Excellent thread.
I'm adding to this by simply offering up my RANDOM 5E CHARACTER GENERATOR. It does names, backgrounds, weapons, everything. It's currently basic. I'll add the advanced stuff when I get my phb.
http://community.wizards.com/content/blog/4124231
Enjoy!
jh
Gamer Chiropractor - Hafner Chiropractic 305 S. Kipling st,Suite C-2, Lakewood, Co 80226 hafnerchiropractic.com
Might as well add one of my own. Since my PHB doesn't get here until tomorrow, this character is based on the Basic PDF and some online information. Created as an NPC for my party.
Saelana Elanbow
3rd-level Half-Elf Ranger (Hunter) Medium Female Humanoid Armor Class 15 (studded leather armor)Hit Points 25 (3d10)Speed 30 ft.Senses Darkvision 60ft. Str 16(+3 ) Dex 16(+3) Con 16(+3)
Int 13(+1) Wis 14(+2) Cha 9(-1)Alignment chaotic goodLanguages Common, Draconic, Elvish, Gnomish, Goblin, Orc
TRAITS Background - Folk Hero
Feature: Rustic Hospitality
Proficiency (+2) Saving Throws: Dexterity, Strength
SKILLS
Animal Handling +4, Athletics +5, Medicine +4, Nature +3, Perception +4, Religion +3, Survival +4
ACTIONS
Melee Attacks— Long Sword: +5 to hit (reach 5 ft.; one creature). Hit: 1d10+3 piercing damageRanged Attack—Dagger: +5/+7 to hit (range 20/60 ft; one creature). Hit: 1d4+3 piercing damage Ranged Attack—+1 Longbow: +8 to hit (range 150/600 ft; one creature). Hit: 1d8+3 piercing damage
FAVORED TERRAIN
Forest
FAVORED ENEMIES
Orcs, Goblins
HUNTER PATH
Horde Breaker - Once on each of your turns when you make a weapon attack, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target and within range of your weapon.
EQUIPMENT
Weapons as above, arrows (40), backpack, bedroll, change of clothing, rations (10), waterskin, healer kit, herbalist kit, tinderbox, potion of healing (2)
PERSONAL CHARACTERISTICS
Appearance: Pale of skin and hair, Saelana is petite and powerful. Often grimy from weeks in the wild.
Traits: If someone is in trouble, I’m always ready to lend help.
Ideals: Respect. People deserve to be treated with dignity and respect. (Good)
Bond: I protect those who cannot protect themselves.
Flaw: Secretly, I believe that things would be better if I were a tyrant lording over the land.
STORY
Saelana was conceived in tragedy. Her mother, a Moon Elf, was brutally raped by raiders when Orcs and evil Men raided into the Moonwood. Though her mother dutifully raised Saelana, the Elf was always clear she had no love for her child; indeed, Saelana's mother made it clear she was a perpetual and unwelcome reminder of her great tragedy. Because of her mixed blood - and the circumstances of her conception - Saelana was never accepted into what remained of the Elven population.
Saelana learned early to fend for herself, choosing to spend her days wandering the Moonwood. As she aged - more quickly than the pureblood Elf children around her, to her shame - she ventured further and further afield. She came to favor the longbow as her protection, and many an evil creature fell with one of her blue-fletched arrows in its throat. She tirelessly hunted Orcs and Goblins - a trait she continues, for she loathes them beyond her capacity of words to describe - driving them far from her part of the Moonwood.
As is widely known, the Moonwood has an unusually high population of lycanthropes, one of which - a werewolf of great power - began to prey on her village. One night the beast shattered the door of her mother's home. Saelana slew the beast, nearly being slain herself, but not before the werewolf mauled her mother to death. The next morning she left the band of Elves without a word, never to return.
She quickly found her way to Silverymoon, where she joined other adventurers for a time. Now she ranges where she will.
Saelana.pdf
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Gungolphus wrote: Might as well add one of my own. Since my PHB doesn't get here until tomorrow, this character is based on the Basic PDF and some online information. Created as an NPC for my party. Saelana Elanbow
Nice...we should add more 3rd level PCs for groups that want to skip levels 1&2, but want to start playing quickly.
A Brave Knight of WTF - "Wielder of the Sword of Balance"
Rhenny's Blog: http://community.wizards.com/user/1497701/blog
Thanks!
I will update Saelana when I get the PHB. I need that to A., actually list Ranger spells, and B. see what Favored Terrain and Favored Enemy actually do.
Cheers,
Bob
Here's another 3rd level from PHB
Malik Shadowbreaker
3rd-level Human Monk (Shadow) Medium Female Humanoid Armor Class 15 (unarmored) Hit Points 24 (3d8) Speed 40 ft. Str 10(+0) Dex 16(+3) Con 14(+2)Int 12(+1) Wis 14(+2) Cha 8(-1)
Alignment chaotic neutral Languages Common, undercommon, Elven (Drow)
Background – Criminal (SPY variant) Feature: Criminal Contact (Spy Contact – Balari of House Marsdan in Waterdeep)
SKILLS : Acrobatics (+5), Athletics (+2), Deception (+1), Perception (+4), Stealth (+5), Theives’ tools (+5), Dice Set
FEAT: Skulker (Hide in light obscurement, when hidden a miss on a foe does not give you away, no disadvantage to perception in dim light).
ACTIONS Melee Attacks— Short Sword (duel wielding) +5 to hit; 1d6+3 damage and 1d6+3 damage Short Sword and Unarmed attack +5 to hit: 1d6+3 and +5 to hit; 1d4+3 Ranged Attack— Shortbow +5 to hit; 1d6+3 damage (80’/320’) Unarmed melee - +5 to hit; 1d4+3 damage (extra attack as a bonus action)
KI (3 points) – DC 12 Flurry of Blows (1 ki for 2 unarmed attacks) Patient Defense (1 ki to take the dodge action as a bonus action) Step of the Wind (1 ki to take Disengage or Dash as a bonus action and jumping distance is 2x for the turn)
Deflect Missiles – When hit with a ranged weapon roll 1d10+Dex mod+monk level – if you reduce damage to 0, you catch the missile. You can spend 1 ki point to make a ranged attack with that missile as the reaction.
Way of the Shadow
Use 2 Ki points to do the following (as a spell of the same name): darkness, darkvision, pass without trace or silence. Minor Illusion cantrip (at-will)
EQUIPMENT Crowbar, dark common clothes including a hood, a belt pouch, dungeoneer’s pack, 1 potion of healing. 15 gp
Appearance: 5’ 8” tall, dark skin, wiry build.
Traits: I am always calm, no matter what the situation. I never raise my voice or let my emotions control me.
Ideals: Chains are meant to be broken, as are those who would forge them.
Bond: I served the House Marsdan well for years spying in the underdark, but they have granted me leave to adventure. I don’t like the slavery and brutality, I’ve seen in the underdark and would love to cause chaos down below.
Flaw: I turn tail and run when things get bad.
Background
I was trained in a small monastery in the south, but Master Velnab encouraged me to travel and experience the world. I found myself in Waterdeep, and soon found employment with House Marsdan. I served the House as a spy in the Underdark for 5 years. I had to infiltrate some of the small Underdark enclaves to better help my employer make trade deals with Deep Dwarves and Drow. I grew to hate the Drow after watching how they subjugated the other races and perpetuated an Underdark slave trade. After my contract was up, I asked to take a leave. Balari, of House Marsdan, has remained a friend.
My family lives in a small village to the south, but I rarely see them. In fact, I keep my connection to mother, father and my sister, Arialle, secret.
Gungolphus wrote: Might as well add one of my own. Since my PHB doesn't get here until tomorrow, this character is based on the Basic PDF and some online information. Created as an NPC for my party. Saelana Elanbow 3rd-level Half-Elf Ranger (Hunter) Medium Female Humanoid Saelana.pdf
3rd-level Half-Elf Ranger (Hunter) Medium Female Humanoid
That is a nice character.
Also, thanks VERY much for sharing that character generator link!! I just finished creating an awesome Druid character with it.
Akeisha Roberts on Twitter
Akeisha's Moonhaven Forest Blog
No problemo. Just found it last week myself.
Now I just need to update Saelana with the info from the PHB.
Say, Mods, how about a sticky for this? If not here, in the DM section?
I updated to 5E my first D&D Next character i played during family & friends playtest 3 years ago when i managed to leave my DM seat to billnewsome for a D&D game in Greyhawk;
Tiguel Darago 1st-level Halfling Rogue Small Male HumanoidArmor Class 14 (leather armor)Hit Points 10 (1d8)Speed 25 ft.Sense Normal Str 12 (+1) Dex 17 (+3) Con 14 (+2)Int 10 (+0) Wis 08 (-1) Cha 12 (+1)Alignment neutral goodLanguages halfling, common, thieves' cantTrait Background Entertainer [By Popular Demand] Entertainer Routine: Storyteller. Personality Traits: I know a story relevant to almost every situation. Ideal: People. I like seeing the smiles on people’s faces when I perform. That’s all that matters. Bond: I want to be famous, whatever it takes. Flaw: A scandal prevents me from ever going home again. That kind of trouble seems to follow me around. Proficiency (+2) Tools: Thieve's Tool, Disguise Kit, Musical Instrument (bagpipe) Saving Throws: Dexterity +5, Intelligence +2 Skill Acobatics +5, Deception +3, Performance +3, Persuasion +3, Stealth +5 Lucky Brave Halfling Nimbleness Naturally Stealthy Expertise Sneak Attack (1d6)ActionsMelee Attacks— Short Sword: +5 to hit (reach 5 ft.; one creature). Hit: 1d6+3 piercing damage / 1d6 piercing damageRanged Attack—Dagger: +5 to hit (range 20/60 ft; one creature). Hit: 1d4+3 piercing damage Ranged Attack—Shortbow: +5 to hit (range 80/320 ft; one creature). Hit: 1d4+3 piercing damageEquipment: Shortsword, shortbow, 30 arrows, 2 daggers, 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, bagpipe, the favor of an admirer (love letter), a costume, a brass ring that never tarnish, and a belt pouch containing 15 gp
Tiguel [T-goo-L] is a dimwitted but somewhat innocent halfling that has an habbit of getting himself in trouble more than he should, by getting his bubby fingers on what he shouldn't. He likes music and downtime. He is just back from a trip to the south in the Pomarj, where he overslept on the beach a few times after abusing a local liquor called Cocaquila, which gave him this dark tan. He still talk with the Pomarji accent he adopted while on vacation. Back in Stoink he heard of a fiesta at the Palace and his oversized eyes got bigger. Down on his luck and finance, he thought he could invite himself to have fun and perhaps more...A Fiesta ? Sure, where ? Palace Royale ? Tiguel always ready to party...Think there's any Cocaquila gringo ?
That is one deranged looking halfling, @Plaguescarred. He will probably haunt my nightmares tonight. He must have an amazingly likeable personality to score a Charisma of 12, because he makes most half orcs look like Brad Pitt!
D&D 5E Tools I have created
Leugren wrote: That is one deranged looking halfling, @Plaguescarred. He will probably haunt my nightmares tonight. He must have an amazingly likeable personality to score a Charisma of 12, because he makes most half orcs look like Brad Pitt!
I had a blast roleplaying him!
Yeah, he definitely looks like fun... Clangeddin's stones, but he's an ugly one! His mother must have surely wept when first she laid eyes on him!
1st-level Lightfoot Halfling Paladin Small Male Humanoid Armor Class 17Hit Points 12 (1d10)Speed 25 ft.Sense Normal Str 8 (-1) Dex 16 (+3) Con 14 (+2)Int 10 (0) Wis 10 (0) Cha 16 (+3)
Alignment Lawful NeutralLanguages Common, Halfling
TRAITS
Background - Criminal (Spy)
Feature: Criminal Contact
Criminal Specialty: Hired Killer
Proficiency (+2) Tools: Thieves Tools, Dragonchess Set Saving Throws: Wisdom, Charisma
Weapons: Simple weapons, Martial Weapons
Armor: All armor, Shields.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 you are obscured only by a creature that is at least one size larger than you.
Divine Sense (4/long rest): The presence of stron evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears.
Lay on Hands (5hp/long rest): Your blessed touch can heal wounds.
Persuasion +5, Insight +2, Deception +5, Stealth +5
ACTIONS Melee Attacks— Rapier: +5 to hit (reach 5 ft.; one creature)Hit: 1d8+3 piercing damage (finesse)
Ranged Attack— Sling: +5 to hit (range 30/120 ft; one creature). Hit: 1d4+3 bludgeoning damage (ammunition) EQUIPMENT
A Rapier, Sling, 40 bullets, Shield (emblazoned with the symbol of Kelemvor), Studded Leather, dagger, crowbar, Dark common clothes with hood, Set of Fine Clothes, a silver skull coin, Explorer's Pack, belt pouch (9gp, 8sp)
Traits: “I would rather make a new friend than a new enemy." "I don't pay attention to the risks in a situation. Never tell me the odds."
Ideal: “That which is done to the weakest and smallest, shall be visited tenfold upon the guilty."
Bond: “I fight for those who can not fight for themselves"
Flaw: “I follow my path to escape my past sins. My code does not always align with the morals of others."
BACKSTORY Late one night, Darden Stubblefoot awoke in a cold sweat from nightmarish visions of a man with golden antlers. He shook the visions off and swallowed his fears along with a late night chicken dinner and went back to sleep. As a low ranking member of the local thieves guild, his job was just to walk the streets, remain unseen and report the activity of the town guards and collecting dues for the guild. He made good money informing on the local peasants and fleecing the unfortunate souls that could hardly afford it. At his lowest point, Darden convinced several of the street children that he had a full proof money making scheme, yet led them into a trap that landed them all aboard a slavers ship. He received his payment and was on his way to spend it when he froze in his tracks. A man with golden antlers brushed past him and entered the ship. Though it had been weeks since the visions he knew this was no coincidence, the normally unflappable halfling went numb. Sounds of battle went up from the ship as Darden stared dumbfounded at the hull, until the head of a pirate came bouncing towards him. He quickly made a mad dash for a secret back alley entrance to a safe house, but the man was somehow standing in front of the door. He turned on his heels and bolted through a crowd, scurrying between a mass of tangled legs and irate women. He ducked into a stable, sure that a man wearing a ridiculous antlered helmet could not have followed... but as he peeked out the doors, he saw him approaching. Darden panicked and rushed out on to the roof, leapt to the next building, rolled down another rooftop and fell the rest of the way over a crumbling wall and face first into an open grave. He scrambled to get out, but was unable to gain a foothold. In the dead silence an antlered head leanded over the hole and spoke, “That which is done to the weakest and smallest, shall be visited tenfold upon the guilty." The man pulled away and Darden heard something drop at his feet, he opened his eyes and picked up a silver coin with a skull on both sides, then promptly fainted. He awoke to the sound of a burly half-orc yelling gibberish and poking him with a shovel. After an awkward moment or two, he realized the half-orc only wanted to help him out and haulded Darden out of the ground. Darden looked around the grave yeard and noticed a gravestone that was carved to rememble a helm with real golden antlers attached. He cautiously approached and read, "Here lies Sir Arden Du'Brom, Knight of Velaria, Defender of the weak. The Vengeance of Kelemvor."
Since that night, Darden has dedicated himself to Kelemvor and randomly receives mysterious messages with a single name on each. He seeks out these people and deliver's Kelevor's vengeance to them. In a twist of fate (or divine intervention) the thieves guild he belonged to was decimated when the slaver's took their revenge, but Darden was able to escape and now seeks to help the small and weak, wherever he can. He likes to keep up the ruse that he is just a lowly thief because everyone just assumes the halfling in the cloak is a thief, and it makes gathering information on his marks much easier. He still maintains his happy-go-lucky attitude and only let's his friends know his true self. No matter where he goes, the messages always find him, and they never stop coming.
Its hard knowing that your lack of ability disapoints your family and it is especially so when you are from Rashemen and your mother is a powerful Hathran. Before you were born, she was told that a child of her line will be an incredible wielder of magic and a gift to Rashemen. My childhood was full of joy with the only pain being magical practice, as I couldn't cast the simplest of cantrips. Mother consulted her sister Hathrans, spoke with Ancient Fey and a some unsavoury Hags. The answers given were conflicting and there was no doubt at all that her daughter Erizel was unable to access her gift and the greatest clerics of the mother were unable to intercede.
Erizel a Librarian from Rashemen3rd-level Human Warlock - Pact of the Tome
Armor Class 14 (Studded Leather Armor)Hit Points 24 (3d8)+6Speed 30 ft.Str 08 (-1) Dex 14 (+2) Con 14 (+2)Int 10 (+0) Wis 12 (+1) Cha 16 (+3)Alignment Chaotic GoodLanguages Common, Draconic
Trait Otherworldly Patron (Archfey)
Pact Magic
Eldritch Invocations: Agonising Blast, Book of Ancient Secrets (containing the following cantrips- Guidance, Poison Spray, (Shilelagh or Mage Hand or Friends) and rituals for Find Familiar and Identify or Comprehend Languages)
Pact Boon: Pact of the Tome
Archfey Patron - Faerie Fire or Sleep, Fey Presence (DC13 vs Wisdom for Charm or Fear)
Feats Magic Initiate (Light, Message) and (Cure Wounds) (Bard- a Patrons Gift) Background (Spy) Criminal Contact or Dragon Cult Infiltrator
Personality Trait: I would rather make a new friend than a new enemy
Ideal: Chains are meant to be broken, as are those who would forge them.
Bond: I am a librarian, I am loyal to Rashemen and I am discreet about being a member of the Harper faction. Flaw: If things look bad, then I will run
Proficiency (+2)Light Armor, Simple Weapons, Thieves Tools, Disguise Kit Saving Throws: Str -1 Dex 2 Con 2 Int 0 Wis 3 Cha 5
Skills
Acr 2 AnH 1 Arc 2 Ath -1 Dec 5 His 0 Ins 1 Int 3 Inv 2 Med 1 Nat 0 Per 1 Prf 3 Prs 5 Rel 0 SoH 2 Ste 4 Sur 1
Spellcasting (Save DC 13, Spell Attack +5) Cantrip - Eldritch Blast, Minor Illusion, Light, Message, Guidance, Poison Spray, (one of Shilelagh or Mage Hand or Friends) 1st-level - Hex, (one of Sleep or Faerie Fire), Cure Wounds
2nd-level - (Invisibility or Misty Step), Mirror Image
ActionsMelee Attack— Dagger: +4 to hit (reach 5 ft.; one creature). Hit: 1d4+2 piercing damage
Ranged Attack—Light Crossbow: +4 to hit (range 60/320 ft; one creature). Hit: 1d8+2 piercing damage
Melee Attack-Quarterstaff +1 to hit 1d6(1d8)-1 blunt damage
Ranged Magic Attack-Eldritch Blast +5 to hit 1d10+3 force damage range 120'
Equipment: Dark Common Clothes with a hood, a Crowbar, Scholar's Pack, Leather Armor, 2 Daggers,Thieves Tools, Disguise Kit, Bedroll, Waterskin, Caltrops, Bag of Ball-bearings, Light Crossbow, 20 bolts, Arcane Focus-Wand, Trinket- Alabaster Mask (a gift from her mother to be worn after initiation as a Hathran). Book of Shadows (containing the following cantrips- Guidance, Poison Spray, (Shilelagh or Mage Hand or Friends) and rituals for Find Familiar and Identify or Comprehend Languages)
On her 17th Birthday, she was given an Alabaster Mask with tears from her mother, who told her that she wished that the mask gift could have been as part of her initiation into the Sisterhood. Erizel was sent to a secret camp to train in the arts of Spycraft, to serve in the New Rashemen Secret Service. During her training, she was haunted by strange dreams of a mysterious fey who offered her a gift of ancient magic. Her years of magical failure made this very tempting. Erizel was tempted further by the offer that if she accepts the gift, then she only has to do a few minor favours for her patron and keep silent about the source of her new powers. Erizel was happy to do this, so she practiced her magic in secret. Telling nobody of her magic. Now she works as a roving agent for the New Rashemen Secret Service and the Harpers, this means that she will have little need to return home to Rashemen. But she will return, once she can wield magic of the third degree and is then elligable for initiation as a Hathran. When she was gifted with her Book of Shadows it contained 3 cantrips and 2 rituals. She used to play with guising herself with her magic, but chose to sacrifice that abililty to empower her Book of Shadows.
(Possible variants for her book of shadow's appearance- its a holed stone on a chain round her neck or its her Alabaster Mask. She has been taught to scribe rituals onto parchment, which she must burn with expensive and exotic fragrant oils. Then rubbing the ashes onto her holed stone or her mask).
Erizel Rashemi 3.pdf
Yanni d'Ghallanda 3rd-level Halfling Ranger Small Male HumanoidArmor Class 16 (scalemail armor)Hit Points 28 (3d10)Speed 25 ft.Sense Normal Str 12 (+1) Dex 17 (+3) Con 14 (+2)Int 10 (+0) Wis 14 (+2) Cha 08 (-1)Alignment neutral goodLanguages halfling, common, elvish, Trait Background Outlander [Wanderer] Outlander Origin: Tribal nomad. Personality Traits: I’m driven by a wanderlust that led me away from home. Ideal: People. Greater Good. It is each person’s responsibility to make the most happiness for the whole tribe. Bond: I am the last of my tribe, it is up to me to ensure their names enter legends. Flaw: There’s no room for caution in a life lived to the fullest. Proficiency (+2) Tools: Musical Instrument (drum) Saving Throws: Strenght +3, Dexterity +5 Skill Athletics +3, Animal Handling +4, Nature +2, Perception +4, Survival +4 Lucky Brave Halfling Nimbleness Stout Resilience Beast Favored Enemy Grassland Natural Explorer Two-Weapon Fighting StyleSpellcasting (Save DC 12, Spell Attack +4) 1st-level (3/days) - cure wounds, goodberry, hunter's markBeast Companion ArchetypeRanger's CompanionPrimeval AwarenessActionsMelee Attacks— Talenta Tangat: +5 to hit (reach 5 ft.; one creature). Hit: 1d6+3 slashing damageRanged Attack—Talenta Boomrang: +5 to hit (range 20/60 ft; one creature). Hit: 1d6+3 piercing damage / 1d6+3 piercing damageEquipment: Talenta tangat (as scrimitar), 8 talenta boomrang (as handaxe), scalemail armor, a backpack including: 6 torch, 5 days rations, a tinderbox, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it, a staff, a hunting trap, a trophy from an animal you killed (slit tongue), a set of traveler’s clothes, and a belt pouch containing 10 gp
Yanni [E-any] was born early in the summer month of nymm in 967 YK in Gatherhold in the Talenta Plains. Short but stocky, he has long braided brown hair and bright green eyes. Yanni wield weapons of his clan; a curved sword mounted on a short shaft called a talenta tanga and simple curved polished sticks called a talenta boomrang, which he is known to dual throw with blinding speed. He was part of a small nomadic clan of halfling that was decimated during an unfortunate encounter with Cannith warforged forces. After, Yanni joined House Ghallanda (which means "helpful hounds" in the halfling tongue) and served during The Last War as a member of the Dragontail Guild providing food and shelter to armies in the field in exchange for gold and a guarantee of neutrality and soon started manifesting the Mark of Hospitality (see Spellcasting). After The Last War ended, Yanni became a Ghallanda Sheperd, roaming the plains and beyond riding his old fastieth dinosaur Mosso, hunting beasts and trading goods, or occasionally searching for lost souls to offer help or hospitality. Mosso is an amphibious fastieth lizard bred by halflings for speed, which can keep pace with common riding horse in spite of its slight size, and capable of swallowing small foes whole and leap surprising distance and for that Mosso has proven a remarkable mount and companion over the years.
Fastieth Dinosaur Medium beast, unaligned Armor Class 13Hit Points 32 (4d8)Speed 30 ft., swim 30 ft.Str 12 (+1) Dex 13 (+1) Con 11 (+0)Int 02 (−4) Wis 10 (+0) Cha 03 (−4)Skills Perception +4, Stealth +5Senses darkvision 30 ft., passive Perception 12Languages —Challenge 1/4 (50 XP)Amphibious. The dinosaur can breathe air and water.Standing Leap. The dinosaur’s long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.Actions Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage, and the target is grappled (escape DC 11). Until this grapple ends, the target is restrained, and the dinosaur can’t bite another target.Swallow. The dinosaur makes one bite attack against a Small or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the dinosaur, and it takes 7 (2d4+2) acid damage at the start of each of the frog’s turns. The dinosaur can have only one target swallowed at a time. If the dinosaur dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone.
Askith Tighn1st-level Human Sorcerer
Armor Class 15 (Draconic Resilience)Hit Points 9Speed 30 ft.Str 08 (-1) Dex 14 (+2) Con 14 (+2)Int 12 (+1) Wis 10 (+0) Cha 16 (+3)Alignment Lawful EvilLanguages Common, Draconic, Elven, Giant
Trait Spellcasting
Sorcerous Origin: Blue Dragon (Lightning)
Feats Spell Sniper (Eldritch Blast) Background Noble (Knight variant)
Personality Trait: If you do me an injury, I will crush you, ruin your name and salt your fields.
Ideal: If I can attain more power then no one will tell me what to do. I hate Hathrans and will see them enslaved.
Bond: My loyalty to my sovereign is unwavering. Flaw: I hide a truly scandalous secret that could ruin my family forever
Proficiency (+2)Daggers, Darts, Slings, Quarterstaffs, Light Crossbows, Three Dragon Ante
Saving Throws: Str -1 Dex 2 Con 4 Int 1 Wis 0 Cha 5
Acr 2 AnH 0 Arc 1 Ath -1 Dec 5 His 3 Ins 0 Int 5 Inv 1 Med 0 Nat 1 Per 0 Prf 3 Prs 5 Rel 3 SoH 2 Ste 2 Sur 0
Spellcasting (Save DC 13, Spell Attack +5) Cantrip - Eldritch Blast, Message, Mage Hand, Shocking Grasp
1st-level - Charm Person, Witch Bolt
Ranged Magic Attack-Eldritch Blast +5 to hit 1d10 force damage range 120'
Melee Magic Attack- Shocking Grasp +5 to hit 1d8 lightning damage
Equipment: A set of fine clothes, a red cloak, a black mask, a signet ring, a scroll of pedegree, a purse containing 36GP, light crossbow, 20 bolts, dungeoneers pack, three dragon ante gaming set, a holy amulet of the Ancient Order, an Arcane Focus (Holy Crystal or Rod), a quarterstaff
Askith Tighn is a Red Knight of the Ancient Order, dedicated to serving the Will of the Hidden Empire. All Red Knights are addressed as M'lady and they scare most people because they speak for the Hidden Empire and can mete out punishment. It is not widely known even amongst scholars, that the Red Knights were descended from Durthans exiled from Rashemen. All Red knights hate Hathrans and seek their destruction and for the Hidden Empires dominion to include Rashemen.
Askith has an apprentice called Yulvara who is studying the Mysteries of the Hidden Empire called the Way. Akiths retainers are her Majordomo Renngoba and her herald Faurgar. Both Renngoba and Faurgar have contacts with the Hidden Empire and are totally dedicated to serving Akiths.
(Apologies folks, I had to do it- yes you will see what Askith Tighn really is and she does serve the Hidden Empire which may or may not be part of the Zhentarim Faction and may only exist where the populace are subjugated by the Red Knights, or the Blue Warders and or the White Guard. Blue Warders are berserker warriors and male wizards (M'lord), whereas the White Guard are the primary warriors of the Hidden Empire, which could possibly be ruling Thay or far worse the next town or village you come to.
Askith Tighn 1.pdf
Askith Tighn 3.pdf
Sixty-four (64!) pre-gen characters as of the time of this post. We're still short on PHB classes, so if you have some to share, by all means please post them. It'd be cool to see some 3rd-level characters as well in case groups are skipping right to subclass for their games.
Let's get this thread up to 100 pre-gen characters this month!
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?"
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Sir Kerian Désol 1st-level Human Fighter Medium Male humanoidArmor Class 18 (chain mail, shield)Hit Points (1d10)Speed 30 ft.Senses NormalStr 16 (+3) Dex 13 (+1) Con 14 (+2)Int 10 (+0) Wis 12 (+1) Cha 14 (+2)Alignment lawful goodLanguages Common, Dwarven
TRAITS Background - Noble Feature: Retainers (Delves, Reginald, and Faulhurst) Proficiency (+2) Tools: gaming set, mounts (land) Saving Throws: Strength (+5), Constitution (+4) Fighting Style - Protection Second Wind
SKILLS Animal Handling +3, Athletics +5, History +3, Persuasion +4
ACTIONSLongsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d8 + 3) slashing damage, or (1d10 + 3) slashing damage if used with two hands.
Lance. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: (1d12 + 3) piercing damage. Sir Kerian has disadvantage on attacks within 5 ft.
Heavy Crossbow. Ranged Weapon Attack: +3 to hit, range 100/400 ft., one taret. Hit: (1d10 + 1) piercing damage.
EQUIPMENT Chain mail, shield, longsword, lance, heavy crossbow with 20 bolts, deck of Three-Dragon Ante, explorer's pack, simple clothes, surcoat emblazoned with the crest of the fallen house Baeldran, 10 gp.
PERSONAL CHARACTERISTICS Traits: "I face problems head on. Simple, direct solutions is the best path to success." Always polite and respectful. Ideal: I do what I must and obey just authority. (Lawful)Bond: Those who fight beside me are worth dying for.Flaw: My hatred for my enemies, namely those responsible for the fall of the family Baeldran, is blind and unreasoning.
BACKSTORY
Kerian wasn't always a knight. At the age of 14 he and his father were the principal blacksmiths in town. Kerian, taking on the role of an apprentice, was just in the beginning stages of learning the craft. His father had set out many chores for him to do before the day could even begin. One such task was getting wood from the nearby forest to start the forge. One misty morning Kerian set out on his chores, heading into the woods for some additional fire wood. It was then he heard the screams.
With his wood-chopping axe in hand he bounded off in search of the desperate cries of fear. What he walked into was a nightmare. A clearing in the woods revealed a small road and that of four dead or wounded guards and a turned over wagon. Across the small clearing was a girl, a few years shy of Kerian's own age, being stalked and toyed with a few ruthless goblins. An ambush by the looks of it, the goblins got as bad as they had dished out for several goblin corpses lie among the fallen guards. Kerian, without hesitating rushed into the clearing and heaved his axe at the closest one. His sudden appearance and assault caught them off guard and before the first goblin could react, the axe slammed into it's chest.
Kerian, sprinting across the open span, had nothing left to attack with but he charge head-long in anyways. As he crossed the mid-way point one of the dying guards tossed his notched blade in Kerian's path. Not missing a beat Kerian picked up the blade and noticed that it's weight and balance were superb. The goblins by now realized what a threat he was and moved in for the kill. The first goblin stabbed straight, nicking Kerian's side. The second goblin attempted to get the upper ground. Kerian felt none of the pain, fueled by adrenaline and simple fear. As the spear went wide he came down with a overhand chop that clove the goblin's head in two. The attack was so powerful that it threw Kerian head over heels and into the now-dead goblin's body. Luck was on his side for had he not fallen, the third goblin would've been able to jump on his back and plant a rusty dagger into his head.
Kerian tried to stand but the third goblin was keeping him down by attempting to stab him multiple times. Back peddling on his hand and feel, Kerian was surely to perish at the ferocious goblins advance. Suddenly a large rock stuck the goblin in the head and dazzled it for a moment. Chancing a quick look over his shoulder, he could see the girl holding another one in her hand, fire and hatred in her eyes. Using the sudden distraction, Kerian retrieved his sword and dealt the final blow that dropped the goblin in a gout o blood and gore. Kerian was relieved to see that the girl was unharmed and even more surprised to find that she was the daughter of the wealthy nobleman Erik Baeldran, whom he and his father often did work for.
Kerian escorted the dame back to her father who, seeing Kerians potential as a solid warrior, instantly granted him the title of knight. Soon Kerian went to the keep of the Baeldrans and trained in the ways of Knighthood. Learning from other knight's in Baeldran court about the ways of politics, royalty, chivalry, and honor. Unfortunately not all of Lord Erik's knights were so astute in these teachings. For there were quite a few knights whom grew tired of the constant taxes and levies they were paying to say in the Lord's good grace. And a coupé had begun.
A few years later Kerian wore the mantle of Knight well, using his training and knowledge to the best of his abilities and even gaining some favor among the ladies of the court. The girl he rescued, the dame Rhiannon, had stolen a special place in his heart and he had longed to court her in earnest. Sadly that would never come to fruition. The coupé had begun and soon knights from all around fought each other. Many taking the side of the Lord while a larger majority took to the side of the betrayers. The ring leader of the coup, a disgraced knight named Dorn Graycastle, led the charge and was solidly routing the opposition. Lord Erik was out of options.
Kerian and a few of the lord's retainers were among the few remaining in the castle as it started to burn. Erik and his two daughters and a handful of guards left without any direction or note and Kerian was left with few options. He could fight to the death OR leave the ruined keep in search of his lord and love. With a heavy heart he escaped the falling keep with the 3 remaining servants and headed into the wilderness. Kerian has vowed to seek vengeance on Sir Dorn and those who betrayed everything they once stood for.
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3rd-Level Human Wizard (Evocation) Medium Male HumanoidArmour Class 11 (no armour)Hit Points 23 (3@ 1d6+3)Speed 25 feetSense NormalStr 10 (+0) Dex 13 (+1) Con 16 (+3)Int 16 (+3) Wis 11 (+0) Cha 11 (+0)Alignment Chaotic-NeutralLanguages Common, Orc, Goblin
TRAITS Background - Sage Feature: Researcher Proficiency (+2) Tools: none Saving Throws: INT, WIS Evocation Savant Sculpt Spells
SKILLS Arcana +5, History +5, Investigation +5, Religion +5
WEAPON ATTACKS
Dagger +3 to hit, 1d4+1 piercing finesse, light, thrown, range(20/60)
SPELLSCantrips: Shocking Grasp, Ray of Frost, Mage HandFocus: Component PouchMagic Ability: INTMAM: +5SaveDC: 13Spells Known: Detect Magic, Disguise Self, Mage Armor, Magic Missile, Shield, Arcane Lock, Blur, Darkness, Levitate, SuggestionSpells Per Day: 4, 2Spell Preparation: 6 Wizard Spells
Spells Prepared: Disguise Self, Magic Missile, Shield, Arcane Lock, Blur, Suggestion
EQUIPMENT Spellbook, Component Pouch, Backpack, Bedroll, Mess Kit, Tinderbox, Torches(10), Day's Rations(10), Waterskin, Hempen Rope - 50ft, Bottle of Ink, Quill Pen, Small Knife, Last Letter from Anwarad The Astromancer, Common Clothes, Green Headband, Prayer Beads, Sewing Needle, 10gp
PERSONAL CHARACTERISTICSTraits: Ravengeld is horribly, horribly awkward in social situations, and he is convinced that people are always trying to steal his secrets.Ideal - Self-Improvement. The goal of a life of study is the betterment of oneself.Bond: Ravengeld has been searching for the answer to the question: how much does the moon weigh?.Flaw: Ravengeld is easily distracted by the promise of information.Religion: Ravengeld worships Calicos, the CN God of Knowledge. Followers of Calicos are required to carry prayer beads and a sewing needle at all times, to wear a green headband on holy days and to give one twelfth of their income to the community
Ravengeld suffered from poor diet as a child and walks awkwardly. Unable to engage in rough-and-tumble with his boyhood peers, he failed to develop social skills and retreated into books. He corresponded frequently with Anwarad The Astromancer who, shortly before his bizarre death - he was struck on the head by a large meteorite whose precise time and location he had accurately predicted - had written to Ravengeld posing the question: how much does the moon weigh? which Ravengeld now feels obliged to try to answer. Lately, he has been studying with another mentor - Trufeld The Unkempt - who is a noted evoker and discoverer of the Moonstorm spell that bears his name. Ravengeld has several times asked Trufeld to cast that spell onto a butcher's scales with a view to determining the weights of the miniature moons that are evoked, but every time the scales (and, in one case, a hapless butcher) have been crushed without any measurement being possible.
1st-level Tiefling Warlock (The Fiend) Medium Male HumanoidArmour Class 13 (studded leather)Hit Points 8 (1d8)Speed 30 feetSense Darkvision 60 feetStr 8 (-1) Dex 13 (+1) Con 10 (+0)Int 16 (+3) Wis 12 (+1) Cha 16 (+3)Alignment NeutralLanguages Common, Infernal
TRAITS Background - Entertainer Feature: By Popular Demand (Instrumentalist) Proficiency (+2) Tools: Disguise kit, fiddle. Saving Throws: Wisdom, Charisma. Darkvision
Resistance to fire damage
Expanded Spell List (burning hands, command)
Uncle Daddy's Blessing
SKILLS Acrobatics +3, Arcana +5, Deception +5, Performance +5.
SPELLSCantrips: Eldritch Blast, Mage Hand, Minor Illusion, Thaumaturgy (racial).Focus: Conductor's wand.Magic Ability: CHAMAM: +5Save DC: 13Spells Known: Command, Hex.Spells Slots: 1 Spell Level: 1st
EQUIPMENT Studded leather armor, conductor's wand (arcane focus), a scholar's pack, two daggers, a fiddle, a container of Jahni's rosin, a belt pouch, and a big ol' belt buckle that says "Don't Mess With Hexes."
PERSONAL CHARACTERISTICSTraits: I know a story relevant to almost every situation.Ideal: Greed. I'm only in it for the money and fame. And souls for Uncle Daddy. (Evil)Bond: Someone stole my precious instrument, and someday I'll get it back.Flaw: A scandal prevents me from ever going home again. That kind of trouble seems to follow me around.
Short on his quota and on time, Hex Arcana headed west to Fandango, looking for souls to steal for his Father (and Uncle) Dispater, Archduke of the Iron City. He came across Falsetto Jones, a bard and confidence man who was going by the name of Jahni Fiddler at the time. Hex challenged Jahni to a fiddling contest with Hex betting his prized golden fiddle against Jahni's soul. Jahni took the bet and they dueled with fiddles until the rising sun. But despite having a band of devils join in, Hex to his utter shock and dismay lost the bet. Jahni was just too damn good. After he snatched up his prize, he called Hex an unkind name, threw him some rosin as a gesture of pity and scorn, and challenged him to another match some day. Since that day, Hex has been scheming to get his golden fiddle back.
Also, he goes on adventures, if it serves Uncle Daddy's purposes.
Ghesh
Dragon-born Barbarian 1/Rogue 1/Sorcerer 1 Medium Male Humanoid Armor Class 13 (leather)Hit Points 16 (1d12, 1d8, 1d6)Speed 30ft.Senses N/A
Str +3 (16)
Dex +2 (14)
Con +0 (10)Int +0 (10)
Wis +0 (10)
Cha +2 (15)
Alignment chaotic neutralLanguages common, draconic, thieves' cant
TRAITS Background - sailor (pirate)
Feature: ship's passage
Draconic ancestry: green dragon
Dragon breath (poison)
Resist poison damage
Expertise
Proficiency (+2)
Tools: Navigators Tools, Thieves’ Tools, Vehicles (water) Saving Throws: Dexterity, Intelligence
Rage
Sneak Attack (+1d6)
Spellcasting
Save DC: 12
Spell attack modifier: +4
Sorcerous origin: wild magic
Wild magic surge
Tides of chaos
Acrobatics +2
Athletics +7 (expertise)
Intimidation +4
Perception +2
Persuasion +6 (expertise)
Sleight of hand +4
SPELLS KNOWN
Blade ward (cantrip)
Burning hands (1st)
Light (cantrip)
Minor illusion (cantrip)
Shield (1st)
True strike (cantrip)
ACTIONS Spear
+5 to hit, 1d6 piercing damage (versatile 1d8, thrown 20/60)
Dagger
+5/+4 to hit, 1d4 piercing damage (finesse, thrown 20/60)
Sling
+4 to hit, 1d4 bludgeoning damage (ammunition, 30/120)
Clothes (common)
Empty ale bottle (the ale was poisoned, it killed his friend, and he's seeking the brewery)
Leather armour
Sling (bullets: 20)
Spear
GP: 28
SP: 8
CP: 4
Personality
I work hard, I play hard.
I once pickled a shipmate in rum and delivered him to his family so he could have a proper burial and they could mourn their father. It was an awkward day, and for once it wasn't because of my looks.
Ideal
Those who do the work share in the reward.
Bond
The gods took our ship at sea. I am utterly loyal to the few survivors.
Flaw
Once someone questions my courage I won't back down, no matter how dangerous the situation.
I had a crappy life growing up, surviving on scraps and constantly having to move. Disaster followed me everywhere. I fell in with pirates as a young man and found myself loving the life, and lived it until the gods smashed our ship at sea. I took that as a sign, so now I wander land, looking for adventure and reward.
I don't like to talk about the magic. I try not to use it because, honestly, it scares me.
Æther1st-level Human Fighter Medium Male Humanoid Armor Class 15 (chain shirt)Hit Points 12 (1d10)Speed 30 ft.Senses normalStr 16 (+3) Dex 14 (+2) Con 14 (+2)Int 10 (+0) Wis 12 (+1) Cha 8 (-1)Alignment Neutral EvilLanguages Common, ElvenTRAITS Background – Criminal Feature: Criminal Contact Criminal Specialty: Hired Killer Proficiency (+2) Tools: Thieves tools, Playing Cards, Saving Throws: Strength (+5), Constitution (+4) Fighting Style: Two-Weapon Fighting (add full damage from ability score to off-hand attack). Second Wind (regain 1d10 + 1 hit points)
SKILLS Athletics (+5), Acrobatics (+4), Deception (+1), Perception (+3), Stealth (+4)ACTIONSMultiattack: Ether can make two Longsword attacks with his action. This uses his bonus action.Longsword (Katana). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1d8 + 3 slashing damage or (1d10 + 3) slashing damage if used with two hands.
Light Crossbow. Ranged Weapon Attack: +4 to hit, range 100/300 ft., one target. Hit: (1d8 + 2) piercing damage.EQUIPMENT Chain shirt, two longswords (Katanas), light crossbow with 20 bolts in quiver, explorers kit, thieves tools, playing cards, 15 gp.
PERSONAL CHARACTERISTICSTraits: Ether is slow to trust. And NEVER tell him the odds for he’s prone to jump into situations without thinking them through.Ideal: I do what I want to be wealthy (Evil).Bond I lost someone I loved once and I plan on never letting that happen again.Flaw: “If there’s a plan, I’ll forget it. If I don’t forget it, I’ll just ignore it.”
BACKGROUND
Very little is known about his background. Authorities know he most likely lived off the streets and only received military training as a recruit in the army of one nation or another. Chances are his megalomania proved to be the reason he was ejected OR he killed someone for getting in his way. His appearance is almost always the same, a tan vest with red shirt and a chain shirt for armor under a black or dark brown hood and cloak. When doing his bed-time work, he often adorns a mask and gloves to reduce the chances of someone obtaining his identity.
Imsh Il-Khan
1st-level Half-Orc Fighter Medium Male Humanoid Armor Class 16 (chain mail)Hit Points 13 (1d10)Speed 30 ft. (not reduced by wearing heavy armor)Sense Darkvision 60ft. Str 17 (+3) Dex 12 (+1) Con 16 (+3)Int 8 (-1) Wis 8 (-1) Cha 13 (+1)Alignment lawful evilLanguages common, orcish
TRAITS Background - Outlander
Feature: Cult of the Dragon Infiltrator
Tools: Poisoner Kit, Vehicles (land)
Saving Throws: Strength, Constitution Fighting Style - Great Weapon
Second Wind
Relentless Endurance
Savage Attacks
Athletics (+5), Intimidation (+3), Insight (+1), Stealth (+3) Deception (+3)
ACTIONSMelee Attacks— Great Sword: +5 to hit (reach 5 ft.; one creature). Hit: 2d6+3 slashin damage (d10 versatile)Ranged Attack—Handaxe: +5 to hit (range 20 ft/60 ft.; one creature). Hit: 1d6+3 piercing damage EQUIPMENT
chainmail, Great sword,(1) Hand axe, back pack, lock of mothers hair, common clothes, potion of healing, Poisoner Kit, tinder box, 10 torches, mess kit, (1)day of rations,waterskin
Trait: “I judge people by their actions, not their words.” “I am incredibly slow to trust. Those who seem the fairest often have the most to hide."
Ideal: Might. “If I become strong I can take what I want-what i deserve.” (Evil)
Flaw: "I openly believe that everyone is beneath me."
Back Story
Imsh Il-Khan fled the north after ogres raided his tribe in the spine of the world. His human mother and himself escaped to Baldur's Gate. There he discovered the nature of..."Civilized" men. He joined the Cult of the Dragon and rode across mountains, slaying all challengers and plundering ancient temples for the benefit of the cult. Eventually his band came to fear his prowess and turned their blades on him. He could have slain anyone of them but combined he succumbed to spell and blade. They left him to take the blame for the slaughter and pillageing of a small hamlet and butchered any kin he had left in the cult. His hatred for Rezmir and the others ran deep, deep enough something outside this world felt it. A cruel and powerful entity answered his desire for revenge. In exchange for the power to break free of his bonds and wreak vengeance on his betrayers he agreed to be it's champion in the mortal realm. The souls he slays feeds it's hunger. Bursting from his bonds he slew all who stood before him, pausing only to give special attention to his tormentors. Whispering to Imsh from a distant plane, his patron led him to Greenrest.
Progression beyond level 1
at level 3 multiclass in warlock-fiend pact and choose hex as a spell, target constitution to amplify your use of poison. Use downtime days to create poison.You can also wait till 6th level to multiclass. Two levels in warlock would suffice in adding a strong base for more dps, repelling blast and disguise self are useful invocations. wield a two handed weapon and take the great weapon master feat, war caster feat.
Stand among the corpses as a god of destruction and smile in the ecstasy of triumph.Imsh.pdf
swurvDESN wrote: Imsh Il-Khan .. Back Story
..
Arnwolf Hill Dwarf Barbarian Berserker 1 Background: Noble Alignment CG
Str 13
Dex 12
Con 17
Int 8
Wis 11
Cha 14
Athletics
Intimidation
Persuasion
History
Arnwolf is a dwarven barbarian of the clan of the Northern Wind. Son of a great war chieftain. As such he is trained in the diplomacy and lore of his people. I wanted to play the guy who can take a beating better than anyone. So I went for an all hit point point realizing I will not hit much because of the low strength. But I like the charisma for intimidation and persuasion purposes. I think I will have him using a Battle Axe and shield, though I am still debating Great Axe.
Doomguide Daulfgrund1st-level Human Cleric Medium Male HumanoidArmor Class 18 (scale mail + shield)Hit Points 10 (1d8)Speed 30 ft.Sense NormalStr 13 (+1) Dex 14 (+2) Con 15 (+2) Int 08 (-1) Wis 16 (+3) Cha 11 (+0)Alignment lawful neutralLanguages common, undercommonTrait Background Urchin [City Secrets] Personality Trait: I bluntly say what other people are hinting at or hiding, I eat like a pig and have bad manners. Ideal: People. I help people who help me - that's what keeps us alive. Bond: I owe a debt i can never repay to the person who took pity of me, Doomguide Yovir Glandon. Flaw: I will never fully trust anyone other than myself. Proficiency (+2) Tools: Disguise kit, thieves’ tools Saving Throws: Wisdom +5, Charisma +2 Skill Insight +5, Religion+1, Sleight of Hand +4, Stealth +4 Spellcasting (Save DC 13, Spell Attack +5) Cantrip (at will) - guidance, sacred flame, chill touch, spare the dying 1st-level (2/days) - bless, cure wounds, false life*, guiding bolt, inflict wound*, shield of faith, Death Domain ReaperActionsMelee Attack— Mace: +3 to hit (reach 5 ft.; one creature). Hit: 1d6+1 bludgeoning damageRanged Attack—Chill Touch +5 to hit (range 120 ft; two creatures). Hit: 1d8 necrotic damage, and it can’t regain hit points until the start of your next turn. Until then, the hand clings to the target. If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn.Equipment: scalemail, holy symbol of Kelemvor engraved on shield, mace, explorer's pack: backpack, bedroll, mess kit, hempen rope 50 ft, tinderbox, 10 torch, ration 10 days, waterskin, a small knife, a map of Phlan, a pet mouse, a stone thumb (a token to remember your parents by), a set of common clothes, the shell of an egg painted with scenes of human misery in disturbing detail and a belt pouch containing 10 gp
Daulfgrund [DOLF-grunnd] was born in 1472 DR in Phlan but grew up as an urchin in the streets after his parents were petrified by a cockatrice. Daulfgrund was taken off the streets of Phlan by Doomguide Yovir Glandon and brought to Valhingen Graveyard to help Kelemvorite tend the garden in exchange for food and entered Kelemvor priesthood when he reached maturity despite his young age. Daulfgrund has a old grey mouse named Kiri he has kept as pet from the time he lived in the street and which he has spared from dying since then. Kiri nowadays remain hidden on his person but is often seen crossing from a under the cloak to between shoulder armor plates for exemple.
Sir Vilemar Uskevren4th-level Human Fighter Medium Male HumanoidArmor Class 20 (plate + shield)Hit Points 36 (4d10)Speed 30 ft.Sense NormalStr 17 (+3) Dex 14 (+2) Con 15 (+2) Int 10 (+0) Wis 13 (+1) Cha 08 (-1)Alignment lawful goodLanguages common, giant, undercommonTrait Background Noble [Position of Privilege] Personality Trait: Despite my noble birth, I do not place myself above other folk. We all have the same blood. Ideal: Noble Obligation. It is my duty to protect and care for the people beneath me. Bond: The common folk must see me as a hero o f the people. Flaw: I too often hear veiled insults and threats in every word addressed to me, and I’m quick to anger.Proficiency (+2) Tools: Cartographer's tool, dragonchess set Saving Throws: Strenght +5, Constitution +4Skill Athletics +5, Acrobatics +4, History +2, Perception +3, Persuasion +1Feat heavy armor master, sentinelDueling Fighting StyleSecond Wind (1/rest)Action Surge (1/rest)Battlemaster Martial ArchetypeCombat Superiority (4d8 superiority dice, save DC 13) Maneuvers: menacing attack, parry, riposte attack, ActionsMelee Attack— Longsword: +5 to hit (reach 5 ft.; one creature). Hit: 1d8+5 slashing damageRanged Attack—Javelin +5 to hit (range 30/120 ft; one creatures). Hit: 1d6 +5 piercing damageEquipment: plate, shield, longsword, warhammer, sheaf of 6 javelins, explorer's pack: backpack, bedroll, mess kit, hempen rope 50 ft, tinderbox, 10 torch, ration 10 days, waterskin,a set of fine clothes, a signet ring, a scroll of pedigree, and a purse containing 25 gp.
Vilemar [V-lay-MAR] was born in 1465 DR in Sembia. Of noble birth, he is the son of Phaldinor II from the Uskevren house (meaning "too bold to hide" in some forgotten tongue), a noble family of Selgaunt who live primarily in Stormweather Towers, with a house badge depicting a gold horse-head-and-fouled-anchor. Their money originally stockpiled through piracy but the family was nearly destroyed in the 1330s DR by rival families who discovered their illicit means of money-making and they since then rebuilt their finance and reputation by bying and selling land. Vilemar left Sembia to adventure and enter legends among other heroes of the realms.
Stern Sentinel Draglarodarrgarthian 3rd-level Gnome Paladin Small Male HumanoidArmor Class 17 (studded leather, shield)Hit Points 25 (3d10)Speed 25 ft.Sense darkvision 60' Str 08 (-1) Dex 16 (+3) Con 13 (+1) Int 12 (+1) Wis 12 (+1) Cha 14 (+2)Alignment lawful neutralLanguages gnomish, dwarvish, common, small beastTrait Gnome Cunning Natural Illusionist Speak With Small Beast Background Guild Artisant [Guild Membership] Guild Business: Armorer. Personality Traits: I believe that anything worth doing is worth doing right. I can’t help it— I’m a perfectionist. Ideal: Respect. Community. It is the duty of all civilized people to strengthen the bonds of community and the security of civilization. Bond: One day I will return to my guild and prove that I am the greatest artisan of them all. Flaw: I’m horribly jealous of anyone who can outshine my handiwork. Everywhere I go, I’m surrounded by rivals. Proficiency (+2) Tools: Artisant tool (smith's tools) Saving Throws: Wisdom +3, Charisma +4 Skill Insight +3, Perception +4, Persuasion +4, Religion +3 Divine Sense Lay On Hands Dueling Fighting Style Spellcasting (Save DC 12, Spell Attack +4) Cantrip (at-will) - minor illusion 1st-level (3/day) - cure wounds, divine favor, protection from evil & good*, sanctuary*, thunderous smiteDivine SmiteDivine HealthSacred Oath of DevotionChannel Divinity: Sacred Weapon, Turn The UnholyActionsMelee Attacks— Shortsword: +5 to hit (reach 5 ft.; one creature). Hit: 1d6+5 piercing damage / 1d6+2 piercing damageRanged Attack—Sling +5 to hit (range 30/120 ft; one creature). Hit: 1d4+3 bludgeoning damage Equipment: studded leather armor, shield engraved with a holy symbol of Gaerdal Ironhand (a steel band worn on the right forearm), open face helm, 2 shortswords, sling with 20 bullets, backpack, bedroll, mess kit, 50 feet of hempen rope, tinderbox, 10 torch, ration 10 days, waterskin, winter blanket, smith's tools, a letter of introduction from the Bludgeonkin Armorer's guild, a set of traveler’s clothes, map containing half of a floorplan for a castle, and a belt pouch containing 15 gp
Draglarodargarthian [DRAG-la-ro-DAR-GARRE-cien] was born during the mid 1400's DR in a a shallow burrow in the Rathgaunt Hills, located due east of Lake Lhespen and the Shaar.Built on a short but solid stature, Draglarod (often simply called to "Drag") has long grey-white hair and sideburns, striking blue eyes and bulbous large nose typical of all gnomes. He was raised in a Temple of Gaerdal Ironhand called Shield of the Rathgaunt Hills, a fortified subterranean stronghold formed from worked caves serving as both houses of worship and defensive fortifications. Draglarod entered paladinhood and climbed the rank up to Stern Sentinel as a stalwart defender of the Forgotten Folk. Draglarod is also member of The Shields of the Golden Hills, an organized militant order of Gaerdalite devoted to protecting gnomes outside Forgotten Folk communities and so he is rarely found within the Shield nowadays, instead traveling across the realms and helping, protecting and defending gnomes whenever he can.
Kyna
3rd-level Half-Elf Nature Cleric
Medium Female Humanoid
Armor Class 18 (chain mail + shield)
Hit Points 24 (3d8)
Speed 30 ft.
Sense darkvision 60'
Str 13 (+1) Dex 08 (-1) Con 14 (+2)
Int 12 (+1) Wis 16 (+3) Cha 14 (+2)
Alignment chaotic good
Languages common, elvish, and 3 more
Background Acolyte [Shelter of the Faithful]
Personality Trait: Nothing can shake my optimistic attitude. Ideal: Charity. I always try to help those in need, no matter what the personal cost. (Good) 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.
Trait
Fey Ancestry
Saving Throws Wisdom +5, Charisma +4
Skill History +3, Insight +5, Nature +3, Perception +5, Persuasion +4, Religion +3, Survival +5
Spellcasting (Save DC 13, Spell Attack +5)
Cantrip (at-will) - shillelagh*, guidance, sacred flame, spare the dying
1st-level (4/day) - animal friendship*, speak with animals*, bless, cure wounds, detect magic, shield of faith
2nd-level (2/day) - barkskin*, spike growth*, aid, hold person
Channel Divinity: Turn Undead, Charm Animals and Plants
Actions:
Melee Attacks - Quarterstaff: +3 to hit (reach 5 ft.; one creature).
Hit: 1d6+1 bludgeoning damage
Melee Attacks - Shillelagh: +5 to hit (reach 5 ft.; one creature).
Hit: 1d8+3 bludgeoning damage
Ranged Attacks - Light Crossbow: +1 to hit (range 80/320 ft.; one creature).
Hit: 1d8-1 piercing damage
Equipment: A quarterstaff, chain mail, light crossbow and 20 bolts, a priest's pack: (a backpack, a blanket, 10 candles, a tinderbox, an alms box, 2 blocks of incense, a censer, vestments, 2 days of rations, and a waterskin), shield, holy symbol (a gift to you when you entered the priesthood), a prayer book or prayer wheel, 5 sticks of incense, vestments, a set of common clothes, and a belt pouch containing 15 gp
Note: I am posting Althaea's full stats in their entirety and in a manner that will allow for direct transfer/copying to the official character sheets (with a homebrewed sheet with lines 'added' in as the 3rd page out of 4). Hopefully, I will not be 'burned at the stake' for breaking away from the normal presentation format used in this thread.
Character Name: Althaea Ilphelkiir (Gemblossom)Class & Level: Sorceress (Sorcerer), 1Background: HermitRace: Wood ElfAlignment: Chaotic GoodExperience Points: 0 (Goal: 300)Sex: Female, Medium Humanoid
Strength: 11 (+0) Dexterity: 13 (+1) Constitution: 16 (+3)
Intelligence: 11 (+0) Wisdom: 15 (+2) Charisma: 16 (+3)
Inspiration: 0
Proficiency Bonus: +2
Saving Throws: Strength (+0), Dexterity (+1), Constitution* (+5), Intelligence (+0), Wisdom (+2), Charisma* (+5)
*Denotes Class Proficiency
Skills: Acrobatics (+ 1), Animal Handling (+ 2), Arcana* (+ 2), Athletics (+ 0), Deception (+ 3), History (+ 2), Insight (+ 2), Intimidation (+ 3), Investigation (+ 2), Medicine* (+ 4), Nature (+ 2), Perception** (+ 4), Performance (+ 3), Persuasion* (+ 5), Religion* (+ 2), Sleight Of Hand (+ 1), Stealth (+ 1), Survival (+ 2)
*Denotes Proficiency
**Denotes Racial Proficiency
Passive Wisdom (Perception): 14
Armour: None
Weapons: Daggers, Darts, Slings, Quarterstaffs, Light Crossbows PLUS: Weapons available to Althaea due to her ‘Elf Weapon Training’ (Proficiency with Longswords, Shortswords, Longbows, and Shortbows)
Tools: Herbalism Kit (+2 Proficiency On Rolls When Using This Kit)
Languages: Common, Elven, and Sylvan
Armour Class: 11
Initiative: +1
Speed: 35 Feet
Current Hit Points: 9 (1d6 + 3 from Constitution Bonus)
Temporary Hit Points: 0
Hit Dice (Total): 1d6
Longsword (Melee) -- Attack Bonus: +2 -- Damage Type: 1d8 Slashing, 1d10 Versatile -- (Reach 5 Feet, One Creature)
Shortbow (Ranged) -- Attack Bonus: +3 -- Damage Type: 1d6 + 1 Piercing -- (Range: 80’/320’), Ammunition, Two-Handed
Dagger Part 1 (Melee) -- Attack Bonus: +2 -- Damage Type: 1d4 Piercing -- (Reach 5 Feet, One Creature), Light, Finesse (See Below)
Dagger Part 2 (Ranged) -- Attack Bonus: +3 -- Damage Type: 1d4 + 1 Piercing -- (Range: 20’/60’)
Ranged Cantrip Attacks -- Attack Bonus: +5 (2 Proficiency + 3 Charisma) -- Cantrips Affected: Chill Touch (Range: 120 Feet), Fire Bolt (Range: 120 Feet), Ray Of Frost (Range: 60 Feet)
PP: 4, GP: 6, EP: 0, SP: 12, CP: 5
Weapons: Longsword, Shortbow, and Dagger
Personality Traits: I feel tremendous empathy for all who suffer. Althaea’s feelings on this are partially the result of the accidental injury (Wild Magic Surge) to her childhood best friend.
Ideals: Respect --> People deserve to be treated with dignity and respect. (Good)
Bonds: My family and clan are the most important things in my life, even when they are far from me.
Flaws: I am easily distracted by the promise of information/knowledge. This is especially true if Althaea thinks the knowledge can help her better control her powers so that she never accidentally hurts another person she cares about.
Senses: Darkvision (60 Feet)
Fey Ancestry: You have advantage on saving throws against being charmed and magic cannot put you to sleep.
Trance: Elves do not need to sleep. Instead, they meditate deeply, remaining semi-conscious, for 4 hours a day. (The Common word for such meditation is “trance”.) While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.
Elf Weapon Training: Elves have proficiency with Longswords, Shortswords, Longbows, and Shortbows.
Fleet Of Foot: Your base walking speed increases to 35 feet (from the normal base of 30 feet for Elves).
Mask Of The Wild: You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.
Life of Seclusion: I retreated from society after a life-altering event. Althaea’s magic (Wild Magic Surge) accidentally injured her best friend when she was younger.
Feature: Discovery (A Site That No One Has Ever Seen Before) --> During her time away from others as a Hermit, Althaea discovered a small spring that is brimming with wild magic. The power levels are not high, but an individual ‘could’ harness the spring’s power for minor magical purposes or uses. If the water is stored in a vessel away from the spring for more than 30 minutes, it reverts to normal water.
Wild Magic Surge: Starting when you choose this origin at 1st level, your Spellcasting can unleash surges of untamed magic. Immediately after you cast a sorcerer spell of 1st level or higher, the DM can have you roll a d20. If you roll a 1, roll on the Wild Magic Surge table to create a random magical effect.
Tides Of Chaos: Starting at 1st level, you can manipulate the forces of chance and chaos to gain advantage on one attack roll, ability check, or saving throw. Once you do so, you must finish a long rest before you can use this feature again. Any time before you regain the use of this feature, the DM can have you roll on the Wild Magic Surge table immediately after you cast a sorcerer spell of 1st level or higher. You then regain the use of this feature.
Age: 103 Years Old
Height: 5’6”
Weight: 122 Pounds
Eye Colour: Hazel
Hair Colour: Reddish-Blonde
Appearance: Copperish Coloured Skin
Character Appearance: See image above.
Althaea’s magical powers are due to her being specially blessed by a Dryad at birth. Her early childhood was quiet and happy, but her powers did eventually manifest and caused her some problems as she struggled to learn how to control them.
The breaking point for Althaea came when her magic accidentally injured her best friend (Wild Magic Surge). Her friend recovered without problems and did not blame Althaea for the accident, but it was just too much for Althaea to handle.
So, upset and scared, Althaea decided to leave her home for a while so that she could focus on getting her powers under control without hurting anyone else she cared about. While her family and friends did not want to see her leave, they did respect her decision to do so.
After some time spent in isolation, Althaea has made a wonderful discovery (the secret magical spring) and gained control over her powers. The secret spring did help her while experimenting with her powers and learning to control them. She has since returned home and is now ready to seek adventure.
Allies & Organisations: None
Additional Features & Traits: Althaea has no scars or unusual marks on her person. She does tend to favour clothing, colours, jewellery, and other items that lend themselves to an Autumn theme.
Treasure: None outside of her remaining coinage at the moment.
Backpack (5 pounds), 30 pounds gear capacity
In Backpack: Clothes, Traveller’s (4 pounds), Rations, 5 Days (10 pounds), Waterskin (5 pounds when full), Torches, 4 (4 pounds), Tinderbox (1 pound), Sack (0.5 pounds), Herbalism Kit (3 pounds)
Attached To Sides Of Backpack: Quiver with 20 Arrows (2 pounds), Bedroll (7 pounds)
Belt Pouch (1 pound)
In Belt Pouch: Arcane Focus (Large Round Crystal, 1 pound), Trinket (A Shard Of Obsidian That Always Feels Warm To The Touch), Chalk, 1 Piece (0 pounds), Mirror, Steel (0.5 pounds)
Maximum Encumbrance: 165 pounds
Current Encumbrance: 48 pounds (Includes all weapons, equipment, etc.)
Spellcasting Class: Sorcerer
Spellcasting Ability: Charisma
Spell Save DC: 13 (8 + 2 Proficiency + 3 Charisma)
Spell Attack Bonus: +5 (2 Proficiency + 3 Charisma)
Arcane Focus: Large Round Crystal
Chill Touch
Necromancy Cantrip
Casting Time: 1 Action
Range: 120 Feet
Components: Verbal, Somatic
Duration: 1 Round
You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 necrotic damage, and it cannot regain hit points until the start of your next turn. Until then, the hand clings to the target.
If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn.
This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Fire Bolt
Evocation Cantrip
Duration: Instantaneous
You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it is not being worn or carried.
This spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
Light
Range: Touch
Components: Verbal, Material (A Firefly or Phosphorescent Moss)
Duration: 1 Hour
You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be coloured as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action.
If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.
Ray Of Frost
Range: 60 Feet
A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 cold damage and its speed is reduced by 10 feet until the start of your next turn.
The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Burning Hands
1st-Level Evocation
Range: Self (15-Foot Cone)
As you hold your hands with the thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one.
The fire ignites any flammable objects in the area that are not being worn or carried.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Mage Armour
1st-Level Abjuration
Components: Verbal, Somatic, Material (A Piece of Cured Leather)
Duration: 8 Hours
You touch a willing creature who is not wearing armour and a protective magical force surrounds it until the spell ends. The target’s base AC becomes ‘13 + its Dexterity modifier’. The spell ends if the target dons armour or if you dismiss the spell as an action.
1st Level: 2
71 PCs in this thread so far - let's shoot for 100!
I'll be working on a ranger tonight... what character concept has been rattling around in your noggin?
and his ornery boar companion
3rd-level Variant Human Ranger (Beast Master)
Medium Male HumanoidArmour Class 16 (studded leather, shield)Hit Points 25 (3d10+3)Speed 30 feetSense normalStr 14 (+2) Dex 14 (+2) Con 12 (+1)Int 10 (+0) Wis 16 (+3) Cha 8 (-1)Alignment NeutralLanguages Common, Elven
TRAITS Background - Outlander (Fisherman) Feature: Wanderer Proficiency (+2) Tools: Harmonica. Saving Throws: Strength, Dexterity. Favored Enemy: Beasts
Natural Explorer (Swamp)
Archery Fighting Style
Primeval Awareness
Ranger's Companion (Boar)
SKILLS Animal Handling +5, Athletics +4, Nature +2, Perception +5, Stealth +4, Survival +5.
Trident +4 to hit, 1d6+2 piercing thrown (20/60), versatile (1d8)
Net
+6 to hit, no damage, thrown (5/15)
SPELLSMagic Ability: WISMAM: +5Save DC: 13 Spells Known (3): cure wounds, hunter's mark, speak with animals.Spells Slots: 3
Studded leather armor, shield, trident, net (x3), explorer's pack, harmonica, fishing trophy, set of traveler's clothes, fishing tackle, belt pouch with 10 gp, glass orb filled with moving smoke.
PERSONAL CHARACTERISTICSTraits: I place no stock in wealthy or well-mannered folk. Money and manners won't save you from a hungry owlbear.Ideal: Nature. The natural world is more important than all the constructs of civilization. (Neutral)Bond: An injury to the unspoiled wildnerness of my home is an injury to me.Flaw: I am too enamored of ale, wine, and other intoxicants.
Red Creek Rufus is a fisherman first and an adventurer second. While he'd rather be fishing all the time, Rufus knows that there are forces in the world that would see all his favorite fishing spots burn if they could find 'em. And though he's getting too old for this ****, he finds himself compelled to act when the despoilers of nature need to be stopped. One of his fishing spots is up around Old Owl Well and he's gotten the sense that not all is right in that area of late, having picking up the telltale signs of undead lingering in the area. Sometimes he brings his catch in to Fandango to trade for finished goods, but has been keeping clear of the place lately due to the Redbrands.
Red Creek Rufus' longtime companion is a cantankerous wild boar he calls Belvedere. Rufus has spent more time talking to that pig than talking to other people and he considers Belvedere a good listener and the only fan of his often shabby harmonica performances. Both Red Creek Rufus and Belvedere have a grudge against Jeremiah the Bullfrog, a local druid. Red Creek landed the biggest fish in his entire life one day - but his excitement was dashed when the fish turned into a naked man who promptly ran off with a hook in his lip. On a different occasion, Belvedere thought he found himself a mate and fell head over hooves in love, but again, it was just Jeremiah in boar form. Rufus knows that Jeremiah is up near Tumbleweed now and good riddance - he hopes the druid gets eaten by the green dragon he sensed up that way. It would serve him right.
(The statistics for Belvedere can be found in the DM Basic Rules.)
iserith wrote: BACKSTORY Red Creek Rufus is a fisherman first and an adventurer second. While he'd rather be fishing all the time, Rufus knows that there are forces in the world that would see all his favorite fishing spots burn if they could find 'em. And though he's getting too old for this ****, he finds himself compelled to act when the despoilers of nature need to be stopped. One of his fishing spots is up around Old Owl Well and he's gotten the sense that not all is right in that area of late, having picking up the telltale signs of undead lingering in the area. Sometimes he brings his catch in to Fandango to trade for finished goods, but has been keeping clear of the place lately due to the Redbrands. Red Creek Rufus' longtime companion is a cantankerous wild boar he calls Belvedere. Rufus has spent more time talking to that pig than talking to other people and he considers Belvedere a good listener and the only fan of his often shabby harmonica performances. Both Red Creek Rufus and Belvedere have a grudge with Jeremiah the Bullfrog, a local druid. Red Creek landed the biggest fish in his entire life one day - but his excitement was dashed when the fish turned into a naked man who promptly ran off with a hook in his lip. On a different occasion, Belvedere thought he found himself a mate and fell head over hooves in love, but again, it was just Jeremiah in boar form. Rufus knows that Jeremiah is up near Tumbleweed now and good riddance - he hopes the druid gets eaten by the green dragon he sensed up that way. It would serve him right.
Red Creek Rufus' longtime companion is a cantankerous wild boar he calls Belvedere. Rufus has spent more time talking to that pig than talking to other people and he considers Belvedere a good listener and the only fan of his often shabby harmonica performances. Both Red Creek Rufus and Belvedere have a grudge with Jeremiah the Bullfrog, a local druid. Red Creek landed the biggest fish in his entire life one day - but his excitement was dashed when the fish turned into a naked man who promptly ran off with a hook in his lip. On a different occasion, Belvedere thought he found himself a mate and fell head over hooves in love, but again, it was just Jeremiah in boar form. Rufus knows that Jeremiah is up near Tumbleweed now and good riddance - he hopes the druid gets eaten by the green dragon he sensed up that way. It would serve him right.
That is some backstory, especially the part about his 'quarrel' with Jeremiah ha ha!
I have a litmus test for my PCs: "Will everyone remember this character after the game is done?" That's what I shoot for in both design and in play.
You know you're gonna have to put all these onto character sheets next, right?
Print 'n' play
-Brad
Bawylie's Dungeon Mastery blog!
Players 101
DM 101
bawylie wrote: You know you're gonna have to put all these onto character sheets next, right? Print 'n' play
I would not envy anyone that task with over 70 pre-gens in the thread now!
If I get the time, I hope to get the stats for Althaea transferred into one of the form fillable sheets, but I will have to wait and see how busy things stay here.
3rd-level Human Paladin (Oath of the Ancients)
Medium Male HumanoidArmour Class 18 (chain mail, shield)Hit Points 26 (3d10+6)Speed 30 feetSense normalStr 14 (+2) Dex 9 (-1) Con 15 (+2)Int 11 (+0) Wis 13 (+1) Cha 16 (+3)Alignment Neutral GoodLanguages Common, Elven
TRAITS Background - Noble (Knight) Feature: Retainers Proficiency (+2) Tools: Playing Cards. Saving Throws: Wisdom, Charisma. Divine Sense
Lay on Hands
Fighting Style (Protection)
Divine Smite
Oath of the Ancients
Feature: Nature's Wrath
Feature: Turn the Faithless
SKILLS Athletics +4, History +2, Persuasion +5, Religion +2.
Lance +4 to hit, 1d12+2 piercing (reach, special)
Longsword
+4 to hit, 1d8+2 slashing (versatile d10)
SPELLSMagic Ability: CHAMAM: +5Save DC: 13Spells Prepared: bless, compelled duel, cure wounds, ensnaring strike, heroism, speak with animals.Spells Slots: 3
lance, longsword, chain mail, shield, holy symbol (a windmill), explorer's pack, set of fine clothes, signet ring, a scroll of pedigree, a purse containing 25 gp, and a brass orb etched with strange runes (trinket).
PERSONAL CHARACTERISTICSTraits: Despite my noble birth, I do not place myself above other folk. We all have the same blood.Ideal: Noble Obligation. It is my duty to protect and care for the people beneath me. (Good)Bond: I am in love with the heir of a family that my family despises - Dulce Lorenzo.Flaw: Sometimes I confuse mundane situations for heroic stories I've read about and act inappropriately.
Don Hidalgo Pronto, a minor noble growing into his later years, was obsessed with tales of knights and adventures, devouring book after book in his once-great library. One day after eating a purple worm pupa floating at the bottom of a bottle of tequila distilled in Fandango, Don Hildalgo wandered off into the desert known as The Stain believing he was a knight-errant on a mission to rid the world of evil and demonstrate goodness by his deeds. After many trials and visions that may have shattered his mind entirely, he took on the name of Don Coyote and drew a group of ragtag retainers to his side. Together they go on quests both real and imagined throughout the region.
Retainers:
Tryggvi Lithyl
2nd-level Human Bard (variant) Medium Male Humanoid Armor Class 14 (studded leather armor)Hit Points 17 (2d8 hit dice)Speed 30 ft. Str 8 (-1) Dex 15 (+2) Con 14 (+2)Int 12 (+1) Wis 8 (-1) Cha 16 (+3)Alignment True NeutralLanguages common, dwarvish
TRAITS Background - Sailor
Feature: Ship's Passage
Tools: Disguise Kit, Vehicles (water)
Saving Throws: Strength, Constitution
Feat: Healer
Bardic Inspiration
Jack of all trades
Song of rest
acrobatics (+4), arcana (+3), deception (+5), Stealth (+4), history (+4) performance (+5)
SPELLS
Cantrips
Vicious Mockery, mage hand
Level One
Cure wounds, Feather fall, Thunder wave, Sleep, Bane
ACTIONSMelee Attacks— Rapier: +4 to hit (reach 5 ft.; one creature). Hit: 1d8+2 slashing damage EQUIPMENT
Studded leather armor, Rapier, backpack, bedroll, 2 costumes, 5 candles, 5 days rations, waterskin, disguise kit*, potion of healing*, 10 torches, tinderbox, mess kit, horn, component pouch, healers kit, common clothes
Trait: I'm driven by a wanderlust that led me away from home. I stretch the truth for the sake of a good story.
Ideal: Tradition. The stories, legends and songs of the past should never be forgotten, for they teach us who we are.
Flaw: Word has reached home I might have been in league with a Cult of the Dragon agent, I can't go home until this scandal has been resolved. That kind of trouble seems to follow me around.
Past the Whalebones Isles, across the Trackless Sea, lies Ruathym, haven of scoundrels, raiders, cutthroats, and killers in the bloodiest barbaric traditions north of the Moonshaes. As a youth, Tryggvi waited impatiently to come of age and join the seasonal southern raids of his countrymen, eagerly absorbing the tales of distant lands they brought back with the plunder. The proud raiders boasted of desperate battles at sea, of ceaseless storms and sea monsters and foreign towns cloaked in sheets of cascading flames. Tryggvi committed these stories to memory, adding his own embellishments to create an oral history for his people—vowing to one day make a place for himself within it. Key to Tryggvi's youthful mythology was Arumark Lithyl, one of the few honorable First Axe's of Ruathym, Knight of Myth Drannor and his great-great-grandfather. Tryggvi's account of Arumarks's victory over the Luskan Navy became something of a phenomenon in the Isle's capitol settlement of Ruathym. Other skalds tried to outdo Tryggvi's telling, adding ever more fantastic feats to the story, increasing Arumark's legacy. Nevertheless, even the embellishments acknowledged the original tale as Tryggvi's as much as that of Arumark Lithyl, and the young storyteller became a minor celebrity in Ruathym. When he turned 17 later that year, Fjorin Ruthmaald, a captain of a long ship, claimed him for his crew and appointed Tryggvi as his personal lorekeeper and legend-spinner. Tryggvi set out on Fjorin Ruthmaald's Long Ship, the Sea Wench, among a crew of raiders with hungry eyes on the sword coast. Not a fortnight had passed when Sigbjorn, a despicable scallywag, staged a mutiny at sea. He discovered Fjorin had been smuggling goods across the sea for the Cult of the Dragon. A victorious Sigbjorn had his slain enemies thrown overboard, food for seabirds and the ravenous beasts of the sea. Tryggvi awoke among floating debris, near a rocky beach, to witness Fjorin's death. In his final words Fjorin implored Tryggvi to investigate the cult and undo the evil he has helped foster. He urged to begin the search in the town of Phlan. Tryggvi knows that his journeys must continue until his deeds shine like those of Arumark. Only then will the Saga of Tryggvi be complete.
*I borrowed heavily from an Iconic of paizo for this story. Erik mona's character HakonTrygvvi.pdf
Kaeniaf'yr Nurbonnis3rd-level Drow Sorcerer Medium Male HumanoidArmor Class 16 (mage armor)Hit Points 17 (3d6)Speed 30 ft.Sense darkvision 120 ft. Str 08 (-1) Dex 16 (+3) Con 13 (+1) Int 10 (+0) Wis 12 (+1) Cha 16 (+3)Alignment chaotic neutral (evil tendencies)Languages elvish, common, undercommonTrait Keen Sense Fey Ancestry Trance Sunlight Sensitivity Drow Weapon Training Background Guild Artisan [Guild Membership] Guild Business: Alchemists and apothecaries Personality Trait: I always want to know how things work and what makes people tick. Ideal: Freedom. Everyone should be free to pursue his or her own livelihood. Bond: I will get revenge on the evil forces that destroyed my place of business and ruined my livelihood, my sisters. Flaw: I’m never satisfied with what I have— I always want more. Proficiency (+2) Tools: Artisan's tool (alchemist's supplies) Saving Throws: Constitution +3, Charisma +5 Skill Arcana +12, Insight +3, Persuasion +5, Thievery +5 Spellcasting (Save DC 13, Spell Attack +5) Cantrip (at will) - acid splash, fire bolt, poison spray, mage hand, dancing lights* 1st-level (4/days) - mage armor, sleep, thunderwave, faerie fire* (1/day) 2nd-level (2/days) - scorching ray Wild Magic Sorcerous Origin Wild Magic Surge Tides of Chaos Font of Magic (3 sorcery points) Metamagic [Quickened Spell, Twinned Spell] ActionsMelee Attack— Shortsword: +5 to hit (reach 5 ft.; one creature). Hit: 1d6+3 piercing damageRanged Attack—Fire Bolt +5 to hit (range 120 ft; one creatures). Hit: 1d10 fire damage Equipment: 2 shortswords, explorer's pack: backpack, bedroll, mess kit, hempen rope 50 ft, tinderbox, 10 torch, ration 10 days, waterskin, a piece of crystal that faintly glows in the moonlight. house insignia, a desintegrated piwafwi, a set of artisan’s tools (alchemist's supplies), a letter of introduction from Menzoberranzan's Alchemist guild, a set of traveler’s clothes, and a belt pouch containing 15 gp
Kaeniaf'yr [K-niaff-FYR] was born in 1372 DR in Menzoberranzan in the Underdark. He has a decrepit appearance with raggy hair, twisted teeth and weird habbits. Kaeniaf'yr is an outcast from 21st-ranked noble drow house of Menzoberranzan, which he was the alchemist for many years. Always regarded as crazed male, he was frequently tortured by female priestess of Lolth for his broken mind and deviant practices. Kaeniaf'yr is now a renegade sorcerer roaming the surface world of faerun after a disaster destroyed his laboratory during a failed experiment; a spell backfired causing a wild surge and teleporting him far away to the surface, which he always suspected was the fault of his sisters. He appeared in the Moonsea region and started to study the area and collect plants after he started to get used to the exterior sunlight.
8nd-level Rock Gnome Rogue (Assassin) Small Female Humanoid Armor Class 16 (DEX + Ring of Protection +2)Hit Points 67 (8d8 hit dice)Speed 25 ft. Str 11 (-) Dex 18 (+4) Con 16 (+3)Int 16 (+3) Wis 13 (+1) Cha 8 (-1)Alignment LawfulNeutralLanguages common, gnomish
TRAITS Background - Sailor (Pirate Variant)
Feature: Bad Reputaton
Proficiency (+3)
Tools: Disguise Kit, Navigator, Thieve's Tools, Poisoner Kit
Saving Throws: Dexterity (+9), Intelligence (+8) [Strength +2; Constitution +5; Wisdom +3; Charisma =/-0]
Insight (passive) 11
Perception (passive) 14
Artificer's Lore, Tinker, Darkvision, Gnome Cunning, (PHB, p.37)
Sneak Attack (4d6), Cunning Action, Uncanny Dodge, Evasion, Assassinate (PHB, pp. 96-97)
acrobatics (+7), athletics (+3), investigation (+6), perception (+4), slight of hand (+10), Stealth (+10)
Melee Attacks— Short Sword: +7 to hit; 1d6+4 piercing, finesse, light (reach 5 ft.; one creature). Ranged Attacks— Dart: +9 to hit; 1d4+6 piercing, finesse, thrown (range 30/120) - Ammo: 1 (+2 returning, properties below)EQUIPMENT
Weapons as above; Backpack; Ball bearings (1000); Caltrops (bag of 20); Clothing change x1; Crowbar; Grappling hook; Iron spikes (10) x1; Lantern (hooded); Magnifying glass; Telescoping Mirror; Mess kit; Potions of healing x2; Pouch x2; Rations (1 day) x10; Ring of Protection +3; Rope (50', silk) x1; Sacks x1; Tinderbox; Waterskins x2; Wineskins x2; Whetstone; Disguise kit (proficient); Healer kit; Navigator tools (proficient); Poisoner kit (proficient); Thieves tools (proficient)
Trait: My language is as foul as an otyugh nest.
Ideal: I'm committed to my crewmates, not to ideals.
Flaw: Once I start drinking, it's hard for me to stop.
Dargefredthula - "Freddie" to her mates - was born the second child of a jeweler in Zazesspur. Her youth was almost totally misspent, usually somewhere in a boat. She loved to sail, and would happily spend all day cruising in a small dinghy she'd built herself, though she displayed some talent as a shoemaker on the few days she turned up during her apprenticeship. When her master in disgust at her perpetual tardiness abandoned her apprenticeship contract, she immediately fled to sea, signing on as a jack-of-all trades hand on a tramp merchantman, Gondspel, out of Lantan. The ship, powered by technology which fascinated Freddie, traveled up and down the coast, from Samarach to Luskan. Though her propulsion machinery was heavy enough to make her painfully slow, Gondspel always got there, for she awaited no winds and defied weather.
One day, traversing Asavir's Channel on a run from Athkatla to Myratma, Gondspel was set upon by pirates sailing out of one of the myriad Nelanther Isles. Gondspel couldn't run, she was so slow a scow, so she made to fight. She very nearly won free: Her technology was not restricted to her engines, and gnomish gunners are feared for good reason. Still, after a sharp fight the grapnels pulled the two vessels gunwale to gunwale, and once aboard, the pirates made short work of Gondspel's crew.
Except for one, a slip of a gnomish girl who stood at bay in the fo'c'sle surrounded by bodies. That would have given the pirates nothing to concern themselves over, for they'd seen displays of desperate bravery before. But this was different. The dead pirates at her feet looked terrifyingly different. One was a vivid shade of purple. Another was contorted into a hideous shape, with thick white foam pouring from his mouth, nose, and eyes. Yet another appeared to have swollen until his torso burst; his limbs still resembled overstuffed sausages. The girl - Freddie - was snarling, threatening her remaining assailants with two pairs of sail-maker's scissors, each dripping with viscous, oily substances.
Freddie had found a new love in the jungles of the South: Exotic plants with mysterious properties. Some were flowers which gave a spicy-sweet aroma that made those who sniffed them sleepy. Some flowers were bitter and pungent, and no animal would go near. Freddie began to disappear for days at a time into the jungles, talking with shamans and savage Druids, filling her brain with knowledge of how different substances, distilled from different plants, would do different - and often horrible - things to people. When the pirate captain, a certain Grobus of the galley Courageous, was brought to see Freddie, he immediately offered her a place in his crew. For the next four years, she honed her adopted craft. By halfway through her second year, Courageous lost her reputation as a high-seas slugger. Something would happen, where one minute the crew of a merchantman would be hale and hearty, and the next they'd be dropping like flies. Courageous would come alongside the stricken vessel, kick the corpses over the side, and take the ship without effort.
Freddie had developed a singular skill - she'd use her sailing acumen to bring a small craft unseen alongside the victim, clamber stealthily into the hold, then poison the crew's water and rations. When they were dead - or too incapacitated to put up a fight - she'd signal Courageous to come clean up the mess.
When Courageous was finally set upon and sunk by a Calishite naval vessel, Freddie escaped in one of the ship's small boats. Eventually she worked her way back to civilization, where she quickly learned to apply the lessons learned at sea to landbound folk. It turned out to be just as easy to sneak into a house and poison people as to board a sleeping vessel.
She does have some standards. She won't work for just anyone, and she's picky about what jobs she'll take. She loathes collateral damage; if she's hired to "liquidate" a person she will ensure she targets only that person. When at sea she had no qualms about killing everyone, as a sailor makes a choice of going to sea, and ye takes yer chances. But a wealthy merchant's wife, children, and servants are another thing entirely. One thing she will definitely not do is kill pets, no matter how inconvenient. She remembers the puppy she had as a child, and has a soft spot.
Freddie is always on the lookout for any survivors of either Courageous or Gondspel. She has a visceral hatred of Calishites.Dart of Venom: This perfectly-balanced dart is matte black, except for the needle-sharp tip. +2 to attack and damage rolls. Will magically return to its wielder immediately after it is used. Once per short rest, as an action you can coat the blade with poison for 1 minute. The first time you hit a living creature with the coated weapon, that creature must make a DC 15 Constitution save against poison. On a failed saving throw it becomes paralyzed (see PHB p. 291) for 1 minute.
Krumden Kraw
2nd-level Mountain Dwarf Barbarian
Medium Male Humanoid
Armor Class 16 (chain shirt), 14 (unarmored)
Hit Points 23 (1d12)
Speed 25 ft. (not reduced by wearing heavy armor)
Senses Darkvision 60 ft..
Str 16 (+3) Dex 12 (+1) Con 16 (+3)
Int 11 (+0) Wis 12 (+1) Cha 10 (+0)
Alignment Neutral
Languages Common, Dwarvish
Background – Criminal (Enforcer)
Feature: Bad Reputation – No matter where you go, people are afraid of you due to your reputation. When you are in a civilized settlement, you can get away with minor criminal offenses, such as refusing to pay for food at a tavern or breaking down doors at a local shop, since most people will not report your activities to the authorities.
Tools: Playing Card Set, Thieves’ Tools, Brewer’s Tools
Weapons: Simple Weapons, Martial Weapons
Armor: Light Armor, Medium Armor, Shields
Athletics +5, Perception +3, Stealth +3, Intimidation +2
Melee Attack— Maul: +5 to hit (reach 5 ft.; one creature)
Hit: 2d6+3 bludgeoning damage ( 2d6 + 5 while raging) (heavy, two-handed)
Ranged Attack—Javelin: +5 to hit (range 30/120 ft; one creature).
Hit: 1d6+3 piercing damage (thrown)
chain shirt, maul, 5 javelins, an explorer’s pack, a grappling hook, a crow bar, a set of dark common clothes, a red cloak, 5 smoke pellets (like Fog Cloud, but only lasts two rounds), a belt pouch containing 15 gp.
explorer’s pack contents: a backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, a waterskin, and 10 feet of hempen rope strapped to the side.
FEATURES
Unarmored Defense: While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.
Rage: In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action. While raging, you gain the following benefits if you aren’t wearing heavy armor:
You have advantage on Strength checks and Strength saving throws.
When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a barbarian.
You have resistance to bludgeoning, piercing, and slashing damage.
If you are able to cast spells, you can’t cast them or concentrate on them while raging. Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since your last turn. You can also end your rage on your turn as a bonus action. Once you have raged the number of times shown for your barbarian level, you must finish a long rest before you can rage again.
Rages: 2
Rage Damage: +2
Reckless Attack: When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.
Danger Sense: You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be blinded, deafened, or incapacitated.
Darkvision: Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
Dwarven Resilience: You have advantage on saving throws against poison, and you have resistance against poison damage.
Dwarven Combat Training: You have proficiency with the battleaxe, handaxe, throwing hammer, and warhammer.
Tool Proficiency: You gain proficiency with the artisan’s tools of your choice: smith’s tools, brewers supplies, or mason’s tools.
Stonecunning: Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill, and add double your proficiency bonus to the check, instead of your normal proficiency bonus.
Dwarven Armor Training: You have proficiency with light and medium armor.
Traits: “I always have a plan for when things go wrong.” “I never use two words when one will do.” “I never forget an insult.” “I can stare a hellhound in the eye without flinching.” “People who succumb to their addictions are worthy of nothing but contempt.” “I always pay off my debts.”
Ideal: Resolution. “When I set my sights on a goal, I will do whatever it takes to achieve it.”
Bond: “I keep a pair of mastiffs in my home that I refer to as my ‘girls’.” "I would love to locate the halfling bard, Twillo Teajankle, so that I can smash his face in."
Flaw: “I am a bully by nature (when I go into a tavern, for instance, I might approach a random patron and proclaim, ‘That’s me stool you’re sittin on; you’d best piss off on out of here!’)”
Appearance: Even by dwarven standards, Krumden is a real bruiser, standing 4’11” and weighing in at an impressive 256 lbs. He is large and surly looking with craggy features set in a stony, beardless face. He has a bald pate, and a large tattoo of a black kraken on his left shoulder.
The Adder had a curious notion:
To spread his kingdom to the ocean,
He strode to the pier with hands on hips,
A brazen challenge on his lips.
♬ ♫ ♩
But up from the wharfs came Krumden Kraw,
Swung his fist and smashed his jaw,
Cracked his ribs and stomped his feet,
Chased him back to Adder Street!
--From The Ballad of Krumden Kraw
by Twillo Teajankle
Krumden’s mother was a dream dust addict who turned to prostitution in order to finance her expensive habit, eventually dying of an overdose when Krumden was in his early twenties. Krumden never knew his father. Mostly left to his own devices on the mean streets of Waterdeep’s Dock Ward, Krumden learned how to handle himself in a scrap very early in life. Luckily for him, he was always bigger and stronger than most of the other children. There was a hard and brutal side to him that gave even the older children pause. His talent for violence soon drew the attention of the Krakens’ guildmaster, who took him on as a collector and enforcer for several years. During this time, he established a reputation for ruthless brutality-- a reputation that eventually spread throughout the Sword Coast when his exploits as a dockyard bully were immortalized by the halfling bard, Twillo Teajankle, in his popular Ballad of Krumden Kraw. When the Krakens were finally expelled from the city by the Lords of Waterdeep, Krumden partnered up briefly with some outcasts of the Black Boar Tribe, helping to run a bootleg firewater operation before eventually leaving Waterdeep and ending up with the Redbrands in Phandalin. By Krumden’s standards, the Redbrands were a tinpot outfit, but things were getting too hot for him in Waterdeep, and he badly needed a change of scenery. He quickly rose through the ranks to become Glasstaff’s chief lieutenant before he was framed by a rival.
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