D&D 5E Hydellor OOC

RMcCall

Explorer
Haldor

Haldor remembers the beginning of the reign of Arideen III, 400 years ago. Yet, he is only 72 years old, a young adult in dwarf years. He had been a noble among the dwarves, one of the younges in his family, and destined for a small lot in life. He ended up working the caves that mined the metal the Explorer used to equip and settle new lands. Haldor does not like to speak about why a noble such as he would do such dirty work, however. What he does have great interest in telling is how one day, when he dug a bit too deep, he stumbled across a glowing red ruby the size of his fist. Suddenly, a cave-in trapped him and almost crushed him. He grabbed the ruby, and that was the last thing he remembers from 400 years ago.

Next thing Haldor knew, he was being woken up by an unfamiliar miner. The ruby was gone, but he could tell it had somehow absorbed into his skin and protected him from the cave-in by placing him in a magical hibernation. In addition, he found that he could now control and manipulate fire. Now with no ties to the world, he has set out to find an explanation for what the ruby is, and to experience a world he would have never been able to see as a dwarf noble.

Haldor became good friends with Andric, the human miner who found him, in the fortnight while Haldor stayed with him after being unearthed. Andric taught him as much as he could about current affairs, but Haldor wanted to see it for himself. Andric had to stay with his wife, children, and job. He also became acquainted with the overseer for the mine, a gruff dwarf named Dagnal. She didn't take kindly to her workers finding people instead of gold, but she offered Haldor a job if he needed one. In his first week of traveling alone, Haldor made an enemy of a noble he crossed paths with. Haldor, not knowing that he was dealing with a noble and not being used to holding his tongue because of his own noble heritage, responded to the noble's command to get out of his way with a sharp retort, earning a kick from the guards and a grudge from a wealthy man. He didn't get the noble's name, but he would recognize his insignia: a silver skull. He carries a trinket he grabbed from the guard in their tussle as a reminder to stay clear of that house.

[sblock=Character Sheet]I chose the draconic bloodline to get abilities relating to fire, but the actual source of the ruby's magic is up to the DM.

Trinket: 1D100 = [62] = 62

Hydellor Character Creation: 4D6.HIGH(3) = [4, 1, 6, 1] = 11
4D6.HIGH(3) = [3, 5, 4, 1] = 12
4D6.HIGH(3) = [4, 2, 2, 2] = 8
4D6.HIGH(3) = [1, 1, 5, 5] = 11
4D6.HIGH(3) = [5, 1, 2, 1] = 8
4D6.HIGH(3) = [3, 3, 2, 2] = 8

Yikes, I'll use the standard array instead of those scores!

Strength 12 (+1)
Dexterity 8 (-1)
Constitution 16 (+3) (14 base, +2 racial)
Intelligence 13 (+1)
Wisdom 11 (+0) (10 base, +1 racial)
Charisma 15 (+2)

Hit Points 11
Hit Dice 1d6
AC 12
Initiative -1

Medium size, 25 foot speed
Darkvision (60 feet)
Dwarven Resilience (Advantage on saving throws against poison, resistance to poison damage)
Dwarven Combat Training
Tool Proficiency
Stonecunning (Proficient in History for checks related to stonework, and double proficiency bonus)
Dwarven Toughness (+1 HP per level)
Draconic Bloodline: Red
- Dragon Ancester (Double proficiency bonus on Charisma checks when interacting with dragons)
- Draconic Resilience (+1 HP per sorcerer level, and 13+Dex mod AC when wearing no armor)

Languages Common, Dwarvish, Elvish, Draconic

Saving Throw Proficiencies
Constitution, Charisma

Skill Proficiencies
Deception, History, Intimidation, Persuasion
[sblock=Spells (2 1st-level Spell Slots)]Spell Save DC 12
Spell Attack Modifier +4

(Cantrip)[sblock=Control Flames]1 action, 60 feet, S components, instantaneous or 1 hour (see below); You choose nonmagical flame that you can see within range and that fits within a 5-foot cube. You affect it in one of the following ways: - You instantaneously expand the flame 5 feet in one direction, provided that wood or other fuel is present in the new location; - You instantaneously extinguish the flames within the cube; - You double or halve the area of bright light and dim light cast by the flame, change its color, or both. The change lasts for 1 hour; - You cause simple shapes—such as the vague form of a creature, an inanimate object, or a location—to appear within the flames and animate as you like. The shapes last for 1 hour. If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.[/sblock](Cantrip)[sblock=Create Bonfire]1 action, 60 feet, V+S components, concentration up to 1 minute; You create a bonfire on ground you can see within range. Until the spell ends, the bonfire fills a 5-foot cube. Any creature in the bonfire’s space when you cast the spell must succeed on a Dexterity saving throw or take 1d8 fire damage. A creature must also make the saving throw when it enters the bonfire’s space for the first time on a turn or ends its turn there. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).[/sblock](Cantrip)[sblock=Fire Bolt]1 action, 120 feet, V+S components, instantaneous; You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target, On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried. This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).[/sblock](Cantrip)[sblock=Light]1 action, touch, V+M (a firefly or phosphorescent moss) components, 1 hour; You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action. If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.[/sblock](1st-level)[sblock=Burning Hands]1 action, self (15-foot cone), V+S components, instantaneous; As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren't being worn or carried. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.[/sblock](1st-level)[sblock=Fog Cloud]1 action, 120 feet, V+S components, concentration up to 1 hour; You create a 20-foot-radius sphere of fog centered on a point within range. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the radius of the fog increases by 20 feet for each slot level above 1st.[/sblock]Weapon Proficiencies
Battleaxe, Handaxe, Light Hammer, Warhammer, Daggers, Darts, Slings, Quarterstaffs, Light Crossbows

Other Proficiencies
Mason's Tools, Playing Cards

Equipment
Starting Gold x10: 3D4 = [4, 1, 3] = 8
2 light hammers, warhammer, crystal, robes, common clothes, backpack, bedroll, miner's pick, shovel, waterskin, pouch, 50 foot hempen rope, 10 days rations, mess kit, 2 flasks of oil, 4 sheets of parchment, 1 ounce bottle of ink, ink pen, signet ring, mason's tools, playing card set, silver skull icon
9 gold, 4 silver, 8 copper remaining
88 lbs. (180 lb. carrying capacity)[/sblock][/sblock]
 
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KahlessNestor

Adventurer
Most of it looks good. The only thing that might not fit is the Noble feature, Position of Privilege, given his background. Not saying you have to change his background, but just that feature, as he doesn't have any ties to his noble house anymore, according to your backstory. You can pick something more fitting from one of the other backgrounds, or we can work up one of our own.
 


Steve Gorak

Adventurer
Theremin, I notice you're missing two of the languages you get. (Half-elf and background).

OOps! I remember now that I wanted to ask you: what are the most appropriate languages? He's a noble, and well eduated, so I imagine it makes sense that he speaks the languages of the neighboring regions, no? What would be the most relevant ones?
Thanks!

SG
 

KahlessNestor

Adventurer
The various regions of the Arideen Empire speak the Common tongue, though with enough differences that one can tell where you're from, a bit similar to American dialects, or differences between Spanish speaking countries. You can understand each other, but unless they're careful, there's a definite, "Oh, yeah, he's from Helveki" to it.

Among the nobility, the "classical" three languages of education are Common, Elven, and Dwarvish, representing the main races in the empire. In Helveki, where Theremin is from, Infernal has become important (because you don't want to make a contract with a devil without knowing all the details of the fine print). Another possibility is learning to speak the language of whatever mercenary soldiers serve your house (goblin, orc, giant, etc), though most nobles likely wouldn't really stoop to sully themselves and would have someone on staff that could speak it. Since he has an Academy education, he might know any of the more exotic languages.

It really depends on how you view his House and its situation within the Queendom of Helveki and your House's goals and desires. You're off to the far west, so perhaps not at the center of politics? Or maybe you want to be? Does your House have an infernal pact? Does it use monstrous mercenaries? Or does it try to toe the line of loyalty while keeping the governmental structure at arms' length? You're elves and half-elves. Do you maybe have a close relationship with a fey community in the forests of your region? Who else falls under the bounds of your barony?
 

RMcCall

Explorer
Most of it looks good. The only thing that might not fit is the Noble feature, Position of Privilege, given his background. Not saying you have to change his background, but just that feature, as he doesn't have any ties to his noble house anymore, according to your backstory. You can pick something more fitting from one of the other backgrounds, or we can work up one of our own.

I thought about that too. I don't mind him not having any background feature. Or perhaps he can have something related to the origin of the ruby (which could be secret from him until he finds out more).
 


KahlessNestor

Adventurer
[MENTION=15132]Steve Gorak[/MENTION] I have the A Song of Ice and Fire RPG book and it has an interesting system for building a noble house. If you'd like, we could run through that for Keltarin :)
 



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