<div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Rethgif Yugatsuj, Male Standard Human Fighter</div><div class="spoiler_body"><div class="floatright">(https://i.pinimg.com/564x/75/47/46/754746f0f8a547fecad3481e9806e5a2.jpg)</div><div class="floatright"><table class="bbc_table"><tbody><tr><td><span class="bbc_size" style="font-size: 14pt;"><span class="bbc_size" style="font-size: 14pt;"><strong>Alignment:</strong> Lawful Neutral</span><br/><span class="bbc_size" style="font-size: 14pt;"><strong>Hit Points:</strong> 13</span><br/><span class="bbc_size" style="font-size: 14pt;"><strong>Armor Class:</strong> 18</span><br/><span class="bbc_size" style="font-size: 14pt;"><strong>Speed:</strong> 30</span><br/><span class="bbc_size" style="font-size: 14pt;"><strong>Initiative Bonus:</strong> +0</span><br/></span></td></tr></tbody></table></div><div class="floatleft">(https://i.pinimg.com/564x/8d/51/48/8d51487a3277fbf958c15b8a8f51cde8.jpg)</div>   Rethgif regrets leaving the farm. Soldiering is a hard life, and the tales of glory and valor never panned out; being on the losing side of a war doesn't pay too well, either. Determined to make a name for himself despite these setbacks, Rethgif has taken up a career of <em>adventure!</em> - better to be remembered as the guy roasted alive by the local dragon than forgotten as a swineherd's son on a battlefield, right? <br/><br/><span class="bbc_size" style="font-size: 14pt;">Proficiencies</span><br/><strong>Saving Throws:</strong> Strength, Constitution<br/><strong>Skills:</strong> Animal Handling, Athletics, History, Intimidation<br/><strong>Armor:</strong> All armor and sheilds<br/><strong>Weapons:</strong> All weapons<br/><strong>Tools:</strong> Playing cards, land vehicles<br/><strong>Languages:</strong> Common, Dwarvish<br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Equipment</div><div class="spoiler_body">Chain mail, longsword, shield, light crossbow w/20 bolts, an insignia of rank, a trophy taken from a fallen enemy (a dagger, broken blade, or piece of a banner), a set of bone dice or deck of cards, a set of common clothes, a belt pouch containing 10 gp, and a dungeoneer's pack</div></div><br/><br/><strong>Race:</strong> <br/>   In the reckonings of most worlds, humans are the youngest of the common races, late to arrive on the world scene and short-lived in comparison to dwarves, elves, and dragons. Perhaps it is because of their shorter lives that they strive to achieve as much as they can in the years they are given. Or maybe they feel they have something to prove to the elder races, and that’s why they build their mighty empires on the foundation of conquest and trade. Whatever drives them, humans are the innovators, the achievers, and the pioneers of the worlds.<br/>   Humans who seek adventure are the most daring and ambitious members of a daring and ambitious race. They seek to earn glory in the eyes of their fellows by amassing power, wealth, and fame. More than other people, humans champion causes rather than territories or groups.<br/><br/><strong>Class:</strong> Fighter<br/>   Questing knights, conquering overlords, royal champions, elite foot soldiers, hardened mercenaries, and bandit kings—as fighters, they all share an unparalleled mastery with weapons and armor, and a thorough knowledge of the skills of combat. And they are well acquainted with death, both meting it out and staring it defiantly in the face. Some fighters feel drawn to use their training as adventurers. The dungeon delving, monster slaying, and other dangerous work common among adventurers is second nature for a fighter, not all that different from the life he or she left behind. There are greater risks, perhaps, but also much greater rewards—few fighters in the city watch have the opportunity to discover a magic flame tongue sword, for example.<br/>   Fighters learn the basics of all combat styles. Every fighter can swing an axe, fence with a rapier, wield a longsword or a greatsword, use a bow, and even trap foes in a net with some degree of skill. Likewise, a fighter is adept with shields and every form of armor. Beyond that basic degree of familiarity, each fighter specializes in a certain style of combat. Some concentrate on archery, some on fighting with two weapons at once, and some on augmenting their martial skills with magic. This combination of broad general ability and extensive specialization makes fighters superior combatants on battlefields and in dungeons alike.   <br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Fighting Style: Defense</div><div class="spoiler_body">You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.<br/><br/><strong>Dueling</strong><br/>When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.<br/></div></div><br/><br/><strong>Background:</strong> Soldier<br/>   War has been your life for as long as you care to remember. You trained as a youth, studied the use of weapons and armor, learned basic survival techniques, including how to stay alive on the battlefield. You might have been part of a standing national army or a mercenary company, or perhaps a member of a local militia who rose to prominence during a recent war. When you choose this background, work with your DM to determine which military organization you were a part of, how far through its ranks you progressed, and what kind of experiences you had during your military career. Was it a standing army, a town guard, or a village militia? Or it might have been a noble’s or merchant’s private army, or a mercenary company.<br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Military Rank</div><div class="spoiler_body">You have a military rank from your career as a soldier. Soldiers loyal to your former military organization still recognize your authority and influence, and they defer to you if they are of a lower rank. You can invoke your rank to exert influence over other soldiers and requisition simple equipment or horses for temporary use. You can also usually gain access to friendly military encampments and fortresses where your rank is recognized.</div></div></div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Tonnoia, Female Variant Human Monk</div><div class="spoiler_body"><div class="floatright">(https://i.pinimg.com/564x/97/ef/2c/97ef2cd288bc3da52fa605253d1045e0.jpg)</div><div class="floatright"><table class="bbc_table"><tbody><tr><td><span class="bbc_size" style="font-size: 14pt;"><span class="bbc_size" style="font-size: 14pt;"><strong>Alignment:</strong> Neutral Good </span><br/><span class="bbc_size" style="font-size: 14pt;"><strong>Hit Points:</strong> 10 </span><br/><span class="bbc_size" style="font-size: 14pt;"><strong>Armor Class:</strong> 15</span><br/><span class="bbc_size" style="font-size: 14pt;"><strong>Speed:</strong> 40'</span><br/><span class="bbc_size" style="font-size: 14pt;"><strong>Initiative Bonus:</strong> +3</span><br/></span></td></tr></tbody></table></div><div class="floatleft">(https://i.pinimg.com/564x/a3/67/ad/a367ad8eb7c497c1bbad1b6b83e15529.jpg)</div>   Tonnoia was a child of the seedier parts of the city. Survival dictated theft, and she was <em>good</em> at it. however the city has little regard for thieves of any sort, and in her flight from the guards, she practically fell into the monastery of the Quiet Sisterhood. Entranced by what she saw, she joined their order and learned to apply her hard-learned skills in a more fruitful manner. Now she lives as a wandering mendicant, earning coppers with acrobatic displays, while seeking the riches of enlightenment and the spiritual fulfillment of opposing evil.<br/><br/><span class="bbc_size" style="font-size: 14pt;">Proficiencies</span><br/><strong>Saving Throws:</strong> Strength, Dexterity<br/><strong>Skills:</strong> Acrobatics, Insight, Perception, Sleight of Hand, Stealth<br/><strong>Armor:</strong> None<br/><strong>Weapons:</strong> Simple weapons, shortswords<br/><strong>Tools:</strong> carpenter's tools, disguise kit, thieves' tools<br/><strong>Languages:</strong> Common, Elvish<br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Equipment</div><div class="spoiler_body">Quarterstaff, 10 darts, a small knife, a map of the city you grew up in, a pet mouse, a token to remember your parents by, a set of common clothes, a belt pouch containing 10 gp, and an explorer's pack (contains a backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.)</div></div><br/><br/><strong>Race:</strong> Variant Human<br/>      In the reckonings of most worlds, humans are the youngest of the common races, late to arrive on the world scene and short-lived in comparison to dwarves, elves, and dragons. Perhaps it is because of their shorter lives that they strive to achieve as much as they can in the years they are given. Or maybe they feel they have something to prove to the elder races, and that’s why they build their mighty empires on the foundation of conquest and trade. Whatever drives them, humans are the innovators, the achievers, and the pioneers of the worlds.<br/>   Humans who seek adventure are the most daring and ambitious members of a daring and ambitious race. They seek to earn glory in the eyes of their fellows by amassing power, wealth, and fame. More than other people, humans champion causes rather than territories or groups.<br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Skills</div><div class="spoiler_body">You gain proficiency in one skill of your choice.</div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Feat: Mobile</div><div class="spoiler_body">You gain one feat of your choice.<br/><br/><strong>Mobile]<br/>You are exceptionally speedy and agile. You gain the following benefits:<br/><br/>   • Your speed increases by 10 feet.<br/>   • When you use the Dash action, difficult terrain doesn't cost you extra movement on that turn.<br/>   • When you make a melee attack against a creature, you don't provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not.</strong></div></div><br/><br/><strong>Class:</strong> Monk<br/>   Whatever their discipline, monks are united in their ability to magically harness the energy that flows in their bodies. Whether channeled as a striking display of combat prowess or a subtler focus of defensive ability and speed, this energy infuses all that a monk does. Monks make careful study of a magical energy that most monastic traditions call ki. This energy is an element of the magic that suffuses the multiverse—specifically, the element that flows through living bodies. Monks harness this power within themselves to create magical effects and exceed their bodies’ physical capabilities, and some of their special attacks can hinder the flow of ki in their opponents. Using this energy, monks channel uncanny speed and strength into their unarmed strikes. As they gain experience, their martial training and their mastery of ki gives them more power over their bodies and the bodies of their foes.<br/>   For a monk, becoming an adventurer means leaving a structured, communal lifestyle to become a wanderer. This can be a harsh transition, and monks don’t undertake it lightly. Those who leave their cloisters take their work seriously, approaching their adventures as personal tests of their physical and spiritual growth. As a rule, monks care little for material wealth and are driven by a desire to accomplish a greater mission than merely slaying monsters and plundering their treasure.<br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Unarmored Defense</div><div class="spoiler_body">Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.</div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Martial Arts</div><div class="spoiler_body">At 1st level, your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don’t have the two-handed or heavy property.<br/><br/>You gain the following benefits while you are unarmed or wielding only monk weapons and you aren’t wearing armor or wielding a shield:<br/><br/>   • You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.<br/>   • You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.<br/>   • When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven’t already taken a bonus action this turn.<br/><br/>Certain monasteries use specialized forms of the monk weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a sickle with a shorter, straighter blade (called a kama). Whatever name you use for a monk weapon, you can use the game statistics provided for the weapon in the Weapons section.</div></div><br/><br/><strong>Background:</strong> Urchin<br/>   You grew up on the streets alone, orphaned, and poor. You had no one to watch over you or to provide for you, so you learned to provide for yourself. You fought fiercely over food and kept a constant watch out for other desperate souls who might steal from you. You slept on rooftops and in alleyways, exposed to the elements, and endured sickness without the advantage of medicine or a place to recuperate. You've survived despite all odds, and did so through cunning, strength, speed, or some combination of each. You begin your adventuring career with enough money to live modestly but securely for at least ten days. How did you come by that money? What allowed you to break free of your desperate circumstances and embark on a better life?<br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">City Secrets</div><div class="spoiler_body">You know the secret patterns and flow to cities and can find passages through the urban sprawl that others would miss. When you are not in combat, you (and companions you lead) can travel between any two locations in the city twice as fast as your speed would normally allow.</div></div></div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Alathea Starhaven, Female High Elf Paladin</div><div class="spoiler_body"><div class="floatright">(https://i.pinimg.com/564x/e6/53/dc/e653dcda876a1ad18cefc7c12666a10f.jpg)</div><div class="floatright"><table class="bbc_table"><tbody><tr><td><span class="bbc_size" style="font-size: 14pt;"><span class="bbc_size" style="font-size: 14pt;"><strong>Alignment:</strong> Chaotic Good</span><br/><span class="bbc_size" style="font-size: 14pt;"><strong>Hit Points:</strong> 11</span><br/><span class="bbc_size" style="font-size: 14pt;"><strong>Armor Class:</strong> 16 </span><br/><span class="bbc_size" style="font-size: 14pt;"><strong>Speed:</strong> 30</span><br/><span class="bbc_size" style="font-size: 14pt;"><strong>Initiative Bonus:</strong> +0</span><br/></span></td></tr></tbody></table></div><div class="floatleft">(https://i.pinimg.com/564x/67/e0/c0/67e0c06cfb9322b74da26851e06d857b.jpg)</div>   Alathea never had any doubts about what she wanted to be; <em>a vintier</em>. her family owned the best vinyards in the kingdom, it was her birthright! It was proper! It also turned out to be <em>boring</em>! She left the grapes to her little sister and went into the world seeking adventure. After a few near-deaths, she actually decided to find training as squire to a real night! from him she learned that duty and honor didn't have to be stodgy ideas, and that adventure could have higher purpose. Being anointed into the Knights of the Unicorn was the proudest day of her life.<br/><br/><span class="bbc_size" style="font-size: 14pt;">Proficiencies</span><br/><strong>Saving Throws:</strong> Wisdom, charisma<br/><strong>Skills:</strong> Athletics, History, Perception, Persuasion, Religion<br/><strong>Armor:</strong> All armor and shields<br/><strong>Weapons:</strong> All weapons<br/><strong>Tools:</strong> None<br/><strong>Languages:</strong> common, Elvish, Sylvan<br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Equipment</div><div class="spoiler_body">Greatsword, longbow w/20 arrows, mace, chain mail, holy symbol of Lurue, a set of fine clothes, a signet ring, a scroll of pedigree, a purse containing 25 gp, and an explorer's pack</div></div><br/><br/><strong>Race:</strong> High Elf<br/>   Elves are a magical people of otherworldly grace, living in the world but not entirely part of it. They live in places of ethereal beauty, in the midst of ancient forests or in silvery spires glittering with faerie light, where soft music drifts through the air and gentle fragrances waft on the breeze. Elves love nature and magic, art and artistry, music and poetry, and the good things of the world.<br/>   Elves take up adventuring out of wanderlust. Since they are so long-lived, they can enjoy centuries of exploration and discovery. They dislike the pace of human society, which is regimented from day to day but constantly changing over decades, so they find careers that let them travel freely and set their own pace. Elves also enjoy exercising their martial prowess or gaining greater magical power, and adventuring allows them to do so. Some might join with rebels fighting against oppression, and others might become champions of moral causes.<br/>   As a high elf, you have a keen mind and a mastery of at least the basics of magic. <br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Darkvision</div><div class="spoiler_body">Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.</div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Keen Senses</div><div class="spoiler_body">You have proficiency in the Perception skill.</div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Fey Ancestry</div><div class="spoiler_body">You have advantage on saving throws against being charmed, and magic can’t put you to sleep.</div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Trance</div><div class="spoiler_body">Elves don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is “trance.”) While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.</div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Elf weapon Training</div><div class="spoiler_body">You have proficiency with the longsword, shortsword, shortbow, and longbow.</div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Cantrip</div><div class="spoiler_body">You know one cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for it.</div></div><br/><br/><strong>Class:</strong> Paladin<br/>   Whatever their origin and their mission, paladins are united by their oaths to stand against the forces of evil. Whether sworn before a god’s altar and the witness of a priest, in a sacred glade before nature spirits and fey beings, or in a moment of desperation and grief with the dead as the only witness, a paladin’s oath is a powerful bond. It is a source of power that turns a devout warrior into a blessed champion.<br/>   A paladin swears to uphold justice and righteousness, to stand with the good things of the world against the encroaching darkness, and to hunt the forces of evil wherever they lurk. Different paladins focus on various aspects of the cause of righteousness, but all are bound by the oaths that grant them power to do their sacred work. Although many paladins are devoted to gods of good, a paladin’s power comes as much from a commitment to justice itself as it does from a god.<br/>   Adventuring paladins take their work seriously. A delve into an ancient ruin or dusty crypt can be a quest driven by a higher purpose than the acquisition of treasure. Evil lurks in dungeons and primeval forests, and even the smallest victory against it can tilt the cosmic balance away from oblivion.<br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Divine Sense</div><div class="spoiler_body">The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.<br/><br/>You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses.</div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Lay on Hands</div><div class="spoiler_body">Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin level × 5.<br/><br/>As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool.<br/><br/>Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one.<br/><br/>This feature has no effect on undead and constructs.</div></div><br/><br/><strong>Background:</strong> Noble<br/>   You understand wealth, power, and privilege. You carry a noble title, and your family owns land, collects taxes, and wields significant political influence. You might be a pampered aristocrat unfamiliar with work or discomfort, a former merchant just elevated to the nobility, or a disinherited scoundrel with a disproportionate sense of entitlement. Or you could be an honest, hard-working landowner who cares deeply about the people who live and work on your land, keenly aware of your responsibility to them.<br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Position of Privilege</div><div class="spoiler_body">Thanks to your noble birth, people are inclined to think the best of you. You are welcome in high society, and people assume you have the right to be wherever you are. The common folk and merchants make every effort to accommodate you and avoid your displeasure, and other people of high birth treat you as a member of the same social sphere. You can secure an audience with a local noble if you need to.</div></div><br/><br/><strong>Cantrip</strong><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Prestidigitation</div><div class="spoiler_body"><strong>Casting Time:</strong> 1 action<br/><strong>Range:</strong> 10 feet<br/><strong>Components:</strong> Verbal, Somatic<br/><strong>Duration:</strong> Instantaneous, up to 1 hour<br/><br/>You create one of the following effects:<br/><br/>   • You create a harmless sensory effect.<br/>   • You light or snuff out a small fire.<br/>   • You clean or soil an object no larger than 1 cubic foot.<br/>   • You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.<br/>   • You make a small mark appear on an object or surface for 1 hour.<br/>   • You create a nonmagical trinket or a hand-sized illusionary image. It lasts until the end of your next turn.<br/><br/>If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss an effect as an action.<br/></div></div></div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Tommel Wolf-Friend, Male Stout Halfling Ranger</div><div class="spoiler_body"><div class="floatright">(https://i.pinimg.com/564x/a5/ba/02/a5ba02da0662dc2bc9594165f7af517e.jpg)</div><div class="floatright"><table class="bbc_table"><tbody><tr><td><span class="bbc_size" style="font-size: 14pt;"><span class="bbc_size" style="font-size: 14pt;"><strong>Alignment:</strong> Neutral </span><br/><span class="bbc_size" style="font-size: 14pt;"><strong>Hit Points:</strong> 12</span><br/><span class="bbc_size" style="font-size: 14pt;"><strong>Armor Class:</strong> 14</span><br/><span class="bbc_size" style="font-size: 14pt;"><strong>Speed:</strong> 25</span><br/><span class="bbc_size" style="font-size: 14pt;"><strong>Initiative Bonus:</strong> +3</span><br/></span></td></tr></tbody></table></div><div class="floatleft">(https://i.pinimg.com/originals/dd/8a/6a/dd8a6a07373ba7500867e7a8a47ddccd.jpg)</div>   Tommel was, in fact, raised by wolves. Where he came from before that, he couldn't tell you, nor could he explain what struck the lupines to care for a baby halfling. Regardless, he's grateful and sees them as his family. His reintroduction to "civilization" was haphazard at best, and while he regards the beasts as his "true" people, he understands that taking up the two-legs way is the best way to protect those he loves.<br/><br/><span class="bbc_size" style="font-size: 14pt;">Proficiencies</span><br/><strong>Saving Throws:</strong> Strength, Dexterity<br/><strong>Skills:</strong> Animal Handling, Athletics, Nature, perception, Survival<br/><strong>Armor:</strong> Light and medium armor, shields<br/><strong>Weapons:</strong> All weapons<br/><strong>Tools:</strong> Bullroarer<br/><strong>Languages:</strong> common, Halfling, Goblin<br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Equipment</div><div class="spoiler_body">Leather armor, two short swords, a shortbow w/20 arrows, a staff, a hunting trap, a trophy from an animal you killed, a set of traveler’s clothes, a belt pouch containing 10 gp, and an explorer's pack (contains a backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.)</div></div><br/><br/><strong>Race:</strong> Stout Halfling<br/>   The comforts of home are the goals of most halflings’ lives: a place to settle in peace and quiet, far from marauding monsters and clashing armies; a blazing fire and a generous meal; fine drink and fine conversation. Though some halflings live out their days in remote agricultural communities, others form nomadic bands that travel constantly, lured by the open road and the wide horizon to discover the wonders of new lands and peoples. But even these wanderers love peace, food, hearth, and home, though home might be a wagon jostling along a dirt road or a raft floating downriver.<br/>   Halflings are an affable and cheerful people. They cherish the bonds of family and friendship as well as the comforts of hearth and home, harboring few dreams of gold or glory. Even adventurers among them usually venture into the world for reasons of community, friendship, wanderlust, or curiosity. They love discovering new things, even simple things, such as an exotic food or an unfamiliar style of clothing. Halflings work readily with others, and they are loyal to their friends, whether halfling or otherwise. They can display remarkable ferocity when their friends, families, or communities are threatened.<br/>   As a stout halfling, you’re hardier than average and have some resistance to poison. Some say that stouts have dwarven blood.<br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Lucky</div><div class="spoiler_body">When you roll a 1 on the d20 for an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.</div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Brave</div><div class="spoiler_body">You have advantage on saving throws against being frightened.</div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Halfling Nimbleness</div><div class="spoiler_body">You can move through the space of any creature that is of a size larger than yours.</div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Stout Resilience</div><div class="spoiler_body">You have advantage on saving throws against poison, and you have resistance against poison damage <strong>(If you would take poison damage, instead reduce it by half)</strong></div></div>.<br/><br/><br/><strong>Class:</strong> Ranger<br/>   Far from the bustle of cities and towns, past the hedges that shelter the most distant farms from the terrors of the wild, amid the dense-packed trees of trackless forests and across wide and empty plains, rangers keep their unending watch. Warriors of the wilderness, rangers specialize in hunting the monsters that threaten the edges of civilization—humanoid raiders, rampaging beasts and monstrosities, terrible giants, and deadly dragons. They learn to track their quarry as a predator does, moving stealthily through the wilds and hiding themselves in brush and rubble. Rangers focus their combat training on techniques that are particularly useful against their specific favored foes.<br/>   Thanks to their familiarity with the wilds, rangers acquire the ability to cast spells that harness nature’s power, much as a druid does. Their spells, like their combat abilities, emphasize speed, stealth, and the hunt. A ranger’s talents and abilities are honed with deadly focus on the grim task of protecting the borderlands.<br/>   This fierce independence makes rangers well suited to adventuring, since they are accustomed to life far from the comforts of a dry bed and a hot bath. Faced with city-bred adventurers who grouse and whine about the hardships of the wild, rangers respond with some mixture of amusement, frustration, and compassion. But they quickly learn that other adventurers who can carry their own weight in a fight against civilization’s foes are worth any extra burden. <br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Favored Enemy</div><div class="spoiler_body">Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.<br/><br/>Choose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies.<br/><br/>You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.<br/><br/>When you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all.<br/><br/>You choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.<br/><br/><strong>(At level 1, Tommel's favored enemies are two humanoid races; Humans and Goblins)</strong></div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Natural Explorer</div><div class="spoiler_body">You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, swamp, or the Underdark. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you’re proficient in.<br/><br/>While traveling for an hour or more in your favored terrain, you gain the following benefits:<br/><br/>   • Difficult terrain doesn’t slow your group’s travel.<br/>   • Your group can’t become lost except by magical means.<br/>   • Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.<br/>   • If you are traveling alone, you can move stealthily at a normal pace.<br/>   • When you forage, you find twice as much food as you normally would.<br/>   • While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.<br/><br/>You choose additional favored terrain types at 6th and 10th level.<br/><br/><strong>(At 1st level, Tommel's favored terrain is <span class="bbc_u">Forest.</span></strong>)</div></div><br/><strong>Background:</strong> Outlander<br/>   You grew up in the wilds, far from civilization and the comforts of town and technology. You’ve witnessed the migration of herds larger than forests, survived weather more extreme than any city-dweller could comprehend, and enjoyed the solitude of being the only thinking creature for miles in any direction. The wilds are in your blood, whether you were a nomad, an explorer, a recluse, a hunter-gatherer, or even a marauder. Even in places where you don’t know the specific features of the terrain, you know the ways of the wild. You've been to strange places and seen things that others cannot begin to fathom. Consider some of the distant lands you have visited, and how they impacted you<br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Background Feature</div><div class="spoiler_body">You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.</div></div></div></div>