D&D 5E Adventuring Party for Newbies

Here's a party of four player-characters created for newbies. I haven't looked at D&D since 3e, so if you can spot any problems with the P.C.s, please let me know. (We're starting at the 2nd level because I remember a fair amount of T.P.K. of 1st-level characters in 3e.)


Human, Light Cleric 2

Armor Class: 17 (scale mail 14, shield +2, Dex +1).

Hit Points: 17; Hit Die: 2d8+2.

Speed: 30'; Initiative: +1.

Abilities: Str 14 (+2), Dex 12 (+1), Con 14 (+2), Int 10 (+0), Wis 16 (+3), Cha 13 (+1).

Saving Throws: Wisdom +5, Charisma +3.

Senses: Passive Perception: 13.

Languages: Common, Dwarvish, Elvish, Gnomish.

Proficiencies: Bonus +2; Skill: History +2, Insight +5, Persuasion +3, Religion +2; Tool: Simple Weapons +2, Light Armor, Medium Armor, Shields.

Features and Feats: Bonus Cantrip;

Channel Divinity (1/rest): Turn Undead (D.C. 13) -- You may present your holy symbol and speak a prayer censuring the undead; Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw; A turned creature must spend its turns trying to move as far away from you as it can; Radiance of the Dawn -- You may present your holy symbol to harness sunlight, banishing darkness and dealing radiant damage to your foes; Each hostile creature within 30 feet of you must make a Constitution saving throw; A creature takes radiant damage equal to 2d10 + your cleric level on a failed saving throw, and half as much damage on a successful one.

Light Domain Spells: Burning Hands, Faerie Fire;

Shelter of the Faithful: You and your adventuring companions can expect to receive free healing and care at a temple or shrine of Belenus, though you must provide any material components needed for spells; Those who worship Belenus will support you (but only you) at a modest lifestyle;

Warding Flare: You can interpose divine light between yourself and an attacking enemy. When you are attacked by a creature within 30 feet of you that you can see, you can use your reaction to impose disadvantage on the attack roll, causing light to flare before the attacker before it hits or misses; You can use this feature a number of times equal to your Wisdom modifier.

Spellcasting: Ability: Wisdom; Bonus: +5; Save Difficulty Class: 13;

4 Cantrips Known: Light; Guidance, Resistance, Sacred Flame;

1st Level, 5 Prepared, 3 Slots, Known: Burning Hands, Faerie Fire; Bane, Bless, Command, Create or Destroy Water, Cure Wounds, Detect Evil and Good, Detect Magic, Detect Poison and Disease, Guiding Bolt, Healing Word, Inflict Wounds, Protection From Evil and Good, Purify Food And Drink, Sanctuary, Shield of Faith.

Equipment: 90 gp; Quarterstaff: +4 melee attack, 1d6+2 bludgeoning damage, or 1d8 versatile damage; Warhammer: +2 melee, 1d8+2 bludgeoning damage, or 1d10 versatile damage; scale mail armor; shield; Acolyte's Kit: holy symbol depicting a solar disk and standing stones, robes, 5 sticks of incense, prayer book, belt pouch, clothes/common; Explorer's Pack: backpack, bedroll, mess kit, tinderbox, torch (10), rations/1 day (10), waterskin, rope/hempen 50 feet; Personal: pan flute.

Background: Your village was torched during an incursion by the Unyielding Horde, and a priest of Belenus found you in shock with your parent's smoldering remains. You became an acolyte of his temple of sun, light, and warmth.

Personality: Alignment: Neutral good; Trait: You idolize Cunobelinos, the Hound of Belenus, and constantly refer to his deeds and example; Ideal: Aspiration -- You seek to prove yourself worthy of Belenus's favor by matching your actions against his teachings; Bond: You owe your life to the priest who took you in when your parents died; Flaw: You put too much trust in those who wield power within your temple's hierarchy.


Human, Champion Fighter 2

Armor Class: 16 (scale mail 14, Dex +2).

Hit Points: 20; Hit Die: 2d10+2.

Speed: 30'; Initiative: +2.

Abilities: Str 16 (+3), Dex 14 (+2), Con 14 (+2), Int 10 (+0), Wis 11 (+0), Cha 14 (+2).

Saving Throws: Strength +5, Constitution +4.

Senses: Passive Perception: 10.

Languages: Common, Gnomish.

Proficiencies: Bonus +2; Skill: Acrobatics +4, Animal Handling +2, Athletics +5, Survival +2; Tool: Simple Weapons +2, Martial Weapons +2, All Armor, Shields, Leatherworker's Tools +2, (Land) Vehicles +2.

Features and Feats: Action Surge: You can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action and a possible bonus action;

Archery Fighting Style: You gain a +2 bonus to attack rolls you make with ranged weapons;

Rustic Hospitality: You come from the ranks of the common folk, and you fit in among them with ease. You can find a place to hide, rest, or recuperate among other commoners, unless you have shown yourself to be a danger to them. They will shield you from the law or anyone else searching for you, though they will not risk their lives for you;

Second Wind: You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10+2 hp/rest.

Equipment: 85 gp; Handaxe: +5 melee attack or +6 ranged attack 20'/60', 1d6+3 slashing damage; Hand Crossbow: +6 ranged attack 30'/120', 1d6+2 piercing damage, ammunition, loading; Longbow: +6 ranged attack 150'/600', 1d8+2 piercing damage, ammunition; Longsword: +5 melee attack, 1d8+3 slashing damage or 1d10 versatile damage; Spear: +5 melee attack or +6 ranged attack, 1d6+2 piercing damage or 1d8 versatile damage; 20 arrows, scale mail armor; Explorer's Pack: backpack, bedroll, mess kit, tinderbox, torch (10), rations/1 day (10), waterskin, rope/hempen 50 feet; Folk Hero Kit: belt pouch, clothes/common, shovel; Leatherworker's Tools: knife, small mallet, edger, hole punch, thread, pot/iron, and leather scraps; Personal: a brass ring that never tarnishes.

Background: You broke-in a legendary steed and became a folk hero. Your clan-members honor this notable deed and have encouraged you to follow your destiny in their name.

Personality: Alignment: Neutral; Trait: When you set your mind to something, you follow through no matter what gets in your way; Ideal: Destiny -- Nothing and no one can steer you away from your higher calling; Bond: You wish your childhood sweetheart had come with you to pursue your destiny; Flaw: You have a weakness for the vices of those city-folk, especially hard drink.


Hill Dwarf, Hunter Ranger 2

Armor Class: 16 (scale mail 14, Dex +1, Defense +1).

Hit Points: 24; Hit Die: 2d10+3.

Speed: 25'; Initiative: +1.

Attributes: Str 14 (+2), Dex 13 (+1), Con 16 (+3), Int 10 (+0), Wis 14 (+2), Cha 9 (-1).

Saving Throws: Strength +4, Dexterity +3.

Senses: Darkvision: 60', Passive Perception: 14.

Languages: Common, Dwarvish, Orc.

Proficiencies: Bonus +2; Skill: Animal Handling +4, Athletics +4, Nature +2, Perception +4, Survival +4; Tool: Dwarven Weapons +4, Simple Weapons +4, Martial Weapons +4; Light Armor, Medium Armor, Shields; Masonry Tools +2, Drum +2.

Features and Feats: Defense Fighting Style: While you are wearing armor, you gain a +1 bonus to AC;

Dwarven Resilience: You have advantage on saving throws against poison, and you have resistance against poison damage;

Dwarven Toughness: Your hit point maximum increases by 1, and it increases by 1 every time you gain a level;

Favored Enemy: You have advantage on Wisdom (Survival) checks to track your gnolls and orcs, as well as on Intelligence checks to recall information about them;

Natural Explorer: When you make an Intelligence or Wisdom check related to mountains, your proficiency bonus is doubled if you are using a skill that you’re proficient in, mountain terrain doesn’t slow your group's travel, your group can’t become lost in the mountains except by magical means, even when you are foraging, navigating, or tracking in the mountains you remain alert to danger, if you are traveling alone, you can move stealthily at a normal pace in the mountains, when you forage in the mountains, you find twice as much food as you normally would, while tracking other creatures in the mountains, you also learn their exact number, their sizes, and how long ago they passed through the area;

Stonecunning: Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus;

Wanderer: You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.

Spellcasting: Ability: Wisdom; Bonus: +4; Save Difficulty Class: 12; 1st Level, 2 Prepared, 2 Slots, Known: alarm, hunter's mark.

Equipment: 85 gp; Greataxe: melee attack +4, 1d12+2 slashing damage, heavy, two-handed; Handaxe: melee attack +4 or ranged attack +2 20'/60', 1d6 +2 slashing damage; Warhammer: melee attack +4, 1d8+2 bludgeoning damage or 1d10 versatile damage; scale mail; Dungeoneer's Pack: backpack, crowbar, hammer, piton (10), torch (10), tinderbox, rations/1 day (10), waterskin, rope/hempen 50 feet; Mason's Tools: trowel, hammer, chisel, brushes, square; Wanderer's Kit: hunting trap, clothes/traveler's, staff, belt pouch; Personal: dried orc thumb, drum.

Background: You spent years guarding the restoration of the cliff fortress Gundarf Steen against orc incursions. After your clan's attempts to locate the Mountain Dwarf city it belonged to failed, you set out to find this Gunorie Steen through the lore of the neighboring lands.

Personality: Alignment: Lawful Neutral; Trait: You are driven by a wanderlust that led you away from home; Ideal: Honor -- If you dishonor yourself, you dishonor your whole clan; Bond: You hold no cause greater than discovering the whereabouts of the lost city of Gunorie Steen; Flaw: You are convinced of the superiority of the Gwoohnd Clan's mores.


Forest Gnome, Enchantment Wizard 2

Armor Class: 12 (without armor, Dex +2).

Hit Points: 12; Hit Die: 2d6+1.

Speed: 25'; Initiative: +2.

Abilities: Str 10 (+0), Dex 14 (+2), Con 12 (+1), Int 17 (+3), Wis 14 (+2), Cha 8 (-1).

Saving Throws: Intelligence +5, Wisdom +4.

Senses: Darkvision: 60', Passive Perception: 12.

Languages: Gnomish, Common, Dwarvish, Elvish.

Proficiencies: Bonus +2; Skill: Arcana +5, History +5, Insight +4, Investigation +5; Tool: Herbalism Tools +2, Wizard Weapons +2.

Features and Feats: Arcane Recovery: You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level.

Enchantment Savant: The gold and time you must spend to copy a Evocation spell into your spellbook is halved.

Gnome Cunning: You have advantage on all Intelligence, Wisdom, and Charisma saves against magic.

Hypnotic Gaze: Your soft words and enchanting gaze can magically enthrall another creature. If the target can see or hear you, it must succeed on a Wisdom saving throw against your wizard spell save D.C. or be charmed by you until the end of your next turn. The charmed creature is incapacitated and visibly dazed. Once the effect ends, or if the creature succeeds on its initial saving throw against this effect, you can't use this feature on that creature again until you finish a long rest.

Natural Illusionist: You know the Minor Illusion cantrip. Intelligence is your spellcasting modifier for it.

Researcher: When you attempt to learn or recall a piece of lore, if you do not know that information, you often know where and from whom you can obtain it.

Speak with Small Beasts: Through sound and gestures, you may communicate simple ideas with Small or smaller beasts.

Spellcasting: Ability: Intelligence; Bonus: +5; Save Difficulty Class: 13; # Cantrips Known: Friends, Light, Mage Hand, Minor Illusion (+3); 1st Level, 5 Prepared, 3 Slots, 8 Known: Alarm, Burning Hands, Charm Person, Detect Magic, Disguise Self, Fog Cloud, Mage Armor, Witch Bolt.

Equipment: 85 gp, component pouch, spellbook; Quarterstaff: +2 melee attack, 1d6 bludgeoning damage, or versatile damage 1d8; Herbalism Kit: clippers, mortar and pestle, pouches and vials, backpack; Sage's Kit: journal, bottle of ink, quill, parchment/1 sheet (10), clothes/common; Personal: letter from a dead colleague urging you to halt your inquiries.

Background: You became a sage and learned herbalism and enchantment while working as a scribe at the Library of Gnome Dale. While studying the texts there, you found one so dangerous you hid it before setting out to discover its history.

Personality: Alignment: Neutral Good; Trait: You're used to helping out those who aren't as smart as you are, and you patiently explain anything and everything to others; Ideal: Knowledge -- You believe the path to power and self-improvement is through knowledge; Bond: You have an ancient text hidden that holds terrible secrets that must not fall into the wrong hands; Flaw: You are easily distracted by the promise of information.


Wood Elf, Swashbuckler Rogue 2

Armor Class: 14 (leather 11, Dex +3).

Hit Points: 13; Hit Die: 2d8.

Speed: 35'; Initiative: +3.

Abilities: Str 10 (+0), Dex 16 (+3), Con 10 (+0), Int 14 (+2), Wis 11 (+0), Cha 14 (+2).

Saving Throws: Dexterity +5, Intelligence +4.

Senses: Darkvision: 60', Passive Perception: 12.

Languages: Elvish, Common, Thieves' Cant.

Proficiencies: Bonus +2; Skill: Acrobatics +5, Deception +4, Insight +4, Investigation +4, Perception +2, Sleight of Hand +7, Stealth +5; Tool: Elf Weapons +2, Simple Weapons +2, Light Armor, Dice +2, Disguise Kit +2, Thieves' Tools +2.

Features and Feats: Criminal Contact: You have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you;

Cunning Action: Your quick thinking and agility allow you to move and act quickly. You can take a bonus action of Dash, Disengage, or Hide on each of your turns in combat;

Expertise: Your proficiency bonus is doubled for any ability check you make that uses two of your chosen proficiencies -- Insight and Sleight of Hand;

Fey Ancestry: You have advantage on saving throws against being charmed, and magic can't put you to sleep;

Keen Senses: You have proficiency in the Perception skill;

Mask of the Wild: You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena;

Sneak Attack: You know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon; You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll;

Trance: You meditate deeply, remaining semi-conscious, for 4 hours a day. After resting in this way, you gain the same benefit a human would from 8 hours of sleep.

Equipment: 90 gp; Dagger: +5 melee attack or +5 ranged attack 20'/60', 1d4+3 piercing damage, finesse; Dart: +5 ranged attack 20'/60', 1d4+3 piercing damage, finesse; Rapier: +5 melee attack, 1d8+3 piercing damage, finesse; Shortbow: +5 ranged attack 80'/320', 1d6+3 piercing damage, ammunition; 20 arrows, leather armor; Burglar's Pack: backpack, bag of 1,000 ball bearings, 10 feet of string, bell, 5 candles, crowbar, hammer, 10 pitons, hooded lantern, 2 flasks of oil, 5 days rations, a tinderbox, waterskin, rope/hempen 50 feet, clothes/dark common; Disguise Kit: cosmetics, hair dye, and small props; Thieves' Tools: small file, set of lock picks, small mirror mounted on a metal handle, set of narrow-bladed scissors, pair of pliers; Personal: dice set +2, small metal urn containing some of the ashes of a immolated man.

Background: You were a spy and blackmailer for the Lord of Firebloom but abandoned your post, and the Vespa Forest, after a rival of the Lord was executed for activities you invented.

Personality: Alignment: Chaotic neutral; Trait: You always have a contingency plan; Ideal: Freedom -- You believe that chains are meant to be broken, as are those who would forge them; Bond: You wish to salve your guilt for framing an innocent; Flaw: You have an urge to swindle the powerful.
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Quick glance seems that the AC for the cleric and fighter are low since they are wearing leather armor. Clerics can start with scale mail or chain if they are a dwarf. Fighters can just start with chain mail.

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