Expert M humanoid Any alignment 14 (studded leather armor) 11 (2d8+2) walk 30 ft. 10 15 12 13 10 14 Dex +4 Acrobatics +4, Performance +4, Persuasion +4, Sleight of hand +4, Stealth +4 10 Common, plus one of your choice Helpful The expert can take the Help action as a bonus action. Tools The expert has thieves' tools and a musical instrument. Shortsword Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 5 (1d6 + 2) piercing damage. Shortsword|+4|1d6+2 Dagger Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. 4 (1d4 + 2) piercing damage. Dagger|+4|1d4+2 Shortbow Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. 5 (1d6 + 2) piercing damage. Shortbow|+4|1d6+2 Source: Essentials Kit p. 63 Spellcaster M humanoid Any alignment 12 (leather armor) 9 (2d8) walk 30 ft. 10 12 10 15 14 13 Wis +4 Arcana +4, Investigation +4, Religion +4 12 Common, plus one of your choice Magical Role Choose a role for the spellcaster: healer or mage. Your choice determines which Spellcasting trait to use below. Quarterstaff Melee Weapon Attack: +2 to hit, reach 5 ft., one target. 3 (1d6) bludgeoning damage, or 4 (1d8) bludgeoning damage if used with two hands. Quarterstaff|+2|1d6 Spellcasting (Healer) The spellcaster's spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The spellcaster has following cleric spells prepared: Cantrips (at will): guidance, sacred flame • 1st level (2 slots): cure wounds 2 Spellcasting (Mage) The spellcaster's spellcasting ability is Intelligence (spell save DC 12, +4 to hit with spell attacks). The spellcaster has following wizard spells prepared: Cantrips (at will): fire bolt, light • 1st level (2 slots): sleep 2 guidance, sacred flame, cure wounds, fire bolt, light, sleep Source: Essentials Kit p. 63 Warrior M humanoid Any alignment 16 (chain shirt, shield) 13 (2d8+4) walk 30 ft. 15 13 14 10 12 10 Con +4 Athletics +4, Perception +3, Survival +3 13 Common, plus one of your choice Martial Role The warrior has one of the following traits of your choice: • Attacker: The warrior gains a +2 bonus to attack rolls. • Defender: The warrior gains the Protection reaction below. Longsword Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) slashing damage if used with two hands. Longsword|+4|1d8+2 Longbow Ranged Weapon Attack: +3 to hit, range 150/600 ft., one target. 5 (1d8 + 1) piercing damage. Longbow|+3|1d8+1 Protection (Defender Only) The warrior imposes disadvantage on the attack roll of a creature within 5 feet of it whose target isn't the warrior. The warrior must be able to see the attacker. Source: Essentials Kit p. 63