D&D 5E Into the Dragon's Maw - Character Sheets


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Kobold Stew

Last Guy in the Airlock
Supporter
Lakeover, a cleric of magic; former Master Gunnery Sergeant in the Sylvan Expeditioners, a elven military unit that existed until the Wasting of Donnemere.

ElvenNoble copy.jpg

Currently: 87/87 hit points. AC 20.
Slots available: 4/3/3/3/2/1/0/0/0

[sblock=Lakeover, Level 12]
NG Cleric Wood Elf
(cleric of Mystra, Arcane Domain, SCAG)

Abilities:
STR 10 (0) [2]
DEX 14 (+2) [4]
CON 14 (+2) [7] (advantage on saves re: spells)
INT 11 (0) [3]
WIS 18 (+4) [9+ASI] (save +8)
CHA 10 (0) [2] (save +4)

Size M
Speed 35
AC 20
Init +2 (advantage; people within 30’ can’t be surprised)
Hit Points: 87 (12d8)

Proficiency bonus: +4
Proficiencies: light and medium armor, shield, simple weapons, elven weapons
Skills: Insight, Religion, Perception, Arcana, Acrobatics, Stealth
Tools: poisoner's kit, playing cards
Languages: Common, Elven

Attacks:
Fire Bolt, 1d20+11 to hit, 3d10+4 fire damage (120’).
Ray of Frost, 1d20+11 to hit, 3d8+4 cold damage (60’, -10’ move).
Sacred Flame DC 16 DEX save or 3d8+4 radiant damage (60').
Short Sword, 1d20+6 to hit, 1d6+2 piercing damage

Background: (custom) Advance Scout
* skills: acrobatics, stealth
* tools: Use Rope (custom), playing cards
* feature: Military Rank (as soldier)

Race abilities:
* Darkvision 60’
* advantage of saving throws vs. charm; immune to magical sleep
* Trance 4 hrs/day instead of sleep
* Mask of the Wild: hide when lightly obscured by foliage, rain, mist, etc.

Cleric abilities:
* Spellcasting (DC 16, attack mod +8)
- Cantrips: Guidance [c], Thaumaturgy, Mending, Light, Sacred Flame, Fire Bolt, Ray of Frost
- Spell Slots: 4/3/3/3/2/1/0/0/0
- Spells Prepared: 16 (in italics; others are always prepared)
- Level 1: detect magic [r], magic missile;Bless, Healing Word
- Level 2: magic weapon, Nystul’s magic aura; Silence [r], Prayer of Healing, Hold Person
- Level 3: dispel magic, magic circle; Mass Healing Word, Bestow Curse, Revivify, Water Walk
- Level 4: arcane eye, Leomund’s secret chest; Death Ward, Stone Shape, Banishment
- Level 5: planar binding, teleportation circle; Mass Cure Wounds, Contagion
- Level 6: Heal, Harm
* Ritual Casting
* Channel Divinity (2/rest)
- Turn/Destroy Undead (undead w/in 30’ make WIS save or are turned for 1 min. or it takes damage; destroyed if <CR 2)
- Arcane Abjuration/Banishment (as above, with celestial, elemental, fey, fiend)
* Spell Breaker: when I restore hit points, can end a spell of a level equal or lower than the one cast.
* Potent Spellcasting (add WIS to any cleric cantrip damage)
* Divine Intervention: 1/long rest, use action for 12% chance for divine intervention (1/week if successful).

Feats
* War Caster
- advantage on concentration for spells
- somatic components okay with weapon/shield
- opp attacks can be spells
* Lucky
- 3 luck points/long rest
- roll second d20 for attacks, saves, checks, or attacks against.

Skills
+6 (dex) Acrobatics
+4 (wis) Animal Handling
+4 (int) Arcana
+0 (str) Athletics
+0 (cha) Deception
+0 (int) History
+8 (wis) Insight
+0 (cha) Intimidation
+0 (int) Investigation
+4 (wis) Medicine
+0 (int) Nature
+8 (wis) Perception
+0 (cha) Performance
+0 (cha) Persuasion
+4 (int) Religion
+2 (dex) Sleight of Hand
+6 (dex) Stealth
+4 (wis) Survival

Characteristics:
Personality: Lakeover is confident and aloof, and is used to working on his own at a distance. That's the Expeditioners' way!
Ideal: Lakeover believes successful adventures begin with personal safety.
Bond: Lakeover is devoted to the memory of a departed lover. He wears her ring, and carries her sword (though he does not use it), and he believes that she whispers to him even still, keeping him safe. Her family insist that they never actually went out, and that he is responsible for her death. They don't understand his love.
Flaw: Lakeover is blunt to a point of rudeness.

Equipment:
* Breastplate
* Cloak of Displacement (disadvantage on attacks vs. me, until hit, each turn), attuned
* +2 Shield (holy symbol painted on it: black field with a single star)
* Wand of the War Mage +3 (and ignore half cover) attuned
* Short Sword of warning – adv. on init; no surprise, attuned
* Kits
- 50' silk rope x 2
- playing cards (2 red decks, 2 blue decks)
* Holy symbol (amulet) - worn around neck
* singet ring
* Backpack, containing kits above, plus: )
- components pouch - backup in backpack
- hourglass
- signal whistle
- several pieces of chalk
- healer's kit (10 uses) x 2
- bedroll, mess kit, waterskin
- spare traveller's clothes
- several days' rations
- dagger
* replica of Leomund's secret chest (50gp value) [in pocket]
* Leomund's Secret Chest (5000gp value), floating somewhere on the Astral plane. Contents:
- a lock of hair, from Antiope.
- a painting of Lakeover and Antiope, drawn at a fun fair some years ago.
- military uniform, with insignia. Bloodstains still evident on the sleeves.
- holy symbol (another backup, amulet)

[/sblock]

Currently playing 2 games on ENworld.

[sblock=assumptions]Arcane domain allows the building of a "laser cleric", which is what this is. Holy symbol painted on a magic shield replaces unpriced M components. Wand of War Mage gives +3 to attacks with cantrips. It doesn't give me a free hand for Somatic components, though. As a result, he's taken the War Caster feat. It's crazy that the only way to avoid disadvantage when within 5' of your opponent with a cantrip attack is with the Crossbow Expert feat. I can't bring myself to do that: that's what sacred flame is for.
[sblock=magic choices]Tier One Magical Item Choice: Wand of the War Mage +3 (and ignore half cover) A

Tier Two Magical Item Choice: Cloak of Displacement A; Shield +2

Tier Three Magical Item Choice: Short Sword of warning – adv. on init; no surprise for all w/in 30' A
(or if someone else has one, Immovable rod and shield becomes arrow catcher)

Tier Four Magical Item Choice: none -- Leomund's secret chest

Tier Five Magical Item Choice: none -- Leomund's secret chest[/sblock]
[/sblock][sblock=Picture (Big)]View attachment 72499[/sblock]
 
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Pell, NG Half Orc Rogue (Arcane Trickster) 12

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[sblock=Nuts]hp 20/75 (9+6+6+6+6+6+6+6+6+6+6+6)
Hit Dice 12d8
AC 15 (Studded leather +2)
Initiative +6 (Alert feat)
Darkvision 60’
Speed 30’
Languages: Common, Orc (race), Thieves’ Cant (class), Elvish (background)
Passive Perception 17

Str 18
Dex 12
Con 12
Int 18
Wis 8
Cha 10

Base Ability Scores: Str 15, Dex 12, Con 11, Int 15, Wis 8, Cha 10
Half-Orc: Str +2, Con +1
ASI: 4th lvl Int +2; 8th lvl Str +1, Int +1; 10th lvl Alert; 12th lvl Dungeon Delver

Proficiencies:
Armor: Light
Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords
Proficiency Bonus: +4
Thieves’ tools
Skills: Athletics (class), Investigation (class), Intimidation (race), Perception (class), Stealth (class), Sleight of Hand (background), Performance (background)
Saves: Dexterity +5, Intelligence +8
Menacing (race): Proficiency with Intimidation skill

Background: Troubadour (custom)
Skill Proficiencies: Sleight of Hand, Performance
Tool Proficiencies: Disguise kit
Equipment: None
Language: Elvish
Trait: I always tell the truth, often to my detriment.
Ideal: Art is the highest calling.
Bond: The High Court of the City of Tunnine convicted me of possession of an illegal substance (I pedaled indulgences to the nobility). I need to find a way to pay my court fines, else my suspended sentence will be revoked.
Flaw: I have a weak will and am easily tempted.

Abilities:
Relentless Endurance: When you are reduced to 0 hp but not killed outright, you can drop to 1 hp instead. You can’t use this feature again until you finish a long rest.
Savage Attacks: When you score a critical hit with a melee attack weapon, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.
Sneak Attack: Once per turn you can deal an extra 6d6 to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon. You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.
Expertise: Thieves’ Tools (1st lvl), Perception (1st lvl), Sleight of Hand (6th lvl), Stealth (6th lvl)
Cunning Action: You can take a bonus action on each of your turns in combat to Dash, Disengage, or Hide.
Roguish Archetype (Arcane Trickster)
Uncanny Dodge: When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage.
Evasion: When you are subjected to an effect that allows you to make a Dex saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Reliable Talent: Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.
Mage Hand Legerdemain: You can make mage hand invisible, and can perform the following additional tasks: 1) stow one object the hand is holding in a container worn or carried by another creature; 2) retrieve an object in a container worn or carried by another creature; 3) use thieves’ tools to pick locks and disarm traps at range. You can perform one of these tasks without being noticed by a creature if you succeed on a Dexterity (Sleight of Hand) check contested by the creature’s Wisdom (Perception) check.
Magical Ambush: If you are hidden from a creature when you cast a spell on it, the creature has disadvantage on any saving throw it makes against the spell this turn.

Feats:
Alert (10th lvl ASI feat): PHB165. +5 to initiative; can’t be surprised while conscious; other creatures don’t gain advantage on attack rolls against you as a result of being hidden from you.
Dungeon Delver (12 lvl ASI feat): PHB 166. Advantage of Perception and Investigation checks to detect secret doors; advantage on saving throws to avoid or resist traps; resistance to damage dealt by traps; can search for traps while traveling at a normal pace, instead of only at a slow pace.

Spellcasting:
Spell save DC 16
Spell attack modifier +8
Cantrips (4): mage hand, fire bolt (10), minor illusion, prestidigitation
Spells Known (8): sleep (3), color spray (3), grease (3), silent image (4), invisibility (7), spider climb (8), blur (10), disguise self (11)
1st lvl (4 slots)
2nd lvl (3 slots)

Skills:
Acrobatics +1
Animal Handling -1
Arcana +4
Athletics +8
Deception +0
History +4
Insight -1
Intimidation +4
Investigation +8
Medicine -1
Nature +4
Perception +7 (expertise)
Performance +4
Persuasion +0
Religion +4
Sleight of Hand +14 (expertise, gloves of thievery)
Stealth +9 (expertise)
Survival -1
Thieves’ Tools +14 to pick locks (expertise, gloves of thievery); +9 to disable traps (expertise)

Weapons:
Two-weapon fighting (PHB 195)
Action: Shortsword +2 (“Flick”), 1d20+10, 1d6+6 piercing, finesse, light
Bonus Action: Shortsword (“Swish”), 1d20+8, 1d6, piercing, finesse, light​
Dagger: 1d20+8, 1d4+4
Hand crossbow: 1d20+5, 1d6+1 piercing, range 30/120, light, loading

Equipment:
Studded leather +2
Mantle of spell resistance
"Flick," shortsword +2
"Swish," mundane shortsword
Gloves of thievery
Potion of diminution
Potion of greater healing (2)
Dagger
Thieves' tools
Disguise kit
Hand crossbow
20 bolts
Quiver
Belt pouch
Waterskin
Silk rope 100'
Backpack

Magic Items:
Tier 1: Studded leather armor +2 (DMG 152)
Tier 2: "Flick," shortsword +2 (DMG 213); Mantle of spell resistance (DMG 180, attunement)
Tier 3: Gloves of thievery (DMG 172)
Tier 4: Potion of diminution (DMG 187)
Tier 5: Potion of greater healing x 2 (DMG 188)[/sblock]

[sblock=Bolts]Pell was born into a family of traveling performance artists. His dad—a trapeze crewman—and his mum—a fire eater—lived and worked as part of a guild of performers touring the circuit from city to city. The troupe consisted of more than one criminal, charlatan, and con artist, but the skills were real and the art supreme. As a boy, Pell loved to watch the troupe perform. Their skill was unparalleled, magic given life under a tent awning.

Unfortunately, Pell also loved to indulge. And indulge he did, both selling and partaking of illicit substances banned by the High Court. His wit helped him develop a steady clientele amongst the bored nobility who gave patronage to the theater. He could, he was told, turn a phrase with the best of them. It helped that he smiled prettily, and was always well turned out in cheap but artfully composed cloth. The fops to whom he pedaled managed to hold their noses and ignore the half-orc slant to Pell’s eyes long enough to get their fix.

It was only a matter of time, really, before the gendarme caught Pell smuggling spice into the city. He was tried, convicted, and sentenced faster than one might like to believe was possible of civilized society. He cut a deal with the High Court, who agreed perhaps a touch too eagerly to release Pell in exchange for information he might obtain about the Greenstone of Tunnine—a lost emerald the city’s sages said held divination power. And, of course, the Court assessed fines and fees. One pays for one’s freedom, you know. Especially when one is a half-orc with a taste for spice. [/sblock]
 
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Zeromaru X

Arkhosian scholar and coffee lover
Faera Veladorn (CG Drow Warlock [Pact of the Tome] 12), a lone and wandering drow in surface lands, a sellsword that is searching something for her mysterious patron, the Dark Archfey.

CdvxXhL.png

Name: Faera Veladorn
Class: Warlock (12)
Alignment: CG
Patron God: The Drow gods (but she don't believe anymore in none of those deities since she did the pact with the Dark Archfey)
Race: Drow

Gender: Female
Age: 96
Height: 5'0"
Weight: 86 lb
Hair: White (dark red-dyed), Eyes: Blue, Skin: Drow...ish?
[sblock=Crunch]
HP:
87
Hit dice: 12d8
Passive Perception: 14
Passive investigation: 11
AC: 15
Initiative: +2
Speed: 30'

Saving Throws:
Str -1
Dex 2
* Con 6
Int 1
* Wis 4
* Cha 9

Base Stats
Strength 8 (-1)
Dexterity 14 (+2)
Constitution 15 (+2)
Intelligence 13 (+1)
Wisdom 10 (+0)
Charisma 20 (+5)

Skills
Acrobatics +2
Animal Handling +0
*Arcana +5
Athletics -1
*Deception +9
History +1
Insight 0
Intimidation +5
Investigation +1
Medicine 0
Nature +1
*Perception +4
Performance +5
Persuasion +5
Religion +1
*Sleight of Hand +6
*Stealth +6
Survival 0

* = proficiency


Weapons:
Melee: Rapier
+6 to hit; 1d8+2 piercing damage
Ranged: Dagger
+6 to hit; 1d4+2 piercing damage (range 20/60)


Racials:
+2 Dex, +1 Cha
Sixe: Medium
Speed: 30ft
Languages: Common, Elvish, Undercommon

Traits:
Superior Darkvision 120ft
Sunlight Sensitivity
Drow Magic
Drow Weapon Training


Class: Warlock

Tools: None
Saves: Wis, Cha
Skills: Arcana, Deception
Patron: Archfey
Boon: Pact of the Tome
Fey Presence
Misty Escape
Beguiling Defenses

Magic:

Spell DC: 21 (Rod: DC 24)
Spell attack: +13 (Rod: +16)

Cantrips:
Dancing Lights [Drow]
Eldritch Blast [level 1]: 1d10 +5 force damage (range 120); 3 beams
Mage Hand [level 1]
Guidance [Tome]
Shocking Grasp [Tome]: 3d8 lightning damage (touch)
Thaumaturgy [Tome]
Frostbite [level 4] 3d6 cold damage (range 60)
Minor Illusion [level 10]

Spell List:
Hex [level 1]
Armor of Agathys [level 1]
Phantasmal Force [level 2] - Greater Invisibility [retrained, level 9]
Faerie Fire [Drow]
Hold Person [level 3]
Suggestion [level 4]
Darkness [Drow]
Mirror Image [level 5]
Blink [level 6]
Hypnotic Pattern [level 7]
Fly [level 8]
Banishment [level 9]
Hold Monster [level 11]

Mystic Arcanum:
True Seeing [level 11]

Eldritch Invocations:
Agonizing Blast [level 2]
Devil’s Sight [level 2]
Book of Ancient Secrets [level 5]
- Tenser’s Floating Disk [level 5]
- Find Familiar [level 5]
- Detect Magic*
- Unseen Servant*
- Comprehend Languages*
- Silence*
- Leomund's Tiny Hut*
- Commune*
One with Shadows [level 7]
Mask of Many Faces [level 9]
Repelling Blast [level 12]

ASIs:
lv 4 - ASI +2 Cha
lv 8 - ASI +2 Cha
lv 12 - Feat [Resilient, Constitution]

EQUIPMENT

Glamoured studded armor
a bag of holding
a component pouch with components for spells
explorer’s pack (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)
Common clothes, Clothes, traveler’s,
2 Daggers
Silvered Rapier
antitoxin x2
Rod of the Pact Keeper +3
Ring of Spell Storing [already a Mirror Image stored]
Potion of Clairvoyance
Potion of Greater Healing 4d4+4
Potion of Greater Healing 4d4+4
[/sblock]

Story:

Faera hails from a great drow city deep beneath the sunlit lands of the kingdom. She was an orphan, a survivor from a minor drow house wiped out by their rivals, left to fend for herself in a harsh world. Was in that horrible time of her life, at the age of 15, that she heard to the voice of the dreadful Dark Archfey, an enigmatic being of shadows and magic, though to be a long forgotten deity of the drow whose name has been forgotten, that gave her power in exchange for some purpose that wasn't revealed to her. Ever since her pact with the Dark Archfey, Faera became physically weak, but her magic allowed her to survive in dangerous world that reviled her.

Surviving the long and solitary journey through the Underdark, Faera finally arrived on the surface world through a small access tunnel in the eastern Kings Forest. Travelling at night only, she began her way towards a the destiny only her dark patron known. In one of those journeys, she eventually became a member of a small company of adventurers...

Character theme: Silent Survivor (lyrics)

[sblock=Crunch]Background: Urchin
Feature: City Secrets
Skills: Sleight of Hand, Stealth
Personality: I eat like a pig and have bad manners.
Ideal: Change. The low are lifted up, and the high and mighty are brought down. Change is the nature of things.
Bond: No one else should have to endure the hardships I've been through.
Flaw: People who can't take care of themselves get what they deserve.[/sblock]

Familiar:

Name: Archy
Type: Fey Owl
AC: 11
HP: 2 (1d4-1)
Speed: 5 ft., fly 60 ft.

[sblock=Crunch]Strength 3 (-4)
Dexterity 13 (+1)
Constitution 8 (-1)
Intelligence 2 (-2)
Wisdom 12 (+1)
Charisma 7 (-2)

Skills Perception +3, Stealth +3
Senses darkvision 120 fI., passive Perception 13
Languages -
Challenge 0 (10 XP)

Flyby: The owl provokes no opportunity attacks when it flies out of an enemy's reach.
Keen Sight: The owl has advantage on Wisdom (Perception) checks that rely on sight.

Actions
Talons: Melee Weapon Attack: +3, reach 5 ft., one target.
Hit: 1 slashing damage.[/sblock]
 
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Radaceus

Adventurer
Ignis Fire Genasi Evoker (Wizard) 12th

Ignissmaller.jpg
[sblock="Specifics"]

Name: Ignis
Race Fire Genasi
Class Wizard (Evoker)
lvl 12 Alignment: CG
Age:42 Ht:5'8"Wt:124bs

Languages: Common, Primordial, Draconic (background), Elvish (Background)

[sblock="Stat buy breakdown/ASI"]Str 10(~2pts), Dex 14 (14 ~7 pts) Con 16(14~7pts, +2 racial,+2 ASI) Int 20 ( 15 ~9pt, +1 racial, +4ASI) Wis 10(~2pts) Cha 8

ASI= 4th level +2 Int, 8th Level, +2 Con, 12th Level +2 Int[/sblock]
Str 10, Dex14 +2, Con 18 +4,Int 20 +5, Wis 10, Cha 8 -1

Speed: 30 Size: Medium
HP: 98/98 {HD[12 d6] (50)+48}
[sblock= AC: 19] Elven chain(Chain Shirt+1)=14+(Staff of power+2, Dex+2, Cloak of protection +1)=19ttl Note: Elven Chain grants medium armor proficiency[/sblock]

Proficiency Bonus= +4 Saving Throws: Intelligence, Wisdom
Proficient Saves: +7* NonProficient Saves:+3*
*{+2 to saves from Staff of Power, +1 from Cloak of Protection}

[sblock="Combat"]
WeaponAttDmgModtype
Staff of power(+2)
Staff of pwr 2hd
Dagger
lt Crossbow(20)
+6
+6
+6
+6
1d6
1d8
1d4
1d8
+2
+2
+2
+2
Bludgeoning
Bludgeoning
Piercing
Piercing
versatile
versatile
finesse, Light, Thrown (20/60)
ranged (80/320), loading, two-handed
[/sblock]
[sblock="Skills"]
Proficiencies: Investigation, Insight, Arcana(BG), History(BG)
~BG = from Background

Skill Check Modifiers:
-Proficient Proficency Bonus Stat Bonus Total Mod Passive Check
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)
+0
+0
+4
+0
+0
+4
+4
+0
+4
+0
+0
+0
+0
+0
+0
+0
+0
+0
+2
0
+4
+0
-1
+4
+0
-1
+4
0
+4
+0
-1
-1
+4
+2
+2
0
+2
+0
+8
+0
-1
+8
+4
-1
+8
+0
+4
+0
-1
-1
+4
+2
+2
+0
12
10
18
10
9
18
14
9
18
10
14
10
9
9
14
12
12
10





[sblock="Racial Traits"]
Racial ASI, +2 Con, +1 Int
Darkvision, 60'
Fire Resistance, You have resistance to fire damage
Reach to the Blaze, You know the Produce Flame cantrip. Once you reach 3rd level, you can cast the Burning Hands spell once with this trait as a 1st-level spell, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for these spells
Languages, You can speak read and write, Common, and one Primordial
[/sblock]

[sblock="Class Traits"]
Ritual Casting, You can cast any wizard spell you know as a ritual if that spell has the ritual tag.
[sblock="Arcane Recovery"]You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher.[/sblock]
[sblock="Sculpt Spells"] Beginning at 2nd level, you can create pockets of relative safety within the effects of your evocation spells. When you cast an evocation spell that affects other creatures that you can see, you can choose a number of them equal to 1 + the spell’s level. The chosen creatures automatically succeed on their saving throws against the spell, and they take no damage if they would normally take half damage on a successful save.[/sblock]
[sblock="Potent Cantrip"] Starting at 6th level, your damaging cantrips affect even creatures that avoid the brunt of the effect. When a creature succeeds on a saving throw against your cantrip, the creature takes half the cantrip’s damage (if any) but suffers no additional effect from the cantrip.[/sblock]
Empowered Evocation, Beginning at 10th level, you can add your Intelligence modifier to the damage roll of any wizard evocation spell you cast.

[/sblock][/sblock]

Spellcasting: Spell Attack Modifier= +11* Spell Save DC= 17 {*+2 from Staff of Power}
[sblock=Spells gained during leveling]
Spells GainedScribed bonusTotal known
1st level =(6) 1st
2nd level=(2) 1st
3rd level=(2) 2nd
4th level=(2) 2nd
5th level=(2) 3rd
6th level=(2) 3rd
7th level=(2) 4th
8th level=(2) 4th
9th level=(2) 5th
10th level=(2) 5th
11th level=(2) 6th
12th level=(2) 6th
(6) 1st
(5) 2nd
(4) 3rd
(3) 4th
(2) 5th
(1) 6th
(14) 1st
(9) 2nd
(8) 3rd
(7) 4th
(6) 5th
(5) 6th
[/sblock]
Code:
[U][B]SPELLS[/B][/U]
Total Spells that can be prepared (Level =12, Int=+5)=17
(number of Spells in book) ~Denotes Spells Prepared
[TABLE="width: 500"][TR][TD][U]Spells in Ring:
[/U][I](holds 5 spell levels)[/I][/TD][TD]Cantrips (6 known)[/TD][TD]1st level (14)
Slots:4[/TD][TD]2nd level(9)
Slots:3[/TD][TD]3rd Level(8)
Slots:3[/TD][TD]4th Level(7)
Slots:3[/TD][TD]5th Level (6)
Slots:2[/TD][TD]6th Level (5)
Slots:1[/TD][/TR][TR][TD]Bigby's Hand(5)[/TD][TD]Blade Ward
Create Bonfire
Fire Bolt
+Produce Flame ( racial)1/Lrest
Shocking Grasp
True Strike[/TD][TD]~Absorb Elements
Alarm(ritual)
+Burning Hands ( racial)1/Lrest
Comprehend Languages(ritual)
~Chromatic Orb
Detect Magic ( ritual)
Earth Tremor
Grease
Identify(ritual)
~Magic Missile
~Shield
Thunderwave
Tenser's Floating Disc (ritual)
Unseen Servant ( ritual)
Witchbolt[/TD][TD]Continual Flame
Flaming Sphere
Knock
Invisibilty
~Mirror Image
~Misty Step
~Scorching Ray
Shatter
~Web[/TD][TD]~Counterspell
~Dispel Magic
Fireball
Haste
Leomund's Tiny Hut(ritual)
~Melf's Minute Meteors
~Protection From Energy
Wall of Sand[/TD][TD]Elemental Bane
~Fire Shield
~Otiluke's Resilient Sphere
Rary's Telepathic Bond (ritual)
Phantasmal Killer
Stoneskin
Wall of Fire[/TD][TD]Bigby's Hand
~Conjure Elemental
Hold Monster
Immolation
Telekinesis
~Wall of Force[/TD][TD]Contingency*
Disintegrate
Globe of invulneralbility
~Investiture of Flame
Sunbeam[/TD][/TR][/TABLE]
[sblock=*Contingency] Contingency will be cast the day before entering the great wyrms den, set to cast Misty Step on Ignis should any Dragon move to attack him[/sblock]
[sblock="Inventory"]
Equipment:
[sblock=Staff of Power]This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While holding it, you gain a +2 bonus to Armor Class saving throws, and spell attack rolls. The staff has 20 charges for the following properties. The staff regains 2d8 + 4 expended charges daily at dawn.
If you expend the last charge, roll a d20. On a 1, the staff retains its +2 bonus to attack and damage roll but loses all other properties. On a 20, the staff regain 1d8 + 2 charges.
Power Strike. When you hit with a melee attack using the staff, you can expend 1 charge to deal an extra 1d6 force damage to the target.
Spells. While holding this staff, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spell attack bonus: cone of cold (5 charges), fireball (5th-level version, 5 charges), globe of invulnerability (6 charges), hold monster (5 charges), levitate (2 charges). lightning bolt (5th-level version, 5 charges), magic missile (1 charge), ray of enfeeblement (1 charge), or wall of force (5 charges).Retributive Strike. You can use an action to break the staff over your knee or against a solid surface, performing a retributive strike. The staff is destroyed and releases its remaining magic in an explosion that expands to fill a 30-foot-radius sphere centered on it. You have a 50 percent chance to instantly travel to a random plane of existence, avoiding the explosion. If you fail to avoid the effect, you take force damage equal to 16 x the number of charge in the staff. Every other creature in the area must make a DC 17 Dexterity saving throw. On a failed save. a creature rake an amount of damage based on how far away it is from the point of origin, as shown in the following table. On a successful save, a creature takes half as much damage.[/sblock]
Elven Chain
Cloak Of Protection
Ring of Spell Storing
[sblock=Necklace of Fireballs with 7 beads] This necklace has 7 beads hanging from it. You can use an action to detach a bead and throw it up to 6 feet away. When it reaches the end of its trajectory, the bead detonates as a 3rd-level fireball spell (save DC 15 You can hurl multiple beads, or even the whole necklace, as one action. When you do so, increase the level of the fireball by 1 for each bead beyond the first[/sblock]
[sblock=Elemental Gem(red)]This gem contains a mote of elemental (fire) energy. When you use an action to break the gem, an elemental is summoned as if you had cast the conjure elemental spell, and the gem's magic is lost. The type of gem determines the elemental summoned by the spell- Red Corundum= Fire Elemental[/sblock]
[sblock=Keoghtom's Ointment]This glass jar, 3 inches in diameter, contains 3 doses of a thick mixture that smells faintly of aloe. The jar and its contents weigh 1/2 pound. As an action, one dose of the ointment can be swallowed or applied to the skin. The creature that receives it regains 2d8 + 2 hit points, ceases to be poisoned, and is cured of any disease.[/sblock]
Dagger
Hand crossbow, Quiver, 20 bolts, (1d6, Piercing, light,loading, range 30/120)
bottle of black ink, a quill, a small knife, belt/2 pouches, haversack
a statuette of myselfself carved from ivory and decorated with gems worth 1,500 gp (contingency)
Component Pouch (3/spells)
Arcane Focus - TBD(<<Staff of power?)
Ornate Spellbook with brass binding and clasp

[/sblock]


[sblock="Background"]
Sage​



Not one for formalities, Ignis, though of goodly nature, tends to burn every bridge he crosses, hopefully after helping any allies over first. It's get the job done, all business. He does not believe in the passive approach. He's fueled by knowing his power helps to cleanse the world of darkness.
Made of fiery stuff, inside and out, caring not for the trivialities of day to day, nor holding on to the past, his time is of the essence, and his hunger for knowledge arcane, specifically pyromancy, spurns his inner thoughts. The flames of his existence fanned with the rumors on the wind of a great wyrm, and where there is a great wyrm, there are secrets waiting to be liberated unto the light of day. Flame on!

Feature: Researcher
When you attempt to learn or recall a piece of lore, if you do not know that information, you often know where and from whom you can obtain it. Usually, this information comes from a library, scriptorium, university, or a sage or other learned person or creature.

Background Traits:
I use polysyllabic words that convey the impression of great erudition.I’m convinced that people are always trying to steal my secrets. I believe nothing should fetter the infinite possibility inherent in all existence. My life’s work is a series of tomes related to pyromancy. Most people scream and run when they see a demon. I stop and take notes on its anatomy..
[/sblock]
[/sblock]
 
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3SpdDragster

First Post
dual wield.png


Name: Ursus Spelaeus
Class: Fighter 4/Barbarian 8
Alignment: LN
Patron God: Tyr in the aspect of Justice
HP: 120
Hit dice: 4d10/8d12
Passive Perception: 15
Passive investigation: 9
AC: 17/18 (Half Plate+Dex/Dual Wielder)
Initiative: +2
Speed: 40'

Gender: Male
Age: 27
Height: 6'4"
Weight: 225
Hair: Brown, Eyes: Hazel, Skin: Tanned


Saving Throws:
* Str 9
Dex 2
* Con 7
Int -1
Wis +1
Cha 0

Base Stats
Strength: 20 (+5) Dexterity: 14 (+2) Constitution: 16 (+3) Intelligence: 8 (-1) Wisdom: 12 (+1) Charisma: 10 (+0)

Skills
Acrobatics +2
Animal Handling +1
Arcana -1
*Athletics +9
Deception 0
History -1
Insight +1
*Intimidation +4
Investigation -1
Medicine +1
Nature -1
*Perception +5
*Performance +4
Persuasion +0
Religion -1
Slight of Hand +2
Stealth +2
*Survival +5

* = proficiency


Combat
Init: +0
Melee: Warhammer+3 To hit +12 (1d8+8/Bludgeoning)
Flametongue To hit +9 (1d8+5/Slashing), does 2d6 fire damage and 40 ft light
Ranged: Javelin To hit +9 (1d6+5/Piercing)

RACE: Human

  • +1 Str, +1 Con
  • Sixe: Medium
  • Speed: 30ft
  • Languages: Common, Orc

Background: Outlander

  • Feature: Wanderer
  • Origin: Tribal Marauder
  • Skills: Athletics, Survival
  • Tools: Pan Flute
  • Languages: Goblin

Class 1: Fighter

  • Tools: None
  • Saves: Str, Con
  • Skills: Intimidation, Perception
  • Fighting Style: Two Weapon Fighting
  • Second Wind (1d10+4) SR/LR
  • Action Surge SR/LR
  • Martial Archetype: Champion
  • Feature: Improved Critical (19-20)


Class
2: Barbarian


  • Rage: 4 Times per day (bonus action to start and end)
    • Adv on Str checks and saves
    • +2 damage roll
    • resistance to B/P/S damage
  • Unarmoured Defence: AC 15
  • Reckless Attack: Can get adv on attack rolls
  • Danger Sense: Adv on dex saves against effects you can see
  • Primal Path: Totem Warrior
  • Feature: Spirit Seeker
    • Cast Speak with Animals and Beast Sense as rituals
  • Totem Spirit: Bear
    • While Raging, gain resistance to all damage except psychic
  • Extra Attack
  • Fast Movement
  • Aspect of the Beast: Bear
    • Carrying capacity double, adv on str checks to push,pull,lift or break objects.
  • Feral Instincts: Gain Adv on init. Can act normally on surprise if you enter rage first

Feats:
Human - Dual Wielder
Fighter 4 - ASI +2 Str
Barb 4 - ASI +2 Str
Barab 8 - ASI +2 Con

EQUIPMENT ()

Half Plate
a belt pouch
explorer’s pack (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.)
Common clothes, Clothes, traveler’s,
4 Javelins
Silvered Longsword
dagger
antitoxin x2
Longsword Flametongue (ATT)
Warhammer +3
Winged Boots (ATT)
Ring of Free Action (ATT)
Potion of Heroism
Potion of Greater Healing 4d4+4
Potion of Greater Healing 4d4+4



Background: Outlander – Tribal Marauder

  • Personailty: I place no stock in wealthy or well mannered folk. Money and manners wont save you from a hungry owlbear
  • Ideal: Glory. I must earn glory in battle.
  • Bond: I am the last of my tribe, and it is up to me to ensure their names enter legend.
  • Flaw: I am too enamoured of ale, wine and other intoxicants.


Story:
The tribe of the Cave Bear to which Ursus belonged, was wiped out by slavers looking for fresh meat for the arenas. Young Ursus was one of many children taken and trained in the brutal arts of gladitorial combat. Even though he learnt the martial skills he still clove to his tribal spirits and prayed for the day he could make his escape.

The day came six years after his capture, Ursus and three other gladiators made a run for it. Only Ursus managed to get away. Returning to his tribal lands he found the clan had been rebuilt and found welcome. He through himself back into his barbarian roots with a passion and spent a further seven years living the life of his ancestors.

But his lust for glory had been awakened and the thrill of the hunt was not enough, he left his people seeking adventure and glory.


I still need to look into the magic items.

enworld stuff: GMing one game, applied here and in one other game.

edit: added magic items
 

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