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Last post

Plaguescarred4 wrote:

I like the backstory a lot!

Thanks, Plaguescarred. I enjoy many of your characters as well, and look forward to reading each new one that you create.

cranulf-crownshield-dwarf.jpg

 

Cranulf Crownshield

4th-level Mountain Dwarf Paladin [Oath of Devotion]

Medium Male Humanoid

Armor Class 20 (plate and shield)

Hit Points 40 (4d10)

Speed 25 ft.

Senses Darkvision 60 ft.

Str 16 (+3) Dex 10 (+0) Con 17 (+3)

Int 8 (-1) Wis 10 (+0) Cha 16 (+3)

Alignment Lawful Good

Languages Common, Dwarvish

 

TRAITS

 

Background – Soldier

    Specialty: Infantry

Feature: Military Rank – You have a military rank from your career as a soldier. Soldiers loyal to your former military organization still recognize your authority and influence, and they defer to you if they are of a lower rank. You can invoke your rank to exert influence over other soldiers and requisition simple equipment or horses for temporary use.  You can also gain access to friendly military encampments and fortresses where your rank is recognized.  

 

Proficiency (+2)

 

Tools: Dragonchess, Vehicles (Land), Smith’s Tools

Saving Throws: Wisdom +2, Charisma +5

Weapons: Simple Weapons, Martial Weapons  

Armor: Light Armor, Medium Armor, Heavy Armor, Shields

 

SKILLS

 

Athletics +5, Intimidation +5, Persuasion +5, Perception +2

 

ACTIONS

 

Melee Attack— Warhammer: +5 to hit (reach 10 ft.; one creature)

Hit: 1d8+5 bludgeoning damage (versatile 1d10)

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

Hit: 1d6+5 piercing damage (thrown)

 

EQUIPMENT

 

plate armor, shield w/ holy symbol, a warhammer, a quiver of 5 javelins, an explorer’s pack, an insignia of rank, a set of common clothes, a belt pouch containing 10 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

 

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.

 

Divine Sense: The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears.  As an action, you can open your awareness to detect such forces.  Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover.  You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity.  Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.  You can use this feature a number of times equal to 1 + your Charisma modifier.  When you finish a long rest, you regain all expended uses.

 

Lay on Hands: Your blessed touch can heal wounds.  You have a pool of healing power that replenishes when you take a long rest.  With that pool, you can restore a total number of hit points equal to your paladin level x 5.  As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool.  Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it.  You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one.  This feature has no effect on undead and constructs.

 

Fighting Style - Dueling: When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

 

Divine Smite: When you hit a creature with a melee weapon attack, you can expend one paladin spell slot to deal radiant damage to the target. In addition to the weapon’s damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8.  The damage increases by 1d8 if the target is an undead or a fiend.

 

Divine Health: The divine magic flowing through you makes you immune to disease.

 

Spellcasting: You have learned to draw on divine magic through meditation and prayer to cast divine spells as a cleric does.

 

Preparing and Casting Spells: To cast one of your paladin spells of 1st level or higher, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. You prepare the list of paladin spells that are available for you to cast, choosing from the paladin spell list.  When you do so, choose a number of paladin spells equal to your Charisma modifier + half your paladin level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots. You can change your list of prepared spells when you finish a long rest.  Preparing a new list of paladin spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.

 

Spellcasting Focus: You can use a holy symbol as a spellcasting focus for your paladin spells.

 

Spell Save DC: 8 + proficiency bonus + Charisma modifier = 13

 

Spell Attack Modifier: proficiency bonus + Charisma modifer = +5

 

Spells Prepared: Protection from Evil and Good, Sanctuary, Bless, Command, Cure Wounds, Shield of Faith, Thunderous Smite

 

Spell Slots: 3 x level 1

 

Oath of Devotion: The Oath of Devotion binds a paladin to the loftiest ideals of justice, virtue, and order. Sometimes called cavaliers, white knights, or holy warriors, these paladins meet the ideal of the knight in shining armor, acting with honor in pursuit of justice and the greater good. They hold themselves to the highest standards of conduct and some, for better or worse, hold the rest of the world to the same standards. Many who swear this oath are devoted to gods of law and good and use their gods’ tenets as the measure of their devotion. They hold angels--the perfect servants of good--as their ideals, and incorporate images of angelic wings into their helmets or coats of arms.

 

Tenets of Devotion: Though the exact words and strictures of the Oath of Devotion vary, paladins of this oath share these tenets:

 

  • Honesty: Don’t lie or cheat. Let your word be your promise.

  • Courage: Never fear to act, though caution is wise.

  • Compassion: Aid others, protect the weak, and punish those who threaten them. Show mercy to your foes, but temper it with wisdom.

  • Honor: Treat others with fairness, and let your honorable deeds be an example to them. Do as much good as possible while causing the least amount of harm.

  • Duty: Be responsible for your actions and their consequences, protect those entrusted to your care, and obey those who have just authority over you.

 

Oath Spells: Once you gain access to an oath spell, you always have it prepared. Oath spells don’t count against the number of spells you can prepare each day. If you gain an oath spell that doesn’t appear on the paladin spell list, the spell is nonetheless a paladin spell for you.

 

  • Level 3: Protection from Evil and Good, Sanctuary

 

Channel Divinity: Your oath allows you to channel divine energy to fuel magical effects. When you use your Channel Divinity, you choose which option to use. You must then finish a short or long rest to use your Channel Divinity again. Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your paladin spell save DC.

 

Sacred Weapon: As an action, you can imbue one weapon that you are holding with positive energy, using your Channel Divinity. For 1 minute, you add your Charisma modifier to attack rolls made with that weapon (with a minimum bonus of +1). The weapon also emits bright light in a 20-foot radius and dim light 20 feet beyond that. If the weapon is not already magical, it becomes magical for the duration. You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends.

 

Turn the Unholy: As an action, you present your holy symbol and speak a prayer censuring fiends and undead, using your Channel Divinity. Each fiend or undead that can see you or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.

 

 

PERSONAL CHARACTERISTICS

 

Trait 1: When I set my mind to something, I follow through no matter what gets in my way.

Trait 2: I can stare down a hellhound without flinching.

Ideal: Honor. If I dishonor myself, I dishonor my whole clan. (Lawful)

Bond: I would die to discover the whereabouts of an ancient artifact.

Flaw: I am dogmatic in my thoughts and philosophy.

Appearance:  Cranulf appears as a grizzled old dwarf with a hulking physique. He has a knot of long, white hair bound back with a steel clasp, and a braided white beard.  He has icy blue eyes, and his stony features bear the scars of many battles. Blue tattoos cover his face and scalp. He wears a gleaming suit of steel-blue plate mail with gold highlights. A golden hammer sparkling with electricity is emblazoned on his steel-blue shield--the symbol of the Stormhammers.

 

BACKSTORY

Show

A group prayer delivered by Cranulf right before entering Venomfang’s tower:

 

"Let us bow our heads in supplication to the All-Father:

Lord, I humbly beseech thee to look with favor upon these thine servants;

Though they wear the forms of halflings and elves and other prancin’ fairy folk,

In truth, their hearts are wrought of steel and stone as befits any true son of the mountain;  

Grant them the strength of arms to bathe in the blood of their enemies,

That the heavens might be festooned with the entrails of all who stand against them.

Hu-yah!"

 

Cranulf hails from the dwarven city of Strakheln nestled deep within the Titan Peaks. He is a veteran campaigner who served with the Stormhammers during the Skullcrusher Wars.  As a soldier, Cranulf saw more than his share of action against the endless waves of orcs and giants who hurled themselves against the impregnable Shieldwall which guards the northern approaches to the city of Strakheln. During one particularly brutal engagement, Cranulf was struck in the head by a large boulder lobbed over the parapets by a hulking one-eyed frost giant. 

 

As he lay in a deep swoon, Cranulf experienced a vision in which Moradin the All-Father appeared to him as a giant face on the side of a mountain.  In deep, mournful tones, the All-Father revealed the fate that awaited his children in years to come--the slow decline and the eventual extinction of the dwarven race until naught but the crumbling ruins of their once-mighty strongholds remained to mark their passing.  A crushing sense of despair settled on Cranulf then, but the All-Father revealed that all was not yet lost.  He exhorted Cranulf to seek out an artifact known as the Covenant Stone, upon which were graven the Seven Secrets of the Earth.  Armed with these secrets, the dwarves would reclaim their lost glory, ringing in a new golden age for the Children of Moradin--an age that would last for more than a thousand years.

 

When Cranulf came to, he found himself in a makeshift hospice surrounded by other injured dwarves.  The citizens of Strakheln were in the midst of a grand celebration to honor their final victory over the orcs and giants of the Skullcrusher horde.  Springing up from his cot, Cranulf immediately demanded an audience with the king.  Despite the protestations of the clerics who were tending him, he barreled his way through the city and into the Great Hall, interrupting the king at his celebratory feast.  His head swaddled in thick bandages, Cranulf repeated the dire pronouncements of the All-Father in feverish tones, insisting that the king must call for a grand crusade in order to recover the lost Covenant Stone.  A long moment of silence followed his extraordinary disquisition.  This was followed shortly by a tremendous roar as the entire assemblage of thanes and royals burst into peals of raucous laughter.  A crimson-faced cleric arrived moments later to escort Cranulf back to his cot, apologizing profusely to the gathered lords and ladies for the interruption.  

 

From that moment on, Cranulf became an object of pity and ridicule throughout the city of Strakheln.  As soon as he was well enough to travel, he gathered up his arms and armor, and silently bade farewell to the only home he had ever known.  Somewhere beyond the horizon lay the artifact known as the Covenant Stone, and Cranulf was determined to find it or die trying.

 

Had a request on Twitter for more dragonborn pre-gens.

 

What kind of scaly monstrosities do you guys and gals have to post?

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

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

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

Follow me on Twitter: @is3rith

iserith wrote:

Had a request on Twitter for more dragonborn pre-gens.

 

What kind of scaly monstrosities do you guys and gals have to post?

I will start working on some to contribute....in the meantime I just wanted to thank everyone who has contributed to this thread. It is a Godsend and inspiration that helps me to visualize races and class combos that I haven't seen yet or wouldn't have thought of and really is helpful. Thanks all and keep up the good work!

 

Fake-Healer wrote:
I will start working on some to contribute....in the meantime I just wanted to thank everyone who has contributed to this thread. It is a Godsend and inspiration that helps me to visualize races and class combos that I haven't seen yet or wouldn't have thought of and really is helpful. Thanks all and keep up the good work!

 

Great, glad you find this resource useful! I look forward to reading your own contributions to it!

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

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

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

Follow me on Twitter: @is3rith

Krumden Kraw is excellent. The ballad is brilliant, it brings the character to life. Tell your DM you've gained an inspiration die!

 

 

Kron'Gzesh
3rd-level Dragonborn Warlock
Medium Male Humanoid

Armor Class 13 (studded leather)
Hit Points 21 (3d8)
Speed 30 ft.
Sense normal    
Str 16 (+3) Dex 13 (+1)  Con 12 (+1)   
Int 08 (-1)  Wis 10 (+0)  Cha 16 (+3)
Alignment chaotic neutral 
Languages draconic, common, undercommon, elvish
Trait 
Red Dragonic Ancestry 
Red Dragon Breath
Fire Damage Resistance
Background Sage [Researcher]

   Specialty Wizard's apprentice
   Personality Traits: There’s nothing I like more than a good mystery.
   Ideal: Power. Knowledge is the path to power and domination. (Evil)
   Bond: I sold my soul for knowledge. I hope to do great deeds and win it back.
   Flaw: I am easily distracted by the promise of information.
Proficiency (+2)
  Tools: None
  Saving Throws: Wisdom +2, Charisma +5
Skill Aracana +1, History +1, Investigation +1, Perception +1 

Pact Magic (Save DC 13, Spell Attack +5)
   Cantrip (at will) - eldritch blast, mage hand 
   2nd-level (2/days) - armor of agathys, arms of hadar, hellish rebuke, hex
Invocations agonizing blast, repelling blast
Great Old One Otherwordly Patron 
Blade Pact Boon
Awakened Mind

Actions

Melee Attack— Pact Spear: +5 to hit (reach 5 ft.; one creature). 
Hit: 1d6+3 piercing damage.
Ranged Attack—Eldritch Blast: +5 to hit (range 120 ft; one creature). 
Hit:  1d10+3 force damage and you can push the creature up to 10 feet away from you in a straight line.
Equipment: Studded leather armor, spear, spell component pouch, explorer's pack: backpack, bedroll, mess kit, hempen rope 50 ft, tinderbox, 10 torch, ration  10 days, waterskin, spell components,  a bottle of black ink, a quill, a small knife, a letter from a dead colleague posing a question you have not yet been able to answer, a set of common, clothes, a vial of dragon blood and a belt pouch containing 10 gp


Kron'Gzesh [CRON-XESH] was born in 1462 DR in the city of Selgaunt in Sembia. He is a tall bronze-hued scaly humanoid with draconic traits and features. But he has not always been, nor was his name. He was a human wizard named Caraboz, completly obsessed with dragons and magic in the past. This was until he met a beautiful elven maid who enthralled him after becoming her apprentice. She turned out to be Zeffernielloxia, a female mature red dragon polymorphed.  In exhange of magic slots and memory space, he'd get obscure dragonic magic knowledge and would slowly turn into a dragon!  Being easily distracted (and lurred) by promise of information and power, Kron forged a pact with this great old entity. The process has been disastrous for he soon realised it was a vile gift and that he was at the mercy of Zef. His appearance started to mutate slowly (and painfully),  leaving him partially scaly and disfigured. Then when he used more incantations, the process continued and now his entire body is covered of scales and his face now ressemble one of a lizard of some sort. His tailbone has grown into a full tail about 3 feet long and spikes and horns protrudes all over his body. Caraboz leanred the dragonic language and Iokharic alphabet and inherited the draconic name "Kron'Gzesh" by his mistress, which allude to some proprietary reference. He was also given the capacity to breath fire and use telepathy. Variance to his magic now has hellish rebuke and armor of agathys letting him breath fire at enemies attacking him. Kron is unsure of what await next and what he will become concidering the volatile nature of the situation, like fire, the element wielded by his mistress, and now him. Only time will tell....

Montréal, Qc

@Plaguescarred

Torrind Drachmolik, the Steadfast of Helm.  3rd Level Dragonborn Cleric of Helm

Medium Male Humanoid

Amor Class 16 (Scale mail Armor and Shield)

Hit Points 19 (3d8)

Speed 30 ft.

Senses Standard

Str 16 (+3) Dex 10 (+0) Con 13 (+1)

Int 12 (+1) Wis 15 (+2) Cha 08 (-1)

Alignment Lawful Neutral

Languages Common, Draconic, and Goblin

TRAITS

Draconic Ancestry: Green

            Breath Weapon: DC11 Con save- 2d6 poison damage, 15’ cone

            Damage Resistance: Poison.

Background - Military

  Feature: Military Rank

  Specialty: Healer

Proficiency (+2)

  Tools: Playing Card Set (3 Dragon Ante), Vehicle (Land)

  Saving Throws: Wisdom, Charisma

 

SKILLS

Medicine (+4), Religion (+3*), Athletics (+5), Intimidate (+1)

 

ACTIONS

Melee Attack -- Spear +5 to hit (reach 5; one creature)

Hit: 1d6+3 piercing damage (versatile 1d8+3, Thrown-20/60)

 

Ranged Cantrip – Sacred Flame: Dex save dc12(60 feet;  one creature, no cover benefits apply)

Hit: 1d8 radiant damage 

SPELLS PREPARED

Cantrips Known: Sacred Flame, Light*, Spare the Dying, Thaumaturgy

1st Level Spells: Burning Hands, Detect Magic, Cure Wounds, Guiding Bolt

2nd Level Spells: Prayer of Healing

SPELL SLOTS

1st Level: 4

2nd Level: 2 

Channel Divinity: Turn Undead, Radiance of the Dawn

Divine Domain Ability: Bonus Cantrip*, Warding Flare

EQUIPMENT

Spear, Mace, Dagger, Priest’s Pack, Healer’s Kit, Holy Symbol of Helm, Insignia of Rank, Deck of Cards(3Dragon Ante), Set of Common Clothes, Belt Pouch, Scale Mail Armor, Shield, 5GP

 

PERSONAL CHARACTERISTICS

Traits: I face problems head on. A simple, direct solution is the best path to success.

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

Bond: Someone saved my life on the battlefield. To this day, I will never leave a friend behind.

Flaw: I obey the law, even if the law causes misery.

 

BACKSTORY

To be determined. 

BoldItalic, was Ghesh reviewed? He's a barbarian/rogue/sorcerer multiclass, so I don't know if he's automatically unsuitable for AL, but I didn't see his name on your list.

OrwellianHaggis wrote:

BoldItalic, was Ghesh reviewed? He's a barbarian/rogue/sorcerer multiclass, so I don't know if he's automatically unsuitable for AL, but I didn't see his name on your list.

I only looked at 1st-level characters, because the AL rules say your character has to start at 1st level and that precludes any multiclassed pregens. That narrowed the field down a lot and eliminated a whole heap of great characters that would be fun to play in home games. I was going strictly by the book because the AL web site actually linked this thread, so I felt we ought to at least be able to provide a list of the ones that new players could safely use.

 

It's great to see all kinds of interesting characters here, not just 1st level ones 

 

B I
Basic: No
Adventurers League: Yes (Complies with March 2015 V2 Rules)
Players Handbook: Yes

Picture of Brenelda Wanderdell

 

Brenelda Wanderdell

1st-Level Human Ranger
Medium Female Humanoid

Armour Class 14 (Leather Armour)
Hit Points 12 (1d10+2)
Speed 30 feet
Sense Normal
Str 14 (+2)   Dex 16 (+3)   Con 14 (+2)
Int 11 (+0)   Wis 14 (+2)   Cha 10 (+0)
Alignment Chaotic-Good
Languages Common, Gnomish, Goblin
Background Folk Hero

 

Proficiencies (+2)
Vehicles(Land)
Alchemist's Supplies
Saving Throws: Str, Dex

 

TRAITS & FEATURES
Rustic Hospitality
Favoured Enemies: Goblins and Hobgoblins
Natural Explorer: Grasslands

 

SKILLS
Animal Handling +4, Investigation +2, Nature +2, Stealth +5, Survival +4

 

ATTACKS
Two Shortswords  +5 to hit, 1d6+3/1d6 piercing  [finesse, light]
Longbow   +5 to hit, 1d8+3 piercing  [heavy, two-handed, ammunition, range(150/600)

 

EQUIPMENT (approx. 103 lb)
Leather Armour, Longbow, Quiver of 20 Arrows, Shortswords(2), Backpack, Bedroll, Mess Kit, Tinderbox, Torches(10), Day's Rations(10), Waterskin, Hempen Rope - 50ft, Alchemist's Supplies, Shovel, Iron Pot, Common Clothes, Red Headband, 10gp, A petrified mouse


PERSONAL CHARACTERISTICS
Traits: Brenelda will follow things through, whatever gets in her way, once she has set her mind on something. But, she gets bored easily. She is constantly asking: "When am I going to get on with my destiny?".
Ideal - Destiny. Nothing and no-one can steer her away from her higher calling.
Bond: Brenelda worked the land, she loves the land, and she will protect the land.
Flaw: Brenelda has a weakness for the vices of the city, especially hard drink.

 

Backstory

 

Brenelda was born and grew up on a farm near Overstone and she knows the surrounding countryside well.

 

She has an unusual birthmark on her right arm, shaped like a lion's paw. One day, whilst walking alone in the woods near her home, she met an angelic being who was sent by the goddess Eldath herself and who revealed that the lion's paw mark is a sign of divine favour. The angel pronounced that Brenelda had a great destiny as a guardian of the lands and a peacemaker between the peoples who dwelt there. As a result of this, she has became quite well-known in the locality and is treated with some awe by the people who live in and around Overstone.

 

Seeking to fulfil her destiny, she has become a ranger dedicated to preserving the lands and the flora and fauna from evildoers in general and invading goblins in particular. She believes that small bands of goblins have been infiltrating the district, scouting out the lie of the land as a precursor to a large-scale invasion from the north but she has yet to find convincing evidence of their presence locally.

 

Sometimes she is frustrated, feeling that she is achieving too little, and resorts to drinking. When she is in town, she frequents the Painted Goat alehouse in Overstone and boasts that she can drink any three men under the table. When drunk (as she frequently is), she is apt to stare into the bottom of her flagon of ale and make doom-laden pronouncements which disconcert the other drinkers because they believe she is a soothsayer.

 

Some people suspect that there is something going on between her and Wynlard, the innkeeper at the Painted Goat.

 

Brenelda worships at the temple of Eldath, the NG goddess of peace, in Overstone. Followers there are required to wear a red headband on holy days and to pray to the north at 7 o'clock every morning.

 

B I

 

C-06
3rd-level Warforged Fighter
Medium Unisex Humanoid

Armor Class 22 (plate + shield)
Hit Points 28 (3d10)
Speed 30 ft.
Sense normal
Str 16 (+3)  Dex 13 (+1)  Con 15 (+2) 
Int 10 (+0)  Wis 12 (+1)  Cha 08 (-1)
Alignment lawful neutral
Languages common, gnomish
Trait 
Background Soldier [Military Rank]
  Specialty: Infantry
   Personality Trait: I can stare down a hell hound without flinching. 
   Ideal: Responsibility. I do what I must and obey just authority.
   Bond: I fight for those who cannot fight for themselves.
   Flaw: I obey the law, even if the law causes misery.
Proficiency (+2)
   Tools: Dragonchess set, vehicle (land)
   Saving Throws: Strenght +5, Constitution +4
Skill Athletics +5, Intimidation +1, Investigation +2, Perception +3
Composite Plating
Living Construct
Defense Fighting Style
Second Wind (1/rest)
Action Surge (1/rest)
Champion Martial Archetype
Improved Critical

Actions
Melee Attack— Warhammer: +5 to hit (reach 5 ft.; one creature). 
Hit: 1d8+3 bludgeoning damage
Ranged Attack—Javelin +5 to hit (range 30/120 ft; one creatures). 
Hit:  1d6 +3 piercing damage
Equipment: plate, Karrnathi shield (a trophy taken from a fallen enemy), warhammer, sheaf of 6 javelins, an insignia of rank stiched to an old military backpack, a tiny silver icon of a raven, a set of bone dice, explorer's pack: hempen rope 50 ft, tinderbox, 10 torchand a belt pouch containing 10 gp.

C-06 [C-ho-SIX] was manufactured sometimes in 986 YK in an underground House Cannith facility in Cyre, he doesn't know exactly when and where as Its memory was wpied out not to compromise House Cannith and the warforged building program  WBP-7713. He is a massive humanoid molded from a composite of materials—iron, glass, darkwood, and other organic material and has no physical distinction of gender, but is customized with a single large glass eye at the center of its head. A small silver tag C-06 is also burinated on his backhead. C-06 fought with Cyrian forces during the Last War but was lost in Karrnwood during a battle against Karrnathi. He was discovered inactive and half buried by a gnome artificer named Qwryin Dorfen during an expedition in Thrane in late 998 YK. Heavily damaged and rusted, C-06 was unearthed, dusted off, repaired and put back in operation by Qwryin. During the 2 years period he was refurbished, C-06 was also teached gnomish and how to play dragonchess, which he became remarkably good at. He recently left to adventure and discover Khorvaire on his own...

Montréal, Qc

@Plaguescarred

 

 

ERENE

1st Level Half-Elf Warlock

Medium Female Humanoid

Armor Class 15 (studded leather)

Hit Points 10 (1d8)

Speed 30 ft.

Senses Darkvision 60 ft.

Str  8 (-1) Dex 16 (+3) Con 14 (+2)

Int 12 (+1) Wis 10 (+0) Cha 16 (+3)

Alignment Neutral Good

Languages Common, Dwarvish, Elvish, Gnomish

 

 

TRAITS

Half-elf

  Fey Ancestry

Warlock

  Otherworldly Patron - Archfey

   Fey Presence

  Pact Magic

Background - Noble

  Feature: Position of Privilege

Proficiency (+2)

  Armor & Weapons: Light armor, simple weapons

  Tools: Dragonchess

  Saving Throws: Wisdom, Charisma

 

 

SKILLS

Acrobatics (+5), Arcana (+3), History (+3), Investigation (+3), Persuasion (+5), Stealth (+5)

 

 

ACTIONS

Ranged Cantrip -- Eldritch Blast: +5 to hit (120; one creature)

Hit: 1d10 force damage

 

Melee Attack -- Rapier (not proficient): +3 to hit (reach 5; one creature)

Hit: 1d8+3 piercing damage

 

 

SPELLCASTING

Save DC: 13

Cantrips Known: Eldritch Blast, Mage Hand

1st Level Spells (1/rest): Charm Person, Faerie Fire, Hex, Sleep

 

 

EQUIPMENT

Studded leather, rapier, two daggers, arcane focus (crystal), scholar's pack, fine clothes, signet ring, an invitation to a party where a murder happened,16 gp

 

 

PERSONAL CHARACTERISTICS

Traits: Despite my noble birth, I do not place myself above other folk. We all have the same blood.

Ideal: It is my duty to protect and care for the people beneath me. (Good)

Bond: Nothing is more important than the other members of my family.

Flaw: I hide a truly scandalous secret that could ruin my family forever.

 

 

BACKSTORY

Erene Tremere is a teenage princess on the run. She is ostensibly the heir to an obscure kingdom in a North-Eastern land, but will fudge the details to anyone who asks. As noble privilege is still very useful to have, she keeps the signet ring of the Tremere family, but pretends the “T” insignia stands for whatever prominent family fits her story best.

 

Why is she running? Because running away from home is the only rational thing to do once you find out your parents are vampires. The Tremere family is well-respected by their subjects (albeit perceived as a bit eccentric) who kidnapped Erene as a small child and raised her as their own. Surely it was to facilitate some sort of dark ritual, but she doesn't know for sure why they did this. At any rate, when Erene discovered evidence of her “parents'” dark secret, she decided it was better to leave than find out.

 

Erene is not an only child – her two mortal brothers and sister also live in the Tremere manor, and her eldest sibling is currently seeking her out. She knows they are loyal to her “parents” but nonetheless loves them dearly.

 

Erene has been interested in magic since a young age, and using knowledge from her father's forbidden library she successfully made a pact with a fey patron. Her magical focus is a crystal embedded in a gauntlet worn on her left hand. She is currently learning to fence, but won't become proficient with the rapier until level 3 (pact of the blade).

 

This character is AL-legal

 

Leugren wrote:

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

 

Jagan

 

Jagan Makarius

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

 

TRAITS

Background - Sage 

    Feature: Researcher

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

 

SKILLS

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

 

ACTIONS
Melee Attacks— Dagger: 
+5 to hit (reach 5 ft.; one creature). 
Hit: 1d4+3 piercing damage
Ranged Attack—Dagger: +5 to hit (range 20/60 ft; one creature). 
Hit:  1d4+3 piercing damage 
Ranged Attack—Firebolt: +4 to hit (range 120 ft; one creature or object). 
Hit:  1d10 fire damage


EQUIPMENT 

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

 

SPELLS

Cantrips: Fire Bolt, Mage Hand, Minor Illusion

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

 

PERSONAL CHARACTERISTICS

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

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

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

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

 

BACK STORY

 

Show

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

 

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

 

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

 

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

 

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

 

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

 

 

Can i hire you to write some backrounds for my characters

IMAGE(http://www.nodiatis.com/pub/11.jpg)

Ravix 

1st-level Human (Variant) Paladin
Medium Male Humanoid
Armor Class
 18 (chain mail 16 + shield 2)
Hit Points 12 (1d10 + 2 con)
Speed 30 ft.
Sense Normal    
Str 15 (+2)  Dex 10 (+0)  Con 14 (+2)
Int 8 (-1)  Wis 10 (+0)  Cha 16 (+3)
Alignment Lawful Neutral
Languages common, draconic

 

TRAITS

Paladin:

    Divine Sense

    Lay on Hands

Background - Solider

    Feature: Dragon Scholar

    Specialty: Officer

Proficiency (+2)

   Weapons: Simple Weapons, Martial Weapons 

   Armour: Light Armor, Medium Armor, Heavy Armor, Shields

   Tools: Gaming set.

   Vehicles: Land   

   Saving Throws: Charisma, Wisdom

 

FEATS

Polearm Mastery:

  • When you take the attack action and attack with only a glaive, halberd, or quarterstaff, you can use a bonus action to make a melee attack with the opposite end of the weapon.  The Weapon's damage die for this attack is a d4, and the attack deals bludgeoning damage.  
  • While you are wielding a glaive, halberd, pike, or quarterstaff, other creatures provoke and opportunity attack from you when they enter your reach.

SKILLS

Athletics +4, Insight +2, Intimidation +5, Perception +2, Persuasion +5

 

ACTIONS
Melee Attacks— Quarterstaff: 
+4 to hit (reach 5 ft.; one creature). 
Hit: 1d6+2 bludgeoning damage

Bonus Action— Quarterstaff:  +4 to hit (reach 5ft.; one creature0.

Hit: 1d4+2 bludgeoning damage
Ranged Attack—Javelin: +4 to hit (range 30/120 ft; one creature). 
Hit:  1d6+2 piercing damage 

 

EQUIPMENT 

Arcane Focus(Quarterstaff), a shield(Holy Symbol), chain mail, a dungeoneers kit, a set of common clothes, a set of bone dice, a rank insignia(officer), and a belt pouch.

 

PERSONAL CHARACTERISTICS

Traits: “I can stare down a hellhound without flinching.” “I've lost too many friends and I'm slow to make new ones.”

Ideal: Greater Good - “I will mercilessly fight the greater evil by any means necessary.”

Bond: “The dragons destroyed everything I hold dear.  They killed my family and destroyed my home.  Left with a terrible scar of the near fatal wounds I sustained in the attack, I seek revenge.”

Flaw: “I have little respect for anyone who is not a proven warrior."  

 

 

Backstory

 

He seeks to destroy the dragon who destroyed his home, killed his family, and left him with a terrible scar. He spent many years studying dragons and has thus become a scholar, his sense of vengeance fuels his desire to learn all that he can so that he may one day slay the beast that took his family from him.  He quickly rose to the position of Officer in Baldur's Gate as a deadly tactician, ensuring many victories for the city.  He has now decided to become a Paladin, seeking to uphold an Oath of Vengeance against his deadly foe. He is not a noble paladin by any means, and will do whatever it takes to defeat his enemy, no matter what. Little does he know of the curious power that rests within...

 

Show

 

Build

 

Paladin 2 -> Warlock 4 -> Paladin +6 -> Sorcerer 8

 

2: Smites/Dueling Combat Style

3: The Fiend

4: Agonizing Blast/Devil's Sight

5: Tome: Shillelagh, Thorn Whip, Guidance

6: Sentinel

7: Oath of Vengence

8: +2 Cha

9: Extra Attack

10: Aura of Protection

11: Relentless Avenger (Half movement on OA that does not provoke OA)

12: Cha +2

13: Sorcerer Origin: Draconic (Gold/Fire)

14: Font of Magic

15: Metamagic (Quickened Spell) (Twinned Spell)

16: Elemental Adept(Fire)

18: Elemental Affinity

20: Resilient (Dex)

 

Spell slots @ 20: Four 1st/Three 2nd/Three 3rd/Three 4th/Two 5th/One 6th + Two 2nd level/per short rest 

Spells of note:  Paladin Smite Spells, Darkness, Hex, Armor of Agathys (lots of temp HP no concentration), Misty Step, Shield

 



Legal for AL play.

 

 

Doctor Yvana Stavemof

1st-level Human (Variant) Monk

Medium Female Humanoid
Armor Class
 15 (unarmored defense)
Hit Points 10 (1d8 + 2)
Speed 30 ft.
Sense Normal, passive Perception 14
Str 8 (-1)  Dex 16 (+3)  Con 14 (+2)
Int 12 (+1)  Wis 14 (+2)  Cha 10 (+0)
Alignment Neutral Good
Languages Common, Draconic, Elvish

 

TRAITS

Unarmored Defense

Martial Arts (d4)

Background - Hermit

    Feature: Discovery

    Life of Seclusion: "I retreated from society after a life-altering event."

Proficiency (+2)

   Weapons: Simple Weapons, Shortswords

   Armour: None

   Tools: Alchemist's Supplies, Herbalism Kit

   Saving Throws: Strength, Dexterity

 

FEATS

Magic Initiate (Cleric)

Cantrips: Guidance, Spare the Dying.

1st-level: Cure Wounds (1/day).

 

SKILLS

Acrobatics, +5, Insight +4, Medicine +4, Perception +4, Religion +3.

 

ACTIONS
Quarterstaff: 
+5 to hit (reach 5 ft.; one creature). 
Hit: 1d6 + 3 or 1d8 + 3 (versatile) bludgeoning damage.

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

Hit: 1d4 + 3 bludgeoning damage.

Darts (10): +5 to hit (finesse, thrown, range 20/60 ft.; one creature). 
Hit:  1d4 + 3 piercing damage 

 

EQUIPMENT 

Quarterstaff, an explorer's pack, 10 darts, a scroll cast stuffed full of notes from your studies, a winter blanket, a set of common clothes, an herbalism kit, a blank book whose pages refuse to hold ink, chalk, graphite, or any other substance or marking (trinket), 5 gp.

 

PERSONAL CHARACTERISTICS

Traits: “I feel tremendous empathy for all who suffer."

Ideal: Greater Good. "My gifts are meant to be shared with all, not used for my own benefit." (Good)

Bond: “My isolation gave me great insight into a great evil that only I can destroy."

Flaw: “I'd risk too much to uncover a lost bit of knowledge."

 

BACK STORY

Nearly struck down by a virulent disease when she came of age, Ivana Stavemof had fever dreams of a coming age of poison, disease, death, and despair. When she recovered, she left her village for the frigid mountains to seek wisdom whereupon, after a perilous journey that lasted four years, she found a ruined monastery once dedicated to the study of healing and medicine. There she found her calling as a practitioner of the healing and martial arts. She honed her skills and, seven years later, descended from the mountains with a mysterious blank book and the certain knowledge that it would someday lead her to the Staff of Asclepius - a holy artifact in the form of a serpent winding around a central rod which is the world's only hope to avoid a dark time brought about by the scrofulous cultists of the crone, Talona.

 

AL LEGAL.

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

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

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

Follow me on Twitter: @is3rith

Basic: No
Adventurers League: Yes (Complies with March 2015 V2 Rules)
Players Handbook: Yes

Portrait of Alwyn Oakheart

 

Alwyn Oakheart

1st-Level Rock Gnome Druid (Sailor)
Small Male Humanoid

Armour Class 14 (Leather Armour and Oaken Shield)
Hit Points 10 (1d8+2)
Speed 25 feet
Sense Darkvision
Passive Perception 14
Initiative +1
Str 12 (+1)   Dex 13 (+1)   Con 14 (+2)
Int 11 (+0)   Wis 15 (+2)   Cha 11 (+0)
Proficiency Bonus +2
Alignment Chaotic-Neutral
Languages Common, Gnomish, Druidic

 

FEATURES & TRAITS
Ship's Passage
Druidic
Darkvision
Gnome Cunning
Artificer's Lore
Tinker

 

PROFICIENCIES
Tools: Navigator's Tools, Vehicles(Water), Tinker's Tools, Herbalism Kit
Saving Throws: Int, Wis

 

SKILLS
Animal Handling +4, Athletics +3, Perception +4, Survival +4

 

ATTACKS
Oak Belaying Pin (Club)  +3 To Hit, 1d4+1 bludgeoning
Shillelagh (Cantrip) +4 To Hit, 1d8+2 bludgeoning Magic Weapon
Oak Javelin +3 To Hit, 1d6+1 piercing thrown, range(30/120)

 

SPELLCASTING
Magic Ability: Wis
Focus: Acorn Wand
MAM: +4
SaveDC: 12
Cantrips: Poison Spray, Shillelagh
Spells Per Day: 2
Spells Prepared (3) : Entangle, Healing Word, Purify Food and Drink (Ritual)

 

EQUIPMENT (90 lb)
Leather Armour, Oaken Shield, Oak Javelins (3), Oak Belaying Pin, Druidic Focus (Acorn Wand), Backpack, Bedroll, Mess Kit, Tinderbox, Torches(10), Day's Rations(10), Waterskin, Hempen Rope - 50ft, Silk Rope - 50ft, Lucky Dice, Common Clothes, Herbalism Kit, 4gp.
Trinket: A tiny oak musical ship model that plays a song you dimly remember from your childhood

 

PERSONAL CHARACTERISTICS
Traits: Alwyn works hard so that he can play hard when work is done, and he is steadfast and his friends know they can rely on him, no matter what.
Ideal - Freedom. The sea is freedom - the freedom to go anywhere and do anything.
Bond: Ruthless pirates murdered Alwyn's captain and crewmates, plundered his ship and left him to die. He will have Vengeance.
Flaw: Alwyn's pride will probably lead to his destruction.

 

Backstory

Alwyn is dedicated to the well-being of the oak forests that supply shipbuilders.

As he is wont to say: "A sailor who knows his oak is a sailor who stays afloat."

 

 

B I

 

Clawnan the Barbarian

1st-Level Dragonborn Barbarian (Outlander)
Medium Male Humanoid

Armor Class 13 (unarmored defense)
Hit Points 14 (1d12+2)
Speed 30 feet
Sense Normal
Passive Perception 12
Initiative +1
Str 16 (+3)   Dex 13 (+1)   Con 15 (+2)
Int 12 (+1)   Wis 10 (+0)   Cha 9 (-1)
Proficiency Bonus +2
Alignment True Neutral
Languages Common, Draconic, Dwarvish

 

FEATURES & TRAITS
Draconic Ancestry (Bronze)

Breath Weapon (2d6 lightning, DC 12 Dexterity save for half)

Resistance to Lightning
Rage 2/day
Unarmored Defense

Tribal Nomad

Background Feature: Wanderer
 

PROFICIENCIES

Armor: Light armor, medium armor, shields.

Weapons: Simple weapons, martial weapons.

Tools: Drums.
Saving Throws: Str, Con.

 

SKILLS
Athletics +5, Intimidation +1, Perception +2, Survival +2.

 

ATTACKS
Greatsword: +5 to hit, 2d6+3 slashing.

Greatclub: +5 to hit, 1d8+3 bludgeoning.
Javelin +5 To Hit, 1d6+3 piercing thrown, range(30/120).

 

EQUIPMENT

Two-handed sword, greatclub with many notches, an explorer's pack, four javelins, a staff, a hunting trap, a trophy from an animal he killed (a preserved two-headed snake), a set of traveler's clothes, an iron holy symbol (trinket) devoted to Krom (an unknown god), and a belt pouch containing 10 gp.

 

PERSONAL CHARACTERISTICS
Traits: "I'm driven by a wanderlust that led me away from home."
Ideal - Glory. "I must earn glory in battle, for myself and my clan." (Any)
Bond: "I am the last of my tribe, and it is up to me ensure their names enter legend."
Flaw: "I am too enamored of ale, wine, and black lotus."

 

BACK STORY

"Slither came Clawnan the Barbarian, bronze-scaled, sullen-eyed, sword in hand, a dragonborn, a reaver, a slayer, with gigantic melancholies, and gigantic mirth, to tread the jeweled thrones of the Realms under his clawed feet."

 

AL Legal.

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

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

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

Follow me on Twitter: @is3rith

My first attempt, please be gentle...

 

Attigus (Ferntwig) Xed


NICKNAMES: "Lost Branch" to family, "Hooter" or "Gus" to friends, "The Owl" to others

1st-level Forest Gnome Wizard
Small Male Humanoid
Armor Class: 12 (15 with Mage Armor)
Hit Points:  8
Speed: 25 ft.
Sense: Darkvision 60ft    
Str 8 (-1)  Dex 15 (+2)  Con 14 (+2)
Int 17 (+3)  Wis 12 (+1)  Cha 8 (-1)
Alignment: Chaotic Good
Languages: Common, Gnome, Elvish, Small Beast

 

TRAITS
Gnome Traits:

     Gnome Cunning
     Natural Illusionist
     Speak With Small Beast
Wizard Traits:
     Spellcasting
     Arcane Recovery
     Ritual Casting
     Spellcasting Focus
Background: Forest Outlander (Nature/Herbalism variant)
     Feature: Wanderer

 

Proficiency (+2)
     Tools: Herbalism Kit
     Saving Throws: Intelligence & Wisdom
     Weapons: Daggers, Dart, Sling, Quarterstaff, Light Crossbow

 

SKILLS
Arcana (+5), Investigation (+5), Nature(+5), Survival (+3)

 

ACTIONS
(Spell Save DC: 13 Spell Attack: +5)
Ranged Attack—Fire Bolt: (range 150 ft; one creature, Hit:  1d10 fire damage)
Melee Attacks— Dagger: +4 to hit (reach 5 feet; one creature, Hit: 1d4+2 piercing damage) OR
Quarterstaff: +1 to hit (reach 5 ft.; one creature, Hit: 1d6-1 bludgeoning damage (1d8-1 bludgeoning damage if wielded in two hands)

 

EQUIPMENT
Dagger, Arcane Focus - Crystal, Explorer's Pack (backpack, bedroll, mess kit, hempen rope 50 ft, tinderbox, 10 torches, rations 10 days, waterskin), Staff, Hunting Trap, Wolf tooth, traveler's clothes, belt pouch, 10 gp

 

SPELLBOOK
Cantrips: Fire Bolt, Mage Hand, Mending (Racial: Minor Illusion)
First Level: Burning Hands, Identify(r), Find Familiar(r),  Mage Armor, Shield,  Sleep

PREPARED SPELLS
Burning Hands, Mage Armor, Shield, Sleep

 

COMPANION
Fizzwhistle: fey owl familiar (despite his many attempts, Attigus can't make Fizzwhistle take any form other than an owl. They've had plentiful arguments regarding the matter but Fizzwhistle is quite stubborn about it...)

 

PERSONAL CHARACTERISTICS
Personality Traits: "I’m driven by a wanderlust that led me away from home." & "I'm always picking up things, absently fiddling with them and sometimes accidentally breaking them."
Ideal: "Life is like the seasons, in constant change, and we must change with it."
Bond: "I (claim that I) am the last of my tribe, and it is up to me to ensure their names enter legend."
Flaw: "There's no room for caution in a life lived to the fullest."

 

DETAILS
height: 2'7"
weight: 40 lbs
age: 40 years
Skin: pale brown
Hair: scruffy, white hair and beard that explodes from his face
Apparel: green and brown traveler's clothes & well worn shoes and cloak

 

BACK STORY
Attigus Ferntwig is a bright and curious gnome that is always causing problems for his family. The question "why?" is the first response to anything asked of him and "how else?" is the first thing he thinks when he's told how to do something. His eagerness "to know" caught the attention of a village elder, whom was also a wizard, and Attigus was taken under his tutelage. It didn't take long for Attigus to become bored with the restrictive apprenticeship, so he would sneak off into the woods and experiment on his own. One of these experiments was noticed by a goblin tribe, and they followed him back to his village. The forest gnomes were able to drive off the goblins and wolves but Attigus was banished until he could learn patience and restraint. He took the name Xed to defy his clan and now wanders the Realms looking to discover what he can.

 

I just think this thread is incredible. 

Thank you so much, everyone. 

This thread has given me so much inspiration for new ideas I want to try out. I really can't thank you guys enough. 

Baruk Khazâd! Khazâd ai-menû!

 

 

Name: Trey (Tredichee)

Male Human
Armor Class:
18 (Chain Mail and Shield)
Hit Points: 11
Speed: 30 ft.
Sense: Normal

Str 16 (+3) Dex 13 (+1) Con 12 (+1)
Int 8 (-1) Wis 8 (-1) Cha 16 (+3)
Alignment: Chaotic Good
Languages: Common, Dwarven

 

TRAITS
Varient Human Bonuses:

Bonus Points: Str & Cha +1
Skill: Perception

Feat: Shield Master
Paladin Traits:
Divine Sense

Lay On Hands

Background:

Soldier

Cook's Assistant

 

Proficiency (+2)
Tools: Land Vehicles, Dice
Saving Throws: Charisma & Wisdom
Weapons: Long Sword, Javelins

 

SKILLS
Athletics, Intimidation, Medicine, Perception, Religion

 

ACTIONS
Ranged Attack—Javelins +5 to hit, Range 30/120, Damage = 1d6 +3
Melee Attacks— Long Sword +5 To Hit, Damage = 1d8 +3
**Bonus; While using a shield, can Shove as a bonus action

 

EQUIPMENT
Chain mail, Shield, Longsword, 5 Javelins, Priest's pack, Holy Symbol, dice, common clothes, Insignia of rank, broken dagger.

 

PERSONAL CHARACTERISTICS
Personality Traits: I have a great love of simple pleasures. Good friends, bad girls, hot food and cold beer are holy pursuits.
Ideal: There is a spark of good in everyone.
Bond: I owe everything to Lord Killen and the Order of the Gauntlet
Flaw: Once someone questions my courage, I'll NEVER back down.

 

BACK STORY

Trey was orphaned shortly after learning to walk when the Order of the Gauntlet discovered a demonic cult run by his parents. Lord Killen, a noble with a fairly modest estate, was injured during the battle and left with only one leg. Due to the demonic nature of the injury and the time it took to get him to a healer, the leg could not be magically replaced and Lord Killen retired from field work to help train new warriors from his estate. As he and his wife had no children, Trey was sent with him to be raised.

 

So, with the exception of his very first year, Trey grew up at Paladin School. His first "toy" was a shield that he could barely lift and he learned how to give himself stitches before he learned to read. Cheerful to an extreme and always getting into mischief, he became quite popular within the order and rather well known. Even when Lord and Lady Killen started to have children of their own (the rest and a steady diet did Lord Killen more good than all the magical healing ever did), Trey was seen as a child of the Order, and nearly everyone that spent time training under Lord Killen became his Aunt or Uncle.

 

*Edit: Character Sheet Attached

** Edited with BI's corrections made - character sheet removed pending updates to it.

*** Edited to be legal with new AL Policy effective March 2015

SterlingRat wrote:

I believe this is AL Legal - BI, can you check it? Character Sheet attached.

Nearly right. You are allowed another language and with the equipment listed you would only have 43gp left, not the 50gp you have given him. Abilities, skills, feats and all the other numbers are fine. Nice work.

B I
"Tarob76 wrote:

 

Can i hire you to write some backrounds for my characters

I would ask the same thing. That was awesome.

IMAGE(http://www.nodiatis.com/pub/20.jpg)

 

URIK REINHARDT

 

1st-Level Human Barbarian (Pirate)
Medium Male Humanoid
Armor Class 16 (unarmored + shield)
Hit Points 14 (1d12+2)
Speed 30 feet
Senses Normal
Passive Perception 12
Initiative +2
Str 16 (+3)  Dex 14 (+2) Con 14 (+2)
Int 08 (-1)  Wis 10 (+0) Cha 12 (+1)
Proficiency Bonus +2
Alignment Chaotic Neutral
Languages Common, Dwarvish


FEATURES & TRAITS
Shield Master
Rage 2/day
Unarmored Defense
Background Feature: Bad Reputation

 

PROFICIENCIES
Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Tools: Navigator’s tools, vehicles (water)
Saving throws: Strength, constitution

 

SKILLS
Athletics +5, Intimidation +3, Perception +2, Stealth +3, Survival +2

 

ATTACKS
Battleaxe +5 to hit, 1d8+3 slashing - versatile 1d10+3
Javelin +5 to hit, 1d6+3 piercing - thrown, range(30/120)

 

EQUIPMENT
a shield, a battleaxe, four javalins, an explorer's pack, and a pouch with 48 gold coins.

 

PERSONAL CHARACTERISTICS

Trait:  To me, a tavern brawl is a nice way to get to know a new city.
Ideal:  The sea is freedom - the freedom to go anywhere and do anything.
Bond:  I was betrayed and left for dead by my crewmates, and I want to get my due.
Flaw:  Once someone questions my courage, I never back down no matter how dangerous the situation.

 

BACKSTORY
Born into a life of raiding costal villages, and loved every moment of it. One drink and one insult too many found him beaten and left for dead by his crewmates, thousands of leagues from home. He now lives the aimless life of an exile, doing odd jobs for coin as a hired blade for people who will never trust him. All he desires is the promise of adventure and battle, the chance to live agian.

 

(Just my take on a viking character)

 

edit: (and it seems I made a lot of little mistakes, I will fix them as I see them.)

 

edit2: should be good and AL legal. I took a quick read through the AL guide, but someone who actually plays AL may want to confirm. All in all it's probably not much different from most barbarians, but I notice in this edition and point buy there isn't going to be *too* much variance.

roll4init wrote:

 

URIK REINHARDT

 

ATTACKS

Battleaxe +5 to hit, 1d8+3 slashing - versatile 1d10+3
Javelin +5 to hit, 1d6+5 piercing - thrown, range(30/120)

 

EQUIPMENT
A chain shirt, a shield, a battleaxe, four javalins, an explorer's pack, and a pouch with eight gold coins.

 

edit2: should be good and AL legal. I took a quick read through the AL guide, but someone who actually plays AL may want to confirm. All in all it's probably not much different from most barbarians, but I notice in this edition and point buy there isn't going to be *too* much variance.

  • In AL, the starting gold allowance for barbarians is 80gp but you've spent 82gp on equipment and still have 8gp left over? You could forego the chain shirt but keep the shield and still have AC16 with your Unarmored Defense. That would give you 48gp in your pouch, which is always useful.
  • BTW, I think the javelin damage should be 1d6+3 ? Just the Strength adjustment applies.
  • Good backstory
B I

Fixed it, thought it was 90 but i guess background dosn't count?

 

Was really trying to fit that chain shirt in even though he dosn't need it, for character reasons.  16/14/16/8/8/10 would probably be a better stat spread but I wanted to give him a reason to wear it.

roll4init wrote:

Fixed it, thought it was 90 but i guess background dosn't count?

 

Was really trying to fit that chain shirt in even though he dosn't need it, for character reasons.  16/14/16/8/8/10 would probably be a better stat spread but I wanted to give him a reason to wear it.

 

It would be boring if every pre-gen had optimized stats. That would make every pre-gen cookie cutter.

When in doubt, grab a large stick.

 

"Ah! Lov' de smell o' Goblin blood on m' Axe in de Morn'!" - Meatloaf, Hill Dwarf Fighter.

 

 

Rawrk

1st-level Wood Elf Druid

Medium Huminoid


Armor Class 14 ( leather armor)
Hit Points 10 (1d8)
Speed 35 ft.
Senses Darkvision 60ft.    
Str 10 (+0)  Dex 16 (+3)  Con 14 (+2)
Int 10 (+0)  Wis 14 (+2)  Cha 12 (+1)
Alignment chaotic good
Languages common, elvish, druidic, dwarven

 

TRAITS
Background - Outlander

    Feature: Wanderer

    Origin: Guide

Proficiency (+2)
   Tools: Flute
   Saving Throws: Wisdom, Intelligence

Wanderer

Darkvision

Keen Senses

Fey Ancestry

Trance

Elf Weapon Training

Fleet of Foot

Mask of the Wild
 

SKILLS 

Athletics +2, Perseption +4, Nature +2, Survival +4
 

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

Cantrips: Restiance, Cure Wounds

Lvl 1 Spells: Thornwhip, Entangle, Jump

 

EQUIPMENT

quarterstaff, dagger, leather armor, Druidic Focus, backpack, bedroll, messkit, tinderbox, hunting trap,trophy from a dead owlbear, travelers clothes, belt pouch with 10g, 10 torches, 10 days of rations, waterskin, and hempen rope 50ft.

 

PERSONAL CHARACTERISTICS

Appearance: I have rich, copper-colored skin, and hazel eyes. I let my brown hair flow freely.

Traits: I place no stock in wealthy or well-mannered folk. Money and manners won’t save you from a hungry owlbear.

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

Bond: I suffer awful visions of a coming disaster and will do anything to prevent it.

Flaw: Violence is my answer to almost any challenge.

 

Backstory: 

 Rawrk was born and raised in a small forest village in the eastern High Forest. His family had remained near the ruins of the fallen Kingdom of Earlann. His father a great Archdruid remained in the desolate forest to maintain and protect on of the last remaining Circle of the Moon temples of Earlann. Rawrk began his lessons in the ways of the druid upon his 104th birthday. After 10 years of training he had learned enough from his father and soon after with the blessing of his family, he decided to leave the confines of his secluded home and explore the world. He spends the next 150 years visiting distant towns and great cities learning all that he can from the people he meets. 

  He now suffers from retrograde amnesia after a traumatic event involving a bit of curiosity and a prophecy protected by ancient and unintelligible magics. He was taken in when a monastery found him being feral in the wilderness. There they healed his wounds and sent him out to the world. One day, many years later in meditation he had a recollection of the prophecy and his role in it as a protector of the chosen. He soon hears that the chosen may have been found and sets out to join them as his destiny awaits.

IMAGE(http://www.nodiatis.com/pub/11.jpg)

Echamil wrote:

 

roll4init wrote:

Fixed it, thought it was 90 but i guess background dosn't count?

 

Was really trying to fit that chain shirt in even though he dosn't need it, for character reasons.  16/14/16/8/8/10 would probably be a better stat spread but I wanted to give him a reason to wear it.

 

 

It would be boring if every pre-gen had optimized stats. That would make every pre-gen cookie cutter.

 

I agree.

 

I doubt those stats are optimum though. At the very least it should be 16/14/16/8/10/8. 16/14/15/8/13/8 would probably be best.

 

I just didn't want to gimp his intimidate too much cause that's a viking thing.

 

And to be fair this edition dosn't give you a whole lot of flex room in builds anyay.

Myrlln
1st-Level Half-Elf Druid
Medium Male Humanoid
Armor Class: 11
Hit Points: 9 (1D8+9)
Speed: 30 Feet
Sense: Passive Perception; 15
Str: 14 (+2) Dex: 10 (+0) Con: 13 (+1)
Int: 13 (+1) Wis: 16 (+3) Cha: 10 (+0)
Allignment: Neutral
Languages: Common, Elvish, Sylvan, Druidic, Giant

 

Traits
Background - Hermit
  Feature: Discovery
  Life of Seclusion: I was searching for spiritual enlightenment.
Proficiency: +2
  Armor: Light Armor, Medium Armor, Shields.
  Weapons: Clubs, Daggers, Darts, Javelins, Maces, Quarterstaffs, scimitars, sickles, slings, spears.
  Tools: Herbalism Kit
  Saving Throws: Intelligence, Wisdom

 

Racial Features
Darkvision
Fey Ancestry

 

Class Features
Druidic
Spellcasting
  Cantrips
  Ritual Casting

 

Skills
Animal Handling +5, Medicine +5, Nature +3, Perception +5, Religion +3, Survival +5

 

Weapons
Melee--Quarterstaff: +4 to hit (reach 5 ft.; One target). Versatile.
Hit: 1D6+2 Bludgeoning damage. 1D8+2 Bludgeoning damage.

 

Attack Spells
Range--Produce Flame: +5 To hit (range 30 ft.; One Target).
Hit: 1D8 Fire Damage.

 

Spellcasting
Magic Ability: Wisdom
Spell Attack Modifier: +5
Spell Save DC: 13
Cantrips: Produce Flame, Shillelagh

Level 1 Spells: Animal Friendship, Cure Wounds, Fog Cloud, Speak with Animals,

 

Equipment
Leather Armor, Wooden Shield*, Qaurterstaff, Common Clothes, Explorer's Pack; (Backpack, Bedroll, Hempen Rope; 50 Feet, Mess Kit, Tinderbox, Torches; 10, Rations; 10, Water Skin.), Druidic Focus; (Totem**), Herbalism Kit, Scroll Case; Stuffed full notes, Winter Blanket, 5 GP.

 

*: A Shield fashioned from the lid of an Oak Barrel.
**: A Totem fashioned out of the Tusk of a Dire Boar with several carvings depicting Oak Leaves floating above a waterfall plunging into a still pool.

 

Personality
   Personality Traits: I'm oblivious to etiquette and social expectations. I often get lost in my own thoughts and contemplations, becoming oblivious to my surroundings.
   Ideal: Live and Let Live. Meddling in the affairs of others only causes trouble.
   Bond: I'm still seeking the enlightenment I pursued in my seclusion, and it still eludes me.
   Flaw: I like keeping secrets and won't share them with anyone.

 

Backstory
   Myrlln was born to a Human woman, and raised as such during most of his life. After the death of his mother, Myrlln set out into the world to discover who he was, to find Spiritual Enlightenment..

 

--

This was just a quick 5 minute build on Merlin. I couldn't find a 5th edition set of stats for a "Young" Merlin, so I figured I would make one for a quick Pre-Gen. This was all done with the Quick-Build method.

When in doubt, grab a large stick.

 

"Ah! Lov' de smell o' Goblin blood on m' Axe in de Morn'!" - Meatloaf, Hill Dwarf Fighter.

At appears that, for the new AL season, we are no longer allowed to use "Max Starting Gold" to customize a new character's equipment - we are stuck with the starting equipment provided by Class & Background.

 

My characters posted here are no longer AL Legal. :-(

 

SterlingRat wrote:

At appears that, for the new AL season, we are no longer allowed to use "Max Starting Gold" to customize a new character's equipment - we are stuck with the starting equipment provided by Class & Background.

 

My characters posted here are no longer AL Legal. :-(

 

Yeah. I've volunteered to check all the ones that we had flagged as legal, to see if they have gone bad too. I know my Gnome Sailor Druid will be wrong.

B I

It makes sense. The entire point of them being Pre-Gen is so that they are Quick to play. I think I am going to go through and do up a character for each class.

When in doubt, grab a large stick.

 

"Ah! Lov' de smell o' Goblin blood on m' Axe in de Morn'!" - Meatloaf, Hill Dwarf Fighter.

Temporary index deleted 2015-03-18.

The AL-legal pregens that were listed here, now have a green tick in the main index. Thanks to Iserith for maintaining this thread

 

B I

Tiny Mankind

1st-Level Goliath Barbarian (Outlander)
Medium Male Humanoid

Armor Class 14 (unarmored defense)
Hit Points 15 (1d12+3)
Speed 30 feet
Sense Normal
Passive Perception 11
Initiative +1
Str 16 (+3)   Dex 13 (+1)   Con 16 (+3)
Int 10 (+0)   Wis 8 (-1)   Cha 12 (+1)
Proficiency Bonus +2
Alignment Chaotic Good
Languages Common, Dwarvish, Giant.

 

FEATURES & TRAITS

Natural Athlete

Stone's Endurance

Powerful Build

Mountain Born

Rage 2/day
Unarmored Defense

Exile or Outcast

Background Feature: Wanderer
 

PROFICIENCIES

Armor: Light armor, medium armor, shields.

Weapons: Simple weapons, martial weapons.

Tools: Lithophone.
Saving Throws: Str, Con.

 

SKILLS
Athletics +5, Intimidation +3, Perception +1, Performance +3, Survival +1.

 

ATTACKS
Maul: +5 to hit, 2d6+3 bludgeoning.

Light Hammer: +5 to hit, 1d4+3 bludgeoning, thrown, range 20/60
Javelin +5 To Hit, 1d6+3 piercing thrown, range 30/120.

 

EQUIPMENT

Maul, light hammer, explorer's pack, four javelins, a staff, a hunting trap, a trophy from an animal he killed, a set of traveler's clothes, and a belt pouch containing 10 gp and a small, weightless stone block (trinket).

 

PERSONAL CHARACTERISTICS
Traits: "I'm always picking things up, absently fiddling with them, and sometimes accidentally breaking them."
Ideal - Greater Good. "It is each person's responsibility to make the most happiness for the whole tribe." (Good)
Bond: "My (new) clan is the most important thing in my life, even when they are far from me."
Flaw: "I remember every insult I've ever received and nurse a silent resentment toward anyone who's ever wronged me."

 

BACK STORY

Tiny is a stone giant, born stunted. At a shameful 8 feet tall, Tiny was mocked and bullied among the stone giants of the Cragnose clan. And so, one fateful day, Tiny left his mountain home for the lowlands of the Mankind, a race he had heard of only in myth and legend. He found them and, while they were fearful of him at first, his gentle nature and his delightful lithophone performances put them at ease. Soon he became a part of the community and adopted all humans as his clan, now calling himself Tiny Mankind.

 

AL Legal.

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

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

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

Follow me on Twitter: @is3rith

fixed the equipment on Trey again. Should be legal with the new rules now.

This character should also be AL Legal - you can check off the "cleric" blank now.

 

 

 

Nammu the First

1st-Level Human Knowledge Cleric (Guild Artisan)
Medium Male Humanoid
Armor Class 18 (w/shield)
Hit Points 10 (1d8+2)
Speed 30 feet
Sense Normal
Passive Perception 12
Initiative +2
Str 9 (-1)   Dex 14 (+2)   Con 14 (+2)
Int 14 (+2)   Wis 15 (+2)   Cha 14 (+2)
Proficiency Bonus +2
Alignment Lawful Neutral
Languages Common, Dwarvish, Elven, Draconic, Giant, Gnome

 

FEATURES & TRAITS
Spellcasting (Attribute = Wis. Save DC = 12. Spellcasting attack bonus = +4)
Cantrips: Guidance, Sacred Flame, Light.
1st Level: Bless, Healing Word, Sanctuary.
Knowledge Domain: Command, Identify.

 

PROFICIENCIES

Armor: Light armor, medium armor, shields.
Weapons: Simple weapons
Tools: Calligrapher
Saving Throws: Wis, Cha

 

SKILLS
Arcana (x2), History, Insight, Persuasion, Nature (x2), Religion
 

ATTACKS
Mace: +1 to hit, 1d6-1 (b)
Light Crossbow +4 To Hit, 1d8+2 (p) Range 80/320

 

EQUIPMENT
Mace, Scale Mail, Crossbow w/20 bolts, Priest's Pack, Shield & Holy Symbol, Letter of introduction, traveler's clothes, belt pouch w/15 gp, Calligrapher's supplies.

 

PERSONAL CHARACTERISTICS
Traits: I’ve spent so long in the temple that I have little practical experience dealing with people in the outside world.
Ideal: Tradition. The ancient traditions of worship and sacrifice must be preserved and upheld. (Lawful)
Bond: I seek to preserve a sacred text that my enemies consider heretical and seek to destroy.
Flaw: I judge others harshly, and myself even more severely.

 

BACK STORY
Nammu worked in Silverymoon as a scribe, making copies of legal documents and texts. He was called by Amaunator to travel and record the laws in various parts of the world.

 

Basic:                 No
Player's Handbook:     Yes
EE Player's Companion: Yes
AL Legal:              Yes, for EE Story Origin (Complies with V2 rules, March 2015)

Portrait of Schnella Crystalfist

 

Schnella Crystalfist

1st-Level Deep Gnome Sorcerer (Wild Magic Origin)
Small Female Humanoid

Armour Class 10 (no armour)
Hit Points 8 (1d6+2)
Speed 25 feet
Sense Darkvision 120 feet
Passive Perception 11
Initiative +0
Str 8 (-1)   Dex 11 (+0)   Con 14 (+2)
Int 15 (+2)   Wis 12 (+1)   Cha 15 (+2)
Proficiency Bonus +2
Alignment Neutral
Languages Common, Gnomish, Undercommon
Background Entertainer  (Storyteller)

 

FEATURES & TRAITS
By Popular Demand
Wild Magic Surge
Tides of Chaos
Superior Darkvision
Gnome Cunning
Stone Camouflage

 

PROFICIENCIES
Tools: Disguise Kit, Viol
Saving Throws: Con, Cha

 

SKILLS
Acrobatics +2, Arcana +4, Performance +4, Persuasion +4

 

ATTACKS
Two Daggers +2 To Hit, 1d4/1d4 piercing finesse, light, thrown, range(20/60)
Light Crossbow +2 To Hit, 1d8 piercing two-handed, loading, ammunition, range(80/320)

 

SPELLCASTING
Magic Ability: Cha
Focus: Crystal
MAM: +4
SaveDC: 12
Cantrips: Dancing Lights, Mould Earth, Prestidigitation, Thunderclap
Spells Per Day: 2
Spells Known: Charm Person, Chromatic Orb

 

EQUIPMENT (77 lb)
Dagger(2), Light Crossbow, Bolts(20), Magic Focus (Crystal), Backpack, Crowbar, Hammer, Pitons(10), Torches(10), Tinderbox, Day's Rations(10), Waterskin, Hempen Rope - 50ft, Viol, Love letter from an admirer, Costume, Blue Sash, Pair of Scissors, 15gp,

Trinket: A small box filled with different-sized buttons

 

PERSONAL CHARACTERISTICS
Traits: Schnella will settle for nothing less than perfection, but she gets bitter if she's not the centre of attention.
Ideal - Honesty. Arts should reflect the soul; it should come from within and reveal who we really are.
Bond: Schnella will do anything to prove herself superior to her hated rival, Krivi.
Flaw: Schnella will do anything to win fame or renown.

 

Backstory
Schnella is a popular entertainer in her part of the underdark and, after one particularly brilliant performance, an admirer gifted her a magic crystal. She soon discovered that it gave her uncanny powers of sorcery and now she uses her spells to liven up her entertainments. She worships at the temple of Leira, the goddess of illusions, and followers there are required to pray to the south at 10 o'clock every morning, to carry a pair of scissors at all times, and to wear a blue sash on holy days. The is travelling the upper world looking for new inspiration and tales of exotic places where few deep gnomes have ever been.

 

B I

Should be AL Legal under the new March 2015 Rules

 

 

 

Hardwicke

1st-Level Half-Elf Rogue (Acolyte)
Medium Male Humanoid
Armor Class 13
Hit Points 10 (1d8+2)
Speed 30 feet
Sense Darkvision
Passive Perception 15
Initiative +2
Str 10 (+0)   Dex 15 (+2)   Con 14 (+2)
Int 13 (+1)   Wis 12 (+1)   Cha 14 (+2)
Proficiency Bonus +2
Alignment Lawful Good
Languages Common, Elven, Infernal, Celestial, Undercommon

 

FEATURES & TRAITS

Expertise (Investigation & Perception)

Sneak Attack 1d6


PROFICIENCIES
Armor: Light armor
Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords
Tools: Thieves’ tools
Saving Throws: Dexterity, Intelligence
SKILLS: Arcana, Deception, History, Investigation (x2), Insight, Perception (x2), Nature, Religion
 

ATTACKS
Rapier: +4 to hit, 1d8+2 (p)
Shortbow +4 To Hit, 1d6+2 (p) Range 80/320

 

EQUIPMENT
Rapier, Shortbow and 20 Arrows, Burglar's pack, Leather Armor, two daggers, Thieves Tools, A holy symbol (a gift to you when you entered the priesthood), a prayer book or prayer, 5 sticks of incense, vestments, a set of common clothes, and a belt pouch containing 15 gp

 

PERSONAL CHARACTERISTICS
Traits: I idolize a great fictional detective I once believed to be real, and constantly refer to that person’s deeds and example, even though I am aware they are all fictional.
Ideal: Charity. I always try to help those in need, no matter what the personal cost. (Good)
Bond: I would die to recover an ancient relic of my faith that was lost long ago.
Flaw: I am suspicious of strangers and expect the worst of them.

 

BACK STORY
Hardwicke was raised as an orphan in a Temple of Helm. He neither knows nor cares who his parents were; instead, he was raised reading stories from the great library kept at the temple and was particularly drawn to stories of The Great Detective. When he eventually came of age, he chose not to become a priest in the church. Though he cares a great deal for those servants of Helm, he doesn't believe his own path lies within the priesthood. Instead he sees himself working with the priesthood to enforce the laws, while not becoming a part of it; He wants to become a consulting detective.

 

** fixed my language issue

I'll update the index more fully on Monday. Let me know who has made the cut. I may go with a green checkmark for characters fully compliant and a red one for characters that just need gear changes.

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

DMs: Dungeon Master 101  |  Session Zero  |  How to Adjudicate Actions  |  No Myth Roleplaying  |  5e Monster Index & Encounter Calculator
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Basic:                 No
Player's Handbook:     Yes
EE Player's Companion: Yes
AL Legal:              Yes, for EE Story Origin (Complies with V2 Rules, March 2015)

 

Portrait of Wave Flute

 

Wave Flute

1st-Level Water Genasi Bard
Medium Female Humanoid

Armour Class 12 (Leather Armour)
Hit Points 10 (1d8+2)
Speed 30 feet / swim 30 feet
Sense Normal
Passive Perception 11
Initiative +1
Str 9 (-1)   Dex 13 (+1)   Con 14 (+2)
Int 12 (+1)   Wis 13 (+1)   Cha 15 (+2)
Proficiency Bonus +2
Alignment Chaotic-Good
Languages Common, Primordial
Background Entertainer  (Instrumentalist)


FEATURES & TRAITS
By Popular Demand
Bardic Spellcasting
Bardic Ritual Casting
Bardic Inspiration (d6, twice/long rest)
Acid Resistance
Amphibious - can breath air and water
Swim - swimming speed 30 ft
Call to the Wave - knows the Shape Water cantrip


PROFICIENCIES
Tools: Disguise Kit, Pan Flute, Horn, Lute, Shawm
Saving Throws: Dex, Cha


SKILLS
Acrobatics +3, Deception +4, Intimidation +4, Performance +4, Persuasion +4


ATTACKS
Rapier +3 To Hit, 1d8+1 piercing finesse
Dagger +3 To Hit, 1d4+1 piercing finesse, light, thrown, range(20/60)


SPELLCASTING
Magic Ability: Charisma

Magic Focus: Pan Flute

MAM: +4
SaveDC: 12
Cantrips: Blade Ward, Friends
Spells Per Day: 2
Spells Known: Cure Wounds, Dissonant Whispers, Heroism, Speak with Animals

 

EQUIPMENT (55 lb)
Leather Armour, Rapier, Dagger, Pan Flute, Shawm, Backpack, Bedroll, Costumes(3), Candles(5), Day's Rations(5), Waterskin, Disguise Kit, Love Letter From An Admirer, 15gp

Trinket: A small wooden statuette of a smug halfling


PERSONAL CHARACTERISTICS
Traits: Wave collects local rumours and spreads gossip whenever she comes to a new place, and she loves a good insult, even one directed at her.
Ideal - Beauty. When Wave performs, she makes the world better than it was.
Bond: Wave wants to be famous, whatever it takes.
Flaw: Despite her best efforts, Wave is unreliable to her friends.


BACKSTORY

Wave loves the sea and often performs on ships, to entertain passengers and crew, and in ports of call, in dockside taverns. She swims with dolphins and whales, can sing to dolphins in their own language and when she plays whale songs on the shawm, whales answer from hundreds of miles away. Sometimes, when sailing on the high seas, these creatures will give her warning of storms, maelstroms and adverse currents; sea captains are glad to have her aboard at such times.

 

Character Sheet for AL Play (2.57 MB):  DDAL_EE_Character Sheet_Wave_Flute_Print.pdf

 

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