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CG's Dragon of Icespire Peak Rogues' Gallery and Game Info

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Mina Othir


Ignore the armor, I didn't want to crop and get rid of the artists mark

Mina was born the 4th child of human parents Gunter and Hadwisa Othir, they were both surprised to have a tiefling child and blamed each other's families. Hadwisa swore to love their daughter regardless, Gunter however could not and left them all. The townsfolk mistrusted Mina and her family because of her. Mina's brothers and sister blamed her for their father leaving and the townsfolk but never in front of their mother. Despite all this Mina grew up happy, loved to read, and sing, and play the flute. One day as a teen her talent was discovered by a traveling bard, who offered to take her away and train her. Mina didn't want to leave her village, but her mother told her probably best that Mina go and learn to hone her talents.

Mother: Hadwisa Othir (age 57)
Father: Gunter Othir (age 60, whereabouts unknown)
Sister: Dasta Othir (age 28)
Brother: Ers Othir (age 25)
Brother Rolf Othir (age 23)

NG Tiefling Bard 3

STR 08 (-1) / DEX 16 (+3, save +5) / CON 14 (+2) / INT 12 (+1) / WIS 10 (+0) / CHA 17 (+3, save +5)

Size M
Speed 30
AC 15
Init +3
Hit Points: 24 (3d8)

Descriptive Stats:
Height: 5'9" (175cm)
Weight: 156lbs (70kg)
Age: 21
Skin: Grey; Hair: White; Eyes: Amber

Proficiency bonus: +2
Proficiencies: Light Armor, Simple Weapons, Hand Crossbows, Longswords, Rapiers, Shortswords
Skills: Arcana, History, Persuasion
Tools: Flute, Drums, Singing
Languages: Common, Infernal

Rapier +5, 1d8+3 piercing,
Dagger +5, 1d4+3 piercing, thrown (20/60)
Vicious Mockery Wis 13DC , 1d4 psychic and dAV on next attack roll before ENT.

Background: Entertainer
Tools: Disguise Kit, Lute
Skills: Acrobatics, Performance
Feature: By Popular Demand

Bard abilities (College of Lore):
Bardic Inspiration (d6)
Jack of All Trades
Song of Rest (d6)
Expertise: Acrobatics, Persuasion
Cutting Words

Spell Slots: 4 (1st) 2 (2nd)
Cantrips Known: Thaumaturgy (racial), Vicious Mockery, Message
Known spells:Healing Word, Sleep, Heroism, Feather Fall, Invisibility, Silence
Hellish Rebuke (2nd level, 1/long rest)

Race abilities:
Darkvision (60ft)
Hellish Resistance (fire resistance)
Infernal Legacy

+7 (dex) (p) Acrobatics
+1 (wis) Animal Handling
+3 (int) (p) Arcana
-1 (str) Athletics
+4 (cha) Deception
+2 (int) (p) History
+1 (wis) Insight
+4 (cha) Intimidation
+2 (int) Investigation
+1 (wis) Medicine
+2 (int) Nature
+1 (wis) Perception
+5 (cha) (p) Performance
+7 (cha) (p) Persuasion
+2 (int) Religion
+4 (dex) Sleight of Hand
+4 (dex) Stealth
+1 (wis) Survival

Rapier, Entertainer's Pack (backpack, bedroll, 2 costumes, 5 candles, 5 days of rations, waterskin, disguise kit), Flute, Studded Leather Armor, a Dagger, Lute, Love Letter from an admirer, preforming costume, pouch with 15gp, 2 healing potions
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Kobold Stew

Last Guy in the Airlock

(image by xiaoming Bi)

LG Human Paladin 3

STR 16 (+3)
DEX 10 (+0)
CON 13 (+1)
INT 11 (+0)
WIS 13 (+1, save +3)
CHA 16 (+3, save +5)

Size M
Speed 30
AC 19
Init +0
Hit Points: 25 (3d10)

Proficiency bonus: +2
Proficiencies: all armour, shield, simple and martial weapons.
Skills: Intimidation, Athletics, Persuasion, Animal Handling, Nature
Tools: Land Vehicles, Pipes
Languages: Common

Longsword: 1d20+5 damage = 1d8+3 slashing (versatile).
Javelin: 1d20+5, damage = 1d6+3, range 30’/120’

Background: Shepherd (custom)
  • Tools: land vehicles, pipes
  • Skills: animal handling, nature
  • Feature: rustic hospitality
  • Equipment: as Folk Hero, with instrument subbed for artisan’s tools.

Paladin abilities (Oath of Devotion):
* Spellcasting (DC 13, attack mod +5).
-- 4 spells prepared (CHA+(level/2)) 3 x level 1 slots.
  • Divine Sense (4/long): know location of celestial, fiend, undead w/in 60’
  • Lay on Hands: as action, draw on pool of 15hp to cure (or 5/disease or poison).
  • Duelling Fighting Style: +2 damage to one-handed melee weapon.
  • Divine Smite: expend spell slot for +2d8 radiant damage to melee attack (+1d8/level)
  • Divine Health: immune to disease
  • Channel Divinity: 1/rest:
-- Sacred Weapon. As Action, weapon gets +CHA to hit for one minute, and emits 20’ bright light (+20’ dim).
-- Turn the Unholy. As action, holy symbol turns fiends and undead: Wis save or those w/in 30’ turned for a minute

Current spells:
(1) wrathful strike, compelled duel, command, cure wounds (protection from evil and good, sanctuary)

Race abilities:
* Variant Human (feat, skill, +1 STR/CHA)

* Ritual Caster (Wizard)
-- Spells: Unseen Servant, Tenser’s Floating Disk, Find Familiar, Comprehend Languages.

+0 (dex) Acrobatics
+3 (wis) Animal Handling*
+0 (int) Arcana
+5 (str) Athletics*
+3 (cha) Deception
+0 (int) History
+1 (wis) Insight
+5 (cha) Intimidation*
+0 (int) Investigation
+1 (wis) Medicine
+2 (int) Nature
+1 (wis) Perception
+3 (cha) Performance
+5 (cha) Persuasion*
+0 (int) Religion
+0 (dex) Sleight of Hand
+0 (dex) Stealth [disadvantage in armour]
+1 (wis) Survival

Owl (60' flyby, 1hp, AC 11, Perception +3 (dkvision 120' w/ adv), Stealth +3

Ritual book
Tankard of Sobriety (common magic item)
Splint Mail (60#)
Holy Symbol
5 javelins
Explorer pack
Iron Pot
Common clothes
Belt pouch, empty lo these many days.

A shepherd in the fields outside a small village on the Sword Coast, Meadow's early life was simple: many responsibilities caring for flocks, but a low pressure life that she could handle well: playing the pipes, tending her animals, letting the boys chase her when she could be bothered. When the war came, her family, like that of so many others, found safety in the church; nothing like war to bring converts to Torm. Meadowlark was not as caught up as the others; her life in the fields seemingly gone.

Then came the prophecy. She was told it was for the best, and she was able to keep her spirit through the recruitment, but when the prophecy came, she was sent away. Many are called, and it seems many are chosen as well, since it's sometimes hard to interpret prophecies, and this one was vague enough that it might refer to her, or to any of the dozen that were recruited in her cohort. Three died, and seven washed out, but two of them were chosen, which is to say two made it through the trials, and two of them found the ability to heal. They were destined to become paladins. But with that calling, Meadowlark and Thorgeir were taken from their previous lives. Drills, summonses, assignments, and prayers. Torm needed agents, and they were the chosen ones this year. And, possibly, they might be the fulfilments of the prophecy.

But that would only happen if the situation was right. And so they were sent back to their respective homes, in hopes that the prophecy could someday be fulfilled through them. These two were added to the many others dotting the countryside: children born when the Wagon first touches the horizon; those who were found surrounded by wool [or arguably leather; the scholars disagree on this point]; those who would be taken from the banks of a river; and all the many other criteria that the prophecy seemed so intent to describe, but were (so Meadow though) ultimately unclear.

Except of course for the final clause, which was clear enough: those who would be killed defending Torm.
(much of the character lifted from here)


Name: Serpa
Class: Sorcerer (Dragon, Bronze)
Race: Kobold
Background: Urchin
Size: Small
Gender: Male
Alignment: Lawful Good

STR: 6 (+2) HP: 21 (3d6+6+3)
DEX: 16 (+3) AC: 16/ (13+Dex/)
CON: 14 (+2)
INT: 8 (-1) Speed: 30
WIS: 14 (+2) Init: +3
CHA: 16 (+3) Passive Perception: 12

Serpa is a kobold of a bit less than three feet in height. But what he lacks in stature, he more than makes up in personality. While most of his kind tend to respond to threats with fear, Serpa seems to carry himself with a certain pride. He keeps his head held high, and stands 'mostly' straight.
While he seems somewhat uncomfortable, he wears a set of clothing specially tailored to his unorthodox body. His scales seem thicker than a traditional kobold's and have the shine a meticulously polished bronze. His gear is simple and straightforward, but for one unusual affectation. He wears a bronze medallion around his neck, which seems to be some sort of mechanical device, but moves in a clock-like manner without any seeming mechanism to power it's function. Aside from this, he carries a crossbow slung across his back with a quiver of bolts. A pair of daggers and a wand are all sheathed at his hip.

Serpa was spawned in the sewers and caverns underneath Neverwinter. Unfortunately, he hatched with wings. And while most kobold societies 'tolerate' their few unfortunate brethren to have this deformity, Serpa had the double-sin of growing the thicker mono-hued scales which marked him as a true descendant of dragonkind. Rather than revel in the proof of their draconic lineage, his people cruelly amputated his wings and cast him out.

Serpa was so young that he couldn't understand what had happened or why. By sheer luck and determination, the fledgeling managed to escape the underground and found himself in the blinding light of the city. He was shunned there as well, and was often chased and attacked by people on sight simply because of his heritage. But for several years he managed to survive anyways, learning the layout of the city like few even who lived there.
Of course, his luck nearly ran out one night as a group of adventurers were tasked with tracking 'That mangy thief' down. He'd led them on quite a chase, even managing to trick them once or twice. But in the end they had managed to corner him.
Serpa turned, at that moment, defiance in his posture and ready to fight. But then a member of the party instead took pity on him and convinced the others to give him a chance. It turns out that some kobolds clean up rather nicely. And with a bit of soap, some turtle wax and a lot of socializing, Serpa seemed to come into his own. He soon joined the party in their endeavors and despite having some trouble in direct sunlight, he made up for it once the sun was down or the party ventured into buildings or caverns.


Bethrynna Liadon (Rynna Silverfrond)
CG High Elf Wizard Bladesinger Inheritor 3

Bethrynna 1.jpg

Riardon (disappeared)
Mother: Naivara
Brothers: Therivol (older brother), Beiro (older brother), Mindartis (older brother), Paelias (older brother), Ivellios (younger brother), Ercan (younger brother)
Sisters: Meriele (older sister), Theirastra (fraternal twin sister), Sariel (younger sister)
Birthplace: Southern Moonwood, north of Silverymoon

Bethrynna was born in a community of moon elves living in the southern portion of the Moonwood north of the city of Silverymoon, one of nine children. She was raised mostly by her mother after her father disappeared. As a result, the family was rather poor, living in a village in the wilderness of the Moonwood. Even so, Bethrynna had a few close friends and lived an ordinary childhood. She learned right and wrong from her family.

Bethrynna’s life changed when an old bladesinger master named Aelar Amakiir passed through the Moonwood looking for an apprentice. Rynna’s grace and skill impressed the elf when she stole one of his spell scrolls and successfully cast it, and she left her family to travel to Evereska to learn bladesinging.

As part of Rynna’s training, her mentor often let her shadow him on adventures as they traveled. On one adventure she met Torgga Rumnahein, a cleric of Azuth, god of wizards, who taught her many things about magic after Rynna tracked down some stolen temple property and retrieved it from the thieving goblins. As part of this adventure, she rescued a Shou fighter named Mei Chen from the goblins as well.

When Rynna had time away from her studies, she liked to play her lute on the streets of Evereska to earn some coin.

Shortly after Rynna had passed her trials and been tattooed with the symbol of the Lion School, Aelar took her to The Halfway Inn outside of Evereska. There they met Torgga and Chen, who had a package for her from her mother. Inside were four items that they said belonged to her father. The first was a purple sash or scarf with gold embroidered runes on it. She remembered her mother making it for her father before he left. Next was a leather thong with a dragon tooth on it, another item Rynna recognized from her childhood as belonging to her father. Third was a magic rapier that glowed with moonlight. Finally they gave her a small pin shaped like a harp. They explained that the reason her father was gone was that he was a member of a secret group called the Harpers, who fought for good and freedom across Faerun. Her father had disappeared on assignment. These items had somehow been delivered to a Harper agent in Neverwinter. They told her that now that her training was complete, it may be time for her to find her father.

And so Bethrynna set out across the Savage North toward Neverwinter on the Sword Coast.

Alignment: Chaotic Good
Faith: Mystra

  • Gender: Female
  • Age: 175
  • Height: 5’0”
  • Weight: 102 lbs
  • Hair: Chestnut, long
  • Eyes: Blue with gold flecks
  • Skin: Pale with a bluish tint
  • Description: Short and petite with long, chestnut hair and blue eyes flecked with gold and pale skin with a bluish tint. She almost seems to glow slightly in the moonlight. A lion tattoo is on the side of her neck, marking her as an initiate of the Lion School of Bladesinging.

Personality Traits
  • I judge people by their actions, not their words.
  • If someone is in trouble, I’m always ready to lend help.

Ideal: Respect. People deserve to be treated with dignity and respect.
Bond: I protect those who cannot protect themselves.
Flaw: I’m convinced of the significance of my destiny, and blind to my shortcomings and the risk of failure.

Bladesong school in Evereska

Aelar Amakiir, her bladesong mentor, male elf
Torgga Rumnahein, female dwarf cleric of Azuth, god of wizards
Mei Chen, Shou male fighter

Meadowlark - female human paladin
Mina Othir - female tiefling bard
Fitzhugh Cavendish - male human rogue
Jenivestia "Jeni" Elananthael - female halfling druid
Serpa - male kobold sorcerer
Bella Mulfield - female halfling warlock



STR 10 (+0)
DEX 16 (+3)
CON 14 (+2) [save +5 on Concentration checks with Bladesong]
INT 16 (+3) [save +5]
WIS 12 (+1) [save +3]
CHA 12 (+1)

Size M
Speed 30 (+10 Bladesong)
AC 15 (+3 Bladesong; +5 Shield)
Init +3
Hit Points: 20 (3/3d6 HD)

Passive Perception: 13
Passive Investigation: 15
Passive Insight: 11

Proficiency bonus: +2
Proficiencies: Light armor, dagger, dart, longbow, longsword, rapier, shortsword, shortbow, sling, quarterstaff, light crossbow
Skills: Arcana, History, Investigation, Perception, Performance, Survival
Tools: Lute
Languages: Common, Elven, Draconic, Primordial

Moon-Touched Rapier: +5/1d8+3 piercing, magic
  • Green Flame Blade: 3 damage to another target within 5 feet
  • Booming Blade: 1d8 thunder damage if the target moves before the start of your next turn.

Dagger: +5/1d4+3 piercing (20/60)
  • Green Flame Blade: 3 damage to another target within 5 feet
  • Booming Blade: 1d8 thunder damage if the target moves before the start of your next turn.

Longbow: +5/1d8+3 piercing (150/600)
Unarmed: +2/1 bludgeoning

  • Cantrips: Booming Blade, Green Flame Blade, Prestidigitation, Toll the Dead
  • 1st: Absorb Elements, Burning Hands, Grease, Shield
  • 2nd: Blindness/Deafness, Flaming Sphere, Mirror Image, Misty Step, Web
  • Rituals: Alarm, Detect Magic, Identify

Background (Inheritor)
Feature: Inheritance (scarf or sash)

Class abilities
  • Bladesong (BA; 2/SR; 1 min): You gain a +3 bonus to your AC, your walking speed increases by 10 ft., you have advantage on Acrobatics checks, and you gain a +3 bonus to any CON saving throw you make to maintain your concentration on a spell. It ends early if you are incapacitated, if you don medium or heavy armor or a shield, or if you use two hands to make an attack with a weapon. You can also dismiss the Bladesong at any time you choose (no action required).
  • Arcane Recovery (1/LR): regain up to 2 levels of spell slots.

Race abilities
Darkvision 60’
Keen Senses
Fey Ancestry: Can’t be charmed or put to sleep
Elf Weapon Training



Acrobatics +3 (Advantage with Bladesong)
Animal Handling +1
Arcana* +5
Athletics +0
Deception +1
History* +5
Insight +1
Intimidation +1
Investigation* +5
Medicine +1
Nature +3
Perception* +3
Performance* +3

Persuasion +1
Religion +3
Sleight of Hand +3
Stealth +3
Survival* +3


Wand (arcane focus)
Harper pin
Inheritance: Imperial purple silk scarf of sash with gold arcane elven sigils embroidered in it.

Trinket: A dragon's bony talon hanging from a plain leather necklace.
Traveler’s clothes
Studded leather armor
Moon-Touched Rapier (common magic item): In darkness, the unsheathed blade of this sword sheds moonlight, creating bright light in a 15-foot radius and dim light for an additional 15 feet.
Arrows (20)
Explorer’s pack
  • Backpack
  • Bedroll
  • Mess kit
  • Rations (10 days)
  • Hemp rope (50’)
  • Tinderbox
  • Torches (10)
  • Waterskin

Encumbrance: 88/150/300
Coin: 16

Steve Gorak


Name: Jeni
Class: Moon druid
Race: Ghostwise halfling
Background: Outlander
Size: Small (2'9", 35 lbs)
Gender: Female
Alignment: Neutral Good

STR: 8 (-1) HP: 27 (3d8+9)
DEX: 16 (+3)
CON: 16 (+3)
INT: 12 (+1) Save:+3
WIS: 16 (+3) Save:+5
CHA: 10 (+0)

HP: 27 (3d8+9)
AC: 19 (4 gleaming turtle shell breastplate (common magic item) + 2 Shield + 3 dex)
Speed: 25
Init: +3
Passive Perception: 15

Acrobatics +3
Animal Handling +3
Arcana +1
*Athletics +1
Deception +0
History +1
Insight +3
Intimidation +0
Investigation +1
Medicine +3
Nature +1
*Perception +5
Performance +0
Persuasion +0
Religion +1
Sleight of Hand +3
*Stealth +5
*Survival +5

Racial Abilities
• Speed. Your base walking speed is 25 feet.
• Lucky. When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die. You must use the new result, even if it is a 1.
• Brave. You have advantage on saving throws against being frightened.
• Nimble. You can move through the space of any creature that is of a size larger than yours.
• Languages. You can speak, read, and write Common and Halfling.
• Ability Score Increase. Your Dexterity score increases by 2.
• Ability Score Increase. Your Wisdom score increases by 1.
• Silent Speech. You can speak telepathically to any creature within 30 feet of you. The creature understands you only if the two of you share a language. You can speak telepathically in this way to one creature at a time.

Background feature Wanderer
Excellent memory for maps and geography, can find food and water for group

Armor: Light, Medium, shields (only nonmetal armor)
Weapons: Clubs, daggers, darts, jevelins, maces, staves, scimitars, sickles, slings, spears
Languages: Halfling, Common, & Sylvan (took this instead of musical instrument - better fit with background).
Skills from class: Perception, survival
Skills from outlander background: Athletics, stealth (replaces survival)
Tools class: Herbalism Kit
Saves: Intelligence and Wisdom

Class Features
Wildshape (CR 1, no fly), 2x any rest
Combat wild shape: wild shape as bonus action, when wild shaped, use bonus action to heal 1d8 per spell level of slot used

Spell Attack Modifier: +5
Spell Save DC: 13
Cantrips Known: Guidance, Mould earth
Spells Known (6):
Level 1: goodberry, Entangle, Faerie Fire, speak with animals (R)
Level 2: Pass without trace, Spike growth
Spell Slots: 4/2/-/-/-/-/-/-

Weapon Attack Damage Type Range
Sling +4 1d4+2 B 30/120
scimitar +4 1d6+2 S
Dagger +4 1d4+2 P 20/60

• a wooden shield
• dagger
• Scimitar
• Studded Leather armor (tossed for common magic item)
• Staff (druidic focus)
• explorer’s pack
- backpack,
- bedroll,
- a mess kit,
- a tinderbox,
- 10 torches,
- 10 days of rations
- a waterskin.
- 50 feet of hempen rope strapped to the side of it.

A staff, a hunting trap (sold, 3.75gp), a trophy from an
animal you killed (wolf pelt), a set of traveler’s clothes, and a belt
pouch containing Money

common magic item: gleaming turtle shell breastplate (if allowed, I tossed the upgraded studded leather armor - she got this from elves that she helped)

Money: 2.07 GP

Note: pouch containing 5 goodberries from previous night casting, familiar always has one in mouth and a small pouch containing 4, even in dimensional pocket
Pouch containing a few handful of grain, and some dried meat (for animal friendship_

Equipment purchased: sling 1 sp
Sling bullets (40) 8 cp 3 lb.
find familiar casting 10gp
3 pouches 5 sp x 3 - contain herbs, 5 druidic focuses found.

Weight Carried: Didn't calculate but below 120 lbs
Carrying Capacity:
120 lbs
Push/Drag/Lift: 240 lbs (Speed is 5ft)

Personality and background
Personality Trait: I place no stock in wealthy or well-mannered folk. Money and manners won’t save you from a hungry olbear.
Ideal: Greater Good, It is each person’s responsibility to make the most happiness for the whole tribe.
Bond: Evil destroyed everything you hold dear. They killed your family and destroyed your home. Now, with nothing but what you carry on your back and a horrid scar of the near fatal wounds you sustained in the attack, you seek revenge.
Flaw: I remember every insult I’ve received and nurse a silent resentment toward anyone who’s ever wronged me[/code]

Background: Jeni, has only vague memories of her home village. She does remember that night they were attacked by marauders, and she fled for what seemed days. She hid, until sprites came for her, and helped her. They thought her the way of the forest, and when she became old enough, she explored further out of the forest, when she met a group of pretty and friendly adventurers.

Owl Familiar S-4 D+1 C+1 I-1 W-4 X+1
Skills Perception +3, Stealth +3
HP 1, AC 1, Speed 5 ft., fly 60 ft., S
Perc +5 (adv. Hear/Smell), Stealth +4
Senses Darkvision 120 Ft., passive Perception 13
Flyby. doesn't provoke opportunity attacks when it flies out of an enemy's reach.
Keen Hearing and Sight. advantage on Wisdom (Perception) checks that rely on hearing or sight.
Attack: Talons. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: (1d1) slashing damage.

Familiar characteristics
In Combat, it rolls its own Initiative and acts on its own turn. A familiar can't Attack, but it can take other Actions as normal.
When the familiar drops to 0 Hit Points, it disappears, leaving behind no physical form. It reappears after you cast this spell again.
While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar's eyes and hear what it hears until the start of your next turn, gaining the benefits of any Special Senses that the familiar has. During this time, you are deaf and blind with regard to your own Senses.
As an action, you can temporarily dismiss your familiar. It disappears into a pocket dimension where it awaits your summons. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you.
Finally, when you Cast a Spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its Reaction to deliver the spell when you cast it. If the spell requires an Attack roll, you use your Attack modifier for the roll.
Note: familiar always has one goodberry in mouth and a small pouch containing 4, even in dimensional pocket

Brown Bear Form: S+4 D+0 C+3 I+0 W+3 X+2
HP 34, AC 11, 40’, climb 30’, L
Perc +5 (adv. Smell)
-- Bite +5, 1d8+4 piercing.
-- Claws +5, 2d6+4 slashing.

Dire Wolf Form: S+3 D+2 C+2 I+0 W+3 X+2
HP 37, AC 14, 50’, L
Perc +5 (adv. Hear/Smell), Stealth +4
Pack Tactics: Advantage if ally w/in 5’
Attack: Bite +5, 2d6+3, Strength vs. DC 13 or Prone.

Giant spider Form: S+2 D+3 C+1 I-4 W+0 X-3
HP 26, AC 14, 30’, climb 30', L
Blindsight 10',darkvision 60'
Bite, +5 hit, 1d8+3P damage, plus 2d8 poison (DC11, con)
Web (recharge 5-6), +5 hit, reach30/60, hit = creature is restrained by webbing
As an action, DC12 STR check or attack webbing (AC10, 5hp, vulnerability to fire, immunity to B poison and Psychic)
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Fitzhugh Cavendish Male Human Charlatan Mastermind Rogue Level 3
Chaotic Good Diety: None

AC 15 (Studded Leather)
HP 24/24
Hit Dice: 3/3 at 1d8+2
Speed: 30 feet
Passive Perception: 14

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

Saving Throws: Dexterity +5; Intelligence +3

+5 for 1d8+3p
Dagger +5 1d4+3p (Thrown 20/60) 2/2
Shortbow +5 1d6+3p (Range 80/320) Arrows 20/20
+ Sneak Attack +2d6 Damage

Acrobatics (Dex) +3
Animal Handling (Cha) +0
Arcana (Int) +1
Athletics (Str) +1
Deception** (Cha) +7
History (Int) +1
Insight (Wis) +0
Intimidation (Cha) +3
Investigation* (Int) +3
Medicine (Wis) +0
Nature (Int) +1
Perception** (Wis) +4
Performance* (Cha) +5
Persuasion (Cha) +3
Religion (Int) +1
Sleight of Hand* (Dex) +5
Stealth* (Dex) +5
Survival* (Wis) +2

Light Armour;
Crossbow, Hand, Longsword, Rapier, Shortsword, Simple Weapons;
Cligrapher's Supplies, Dice Set, Disguise Kit, Forgery Kit, Horn, Thieves' Tools;
Languages: Common, Elvish, Thieves' Cant

Features & Feats
Race Features (Variant Human)
Bonus Feat (Actor):
You gain +1 CHA, you have advantage on Deception and Performance checks when trying to pass yourself off as a different person, and you can mimic the speech of another person or the sounds made by other creatures that you have heard (for at least 1 minute).

Rogue Features
1: Sneak Attack: Once per turn, you can deal an extra 2d6 damage to one creature you hit with an attack with a finesse or ranged weapon if you have advantage on the attack roll. You don�t need advantage on the attack roll if another enemy of the target is within 5 ft. of it, that enemy isn�t incapacitated, and you don�t have disadvantage on the attack roll.
1: Expertise: Your proficiency bonus is doubled for any ability check you make for Deception and Perception (2 chosen).
1: Thieves' Cant: You have learned thieves� cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. It takes four times longer to convey such a message than it does to speak the same idea plainly.
2: Cunning Action: You can take a bonus action on each of your turns to take the Dash, Disengage, or Hide action.
3: Master of Tactics: You can use the Help action as a bonus action. When you use the Help action to aid an ally in attacking a creature, the target of that attack can be within 30 ft. of you if it can see or hear you.

Backstory: Fitzhugh Cavendish (Fitz) is a lovable rogue. He's a highwayman by profession, but his genuine love for everyone he meets makes it hard for him to do the wrong thing for very long. He'll happily rob a wealthy and arrogant merchant, but he's not about to take the last copper from a beggar. He's also something of a method-actor, and when he's in trouble with the law, he likes to impersonate a guard, watchman, or official. If an interesting case comes up while he's pretending to be a lawman, well, he'll do his best to solve it.
Background: Charlatan
Background Feature (False Identity): You have created a second identity that includes documentation, established acquaintances, and disguises that allow you to assume that persona. Additionally, you can forge documents including official papers and personal letters, as long as you have seen an example of the kind of document or the handwriting you are trying to copy.
Heracles Parrot (Fitz' Fake ID): Inspector Parrot is an agent of the Lord's Alliance from Waterdeep (with papers to prove it) with the authority to investigate strange happenings on behalf of the Open Lord. He looks nothing like Fitz, who dons a worn greatcloak and a grey wig (made of real hair) that includes a mutton-chop and moustache, and affects a completely different manner of speach.

Studded Leather Armour & Common Clothes
Cloak of Many Fashions (magic - changes to suit his stylistic needs)
Rapier & Daggers (2)
Shortbow & Arrows (20)
Backpack& Blanket
Mess Kit, Waterskin & Rations (5 days)
Tinderbox & Candle
Hooded Lantern & Oil (2 hours)
Rope (50' Hemp) & Pitons (10)
Crowbar & Hammer
Bell & String
Ball Bearings (1000)
Disguise Kit w/ Fine Clothes
Thieves' Tools
Purse (15gp)

(Fitz looks like my avatar, though his hair is redder)

Name: Bella Mulfield

Halfling; Class/Level: Celestial Warlock-3; Background: Criminal (modified)
Alignment: Neutral Good; Proficiency Bonus: +2
Passive Perception: 11, Passive Investigation: 10
Hit Dice: 3d8+3; Spent HD: None

Strength: 10 (-1)
Dexterity: 18 (+4), Stealth: +6, Thieves' Tools: +6
Constitution: 12 (+1)
Intelligence: 10 (+0), Investigation: +2
Wisdom: 12 (+1), SAVES: +3, Perception: +3
Charisma: 16 (+3), SAVES: +5, Intimidation: +5

Speed: 25 ft​
Initiative: +4​
AC: 13​
HP: 21/21; TEMP: 0​
Spells: 2/2 (2nd level)​
Healing Pool: 3/4d6​
Eldritch Blast: +5 1d10+3 force 120 ft​
Pact Weapon: Rapier: +7 1d8+5 piercing, finesse​
Pact Weapon: Scimitar: +7 1d6+5 piercing, finesse, light​
Daggers: +6 1d4+4 piercing 20/60 ft; finesse, light, thrown​

Languages: Common, Halfling​
Tools: Thieves' Tools, Playing Cards​
Armor: Light armor​
Weapons: Simple weapons​

Background: Criminal (Blackmailer)
Skills: Perception, Stealth​
Criminal Contact: I know a guy.​

Race: Halfling (Lightfoot)
Abilities: +2 Dex, +1 Cha​
Lucky: Reroll 1s on attack rolls, ability checks, and saving throws.​
Brave: Advantage on saves versus fear.​
Nimbleness: Move through creatures of Medium or greater size.​
Naturally Stealthy: Can hide when hiding behind a Medium or bigger creature.​

Class: Warlock (Celestial Patron)
Skills: Intimidation, Investigation​
Spells: Attack: +5, DC: 13​
Cantrips: Eldritch Blast, light, Prestidigitation, sacred flame
Spells Known: charm person, comprehend languages, cure wounds, flaming sphere, guiding bolt, lesser restoration, spider climb, suggestion​
Spells per Rest: 2 (2nd level)​
Eldritch Invocations: 2​
Agonizing Blast: Add Cha modifier to Eldritch Blast damage.​
Improved Pact Weapon: You can use any weapon you summon with your Pact of the Blade feature as a spell casting focus for your warlock spells.​
In addition, the weapon gains a +l bonus to its attack and damage rolls, unless it is a magic weapon that already has a bonus to those rolls.​
Finally, the weapon you conjure can be a shortbow, longbow, light crossbow, or heavy crossbow.​

Pact Of The Blade:
You can use your action to create a pact weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it (see chapter 5 for weapon options). You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.​
Your pact weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.​
You can transform one magic weapon into your pact weapon by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter. You can't affect an artifact or a sentient weapon in this way. The weapon ceases being your pact weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.​

Patron: The Celestial​
Bonus spells: light, sacred flame, cure wounds, guiding bolt, flaming sphere, lesser restoration​
Healing Light: 4d6 Pool of healing, heal someone within 60 feet from the pool as a bonus action (up to 3d6 at a time). Pool resets after a long rest.​

Studded Leather Armor (free gp, 13 lb)​
2 Daggers (4 gp, 2 lb)​
Dark common clothes, w/hood (5 sp, 3 lb)​
Thieves' Tools (25 gp, 1 lb)​
Deck of cards (5 sp)​
Dark Shard Amulet (Wondrous item, common (requires attunement by a warlock))​
This amulet is fashioned from a single shard of resilient extraplanar material originating from the realm of your warlock patron. While you are wearing it, you gain the following benefits:​
• You can use the amulet as a spellcasting focus for your warlock spells.​
• You can try to cast a cantrip that you don't know. The cantrip must be on the warlock spell list, and you must make a DC 10 Intelligence (Arcana) check. If the check succeeds, you cast the spell. If the check fails, so does the spell, and the action used to cast the spell is wasted. In either case, you can't use this property again until you finish a long rest.​

40 gp​

Bella grew up in a somewhat wealthy household as a middle child to her parents, Ebon and Sora Mulfield, where she studied the family business diligently under her mother and used her business acumen to start giving loans to friends of her friends, for "simple" interest. Her loan sharking eventually led her into blackmailing, though, she never blackmailed her loan victims, instead using them to give her targets for the blackmail. Her parents kicked her out when they discovered her operation. Cut off and unused to living on the "streets" (it was a forest) she prayed for help from anyone who could help. She heard a voice in the forest, and wary of fey ignored it for a while until she came upon an injured man in the forest. She rushed to pick his pockets but instead, as she touched him, a warm arcane magic flowed from her to him, healing him. Awed by what happened, she turned over a new leaf, dedicated to helping others, or is she just milking her helpers ability in trade for power?​

Point Buy: 33 pts
Str: 10 2
Dex: 16 12
Con: 12 4
Int: 10 2
Wis: 12 4
Cha: 15 9


I still have to work on equipment. But otherwise this is my contribution to the CHA16 party.

Voidrunner's Codex

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