D&D 5E Alsandor [Recruitment Closed/OOC]


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Azurewraith

Explorer
You can definitely be a warlock, it will sure will be interesting. Only as a player know that your character will be at risk of using any warlock spell (not every commoner and guard will know what warlock spells look like) but still he'll be at risk.
Hmmm it could work taking the disguise self evocation... but the party casters would figure out I'm lobbing elderitch blasts and stuff hmmmm. Think I played enough risky chars atm.

I did have a goblin rogue in mind as well would be either a thief or daggermaster if you were cool with my brew.
 


KDUBS

First Post
A goblin may be just as risky as a warlock, goblins are definitely never in human cities, probably killed on site or captured by dwarves and disliked by most other races. But, I'm sure I could make it work if you're willing
 

TallIan

Explorer
Finnan
Divination Wizard 2

[SBLOCK=Mini Stats]
Passive Perception: 12
AC: 13 (16 with mage armour, 18/21 with shield)
Initiative: +3
HP: 14/14 (HD: 2/2d6)

Offense
Spell attack: +5 to hit Spell DC: 13
Quarterstaff: +2 1d6B

Divination Rolls:
Luck: 3/3
Spells
LEVEL 1: 3/3: *Mage Armour, *Shield, *Sleep, *Fog Cloud (C), *Grease, Alarm R, Detect Magic (R C), Identify R
[/SBLOCK]

[SBLOCK=Features]
Human (Variant)
Increase two ability scores by one (DEX, CHA)
Gain 1 feat
Languages: Common +1 language

Wizard (Level 1, 2)
HD: d6
Weapon Proficiencies: Daggars, Darts, slings, quarterstaffs, light crossbows
Saves: INT, WIS
Skills: Insight, Invesitigation
Spellcasting
Arcane Recovery

Sage
Skills: Arcana, History
Languages: Choose 2
Researcher: If you don’t know information, you know where to find it.

FEATS
Lucky: re-roll a d20 roll you make, or an attack against you 3/day
[/SBLOCK]

[SBLOCK=Abilities and saves]
Abilities (mod/save)
STR: 10 (0/0)
DEX:16(+3/+3)
CON:14(+2/+2)
INT*:16(+3/+5)
WIS*: 14(+2/+4)
CHA: 12(+1/+1)

AC: 13 (10 + DEX
Initiative: +3
HP: 14/14 (HD: 2/2d6)
Proficiency bonus: +2

Offense:
Spell attack: +5 to hit Spell DC: 15
Spell Attack Modifier: +5
Spell Save DC: 13

Skills:
Athletics: 0

Acrobatics: 3
Sleight of Hand: 3
Stealth:+3

Arcana: +5
History: +5
Investigation: +5

Nature: +3
Religion: +3

Animal Handling: +2
Insight: +4
Medicine: +2
Perception: +4
Survival: +2

Deception: +1
Intimidation: +1
Performance: +1
Persuasion: +1

Passive Perception: 12
[/SBLOCK]

[SBLOCK=Equipment and Spells]
Quarterstaff (Spell focus)
Scholars Pack (backpack, a book of lore, a bottle of ink, an ink pen, 10 sheets of parchment, a little bag of sand, and a small knife.)
Spellbook
Bottle of Black ink
Quill
Quill knife
Letter
Common Clothes
Belt pouch

PP GP EP SP CP
0 10 0 0 0

SPELLS (* shows Prepared)
CANTRIPS (3): Prestidigitation, Light, Minor Illusion

LEVEL 1 (8): *Mage Armour, *Shield, *Sleep, *Fog Cloud (C), *Grease, Alarm R, Detect Magic (R C), Identify R
[/SBLOCK]
[SBLOCK=description]
DESCRIPTION
Finnan is a tall, thin young man who towers above most people even with his slightly rounded shoulders. His rebellious dark hair never seems tidy despite his best efforts. He is very proud of his station as a wizard and openly wears his robes and wizard staff wherever he goes.
TRAITS
Personality: I'm willing to listen to every side of an argument before I make my own judgment.
Ideal: The path to power and self-improvement is through knowledge. (Neutral)
Bond: I work to preserve the library and university of the wizardly order.
Flaw: I am easily distracted by the promise of information
[/SBLOCK]
 
Last edited:


TallIan

Explorer
Rough mechanics of the character

I've taken the liberty of assuming variant Human is allowed.

Is starting equipment the same for lvl 1?

Finnan
Wizard 2


[SBLOCK=Features]
Human (Variant)
Increase two ability scores by one (DEX, CHA)
Gain 1 feat
Languages: Common +1 language

Wizard (Level 1, 2)
HD: d6
Weapon Proficiencies: Daggars, Darts, slings, quarterstaffs, light crossbows
Saves: INT, WIS
Skills: Insight, Invesitigation
Spellcasting
Arcane Recovery

Sage
Skills: Arcana, History
Languages: Choose 2
Researcher: If you don’t know information, you know where to find it.

FEATS
Lucky: re-roll a d20 roll you make, or an attack against you 3/day[/SBLOCK]

[SBLOCK=Abilities and saves]
Abilities (mod/save)
STR: 10 (0/0)
DEX:16(+3/+3)
CON:14(+2/+2)
INT*:16(+3/+5)
WIS*: 14(+2/+4)
CHA: 12(+1/+1)

AC: 13 (10 + DEX
Initiative: +3
HP: 14/14 (HD: 2/2d6)
Proficiency bonus: +2

Offense:
Spell attack: +5 to hit Spell DC: 15
Spell Attack Modifier: +5
Spell Save DC: 13

Skills:
Athletics: 0

Acrobatics: 3
Sleight of Hand: 3
Stealth:+3

Arcana: +5
History: +5
Investigation: +5
Nature: +3
Religion: +3

Animal Handling: +2
Insight: +4
Medicine: +2
Perception: +4
Survival: +2

Deception: +1
Intimidation: +1
Performance: +1
Persuasion: +1

Passive Perception:[/SBLOCK]

[SBLOCK=Equipment and Spells]
Quarterstaff (Spell focus)
Scholars Pack
Spellbook
Bottle of Black ink
Quill
Quill knife
Letter
Common Clothes
Belt pouch

PP GP EP SP CP
0 10 0 0 0

SPELLS
CANTRIPS

LEVEL 1:
[/SBLOCK]
[SBLOCK=description]
DESCRIPTION
TRAITS
BACKGROUND
[/SBLOCK]
 

Azurewraith

Explorer
A goblin may be just as risky as a warlock, goblins are definitely never in human cities, probably killed on site or captured by dwarves and disliked by most other races. But, I'm sure I could make it work if you're willing
The plan I had in mind with him was he was actually captured and kept as the pet of a human noble. However he proved to be useful as more than a jester/slave due to his training and instead is now the Duke's personal hitman/errand boy.
 

KDUBS

First Post
[MENTION=10616]Azure[/MENTION]wtaith - that would work

And Tallin that's awesome! later tonight if you don't mind I'll write all that down on paper (because I'm old fashioned) but it look like for the most part your character is ready?


Sent from my iPhone using EN World mobile app
 

Azurewraith

Explorer
[MENTION=10616]Azure[/MENTION]wtaith - that would work

And Tallin that's awesome! later tonight if you don't mind I'll write all that down on paper (because I'm old fashioned) but it look like for the most part your character is ready?


Sent from my iPhone using EN World mobile app
Excellent so here is what I had for my Dagger master rogue archetype.
Features
3Rd lvl
When ever you make an attack action with a dagger you can add an extra d4 to the damage.
When wielding a dagger in both hands you can use your reaction to impose disadvantage on one attack roll against you.
9th lvl
You no longer suffer disadvantage when you try to throw a Dagger past long range.
13thlvl
You always manage to conceal a dagger somewhere on your person. If being inspected for weapons make a slight of hand roll against the passive perception of the inspecter to conceal a dagger from them.
17th
You know how to twist the blade to best leave lasting wounds any foe you hit with a dagger takes half that damage again at the start of your next turn.

What do you think?
 

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