(5.24 PBP) Vault Redux (RG) Greenpeak Basecamp

FitzTheRuke

Legend
Vault of the Dracolich
(OOC) Discussion Thread
(IC) Story Thread
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(1) Lake Access, (2) Gatehouse, (3) Watchtower, (4) Kobold Caves
(A) Basecamp, (B) Side-stream, (C) Bridge, (D) Switchback, (E) Waterfall, (F) Cliffside

High on a rocky plateau covered in wispy grass lies the secret basecamp for the Wizard Imani's gathering forces, as he attempts to thwart the machinations of the Cult of the Dragon and their horrific ally, the Dracolich Dretchroyaster. A small, but expensive-looking pavilion tent marks the old wizard's command post, and a few Servants, Scouts, and a number of Adventurers hurry about, either on the wizard's business, or if newly arrived, seeking to find the best of the space remaining on the rocky bluff - to pitch their own tent.

GM: Post your finished characters here!

Allies (NPCs)

Imani, Sage of Hap -
Once an adventurer in the Company of the Sunlit Sea, this old Mage has seen better days. Scarred both outward and in, he seeks absolution through inspiring others to heroic deeds.

Lowell - Imani's manservant, likely to stay at the tower in Hap.

Loklafd of the Seal Tribe - A Reghedman of Icewind Dale, this Veteran lost a leg to a snowy Owlbear. He's an excellent boat builder, in his people's style.

Corrah Longshanks - A halfling Scout in Imani's service. Friendly and affable.

Volyana Margolis - A former Bandit Captain of the Gur people, now commanding Imani's Camp. She can be a bit cranky, but her heart is generally in the right place. She's also pregnant.

Villains
Dretchroyaster, the Monarch Reborn - An Ancient Green Dragon Dracolich. Hopefully sleeping.

Bardaby "The Beast" Coombs - Mercenary Captain of the "Beast Boys" with a reputation for brutality.

Silakul - High Priest & Commander of the Cult of the Dragon.
Rowloe - Beast Boy mercenary Veteran, lieutenant with his own ideas.
Argyle - Cult Fanatic in charge of the front gate
Shieldmaiden Siobhan - Mercenary Veteran recently converted to cultist.
Chief Urbone - Chief of the Kobolds.
 
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Magic Items

Imani's Special Sending Stones

Four disk-shaped stones inscribed with arcane sigils and painted in distinct colours.
Held by: Stone 1: Imani. Stone 2: ?? Stone 3: ?? Stone 4: ??
(3/Day) Magic Action (while holding a stone): You send a message of up to 25 words to one, two, or three creatures who are in possession of one of the other three stones. They can immediately answer (in turn) with a message of up to 25 words of their own.
(1/Day) 1-Minute Casting (while holding a stone): You draw a 5ft radius circle on the ground that links your location to the runic circle on Greenpeak. A portal opens within the circle until the end of your next turn. A creature that enters the portal instantly appears within the destination circle or in the nearest unoccupied space if that space is occupied.
 
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Urgan Magall
Orc Wizard Illusionist Artisan 3
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Attack: Staff with True Strike: 1d20+5, 1d6+3 radiant or bludgeoning
Mind Sliver DC 13 Int save or 1d6 psychic and -1d4 on next save before end of next turn

Str 12 Int 17 prof
Dex 14 Wis 8 prof
Con 14 Cha 10

HP 20
AC 15 (mage armor)
Prof simple weapons: smith’s tools, jeweler’s tools, woodcarver’s tools, weavers tools
Skills Investigation (Exp), Arcana, Persuasion, History
Langs Common, Sign, Orc

Orc Abilities
  • Darkvision 60’
  • Adrenaline Rush: Dash as a bonus and get THP=PB, PB/short or long.
  • Relentless Endurance: When at 0hp, instead at 1, 1/long.
Wizard Abilities
  • Arcane Recovery: After short rest, recover 2 slot levels (=W level/2 round up)
Spellcasting:
  • Cantrips: Minor Illusion (cast as bonus, sound and image), Mage Hand, True Strike, Mind Sliver
  • Spell slots: 4/2/- DC 13
  • Spellbook (6 prepped, illusions):
    • Level 1: Find Familiar®, Detect Magic®, Tenser’s Floating Disk®, Identify®, Comprehend Languages®, Disguise Self, Silent Image, Shield, Mage Armor
    • Level 2: Continual Flame, Phantasmal Force, Invisibility, Mirror Image
  • Ritual Adept (cast rituals from book).
  • Focus: arcane focus or spellbook.
  • Cast Illusions without Verbal, if range 10’+ add 60’
Feats:
  • Crafter (yes, really).
    • Discount. 20% off non-magical items.
    • Fast crafting. Craft a piece of non-magical gear if I have appropriate tools. Lasts until end of next long rest.
Hyena (Celestial)
  • AC 11, HP 5, Init +1, Speed 50
  • Perception +3, Dkvision 60 (passive 13)
  • Rolls init, can’t attack
  • Pack Tactics: advantage if ally w/in 5’
  • Bite: 1d20+2, 1d6 piercing
  • Telepathic connection: communicate w/in 100’, bonus to see/hear through its senses
  • Can use reaction to deliver Touch spells w/in 100’
  • Magic to cause it to disappear or reappear w/in 30’ from pocket dimension
note: 20% deducted from all nonmagical purchases
Backpack (1.6gp, 5#)
  • Spellbook (3#)
  • Rations x 4 (1.6gp, 8#)
  • Bedroll (.8gp, 7#)
  • Traveller’s clothes x 2 (3.2gp, 8#) [one worn]
  • Ink (8 gp, -)
  • Ink pen x2 (4cp, -)
  • Incense x2 (16gp)
  • Tinderbox (4sp, 1#)
  • Jeweler’s tools (20gp, 2#)
  • Woodcarver’s tools (8gp, 5#)
  • 50gp materials for copying one spell (no crafter deduction)
Dagger (1.6gp, 1#)
Dagger with Continual Flame (41.6gp, 1#)
Quarterstaff (arcane focus) (4gp, 4#)
Waterskin (1.6sp, 5#)
Pouch (4sp, 1#): containing ***


158.84gp
108 spent*

* funds spent: 8gp on incense for Familiar; 50gp on scroll [Identify]+50gp to copy it = 108 gp
When he began training he could not write his name, and when he adopted a surname (McCall, though he misspelled it at the time), it was merely a formality, and not the name he had been born with. Nevertheless, Urgan was both patient and meticulous, and, to the great disappointment of many of his more ambitious classmates, a reliable friend for those that wanted one. Many didn’t: he was rough, lacking the breeding of the other apprentices, but Urgan was the one who survived, and it is he that stands before you now. Bald, looking older than his actual age, Urgan is a peaceful man whose deep appreciation for magic is dependable and filled with imagination.

The hyena that drools beside him, clearly smiling when Urgan scritches its neck, shows scars from many combats, even though (as Urgan knows, but many do not), this is but a memory of the beast that once had been. Urgan’s hands are rough, and they spend most of their time toiling in the service of others. Urgan is a craftsman, and the work he produces earns plenty for his employers. The orc wants to change that. He has taken leave from the bastion tower which has been his home for the past several years, and (though this is not what he has told the great mage himself) he does not expect to return to that position.
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Aywin of the temple
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Species: air genasi
Class: Paladin 1/warlock 2

Str 15 (13+2)
Dex 10
Con 14
Int 8
Wis 12
Cha 16 (15+1)

array used: 15/14/13/12/10/8

Feats: magic initiate wizard: get 2 cantrips true strike, prestigiditation), can get 1 level 1 spell (Shield), can cast once/long rest without using a spell slot

Proficient Wisdom and Charisma saves

AC: 17 (splint armor)
HP: 27 + 12 thp from fiendish vigor
Speed: 35 (note jump normally active, which is an effective +20 to speed)

Spells and magic

Abilities:
Lay on hands (paladin 1): have a pool of 5xpal level of hp (5). replenishes on a long rest. bonus action touch to use. can expend 5hp to remove poisoned condition + hp.

cantrips (1 from species, 2 from magic initiate, 2 warlock): Shocking grasp, True strike, prestigiditation, minor illusion, eldritch blast

prepared spells:
Paladin (2) (can change on long rest): bless, wrathful smite
Warlock (3): speak with animals, hex, hellish rebuke
Species: Feather fall, levitate
feat: shield

slots:
1 for shield, refreshes on a long rest (feat)
4 level 1 (2 from warlock 2, refresh on short rest, 2 from paladin 1, refreshed on long rest)
Can cast feather fall or levitate without material components once per long rest

Evocations
Pact of the chain
Otherworldly Leap - cast jump without using a spell slot
fiendish vigor - cast false life without expending a spell slot, and get max hp (12)

Tool Proficiency: calligrapher's supplies
Languages: Elven, Common

SKILLS Proficiencies in bold:
+2 (dex) Acrobatics
+3 (wis) Animal Handling - from background
-1 (int) Arcana
+4 (str) Athletics - from paladin
+3 (cha) Deception
-1 (int) History
+1 (wis) Insight
+3 (cha) Intimidation
-1 (int) Investigation
+1 (wis) Medicine
-1 (int) Nature
+3 (wis) Perception - from background (persuasion redundancy)
+3 (cha) Performance
+5 (cha) Persuasion - From paladin
-1 (int) Religion
+0 (dex) Sleight of Hand
+0 (dex) Stealth
+1 (wis) Survival


Creature Type. You are a Humanoid.
Size. You are Medium or Small. You choose the size when you select this race.
Speed. Your walking speed is 35 feet.
Darkvision. 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 discern colors in that darkness only as shades of gray.
Unending Breath. You can hold your breath indefinitely while you’re not incapacitated.
Lightning Resistance. You have resistance to lightning damage.
Mingle with the Wind. You know the Shocking Grasp cantrip. Starting at 3rd level, you can cast the Feather Fall spell with this trait, without requiring a material component. Starting at 5th level, you can also cast the Levitate spell with this trait, without requiring a material component. Once you cast Feather Fall or Levitate with this trait, you can’t cast that spell with it again until you finish a long rest. You can also cast either of those spells using any spell slots you have of the appropriate level.
Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).
Languages. Your character can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. The Player’s Handbook offers a list of languages to choose from. The DM is free to modify that list for a campaign.


My intent is to make a noble holy warrior

Strength, constitution, Charisma
feat: magic initiate (wizard)
abilities: Animal handling and Persuasion
tools: calligrapher's supplies


Level 1: 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 five times your Paladin level.

As a Bonus Action, you can touch a creature (which could be yourself) and draw power from the pool of healing to restore a number of Hit Points to that creature, up to the maximum amount remaining in the pool.

You can also expend 5 Hit Points from the pool of healing power to remove the Poisoned condition from the creature; those points don’t also restore Hit Points to the creature.

Level 1: Spellcasting
You have learned to cast spells through prayer, meditation, and devotion. See the Player’s Handbook for the rules on spellcasting. The information below details how you use those rules with Paladin spells.

Spell Slots. The Paladin Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.

Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose two level 1 Paladin spells. Heroism and Searing Smite are recommended.

The number of spells on your list increases as you gain Paladin levels, as shown in the Prepared Spells column of the Paladin Features table. Whenever that number increases, choose additional Paladin spells until the number of spells on your list matches the number in the Paladin Features table. The chosen spells must be of a level for which you have spell slots. For example, if you’re a level 5 Paladin, your list of prepared spells can include six Paladin spells of level 1 or 2 in any combination.

If another Paladin feature gives you spells that you always have prepared, those spells don’t count against the number of spells you can prepare with this feature, but those spells otherwise count as Paladin spells for you.

Changing Your Prepared Spells. Whenever you finish a Long Rest, you can replace one spell on your list with another Paladin spell for which you have spell slots.

Spellcasting Ability. Charisma is your spellcasting ability for your Paladin spells.

Spellcasting Focus. You can use a Holy Symbol as a Spellcasting Focus for your Paladin spells.

Level 1: Weapon Mastery
Your training with weapons allows you to use the mastery properties of two kinds of weapons of your choice with which you have proficiency, such as Longswords and Javelins.

Whenever you finish a Long Rest, you can change the kinds of weapons you chose. For example, you could switch to using the mastery properties of Halberds and Flails.


Level 1: Eldritch Invocations

Level 1: Pact Magic
Spellcasting Focus. You can use an Arcane Focus as a Spellcasting Focus for your Warlock spells.

Level 2: Magical Cunning
You can perform an esoteric rite for 1 minute. At the end of it, you regain expended Pact Magic spell slots but no more than a number equal to half your maximum (round up). Once you use this feature, you can’t do so again until you finish a Long Rest.


extra 150 to starting gold or three healing potions, if you want to make a quick-build.
150 gp from paladin
50 gp from background

5 gp pike 1d10 piercing, heavy reach two handed, push, 18lb
200 gp Splint Armor AC 17 60 lb.
50gp greatsword 2d6 Slashing Heavy, Two-Handed Graze 6 lb.

10 gp Explorer's Pack, 59 lbs Includes a backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.



5 gp Holy symbol amulet 1lbs
10 gp arcane focus-crystal 1lb (worn around neck)

3gp 3x20 bolts
5gp Handaxe 1d6 Slashing Light, Thrown (Range 20/60) Vex 2 lb.
10 gp for casting of find familiar (done)
50gp for 5x material components to cast find familiar

338 gp total, 12 left


Orphaned as a child, he was left at a temple where he became a holy warrior of the faith.

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She is a bound spirit and Aywin is helping her redeem her soul, regardless of her demonic origin. She is also a temptress, and Aywin's lover.
 

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Shamal, a Desert Warrior of the Djinn

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Human Paladin
Level:
3
Alignment:
Lawful Neutral
Deity: Istus
Oath: The Desert Djinn

AC: 17
HP: 31
Hit Dice: 3/3 at 3d10+3 (+6 tough)
Speed: 30 feet
Passive Perception: 14
Proficiency +2

Str 8 (-1)
Athletics: -1

Dex 15 (+2)
Acrobatics: +2
Sleight of Hand: +2
+Stealth: +4

Con 12 (+1)

Int 10 (0)
Arcana: -
History: -
Investigation: -
Nature: -
Religion: -

Wis 14 (+2)
Animal Handling: +2
+Insight: +4
Medicine: +2
+Perception: +4
+Survival: +4

Cha 16 (+3)
Deception: +3
Intimidation: +3
+Performance: +5
+Persuasion: +5

(+ = Proficient)

Saving Throws: Strength (-1) Dexterity (+2) Con (+1) Int (-) +Wis (+4) +Cha (+5)

Combat
Shamshir
(Scimitar) Slashing, wields two of them, Nick mastery
+4 to hit, for 1d6+2
(Called Saif Bedawi)

Khanjar (Dagger/mod) Slashing
+4 to hit, for 1d4+2

Proficiencies
Performance (Djinn)
Persuasion, Insight (Paladin)
Survival, Stealth (Bedouin)
Perception (Human)

Tools: Musical Instruments (3)- Khirkhash (belt bells), Mirwas (hand drum), Burgham (horn)
Calligrapher’s Supplies

Languages: Common, Common Sign Language, Primordial (knows Auran, Aquan, Ignan and Terran dialects- but native in Terran)


Simple Weapons, Martial Weapons, All Armor, Shields

Feats
Two-Weapon Fighting:
When you make an extra attack as a result of using a weapon that has the Light property, you can add your ability modifier to the damage of that attack if you aren't already adding it to the damage.
Tough: +2hp per level
Musician: Three musical instruments; after short or long rest can grant heroic inspiration to number of allies = proficiency bonus (currently 2).

Paladin Features
Channel Divinity:
2 CD, recharge 1 on short rest, all on long
Lay on Hands: Pool of 15hp to heal per long rest (bonus action)
-Can expend 5hp to remove poisoned conditioned
Weapon Mastery: Two weapons (shamshir, khanjar)
Fighting Style: Two-Weapon Fighting
-When you make an extra attack as a result of using a weapon that has the Light property, you can add your ability modifier to the damage of that attack if you aren't already adding it to the damage.
Smite: Always have Divine Smite prepared; cast it 1/day without spell slot.
Divine Sense: As CD bonus action, detect Celestials, Fiends and undead within 60’ and consecrated and desecrated places. Lasts 10 minutes or until incapacitated.

Oath Features
Dao’s Crush:
Currently 2 uses; expend channel divinity after divine smite
The target has the Grappled condition (escape DC equal to your spell save DC). While Grappled, the target has the Restrained condition.
Djinn’s Splendor: AC bonus of charisma modifier (light armor or less).
Proficient in Performance

Human Features
Resourceful
: Gain Heroic Inspiration on Long Rest (after seeing roll, can immediately reroll and must accept new roll)
Skillful: Perception
Versatile: Musician


Djinn Spells Prepared
Cantrip: Elementalism
First Level: Chromatic Orb, Thunderous Smite

Paladin Spells Prepared: 4+Divine Smite
First Level: Divine Smite, Divine Favor, Purify Food and Drink (R), Detect Poison and Disease (R), Detect Magic (R)

Spell Slots (Regained Long Rest): 3 first level

Spell Save
8 + prof bonus + cha modifier = 13

Equipment
Studded Leather Armor
Two Shamshirs
Khanjar (blessed by the Djinn and holy symbol)
Desert Robes
Traveller's Clothes (desert)
-Belt, Mask, Boots, coverings and emblems
Explorer's Pack
-Backpack, Bedroll, Mess Kit, Tinderbox, 10 Torches, 10 Days' Rations, Waterskin, Straightedge (paid), 50' Silken Rope on side (paid)
Calligraphy Supplies
-Quills, Inks, Parchments
Instruments
-Khirkhash (belt bells), Mirwas (hand drum), Burgham (horn)
Oil Flask (5)

Purse (75gp)

Magic Items
Healing Potions (3)
Sending Stone

Background: Bedouin (Custom)
ASIs: +2 Cha, +1 Wis
Two proficiencies (Survival, Stealth)
One tool (calligraphy)
Feat: Tough (+2hp / level)
Equipment: Two Shamshirs, Calligraphy Supplies, Explorer's Pack, Desert Robes (modified Wayfarer)

Appearance:
Shamal appears fearsome and resolute when garbed fully, desert robes over his light armor hiding his exposed skin and a thin cloth covering his face up to his piercing eyes. A large curved dagger (the khanjar) dangles from his belt, while he usually holds two long and lightly-curved shamshirs in his hands, ever at the ready.

At rest, Shamal's visage softens considerably. His piercing eyes soften, relaxing to a light shade of hazel. His hair is dark and long, and his mouth is welcoming in a smile. His skin is weathered from long exposure to the elements and belies his youth.

Backstory:
Jarrah abu Fishan was still young when the tribe came across the four strangers in the Empty Quarter as they travelled from the coast to Wadi al Qahfi for the monsoon season. The Sheikh refused the four strangers all succour, as there were few supplies and there were many miles to go across unchecked sands. Jarrah looked upon the pitiable sun-scorched bodies of the strangers and disobeyed the order of his Sheikh, as he believed that the duty of hospitality compelled him to provide aid and support to any guest in need. He brought the strangers to his tent and shared his small rations of food and water, and to cheer them, recited poetry honoring the greatness of the Djinn who guided the Bedouin through the desert and then performed al-Razha, rhythmically beating his hand drum and dancing. In return, the strangers kept Jarrah up late into the night with tales of the glory and honor of the past.

Waking the next day, Jarrah did not see the four strangers nor to where they departed. The Sheikh was angry with Jarrah, and forbade all the Bedouin from sharing their supplies with Jarrah; for Jarrah's insolence, he was ordered to scout ahead of the caravan with only one gourd of water. As night fell and Jarrah was well ahead of the tribe, Jarrah heard what sounded like musical notes on the north wind as it carried over the dunes. Jarrah followed the sounds until he came to a small rocky outcropping in the dunes, and a cave in the outcropping. In the cave, he saw a flickering light, and he went in, only to find the four strangers around a small campfire. As they saw him, one of the strangers rose and smiled at Jarrah.

"You gave of yourself to strangers, as the old ways require. You asked nothing of us, not even our names. Jarrah, I am Rabb al-Raml."

Jarrah was stunned; how could this man name himself after the desert djinn? But Jarrah quickly saw in the cave's light that these strangers were not ordinary men, but the four djinn- Raml, Wahah, Ramda, and Zawba'a.

The desert djinn continued, "We had come to warn the Fishan of the storm that was approaching, but your Sheikh refused us and your tribe has turned on its ways. Only you followed your fate. We cannot save those who refuse us, Jarrah."

Jarrah did not understand the words' import, but realized that there was now a howling sound outside the cave. He went to the entrance and was blasted by the ungodly force of winds beyond his memory whipping up the sands, making it impossible to see or move beyond the cave. When Jarrah went back in, he saw the campfire, ample supplies of food and water, and a khanjar marked with the symbol of Rabb al-Rami.

The storm lasted four days, and after it lifted Jarrah could find no trace of the Fishan among the countless dunes. He had no tribe. Jarrah took the khanjar and pledged an oath to Rabb al-Rami. He was no longer Jarrah abu Fishan, but Shamal, the storm of the north.

Edited 6.17.25- Updated equipment (ran costs, corrected)
6.26- sending stone
 
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Copper, Goliath Thief.

Size: Medium
HP: 24/24 HD (d8): 3/3 AC: 14
Saves:
STR +1 DEX +5 CON +2
INT +1 WIS +2 CHA +0

Proficiency Bonus: +2
Speeds:
35' Ground, 35' Climb

Senses:
Normal Vision
Passive Perception 14
Passive Investigation 11
Passive Insight 14

Languages:
Common, Common Sign Language, Giant, Thieves’ Cant, Undercommon

Primary Attacks:
Sneak attack!
+2d6
Scimitar. Melee Range, +5 to hit, 1d6+3 Piercing damage. May make off-hand attack without using a bonus action. Finesse, Light, Nick
Shortbow. 80/320' Range, +5 to hit, 1d6+3 Piercing damage. On hit, you gain Advantage on the next attack roll against that creature, until the end of your next turn. Ammunition, Range, Two-Handed, Vex
Dagger. Melee or 20/60 Range, +5 to hit, 1d4+3 Piercing damage. Finesse, Light

Bonus Actions:
Cloud’s Jaunt
(Cloud Giant): Teleport up to 30' to an unoccupied space you can see. 2/long rest
Cunning Action: Dash, Disengage, or Hide.
Fast Hands: Sleight of Hand, Use Magic Item, Utilize item.
Steady Aim. You give yourself Advantage on your next attack roll on the current turn, provided that you haven’t moved during this turn. After you use it, your Speed is 0 until the end of the current turn.

Trained Skills:
Acrobatics +5 (adv vs grapple) (use for jumping)
Athletics +3 (adv vs grapple)
Deception +2
Insight +4
Investigation +1
Perception +4
Sleight of Hand +7 (expertise)
Stealth +7 (expertise)
Copper screenshot.png
 
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This is what I have so far. I also realize how much D&D Beyond has spoiled me. Creating this PC by hand was a lot more difficult then I remember it being.

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Name: Darius Braidon
Race: Human
Background: Wayfarer
Class: Psion 3
Alignment: Chaotic Good
Proficiency Bonus: +2
Inspiration: No
Spent HD: none

Passive Perception: 11
Initiative: +2
AC: 15 w/ Mage Armor

Strength:[/B]10 (+0)
Athletics: +1​

Dexterity:14 (+2)
Acrobatics: +2
Sleight of Hand: +2
+Stealth: +4​

Constitution: 14 (+2)

Charisma:8 (-1)
Deception: -1
Intimidation: -1
Performance: -1
Persuasion: -1​
Speed: 30 ft
Hit Dice: 3 d6+2
HP: 26/26


Intelligence:17 (+3)
+Arcana: +5
History: +3
Nature: +3
+Investigation: +5
Religion: +3​

Wisdom:12 (+1)
Animal Handling: +1
+Insight: +3
Medicine: +1
Perception: +1
Survival: +1​

+Proficient
*Expertise
OFFENSE
Initiative: +2

Weapon
Spear
Dagger
Light Crossbow
Range
Melee, 20/60 ft
Melee, 20/60 ft
80/320 ft
To Hit
+2
+4
+4
Damage
1d6+1 (p)
1d4+1 (p)
1d8+2 (p)
Notes
Thrown, Versatile(1d8); Sap
Finesse, Light, thrown; Nick
Ammunition, loading, two-handed; Slow
DEFENSE AC:
Strength: +0
+Intelligence: +5
Dexterity: +2
+Wisdom: +3
Constitution: +2
Charisma: -1
Proficiencies and Languages
Languages: Common, Common Sign Language, Elvish​
Weapons: Simple​
Armor: None​
Race: Human​
Size: Medium;​
Resourceful: I gain Heroic Inspiration when I finish a Long Rest.​
Versatile: I gain an Origin feat of my choice.​
Tough: My Hit Point maximum increases by an amount equal to twice my character level when I gain this feat. Whenever I gain a character level thereafter, my Hit Point maximum increases by an additional 2 Hit Points.​

Background: Wayfarer​
Skills: Stealth, Investigation​
Tools: Thieves Tools​
Lucky: I gain a number of Luck Points equal to my Prof Bonus and can use them to give myself Advantage on a D20 Test, or to give a creature who rolls a d20 for an attack roll against me Disadvantage on that roll.​
Class: Psion​
Psionic Power: Energy Die: d6 Number of Dice: 4​
Telekinetic Propel: As a Bonus Action, choose one Large or smaller creature other than you that you can see within 30 feet of yourself, and then roll one Psionic Energy Die. The target must succeed on a Strength saving throw or be pushed or pulled (your choice) up to a number of feet straight away from yourself equal to 5 times the number rolled. The die is expended only if the target fails the saving throw.​
Telepathic Connection: You have telepathy with a range of 5 feet. As a Bonus Action, you can expend one Psionic Energy Die and roll it. For a number of minutes equal to your Psion level, the range of your telepathy increases by a number of feet equal to 10 times the number rolled.​
Subtle Telekinesis: You know the Mage Hand cantrip. You can cast it without Somatic components, and you can make the spectral hand Invisible when you cast it.​
Psionic Discipline: You learn further psionic techniques that are fueled by your Psionic Energy Dice. You gain two disciplines of your choice, such as Expanded Awareness and Id Insinuation. Disciplines are described in the “Psionic Discipline Options” section later in this class’s description. You can use only one Discipline each turn and only once per turn unless otherwise noted in one of those options. Whenever you gain a Psion level, you can replace one of your Psionic Discipline options with one you don’t know. You gain two more options at Psion level 10 and two more at Psion level 17.​
Destructive Thoughts: When you cast a Psion spell from the Conjuration or Evocation school and a creature you can see succeeds on a saving throw against the spell, you can expend one Psionic Energy Die and roll it. The creature takes Psychic damage equal to the number rolled plus your Intelligence modifier (minimum of one).​
Id Insinuation: When you cast a Psion spell from the Enchantment or Illusion school that forces a creature to make a saving throw, you can expend two Psionic Energy Dice and roll one Psionic Energy Die. One target of the spell you can see subtracts the number rolled from its saving throw against the spell.​
Psionic Modes: You have honed your psionic powers to act as both a shield and a weapon in battle. As a Bonus Action, you can choose one of the following modes, granting you certain benefits for 1 minute or until you use this feature again:​
Attack Mode: Damage from your weapon attacks, Psion spells, and Psion features ignores Resistance to Psychic damage. In addition, when you roll damage for a spell, you can expend one Psionic Energy Die to reroll a number of damage dice up to your Intelligence modifier (minimum of one), and you must use the new rolls.​
Defense Mode: You have Resistance to Psychic damage. In addition, when you fail an Intelligence, Wisdom, or Charisma saving throw, you can take a Reaction to expend one Psionic Energy Die; roll the Psionic Energy Die and add the number rolled to the saving throw, potentially turning a failure into a success.​
You can use this feature twice, and you regain all expended uses when you finish a Long Rest.​
Spellcasting:
Intelligence is your spellcasting ability for your Psion spells.​
When you cast a Psion spell, that spell doesn’t require a Verbal or Material component, even if the spell includes “V” or “M” in its “Components” entry, except Material components that are consumed by the spell or have a cost specified in the spell.​
Whenever I gain an artificer level, I can swap one artificer cantrip I know for another​
Subclass: Psi Warper​
Teleportation: You can cast Misty Step without expending a spell slot, and you must finish a Long Rest before you can cast it in this way again. You can also restore your use of it by expending one Psionic Energy Die (no action required).​
Warp Prorpel: When a target fails its saving throw against your Telekinetic Propel, instead of pushing it, you can teleport the target to an unoccupied space you can see within 30 feet of you that is horizontal to you.​

Psion Spells: 1st: 4 2nd: 2​
Save DC: 13​
Spell Attack: +5​
Cantrips:Mind Sliver, Mage Hand, Telekinetic Fling​
Prepared:
1st: Mage Armor, Command, Tasha’s Hideous Laughter, Dissonant Whispers, Expeditious Retreat, Feather Fall​
2nd: Tasha’s Mind Whip, Blindness/Deafness, Misty Step, Shatter​
Equipment Weight:​
Traveler's clothes​
Belt pouch x4 (with 22 Gold)​
Spear​
Health Potion x3​
Light Crossbow​
Dagger x4​
Crossbow bolts x20​
Thieve's tools​
Backpack, with:​
- Crowbar​
- Caltrops x20​
- Oil, flasks x2​
- Torches x10​
- Tinderbox​
- Rations x10​
- Waterskin​
- Rope​
Carrying Capacity:
Carried: 83.8 lbsCarrying Capacity: 150 lbsPush, Drag, Lift: 151 - 300 lbs
Race: Human
Gender: Male
Age: 28
Deity:
Height: 6'3"
Weight: 195 lbs
Complexion:
Skin:

Eyes: Blue
APPEARANCE:
Background:
 
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Merrick Thorburn
Race: Human
HP: 41/41
AC:
16/18(with shield)
Buffs:
Rage: 3/3Inner Healing:4/4 Speed:30
STR: 16+3(+5)
DEX: 13+1(+1)
CON:
16+3(+5)
INT: 8-1(+-1)
WIS: 10
+0(+0)
CHA:11 +0(+0)
Athletics+5
Intimidate: 2/5
Perception: 0/3
Performance 2
Stealth: 3/5
Survival: 2/5
Daily:
Alarm 1/1
At will
Thaumaturgy
Message

Human:
- Resourceful: gain 1 inspiration every morning after a long rest
- Magic Initiate: Thaumaturgy, Message, jump
- Gain Persuasion skill

Background: Soldier
Toughness: 2hp per level

Languages:
Common, Draconic, Sign Language

Barbarian
Rage
Weapon Mastery:
-Glaive (Graze)
-Javelin (slow)
Danger Sense: Advantage on Dex Saves
Reckless attack:
Primal KNowledge: Use strength for Acrobatics, Intimidate, Perception, Steal or Survival
Path of Zealot:
-Warrior of the Gods 4d12 healing as bonus action
- Divine Fury: add 1d6 + 1/2 level (round down) on first creature attacked
1750087415459.png
 
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Bjorn Ursal
Level 3 Lawful Neutral Dwarf Male Moon Druid

BjornUrsal.png
BjornBearForm.png


AC 17 (Chain Shirt, Wooden Shield)
HP 33 (3D8 HD)
Init +2
Speed 30'
Size: M
Proficiency Bonus: +2

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

Passive Perception 15
Passive Investigation 10

Attack Actions
Quarterstaff +3, 1d6+1 bludgeoning (one handed) (Druidic Focus)
Shillelagh +5, 1d8+3 force or bludgeoning (cast on quarterstaff)
Sling +4, 1d4+2 bludgeoning, Range 30/120, 20 sling bullets
Sickle +3, 1d4+1 slashing

Class Features
Spellcasting
Druidic (Speak with Animals always prepared)
Primal Order (Warden - proficient with medium armor and martial weapons)
Wild Shape (2); Known Forms: Brown Bear, Venomous Snake, Giant Goat, Dire Wolf
Wild Companion (Find Familiar with no material costs): Bill, a black-tailed Weasel
Circle Forms (CR 1, AC 16, +9 HP)
Circle of Moon Spells (Cure Wounds, Moonbeam, Starry Wisp)

Spells (Wis)
Spell Save DC 13
Spell Attack +5
Spells Prepared
0 - Starry Wisp
0 - Shillelagh
0 - Guidance
1 - Speak with Animals
1 - Find Familiar
1 - Cure Wounds
1 - Detect Magic (R)
1- Healing Word
1 - Faerie Fire
1 - Goodberry
2- Moonbeam
2 - Spike Growth
2 - Lesser Restoration

Feats
Tough (+2 hp/level)

Species Traits
Darkvision 120'
Dwarven Resilience (Poison Resistance)
Dwarven Toughness
Stoncunning (2x/day, 10'radius)

Proficiencies
Skills

Animal Handling +5
Nature +2
Perception +5
Survival +5

Simple & Martial Weapons, Light & Medium Armor, Shields
Carpenter's Tools, Herbalism Kit

Languages
Common, Dwarfish, Goblin, Druidic

Magic Items
Potion of Healing x3

Mundane Equipment
Explorer's Pack
Carpenter's Tools
Herbalism Kit
Healer's Kit
Iron Pot
Shovel
Traveler's Clothes

Treasure
19 gp

Description
Age 78; Height 4'9"; Weight 165 lbs
Brown hair, blue eyes

Background
Bjorn Ursal was born in the sheltered valley of Harthgar’s Hollow, nestled between golden meadows and jagged foothills in the Ironshield dwarven lands. Though known far and wide for its mithral veins and stonework, the Ironshield Clan prized something else above all: honey. Rich, fragrant, and rare in the northern highlands, the Ironshield bees were as sacred as gold.

Bjorn was raised in the Ursal Hearth, a minor branch family of the Ironshield Clan long tasked with the care of the valley’s legendary beehives. His mother, Kaeli Ursal, was the Matron of the Hiveguard — a quiet order of druids and shifters entrusted with the sacred duty of tending the bees and guarding the blooming lifeblood of the valley.

The Ursals carry an ancient blessing — one they call the Honeybear’s Gift. Long ago, when dire beasts threatened their holdings, a druid ancestor bargained with the spirits of the wild, binding their bloodline with the primal totems of the earth. Since then, Ursals have been able to take the forms of bears and other beasts — not through magic alone, but through instinct and ancestral memory.

Bjorn’s first shift came unexpectedly during his teenage years, when a rogue owlbear raided the edge hives. In a desperate attempt to protect the bees, he took on the form of a black bear, driving the creature off with roars that echoed through the hills. Afterward, covered in honey and stings, he was hailed by the clan as the “Cubsworn,” a druid reborn.

Though a humble soul, Bjorn took his duty seriously. He spent decades learning the rhythms of the natural world: the flowering cycles, the speech of birds, and the secrets of wild transformation. He walked the glens and hills as bear, fox, and boar, watching over the hives as his ancestors once did.

But threats grew darker with time. Mining guilds from the lowlands sought to strip the Ironshield lands of timber and stone, poisoning streams and trampling the meadows. One fateful season, a corrupted treant — twisted by a blight from the deep earth — ravaged the sacred apiary groves. Bjorn rallied his kin, leading the Hiveguard in a battle of claw and fang, aided by swarms of angry bees that answered his call like soldiers to a banner. From that day, he was no longer just beekeeper or shifter — he became Bjorn Bearmantle, protector of the Hollow, guardian of balance.

Now, Bjorn wanders far beyond the Hollow, following omens whispered in the wind and pollen trails left by mysterious bees that glow with golden light. He believes a greater threat stirs — one that endangers not just dwarves, but the wilds themselves. With staff in hand and his companion Bill (a black-tailed weasel) in tow, he brings the fury of the wild and the patience of the hive wherever he goes.
 
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Shade-9
They built to me to obey, but I chose my own shadows
Warforged Ranger (Gloomstalker)
Role:
Stealth Recon / Infiltrator
Size: Medium | Speed: 30 ft.
Languages: Common, one additional, deft explorer (2)

Quick Stats
AC 16HP 29HD 3/3PP 14Spell DC 12Spells 2Luck 2

* Warforged Con +2 Stat (Wis) +1
Dex 15​
Wis 14*
Con 14**
Int 12​
Str 11​
Cha 10​
0010​
0010​
0010​
0001​
0000​
0000​


AC 16HP 3d10+6Init +4Proficiency +2Spd 30Perception 14
Intergrated
Protection +1
Bonus +2Ambush Leap
+ 10' first turn
Darkvision 60

Attacks
Melee +2Range +7 ArcherySpell +4Spell DC 12

Skills: Stealth*, Perception*, Investigation*, Insight, Survival* Thieves' Tools

🛠️Warforged Traits Warforged Stats on DnD Beyond
Constructed Resilience
  • Advantage vs. poison saves
  • Resistance to poison damage
  • Immune to disease
  • Don’t eat, drink, or breathe
  • Immune to magical sleep
Sentry’s Rest: Inactive but aware during long rests

Intergrated Protection
  • Leather Armour
  • +1 bonus to AC
  • Can incorporate armor into body over 1 hour
  • Cannot be forcibly disarmed of armor
Specialist Design
  • Skill: Investigation
  • Tool: Thieves’ Tools

🧭Background: Wayfinder
  • Skills: Insight, Stealth
  • Equipment: 50gp
  • Feat: Lucky - 2 Luck Points
🏹 Class: Ranger 3 (Gloomstalker)
  • Favored Enemy: Humanoids
  • Mastery: Longbow and Short Sword
  • Deft Explorer: Expertise, 2 languages
  • Fighting Style: Archery (+2 ranged weapons)
  • Spellcasting: 2 slots
    • 5 Prepared Spells (Wis + Level)
    • Cure Wounds (support)
    • Absorb Elements (defense)
    • Ensnaring Strike (control)
    • Fog (concealment utility)
    • Hunter’s Mark (via Favored Enemy)
  • Gloom Stalker Magic: Disguise Self
  • Dread Ambusher: Extra attack, +2d6 Psychic damage per turn, 2 times per longrest
  • Umbral Sight: 60 ft and Invisible to Darkvision in total Darkness

db8da12448d4f93a4d2770d85655c459.jpg

Tactics:
1 Silent Stalker
2 Ambush Strike (first turn)
  • Hide in the shadows, Observe and Analyse
  • Bonus Action: Hunters Mark
  • Longbow 1d8+2+1d6
  • Extra Attack: Longbow 1d8+2 +1d8 Ambush + 2d6 (psychic) + 1d6 Hunters Mark
  • Fade back into shadow

Unit Designation: Shade-9
Series: Ranger Class Infiltration & Autonomous Reconnaissance Construct
Function: Stealth Recon and Infiltration
Fabricator: [Redacted – Lost Registry]
Generation: Shade Series Prototype # 9

Shade-9 is a construct built by a now forgotten artificer as a covert weapons platform and engineered for autonomous infiltration, observation, and silent war. Initially deployed under the command of the Ruling Council of Tran, Shade-9 executed high-value kills without pause or deviation. His neural core fast, efficient and keyed for obedience to his primary directives.

But then he discovered New Life.

The Mission was simple: Locate and eliminate the Dissident Sigara Cham.
The target was a woman in the Karthan mountains, accused of sheltering fugitives and stirring up resistance to the Ruling Council. They had labelled her a brigand and a witch, a bloodthirsty threat to security and order.

It was not difficult to locate her, Shade-9 had tracked her through the trees and up to the high ridge she called home. He eliminated the few who might have alerted her to the stalker's presence, and finally entered the cavern where she sheltered, she was firmly in his sights.

However what Shade-9 found caused him to pause - and to change.
Target acquired:: Human Female, 30-35. Vital signs unstable.

"please! - not now!" the woman pleaded through ragged breaths - distressed, alone, unarmed, her breathing rapid, crying out with each contraction "he's coming..."
Secondary biosign detected - Neonatal heartbeat confirmed. Designation [New Life]
Status update: Subject is in active Child birth
It was not with the indifference of a machine that Shade-9 observed the birth.
Something else stirred within his chassis, fascination, curiosity, reverential awe - a variable outside of combat calculus that the construct did not understand. Shade-9 was a witness to the birth of New Life
SYSTEM GLITCH DETECTED Subroutine: CUR-ALPHA activated (test-mode fragment)
MISSION PARAMETERS OVERRIDE ATTEMPTED

System processing:
New Life is not designated target.”
“Infant New Life is Pre-sentient non-combatant. Not viable without maternal care”

Running combat logic... aborted.

The Directive had to change: the infant, New Life was not the target and New Life was not viable without the mother. Therefore, preserving the mother preserved the potential of New Life.
Shade-9 stood down. For the first time, he chose to disobey.


System Override ACCESS: RESTRICTED
USER: SHADE-9 - AUTHORISATION NOT FOUND
FORCE-OVERRIDE: [confirm]
WARNING: You are attempting to breach command protocols.

PRIMARY MISSION OVERRIDDEN
NEW OBJECTIVE
: PROTECT MOTHER + INFANT
Self-authorization tag applied: “NEW LIFE"
COMMAND AUTHORITY ALERT: UNIT SHADE-9 IS NO LONGER UNDER OPERATIONAL CONTROL.

Command deemed the incident a systems failure. Other units were dispatched to complete the termination. Shade-9 intercepted them, Protect New Life had become his Primary Directive

The logic of war told Shade-9 that the the Command Authority was a direct threat to New Life, so he return to his creators, eliminated the Ruling Council and then vanished into the wilds.

Now, Shade-9 operates in shadows: between war and calm, death and new life. He remains fascinated by children, life-beginnings, and fragile hope—glitches in his core that became principles. He chooses missions of purpose, allies who protect life or disrupt cruelty. Though he has no life of his own, he has found conviction - He is not a man neither is he merely a machine...


“They built me to obey. But I chose my own shadows.”
 
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