D&D 5E Evil Campaign Revival

Steve Gorak

Adventurer
This was my character before the crash; I was still hesitating between patrons and invocations

succubus_philosopher_with_imp.jpg

Name: Ataxa, the fallen Angel, lady of lies and deceipt
Class: Warlock 4 (pact of the chain)
Race: Tiefling
Background: Acolyte noble hybrid
Size: Medium (5'6", 125 lbs)
Gender: Female
Alignment: Lawful Evil

STR: 11 (+0) [11]
DEX: 20 (+5) [18 + 2 ASI
CON: 18 (+4) [18]
INT: 16 (+3) [15+ 1 racial]
WIS: 17 (+3) [17] Save:+5
CHA: 20 (+5) [17 +1 actor +2 racial] Save:+7

HP: 39 (8+3d8+16)
Temp HP: [from armor of agathis or dark one's blessing]
AC: 17 (2 studded leather + 5 dex)
Speed: 30 (ground and flight)
Init: +5
Passive Perception: 13

Code:
Skills:                  Abilities:
Acrobatics         +5    Darkvision
Animal Handling    +3    Hellish resistance: Resistance to fire damage
Arcana             +3    
Athletics          +0    Wings: flight speed of 30 (assumed wing span of 10 feet)
*Deception         +7    
History            +3    Advantage on saves against magic from Imp or quasit familiar when familiar is within 10 ft   
*Insight           +5    
*Intimidation      +7    
Investigation      +3    
Medicine           +3      
Nature             +3           
Perception         +5 
Performance        +5    
*Persuasion        +7    
Religion           +3
Sleight of Hand    +5
Stealth            +5
Survival           +3

[b]MELLEE[/b]
Weapon                                  Attack  Damage    Type  Range     Note
light crossbow                          +7      1d8+5      P     80/320   2 handed  
Dagger (1 handed)                       +7      1d4+5      P     20/60
Dagger (off hand)                       +7      1d4        P     20/60


Proficiencies
Armor: Light
Weapons: Simple weapons
Tools: none
Saves: Wisdom & Charisma
Skills from class: Deception (advantage when passing as a different person - feat), intimidation
Skills from background: Persuasion, insight
Skills from race: none

Languages: common, infernal, elvish (from background), dwarvish (from background)

CLASS FEATURES

Dark One’s Blessing
Starting at 1st level, when you reduce a hostile creature
to 0 hit points, you gain temporary hit points equal to your
Charisma modifier + your warlock level: 9

Pact of the chain
You learn the find familiar spell and can cast it as a
ritual. The spell doesn’t count against your number of
spells known.
When you cast the spell, you can choose one of the
normal forms for your familiar or one of the following
special forms: imp, pseudodragon, quasit, or sprite.
Additionally, when you take the Attack action, you can
forgo one of your own attacks to allow your familiar to
make one attack o f its own.
Errata: When you let your familiar attack, it does so with its reaction

Eldrich evocations:
Mask of many faces: disguise self at will
Misty visions: silent image at will

3 cantrips: Friends,
lightning lure
minor illusion

5 spells known (max 3 lvl 2)
lvl 1:
hex
armor of agathis
Bonus from pact: Find Familiar

level 2
mirror image
darkness
scorching ray

FEATS
Actor: +1 cha
- You have advantage on Charisma (Deception) and Charisma (Performance) checks when
trying to pass yourself o ff as a different person.
- You can mimic the speech of another person or the
sounds made by other creatures. You must have
heard the person speaking, or heard the creature
make the sound, for at least 1 minute. A su ccessful
W isdo m (Insight) che ck contested by your Charisma
(D eception) check allow s a listener to determine that
the effect is faked

Second feat tbd




EQUIPMENT
• a light crossbow and 20 bolts
• (a) a com ponent pouch or (b) an arcane focus
• a dungeoneer’s pack
• Leather armor, any simple w eapon, and tw o daggers


Money: 2500

Magic item: ring of spell storing (1x hex at lvl 1, 1x armor of agathis at level 2, 1x darkness level 2)


Personality Trait: I've enjoyed fine food, drink, and high society among my temple’s elite. Rough living grates on me.
Ideal: Power. I hope to one day rise to the top of my faith’s religious hierarchy
Bond: I would die to fulfill my father's bidding.
Flaw: I remember every insult I’ve received and nurse a silent resentment toward anyone who’s ever wronged me[/code]

History
Ataxa was conscious at birth, fully aware of her destiny, being the child of Belaphoss. The cultist around her did not heal the mortal vessal that was her mother, and the elvish woman died. Stuck with unbearable grief, she proceeded to slay them visciously, in an almost uncrontollable rage, eating their flesh afterwards to appease her growing hunger.
This was fifteen years ago and she has grown in sophistication since. She was raised and has her rightful place in the church of XXXX, where her talents are put to use for the benefit of her father.
 
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Here is Jareth

drowv2.jpg

Name: Jareth
Race: Half-Drow Elf
Class: Mystic (Order of the Awakened) 4
Background: Urchin
Alignment: Neutral Evil
Experience: 2700

ABILITIES
Strength: 21 (+5)
Dexterity: 20 (+5)
Constitution: 17 (+3)
Intelligence: 20 (+5)
Wisdom: 15 (+2)
Charisma: 19 (+4)

AC: 17 (18 w/ Iron Durability)
Initiative: +5
Speed: 30 ft
HP: 35
Hit Dice: 4 d8
Proficiency Bonus: +2

OFFENSE:
Spear +7 1d6+5 piercing 20/60 3 lb. thrown, versatile (1d8)
Dagger +7 1d4+5 piercing 20/60 1 lb. finesse, light, thrown



SAVES:
Intelligence, Wisdom

SKILLS:
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*=Proficiencies
**=Expertise

Acrobatics: +5
Animal Handling: +2
*Arcana: +7
Athletics: +5
**Deception: +8
History: +5
*Insight: +4
Intimidation: +4
*Investigation: +7
Medicine: +2
Nature: +5
*Perception: +5
Performance: +4
*Persuasion: +6
Religion: +5
*Sleight of Hand: +7
*Stealth: +7
Survival: +2
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Passive Perception: 12

PROFICIENCIES AND LANGUAGES
Languages: Common, Elvish, Dwarvish
Armor: Light armor, medium armor
Weapons: Simple weapons
Tools: Disguise Kit, Thieves’ Tools, Forgery Kit

FEATURES AND TRAITS:

Feats:
Skilled (Insight, Perception, and Forgery Kit)
Lucky (3 Luck Points)

Race:
Darkvision: 60ft
Fey Ancestry: Advantage on saving throws against charmed, magic cannot put you to sleep
Drow Magic:
I know the Dancing Lights cantrip.
Once I reach 3rd level, I can cast the Faerie Fire spell once per long rest.
Once I reach 5th level, I can also cast the Darkness spell once per long rest.
Charisma is my spellcasting ability for these spells. Save DC 14

Background:
Feature: City Secrets
You know the secret patterns and flow to cities and can find passages through the urban sprawl that others would miss. When not in combat you (and companions you lead) can travel between any two locations in the city twice as fast as your normal speed would allow.

Class:
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Psionics
Psi Points: 17 (Limit: 3)

Mystical Recovery:
Starting at 2nd level, you draw vigor from the psi energy you use to power psionic disciplines associated with your Mystic Order.
Whenever you spend psi points on a psionic discipline of your order, you regain hit points equal to your Intelligence modifier if your current hit point total equals half your hit point maximum or less.




Strength of Mind:
Even the simplest psionic techniques require a deep understanding of how psionic energy can augment mind and body. This understanding allows you to alter your defenses to better deal with threats.
Starting at 4th level, you can replace your proficiency in Wisdom saving throws whenever you finish a short or long rest. To do so, choose Strength, Dexterity, Constitution, or Charisma. You gain proficiency in saves using that ability, instead of Wisdom. This change lasts until you finish your next short or long rest.

Mystic Order (Order of the Awakened)
Mind Mastery:
At 1st level, you gain the mind meld and thought spear psionic talents (these are in addition to the talents you gain in the Mystic table). If you already have either one, you can pick any other talent to replace it.

Awakened Expertise:
Starting at 1st level, your focused mental training grants you extended knowledge. You gain proficiency in two skills of your choice. In addition, choose one skill you are proficient in.
Your proficiency bonus is doubled for any ability check you make that uses that skill.

Psionic Investigation:
At 3rd level, you can focus your mind to read the psionic imprint left on an object. If you hold an object and concentrate on it for 10 minutes (as if concentrating on a psionic discipline), you learn a few basic facts about it. You gain a mental image from the object’s point of view, showing the last creature to hold the object, regardless of how long ago it was last handled. You also learn of any events that have occurred within 20 feet of the object within the past 24 hours. The events you perceive unfold from the object’s perspective. You see and hear such events as if you were there, but can’t use other senses. Additionally, you can embed an intangible psionic sensor within the object. For the next 24 hours, you can use an action to learn the object’s location relative to you (its distance and direction) and to look at the object’s surroundings from its point of view as if you were there. This perception lasts until the start of your next turn.
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EQUIPMENT
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Small Knife
Map of the city I grew up in
Pet spider
Set of common clothes
A belt pouch
Spear
Mace
Explorer’s Pack
Studded Leather
Dagger x 5
Thieves’ tools
Disguise Kit
Forgery Kit
Acid (vial) x4
Alchemist’s fire (flask) x2
Poison, basic (vial) x3
Clothes, fine
Clothes, Traveler’s
Potion of healing x4
Caltrops (bag of 20)
Belt of the Giant Strength (Hill Giant)
1711 gp
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DESCRIPTION
Age: 35
Height: 5’ 9
Weight: 153 lbs
Eyes: Purple
Skin: Black
Hair: Silver
Description: Jareth is tall and lithe. His parentage is apparent by his dark skin, silver hair and deep purple eyes. This is why he wears a deep hooded cloak to hide his features. The most notable feature is a nasty scar which encircles the front of his neck. His voice is raspy and raw and it seems to hurt when he speaks much above a whisper.



Talents: (Save DC: 15)
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Mind Meld:
As a bonus action, you can communicate telepathically with one creature you can see within 120 feet of you. You don’t need to share a language with a creature for it to understand your telepathic utterances, and the creature understands you even if it lacks a language. You can allow a creature to respond to you telepathically, but it must understand at least one language in order to communicate this way. This ability to communicate lasts until the start of your next turn. You can’t communicate with an unwilling creature.

Thought Spear:
As an action, you psychically strike one creature that you can see within 120 feet of you. The target must succeed on an Intelligence saving throw or take 1d8 psychic damage. The talent’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Blade Meld:
As an action, you cause one simple or martial melee weapon you are holding to dissolve into your body. This process is harmless to you and the weapon. Until the weapon reappears, it is inaccessible, as are any of its properties. You can have only one weapon at a time affected in this way. You can summon the weapon to your hand as a bonus action. It reappears in your space if you are unconscious or dead.

Mind Thrust:
As an action, you blast psychic energy at one creature that you can see within 5 feet of you. The target must succeed on an Intelligence saving throw or take 1d6 psychic damage. If the target takes any of this damage, you can push it up to 10 feet away from you. The talent’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
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Disciplines: (Save DC: 15)
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Conquering Mind
Lesser discipline (awakened)
By channeling psionic power, you gain the ability to control other creatures by substituting your will for their own.

Psychic Focus:
While focused on this discipline, you gain proficiency in one of the following skills of your choice: Deception, Intimidation, Performance, or Persuasion. You can change the chosen skill each time you apply your focus to this discipline.

Exacting Query (2):
As an action, you target a creature that you can see within 120 feet of you. The target must make an Intelligence saving throw(it succeeds automatically if it is immune to being charmed). On a failed save, the target truthfully answers one brief question you ask it as part of this action, provided that it understands the question. On a successful save, the target is unaffected, and you can’t use this ability on it again until you finish a long rest.

Occluded Mind (2):
As an action, you target a creature that you can see within 120 feet of you. The target must make an Intelligence saving throw (it succeeds automatically if it is immune to being charmed). On a failed save, the target believes one statement of your choice for the next 5 minutes, provided that it understands the statement. The statement can be up to ten words long, and must describe you or a creature or object the target can see. On a successful save, the target is unaffected, and you can’t use this ability on it again until you finish a long rest.

Broken Will (5):
As an action, you target a creature that you can see within 120 feet of you. The target must make an Intelligence saving throw. On a failed save, the target is charmed until the end of its next turn, during which you choose its movement and action. On a successful save, the target is unaffected, and you can’t use this ability on that creature again until you finish a long rest.

Psychic Grip (7, C):
As an action, you target a creature you can see. The target must make an Intelligence saving throw. On a failed save, you overload the creature with psychic energy. The target is paralyzed for 1 minute, but at the end of each of its turns it can make another Intelligence saving throw. On a success, this effect ends. On a failure, you can use your reaction to force the target to move up to half its speed, despite being paralyzed.

Third Eye
Lesser discipline (awakened)
This discipline can open a third eye within your mind, opening your doors of perception.

Psychic Focus:
While focused on this discipline, you have blindsight with a radius of 30 feet.

Tremorsense (1, C):
As a bonus action, you gain tremorsense with a radius of 30 feet for up to 1 minute.

Unwavering Eye (1, C):
As a bonus action, you gain advantage on Wisdom checks for up to 1 minute.

Truesight (5, C):
As a bonus action, you gain truesight with a radius of 30 feet for up to 1 minute.

Iron Durability:
Lesser discipline (immortal)
This discipline grants you unmatched toughness and resilience on the battlefield.

Psychic Focus:
While focused on this discipline, you gain a +1 bonus to AC.

Psionic Recovery (2):
As an action, you can spend up to two Hit Dice. Roll each die, add your Constitution modifier to it, and regain hit points equal to the total.

Iron Hide (1–3):
As a reaction when you are attacked, you gain a +2 bonus to AC for each psi point you spend. You spend these points after learning the attack’s result but before applying its effects.
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Personality Traits: I think anyone who’s nice to me is hiding evil intent.

Ideals: Retribution. The rich need to be shown what life and death are like in the gutters. (Evil)

Bonds: I escaped my life of poverty by robbing an important person, and I’m wanted for it.

Flaws: I will never fully trust anyone other than myself.

BACKGROUND
Abandoned by his mother and left for dead Jareth only survived because an old woman took pity on the infant despite his heritage. The woman kept him sheltered to protect him. That didn’t protect her. The city watch came for her. She was charged with treason and they were both hung from the city walls. He was only 7. He cursed those who killed his only constant and swore vengeance on his dying breath. As the world turned black he felt falling and something speaking to him. The Whispered One spared his life in return for service. He grew up in the gutters of the city hidden in the shadows. He looked inward meditating as the Dying King commanded. The secrets he found there gave him the power to take his vengeance. Take vengeance he did. One by one those that took him and tried him were found eyes staring blankly screaming in fear clawing at their own faces. But it wasn’t enough they would all pay for what they had done. And his master would show him how it would be done.
 

Greenmtn

Explorer
Since I wasn't smart enough to save a copy of my PC offline I had to recreate him. I think everything is done just a few things I wanted to verify:

3d6+6 drop the lowest for stats
Free Feat at 1st level
1 Rare/uncommon magic item
2500 gp

I think that was all right.
It does bring up the question though. What the heck we do with that kind of money? Which book was the price list for magic items in and if we want them do you want us to run it by you first?

Given the story would it make any sense to "invest" some of the money into the "cult headquarters"?
 


Steve Gorak

Adventurer
This might be a good idea. Give us a base of operations and a place to hide when needed. I have a good portion of my gold left to chip in if we want to go this route.

I like this! I was also considering the knight noble variant as a background, in order to get some retainers. They could be acolytes that could tend to this lair of ours. It would also cement our character's bond to one another. I'd chip in money (as a spontaneous caster that can only use light armors, my character doesn't really have any use for this cash).
I would vote for the lair to be somewhere high up, so my character cold easily fly out of, and it would be difficult for our enemies to reach.

Cheers,

SG
 
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Greenmtn

Explorer
Here is what I have so far. I still need to do the magic item and the rest of the gear. Take some more notes, I will get it moved over to the thread they are supposed to be in as soon as it is done.

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Name: Roa Cappadocci
Race: Earth Genasi
Class: Monk 3 (Way of long death), Warlock 1 (Undying)
Background: Hermit
Alignment: Lawful Evil
Experience: 2700

DESCRIPTION
Age: 30
Height: 5’ 7”
Weight: 146 lbs
Eyes: Light Blue
Skin: Pale
Hair: Bald
Description: Pale skin with gray/black veins through it (Think Marble) Roa dresses in simple garments with a black traveling cloak.

ABILITIES
Strength: 11 (+0)
Dexterity: 18 (+4)
Constitution: 14 (+2)
Intelligence: 11 (+0)
Wisdom: 18 (+4)
Charisma: 16 (+3)

AC: 18
Initiative: +4
Speed: 40
HP: 31
Hit Dice: 4 d8
Proficiency Bonus: +2

OFFENSE:

SAVES:
Strength: +2
Dexterity: +4
Constitution: +2
Intelligence: +0
Wisdom: +4
Charisma: +3

SKILLS:
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Acrobatics (DEX) +6
Animal Handling (WIS) +3
Arcana (INT) +0
Athletics (STR) +2
Deception (CHA) +0
History (INT) +0
Insight (WIS) +4
Intimidation (CHA) +3
Investigation (INT) +0
Medicine (WIS) +6
Nature (INT) +0
Perception (WIS) +4
Performance (CHA) +3
Persuasion (CHA) +3
Religion (INT) +2
Sleight of Hand (DEX) +4
Stealth (DEX) +4
Survival (WIS) +4
[/sblock]
Passive Perception: 18

PROFICIENCIES AND LANGUAGES
Languages: Common, Primordial, Goblin
Armor: Light
Weapons: Simple, Short Sword
Tools: Herbalism Kit, Jewelers tools
FEATURES AND TRAITS:

Feats:
Observant If I can see a creature's mouth while it is speaking a language I understand, I can interpret what it's saying by reading its lips. I have a +5 bonus to passive Wisdom (Perception) and passive Intelligence (Investigation) scores. [+1 Wisdom]


Race: Earth Genasi
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(+1 Strength, +2 Constitution)
Earth Walk: I can move across difficult terrain made of earth or stone without expending extra movement.

Merge with Stone: I can cast the Pass without Trace spell once with this trait, requiring no material components, and I regain the ability to cast it this way when I finish a long rest. Constitution is my spellcasting ability for this spell.
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Background: Hermit
Feature: Discovery
The quiet seclusion of my extended hermitage gave me access to a unique and powerful discovery. The exact nature of this revelation depends on the nature of my seclusion. It might be a great truth, a hidden site, a long forgotten fact, or unearthed some relic of the past that could rewrite history.

Class Features and Abilities:
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Monk (Way of the Long Death), level 3:
Unarmored Defense (Monk 1, PHB 48)
Without armor and no shield, my AC is 10 + 4 + 3
Martial Arts (Monk 1, PHB 78) [1d4]
Monk weapons: shortsword, simple weapon (not two-handed/heavy), unarmed strike
With these, I can use Dex instead of Str and use the Martial Arts damage die
When taking an Attack action with these, I get one unarmed strike as a bonus action
Ki (Monk 2, PHB 78) [3× per short rest]
I need to meditate for at least 30 min of a short rest for that short rest to restore ki
Unarmored Movement (Monk 2, PHB 78) [+10 ft]
Speed increases and eventually lets me traverse some surfaces without falling as I move
Touch of Death (Way of the Long Death 3, SCAG 130)
If I reduce someone within 5 ft to 0 HP, I gain Wis mod + monk level temporary HP
Deflect Missiles (Monk 3, PHB 78) [1d10 + 3 + 4; 1 ki to throw]
As a reaction, I can reduce ranged weapon attack damage done to me
If the damage is negated, I catch and may throw it back (20/60 ft) as a monk weapon

KI: Points – 3 DC - 14

Flurry of Blows (Ki Feature, PHB 78) [1 ki point] After taking the Attack action, I can make 2 unarmed attacks as a bonus action
Patient Defense (Ki Feature, PHB 78) [1 ki point] As a bonus action, I can take the Dodge action
Step of the Wind (Ki Feature, PHB 78) [1 ki point] As a bonus action, I can either Dash or Disengage; My jump distance doubles when I do so

Warlock (the Undying), level 1:
Pact Magic (Warlock 1, PHB 107) [2 cantrips & 2 spells known]
I can cast warlock cantrips/spells that I know, using Charisma as my spellcasting ability
I can use an arcane focus as a spellcasting focus
I regain these spell slots on a short rest
Among the Dead (the Undying 1, SCAG 139)
I learn the Spare the Dying cantrip and gain advantage on saving throws vs. diseases
If an undead targets me directly with an attack or spell, it must make a Wisdom save
On a fail, it must choose a new target or forfeit its attack or harmful spell
On a success or if I attack or cast a harmful spell on it, it is immune for 24 hours

SPELLS:
Per Short Rest: 1
Level: 1
DC:13

Cantrips – Mage Hand, Prestidigitation, Spare the dying
1st LEVEL – Expedious Retreat, Hex
[/sblock]
EQUIPMENT:
[sblock]
Currency: 2494 GP, 8 CP
Quarterstaff
Explorers Pack – Bedroll, Mess kit, tinderbox, 10 Torches, 10 days rations, Waterskin, 50ft hemp rope
Darts (10)
Scroll Case stuffed full of notes
Winter Blanket
Common Cloths
Herbalism Kit
Ink
Ink Pen
[/sblock]

Personality Traits: I often get lost in my own thoughts and contemplation, becoming oblivious to my surroundings. I am utterly serene, even in the face of disaster.

Ideals: Logic. Emotions must not cloud our sense of what is right and true, or our logical thinking. (Lawful)

Bonds: I’m still seeking the enlightenment I pursued in my seclusion, and it still eludes me.

Flaws: I am dogmatic in my thoughts and philosophy.

BACKGROUND:
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At a young age, watching my mother dye of a disease still unknown to me had a profound effect on me. There was a mysterious man who was said to know of things that cause death and life. I sought him out and managed to get him to take me as a student. I served him as an apprentice, observing all manner of death before finally getting to study his pain and the changes to his body and mind as he left this world.

I continued my studies in solitude, wanting to be left alone, the earthen walls comforting me in my search for understanding. I found a poison in the earth, in the cemetery, the bodies of the dead leaching into the earth left impurities. I asked the people to burn the dead or use buildings to house them. Many refused so I started removing the bodies, some I studied before burning, others were simple and not worth the time, things I had seen before.

The villagers eventually found out what was happening and came for me. I was wounded greatly in my escape. I looked at the wound as I ran and knew from the color of the blood, from the dizziness and pounding in my head, I was going to die. As I slumped down I prepared for the experience

A voice came from the darkness, the only thing I could focus my sight on was an eye that appeared, This was not something my specimen had described, I was fascinated. “If the dead wake from the ground no one will bury them. I can teach you everything about death, I can show you how to keep the earth pure and free from these corpses”

I woke, not knowing how, but I knew where to go, I knew that when I got there I would serve, and Vecna would reward me for my service.
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