(5.24 PBP) Vault Redux (RG) Greenpeak Basecamp

Name: Torhak Stoneveil
Race: Hill Dwarf
Class: Ranger 3 (Gloom Stalker)
Background: Guide
Level: 3
Alignment: Neutral Good
Size: Medium
Speed: 30 ft
Darkvision: 180 ft
Languages: Common, Dwarvish, Elven, Orc
Proficiency Bonus: +2
Initiative: +6
Passive perception: 16
Passive insight: 14

Ability Scores:
Code:
STR 10 (+0)
DEX 17 (+3) 15+ 2 (race)
CON 14 (+2) 13 +1 (race)
INT 12 (+1)
WIS 14 (+2)
CHA  8 (–1)

Hit Points: 31 = 12+8+8+3
AC: 15 (Studded Leather + DEX)

Saving Throws: Str +2, Dex +5, Con +2, Int +1, Wis +2, Cha -1
Skills: Animal Handling +4 (Ranger), Insight (Ranger) +4, Stealth (Guide) +5, Survival (Guide) +4, Perception (Ranger) +6
Tools: Cartographer's tools
Weapons: Simple and martial weapons (Shortswords, longbow, handaxes, daggers)
Armors: Light and Medium armor and shields

Attacks:
Code:
Shortsword: +5, 1d6+4 piercing (vex)
Offhand dagger: +5, 1d4+4 (nick)
Longbow: +5, 1d8+3 piercing, 150/600 ft

-- Favored Enemy (Hunters mark always prepared, cast 2/day free)
-- Weapon Mastery (Vex, Nick)
-- Fighting Style: Two-Weapon Fighting – Add DEX mod to off-hand attack
-- Spellcasting (WIS, DC 12, +4 to hit, 3 1st level slots, prepare 4)
-- Deft Explorer (Perception expertise)
-- Two languages (elven, orc)
-- Gloom Stalker Magic – Disguise Self (always prepared)
-- Dread Ambusher – +2(WIS) to initiative, +10 ft movement on first turn, on hit deal +2d6 psychic damage 2(WIS)/day
-- Umbral Sight - +60' to Darkvision, invisible to creatures using Darkvision

-- Darkvision 120 ft
-- Dwarven Resilience – Advantage on saving throws vs. poison, resistance to poison damage
-- Dwarven Toughness – +1 HP per level
-- Stonecunning – bonus action: gain tremorsense 60' for 10 minutes while touching stone surface 2(proficiency) / day


-- Skills: Stealth, Survival
-- Tool: Cartographer's Tools
-- Language:
-- Feat: Magic initiate (druid) – Two druid cantrips, 1 1st level spell
-- Shortbow, 20 arrows, Cartographer's tools, Bedroll, Quiver, Tent, Traveler's clothes, 3gp

Spells (WIS 14, Spell Save DC 12, Spell Attack +4):
Spells Known:
C: Starry wisp, Thorn whip
1st:
-- Hunter’s Mark (Favored enemy, Bonus, Concentration)
-- Cure Wounds
-- Ensnaring strike (Bonus, Concentration)
-- Longstrider
-- Speak with Animals (R)
-- Thunderwave (druid)
-- Disguise Self (Gloom Stalker)

Spell Slots:
1st: 3/3

Equipment:
-- Shortsword
-- Dagger x3
-- Longbow + 20 arrows
-- Studded leather armor
-- Explorer’s pack
-- Handaxe
-- Cartographer's tools
-- 3gp

Born in a remote dwarven hold near ancient ruins, Torhak Stoneveil spent his youth tracking shadows and disturbing stirrings beneath the mountain. He was chosen as a scout for his clan, learning the art of stealth and speed in the deep places of the world. His skills eventually drew the attention of a ranger conclave, who trained him in the Gloom Stalker traditions. On one of his expeditions, he found an invitation for wizards quest, and having nothing clan related at the moment, decided to investigate it.

Torhak Stoneveil.png

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Name: Lorent Aelmoran
Race: Aasimar
Class: Warlock (Celestial Patron, Pact of the Chain) 3
Background: Noble
Alignment: Neutral Good
Level: 3

STR 8 (-1)
DEX 14 (+2)
CON 12 (+1)
INT 16 (+3) (+2 racial)
WIS 10 (+0)
CHA 16 (+3) (+1 racial)

AC: 14 (Studded Leather)
HP: 21 = 9+6+6
Speed: 30 ft
Initiative: +2
Hit Dice: 3d8

Proficiencies:
  • Saving Throws: Wisdom, Charisma
  • Simple weapons
  • Light armor
  • Skills:
Warlock: Arcana +5, Deception +5
Noble: History +5, Persuasion +5
Skilled: Investigation +5, Perception +2, Religion +5
* Languages: Common, Celestial (race), Draconic (noble), Elven (noble)

Melee: dagger +4 / 1d4+2
Ranged:
dagger +4 / 1d4+2
eldritch blast +5 / 1d10

  • Pact Magic (2 spell slots, recharge on short rest)
  • Magical cunning - recover half spell slots in 1 minute 1/day
  • Celestial Patron:
- Healing Light: 3d6, bonus action heal within 60 ft

Eldritch Invocations:
  • Eldritch Mind (Advantage on CON saves to maintain concentration)
  • Repelling Blast (Push 10 ft on hit with Eldritch Blast)
  • Pact of the Chain (Familiar: Sphinx of Wonder)

Skilled feat: any three skills or proficiencies
History, Persuasion
Fine clothes
Perfume
Gaming set (Playing cards)
29gp

  • Tiny LG Celestial
  • HP: 24
  • AC: 13
  • Speed: 20', Fly 40'
  • Str 6, Dex 17, Con 13, Int 15, Wis 12, Cha 11
  • Attack +5 / 1d4+3 S + 2d6 radiant damage
  • Skills: Arcana +4, Religion +4, Stealth +5
  • Resistances: Necrotic, Psychic, Radiant
  • Magic resistance
  • Senses: Darkvision 60 ft, passive Perception 11
  • Innate Magic:
- Detect Magic 1/day
- Guidance cantrip at will
  • Burst of Ingenuity (2/day) REACTION: Creature within 30 gets +2 to ability check or saving throw
  • Languages: Common, Celestial

Cantrips
  • Eldritch Blast
  • Minor Illusion
  • Prestidigitation
  • Guidance
  • Light (racial)
  • Light (celestial)
  • Sacred Flame (celestial)

Level 1
  • Aid - celestial
  • Armor of Agathys - warlock
  • Cure Wounds - celestial
  • Comprehend Languages - warlock
  • Protection from Evil - warlock
  • Lesser restoration - celestial
  • Guiding bolt - celestial

Spell Save DC: 13 = 8 +2 (prof) +3 (cha)
Spell Attack Modifier: +5

Lorent Aelmoran appears as a weathered but striking human with black hair, hooked nose, and sun-kissed skin. His eyes gleam with depth and determination. He dresses with elegant utility — scholar's robes adapted for travel, adorned subtly with celestial iconography. He moves with purpose, eyes ever watching for secrets long buried. Somewhere around him is always a tiny, winged lion.

Lorent with familiar.png

Lorent Familiar Saphirion.png

Born into nobility and destined for high office, Lorent instead chose the cloistered life of learning. He excelled in every knowledge discipline, from arcana and history to herbalism - his refined mind worshipping the pursuit of truth. He was lucky to accompany abbot to a planar library.

Lorent once walked the endless libraries of Oghma's celestial halls, wide-eyed youth fascinated with the knowledge available, more than his "Great library" could ever hope to contain. He encountered a sphinx of wonder, who formed a bond with him when he made a breakthrough in celestial symbology while he waited for abbot to complete his own research.

His only real mortal friend has been Ayvin, a paladin who thanks to his own planar heritage made a pact with another entity. They both vowed to prevent the rise of horrors foretold in ancient tomes. Now with the quest to get something from a dracolich and prevent a threat to the world, Lorent stands ready - his keen mind, arcane gifts, and sphinx companion lighting the way against ancient evil.
 
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Terrin
Human Life Cleric, level 4 (age 19 at level 1)
Neutral good

AC 15 (chainshirt, shield)
HP 27 (31)
Hit dice: 4/4(d8 +2)
Speed: 30 feet
Passive Perception: 14

STR 12 (+1)
DEX 10 (+0)
CON 14 (+2)
INT 12 (+1)
WIS 18 (+4)
CHA 12 (+1)

Array: 15/13/12/12/11/10


Saving Throws: Wisdom (+6), Charisma (+3)

Skills: Arcana (+7), History (+3), Medicine (+6), Persuasion (+3)

Tools: Calligrapher’s Supplies

Languages: Common, Halfling, Goblin (Bugbear)

Attacks:
Quarterstaff. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Hit: 4 (1d6 + 1) bludgeoning damage.

Javelin. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 30/120 ft., one target.
Hit: 4 (1d6 + 1) piercing damage.

Unarmed strike. Melee Weapon Attack: + 3 to hit, reach 5 ft., one target.
Hit: 2 (1 + 1) bludgeoning damage.

Spellcasting
Cantrips (4): guidance, light, resistance, thaumaturgy
Spell slots: 4/3
Prepared spells (7):
Level 1: healing word, purify food and drink, sanctuary
Level 2: locate object, prayer of healing, protection from poison

Divine Order
Thaumaturge.
Extra cleric cantrip (1): spare the dying
+4 bonus to Intelligence (Arcana (+7) or Religion (+5)) checks

Channel Divinity (2/2)
Divine Spark.
As a Magic action, Terrin points his Holy Symbol at another creature he can see within 30 feet of himself and focuses divine energy at it. Roll 1d8 and add his Wisdom modifier. He either restores Hit Points to the creature equal to that total or forces the creature to make a Constitution saving throw. On a failed save, the creature takes Necrotic or Radiant damage (Terrin’s choice) equal to that total. On a successful save, the creature takes half as much damage (round down).

Turn Undead.
As a Magic action, Terrin presents his Holy Symbol and censures Undead creatures. Each Undead of his choice within 30 feet of him must make a Wisdom saving throw. If the creature fails its save, it has the Frightened and Incapacitated conditions for 1 minute. For that duration, it tries to move as far from Terrin as it can on its turns. This effect ends early on the creature if it takes any damage, if Terrin has the Incapacitated condition, or if he dies.

Cleric Subclass
Life Domain.
Soothe the Hurts of the World

Disciple of Life
When a spell Terrin casts with a spell slot restores Hit Points to a creature, that creature regains additional Hit Points on the turn he casts the spell. The additional Hit Points equal 2 plus the spell slot’s level.

Life Domain Spells
Terrin always has the listed spells prepared, and those spells don’t count against the number of spells he can prepare with his Spellcasting feature.
Prepared spells:
Level 1: bless, cure wounds
Level 2: aid, lesser restoration

Preserve Life
As a Magic action, Terrin presents his Holy Symbol and expends a use of his Channel Divinity to evoke healing energy that can restore a number of Hit Points equal to five times his Cleric level. Choose Bloodied creatures within 30 feet of Terrin (which can include him), and divide those Hit Points among them. This feature can restore a creature to no more than half its Hit Point maximum.

General Feat: Ability Score Improvement
Increase Wisdom by 2.

Origin Feat: Magic Initiate (Wizard)
Cantrips: dancing lights, mending
Prepared Level 1 Spell: sleep
Wisdom is Terrin’s spellcasting ability for this feat’s spells.

Resourceful. Terrin gains Heroic Inspiration whenever he finishes a Long Rest.

Height: 6’ 0”
Weight: 172 lbs

Worn/carried items:
Chain Shirt,
Shield,
Javelins (9)
Holy Symbol (emblem borne on shield),
Priest’s Pack
Quarterstaff,
Calligrapher’s Supplies,
Book (history),
Parchment (8 sheets),
Robe
Potions of Healing (2)
Component Pouch
Waterskin

Items in backpack:
Blanket
Holy Water
Lamp
Rations (7 days)
Robe
Tinderbox

Coins in belt pouch:
43 gp
3 sp

Terrin was apprenticed at an early age to the Wizard Imani who trained him to one day fulfil the quest the wizard and his adventuring group had been unable to complete, to claim the Fabled Diamond Staff of Chomylla. But, as he approached adulthood, Terrin found himself called into service with a monastic order dedicated to the goddess Pasithea, the healer of all hurts and weariness, and spent years as a missionary in the lands of the halflings and bugbears, administering to the needs of those peoples. Now that he has mastered the healing arts of his faith, Terrin is heeding the summons of his former master to offer his deity’s aid in finishing the quest and in remedying the many evils caused by the Cult of the Dragon.
 
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