Char) +4 to hit, DC: 12


Actions

Lay on hands 15 pts
Divine Sense Detect unholy in 60 ft. (2x per day)
Divine Smite on a melee hit spend 1 spell slot +1d8 radiant damage (2dg on unholy and fiends)
Channel Divinity Sacred Weapon: +2 to hit for 1 min, Turn the Unholy: (wis save) turn fiends and undead for 1 min, bonus action: restore spell slot
Heigh-Ho (+1 war pick) +5 to hit, 1d8+3 slashing (magical), unique effect 1x/day (see item description)
Handaxes(2) +4/+3 to hit melee/thrown (20/60) 1d6+2 slashing


Spells

1st Spell slots 3
Suggested Spells to prepare (max 3) protection from evil, sanctuary, shield of faith, heroism, purify food and drink, ceremony (for happily ever after weddings)


Equipment *Heigh-Ho (+1 war pick), 2 handaxes, dungeoneers pack, brewer's kit, herbalism kit, common clothes, holy symbol, priest's pack, shield, splint. Also own hide armor for infiltration missions where stealth is needed.

Ariel

Ariel is a changeling princess who always dreamed of life under the sea. But no matter what shape, she took, she couldn't spend more than a few minutes underwater–until she made a pact with an powerful entity of the great abyss. Now, she has everything she ever wanted. All she had to do was sell her soul. So worth it!

Now that she has her own arcane powers, she can silence squawking birds during romantic moments (or enemy spellcasters), and much, much more.

Character build

Race: Changeling
Class: Fathomless Warlock
Background: Noble
Alignment: Neutral Good

Ability levels (point buy):
  • Strength: (2 pts) 8 + 2 = 10
  • Dexterity: (5 pts) 8 + 4 + 1 = 12
  • Constitution: (7 pts) 8 + 6 = 14
  • Intelligence: (2 pts) 8 + 2 = 10
  • Wisdom: (4 pts) 8 + 4 = 12
  • Charisma: (7 pts) 8 + 6 + 2 = 16
    Total: 27 pts.

1st level

Otherwordly patron: Fathomless
Cantrips: minor illusion, eldritch blast

2nd level

Eldritch Invocations: talk with animals, devil's sight (useful in the deep ocean)

3rd level

Warlock spells: gust of wind, silence
Pact options: (can swap at levels with ASI improvements)

  • Pact of the Blade (for trident proficiency)
  • Pact of the Chain (for a crab familiar)

Shells of Protection

This exquisitely made coordinating top compliments any mermaid tail scale pattern and has 1 charge of the spell mage armor which regenerates daily at dawn.

Trident of Fish Command

Weapon (trident), uncommon (requires attunement)

This trident is a magic weapon. It has 3 charges. While you carry it, you can use an action and expend 1 charge to cast dominate beast (save DC 15) from it on a beast that has an innate swimming speed. The trident regains 1d3 expended charges daily at dawn.

Proficiency with a trident allows you to add your proficiency bonus to the attack roll for any attack you make with it.


Ariel

3rd level Fathomless Warlock

Changeling, Neutral Good


  • Armor Class 12 (15 w/mage armor)
  • Hit Points 24 (3d8 hit dice)
  • Speed 30 ft./40 ft. (walk/sim)
  • Initiative +2
  • Proficiency +2

STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 14 (+2) 10 (0) 12 (+1) 16 (+3)

Features

Senses devil's sight, Passive Perception: 13
Languages Common, Aquan, Elvish, Dwarvish
Saving throws Wis, Char
Skills History, Nature, Deception, Investigation, Persuasion
Proficiencies simple weapons, dice, water breathing Changeling alter voice and appearance as an action
Noble lineage - can secure an audience with royals


Actions

Shortsword +4 to hit 1d6+2 slashing
Trident +2/+4 (chain/blade pact) to hit depending on pact, 1d6+2 piercing, dominate beast on swimming creature (3x/day)
Talk with Animals (doesn't spend spell slot)
Crab familiar (chain pact option) action/reaction Shells of Protection mage armor 1x/day
Eldritch Blast +5 to hit, 1d10 force damage (120 ft)


Bonus Actions

Shadow blade when making a melee attack with a shortsword, strike with shadow blade on the same turn dealing 2d6 psychic damage (3d6 in dim/dark) Summon tentacle 60 ft. range, 10 ft. reach, 30 ft. movement +5 to hit, 1d8 cold damage and -10 ft. speed, 1 min conc. (2x/day)


Spells

Warlock spellcasting 2 slots (recovers on short/long rest, cast all at 2nd level, +5 to hit, DC 13)
Cantrips minor illusion, infestation
Suggested spell choices: thunderwave, witch bolt, silence, shadow blade


Equipment: conch shell arcane focus, dungeoneer's pack, set of fine clothes, signet ring, scroll of pedigree (waterproof), coin purse, Shells of Protection, Trident of Fish Command.

Mulan

Mulan is a runaway girl pretending to be a boy in the emperor's army. Her monk's' chi (Ki) and Way of Kensi training makes her a formidable foe on the battlefield. She's wise, tough and wields her father's ancestral sword, giving new meaning to the term "stunning beauty." One of the most eligible bachelorettes around, Mulan is no easy catch.

Character build

Race: Wood Elf
Class: Monk
Background: Charlatan
Alignment: Neutral Good

Ability levels (point buy):
  • Strength: (0 pts) 8
  • Dexterity: (7 pts) 8 + 6 + 2 = 16
  • Constitution: (7 pts) 8 + 6 = 14
  • Intelligence: (2 pts) 8 + 2 = 10
  • Wisdom: (9 pts) 8 + 7 + 1 = 16
  • Charisma: (2 pts) 8 + 2 = 10
    Total: 27 pts.
3rd level

Monk archetype: Way of Kensei

Fa Clan Ancestral Sword

magical weapon, rare (requires attunement)

The longsword of Mulan carries the power of generations of ancestors. With the guidance of her foes, Mulan gains +1 to attack and damage rolls and +1 Ki point per day. Once per day she can cast borrowed knowledge as a ritual while holding her ancestral sword to gain skills needed to solve problems.


Mulan

3rd level Way of Kensei Monk

Wood Elf, Neutral Good


  • Armor Class 16 (unarmored +Dex +Wis)
  • Hit Points 24 (3d8 hit dice)
  • Speed 45 ft. (when unarmored)
  • Initiative +3
  • Proficiency +2

STR DEX CON INT WIS CHA
8 (+0) 16 (+3) 14 (+2) 10 (+0) 16 (+3) 10 (+0)

Features

Senses Darkvision, Passive Perception: 15
Languages Common, Dwarvish, Elvish
Saving throws Wis, Char
Skills Athletics, Acrobatics, Sleight of Hand, Perception, Deception
Proficiencies simple weapons, shortsword, long/short bow, unarmed strike, calligraphy
Elven traits 4hr long rest, immune to magical sleep, advantage on save vs. charmed
Ki 4 pts., recover 3 or 4 Ki on short or long rest, save DC 13
Agile Parry +2 AC for a round when make unarmed strike while holding kensei weapon


Actions

Ancestral sword (+1 longsword) +6 to hit, 1d8/1d10+4 (versatile) slashing (magical)
Hairpin Dart (4) +5 to hit melee/thrown (20/60) 1d4+2 piercing
Unarmed strike +5 to hit, 1d4+3 bludgeoning
Long bow +5 to hit, (150/600) 1d8+3 damage (20 arrows)


Bonus actions

Kensei's shot +1d4 damage to ranged attack
Unarmed strike (when attacking with monk weapon or unarmed strike as an action) +5 to hit, 1d4+3 bludgeoning
Flurry of blows (1 ki pt.) 2 unarmed strikes
Patient defense (1 ki pt.) dodge
Step of wind (1 ki pt.) disengage or dash


Equipment: Ancestral Sword (+1 longsword), hairpin darts(4), army uniform, common clothes, explorer's pack, formal clothes, calligraphy supplies

Hercules

Most imagine Hercules as a hulking barbarian. But the Hercules of legend brought down most of his prey using wit and his bow. Hercules was a man with no weaknesses, though his strength and skill as an athlete were unparalleled.

Early in his career, we find a young Hercules, eager to seek the pleasure of his gods with deeds of valor and the destruction of terrible monsters. Before the legends were told, there was a boy who had the courage, the intelligence, and the strength to attempt attempt the impossible.

The classic Greek hero also used a spear, shortsword and shield, so our Hercules has a longspear for one-arm use with his duelist fighting style or two-handed use without his shield, but we'll write in a longsword to better reflect his damage-dealing ability. Also, we're choosing existing ranger options to double his proficiency in Athletics, to allow him to grapple monsters at a level beyond what a normal person's strength would allow.

Hercules' poison arrows may not be as potent as those in mythology, but they give him a nice 1d4 boost to damage dealing at range.

When Hercules has struck a foe with his spear and the creature attempts to attack rather than pull back, he can risk himself to plunge the spear deeper into the enemy.

Character build

Race: Human
Class: Ranger
Background: Acolyte
Alignment: Chaotic good

Ability levels (point buy):
  • Strength: (5 pts) 8 + 5 + 1 = 14
  • Dexterity: (5 pts) 8 + 5 + 1 = 14
  • Constitution: (5 pts) 8 + 5 + 1 = 14
  • Intelligence: (5 pts) 8 + 5 + 1 = 14
  • Wisdom: (5 pts) 8 + 5 + 1 = 14
  • Charisma: (2 pts) 8 + 2 1 = 11
    Total: 27 pts.
2nd level

Fighting style: duelist Whether with shield and spear or shield and sword, the Greeks were one weapon specialists.

3rd level

Ranger conclave: monster slayer

Hercules' Bow

magical weapon, rare (requires attunement)

This longbow adds +1d4 poison damage to each hit.

Hercules' Spear

magical weapon, rare (requires attunement)

After a hit on a large size creature, this longspear allows the attuned bearer to use their reaction to a attack by the creature on its turn immediately following the hit or movement out of melee range (attack of opportunity) to drive the speer deeper, dealing critical damage on a hit, but making the wielder more vulnerable. Enemies have advantage to hit until the wielder's next turn.


Hercules

3rd level Monster Slayer Ranger

Human, Lawful Good


  • Armor Class 18 (chestplate, shield)
  • Hit Points 28 (3d10 hit dice)
  • Speed 30 ft.
  • Initiative +2 , Proficiency +2
  • Favored enemy monstrosities
  • Deft explorer 1 double skill prof., 2 languages

STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 14 (+2) 14 (+2) 14 (+2) 11 (+1)

Features

Senses Passive Perception: 14
Languages Common, Draconic, Abyssal, Celestial
Saving throws Str, Dex
Skills Athletics (double proficiency), Stealth, Investigation, Insight, Religion
Proficiencies simple weapons, martial weapons, light/medium armor, shields


Actions

Long bow (magical) +4 to hit, (150/600) 1d8+2 piercing +1d4 poison
Longspear (magical) +4 to hit, 10 ft. reach, 1d6 + 4 single handed, 1d10+2 two-handed piercing, if he hits an at least large size creature and it attacks rather than disengage, Hercules can use his reaction to drive the spear deeper but grants adv. to hit him.
Grapple/Shove +6 to hit, target is restrained/prone (adv. for ally to hit)
Longsword +4 to hit 1d8+2 slashing.
Detect Creatures use spell slot to sense dangerous creatures and their type within 1 mile
Hunter's sense 2x/day, adv. to recall creature stats Zephyr's Strike spell adds +1d8 force damage to weapon for 1 min (concentration) and 1 adv. strike


Bonus actions

Slayer's Prey designate a target and do +1d6 damage on 1st hit each turn; lasts until a short/long rest or creature dies


Spellcasting

Speak with Animals, Protection from Evil, Absorb elements, Zephyr Strike


Equipment: Longsword, Long bow with 20 arrows, longspear, chestplate, shield, common clothes, explorer's pack, holy symbol, prayer book, incense, vestments, dungeoneer's pack, belt pouch

The Beast

A beautiful and proud prince cursed for his vanity, The Beast is now as much monster as man. He still carries the longsword he once wore as an accessory on formal occasions as a reminder of what he once was.

The beast's preferred weapon are the claws that extend fearsomely when he rages against his foes.

Character build

Race: Shifter, Longtooth
Class: Barbarian
Background: Noble
Alignment: Neutral Evil

Ability levels (point buy):
  • Strength: (7 pts) 8 + 6 + 2 = 16
  • Dexterity: (5 pts) 8 + 5 + 1 = 14
  • Constitution: (7 pts) 8 + 6 = 14
  • Intelligence: (2 pts) 8 + 2 = 10
  • Wisdom: (4 pts) 8 + 4 = 12
  • Charisma: (2 pts) 8 + 2 = 10
    Total: 27 pts.
3rd level

Primal Path: Beast


The Beast

3rd level Barbarian

Beasthide Shifter, Chaotic Neutral


  • Armor Class 10 + Dex + Con = 15 (16 shifted)
  • Hit Points 32 (3d12 hit dice)
  • Speed 30 ft.
  • Initiative +2
  • Proficiency +2

STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 16 (+3) 10 (+0) 12 (+1) 10 (+0)

Features

Senses Darkvision, Passive Perception: 13
Languages Common, Elvish
Saving throws Str, Con
Skills Athletics, History, Animal Handling, Perception, Intimidation, Persuasion
Proficiencies simple weapons, martial weapons, light/medium armor, shields
Danger sense advantage on dexterity saves versus visible attacks
Form of the beast while raging choose one of bite, or claws, or tail
Reckless attack gain advantage on melee attacks this round by granting foes advantage to attack you Grapple/shove +4 to hit (advantage when raging), on a success enemy is grappled (0 speed)/prone


Actions

Javelin +4 to hit 1d6+2 piercing (30/120)
Longsword +4 to hit 1d8+2 (+4 raging) slashing damage
Bite Beast Form +4 to hit, 1d6 + 2 (5) piercing damage. Once on each of your turns when you damage a creature with this bite, you regain a number of hit points equal to your proficiency bonus, provided you have less than half your hit points when you hit.
Claw beast form 2 swipes, +4 to hit, 1d6+2 (+4 raging) piercing

Bonus actions

Rage 2x/day grants +2 strength melee damage, advantage on str checks, and resistance to bludgeoning, piercing and slashing damage
Shifter form: Beasthide (no rage necessary) When you shift, you gain your 1d6 + level + your Con modifier temp HP, and +1 AC (1/rest)

Reactions

Tail Beast form add 1d8 to your AC for attacks you can see that hit, potentially causing them to miss.


Equipment: common clothes, explorer's pack, formal clothes, signet ring, scroll of pedigree, belt pouch

Goldilocks

Goldilocks is infamous for the botched investigation on the Three Bears Gang. If it weren't for that darned poisoned porridge she would have had them behind bars!

Goldilocks, nevertheless, learned plenty from the druid crime lord case, namely the secrets of their magic. Equipped with a few druid spells, a massive array of skills, her enchanting good looks and brilliant disguises, and her peerless eye for detail, Goldilocks is now one of the most sought-after private investigators in the kingdom.

Character build

Race: Variant Human (+1 dex, +1 wis)
Class: Rogue, Inquisitive
Background: Investigator
Alignment: Neutral
Feat: Magic Initiate: Druid

Ability levels (standard array):
  • Strength: 8
  • Dexterity: 13+ 1 = 14
  • Constitution: 14
  • Intelligence: 12
  • Wisdom: 15 + 1 = 16
  • Charisma: 10
3rd level

Roguish Archetype: Investigator


Goldilocks

3th level Inquisitive Rogue

Human, Neutral


  • Armor Class 14 (studded leather)
  • Hit Points 24 (3d8 hit dice)
  • Speed 30 ft.
  • Initiative +2
  • Proficiency +2

STR DEX CON INT WIS CHA
8 (-1) 14 (+2) 14 (+2) 12 (+1) 16 (+3) 10 (+0)

Features

Senses Passive Perception: 15
Languages Common, Theive's Cant, Giant
Saving throws Dex, Int
Skills sleight of hand, stealth (double proficiency), insight (double proficiency), perception, deception, persuasion
Proficiencies simple weapons, shortswords, longswords, rapiers, shortbows, light armor, disguise kit, theive's tools
Sneak attack 2d6 extra damage on attacks with advantage, surprise, or when an ally is within 5 ft. of a foe
Eye for Deceit never roll lower than an 8 when detecting lies with Insight
Magic Initiate two Druid cantrips: magic stone, shillelagh; one 1st Druid level spell faerie fire (wisdom spellcaster +5 to hit, DC 15)


Actions

Hand Crossbow +4 to hit 1d6+2 piercing (30/120)
Billy club +1 to hit, 1d4 bludgeoning damage or +5 to hit, 1d8+3 bludgeoning damage (magical) with shillelagh active
Shortsword +4 to hit 1d6+2 slashing damage (1d6 only if offhand weapon)
Thrown magic stone +5 to hit (60 ft.) 1d8+3 bludgeoning damage
Faerie Fire 1st level spell outlines all objects, including invisible creatures, in 20 ft. cube and gives advantage to hit, glow lasts on affected creatures and objects for 1 min (concentration).

Bonus actions

Shillelagh 1 min concentration, change club into magical weapon
Magic stone turn 1–3 pebbles into magic stones
Cunning action dodge, dash or disengage
Eye for Detail Wisdom (Perception) check to spot a hidden creature or object or to make an Intelligence (Investigation) check to uncover or decipher clues.
Insightful Fighting make a Wisdom (Insight) check against a creature you can see that isn’t incapacitated, contested by the target’s Charisma (Deception) check. If you succeed, you can use your Sneak Attack against that target unless you have disadvantage on it for 1 min.
Steady aim gain advantage on your next attack roll on the current turn. You can use this bonus action only if you haven't moved during this turn, and after you use the bonus action, your speed is 0 until the end of the current turn.
Off hand weapon Using the club and shortsword together you can make bonus weapon attack with your off hand weapon, but do not apply ability modifier to second attack damage.


Equipment: common clothes, burglar's pack, theive's tools, magnifying glass, 2 daggers, hand crossbow, shortsword, bag of rocks, club, belt pouch

Prince Charming

Prince Charming is no floppy-haired, part-down-the middle, song-busting Disney pretty boy. Okay, he actually is.

But some days, when court is oppressively boring and no noble ladies have come to call, he takes up the moniker "Prince Harming" and goes adventuring with commoners hired to play the roles of mercenary adventurers, who also ensure his safety and maximum publicity exposure.

He's a bit of a fop. And gleaming in his ultra shiny armor, he's not going to sneak up on anyone...especially with his crier with the trumpet announcing his arrival. That said, he's not half-bad with that gold-inlaid sword.

Plus, he works out.

Character build

Race: Human
Class: Fighter
Background: Noble
Alignment: Lawful Neutral

Ability levels (point buy):
  • Strength: (4 pts) 8 + 4 + 1 = 16
  • Dexterity: (7 pts) 8 + 6 + 1 = 14
  • Constitution: (7 pts) 8 + 6 + 1 = 14
  • Intelligence: (0 pts) 8 + 1 = 9
  • Wisdom: (3 pts) 8 + 3 + 1 = 12
  • Charisma: (5 pts) 8 + 5 + 1 = 14
    Total: 27 pts.

1st level

Fighting style: Dueling

3rd level

Fighter archetype: Cavalier

Magic Harp

wondrous item, rare

This self-playing harp grants a singer advantage to performance checks.


Wyld Stallyn

Large beast (warhorse) , unaligned
Armor Class 17 (splint armor)
Hit Points 19 (3d10+3)
Speed 60 ft. , Passive Perception 11


STR DEX CON INT WIS CHA
18 (+4) 12 (+1) 13 (+1) 2 (-4) 12 (+1) 7 (-2)

Trampling Charge If move at least 20 ft. toward a creature and hit with a hooves attack. Target attempts DC 14 Strength saving throw. On a fail target is knocked prone and the horse can make a bonus action attack with its hooves against it.
Hooves +6 to hit, reach 5 ft., one target. Hit: (2d6 + 4) bludgeoning damage.


Prince Charming

3rd level Cavalier Fighter

Human, Neutral Good


  • Armor Class 20 (plate armor + shield)
  • Hit Points 28 (3d10 hit dice)
  • Walking Speed 30 ft
  • Initiative +2
  • Proficiency +2

STR DEX CON INT WIS CHA
16 (+0) 14 (+2) 14 (+2) 9 (-1) 12 (+1) 14 (+2)

Features

Senses Passive Perception: 13
Languages Common, Elvish, Dwarvish
Saving throws Str, Con
Skills Athletics, Animal Handling, History, Performance, Persuasion
Proficiencies simple weapons, martial weapons, light/medium/heavy armor, shields, cards
Duelist +2 to damage wielding one weapon
Action Surge two actions for one turn (1x/rest)
Noble lineage can secure an audience with royals
Born to saddle adv. to saving throws to stay in saddle, land on feet if knocked off, 5 ft. movement to mount or dismount


Actions

Longsword +5 to hit, 1d8+5 slashing
Javelin +5 to hit, 1d6+5 piercing (30/120)


Bonus Actions

Second Wind recover 10 + level HP (1x/rest) Unwavering mark If the last creature you hit (marked) deals damage to anyone other than you, you can make a special bonus action melee weapon against the marked creature on your next turn with advantage, dealing fighter level/2 = +1 extra damage. (3x/long rest)


Equipment: explorer's pack, set of fine clothes, signet ring, scroll of pedigree, coin purse, plate armor, horse with splint armor (Wlyd Stallyn) saddle bags and feed, longsword, javelins (4), magic harp

Cinderella

Cinderella is a beautiful, talented, but severely repressed young lady. Her magical connection with nature is as undeniable as her charm. But when you meet Cinderella, a closet wizard who has been picking up all sorts of tricks from her fairy godmother, you have to wonder, what is real?

Cinderalla has access to two unique familiar options: dove and mouse. She's just that magical.

Character build

Race: Human
Class: Wizard
Background: Inheritor
Alignment: Lawful Good

Ability levels (point buy):
  • Strength: (0 pts) 8 + 1 = 9
  • Dexterity: (5 pts) 8 + 5 + 1 = 14
  • Constitution: (5 pts) 8 + 5 + 1 = 14
  • Intelligence: (9 pts) 8 + 7 + 1 = 16
  • Wisdom: (5 pts) 8 + 5 + 1 = 14
  • Charisma: (3 pts) 8 + 3 + 1 = 12
    Total: 27 pts.

2nd level

Wizard school: School of Illusion


Familiar

Tiny beast, unaligned


  • Armor Class 12
  • Hit Points 1
  • Speed Dove 10 ft., fly 60 ft., Mouse: 15 ft.

Type STR DEX CON INT WIS CHA
Dove 2 (-4) 16 (+3) 8 (-1) 2 (-4) 12 (+1) 6 (-2)
Mouse 2 (-4) 12 (+1) 8 (-1) 2 (-4) 10 (+1) 4 (-2)

  • Skills Dove: Perception +3, Survival Navigation +3; Mouse: Darkvision, adv. on tracking by smell, +3 stealth

Actions

Beak (Dove) . +5 to hit, reach 5 ft., 1 piercing
Poop (Dove). +5 to hit, reach 20 ft. drop, hit target has disadv. on wisdom-based skill checks this turn
Bite (Mouse). +1 to hit, reach 5 ft., 1 piercing
Gnaw (Mouse). +3 to hit for bite attacks on straps (1d2 slashing damage); straps have AC 11 and break when they suffer 2, 4, 7 HP damage for laces, pouch straps, pack straps/belts, respectively. While gnawing on a target's item the mouse must make a stealth check.

Glass Slippers of the Fashionista

wondrous item, rare (requires attunement)

Once per day, the attuned wearer can click their heels together three times and say "there's no place like a fashion show" and transmute their clothing into whatever form they desire. The properties of the clothing change to match the appearance, for instance furs keep the wearer warm. Altered clothing does not change the bearers AC. Reverts at midnight or when the slippers are removed. Glass slippers must be removed as a bonus action to dash or cross difficult terrain.


Cinderella

3rd level Wizard

Human, Lawful Good


  • Armor Class 12 (15 with mage armor)
  • Hit Points 20 (3d6 hit dice)
  • Walking Speed 30 ft.
  • Initiative +2
  • Proficiency +2

STR DEX CON INT WIS CHA
9 (-1) 14 (+2) 14 (+2) 16 (+3) 14 (+2) 12 (+1)

Features

Senses Passive Perception: 14
Languages Common, Elvish, Gnomish
Saving throws Int, Wis
Skills Arcana, Insight, Medicine, Survival
Proficiencies daggers, darts, slings, quarterstaffs, light crossbows
Arcane Recovery 1x/day after a short rest regain one 1st level spell slots


Actions

Dagger +4 to hit, 1d4+2 slashing
Light Crossbow +4 to hit, 1d8+2 piercing


Spellcasting

Spell slots 1st level (4), 2nd level slots (2) (recovers on long rest), +5 to hit, DC 13)
Cantrips improved minor illusion (sight and sound), prestidigitation, dancing lights, ray of frost
1st level spells mage armor, find familiar, charm person, shield, chromatic orb, tasha's hideous laughter.
2nd level spells alter self, blindness/deafness, flock of familiars


Equipment: arcane focus, scholar's pack, set of fine clothes, inherited item, coin purse, brass brazier and supplies for summoning a replacement familiar, glass slippers of the fashionista.

Rapunzel

With her magic healing hair, enchanting singing voice, and her helpful animal friends, Rapunzel is the perfect addition to any adventuring team.

And that frying pan!

Character build

Race: Human
Class: 1st level Bard, 2nd level Cleric Background: Hermit
Alignment: Lawful Good

Ability levels (point buy):
  • Strength: (3 pts) 8 + 3 + 1 = 12
  • Dexterity: (5 pts) 8 + 5 + 1 = 14
  • Constitution: (5 pts) 8 + 5 + 1 = 14
  • Intelligence: (0 pts) 8 + 1 = 9
  • Wisdom: (9 pts) 8 + 7 + 1 = 16
  • Charisma: (5 pts) 8 + 5 + 1 = 14
    Total: 27 pts.

1st level

Bard

2nd/3rd level

Nature Cleric

Rapunzel's Magic Hair

alchemical mutation

Rapunzel's healing abilities are limited to contact with her hair, which has the reach property to 10 ft.. When Rapunzel rolls for healing, she can reroll 1's and 2's but must keep the new rolls. Her hair is prehensile, meaning she can control it to a degree, per the cantrip prestidigitation. It serves as 25 ft of rope and can be used to restrain grappled targets. The hair's protection increases her AC by +2. The magic does not work with heavy armor and it's sense of style is offended by shields.

+1 Frying Pan

magical weapon, rare (requires attunement)

Rapunzel's frying pan has the stats of a club weapon with the light property with +1 to hit and damage. It also has the versatile property (1d4/1d6 for one/two handed attacks)


Rapunzel

1st level Bard, 2nd level Nature Cleric

Human, Lawful Good


  • Armor Class 18 (chain shirt + dex + hair)
  • Hit Points 24 (3d8 hit dice)
  • Walking Speed 30 ft.
  • Initiative +2
  • Proficiency +2


STR DEX CON INT WIS CHA
12 (+1) 14 (+2) 14 (+2) 9 (-1) 16 (+3) 14 (+2)

Features

Senses Passive Perception: 15
Languages Common
Saving throws Int, Wis
Skills Acrobatics, Insight, Medicine, Nature, Religion, Performance
Proficiencies simple weapons, rapiers, maces, crossbows light crossbows, longswords, shortswords, singing, lute, lyre, herbalism kit, light armor, medium armor
Channel Divinity 1x/rest


Actions

Dagger +4 to hit, 1d4+2 slashing
Fying Pan +4 to hit, flexible, 1d4+2 bludgeoning (one-handed) or 1d6+2 two-handed
Shortsword +4 to hit, 1d6+2 slashing
Hand Crossbow +4 to hit, 1d6+2 piercing (30/120)
Magic stone toss +5 to hit 1d8+3 bludgeoning damage
Channel Divinity: Turn Undead
Channel Divinity: Charm animals and plants each animal or animated plant within 30 ft. must make a Wis save or be charmed for 1 min. or until it takes damage. Charmed beasts and plants are friendly to you and allies.


Bonus Actions

Off hand shortsword +4 to hit, 1d6 slashing when attacking with frying pan one-handed
Channel Divinity: Harness divine power restore 1st level spell slot
Bardic Inspiration (2x/rest) Give 1d6 bardic inspiration die to ally


Spellcasting

Spell slots 1st level (4), 2nd level slots (2) (recovers on long rest), +5 to hit, DC 13)
Cantrips magic stone, prestidigitation, light, guidance, word of radiance, resistance
1st level bard spells color spray, faerie fire, heroism, tasha's hideous laughter
1st level cleric spells choose 3 to prepare from such spells as animal friendship, speak with animals, cure wounds, bless, guiding bolt, shield of faith, sanctuary, protection from evil


Equipment: arcane focus, holy symbol, herbalism kit, comb, entertainer's pack, common clothes, scrolls of notes, coin purse, chain shirt, hand crossbow, +1 frying pan, shortsword, lute, dagger

Beanstalk Jack

Jack is scrappy self-taught urchin who grew up fighting his way out of trouble from bullies and roadside brigands. He sold his mother's cow for some magic beans and a chance at a new life. Then he got hungry (and distracted) and ate them.

Now he occasionally sprouts tentacular vine arms from his shoulders and grows delicious berries in his hand. Yes, he is a freak. But nobody bullies him anymore. And he's available for hire, and still waiting for that chance to slay a giant.

Character build

Race: Variant Human: Magic Initiate
Class: Monk
Background: Urchin
Alignment: Neutral Good

Ability levels (point buy):
  • Strength: (0 pts) 8
  • Dexterity: (9 pts) 8 + 7 + 1 = 16
  • Constitution: (7 pts) 8 + 6 = 14
  • Intelligence: (2 pts) 8 + 2 = 10
  • Wisdom: (9 pts) 8 + 7 + 1 = 16
  • Charisma: (0 pts) 8
    Total: 27 pts.
3rd level

Monk archetype: Way of Astral Self

Jack's Ax

magical weapon, rare (requires attunement) Jack's ax cuts foes down to size with an additional 1d4 slashing damage (magical) against plants and creatures of at least large size.


Beanstalk Jack

3rd level Way of Astral Self Monk

Variant Human (Magic Initiate) Neutral Good


  • Armor Class 16 (unarmored +Dex +Wis)
  • Hit Points 24
  • Speed 40 ft. (when unarmored)
  • Initiative +3
  • Proficiency +2

STR DEX CON INT WIS CHA
8 (+0) 16 (+3) 14 (+2) 10 (+0) 16 (+3) 8 (+0)

Features

Senses Passive Perception: 15
Languages Common, Giant
Saving throws Wis, Char
Skills Acrobatics, Sleight of Hand, Stealth, Insight
Proficiencies simple weapons, shortsword, unarmed strikes, monk weapon (quarterstaff or battleaxe)
Ki 4 pts., recover 3 or 4 Ki on short or long rest, save DC 13
Monk Weapon quarterstaff or battleaxe
Magic Initiate Feat: Druid

Actions

Quarterstaff +5 to hit, versatile 1d6/1d8+3 bludgeoning, OR
Battleaxe +5 to hit, versatile 1d8/1d10+3 slashing Dart (4) +5 to hit melee/thrown (20/60) 1d4+2 piercing
Unarmed strike +5 to hit, 1d4+3 bludgeoning
Produce Flame hand flame 10 mins. or +5 to hit, 1d6+3 fire, range 30 ft.


Bonus actions

Unarmed strike (when attacking with monk weapon or unarmed strike as an action) +5 to hit, 1d4+3 bludgeoning
Spectral Arms (1 ki pt.) make unarmed strikes with 10ft. reach (10 mins.)
Unarmed strike +5 to hit, 1d4+3 bludgeoning
Flurry of blows (1 ki pt.) 2 unarmed strikes
Patient defense (1 ki pt.) dodge
Step of wind (1 ki pt.) disengage or dash


Spells

Cantrips (at-will) resistance +1d4 to saving throw until next turn; thorn whip +5 to hit, 1d6 piercing, pull target 10 ft.
1st level (1/Day) goodberry: (10 small berries, each feeds for 1 day and restores 1 HP eaten as an action)


Equipment: *Jack's Ax or walking stick (quarterstaff), darts(10), pet mouse, common clothes, explorer's pack, small knife

Aladdin

Aladdin's pact with the genie of the lamp is legendary. After rescuing the genie from imprisonment, Aladdin was gifted with arcane abilities. As a warlock, Aladdin sticks to what he's best at: sneaking around and tricking people. But the genie did slip a few potent powers in there to make sure Aladdin was safe while zipping around on a magic carpet.

Character build

Race: Half-Elf
Class: Warlock (Genie Patron)
Background: Folk Hero
Alignment: Neutral Good

Ability levels (point buy):
  • Strength: (2 pts) 8 + 2 = 10
  • Dexterity: (9 pts) 8 + 7 + 1 = 16
  • Constitution: (5 pts) 8 + 5 + 1 = 14
  • Intelligence: (2 pts) 8 + 2 = 10
  • Wisdom: (2 pts) 8 + 2 = 10
  • Charisma: (7 pts) 8 + 6 + 2 = 16
    Total: 27 pts.

1st level

Otherwordly patron: Genie

2nd level

Eldritch Invocations: armor of shadows, eldritch concentration

3rd level

Pact of the Chain spell find familiar

Diamond of Deceit

wondrous item, uncommon

Once per day touch this diamond in the rough to an object or person and say a command to cast either distort value or disguise self.

Carpet of Flying

wondrous item, very rare, requires attunement

The carpet moves or flies according to your spoken directions, provided that you are within 30 feet of it. The carpet is 4' x 6' and bears 400 lbs. at 60 ft. flying speed or half speed with twice as much weight.


Aladdin

3rd level Genie Warlock

Changeling, Neutral Good


  • Armor Class 13 (16 w/mage armor)
  • Hit Points 24 (3d8 hit dice)
  • Speed 30 ft.
  • Initiative +3
  • Proficiency +2

STR DEX CON INT WIS CHA
10 (+0) 16 (+3) 14 (+2) 10 (0) 10 (0) 16 (+3)

Features

Senses Passive Perception: 12
Languages Common, Elvish, Jannti (Djinn language)
Saving throws Wis, Char
Skills Sleight of Hand, Stealth, Arcana, Animal Handling, Survival, Deception
Proficiencies simple weapons, land vehicles, wood worker's tools
Folk Hero commoners will offer Aladdin shelter from harm
Genie vessel You can spend prof X 2 hours inside the lamp and leave objects in there (1/Day)
Genie's wrath add +2 thunder to all attack rolls
Eldritch concentration advantage on spell concentration checks
Armor of Shadows cast mage armor on self at-wil without spending a spell slot


Actions

Cast spell or cantrip
Dagger +5 to hit, 1d4+3 slashing +2 thunder
Light Crossbow +5 to hit, 1d6+3 piercing +2 thunder (80/320 ft.), 20 bolts
Eldritch Blast +5 to hit, 1d10 force +2 thunder (120 ft)
Command magic carpet to fly (thereafter commands can be free speech interaction on your turn)


Spells

Warlock spellcasting 2 slots (recovers on short/long rest, cast all at 2nd level, +5 to hit, DC 13)
Cantrips (at-will) friends, eldritch blast
Spells (2nd level) charm person, hex, thunderwave, find familiar (ritual), phantasmal force


Equipment: dungeoneer's pack, set of common clothes, wood carver's tools, shovel, iron pot, belt pouch, diamond of deceit, carpet of flying, light crossbow, dagger, genie lamp.


Familiar monkey (Abu)


  • Armor Class 14
  • Hit Points 2 (1d4)
  • Speed 30 ft., climb 30 ft.

STR DEX CON INT WIS CHA
3 (-4) 15 (+2) 10 (0) 3 (-4) 12 (+1) 6 (-2)

Skills Acrobatics +10, Athletics +10, Perception +5, Stealth +5, > Sleight of Hand +5
Senses darkvision 60 ft., passive Perception 16 Agility Monkeys gain advantage on all Athletics and Acrobatics checks.


Actions

Bite +4 to hit, 1 piercing
Help interfere with target creature to grant Aladdin advantage to attack

Elsa

A child of mixed birth and magic of water and ice, Elsa, the ice princess, is a perfect match for the innate magic of the sorcerer class.

Character build

Race: Half-elf
Class: Sorcerer
Background: Waterdhavian Noble
Alignment: Chaotic good

Ability levels (point buy):
  • Strength: (2 pts) 8 + 2 = 10
  • Dexterity: (5 pts) 8 + 5 + 1 = 14
  • Constitution: (5 pts) 8 + 5 + 1 = 14
  • Intelligence: (4 pts) 8 + 4 = 12
  • Wisdom: (4 pts) 8 + 4 = 12
  • Charisma: (7 pts) 8 + 6 + 2 = 16
    Total: 27 pts.
1st level

Sorcery origin storm sorcery

3rd level

Metamagic: careful spell, transmuted spell

Amulet of Agathys

wondrous item, uncommon

This amulet on a necklace broach has 3 charges of the spell Armor of Agathys which recharge on a long rest. Charges can be spent individually, multiply, or all at once as an action. Each charge provides 5 temporary hit points which deal up to 5 cold damage to a melee attacker for each point of damage dealt to the bearer. Lasts up to 1 minute. Oh, and this ice armor is stylish.


Elsa

3rd level Storm Sorcerer

Human, Chaotic Good


  • Armor Class 12
  • Hit Points 28 (3d6 hit dice)
  • Speed 30 ft.
  • Initiative +2 , Proficiency +2

STR DEX CON INT WIS CHA
10 (0) 14 (+2) 14 (+2) 12 (+1) 12 (+1) 16 (+3)

Features

Senses Passive Perception: 13 Languages Common, Elven, Sylvan, Primordial, Gnomish
Saving throws Con, Cha
Skills Arcana, History, Nature, Insight, Intimidation, Persuasion
Proficiencies darts, daggers, slings, quarterstaffs, light crossbows
Metamagic: 3 sorcery points, careful spell (1 pt.) to miss up to 4 allies with area affect spell, transmuted magic (1 pt.) to change elemental damage type of a spell


Actions

Dagger +4 to hit 1d4+2 slashing
Quarterstaff +3 to hit 1d6/1d8+1 bludgeoning


Bonus Actions

Tempestuous Magic Cause whirling gusts of elemental air to briefly surround you, immediately before or after you cast a spell of 1st level or higher. Doing so allows you to fly up to 10 feet without provoking opportunity attacks.


Spellcasting

Cantrips (at-will): frostbite, ray of frost, dancing lights, shape water
1st level: ice knife, fog cloud, absorb elements
2nd level: Rime's binding ice


Equipment: common clothes, explorer's pack, belt pouch, dagger, quarterstaff, arcane focus

Peter Pan

The leader of Lost Boys clan is no child. Pan is a fairy, though he doesn't have wings, which lets him get away with pretending. He's got his own magic with which he flies and makes all manner of mischief.

His ineffable sense of adventure leads Pan and the lost boys to clash with traders, pirates, and anyone who wanders too close to the isle of Neverland.

Pan's history of alleged abductions remains controversial, though most contend Pan just shelters and aids runaways. This is aside from the question of whether the children are running away because Peter encouraged them.

When Pan leaves Neverland in search of adventure, his vast skill set and unending inspirational attitude make him a perfect addition to any team...if you can handle the pranks.

Character build

Race: Fairy
Class: Bard
Background: Barbarian Tribe Member
Alignment: Chaotic good

Ability levels (point buy):
  • Strength: (0 pts) 8
  • Dexterity: (9 pts) 8 + 7 + 1 = 16
  • Constitution: (7 pts) 8 + 6 = 14
  • Intelligence: (4 pts) 8 + 4 = 10
  • Wisdom: (4 pts) 8 + 4 = 10
  • Charisma: (7 pts) 8 + 6 + 2 = 16
    Total: 27 pts.
3rd level

Bard College: College of Lore

Pan's Flute

wondrous item, uncommon, requires attunement

Once per day Peter can play his flute and call on its Fey magic to cast one spell from the list calm emotions, enthrall, or invisibility.

Dust of Flying

wondrous item, rare

Peter has a pouch with dust of flying derived from pixie dust. Sprinkling dust on nearby creatures grants the abilities of the fly spell. The pouch is a demiplanar object like a secret chest which grants Peter Pan access to the hoard of pixie dust of a clan of pixies on Neverland. Each day, the pouch has a random (1d4) number of uses.


Peter Pan

3rd level College of Lore Bard

Fairy, Chaotic Good


  • Armor Class 15 (studded leather armor)
  • Hit Points 28 (3d6 hit dice)
  • Speed 30 ft., fly 30 ft.
  • Initiative +2 , Proficiency +2

STR DEX CON INT WIS CHA
8 (-1) 16 (+3) 14 (+2) 10 (0) 10 (0) 16 (+3)

Features

Senses Passive Perception: 12
Languages Common, Sylvan, Giant
Saving throws Dex, Cha
Skills Athletics, Acrobatics (double proficiency), Stealth (double proficiency), Perception, Survival (foraging 2x), Sleight of Hand, Nature, Performance Proficiencies simple weapons, light armor, hand crossbows, longswprds, rapiers, shortswords, Jack of All Trades gain half proficiency bonus in any skill without proficiency
Song of Rest perform for 10 minutes during a short rest to cause allies to gain an additional 1d6 HP if they spend a hit dice


Actions

Dagger +4 to hit 1d4+2 slashing
Shortsword +4 to hit 1d6+2 piercing


Bonus Actions

Dagger (offhand) +4 to hit, 1d4 slashing
Bardic Inspiration: give encouragement to an ally, grant 1d6 to be used for ability check, attack roll, or saving throw in the next minute.
Magical Inspiration allies can use bardic inspiration die to increase spell damage or spell healing rolls


Reactions

Cutting Words Use a bardic inspiration to subtract 1d6 from enemy's attack roll, ability check, or damage roll


Spellcasting

Cantrips (at-will): viscious mockery, blade ward
1st level (4/day) silvery barbs, Tasha's hideous laughter, healing word, faerie fire
2nd level (2/day) enhance ability


Equipment: set of traveler's clothes, explorer's pack, belt pouch, dagger, shortsword, drum, tribal totem or tattoo, hunting trap, pixie dust pouch, Pan's flute

Honorable Mentions

Character Race, Class
Hansel and Gretel Variant Human: Mage Slayer feat, Monk
Kevin McCallister Tiefling Artificer
Frog Prince Bullywug Bard

References and Credits

Type Use
Art Castle by Enrique, Pixabay noncommercial license

Change Log

Date Change
2022.04.18 changed beast from longtooth to shifter to reduce confusion
2022.03.30 Added Peter Pan, clerical fixes to passive perceptions, etc.
2022.03.29 Added Elsa, Jack and the Beanstalk, and Aladdin
2022.03.02 Added Prince Charming, Cinderella and Rapunzel at https://www.gmbinder.com/share/-Mwtt8ntZVB9oBGaLXVb
2022.03.01 Added new characters and summary at https://www.gmbinder.com/share/-Mwtt8ntZVB9oBGaLXVb
2022.02.28 Initial release on gmbinderc.com at
https://www.gmbinder.com/share/-Mwtt8ntZVB9oBGaLXVb

Feedback Please!

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Need more encounters, NPCs, or maps?
Missing attribution?
Broken ability that needs nerfing?
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I need your feedback!
Contact Dan at adventure@authordanallen.com.

 

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