<div align="center"><span class="bbc_size" style="font-size: 24pt;"><strong>Characters</strong></span></div><br/>Included below (and into the next two posts because character limits) are twelve characters - one of each character class - with a variety of races and backgrounds. I've included names, genders, images, and a sort of "background outline" for each, but if you'd rather change or expand that stuff, go right ahead (though I do ask if you change images, don't use photos, 3D rendered images, or anime stuff.) What I've set up is intended to be the "crunch" part of the character and some setup; of course if you're fine with just what's there, cool.<br/><br/>One thing I'm not worried about is party balance; If everyone wants to play a spellcaster of some sort, that's awesome, do that, same if everyone wants to just kick dicks all day long. Pick what you like!<br/><br/>I<em>would</em>like, once everyone's settled on their pick, for the group to come up with at least cursory ties to one another; you're all level one, so it's likely you've not had any grand adventures together (yet...) and may in fact have just met last night. "Got shitfaced and went looking for gold" is perfectly fine.<br/><br/>The character sheets<em>do</em>have a lot of information on them; it's kind of unavoidable. If you have any questions, again, that's what I'm here for.<br/><br/><hr/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Azeyrax Hra'nathar, Male Blue Dragonborn Barbarian</div><div class="spoiler_body"><div class="floatright">(https://i.pinimg.com/564x/11/f6/bf/11f6bf630b6a8ce0c987b6cd26f35256.jpg)</div><div class="floatright"><table class="bbc_table"><tbody><tr><td><span class="bbc_size" style="font-size: 14pt;"><strong>Alignment:</strong> Chaotic Neutral<br/><span class="bbc_size" style="font-size: 14pt;"><strong>Hit Points:</strong> 14 </span><br/><span class="bbc_size" style="font-size: 14pt;"><strong>Armor Class:</strong> 13 </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> +1</span><br/></span></td></tr></tbody></table></div><div class="floatleft">(https://i.pinimg.com/564x/21/e1/fb/21e1fb7202cc795e0f0edb1b1585b5b4.jpg)</div>   Azeyrax served honorably on a pirate-hunting fleet far to the south for several years. He notoriously had quite a temper, which only got more severe after a battle injury to his head. Though the wound has since healed, Azeyrax has found himself on "indefinite shore leave," and has found work as a hired sword.<br/><br/><span class="bbc_size" style="font-size: 14pt;">Proficiencies</span><br/><strong>Saving Throws:</strong> Strength and Constitution<br/><strong>Skills:</strong> Athletics, Intimidation, Perception, and Survival<br/><strong>Armor:</strong> Light and Medium armors, as well as shields.<br/><strong>Weapons:</strong> All weapons<br/><strong>Tools:</strong> Navigator's tools, water vehicles<br/><strong>Languages:</strong> Common, draconic<br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Equipment</div><div class="spoiler_body">Greataxe, two handaxes, four javelins, A belaying pin (club), 50 feet of silk rope, a lucky charm such as a rabbit foot or a small stone with a hole in the center <br/>(or you may roll for a random trinket on the Trinkets table in chapter 5), a set of common clothes, a belt pouch containing 10 gp, and an explorer's pack (contains a backpack, <br/>a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, and a waterskin.)</div></div><br/><br/><strong>Race:</strong> Dragonborn (Blue)<br/>   Born of dragons, as their name proclaims, the dragonborn walk proudly through a world that greets them with fearful incomprehension. Shaped by draconic gods or the dragons themselves, dragonborn originally hatched from dragon eggs as a unique race, combining the best attributes of dragons and humanoids. Some dragonborn are faithful servants to true dragons, others form the ranks of soldiers in great wars, and still others find themselves adrift, with no clear calling in life.<br/>   A continual drive for self-improvement reflects the self-sufficiency of the race as a whole. Dragonborn value skill and excellence in all endeavors. They hate to fail, and they push themselves to extreme efforts before they give up on something. A dragonborn holds mastery of a particular skill as a lifetime goal. Members of other races who share the same commitment find it easy to earn the respect of a dragonborn.<br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Draconic Ancestry</div><div class="spoiler_body">You have draconic ancestry. Choose one type of dragon; Your breath weapon and damage resistance are determined by the dragon type. <br/><strong>(Azeyrax is a scion of blue dragons, and thus has a lightning-based breath weapon and resistance to lightning damage)</strong></div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Damage Resistance</div><div class="spoiler_body">You are resistant to Lightning damage <strong>(whenever you would take lightning damage, reduce it by half.)</strong></div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Breath Weapon</div><div class="spoiler_body">You can use your action to exhale destructive energy. Your draconic ancestry determines the size, shape, and damage type of the exhalation. <br/>When you use your breath weapon, each creature in the area of the exhalation must make a saving throw, the type of which is determined by your draconic ancestry.<br/><br/>The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. <br/>The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level.<br/><br/>After you use your breath weapon, you can’t use it again until you complete a short or long rest.<br/><br/><strong>(When Azeyrax uses his breath weapon, all creatures in a 30-foot line must make a Dexterity saving throw or take lightning damage)</strong></div></div><br/><br/><strong>Class:</strong> Barbarian<br/>   Barbarians, different as they might be, are defined by their rage: unbridled, unquenchable, and unthinking fury. More than a mere emotion, their anger is the ferocity of a cornered predator, the unrelenting assault of a storm, the churning turmoil of the sea. For some, their rage springs from a communion with fierce animal spirits. Others draw from a roiling reservoir of anger at a world full of pain. For every barbarian, rage is a power that fuels not just a battle frenzy but also uncanny reflexes, resilience, and feats of strength. Barbarians come alive in the chaos of combat. They can enter a berserk state where rage takes over, giving them superhuman strength and resilience. A barbarian can draw on this reservoir of fury only a few times without resting, but those few rages are usually sufficient to defeat whatever threats arise.<br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Rage</div><div class="spoiler_body">On your turn, you can enter a rage as a bonus action. While raging, you gain the following benefits if you aren't wearing heavy armor:<br/><br/>   • You have advantage on all Strength checks and Strength saving throws.<br/>   • When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Damage column of the Barbarian table. <strong>(Axeryax gets a +2 bonus at level 1)</strong><br/>   • You have resistance to bludgeoning, piercing, and slashing damage. <strong>(If you would take bludgeoning, piercing, or slashing damage, instead reduce it by half)</strong><br/><br/>If you are able to cast spells, you can't cast them or concentrate on them while raging.<br/><br/>Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.<br/><br/>Once you have raged the number of times shown for your barbarian level in the Rages column of the Barbarian table, you must finish a long rest before you can rage again.<br/><br/><strong>(Azeryax can use Rage two times before needing to finish a long rest)</strong></div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Unarmored Defense</div><div class="spoiler_body">While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.</div></div><br/><br/><strong>Background:</strong> Sailor<br/>   You sailed on a seagoing vessel for years. In that time, you faced down mighty storms, monsters of the deep, and those who wanted to sink your craft to the bottomless depths. Your first love is the distant line of the horizon, but the time has come to try your hand at something new. Discuss the nature of the ship you previously sailed with your Dungeon Master. Was it a merchant ship, a naval vessel, a ship of discovery, or a pirate ship? How famous (or infamous) is it? Is it widely traveled? Is it still sailing, or is it missing and presumed lost with all hands? What were your duties on board—boatswain, captain, navigator, cook, or some other position? Who were the captain and first mate? Did you leave your ship on good terms with your fellows, or on the run?<br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Ship's Passage</div><div class="spoiler_body">When you need to, you can secure free passage on a sailing ship for yourself and your adventuring companions. You might sail on the ship you served on, or another ship you have good relations with (perhaps one captained by a former crewmate). Because you’re calling in a favor, you can’t be certain of a schedule or route that will meet your every need. Your Dungeon Master will determine how long it takes to get where you need to go. In return for your free passage, you and your companions are expected to assist the crew during the voyage.</div></div></div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Lyanna Ezzrix, Female Tiefling Bard</div><div class="spoiler_body"><div class="floatright">(https://i.pinimg.com/564x/41/e2/08/41e208541a7c662a1d74598f11cce160.jpg)</div><div class="floatright"><table class="bbc_table"><tbody><tr><td><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> 7</span><br/><span class="bbc_size" style="font-size: 14pt;"><strong>Armor Class:</strong> 11</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> +2 </span><br/></td></tr></tbody></table></div><div class="floatleft">(https://i.pinimg.com/564x/96/99/43/9699438930f6bfc6997dd631cc97f683.jpg)</div>   Lyanna was a perfect fit in the six Street weasels; since the world had never given the young tiefling anything, she figured she would have to <em>take</em> what she needed - or wanted. She also resolved to not let others in the gutters suffer as she had; a criminal with a heart of gold, if you will. <br/><br/><span class="bbc_size" style="font-size: 14pt;">Proficiencies</span><br/><strong>Saving Throws:</strong> Dexterity, Charisma<br/><strong>Skills:</strong> Acrobatics, Arcana, deception, performance, stealth<br/><strong>Armor:</strong> Light Armor<br/><strong>Weapons:</strong> All simple weapons, plus hand crossbows, longswords, rapiers, and shortswords<br/><strong>Tools:</strong> Lute, Voice, concertina, dice games, thieves' tools<br/><strong>Languages:</strong> Common, Infernal<br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Equipment</div><div class="spoiler_body">Rapier, a lute, leather armor, a dagger, a crowbar, a set of dark common clothes including a hood, a belt pouch containing 15 GP, and an entertainer's pack (contains backpack, a bedroll, 2 costumes, 5 candles, 5 days of rations, a waterskin, and a disguise kit.)</div></div><br/><br/><strong>Race:</strong> Tiefling<br/>   To be greeted with stares and whispers, to suffer violence and insult on the street, to see mistrust and fear in every eye: this is the lot of the tiefling. And to twist the knife, tieflings know that this is because a pact struck generations ago infused the essence of Asmodeus—overlord of the Nine Hells—into their bloodline. Their appearance and their nature are not their fault but the result of an ancient sin, for which they and their children and their children’s children will always be held accountable.<br/>   Tieflings subsist in small minorities found mostly in human cities or towns, often in the roughest quarters of those places, where they grow up to be swindlers, thieves, or crime lords. Sometimes they live among other minority populations in enclaves where they are treated with more respect. Lacking a homeland, tieflings know that they have to make their own way in the world and that they have to be strong to survive. They are not quick to trust anyone who claims to be a friend, but when a tiefling’s companions demonstrate that they trust him or her, the tiefling learns to extend the same trust to them. And once a tiefling gives someone loyalty, the tiefling is a firm friend or ally for life.<br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Darkvision</div><div class="spoiler_body">Thanks to your infernal heritage, 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">Hellish Resistance</div><div class="spoiler_body">You have resistance to fire damage. <strong>(Whenever you would take fire damage, take half as much instead)</strong></div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Infernal Legacy</div><div class="spoiler_body">You know the thaumaturgy cantrip. When you reach 3rd level, you can cast the hellish rebuke spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the darkness spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.</div></div><br/><br/><strong>Class:</strong> Bard<br/>   Whether scholar, skald, or scoundrel, a bard weaves magic through words and music to inspire allies, demoralize foes, manipulate minds, create illusions, and even heal wounds. The greatest strength of bards is their sheer versatility. Many bards prefer to stick to the sidelines in combat, using their magic to inspire their allies and hinder their foes from a distance. But bards are capable of defending themselves in melee if necessary, using their magic to bolster their swords and armor. Their spells lean toward charms and illusions rather than blatantly destructive spells. They have a wide-ranging knowledge of many subjects and a natural aptitude that lets them do almost anything well. Bards become masters of the talents they set their minds to perfecting, from musical performance to esoteric knowledge.<br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Spellcasting</div><div class="spoiler_body">You have learned to untangle and reshape the fabric of reality in harmony with your wishes and music. Your spells are part of your vast repertoire, magic that you can tune to different situations. See Spells Rules for the general rules of spellcasting and the Spells Listing for the bard spell list.<br/><br/><strong>Cantrips</strong><br/>You know two cantrips of your choice from the bard spell list. You learn additional bard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Bard table.<br/><br/><strong>Spell Slots</strong><br/>The Bard table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.<br/><br/>For example, if you know the 1st-level spell cure wounds and have a 1st-level and a 2nd-level spell slot available, you can cast cure wounds using either slot.<br/><br/><strong>Spells Known of 1st Level and Higher</strong><br/>You know four 1st-level spells of your choice from the bard spell list.<br/><br/>The Spells Known column of the Bard table shows when you learn more bard spells of your choice. Each of these spells must be of a level for which you have spell slots, as shown on the table. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.<br/><br/>Additionally, when you gain a level in this class, you can choose one of the bard spells you know and replace it with another spell from the bard spell list, which also must be of a level for which you have spell slots.<br/><br/><strong>Spellcasting Ability</strong><br/>Charisma is your spellcasting ability for your bard spells. Your magic comes from the heart and soul you pour into the performance of your music or oration. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a bard spell you cast and when making an attack roll with one.<br/><br/><strong>Spell save DC</strong> = 8 + your proficiency bonus + your Charisma modifier<br/><br/><strong>Spell attack modifier</strong> = your proficiency bonus + your Charisma modifier<br/><br/><strong>Ritual Casting</strong><br/>You can cast any bard spell you know as a ritual if that spell has the ritual tag.<br/><br/><strong>Spellcasting Focus</strong><br/>You can use a musical instrument (see the Tools section) as a spellcasting focus for your bard spells.</div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Bardic Inspiration</div><div class="spoiler_body">You can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6.<br/><br/>Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.<br/><br/>You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest.<br/><br/>Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.</div></div><br/><br/><strong>Background:</strong> Criminal<br/>   You are an experienced criminal with a history of breaking the law. You have spent a lot of time among other criminals and still have contacts within the criminal underworld. You’re far closer than most people to the world of murder, theft, and violence that pervades the underbelly of civilization, and you have survived up to this point by flouting the rules and regulations of society.<br/>   There are many kinds of criminals, and within a thieves guild or similar criminal organization, individual members have particular specialties. Even criminals who operate outside of such organizations have strong preferences for certain kinds of crimes over others. What was the role you played in your criminal life?<br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Criminal Contact</div><div class="spoiler_body">You have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you.</div></div><br/><br/><strong>Cantrips</strong><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Minor Illusion</div><div class="spoiler_body"><strong>Casting Time:</strong> 1 Action<br/><strong>Range:</strong> 30 feet<br/><strong>Components:</strong> Somatic, Material (a bit of fleece)<br/><strong>Duration:</strong> 1 minute<br/><br/>You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again.<br/><br/>If you create a sound, it can be any volume and noise. The sound can continue unabated for the duration, or you can make sounds at different times.<br/><br/>If you create an image of an object it must be no larger than a 5-foot cube. The image can't create any sensory effects. Physical interaction with the image reveals it to be an illusion.<br/><br/>A creature can use its action to make an Investigation check on the illusion. If it discerns the illusion for what it is, the illusion becomes faint to it.</div></div><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Thaumaturgy</div><div class="spoiler_body"><strong>Casting Time:</strong> 1 action<br/><strong>Range:</strong> 30 feet<br/><strong>Components:</strong> Verbal<br/><strong>Duration:</strong> Instantaneous / up to 1 minute<br/><br/>You create one of the following magical effects within range:<br/><br/>   • Your voice booms up to three times as loud as normal for 1 minute.<br/>   • You cause flames to flicker, brighten, dim, or change color for 1 minute.<br/>   • You cause harmless tremors in the ground for 1 minute.<br/>    •You create a sound that originates from a point of your choice within range.<br/>   • You cause an unlocked door or window to fly open or slam shut.<br/>   • You alter the appearance of your eyes for 1 minute.<br/><br/>If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action.</div></div><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Vicious Mockery</div><div class="spoiler_body"><strong>Casting Time:</strong> 1 Action<br/><strong>Range:</strong> 60 feet<br/><strong>Components:</strong> Verbal<br/><strong>Duration:</strong> Instantaneous<br/><br/>Choose a target you can see. If it can hear you, it must pass a Wisdom save or take 1d4 psychic damage and have disadvantage on its next attack roll before the end of its next turn.<br/><br/>The damage increases by 1d4 when you reach 5th, 11th, and 17th level.</div></div><br/><br/><strong>1st Level Spells</strong><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Charm Person</div><div class="spoiler_body"><strong>Casting Time:</strong> 1 action<br/><strong>Range:</strong> 30 feet<br/><strong>Components:</strong> Verbal, Somatic<br/><strong>Duration:</strong> 1 hour<br/><br/>A humanoid you can see must succeed on a Wisdom saving throw, with advantage if you are currently fighting it, or it becomes charmed by you until the spell ends or someone in your party harms it. It will know it has been charmed when the spell ends.<br/><br/><strong>At Higher Levels:</strong> You can target one additional creature for each slot level above 1st. They must be within 30 feet of each other when you target them.</div></div><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Faerie Fire</div><div class="spoiler_body"><strong>Casting Time:</strong> 1 action (Ritual)<br/><strong>Range:</strong> 60 feet<br/><strong>Components:</strong> Verbal<br/><strong>Duration:</strong> Concentration; up to 1 minute<br/><br/>Blue, green, or violet lights outline objects inside a 20-foot cube of space. All creatures in the area make a Dexterity save or be cast in light as well. The light cast by this spell illuminates a 10-foot radius.<br/><br/>An attack can be made with advantage against any creature or object that is affected by this spell and that creature or object cannot become invisible.</div></div><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Healing Word</div><div class="spoiler_body"><strong>Casting Time:</strong> 1 bonus action<br/><strong>Range:</strong> 60 feet<br/><strong>Components:</strong> Verbal<br/><strong>Duration:</strong> Instantaneous<br/><br/>A creature you can see regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.<br/><br/><strong>At Higher Levels:</strong> The healing increases by 1d4 for each slot level above 1st.<br/></div></div><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Thunderwave</div><div class="spoiler_body"><strong>Casting Time:</strong> 1 action<br/><strong>Range:</strong> Self (15 foot cube)<br/><strong>Components:</strong> Verbal, Somatic<br/><strong>Duration:</strong> Instantaneous<br/><br/>Each creature in a 15-foot cube originating from you must make a Constitution save. On failure, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a success, the creature takes half damage and isn't pushed.<br/><br/>Unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell's effect. The spell emits a thunderous boom audible out to 300 feet.<br/><br/><strong>At Higher Levels:</strong> The damage increases by 1d8 for each slot level above 1st.</div></div></div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Forinn Daggston, Male Hill Dwarf Cleric</div><div class="spoiler_body"><div class="floatright">(https://i.pinimg.com/564x/3a/94/11/3a94112e24cee3ef95809b59a248eab0.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 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> 18 </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> +0</span><br/></span></td></tr></tbody></table></div><div class="floatleft">(https://i.pinimg.com/564x/61/18/33/61183308ce75cc98f6dbf1b96d8afff9.jpg)</div>   Forinn entered the priesthood of Moradin at a fairly young age. For years he served as a clerk, librarian, and theoretical metallurgist; he never thought that a true divine calling would come to him. When it <em>did</em>, when that forge flame spoke to him and told him to spread the will of Moradin among the sky-walkers, Forinn's life changed forever.<br/><br/><span class="bbc_size" style="font-size: 14pt;">Proficiencies</span><br/><strong>Saving Throws:</strong> Wisdom, Charisma<br/><strong>Skills:</strong> Arcana, History, Insight, Religion<br/><strong>Armor:</strong> All Armor and shields<br/><strong>Weapons:</strong> Simple weapons, as well as the battleaxe, handaxe, light hammer, and warhammer<br/><strong>Tools:</strong> Smith's tools<br/><strong>Languages:</strong> Celestial, Common, Dwarvish, and Goblin<br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Equipment</div><div class="spoiler_body">Warhammer, chain mail, light crossbow w/20 bolts, shield, holy symbol of Moradin, a bottle of black ink, a quill, a small knife, a letter from a dead colleague posing a question you have not yet been able to answer, a set of common clothes, a belt pouch containing 10 gp, and a priest's pack (contains Includes a backpack, a blanket, 10 candles, a tinderbox, an alms box, 2 blocks of incense, a censer, vestments, 2 days of rations, and a waterskin.)</div></div><br/><br/><strong>Race:</strong> Hill Dwarf<br/>   Kingdoms rich in ancient grandeur, halls carved into the roots of mountains, the echoing of picks and hammers in deep mines and blazing forges, a commitment to clan and tradition, and a burning hatred of goblins and orcs—these common threads unite all dwarves. Individual dwarves are determined and loyal, true to their word and decisive in action, sometimes to the point of stubbornness. Many dwarves have a strong sense of justice, and they are slow to forget wrongs they have suffered. A wrong done to one dwarf is a wrong done to the dwarf’s entire clan, so what begins as one dwarf’s hunt for vengeance can become a full-blown clan feud. As a hill dwarf, you have keen senses, deep intuition, and remarkable resilience. <br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Darkvision</div><div class="spoiler_body">Accustomed to life underground, 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">Dwarven 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 take half as much)</strong>.</div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Dwarven Combat Training</div><div class="spoiler_body">You have proficiency with the battleaxe, handaxe, light hammer, and warhammer.</div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Tool Proficiency</div><div class="spoiler_body">You gain proficiency with the artisan’s tools of your choice: smith’s tools, brewer’s supplies, or mason’s tools.</div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Stonecunning</div><div class="spoiler_body">Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.</div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Hill Dwarven Toughness</div><div class="spoiler_body">Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.</div></div><br/><br/><strong>Class:</strong> Cleric<br/>   Clerics are intermediaries between the mortal world and the distant planes of the gods. As varied as the gods they serve, clerics strive to embody the handiwork of their deities. No ordinary priest, a cleric is imbued with divine magic. Divine magic, as the name suggests, is the power of the gods, flowing from them into the world. Clerics are conduits for that power, manifesting it as miraculous effects. The gods don’t grant this power to everyone who seeks it, but only to those chosen to fulfill a high calling.<br/>   Clerics combine the helpful magic of healing and inspiring their allies with spells that harm and hinder foes. They can provoke awe and dread, lay curses of plague or poison, and even call down flames from heaven to consume their enemies. For those evildoers who will benefit most from a mace to the head, clerics depend on their combat training to let them wade into melee with the power of the gods on their side.<br/>   <strong>(Forinn reveres Moradin, tha patriarch and leader of the Dwarven Gods, collectively called the <em>Morndinsamman</em>. Moradin is a god of Craft, knowledge, protective warfare, and furthering the aims of Dwarves as a whole. His holy symbol is an anvil with either a hammer or a flame atop it.)<br/></strong><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Spellcasting</div><div class="spoiler_body">As a conduit for divine power, you can cast cleric spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the cleric spell list.<br/><br/><strong>Cantrips</strong><br/>At 1st level, you know three cantrips of your choice from the cleric spell list. You learn additional cleric cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Cleric table.<br/><br/><strong>Preparing and Casting Spells</strong><br/>The Cleric table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.<br/><br/>You prepare the list of cleric spells that are available for you to cast, choosing from the cleric spell list. When you do so, choose a number of cleric spells equal to your Wisdom modifier + your cleric level (minimum of one spell). The spells must be of a level for which you have spell slots.<br/><br/>For example, if you are a 3rd-level cleric, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells.<br/><br/>You can change your list of prepared spells when you finish a long rest. Preparing a new list of cleric spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.<br/><br/><strong>Spellcasting Ability</strong><br/>Wisdom is your spellcasting ability for your cleric spells. The power of your spells comes from your devotion to your deity. You use your Wisdom whenever a cleric spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one.<br/><br/><strong>Spell save DC</strong> = 8 + your proficiency bonus + your Wisdom modifier<br/><br/><strong>Spell attack modifier</strong> = your proficiency bonus + your Wisdom modifier<br/><br/><strong>Ritual Casting</strong><br/>You can cast a cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared.<br/><br/><strong>Spellcasting Focus</strong><br/>You can use a holy symbol (see the Adventuring Gear section) as a spellcasting focus for your cleric spells.</div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Divine Domain</div><div class="spoiler_body">Choose one domain related to your deity: Knowledge, Life, Light, Nature, Tempest, Trickery, or War. The Life domain is detailed at the end of the class description and provides examples of gods associated with it. See the Player’s Handbook for details on all the domains.Your choice grants you domain spells and other features when you choose it at 1st level. It also grants you additional ways to use Channel Divinity when you gain that feature at 2nd level, and additional benefits at 6th, 8th, and 17th levels.<br/><br/><strong>Domain Spells</strong><br/>Each domain has a list of spells — its domain spells — that you gain at the cleric levels noted in the domain description. Once you gain a domain spell, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day.<br/><br/>If you have a domain spell that doesn’t appear on the cleric spell list, the spell is nonetheless a cleric spell for you.<br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Life Domain</div><div class="spoiler_body"><strong><span class="bbc_u">Life Domain Spells</span></strong>[/u]<br/><table class="bbc_table"><tbody><tr><td>1<sup>st</sup></td><td>   Bless,   Cure Wounds</td></tr><tr><td>3<sup>rd</sup></td><td>   Lesser Restoration,   Spiritual Weapon</td></tr><tr><td>5<sup>th</sup></td><td>   Beacon of Hope,   Revivify</td></tr><tr><td>7<sup>th</sup></td><td>   Death Ward,   Guardian of Faith</td></tr><tr><td>9<sup>th</sup></td><td>   Mass Cure Wounds,   Raise Dead</td></tr></tbody></table><br/><strong><span class="bbc_u">Bonus Proficiency</span></strong><br/>At 1st level, you gain proficiency with heavy armor.<br/><br/><strong><span class="bbc_u">Disciple of Life</span></strong><br/>Also starting at 1st level, whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell's level.</div></div></div></div><br/><br/><strong>Background:</strong> Sage<br/>   You spent years learning the lore of the multiverse. You scoured manuscripts, studied scrolls, and listened to the greatest experts on the subjects that interest you. Your efforts have made you a master in your fields of study.<br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Researcher</div><div class="spoiler_body">When you attempt to learn or recall a piece of lore, if you do not know that information, you often know where and from whom you can obtain it. Usually, this information comes from a library, scriptorium, university, or a sage or other learned person or creature. Your DM might rule that the knowledge you seek is secreted away in an almost inaccessible place, or that it simply cannot be found. Unearthing the deepest secrets of the multiverse can require an adventure or even a whole campaign</div></div><br/><br/><strong>Cantrips</strong><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Guidance</div><div class="spoiler_body"><strong>Casting Time:</strong> 1 action<br/><strong>Range:</strong> Touch<br/><strong>Components:</strong> Verbal, Somatic<br/><strong>Duration:</strong> Concentration; up to 1 minute<br/><br/>Touch a willing creature. It can add a 1d4 to one ability check of its choice. The spell then ends. It can roll the die before or after making the check.<br/></div></div><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Mending</div><div class="spoiler_body"><strong>Casting Time:</strong> 1 minute<br/><strong>Range:</strong> Touch<br/><strong>Components:</strong> Verbal, Somatic, Material (2 lodestones)<br/><strong>Duration:</strong> Instantaneous<br/><br/>This spell repairs a single break or tear in an object you touch. As long as the damage is no longer than 1 foot in any dimension, you mend it and leave no trace of the damage.<br/><br/>This spell can't restore magic to an object.<br/></div></div><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Sacred Flame</div><div class="spoiler_body"><strong>Casting Time:</strong> 1 action<br/><strong>Range:</strong> 60 feet<br/><strong>Components:</strong> Verbal, Somatic<br/><strong>Duration:</strong> Instantaneous<br/><br/>The target must pass a Dexterity save or take 1d8 radiant damage. It gains no benefit from cover for this save.<br/><br/>The damage increases by 1d8 when you reach 5th, 11th, and 17th level.<br/></div></div><br/><strong>1st Level Spells</strong><br/>(Forinn can change what spells he has access to after a long rest; these are the spells he begins the game having prepared, as well as his *Domain* spells)<br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">*Bless*</div><div class="spoiler_body"><strong>Casting Time:</strong> 1 action<br/><strong>Range:</strong> 30 feet<br/><strong>Components:</strong> Verbal, Somatic, Material (holy water)<br/><strong>Duration:</strong> Concentration; up to 1 minute<br/><br/>You bless up to three creatures of your choice. Whenever a target makes an attack roll or a saving throw, it can add a 1d4 to it.<br/><br/><strong>At Higher Levels:</strong> You can target one additional creature for each slot level above 1st.<br/></div></div><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">*Cure Wounds*</div><div class="spoiler_body"><strong>Casting Time:</strong> 1 action<br/><strong>Range:</strong> Touch<br/><strong>Components:</strong> Verbal, Somatic<br/><strong>Duration:</strong> Instantaneous<br/>A creature you touch regains hit points equal to 1d8 + your spellcasting modifier. This spell has no effect on undead or constructs.<br/><br/><strong>At Higher Levels:</strong> The healing increases by 1d8 for each slot level above 1st.<br/></div></div><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Detect Magic</div><div class="spoiler_body"><strong>Casting Time:</strong> 1 action (Ritual)<br/><strong>Range:</strong> Self<br/><strong>Components:</strong> Verbal, Somatic<br/><strong>Duration:</strong> Concentration; up to 10 minutes<br/><br/>An aura forms around objects or creatures you can see, indicating that it is magical. It must be within 30 feet. You also learn its school of magic, if it has one.<br/><br/>This spell can't detect magic through 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.<br/></div></div><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Guiding Bolt</div><div class="spoiler_body"><strong>Casting Time:</strong> 1 action<br/><strong>Range:</strong> 120 feet<br/><strong>Components:</strong> Verbal, Somatic<br/><strong>Duration:</strong> 1 Round<br/><br/>Make a ranged spell attack against the target. On a hit, the target takes 4d6 radiant damage, and the next attack roll made against this target before the end of your next turn has advantage.<br/><br/><strong>At Higher Levels:</strong> The damage increases by 1d6 for each slot level above 1st.<br/></div></div><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Protection from Evil and Good</div><div class="spoiler_body"><strong>Casting Time:</strong> 1 action<br/><strong>Range:</strong> Touch <br/><strong>Components:</strong> Verbal, Somatic, Mateiral (Holy water or powdered silver and iron; consumed)<br/><strong>Duration:</strong> Concentration; up to 10 minutes<br/><br/>One willing creature you touch is protected against aberrations, celestials, elementals, fey, fiends, and undead. Creatures of those types have disadvantage on attack rolls against the target. The target also can't be charmed, frightened, or possessed by them. If the target already has such an effect by one of them, the target has advantage on any new saving throw against it.<br/></div></div><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Shield of Faith</div><div class="spoiler_body"><strong>Casting Time:</strong> 1 bonus action<br/><strong>Range:</strong> 60 feet<br/><strong>Components:</strong> Verbal, somatic, material<br/><strong>Duration:</strong> Concentration; up to 10 minutes<br/><br/>A creature of your choice gets a +2 bonus to AC for the duration.<br/></div></div></div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Hazel Underbush, Female Lightfoot Halfling Druid</div><div class="spoiler_body"><div class="floatright">(https://i.pinimg.com/564x/ec/08/0c/ec080c31adfb426429c265c2d3691684.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> 9</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> 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/564x/e2/16/62/e216626a15d2d641d9c4d2f3722465d2.jpg)</div>   Hazel grew up in a far-flung halfling tribe. Marked from birth to serve the spirits, she was inducted into the druidic Orders at a young age, and has spent her adult life exploring the lands away from her tribe to learn more of the mysteries of the fey, protect the wonders of the Green Mother, and bring the joy of Shiallia to the less enlightened foreigners. <br/><br/><span class="bbc_size" style="font-size: 14pt;">Proficiencies</span><br/><strong>Saving Throws:</strong> Intelligence, Wisdom <br/><strong>Skills:</strong> Animal Handling, Insight, Nature, Religion<br/><strong>Armor:</strong> Light armor, medium armor, and sheilds (Druids will not wear armor or use weapons made of metal)<br/><strong>Weapons:</strong> clubs, daggers, darts, javelins, maces, quarterstaves, scimitars, sickles, slings, and spears<br/><strong>Tools:</strong> Herbalism Kit<br/><strong>Languages:</strong> Common, Druidic, Halfling, Orc, Sylvan<br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Equipment</div><div class="spoiler_body">Leather armor, wooden shield, quarterstaff, sling, a druidic focus, holy symbol of Shiallia, a set of prayer beads, 5 sticks of incense, vestments, a set of common clothes, a belt pouch containing 15 gp, and an explorer's pack (contains 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> Lightfoot 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 lightfoot halfling, you can easily hide from notice, even using other people as cover. You’re inclined to be affable and get along well with others. Lightfoots are more prone to wanderlust than other halflings, and often dwell alongside other races or take up a nomadic life. Lightfoots are hte most common variety of halflings.<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">Naturally Stealthy</div><div class="spoiler_body">You can attempt to hide even when you are obscured only by a creature that is at least one size larger than you.</div></div><br/><br/><strong>Class:</strong> Druid<br/>   Whether calling on the elemental forces of nature or emulating the creatures of the animal world, druids are an embodiment of nature’s resilience, cunning, and fury. They claim no mastery over nature. Instead, they see themselves as extensions of nature’s indomitable will. Druids revere nature above all, gaining their spells and other magical powers either from the force of nature itself or from a nature deity. Many druids pursue a mystic spirituality of transcendent union with nature rather than devotion to a divine entity, while others serve gods of wild nature, animals, or elemental forces. The ancient druidic traditions are sometimes called the Old Faith, in contrast to the worship of gods in temples and shrines.<br/>   Druid spells are oriented toward nature and animals—the power of tooth and claw, of sun and moon, of fire and storm. Druids also gain the ability to take on animal forms, and some druids make a particular study of this practice, even to the point where they prefer animal form to their natural form.<br/>   Druids are also concerned with the delicate ecological balance that sustains plant and animal life, and the need for civilized folk to live in harmony with nature, not in opposition to it. Druids accept that which is cruel in nature, and they hate that which is unnatural, including aberrations (such as beholders and mind flayers) and undead (such as zombies and vampires). Druids sometimes lead raids against such creatures, especially when the monsters encroach on the druids’ territory.<br/>   <strong>(Hazel reveres Shiallia, a relatively minor fey goddess of nature, fertility, and joy. She is the patron and protector of pregnant forest creatures, a planter of trees and nurturer of seedlings. She rejoices in life and shields against death. She is said to be earthy and winsome.)</strong><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Druidic</div><div class="spoiler_body">You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message’s presence with a successful DC 15 Wisdom (Perception) check but can’t decipher it without magic.</div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Spellcasting</div><div class="spoiler_body">Drawing on the divine essence of nature itself, you can cast spells to shape that essence to your will. See Spells Rules for the general rules of spellcasting and the Spells Listing for the druid spell list.<br/><br/><strong>Cantrips<br/>At 1st level, you know two cantrips of your choice from the druid spell list. You learn additional druid cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Druid table.<br/><br/><strong>Preparing and Casting Spells</strong><br/>The Druid table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these druid spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.<br/><br/>You prepare the list of druid spells that are available for you to cast, choosing from the druid spell list. When you do so, choose a number of druid spells equal to your Wisdom modifier + your druid level (minimum of one spell). The spells must be of a level for which you have spell slots.<br/><br/>For example, if you are a 3rd-level druid, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells.<br/><br/>You can also change your list of prepared spells when you finish a long rest. Preparing a new list of druid spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.<br/><br/><strong>Spellcasting Ability</strong><br/>Wisdom is your spellcasting ability for your druid spells, since your magic draws upon your devotion and attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a druid spell you cast and when making an attack roll with one.<br/><br/><strong>Spell save DC =</strong> 8 + your proficiency bonus + your Wisdom modifier<br/><br/><strong>Spell attack modifier =</strong> your proficiency bonus + your Wisdom modifier<br/><br/><strong>Ritual Casting</strong><br/>You can cast a druid spell as a ritual if that spell has the ritual tag and you have the spell prepared.<br/><br/><strong>Spellcasting Focus</strong><br/>You can use a druidic focus (see the Adventuring Gear section) as a spellcasting focus for your druid spells.</strong></div></div><br/><br/><strong>Background:</strong> Acolyte<br/>   You have spent your life in the service of a temple to a specific god or pantheon of gods.You act as an intermediary between the realm of the holy and the mortal world, performing sacred rites and offering sacrifices in order to conduct worshipers into the presence of the divine.You are not necessarily a cleric; performing sacred rites is not the same thing as channeling divine power. Choose a god, a pantheon of gods, or some other quasi-divine being, and work with your DM to detail the nature of your religious service.<br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Shelter of the Faithful</div><div class="spoiler_body">As an acolyte, you command the respect of those who share your faith, and you can perform the religious ceremonies of your deity. You and your adventuring companions can expect to receive free healing and care at a temple, shrine, or other established presence of your faith, though you must provide any material components needed for spells. Those who share your religion will support you (but only you) at a modest lifestyle.<br/><br/>You might also have ties to a specific temple dedicated to your chosen deity or pantheon, and you have a residence there. This could be the temple where you used to serve, or a temple where you have found a new home. While near your temple, you can call upon the priests for assistance, provided the assistance you ask for is not hazardous and you remain in good standing with your temple.</div></div><br/><br/><strong>Cantrips</strong><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Druidcraft</div><div class="spoiler_body"><strong>Casting Time:</strong> 1 action<br/><strong>Range:</strong> 30 feet<br/><strong>Components:</strong> Verbal, Somatic<br/><strong>Duration:</strong> Instantaneous<br/><br/>You create one of the following effects within range:<br/><br/>   • You create a harmless sensory effect that predicts what the weather will be for the next 24 hours. This effect persists for 1 round.<br/>   • You make a flower blossom, a seed pod open, or a leaf bud bloom.<br/>   • You create a harmless nature-related sensory effect. The effect must fit in a 5-foot cube.<br/>   • You light or put out a small flame.<br/></div></div><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Shillelagh</div><div class="spoiler_body"><strong>Casting Time:</strong> 1 bonus action<br/><strong>Range:</strong> Touch<br/><strong>Components:</strong> Verbal, Somatic, Material (Mistletoe, shamrock leaf, and a club / quarterstaff)<br/><strong>Duration:</strong> 1 minute<br/><br/>For the duration, you can use your spellcasting ability instead of Strength for a club or quarterstaff you touch, and the weapon's damage die becomes a d8. The weapon also becomes magical if it isn't. The spell ends if you cast it again or if you let go of the weapon.<br/></div></div><br/><br/><strong>1st level Spells</strong> <br/>(Hazel can change what spells she has access to after a long rest; these are the spells he begins the game having prepared.)<br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Animal Friendship</div><div class="spoiler_body"><strong>Casting Time:</strong> 1 action<br/><strong>Range:</strong> 30 feet<br/><strong>Components:</strong> Verbal, Somatic, Material (A morsel of food)<br/><strong>Duration:</strong> 24 hours<br/><br/>Choose a beast that you can see. It must be able to see and hear you. If its Intelligence is 4 or higher, the spell fails. Otherwise, it must pass a Wisdom save or be charmed by you. If you or one of your companions harms it, the spell ends.<br/><br/><strong>At Higher Levels:</strong> You can target one additional beast for each slot level above 1st.<br/></div></div><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Entangle</div><div class="spoiler_body"><strong>Casting Time:</strong> 1 action<br/><strong>Range:</strong> 90 feet<br/><strong>Components:</strong> Verbal, Somatic<br/><strong>Duration:</strong> Concentration; up to 1 minute<br/><br/>Plants that grab and entwine fill a 20-foot square with a point of origin that you choose. The area becomes difficult terrain. When the spell ends, the plants wilt away.<br/><br/>If a creature is standing in the area when you cast the spell it must pass a Strength save or be restrained. A restrained creature can release itself by using its action to attempt another Strength save, being freed on a success.</div></div><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Purify Food and Drink</div><div class="spoiler_body"><strong>Casting Time:</strong> 1 action (ritual)<br/><strong>Range:</strong> 10 feet<br/><strong>Components:</strong> Verbal, somatic<br/><strong>Duration:</strong> Instantaneous<br/><br/>Non-magical food and drink within a 5-foot-radius sphere centered on a point is rendered free of poison and disease.<br/></div></div><br/></div></div>