Wizard (1) Acolyte Half-Orc Chaotic Evil 1

Total Page:16

File Type:pdf, Size:1020Kb

Wizard (1) Acolyte Half-Orc Chaotic Evil 1 Wizard (1) Acolyte CLASS & LEVEL BACKGROUND PLAYER NAME Half-Orc Chaotic Evil 1 CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS INSPIRATION STRENGTH 9 30 ARMOR -1 17 CLASS +2 PROFICIENCY BONUS INITIATIVE SPEED +3 PERSONALITY TRAITS Hit Point Maximum 9 +3 Strength DEXTERITY -1 Dexterity +3 Constitution 8 CURRENT HIT POINTS IDEALS +4 Intelligence -1 +1 Wisdom -1 Charisma CONSTITUTION SAVING THROWS 16 TEMPORARY HIT POINTS BONDS 1d6 Acrobatics (Dex) Total SUCCESSES Animal Handling (Wis) FAILURES +4 Arcana (Int) HIT DICE DEATH SAVES FLAWS INTELLIGENCE Athletics (Str) -1 Deception (Cha) NAME ATK BONUS DAMAGE/TYPE 15 +2 History (Int) Darkvision: 60 ft. +1 Insight (Wis) +2 (additional features & traits on last page) Intimidation (Cha) WISDOM Investigation (Int) -1 Medicine (Wis) +2 Nature (Int) Perception (Wis) Performance (Cha) Persuasion (Cha) CHARISMA Religion (Int) Sleight of Hand (Dex) -1 Stealth (Dex) Survival (Wis) SKILLS ATTACKS & SPELLCASTING 9 PASSIVE WISDOM (PERCEPTION) Clothes, common (1); Pouch (1); CP Incense (5); Vestements (1); Spellbook (1) Weapon Proficiencies: Crossbow, light; SP Dagger; Dart; Quarterstaff; Sling Language Proficiencies: Common; Orc; EP Sylvan; Undercommon GP 15 PP OTHER PROFICIENCIES & LANGUAGES EQUIPMENT FEATURES & TRAITS TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use. AGE HEIGHT WEIGHT CHARACTER NAME EYES SKIN HAIR NAME SYMBOL CHARACTER APPEARANCE ALLIES & ORGANIZATIONS TREASURE CHARACTER BACKSTORY TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use. Wizard Intelligence 12 +4 SPELLCASTING SPELL SAVE DC SPELL ATTACK SPELLCASTING ABILITY BONUS CLASS 0 CANTRIPS 3 6 Booming Blade Green-Flame Blade Mage Hand SPELL LEVEL SLOTS TOTAL SLOTS EXPENDED 1 2 7 A EP RE R D P SPELL NAME Charm Person Feather Fall 4 Grease T.'s Hideous Laughter Thunderwave Unseen Servant SPELLS KNOWN 8 2 5 9 TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use. FEATURES & TRAITS -----------Other Traits------------ Arcane Recovery. When you finish a short rest, regain spell slots totalling no more than 1, and each must be 5th level or lower. (use once/day). Relentless Endurance. Drop to 1 hp instead of being reduced to 0. Savage Attacks. On critical hit, add additional damage dice roll. Shelter the Faithful. You and your companions can expect free healing at an establishment of your faith. Page 1 Evocation cantrip Level-1 enchantment Level-1 transmutation Booming Blade Charm Person Feather Fall 1 act. 5 ft V,M 1 rnd 1 act. 30 ft V,S 1 hr 1 react. 60 ft V,M 1 min You attempt to charm a humanoid you can see Choose up to five falling creatures within within range. It must make a Wisdom saving range. A falling creature's rate of descent throw, and does so with advantage if you or slows to 60 feet per round until the spell ends. your companions are fighting it. If it fails the If the creature lands before the spell ends, it saving throw, it is charmed by you until the takes no falling damage and can land on its spell ends or until you or your companions do feet, and the spell ends for that creature. anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them. Wizard DC 12 Mod +4 Wizard DC 12 Mod +4 Wizard DC 12 Mod +4 Level-1 conjuration Evocation cantrip Conjuration cantrip Grease Green-Flame Blade Mage Hand 1 act. 60 ft V,S,M 1 min 1 act. Self V,M Inst 1 act. 30 ft V,S 1 min Slick grease covers the ground in a 10-foot A spectral, floating hand appears at a point square centered on a point within range and you choose within range. The hand lasts for turns it into difficult terrain for the duration. the duration or until you dismiss it as an When the grease appears, each creature action. The hand vanishes if it is ever more standing in its area must succeed on a than 30 feet away from you or if you cast this Dexterity saving throw or fall prone. A spell again. You can use your action to control creature that enters the area or ends its turn the hand. You can use the hand to manipulate there must also succeed on a Dexterity saving an object, open an unlocked door or container, throw or fall prone. stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it. The hand can't attack, activate magic items, or carry more than 10 pounds. Wizard DC 12 Mod +4 Wizard DC 12 Mod +4 Wizard DC 12 Mod +4 Level-1 enchantment Level-1 evocation Level-1 conjuration T.'s Hideous Laughter Thunderwave Unseen Servant 1 act. 30 ft V,S,M Conc, 1 min 1 act. Self V,S Inst 1 act. 60 ft V,S,M 1 hr A creature of your choice that you can see A wave of thunderous force sweeps out from This spell creates an invisible, mindless, within range perceives everything as you. Each creature in a 15-foot cube shapeless force that performs simple tasks at hilariously funny and falls into fits of laughter originating from you must make a your command until the spell ends. The if this spell affects it. The target must succeed Constitution saving throw. On a failed save, a servant springs into existence in an on a Wisdom saving throw or fall prone, creature takes 2d8 thunder damage and is unoccupied space on the ground within range. becoming incapacitated and unable to stand pushed 10 feet away from you. On a successful It has AC 10, 1 hit point, and a Strength of 2, up for the duration. A creature with an save, the creature takes half as much damage and it can't attack. If it drops to 0 hit points, Intelligence score of 4 or less isn't affected. At and isn't pushed. In addition, unsecured the spell ends. Once on each of your turns as a the end of each of its turns, and each time it objects that are completely within the area of bonus action, you can mentally command the takes damage, the target can make another effect are automatically pushed 10 feet away servant to move up to 15 feet and interact with Wisdom saving throw. The target has from you by the spell's effect, and the spell an object. The servant can perform simple advantage on the saving throw if it's triggered emits a thunderous boom audible out to 300 tasks that a human servant could do, such as by damage. On a success, the spell ends. feet. At Higher Levels. When you cast this fetching things, cleaning, mending, folding spell using a spell slot of 2nd level or higher, clothes, lighting fires, serving food, and the damage increases by 1d8 for each slot level pouring wine. Once you give the command, above 1st. the servant performs the task to the best of its ability until it completes the task, then waits for your next command. If you command the servant to perform a task that would move it more than 60 feet away from you, the spell ends. Wizard DC 12 Mod +4 Wizard DC 12 Mod +4 Wizard DC 12 Mod +4 Page 1 (reverse).
Recommended publications
  • DEITIES and DOMAINS Specialty Priests of the Forgotten Realms
    DEITIES AND DOMAINS Specialty Priests of the Forgotten Realms by Mark Craddock CrossPlanes.Com Special Thanks to Ben Bach, Sylvain Boucher, Matt Rieper, and Tom Woodall Cover Art: The Baptism of Christ by Aert de Gelder Sample file ! DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers League, all other Wizards of the Coast produCt names, and their respeCtive logos are trademarks of Wizards of the Coast in the USA and other Countries. All CharaCters and their distinCtive likenesses are property of Wizards of the Coast. This material is proteCted under the Copyright laws of the United States of AmeriCa. Any reproduCtion or unauthorized use of the material or artwork Contained herein is prohibited without the express written permission of Wizards of the Coast. ©2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. ManufaCtured by Hasbro SA, Rue Emile-BoéChat 31, 2800 Delémont, CH. Represented by Hasbro Europe, 4 The Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK. This work Contains material that is Copyright Wizards of the Coast and/or other authors. SuCh material is used with permission under the Community Content Agreement for Dungeon Masters Guild. All other original material in this work is Copyright 2016 by Mark CraddoCk and published under the Community Content Agreement for Dungeon Masters Guild. Page !1 SPECIALTY AURIL ICEPRIEST PRIESTS Prerequisite: Cleric with the Do you fondly remember the Nature or Tempest Divine Specialty Priests from Advanced Dungeons and Dragons Second Domain Edition? This book uses feats Your worship of the goddess of to update additional abilities of winter is buried in layers of fear Specialty Priests to Dungeons and awe.
    [Show full text]
  • The Book Cantrips
    A guide to the least magics from every school Sample file The Book of Cantrips A. D. Feltham The Book of Cantrips A guide to the least magics of every school When a wizard is first learning his art his teacher will spend a great deal of time training him in the ways of Cantrips. These, the least powerful of spells, are the building blocks of more potent sorcery. These are the spells that a mage must cast so often during his training that they become second nature. In this tome you will discover the secret cantrips used to teach students of the eight major schools of magic the building blocks of their craft. Improve the thematic flavour of your wizards with this collection of new spells for every school of magic. A wizards resource for Dungeons and Dragons 5th Edition. Dedicated to my wife, Jenny. I love you. bySample A.D.Feltham file Art provided by Patrick E. Pullen DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers League, all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and their distinctive likenesses are property of Wizards of the Coast. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of Wizards of the Coast.
    [Show full text]
  • Planeswalkers of Ravnica by Christopher Willett
    PLANESWALKERS OF RAVNICA BY CHRISTOPHER WILLETT Table of Contents Foreword ...................................................................................................................................................... 2 Planeswalker ................................................................................................................................................ 3 Color Based Alignment ................................................................................................................................. 4 White ................................................................................................................................................................................ 4 Blue .................................................................................................................................................................................... 5 Black .................................................................................................................................................................................. 6 Red .................................................................................................................................................................................... 7 Green ................................................................................................................................................................................ 8 Colors of Magic .........................................................................................................................................
    [Show full text]
  • Expanded Bard Spell List His Document Introduces New Spells for Bards
    Expanded Bard Spell List his document introduces new spells for bards. Every effort has been made to balance these spells against officially published spells in the Player's Handbook and Xanathar's Guide to Everything. The spells are grouped by spell level and then presented in alphabetical order Tby the name of the spell. Bard Spells Cantrips (0 Level) Level 4 Annoyance Biting Remarks Coin Trick Hero's Ballad Conjure Instrument Lover's Lament False Strike Over My Dead Body Little Ditty Psalm of Salvation Lullaby Redirect Ribaldry Silver Tongue Level 5 Song of the Damned Fair Play Torch Song Power Chord Soothe the Savage Beast Level 1 Borrowed Skill Level 6 Censor Amphitheatre Cry Havoc Ill Wind Distraction Power Word Sleep Fool's Gold Sticky Fingers Level 7 Ventriloquism Omission Siren's Song Level 2 Alert Level 8 Alluring Dance Knock 'Em Dead Arcane Amplification Radiant Canticle Dancer's Grace Mumble Level 9 Dreadful Dirge Secretkeeper Otherworldly Charm Stash Level 3 Credits All That Glitters DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Fortune's Fool Forgotten Realms, Ravenloft, Eberron, the dragon Mimicry ampersand, Ravnica and all other Wizards of the Coast Moonlight Serenade product names, and their respective logos are trademarks of Outlandish Lie Wizards of the Coast in the USA and other countries. This Requiem for the Dead work contains material that is copyright Wizards of the Coast Sunlight Serenade and/or other authors. Such material is used with permission Witty Rejoinder under the Community Content Agreement for Dungeon Masters Guild. All other original material in this work is copyright 2019 by Paul Bruton/Nearsighted Games and published under the Community Content Agreement for SampleDungeon Masters Guild.
    [Show full text]
  • That Old Black Magic
    Unearthed Arcana: That Old Black Magic As the Rage of Demons storyline season continues Player’s Handbook is the infernal tiefling, which is to boil over in the Underdark, this month’s summarized here for ease of reference. Unearthed Arcana offers new demonic options for your campaign. Infernal Tiefling First off, this article takes a new look at the An infernal tiefling draws upon the power of the tiefling race. By breaking down the Player’s Nine Hells and its diabolic masters. These tieflings Handbook tiefling into a modular variant, players have the following additional features. can now create tiefling characters tied to either a Ability Score Increase. Your Intelligence score devilish or a demonic ancestry. increases by 1. Additionally, a new suite of conjuration spells Hellish Resistance. As described in the Player’s allows casters to call forth demons to do their Handbook. bidding. Each type of demon has its own Infernal Legacy. As described in the Player’s proclivities and quirks when summoned to the Handbook. material world, and demons are far more difficult Languages. You can speak, read, and write to control than other creatures a spellcaster can Infernal. call on. Abyssal Tiefling Tiefling Variant All abyssal tieflings trace their bloodline to the demons of the Abyss. These tieflings have the As presented in the Player’s Handbook, all following additional features. members of the tiefling race share some manner of Ability Score Increase. Your Constitution score diabolic origin. The following option allows you to increases by 1. instead create a tiefling with a demonic tie. Abyssal Arcana.
    [Show full text]
  • Pages from the Mages
    Dungeons&.DragonAdvanced s Pages the Mag By Ed Greenwood and Tim Beach Cwedfts Design: Ed Greenwood, Tim Beach Editing: Jon Pickens Cover Art: Jeff Easley Black and White Art: Valerie Valusek Interior Four Color Art: Ned Dameron and Erik Olson Cover Design: Renee Ciske Sample file Typography: Angelika Lokotz Graphic Design: Dee Barnett Thanks to Wolfgang Baur, Tom Prusa, Mike Selinker, Wayne Chandler, Brian Chandler, Dawn Arnone, and the early Fellowship of the Tower (Steve Morrow, Todd Keyser, Geoff Hinkle, Robert Schneider, Mitzi Young, Rob Nicholls, Dave Shidler, and Jeff Neville) ADVANCED DUNGEONS & DRAGONS, AD&D, DRAGON, SPELLJAMMER, and FORGOTTEN REALMS are registered trademarks of TSR, Inc. ENCYCLOPEDIA MAG1CA, MONSTROUS MANUAL, and the TSR Logo are trademarks owned by TSR, Inc. All TSR characters, character names, and the distinct likenesses thereof are trademarks of TSR, Inc. Random House and its affiliate companies have worldwide distribution rights in the book trade for English language products of TSR, Inc. Distributed to the book and hobby trade in the United Kingdom by TSR Ltd. Distributed to the toy and hobby trade by regional distributors. This work is protected by the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork presented herein is prohibited without the express written consent of TSR, Inc. Copyright ©1995 TSR, Inc. All Rights Reserved. Printed in the U.S.A. ISBN 0-7867-0183-7 9491XXX1501 TSR, Inc. TSR Ltd. 201 Sheridan Springs Rd. 120 Church End Lake
    [Show full text]
  • Evolving Cantrips
    Evolving Cantrips Scaling Cantrips & Psionic Talents v2.5 Introduction Druidcraft At 5th Level. You gain a deeper control over the elements and The most reliable tools of any mage are cantrips, that are can create one of the following effects within range: fixated in the spellcaster's mind. All offensive cantrips increase in power along with the spellcaster's experience -- it A barrier against weather extends out from you in a 10-foot always struck me as odd that non-damaging cantrips do not radius and moves with you, remaining centered on you and have the same benefit. For example, a 20th level Archmage shielding the area from nonmagical snow, rain and wind. can still only light one candle at a time using prestidigitation. The barrier lasts for 1 hour. Or the Cleric, who has become a Champion of his god, can You dim the flame of a candle, a torch, or a small campfire, only maintain thaumaturgy effects for one minute. As such, halving its light radius. the goal of this document is to follow the precedent set by You create a more potent instantaneous sensory effect, like offensive cantrips and provide scaling effects for all other a roar of a tiger, rumble of thunder, or the acrid scent of cantrips, demonstrating the caster's progressive smoke or burning wood. The effect must fit in a 10-foot understanding of them at higher levels. cube. You touch a creature and instantly remove any unnatural Blade Ward smell from its body or clothing At 5th Level. You can cast this spell on a creature of your At 11th Level.
    [Show full text]
  • Light Drow Medium Humanoid (Elf), Chaotic Good (D20TALK – YOUTUBE)
    Light Drow Medium Humanoid (elf), Chaotic Good (D20TALK – YOUTUBE) Everyone knows the story of how the Drow left the surface world after choosing to follow Lolth instead of a non-evil God. The elves of old and the other races wouldn’t tolerate what they had become, and the Drow were driven to the Underdark. There they have built an evil empire loyal to Lolth and cruelty is what rules in their world. What many people don’t know is that the Drow goddess Eilistraee left with her kin, not because of an evil nature, but to hopefully one day convince the Drow to leave Lolth and rejoin the other elves and above ground races. A small percent of the Drow have chosen to leave Lolth and follow Eilistraee back in the world above. There Eilistraee teaches them everything they need to know to survive. These lessons include hunting, fighting, spell casting, forging weapons and much more. These drow have come to be known as the Light Drow, since they have left the subterranean world below and returned to the world above and they now live in the light. The Light Drow still appear very much like the dark drow with a few exceptions. They no longer possess the very pale eyes which are seen with most drow. Life in the light has returned some of the pigment to the iris. Living in the light has demanded a change in vision and they have adapted. The sunlight doesn’t seem overly bright for them like it does for the Dark Drow and in this adaptation, they have lost some of their darkvision range.
    [Show full text]
  • Races Reference.Pdf
    RACES quick reference — D&D 5E — PAGE I Contents Standard Races . 1 Goliath . 5 Dwarf . 1 Kenku . 5 Dwarven Subraces . 1 Lizardfolk . 5 Elf . 1 Tabaxi . 6 Elven Subraces . 1 Triton . 6 Halfing . 2 Halfling Subraces . 2 Monstrous Races . 7 Human . 2 Bugbear . 7 Variant Human . 2 Goblin . 7 Dragonborn . 2 Hobgoblin . 7 Gnome . 2 Kobold . 7 Gnomish Subraces . 2 Orc . 7 Half-Elf . 3 Yuan-Ti . 7 Elven Descent Variations . 3 Half-Orc . 3 Ability Score Summary . 8 Tiefling . 3 Strength . 8 Tiefling Variants . 3 Dexterity . 8 Aarakocra . 3 Constitution . 8 Aasimar . 4 Intelligence . 8 Aasimar Subraces . 4 Wisdom . 8 Genasi . 4 Charisma . 8 Elemental Subraces . 4 Determining Ability Scores . 8 Firbolg . 5 PAGE II Standard Races Elf STR DEX CON INT WIS CHA Dwarf — +2 — — — — STR DEX CON INT WIS CHA Size Speed — — +2 — — — Medium 30 ft Walking Size Speed Languages Medium 25 ft Walking Common, Elvish Languages Darkvision. 60 ft Common, Dwarvish Keen Senses. Proficiency in Perception Fey Ancestry. Advantage on saving throws against Stout. Speed is not reduced by wearing heavy armour being charmed. Magic can’t put you to sleep. Darkvision. 60 ft Trance. Dont need to sleep. Instead require 4 hours Dwarven Resilience. Advantage on saving throws of semi conscious meditation. against poison. Resistance against poison damage Dwarven Combat Training. Proficiency with Battleaxes, Handaxes, Light Hammers, and Warhammers Elven Subraces Tool Proficiency. Proficiency with Smith’s Tools, High Elf Brewer’s Supplies, or Mason’s Tools Stonecunning. Considered proficient on History STR DEX CON INT WIS CHA checks relating to origin of stonework and add double — — — +1 — — proficiency bonus to such checks.
    [Show full text]
  • Cantrip Upcasting Cantrips Are the Bread and Butter of Spellcasting
    Cantrip Upcasting Cantrips are the bread and butter of spellcasting. For an experienced spellcaster, conjuring a cantrip is as simple as Changing Damage tying boot laces. Cantrips are the most basic form of spells, This one is pretty simple. Any spellcaster worth their salt is and the opportunity cost for choosing them is high. going to be familiar with different types of magical damage, channeling them into their most well practiced spells should So why not upcast them? It makes sense that a storm be easy. sorcerer who favors the Gust cantrip might want to give it more oomph. It makes sense that a wizard might want to For a level 1 spell slot, you can upcast a cantrip to change stretch the power of Prestidigitation. So why not just let its damage type to Cold, Fire, Lightning or Poison. them? For a level 2 spell slot, you can upcast a cantrip to change This quick and dirty one page guide covers the concept of its damage type to Acid, Necrotic, Psychic or Thunder. allowing your players to upcast their cantrips. With quick For a level 3 spell slot, you can upcast a cantrip to change guides for how to rule it on the fly. its damage type to Force or Radiant. Focus and Control A Note on Upcasting The most interesting reason to upcast a cantrip! When your Upcast spells are, as a general rule, not as powerful player wants to take their most practiced spells, twist, bend as their counterparts native to that spell level. and break them.
    [Show full text]
  • Volo's Complete Subrace Handbook V1.0
    CONTENTS -S- Dwarf Shroudeye................................. 19 Azerblood.................................. 3 Snatchbeak............................... 19 Dream Dwarf............................ 3 Kobold Urdunnir.................................... 3 Dragonwrought......................... 20 Wild Dwarf................................ 4 Lickspittle.................................. 20 Elf Pitstalker.................................... 21 Avariel (Revised)...................... 5 Orc Celadrin.................................... 5 Gray Orc.................................... 22 Grugach (Revised)................... 5 Mountain Orc............................ 22 Lythari....................................... 5 Orog (Underdark Orc)............. 23 Variant Sea Elf......................... 6 Neo-Orog (Thayan Red Orc)... 23 Genasi Yuan-Ti Air.............................................. 7 Yuan-Ti Malison........................ 24 Earth......................................... 7 Yuan-Ti Pureblood (Revised)... 24 Fire............................................ 7 Storm........................................ 8 -R R- Water......................................... 8 Grung............................................. 25 Gnome Blue Skin................................... 25 Deep Gnome (Revised)........... 9 Gold Skin................................... 25 Forest Gnome (Revised)......... 9 Green Skin................................ 25 Imago (Chaos Gnome)............ 9 Orange Skin.............................. 25 River Gnome...........................
    [Show full text]
  • The Halfling
    Alternate Racial Rules: The Halfling Introduction: An original race in D&D lore, halflings were described back then as short demi-humans that are human-like in appearance with slightly pointed ears. Known for their outgoing nature and bravery in a pinch, they were exceptional thieves back in those days. by ROBERT L. RATH DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers League, all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and their distinctive likenesses are property of Wizards of the Coast. This material is protected under the copySampleright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited withou t the expresfiles written permission of Wizards of the Coast. ©2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe, 4 The Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK. 1 | D i g g i n g D e e p e r I n t o H e r i t a g e – T h e H a l f l i n g more information about gnomes through different editions in the Forgotten Realms ™ setting. THE HALFLING OPTIONAL HEIGHT AND WEIGHT RULES If you want to make a halfling character a bit more unique based on their ability scores, consider this table.
    [Show full text]