Garren Bronson (Warrior 13)

Medium human, lawful good

Armor Class

19 (Adamantine scale mail, shield, improved defense)

Hit Points

101 (13d8)

Speed

30 ft.

Skills

Athletics +10, Perception +6, Religion +5, Survival +6

Saving Throws

Constitution +6

Senses

Passive Perception 16

Languages

Common, Dwarvish

Second Wind.

Garren can use a bonus action on his turn to regain 1d10 + 12 hit points, once per short rest.

Improved Critical.

Garren's attack rolls score a critical hit on a roll of 19 or 20 on the d20.

Adamantine Armor.

Garren has disadvantage on Dexterity (Stealth) checks, but critical hits against him act as normal hits.

Extra Attack.

Garren can attack twice when he takes the Attack action on his turn.

Battle Readiness.

Garren has advantage on initiative rolls.

Indomitable.

Garren can reroll a saving throw that he fails, but must use the new roll, once per long rest.

Actions

Flametongue Longsword.

+10 to hit, 1d8 (1d10) + 5 slashing damage, plus 1d8 fire damage.

Longbow.

+7 to hit, range 150/600 ft., 1d8 + 2 piercing damage.

Lay on Hands.

Garren has a pool of [level × 5] healing power that replenishes on a long rest. As an action, he can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in his pool. Alternatively, he can expend 5 hit points to cure the target of one disease or neutralize one poison affecting it. He can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one. He can also expend 40 hit points to remove the Crystalline Curse on a target. This feature has no effect on undead and constructs.

Reactions

Protect.

When a creature Garren can see attacks an ally within 5 feet of him, he can use his reaction to impose disadvantage on the attack roll.

Remmy Sullivan (Expert 13)

Medium human, chaotic good

Armor Class

17 (Studded leather)

Hit Points

91 (13d8)

Speed

30 ft.

Skills

Acrobatics +10, Performance +7, Persuasion +7, Sleight of Hand +15 ☑, Stealth +15 ☑

Saving Throws

Dexterity +10

Senses

Passive Perception 10

Languages

Common

Helpful.

Remmy can take the Help action as a bonus action.

Cunning Action.

On Remmy's turn in combat, he can take the Dash, Disengage, or Hide action as a bonus action.

Tools.

Remmy has thieves' tools and a musical instrument.

Expertise.

Remmy's proficiency bonus is doubled on Sleight of Hand and Stealth checks.

Coordinated Strike.

When Remmy uses his Helpful feature to aid an ally in attacking a creature, that target can be up to 30 feet away from Remmy, and he can deal an extra 2d6 damage to it the next time he hits it with an attack roll before the end of the current turn.

Evasion.

When Remmy is subjected to an effect that allows him to make a Dexterity saving throw to take only half damage, he instead takes no damage if he succeeds on the saving throw, and only half damage if he fails. He doesn't benefit from this feature while incapacitated.

Inspiring Help.

When Remmy takes the Help action, the creature who receives the help also gains a 1d6 bonus to the d20 roll. If that roll is an attack roll, the creature can instead add 1d6 to the damage if the attack hits.

Actions

Swordbite.

+13 to hit, 1d8 + 8 magical piercing damage. When Remmy rolls a 1 on the sword's damage die (or two 1s on a critical hit), the fangs bite into him and he must expend one hit die. If all of his hit dice are spent, he instead rolls his highest hit die and take that much magical piercing damage. The spent hit dice can be regained as normal.

Rapier.

+10 to hit, 1d8 + 5 piercing damage.

+1 Dagger.

+11 to hit, melee or thrown 20/60 ft., 1d4 + 6 piercing damage.

+1 Mithral Shortbow.

+11 to hit, range 80/320 ft., 1d8 + 6 piercing damage. Functions as silver for resistances, and ignores penalties from rust/acid attacks.

Paylyc (Spellcaster 13)

Medium eladrin, neutral good

Armor Class

14 (Studded leather)

Hit Points

73 (13d8)

Speed

30 ft.

Skills

Athletics +4, Insight +10, Medicine +10, Nature +8, Perception +10, Persuasion +4

Saving Throws

Wisdom +10

Senses

Passive Perception 20

Languages

Common, Celestial, Elvish, Sylvan

Spellcasting.

Paylyc knows 4 cantrips and 8 spells of up to 4rd level, and can cast spells using Wisdom as their spellcasting ability. They also know cure wounds, guidance, and thorn whip, which don't count toward their number of spells known.

Potent Cantrips.

Paylyc can add their Wisdom modifier to the damage they deal with any cantrip.

Actions

Rapier.

+7 to hit, 1d8 + 2 piercing damage.

Longbow.

+7 to hit, range 150/600 ft., 1d8 + 2 piercing damage.

Acorn (Cavalier Fighter 4)

Tiny sprite, neutral good

Armor Class

20 (Plate armor, shield)

Hit Points

28 (4d10)

Speed

10 ft., fly 40 ft.

Skills

Arcana +4, Perception +3, Stealth +7 ☑

Senses

Passive Perception 13

Languages

Common, Elvish, Sylvan

Nimble.

Acorn has expertise on Stealth checks, and heavy armor doesn't impose disadvantage on them.

Second Wind.

Acorn can use a bonus action on his turn to regain 1d10 + 4 hit points, once per short rest.

Action Surge.

Acorn can take one additional action on his turn, once per short rest.

Born to the Saddle.

Acorn has advantage on saving throws to avoid falling off his mount. If he falls off his mount and descends no more than 10 feet, he can land on his feet if he's not incapacitated. Mounting or dismounting a creature costs him only 5 feet of movement.

Unwavering Mark.

When Acorn hits a creature with a melee weapon attack, he can mark them until the end of his next turn. This effect ends early if Acorn is incapacitated or dies. While within 5 feet of Acorn, a marked creature has disadvantage on attack rolls that don't target Acorn. In addition, if they deal damage to anyone other than Acorn, he can make a special melee weapon attack against them as a bonus action on his next turn. He has advantage on the attack roll, and if it hits, it deals an extra 4 damage.

Reactions

Protect.

When a creature Acorn can see attacks an ally within 5 feet of him, he can use his reaction to impose disadvantage on the attack roll.