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D&D 5E [Rogue's Gallery] Arena of War


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Adventurer
Drek, Half-Orc Barbarian

[SBLOCK=Drek, Half-Orc Barbarian4]Name: Drek

Sex: Male
Race: Half-Orc
Class/Level: Barbarian/4
Alignment: Chaotic Neutral
Size: Medium
Type (Subtype): Humanoid (half-orc)
Init: +2
Senses: Darkvision (60 ft.)
Passive Perception: 12

DEFENSE
AC:
15 (Unarmored Defense: +3 con, +2 dex)
HP: 45 (1d12 +3 con)
Saves: Strength & Constitution
Special Defenses:

OFFENSE
Speed:
30ft
Melee: Greataxe +6 Attack, 1d12+4 Slashing
Melee: Handaxe +6 Attack, 1d6+4 Slashing
Melee: Spear +6 Attack, 1d6+4 Piercing; Versatile (1d8)
Melee: Javelin +6 Attack, 1d6+4 Piercing; Thrown
Ranged: Net +4 Attack, Target is restrained
Special Attacks:

STATISTICS
Str 18 (+4) +2 racial +1 lvl 4, Dex 15 (+2) , Con 17 (+3) +1 racial +1 lvl 4, Int 8 (-1), Wis 10 (+0), Cha 8 (-1)

Traits:
Ideal: Change:
Bond:
Flaw:

Skills (Proficient in bold) 1 Barbarian, 2 Half-Orc, 2 background
Mod Attribute Name of Skill
+4 (dex) Acrobatics
+0 (wis) Animal Handling
-1 (int) Arcana
+6 (str) Athletics
-1 (cha) Deception
-1 (int) History
+0 (wis) Insight
+1 (cha) Intimidation
-1 (int) Investigation
+0 (wis) Medicine
-1 (int) Nature
+2 (wis) Perception
+1 (cha) Performance
-1 (cha) Persuasion
-1 (int) Religion
+2 (dex) Sleight of Hand
+2 (dex) Stealth
+0 (wis) Survival

Languages: Common, Orc

Racial Abilities:
Darkvision: Drek can see in dim light within 60' as if it were bright light, and in darkness as if it was dim light
Relentless Endurance: When Drek drops to 0 hit points but is not killed, he can drop to one hit point instead. Once per long rest.
Savage Attacks: When Drek scores a critical hit, roll one of the weapon's damage die again and to the extra crit damage.
Feats: NONE

Background Abilities: Entertainer (Gladiator):
Sold into a life of slavery, Drek has been foced to spill blood in the secret fighting pits throughout the underbelly of the realm.

Skill Proficiencies: Acrobatics, Performance

Tool Proficiencies: Disguise kit, net


Feature: By Popular Demand: Drek can find a place to perform in any place that features combat for entertainment-perhaps a gladiatorial arena or secret pit-fighting club. At such a place, you receive free lodging and food of a modest or comfortable standard (depending on the quality of the establishment), as long as you perform each night. In addition, your performance makes you something of a local figure. When strangers recognize you in a town where you have performed, they typically take a liking to you.


CLASS FEATURES
- Rage (+2 damage) (3 uses)
- Reckless Attack: Decide on first attack, grants advantage to melee strength attacks during this turn, but attack rolls against you also have advantage until your next turn.
- Danger Sense: Advantage on dex saving throws against effects that you can see.
- Frenzy: Drek can choose to go into a frenzy when he rages. If he does so, for the duration of the rage he can make a single melee weapon attack as a bonus action on each of his turns after this one. When the rage ends, he suffers one level of exhaustion.
Proficient: Light armor, medium armor, shields
Weapons: Simple Weapons, martial weapons

Combat Gear:
Greataxe
Handaxe x2
Javelin x4
Net
Spear

Other Gear:
50' hempen rope
backpack
bedroll
mess kit
tinderbox
10 torches
10 days of rations
waterskin

Money: Starting: (2d4*10)*4=200
Current: 147

Weight Carried: xx lbs
Carrying Capacity: 270 lbs
Push/Drag/Lift: 540 lbs

Physical Appearance:
Drek stands closer to 7 feet than 6, and is over 300 pounds. His body is scarred from years of fighting, and even more years of abuse before that.

Backstory:
Born from a young human as the result of an orc rais some months prior, Drek was sold to a slaver at birth rather than discarded in the fields--something his master won't soon let him forget. He was taught to fight as soon as he was old enough to hold a handaxe, and regularly beaten to ensure that he remembered his place. At age 15 he and his master took to the road and began fighting in the pits throughout the realm. Drek no longer needs to be beaten by his master, for the half-orc enjoys the fight as much as the slaver ever could.[/SBLOCK]

[SBLOCK=Drek, Half-Orc Barbarian5]Name: Drek

Sex: Male
Race: Half-Orc
Class/Level: Barbarian/5
Alignment: Chaotic Neutral
Size: Medium
Type (Subtype): Humanoid (half-orc)
Init: +2
Senses: Darkvision (60 ft.)
Passive Perception: 12
Proficiency Bonus: +3

DEFENSE
AC:
15 (Unarmored Defense: +3 con, +2 dex)
HP: 57 (1d12 +3 con) 1d12.minroll(7)+3=12
Saves: Strength & Constitution
Special Defenses:

OFFENSE
Speed:
30ft
Melee: Greataxe +7 Attack, 1d12+4 Slashing
Melee: Handaxe +7 Attack, 1d6+4 Slashing
Melee: Spear +7 Attack, 1d6+4 Piercing; Versatile (1d8)
Melee: Javelin +7 Attack, 1d6+4 Piercing; Thrown
Ranged: Net +5 Attack, Target is restrained
Special Attacks: Extra Attack

STATISTICS
Str 18 (+4) +2 racial +1 lvl 4, Dex 15 (+2) , Con 17 (+3) +1 racial +1 lvl 4, Int 8 (-1), Wis 10 (+0), Cha 8 (-1)

Traits:
Ideal: Change:
Bond:
Flaw:

Skills (Proficient in bold) 1 Barbarian, 2 Half-Orc, 2 background
Mod Attribute Name of Skill
+5 (dex) Acrobatics
+0 (wis) Animal Handling
-1 (int) Arcana
+7 (str) Athletics
-1 (cha) Deception
-1 (int) History
+0 (wis) Insight
+2 (cha) Intimidation
-1 (int) Investigation
+0 (wis) Medicine
-1 (int) Nature
+3 (wis) Perception
+2 (cha) Performance
-1 (cha) Persuasion
-1 (int) Religion
+2 (dex) Sleight of Hand
+2 (dex) Stealth
+0 (wis) Survival

Languages: Common, Orc

Racial Abilities:
Darkvision: Drek can see in dim light within 60' as if it were bright light, and in darkness as if it was dim light
Relentless Endurance: When Drek drops to 0 hit points but is not killed, he can drop to one hit point instead. Once per long rest.
Savage Attacks: When Drek scores a critical hit, roll one of the weapon's damage die again and to the extra crit damage.
Feats: NONE

Background Abilities: Entertainer (Gladiator):
Sold into a life of slavery, Drek has been foced to spill blood in the secret fighting pits throughout the underbelly of the realm.

Skill Proficiencies: Acrobatics, Performance

Tool Proficiencies: Disguise kit, net


Feature: By Popular Demand: Drek can find a place to perform in any place that features combat for entertainment-perhaps a gladiatorial arena or secret pit-fighting club. At such a place, you receive free lodging and food of a modest or comfortable standard (depending on the quality of the establishment), as long as you perform each night. In addition, your performance makes you something of a local figure. When strangers recognize you in a town where you have performed, they typically take a liking to you.


CLASS FEATURES
- Rage (+2 damage) (3 uses)
- Reckless Attack: Decide on first attack, grants advantage to melee strength attacks during this turn, but attack rolls against you also have advantage until your next turn.
- Danger Sense: Advantage on dex saving throws against effects that you can see.
- Frenzy: Drek can choose to go into a frenzy when he rages. If he does so, for the duration of the rage he can make a single melee weapon attack as a bonus action on each of his turns after this one. When the rage ends, he suffers one level of exhaustion.
Extra Attack
Proficient: Light armor, medium armor, shields
Weapons: Simple Weapons, martial weapons

Combat Gear:
Greataxe
Handaxe x2
Javelin x4
Net
Spear

Other Gear:
50' hempen rope
backpack
bedroll
mess kit
tinderbox
10 torches
10 days of rations
waterskin

Money: Starting: (2d4*10)*4=200
Current: 147

Weight Carried: xx lbs
Carrying Capacity: 270 lbs
Push/Drag/Lift: 540 lbs

Physical Appearance:
Drek stands closer to 7 feet than 6, and is over 300 pounds. His body is scarred from years of fighting, and even more years of abuse before that.

Backstory:
Born from a young human as the result of an orc rais some months prior, Drek was sold to a slaver at birth rather than discarded in the fields--something his master won't soon let him forget. He was taught to fight as soon as he was old enough to hold a handaxe, and regularly beaten to ensure that he remembered his place. At age 15 he and his master took to the road and began fighting in the pits throughout the realm. Drek no longer needs to be beaten by his master, for the half-orc enjoys the fight as much as the slaver ever could.[/SBLOCK]
 
Last edited:

Phoenix8008

First Post
Cade & Silverback are ready to go!!

[sBLOCK=Cade & Silverback]Cade

Sex: Male
Race: Halfling
Class/Level: Ranger 4
Alignment: Chaotic Good
Size: Small
Type (Subtype): Humanoid (Halfling)
Init: +3
Senses: Normal
Passive Perception: 12
XP: 4,200 (next level= 6,500)

DEFENSE
AC: 15 without shield or 17 with shield
HP: 38
Saves: Strength & Dexterity
Special Defenses: Lucky (reroll 1's), Brave (Advantage vs. fear effects)

OFFENSE
Speed: 25ft
Melee:
-Rapier (Finesse) +5 Attack, 1d8+3 Piercing
-Dagger (Finesse, Light, Thrown-range 20/60) +5 ATK, 1d4+3 Piercing
Ranged:
-Shortbow (ammunition, range 80/320, two-handed) +7 ATK, 1d6+3 Piercing
-Dagger (Finesse, Light, Thrown-range 20/60) +7 ATK, 1d4+3 Piercing
-Sling (Ammunition, range 30/120) +7 ATK, 1d4+3 Bludgeoning
Special Attacks:
Spells: Attack +5 (Saving Throw DC: 13)
Spell Slots: (1st) 3
Spells Known: Cure Wounds (1st), Ensnaring Strike (1st), Hunters Mark (1st)

STATISTICS:
Str 13 (+1), Dex 16 (+3) +2 racial, Con 14 (+2), Int 9 (-1), Wis 15 (+2), Cha 9 (-1) +1 racial

Skills: (Proficient in bold)
Mod (Attribute) Name of Skill
+3 (dex) Acrobatics
+4 (wis) Animal Handling
-1 (int) Arcana
+3 (str) Athletics
-1 (cha) Deception
-1 (int) History
+2 (wis) Insight
-1 (cha) Intimidation
-1 (int) Investigation
+2 (wis) Medicine
+1 (int) Nature
+2 (wis) Perception
-1 (cha) Performance
-1 (cha) Persuasion
-1 (int) Religion
+3 (dex) Sleight of Hand
+5 (dex) Stealth
+4 (wis) Survival

Languages: Common, Halfling, Goblin, Orc

Lightfoot Halfling Traits:
-DEX +2
-Speed= 25ft
-Lucky (When I roll a 1 on ATK, Ability Check, or Save, I can reroll the die and must use the reroll)
-Brave (Have advantage on saves versus being frightened)
-Halfling Nimbleness (Can move thru space of any creature Medium or larger)
-CHA +1
-Naturally Stealthy (I can attempt to hide even when I am obscured only by a creature that is Medium sized or larger...like my Wolf!)

Ranger Traits:
-HD= d10
-Armor Profs (Light armor, Medium Armor, Shields)
-Weapon Profs (Simple and Martial weapons)
-Tool Profs (none)
-Saving Throw Profs (STR & DEX)
-Skill Profs (Animal Handling, Nature, Stealth)
-Starting Equipment
-Favored Enemies (Goblins & Orcs; learned Goblin language)
-Natural Explorer (Forest terrain)
-Fighting Style (Archery +2 ATK with any ranged weapons)
-Spellcasting (Base stat= WIS +2, Spell Save DC= 12, Spell ATK Bonus= +4)
-Beastmaster Archetype (Companion = Wolf, SEE BELOW)
-Primeval Awareness
-Ability Score Improvement --> took Mounted Combat Feat instead
--Mounted Combat- Advantage on melee ATK rolls vs. any unmounted creatures smaller than my mount; I can force an attack targeting my mount to target me instead; If mount needs to make DEX save for half damage, it takes no damage if it makes the save and half damage if it fails.

Background (Outlander) Traits:
-Skill Proficiencies (Athletics, Survival)
-Tool Proficiency (Pan Flute)
-Language (one additional of my choice= Orc)
-Equipment
-Origin: Hunter-Gatherer
-Feature: Wanderer (Good memory for maps and geography. Can find food & water for self +5 others each day if available in wilderness)
-Personality Traits: I am rude and uncivilized because I was, in fact, raised by wolves.
-Ideal: Change: Life changes like the seasons, and we must change with it.
-Bond: My wolf pack is the most important thing in my life, even when they're far away.
-Flaw: Don't expect me to save those who can't save themselves. It is natures way that the strong thrive and the weak perish.


Combat Gear:
Studded Leather Armor
Shield
Shortbow & 40 arrows
Sling & 40 stones
Daggers x6
Rapier
Quarterstaff

Other Gear:
Traveler's clothes
Pan Flute
Hunting Trap
Eagle Skull Necklace
Military Saddle for Wolf
Belt pouch
50' silk rope
backpack
bedroll
mess kit
tinderbox
10 torches
10 days of rations
waterskin

Money: 277 gp, 11 cp

Weight Carried: xx lbs
Carrying Capacity: 185 lbs
Push/Drag/Lift: 370 lbs

Physical Appearance: A long haired dirty halfling that doesn't talk much.
emil_minty_5.jpg

Backstory: Cade's parents died in a goblinoid attack in the forest after hiding him in some bushes. He was old enough to walk and talk, but still just a young child. After the battle was over that the goblinoids left the area without discovering him, and he was later found by some wolves who took him back to their pack and ended up raising him. He eventually found civilization again later and better learned the languages of men and halflings in order to barter for needed supplies (like clothing and better weapons and armor). He never thought of deserting his family though, until the leader of the pack got caught by bad men and taken away. Cade and his brother Silverback followed the trail and had the chance to trade themselves for the packleader to be used in whatever an 'arena battle' is...


Silverback (Wolf Companion):
Medium Beast
AC: 15 (natural armor)
HP: 18
Speed: 40ft
Stats: STR 12(+1), DEX 15(+2), CON 12(+1), INT 3(-4), WIS 12(+1), CHA 6(-2)
Skills: Perception +5, Stealth +6
Senses: Passive Perception 15 (also see 'Keen Hearing and Smell' below)
Languages: -
Challenge Rating: 1/4 (50 XP)
Keen Hearing & Smell: Silverback has advantage on WIS(Perception) checks that rely on hearing or smell.

Pack Tactics: Silverback has advantage on attack rolls against a creature if at least one of the wolf's allies is within 5 ft of the creature and isn't incapacitated (including Cade in the saddle while riding Silverback!)
Actions: Bite (Melee Weapon Attack): +6 ATK, reach 5ft, one target takes 2d4+4 piercing damage. If the target is a creature, it must succeed on a DC11 Strength saving throw or be knocked prone (prone creature can only crawl or stand up, has disadvantage on ATK rolls, and grants attackers within 5ft advantage on their ATKs, but attackers further away have disadvantage).

-These stats include the Prof Bonus of +2 added to AC, ATKS & DMG, Saves, Skills it's Prof with, and added HPS.
-Silverback acts on Cade's turn in Initiative. Silverback uses its own Move actions, but Cade has to use his own Action to allow Silverback to use one of the following actions: Attack, Dash, Disengage, Dodge, or Help.
[/sBLOCK]
Jade is updated to level 5!
[sblock=Jade]
JADE

Sex: Male
Race: Wood Elf
Class/Level: Monk 5
Proficiency Bonus: +3
Alignment: LN
Size: Med
Type (Subtype): Humanoid - Wood Elf
Init: +4
Senses: Darkvision 60'
Passive Perception: 16
XP: 6,500/14,000

STATISTICS:
Str 10 (+0), Dex 18 (+4), Con 13 (+1), Int 8 (-1), Wis 16 (+3), Cha 12 (+1)

DEFENSE
AC: 17 (10 + 4 DEX + 3 WIS from Monk Unarmored Defense ability)
HP: 33
Saves: STR +3, DEX +7, CON +1, INT -1, WIS +3, CHA +1

Special Defenses:
-Fey Ancestry (Advantage on saves vs. charming, can't be put to sleep)
-Mask of the Wild (Can attempt to hide even when only lightly obscured by rain, snow, mist, or other natural cover)
-Unarmored Defense (When unarmored w/ no shield, AC=10+DEX mod +WIS mod)
-Patient Defense (Can spend 1 Ki point to take Dodge action as a bonus action on my turn)
-Deflect Missiles (Use reaction when hit by ranged weapon attack to roll 1d10+DEX+Monk lvl (1d10+9) and reduce damage from missile by that much. If damage=0, can catch missile or spend 1 Ki point to make attack with it (with Prof to attack and as a Monk Weapon) as part of same reaction.)
-Slow Fall (Can use a reaction when I fall to reduce falling damage by 25 points (Monk level x5).)

OFFENSE
Speed: 45ft
Melee:
-Quarterstaff +7 ATK, 1d6+4 Bludgeoning (Versatile= 1d8+4 w/ 2 hands)
-Unarmed Strike +7 ATK, 1d6+4 Bludgeoning
Ranged:
-Shortbow +7 ATK, 1d6+4 Piercing (ammunition, range 80/320, two-handed)
-Shuriken (Dagger) +7 ATK, 1d6+4 Piercing (Finesse, Light, Thrown-range 20/60)

Special Attacks:
-Martial Arts (Attack Action w/ unarmed or Monk weapon can then make one unarmed strike as a bonus action)
-Ki - Flurry of Blows (Immediately after Attack action on my turn, can spend 1 Ki point to make 2 unarmed strikes as a bonus action)
-Step of the Wind (Can spend 1 Ki point to take Dash or Disengage actions as a bonus action on my turn, and jump distance is doubled for the turn)
Stunning Strike (Can spend 1 Ki point when hitting w/ melee weapon attack to force target to make CON save or be stunned for 1 round)
-Ki save DC= 14 (8 +3 Prof bonus +3 Wis Mod)
-Extra Attack (Can make two attacks during each attack action)
-Stunning Strike (Can spend 1 ki point when you hit another creature with a melee weapon attack, then target must make a CON save or be stunned until the end of
your next turn.)

Skills: (Proficient in bold)
Mod (Attribute) Name of Skill
+7 (dex) Acrobatics
+3 (wis) Animal Handling
-1 (int) Arcana
+3 (str) Athletics
+1 (cha) Deception
-1 (int) History
+3 (wis) Insight
+4 (cha) Intimidation
-1 (int) Investigation
+3 (wis) Medicine
-1 (int) Nature
+6 (wis) Perception
+1 (cha) Performance
+1 (cha) Persuasion
-1 (int) Religion
+4 (dex) Sleight of Hand
+7 (dex) Stealth
+3 (wis) Survival

Languages: Elvish, Common

Wood Elf Traits:
-Darkvision 60'
-Keen Senses (Prof w/ Perception skill)
-Fey Ancestry (Advantage on saves vs. charming, can't be put to sleep)
-Mask of the Wild (Can attempt to hide even when only lightly obscured by rain, snow, mist, or other natural cover)
-Trance 4 hrs instead of sleeping for 8 hrs each night
-Languages (Common, Elvish)
-WIS +1
-Elf Weapon Training (Prof w/ Longbow, Shortbow, Longsword, Shortsword)
-Fleet of Foot (Speed = 35ft)

Monk Traits:
-Weapon Profs: All Simple weapons and Shortswords
-Tool Prof: Woodcarving
-Save Profs: (STR & DEX)
-Skill Profs: (Acrobatics, Stealth)
-Starting Equipment
-Unarmored Defense
-Martial Arts
-Ki-Points: 5/5
-Unarmored Move (Speed +10ft)
-Monastic Tradition (Way of the Open Hand)
-Deflect Missiles (Use reaction when hit by ranged weapon attack to roll 1d10+DEX+Monk lvl and reduce damage from missile by that much. If damage=0, can catch missile or spend 1 Ki point to make attack with it (with Prof as a Monk Weapon) as part of same reaction.)
-Slow Fall (Reduce any fall damage by up to 25 hps (Monk level x5) as a reaction.)
-Ability Score Improvement (Dex +2)
-Extra Attack (Can make two attacks during each attack action)
-Stunning Strike (Can spend 1 ki point when you hit another creature with a melee weapon attack, then target must make a CON save or be stunned until the end of
your next turn.)

Background (Soldier) Traits:
-Skill Profs: Athletics, Intimidation
-Tool Prof: One gaming set (3 dragon ante), Land Vehicles
-Starting Equipment
-Specialty: Scout
-Military Rank: Captain

Personality Traits: I enjoy being the best and I like demonstrating my skill to others.
Ideals: In life, as in war, the stronger force wins.
Bonds: I would still lay down my life for the people I served with.
Flaws: I have little respect for anyone who is not a proven warrior.

Combat Gear:
-Quarterstaff
-Shortbow
-Arrows x20
-Shuriken (reskinned Daggers) x6
- Darts x10

Other Equipment:
-Explorers Pack
-Backpack
-bedroll
-mess kit
-tinderbox
-10 torches
-10 days rations
-waterskin
-50ft of hemp rope
-Captain's rank insignia
-Trophy (Dragon scale on a necklace)
-3 Dragon Ante game set
-a set of common clothes
-belt pouch w/ 10gp[/sblock]
 
Last edited:

Shayuri

First Post
Valya
Human Wizard 5
Background: Noble

Str 08 -1 (0)
Dex 14 (7)
Con 14 (5)
Int 18 (9)
Wis 12 (4)
Cha 12 (4)

HP 31
AC 12
Prof Bonus +3
Init +2

Race
Human
+1 to Int and Con
Bonus feat
Bonus skill training

Background
Noble
Skills: History, Persuasion
Tools: Gaming Set
Languages: Any one
Feature: Position of Privelege
Personality: Cold and calm; power over others and the world begins with power over one's self.
Ideal: The only pertinent measure of worth is success.
Bond: I respect those audacious enough to put their beliefs to the test.
Flaw: There's nothing I won't risk or sacrifice to prove myself.

Class
Wizardry
Ritual Casting
Arcane Recovery (recover 2 slot w/short rest)
Arcane Tradition: Transmutation
- Minor Alchemy (transmute nonmagic object, 1 hour concentration, takes 10min/cubic foot)

Feats
B Keen Mind (+1 Int, know direction, time of day, perfect recall within 30 days)
4 Observant (+1 Int, Read lips, +5 passive perception and investigation)

Proficiencies
Weapons: Daggers, darts, slings, staves, lgt crossbow
Tools: Gaming set (chess)
Saves: Intelligence and Wisdom

Skills
Arcana +7
Investigation +7 (passive 21)
Perception +4 (passive 18)
History +7
Persuasion +4

Languages
Common, Draconic, Infernal

Spellcasting (Save DC 14)
Slots 1 - 4, 2 - 3, 3 - 2
Prepared
1 - Magic Missile, Mage Armor, Shield, Burning Hands, Grease
2 - Suggestion, Misty Step
3 - Fireball, Blink

Spellbook
0 - Light, Shocking Grasp, Ray of Frost, Mage Hand
1 - Expeditious Retreat, Find Familiar, Identify, Mage Armor, Shield, Magic Missile, Burning Hands, Grease
2 - Scorching Ray, Suggestion, Alter Self, Misty Step
3 - Fireball, Blink

Equipment
Cash: 15

Weapons
Spell Attack, +7
Dagger, +5 atk, 1d4+2 dmg, class

Armor
None

Gear
Fine clothes, bg
Signet ring, bg
Arcane Focus: Orb, class
Spellbook, class
Scholar pack, class
- Backpack
- Book of Lore
- Ink bottle
- Inkpen
- Bag of Sand
- Small knife
Potion of Healing (2d4+2), 50
Flask of Holy Water, 25

Familiar (100gp)
Dofu
Tiny Fey Owl, unaligned
AC 11
HP 1
Speed 5', fly 60'
Str 3, Dex 13, Con 8, Int 2, Wis 12, Cha 7
Initiative: +1
Skills: Perception +3, Stealth +3
Senses: Darkvision 120', passive perception 13
Attack: +3 to hit for 1 slashing damage.
Traits
Flyby - An owl provokes no opportunity attacks when it flies out of a foe's reach.
Keen Sight - An owl has advantage on Wisdom (Perception) checks that rely on sight.
Telepathic bond - While within 100' I can use an action to see and hear whatever the familiar can, using its special senses. I cannot use my own senses while doing this.
Pocket Protector - I can use an action to dismiss my familiar to a pocket dimension, or call it forth to any empty square within 30'.
Spell Sharing - When I cast a spell with a range of Touch, and my familiar is within 100', my familiar can deliver the spell as if it had cast it. The familiar uses its reaction to do this. The attack roll uses my bonuses.
 
Last edited:

Gourry02

First Post
Artyom

[sblock]Human Monk 4

Background: Hermit

Str 12 +1
Dex 18 +4
Con 14 +2
Int 11 +0
Wis 16 +3
Cha 10 +0

Hp 35
AC 17
Prof bonus +2
Init +4

Race
Human
(I wasn't sure if we could use the variant, so I just went with basic human template.)

Background

Hermit
Skills: Medicine, Religion
Tools: Herbalism Kit
Languages: Any one
Feature: Discovery
Life of Seclusion: I was the caretaker of an ancient ruin or relic.
Personality: I connect everything that happens to me in a grand, cosmic plan.
Ideal: If you know yourself, there's nothing left to know.
Bond: My isolation gave me insight into a great evil that only I can destroy.
Flaw: Now that I've returned to the world, I enjoy it's delights a little too much.

Class

Monk

Way of the Open Hand: Starting when you choose this tradition at 3rd level, you can manipulate your enemy’s ki when you harness your own. Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you can impose one of the following effects on that target:• It must succeed on a Dexterity saving throw or be
knocked prone.
• It must make a Strength saving throw. If it fails, you
can push it up to 15 feet away from you.
• It can’t take reactions until the end o f your next turn.

Ki: Starting 2nd level can harness mystic energy of Ki

Martial Arts

Unarmored Defense: When wearing no armor AC= Wis mod + Dex mod

Unarmored Movement

Deflect Missle

Feats
None

Proficiencies
Weapons: All simple and short swords
Tools: One type of artisans tools or musical instrument
Saving Throws: Strength and Dexterity


Skills

Acrobatics: 6
Insight: 3 (13 Passive)
Medicine: 5
Perception: 3 (13 Passive)
Religion: 2
Stealth: 6


Languages
Common, Celestial, Elvish

Equipment
Coins: 10gp

Weapons
Quarterstaff +6 to hit, 1d6+4 bludgeoning. versatile: 1d8
Unarmed strikes +6 to hit, 1d4+4 bludgeoning

Armor
None

Gear
Common clothes
Backpack
Mess kit
10 Rations
Tinderbox
Waterskin
Healer Kit
Herbalist Kit
Winter blanket
Scroll case
50' Rope (Hempen)[/sblock]
 
Last edited:

Gourry02

First Post
Halga
[sblock]Male Human Sailor Fighter 4
Chaotic Good

Strength 19 (+4)
Dexterity 13 (+1)
Constitution 18 (+4)
Intelligence 10 (+0)
Wisdom 12 (+1)
Charisma 10 (+0)
Size: Medium
Height: 6' 7"
Weight: 260 lb
Skin: Pale
Eyes: Blue
Hair: Blond Wavy; Thick Beard / Hirsute
Maximum Hit Points: 41

Speed: 30 feet

Inspiration:

Armor Class: 18 = 10 + 5 [half plate] + 2 [wood shield] + 1 [dexterity]

Proficiency bonus: +2
Initiative modifier: + 1 = + 1 [dexterity]
Attack (handheld / thrown): + 6 = + 2 [proficiency] + 4 [strength]
Attack (missile / finesse): + 3 = + 2 [proficiency] + 1 [dexterity]
Strength save: + 6 = + 2 [proficiency] + 4 [strength]
Dexterity save: + 1 = + 1 [dexterity]
Constitution save: + 6 = + 2 [proficiency] + 4 [constitution]
Intelligence save: + 0
Wisdom save: + 1 = + 1 [wisdom]
Charisma save: + 0
Insight (passive): 11 (16 with advantage)
Perception (passive): 13 (18 with advantage)

Carry: 285 lb maximum

For groups using the optional encumberance rules:
If carrying more than 95 lb, encumbered -- -10 on speed
If carrying more than 190 lb, heavily encumbered -- -20 on speed, disadvantage on ability checks, attack rolls, and saves involving strength, constitution, and/or dexterity

Languages: Common Orc

Unarmed strike [+6 to hit; 1d4+4 bludgeoning]

Improvised Weapon [+6 to hit; 1d4+4 if thrown (range 20/60)]

Handaxe [+6 to hit; 1d6+4 slashing, 3 lb, light, thrown (range 20/60)]

Maul [+6 to hit; 2d6+4 bludgeoning, 10 lb, heavy, two-handed]

Half plate [medium; + 5 AC; max dex + 2; stealth disadvantage; 40 lb.]

Wood Shield [+2 AC; 6 lb.]

Feats:

Great Weapon Master Melee hit scoring a critical or reducing opponent to 0 hp allows one bonus melee weapon attack; taking -5 penalty gives +10 damage if hit
Tavern Brawler +1 constitution; proficient with improvised weapons and unarmed strikes; unarmed strike does d4; unarmed hit allows bonus grapple try
Skill Name
Key
Ability
Skill
Modifier
Ability
Modifier
Trained?
Misc.
Modifier
Acrobatics Dex 3 =
+1
+ 2
Animal Handling Wis 1 =
+1
Arcana Int 0 =
+0
Athletics Str 6 =
+4
+ 2
Deception Cha 0 =
+0
History Int 2 =
+0
+ 2
Insight Wis 1 =
+1
Intimidation Cha 2 =
+0
+ 2
Investigation Int 0 =
+0
Medicine Wis 1 =
+1
Nature Int 0 =
+0
Perception Wis 3 =
+1
+ 2
Performance Cha 0 =
+0
Persuasion Cha 0 =
+0
Religion Int 0 =
+0
Sleight of Hand Dex 1 =
+1
Stealth Dex 1 =
+1
Survival Wis 1 =
+1
Human

The variant rule is in effect. Humans add a point only to two abilities, and get an extra skill and an extra feat.

This Human chose +1 on strength (already included).

This Human chose +1 on constitution (already included).

Humans learn one extra language.

Sailor

You can secure passage for yourself on a vessels and have contacts in the seafaring community.

If you were a pirate instead, your bad attitude can intimidate others.

In any case, you know how to navigate.

Fighter

Most fighters are proficient in riding a mount.

This fighter selected the great weapon fighting style; reroll 1s and 2s on damage when using a two-handed or versatile weapon.

Second Wind: As an action, regain hit points equal to 1d10 + your fighter level. Once per period between short rests.

Level 2: Action surge -- use it to take an extra action on a turn. Must take a short rest before using again.

Level 5: Extra attack on any round that includes an attack.

Level 9: Indomitable -- once between long rests, can reroll a failed saving throw.

Level 11: Two extra attacks per round.

Level 13: Indomitable -- twice between long rests, can reroll a failed saving throw.

Level 9: Indomitable -- once between long rests, can reroll a failed saving throw.

Level 17: Two action surges between rests, but not on the same turn.

Level 17: Indomitable -- three times between long rests, can reroll a failed saving throw.

Level 20: Three extra attacks per round.

Champion Fighter (martial archetype)

Level 10: You will choose a second fighting style.
Level 3: Improved critical -- score in 19 or 20.

Level 7: Remarkable athlete -- add half your proficiency bonus, rounded up, to any strength, dexterity, or constitution check that does not already use your proficiency bonus. Running long jump adds your strength modifier number of feet to distance.

Level 15: Superior critical -- 18-20.

Level 18: Survivor -- at start of each turn, if at half hit points or below, regain 5 + constitution modifier hit points.

First Ability Score Improvement: Feat

Class HP rolled
Level 1: Fighter 10
Level 2: Fighter 3
Level 3: Fighter 5
Level 4: Fighter 7

Death Saving Throws:

Successes
Failures
Halga 's Equipment:

59 lb


5 lb
1 lb
20 lb
10 lb
1 lb
5 lb

1 lb
2 lb
Weapons / Armor / Shield (from above)


Backpack
Mess kit
Rations (1 day) x10
Rope (50', hempen) x1
Tinderbox
Waterskins x1

Healer kit
Navigator tools (proficient)
_____
104 lb
Total

Halga 's Personality Traits:
Halga 's Ideal(s):

Halga 's Bond(s):

Halga 's Flaw(s):

More about Halga :[/sblock]
 
Last edited:

Axel

First Post
[SBLOCK=Dhruv, Half-Orc Fighter 3 Rogue 2]
Name: Dhruv

Sex: Male
Race: Half-Orc
Class/Level: Fighter/3 Rogue/2
Background: Folk Hero
Alignment: Chaotic Good
Size: Medium
Type (Subtype): Humanoid (half-orc)
Init: +2
Senses: Darkvision (60 ft.)
Passive Perception: 12

DEFENSE
AC:
18 (Splint Mail 17, fighting style +1)
HP: 42 (10 +10 (con) + 2d10+2d8=22, [url]http://invisiblecastle.com/roller/view/4707641/
[/URL] and http://invisiblecastle.com/roller/view/4726226/
Current HP: 32
Saves: Strength & Constitution
Special Defenses:

OFFENSE
Speed:
30ft
Melee: Greataxe +7 Attack, 1d12+3 Slashing
Melee: Dagger +7 Attack, 1d4+3 Slashing; Finesse, Light, Thrown (20/60)
Melee: Javelin +6 Attack, 1d6+3 Piercing; Thrown (30/120)
Special Attacks: none

STATISTICS
Str 17 (+3)
Dex 14 (+2)
Con 15 (+2)
Int 8 (-1)
Wis 8 (-1)
Cha 12 (+1)

Traits:
Ideal:
Bond:
Flaw:

Skills: (Proficient in bold) 2 Fighter, 1 rogue, 1 Half-Orc, 2 background
Mod Attribute Name of Skill
+2 (dex) Acrobatics
+3(wis) Animal Handling
-1 (int) Arcana
+9 (str) Athletics
+1 (cha) Deception
-1 (int) History
-1 (wis) Insight
+4 (cha) Intimidation
-1 (int) Investigation
-1 (wis) Medicine
-1 (int) Nature
+2 (wis) Perception
+1 (cha) Performance
+1 (cha) Persuasion
-1 (int) Religion
+2 (dex) Sleight of Hand
+8 (dex) Stealth (disadvantage while wearing heavy armour)
+2 (wis) Survival

Languages: Common, Orc

Racial Abilities:
Darkvision: Can see in dim light within 60' as if it were bright light, and in darkness as if it was dim light
Relentless Endurance: When dropped to 0 hit points but is not killed, he can drop to one hit point instead. Once per long rest.
Savage Attacks: When Dhruv scores a critical hit, roll one of the weapon's damage die again and to the extra crit damage.
Feats: NONE

Background Abilities: Folk Hero:
Tired of Thayan slavers and raiders coming to his neck of the woods for 'tax collection', Dhruv rallied likeminded people and led a popular, though short lived, resistance.

Skill Proficiencies: Animal handling, survival

Tool Proficiencies: Land based vehicles, artisans tools (carpenter)

Feature: Rustic hospitality.
Since Dhruv comes from the ranks of the common folk, he fits in among them with ease. Dhruv can find a place to hide, rest, or recuperate among other commoners, unless he has shown himself to be a danger to them. They will shield him from the law or anyone else searching for him, though they will not risk their lives

CLASS FEATURES
Fighting style: Defensive. Gain +1 AC when wearing armour
Second Wind: Heal 1d10+ fighter level as a bonus action (1/ short rest)
Action Surge: Take a second action on your turn, including bonus action. (1/short rest)
Improved critical: Critical hits are scored on a 19-20 instead of a 20.
Expertise: Gain double proficiency bonus on two skills (athletics, stealth)
Thieves cant: Can hold jargonistic conversations with similarly trained people (conveying a message takes four times as long).
Sneak attack: Add +1d6 damage if attacking a target adjacent to an ally, or if have advantage and no disadvantage.
Cunning Action: Take a bonus action with each combat action to dash, hide or disengage.
Proficient: Light armour, medium armour, heavy armour, shields
Tools: Thieves tools
Weapons: Simple Weapons, martial weapons

Combat Gear:
Greataxe
6 javelins
Dagger
Splint mail

Other Gear:
Carpenter's tools
Thieves tools

Money:
Starting: http://invisiblecastle.com/roller/view/4706358/, 5d4x10=100 x4 =400
Current:

Weight Carried: xx lbs
Carrying Capacity: 270 lbs
Push/Drag/Lift: 540 lbs

Physical Appearance:
At around 6 feet tall, Dhruv could pass as a large human, if it wasn't for the bestial facial features he inherited. Even though his skin is weather beaten from years of hard outdoor work, he would never pass as a human with his face uncovered. ears his black hair long and in a single plait. Dhruv's face is marked with the scars denoting his status as a slave. When he was free, he worse his black hair long in a single plait down his back.


Backstory:
Born free in the Hordelands, on the outskirts of civilisation even when measured by that standard, Dhruv has had few constants in life. His younger sister, Leida, who followed him through the region was one. The two were inseparable, neither able to imagine life without the other.

The other constant in Dhruv's life has been wood. Despite being impulsive and quick to give up learning complex tasks, at an rally age he showed a knack for finding quality wood in the wild, and for carving and turning it with the grain - just so. Dhruv learned the art of carpentry and wood turning from an old man, living alone, in exchange for Dhruv and his sister protecting the workshop from the Hordelands various predators (sentient and otherwise).

On the old man's passing, Dhruv and Leida took over the workshop. Over the years a small community grew around them. This community drew the attentions of undesirables, mostly Thayans, who used force to take 'taxes', claimed 'tolls' and eventually 'tributes' of their people. As the de facto leader of the community, people looked to Dhruv to set things right. So he did what seemed right at the time - fight.

Fitting a new head to his lumberjack's axe, Dhruv and Leida let "their" people against the Thayans. It couldn't be considered an uprising or rebellion - they owed allegiance to no lord in the first place. Regardless, they were beaten quickly and resoundingly by the better armed, better equipped and better trained Thayans. Leida and Dhruv were dragged off in chains to teach the rest of the people a lesson...
[/SBLOCK]
 
Last edited:


Gourry02

First Post
Ok, Artyom is all leveled up!
[sblock=Artyom level 5:]

Artyom

Human Monk 5

Background: Hermit

Str 12 +1
Dex 18 +4
Con 14 +2
Int 11 +0
Wis 16 +3
Cha 10 +0

Hp 40
AC 17
Prof bonus +3
Init +4
Movement: 40 (30+10)

Race
Human
(I wasn't sure if we could use the variant, so I just went with basic human template.)

Background

Hermit
Skills: Medicine, Religion
Tools: Herbalism Kit
Languages: Any one
Feature: Discovery
Life of Seclusion: I was the caretaker of an ancient ruin or relic.
Personality: I connect everything that happens to me in a grand, cosmic plan.
Ideal: If you know yourself, there's nothing left to know.
Bond: My isolation gave me insight into a great evil that only I can destroy.
Flaw: Now that I've returned to the world, I enjoy it's delights a little too much.

Class

Monk

Way of the Open Hand: Starting when you choose this tradition at 3rd level, you can manipulate your enemy’s ki when you harness your own. Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you can impose one of the following effects on that target:• It must succeed on a Dexterity saving throw or be
knocked prone.
• It must make a Strength saving throw. If it fails, you
can push it up to 15 feet away from you.
• It can’t take reactions until the end o f your next turn.

Ki: Starting 2nd level can harness mystic energy of Ki

Martial Arts

Unarmored Defense: When wearing no armor AC= Wis mod + Dex mod

Unarmored Movement

Deflect Missle

Extra attack

Stunning Strike

Feats:
None

Proficiencies
Weapons: All simple and short swords
Tools: One type of artisans tools or musical instrument
Saving Throws: Strength and Dexterity


Skills
Acrobatics: 6
Insight: 3 (13 Passive)
Medicine: 5
Perception: 3 (13 Passive)
Religion: 2
Stealth: 6


Languages
Common, Celestial, Elvish

Equipment
Coins: 10gp

Weapons
Quarterstaff +6 to hit, 1d6+4 bludgeoning. versatile: 1d8
Unarmed strikes +6 to hit, 1d6+4 bludgeoning

Armor
None

Gear
Common clothes
Backpack
Mess kit
10 Rations
Tinderbox
Waterskin
Healer Kit
Herbalist Kit
Winter blanket
Scroll case
50' Rope (Hempen)[/sblock]

[sblock]Artyom

Human Monk 4

Background: Hermit

Str 12 +1
Dex 18 +4
Con 14 +2
Int 11 +0
Wis 16 +3
Cha 10 +0

Hp 35
AC 17
Prof bonus +2
Init +4

Race
Human
(I wasn't sure if we could use the variant, so I just went with basic human template.)

Background

Hermit
Skills: Medicine, Religion
Tools: Herbalism Kit
Languages: Any one
Feature: Discovery
Life of Seclusion: I was the caretaker of an ancient ruin or relic.
Personality: I connect everything that happens to me in a grand, cosmic plan.
Ideal: If you know yourself, there's nothing left to know.
Bond: My isolation gave me insight into a great evil that only I can destroy.
Flaw: Now that I've returned to the world, I enjoy it's delights a little too much.

Class

Monk

Way of the Open Hand: Starting when you choose this tradition at 3rd level, you can manipulate your enemy’s ki when you harness your own. Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you can impose one of the following effects on that target:• It must succeed on a Dexterity saving throw or be
knocked prone.
• It must make a Strength saving throw. If it fails, you
can push it up to 15 feet away from you.
• It can’t take reactions until the end o f your next turn.

Ki: Starting 2nd level can harness mystic energy of Ki

Martial Arts

Unarmored Defense: When wearing no armor AC= Wis mod + Dex mod

Unarmored Movement

Deflect Missle

Feats
None

Proficiencies
Weapons: All simple and short swords
Tools: One type of artisans tools or musical instrument
Saving Throws: Strength and Dexterity


Skills
Acrobatics: 6
Insight: 3 (13 Passive)
Medicine: 5
Perception: 3 (13 Passive)
Religion: 2
Stealth: 6


Languages
Common, Celestial, Elvish

Equipment
Coins: 10gp

Weapons
Quarterstaff +6 to hit, 1d6+4 bludgeoning. versatile: 1d8
Unarmed strikes +6 to hit, 1d4+4 bludgeoning

Armor
None

Gear
Common clothes
Backpack
Mess kit
10 Rations
Tinderbox
Waterskin
Healer Kit
Herbalist Kit
Winter blanket
Scroll case
50' Rope (Hempen)[/sblock]
 


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