The Innfellows (Classic Dragonlance Characters)
Dragons of Mystery was the first official Dragonlance source book, and included the original pregenerated character sheets for the classic characters. It fixed a number of minor errors given in DL1 (such as Caramon and Sturm’s hit points).

Product Number: 9135 DL5 Dragons of Mystery
Year Published:  1984

Converted from 1st Edition to 3rd Edition D&D 
by Cam Banks, boymonster@mindspring.com
Last Updated: 5/30/2001

Summary of Conversion:  Most characters required only surface changes in order to meet 3rd edition standards. Skills, in general, were chosen to fit the written descriptions given in the module (for example, Caramon is said to be a ‘skilled outdoorsman’). Note that in the classic Dragonlance series of modules, neither Wizards of High Sorcery nor Knights of Solamnia were any different, rules-wise, to standard D&D wizards and fighters, hence no prestige classes have been included. None of the wizards in the classic modules were affected in a game sense by the moons, either.

Tanis Half-Elven
Male Half-Elf, 5th Level Fighter

Strength	16	+3		Fortitude Save	+5
Dexterity	16	+3		Reflex Save		+4
Constitution	12	+1		Will Save		+2
Intelligence	12	+1		Alignment		NG
Wisdom	13	+1		Speed			30 ft
Charisma	15	+2		Size			5’ 10”

Hit Points 35
Armor Class 17 (+4 magic leather armor, +3 Dex bonus)
Initiative Modifier +3
Melee Attack Bonus +8 
Ranged Attack Bonus +8
Weapons +2 longsword +10 (1d8+5, 19-20, x2), longbow +9 (1d8, x3), dagger +8 (1d4+3, 19-20, x2)
Skills Climb +5, Craft (bowyer) +5, Jump +6, Listen +5, Ride +6, Search +3, Spot +5, Wilderness Lore +4
Feats Alertness, Point Blank Shot, Rapid Shot, Track, Weapon Focus (longbow)
Languages: Common, Elven, Dwarven, Plainsman, Gnome, Kenderspeak, Goblin
Special Abilities Low-light Vision, +1 to Listen, +1 to Search, +1 to Spot, immune to sleep spells, +2 racial bonus on saving throws against Enchantment spells or effects
Possessions +2 leather armor, +2 longsword, longbow, quiver with 20 arrows, daggers (x2)

Caramon Majere
Male Human, 6th Level Fighter

Strength	19	+4		Fortitude Save	+8
Dexterity	11	0		Reflex Save		+2
Constitution	17	+3		Will Save		+2
Intelligence	12	+1		Alignment		LG
Wisdom	11	0		Speed			30 ft
Charisma	15	+2		Size			6’

Hit Points 51
Armor Class 15 (+4 chain shirt, +1 small wooden shield)
Initiative Modifier +4
Melee Attack Bonus +10/+5
Ranged Attack Bonus +6/+1
Weapons Longsword +11/+6 (1d8+6, 19-20, x2), shortspear +10/+5 (1d8+4, x3), dagger +10/+5 (1d4+4, 19-20, x2)
Skills Climb +8, Intimidate +6, Jump +8, Ride +4, Spot +4, Swim +8, Wilderness Lore +2
Feats Cleave, Endurance, Great Cleave, Improved Initiative, Improved Unarmed Strike, Power Attack, Weapon Focus (longsword), Weapon Specialization (longsword)
Languages: Common, Plainsman
Special Abilities None
Possessions Chain shirt* (check penalty –2), small wooden shield (check penalty –1), longsword, shortspear, dagger
(* Caramon originally had ring mail armor in his DL5 sheet. Since ring mail no longer exists in D&D, and his pictures always had him wearing chain, I gave him a chain shirt.)

Raistlin Majere
Male Human, 3rd level Wizard

Strength	10	0		Fortitude Save	+1
Dexterity	16	+3		Reflex Save		+4
Constitution	10	0		Will Save		+5
Intelligence	17	+3		Alignment		N
Wisdom	14	+2		Speed			30 ft
Charisma	10	0		Size			5’ 9”

Hit Points 8
Armor Class 16 (+3 deflection bonus, +3 Dex bonus)
Initiative Modifier +3
Melee Attack Bonus +1
Ranged Attack Bonus +4
Weapons Staff of Magius +3 (1d6+2, x2), dagger +1 (1d4, 19-20, x2)
Skills Alchemy +5, Bluff +2, Concentration +6, Hide +5, Knowledge (Arcana) +9, Knowledge (History) +7, Profession (herbalist) +4, Scry +5, Spellcraft +9
Feats Brew Potion, Extend Spell, Scribe Scroll, Silent Spell
Languages: Common, Elven, Magius
Spells 0th: 4, 1st: 3, 2nd: 2
Spellbook 1st: burning hands, charm person, compehend languages, floating disk, hold portal, mage armor, magic missile, sleep. 2nd: darkness, detect thoughts, invisibility, mirror image, see invisibility, web
Possessions Staff of Magius (+2 attack & damage bonus, +3 deflection bonus, cast daylight and feather fall once per day at caster level 7), dagger

Flint Fireforge
Male Dwarf, 4th Level Fighter

Strength	16	+3		Fortitude Save	+10
Dexterity	10	0		Reflex Save		+1
Constitution	18	+4		Will Save		+2
Intelligence	7	-2		Alignment		NG
Wisdom	12	+1		Speed			20 ft
Charisma	13	+1		Size			4’ 7”

Hit Points 42
Armor Class 14 (+3 studded leather, +1 small steel shield)
Initiative Modifier +0
Melee Attack Bonus +7
Ranged Attack Bonus +4
Weapons +1 handaxe +9 (1d6+6, x3), dagger +7 (1d4+3, 19-20, x2)
Skills Craft (blacksmith) +5 , Spot +2
Feats Great Fortitude, Power Attack, Skill Focus (craft/blacksmith), Weapon Focus (handaxe), Weapon Specialization (handaxe)
Languages: Common, Dwarven, Gnome, Goblin
Special Abilities Darkvision 60’, stonecunning, +2 racial bonus on saving throws against poison, spells and spell-like effects, +1 racial bonus to attack rolls against goblinoids, +4 dodge bonus against giants, +2 racial bonus on Appraise checks, +2 racial bonus on Craft checks related to stone or metal
Possessions +1 hand axe (x2), studded leather armor (check penalty –1), small steel shield (check penalty –1), dagger

Tasslehoff Burrfoot
Male Kender, 4th Level Rogue

Strength	13	+1		Fortitude Save	+3
Dexterity	16	+3		Reflex Save		+7
Constitution	14	+2		Will Save		+2
Intelligence	9	-1		Alignment		N
Wisdom	12	+1		Speed			30 ft
Charisma	11	0		Size			3’ 9”

Hit Points 15
Armor Class 16 (+2 leather armor, +3 Dex bonus, +1 size)
Initiative Modifier +7 (+3 Dex, +4 Improved Initiative)
Melee Attack Bonus +4
Ranged Attack Bonus +6
Weapons Masterwork hoopak (as club) +5 (1d6+1, x2), (as sling) +7 (1d4, x2), dagger +4 (1d4+1, 19-20, x2)
Skills Bluff +5, Climb +5, Decipher Script +2, Disable Device +2, Escape Artist +6, Hide +10, Intuit Direction +6, Listen +6, Move Silently +9, Open Lock +9, Pick Pocket +9, Search +4, Spot +6, Tumble +5, Use Magic Device +3
Feats Alertness, Improved Initiative
Languages: Common, Kenderspeak, Dwarven, Elven, Gnome, Goblin
Special Abilities Sneak attack +2d6, Uncanny Dodge, Evasion, Taunt (Will save DC 12) causes opponent to wildly attack for 1-10 rounds at –2 morale penalty to attack and AC), immune to fear and fear effects, small sized (+1 to AC and +1 attack bonus, +4 to Hide), +2 racial bonus to Listen, Move Silently and Spot checks, +2 racial bonus to saving throws against poison, spells, and spell-like effects
Possessions masterwork hoopak (usable as either sling or club, also makes eerie roaring noise when whirled), dagger, pouch with 10 sling bullets, leather armor, thieves’ tools, various map and scroll cases

Sturm Brightblade
Male Human, 6th Level Fighter

Strength	17	+3		Fortitude Save	+8
Dexterity	12	+1		Reflex Save		+3
Constitution	16	+3		Will Save		+4
Intelligence	14	+2		Alignment		LG
Wisdom	11	0		Speed			20 ft
Charisma	12	+1		Size			6’ 1”

Hit Points 45
Armor Class 17 (+7 half-plate armor)
Initiative Modifier +5
Melee Attack Bonus +9/+4
Ranged Attack Bonus +7/+2
Weapons +3 greatsword +13/+8 (2d6+9, 19-20, x2), dagger +9/+4 (1d4+3, 19-20, x2)
Skills Climb +5, Diplomacy +5, Handle Animal +6, Jump +4, Knowledge (nobility/royalty) +6, Ride +8, Search +4, Spot +4, Swim +5
Feats Combat Reflexes, Expertise, Improved Disarm, Improved Initiative, Iron Will, Quick Draw, Weapon Focus (greatsword), Weapon Specialization (greatsword)
Languages: Common, Elven, Solamnic
Special Abilities None
Possessions Masterwork half-plate armor* (check penalty –6), +3 greatsword, dagger
(* Sturm originally had chainmail armor, even though all the pictures of the character had him wearing plate and a shield. I compromised a little, giving him his DL5 greatsword, but replacing the chainmail with half plate.)

Goldmoon
Female Human, 5th Level Cleric

Strength	12	+1		Fortitude Save	+5
Dexterity	14	+2		Reflex Save		+3
Constitution	12	+1		Will Save		+9
Intelligence	12	+1		Alignment		LG
Wisdom	16	+3		Speed			30 ft
Charisma	17	+3		Size			5’ 7”

Hit Points 19
Armor Class 14 (+2 leather armor, +2 Dex bonus)
Initiative Modifier +2
Melee Attack Bonus +4
Ranged Attack Bonus +5
Weapons Blue crystal staff +6 (1d6+1, x2), masterwork sling +6 (1d4, x2)
Skills Concentration +4, Diplomacy +8, Heal +9, Knowledge (nature) +3, Knowledge (religion) +3, Listen +5, Perform +6, Spot +5, Wilderness Lore +6
Feats Alertness, Dodge, Iron Will
Languages: Common, Plainsman, Dwarven, Elven
Spells* 0th: 5, 1st: 4+1, 2nd: 3+1, 3rd: 2+1.
Domains* Good (+1 caster level w/Good spells), Healing (+1 caster level w/Healing spells)
Special Abilities* Turn undead, spontaneous casting.
Possessions Leather armor, masterwork sling, pouch with 10 sling bullets, blue crystal staff (acts as +2 quarterstaff as well as having healing/striking  powers; see below)
* Goldmoon does not become a full (spell-using) cleric until she finds knowledge of the true gods. She cannot use any clerical spells or powers until that occurs.

Riverwind
Male Human, 5th Level Ranger

Strength	18	+4		Fortitude Save	+5
Dexterity	16	+3		Reflex Save		+3
Constitution	13	+1		Will Save		+1
Intelligence	13	+1		Alignment		LG
Wisdom	14	+2		Speed			30 ft
Charisma	13	+1		Size			6’ 7”

Hit Points 34
Armor Class 16 (+2 leather armor, +1 small wooden shield, +3 Dex bonus)
Initiative Modifier +7
Melee Attack Bonus +9
Ranged Attack Bonus +8
Weapons +2 longsword +11 (1d8+6, 19-20, x2), masterwork dagger +10 (1d4+4, 19-20, x2), short bow +8 (1d6, x3)
Skills Animal Empathy +4, Handle Animal +4, Hide +5, Intuit Direction +6, Knowledge (nature), Listen +9, Move Silently +7, Profession (herdsman) +6, Search +6, Spot +9, Wilderness Lore +8
Feats Alertness, Improved Initiative, Lightning Reflexes, Track
Languages: Common, Plainsman, Dwarven, Elven
Spells* 1st: 1 
Special Abilities Favored enemies (animals +2, reptilian humanoids +1), virtual Feats of Ambidexterity and Two-Weapon Fighting (-4/-4 to attack, or –2/-2 to attack if off-hand weapon is light) when wearing light armor
Possessions Leather armor, small wooden shield (check penalty –1), +2 longsword, masterwork dagger, short bow, quiver with 20 arrows
* Riverwind cannot cast spells until he finds knowledge of the true gods.

Blue Crystal Staff: Goldmoon’s blue crystal staff, replaced at the end of DL1 Dragons of Despair by a +2 quarterstaff crafted from vallenwood. It is a Lawful Good item, and can only be used by those of that alignment; others who try to wield the staff take 4d6 points of electrical damage. The staff has the following powers:
1. The staff has a +2 magical attack bonus. By spending 1, 2 or 3 charges, the staff also deals an additional +3, +6 or +9 points of damage.
2. Casts any of the following divine magic spells (2 charges per level of spell):		1st level: command, cure light wounds, remove fear
 	3rd level: daylight,  remove blindness/deafness, remove curse, remove disease
	4th level: cure critical wounds
	5th level: raise dead
	7th level: greater restoration, resurrection
3. The staff teleports at its own (i.e. Dungeon Master’s) discretion, using 15 charges
4. Deflects dragon breath weapon in a 10’ radius (10 charges per use).
The staff holds up to 20 charges at a time. It regains one charge per day from the combined influences of Krynn’s three moons but can be recharged immediately and completely at the statue of Mishakal in Xak Tsaroth.
Caster Level: 13th
Prerequisites: Unique item
Market Price: N/A
Weight: 4 lbs

Staff of Magius: Raistlin’s staff, given to him when he completed his Test. Later sourcebooks ascribed the Staff of Magius with many more powers than it originally possessed; in DL5, it is given the powers of a +3 deflection bonus to AC, daylight once per day, and feather fall  once per day. It is also a +2 quarterstaff. Possible additional powers include additional spells or simulated Metamagic Feats (such as Extend Spell, Quicken Spell, Empower Spell, with the limitation that they only apply to spells cast by the wizard that relate to air, light and mind). These should be limited to wizards of 6th level or greater.
Caster Level: 8th
Prerequisites: Unique item
Market Price: N/A
Weight: 4 lbs

Miscellanous Notes: As stated in the Summary, with the exception of Tasslehoff’s kender traits none of the original Dragonlance characters used anything but the core rules for 1st edition. In this conversion I stuck as closely to that concept as possible. Later, with the release of Unearthed Arcana, many rules changes and additions were made to the Dragonlance campaign world (in the Dragonlance Adventures hardback): Knights of Solamnia with spell-casting ability and the Wizards of High Sorcery being affected by the moons and having limited spell access. Several conversions have been made online to address these later additions, for those who wish to include later rules in their 3rd edition campaigns.