Imperial Mission Using the following you will create a character to use in the world of "An Empire Long United". This method is designed to teach you about the world and help create a character that fits in the setting while allowing a greater degree of customisation and variation. The world of "An Empire Long United" takes significant inspiration from the great epic of Chinese literature, "Romance of the Three Kingdoms", one of the 'Four Classic Novels". The story tells the downfall of the Han Dynasty and the tumultuous state of the Empire at the time as numerous claimants try to take the throne. Like its inspiration, the world of "An Empire Long United" is in a period of great change and upheaval, facing both civil war and outside invaders. How this will be resolved will depend on the actions of your characters. A Blank Slate Every character starts out with an Ability Score of 10 for each ability (Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma). Additional points will be added throughout the character creation process, along with skills and feats. It is important to remember that your character will likely stand head and shoulders above average folk. While there may be many warriors or priests, you are the only Fighter or Cleric for example. 1 - What Are You? There are three distinct species that are known to the Empire - Orcs, Halflings, and Dwarves. List your choice as your Species on the character sheet. The Orcs are the dominant species of this world. Ever since uniting under the banner of Quanli 500 years ago, their Empire has been the hegemon. Orcs have always favored strength, though their god Quanli taught them that Strength of Mind and Strength of Character are just as important as Strength of Body. Add two to your Strength score, one to your Intelligence, and one to your Charisma. As an Orc you also gain the feature Overwhelming Strength - when you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit. The Halflings are the close friends of the Orcs, though they fiercely protect their independence. Inhabiting the Five Valleys on the border of Human and Orcish lands, they have often been caught up in their eternal feud. As a result they have created a strong martial tradition to defend their way of life. Add two to your Dexterity score, one to your Charisma, and one to your Constitution. As a Halfling, you also have the feature Indomitable which gives you advantage on saving throws against the frightened condition and allows you to reroll a 1 on an attack roll, ability check, or saving throw, but you must use the new roll. The Dwarves are newcomers to the world stage. Their ancient god instructed them to stay on their utopian isles he created for them, but centuries of longevity brought overcrowding and competition to the Nine Isles. When an Orcish trader stumbled on their lands, the dwarves discovered a new world to spread out into. Add two to both your Strength and Constitution scores. As a Dwarf, you also have the feature Dwarven Resilience which gives you advantage on saving throws against poison, and resistance against poison damage. Dwarves and Gender During their period of isolation, the Dwarven people made no real distinction, socially or visualy, with gender. When they discovered the mainland though, many dwarves were fascinated by Orcish and Halfling displays of gender and have since adapted them.

2 - Where Are You From? Your species is only part of what defines you. One must also consider where they came from and the culture of your upbringing. If you were raised away from your traditional homelands, this may not be one of cultures of your species. List your choice as your Culture on the character sheet. The Six Tribes of the Orcs The Orcish Empire is made up of six tribes, each with unique traits and cultural priorities. The Longdai are the tribe of Quanli herself, and they hold themselves to her high standards of strength. They make up the bulk of the vast imperial bureaucracy and largely define the styles in the high courts. Add one to both your Strength and Charisma scores and take proficiency in the Etiquette skill. The Nungton have always been pioneers of innovation and experimentation. They were the first to develop agriculture for example. Add one to both your Intelligence and Wisdom scores and take proficiency in the Investigation skill. The Xaibo are the defenders of the northern border. The firm bulwark against the human hordes, they stand strong against any foe. Add one to both your Constitution and Strength scores and take proficiency in the Discipline skill. The Haobon are curious explorers of the sea. Inhabiting the coastal regions, most are drawn to the sea in some form or another. Add one to both your Wisdom and Dexterity scores and take proficiency in the Nature skill. The Daechen are the largest tribe, both geographically and by population. They are famed for their skills with the bow and driving ox-carts, often using these skills in the armed forces of the Emperor. Add one to both your Dexterity and Strength scores and take proficiency in the Tactics skill. The final tribe are the Chaentung devout worshipers of the gods. High atop their central Plateau, many outsiders find them enigmatic. Add one to both your Charisma and Wisdom score and take proficiency in the Religion skill.

New Skills Aside from the normal set of skills in Dungeons and Dragons three new skills have been added. Discipline (Constitution) - This skill is used to determine how well a character can keep their head in stressful situations.



(Constitution) - This skill is used to determine how well a character can keep their head in stressful situations. Etiquette (Wisdom) - The intricacies of court proceedings and the complex social hierarchy is far from intuitive, but characters with the Etiquette skill have some training in this field.

(Wisdom) - The intricacies of court proceedings and the complex social hierarchy is far from intuitive, but characters with the Etiquette skill have some training in this field. Tactics (Intelligence) - This measures how much formal training a character has in large scale battlefield maneuvers and campaign strategies. While it may be vital in the planning stages, this will have little impact on actual combat. The Five Schools of the Halflings Almost every Halfling spends their formative years at one of the many secluded monasteries scattered across the Five Valleys. While these different schools emphasize innumerable skills and abilities, each follows one of five broad philosphies. These philosophical traditions were each derived from the nature of the five elements the Halflings believe make up the world. The element of Water is all about change and transition. Those that study at this elemental school emphasise adaptability in their lives. Add two to your Dexterity score and take proficiency in the Survival skill. The element of Life emphasises growing towards a specific goal. Students of this school favor personal growth and ambition. Add one to both your Wisdom and Constitution scores and take proficiency in the Medicine skill. The element of Fire is one of passion and action. At this school, students are encouraged to follow their individual passions and artistry. Add two to your Charisma score and take proficiency in either the Performance skill or a set of artisan's tools of your choice. The element of Earth is about stability and resilience. Students of this school are trained to take whatever may come at them in stride, always holding their course. Add one to both your Constitution and Strength scores and take proficiency in the Discipline score. The final element is Metal - the element of perfection. Here students practice the same few things over and over, polishing the basics until they are immaculate. Add two to your Intelligence score and take proficiency in the Insight skill. The Eight Clans of the Dwarves Every Dwarf is born into one of the Eight Great Clans, defining their formative years. The Heavenly Patriarch of each clan was made by Moradagi to represent one of the key characteristics he hoped for in his people. The Kumesa clan are the embodiment of the dwarven love of treasure. Famed as traders, they were among the first to make their way off the Nine Isles. Add two to your Charisma score and take proficiency in the Persuasion skill. The Oshoka, Kejoyi, and Husiko are the masters of the Dwarven crafts - masonry, smithing, and jewelry respectively. Their crafts are highly sought after across the world. Add one to both your Wisdom and Dexterity scores and take proficiency in a set of Artisan's Tools of your choice. The Teteki are the manifestation of the warrior spirit of the Dwarves. They have worked steadily to claim more and more of the mainland for their brothers. Add one to both your Strength and Constitution scores and take proficiency in the Tactics skill. The Genkone are the personification of the stubborn and hardy nature of the Dwarven people. While the Teteki may conquer new lands, it is the Genkone who follow close and turn it into the homes of the Dwarves. Add one to both your Constitution and Wisdom scores and take proficiency in the Discipline skill. The Kinku are the actualisation of the famed Dwarven longevity. While the Dwarves already live longer than most peoples, the Kinku surpass their cousinss. Add two to your Constitution score and take proficiency in the Medicine skill. The youngest of the clans are the Rikoshan, keepers of knowledge. Since their birth, the Rikoshan have kept meticulous records of their world. Add two to your Intelligence score and take proficiency in the History skill. Humans and Elves While both Humans and Elves exist in the world of "An Empire Long United", neither would be suitable as a member of the party.

The religion of mankind imposes a strict racial hierarchy on their society, currently demonstrated through their nigh genocidal crusade against the Orcs.

On the other hand, the overwhelmingy majority of Elves spend their entire lives trying to recreate the last few days of their dying god, severely limiting their time for questing.



3 - What Is Your Family Known For? Each family has their own specialty, some skill or ability they are known for at least locally. Growing up, you picked up some of the basics at least. Take proficiency in a skill or set of tools you are not already proficient in. This is especially important for Orcish characters as each family has a deified ancestor. This individual gained the attention of the gods for some incredible feat during their time on earth. Upon their death, Quanli granted them a portion of her divine power and granted them domain over some niche domain. This should relate to the skill you gained in some way. For example, a descendant of Sheji, God of Chickens might take proficiency in Animal Handling while a descendant of Xaoti, God of Violins, might take proficiency in Performance. A halfling may have been influenced by the stories their parents told them as a young child. Perhaps your mother raised you on stories of great battles, giving you a better understanding of Tactics or your father with tales of the fantastic beasts may have proficiency with the Nature skill. The master and apprentice relationship is oft the most influential in a Dwarf's life. Your master likely has some quirk passed on to you in your time together. Perhaps he greatly emphasised the importance of salemanship, giving you proficiency in Persuassion or the importance of nimble fingers, as with the Sleight of Hand skill. 4 - What Kind of Training Did you Receive? While growing up, you spent some time in training. Maybe you were an apprentice for a master craftsman, a recruit in basic training, or a student at an Imperial Academy for example. Decide what was the emphasis of your education from the following options. (Note: this will affect future options for your background.) List your choice as your Training on your character sheet. Physical - Your training was focused on increasing your physical abilities. Add one to your Constitution score and either your Strength OR Dexterity scores. You also start with the Martial Adept feat. Mental - Your training was focused on mental attributes, often a particular skill or trade. Add one to your Intelligence and Wisdom scores. You have expertise in one skill you are already proficient in. Social - Your training dealt with how to deal with other people and convincing them of your cause. Add two to your Charisma score. You also start with the Inspiring Leader feat. Martial Adept You learn two maneuvers of your choice from the Battle Master archetype. If the maneuver requires a saving throw, the DC is equal to 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice). You gain 1 superiority die (if you don't already have superiority dice, it is a d6). This die is used to fuel your maneuvers. It is expended when you use it, and is regained when you finish a short or long rest. Inspiring Leader You can spend 10 minutes inspiring your companions, shoring up their will to fight. When you do so, choose up to six friendly creatures (which can include yourself) within 30 feet of you can can see or hear you and can understand you. Each creature gains temporary hit points equal to your level + your Charisma modifier. A creature can't gain temporary hit points in this way again until they finish a short or long rest.

5 - What Did You Do Before This? You have not always been on this adventure, working for the local prefect. Choose from the following backgrounds based on the type of training you chose in question 4. List your choice as your Background on your character sheet. Physical Training Mercenary - Working as muscle for hire, you grew tough and resilient. Add one to your Constitution score and take proficiency in the Intimidation skill. You can also identify any mercenary company by its insignia and have advantage on knowledge checks relating to them. You can find work as a mercenary to maintain a comfortable lifestyle. Sailor - Whether it was a small lake, roaring river, or mighty seas, you are most at home on a ship on the water. Add one to your Dexterity and take proficiency in the Nature skill. You can also easily secure passage for yourself and companions on any vessel - assuming you are willing to work during the voyage. Soldier - Recruited into the Imperial Army, you dutifully served the Emperor. Add one to your Strength score and take proficiency in the Discipline skill. While you may not be serving, you can still use your rank to influence other soldiers you may encounter. You can more easily gain access to military installations and command those of a lower rank. Mental Training Artisan - Training under a master, you are a competent craftsman in your own right. Add one to your Wisdom score and take expertise in any set of Artisan's Tools. While you are not on adventures, you may spend your downtime working on your craft and may earn additional money this way. Beaurocrat - The Empire is run on the back of countless functionaries ensuring everything works as it is supposed to. Add one to your Charisma score and take proficiency in the Etiquette skill. You are able to easily access official records and missives. Additionally, you are able to tell who you need to talk to to actually get something done in court. Scholar - You spent years studying in libraries and academies across the world. Add one to your Intelligence score and take proficiency in the Investigation skill. You are also able to gain access to the more secretive areas of any institution of learning you may come across. Fellow scholars are likely to give you preferential treatment as well. Social Training Charlatan - Perhaps not the most above-board of backgrounds, you made a name for yourself as a conman. And when that was discovered, you made another name for yourself. Add one to your Charisma score and take proficiency in the Deception skill. You have a well established second identity, complete with identification and references. You are also have in your possession a forged official seal. Entertainer - Your performances are beloved by all who see them and while you may not be a household name yet, it's just a matter of time. Add one to your Charisma score and take proficiency in the Performance skill. You are also able to easily secure lodging and funding at any Inn if you put on a show. Spy - Secrecy is a crucial component of the government, and uncovering those secrets even more so. You made a career of this, often in service of some minor Prefect or the like. Add one to your Dexterity score and take proficiency in the Stealth skill. You also have some "friends" able to connect you to an elaborate network of secret-keepers and information brokers. Unrestricted Backgrounds The following backgrounds can be taken regardless of what kind of training you had received. Acolyte - You grew up as a devotee of one of the many gods. Add one to your Wisdom score and take proficiency in the Religion skill. You are also able to secure lodging and protection from other devotees of your faith. Outlander - Hailing from the outskirts of civilization, you have an affinity for the natural world. Add one to your Wisdom Score and take proficiency in the Survival skill. You can easily navigate through the wilderness and forage for food and water for you and your companions. Urchin - Growing up on the streets of the big city, you are well acquainted with the nooks and crannies of the urban world. Add one to your Dexterity score and take proficiency in the Survival skill. You can also easily navigate through city streets and have advantage on evading capture when you are in a large crowd.

6 - What Kind Of Abilities Do You Have? Your abilities exceed those of your peers in some unique way. Choose one of the twelve classes below. You gain additional features every time you level up. List your choice as your Class on your character sheet. Bard Whether you are a Dwarf eager to hear the history of this new world, a Halfling sharing the stories you grew up with, an Orc hoping to have your own story immortalized, or any other story-teller with mystical powers, you are likely a Bard. Add two to your Charisma score and one to your Dexterity score. You are proficient in three skills of your choice and three musical instruments. You are proficient in Light Armor, Simple Weapons, and shortswords. You may add your proficiency bonus to Dexterity and Charisma saving throws. You start with hit points equal to Constitution score and one d8 hit die. Whenever you gain a level, you gain an additional d8 hit die, and hit points equal to 8 plus your Constitution modifier. You know two cantrips and four first level spells from the Bard spell list. You may cast two first level spells per long rest. Charisma is your modifier for spellcasting, used to determine your Attack Modifier (proficiency + Charisma modifier) and Spell Save Difficulty Class (8 + proficiency + Charisma modifier). Additional information can be found on page 52 of the Player's Handbook. You also have the Bardic Inspiration feature, temporarily boosting the abilities of your allies. This is outlined on page 53 of the Player's Handbook. Cleric Whether you are a Dwarf hoping to spread the word of Moradagi, a Halfling with particular devotion to the natural forces of the world, an Orc deeply devoted to your deified ancestor, or any other devotee of one of the innumerable gods in this world, you are likely a Cleric. Add two to your Wisdom score and one to your Charisma scores. Additionally, choose two of the following skills to gain proficiency in: History, Insight, Etiquette, Persuasion, and Religion. You are also proficient in Light and Medium Armor, Shields, and Simple Weapons. You may also add your proficiency bonus to Wisdom and Charisma saving throws. You start with hit points equal to Constitution score and one d8 hit die. Whenever you gain a level, you gain an additional d8 hit die, and hit points equal to 8 plus your Constitution modifier. You know three cantrips from the Cleric spell list. You may cast two first level spells from the Cleric spell list per long rest. Wisdom is your modifier for spellcasting, used to determine your Attack Modifier (proficiency + Wisdom modifier) and Spell Save Difficulty Class (8 + proficiency + Wisdom modifier). Additional information can be found on page 58 of the Player's Handbook. Additionally select one of the Divine Domains outlined on page 59 of the Player's Handbook or other approved source. Your selected domain should be aligned with your deities' sphere of influence. Druid Whether you are a Dwarf carefuly studying this new and alien world, a Halfling more in touch with the Elements than their peers, an Orc with a strong bond to animals, or any other character who has become one with the natural forces of the world, you are likely a Druid. Add two to your Wisdom score and one to your Intelligence score. Additionally, choose two of the following skills to gain proficiency in: Arcana, Animal Handling, Insight, Nature, and Perception. You are also proficient in Light and Medium Armor, Shields, Clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears, and the Herbalism Kit. You may add your proficiency bonus to Wisdom and Intelligence saving throws. You start with hit points equal to Constitution score and one d8 hit die. Whenever you gain a level, you gain an additional d8 hit die, and hit points equal to 8 plus your Constitution modifier. You know two cantrips from the Druid spell list. You may cast two first level spells from the Druid spell list per long rest. Wisdom is your modifier for spellcasting, used to determine your Attack Modifier (proficiency + Wisdom modifier) and Spell Save Difficulty Class (8 + proficiency + Wisdom modifier). Additional information can be found on page 66 of the Player's Handbook. You can also speak Druidic, the secret language of the natural world. This language is known only to those who are truly connected with the natural world.

Fighter Whether you are a Dwarf trying to protect your people's new home, a halfling trained in a specialized fighting style, an Orc soldier, or any other warrior, you are likely a Fighter. Add one to your Constitution score and two to either your Strength or Dexterity score. Additionally, choose two of the following skills to gain proficiency in: Acrobatics, Animal Handling, Athletics, Discipline, Intimidation, Medicine, Perception, and Tactics. You are also proficient with all armor, shields, and weapons. You may also add your proficiency bonus to Constitution and Strength saving throws. You start with hit points equal to Constitution score and one d10 hit die. Whenever you gain a level, you gain an additional d10 hit die, and hit points equal to 10 plus your Constitution modifier. Additionally select one of the Fighting Styles outlined in the Player's Handbook or other approved source. You also have the Second Wind feature, allowing you to regain hit points equal to (1d10 + your Fighter Level) on your turn as a bonus action. You may only use this once per short or long rest. Monk Whether you are a Dwarf with a unconventional fighting style, a Halfling who studied how to use an enemies strength against themself, an Orc who trained their body to peak performance, or any other character who has honed their body as a weapon, you are likely a Monk. Add two to your Dexterity score and one to your Wisdom score. Additionally, choose two of the following skills to gain proficiency in: Acrobatics, Athletics, History, Discipline, Religion, and Stealth. You are also proficient with simple weapons and shortswords. You may add your proficiency bonus to Dexterity and Strength saving throws. You start with hit points equal to Constitution score and one d8 hit die. Whenever you gain a level, you gain an additional d8 hit die, and hit points equal to 8 plus your Constitution modifier. When you are not wearing armor, your Armor Class is equal to 10 plus your Dexterity modifier plus your Wisdom modifier. You also have the Martial Arts feature, outlined on page 78 of the Player's Handbook. Paladin Whether you are a Dwarven champion of the Teteki, a Halfling whose strength comes from their philosophy, an Orc hoping to strengthen your God's place in heaven, or any other warrior powered by their faith in the gods, you are likely a Paladin. Add two to your Strength score and one to your Charisma score. Additionally, choose two of the following skills to gain proficiency in: Athletics, Discipline, Insight, Intimidation, Religion, and Tactics. You are also proficient with all armor, shields, and weapons. You may add your proficiency bonus to Wisdom and Charisma saving throws. You start with hit points equal to Constitution score and one d10 hit die. Whenever you gain a level, you gain an additional d10 hit die, and hit points equal to 10 plus your Constitution modifier. You also have the Divine Sense feature, allowing you to identify the location of any otherworldly Creature within 60 feet. Additional information can be found on page 84 of the Player's Handbook. You also have the Lay on Hands feature, allowing you to pull from a pool of hit points equal to 5 times your Paladin level. Additional information can be found on page 84 of the Player's Handbook.

Ranger Whether you are a Dwarf hunting the wonders of the "Endless Island", a Halfling hoping to protect the pure elemental forces, an Orc defending a sacred grove, or any other warrior working to protect the outskirts of civilization, you are likely a Ranger. Add two to your Dexterity score and one to your Wisdom score. Additionally, choose two of the following skills to gain proficiency in: Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival. You are also proficient with Light and Medium armor, shields, and all weapons. You may also add your proficiency bonus to Strength and Dexterity saving throws. You start with hit points equal to Constitution score and one d10 hit die. Whenever you gain a level, you gain an additional d10 hit die, and hit points equal to 10 plus your Constitution modifier. You also have the Favored Enemy feature, giving you advantage on Survival checks to track your favored enemies, as well as on Intelligence checks to recall information about them. Additional information can be found on page 91 of the Player's Handbook. You also have the Natural Explorer feature, granting bonuses when you are in your favored terrain. Additional information can be found on page 91 of the Player's Handbook. Rogue Whether you are a Dwarf spy hoping to undermine local defenses, a Halfling using their diminutive stature to go unnoticed, an Orc master assassin, or any kind of conniving scoundrel who uses trickery and stealth, you are likely a Rogue. Add two to your Dexterity score and one to your Intelligence score. Additionally, choose four of the following skills to gain proficiency in: Acrobatics, Athletics, Deception, Etiquette, Insight, Intimidation, Investigation, Perception, Sleight of Hand, and Stealth. You are also proficient with Light Armor, shortbows, longswords, simple weapons, and Thieves' Tools. You may also add your proficiency bonus to Intelligence and Dexterity saving throws. You start with hit points equal to Constitution score and one d8 hit die. Whenever you gain a level, you gain an additional d8 hit die, and hit points equal to 8 plus your Constitution modifier. You also have Expertise in two skills you are already proficient in. You also have the Sneak Attack feature, allowing you to deal extra damage to unsuspecting targets. Additional information can be found on page 96 of the Player's Handbook. Sorcerer Whether you are a Dwarf with powers from someone bizarre accident, a Halfling blessed by natural spirits, an Orc with particuarly strong Divine ancestry, or any other mystic with powers from some unknown source, you are likely a Sorcerer. Add two to your Charisma score and one to your Constitution score. Additionally, choose two of the following skills to gain proficiency in: Arcana, Etiquette, Insight, Intimidation, Nature, and Persuasion. You are also proficient in daggers, darts, slings, and quarterstaffs. You may add your proficiency bonus to Constitution and Charisma saving throws. You start with hit points equal to Constitution score and one d6 hit die. Whenever you gain a level, you gain an additional d6 hit die, and hit points equal to 6 plus your Constitution modifier. You know four cantrips and two first level spells from the Sorcerer spell list. You may cast two first level spells per long rest. Charisma is your modifier for spellcasting, used to determine your Attack Modifier (proficiency + Charisma modifier) and Spell Save Difficulty Class (8 + proficiency + Charisma modifier). Additional information can be found on page 101 of the Player's Handbook. Additionally select one of the Sorcerous Origins outlined on page of 102 the Player's Handbook or other approved source.

Stalwart Whether you are a Dwarf who goes into an uncontrolable frenzy in battle, a Halfling who trained their body to shrug off all but the worst hits, an especially hardy Orc, or any warrior with the ability to take damage that would kill most folk, you are likely a Stalwart. Add two to your Strength score and one to your Constitution score. Additionally, choose two of the following skills to gain proficiency in: Athletics, Discipline, Intimidation, Nature, Perception, and Survival You are also proficient with Light and Medium Armor, Shields, and all weapons. You may add your proficiency bonus to Constitution and Strength saving throws. You start with hit points equal to Constitution score and one d12 hit die. Whenever you gain a level, you gain an additional d12 hit die, and hit points equal to 12 plus your Constitution modifier. When you are not wearing armor, your Armor Class is equal to 10 plus your Dexterity modifier plus your Constitution modifier. You also have the Adrenaline Rush feature, allowing you to enter activate an Adrenaline Rush as a bonus action on your turn. Additional information can be found on page 48 of the Player's Handbook, listed as the Rage feature. Stalwart and Barbarian The Barbarian class from the Player's Handbook has been rennamed the Stalwart and their distinctive Rage feature is instead called Adrenaline Rush in this setting. These changes have no mechanical bearing, but are meant to reshape the perceptions of this class from a "dumb brute" to that of a hardy warrior. Warlock Whether you are a Dwarf who made some deal to save yourself in a dangerous storm, a Halfling who stumbled on some powerful spirit, an Orc with a powerful but mysterious weapon, or any other mystic who made deals some dark power in exchange for their powerful gifts, you are likely a Warlock. Add two to your Charisma score and one to your Wisdom score. Additionally, choose two of the following skills to gain proficiency in: Arcana, Deception, History, Intimidation, Investigation, Nature, and Religion. You are also proficient in Light Armor and Simple Weapons. You may add your proficiency bonus to Wisdom and Charisma saving throws. You start with hit points equal to Constitution score and one d8 hit die. Whenever you gain a level, you gain an additional d8 hit die, and hit points equal to 8 plus your Constitution modifier. You know two cantrips and two first level spells from the Warlock spell list. You may cast one first level spells per short or long rest. Charisma is your modifier for spellcasting, used to determine your Attack Modifier (proficiency + Charisma modifier) and Spell Save Difficulty Class (8 + proficiency + Charisma modifier). Additional information can be found on page 107 of the Player's Handbook. Additionally select one of the Patrons outlined on page 107 of the Player's Handbook or other approved source. Wizard Whether you are a Dwarf who was taught ancient secrets passed down from Moradagi himself, a Halfling who studied at the feet of a powerful arcanist, an Orc who found a enigmatic book hidden deep in a forgotten section of a library, or any mystic who carefully studied minute details of the universe to gain unknowable powers, you are likey a Wizard. Add two to your Intelligence score and one to your Wisdom score. Additionally, choose two of the following skills to gain proficiency in: Arcana, Discipline, Etiquette, History, Insight, and Investigation.

You are also proficient in daggers, darts, and quarterstaffs. You may add your proficiency bonus to Wisdom and Intelligence saving throws. You start with hit points equal to Constitution score and one d6 hit die. Whenever you gain a level, you gain an additional d6 hit die, and hit points equal to 6 plus your Constitution modifier. You know three cantrips and two first level spells from the Wizard spell list. You may cast two first level spells per long rest. Intelligence is your modifier for spellcasting, used to determine your Attack Modifier (proficiency + Intelligence modifier) and Spell Save Difficulty Class (8 + proficiency + Intelligence modifier). Additional information can be found on page 114 of the Player's Handbook. You also have the Arcane Recovery feature, allowing you to regain some spell slots during a short rest. Additional information can be found on page 115 of the Player's Handbook.