Falsetto Jones
1st-level Human Bard Medium Male Humanoid Armor Class 13 (leather armor)Hit Points 9 (1d8)Speed 30 ft.Senses normalStr 9 (-1) Dex 15 (+2) Con 13 (+1)Int 14 (+2) Wis 11 (+0) Cha 16 (+3)Alignment neutral goodLanguages common, elvish
TRAITS Background - Criminal
Feature: Criminal Contact
Criminal Specialty: Confidence Man
Proficiency (+2) Tools: Thieves’ Tools, Playing Cards, Fiddle, Glockenspiel, Maraca Saving Throws: Dexterity, Charisma
Spellcasting (Cantrips Known 2, Spells Known 4, Spell Slots 1st - 2)
Bardic Inspiration (d6)
SKILLS
Deception +5, Investigation +4, Performance +5, Persuasion +5, Stealth +4
ACTIONS Melee Attacks— Shortsword/Dagger: +4/+4 to hit (reach 5 ft.; one creature). Hit: 1d6+2 piercing damage/1d4 piercing damage.Ranged Attack—Dagger: +4 to hit (range 20/60 ft; one creature). Hit: 1d4+2 piercing damage
EQUIPMENT
a shortsword, leather armor, an entertainer's pack, a lute, a haunted glockenspiel (trinket), a crowbar, a set of dark common clothes including a hood, and a belt pounch containing 15 gp.
PERSONAL CHARACTERISTICS
Traits: I am always calm, no matter what the situation. I never raise my voice or let my emotions control me.
Ideals: Charity. I steal from the wealthy so that I can help people in need. (Good)
Bond: My ill-gotten gains go to support my family.
Flaw: When I see something valuable, I can't think about anything but how to steal it.
BACK STORY
There is no aspect of the confidence game that Falsetto Jones hasn't been involved in at one point or another - card tricks, short cons, long cons, selling snake oil, the Dwarvish Prisoner trick, you name it. Jones travels around the West relieving anyone he can of their hard-earned coin. He's particularly fond of winning his way into the hearts of rich noblewomen and making away with their gold and jewels. Chuck Dagger has been his wingman on several scams and he's been caught by Marshal Heeling more than once, but Jones' meticulous pre-planning always manages to get him out of legal binds. After a secret affair with her mother, Jones has stolen something from Vanciana Feyzalez's family (a haunted glockenspiel) and plans to tell her about it soon as it relates to the mysterious forces that destroyed her house. Falsetto Jones talked a drunken Mucho Cerveza into fixing a match with him so they could profit, but Mucho has been stalling on enacting the scheme.
Recently, Falsetto Jones won a fiddling contest, taking Hex Arcana's golden fiddle in the doing. Much to Hex's consternation, he sold it for some magic beans that didn't do what he expected.
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
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D&D 5 Character Fighter Acolyte.pdf
D&D 5 Character Fighter Criminal.pdf
I've edited the free character sheet to be form-fillable. I'd appreciate a proof-read on these; they're the first two I've done for 5E. Stats were rolled, I'm not interested in any form of optimization.
Here's the blank sheet for whoever wants it.
D&D 5 Character Sheet.pdf
I give you all, a ranger built with nothing but D&D Basic material!
Selviyel, the Forest Shadow
1st-level Wood Elf Fighter Medium Male HumanoidArmor Class 14 (Leather Armor)Hit Points 11 (1d10)Speed 35 ft.Sense Darkvision 60 ft. Str 13 (+1) Dex 16 (+3) Con 12 (+1)Int 10 (+0) Wis 16 (+3) Cha 8 (-1)Alignment Chaotic GoodLanguages Common, Elvish
TRAITS Background - Folk Hero
Feature: Rustic Hospitality
Defining Event: I stood alone against a terrible monster.
Proficiency (+2)
Tools: Woodcarver’s Tools, Vehicles (land)
Saving Throws: Strength, Constitution Fighting Style - Archery
Second Wind
Animal Handling (+5), Athletics (+3), Acrobatics (+5), Perception (+5), Survival (+5)
ACTIONSMelee Attacks— Rapier: +5 to hit (reach 5 ft.; one creature). Hit: 1d8+3 piercing damageRanged Attack—Longbow: +7 to hit (range 150 ft/600 ft.; one creature). Hit: 1d8+3 piercing damage
Ranged Attack — Net: +5 to hit (range 5 ft./15 ft.; one creature)
Hit: A large or smaller creature hit by a net is restrained until it is freed. A net has no effect on creatures that are formless, or creatures that are huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also free the creature without harming it, ending the effect and destroying the net. When you use an action, bonus action, or reaction to attack with a net, you can make only one attack regardless of the number of attacks you can normally make.
Leather Armor, Longbow, 20 Arrows, Rapier, Net, Light Crossbow, 20 bolts, Explorer’s Pack, Woodcarver’s Tools, Shovel, Iron Pot, Set of Common Clothes, Belt Pouch containing 10 GP
Traits: I judge people by their actions, not their words; When I set my mind to something, I follow through no matter what gets in my way.
Ideal: Respect. People deserve to be treated with dignity and respect (Good)
Bond: I worked the land, I love the land, and I will protect the land.
Flaw: I have trouble trusting in my allies.
Back Story
Selviyel is a member of the Green Guard, an order of rangers who has stood in protections of the elven woods for thousands of years. He entered the organization when he came of age, and though he never was able to master the primal magic that some of his fellows were able to, his accuracy with the bow was unmatched among his peers. He was able to outshoot some of the senior members as well.
As one of the youngest members of the Green Guard, Selviyel was sent to a relatively peaceful part of the forest, in which a small human village had been built. He visited the village occasionally, but preferred to stay in the woods. This changed when an ankheg attacked the village. The beast easily tore through the few guards that the village could muster, and soon it was only Selviyel standing against the beast. It took some ingenuity, but the elf managed to lure the ankheg away from the village and eventually slew the the thing with an arrow through its eye.
Selviyel became curious about why the ankheg attacked the village afterward. He was familiar with many creatures, and ankhegs had never roamed close to the elven woods before. To pursue the answer to this mystery, he joined up with an adventuring group that was in the area.
My Dark Sun conversion rules for 5e
5e Handbooks I've done:
Animal Buddy: A Guide to the Ranger's Beast Companion
4e Handbookes I've done:
Heart of the Dragon: A Dragonborn's Handbook
Infernal Wrath: A Tiefling's Handbook
Lord_Ventnor wrote: I give you all, a ranger built with nothing but D&D Basic material! Selviyel, the Forest Shadow 1st-level Wood Elf Fighter Medium Male HumanoidArmor Class 14 (Leather Armor)Hit Points 11 (1d10)Speed 35 ft.Sense Darkvision 60 ft. Str 13 (+1) Dex 16 (+3) Con 12 (+1)Int 10 (+0) Wis 16 (+3) Cha 8 (-1)Alignment Chaotic GoodLanguages Common, Elvish TRAITS Background - Folk Hero Feature: Rustic Hospitality Defining Event: I stood alone against a terrible monster. Proficiency (+2) Tools: Woodcarver’s Tools, Vehicles (land) Saving Throws: Strength, Constitution Fighting Style - Archery Second Wind SKILLS Animal Handling (+5), Athletics (+3), Acrobatics (+5), Perception (+5), Survival (+5) ACTIONSMelee Attacks— Rapier: +5 to hit (reach 5 ft.; one creature). Hit: 1d8+3 piercing damageRanged Attack—Longbow: +7 to hit (range 150 ft/600 ft.; one creature). Hit: 1d8+3 piercing damage Ranged Attack — Net: +5 to hit (range 5 ft./15 ft.; one creature) Hit: A large or smaller creature hit by a net is restrained until it is freed. A net has no effect on creatures that are formless, or creatures that are huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also free the creature without harming it, ending the effect and destroying the net. When you use an action, bonus action, or reaction to attack with a net, you can make only one attack regardless of the number of attacks you can normally make. EQUIPMENT Leather Armor, Longbow, 20 Arrows, Rapier, Net, Light Crossbow, 20 bolts, Explorer’s Pack, Woodcarver’s Tools, Shovel, Iron Pot, Set of Common Clothes, Belt Pouch containing 10 GP PERSONAL CHARACTERISTICS Traits: I judge people by their actions, not their words; When I set my mind to something, I follow through no matter what gets in my way. Ideal: Respect. People deserve to be treated with dignity and respect (Good) Bond: I worked the land, I love the land, and I will protect the land. Flaw: I have trouble trusting in my allies. Back Story Selviyel is a member of the Green Guard, an order of rangers who has stood in protections of the elven woods for thousands of years. He entered the organization when he came of age, and though he never was able to master the primal magic that some of his fellows were able to, his accuracy with the bow was unmatched among his peers. He was able to outshoot some of the senior members as well. As one of the youngest members of the Green Guard, Selviyel was sent to a relatively peaceful part of the forest, in which a small human village had been built. He visited the village occasionally, but preferred to stay in the woods. This changed when an ankheg attacked the village. The beast easily tore through the few guards that the village could muster, and soon it was only Selviyel standing against the beast. It took some ingenuity, but the elf managed to lure the ankheg away from the village and eventually slew the the thing with an arrow through its eye. Selviyel became curious about why the ankheg attacked the village afterward. He was familiar with many creatures, and ankhegs had never roamed close to the elven woods before. To pursue the answer to this mystery, he joined up with an adventuring group that was in the area.
Well done! Nice twist with the "never was able to master the primal magic"...
KUDOS!
“Everyone has a plan – until they get punched in the face."
Mike Tyson
A little reflavoring is going on with Igner here, but all of the mechanics can be found in the D&D Basic PDF. And remember, just because you can use Dexterity to attack with Finesse weapons doesn't mean that you have to!
1st-level Mountain Dwarf Rogue Medium Male Humanoid Armor Class 14 (Hide Armor)Hit Points 9 (1d8)Speed 25 ft.Sense Darkvision Str 17 (+3) Dex 14 (+2) Con 15 (+2)Int 12 (+1) Wis 10 (+0) Cha 08 (-1)Alignment Lawful NeutralLanguages Common, Dwarven, Thieves' Cant
Criminal Specialty: Enforcer
Tools: Mason’s Tools, Thieves’ Tools, Poisoner’s Kit, Dice Set
Saving Throws: Dexterity, Intelligence Sneak Attack (+1d6)
Expertise: Deception, Intimidation
Athletics (+5), Deception (+3), Insight (+2), Intimidation (+3), Perception (+2), Stealth (+4)
ACTIONSMelee Attack— Drill (Rapier): +5 to hit (reach 5 ft.; one creature). Hit: 1d8+3 piercing damageRanged Attack—Dagger: +5 to hit (range 20/60 ft; one creature). Hit: 1d4+3 piercing damage EQUIPMENT
Drill (Rapier), Hand Crossbow, 20 Bolts, Burglar’s Pack, Hide Armor, Two Daggers, Thieves’ Tools, Crowbar, Set of Dark Common Clothes with Hood, Belt Pouch containing 15 gp
Traits: "I am always calm, no matter what the situation. I never raise my voice or let my emotions control me; I would rather make a new ‘friend’ than a new enemy.”
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: “I’m guilty of a terrible crime. I hope I can redeem myself for it.”
Flaw: “I turn tail and run when things look bad enough.”
Igner Greyflint was born the son of a miner, and spent the first part of his life believing that a miner was all that he would be. Utilizing pickaxes and drills, he continuously searched for new ores to feed the insatiable hunger of dwarves forges. However, one night, he found a vein of gold ore. Before he could report the vein to his supervisor, he was approached by someone who agreed to pay him money if he “forgot” to report the vein.
This began Igner’s association with the Bulette Circle, a criminal organization which engaged in all sorts of unlawful acts. Igner eventually quit his job as a miner to work for the Bulette Circle full-time, mainly as an enforcer. His drill, which was once used to find changes in rocks, was now used to rearrange the insides of anyone who went against the Circle’s wishes. He earned his nickname, "the Driller," during this period of his life.
Eventually, completely by accident, Igner learned the truth. The Bulette Circle was actually a front for Duerger spies to funnel money and slaves into their Underdark Empire. Though he was a criminal, Igner was still a dwarf, and he knew that he could support the organization no longer. While some more heroic dwarves might have tried to fight the problem, Igner instead fled his hometown. He has since become an itinerant wanderer and mercenary, attaching himself to an adventuring band for safety and for the treasure that such bands always stumble across. He always keeps one eye over his shoulder though, waiting for the day when the Bulette Circle finds him again.
Brinan 1st-level Human Barbarian Medium Male HumanoidArmor Class 14 (unarmed defenser)Hit Points 14 (1d12)Speed 30 ft.Sense Normal Str 16 (+3) Dex 14 (+2) Con 15 (+2) Int 11 (+0) Wis 13 (+1) Cha 09 (-1)Alignment chaotic goodLanguages common, giantTrait Background Hermite [Discovery] Life of Seclusion: I was partaking of communal living in accordance with the dictates of my tribe. Personality Traits: I am oblivious to etiquette and social expectations. Ideal: Free Thinking. Inquiry and curiosity are the pillars of progress. Bond: Those who fight besides me are those worth dying for. Flaw: I have little respect for anyone who is not a proven warrior. Proficiency (+2) Tools: Herbalist Kit, Saving Throws: Strenght +5, Constitution +4 Skill Athletics +5, Medecine +3, Religion +2, Survival +3 Rage (2/day) Unarmed DefenseActionsMelee Attacks— Greatsword: +5 to hit (reach 5 ft.; one creature). Hit: 2d6+3 slashing damageRanged Attack—Handaxe: +5 to hit (range 20/60 ft; one creature). Hit: 1d6+3 slashing damage Ranged Attack—Longbow: +4 to hit (range 150/600 ft; one creature). Hit: 1d8+2 piercing damageEquipment: greatsword, 2 handaxe, longbow, 20 arrows, backpack, bedroll, mess kit, 50 feet of hempen rope, tinderbox, 10 torch, ration 10 days, waterskin, winter blanket, healer's kit, common clothes, herbalist kit, a bright green feather, pouch 5 gp, 8 cp.
Brinan [BREE-nan] was born in the summer of 1469 DR in The Ride, the open steppe lying between the Dragonspine Mountains, the Border Forest and the Gray Land of Thar that is home to tribes of mounted barbarians who consider any outsiders to be fair game. She came from one such independent tribe named the Varm, a more peaceful tribe, practicers of totem magic and worshipers of primal spirits. Brinan (which means "raging river" is a tall and strong woman with long thick dark hair, black eyes and lack tribal tattoes on a portion of her face and body, relating her birth, major hunts and wars and the history of the Varm. Brinan fights with a huge two-handed sword she took as a trophy from an enemy she defeated, a human crusader who came with a troop of inquisitors to try to enfore their belief in The Ride. She is also a remarkable archer and adep at hunting and surviving outdoor. Brinan recently left the steppe as part of her tribe customs to explore and discover the Moonsea and other region's customs on a pilgrimage lasting 2o equinoxes.
Evandarr Thane 1st-level Human Paladin Medium Male HumanoidArmor Class 18 (chainmail, shield)Hit Points 12 (1d10)Speed 30 ft.Sense normal Str 16 (+3) Dex 09 (-1) Con 15 (+2) Int 11 (+0) Wis 13 (+1) Cha 14 (+2)Alignment lawful goodLanguages common, giantTrait Background Folk Hero [Rustic Hospitality] Defining Event: I saved people during a natural disaster. Personality Traits: If someone is in trouble, I’m always ready to lend help. Ideal: Respect. People deserve to be treated with dignity and respect. Bond: I protect those who cannot protect themselves. Flaw: I’m convinced of the significance of my destiny, and blind to my shortcomings and the risk of failure. Proficiency (+2) Tools: cartographer's tool, vehicle (land) Saving Throws: Wisdom +3, Charisma +4 Skill Animal Handling +3, Insight +3, Persuasion +4, Survival +3 Divine Sense Lay On HandsActionsMelee Attacks— Flail: +5 to hit (reach 5 ft.; one creature). Hit: 1d8+3 bludgeoning damageRanged Attack—Javelin: +5 to hit (range 30/120 ft; one creature). Hit: 1d6+3 piercing damage Equipment: chainmail, shield, great helm, flail, longsword, 4 javelins, backpack, bedroll, mess kit, 50 feet of hempen rope, tinderbox, 10 torch, ration 10 days, waterskin, winter blanket, silver badge in the shape of a five-pointed star, holy symbol of Helm (on shield), order of the gaunthlet pendant, a set of cartographer’s tools, tabard made of scrap of cloth from old banner, a shovel, an iron pot, a set of common clothes, and a belt pouch containing 10 gp
Evandarr [e-VAN-dar] was born during the first tenday of 1468 DR in the city of Phlan in the Moonsea. With both parents in the city watch, he was raised following a strict code until he left home to enter paladinhood following the teachings of Helm the watcher. Evandarr is a tall broadshouldered man with blond hair and bright green eyes. He usually wears a great helm which conceals his handsome traits. He is good at drawing, particularly maps, which he likes to inspect, collect, make or reproduce during his downtime. Evandarr was awarded with a star of bravery medal for heroic deeds by Phlan's city officials under the influence of Ontharr Frume after he helped the Order of the Gaunthlet save and rescue 36 citizens from Phlan's old city quarter during the minor earthquake of late 1488 DR that somewhat fairly weak, had caused a number of old buildings to collapse due to their poor state, killing a few people in the ruins and trapping others within. The Gaunthlet soon after offered him to join their rank as a Chevall for his courage during the natural disaster. Evandarr is now regarded as a true heroe by the resident of the old city who'll open him their door for anything if they can help.
Basic: Yes Player's Handbook: Not Necessary AL Legal: Yes (Complies with V2 Rules, March 2015)
1st-Level Human Cleric (Domain of Life) Medium Male HumanoidArmour Class 18 (Chain Mail and Shield)Hit Points 10 (1d8+2)Speed 30 feetSense NormalPassive Perception 12Initiative +1Str 14 (+2) Dex 13 (+1) Con 14 (+2)Int 10 (+0) Wis 15 (+2) Cha 14 (+2)Proficiency Bonus +2Alignment Chaotic-GoodLanguages Common, Halfling, Elvish, GoblinBackground Acolyte of Selûne
FEATURES & TRAITS Shelter of the Faithful Spell Preparation - Cleric (3 spells) Ritual Casting - Cleric Disciple of Life
PROFICIENCIES Saving Throws: Wis, Cha
SKILLS Insight +4, Medicine +4, Persuasion +4, Religion +2
ATTACKSMace +4 To Hit, 1d6+2 bludgeoningJavelin +4 To Hit, 1d6+2 piercing thrown, range(30/120)
SPELLCASTINGMagic Ability: WisFocus: Holy SymbolMAM: +4SaveDC: 12Cantrips: Guidance, Resistance, ThaumaturgySpells Per Day: 2 First-LevelDomain Spells: Bless, Cure WoundsSpells Prepared: Guiding Bolt, Inflict Wounds, Sanctuary
EQUIPMENT (147 lb) Chain Mail, Shield, Mace, Javelin(4), Holy Symbol(2), Backpack, Bedroll, Mess Kit, Tinderbox, Torches(10), Day's Rations(10), Waterskin, Hempen Rope - 50ft, Prayer Book, Sticks of Incense(5), Vestments, Common Clothes, Prayer Beads, 15gp,
Trinket: A tiny mechanical spider that moves about when it’s not being observed.
PERSONAL CHARACTERISTICSTraits: Ganhard is an eternal optimist, but he has spent so long in the temple that he has little practical experience of dealing with people in the outside world.Ideal - Aspiration. Ganhard seeks to prove himself worthy of his god's favour by matching his actions against Selûne's teachings.Bond: Ganhard would die to recover The Glomb of Eldath, an ancient relic that was lost long ago.Flaw: Ganhard puts too much trust in those who wield power within his temple's hierarchy.
Backstory Ganhard has been sent on a mission by the high-priestess Anelia. He has been specially chosen by Selûne for this task and it is a great honour. He is to seek out a one-eyed elf priest called Annagól who wishes to donate a valuable relic, the Glomb of Eldath, to the temple. Poor old Annagól is in failing health and prone to episodes of forgetfulness so Ganhard is to find him and collect the relic before Annagól mislays it somewhere.
Plot Twist: Ganhard has been duped by Anelia. In truth, Annagól One-Eye is an Evoker, chosen by the goddess Eldath to be the immortal custodian of the Glomb. He is perfectly sane and has no intention of letting the artefact fall into the wrong hands; and this includes Ganhard, Anelia and her temple. Privately, Anelia already knows this but she also knows that the Glomb is a source of the Elixir of Life which confers immortality (and that, indeed, is how Annagól became immortal himself). She is determined to recover the Glomb and set up her temple as a magnet for pilgrims. She is sending out Ganhard first as a sacrifical pawn to probe Annagól's defences.
Basic: Yes Player's Handbook: Not Necessary AL Legal: Yes (Conforms to V2 Rules, March 2015)
1st-Level Human Rogue Medium Female HumanoidArmour Class 14 (Leather Armour)Hit Points 8 (1d8)Speed 30 feetSense NormalPassive Perception 10Initiative +3Str 12 (+1) Dex 16 (+3) Con 11 (+0)Int 15 (+2) Wis 10 (+0) Cha 14 (+2)Proficiency Bonus +2Alignment Neutral-GoodLanguages Common, DwarvishBackground Folk Hero
FEATURES & TRAITS Rustic Hospitality Sneak Attack (1d6) Thieves' Cant
PROFICIENCIES Tools: Vehicles(Land), Jeweller's Tools, Thieves' Tools Saving Throws: Dex, Int
SKILLS Animal Handling +2, Deception +4, Intimidation +6 (Expertise), Performance +6 (Expertise), Sleight of Hand +5, Survival +2
ATTACKSTwo Shortswords +5 To Hit, 1d6+3/1d6 piercing finesse, lightTwo Daggers +5 To Hit, 1d4+3/1d4 piercing finesse, light, thrown, range(20/60)
EQUIPMENT (90 lb) Leather Armour, Shortsword(2), Dagger(2), Thieves' Tools, Backpack, Bag of Ball Bearings, 10 feet of String, Bell, Candles(5), Crowbar, Hammer, Pitons(10), Hooded Lantern, Flask of Oil(2), Day's Rations(5), Tinderbox, Waterskin, Hempen Rope - 50ft, Jeweller's Tools, Shovel, Iron Pot, Common Clothes, 10gp,
Trinket: A pair of knucklebone dice, each with a skull symbol on the side that would normally show six pips
PERSONAL CHARACTERISTICSTraits: Poliva will follow things through, whatever get in her way, once she has set her mind on something, but she judges people by their actions, not their words.Ideal - Sincerity. There’s no good in pretending to be something I'm not.Bond: Poliva protects those who cannot protect themselves.Flaw: Poliva is convinced of the significance of her destiny, and blind to her shortcomings and the risk of failure.
Backstory Poliva comes from the small village of Kinderdale. It is a tight-knit farming community; she is loyal to her folks and they to her. She spent last winter working in her uncle's jewellery workshop in the nearby market town of Redcott. She was befriended by a gang of thieves who hoped she would help them rob her uncle. She pretended to go along with them and learned their ways but told her uncle all about it, so he could thwart them. They didn't realise she was outwitting them. She went home post haste when a dream warned her of trouble. Mercenary soldiers had moved into her village and started throwing their weight about, demanding provisions. Poliva encouraged her family and neighbours to fight back, giving the soldiers ale spiked with rat poison, leading away their horses and garotting the soldiers one at a time with baling twine in their sleep. The farmers butchered the bodies and buried them in a distant field. No-one outside the village ever knew. Poliva believes that a goddess was testing her resolve as a prelude to something greater. She has now returned to Redcott and is expecting something momentous to happen soon.
1st-Level Human Wizard Medium Female HumanoidArmour Class 11 (no armour)Hit Points 8 (1d6+2)Speed 30 feetSense NormalStr 12 (+1) Dex 13 (+1) Con 15 (+2)Int 15 (+2) Wis 13 (+1) Cha 12 (+1)Alignment NeutralLanguages Common
TRAITS Background - Soldier Feature: Military Rank Rank: Captain Unit: Oxenfield Company Proficiency (+2) Tools: Vehicles(Land), Gaming Set (Dice) Saving Throws: INT, WIS Arcane Recovery
SKILLS Athletics +3, History +4, Intimidation +3, Religion +4
WEAPON ATTACKS
Dagger +3 to hit, 1d4+1 piercingfinesse, light, thrown, range(20/60)
SPELLSCantrips: Minor Illusion, Dancing Lights, Mage HandSpells Known: Identify, Magic Missile, Shield, Silent Image, Sleep, ThunderwaveSpells Prepared (3): Identify, Shield, ThunderwaveSpell Slots: 2 first-levelMagic Ability: INTFocus: StaffMAM: +4SaveDC: 12
EQUIPMENT Spellbook, Magic Focus (Staff), Backpack, Bedroll, Mess Kit, Tinderbox, Torches(10), Day's Rations(10), Waterskin, Hempen Rope - 50ft, Rank Insignia, Combat Trophy, Gaming Set (Dice), Common Clothes, 10gp
PERSONAL CHARACTERISTICSTraits: Valerise is full of inspiring and cautionary tales from her military experience, relevant to almost every combat situation, and she faces problems head-on. She believes that a simple, direct solution is the best path to success.Ideal - Live and Let Live. Ideals aren't worth killing over or going to war for.Bond: Valerise would still lay down her life for the people she served with.Flaw: Valerise would rather eat her own hair than admit when she's wrong.
Backstory Valerise was the daughter of a high-ranking officer in the King's service. Her brothers weren't interested in a military career but she definitely was. So, with her father's influence, she joined up as an officer and within weeks was leading the Oxenfield Company into action in the battle of Gander Meadows where the goblin hordes were routed. Later that year, she took a course in battle magic as part of her officer's training and proved to be rather good at it. She could see a lot of use for magic personally. Why wear heavy, uncomfortable armour that needs contant polishing (or even clothes all, much, if it comes to that) when you can use a Shield spell? And a well-judged Thunderwave is the perfect thing in the right circumstances. Following the final victory in the third goblin war her regiment was disbanded, and the obvious thing for her to do was to take up a second career as a travelling wizard. So she did that. She is passing through the town of Redcott on the way south to Highcourt, where her parents live.
D&D 5th Edition Character Valerise Pengazer.pdf (Full Character Sheet but in custom format)
Not Legal for Organised Play (Adventurers League) [Stats were rolled]
Basic: Yes Player's Handbook: Not Required AL Legal: Yes (Conforms to V2 Rules, March 2015)
1st-Level High Elf Fighter Medium Male HumanoidArmour Class 16 (Chain Mail)Hit Points 12 (1d10+2)Speed 30 feetSense Darkvision 60ftPassive Perception 12Initiative +3Str 13 (+1) Dex 16 (+3) Con 14 (+2)Int 13 (+1) Wis 10 (+0) Cha 10 (+0)Proficiency Bonus +2Alignment Chaotic-GoodLanguages Common, Elvish, GnomishBackground Criminal (Burglar)
FEATURES & TRAITS Criminal Contact Second Wind (1d10+1, once per short or long rest) Fighting Style: Archery Darkvision Fey Ancestry Trance Cantrip: Light
PROFICIENCIES Tools: Gaming Set (Dice), Thieves' Tools Saving Throws: Str, Con
SKILLS Acrobatics +5, Deception +2, History +3, Perception +2, Stealth +5
ATTACKSShortsword +5 To Hit, 1d6+3 piercing finesse, lightBattleaxe +3 To Hit, 1d8+1 slashing versatile (d10)Light Crossbow +7 To Hit, 1d8+3 piercing two-handed, loading, ammunition, range(80/320)
EQUIPMENT (139 lb) Chain Mail, Shortsword, Battleaxe, Light Crossbow, Bolts(20), Backpack, Crowbar(2), Hammer, Pitons(10), Torches(10), Tinderbox, Day's Rations(10), Waterskin, Hempen Rope - 50ft, Dark Clothes with a Hood, 15gp.Trinket: a piece of quartz the size of a hen's egg
PERSONAL CHARACTERISTICSTraits: Aromin is perverse. The best way to get him to do something is to tell him that he can't do it, and he blows up at the slightest insult.Ideal - People. Aromin is loyal to his friends, not to any ideals, and everyone else can take a trip down the Styx for all he cares.Bond: Someone he loved died because of a mistake he made. That will never happen again.Flaw: If there’s a plan, Aromin will forget it. If he doesn’t forget it, he'll ignore it.
Backstory Aromin is the last survivor of a band of elf brigands who once roamed the Moonblade Dale. They under-estimated the dalesfolk and they were ambushed by a well-organized force of rangers in a pass in the Outlorn Hills. His own wife was one of the last to fall at his side and he was mentally traumatized by the whole harrowing experience. Since then, he has been travelling the roads, looking for work as a mercenary and stealing food where he must. He treasures a piece of quartz that his wife once gave him before she died.
Here's the first PC I'll play using PHB (Human Variant - Rolled 4d6 in order to Create)
Myles Stormgroom
1st-level Human Tempest Cleric (Deity: Silvanus, God of Wild Nature) Armor Class 17 (leather armor + shield) Hit Points 8 (1d8) Speed 30 ft. Passive Perception: 14 . Str 13 (+1) Dex 18 (+4) Con 10 (0) Int 13 (+1) Wis 14 (+2) Cha 11 (+0)
Alignment Neutral Good Languages common, Elvish, Orc
Background (custom Outlander – Raised by Elves) Feature: Wanderer (Memory for maps, features of geography, layout of terrain and settlements – can find food and fresh water for up to 5 if the land provides for that)
Proficiency (+2) – Athletics (Str), Religion (Int), Medicine (Int), Survival (Wis), Perception (Wis)
Saving Throws: Wisdom, Charisma
FEAT: Defensive Duelist – As a reaction, when a creature within 5’ hits me, I can add my proficiency bonus to my AC (+2) to try to block the damage. ACTIONS Short Sword +6 to hit (reach 5 ft.; one creature). Hit: 1d6+4 piercing damage
Shortbow +6 to hit (range 80/320 ft; one creature). Hit: 1d6+4 piercing damage
Sacred Flame +4 to hit (range 60’ – ignores cover) Hit: 1d8 radiant damage
Wrath of the Storm (2/long rest) – when a creature within 5’ of me hits me, as a reaction, I can cause it to make a DEX save DC 12 or take 2d8 damage (1/2 damage on save)
shortsword, shortbow, dagger, 60 arrows, a quiver, studded leather armor, shield, Explorer’s pack (backpack, bedroll, mess kit, 50 feet of hempen rope, tinderbox, 10 torch, ration 10 days, waterskin), healer's kit, traveler’s clothes, mummified orc hand (I cut it from a dying Orc after they killed my family 10 years ago), pouch 5 gp.
SPELLCASTING (DC 12 - +4 to hit) – I can prepare 3 spells per day plus Tempest spells
Cantrips (3): Light, Sacred Flame, Spare the Dying
1st Level (2): Fog Cloud*, Thunderwave*, Cure Wounds, Healing Word, Guiding Bolt
* Tempest Domain Spells
Appearance and Manner: I stand 5’ 8” tall and I’m light of build (158 lbs). My hair is black, but on the right side there is a vertical streak of white that looks like a lightning bolt. My eyes are blue, but when I get angry, usually when I encounter evil humanoids, especially Orcs, they change to muddy green.
Trait: I was raised by Elves after my family was slain by Orc raiders (about 10 years ago).
Ideals: Change – Life is like the seasons, everything must change.
Bond: Swore wrath against Orcs and other evil humanoids monsters.
Flaw: I harbor dark, bloodthirsty thoughts (mostly against Orcs and evil humanoids) that my isolation hasn’t quelled.
A Brave Knight of WTF - "Wielder of the Sword of Balance"
Rhenny's Blog: http://community.wizards.com/user/1497701/blog
Rhenny wrote: Here's the first PC I'll play using PHB (Human Variant - Rolled 4d6 in order to Create) Myles Stormgroom
Plaguescarred wrote: Rhenny wrote: Here's the first PC I'll play using PHB (Human Variant - Rolled 4d6 in order to Create) Myles Stormgroom Cool! Is that the cleric you will play in ShadeRaven campaign?
Cool! Is that the cleric you will play in ShadeRaven campaign?
Yes, yes it is. (I mixed and matched the traits, ideals, bonds and flaws and just picked what seemed right for his backstory - Renaming "Literally raised by wolves" to "Raised by Elves." )
I hope we can keep the trinket (I made mine the mummified orc hand instead of the mummified goblin hand - again, to fit with the backstory.
I'm eager to play.
Cool i like what you did
Ramzour wrote: Secret: Murdered Wife. I accidentally murdered my nagging wife. I was arrested and sentenced to death by hanging. However, [my Bond] rescued me using their local political influence, and saved me from being hanged. The Lord that sentenced me is still pretty mad about this.
Secret: Murdered Wife. I accidentally murdered my nagging wife. I was arrested and sentenced to death by hanging. However, [my Bond] rescued me using their local political influence, and saved me from being hanged. The Lord that sentenced me is still pretty mad about this.
BoldItalic wrote: Valerise Pengazer
That's a nice, sensible outfit to wear while adventuring!
D&D 5E Tools I have created
Leugren wrote: BoldItalic wrote: Valerise Pengazer That's a nice, sensible outfit to wear while adventuring!
Yes, it's amazing what can be done with Minor Illusion to spice up role-playing encounters. But before you comment, remember you are addressing an officer. You say, "That's a nice, sensible outfit to wear while adventuring, Ma'am" and salute smartly.
This is my character in the same campaign as Rhenny, which rolled 4d6 in order (Str, Dex etc..) to create;
Mily 1st-level Halfling Rogue Small Female HumanoidArmor Class 16 (leather armor)Hit Points 7 (1d8)Speed 30 ft.Sense Normal Str 10 (+0) Dex 20 (+5) Con 09 (-1)Int 13 (+1) Wis 10 (+0) Cha 13 (+1)Alignment neutral goodLanguages halfling, common, thieves' cantTrait Background Charlatant [False Identity] Charlatant Scam: I put on new identities like clothes. Personality Traits: Flattery is my preferred trick for getting what i want. Ideal: Friendship. Material goods come and go. Bonds of friendship last forever. Bond: I fleeced the wrong person and must work to ensure that this individual never crosses paths with me or those i care about. Flaw: I hate to admit it and i will hate myself for it, but i will run and preserve my own hide if the going gets tough. Proficiency (+2) Tools: Thieve's Tool, Disguise Kit, Forgery Kit Saving Throws: Dexterity +7, Intelligence +3 Skill Acobatics +7, Deception +3, Perception +2, Persuasion +3, Sleight of Hand +7, Stealth +9 Lucky Brave Halfling Nimbleness Naturally Stealthy Expertise Sneak Attack (1d6)ActionsMelee Attacks— Short Sword: +7 to hit (reach 5 ft.; one creature). Hit: 1d6+5 piercing damage / 1d6 piercing damageRanged Attack—Dagger: +7 to hit (range 20/60 ft; one creature). Hit: 1d4+5 piercing damage Ranged Attack—Sling: +7 to hit (range 30/120 ft; one creature). Hit: 1d4+5 piercing damageEquipment: 2 shortsword, sling, 20 bullets, leather armor, a backpack including: a bag of 1,000 ball bearings, 10 feet of string, a bell, 5 candles, a crowbar, a 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, a set of fine cloth, disguise kit, tool of the con of your choice, ten stoppered vials filled with colored liquid, belt pouch containing: a multicolored stone disk, a signet ring of an not-so imaginary duke,15 gp.
Mily [Mill-E] was born in 1469 DR in eastern Amn north of the Tejarn Hills along the shore of lake Esmel in a tiny hidden village not appearing on most maps, where the ancient kingdom of Meiritin founded by halflings in 227 DR used to lay. Mily is a petite innocent looking girl with long curly brown hair, green eyes and a face and hands always covered of dirt. She learned to dual wield short swords with great speed and has astonishing precision with a sling, making her a very dangerous foe in combat when underestimated, even though she doesn't particularly like violence, she values the necessity knowing how to defend herself. But her sharpest weapon remain her silver tongue, being master at fast-talking people with honey words and velvet manners. Mily can easily pass for a human child and often adopt this disguise to go untoticed, taking on the identify of a young noble named Wendy, daughter of a duke, which got her in trouble for it. Mily suffer from attention deficit disorder and get bored quickly if not on the move or entertained as she is a little ball of energy going on all day until she drop of fatigue at night, hence the meaning of her name ''switch'' in halfling. Contrary to many mercenary, she advnture not to amass treasure or fame (thought she is really intrigued by magic) but to seek thrills and excitement. She'll happily pick a wortless multicolored stone disk over a plain looking gemstone worth a thousand more just because it shines, and so Mily is easily distracted (and lurred to) by things flashing. brightly colored or making curious noise! She likes to bypass locks and traps to crack things open or enter forbidden places and just the discovery of a secret passage is enought to fuel her imagination.
Plaguescarred wrote: Mily the Halfling Rogue
Mily the Halfling Rogue
Mily is such a cute little killer. Looking good!
1st-level Lightfoot Halfling Monk [Way of Shadow] Small Male Humanoid Armor Class 15 (unarmored defense)Hit Points 9 (1d8)Speed 25 ft.Sense Normal Str 12 (+1) Dex 16 (+3) Con 13 (+1)Int 10 (+0) Wis 15 (+2) Cha 9 (-1)Alignment Lawful NeutralLanguages Common, Halfling
TRAITS
Background - Urchin
Feature: City Secrets - You know the patterns and flow to cities and can find passages through
the urban sprawl that others would miss. When you are not in combat, you (and companions
you lead) can travel between any two locations in the city twice as fast as your speed would
normally allow.
Proficiency (+2) Tools: Disguise Kit, Thieves’ Tools, Calligrapher’s Supplies. Saving Throws: Strength, Dexterity
Weapons: Simple weapons, shortswords
Armor: none.
Lucky: When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.
Brave: You have advantage on saving throws against being frightened.
Halfling Nimbleness: You can move through the space of any creature that is of a size larger than yours.
Naturally Stealthy: You can attempt to hide even when obscured by a creature that is at least one size larger than you.
Unarmored Defense: While you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.
Martial Arts: You gain the following benefits while you are unarmed or wielding only monk weapons and you aren’t wearing armor or wielding a shield:
Acrobatics +5, Perception +4, Athletics +3, Stealth +5
ACTIONS Melee Attacks— Shortsword (Tiger Fang Blade) / Unarmed Strike: +5 to hit (reach 5 ft.; one creature) / +5 to hit (reach 5 ft.; one creature)Hit: 1d6+3 piercing damage (finesse, light) / 1d4 + 3 bludgeoning damageRanged Attack—Dart (Shuriken): +5 to hit (range 20/60 ft; one creature). Hit: 1d4+3 piercing damage (finesse, thrown) EQUIPMENT
A short sword (tiger fang blade), 10 darts (shuriken), an explorer’s pack, thieves’ tools, calligrapher’s tools, a crowbar, a set of dark common clothes including a hood, a belt pouch containing 7 cp.
Traits: “I sleep with my back to a wall or tree, with everything I own wrapped in a bundle in my arms.” “I bluntly say what other people are hinting at or hiding.”
Ideal: “Justice. Those who prey upon the weak deserve no mercy. (Lawful)”
Flaw: “My former master and the other members of the Velvet Hand want me dead.”
BACKSTORY
Kyban never knew his father, and he lost his mother to a pox when he was only eight years old. He grew up a penniless urchin on the mean streets of Waterdeep. He developed a fierce devotion to a fellow orphan, a young elven girl named Tenley who helped teach him the ropes when he was first starting out. When he learned that Tenley had been beaten to death by a local bully named Drex, Kyban decided to seek retribution. He tracked Drex to an abandoned warehouse where a hooded figure named Ghostblade was appraising a number of potential recruits for the Velvet Hand, a secretive order of spies and assassins operating out of Waterdeep. Kyban burst into the warehouse and proceeded to give Drex a sound thrashing, even though the human boy was three years his senior, and about four times his mass. Intrigued by this exhibition, Ghostblade invited Kyban to join the Velvet Hand, promising him a life free from hunger and struggle. For the next five years, Kyban studied the Way of Shadow under Ghostblade’s stern tutelage. His first contract assassination went smoothly, but as he stooped to examine the body, he discovered that the victim had been a kindly old man who had often given Kyban and Tenley shelter when they were young. Kyban was horrified, and he seriously began to question the direction his life had taken. Knowing that Ghostblade would never allow someone to leave the Velvet Hand freely, Kyban used subterfuge to fake his own death and slip out of Waterdeep, making his way to Neverwinter where he hoped to use his talents in an effort to atone for the murder that he had committed.
(image source: "gnomon archscientist" by Joe thiel)
Thaddeus Brocc Mortimorticio Guiseppe Catgut Kinterzuul
NICKNAMES: "Mort" to friends & family, "Zuul" or "Catgut" to others
1st-level Rock Gnome Wizard
Small Male Humanoid
Armor Class: 12
Hit Points: 8
Speed 25 ft.
Sense Darkvision 60ft
Str 8 (-1) Dex 14 (+2) Con 14 (+2)
Int 17 (+3) Wis 12 (+1) Cha 10 (+0)
Alignment neutral
Languages common, gnome, elvish, draconic
Gnome Traits:
Gnome Cunning: advantage on int, wis, and cha saves against magic
Artificer's Lore: double prof bonus on histery checks re: magic items, alchemical objects, tech devices
Tinker: can create minor technological devices, see PHB page 37
Wizard Traits:
Spellcasting (see PHB pg 114)
Arcane Recovery (see PHB pg 115)
Background: Sage
Researcher
Tools: (tinker's tools)
Saving Throws: Intelligence & wisdom
weapons: Daggers, darts, slings, quarterstaffs, light crossbows
Arcana, History, Medicine, Investigation
(if religion is required for knowledge of the undead, trade out one of the above,
or select skilled feat when available).
ACTIONS
Chll Touch: 120ft range, +5 to hit, d8 necrotic damage plus cannot heal for a around on hit,
undead targets hit also have disadvantage on attacks against Mort
Dagger: melee, +4 to hit, d4+2 damage
Spells: +5 to hit, save DC 13; 2x first level spells per day, plus one via Arcane Recovery
Quarterstaff (also an arcane focus), tinker's tools, spellbook, scholar's pack, bottle of black ink, quill,
dagger, encrypted copy of the Tenebrous Tome of Sellosus the Blind, a letter from former instructor
entreating Mort to decrypt & translate said tome, set of common clothes, belt pouch
SPELLBOOK
Cantrips: Chill Touch, Mending, Minor Illusion
1st Level: Ray of Sickness, Find Familiar, Detect Magic, False Life, Mage Armor, Comprehend Languages
PREPARED SPELLS
Ray of Sickness, Detect Magic, False Life, Mage Armor
COMPANION
Springfeather: raven familiar: actually a clockwork skeleton within a taxadermied raven carcass,
animated by a fiendish spirit which whispers arcane secrets.
Traits: "I use polysyllabic words that convey the impression of great erudition;"
+ "I am irrepressibly, inexhaustibly, and, I've been told, insufferably enthusiastic about Necromancy"
Ideal: "The pursuit of knowledge requires a mind unfettered by ethics, faith, or... mortality"
Bond: "I will found a Necromantic Academy, to fill a void caused by petty fear and superstition"
+ "I have an ancient text that holds terrible secrets, that must be deciphered & shared with the world"
Flaw: "I am drawn to forbidden lore, heedless of any danger others might claim it represents"
DETAILS
height: 3'4"
weight: 40 lbs
age: 32 years
Skin: pale and chalky
Hair: shaved head, & a short, scruffy, blond beard
Appearel: black & grey wizard's robes & small round goggles
Thaddeus Brocc Mortimorticio Guiseppe Catgut Kinterzuul, or 'Mort', was born to a clan of rock gnomes
who made their home in a major human city. The son of a mortician, Mort grew up around corpses, which
made him quite comfortable with the concepts of death and the dead even from an early age.
As a child, Mort practiced taxidermy as a hobby, and would construct tiny clockwork toy mice and frogs,
then stitch them into the skins of actual animals, which he found increadibly hilarious for reasons he could
never really convey to others. As he grew older, Mort started showing signs of arcane talent, which
manifested as a semblence of unlife imbued within his toys. When his family realized that Mort's latest pet,
a raven named Springfeather, was more than just a creepy clockwork, Mort quickly found himself enrolled
and living at the city's arcane academy.
Though Mort took well to his studies, he was frustrated to find that the school of Necromancy at the academy
was largely taboo, saddled with crippling restrictions from the academy masters and city governor, with only
a single tired, put upon instructor and no dedicated students. In fact, Mort was the first student to show open
interest in the school in fourty years. There were few books or resources on necromancy in the academy's
library, and no funds available for research tied to the school.
Mort found all of these restrictions extremely frustrating and counter intuitive. After all, knowledge is not
inherently evil, it is only what people do with it that matters. Could not evocation magic burn down a house?
could not conjuration open gates to fiendish horrors? Could not enchantment and illusion bewitch the mind?
How was Necromancy as a school any more dangerous or any less worthy of study than any of those
schools?
Because there was so little available to learn, Mort graduated sooner than his peers, and decided to travel
the world as an adventurer, seeking out the Necromantic lore that had been denied to him in his formal
education, and collecting it with the goal of eventuall opening his own academy of the Necromantic Arts,
so that future generations of young necromancers would not be frustrated as he had been. Upon his
graduation, his beloved teacher encouragd him to follow his dream, and gave him a rare and forbidden
text, the Tenebrous Tome of Sellosus the Blind, a book of secret necromantic lore. This particular copy
had been made by the Arch Necromancer Voderich Pale, who had locked the tome's secrets beneath a
cobweb of codes and cyphers both magical and mundane. The teacher had made very little progress in
translating and decoding the book, with the academy masters constantly watching him, but he hoped Mort,
with his new freedom, would be able to unlock the book's secrets, and use it to help establish his school.
1st-level Rogue, Medium humanoid (human), chaotic neutral
Armor Class 14 (leather armor)Hit Points 9 (1d8 + 1)
Speed 30 ft. STR DEX CON
10 (+0) 16 (+3) 12 (+1)
INT WIS CHA
8 (-1) 13 (+1) 16 (+3)
Saving Throws Dex +5, Int +1
Skills Athletics +2, Deception +7, Insight +3, Perception +3, Persuasion +5, Sleight of Hand +7, Stealth +5
Senses Passive Perception 13
Languages Common, Deep Speech
Challenge 1/4 (50 XP)
Equipment. A rapier, a shortbow and quiver of 20 arrows, an explorer's pack, leather armor, two daggers, thieve's tools, a set of fine clothes, a disguise kit, a signet ring of an imaginary duke, a diary written in a strange language, and a belt pouch containing 15 gp.
Feat. Actor: Mags has advantage on Charisma (Deceptoin) and Charisma (Performance) checks when trying to pass herself off as a different person. She can mimic the speach of another person or the sound made by other creatures. She must have heard the person speaking, or heard the creature make the sound, for at least 1 minute. A successful Wisdom (Insight) check contested by her Charisma (Deception) check allows a listener to determine that the effect is faked.
Proficiency. (+2) Mags is proficient with light armor, simple weapons, hand crossbows, longswords, rapiers, short swords, and the following tools: disguise kit, forgery kit, and thieves' tools.
Epertise. Mags doubles her proficiency bonus for any ability check made that uses Charisma (Deception) and Dexterity (Sleight of Hand).
Sneak Attack. Once per turn, Mags can deal an extra 1d6 damage to one creature she hits with an attack if she has advantage on the attack roll. The attack must use a finesse or ranged weapon. She doesn't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and she doesn't have disadvantage on the attack roll.
ACTIONSRapier. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1d8 + 3 piercing damage.
Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20 ft./60 ft., one target. Hit: 1d4 +3 piercing damage.
Shortbow. Ranged Weaopn Attack: +5 to hit, range 80 ft./320 ft., one target. Hit: 1d6 + 3 piercing damage.
Background. Charlatan (I put on new identities like chlothes)
Feature. False Identity.
Trait. Flattery is my preferred trick for getting what I want. I lie about almost everything, even when there's no good reason to.
Ideal. I am a free spirit - no one tells me what to do.
Bond. I fleeced the wrong person and must work to ensure that this individual never crosses paths with me or those I care about.
Flaw. I can't resist swindling people who are more powerful than me.
Magda Marsk was bored and tired of her simple life. Bored of serving in her father's tavern, The Stone Squire, in the North Ward of Waterdeep. Tired of seeing "noble" patrons saunter in and out, every day, like they owned the world. What right did they have that she didn't? Maybe it was time to take a little for herself. So she decided she would study these nobles. Learn how to act like them, copy their mannerisms and how they spoke. She'd then go out, as one of them, and take what she wanted. As would be her "noble" right! As a natural actor, it almost seemed too easy. She would sneak out at night and hit the taverns seaking her just due. Charming her way close to drunks and swiping their coin purses. But, alas, even this thrill started to wear thin. Lucky for her, things were about to get interesting. She had been spotted by a local grifter named Ronaldo who recognized her raw talent and kindred spirit. Now this was the life she was looking for. With Ronaldo as a mentor she quickly blossomed. Weather it was with her martial training or the con, she seemed like she was born for this life. Everything was so exciting now. There wasn't a mark too big that she and Ronaldo couldn't take down. Or so she thought... One night while working over what seemed to be a well off traveling merchant, Ronaldo aquired a small chest from the merhant's wagon. Though magically locked, he used his connections to have it opened for a cut of the score. To everyone's chagrin the only thing in the chest was a small book written in an odd language. Intrigued by the book, Mags took it as a curiosity and started to study it. Little by little the words started to make sense. Almost as if the book was unfolding itself to her, teaching her how to read it so that she could unlock it's contents. When she told Ronaldo this, he would just laugh it away and say that she was, "mad." But she wasn't crazy! There were secrets in this book. Ancient. Dark. Secrets that she had to know. And she wasn't the only one... As she approached the safehouse where she was to meet up with Ronaldo a few months after finding the book, she got the strangest feeling. Like a whisper in her ear. "Caution" it said. Not one to esily wave a feeling like that away, she stealthily approached a side window. That's when she saw the most horrifying thing she's ever seen. Ronaldo, hanging in mid air like a ragdoll, and standing infront of him a grotesque creature. A tall, gaunt humanoid, dressed in dark robes, and what looked like an octopus for a head. What happened next was something so horrid it will forever haunt her dreams. Terrified, she ran. Collected what little she could in a hurry and left Waterdeep's north gate that very night. Now she spends her days on the move under the cover of a noble from Baulder's Gate in hopes of throwing off any trail. But every night she reads before falling into a fitful rest. Reads in hope that something in the book will explain what it was that Ronaldo died for.
1st-level Barbarian, Medium humanoid (human), chaotic good
Armor Class 14Hit Points 14 (1d12 + 2)
Speed 40 ft. STR DEX CON
16 (+3) 14 (+2) 14 (+2)
10 (+0) 12 (+1) 8 (-1)
Saving Throws Str +5, Con +4
Skills Animal Handling +3, Athletics +5, Perception +3, Stealth +4, Survival +3
Languages Common, Goblin, Orc
Equipment. A greatsowrd, 2 hand axes, an explorer's pack, 4 javalins, a staff, a hunting trap, a cloak made from a bear's hide, a set of traveler's clothes, a small metal urn containing ashes of his father (I ROLLED IT!), and a belt pouch containing 10 gp.
Feat. Mobile: When Komät 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) Komät is proficient with light armor, medium armor, shields, simple weapons, marial weapons, and the drums.
Rage. In battle, Komät fights with primal ferocity, On his turn, he can enter a rage as a bonus action. While raging, he gains the following benefits if he isn't wearing heavy armor:
If Komät is able to cast spells, he can't cast them or concentrate on them while raging. His rage lasts for 1 minute. It ends early if he is knocked unconscious or if his turn ends and he hasn't attacked a hostile creature since his last turn or taken damage since then. He can also end his rage on his turn as a bonus action. Once he has raged twice, he must finish a long rest before he can rage again.
Unarmored Defense. While Komät is not wearing any armor, his Armor Class equals 10 + his Dexterity modifier + his Constitution modifier. He can use a shield and still gain this benefit.
ACTIONSGreatsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 2d6 + 3 slashing damage.
Handaxe. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20 ft./60 ft., one target. Hit: 1d6 +3 slashing damage.
Javalin. Melee or Ranged Weaopn Attack: +5 to hit, reach 5 ft. or range 30 ft./120 ft., one target. Hit: 1d6 + 3 piercing damage.
Background. Outlander (Tribal nomad)
Feature. Wanderer
Trait. I'm driven by a wanderlust that led me away from home. I feel far more comfortable around animals than people.
Ideal. Change. Life is like the seasons, in constant change, and we must change with it.
Bond. I suffer aweful visions of a coming disaster and will do anything to prevent it.
Flaw. I am slow to trust members of other races, tribes, and societies.
Komät was born of the Sky Pony tribe of the Uthgardt barbarians in the year DR 1473, the Year of the Heritic's Rampage. He's always felt great pride in his family, and in his tribe. His father had died a great hero when Komät was but a boy, and he carries with him a small urn with ashes from his father's funeral pyre as a reminder of the man he hopes to be. When he was young, before his right of passage, he spent his time caring for the tribe's animals. Though a bit more kindhearted and timid that other members of his tribe, his blood burns just as fierce as any other when battle is met. Fierce, but tempered, he knows that there's more to fighting than strength alone. Wise beyond his years in this regard, he blends his natural speed with savagry when it comes to combat. Though surviving in the wild has it's hardships, he wouldn't have life any other way. Until recently, that is. Lately he's been having strange dreams. Visions of soaring high over world, with wings of solid gold, free of Toril's constraints. As he looks around, though, his joy turns to dread. The land as buring, for countless miles, as far as his great eyes can see. With a start he wakes, but the feeling remains. This feeling of unease has been steadily growing and he's decided he must now leave the tribe to find out what these dreams mean. There's change in the air and he means to understand it so he can save his people.
Cool toons Danny!
This is the cleric I made for my online game. I am not a mythology major, so please don't bust me too hard for using Chang'e as a diety -- the imagery is what I was going for, not necessarily the actual Chinese mythology. I also did not list characteristics from the game background because I feel they are all spelled out more betterer by the brief character background
I will be adding higher level versions of her and her foster brother in the future!
"Why no shield?" Flavor. She is not a fighter (though she has been trained by the order). She will try to persuade her way out of a bad situation. If she can't, her brother steps in.
1st level Human Cleric
Medium Female Humanoid
Armor Class 16 (chainmail)
Hit Points 10 (1d8+2)
Speed 30 ft.
Sense Normal
Str 13 (+1) Dex 11 (+0) Con 14 (+2)
Int 9 (-1) Wis 16 (+3) Cha 15 (+2)
Alignment chaotic neutral
Languages common, elvish, celestial
Background - Acolyte
Feature: Shelter of the Faithful Proficiency (+2)
Spellcasting
Divine Domain - Life
Disciple of Life
Insight +5, Medicine +5, Persuasion +4, Religion +1
Melee Attacks— Mace: +3 to hit (reach 5 ft; one creature).
Hit: 1d6+1 bludgeoning damage
Ranged Attack— Shuriken: +2 to hit (range 20/60 ft; one creature).
Hit: 1d4 piercing damage
SPELLS
Cantrips: Resistance, Sacred Flame, Save The Dying
Prepared Spells: Bless (Domaind), Cure Wounds (Domain), Detect Magic, Healing Word, Sanctuary, Shield of Faith
chainmail armor, baton mace, 10 shuriken (darts), stilleto (dagger), traveling silks, holy vestments, holy symbol, healer's kit, holy water (1 flask), backpack, bedroll, silk blanket, rations (10 days), waterskin, a piece of crystal that faintly glows in the moonlight
BACKGROUND
Xia Wei is a cleric of Chang'e, Goddess of the Moon and Immortality. She has traveled far west of her homeland in search of a reagent which will complete an Elixir of Immortality for the high priestess of her temple. The reward for returning with the reagent would be the highest post under the new immortal, and as such, others are also racing to find it.
She dresses in the spun silk raiment of her homeland, her holy vestments mostly covering the intricately detailed chain mail given to the clerics who had volunteered for the mission. Her baton is made of steel, the pommel shaped like a full moon and the rod engraved with cassia flowers. Her shuriken are shaped like crossed crescent moons.
She is physically refined and generally quiet, but her appearance and silence belie her driven and selfish nature. She will do what needs to be done to get what she wants, though she will shirk from harming the innocent to accomplish this.
Her holy symbol, a full moon engraved with the shape of a cassia flower, is kept chained to her wrist at all times. When not in use, it hides in a pocket sewn into the sleeve of her vestments.
The shuriken are loaded in a bandolier which runs down the left side of her chainmail, underneath her arm. The stiletto is hidden in the back of her gear belt and covered by the cape of the vestments.
Here's another PC from one of my campaigns. 2nd level one this time.
Corporal Mara Steele of the Alliance (mustered out)
2nd-level Human Fighter Medium Damaran Female Armor Class 17 (studded Leather) Hit Points 21 (2d10) Speed 30 ft.
STR 13 (+1) DEX 16 (+3) CON 16 (+3) INT 8 (-1) WIS 8 (-1) CHA 12 (+1)
Alignment Neutral Languages common, goblin
TRAITS Background -Soldier
Proficiency (+2) – Athletics, Intimidation, Animal Handling, Athletics, Cards, Land Vehicle
Saving Throws: Strength and Constitution (add prof. to those saves)
Defense Style Fighter (+1 AC)
Feat: Duel Wielder (can use non-light weapons for duel wielding, and can draw both or stow them as a free action, +1 AC).
Second Wind 1d10+lvl/rest
Action Surge 1/short rest ACTIONS Melee Attacks— Duel Wielding Shortsword +5 1d6+3 and 1d6 (Trying to find rapier)
Dagger +5 1d4+3 (20'/60')
EQUIPMENT dungeonering pack, studded leather armor, 2x shortsword, 12 daggers, An insignia of Corporal of the Alliance, a fancy sturdy bone dagger, deck of cards, a set of common clothes, and a belt pouch containing 62 gp
Appearance: Height 5'6" Weight 114lb
Black Hair, Fair skin tone, Short and toned
Traits: I’m always polite and respectful
Ideal: Ideals aren’t worth killing over or going to war for
Bond: I would still lay down my life for the people I served with.
Flaw: My hatred of my enemies is blind and unreasoning.
Background: Mara followed orders unquestionably when she fought in the great wars. Her bravery, loyalty and compassion were applauded by her superiors, yet she could not advance above her rank because she didn’t have the intelligence or awareness to become a higher ranking officer. After the war, disillusioned by the petty politics within the ranks, she mustered out. She has been adventuring for the past few years as a hired hand. She likes the carefree life she has right now, although she still exhibits bravery and loyalty to those she works with.
Art by Me! the-karl.deviantart.com
1st-level Wood Elf Monk Medium Male Humanoid Armor Class 16Hit Points 9 (1d8)Speed 35 ft.Sense Darkvision 60ft Str 12 (+1) Dex 16 (+3) Con 13 (+1)Int 8 (-1) Wis 16 (+3) Cha 10 (+0)Alignment Lawful NeutralLanguages Common, Elven, Giant
Background - Wanderer
Feature: The Long Winding Road. Whever your party enters a new settlement or point of interest, there is a chance that you have visited it before in the past. At the DM's discretion you may know a contact in the settlement, useful details about the location, or may be confronted by old enemies or rivals.
Proficiency (+2) Tools: Herbalism Kit, Musical instrument (Taiko Drums) Saving Throws: Strength, Dexterity
Armor: none.Elf Weapon Training: You have proficiency with the longsword, shortsword, shortbow, and longbow.
Fleet of Foot: Your base speed is 35ft.
Trance: You can meditate for 4 hours to gain the benefits of an extended rest.
Keen Senses: You gain proficiency in the Perception skill.
Fey Ancestry: You gain advantage on saving throws against charmed and magic cannot put you to sleep.
Mask of the Wild: You can attempt to hide when you are only lightly obscured by foliage, heavy rain, falling snow, mist, or other natural phenomena.
Acrobatics +5, Perception +5, Athletics +3, Stealth +5, Survival +5
ACTIONS Melee Attacks— Quarterstaff (Two-handed): +5 to hit (reach 5 ft.; one creature)Hit: 1d8+3 bludgeoning damage (versatile)Unarmed Strike: +5 to hit (reach 5 ft.; one creature)
Hit: 1d4+3 bludgeoning damageRanged Attack— Longbow: +5 to hit (range 150/600 ft; one creature). Hit: 1d8+3 piercing damage (heavy, two-handed) EQUIPMENT
A longbow, 20 arrows, a Quarterstaff (Bo-Staff), an explorer’s pack, Herbalism kit, Monk Robes, a kunai (dagger) inscribed with a mysterious sigil, a pouch with 11gp and 2sp.
Traits: “I am aloof, slow to anger, and resolute in my decisions."
Ideal: “By emptying myself of passion and emotion, my spirit will find peace."
Bond: “I follow a strict personal code that determines my actions."
Flaw: “I follow my path to escape my past sins. My code does not always align with the morals of others."
BACKSTORY Having lived for a century as a decadent thrill-seeker, Kirin's colorful lifestyle finally took its toll on his mind and body. Guilty of a terrible sin known only to himself, he entered a self-imposed exile into the sandy wastes of the far east. When he returned, he was no-longer the rakehell elf of the past. Trained in meditative techniques by desert ascetics, Kirin has attempted to master his dark impulses through iron discipline and a strict code known as the Empty Path. Now, the Path dictates that he return to confront the demons of his former life, so that he may master them and continue his journey towards enlightenment.
El_Karlos wrote:Kirin Ichiban
ATTENTION: If while reading my post you find yourself thinking "Either this guy is being sarcastic, or he is an idiot," do please assume that I am an idiot. It makes reading your replies more entertaining. If, however, you find yourself hoping that I am not being even remotely serious then you are very likely correct as I find irreverence and being ridiculous to be relaxing.
AaronOfBarbaria wrote: El_Karlos wrote: Kirin Ichiban Cool art, and also that is one of my top 5 favorite beers that you have named the character, so double cool.
El_Karlos wrote: Kirin Ichiban
Cool art, and also that is one of my top 5 favorite beers that you have named the character, so double cool.
He would have proficiency with and artisan's tools or musical instrument from his Monk class. Also, an additional tool or language from his background. Otherwise very cool!
Danny_Montanny wrote: El_Karlos wrote: Kirin Ichiban He would have proficiency with and artisan's tools or musical instrument from his Monk class. Also, an additional tool or language from his background. Otherwise very cool!
I've uploaded a bundle of 100 computer-generated random characters, levels 1-5.
Custom character sheets, not the official 5e ones.
Suitable for emergency pregens or fleshed-out NPCs.
No index, so you just have to scroll through the PDF looking for what you want.
Personalities but no real backstories - you have to make up those to suit your own campaign.
Basic Rules V0.2 (so the Noble background is enabled).
Not legal as PCs for Adventurer's League play because the stats are rolled rather than point-buy or array.
The thumbnail portraits are lifted from Neverwinter Nights - the original 2002 Bioware game, not the current MMO.
I can easily generate more bundles, any number, any levels, if wanted.
D&D 5th Edition Character Bundle 100 Basic Characters, Levels 1-5, Set I.pdf
Nihilus
1st Level Variant Human Fighter Medium Male Humanoid Armor Class 19 (+16 chain mail, +2 shield, +1 style) DR3 vs non-magical slashing/blugeoning/piercing damage (feat)Hit Points 12 (10+2)Speed 30 ft.Str 17 (+3) Dex 10 (+0) Con 15 (+2)Int 10 (+0) Wis 10 (+0) Cha 12 (+1)Alignment Lawful Neutral (Kelemvor)Languages Common, Elven
Background - Soldier
Specialty - Officer
Tools: Gaming Set (dragonchess), Vehicles (land)
Trophy: A piece of the banner his fallen unit once represented. Saving Throws: Strength, Costitution
Weapons: warhammer, 2 hand axes
Armor: chain mail, shield
Fighting Style: Defense (+1 to AC)
Second Wind: One per round, can regain 1d10+level hit points.
Equipment: Explorer's Pack ( Includes a backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.)
SKILLS (+1 racial, +2 class, +2 background)
Atheletics +5, Intimidation +3, Perception +2, History +2, Insight +2
Feat: Heavy Armor Master
ACTIONS Melee Attacks— Warhammer (One-handed): +5 to hit (reach 5 ft.; one creature)Hit: 1d8+3 bludgeoning damage (versatile)Melee Attacks— Warhammer (Two-handed): +5 to hit (reach 5 ft.; one creature)
Hit: 1d10+3 bludgeoning damageRanged Attack— Hand Axe: +5 to hit (range 20/60 ft; one creature). Hit: 1d6+3 slashing damage (light, thrown)
Traits: "I face problems head-on. A simple, direct solution is the best path to success."
Ideal: “My city, nation, or people are all that matter."
Bond: "I fight for those who cannot fight for themselves."
Flaw: "I made a terrible mistake in battle that cost many lives—and I would do anything to keep that mistake secret."
BACKSTORY Born to a military father, Nihilus joined the local militia as soon as he was able. He quickly rose to the officer rank from his brilliant tactical mind and from favors owed to his father. However, after receiving an assignment to secure an outpost rumored to be a target, his unit was attacked by orcs as they attempted to reach the outpost in time. Nihilus had chosen to not send a scout ahead in an attempt to arrive at the outpost faster. Had he taken the time to send a scout ahead, his unit might have survived. Nihilus was seriously wounded and left for dead, although he did manage to wound several of the orcs before falling. After he awoke, he slowly made his way to the outpost, which had been overrun and burned to the ground. Reinforcements arrived soon after and he was treated and returned to base where he was promptly dismissed for his failure. Although acting on orders, someone had to take the blame. Now that he his career as a soldier was over, he seeks employment doing the only thing he knows, war.
Notes: In 4E I played a human fighter named Nihilus, who was basically meant to a Thor type character who developed into his own character with a ridiculously fun to play history and personality of his own. I am attempting to transition this character into 5E while keeping the core of him, although with a bit less of his darkness. The idea is he has the shield, but can always stow it or simply drop it and two hand the warhammer for the bonus damage. Obviously a hammer is a must for this character and he will progress towards strength and con caps. Also some other feats I'm considering on down the road are: Sentinel, Shield Master, Mage Slayer and Savage Attacker. Anyhow, I think everything is right here, and I am curious of any feedback, both good and bad.
Plaguescarred:
Do you have a link source for the character photos you've posted, or these your own creation?
Some very nice ones and I wanted to peruse the website of all of them.
Thank you.
Thorgeir wrote: Plaguescarred: Do you have a link source for the character photos you've posted, or these your own creation? Some very nice ones and I wanted to peruse the website of all of them. Thank you.
Jvance420 wrote: Nihilus ... Notes: In 4E I played a human fighter named Nihilus, who was basically meant to a Thor type character who developed into his own character with a ridiculously fun to play history and personality of his own. I am attempting to transition this character into 5E while keeping the core of him, although with a bit less of his darkness. The idea is he has the shield, but can always stow it or simply drop it and two hand the warhammer for the bonus damage. Obviously a hammer is a must for this character and he will progress towards strength and con caps. Also some other feats I'm considering on down the road are: Sentinel, Shield Master, Mage Slayer and Savage Attacker. Anyhow, I think everything is right here, and I am curious of any feedback, both good and bad.
...
Just curious: what made his history and personality so ridiculously fun to play?
Leugren wrote: Jvance420 wrote: Nihilus ... Notes: In 4E I played a human fighter named Nihilus, who was basically meant to a Thor type character who developed into his own character with a ridiculously fun to play history and personality of his own. I am attempting to transition this character into 5E while keeping the core of him, although with a bit less of his darkness. The idea is he has the shield, but can always stow it or simply drop it and two hand the warhammer for the bonus damage. Obviously a hammer is a must for this character and he will progress towards strength and con caps. Also some other feats I'm considering on down the road are: Sentinel, Shield Master, Mage Slayer and Savage Attacker. Anyhow, I think everything is right here, and I am curious of any feedback, both good and bad. Just curious: what made his history and personality so ridiculously fun to play?
Well, I should have added "for me" in there somewhere I suppose as opinions vary lol. BUT, basically I wanted to play Thor which is where the concept came from. My group I play with were discussing Adventuring Companies and came up with the Bonesetters, followers of Kelemvor. Basically the mission as well as character safety came second to destroying the undead. This was also my first LFR character I believe. The first one I liked anyway haha.
This is from our original group description: "The Bonesetters are a militant group that worships Kelemvor. They are also patriotic Aglarondans willing to fight and die to protect Aglarond from the Thayan undead hordes posed to overrun the borders. Most of all they are dark, fatalistic adventurers that favor direct, brutal methods to answer most problems."
My original character description: Nihilus stands about 6' tall. He wears a suit of scale mail armor and carries a warhammer with him. He wears a helmet and carries a shield bearing the mark of Kelemvor. Without the helmet, his face is often expressionless, but his eyes tell the story of terror waiting to be unleashed upon the undead and Thay.
And original background: Nihilus' given name has long been forgotten. His family was slaughtered by a horde of undead outside the Watchwall. Guards tried to save them, but the undead were fast and succeeded in killing the husband and wife. The child was resuced and taken into town where he was left to the care of various townsfolk, but the child never spoke again. A short time later, a cleric named Reinhold Thurzo came into town and inquired about the silent child. A deal was agreed upon for the cleric to take the child with him, and perhaps one day restore his voice. It was Thurzo that gave him the name Nihilus. While under Thurzo's care, Nihilus met Bathor, a young orc, and the two became friends. Nihilus taught Bathor the art of warfare, and Bathor taught Nihilus the teachings of Kelemvor. It was a fair trade for both, and soon Nihilus quickly rose to become Bathor's second in command of the soon to be named Bonesetters. These days, you rarely see one without the other, watching one anothers back. One thing is certain, the Bonesetters are the bane of the undead.
For instance, in one module I found myself on top of a roof or some such and monsters were attacking party members down on the ground and after some metagaming math (hey...we all do it), I figured by the time I got downstairs, my companion might be dead, or combat would be over. Either way, unacceptable...so I jumped off, landed the hit, I believe it killed the monster and managed to survive the falling damage lol. Another time, I think it was at a Gen-Con lol, a friend was DM'ing a game and I wanted to intimidate a guy who had been kinda avoiding the diplomacy of another character and he wanted to know what I said, I said "Nothing, I just walk up a slap him and stare at him intently". I forget my stats but I'm pretty sure intelligent conversation wasn't my guys strong suit. But I figured a big dude with a bloody hammer slapping someone around was intimidating enough in its own right. The group would frequently run into traps and bad situations on purpose with the intent of killing the undead. The group and the antics were memorable, and it was by far the most fun I've ever had playing D&D. I can't vouch for non-members memories of playing at a table with us, but I suspect good or bad, we were memorable either way lol.
EDIT: Added his original pic to the new toon too lol.
Jvance420 wrote: This is from our original group description: "The Bonesetters are a militant group that worships Kelemvor. They are also patriotic Aglarondans willing to fight and die to protect Aglarond from the Thayan undead hordes posed to overrun the borders. Most of all they are dark, fatalistic adventurers that favor direct, brutal methods to answer most problems." ...
Nice write-up! Thanks.
Leugren wrote: Jvance420 wrote: This is from our original group description: "The Bonesetters are a militant group that worships Kelemvor. They are also patriotic Aglarondans willing to fight and die to protect Aglarond from the Thayan undead hordes posed to overrun the borders. Most of all they are dark, fatalistic adventurers that favor direct, brutal methods to answer most problems." ... Nice write-up! Thanks.
I didn't write the group description, but I will proxy a "you're welcome" and "thanks" from him :p Lol.
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