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Fairy Tale D&D Characters
\pagebreakNum # 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! |
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| 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*|
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| 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. |
\pagebreakNum ## 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) \columnbreak ___ > ## 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. \pagebreakNum ## 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. \columnbreak ___ > ## 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. \pagebreakNum ## 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. \columnbreak ___ > ## 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. \pagebreakNum ## 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. \columnbreak ___ > ## 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 \pagebreakNum ## 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. \columnbreak ___ > ## 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 \pagebreakNum ## 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 \pagebreakNum ## 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)| \columnbreak ___ > #### 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 \pagebreakNum ## 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. \columnbreak ___ > ## 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 \pagebreakNum ## 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. \columnbreak #### 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. \pagebreakNum ## 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 \columnbreak ___ >___ >|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 \pagebreakNum ## 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 \pagebreakNum ## 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. \pagebreakNum ___ > #### 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 \pagebreakNum ## 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. \columnbreak ___ > ## 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* \pagebreakNum ## 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. \columnbreak ___ > ## 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* \pagebreakNum ### 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]('https://www.gmbinder.com/images/bsvtv4P.jpg) 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! >Have questions, comments, playtest feedback, or **requests for additional content** or changes? >Need more encounters, NPCs, or maps? >Missing attribution? >Broken ability that needs nerfing? >Did you enjoy this supplement? >I need your feedback! >Contact Dan at **adventure@authordanallen.com**.