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Nashrukk
1st-level Hell Hound (Dragonborn Monk)
Medium Male Humanoid

Armor Class 15 (unarmed defense)
Hit Points 9 (1d8+1)
Speed 30 ft.
Sense Normal     
Str 14 (+2)  Dex 15 (+3)  Con 12 (+1)
Int 10 (+0)  Wis 14 (+2)  Cha 09 (-1)
Alignment Lawful Neutral (evil tendencies)
Languages Understands common, Infernal, Draconic
Trait  
Fire Hound Ancestry
Breath Weapon (1/rest)
Fire Damage Resistance
Background Outlander [Wanderer]
  Origin: Tribal marauder
  Personality Trait: I’m driven by a wanderlust that led me away from home.
  Ideal: Might. The strongest are meant to rule.
   Bond: My pack is the most important thing in my life, even when they are far from me.
   Flaw: Violence is my answer to almost any challenge.
Proficiency (+2)
   Tools: Musical Instrument (howl), Artisant Tool (bonecarving)
   Saving Throws: Strenght +4, Dexterity +5
Skill Athletics +4, Insight +4, Survival +3, Perception +4
Unarmed Strike (Bite)
Unarmed Defense
Actions
Melee Attack— Bite: +5 to hit (reach 5 ft.; one creature). 
Hit: 1d4+3 piercing damage 
Ranged Attack—Breath Weapon: DC 11 Dexterity saving throw (range 15 ft cone, all creatures). 
Failure:  2d6 fire damage    Success: Half damage
Equipment: tattoo, half of a chain and collar

Nashrukk [NASH-rou-KAY] is a hell hound, a fire-breathing canines from the Baator, more precisely from the 4th circle Phlegethos of the 9 Hells. Nashrukk resembles a large hound with golden to red-brown fur and red, glowing eyes and a black mane. It has large snouts protruding from its mouth, often drippling acidic saliva. Its markings, teeth, and tongue are soot black. Nashrukk is large and muscular, standing 4 1/2 feet high at the shoulder (almost 7 feet long) and weighting over 300 lbs. It has a distinct odor of smoke and sulfur constantly emanating from him and the baying sounds it makes has an eerie, hollow tone that send a shiver through any who hear them. Nashrukk has a burned tattoed mark on the back of the head, tree triangles symbol of asmodeus made by its former master, a baatezu warlord named Gryzzi'yl. Nashrukk served in the blood war as a scout for the devil armies until the day he was brought out of its plane of existance onto the prime material plane by a mad wizard named Zircon, which perished almost immediatly after the summoning, at the hand of a band of orcs in some caves. The orcs captured the hell hound but couldn't keep it captive for long as it fled after setting fire to their huts. Nashrukk roamed the plains but found that no matter where he goes, people are affraid of him due to his odd appearance and connection to dangerous plane, except adventurers which tend to tolerate him and give him strange food, recognizing its superior intelligence and high lawfulness, making him a loyal companion despite its nature.

M- Musical Instrument?!

Jin Wei

1st level Human Fighter

Medium Male Humanoid

Armor Class 16 (chainmail)

Hit Points 12 (1d10+2)

Speed 30 ft.

Sense Normal

Str 17 (+3) Dex 13 (+1) Con 15 (+2)

Int 8 (-1) Wis 10 (+0) Cha 12 (+1)

Alignment chaotic neutral (follows Xia Wei's orders unquestioningly)

Languages common, giant

 

TRAITS

Background - Former Thug

    Feature: Give Me Shelter -- Even if lost, alone and copperless, Jin can find shelter from the elements in the back alleys and dark places of the city and enough food and water to live on day-to-day.
Proficiency (+2)

    Gaming Set (Dice)

    Artisan's Tools (Cook's Utensils)

    Saving Throws: Strength, Constitution

Great Weapon Fighting

Second Wind

 

FEATS

Heavy Armor Master

 

SKILLS

Athletics (+5), Intimidation (+3), Perception (+3), Religion (+1), Survival (+2)

 

ACTIONS

Melee Attacks— Greatsword: +5 to hit (reach 5 ft; one creature).

Hit: 2d6+3 slashing damage

 

EQUIPMENT

chainmail armor, greatsword, traveling silks, backpack, bedroll, silk blanket, rations (10 days), waterskin, hempen rope (50'), fishing tackle, hunting trap, mess kit, tinderbox, whetstone, skinning knife

 

BACKGROUND

Jin Wei grew up in the streets, just another orphan in the mess of urchins. His size let him bully the smaller and get away with taking the best spoils for himself when he ran with the pack.

One day Jin saw a sprig of a girl wearing silks and walking the streets alone. He meant to muscle the girl out of her money, but instead found out what an aspiring cleric's martial training can do to an untrained street kid. Instead of calling the guards, Xia helped Jin to his feet and gave him a silver coin. Realizing he'd been bested in not only strength but in spirit, he immediately swore his loyalty to Xia and promised to protect and serve her from that day forward.

<snip long background> Eventually, he was allowed to train with the paladins of Xia's temple, and while he excelled in the physical aspects, he could never master the divine.

Jin wears silks similar to Xia's over his chainmail, which was a gift from the paladins at the temple for his perserverence despite his lack of talent for the divine. His greatsword is well-used, bought third or fourth hand from a slum dealer, and covered in dents and chips from battle. Despite the sword's condition, he cares for it as if it were a family heirloom, polishing and honing it daily.

 

Jin is tall and well-muscled with a fair complexion. He is methodical in most aspects of his life, practicing his combat drills every morning and reading his book of Chang'e's teachings -- a gift from Xia -- each night before rest. He departs from this in one aspect: Xia herself. He will throw any caution aside if she asks it and would fight to the death by tooth and claw if necessary to protect her. Any insult towards her will bring Jin's hands to his sword, but a single word from Xia will also calm him.

Whir wrote:

M- Musical Instrument?!

I know, the build gets it, but it's ignored, hence why its in ( )  

Plaguescarred wrote:

 

Nashrukk
1st-level Hell Hound (Dragonborn Monk)

 

Now THIS is a pretty awesome concept!

Lord_Ventnor wrote:

 

Plaguescarred wrote:

 

Nashrukk
1st-level Hell Hound (Dragonborn Monk)

 

 

Now THIS is a pretty awesome concept!

Thanks! Just the musical instrument + artisant tool i haven't figured a way to incorporate to the build in a way that could make sense... 

You could go with voice as a Musical Instrument. Howl along with melodies and all that.

 

For artisan's tools? Boneworking. To get to that delicious bone marrow, you see.

Lord_Ventnor wrote:

You could go with voice as a Musical Instrument. Howl along with melodies and all that.

 

For artisan's tools? Boneworking. To get to that delicious bone marrow, you see.

Hehe sounds good to me thanks  

Portrait of Grimfund of Black Keep

Grimfund of Black Keep

1st-Level Mountain Dwarf Fighter
Medium Male Humanoid

Armour Class 18 (Chain Mail and Shield)
Hit Points 12 (1d10+2)
Speed 25 feet
Sense Darkvision
Str 20 (+5)   Dex 11 (+0)   Con 15 (+2)
Int    8 (-1)   Wis 12 (+1)    Cha 11 (+0)
Alignment Neutral
Languages Common, Dwarvish, Halfling


TRAITS
Background - Noble (Grandson of the Warden of Black Keep)
   Feature: Position of Privilege
Proficiency (+2)
   Tools: Mason's Tools, Gaming Set (Dice)
   Saving Throws: STR, CON
Second Wind
Fighting Style: Protection
Darkvision
Dwarven Resilience
Stonecunning


SKILLS
Acrobatics +2, History +1, Intimidation +2, Persuasion +2


WEAPON ATTACKS

Battleaxe
+7 to hit, 1d8+5 slashing
versatile (d10)

Two Hand Axes
+7 to hit, 1d6+5/1d6 slashing
light, thrown, range(20/60)

 

EQUIPMENT
Backpack, Bedroll, Mess Kit, Tinderbox, Torches(10), Day's Rations(10), Waterskin, Hempen Rope - 50ft, Fine clothes, Signet Ring, Scroll of Pedigree, 25gp

Trinket: A gemstone that looks like a lump of coal when examined by anyone but you.


PERSONAL CHARACTERISTICS
Traits: Grimfund has a regal bearing. No-one could doubt that he is a cut above the unwashed masses, but he doesn't like to get his hands dirty. He won't be caught dead in unsuitable accommodation.
Ideal - Family. Blood runs thicker than water.
Bond: Grimfund's loyalty to his sovereign is unwavering.
Flaw: Grimfund too often hears veiled insults and threats in every word addressed to him, and is quick to anger.

 

BACKSTORY

Grimfun set out from his home in the Stone Mountains some months ago, to travel to the East Range Mountains. He is an emissary from his grandfather, who is seeking a trade agreement with Dwarf-Lord Filmûn Gold-Cracker. When he reached Redcott last week, he decided to stay for a short while to sample the local ales, which are famous far and wide for the strength of the brew. He took the King's Suite at the Laughing Kobold Arms, which was adequate. Now it is time to move on. Luckily, there is a caravan going his way so he can ride on a wagon to the next town and not have to get his boots dirty walking all the way.

 

D&D 5th Edition Character Grimfund of Black Keep.pdf (Full character sheet but in Custom Format)

 

Not Legal for Organised Play (Adventurers League) [Stats were rolled]

 

B I

Oh man. I lost a post on here when the site reset that took me a few hours to write up. So much bummer!

Whir wrote:

Jin Wei

He'd still get an extra language for being Human. Even when creating a background and choosing skills, still give them 2 language or tool proficiencies as well as a feature. I'd just go with the Acolyte background with training in Athletics and Religion since that's what this temple teaches all of it's deciples. You'd pick up 2 languages, which would bring your total to 4. You'd also be rewarded with the same feature that all other members of your temple would recieve. Everything else looks solid.

Danny_Montanny wrote:

 

Whir wrote:

Jin Wei

 

He'd still get an extra language for being Human. Even when creating a background and choosing skills, still give them 2 language or tool proficiencies as well as a feature. I'd just go with the Acolyte background with training in Athletics and Religion since that's what this temple teaches all of it's deciples. You'd pick up 2 languages, which would bring your total to 4. You'd also be rewarded with the same feature that all other members of your temple would recieve. Everything else looks solid.

 

Hm. I missed a couple things there, didn't I?

 

I did take Religion (from studying in the temple) and Survival (from growing up on the street) for the background's skills, and Perception as the bonus human skill.

 

I totally forgot to write down his tool proficiencies though, thanks!

 

I just finally got an idea for the background's trait too. You may just be a miracle worker!

A tribal forest gnome eldritch knight strays far from his home when wanderlust strikes him. 1st, 4th, 8th, 12th, 16th and 20th level versions are presented for your convenience. There may be math mistakes, you have been warned.

Grindax (grin-dax) Battlehummer

1st level Gnome Fighter

Small Male Humanoid

Armor Class 15 (studded leather)

Hit Points 12 (1d10+2)

Speed 25 ft.

Sense Darkvision 60’

Str 12 (+1) Dex 16 (+3) Con 14 (+2)

Int 15 (+2) Wis 10 (+0) Cha 8 (-1)

Alignment chaotic good

Languages common, gnomish

 

TRAITS

Background - Forest-born

    Feature: Wanderer (Outlander background)

    Proficiency (+2)

    Artisan's Tools (Leatheworker's Tools)

    Herbalism Kit

    Saving Throws: Strength, Constitution

Gnome Cunning

Natural Illusionist

Speak with Small Beasts

Duelist

Second Wind

 

SKILLS

Acrobatics (+5), Nature (+4), Stealth (+5), Survival (+2)

 

ACTIONS

Melee Attacks— Rapier: +5 to hit (reach 5 ft; one creature).

Hit: 1d8+5 piercing damage

Ranged Attack— Shortbow: +5 to hit (range 80/320 ft; one creature).

Hit: 1d6+3 piercing damage

 

SPELLS

Cantrips: Minor Illusion

Prepared Spells: -

 

EQUIPMENT

studded leather armor, rapier, shortbow, quiver with 20 arrows, backpack, component pouch, fishing tackle, grappling hook, hammock, hunting trap, mess kit, rations (3 days), silk rope (50’), tinderbox, torch (5), waterskin

 

BACKGROUND

Personality Traits: I’m driven by a wanderlust that led me away from home. I place no stock in wealthy or well-mannered folk. Money and manners won’t save you from a hungry owlbear.

Ideal: Life is like the seasons, in constant change, and we must change with it.

Bond: My clan is the most important thing in my life, even when they are far from me.

Flaw: I am slow to trust members of other races, tribes, and societies.

 

Grindax Battlehummer, levels 1, 4, 8, 12, 16 & 20

 

Artun Felec
1st-level Half-Elf Bard 
Medium Male Humanoid

Armor Class 15 (studded leather armor)
Hit Points 10 (1d8)
Speed 30 ft.
Sense darkvision 60'  
Str 08 (-1)  Dex 16 (+3)  Con 14 (+2)
Int 12 (+1)  Wis 10 (+0)  Cha 16 (+3)
Alignment neutral good
Languages elf, common, undercommun
Trait 
Background Spy [Criminal Contact]
   Criminal Specialty: Fence
   Personality Traits: Sarcasm and insults are my weapon of choice. 
   Ideal: Aspiration. I work hard to be the best there is at my craft.
   Bond: I protect those who cannot protect themselves.
   Flaw: I have trouble keeping my true feelings hidden. My sharp tongue lands me in trouble.
Proficiency (+2)
  Tools: Musical Instruments (lute, flute, horn), Thieve's Tool, Gaming Set (dice)
  Saving Throws: Dexterity +5, Charisma +5
Skill Acrobatics +5, Deception +5, History +3, Persuasion +5, Stealth +5
Fey Ancestry
Spellcasting (Save DC 13, +5 to hit with spell attacks)
  Cantrip (at-will) -  friends, vicious mockery
 
 1st Level (2/day) - cure wounds,dissonant whisper, sleep, thunderwave
Naturally Stealthy
Bardic Inspiration
Actions
Melee Attacks— Rapier: +5 to hit (reach 5 ft.; one creature). 
Hit: 1d6+3 piercing damage 
Ranged Attack—Hand Crossbow: +5 to hit (range 30/120 ft; one creature). 
Hit:  1d6+3 piercing damage 
Ranged Attack—Vicious Mockery DC 13 Wisdom saving throw (range 60 ft; one creature). 
Hit:  1d4 psychic damage and disadvantage on the next attack roll it makes before the end of its next turn.
Equipment: a set of dark common clothes including a hood, rapier, handcrossbow, 20 bolts, dagger, hat with bright red feather, studded leather armor, Harper pin, a backpack including: a horn, thieves' tools, hammer, 10 pitons, a hooded lantern, 2 flasks of oil, 5 days rations, a tinderbox, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it, crowbar and a belt pouch containing 15 gp

Artun [ar-TON] was born in 1467 DR in Melvaunt in the Moonsea from a modest family of rug traders, the Felec. There he lived an ordinary life until he left to become a spy for the Harpers, passing himself as a fence in Phlan's underworld to do information gathering. Artun has long brown hair and eyes, a small goatee and a big hat adorning a bright red feather. He prides himself as one of the finest swashbuckler in the Moonsea, which often brings him into duel with other challengers who wants to prove him wrong. Artun is an acrobatic, agile combattant with loaded cockyness and disarming manners, which makes him popular among the ladies but not so much among rivals. He is prone to take risk being flamboyant, both in love affairs and other more dangerous situations.

Kursh Lowtone, Half-orc Bard

BACKGROUND (GUILD ARTISAN - Feature: Guild Membership)
Kursh, a bastard child, was evicted from his home at 12 when his mother married a (very) minor nobleman. On the streets, he found employment at a guild cargo dock and eventually joined the guild as an apprentice woodcarver. At 15, a bard commissioned him specifically to do a detail on the front of a lute. The bard was so impressed with the work that he arranged a deal between the local college and the guild for instrument detailing and repair. The bard took Kursh under his wing and taught him how to play the lute and utilize his powerful baritone voice in song and speech.

 

Now Kursh travels under his guild's banner, using his entertainment (and intimidation if necessary) skills to secure contracts for the guild and wealth for himself. He is not one to start a fight, but he will happily end it with sword and spell. Though skilled in persuasion and deception, he does not use his skills to take advantage of good people. He sees no immorality in fleecing the corrupt or evil.

Personality Traits: I believe that anything worth doing is worth doing right. I can’t help it -- I’m a perfectionist. I always want to know how things work what makes people tick.
Ideal: Everyone should be free to pursue his or her own livelihood.
Bond: I owe my guild a great debt for forging  me into the person I am today.
Flaw: I’m never satisfied with what I have -- I always want more.

 

1st level Half-orc Bard

Medium Male Humanoid
Proficiency Bonus +2

Armor Class 12 (studded leather)
Saves Dexterity, Charisma

Hit Points 10 (1d8+2)

Speed 30 ft.

Sense Darkvision 60’

Str 16 (+3) Dex 10 (+0) Con 14 (+2)

Int 8 (-1) Wis 12 (+1) Cha 15 (+2)

Alignment chaotic neutral

Languages common, orc, elven

 

TRAITS

Relentless Endurance

Savage Attacks

Spellcasting

Bardic Inspiration

 

SKILLS

Animal Handling (+3), Deception (+4), Insight (+3), Intimidation (+4), Performance (+4), Persuasion (+4)

PROFICIENCIES
Artisan’s Tools (Woodcarver’s Tools)
Musical Instrument (Drum)
Musical Instrument (Lute)
Musical Instrument (Lyre)

 

ACTIONS

Melee Attacks— Longsword: +5 to hit (reach 5 ft; one creature).

Hit: 1d8+3 slashing damage

Ranged Attack— Shortbow: +2 to hit (range 20/60 ft; one creature).

Hit: 1d6 piercing damage

Spell Attack— Vicious Mockery: wisdom save DC 12 (range 60 ft; one creature)
Failed Save: 1d4 psychic damage, disadvantage on next attack roll by end of next turn
Spell Attack— Dissonant Whispers: wisdom save DC 12 (range 60 ft; one creature)
Failed Save: 3d6 psychic damage, must use reaction to move as far away from caster as possible; Successful Save: half psychic damage
Spell Attack— Thunderwave: constitution save DC 12 (origin: self; 15 ft cube; creatures in area)
Failed Save: 2d8 thunder damage, target is pushed 10 feet away; Successful Save: half thunder damage

 

SPELLS

Cantrips: Dancing Lights, Vicious Mockery

Prepared Spells: (1st Level 2/day) Cure Wounds, Dissonant Whispers, Healing Word, Thunderwave

 

EQUIPMENT

studded leather, longsword, shortbow, quiver with 20 arrows, backpack, bedroll, blanket, chalk, component pouch, drum, entertainer’s clothes, mess kit, steel mirror, pouch, rations (10 days), signal whistle, soap, tinderbox, torch (5), waterskin, woodcarver's tools

 

DESCRIPTION
Kursh is as burly as his half-orc brethren, but keeps fastidiously clean when possible. His skin is a light grey-green, in contrast with his jet black hair and beard. He keeps his hair short and swept back and his beard trimmed neatly. Kursh’s eyes are green. Unlike most half-orcs, he has no scars proudly bore and the scars he does have, he keeps covered. He does not look down on the more barbaric of his kind, though they often do him.

Kursh dresses smartly, in solid colors of silk (when not in armor) and uses accessories to catch his patrons’ eyes. His is fond of simple rings of precious metals, and has gold emerald earrings in both ears.

 

Kursh, levels 1, 4, 8, 12, 16 & 20 (in progress)

Plaguescarred wrote:

 He is prone to take risk being flamboyant, both in love affairs and other more dangerous situations.

 

Are there any more dangerous situations for a bard than the love affair?! ;)

 

Baird

 

aka Kaspar, Nobleman of Baldurs Gate

 

aka Scion of Tethir the twice slayer of dragons

 

1st-level Half-Elf Bard 
Medium Male Humanoid
Armor Class
 14 (studded leather armor)
Hit Points 10 (1d8)
Speed 30 ft.
Senses Darkvision to 60' 
Str 8 (-1)  Dex 15 (+2)  Con 14 (+2)
Int 12 (+1)  Wis 10 (+0)  Cha 17 (+3)
Alignment chaotic neutral 
Languages common, elvish, draconic

 

TRAITS
Background - Charalatan

    Feature: False Identity - Kaspar Earl of Darromar

    Favorite Scheme: I Insinuate myself into peoples lives to prey on their weaknesses and secure their fortunes.

Proficiency (+2)
   Tools: Disguise Kit, Forgery Kit, Lute, Horn, Drum
   Saving Throws: Dexterity, Charisma

Spellcasting (Cantrips Known 2, Spells Known 4, Spell Slots 1st - 2)

Bardic Inspiration (d6)

 

SKILLS 

Deception +5, Acrobatics +4, Performance +5, Persuasion +5, Stealth +4
 

ACTIONS
Melee Attacks— Rapier:
 +4 to hit (reach 5 ft.; one creature). 
Hit: 1d8+2 piercing damage 
 

EQUIPMENT

a rapier, studded leather armor, entertainers pack, a forgery kit, a horn, a set of fine clothes including a hat, a healing potion and a pouch containg 22 gp.

 

PERSONAL CHARACTERISTICS

Traits: Sarcasm and insults are my weapon of choice. I have a joke for every occasion especially at inappropriate times.

Ideals: I'm determined to make something of myself. (Neutral)

Bond: Being the grandchild of a renowned dragonslayer is usually a good way to impress people, but just last week a gang of ruffians attacked you. You barely escaped with your life, but as you fled the ruffians told you that the Cult of the Dragon never forgets and always avenges. You're hoping to lie low in a sleepy little town called Greenest, until this blows over.

Flaw: I'm always in debt. I spend my ill gotten gains on decadent luxuries faster than I bring them in.

 

BACK STORY

TBD

My Dark Sun Campaign "Shards of a Broken Crown" http://www.obsidianportal.com/campaigns/shards-of-a-broken-crown

Rekish, Dragonborn Monk

 

BACKGROUND (FOLK HERO — Feature: Rustic Hospitality)

Rekish grew up a ward of the monastery in a small town with an inconsequential name. Left by unwilling parents, orphan of war, or part of some great prophecy, she has never been told how she arrived.

 

Her draconic heritage obvious, her biological weapon had never manifested at the age of 16. On an overcast day, walking home to the temple from the village with food and supplies, she encountered a few seedy men harassing a woman and her two small children. As any good person might, Rekish tried to intervene, but was quickly overpowered by the bandits. Pinned and helpless, she could do nothing but watch while the other men began tearing at the woman’s clothes, her children frozen in terror. She felt a fury well up from inside of her and as she started to scream, a bolt of electricity crackled from her open jaws, mortally wounding the two would-be rapists. The third man ran in fright, freeing Rekish to help the woman and her children back to town.

 

Personality Traits: I judge people by their actions, not their words. If someone is in trouble, I’m always ready to lend help.
Ideal: People deserve to be treated with dignity and respect.

Bond: I protect those who cannot protect themselves.

Flaw: I have trouble trusting in my allies.

 

1st level Dragonborn Monk
Medium Female Humanoid

Proficiency Bonus +2
Saves Strength, Dexterity

Armor Class 14 (unarmored)

Hit Points 9 (1d8+1)

Speed 30 ft.

Sense Normal

Str 15 (+2) Dex 14 (+2) Con 12 (+1)

Int 10 (+0) Wis 15 (+2) Cha 9 (-1)

Alignment Lawful good

Languages Common, draconic

 

TRAITS
Draconic Ancestry (Bronze)

Breath Weapon (Lightning)

Damage Resistance (Lightning)

Unarmored Defense

Martial Arts

 

SKILLS
Animal Handling (+4), Athletics (+4), Insight (+4), Survival (+4)

 

PROFICIENCIES
Artisan’s Tools (Calligrapher’s Supplies)
Vehicles, land

 

ACTIONS

Melee Attack— Spear: +4 to hit (reach 5 ft; one creature)

Hit: 1d6+2 piercing damage

Martial Arts Bonus Attack— Unarmed Strike: +4 to hit (reach 5 ft; one creature)

Hit: 1d4+2 bludgeoning damage

Ranged Attack— Dart: +4 to hit (range 20/60; one creature)

Hit: 1d4+2 piercing damage

Breath Weapon Attack— Lightning: reflex save DC 12 (origin: self; 5 by 30 ft. line; creatures in area)

Failed Save: 2d6 lightning damage; Successful Save: half lightning damage

 

SPELLS
Cantrips: -

Prepared Spells: -

 

EQUIPMENT
traveler’s outfit, spear, dart (10), backpack, bedroll, blanket, healer’s kit, mess kit, pouch, rations (5 days), tinderbox, waterskin

 

DESCRIPTION
Rekish is on the small side for a dragonborn but her ascetic lifestyle has left her lithe with corded muscles peeking through her thick hide. Her skin is a reddish bronze and her scales tinged with a bronzed blue on the outer edges. Her eyes are gleaming gold and glitter with ferocity when something upsets her.


Rekish dresses in simple traveler’s clothes and wears no jewelry aside of the simple iron hair ring of her monastic order, which she wears on a barbel instead.

 

 

Rekish, Levels 1, 4, 8, 12, 16 & 20

Thanks to Plaguescarred for the idea!

Maybe an awoken black bear Barbarian next?

Akazuma

3rd-level Shadow Monk, Medium humanoid (human "awoken wolf"), lawful neutral

 

Armor Class 15
Hit Points 21 (3d8 + 3)

Speed 50 ft.

   STR          DEX         CON

14 (+2)     16 (+3)     12 (+1)

   INT           WIS         CHA

10 (+0)     14 (+3)      8 (-1)

 

Saving Throws Str +4, Dex +5

Skills Acrobatics +5, Athletics +4, Perception +4, Stealth +5, Survival +4

Senses passive Perception 14

Languages Common, Dwarvish, Elvish, Orc

Challenge 1 (200 XP)

 

Equipment. A shortsword, 4 daggers, a black leather harness, and a headband representing his clan.

 

Feat. Mobile: When Akazuma uses the Dash action, difficult terrain doesn't cost him extra movement on that turn. When he makes a melee attack against a creature, he doesn't provoke opportunity attacks from that creature for the rest of the turn, wheather he hits or not.

 

Proficiency. (+2) Akazuma is proficient with simple weapons, shortswords, and the drums.

 

Unarmored Defense. While Akazuma is wearing no armor and not wielding a shield, his AC is 15.

 

Martial Arts. Akazuma gains the following benefits while he is unarmed or wielding only monk weapons and he isn't wearing armor or wielding a shield:

  • He can use Dexterity instead of Strenght for the attack and damage rolls of his unarmed strikes and monk weapons.
  • He can roll a d4 in place of the normal damage of his unarmed strike or monk weapon.
  • When he uses the Attack action with an unarmed strike or a monk weapon on his turn, he can make one unarmed strike as a bonus action.

Ki. Akazuma's training allows him to harness the mystic energy of ki. He has 3 ki points that he can spend on various ki features. When he spends a ki point, it is unavailable until he finishes a short or long rest, and the end of which he draws all of his expended ki back into himself. He must spend at least 30 minutes of the rest meditating to regain his ki points. Some ki features require his target to make a saving throw to resist the feature's effect. That saving throw DC is 12.

 

Unarmored Movement. Akazuma's speed increases 10 ft. while he is not wearing armor or wielding a shield.

 

Deflect Missiles. Akazuma can use his reaction to deflect or catch the missle when he is hit by a ranged attack. When he does so, the damage he takes from the attack is reduced by 1d10 + 5. If he reduces the damage to 0, he can catch the missile if it is small enough for him to hold in his mouth and his mouth is free. If he catches a missile in this way, he can spend 1 ki point to make a ranged attack with the weapon or piece of ammunition he just caught, as part of the same reaction. He makes this attack with proficiency and the missile counts as a monk weapon for the attack.

 

Ki Features: Akazuma has access to the following benefits when spending ki points:

  • Flurry of Blows. Immediately after he takes the Attack action on his turn, he can spend 1 ki point to make two unarmed stikes as a bonus action.
  • Patient Defense. He can spend 1 ki point to take the Dodge action as a bonus action on his turn.
  • Step of the Wind. He can spend 1 ki point to take the Disengage or Dash action as a bonus action on his turn, and his jump distance is doubled for the turn.
  • Shadow Arts. As an action, he can spend 2 ki points to cast darkness, darkvision, pass without trace, or silence, without providing material components. Additionally, he gains the minor illusion cantrip.

 

ACTIONS
Bite or Unarmed Strike. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1d4 + 3 piercing or bludgeoning damage.

Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1d6 + 3 piercing damage.

Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60, one target. Hit: 1d4 + 3 piercing damage.

 

PERSONAL CHARACTERISTICS

Background. Outlander (Ninja clan)

Feature. Wanderer

Trait. I watch over my friends as if they were a litter of newborn pups. I once ran twenty-five miles without stopping to warn my clan of an approaching attack.

Ideal. Honor. If I dishonor myself, I dishonor my whole clan.

Bond. I am the last of my clan, and it is up to me to ensure their names enter legend.

Flaw. I remember every insult I've ever recieved and nurse a silent resentment toward anyone who's ever wronged me.

 

BACK STORY

Akazuma (ah-KAZ-oo-ma) was selected as a pup, for his natural cunning and strength, to undergo one of the finest honors his clan could bestow. A ritual of magic was performed, giving him the intelligence of a man and the ability to speak. From then on he was a full fledged member of the clan, trained along side the other youths, and taught the secret art of Ninjitsu. Just like all members of the clan he was taught the use of the ninjatō (shortsword) and kunai (dagger), but without the ability to grasp a weapon he had to learn how to skillfully wield them using his jaws. He was also taught how to effectively use his natural weapons, his jaws and paws, to strike with more might than most would think possible. More than just martial training, he was also taught how to use the energy residing in his own body to acomplish great feats of speed and steath. This was all to prepare him for what would come next. War. His entire clan was a secret village that could be hired by those, with enough coin, that wished to wage a covert war on their enemies. Though they were soldiers for hire, the clan held to a strict code of honor. They would not kill innocents and wouldn't fight those they deemed unworthy to battle. This ultimately would be their undoing. While out on a solo mission he learned that a recently turned down lord had resented their rebuff and planned on slaughtering their village with his army. He raced home as fast as he could, but alas, he was too late. Though they fough hard, and afflicted many casualties to their enemy, the villige was murdered to the last man. Horrified and heartbroken, Akazuma did the only thing he could, he ran. Now he wanders, looking for those that he could call family again, and increasing his skills so he could one day return and exact his revenge on the merciless lord who slaughtered his people. Akazuma is a fierce warrior and still holds to his strict code of honor. As such, he is a stalwart protector of those he finds honerable and a savage enemy to those that would besmirch that honor.

Danny_Montanny wrote:

Bite or Unarmed Strike. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1d4 + 3 piercing or bludgeoning damage.

 

 

Personally, I'd give him a d6+dex for bite -- shortswords and spears do d6, why nerf him? A regular wolf does 2d4+dex.

 

And then I'd nickname him Chompy if he were in my party.

 

>_>

 

:P

Whir wrote:

Personally, I'd give him a d6+dex for bite -- shortswords and spears do d6, why nerf him? A regular wolf does 2d4+dex.

 

And then I'd nickname him Chompy if he were in my party.

 

>_>

 

:P

It's not a nerf. It's a skin. All the stats and everything matches with a human. This one just happens to be the 4-legged kind. Otherwise you couldn't play it with Adventure League.

Danny_Montanny wrote:

 

Whir wrote:

Personally, I'd give him a d6+dex for bite -- shortswords and spears do d6, why nerf him? A regular wolf does 2d4+dex.

 

And then I'd nickname him Chompy if he were in my party.

 

>_>

 

:P

 

It's not a nerf. It's a skin. All the stats and everything matches with a human. This one just happens to be the 4-legged kind. Otherwise you couldn't play it with Adventure League.

 

Many apologies, I didn't realize it was meant for AL play.

Danny_Montanny wrote:

Thanks to Plaguescarred for the idea!

Maybe an awoken black bear Barbarian next?

Cool  

Whir wrote:

Rekish, Dragonborn Monk

 

BACKGROUND (FOLK HERO — Feature: Rustic Hospitality)

Rekish grew up a ward of the monastery in a small town with an inconsequential name. Left by unwilling parents, orphan of war, or part of some great prophecy, she has never been told how she arrived.

 

Her draconic heritage obvious, her biological weapon had never manifested at the age of 16. On an overcast day, walking home to the temple from the village with food and supplies, she encountered a few seedy men harassing a woman and her two small children. As any good person might, Rekish tried to intervene, but was quickly overpowered by the bandits. Pinned and helpless, she could do nothing but watch while the other men began tearing at the woman’s clothes, her children frozen in terror. She felt a fury well up from inside of her and as she started to scream, a bolt of electricity crackled from her open jaws, mortally wounding the two would-be rapists. The third man ran in fright, freeing Rekish to help the woman and her children back to town.

 

Personality Traits: I judge people by their actions, not their words. If someone is in trouble, I’m always ready to lend help.
Ideal: People deserve to be treated with dignity and respect.

Bond: I protect those who cannot protect themselves.

Flaw: I have trouble trusting in my allies.

 

1st level Dragonborn Monk
Medium Female Humanoid

Proficiency Bonus +2
Saves Strength, Dexterity

Armor Class 14 (unarmored)

Hit Points 9 (1d8+1)

Speed 30 ft.

Sense Normal

Str 15 (+2) Dex 14 (+2) Con 12 (+1)

Int 10 (+0) Wis 15 (+2) Cha 9 (-1)

Alignment Lawful good

Languages Common, draconic

 

TRAITS
Draconic Ancestry (Bronze)

Breath Weapon (Lightning)

Damage Resistance (Lightning)

Unarmored Defense

Martial Arts

 

SKILLS
Animal Handling (+4), Athletics (+4), Insight (+4), Survival (+4)

 

PROFICIENCIES
Artisan’s Tools (Calligrapher’s Supplies)
Vehicles, land

 

ACTIONS

Melee Attack— Spear: +4 to hit (reach 5 ft; one creature)

Hit: 1d6+2 piercing damage

Martial Arts Bonus Attack— Unarmed Strike: +4 to hit (reach 5 ft; one creature)

Hit: 1d4+2 bludgeoning damage

Ranged Attack— Dart: +4 to hit (range 20/60; one creature)

Hit: 1d4+2 piercing damage

Breath Weapon Attack— Lightning: reflex save DC 12 (origin: self; 5 by 30 ft. line; creatures in area)

Failed Save: 2d6 lightning damage; Successful Save: half lightning damage

 

SPELLS
Cantrips: -

Prepared Spells: -

 

EQUIPMENT
traveler’s outfit, spear, dart (10), backpack, bedroll, blanket, healer’s kit, mess kit, pouch, rations (5 days), tinderbox, waterskin

 

DESCRIPTION
Rekish is on the small side for a dragonborn but her ascetic lifestyle has left her lithe with corded muscles peeking through her thick hide. Her skin is a reddish bronze and her scales tinged with a bronzed blue on the outer edges. Her eyes are gleaming gold and glitter with ferocity when something upsets her.


Rekish dresses in simple traveler’s clothes and wears no jewelry aside of the simple iron hair ring of her monastic order, which she wears on a barbel instead.

 

 

Rekish, Levels 1, 4, 8, 12, 16 & 20



Superbad! i like it so much--IM gonna draw a sketch for this concept this week!

 

D&D Adventurer's League Local Coordinator: Costa Rica; Latin America Region

May all your luck be fortunate and your rolls always have advantage!
IMAGE(http://rpgbadges.virtuajdr.net/img/badgesGM/story.jpg)IMAGE(http://rpgbadges.virtuajdr.net/img/badgesGM/characterdeath.jpg)IMAGE(http://rpgbadges.virtuajdr.net/img/badgesGM/pvp.jpg)IMAGE(http://rpgbadges.virtuajdr.net/img/badgesGM/mirror.jpg)IMAGE(http://rpgbadges.virtuajdr.net/img/badgesGM/beerpretzels.jpg)IMAGE(http://rpgbadges.virtuajdr.net/img/badgesGM/bythebook.jpg)IMAGE(http://rpgbadges.virtuajdr.net/img/badgesGM/tactics.jpg)IMAGE(http://rpgbadges.virtuajdr.net/img/badgesGM/incharge.jpg)IMAGE(http://rpgbadges.virtuajdr.net/img/badgesGM/improv.jpg)IMAGE(http://rpgbadges.virtuajdr.net/img/badgesGM/playerskill.jpg)IMAGE(http://rpgbadges.virtuajdr.net/img/badgesGM/tinker.jpg)IMAGE(http://rpgbadges.virtuajdr.net/img/badgesGM/sharedgming.jpg)
...If you're playing the defining edition of Dungeons & Dragons.
 

Alpizarai wrote:


Superbad! i like it so much--IM gonna draw a sketch for this concept this week!

 

 

 

Thanks!!

How to I add an image to my posts?

 

Talos_Dragon wrote:

How to I add an image to my posts?

 

 

Click the little map looking pic next to the smilie face, then browse your images and find the one you want. Save and next as needed, then submit. Viola, you has images.

Maes

BACKGROUND (CRIMINAL — Criminal Specialty: Infiltrator; Feature: Criminal Contact)
Once the son of an up-and-coming noble, Maes has spent the last five years infiltrating and systematically killing a gang of hired thugs. A rival noble hired the gang to kidnap and torture Maes’s parents for information that could be used to discredit them. The gang took it too far, killing Maes’s father and then raping and beating his mother to death. Maes was beaten and left for dead as well.

Laying in a gutter, bleeding internally, and waiting to die, Maes began to have visions. The visions were alien to him and he could not comprehend their meaning at the time. One recurring image kept him clinging to life: vengeance and the power to carry it out. And he wanted that power.

When he woke again, he was still lying in the gutter, but his wounds had healed. He felt renewed vigor, as though the alien visions had granted him some new understanding and stamina. It has taken years since then, but he has finally executed the last of the gang. Now he looks for a new purpose and to learn more about the powers that he has been granted.

Personality Traits: I always have a plan for what to do when things go wrong. I seethe at the slightest insult and plan my revenge on the fool.
Ideal: I will avenge those who cannot avenge themselves, even if I have become evil to do so.
Bond: I will return honor to my family’s name and bring down our rivals by any means necessary.
Flaw: When faced with a choice between revenge and my allies, I always choose revenge.

1st level Human Warlock

Medium Male Humanoid

Proficiency Bonus +2

Armor Class 12 (studded leather)
Saves Wisdom, Charisma

Hit Points 10 (1d8+2)

Speed 30 ft

Sense Normal

Str 8 (-1) Dex 10 (+0) Con 14 (+2)

Int 12 (+1) Wis 14 (+2) Cha 16 (+3)

Alignment Chaotic evil

Languages Human, infernal

 

TRAITS
Otherworldly Patron - Great Old One
    Awakened Mind
Pact Magic

FEATS
Spell Sniper

 

SKILLS
Arcana (+3), Deception (+5), Insight (+5), Perception (+4), Stealth (+2)

 

PROFICIENCIES
Gaming Set (Dice)
Thieve’s Tools

 

ACTIONS

Melee Attack— Spear: +1 to hit (reach: 5 ft; one creature)

Hit: 1d6-1 piercing damage

Ranged Attack— Light Crossbow: +2 to hit (range: 80/320; one creature)

Hit: 1d8 piercing damage

SPELLS

Cantrips: Chill Touch, Edlritch Blast

Prepared Spells: (1st Level 1/day) Dissonant Whispers, Witch Bolt

 

EQUIPMENT

 

DESCRIPTION
Maes is tall and frail and his skin almost so pale as to be translucent. His preternaturally white hair spills from his scalp in fine layers, framing a gaunt face inset with pale yellow eyes. The knobs of his elbows and knees tend to jut out from his clothing, giving him the appearance of a marionette with no strings.

Though a traditional physical oddity, Maes has a clear grasp of fashion and usually dresses in fine clothing reminiscent of whatever society he finds himself among. He has a tattoo of an eye framed by strange symbols on the inside of his right wrist, a gift -- and brand -- from whatever being granted him his powers.

 

 

 

(VTT Token)

 

CHUCK DAGGER

1st-level Human Rogue 
Medium Male Humanoid

Armor Class 15 (studded leather armor)
Hit Points 9 (1d8)
Speed 30 ft.
Sense Normal    
Str 11 (+0)  Dex 16 (+3)  Con 13 (+1)
Int 15 (+2)  Wis 09 (-1)  Cha 14 (+2)
Alignment neutral
Languages common, halfling, thieves' cant


TRAITS
Background - Criminal

     Feature: Criminal Contact

     Criminal Specialty: Burglar

Proficiency (+2)

     Tools: Thieve's Tool, Playing Cards, Disguise Kit

     Saving Throws: Dexterity, Intelligence
Sneak Attack (+1d6)


SKILLS

Acrobatics +7 (expertise), Athletics +2, Deception +4, Investigation +4, Sleight of Hand +5, Stealth +7 (expertise).

 

ACTIONS
Melee Attacks— Dagger: +5 to hit (reach 5 ft.; one creature). 
Hit: 1d4+3 piercing damage
Ranged Attack—Dagger: +5 to hit (range 20/60 ft; one creature). 
Hit:  1d4+3 piercing damage 

EQUIPMENT

studded leather armor, ten daggers, thieves' tools, burglar's pack, a crowbar, a set of dark common clothes including a hood, Poncho Cloak's rabbit's foot (trinket), and a belt pouch containing 15 gp.

 

PERSONAL CHARACTERISTICS

Trait: "I don't pay attention to the risks in a situation. Never tell me the odds."

Ideal: People. "I'm loyal to my friends, not to any ideals, and everyone else can take a trip down the Styx for all I care." (Neutral)

Bond: "Something important was taken from me, and I aim to steal it back."

Flaw: "An innocent person is in prison for a crime that I committed. I'm okay with that."

 

BACK STORY

Chuck Dagger once had a partner, another rogue by the name of Poncho Cloak. Together, they were known as Poncho & Dagger. Poncho hasn't been seen around in a long time since a falling out between he and Chuck. Some say that Chuck set him up for a big fall because Poncho was always getting top billing when it came to notoriety on heists. Others say that Poncho tried to get in between him and his love, Vanciana Feyzalez. Chuck denies it all, but still has lingering feelings for Vanciana even though he had to leave her for her own protection.

 

Chuck is currently being sought by Marshal Heeling for a crime he most certainly did commit, but knows he might need the marshal's help for dealing with a bigger, more dangerous criminal soon to make big moves in the West.

For any decision or adjudication, ask yourself, "Is this going to be fun for everyone?" and "Is this going to lead to the creation of an exciting, memorable story?"

DMs: Dungeon Master 101  |  Session Zero  |  How to Adjudicate Actions  |  No Myth Roleplaying  |  5e Monster Index & Encounter Calculator
Players: Players 101  |  11 Ways to Be a Better Roleplayer  |  You Are Not Your Character  |  Pre-Gen D&D 5e PCs

Content I Created: Adventure Scenarios  |  Actual Play Reports  |  Tools  |  Game Transcripts

Follow me on Twitter: @is3rith

 

 

 

Laznabog Krimm
1st-level Tiefling Warlock (eventually of the Tome)

Armor Class 13
Hit Points 10 (1d8)
Speed 30 ft.
Sense Darkvision
Str 09 (-1)  Dex 14 (+2)  Con 14 (+2)
Int 10 (+0)  Wis 10 (+0)  Cha 17 (+3)
Alignment lawful evil
Languages common and infernal
Trait 
Hellish Resistance-Fire
Infernal Legacy-Thaumaturgy Cantrip
Fiend Patron - Burning hands and + 4 temp HP with kill

Background Charlatan

Favortie Scheme: Forgery                                                                                                                                                                                                                                                                      False Identity: Foreign Diplomat

   Personality Trait: Preferred Trick Flatter
   Ideal: Aspiration to become a True Devil
   Bond: Thrall of Glasya, her desire is my law
   Flaw: Distrust Everyone, they all have ulterior motives


Proficiency (+2)
   Light Armor, Simple Weapons, Disguise Kit, Forgery Kit
   Saving Throws:  Str -1 Dex 2 Con 2 Int 0 Wis 2 Cha 5
Skill:  Acr 2 AnH 0 Arc 2 Ath -1 Dec 5 His 0 Ins 0 Int 5 Inv 0 Med 0 Nat 0 Per 0 Prf 0 Prs 3 Rel 0 SoH 4 Ste 2 Sur 0
Spellcasting (Save DC 13, Spell Attack +5)
   Cantrip  - Eldritch Blast, Friends, Thaumaturgy
   1st-level  - Hex, Expeditious Retreat

Actions
Melee Attack— Dagger: +4 to hit (reach 5 ft.; one creature). 
Hit: 1d4+2 piercing damage

Ranged Attack—Light Crossbow: +4 to hit (range 60/320 ft; one creature). 
Hit:  1d8+2 piercing damage 

Melee Attack-Quarterstaff +1 to hit 1d6(1d8)-1 blunt damage 

Ranged Magic Attack-Eldritch Blast +5 to hit 1d10 force damage range 120'

Equipment: Fine Clothes, Scholar's Pack, Disguise Kit, Leather Armor, 2 Daggers, Forgery Kit, 20 bolts, Arcane Focus-Silver Skull

After a tryst with Glasya, Laznabog swore his loyalty to her unconditionally.  He never fit into the world, but she accepted him and promised him great power.  She taught him to hide his disdain for those around him, and learn to use others to serve their will.  He practiced for years to construct a persona of a friendly emmisary from potentially hostile lands.  The only person he is truely honest with is Glasya (even she is often absent), and his years of lies have led him to distrust the motivations of everyone else around him, everyone that would hate him if they knew he really was what their first instincts tell them.  

Could definitely do with some additional characters from the PHB, so if you've gotten your mitts on a copy, throw us a bone!

For any decision or adjudication, ask yourself, "Is this going to be fun for everyone?" and "Is this going to lead to the creation of an exciting, memorable story?"

DMs: Dungeon Master 101  |  Session Zero  |  How to Adjudicate Actions  |  No Myth Roleplaying  |  5e Monster Index & Encounter Calculator
Players: Players 101  |  11 Ways to Be a Better Roleplayer  |  You Are Not Your Character  |  Pre-Gen D&D 5e PCs

Content I Created: Adventure Scenarios  |  Actual Play Reports  |  Tools  |  Game Transcripts

Follow me on Twitter: @is3rith

Hrm. I thought I posted the paladin I did. Seems I wasn't playing with all of my faculties that night. Soon, then, shall I do so.

Syl “Glory” Moonwave

BACKGROUND (ACOLYTE — Feature: Shelter of the Faithful)
Determined not to let Syl’s infernal blood besmirch her legacy, her mother gave her over to the temple of Illmater at a young age. A venerated cleric of Illmater, Syl’s mother had her schooled in Illmater’s strictures. Eager to gain her mother’s acceptance, Syl studied hard, but could barely keep up with her peers.

One grey morning, a trio of armored knights came riding into the grounds of Syl’s abbey, one wounded and needing the attention of a cleric. Syl ran to get her mother, who then healed the knight, a paladin of Tyr. The paladin gave Syl a small trinket, Tyr’s holy symbol on a thin metal chain, as thanks. After seeing the knights ride out in their gleaming, if slightly battered armor, Syl decided that her future lie not with Illmater, but with Tyr, under whom she could right the wrongs of injustice with might and steel, rather than prayers and soup.

She followed the paladins back to their temple in Waterdeep and begged for admittance to their order. The paladin who had given her the trinket was impressed by her courage and sent word to Syl’s mother. When word came back that Syl, after abandoning her duties, had no place in her mother’s home, the paladin took her as a squire and taught her the ways of combat and Tyr’s unyielding justice.

Personality Traits: I idolize a particular hero of my faith, and constantly refer to that person’s deeds and examples. I am tolerant of other faiths and respect the worship of other gods.
Ideal: I seek to prove myself worthy of my god’s favor by matching my actions against his or her teachings.
Bond: Everything I do is for the common people.
Flaw: I constantly wonder if my actions would please my mother, with whom I am estranged.

 

1st level Tiefling Paladin

Medium Female Humanoid

Proficiency Bonus +2

Armor Class 18 (chainmail, shield)
Saves Wisdom, Charisma

Hit Points 11 (1d10+1)

Speed 30 feet

Sense Darkvision 60’

Str 15 (+2) Dex 10 (+0) Con 12 (+1)

Int 9 (-1) Wis 14 (+2) Cha 15 (+2)

Alignment Lawful good

Languages Common, infernal

 

TRAITS
Hellish Resistance
Infernal Legacy
Divine Sense
Lay on Hands

 

SKILLS
Athletics (+4), Insight (+4), Intimidation (+4), Religion (+4)

 

PROFICIENCIES
Gaming Set (Three Dragon Ante)
Vehicles, Land

 

ACTIONS

Melee Attack— Warhammer: +4 to hit (reach: 5 ft; one creature)
Hit: 1d8+2 bludgeoning damage

Ranged Attack— Light Crossbow: +2 to hit (range 80/320; one creature)
Hit: 1d8 piercing damage

 

SPELLS

Cantrips: -

Prepared Spells: -

 

EQUIPMENT
chainmail, shield, warhammer, light crossbow, case with 20 crossbow bolts, backpack, bedroll, blanket, book of Tyr’s strictures, fine clothes, flask, holy symbol of Tyr, mess kit, steel mirror, pouch, rations (10 days), signet ring, soap, tinderbox, waterskin, 8 sp, 20 cp (remaining money tithed to temple)

AL EQUIPMENT
chanimail, shield, warhammer, (5) javelin, holy symbol (emblem of Tyr), prayer book (Tyr), (5) stick of incense, vestments, common clothes, belt pouch, explorer's pack (backpack, bedroll, mess kit, tinderbox, (10) torch, (10) day's ration, waterskin, (50') hempen rope), steel mirror, signet ring, soap, 8sp, 20cp (remaining money tithed to temple)

 

DESCRIPTION
Syl’s bearing is that of a practiced warrior -- large, muscled, and proud. Her skin is a pale blueish (from her elf birthmother) darkening to a royal blue at the knees, elbows, palms, soles, spine, and the top of her tail. Her deep blue hair spills backwards, framing her tall rear-swept horns, and making her silver eyes even more striking.

Syl is nearly always dressed in her chainmail and carrying her shield and hammer. When the situation demands, she wears fine loose-cut clothing in whites or light greys. She favors no jewelry or other fancy adornment, but always wears her signet ring, a mark of office from her temple in Waterdeep.

I took a minor liberty and made a gnomish warpick, which would have stats identical to a rapier (25gp, 1d8, piercing, 2lbs, finesse) rather than a plain warpick, of which the only difference is cost (5gp).

The build should work, albeit in no way maximized, with either wolf or eagle totem spirits, but I plan on going eagle if I ever play him. Seriously, flying gnome of pointy death FTW. At fourth, I'd take the Dual Wield feat and have another gnomish warpick crafted, then pump the rest of the bumps into stats. Flair > power!

 

Siggledrix Mudcarver Ajax Morningsnore Dindlerung

BACKGROUND (OUTLANDER — Feature: Wanderer)
Siggledrix’s friends and family knew early on that something was amiss with the poor lad. Often he’d wander off into the forest when no one was looking and show up several days later, naked and starving. Somehow,, no matter how dangerous a place he’d wander to, he always came back in fairly healthy state.

Having only just settled down into life as an adult, shortly after his 43rd birthday, Siggledrix announced (to no one in particular) that he needed to fetch a star, took his grandfather’s warpick and shield, and left the village, only to be rarely seen again.

Siggledrix is overly curious, but neither cautious nor disciplined. All of the things that society sees as necessities bear no more meaning to him than a shiny stone in a forest creek. He is impulsive and makes poor choices constantly, though never with the intention to cause harm. He will typically have one to three small forest creatures with him at any given time and he will resort to conversing with them if he feels overwhelmed or left out.

He has been “rescued” more than once by well-meaning rangers, druids, foresters, hunters, and passerbies. These people are usually put off shortly thereafter by Siggledrix’s constantly shifting demeanor. He loves to go on adventures, whether alone or with a group and will happily join a party adventuring near his current “home.”

Personality Traits: I place no stock in wealthy or well-mannered folk. Money and manners won’t save you from a hungry merchants. I’m always picking things up, absently fiddling with them, and usually accidentally breaking them.
Ideal: Life is like the seasons, in constant change, and we must season with them.
Bond: I am the first and last of my tribe and it’s up to me make sure we get better potatoes.
Flaw: If there’s a wrong decision to make, I’ll probably make it. If there’s something that looks remotely edible, I’ll probably try to eat it.

 

1st level Forest Gnome Barbarian

Small Male Humanoid

Proficiency Bonus +2

Armor Class 17
Saves Strength, Constitution

Hit Points 12

Speed 25

Sense Darkvision 60 ft.

Str 13 Dex 16 Con 14

Int 12 Wis 8 Cha 12

Alignment Chaotic good

Languages Common, gnomish, elvish

 

TRAITS
Natural Illusionist
Speak with Small Animals
Rage (2/day)
Unarmored Defense

 

SKILLS
Animal Handling (+1), Athletics (+3), Nature (+1), Survival (+1)

 

PROFICIENCIES
Musical Instrument (Drum)


ACTIONS

Melee Attack— Gnomish Warpick: +5 to hit (reach: 5 ft.; one creature)

Hit: 1d8+3 piercing damage

Ranged Attack— Shortbow: +5 to hit (range: 80/320; one creature)

Hit: 1d6+3 piercing damage

SPELLS

Cantrips: Minor Illusion

Prepared Spells: -

 

EQUIPMENT
Shield, dagger, gnomish warpick, shortbow, quiver with 20 arrows, mess kit, pouch

 

DESCRIPTION

Siggledrix, or “Sig to his friends,” is a stark contrast to the general idea of what a gnome should be. His hair is a dark matted knot but somehow still manages to stick out in every direction, giving him the appearance of a mangy cat that’s just been electrocuted. His beard flows freely from his face and often contains random objects including but not limited to parts of his last meal, twigs, small shiny rocks, insects, or animal companions. His skin is probably a dark tan, but is usually covered in dirt, blood, or questionable smearable debris. His eyes, a startling green, usually contain hints as to his mental state.

Sig dresses in tattered clothes that have been patched together with animal skins, bark, thick leaves, vines and whatever else he could get his hands on. He carries a shield and warpick that belonged to his grandfather and despite his lack of maintenance, they have remained in good condition. He doesn’t have a pack or belongings except for a mess kit, which only contains a fork with one broken tang and knife blade with no handle.

 

Whir wrote:

Syl “Glory” Moonwave

BACKGROUND (ACOLYTE — Feature: Shelter of the Faithful)
Determined not to let Syl’s infernal blood besmirch her legacy, her mother gave her over to the temple of Illmater at a young age. A venerated cleric of Illmater, Syl’s mother had her schooled in Illmater’s strictures. Eager to gain her mother’s acceptance, Syl studied hard, but could barely keep up with her peers.

One grey morning, a trio of armored knights came riding into the grounds of Syl’s abbey, one wounded and needing the attention of a cleric. Syl ran to get her mother, who then healed the knight, a paladin of Tyr. The paladin gave Syl a small trinket, Tyr’s holy symbol on a thin metal chain, as thanks. After seeing the knights ride out in their gleaming, if slightly battered armor, Syl decided that her future lie not with Illmater, but with Tyr, under whom she could right the wrongs of injustice with might and steel, rather than prayers and soup.

She followed the paladins back to their temple in Waterdeep and begged for admittance to their order. The paladin who had given her the trinket was impressed by her courage and sent word to Syl’s mother. When word came back that Syl, after abandoning her duties, had no place in her mother’s home, the paladin took her as a squire and taught her the ways of combat and Tyr’s unyielding justice.

 

This is an awesome character with a wonderful background. Great work!

Akeisha Roberts on Twitter

 

Akeisha's Moonhaven Forest Blog

 

Toruk Smells-blood

BACKGROUND (OUTLANDER — Feature: Wanderer; Origin: Exile)

 

Personality Traits: I’m driven by wanderlust that let me away from home.

Ideal: I must earn glory in battle, for myself and my clan.

Bond: An injury to the unspoiled wilderness of my home is an injury to me.

Flaw: Violence is my answer to almost any challenge.

 

1st level Half-orc Barbarian

Medium Male Humanoid

Proficiency Bonus +2

Armor Class 14 (unarmored defense)

Saves Strength, Constitution

Hit Points 12 (1d10+2)

Speed 30 ft

Sense Darkvision 60 ft

Str 17 (+3) Dex 14 (+2) Con 14 (+2)

Int 8 (-1) Wis 12 (+1) Cha 10 (+0)

Alignment Chaotic neutral

Languages Common, orcish, goblinoid

 

TRAITS

Relentless Endurance

Savage Attacks

Rage (2/day)

Unarmored Defense

 

SKILLS

Athletics (+5), Intimidation (+2), Nature (+1), Perception (+3), Survival (+3)

 

PROFICIENCIES

Musical Instrument (Drum)

 

ACTIONS

Melee Attack— Greataxe: +5 to hit (reach: 5 ft; one creature)

Hit: 1d12+3 slashing damage

Melee Attack— Handaxe: +5 to hit (reach: 5 ft; one creature)

Hit: 1d6+3 slashing damage

Ranged Attack— Javelin: +5 to hit (range: 30/120; one creature)

Hit: 1d6+3 piercing damage

Ranged Attack— Handaxe: +5 to hit (range: 20/60; one creature)

Hit: 1d6+3 slashing damage

 

EQUIPMENT

greataxe, 2 handaxes, 4 javelins, explorer’s pack (backpack, bedroll, mess kit, tinderbox, (10) torch, (10) day's ration, waterskin, (50') hempen rope), crowbar, fishing tackle, grappling hook, hammer, hunting trap, (10) iron spike, pouch, staff, trophy bear skull, traveler’s clothes, whetstone, 2gp, 8sp, 19cp

 

Chukwembe
1st-level Human Druid
Medium Male Humanoid

Armor Class 18 (scale mail + shield)
Hit Points 10 (1d8)
Speed 30 ft.
Sense Normal
Str 08 (-1)  Dex 14 (+2)  Con 14 (+2)
Int 12 (+1)  Wis 16 (+3)  Cha 10 (+0)
Alignment neutral
Languages common, druidic, turami
Trait 
Feat Polearm Master
Background Outlander [Wanderer]
  Origin: Tribal nomad
   Personality Trait: I’m driven by a wanderlust that led me away from home.
   Ideal: Charity. Nature. The natural world is more important than all the constructs of civilization.
   Bond: My tribe is the most important thing in my life, even when they are far from me.
   Flaw: Don’t expect me to save those who can’t save themselves. It is nature’s way that the strong thrive and the weak perish.
Proficiency (+2)
   Tools: Herbalism Kit, musical Instrument (jambe drum)
   Saving Throws: Intelligence +3, Wisdom +5
Skill Athletics +1, Nature +5, Perception +5, Survival +5
Spellcasting (Save DC 13, Spell Attack +5)
   Cantrip (at will) - shillelagh, produce flame
   1st-level (2/days) - cure wounds, entangle, fearie fire, thunderwave
Druidic
Actions
Melee Attack— Shillelagh Quaterstaff +5 to hit (reach 5 ft.; one creature). 
Hit: 1d8+3 bludgeoning damage / 1d4+3 bludgeoning damage
Ranged Attack—Produce Flame: +5 to hit (range 30 ft; one creature). 
Hit:  1d8 fire damage  
Equipment: set of common cloth, wyvern scale mail, wooden shield, quaterstaff, mistletoe, a hunting trap, wyvern teeth neckace (a trophy from a kill), explorer's pack: backpack, bedroll, mess kit, hempen rope 50 ft, tinderbox, 10 torch, ration  10 days, waterskin, spell components, belt pouch, 10 gp

Chukwembe [SHOUK-ouem-BAY] was born in Turmish, in a small town of Xorshun, not much more than a caravan stop along the Halondar trade road connecting to Hlondath. Like all turami, he is  tall mahogany-skinned man that speak common with a broken accent distinct from his region. He also wear a teeth necklace as a trophy after his tribe slayed the predator called Wandake (meaning "sky shadow" in turami), a wyvern that was terrorizing Xorshun. Chukwembe also has a tribal head ornament made with hunting cat fur (strenght) and winged serpent feathers (wisdom), a gift from his chieftain when he went on his druidic pilgrimage to wander the big world. 

I dig the wyvern scale armor!

Plaguescarred wrote:

 

Chukwembe

Dude looks way too buff to have a STR of 8...

Danny_Montanny wrote:

Dude looks way too buff to have a STR of 8...

I had a hard enought time to find a good art for it (some dark skinned native wielding shield and staff or spear) that i will take it with it and just say its not that he is strong so much as because he is skinny. 
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