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