Rogues' Gallery: Rise of Tiamat

billd91

Not your screen monkey (he/him)
PS - It would be helpful if people would, at their convenience, link to their spells on 5e.d20srd.org (as I've done on Mornok's sheet). I can do it myself, of course, it just saves me a few seconds if the link is already there to take me straight to the right spell.

I can see how that would be very useful. I'll get that done tonight. I may reorganize that list a little too.
 

log in or register to remove this ad

mips42

Adventurer
Updated
Dumos.png

Name: Dumos Muchitel
Tiefling Eldritch Knight 7
Str
16 (+3)
Dex 14 (+2)
Con 16 (+3)
Int 14 (+2)
Wis 13 (+1)
Cha 12 (+1)

Armor Class 13 (Leather)
Hit Points 61
Speed 30 feet
Initiative +2

Saving Throws
Str
+6, Dex +2, Con +6, Int +1, Wis +1, Cha +1

Skills Animal Handling +3, Athletics +5, History +3, Survival +3
Senses
Darkvision 60’, passive Perception 11
Tools
Drum, Leather working tools
Languages Common, Infernal, Sylvan
Fire resistance

Actions
Hand Crossbow
+7 1d6+2 Piercing 30/120
Warhammer +3 1d8 bludgeoning 5'
Unarmed Strike +6 1d4+3 Bludgeoning 5'
Spell attack +3

Bonus Actions
Second Wind 1d10+6
Action Surge (1/Short Rest)

Reactions
Opportunity Attack

Equipment:
Hand crossbow, Leather Armor, Explorers pack(a backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, and a waterskin), a large tusk, a set of traveler's clothes, and a belt pouch containing 510 gp

Encumbrance: 80lbs with coinage

Spells: Attack +3, saves=13
1/Long Rest
Darkness 15-foot radius sphere
Hellish Rebuke 2d10 fire damage dc13 dex save
Thaumaturgy Special

Cantrips
Firebolt +3 attack, 2d10 dmg, 120’ (doubled)
Vicious Mockery 1d4 psychic damage and have disadvantage dc13 wis save

1st Level
Burning Hands 3d6 fire
Cause Fear DC13 Wis save or be frightened
Magic Missile +3 attack 1d4 + 1 force
Witch Bolt +3 attack 1d12 lightning damage

Description
Hair
Black, short cropped Eyes Yellow Skin Tone Dusky red Height 6’3” Weight 250 lbs Age 22
Alignment Chaotic Good
Dumos is large for a Tiefling, over 6 feet tall and heavily muscled. he has a small amount of black hair on top of his head between his horns, thick sideburns and a chin-beard. His skin is a darkish red in color as is his leather armor, which he has inscribed with designs using his leather tools. He has a medium deep voice and tends to be sarcastic and does not get along well with others.

Personality
  • I don't run from evil. Evil runs from me.
  • Thinking is for other people. I prefer action.
Ideals: Greater Good. I kill monsters to make the world a safer place, and to exorcise my own demons.
Bonds: My torment drove away the person I love. I strive to win back the love I’ve lost.
Flaws: I speak without really thinking through my words, invariably insulting others.

Background Story: I don't know how I got here but the badlands is where I grew up. Shunned from nearly every civilized land, I learned the land that I lived in. When a small village was razed by a band of marauding monsters, I took it upon myself to hunt them down and take their heads back to the few surviving townsfolk, keeping a large tusk as a souvenir of that first bounty. The people had little but food to offer, but they did, and I took it.
The following years I spent moving from place to place, hunting bounties wherever I could find them and, eventually, I became known and tolerated. It was during those years that I met her. the only female ever to look at me with something other than fear or disgust. We were friendly though, to be honest, I wanted more but could never manage to tell her how I felt. Over the years, I've managed to gather some coin and a bit of reputation and it's time to see what else may lie in front of me.

Ability Score Increase. Your Intelligence score increases by 1, and your Charisma score increases by 2.
Age. Tieflings mature at the same rate as humans but live a few years longer.
Alignment. Tieflings might not have an innate tendency toward evil, but many of them end up there. Evil or not, an independent nature inclines many tieflings toward a chaotic alignment.
Size. Tieflings are about the same size and build as humans. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Darkvision. Thanks to your infernal heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you 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.
Hellish Resistance. You have resistance to fire damage.
Infernal Legacy. You know the thaumaturgy cantrip. When you reach 3rd level, you can cast the hellish rebuke spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the darkness spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.
Languages. You can speak, read, and write Common and Infernal.

* OUTLANDER *
You grew up in the wilds, far from civilization and the comforts of town and technology. You've witnessed the migration of herds larger than forests, survived weather more extreme than any city-dweller could comprehend, and enjoyed the solitude of being the only thinking creature for miles in any direction. The wilds are in your blood, whether you were a nomad, an explorer, a recluse, a hunter-gatherer, or even a marauder. Even in places where you don't know the specific features of the terrain, you know the ways of the wild.

Skill Proficiencies Athletics, Survival
Tool Proficiencies One type of musical instrument
Languages One of your choice
Equipment A staff, a hunting trap, a trophy from an animal you killed, a set of traveler's clothes, and a belt pouch containing 10 gp
Feature: Origin - Bounty hunter
You've been to strange places and seen things that others cannot begin to fathom. Consider some of the distant lands you have visited, and how they impacted you. You can roll on the following table to determine your occupation during your time in the wild, or choose one that best fits your character.

Feature: Wanderer
You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.

FIGHTER
Hit Dice: 1d10 per fighter level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per fighter level after 1st

Proficiencies
Armor: All armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Strength, Constitution
Skills: Choose two skills from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival

Equipment
• (a) chain mail or (b) leather, longbow, and 20 arrows
• (a) a martial weapon and a shield or (b) two martial weapons
• (a) a light crossbow and 20 bolts or (b) two handaxes
• (a) a dungeoneer's pack or (b) an explorer's pack

Fighting Style
You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.
• Archery You gain a +2 bonus to attack rolls you make with ranged weapons.

Second Wind
You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level.
Once you use this feature, you must finish a short or long rest before you can use it again.

Action Surge
Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action and a possible bonus action.
Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.

Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Fighter: Eldritch Knight

Spellcasting
When you reach 3rd level, you augment your martial prowess with the ability to cast spells.
Eldritch Knight Spellcasting Spell Slots per Spell Level
Fighter Level Cantrips Known Spells Known 1st 2nd 3rd 4th
6th 2 4 3 - - -

Cantrips
You learn two cantrips of your choice from the wizard spell list. You learn an additional wizard cantrip of your choice at 10th level.

Spell Slots
The Eldritch Knight Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
For example, if you know the 1st-level spell Shield and have a 1st-level and a 2nd-level spell slot available, you can cast Shield using either slot.
You know three 1st-level wizard spells of your choice.
The Spells Known column of the Eldritch Knight Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an abjuration or evocation spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.
The spells you learn at 8th, 14th, and 20th level can come from any school of magic.
Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be an abjuration or evocation spell, unless you're replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.

Spellcasting Ability
Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier

Weapon Bond
At 3rd level, you learn a ritual that creates a magical bond between yourself and one weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond.
Once you have bonded a weapon to yourself, you can't be disarmed of that weapon unless you are incapacitated. If it is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand.
You can have up to two bonded weapons, but can summon only one at a time with your bonus action. If you attempt to bond with a third weapon, you must break the bond with one of the other two.

Spell Sniper
Prerequisite: The ability lo cast at least one spell
You have learned techniques to enhance your attacks with certain kinds of spells, gaining the following benefits:
• When you cast a spell that requires a ranged attack roll, the spell's range is doubled.
• Your ranged spell attacks ignore half cover and three-quarters cover.
• You learn a single cantrip that requires an attack roll from a class of your choice: bard, cleric, sorcerer, warlock, or wizard. Your spellcasting modifier for these spells is the same as the class you chose (Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid; Intelligence for wizard)

Tavern Brawler
Accustomed to rough-and-tumble fighting using whatever weapons happen to be at hand, you gain the following benefits:
• Increase your Strength or Constitution by 1, to a maximum of 20. (CON)
• You are proficient with all improvised weapons.
• Your unarmed strike uses a d4 for damage.
• When you hit a creature with an unarmed strike or improvised weapon on your turn, you can use a bonus action to attempt to grapple the target.

Special 1/Long rest
Darkness
Casting Time: 1 action
Range: 60 feet
Components: V, M (bat fur and a drop of pitch or piece of coal)
Duration: Concentration, up to 10 minutes
Magical darkness spreads from a point you choose within range to fill a 15-foot radius sphere for the duration. The darkness spreads around corners. A creature with darkvision can’t see through this darkness, and non-magical light can’t illuminate it.
  • If the point you choose is on an object you are holding or one that isn’t being worn or carried, the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness.
  • If any of this spell’s area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.

Thaumaturgy
Casting Time: 1 action
Range: 30 feet
Components: V
Duration: Up to 1 minute
You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical effects within range:
  • Your voice booms up to three times as loud as normal for 1 minute.
  • You cause flames to flicker, brighten, dim, or change color for 1 minute.
  • You cause harmless tremors in the ground for 1 minute.
  • You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers.
  • You instantaneously cause an unlocked door or window to fly open or slam shut.
  • You alter the appearance of your eyes for 1 minute.
If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action.

Hellish Rebuke
Casting Time: 1 reaction, which you take when you are damaged by a creature within 60 feet of you that you can see
Range: 60 feet
Components:
Duration: Instantaneous
You point your finger, and the creature that damaged you is momentarily surrounded by hellish flames. The creature must make a Dexterity saving throw. It takes 2d10 fire damage on a failed save, or half as much damage on a successful one.

Cantrips:
Firebolt
Casting Time: 1 action
Range: 120 feet
Components: V, S, 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 isn’t being worn or carried.
At Higher Levels. This spell’s damage increases by 1d10 when you reach 5th level (2d10)

Vicious Mockery
Casting time: 1 action
Range: 60 feet
Components: V
Duration: Instantaneous
You unleash a string of insults laced with subtle enchantments at a creature you can see within range. If the target can hear you (though it need not understand you), it must succeed on a Wisdom saving throw or take 1d4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.

1st-level
Burning Hands
Casting Time: 1 action
Range: Self (15-foot cone)
Components: V, S
Duration: Instantaneous
As you hold your hands with 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 aren’t being worn or carried.

Cause Fear
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 minute
You awaken the sense of mortality in one creature you can see within range. A construct or an undead is immune to this effect. The target must succeed on a Wisdom saving throw or become frightened of you until the spell ends. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success

Magic Missile
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Instantaneous
You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously and you can direct them to hit one creature or several.

Witch Bolt
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a twig from a tree that has been struck by lightning)
Duration: Concentration, up to 1 minute
A beam of crackling, blue energy lances out toward a creature within range, forming a sustained arc of lightning between you and the target. Make a ranged spell attack against that creature. On a hit, the target takes 1d12 lightning damage, and on each of your turns for the duration, you can use your action to deal 1d12 lightning damage to the target automatically. The spell ends if you use your action to do anything else. The spell also ends if the target is ever outside the spell’s range or if it has total cover from you.
 
Last edited:

Envisioner

Explorer
Would still appreciate having Lyle's sheet added to this thread, which is otherwise complete (assuming our last two people don't show, which they've shown no indication of doing as yet.)
 

gnarlygninja

Explorer
Lyle.jpg


Lyle Leagallow
Lightfoot Halfling Rogue 6
small humanoid, chaotic neutral

--------------------
Armor Class 16 (leather armor)
Hit Points 10 (1d8+2)
Speed 25 ft.
--------------------
STR 10 (+0), DEX 20 (+5), CON 14 (+2), INT 11 (+0), WIS 14 (+2), CHA 14 (+2)
--------------------

Racial and Class Abilities
--------------------
Expertise:At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves' tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. (I chose Stealth, Thieves' Tools, Deception, and Sleight of Hand)
Sneak Attack: Once per turn, you can deal an extra 3d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.

You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.
Thieves' Cant:During your rogue training you learned thieves' cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves' cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.

In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.
Cunning Action You can dash, disengage, or hide as a bonus action.
Fast Hands you can use the bonus action granted by your Cunning Action to make a Dexterity (Sleight of Hand) check, use your thieves' tools to disarm a trap or open a lock, or take the Use an Object action.
Second Story Workclimbing no longer costs you extra movement.
In addition, when you make a running jump, the distance you cover increases by a number of feet equal to your Dexterity modifier.
Uncanny DodgeUse your reaction to to halve the damage from an attack you can see.
Evasion When you make a dex save for half damage, take no damage if you succeed and half if you fail
LuckyWhen you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.
BraveYou have advantage on saving throws against being frightened.
Halfling NimblenessYou can move through the space of any creature that is of a size larger than yours.
Naturally StealthyYou can attempt to hide even when you are obscured only by a creature that is at least one size larger than you.



Feats none
Saving Throws Dex +8, Int +3
Skills Acrobatics +8, Deception +8, Investigation +3, Perception +5, Sleight of Hand +11, Stealth +11
Senses passive Perception 14
Tools Dice set, Jeweler's Kit, Thieves' Tools
Languages Common, Halfling

Actions
--------------------

Short bow. Ranged Weapon Attack: +8 to hit, range 80 ft./320 ft., one target.
Hit: 1d6+5 piercing damage.

Short sword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
Hit: 1d6+5 piercing damage. Light weapon

Dagger. Melee Weapon:
+8 to hit, reach 5 ft., one target.
Hit: 1d4+5 piercing damage. Light, Thrown.

Unarmed Strike. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature.
Hit: 1 bludgeoning damage.
--------------------
Background: Criminal
Personality trait: The first thing I do in a new place is note the locations of everything valuable—or where such things could be hidden.
Ideal: Freedom. Chains are meant to be broken, as are those who would forge them.
Flaw: An innocent person is in prison for a crime that I committed. I'm okay with that.
Bond: I'm trying to pay off an old debt I owe to a generous benefactor.


Equipment Short sword 2 lb, short bow 2 lb, 20 arrows 1 lb, backpack 5 lb, 10 feet of string, bell, 5 candles, crowbar 5 lb, hammer 3 lb, 10 pitons 2.5 lb, hooded lantern 2 lb, 2 flasks of oil 2 lb, 5 days rations 10 lb, tinderbox 1 lb, water skin 5 lb, 50 feet of hempen rope 10 lb, leather armor 10 lb, 2 daggers 2 lb, and thieves' tools 1 lb, dark common clothes including a hood 3 lb, belt pouch with 7 gold, a donkey total 88.5
Note a lot of this stays on the donkey, I'll try to comment when he switches things out

Encumbered:50 lbs
Heavily encumbered 100 lbs
Maximum: 150 lbs

Short sword 2
short bow 2
20 arrows 1
backpack 5
hooded lantern 2
1 oil flask 1
rope 10
leather armor 10
2 daggers 2
thieves tools 1
clothes 3
39
 
Last edited:

Envisioner

Explorer
Listen! Bannor Pilgrim has come unstuck in time. Pu-tee-wheet!

This level 1 DMPC version of a former player's character will be joining the group in Greenest, leaving both parties with 4 characters for more convenient combat math.

Bannor
Variant Human, Monk

Level 1


(base rolls of 16, 16, 15, 15, 15, 12)
(+1, +1 put into abilities due to race of variant human)

STR 16 (+3) - proficient save +5
DEX 16 (+3) - proficient save +5
CON 16 (+3)
INT 15 (+2)
WIS 16 (+3)
CHA 12 (+1)

hp: 11/58
Hit Dice: 1d8
Initiative: +8
AC: 16 (M) (unarmored defense)
Proficiency Bonus: +2
Alignment: Lawful Neutral
Skill Proficiencies: Athletics+5, Acrobatics +5, Stealth +5, Perception +5, Medicine +5, Religion +5
Age: 23
Sex: Male
Size: Medium
Speed: 50 (unarmored movement, mobile)
Languages: Common, Undercommon

Background: Modified Hermit
Traits: Utterly serene, even in the face of disaster
Ideal: Logic: Emotions must not cloud our sense of what is right and true
Flaw: I am dogmatic in my thoughts and philosophy
Bond: Still seeking the enlightenment I sought in seclusion, and it still eludes me

Abilities:
Alert: +5 init, never surprised, attacks against Bannor cannot be at advantage if they are from hidden creatures
Mobile: +15 move, can use dash over difficult, can disengage without opportunity attacks
Discovery: per hermit

Monk Abilities:
Ki Points: 0
Flurry of Blows (1 ki): Bonus action of two unarmed strikes
Patient Action (1 ki): Bonus action of dodge
Step of the Wind (1 ki): Bonus action of disengage/dash, 2x jumping distance
Deflect Missile: Use reaction to reduce ranged attack by d10+3+3; 1 ki to throw it back.
Slow Fall: Reaction = -30hp in falling damage
Stunning Strike (1 ki): Con save or be stunned
Wholeness of body: Heal = 3hp once per long rest

Weapons:
Fist +6, d6+3
Other Fist +6, d6+3
That third fist ... how did that even happen? +6, d6+3 (answer, it didn't, at least not yet)
Addedum: Equipment, with Encumbrance
Max Weight
15x16=240 lbs

Carrying Capacity
5x16=80 lbs

Equipment:
Herbalism Kit 3 lbs
Medicine Kit 3 lbs
Loose-fitting tunic and pants 3 lbs
Pouch 1 (contains the two kits) 1 lb
Pouch 2 (contains gold) 1 lb
Waterskin (full) 5 lb

300gp 6 lb

Total Weight: 22 lbs

Background:

Bannor is certain of only two things in life. That he is correct, and that the world is wrong.

He left society to meditate in the stillness of the wild for three years to uncover further mysteries. And he was found wanting. Or perhaps the world was? He is not certain. But if meditation and disengagement with the world did not provide the answers he sought, perhaps he can find them by active engagement.

But when words grow tiresome, he has found that his fists provide answers.

Gained 7gp which travels back in time with him and completely wrecks the global economy of the entire Forgotten Realms.
Gained Inspiration which he never spent
 
Last edited:

Character Name Silpion Av Mørkgrønn (generally calls herself Sil) Druid 1 (0 XP) High elf (f), Neutral Acolyte

[ ABILITY SCORES ]
Str 10 (+0) Dex 14 (+2) Con 9 (-1) Int 14 (+2) Wis 19 (+4) Cha 18 (+4)

[ PROFICIENCIES ]
Proficiency Bonus +2, Saves Int +4, Wis +6
Skills
Insight +6, Persuasion +6, Nature +4, Perception +6, Religion +4 (passive Perception 16)

Weapons she is proficient with
club, dagger, dart, javelin, mace, quarterstaff, scimitar, sickle, sling, spear, longsword, shortsword, shortbow, longbow

Armors she is proficient with
Light armor, medium armor, shields

Tools she is proficient with
herbalism kit

Languages
common, elvish, infernal, primordial, sylvan, druidic

[ COMBAT ]
hp 7 ; HD 1d8, Init +2 ; Speed 30 ft, AC 14 (studded leather 12, Dex +2) 2 spears. Melee: +2 (1d6 piercing ; thrown (range 20/60), versatile (1d8))

[ DRUID SPELLS ]
Spellcasting Ability Wisdom ; Spells Save DC 14 ; Spells Attack Bonus +6, Daily Spells to prepare 5 ; Slots 2, Known Cantrips 2
- Lvl 0 : thunderclap, guidance

[ FEATURES & TRAITS ]
Darkvision (60 ft.) Keen Senses * Fey Ancestry, Trance, Elf Weapon Training * Cantrip : prestidigitation (at will), Shelter of the faithful

[ EQUIPMENT ]
Spear, spear, studded leather, herbalism kit, poisoner's kit, druidic focus/sprig of mistletoe, backpack, bedroll, mess kit, tinderbox, torch (10), rations/1 day (10), waterskin, rope/hempen 50 feet, A 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 pouch containing 15 gp belt pouch (all my gold is in one spot at the moment) Equipment weight 83 lb

[ CHARACTER ]
Height Medium / 5.5 ft / 110 lb. ; Age 60 years (apparent age 18) Eyes Gray ; Skin Pale white ; Hair Strawberry blond. Appearance Looks like an adolescent high elf. If you are familiar with the color coding of druid's clothes youd recognize this one as a novice. Only having just begun learning.

Personality traits: cold hard and rational. Analytical. Stoic. Warms to people slowly and can be fun loving but generally still a stoic.

The multiverse is a giant ecosystem and few things are truly against nature. Those concordant opposition keeps forces of good evil chaos and order strong. If they do not viciously attemot to fight eachother and eat eachother alive they will grow weak and the universe will grow less vital with their withering. The strong punish the weak. This is just nature.

Bonds: Ba dun tah tah didili dee ITS A SECRET! (I will totally tell the dm)

Flaw: Pretty anhedonic. Like...can be happy, not easy.

Background acolyte (shelter of the faitful)
A branch family of a high elven house known as the gronns which means green (specifically the branch, mørkgrønn which means dark green) it should be no surprise that many of their children are sent to be fostered among druids. It was no different for Silpion. When it was time, she was sent to live with and learn from the druidic order of the region as many in her family before her had. It was here that she took her first steps into the mystical tradition. Always a bit of a stoic, most were unaware she had very unorthodox views because she was not one of many words. Eventually as she advanced as a student she became just a little more openly curious about how the wisdom of druidry applied to more edgecase scenarios. This led her to asking increasingly more questions of the more senior gatherers when elders would meet at the sacred grove of their local order. At first they found this delightful. Young students should always be curious. She rarely made statements. Still a stoic after all. She was nearly an all questions sort of person. One day though she proposed a highly unorthodox view to an elder. Typically she would have more tact but something was just a little different that day about her. She said,

"elder, i have meditated on the wisdom that the cosmos are themselves a natural system and nearly all things that happen within them have their proper meaured quanities with most things properly happening or existing at least in small measure even if when plentiful it wpuld be consider unbalanced, such as disease and plague. There are some exceptions we make to this philosophy though that i do not believe are wise. So for instance, liches are truly an abomination. Unnatural in every sense."

The elder was looking at her very quizically. At once concerned and hopeful, curious but unsure if he wanted to know what next would be said. "Go on. I believe this is the point of no return." He was nervously trying to make light of this strange topic.

She continued,

"Vampires on the otherhand...i think they hold a place much more similar to disease. And more. I believe they and certain similar natural-seeming undead may be a cosmic method of self correcting for when extinction events happen that would through the natural order into chaos. I believe that near perfect preservation of the anatomy, food sustained immortality, with a working spiritual and biological metabolism and other traits of vampires may in fact all be part of a self correcting mechanism that on rare occasion allows the universe to bring back a species that was never meant to go extinct by preserving specimens long term and allowing them to prey potentially upon their erstwhile predators, after all, undead sometimes become mortal again. When these creatures become too populace it is an imbalance to be sure, but i feel it is one of those examples of things which should exist but only in small numbers."

The elder was fuming. He had hoped this was not the direction this conversation was taking. He argued with Sil. Sil argued back. Eventually he branded Sil a heretic and asked her to leave the order. She wasnt exactly bothered. The order had not made her any happier than anything else did. She understood that at a certain point she would have had to leave anyway. A druid best attains enlightenment through their travels in the wild afterall. She had reached her point of diminishing returns learning as a novice at the local grove and had already been considering leaving. She packed her bag and left at sundown.

Some druids are the caretakers of the wilds and nothing else. Some are healers which can also make some money. Useful even if you are a druid. Sil was young and not ready to chain herself to a particular forest. And although she had no problem healing the sick that was not the opportunity that first presented itself. She had heard there was a rat infestation in a keep nearby. Sil had studied poisons. Naturally, she decided that was a decent way to get a little needed cash without too much hassle so she immediately started heading that way, gathering herbs all along the way over the many miles. By the time she had gotten there she had synthesized quite an ample quantity of au naturale rat poison. She offered it to the local lord for a week's stay at the keep or the nearest tavern, some food, and a bit of gold. "Never heard of a druid that sold rodent genocide in a keg" said the lord. Sil replied "most druids forget the first rule of nature is death" she said completely dead pan and stared the lord in the eye for half a second for dramatic effect before chuckling and cracking a smile to remind him it was a joke. "Ill give you the recipe for the poison for free just because and you can call me Sil."

After business was concluded she went to the tavern and bought some mead to drink by their fire place and listen to the stories of whatever bard might mosy through.

(Shes just been hanging out in the tavern planning her next move for a few days. Dont know how long the village/keep has been under attack. If adjustments need ti be made ti the story let me know. Also yeah. Went with vampire because the example was stuck in my head from the conversation we had.)
 
Last edited:

Remove ads

Top