D&D 5E Tomb of Horrors Casualty List


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Charwoman Gene

Adventurer
Dargun
Human Barbarian(Totem) 13
XP:
Outlander CG
Strength 16 (+3) Dexterity 16 (+3) Constitution 20 (+5)
Intelligence 7 (-2) Wisdom 14 (+2) Charisma 9 (-1)
An ugly oafish beast of a man, who is nearly impossible to kill. He is a really nice guy underneath, but dumb as a box of hammers.
[sblock=Bio]
Not too much here. A warrior from the Northern Tribes. After losing a fight for position in the tribe, he traveled to the southlands in search of his fortune. He fell in with a group of adventurers and seeing as they were as heavily armed, unstable, and prone to violence as he, decide to go camping with them for the rest of his life.
[/sblock]
[sblock=Personality]
Traits: Dargun is friendly to everyone, so overly friendly it is off-putting, and he has never really piicked up on it.
Dargun is terrified of spiders.
Ideal: Protecting my friends is the greatest thing I can do.
Bond: I still remember and keep my oaths to my tribe.
Flaw: Dargun is impatient and grows frustrated easily.
[/sblock]
[sblock=Appearance]
Hair: Brown
Eyes: Brown
Skin: Ruddy
Height: 6’
Weight: 275 lbs
Age: 36
Description:
Dargun is a large, slightly overweight, but hugely muscled man with a thick black beard and excessive body hair. He wear his long hair loose and dresses in very simple clothes.
[/sblock]
[sblock=Stats, Skills, Proficiencies]
Dargun
Human Barbarian(Totem) 13
XP:
Outlander CG
Strength 19* (+4) Dexterity 16 (+3) Constitution 20 (+5)
Intelligence 7 (--2) Wisdom 14 (+2) Charisma 9 (--1)

Skills
  • Acrobatics +8
  • Arcana --2
  • Athletics +9*
  • Deception --1
  • History --2
  • Insight +2
  • Intimidation +4
  • Investigation --2
  • Medicine --1
  • Nature --2
  • Perception +7
  • Performance --1
  • Persuasion --1
  • Religion --2
  • Sleight of Hand +3
  • Stealth +3
  • Survival +7

PROFICIENCIES
Armor: Light and Medium Armor, Shields
Weapons: Simple Weapons, Martial Weapons
Tools: Drums
Languages: Common, Dwarven, Orcish
[/sblock]
[sblock=Combat]
COMBAT
Init: +3
AC: 24
HP: 139/139
Hit Dice: 13d10
Speed 40
Size Medium
Passive perception 12
SAVES
STR +9*DEX +8CON +10INT --2WIS +2CHA --1
Attacks and Cantrips
  • Longsword +9* / 1d8+5; Versatile 1d10
  • Handaxe +9* / 1d6+5; Light, thrown (range 20/60)
[/sblock]
[sblock=Features and Abilities]
CLASS FEATURES
Rage
  • +3 bonus damage rolls
  • Resistant to p/b/s damage
  • Advantage on Strength Checks and Saving Throws
  • 5 / LR
Unarmored Defense
+ Con bonus to AC​
Reckless Attack
Advantage on Str attack rolls for 1 turn; enemies have advantage on attack rolls​
Danger Sense
Advantage on Dex Saving throws​
Extra Attack
Fast Movement
10’ more when not wearing heavy armor.​
Feral Instinct
Advantage on Intitiative rolls; if surprised, can act during surprise round if raging.​
Brutal Critical
One extra die on criticals​
Relentless Rage
While Raging, if drop to 0hp, DC10 Con check to drop to 1hp; +5 DC on each use​
Totem Warrior
Spirit Seeker
Beast sense and speak with animals as rituals​
Totem Spirit: Bear
While Raging, resistant to all damage except psychic​
Aspect of the Beast: Bear
Carrying capacity X2; Advantage on Str checks to push, pull, lift, or break objects​
Spirit Walker
Commune with nature as ritual​
Background (Outlander) Feature :
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.​

FEATS
  • Resilient (Dex):
    +1 Dex; Proficient on Dex saving throws
  • Durable:
    Minimum roll to regain hp with hit dice; Double Con bonus = 10
[/sblock]
[sblock=Equipment]
EQUIPMENT
Combat Gear
two handaxes
Shield +1
Longsword +1
Bracers of Defense att
Other Gear
Traveler’s clothes
Backpack
Belt pouch
Bag of Holding
Gauntlets of ogre power att
Cloak of protection
In Bag of Holding
Immovable rod (4)
hunting trap
trophy from an animal you killed
Bedroll
mess kit
tinderbox
10 torches
40 days of rations
Waterskin
50 feet of hempen rope
acid 2
Alchemist's fire
Ball bearings
Block and tackle
chalk 100
crowbar 2
Healer's Kit 12
10 foot ladder
Steel mirror
Miner's pick
Ram, POrtable
silk rope (50 ft) 10
Drums


Money:
55 pp
24 gp
11 sp
14 cp
[/sblock]
[sblock=Mini Stats]
Init: +3
AC: 24
HP: 139/139
Hit Dice: 13d10
Speed 40
Size Medium
Passive perception 12
[/sblock]
[sblock=Rolls]
Ability scores: 4D6.HIGH(3) = [3, 5, 4, 4] = 13
4D6.HIGH(3) = [4, 6, 4, 6] = 16
4D6.HIGH(3) = [2, 2, 4, 3] = 9
4D6.HIGH(3) = [3, 1, 2, 2] = 7
4D6.HIGH(3) = [3, 5, 6, 3] = 14
4D6.HIGH(3) = [5, 6, 4, 2] = 15

Hit Points 2&3: 2D12 = [2, 2] = 4
Hit Points 4-7:
1D12+4 = [2]+4 = 6
1D12+4 = [9]+4 = 13
1D12+4 = [10]+4 = 14
1D12+4 = [2]+4 = 6

Hit Points 8-13: 1D12+5 = [5]+5 = 10
1D12+5 = [4]+5 = 9
1D12+5 = [7]+5 = 12
1D12+5 = [9]+5 = 14
1D12+5 = [11]+5 = 16
1D12+5 = [4]+5 = 9

Gold: 1D10 = [6] = 6
[/sblock]
 




Shayuri

First Post
[sblock=Dame Astirise of Silverwood]
Lawful Good Half Elf Paladin 12 Warlock 5
Background: Soldier

Str 18 +12
Dex 14 +16
Con 16 +17
Int 10 +8
Wis 14 +16
Cha 20 +19

HP 124

AC 24 (18 + 1 + 2 + 1 + 2)
Prof Bonus +6
Init +2
Exp: 0

Race
-------
Half Elf
+1 Str, +1 Dex, +2 Cha
Darkvision
Fey Ancestry (adv vs charm)
Skill Versatility (prof in 2 skills of choice)

Class
-------
Paladin
Divine Sense - 5/day
Lay on Hands - 60HP/long rest
Fighting Style - Dueling
Spellcasting
Divine Smite - 2d8 radiant 1st lvl slot, +1d8 per additional level
Improved Divine Smite - +1d8 radiant damage to all attacks
Divine Health - Immune to disease
Sacred Oath
- Oath of the Ancients
Channel Divinity
- Nature's Wrath - Target within 10' makes Str or Dex (it's choice) save or is restrained. Save repeats at end of each turn.
- Turn the Faithless - Can turn fey and fiends.
Extra Attack
Aura of Protection: +5 to saves; allies within 10' too
Aura of Warding: Self and allies within 10' have resistance to all spell damage
Aura of Courage: Immune to fear; allies within 10' too

Warlock
Otherworldly Patron - Undying Light
- Radiant Soul (resist radiant, gain Light and Sacred Flame, do +chamod dmg with fire or radiant spells)
Pact Magic
Invocations
Pact Boon - Pact of the Tome

Proficiencies
--------------
Weapons: All simple, all martial
Armor: All armor, and shields
Tools: Gaming Set, Land Vehicles
Saves: Wisdom, Charisma, Constitution, Dexterity

Feats
------
4 Resilient: Con
8 Resilient: Dex
12 Polearm Master (Bonus act atk w/staff for 1d4; OA when creatures enter threatened sq)
4 ASI: Charisma

Skills
-------
Athletics +10
Persuasion +11
Intimidation +11
Perception +8
Insight +8
Performance +11

Languages
----------
Common, Elven, Sylvan

Spellcasting DC 19
Paladin
Slots 1 - 4/4, 2 - 3/3, 3 - 3/3

Prepared (11)
1 Bless, Cure Wounds, Protection from Evil/Good, Heroism, Shield of Faith, Divine Favor, Thunderous Smite
2 Lesser Restoration, Protection from Poison
3 Aura of Vitality, Create Food and Water

Oath of Ancients
- Ensnaring Strike, Speak With Animals, Moonbeam, Misty Step, Plant Growth, Protection from Energy

Warlock
Slots 2/2 (3rd lvl)

Known (6)
Cantrips: Eldritch Blast, Mage Hand, Minor Illusion, Light, Sacred Flame
Tome Cantrips: Shillelagh, Guidance, Thorn Whip
1 Armor of Agathys, Hex, Expeditious Retreat
2 Shatter, Mirror Image
3 Gaseous Form

Invocations
- Agonizing Blast (+chamod to Eldritch Blast damage)
- Devil's Sight (see in any form of darkness up to 120')
- Eldritch Sight (Detect Magic at will)

Equipment
-------------
Cash: 12,000

Weapons
--------
Staff of Power (+12 atk, 1d6+8 dmg x2; 1d4+8 dmg bonus)
(w/Shillelagh; +13, 1d8+8 x2; 1d4+8 bonus)
Eldritch Blast (+13 atk, 1d10+5 dmg x2)

Armor
------
Plate Armor +1

Gear
-----
Staff of Power (+2 weapon, +2 AC, saves, spell attack rolls) - ATTUNED
- 20 charges (gains 2d8+4 each day at dawn)
- Power Strike; 1 charge +1d6 force dmg on hit
- Magic Missile; 1 charge
- Ray of Enfeeblement; 1 charge
- Levitate; 2 charges
- Cone of Cold, Fireball (at 5th lvl), Lightning Bolt (at 5th lvl); 5 charges
- Hold Monster; 5 charges
- Globe of Invulnerability; 6 charges
- Retributive Strike; Damage within 30' based on range from center and charges left, DC 17 Dex to take half

Belt of Dwarvenkind - ATTUNED
- +2 Con
- Adv vs Poison
- Resist Poison dmg
- Adv on Cha checks w/dwarves

Cloak of Protection - ATTUNED
Sentinel Shield
Ring of Swimming

10x Greater Healing Potions, 2000gp, 10lbs
Daern's Instant Fortress (bought)
Broom of Flying (bought)
Lantern of Revealing (bought)
Bag of Holding (bought)
Decanter of Endless Water (bought)

4 holy water, 100gp, 4lb
50 days rations, 25gp, 100lbs
50 flasks oil, 5gp, 50lbs
100' silk rope, 20gp, 10lbs
[/sblock]
 
Last edited:

FitzTheRuke

Legend
It just occurred to me I didn't post Kattegar here. I did his magic items, but I'll have to look it up in my notes and edit this when I get the chance.

Kattegar the Calassabrak
CN Duergar (Grey Dwarf) Outcast Rogue (Mastermind) 8 / Fighter (Battlemaster) 6 (Level 14)

AC 18 (+1 Breastplate, Cloak of Protection)
HP 133
Hit Dice 7x (1d10+4) and 7x (1d8+4)

Attack
Heavy Crossbow +12 (1d10+5) + (4D6) Sneak Attack (when appropriate) + (1d4 if Enlarged)
Crossbow Expert and Sharpshooter

[sblock=Skills & Abilities]
Str 12(+1) Dex 18 (+4) Con 18(+4) Int 12(+1) Wis 14(+2) Cha 10(+0)

Athletics +11 (Expert)
History (Stonecunning) +11
Insight +7
Investigation +6
Perception +12 (Expert) (Passive 22)
Sleight-of-Hand +9
Stealth +14 (Expert)

Dex Saves +10 (Incl. Cloak)
Int Saves +7 (Incl Cloak)

Thieves' Tools +14 (expert)
Stone carver's Tools
Mason's Tools
Disguise Kits
Forgery Kits
Gaming Set (Dice)

Languages
Undercommon, Dwarfish, Common, Thieve's Cant

Class Abilities
Rogue 1 Expertise, Sneak Attack, Thieves' Cant
Rogue 2 Cunning Action
Rogue 3 Mastermind - Master of Intrigue, Master of Tactics
Rogue 4 ASI (Crossbow Expert Feat)
Rogue 5 Uncanny Dodge
Rogue 6 Expertise
Rogue 7 Evasion
Rogue 8 ASI (Dex and Con+1
Fighter 1 Archery Style, Second Wind
Fighter 2 Action Surge
Fighter 3 Battlemaster - Combat Superiority (3 Maneuvers, 4 Dice), Tool Prof
Fighter 4 ASI (Sharpshooter Feat)
Fighter 5 Extra Attack
Fighter 6 ASI (Wis and Cha +1)

Maneuvers
Disarming Attack
Pushing Attack
Tripping Attack

Superiority Dice 4x (1d8)

[/sblock]

[Sblock=Equipment]
Breastplate +1
Cloak of Protection (Attuned)
Heavy Crossbow +1
Slippers of Spider-Climb
Dungeoneer's Pack
Thieves' Tools
Traveller's Clothes
Maps
Dice
Gold Earrings (10gp)
7255 gp (I will edit with items when I get a chance!)
[/Sblock]

[sblock=Background]
Kicked out of Gracklestugh (Reasons pending...)

Personality: He has different ideas on customs, manners, property, and personal liberty than most
Ideals: Suspicious - He has been betrayed before. He now has trouble telling friend from foe.
Bonds: He regrets leaving his family behind, though he had no choice
Flaws: He doesn't respect the customs or laws of his new homeland
[/sblock]
 
Last edited:

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