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Saslic, High Elf Wizard
Init +1 / AC 11 / HP 6 / Hit Dice 1d4
Str 8 (-1) Con 14 (+2) Dex 13 (+1) Int 17 (+3) Wis 12 (+1) Cha 10 (0)
Skills : Forbidden Lore, Magical Lore, Natural Lore, Religious Lore
Weapons
Quarterstaff (+3) (1d8+1 bludgeoning)
Magic Missile (1d4+1 force)
Shocking Grasp 5’ (+6) (target takes 1d8 + 4 lightning damage and can’t take reactions until its next turn.)
Ray of Frost 100’ (+6) (target takes 1d6 + 3 cold damage, and its speed drops by 10 feet until the end of your next turn.)
High Elf
Size : Medium.
Low-Light Vision : If there is no light within 30 feet of you, you treat shadows in that radius as normal light, and you treat darkness in that radius as shadows.
Elf Weapon Training : When you attack with a longsword, a shortbow, or a longbow with which you have proficiency, the damage die for that weapon increases by one step: from d6 to d8, or d8 to d10.
Keen Senses : You have advantage on checks made to listen to, search for, or notice something.
Free Spirit : You are immune to the charmed condition and to any effect that would put you to sleep.
Trance : Elves do not need to sleep. Instead, they meditate deeply for 4 hours a day. (The Common word for such meditation is “trance.”) While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.
Languages : You can speak, read, and write Common and Elven.
Ability Score Adjustment : Your starting Intelligence score increases by 1.
Speed : 30 feet.
Cantrip : Choose one minor spell from the wizard’s spell list. You know and can cast this spell. Intelligence is your magic ability for it.
Wizard
Ability Adjustment : +1 to your Intelligence or Constitution score
Starting Hit Points : 4 + your Constitution modifier
Armor and Shield Proficiencies : None
Weapon Proficiencies : Daggers, slings, quarterstaffs, and light crossbows
Magic Attack : +3
Weapon Attack : +2
Spells Per Day : 3 x 1st level
Spell DC : 14
Minor Spells : detect magic, light, mage hand, magic missile, ray of frost, shocking grasp
1st Level Spells : alarm, comprehend languages, burning hands, shield, and sleep
Background: Sage
Trait—Researcher : When you attempt to learn or recall a piece of lore, if you do not know that information, you always know where and from whom you can obtain that information. Usually, this information comes from a library, scriptorium, university, or a sage or other learned person or creature.
Specialty: Magic-User
Benefit : Choose two minor spells (cantrips) from the wizard’s spell list. You know and can use those spells. You use Intelligence as your magic ability for these spells.
Banelin, Hill Dwarf Fighter
Init +1 / AC 16 / HP 18 / Hit Dice 1d12+1d10 / Expertise Dice 1d6
Str 16 (+3) Con 14 (+2) Dex 12 (+1) Int 8 (-1) Wis 14 (+2) Cha 10 (0)
Skills : Intimidate, Spot, and Survival.
Weapons
Greataxe (+6) (2d6+3 slashing, two handed)
Lt Crossbow (+4) (1d8+1 piercing, range 80/320)
Equipment
Chainmail
Dwarf
Size : Medium.
Speed : 25 feet. Your speed is not reduced by wearing heavy armor with which you have proficiency.
Low-Light Vision : If there is no light within 30 feet of you, you treat shadows in that radius as normal light, and you treat darkness in that radius as shadows.
Dwarven Resilience : You are immune to damage and other effects from poison.
Dwarven Weapon Training : When you attack with an axe or a hammer with which you are proficient, the damage die for that weapon increases by one step: from d4 to d6, d6 to d8, d8 to d10, d10 to d12, and d12 to 2d6.
Stonecunning : While underground, you know your approximate depth and how to retrace your path. You can identify the age of visible stonework and make a reasonable guess as to the culture responsible for its construction.
Languages : You can speak, read, and write Common and Dwarven.
Ability Score Adjustment : Your starting Constitution score increases by 1.
Dwarven Toughness : All your Hit Dice increase by one step: from d4 to d6, d6 to d8, d8 to d10, d10 to d12, and d12 to 2d6. At 1st level, you gain 1 extra hit point. Whenever you gain a level, you similarly increase the die rolled to determine how many hit points you gain (or simply gain 1 extra hit point per level).
Fighter
Ability Adjustment : +1 to your Strength, Dexterity, or Constitution score
Starting Hit Points : 10 + your Constitution modifier
Armor and Shield Proficiencies : All armor and shields
Weapon Proficiencies : All weapons
Weapon Attack : +3
Fighting Style : Slayer
Combat Maneuvers : Deadly Strike, Parry & Glancing Blow
Background: Soldier
Trait—Military Rank : You have a military rank from your career as a soldier (the exact nature of your rank is determined at the time you select this background). Soldiers loyal to your former military organization still recognize your authority and influence, and they will defer to you if they are of a lower rank. You can invoke your rank to exert influence over other soldiers and requisition simple equipment, horses and vehicles for temporary use. You can also usually gain access to friendly military encampments and fortresses where your rank is recognized.
Specialty: Survivor
Benefit : You gain an additional Hit Die, a d8. When you gain this feat, roll the die and add the result (or 5) to your maximum hit points.