(5E) Rogues Gallery for D&D/Moorcock Multiverse Inspiration PBP


log in or register to remove this ad

tglassy

Adventurer
Name: Josiah Jones
Sex: Male
Race: Fire Genasi
Background: Lawman (Custom)
Class: Fiend Warlock 1
Alignment: Lawful Good
Senses: Darkvision 60ft (Sees in shades of red)

AC: 13
HP: 11
Saves: Wisdom, Charisma
Resistance: Fire

Str: 8
Dex: 14
Con: 16 (14 + 2(Race))
Int: 17 (16 + 1(Race))
Wis: 14
Cha: 11

Attacks:
Eldritch Blast: +5/+0
Melee (Finess): +4/+2



Proficiencies:

Skills:
Arcana (+5)
Intimidation (+2)
Investigation (+5)
Insight (+4)

Languages: Common, Primordial
Tools: Playing Cards, Thieves Tools
Armor: Light Armor
Weapons: Simple Weapons

Racial Stats:
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. Your ties to the Elemental Plane of Fire make your darkvision unusual: everything you see in darkness is in a shade of red.

Fire Resistance. You have resistance to fire damage.

Reach to the Blaze. You know the Produce Flame cantrip. Once you reach 3rd level, you can cast the Burning Hands spell once with this trait as a 1st-level spell, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcastingability for these spells.


Background (Lawman):
Skills: Investigation, Insight
Tools: Playing Cards, Thieves Tools

FEATURE: EAR TO THE GROUND
You are in frequent contact with people in the segment of society that your chosen quarries move through. These people might be associated with the criminal underworld, the rough-and-tumble folk of the streets,or members of high society. This connection comes inthe form of a contact in any city you visit, a person who provides information about the people and places of thelocal area.


Class Features:

Fiend Patron:

Dark One’s Blessing
Starting at 1st level, when you reduce a hostile creature to 0 hit points, you gain temporary hit points equal to your Charisma modifier + your warlock level (minimum of 1).



Pact Magic:

Cantrips:
Eldritch Blast (Warlock)
Minor Illusion (Warlock)
Produce Flame (Fire Genasi)


1st Lvl Spells:
Hex
Comprehend Languages


Equipment:
Josiah Starting Gold: 4D4*10 = [4, 2, 4, 3]*10 = 130


Studded Leather Armor - 45 gp
5 daggers - 10 gp
Rod (Spell Focus) - 10 gp
Explorer's Pack - 10 gp
Crowbar - 2 gp
Ball Bearings - 1 gp
2 Manacles - 4 gp
Playing Cards - .5 gp
Thieves Tools - 25 gp
Pouch (22 gp) - .5 gp
 
Last edited:

Steve Gorak

Adventurer
winged tiefling.jpg

Name: Prince Selythin Evastarian
Sex: Male
Race: Winged Tieflling (Zariel)
Class/Level: Paladin 1/ hexblade warlock 1
Alignment: Lawful neutral
Init: +2
Senses: Darkvision 60 ft
Passive Perception: 10

DEFENSE
AC: 19 (+4 Scale mail, +2 shield, +2 dex, +1 défense fighting style)
HP: 30 (10+5+6+3x3 con)
Saves: Wisdom & Charisma
Special Defenses: resistance to fire

OFFENSE
Speed: 30ft
Melee:
Black sword +6 Attack, 1d8+4 slashing
2 daggers +4 attack, 1d4+2 piercing, Finesse, light, thrown (range 20/60)
shortbow +4 attack, 1d6+2 piercing, ammunition range 80/320, two handed

Special Attacks: spells

STATISTICS
Str 13 (+1) [+1 race]
Dex 14 (+2)
Con 16 (+3)
Int 9 (-1)
Wis 10 (+0)*
Cha 19 (+4)* [+2 race]

SKILLS Proficiencies in bold: 2 paladin, 2 background

+2 (dex) Acrobatics
+0 (wis) Animal Handling
-1 (int) Arcana
+3 (str) Athletics - from Paladin
+6 (cha) Deception - from background
-1 (int) History
+0 (wis) Insight
+6 (cha) Intimidation - from background
-1 (int) Investigation
+0 (wis) Medicine
-1 (int) Nature
+0 (wis) Perception
+4 (cha) Performance
+6 (cha) Persuasion - from Paladin
-1 (int) Religion
+2 (dex) Sleight of Hand
+2 (dex) Stealth **disadvantage because of armor
+0 (wis) Survival

Tool Proficiencies: none
Languages:Common(racial), infernal (racial), elf (background), sylvan (background)

RACE FEATURES
Darkvision: Can see in dim light within 60' as if it were bright light, and in darkness as if it was dim light
Wings: fly 30' when not encumbered and not wearing heavy armor
Hellish resistance: resistant to fire damage
Languages: Common, infernal

BACKGROUND FEATURES Noble, criminal (reskinned as evil acolyte) blend
Position of privilege Thanks for your noble birth, people are inclined to think the best of you. You are welcome in high society and people assume you have the right to be wherever you are. The common folk make every effort to accomodate you and avoid your displeasure, and other people of high birth treat you as a member of the same social sphere. You can secure an audience with a local noble if you need to.
Skill Proficiencies:deception, intimidation
Tool Proficiencies: none
Language: 2 extra language: elf, sylvan

CLASS FEATURES - Paladin
Proficiencies all armor, shields and weapons
Divine Sense As an action, you can open your awareness. 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
Can use this ability 5 times /long rest
Lay on Hands 10hp
Fighting style defence: +1 ac when wearing armor
Divine smite when you hit a creature with a melee weapon Attack, you can expend one 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.
Spellcasting
known: cha mod plus half paladin level; currently 5: Bless, command, compelled duel, wrathful smite, shield of faith,
Slots: level 1: 2

CLASS FEATURES - Hexblade warlock
[Spells]
2 cantrips: eldrich blast, booming blade
2 spell known level 1: shield, hex
Hexblade's Curse As a bonus action, choose one creature you can see within 30 feet of you. The target is cursed for 1 minute. The curse ends early if the target dies, you die, or you are incapacitated. Until the curse ends, you gain the following benefits:
• You gain a bonus to damage rolls against the cursed target. The bonus equals your proficiency bonus.
• Any attack roll you make against the cursed target is a critical hit on a roll of 19 or 20 on the d20.
• If the cursed target dies, you regain hit points equal to your warlock level + your Charisma modifier (minimum of 1 hit point).
You can’t use this feature again until you finish a short or long rest.
Hex Warrior You gain proficiency with medium armor, shields, and martial weapons.
Whenever you finish a long rest, you can touch one weapon that you are proficient with and that lacks the two-handed property. When you attack with that weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls. This benefit lasts until you finish a long rest. If you later gain the Pact of the Blade feature, this benefit extends to every pact weapon you conjure with that feature, no matter the weapon's type.


Traits: I don't run from evil, evil runs from me
Ideal: I have a dark calling: if I can attain more power, no one will tell me what to do
Bond: The common folk must see me as a hero for my power to grow & there is evil in me, I can feel it: it must never be set free.
Flaw:I secretly believe that everyone is beneath me

Gear:
Equipment (class)
• One martial weapons, one shield 6lb :
rapier 1d8 piercing 2 lb. finesse
Black sword, 3lb slashing
• five javelins (sold +2.5 gp)
• an explorer’s pack: 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.
• Scale mail (sold chain mail + 25gp) 45 lb and a holy symbol on shield

Equipment: A set of fine clothes, a signet ring, a scroll of pedigree, and a purse containing 15 gp + sales - purchases (see below)

Additional equipment purchased:
4gp: 2 dagger 2 gp 1d4 slashing 2 lb. Finesse, light, thrown (range 20/60)
5gp amulet (holy symbol)
5gp emblem (holy symbol, on sword)
25 gp shortbow 1d6 piercing, 2 lb ammunition range 80/320, two handed
2 gp 40 arrows 2lbs

Money: 1.5gp 15+25+2.5-41

Total weight carried:
2lb: 2 daggers
1lb: amulet
2lb shortbow
2 lb arrows
2lb: rapier
45lb scale mail
59 lb explorer's pack
6lbs shield
Total: 120 lbs

rolls17,16,14,12,10,9

Backstory & first post:
Selythin the elf was born to an ancient and secretive race of elves in the feywild. These were shunned by good elves elves because of their association with darker magics and their evil nature.

As a savvy noble, first in line to succeed his father the king and in search of more power, Selythin underwent a dark ritual to bind with a devil. This was supposed to make him stronger, and allow him to lead armies more effectively. The ritual worked, rejuvenating and invigorating him, but it had unforeseen consequences.

He transformed, with features of both elf and the wings of a devil. His heart, some would even say his soul, was as if the evil from both his former selves had been washed away, pushed aside, although still in the background of his mind.

His memories were hazy and confusing. He remembers both his elf-self, content at the prospect of gaining power, and his devil-self, terrified at the prospect of dying as a slave stripped of its power. It took him many weeks to recover after the ritual, and gather his thoughts. The wizards had guaranteed that he would remain himself, or rather, his elf-self, but somehow, they had failed, or succeeded, as the devil in him felt. Those weeks after the ritual were difficult, with many voices competing in his head, one prevailed though, and spoke of a destiny to fulfil.

Many thought that he had gone mad, perhaps he had, but he was better now. The one thing he knew was that he was reborn. Selythin kept his elf-name: his devil name could not be pronounced properly in Elven, and he was surrounded by elves.

The servants and slaves had done their work, and cared for him as he recovered. They whispered of storms, earthquakes, and strange beasts outside of the castle. His mind spinning, he had fleeting thoughts of whether the ritual had anything to do with the events unfolding outside.

After many weeks, Selythin finally entered his father's court for the first time since his transformation. He ignored the gasps and the whispers of the courtesans; although a normal occurrence in courtly life, this time, they were all directing them towards him. Although there had been rumors of his changes, his presence confirmed them: the wings! And yet, his face had not changed and was still distinctly elven.

Walking up to the throne, he presented himself to his father. With an approving nod, the ancient king laconically said "Join me my son, we have much to do", and waved Selythin to his side.

Selythin used to rejoice in attending court: the politics, the power struggles, the pleasure of crushing lesser realms and exacting tribute from them. He had been an active advisor to his father, and had commanded many an army from the comfort of the forward camps. However, things felt different, off, inappropriate. Part of him was even disgusted by what he saw, and his role in a vast and corrupt realm.

He hid his feelings during the day but under the cover of darkness, he gathered a few possessions and, stepped out of a window, flying out of the castle without looking back.
 
Last edited:

CharlotteOz

Explorer
alan-lvl1_waifu2x_art_noise1_scale_tta_1.png


Alan Oake
The Somebody?

Gender: Male (seemingly)
Alignment: Neutral Good
Race:
  • Mechanically: Half-Elf
  • Stylistically: seemingly human

Class: Bard 3
Background: Guild Artisan (Tailor)

Attributes:
NameStatBonus/PenaltySaving Throw
STR8-1-1
DEX15+2+4
CON13+1+1
INT12+1+1
WIS11+0+0
CHA17+3+5
Initiative: +2


HP: 21
Hit Dice: 1d8
AC: 13
Main Attacks: Rapier +4 (1d8+2)

Proficiency Bonus: +2
Proficiencies:
  • Saving Throws: Dex, Cha
  • Tool Proficiencies: Flute, Lyre, Unnamed Fey Bracer Instrument, Tailor/Dressmaker's Tools
  • Armor: Light
  • Weapons: All simple, crossbow, longsword, rapier, shortsword
  • Skills: Arcana +3, Insight +4, Intimidation +5, Nature +3, Performance +5, Persuasion +7, Religion +3
Racial Features:
  • Darkvision: see 60 feet in the dark.
  • Fey Ancestry: Advantage on saves vs. charm, cannot be put to sleep
  • Bonus Skill Proficiencies: see above
Guild Features:
  • Guild Membership: has access to the Sterling Guild of Fine Tailors and Dressmakers, and can get lodgings and food as needed as well as use it to network and hobnob.
Class Features:
  • Spellcasting: See below.
  • Bardic Inspiration (3d6): may grant, as a bonus action, a d6 to another character to add to a d20 check after the roll is rolled but before the result is known. Has 3; resets on long rest.
  • Jack of All Trades: add 1/2 proficiency bonus to untrained skill checks.
  • Song of Rest (d6) - add a d6 to Hit Dice recovered during a short rest.
  • Mantle of Inspiration: As a bonus action, spend one use of Bardic Inspiration to give 5 temp HP to up to 3 creatures that can see Alan and are within 60 feet. Each creature may then move their speed as a reaction without provoking AoO.
  • Expertise: (Insight, Persuasion) - Alan doubles proficiency bonuses on these checks.
  • Enthralling Performance: Once per short rest, Alan can choose 3 creatures that watched and listened to Alan perform for 1 minute. They each make a WIS save (DC 13) and are charmed if they fail for one hour, or unless they are subject to charm-breaking conditions.
Spellcasting:
  • Spell Save DC: 13 (8 + Prof 2 + Cha 3)
  • Spell Attack Mod: +5 (Prof 2, Cha 3)
  • Cantrips: Prestidigitation, Vicious Mockery
  • 1st Level: Comprehend Languages, Dissonant Whispers, Healing Word, Heroism, Unseen Servant
  • 2nd Level: Animal Messenger
  • Spell Slots:
    • 1st: 4
    • 2nd: 2

Equipment:
  • Backpack
  • Bedroll
  • Candles (5)
  • Clothes (Costume)
  • Clothes (Traveler's)
  • Dagger (+4, 1d4+2)
  • Leather Armor (AC 11)
  • Rapier (+4, 1d8+2)
  • Rations (5 days)
  • Mysterious Musical Instrument
  • Waterskin
  • Weaver's Tools

Currency: 15 gp

Appearance: A young man with shaggy mop-top hair, blue eyes, and inevitably in well-tailored clothes that nonetheless look like they've been slept in. He is often seen with a pair of light gold colored bracers on each wrist. When he taps them together, they make pleasant sounds.

Personality:
  • Trait: Alan likes to talk about his profession and is very opinionated on color-coordination, various cuts of clothing, and what's in season. So whether anyone else likes it when he does this, is up in the air.
  • Trait: Humbled. Alan is slowly coming to the conclusion that he doesn't like who he is and the person he's become.
  • Trait: Insecure. Alan feels not just unloved, but unlovable; deep-seated abandonment issues have left their mark.
  • Ideal: Beauty. Alan rejects utilitarian design and always adds some flourishes to whatever he works on.
  • Flaw: Alan has a difficult time keeping feelings hidden, and a sharp tongue often gets him into trouble.
  • Flaw: Alan is a sucker for a pretty face.



Alan Oake hasn't been the same since he went into the woods.

Not that many are complaining, because before Alan went into the woods, he was the town's resident bad boy, his skill as a tailor the only thing keeping him from being beat down twice a week. Some say it's foundling syndrome; knowing you were abandoned on the steps of the local dressmaker's guild will make you feel not just unloved, but unlovable. Some might argue that issues or not, that's no excuse for starting a fight with an entire bar because someone told you that green wasn't in season.

Regardless, he was a pain, and so, everyone was surprised when he volunteered to be part of a search party to rescue some missing children. He even went further into the woods than anyone else, and when he emerged…

Well, some joke that he'd been replaced by a forgery, but it still seems like Alan – just a suddenly more thoughtful, kinder Alan, one slower to anger and quicker to apologize. No one's complaining – others found the children, scared but alive. And Alan's already skilled work has improved a great deal – he might catch the eye of noble courts before long.

What Alan saw, or heard, or experienced, he is reluctant to talk about. But those who've pried it out of him hear a tale of stepping into a place that felt like a different level of real, and a feeling of clarity – of suddenly being more in touch with his feelings and the world around him.

Someone joked that he should head back out there and see if he can find a beautiful nymph.

Alan laughs at that joke, a little too hard.
 
Last edited:

Mark Chance

Boingy! Boingy!
ralph (1).jpg
Ralph Crenshaw
the Outlander
NG Human (Variant) Fighter 1

Height: 6 ft. 5 in.
Weight: 235 lbs.
Hair: Black
Eyes: Shining Blue

STR 17 (+3): ST +5, Athletics +5
DEX 10 (+0): ST +0, Acrobatics +2
CON 14 (+2): ST +4
INT 12 (+1): ST +1
WIS 8 (-1): ST -1, Perception +1, Survival +1
CHA 14 (+2): ST +2, Persuasion +4

Prof. Bonus +2
Initiative +0
Hit Points 12

AC 18 (chain mail & shield)

Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Damage: 1d8+3 slashing (1d10+3 slashing, versatile).
Quarterstaff. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Damage: 1d6+3 bludgeoning (1d8+3 bludgeoning, versatile).
Light Crossbow. Ranged Weapon Attack: +2 to hit, range 80/320, one target. Damage: 1d8 piercing.

Proficiencies: artist
Languages: Common, Introduction to Latin, Orc
Race Features: bonus skill (Persuasion), bonus feat (Heavy Armor Master), bonus language (orc)
Class Features: Fighting Style (Protection), Second Wind
Background Feature: Wanderer
Feat: nonmagical bludgeoning, piercing, and slashing resistance 3

Equipment: chain mail, shield, longsword, light crossbow, 20 bolts, quarterstaff, explorer's pack, hunting trap, bear claw necklace, traveler's clothes, pouch, sketch pad and pencils

Monies: 10 gp

Ralph Crenshaw does not fit in. Not at home, where his older sister excels at everything she does and his younger brother is already taller and stronger and faster. Not at school, where letters don't always look like they should and words seem too big to say with confidence. Not even with his few friends, whom Ralph secretly fears put up with him more because of pity than affection.

But alone in his room with his sketchpad on his bed, a pencil in his hand, and music in his ears, Ralph draws his dreams. Thousands -- no! -- millions of universes, and in everyone but the real one, Ralph strides confident and capable, sword at his hip, cape billowing from his broad shoulders. Everywhere and everywhen but here and today, courage fills Ralph's heart and adventures fill his time.

If only just one of those millions of other universes were the least bit real....

A head taller than most men, Ralph moves solidly on strong legs, broad shoulders bearing well the weight of his armor and weapons. His shield is slung across his back, his sword at his hip, his stout quarterstaff in his left hand. With each step, the base of the staff leaps forward, clacking on the cobbles. A group of peasants see him coming, and they move aside, uncertainty on their faces.

"'Salvete, dudes!" Ralph says, and his foreign idiom marks him as a stranger while his easy smile and shining eyes mark him as a friend.

The peasants doff their caps and bow slightly, wishing Ralph a good day. Ralph laughs heartily, and claps one of the men on the back as he passes by.

"Totally will," he says. "Totally."
 

Attachments

  • ralph.jpg
    ralph.jpg
    37.7 KB · Views: 2,261
  • ralph.jpg
    ralph.jpg
    18.7 KB · Views: 317
Last edited:


Eovin Silmalass.png

Name: Eovin Silmalass
Race: Pixie; Class-Level: Druid-3; Background: Fae Creature
Alignment: Neutral Good; Proficiency Bonus: +2
Passive Perception: 13, Passive Investigation: 10; Vision: Darkvision, 60 feet
Hit Dice: 3d8+3; Spent HD: None

Strength: 9 (-1)
Dexterity: 17 (+3), Stealth: +5, Thieves' Tools: +5
Constitution: 13 (+1)
Intelligence: 13 (+1), SAVES: +3, Includes bonus from Vizier's Rod
Wisdom: 13 (+1), SAVES: +3, Nature: +3, Perception: +3
Charisma: 19 (+4), Animal Handling: +6, Persuasion: +6; Performance: +6

Combat
Speed: 15 ft, 30 ft flying​
Initiative: +3​
AC: 15​
HP: 21/21; TEMP: 0​
Poison Spray: CON DC 14, 1d12 poison 10 ft​
Produce Flame: +6 1d8 fire 30 ft​
Proficiencies
Languages: Common, Elvish, Sylvan​
Tools: Herbalism Kit, Leatherworker's Tools, Thieves' Tools, Pan Flute​
Armor: Light armor, medium armor, shields (non-metal)​
Weapons: Clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears​

Race: Pixie
Ability Score Increase: +2 Dex, +1 Cha​
Age: Pixies do not age as normal races do, and after reaching maturity do not die except from wound or disease.​
Size: Pixies are like tiny elves, standing at barely a foot tall. Your size is Tiny.​
Speed: Your base walking speed is 15 feet. Your flying speed is 30 feet.​
Darkvision: Living mostly outdoors without exposure to traditional lighting, you have superior vision in dark or 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.​
Fey Ancestry: You have advantage on saving throws against being charmed, and magic can’t put you to sleep.​
Nature's Child: The children of the Feywild have a natural gift for the outside world. You are proficient in the Nature skill.​
Invisibility: Starting at 3rd level, you can cast the invisibility spell without needing a material component, choosing yourself as the target. You can cast invisibility this way three times, regaining your uses of the spell after finishing a once per long rest. If you are a spell caster, you can cast inivisibility, with no material components, using a 2nd level (or higher) spell slot without preparing it for the day.
Wing Regrowth: If your wings are cut or injured, your magic causes them to regrow by the end of a long rest.​
Languages: You can speak, read, and write Common, Elvish, and Sylvan.​

Background: Fae Creature
Skills: Stealth, Persuasion​
Tools: Thieves' Tools (for mischief), Leatherworker's Kit (for making her own clothes)​
Member of Fae Court: Not sure what this will do for her. But she is a member.​

Class: Druid (Special)
Due to her fae nature, Eovin uses Charisma in place of Wisdom for all Druid abilities.
Armor: Light armor, medium armor, shields (druids will not wear armor or use shields made of metal. Eovin won't do so because they're just too heavy)​
Weapons: Clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears​
Tools: Herbalism Kit,​
Saving Throws: Intelligence, Wisdom​
Skills: Perception, Animal Handling​
Spells: Attack: +6, DC: 14 (due to fae influence, spellcasting is based on Charisma)​
Spells Prepared (7): Charm Person, Cure Wounds, Detect Magic, Faerie Fire, Purify Food and Drink, Flaming Sphere, Hold Person​
Cantrips: poison spray, produce flame
Spells per Rest: 1st 4, 2nd 2​
Druidic: You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message’s presence with a successful DC 15 Wisdom (Perception) check but can’t decipher it without magic.​
2nd Level

Wild Shape (2/short rest): Starting at 2nd level, you can use your action to magically assume the shape of a beast that you have seen before. You can use this feature twice. You regain expended uses when you finish a short or long rest.​
Your druid level determines the beasts you can transform into, as shown in the Beast Shapes table. At 2nd level, for example, you can transform into any beast that has a challenge rating of 1/4 or lower that doesn’t have a flying or swimming speed.​
Beast Shapes

Level
Max. CR
LimitationsExample
2nd​
1/4​
No flying or swimming speedWolf
4th​
1/2​
No flying speedCrocodile
8th​
1​
Giant eagle
You can stay in a beast shape for a number of hours equal to half your druid level (rounded down). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die. While you are transformed, the following rules apply:​

  • Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature’s bonus instead of yours. If the creature has any legendary or lair actions, you can’t use them.
  • When you transform, you assume the beast’s hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. or for example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn’t reduce your normal form to 0 hit points, you aren’t knocked unconscious.
  • You can’t cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn’t break your concentration on a spell you’ve already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you’ve already cast.
  • You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can’t use any of your special senses, such as darkvision, unless your new form also has that sense.
  • You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the GM decides whether it is practical for the new form to wear a piece of equipment, based on the creature’s shape and size. Your equipment doesn’t change size or shape to match the new form, and any equipment that the new form
    can’t wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.
Bonus Proficiencies: Performance, Pan flute, Viol​
Primordial Rhapsody: Beginning at 2nd level, as an action, you can expend a use of your Wild Shape to begin a song that conjures the essence of life and nature, instilling you and your allies with a primal vigor. You and your allies within 30 feet of you gain the following benefits.​

  • When a creature starts its turn in range, it gains temporary hit points equal to your Wisdom modifier and its base walking speed increases by 10 feet.
  • When you or another creature in range makes an ability check, it gains a bonus to the roll equal to your Wisdom modifier.
  • Once per turn, when you or another creature in range damages a target with an attack roll, that creature can add an additional 1d8 to the damage roll.
  • When a creature within range rolls a death saving throw, it adds your Wisdom modifier to the roll.
The song lasts for 1 minute, it ends early if you are incapacitated, you enter an area in which sound can’t travel, or you use your Wild Shape feature, or you end it early (no action required).​

Druid Circle: Circle of the Song

Members of the Circle of the Song, often referred to as nightingales use music to weave the powers of life and vitality into the natural world around them. With each note of their songs, the world begins to grow anew. These druids act as conduits of the forces of nature through music and inspires those forces to move.​
Bonus Proficiencies
At 2nd level when you choose this druid circle, you gain proficiency in Performance and with two instruments of your choice.​
Primordial Rhapsody
Beginning at 2nd level, as an action, you can expend a use of your Wild Shape to begin a song that conjures the essence of life and nature, instilling you and your allies with a primal vigor. You and your allies within 30 feet of you gain the following benefits.​

  • When a creature starts its turn in range, it gains temporary hit points equal to your Wisdom modifier and its base walking speed increases by 10 feet.
  • When you or another creature in range makes an ability check, it gains a bonus to the roll equal to your Wisdom modifier.
  • Once per turn, when you or another creature in range damages a target with an attack roll, that creature can add an additional 1d8 to the damage roll.
  • When a creature within range rolls a death saving throw, it adds your Wisdom modifier to the roll.
The song lasts for 1 minute, it ends early if you are incapacitated, you enter an area in which sound can’t travel, or you use your Wild Shape feature, or you end it early (no action required).​
Melody’s Reach
Starting at 6th level, your spells are carried on the songs you conjure. While your Primordial Rhapsody is active, when you cast a spell that has a range of less than 30 feet (other than self), the spell’s range increases to the range of your Primordial Rhapsody.​
Reverberating Chord
With a musical flourish, you can focus your magical energy and hurl it at your enemies. Beginning at 10th level, while you concentrate on a spell of 1st level or higher, you can use your bonus action to deal thunder damage equal to your Wisdom modifier to a creature within 30 feet of you. If your Primordial Rhapsody is active, you deal additional thunder damage equal to half your druid level.Additionally, you gain a bonus on saving throws you make made to maintain your concentration equal to your Wisdom modifier.​
Distant Melody
At 14th level, the notes of your songs carry through all of creation and carry meaning back to you. You can cast sending at will without expending a spell slot.Additionally, the range of your Primordial Rhapsody and Reverberating Chord features increases to 60 feet.​

Equipment
Leather Armor (2.5 gp, 1 lb 4 oz)​
Herbalism Kit (5 gp, 12 oz)​
Thieves' Tools (25 gp, 2 oz)​
Traveler's Clothes, 2 sets (1 gp, 4 oz each)​
Parts to build a pan flute (3 gp, 4 oz)​
Mistletoe circlet, druidic focus (5 sp)​
(requires attunement)

This is a sturdy, jewel encrusted sceptre with an ornamental head and butt covered in gold and silver accents. It vibrates faintly with power.

The rod increases your intelligence score by +2 while held. The rod has 5 charges and regains 1d4+1 charges daily at dawn.

The charges may be spent to cast the following spells:
Magic Missile (1 charge)
Detect Magic (1 charge)
Ray of Enfeeblement (2 charges)
Hypnotic Pattern (3 charges)
Dispel Magic (3 charges)

All spells and effects end if the rod is separated from its owner.

3 gp​

Description
Eovin is tiny. She stands about one foot tall and weighs next to nothing. If you look closely enough, she has blue-grey eyes, an angular face, and long pointed ears typical of fae creatures. Her hair is long and blond and whenever she cuts it, it seems to grow back quickly and even longer than before. Her wings are nearly transparent with a periwinkle hue to them. When she flies they are barely visible.​
Eovin wears a leather vest, long leather pants, and boots. She crafted all of her clothes because normal clothing makers have a hard time with her size, or they want to make her look cute. She carries no weapons though she does have several pointy objects in her thieves' tools. A small pouch on her hip contains what few coins she possesses and can fit into the tiny pouch.​

Turvin Oldmill, son of Errol and Silma, worked at his parent's flour mill ever since he could remember. He had no siblings and the kids around the neighboring villages would tease him about that. He was told by his mother that they had had trouble conceiving a child until they were blessed with Turvin, named for his great-grandfather, who originally built the mill.

What she didn't tell him was Turvin was not really her offspring. He was given to her during a cold winter by a Fae creature, to raise as her own until his destiny was awakened. What that destiny would be, she did not know but she was desperate for a child and was willing to take in the creature's baby, who looked exactly like a human boy.

The mill employs half a dozen workers and Errol was hoping Turvin would take over the business when it was time.

Turvin was 6' 3” tall as his eighteen “birthday” was to be celebrated. He was a sturdy, strong boy, quick of wit and kind to others. On the morning of his birthday (or, the day Silma received the baby), he awoke to an utterly shocking development. His body had changed overnight from a tall human man to a short, kind of elvish woman. She was now barely a foot tall. Her face was more angular with ears that rose to a near point. But she was definitely not an elf as she also had wings. Wispy, thin wings like an insect.

Before she could scream in shock, a tiny fae creature appeared, floating in front of her on gossamer wings. “Good morning, Eov. It is time.”

“Time? Time for what? What have you done tome?” she shouted, her voice sounding unnaturally high pitched, but pretty like wind chimes. She stood on the bed in a manner she hoped was defiant. But she was looking down at the floor so far away worried how she would get down.

“Oh,dear, you don't know,” the faery said hovering in the air near the bed.

At that moment, Silma entered the room followed soon by Error. “What happ-- You? You've returned.”
“I did. And you did not tell Eov I was coming.”

“I-- I-- I didn't think you would return,” she said starting to cry. “I hoped you would never return.”
“Well, return I did. Come with me, Eov.”

“I don't know who you are but I'm not going anywhere with you,” the new fae cried.

For several minutes a clash of wills played out and in the end, the Fae decided this must be Eov's destiny, so she relented. “As you wish, Eov. Your destiny is yours to make, of course. I was hoping you would welcome going back to your real family. But do stay here among the humans if you believe you must. You will be where you will be. Good luck.”

The mill owners and their new daughter talked for several hours about what to do. They decided to say Turvin went to the city for the family business. “We can't call you Turvin. And I suspect you don't want to be called what the faery called you, Eov.”

“It was short for Eovin. I kind of like it. Eovin Silmalass.”

Errol was surprised by the surname but said nothing about it. “I don't see how you can work in the mill any more,”

“I know,” Eovin said. “I need to figure out who I am.”

“Maybe you should have gone with her.”

Eovin's wings fluttered and she lifted off the ground. She flew up to be eye level with her mother. “I'll figure it out without her.”
 
Last edited:

JharyOConnah

Explorer
Sirocco
Chaotic Good
Bariaur Ranger 1

AC 16
HP 11

STR 19 +4
DEX 14 +2
CON 12 +1
INT 10 +0
WIS 12 +1
CHA 10 +0

SPEED 35 ft
DARKVISION 60 ft

Advantage on WIS, CHA saving throws
Horns 1d4 + STR
Ram may knock prone per “shoving” after horn attack

Proficiency Bonus +2
Light, medium armor, shields
Advantage on STR, DEX saving throws
Perception, Stealth, Survival (planes)

Scale mail (AC 14)
Spear (1d6 piercing)
Two shortswords (1d6 piercing)
Explorer's pack
Longbow and quiver (20 arrows)
33 GP

Favored Enemy: Fiends
Natural Explorer (Never get lost, etc. See PHB)

Sirocco left his herd on the Outlands as a young kid and found his way to Sigil where he experimented with a few factions finally settling on the Sensates. He made a meager living as a "bodyguard" escorting more wealthy Sensates around the Cage. After a time he felt he needed to "experience" life in the herd once again and left the Cage for the Outlands where he searched for his original herd for several months without success...
 

Remove ads

Top