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D&D 5E War of the Burning Sky (5E)


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Schmoe

Adventurer
Kincaid
Background was posted in post #28

Code:
[B]Name:[/B]      Kincaid
[B]Class:[/B]     Cleric of Athena, level 2 
[B]Race:[/B]      Variant Human
[B]Background:    Sage[/B]
[B]Size:[/B]      Medium (6’1”, 185 lbs)
[B]Gender:[/B]    Male
[B]Alignment:[/B] Lawful Good
[B]Experience:[/B]   300

[B]Str:[/B] 12 (+1) save: +1    [B]HP:[/B] 19 (2d8+4)
[B]Dex:[/B] 8  (-1) save: -1    [B]AC:[/B] 15 (Scale mail + shield)
[B]Con:[/B] 14 (+2) save: +2
[B]Int:[/B] 14 (+2) save: +2    [B]Speed:[/B]   30'
[B]Wis:[/B] 16 (+3) save: +5    [B]Init:[/B]    -1
[B]Cha:[/B] 10 (0)  save: +2    [B]Passive Perception:[/B]    13


[B]Skills:[/B]                   [B]Abilities:[/B]
Acrobatics         -1     Human Feat: War Caster
Animal Handling    +3     Human Proficiency: Investigaion
*Arcana            +6     Spellcasting 
Athletics          +1     Divine Domain: Knowledge
Deception          +0     Blessings of Knowledge: Arcana, Religion
*History           +4     Channel Divinity (1/rest)
*Insight           +5     Channel Divinity: Turn Undead
Intimidation       +0     Channel Divinity: Knowledge of the Ages 
*Investigation     +4
*Medicine          +5
*Nature            +4
Perception         +3
Performance        +0
Persuasion         +0
*Religion          +7
Sleight of Hand    -1
Stealth            -1
Survival           +3


[B]Proficiencies:[/B]
Armor: Light Armor, Medium Armor, Shields
Weapons: Simple
Tools: None
Languages: Common, Infernal, Orc
Skills: Arcana, History, Insight, Religion, Investigation, Nature, Medicine

[B]Weapon                Attack  Damage    Type[/B]
Mace, 1h               +3     1d8+2     B
L. Hammer (20/60)      +1     1d6+2     B


[B]Equipment:[/B]
Mace
3 Light hammers
Scale mail
Shield
Priest’s pack
Holy symbol
Bottle of black ink
Quill
Small knife
Letter from a dead colleague with unanswered question
Cold weather clothing
Belt pouch


[B]Money:[/B] 110 gp

[B]Background - Sage:[/B] Specialty - the occult. Feature - researcher
[B]Personality Trait:[/B] There’s nothing I like more than a good mystery.
[B]Ideal:[/B] Truth – The light of truth is the most powerful weapon against our enemies.
[B]Bond:[/B] I would do anything to protect the temple where I served.
[B]Flaw:[/B] I judge others harshly, and myself even more severely.
 
Last edited:

Steve Gorak

Adventurer
My concept evolved... here is my complete character submission. I look forward to any feedback and hope to qualify for the game.

[sblock]
Name: Tobin Silvernose
Sex: Male
Race: Forest Gnome
Class/Level: Cleric 1/Wizard 1
Alignment: Lawful Good
Size: Small
Type (Subtype): Humanoid (Gnome)
Init: +2
Senses: Darkvision (60 ft.)
Passive Perception: 14

DEFENSE
AC: 18 (14 Scale Mail, +2 Shield, +2 Dex)
HP: 16 (1d8 +1d6 +4 Con)
Saves: Wisdom & Charisma
Special Defenses: Gnome Cunning. You have advantage on all Int, Wis, and Cha saving throws against magic.

OFFENSE
Speed: 25ft

Weapon Attack Damage Type Range
Staff +1 1d6-1 B
Dagger +4 1d4+2 P 20/60


STATISTICS
Str 8 (-1), Dex 14 (+1) , Con 14 (+2), Int 16 (+3), Wis 14 (+2), Cha 9 (-1)
points: 0 5 7 7 7 1


SKILLS Proficies in bold, expertise in italics: 2 Cleric, 2 Knowledge Domain, 2 Background
Mod Attribute Name of Skill
+2 (dex) Acrobatics
+2 (wis) Animal Handling
+7 (int) Arcana
-1 (str) Athletics
-1 (cha) Deception
+7 (int) History
+4 (wis) Insight
-1 (cha) Intimidation
+5 (int) Investigation
+2 (wis) Medicine
+3 (int) Nature
+4 (wis) Perception
-1 (cha) Performance
-1 (cha) Persuasion
+5 (int) Religion
+2 (dex) Sleight of Hand
+2 (dex) Stealth *Disadvantage* (no disadvantage if breastlate)
+2 (wis) Survival


RACE FEATURES
Darkvision: Can see in dim light within 60' as if it were bright light, and in darkness as if it was dim light
Gnome Cunning: You have advantage on all Int, Wis, and Cha saving throws against magic.
Natural Illusionist: You know the minor illusion cantrip. Intelligence is your spellcasting ability for it.
Speak with Small Beasts Through sounds and gestures, you can communicate simple ideas with Small or smaller beasts.

Languages: Common (racial), Gnome (racial), Celestial (domain), Draconic (domain), Abyssal (background), Infernal (background)


BACKGROUND FEATURES Sage
Feature: Researcher
Skill Proficiencies: Investigation, religion

Traits: Soft-spoken and shy, although if you get him talking about a subject he is passionate about, he will talk your ear off.
Ideal: The pursuit of knowledge is not only a path to self improvement, but our duty to both our ancestors and our descendants.
Bond: I work to preserve the knowledge I have studied, and hope to contribute my own works one day and create my own library.
Also, I will be relentless in my fight against those that seek to hide the truth and destroy knowledge.
Flaw: I am easily distracted by the promise of information. It can be quite a challenge to tear me away from my work


CLASS FEATURES Cleric
- Spellcasting: Wisdom is your spellcasting ability for your spells. The saving throw DC to resist a spell you cast is 12. Your attack bonus when you make an attack with a spell is +4.
Proficiencies Light armor, medium armor, shields, simple weapons
Divine Domain (Knowledge) Blessing of knowledge: add two languages known, select two skills (Arcana, History), you double your proficiency bonus for those skills.
Cantrips Known: Guidance, light, Mending
1st Level Spells Prepared (3+domain): Bless, Cure wounds, Healing Word, Command (d), Identify* (d) (* is a ritual spell, d are domain spells)

CLASS FEATURES Wizard
- Spellcasting: Intellignece is your spellcasting ability for your spells. The saving throw DC to resist a spell you cast is 13. Your attack bonus when you make an attack with a spell is +5.
Arcane recovery Once per day when you finish a short rest, you recover spell slots that have a combined level equal to or less than half your wizard level (rounded up),
and none of the slots can be 6th level or higher.
RRitual CastingYou can cast a wizard spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don't need to have the spell prepared
Cantrips Known: Prestidigitation, message, fire bolt
1st Level Spells prepared (4): Shield, Sleep, expeditious retreat, featherfall




Magic Summary
Cantrips Known: Guidance (c), light (c), Mending (c), minor illusion (gnome), Prestidigitation (w), fire bolt (w), Message (w)
spells prepared
Wizard: Shield, Sleep, expeditious retreat, featherfall
Cleric: Bless, Cure wounds, Healing Word, Command (d), Identify* (d) (* is a ritual spell, d are domain spells)

Spell Slots: 3/-/-/-/-/-/-/-

Spellbook spells:
level 1 (8): Shield, Sleep, comprehend languages*, Find familiar*, Tenser's floating disk*, Unseen servant*, featherfall, expeditious retreat (* are ritual spells)
Note: 100 gp used to copy 2 additional spells


Familiar: Pek (owl) - AC:11, HP:1, Speed: 5ft fly 60ft, Per+3 Ste+3, Darkvision 120 ft, Flyby, Keen Hearing and Sight, Talons +3 1
[sblock] You gain the service o f a familiar, a spirit that takes an
animal form you ch o o se : bat, cat, crab, frog (toad), hawk,
lizard, octopus, owl, p o iso no us snake, fish (quipper),
rat, raven, sea horse, spider, or w easel. Appearing in
an unoccupied space within range, the familiar has the
statistics o f the cho se n form, though it is a celestial, fey,
o r fiend (your choice) instead o f a beast.
Your familiar acts independently o f you, but it always
o beys your com m ands. In combat, it rolls its own
initiative and acts on its own turn. A familiar can’t
attack, but it can take other actions as normal.
W hen the familiar drops to 0 hit points, it disappears,
leaving behind no physical form. It reappears after you
cast this spell again
W hile your familiar is within 100 feet o f you, you
can communicate with it telepathically. Additionally,
as an action, you can se e through your familiar’s eyes
and hear what it hears until the start o f your next turn,
gaining the benefits o f any special sense s that the
familiar has. During this time, you are deaf and blind
with regard to your ow n senses.
A s an action, you can temporarily dismiss your
familiar. It disappears into a pocket dim ension w here it
awaits your sum m ons. Alternatively, you can dismiss it
forever. A s an action w hile it is temporarily dismissed,
you can cause it to reappear in any u noccupied space
within 30 feet o f you.
You can ’t have m ore than one familiar at a time. If you
cast this spell while you already have a familiar, you
instead cause it to adopt a new form. C h o o se one o f the
form s from the above list. Your familiar transforms into
the cho se n creature.
Finally, when you cast a spell with a range o f touch,
your familiar can deliver the spell as if it had cast the
spell. Your familiar must be within 100 feet o f you, and
it must use its reaction to deliver the spell when you cast
it. If the spell requires an attack roll, you use your attack
modifier for the roll.[/sblock]


Feats:None

Equipment
• a mace (replaced with staff arcane focus - same price)
• scale mail
• any simple w eapon (dagger)
• an explorer’s pack
• A shield and a holy symbol

Equipment: A bottle of black ink, a quill, a small knife, a letter from a dead colleague posing a question you have not yet been able to answer, a set of common clothes,
belt pouch containing 10 gp (spent on material components for find familiar)

Spellbook

100gp spent to copy 2 additional spells into spellbook

money: 0gp

Physical Appearance:
Tobin is an average sized gnome. He has silvery grey hair, with green eyes and a bright smile. His complexion is more tan that one would expect from someone who spends at much time pouring over old tomes as he does.

Backstory:
Tobin came to Gate Pass to study at a young age. No tragedy or twist of fate landed him on the doorstep of the city's library, just an unending well of curiosity about anything and everything.
Poor of coin and devoid of any marketable craft skills, Tobin elected to join the priesthood of the temple that oversaw the library.
He spent many years pouring over old tomes on the arcane, history, religions, and anything else she could get his hands on.
During his time at the library, he was approached many times by operatives from a secret organisation to obtain information. They convinced him that they had good intentions, and he was more than happy to bring knowledge to others.
He also saw this organisation as agents of truth and stability, and Tobin was more than happy to oblige.

Now, times are changing. News is no longer coming to Gate Pass, and the library is having difficulty getting tomes of lore. Civilation and order are at risk and Tobin has been growing weary. He has learned about a distant safe haven, a mages' school named Lyceum.
This is where he needs to go to help, if he can. In the short term, Tobin was asked to meet an operative named Torrent shortly before midnight in the pub of the Poison Apple Inn to discuss things, and to use the alley door.
Things were about to get exciting, and exciting is not good for civilation and the dissemination of knowledge...
[/sblock]
 



SuperZero

First Post
Well, I may have been optimistic trying to get this started right before Christmas time. Although that wasn't really what slowed me down (it was certainly a contributing factor) as much as some more unexpected surprises--not all bad, the most significant was an unexpected promotion that really left me a lot more exhausted than I anticipated while I was getting used to it and training/being trained.
And then there was some embarrassment and putting off sticking my head back in here after I realized it had been several weeks and I'd disappeared without warning.

So... I apologize for my disappearance. If people aren't interested any more, that's fine and I don't blame them.
But if you are still interested, I can get this going again.
 

Morrus

Well, that was fun
Staff member
[MENTION=6690219]SuperZero[/MENTION], are you actually compiling the conversion in some way? I'd love to see a 5E conversion.
 

Matthan

Explorer
Real life happens. At least your interruption was from good news (Congrats on the promotion!). I'm still interested in the game.
 


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