D&D 5E Against the Slavelords [Rogue's Gallery]

log in or register to remove this ad


Tirion Cayde, Cleric Level 6 (Life)


Tirion Cayde, Life Cleric, Noble
Last edited:


[bar]Quellathe Meliamne, Ranger (Beastmaster) 6[/bar]

[sblock=Quellathe Meliamne]
Name: Quellathe Meliamne
Class and Level: Ranger (Beast Master) 6
Background: Outlander
Race: Elf
Alignment: CG
XP: ?
Inspiration: 2

Initiative: +3
HP: 42/46
AC: 15 (16 when dual wielding)
Speed: 30
Hit Dice: 6 d10
Proficiency Bonus: +3

STR:10 (+0) Save: +3
DEX:17 (+3) Save: +6
CON: 12 (+1)
INT: 12 (+1)
WIS: 15 (+2)
CHA: 8 (-1)

Common, Elven, Sylvan, Orc, Goblin

Acrobatics (DEX): +3
Animal Handling (WIS):* +5
Athletics (STR): * +3
Arcana (INT): +1
Deception (CHA): -1
History (INT): +1
Insight (WIS): +2
Intimidation (CHA): -1
Investigation (INT): +1
Medicine (WIS): +2
Nature (INT): *+ 4
Perception (WIS):* +5
Performance (CHA): -1
Persuasion (CHA): -1
Religion: (INT): +1
Slight of Hand (DEX): +3
Stealth (DEX): * +6
Survival (WIS):* +5

*Indicates proficiency (proficiency bonus already added where appropriate)

Favored enemy (Orcs, Gnolls, Goblins, Hobgoblins)
Natural explorer (Forest, grassland)
Fighting Style: Archery (+2 to attack rolls with ranged weapons)
Primeval Awareness (spell slot to sense types of creatures 1mile radius; 6 in FT)
Extra Attack
Beast Companion: Naeris (Panther)
Wanderer (from background)
Healer (feat instead of level 4 ASI): use healer’s kit to: 1)stabilize and return to 1HP; 2) restore HP: 1d6+4+ creature’s max HD)
Darkvision 60ft
Fey Ancestry (adv. vs. charm, immune to sleep)
Trance instead of sleep
Dual wielder: +1 AC when dual wield, 2hand even if not light, draw stow 2 as if one

Simple & Martial Weapons
Light & Medium armor, shields
Bird pipes

Weapons & Armor
Long bow of Warning +8 to hit, 1d8+3 piercing
20 arrows
2 scimitars +6 to hit, 1d8+3 slashing (1d8 with second hand)
2 daggers +6 to hit 1d4+3 piercing (1d4 with second hand)
Net (+6?)
Studded Leather armor

Consumable Magic Items
Potion of Healing (0/3)
Dust of Disappearance (1/2)
Spell Scrolls: Animal Friendship, Detect Poison and Disease, Speak with Animals (x2), Fog Cloud

"Permanent" Magic Items
Cloak of Elvenkind (Disadv on others perception checks; adv. on stealth: when hood is up)
Bow of Warning (adv, on initiative, I & companions w/in 30 ft can't be surprised; weapon wakes self & companions in range from non-magical sleep if danger approaches)

A staff, Backpack, traveler’s clothes
the paw of a rabbit I couldn’t save
bedroll, mess kit, waterskin, tinderbox,
10 torches
10 days rations
50 ft rope
Healer’s Kit x2 (18/20 uses total)

Known Spells (Spell Save DC is 13; Spell Attack Bonus +5)

Cantrip: (From High Elf/Grey elf heritage)
Booming Blade (on successful melee attack: 2d8 thunder damage + damage of attack; additional 2d8 if creature willingly moves)

1st Level:
Hunter’s Mark
Speak with Animals
Hail of Thorns

2nd Level:
Beast Sense


Personality: I feel far more comfortable around animals than people

Ideal: We should honor and respect the creatures of the wilds.

Bond: An injury to my wilderness home is an injury to me

Flaw: I have a heart for wounded animals and will go out of my way to help/heal them.

Quellathe was born into the elven community of Forest Glen in Celene, near the border with Pomarj. Early on she learned she was more comfortable with--and better understood by--animals than people. She was, nevertheless, devoted to her people and became one of the scouts who patrolled the borders of her people's land and protected them from orcs, gnolls, and goblinoids. Over the last few years, the enemies of her people have become more organized, with a wider, nefarious purpose. And some members of her community who left to Celene to visit kin in other places have never returned. Quellathe and her companion Naeris set out to learn more about both threats, which led to her connection with Hakan. She has joined Tirion and the others, believing that slavers may be behind the disappearance of traveling elves. [/sblock]

Quellathe Picture.jpg

[sblock=Naeris, Quellathe's Panther companion]

HP: 24
AC: 15 (12+prof bonus)
Speed: 50 ft; climb 40 ft
Proficiency Bonus: +3

STR:14 (+2)
DEX:15 (+2)
CON: 10 (+0)
INT: 3 (-4)
WIS: 14 (+2)
CHA: 7 (-2)

Skills: Perception +7 (+4 + prof bonus); Stealth +9 (+6 + prof bonus)
Senses: Passive Perception 17 (inc. prof. Bonus)

Keen Smell: adv. On Wisdom (Perception) checks that rely on smell

Pounce: DC 12 Strength save to avoid being knocked prone if hit with a claw attack when panther has moved at least 20 feet straight toward target to attack. If knocked prone, panther can take a bonus action to make a bit attack against the target

Bite: +7 to hit, reach 5ft, 1d6+5 piercing
Claw: +7 to hit, reach 5ft, 1d4+5 slashing
Last edited:


Name: Levanna
Class and Level: Wizard 6
Background: Sage
Race: Human (Variant)
Alignment: CN
XP: 14000

One extra skill prof.
One bonus feat: Resilient (Con)
+1 to two ability scores

Ritual Caster
Arcane Recovery
Arcane Tradition (Conjuration)
Conjuration Savant
Minor Conjuration
Benign Transposition

Arcana, History skill prof.
Two languages of your choice
Equipment: bottle of black ink, a quill, a small life, a letter from a dead colleague posing a question you have not yet been able to answer, a set of common clothes, and a belt pouch containg 10gp
Feature: Researcher: When you attempt to learn or recall a piece of lore, if you do not know that information, you often know where and from whom you can obtain it. Usually, this information comes from a library, scriptorium, university, or a sage or other learned person or creature. Your DM might rule that the knowledge you seek is secreted away in an almost inaccessible place, or that it simply cannot be found. Unearthing the deepest secrets of the multiverse can require an adventure or even a whole campaign.

STR: 8 (-1) Save: -1
DEX: 12 (+1) Save: +1
CON: 14 (+2) Save: +5; +1 to CON and proficiency in CON saves from the Resilient feat
INT: 18 (+4) Save: +7; +1 to INT from Variant Human ability scores bonus. Proficiency in saves from Wizard class
WIS: 14 (+2) Save: +5; +1 to WIS from Variant Human ability scores bonus. Proficiency in saves from Wizard class
CHA: 12 (+1) Save: +1

Initiative: +1
AC: 13 (+1 Dex, +2 Bracers of Defense)
AC with Mage Armor: 16 (13 base, +1 Dex, +2 Bracers of Defense)
Max HP: 38
Speed: 30
Hit Dice: 6d6
Proficiency Bonus: +3

Common, Elven, Dwarven, Draconic

Acrobatics (DEX): +1
Animal Handling (WIS): +2
Athletics (STR): -1
Arcana (INT): +7*
Deception (CHA): +1
History (INT): +7*
Insight (WIS): +5*
Intimidation (CHA): +1
Investigation (INT): +7*
Medicine (WIS): +2
Nature (INT): +4
Perception (WIS): +2
Performance (CHA): +1
Persuasion (CHA): +4*
Religion: (INT): +4
Slight of Hand (DEX): +1
Stealth (DEX): +1
Survival (WIS): +2

*Indicates proficiency

Resilient (Con)



+2 to hit, 1d6-1 bludgeoning damage
+4 to hit, 1d4+1 piercing damage, 20'/60'

Gold: 39.90 gp
Arcane Focus (staff)
Winged Boots
"Shield" (Bracers) of Defense
Ring of Spell Storing
-Charm Person
-Feather Fall
Bag of Holding
-Equipment from Sage background
-Clothes, fine
-Clothes, Traveler's
-Scholar's pack
-Explorer's Pack
-Chalk x5
-Pearl, 100gp for Identify

Spell Save DC: 15 (8 + 3 Prof. + 4 Int)

Spellbook, (R) denotes a spell castable as a ritual:

Acid Splash

1st Level:
Find Familiar (R)
Detect Magic (R)
Unseen Servant (R)
Mage Armor
Comprehend Languages (R)
Tenser's Floating Disk (R)
Feather Fall
Identify (R)
Alarm (R); bought scroll for 40gp
Protection from Evil and Good; bought scroll for 40gp
Disguise self; bought scroll for 40gp
Magic Missile; bought scroll for 40gp

2nd Level:
Misty Step
Flaming Sphere
Mirror Image
See Invisibility; bought scroll for 200gp

3rd Level:
Leomund's Tiny Hut (R)
Dispel Magic
Water Breathing (R)
Phantom Steed (R)[/sblock]

Click for full image.

I am optimistic, upbeat, audacious, talkative and confident. However I am lazy and can be flighty and manipulative.

Nothing should fetter the infinite possibility inherent in all existence.
The goal of a life of study is the betterment of oneself.

My life's work is unlocking the secrets of the universe beyond this one.
I will do almost anything to protect Green Fields, the village that protected me and my family when we needed it most.

I tend to meddle in affairs that are none of my business.
I can be condescending to people and I do not suffer fools.[/sblock]

Name: Ciymthrax
Hawk Familiar
Tiny Fey
AC: 13
HP: 1
Speed: 10 ft, fly 60 ft
STR 5 (-3)
DEX 16 (+3)
CON 8 (-1)
INT 2 (-4)
WIS 14 (+2)
CHA 6 (-2)

Skills: Perception +4
Senses: passive Perception 14
Languages: -
CR: 0

Keen Sight: Advantage on Perception checks that rely on sight
Attacks: Talons. +5 to hit, 1 slashing damage

[sblock=Background Summary]
Levanna grew up in two villages, Elmvale and Green Fields. She spent much of her childhood in Elmvale, and an early encounter with pixies in the forest introduced her to the world of magic.

An attack forced her family from their home when she was twelve years old. She lost nearly everything in the attack, including her first love. The people of Green Fields, another village miles away, took Levanna and her family in. They fed and sheltered them, eventually integrating them into the rest of the community.

The attack put an end to her carefree days as a child. Levanna knew that she had to get a job and become an adult. She became an apprentice to a scribe, learning how to read and write in several languages and was exposed to many obscure books.

At the age of fifteen, Levanna left her job as a scribe, resolving to follow her dream to become a wizard. She wandered for a year before finding one willing to teach her the arcane arts.

Now she sets off to forge her own destiny, to learn more of the world and its mystical secrets. Though she dreams of exotic worlds and realities beyond this one, she remains forever grateful to the people of Green Fields, and will do nearly anything to protect them.[/sblock]
Last edited:


Kelvyn Black Human Rogue

Name: Kelvyn Black
Class and Level: Rogue 6 XP: 14,000
STR: 10 Save: 0
DEX: 18 (+4) Save: +7; +1 to Dex from Human; +2 Dex Rogue 4; Proficiency in saves from Rogue class
CON: 12 (+1) Save: +1
INT: 14 (+2) Save: +5; +1 to INT from Human, Proficiency in saves from Rogue class
WIS: 10 (+0) Save: +0;
CHA: 13 (+1) Save: +1
Proficiency Bonus: +3
Initiative: +4
HP: 33 (5d8=28+5Con)
Speed: 30
AC: 17

Languages: Common, Elven, Thieves’ Cant
Background: Squire
--Skill Proficiencies: Athletics, Performance
--Tool Proficiencies: One type of Musical Instrument
--Languages: Elven
--Equipment: A set of fine clothes, Musical Instrument
Race: Human
--Human features: Ability Score Increase two scores by 1. Feat and Skill.
--Size: Medium.
--Speed. Your base walking speed is 30 feet.
Alignment: CG - acts as his conscience directs him with little regard for what others expect of him. Kelvyn is generally kind and polite to all, but can respond strongly to injustice and mistreatment. He has particularly strong feelings about slavery and flogging. He has been known to steal from those he feels have committed an injustice or failed to meet a responsibility.

Rogue Features:
--Expertise (Thieves Tools and Investigation, Perception and Stealth)
--Sneak Attack 3d6,
--Thieves’ Cant
--Cunning Action (Bonus Action to Dash, Disengage, Hide or Mage Hand Legerdemain)
--Roguish Archetype (Arcane Trickster)
--Ability Score Improvement (+2 to any 1 or +1 to any 2)
--Uncanny Dodge (when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.)
--Expertise (2 new skills get double proficiency bonus at 6th level)

--Armor: Light armor
--Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords
--Tools: Thieves’ tools

Crossbow Expert
-You ignore the loading quality o f crossbows with which you are proficient.
-Being within 5 feet o f a hostile creature doesn’t impose disadvantage on your ranged attack rolls.
-When you use the Attack action and attack with a one-handed weapon, you can use a bonus action to attack with a loaded hand crossbow you are holding.

Acrobatics (DEX): +4*
Animal Handling (WIS): +0
Athletics (STR): 0*
Arcana (INT): +2
Deception (CHA): +1
History (INT): +2
Insight (WIS): +0
Intimidation (CHA): +1
Investigation (INT): +2**
Medicine (WIS): +0
Nature (INT): +2
Perception (WIS): +0**
Performance (CHA): +1*
Persuasion (CHA): +1
Religion: (INT): +2
Sleight of Hand (DEX): +4*
Stealth (DEX): +4**
Survival (WIS): +0
*Indicates proficiency **indicates expertise

Inspiration Points: 2

+7 to hit, 1d8+4 piercing damage
+7 to hit, 1d4+4 piercing damage, 20'/60'
Hand Crossbow
+7 to hit, 1d6+4 piercing damage
Spells Known—Color Spray, Sleep, Disguise Self, Silent Image. Cantrips Known: Mage Hand, Light, Chill Touch
Spell Slots (save DC?) Cantrips: 4, 1st level: 3

-Gold: 50 gp
-+1 Studded leather armor
-Dagger x4
-Hand Crossbow 20 bolts
-Light Crossbow 20 bolts
-Gloves of Thievery
--Dice game set
-Clothes, Traveler's
-Fine Clothes
- Burglar’s Pack (16 gp). Includes a backpack, a bag of 1,000 ball bearings, 10 feet of string, a bell, 5 candles, a crowbar, a hammer, 10 pitons, a hooded lantern, 2 flasks of oil, 5 days rations, a tinderbox, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.
- Explorer’s Pack (10 gp). 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.
-Component pouch
-Potion of Healing (common) (x3)
-Potion of Climbing
-A vest with 100 tiny pockets
-spell scroll Tasha's Hideous Laughter, Sleep, Mendingx2, Light, Thunderweave
-Riding Horse with bit, bridle, military saddle and saddle bags.

Personality: If someone (especially low born women such as servants and tavern girls) is in trouble, I'm always willing to help.
--Raised in a courtly setting and always has proper manners and an honorably deportment.
Ideal: I steal from those who do not live up to their obligations and give to those who have suffered at their hands.
--No one should be enslaved.
Bonds: I broke faith with the Thieves Guild in Furyondy and there is a price on my head there.
--I would take revenge on my father's wife should the chance arise.
Flaws: I am slow to trust nobles and always think they have hidden motives.
--I am sensitive about my illegitimate origins and while I may laugh off insults I always get someone back for making fun of my station or birth.

Kelvyn is of mixed Oeridan and Flan heritage. He is handsome with light brown hair worn neatly and stylishly trimmed with and equally neat mustache and beard. His skin is tanned and clear. He dresses well and his gear is of quality. His horse in particular seems exceptionally fine though more suited to riding than war.


Last edited:


Uhtred, Fighter 6


[SBLOCK=Mini Stats]
Conditions: None
Action Surge: 1/1
Second Wind: 1/1
Inspiration: 2

Great Axe +1: +7 1d12+4S
Maul: +6 2d6 +3B

Initiative: +1
Perception: +5 (Passive: 15)
Speed 25 AC: 17 (Splint)
HP: 64/64 HD: 6/6d10
Main Hand: Great Axe
Off Hand; -

Name: Uhtred FireForge
Class and Level: Fighter (Champion) 6
Background: Noble
Race: Mountain Dwarf
Alignment: LG
Dwarf Features
Within 60 feet of you treat dim light as bright and darkness as dim light
Advantage on poison saves and resistance to poison damage
Double proficiency bonus to History checks concerning stonework (even if not proficient)
Battleaxe, handaxe, throwing hammer, warhammer proficiency
Light and medium armour proficiency

Noble Features
You can secure an audience with a local noble

Fighter Features
Heal 1d10 + level HP as a bonus action once per rest
Fighting Style - Great Weapon Fighting: Reroll 1s and 2s on two handed melee weapon damage dice
Take an extra action once between rests
Make two attacks per turn.

Champion Features
Critical hit on a 19 or 20

Heavy armour master, take 3 less bludgeoning, slashing and piercing damage while in heavy armour (+1 Str)
Sentinel: Hit with opportunity attack target's speed become 0 for the round; Opportunity attack on creatures within 5ft if they disengage; reaction to attack creatures within 5ft that target not you.

My Favour once lost is lost forever.
respect is due to me because of my station but all people, regardless of station, deserve to be treated with dignity.
My loyalty to my sovereign is unwavering
I have betrayed my family name

* denotes proficient
*STR: 16 (+3) (+2 Race, +1 feat)
DEX: 10 (+0)
*CON: 18 (+4) (+2 race, +2 ASI)
INT: 12 (+1)
WIS: 14 (+2)
CHA: 10 (+0)

Initiative: 1
HP: 64
Speed: 25
AC: 17
Hit Dice: 6d10
Proficiency Bonus: +3

Common, Dwarven, Gnomish

Acrobatics (DEX): 0
Animal Handling (WIS): 2
Arcana (INT): +1
*Athletics (STR): 6
Deception (CHA): 0
*History (INT): +4
Insight (WIS): +2
Intimidation (CHA): 0
Investigation (INT): +1
Medicine (WIS): +2
Nature (INT): +1
*Perception (WIS): +5
Performance (CHA): 0
*Persuasion (CHA): +3
Religion: (INT): +1
Slight of Hand (DEX): 0
Stealth (DEX): 0
Survival (WIS): +2

*Indicates proficiency

Greataxe +1: +7 to Hit, 2d6+3/S
Handaxe: +6 to hit, 1d6+3/S 20’/60’
Maul: +6 to hit, 2d6/B

Great Axe + 1
Periapt of wound closing
hand axe (2)
Potion of Healing x3 (2d4+2)
Scale armour
Explorer's pack (backpack, bedroll, mess kit, tinderbox, 10 torches, 10 rations, waterskin, 50' silk rope)
Dragonchess set
Set of fine clothes (well worn)
signet ring
scroll of pedigree
Drow Cloak

0 0 0 22 75 0


[sblock=Appearance ]
Uhtred is short and stocky, even by dwarf standards, with the lean muscly body of a man used to hard exercise. He has a full head and face of thick black hair, that has only the slightest hints of grey.
Although he wears armour that was once fine, it has clearly seen extensive use. Similarly his clothes are of well worn once fine quality. His axe, that is never beyond arms reach, was his only inheritance.
Uhtred is quite and reserved but carries himself in a manner that makes his station of birth clear.

[sblock=Background ]
Uhtred was born the second son of a minor noble house of Fireforge. From a young age he was interested in the martial arts, though his father was more keen on him taking a career in court. They compromised and Uhtred took a job as a ceremonial bodyguard for embassies sent by his king.
By his early adulthood, both Uhtred's parents had died of natural causes, leaving his rakish brother, Osbert, to inherit the family estate. Uhtred spent years watching his brother drink, gamble and otherwise squander the family fortune away, until it became too much and Uhtred left his home, with only his fathers axe.

Uhtred spent years wandering the lands hiring himself out as a smith or mercenary, when he was sure the pay come from an honourable source. Until a messenger caught up with him with news that his older brother had disappeared under mysterious circumstances. Uhtred returned home to investigate, but could find no solid answers. The most likely cause was that, with the family estate creaking under huge gambling debts of his brother, a criminal gang had kidnapped Osbert and sold him into slavery to pay off part of his debt.

Finding himself without means or friends, Uhtred could only turn to an old friend from his days of ceremonial guard duty, Gilliam.
Last edited:

Remove ads