D&D 5E [Closed] D&D5th Against the Slavelords

GreenKarl

First Post
As for the familiar, a talking cat named "Theophrastus". ;) But, I don't know if a familiar can talk in 5e...

Here is a Mercenary background I found in GT forums:

Skill proficiencies: Investigation, Intimidation
Tool proficiencies: One type of gaming set
Languages: One additional language
Equipment: A set of common clothes, a warm cloak with a hood, a gaming set, a map of a nearby city, a bag of caltrops, a lantern, a sealed letter with the details of a job or assignment and a belt pouch containing 20 gp.

Feature: Ear to the Ground
Information seems to find you. Any time you spend at least three hours in a town, city or other major center of population, you automatically come across at least one job offer, significant rumor, or hint toward the pursuit of your current quest.

If you allow it, I'd like to use it.

Comparing to the Soldier it seems reasonable so sure...
 

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Cathmore

First Post
I am thinking my character will be the bastard of a nobleman, the nobleman's wife made him disown the child but after she died he sought out his son and took him in as a huntsman in training. When my character found out as an older man he felt betrayed and basically forced his father's hand in allowing him to go on this mission. Still uncertain what flavour of hunstman I want to make him, I could see Ranger, Fighter (Scout), Oath of the Ancients Paladin, Druid or even Rogue working depending on what factors I emphasize in his training and natural talents.
 

Zeromaru X

Arkhosian scholar and coffee lover
I like BlueLotus' sheet format. I going to post mine as well.

As a sidenote, I'm using the grey elf from the guide GreenKarl linked. There they said grey elves have a +2 to INT and +1 to DEX (p. 9). If this isn't allowed I will change that and use the normal high elves from the PHB.

[sblock=Character Sheet]Name: Alegast Amastacia
Class and Level: Wizard 5
Background: Mercenary
Race: (Grey) Elf
Alignment: CG - Alegast acts as his conscience directs him with little regard for what others expect of him. He makes his own way, but he's kind and benevolent. He believes in goodness and right but has little use for laws and regulations. He hates it when people try to intimidate others and tell them what to do. He follows his own moral compass, which, although good, may not agree with that of society.
XP: 6500

(High) Elf features:
Darkvision (60 ft)
Keen Senses (Perception proficiency)
Fey Ancestry (advantage in TS against Charm effects. Immune to sleep magic effects)
Trance
Elf Weapon Training (weapon prof).
One cantrip
One extra language
+2 to Int, +1 to Dex

Wizard Features:
Ritual Caster
Arcane Recovery
Arcane Tradition (Bladesinging)
Training in War and Song (weapon and light armor prof)
Bladesong

Proficiencies:
Game Dice set, longswords, shortswords, longbows, shortbows, rapiers, light armors, daggers, darts, quaterstaffs, slings, light crossbows.


Mercenary:
Investigation, Intimidation skill prof.
One additional language
Equipment: A set of common clothes, a warm cloak with a hood, a gaming set, a map of a nearby city, a bag of caltrops, a lantern, a sealed letter with the details of a job or assignment and a belt pouch containing 20 gp.
Feature: Ear to the Ground
Information seems to find you. Any time you spend at least three hours in a town, city or other major center of population, you automatically come across at least one job offer, significant rumor, or hint toward the pursuit of your current quest.

Personality:
I always train because training leaves me ready even in a moment of respite or weakness.

Ideal:
I am a sellsword who swings his weapon only in the name of good.
In no other line of work could anyone expect to test their limits so completely.

Bonds:
I was inspired by the tales of a great hero to become a mercenary.
I treat my valued comrades like brothers, and I will let no insult or injury fall upon them.

Flaws:
I egregiously underestimate or overestimate the risks a job represents.
Contract or not, I never bring murder bounties back alive. They showed no mercy, and so neither will I.

STR: 8 (-1) Save: -1
DEX: 16 (+3) Save: +3; +1 to Dex from Grey Elf
CON: 12 (+1) Save: +1
INT: 18 (+4) Save: +7; +2 to INT from Grey Elf, Proficiency in saves from Wizard class
WIS: 12 (+1) Save: +4; Proficiency in saves from Wizard class
CHA: 11 (+0) Save: +0

Initiative: +3
HP: 27
Speed: 30 (40 while Bladesong active)
AC: 15 (19 while Bladesong active)
Hit Dice: 5d6
Proficiency Bonus: +3

Languages:
Common, Elven, Draconic, Dwarven

Skills
Acrobatics (DEX): +3 (advantage while Bladesong active)
Animal Handling (WIS): +1
Athletics (STR): -1
Arcana (INT): +7*
Deception (CHA): +0
History (INT): +4
Insight (WIS): +4*
Intimidation (CHA): +3*
Investigation (INT): +7*
Medicine (WIS): +1
Nature (INT): +4
Perception (WIS): +4*
Performance (CHA): +3*
Persuasion (CHA): +0
Religion: (INT): +4
Slight of Hand (DEX): +3
Stealth (DEX): +3
Survival (WIS): +1

*Indicates proficiency

Rapier
+6 to hit, 1d8+3 piercing damage
Dagger
+6 to hit, 1d4+3 piercing damage, 20'/60'

Spell attack: +7
Spell DC: 15

Equipment:
Gold: 50 gp
Rapier
Dagger (x2)
Arcane Focus (wand)
Studded leather armor
Backpack
-Spellbook
-Equipment from Mercenary background
-Dice game set
-Clothes, Traveler's
-Scholar's pack
-Explorer's Pack
-Component pouch
-Chalk x5
-Scroll of Magic Missile
-Potion of Healing (x2)
-A four leaf clover pressed inside a book discussing manners and etiquette.

Spellbook -(R) denotes a spell castable as a ritual:

Cantrips:
Minor Illusion (grey elf)
Green-Flame Blade
Booming Blade
Lightning Lure
Shocking Grasp

1st Level:
Find Familiar (R)
Tenser's Floating Disk (R)
Tasha's Hideous Laughter
Magic Missile
Shield
Absorb Elements
Sleep
Feather Fall
Burning Hands
Protection from Evil and Good; bought scroll for 40gp
Detect Magic (R); bought scroll for 40gp
Unseen Servant (R); bought scroll for 40gp

2nd Level:
Misty Step
Blindness/Deafness
Magic Weapon
Maximilian’s earthen grasp
Pyrotechnics
Flaming Sphere
Mirror Image; bought scroll for 200gp

3rd Level:
Melf’s minute meteors
Fireball
Vampiric Touch


Familiar stats:
Name: Theophrastus
Type: Cat (fey)
AC: 12
HP: 2 (1d4)
Spd: 40ft. climb 30ft

STR 3 (-4) DEX 15 (+2) CON 10 (0)
INT 3 (-4) WIS 12 (+1) CHA 7 (-2)

Skills: Perception +3, Stealth +4

Keen Smell: The cat has advantage on Wisdom (Perception) checks that rely on smell.

Actions:
Claws: Melee Weapon Attack: +0 to hit, reach 5 ft., one target.
Hit: 1 slashing damage.
[/sblock]

[sblock=Potential Magic Items]-Boots of elvenkind
-Cloak of Protection
-Weapon or Wand of the War Wizard +1
-Pearl of Power[/sblock]

Also, can I roll for a trinket?
 
Last edited:

KahlessNestor

Adventurer
Question: Clerics have the spell "continual flame". It's 50 gp to cast. It's basically a permanent light spell. If I wanted to apply that to my weapon, and maybe make some simple stones or amulets for the party to be able to wear or drop on the ground for combat, would you allow that to come out of the "mundane" items we have acquired during our off screen 5 levels of adventuring, or should I use the 500 gp you're giving us for pots and scrolls for that instead?
 

KahlessNestor

Adventurer
Also I wanted to keep 300 gp in reserve as the diamond required for Revivify (just in case). Should that come out of the 500, or be assumed in the general adventuring fund?
 

KahlessNestor

Adventurer
I like BlueLotus' sheet format. I going to post mine as well.

As a sidenote, I'm using the grey elf from the guide GreenKarl linked. There they said grey elves have a +2 to INT and +1 to DEX (p. 9). If this isn't allowed I will change that and use the normal high elves from the PHB.

[sblock=Character Sheet]Name: Alegast Amastacia
Class and Level: Wizard 5
Background: Mercenary
Race: (Grey) Elf
Alignment: CG - Alegast acts as his conscience directs him with little regard for what others expect of him. He makes his own way, but he's kind and benevolent. He believes in goodness and right but has little use for laws and regulations. He hates it when people try to intimidate others and tell them what to do. He follows his own moral compass, which, although good, may not agree with that of society.
XP: 6500

(High) Elf features:
Darkvision (60 ft)
Keen Senses (Perception proficiency)
Fey Ancestry (advantage in TS against Charm effects. Immune to sleep magic effects)
Trance
Elf Weapon Training (weapon prof).
One cantrip
One extra language
+2 to Int, +1 to Dex

Wizard Features:
Ritual Caster
Arcane Recovery
Arcane Tradition (Bladesinging)
Training in War and Song (weapon and light armor prof)
Bladesong

Proficiencies:
Game Dice set, longswords, shortswords, longbows, shortbows, rapiers, light armors, daggers, darts, quaterstaffs, slings, light crossbows.


Mercenary:
Investigation, Intimidation skill prof.
One additional language
Equipment: A set of common clothes, a warm cloak with a hood, a gaming set, a map of a nearby city, a bag of caltrops, a lantern, a sealed letter with the details of a job or assignment and a belt pouch containing 20 gp.
Feature: Ear to the Ground
Information seems to find you. Any time you spend at least three hours in a town, city or other major center of population, you automatically come across at least one job offer, significant rumor, or hint toward the pursuit of your current quest.

Personality:
I always train because training leaves me ready even in a moment of respite or weakness.

Ideal:
I am a sellsword who swings his weapon only in the name of good.
In no other line of work could anyone expect to test their limits so completely.

Bonds:
I was inspired by the tales of a great hero to become a mercenary.
I treat my valued comrades like brothers, and I will let no insult or injury fall upon them.

Flaws:
I egregiously underestimate or overestimate the risks a job represents.
Contract or not, I never bring murder bounties back alive. They showed no mercy, and so neither will I.

STR: 8 (-1) Save: -1
DEX: 16 (+3) Save: +3; +1 to Dex from Grey Elf
CON: 12 (+1) Save: +1
INT: 18 (+4) Save: +7; +2 to INT from Grey Elf, Proficiency in saves from Wizard class
WIS: 12 (+1) Save: +4; Proficiency in saves from Wizard class
CHA: 11 (+0) Save: +0

Initiative: +3
HP: 27
Speed: 30 (40 while Bladesong active)
AC: 15 (19 while Bladesong active)
Hit Dice: 5d6
Proficiency Bonus: +3

Languages:
Common, Elven, Draconic, Dwarven

Skills
Acrobatics (DEX): +3 (advantage while Bladesong active)
Animal Handling (WIS): +1
Athletics (STR): -1
Arcana (INT): +7*
Deception (CHA): +0
History (INT): +4
Insight (WIS): +4*
Intimidation (CHA): +3*
Investigation (INT): +7*
Medicine (WIS): +1
Nature (INT): +4
Perception (WIS): +4*
Performance (CHA): +3*
Persuasion (CHA): +0
Religion: (INT): +4
Slight of Hand (DEX): +3
Stealth (DEX): +3
Survival (WIS): +1

*Indicates proficiency

Rapier
+6 to hit, 1d8+3 piercing damage
Dagger
+6 to hit, 1d4+3 piercing damage, 20'/60'

Spell attack: +7
Spell DC: 15

Equipment:
Gold: 50 gp
Rapier
Dagger (x2)
Arcane Focus (wand)
Studded leather armor
Backpack
-Spellbook
-Equipment from Mercenary background
-Dice game set
-Clothes, Traveler's
-Scholar's pack
-Explorer's Pack
-Component pouch
-Chalk x5
-Scroll of Magic Missile
-Potion of Healing (x2)

Spellbook -(R) denotes a spell castable as a ritual:

Cantrips:
Minor Illusion (grey elf)
Green-Flame Blade
Booming Blade
Lightning Lure
Shocking Grasp

1st Level:
Find Familiar (R)
Tenser's Floating Disk (R)
Tasha's Hideous Laughter
Magic Missile
Shield
Absorb Elements
Sleep
Feather Fall
Burning Hands
Protection from Evil and Good; bought scroll for 40gp
Detect Magic (R); bought scroll for 40gp
Unseen Servant (R); bought scroll for 40gp

2nd Level:
Misty Step
Blindness/Deafness
Magic Weapon
Maximilian’s earthen grasp
Pyrotechnics
Flaming Sphere
Mirror Image; bought scroll for 200gp

3rd Level:
Melf’s minute meteors
Fireball
Vampiric Touch


Familiar stats:
Name: Theophrastus
Type: Cat (fey)
AC: 12
HP: 2 (1d4)
Spd: 40ft. climb 30ft

STR 3 (-4) DEX 15 (+2) CON 10 (0)
INT 3 (-4) WIS 12 (+1) CHA 7 (-2)

Skills: Perception +3, Stealth +4

Keen Smell: The cat has advantage on Wisdom (Perception) checks that rely on smell.

Actions:
Claws: Melee Weapon Attack: +0 to hit, reach 5 ft., one target.
Hit: 1 slashing damage.
[/sblock]

[sblock=Potential Magic Items]-Boots of elvenkind
-Cloak of Protection
-Weapon or Wand of the War Wizard +1
-Pearl of Power[/sblock]

Also, can I roll for a trinket?

I always roll for a trinket :)
 

KahlessNestor

Adventurer
Updated:

Scotley - Rogue
Zeromaru – Elf Bladesinger Mercenary (Alegast)
ForgedFury - Human barbarian Gladiator
Cathmore – Ranger? OoA Paladin? (Noble?)
3SpdDragster – Rogue/Warlock Charlatan
BlueLotus - Human Wizard Sage (Levanna)
KahlessNestor - Human Life Cleric Noble (Tirion Cayde)
 

KahlessNestor

Adventurer
Okay, here is Tirion's characters sheet.

A few notes:
1. This is done with the assumption of DM generosity on the questions I asked above :D If that changes, I will adjust accordingly.
2. If there are any spells from the cleric list you wish to see, let me know.
3. Out of the kindness of my heart I'm reserving a 300 gold diamond for Revivify. It would be nice if eventually everyone has their own diamond :) I'm fine paying for some of the continual flame items, though some of you may not need them (the elf?) and I'll reduce the number I make.
4. Here's how I initially see him working. Tirion will be up there with the barbarian helping to control the front lines as off-tank. Spells will normally be reserved for tossing out Healing Word and Mass Healing Word during combat, Prayer of Healing and Cure Wounds outside of combat. If you need a heal, during combat, just have your character yell for one. Spells like Hold Person and Command will generally be reserved for the Warcaster opportunity attacks or to save some backliner (squishy wizards) if needed. Spirit Guardians is my mass nuke if there are spell slots available.


[sblock=Character Sheet]Name: Tirion Cayde
Class and Level: Cleric 5 (Life)
Background: Noble
Race: (Grey) Variant Human
Alignment: NG - Tirion does his best to help others according to their needs. He has strong Lawful tendencies, which are under strain given the situation back home with his uncle Maledict and his cousin/foster brother Rex. He does not know the truth yet about his uncle.
XP: 6500/14,000

Variant Human Features:
ASI: +1 Str and +1 Wis
Skills: Proficiency in Insight
Feat: Warcaster - Advantage on Concentration saves; perform somatic components with weapon or shield in hand; cast a spell as an opportunity attack

Cleric Features:
Ritual Caster (must have spell prepared)
Domain: Life
Disciple of Life: All healing spells restore an extra 2+spell level hit points
Channel Divinity (1/R):
Turn/Destroy Undead (CR 1/2)
Preserve Life

Proficiencies:
Armor: Heavy
Weapons: Simple
Tools: Dragonchess


Noble:
Skill Proficiencies: History, Persuasion
Additional Language: Elven
Equipment: A set of fine clothes, a signet ring, a scroll of pedigree, and a purse containing 25 gp.
Feature: Position of Privilege - Thanks to your noble birth, people are inclined to think the best of you. You are welcome in high society, and people assume you have the right to be wherever you are. The common folk make every effort to accommodate you and avoid your displeasure, and other people of high birth treat you as a member of the same social sphere. You can secure an audience with a noble if you need to.


Personality:
The common people love me for my kindness and generosity.
I try hard to live up to the example left me by my parents.

Ideal:
Noble Obligation. It is my duty to protect and care for the people beneath me.

Bonds:
My loyalty to my rightful sovereign and cousin Rex is unwavering.

Flaws:
I am secretly in love with my best friend Rex's estranged wife and keep secret from him the moment of weakness we had together. (Love triangle)

STR: 15 (+2) Save: +2 (+1 to Str from V. Human)
DEX: 10 (0) Save: 0
CON: 13 (+1) Save: +1
INT: 10 (0) Save: 0
WIS: 18 (+4) Save: +7 (+1 to Wis from V. Human)(+2 Wis from L4 ASI) Proficiency in saves from Cleric class
CHA: 10 (+0) Save: +3 Proficiency in saves from Cleric class

Initiative: 0
HP: 33
Speed: 30
AC: 20
Hit Dice: 5d8
Proficiency Bonus: +3

Languages:
Common, Elven, Dwarven

Skills
Acrobatics (DEX): 0
Animal Handling (WIS): +4
Arcana (INT): 0
Athletics (STR): +2
Deception (CHA): 0
History (INT): +3*
Insight (WIS): +7*
Intimidation (CHA): 0
Investigation (INT): 0
Medicine (WIS): +7*
Nature (INT): 0
Perception (WIS): +4
Performance (CHA): 0
Persuasion (CHA): +3*
Religion: (INT): +3*
Slight of Hand (DEX): 0
Stealth (DEX): 0 (DA Heavy Armor)
Survival (WIS): +4

*Indicates proficiency

Mace: +5 to hit, 1d6+2/B
Javelin: +5 to hit, 1d6+2/P 30’/120’
Handaxe: +5 to hit, 1d6+2/S 20’/60’
Dagger: +5 to hit, 1d4+2/P 20'/60'

Spell attack: +7
Spell DC: 15

Equipment:
Gold: 25 gp
Javelin x3
Healer's kit (10 uses)
Holy Water x5
Acid
Alchemist Fire
Antitoxin
Explorer's pack (backpack, bedroll, mess kit, tinderbox, 10 torches, 10 rations, waterskin, 50' silk rope)
6 continual flame amulets
300 gp diamond (for use with Revivify)
Scroll of Cure Light (L1) x5
Potion of Healing x5 (2d4+2)
Plate armor
Shield (w/ Holy Symbol)
Mace (enchanted continual flame, hood)
Handaxe
Dagger
Climber's kit
Traveler's clothes (worn)
Holy Symbol amulet (enchanted with continual flame)
Incense and Censer
Vestments
Dragonchess set
Trinket: A mosaic tile w/ multicolored glazed surface (Pelor tile from parents' tomb)

Spells -(R) denotes a spell castable as a ritual:

Cantrips:
Guidance
Mending
Sacred Flame
Thaumaturgy

1st Level:
Domain: Bless
Domain: Cure Wounds
Command
Guiding Bolt
Healing Word

2nd Level:
Domain: Lesser Restoration
Domain: Spiritual Weapon
Blindness/Deafness
Hold Person
Prayer of Healing

3rd Level:
Domain: Beacon of Hope
Domain: Revivify
Dispel Magic
Mass Healing Word
Spirit Guardians

[/sblock]

[sblock=Potential Magic Items]

Cloak of Protection
Gauntlets of Ogre Power
Mithral Plate
Pearl of Power
+1 Mace
[/sblock]
 

Scotley

Hero
Updated:

Scotley - Rogue
Zeromaru – Elf Bladesinger Mercenary (Alegast)
ForgedFury - Human barbarian Gladiator
Cathmore – Ranger? OoA Paladin? (Noble?)
3SpdDragster – Rogue/Warlock Charlatan
BlueLotus - Human Wizard Sage (Levanna)
KahlessNestor - Human Life Cleric Noble (Tirion Cayde)

Looks like a fairly balanced group.
 

Forged Fury

First Post
Brak Blood-Bear

[sblock=Brak Blood-Bear]
Code:
Name:       Brak Blood-Bear
Class:      Barbarian (Totem Warrior) 5
Race:       Human (Variant)
Background: Custom Pit Fighter
Size:       Medium (6'2", 250 lbs)
Gender:     Male
Alignment:  Chaotic Good

STR: 16 (+3) Save: +6    HP: 60 (5d12 HD)
DEX: 14 (+2)             AC: 16 (DEX + CON)
CON: 18 (+4) Save: +7
INT: 08 (-1)             Speed:   40
WIS: 12 (+1)             Init:    +2
CHA: 08 (-1)             Passive Perception: 11


Skills:                  Abilities:
Acrobatics         +2    Rage
Animal Handling    +1    Unarmored Defense
Arcana             -1    Reckless Attack
*Athletics         +6    Danger Sense
Deception          -1    Spirit Seeker
History            -1    Totem Spirit: Bear
Insight            +1    Extra Attack
*Intimidation      +2    Fast Movement (10')
Investigation      -1
*Medicine          +4    Popular By Demand
Nature             -1
*Perception        +4
Performance        -1
Persuasion         -1
Religion           -1
Sleight of Hand    +2
Stealth            +2
*Survival          +4

Proficiencies:
Armor: Light Armor, Medium Armor, & Shields
Weapons: Simple & Martial Weapons
Tools: Dice & Land Vehicles
Languages: Common, Giant, & Orcish

Feats:
Tavern Brawler

Weapon                Attack  Damage     Type  Range
Greataxe                +6    1d12+3       S
Javelin                 +6     1d6+3       P  (30/120)
Dagger                  +6     1d4+3       P  (20/60)
Unarmed Strike          +6     1d4+3       B

Equipment: 
Greataxe
Javelin (5)
Dagger
Leather Harness
Shield
Backpack
Bedroll
Blanket
Mess Kit
Dice Set
Healing Kit
Dragon Talon Necklace
Tinderbox
Torch (10)
Rations (10 Days)
Waterskin
Flask (Grain Alcohol)
Rope (50') 
[I]Potion of Healing[/I] (4)
Belt Pouch
Small Diamond (300gp Value)

Money: 5GP

Personality Trait: I judge people by their actions, not their words
Personality Trait: I face problems head-on. A simple, direct solution is the best path to success.
Ideal: Freedom - Tyrants must not be allowed to oppress the people.
Bond: Those who fight beside me are those worth dying for.
Flaw: I have a weakness for the vices of the city, especially hard drink.
[/sblock]

[sblock=Background & Description]Brak is a 50-year-old human, although his years of hard living make him look at least a decade older. Well, mostly, aside from the fact that he's still in pretty good physical shape. While he doesn't have much muscular definition, it's hard to miss the obvious strength in his massive frame. Scars crisscross his body, one bisecting his broad flat nose that has been broken at least a dozen times. His short hair has turned a steel grey, both that which is on his head and the immense amount that covers most of his body like a carpet. Carrying little other than a backpack, a shield, and a well-used greataxe, he appears poor in worldly possessions but rich in experience.

Brak was born into poverty in the North Kingdom. As with most things, the debauchery and decadence failed to trickle down to the lower classes. He was sold into slavery by his father to cover a debt. Shortly after being sold as a laborer, Brak was sent to the gladiatorial pits due to his failure to see eye-to-eye with his previous master. Performing surprisingly well, Brak managed to eke out a miserable existence in the pits. Unlike many successful gladiators, Brak was workmanlike in his approach to the craft, never giving the people a good show but simply eliminating his competition in the most swift and humane manner available to him. Oddly, this anti-showmanship earned him a loyal following among some of the crowd and he was added to a traveling retinue of gladiators to do battle in cities across the kingdom. During the first outing, the caravan was attacked by humanoids and the gladiators were freed to defend the caravan. Seeing the size of the horde of humanoids, Brak convinced several of his fellow gladiators to flee with him. The small group left just in time before the remainder of the caravan was swallowed by the horde.

After a long and arduous trip, Brak arrived alone at the Free City of Greyhawk, the rest of his companions either having died or opted to end their flight early. With little skills to speak of, the former gladiator sought out underground fight clubs in which to earn money, only this time, he fought at his leisure.[/sblock]

[sblock=Build Notes]
Initial Stats through Point-Buy were: STR 15, DEX 13, CON 15, INT 08, WIS 12, CHA 08. Applied +1 to DEX and CON through Variant Human. Applied +1 to STR through Tavern Brawler feat. Applied +2 to CON through 4th Level ASI.

Pit Fighter Custom Background: I made this custom background because the Gladiator background was much more of a flashy fighter background than what I intended for Brak. He basically resisted his servitude by putting forth the most efficient and boring take downs, not playing to the crowd at all.

Let me know if it is okay.

Skills: Intimidation & Medicine
Tools: Gaming Set
Languages: One Language of Choice
Equipment: Trophy from a defeated opponent, Flask (Empty), Healer's Kit, blanket, belt pouch containing 5gp.
Feature: Popular By Demand (from Entertainer)

As far as magic items, I'm not sure what are considered minor. The DMG notation of scarcity only indicates the commonality in an appropriately leveled magic item hoard. Some uncommon items only appear on hoards appropriate to relatively high CR creatures. With that said, here's a list of a few Uncommon items that could be fun:
- Javelin of Lightning
- Weapon of Warning (Dagger)
- Goggles of Night or Driftglobe
- Periapt of Wound Closure
- Figurine of Wondrous Power (Silver Raven)[/sblock]
 
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