Elemental Evil Pregens
Elemental Evil Pregens
Elemental Evil Pregens
INSPIRATION
STRENGTH
I've lost too many friends, and I'm slow to
18 0 30 make new ones.
I'm haunted by images of war. I can't get
+2 +2 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED the images of violence out of my head.
14 PERSONALITY TRAITS
10 ● +5 Wisdom
I'll never forget the crushing defeat my
● +1 Charisma company suffered, or the enemies (the
CONSTITUTION SAVING THROWS
Cult of the Eternal Flame) who dealt it.
TEMPORARY HIT POINTS BONDS
+3
0 Acrobatics (Dex) Total 1d8 SUCCESSES My hatred of my enemies (the Cult of the
16 +3 Animal Handling (Wis) Eternal Flame) is blind and unreasoning.
FAILURES
0 Arcana (Int)
HIT DICE DEATH SAVES FLAWS
INTELLIGENCE ● +4 Athletics (Str)
-1 Deception (Cha)
0 0 History (Int)
NAME ATK BONUS DAMAGE/TYPE
Spellcasting Ability. Wisdom is your
Mace +4 1d6+2 bludgeoning
spellcasting ability for your spells. The
10 ● +5 Insight (Wis)
saving throw DC to resist a spell you
● +1 Intimidation (Cha) Harpoon (javelin) +4 1d6+2 piercing
cast is 13. Your attack bonus when you
WISDOM 0 Investigation (Int)
Sacred Flame -- 1d8 radiant make an attack with a spell is +5. See
● +5 Medicine (Wis)
the rulebook for rules on casting your
+3 0 Nature (Int) spells.
Harpoon (javelin); thrown (range 30/120).
+3 Perception (Wis)
16 Sacred Flame: Range 60'. Target makes a DC 13 Acid Resistance. You have resistance
-1 Performance (Cha)
Dex save to avoid damage. to acid damage.
-1 Persuasion (Cha)
CHARISMA Cantrips. You know guidance, sacred flame, shape
0 Religion (Int) water, and thaumaturgy and can cast them at will. Amphibious. You can breathe air and
-1 0 Sleight of Hand (Dex)
Spell Slots. You have two spell slots you can use to
water.
0 Stealth (Dex) cast the 1st-level spells you know. See page 3 of
8 -3 Survival (Wis) this sheet. Swim: You have a swim speed of 30'
SKILLS ATTACKS & SPELLCASTING Call to the Wave. You know the shape
water cantrip. Constitution is your
13 PASSIVE WISDOM (PERCEPTION) Mace, harpoon (javelin) spellcasting ability for this spell.
CP Chain mail & shield with holy
symbol
Chaplain/healer rank insignia
Ritual Casting. You can cast a cleric
Proficiencies: All armors and SP A set of bone dice, a set of common spell as a ritual if that spell has the
clothes, a belt pouch, and a pouch ritual tag and if you have the spell
shields, all simple weapons, of ash (a trophy from a defeated fire
prepared.
dice sets, and vehicles (water). EP elemental enemy).
Suggested names:
Fluvian, Skaras, Musal, Aka,
Urkara, Luku, Shoal, Wave,
Poole, Fathom, Creek, Plunge,
Drench, Quench, Douse, Drizzle
0 CANTRIPS 3 6
Guidance
Sacred Flame
Shape Water
Thaumaturgy
SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED
1 2 7
EPAR
SPELL NAME
ED
PR
● Bless
● Command
4
● Cure Wounds
● Guiding Bolt
SPELLS KNOWN
● Sanctuary
● Shield of Faith
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Fighter 1 Acolyte (Tempus)
C L AS S & L E V E L BACKGROUND P L AYE R N AM E FAC T I O N
Goliath Neutral
RACE ALIGNMENT EXPERIENCE POINTS DCI NUMBER
CHARACTER NAME
INSPIRATION
STRENGTH I prefer to communicate with
16 +1 30 the power of silence, and a
+3 +2 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED stern expression.
16 PERSONALITY TRAITS
13 +1 Wisdom
+0 Charisma
I will gladly lay down my life to
protect those who fight beside me.
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS
+3
+1 Acrobatics (Dex) Total 1d10 SUCCESSES I am trusting of anyone who proclaims
16 faith in Tempus, and am forgiving of their
● +3 Animal Handling (Wis) FAILURES
shortcomings.
-1 Arcana (Int)
HIT DICE DEATH SAVES FLAWS
INTELLIGENCE ● +5 Athletics (Str)
+0 Deception (Cha)
-1 -1 History (Int)
NAME ATK BONUS DAMAGE/TYPE
Stone’s Endurance. You can focus yourself
Greatsword +5 2d6+3 slashing to occasionally shrug off injury. When you
8 ● +3 Insight (Wis)
take damage, you can use your reaction to
+0 Intimidation (Cha) Greataxe +5 1d12+3 slashing roll a d12. Add your Constitution modifier to
WISDOM -1 Investigation (Int) the number rolled, and reduce the damage
+1 Medicine (Wis)
Handaxe (thrown) +3 1d6+3 slashing by that total. After you use this trait, you
+1 -1 Nature (Int)
can’t use it again until you finish a short or
long rest.
+1 Perception (Wis) Greatsword; heavy,
12 two-handed. Powerful Build. You count as one size
+0 Performance (Cha)
larger when determining your carrying
+0 Persuasion (Cha)
CHARISMA capacity and the weight you can push, drag,
● +1 Religion (Int) Greataxe; heavy, two-handed. or lift.
0 +1 Sleight of Hand (Dex)
Mountain Born. You’re acclimated to high
+1 Stealth (Dex) Handaxe; light, thrown (range altitude, including elevations above 20,000
10 ● +3 Survival (Wis) 20/60). feet. You’re also naturally adapted to cold
climates, as described in chapter 5 of the
SKILLS ATTACKS & SPELLCASTING Dungeon Master’s Guide.
Suggested Names:
Varak, Berris, Seljuk, Aukan,
Eglath, Gauthak, Ilikan, Gae-Al,
Kuori, Manneo, Nalla
Acolyte Feature,
You hale from a small band of Shelter of the Faithful:
Goliath from the Ogolokanu tribe in As an acolyte, you command the respect of
the Earthspur mountains. They were those who share your faith, and you can
an offshoot group who were devout perform the religious ceremonies of your deity.
worshipers of Tempus. A conflict You and your adventuring companions can
expect to receive free healing and care at a
with a nearby tribe of stone giants temple, shrine, or other established presence
left only you and your brother of your faith, though you must provide any
Lo-Tam alive. Rather than seeking a material components needed for spells. Those
new home with others of your kind, who share your religion will support you (but
only you) at a modest lifestyle.
you chose to come to Mulmaster in
hopes of earning glory in battle. You have ties to the High Hall of Swords in
Mulmaster. While near it, you can call upon the
priests for assistance, provided the assistance
Once in Mulmaster, you found
you ask for is not hazardous and you remain in
respite in the High Hall of Swords, a good standing with your temple.
temple to Tempus. Several priests
suggested you join the City Watch
after pledging yourself to Tempus as ADDITIONAL FEATURES & TRAITS
an acolyte.
INSPIRATION
STRENGTH I take great pains to always look my
16 +3 30 best and follow the latest fashions.
+1 +2 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED
My favor, once lost, is lost forever.
13 PERSONALITY TRAITS
16 0 Wisdom
+2 Charisma The common folk must see
CONSTITUTION SAVING THROWS
me as a hero of the people.
TEMPORARY HIT POINTS BONDS
+2
+3 Acrobatics (Dex) Total 1d10 SUCCESSES I hide a truly scandalous secret
14 0 Animal Handling (Wis) FAILURES that could ruin my family forever.
-1 Arcana (Int) HIT DICE DEATH SAVES FLAWS
INTELLIGENCE +1 Athletics (Str)
+2 Deception (Cha)
-1 +1 History (Int)
NAME ATK BONUS DAMAGE/TYPE
● Unending Breath: You can hold
Longbow +7 1d8+3 piercing
8 0 Insight (Wis) your breath indefinitely while
● +4 Intimidation (Cha) Rapier +5 1d8+3 piercing you're not incapacitated.
WISDOM -1 Investigation (Int)
Handaxe +3 1d6+1 slashing
0 Medicine (Wis) Mingle with the Wind: You can
0 -1 Nature (Int) cast the levitate spell once with
● +2 Perception (Wis) Longbow; ammo (range 150/600), this trait, requiring no material
10 two-handed.
+2 Performance (Cha) components, and you regain the
● +4 Persuasion (Cha) ability to cast it this way when
CHARISMA Rapier; finesse (usually used with
-1 Religion (Int) you finish a long rest.
shield).
+2 +3 Sleight of Hand (Dex) Constitution is your spellcasting
+3 Stealth (Dex) ability for this spell.
Handaxes; light, thrown (range
14 0 Survival (Wis) 20/60).
Fighting Style: Archery; you gain
SKILLS ATTACKS & SPELLCASTING
a +2 bonus to attack rolls you
make with ranged weapons.
12 PASSIVE WISDOM (PERCEPTION) Leather armor and shield
CP (AC w/ shield 16, without 14)
Longbow, & quiver w/ 20 arrows.
Rapier, 2 hand-axes
Second Wind: You have a limited
Languages: Common, SP well of stamina that you can draw
A set of fine clothes, a signet ring, a on to protect yourself from harm.
Primordial, Elvish. scroll of pedigree, and a purse.
EP On your turn, you can use a
Explorer's pack: Includes a
Proficiencies: All armor, backpack, a bedroll, a mess kit, a
bonus action to regain hit points
shields, simple weapons,
GP
25 tinderbox, 10 torches, 10 days of equal to 1d10+ your fighter level.
rations, and a water-skin. The pack
Once you use this feature, you
martial weapons, and also has 50 feet of hempen rope
PP strapped to the side of it. must finish a short or long rest
Dragonchess set.
before you can use it again.
Trinket: A bit of folded cloth that, when
unfolded, turns into a stylish cap.
OTHER PROFICIENCIES & LANGUAGES EQUIPMENT FEATURES & TRAITS
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AGE HEIGHT WEIGHT
Suggested Names:
Jul'lea Vanchesca, Parral,
Nesa, Lorel, Maras, Shevan,
Aras, Whisper, Breeze, Gale,
Bluster, Sirroco, Foehn, Haze,
Skye, Gust
Noble Feature,
You are the youngest of your noble family,
Position of Privilege:
and also the most spirited of the four
siblings. You were often kept under house
arrest due to your spirited ways. At a Thanks to your noble birth, people
young age you mastered the art of archery. are inclined to think the best of you.
Your skills with the bow helped elevate You are welcome in high society,
your family among other noble houses in
Silverymoon. You won many contests of and people assume you have the
skill, but it was just not the skill with bow, right to be wherever you are. The
but your charismatic personality that would common folk make every effort to
often help win your way with the judges. accommodate you and avoid your
During a renowned tournament of skill, displeasure, and other people of
your were bested and would have taken high birth treat you as a member of
second, but if not for scheming, with which the same social sphere. You can
you were able to persuade a judge into secure an audience with a local
disqualifying your opponent. This created a
stir among the nobles and your father had noble if you need to.
to make sure the scheming ways of his
offspring did not get out to the other noble ADDITIONAL FEATURES & TRAITS
families, so he bribed the judge to remain
silent. You were afraid your father also
whispered a threat of death, because the TOTAL NON-CONSUMABLE MAGIC ITEMS
judge left Silverymoon the next day.
INSPIRATION
I don't part with my money easily and will
STRENGTH
14 +3 25
haggle tirelessly to get the best deal possible.
I always want to know how things work and
-1 +2 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED
what makes people tick.
8 PERSONALITY TRAITS
+3 0 Constitution
+5 Intelligence CURRENT HIT POINTS IDEALS
●
16 +1 Wisdom
One day I will return to my school and
+1 Charisma prove that I am the greatest sage of them
CONSTITUTION SAVING THROWS
all.
TEMPORARY HIT POINTS BONDS
0
+3 Acrobatics (Dex) Total 1d8 SUCCESSES I am easily distracted by the promise of
information that might lead to wealth. I'm never
10 +1 Animal Handling (Wis) FAILURES satisfied with what I have, I always want more.
● +5 Arcana (Int) HIT DICE DEATH SAVES FLAWS
INTELLIGENCE -1 Athletics (Str)
+5 Deception (Cha)
+3 ●
● +5 History (Int)
NAME ATK BONUS DAMAGE/TYPE
Superior Darkvision. You see in dim light
+1 Insight (Wis) Rapier +5 1d8+3 piercing within a 120-foot radius of you as if it
16 were bright light, and in darkness in that
+1 Intimidation (Cha) Shortbow +5 1d6+3 piercing radius as if it were dim light. You can’t
WISDOM ● +5 Investigation (Int) discern color in darkness, only
+1 Medicine (Wis) Dagger +5 1d4+3 piercing shades of gray.
+1 +3 Nature (Int)
Dagger; finesse, light, thrown Gnome Cunning, You have advantage
● +5 Perception (Wis)
13 on all Intelligence, Wisdom, and
+1 Performance (Cha) (range 20/60) Charisma saving throws against magic.
+1 Persuasion (Cha)
CHARISMA
+1 Religion (Int) Rapier; finesse. Stone Camouflage. You have advantage
on Dexterity (stealth) checks to hide in
+1 ● +5 Sleight of Hand (Dex)
rocky terrain.
+3 Stealth (Dex) Shortbow; ammo (range
12 +1 Survival (Wis) 80/320), two-handed. Expertise. When you make a Charisma
(Deception) or a Wisdom (Perception)
SKILLS ATTACKS & SPELLCASTING check, your proficiency bonus is doubled.
This benefit is included in your Deception
13 PASSIVE WISDOM (PERCEPTION) Leather armor, rapier, 2 daggers and Perception skill bonuses.
CP Shortbow & quiver with 20 arrows
Thieves' tools
Sneak Attack. Once per turn, when you
A bottle of black ink, a quill, a small hit a creature with a Dexterity-based
Proficiencies: Light armor, imple SP
knife, a letter from a dead colleague attack (such as with your shortsword,
with a question you have not yet been
weapons, hand crossbows, able to answer, and a belt pouch. dagger, or shortbow) and you have
longswords, shortswords, and EP
Burglar's Pack: A backpack, a bag of
advantage on the attack roll, you can
thieves' tools. 1,000 ball bearings, 10 feet of string, a deal an extra 1d6 damage to your target.
You don’t need advantage if another
GP
10 bell, 5 candles, a crowbar, a hammer,
10 pitons, a hooded lantern, 2 flasks of enemy of the target is within 5 feet of it
oil, 5 days rations, a tinderbox, and a
Languages: Common, Gnomish, waterskin. The pack also has 50' of and isn’t incapacitated. You can’t deal
PP
Dwarvish, Giant, Undercommon, hempen rope strapped to the side of it. the extra damage, however, if you
and Thieves' Cant. have disadvantage on the attack roll.
Trinket: A pipe that blows bubbles.
Suggested Names:
Diggle Stone Knuckles, Reen,
Rimmara, Sodi, Ruck, Wrat,
Wisby
Sage Feature,
You come from the Gemcutter Clan and Researcher:
were born and raised in Mithral Hall,
amongst the dwarves, by the small number
of clan-mates that survived the destruction When you attempt to learn or recall a
of Blindenstone many years earlier. As a piece of lore, if you do not know that
youth, you delved into books and attended information, you often know where
schools. Some bad decisions led you to and from whom you can obtain it.
falsifying research and found you expelled
Usually, this information comes from a
from the university.
You worked as a tutor in Silverymoon and library, scriptorium, university, or a
Waterdeep. It was in Waterdeep where you sage or other learned person or
also picked up thieving abilities. The City of creature. Your DM might rule that the
Splendors made you the way you are now, knowledge you seek is secreted away
greedy, a kleptomaniac, and a swindler. in an almost inaccessible place, or
Your faults lost you your position.
You traveled the Sword Coast using your
that it simply cannot be found.
skills to profit and live a modest life, but your Unearthing the deepest secrets of the
personality drove you to be better and live a multiverse can require an adventure
wealthier life at any cost. You steal, or even a whole campaign.
swindle, and con others to make that better
life you think you deserve. ADDITIONAL FEATURES & TRAITS
Your last con not only brought you to
where you live now, but also made you
change your ways for the better. Your con TOTAL NON-CONSUMABLE MAGIC ITEMS
artistry hurt the family of a local Harper, and
instead of turning you in, the Harper agent
made you feel bad, and remorseful which in
turn made you change your ways for the
better.
You still look to live a rich and fulfilling life,
but you want to try and do it legitimately.
Your education propels you, but lack of
money puts you in a position that makes you
take risks and make dangerous life choices.
You set your feet to a path of adventure to
fill your coffers with riches. Since the day
you took this path, you have felt alive.
CHARACTER BACKSTORY TREASURE
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Wizard 1 Criminal (smuggler)
C L AS S & L E V E L BACKGROUND P L AYE R N AM E FAC T I O N
INSPIRATION
STRENGTH I don't pay attention to the risks in
11 +1 30 a situation. Never tell me the odds.
+0 +2 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED
I blow up at the slightest insult.
10 PERSONALITY TRAITS
+0
+1 Acrobatics (Dex) Total 1d6 SUCCESSES An innocent person is in prison for a
10 +1 Animal Handling (Wis) crime that I committed. I'm okay with that.
FAILURES
Dark - they flare red when angry Coal Black Red and writhing
EYES SKIN HAIR
CHARACTER NAME
Suggested names:
Ashur Longflame, Ka, Fera,
Kree, Flame, Ember, Blaze,
Cinder, Spark, Burn, Ash
0 CANTRIPS 3 6
Create bonfire
Dancing lights
Fire bolt
Produce flame
SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED
1 2 7
EPAR
SPELL NAME
ED
PR
Absorb elements
Burning hands
4
Charm person
Comprehend languages
SPELLS KNOWN
Mage armor
Sleep
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