A Simple Life A Collection of Commoner NPCs [PDF]

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Zitiervorschau

Created by Esteban Ruquet, AKA Esteban el Hobgoblin Corrections: Mariana Casaliba, Nahuel Alejo Díaz, Vic Bosio Art by. Special thanks to: Frente Rolero Argentino

Terminology In this work we will use some acronyms. MWA: Melee Weapon Attack RWA: Ranged Weapon Attack AoE: Area of Effect DST: Dexterity Saving Throw CST: Constitution Saving Throw SST: Strength Saving Throw WST: Wisdom Saving Throw ASLR: After a short or long rest HSA To hit with spell attacks

Medium humanoid (Human), any alignment Armor Class 10 Hit Points 4 (1d8) Speed 25 feet.

Ini +0

STR DEX CON INT WIS CHA 7 (-2) 10 (+0) 10 (+0) 16 (+3) 14 (+2) 9 (-1) Senses Passive perception 12 Skills Medicine +4 Tools Herbalism kit +7 Damage resistances poison Languages any three languages Challenge 0 (0 XP) Herbal Medicine. The herbalist has advantage against disease and poison.

STR DEX CON INT WIS CHA 10 (+0) 15 (+2) 10 (+0) 12 (+1) 10 (+0) 11 (+0) Senses Passive perception 10 Skills An artisan’s tool set of their trade +6 Languages any one language (usually common) Challenge 0 (10 XP) Expert. The artisans don’t have to roll to make use of their tools unless it’s something especially difficult (DC 20 or above), or they are rushed by time. It still takes time to make these items. Knife. MWA: +3 slashing/piercing.

to

hit,

5ft.,

3

(1d4+1)

Sickle. MWA: +0 to hit, 5ft., 1 (1d4-2, minimum 1) slashing.

Medium humanoid (Human), any alignment

Medium humanoid (Human), any alignment Armor Class 12 Hit Points 13 (2d8+4) Speed 30 feet.

Ini +2

Armor Class 12 (natural armor) Hit Points 2 (1d8-2) Speed 30 feet. Ini +3 STR DEX CON INT WIS CHA 10 (+0) 14 (+2) 7(-2) 10 (+0) 14 (+2) 8 (-1) Senses Passive perception 14 Skills Perception +4, Stealth +3, Insight +6, survival +4

Damage Vulnerability poison Languages any one language (usually common) Challenge 1/8 (25 XP) Assassination: If the beggar attacks by surprise, the hit is considered a natural 20. City Secrets. Beggars know most criminals or lowlifes of their lands, as well as a few “safe” houses where to eat or rest, and the shadiest, raggediest merchants. Pet. Many beggars have small dogs, cats, or even mice as pets, often as malnourished and sick as they are. These pets keep them warm in the winter, and watch them when they sleep, so they rarely are surprised. They have advantage on any check made for being surprised. Sneak Attack: A beggar adds 1d6 damage to any successful attack made with advantage. Unnoticed: Most beggars past unnoticed in the crowd. They have advantage to stealth in crowded places or near debris, and they can recall most details of any conversation they heard. Vector: Beggars are asymptomatic carriers of disease. The exact nature of their diseases is up to the DM, but most of them decrease one stat in 2d4 for 1d12 days. Dagger. MWA: +4 to hit, 5ft., 4 (1d4+2) piercing. If the beggar has advantage on the attack, it does 1d6 additional points of damage. Spit. RWA: +4 to hit, 20 ft. The target must succeed in a DC 14 Constitution Saving Throw or be diseased. The severity of the disease is up to the DM.

Strong. The blacksmiths have advantage in strength contests against any creature that doesn’t surpass its size category or strength score. Hammer. MWA: +4 to hit, 5 ft., 7 (1d6+2) bludgeoning. Knife. MWA: +4 to hit, 5ft., 4 (1d4+2) piercing.

Medium humanoid (Human), any alignment Armor Class 10 Hit Points 5 (1d8+1) Speed 30 feet.

Ini +0

STR DEX CON INT WIS CHA 13 (+1) 10 (+0) 12 (+1) 10 (+0) 10 (+0) 10 (+0) Senses Passive perception 10 Skills Blacksmith’s Tools +3 Languages any one language (usually common) Challenge 0 (10 XP) Medium humanoid (Human), usually any Legal Armor Class 11 (leather apron) Hit Points 13 (2d8+4) Speed 30 feet. Ini +0 STR DEX CON INT WIS CHA 15 (+2) 10 (+0) 14 (+2) 12 (+1) 9 (-1) 10 (+0) Senses Passive perception 9 Skills Athletics +4 Tools Smith’s Tools +6 Damage Resistances Fire Languages any one language (usually common) Challenge 1/4 (50 XP)

Hammer. MWA: +3 to hit, 5 ft., 6 (1d6+1) bludgeoning. Dagger. MWA: +3 to hit, 5ft., 3 (1d4+1) slashing/piercing.

Medium humanoid (Human), usually any Legal Armor Class 11

Hit Points 11 (2d8+2) Speed 30 feet.

Ini +1

STR DEX CON INT WIS CHA 14 (+2) 13 (+1) 12 (+1) 15 (+2) 10 (+0) 10 (+0) Senses Passive perception 10 Skills Blacksmith’s Tools +6 (+8 for weapons); leatherwork tools +4, carpenter’s tools +4 Damage Resistances Fire Languages any one language (usually common) Challenge 1/4 (50 XP) Expert. The bladesmiths can add both their Intelligence and Strength or Dexterity score when using blacksmith tools to fabricate weapons. They have also Expertise in these tools. Masterwork Shortsword. MWA: +5 to hit, 5 ft, 6 (1d6+3) piercing. Dagger. MWA: +4 to hit, 5ft., 4 (1d4+2) piercing.

Small humanoid (Halfling), any alignment Armor Class 14 (leather) Hit Points 4 (1d8) Speed 35 ft.

Dagger. MWA: +4 to hit, 5ft., 5 (1d4+3) piercing.

Medium humanoid (Human), any alignment Armor Class 12 (studded leather armor) Hit Points 11 (2d8+2) Speed 30 feet. Ini +0 STR DEX CON INT WIS CHA 12 (+1) 11 (+0) 12 (+1) 10 (+0) 15 (+2) 12 (+1) Senses Passive perception 14 Skills Animal Handling +4, Athletics +3, Land Vehicles +6, Perception +4, Insight +4 Languages any one language (usually common) Challenge 1/8 (25 XP) Appraiser. The caravan driver can take an action to know the relative price of any one object, and discern which items are more valuable at glance. Navigator. The caravan driver can take an action to know where is the east, north, south, or west if the sky isn’t obscured and can see the stars or sun, and have advantage on Navigation checks whenever he is on land. Multiattack. A Caravan driver can attack once with its shortsword and once with its dagger. Shortsword. MWA: +3 to hit, 5 ft, 4 (1d6+1) piercing. Dagger. MWA: +3 to hit, 5ft., 3 (1d4+1) piercing.

Ini +3

STR DEX CON INT WIS CHA 10 (+0) 16 (+3) 10 (+0) 12 (+1) 10 (+0) 7 (-2) Senses Passive perception 10 Skills Stealth +5, Sleight of Hand +5, Athletics +2 Tools Thieves’ tools +5 Languages any one language (usually common) and thieves’ cant. Challenge 1/8 (25 XP) City Secrets. The burglar knows most criminals or lowlifes of their lands, as well as a few “safe” houses where to eat or rest, and the shadiest, raggediest merchants. Fast: The burglar has advantage on Initiative checks.

Medium humanoid (Human), usually good Armor Class 12 Hit Points 4 (1d8) Speed 30 feet.

Ini +2

STR DEX CON INT WIS CHA 10 (+0) 14 (+2) 10 (+0) 9 (-1) 12 (+1) 18 (+4) Senses Passive perception 10 Skills Persuasion +6, Deception +6

Tools Farmer’s Tools +5 Languages any one language (usually common) Challenge 1/8 (25 XP) Attractive. The fair maiden has advantage in every Charisma check involving interaction with people attracted to females, even from other races. Knife. MWA: +4 to hit, 5ft., 4 (1d4+2) piercing.

Medium humanoid (human), usually chaotic Armor Class 13 (natural armor) Hit Points 4 (1d8) Speed 30 feet. Ini +3

Medium humanoid (Human), usually any good Armor Class 10 Hit Points 5 (1d8+1) Speed 30 feet.

STR DEX CON INT WIS CHA 10 (+0) 16 (+3) 10 (+0) 10 (+0) 11 (+0) 15 (+2) Senses Passive perception 10, Darkvision 60 ft. Skills Performance +5, Acrobatics +5, Insight +2, Intimidation +5 Tools Disguise kit +4 Languages Common Challenge 1/4 (50 XP)

Ini +0

STR DEX CON INT WIS CHA 13 (+1) 10 (+0) 12 (+1) 9 (-1) 12 (+1) 10 (+0) Senses Passive perception 10 Skills Farmer’s Tools +5 Languages any one language (usually common) Challenge 0 (10 XP) Healthy. Country life is generally cleaner and healthier than city life. The (adult) farmers have advantage against diseases Pitchfork. MWA: +3 to hit, 10 feet, 4 (1d8+1) piercing. Sickle. MWA: +3 to hit, 5ft., 3 (1d4+1) slashing.

Multiattack: A jester can throw up to three daggers in a single round. If engaged in melee, it can only attack once. Throwing Daggers (9). RWA +5 to hit, 20/60 ft. 5 (1d4+3) piercing.

Pious. A priest has advantage on any History or Religion check regarding his own religion. Rod. MWA: -1 to hit, 5ft., 2 (1d4-1, minimum 1) bludgeoning. Medium humanoid (Human), usually lawful evil Armor Class 10 Hit Points 4 (1d8) Speed 30 feet.

Ini +0

STR DEX CON INT WIS CHA 9 (-1) 10 (+0) 10 (+0) 12 (+1) 10 (+0) 14 (+2) Senses Passive perception 10 Skills Deception +6, persuasion +4, Insight +2 Languages any one language (usually common) Challenge 0 (10 XP) Appraiser. A merchant can take an action to know the relative price of any one object, and discern which items are more valuable at glance. Charming. The merchants customarily are experts in haggling, deceiving and persuading people to overpay. When they trade, they have advantage on Charisma contests made for social interactions. Dagger. MWA: slashing/piercing.

+1

to

hit,

5ft.,

1

(1d4-1)

Medium humanoid (Human), usually Legal Armor Class 10 Hit Points 3 (1d8-1) Speed 25 feet.

Ini +0

STR DEX CON INT WIS CHA 8 (-1) 10 (+0) 9 (-1) 12 (+1) 14 (+2) 16 (+3) Senses Passive perception 12 Skills Religion +5, Medicine +3, History +3, Persuasion +5 Tools Calligrapher’s tools +2 Languages any three languages Challenge 0 (10 XP) Holy. A priest gains advantage on Charisma checks with people of its faith. This benefit doesn’t work with other priests from its hierarchy.

Medium humanoid (Human), any alignment Armor Class 11 Hit Points 5 (1d8+1) Speed 30 feet.

Ini +0

STR DEX CON INT WIS CHA 10 (+0) 12 (+1) 12 (+1) 10 (+0) 8 (-1) 15 (+2) Senses Passive perception 10 Skills Persuasion +6, Deception +6 Tools Farmer’s Tools +5 Languages any one language (usually common) Challenge 0 (10 XP) Assassination: If the prostitute attacks by surprise, the hit is considered a natural 20. Bad reputation. The prostitute has disadvantage in every Charisma check involving interaction with reputable people aware of their profession. Sick. Due the intimate nature of their job most prostitutes are prone to sickness and disease. They have disadvantage in saving throws against disease, and they often have some form of (usually contagious) sickness (such as tuberculosis, chicken pox or syphilis). Knife. MWA: +3 to hit, 5ft., 3 (1d4+1) slashing/piercing. If it has advantage on the attack, it adds 1d6 damage.

Belaying pin. MWA: +3 to hit, 5ft., 3 (1d4+1) bludgeoning.

Medium humanoid (Human), any alignment Armor Class 10 Hit Points 3 (1d8-1) Speed 25 feet.

Ini +0

STR DEX CON INT WIS CHA 7 (-2) 10 (+0) 9 (-1) 16 (+3) 12 (+1) 10 (+0) Senses Passive perception 10 Skills Any one Intelligence skill +7,Medicine +3 Tools Calligrapher’s tools +2 or Herbalism kit +5 Languages any three languages Challenge 0 (10 XP) Researcher. Given enough time and resources, a Sage gain a general understanding of the topic researched. This assumes the information it’s seeking exists within the source material. Dagger. MWA: +0 to hit, 5ft., 2 (1d4) piercing.

Medium humanoid (Human), any alignment Armor Class 10 Hit Points 4 (1d8) Speed 30 feet.

Ini +0

STR DEX CON INT WIS CHA 10 (+0) 10 (+0) 10 (+0) 12 (+1) 10 (+0) 12 (+1) Senses Passive perception 10 Skills A tool set +2 Languages any two languages (usually common and an faraway one) Challenge 0 (10 XP) Sick. Due to cities lack of hygiene and malnourishment, most townsfolk are prone to sickness and disease. They have disadvantage in saving throws against disease, and it’s common for them to have some form of (usually contagious) sickness (such as flu, chicken pox or syphilis). Club. MWA: +3 to hit, 5ft., 3 (1d4+1) bludgeoning.

Medium humanoid (Human), any alignment Armor Class 10 Hit Points 11 (2d8+2) Speed 30 feet.

Ini +0

STR DEX CON INT WIS CHA 12 (+1) 10 (+0) 13 (+1) 10 (+0) 14 (+2) 12 (+1) Senses Passive perception 14 Skills Vehicles (water) +6, Athletics +3, Perception +4, Navigator tools +2 Languages any two languages (usually common and an faraway one) Challenge 1/8 (25 XP) Navigator. The sailor can take an action to know where is north if the sky isn’t obscured and can see the stars or the sun, and has advantage on Navigation checks whenever it is at sea.

Medium humanoid (Human), any alignment Armor Class 13 (natural armor) Hit Points 2 (1d6-1) Speed 30 feet. Ini +3 STR DEX CON INT WIS CHA 8 (-1) 16 (+3) 9(-1) 12 (+1) 12 (+1) 12 (+1) Senses Passive perception 13 Skills Perception +3, Stealth +5, Sleight of Hand +5 Tools Thieves’ tools +5 Damage Vulnerability poison Languages any one language (usually common) Challenge 0 (10 XP)

City Secrets. The urchin knows most criminals or lowlifes in town, as well as a few “safe” houses where to eat or rest, and the shadiest, raggediest merchants. Malnourished. The urchin has disadvantage against disease and poison. Pet. Many urchins have small dogs, cats, or even mice as pets, often as starving and sick as they are. These pets keep them warm in the winter, and watch over them as they sleep, so they are rarely surprised. They have advantage on any check made for being surprised. Dagger. MWA: +4 to hit, 5ft., 5 (1d4+3) piercing.

Medium humanoid (dwarf), usually Legal

Medium humanoid (Dwarf), any alignment

Armor Class 10 Hit Points 4 (1d8) Speed 25 feet.

Armor Class 10 Hit Points 6 (1d8+2) Speed 25 feet.

Ini +0

STR DEX CON INT WIS CHA 10 (+0) 10 (+0) 11 (+0) 14 (+2) 16 (+3) 16 (+3) Senses Passive perception 13, Darkvision 60 ft. Skills Religion +7, Medicine +5, History Persuasion +5, Intimidation +5 Tools Calligrapher’s tools +2 Damage Resistance Poison Languages Dwarven and two other Challenge 0 (0 XP)

+4,

Dwarven Resilience. The dwarf has advantage on saving throws against poison, and resistance against poison damage. Holy. A priest gains advantage on Charisma checks with people of its faith. Pious. A priest has advantage on any History or Religion check regarding his own religion. Religious Leader: A bishop may enforce its authority on any clergy member below their rank in their faith.

Stonecunning. Whenever the dwarf makes an Intelligence (History) check related to the origin of stonework, it’s considered proficient in the History skill and add double its proficiency bonus to the check, instead of its normal proficiency bonus.

Rod. MWA: +0 to hit, 5ft., 2 (1d4) bludgeoning.

Ini +0

STR DEX CON INT WIS CHA 10 (+0) 10 (+0) 12 (+1) 12 (+1) 11 (+0) 10 (+0) Senses Passive perception 10, Darkvision 60 ft. Skills Mason’s tools or Smith tools +3, another tool +3 Damage Resistance Poison Languages Dwarven Challenge 0 (10 XP)

Dwarven Resilience. The dwarf has advantage on saving throws against poison, and resistance against poison damage. Stonecunning. Whenever the dwarf makes an Intelligence (History) check related to the origin of stonework, it’s considered proficient in the History skill and add double its proficiency bonus to the check, instead of its normal proficiency bonus. Dagger. MWA: +3 to hit, 5ft., 3 (1d4+1) piercing.

Medium humanoid (Dwarf), any alignment Armor Class 16 (scale mail) Hit Points 6 (1d8+2) Speed 25 feet. Ini +2

STR DEX CON INT WIS CHA 12 (+1) 14 (+2) 14 (+2) 10 (+0) 12 (+1) 8 (-1) Senses Passive perception 13, Darkvision 60 ft. Skills Athletics +3, Perception +3, Stealth +4, Sleight of Hands +4 Tools Thieves’ tools +4 Damage Resistance Poison Languages Dwarven Challenge 1/8 (25 XP) City Secrets. The criminal knows most criminals or lowlifes in town, as well as a few “safe” houses where to eat or rest, and the shadiest, raggediest merchants.

Dwarven Resilience. The dwarf has advantage on saving throws against poison, and resistance against poison damage. Menacing: Criminals have advantage when trying to Charisma checks made to intimidate people. Stonecunning. Whenever the dwarf makes Intelligence (History) check related to the origin of stonework, it’s considered proficient in the History skill and add double its proficiency bonus to the check, instead of its normal proficiency bonus.

Arquitect. Dwarven engineers are experts on fortifications and buildings. They reduce the time of any construction by half, and improve the quality of any construction, doubling its hit points and damage threshold. They can also detect failures and weak points on any fortification Dwarven Resilience. The dwarf has advantage on saving throws against poison, and resistance against poison damage. Stonecunning. Whenever the dwarf makes an Intelligence (History) check related to the origin of stonework, it’s considered proficient in the History skill and add double its proficiency bonus to the check, instead of its normal proficiency bonus. Dagger. MWA: +3 to hit, 5ft., 3 (1d4+1) piercing.

Medium humanoid (dwarf), any alignment Battleaxe: MWA: +3 to hit, 5ft., 5 (1d8+1) piercing. Heavy crossbow: RWA: +4 to hit, 100/400 ft.; 7 (1d10+2) piercing.

Medium humanoid (Dwarf), any alignment Armor Class 10 Hit Points 6 (1d8+2) Speed 25 feet.

Ini +0

STR DEX CON INT WIS CHA 10 (+0) 10 (+0) 12 (+1) 16 (+3) 12 (+1) 10 (+0) Saving Throws Constitution +3 Senses Passive perception 11, Darkvision 60 ft. Skills History +5, Mason’s tools +7, Tinker’s Tools +5, Calligrapher’s Tools +2 Damage Resistance Poison Languages Dwarven, Common, another language. Challenge 0 (10 XP)

Armor Class 10 Hit Points 5 (1d8+1) Speed 25 feet.

Ini +0

STR DEX CON INT WIS CHA 12 (+1) 10 (+0) 12 (+1) 13 (+1) 16 (+3) 8 (-1) Senses Passive perception 12 Skills Medicine +4, Religion +4, Nature +4 Tools Herbalism kit +4 Damage resistances poison Languages Dwarf, two other languages Challenge 0 (10 XP)

Dwarven Resilience. The dwarf has advantage on saving throws against poison, and resistance against poison damage. Meditation: If the hermit meditates in any task for at least an hour, it can add its Wisdom modifier to any further checks made to resolve said task, including attacking an enemy. It also can benefit its allies’ checks if it has spent at least half an hour explaining its strategy. Slightly Mad: A life of seclusion takes its toll. The hermit has one permanent madness from the DMG, without being extreme.

Stonecunning. Whenever the dwarf makes an Intelligence (History) check related to the origin of stonework, it’s considered proficient in the History skill and add double its proficiency bonus to the check, instead of its normal proficiency bonus. Survivor: The hermit can find food and water easily in its land. Quarterstaff. MWA: +3 to hit, 5ft., 1 (1d8+1) bludgeoning.

Medium humanoid (Dwarf), any alignment Armor Class 10 Hit Points 7 (1d8+3) Speed 25 feet.

Ini +0

STR DEX CON INT WIS CHA 12 (+1) 10 (+0) 14 (+2) 10 (+0) 12 (+1) 9 (-1) Senses Passive perception 10, Darkvision 60 ft. Skills Mason’s tools +4 Damage Resistance Poison Languages Dwarven Challenge 0 (10 XP)

Dwarven Resilience. The dwarf has advantage on saving throws against poison, and resistance against poison damage. Stonecunning. Whenever the dwarf makes an Intelligence (History) check related to the origin of stonework, it’s considered proficient in the History skill and add double its proficiency bonus to the check, instead of its normal proficiency bonus. Light Hammer. MWA: +3 to hit, 5ft., 3 (1d4+1) piercing.

Medium humanoid (Dwarf), any alignment Armor Class 10 Hit Points 5 (1d8+1)

Speed 25 feet.

Ini +0

STR DEX CON INT WIS CHA 14 (+2) 10 (+0) 12 (+1) 10 (+0) 10 (+0) 10 (+0) Senses Passive perception 10, Darkvision 60 ft. Skills Miner’s tools +4 Damage Resistance Poison Languages Dwarven Challenge 0 (10 XP)

Dwarven Combat Training. Dwarves have proficiency with the battleaxe, handaxe, light hammer, and Warhammer, and with light and medium armor. Dwarven Resilience. The dwarf has advantage on saving throws against poison, and resistance against poison damage. Stonecunning. Whenever the dwarf makes an Intelligence (History) check related to the origin of stonework, it’s considered proficient in the History skill and add double its proficiency bonus to the check, instead of its normal proficiency bonus. Pick. MWA: +3 to hit, 5ft., 3 (1d6+1) piercing.

Medium humanoid (Dwarf), any alignment Armor Class 11 (blacksmith apron)/18 (breastplate and shield) Hit Points 19 (3d8+6) Speed 25 feet. Ini +0 STR DEX CON INT WIS CHA 18 (+4) 13 (+1) 15 (+2) 14 (+2) 10 (+0) 15 (+2) Saving Throws Wisdom +2 Senses Passive perception 10, Darkvision 60 ft. Skills Smith tools +10 Damage Resistance Poison, fire Languages Dwarven Challenge 1/2 (100 XP)

Dwarven Resilience. The dwarf has advantage on saving throws against poison, and resistance against poison damage. Metalworker. A master blacksmith has expertise on checks regarding metal forging and weaponry. Also, the weapons and armor made by a master blacksmith have Advantage on saving throws and twice the hit points.

Strong. The blacksmiths have advantage in strength contests against any creature that doesn’t surpass its size category or strength score. Will of Fire. Dwarven master blacksmiths cannot be charmed or frightened, and have advantage on Wisdom Saving Throws. Masterwork Hammer. MWA: +7 to hit, 5ft., 3 (1d8+5) piercing.

Medium humanoid (Dwarf), usually any good Armor Class 10 Hit Points 7 (1d8+3) Speed 25 feet.

Ini +0

STR DEX CON INT WIS CHA 13 (+1) 10 (+0) 14 (+2) 9 (-1) 13 (+1) 10 (+0) Senses Passive perception 10 Damage resistance Poison Skills Farmer’s Tools +3 Languages any one language (usually common) Challenge 0 (10 XP) Healthy. Country life is generally cleaner and healthier than city life. The (adult) farmers have advantage against diseases

Dwarven Resilience. The dwarf has advantage on saving throws against poison, and resistance against poison damage. Medium humanoid (Dwarf), any alignment Armor Class 10 (14 with scale mail) Hit Points 5 (1d8+1) Speed 25 feet. Ini +0

Pitchfork. MWA: (two handed) +3 to hit, 10 feet, 4 (1d8+1) piercing. Knife. MWA: +3 to hit, 5ft., 3 (1d4+1) slashing/piercing.

STR DEX CON INT WIS CHA 12 (+1) 10 (+0) 12 (+1) 10 (+0) 10 (+0) 10 (+0) Senses Passive perception 10, Darkvision 60 ft. Skills Mason’s tools or Smith tools +3 Damage Resistance Poison Languages Dwarven Challenge 0 (10 XP)

Dwarven Combat Training. Dwarves have proficiency with the battleaxe, handaxe, light hammer, and Warhammer, and with light and medium armor. Dwarven Resilience. The mountainfolk has advantage on saving throws against poison, and resistance against poison damage. Stonecunning. Whenever the dwarf makes an Intelligence (History) check related to the origin of stonework, it’s considered proficient in the History skill and add double its proficiency bonus to the check, instead of its normal proficiency bonus. Dagger. MWA: +3 to hit, 5ft., 3 (1d4+1) piercing.

Medium humanoid (Dwarf), usually any good Armor Class 10 Hit Points 6 (1d8+2) / 5 (1d8+1) dog Speed 25 feet. /40 ft (dog) Ini +0 STR DEX CON INT WIS CHA 15 (+2) 10 (+0) 14 (+2) 9 (-1) 12 (+1) 8 (-1) Senses Passive perception 13 Damage resistance Poison Skills Animal Handling +3, Perception +3 Languages any one language (usually common)

Challenge 1/8 (25 XP)

Dwarven Resilience. The shepherd has advantage on saving throws against poison, and resistance against poison damage. Dwarven Companions. The shepherd has at least one but often three or more trained mastiffs as companions to check out for wolves. If the dogs are beside it, the dwarf cannot be surprised and has advantage on Perception checks. Navigator. The shepherd can take an action to know where is north if the sky isn’t obscured and it can see the stars or sun, and have advantage on Navigation checks whenever he is on land. Wolf Fighter. The dwarven shepherd has advantage when tracking or recalling lore about wolves, and in Initiative checks against them. This advantage carries on to all allies of the shepherd.

Multiattack. The sheperd can make an attack, and command its pet as a bonus action to attack a creature. Quarterstaff. MWA: (two handed) +3 to hit, 10 feet, 4 (1d8+1) bludgeoning. Light Crossbow. MWA: +2 to hit, 5ft., 4 (1d8) slashing/piercing. Bite (mastiff). MWA +3 to hit, 5 ft., 4 (1d6+1)

Medium humanoid (Elf), any alignment

Prestidigitation (cantrip). The elves create a minor effect as a puff of wind, lit or snuff a small fire (torch, small bonfire) or other magical effects.

Armor Class 13 (natural armor) Hit Points 4 (1d8) Speed 30 feet. Ini +3 STR DEX CON INT WIS CHA 10 (+0) 16 (+3) 10 (+0) 14 (+2) 11 (+0) 18 (+4) Senses Passive perception 12, Darkvision 60 ft. Skills Performance +8 (pick an art), Perception +2 Condition Resistance Charmed Languages Elven, other two Challenge 0 (10 XP)

Charming Art. When the artists perform their art they make a Performance contest against the public’s Charisma saving throw. Alternatively, the DM can make a Skill Check against the passive Charisma ST DC. If they succeed, the public is Charmed by the art. This trait isn’t magical, so magical resistances don’t work against it. Fey Ancestry: the elves gain Advantage against Charm, they can’t be put to sleep by magic means. Trance: Elves don’t sleep; they enter in a 4 hour trance. They still have to rest 8 hours to gain benefits of long rests. Punch. MWA +2 to hit, 1 bludgeoning.

Medium humanoid (Elf), any alignment Armor Class 13 (leather armor) Hit Points 4 (1d8) Speed 60 feet. (horse) Ini +2 STR DEX CON INT WIS CHA 10 (+0) 15 (+2) 10 (+0) 12 (+1) 16 (+3) 14 (+2) Senses Passive perception 15, Darkvision 60 ft. Skills Perception +5, Animal Handling +5, Stealth +4 Condition Resistance Charmed Languages Elven, other two Challenge 0 (10 XP)

Fey Ancestry: the elves gain Advantage against Charm; they can’t be put to sleep by magic means. Navigator. The courier can take an action to know where is north if the sky isn’t obscured and it can see the stars or sun, and have advantage on Navigation checks whenever it is on land.

Rider: The couriers can double the amount of ground covered each day of march on horseback. Trance: Elves don’t sleep; they enter in a 4 hour trance. They still have to rest 8 hours to gain benefits of long rests. Shortsword. MWA +4 to hit, 5 (1d6+2) slashing.

Medium humanoid (elf), any alignment Armor Class 14 (natural armor) Hit Points 20 (3d8+6) Speed 30 feet. Ini +4 STR DEX CON INT WIS CHA 12 (+1) 18 (+4) 14 (+2) 13 (+1) 10 (+0) 18 (+4) Saving Throws Charisma +6 Senses Passive perception 12 Skills Persuasion +6, Deception +6, Performance +8, Insight +2, Perception +2 Tools Musical Instrument +6 Condition Resistance Charmed Languages elven and two other of their choice Challenge 0 (10 XP) Charming: The courtesan has advantage on interaction skill checks.

Fey Ancestry: the courtesan gain Advantage against Charm, they can’t be put to sleep by magic means. Spellcasting: The courtesan is a 3rd-level spellcaster. Its spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). It has the following spells prepared: Cantrips (at will): Vicious Mockery, Prestidigitation, Dancing Lights Level 1 (4 slots): Disguise Self, Sleep, Silent Image, Heroism. Level 2 (2 slots): Calm Emotions, Enthrall

Trance: Courtesans don’t sleep; they enter in a 4 hour trance. They still have to rest 8 hours to gain benefits of long rests. Dagger. MWA: +6 to hit, 5ft., 3 (1d4+4) piercing.

Medium humanoid (Elf), Chaotic Evil Armor Class 12 (leather armor) Hit Points 13 (3d8) Speed 35 feet. Ini +3 STR DEX CON INT WIS CHA 10 (+0) 13 (+1) 10 (+0) 14 (+2) 15 (+2) 16 (+3) Senses Passive perception 14, Darkvision 60 ft. Skills Performance +6, History +5, Perception +4, Deception +6 Languages Elven, other two Condition Resistance Charmed Challenge Unrated. They are a Deadly encounter to any unaware creature, and an easy one to aware ones.

Arcane Narrator: The storyteller can make a Performance check when it is on a bonfire to charm the listeners. When charmed this way, the targets can “see” the images of the stories on their heads, and the storyteller can also attempt to Intimidate or charm their public, giving them relieving or nightmarish dreams. Creatures charmed are willing to give their memories. Fey Ancestry: the elves gain Advantage against Charm, they can’t be put to sleep by magic means. Mask of the Wild: The gatherers can attempt to hide even when they are only lightly obscured for natural causes, as rain, fog or snow. Memory Eater: A dark weaver can perform a lengthy ritual to “eat” the memories of a host. The host loses the memories, and the storyteller now possesses them as if they were theirs. An unwilling creature has to be restrained, and has to make a DC 16 Intelligence saving throw or lose a memory. Each memory can be stored on small enchanted bottles to avoid overcrowding the storyteller’s mind.

Soul Eater: A dark weaver can “eat” entire levels of memories. Every hour that the soul eater devours a character’s memory, the victim loses a level, and the storyteller can gain a level on its class as if it were multiclassing (same rules applies), or one of the powers of the character.

Knife. MWA +4 to hit, 4 (1d4+2) slashing. Prestidigitation (cantrip). The elves create a minor effect as a puff of wind, lit or snuff a small fire (torch, small bonfire) or other magical effects.

Quarterstaff. MWA +2 to hit, 3 (1d6) bludgeoning.

Medium humanoid (Elf), any alignment Armor Class 10 Hit Points 4 (1d8) Speed 30 feet. Medium humanoid (Elf), any alignment Armor Class 12 (natural armor) Hit Points 5 (1d8+1) Speed 30 feet. Ini +3 STR DEX CON INT WIS CHA 10 (+0) 14 (+2) 12 (+1) 16 (+3) 11 (+0) 13 (+1) Senses Passive perception 12, Darkvision 60 ft. Skills Perception +2 Tools Cook’s Utensils +8 Condition Resistance Charmed Languages Elven, other two Challenge 0 (10 XP)

Gourmand. As an action, the elven cook can inspect a drink or plate of food within 5 feet of it and determine whether it is poisoned, provided that it can see and smell it. Also, during a long rest it can prepare and serve a meal that helps its allies. The meal serves up to twelve people, and each person who eats it regains two additional Hit Dice at the end of the long rest. In addition, those who partake of the meal have advantage on Constitution saving throws against disease for the next 24 hours. Fey Ancestry: the chefs gain Advantage against Charm, they can’t be put to sleep by magic means. Trance: The chefs don’t sleep; they enter in a 4 hour trance. They still have to rest 8 hours to gain benefits of long rests.

Ini +3

STR DEX CON INT WIS CHA 10 (+0) 17 (+3) 10 (+0) 14 (+2) 10 (+0) 16 (+3) Senses Passive perception 12, Darkvision 60 ft. Skills Perception +2 Tools Weaver’s Tools +7, cobbler’s tools +5 Condition Resistance Charmed Languages Elven Challenge 0 (10 XP) Expert. The artisans don’t have to roll to make use of their tools unless it’s something especially difficult (DC 20 or above), or they are rushed by time. It still takes time to make these items.

Fey Ancestry: the elves gain Advantage against Charm, they can’t be put to sleep by magic means. Trance: Elves don’t sleep; they enter in a 4 hour trance. They still have to rest 8 hours to gain benefits of long rests. Knife. MWA: +3 slashing/piercing.

to

hit,

5ft.,

3

(1d4+1)

Medium humanoid (Elf), any alignment Armor Class 11 Hit Points 13 (2d8+4) Speed 30 feet.

Ini +1

STR DEX CON INT WIS CHA 14 (+2) 12 (+1) 14 (+2) 15(+2) 10(+0) 10(+0) Senses Passive Perception 12, Darkvision 60 feet. Skills Perception +2, Nature +4 Tools Woodcarver tools +3 Condition Resistance Charmed Languages Common, Elvish Challenge 1/8 (25 XP)

Fey Ancestry: the elves gain Advantage against Charm, they can’t be put to sleep by magic means. Healthy: The country’s life is usually cleaner and healthier than the one of the towns or cities. The foresters have advantage against diseases. Trance: Elves don’t sleep; they enter in a 4 hour trance. They still have to rest 8 hours to gain benefits of long rests.

Fey Ancestry: the green hands gain Advantage against Charm, they can’t be put to sleep by magic means.

Healthy: The country’s life is usually cleaner and healthier than the one of the towns or cities. The foresters have advantage against diseases. Green Hand: Green hands have a knack for growing plants. They can slowly invigorate exhausted lands by working a few months in it. They can also magically aid the food production, doubling the crops quantity and quality, and also the time before spoilage. Each elf can do this over a small portion of land, but several green hands can coordinate this effect to greatly improve their production. Trance: Elves don’t sleep; they enter in a 4 hour trance. They still have to rest 8 hours to gain benefits of long rests. Sickle. RWA: +3 to hit; 5 feet; 5 (1d4+1) slashing.

Axe. MWA: +3 to hit; 5 feet.; 5 (1d8+1) piercing.

Medium humanoid (Elf), any alignment Armor Class 11 Hit Points 4 (1d8) Speed 35 feet.

Medium humanoid (Elf), any alignment Armor Class 11 Hit Points 4 (1d8) Speed 30 feet.

Ini +1

STR DEX CON INT WIS CHA 12 (+1) 12 (+1) 10 (+0) 12(+1) 14(+2) 10(+0) Senses Passive Perception 14, Darkvision 60 feet. Skills Perception +4 Languages Common, Elvish Condition Resistance Charmed Challenge 0 (10 XP)

Ini +1

STR DEX CON INT WIS CHA 12 (+1) 12 (+1) 10 (+0) 10(+0) 16(+3) 10(+0) Senses Passive Perception 15, Darkvision 60 feet. Skills Perception +5, Survival +5 Condition Resistance Charmed Languages Common, Elvish Challenge 1/8 (25 XP)

Fey Ancestry: the elves gain Advantage against Charm, they can’t be put to sleep by magic means. Forager: The gatherer doubles the amount of food produced by gathering. They also produce “lines of life” on their trail, as their food remnants almost always sprout.

Mask of the Wild. The gatherers can attempt to hide even when they are only lightly obscured for natural causes, as rain, fog or snow. Trance: the gatherers don’t sleep; they enter in a 4 hour trance. They still have to rest 8 hours to gain benefits of long rests. Longbow. RWA: +3 to hit; 150/600 feet; 5 (1d8+1) piercing.

Trance: Elves don’t sleep; they enter in a 4 hour trance. They still have to rest 8 hours to gain benefits of long rests. Memory Eater: A storyteller can perform a lengthy ritual to “eat” the memories of a voluntary host. The host loses the memories, and the storyteller now possesses them as if they were theirs. A master storyteller can even draw memories from the dead or the unwilling (but restrained) creature, to the point of erasing most of their memories. Each memory can be stored on small enchanted bottles to avoid overcrowding the storyteller’s mind. Quarterstaff. MWA +2 to hit, 3 (1d6) bludgeoning.

Medium humanoid (elf), chaotic neutral

Medium humanoid (Elf), any alignment Armor Class 13 (natural armor) Hit Points 4 (1d8) Speed 35 feet. Ini +3 STR DEX CON INT WIS CHA 10 (+0) 13 (+1) 10 (+0) 14 (+2) 15 (+2) 16 (+3) Senses Passive perception 14, Darkvision 60 ft. Skills Performance +6, History +5, Perception +4 Languages Elven, other two Challenge 0 (10 XP)

Arcane Narrator: The storyteller can make a Performance check when it is on a bonfire to charm the listeners. When charmed this way, the targets can “see” the images of the stories on their heads, and the storyteller can also attempt to Intimidate or Charm their public, giving them relieving or nightmarish dreams. Fey Ancestry: the elves gain Advantage against Charm, they can’t be put to sleep by magic means. Lore Master: The storyteller has Advantage on checks to recall lore about old stories. Mask of the Wild: The gatherers can attempt to hide even when they are only lightly obscured for natural causes, as rain, fog or snow.

Armor Class 15 (leather) Hit Points 4 (1d8) Speed 35 ft.

Ini +3

STR DEX CON INT WIS CHA 10 (+0) 18 (+4) 10 (+0) 14 (+2) 10 (+0) 14 (+2) Senses Passive perception 12, Darkvision 60 ft. Skills Stealth +6, Deception +4, Athletics +2, perception +2 Tools Disguise Kit +4 Languages any one language (usually common) and thieves’ cant. Challenge 1/8 (25 XP) Fast: The trickster has advantage on Initiative checks.

Fey Ancestry: the tricksters gain Advantage against Charm; they can’t be put to sleep by magic means. Mask of the Wild: The tricksters can attempt to hide even when they are only lightly obscured for natural causes, as rain, fog or snow. Trance: Tricksters don’t sleep; they enter in a 4 hour trance. They still have to rest 8 hours to gain benefits of long rests. Shortsword. MWA: +6 to hit, 5ft., 7 (1d6+4) piercing.

Small humanoid (Halfling), any alignment Armor Class 10 Hit Points 13 (2d8+4) Speed 25 ft.

Ini +0

STR DEX CON INT WIS CHA 10 (+0) 15 (+2) 10 (+0) 12 (+1) 10 (+0) 11 (+0) Senses Passive perception 10 Tools An artisan’s tool set of their trade +5 Languages any one language (usually common) Challenge 0 (10 XP) Expert. The artisans don’t have to roll to make use of their tools unless it’s something especially difficult (DC 20 or above), or they are rushed by time. Knife. MWA: +3 slashing/piercing.

to

hit,

5ft.,

3

(1d4+1)

Halfling Nimbleness: Halflings can move through the space of any creature larger than it. Naturally Stealthy: The halfling can attempt to hide even when it’s obscured only by a creature that is at least one size larger than it. Gourmand. As an action, the halfling cook can inspect a drink or plate of food within 5 feet of it and determine whether it is poisoned, provided that it can see and smell it. Also, during a long rest it can prepare and serve a meal that helps its allies. The meal serves up to fifteen people, and each person who eats it regains an additional Hit Dice at the end of the long rest. In addition, those who partake of the meal have advantage on Constitution saving throws against disease for the next 24 hours. Knife. MWA +4 to hit, 4 (1d4+2) slashing. Prestidigitation (cantrip). The elves create a minor effect as a puff of wind, lit or snuff a small fire (torch, small bonfire) or other magical effects.

Small humanoid (Halfling), any alignment Armor Class 12 (natural armor) Hit Points 5 (1d8+1) Speed 25 feet. Ini +2 STR DEX CON INT WIS CHA 10 (+0) 14 (+2) 12 (+1) 15 (+2) 11 (+0) 13 (+1) Senses Passive perception 10 Tools Cook’s Utensils +4 Languages Elven, other two Challenge 0 (10 XP)

Brave: halflings have advantage on Saving Throws against fear. Lucky: When the halflings roll a 1 on a d20 check, they can reroll the die and must use the new roll.

Small humanoid (Halfling), any alignment Armor Class 10 Hit Points 4 (1d8) Speed 25 feet.

Ini +0

STR DEX CON INT WIS CHA 7 (-2) 12 (+1) 10 (+0) 15 (+2) 14 (+2) 9 (-1) Senses Passive perception 12 Skills Medicine +4, Animal Handling +4, Nature +4 Tools Herbalism kit +7 Damage resistances poison Languages any three languages Challenge 0 (0 XP) Herbal Medicine. The herbalist has advantage ins saves against disease and poison.

Brave: halflings have advantage on Saving Throws against fear. Lucky: When the halflings roll a 1 on a d20 check, they can reroll the die and must use the new roll. Halfling Nimbleness: Halflings can move through the space of any creature larger than it. Naturally Stealthy: The halfling can attempt to hide even when it’s obscured only by a creature that is at least one size larger than it. Sickle. MWA: +0 to hit, 5ft., 1 (1d4-2, minimum 1) slashing.

Small humanoid (Halfling), usually any good Armor Class 11 Hit Points 5 (1d8+1) Speed 25 ft.

Ini +0

STR DEX CON INT WIS CHA 9 (-1) 12 (+1) 11 (+0) 14 (+2) 12 (+1) 15 (+2) Senses Passive perception 11 Skills Farmer’s Tools +5, a musical instrument +3 Languages any one language (usually common) Challenge 0 (10 XP)

Brave: halflings have advantage on Saving Throws against fear. Lucky: When the halflings roll a 1 on a d20 check, they can reroll the die and must use the new roll. Halfling Nimbleness: Halflings can move through the space of any creature larger than it. Leader: The householders have Advantage on Charisma checks made to interact with peasants. Naturally Stealthy: The halfling can attempt to hide even when it’s obscured only by a creature that is at least one size larger than it. Club. MWA: +3 to hit, 5ft., 3 (1d4+1) bludgeoning.

Small humanoid (Halfling), usually any good Armor Class 11 Hit Points 5 (1d8+1) Speed 25 ft.

Ini +0

STR DEX CON INT WIS CHA 12 (+1) 12 (+1) 12 (+1) 9 (-1) 12 (+1) 10 (+0) Senses Passive perception 11 Skills Farmer’s Tools +5, a musical instrument +3 Languages any one language (usually common) Challenge 0 (10 XP)

Brave: halflings have advantage on Saving Throws against fear. Lucky: When the halflings roll a 1 on a d20 check, they can reroll the die and must use the new roll. Halfling Nimbleness: Halflings can move through the space of any creature larger than it. Naturally Stealthy: The halfling can attempt to hide even when it’s obscured only by a creature that is at least one size larger than it. Healthy. The country’s life is usually cleaner and healthier than the one of the towns or cities. The (adult) farmers have advantage against diseases Pitchfork. MWA: (two handed) +3 to hit, 10 feet, 4 (1d8+1) piercing. Knife. MWA: +3 to hit, 5ft., 3 (1d4+1) slashing/piercing.

Small humanoid (Halfling), any alignment Armor Class 13 (studded leather armor) Hit Points 5 (1d8+1) Speed 25 ft. Ini +0 STR DEX CON INT WIS CHA 11 (+1) 13 (+1) 12 (+1) 10 (+0) 14 (+2) 12 (+1) Senses Passive perception 14 Skills Land Vehicles +6, Perception +4, Insight +4

Languages any one language (usually common) Challenge 1/8 (25 XP) Appraiser. The peddler can take an action to know the relative price of any one object, and discern which items are more valuable at glance.

Rod. MWA: -1 to hit, 5ft., 2 (1d4-1, minimum 1) bludgeoning.

Brave: Peddlers have advantage on Saving Throws against fear. Lucky: When the peddler rolls a 1 on a d20 check, it can reroll the die and must use the new roll. Halfling Nimbleness: peddlers can move through the space of any creature larger than it. Naturally Stealthy: The peddler can attempt to hide even when it’s obscured only by a creature that is at least one size larger than it. Dagger. MWA: piercing/slashing.

+3

to

hit,

5ft.,

3

(1d4+1)

Small humanoid (Halfling), any non-legal alignment Armor Class 14 (natural armor) Hit Points 9 (2d8) Speed 25 ft. Ini +4 STR DEX CON INT WIS CHA 10 (+0) 18 (+4) 10 (+0) 12 (+1) 10 (+0) 9 (-1) Senses Passive perception 12 Skills Perception +2, Stealth +8, Sleight of Hand +8, Athletics +2 Tools Thieves’ tools +8 Languages any one language (usually common) and thieves’ cant. Challenge 1/8 (25 XP)

Small humanoid (halfling), usually any Legal Armor Class 11 (natural) Hit Points 4 (1d8) Speed 25 feet.

Ini +0

STR DEX CON INT WIS CHA 8 (-1) 12 (+1) 10 (+0) 12 (+1) 14 (+2) 16 (+3) Senses Passive perception 12 Skills Religion +5, Medicine +3, History Persuasion +5 Tools Calligrapher’s tools +2 Languages any three languages Challenge 0 (0 XP)

Brave: halflings have advantage on Saving Throws against fear. +3,

Brave: priests have advantage on Saving Throws against fear. Lucky: When the halflings roll a 1 on a d20 check, they can reroll the die and must use the new roll. Halfling Nimbleness: priests can move through the space of any creature larger than it. Holy. A priest gains advantage on Charisma checks with people of its faith. This benefit doesn’t work with other priests from its hierarchy.

Naturally Stealthy: The halfling can attempt to hide even when it’s obscured only by a creature that is at least one size larger than it. Pious. A priest has advantage on any History or Religion check regarding his own religion.

City Secrets. The thief knows most criminals or low livers of their lands, as well as a few “safe” houses where go to eat or rest, and most of the shady, raggedy merchants. Cunning Action: the thief can use a bonus action to Disengage, Hide or Dash. Fast: The thief has advantage on Initiative checks.

Halfling Nimbleness: thieves can move through the space of any creature larger than it. Naturally Stealthy: The halfling can attempt to hide even when it’s obscured only by a creature that is at least one size larger than it. Dagger. MWA: +6 to hit, 5ft., 6 (1d4+4) piercing.

Small humanoid (Halfling), any alignment Armor Class 10 Hit Points 4 (1d8) Speed 25 ft.

Ini +0

STR DEX CON INT WIS CHA 10 (+0) 12 (+1) 10 (+0) 11 (+0) 11 (+0) 12 (+1) Senses Passive perception 10 Skills A tool set +2 Languages any two languages (usually common and an faraway one) Challenge 0 (10 XP)

Brave: halflings have advantage on Saving Throws against fear. Lucky: When the halflings roll a 1 on a d20 check, they can reroll the die and must use the new roll. Halfling Nimbleness: Halflings can move through the space of any creature larger than it. Naturally Stealthy: The halfling can attempt to hide even when it’s obscured only by a creature that is at least one size larger than it. Sick. Due to city’s lack of hygiene and malnourishment, most townsfolk are prone to sickness and disease. They have disadvantage in saving throws against disease, and they have usually some form of (usually contagious) sickness (as flu, chicken pox or syphilis). Club. MWA: +3 to hit, 5ft., 3 (1d4+1) bludgeoning.

Small humanoid (Halfling), any alignment Armor Class 14 (natural armor) Hit Points 2 (1d6-1) Speed 25 ft. Ini +3 STR DEX CON INT WIS CHA 8 (-1) 18 (+4) 9(-1) 12 (+1) 12 (+1) 12 (+1) Senses Passive perception 13 Skills Perception +3, Stealth +6, Sleight of Hand +6 Tools Thieves’ tools +6 Damage Vulnerability poison Languages any one language (usually common) and thieves’ cant. Challenge 0 (10 XP)

Brave: halflings have advantage on Saving Throws against fear. City Secrets. The urchin knows most criminals or lowlifes of their lands, as well as a few “safe” houses where to eat or rest, and the shadiest, raggediest merchants. . Malnourished. The urchin has disadvantage against disease and poison.

Naturally Stealthy: The halfling can attempt to hide even when it’s obscured only by a creature that is at least one size larger than it. Pet. Many urchins have small dogs, cats, or even mice as pets, often as malnourished and sick as they are. These pets keep them warm in the winter, and watch them when they sleep, so they rarely are surprised. They have advantage on any check made for being surprised. Dagger. MWA: +4 to hit, 5ft., 5 (1d4+3) piercing.