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DDOPEN2018 - Gangs of Waterdeep Pregens
DDOPEN2018 - Gangs of Waterdeep Pregens
SAVING THROWS
+3 My brother Calar fights for the wrong side of the
Zhentarim. I will bring him back to my side.
CONSTITUTION
+3 Acrobatics (Dex)
+1 Animal Handling ( Wis) TEMPORARY HIT POINTS BONDS
10 +2 Arcana (Int)
Total 3d8 SUCCESSES I can't resist an opportunity to pull a prank.
-1 Athletics (Str)
+0 FAILURES
● +6 Deception (Cha)
+1 History (Int) HIT DICE DEATH SAVES FLAWS
INTELLIGENCE
● +3 Insight ( Wis)
12 +2 Intimidation (Cha) NAME ATK BONUS DAMAGE/TYPE Expertise. Your proficiency bonus is doubled for any ability
● +3 Investigation (Int) Rapier +5 1d8 + 3 piercing check you make that uses the Deception or Perception
+1 ● +3 Medicine ( Wis) skills.
Shortbow +5 1d6 + 3 piercing
+1 Nature (Int)
Sneak Attack. Once per turn, you can deal an extra 2d6
WISDOM ● +5 Perception ( Wis) Hand crossbow +5 1d6 + 3 piercing damage to one creature you hit with an attack if you have
+2 Performance (Cha)
13 +2 Persuasion (Cha)
advantage on the attack roll. The attack must use a finesse
or a ranged weapon. You don’t need advantage on the
+1 Religion (Int) attack roll if another enemy of the target is within 5 feet of
+1
it, that enemy isn’t incapacitated, and you don’t have
● +5 Sleight of Hand (Dex)
disadvantage on the attack roll.
CHARISMA ● +5 Stealth (Dex)
+1 Survival ( Wis) Cunning Action. You can take a bonus action on each of
15 SKILLS
your turns in combat. This action can be used only to take
the Dash, Disengage, or Hide action.
+2
PASSIVE WISDOM
15 Master of Intrigue. You can unerringly mimic the speech
(PERCEPTION)
ATTACKS & SPELLCASTING patterns and accents of a creature that you hear speak
for at least 1 minute, allowing you to pass yourself off as
Languages: Common, Elvish, Infernal, Thieves' Cant, Undercommon studded leather armor, alchemist's a native speaker of a particular land, provided you know
CP supplies, chess set, disguise kit, the language.
Tools: alchemist's supplies, chess set, disguise kit, forgery kit, leatherworker's tools,
forgery kit, leatherworker's tools, thieves' tools theives' tools, healer's kit, backpack, Master of Tactics. You can use the Help action as a
SP
bag of 20 caltrops, a book of lore on bonus action. Additionally, when you use the Help action
Weapons: simple weapons, hand crossbows, longswords, aberrations, a bottle of ink, an ink pen, to aid an ally in attacking a creature, the target of that
rapiers, shortswords EP
10 sheets of parchment, a little bag of attack can be within 30 feet of you, rather than 5 feet of
sand, a small knife, 5 days of rations, you, if the target can see or hear you.
Armor: light armor GP 30 waterskin, 50 feet of rope, a pet mouse
named Erro, common clothes, a
potion of healing
PP
Zhentarim
16 -1 Charisma
CURRENT HIT POINTS IDEALS
SAVING THROWS
+3 I will see the Cassalanters and their allies pay for
the insults they dealt my wife.
CONSTITUTION ● +5 Acrobatics (Dex)
+2 Animal Handling ( Wis) TEMPORARY HIT POINTS BONDS
13 ● +6 Arcana (Int)
Total 3d8 SUCCESSES I never back down in an argument, even after I've
+0 Athletics (Str)
+1 FAILURES
been proven wrong.
-1 Deception (Cha)
+2 History (Int) HIT DICE DEATH SAVES FLAWS
INTELLIGENCE
+2 Insight ( Wis)
15 +1 Intimidation (Cha) NAME ATK BONUS DAMAGE/TYPE Expertise. Your proficiency bonus is doubled for any ability
● +4 Investigation (Int) Light Crossbow +5 1d8 + 3 piercing check you make that uses the Arcana or Sleight of Hand
+2 +2 Medicine ( Wis) skills.
Shortsword +5 1d6 + 3 piercing
● +4 Nature (Int)
Sneak Attack. Once per turn, you can deal an extra 2d6
WISDOM +2 Perception ( Wis) Dagger (5) +5 1d4 + 3 piercing damage to one creature you hit with an attack if you have
-1 Performance (Cha)
14 -1 Persuasion (Cha)
advantage on the attack roll. The attack must use a finesse
or a ranged weapon. You don’t need advantage on the
+2 Religion (Int) attack roll if another enemy of the target is within 5 feet of
+2
it, that enemy isn’t incapacitated, and you don’t have
● +7 Sleight of Hand (Dex)
disadvantage on the attack roll.
CHARISMA ● +5 Stealth (Dex)
+2 Survival ( Wis) Cunning Action. You can take a bonus action on each of
9 SKILLS
your turns in combat. This action can be used only to take
the Dash, Disengage, or Hide action.
-1
PASSIVE WISDOM
9 Mage Hand Legerdemain. When you cast the mage
(PERCEPTION)
ATTACKS & SPELLCASTING hand spell, you can make the spectral hand invisible, and
you can perform these additional tasks with it: You can
Languages: Common, Elvish, Thieves' Cant studded leather armor, brewer's supplies, stow one object the hand is holding in a container worn
CP calligrapher's supplies, thieves' tools, a or carried by another creature. You can retrieve an object
Tools: brewer's supplies, calligrapher's supplies, thieves' tools backpack, a bag of 1,000 ball bearings, a in a container worn or carried by another creature. You can
SP
bag of caltrops, 10 torches, a grappling use thieves' tools to pick locks and disarm traps at range.
Weapons: simple weapons, hand crossbows, longswords, hook, 10 days of rations, waterskins, You can perform these tasks without being noticed by
rapiers, shortswords 5 pieces of chalk, 10 feet of chain, a creature if you succeed on a Dexterity (Sleight of Hand)
EP
common clothes, 50 feet of rope, check contested by the creature's Wisdom (Perception)
Armor: light armor a sketch of her wife Tessa, a potion check. You can use the bonus action granted by your
GP 30 of healing Cunning Action to control the hand.
PP
Force Grey
16 +3 Charisma
CURRENT HIT POINTS IDEALS
SAVING THROWS
+3 I hope to meet my half-brother Ellozek someday
so I can learn more about my father.
CONSTITUTION ● +7 Acrobatics (Dex)
-1 Animal Handling ( Wis) TEMPORARY HIT POINTS BONDS
14 +1 Arcana (Int)
Total 3d8 SUCCESSES My curiostiy gets me into sticky situations.
● +2 Athletics (Str)
+2 FAILURES
● +5 Deception (Cha)
+1 History (Int) HIT DICE DEATH SAVES FLAWS
INTELLIGENCE
-1 Insight ( Wis)
12 ● +5 Intimidation (Cha) NAME ATK BONUS DAMAGE/TYPE Darkvision. You can see in dim light within 60 feet of you
+1 Investigation (Int) Rapier +5 1d8 + 3 piercing as if it were bright light, and in darkness as if it were
+1 -1 Medicine ( Wis) dim light. You can’t discern color in darkness, only shades
WISDOM -1 Perception ( Wis) Shortbow +5 1d6 + 3 piercing Fey Ancestry. You have advantage on saving throws
+3 Performance (Cha)
8 ● +7 Persuasion (Cha)
against being charmed, and magic can’t put you to sleep.
SP
bearings, 5 candles, a hooded lantern, the Dash, Disengage, or Hide action.
Weapons: simple weapons, hand crossbows, longswords, 2 flasks of oil, 5 days of rations, a
rapiers, shortswords tinderbox, a waterskin, 50 feet of rope, Fancy Footwork. During your turn, if you make a melee
EP
common clothes, a holy symbol of attack against a creature, that creature can’t make
Armor: light armor Ilmater, a marred holy symbol of Lolth, a opportunity attacks against you for the rest of your turn.
GP 30 potion of healing
Rakish Audacity. You can give yourself a bonus to your
initiative rolls equal to your Charisma modifier (included).
PP
You also gain an additional way to use your Sneak Attack; you don't
need advantage on the attack roll to use your Sneak Attack against
a creature if you are within 5 feet of it, no other creatures are within
5 feet of you, and you don’t have disadvantage on the attack roll.
OTHER PROFICIENCIES & LANGUAGES EQUIPMENT FEATURES & TRAITS
TM & © 2014 WIZARDS OF THE COAST LLC IN THE USA AND OTHER COUNTRIES. PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE ONLY. 670B11828001
34 5' 8'' 145 lbs.
AGE HEIGHT WEIGHT
14 ● +5 Charisma
CURRENT HIT POINTS IDEALS
SAVING THROWS
+2 I would do anything for my little sister Jia.
Harpers
Spellcasting. Your spellcasting ability is Charisma Blade Flourish. When you take the Attack action on your turn, your
Long Mei is a former professional fighter who lost his (spell save DC 13, +5 to hit with spell attacks). You walking speed increases by 10 feet until the end of the turn, and if a
hands to members of the Xanathar Guild after refusing have the following wizard spells prepared: weapon attack that you make as part of this action hits a creature you
to throw a fight. Though he has both hands replaced with Cantrips (at will): friends, vicious mockery can use one of the following Blade Flourish options of your choice. You can
clockwork prostheses, he was blackballed from the 1st level (4 slots): cure wounds, detect magic*, disguise use only one Blade Flourish option per turn.
fighting circuits. He turned to a life of thievery to support self, sleep, unseen servant* -Defensive Flourish. You can expend one use of your Bardic Inspiration
his sick little sister, Jia, and only steals from "those who 2nd level (2 slots): invisibility to cause the weapon to deal extra damage to the target you hit. The
truly deserve it." He is Mischief’s best friend. *ritual spell damage equals the number you roll on the Bardic Inspiration die. You
also add the number rolled to your AC until the start of your next turn.
By Popular Demand. You can always find a place to -Slashing Flourish. You can expend one use of your Bardic Inspiration
perform usually in an inn or tavern but possibly with a to cause the weapon to deal extra damage to the target you hit and
circus, at a theater, or even in a noble’s court. At such a to any other creature of your choice that you can see within 5 feet of you.
place, you receive free lodging and food of a modest The damage equals the number you roll on the Bardic Inspiration die.
comfortable standard (depending on the quality of the -Mobile Flourish. You can expend one use of your Bardic Inspiration to cause
establishment), as long as you perform each night. In the weapon to deal extra damage to the target you hit. The damage equals
addition, your performance makes you something of a the number you roll on the Bardic Inspiration die. You can also push the target
local figure. When strangers recognize you in a town up to 5 feet away from you, plus a number of feet equal to the number you roll
where you have performed, they typically take a liking to on that die. You can then immediately use your reaction to move up to your
Mischief Tiefling
RACE
Chaotic Good
ALIGNMENT EXPERIENCE POINTS DCI NUMBER
CHARACTER NAME
15 +3 Charisma
CURRENT HIT POINTS IDEALS
SAVING THROWS
+2 Three years ago I ran away from my adopted mother,
Dreena Nartha, because she is the most manipulative
CONSTITUTION ● +4 Acrobatics (Dex)
person I know.
+0 Animal Handling ( Wis) TEMPORARY HIT POINTS BONDS
12 +2 Arcana (Int)
Total 3d8 SUCCESSES I can't resist a chance to insult a noble.
-1 Athletics (Str)
+1 FAILURES
● +5 Deception (Cha)
+2 History (Int) HIT DICE DEATH SAVES FLAWS
INTELLIGENCE
+0 Insight ( Wis)
14 +3 Intimidation (Cha) NAME ATK BONUS DAMAGE/TYPE Darkvision. You can see in dim light within 60 feet of you
+2 Investigation (Int) Rapier +4 1d8 + 2 piercing as if it were bright light, and in darkness as if it were
+2 +0 Medicine ( Wis) dim light. You can’t discern color in darkness, only shades
WISDOM ● +2 Perception ( Wis) Dagger (2) +4 1d4 + 2 piercing Hellish Resistance. You have resistance to fire damage.
+3 Performance (Cha)
10 ● +5 Persuasion (Cha) Infernal Legacy. You know the thaumaturgy cantrip and
you can cast the hellish rebuke spell as a 2nd-level
+0 ● +4 Religion (Int)
spell once with this trait and regain the ability to do so
+3 Sleight of Hand (Dex)
when you finish a long rest.
CHARISMA ● +6 Stealth (Dex)
+0 Survival ( Wis) Expertise. Your proficiency bonus is doubled for any ability
16 SKILLS
check you make that uses the Stealth skill or theives' tools.
+3 Sneak Attack. Once per turn, you can deal an extra 2d6
PASSIVE WISDOM damage to one creature you hit with an attack if you have
12 (PERCEPTION)
ATTACKS & SPELLCASTING advantage on the attack roll. The attack must use a finesse
or a ranged weapon. You don’t need advantage on the
Languages: Common, Elvish, Infernal, Thieves' Cant studded leather armor, disguise kit attack roll if another enemy of the target is within 5 feet of
CP forgery kit, poisoner's kit, thieves' tools, it, that enemy isn’t incapacitated, and you don’t have
Tools: disguise kit, forgery kit, poisoner's kit, thieves' tools backpack, bag of 1,000 ball bearings, disadvantage on the attack roll.
SP
10 feet of string, a bell, 5 candles,
Weapons: simple weapons, hand crossbows, longswords, a hooded lantern, 2 flasks of oil, Cunning Action. You can take a bonus action on each of
rapiers, shortswords 5 days of rations, a tinderbox, your turns in combat. This action can be used only to take
EP
a waterskin, 50 feet of rope, common the Dash, Disengage, or Hide action.
Armor: light armor clothes, a holy symbol of Asmodeus,
GP 30 a potion of healing Assassinate. You have advantage on attack rolls against
any creature that hasn’t taken a turn in the combat yet.
In addition, any hit you score against a creature that is
PP
surprised is a critical hit.
Lord's Alliance
16 +0 Charisma
CURRENT HIT POINTS
all I care.
IDEALS
SAVING THROWS
+3 I keep my removed right eye with me as a reminder
of what happens when I mess up.
CONSTITUTION ● +5 Acrobatics (Dex)
+2 Animal Handling ( Wis) TEMPORARY HIT POINTS BONDS
15 +1 Arcana (Int)
Total 3d8 SUCCESSES When I see something valuable, I can't think about
-1 Athletics (Str)
+2 FAILURES
anything but how to steal it.
● +4 Deception (Cha)
+1 History (Int) HIT DICE DEATH SAVES FLAWS
INTELLIGENCE
+2 Insight ( Wis)
13 +0 Intimidation (Cha) NAME ATK BONUS DAMAGE/TYPE Expertise. Your proficiency bonus is doubled for any ability
● +3 Investigation (Int) Shortsword +5 1d6 + 3 piercing check you make that uses the Deception or Sleight of
+1 +2 Medicine ( Wis) Hand skills.
Shortsword (off-hand) +5 1d6 piercing
+1 Nature (Int)
Sneak Attack. Once per turn, you can deal an extra 2d6
WISDOM ● +4 Perception ( Wis) Dagger (2) +5 1d4 + 3 piercing damage to one creature you hit with an attack if you have
+0 Performance (Cha)
14 +0 Persuasion (Cha)
advantage on the attack roll. The attack must use a finesse
or a ranged weapon. You don’t need advantage on the
+1 Religion (Int) attack roll if another enemy of the target is within 5 feet of
+2
it, that enemy isn’t incapacitated, and you don’t have
● +7 Sleight of Hand (Dex)
disadvantage on the attack roll.
CHARISMA ● +5 Stealth (Dex)
+2 Survival ( Wis) Cunning Action. You can take a bonus action on each of
11 SKILLS
your turns in combat. This action can be used only to take
the Dash, Disengage, or Hide action.
+0
PASSIVE WISDOM Fast Hands. You can use the bonus action granted by your
14 (PERCEPTION)
ATTACKS & SPELLCASTING Cunning Action o make a Dexterity (Sleight of Hand) check,
use your thieves’ tools to disarm a trap or open a lock,
Languages: Common, Infernal, Thieves' Cant, Undercommon studded leather armor, cook's utensils, or take the Use an Object action.
CP thieves' tools, weaver's tools, backpack,
Tools: cook's utensils, thieves' tools, weaver's tools a crowbar, a hammer, 10 pitons, 10 Second-Story Work. Climbing does not cost you extra
SP
torches, a tinderbox, 10 days of rations, movement. when you make a running jump, the distance
Weapons: simple weapons, hand crossbows, longswords, a waterskin, 50 feet of rope, common you cover increases by a number of feet equal to your
rapiers, shortswords clothes, her pickled right eye in a jar, Dexterity modifier.
EP
a potion of healing
Armor: light armor
GP 30
PP
Zhentarim