Fairy Tale D&D Characters 1
Fairy Tale D&D Character Builds Play your favorite characters from Grimm's fairy tales and Disney movies with these quick builds. These characters are good for people new to D&D because they can choose characters that they resonate with, without having to make a lot of decisions. Each build uses the point buy or standard array for ability scores and lists recommended decisions for features selections through 3rd level. These make great ally characters or fun NPCs in a Feywild one-shot adventure. Each player also has a magical item appropriate to their character. This can be provided at the start for a one-shot with 3rd level players, or can be made available by the DM as loot later on if starting from 1st level. Character D&D Interpretation [team role] Notable Strengths and Weaknesses Playability/ Tips Red Riding Hood Beast Hunting Ranger [navigator/forager] +: high initiative (often first) + good movement with longstrider + can heal with cure wounds + goodberry spell can feed the team for the entire day - not a big damage dealer - low armor class Easy: good for new players * in fights cast longstrider and shillelagh for basket whacking * stay away from baddies and shoot arrows. * save cure wounds to rescue a dying ally (or yourself). * at level up increase Dex +2 to boost AC Snow White Dreams Druid [healer/utility] + animal powers + super healer + herbs and spices - too nice ? Medium: ok for new or experienced * take short rests and cook up healing meals * cast concentration spells like moonbeam or beast bond, then wild shape * make an animal friend and cast beast bond in battle * gather herbs and brew potions of healing and antitoxin * send animals to scout for you, or wild shape and do it yourself. * save Balm of Summer Court healing for when you are wild-shaped Seven Dwarves (pick one) Loyal Paladin [baddie whacker/ally protector] + very high armor class + can protect allies + big damage with divine smite + awesome against undead + heal with lay on hands Medium: ok for new or experienced * get in close and smite thy foes * be judicious with lay on hands * you can add divine smite after you hit * don't forget Heigh-Ho's spell * keep vulnerable allies close to use your protector fighting style * at level up +2 to Str or Con Ariel Shape-shifting Warlock [changeling spellcaster/fighter] + high Charisma (face of the party) + can speak to animals w/o spell slot + good damage with sword + shadow blade - vulnerable: low AC/HP - key abilities are useful in niche situations (underwater, etc.) Challenging: manage spell slots, HP, skills, abilities * take the lead in social interactions * don't forget to cast mage armor (lasts 8 hrs) * take short rests to regain all spell slots * use tentacle (bonus action strike) for slowing enemies * use minor illusion to hide self or ally * pair hex with eldritch blast when getting close is too dangerous. * combo your shortsword with shadow blade as an offhand weapon for 2 attacks per turn * at level up boost Dex by +2 for higher AC Mulan Monk [elven kungfu combat specialist] + mobility: high movement + attack/defense flexibility + balanced abilities + short and long range attacks - no big damage moves - patience needed: underpowered until get 5th level stunning strike Medium: manage Ki and bonus actions * save Ki for when your attack has advantage (surprise, faerie fire, guiding bolt, etc.) * goto option: two-handed sword slash plus bonus action unarmed strike * bonus action add Kensei's shot to your bow shots for +1d4 damage * combo dodge with bonus action unarmed strike for agile parry: disadv. to hit you and +2 AC * when dangerous, use bow from range, or at 5th level move in, stunning strike to give allies adv. to hit it, or use step of wind to disengage and get out 2
Character D&D Interpretation [team role] Notable Strengths and Weaknesses Playability/ Tips The Beast Shifter Barbarian [freakin' beast] + easy to play + reliable damage dealer + resistant to most damage when raging good grappler/shover when raging - low intelligence Easy: good for new players * rage during combat * core weapon is beast form claws: 2 swipes for each attack action (even with a shield) * use longsword and jave(drink blood to heal) is a separate bonus action from raging, but gives you an extra bonus action bite attack each turn. Belle (Beauty) Bard/Artificer [problem solver/ helper] + awesome skills + tools + languages + useful spells - low HP Medium/Challenging: low HP, lots of abilities * hand out inspiriation early * stay out of melee * be the face of the party * solve problems with skill checks and tinkering * sing and dance your way out of trouble * guidance everyone * spy with your magic mirror Goldilocks Inquisitive Rogue [multi-role] + so many skills! + fun, problem-solving character + sneak attack is a reliable damage dealer + super stealthy - vulnerable: low AC and HP Medium/Challenging: lots of skills and actions * use insightful fighting immediately for guaranteed sneak attack every turn for 1 min * best weapon is magic stone, a ranged attack that deals 1d6+2 (+ 2d6 sneak attack) damage (don't get close to foes unless you have to) * cast faerie fire ASAP when enemies are bunched, then all your allies get advantage to hit those foes for 1 min. * against high AC enemies use faerie fire or steady aim for advantage on your attack rolls * use cunning action to get away from an enemy after a shillelaghpowered billy club or sword strike * in close, (if you aren't concentrating on Faerie Fire), you can use shillelagh (billy club) and your shortsword as an offhand weapon for two attacks per turn Prince Charming Cavalier Fighter [showy fighter/ lady's man] + he's on a horse + expensive armor + rich and famous + hunky bod + sword skills + he can sing - simple playbook Easy: good for new players * run down enemies with your trampling charge * your AC is high, get in and whack 'em * keep enemies away from your squishy allies * use action surge on big bads * use second wind to recover HP in the middle of a fight * use uwavering mark to get extra attacks on annoying foes * take short rests to recover your action surge and second wind * use your magic harp and singing to impress the ladies and locals * when in doubt, rely on your persuasive personality (or, looks) Cinderella Illusion Wizard [utility magician] + spells for every occasion + wizards get very powerful at higher levels + illusion wizards are rewarding for creative players - not a blaster specialist -wizards are fragile (squishy) Medium/Challenging: limited spell slots, low HP * cast mage armor before you get hit * use shield after an attack roll if a +5 bump your AC would make it miss. Save shield to block a potentially fatal attack or to avoid losing concentration on a spell that has to stay up * use minor illusion to hide * attack from behind 1/2 or 3/4 cover when possible * stay near allies that can protect/heal you * avoid taking on multiple enemies at once in melee combat * smite big bads with blindness * take a short rest midday to recover a 1st level spell slot * combo prestidigitation and minor illusion to cinch the ruse * use your familiar's help action to give you advantage to attack * use your familiar to scout potentially dangerous situations * ...or deliver a touch spell when getting close is dangerous * use your familiar as a messenger * update your wardrobe each day with the glass slippers 3
Character D&D Interpretation [team role] Notable Strengths and Weaknesses Playability/ Tips Rapunzel Bard/Cleric [healer/support] + lots of spells and abilities to help and heal + good survivability (high AC) - no big attacks at low level Medium/Challenging: need to manage several spells and abilities * use guidance/bless/bardic inspiration before allies make key skill checks/attacks * use faerie fire early in a fight when enemies are bunched * do a little research to become familiar with the cleric spells and your abilities Beanstalk Jack Urchin Monk [scrappy street fighter w/plant powers] + easy or challenging to play + reliable damage dealer + 40 ft. movement - low intelligence and charisma - low hit points for a melee fighter Medium: ok for new to experienced players * stock up with goodberry every morning for a healing snack * core weapon is axe/staff. Swing two-handed then add an unarmed strike * use ki to grow vines to smack with when getting close is too dangerous, or run in, attack and use ki to disengage and run away (you're fast) * use thorn whip to hit foes up to 30 ft. away * cast resistance to help you or an ally break a magical effect Aladdin Genie Warlock [multi-purpose enchanter/fighter] + be creative with enchantment spells + flying carpet! + bonus (+2) to attack damage rolls - moderately low HP and AC - burns out of spells quickly Moderate: few spells/slots, but enchantment spells require creativity * when in doubt: eldritch blast * hex big bads * use monkey familiar with help action to harass enemy and gain advantage on attack rolls * remember to roll with advantage on concentration checks * cast mage armor before the battle starts (no spell cost) Elsa Storm Sorcerer [blaster/controller] + sick ice spells - low AC and HP Medium/Challenging: track spells and sorcery points, low AC * learn the spells! * use Rime's Binding Frost to slow enemies * use the amulet to boost your HP * avoid melee combat and use cover * use sorcery points to change damage type from cold to something else if enemies resist cold damage Peter Pan Fairy Bard [support] + fun prank spells + he can fly! + skillz - not a big damage dealer Medium: support allies with spells and don't die * when the going gets tough, hand out bardic inspiration die (you have to do it on your turn so think ahead) * be as annoying to enemies as possible with your spells and cantrips * limit the number of enemies you engage in melee: your AC and HP aren't great * fly to avoid enemies * Big trouble? Use the flute. Tinkerbell Fairy Alchemist Artificer [utility/support] + magical tinkering + she can fly! + useful elixirs - not a big damage dealer Medium/Challenging: support allies with spells and solve problems with elixirs, tools, and tinkering * hand out experimental elixirs ahead of time * fly out of reach * bonk and levitate big bads with the hammer * use your homonculus servant (tinker creation) for scouting and more damage * learn your elixir abilities Hercules Monster Slayer Ranger [versatile baddie whacker] + well rounded + good against large enemies + big damage with slayer's prey and Zephyr's strike active - hit bonus is only +4 - doesn't have a barbarian's damage resistance or HP Easy: good for new players * designate slayer's prey immediately * Zephyr's Strike: +1d8 damage for 1 minute and 1 adv. strike. * winnow multiple enemies down with arrows before engaging in melee fighting * for the finishing strike, flank for advantage, drop the shield, make a two-handed strike for more crit damage * you can shove enemies prone (+6 to hit) so allies have adv. * increase Strength by +2 on level up to increase weapon damage and spear/sword/shove accuracy. At 5th level your grapple and shove attacks will be +9 to hit! 4
Red Riding Hood Red is a frolicking wanderer of dark forests. She is as well known for her cheery temperament and good deeds as she is her determination to rid the world of evil beasts. Wearing her signature red cloack of protection and wielding her basket of holding with supernatural force, Red packs a deceptively powerful punch, especially when facing her favored enemy: wolves. Character build Race: Human Class: Ranger Background: Far Traveler Alignment: Chaotic good (don't get on her bad side) Ability levels (point buy) Strength: (1 pt) 8 + 1 + 1 = 10 Dexterity: (9 pts) 8 + 7 + 1 = 16 Constitution: (5 pts) 8 + 5 + 1 = 14 Intelligence: (1 pts) 8 + 3 + 1 = 10 Wisdom: (9 pts) 8 + 7 + 1 = 16 Charisma: (2 pts) 8 + 2 + 1 = 12 Total: 27 pts. 1st level Natural explorer: *Favored enemy: beasts (especially wolves) Favored terrain: woods 2nd level Fighting style: Druidic Warrior Druidic warrior cantrips: * Shillelagh (weaponize the basket/club) * Mending (for fixing up Grannie's cottage) Ranger spells: * Cure Wounds (in case Granny takes a fall) * Longstrider (for long walks in the woods) 3rd level Primal Awareness: speak with animals (for talking with wolves) Ranger archetype: Gloom stalker Gloom Stalker 3rd level spell: Disguise Self Ranger spell: * Goodberry (for making pies) 5 Red Riding Hood 3rd level Gloom Stalker Ranger Human, Neutral Good Armor Class 15 (+2 Cloak of Protection) Hit Points 28 (3d10 hit dice) Speed 30 ft. Initiative: +6 (+Dex, +Wis) Proficiency: +2 STR DEX CON INT WIS CHA 10 (+0) 16 (+3) 14 (+2) 10 (+0) 16 (+3) 12 (+1) Features Senses Darkvision to 60 ft., Passive Perception: 15 Languages Common, Dwarvish, Sylvan Saving throws Str, Dex (cloak: +1 to all saves) Skills Investigation, Nature, Insight, Perception, Survival Proficiencies light/medium armor, shields, simple weapons, martial weapons, lute Favored enemy beasts (see PHB) Favored terrain forests (see PHB) Overland travel Adv on Wis and Int checks in forests, can't get lost, double prof., tracking sleuth, and moving easily through difficult terrain (see PHB) Umbral sight Darkvision to 60 ft. and Red is invisible in darkness to creatures relying on darkvision to see. Dread ambusher + Wis to initiative, on 1st turn + 10 ft movement and +1 attack with +1d8 damage Spellcasting: (Wis) +4 to hit, DC: 12 Actions Bread knife +5 to hit ((20/60) 1d4+3 piercing Shillelagh-powered basket bash: bonus action 1st level spell, 1 min concentration, +5 to hit, 1d8+3 bludgeoning (magical) Hunting bow +5 to hit, (150/600 ft.) 1d8+3 piercing Spells 1st Spell slots: 3 + speak with animals 1/day Spells mending, shillelagh, disguise self, speak with animals, cure wounds, goodberry, longstrider Equipment basket of holding (club), bread knife (dagger) long bow (20 arrows), explorer's pack (fits in the basket), cloak of protection: +2 to AC when not wearing armor and +1 to saving throws, locket with a portrait of Granny, traveler's clothes: kneelength lace trim dress, one buckle shoes and white stockings, traveler's lute, map of the woods, money pouch, arcane focus: necklace of wolf teeth, also a chain mail skirt and black leather boots for midnight forest raves.
Snow White Gorgeous, naively kind, inexplicable animal affinity, a jealous matriarchal figure, and extended periods of unconsciousness: it's the rite of passage for folk heroes these days. But even among folk heroes, Snow White is legendary—the archetype of song-bird calling, evil-thwarting beauty. She can fix up your wounds with herbs while singing an enchanting song that calls animals from the forest to watch, or send rodents to run errands for her. And she cooks! Character build Race: Custom (Chef feat, Performance skill) Class: Circle of Dreams Druid Background: Folk Hero Alignment: Lawful Good Ability levels (point buy): Strength: (0 pts) 8 Dexterity: (9 pts) 8 + 7 = 14 Constitution: (5 pts) 8 + 5 + 1 (Chef feat) = 14 Intelligence: (4 pts) 8 + 4 = 12 Wisdom: (7 pts) 8 + 6 + 2 = 16 Charisma: (4 pts) 8 + 4 = 12 Total: 27 pts. 1st level Chef feat: With the custom lineage, you begin with the Chef feat, adding +1 to your Constitution and gaining the ability to make a special meal during a short rest for up to 4+proficiency bonus creatures (Dopey doesn't get any until you reach 5th level?) At the end of the short rest, any creature who eats the food and spends one or more Hit Dice regains an extra 1d8 HP. (You can do this every single short rest!) 2nd level Wild Shape: You can change into a beast up to challenge rating 1/4 or lower for an hour, twice a day. Flavor this as a favor from a fairy godmother to transform you, eating a magic apple with a druidic enchantment, or pulling up the hood on an enchanted cloak you found in the woods. Druid Circle: The fey-themed, healing-focused Circle of Dreams subclass grants you the Balm of the Summer Court feature. You have d6's equal to your druid level and can spend any number of them as a bonus action to heal a creature within 120 feet (roll for healing), plus 1 temporary HP per die you spend. Flavor it as a bird delivering healing berries or mice bandaging wounds. Fey Cloak wondrous item, uncommon Given to her by her father or a caring huntsman, this velvet cloak grants Snow White a base AC of 13 when she is not wearing armor (similar to the mage armor spell). Part of the secret to Snow White's successful brand as a hero is that signature "no-armor" look. Okay, and the dress helps. 6 Snow White 3rd level Circle of Dreams Druid Custom (Human), Lawful Good Armor Class 15 (Fey Cloak + dex) Hit Points 24 (3d8 hit dice) Speed 30 ft. Initiative +2 , Proficiency +2 STR DEX CON INT WIS CHA 8 (-1) 14 (+2) 14 (+2) 12 (+1) 16 (+3) 12 (+1) Features Senses Passive Perception: 13 Languages Common, Dwarvish Saving throws Wis, Int Skills Animal Handling, Nature, Perception, Performance, Survival Proficiencies club, dagger, dart, javelin, quarterstaff, scimitar, sickle, sling spear, chef's utensils, herbalism kit Actions Quarterstaff (with Shillelagh) +5 to hit, 1d8+3 bludgeoning (magical) Dart (4) 20/60, +4 to hit, 1d4+3 piercing Wild Shape (2/day) change into up to challenge rating 1/4 beast without a swim or fly speed Bonus Actions Shillelagh turns her walking stick into a super smacker (d8+Wis) for 1 minute. Balm of the Summer Court (120 ft) see description Spellcasting Cantrips (at-will): guidance, shillelagh 1st level (4/day) animal friendship, beast bond, detect poison and disease (or speak with animanls), goodberry 2nd level (2/day) animal messenger, protection from poison (or moonbeam) Feats Chef: +1 con, while short resting, you make special a meal for +1d8 to hit dice healing (6 creatures) Equipment: quarterstaff (walking stick), herbalism kit, traveler's clothes, cook's utensils, druidic focus (mistletoe—and for other purposes), iron pot, shovel, explorer's pack: backpack, bedroll, rope, mess kit, 10 rations, tinderbox, 10 torches, waterskin
Seven Dwarves The seven dwarves are Oath of Devotion paladins, sworn to the protection of the innocent and vulnerable...especially if they are pretty. The dwarves have graduated from babysitting Snow White, have taken up brewing as a way to fill their free time and their mugs and bring happiness to the forest, have upgraded their armor, and are available for hire. With their fabled "Heigh-Ho" war picks and medicine skills, these cheerful (except Grumpy) paladins are the perfect addition to any adventure (except Dopey). Character build Race: Hill Dwarf Class: Paladin Background: Hermit Alignment: Lawful good Ability levels (point buy): Strength: (7 pts) 8 + 6 = 14 Dexterity: (4 pts) 8 + 4 =12 Constitution: (4 pts) 8 + 4 + 2 = 14 Intelligence: (0 pts) 8 + 0 = 8 Wisdom: (5 pts) 8 + 5 + 1 = 14 Charisma: (7 pts) 8 + 6 = 14 Total: 27 pts. 2nd level Fighting style: Protection 3rd level Paladin archetype: Oath of Devotion Heigh-Ho magical weapon, rare (requires attunement) A gift from the noble queen Snow White to her beloved protectors, Heigh-Ho is a +1 war pick (+1 to attack and damage rolls). Each of the seven dwarves has a unique version of Heigh-Ho with a special magical ability that can be used as an action once per day. Happy: raising the war pick shouting "Heigh-Ho" magically conjures a bountiful meal that restores 3d8 HP that can be divided among those who share the meal over a short rest, or in the presence of enemies casts the spell Tasha's hideous laughter. Sleepy: yawning while resting the war pick on the ground casts the spell sleep. Grumpy: to frustrate foes and make them grumpy, as a bonus action shouting "Heigh-Ho" allows one ally within 60 ft. to use their reaction to disengage, or a grappled ally to attempt to escape the grapple and move 15 ft. Sneezy: as an action, swinging the war pick erratically and shouting an obnoxious "Ha-choo" casts the spell thunderwave or gust of wind (random). Dopey: dribbling your finger over your lips while making insipid noises and weilding the war pick upside down casts the spell confusion. Bashful: clasping your hands on the handle of Heigh-Ho and saying "aw, shucks" casts the spell charm person. Doc: Shouting "Heigh-Ho" grants any allies within 60 ft. advantage on their next saving throw or ability check. 7 Seven Dwarves 3rd level Oath of Devotion Paladin Dwarf, Lawful Good Armor Class 19 (Splint + Shield) Hit Points 34 (3d10 hit dice) Speed 25 ft. Initiative +1 Proficiency +2 STR DEX CON INT WIS CHA 14 (+2) 12 (+1) 14 (+2) 8 (-1) 14 (+2) 14 (+2) Features Senses Darkvision, Passive Perception: 14 Languages Common, Dwarvish, Sylvan Saving throws: Wis, Cha Skills Athletics, Religion, Medicine, Persuasion (disadvantage on stealth in splint armor) Proficiencies light/medium/heavy armor, shields, simple weapons, martial weapons, brewer's kit, herbalism kit Immune to disease (that's some good brew) Fighting style: Protector use your reaction and shield to impose disadvantage on a melee attack against an ally within 5 ft. of you Spellcasting (Char) +4 to hit, DC: 12 Actions Lay on hands 15 pts Divine Sense Detect unholy in 60 ft. (2x per day) Divine Smite on a melee hit spend 1 spell slot +1d8 radiant damage (2dg on unholy and fiends) Channel Divinity Sacred Weapon: +2 to hit for 1 min, Turn the Unholy: (wis save) turn fiends and undead for 1 min, bonus action: restore spell slot Heigh-Ho (+1 war pick) +5 to hit, 1d8+3 slashing (magical), unique effect 1x/day (see item description) Handaxes(2) +4/+3 to hit melee/thrown (20/60) 1d6+2 slashing Spells 1st Spell slots 3 Suggested Spells to prepare (max 3) protection from evil, sanctuary, shield of faith, heroism, purify food and drink, ceremony (for happily ever after weddings) Equipment Heigh-Ho (+1 war pick), 2 handaxes, dungeoneers pack, brewer's kit, herbalism kit, common clothes, holy symbol, priest's pack, shield, splint. Also own hide armor for infiltration missions where stealth is needed.
Ariel Ariel is a changeling princess who always dreamed of life under the sea. But no matter what shape, she took, she couldn't spend more than a few minutes underwater–until she made a pact with an powerful entity of the great abyss. Now, she has everything she ever wanted. All she had to do was sell her soul. So worth it! Now that she has her own arcane powers, she can silence squawking birds during romantic moments (or enemy spellcasters), and much, much more. Character build Race: Changeling Class: Fathomless Warlock Background: Noble Alignment: Neutral Good Ability levels (point buy): Strength: (2 pts) 8 + 2 = 10 Dexterity: (5 pts) 8 + 4 + 1 = 12 Constitution: (7 pts) 8 + 6 = 14 Intelligence: (2 pts) 8 + 2 = 10 Wisdom: (4 pts) 8 + 4 = 12 Charisma: (7 pts) 8 + 6 + 2 = 16 Total: 27 pts. 1st level Otherwordly patron: Fathomless Cantrips: minor illusion, eldritch blast 2nd level Eldritch Invocations: beast speech, armor of shadows 3rd level Warlock spells: gust of wind, silence Pact options: (can swap at levels with ASI improvements) Pact of the Blade (for trident proficiency) Pact of the Chain (for a crab familiar) Trident of Fish Command Weapon (trident), uncommon (requires attunement) This trident is a magic weapon. It has 3 charges. While you carry it, you can use an action and expend 1 charge to cast dominate beast (save DC 15) from it on a beast that has an innate swimming speed. The trident regains 1d3 expended charges daily at dawn. 8 Ariel 3rd level Fathomless Warlock Changeling, Neutral Good Armor Class 15 (mage armor) Hit Points 24 (3d8 hit dice) Speed 30 ft./40 ft. (walk/swim) Initiative +2 Proficiency +2 STR DEX CON INT WIS CHA 10 (+0) 14 (+2) 14 (+2) 10 (0) 12 (+1) 16 (+3) Features Senses devil's sight, Passive Perception: 13 Languages Common, Aquan, Elvish, Dwarvish Saving throws Wis, Char Skills History, Nature, Deception, Investigation, Persuasion Proficiencies simple weapons, dice, water breathing Changeling alter voice and appearance as an action Noble lineage - can secure an audience with royals Actions Shortsword +4 to hit 1d6+2 slashing Trident +2/+4 (chain/blade pact) to hit depending on pact, 1d6+2 piercing, dominate beast on swimming creature (3x/day) Talk with Animals (doesn't spend spell slot) Crab familiar (chain pact option) action/reaction Shells of Protection mage armor 1x/day Eldritch Blast +5 to hit, 1d10 force damage (120 ft) Bonus Actions Shadow blade when making a melee attack with a shortsword, strike with shadow blade on the same turn dealing 2d6 psychic damage (3d6 in dim/dark) Summon tentacle 60 ft. range, 10 ft. reach, 30 ft. movement +5 to hit, 1d8 cold damage and -10 ft. speed, 1 min conc. (2x/day) Spells Warlock spellcasting 2 slots (recovers on short/long rest, cast all at 2nd level, +5 to hit, DC 13) Cantrips minor illusion, infestation Suggested spell choices: thunderwave, witch bolt, silence, shadow blade Equipment: conch shell arcane focus, dungeoneer's pack, set of fine clothes, signet ring, scroll of pedigree (waterproof), coin purse, Trident of Fish Command.
Mulan Mulan is a runaway girl pretending to be a boy in the emperor's army. Her monk's' chi (Ki) and Way of Kensi training make her a formidable foe on the battlefield. She's wise, tough and wields her father's ancestral sword, giving new meaning to the term "stunning beauty." One of the most eligible bachelorettes around, Mulan is no easy catch. Character build Race: Wood Elf Class: Monk Background: Charlatan Alignment: Neutral Good Ability levels (point buy): Strength: (0 pts) 8 Dexterity: (7 pts) 8 + 6 + 2 = 16 Constitution: (7 pts) 8 + 6 = 14 Intelligence: (2 pts) 8 + 2 = 10 Wisdom: (9 pts) 8 + 7 + 1 = 16 Charisma: (2 pts) 8 + 2 = 10 Total: 27 pts. 3rd level Monk archetype: Way of Kensei Fa Clan Ancestral Sword magical weapon, rare (requires attunement) The longsword of Mulan carries the power of generations of ancestors. With the guidance of her foes, Mulan gains +1 to attack and damage rolls and +1 Ki point per day. Once per day she can cast borrowed knowledge as a ritual while holding her ancestral sword to gain skills needed to solve problems. 9 Mulan 3rd level Way of Kensei Monk Wood Elf, Neutral Good Armor Class 16 (unarmored +Dex +Wis) Hit Points 24 (3d8 hit dice) Speed 45 ft. (when unarmored) Initiative +3 Proficiency +2 STR DEX CON INT WIS CHA 8 (+0) 16 (+3) 14 (+2) 10 (+0) 16 (+3) 10 (+0) Features Senses Darkvision, Passive Perception: 15 Languages Common, Dwarvish, Elvish Saving throws Wis, Char Skills Athletics, Acrobatics, Sleight of Hand, Perception, Deception Proficiencies simple weapons, shortsword, long/short bow, unarmed strike, calligraphy Elven traits 4hr long rest, immune to magical sleep, advantage on save vs. charmed Ki 4 pts., recover 3 or 4 Ki on short or long rest, save DC 13 Agile Parry +2 AC for a round when make unarmed strike while holding kensei weapon Actions Ancestral sword (+1 longsword) +6 to hit, 1d8/1d10+4 (versatile) slashing (magical) Hairpin Dart (4) +5 to hit melee/thrown (20/60) 1d4+2 piercing Unarmed strike +5 to hit, 1d4+3 bludgeoning Long bow +5 to hit, (150/600) 1d8+3 damage (20 arrows) Bonus actions Kensei's shot +1d4 damage to ranged attack Unarmed strike (when attacking with monk weapon or unarmed strike as an action) +5 to hit, 1d4+3 bludgeoning Flurry of blows (1 ki pt.) 2 unarmed strikes Patient defense (1 ki pt.) dodge Step of wind (1 ki pt.) disengage or dash Equipment: Ancestral Sword (+1 longsword), hairpin darts(4), army uniform, common clothes, explorer's pack, formal clothes, calligraphy supplies
The Beast A beautiful and proud prince cursed for his vanity, The Beast is now as much monster as man. He still carries the longsword he once wore as an accessory on formal occasions as a reminder of what he once was. The beast's preferred weapon are the claws and fangs that extend fearsomely when he rages against his foes. Character build Race: Shifter, Longtooth Class: Barbarian Background: Noble Alignment: Neutral Evil Ability levels (point buy): Strength: (7 pts) 8 + 6 + 2 = 16 Dexterity: (5 pts) 8 + 5* = 14 Constitution: (9 pts) 8 + 7 + 1 = 16 Intelligence: (0 pts) 8 + 2 = 10 Wisdom: (4 pts) 8 + 4 = 12 Charisma: (2 pts) 8 + 2 = 10 Total: 27 pts. 1st level Shifting: Bonus action grow fangs and get a bonus action bite attack. Rage: As a bonus action, rage for +2 to strength-based attack damage, advantage on Strength checks and saves, and resistance to bludgeoning, piercing, and slashing damage for 1 minute (2/day). 2nd level Danger Sense: advantage on Dexterity saving throws Reckless Attack: Advantage to hit until the end of your turn (others have advantage to hit you until your next turn). 3rd level Primal Path: Beast There are three options but choose claws. You'll get 3 attacks per turn (with advantage if you use reckless attack). 10 The Beast 3rd level Barbarian Beasthide Shifter, Chaotic Neutral Armor Class 10 + Dex + Con = 15 Hit Points 32 (3d12 hit dice) Speed 30 ft. Initiative +2 Proficiency +2 STR DEX CON INT WIS CHA 16 (+3) 14 (+2) 16 (+3) 8 (-1) 12 (+1) 10 (+0) Features Senses Darkvision, Passive Perception: 13 Languages Common, Elvish Saving throws Str, Con Skills Athletics, History, Animal Handling, Perception, Intimidation, Persuasion Proficiencies simple weapons, martial weapons, light/medium armor, shields Danger sense advantage on dexterity saves versus visible attacks Form of the beast while raging choose one of bite, or claws, or tail Reckless attack gain advantage on melee attacks this round by granting foes advantage to attack you Grapple/shove +4 to hit (advantage when raging), on a success enemy is grappled (0 speed)/prone Actions Javelin +5 to hit 1d6+3 (+5 raging) piercing (30/120) Longsword +5 to hit 1d8+3 (+5 raging) slashing Claw beast form 2 swipes, +5 to hit, 1d6+3 (+5 raging) slashing Bonus actions Rage (2/day) grants +2 strength melee damage, advantage on str checks, and resistance to bludgeoning, piercing and slashing damage Shifter form: Longtooth (1/day, no rage necessary) When you shift, you gain your level + your Con modifier temp HP, and can bonus action bite attack (every turn). Bite (while shifted) +5 to hit, 1d6+3 (+5 raging) piercing Equipment: common clothes, explorer's pack, formal clothes, signet ring, scroll of pedigree, belt pouch
Belle Belle is the beauty that haunts every beast, and a tricky character to fit in a D&D box. Capturing so many talents and skills takes multiclassing! From helping her father with his inventions and reading every book she can get her hands on, Belle is both handy and knowledgeable (and beautiful). Character build Race: Variant Human (skill expert feat) Class: Bard (2 levels), Artificer (1 level) Background: Failed Merchant Alignment: Lawful Good Ability levels (point buy): Strength: (0 pts) 8 Dexterity: (7 pts) 8 + 6 = 14 Constitution: (4 pts) 8 + 4 = 12 Intelligence: (9 pts) 8 + 7 + 1 = 16 Wisdom: (0 pts) 8 Charisma: (7 pts) 8 + 6 + 1 + 1 (feat) = 16 Total: 27 pts. 1st Level Bard Skill Expert Feat: The variant human background nets you a free feat, and it has to Skill Expert. Pick up Nature, and expertise in your signature skill: History (you bookworm!). Bardic Inspiration: Share a bardic inspiriation die (d6's) as a bonus action to aid an ally with a skill check, saving throw, or attack roll in the next ten minutes (Cha modifier/day). 2nd level Bard Jack of All Trades: This is your calling card ability as a knowit-all who is good at most anything. Apply half your proficiency bonus (+1) to any ability check (not just skills) that you are not already applying your proficiency bonus to. 1st level Artificer Magical Tinkering: You've obviously learned a few tricks in your father's workshop. This cantrip-like feature is great for distractions, problem solving, and pranks. Other artificer features Also, artificers prepare spells, so you have access to tons more 1st level spells, including spells you can ritual cast without spending a spell slot. You also get medium armor, shields, thieves' tools and tinker's tools. You have 2nd level spell slots, but no 2nd level spells, so just upcast a few to 2nd level. Artificers cast magic through tools, so lean into that in your roleplay. It's not magic, it's gadgets and gizmos and concoctions. Mirror of Far Seeing wondrous item, rare This mirror allows the bearer to cast the spell scrying once per day. Fine Tuning Choose Acrobatics or Animal Handling, Dwarvish or Gnomish, and 3 instruments (most DM's also allow singing, dancing, and oration). 11 Belle (Beauty) 2rd level Bard, 1st level Artificer Human (variant), Lawful Good Armor Class 14 (studded leather, 16 w/shield) Hit Points 21 (3d8 hit dice) Walking Speed 30 ft. Initiative +3 Proficiency Bonus +2 STR DEX CON INT WIS CHA 8 (-1) 14 (+2) 12 (+2) 16 (+3) 14 (+2) 16 (+3) Features Senses Passive Perception: 14 Languages Common, Elven, and either Dwarven or Gnomish Saving throws Dex, Cha Skills Acrobatics or Animal Handling, Arcana, History (expertise), Investigation, Nature, Performance, Persuasion, +1 to all other skills (Jack of All Trades) Proficiencies simple weapons, rapiers, shortswords, scimitars, hand crossbows, firearms, jeweler's tools, tinker's tools, thieves' tools, lyre (or another instrument), plus two other instruments or performing arts. Actions Dagger +4 to hit, 1d4+2 slashing Rapier +4 to hit, 182+2 piercing Light Crossbow +4 to hit, 1d8+2 piercing Bonus Actions Bardic Inspiration 3/day (d6) Spellcasting Bard spells +5, DC 13; Artificer spells +5, DC 13 Spell slots 1st level (4), 2nd level slots (2) (recovers on long rest) Cantrips (Bard) mind sliver, vicious mockery (Artificer) guidance, mending 1st level spells (Bard) comprehend languages, dissonant whispers, healing word, heroism, silvery barbs (Artificer) Prep 3 such as catapult, faerie fire, sanctuary Equipment: diplomat's pack (chest, fine clothes, ink bottle, pen, lamp, scroll case, oil flask (2), paper (5), perfume, sealing wax, soap), mirror of far seeing, more fine clothes, lyre, merchant's scale, coin purse, tinker's tools, thieves' tools, jeweler's tools
Goldilocks Goldilocks is infamous for the botched investigation on the Three Bears Gang. If it weren't for that darned poisoned porridge she would have had them behind bars! Goldilocks, nevertheless, learned plenty from the druid crime lord case, namely the secrets of their magic. Equipped with a few druid spells, a massive array of skills, her enchanting good looks and brilliant disguises, and her peerless eye for detail, Goldilocks is now one of the most sought-after private investigators in the kingdom. Character build Race: Variant Human (+1 dex, +1 wis) Class: Rogue, Inquisitive Background: Investigator Alignment: Neutral Feat: Magic Initiate: Druid Ability levels (standard array): Strength: 8 Dexterity: 13+ 1 = 14 Constitution: 14 Intelligence: 12 Wisdom: 15 + 1 = 16 Charisma: 10 3rd level Roguish Archetype: Investigator 12 Goldilocks 3th level Inquisitive Rogue Human, Neutral Armor Class 14 (studded leather) Hit Points 24 (3d8 hit dice) Speed 30 ft. Initiative +2 Proficiency +2 STR DEX CON INT WIS CHA 8 (-1) 14 (+2) 14 (+2) 12 (+1) 16 (+3) 10 (+0) Features Senses Passive Perception: 15 Languages Common, Theive's Cant, Giant Saving throws Dex, Int Skills sleight of hand, stealth (double proficiency), insight (double proficiency), perception, deception, persuasion Proficiencies simple weapons, shortswords, longswords, rapiers, shortbows, light armor, disguise kit, theive's tools Sneak attack 2d6 extra damage on attacks with advantage, surprise, or when an ally is within 5 ft. of a foe Eye for Deceit never roll lower than an 8 when detecting lies with Insight Magic Initiate two Druid cantrips: magic stone, shillelagh; one 1st Druid level spell faerie fire (wisdom spellcaster +5 to hit, DC 15) Actions Hand Crossbow +4 to hit 1d6+2 piercing (30/120) Billy club +1 to hit, 1d4 bludgeoning damage or +5 to hit, 1d8+3 bludgeoning damage (magical) with shillelagh active Shortsword +4 to hit 1d6+2 slashing damage (1d6 only if offhand weapon) Thrown magic stone +5 to hit (60 ft.) 1d6+3 bludgeoning damage Faerie Fire 1st level spell outlines all objects, including invisible creatures, in 20 ft. cube and gives advantage to hit, glow lasts on affected creatures and objects for 1 min (concentration). Bonus actions Shillelagh 1 min concentration, change club into magical weapon Magic stone turn 1–3 pebbles into magic stones Cunning action dodge, dash or disengage Eye for Detail Wisdom (Perception) check to spot a hidden creature or object or to make an Intelligence (Investigation) check to uncover or decipher clues. Insightful Fighting make a Wisdom (Insight) check against a creature you can see that isn’t incapacitated, contested by the target’s Charisma (Deception) check. If you succeed, you can use your Sneak Attack against that target unless you have disadvantage on it for 1 min. Steady aim gain advantage on your next attack roll on the current turn. You can use this bonus action only if you haven't moved during this turn, and after you use the bonus action, your speed is 0 until the end of the current turn. Off hand weapon Using the club and shortsword together you can make bonus weapon attack with your off hand weapon, but do not apply ability modifier to second attack damage. Equipment: common clothes, burglar's pack, theive's tools, magnifying glass, 2 daggers, hand crossbow, shortsword, bag of rocks, club, belt pouch
Prince Charming Prince Charming is no floppy-haired, part-down-the middle, song-busting Disney pretty boy. Okay, he actually is. But some days, when court is oppressively boring and no noble ladies have come to call, he takes up the moniker "Prince Harming" and goes adventuring with commoners hired to play the roles of mercenary adventurers, who also ensure his safety and maximum publicity exposure. He's a bit of a fop. And gleaming in his ultra shiny armor, he's not going to sneak up on anyone...especially with his crier with the trumpet announcing his arrival. That said, he's not half-bad with that gold-inlaid sword. Plus, he works out. Character build Race: Human Class: Fighter Background: Noble Alignment: Lawful Neutral Ability levels (point buy): Strength: (4 pts) 8 + 4 + 1 = 16 Dexterity: (7 pts) 8 + 6 + 1 = 14 Constitution: (7 pts) 8 + 6 + 1 = 14 Intelligence: (0 pts) 8 + 1 = 9 Wisdom: (3 pts) 8 + 3 + 1 = 12 Charisma: (5 pts) 8 + 5 + 1 = 14 Total: 27 pts. 1st level Fighting style: Dueling 3rd level Fighter archetype: Cavalier Magic Harp wondrous item, rare This self-playing harp grants a singer advantage to performance checks. 13 Wyld Stallyn Large beast (warhorse) , unaligned Armor Class 17 (splint armor) Hit Points 19 (3d10+3) Speed 60 ft. , Passive Perception 11 STR DEX CON INT WIS CHA 18 (+4) 12 (+1) 13 (+1) 2 (-4) 12 (+1) 7 (-2) Trampling Charge If move at least 20 ft. toward a creature and hit with a hooves attack. Target attempts DC 14 Strength saving throw. On a fail target is knocked prone and the horse can make a bonus action attack with its hooves against it. Hooves +6 to hit, reach 5 ft., one target. Hit: (2d6 + 4) bludgeoning damage. Prince Charming 3rd level Cavalier Fighter Human, Neutral Good Armor Class 20 (plate armor + shield) Hit Points 28 (3d10 hit dice) Walking Speed 30 ft Initiative +2 Proficiency +2 STR DEX CON INT WIS CHA 16 (+0) 14 (+2) 14 (+2) 9 (-1) 12 (+1) 14 (+2) Features Senses Passive Perception: 13 Languages Common, Elvish, Dwarvish Saving throws Str, Con Skills Athletics, Animal Handling, History, Performance, Persuasion Proficiencies simple weapons, martial weapons, light/medium/heavy armor, shields, cards Duelist +2 to damage wielding one weapon Action Surge two actions for one turn (1x/rest) Noble lineage can secure an audience with royals Born to saddle adv. to saving throws to stay in saddle, land on feet if knocked off, 5 ft. movement to mount or dismount Actions Longsword +5 to hit, 1d8+5 slashing Javelin +5 to hit, 1d6+5 piercing (30/120) Bonus Actions Second Wind recover 10 + level HP (1x/rest) Unwavering mark If the last creature you hit (marked) deals damage to anyone other than you, you can make a special bonus action melee weapon against the marked creature on your next turn with advantage, dealing fighter level/2 = +1 extra damage. (3x/long rest) Equipment: explorer's pack, set of fine clothes, signet ring, scroll of pedigree, coin purse, plate armor, horse with splint armor (Wlyd Stallyn) saddle bags and feed, longsword, javelins (4), magic harp
Cinderella Cinderella is a beautiful, talented, but severely repressed young lady. Her magical connection with nature is as undeniable as her charm. But when you meet Cinderella, a closet wizard who has been picking up all sorts of tricks from her fairy godmother, you have to wonder, what is real? Cinderalla has access to two unique familiar options: dove and mouse. She's just that magical. Character build Race: Human Class: Wizard Background: Inheritor Alignment: Lawful Good Ability levels (point buy): Strength: (0 pts) 8 + 1 = 9 Dexterity: (5 pts) 8 + 5 + 1 = 14 Constitution: (5 pts) 8 + 5 + 1 = 14 Intelligence: (9 pts) 8 + 7 + 1 = 16 Wisdom: (5 pts) 8 + 5 + 1 = 14 Charisma: (3 pts) 8 + 3 + 1 = 12 Total: 27 pts. 2nd level Wizard school: School of Illusion Glass Slippers of the Fashionista wondrous item, rare (requires attunement) Once per day, the attuned wearer can click their heels together three times and say "there's no place like a fashion show" and transmute their clothing into whatever form they desire. The properties of the clothing change to match the appearance, for instance furs keep the wearer warm. Altered clothing does not change the bearers AC. Reverts at midnight or when the slippers are removed. Glass slippers must be removed as a bonus action to dash or cross difficult terrain. 14 Familiar Tiny beast, unaligned Armor Class 12 Hit Points 1 Speed Dove 10 ft., fly 60 ft., Mouse: 15 ft. Type STR DEX CON INT WIS CHA Dove 2 (-4) 16 (+3) 8 (-1) 2 (-4) 12 (+1) 6 (-2) Mouse 2 (-4) 12 (+1) 8 (-1) 2 (-4) 10 (+1) 4 (-2) Skills Dove: Perception +3, Survival Navigation +3; Mouse: Darkvision, adv. on tracking by smell, +3 stealth Actions Beak (Dove) . +5 to hit, 1 piercing Poop (Dove). +5 to hit, 20 ft. drop, hit target has disadv. on Wisdom- and Charisma-based skill checks this turn Bite (Mouse). +1 to hit, 1 piercing Gnaw (Mouse). +3 to hit for bite attacks on straps (1d2 slashing damage); straps have AC 11 and break when they suffer 2, 4, 7 HP damage for laces, pouch straps, pack straps/belts, respectively. While gnawing on a target's item the mouse must make a stealth check. Cinderella 3rd level Wizard Human, Lawful Good Armor Class 12 (15 with mage armor) Hit Points 20 (3d6 hit dice) Walking Speed 30 ft. Initiative +2 Proficiency +2 STR DEX CON INT WIS CHA 9 (-1) 14 (+2) 14 (+2) 16 (+3) 14 (+2) 12 (+1) Features Senses Passive Perception: 14 Languages Common, Elvish, Gnomish Saving throws Int, Wis Skills Arcana, Insight, Medicine, Survival Proficiencies daggers, darts, slings, quarterstaffs, light crossbows Arcane Recovery 1x/day after a short rest regain one 1st level spell slots Actions Dagger +4 to hit, 1d4+2 slashing Light Crossbow +4 to hit, 1d8+2 piercing Spellcasting Spell slots 1st level (4), 2nd level slots (2) (recovers on long rest), +5 to hit, DC 13 Cantrips improved minor illusion (sight and sound), prestidigitation, dancing lights, ray of frost 1st level spells mage armor, find familiar, charm person, shield, chromatic orb, tasha's hideous laughter. 2nd level spells alter self, blindness/deafness Equipment: arcane focus, scholar's pack, set of fine clothes, inherited item, coin purse, brass brazier and supplies for summoning a replacement familiar, glass slippers of the fashionista.
Rapunzel With her magic healing hair, enchanting singing voice, and her helpful animal friends, Rapunzel is the perfect addition to any adventuring team. And that frying pan! Character build Race: Human Class: 1st level Bard, 2nd level Cleric Background: Hermit Alignment: Lawful Good Ability levels (point buy): Strength: (3 pts) 8 + 3 + 1 = 12 Dexterity: (5 pts) 8 + 5 + 1 = 14 Constitution: (5 pts) 8 + 5 + 1 = 14 Intelligence: (0 pts) 8 + 1 = 9 Wisdom: (9 pts) 8 + 7 + 1 = 16 Charisma: (5 pts) 8 + 5 + 1 = 14 Total: 27 pts. 1st level Bard 2nd/3rd level Nature Cleric Rapunzel's Magic Hair alchemical mutation When healing using spellcasting, Rapunzel's healing abilities are limited to contact with her hair, which has the reach property to 10 ft.. When Rapunzel rolls for healing, she can reroll 1's and 2's but must keep the new rolls. Her hair is prehensile, meaning she can control it to a degree, per the cantrip prestidigitation. It serves as 25 ft of rope. The hair's protection increases her AC by +2. The magic does not work with heavy armor or shields (it's sense of style is offended). +1 Frying Pan magical weapon, rare (requires attunement) Rapunzel's frying pan has the stats of a club weapon with the light property with +1 to hit and damage. It also has the versatile property (1d4/1d6 for one/two handed attacks) 15 Rapunzel 1st level Bard, 2nd level Nature Cleric Human, Lawful Good Armor Class 18 (chain shirt + dex + hair) Hit Points 24 (3d8 hit dice) Walking Speed 30 ft. Initiative +2 Proficiency +2 STR DEX CON INT WIS CHA 12 (+1) 14 (+2) 14 (+2) 9 (-1) 16 (+3) 14 (+2) Features Senses Passive Perception: 15 Languages Common Saving throws Int, Wis Skills Acrobatics, Insight, Medicine, Nature, Religion, Performance Proficiencies simple weapons, rapiers, maces, crossbows light crossbows, longswords, shortswords, singing, lute, lyre, herbalism kit, light armor, medium armor Channel Divinity 1x/rest Actions Dagger +4 to hit, 1d4+2 slashing Fying Pan +4 to hit, flexible, 1d4+2 bludgeoning (one-handed) or 1d6+2 two-handed Shortsword +4 to hit, 1d6+2 slashing Hand Crossbow +4 to hit, 1d6+2 piercing (30/120) Magic stone toss +5 to hit 1d8+3 bludgeoning damage Channel Divinity: Turn Undead Channel Divinity: Charm animals and plants each animal or animated plant within 30 ft. must make a Wis save or be charmed for 1 min. or until it takes damage. Charmed beasts and plants are friendly to you and allies. Bonus Actions Off hand shortsword +4 to hit, 1d6 slashing when attacking with frying pan one-handed Channel Divinity: Harness divine power restore 1st level spell slot Bardic Inspiration (2x/rest) Give 1d6 bardic inspiration die to ally Spellcasting Spell slots 1st level (4), 2nd level slots (2) (recovers on long rest), +5 to hit, DC 13) Cantrips magic stone, prestidigitation, light, guidance, word of radiance, resistance 1st level bard spells color spray, faerie fire, heroism, tasha's hideous laughter 1st level cleric spells choose 3 to prepare from such spells as animal friendship, speak with animals, cure wounds, bless, guiding bolt, shield of faith, sanctuary, protection from evil Equipment: arcane focus, holy symbol, herbalism kit, comb, entertainer's pack, common clothes, scrolls of notes, coin purse, chain shirt, hand crossbow, +1 frying pan, shortsword, lute, dagger
Beanstalk Jack Jack is scrappy self-taught urchin who grew up fighting his way out of trouble from bullies and roadside brigands. He sold his mother's cow for some magic beans and a chance at a new life. Then he got hungry (and distracted) and ate them. Now he occasionally sprouts tentacular vine arms from his shoulders and grows delicious berries in his hand. Yes, he is a freak. But nobody bullies him anymore. And he's available for hire, and still waiting for that chance to slay a giant. Character build Race: Variant Human: Magic Initiate Class: Monk Background: Urchin Alignment: Neutral Good Ability levels (point buy): Strength: (0 pts) 8 Dexterity: (9 pts) 8 + 7 + 1 = 16 Constitution: (7 pts) 8 + 6 = 14 Intelligence: (2 pts) 8 + 2 = 10 Wisdom: (9 pts) 8 + 7 + 1 = 16 Charisma: (0 pts) 8 Total: 27 pts. 3rd level Monk archetype: Way of Astral Self Jack's Ax wondrous item, uncommon (requires attunement) Jack's ax cuts foes down to size with an additional 1d4 slashing damage (magical) against creatures of at least large size, and plants. 16 Beanstalk Jack 3rd level Way of Astral Self Monk Variant Human (Magic Initiate) Neutral Good Armor Class 16 (unarmored +Dex +Wis) Hit Points 24 (3d8 hit dice) Speed 40 ft. (when unarmored) Initiative +3 Proficiency +2 STR DEX CON INT WIS CHA 8 (+0) 16 (+3) 14 (+2) 10 (+0) 16 (+3) 8 (+0) Features Senses Passive Perception: 15 Languages Common, Giant Saving throws Wis, Char Skills Acrobatics, Sleight of Hand, Stealth, Insight Proficiencies simple weapons, shortsword, unarmed strikes, monk weapon (quarterstaff or battleaxe) Ki 4 pts., recover 3 or 4 Ki on short or long rest, save DC 13 Monk Weapon quarterstaff or battleaxe Magic Initiate Feat: Druid Actions Quarterstaff +5 to hit, versatile 1d6/1d8+3 bludgeoning, OR Battleaxe +5 to hit, versatile 1d8/1d10+3 slashing Dart (4) +5 to hit melee/thrown (20/60) 1d4+2 piercing Unarmed strike +5 to hit, 1d4+3 bludgeoning Produce Flame hand flame 10 mins. or +5 to hit, 1d6+3 fire, range 30 ft. Bonus actions Unarmed strike (when attacking with monk weapon or unarmed strike as an action) +5 to hit, 1d4+3 bludgeoning Spectral Arms (1 ki pt.) make unarmed strikes with 10ft. reach (10 mins.) Unarmed strike +5 to hit, 1d4+3 bludgeoning Flurry of blows (1 ki pt.) 2 unarmed strikes Patient defense (1 ki pt.) dodge Step of wind (1 ki pt.) disengage or dash Spells Cantrips (at-will) resistance +1d4 to saving throw until next turn; thorn whip +5 to hit, 1d6 piercing, pull target 10 ft. 1st level (1/Day) goodberry: (10 small berries, each feeds for 1 day and restores 1 HP eaten as an action) Equipment: *Jack's Ax or walking stick (quarterstaff), darts(10), pet mouse, common clothes, explorer's pack, small knife
Aladdin Aladdin's pact with the genie of the lamp is legendary. After rescuing the genie from imprisonment, Aladdin was gifted with arcane abilities. As a warlock, Aladdin sticks to what he's best at: sneaking around and tricking people. But the genie did slip a few potent powers in there to make sure Aladdin was safe while zipping around on a magic carpet. Character build Race: Half-Elf Class: Warlock (Genie Patron) Background: Folk Hero Alignment: Neutral Good Ability levels (point buy): Strength: (2 pts) 8 + 2 = 10 Dexterity: (9 pts) 8 + 7 + 1 = 16 Constitution: (5 pts) 8 + 5 + 1 = 14 Intelligence: (2 pts) 8 + 2 = 10 Wisdom: (2 pts) 8 + 2 = 10 Charisma: (7 pts) 8 + 6 + 2 = 16 Total: 27 pts. 1st level Otherwordly patron: Genie 2nd level Eldritch Invocations: armor of shadows, eldritch concentration 3rd level Pact of the Chain spell find familiar Carpet of Flying wondrous item, very rare, requires attunement The carpet moves or flies according to your spoken directions, provided that you are within 30 feet of it. The carpet is 4' x 6' and bears 400 lbs. at 60 ft. flying speed or half speed with twice as much weight. 17 Familiar monkey (Abu) Armor Class 14 Hit Points 2 (1d4) Speed 30 ft., climb 30 ft. STR DEX CON INT WIS CHA 3 (-4) 16 (+3) 10 (0) 3 (-4) 12 (+1) 6 (-2) Skills Acrobatics +5, Sleight of Hand +5 Senses darkvision 60 ft., passive Perception 16 Agility advantage on Athletics and Acrobatics checks Actions Bite +4 to hit, 1 piercing Help (e.g. grant Aladdin advantage to attack) Aladdin 3rd level Genie Warlock Changeling, Neutral Good Armor Class 13 (16 w/mage armor) Hit Points 24 (3d8 hit dice) Speed 30 ft. Initiative +3 Proficiency +2 STR DEX CON INT WIS CHA 10 (+0) 16 (+3) 14 (+2) 10 (0) 10 (0) 16 (+3) Features Senses Passive Perception: 12 Languages Common, Elvish, Jannti (Djinn language) Saving throws Wis, Char Skills Sleight of Hand, Stealth, Arcana, Animal Handling, Survival, Deception Proficiencies simple weapons, land vehicles, wood worker's tools Folk Hero commoners will offer Aladdin shelter from harm Genie vessel You can spend prof X 2 hours inside the lamp and leave objects in there (1/Day) Genie's wrath add +2 thunder to all attack rolls Eldritch concentration advantage on spell concentration checks Armor of Shadows cast mage armor on self at-wil without spending a spell slot Actions Cast spell or cantrip Dagger +5 to hit, 1d4+3 slashing +2 thunder Light Crossbow +5 to hit, 1d6+3 piercing +2 thunder (80/320 ft.), 20 bolts Eldritch Blast +5 to hit, 1d10 force +2 thunder (120 ft) Command magic carpet to fly (thereafter commands can be free speech interaction on your turn) Spells Warlock spellcasting 2 slots (recovers on short/long rest, cast all at 2nd level, +5 to hit, DC 13) Cantrips (at-will) friends, eldritch blast Spells (2nd level) charm person, hex, thunderwave, find familiar (ritual), phantasmal force Equipment: dungeoneer's pack, set of common clothes, wood carver's tools, shovel, iron pot, belt pouch, 10gp diamond in the rough, carpet of flying, light crossbow, dagger, genie lamp
Elsa A child of mixed birth and magic of water and ice, Elsa, the ice princess, is a perfect match for the innate magic of the sorcerer class. Character build Race: Half-elf Class: Sorcerer Background: Waterdhavian Noble Alignment: Chaotic good Ability levels (point buy): Strength: (2 pts) 8 + 2 = 10 Dexterity: (5 pts) 8 + 5 + 1 = 14 Constitution: (5 pts) 8 + 5 + 1 = 14 Intelligence: (4 pts) 8 + 4 = 12 Wisdom: (4 pts) 8 + 4 = 12 Charisma: (7 pts) 8 + 6 + 2 = 16 Total: 27 pts. 1st level Sorcery origin storm sorcery 3rd level Metamagic: careful spell, transmuted spell Amulet of Agathys wondrous item, uncommon This amulet on a necklace broach has 3 charges of the spell Armor of Agathys (1 spell level per charge) which recharge on a long rest. Charges can be spent individually, multiply, or all at once as an action. Oh, and this ice armor is stylish. Note: Choosing the triton race for this build instead of half-elf makes a great variant and helps with spell variety. Flavor is free in D&D, so your character can look however you like; you just get a bunch more spells, water breathing, and cold resistance, for one less ability score increase. 18 Elsa 3rd level Storm Sorcerer Human, Chaotic Good Armor Class 12 Hit Points 20 (3d6 hit dice) Speed 30 ft. Initiative +2 , Proficiency +2 STR DEX CON INT WIS CHA 10 (0) 14 (+2) 14 (+2) 12 (+1) 12 (+1) 16 (+3) Features Senses Passive Perception: 13 Languages Common, Elven, Sylvan, Primordial, Gnomish Saving throws Con, Cha Skills Arcana, History, Nature, Insight, Intimidation, Persuasion Proficiencies darts, daggers, slings, quarterstaffs, light crossbows Font of Magic: 3 sorcery points to buy spell slots or use metamagic Metamagic: careful spell (1 pt.) up to 4 allies save automatically against your spell transmuted magic (1 pt.) to change elemental damage type of a spell Actions Dagger +4 to hit 1d4+2 slashing Quarterstaff +3 to hit 1d6/1d8+1 bludgeoning Bonus Actions Tempestuous Magic Cause whirling gusts of elemental air to briefly surround you, immediately before or after you cast a spell of 1st level or higher. Doing so allows you to fly up to 10 feet without provoking opportunity attacks. Spellcasting Cantrips (at-will): frostbite, ray of frost, dancing lights, shape water 1st level: ice knife, fog cloud, absorb elements 2nd level: Rime's binding ice Equipment: common clothes, explorer's pack, belt pouch, dagger, quarterstaff, arcane focus
Peter Pan The leader of Lost Boys clan is no child. Pan is a fairy, though he doesn't have wings, which lets him get away with pretending. He's got his own magic with which he flies and makes all manner of mischief. His ineffable sense of adventure leads Pan and the lost boys to clash with traders, pirates, and anyone who wanders too close to the isle of Neverland. Pan's history of alleged abductions remains controversial, though most contend Pan just shelters and aids runaways. This is aside from the question of whether the children are running away because Peter encouraged them. When Pan leaves Neverland in search of adventure, his vast skill set and unending inspirational attitude make him a perfect addition to any team...if you can handle the pranks. Character build Race: Fairy Class: Bard Background: Barbarian Tribe Member Alignment: Chaotic good Ability levels (point buy): Strength: (2 pts) 8 + 2 = 10 Dexterity: (9 pts) 8 + 7 + 1 = 16 Constitution: (7 pts) 8 + 6 = 14 Intelligence: (0 pts) 8 Wisdom: (4 pts) 8 + 4 = 10 Charisma: (7 pts) 8 + 6 + 2 = 16 Total: 27 pts. 3rd level Bard College: College of Lore Pan's Flute wondrous item, uncommon, requires attunement (This is the Fochlucan bandore flavored as a flute.) While attuned to Pan's flute, Peter can cast all of the following once per day: fly, invisibility, levitate, protection from evil and good, entangle, faerie fire, shillelagh, speak with animals. 19 Peter Pan 3rd level College of Lore Bard Fairy, Chaotic Good Armor Class 15 (studded leather armor) Hit Points 24 (3d8 hit dice) Speed 30 ft., fly 30 ft. Initiative +2 , Proficiency +2 STR DEX CON INT WIS CHA 10 (0) 16 (+3) 14 (+2) 8 (-1) 10 (0) 16 (+3) Features Senses Passive Perception: 12 Languages Common, Sylvan, Giant Saving throws Dex, Cha Skills Athletics, Acrobatics (double proficiency), Stealth (double proficiency), Perception, Survival (foraging 2x), Sleight of Hand, Nature, Performance Proficiencies simple weapons, light armor, hand crossbows, longswprds, rapiers, shortswords, Jack of All Trades gain half proficiency bonus in any skill without proficiency Song of Rest perform for 10 minutes during a short rest to cause allies to gain an additional 1d6 HP if they spend a hit dice Actions Dagger +4 to hit 1d4+2 slashing Shortsword +4 to hit 1d6+2 piercing Bonus Actions Dagger (offhand) +4 to hit, 1d4 slashing Bardic Inspiration: give encouragement to an ally, grant 1d6 to be used for ability check, attack roll, or saving throw in the next minute. Magical Inspiration allies can use bardic inspiration die to increase spell damage or spell healing rolls Reactions Cutting Words Use a bardic inspiration to subtract 1d6 from enemy's attack roll, ability check, or damage roll Spellcasting Cantrips (at-will): viscious mockery, blade ward 1st level (4/day) silvery barbs, Tasha's hideous laughter, healing word, faerie fire 2nd level (2/day) enhance ability Equipment: set of traveler's clothes, explorer's pack, belt pouch, dagger, shortsword, drum, tribal totem or tattoo, hunting trap, pixie dust pouch, Pan's flute
Tinkerbell This tinker fairy does more than mend pots, mostly getting in trouble with magical tinkering, pixie dust-infused concoctions, and animated inventions of varying types (homunculus servant). Famously jealous and overzealous, Tinker's ambitions can get her friends in a heap of trouble. But, in a pinch (ha-ha) her pixie dust and quick-thinking can save the day. The bears a fey mark and trinkets from Neverland in the Feywild. Character build Race: Fairy Class: Alchemist Artificer Background: Feylost Alignment: Chaotic good Ability levels (point buy): Strength: (0 pts) 8 Dexterity: (9 pts) 8 + 7 + 1 = 16 Constitution: (7 pts) 8 + 6 = 14 Intelligence: (7 pts) 8 + 6 + 2= 16 Wisdom: (2 pts) 8 + 2 = 10 Charisma: (2 pts) 8 + 2 = 10 Total: 27 pts. 1st level Magical Tinkering: Your signature ability. Lean into this cantrip-like feature hard and squeeze every drop of allowance from your DM! 2nd level Artificer Infusions: Choose homunculus servant to represent your tinker creations, enhanced arcane focus (wand), Replicate magic item: goggles of night, and mind sharpener (acorn cap). Infuse any two per day. 3rd level Artificer Specialty: Alchemist (the random Experimental Elixir is perfect for Tinkerbell's oft-disastrous experiments. Note: when you spend a spell slot for an Expeirmental Elixir you can choose the effect.) Learn these abilities. (You can make people fly!) Right tool for the job Give Tinkerbell an hour and she can create any type of tool. Tinkerbell's Hammer wondrous item, uncommon, requires attunement This magical light hammer is spellcasting focus for an artificer, has the finesse property (can attack with Dexterity) and deals magical damage. After being thrown, it returns to Tinkerbell's hand. The hammer has 4 charges that recharge after a long rest. By expending a charge on a hit, Tinkerbell can douse a creature in pixie dust. It must succeed on a Constitution saving throw against her spell DC or suffer the effects of the levitation spell until the beginning of her next turn. This magical effect does not require concentration an can be dispelled. 20 Tinkerbell 3rd level Alchemist Artificer Fairy, Chaotic Good Armor Class 17 (studded leather armor + wooden shield) Hit Points 24 (3d8 hit dice) Speed 30 ft., fly 30 ft. Initiative +3 , Proficiency +2 STR DEX CON INT WIS CHA 8 (-1) 16 (+3) 14 (+2) 16 (+3) 10 (0) 10 (0) Features Senses Passive Perception: 10, Darkvision 60 feet (with goggles of night infused) Languages Common, Sylvan Saving throws Con, Int Skills Arcana, Deception, Investigation, Survival Proficiencies simple weapons, light/medium armor and shields, tinker's tools, thieves' tools, jeweler's tools, alchemy supplies, drums Actions Tinkerbell's Hammer 20/60, +5 to hit, 1d4+3 bludgeoning (magical, returning, 4 charges, spellcasting focus, see description) Dart (4) 20/60, +5 to hit, 1d4+3 piercing Experimental Elixir (1/day or spell slot): healing, swiftness, resilience, boldness, flight, transformation Bonus Actions Homunculus Servant Force Blast (if infused) 30 ft, +5 to hit, 1d4+2 force damage Reactions Mind Sharpener (if infused) Automatically succeed on a spell Concentration check (4 charges/day). Spellcasting Cantrips (at-will): druidcraft, mending, thorn whip, magical tinkering 1st level (3/day) catapult, faerie fire (1/day), feather fall, grease, healing word, ray of sickness, sanctuary, Tasha's caustic brew Equipment: drum, studded leather armor, wooden shield, thieves' tools, Tinkerbell's hammer, traveler's clothes, 3 trinkets, dungeoneer's pack: backpack, crowbar, rope, 10 pitons, 10 rations, tinderbox, torch, waterskin
Hercules Most imagine Hercules as a hulking barbarian. But the Hercules of legend brought down most of his prey using wit and his bow. Hercules was a man with no weaknesses, though his strength and skill as an athlete were unparalleled. Early in his career, we find a young Hercules, eager to seek the pleasure of his gods with deeds of valor and the destruction of terrible monsters. Before the legends were told, there was a boy who had the courage, the intelligence, and the strength to attempt attempt the impossible. The classic Greek hero also used a spear, shortsword and shield, so our Hercules has a longspear for one-arm use with his duelist fighting style or two-handed use without his shield, but we'll write in a longsword to better reflect his damagedealing ability. Also, we're choosing existing ranger options to double his proficiency in Athletics, to allow him to grapple monsters at a level beyond what a normal person's strength would allow. Hercules' weapons are almost as famous as his exploits, complementing his cunning and combat prowess. Character build Race: Human Class: Ranger Background: Acolyte Alignment: Chaotic good Ability levels (point buy): Strength: (5 pts) 8 + 5 + 1 = 14 Dexterity: (5 pts) 8 + 5 + 1 = 14 Constitution: (5 pts) 8 + 5 + 1 = 14 Intelligence: (5 pts) 8 + 5 + 1 = 14 Wisdom: (5 pts) 8 + 5 + 1 = 14 Charisma: (2 pts) 8 + 2 1 = 11 Total: 27 pts. 2nd level Fighting style: duelist Whether with shield and spear or shield and sword, the Greeks were one weapon specialists. 3rd level Ranger conclave: monster slayer Hercules' Weapon Choose one of the following enchantments. Hercules' Bow magical weapon, rare (requires attunement) This longbow adds +1d4 poison damage to each hit. Hercules' Spear magical weapon, rare (requires attunement) After hitting on a large size creature with this longspear, if the hit creature attacks Hercules on its next turn, Hercules can use his reaction to make an opportunity attack, driving the speer deeper, dealing critical damage on a hit. If Hercules uses this reaction, enemies have advantage to hit him until his next turn. 21 Hercules 3rd level Monster Slayer Ranger Human, Lawful Good Armor Class 18 (chestplate, shield) Hit Points 28 (3d10 hit dice) Speed 30 ft. Initiative +2 , Proficiency +2 Favored enemy monstrosities Deft explorer 1 double skill prof., 2 languages STR DEX CON INT WIS CHA 14 (+2) 14 (+2) 14 (+2) 14 (+2) 14 (+2) 11 (+1) Features Senses Passive Perception: 14 Languages Common, Draconic, Abyssal, Celestial Saving throws Str, Dex Skills Athletics (double proficiency), Stealth, Investigation, Insight, Religion Proficiencies simple and martial weapons, light/medium armor, shields Actions Long bow (magical) +4 to hit, (150/600) 1d8+2 piercing +1d4 poison Longspear (magical) +4 to hit, 10 ft. reach, 1d6 + 4 single-handed, 1d10+2 two-handed piercing (see description for special reaction). Grapple/Shove +6 to hit, target is restrained/prone (adv. for ally to hit) Longsword +4 to hit 1d8+2 slashing. Detect Creatures use spell slot to sense dangerous creatures and their type within 1 mile Hunter's sense 2x/day, adv. to recall creature stats Zephyr's Strike spell adds +1d8 force damage to weapon for 1 min (concentration) and 1 adv. strike Bonus actions Slayer's Prey designate a target and do +1d6 damage on 1st hit each turn; lasts until a short/long rest or creature dies Spellcasting Speak with Animals, Protection from Evil, Absorb elements, Zephyr Strike Equipment: longsword, long bow with 20 arrows, longspear, chestplate, shield, common clothes, explorer's pack, holy symbol, prayer book, incense, vestments, dungeoneer's pack, belt pouch
Honorable Mentions Character Race, Class Hansel and Gretel Variant Human: Mage Slayer feat, Monk Kevin McCallister Tiefling Artificer Frog Prince Bullywug Bard References and Credits Type Use Art Castle by Enrique, Pixabay noncommercial license Change Log Date Change 2023.06.18 reader requests: format fix, +Tinkerbell, swapped pixie dust for instrument of the bards for Peter Pan, + Snow White, + Belle 2022.04.18 changed beast from longtooth to shifter to reduce confusion 2022.03.30 Added Peter Pan, clerical fixes to passive perceptions, etc. 2022.03.29 Added Elsa, Jack and the Beanstalk, and Aladdin 2022.03.02 Added Prince Charming, Cinderella and Rapunzel 2022.03.01 Added new characters and summary 2022.02.28 Initial release on gmbinderc.com at https://www.gmbinder.com/share/- Mwtt8ntZVB9oBGaLXVb Feedback Please! Have questions, comments, playtest feedback, or requests for additional content or changes? Need more encounters, NPCs, or maps? Missing attribution? Broken ability that needs nerfing? Did you enjoy this supplement? I need your feedback! Contact Dan at [email protected].
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