8220 PregeneratedCharactersS7
8220 PregeneratedCharactersS7
Characters
Season 7
DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide,
D&D Adventurers League, all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and
other countries. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or
artwork contained herein is prohibited without the express written permission of Wizards of the Coast.
This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under the Community Content
Agreement for Dungeon Masters Guild.
All other original material in this work is copyright ©2017 Merric Blackman and published under the Community Content Agreement for Dungeon Masters
Guild.
Character Name Player Name Faction
18 11 12 Equipment
Chain mail Backpack
Shield Bedroll
Warhammer Mess Kit
Current Hit Points: Light Crossbow Tinderbox
20 bolts 10 torches
Insignia of rank 10 days rations
Belt pouch Waterskin
Initiative Hit Dice Speed 10 gold pieces 50 feet rope
Holy symbol
+1 1d8 25 ft.
Proficiencies and Languages
Attacks To-Hit Damage Armour: All armour and shields. Weapons: All
Warhammer +5 1d8+3 Tool: Three Dragon Ante cards, Vehicles (land)
Light Crossbow +3 1d8+1 What I can do…
range 80/320 ft. • Care for the wounded or ill
Sacred Flame 1d8 radiant • Advise on religious matters
range 60 ft.; DC 12 Dexterity avoids • Climb and jump obstacles
Spells In Combat...
Spell Save DC 12; Spell attack +4. • Engage in melee with the enemy
You may cast two first-level spells each day. You prepare 4 • Use healing word to heal allies who fall unconscious
spells each day and, in addition, always have bless and cure • Use turn undead to protect against zombies and
wounds prepared. skeletons
Cantrips: light, sacred flame, spare the dying
1st-level (2): bless, cure wounds, divine favour, healing Spell Use…
word, shield of faith • Cure Wounds heals the most of your spells and is best
used out of combat. Healing Word is for use in combat,
Features as you may use it and still attack.
Darkvision: You can see 60 feet in the dark. • Bless will allow three allies to increase their chances of
Dwarven Resilience: You have advantage on saves vs hitting and resisting spells; it is best used at the
poison, and take half damage from poison. beginning of a significant combat.
War Domain (4/long rest): You may make one attack using • You have limited spells, so only use them when
a bonus action when you take the Attack action. necessary.
You can find more character sheets and other resources at https://merricb.com
Discover more about the D&D Adventurers League in Australia here: https://www.facebook.com/groups/DNDALAPAC/
Cantrips
You may cast any number of cantrips per day.
At level 2, you gain the ability to cast this spell:
Light
Casting Time: 1 action Range: Touch Inflict Wounds
Duration: 1 hour Casting Time: 1 action Range: Touch
One object you touch sheds bright light in a 20 ft. radius Make a melee spell attack (+5) against a creature you
and dim light 20 ft. beyond that in the colour of your can reach. On a hit, the target takes 3d10 necrotic damage.
choice. The spell ends if you recast it or dismiss it as an At Higher Levels. +1d10 damage for each slot level
action. above 1st.
Sacred Flame
At level 3, you gain the ability to cast these spells:
Casting Time: 1 action Range: 60 feet
A creature within range must make a Dexterity saving Second-level Spells
throw or suffer 1d8 radiant damage. Cover does not protect
the creature from this spell. Lesser Restoration
Casting Time: 1 action Range: Touch
Spare the Dying You touch a creature and can end either one disease or
Casting Time: 1 action one condition afflicting it. The condition can be blinded,
Range: Touch deafened, paralyzed, or poisoned.
A creature on 0 hit points you touch stabilises and no
longer needs to make death saving throws. Magic Weapon
Casting Time: 1 action Range: Touch
First-level Spells Duration: Concentration, up to 1 hour
You may cast two first-level spells per day. You touch a weapon and it becomes magical with a +1
bonus to attack and damage rolls.
Bless
Casting Time: 1 action Range: 30 feet Spiritual Weapon
Duration: Concentration, up to 1 minute Casting Time: 1 bonus action Range: 60 feet
Up to three creatures add an additional 1d4 to each Duration: 1 minute
attack roll or saving throw they make while the spell lasts. You create a floating, spectral weapon within range that
lasts for the duration or you cast it again. When you cast
Cure Wounds
the spell, you can make a melee spell attack against a
Casting Time: 1 action Range: Touch
creature. On a hit, the target takes 1d8+2 force damage
A creature you touch regains 1d8+2 hit points.
As a bonus action on your turn, you can move the
At Higher Levels. +1d8 healing per additional spell slot
weapon up to 20 feet and repeat the attack against a
level.
creature.
Divine Favour
Casting Time: 1 bonus action Range: Touch Gaining Levels
Duration: 2nd Level: 300 XP
Until the spell ends, your weapon attacks deal an Hit Points: Your maximum hit points increase by 8.
additional 1d4 radiant damage. Hit Dice: You gain one hit die.
Channel Divinity: Present your holy symbol and choose one of
Healing Word Turn Undead or Guided Strike. You must finish a short or long rest
to use Channel Divinity again.
Casting Time: 1 bonus action Range: 60 feet
* Turn Undead: Each undead that can see you within 30 feet must
A creature within range regains 1d4+2 hit points. make a Wisdom saving throw (DC 12). On a failure, the undead is
At Higher Levels. +1d4 healing for each slot level above turned for 1 minute or until it takes damage. A turned creature
1st. must move away from you as fast as possible, using only the Dash
action. It is unable to use reactions.
Shield of Faith * Guided Strike: After you make an attack roll, but before you
Casting Time: 1 bonus action Range: 60 feet know the result, you can gain +10 to the roll.
Duration: Concentration, up to 10 minutes Spellcasting: You cast 3 first-level spells per day.
A creature gains +2 AC for the duration.
3rd Level: 900 XP
Hit Points: Your maximum hit points increase by 8.
Hit Dice: You gain one hit die.
Spellcasting: You can cast 4 first-level spells and 2 second-level
spells per day.
Character Name Player Name Faction
You can find more character sheets and other resources at https://merricb.com
Discover more about the D&D Adventurers League in Australia here: https://www.facebook.com/groups/DNDALAPAC/
Spell-Casting (from level 2)
Spell Attack: +5
Spell Saving Throw: DC 13
First-Level Spells
Bless. Up to 3 creatures within 60 feet may roll an
additional 1d4 when making attacks and saving throws and
add it to the result.
Duration: Concentration, up to 1 minute.
Equipment
14 9 16 Shortsword Backpack
Shortbow Bedroll
20 arrows Mess Kit
Current Hit Points: Leather Armour Tinderbox
2 Daggers 10 torches
Thieves Tools 10 days rations
Holy Symbol Waterskin
Prayer Book 50 feet rope
Initiative Hit Dice Speed
5 sticks of incense Common Clothes
+3 1d8 25 ft. Vestments 15 gold pieces
What I can do...
Attacks To-Hit Damage
• Fast-talk people to get them to do what you want, or
Shortsword +5 1d6+3 allow you to do something you shouldn’t
Shortbow +5 1d6+3 • Advise on religious matters
range 80/320 ft. • Find and remove traps and open locks
Features • Sneak ahead and scout
Expertise. You are expert with Perception and Deception. In Combat...
Sneak Attack. When you strike with advantage or have an
• Attack enemies your allies are next to, as you get extra
ally adjacent to the foe, you deal +1d6 damage.
damage from Sneak Attack
Lucky. When you roll a natural 1 on an attack roll, ability
• Stay back unless you’re needed in melee.
check or saving throw, you may reroll the die.
Brave. You have advantage on saving throws to avoid being Gaining Levels
frightened. Level 2 (300 XP): You gain 6 hit points and one hit die, and
Nimbleness. You move through the space of any creature Cunning Action (see below).
of a greater size than you. (You are Small.) Level 3 (900 XP): You gain 6 hit points and one hit die; your
Naturally Stealthy. You can attempt to hide even when you sneak attack damage increases to 2d6; and you gain Fast
are obscured only by a creature that is at least one size Hands (see below).
bigger than you.
Proficiencies and Languages Cunning Action. You may take a bonus action on each of
your turns to use the Dash, Disengage or Hide action.
Armour: Light Armour.
Weapons: Simple weapons, hand crossbows, longswords,
Fast Hands. When you take a Cunning Action you may
rapiers, shortswords.
instead make a Dexterity (Sleight of Hand) check, use your
Tools: Thieves’ Tools (+5)
thieves’ tools to disarm a trap or open a lock, or take the
Languages: Common, Dwarf, Goblin, Halfling, Thieves’ Cant
Use an Object action.
You can find more character sheets and other resources at https://merricb.com
Discover more about the D&D Adventurers League in Australia here: https://www.facebook.com/groups/DNDALAPAC/
Character Name Player Name Faction
13 9 14 Equipment
Shortbow Backpack
20 arrows Bedroll
Lute 2 costumes
Current Hit Points: Leather armour 5 candles
Dagger 5 days of rations
Carpentry tools waterskin
shovel Disguise kit
Initiative Hit Dice Speed Iron pot 10 gold pieces
+2 1d8 30 ft. Common clothes
Belt pouch
Attacks To-Hit Damage Proficiencies and Languages
Dagger +4 1d4+2 Tools: Lute, flute and harp; carpenter’s tools, and vehicles
Shortbow +4 1d6+2 (land).
Languages: Common, Elf, Halfling, Goblin, Orc.
range 80/320 ft.
Vicious Mockery 1d4 psychic What I can do…
range 60 ft.; DC 13 Charisma avoids. Target gets • Talk to people and persuade them to help you
disadvantage to next attack. • Help guide people through the wilderness
Spells • Spot threats
Spell Save DC 13; Spell attack +5. In Combat...
You may cast two first-level spells each day.
• Stay back away from enemies
Cantrips: light, vicious mockery.
• Use shortbow to attack weaker foes and spellcasters
1st-level (2): comprehend languages, healing word,
• Use vicious mockery to disorient strong foes
heroism, thunderwave.
Spell Use…
Features
• Heroism is best used to aid a melee character who will
Bardic Inspiration: As a bonus action, give a Bardic
be fighting in a long fight
Inspiration Die (a d6) to one creature other than yourself
• Healing Word can be used in addition to an attack to
within 60 feet. Once within the next 10 minutes, the
heal your friends; best used when they are knocked
creature can roll the die and add the number to one ability
unconscious
check, attack roll or saving throw it makes, after it rolls the
• Thunderwave can be used to hurt several foes bunched
d20 but before it knows the result. (use 3 times/long rest)
together, or knock back creatures that are next to you
so you can escape.
• You have limited spells, so only use them when
necessary.
You can find more character sheets and other resources at https://merricb.com
Discover more about the D&D Adventurers League in Australia here: https://www.facebook.com/groups/DNDALAPAC/
Cantrips
You may cast an unlimited number of cantrips each day. When you reach level 3, you learn this spell:
Light
Casting Time: 1 action Range: Touch
Second-level Spells
Duration: 1 hour Lesser Restoration
One object you touch sheds bright light in a 20 ft. radius Casting Time: 1 action Range: Touch
and dim light 20 ft. beyond that in the colour of your You touch a creature and can end either one disease or
choice. The spell ends if you recast it or dismiss it as an one condition afflicting it. The condition can be blinded,
action. deafened, paralysed, or poisoned.
Vicious Mockery
Casting Time: 1 action Range: 60 feet
Gaining Levels
A creature within range must make a Wisdom saving
throw or suffer 1d4 psychic damage and gain disadvantage Level 2 (300 XP)
on its next attack. Your maximum hit points increase by 6 and you gain a hit
die.
First-level Spells
Jack of All Trades. When you make an ability check in which
You may cast two first-level spells each day.
you are not proficient (including Initiative), you add +1 to
Comprehend Languages the roll.
Casting Time: 1 action Range: Self Song of Rest. When the party takes a short rest, each
Duration: Concentration, up to 1 minute character who spends one or more hit dice may regain an
You can understand (but not speak) one spoken or additional 1d6 hit points.
written language for the duration. Spell-casting. You may now cast 3 first-level spells each
day.
Healing Word
Casting Time: 1 bonus action Range: 60 feet Level 3 (900 XP)
A creature within range regains 1d4+3 hit points. Your maximum hit points increase by 6 and you gain a hit
At Higher Levels. +1d4 healing for each slot level above die.
1st. College of Valor. You gain proficiency in medium armour,
shields and martial weapons.
Heroism
Combat Inspiration. Your allies can spend their Bardic
Casting Time: 1 action Range: Touch
Inspiration dice to increase weapon damage from an attack
Duration: Concentration, up to 1 minute
they just made, or increase their Armour Class against a
Until the spell ends, one target creature cannot be
single attack.
frightened and gains 3 temporary hit points at the
Spell-casting. You may now cast 4 first-level spells and 2
beginning of each of its turns.
second-level spells each day.
At Higher Levels. +1 target for each slot level above 1st.
Thunderwave
Casting Time: 1 action Range: Self (15ft. cube)
A wave of force rushes away from you. Each creature in
a 15-foot cube must make a Constitution saving throw. On
a failed save, it takes 2d8 thunder damage and is pushed 10
feet away from you. On a success, it takes half as much
damage and isn’t pushed.
At Higher Levels. +1d8 damage for each slot level above
1st.
Equipment
Current Hit Points:
Chain mail Backpack
Shield Bedroll
Longsword Mess Kit
Initiative Hit Dice Speed Light Crossbow Tinderbox
20 bolts 10 torches
+0 1d10 30 ft. Deck of cards 10 days rations
Trophy from an enemy Waterskin
Attacks To-Hit Damage Rank insignia 50 feet rope
Longsword +5 1d8+5 Common clothes 10 gold pieces
Crossbow +3 1d8+1 What I can do…
range 80/320 ft. • Intimidate people who won’t listen to the other
Bonus Actions characters
Second Wind: You regain 1d10 + your level in hit points. • Climb walls and jump pits
You may not use this ability again until you finish a short or • Find tracks and hazards in the wilderness
long rest. In Combat...
• Engage in melee combat to protect your companions
Features
• Use the longsword to attack foes, or your crossbow to
Fighting Style - Duelist: You inflict +2 damage when
attack creatures still at range.
wielding a single one-handed melee weapon.
You can find more character sheets and other resources at https://merricb.com
Discover more about the D&D Adventurers League in Australia here: https://www.facebook.com/groups/DNDALAPAC/
Character Name Player Name Faction
In Combat...
Attacks To-Hit Damage
• Stay back away from enemies
Fire bolt +5 1d10 • If caught in melee, use shocking grasp and escape
Shocking Grasp +5 1d8 • Use firebolt to attack foes from a distance
Ray of Frost +5 1d8
Spell Use…
Spells • Magic Missile is best used against an enemy that is
Spell Save DC 13; Spell attack +5. hard to hit, as it never misses!
You may cast two first-level spells each day and any • Thunderwave can be used to hurt several foes bunched
number of cantrips. together.
Cantrips: fire bolt, light, ray of frost, shocking grasp. • You have limited spells, so only use them when
1st-level (2): magic missile, thunderwave. necessary.
Features
Darkvision. You can see 60 ft. in the dark.
Hellish Resistance. You take half damage from fire.
Infernal Legacy. You know the thaumaturgy cantrip.
Sorcerous Legacy: Draconic Bloodline – Silver Dragon. You
have +1 hit point per sorcerer level (included), and scales Gaining Levels
that provide a base AC of 13 + Dexterity. 2nd Level: 300 XP
You increase your maximum hit points by 5 and add one hit die.
Feature: Criminal Contact You can now cast 3 first-level spells.
You have a trustworthy contact who acts as your liaison to You gain Font of Magic. (see overleaf)
a network of other criminals. (Speak to your DM about who
3rd Level: 900 XP
it might be!) You increase your maximum hit points by 5 and add one hit die.
You can now cast 4 first-level spells and 2 second-level spells.
You gain Metamagic. (see overleaf)
You can find more character sheets and other resources at https://merricb.com
Discover more about the D&D Adventurers League in Australia here: https://www.facebook.com/groups/DNDALAPAC/
Cantrips
You gain this spell when you reach level 3:
Firebolt
Casting Time: 1 action Range: 120 feet Second-level Spells
Make a ranged spell attack against a target within Shatter
range; if you hit, you deal 1d10 fire damage. Casting Time: 1 action. Range: 60 feet.
Light Each creature in a 10-foot-radius sphere centred on a point
Casting Time: 1 action Range: Touch you choose must make a Constitution saving throw. Each
Duration: 1 hour creature takes 3d8 thunder damage on a failed save, or half
One object you touch sheds bright light in a 20 ft. radius as much damage on a successful save. Creatures made of
and dim light 20 ft. beyond that in the colour of your inorganic material have disadvantage on this saving throw.
choice. The spell ends if you recast it or dismiss it as an
action.
Font of Magic
Ray of Frost You gain this ability at level 2.
Casting Time: 1 action Range: 60 feet
Make a ranged spell attack against a target within You have 2 Sorcery Points; which you regain when you take
range; if you hit, you deal 1d8 fire damage and the a long rest. (You have 3 Sorcery points at level 3).
creature’s speed is reduced by 10 feet for one round.
Shocking Grasp As a bonus action, you may convert 2 Sorcery points to a
Casting Time: 1 action Range: Touch first-level spell slot, or 3 Sorcery points to a second-level
Make a melee spell attack against a target. You have spell slot.
advantage on the roll if the target is wearing metal armour.
As a bonus action, you may convert a spell slot to Sorcery
If you hit, you deal 1d8 lightning damage and the creature
Points equal to its level.
can’t take reactions until the start of its next turn.
First-level Spells
You may cast 2 first-level spells per day. Metamagic
You gain this ability at level 3.
Magic Missile
Casting Time: 1 action Range: 120 feet
Careful Spell. When you cast a spell, you may spend 1
Three bolts of energy shoot from your hands, attacking up
Sorcery point to partially protect up to 3 creatures from its
to three creatures you can see within range; multiple bolts
effect; each of those creatures automatically makes its
may strike the same creature. Each bolt deals 1d4+1 force
saving throw.
damage. (You get an additional bolt if you cast this using a
level 2 slot).
Empowered Spell. When you cast a spell, you may spend 1
Thunderwave Sorcery point to reroll up to 3 damage dice. You must use
Casting Time: 1 action Range: Self (15ft. cube) the new rolls.
A wave of force rushes away from you with a mighty
boom! Each creature in a 15-foot cube must make a
Constitution saving throw. On a failed save, it takes 2d8
thunder damage and is pushed 10 feet away from you. On a
success, it takes half as much damage and isn’t pushed.
(You deal +1d8 damage if you cast using a level 2 slot)