Pre-Generated Character Repository

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Last post

I'd like to use this thread to create a depot for pre-generated D&D 5e characters so that DMs and players have a plethora of characters to grab and play as they need it. It's always handy to have extra characters on file for when an unexpected friend shows up to play, for conventions, or for when an existing PC buys the farm and you want to keep the player in the game.

 

Update 12/04/14: This page has been linked to the D&D Adventurers League Organizers site. Please doublecheck these characters to make sure they are legal for organized play. Indicate in your post if they are AL-legal or not.

 

Characters marked with a   are legal for organized play; however, due to changes to AL rules in 2015, the starting equipment might not be valid. Check the starting equipment before submitting the character to your DM for play. Characters marked with a  have been checked and found to have rules-legal starting equipment.

 

Pre-Generated Character Index:

 

Barbarian

Bard

Cleric

Druid

Fighter

Monk

Paladin

Ranger

Rogue

Sorcerer

Warlock

Wizard

I'd like to suggest some ground rules to keep the thread clean and useful:

 

  • Include a character image and stats and "back story" more or less in the format I post below. Back story should be quick and to the point. If it's long, throw it in a spoiler block.
  • Please indicate whether your character was built according to Adventurers League guidelines.
  • This is a place to post characters, not to discuss them. Anything other than characters will be considered off-topic and should be reported to the moderators for deletion. If there's an error on somebody's sheet, feel free to PM them to discuss it.
  • Whenever possible, a character sheet in PDF would be a nice addition to the post (optional).
  • Characters can be of any level and with any options, but any options other than Basic should be noted in some fashion.
  • I will update this post with links to keep things organized by class or level, depending on what works best given what has been posted.

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

Valemon

 

Valemon

1st-level Wood Elf Rogue 
Medium Male Humanoid
Armor Class
 15 (studded leather armor)
Hit Points 10 (1d8)
Speed 35 ft.
Senses Darkvision 60ft.    
Str 10 (+0)  Dex 16 (+3)  Con 14 (+2)
Int 10 (+0)  Wis 14 (+2)  Cha 12 (+1)
Alignment chaotic good
Languages common, elvish, thieves' cant

 

TRAITS
Background - Criminal

    Feature: Criminal Contact

    Criminal Specialty: Hired Killer

Proficiency (+2)
   Tools: Thieves’ Tools, Playing Cards, Poisoner’s Kit
   Saving Throws: Dexterity, Intelligence

Sneak Attack (+1d6)

Thieves' Cant

Darkvision

Keen Senses

Fey Ancestry

Trance

Elf Weapon Training

Fleet of Foot

Mask of the Wild
 

SKILLS 

Acrobatics +5, Athletics +2, Persuasion +3, Insight +4, Perception +6 (expertise), Sleight of Hand +5, Stealth +7 (expertise)
 

ACTIONS
Melee Attacks— Short Sword/Dagger:
 +5/+5 to hit (reach 5 ft.; one creature). 
Hit: 1d6+3/1d4 piercing damage
Ranged Attack—Dagger: +5 to hit (range 20/60 ft; one creature). 
Hit:  1d4+3 piercing damage 
Ranged Attack—Longbow: +5 to hit (range 150/600 ft; one creature). 
Hit:  1d8+3 piercing damage
 

EQUIPMENT

shortsword, longbow, 2 daggers, 40 arrows, studded leather armor, oil flask, crowbar, thieves’ tools, backpack, bedroll, mess kit, 50 feet of hempen rope, tinderbox, 10 torch, ration 10 days, waterskin, winter blanket, healer's kit, common clothes, locket containing a seedling, pouch 6 gp, 9 sp.

 

PERSONAL CHARACTERISTICS

Appearance: I have rich, copper-colored skin, and hazel eyes.  I wear my black hair in a mass of thin braids that spill over my shoulders to the middle of my back.  I bear a Thayan slave brand tattooed across my forehead.

Traits: I always have a plan for what to do when things go wrong. I am incredibly slow to trust;  those who seem the fairest often have the most to hide.

Ideals: Freedom: Chains are meant to be broken, as are those who would forge them. (Chaotic)

Bond: Secreted within the locket that I wear around my neck, I bear a seedling of Fanhadon, the Great Tree from which my people took their name.  I will not rest until I have found a place to plant the seedling so that my tribe can be born anew.  I owe it to my ancestors. I will trust in my dream visions to guide the way.

Flaw: I am wanted in Thay for killing the nephew of a tharchion.  There is a considerable bounty on my head.

 

BACK STORY

Show

Nocking a black-hafted arrow and drawing it back against his cheek, he threaded his way through the trees with practiced grace, a silent apparition, his senses primed to detect the slightest movement or sound.  The faintest echo of a snapping twig brought him up short, pausing where the shadows pooled in the lee of an ancient oak, his brow furrowed in concentration, his upturned, hazel eyes drinking in the forested landscape, scanning the brush for the source of the sound.  And then, he spotted it— the flash of a russet haunch flickering through the boles of the trees some one hundred paces to his left.  With the suddenness of a saber cat, he exploded into motion, his green cloak swirling as he pivoted, loosing his shaft with the unerring eye of a huntsman born.  

 

As far as I know, I am the last surviving member of my tribe.  We called ourselves the Fanhaen, and we were a peaceful folk, content to practice our woodcraft far from the prying eyes of men, living as one with the natural order of things deep within the heart of the Yuirwood.

 

Secreted within the locket that I wear around my neck, I bear a seedling of Fanhadon, the Great Tree from which we took our name.  The same tree that had sheltered us and given us life from time immemorial, burned to ash in a single night of horrors that will live on in my nightmares for as long as I walk the earth. It began as a night like any other. The Thayan war party crept up on us while we slept, slipping past our sentries undetected with the aid of their hell-spawned magic.  Like butchers, they set about their work, and the air was soon filled with the screams of the dying.  They slaughtered young and old alike, sparing a scant few of the children for transport to the Thayan slave pens. My older sister, Shaori, and I were among these few survivors. 

 

Our captors treated us worse than dogs, but I vowed to remain strong for the sake of my sister, for she had been born without the gift of sight and I had always served as her eyes. The man who bought us was a highborn devil named Yakovel, third in line to the Tharchion of Priador. His first act as our master was to press my gentle sister into service as a common harlot.  I myself was inducted into a brutal training program engineered to produce highly skilled infiltrators and assassins. Many of the boys who began the training with me did not survive.  I persevered for no other reason than that my sister depended on me.  

 

In the years that followed, I performed unspeakable acts in the name of our master.  I had numerous opportunities to escape, but I would not leave Shaori behind.  Perhaps she sensed that she was holding me back, or perhaps she finally lost the will to live.  Whatever the case, I stole into Shaori’s chambers one morning only to find her corpse cooling in the sun, an empty bottle of hemlock clutched in one hand, and this locket in the other.  

 

The rest of that day is a blur to me…  Waiting amidst the gardenias for my master to appear on his nightly stroll… Slipping past the body guards to bury my dagger in his chest… Hurtling over the wall and disappearing into the shadowy byways of the market district before the general hue and cry could be raised.  I should have felt anger, elation, or crushing despair.  Instead, I felt only emptiness.

 

I managed to steal aboard a trading vessel that was bound for Sembia the next day.  That night, as I sank into an exhausted trance amidst the crates and barrels littering the ship’s hold, I experienced the first of my dream visions.  Shaori appeared to me, garbed in the ceremonial gear and body paint of a Fanhaen warrior priestess.  She told me of the seedling secreted in the locket, and implored me to journey west that I might seek out a glade hidden from the prying eyes of men in which to plant the seed and reconstitute our tribe.  She promised to appear to me again with further guidance when the time was right. 

 

I made my way westward to Neverwinter, where I plied my trade as a freelance thief for a time before receiving an offer from a well-meaning old stump named Gundren Rockseeker.   He had caught me with my hand in his pocket, but instead of involving the local authorities, he offered me a chance at “rehabilitation”.  Somewhat amused, and lacking any brighter prospects at the time, I consented to his offer.

 

Tark Stonefire

1st Level Mountain Dwarf Wizard

Medium Male Humanoid

Amor Class 14 (Hide Armor)

Hit Points 8 (1d6)

Speed 25 ft.

Senses Darkvision 60 ft.

Str 14 (+2) Dex 14 (+2) Con 15 (+2)

Int 15 (+2) Wis 10 (+0) Cha 08 (-1)

Alignment Lawful Neutral

Languages Common, Dwarven

 

TRAITS

Background - Military

  Feature: Military Rank

  Specialty: Infantry

Proficiency (+2)

  Tools: Brewer's Supplies, Playing Card Set, Vehicle (Land)

  Saving Throws: Intelligence, Wisdom

 

SKILLS

Arcana (+4), History (+4*), Athletics (+4), Intimidate (+1)

* Stonecunning: Any History Check made to determine the origin of Stonework is +6 instead.

 

ACTIONS

Melee Attack -- Warhammer: +4 to hit (reach 5; one creature)

Hit: 1d8+2 bashing damage

 

Ranged Cantrip -- Fire Bolt: +4 to hit (120 feet;  one creature)

Hit: 1d10 fire damage, or unattended object is set on fire

 

SPELLS KNOWN

Cantrips Known: Fire Bolt, Mage Hand, Minor Illusion

1st Level Spells: Burning Hands, Detect Magic, Identify, Mage Armor, Magic Missile, Sleep

 

SPELLS PREPARED

1st Level Spells: Burning Hands, Detect Magic, Mage Armor

 

SPELL SLOTS

1st Level: 2/2

 

EQUIPMENT

Warhammer, Rod (Arcane Focus), Explorer's Pouch, Spellbook, Insignia of Rank, Broken Orcish Blade, Deck of Cards, Set of Common Clothes, Belt Pouch, Hide Armor, 0 GP

 

PERSONAL CHARACTERISTICS

Traits: I've lost too many friends, and I'm slow to make new ones; I can stare down a hell hound without flinching.

Ideal: I do what I must and obey just authority. (Lawful)

Bond: My honor is my life.

Flaw: I made a terrible mistake in battle that cost many lives -- and I would do anything to keep that mistake a secret.

 

 

BACKSTORY

Tark Stonefire served in a Dwarven Army for many years; initially he was an Infantryman, but he later began to learn the art of magic without a mentor and thus assumed a more artillery role. However, he became more and more arrogant as he learned to bend the forces of the cosmos to his will, and it lead to his greatest mistake. During one particularly fierce battle, Tark cast a Sleep spell which was intended to knock down a group of enemies for the infantry to mop up. However, due to not paying attention, Tark ended up casting the spell on a group of his own soldiers, who were set upon by an orcish squad that cut them to pieces. The battle was eventually won and the mishap was blamed on an orcish shaman who had been participating in the battle. However, Tark couldn't live with the guilt and resigned. He stopped studying magic for many years, but eventually he couldn't stay away. Tark eventually decided to take a long trip to try and understand magic itself. He resolved, however, to never let his hubris get any other comrade killed ever again. 

 

Dravos
1st-level Human Rogue 
Medium Male Humanoid

Armor Class 15 (studded leather armor)
Hit Points 10 (1d8)
Speed 30 ft.
Sense Normal    
Str 09 (-1)  Dex 16 (+3)  Con 15 (+2)
Int 13 (+1)  Wis 14 (+2)  Cha 11 (+0)
Alignment neutral evil
Languages common, chondathan, thieves' cant
Trait 
Background Criminal [Criminal Contact]
   Personality Traits: The first thing i do in a new place is note the locations of everything valuable-or where such things could be hidden
   Ideal: Greed. I will do whatever it takes to beome wealthy.
   Bond: I will become the greatest thief that ever lived.
   Flaw: When i see something valuable, i can't think about anything but how to steal it.
Proficiency (+2)
  Tools: Thieve's Tool, Playing Cards
  Saving Throws: Dexterity, Intelligence
Skill Acobatics +5, Athletics +4, Deception +2, Investigation +3, Perception +4, Stealth +7
Expertise
Sneak Attack (1d6)
Actions
Melee Attacks— Short Sword: +5 to hit (reach 5 ft.; one creature). 
Hit: 1d6+3 piercing damage
Ranged Attack—Dagger: +5 to hit (range 20/60 ft; one creature). 
Hit:  1d4 piercing damage 
Ranged Attack—Shortbow: +5 to hit (range 80/320 ft; one creature). 
Hit:  1d6+3 piercing damage
Equipment: 2 shortsword, shortbow, 20 arrows, studded leather armor, oil flask, crowbar, thieves’ tools, backpack, bedroll, mess kit, 50 feet of hempen rope, tinderbox, 10 torch, ration 10 days, waterskin, winter blanket, zhentarim gold coin, common clothes, hat, bandana, a diary with seven missing pages, pouch 5 gp, 8 cp.

Dravos [DRAV-us] was born 23 winters ago in late 1465 DR in Zhentil Keep. Born son of a prostitute mother and a Zentilar father, he suffered unspeakable mistreatments during his youth, until he could flee. Dravos started working as a dock hand at the age of 14, and sailed away as soon as he could, navigating on the Moonsea wherever ships offering work would take him. He eventually crossed the wrong kind, a pirate ship called The Tortula, a trading vessel operating for the Zhentarim, also known as the black network. He soon started to delve into piratry and has become a buccaneer ever since. Between assignments on whatever ships he can find, Dravos look for mercenary work on land. Selfish by nature, he only cares about himself and how much he can make, this by any means necessary. Dravos is a tall bald man who covers his head under a leather hat and a bandana. Blind of one eye resulting from an “accident” he won’t just tell about, he had it recently sewed shut. Dravos wears a leather vest and belt covered of fake gold trinket made of tarnished brass and carry typical sailors’ weapons, a curved hilted short sword known as a cutlass and a hilted parrying dagger also called a main-gauche.

Handsome Dan
1st-level Human Rogue 
Medium Male Humanoid
Armor Class 14 (studded leather armor)
Hit Points 8 (1d8)
Speed 30 ft.
Sense Normal    
Str 16 (+3)  Dex 14 (+2)  Con 11 (+0)
Int 13 (+1)  Wis 9 (-1)  Cha 15 (+2)
Alignment Lawful Good
Languages common, thieves' cant
Trait Folk Hero [Defining Event "I stood up to a tyrant's agents." Rustic Hosptiality.]
Proficiency (+2)
   Tools: Tanner's tools, Thieves' Tools, vehicles (land)
   Saving Throws: Dexterity, Intelligence
Skills: Animal Handling, Survival, Athletics, Deception, Performance, Persuasion.
Expertise: Athletics, Persuasion
Sneak Attack (1d6)
Actions

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

Hit: 1d6+3 piercing damage

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

Hit:  1d4+3 piercing damage 

Ranged Attack—Shortbow: +4 to hit (range 80/320 ft; one creature). 

Hit:  1d6+2 piercing damage

Equipment: Shortsword, shortbow, 20 arrows, studded leather armor, explorer's pack, oil flask, crowbar, thieves’ tools, tanner's tools, backpack, bedroll, mess kit, 50 feet of hempen rope, tinderbox, 10 torch, ration 10 days, waterskin, winter blanket, healer's kit, shovel, iron pot, common clothes, 10 GP

Personality Traits

"If someone is on trouble, I'm always ready to help."

"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."

Bond

"I wish my childhood sweetheart had come with me."

Flaw

 

"I have a weakness for the vices of the city, particularly wine, women, & song."

 

Backstory

Handsome Dan is an adventurer's adventurer. At the age of 13, he led a riot when the local Duke sent his men for a double-taxation that would've impoverished his small village. They drove off the tax men and the truncheons and Dan had the village priest send the Duke a letter. "You'll get what's due when it's due. Or come yourself and ask nicely for more."

 

Since then, Dan's been a local hero, standing up to bullies and always lending a hand. He hunted, worked, explored, and was well-regarded until, at 20, he up and left. As it happens, he asked his childhood sweetheart to marry him, but she turned him down, to care for her ailing parents. Dan, though, didn't wait for an explanation; he left town right then. 

 

Ever since, he's made his way across country, stopping at trading outposts, joining up with bands of adventurers, and standing up for the small folk against any oppressions. Generous by nature, Handsome Dan has a reputation for appearing at need with help or money. He's seen as a crafty outdoorsman, with a smile that could charm an angry bear, and a silver tongue that could woo the honey from a hive. And there are many local tall tales of stories just like that. 

Wizard won't last long among all these rogues. 

bawylie wrote:
Wizard won't last long among all these rogues.
Well... there does seem to be a bit of an emphasis on the rougish sort of fellows.

 

Perhaps this will help?

 

Kreslin of the (Insert name of wizard academy here)

1st-level Human Wizard
Medium Male Humanoid

Armor Class 12 (15 with mage armor)
Hit Points 9 (1d6)
Speed 30 ft.
Sense Normal    
Str 9 (-1)  Dex 14 (+2)  Con 16 (+3)
Int 16 (+3)  Wis 10 (+0)  Cha 12 (+1)
Alignment neutral
Languages common, draconic, dwarvish, elvish


TRAITS
Background - Sage

     Feature: Researcher

     Sagacious Specialty: Professor

Proficiency (+2)

     Tools: none

     Saving Throws: Intelligence
Arcane Recover


SKILLS

Arcana +5, History +5, Insight +2, Investigation +5

 

ACTIONS
Melee Attacks— Quarterstaff: +1 to hit (reach 5 ft.; one creature). 
Hit: 1d6-1 bludgeoning damage (1d8-1 bludgeoning damage if wielded in two hands)
Ranged Attack—Fire bolt: +5 to hit (range 150 ft; one creature). 
Hit:  1d10 fire damage 

EQUIPMENT

component pouch, explorer's pack, spellbook, bottle of black ink, a quill, a small knife, a letter from a dead colleage asking to investigate the circumstances of his death, set of common clothes, and a belt pouch containing 10 gp.


KNOWN SPELLS
Cantrips: Fire bolt, light, prestidigitation

1st-level: Burning hands, detect magic, identify, mage armor, magic missile, shield

 

PERSONAL CHARACTERISTICS

Trait: "I... speak... slowly... when talking... to idiots... which... almost... everyone... is... compared... to me."

Ideal: Knowledge. "The path to power and self-improvement is through knowledge." (Neutral)

Bond: "I sold my soul for knowledge. I hope to do great deeds and win it back."

Flaw: "I speak without really thinking through my words, invariably insulting others."

 

Back Story

Kreslin was raised as a ward of an academy, considering the professors there like parents to him. He has made significant accomplishments academically speaking, being the youngest student admitted to the college of wizardy, the youngest graduate of said college, and now the youngest professor to become tenured at the academy - and as of yet no one has realized that these accomplishments are the result of him having stumbled into a soul contract with a fiend in his younger years. He is on sabbatical now, and has much to do.

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.

Leugren

--Artwork by Me

 

Leugren Torfaen

1st-level Mountain Dwarf Fighter
Medium Male Humanoid
Armor Class
 16 (chain mail)
Hit Points 13 (1d10)
Speed 25 ft. (not reduced by wearing heavy armor)
Sense Darkvision 60ft.    
Str 16 (+3)  Dex 12 (+1)  Con 16 (+3)
Int 10 (+0)  Wis 13 (+1)  Cha 10 (+0)
Alignment lawful good
Languages common, dwarvish


TRAITS
Background - Soldier

     Feature: Military Rank (Squad Leader)

     Specialty: Infantry

Proficiency (+2)

     Tools: Smith’s Tools, Dice set, Vehicles (land)

     Saving Throws: Strength, Constitution
Fighting Style - Great Weapon Fighting

Second Wind

Darkvision

Dwarven Resilience

Dwarven Combat Training

Tool Proficiency

Stonecunning

Dwarven Armor Training


SKILLS

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

 

ACTIONS
Melee Attacks— Maul: +5 to hit (reach 5 ft.; one creature). 
Hit: 2d6+3 bludgeoning damage
Ranged Attack—Handaxe: +5 to hit (range 20 ft/60 ft.; one creature). 
Hit:  2d6+3 slashing damage 

EQUIPMENT

chainmail, maul, 3 handaxes, explorer's pack, insignia of rank, a set of bone dice, and a belt pouch containing 10 gp.


PERSONAL CHARACTERISTICS

Trait: “I can stare down a hell hound without flinching.” “I face problems head-on.  A simple, direct solution is the best path to success.

Ideal: Greater Good. “Our lot is to lay down our lives in the defense of others.” (Good)

Bond: "I am deeply devoted to my wife and will not brook any disparaging remarks about her tremendous girth or her generally nasty disposition." “I’ll never forget the crushing defeat my company suffered when I served with the Iron Legion, or the personal shame that I bear for oversleeping during the battle.

Flaw: "I defer to my wife in all things, even though she berates me at every opportunity and is often physically abusive." “I cannot swim, and sink like a stone if the water-level rises above my neckline; I grow sick to the point of incapacitation during long sea voyages.” “My hatred of my enemies (esp. mimes, orcs, ogres, trolls, and giants) is blind and unreasoning

 

Back Story

Leugren was born into a clan of dwarves with a long and proud tradition of military service.  He quickly distinguished himself as a member of the Iron Legion, until the day that he overslept after a drunken bender and his entire unit was wiped out.  While the standard punishment for such a crime was immediate execution, Leugren managed to avoid this fate because one of his uncles was a regimental commander who wished to avoid embroiling the clan in a scandal.  Instead, Leugren was quietly allowed to resign and told in no uncertain terms that he should never show his face again.  

Vadania Galanodel

1st-Level Wood Elf Cleric

Medium Female Humanoid

Armor Class 15 (Leather Armor + Shield)

Hit Points 9 (1d8)

Speed 35 ft.

Sense Darkvision 60 ft.

Str 08 (-1) Dex 16 (+3) Con 13 (+1)

Int 12 (+1) Wis 16 (+3) Cha 10 (+0)

Alignment Chaotic Good

Languages Common, Elven, Dwarven, Draconic

 

TRAITS

Background: Sage

  Feature: Researcher

  Specialty: Scribe

Proficiency (+2)

  Tools: None

  Saving Throws: Wisdom, Charisma

 

SKILLS

Perception (+5), Insight (+5), Religion (+3), Arcana (+3), History (+3)

 

ACTIONS

Melee Attack -- Short Sword: +5 to hit (reach 5 ft.; 1 creature)

Hit: 1d6+3 piercing damage

 

Ranged Cantrip -- Sacred Flame: Dexterity Saving Throw DC 13 (range 60 ft.; 1 creature)

Failed Save: 1d8 radiant damage

 

SPELLS

Cantrips Known: Guidance, Sacred Flame, Thaumaturgy

Spells Prepared: Command, Detect Magic, Guiding Bolt, Healing Word

Domain Spells: Bless, Cure Wounds

Spell Slots: 1st Level 2/2

 

EQUIPMENT

Short Sword, Leather Armor, Shield, Holy Symbol, Dagger, Priest's Pack, Bottle of Black Ink, Letter from Thamior, Set of Common Clothes, Belt Pouch containing 10 GP

 

PERSONAL CHARACTERISTICS

Traits: I'm used to helping out those who aren't as smart as I am, and I patiently explain anything and everything to others; There's nothing I like more than a good mystery.

Ideal: What is beautiful points us beyond itself toward what is true. (Good)

Bond: I've been searching my whole life for the answer to a certain question.

Flaw: I am easily distracted by the promise of information.

 

BACKSTORY

Vadania Galanodel has spent most of her life as a priestess of Corellon Latharien, the greatest of the elven gods. While many of Corellon's clergy went beyond elven lands in his service, Vadania was content to spend her days as a scribe in Myth Drannor, researching in the great libraries dedicated to the faith. One day, however, she came across several writings that dated back to the Time of Troubles, when the gods walked upon the Forgotten Realms. These writings raised several questions about the nature of the Gods, and so she talked about what she had found with Thamior Amakiir, a senior member of the faith. Thamior set out from Myth Drannor soon after. For decades, Vadania recieved the occasional letter from him. His final letter talked about a discovery he had made in relation to the texts that Vadania had discovered, and he promised to write again soon. Afterwards, no more letters came. Vadania waited a year before deciding that another letter would likely not be coming. The only way to discover what had happened to Thamior, and what those texts she had unearther actually meant, was to travel across the world herself. So Vadania took up sword, sheild, and a symbol of Corellon, before venturing forth.

Lord_Ventnor wrote:

Vadania Galanodel

1st-Level Wood Elf Cleric

Medium Female Humanoid

 

 

I love the background story for this character and have saved a copy back for later use (just in case). Thanks for sharing!

Akeisha Roberts on Twitter

 

Akeisha's Moonhaven Forest Blog

 

Since I can't really play for a while, I just keep dreaming up new characters:

 

Jagan

 

Jagan Makarius

1st-level Lightfoot Halfling Wizard 
Small Male Humanoid
Armor Class
 13 (16 with Mage Armor)
Hit Points 8 (1d6)
Speed 25 ft.
Sense Normal    
Str 8 (-1)  Dex 16 (+3)  Con 14 (+2)
Int 15 (+2)  Wis 9 (-1)  Cha 12 (+1)
Alignment neutral good
Languages common, halfling, elvish, dwarfish

 

TRAITS

Background - Sage 

    Feature: Researcher

    Specialty: Wizard’s apprentice
Proficiency (+2)
   Tools: none.
   Saving Throws: Intelligence, Wisdom

 

SKILLS

Arcana +4, Investigation+4, History +4, Stealth +5

 

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 
Ranged Attack—Firebolt: +4 to hit (range 120 ft; one creature or object). 
Hit:  1d10 fire damage


EQUIPMENT 

A wand, a spell book, a scholar’s pack, an explorer’s pack, a bottle of black ink, a quill, a small knife, a charcoal rubbing from the Lost Shard of the Covenant Stone containing an indecipherable fragment of the Seventh Secret of the Earth, a set of common clothes, and a belt pouch.

 

SPELLS

Cantrips: Fire Bolt, Mage Hand, Minor Illusion

1st-level: Burning Hands, Detect Magic, Mage Armor, Magic Missile, Shield, Sleep

 

PERSONAL CHARACTERISTICS

Traits: “I am curious about everything; I approach each new discovery with genuine exuberance and a childlike sense of wonder” “In conversations, I leap slapdash from topic to topic in a way that leaves other people confounded.” “I tend to see the best in others.”

Ideal: Charity - “I always try to help those in need, no matter what the personal cost.”

Bond: “I have a charcoal rubbing that holds a clue to some ancient secrets which must not fall into the wrong hands.”

Flaw: “I lack a personal filter; I often ask questions that others would consider rude, though I am entirely oblivious to their discomfort (e.g. Are you pregnant? Is that a real beard? Can I pull on it? You must get  all sorts of food stuck in it!)”.  

 

BACK STORY

Show

As an infant, Jagan was discovered in the wreckage of a covered wagon by a kindly old hedge wizard, a scholar of ancient dwarven lore named Nyphin Makarius.  Scanning the area, Nyphin could detect no signs of any other survivors, though he did spy a large mound of overturned earth nearby, hinting that perhaps an ankheg had assaulted the wagon, devouring the other members of Jagan’s family. Taking pity on the foundling, Nyphin carried him back to his tower set amidst the rolling hills which overlooked the Triboar Trail.  In the years that followed, Nyphin took Jagan on as his apprentice, teaching him magecraft and tutoring him in all aspects of dwarven lore.  

 

One day in late summer, Jagan’s master returned from one of his frequent trips to Neverwinter jabbering excitedly about a charcoal rubbing that he had procured from a purveyor of ancient texts.  The old wizard seemed convinced that it might be a rubbing taken from an ancient artifact known as the Lost Shard of the Covenant Stone.  

 

According to legend, when Moradin first created the dwarves, he bequeathed unto them a marvelous stone as a token of the sacred covenant that he held with the dwarven people.  Inscribed upon this stone were the Seven Secrets of Mastery Over the Earth, which Moradin conferred upon the dwarven ancestors on condition that they were never to be shared with the lesser races of Toril. Armed with these secrets, the dwarves wrought fabulous wonders and founded great kingdoms, inaugurating a golden age unrivaled throughout dwarven history.  This age of glory came to an abrupt end when a dwarven king named Duergon, who considered himself above the ancient laws of the ancestors, decided to barter the First Secret of the Earth, the Secret of Metalcraft, to the elves.  In punishment for this transgression, Moradin banished Duergon and all of his descendants to a deep dark fissure set in the very bowels of the earth. He also breathed forth a mighty blast of heavenly fire which smote the Covenant Stone where it stood, scattering its shards to all the corners of creation, and erasing the memory of its secrets from the minds of all dwarves.  

 

Thus began the darkest period in the history of the dwarves. During this time, they found themselves repeatedly besieged by orcs or enslaved by dragons and giants, their great cities falling one by one until they were reduced to little more than beasts, clinging desperately to the hope that they could somehow reclaim the knowledge that they had lost by recovering the lost shards of the Covenant Stone.  As Moradin’s rage cooled with the passage of time, their efforts proved fruitful.  After a search that spanned many millennia, all but one of the shards were recovered by the dwarves, and much of the old knowledge was restored.  Of the last shard, the one containing the seventh and greatest Secret of Mastery Over the Earth, no trace or token could be found until a certain hedge wizard named Nyphin Makarius happened upon a charcoal rubbing during his travels which seemed to bear a fragment of the preamble to the fabled Seventh Secret.

 

Over the months that followed, Nyphin’s tower was a whirlwind of activity, as the wizard strove feverishly to authenticate the rubbing and establish its provenance.  Then one night, while Jagan was gazing out the window of his master’s solarium, he spied a slender figure jogging hurriedly up the trail.  He immediately recognized the approaching figure as an elf.  As Jagan looked on, Nyphin strode forth from the tower gate to greet the elf.  A brief conversation ensued, after which Jagan saw the wizard shake hands with the elf before turning and heading back towards the tower.  A moment later, the door to Jagan’s room burst open and Nyphin strode in, a worried expression on his face which he did his best to conceal.  “That was a messenger from an old friend.  Pack your things. I need you to travel to Neverwinter for me.”  

 

Infected with his master’s urgency, the next thing Jagan knew he was racing down the trail with all of his gear, a letter of introduction poking out of the folds of his robes, and a sealed scroll case jouncing up and down in his satchel. He had not traveled more than a few miles when curiosity got the better of him, so he paused to examine the contents of the scroll case which his master had entrusted into his care.  He was astonished to discover that the case contained his master’s precious charcoal rubbing.  Looking back over his shoulder in the direction of the tower with a confused frown, he Immediately spied a tall plume of black smoke.  Fearing for his master’s life, he dropped his gear in a heap and dashed back up the trail as fast as his legs could carry him.  He rounded the final bend only to see his worst fears realized.  The tower was a pillar of flame and smoke, awash in tongues of ebony fire that exuded a cold chill, consuming everything that it came into contact with. As he took in the scene, Jagan spotted his master’s corpse staked out before the main entrance like a sacrificial offering.  Of those who had perpetrated these acts, there was no sign.  Heartbroken but too afraid to linger, Jagan set off westward down the trail again, collecting his gear and continuing on towards Neverwinter as his master had bidden.

Same as Leugren, I mostly vent my need to play through generating new characters. Here's one I fell in love with (and will probably use in our game):

 

Corrin Underbough

1st-level Halfling Fighter 

Small Male Humanoid
Armor Class
 16 (chainmail)
Hit Points 12 (1d10)
Speed 25 ft.
Str 15 (+2)  Dex 14 (+2)  Con 15 (+2)
Int 13 (+1)  Wis 10 (+0)  Cha 8 (-1)
Alignment chaotic good
Languages common, halfling
Background Folk Hero [monster slayer]
Proficiency (+2)
   Tools: Smith's Tools, Vehicles (Land)
   Saving Throws: Strength, Constitution
Skills Acrobatics +4, Animal Handling +2, Perception +2, Survival +2

Brave

Nimbleness

Stout Halfling: resilience
Healing Surge 1d10+1
Fighting Style (two-weapon fighting)
Actions
Melee Attacks— Short Sword/Short Sword:
 +4/+4 to hit (reach 5 ft.; one creature). 
Hit: 1d6+3/1d6+3 piercing damage
Ranged Attack—Lt. Crossbow: +4 to hit (range 80/320 ft; one creature). 
Hit:  1d8+2 piercing damage 
Equipment: chainmail, short sword x2, lt. crossbow, 20 bolts, backpack, bedroll, mess kit, belt, smith's tools, shovel, iron pot, common clothes, tinderbox, torch x10, ration x10, waterskin, 50 ft. rope, 30 sp, 7 gp

 

Appearance:

 

  • I have fair skin, light brown hair, and dark green eyes. 
  • My hair is unusually unruly, even for a halfling. 

Personality Traits:  

 

  • When I set my mind to something, I follow through no matter what gets in my way.
  • Thinking is for other people. I prefer action.

Ideals:

 

  • Freedom: Chains are meant to be broken, as are those who would forge them. (Chaotic)

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.

     

 

 I started my life as a simple blacksmith, yet I was certain that I was destined for greatness. Unfortunately for others, that belief was seemingly confirmed when I single-handedly slew a powerful ogre rampaging through my town. (In actuality, the ogre had been badly wounded fighting the town guards, and I simply took the opportunity to finish the job.) I then set out to find the nearest tavern, in hopes of encountering lesser heroes who could provide aid on my journey to fame and glory. I have taken great measures to remind myself that incessantly affirming my greatness is seen as a nuisance by smaller-minded beings, but sometimes Destiny compels me to ignore these self-reprimandments.

 

In combat, I am not as durable as another warrior may be, but I do not let this hold me back. I have a tendency to skirt about the battlefield, quickly killing weaker foes (and thus getting a head start on the others) before continuing onwards to more dangerous enemies. When threatened, I try to flee to safety, usually killing any foolish adversary that stands behind me and the nearest cover. However, I am not so cowardly as to quit a brawl prematurely, and will return once I have recovered my breath and drawn on my second wind. I am not skilled at diplomatic skills, and have a tendency to put off potential allies with my overly-heroic spirit and (somewhat excessive) boasts. As such, I have learned to keep my mouth shut during most polite discussions, turning my attention to other tasks.

 

NOTE: Feel free to remove the extra roleplay/tactics info, it mostly pertains to the character I'm going to play.

 

EDIT: Aaaaaah typo.

Here's another one (I like fighters):

 

Alethra Bersk

1st-level Human Fighter 

Medium Female Humanoid
Armor Class
 14 (leather)
Hit Points 12 (1d10)
Speed 30 ft.
Str 9 (-1)  Dex 16 (+3)  Con 15 (+2)
Int 13 (+1)  Wis 14 (+2)  Cha 11 (+0)
Alignment chaotic neutral
Languages common, elven
Background Criminal [burglar/hired killer]
Proficiency (+2)
   Tools: Thief's Tools, Dragonchess
   Saving Throws: Strength, Constitution
   Skills Acrobatics +5, Deception +2, Perception +2, Stealth +5

Healing Surge 1d10+1
Fighting Style (archery)
Actions
Melee Attacks–
Handaxe/Handaxe: +1/+1 to hit (reach 5 ft.; one creature). 

Hit: 1d6-1/1d6-1 piercing damage

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

Hit: 1d8+3 piercing damage


Ranged Attack–Longbow: +7 to hit (range 150/600 ft; one creature). 

 

Hit:  1d8+3 piercing damage 

Net: +7 to hit (range 5/15 ft; one creature).

Hit: target is restrained (DC 10 Strength)

Handaxe/Handaxe: +1/+1 to hit (range 20/60, one creature).

Hit: 1d6-1/1d6-1 slashing damage


Equipment: leather armor, longbow, 20 arrows, net, rapier, handaxe x2, crowbar x2, common clothes (hooded), belt pouch, backpack, hammer, piton x10, ration x10, waterskin, 50 ft. rope, 11 gp, 40 sp.

 

Appearance:

 

  • I have tan skin and light brown. 
  • Due to my short dark hair and light build, I could easily pass as a man. 

Personality Traits:  

 

  •  I always have a plan for what to do when things go wrong. 
  • I am incredibly slow to trust. Those who seem the fairest often have the most to hide.

Ideals:

 

  • Freedom: Chains are meant to be broken, as are those who would forge them. (Chaotic)

Bond:

 

  • I'm trying to pay off an old debt I owe to a generous benefactor.

Flaw:

 

  • When faced with a choice between money and my friends, I usually choose the money.

 

I had been a member of a thieves' guild since I was little. However, when a high-end job I took went sour, the ringleader sold me out, and I was forced to go into hiding. I used my knack for thievery to make money, but I was always on the run from my old guildmaster, who was determined to catch me and restore his reputation as a man not to be crossed. Eventually, I was caught breaking into an elf noble's mansion, but he chose to spare my life in exchange for a debt. For the past three years, I have worked for Laucian Liadon, robbing tombs and exploring ruins in search of a magic item he is determined to find. I have yet to find it, but Laucian thinks he may have a lead. However, I will need backup if I am to succeed in this mission, and first I will need to prove myself trustworthy to these new allies.

 

IMPORTANT NOTE: I listed the ranged handaxe attacks as using the Archery feature as written. If your group interprets it as applying to ranged attacks, not ranged weapons, the stats would be:

 

Ranged Attacks–Handaxe/Handaxe: +3/+3 to hit (range 20/60; one creature).

Hit: 1d6-1/1d6-1 slashing damage.

Darius Amateus Nero

1st-level Human Fighter
Medium Male Humanoid

Armor Class 14 (leather armor)
Hit Points 13 (1d10)
Speed 30 ft.
Sense Normal    
Str 13 (+1)  Dex 16 (+3)  Con 16 (+3)
Int 10 (+0)  Wis 10 (+0)  Cha 12 (+1)
Alignment chaotic good
Languages common, primordial


TRAITS
Background - Criminal

     Feature: Criminal Contact

     Criminal Specialty: Smuggler

Proficiency (+2)

     Tools: dice, thieves' tools

     Saving Throws: Strength, Constitution
Second Wind (1d10+1)

Fighting Style (Two-weapon fighting)


SKILLS

Athletics +3, Deception +3, Intimidation +3, Stealth +5

 

ACTIONS
Melee Attacks— Scimitar: +5 to hit (reach 5 ft.; one creature). 
Hit: 1d6+3 slashing damage

Shortsword (as bonus action when attacking with Scimitar): +5 to hit (reach 5 ft.; one creature). 
Hit: 1d6+3 piercing damage


Ranged Attack—Longbow: +5 to hit (range 150/600 ft; one creature). 
Hit:  1d8+3 piercing damage 

EQUIPMENT

leather armor, longbow, 20 arrows, scimitar, shortsword, 2 handaxes, explorer's pack, crowbar, set of dark common clothes including a hood, and a belt pouch containing 15 gp.

 

PERSONAL CHARACTERISTICS

Trait: "I am always calm, no matter what the situation. I never raise my voice or let my emotions control me. Also, I don't pay attention to the risks in a situation. Never tell me the odds."

Ideal: Freedom. Chains are meant to be broken, as are those who would forge them. (Chaotic)

Bond: "I fight for those who cannot fight for themselves."

Flaw: "The tyrant who rules my land will stop at nothing to see me killed."

 

Back Story

Darius has lived a hard life so far. In his younger years he became a smuggler, but was arrested and sentenced to life as a gladiator (the common punishment for serious crimes in his homeland). He survived years of fighting in the arena, biding his time waiting for the right moment to escape. He found his opportunity a handful of months ago and made his escape - leaving behind the corpses of many of his now-former owner's friends and employees in the process - and fled the country.

 

He has decided that, as he will need to stay on the move to elude his former owner, he will take to the life of an adventuring hero and do some good with whatever time he has left in his life.

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.

 

Marshal Heeling

 

1st-level Human Cleric 
Medium Male Humanoid
Armor Class
 15 (chain shirt)
Hit Points 10 (1d8)
Speed 30 ft.
Senses Normal
Str 11 (+0)  Dex 15 (+2)  Con 14 (+2)
Int 9 (-1)  Wis 16 (+3)  Cha 13 (+1)
Alignment lawful neutral
Languages common, orcish

 

TRAITS
Background - Soldier

    Feature: Military Rank

    Specialty: Healer

Proficiency (+2)
   Tools: Playing Cards, Vehicles (Land).
   Saving Throws: Charisma, Wisdom

Disciple of Life

 

SKILLS 

Athletics +2, Insight +5, Intimidation +3, Medicine +5.
 

ACTIONS
Melee Attacks— Mace:
 +2 to hit (reach 5 ft.; one creature). 
Hit: 1d6 bludgeoning damage
Ranged Attack—Light Crossbow: +4 to hit (range 80/320 ft; one creature). 
Hit:  1d8+2 piercing damage 
 

SPELLS

Cantrips Known: Guidance, Sacred Flame, Thaumaturgy

Spells Prepared: Command, Detect Magic, Healing Word, Shield of Faith

Domain Spells: Bless, Cure Wounds

Spell Slots: 1st Level 2/2

 

EQUIPMENT

chain shirt, mace, light crossbow and 20 bolts, explorer's pack, a marshal's badge (acts as a holy symbol), three daggers belonging to the infamous burglar Chuck Dagger, a deck of cards, a set of common clothes, a 1-ounce block made from an unknown material (trinket), and a belt pouch containing 10 gp.

 

PERSONAL CHARACTERISTICS

Traits: I'm haunted by memories of war. I can't get the images of violence out of my mind.

Ideal: I do what I must and obey just authority. (Lawful)

Bond: My honor is my life.

Flaw: I'd rather eat my armor than admit when I'm wrong.

 

BACK STORY

Having seen enough horrors in the war against the orcs of the Host of the One Eye, Daley Heeling left the army to become a lawman, offering his services as a marshal in boom towns that sprung up in the West after a massive strike of blocks of unknown material was uncovered. It was here that he met Vanciana Feyzalez, who he saved from evil forces that claimed her family - and who he secretly loves. He is currently tracking down his nemesis, the infamous burglar Chuck Dagger, and this chase had led him on many an adventure. Might they team up against a common enemy in an unlikely but effective duo?

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

iserith wrote:

 

Marshal Heeling

 

1st-level Human Cleric 
Medium Male Humanoid
Armor Class
 15 (chain shirt)
Hit Points 10 (1d8)
Speed 30 ft.
Senses Normal
Str 11 (+0)  Dex 15 (+2)  Con 14 (+2)
Int 9 (-1)  Wis 16 (+3)  Cha 13 (+1)
Alignment lawful neutral
Languages common, orcish

 

TRAITS
Background - Soldier

    Feature: Military Rank

    Specialty: Healer

Proficiency (+2)
   Tools: Playing Cards, Vehicles (Land).
   Saving Throws: Charisma, Wisdom

Disciple of Life

 

SKILLS 

Athletics +2, Insight +5, Intimidation +3, Medicine +5.
 

ACTIONS
Melee Attacks— Mace:
 +2 to hit (reach 5 ft.; one creature). 
Hit: 1d6 bludgeoning damage
Ranged Attack—Light Crossbow: +4 to hit (range 80/320 ft; one creature). 
Hit:  1d8+2 piercing damage 
 

SPELLS

Cantrips Known: Guidance, Sacred Flame, Thaumaturgy

Spells Prepared: Command, Detect Magic, Healing Word, Shield of Faith

Domain Spells: Bless, Cure Wounds

Spell Slots: 1st Level 2/2

 

EQUIPMENT

chain shirt, mace, light crossbow and 20 bolts, explorer's pack, a marshal's badge (acts as a holy symbol), three daggers belonging to the infamous burglar Chuck Dagger, a deck of cards, a set of common clothes, a 1-ounce block made from an unknown material (trinket), and a belt pouch containing 10 gp.

 

PERSONAL CHARACTERISTICS

Traits: I'm haunted by memories of war. I can't get the images of violence out of my mind.

Ideal: I do what I must and obey just authority. (Lawful)

Bond: My honor is my life.

Flaw: I'd rather eat my armor than admit when I'm wrong.

 

BACK STORY

Having seen enough horrors in the war against the orcs of the Host of the One Eye, Daley Heeling left the army to become a lawman, offering his services as a marshal in boom towns that sprung up in the West after a massive strike of blocks of unknown material was uncovered. He is currently tracking down his nemesis, the infamous burglar Chuck Dagger, and this chase had led him on many an adventure. Might they team up against a common enemy in an unlikely but effective duo?

 

You should make up a wizard with the Noble background named Lord Ian Vance. ;)

Disclaimer: Wizards of the Coast is not responsible for the consequences of splitting up the party, sticking appendages in the mouth of a leering green devil face, accepting a dinner invitation from bugbears, storming the feast hall of a hill giant steading, angering a dragon of any variety, or saying yes when the DM asks, "Are you really sure?"

 

IMAGE(http://www.nodiatis.com/pub/13.jpg)

Wow, this is so cool. I hope there's one for higher level PLayers coming soon. Keep it up guys!

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

May all your luck be fortunate and your rolls always have advantage!
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...If you're playing the defining edition of Dungeons & Dragons.
 

 

Vanciana Feyzalez

1st-Level High Elf Wizard

Medium Female Humanoid

Amor Class 11

Hit Points 6 (1d6)

Speed 30 ft.

Senses Darkvision 60 ft.

Str 8 (-1) Dex 13 (+1) Con 10 (+0)

Int 16 (+3) Wis 14 (+2) Cha 12 (+1)

Alignment chaotic good

Languages Common, Draconic, Dwarvish, Elvish, Halfling.

 

TRAITS

Fey Ancestry

Trance

Background - Acolyte

  Feature: Shelter of the Faithful

Proficiency (+2)

  Tools: -

  Saving Throws: Intelligence, Wisdom

 

SKILLS

Arcana +5, History +5, Insight +4, Perception +4, Religion +5.

 

ACTIONS

Melee Attack -- Dagger: +3 to hit (reach 5; one creature)

Hit: 1d4+1 piercing damage

 

Ranged Cantrip -- Fire Bolt: +5 to hit (120 feet;  one creature)

Hit: 1d10 fire damage, or unattended object is set on fire

 

SPELLS KNOWN

Cantrips Known: Fire Bolt, Mage Hand, Minor Illusion, Prestidigitation.

1st Level Spells: Burning Hands, Charm Person, Detect Magic, Identify, Mage Armor, Sleep.

 

SPELLS PREPARED (Spell Save DC 13)

1st Level Spells: Burning Hands, Detect Magic, Mage Armor, Sleep.

 

SPELL SLOTS

1st Level: 2

 

EQUIPMENT

Dagger, scholar's pack, spellbook, a crystal holy symbol that serves as an arcane focus, a prayer wheel, 5 sticks of incense, vestments, a set of common clothes, a crystal doorknob (trinket), and a belt pouch containing 15 gp.

 

PERSONAL CHARACTERISTICS

Traits: "I see omens in every event and action. The gods try to speak to us, we just need to listen."

Ideal: Change. "We must help bring about the changes the gods are constantly working in the world." (Chaotic)

Bond: "I owe my life to the priest who took me in when my parents died."

Flaw: "My piety sometimes leads me to blindly trust those that profess faith in my god (Coyolxauhqui, Elven Goddess of Fire and Magic)."

 

BACKSTORY

The scion of noble parents killed by a far-reaching conspiracy in the West, Vanciana Feyzalez was saved from certain death by the lawman Marshal Heeling when her house fell. She discovered the ancient elven deities of this land which predated the gods of her house and found her faith in Coyolxauhqui, Goddess of Fire and Magic. She took her vows and became a prioress, establishing convents and places of worship. She broke her vows when she became involved with the infamous Chuck Dagger, who both won and broke her heart. Now she travels with Marshal Heeling to repay what she considers a debt to him and hopes to uncover who saw to the death of her parents. Vanciana has recurring dreams of losing her spellbook and of being killed by a bugbear which haunt her.

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

Cadwallon ap Bliedd
1st-level High Elf Fighter
Medium Male Humanoid


Armor Class 17 (studded leather armor + shield)
Hit Points 11 (1d10+1)
Speed 30 ft.
Sense Darkvision (60’)   


Str 10 (+0)  Dex 16 (+3)  Con 12 (+1)
Int 14 (+2)  Wis 12 (+1)  Cha 12 (+1)


Alignment: neutral good
Languages: common, elvish, giant

 

TRAITS
Background
– Criminal (Spy)
     Feature: Criminal Contact
     Criminal Specialty: Spy
Proficiency (+2)
     Tools: Thieves’ Tool, Disguise Kit
     Saving Throws: Strength, Constitution
Martial Fighting Style – Duelist

Second Wind - Recover 1d10+1 hit points as a bonus action.

 

SKILLS
Acrobatics +5, Deception +3, Insight +3, Perception +3, Stealth +5.

 

ACTIONS
Melee Attacks— Rapier: +5 to hit (reach 5 ft.; one creature).
Hit: 1d8+5 piercing damage
Ranged Attack—Long bow: +5 to hit (range 150/600 ft; one creature).
Hit:  1d8+3 piercing damage

 

Spells
Cantrips
: Minor Illusion
 
EQUIPMENT
studded leather armor, shield, rapier, long bow, dagger, thieves’ tools, disguise kit, explorer’s kit (backpack, bedroll, mess kit, tinderbox, 10 torches, 10 days of rations and waterskin, 50’ hempen rope) and 8 gp.


PERSONAL CHARACTERISTICS
Trait: "I always have a plan for what to do when things go wrong."
Ideal: "There is a spark of good in everyone."
Bond: "Someone I loved died because of a mistake I made.  That will never happen again."
Flaw: "If there’s a plan, I will forget it.  If I don’t forget it, I’ll ignore it."


BACK STORY
Cadwallon is not my true name; I am attempting to escape the guilt of my youth when my poor decisions led to the death of my father, an accomplished bladesinger, spy and diplomat from Myth Drannor.  Consequently, I took another name until I feel worthy of my birth name.  Like my father, I have dedicated myself to the art of the bladesong, and, to atone for my mistakes, to the order of the Harpers.  While I’m just a minor informant for the order, I seek adventure and danger in the attempt to prove my worth to myself and others.  However, I won’t allow another person to die due to my decisions.  Sometimes this leads me to improvise plans to keep my friends safe despite their dislike for my improvisation.

 

Note:  No picture...  Sorry...

iserith wrote:

Vanciana Feyzalez

1st-Level High Elf Wizard

Medium Female Humanoid

 

Another wonderful NPC!

Akeisha Roberts on Twitter

 

Akeisha's Moonhaven Forest Blog

 

Magdarosa
3rd-level Human Cleric 
Medium Female Humanoid

Armor Class 18 (chainmail + shield)
Hit Points 24 (3d8+6)
Speed 25 ft.
Sense Normal    
Str 17 (+3)  Dex 11 (+0)  Con 14 (+2)
Int 09 (-1)  Wis 15 (+2)  Cha 13 (+1)
Alignment Lawful Good
Languages Common, Elvish, Dwarvish
Trait 
Deafened (auo-fail hearing checks)
Background Hermit [Discovery]
   Life of Seclusion: I was partaking a communal living in accordance with the dictates of Mishakal order.
   Personality Traits: I have been isolated for so long that i rarely speak, preferring gestures and the occasional grunt.
   Ideal: Greater Good. My gifts or spells are meant to be shared with all, not used for my own benefit.
   Bond: I wish to find the disk of Mishakal and return it to my order.
   Flaw: I am deaf and rarely speak but understand by reading on lips.
Proficiency (+2)
 
  Tools: Herbalism Kit,  
   Saving Throws: Wisdom +4, Charisma +3
Skill Medecine +4, History +1, Insight +4, Religion +1
Spellcasting (Save DC 12, +4 to hit with spell attacks)
  Cantrip (at-will) - guidance, sacred flame, spare the dying
  1st Level (4/day) - bless*, cure wounds*, healing word, shield of faith, sanctuary, detect magic
  2nd Level (2/day) - lesser restoration*, spiritual hammer*, aid, prayer of healing
Life Divine Domain
Disciple of Life
Bonus Proficiency

Channel Divinity (1/rest) 
  Turn Undead
  Preserve Life (15 HP)
Actions
Melee Attacks— Mace: +5 to hit (reach 5 ft.; one creature). 
Hit: 1d6+3 bludgeoning damage
Ranged Attack—Sacred Flame: DC 12 Dexterity saving throw (range 25 ft; one creature). 
Failed:  1d8 radiant damage 
Ranged Attack—Light Crossbow: +5 to hit (range 80/320 ft; one creature). 
Hit:  1d8+3 piercing damage
Equipment: chainmail, shield, lightcrossbow, 20 bolts, quiver, spell components pouch, herbalism kit, flask of holy water, scroll with Mishakal prayers, ink, ink pen, paper (10 sheets), winter blanket, common cloth, explorer’s kit, backpack, mess kit, hempen rope 50 ft, tinderbox, 10 torch, ration  10 days, waterskin, potion of healing, holy symbol of mshakal, a 1-ounce block made of unknown material, 3 gp, 9 sp

Magdarosa [MAGDA-roza] was born 23 winters ago in Hawkbluff in the kingdom of Thenol on Taladas. She is petite woman with long brown hair and green eyes and she is usually clad in chainmail and carry a large iron shield emblazoned with Mishakal's symbol painted in red. Magdarosa was born with deafness and has since developped an acute sense of sight and is particularly good at reading on lips and understand speech well if she can see the interlocutor from short distance. She speaks in loud gibberish that only those accustomed to her can understand well enought though, so she rarely speaks unless necessary. That didn't prevent Magdarosa from adventuring in the world and try to heal and protect those in need wherever she goes. She is a priestess of Mishakal, godess of healing and a champion of good. 

 

Narantuyaa Kahghun
1st-level Human Fighter
Medium Female Humanoid

Armor Class 14 (hide armor)
Hit Points 11 (1d10+1)
Speed 30 ft.
Sense Normal     
Str 16 (+3)  Dex 14 (+2)  Con 12 (+1)
Int 11 (+0)  Wis 12 (+1)  Cha 10 (+0)
Alignment Chaotic Neutral (good tendencies)
Languages Common, Kahghun, Tuigan, Netherese
Trait  
Background Khaghun Soldier [Warrior Rank]
   Specialty Scout
   Personality Trait: I face problems head-on. A simple direct solution is the best path to success
   Ideal: Independance. When people follow oders blindly, they embrace a kind of tyranny.
   Bond: Those who fight besides me are those worth dying for.
   Flaw: I have little respect for anyone who is not a proven warrior
Feat Polearm Master [Placeholder]
Proficiency (+2)
   Tools: Dice gaming, Mount (land) [<--- swapped for Vehicle (land)]
   Saving Throws: Strenght, Constitution
Skill  Athletics +5, Animal Handling +3, Intimidation +2, Nature +3, Search +2, Stealth +4, Survival +3, Perception +4   
Great Weapon Fighting Style
Second Wind (1/rest)
Actions
Melee Attack— Greatspear: +5 to hit (reach 10 ft.; one creature). 
Hit: 1d10+3 piercing damage / 1d4+3 bludgeoning damage
Ranged Attack—Handaxe: +4 to hit (range 20/60 ft; one creature)
Hit:  1d6+2 slashingg damage 
Ranged Attack—longbow: +4 to hit (range 150/600 ft; one creature). 
Hit:  1d8+2 piercing damage   
Equipment: common fur cloths, greatspear (as glaive), hide armor, 2 handaxe, lowbow + quiver 40 arrows, explorer's pack: backpack, bedroll, mess kit, silk rope 50 ft, tinderbox, 10 torch, ration  10 days, waterskin, climber's kit, tribal tatoo (Khaghun rank insignia), a broken teeth (enemy trophy), bone dice, a petrified mouse, 10 gp

Narantuyaa [NAR-anTOU-YA] (meaning "sunbeam") is a tall and broadshouldered woman 6 feet tall. She has black hair attached with feathers, black eyes and tribal facial painting. 'Tuyaa is of Tuigan origin though she never set foot in the Endless Waste. Her Kahghun clan [KAH-goon] originated from Nathoud and migrated to the heartland during the Tuigan Horde invasion of 1360 DR. Granddaughter of the chieftain Kahghun, her family fled Cormyr after the horde was defeated and were taken as refugees by a beddine tribe in Anauroch whom were also horse breeders. They traded breeding and hunting techniques in exchange for hospitality. After her grandparents and parents died, 'Tuyaa left the desert when she reached adulthood and started actively explore the Silver Marshes and get to know the customs of the northern people which she find intriguing. She found work as bounty hunter and track fugitives, criminals and marauders wanted in the region for money or meat. This allow her to fully embrace her nomadic nature. She gives prayers to Teylas, lord of sky & storms (Akadi) when the first sun rays appear or when a thunderstorm rages. Her barbaric lifestyle make her unpredictable and ruthless, going anywhere on a whim, just like the wind...

Sarduuk Magavario

 

Sarduuk Magavario

1st-level Tiefling Sorcerer [Draconic Bloodline]

Medium Male Humanoid

Armor Class 15 (draconic resilience)
Hit Points 8 (1d6)
Speed 30 ft.
Sense Darkvision 60ft.    
Str 8 (-1)  Dex 14 (+2)  Con 12 (+1)
Int 14 (+2)  Wis 10 (+0)  Cha 17 (+3)
Alignment Neutral
Languages Common, Infernal, Draconic

TRAITS

Background - Noble 

    Feature: Retainer (a gnome valet named Iorgo)

    Specialty: Heir to the Satrapy of Al’Akram
Proficiency (+2)
   Tools: none.
   Saving Throws: Charisma, Constitution

   Weapons: Daggers, darts, slings, quarterstaffs, light crossbows

    Armor: none.

Hellish Resistance: You have resistance to fire damage

Infernal Legacy: You know the thaumaturgy cantrip, Once you reach 3rd level,

    you can cast the hellish rebuke spell once per day as a second level spell.  Once

    you reach 5th level, you can also cast the darkness spell once per day.  Charisma

    is your spellcasting ability for these spells.

Draconic Ancestor: The blood of a red dragon runs through your veins.  The fire damage type is used by features you gain later.  You can speak, read, and write Draconic.  Additionally, when you

make a Charisma check when interacting with dragons, your proficiency bonus is doubled if it applies to the check.

Draconic Resilience: At 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.  Additionally, parts of your skin are covered by a

thin sheen of dragon-like scales.  When you aren’t wearing armor, your AC equals 13 + your

Dexterity modifier.

 

SKILLS

Arcana +4, Deception +5, Intimidation +5, Persuasion +5

 

ACTIONS
Melee Attacks— Dagger: +4 to hit (reach 5 ft.; one creature). 
Hit: 1d4+1 piercing damage (finesse, light, thrown)
Ranged Attack—Dagger: +4 to hit (range 20/60 ft; one creature). 
Hit:  1d4+1 piercing damage (finesse, light, thrown) 
Ranged Attack—Firebolt: +5 to hit (range 120 ft; one creature or object). 
Hit:  1d10 fire damage


EQUIPMENT 

An orb, two daggers,  light crossbow and 20 bolts, an explorer’s pack, set of fine clothes, signet ring, scroll of predigree, and a purse containing 50 gp.

 

SPELLS

Cantrips: Chill Touch, Fire Bolt, Friends, Light, Thaumaturgy

1st-level: Burning Hands, Sleep

Sorcery Points:

Spell Save DC: 13

 

PERSONAL CHARACTERISTICS

Traits: “I am world-weary, cynical, and given to sarcasm” “I don’t like to get dirty, and I won’t be caught dead in unsuitable accommodations”  “I have extremely refined tastes” “I disdain physical labor, and consider it beneath my station”

Bond: “I hate my father and seek to unseat him; I hope to acquire enough wealth and power to  one day make this happen”

Flaw: “I have little patience for fools— I do not suffer them gladly”  

 

BACKSTORY

Sarduuk Magavario was born into a world of cut-throat politics within the desert city of Al’Akram, the son of a powerful tiefling satrap who took great pleasure in subjecting him to the cruelest humiliations and punishments.  Pushed to the brink, Sarduuk began to cultivate his natural arcane gifts in the hopes that these would provide him with the tools he needed in order to exact his revenge.  He proved to be a prodigy, which made him overconfident-- drunk on his newfound power, he moved against his father prematurely.  The failed coup turned Sarduuk into a fugitive. He fled to the Savage North along with his trusty valet, Iorgo, a gnarled old root of a gnome with mismatched eyes who speaks heavily accented Common, and who refers to his master as "the Magavario" as in "You must not disturb the Magavario! A sorcerer of his pre-eminent stature must spend many hours each day in silent contemplation of the mysteries!".

Plaguescarred wrote:

 

Narantuyaa Kahghun
1st-level Human Fighter

 

Love both of the pre-gens you have added!

Akeisha Roberts on Twitter

 

Akeisha's Moonhaven Forest Blog

 

Leugren wrote:

Sarduuk Magavario

 

Sarduuk Magavario

1st-level Tiefling Wizard 

 

Definitely an interesting character. The valet makes a unique and, dare I say, humourous addition.

Akeisha Roberts on Twitter

 

Akeisha's Moonhaven Forest Blog

 

Akeisha wrote:

Definitely an interesting character. The valet makes a unique and, dare I say, humourous addition.

 

Thanks!  I'm sure you've got some interesting characters yourself.  Why don't you post them?

Mucho Cerveza, El Luchador Barbuuuudo!

1st-level Hill Dwarf Fighter

Medium Male Humanoid
Armor Class
 16 (chain mail)
Hit Points 14 (1d10)
Speed 25 ft. (not reduced by wearing heavy armor)
Sense Darkvision 60ft.    
Str 15 (+2)  Dex 12 (+1)  Con 16 (+3)
Int 8 (-1)  Wis 14 (+2)  Cha 10 (+0)
Alignment neutral good
Languages common, dwarvish


TRAITS
Background - Folk Hero

     Feature: Rustic Hospitality

     Defining Event: "I stood alone against a terrible monster."

     Specialty: Infantry

Proficiency (+2)

     Tools: Brewer's Supplies, Cook's Utensils, Vehicles (Land).

     Saving Throws: Strength, Constitution
Fighting Style - Two-Weapon Fighting

Second Wind

Dwarven Resilience

Dwarven Combat Training

Stonecunning


SKILLS

Animal Handling +4, Athletics +4, Perception +4, Survival +4.

 

ACTIONS
Melee or Ranged Attacks— Handaxes: +4 to hit (reach 5 ft. or range 20 ft./60 ft.; one creature). 
Hit: 1d6+2 slashing damage (+4 to hit with secondary melee attack, 1d6+2 slashing damage).

EQUIPMENT

chainmail, four handaxes, dungeoneer's pack, cook's utensils, a shovel, an iron pot, a set of common clothes, and a belt pouch containing 10 gp.


PERSONAL CHARACTERISTICS

Trait: “I'm confident in my own abilities and do what I can do instill confidence in others."

Ideal: Sincerity. "There's no good in pretending to be something I'm not." (Neutral)

Bond: "I protect those who cannot protect themselves."

Flaw: "I have a weakness for the vices of the city, especially hard drink."

 

Back Story

When the impoverished desert pueblo of Tierra Mierda lost all of its chickens to a mysterious and frightening predator, Paco Mortillo-Grande - drunker than a zorrillo - donned his signature plaid luchador's mask for the first time. He stood alone against the horrible El Chupapollo, a ravenous beast, all tooth and claw. After an epic, drawn-out battle that drew a throng of hundreds to watch, Paco twisted its head clean off and then danced the flamenco with its still-thrashing body - a move he still does to this day when he lands the killing blow.

 

In his later years and now calling himself Mucho Cerveza, he brings his fame and skills to bear to help those who need it including Chuck Dagger, who he saved from a corrupt sheriff's noose. Mucho has also previously teamed up with Marshal Heeling to take down a gang of bandits that had taken over a one-horse town. He worships the same ancient pantheon of gods as Vanciana Feyzalez and finds great comfort in confiding in her.

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

 

Irἵtra Vadû
1st-level Tiefling Fighter
Medium Female Humanoid

Armor Class 16 (scale mail)
Hit Points 12 (1d10+2)
Speed 30 ft.
Sense Darvision 60'   
Str 9 (+0)  Dex 15 (+2)  Con 14 (+2)
Int 11 (+0)  Wis 15 (+2)  Cha 15 (+2)
Alignment Neutral (evil tendencies)
Languages Common, Infernal, Thorass
Trait 
Hellish Resistance
Infernal Legacy 
Background Noble [Retainers]
   Personality Trait: I am horribly awkward in social situations.
   Ideal: Might. In life as in war, the stronger force wins.
   Bond: I've been searching my whole life for the answer to a certain question.
   Flaw: Most people scream and run when they see a demon. I stop and takes notes on its anatomy.
Proficiency (+2)
   Tools: Gaming set, Mount (land)
   Saving Throws: Strenght +2, Constitution +4
Skill Athletic +2, History +2, Insight +4, Persuasion +4, Perception +4
Spellcasting (Save DC 12)
   Level 0 - Thaumaturgy
Two Weapon Fighting Style
Second Wind (1/rest)
Actions
Melee Attack— Scimitars: +4 to hit (reach 5 ft.; one creature). 
Hit: 1d6+2 slashing damage / 1d6 slashing damage
Ranged Attack—Dagger: +4 to hit (range 20/60 ft; one creature). 
Hit:  1d4+2 piercing damage  
Equipment: fine silk cloths, signet ring (Ṽ), sealing wax, scroll of pedigree, riding horse with saddle & bridle (Xyra), horse grooming kit, scale mail armor, 2 scimitars, 4 daggers, explorer's pack: backpack, bedroll, mess kit, hempen rope 50 ft, tinderbox, 10 torch, ration  10 days, waterskin, climber's kit, 29 gp, 5 sp

Irἵtra [Irr-E-Tra] is tall reaching nearly 6 feet in height, with an athletic body voluptuous curves, with bright red hair and pitch black eyes, as if her pupils were oversized without dicernable iris. Irἵtra was born 16 winters ago in the town of Secomber. Born of unknown father, her mother Claire died while giving birth leaving her covered in blood and orphan the minute she entered Faerun. She was taken in adoption by Count Evlarr Vadû, a petty noble successful in the silk trade on the Sword Coast. Irἵtra had a troubled youth filled with horrible visions and was kept hidden in the manor's basement as Count Vadû started to feel something was wrong with Irἵtra being a disturbed child. She started to have a tail growing by 9, and ominous whispers in alien language would often surround her, first in her head, but soon hearable by anyone who'd listen, apparently coming out of nowhere. She could yell louder than 3 men and make the ground tremors faintly when mad. At other time, flames of candles and lanterns would flicker, dim or brighten at her entrance into a room. Her infernal inheritance was becoming clear to Evlarr, who was starting to think Irἵtra had fiend parentage. When he told her his suspicions at the brinks of her sixteenth birthday, Iriἵra ran away horse-riding with her three servants (Wendy, Irene & Karmina) who raised her and taugh her swordmanship. They fled into the Misty Forest where Irἵtra made camp and stayed as if waiting for something....clad in scale mail and armed with her twin scimitars. Irἵtra expect the strange powers gifted to her to be from a fiend which she hates with burning fire and thinks the whispers, which she came to understand the significance in Infernal, means her father is coming soon for her....

iserith wrote:

Back Story

When the impoverished desert pueblo of Tierra Mierda lost all of its chickens to a mysterious and frightening predator, Paco Mortillo-Grande - drunker than a zorrillo - donned his signature plaid luchador's mask for the first time. He stood alone against the horrible El Chupapollo, a ravenous beast, all tooth and claw. After an epic, drawn-out battle that drew a throng of hundreds to watch, Paco twisted its head clean off and then danced the flamenco with its still-thrashing body - a move he still does to this day when he lands the killing blow.

 

In his later years and now calling himself Mucho Cerveza, he brings his fame and skills to bear to help those who need it including Chuck Dagger, who he saved from a corrupt sheriff's noose. Mucho has also previously teamed up with Marshal Heeling to take down a gang of bandits that had taken over a one-horse town. He worships the same ancient pantheon of gods as Vanciana Feyzalez and finds great comfort in confiding in her.

Me cago de risa!

Plaguescarred wrote:

Irἵtra [Irr-E-Tra] is tall...

Nice!  You might consider a change of name, though, especially if you play with a bunch of sophomoric smart-a**es like I do.  It sounds too much like  "Urethra"!  I had to learn this lesson the hard way when I created a character named Magyna!

iserith wrote:

Mucho Cerveza, El Luchador Barbuuuudo!

1st-level Hill Dwarf Fighter

 

Woah! Now that is a "colourful" character!

Akeisha Roberts on Twitter

 

Akeisha's Moonhaven Forest Blog

 

Leugren wrote:

 

Plaguescarred wrote:

Irἵtra [Irr-E-Tra] is tall...

 

Nice!  You might consider a change of name, though, especially if you play with a bunch of sophomoric smart-a**es like I do.  It sounds too much like  "Urethra"!  I had to learn this lesson the hard way when I created a character named Magyna!

Hehe i play with frencies so no biggie hey i had to google it to know what it meant (thought i had suspicions) but hey i learned a new english word again today! tx lol

 

Personally, i think it sounds a bit like the singer 

 

Leugren wrote:

Thanks!  I'm sure you've got some interesting characters yourself.  Why don't you post them?

 

I have plenty of characters from other editions, but am just now creating my first one for 5E.

 

I am taking my time and enjoying the process, and there is at least one other character that I want to make afterwards.

 

Once I get those two created and tweaked the way I want, I may try to post one to this thread.

Akeisha Roberts on Twitter

 

Akeisha's Moonhaven Forest Blog

 

Leugren wrote:
Me cago de risa!

 

Akeisha wrote:
Woah! Now that is a "colourful" character! 

 

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

iserith wrote:

Mucho Cerveza

Otro personaje fantástico! (Cripes I hope my grammar is correct... I don't use Spanish nearly as much as I should).

 

I am especially fond of the details that he is a cook (because I like characters that share qualities with me - makes it easier to slide into their personality), and the name of the pueblo.

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.

So, maybe you already have 5 players and a 6th person wants to join. What should you do? Give them a Henchman! 

 

 

 

Nester Lygaard, Henchman Extraordinaire

1st-level Human Henchman
Medium Male Humanoid

Armor Class 11 (padded jacket)
Hit Points 6 (1d6)
Speed 30 ft.
Sense Normal    
Str 13 (+1)  Dex 11 (+0)  Con 14 (+2)
Int 08 (-1)  Wis 10 (+0)  Cha 12 (+1)

Skills: Athletics +5, Deception +5, Cooking +10

Alignment neutral

Languages Common

 

ATTACKS

Weapon: Frying Pan

Roll 1d20+3 to hit; Damage: 1d4+1 Bludgeoning

 

TRAITS

Special Henchman Skill: Torch Boy

Nester always carries the party torch, but it frequently goes out in the absolute worst moment possible. #awjeez

 

Special Henchman Skill: Folksy Innocence

Nester has an aura of innocence about him that discourages Monsters from attacking him…unless it’s convenient for the story of course. #ohheck

 

EQUIPMENT

Frying Pan (good for both cooking and combat)

Giant Backpack (for carrying other peoples’ things)

Torches (lots of very unreliable torches)

Cooking Supplies (lots of good spices and herbs)

 

PERSONAL CHARACTERISTICS

Trait: Nothing can shake my optimistic attitude. If someone is in trouble, I’m always ready to lend help.

Ideal: Redemption. There’s a spark of good in everyone. Give them a chance to be good!

Bond: I owe a Life Debt to one of the PC's. 

Flaw: I cannot return home. The people there know my shameful secret.

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.

 

If anyone would like to keep in touch, PM me here before the shut down and we'll exchange details. 

 

My improvements to the Ranger: A Better Beast Master Ranger.

Make 5e Saving Throws better using Ramzour's Six Ability Save System!

Lost Mine of Phandelver: || Problems and Ideas with the adventure ||  Finding the Ghost of Neverwinter Wood ||

Giving classes iconic abilities that don't break the game: Ramzour's Class Defining Ability system.

Rules for a simple non-XP based leveling up system, using the Proficiency Bonus

 

Ramzour wrote:

So, maybe you already have 5 players and a 6th person wants to join. What should you do? Give them a Henchman! 

 

 

 

Nester Lygaard, Henchman Extraordinaire

1st-level Human Henchman
Medium Male Humanoid

 

Awesome ha ha!

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Bree
1st-level Halfling Cleric
Small Female Humanoid

Armor Class 18 (scale mail + shield)
Hit Points 10 (1d8)
Speed 30 ft.
Sense Normal
Str 08 (-1)  Dex 16 (+3)  Con 14 (+2)
Int 12 (+0)  Wis 15 (+2)  Cha 10 (+0)
Alignment lawful good
Languages common, undercommon, halfling, dwarvish
Trait 
Lucky
Brave
Halfling Nimbleness
Stout Resilience 
Background Acolyte [Shelter of the Faithful]
   Personality Trait: Nothing can shake my optimistic attitude..
   Ideal: Charity. I always help those in need, no matter the personal cost
   Bond: I seek to preserve a sacred text that my enemy consider heretical and seek to destroy.
   Flaw: My piety sometimes leads me to blindly trust those that profess faith in my god.
Proficiency (+2)
   Tools: None
   Saving Throws: Wisdom +4, Charisma +2
Skill Insight +4, Medecine +4, Religion+3,Persuasion +2
Spellcasting (Save DC 12, Spell Attack +4)
   Cantrip (at will) - guidance, sacred flame, spare the dying
   1st-level (2/days) - bless, cure wounds, inflict wounds, shield of faith, healing word
Life Domain Discipline
Life Preservation
Actions
Melee Attack— Dagger: +5 to hit (reach 5 ft.; one creature). 
Hit: 1d4+3 piercing damage
Ranged Attack—Light Crossbow: +5 to hit (range 60/320 ft; one creature). 
Hit:  1d8+3 piercing damage  
Equipment: set of common cloth, vestments, holy symbol of Arvoreen, prayer book, 5 stick of incense, abalaster mask, scale mail, shield, 2 daggers, light crossbow + 40 bolts, explorer's pack: backpack, bedroll, mess kit, hempen rope 50 ft, tinderbox, 10 torch, ration  10 days, waterskin, spell components, belt pouch, 29 gp

Bree [BREE] is a short halfling (3'3") with long brown hair, hazel eyes and a cute little round face despite a large scar runing down her nose and cheek. She was born in the mid 1400's DR in the Purple Hills of Tethyr in a small hidden village not appearing on most maps. Bree became an acolyte of Arvoreen after joining the knightly order called Arvoreen's Marchers, primarily responsible for patrolling the Purple Marshes and doing other special tasks deemed important to the clergy. She has attained the rank of Warder as an Arvoreen's Marshall thus far. Bree recently left her village with sacred texts and an ancient abalaster mask to preserve them from Urdlen, the Crawler Below until she gets more instructions. She has ventured in the northern Sword Coast and often protect unwary travellers or lost mercenaries in need of help. 

Ramzour wrote:

So, maybe you already have 5 players and a 6th person wants to join. What should you do? Give them a Henchman! 

Nester Lygaard, Henchman Extraordinaire

Nester is awesome!

"Nester Lygaard, Henchman ExtraordinaireATTACKS

Weapon: Frying Pan

Roll 1d20+3 to hit; Damage: 1d4+1 Bludgeoning"

 

You may want to add

Special attack:

Cook's Revenge:

When Nester's party is attacked while Nester is cooking/the party is eating he will fly into rage because he is disturbed in his work and attack with the hot frying pan (including boiling oil inside)

Roll 1d20+3 to hit; Damage: 1d4+1 Bludgeoning + 1d4 burning damage (area damage,  10 foot cone, DC 10 for half)

                                  Miss:        1d4 burning damage (area damage,  10 foot cone, DC 10 for half)

___________________________________________________________

A little bit of good will is a big step towards making this planet a better place

DSZ wrote:

"Nester Lygaard, Henchman ExtraordinaireATTACKS

Weapon: Frying Pan

Roll 1d20+3 to hit; Damage: 1d4+1 Bludgeoning"

 

You may want to add

Special attack:

Cook's Revenge:

When Nester's party is attacked while Nester is cooking/the party is eating he will fly into rage because he is disturbed in his work and attack with the hot frying pan (including boiling oil inside)

Roll 1d20+3 to hit; Damage: 1d4+1 Bludgeoning + 1d4 burning damage (area damage,  10 foot cone, DC 10 for half)

                                  Miss:        1d4 burning damage (area damage,  10 foot cone, DC 10 for half)

 

+1

Disclaimer: Wizards of the Coast is not responsible for the consequences of splitting up the party, sticking appendages in the mouth of a leering green devil face, accepting a dinner invitation from bugbears, storming the feast hall of a hill giant steading, angering a dragon of any variety, or saying yes when the DM asks, "Are you really sure?"

 

IMAGE(http://www.nodiatis.com/pub/13.jpg)

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