FRPCv1.0
FRPCv1.0
FRPCv1.0
5e Player’s Companion
Introduction: This document covers the rules, houserules and knowledge available to players
for the creation of their character adventuring in the Sword Coast of the Forgotten Realms.
Not for resale. Permission granted to print or photocopy this document for personal use only. FRPC v1.0 1
CHAPTER 1: WELCOME TO THE REALMS
On the world of Toril, between the Sea of Swords to the west The First Flowering
and Kara-Tur to the east, lies the continent of Faerûn. A
place of varied cultures and races. Faerûn is dominated by From the ruins of the Days of Thunder arose the first nations
human lands, be they kingdoms, city-states, or carefully of the Proud People – the elves and dwarves – in the region.
maintained alliances of rural communities. Interspersed The elves settled Illefarn along the Sword Coast, from the
among the lands of humans are old dwarven kingdoms and Spine of the World to the River Delimbiyir – its capital in the
hidden elven enclaves, assimilated population of gnomes and shadow of what is now Mount Waterdeep. Wood elves and
halflings, and more exotic folk. moon elves founded the kingdom of Eaerlann in the
The routes between cities and nations often cross into the Delimbiyir Valley and the High Forest.
territory if brigands or marauding humanoids. Every forest, The dwarf clans united as the nation of Delzoun, named
swamp, and mountain range has its own perils, whether for its forge-founder, with dwarfholds built on site ranging
lurking bandits, savage orcs and goblinoids, or mighty from the Ice Mountains to the Nether Mountains and the
creatures such as giants and dragons. Ruins dot the landscape Narrow Sea, and settlements and halls westward to the Crags
and the caverns that wind beneath the surface. In these places and Sword Mountains.
treasures of every living races – and a number of dead ones – The Proud People regularly defended their homelands
wait for adventurers intrepid enough to come and claim them. against orc hordes that arose from the mountains of the Spine
of the World and surged southward to attack and pillage.
HISTORY The First Sundering
The known history of the Sword Coast region spans thousands Thousand of years after the rise of the great elven nations,
of years, extending back into the misty epochs of the creator hundreds of elf high mages united to cast a spell intended to
races and the ages of the first nations of elves and dwarves. create a glorious homeland for their race. The spell
Comparatively recent history is the story of the rise and deeds succeeded, but it rippled backward and forward in time, and
humans and other younger races. the land was sundered, changing the face of the world. The
The common folk know little of history, nor do they need to. largest continent of this new world is now called Faerûn. Far
Most consider tales of ancient times little more than legend. from its western shores rose the isle of Evermeet, considered a
However, since de growth and development of the part of Arvandor, the home of the elven gods on the plane of
“adventuring” class, the page of history have been brought Arborea, and a bridge between the worlds.
from the realm of the legend. The wise explorer appreciates
the history of the ruins underfoot, for in that history lie secrets The Crown Wars
of the ages, and a pattern that Some thirteen thousand years ago, war broke out between
What is presented here is a history of the land accepted by the elven nations of Aryvandaar and Miyeritar, beginning a
most learned authorities and understood by almost anyone series of conflicts known as the Crown Wars. Lasting some
with a rudimentary education. three thousand years, these conflicts culminated in the Dark
The current time is the 1493 DR, the Year of the Purple Disaster, in which terrible storms engulfed Miyeritar, turning
Dragons. it into a wasteland within a single season, leaving behond the
area now known as the High Moor. The high mages of
The Days of Thunder Aryvandaar are blamed for the destruction, although no
Tens of thousands of years ago, empire of reptilian, proof was ever produced.
amphibian, and avian peoples dominated the world. They The vengeful dark elves of Ilythiir turned to corrupt and
built great cities of stone and glass, carved paths through the demonic powers, unleashing them against Aryvandaar. In the
wilderness, tamed the great lizards, worked mighty magics, centuries of destruction that followed, elf priest and high
shaped the world around them, and warred upon each other. mages fervently prayed to Corellon Larethian and the gods of
Those were the Days of Thunder. the elven pantheon for salvation.
The age of the creator races came to a sudden end some
thirty thousands years ago. Perhaps their wars reached a The Descent of the Drow
terrible and inevitable crescendo, or they tampered with Corellon interceded in the Crown Wars and cursed the dark
forbidden forces. For whatever reason, the world changed, elves so that they might never dwell comfortably under the
and their vast empires vanished. All that remains of them are sun. Now finding themselves pained by exposure to daylight,
the ruins and scattered lizardfolk, bullywug, and aarakocra the drow retreated from the sunlit lands of the World Above
tribes, barbaric descendants of those who once ruled the into the Underdark. They abandoned all loyalty to the elven
world. gods who betrayed and banished them, turning instead to
Lolth, the Demon Queen of Spiders, as their patron. War
soon began between the drow and the underground cities of
the dwarves.
Not for resale. Permission granted to print or photocopy this document for personal use only. FRPC v1.0 2
The Age of Humanity The Present Age
For millennia following the end of the Crown Wars, humans The four and half centuries since the establishment of the
spread and settled throughout Faerûn as the elven and Lords of Waterdeep have been tumultuous times for the
dwarven nations stagnated and then began a long, slow Sword Coast and the world. Throughout this period,
decline. Deep in the Underdark, the drow fought wars of civilization struggles against savage forces of chaos, and life
survival and conquest in their new domain. attempts to persevere against the agents of death and strife,
sometimes in place where even the gods themselves have not
The Rise and Fall of Netheril been exempt from destructions.
More than five thousand years ago, a group of human fishing The last one hundred fifty years have comprised one of the
villages on the shores of the Narrow Sea joined under the rule most cataclysmic periods in Faerûn history. Toril has been
of the shaman-king Nether, becoming known as the empire of shaken to its core by forces that have repeatedly rewritten the
Netheril. Learning magic from the elves, they became laws of reality.
renowned wizards. Centuries later, the discovery of what is
now known as the Nether Scrolls, led the Netherese to The Times of Troubles
abandon the magic of the elves to seek greater magical power. In 1358 DR, the gods were cast out of their otherworldly
Netheril grew to become an invincible nation of magic and domain and made wander the land incarnated as mortals. In
wonders, dominating much of the North for three thousand seeking to recover their divinity, they warred among
years. The power-mad Netherese arcanist Karsus attempted themselves. Magic became unpredictable, and the prayers of
to usurped the role of the goddess of magic. The resulting the faithful went unanswered. Some of the gods-turned-
disruption in the fabric of magic sent Netheril’s floating cities mortal were slain, while a handful of mortals ascended to
crashing to the ground, destroyed a host of other wards and godhood, assuming the responsibilities of the dead deities.
enchantments, and brought about the end of the great empire.
The Return of Netheril
The Great Cities 1n 1374 DR, the Empire of Netheril rose again when the
In the decades and centuries following the fall of Netheril, floating city of Shade returned from a nearly two-thousand-
many cities in the Sword Coast and the North, such as Illusk year-long excursion in the Shadowfell, to hover above the
and Citadel Sundbarr, took in refugees from the fallen empire, Anauroch desert. The shadow-touched nobles of the city
and new settlements made up entirely or primarily of human almost immediately began hunting for ancient Netherese
survivors and their descendants were established throughout ruins and artefacts and preparing for a restoration of their
the North and in the Western Heartlands. once-great empire.
Nearly fifteen hundred years ago, the human settlers of the
Dalelands and the elves of Cormanthor pledged their alliance The Spellplague
in an agreement known as the Dales Compact. A monument In 1385 DR, the ascended deity Cyric, aided by Shar,
called the Standing Stone was erected to mark the occasion, murdered Mystra, the goddess of magic, in her domain of
and the advent of Dale Reckoning was decreed, beginning Dweomerheart. This act ripped apart the fabric of magic in
with the year 1 DR. This method of numbering the years in the world, unleashing its raw power in a catastrophe called
Toril’s history has spread across Faerûn and is commonly the Spellplague. Thousands of practitioners of the Art were
understood (if not universally accepted). driven mad or killed, while the face of Faerûn was reshaped
The city of Neverwinter was found in 87 DR. On the bank by waves and veils of mystic blue fire. Entire nations were
of River Raurin, Silverymoon was founded in 384 DR. displaced or exchanged with realms from other worlds, and
In 882 DR, Waterdeep was a small village and trading post parts of the earth were torn free to float in the air.
on the shore of a deep bay near a great mountain. In 1032
DR, Ahghairon, heir to the arts of Netheril, saved the city The Second Sundering
from itself by unseating Waterdeep’s warlord and would-be A century after the Spellplague, the lands and peoples of
emperor, Raurlor. Ahghairon declared that wisdom, not Faerûn had become accustomed to the state of things – just in
strength of arms, would rule in the city from now on, and time for everything to change again.
created the Lords of Waterdeep. In 1484 DR, strange calamities began to occur throughout
These and other nations and great city-states rose to Faerûn. An earthquake struck Iriaebor. A plague of locusts
prominence along the Sword Coast, forming a chain along afflicted Amn. Droughts gripped the southern lands as the sea
the Trade Way from Illusk in the far north to Baldur’s Gate steadily receded in places. Amid this tumult, conflicts broke
in the south, near the border of Amn. Like their elven and out in many regions of the continent. The orcs of Many-
dwarven predecessors, they fought off attacks by savage Arrows warred against the dwarfholds of the North and their
humanoids, including orc hordes from the Spine of the World. allies. Sambia invaded the Dalelands, and Cormyr raised an
Waterdeep, guided by its mysterious Lords, become a rising army to come to aid of the Dalesfolk. Netheril brought forces
power, while old Illusk fell to the orcs for decades, until it was to Cormyr’s border, and Cormyr was drawn into a war on
eventually reclaimed and the city of Luskan built upon its both fronts.
ruins.
Not for resale. Permission granted to print or photocopy this document for personal use only. FRPC v1.0 3
Throughout this period, tales began to spread of The gods were no longer silent but quiet, and in many places
individuals who had been touched by the gods and granted new priesthoods arose to interpret the god’s now subtle signs.
strange powers. Some of these so-called Chosen were at the The world today seems a place filled new lands and
root of the conflicts that grip the land. Some seemed driven opportunities, where those who dare can leave their mark.
by divine purpose, while others claimed to be mystified as to Students of history and those elves and dwarves who recall
why they would be singled out. the past that short-lived humans see as distant perceive a
In 1485 DR, in Icewind Dale, the Chosen of Auril world much like it was over a century ago. For most folks,
forments war with the Ten-Towns and was defeated. In wild tales of people empowered by the gods, and far-off lands
Anauroch, seeing the Netherese forces were spread thin, the returned to the world, are subjects of fireside chatter. Daily
long-subjugated Bedine people rebelled. Having defeated or concerns and the dangers and opportunities just beyond their
besieged the dwarfholds of the North, orcs march on doors take precedence, and plenty of both remain on the
Silverymoon. In Cormyr and Sembia, the Netherese and the Sword Coast and in the North.
Cormyreans traded ground, while the Dalelands became a
war zone. As if to offset the drought in the south, in autumn
of 1485 DR the Great Rain began to fall around the Sea of
RACES
Fallen Stars and continued unceasingly. Humans
While the waters rose to the east in early 1486 DR, the tide
Humans dwell in every corner of Toril and encompass a full
turned against the orcs in the North, and by the end of the
range of cultures and ethnicities. Along the Sword Coast and
year their armies were broken and scattered. Also during that
across the North, humans are the most pervasive of the races
year, the elves of Myth Drannor came to the aid of the
and in many place the most dominant. Their cultural and
Dalelands and helped push back Sembian forces. On the
societal makeup runs the gamut, from the cosmopolitan folk
Sword Coast, the Hosttower of the Arcane rose again in
who reside in the great cities such as Baldur’s Gate and
Luskan, along with the Arcane Brotherhood. In Waterdeep
Waterdeep to the barbarians who rage throughout the
and Neverwinter, efforts were made to clear those cities of
Savage Frontier.
century-old rubble and neglect. Cormyr repulsed the last of
Race is given little importance by intelligent folk,
the Sembian and Netherese forces from the nation,
particularly in the central lands, though some royal courts
reclaiming its territory, and recalled its forces, turning inward
promote particular racial types. Each race appears to have
to address issues of rebuilding.
developed ages ago in isolation from all others, with its own
Late in 1486 DR, the Great Rain finally stopped, but this
pantheon of deities, language, and culture. In practical
event didn’t signify an end to the chaos. The Sea of Fallen
matters of exploration, trade, adventure, and war, color and
Stars had grown, submerging great swaths of land beneath its
race have little meaning.
waves.
Five human ethnic groups are widely present throughout the
Early in 1487 DR, earthquakes and volcanic eruptions
Sword Coast, though over a dozen others can be found in
abounded for months, as if the whole world was convulsing.
most localized areas of Faerûn.
Word began to spread of places and peoples not heard from
since the Spellplague. It became apparent the some of the Calishite
effects of that terrible time had been reversed. No longer
Shorter and slighter in build than most humans, Calishites
engaged in Cormyr, Netheril attacked Myth Drannor by
have dusky brown skin, hair, and eyes. They’re found
floating the City of Shade over it. In a struggle for control of
primarily in the southwest Faerûn.
Myth Drannor’s mythal and the Weave itself, the flying
capithal of Netheril was brought crashing down on Myth Chondathan
Drannor, resulting in the cataclysmic destruction of both.
Chondathans are slender, tawny-skinned folk with brown hair
Altough the orcs were defeated in the North, the League of
that ranges from almost blond to almost black. Most are tall
Silver Marches was disbanded in 1488 DR, as former allies
and have green or brown eyes, but these traits are hardly
blamed one another for failure in the war. Sembia divided
universal. Humans of Chondathan descent dominate the
into separate city-states only nominally allied with one
central lands of Faerûn, around the Inner Sea.
another. While a handful of settlements survived, the
Netherese Empire was no more. The remainder of the Damaran
Netherese forces battle with the Bedine over control of the Found primarily in the northwest of Faerûn, Damarans are of
Memory Spire, thought to be a tomb of the phaerimm, moderate height and build, with skin hues ranging from
Netheril’s ancient enemies. The battle awakens what turned
tawny to fair. Their hair is usually brown or black, and their
out to be a hive of the creatures and they use the life and eyes color varies widely, though brown is most common.
magic-draining power against the lands below.
By 1489 DR, many of the wars that began during the Illuskan
Second Sundering had ground to a close. Other conflicts Illuskans are tall, fair-skinned folk with blue or steely gray
arose, and mighty threats still imperilled the world, but the eyes. Most have raven-black hair, but those who inhabit the
deities ceased interfering with the world through their Chosen. extreme northwest have blond, red, or light brown hair.
Not for resale. Permission granted to print or photocopy this document for personal use only. FRPC v1.0 4
Tehtyrian Gold dwarves are stocky and muscular, averaging 4 feet tall,
Widespread along the Sword Coast at the western edge of with brown skin, black or brown hair, and brown or hazel
Faerûn, Thehyrians are of medium build and height, with eyes, with green eyes rare (and considered lucky). Males grow
dusky skin that tends to grow fairer the farther north they full beards that they keep oiled and well groomed, and both
dwell. Their hair and eye color varies widely, but brown hair genders wear their hair long and often elaborately braided.
and blue eyes are the most common. Gold dwarves are best known for crafting beautiful objects.
According to them, all the natural resources of the world exist
Dwarves for mortals to turn them into objects of great beauty. Gold
dwarves don’t want the most of everything; they want the best.
The Stout Folk are deliberate and steadfast, with a proud
history as great artisans, builders, and warriors. Although the Elves & Half-Elves
glory of their empires faded long ago, the dwarves still hold to
their ancient ways and traditions. They stubbornly defend Skilled in both magic and warfare, the elves came to Faerûn
what remains of their old domains beneath hill and mountain, ages ago, building vast and powerful empires long before the
and some seek to reclaim what they have lost to the rise of humans. The days of the great elven nations are now
depredations of orcs, goblins, and the inexorable march of long past, and many elves have withdrawn from the world
time. into isolated sylvan realms, or set sail across the Trackless Sea
According to their own legends, dwarves were formed from to the isle of Evermeet.
iron, mithral, earth, and stone on the Soulforge of Moradin. Unlike dwarves, who developed subraces in the world,
After the All-Father breath life into them in the heart of the elves brought their divisions with them, settling into separate
world, dwarves found their way to the surface and, from there, kingdom by type. Beings of immense power, the first elves
spread across the continent. explored and settled the world, bringing about a golden age
Thousands of years of settlement and separation divided of art, magic and civilization. At the height of their power,
the dwarves into distinct subraces: the shield dwarves, most the elves performed a High Magic ritual intended to create
common in the North and the Sword Coast; the gold dwarves the ideal homeland. They succeeded, but the spell sundered
of the southern lands; and the gray dwarves, or duergar, of the land in a terrible cataclysm at the same time that it caused
the Underdark. the distant isle of Evermeet to rise from beneath the sea.
Then came the Crown Wars, a series of conflicts between
Shield Dwarves the great elven kingdoms lasting three thousand years. These
The ancestral home of the shield dwarves is in the northern battles devastated much of the world and resulted in the dark
Faerûn, where ancient dwarholds exist in the North. The elves’ flight into the Underdark.
most famous of the old shield dwarf cities is Citadel Adbar, Reeling from these calamities, the elven empires went into
north and east of Silverymoon. Many of these dwarfholds a long, slow decline, and many of their kind took part in the
have changed hands over the centuries in a cycle of invasion great Retreat to their refuge on Evermeet. As the elves
by enemies, followed by reconquest by the dwarves. increasingly withdrew from the world, other races and
Living in a near-constant state of war for generations, civilizations rose to prominence in Faerûn.
shield dwarves are a hardy people, slow to trust, with long
memories and often an equally long list of grievances against Moon Elves
their ancient enemies. Also called silver elves, moon elves are more tolerant and
Shield dwarves have usually fair skin, green, hazel or silver- adventurous than elves of other sorts. In ancient times, the
blue eyes, and they have brown, blond, or red hair. Full dissolution of their empires dispersed moon elves among
beards and mustaches are commonly seen on male shield other races, and since then they have traditionally gotten
dwarves. along well with their non-elf neighbors. They mingle with
Shield dwarves are renowned artisans, particularly in metal other people while their kin remain in hidden settlement and
and stone. They tend to focus more on sturdiness in their secluded strongholds.
craft than on the artistic flourishes and gilding favored by Moon elves are sometimes seen as frivolous, especially by
their gold dwarves cousins. Shield dwarves crafters build to other elves. But it is the easygoing, fluid nature of their
last, and each one’s signature mark placed upon an enduring culture, philosophy, and personality that has enabled them to
masterpiece serves as a way of gaining immortality. survive ad flourish during and after tragic times in elven
history. While communities of moon elves can be found in
Gold Dwarves mainland Faerûn, many moon elves live in settlements of
Gold dwarves are common in the lands of the south and east. other races, staying for a few seasons or several decades
They are formidable warriors, proud of their long traditions, before moving on.
with strong ties to clan. They are gruff and haughty and have To a moon elf, home can be among the members of one’s
a love of fine craftsmanship and an eagerness to trade. family, clan, or other friends and loved ones. Moon elves who
Because they have not endured the same cycle of invasion temporarily take up residence in or near sun elf communities
and displacement, gold dwarves tend to be more optimistic aren’t shy about expressing the opinion that their kin need to
than their shield dwarf cousins, but they’re still standoffish be less serious. In turn, the sun elves pretend to be more
and prideful as only dwarf can be. annoyed by their moon elf neighbors than they truly are,
Not for resale. Permission granted to print or photocopy this document for personal use only. FRPC v1.0 5
provided that the moon elves’ whims and adventuresome arrogance, and standing witness to the rise and fall of many
urges don’t cause serious disruption. Given that the moon elven empires, wood elves see the place of elven in the world
elves usually move on before wearing out their welcome, such differently than moon or sun elves do. Wood elves seek a
unrest rarely occurs. quiet harmony, not domination, with the wider world.
Moon elves have pale skin with a bluish tint. Their hair Sylvan counterparts of the sun elves and moon elves, wood
runs the gamut of human colors, and some moon elves have elves eschew the cities and strongholds of their kin in favor of
hair of silvery white or various shades of blue. Their eyes are living close to nature. Wood elves have not claimed a large
blue or green and have gold flecks. realm of their own since their kingdom was destroyed
millennia ago. Instead they maintain a number of smaller
Sun Elves settlements, the better to keep those communities hidden or
Sun elves, also known as gold elves, have a reputation of protected. Wood elves claim territory in the High Forest.
being arrogant and self-important. Many of them believe they Some wood elves live in other elven communities and
are Corellon’s chosen people and that other races – even territories, where they serve as scouts, rangers, and hunters.
other elves – are subordinate to them in skill, significance and Despite seeing themselves as part of the world, wood elves
sophistication. They claim the title of “high elves” with pride, don’t commonly emerge from their homes to encounter non-
and indeed their race is responsible for great, and sometimes elves. Likewise, in the deep woods and forests of the world,
terrible, achievements. most wood elves don’t come across members of other races.
Recalling and emphasizing the glorious aspects of their Adventurers, diplomats, couriers, and those who pursue
history, sun elves subscribe to the principle of “elven similar professions are the exceptions, traveling far outside
excellence” – no matter how interesting, exceptional, heroic, their sylvan domains and meeting a wide variety of folk.
or noteworthy other races’ accomplishments might be, there Skilled naturalists, wood elves often take up professions that
is an inherent superiority to all things elven. This attitude allow them to remain close to the wild or to make use of their
colors sun elves’ relations with other elves, whom they see as knowledge of woodcraft, wildlife, and forestry.
diluted or diminished representatives of elven culture. Some Wood elves have tan or coppery skin, with hair of wood
sun elves reject this way of thinking, but it is common enough brown, golden blond, black or a shinning metallic copper,
that when most folk of Faerûn see a sun elf, they see and eyes of green, brown or hazel.
arrogance personified. Their haughty attitude can over-
shadow the fact that most sun elves are also tirelessly Half-Elves
compassionate and thoughtful champions of good. An elf who looks upon a half-elf sees a human, and a human
Sun elf culture and civilization is highly magical in nature, who behold the same person sees an elf. Though this
thanks to the race’s many accomplished wizards, sages, and characterization is simplistic, it gets to the heart of what it
crafters. Not every sun elves is a skilled practitioner of the Art, means to be a half-elf in Faerûn.
but each one has at least a bit of inherent magic. Many sun To elves who have an extreme viewpoint on the matter,
elves mix magic with other art forms, which produces the half-elves are emblematic of the decline of elven civilization, a
complex dance of the bladesinger as well as the enchanting dilution of the race’s heritage and culture that will lead to its
music of their bards and the meticulous craftwork of their eventual dissolution. To the humans at the other end of the
artisans. spectrum, half-elves have an unfair advantage over their fully
Sun elves have bronze skin. Yheir eyes are black, metallic human peers, and are seen as privileged or favored regardless
gold, or metallic silver, and their hair is black, metallic copper, of the actual circumstances of their birth.
or golden blond. For most folk in Faerûn, the issue isn’t so cut and dried.
Half-elves are generally tolerated wherever they go, or
Wood Elves wherever they take up residence – with the proviso that a
Also called copper elves, wood elves are the most common society that doesn’t look kindly on humans or elves is likely to
elves remaining in Faerûn. Their ancestors left behind the feel the same way about someone who has blood of both
strife of the Crown Wars millennia ago to found strongholds races. Conversely, a society that holds humans and or elves in
and settlements deep in the forests. Today, most wood elves high esteem doesn’t usually bestow the same status on half-
stand guard over the ruins of the past, believing in their duty elves (though such individuals are generally not ostracized).
to preserve their fallen glory as an object lesson of the danger
of hubris. Halflings
Wood elves tend to be hardier than their cousins. This Halfling exhibit a natural adroitness that often surprises
attitude is reflected in their culture and traditions; wood elves larger folk. This nimbleness regularly comes in handy when
tend more toward physical pursuits than do other ekves, and their courage outruns their common sense, and tales about
they view ancient elven history with a critical eye. To the haflings abound with lucky breaks and narrow escapes.
wood elves, the “great” elven kingdoms were responsible for Beyond these typical elements of the Halfling character,
many equally great mistakes. They look upon the Sundering, halfing can be divided in two major subraces. Many aspects
the Crown Wars, the descent of the drow, and other of the two groups’ cultures make them distinct, but even
calamities as the results of acts of arrogance on the part of without such trappings they are distinct due to a divergence
their ancestors. Living around and amid the reminders of this in what seems to be a primal drive: to go or to stay. Lightfoot
Not for resale. Permission granted to print or photocopy this document for personal use only. FRPC v1.0 6
halflings are travelers as a rule, with tongues and hearts as While often stereotyped as fat and lazy due to their
nimble as their feet. Whereas if strongheart haflings are on homebound mindset and obsession with fine food,
the move, it always seems driven by a desire to return home strongheart haflings are typically quite industrious. Nimble
or find and settle in a new one. As the saying goes, “Lightfoot, hands, their patient mindset, and their emphasis on quality
light hearted, Strongheart, strong footing.” makes them excellent weavers, potters, wood carvers, basket
makers painters and farmers.
Lightfoot Halflings Strongheart halflings are shorter on average than their
For lightfoot haflings, neither the journey nor the destination lightfoot kin, and tend to have rounder faces. They have the
matters more; the important thing is to keep moving. The life skin tones and hair colors of humans, with most having
of a lightfoot is one long exploration with each new horizon, brown hair. Unlike their lightfoot cousins, strongheart
new town, or new face a chance to find something delightful. halflings often have blond or black hair and blue or green
Lightfoot haflings typically travel in small bands, using eyes. Males don’t grow beards or mustaches, but both males
whatever conveyance is convenient but just as easily striking and females can grow sideburns down to mid-cheek, and
out on foot. Bands consist of loosely related individuals, and both genders plait them into long braids.
when bands meet, membership frequently shifts. Lightfoot
halfings typically excel at tasks related to travel – be it Gnome
navigation, handling pack animals, foraging, sailing, and Small of stature and dwelling in the corners of Faerûn away
cartwright work – having tried their hand at all such things from prying eyes, gnomes are one of the least populous and
before or learned from other lightfoots met during their influential races in the world, called the “Forgotten Folk” by
journey. some. This appellation doesn’t bother the gnomes; they
Lightfoot halflings are highly social, often as curious about generally prefer their anonymity and the protection it affords
other people as they are about what might lie around the next them.
bend. They characteristically possess an easygoing and open According to legend, the first gnomes in Faerûn sprang
attitude, curious about others and willing to share of from mystic gems buried deep in the earth. It is said that
themselves, which enables them to make friends easily. Their mystic diamonds became the rock gnomes, emerald birthed
facile friendship and ease with parting can make a lightfoot the forest gnomes, and rubies turned into the deep gnomes.
halfing seems disingenuous to others. Lightfoot halflings get Since the time of their creation, gnomes have settled in
stereotyped as flighty, easily distracted, fickle, and unreliable. hidden places away from other races, concerned that their
But their friendships and courtships, if brief, tend to be way of life couldn’t survive exposure.
genuine. The staid and stable life that most other people Gnomes gladly socialize and work with humans, elves, and
desire just isn’t part of their character. dwarves, but they always keep in mind that as a small race,
Lightfoot haflings share the skin, hair and eye tones of their interests can become secondary even among their allies.
humans, but most lightfoot Halfling have hazel or brown eyes Indeed, members of other races sometimes thoughtlessly treat
and brown hair. Lightfoot haflings don’t grow facial hair gnomes as second-class citizens, perhaps thinking highly of
except that males and females typically grow short sideburns. their gnome friends but rarely credit to gnomes as a people.
Gnomes are regularly underestimated, and they use that lack
Strongheart Haflings of esteem as both a defense and an offense, when need be.
Creatures of the earth who love a warm hearth and pleasant
Like dwarves, gnomes have long battled for territory with
company, strongheart haflings are folks of few enemies and
kobolds, goblinoids, and orcs, but gnomes and kobolds share
many friends. Stronghearts are sometimes referred to fondly a special hatred for each other. Both races believe in a legend
by members of other races as “the good folk”, for little upsets
that, long ago, the deity Garl Glittergold tricked the kobold
strongheart or corrupts their spirit. To many of them, the
god Kurtulmak, collapsing the earth and trapping him in an
greatest fear is to live in a world of poor company and mean endless underground maze and earning his everlasting enmity.
intent, where one lacks freedom and the comfort of friendship.
When strongheart haflings settle in one place, they intend Forest Gnomes
to stay. It’s not unusual for a dynasty of stronghearts to live in The reclusive forest gnomes live simply in hillside dwellings
the same place for a few centuries. Strongheart halflings don’t deep in the woods. A neighbor could live only a few miles
develop these homes in seclusion. On the contrary, they do from a forest gnome settlement for a lifetime and never knew
their best to fit into the local community and become an it. In these communities, anonymity and stealth help to
essential part of it. Their viewpoint stresses cooperation above ensure protection, peace, and survival. If they are discovered
all other traits, and the ability to work well with others is the and treated well, forest gnomes make fine neighbors, but they
most valued behavior in their lands. usually avoid contact even civilizations that seem friendly.
Pushed from their nests, strongheart halfling typically try to Forest gnomes use their affinity with small animals and
have as many comforts of home with them as possible. Non- their knack for illusions to help them remain hidden. When
stronghearts with a more practical bent can find strongheart necessary, a forest gnome community defends itself with all
travel habits maddening, but their lightfoot cousins typically the resources at its disposal. Many settlements, however,
enjoy the novelty of it – so long as the lightfoots don’t have to simply vanish if they are discovered, retreating to some
carry any of the baggage. uncharted corner of the forest to begin anew.
Not for resale. Permission granted to print or photocopy this document for personal use only. FRPC v1.0 7
Rock Gnomes Aasimars
When most folk on the Sword Coast and in the North talk Whereas tieflings have fiendish blood in their veins, aasimar
about gnomes, they mean rock gnomes. Unlike their shy are the descendants of celestial beings. These folk generally
forest cousins, the inquisitive and irresponsible rock gnomes appear as glorious humans with lustrous hair, flawless skin,
interact regularly with individuals of other races, especially if and piercing eyes.
those individuals have something to teach them. Rock Aasimar aren’t as prevalent as tiefling, but common
gnomes prefer to live in their own enclaves, though the enough to see them in larger cities or adventuring.
occasional adventuresome rock gnomes take up residence in a
human or dwarven city. Dragonborns
Draconic humanoids from another world, the dragonborn of
Deep Gnomes Faerûn are proud, honorable, and relatively rare. Slaves to
Also known as svirfneblin, the deep gnomes of the Underdark dragons on their world of origin, they are now a free people
are a stark contrast to their surface kin, dour and serious looking for a place and purpose in their new world.
compared to the cheerful and generally optimistic rock
gnomes and forest gnomes. They share their cousins’ Tieflings
obsession with privacy, and their homes below the surface of Humans with the blood of fiends, tieflings call no place in
Faerûn are well guarded and deeply within. Faerûn their own, although some places and nations are
Owing to the hostility of their Underdark neighbors, the more tolerant of them than most.
settlements and kingdoms of svirfneblin are in constant Small and scattered groups of tieflings are found across
danger of being relocated, conquered, or destroyed. Such was Faerûn, particularly in cosmopolitan cities and in rough and
the fate of Blingdenstone, one of the grandest deep gnomes poor settlements that welcome anyone who can help them
strongholds, which existed for more than two thousand years survive and prosper.
until it was overrun a little more than a century ago by the
dark elves of Menzoberranzan. The deep gnomes recently
reclaimed their old home, and now struggle to rid it of malign
THE SWORD COAST AND THE
influences that have crept into the tunnels and warrens in NORTH
their absence. Running along the Sea of Swords from north of Amn to the
Deep gnomes are lean with dark, earthen skin tones of gray. Sea of Moving Ice, the Sword Coast is a narrow band of
Males are bald and beardless, while females have hair on territory dominated by the city-states of the area that use the
their heads. Both sexes have little or no body hair and a sea for trade. The area is delimited by Neverwinter in the
stone-like look to their skin. north and Baldur’s Gate in the south, but territory that isn’t
under the sway of a more influential power is usually included
Half-Orcs in maps of the Sword Coast.
Half-orcs have existed in the world since before the dawn of More broadly, the North refers to all the territory north of
recorded history, when orcs and humans first came into Amn, split in two general regions: the Western Heartlands
contact. Yet, in all that time, they have found few places for and the Savage Frontier. The Western Heartlands encompass
themselves in Faerûnian civilization – or, perhaps more a narrow strip of civilization running from the Sunset
accurately, civilization has never made a room for them. Mountains to the Sea of Swords, and northward from the
Most of the common folk have an aversion to half-orcs band of territory marked by the Cloud Peaks and the Troll
based largely on their appearance: anyone who looks the Mountains to the Trade Way. The Savage Frontier is the
much like an orc, they reason, must be like an orc and should name given to the rest of the unsettled or sparsely settled
be kept at a distance. Because half-orcs are typically stronger territory in the north, not including the majors cities and
and hardier than their human peers, they can find towns and any settlements in their immediate spheres of
employment in towns and cities, but their appearance marks influence.
them as outsiders. In response to being ostracized, half-orc Most of the communities, nations, and governments of the
either embrace their otherness and take pride in their North can be grouped into five categories: the cities and
physical superiority, pull back and try not try to draw too towns are members of the Lords’ Alliance, the dwarfholds
much attention to themselves, or give up trying to fit in that have been built throughout the area, the island kingdoms
anywhere and adopt a nomadic lifestyle. off the coast, the independent realms scattered up and down
the coast, and the subterranean environs of the Underdark.
Other races
The Lords’ Alliance
Many other races live on, or under, the surface of Faerûn but
are not numerous enough to have nations of their own. The Lords’ Alliance is a confederation among rulers of
Following are a few races that can be encountered on the various northern settlements. The number of members on the
Sword Coast. Council of Lords, the group’s governing body, shifts
depending in the changing status of member cities and
Not for resale. Permission granted to print or photocopy this document for personal use only. FRPC v1.0 8
political tensions in the region. Currently, the Lords’ Alliance realm of Arvandor. Much closer to Faerûn are the
counts these individuals as council members: Whalebones and Ruathym, ancient homes of the ancestors of
the Illuskan people, and the Mooshaes, where many of those
• Laeral Silverhand, the Open Lord of Waterdeep same people now share the islands with the Ffolk and an elf
• Dagul Neverember, Lord Protector of Neverwinter offshoot known as Llewyr. The free port of Mintarn lies
• Taern Hornblade, High Mage od Silverymoon nearby, a neutral site for meetings between enemies and a
• Ulder Ravengard, Grand Duke of Baldur’s Gate and recruitment spot that offers abundant jobs for sailors. Despite
Marshal of the Flaming Fist its size, the tiny island of Orlumbor, with its treacherous
• Morwen Daggerford, Duchess of Daggerford harbor and its skilled, in-demand shipwrights, is an
• Selin Ramur, Marchion of Mirabar independent and influential nation unto itself.
• Dowell Harpell of Longsaddle In the seas to the south, pirates of many races and
• Dagnabbet Waybeard, Queen of MithralHall predilections sail from the Nelanther Isles, preying on trade
• Lord Dauner Ilzimmer of Amphail running north and south along the coast. Since the beginning
of the Sundering, fabled Lantan and Nimbral have returned.
• Nesra Ruthiol, Waterbaron of Yartar
Both the center of invention and the isle of Leira-worshipping
illusionists are even more secretive and less welcoming of
The Lords’ Alliance includes the strongest mercantile strangers than before their disappearance.
powers of the North. In addition to providing military
support and a forum for the peaceful airing of differences, the Independent Realms
Alliance has always acted under the principle that A great variety of independent nations and notable locations
communities with common cause that engage in trade are less is encompassed within the wild lands of the North. Among
likely to go to war with one another. By maintaining strong them the great library of Candlekeep, home of the greatest
trade ties within the alliance as well as outside it, the Lords’ collection of written lore in Faerûn; the imposing, giant-scale
Alliance helps to keep the peace. castle of Darkhold; the fortified abbey of Helm’s Hold; sites of
Dwarfholds of the North great battles such as Boarskyr Bridge and the Field of the
Dead; realms of some security, such as Elturgard and
The various dwarven communities of the North are the heirs Hartsvale; and the yuan-ti realm of Najara. The lands of the
and survivors of Delzoun, the great Northkingdom of long Uthgardt, the towns of frigid Icewind Dale, the quiet Trielta
ago. Despite continually warring over the centuries with the Hills, the cutthroatcity of Luskan, and the Legendary
orcs and goblinoids of the region, and having to fight off Warlock’s Crypt, dominion of the great lich Larloch, are all
assaults from below by duergar and drow, the shield dwarves independent realms as are High Moor, the Trollclaws and the
have stood fast, determined to hold their halls against all High Forest.
threats – and, when necessary, reclaim them. There is much danger and adventure to be had in the free
Holds that survive from the days of Delzoun include places of the North, and a great deal of wealth and treasure as
Mithral Hall, Citadel Abar, and Citadel Felbarr. The fabled well. The ruins of ancient kingdoms and countless smaller
city of Gauntlgrym, built by the Delzoun dwarves and settlements litter the countryside, waiting for the right
recently taken back from the drow, stands as a beacon of explorers to happen upon them.
resurgent dwarven strength in the North. Stoneshaft Hold
and Ironmaster are lonely settlements continually girding The Underdark
themselves for threats real and imagined. Sundabar and The great network of subterranean caverns known as the
Mirabar are also generally considered dwarfholds, despite Underdark is home to all manner if strange and deadly
their substantial human population. creatures. Duergar and drow live in these sunless lands, as do
Until recently, many of the dwarfholds were members of svirfneblin, or deep gnomes. Most surface-dwelling folk aren’t
the Silver Marches, an alliance of cities that provided mutual threatened or even disturbed by denizens of the deep places,
protection across the North. Disagreement and failed but the creatures occasionally emerge to raid or seek some
obligations during a war with the orc kingdom of Many- kind of goal un the surface world.
Arrows destroyed the remaining trust between the members Among the lands of the Underdark beneath the North are
of the Marches, and that pact is no more. The dwarfholds still the svirfneblin city of Bligdenstone, the duergar city of
ally with one another, and individually with nearby human Grackstugh, and the infamous drow city of Menzoberranzan.
realms, but no longer pledge to stand unified with all their Also prominent is Mantol-Derith, a trading post for
neighbors. Underdark marchants.
Island Kingdoms
Off the west coast of Faerûn are a number of island realms of
FACTIONS
varying size. The most distant, and yet perhaps the most Factions are like political parties, religious organizations, or
symbolically important to the mainland, is Evermeet, the secret societies.
island paradise of the elves, reputed to be part of the divine There are five major factions that operates along the Sword
Coast and in the North : the Harpers, the Order of the
Not for resale. Permission granted to print or photocopy this document for personal use only. FRPC v1.0 9
Gauntlet, the Emerald Enclave, the Lords’ Alliance, and the This widespread group of wilderness survivalists preserves
Zhentarim. the natural order while rooting out unnatural threats. Many
of the Enclave’s members are barbarians, druids, and rangers.
The Harpers
The secret society known as the Harpers has been disbanded
The Lords’ Alliance
and rebuilt several times over its long history. The latest The Lords’ Alliance is a shaky compact of aggressive political
incarnation of the group retains its focus on gathering powers concerned with mutual security and prosperity.
information, keeping a close watch on the balance of power Fighters and sorcerers are prevalent among alliance agents,
in Faerûn, and promoting fairness and equality in quiet, and they are often glory hounds seeking personal recognition.
unobtrusive ways. Harpers try to keep out of the public eye, Most agents are lawful or neutral; in the courtly circles of the
preferring secrecy to fame and using knowledge to win the lords, those who don’t follow the rules seldom last long.
day over brute force. Trade along rivers and roads links the cities of the Lords’
A scattered network of spellcasters and spies, the Harpers Alliance, so its operatives eliminate threats to that trade as
advocate equality and covertly oppose the abuse of power, soon as they appear.
magical or otherwise. Agents operate in secret and emphasize
stealth and subtlety, or at the very least discretion. Bards and The Zhentarim
wizards are their most prominent members. The Zhentarim – also known as the Black Network – is a
Harpers operate in small cells throughout the North loose affiliation of merchants, mercenaries, and malefactors.
The Order of the Gauntlet Common folk know the Zhentarim as the people to talk to
when you need the best guards or mercenaries money can
The Order of the Gauntlet shares the Harpers’ dedication to buy. And if the cargo is shady or the cause you’re fighting for
justice and equality, but their methods and attitude are quite is questionable or even unjust, the Zhentarim don’t mind.
different. Bearers of the gauntlet are holy warriors on a Affiliation with the Zhentarim can be profitable to
righteous quest to crush evil and promote justice, and they sellswords, thieves, and rogues of every stripe.
never hide in the shadows. Evil must be opposed openly and This shadow network seeks to expand its influence and
vanquished in the light of day, so that all can see and be power base throughout Faerûn. Its members coerce, persuade,
emboldened by its destruction. or buy their way into every major area of influence. Rogues
Members of the order are driven by religious fervor and by and warlocks fill the Zhentarim’s ranks, but the faction
devotion to the principle of justice for all. Whether a member recruits any who can conduct its business without too many
places more emphasis on one or the other of those ideals is an moral reservations.
individual choice. Camaraderie and esprit de corps run high Zhentarim operatives might be found in any settlement.
within the order, and an individual member will risk anything
to save a fellow member or to complete an important mission.
The Order of the Gauntlet is a young organization, and it
is eager and restless for action. It does not take orders from
any government or temple, although the opinions of holy
figures are greatly esteemed within the order. When evil
threatens, the gauntlet strikes.
This faction is primarily a military organization made up of
paladins, clerics, and monks. Members of the order are
faithful and vigilant seekers of justice who protect others from
the depredations of evildoers.
Not for resale. Permission granted to print or photocopy this document for personal use only. FRPC v1.0 10
CHAPTER 2: CHARACTER OPTIONS
This chapter covers the rules, houserules that are available Alignment: Due to their celestial heritage, aasimar are
for character creation often good. However, some aasimar fall into evil, rejecting
their heritage.
CHARACTER GENERATION Size: Aasimar are built like well-proportioned humans.
Your size is medium.
Character generation is done by roll 4d6, drop the lowest, in Speed: Your base walking speed is 30 feet.
front of the DM, or buy using 27 points point buy method
Darkvision: Thanks to your celestial heritage, you have
present in the PHB (p. 13)
superior vision in the dark and dim conditions. You can see
in dim light within 60 feet of you as if it were bright light,
RACES and in darkness as if it were dim light. You can’t discern
The following races and sub-races are available to choose color in darkness, only shades of gray.
from. Celestial Resistance: You have resistance to necrotic
damage and radiant damage.
Humans Celestial Legacy: You know the light cantrip. Once you
reach 3rd level, you can cast lesser restauration spell once with
Humans use the Human traits or the Variant Human traits
this trait, and you regain the ability to do so when you finish
as presented in the PHB (p.31).
a long rest. Once you reach 5th level, you can cast the
Dwarf daylight spell once with this trait as a 3rd-level spell, and you
regain the ability to do so when you finish a long rest.
Dwarves are the same as presented in the PHB (p.20) Charisma is your spellcasting ability for these spells.
Subraces: Shield dwarves use the Mountain dwarf subrace Languages: You can speak, read, and write Common and
traits, the gold dwarves use the Hill dwarf subrace traits Celestial.
presented in the PHB.
Dragonborns
Elves & Half-Elves
Dragonborns can be played as presented in the PHB (p.34).
Elves are the same as presented in the PHB (p.23) and half-
elves are the same as presented in the PHB (p.39) Tieflings
Subraces: Moon elves and sun elves use the High elf trait,
Tieflings can be played as presented in the PHB (p.43), in
and the wood elf use the wood elf trait presented in the PHB.
addition they can use the Tiefling variants as presented in
Half-elves can use the Half-Elf variants as presented in the
the SCAG (p.118) with the exception of the winged variant.
SCAG (p.116)
Gnomes CLASSES
Gnomes are the same as presented in the PHB (p.36) The following classes and archetypes are available to choose
Subraces: Rock gnomes and forest gnomes use the Gnome from.
traits presented in the PHB (p.36) and the deep gnomes use
the deep gnomes traits in the SCAG (p.115).
Barbarian
Many of the lands of the Sword Coast and the North are
Halfings savage, where day-to-day survival is a struggle. Such lands
Halflings are the same as presented in the PHB (p.28) breed hardy tribes and fierce warriors, such as the Reghed
Subraces: Both lightfoot and stout halflings are played as and Uthgardt barbarians of the North and the seafaring
described in the PHB (p.28). Northlanders of the Moonshae Isles and the northernmost
reaches of the Sword Coast.
Half-Orcs Barbarians of these lands are most often humans or half-
orcs, occasionally half-elves born of contact between savage
Half-Orcs can be played as presented in the PHB (p.41). human tribes and the elves of the North, or tieflings from
tribes known to consort with fiends. Dwarf barbarians are
Aasimars famed and feared warriors among the fiercely proud clans
Aasimars have the following traits: that have reclaimed territories like Mithril Hall and
Ability Score Increase: Your Wisdom score increases by Gaultgrym. Barbarians of most other races hail from
1, and your Charisma score increases by 2. warmer southern foundlings are sometimes adopted in the
Age: Aasimar mature at the same rate as humans but live a North and raised by tribes there.
few years longer. Barbarians can be played as presented in the PHB (p.46)
Barbarian Primal Path: Both the Totem Warrior, the
Berserker can be played as presented in the PHB and the
Not for resale. Permission granted to print or photocopy this document for personal use only. WoGPC v1.0 11
Battlerager can be played presented in the SCAG (p.121). to endure a jester’s barbs with good humor. This
The Battlerager is limited to dwarves. Elk and Tiger totem expectation allows a jester to serve as a critic or a voice of
as presented in the SCAG (p.122) are added to the totems reason when others are too intimidated to speak the truth.
from the PHB. For the duchess with a taste for strapping young
laborers, such tales might serve to warn the targets of her
Bard affections and force her to change her ways for lack of
Bards hold a special place of responsibility and respect in willing partners. Striking back at the jester only ruins her
the Forgotten Realms. They are beares of news, gossip, and already damaged reputation, and might provide the best
messages in their travels from place to place, in addition to evidence that the jester’s satires have hit their mark. But if
being living storehouses of history and folklore. Bards know she is kind and generous to her conquests, the jokes and
a great deal, and they tend to be willing to share what they stories cast her as a kind of folk hero, while drawing even
know, or at least barter for it. more potential partners to her.
The arrival of a renown bard is a special occasion, akin to Jesters are loyal to only one cause: the pursuit and
the visit of a dignitary. A bard can reasonably expect at least propagation of the truth. They use their comedy and
a hot supper and a clean place to sleep from a local landlord innocuous appearance to break down social barriers and
or inn in exchange for a few songs or stories. A noble might expose corruption, incompetence, and stupidity among
host a bard in fine style – while also being careful to guard the rich and powerful. Whether revealing a con artist’s
any secrets the noble’s household doesn’t want retold or treachery or exposing a baron’s plans for war as driven by
sung across Faerûn. greed and bloodlust, a jester serves as the conscience of a
Not all wandering performers are true bards, not are all realm.
bards inclined to sing for their supper, although most will, Jesters adventure to safeguard the common folk and to
given the need. Bards literally have magic to them, and the undermine the plans of the rich, powerful, and arrogant.
powers they command through their performance and lore Their magic bolsters allies’ spirits while casting doubt into
earns them additional respect. foes’ minds. Among bards, jesters are unmatched acrobats,
In the Savage North, singers and storytellers called skalds and their ability to tumble, dodge, leap, and climb makes
are keepers of the history and great legends of the them slippery opponents in battle.
Bonus Proficiencies
Northlanders and the Reghed. These warriors-poets are the
singers of the songs and sagas that fire the blood of warriors When you join the College of Satire at 3rd level, you gain
in battle, and composers of the new songs and sagas relating proficiency with thieves’ tools. You also gain proficiency
the mighty deeds of heroes and villains. However, in Sleight of Hand and one additional skill of your choice.
spellcasting is taboo among Reghed and Nothlanders unless If you are already proficient with thieves’ tools or in
it is considered a gift of the gods. Characters with the bard Sleight of Hand, choose another skill proficiency for each
class who rise to prominence among these folks must align proficiency you already have.
themselves with their clan’s priest and shamans or risk being Tumbling Fool
outcast. At 3rd level, you master a variety of acrobatic techniques
Bards can be played as presented in the PHB (p.51) that allow you to evade danger. As a bonus action, you
Bard College: Both the College of Lore and College of can tumble. When you tumble, you gain the following
Valor can be played as presented in the PHB in addition the benefits for the rest of your turn:
College of Satire, as describe below, is also available. • You gain the benefits of taking the Dash and Disengage
actions.
• College of Satire: Bards of the College of Satire are called • You gain a climbing speed equal to your current speed.
jesters. They use lowbrow stories, daring acrobatics, and • You take half damage from falling.
cutting jokes to entertain audiences, ranging from the Fool’s Insight
crowds in a rundown dockside pub to the nobles of a At 6th level, your ability to gather stories and lore gains a
king’s royal court. Where other bards seek forgotten lore supernatural edge. You can cast detect thoughts up to a
or tales of epic bravery, jesters ferret out embarrassing number of times equal to your Charisma modifier. You
and hilarious stories of all kinds. Whether telling the regain any expended uses of this ability after completing a
ribald tale of a brawny stable hand’s affair with an aged long rest.
duchess or a mocking satire of a paladin of Helm’s cloying If a creature resists your attempt to probe deeper and
innocence, a jester never lets taste, social decorum, or succeeds at its saving throw against your detect thoughts,
shame get in the way of a good laugh. it immediately suffers an embarrassing social gaffe. It
While jesters are masters of puns, jokes, and verbal might loudly pass gas, unleash a thunderous burp, trip
barbs, they are much more than just comic relief. They and fall, or be compelled to tell a tasteless joke.
are expected to mock and provoke, taking advantage of
how even the most powerful folk are expected by tradition
Not for resale. Permission granted to print or photocopy this document for personal use only. WoGPC v1.0 12
Fool’s Luck Druid
Jesters seem to have a knack for pulling themselves out of
tight situations, transforming what looks like sure failure The druids of the Realms venerate nature in all its forms, as
into an embarrassing but effective success. well as the gods of the First Circle, those deities closest to the
At 14th level, you can expend one use of Bardic power and majesty of the natural world. That group of gods
Inspiration after you fail an ability check, fail a saving includes Chauntea, Eldath, Mielikki, Silvanus, as well as
throw, or miss with an attack roll. Roll a Bardic Auril, Malar, Talos, and Umberlee, for nature is many-
Inspiration die and add the number rolled to your attack, sided and not always kind.
saving throw, or ability check, using the new result in Unlike clerics, who typically serves a single deity, druids
place of the failed one. revere all the gods of the First Circle in their turn, and see
If using this ability grants you a success on the attack, them as embodiments of the natural world, which moves in
saving throw, or ability check, note the number you rolled cycles, life and death, creation and destruction, waxing and
on the Bardic Inspiration die. The DM can then apply withering. Thus, Grumbar isn’t just the god of the earth to a
that result as a penalty to an attack or check you make, druid, he is the fertile soil and the rolling hills themselves.
and you cannot use this ability again until you suffer this Malar isn’t just the Beastlord, but the hunger and the
drawback. When the DM invokes this penalty, describe hunting instinct of a predatory beast.
an embarrassing gaffe or mistake you make as part of the Although they are most strongly associated with sylvan
affected die roll. forests, druid care for all aspects of the land, including
frozen mountains, burning deserts, rolling hills, and rough
Cleric coasts.
Druids can be played as presented in the PHB (p.64)
The gods are most active through their chosen clerics, who
Druidic Circle: Both the Circle of the Land and Circle of
carry out the gods’ work on the Material Plane. A typical
the Moon can be played as presented in the PHB.
cleric in Faerûn serves a single divine patron.
Some clerics in Faerûn belong to an established religious Fighter
hierarchy, but many do not. The gods choose whomever
they will, and sometimes a devoted worshipper is blessed Whether doughty warriors, idealistic young soldiers, or
with all the abilities of a cleric, despite not being a priest of hard-bitten mercenaries, fighters are found everywhere in
any kind. That cleric might be a contemplative hermit, a the Forgotten Realms. Even the most peaceful lands have
wandering prophet, or simply a devout peasant. Religious militia for protection against their enemies, and many great
orders often try to recruit such clerics and bring them into rulers in the Realms’ past were fighters of some sort. There
the fold, but not all of those clerics wish to be bound to a are always opportunities for those who know how to handle
hierarchy. themselves in a fight.
Conversely, not everyone who pursues a religious Able-bodied folk in many parts of the Sword Coast and
vocation is a true cleric. Some acolytes discover a different the North learn at least the rudiments of combat as part of a
path for their lives than the path of the cleric. They serve local militia, serving in times of need, while a few go to
their faiths in other roles, such as priest, scholars, or artisans, become professional soldiers, guards, or the like. Officers
while some go on to vocations that have nothing to do with tend to come from the nobility, although their are
religion. A few souls who are denied the path of the cleric opportunities for capable leaders to demonstrate their skills
become embittered and seek favour with sinister or and rise through the ranks.
forbidden gods or forge pact with other powerful entities. Fighters who don’t make a career of soldiering find other
Religious scholars in the Realms debate whether divine ways to demonstrate their prowess. Mercenaries find
rejection led such a person to embrace a dark path, or employment with those who need skilled warriors but who
whether the person was rejected because the gods foresaw lack the time of means to train them. Such employers
the potential for darkness in the person’s future. The gods include adventuring companies, which are almost always in
remain silent on the matter. need of reliable fighter.
Clerics can be played as presented in the PHB (p.56) Merchants and guilds hire guards to protect caravans,
Cleric Domain: All the cleric domains can be played as ships, and their warehouse and guildhalls. Such work affords
presented in the PHB in addition the Arcana (SCAG p.125) the opportunity for frequent travel and danger.
and Death (DMG p.96) domains, are also available. A good deal of danger comes from fighters who abandon
Deity: The cleric must absolutely choose a deity from the legitimate employment to become bandits – raiding
different pantheons presented on p.21 of this document. caravans, robbing travelers, and pillaging isolated
homesteads, manors, and villages. Out-of-luck fighters
might also take part in gladiatorial fights or similar blood
sports to make a living of their skills, although such matches
Not for resale. Permission granted to print or photocopy this document for personal use only. WoGPC v1.0 13
are virtually unknown on the Sword Coast and in the North, Relentless
as compared to southern nations like Amn and Calimshan. Starting at 15th level, when you roll initiative and have no
Fighters can be played as presented in the PHB (p.70). superiority dice remaining, you regain 1 superiority die.
Fighter Archetype: The Champion, Battle Master and
Eldritch Knight archetypes can be played as presented in • Templar: Templars are martial characters that have been
the PHB (p.72), the Purple Dragon Knight (rename Knight) gifted with their deity’s blessing. They blend divine magic
can be played as presented in the SCAG (p.128) and must with martial prowess. They often act as guard within a
be tied to a knightly order or nation. In addition the Scout church organisation, or roam the world in order to defend
and Templar archetypes can be played as described below: their deity interest.
Spellcasting
• Scout: The archetypal Scout excels at finding safe passage
Spell progression as the Eldritch Knight. Spellcasting
through dangerous regions. Scouts usually favor light
ability score is Wisdom. You may select spells from the
armor and ranged weapons, but they are comfortable
Abjuration and Evocation school and any cantrip on the
using heavier gear when faced with intense fighting.
Cleric spell list. The spell you learn at 8th, 14th and 20th
level can be from any school of magic on the cleric spell
Bonus Proficiencies
list.
When you choose this archetype at 3rd level, you gain
Divine Domain
proficiency in three of the following skills of your choice:
At 3rd level, choose a domain associated to your deity,
Acrobatics, Athletics, Investigation, Medicine, Nature,
you can add the domain spell list to the list of spell
Perception, Stealth, or Survival. You can choose to gain
available for you to choose from.
proficiency with thieves’ tools in place of one skill choice.
Weapon Bound
Combat Superiority
At 3rd level you get Weapon Bound as the Eldritch
At 3rd level, you gain a set of abilities that are fueled by
Knight ability (PHB p.75)
special dice called superiority dice.
Magic Weapon
Superiority Dice. You have four superiority dice, which are
Starting at 7th level your devotion let you infuse your
d8s. A superiority die is expended when you use it. You
weapon with divine magic. Once per rest, as a bonus
regain all of your expended superiority dice when you
action, you may enchant your bonded weapon, it gets +1
finish a long or short rest.
to Attack rolls and Damage rolls, this effect last for 10
You gain another superiority die at 7th level and one
minutes. At 16th level the bonus increase to +2.
more at 15th level.
Baneful Strike
Using Superiority Dice. You can expend superiority dice to
At 10th level, your indefectible conviction in your deity
gain a number of different benefits:
affects the morale of your opponents when you hit them.
• When you make a check that allows you to apply your
When you hit a creature with a weapon attack, the
proficiency in Athletics, Nature, Perception, Stealth, or
creature must make a Charisma saving throw, if it fails,
Survival, you can expend one superiority die to bolster
the creature must roll 1d4 and subtract the result from its
the check. Add half the number rolled on the superiority
next attack or saving throws.
die (rounding up) to your check. You apply this bonus
Divine Resurgence
after making the check but before learning if it was
At 15th level, when you use Second Wind, you add your
successful.
Wisdom modifier to the total hit points you recover and
• When you make a weapon attack against a creature, you
you may expend 1 spell slot and choose a number of
can expend one superiority die to add it to the attack roll.
creatures equal to your Wisdom modifier (minimum 1)
You can use this ability before or after making the attack
within 60ft that you can see. Those creatures are also
roll, but before any of the effects of the attack are applied.
healed for the same amount.
• If you are hit by an attack while wearing light or
Chosen Warrior
medium armor, you can expend one superiority die as a
Your deity graces you with uncanny prowess in combat.
reaction, adding the number rolled to your AC. If the
Beginning at 18th level, you add your charisma modifier
attack still hits, you take half damage from it.
to your attack roll and saving throws.
Natural Explorer
At 3rd level, you gain the ranger class feature of the same Monk
name, with the following alteration: You choose
additional favored terrain types at 7th and 15th level. In this adventure, monks are not available as a character
Improved Combat Superiority option.
At 10th level, your superiority dice turn into d10s. At 18th
level, they turn into d12s.
Not for resale. Permission granted to print or photocopy this document for personal use only. WoGPC v1.0 14
Paladin wild and become rangers, often acting as guides and
protectors of roving Halfling bands, and shield dwarves
Some people are warriors of superior virtue. They exemplify forced to wander far from old clanholds sometimes follow
a host of traits that folk consider honourable, just, and good. the ranger’s path.
These warriors aspire to be the best people they can. When Not every prospector wandering far hills, or trapper
such a warrior also has great devotion to a particular deity, hunting through the uninhabited lands become a ranger.
that god can reward the faithful with a measure of divine True ranger go out into nature and find it holy, and like
power, making that person a paladin. paladins, they are touched by something divine Their gods
Most paladins in the Forgotten Realms, like clerics, are and creeds might differ, but rangers share similar values
devoted to a particular deity. The most common paladin about the sanctity of nature. While by no means always
deities are those that embody action, decision, watchfulness, aligned with one another, rangers are bound into a loose
and wisdom. Torm and Tyr are both popular deities for community of sorts – one that often connects with circles of
paladins, as is Ilmater, who stresses self-sacrifice and druids.
alleviation of suffering. Altough less common, there are In the North and throughout much of the Heartlands,
paladins of the following deities: Helm, Hoar, Lathander, rangers use special marks to indicate campsites, dangerous
Sune, Corellon Larethian, the Red Knight, Clangeddin areas, evil creatures, foul magic, goblinoid activity, hidden
Silverbeard, Arvoreen, and Mystra. caches of supplies, safe passage, shelter, and graves or tombs.
Their devotion to a higher ideal makes paladins popular Many of these symbols were derived from elven lore or
folk heroes in the Realms. Many tales are woven about borrowed from groups like the Harpers. While by no means
noble knights and oath-sworn champions, although a secret language, these trail marks are often obtuse to non-
pragmatists note that the tales often end with a tremendous rangers, and even druids might not understand them.
sacrifice on the part of said champions. As a whole, rangers serve to help societies survive and
Paladins can be played as described in the PHB (p.82) thrive in the wilderness. Much of the Sword Coast and the
Sacred Oath: Oaths of Devotion, of the Ancients, and of North are unsettled. Rangers are driven to explore these
Vengeance can be played as presented in the PHB. In lands, searching for fertile soil in which seeds of civilization
addition Oath of the Crown presented in the SCAG (p.132) might grow, seeking resources that will benefit settled lands,
is available. or rooting out evil before it can spread. Other rangers spy
on enemy troops or hunt down dangerous beast or criminals.
Ranger Given that much of the North is frontier, rangers play a
Long have rangers walked the wilds of the Sword Coast and critical role in keeping communities safe and are often
the Savage Frontier. Like druids, their practices date back to admired within them.
the earliest days of humanity. And long before humans set Ranger can be played using the following rules.
foot in the North, elf rangers strode through its forests and Hit Dice: 1d10 per ranger level
climbed its mountains. The traditions and outlook of these Hit Points at 1st Level: 10 + your Constitution modifier
people are now shared by members of many races. In Hit Points as Higher Levels: 1d10 (or 6) + your
particular, lightfoot haflings frequently hear the call of the Constitution modifier per ranger level after 1st
The Ranger
Proficiency Spells -- Spell Slots per Spell Level --
Level Bonus Features Known 1st 2nd 3rd 4th 5th
1st +2 Favored Enemy, Natural Explorer --- --- --- --- --- ---
2nd +2 Fighting Style, Spellcasting 2 2 --- --- --- ---
3rd +2 Primeval Awareness, Ranger Conclave 3 3 --- --- --- ---
4th +2 Ability Score Improvement 3 3 --- --- --- ---
5th +3 Ranger Conclave Feature, Natural Explorer Improvement 4 4 2 --- --- ---
6th +3 Greater Favored Enemy 4 4 2 --- --- ---
7th +3 Ranger Conclave Feature 5 4 3 --- --- ---
8th +3 Ability Score Improvement, Fleet of Foot 5 4 3 --- --- ---
9th +4 Natural Explorer Improvement, Greater Natural Explorer 6 4 3 2 --- ---
10th +4 Hide in Plain Sight 6 4 3 2 --- ---
11th +4 Ranger Conclave Feature 7 4 3 3 --- ---
12th +4 Ability Score Improvement 7 4 3 3 --- ---
13th +5 Natural Explorer Improvement 8 4 3 3 1 ---
14th +5 Vanish 8 4 3 3 1 ---
15th +5 Ranger Conclave Feature 9 4 3 3 2 ---
16th +5 Ability Score Improvement 9 4 3 3 2 ---
17th +6 Natural Explorer Improvement 10 4 3 3 3 1
18th +6 Feral Senses 10 4 3 3 3 1
19th +6 Ability Score Improvement 11 4 3 3 3 2
20th +6 Foe Slayer 11 4 3 3 3 2
Not for resale. Permission granted to print or photocopy this document for personal use only. WoGPC v1.0 15
Armor: Light armor, medium armor, shields - When you forage, you find twice as much food as
Weapons: Simple weapons, martial weapons you normally would.
Tools: None - While tracking other creatures, you also learn their
Saving Throws: Strength, Dexterity exact number, their sizes, and how long ago they
Skills: Choose three from Animal Handling, Athletics, passed through the area.
Insight, Investigation, Nature, Perception, Stealth, and You choose additional favored terrain at 5th, 9th, 13th, and
Survival 17th level.
Equipment: You start with the following equipment, in Fighting Style
addition to the equipment granted by your background: At 2nd level, you adopt a particular style of fighting as your
- (a) scale mail or (b) leather armor speciality. Choose one of the following options. You can’t
- (a) two shortswords or (b) two simple melee take a Fighting Style more than once, even if you later get to
weapons choose again.
- (a) a dungeoneer’s pack or (b) an explorer’s pack
- A longbow and a quiver of 20 arrows • Archery: You gain a +2 bonus to attack rolls you make with
ranged weapons.
Favored Enemy • Defense: While you are wearing armor, you gain a +1
Beginning at 1st level, you have significant experience bonus to AC.
studying, tracking, hunting, and even talking to a certain • Dueling: When you are wielding a melee weapon in one
type of enemy commonly encountered in the wilds. Choose hand and no other weapons, you gain a +2 bonus to
a type of favored enemy: beasts, fey, humanoids, damage rolls with that weapon.
monstrosities, or undead. You gain a +2 bonus to damage • Two-Weapon Fighting: When you engage in two-weapon
rolls with weapon attacks against creatures of the chosen fighting, you can add you ability modifier to the damage
type. Additionally, you have advantage on Wisdom of the second attack.
(Survival) checks to track your favored enemies, as well as Spellcasting
on Intelligence checks to recall information about them. By the time you reach 2nd level, you have learned to use the
When you gain this feature, you also learn one language magical essence of nature to cast spells, much as a druid
of you choice, typically one spoken by your favored or does. See chapter 10 for the general rules of spellcasting and
creatures associated with it. However, you are free to pick chapter 11 for the ranger spell list.
any language you wish to learn.
Natural Explorer • Spell Slots: The Ranger table shows how many spell slots
You are particularly familiar with one type of natural you have to cast your spells of 1st level and higher. To
environment and are adept at traveling and surviving in cast one of these spells, you must expend a slot of the
such regions. Choose two types of favored terrain: arctic, spell’s level or higher. You regain all expended spell slots
coast, desert, forest, grassland, mountain, swamp, urban or when you finish a long rest.
the Underdark. When you make an Intelligence or Wisdom For example, if you know the 1st-level spell animal
check related to your favored terrain, your proficiency friendship and have a 1st-level and a 2nd- level spell slot
bonus is doubled if you are using a skill that you are available, you can cast animal friendship using either slot.
proficient in. Your favored terrain also grant you the
• Spells Knowns of 1st Level and Higher: You know two 1st-level
following benefits:
spells of your choice from the ranger spell list.
- You ignore non-magical difficult terrain.
The Spells Known column of the Ranger table shows
- You have advantage on initiative rolls.
when you learn more ranger spells of your choice. Each of
- On you first turn during combat, you have
these spells must be of a level for which you have spell
advantage on attack rolls against creatures that
slots. For instance, when you reach 5th level in this class,
have not yet acted.
you can learn one new spell of 1st or 2nd level.
When traveling for an hour or more in your favored
Additionally, when you gain a level in this class, you
terrain, you gain the following benefits:
can choose one of the ranger spells you know and replace
- Difficult terrain doesn’t slow your group’s travel.
it with another spell from the ranger spell list, which also
- You group can’t become lost except by magical
must be of a level for which you have spell slots.
means.
- Even when you are engaged in another activity • Spellcasting Ability: Wisdom is your spellcasting ability for
while traveling (such as foraging, navigating, or your ranger spells, since your magic draws on your
tracking), you remain alert to danger. attunement to nature. You use your Wisdom whenever a
- If you are traveling alone, you can move stealthy at spell refers to your spellcasting ability.
a normal pace.
Not for resale. Permission granted to print or photocopy this document for personal use only. WoGPC v1.0 16
In addition, you use your Wisdom modifier when of these animals for you, based on the surrounding terrain
setting the saving throw DC for a ranger spell you cast and on what types of creatures would logically be present
and when making an attack roll with one. in the area.
Spell save DC = 8 + your proficiency bonus + your At the end of the 8 hours, your animal companion
Wisdom modifier appears and gains all the benefits of your Companion’s
Spell attack modifier = your proficiency bonus + Bond ability. You can have only one animal companion
your Wisdom modifier at a time.
Primeval Awareness If your animal companion is ever slain, the magical
bond you share allows you to return it to life. With 8
Beginning at 3rd level, your mastery of ranger lore allows
hours of work and the expenditure of 25 gp worth of rare
you to establish a powerful link to beasts and to the land
herbs and fine food, you call forth your companion’s spirit
around you.
and use your magic to create a new body for it. You can
You have an innate ability to communicate with beasts,
return an animal companion to life in this manner even if
and they recognize you as a kindred spirit. Through sounds
you do not possess any part of its body.
and gestures, you can communicate simple ideas to a beast
If you use this ability to return a former animal
as an action, and can read its basic mood and intent. You
companion to life while you have a current animal
learn its emotional state, whether it is affected by magic of
companion, your current companion leaves you and is
any sort, its short-term needs (such as food or safety), and
replaced by the restored companion.
actions you can take (if any) to persuade it to not attack.
You cannot use this ability against a creature that you Companion’s Bond
have attacked within the past 10 minutes.
Your animal companion gains a variety of benefits while
Additionally, you can attune your senses to determine if
it is linked to you.
any of your favored enemies lurk nearby. By spending 1
The animal companion loses its Multiattack action, if it
uninterrupted minute in concentration (as if you were
has one.
concentrating on a spell), you can sense whether any of your
The companion obeys your commands as best it can.
favored enemies are present within 5 miles of you. This
It rolls for initiative like any other creature, but you
feature reveals which of your favored enemies are present,
determine its actions, decisions, attitudes, and so on. If
their numbers, and the creatures’ general direction and
you are incapacitated or absent, your companion acts on
distance (in miles) from you.
its own.
If there are multiple groups of your favored enemies
When using your Natural Explorer feature, you and
within range, you learn this information for each group.
your animal companion can both move stealthily at a
normal pace.
Ranger Conclave
Your animal companion has abilities and game
At 3rd level, you choose to emulate the ideals and training
statistics determined in part by your level. Your
of a ranger conclave: the Beast Conclave, the Hunter
companion adds your proficiency bonus its AC attack
Conclave, or the Stalker Conclave, all detailed at the end of
rolls, damage rolls, skills of your choice and all saving
the class description. Your choice grants you features at 3rd
throws.
level and again at 5th, 7th, 11th, and 15th level.
For each level you gain after 3rd, your animal companion
• Beast Conclave: Many rangers are more at home in the gains an additional hit die and increases its hit points
wilds than in civilization, to the point where animals accordingly.
consider them kin. Rangers of the Beast Conclave Whenever you gain the Ability Score Improvement
develop a close bond with a beast, then further strengthen class feature, your companion’s abilities also improve.
that bond through the use of magic. Your companion can increase one ability score of your
choice by 2, or it can increase two ability scores of your
Animal Companion choice by 1. As normal, your companion can’t increase an
At 3rd level, you learn to use your magic to create a ability score above 20 using this feature unless its
powerful bond with a creature of the natural world. description specifies otherwise.
With 8 hours of work and the expenditure of 50 gp Your companion shares your alignment, and has a
worth of rare herbs and fine food, you call forth an personality trait and a flaw that you can roll for or select
animal from the wilderness to serve as your faithful from the tables below. Your companion shares your ideal,
companion. You normally select you companion from and its bond is always, “The ranger who travels with me
among the following animals: an ape, a black bear, a is a beloved companion for whom I would gladly give my
boar, a giant badger, a giant weasel, a mule, a life.”
panther, or a wolf. However, your DM might pick one Your animal companion gains the benefits of your
Favored Enemy feature, and of your Greater Favored
Not for resale. Permission granted to print or photocopy this document for personal use only. WoGPC v1.0 17
Enemy feature when you gain that feature at 6th level. It weapon attack, the creature takes an extra 1d8
uses the favored enemies you selected for those features. damage if it’s below its hit point maximum. You can
Your animal companion can understand the language deal this extra damage only once per turn.
you get from your favored enemy, but can’t speak it. - Giant Killer. When a Large or larger creature
within 5 feet of you hits or misses you with an attack,
d6 Trait you can use your reaction to attack that creature
1 I’m dauntless in the face of adversity immediately after its attack, provided that you can
2 Threaten my friends, threaten me. see the creature.
3 I stay on alert so others can rest. - Horde Breaker. Once on each of your turns when
4 People see an animal and underestimate me. I use that you make a weapon attack, you can make another
to my advantage. attack with the same weapon against a different
5 I have a knack for showing up in the nick of time. creature that is within 5 feet of the original target and
6 I put my friends’ needs before my own in all things. within range of your weapon.
Extra Attack
d6 Flaw Beginning at 5th level, you can attack twice, instead of
1 If there’s food left unattended, I’ll eat it. once, whenever you take the Attack action on your turn.
2 I growl at strangers, and all people except my ranger Defensive Tactics
are strangers to me. At 7th level, you gain one of the following features of your
3 Any time is a good time for a belly rub. choice.
4 I’m deathly afraid of water. - Escape the Horde. Opportunity attacks against
5 My idea of hello is a flurry of licks to the face. you are made with disadvantage.
6 I jump on creatures to tell them how much I love them. - Multiattack Defense. When a creature hits you
with an attack, you gain a +4 bonus to AC against all
Coordinated Attack subsequent attacks made by that creature for the rest
Beginning at 5th level, you and your animal companion of the turn.
form a more potent fighting team. When you use the - Steel Will. You have advantage on saving throws
Attack action on your turn, if your companion can see against being frightened.
you, it can use its reaction to make a melee attack. Multiattack
Beast’s Defense At 11th level, you gain one of the following features of
At 7th level, while your companion can see you, it has your choice.
advantage on all saving throws. - Volley. You can use your action to make a ranged
Greater Natural Explorer attack against any number of creatures within 10 feet
At 9th level you add the following terrain to the list you of a point you can see within your weapon’s range.
can choose from: astral plane, dungeon, outer planes. You must have ammunition for each target, as
Storm of Claws and Fangs normal, and you make a separate attack roll for each
At 11th level, your companion can use its action to make target.
a melee attack against each creature of its choice within 5 - Whirlwind Attack. You can use your action to
feet of it, with a separate attack roll for each target. make melee attacks against any number of creatures
Superior Beast’s Defense within 5 feet of you, with a separate attack roll for
At 15th level, whenever an attacker that your companion each target.
can see hits it with an attack, it can use its reaction to Superior Hunter’s Defense
halve the attack’s damage against it. At 15th level, you gain one of the following features of
your choice.
- Evasion. When you are subjected to an effect, such
• Hunter Conclave: Some rangers seek to master weapons to
as a red dragon’s fiery breath or a lightning bolt spell,
better protect civilization from the terrors of the
that allows you to make a Dexterity saving throw to
wilderness. Members of the Hunter Conclave learn
take only half damage, you instead take no damage if
specialized fighting techniques for use against the most
you succeed on a saving throw, and only half damage
dire threats, from rampaging ogres and hordes of orcs to
if you fail.
towering giants and terrifying dragons.
- Stand Against the Tide. When a hostile creature
Hunter’s Prey
misses you with a melee attack, you can use your
At 3rd level, you gain one of the following features of your
reaction to force that creature to repeat the same
choice.
attack against another creature (other than itself) of
- Colossus Slayer. Your tenacity can wear down the
your choice.
most potent foes. When you hit a creature with a
Not for resale. Permission granted to print or photocopy this document for personal use only. WoGPC v1.0 18
- Uncanny Dodge. When an attacker that you can by 1. As normal, you can’t increase an ability score above
see hits you with an attack, you can use your reaction 20 using this feature.
to halve the attack’s damage against you.
Greater Favored Enemy
• Stalker Conclave: Stalkers master spells useful in navigating At 6th level, you are ready to hunt even deadlier game.
their way around their favored terrain, and their combat Choose a type of greater favored enemy: aberrations,
tactics focus on ambush, surprise, and stealth. They fight celestials, constructs, dragons, elementals, fiends, or giants.
alone or in small groups in hostile territory, relying on You gain all the benefits against this chosen enemy that you
clever tactics to carry the day. normally gain against your favored enemy, including an
Scout additional language. Your bonus to damage rolls against all
At 3rd level, you master the art of the ambush. On your your favored enemies increases to +4.
first turn during combat, you gain a +10 bonus to your Additionally, you have advantage on saving throws
speed. If you use the attack action on that turn, you can against the spells and abilities used by a greater favored
make one additional attack. enemy.
You gain an additional benefit on all turns after your first Fleet of Foot
turn. At the end of each such turn, you can attempt to Beginning at 8th level, you can use the Dash action as a
hide as a bonus action if you meet the normal bonus action on your turn.
requirements for hiding. Stalkers often use this ability to Hide in Plain Sight
make ranged attacks, move beyond the scope of their foes’ Starting at 10th level, you can remain perfectly still for long
darkvision, and then hide. periods of time to set up ambushes.
Stalker Magic When you attempt to hide on your turn, you can opt to
From 3rd level, you have darkvision with a range of 90 not move on that turn. If you avoid moving, creatures that
feet. You also gain access to additional spells at 3rd, 5th, attempt to detect you take a −10 penalty to their Wisdom
9th, 13th, and 15th level. You are always able to cast (Perception) checks until the start of your next turn. You
these spells, and they do not count against your number lose this benefit if you move or fall prone, either voluntarily
of ranger spells known. or because of some external effect. You are still
Stalker Spells automatically detected if any effect or action causes you to
Level Spell Gained no longer be hidden.
3rd disguise self
If you are still hidden on your next turn, you can continue
5th rope trick
9th glyph of warding
to remain motionless and gain this benefit until you are
13th greater invisibility detected.
17th seeming Vanish
Starting at 14th level, you can use the Hide action as a
Iron Mind bonus action on your turn. Also, you can’t be tracked by
At 7th level, you gain proficiency in Wisdom saving nonmagical means, unless you choose to leave a trail.
throws. Feral Sense
Stalker’s Flurry At 18th level, you gain preternatural senses that help you
Starting at 11th level, you have the ability to ensure that fight creatures you can’t see. When you attack a creature
your attacks count. If you miss with an attack during your you can’t see, your inability to see it doesn’t impose
turn, you can immediately make an additional attack. disadvantage on your attack rolls against it.
You can gain one additional attack during your turn with You are also aware of the location of any invisible
this ability. creature within 30 feet of you, provided that the creature
Stalker’s Dodge isn’t hidden from you and you aren’t blinded or deafened.
At 15th level, you master the ability to disrupt an Foe Slayer
opponent’s attacks. Whenever a creature attacks you and At 20th level, you become an unparalleled hunter. Once on
does not have advantage on the attack roll, you can use each of your turns, you can add your Wisdom modifier to
your reaction to impose disadvantage on the attack roll the attack roll or the damage roll of an attack you make.
against you. You can use this feature before or after the You can choose to use this feature before or after the roll,
attack roll is made, but it must be used before the but before any effects of the roll are applied.
outcome of the roll is determined.
Rogue
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and There are those whose abilities lie not with sword or the Art,
19th level, you can increase one ability score of your choice but with quiet motion, dextrous action, and stealth. Such
by 2, or you can increase two ability scores of your choice talents often lead to illegal endeavors, which plague most
Not for resale. Permission granted to print or photocopy this document for personal use only. WoGPC v1.0 19
major cities, but can be placed to good use in dealing with PHB. The Storm Sorcery sorcerous origin can also be
dangerous monsters and lost treasure. played as presented in the SCAG (p.137).
Most large cities in the realms have a number of thieves’
den that compete with one another. A few places such as Warlock
Baldur’s Gate, have an organized group of rogues that Given their dealings with often sinister otherworldly patrons
controls all such activity. Most thieves’ dens are secret in exchange for power, warlocks don’t have a sterling
gathering spots, often beneath the city, and move after reputation in the Realms. Even well-meaning warlocks are
they’re discovered. viewed with suspicion and justifiable caution. Some wizards
The city of Waterdeep had once been home to the most feel the very existence of warlocks taints the view of their
powerful guild of thieves in the North: the Shadow Thieves. noble Art and causes the common folk to view all
The Lords of Waterdeep smashed that guild forcing its practitioners of magic with doubt.
leaders to flee the city (the group still operates out of Amn). Some warlocks, particularly those of fey or fiendish
There are still thieves and even assassins in Waterdeep, but bloodlines, are born with propensity for their power,
they are broken into innumerable small groups or operate drawing the attention of potential patrons even from
alone. childhood. Others seek out a pact, sometimes because they
The most common respite for such robbers is what they can’t find the power they desire elsewhere. Some warlocks
call the Honest Trade – adventuring, where roguish abilities forge multiple pacts, although they must eventually come to
may be used without censure and are later lionized in song favour one over the others, as their patrons are jealous and
and legend. Many thieves take to this life, adhering to a possessive beings.
code that keeps them rich; they vow to bulgarize ancient Warlocks can be played as presented in the PHB (p.105)
tombs and monstrous lairs instead of the homes and Otherworldly Patron: The Archfey, Fiend and Great
businesses of the wealthy in civilized lands. Old One are available as otherworldly patron and can be
Some rogues have learned that it is easier to pick played as described in the PHB. The Undying patron is also
someone’s pocket when you have a royal writ, which is to available as described in the SCAG (p.139). See the SCAG
say many rogues are diplomats, courtiers, influence-peddlers, (p.138) to see which patrons are available in the Realms.
and information-brokers, in addition to the better-known
thieves and assassins. Such rogues blend more easily into Wizard
civilized society, more often acting as grease in the wheels
than a wrench in the works. Scholars and practitioners of what they called “the Art”,
Rogues can be played as described in the PHB (p.94) wizards are the most disciplined spellcasters in the Forgotten
Roguish Archetype: The Thief, Assassin, and Arcane Realms. They need to be, as their powers come from years
Trickster archetypes can be played as presented in the PHB. of careful study and practice. Some wizards apprentice and
The Mastermind and Swashbuckler archetypes can be study with experienced master, while others attend formal
played as presented in the SCAG (p.135). academies or universities of wizardry, such as those in the
cities of the North like Waterdeep and Silverymoon.
Sorcerer With the intensity of their study and practice, wizards
tend to become increasingly solitary as they advance in their
The Weave of magic infuses every part of the Realms, and Art, having fewer peers with whom they can share their
some people have the natural ability to perceive, touch, and insights, if they choose to share them with anyone at all.
shape the Weave. Some inherit this ability from a magical Thus great wizards often take up residence in isolated
ancestor such as a dragon, or an angel, other gain it by towers or strongholds, exhibiting ever more eccentric
accident from exposure to wild magical power, and other behaviour as time goes on. Some say this is a mark of
manifest this power by chance or the hand of fate, perhaps madness brought on by delving too deeply into arcane lore,
portended by events at their conception or birth. but they never say it too loudly anywhere a wizard might
Due to their varied origins and delayed manifestation of overhear.
powers, sorcerers can be found almost anywhere, and The greatest wizards of the Realms find means of
among almost any people. Larger cities on the Sword Coast extending their lives far beyond the span of any race except
– including Baldur’s Gate, Neverwinter, and Waterdeep – elves. Archwizards may be centuries old, having seen
all have a few sorcerers, since people with magic gravitate to civilizations rise and fall across Faerûn. Other wizards
places where their abilities are valued. Magic-hating cultures, seeking this longevity turn to lichdom, dwelling in isolated
such as the Northlanders and Uthgardt, exile or kill the tombs and strongholds as they withdraw from the world in
sorcerers who manifest among them. body as well as mind.
Sorcerers can be played as presented in the PHB (p.99) Wizards can be played as described in the PHB (p.112).
Sorcerous Origins: The Draconic Bloodline and Wild Wizard Tradition: All the Arcane Traditions can be
Magic sorcerous origins are available as described in the played as presented in the PHB (p.115). The Bladesinger
Not for resale. Permission granted to print or photocopy this document for personal use only. WoGPC v1.0 20
arcane tradition can be played as presented in the SCAG turns away their wrath. These prayers and other acts of
(p.142). The Bladesinger is restricted to elves. devotion are generally performed quietly at the shrine in
one’s household or community, or occasionally in a temple
BACKGROUNDS dedicated to one’s deity, when a worshiper feels the need to
“come knocking upon a god’s door” to ask for attention.
You may select anyone backgrounds available in the PHB Forms of worship are often acts of veneration: giving
(p.125) or in the SCAG (p.145) or you may create your own thanks for favour shown, making requests for future blessings,
background with the permission of your DM. and offering praise for the deity’s intercessions. Because most
folk in Faerûn don’t want to attract the ire of the cruel or
ENCUMBRANCE savage gods, beseeching them to keep the peace is also an act
A character is hindered by the weight of equipment. of worship. A hunter or a farmer might make offerings to
If you carry weight in excess of 5 times your Strength Malar in hopes of keeping predators at bay, and a sailor
score, you are encumbered, which means your speed might pray to Umberlee that she withhold her wrath for the
drops by 10 feet. duration of a voyage.
If you carry weight in excess of 10 times yourStrength score,
up to your maximum carrying capacity, you are instead The Afterlife
heavily encumbered, which means your speed drops by Most humans believe the souls of the recently deceased are
20 feet and you have disadvantage on ability checks, attack spirited away to the Fugue Plane, where they wander the
rolls, and saving throws that use Strength, Dexterity, or great City of Judgment, often unaware thy are dead. The
Constitution. servants of the gods come to collect such souls and, if they are
worthy, they are taken to their awaited afterlife in the deity’s
INITIATIVE domain.
When combat starts, every participant makes an Intelligence Souls that are unclaimed by the servants of the gods are
check to determine their place in the initiative order. judged by Kelemvor, who decides the fate of each one. Some
are charged with serving as guides for other lost souls, while
others are transformed into squirming larvae and cast into
RELIGION the dust. The truly false and faithless are mortared into the
The various races of Toril worship their pantheons, which Wall of the Faithless, the great barrier that bounds the City of
remain largely the same from region to region, which the Dead, where their souls slowly dissolve and begin to
different cultures and societies emphasizing some deities over become part of the stuff of the Wall itself.
others. Although exceptions exist, all the gods are revered
across all of Faerûn.
Not for resale. Permission granted to print or photocopy this document for personal use only. WoGPC v1.0 21
The Elven Pantheon points with one, you can make one melee
The list of the gods in the Elven pantheon can be found in weapon attack as a bonus action.
the SCAG (p. 23). - Before you make a melee attack with a non-
reach two-handed heavy weapon that you are
The Hafling Pantheon proficient with, you can choose to take a - 5
The list of the gods in the Hafling pantheon can be found in penalty to the attack roll. If the attack hits, you
the SCAG (p. 23). add +10 to the attack’s damage.
Not for resale. Permission granted to print or photocopy this document for personal use only. WoGPC v1.0 22
Mariner
As long as you are not wearing heavy armor or using a
shield, you have a swimming speed and a climbing speed
equal to your normal speed, and you gain a +1 bonus to AC.
Tunnel Fighter
You excel at defending narrow passages, doorways, and
other tight spaces. As a bonus action, you can enter a
defensive stance that lasts until the start of your next turn.
While in your defensive stance you can use your reaction to
make a melee attack against a creature that moves more
than 5 feet while within your reach.
Multiclassing
Multiclassing is allowed as presented in the PHB (p.165).
Skills
Skills are used as presented in the PHB (p.173) with the
following exceptions:
Wisdom (Perception)
Perception is a passive only skill and applies to everything
you may spot, listen, smell. Wisdom (Perception) is about
your intuition and sense of danger. By being focused, you
get a +5 bonus to your passive Wisdom (Perception) score,
but you move at half your speed.
Not for resale. Permission granted to print or photocopy this document for personal use only. WoGPC v1.0 23
CHAPTER 3: RULES CLARIFICATION
This chapter covers the clarification, comments,
interpretation, and reminders of particular rules. VISION AND LIGHT
Darkvision
ACTIONS A reminder that Darkvision, allows a creature to see in
Casting a spell darkness as if it was dim light up to a certain range. And
that dim light is a lightly obscured condition that
If you cast a spell on your turn (either as an action or a bonus
impose disadvantage on Wisdom (Perception) checks that
action) you can’t cast another spell under any circumstances
rely on sight.
unless it is a cantrip.
EQUIPMENTS
Two-handed weapons
A character that is using a two-handed weapon do not need
to wield its weapon with both hands at all time. But when
fighting, he is considered to have both hands occupied. In
order to use an action that requires a free hand, the
character must forego any attack with that weapon whether
as an action, bonus action or opportunity attack.
Versatile weapons
A character fighting with a versatile weapon can fight by
wielding its weapon one-handed or two-handed. In order to
use an action that requires a free hand, the character must
forego any two-handed weapon attack with that weapon
whether as an action, bonus action or opportunity attack,
and must not have previously used its weapon two-handed
on this turn.
MULTICLASSING
When multiclassing a character, a player is recommended
doing it to support a character concept and/backstory.
Multiclassing for the sake of cherry-picking abilities, might
not be well received with certain DM or players.
SPELL S
Summon spells
Summon spells may summon any creature allowed by the
spell description. The DM as final say on the creatures
summoned. Unless there’s a good reason for it, a creature
that is not in its natural habitat, won’t be available to be
summoned (i.e. a shark couldn’t be summoned in a forest.)
Not for resale. Permission granted to print or photocopy this document for personal use only. WoGPC v1.0 24