Magical Role. Choose a role for the spellcaster: healer or mage. Your choice determines which spellcasting traits to use.
Quarterstaff. Melee weapon attack: +2 to hit, reach 5 ft., one target. Hit 3 (1d6) bludgeoning damage, or 4 (1d8) bludgeoning damage if used with two hands.
Spellcasting (Healer)
The spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks).
The spellcaster has the following cleric spells prepared:
Cantrips (at will): guidance, sacred flame.
1st level (2 slots): Cure wounds.
Spellcasting (Mage)
The spellcasting ability is Intelligence (spell save DC 12, +4 to hit with spell attacks).
The spellcaster has the following wizard spells prepared:
Cantrips (at will): fire bolt, light
1st level (2 slots): sleep
Helpful. The expert can take the help action as a bonus action.
Tools. The expert has thieves tools and a musical instrument.
Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) piercing damage.
Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) piercing damage.
Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 6 (1d8+2) piercing damage.
Martial Role. The warrior has one of the following traits of your choice:
Attacker. The warrior gains a +2 bonus to all attack rolls.
Defender. The warrior gains the protection reaction below.
Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8+2) slashing damage, or 7 (1d10+2) slashing damage if used with 2 hands.
Longbow. Ranged Weapon Attack: +3 to hit, range 150/600 ft., one target. Hit: 5 (1d8+1) piercing damage.
Reactions:
Protection (defender only). The warrior imposes disadvantage on the attack roll of a creature within 5 ft. of it whose target is not the warrior. The warrior must be able to see the attacker.