Below is an example character using “Nimble”, a set of rules meant to streamline and simplify D&D 5e.
Fargrim Fireforge (Nimble)
| Ancestry1 | Background | Class | Subclass | Level | HD | Max HP* | AC Mod |
|---|---|---|---|---|---|---|---|
| Hill Dwarf | Acolyte | Cleric | Light Domain | 3 | d8 | 28 | +6 |
* Including Dwarven Toughness, below
Characteristics & Skills
| Str | Dex | Int | Wis | Cha | |
|---|---|---|---|---|---|
| Base Scores | 12 | 8 | 10 | 15 | 14 |
| Ancestry1 | +2 | +1 | |||
| — | – | – | – | – | – |
| Final Scores | 14 | 8 | 10 | 16 | 14 |
| Modifiers | +2 | -1 | +0 | +3 | +2 |
Attacks
| Weapon | Dice |
|---|---|
| Warhammer | 1d8+2 bludgeoning |
| Hand Axe | 1d6+2 slashing |
Skills
| Skill | Base | Points | Total |
|---|---|---|---|
| Arcana (Int) | +0 | +0 | |
| Examination (Int) | +0 | 2 | +2 |
| Influence (Cha) | +2 | 2 | +4 |
| Insight (Cha) | +2 | 2 | +4 |
| Intimidation (Str) | +2 | +2 | |
| Lore (Int) | +0 | 2 | +2 |
| Naturecraft (Wis) | +3 | +3 | |
| Perception (Wis) | +3 | +3 | |
| Sleight/Hand (Dex) | -1 | -1 | |
| Stealth (Dex) | -1 | 1 | +0 |
| — | – | ||
| Total | 9 |
Proficiencies
Proficiency Bonus: +2
Saves
| Save | Base | Prof | Total |
|---|---|---|---|
| Str | +2 | +2 | |
| Dex | +1 | +1 | |
| Will | +3 | +2 | +5 |
Languages
Common, Dwarvish, Celestial
Tools
Blacksmithing Tools, Mason’s Tools
Weapons & Armor
All simple weapons, plus Battle Axe, Hand Axe, Throwing Hammer, Warhammer from Dwarven Combat Training;
Light & Medium Armor, Shields
Abilities
Ancestry1
-
Darkvision 60'
-
Dwarven Resilience (adv. on poison saving throws, resistance to poison)
-
Dwarven Combat Training (proficiency with battle axe, hand axe, throwing hammer, warhammer)
-
Dwarven Toughness
Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.
-
Stonecunning
Whenever you make an Intelligence (Lore) check related to the origin of stonework, you are considered proficient in the History skill and have Advantage on the check.
(Emphasis added to reflect Nimble changes.)
Background
- Shelter of the Faithful
Class
-
Spellcasting (spell slots: 4 x 1, 2 x 2)
-
Divine Domain: Light
-
Bonus Cantrip: Light
-
Warding Flare
When you are attacked by a creature (that can be blinded) within 30 ft. that you can see, you can use your reaction to impose disadvantage on the attack roll. You can use this feature 3 times per long rest.
-
Domain Spells: Always Prepared (see below)
-
-
Channel Divinity
-
Turn Undead
-
Radiance of the Dawn
As an action, you can use Channel Divinity and present your holy symbol to dispel any magical darkness within 30 ft. Additionally, each hostile creature within 30 ft. (that doesn’t have total cover) must make a CON saving throw (DC 13) or take 2d10+3 radiant damage (half damage on success). [1/short rest]
-
Spells
| Mana | Ability | Mod | Attack | Save DC |
|---|---|---|---|---|
| 9 | Wis | +3 | +5 | 13 |
Cantrips
- Light
- Mending
- Sacred Flame
- Spare The Dying
Always Prepared
- Burning Hands (1)
- Faerie Fire (1)
- Flaming Sphere (2)
- Scorching Ray (2)
Prepared
Max: 6 (Level + Wis Mod)
- Bless (1)
- Command (1)
- Cure Wounds (1)
- Healing Word (1)
- Sanctuary (1)
- Spiritual Weapon (2)
Equipment
Note: Just a chain shirt costs 50 gp, the average amount of gold a 1st level character has. I’m going to assume that as a 3rd-level character, FARGRIM has more stuff than a 1st level character would have.
- Chain Shirt (AC + 5 + Dex)
- Shield (AC +2)
- Warhammer (1d8/1d10 bludgeoning)
- Hand Axe (1d6 slashing)
- Holy Symbol
- Pouch with 15 gp
- Backpack
- Common Clothes
- Vestments
- Blanket
- Candle
- Tinderbox
- Waterskin
- Rations (1 day)