Armor Class 12 (15 with mage armor)
Hit Points 32 (5d8 + 10)
Speed 30 ft.
STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 15 (+2) 18 (+4) 13 (+1) 11 (+0)
Skills Arcana +5, Perception +3
Senses passive Perception 13
Language: Common, Gnomish
Sea Legs. The deck wizard has advantage on ability checks and saving throws to resist being knocked prone.
Spellcasting. The deck wizard is a 4th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). It has the following wizard spells prepared:
Cantrips (at will): friends, mage hand, prestidigitation, ray of frost
1st level (4 slots): disguise self, fog cloud, mage armor, witch bolt, Find Familiar
2nd level (3 slots): gust of wind, Melf's acid arrow, misty step
Darkvision. Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Gnome Cunning. You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.
Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1d4+2 piercing damage.
Trivia: Wears a glove that allows her to create a small flame when she snaps her finger. Likes using it to light her pipe.
Armor Class 14 (Scale Mail armor)
Hit Points 32 (5d8 + 10)
Speed 30 ft.
STR DEX CON INT WIS CHA
15 (+2) 11 (+0) 14 (+2) 11 (+0) 11 (+0) 11 (+0)
Skills: Medicine (+2)
Senses passive Perception 10
Languages: Common, Infernal
Healer. When you use a healer's kit to stabilize a dying creature, that creature also regains 1 hit point.
As an action, you can spend one use of a healer's kit to tend to a creature and restore 1d6+4 hit points to it, plus additional hit points equal to the creature's maximum number of Hit Dice. The creature can't regain hit points from this feat again until it finishes a short or long rest.
Pact Tactics. Derrick has advantage on an attack roll against a creature if at least one of the thug's allies is within 5 feet of the creature and the ally isn't incapacitated.
Multiattack. Derrick makes two melee attacks.
Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.
Heavy Crossbow. Ranged Weapon Attack: +2 to hit, range 100/400 ft., one target. Hit: 5 (1d10) piercing damage.
Trivia: Was actually an accountant before a particularly drunken bender put him into the pirate’s life. Learned how to nurse hangovers and drunken injuries a lot during his old life.
Armor Class 15 (Scale Mail armor)
Hit Points 32 (5d8 + 10)
Speed 30 ft.
STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 15 (+2) 11 (+0) 11 (+0) 12 (+1)
Senses passive Perception 10
Languages: Common
Pact Tactics. Oliver has advantage on an attack roll against a creature if at least one of the thug's allies is within 5 feet of the creature and the ally isn't incapacitated.
Multiattack. Oliver makes two melee attacks.
Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.
Heavy Crossbow. Ranged Weapon Attack: +3 to hit, range 100/400 ft., one target. Hit: 6 (1d10+1) piercing damage.
Trivia: An aspiring artist and also color blind. However he has the impeccable ability to smell colors.
Armor Class 15 (Scale Mail armor)
Hit Points 11 (2d8 + 2)
Speed 30 ft.
STR DEX CON INT WIS CHA
12 (+1) 13 (+1) 13 (+1) 11 (+0) 11 (+0) 11 (+0)
Senses passive Perception 10
Languages: Common
Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) slashing damage.
Light Crossbow. Ranged Weapon Attack: +3 to hit, range 80/320 ft., one target. Hit: 5 (1d8 + 1) piercing damage.
Trivia: Has a 300 GP bounty for impregnating over six women and refusing to pay for child support. Claims to still be a virgin.
Armor Class 15 (Scale Mail armor)
Hit Points 11 (2d8 + 2)
Speed 30 ft.
STR DEX CON INT WIS CHA
12 (+1) 13 (+1) 13 (+1) 11 (+0) 11 (+0) 11 (+0)
Senses passive Perception 10
Languages: Common
Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) slashing damage.
Light Crossbow. Ranged Weapon Attack: +3 to hit, range 80/320 ft., one target. Hit: 5 (1d8 + 1) piercing damage.
Trivia: Comes from a long line of pirates and continues the family business. He is the seventh out of twenty one children who are pirates due to their low life expectancy.
Armor Class 14 (Scale Mail armor)
Hit Points 37(5d8 + 15)
Speed 25 ft.
STR DEX CON INT WIS CHA
17 (+3) 11 (+0) 16 (+3) 10 (+0) 10 (+0) 11 (+0)
Tools: Brewer’s Supplies
Senses passive Perception 10
Languages: Common, Dwarven
Darkvision. Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Dwarven Resilience. You have advantage on saving throws against poison, and you have resistance against poison damage.
Pact Tactics. Tayang has advantage on an attack roll against a creature if at least one of the thug's allies is within 5 feet of the creature and the ally isn't incapacitated.
Multiattack. Tayang makes two melee attacks.
Handaxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.
Heavy Crossbow. Ranged Weapon Attack: +2 to hit, range 100/400 ft., one target. Hit: 5 (1d10) piercing damage.
Trivia: Made a bet that he could sail from Doros to Bray in under a month, a trip that usually takes over a year. He actually won that bet but has long since forgotten to collect his winnings.
Armor Class 14 (Scale Mail armor)
Hit Points 32 (5d8 + 10)
Speed 30 ft.
STR DEX CON INT WIS CHA
17 (+3) 11 (+0) 15 (+2) 10 (+0) 10 (+0) 11 (+0)
Skills: Athletics (+5)
Senses passive Perception 10
Language: Common, Goliath
Stone's Endurance. You can focus yourself to occasionally shrug off injury. When you take damage, you can use your reaction to roll a d12. Add your Constitution modifier to the number rolled, and reduce the damage by that total. After you use this trait, you can't use it again until you finish a short or long rest.
Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Pact Tactics. Kulee has advantage on an attack roll against a creature if at least one of the thug's allies is within 5 feet of the creature and the ally isn't incapacitated.
Multiattack. Kulee makes two melee attacks.
Maul. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 3) bludgeoning damage.
Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.
Heavy Crossbow. Ranged Weapon Attack: +2 to hit, range 100/400 ft., one target. Hit: 5 (1d10) piercing damage.
Trivia: Makes an excellent fish soup. Can eat fishbones without choking on them.
Armor Class 14 (Studded leather armor)
Hit Points 21 (3d8 + 9)
Speed 30 ft.
STR DEX CON INT WIS CHA
11 (+0) 14 (+2) 14 (+2) 11 (+0) 14 (+2) 11 (+0)
Skills: Nature +4, Perception +6, Stealth +6, Survival (+6)
Tools: Mason’s Tools
Senses: passive Perception 16
Languages: Common, Dwarven
Keen Hearing and Sight. The scout has advantage on Wisdom (Perception) checks that rely on hearing or sight.
Darkvision. Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Dwarven Resilience. You have advantage on saving throws against poison, and you have resistance against poison damage.
Multiattack. The scout makes two melee attacks or two ranged attacks.
Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Longbow. Ranged Weapon Attack: +4 to hit, ranged 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage.
Trivia: Is actually a reincarnated Tengu. Likes being at very high locations.