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<blockquote data-quote="tglassy" data-source="post: 7198454" data-attributes="member: 6855204"><p>Placeholder for future characters. </p><p></p><p></p><p>Group A</p><p></p><p>[sblock=Ryder]</p><p>Name: Ryder Die</p><p>Race: Half-Elf</p><p>Class: Rogue 1</p><p>Background: Charlatan</p><p></p><p>HP: 10</p><p>AC: 15</p><p></p><p>Str: 10</p><p>Dex: 16</p><p>Con: 14</p><p>Int: 10</p><p>Wis: 10</p><p>Cha: 17</p><p></p><p>Proficiencies:</p><p>Light Armor</p><p>Simple Weapons</p><p>Hand Crossbows</p><p>Longswords</p><p>Shortswords</p><p>Rapiers</p><p>Disguise Kit</p><p>Forgery Kit</p><p>Thieves Tools (Expertise)</p><p></p><p>Languages:</p><p>Common</p><p>Elvish</p><p>Sylvan</p><p></p><p>Skills:</p><p>Deception (Background, Expertise)</p><p>Sleight of Hand (Background)</p><p>Stealth (Class)</p><p>Acrobatics (Class)</p><p>Performance (Class)</p><p>Persuasion (Class)</p><p>Perception (Race)</p><p>Arcana (Race)</p><p></p><p>Racial Features:</p><p>Darkvision</p><p>Fey Ancestry</p><p></p><p>Charlatan Features:</p><p>Favorite Scheme</p><p>I put on new identities like clothes.</p><p></p><p>Feature: False Identity</p><p>You have created a second identity that includes documentation, established acquaintances, and disguises that allow you to assume that persona. Additionally, you can forge documents including official papers and personal letters, as long as you have seen an example of the kind of document or the handwriting you are trying to copy.</p><p></p><p>Rogue Features:</p><p></p><p>Expertise</p><p>At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves’ tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.</p><p></p><p>At 6th level, you can choose two more of your proficiencies (in skills or with thieves’ tools) to gain this benefit.</p><p></p><p>Sneak Attack</p><p>Beginning at 1st level, you know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra 1d6 damage 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.</p><p>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.</p><p></p><p>The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table.</p><p></p><p>T h i e v e s ’ C a n t</p><p>During your rogue training you learned thieves’ cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves’ cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.</p><p>In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves’ guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.</p><p></p><p></p><p></p><p></p><p></p><p>Equipment:</p><p>Studded Leather Armor</p><p>Rapier</p><p>Burglar’s Pack</p><p>Fine Clothes</p><p>Grappling Hook</p><p>Disguise Kit</p><p>Thieves Tools</p><p>Bag of gold (7 gp)</p><p></p><p>[/sblock]</p><p></p><p></p><p>Group B</p><p></p><p>[sblock=Alberich "Al" Rockheart]</p><p>Race: Mountain Dwarf</p><p>Class: Bard 2</p><p>Background: Outlander</p><p></p><p>HP: 18</p><p>AC: 14</p><p></p><p>Str: 17</p><p>Dex: 10</p><p>Con: 16</p><p>Int: 8</p><p>Wis: 10</p><p>Cha: 15</p><p></p><p>Proficiencies:</p><p>Light Armor</p><p>Medium Armor </p><p>Battle axe </p><p>Handaxe</p><p>Longsword</p><p>Rapier</p><p>Hand Crossbows</p><p>Warhammer</p><p>Throwing Hammer</p><p>Simple Weapons</p><p></p><p>Languages:</p><p>Common</p><p>Dwarvish</p><p>Orc</p><p></p><p>Skills:</p><p>Athletics</p><p>Animal Handling</p><p>Survival</p><p>Performance</p><p>Intimidation </p><p></p><p>Feats:</p><p>None</p><p></p><p>Outlander Feature:</p><p>You can always remember the layout of a region's geographical features, and can usually find enough food and water for six people</p><p></p><p>Dwarvish Features:</p><p>Darkvision</p><p>Advantage on saves vs poison, poison damage resistance</p><p>Double proficiency bonus to History checks concerning stonework (even if not proficient)</p><p></p><p>Bard Features:</p><p></p><p>Inspire an ally within 60 feet, giving them a bonus 1d6 on one ability check, attack roll, or save (Cha mod per day)</p><p></p><p>Jack of All Trades</p><p>You can add half your proficiency bonus, rounded down, to any ability check you make that doesn’t already include your proficiency bonus.</p><p></p><p>Song of Rest</p><p>If you or any friendly creatures who can hear your performance regain hit points at the end of the short rest, each of those creatures regains an extra 1d6 hit points.</p><p></p><p></p><p>Cantrips:</p><p>Mending</p><p>Vicious Mockery</p><p></p><p></p><p>Spells:</p><p>Detect Magic (Ritual)</p><p>Healing Word</p><p>Thunderwave </p><p>Comprehend Languages (Ritual)</p><p>Identify (Ritual)</p><p></p><p>Equipment:</p><p>Scale Shirt </p><p>Battleaxe </p><p>Dungeoneer's Pack </p><p>Lute </p><p>Brewer's Supplies </p><p>set of traveler's clothes </p><p>belt pouch (270gp)</p><p>Ruby of the War Mage</p><p>Potion of Healing</p><p></p><p>Downtime days: 5[/sblock]</p><p></p><p></p><p>Group C - Drow Druid</p><p></p><p></p><p>Group D</p><p></p><p>[sblock=Badger]</p><p>Name: Badger</p><p>Race: Human</p><p>Class: Wizard</p><p>Background: Hermit</p><p></p><p>HP: 16</p><p>AC: 14</p><p></p><p>Str: 10</p><p>Dex: 15</p><p>Con: 16</p><p>Int: 17</p><p>Wis: 8</p><p>Cha: 8</p><p></p><p>Proficiencies:</p><p>Daggers</p><p>Darts</p><p>Sling</p><p>Quarterstaff</p><p>Light Crossbow</p><p>Herbalism Kit</p><p>Brewer's Supplies</p><p>Lute</p><p>Drums</p><p>Flute</p><p>Viol</p><p></p><p>Languages:</p><p>Common</p><p>Draconic</p><p>Sylvan</p><p></p><p></p><p>Skills:</p><p>Arcana</p><p>Investigation </p><p>Religion </p><p>Medicine</p><p>Sleight of Hand</p><p></p><p>Feats:</p><p>Keen Mind: You can clearly recall anything seen or heard within a month, you can determine north, you know when sunrise/sunset will happen.</p><p></p><p>Hermit Features:</p><p>Your seclusion granted you a unique revelation</p><p></p><p>Wizard Features:</p><p>Regain half your level (min 1) worth of spell slots during a short rest (once per day)</p><p></p><p>Cantrips:</p><p>Create Bonfire</p><p>Control Flames</p><p>Firebolt</p><p></p><p>Spell Slots:</p><p>1st: 3</p><p></p><p>Spells:</p><p>Identify (Ritual)</p><p>Detect Magic (Ritual)</p><p>Find Familiar (Ritual)</p><p>Comprehend Languages (Ritual)</p><p>Burning Hands *</p><p>Mage Armor *</p><p>Shield *</p><p>Sleep *</p><p>Protection from Good and Evil *</p><p></p><p>Reckless Casting</p><p>You can attempt to cast a spell you don’t have prepared. When you use this ability, you use your action and choose one of the following options:</p><p>• Roll on the Reckless Casting table for cantrips and cast the resulting spell as part of this action.</p><p>• Expend a spell slot and roll twice on the Reckless Casting table for its level, or the 5th- level table if the slot is 6th level or higher. Pick which of the two results you want to use and cast the resulting spell as part of this action.</p><p>If the spell you cast isn’t a wizard spell, it is nonetheless a wizard spell for you when you cast it with this feature.</p><p></p><p>Reckless Casting </p><p>d10 Cantrip</p><p>1 acid splash 2 chill touch 3 fire bolt</p><p>4 light</p><p>5 poison spray</p><p>6 ray of frost</p><p>7 shocking grasp </p><p>8 sacred flame</p><p>9 thorn whip</p><p>10 Roll twice and cast each cantrip, but if you roll another 10 on either die, you cast nothing, wasting your action.</p><p></p><p>d10 1st-Level Spell</p><p>1 burning hands </p><p>2 chromatic orb </p><p>3 color spray</p><p>4 faerie fire</p><p>5 false life</p><p>6 fog cloud</p><p>7 jump</p><p>8 magic missile </p><p>9 thunderwave</p><p>10 Roll twice and cast each spell, but if you roll another 10 on either die, you cast nothing, wasting your action but not the spell slot.</p><p></p><p></p><p>Equipment:</p><p>Arcanomechanical Armor</p><p>Staff</p><p>Rod</p><p>Wand</p><p>Fine robes</p><p>Spellbook</p><p>Explorer's Kit</p><p>Scholar's Kit</p><p>Pouch (359gp, 5sp)</p><p></p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="tglassy, post: 7198454, member: 6855204"] Placeholder for future characters. Group A [sblock=Ryder] Name: Ryder Die Race: Half-Elf Class: Rogue 1 Background: Charlatan HP: 10 AC: 15 Str: 10 Dex: 16 Con: 14 Int: 10 Wis: 10 Cha: 17 Proficiencies: Light Armor Simple Weapons Hand Crossbows Longswords Shortswords Rapiers Disguise Kit Forgery Kit Thieves Tools (Expertise) Languages: Common Elvish Sylvan Skills: Deception (Background, Expertise) Sleight of Hand (Background) Stealth (Class) Acrobatics (Class) Performance (Class) Persuasion (Class) Perception (Race) Arcana (Race) Racial Features: Darkvision Fey Ancestry Charlatan Features: Favorite Scheme I put on new identities like clothes. Feature: False Identity You have created a second identity that includes documentation, established acquaintances, and disguises that allow you to assume that persona. Additionally, you can forge documents including official papers and personal letters, as long as you have seen an example of the kind of document or the handwriting you are trying to copy. Rogue Features: Expertise At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves’ tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. At 6th level, you can choose two more of your proficiencies (in skills or with thieves’ tools) to gain this benefit. Sneak Attack Beginning at 1st level, you know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra 1d6 damage 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. The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table. T h i e v e s ’ C a n t During your rogue training you learned thieves’ cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves’ cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly. In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves’ guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run. Equipment: Studded Leather Armor Rapier Burglar’s Pack Fine Clothes Grappling Hook Disguise Kit Thieves Tools Bag of gold (7 gp) [/sblock] Group B [sblock=Alberich "Al" Rockheart] Race: Mountain Dwarf Class: Bard 2 Background: Outlander HP: 18 AC: 14 Str: 17 Dex: 10 Con: 16 Int: 8 Wis: 10 Cha: 15 Proficiencies: Light Armor Medium Armor Battle axe Handaxe Longsword Rapier Hand Crossbows Warhammer Throwing Hammer Simple Weapons Languages: Common Dwarvish Orc Skills: Athletics Animal Handling Survival Performance Intimidation Feats: None Outlander Feature: You can always remember the layout of a region's geographical features, and can usually find enough food and water for six people Dwarvish Features: Darkvision Advantage on saves vs poison, poison damage resistance Double proficiency bonus to History checks concerning stonework (even if not proficient) Bard Features: Inspire an ally within 60 feet, giving them a bonus 1d6 on one ability check, attack roll, or save (Cha mod per day) Jack of All Trades You can add half your proficiency bonus, rounded down, to any ability check you make that doesn’t already include your proficiency bonus. Song of Rest If you or any friendly creatures who can hear your performance regain hit points at the end of the short rest, each of those creatures regains an extra 1d6 hit points. Cantrips: Mending Vicious Mockery Spells: Detect Magic (Ritual) Healing Word Thunderwave Comprehend Languages (Ritual) Identify (Ritual) Equipment: Scale Shirt Battleaxe Dungeoneer's Pack Lute Brewer's Supplies set of traveler's clothes belt pouch (270gp) Ruby of the War Mage Potion of Healing Downtime days: 5[/sblock] Group C - Drow Druid Group D [sblock=Badger] Name: Badger Race: Human Class: Wizard Background: Hermit HP: 16 AC: 14 Str: 10 Dex: 15 Con: 16 Int: 17 Wis: 8 Cha: 8 Proficiencies: Daggers Darts Sling Quarterstaff Light Crossbow Herbalism Kit Brewer's Supplies Lute Drums Flute Viol Languages: Common Draconic Sylvan Skills: Arcana Investigation Religion Medicine Sleight of Hand Feats: Keen Mind: You can clearly recall anything seen or heard within a month, you can determine north, you know when sunrise/sunset will happen. Hermit Features: Your seclusion granted you a unique revelation Wizard Features: Regain half your level (min 1) worth of spell slots during a short rest (once per day) Cantrips: Create Bonfire Control Flames Firebolt Spell Slots: 1st: 3 Spells: Identify (Ritual) Detect Magic (Ritual) Find Familiar (Ritual) Comprehend Languages (Ritual) Burning Hands * Mage Armor * Shield * Sleep * Protection from Good and Evil * Reckless Casting You can attempt to cast a spell you don’t have prepared. When you use this ability, you use your action and choose one of the following options: • Roll on the Reckless Casting table for cantrips and cast the resulting spell as part of this action. • Expend a spell slot and roll twice on the Reckless Casting table for its level, or the 5th- level table if the slot is 6th level or higher. Pick which of the two results you want to use and cast the resulting spell as part of this action. If the spell you cast isn’t a wizard spell, it is nonetheless a wizard spell for you when you cast it with this feature. Reckless Casting d10 Cantrip 1 acid splash 2 chill touch 3 fire bolt 4 light 5 poison spray 6 ray of frost 7 shocking grasp 8 sacred flame 9 thorn whip 10 Roll twice and cast each cantrip, but if you roll another 10 on either die, you cast nothing, wasting your action. d10 1st-Level Spell 1 burning hands 2 chromatic orb 3 color spray 4 faerie fire 5 false life 6 fog cloud 7 jump 8 magic missile 9 thunderwave 10 Roll twice and cast each spell, but if you roll another 10 on either die, you cast nothing, wasting your action but not the spell slot. Equipment: Arcanomechanical Armor Staff Rod Wand Fine robes Spellbook Explorer's Kit Scholar's Kit Pouch (359gp, 5sp) [/sblock] [/QUOTE]
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