house ule ne: character reation...neverwinter nights - house rules v. 1.0 – distributed 2/3/15...

27
Neverwinter Nights - House Rules V. 1.0 – Distributed 2/3/15 Page 1 of 27 HOUSE RULE ONE:CHARACTER CREATION Everyone starts as a 0-level nobody until you accumulate 50 XP, at which point you may (after the game) choose a character class and advance to first level. To create your 0-level character, take the following steps… 1. ABILITIES – you may either… a. Option 1: Roll 4d6, in order, dropping lowest die on each roll. b. Option 2: Go with the standard set, assign as you please (15, 14, 13, 12, 10, 8). 2. BACKGROUND – Your background determines your starting proficiencies, languages, and equipment. You may either… a. “The Stone Cold Badass Method” – Roll 1d100 on the “Starting Background” Table at the end of this packet (Appendix A). If you opt to go with this method, increase your ability scores by the amount listed on the background you roll – a really great deal! b. “The Wussy Wuss Method” – Pick your own result. You do *not* gain the ability score increase listed in the table. 3. SELECT YOUR RACE – You may choose any of the following races, provided that the race you select must reasonably “fit” with the background rolled or chosen (call it the “no Half-Orc Cormyrian Knights” rule). Any proficiencies gained by your selection of race do not stack with proficiencies gained by your background. Per the PHB, your choices are… a. Dwarf (Hill or Mountain) (pp. 18-20). b. Sun Elf (per High Elf, p. 23). c. Moon Elf (per High Elf, p. 23, but you may opt to replace the Cantrip ability with Proficiency in Stealth). d. Wood Elf (p. 24). e. Halfling, Lightfoot or Stout (p. 28). f. Human – (per the standard rules, gain +1 on all six ability scores). g. Gnome, Forest or Rock (pp. 36-37). h. Half-Elf (p. 39). i. Half-Orc (p. 41).

Upload: others

Post on 28-Mar-2021

5 views

Category:

Documents


0 download

TRANSCRIPT

Page 1: HOUSE ULE NE: CHARACTER REATION...Neverwinter Nights - House Rules V. 1.0 – Distributed 2/3/15 Page 2 of 27 4. FINALIZE YOUR CHARACTER SHEET: a. 0-level characters start with 6 HP

Neverwinter Nights - House Rules V. 1.0 – Distributed 2/3/15

Page 1 of 27

HOUSE RULE ONE: CHARACTER CREATION

Everyone starts as a 0-level nobody until you accumulate 50 XP, at which point you may (after the game)choose a character class and advance to first level.

To create your 0-level character, take the following steps…

1. ABILITIES – you may either…

a. Option 1: Roll 4d6, in order, dropping lowest die on each roll.

b. Option 2: Go with the standard set, assign as you please (15, 14, 13, 12, 10, 8).

2. BACKGROUND – Your background determines your starting proficiencies, languages, andequipment. You may either…

a. “The Stone Cold Badass Method” – Roll 1d100 on the “Starting Background” Table atthe end of this packet (Appendix A). If you opt to go with this method, increase yourability scores by the amount listed on the background you roll – a really great deal!

b. “The Wussy Wuss Method” – Pick your own result. You do *not* gain the abilityscore increase listed in the table.

3. SELECT YOUR RACE – You may choose any of the following races, provided that the raceyou select must reasonably “fit” with the background rolled or chosen (call it the “no Half-OrcCormyrian Knights” rule). Any proficiencies gained by your selection of race do not stack withproficiencies gained by your background. Per the PHB, your choices are…

a. Dwarf (Hill or Mountain) (pp. 18-20).

b. Sun Elf (per High Elf, p. 23).

c. Moon Elf (per High Elf, p. 23, but you may opt to replace the Cantrip ability withProficiency in Stealth).

d. Wood Elf (p. 24).

e. Halfling, Lightfoot or Stout (p. 28).

f. Human – (per the standard rules, gain +1 on all six ability scores).

g. Gnome, Forest or Rock (pp. 36-37).

h. Half-Elf (p. 39).

i. Half-Orc (p. 41).

Page 2: HOUSE ULE NE: CHARACTER REATION...Neverwinter Nights - House Rules V. 1.0 – Distributed 2/3/15 Page 2 of 27 4. FINALIZE YOUR CHARACTER SHEET: a. 0-level characters start with 6 HP

Neverwinter Nights - House Rules V. 1.0 – Distributed 2/3/15

Page 2 of 27

4. FINALIZE YOUR CHARACTER SHEET:

a. 0-level characters start with 6 HP modified by your Constitution bonus/penalty.

b. Your Proficiency Bonus is +1 – this is the bonus added to skill checks, attack rolls, andsaving throws with any skills, weapons, and saves you are proficient with.

c. You are proficient in the skills, tools, armor, and weapons listed in your background.

d. You are not proficient in any saving throws at 0 level.

e. You begin with the equipment and money listed in your background – you may spendyour starting money, if any, before or after the start of the game using the PHB price list.

f. You begin knowing your racial tongue (if a non-human, e.g., elves and half-elves knowElvish) plus a number of languages per your background selected from the list in HouseRule Eight.

5. ADVANCING TO FIRST LEVEL & PICKING A CLASS – After your first game, assumingyour character is alive and has accumulated at least 50 XP, he or she advances to First Level inany PHB class of your choosing.

a. Your Proficiency bonus increases from +1 to +2 (standard for a first-level character).

b. Your HP increases by the “Hit Points at Higher Levels” amount for your new class – i.e.,you have to roll your hit points, and you do not get maximum HP at first level.

c. You gain the normal proficiencies, abilities, etc. listed for the class. In case ofduplication, you gain no benefit.

d. You do not gain any additional equipment, except that Wizards gain a spellbook andClerics/Druids gain a Holy Symbol, if they do not have one already.

6. REPLACEMENT CHARACTERS – If your character dies, retires, or is rendered unplayable,create a new 0-level character and proceed through the same steps above.

HOUSE RULE TWO: TRAINING

XP from killing monsters is not enough to advance beyond 1st level – that requires training froma higher-level NPC character. Training is generally handled “off screen.” The costs are below.Note that you cannot advance to 2nd level or beyond until you have amassed the necessary goldto pay a trainer…although a strong relationship with an appropriate faction (below) might serve

in a pinch. The general costs of training is below:

1st to 2nd level = 100 gp

2nd to 3rd level = 250 gp

3rd to 4th level = 500 gp

4th to 5th level = 1,000 gp

5th to 6th level = 2,000 gp

6th to 7th level = 3,000 gp

7th to 8th level = 4,000 gp

8th to 9th level = 5,000 gp

Page 3: HOUSE ULE NE: CHARACTER REATION...Neverwinter Nights - House Rules V. 1.0 – Distributed 2/3/15 Page 2 of 27 4. FINALIZE YOUR CHARACTER SHEET: a. 0-level characters start with 6 HP

Neverwinter Nights - House Rules V. 1.0 – Distributed 2/3/15

Page 3 of 27

9th to 10th level = 5,000 gp plus one rare magical item

HOUSE RULE THREE: DIVYING UP THE TREASURE

To avoid each game being a slaughter-fest and encourage cooperation, all treasure accumulatedduring an adventure is divided at the end in the following method:

Everyone rolls 1d20 to determine order. Lowest roll divides all treasure into a number of bundles equal to the surviving PCs. High roll selects bundle first, second-highest roller next, and so on.

The “Cutthroat Option” – At the beginning of a particular session, all of the players may unanimouslydeclare that they want to play under the Cutthroat Option, in which case this rule is ignored.

HOUSE RULE FOUR: FACTIONS & ALIGNMENT

During the game, your actions – who you help, who you attack, what missions you take – willaffect how your character is viewed by the various factions vying to save, control, or evendestroy the city of Neverwinter.

In addition to your character sheet, print out (or grab at the table) a copy of the Faction

Tracking Worksheet, listing the major factions. You begin with a “0” score in all factionrelationships. Periodically, the DM will tell you to add or subtract 1 (or more) from your rankingfor a particular faction.

Faction Benefits – Positive faction relationship scores are “points” can be redeemed in exchangefor assistance or support from a faction. Simply “spend” 1 or more faction points and the DMwill give you an appropriate benefit. (Obviously, you cannot “spend” a negative faction score ora score of 0). The specific benefit depends heavily upon the faction and the amount of “factionsupport” spent. A single point might allow the faction to provide you with a small amount ofgold or mundane equipment. Two, three, or more points lead to greater rewards. Once a faction

point is spent, reduce your faction score by the same amount.

Example Faction Benefits – To whet your appetite, below is a starting list of 1-point benefitsfor all the factions listed (but this may change over time). Not all factions are equal. Someshady, questionable, or downright evil factions provide far greater rewards to their allies. Afterall, evil generally doesn’t work for free – but may double-cross you for their own benefit.

The Lord Protector – A single weapon or suit of armor valued at 50 gp or less.

Harpers – A Potion of Healing (2d4+2).

Sons of Alagondar – 50 gp.

The Lords’ Alliance – A Potion of Healing (2d4+2).

Merchants’ League – 50 gp in weapons, equipment, or armor from the PHB.

Page 4: HOUSE ULE NE: CHARACTER REATION...Neverwinter Nights - House Rules V. 1.0 – Distributed 2/3/15 Page 2 of 27 4. FINALIZE YOUR CHARACTER SHEET: a. 0-level characters start with 6 HP

Neverwinter Nights - House Rules V. 1.0 – Distributed 2/3/15

Page 4 of 27

Handfire Guild – A single scroll of any 1st or 2nd level Wizard or Sorcerer spell in the

PHB or a Bag of Holding.

Emerald Enclave – A single scroll of any 1st or 2nd level Druid spell, or a jar ofKeoghtom’s Ointment (DMG p. 179).

Kraken Society – A Weapon +1, a single 1st or 2nd level spell scroll, or a Ring of Mind

Shielding.

The Dead Rats – 75 gp in various gems or equipment of your choice from the PHB.

Shadow Thieves – Choose one: (1) small vial of Assassin’s Blood poison (DMG p. 257);(2) Gloves of Thievery; (3) a Ring of Warmth; or (4) Dust of Disappearance.

Cult of the Dragon – a Wand of Magic Missiles, a Shield +1, or 300 gp in gems or coins.

Zhentarim – Choose two: (1) a Potion of Greater Healing (4d4+4); (2) a quiver of 10

+1 arrows or quarrels; (3) a single scroll of any 1st, 2nd, or 3rd level spell in the PHB; (4)a Potion of Invulnerability; (5) a Wand of Magic Missiles; or (6) a Cloak of Protection.

Arcane Brotherhood – A single scroll of any 1st, 2nd, or 3rd level Wizard or Sorcererspell in the PHB or two Potions of Greater Healing (4d4+4).

Iron Throne – 200 gp in gems or coins or a Potion of Greater Healing (4d4+4)

The Twisted Rune – Choose one: (1) Armor +1; (2) Bracers of Defense; (3) two

Potions of Invulnerability; or (4) a Wand of Fireballs.

Reputation Benefits & Drawbacks – Your faction score will often act as a bonus or penalty tosocial checks involving that and other factions, or could even result in automatic successes orfailures on reaction rolls, if your allegiance is known.

Alignment – Alignment is tracked in the same way as faction relationships, with each PCstarting with a score of 0 law/chaos and good/evil. As you perform heroic (or dastardly) deeds,your scores will change. Alignment may affect whether you are good, evil, or neutral enough touse certain magical items, and may also apply to social rolls where appropriate. For example, astarting PC with Law (+0), and Good (+0) who murders a hapless farmer might see hisAlignment change to Chaos (+1) and Evil (+1).

Page 5: HOUSE ULE NE: CHARACTER REATION...Neverwinter Nights - House Rules V. 1.0 – Distributed 2/3/15 Page 2 of 27 4. FINALIZE YOUR CHARACTER SHEET: a. 0-level characters start with 6 HP

Neverwinter Nights - House Rules V. 1.0 – Distributed 2/3/15

Page 5 of 27

HOUSE RULE FIVE: “COUNT UP” INITIATIVE

We will be using the optional “Count Up”Initiative system from the 5e DMG, assummarized and tweaked below…

Each round, players declare actions

in advance, and then roll 1d10 todetermine when they act.

The GM begins on count “1” and

proceeds up until everyone hasacted.

“Ties” are broken with the personwith the higher Dexterity scoregoing first.

Your Dexterity modifier, ifpositive, reduces your roll. Anegative Dexterity increases it. So,for example, if you have a +2Dexterity modifier and roll an 8 oninitiative, you go on count 6.

Most non-combat actions have a “0”

modifier, unless otherwisedetermined by the DM.

However, spells, magical items, and

weapon attacks modify yourinitiative per the chart on the right.

If you are using multiple weapons or casting multiple spells, use the highest applicablemodifier.

On your turn you can elect to “abort” or “cancel” your action, but you may still moveyour speed as normal.

INITIATIVE MODIFIERS

MagicCast a Spell/Use a Scroll +

spell’slevel

Use a Magic Item +5

MeleeLight or Finesse Weapon

(e.g., Dagger, Club, Handaxe, Shortsword)

+0

Unarmed +0

Medium Weapon(no properties other than thrown or versatile –

e.g., Longsword, Mace, Battleaxe)

+2

Heavy, Two-Handed, or ReachWeapon

(Greatclub, Lance, Morningstar, Greatsword)

+5

RangedThrown +2

Shortbow, Light or Hand Crossbow,Sling

+4

Longbow +6

Heavy Crossbow +8

Page 6: HOUSE ULE NE: CHARACTER REATION...Neverwinter Nights - House Rules V. 1.0 – Distributed 2/3/15 Page 2 of 27 4. FINALIZE YOUR CHARACTER SHEET: a. 0-level characters start with 6 HP

Neverwinter Nights - House Rules V. 1.0 – Distributed 2/3/15

Page 6 of 27

HOUSE RULE SIX: FORGOTTEN REALMS CLERICS

Clerics are modified based upon the particular deity they follow. The rules for each specific god aresummarized below:

CHAUNTEA, the Great Mother, the Grain Goddess, the Golden Goddess, She Who ShapesAll (Portfolio: Agriculture, Farmers, Gardeners, Crops, Summer) – Per druidswho must choose Circle of the Land, but: (1) you may use metal armor,shields, and weapons; (2) you gain proficiency in Heavy Armors and shields at1st level; and (3) you gain Advantage on all social checks involving farmers orthose who make their living working the land, provided they know that you are

a cleric of Chauntea.

CLANGEDDIN SILVERBEARD, the Father of Battle, the Rock ofBattle, the Giantkiller, the Goblinbane, the Lord of the Twin Axes(Portfolio: Dwarven God of War, Battle, and Bravery) – (Dwarf only)Per standard cleric with the War Domain, but you gain bonusproficiencies in Smith’s Tools and the Durable feat (p. 166) at 1st level.

CORELLON LARETHIAN, the Ruler of All Elves, the Protector, the Preserver of Life(Portfolio: Elves, Arts, Crafts, Bards, Elven Magic, Music, Poetry, War, Warriors) – (Elf only)Per standard cleric with Life Domain, but with the following changes:

o You do not gain the Heavy Armor proficiency at 1st level.

o You gain bonus proficiencies in History, Performance, twoArtisan’s tools, and three instruments of your choice.

o Your healing spells heal double the amount of damage when therecipient is an elf or half-elf (including healing spells that you caston yourself).

GOND, the Wonderbringer, the Lord of All Smiths (Portfolio: Artifice, Craft, Smiths,Construction) – Per standard cleric with the Artifice Domain, as follows:

o Bonus Proficiencies – At 1st level, you gain five toolproficiencies from among the following list: Alchemist’s Tools,Carpenter’s Tools, Cobbler’s Tools, Glassblower’s Tools, Leatherworker’sTools, Mason’s Tools, Smith’s Tools, Tinker’s Tools, Weaver’s Tools,Woodcarver’s Tools, or Thieves’ Tools.

o Armor & Weapon Proficiencies – You are proficient inall simple weapons, as well as with crossbows, firearms, explosives, siege

weapons, and other Gondsmen devices (see below), and with all armor and shields.

o Smokepowder & Weapon Creation – At 1st level, you begin to learn the secrets of theGondsmen’s greatest creations – including smokepowder weapons. Provided you haveaccess to your tools and supplies – i.e., between adventures – you can create variousdevices. The following are examples:

Page 7: HOUSE ULE NE: CHARACTER REATION...Neverwinter Nights - House Rules V. 1.0 – Distributed 2/3/15 Page 2 of 27 4. FINALIZE YOUR CHARACTER SHEET: a. 0-level characters start with 6 HP

Neverwinter Nights - House Rules V. 1.0 – Distributed 2/3/15

Page 7 of 27

ClericLevel

Required

Creation CreationCost

(each)

Game Statistics

1st Smoke Grenades 10 gp 60’ range, one round after lands creates a 20’ radiuscloud of smoke that heavily obscures sight.

2nd SmokepowderBomb (Formula 1)

25 gp 60’ range, requires lighting wick, 3d6 damage to allwithin 10’ unless DC 12 Dexterity saving throw.

3rd Net Crossbow 100 gp Per heavy crossbow, but instead of damage fires anet up to range of 30/100.

4th SmokepowderMusket

200 gp 4d6 piercing, ammunition, range (40/120), two-round loading time, two-handed. Explodes (3d6) on

a natural 1.

5th Dragonslayer Cart(Mark 1)

500 gp A standard horse-cart loaded with a rapid-loadingballista of your own design. 4d10 damage, range120/480, requires one action to load, one action to

aim, and one action to fire.

6th Smokepower Bomb(Formula Two)

50 gp 60’ range, requires lighting wick, 6d6 damage to allwithin 10’ unless DC 12 Dexterity saving throw.

7th SmokepowderPistol (Mark I)

250 gp 1d10 piercing, ammunition, range 30/90, singleshot, two-round loading time.

8th SmokepowderScattergun

300 gp 6d6 piercing damage in 20’ cone, three-roundloading time

9th Dragonslayer Cart(Mark II)

400 gp A smokepowder cannon mounted on a horse-drawncart that propels heavy balls of cast iron through the

air at destructive speeds. 8d10 bludgeoningdamage, suffers from Disadvantage against anytarget smaller than huge, range 600/2,400, five

actions to load, one action to aim, one action to fire.

10th The Red DragonApparatus

400 gp A backpack tank of alchemist’s fire, connected to arubber hose, 30’ cone range, as action can fire a jetof flaming oil that deals 5d6 damage to all in 30’

cone, DC 12 Dexterity saving throw at beginning oftheir turn or continue to burn for 1d6 damage.

Holds 10 shots before must be reloaded. Explodesinto a 8d6 fireball on a natural 1.

11th Smokepower Bomb(Formula Three)

100 gp 60’ range, requires lighting wick, 6d6 damage to allwithin 10’ (DC 12 Dexterity saving throw for half).

12th SmokepowderPistol (Mark II)

500 gp 3d6 piercing, range 30/90, five shots beforereloading (requires short rest).

13th SmokepowderBomb (Formula

Four)

200 gp 60’ range, requires lighting wick, 8d6 damage to allwithin 20’ (DC 12 Dexterity saving throw for half).

Page 8: HOUSE ULE NE: CHARACTER REATION...Neverwinter Nights - House Rules V. 1.0 – Distributed 2/3/15 Page 2 of 27 4. FINALIZE YOUR CHARACTER SHEET: a. 0-level characters start with 6 HP

Neverwinter Nights - House Rules V. 1.0 – Distributed 2/3/15

Page 8 of 27

o Channel Divinity: Those Wonderful Toys – Beginning at 2nd level you may expendone use of your Channel Divinity to grant yourself Advantage on any single attack rollinvolving a Gond weapon, or to grant asingle foe Disadvantage on a savingthrow against one of your weapons.

o Channel Divinity: ClockworkCompanion – Beginning at 6th level,you can choose to build a clockworkcompanion, essentially a mechanicalversion of another creature or monster.Building a clockwork companionrequires 1,000 gp and one week per CR (minimum 1,000 gp and 1 week), and the totalCR of the creature cannot be higher than your cleric level minus 5. The clockworkcompanion gains any abilities of the duplicated creature that can reasonably be simulatedby machinery, along with a +2 to AC and Resistance to non-magical piercing andslashing weapons, as well as any other abilities allowed by the DM.

o I’m Sure I Can Figure This Out – Beginning at 8th level, you may use any magicalitem or device even if you do not otherwise meet the racial, spellcasting, or otherrequirements.

o Summon Aspect of the Great Machine – Beginning at 17th level, once per long restyou may summon as aspect of the great machine, a large spectral clockwork device thatacts as the spell Bigby’s Hand.

HELM, He of the Unsleeping Eye, the Watcher, the Vigilant One (Portfolio:Guardians, Protectors, Protection) – Per standard cleric with the Guardian Domain,as follows:

o Bonus Proficiencies – At 1st level, you gain two proficiencies from amongthe following: Insight, Intimidation, Investigation, and Perception.

o Armor & Weapon Proficiencies – You must wear the heaviest armoravailable, and are proficient in all armorsand shields all bludgeoning simple andmartial weapons.

o Armored Juggernaut – While wearingheavy armor, all bludgeoning, piercing, andslashing damage from non-magicalweapons is reduced by 3 (minimum 0). Ifyou also have resistance to that particulardamage from another effect, the 3 pointreduction comes after the damage is halved.

o Resolute Endurance –You gain proficiency with Constitution saving throws.

o Channel Divinity: Sentry of Helm – Beginning at 2nd level you may expend one use ofyour Channel Divinity to summon a spectral sentry, akin to an Unseen Servant, whichstands guard for 8 hours over a 120’ radius sphere, and will silently awaken you if any

Level Artifice (Gond) Domain Spells

1st Unseen Servant, Grease

3rd Locate Object, Heat Metal

5th Counterspell, Glyph of Warding

7th Fabricate, Stoneskin

9th Animate Objects, Creation

Level Guardian (Helm) Domain Spells

1st Shield of Faith, Alarm

3rd Arcane Lock, Detect Thoughts

5th Glyph of Warding, Magic Circle

7th Guardian of Faith, Locate Creature

9th Scrying, Banishing Smite

Page 9: HOUSE ULE NE: CHARACTER REATION...Neverwinter Nights - House Rules V. 1.0 – Distributed 2/3/15 Page 2 of 27 4. FINALIZE YOUR CHARACTER SHEET: a. 0-level characters start with 6 HP

Neverwinter Nights - House Rules V. 1.0 – Distributed 2/3/15

Page 9 of 27

object or creature over 1 foot in length, width, or height enters which was not presentduring the invocation of the sentry (including invisible, sneaking, or ethereal creatures).

o Channel Divinity: Immovable Sentinel – Beginning at 6th level, as a bonus action, youmay plant your feet and expend one use of your Channel Divinity to render yourselfimmovable by any attack, spell, or force for up to 1 minute per level. During this time,you may not be tripped, pushed, or otherwise moved, you cannot move, and you gainResistance to all damage for as long as you remain in place, up to the total duration of thepower. If you voluntarily move from place, or are rendered unconscious, the effect ends.

o Divine Strike – Beginning at 8th level, once per turn when you strike a foe with aweapon attack, you can cause the attack to deal an extra 1d8 damage of the same typedealt by the weapon. When you reach 14th level, the extra damage increases to 2d8.

o Implacable Warden – At 17th level, once per day as a standard action, you may alight a60’ radius area with holy light and place it under the protection of Helm. For up to onehour, so long as you remain in that area, you gain the following benefits:

You cannot be surprised, and are instantly aware of, and can see, all creatureswithin the area, including creatures that are invisible, ethereal, hidden, etc.

You gain Resistance to all damage.

You gain Advantage on all saving throws and attack rolls.

ILMATER, the Crying God, Lord of the Rack, the One Who Endures, the Broken God(Portfolio: Endurance, Suffering, Martyrdom, Perseverance) – Per standard cleric with theEndurance Domain, as follows:

o Bonus Proficiencies – At 1st level, you gain proficiency withHerbalism Kit and Medicine, as well as all bludgeoning simpleand martial weapons.

o Unarmored Defense – Clerics of Ilmater are forbidden to wearany armor or use shields, as such reflect an unseemly desire toavoid pain and suffering. However, while unarmored, your Armor Class equals 10 +your Dexterity modifier + your Constitution modifier.

o Steeled to Suffering – You gainproficiency with Strength andConstitution saving throws.

o Bread of Ilmater – You may survivewithout food and water for a tendayper level. You are still wracked bythirst and hunger pains, but that is tobe expected of the faithful.

o Channel Divinity: the Favor ofIlmater – Beginning at 2nd level, as a bonus action, you may expend one use of yourChannel Divinity to grant the favor of Ilmater to one ally within 60’. Until you dispel it(a bonus action) or are slain, all damage taken by the target is taken by you instead. Ifyou are 8th level or higher, your resistance from Armor of Ilmater (see below) applies toreduce (halve) this damage, regardless of source, but no other immunities apply.

Level Endurance (Ilmater) Domain Spells

1st Cure Wounds, Compelled Duel

3rd Lesser Restoration, Prayer of Healing

5th Aura of Vitality, Revivify

7th Death Ward, Divination

9th Greater Restoration, Mass CureWounds

Page 10: HOUSE ULE NE: CHARACTER REATION...Neverwinter Nights - House Rules V. 1.0 – Distributed 2/3/15 Page 2 of 27 4. FINALIZE YOUR CHARACTER SHEET: a. 0-level characters start with 6 HP

Neverwinter Nights - House Rules V. 1.0 – Distributed 2/3/15

Page 10 of 27

o Channel Divinity: Endurance of Ilmater – Beginning at 6th level, you can use yourChannel Divinity as a bonus action to grant yourself or an ally within 60’ the Enduranceof Ilmater – for the next 10 minutes, the creature receives temporary hit points equal to itsnormal hit point total, and Advantage on all saving throws.

o Armor of Ilmater – Beginning at 8th level, you gain Resistance to all non-magicalpiercing, slashing, and bludgeoning damage. At 14th level, you gain Resistance to alldamage.

o Lay Down Your Burden – At 17th level, as a standard action, you may cause an enemywithin 60’ to take damage equal to the total amount of damage you have taken (e.g., ifyou are down 80 hp, the enemy takes 80 hp). There is no save orresistance may reduce this attack.

LATHANDER, the Morninglord (Portfolio: Dawn, Birth, Renewal,Youth, Vitality, Athletics) – Per standard cleric with the Light Domain,but you gain Athletics as a bonus proficiency at 1st level, and undeadresisting your Turn Undead ability have Disadvantage on their savingthrows to resist turning.

MASK, the Shadowlord, the Master of All Thieves – Per standard cleric, with the Thieverydomain, as below:

o Light Armor Only – You do not gain proficiency in medium armor orshields.

o Weapon Proficiencies – You are proficient with all simple weapons aswell as with rogue weapons (hand crossbows, longswords, rapiers, andshortswords).

o Bonus Proficiencies – At 1st level, you gain proficiency with Thieves’Tools, as well as two bonus proficiencies from among the following list:Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation,Perception, Performance, Persuasion, Sleight of Hand, Stealth, DisguiseKit, Forgery Kit, or Poisoner’s Kit.

o Thieves Cant – You can communicate using Thieves Cant, like a rogue.

o Undead Turning – You turn undead asper a normal cleric.

o Channel Divinity: Shadowlord’sBlessing – Beginning at 2nd level, youcan use your Channel Divinity to grantone willing creature touched (includingyourself) Advantage on all Stealthchecks. This blessing lasts until thenext sunrise or sunset.

o Channel Divinity: Cloak of Shadows – Beginning at 6th Level, you can use yourChannel Divinity to vanish. As an action, you become invisible and inaudible until theend of your next turn. You instantly reappear if you attack or cast a spell.

Level Thievery (Mask) Domain Spells

1st Unseen Servant, Disguise Self

3rd Silence, Darkness

5th Dispel Magic, Clairvoyance

7th Freedom of Movement, DimensionDoor

9th Mislead, Seeming

Page 11: HOUSE ULE NE: CHARACTER REATION...Neverwinter Nights - House Rules V. 1.0 – Distributed 2/3/15 Page 2 of 27 4. FINALIZE YOUR CHARACTER SHEET: a. 0-level characters start with 6 HP

Neverwinter Nights - House Rules V. 1.0 – Distributed 2/3/15

Page 11 of 27

o Deft Hands – At 8th level, you gain Advantage on any attempt to open locks or useSleight of Hand.

o Night of Shadows – At 17th level, as a bonus action you may invoke a magical darknessup to 100’ radius, lasting 10 rounds, which cannot be dispelled. You see normally in thisdarkness, and enjoy Advantage on all rolls while within its confines.

MYRKUL, the Lord of Bones, the Old LordSkull, the Reaper, the Lord of the Dead

(Portfolio: the Dead,Wasting, Decay,Corruption, Old Age,Dusk, Autumn) – Perstandard cleric with theDeath domain, as below:

o Bonus Proficiencies – At 1st Level Grey Ones (you) gain Proficiency in simple weaponsas well as the Sickle and Scimitar, and proficiency in Embalming Tools.

o Secrets of the Dead – At 1st level you gain Advantage in any Arcana or Religion checkinvolving knowledge of the undead.

o Body of the Grave – Grey Ones are unaffected by disease or parasites’ debilitatingeffects, suffering no game penalties until the moment such effects become fatal.

o Channel Divinity: Command Undead – Grey Ones can, but generally do not, turnundead. Instead, they excel at commanding undead. Beginning at 2nd level, as an action,you may expend one use of Channel Divinity and force all undead within 30’ that youcan see to make a Charisma saving throw vs. your spell save DC or become friendly andobey commands. Intelligent undead (8 or higher) receive Advantage on the saving throwand, if it has Intelligence 12 or higher, it receives a new save after each hour of control.If more than one cleric is vying for control over the same undead, a contested SpellAttack roll (Wisdom modifier + Proficiency bonus) determines who maintains or gainscontrol. Grey Ones can opt to destroy undead as per a regular cleric.

o Channel Divinity: Touch of Death – Beginning at 6th level, you can use your ChannelDivinity as a reaction to add 2d8 necrotic damage to a single successful melee attack.

o Feed on Death – At 8th level, you may as an action touch a single dying humanoid target(a living creature only) and immediately force it to roll a Constitution Saving Throw orperish. If the victim dies, you immediately heal 1d6 hit points per level or HD of thevictim.

o Sealed to Myrkul – At 17th level, when you use the Touch of Death ability on a dying ordead victim, and the target dies or is deceased, the victim can never be resurrected,reincarnated, or animated as undead.

OGHMA, the Binder (Lorekeepers) – Per standard cleric with the KnowledgeDomain, but the cleric but also receives Athletics and Auld Thorass (in additionto the two bonus languages from the Knowledge domain), and you receive theGrappler feat (p. 167) for free at 1st level.

Level Death (Myrkul) Domain Spells

1st False Life, Ray of Sickness

3rd Invisibility, Ray of Enfeeblement

5th Animate Dead, Vampiric Touch

7th Blight, Death Ward

9th Antilife Shell, Create Undead

Page 12: HOUSE ULE NE: CHARACTER REATION...Neverwinter Nights - House Rules V. 1.0 – Distributed 2/3/15 Page 2 of 27 4. FINALIZE YOUR CHARACTER SHEET: a. 0-level characters start with 6 HP

Neverwinter Nights - House Rules V. 1.0 – Distributed 2/3/15

Page 12 of 27

SILVANUS – Per Druids, either circle.

SUNE, Firehair, the Lady of Love, the Princess of Passion (Portfolio: Love,Beauty, Passion) – Per standard cleric with the Charm domain, per as follows:

o Divine Beauty – At 1st level you gain a +4 bonus to Charisma. If yourCharisma, including this bonus, is not at least 16, you may not chooseto become a priest of Sune.

o Bonus Proficiencies – At 1st level you gain 2 of the followingproficiencies: Acrobatics, Deception, Insight, Medicine, Performance,Persuasion, or Disguise Kit.

o Armor Proficiency – You areproficient in all armors, includingheavy armor.

o Friendly Charms – You know theFriends cantrip.

o Subtle Charms – When you cast amind-altering enchantment that wouldnormally allow the target to laterrealize that it was influenced by magic(e.g., Friends, Charm Person, Enthrall etc.) the creature remains unaware of your magic ifits actions were at all plausible.

o Sustained Charms – When you cast a mind-altering enchantment that renders a targetmore favorably inclined to you, the duration of the spell increases as follows: 1 minutebecomes 1 hour; 1 hour becomes 1 day; 1 day becomes 1 week, etc.

o Channel Divinity: Remove Enchantment – Beginning at 2nd level, you can expend ause of Channel Divinity as an action by laying hands on a target suffering from anEnchantment spell or spell-like effect, and grant the recipient a new saving throw withAdvantage to break free of its effects.

o Channel Divinity: Inflamed Desire – Beginning at 6th level, you can expend a use ofChannel Divinity as a bonus action to impose Disadvantage on a target’s saving throw toresist one of your Enchantment spells.

o Charm Resistance – Beginning at 8th level, you gain Advantage on all saving throws toresist mind-affecting Enchantment spells and spell-like effects.

o Prolific Enchantments – Beginning at 17th level, when you cast an Enchantment spellthat targets one or more creatures, you may double the number of creatures affected.

TEMPUS, the Lord of Battle, the Foehammer (Portfolio: War, Battle, Warriors)– Per the standard cleric with the War Domain, but with the following change:

o At 1st level, you gain proficiency in Athletics and Smith’s Tools.

o You’re domain spells are modified per the table below.

Level Charm (Sune) Domain Spells

1st Charm Person, Disguise Self

3rd Enthrall, Suggestion

5th Compulsion, Tongues

7th Locate Creature, Confusion

9th Dream, Geas

Page 13: HOUSE ULE NE: CHARACTER REATION...Neverwinter Nights - House Rules V. 1.0 – Distributed 2/3/15 Page 2 of 27 4. FINALIZE YOUR CHARACTER SHEET: a. 0-level characters start with 6 HP

Neverwinter Nights - House Rules V. 1.0 – Distributed 2/3/15

Page 13 of 27

TORM, the True, the Brave,the Loyal Fury (Portfolio:Duty, Loyalty, Obedience) –Per the standard cleric withthe Duty Domain, as follows:

o Armor Proficiency –You are proficient inall armors, including heavy armor.

o Weapon Proficiency – You areproficient in all simple and martial melee weapons.

o Channel Divinity: CommandUndead – Priests of Torm may turnundead, but may also command undeadto service (e.g., guarding a passage ortreasure) without violating Torm’scommandments. At 2nd level, as anaction, you may expend one use ofChannel Divinity to force all undeadwithin 30’ that you can see to make aCharisma saving throw or becomefriendly and obey commands.Intelligent undead (8 or higher) receive Advantage on the saving throw and, if it hasIntelligence 12 or higher, it receives a new save after each hour of control. If more thanone cleric is vying for control over the same undead simultaneously, a contested SpellAttack roll (Wisdom modifier + Proficiency bonus) determines who maintains or gainscontrol.

o Channel Divinity: Guided Strikes – Beginning at 6th level, you can use your ChannelDivinity to strike with supernatural accuracy. When you make an attack roll, you canexpend a use of Channel Divinity to gain a +10 bonus to the roll. You make this choiceafter you see the roll, but before the DM says whether the attack hits or misses.

o Divine Strike – Beginning at 8th level, once per turn when you strike a foe with aweapon attack, you can cause the attack to deal an extra 1d8 radiant damage. When youreach 14th level, the extra damage increases to 2d8.

o Divine Armor – At 17th level, while wearing armor, you gain Resistance to all non-magical bludgeoning, piercing, and slashing weapon attacks.

TYMORA, Lady Luck – Per standard cleric with the Luck Domain, as below.

o Bonus Proficiencies – At 1st Level you gain Proficiencyin Gaming Sets.

o Accustomed to Danger – At 1st level you gainProficiency in Dexterity Saving Throws.

Level War (Tempus) Domain Spells

1st Healing Word, Compelled Duel

3rd Magic Weapon, Heat Metal

5th Elemental Weapon, Crusader’sMantle

7th Freedom of Movement, Stoneskin

9th Flame Strike, Hold Monster

Level Duty (Torm) Domain Spells

1st Heroism, Thunderous Smite

3rd Magic Weapon, Lesser Restoration

5th Aura of Vitality, Crusader’s Mantle

7th Freedom of Movement, LocateCreature

9th Destructive Smite, GreaterRestoration

Page 14: HOUSE ULE NE: CHARACTER REATION...Neverwinter Nights - House Rules V. 1.0 – Distributed 2/3/15 Page 2 of 27 4. FINALIZE YOUR CHARACTER SHEET: a. 0-level characters start with 6 HP

Neverwinter Nights - House Rules V. 1.0 – Distributed 2/3/15

Page 14 of 27

o Channel Divinity: Favor of Tymora – Beginning at 2nd Level, you can expend one useof your Channel Divinity as a reaction to allow yourself or any ally within sight to rerollany single 1d20 roll (attack, save, etc.)after the roll but before the result isknown.

o Channel Divinity: Tymora Smiles –Beginning at 6th level, you can useyour Channel Divinity as a bonusaction to grant yourself or an allywithin 30’ Advantage on all 1d20 rollsuntil the start of your next turn.

o Tymora’s Own Luck – At 8th level,you may reroll any natural 1 on a 1d20roll, and use the higher result. A second “1” is not rerolled.

o Feat of Tymora – At 17th level, as a bonus action you may call upon Tymora as areaction to engage in a mighty feat of heroism For one round, until the start of the nextturn, you gain the following benefits:

You automatically succeed at all attacks, saving throws, and skill or abilitychecks unless the action you are trying is blatantly impossible.

You inflict maximum damage on all attacks (including spell attacks).

Enemies within 30’ suffer Disadvantage on all rolls.

You cannot use this power again until after you take a long rest.

Here is the list of languages for the campaign, roughly in order of the frequency of use in Neverwinter...

Chondathan – “Common,” the language ofWaterdeep, the civilized north, Cormyr, andSembia. Everyone speaks for free.

Illuskan – Northmen, Luskan, and most landsnorth of Neverwinter.

Uthgardt – Uthgardt barbarians.

Thorass (modern) – the civilized and decadentsouth, from Tethyr and Amn to Scornubel.

Thorass (ancient) – the ancient trade tongue ofman, (think Latin).

Damaran – Zhentil Keep, Moonsea, the Vast.

Elvish – elves and fey.

Dwarvish – dwarves, gnomes.

Netherese/Loross – ancient Netheril.

Ovaug – Orcs, Ogres, Giants.

Ik’zan – goblins, hobgoblins, gnolls.

Aragrakh – “Old High Draconic,” dragons, anda debased form spoken by kobolds.

Level Luck (Tymora) Domain Spells

1st Bless, Cure Wounds

3rd Aid, Prayer of Healing

5th Beacon of Hope, Mass HealingWord

7th Confusion, Freedom of Movement

9th Greater Restoration, Mass CureWounds

Page 15: HOUSE ULE NE: CHARACTER REATION...Neverwinter Nights - House Rules V. 1.0 – Distributed 2/3/15 Page 2 of 27 4. FINALIZE YOUR CHARACTER SHEET: a. 0-level characters start with 6 HP

Neverwinter Nights - House Rules V. 1.0 – Distributed 2/3/15

Page 15 of 27

APPENDIX A: STARTING BACKGROUNDS

1d100Roll

Background Weapon, Armor& Skill

Proficiencies

ToolProficiencies

Attribute Bonus(Max 20)

Starting Equipment Special

1 Actor Dagger, Club,Deception,

Performance,Persuasion, Sleight

of Hand,Chondathan, Two

AdditionalLanguages

Disguise Kit,One MusicalInstrument

+4 Charisma,+1 to All Other

Attributes

Clothes (traveler’s,fine, and a collection

of 3 commoncostumes), Dagger,Disguise Kit, Book

w/ Collection ofPlays, One MusicalInstrument of YourChoice, BroadsheetPamphlet (ravingabout one of your

past performances),Backpack, Sack,Bedroll, Mule w/Saddlebags, 25 gp

--

2-3 Adventurer’sHeir

Dagger, Shortsword,Club, Light &

Medium Armor,Shields, Athletics,History, Arcana,

Chondathan, Elvish,One Additional

Language

-- +1 to AllAttributes

Clothing (traveler’s),Shortsword, SilveredDagger, Chain Shirt,Potion of Healing,

Chapbook of Tales ofa Famous

Adventurer,Backpack, Bedroll,Waterskin, 50 gp

--

4 Alchemist’sApprentice

Club, Quarterstaff,Arcana, Nature,

Chondathan, TwoAdditionalLanguages

HerbalismKit,

Alchemist’sTools,

Poisoner’sTools

+2 Intelligence,+2 Dexterity,

+2 Constitution

Robes, CommonClothing, Dagger,Alchemist’s Tools,Herbalism Kit, 2

Vials Alchemists’Fire, Vial of

Antitoxin, Book ofNotes & Alchemical

Recipes, Quills & InkVial, Backpack,

Bedroll, Waterskin,Wineskin, 30 gp

--

5 Archer Shortbow, Dagger,Athletics,

Perception,Survival,

Chondathan, OneAdditionalLanguage

Woodcarver’sTools

+2 Dexterity,+2 Strength

Traveler’s Clothing,Dagger, Shortbow,

Quiver of 20 Arrows,Mess Kit, Backpack,Bedroll, Waterskin,

2d6 sp

--

6 Assassin Dagger, Shortsword,Light Crossbow,Shortbow, Light

Armor, Deception,

Thieves’Tools

+2 Dexterity,+2 Constitution

Traveler’s Clothing,Leather Armor, 2

Daggers in HiddenWrist-Sheaths,

--

Page 16: HOUSE ULE NE: CHARACTER REATION...Neverwinter Nights - House Rules V. 1.0 – Distributed 2/3/15 Page 2 of 27 4. FINALIZE YOUR CHARACTER SHEET: a. 0-level characters start with 6 HP

Neverwinter Nights - House Rules V. 1.0 – Distributed 2/3/15

Page 16 of 27

Sleight of Hand,Stealth, Chondathan,

One AdditionalLanguage

Shortsword, Thieves’Tools, Pouch with a

Pinch of Arsenic(ingested, DC 15 ConSave or 3d6 damageand poisoned for 1day), Large Sack,Wineskin, 50 gp

7 Baker Club, Quarterstaff,Dagger, Light

Armor, Chondathan,One Additional

Language, ChooseOne of the

Following: AnimalHandling,

Deception, orPersuasion

Cook’sUtensils

+5 Constitution,+1 to all other

attributes

Homemade PaddedArmor, Club, Dagger,Clothes (common), 5

lbs. Sack of Flour,Backpack, Bedroll,Cooking Utensils,

Waterskin, Bottle ofSembian Red Wine,

10 gp

--

8-9 Bandit Shortsword, Dagger,Club, Shortbow,

Light Armor,Stealth, Survival,Chondathan, One

AdditionalLanguage

-- +2 Strength,+2 Constitution

Common Clothes,Black Cloth for

Tying Around Face,Leather Armor,

Shortsword, Dagger,Shortbow, 10

Arrows, Set of Dice,Backpack, Bedroll,Wineskin, 3d10 gp

--

10 Barber Dagger, Club,Insight, Medicine,Chondathan, One

AdditionalLanguage

Barber’sTools

+3 Dexterity,+1 to all other

attributes

Common Clothes,Dagger, Barber’sTools (scissors,razors, brushes,combs, creams,

tooth-pullers, etc.),Healer’s Kit,

Backpack, Bedroll,Sack, Wineskin,

20 gp

--

11 Barrister Dagger, Club,History,

Investigation,Performance,

Chondathan, TwoAdditionalLanguages

-- +2 Intelligence,+2 Wisdom,+2 Charisma

Clothes (fine),Dagger, Book, Bottleof Ink, 10 Sheets ofParchment, Blanket,3 Volume Set of the

Waterdeep CodeLegal, Scroll Case,Bedroll, Backpack,

Wineskin, Waterskin,100 gp

--

12-13 Beggar Dagger, Club, Sling,Deception,

Persuasion, Sleightof Hand,

Chondathan

-- +2 Dexterity,+2 Constitution

Clothes (ragged),Dagger, Sack, 2 daysrations (spotted withmold), Copper Coin

with Sharpened Edge,2d6 sp

--

Page 17: HOUSE ULE NE: CHARACTER REATION...Neverwinter Nights - House Rules V. 1.0 – Distributed 2/3/15 Page 2 of 27 4. FINALIZE YOUR CHARACTER SHEET: a. 0-level characters start with 6 HP

Neverwinter Nights - House Rules V. 1.0 – Distributed 2/3/15

Page 17 of 27

14-15 Blacksmith’sApprentice

Club, Dagger, LightHammer,

Warhammer, Maul,Light & MediumArmor, Shields,

Athletics,Chondathan

Smith’s Tools +4 Strength,+2 Constitution

Clothes (common),One Weapon of Your

Choice, Dagger,Chain Shirt,

Backpack, Bedroll,Waterskin, 10 gp

--

16 Butcher Dagger, Club, HandAxe, Athletics,

Animal Handling,Chondathan

Cook’sUtensils

+2 Strength,+4 Constitution

Clothes (common),Hand Axe (Cleaver),Dagger, HomemadeShield, Backpack,Cook’s Utensils,

Bedroll, Waterskin,Sack, 5 lbs. Dried

Beef, 5 gp

--

17-18 CaravanGuard

Spear, Longsword,Dagger, Light &Medium Armor,

Animal Handling,Survival,

Perception,Chondathan, One

AdditionalLanguage

Gaming Sets +2 Strength,+2 Constitution

Traveler’s Clothes,Longsword, Dagger,

Leather Armor,Shield (painted withMerchant CompanySymbol), Mess Kit,Backpack, Bedroll,

Tinderbox, Wineskin,10 gp

--

19 Charlatan/Confidence

Artist

Dagger, Club,Deception,

Performance,Sleight of Hand,Chondathan, One

AdditionalLanguage

Gaming Sets,Disguise Kit,Forger’s Kit

+2 Dexterity,+2 Charisma

Clothes (fine andtraveller’s), Dagger,Backpack, Forger’sKit, Disguise Kit,Forged 1,000 gpBloodnote from

Seven Suns TradingPriakos, Bedroll,

Wineskin, 3d10 gp

--

20 CityGuardsman(Waterdeep,

retired)

Dagger, Shortsword,Longsword, Spear,Crossbow, Light &Medium Armors,Shields, Athletics,

Perception,Chondathan, One

AdditionalLanguage

Gaming Set +2 Strength,+2 Constitution

Clothes (traveler’s),Shortsword, Dagger,

Spear, FadedWaterdeep GuardCloak, Medal ofCommendation

(Waterdeep), ChainShirt, Backpack,

Bedroll, Waterskin,40 gp

--

21 CityWatchman

(retired)

Dagger, Club,Shortsword,

Longsword, Mace,Light & MediumArmor, Insight,

Perception,Chondathan, One

AdditionalLanguage

Gaming Set +2 Strength,+2 Wisdom

Clothes (traveler’s),Shortsword, Dagger,Leather Armor, Dice

Set, Backpack,Bedroll, Boot with

Hollow Heel,Waterskin, 20 gp

--

Page 18: HOUSE ULE NE: CHARACTER REATION...Neverwinter Nights - House Rules V. 1.0 – Distributed 2/3/15 Page 2 of 27 4. FINALIZE YOUR CHARACTER SHEET: a. 0-level characters start with 6 HP

Neverwinter Nights - House Rules V. 1.0 – Distributed 2/3/15

Page 18 of 27

22 Cook Dagger, Club, HandAxe, Light Armor,Athletics, Animal

Handling,Chondathan, One

AdditionalLanguage

Cook’sUtensils

+4 Constitution,+1 all otherattributes

Clothes (common),Hand Axe (Cleaver),Homemade PaddedArmor, Backpack,Bedroll, Cook’s

Utensils, Iron Pot,Tinderbox,

Waterskin, 10 gp

--

23-24 CormyrianKnight

Longsword,Shortsword, Mace,Dagger, Lance, AllArmors, Shields,Animal Handling,

History,Chondathan, One

AdditionalLanguage

-- +2 Strength,+1 All Other

Attributes

Clothes (traveler’s &fine), Longsword,

Dagger, Chainmail,Shield w/FamilyCrest, Backpack,

Waterskin, Mess Kit,Signet Ring, Bedroll,War Horse (w/saddleand saddle bags), 100

gp

--

25 CormyrianKnight’sSquire

Longsword,Shortsword, Dagger,

Lance, Light &Medium Armors,Shields, Animal

Handling, History,Chondathan, One

AdditionalLanguage

-- +2 Constitution,+1 All Other

Attributes

Clothes (traveler’s),Shortsword, Dagger,

Chain Shirt,Backpack, Waterskin,

Bedroll, Pony(w/saddle and

saddlebags, 2 daysfeed), 20 gp

--

26-27 Courtesan,Prostitute,

Trull,Bedwarmer,Warmflanks(You get the

picture)

Dagger, Club,Deception,

Persuasion, Sleightof Hand,

Chondathan, OneAdditionalLanguage

One MusicalInstrument,Disguise Kit

+2 Constitution,+4 Charisma

Clothing (traveler’s& fine), Dagger,Holy Symbol of

Sune, One MusicalInstrument, Vial ofPerfume, Wineskin,

Disguise Kit,Backpack, Bedroll,

50 gp

--

28-29 Cutpurse Dagger, Club,Perception, Sleightof Hand, Stealth,

Chondathan

Thieves’Tools

+2 Dexterity,+2 Charisma

Clothes (common),Dagger, Coat w/

Hidden Pockets Sewnin, Steel Coin with

Sharpened Side, DiceSet, Thieves’ Tools,Sack, Wineskin, 10

gp

--

30 Ditch-Digger Dagger, Club,Athletics, Survival,

Chondathan

-- +4 Strength,+2 Constitution

Clothes (common,dirty), Dagger,

Shovel (as club),Sack, Lamp, Flask of

Oil, Tinderbox,Wineskin, 2d6 sp

--

31 Drover Club, Spear,Dagger, Light

Armor, Animal

LandVehicles

+2 Strength,+ 2 Constitution

Clothes (common),Homemade Padded

Armor, Club, Dagger,

--

Page 19: HOUSE ULE NE: CHARACTER REATION...Neverwinter Nights - House Rules V. 1.0 – Distributed 2/3/15 Page 2 of 27 4. FINALIZE YOUR CHARACTER SHEET: a. 0-level characters start with 6 HP

Neverwinter Nights - House Rules V. 1.0 – Distributed 2/3/15

Page 19 of 27

Handling, Survival,Chondathan

Backpack, Waterskin,Iron Pot, Wagon

(Full of Potatoes, 2Draft Horses, SpareWagon Wheel), 5 gp

32 Druid’sApprentice

Quarterstaff, Club,Dagger, Light

Armor, AnimalHandling, Nature,Religion, Survival,Chondathan, Two

AdditionalLanguages

HerbalismKit,

Woodcarver’sTools

+4 Wisdom Clothes (traveler’s),Padded Armor,

Quarterstaff, Dagger,Backpack, Bedroll,Pouch of Mistletoe,

Herbalism Kit,Healer’s Kit,

Waterskin, HolySymbol, 5 gp

DruidOrisons(Know1/cast2/day)

33 Dung Carter Club, Dagger, LightArmor, Animal

Handling, Survival,Perception,Chondathan

LandVehicles

+2 Strength,+4 Constitution

Clothes (common),Homemade Padded

Armor, Bedroll,Waterskin, RicketyCart (soiled) with

Mule, Wineskin, 2d6sp

--

34 Dwarf Lord(from a fallen

realm)

Dagger, Club,Shortsword,

Battleaxe, Greataxe,All Armors, Shields,History, Persuasion,

Chondathan,Dwarvish, Two

AdditionalLanguages

Smith’sTools,

Mason’sTools

+2 Constitution,+2 Charisma

Clothes (traveler’s),Battleaxe, Dagger,

Chain Shirt,Backpack, Bedroll,Whetstone & Oily

Rag, Mess Kit,Waterskin, Pony(with saddle and

saddlebags), 50 gp

Must beDwarf,

Advantageon Social

Checks withOther

DwarvesWho KnowYour Status

35-36 DwarvenOutcast

Dagger, Shortsword,Battleaxe, Greataxe,

Light & MediumArmors, Shields,

Deception,Intimidation,Perception,

Chondathan,Dwarvish, One

AdditionalLanguage

Smith’sTools,

Mason’sTools

+2 Strength,+2 Constitution

Clothes (travelers’),Shortsword, Dagger,

Boot with SpringBlade (per Dagger),

Chain Shirt,Backpack, Bedroll,

Dice Set, Vial ofPoison (basic),

Wineskin, 20 gp

Must beDwarf; Dis-advantageon Social

Checks withOther

DwarvesWho KnowYour Status

37 Elven Noble Longsword,Shortsword, Dagger,

Spear, Light andMedium Armor,

Shields, Longbow,History, Nature,

Arcana,Chondathan, Elvish,

Three AdditionalLanguages

ThreeMusical

Instruments

+2 Intelligence,+2 Charisma

Clothes (fine &traveler’s), Dagger,

Silvered Longsword,Backpack, Potion ofHealing, Waterskin,20 gp plus 100 gp in

various gems

Must BeGold or

Moon Elf;Advantageon SocialRolls with

Other Elvesor Fey

Page 20: HOUSE ULE NE: CHARACTER REATION...Neverwinter Nights - House Rules V. 1.0 – Distributed 2/3/15 Page 2 of 27 4. FINALIZE YOUR CHARACTER SHEET: a. 0-level characters start with 6 HP

Neverwinter Nights - House Rules V. 1.0 – Distributed 2/3/15

Page 20 of 27

38 EscapedCriminal

(on the run)

Shortsword, Dagger,Club, Light Armor,Deception, Stealth,Survival, Sleight ofHand, Chondathan,

One AdditionalLanguage

Thieves’Tools

+2 Dexterity,+2 Constitution

Clothes (common),Club, Stolen Loaf ofBread & Jug of Wine

Dis-advantage

on all SocialRolls with

those Awareof YourHeinousCrimes

39-40 Exiled Noble Longsword orRapier, Dagger,

Light and MediumArmor, Shields,History, Insight,

Persuasion,Chondathan, Two

AdditionalLanguages

-- +2 Intelligence,+2 Charisma

Clothes (traveler’s),Longsword or Rapier,

Dagger, Backpack,Potion of Healing,Gold Signet Ring,Wineskin, Bedroll,

100 gp

--

41-45 Farmer Club, Spear,Quarterstaff,

Dagger, LightArmor, Nature,

Perception,Survival,

Chondathan

-- +2 Strength,+4 Constitution

Clothes (common),Pitchfork (as spear)or Spade (as club),Homemade PaddedArmor, Backpack,Bedroll, Sack of

Vegetables,Waterskin, 2d6 sp

--

46 Fisherman Spear, Club,Dagger, Light

Armor, Nature,Survival,

Chondathan

WaterVehicles

+2 Strength,+2 Constitution,

+2 Dexterity

Clothes (common),Club, Dagger,

Homemade PaddedArmor, Backpack,

Bedroll, Waterskin,2d6 sp

--

47 Footpad Club, Dagger,Shortsword,Deception,

Intimidation,Stealth, Chondathan

-- +2 Strength,+2 Dexterity

Clothes (common),Bronze-Headed Club,Dagger, Shortsword,

Sack, Wineskin,2d6 gp

--

48 Forester/Hunter/Trapper

Dagger, Club,Shortbow, Spear,

Light Armor,Nature, Perception,

Survival,Chondathan, One

AdditionalLanguage

WoodcarvingTools

+2 Dexterity,+2 Wisdom

Clothes (traveler’s),Dagger, Shortbow,20 arrows, LeatherArmor, Hunter’sTrap, 1d6 BeaverPelts, Backpack,

Bedroll,Woodcarving Tools,Collection of SmallWooden Animals,Waterskin, 10 gp

--

49 Gambler Dagger, Club,Deception, Insight,

Sleight of Hand,Chondathan, Three

Additional

Gaming Sets(cards &

dice)

+2 Dexterity,+2 Charisma

Clothes (fine),Dagger in HiddenSheath, Backpack,Bedroll, Coat withHidden Pockets,

Wineskin, Dice &

--

Page 21: HOUSE ULE NE: CHARACTER REATION...Neverwinter Nights - House Rules V. 1.0 – Distributed 2/3/15 Page 2 of 27 4. FINALIZE YOUR CHARACTER SHEET: a. 0-level characters start with 6 HP

Neverwinter Nights - House Rules V. 1.0 – Distributed 2/3/15

Page 21 of 27

Languages Cards, Deed to aRuined House in

Neverwinter,1d10x10 gp, Choose

One: FlamboyantHat, Gold Tooth,

Glass Eye, or FalseEyepatch.

50 Grave Digger Dagger, Club,Athletics,

Intimidation,Chondathan

-- +2 Strength,+4 Constitution

Clothes (common),Shovel (treat as club),

Dagger, Bedroll,Waterskin, 2d6 sp

--

51 GraveRobber

Dagger, Shortsword,Club, Light Armor,

Investigation,Stealth, Chondathan

-- +2 Strength,+2 Charisma

Clothes (traveler’s),Shortsword, Dagger,

Leather Armor,Shovel (per club),Backpack, Sack,

Bedroll, Waterskin,Pouch of 50 gp ofJewelry (assortedrings, necklaces,

earrings, andbrooches stolen from

graves), 10 gp

--

52-55 Guild Artisan Dagger, Club,Insight, Persuasion,Chondathan, One

AdditionalLanguage

Two sets ofArtisan’s

Tools (yourchoice)

+2 to AllAttributes

Clothes (traveler’s),Dagger, Club, One

Set of Artisan’s Tools(pg. 154) Backpack,Bedroll, Waterskin,

Mule w/ Saddlebags,Letter of

Recommendationfrom Former Master,

20 gp

--

56 Innkeeper(former)

Dagger, Club,Insight, Persuasion,Chondathan, Two

AdditionalLanguages

One MusicalInstrument

+2 Wisdom,+2 Charisma

Clothing (traveler’s),Dagger, Wineskin,Backpack, Sack,

Bedroll, 150 gp (lifesavings from sellingwhat was left of your

burnt-down inn)

--

57 Jester/Juggler/

Entertainer

Dagger, Club,Acrobatics,

Performance,Sleight of Hand,Chondathan, One

AdditionalLanguage

One MusicalInstrument

+2 Dexterity,+2 Charisma

Clothes (traveler’s &performer’s motley),

Dagger, JugglingBalls, One MusicalInstrument of YourChoice, Backpack,Bedroll, Waterskin,

10 gp

--

58 Laborer/Porter

Dagger, Club,Athletics,

Intimidation,

-- +4 Strength, +2Constitution

Clothes (common),Club, Sack,

Waterskin, Push Cart,

--

Page 22: HOUSE ULE NE: CHARACTER REATION...Neverwinter Nights - House Rules V. 1.0 – Distributed 2/3/15 Page 2 of 27 4. FINALIZE YOUR CHARACTER SHEET: a. 0-level characters start with 6 HP

Neverwinter Nights - House Rules V. 1.0 – Distributed 2/3/15

Page 22 of 27

Chondathan 2d6 sp

59 Locksmith’sApprentice

Dagger, Perception,Sleight of Hand,

Chondathan

Thieves’Tools,

Tinker’sTools

+2 Dexterity,+2 Intelligence

Clothes (common),Dagger, Backpack,Bedroll, Thieves’

Tools, Ring ofSkeleton Keys, 4Locks (w/keys),

Waterskin, 20 gp

--

60-63 Mercenary Dagger, Shortsword,Longsword, Spear,

Crossbow,Shortbow, Light &Medium Armors,Shields, Athletics,Animal Handling,

Intimidation,Chondathan, One

AdditionalLanguage

-- +2 Strength,+2 Constitution

Clothes (traveler’s),Leather Armor,Shield Painted

w/Symbol of FormerMercenary Company,Longsword, Dagger,Whetstone & Oily

Rag, Backpack,Bedroll, Wineskin,5d6 gp, Momento(roll 1d6): (1) Hiltfrom a Broken Orc

Scimitar, (2) ElfArrow, (3) Uthgardt

Snowcat-fangNecklace, (4) Troll’s

Finger (stillwiggling), (5)

Zhentilar Captain’sBaton, or (6) Pouchof Tin Soldiers from

your Childhood

--

64-65 Merchant Dagger, Club,Deception, Insight,

Persuasion,Chondathan, Three

AdditionalLanguages

-- +2 Dexterity,+2 Charisma

Clothes (traveler’s &fine), Dagger,

Backpack, Bedroll,Wineskin, Pony(w/saddle andsaddlebags),

Merchant’s Scale,Steel Mirror,Tinderbox,

50 gp

--

66 Miner Dagger, Club, LightHammer, War Pick,Warhammer, Maul,Athletics, Survival,

Chondathan

Mason’sTools

+2 Strength,+2 Constitution

Clothes (common),Pickaxe (Treat as

Club), Sack, Bedroll,Waterskin, 2d6 sp

--

67 Minstrel Dagger, Club,Performance,

Sleight of Hand,Chondathan, Two

AdditionalLanguages

ThreeMusical

Instruments

+2 Dexterity,+2 Charisma

Clothes (traveler’s &fine), Dagger in

Hidden Wrist Sheath,One Musical

Instrument of YourChoice, Backpack,Bedroll, Waterskin,

20 gp

--

Page 23: HOUSE ULE NE: CHARACTER REATION...Neverwinter Nights - House Rules V. 1.0 – Distributed 2/3/15 Page 2 of 27 4. FINALIZE YOUR CHARACTER SHEET: a. 0-level characters start with 6 HP

Neverwinter Nights - House Rules V. 1.0 – Distributed 2/3/15

Page 23 of 27

68-69 Noble,Dilettante

(Waterdeep)

Longsword, Rapier,Dagger, Light &Medium Armor,Shields, History,

Persuasion,Chondathan, Two

AdditionalLanguages

Gaming Set +2 Intelligence,+2 Charisma

Fine Clothes,Masterwork

Longsword or Rapier(+1 damage), Dagger,

Chain Shirt, GoldSignet Ring,

Backpack, Potion ofHealing, Wineskin,

Bedroll, 200 gp

Feature:Money from

Father (3times peryour life,you mayrequest

money fromhome equalto 1,000 gpx current

level)

70 Noble,Second Son(Cormyr)

Longsword,Shortsword, Lance,Dagger, Club, AllArmor, Shields,

History, Persuasion,Two Additional

Languages

-- +2 Strength,+2 Constitution

+2 Charisma

Fine Clothes,Masterwork

Longsword (+1damage), Dagger,Chain Shirt, Gold

Signet Ring,Backpack, Bedroll,Potion of Healing,Waterskin, 200 gp

Feature:Cormyrianto the Bone(You haveAdvantage

on anysocial rollsinvolving

otherCormyrians)

71 NorthmanReaver

Dagger, Club,Battleaxe, Handaxe,Longsword, Light &

Medium Armor,Shields,

Intimidation,Survival,

Chondathan,Illuskan

WaterVehicles

+2 Strength,+2 Constitution

Clothes (traveler’s),Handaxe, Longswordor Battleaxe, Dagger,Chain Shirt, WoodenShield, Horned Helm,

Holy Symbol toUmberlee, Sack,Wineskin, 2d6 gp

HumanOnly

72 Peddler Dagger, Club,Animal Handling,

Insight, Persuasion,Chondathan, One

AdditionalLanguage

-- +2 Wisdom,+2 Charisma

Clothes (traveler’s),Dagger, Backpack,Bedroll, Waterskin,Mule loaded with 50gp of Trade Goods

(your choice), 10 gp

--

73 Pig Keeper Dagger, Club, Sling,Animal Handling,

Survival,Chondathan

-- +2 Strength,+2 Dexterity

+2 Constitution

Clothes (common),Dagger, Sling, Sack,

Bedroll, WarmWinter Cloak andGloves Sewn By

Your Mother, Lucky(but worthless) Rock,

Waterskin,2d6 sp

--

74 Pimp Dagger, Club,Insight,

Intimidation,Persuasion,

Chondathan, OneAdditionalLanguage

-- +2 Strength,+2 Charisma

Clothing (traveler’s& fine), Fancy Hat,

Dagger, Sap (treat asClub) Boot with

Hollow Heel,Wineskin, Backpack,

Bedroll, 50 gp

--

Page 24: HOUSE ULE NE: CHARACTER REATION...Neverwinter Nights - House Rules V. 1.0 – Distributed 2/3/15 Page 2 of 27 4. FINALIZE YOUR CHARACTER SHEET: a. 0-level characters start with 6 HP

Neverwinter Nights - House Rules V. 1.0 – Distributed 2/3/15

Page 24 of 27

75 Poisoner Dagger, Club,Medicine, Nature,Sleight of Hand,Chondathan, One

AdditionalLanguage

HerbalismKit,

Poisoner’sKit

+2 Dexterity,+2 Intelligence

Dagger, Clothes(traveler’s), Pouchwith 4 Pinches ofArsenic (ingested,

DC 15 Con Save or3d6 damage and

poisoned for 1 day),Vial of Antitoxin,

Backpack, Bedroll,Wineskin, 10 gp

--

76 Rat Catcher Dagger, Club, Sling,Deception, Sleightof Hand, Stealth,

Chondathan

-- +2 Dexterity,+2 Constitution

Clothes (ragged),Dagger, Sack, 1d6dried rats, 2d6 sp

--

77-78 RetiredVeteran

Dagger, Club,Shortsword,

Longsword, Spear,Crossbow, Light &Medium Armors,Shields, Animal

Handling, Survival,Chondathan, One

AdditionalLanguage

-- +2 Strength,+2 Wisdom

Clothes (traveler’s),Longsword, Dagger,

Leather Armor,Backpack, Bedroll,

Wineskin, 20 gp, andRoll 1d4: (1)

Eyepatch (you aremissing an eye), (2)Wooden Hand (you

are missing one hand,and may not use twoweapons), (3) Letterof Commendation,

(4) Potion of Healing.

--

79 Sailor Dagger, Club,Athletics,

Perception,Chondathan, Two

AdditionalLanguages

Navigator’sTools, Water

Vehicles

+2 Strength,+2 Dexterity,

+2 Constitution

Clothes (common),Dagger, Belaying Pin(per club), 50’ of SilkRope, Bedroll, Sack,

10 gp

--

80-81 Scholar/Sage Quarterstaff,Dagger, History,Arcana, Nature,

Chondathan, FourAdditionalLanguages

-- +4 Intelligence Clothes (traveler’s),Dagger, Quarterstaff,

Three ObscureTomes (on subjects

of your choice),Bottle of Ink, 10

Sheets of Parchment,Your Personal

Journal, Backpack,Wineskin, Bedroll,

50 gp

--

82 Scribe Dagger, Club,Arcana, History,Sleight of Hand,Two Additional

Languages

CalligraphersSupplies,

Forgery Kit

+2 Dexterity,+2 Intelligence

Clothes (traveler’s),Writing Kit &

Supplies, Forger’sKit, Dagger,

Backpack, Bedroll,20 gp

--

83 Servant Dagger, Club,Insight, Persuasion,

-- +2 to All Clothes (common),Dagger, Bedroll,

--

Page 25: HOUSE ULE NE: CHARACTER REATION...Neverwinter Nights - House Rules V. 1.0 – Distributed 2/3/15 Page 2 of 27 4. FINALIZE YOUR CHARACTER SHEET: a. 0-level characters start with 6 HP

Neverwinter Nights - House Rules V. 1.0 – Distributed 2/3/15

Page 25 of 27

Chondathan, OneAdditionalLanguage

Attributes Letter ofRecommendation

from FormerEmployer, Waterskin,

10 gp

84-85 Shepherd/Goat Herder

Dagger, Club,Quarterstaff, Sling,Athletics, Survival,

Chondathan

-- +2 Strength,+2 Dexterity

+2 Constitution

Clothes (common),Dagger, Sling,

Quarterstaff, Sack,Bedroll, Goat or

Sheep, Waterskin,2d6 sp

--

86 Stonemason Club, Dagger, LightHammer,

Warhammer, Maul,Light Armor,

Athletics,Chondathan

Mason’sTools

+4 Strength,+2 Constitution

Clothes (common),Sledge Hammer(treat as Maul),

Homemade PaddedArmor, Backpack,

Bedroll, Waterskin,10 gp

--

87-88 TempleAcolyte (City)

Club, Mace, LightHammer,

Warhammer, LightArmor, Shields,

History, Medicine,Religion,

Chondathan(Common), One

AdditionalLanguage

HerbalismKit

+2 Wisdom,+2 Intelligence

Clothes (traveler’s),Priest’s Robes, Mace,Holy Symbol, PrayerBook, Healer’s Kit,

Waterskin, Backpack,Bedroll, 20 gp

Orisons(Know 2,

Cast 3/day)

89 TempleAcolyte (Evilor War-like

Church)

Club, Mace, Dagger,Morningstar,

Warhammer, Light& Medium Armor,

Shields,Intimidation or

Stealth, Religion,Chondathan, One

AdditionalLanguage

Choose 1:Herbalism

Kit, ThievesTools,

Poisoner’sKit, or

Disguise Kit

+1 Strength,+1 Constitution,

+2 Wisdom

Clothing (traveler’s),Mace, Leather

Armor, Holy Symbol,Prayer Book,Healer’s Kit,

Backpack, Bedroll,Waterskin, 50 gp

Orisons(Know 2,

Cast 3/day)

90 TempleAcolyte

(Noble Birth)

Longsword, Club,Mace, Light Armor,Shields, Religion,

History, Persuasion,Chondathan, Two

AdditionalLanguages

Gaming Set,Herbalism

Kit

+2 Wisdom,+2 Charisma

Clothing (fine &traveler’s), Priest’sRobes, Mace, Holy

Symbol, PrayerBook, Healer’s Kit,

Waterskin, Backpack,Bedroll, 200 gp

Feature:Money from

Father (3times peryour life,you mayrequest

money fromhome equalto 1,000 gpx current

level)

Page 26: HOUSE ULE NE: CHARACTER REATION...Neverwinter Nights - House Rules V. 1.0 – Distributed 2/3/15 Page 2 of 27 4. FINALIZE YOUR CHARACTER SHEET: a. 0-level characters start with 6 HP

Neverwinter Nights - House Rules V. 1.0 – Distributed 2/3/15

Page 26 of 27

91 TempleAcolyte

(RoguishChurch)

Dagger, Club, Mace,Light Armor,

Deception, Stealth,Sleight of Hand,

Religion,Chondathan, One

AdditionalLanguage

Thieves’Tools

+2 Dexterity,+2 Wisdom

Traveler’s Clothing,Dagger, Club, Holy

Symbol, PrayerBook, Healer’s Kit,Backpack, Bedroll,Wineskin, Thieves’

Tools,10 gp

Orisons(Know 1,

Cast 1/day)

92 TempleGuard

Longsword,Shortsword, Mace,Club, Spear, Light

and Medium Armor,Shields, Athletics,

Perception,Religion,

Chondathan, OneAdditionalLanguage

-- +2 Strength,+2 Wisdom

Traveler’s Clothing,Chain Shirt, Mace,

Dagger, HolySymbol, Backpack,Bedroll, Waterskin,

20 gp

--

93 Thief Catcher Dagger, Shortsword,Club, Quarterstaff,Net, Sling, Light

Armor,Investigation,Intimidation,

Stealth, Chondathan,Two Additional

Languages

Disguise Kit,Thieves’

Tools

+2 Dexterity+2 Wisdom

Quarterstaff, 2Daggers, Shortsword,Clothes (traveler’s &

common), LeatherArmor, Vial of

Antitoxin, Bag of 20Caltrops, Manacleswith Lock & Key,Magnifying Glass,

Thieves’ Tools,Backpack, Bedroll,

20 gp

--

94 Tinker Dagger, Club, Sling,Perception, Sleight

of Hand,Chondathan, Two

AdditionalLanguages

Tinker’sTools,

Thieves’Tools

+2 Dexterity,+2 Charisma

Clothes (traveler’s),Dagger, Tinker’sTools, Thieves’

Tools, Mule loadedwith Collection of

Pots and CheapMetalwork (worth 10

gp), Bedroll,Waterskin, 10 gp

--

95 Tumbler/Acrobat

Dagger, Club,Quarterstaff,Acrobatics,Athletics,

Performance,Chondathan, One

AdditionalLanguage

One MusicalInstrument

+2 Strength,+2 Dexterity

Clothes (traveler’s &performer’s motley),

50’ Silk Rope,Dagger, Backpack,Bedroll, Waterskin,

5 gp

--

96 UthgardtBarbarianWanderer

(Griffon, Elk,Tree Ghost,or Blue Bear

Club, Greatclub,Longsword,Battleaxe,

Greatsword, Spear,Sling, Maul, Light& Medium Armor,

-- +2 Strength,+2 Constitution

One Weapon of YourChoice, Dagger, Hide

Armor (furs),Traveler’s Clothes,Bedroll, Waterskin,

5 gp

HumanOnly

Page 27: HOUSE ULE NE: CHARACTER REATION...Neverwinter Nights - House Rules V. 1.0 – Distributed 2/3/15 Page 2 of 27 4. FINALIZE YOUR CHARACTER SHEET: a. 0-level characters start with 6 HP

Neverwinter Nights - House Rules V. 1.0 – Distributed 2/3/15

Page 27 of 27

Tribes) Shields,Intimidation,

Survival,Chondathan,

Uthgardt

97 Village Priest Club, Mace,Quarterstaff, Sling,

Light Armor,Shields, Insight,

Medicine, Religion,Chondathan

(Common), OneAdditionalLanguage

HerbalismKit

+2 Wisdom,+2 Constitution

Clothing (traveler’s),Priest’s Robes,

Quarterstaff, HolySymbol, Prayer

Book, Healer’s Kit,Waterskin,

Backpack, Bedroll,10 gp

Orisons(Know 2,

Cast 3/day)

98-100

Wizard’sApprentice

Dagger,Quarterstaff,

Arcana, History,Chondathan, Three

AdditionalLanguages

HerbalismKit,

Alchemists’Supplies

+2 Intelligence,+2 Wisdom

Robes, Traveler’sClothes, Dagger,Former Master’sSpellbook with 4random 1st Level

Spells you have notyet mastered,

Backpack, Bedroll,Wineskin,

20 gp

Cantrips(Know 3,

Cast 3/day)