Wednesday, November 11, 2015

Quick Start Character Summaries For "D&D 5'th"


Howdy, fellow dungeon crawlerz!

In addition to my ongoing 3.5 campaign, I'm starting to dabble more and more in the recently-released and justifiably-lauded fifth edition of Dungeons & Dragons.

What's particularly good about this iteration of the game is how quickly you can whip up a character and jump right into the action. Fellow blogger and D&D nut Kiel Chenier came up with a super-helpful character generator a little while back which is great for dialing up random combo or guide you in making an informed decision about the sort perks you'll get based on your chosen races, class and background.

And that's precisely what inspired this entry. After using Kiel's character generator I then find myself delving back into the manual to take note of all of the Proficiencies, Equipment and Features that my newly minted hero starts out with. 

So, what I wanted to create was a quick, at-a-glance, bullet point summary of these things so I could just jump right in and start ganking orcs right away without missing out on any of my entitled perks. 

So, without further ado, here's my Quick Start Character Summaries For D&D 5'th.

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RACIAL TRAITS

DWARF 

  • +2 to Constitution.
  • Base walking speed is 25 feet. Speed not reduced by heavy armor.
  • Darkvision 60 feet.
  • Advantage on Saves vs. Poison. Resistance (1/2 damage) against poison.
  • Proficient with battleaxe, handaxe, light hammer and warhammer.
  • Choose one Tool Proficiency: smith's, brewer's or mason's tools.
  • Double proficiency bonus for all stonework-related Intelligence (History) checks. 
  • Languages: Common and Dwarvish.
Hill Dwarf includes base Dwarven Traits plus:
  • +1 Wisdom. and 
  • +1 Hit Point maximum, +1 every time you gain a level.
Mountain Dwarf includes base Dwarven Traits plus:
  • +2 Strength
  • Proficient with light and medium armor.
ELF 

  • Dexterity +2.
  • Base walking speed is 30 feet.
  • Darkvision 60 feet.
  • Proficient in Perception.
  • Advantage on "Charm"-related Saving Throws and immune to "Sleep".
  • Meditate instead of sleep.
  • Languages: Common and Elvish.
High Elf includes base Elf Traits plus:
  • +1 Intelligence
  • Proficient with the longsword, short sword, short bow and longbow.
  • Pick one Wizard Cantrip, Intelligence based.
  • Languages: choose one extra language.
Wood Elf includes base Elf Traits plus:
  • +1 Wisdom.
  • Proficient with the longsword, short sword, shortbow and longbow.
  • Base walking speed increases to 35 feet.
  • Can attempt to Hide in foliage, heavy rain, falling snow, mist...etc. 
Dark Elf includes base Elf Traits plus:
  • +1 Charisma
  • Darkvision 120 feet 
  • Disadvantage on all attack rolls and Sight-based Wisdom (Perception) checks in direct sunlight. 
  • Know the "Dancing Lights" Cantrip, learn "Faerie Fire" at level three and "Darkness" at level five. Must complete a long rest to re-cast the latter two spells. Charisma-based.
  • Proficient with rapiers, short swords and hand crossbows.
HALFLING

  • +2 Dexterity
  • Base walking speed is 25 feet.
  • Re-roll "1" on any attack roll, ability check or saving throw. Must accept second result.
  • Advantage on fear-based Saving Throws.
  • Move through the space of any creature that's a size larger than you.
  • Languages: Common and Halfling.
Lightfoot includes base Halfling Traits plus:
  • +1 Charisma
  • Can attempt to Hide when obscured by a creature at least one size larger than you.
Stout includes base Halfling Traits plus:
  • +1 Constitution 
  • Advantage on Saving Throws against Poison and Resistant (1/2 damage) to poison.
HUMAN

  
  • +1 to all Ability Scores or Variant Human: +1 to any two Ability Scores plus gain one Skill and one Feat.
  • Base walking speed is 30.
  • Languages: Common and one extra language of your choice.
DRAGONBORN

  • +2 Strength, +1 Charisma
  • Base walking speed is 30 feet.
  • Draconic Breath weapon: Save DC = 8 + Constitution modifier + Proficiency Bonus. Creatures takes 2d6 damage, 1/2 on successful Save. Replenish after short or long rest.
  • Draconic Damage Resistance: 1/2 damage from your related draconic ancestry damage type.
  • Languages: Common and Draconic.
GNOME

 
  • +2 Intelligence 
  • Base walking speed is 25.
  • Darkvision 60 feet 
  • Advantage on all Intelligence, Wisdom and Charisma magic-related saving throws.
  • Languages: Common and Gnomish
Forest Gnome includes base Gnome Traits plus:
  • +1 Dexterity score 
  • "Minor Illusion" Cantrip, Intelligence-based. 
  • Communicate simple ideas to Small or smaller beasts.
Rock Gnome includes base Gnome Traits plus:
  • +1 Constitution score.
  • Double Proficiency Bonus for Intelligence (History) checks for magic items, alchemical objects or technological devices.  
  • Proficient with Artisan Tinkers Tools. Spend one hour and 10 gold to build a Tiny clockwork device. See Players Handbook Page 37 for details.
HALF-ELF

 
  • +2 Charisma and +1 to any two other ability scores.
  • Base walking speed is 30 feet.
  • 60 foot Darkvision.
  • Advantage on "Charm"-related Saving Throws and immune to "Sleep".
  • Choose any two Skills.
  • Languages: Common, Elvish and one extra language of your choice.
HALF-ORC 

  • +2 Strength +1 Constitution.
  • Base walking speed is 30 feet.
  • 60 foot Darkvision.
  • Proficient in the Intimidation.
  • Unless killed outright, drop to one Hit Point when you are reduced to zero. Must complete a long rest to use this again.
  • Roll melee weapon's damage again and add it to total damage on a critical hit.
  • Languages: Common and Orc.
TIEFLING

  • +1 Intelligence and + 2 Charisma.
  • Base walking speed is 30 feet.
  • 60 foot Darkvision.
  • Resistance to fire (1/2 damage).
  • Know the "Thaumaturgy" Cantrip at level one, learn "Hellish Rebuke" at level 3 (cast as a Level 2 spell) and learn "Darkness" at level five. Must complete a long rest to re-cast the latter two spells. Charisma-based. 
  • Languages: Common and Infernal.
CLASS FEATURES

BARBARIAN

  • d12 Hit Dice.
  • Proficient with light armor, medium armor, shields.
  • Proficient with simple weapons and martial weapons.
  • Proficient in Strength and Constitution Saving Throws.
  • Chose two Skills: Animal Handling, Athletics, Intimidation, Nature, Perception and Survival.
  • Starting equipment: great axe or any martial melee weapon plus two hand axes or any simple weapon plus an Explorers Pack and four javelins.
  • Rage: Twice at Level One, replenished by long rest. Duration: one minute, ends if knocked unconscious or if you haven't attacked a hostile creature since your last turn or taken damage since then. Can be ended voluntarily as a bonus action. Advantage on Strength Checks and Strength Saving Throws. +2 to damage on Strength-based melee attacks. Resistance (1/2 damage) from bludgeoning, piercing and slashing damage. Can't cast spells.
  • Unarmored Defense: Armor Class equals 10 + Dexterity modifier + Constitution modifier if not wearing armor. Shields can still be used.
BARD

  • d8 Hit Dice.
  • Proficient with light armor.
  • Proficient with simple weapons, hand crossbows, long swords, rapiers, short swords.
  • Proficient with three musical instruments of your choice.
  • Proficient in Dexterity and Charisma Saving Throws.
  • Choose any three Skills.
  • Starting Equipment: rapier, long sword or any simple weapon plus diplomat's pack or an entertainer's pack plus a lute or any other musical instrument plus leather armor and a dagger.
  • Spellcasting: Two Cantrips known. Four Spells known. Two Spell Slots at 1st level. 
  • Bardic Inspiration: Give one other creature within 60 feet a d6, limit of one die. Spend it within the next ten minutes to roll and add the results to one ability check, attack roll or saving throw. Can apply the after rolling the d20 but before the DM declares success or failure. Number of uses = Charisma modifier, minimum of one. Replenished after long rest. 
CLERIC

  • d8 Hit Dice.
  • Proficient with light armor, medium armor and shields.
  • Proficient with simple weapons.
  • Proficient with Wisdom and Charisma Saving Throws.
  • Choose two Skills: from History, Insight, Medicine, Persuasion and Religion.
  • Starting equipment: mace or warhammer plus scale mail, leather armor or chain mail plus light crossbow and 20 bolts or any simple weapon plus a priest pack or an explorer is pack plus a shield and a holy symbol.
  • Spellcasting: three Cantrips known, two Level One Spell Slots
  • Choose one Domain:
Knowledge
  • Gain access to the "Command" and "Identify" Spells.
  • Learn two languages of your choice. 
  • Double Proficiency bonus for two of the following Skills: Arcana, History, Nature, Religion.
Life 
  • Gain access to the "Bless" and Cure Wounds" Spells. 
  • Proficient with heavy armor. 
  • Regain 2 + the spell's level additional Hit Points when using a first level or higher healing spell.
Light 
  • Gain access to the "Burning Hands" and "Faerie Fire" Spells. 
  • Gain the "Light" Cantrip. 
  • Warding Light. When attacked by creature within 30 feet use your reaction to impose Disadvantage on the attack roll. Number of uses = your Wisdom modifier, minimum of one. Replenished by a long rest. 
Nature 
  • Gain access to the "Animal Friendship" and "Speak With Animals" Spells.
  • Learn one Druid Cantrip of your choice.
  • Proficient in one of the following Skills: Animal Handling, Nature or Survival.
  • Proficient with heavy armor. 
Tempest
  • Gain access to the "Fog Cloud" and "Thunderwave" Spells. 
  • Proficient with martial weapons and heavy armor.
  • Wrath of the Storm. As a reaction, force a creature that hits you with a melee attack to make a Dexterity Saving Throw or suffer 2d8 lightning or thunder damage. 1/2 damage on a successful save. Number of uses = Wisdom modifier, minimum of one. Replenished by a long rest. 
Trickery 
  • Gain access to the "Charm Person" and "Disguise Self" Spells.
  • Blessing. Use an action to touch another creature other than yourself to give it Advantage on Dexterity skill checks. Lasts for one hour or until you use this feature again. 
War
  • Gain access to the "Divine Favor" and "Shield of Faith" Spells.
  • Proficient with martial weapons and heavy armor.
  • Make one weapon attack as a bonus action when you use the attack action. Number of uses = Wisdom modifier, minimum of one. Replenished by a long rest.
DRUID
 
  • d8 Hit Dice 
  • Proficient with light armor, medium armor, shields. Druids can't use metallic armor and shields.
  • Proficient with clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears.
  • Proficient with Herbalism kits. 
  • Proficient in Intelligence and Wisdom Saving Throws.
  • Choose two Skills from: Arcana, Animal Handling, Insight, Medicine, Nature, Perception, Religion and Survival 
  • Starting equipment: wooden shield or any simple weapon plus a scimitar or any simple melee weapon plus leather armor, an explorer's pack and a druidic focus.
  • Languages: Druidic 
  • Spellcasting: Two Cantrips known plus two 1st Level Spell Slots.
FIGHTER

  • d10 Hit Dice.
  • Proficient with all armor and shields.
  • Proficient with simple weapons and martial weapons.
  • Proficient with Strength and Constitution Saving Throws.
  • Choose two Skills: Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception and Survival.
  • Starting equipment: chain mail or leather armor, longbow and 20 arrows plus a martial weapon and shield or two martial weapons plus a light crossbow and 20 bolts or two hand axes plus a dungeoneer's pack or an explorer pack.
  • Choose one Fighting Style: Archery (+2 to ranged attacks), Defense (+1 AC bonus while wearing armor), Dueling (+2 to damage when wielding a melee weapon with one hand), Great Weapon Fighting (re-roll results of 1 or 2 on damage rolls when using a weapon two-handed. Must accept the second result), Protection (If carrying a shield you can impose Disadvantage on attack rolls directed at allies within 5 feet), Two-Weapon Fighting (add Strength modifier to damage of second attack when wielding two weapons).
  • Second Wind: use a bonus action to regain Hit Points equal to d10 plus your fighter level. Replenished after short or long rest.
MONK

  • d8 Hit Dice
  • Proficient with simple weapons and short swords.
  • Proficient with either one type of artisan's tools or one musical instrument.
  • Proficient in Strength and Dexterity Saving Throws.
  • Choose two Skills: Acrobatics, Athletics, History, Insight, Religion and Stealth.
  • Starting equipment: short sword or simple weapon plus dungeoneer's pack or explorer's pack plus 10 darts.
  • Armor Class = 10 + your Dexterity modifier + Wisdom modifier if not wearing armor.
  • Martial Arts: Use Dexterity instead of Strength for attack and damage rolls when using unarmed strikes and Monk weapons. Option to roll d4 in place of normal damage for unarmed strikes or Monk weapons. Make one unarmed strike as a bonus action when you use an unarmed strike or a monk weapon for an attack action. Martial Arts can only be used if unarmed or wielding only Monk weapons and you aren't wearing armor or carrying a shield. 
PALADIN

 
  • d10 Hit Dice 
  • Proficient with all armor and shields.
  • Proficient with simple and martial weapons.
  • Proficient in Wisdom and Charisma Saving Throws.
  • Choose two Skills: Athletics, Insight, Intimidation, Medicine, Persuasion and Religion.
  • Starting equipment: a martial weapon and a shield or two martial weapons plus five javelins or any simple melee weapon plus a priest's pack or an explorer's pack plus chain mail and a holy symbol.
  • Divine Sense. As an action know the location and type but not exact identity of any celestial, fiend or undead within 60 feet of you that isn't behind total cover. Lasts until the end of your next turn. Can also detect the presence of any place or object that has been consecrated or desecrated, as per the "Hallow" spell. Number of uses = 1 + Charisma modifier. Replenished after a long rest.
  • Lay on Hands. Restore a number of Hit Points = Paladin level x 5. Can also spend five points to cure one disease or neutralize one poison. No effect on undead and constructs. Replenished after a long rest.  
RANGER

  • d10 Hit Dice
  • Proficient in light and medium armor and shields.
  • Proficient with simple and martial weapons.
  • Proficient with Strength and Dexterity Saving Throws.
  • Choose three skills: Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth and Survival.
  • Starting equipment: scale mail or leather armor plus two short swords or two simple melee weapons plus a dungeoneer's pack or explorer's pack plus a long bow and a quiver with 20 arrows.
  • Favored Enemy: Gain the related Language. Advantage on Wisdom (Survival) checks to track and on Intelligence checks to recall info.   
  • Natural Explorer. Gain double Proficiency bonus on Intelligence or Wisdom check related to your favored terrain. While traveling for an hour or more, difficult terrain doesn't slow your group, can't get lost except by magical means, you remain alert to danger, move stealthily at normal pace if alone, can forage for twice as much food and you can determine exact numbers, size and how long ago creatures passed through the area.
ROGUE

  • d8 hit dice.
  • Proficient with simple weapons, hand crossbows, long swords, rapiers, short swords.
  • Proficient with Thieves Tools.
  • Proficient in Dexterity and Intelligence Saving Throws. 
  • Chose four Skills: Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight-of-Hand and Stealth. 
  • Starting equipment: rapier or short sword plus short bow and quiver with 20 arrows or a short sword plus a burglar's pack, dungeoneer's pack or an explores pack plus leather armor, two daggers and thieves tools
  • Expertise. Choose to get double Proficiency bonus on either two of your Skill Proficiencies or one Skill Proficiency and your Proficiency with thieves tools. 
  • Sneak Attack. While using a finesse or ranged weapon, deal an extra d6 damage to any creature you have Advantage on when you hit or if another enemy of the target is within 5 feet, that enemy isn't incapacitated and you don't have Disadvantage. 
  • Languages: Thieves Cant. 
SORCERER

  • d6 Hit Dice.
  • Proficient with daggers, darts, slings, quarterstaffs, light crossbows.
  • Proficient in Constitution and Charisma Saving Throws. 
  • Chose two Skills: Arcana, Deception, Insight, Intimidation, Persuasion, Religion.
  • Starting equipment: light crossbow and 20 bolts or any simple weapon plus a component pouch or an arcane focus plus a dungeoneer's pack or an explorer's pack plus two daggers. 
  • Spellcasting: Know four Cantrips and two Spells with two 1st level Spells Slots
  • Sorceress Origin. Choose one:
Draconic Bloodline 
  • Chose your Dragon Ancestor (see page 102 in the Players Handbook).  
  • Languages: Draconic.
  • Double your Charisma-related Proficiency bonus when dealing with dragons.
  • Draconic Resilience. Hit Point maximum +1, increases by +1 whenever you gain a Sorcerer level. Your unarmored AC = 13 + your Dexterity modifier. 
Wild Magic 
  • Wild Magic Surge. Once/turn, roll a d20 after you cast a Sorcerer Spell. On a roll a "1", consult the "Wild Magic Surge Table", page 104 Player's Handbook.
  • Tides of Chaos. Gain Advantage on one attack roll, ability check or saving throw. Replenished by a long rest. Any time before you regain this feature, roll on the "Wild Magic Surge Table" immediately after you cast a Sorcerer Spell. You then regain the use of this feature.  
WARLOCK

  • d8 Hit Dice.
  • Proficient in light armor.
  • Proficient with simple weapons.
  • Proficient in Wisdom and Charisma Saving Throws.
  • Choose two skills: Arcana, Deception, History, Intimidation, Investigation, Nature and Religion.
  • Starting equipment: light crossbow and 20 bolts or any simple weapon plus a component pouch or an arcane focus plus a scholar's pack or a dungeoneer's pack plus leather armor, any simple weapon and two daggers.
  • Pact Magic. Know two Cantrips and two Spells, with one 1st level Spell Slot.
  • Choose Other Worldly Patron:
The Archfey
  • Gain access to the "Faerie Fire" and "Sleep" Spells.
  • Fey Presence: As an action, make all creatures within a 10 foot cube from you roll a Wisdom Saving Throw against your Warlock Spell Save DC. Any creatures that fail are either "Charmed" or "Frightened" (your choice) until the end of your next turn. Replenished after a short or long rest.
The Fiend
  • Gain access to the "Burning Hands" and "Command" Spells. 
  • Dark One's Blessing: Gain temporary Hit Points = Charisma modifier + Warlock Level (minimum of one) when you reduce a hostile creature to zero Hit Points.  
The Great Old One
  • Gain access to "Dissonant Whispers" and "Tasha's Hideous Laughter" Spells. 
  • Awakened Mind:  Telepathically speak to any creature you can see within 30 feet. Creature must be able to understand at least one language.
WIZARD

 
  • d6 Hit Dice
  • Proficient with daggers, darts, slings, quarterstaff, light crossbows.
  • Proficient with Intelligence and Wisdom Saving Throws.
  • Choose two Skills: Arcana, History, Insight, Investigation, Medicine and Religion.
  • Spellcasting: Know three Cantrips with two 1st level Spell Slots.
  • Arcane Recovery. Once / day after a short rest choose expended Spell Slots with a combined level equal to or less than half your Wizard level rounded up.

BACKGROUND PERKS

ACOLYTE
  • Proficient in Insight and Religion 
  • Languages: two of your choice.
  • Starting equipment: a holy symbol, a prayer book or prayer wheel, five sticks of incense, vestments, set of common clothes and a belt pouch containing 15 gold pieces.
CHARLATAN
  • Proficient in Deception and Sleight-of-Hand
  • Proficient with Disguise and Forgery Kits.
  • Starting equipment: Fine set of clothes, a disguise kit, tools of the con of your choice and a pouch containing 15 gold pieces.
CRIMINAL
  • Proficient in Deception and Stealth.
  • Proficient with one type of gaming set.
  • Proficient with thieves tools.
  • Starting equipment: a crowbar, a set of dark common clothes including a hood and a belt pouch containing 15 gold pieces.
  • Variant: Spy.
ENTERTAINER
  • Proficient in Acrobatics and Performance.
  • Proficient with Disguise Kits and one musical instrument.
  • Starting equipment: choose one musical instrument, the favor of an admirer, a costume, and a belt pouch containing 15 gold pieces.
  • Variant: Gladiator. 
FOLK HERO
  • Proficient in Animal Handling and Survival.
  • Proficient in one Artisan's Tools and one Land Vehicle.
  • Starting equipment: Choose one set of artisan's tools, a shovel, a set of common clothes and a belt pouch containing 10 gold pieces.
GUILD ARTISAN
  • Proficient in Insight and Persuasion.
  • Proficient in one type of Artisan's Tools.
  • Languages: one of your choice.
  • Starting equipment: Chose one set of artisan's tools, a letter of introduction from your guild, set of traveler's clothes and a belt pouch containing 15 Gold pieces.
  • Variant: Guild Merchant.
HERMIT
  • Proficient in Medicine and Religion
  • Proficient with Herbalism kit.
  • Languages: one of your choice.
  • Starting equipment: a scroll case stuffed with notes from your studies or prayers, a winter blanket, a set of common clothes, an Herbalism kit and 5 gold pieces
NOBLE
  • Proficient in History and Persuasion.
  • Proficient with one type of gaming set.
  • Languages: one of your choice.
  • Starting equipment: a set a fine closes, a signet ring, a scroll of pedigree and a purse containing 25 gold pieces.
  • Variant: Knight. 
OUTLANDER
  • Proficient in Athletics and Survival.
  • Proficiencies with one type of musical instrument.
  • Languages: one of your choice.
  • Starting equipment: A staff, a hunting trap, a trophy from an animal you killed, a set of traveler's clothes, and a belt pouch containing 10 gold pieces
SAGE
  • Proficient in Arcana and History.
  • Languages: two of your choice.
  • Starting equipment: A bottle of black ink, a quill, a small knife, a letter from a dead colleague posing a question you haven't answered yet, a set of common clothes, a belt pouch containing 10 gold pieces. 
SAILOR
  • Proficient in Athletics and Perception.
  • Proficient with Navigators tools and water vehicles.
  • Starting equipment: belaying pin, 50 feet of silk rope, a lucky charm, a set of common clothes and a belt pouch containing 10 gold pieces.
  • Variant: Pirate.
SOLDIER
  • Proficient in Athletics and Intimidation.
  • Proficient with one gaming set and land vehicles.
  • Starting equipment: An insignia of rank, a trophy taken from a fallen enemy, set of bone dice or deck of cards, a set of common clothes and a belt pouch containing 10 gold pieces.
URCHIN
  • Proficient in Sleight-of-Hand and Stealth.
  • Proficient with Disguise Kit and Thieves Tools.
  • Starting equipment: a small knife, a map of the city you grew up in, a pet mouse, a token to remember your parents by, a set of common clothes, and a belt pouch containing 10 gold pieces.

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Well, there ya go, folks. If I missed anything really important or goofed something up, please let me know in the comments below and I'll endeavor to fix it.

Even though I did this for entirely selfish reason, I'm hoping that it'll help others as well. At the very least you should be able to use this to quickly pad out your character sheets, jump right into the game and make sure that you don't miss out on any critical Skill synergies, free Equipment and / or clutch class Features that'll help your little paper champion survive that first dungeon delve.

Quest on!

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Wanna create a Rock Gnome Barbarian who can also play "Smoke on the Water" on a hurdy gurdy? Then click on the link below to learn more about the Dungeons & Dragons Fifth Edition Players Handbook and help this blog level up!


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Image Credits

Gimli: http://img1.wikia.nocookie.net/__cb20121008105956/lotr/images/e/ec/Gimli_-_FOTR.png
Legolas: http://vignette4.wikia.nocookie.net/lotr/images/9/95/Legolask.jpg/revision/latest?cb=20130604231140
Bilbo: http://vignette3.wikia.nocookie.net/lotr/images/6/6a/80444620141013001436.jpg/revision/latest?cb=20150113141309&path-prefix=pl
Boromir: http://vignette4.wikia.nocookie.net/lotr/images/d/de/Boromir_-_FOTR.png/revision/latest?cb=20121023114949
Dragonborn: http://pre07.deviantart.net/950d/th/pre/f/2011/160/d/0/rimas_the_dragonborn_by_fushark-d3iiidf.png
Gnome: http://orig15.deviantart.net/c08c/f/2013/199/6/8/gnome_by_yngvemartinussen-d6e2e0k.jpg
Half-Elf: http://img4.wikia.nocookie.net/__cb20110131180416/dndawokenheroes/images/4/44/Half-Elf_%28main%29.png
Half-Orc: http://klubbsaga2015.wdfiles.com/local--files/half-orc/Half-Orc%2038%20%28Sir%20Albert%20Portrait,%20by%20artbytravis%29.jpg
Tiefling: https://s-media-cache-ak0.pinimg.com/736x/21/a5/91/21a591ac5bb8ad733da66a7d230ccb72.jpg
Conan: https://i.ytimg.com/vi/mLICTmSLJlA/maxresdefault.jpg
Doof Warrior: http://cdn-1.boosharticles.com/wp-content/uploads/2015/06/mad-max-fury-road-coma-doof-warrior.png
Van Helsing: https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjWppo3k6Kqf9oAyCCb5Yfuv-CKTdHJ-xtdx4l5nSAZy4bLbdMITR3BA_kr9FoKfakzQtNdYEjFELZUsMrbe7s9d3wW4OT1bd6HoZQJUwieIgA8GdqF5qKF48aaWVLtl_wNxk-gpL9OqO0M/s1600/vanhelsing.jpg
Willow MacGregor:  https://41.media.tumblr.com/tumblr_m3bb429U9L1qemva8o1_500.jpg
Leonidas: http://finalcutking.com/wp-content/uploads/2010/02/300-effect1.jpg
Shaolin: https://koolcampus.files.wordpress.com/2011/01/bb.jpg
King Arthur: https://www.thewrap.com/wp-content/uploads/2015/05/nigel-terry-150503.jpg
Strider: http://vignette1.wikia.nocookie.net/lotr/images/c/cc/Aragorn_Close_up_-_FOTR.png/revision/latest?cb=20121003053523
Arya Stark:  http://i.lv3.hbo.com/assets/images/series/game-of-thrones/character/s5/arya-stark-1920.jpg
Gandalf: http://vignette2.wikia.nocookie.net/lotr/images/8/8d/Gandalf-2.jpg/revision/latest?cb=20130209172436
Warlock: http://80shorrorrelief.com/reviews/wp-content/uploads/2012/11/warlock.jpg
Harry Potter: https://i.kinja-img.com/gawker-media/image/upload/f9m50ef7wllwnzwtiilb.jpg


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