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The Unfinished Oasis

Six pregenerated adventurers—level 3, standard array, 5e (2014 rules). Pick one; your DM will hand you a secret faction card separately.

CharacterClass & roleComplexityOne line
Dara StoneveinDwarf Fighter—armored wall★☆☆ simplestEx-caravan guard who lost a caravan to these storms. Hits things, protects people, refuses to fall over.
Korrin RedsandHalf-orc Barbarian—unstoppable★☆☆ simplestDesert-born camel drover and camp cook. Gentle until the rage comes; nearly unkillable while it lasts.
Sel “Inkfinger”Halfling Rogue—sneak & skills★★☆A cartographer sent to map a place that punishes mapmakers. Strikes from hiding, opens what’s locked.
Brother/Sister HeskHuman Cleric of Shaundakul—storm-priest & healer★★☆A road-priest of the god of travelers. Armored, thunder-voiced, keeps everyone standing.
Qamar “Sixteen-Strings”Human Bard—face & support★★★A caravan storyteller collecting the storm’s rumors. Talks anyone into anything; makes the party better.
Vashti of the Nine WellsHuman Druid—desert magic & shapes★★★A hermit who tends the desert’s forgotten wells. Shapes sand, fire, and silence; becomes the animal the moment needs.

How to read your sheet

Party balance note for the table: any four of the six work. Strongest spread keeps at least one of Dara/Korrin (front line) and one of Hesk/Qamar/Vashti (healing).

★☆☆

Dara Stonevein

Mountain Dwarf Fighter 3 (Champion) · Soldier (caravan guard) · pronouns: your choice · Lawful Good

Str
+3
17
Dex
+0
10
Con
+3
16
Int
−1
8
Wis
+1
13
Cha
+1
12
Armor Class
18
chain mail + shield
Hit Points
31
hit dice 3d10
Speed
25 ft
not slowed by armor
Initiative
+0
prof. bonus +2

Attacks

WeaponHitDamage
Warhammer (with shield)+51d8+5 bludgeoning
Warhammer (two hands)+51d10+3 bludgeoning
Handaxe ×2 (thrown 20/60)+51d6+3 slashing

Saves & Skills

Saves: Str +5, Con +5 (others = ability mod)
Skills: Athletics +5, Intimidation +3, Perception +3, Survival +3
Passive Perception 13 · Darkvision 60 ft

Gear

Chain mail, shield (battered caravan-company crest), warhammer, 2 handaxes, backpack, bedroll, 50 ft rope, waterskin, whetstone, dice set, smith’s tools, 18 gp, and a cracked compass that belonged to your old caravan-master.

Features (plain language)

  • Second Wind (bonus action, 1/rest): heal yourself 1d10+3.
  • Action Surge (1/rest): take one extra action this turn—usually a second attack.
  • Improved Critical: you crit on 19 and 20.
  • Dueling style: already included—+2 damage with one-handed weapon (the 1d8+5 line).
  • Dwarven Resilience: advantage on saves vs. poison; resistance to poison damage. (Very relevant where you’re going.)
  • Stonecunning: add +4 to Intelligence (History) about stonework—carved rocks, cairns, old wells…
Your go-to turn
March to the biggest threat and attack: +5 to hit, 1d8+5 damage. Big moment? Action Surge and attack again. Bloodied? Second Wind (bonus action) heals 1d10+3. Stand between danger and the squishy people—that’s the whole job, and you’re built for it.

You shine when: something needs guarding—a hearth, a door, a dying stranger, a friend at half hit points.

Who you are

Twenty-two years walking caravans across this desert without losing a single soul under your watch. Eight months ago the unnatural storms took your whole column—camels, cargo, and the four guards you trained. You walked out alone. You don’t talk about it, but you count heads constantly, and you have not taken a contract since. This one, you volunteered for.

Personality: blunt, watchful, dry humor that surprises people. Ideal: nobody gets left behind—nobody. Bond: the cracked compass; you’ll return it to the caravan-master’s family when the route is safe again. Flaw: you’d rather take the hit than watch someone else take it, even when that’s tactically stupid.

Suggested faction pairing: Lords’ Alliance (reopen the route) or Order of the Gauntlet (someone caused those storms).

★☆☆

Korrin Redsand

Half-Orc Barbarian 3 (Path of the Totem Warrior—Bear) · Outlander (drover) · pronouns: your choice · Neutral Good

Str
+3
17
Dex
+2
14
Con
+2
14
Int
−1
8
Wis
+1
12
Cha
+0
10
Armor Class
14
unarmored defense
Hit Points
32
hit dice 3d12
Speed
30 ft
 
Initiative
+2
prof. bonus +2

Attacks

WeaponHitDamage
Greataxe+51d12+3 slashing (+2 more while raging)
Javelin ×4 (thrown 30/120)+51d6+3 piercing
Unarmed / improvised (ladle?)+51+3 bludgeoning

Saves & Skills

Saves: Str +5, Con +4 (others = ability mod)
Skills: Athletics +5, Survival +3, Perception +3, Animal Handling +3, Intimidation +2
Passive Perception 13 · Darkvision 60 ft

Gear

Greataxe, 4 javelins, explorer’s pack, cook’s ladle and spice pouch (your real treasures), a camel-hair blanket, hunting trap, 10 gp, and a string of clay beads—one for every animal you’ve ever driven safely across the desert.

Features (plain language)

  • Rage (bonus action, 3/long rest, ~1 min): +2 melee damage, advantage on Strength checks/saves, and—Bear Totemresistance to ALL damage except psychic (everything hits you for half).
  • Reckless Attack: declare it on your first attack—advantage on your melee attacks this turn, but attacks against you also have advantage. (While raging: who cares, it’s half damage.)
  • Danger Sense: advantage on Dexterity saves vs. things you can see (traps, spells, tail-stingers).
  • Relentless Endurance (1/long rest): drop to 0 HP → drop to 1 instead.
  • Savage Attacks: on a melee crit, roll one extra damage die.
  • Spirit Seeker: ritual-cast speak with animals. Camels have opinions.
Your go-to turn
Rage (bonus action), charge the scariest thing, Reckless Attack with the greataxe: +5 with advantage, 1d12+5. You take half damage from nearly everything while raging, so let them hit you. If you somehow drop, Relentless Endurance keeps you at 1 HP once per day.

You shine when: the party needs a wall that walks—and around a cookfire, where you’re a different person entirely.

Who you are

Born in the deep desert, raised driving camels between wells your grandmother taught you to find by smell. You cook for every caravan you guard—feeding people is how you say what you don’t have words for. The storms have been swallowing the old ways: three wells gone dark, herds scattered, routes dying. Something is wrong with the desert, and the desert is family.

Personality: soft-spoken, slow to anger, and then—not. You feed everyone, and judge people by whether they thank the cook. Ideal: the desert doesn’t belong to anyone; everyone belongs to the desert. Bond: the clay beads—every life delivered safely. You intend to keep adding beads. Flaw: once the rage comes, stopping is genuinely hard; you are ashamed of this.

Suggested faction pairing: Emerald Enclave (the desert’s balance is broken) or Order of the Gauntlet.

★★☆

Sel “Inkfinger” Underbough

Lightfoot Halfling Rogue 3 (Thief) · Guild Artisan (cartographers’ guild) · pronouns: your choice · Chaotic Good

Str
−1
8
Dex
+3
17
Con
+2
14
Int
+1
13
Wis
+1
12
Cha
+0
11
Armor Class
15
studded leather
Hit Points
24
hit dice 3d8
Speed
25 ft
 
Initiative
+3
prof. bonus +2

Attacks

WeaponHitDamage
Shortbow (range 80/320)+51d6+3 piercing
Shortsword+51d6+3 piercing
Dagger ×2 (thrown 20/60)+51d4+3 piercing

Sneak Attack +2d6 once per turn, when you have advantage or an ally is within 5 ft of your target.

Saves & Skills

Saves: Dex +5, Int +3 (others = ability mod)
Skills: Stealth +7, Investigation +5, Perception +3, Sleight of Hand +5, Insight +3, Persuasion +2
Tools: thieves’ tools +5, cartographer’s tools +5
Passive Perception 13

Gear

Studded leather, shortbow + 20 arrows, shortsword, 2 daggers, thieves’ tools, cartographer’s tools, spyglass (guild-issued, dented), oilskin map case, charcoal sticks, 22 gp, and a half-finished map of the deep desert with a mile-wide blank circle in the middle.

Features (plain language)

  • Cunning Action (bonus action, every turn): Dash, Disengage, or Hide.
  • Fast Hands (bonus action): use thieves’ tools, pick a pocket, or use an object. You can pull levers, sweep ash, and turn kettle hooks fast.
  • Second-Story Work: climb at full speed; longer running jumps.
  • Lucky (halfling): reroll any natural 1 on a d20. Keep the new roll.
  • Brave: advantage on saves vs. being frightened.
  • Halfling Nimbleness: move through the space of anyone bigger than you.
  • Naturally Stealthy: you can hide behind your own party members.
Your go-to turn
Hide (bonus action—behind Korrin counts), then shoot with advantage: +5, 1d6+3 plus 2d6 sneak attack. In melee, stand next to an ally’s enemy and stab for the same bonus. If anything looks at you funny, Disengage (bonus action) and walk away free.

You shine when: there’s a lock, a trap, a pocket, a mechanism, or a secret—and this adventure is made of mechanisms and secrets.

Who you are

The guild’s best young surveyor, sent to chart the storm phenomenon “for the safety of future travelers.” You’ve mapped sewers, cliff roads, and one active volcano. But this place is different: your instruments lie here, your bearings drift, and you’ve started to suspect the blank circle on your map is blank because something wants it blank. You’ve heard desert stories about what happens to people who map hidden things. You’re carrying the map anyway.

Personality: endlessly curious, quietly competitive, narrating distances under your breath. Ideal: a good map saves a hundred lives that never know its maker’s name. Bond: the unfinished map—completing it is the commission of a lifetime. Flaw: you have never once left a secret alone, even when every sign said to.

Suggested faction pairing: Harpers (information wants to be free—carefully) or Lords’ Alliance (a charted route is a safe route).

★★☆

Brother/Sister Hesk

Human Cleric 3 (Tempest Domain) of Shaundakul, god of travelers · Acolyte · title & pronouns: your choice · Neutral Good

Str
+2
15
Dex
−1
9
Con
+2
14
Int
+1
12
Wis
+3
16
Cha
+1
13
Armor Class
18
chain mail + shield
Hit Points
24
hit dice 3d8
Speed
30 ft
 
Initiative
−1
prof. bonus +2

Attacks & casting

AttackHitDamage
Warhammer+41d8+2 bludgeoning
Sacred flame (cantrip, 60 ft)Dex save DC 131d8 radiant, ignores cover

Spell save DC 13 · spell attack +5. Slots: 4 × 1st, 2 × 2nd.

Spells (one-liners)

Cantrips: sacred flame (above) · guidance (touch an ally: +1d4 to one skill check) · thaumaturgy (booming voice, wind gusts, trembling ground—free drama).

1st: bless (3 allies add +1d4 to attacks & saves—your best opener) · healing word (bonus action, 60 ft, 1d4+3) · cure wounds (touch, 1d8+3) · guiding bolt (+5, 4d6 radiant, next attack on target has advantage) · fog cloud* · thunderwave* (15-ft blast, Con save, 2d8 + shove 10 ft).

2nd: spiritual weapon (bonus action: floating hammer, +5, 1d8+3, every turn) · lesser restoration (cure poison, disease, blindness, paralysis—remember this one) · gust of wind* · shatter* (10-ft radius, Con save, 3d8 thunder).

*Domain spells—always ready, don’t count against your six prepared.

Features (plain language)

  • Wrath of the Storm (reaction, 3/long rest): when someone within 5 ft hits you, they take 2d8 lightning or thunder (Dex save DC 13 for half). The sky answers back.
  • Channel Divinity (1/rest): Destructive Wrath—your next thunder/lightning damage is automatically maximum (a Destructive Wrath shatter is 24 damage flat), or Turn Undead.
  • Ritual casting: some spells can be cast slowly without spending a slot.

Saves & Skills

Saves: Wis +5, Cha +3 (others = ability mod)
Skills: Insight +5, Medicine +5, Religion +3, Persuasion +3
Passive Perception 13
Your go-to turn
Round 1: bless three allies and keep it running. Round 2: spiritual weapon (bonus action) plus sacred flame or warhammer. Someone drops? healing word is a bonus action from 60 ft—you barely break stride. Poison? You are the only one carrying lesser restoration.

You shine when: travelers are in danger—which is your god’s entire portfolio, and the reason you exist.

Who you are

A road-priest of Shaundakul, the Helping Hand—god of travelers, caravans, and the wind. Your order maintains waystation shrines: you’ve spent ten years digging out wells, marking safe paths, and burying the ones you found too late. The storms have unmade a decade of your work in a season. The wind is your god’s voice, and lately the wind sounds wrong—like something is wearing it.

Personality: unhurried, hospitable—water before words, for every stranger. Ideal: the road belongs to everyone; a shrine that turns someone away is a wall, not a shrine. Bond: every traveler who dies on a path you could have marked is on your ledger. Flaw: you trust anyone who claims to serve travelers—perhaps too readily.

Suggested faction pairing: Order of the Gauntlet (a fiend’s hand in this) or Harpers.

★★★

Qamar “Sixteen-Strings”

Human Bard 3 (College of Lore) · Entertainer (caravan storyteller) · pronouns: your choice · Chaotic Good

Str
−1
9
Dex
+2
15
Con
+2
14
Int
+0
11
Wis
+1
13
Cha
+3
16
Armor Class
13
leather armor
Hit Points
24
hit dice 3d8
Speed
30 ft
 
Initiative
+2
prof. bonus +2

Attacks & casting

AttackHitDamage
Rapier+41d8+2 piercing
Dagger (thrown 20/60)+41d4+2 piercing
Vicious mockery (cantrip, 60 ft)Wis save DC 131d4 psychic + disadvantage on their next attack

Spell save DC 13 · spell attack +5. Slots: 4 × 1st, 2 × 2nd.

Spells known (one-liners)

Cantrips: vicious mockery (above—insults that wound) · minor illusion (a sound or a small image, anywhere within 30 ft).

1st: healing word (bonus action, 60 ft, 1d4+3) · dissonant whispers (Wis save, 3d6 psychic + target flees, letting allies swing at it) · faerie fire (Dex save: outlined targets are hit with advantage by everyone).

2nd: heat metal (2d8 fire, no save, they drop their weapon or cook in their armor) · hold person (Wis save: paralyzed—melee hits become crits) · invisibility (touch, 1 hour, until they attack/cast).

Features (plain language)

  • Bardic Inspiration (bonus action, 3/rest): give an ally a d6 they can add to one attack, check, or save within 10 min.
  • Cutting Words (reaction): subtract a d6 from an enemy’s attack roll, check, or damage—yes, you can turn a hit into a miss after the DM says the number.
  • Jack of All Trades: +1 to every check you’re not proficient in (already a bard tax refund).
  • Song of Rest: during a short rest, everyone who spends hit dice heals +1d6.
  • Expertise: Persuasion and Insight at double proficiency.

Saves & Skills

Saves: Dex +4, Cha +5
Skills: Persuasion +7, Insight +5, Performance +5, Acrobatics +4, Arcana +2, everything else +1
Passive Perception 12
Your go-to turn
Bardic Inspiration to whoever’s about to do something big (bonus action), then dissonant whispers or vicious mockery. Hold your reaction for Cutting Words—the single most satisfying “no” in the game. Stay behind Dara or Korrin; your armor is a shirt.

You shine when: there’s someone to persuade, someone to see through, or a story with a missing ending. This adventure has all three.

Who you are

You’ve sung in every caravanserai on three routes, and you collect unfinished stories the way others collect coins—the ballad with the lost last verse, the joke whose teller died before the punchline. Lately every campfire tells the same unfinished story: a storm with a calm eye, a green place inside it that nobody can find twice. Your sixteen-string oud belonged to your teacher, who vanished on this route two years ago. Verse by verse, you’re going to finish her last song.

Personality: warm, quick, filing away everything people say for later—kindly, mostly. Ideal: a story left unfinished belongs to everyone; that’s not a flaw, it’s an invitation. Bond: the oud, and the vanished teacher whose song lacks its final verse. Flaw: you cannot resist pulling on a loose narrative thread, whatever it unravels.

Suggested faction pairing: Harpers (obviously) or Lords’ Alliance.

★★★

Vashti of the Nine Wells

Human Druid 3 (Circle of the Land—Desert) · Hermit (well-keeper) · pronouns: your choice · True Neutral

Str
−1
9
Dex
+2
14
Con
+2
15
Int
+1
13
Wis
+3
16
Cha
+0
11
Armor Class
15
leather + wooden shield
Hit Points
24
hit dice 3d8
Speed
30 ft
 
Initiative
+2
prof. bonus +2

Attacks & casting

AttackHitDamage
Quarterstaff (with shillelagh)+51d8+3 bludgeoning, counts as magic
Produce flame (cantrip, thrown 30 ft)+51d8 fire (also a free torch in your palm)

Spell save DC 13 · spell attack +5. Slots: 4 × 1st, 2 × 2nd.

Spells (one-liners)

Cantrips: shillelagh (bonus action: your staff fights with your Wisdom—the +5/1d8+3 line) · produce flame (above) · mold earth (sculpt, shift, and shape loose earth and sand—in a desert adventure, be creative). (DM: swap mold earth for guidance if not using Elemental Evil cantrips.)

Circle spells—always ready: blur (attacks against you have disadvantage) · silence (20-ft sphere of absolute quiet: no sound, no spells with spoken words. Keep this one loaded. Trust me.)

1st: cure wounds (touch, 1d8+3) · healing word (bonus action, 60 ft, 1d4+3) · entangle (20-ft square of grasping growth, restrains) · faerie fire (outlined targets get hit with advantage).

2nd: spike growth (20-ft radius of hidden thorns, 2d4 per 5 ft moved—a storm of scorpions hates this) · flaming sphere (bonus action each turn: ram a rolling ball of fire, 2d6).

Features (plain language)

  • Wild Shape (2/short rest, 1 hour): become a beast of CR ¼ or less (no flying/swimming). Favorites: wolf (pack tactics—advantage next to an ally), camel (carry everyone’s gear, blend in), mastiff. You use the beast’s body, keep your mind.
  • Natural Recovery (1/day, on a short rest): recover spell slots totaling 2 levels—two 1sts, or one 2nd.
  • Ritual casting and an herbalism kit (you brew healing potions, given downtime).

Saves & Skills

Saves: Int +3, Wis +5
Skills: Perception +5, Survival +5, Medicine +5, Religion +3
Passive Perception 15—highest in the party; you notice things first
Your go-to turn
Shape the battlefield first: spike growth or entangle where the enemies want to walk, then produce flame from range. Healing word is a bonus action when someone drops. And if sound itself ever becomes the enemy’s weapon—you carry silence, and nobody else does.

You shine when: the desert itself is the puzzle—tracks, weather, wells, and things that grow where nothing should.

Who you are

For eleven years you have walked a lonely circuit of nine forgotten wells, keeping them clear for travelers who will never learn your name. The desert talks to those who listen that long: this year it has been shouting. Three of your wells now stand inside the storm-belt. The oldest well—the one your predecessor called “the well that listens back”—has begun repeating words no one said into it. You went to the factions because for the first time in eleven years, you don’t understand your desert. That frightens you more than any storm.

Personality: still, patient, precise on the rare occasions you speak; uncomfortable indoors. Ideal: water belongs to the thirsty—the moment it has an owner, it has a price, and prices kill. Bond: the nine wells; they are your congregation. Flaw: you trust the desert’s judgment over people’s—including, sometimes, your friends’.

Suggested faction pairing: Emerald Enclave (natural fit).

The Unfinished Oasis is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC. Stat blocks adapt content from the System Reference Document 5.1 (CC-BY-4.0, Wizards of the Coast).