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D&D 5E Keep on the Borderlands - OOC (Filled UP)

EarlyBird

Explorer
Sorry to hear, hope you have time for the underwater adventure.

Welcome Leif, Skarsgard, and jonathonhawke, Have fun character building.

I am sorry Li Sheron but Warlocks aren't an option. Love the bark armor, you should put Lorelei in the One Shot RG _ I'm sure you'll get a chance to play her from there.
 

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ccs

41st lv DM
I am sorry Li Sheron but Warlocks aren't an option. ~.

Could you please clarify what classes/sub-classes are allowed for Humans & 1/2Elves?

Because in your opening post you specifically stated Humans & 1/2Es could be any class/sub-class listed in the PHB or XGTE.
Apparently this is not true?
 

JustinCase

the magical equivalent to the number zero
I just updated my character concept in post 59 with the following:

Background:

His madness and most of his injuries were cured, but the memories remain. Sahrax remembers every beating by drow, every humiliating act he performed, and every death he has caused when his demonic madness had deceived him into thinking he was a dark elf. When a group of escaped slaves found him, cured his affliction and helped him escape the deadly Underdark, Sahrax had no time to speak of his experiences, but they have haunted him every waking hour, and even invaded his elven trance.

Particularly the memories of going on a raiding trip to the surface and murdering his own wife and daughter.

Determined that he would do anything to see another such horror coming, Sahrax threw himself into the magical arts, finding his knack for divination. He leads a life of structure, sticking to the same routine every morning and every night to avoid losing his mind again. Hunting minor monsters helps battling the demons inside, and therefore Sahrax has teamed up with others who, for reasons of their own, seek to rid the world of evil.

[sblock=Inspiration]From Dragon+ issue 5 comes the sad tale of Sahrax, a reader-submitted NPC inflicted with the Abyssal madness from Out of the Abyss. Intrigued, I started wondering what road Sahrax would find him on if somehow his madness got cured and he found his way out of the Underdark and voila, here is my character submission.

Sahrax.png[/sblock]
 

Li Shenron

Legend
Sorry to hear, hope you have time for the underwater adventure.

Welcome Leif, Skarsgard, and jonathonhawke, Have fun character building.

I am sorry Li Sheron but Warlocks aren't an option. Love the bark armor, you should put Lorelei in the One Shot RG _ I'm sure you'll get a chance to play her from there.

That's ok.

But next time please say so in your requirements. You said any PHB class for humans and halfelf...
 


Name: Erevan Radag
Race: Male Wood Elf
Background: Scout
Class: Druid 5 of Circle of the Moon
Alignment: Chaotic Neutral
Proficiency Bonus: +3
Inspiration: No
Spent HD: none
Passive Perception: 16
Passive Investigation: 12
Initiative: +8
AC: 14
Speed: 35 ft
Hit Dice: 5d8
HP: 30/30
Strength: 9 (-1)
Athlethics: -1​
Dexterity: 16 (+3)
Acrobatics: +3
Sleight of Hand: +3
+Stealth: +6​
Constitution: 11 (+0)
Intelligence: 15 (+2)
Arcana: +2
History: +2
Investigation: +2
+Nature: +5
Religion: +2​
Wisdom: 16 (+3)
Animal Handling: +3
+Insight: +6
Medicine: +3
+Perception: +6
+Survival: +6​
Charisma: 13 (+1)
Deception: +1
Intimidation: +1
Performance: +1
Persuasion: +1​
+Proficient, !Disadvantage
[sblock="COMBAT"]OFFENSE Initiative: +8
WeaponRangeTo HitDamageNotes
Scimitar+61d6+3 (s)Finesse, Light
Shortbow80/320+61d6+3 (p)Ammunition, Two-handed
Unarmed strike+20 (b)
DEFENSE AC: 14
SAVING THROWS
Strength: -1
+Intelligence: +5
Dexterity: +3
+Wisdom: +6
Constitution: +0
Charisma: +1
EXPENDABLES
Wild Shape Per Short Rest2
Wild Shape used0
1st2nd3rd4th5th6th7th8th
Spells Per Long Rest432------
Spells Cast000------
[/sblock][sblock="SPELLS"]Cantrips:
Druidcraft
Guidance*
Mending#​
1st level:
Entangle*
Fog Cloud+*
Goodberry#
Speak with Animals​
2nd level:
Heat Metal+*#
Pass Without Trace*#
3rd level:
Plant Growth
Sleet Storm*#​
+ Spell benefits from higher casting level. * Spell requires concentration. ^ Spell can be cast as a ritual.
# Requires a spell focus or cheap material component. $ Requires a material component that costs money. d Domain spell.[/sblock][sblock="FEATURES AND TRAITS"]Proficiencies and Languages
Languages: Common, Elvish, Orcish
Armor: Light, Medium, and Shields (not made of metal)
Weapons: Club, dagger, dart, javelin, longbow, longsword, mace, quarterstaff, scimitar, shortbow, shortsword, sickle, sling, spear
Tools: Cartographer's tools, Herbalism kit​
Race: Elf, Wood
+2 to Dexterity, +1 to Wisdom
Speed: 35 feet
Size: Medium
Lifespan: typically claims adulthood and an adult name around the age of 100 and can live to by 750 years old.
Lucky: Reroll 1s on Attacks, Checks and Saves.
Darkvision: You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light.
Keen Senses: You You have proficiency in the Perception skill.
Fey Ancestry: You have advantage on saving throws against being charmed, and magic can't put you to sleep.
Trance: Elves don't need to sleep, Instead they meditate deeply, remaining semiconscious, for 4 hours a day. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.
Elf Weapon Training: You have proficiency with the longsword, shortsword, shortbow, and longbow.
Mask of the Wild: You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.​
Background: Scout
Skills: Stealth, Survival
Tools: Cartographer's tools
Languages: One of your choice
Pathfinder: 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.​
Feats: Alert: Always on the lookout for danger, you gain the following benefits: You gain a +5 bonus to initiative; You can't be surprised while you are conscious; Other creatures don't gain advantage on attack rolls against you as a result of being hidden from you.
Class: Druid, Circle of the Moon
Druidic: You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message's presence with a successful DC 15 Wisdom (Perception) check but can't decipher it without magic.
Spellcasting:
Spellcasting Ability: Wisdom
Ritual Casting: Prepared spells
Spellcasting Focus: Druidic Focus​
Wild Shape: Twice per short or long rest. Duration 2 hours. Limited to beasts of CR 1 or less without a flying speed.
Circle: Moon
Combat Wild Shape: Use Wild Shape as a bonus action. Additionally, while you are transformed, you can use a bonus action to expend one spell slot to regain 1d8 hit points per level of the spell slot expended.​
[/sblock][sblock="EQUIPMENT"]Leather Armor(AC 14)
Scimitar
Shortbow
Explorer's Pack
Yew Wand (Druidic focus)
Potion of Hill Giant Strength
Potion of Growth
Potion of Healing (2)
Potion of Greater Healing
Block made from an unknown material (weighs 1 ounce)
[/sblock][sblock="DESCRIPTION and HISTORY"]
Race: Wood Elf
Gender: Male
Age: 175
Relationship: None
Height: 5' 10"
Weight: 132#
Skin: Copperish
HISTORY:
The Radag family carries a trace of lycanthropic blood in their veins, making them susceptible to shapechanging magics. To combat this, they have formed a Circle of Moon Druids, and every child is trained in this tradition. This gives them control over their form, and provides the forest with able defenders.
Erevan was a third child (unusual in that community), and always wanted to see what was over the next hill. When he finished his training, he left the forest in his siblings' and cousins' capable hands and set out to explore the entire world.
Since then, Erevan has travelled far and wide, finding new places where civilization can flourish in harmony with the natural world.
[/sblock]
 
Last edited:

EarlyBird

Explorer
Could you please clarify what classes/sub-classes are allowed for Humans & 1/2Elves?

Because in your opening post you specifically stated Humans & 1/2Es could be any class/sub-class listed in the PHB or XGTE.
Apparently this is not true?

Opps, my bad (my terrible actually) - Looks Like Lorelei is actually good. Sorry I was thinking Warlock isn't in 1e never looked at the race.
 

TallIan

Explorer
Made a minor update to Rorik

I'd like to link his to some other characters, but nothing really jumps out at me, but I suppose that will depend on who makes the final cut.
 

Radaceus

Adventurer
So I've been away from here awhile, I have thought about jumping in several times lately but never hit send.

without going into further details, hello,

I'll just jump right in...

EB 5E interest check: 4D6.HIGH(3) = [3, 3, 6, 4] = 13
4D6.HIGH(3) = [2, 6, 6, 4] = 16
4D6.HIGH(3) = [1, 5, 1, 3] = 9
4D6.HIGH(3) = [4, 6, 2, 5] = 15
4D6.HIGH(3) = [6, 5, 3, 1] = 14
4D6.HIGH(3) = [2, 2, 3, 6] = 11

Str 16, Dex 13, Con 14. Wis 15, Int 11, Cha 9

Ungar Foehammer
Stats:
STR: 16
DEX: 13
CON: 16
INT: 11
WIS: 16
CHA: 9

Occupation:
Hill Dwarf
Cleric of Silvanus
Nature Domain
Lawful Neutral

Background:
Feral
- Skills: Animal Handling, Survival
- Tool and Language Proficiences: Elvish, Herbalist Kit
- Special Feature: Survivor

Skills:
Medicine, Insight

Equipment:
Warhammer
Chain mail
Shield
Light Crossbow, 20 bolts
Explorer's pack
Divine Focus- Scrimshawed Acorn necklace

[sblock="Background"]
Feral
Last of the Foehammer clan of the Sword Hills, Üngar was lost as an infant while his clan fought a retreat against a large horde of Orcs from the High Moor. He was found by a pack of of Hybsils while roaming the borders of the Misty Forest, who left him in the care of a pack of timber wolves, checking on him periodically. Üngar grew up learning the ways of the pack, attuned to the beasts, befriended by the kinder animals and peoples of the hills and forest. His only memento of the Foehammer clan, a cloth shirt with the family insignia on it which was his swaddling cloth.
A clan of wood elves soon became aware of his trespassing and watched him for some time, eventually making contact with him. It had been many years among the animals for the dwarf, to many, the wood elves, bewildered by his plight, took pity on him; they not only taught him their language, but also his dwarven tongue, they even taught him the ways of the land, the ways of Nature. He was a fast learner, having been raised among the creatures of the land. They gifted him with items of his ilk from their treasury, dwarven chain, and a warhammer, informing him of his family insignia and his clan name. He came to be a great friend and defender of the Misty Woods, and for his deeds they bestowed him with a scrimshawed acorn necklace to use as a divine focus.
Days passed, and his den mother came to the end of her days, a frail old wolf and an easy target for predators. Üngar, having been out hunting on his own, heard her desperate baying and returned to the den as fast as he could, to find her near death in the jaws of a starving brown bear. Without caution, Üngar attacked the beast, a fight he barely won which left his face scarred by a claw across his eye. Crawling with what strength he had left he pulled himself to his den mother, and, unable to save her life, was able to share her last moments as the rest of the pack arrived; many howls were bayed that night. He carved up the bear and shared the kill with his suckle-mates, later fashioning a head dress from the fur and skull .
The terrifying memories from his infancy haunted him always, in his dreams he relived the things he did not comprehend, only dark waves bringing darker tidings. Visions he has not been able to decipher. Having reached adulthood, the only mother he'd ever known now dead, and no idea of where or what had became of his people, the dwarf set out to make his own way in the world and left the den behind, to search for answers to questions he had yet to begin to understand.

Though he's learned the nuances and subtleties of interacting with civilization, he is far from one of them. He makes his way adventuring, in hopes of learning the fate of the Foehammers, lending his skills to those who will put up with his eccentricities.




Feature: Survivor
You have an extraordinary knowledge of beasts. you can determine a beasts temperament and intentions. In addition, your knowledge of plants allows to 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

Background Traits:
I have a lesson for every situation, drawn from observing nature. I was, in fact, raised by wolves. The natural world is more important than all the constructs of civilization. I suffer awful visions of a coming disaster and will do anything to prevent it. I am slow to trust members of other races, tribes, and societies.
[/sblock]

rolling for HP-
EB 5E interest check HP: 4D8 = [8, 7, 1, 7] = 23

( do we reroll 1's like in the olden days of 1e? ;p)

HP =8+23, + 15(con), +5(dwarven toughness)=51

[sblock= "Character sheet"]
lvl 5 XP: 6500 Alignment:
Age:32 Ht:??" Wt:??lbs
[sblock="Appearance"]

nmo1hnmwr

[/sblock]
Languages: Dwarven, Elvish, Common,

Str 16 +3, Dex 13 +1 , Con 16+3, Int 11, Wis 16 +3, Cha 9 -1


HP51 AC:18 (chain 16, Shield+2) Speed-25 Size- Medium


Saving Throws: Wisdom. Charisma
Proficiency Bonus= +3
Spellcasting: Spell Attack Modifier= +6 Spell Save DC= 14


[sblock="Skills"]
Proficiencies: Medicine, Insight, Survival (1st), Animal Handling (BG), Nature(BG),
--Tools: [sblock="Herbalist Kit"] This kit contains a variety of instruments such as clippers, mortar and pestle, and pouches and vials used by herbalists to create remedies and potions. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to identify or apply herbs. Also, proficiency with this kit is required to create antitoxin and potions of healing.[/sblock]


Code:
[B]Skill Check Modifiers:[/B]
[TABLE="width: 500"]
[TR]
[TD][/TD]
[TD]Proficency Bonus[/TD]
[TD]Stat Bonus[/TD]
[TD]Total Mod[/TD]
[TD]Passive Check[/TD]
[/TR]
[TR]
[TD]Acrobatics(Dex)
Animal_Handling(Wis)
Arcana(Int)
Athletics(Str)
Deception(Cha)
History(Int)
Insight(Wis)
Intimidation(Cha)
Investigation(Int)
Medicine(Wis)
Nature(Int)
Perception(Wis)
Performance(Cha)
Persuasion(Cha)
Religion(Int)
Sleight_of_Hand(Dex)
Stealth(Dex)
Survival(Wis)[/TD]
[TD]0
+3
0
0
0
0
+3
0
0
+3
+3
0
0
0
0
0
0
+3[/TD]
[TD]+1
+3
0
+3
-1
0
+3
-1
0
+3
0
+3
-1
-1
0
+1
+1
+3[/TD]
[TD]+1
+6
0
+3
-1
0
+6
-1
0
+6
+3
+3
-1
-1
0
+1
+1
+6[/TD]
[TD]11
16
10
13
9
10
16
9
10
16
13
13
9
9
10
11
11
16[/TD]
[/TR]
[/TABLE]
[/sblock]

[sblock="Traits & Feats"]

[sblock=War Caster]
Prerequisite: The ability to cast at least one spell
You have practiced casting spells in the midst of combat, learning techniques that grant you the following benefits:
• You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage.
• You can perform the somatic components of spells even when you have weapons or a shield in one or both hands.
• When a hostile creature’s movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature.
[/sblock]
[sblock="Racial Traits"]
Darkvision: 60'
Dwarven Resilience, You have advantage on saving throws against poison, and you have resistance against poison damage
Dwarven Combat training, You have proficiency with the battleaxe, handaxe, throwing hammer, and warhammer.
Tool Proficiency, You gain proficiency with the artisan’s tools of your choice: smith’s tools, brewer’s supplies, or mason’s tools.
Stone Cunning,Whenever you make an Intelligence (History) check related to the origin o f stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.
Dwarven Toughness,Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.
[/sblock]

[sblock="Class Traits"]
Ritual Casting:You can cast a Cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared.
Channel Divinity
- Turn Undead/Destroy undead
- Charm animals and plants
Acolyte of Nature
- +1 druid cantrip (Primal Savagery)
- +1 skill (Survival)
Bonus Proficiency
- Proficient with Heavy Armor
[/sblock]
[/sblock]

[sblock="Spells"]
Spell Slots: 1st level(4), 2nd level (3), 3rd level (2)
Code:
[TABLE="width: 500"]
[TR]
[TD]Cantrips (5 known)[/TD]
[TD]Cleric Spells(prepared)[/TD]
[/TR]
[TR]
[TD]Guidance
Mending
Sacred Flame
Spare the Dying
Primal Savagery (Druid Cantrip)[/TD]
[TD][B]1st level [/B]
Animal Friendship*
Speak with Animals*
Bless
Command
Healing Word



[B]2nd Level [/B]
Barkskin*
Spike Growth*
Lesser Restoration
Prayer of Healing
Spearitual Weapon (yes! it's a spear!)

[B]3rd Level [/B]
Plant Growth*
Wind Wall*
Protection from Energy
Spear-it Guardians (correct!)
 

[I](can prepare 8 spells per day)
* always prepared[/I][/TD]
[/TR]
[/TABLE]
[/sblock]


[sblock="Inventory"]
Equipment:
Wooden Shield, Chain mail
Warhammer
2x Handaxe (1d6 slashing, range 20/60)
Spear (1d6,Thrown, range20/60, versatile 1d8)
[sblock="Explorer's Pack"]Includes a backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.[/sblock]
Divine Focus- Scrimshawed Acorn necklace
Brown Bear head dress

3 x potion of Greater Healing
1x Potion of Climbing


Wealth: tbd,
[/sblock]

[sblock="Background"]
Feral
Last of the Foehammer clan of the Sword Hills, Üngar was lost as an infant while his clan fought a retreat against a large horde of Orcs from the High Moor. He was found by a pack of of Hybsils while roaming the borders of the Misty Forest, who left him in the care of a pack of timber wolves, checking on him periodically. Üngar grew up learning the ways of the pack, attuned to the beasts, befriended by the kinder animals and peoples of the hills and forest. His only memento of the Foehammer clan, a cloth shirt with the family insignia on it which was his swaddling cloth.
A clan of wood elves soon became aware of his trespassing and watched him for some time, eventually making contact with him. It had been many years among the animals for the dwarf, to many, the wood elves, bewildered by his plight, took pity on him; they not only taught him their language, but also his dwarven tongue, they even taught him the ways of the land, the ways of Nature. He was a fast learner, having been raised among the creatures of the land. They gifted him with items of his ilk from their treasury, dwarven chain, and a warhammer, informing him of his family insignia and his clan name. He came to be a great friend and defender of the Misty Woods, and for his deeds they bestowed him with a scrimshawed acorn necklace to use as a divine focus.
Days passed, and his den mother came to the end of her days, a frail old wolf and an easy target for predators. Üngar, having been out hunting on his own, heard her desperate baying and returned to the den as fast as he could, to find her near death in the jaws of a starving brown bear. Without caution, Üngar attacked the beast, a fight he barely won which left his face scarred by a claw across his eye. Crawling with what strength he had left he pulled himself to his den mother, and, unable to save her life, was able to share her last moments as the rest of the pack arrived; many howls were bayed that night. He carved up the bear and shared the kill with his suckle-mates, later fashioning a head dress from the fur and skull .
The terrifying memories from his infancy haunted him always, in his dreams he relived the things he did not comprehend, only dark waves bringing darker tidings. Visions he has not been able to decipher. Having reached adulthood, the only mother he'd ever known now dead, and no idea of where or what had became of his people, the dwarf set out to make his own way in the world and left the den behind, to search for answers to questions he had yet to begin to understand.

Though he's learned the nuances and subtleties of interacting with civilization, he is far from one of them. He makes his way adventuring, in hopes of learning the fate of the Foehammers, lending his skills to those who will put up with his eccentricities.

Feature: Survivor
You have an extraordinary knowledge of beasts. you can determine a beasts temperament and intentions. In addition, your knowledge of plants allows to 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

Background Traits:
I have a lesson for every situation, drawn from observing nature. I was, in fact, raised by wolves. The natural world is more important than all the constructs of civilization. I suffer awful visions of a coming disaster and will do anything to prevent it. I am slow to trust members of other races, tribes, and societies.
[/sblock]
[/sblock]
 
Last edited:

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