Tools: Navigators, Vehicles (Water) Languages
Common, Aquan, Gnomish, Infernal
Class Abilities
Favoured Enemy: Undead, Fiends – Advantage on Wisdom (Survival) checks to track favoured enemy and Intelligence to recall information about them.
Favoured Terrain: Coastal, Forest – When making and Intelligence or Wisdom check related to your terrain, your proficiency bonus is doubled.
Primeval Awareness
Hunter Archetype: Horde Breaker
Fighting Style: Two Weapon
Personality: My friends know they can rely on me no matter what. Ideals: Fairness. We all do the work, so we all share in the rewards. Bonds: I’ll always remember my first ship. Flaws: I follow orders, even if I think they are wrong.
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Race
Rock Gnome
+2 Int, +1 Con
Speed 25
Darkvision 60
Adv on Int, Wis, Cha saves vs magic
Artificer's Lore (2x Prof on History checks about magic items, alchemical objects, technology)
Tinker (1 hr/10gp to make up to 3 gadgets at a time; last 24 hrs or until reclaimed)
Class
Wizardry
Ritual Casting
Arcane Recovery (recover 4 lvls w/short rest)
Arcane Tradition: Evoker
- Sculpt Spell (spell lvl +1 targets can auto save for no damage in area of evocation spell)
- Potent Cantrip (creatures take 1/2 dmg from cantrips they save vs)
Proficiencies
Weapons: Daggers, darts, slings, staves, lgt crossbow
Tools: Tinker's Tools, Gaming set
Saves: Intelligence and Wisdom
Skills
Arcana +7
History +7 (+10 with Artificer's Lore)
Investigation +7
Survival +4
Gear
Component pouch, 2lbs, 25gp
Spellbook, 3lbs, free (class item)
Explorer Pack
Tinker's Tools
Gaming Set
Spent on familiar summoning: 10gp
Background Features
Inheritor
Feature: Inheritance (The HERKADERK - A folded bit of cloth that, when unfolded, turns into a stylish cap.)
Personality: I'm kinda nutty; in better times I'd probably be in someone's professional care
Ideal: The inability of explosions to solve problems scales inversely to the amount of explosive force employed
Bond: I have to find out what this thing is and I don't know.
Flaw: My dial does not go below 10. It goes up to somewhere around 14.
Familiar (100gp) Mefy
Tiny Fey Raven
Armor Class 12
Hit Points 1
Speed 10 ft, Fly 50 ft
Str 2 (–4)
Dex 14 (+2)
Con 8 (–1)
Int 2 (–4)
Wis 12 (+1)
Cha 6 (–2)
Perception +3
Mimicry
Invocations
--------------------
Sculptor of Flesh
Mask of Many Faces
Voice of the Master
Agonizing Blast
Rituals
--------------------
Alarm
Comprehend languages
Detect magic
Identify
Leomund's tiny hut
Water breathing
Features and Traits
-------------------- Darkvision. Fey Ancestry. You have advantage on saving throws against being charmed, and magic can’t put you to sleep. Patron. The Archfey. Pact of the Chain. Fey Presence. As an action, each creature in a 10-foot cube Wisdom saving throw or all charmed or frightened until the end of your next turn. Short or long rest. Misty Escape. When you take damage, turn invisible as a reaction and teleport up to 60 feet to an unoccupied space you can see until the start of your next turn or until you attack or cast a spell. Short or long rest. Ritual Caster. Wizard Familiar. Ichtaca
Equipment
--------------------
Studded Leather, thieves' tools, arcane focus, dark clothes, crowbar, dungeoneer’s pack, two daggers Cape of Arachnida
Starting Gold. 5gp
Carrying Capacity. 120 lb
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Facing the undead menace, the Moonstars and the Zhentarim had no choice but join their forces. Member of the Moonstars, Tycho navigates trough the two networks now, taking what suits him best of each group to accomplich missions for Blackstaff.
Personality. I always check the escape routes of every building I enter. Ideals. The information is good, coming out alive better. Lets die an other day. Bonds.I have uncovered secrets that should never see the light of day. Flaws. Some people want to kill me, to make sure I never tell a secret they’d rather have untold.
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[sblock=Backgroud]Fulgrim remembers nothing of his life before the sickness came. The first thing he recalls was standing in front of the Grandfather Tree in the High Forest. Under the boughs of the gnarled arakhor he found his flail Fist of Oak. Upon grabbing the handle he had visions. Silvanus showed him the ravages of plague and tasked him with cleansing the world of the abomination. For the world and all living things will end under the scourge. He took up the flail and fought his way to the last stronghold of the living in Waterdeep. From the besieged city he will spearhead the fight to rekindle the life of the world.[/sblock]
Galahad was always too inquisitive for his own good. He grew up in an orphanage and while other kids were running amok, he would spend his time looking for something to sate his curiosity. Bugs, animals, the stars or even the rare corpse. He even nearly fell from the orphanage roof once, while trying to sketch a bird he hadn't yet seen. Eventually, the orphanage had had enough of him, and sent him to the temple of Oghma.
There, Galahad quickly drove even the patient priests of the temple mad with questions and they eventually gave him full access to their library and even allowed him to visit the great library of the city on occasion. He seemed to have no one focus, and though he picked up on Astrology, his ability to pick up just about any subject and hold his own in philosophical debates earned him his priesthood.
Though the temple never allowed it's priesthood to attempt to access the divine powers of Oghma, Galahad eventually began to experiment and even caught the priest's blight. The high priest threatened, pleaded and even begged him to renounce Oghma in order to save his life. Instead he refused and even sick sat to studying all the more frenetically.
Though his contribution to the 'cure' was small(Mainly using himself as a guinea pig), Galahad was eventually praised for his part in helping to find it. And when offered a reward, he said simply that he wanted to participate in the battle to reclaim the world from the undead scourge, that he might continue his quest for knowledge.
HP: 54/54
AC: 17
Initiative: +2
Passive Perception: 17, (22 Eyes of the Eagle)
Prof: +3
Spellcasting: Wizard
Spell Att: +6
Spell DC: 14
*Prep: (lv + Int)
Spells: (Wizard)
Cantrips:
Mending (V, S, M 2 lodestones)
Blade Ward (VS)
True Strike (S)
1st:
*Alarm (VSM, tiny bell + silver wire)
Chromatic Orb (V, S, M 50gp Diamond)
*Comprehend Languages (VSM, pinch of soot and salt)
Find Familiar (V, S, M 10GP worth of charcoal+incense+herbs to be burned in a brass brazier)
*Shield V, S
*Thunderwave V, S
Equipment:
Currency(1 gp, 1 sp, 10 cp)
Holy Symbol
Mace
Handaxe
Chain Shirt, Shield
Eyes of the Eagle (Adv Perc, See distant objects in full detail)
Priest's Pack
Bottle: Black Ink
Case: Scroll (3)
Quill
Parchment (2)
Loose leaf Spellbook 6 pgs
Small Knife
Letter from colleague: (unsolved question)
Common Clothes
Belt Pouch
Herbalism Kit
Features:
Human(Var): +1 Wis, +1 Int
Bonus Skill, Bonus Feat
Size: Medium
Speed: 30 Ft.
Background: Sage
Prof: Arcana, History
Lang: +2 choice
Specialty: Astronomer
Feature: Researcher
Cleric: (Knowledge)
Spellcasting:
Save DC: 15
Spell Att: +7
Cantrips: 4
Prepare: Lev+Wis (10)
Slots: 1st; 4, 2nd; 3, 3rd; 3
Ritual Casting
Spellcasting Focus: Holy Symbol
Domain: Knowledge
Blessing of Knowledge: Learn 2 languages, Prof in 2 skills.
Channel Divinity: (0/2) Uses (Recharge after short or long rest.)
Turn Undead: (Action) Each undead within 30ft. make wis save or be turned for 1 minute (or takes damage.) Turned creatures must spend turns trying to move as far away from you as possible, cannot willingly move to a space within 30 ft of you. It can only use it's action to 'dash' or attempt to escape from an imobilizing effect. If nowhere to run, creature may use the Dodge action.
Knowledge of the Ages: (Action) Choose 1 skill or tool, to gain proficiency in for 10 minutes.
Read Thoughts: (Action) Target 1 creature that you can see within 60 ft. Target takes a wis save; On pass, you can't use this feature on them until after a long rest; On fail, read it's surface thoughts (+current emotion), as long as it is within 60 ft. Effect lasts for 1 minute. During that time, can use (Action) to end the effect and cast suggestion spell on creature using no slots. Target automatically fails the save for Suggestion.
Wizard: (tbd)
Spellcasting: DC: 14 Att: +6
Cantrips: 3
Spells Known: 6
Spellbook: (Loose leaf notes)
Arcane Recovery: (1) level
Other Proficiencies:
Lang: Common, Celestial, Elven, Dwarven, Infernal, Abyssal
Armor: Light, Med, Shield
Weap: Simple
Feats:
H: Skilled (Alchemy Tools, Herbalism kit, Perception)
4: Healer:
*Use of healer kit to stabilize grants +1 hp to target.
*Action: Spend 1 use of healer kit to tend to creature. Target regains 1d6+4 hp+(max # of HD) Only works on creature 1/short or long rest.
Amitiel - angel of truth, Amil for mortals Patron: Radueriel - angel who can create other angels and oversees archives
Protector Aasimar Celestal Warlock 7
Alignment: Chaotic Good
Size: Medium
Type (Subtype): Humanoid (Outsider)
Init: +2
Senses: Darkvision 60'
Passive: Perception 11, Insight 11
DEFENSE
AC: 14 (studded leather 12 +2 dex)
HP: 70 = 7 x (8+2)
Saves: Str -1 Dex +2 Con +5, Int +1 Wis +4, Cha +8
Special Defenses: Necrotic and Radiant Resistance
ATTRIBUTES
cha 15, dex 14, con 13, int 12, wis 10, str 8
Str 8 (-1), Dex 14 (+2), Con 14 (+2), Int 12 (+1), Wis 12 (+1), Cha 20 (+5)
(Cha +2 Aasimar, Wis +1 Aasimar, Con +1 Resilient, Cha +1 ASI, Wis +1 ASI, +2 Cha Deck)
1st: Healing Elixir, Earth Bind, Protection from Evil
2nd: Flaming Sphere, Suggestion
3rd: Revivify, Counterspell, Daylight
4th: Guardian of Faith
Invocations: Repelling Blast, Book of Ancient Secrets, Tomb of Levistus, Eyes of the Runekeeper
Rituals: Find Familiar, Ceremony Detect Magic, Augury, Gentle Repose, Skywrite, Leomund's Tiny Hut, Water Breathing, Water Walk
FEATS:
4th Resilient (Con)
Warlock: Choose two from Arcana, Deception, History, Intimidation, Investigation, Nature, and Religion
SKILLS:
Proficiency
Source
Arcana
Warlock
Investigation
Warlock
Religion
Cloistered Scholar
History
Cloistered Scholar
Persuasion
Deck of Many Things
Skill
Attrib
Mod
Prof
Total
Acrobatics
DEX
+2
+2
Animal Handling
WIS
+1
+1
Arcana
INT
+1
+3
+4
Athletics
STR
-1
-1
Deception
CHA
+5
+5
History
INT
+1
+3
+4
Insight
WIS
+1
+1
Intimidation
CHA
+5
+5
Investigation
INT
+1
+3
+4
Medicine
WIS
+1
+1
Nature
INT
+1
+1
Perception
WIS
+1
+1
Performance
CHA
+5
+5
Persuasion
CHA
+5
+6
+11
Religion
INT
+1
+3
+4
Sleight of Hand
DEX
+2
+2
Stealth
DEX
+2
+2
Survival
WIS
+1
+1
Aasimar
Languages: Celestial, Common
Healing Hands: As an action, you can touch a creature and cause it to regain a number of hit points equal to your level. Once you use this trait, you can't use it again until you finish a long rest.
Light Bearer: You know the Light cantrip. Charisma is your spellcasting ability for it.
Radiant Soul: Starting at 3rd level, you can use your action to unleash the divine energy within yourself, causing your eyes to glimmer and two luminous, incorporeal wings to sprout from your back.
Your transformation lasts for 1 minute or until you end it as a bonus action. During it, you have a flying speed of 30 feet, and once on each of your turns, you can deal extra radiant damage to one target when you deal damage to it with an attack or a spell. The extra radiant damage equals your level.
Once you use this trait, you can't use it again until you finish a long rest.
Background
Skill Proficiencies: History, Religion
Languages: Elven, Primordial
Equipment: The scholar's robes of your cloister
a writing kit (small pouch with a quill, ink, folded parchment, and a small penknife)
a borrowed book on the subject of your current study (Necronomicon)
and a pouch containing 10 gp
Bonus Cantrips: Sacred Flame, Light
Healing Light 8d6 of healing daily in 1d6 steps
Radiant Soul: add Cha to damage of Fire or Radiant spells against 1 target
Spellcasting: DC 16
TRAIT: I quote (or misquote) sacred texts and proverbs in almost every situation.
IDEAL: Faith. I trust that my deity will guide my actions, I have faith that if I work hard, things will go well.
BOND: I would die to recover an ancient relic of my faith that was lost long ago.
FLAW: I put too much trust in those who wield power within my temple’s hierarchy.
Quarterstaff
Arcane Focus
A scholar's pack or dungeoneer
Studded leather armor
Two daggers
Amitiel looks human for most part and only those knowledgeable in such things can discern his true nature. He has black hair, hooked nose and clear tan with dark intense eyes. For most of the existence he remembers he lived in Oghma halls, maintaining the library, keeping records of new tomes and doing things most of the librarians anywhere would find familiar. Only library patrons would be strange, angels, archons, primordials, spirits, even occasional fiend.
Everything in his world turned up-side-down when he was chosen to find out more about the threat patron of bards detected in the future. Amitiel was sent down as simple monk, librarian in the Great Library of Waterdeep where he was to search for clues of Undead Apocalypse and lead mortals toward recovering of artifacts for Good and discouraging those who searched for dark lore.
In the last half century of his life he was a fixture in the library, searching, questing, trying to prevent the thing Oghma saw. And he failed. Not only that, he felt the grace of Oghma retreat as people turned their faces from gods and simply died where they stood. He got sick too - new experience for an angel - and was fading quickly when his superior contacted him and offered to bring him home.
Amitiel turned the offer down and asked to be cast down from heavens into the mortal body. He remained at the library even as mortal world kept shrinking. He questioned survivors, new arrivals, incoming mages and other casters. And he couldn't find anything that could reverse the events. Finally, in desperation, he removed himself from his exile and tried to do something real, something that could be felt.
And for his troubles, he almost got killed as he tried to negotiate the exit with thieves guild appealing to their better natures. Even if he is mortal now, he still doesn't understand them and lying comes hard to him. He just missed the troup of adventurers hired to go out. Using his powers of flight he went over the undead surrounding the city and travelled as fast as possible to intercept them before they hit high seas.