TEXT: - Bardings -
  lIfstan, son of leIknIr
  Your father was a smith. When you were a child, the sound of the 
  hammer ringing in his forge was as music to your ears. One day, 
  when the city of Dale was finally rebuilt and the entrance to the 
  Lonely Mountain opened once again, your father brought you 
  to see the forges of the Mountain-folk. There, you have seen 
  the work of the Dwarf-smiths of old, a treasure beyond 
  what your imagination could dream up. 
  From that day you haven’t stopped thinking about the 
  vast hoards that lie unmolested in deep places beneath the 
  mountains...
  40
  
  Strength
  Dexterity
  Constitution
  Intelligence
  Wisdom
  Charisma
  Shadow
  Inspiration
  Proficiency Bonus
  ____ Strength
  ____ Dexterity
  ____ Constitution
  ____ Intelligence
  ____ Wisdom
  ____ Corruption
  ____ Charisma
  saving throWs
  ____ Acrobatics (Dex)
  ____ Animal Handling (Wis)
  ____ Athletics (Str)
  ____ Deception (Cha)
  ____ History (Int)
  ____ Insight (Wis)
  ____ Intimidation (Cha)
  ____ Investigation (Int)
  ____ Lore (Int)
  ____ Medicine (Wis)
  ____ Nature (Int)
  ____ Perception (Wis)
  ____ Performance (Cha)
  ____ Persuasion (Cha)
  ____ Riddle (Int)
  ____ Shadow-lore (Int)
  ____ Sleight of Hand (Dex)
  ____ Stealth (Dex)
  ____ Survival (Wis)
  ____ Traditions (Int)
  skills
  Passive Perception (wisdom)
  other Proficiencies & languages
  Armour Class
  Initiative
  Speed
  current hit Points
  Hit Point Maximum ____________________________
  teMPorary hit 
  Points
  hit dice
  Total _______________
  death saves
  Successes
  Failures
  attacks
  Name
  Atk Bonus
  Damage/Type
  equiPMent
  G
  S
  C
  features, traits, and virtues
  character traits
  character naMe
  Standard of Living
  Distinctive Quality
  Speciality
  Hope
  Despair
  class & 
  level
  culture
  Back-
  ground
  Player 
  naMe
  shadoW
  Weakness
  exPerience
  Points
  Lifstan son of Leiknir
  Warrior 1
  Barding
  Seeker of 
  the Lost
  Lure of Power
  0
  Prosperous
  15
  +2
  12
  +1
  13
  +1
  11
  +0
  8
  -1
  16
  +3
  +2
  +4
  +1
  +5
  +0
  -1
  +3
  +1
  -1
  +4
  +3
  +0
  +1
  +5
  +2
  +2
  -1
  +0
  -1
  +3
  +3
  +0
  +0
  +1
  +1
  -1
  +0
  9
  Proficiencies: All armour, shields, simple 
  weapons, martial weapons.
  Languages: You can speak, read, and write Dalish 
  – an archaic version of the Common Speech.
  Clear Eyed: You have proficiency in the Insight 
  skill. (See page 33)
  14 
  (16 with brdswd 
  18 with shield 
  and  broadsword)
  +1
  30 feet
  11
  11
  1d10 per Warrior 
  level
  Broadsword 
  +4
  1d8+2 slashing
  Short Bow* 
  +5
  1d6+1 piercing
  *You can shoot your short bow 80 feet, or up to 
  320 feet with disadvantage on the attack roll.
  Archery. You gain a +2 bonus to attack rolls 
  you make with ranged weapons. This benefit is 
  included in your ranged weapon bonus.
  Ring mail, shield, broadsword, short 
  bow with a quiver of 20 arrows, 
  fur-lined travelling cloak, travelling 
  gear for the current season, bedroll, 
  backpack, comfortable boots, rope 
  and amulet of a raven’s feather.
  32
  Adventurous. You enjoy seeking out new 
  challenges and experiences. 
  Burglary. Finding what you seek often means 
  finding a way into places where you’re not 
  supposed to be.
  I know that the Shadow will tremble the day we 
  recover a lost relic.
  I’m certain that when I find what I am looking for 
  that it will be something that was better left alone. 
   Second Wind. On your turn, use a bonus action 
  to regain hit points equal to 1d10 + your Warrior 
  level. You must finish a short or long rest before 
  you can use it again. (See page 92)
  Lore of the Lost. When you hear about a new 
  region or ruin for the first time, you probably know 
  at least a bit of lore about it and where you can 
  likely find even more information.(See page 140)
   Cultural Virtue: Swordmaster. When fighting 
  with either a broadsword or a long sword, add 
  your proficiency bonus to your AC.
  TM
  MiseraBle
  Permanent
  
  - Beornings -
  Beran of the MountaIns
  You were born into a family of shepherds and hunters 
  near the eastern edge of the Misty Mountains. Since you 
  were a child you felt a great fascination for the high and 
  snowy peaks, and spent most of your time climbing and 
  looking for new paths over the mountains. After you met 
  Beorn and embraced his cause, you chose to protect any 
  friendly traveller that finds himself journeying through the 
  mountain passes in these times of growing peril.
  42
  
  Strength
  Dexterity
  Constitution
  Intelligence
  Wisdom
  Inspiration
  Proficiency Bonus
  ____ Strength
  ____ Dexterity
  ____ Constitution
  ____ Intelligence
  ____ Wisdom
  ____ Corruption
  ____ Charisma
  saving throWs
  ____ Acrobatics (Dex)
  ____ Animal Handling (Wis)
  ____ Athletics (Str)
  ____ Deception (Cha)
  ____ History (Int)
  ____ Insight (Wis)
  ____ Intimidation (Cha)
  ____ Investigation (Int)
  ____ Lore (Int)
  ____ Medicine (Wis)
  ____ Nature (Int)
  ____ Perception (Wis)
  ____ Performance (Cha)
  ____ Persuasion (Cha)
  ____ Riddle (Int)
  ____ Shadow-lore (Int)
  ____ Sleight of Hand (Dex)
  ____ Stealth (Dex)
  ____ Survival (Wis)
  ____ Traditions (Int)
  skills
  Passive Perception (wisdom)
  other Proficiencies & languages
  Armour Class
  Initiative
  Speed
  current hit Points
  Hit Point Maximum ____________________________
  hit dice
  Total _______________
  death saves
  Successes
  Failures
  attacks
  Name
  Atk Bonus
  Damage/Type
  equiPMent
  G
  S
  C
  features, traits, and virtues
  character traits
  character naMe
  Standard of Living
  Distinctive Quality
  Speciality
  Hope
  Despair
  class & 
  level
  culture
  Back-
  ground
  Player 
  naMe
  shadoW
  Weakness
  exPerience
  Points
  Beran of the Mountains
  Warden 1
  Beorning
  Loyal Servant 
  Lure of Power
  0
  Martial
  16
  +3
  14
  +2
  12
  +1
  10
  +0
  9
  -1
  14
  +2
  +2
  +3
  +4
  +1
  +0
  -1
  +4
  +2
  -1
  +5
  +2
  +0
  +1
  +4
  +0
  +0
  -1
  +0
  +1
  +2
  +2
  +0
  +0
  +2
  +2
  +1
  +2
  11
  Proficiencies: Light armour, shields, simple 
  weapons, broadswords, long swords, and short 
  swords.
  Languages: You can speak the Vale of Anduin 
  Tongue – an archaic version of the Common 
  Speech, closely related to Dalish.
  Angry: You have proficiency in the Intimidation 
  skill. (See page 35)
  14 
  (16 with Shield)
  +2
  30 feet
  9
  9
  1d8 per Warden 
  level
  Short Sword 
  +5
  1d6+3 piercing
  Dagger*  
  +5
  1d4+3 piercing
  *You can throw your dagger 20 feet, or up to 60 
  feet with disadvantage on the attack roll.
  **You can shoot your great bow 150 feet, or up to 
  600 feet with disadvantage on the attack roll.
  Brightly coloured travelling cloak, 
  travelling gear for the current season, 
  backpack, belt, dagger, boots, 
  necklace of orc-teeth, short sword, 
  great bow with a quiver of 20 arrows, 
  leather corslet and shield.
  14
  Trusty. You are someone people know they can 
  trust 
  Enemy-lore. You focus much of your efforts 
  against a single enemy, the one that vexes your 
  master.
  I would place myself in danger for a friend.
  I know that when the agents of the Shadow come, I 
  will be amongst the first to fall. 
  Warden’s Gift. You can inspire others through 
  stirring words, through music or by your presence 
  alone. (See page 87)  
  Ever Watchful. Wardens make a point of keeping 
  up with the latest news both local and from afar, 
  as well as making an effort to know the wise and 
  the powerful. (See page 87)  
  Inseparable. You are always close at hand when 
  your master is concerned, though your presence is 
  often ignored. (See page 121)  
  Cultural Virtue: Night-goer. At night you can 
  choose to slip into a dream-like state, and leave 
  your body in spirit form to swiftly travel along 
  the tracks made by animals across the length and 
  breadth of Wilderland. (See pages 102-103)
  Great Bow** 
  +2
  1d8+2 piercing
  TM
  Charisma
  Shadow
  teMPorary hit 
  Points
  MiseraBle
  Permanent
  
  - dWarves -
  of the 
  lonely Mountain
   BelI
  When you were a child, your father went north to find 
  the hoard of an ancient Dragon and never returned. 
  In his absence, you honed your skills preparing 
  to follow him on the road to adventure and now you 
  think the day has arrived to take up the challenge: you 
  are clever, well-equipped and without fear - you are ready 
  to go and seek what secret treasures are still hidden in the 
  remote corners of the world.
  44
  
  Strength
  Dexterity
  Constitution
  Intelligence
  Wisdom
  Inspiration
  Proficiency Bonus
  ____ Strength
  ____ Dexterity
  ____ Constitution
  ____ Intelligence
  ____ Wisdom
  ____ Corruption
  ____ Charisma
  saving throWs
  ____ Acrobatics (Dex)
  ____ Animal Handling (Wis)
  ____ Athletics (Str)
  ____ Deception (Cha)
  ____ History (Int)
  ____ Insight (Wis)
  ____ Intimidation (Cha)
  ____ Investigation (Int)
  ____ Lore (Int)
  ____ Medicine (Wis)
  ____ Nature (Int)
  ____ Perception (Wis)
  ____ Performance (Cha)
  ____ Persuasion (Cha)
  ____ Riddle (Int)
  ____ Shadow-lore (Int)
  ____ Sleight of Hand (Dex)
  ____ Stealth (Dex)
  ____ Survival (Wis)
  ____ Traditions (Int)
  skills
  Passive Perception (wisdom)
  other Proficiencies & languages
  Armour Class
  Initiative
  Speed
  current hit Points
  Hit Point Maximum ____________________________
  hit dice
  Total _______________
  death saves
  Successes
  Failures
  attacks
  Name
  Atk Bonus
  Damage/Type
  equiPMent
  G
  S
  C
  features, traits, and virtues
  character traits
  character naMe
  Standard of Living
  Distinctive Quality
  Speciality
  Hope
  Despair
  class & 
  level
  culture
  Back-
  ground
  origin
  shadoW
  Weakness
  exPerience
  Points
  Beli
  Treasure Hunter 1
  Dwarves of the 
  Lonely Mountain
  The Harrowed 
  Dragon-sickness
  0
  Rich
  12
  +1
  14
  +2
  17
  +3
  13
  +1
  10
  +0
  8
  -1
  +2
  +1
  +4
  +3
  +3
  +0
  -1
  +2
  +0
  +3
  -1
  +1
  +0
  +3
  +3
  +3
  +0
  +1
  +0
  -1
  -1
  +5
  +1
  +4
  +2
  +0
  +1
  10
  Proficiencies: Light armour, simple weapons, 
  broadsword, short sword, and thieves’ tools.
  Languages: You can speak, read, and write Dalish, 
  which is the tongue of the Bardings, who speak an 
  older version of the Common Tongue. You can also 
  speak, read and write the secret language of your 
  people, which has never been shared with any others.
  Night Vision,  Dwarven Resilience, Dwarven 
  Combat Training, Tool Proficiency, 
  Stonecunning and Road Wisdom. (See page 40)
  13 
  +2
  25 feet*
  *speed is not 
  reduced by 
  heavy armour.
  11
  11
  1d8 per Treasure 
  Hunter level
  Short Sword 
  +4
  1d6+2 piercing
  Dagger*  
  +4
   1d4+2 piercing
  *You can throw your dagger 20 feet, or up to 60 
  feet with disadvantage on the attack roll.
  **You can shoot your bow 80 feet, or up to 320 feet 
  with disadvantage on the attack roll.
  Sneak Attack. Beginning at 1st level, you know 
  how to strike subtly and exploit a foe’s distraction. 
  Once per turn, you can deal an extra 1d6 damage 
  to one creature you hit with an attack if you have 
  advantage on the attack roll. (See page 77)
  Leather jerkin, short sword, short 
  bow with a quiver of 20 arrows, two 
  daggers, fur-lined travelling cloak, 
  travelling gear for the current season, 
  bedroll, ornamented walking stick, 
  backpack, comfortable boots, a gold 
  coin from the hoard of Smaug the 
  Magnificent, a fine beard comb and 
  mirror. 
  68
  Cunning. Your sharp wit is a way in which you 
  cope with the gravity of your burden.
  Dark Secrets. You are certain that your dreams 
  touch the Shadow. You are learning all that you 
  can about it. 
  I am destined to strike a mortal blow against the 
  Shadow.
  I believe my dreams are being fed by the Shadow; 
  they are leading me to my doom.
  Expertise. Your proficiency bonus is doubled 
  whenever you make an ability check using 
  Intimidation or Riddle. These benefits are included 
  in your Intimidation skill and Riddle skill bonuses. 
  (See page 77)
  Foreknowledge. Your dreams often grant you 
  riddles, verses and visions that not only directly 
  aid you on your quest but also tangentially give 
  you an insight into people and places that may 
  only be peripherally related to your dream. (See 
  page 129)   
  Cultural Virtue: None. 
  Short Bow** 
  +4
   1d6+2 piercing 
  Erebor
  TM
  Charisma
  Shadow
  teMPorary hit 
  Points
  MiseraBle
  Permanent
  
  - elves -
  of 
  MirkWood
  caranthIel
  Many decades have passed since the last time you left the halls of 
  your King to once again breathe the air of what used to be Greenwood 
  the Great. In the hallowed silence of your underground dwelling you 
  studied the lives of those who fought the darkness before your time, 
  secretly hoping that you would return to see the Moon wane on a world 
  already free from the Shadow. But your dreams were obviously 
  just that, dreams. 
  What was waiting for you was a place much darker than 
  your King’s dusky palace, and it will take more than the 
  red torch-light of your folk to cleanse Mirkwood once and 
  for all. But you have resolved that you can be the light 
  that chases away the shadows, and you will teach others 
  how to do the same.
  46
  
  Strength
  Dexterity
  Constitution
  Intelligence
  Wisdom
  Inspiration
  Proficiency Bonus
  ____ Strength
  ____ Dexterity
  ____ Constitution
  ____ Intelligence
  ____ Wisdom
  ____ Corruption
  ____ Charisma
  saving throWs
  ____ Acrobatics (Dex)
  ____ Animal Handling (Wis)
  ____ Athletics (Str)
  ____ Deception (Cha)
  ____ History (Int)
  ____ Insight (Wis)
  ____ Intimidation (Cha)
  ____ Investigation (Int)
  ____ Lore (Int)
  ____ Medicine (Wis)
  ____ Nature (Int)
  ____ Perception (Wis)
  ____ Performance (Cha)
  ____ Persuasion (Cha)
  ____ Riddle (Int)
  ____ Shadow-lore (Int)
  ____ Sleight of Hand (Dex)
  ____ Stealth (Dex)
  ____ Survival (Wis)
  ____ Traditions (Int)
  skills
  Passive Perception (wisdom)
  other Proficiencies & languages
  Armour Class
  Initiative
  Speed
  current hit Points
  Hit Point Maximum ____________________________
  hit dice
  Total _______________
  death saves
  Successes
  Failures
  attacks
  Name
  Atk Bonus
  Damage/Type
  equiPMent
  G
  S
  C
  features, traits, and virtues
  character traits
  character naMe
  Standard of Living
  Distinctive Quality
  Speciality
  Hope
  Despair
  class & 
  level
  culture
  Back-
  ground
  Player 
  naMe
  shadoW
  Weakness
  exPerience
  Points
  Caranthiel
  Scholar 1
  Elves of 
  Mirkwood
  Emissary of 
  Your People
  Lure of Secrets
  0
  Martial
  10
  +0
  15
  +2
  14
  +2
  15
  +2
  13
  +1
  8
  -1
  +2
  +0
  +2
  +2
  +4
  +3
  -1
  +2
  +1
  +0
  -1
  +4
  +1
  -1
  +2
  +4
  +3
  +2
  +3
  -1
  +1
  +2
  +2
  +2
  +4
  +1
  +4
  13
  Proficiencies: Light armour, simple weapons, 
  broadswords, short swords.
  Languages: You can speak the old language of your 
  people, the Woodland tongue, along with the ability 
  to speak, read, and write Sindarin. You can also speak 
  the Common Tongue.
  The Eyes of Elves, A Whisper Through the 
  Leaves. (See page 43)
  13 
  +2
  30 feet
  10
  10
  1d8 per Scholar 
  level
  Spear*  
  +2
  1d6+2 piercing† 
  Dagger**  
  +4
  1d4+2 piercing
  † (versatile 1d8+2)
  * You can throw your spear 20 feet, or up to 60 feet 
  with disadvantage on the attack roll.
  ** You can throw your dagger 20 feet, or up to 60 
  feet with disadvantage on the attack roll.
  ***You can shoot your short bow 80 feet, or up to 
  320 feet with disadvantage on the attack roll.
  Leather jerkin, spear, short bow and 
  quiver of 20 arrows, grey traveling 
  cloak, traveling gear for the current 
  season, backpack, belt dagger, boots, 
  a white jewel on a chain of silver, 
  healing kit and smith’s tools.
  10
  Secretive. Your thoughts are your own and you are 
  very difficult to read.
  Rhymes of Lore. Much knowledge is contained 
  in the verses of poetry and song. You have learned 
  to use the effect such compositions have on those 
  with whom you negotiate to your advantage.
  Only by joining forces can we hope to push back 
  the Shadow.
  The Shadow’s influence is too strong; my entreaties 
  often fall on deaf ears.
  Night Vision. Accustomed to the twilight forests and 
  the night sky, 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 cannot see in complete darkness.
  Elvish Dreams.  Your sleep is not like that of mortals.
  When you sleep, you can choose to send your mind 
  into an “Elvish Dream” retaining full consciousness of 
  your surroundings and you needn’t close your eyes. 
  Four hours spent in such dreams acts on you as if you 
  had rested an entire night.
  Hands of the Healer. You know how to treat 
  wounds and cure illness and poison. You have a pool 
  of healing tricks and techniques that replenishes 
  when you take a short rest. (See page 64)   
  News from Afar. You know many things that are 
  hidden from most and tidings of distant events tend 
  to reach you with astonishing speed. (See page 64)   
  Tongues of Many Peoples. YYou know a little 
  of many languages. You can hold a simple 
  conversation in any of the tongues of Men or Elves, 
  and know a few common phrases in the tongues 
  of the other peoples – enough to offer a greeting, 
  shout a warning, or insult someone  (See page 64)   
   Sigil of Your Master. As an emissary you are 
  entitled to a certain consideration amongst foreign 
  peoples. (See page 126) 
  Cultural Virtue: None.
  Short Bow*** 
  +4
  1d6+2 piercing  
  TM
  Charisma
  Shadow
  teMPorary hit 
  Points
  MiseraBle
  Permanent
  
  - hoBBits -
  of the
  shire
  trotter
  You left your peaceful life in the Shire when you ran away to 
  find Gandalf, the Conjuror, after he paid a visit to your 
  family at your coming of age party. He tried to convince 
  you to turn back, but as you stubbornly refused, he 
  caught something in your eyes that convinced him to 
  let you have your way. You spent many weeks with him, 
  until he deemed you ready to find your own path. 
  The dreams you had in the Shire are now your 
  plans for the future: you want to light your 
  broken-stemmed pipe in the halls of Beorn the 
  Shapeshifter and walk side by side with the Wizard 
  Radagast in the fenced garth of Rhosgobel, you 
  want to visit the royal palace of Dale and see the 
  throne of the King under the Mountain.
  48
  
  Strength
  Dexterity
  Constitution
  Intelligence
  Wisdom
  Inspiration
  Proficiency Bonus
  ____ Strength
  ____ Dexterity
  ____ Constitution
  ____ Intelligence
  ____ Wisdom
  ____ Corruption
  ____ Charisma
  saving throWs
  ____ Acrobatics (Dex)
  ____ Animal Handling (Wis)
  ____ Athletics (Str)
  ____ Deception (Cha)
  ____ History (Int)
  ____ Insight (Wis)
  ____ Intimidation (Cha)
  ____ Investigation (Int)
  ____ Lore (Int)
  ____ Medicine (Wis)
  ____ Nature (Int)
  ____ Perception (Wis)
  ____ Performance (Cha)
  ____ Persuasion (Cha)
  ____ Riddle (Int)
  ____ Shadow-lore (Int)
  ____ Sleight of Hand (Dex)
  ____ Stealth (Dex)
  ____ Survival (Wis)
  ____ Traditions (Int)
  skills
  Passive Perception (wisdom)
  other Proficiencies & languages
  Armour Class
  Initiative
  Speed
  current hit Points
  Hit Point Maximum ____________________________
  hit dice
  Total _______________
  death saves
  Successes
  Failures
  attacks
  Name
  Atk Bonus
  Damage/Type
  equiPMent
  G
  S
  C
  features, traits, and virtues
  character traits
  character naMe
  Standard of Living
  Distinctive Quality
  Speciality
  Hope
  Despair
  class & 
  level
  culture
  Back-
  ground
  faMily 
  ties
  shadoW
  Weakness
  exPerience
  Points
  Trotter
  Wanderer 1
  Hobbits of 
  the Shire
  Lure of 
  the Road
  Wandering-
  madness
  0
  Prosperous
  8
  -1
  16
  +3
  15
  +2
  10
  +0
  13
  +1
  13
  +1
  +2
  +1
  +3
  +4
  +0
  +1
  +1
  +3
  +3
  -1
  +1
  +0
  +1
  +1
  +0
  +0
  +1
  +0
  +3
  +1
  +1
  +0
  +0
  +3
  +5
  +3
  +2
  13
  Proficiencies: Light armour, medium armour, 
  shields, simple weapons, martial weapons, pipes, 
  cartographer’s tools
  Languages: You can speak, read, and write the Common 
  Tongue. Whatever native tongue the Hobbits once had 
  is all but gone, save for a few unique words such as 
  “mathom” – an object one has no immediate use for, 
  but for whatever reason, is unwilling to throw away.
  Noble Pursuits, The Art of Disappearing. (See 
  page 47)
  +3
  25 feet
  12
  12
  1d10 per Wanderer 
  level
  Short sword 
  +5
  1d6+3 slashing
  Short Bow* 
  +5
  1d6+3 piercing
  *You can shoot your short bow 80 feet, or up to 
  320 feet with disadvantage on the attack roll.
  Corslet of mail, short sword, shield, 
  short bow with a quiver of 20 arrows, 
  fur-lined travelling cloak, travelling 
  gear for the current season, bedroll, 
  backpack, comfortable boots, a fine 
  walking stick, pipe and pipeweed.
  23
  Keen-eyed. You are adept at spotting stormy 
  weather and other dangers before they can affect 
  you.
  Story-telling. You’ve heard many stories while on 
  the road and you have a gift for imparting them 
  to others.
  If you only live at home, then you have never truly 
  lived.
  I can never forge strong bonds; I’m always on the 
  move.
  Resilient. You have advantage on saving throws 
  against Corruption.
  Hobbit Nimbleness. You can move through the 
  space of any creature who is at least one size larger 
  than yours. 
  Unobtrusive. You can attempt to hide even when 
  you are obscured only by a creature that is at least 
  one size larger than you.
  Known Lands. Long years spent roaming over the 
  land have given you vast amounts of knowledge 
  about some of the regions of Middle-earth. You 
  know the terrain of such lands like the backs 
  of your hands and your lore can seem almost 
  unnatural to any companions travelling with you. 
  (See page 82)   
  Ways of the Wild. You have a great deal of 
  experience from travelling through the wilderness 
  and surviving the various dangers that the wild 
  constantly offers. (See page 82)   
  Weather Lore. As a seasoned traveller you have 
  an uncanny ability to predict the weather; (See 
  page 133)  
  Cultural Virtue: None. 
  Harfoot
  15 
  (17 with Shield)
  TM
  Charisma
  Shadow
  teMPorary hit 
  Points
  MiseraBle
  Permanent
  
  - WoodMen -
  of
  Wilderland
  the BrIde
  You were born west of the Great River, in one of the villages 
  nearest the mountains. You were scarcely fifteen when 
  you first saw him who would become your groom, at a 
  folk-moot held at Mountain hall, in a time when the 
  Orcs were sorely threatening your people. Only a few 
  months later you moved across the river to be near 
  him, as he was from the folk dwelling in the forest. 
  As you waited for your wedding, you learned how 
  to seek a prey among the trees, and your love for the 
  hunt rivalled that for your future husband. 
  One night, only a handful of days before your wedding-
  day, he left with a company of men from the village, 
  refusing to bring you with him and giving no explanations. 
  Only his faithful hound returned, grievously wounded. 
  When the elders of the village saw the claw marks on 
  the hound they shook their heads, speaking of the 
  dreaded Beast of Mirkwood...
  50
  
  Strength
  Dexterity
  Constitution
  Intelligence
  Wisdom
  Inspiration
  Proficiency Bonus
  ____ Strength
  ____ Dexterity
  ____ Constitution
  ____ Intelligence
  ____ Wisdom
  ____ Corruption
  ____ Charisma
  saving throWs
  ____ Acrobatics (Dex)
  ____ Animal Handling (Wis)
  ____ Athletics (Str)
  ____ Deception (Cha)
  ____ History (Int)
  ____ Insight (Wis)
  ____ Intimidation (Cha)
  ____ Investigation (Int)
  ____ Lore (Int)
  ____ Medicine (Wis)
  ____ Nature (Int)
  ____ Perception (Wis)
  ____ Performance (Cha)
  ____ Persuasion (Cha)
  ____ Riddle (Int)
  ____ Shadow-lore (Int)
  ____ Sleight of Hand (Dex)
  ____ Stealth (Dex)
  ____ Survival (Wis)
  ____ Traditions (Int)
  skills
  Passive Perception (wisdom)
  other Proficiencies & languages
  Armour Class
  Initiative
  Speed
  current hit Points
  Hit Point Maximum ____________________________
  hit dice
  Total _______________
  death saves
  Successes
  Failures
  attacks
  Name
  Atk Bonus
  Damage/Type
  equiPMent
  G
  S
  C
  features, traits, and virtues
  character traits
  character naMe
  Standard of Living
  Distinctive Quality
  Speciality
  Hope
  Despair
  class & 
  level
  culture
  Back-
  ground
  Player 
  naMe
  shadoW
  Weakness
  exPerience
  Points
  The Bride
  Slayer 1
  Woodmen of 
  Wilderland
  Reluctant 
  Adventurer
  Curse of 
  Vengeance
  0
  Frugal
  15
  +2
  15
  +2
  13
  +1
  9
  -1
  11
  +0
  12
  +1
  +2
  +4
  +2
  +3
  -1
  +2
  +1
  +2
  +2
  +2
  +1
  -1
  +0
  +3
  -1
  -1
  +2
  +1
  +0
  +1
  +1
  -1
  -1
  +2
  +2
  +2
  -1
  10
  Proficiencies: Light armour, medium armour, 
  shields, simple weapons, martial weapons.
  Languages: You can speak the Vale of Anduin 
  Tongue – an archaic version of the Common 
  Speech, closely related to Dalish.
  14 
  (13 
  unarmoured)
  +2
  30 feet
  13
  13
  1d12 per Slayer 
  level
  Great Axe 
  +4
  1d12+2 slashing
  Dagger*  
  +4
  1d4+2 piercing
  *You can throw your dagger 20 feet, or up to 60 
  feet with disadvantage on the attack roll.
  Hide armour, great axe, traveling 
  cloak, travelling gear for the current 
  season, belt dagger and a hunting 
  trap.
  8
  Grim. You can’t conceal your misery and it 
  makes others uneasy around you.
  Leech-craft. The company brought you along 
  because you are the only one who can patch them 
  up when they invariably run into trouble. 
  I know that one day I shall rest by my fire again.
  Fate hates me; I am constantly tossed into these 
  dangerous situations in the hopes that the world 
  will finally be rid of me!
  Battle-fury. On your turn, you can enter a Battle-
  fury as a bonus action. (See page 72)   
  Unarmored Defence. While you are not wearing 
  any armour, your Armour Class equals 10 + your 
  Dexterity modifier + your Constitution modifier. 
  You can use a shield (but not a great shield) and 
  still gain this benefit. (See page 73)   
  Pathetic and Bedraggled. You can take on the 
  mien of a sad, desperate and despondent figure. 
  As long as you are not threatening, strangers will 
  take pity on you and give you a warm place to 
  sleep for the night, hot food and a bit of comfort. 
  (See page 138) 
  Cultural Virtue: Hound of Mirkwood.  
  TM
  Charisma
  Shadow
  teMPorary hit 
  Points
  MiseraBle
  Permanent
  (from page 116 - )
  AC 14, HP 4 Bite. 
  Melee Weapon Attack: +5 to hit, reach 5 ft, Hit: 6 
  (1d6 + 3) piercing damage. 
  If the target is a Small or Medium creature, it 
  must succeed at a DC 11 Strength saving throw 
  or have disadvantage on its next attack.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Cubicle 7/Adventures in Middle Earth - Pregens.pdf