D&D 5E CG YP: The Hidden Shrine of Tamoachan RG


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Balindril Selkar

Name: Balindril Selkar
Race: Mountain Dwarf
Background: Guild Merchant
Class: Paladin-5
Alignment: Lawful Good
Proficiency Bonus: +3
Inspiration: No

Strength: 18 (+4)
+Athlethics: +7​

Dexterity: 10 (+0)
Acrobatics: +0
Sleight of Hand: +0
Stealth: +0 disadvantage​

Constitution: 18 (+4)

Charisma: 14 (+2), Save: +5
Deception: +2
+Intimidation: +5
Performance: +2
+Persuasion: +5​
Passive Perception: 10
Passive Investigation: 9
Initiative: +0
AC: 19
Speed: 25 ft; Fly: 25 ft
Hit Dice: 5d10; Spent HD: none
HP: 50/50

Intelligence: 8 (-1)
Arcana: -1
History: -1
Investigation: -1
Nature: -1
Religion: -1​

Wisdom: 10 (+0), Save: +3
Animal Handling: +0
+Insight: +3
Medicine: +0
Perception: +0
Survival: +0​

+Proficient

gwsGkUE.jpg?resize=300%u00252C300&ssl=1#dwarf.jpg
[sblock="COMBAT"]OFFENSE Initiative: +2
Weapon
Battleaxe
Warhammer
Javelin
SPELL
Range


30/120
varies
To Hit
+7
+7
+7
+5
Damage
1d8+4 (s)
1d8+4 (b)
1d6+4 (p)
varies
Notes
versatile (1d10)
versatile (1d10)
thrown
varies, DC 13
DEFENSE
AC: 19 (armor + shield)
Immunities: Disease
Resistances: Poison
Advantage on Saves: vs Poison
Strength: +4
Intelligence: -1
Dexterity: +0
+Wisdom: +3
Constitution: +4
+Charisma: +5
EXPENDABLES
Lay on Hands: 25 remaining


Spells Per Long Rest
Spells Cast
1st
4
0
2nd
2
0
3rd
-
4th
-
5th
-
PREPARED SPELLS (4 + oath spells)
1st level: protection from evil and good!*#, sanctuary!^#, cure wounds+, heroism+*, shield of faith^*, thunderous smite^*
2nd level: lesser restoration!, zone of truth!
! oath spell; + Spell benefits from higher casting level; * Spell requires concentration; ^ Cast as bonus action
# Requires a spell focus or cheap material component. $ Requires a material component that costs money[/sblock][sblock="FEATURES AND TRAITS"]Proficiencies and Languages
Languages: Common, Dwarf, Draconic, Goblin
Armor: All
Weapons: All simple and martial
Tools: brewer's tools​
Race: Mountain Dwarf
+2 Str, +2 Con; Speed: 25 feet; Size: medium; Livespan: 350 years
Darkvision: 60 feet
Dwarven Resilience: Advantage on poison saving throws and resistance to poison damage.
Dwarven Combat & Armor Training: weapon and armor profs
Tool Proficiencies: Smith's tools, brewers's tools, or mason's tools
Stonecunning: double proficiency in History checks about who built something made of stone
Background: Guild Merchant
Skills: Insight, Persuasion; Tools: none; Language: Draconic, Goblin
Feature: Guild Membership:
Feats: None
Class: Paladin
Hit Die: d10; Saves: Wis, Cha; Skills: Athletics, Intimidation
Divine Sense: As an action, detect good and evil presences within 60 feet. 3/long rest
Lay on Hands: Pool: 25 hp, As an action, heal by touch, spend 5 hp to cure disease or poison.
Fighting Style: Protection: Impose disadvantage on opponent within 5 ft who does not attack me.
Spellcasting: # of non-oath spells prepared: 4; Spell DC: 13
Divine Smite: After a hit, expend 1 spell slot to do extra (1+slot level)d8 damage, add 1d8 against undead and fiends
Divine Health: Immune to disease.
Extra Attack: two attacks on attack action
Sacred Oath -- Oath of Devotion
Oath Spells: protection from evil and good, sanctuary, lesser restoration, zone of truth
Channel Divinity: Once per long rest
Sacred Weapon: Target a wielded weapon: For 1 minute, add Cha mod to attack rolls. And it glows 20-ft radius + 20 ft radius dim light.
Turn the Unholy:
undead and fiends within 30 ft must make Wisdom saving throw (DC 13) or are turned for 1 minute.
[/sblock][sblock="EQUIPMENT"]Splint Armor (60#), Castoff Armor
Shield (6#)
Warhammer (2#)
Battleaxe (4#)
5 Javelins (2# each)
Winged Boots
waterskin
backpack
common clothes (3#)
a blanket
bedroll (7#)
belt pouch (0 gp, 0 sp, )

Equipment Weight:
[sblock="Carrying Capacity"]
Encumbered
90
Heavily Encumbered
180
Carrying Capacity
270
Push, Drag, Lift
540
[/sblock][/sblock][sblock="DESCRIPTION and HISTORY"]HISTORY: Balindril Selkar comes from a clan of dwarves reknowned for their dark ales. He has been married to Fenthra for over 35 years and one thing they have learned about keeping their marriage fresh is sending Balindril out of the house to explore the unknown for several months keeps the mystery in the marriage alive. When he isn't battling evil, he's heading up a caravan selling the family kegs to people beyond the clan home.
Race: Mountain Dwarf
Gender: Male
Age: 84
Relationship: Married, 3 kids
Height: 4' 3"
Weight: 250#
Complexion: ruddy
Skin: scarred
Hair: red, long, braided
Eyes: black
Face Structure: bearded
APPEARANCE:

PERSONALITY: At home, Balindril is the typical stoic dwarf. The farther he gets from home, the more jovial he becomes.

Traits: I don't like being tied down to one location.
Traits: I balance doing good and being a husband as well as Tyr will allow me.
Ideal: Evil has no place in this world.
Bond: Fenthra and the children are paramount
Flaw: I really leave the clan and family behind to avoid drinking myself into a stupor each night.
[sblock="Level History"]
AbilitiesSTRDEXCONINTWISCHA
Point Buy =27929025
Initial15101581013
+Race17101781013
chargen bonus17101781014
Level 418101881014
[/sblock][/sblock]
 
Last edited:


hero4hire

Explorer
Aedinos Jinn

WilsonF72.jpg


Class: Bard 5
Race: Human (Variant)
Background: Archeologist (ToA)

Strength 9 (-1)
Athletics +2 (+7 climb & swim)

Dexterity 14 (+2)
Acrobatics +5
Sleight of Hand +3
Stealth +5

Intelligence 14 (+2)
Arcana +5
History +5
Investigation (ex) +8
Nature +5
Religion +5

Wisdom 14 (+2)
Animal Handling +3
Insight +3
Medicine +3
Perception (ex) +8
Survival +5

Charisma 14 (+2)
Deception +3
Intimidation +3
Performance +3
Persuasion +3

HP: 33 HD: 5d8
AC: 14
SPD: 30'
Saves: Dex +5, Cha +5
Initiative:+3
Passive Investigation: 18 (23 vs traps)
Passive Perception: 18 (23 vs traps)
Attacks: Rapier +5 hit 1d8+3 dmg; Hand Crossbow +5 hit 1d6+3 dmg (rng 30'/120'); Whip +2 hit 1d4+2 dmg (reach)

Proficiencies: Light Armor, Simple Weapons, Hand Crossbows, Longswords, Rapiers, Shortswords, Flute, Drums, Mandolin, Thieves Tools (expertise), Cartographers Tools

Languages: Common, Chultan, Draconic, Nexalan

Class Features:
Bardic Inspiration
You can inspire others through stirring words or music. To do so, you use a Bonus Action on Your Turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6.

Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, Attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.

You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a Long Rest.

Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.

Jack of All Trades

Starting at 2nd level, you can add half your proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.

Song of Rest
Beginning at 2nd level, you can use soothing music or oration to help revitalize your wounded allies during a Short Rest. If you or any friendly creatures who can hear your performance regain hit points by spending Hit Dice at the end of the Short Rest, each of those creatures regains an extra 1d6 hit points.

The extra hit points increase when you reach certain levels in this class: to 1d8 at 9th level, to 1d10 at 13th level, and to 1d12 at 17th level.

Expertise
At 3rd level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

At 10th level, you can choose another two skill proficiencies to gain this benefit.

Font of Inspiration
Beginning when you reach 5th level, you regain all of your expended uses of Bardic Inspiration when you finish a short or Long Rest.


College of Lore:

Bonus Proficiencies
When you join the College of Lore at 3rd level, you gain proficiency with three skills of your choice.

Cutting Words
Also at 3rd level, you learn how to use your wit to distract, confuse, and otherwise sap the confidence and competence of others. When a creature that you can see within 60 feet of you makes an Attack roll, an ability check, or a damage roll, you can use your reaction to expend one of your uses of Bardic Inspiration, rolling a Bardic Inspiration die and subtracting the number rolled from the creature’s roll. You can choose to use this feature after the creature makes its roll, but before the GM determines whether the Attack roll or ability check succeeds or fails, or before the creature deals its damage. The creature is immune if it can’t hear you or if it’s immune to being Charmed.

Background Feature:
Historical Knowledge
When you enter a ruin or dungeon, you can correctly ascertain its original purpose and determine its builders, whether those were dwarves, elves, humans, yuan-ti, or some other known race. In addition, you can determine the monetary value of art objects more than a century old.

Feats:
Dungeon Delver

Alert to the hidden traps and secret doors found in many dungeons, you gain the following benefits:

You have advantage on Wisdom (Perception) and Intelligence (Investigation) checks made to detect the presence of secret doors.
You have advantage on saving throws made to avoid or resist traps.
You have resistance to the damage dealt by traps.
You can search for traps while traveling at a normal pace, instead of only a slow pace.

Prodigy

Prerequisite: Half-elf, half-orc or human

You have a knack for learning new things. You gain the following benefits:

You gain one skill proficiency of your choice, one tool proficiency of your choice, and fluency in one language of your choice.
Choose one skill in which you have proficiency. You gain expertise with that skill, which means your proficiency bonus is doubled for any ability check you make with it. The skill you choose must be one that isn't already benefiting from a feature, such as Expertise, that doubles your proficiency bonus.

Equipment:

A wooden case containing a map of a ruin or dungeon, bullseye lantern, miner's pick, traveler's clothes, shovel, 2 person tent, trinket, pouch, whip, studded leather, rapier, hand crossbow, bolt case, 20 bolts, dagger, vial of antitoxin, backpack, bedroll, ink, ink-pen, mess kit, flask of oil x4, potion of healing x2, rations x10, 50' silk rope, sack, tinderbox, waterskin, magnifying glass, mandolin, thieves tools, cartographers tools
0gp 6 sp 6 cp

Magic Items:
Gloves of Climbing & Swimming, Orb of Direction, Pole of Collapsing

Spells:
Cantrips at will
Light, Mage Hand, Mending
First 4 per long rest
Comprehend Languages, Detect Magic, Healing Word, Identify
Second 3 per long rest
Enhance Ability, Knock, Lesser Restoration
Third 2 per long rest
Dispel Magic
 
Last edited:


tglassy

Adventurer
Name: Na’Kai
Race: Drow
Class: Warlock (Hexblade) 5
Background: Urban Bounty Hunter

HP: 38
AC: 18

Str: 8
Dex: 14
Con: 14
Int: 10
Wis: 13
Cha: 17

Proficiencies:
All weapons
Light and Medium Armor
Shields
Thieves Tools
Dice game

Languages:
Common
Elvish
Undercommon

Skills:
Stealth
Investigation
Perception
Deception
Intimidation

Racial Features:
120 ft Darkvision
Sunlight sensitivity
Fey Ancestry
Trance
Drow Magic

Background features:
Contacts in cities to provide information.

Class Features:

Hexblade Curse: 1/Rest, Bonus Action Curse creature for 1 minute, healing 8 hp when it dies, critting on 19 and 20, and prof bonus extra damage.

Use Charisma for Attack and Damage on one weapon + pact weapon.

Blade Pact


Invocations:

Improved Pact Weapon: Pact Weapon is +1 magic, can be ranged, and can be focus.

Thirsting Blade: extra Attack

Misty Visions: Silent Image at will

Feats: Drow High Magic
Can cast levitate and dispel Magic 1/day. Can cast detect Magic at will.


Cantrips:
Friends
Mate Hand
Minor Illusion
Dancing Lights
Detect Magic

1st:
Fearie Fire 1/day
Hex
Armor of Agathys

2nd:
Darkness 1/day
Levitate 1/day
Invisibility
Misty Step

3rd:
Dispel Magic 1/day
Hunger of Hadar
Summon Lessor Demons

Equipment:
Helm of Thought (detect thoughts at will, sent thoughts and Suggestion 1/day)

Smoldering Armor
Charlatan’s Die
Breastplate (400)
Dungeoneer’s Pack (12)
Thieves Tools (25)
Fine Clothes (15)
Grappling hook (2)
Pouch with 46 gp
 

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