Dungeons & Dragons (D&D) :The Era of Chaos- The Legend of a Hero (RP/SG)

Dungeons & Dragons (D&D) :The Era of

Chaos- The Legend of a Hero (RP/SG)


Year 205

The old man lay sick in his bed as groups of doctors packed up their belongings. They had failed in their quest to save the old man’s life. In a few minuets he was going to die. A middle aged man in decked in his royal robes ran past the doctors and to the man’s bedside. Behind him. his wife, daughters, and son entered the room. The air in the room was quite sober; a few people sniffled and some cried as the old man opened his eyes for the last time.
“Brother,” The middle aged man said as he tried hard not to cry.
The old man smiled. “Jervis, my little brother, it’s time for me to leave this world.”
“You can’t!” King Jervis said as he grabbed his brother’s hand. “What will happen to us if you leave this world? Do you care about the well being of the people? Of the lands? Of our family?”
“Of course I do.” The man softly replied. “That is why I must go.”
“But you promised to always protect us, brother.” King Jervis cried. “You promised that you’ll never leave me.”
“It looks like I might have to break that promise.” The light seemed to be fading from the man’s eyes. He looked around at his nieces and nephew. Finally his eyes spotted his sister-in-law. “Sister-in-law.” He softly called.
Queen Madlen walked over to the bed as silent tears flowed from her eyes. “Yes, Brother-in-law?”
“Take good care of my brother,” He said. The old man coughed and King Jervis patted his brother’s back as worry swept his features. “Make sure that he doesn’t grieve over my death, Madlen. Make sure that he continues on to be the good king he always is.”
“I will.” She promised.
The old man’s eyes fluttered and he tried to stay awake. “J-James, make sure that you continue learning how to be the future king. There will be dark days ahead and the kingdom needs a strong leader.”
The ever silent Crown Prince James gazed deeply at his uncle as he slowly nodded.
The old man laughed. “Even on my death bed, I still don’t have the chance to see a hint of emotion on my shy nephew’s face.”
The atmosphere in the room lightened and the old man closed his eye for last time. His breathing stopped and sobs broke out in the room. The death bells rang in the entire kingdom as everyone mourned the death of the strongest man in the world - Evian Claude Ero. The hero. His death signified the entering of a new era. With the hero’s presence gone, the dark beings will being the crusade to end the world as they knew it. Centuries later, this period of time would be known as “The Era of Chaos”. The era where the world was about to end and an ordinary person leveled up to be a hero. The Age of Chaos is upon us, it is time for a new chapter in the books. A new chapter called “The Legend of a Hero”.
This story continues on with you. Can you become the Hero or die trying?

What is this about?

In this RP your characters are adventures, belonging to different classes and races, who belong to different fractions. They take quests from their guild hall to earn money, exp, and rewards. They also go to dungeons to earn armor and weapons to advance their skills. They could also be a freelancer who takes requests from certain people and works by themselves. They have their own lifestyle, maybe rich, poor, ect. They go back to their races in their free-time and have a few friends and rivalries. This is mostly a power game where your trying to be the strongest no matter what. Unlike most rps, you don’t have to adventure with another player or wait from them to respond. You can go quest by yourself as the DM throws all sorts of things at you (She’s evil, so don’t say that I didn’t warn you :smirk:) You can also interact with the NPCs (All narrated by the DM) and go exploring with them. The sky’s the limit in this rp! But, and this is a big but, there is also a huge plot in the midst of all this(The world is in chaos you know) . There are also many sub-plots that involve your choice in race, class, fraction, ect. This is the Era of Chaos.

Sign Ups

Character Building Guide (I haven’t added the class Wizard yet, so go to the Player’s Handbook)


Character Sheets

How to play

Short Summary Guide

The RP is most about leveling and being the strongest. It works like a SG because the DM is mostly narrating the story and it is also like a RP because your characters get to got to dungeons, travel in forests, take quests, meet other races, get a title, ect.

The whole game falls into 3 categories.

Interactions - The interactions you have with NPCs and other players. The NPCs are contolled by the DM. They are exactally like players and you should treat them the same. You and NPCs/ Players can form groups called parties and go on a trip to do things (i.e. take a quest, travel to a different country, raid a dungeon, ect.) If you ever want to by something, you just take your character to the market and tag @ReeceandBecca. She will allow you to see whats on the market and how much everything costs. You can also buy animals, houses, pets and all those things, but beware, everything costs money. Your character starts off with a certain amount of money and equipment. You can get money by doing quests or selling things.

Combat - Combat is when your about to face an enemy. This is where it all get’s tricky. This is a guide of how combat works.

Adventure - Adventure is what mostly takes up the RP beside Interaction. Exploration includes both the adventurers’ movement through the world and their interaction with objects and situations that require their attention. Exploration is the give-and-take of the players describing what they want their characters to do, and the Dungeon Master telling
the players what happens as a result. On a large scale, that might involve the characters spending a day crossing a rolling plain or an hour making their way through caverns underground. On the smallest scale, it could mean one character pulling a lever in a dungeon room to see what happens.

Long Guide
The DM and Others

1. The DM describes the environment.
The DM tells the players where their adventurers are and what’s
around them, presenting the basic scope of options that
present themselves (how many doors lead out of a room ,
what’s on a table, who’s in the tavern, and so on).
2. The players describe what they want to do.
Sometimes one player speaks for the whole party, saying,
“We’ll take the east door,” for example. Other times,
different adventurers do different things: one adventurer
might search a treasure chest while a second examines
an esoteric symbol engraved on a wall and a third keeps
watch for monsters. The players don’t need to take
turns, but the DM listens to every player and decides
how to resolve those actions.
Sometimes, resolving a task is easy. If an adventurer
wants to walk across a room and open a door, the DM
might just say that the door opens and describe what
lies beyond. But the door might be locked, the floor
might hide a deadly trap, or some other circumstance
might make it challenging for an adventurer to complete
a task. In those cases, the DM decides what happens,
often relying on the roll of a die to determine the results
of an action.
3. The DM narrates the results of the adventurers’
Describing the results often leads to another
decision point, which brings the flow of the game right
back to step 1.
This pattern holds whether the adventurers are cautiously exploring a ruin, talking to a devious prince, or locked in mortal combat against a mighty dragon. In
certain situations, particularly combat, the action is
more structured and the players (and DM) do take turns
choosing and resolving actions. But most of the time,
play is fluid and flexible, adapting to the circumstances
of the adventure.

The Game Dice

The game uses polyhedral dice with different numbers
of sides. In the game, the different dice are referred to by the
letter d followed by the number of sides: d4, d6, d8, d 10,
d 12, and d20. For instance, a d6 is a six-sided die (the
typical cube that many games use).
Percentile dice, or d 100, work a little differently. You
generate a number between 1 and 100 by rolling two
different ten-sided dice numbered from 0 to 9. One die
(designated before you roll) gives the tens digit, and
the other gives the ones digit. If you roll a 7 and a 1, for
example, the number rolled is 71. Two Os represent 100.
Some ten-sided dice are numbered in tens (00, 10, 20,
and so on), making it easier to distinguish the tens digit
from the ones digit. In this case, a roll of 70 and 1 is 71,
and 00 and 0 is 100.
When you need to roll dice, the rules tell you how
many dice to roll of a certain type, as well as what modifiers to add. For example, “3d8 + 5 ” means you roll three eight-sided dice, add them together, and add 5
to the total.
The same d notation appears in the expressions “1d3”
and “1d2.” To simulate the roll of 1d3, roll a d6 and
divide the number rolled by 2 (round up). To simulate
the roll of 1d2, roll any die and assign a 1 or 2 to the roll
depending on whether it w as odd or even. (Alternatively,
if the number rolled is m ore than half the number of
sides on the die, it’s a 2.)

The D20

Does an adventurer’s sword swing hurt a dragon or just
bounce off its iron-hard scales? Will the ogre believe an
outrageous bluff? Can a character swim across a raging
river? Can a character avoid the main blast of a fireball,
or does he or she take full damage from the blaze? In
cases where the outcome of an action is uncertain,
the rp relies on rolls of a 20-sided die, a d20, to determine success or failure.
Every character and monster in the game has capabilities defined by six ability scores. The abilities are Strength, Dexterity, Constitution, Intelligence, Wisdom ,
and Charisma, and they typically range from 3 to 18
for most adventurers. (Monsters might have scores as
low as 1 or as high as 30.) These ability scores, and the
ability modifiers derived from them, are the basis for
almost every d20 roll that a player makes on a character’s or monster’s behalf.
Ability checks, attack rolls, and saving throws are the
three main kinds of d20 rolls, forming the core of the
rules of the game. All three follow these simple steps.
1. Roll the die and add a modifier.
Roll a d20 and add the relevant modifier. This is typically the modifier derived from one of the six ability scores, and it sometimes includes a proficiency bonus to reflect a character’s particular skill.
2. Apply circumstantial bonuses and penalties.
A class feature, a spell, a particular circumstance, or some
other effect might give a bonus or penalty to the check.
3. Compare the total to a target number.
If the total equals or exceeds the target number, the ability check,
attack roll, or saving throw is a success. Otherwise, it’s
a failure. The DM is usually the one who determines
target numbers and tells players whether their ability
checks, attack rolls, and saving throws succeed or fail.
The target number for an ability check or a saving
throw is called a Difficulty Class (DC). The target
number for an attack roll is called an Armor Class (AC).
This simple rule governs the resolution of most tasks
in D&D play.

Advantage and Disadvantage

Sometimes an ability check, attack roll, or saving throw
is modified by special situations called advantage and
disadvantage. Advantage reflects the positive circumstances surrounding a d20 roll, while disadvantage reflects the opposite. When you have either advantage or
disadvantage, you roll a second d20 when you make the
roll. Use the higher of the two rolls if you have advantage, and use the lower roll if you have disadvantage.
For example, if you have disadvantage and roll a 17 and
a 5, you use the 5. If you instead have advantage and roll
those numbers, you use the 17.

The Three Pillars of Adventure

Adventurers can try to do anything their players can
imagine, but it can be helpful to talk about their activities in three broad categories: exploration, social interaction, and combat.

Exploration includes both the adventurers’ movement
through the world and their interaction with objects and
situations that require their attention. Exploration is the
give-and-take of the players describing what they want
their characters to do, and the Dungeon Master telling
the players what happens as a result. On a large scale,
that might involve the characters spending a day crossing a rolling plain or an hour making their way through caverns underground. On the smallest scale, it could
mean one character pulling a lever in a dungeon room to
see what happens.

Social interaction features the adventurers talking to
someone (or something) else. It might mean demanding
that a captured scout reveal the secret entrance to the
goblin lair, getting information from a rescued prisoner,
pleading for mercy from an orc chieftain, or persuading
a talkative magic mirror to show a distant location to
the adventurers.

Combat involves characters and other creatures swinging weapons, casting spells,
maneuvering for position, and so on—all in an effort
to defeat their opponents, whether that means killing
every enemy, taking captives, or forcing a rout. Combat
is the most structured element of a D&D game, with
creatures taking turns to make sure that everyone gets
a chance to act. Even in the context of a pitched battle,
there’s still plenty of opportunity for adventurers to
attempt wacky stunts like surfing down a flight of stairs
on a shield, to examine the environment (perhaps by
pulling a mysterious lever), and to interact with other
creatures, including allies, enemies, and neutral parties.

Starting Equipment

When you create your character, you receive equipment based on a combination of your class and background. Alternatively, you can start with a number of gold pieces based on your class and spend them on items from the lists in this section. See the Starting Wealth by Class table to determine how much gold you have to spend.

You decide how your character came by this starting equipment. It might have been an inheritance, or goods that the character purchased during his or her upbringing. You might have been equipped with a weapon, armor, and a backpack as part of military service. You might even have stolen your gear. A weapon could be a family heirloom, passed down from generation to generation until your character finally took up the mantle and followed in an ancestor’s adventurous footsteps.


Wealth appears in many forms in a D&D world. Coins, gemstones, trade goods, art objects, animals, and property can reflect your character’s financial well-being. Members of the peasantry trade in goods, bartering for what they need and paying taxes in grain and cheese.

Members of the nobility trade either in legal rights, such as the rights to a mine, a port, or farmland, or in gold bars, measuring gold by the pound rather than by the coin. Only merchants, adventurers, and those offering professional services for hire commonly deal in coins.


Standard Exchange Rates

Copper (cp) 1 1/10 1/50 1/100 1/1,000
Silver (sp) 10 1 1/5 1/10 1/100
Electrum (ep) 50 5 1 1/2 1/20
Gold (gp) 100 10 2 1 1/10
Platinum (pp) 1,000 100 20 10 1

When not descending into the depths of the earth, exploring ruins for lost treasures, or waging war against the encroaching darkness, adventurers face more mundane realities. Even in a fantastical world, people require basic necessities such as shelter, sustenance, and clothing. These things cost money, although some lifestyles cost more than others.

Lifestyle Expenses

Lifestyle expenses provide you with a simple way to account for the cost of living in a fantasy world. They cover your accommodations, food and drink, and all your other necessities. Furthermore, expenses cover the cost of maintaining your equipment so you can be ready when adventure next calls.

At the start of each week or month (your choice), choose a lifestyle from the Expenses table and pay the price to sustain that lifestyle. The prices listed are per day, so if you wish to calculate the cost of your chosen lifestyle over a thirty-day period, multiply the listed price by 30. Your lifestyle might change from one period to the next, based on the funds you have at your disposal, or you might maintain the same lifestyle throughout your character’s career.

Your lifestyle choice can have consequences. Maintaining a wealthy lifestyle might help you make contacts with the rich and powerful, though you run the risk of attracting thieves. Likewise, living frugally might help you avoid criminals, but you are unlikely to make powerful connections.

Lifestyle Price/Day
Wretched -
Squalid 1 sp
Poor 2 sp
Modest 1 gp
Comfortable 2 gp
Wealthy 4 gp
Aristocratic 10 gp minimum

Wretched. You live in inhumane conditions. With no place to call home, you shelter wherever you can, sneaking into barns, huddling in old crates, and relying on the good graces of people better off than you. A wretched lifestyle presents abundant dangers. Violence, disease, and hunger follow you wherever you go. Other wretched people covet your armor, weapons, and adventuring gear, which represent a fortune by their standards. You are beneath the notice of most people.

Squalid. You live in a leaky stable, a mud-floored hut just outside town, or a vermin-infested boarding house in the worst part of town. You have shelter from the elements, but you live in a desperate and often violent environment, in places rife with disease, hunger, and misfortune. You are beneath the notice of most people, and you have few legal protections. Most people at this lifestyle level have suffered some terrible setback. They might be disturbed, marked as exiles, or suffer from disease.

Poor. A poor lifestyle means going without the comforts available in a stable community. Simple food and lodgings, threadbare clothing, and unpredictable conditions result in a sufficient, though probably unpleasant, experience. Your accommodations might be a room in a flophouse or in the common room above a tavern. You benefit from some legal protections, but you still have to contend with violence, crime, and disease. People at this lifestyle level tend to be unskilled laborers, costermongers, peddlers, thieves, mercenaries, and other disreputable types.

Modest. A modest lifestyle keeps you out of the slums and ensures that you can maintain your equipment. You live in an older part of town, renting a room in a boarding house, inn, or temple. You don’t go hungry or thirsty, and your living conditions are clean, if simple. Ordinary people living modest lifestyles include soldiers with families, laborers, students, priests, hedge wizards, and the like.

Comfortable. Choosing a comfortable lifestyle means that you can afford nicer clothing and can easily maintain your equipment. You live in a small cottage in a middle-class neighborhood or in a private room at a fine inn. You associate with merchants, skilled tradespeople, and military officers.

Wealthy. Choosing a wealthy lifestyle means living a life of luxury, though you might not have achieved the social status associated with the old money of nobility or royalty. You live a lifestyle comparable to that of a highly successful merchant, a favored servant of the royalty, or the owner of a few small businesses. You have respectable lodgings, usually a spacious home in a good part of town or a comfortable suite at a fine inn. You likely have a small staff of servants.

Aristocratic. You live a life of plenty and comfort. You move in circles populated by the most powerful people in the community. You have excellent lodgings, perhaps a townhouse in the nicest part of town or rooms in the finest inn. You dine at the best restaurants, retain the most skilled and fashionable tailor, and have servants attending to your every need. You receive invitations to the social gatherings of the rich and powerful, and spend evenings in the company of politicians, guild leaders, high priests, and nobility. You must also contend with the highest levels of deceit and treachery. The wealthier you are, the greater the chance you will be drawn into political intrigue as a pawn or participant.


The expenses and lifestyles described here assume that you are spending your time between adventures in town, availing yourself of whatever services you can afford–paying for food and shelter, paying townspeople to sharpen your sword and repair your armor, and so on. Some characters, though, might prefer to spend their time away from civilization, sustaining themselves in the wild by hunting, foraging, and repairing their own gear.

Maintaining this kind of lifestyle doesn’t require you to spend any coin, but it is time-consuming. If you spend your time between adventures practicing a profession, you can eke out the equivalent of a poor lifestyle. Proficiency in Survival the skill lets you live at the equivalent of a comfortable lifestyle.

Food, Drink, and Lodging

The Food, Drink, and Lodging table gives prices for individual food items and a single night’s lodging. These prices are included in your total lifestyle expenses.

Food and Drink

Item Cost
Ale (gallon) 2 sp
Ale (mug) 4 cp
Banquet (per person) 10 gp
Bread, loaf 2 cp
Cheese, hunk 1 sp
Meat, chunk 3 sp
Wine, common (pitcher) 2 sp
Wine, fine (bottle) 10 gp

Meals and Lodging (per day)

Item Meals Cost Lodging Cost
Squalid 3 cp 7 cp
Poor 6 cp 1 sp
Modest 3 sp 5 sp
Comfortable 5 sp 8 sp
Wealthy 8 sp 2 gp
Aristocratic 2 gp 4 gp


Adventurers can pay nonplayer characters to assist them or act on their behalf in a variety of circumstances. Most such hirelings have fairly ordinary skills, while others are masters of a craft or art, and a few are experts with specialized adventuring skills.

Some of the most basic types of hirelings appear on the Services table. Other common hirelings include any of the wide variety of people who inhabit a typical town or city, when the adventurers pay them to perform a specific task. For example, a wizard might pay a carpenter to construct an elaborate chest (and its miniature replica) for use in the secret chest spell. A fighter might commission a blacksmith to forge a special sword. A bard might pay a tailor to make exquisite clothing for an upcoming performance in front of the duke.

Other hirelings provide more expert or dangerous services. Mercenary soldiers paid to help the adventurers take on a hobgoblin army are hirelings, as are sages hired to research ancient or esoteric lore. If a high-level adventurer establishes a stronghold of some kind, he or she might hire a whole staff of servants and agents to run the place, from a castellan or steward to menial laborers to keep the stables clean. These hirelings often enjoy a long-term contract that includes a place to live within the stronghold as part of the offered compensation.

Service Pay
Coach cab (Between towns) 3 cp per mile
Coach cab (Within a city) 1 cp
Hireling (Skilled) 2 gp per day
Hireling (Untrained) 2 sp per day
Messenger 2 cp per mile
Road or gate toll 1 cp
Ship’s passage 1 sp per mile

Skilled hirelings include anyone hired to perform a service that involves a proficiency (including weapon, tool, or skill): a mercenary, artisan, scribe, and so on. The pay shown is a minimum; some expert hirelings require more pay. Untrained hirelings are hired for menial work that requires no particular skill and can include laborers, porters, maids, and similar workers.

Spellcasting Services

People who are able to cast spells don’t fall into the category of ordinary hirelings. It might be possible to find someone willing to cast a spell in exchange for coin or favors, but it is rarely easy and no established pay rates exist. As a rule, the higher the level of the desired spell, the harder it is to find someone who can cast it and the more it costs.

Hiring someone to cast a relatively common spell of 1st or 2nd level, such as cure wounds or identify, is easy enough in a city or town, and might cost 10 to 50 gold pieces (plus the cost of any expensive material components). Finding someone able and willing to cast a higher-level spell might involve traveling to a large city, perhaps one with a university or prominent temple. Once found, the spellcaster might ask for a service instead of payment – the kind of service that only adventurers can provide, such as retrieving a rare item from a dangerous locale or traversing a monster-infested wilderness to deliver something important to a distant settlement.

Setting Up Your Post

When you make a post, it must have the following requirements:

  1. Name
  2. Place (Name of place / Specific Place)
  3. (Sometimes) Action


Lilian | Baran’s Keep / Inn

Lilian moved back a few spaces. It seems like this squabble was about to turn into an all out fight. She moved back a bit and prepared herself for a fight. Her oppent hadn’t made a move yet, so she took matters into her own hands. Lilian unsheathed her sword and began to strike.

Lilian chooses Rouge as her target
Lilian rolled a 12 with her modifier, Strength being 15, greater than the rouge’s AC (Armour Class). She landed an attack of 27 damage.


Rules and Requirements

  • You have to reserve a class and race for each character you make. I will not accept any characters otherwise
  • You may have up to 2 characters (Male and Female)
  • You have to complete a sign up for your reserves within two weeks of your sign up or else I’ll open up your spot. (If for special cases, please PM me for an extention)
  • You are not allowed to RP or post if I haven’t accepted your sign up
  • If in the offical thread you are talking ORP please spoil it.
  • Each post has to be more than five sentences
  • If you are inactive for more than a week than your character will be killed off (PM me for special cases
  • No Mary Sue Characters! This is a world of chaos people! Not Mary Sue land!
  • No Godmoding! Play your own character!
  • No Instant Romance, Trust, or Anything like that. (If you, just so happen to fall in love with an NPC, it’s totally fine. There is nothing wrong with NPC Romances.)
  • If you are writing smut, please spoil it!
  • Every person has three strikes, if you break a rule, you lose a strike. After losing three strikes I will kick you out of the RP



A tall human tribesman strides through a blizzard, draped in fur and hefting his axe. He laughs as he charges toward the frost giant who dared poach his people’s elk herd.

A half-orc snarls at the latest challenger to her authority over their savage tribe, ready to break his neck with her bare hands as she did to the last six rivals.

Frothing at the mouth, a dwarf slams his helmet into the face of his drow foe, then turns to drive his armored elbow into the gut of another.

These barbarians, different as they might be, are defined by their rage: unbridled, unquenchable, and unthinking fury. More than a mere emotion, their anger is the ferocity of a cornered predator, the unrelenting assault of a storm, the churning turmoil of the sea.

For some, their rage springs from a communion with fierce animal spirits. Others draw from a roiling reservoir of anger at a world full of pain. For every barbarian, rage is a power that fuels not just a battle frenzy but also uncanny reflexes, resilience, and feats of strength.

Hit Die: d12
Primal Abilities: Strength
Saves: Strength & Constuction

Reserves (1/7)



Humming as she traces her fingers over an ancient monument in a long-forgotten ruin, a half-elf in rugged leathers finds knowledge springing into her mind, conjured forth by the magic of her song—knowledge of the people who constructed the monument and the mythic saga it depicts.

A stern human warrior bangs his sword rhythmically against his scale mail, setting the tempo for his war chant and exhorting his companions to bravery and heroism. The magic of his song fortifies and emboldens them.

Laughing as she tunes her cittern, a gnome weaves her subtle magic over the assembled nobles, ensuring that her companions’ words will be well received.

Whether scholar, skald, or scoundrel, a bard weaves magic through words and music to inspire allies, demoralize foes, manipulate minds, create illusions, and even heal wounds.

Hit Die: d8
Primal Abilities: Charisma
Saves: Charisma & Dexterity

Reserves (2/7)



Arms and eyes upraised toward the sun and a prayer on his lips, an elf begins to glow with an inner light that spills out to heal his battle-worn companions.

Chanting a song of glory, a dwarf swings his axe in wide swaths to cut through the ranks of orcs arrayed against him, shouting praise to the gods with every foe’s fall.

Calling down a curse upon the forces of undeath, a human lifts her holy symbol as light pours from it to drive back the zombies crowding in on her companions.

Clerics are intermediaries between the mortal world and the distant planes of the gods. As varied as the gods they serve, clerics strive to embody the handiwork of their deities. No ordinary priest, a cleric is imbued with divine magic.

Hit Die: d8
Primal Abilities: Wisdom
Saves: Wisdom & Charisma

Reserves (0/7)

Holding high a gnarled staff wreathed with holly, an elf summons the fury of the storm and calls down explosive bolts of lightning to smite the torch-carrying orcs who threaten her forest.

Crouching out of sight on a high tree branch in the form of a leopard, a human peers out of the jungle at the strange construction of a temple of Evil Elemental Air, keeping a close eye on the cultists’ activities.

Swinging a blade formed of pure fire, a half-elf charges into a mass of skeletal soldiers, sundering the unnatural magic that gives the foul creatures the mocking semblance of life.

Whether calling on the elemental forces of nature or emulating the creatures of the animal world, druids are an embodiment of nature’s resilience, cunning, and fury. They claim no mastery over nature. Instead, they see themselves as extensions of nature’s indomitable will.

Hit Die: d8
Primal Abilities: Wisdom
Saves: Wisdom & Intelligence

Reserves (2/7)



A human in clanging plate armor holds her shield before her as she runs toward the massed goblins. An elf behind her, clad in studded leather armor, peppers the goblins with arrows loosed from his exquisite bow. The half-orc nearby shouts orders, helping the two combatants coordinate their assault to the best advantage.

A dwarf in chain mail interposes his shield between the ogre’s club and his companion, knocking the deadly blow aside. His companion, a half-elf in scale armor, swings two scimitars in a blinding whirl as she circles the ogre, looking for a blind spot in its defenses.

A gladiator fights for sport in an arena, a master with his trident and net, skilled at toppling foes and moving them around for the crowd’s delight—and his own tactical advantage. His opponent’s sword flares with blue light an instant before she sends lightning flashing forth to smite him.

All of these heroes are fighters, perhaps the most diverse class of characters in the worlds of Dungeons & Dragons. Questing knights, conquering overlords, royal champions, elite foot soldiers, hardened mercenaries, and bandit kings—as fighters, they all share an unparalleled mastery with weapons and armor, and a thorough knowledge of the skills of combat. And they are well acquainted with death, both meting it out and staring it defiantly in the face.

Hit Die: d10
Primal Abilities: Strength & Dexterity
Saves: Strength & Constuction

Reserves (1/∞)



Her fists a blur as they deflect an incoming hail of arrows, a half-elf springs over a barricade and throws herself into the massed ranks of hobgoblins on the other side. She whirls among them, knocking their blows aside and sending them reeling, until at last she stands alone.

Taking a deep breath, a human covered in tattoos settles into a battle stance. As the first charging orcs reach him, he exhales and a blast of fire roars from his mouth, engulfing his foes.

Moving with the silence of the night, a black-clad halfling steps into a shadow beneath an arch and emerges from another inky shadow on a balcony a stone’s throw away. She slides her blade free of its cloth-wrapped scabbard and peers through the open window at the tyrant prince, so vulnerable in the grip of sleep.

Whatever their discipline, monks are united in their ability to magically harness the energy that flows in their bodies. Whether channeled as a striking display of combat prowess or a subtler focus of defensive ability and speed, this energy infuses all that a monk does.

Hit Die: d8
Primal Abilities: Dexterity & Wisdom
Saves: Strength & Dexterity

Reserves (3/7)



Clad in plate armor that gleams in the sunlight despite the dust and grime of long travel, a human lays down her sword and shield and places her hands on a mortally wounded man. Divine radiance shines from her hands, the man’s wounds knit closed, and his eyes open wide with amazement.

A dwarf crouches behind an outcrop, his black cloak making him nearly invisible in the night, and watches an orc war band celebrating its recent victory. Silently, he stalks into their midst and whispers an oath, and two orcs are dead before they even realize he is there.

Silver hair shining in a shaft of light that seems to illuminate only him, an elf laughs with exultation. His spear flashes like his eyes as he jabs again and again at a twisted giant, until at last his light overcomes its hideous darkness.

Whatever their origin and their mission, paladins are united by their oaths to stand against the forces of evil. Whether sworn before a god’s altar and the witness of a priest, in a sacred glade before nature spirits and fey beings, or in a moment of desperation and grief with the dead as the only witness, a paladin’s oath is a powerful bond. It is a source of power that turns a devout warrior into a blessed champion.

Hit Die: d10
Primal Abilities: Strength & Charisma
Saves: Wisdom & Charisma

Reserves (1/7)



Rough and wild looking, a human stalks alone through the shadows of trees, hunting the orcs he knows are planning a raid on a nearby farm. Clutching a shortsword in each hand, he becomes a whirlwind of steel, cutting down one enemy after another.

After tumbling away from a cone of freezing air, an elf finds her feet and draws back her bow to loose an arrow at the white dragon. Shrugging off the wave of fear that emanates from the dragon like the cold of its breath, she sends one arrow after another to find the gaps between the dragon’s thick scales.

Holding his hand high, a half-elf whistles to the hawk that circles high above him, calling the bird back to his side. Whispering instructions in Elvish, he points to the owlbear he’s been tracking and sends the hawk to distract the creature while he readies his bow.

Far from the bustle of cities and towns, past the hedges that shelter the most distant farms from the terrors of the wild, amid the dense-packed trees of trackless forests and across wide and empty plains, rangers keep their unending watch.

Hit Die: d10
Primal Abilities: Dexterity & Wisdom
Saves: Strength & Dexterity

Reserves (1/7)



Signaling for her companions to wait, a halfling creeps forward through the dungeon hall. She presses an ear to the door, then pulls out a set of tools and picks the lock in the blink of an eye. Then she disappears into the shadows as her fighter friend moves forward to kick the door open.

A human lurks in the shadows of an alley while his accomplice prepares for her part in the ambush. When their target — a notorious slaver — passes the alleyway, the accomplice cries out, the slaver comes to investigate, and the assassin’s blade cuts his throat before he can make a sound.

Suppressing a giggle, a gnome waggles her fingers and magically lifts the key ring from the guard’s belt. In a moment, the keys are in her hand, the cell door is open, and she and her companions are free to make their escape.

Rogues rely on skill, stealth, and their foes’ vulnerabilities to get the upper hand in any situation. They have a knack for finding the solution to just about any problem, demonstrating a resourcefulness and versatility that is the cornerstone of any successful adventuring party.

Hit Die: d8
Primal Abilities: Dexterity
Saves: Dexterity & Intelligence

Reserves (1/7)



Golden eyes flashing, a human stretches out her hand and unleashes the dragonfire that burns in her veins. As an inferno rages around her foes, leathery wings spread from her back and she takes to the air.

Long hair whipped by a conjured wind, a half-elf spreads his arms wide and throws his head back. Lifting him momentarily off the ground, a wave of magic surges up in him, through him, and out from him in a mighty blast of lightning.

Crouching behind a stalagmite, a halfling points a finger at a charging troglodyte. A blast of fire springs from her finger to strike the creature. She ducks back behind the rock formation with a grin, unaware that her wild magic has turned her skin bright blue.

Sorcerers carry a magical birthright conferred upon them by an exotic bloodline, some otherworldly influence, or exposure to unknown cosmic forces. One can’t study sorcery as one learns a language, any more than one can learn to live a legendary life. No one chooses sorcery; the power chooses the sorcerer.

Hit Die: d6
Primal Abilities: Charisma
Saves: Charisma & Construction

Reserves (3/7)



With a pseudodragon curled on his shoulder, a young elf in golden robes smiles warmly, weaving a magical charm into his honeyed words and bending the palace sentinel to his will.

As flames spring to life in her hands, a wizened human whispers the secret name of her demonic patron, infusing her spell with fiendish magic.

Shifting his gaze between a battered tome and the odd alignment of the stars overhead, a wild-eyed tiefling chants the mystic ritual that will open a doorway to a distant world.

Warlocks are seekers of the knowledge that lies hidden in the fabric of the multiverse. Through pacts made with mysterious beings of supernatural power, warlocks unlock magical effects both subtle and spectacular. Drawing on the ancient knowledge of beings such as fey nobles, demons, devils, hags, and alien entities of the Far Realm, warlocks piece together arcane secrets to bolster their own power.

Hit Die: d8
Primal Abilities: Charisma
Saves: Charisma & Wisdom

Reserves (2/7)



Clad in the silver robes that denote her station, an elf closes her eyes to shut out the distractions of the battlefield and begins her quiet chant. Fingers weaving in front of her, she completes her spell and launches a tiny bead of fire toward the enemy ranks, where it erupts into a conflagration that engulfs the soldiers.

Checking and rechecking his work, a human scribes an intricate magic circle in chalk on the bare stone floor, then sprinkles powdered iron along every line and graceful curve. When the circle is complete, he drones a long incantation. A hole opens in space inside the circle, bringing a whiff of brimstone from the otherworldly plane beyond.

Crouching on the floor in a dungeon intersection, a gnome tosses a handful of small bones inscribed with mystic symbols, muttering a few words of power over them. Closing his eyes to see the visions more clearly, he nods slowly, then opens his eyes and points down the passage to his left.

Wizards are supreme magic-users, defined and united as a class by the spells they cast. Drawing on the subtle weave of magic that permeates the cosmos, wizards cast spells of explosive fire, arcing lightning, subtle deception, and brute-force mind control. Their magic conjures monsters from other planes of existence, glimpses the future, or turns slain foes into zombies. Their mightiest spells change one substance into another, call meteors down from the sky, or open portals to other worlds.

Hit Die: d6
Primal Abilities: Intelligence
Saves: Intelligence & Wisdom

Reserves (2/7)



“Yer late, elf!” came the rough edge of a familiar voice. Bruenor Battlehammer walked up the back of his dead foe, disregarding the fact that the heavy monster lay on top of his elven friend. In spite of the added discomfort, the dwarf’s long, pointed, often-broken nose and gray-streaked though still-fiery red beard came as a welcome sight to Drizzt. “Knew I’d find ye in trouble if I came out an’ looked for ye!”

— R. A. Salvatore, The Crystal Shard

Kingdoms rich in ancient grandeur, halls carved into the roots of mountains, the echoing of picks and hammers in deep mines and blazing forges, a commitment to clan and tradition, and a burning hatred of goblins and orcs—these common threads unite all dwarves.

Hill Dwarfs

As a hill dwarf, you have keen senses, deep intuition, and remarkable resilience. The gold dwarves of Faerûn in their mighty southern kingdom are hill dwarves, as are the exiled Neidar and the debased Klar of Krynn in the Dragonlance setting.

Ability Score Increase

Your Wisdom score increases by 1.

Dwarven Toughness

Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.

Reserves (0/7)
Mountain Dwarfs

As a mountain dwarf, you’re strong and hardy, accustomed to a difficult life in rugged terrain. You’re probably on the tall side (for a dwarf), and tend toward lighter coloration. The shield dwarves of northern Faerûn, as well as the ruling Hylar clan and the noble Daewar clan of Dragonlance, are mountain dwarves.

Ability Score Increase

Your Strength score increases by 2.

Dwarven Armor Training

You have proficiency with light and medium armor.

Reserves (0/7)

"I have never imagined such beauty existed,” Goldmoon said softly. The day’s march had been difficult, but the reward at the end was beyond their dreams.The companions stood on a high cliff over the fabled city of Qualinost.

Four slender spires rose from the city’s corners like glistening spindles, their brilliant white stone marbled with shining silver. Graceful arches, swooping from spire to spire, soared through the air. Crafted by ancient dwarven metalsmiths, they were strong enough to hold the weight of an army, yet they appeared so delicate that a bird lighting on them might overthrow the balance. These glistening arches were the city’s only boundaries; there was no wall around Qualinost. The elven city opened its arms lovingly to the wilderness.

Margaret Weis & Tracy Hickman, Dragons of Autumn Twilight

Elves are a magical people of otherworldly grace, living in the world but not entirely part of it. They live in places of ethereal beauty, in the midst of ancient forests or in silvery spires glittering with faerie light, where soft music drifts through the air and gentle fragrances waft on the breeze. Elves love nature and magic, art and artistry, music and poetry, and the good things of the world.

High Elf

As a high elf, you have a keen mind and a mastery of at least the basics of magic.

Ability Score Increase:
Your Intelligence score increases by 1.

Elf Weapon Training:
You have proficiency with the longsword, shortsword, shortbow, and longbow.

You know one cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for it.

Extra Language:
You can speak, read, and write one extra language of your choice.

Reserves (1/7)


Wood Elf

As a wood elf, you have keen senses and intuition, and your fleet feet carry you quickly and stealthily through your native forests. Wood elves’ skin tends to be copperish in hue, sometimes with traces of green. Their hair tends toward browns and blacks, but it is occasionally blond or copper-colored. Their eyes are green, brown, or hazel.

Ability Score Increase:
Your Wisdom score increases by 1.

Elf Weapon Training:
You have proficiency with the longsword, shortsword, shortbow, and longbow.

Fleet of Foot:
Your base walking speed increases to 35 feet.

Mask of the Wild:
You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.

Reserves (0/7)

Of the various elven subraces, none are more notorious than the drow. Descended from the original dark-skinned elven subrace called the Ssri-tel-quessir, the drow were cursed into their present appearance by the good elven deities for following the goddess Lolth down the path to evil and corruption. Also called dark elves, the drow have black skin that resembles polished obsidian and stark white or pale yellow hair. They commonly have blood-red eyes, although pale eyes (so pale as to be often mistaken for white) in shades of pale lilac, silver, pink, and blue are not unknown. They also tend to be smaller and thinner than most elves. Most drow on the surface are evil and worship Vhaeraun, but some outcasts and renegades have a more neutral attitude, and there are even groups of good drow who worship Eilistraee or other deities not of the traditional drow pantheon. Though divided by endless feuds and schisms, the drow are united in one terrible desire: they seethe with a hatred for the surface elves. By their way of reckoning, they proved themselves the superior race in the Fourth Crown War, and the fact that the humans (and Corellon in particular) punished them for their success is a poison that churns in their hearts and minds eternally. They burn with hatred for the humans and their coddled children, and want nothing more than to return to the surface and bring to the elves there suffering a thousand times greater than that which the drow have been forced to endure over the past ten thousand years.

Ability Score Increase:
+2 Dexterity, —2 Constitution, +2 Intelligence, +2 Charisma. The drow have ruthlessly selected for agility, intelligence, and force of personality over generations.

Elf Weapon Training:
You have proficiency with either rapier or shortsword; proficient with hand crossbow and light crossbow. This replaces the standard elven weapon proficiencies.

Light Blindness (Ex):
Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds a drow for 1 round. In addition, drow suffer a —1 circumstance penalty on all attack rolls, saves, and checks while operating in bright light.

Spell Resistance
Spell resistance of 11 + character level.

Automatic Languages: Elven, Undercommon, home region. Bonus Languages: Abyssal, Common, Draconic, Drow Sign Language, Goblin, Illuskan.

Reserves (1/7)



Regis the halfling, the only one of his kind for hundreds of miles in any direction, locked his fingers behind his head and leaned back against the mossy blanket of the tree trunk. Regis was short, even by the standards of his diminutive race, with the fluff of his curly brown locks barely cresting the three-foot mark, but his belly was amply thickened by his love of a good meal, or several, as the opportunities presented themselves. The crooked stick that served as his fishing pole rose up above him, clenched between two of his toes, and hung out over the quiet lake, mirrored perfectly in the glassy surface of Maer Dualdon.

— R.A. Salvatore, The Crystal Shard

The comforts of home are the goals of most halflings’ lives: a place to settle in peace and quiet, far from marauding monsters and clashing armies; a blazing fire and a generous meal; fine drink and fine conversation. Though some halflings live out their days in remote agricultural communities, others form nomadic bands that travel constantly, lured by the open road and the wide horizon to discover the wonders of new lands and peoples. But even these wanderers love peace, food, hearth, and home, though home might be a wagon jostling along an dirt road or a raft floating downriver.


As a lightfoot halfling, you can easily hide from notice, even using other people as cover. You’re inclined to be affable and get along well with others. Lightfoots are more prone to wanderlust than other halflings, and often dwell alongside other races or take up a nomadic life.

Ability Score Increase:
Your Charisma score increases by 1.

Naturally Stealthy:
You can attempt to hide even when you are obscured only by a creature that is at least one size larger than you.

Reserves (2/7)



As a stout halfling, you’re hardier than average and have some resistance to poison. Some say that stouts have dwarven blood.

Ability Score Increase:
Your Constitution score increases by 1.

Stout Resilience:
You have advantage on saving throws against poison, and you have resistance against poison damage.

Reserves (0/7)

These were the stories of a restless people who long ago took to the seas and rivers in longboats, first to pillage and terrorize, then to settle. Yet there was an energy, a love of adventure, that sang from every page. Long into the night Liriel read, lighting candle after precious candle.

She’d never given much thought to humans, but these stories fascinated her. In these yellowed pages were tales of bold heroes, strange and fierce animals, mighty primitive gods, and a magic that was part and fabric of that distant land.

— Elaine Cunningham, Daughter of the Drow

In the reckonings of most worlds, humans are the youngest of the common races, late to arrive on the world scene and short-lived in comparison to dwarves, elves, and dragons. Perhaps it is because of their shorter lives that they strive to achieve as much as they can in the years they are given. Or maybe they feel they have something to prove to the elder races, and that’s why they build their mighty empires on the foundation of conquest and trade. Whatever drives them, humans are the innovators, the achievers, and the pioneers of the worlds.

Ability Score Increase:
Your ability scores each increase by 1.

Humans reach adulthood in their late teens and live less than a century.

Humans tend toward no particular alignment. The best and the worst are found among them.

Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium.

Your base walking speed is 30 feet.

You can speak, read, and write Common and one extra language of your choice. Humans typically learn the languages of other peoples they deal with, including obscure dialects. They are fond of sprinkling their speech with words borrowed from other tongues: Orc curses, Elvish musical expressions, Dwarvish military phrases, and so on.

Reserves (1/Unlimited)


Dragonborn (Super Rare)

Her father stood on the first of the three stairs that led down from the portal, unmoving. The scales of his face had grown paler around the edges, but Clanless Mehen still looked as if he could wrestle down a dire bear himself. His familiar well-worn armor was gone, replaced by violet-tinted scale armor with bright silvery tracings. There was a blazon on his arm as well, the mark of some foreign house. The sword at his back was the same, though, the one he had carried since even before he had found the twins left in swaddling at the gates of Arush Vayem.

For all her life, Farideh had known that reading her father’s face was a skill she’d been fortunate to learn. A human who couldn’t spot the shift of her eyes or Havilar’s would certainly see only the indifference of a dragon in Clanless Mehen’s face. But the shift of scales, the arch of a ridge, the set of his eyes, the gape of his teeth — her father’s face spoke volumes.

But every scale of it, this time, seemed completely still — the indifference of a dragon, even to Farideh.

— Erin M. Evans, The Adversary

Born of dragons, as their name proclaims, the dragonborn walk proudly through a world that greets them with fearful incomprehension. Shaped by draconic gods or the dragons themselves, dragonborn originally hatched from dragon eggs as a unique race, combining the best attributes of dragons and humanoids. Some dragonborn are faithful servants to true dragons, others form the ranks of soldiers in great wars, and still others find themselves adrift, with no clear calling in life.

Ability Score Increase:
Your Strength score increases by 2, and your Charisma score increases by 1.

Young dragonborn grow quickly. They walk hours after hatching, attain the size and development of a 10-year-old human child by the age of 3, and reach adulthood by 15. They live to be around 80.

Dragonborn tend to extremes, making a conscious choice for one side or the other in the cosmic war between good and evil (represented by Bahamut and Tiamat, respectively). Most dragonborn are good, but those who side with Tiamat can be terrible villains.

Dragonborn are taller and heavier than humans, standing well over 6 feet tall and averaging almost 250 pounds. Your size is Medium.

Your base walking speed is 30 feet.

Draconic Ancestry

Black Acid 5 by 30 ft. line (Dex. save)
Blue Lightning 5 by 30 ft. line (Dex. save)
Brass Fire 5 by 30 ft. line (Dex. save)
Bronze Lightning 5 by 30 ft. line (Dex. save)
Copper Acid 5 by 30 ft. line (Dex. save)
Gold Fire 15 ft. cone (Dex. save)
Green Poison 15 ft. cone (Con. save)
Red Fire 15 ft. cone (Dex. save)
Silver Cold 15 ft. cone (Con. save)
White Cold 15 ft. cone (Con. save)

Draconic Ancestry:
You have draconic ancestry. Choose one type of dragon from the Draconic Ancestry table. Your breath weapon and damage resistance are determined by the dragon type, as shown in the table.

Breath Weapon. You can use your action to exhale destructive energy. Your draconic ancestry determines the size, shape, and damage type of the exhalation.

When you use your breath weapon, each creature in the area of the exhalation must make a saving throw, the type of which is determined by your draconic ancestry. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level.

After you use your breath weapon, you can’t use it again until you complete a short or long rest.

Damage Resistance:
You have resistance to the damage type associated with your draconic ancestry.

You can speak, read, and write Common and Draconic. Draconic is thought to be one of the oldest languages and is often used in the study of magic. The language sounds harsh to most other creatures and includes numerous hard consonants and sibilants.

Reserves (4/8)


Gnome (Rare)

Skinny and flaxen-haired, his skin walnut brown and his eyes a startling turquoise, Burgell stood half as tall as Aeron and had to climb up on a stool to look out the peephole. Like most habitations in Oeble, that particular tenement had been built for humans, and smaller residents coped with the resulting awkwardness as best they could.

But at least the relative largeness of the apartment gave Burgell room to pack in all his gnome-sized gear. The front room was his workshop, and it contained a bewildering miscellany of tools: hammers, chisels, saws, lockpicks, tinted lenses, jeweler’s loupes, and jars of powdered and shredded ingredients for casting spells. A fat gray cat, the mage’s familiar, lay curled atop a grimoire. It opened its eyes, gave Aeron a disdainful yellow stare, then appeared to go back to sleep.

— Richard Lee Byers, The Black Bouquet

A constant hum of busy activity pervades the warrens and neighborhoods where gnomes form their close-knit communities. Louder sounds punctuate the hum: a crunch of grinding gears here, a minor explosion there, a yelp of surprise or triumph, and especially bursts of laughter. Gnomes take delight in life, enjoying every moment of invention, exploration, investigation, creation, and play.

Forest Gnomes

Whereas the rock gnomes are friendly and loquacious and the deep gnomes are sullen and reserved, the forest gnomes are practically invisible, the wallflowers of the gnomes. They have a great love for nature, particularly deep and quiet forests far from civilization or even anyone else’s homes. For this reason, many people—including other kinds of gnomes—have never seen a forest gnome. Most forest gnomes are extremely private, preferring to simply be left alone by other peoples. When among their own kind, they are a bit less reserved. They see themselves as caretakers of the forests in which they live, and about the only way to be sure to trigger a forest gnome attack is to directly harm
their beloved forest. Forest gnomes are the smallest of the gnomes, averaging only 2 to 2 1/2 feet tall. Even the tallest forest gnome is less than 3 feet. They usually weigh around 25 to 30 pounds. Unlike other gnomes, they wear their hair and beards long, often almost to their feet when unbound. The males often trim their beards to a fine point or curl them into hornlike spikes extending to either side of their faces. Their skin is the color of bark, and their eyes are usually brown or blue. Their hair is brown or black, becoming gray or white with age.

Racial Bonus:
+4 racial bonus on Hide checks. This increases to +8 in forest settings. (This is in addition to the Hide bonus for their Small size.)

Racial Bonus:
+1 racial bonus on attacks against kobolds, orcs, goblinoids, and reptilian humanoids.

Automatic Languages:
Common, Gnome, Sylvan. Bonus Languages: Draconic, Elven, Goblin, Halfling, Treant, and Orc.

Reserves (0/5)
Rock Gnomes

As a rock gnome, you have a natural inventiveness and hardiness beyond that of other gnomes. Most gnomes in the worlds of D&D are rock gnomes.

Ability Score Increase:
Your Constitution score increases by 1.

Artificer’s Lore:
Whenever you make an Intelligence (History) check related to magic items, alchemical objects, or technological devices, you can add twice your proficiency bonus, instead of any proficiency bonus you normally apply.

You have proficiency with artisan’s tools (tinker’s tools). Using those tools, you can spend 1 hour and 10 gp worth of materials to construct a Tiny clockwork device (AC 5, 1 hp). The device ceases to function after 24 hours (unless you spend 1 hour repairing it to keep the device functioning), or when you use your action to dismantle it; at that time, you can reclaim the materials used to create it. You can have up to three such devices active at a time.

                                 When you create a device, choose one of the following options:

                              Clockwork Toy. This toy is a clockwork animal, monster, or person, such as a frog, mouse, bird, dragon, or soldier. When placed on the ground, the toy moves 5 feet across the ground on each of your turns in a random direction. It makes noises as appropriate to the creature it represents.

                          Fire Starter. The device produces a miniature flame, which you can use to light a candle, torch, or campfire. Using the device requires your action.

                         Music Box. When opened, this music box plays a single song at a moderate volume. The box stops playing when it reaches the song’s end or when it is closed.
Reserves (0/5)
Half-Elf (Rare)

Flint squinted into the setting sun. He thought he saw the figure of a man striding up the path. Standing, Flint drew back into the shadow of a tall pine to see better. The man’s walk was marked by an easy grace — an elvish grace, Flint would have said; yet the man’s body had the thickness and tight muscles of a human, while the facial hair was definitely humankind’s. All the dwarf could see of the man’s face beneath a green hood was tan skin and a brownish-red beard. A longbow was slung over one shoulder and a sword hung at his left side. He was dressed in soft leather, carefully tooled in the intricate designs the elves loved. But no elf in the world of Krynn could grow a beard . . . no elf, but . . .

“Tanis?” said Flint hesitantly as the man neared.

“The same.” The newcomer’s bearded face split in a wide grin. He held open his arms and, before the dwarf could stop him, engulfed Flint in a hug that lifted him off the ground. The dwarf clasped his old friend close for a brief instant, then, remembering his dignity, squirmed and freed himself from the half-elf’s embrace.

— Margaret Weis and Tracy Hickman, Dragons of Autumn Twilight

Walking in two worlds but truly belonging to neither, half-elves combine what some say are the best qualities of their elf and human parents: human curiosity, inventiveness, and ambition tempered by the refined senses, love of nature, and artistic tastes of the elves. Some half-elves live among humans, set apart by their emotional and physical differences, watching friends and loved ones age while time barely touches them. Others live with the elves, growing restless as they reach adulthood in the timeless elven realms, while their peers continue to live as children. Many half-elves, unable to fit into either society, choose lives of solitary wandering or join with other misfits and outcasts in the adventuring life.

Ability Score Increase:
Your Charisma score increases by 2, and two other ability scores of your choice increase by 1.

Half-elves mature at the same rate humans do and reach adulthood around the age of 20. They live much longer than humans, however, often exceeding 180 years.

Half-elves share the chaotic bent of their elven heritage. They value both personal freedom and creative expression, demonstrating neither love of leaders nor desire for followers. They chafe at rules, resent others’ demands, and sometimes prove unreliable, or at least unpredictable.

Half-elves are about the same size as humans, ranging from 5 to 6 feet tall. Your size is Medium.

Your base walking speed is 30 feet.

Thanks to your elf blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

Fey Ancestry:
You have advantage on saving throws against being charmed, and magic can’t put you to sleep.

Skill Versatility:
You gain proficiency in two skills of your choice.

You can speak, read, and write Common, Elvish, and one extra language of your choice.

Reserves (5/10)


Half-Orc (Rare)

The warchief Mhurren roused himself from his sleeping-furs and his women and pulled a short hauberk of heavy steel rings over his thick, well-muscled torso. He usually rose before most of his warriors, since he had a strong streak of human blood in him, and he found the daylight less bothersome than most of his tribe did. Among the Bloody Skulls, a warrior was judged by his strength, his fierceness, and his wits. Human ancestry was no blemish against a warrior — provided he was every bit as strong, enduring, and bloodthirsty as his full-blooded kin. Half-orcs who were weaker than their orc comrades didn’t last long among the Bloody Skulls or any other orc tribe for that matter. But it was often true that a bit of human blood gave a warrior just the right mix of cunning, ambition, and self-discipline to go far indeed, as Mhurren had. He was master of a tribe that could muster two thousand spears, and the strongest chief in Thar.

— Richard Baker, Swordmage

Whether united under the leadership of a mighty warlock or having fought to a standstill after years of conflict, orc and human tribes sometimes form alliances, joining forces into a larger horde to the terror of civilized lands nearby. When these alliances are sealed by marriages, half-orcs are born. Some half-orcs rise to become proud chiefs of orc tribes, their human blood giving them an edge over their full-blooded orc rivals. Some venture into the world to prove their worth among humans and other more civilized races. Many of these become adventurers, achieving greatness for their mighty deeds and notoriety for their barbaric customs and savage fury.

Ability Score Increase:
Your Strength score increases by 2, and your Constitution score increases by 1.

Half-orcs mature a little faster than humans, reaching adulthood around age 14. They age noticeably faster and rarely live longer than 75 years.

Half-orcs inherit a tendency toward chaos from their orc parents and are not strongly inclined toward good. Half-orcs raised among orcs and willing to live out their lives among them are usually evil.

Half-orcs are somewhat larger and bulkier than humans, and they range from 5 to well over 6 feet tall. Your size is Medium.

Your base walking speed is 30 feet.

Thanks to your orc blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

You gain proficiency in the Intimidation skill.

Relentless Endurance:
When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest.

Savage Attacks:
When you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.

Languages. You can speak, read, and write Common and Orc. Orc is a harsh, grating language with hard consonants. It has no script of its own but is written in the Dwarvish script.

Reserves (1/10)


Tiefling (Ultra Rare)

“But you do see the way people look at you, devil’s child.”

Those black eyes, cold as a winter storm, were staring right into her heart and the sudden seriousness in his voice jolted her.

“What is it they say?” he asked. “One’s a curiosity, two’s a conspiracy —”

“Three’s a curse,” she finished. “You think I haven’t heard that rubbish before?”

“I know you have.” When she glared at him, he added, “It’s not as if I’m plumbing the depths of your mind, dear girl. That is the burden of every tiefling. Some break under it, some make it the millstone around their neck, some revel in it.” He tilted his head again, scrutinizing her, with that wicked glint in his eyes. “You fight it, don’t you? Like a little wildcat, I wager. Every little jab and comment just sharpens your claws.”

— Erin M. Evans, Brimstone Angels

To be greeted with stares and whispers, to suffer violence and insult on the street, to see mistrust and fear in every eye: this is the lot of the tiefling. And to twist the knife, tieflings know that this is because a pact struck generations ago infused the essence of Asmodeus — overlord of the Nine Hells — into their bloodline. Their appearance and their nature are not their fault but the result of an ancient sin, for which they and their children and their children’s children will always be held accountable.

Ability Score Increase:
Your Intelligence score increases by 1, and your Charisma score increases by 2.

Tieflings mature at the same rate as humans but live a few years longer.

Tieflings might not have an innate tendency toward evil, but many of them end up there. Evil or not, an independent nature inclines many tieflings toward a chaotic alignment.

Tieflings are about the same size and build as humans. Your size is Medium.

Your base walking speed is 30 feet.

Thanks to your infernal heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

Hellish Resistance:
You have resistance to fire damage.

Infernal Legacy:
You know the thaumaturgy cantrip. When you reach 3rd level, you can cast the hellish rebuke spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the darkness spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.

You can speak, read, and write Common and Infernal.

Reserves (3/6)



This clandestine network of spellcasters and spies seeks to tip the scales in favor of the innocent, the weak, and the poor within the Realms. Harper agents pride themselves on being incorruptible defenders of good, and they never hesitate to aid the oppressed. Because they prefer to work behind the scenes, they are rarely noticed as they thwart tyrants, depose rulers, and head off any growing force that is rumored to have evil intent. The Harpers has its finger on the pulse of power in the Realms and works tirelessly to even the odds for the downtrodden.

Individual Harper agents operate alone, relying on their wits and extensive information networks to gain an advantage over their enemies. They know that knowledge is power, so gathering intelligence beforehand is paramount to their success. They are well-informed and always have access to aid, magical and otherwise. Veteran members have access to secret caches of knowledge stashed all over Faerûn, along with trusted sources stationed in every major town and city.

The organization is always on the lookout for powerful items, expressly to keep them out of the hands of evildoers. To this end its agents use various guises and identities to gain access to carefully guarded secrets such as ancestral maps, buried cities, and mages’ keeps.

The bond between Harpers is strong, and their friendships are nigh unbreakable. Rarely do they operate in the open, but on rare occasions they must, because there is no other choice. When that happens, you can be sure that a fellow Harper is watching closely, ready to emerge from the shadows and help a comrade at a moment’s notice.

“A Harper is first and foremost self-reliant, for once you are autonomous then no one can tempt you into using power as a crutch. You are sovereign unto yourself.

“Therefore, a Harper’s soul must be incorruptible. Many believe themselves to be so, but power comes in many guises, and it will surely find your weakness. Of this you may be certain. Only a true Harper can pass this test and transform weakness into strength. That is why we are the hand that stops the tyrant, feeds the oppressed, and asks for nothing in return.

“We are the song for those who have no voice.”

Remallia “Remi” Haventree

Order of the Gauntlet

The Order of the Gauntlet is a relatively new organization dedicated to smiting evil wherever it lurks and without hesitation. The Order understands that evil wears many guises, playing games and tricking others in order to spread. That is why its members act on their own authority, identifying threats and smashing them before they can grow.

Because the seeds of evil are nourished in the shadows, the Order of the Gauntlet rides out to the most dangerous dungeons, the darkest caverns, and the foulest pits to weed out wrongdoers. But the Order is keenly aware that the shadow of evil lies within everyone, waiting for a moment when it can gain a foothold on their souls. Thus its paladins, monks, and clerics spend long hours deep in prayer to keep their inner eye vigilant and focused on their own thoughts and emotions. In this way they purify themselves from within before taking up their swords to cleanse the world.

The Order of the Gauntlet believes that all sentient beings must come to the light of reason and goodness of their own volition. That is why it is not interested in controlling minds: it focuses only on deeds, setting an example to the world in hopes of inspiring and enlightening others. The Order holds that faith in one’s god, one’s friends, and one’s self are the greatest weapons in quelling the hordes of malice.

With such devout conviction, the Order’s members can be depended on as a source of strength to themselves and others, a bright light against the darkness. They are not preemptive bullies, though. A strict code of honor allows them to strike only when evil deeds are being committed. Thus, the Order of the Gauntlet is hypervigilant, using every resource at their disposal—both divine and mundane—to know where and when dark deeds will occur.

“That’s the thing about evil: it is darkness, it is shadow, it hides in your blind spot. Then, when you are distracted, it sneaks in. Evil is a master of disguise—and what is the greatest disguise, you ask? Yourself. Evil will cloak itself in thoughts and emotions pretending to be your own, telling you to get angry, to be greedy and envious, to hold yourself above others.

“People aren’t born evil—it takes time for evil to fool you into thinking that its voice is yours. That is why to know who you truly are is what the Order requires from each hopeful who wishes to join our ranks. Bravery isn’t fighting the dragon out there—it is fighting the dragon within. That is what we do in our prayers. Once you have slain that dragon, you have overcome the darkness lurking within yourself. Only then do you have the capacity to know true goodness. Only then are you ready to take up the sword and wear the badge of our Order.”

Kajiso Steelhand

Emerald Encave

The Emerald Enclave is a far-ranging group that opposes threats to the natural world and helps others survive in the wilderness. Branches of the organization are scattered throughout Faerûn and often operate in isolation from the others. This existence teaches the Enclave’s members a fierce self-reliance and mastery of certain fighting and survival skills.

A ranger of the Enclave might be hired to lead a caravan through a treacherous mountain pass or the frozen tundra of Icewind Dale. A druid might volunteer to help a village prepare for a long, brutal winter. Barbarians and druids who live as hermits might appear from nowhere to help defend a town against marauding orcs.

Members of the Emerald Enclave know how to survive and, more importantly, to help others do the same. They are not opposed to civilization or progress, but they strive to keep it in balance with the wild. They restore and preserve the natural order, even as they root out and destroy all that is unnatural. They keep the elemental forces of the world in check and keep civilization and the wilderness from destroying one another.

“The Emerald Enclave exists as gatekeepers to that vast space beyond the city walls. We are the defenders of the wilderness and of the society that does not understand it. Most have forgotten that there is an ancient, natural order that existed long before our intellectual concepts of it. To come into contact with that primal order is to touch the power that guides all of life.

“Those who walk the way of the Emerald Enclave are infused with this power; we embody it, and it moves us to do our work. That is why we are never alone. Even in the midst of a noisy, crowded city we can feel the presence of the natural world inside us, fresh, strong, and alive. The Enclave seeks to make awareness of this power available to all.

“Freedom. Is not this the highest of callings?”

Delaan Winterhound

Lord's Alliance

The Lords’ Alliance is an association of rulers from cities and towns across Faerûn (primarily in the North), who believe that solidarity is needed to keep evil at bay. The rulers of Waterdeep, Silverymoon, Neverwinter, and other free cities dominate the coalition, and all lords in the Alliance work primarily for the fate and fortune of their individual settlements.

Alliance agents include sophisticated bards, zealous paladins, talented mages, and grizzled warriors. They are chosen primarily for their loyalty and are experts in observation, stealth, innuendo, and combat. Backed by the wealthy and the privileged, they carry fine equipment (often disguised to appear common), including large numbers of scrolls scribed with spells of communication.

Agents of the Lords’ Alliance ensure the safety and prosperity of civilized Faerûn by standing united against the forces that threaten civilization. They proactively eliminate such threats by any means, fighting with pride for the glory and security of their people, and for the lords who rule over them. However, Alliance operatives are often glory hounds, looking to gain a leg up on their counterparts from other Alliance cities. The leaders of the Alliance know that the order will survive only if its members support each other, requiring a balance between pride and diplomacy. Rogue agents within the Lords’ Alliance are rare, but defections have been known to occur.

“Everyone wants to sleep at night and feel safe in their homes, but how many want to do what it takes to keep the tide of evil at bay? To stand in the cold and rain, waiting for battle while hunger gnaws at their bellies? Many wish to reap the rewards of a good harvest, but few care to remove the stones and till the fields for planting.

“The Lords’ Alliance fights the things that the shopkeeper in his bed has never even heard of. We remove threats before the town mayor even knows about it. We make bad things go away. That’s what we’re good at.”

Rameel Jos


The Zhentarim, or Black Network, is an organization of well-trained mercenaries, savvy rogues, and crafty warlocks who seek to expand their influence and power throughout Faerûn. Agents of the Zhentarim feel that if they play by the rules, nothing gets done. Ultimately, they want to make the rules—and, in some cases, they already do. They walk a fine line when it comes to the letter of the law and don’t shy away from the occasional shady deal or illicit activity to get what they want.

To the Zhentarim, wealth is power. Its agents know that nothing else inspires such confidence and dispels doubt so well. In an instant, wealth speaks louder than a thousand bards. Zhentarim agents routinely carry the finest weapons and armor, with no expense spared. When a merchant needs an escort for a caravan, when a noble family requires bodyguards to protect its holdings, or when a city is desperate for trained soldiers to defend its walls, the Zhentarim provides the best warriors money can buy.

The organization encourages individual ambition and rewards innovators who take matters into their own hands. Results are all that matter. Those who come into the Black Network with nothing can become major players within the organization through their own moxie and hard work.

“Membership in the Zhentarim is like a key to a thousand doors, each one a gateway to fulfilling a personal desire. Most people shy away from this kind of freedom. They like their restraints, laws, and swaddling—it gives them the illusion of security.

“The Black Network provides what I need to explore realms and dimensions that would tear apart minds accustomed to limits. Only in such places can I find magic powerful enough to defeat beings that know no such thing as time, fear, or mercy. You might not like the Zhentarim’s methods, but when a demon crawls out of the Abyss and comes for your family, you’ll be glad that I have gone to the darkest of realms to find the answer to your problem.”

Ianna Asterion

For more informations:

Player’s Handbook
Guide: Playing the Game
Guide: The Rules of Magic

Thank you for reading! :laughing:


Username Character 1 Reserve Character 2 Reserve Signed Up
@brinn Female Tiefling Warlock None 1/2
@CrazyCaliope Dwarf None 0/2
@AtlasFlameAi Dragonborn Tiefling 1/2
@AnimeOtome Druid Dragonborn Wizard Half-elf 1/2
@PegasusForever High Elf Sorcerer Half-elf Monk 2/2
@Coolepisodes Sorcerer Bard 0/2
@LegacyLockwood Tiefling Bard Human Palidian 2/2
@LordofAwsomeness Half-elf None 0/2
@Littlefeets Female Half-elf Ranger Male Human 0/2
@QueenChid Male Lightfoot Fighter None 1/2
@Xoxo_dimples Wizard Half-elf None 0/2
@riahh30 None None 0/2
@Blonde_Glasses_Girl Female None 0/2
@Tellyg47 Male Monk Dragonborn Female Rouge Lightfoot 1/2
@SilverRose None None 0/2
@amberh.episode Barbarian Half-orc None 1/2

@LordofAwsomeness @brinn @AtlasFlameAi @CrazyCaliope @Littlefeets @riahh30 @Xoxo_dimples @jdepisode @CrazygirldY_dY_dY @ScarletSwanHunter @SilverRose @Tellyg47 @classycherries @EchoRavencroft @Daunt @MissJosephine @BrookieK @LeviTheLunatic @Coolepisodes @dramaqueen.episode @Etherwalker @TheBluGeek @veganwater @AnimeOtome @Kittenlove @Thecode004 @rickyy @mira_stories_episode @QueenChid @Beth_Episode



Reading! I’ll be back.


This is very long (srry :laughing:) You don’t have to read it all in one sitting


No I don’t mind lol, it’s interesting, btw I love your pfp.


Thank you! I like it as well. What is yours a picture of? (I have horrible vision so I can’t see :sweat: )


It’s from LOC lol (Don’t worry I’m blind as well) It’s like…hm… like a girl in a casino background. A Magical gambling Fairy I guess.


OH!!! That sound like I the main character of an anime movie that I like!

(His Highness Jui has left for a power nap)


May I reserve a female tiefling warlock? And is it ok if I use a character I’ve used in DND before (with modifications)?


Hey there, the initial story sounds great and I know you’ve gone to a lot of effort making the form and copying over all that information. Though, as I am a fan of these kinds of stories, I know it so I skimmed. However, they may be many who don’t, so you may want to make a simplified version for people who don’t want to read all of that.

Anyway, I also wanna reserve for a dwarf but I don’t know his class yet.


Lemme guess Yumeko from Kakeguri? Love her.

1 Like

Anywho your majesty I’ll reserve a Wizard Dragonborn, a Monk Tieflings because why not, lol. And a Warlock Elf and Druid Halfing. Because I’m extra like that lol.


Yes it is.


Srry you can only have 2 character.

1 Like

Thank you for the suggestion. :innocent:


Reserve Female Barbarian Dragonborn and Male Rouge Tiefling+

@HisHighnessJui - Update please Jui

1 Like

Oof, that’s a lot to take in. It sounds great, and I’ll reserve in a second, but I noticed there’s nothing under the drop down of geography. Was this on purpose or…?


Oooh I definitely want to sign up as something! I don’t know what yet though.


I was too lazy to complete it at the moment and my brain hurts.

@CrazyCaliope, could you tell me what dwaf type do you want?


Darn it lol.

Druid Dragonborn and a Wizard half-elf if you would then your majesty.


My dearest highness, I would like a High Elf Sorcerer and a half elf monk