D&D 5E [RG] Creamsteak's Storm King's Thunder


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Creamsteak

Explorer
Darathra Shendrel, Lord Protector of Triboar

DARATHRA SHENDREL
Medium humanoid (Chondathan human), lawful good
Armor Class 14 (breastplate)
Hit Points 52 (8d8 + 16)
Speed 30 ft.

STR 16 (+3)
DEX 11 (+0)
CON 14 (+2)
INT 11 (+0)
WIS 11 (+0)
CHA 15 (+2)

Skills History +2, Intimidation +4, Investigation +2, Perception +2, Persuasion +4
Senses passive Perception 12
Languages Common
Brave. Darathra has advantage on saving throws against being frightened.

ACTIONS

Multiattack. Darathra makes two melee attacks.

Greatsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.

Heavy Crossbow. Ranged Weapon Attack: +2 to hit, range 100/400 ft., one target. Hit: 5 (1d10) piercing damage. Darathra carries twenty crossbow bolts.

ROLEPLAYING INFORMATION

As the Lord Protector of Triboar and a secret agent of the Harpers, Darathra has sworn an oath to defend the town. She takes her duty very seriously. In addition to her gear, Darathra has an unarmored warhorse named Buster.

Ideal: "Good people should be given every chance to prosper, free of tyranny."

Bond: "I'll lay down my life to protect Triboar and its citizens."

Flaw: "I refuse to back down. Push me, and I'll push back."

[sblock=Image] Darathra Shendrel.png[/sblock]
 
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Creamsteak

Explorer
Darz Helgar, campground caretaker

DARZ HELGAR
Medium humanoid (llluskan human), neutral
Armor Class 12
Hit Points 27 (5d8 + 5)
Speed 30 ft.

STR 15 (+2)
DEX 15 (+2)
CON 12 (+1)
INT 10 (+0)
WIS 11 (+0)
CHA 11 (+0)

Skills Intimidation +2, Sleight of Hand +4, Stealth +4
Senses passive Perception 10
Languages Common

Sneak Attack (1/Turn). Darz deals an extra 7 (2d6) damage when he hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of Darz that isn't incapacitated and Darz doesn't have disadvantage on the attack roll.

ACTIONS

Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Sling. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage. Darz carries twenty sling stones.

ROLEPLAYING INFORMATION

In his youth, Darz was a member of the Xanathar Thieves' Guild in Waterdeep. After serving ten years in prison for his crimes, he cut all ties to the city and moved north to be a campground caretaker.

Ideal: "You can run from your past, but you can't hide from it."

Bond: "I've made a new life in Triboar. I'm not gonna run away
this time."

Flaw: "I have no regrets. I do whatever it takes to survive."

[sblock=Image]Darz Helgar.png[/sblock]
 
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Creamsteak

Explorer
Narth Tezrin, Lionshield Coster representative

NARTH TEZRIN
Medium humanoid (Tethyrian human), chaotic good
Armor Class 12
Hit Points 18 (4d8)
Speed 30 ft.

STR 10 (+0)
DEX 15 (+2)
CON 10 (+0)
INT 12 (+1)
WIS 14 (+2)
CHA 16 (+3)

Skills Insight +4, Investigation +3, Perception +6, Persuasion +5
Senses passive Perception 16
Languages Common, Dwarvish

Cunning Action. On each of his turns, Narth can use a bonus action to take the Dash, Disengage, or Hide action.

ACTIONS

Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Hand Crossbow. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage. Narth carries twenty crossbow bolts.

ROLEPLAYING INFORMATION

Narth sells gear to adventurers, and he also has an adventurous spirit. The Lionshield Coster pays him well, but he longs to make a name for himself. At the same time, he runs a business with his partner Alaestra and knows she wouldn't forgive him if he ran off and never returned.

Ideal: "The bigger the risk, the greater the reward."

Bond: "I adore my colleague Alaestra, and I'd like to do something to impress her."

Flaw: "I'll risk life and limb to become a legend."

[sblock=Image]Narth Tezrin.png[/sblock]
 
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Creamsteak

Explorer
Urgala Meltimer, innkeeper and retired adventurer

URGALA MELTIMER
Medium humanoid (Turami human), lawful good
Armor Class 12 (leather)
Hit Points 58 (9d8 + 18)
Speed 30 ft.

STR 16 (+3)
DEX 13 (+1)
CON 14 (+2)
INT 12 (+1)
WIS 14 (+2)
CHA 13 (+1)

Skills Athletics +5, Intimidation +3
Senses passive Perception 12
Languages Common, Giant
Giant Slayer. Any weapon attack that Urgala makes against a giant deals an extra 7 (2d6) damage on a hit.

ACTIONS

Multiattack. Urgala makes two attacks with her morningstar or her shortbow.

Morningstar. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.

Shortbow. Ranged Weapon Attack: +3 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 1) piercing damage. Urgala carries a quiver of twenty arrows.

ROLEPLAYING INFORMATION

A retired adventurer, Urgala owns a respectable inn, the Northshield House, and she doesn't want to see it or her neighbors' homes destroyed. She has no tolerance for monsters or bullies.

Ideal: "We live in a violent world, and sometimes violence is necessary for survival."

Bond: "My home is my life. Threaten it, and I'll hurt you."

Flaw: "I know how treacherous and greedy adventurers can be. I don't trust them-any of them."

[sblock=Image]Urgala Meltimer.png[/sblock]
 
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Creamsteak

Explorer
Othovir, harness-maker

OTHOVIR
Medium humanoid (illuskan human), lawful neutral
Armor Class 10 (13 with mage armor)
Hit Points 16 (3d8 + 3)
Speed 30 ft.

STR 11 (+0)
DEX 10 (+0)
CON 13 (+1)
INT 12 (+1)
WIS 14 (+2)
CHA 16 (+3)

Skills Deception +5, Insight +4, Persuasion +5
Senses passive Perception 12
Languages Common, Elvish

Spellcasting. Othovir is a 2nd-level spellcaster. His spellcasting ability is Charisma (spell save DC 13; +5 to hit with spell attacks). He has the following sorcerer spells prepared:

Cantrips (at will): blade ward, fire bolt, mending, prestidigitation
1st level (3 slots): mage armor, thunderwave, witch bolt

ACTIONS

Rapier. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 4 (1d8) piercing damage.

REACTIONS

Parry. Othovir adds 2 to his AC against one melee attack that would hit him. To do so, Othovir must see the attacker and be wielding a melee weapon .

ROLEPLAYING INFORMATION

Othovir is a gifted harness-maker who doesn't talk about his family or where he came from. He cares about his business, his clients, and his good name.

Ideal: "Find what you do well, and do it to the best of your ability."

Bond: "I won't allow my name to be tarnished."

Flaw: "I get angry when others pry into my private life."

[sblock=Image]Othovir.png[/sblock]
 
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Creamsteak

Explorer
Ghelryn Foehammer, blacksmith

GHELRYN FOEHAMMER
Medium humanoid (shield dwarf), lawful good
Armor Class 14 (breastplate, shield)
Hit Points 30 (4d8 + 12)
Speed 25 ft.

STR 18 (+4)
DEX 7 (-2)
CON 17 (+3)
INT 10 (+0)
WIS 11 (+0)
CHA 11 (+0)

Skills Athletics +6, Intimidation +2, Perception +2
Damage Resistances poison
Senses darkvision 60 ft., passive Perception 12
Languages Common, Dwarvish

Dwarven Resilience. Ghelryn has advantage on saving throws against poison.

Giant Slayer. Any weapon attack that Ghelryn makes against a giant deals an extra 7 (2d6) damage on a hit .

ACTIONS

Multiattack. Ghelryn makes two battleaxe attacks.

Battleaxe. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used with two hands.

ROLEPLAYING INFORMATION

The blacksmith Ghelryn has a good heart, but he hates orcs and giants-hates them with a fiery passion. He considers it the solemn duty of all dwarves to cave in their skulls!

Ideal: "It is incumbent upon every dwarf to forge a legacy."

Bond: "I stand for Clan Foehammer and all dwarvenkind."

Flaw: "I never run from a fight, especially if it involves killing orcs or giants."

[sblock=Image]Ghelryn Foehammer.png[/sblock]
 
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GreenKarl

First Post
Uric.jpg

[sblock=Uric Wargson]
Human Male 6th level Fighter (Champion)
Background: Outlander (Tribal Marauder)
Personality: I am driven by a wanderlust that led me away from my home.
Ideal: Glory – I must earn glory in battle, for myself and my clan
Bond: I am the last of my tribe and it is up to me to ensure that their names enter legend.
Flaw: There is no room for caution in a life lived to the fullest.
Alignment: Neutral Good

Armor Class: 19 (Splint Mail +Shield; Disadvantage on Stealth checks)
Hit Points: 58 (13 + 9 x 5 levels)
Speed: 40ft
STR: 20 (+5), DEX: 14 (+2), CON: 16 (+3), INT: 8 (-1), WIS: 11 (+0), CHA: 10 (+0)

Proficiency Bonus: +3
Initiative: +7
Saving Throws: Strength (+8) and Constitution (+6)
Skills: Animal Handling +3, Athletics +8, Intimidate +3, Perception +3, Survival +3
Tools: Musical Instrument (flute) +3
Senses: Passive Perception 13
Languages: Common, Giant

Fighting Style: Dueling (when wielding only one handed melee weapon +2 damage)
Second Wind: on your turn you can use a Bonus Action to regain 10+5 hit points. Must finish a short or long rest to use again.
Action Surge: on your turn, you can take one additional action, on top of your regular and a possible bonus action. Must finish a short or long rest to use again.
Champion: Improved Critical, your weapon attack score a critical on a roll of a 19 or 20.
Extra Attack: you can attack twice instead of once whenever you take an Attack action.
Mobility Feat: add +10ft to base Speed, if you use the Dash action difficult terrain doesn’t cost extra movement, when you make a melee attack against a creature you don’t provoke opportunity attacks from that creature for the rest of your turn.
Alert Feat: gain +5 bonus to Initiative, can't be surprised while you are conscious, and other creatures don't gain advantage on attack rolls against you as a result of being hidden from you.

Attacks: Long Sword (+8 to hit, damage 1d8+7 (or +5 with two weapons), critical 19-20)
Hand Axe (+8 to hit, damage 1d6+7 (or +5 with two weapons, Thrown range 20/60, critical 19-20)
Dagger (+8 to hit, damage 1d4+7 (or +5 with two weapons), Thrown range 20/60, critical 19-20)
Long Bow (+5 to hit, damage 1d8+2, Range 150/600, critical 19-20)

Equipment: Splint Mail (200gp), Shield (starting), Long Sword (starting), 3 Hand Axes (two starting; 5gp), Dagger (2gp), Long Bow (starting), Arrows (20, 1gp), Quiver (1gp), Explorer’s Pack (starting; backpack, bedroll, mess kit, tinderbox, 10 torches, 10 days of rations, waterskin, 50 feet of hemp robe strapped to the side of the backpack), Flute (2gp) spent 151gp
Coin on Hand: 349gp[/sblock]

[sblock=BUILDING]
STR - 15 (9) +1 human variant, +2 4th level and +2 for 6th level increase
DEX - 14 (5)
CON - 15 (9) +1 human variant
INT -8 (0)
WIS -10 (2)
CHA -10 (2)

Fighter Skills – Animal Handling and Intimidate
Human Variate: Skill – Perception, Feat: Mobility
Background – Skills: Athletics, Survival, Tools: One musical (flute), Language - Giant[/sblock]

Background: Uric Wargeson was born and raised in the Savage North, not far from the Spine of the World. From an early age he was large and fast, his father teaching him warcraft and animal husbandry (they raised horses and cattle).

Recently his family and tribe were wiped out by goblins. He believe that there was someone or something behind these raiders and has come south seeking answers and seeking those who are responsible.
 
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Steve Gorak

Adventurer
[sblock=Davaros]
cool paladin.jpg
Name: Lord Davaros Silverfist
Sex: Male
Race: Human
Class/Level: Paladin 6 (Vengence)
Alignment: Lawful good (stong Neutral Good tendencies due to recent lifechanging events)
Size: Medium
Type (Subtype): Humanoid (Human)
Init: +0
Senses: N/A
Passive Perception: 11


DEFENSE
AC: 16 (+6 chain mail)
HP: 52 (10+30 paladin +12 con)
Saves: Wisdom & Charisma
Special Defenses:
Divine health: immune to diseases
Aura of protection: +3 (cha) bonus to saves, 10ft radius fo friendly creatures, must be conscious.

OFFENSE
Speed: 30ft


Melee:
Code:
Weapons         Attack Damage  Type  Range      Property
Maul             +6    2d6+3    B    -          Heavy, two-handed
Greatsword       +6    2d6+3    S    -          Heavy, two-handed
javelins         +6    1d6+3    P    30/120     Thrown	
Handaxe          +6    1d6+3    S    20/60      Light, thrown
Longsword        +6    1d8+3    S    -          Versatile (1d10)
Flail            +6    1d8+3    B

SPECIAL ATTACKS: see Great weapon master feat, extra attack


FEATS:
Great weapon master
- On your turn, when you score a critical hit with a melee weapon or reduce a creature to 0 hit points with one,
you can make one melee weapon attack as a bonus action.
- Before you make a melee attack with a heavy weapon that you are proficient with, you can choose to take a - 5
penalty to the attack roll. If the attack hits, you add +10 to the attack’s damage



STATISTICS
Str 18 (+4) [+1 human, +2 lvl 4]
Dex 10 (+0)
Con 14 (+2)
Int 8 (-1)
Wis 8 (-1)
Cha 16 (+3) [+1 human]


SKILLS Proficiencies in bold: 1 human, 2 paladin, 2 background

+0 (dex) Acrobatics
-1 (wis) Animal Handling
-1 (int) Arcana
+7 (str) Athletics - from Background
+3 (cha) Deception
-1 (int) History
+2 (wis) Insight - From Background
+3 (cha) Intimidation
-1 (int) Investigation
-1 (wis) Medicine
-1 (int) Nature
+2 (wis) Perception - From Human
+3 (cha) Performance
+6 (cha) Persuasion - from Paladin
-1 (int) Religion
+0 (dex) Sleight of Hand
+0 (dex) Stealth
+2 (wis) Survival - From background


TOOL PROFICIENCIES: none
LANGUAGES:Common, elvish (human), Giant (background), dwarf (background)


RACE FEATURES
Languages: Common + 1 additional language (elvish)
Skills: proficient in one skills of your choice (perception)


BACKGROUND FEATURES Noble & outlander hybrid
Feature: Position of privilege
Skill Proficiencies: Athletics, survival
Language: 2 extra languages (Giant, dwarf)
Tools: -


CLASS FEATURES - Paladin
Proficiencies all armor, shields and weapons
Divine Sense As an action, you can open your awareness to detect such forces. Until the end o f your
next turn, you know the location o f any celestial, fiend, or undead within 60 feet of you that is not behind total cover
Can use this ability 4 times /long rest
Lay on Hands 5hp
Great wepon fighting style reroll 1 or 2 on damage dice of weapon wielding with two hands
Divine smite: 2d8 +1d8 extra damage/spell level radiant damage
Divine health immune to disease
Sacred oath oath of vengence
extra attack
Aura of protection when you or friendly creature within 10 feet of you must make a saving throw,
the creature gains a bonus to the saving throw equal to your Cha mod (+3). You must be conscious.

Channel divinity must then finish a short or long rest to use your Channel Divinity again
Abjure Enemy As an action, you present your holy symbol and sp eak a prayer of denunciation,
using your Channel Divinity. Choose one creature within 60 feet of you that you can see.
That creature must make a Wisdom saving throw, unless it is immune to being frightened.
Fiends and undead have disadvantage on this saving throw.
On a failed save, the creature is frightened for 1 minute or until it takes any damage.
While frightened, the creature’s speed is 0, and it can’t benefit from any
bonus to its speed.
On a su cce ssfu l save, the creature’s sp e e d is halved
for 1 minute or until the creature takes any damage.
Vow o f Enmity.A s a bonus action, you can utter a vow
o f enmity against a creature you can see within 10 feet
o f you, using your Channel Divinity. You gain advantage
on attack rolls against the creature for 1 minute or until
it drops to 0 hit points or falls unconscious



Spells known: Spell ability modifier (SAM): +3

Oath spells (always known)
(1) bane, hunter’s mark

(2) hold person, misty step

Spell known: 5 (SAM +0.5 paladin level)

(1) Bless, Wrathful Smite, Thunderous smite
(2) Protection from Poison, Find steed

[sblock=EQUIPMENT]
Equipment (class)
• two martial weapons:
Greatsword 2d6 S 6 lb. Heavy, two-handed
maul 2d6 B 6 lb. Heavy, two-handed
• five javelins
• an 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.
• Chain mail and a holy symbol made of crystal

Equipment (noble): A set of fine clothes, a signet ring, a scroll of pedigree, and a purse containing 25 gp

Additional equipment purchased (500gp available)
15 gp 3x Handaxe 5 gp 1d6 slashing 2 lb. Light, thrown (range 20/60)
15 gp Longsword 15 gp 1d8 slashing 3 lb. Versatile (1d10)


0.01 gp whetstone
2 gp Traveller's clothes
10 gp ink - 1 ounce bottle
1 gp 10 sheets of parchment
2cp ink pen

2 potions of heroism ,
2 potions of healing

Money: 21.97 gp[/sblock]

Personality Trait: No one could doubt by looking at my regal bearing that I am a cut above the unwashed masses.
Ideal: Noble Obligation. It is my duty to protect and care for the people beneath me.
Bond: The common folk must see me as a hero of the people.
Flaw: I secretly believe that I am the chosen one.


Physical Appearance:
Davaros is a muscular man with black hair and facial hair he usually trims every morning.
He is 19 years old but looks a bit older, as if he were in his mid twenties.


Backstory:
Davaros' is originally from XXXX. He is the sole survivor of his noble house. Indeed, the family keep was attacked by giants when he was 13, and his entire family was killed. Davaros survived in the wild for a few years, and ended up in a monastery that paid tribute to Torm.

He noble heritage was recognized, and he was trained as a paladin. He had vowed to avenge his family, and now he had the capability to do so.[/sblock]
 
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