D&D 5E Company of the Bronze Lions; Keep on the Borderlands - RG


Welcome everyone, I hope to get this started in about two weeks. Wish to spend that time going over characters, and seeing what we have to work with. The area you'll be gaming in is small and located in the Forgotten Realm, so please add any fluff you wish to your characters based on what you know from the setting. I'll have a "where in the world" location next.

Player's choice
a) 4d6(HIGH3), 6 times
b) Array 15, 14, 13, 12, 10, 8
c) Point Buy; 27 points

Races/Classes Allowed:
A) Cleric
- Forge
- War
- Life
B) Fighter
- Champion
- Battle Master

A) Cleric
- Life
- Nature
B) Fighter
- Champion
C) Rogue
- Thief
- Scout[/sblock]
A) Cleric
- Life
- Arcana
- Knowledge
- Trickery
B) Fighter
- Champion
- Eldritch Knight
- Arcane Archer
C) Wizard
- Abjuration
- Divination
- Enchanment
- Evocation
- War
D) Rogue
- Arcane Trickster
- Inquisitive
- Swashbuckler

A) Druid
- Circle of the Moon
- Circle of the Land
- Circle of the Shepard
B) Fighter
- Champion
- Arcane Archer
C) Ranger
- Hunter
- Beast Master
- Horizon Walker
D) Rogue
- Thief
- Scout[/sblock]
A) Cleric
- Life
- Trickery
- Arcana
B) Fighter
- Champion
- Eldritch Knight
C) Wizard
- Illusionist
D) Rogue
- Thief
- Arcane Trickster
- Scout
- Inquisitive[/sblock]
Lightfoot or Stout
A) Druid
- Circle of the Land
- Circle of the Shepard
B) Fighter
- Champion
- Cavalier
C) Rogue
- Thief
- Arcane Trickster
- Assassin
- Scout[/sblock]
A) Cleric
- War
- Tempest
B) Fighter
- Champion
- Battle Master
C) Barbarian
- Path of the Berzerker
- Path of the Totem Warrior
- Path of the Zealot
D) Rogue
- Thief
- Assassin
- Scout[/sblock]

Humans and Half-elves may be of any class/subtype in the PHB or XGtE

Please make your own to suit how you wish to play your character.
- Skills: Pick two
- Tool and Language Proficiences: Pick two tools, two languages, or one of each.
- Special Feature: ???

- are allowed
- multiclassing is not allowed

- any but neutral or chaotic evil

- Starting package for class plus items from your DM.

Hit Points:
- Max HP at 1st lvl, roll for HP thereafter.

Special Note:
- You are currently a member of the Company of the Bronze Lions[/sblock]
[sblock=Area Map]

Kendal Keep - IC
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Name: Karlysle "Slipper"
Race: Male Half Elf
Background: Beloved Urchin
Class: Rogue 5, Thief
Alignment: Chaotic Good
Proficiency Bonus: +3
Inspiration: No
Spent HD: none
Passive Perception: 22
Passive Investigation: 20
Initiative: +4
AC: 15
Speed: 30 ft
Hit Dice: 5d8
HP: 26/26
Strength: 7 (-2)
+Athlethics: +1​
Dexterity: 18 (+4)
Acrobatics: +4
+Sleight of Hand: +7
+Stealth: +10​
Constitution: 10 (+0)
Intelligence: 14 (+2)
Arcana: +2
History: +2
+Investigation: +5
Nature: +2
Religion: +2​
Wisdom: 12 (+1)
+Animal Handling: +4
+Insight: +4
Medicine: +1
+Perception: +7
+Survival: +4​
Charisma: 8 (-1)
Deception: -1
Intimidation: -1
Performance: -1
Persuasion: -1​
+Proficient, !Disadvantage
[sblock="COMBAT"]OFFENSE Initiative: +4
WeaponRangeTo HitDamageNotes
Rapier+71d8+4 (p)Finesse
Dagger20/60+71d4+4 (p)Finesse, Light
Shortbow80/320+71d6+4 (p)Ammunition, Two-handed
Unarmed strike+11 (b)

Strength: -2
+Intelligence: +5
+Dexterity: +7
Wisdom: +1
Constitution: +0
Charisma: -1
[sblock="FEATURES AND TRAITS"]Proficiencies and Languages
Languages: Common, Elvish, Thieves Cant, Gnomish, Dwarven
Armor: Light
Weapons: simple, rapier, hand xbow, shortsword, longsword
Tools: Thieves Tools​
Race: Half Elf​

Speed: 30 feet
Size: Medium
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.
Fey Ancestry: You have advantage on saving throws against being charmed, and magic can't put you to sleep.
Skill Versatility: Animal Handling and Survival

Background: Beloved Urchin

Home Court Advantage - As on orphaned child in a smaller town, you are looked upon by the local shop keepers with a mixture of pity and frustration. They pretend not to notice when you steel small amounts but will act if you take advantage. Whether you believe it is your own skill that has let you get away is your choice.

Skills: Sleight of Hand and Insight
Tools: none
Languages: plus two languages

Feats: Observant

Class: Rogue
Sneak Attack 3d6
Cunning Action: BA to Dash, Disengage or Hide
Fast Hands: BA to Sleight of Hand, Thieves Tools, Use Object
Second Storey Work: Climbing doesn't cost extra movement and your running jump increases by 4 ft
Uncanny Dodge: Reaction vs to attack from an attacker you can see, 1/2 damage
Expertise: Stealth and Perception

Leather Armor(AC 15)
Daggers x2
Quiver + 20 Arrows
Thieves Tools
Burglars Pack
Greater Healing Potions x4
Clothes, Common
Lucky charm: Key to Horace Pennifolds (town baker) pantry
Beltpouch: 26 gp


Race: Half Elf
Gender: Male
Age: 16
Relationship: None
Height: 5' 3"
Weight: 118#
Skin: Fair Eyes: Green Hair: Brown

Slipper is almost half-wild, but having survived his youth by his wits and ability to 'look after meself' he is finding the people less tolerant of his behaviour as he nears manhood. He has 'acquired' a stash of gear to enable a quick getaway if his welcome is outstayed. His first foray into independence led him to get involved with a group of adventures that required someone "handy" to help them explore ruins that had claimed the life of their last rogue. For six months Slipper helped clear the traps and undead denizens of the ruins.

During this time several of the party members fell but so close to the end goal, the party leader Argus Lothebroke decided that bringing in extra people after "most of the hard work was done" would not be in the parties interest. It was then that Slipper noticed the other members dying in "accidents" or bad "tactical decisions" with alarming regularity and the young rogue knew his time would be come and that the greed of Argus would know no bounds. So one evening he took his share of the loot and fled.

A month later he was on charges for stealing from Argus and the murder of his companions. The young boy was tried and found guilty, despite his assertions as to his innocence. For six months he was locked in a dank cell, his only contact with Derek in the next cell, both of them framed and both with a distinct displeasure to how the law was being enforced (well to be perfectly honest, Slippers grasp of the law is tenuous at best.)

Sure that he was facing the hangman's noose, Slipper worked on his escape from the prison and the day before he was ready to escape he was acquitted of all charges. Apparently a drunken Argus has boasted of his exploits in the presence of members of the city watch and under questioning had confessed to the crimes. Two days later his neck was stretched by the hangman and two weeks later, Slipper was free.

He was surprised to see Derek released on the same day. The man did not look at all like he had pictured, but at a loss at what else to do he asked a simple question. "Do you mind if I tag along with you?"

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Name: Erevan Radag
Race: Male Wood Elf
Background: Scout
Class: Druid 5 of Circle of the Moon
Alignment: Chaotic Neutral
Proficiency Bonus: +3
Inspiration: No
Spent HD: none
Passive Perception: 16
Passive Investigation: 12
Initiative: +8
AC: 14
Speed: 35 ft
Hit Dice: 5d8
HP: 34/34
HP rolls: 6, 4, 8, 8
Strength: 9 (-1)
Athlethics: -1​
Dexterity: 16 (+3)
Acrobatics: +3
Sleight of Hand: +3
+Stealth: +6​
Constitution: 11 (+0)
Intelligence: 15 (+2)
Arcana: +2
History: +2
Investigation: +2
+Nature: +5
Religion: +2​
Wisdom: 16 (+3)
Animal Handling: +3
+Insight: +6
Medicine: +3
+Perception: +6
+Survival: +6​
Charisma: 13 (+1)
Deception: +1
Intimidation: +1
Performance: +1
Persuasion: +1​
+Proficient, !Disadvantage
[sblock="COMBAT"]OFFENSE Initiative: +8
WeaponRangeTo HitDamageNotes
Scimitar+61d6+3 (s)Finesse, Light
Shortbow80/320+61d6+3 (p)Ammunition, Two-handed
Unarmed strike+20 (b)
Strength: -1
+Intelligence: +5
Dexterity: +3
+Wisdom: +6
Constitution: +0
Charisma: +1
Wild Shape Per Short Rest2
Wild Shape used0
Spells Per Long Rest432------
Spells Cast000------
1st level:
Fog Cloud+*
Speak with Animals^​
2nd level:
Heat Metal+*#
Pass Without Trace*#
2nd level:
Plant Growth
Sleet Storm*#​
+ Spell benefits from higher casting level. * Spell requires concentration. ^ Spell can be cast as a ritual.
# Requires a spell focus or cheap material component. $ Requires a material component that costs money. d Domain spell.[/sblock][sblock="FEATURES AND TRAITS"]Proficiencies and Languages
Languages: Common, Elvish, Orcish
Armor: Light, Medium, and Shields (not made of metal)
Weapons: Club, dagger, dart, javelin, longbow, longsword, mace, quarterstaff, scimitar, shortbow, shortsword, sickle, sling, spear
Tools: Cartographer's tools, Herbalism kit​
Race: Elf, Wood
+2 to Dexterity, +1 to Wisdom
Speed: 30 feet (but see Fleet of Foot, below)
Size: Medium
Lifespan: typically claims adulthood and an adult name around the age of 100 and can live to be 750 years old.
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.
Keen Senses: You You have proficiency in the Perception skill.
Fey Ancestry: You have advantage on saving throws against being charmed, and magic can't put you to sleep.
Trance: Elves don't need to sleep, Instead they meditate deeply, remaining semiconscious, for 4 hours a day. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.
Elf Weapon Training: You have proficiency with the longsword, shortsword, shortbow, and longbow.
Fleet of Foot: Your base walking speed increases to 35 feet.
Mask of the Wild: You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.​
Background: Scout
Skills: Stealth, Survival
Tools: Cartographer's tools
Languages: One of your choice
Pathfinder: You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you.​
Feats: Alert: Always on the lookout for danger, you gain the following benefits: You gain a +5 bonus to initiative; You can't be surprised while you are conscious; Other creatures don't gain advantage on attack rolls against you as a result of being hidden from you.
Class: Druid, Circle of the Moon
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.
Spellcasting Ability: Wisdom
Ritual Casting: Prepared spells
Spellcasting Focus: Druidic Focus​
Wild Shape: Twice per short or long rest. Limited to beasts of CR 1/2 or less without a flying speed.
Circle: Moon
Combat Wild Shape: Use Wild Shape as a bonus action. Additionally, while you are transformed, you can use a bonus action to expend one spell slot to regain 1d8 hit points per level of the spell slot expended.
Circle Forms: CR limit is increased to CR 1.​
[/sblock][sblock="EQUIPMENT"]Leather Armor(AC 14)
Explorer's Pack
Yew Wand (Druidic focus)
Cartographer's Tools
scroll case with maps of the Sword Coast
belt pouch w/21 GP
Block made from an unknown material (1/4" x 1" x 2 1/4": weighs 1 ounce)
Bronze Lion pin[/sblock][sblock="DESCRIPTION and HISTORY"]
Race: Wood Elf
Gender: Male
Age: 175
Relationship: None
Height: 5' 10"
Weight: 132#
Skin: Copperish
The Radag family carries a trace of lycanthropic blood in their veins, making them susceptible to shapechanging magics. To combat this, they have formed a Circle of Moon Druids, and every child is trained in this tradition. This gives them control over their form, and provides the forest with able defenders.
Erevan was a third child (unusual in that community), and always wanted to see what was over the next hill. When he finished his training, he left the forest in his siblings' and cousins' capable hands and set out to explore the entire world.
Since then, Erevan has travelled far and wide, finding new places where civilization can flourish without bringing harm to the natural world.
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Li Shenron

Name: Lorelei
Race: Half-Elf
Background: Wilderness Hermit
Class: Warlock 5 with Arcfey Patron
Alignment: Neutral
Proficiency Bonus: +3
Inspiration: No
Spent HD: none
Passive Perception: 14
Passive Investigation: 10
Initiative: +3
AC: 15
Speed: 30 ft
Hit Dice: 5d8
HP: 35/35
Strength: 8 (-1)
Athletics: -1​
Dexterity: 16 (+3)
Acrobatics: +3
Sleight of Hand: +3
Stealth: +3​
Constitution: 14 (+2)
Intelligence: 10 (+0)
Arcana: +0
History: +0
Investigation: +0
+Nature: +3
Religion: +0​
Wisdom: 12 (+1)
+Animal Handling: +4
Insight: +1
Medicine: +1
+Perception: +4
+Survival: +4​
Charisma: 18 (+4)
+Deception: +7
Intimidation: +4
Performance: +4
+Persuasion: +7​
+Proficient, !Disadvantage
[sblock="COMBAT"]OFFENSE Initiative: +3
WeaponRangeTo HitDamageNotes
Eldritch Blast120+71d10 (force) + push 10ft2 beams per attack
Dagger+61d4+3 (p)Finesse, light
Dagger (second hand)+61d4 (p)Finesse, light
Dagger (thrown)20/60+61d4+3 (p)Finesse, light

Strength: -1
Intelligence: +0
Dexterity: +3
+Wisdom: +4
Constitution: +2
+Charisma: +7
Fey Presence, users per Short Rest1
Spells Per Short Rest--2------
Eldritch Blast
Minor Illusion
True Strike
Spare the Dying*
1st level:
Faerie Fire^
Detect Magic# (at will)
Speak with Animals# (at will)​
2nd level:
Hold Person
Phantasmal Force^
3rd level:
Dispel Magic​

*from Pact Boon: Tome, ^from Archfey spells, #from invocations

[/sblock][sblock="FEATURES AND TRAITS"]
Race: Half-Elf
+2 to Charisma, +1 to two other scores (Dexterity, Constitution)
Speed: 30 feet
Size: Medium
Lifespan: typically claims adulthood and an adult name around the age of 20 and can live to by 180 years old.
Languages: Common, Elvish, Gnomish
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.
Skill Versatility: Proficiency in two skills (Persuasion, Perception).
Fey Ancestry: You have advantage on saving throws against being charmed, and magic can't put you to sleep.

Background: Wilderness Hermit
Skills: Animal Handling, Survival
Tools: Herbalism Kit
Languages: Sylvan
Wanderer: see Outlander background​

Class: Warlock, Archfey Patron
Armor: Light
Weapons: Simple
Skills: Nature, Deception
Pact Magic:
Spellcasting Ability: Charisma
Spellcasting Focus: Component Pouch or Arcane Focus​
Archfey Patron: Fey Presence, bonus spells
Pact Boon: Tome
ASI (4th level): +2 to Charisma
Invocations: Beast Speech, Eldritch Sight, Repelling Blast
[/sblock][sblock="EQUIPMENT"]Reinforced Bark (Studded Leather) Armor
Daggers (2)
Scholar's Pack
Component Pouch
Scroll case with notes
Winter blanket
Common clothes
Herbalism Kit
Healer's Kit
Elemental Gem
[/sblock][sblock="DESCRIPTION and HISTORY"]
Race: Half-Elf
Gender: Female
Age: 50
Relationship: None
Height: 5' 10"
Weight: 100#
Skin: Fair
Lorelei is a shadowy figure seemingly coming out of nowhere. She has in fact always dwelled in the wild, her whereabouts highly volatile, but she's known for visiting many communities as well as large cities at times, to sell her herbal poultices and concoctions in seasonal markets. Her past is shrouded in mystery, everyone knows her simply as Lorelei the benevolent witch whose clothes always seem to match the colors of the season. Even her patron is undisclosed, as she simply refers to it as "she" or "he".[/sblock]

Charwoman Gene

Half-Orc Barbarian(Totem) 5
Disciple of the Wild N
Strength 16 (+3)
Dexterity 14 (+2)
Constitution 16 (+3)
Intelligence 8 (-1)
Wisdom 14 (+2)
Charisma 8 (-1)
Aurelius is a civilized barbarian, drawn into nature by a sort of calling.​

[sblock=Appearance, Personality and Backstory]Age 19
Gender Male
Height 6'3""
Weight 250 lbs.
Hair Black
Skin Greenish
Eyes Black

From his deceptively shabby piecemeal armor to hislong black hair, braided with natural trophies, Aurelius seems to play the part of the savage witht abandon.​

Aurelius is boisterious and loud, and well noted foor his lack of restraint.​
He adorns his hair and body with tropies of his adventures.​
Everyone needs to pull their own weight without adding to the burdens of others.​
His love for his parents is very pure and deep.​
Aurelius likes to drink to excess, and gets testy when he can't do so regularly.​

Aurelius, loving son of two retired adventurers, grew up in civilized luxury. A nostalgic woodland retreat awakened a primal urge in him, and he left home as soon as he was of age. Under the tutelage of a powerful druid, a former colleague of his parents, Aurelius learned of the wild lands and how to survive. He spends his time as a wilderness guide and caravan guard, as well as loaning his considerable martial talents for mercenary work.​
[/sblock][sblock=Skills & Proficiencies]Proficiency Bonus: +3

  • Acrobatics +2
  • Animal Handling +2
  • Arcana -1
  • Athletics +6
  • Deception -1
  • History -1
  • Insight +5
  • Intimidation +2
  • Investigation -1
  • Medicine +2
  • Nature -1
  • Perception +5
  • Performance -1
  • Persuasion -1
  • Religion -1
  • Sleight of Hand +2
  • Stealth +2
  • Survival +5
Armor Light Armor, Medium Armor, Shields
Weapons Simple Weapons, Martial Weapons
Tools Herbalism Kit
Languages Common, Orcish, Sylvan[/sblock][sblock=Combat]AC 16
Initiative +2
Speed 30 ft
Passive Perception +15
HP 58
Hit Dice 5/5
HD Type 1d12+3

Saving Throws
  • Strength +6
  • Dexterity +2
  • Constitution +6
  • Intelligence -1
  • Wisdom +2
  • Charisma -1
  • Greataxe melee +6 / 1d12+3 slashing heavy, two-handed
  • Handaxe melee/ranged +6 / 1d6+3 slashing [20/60] light, thrown
  • Javelins ranged +6 / 1d6+3 piercing [30/120] thrown
[/sblock][sblock=Features]Background: Disciple of the Wild(Adept Forager)
You have a keen sense of what food and water are safe to consume. Given sufficient time In a reasonable natural setting you can always find food enough for up to 6 people.​

Barbarian Features
On your turn, you can enter a rage as a bonus action.​
  • Advantage on Strength checks and Strength saving throws
  • +2 Damage Bonus
  • Resistance to bludgeoning, piercing, and slashing damage
  • 3/LR
Unarmored Defense
While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier.​
Reckless Attack
When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.​
Danger Sense
You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be blinded, deafened, or incapacitated.​
Extra Attack
Fast Movement
Totem Features
Totem Spirit: Bear
While raging, you have resistance to all damage except psychic damage.​
Spirit Seeker
you gain the ability to cast the beast sense and speak with animals spells, but only as rituals, as described in the Spellcasting section.​

Half-Orc Features
You gain proficiency in the Intimidation skill.​
Relentless Endurance
When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest.​
Savage Attacks
When you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.​

[/sblock][sblock=Money and Equipment]Money
0 pp, 500 gp, 0 ep, 0 sp, 0 cp​
  • Greataxe
  • Handaxes (2)
  • Javelins (4)
  • Backpack
  • Bedroll
  • Mess kit
  • Tinderbox
  • Torches (10)
  • Rations (10)
  • Waterskin
  • 50ft Rope
Carried Weight: 0
Carrying Capacity: 240
Heavily Encumbered: 160
Encumbered: 80
Push, Drag, Lift: 480
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Ungar Foehammer
lvl 5 Cleric of Silvanus (Nature) XP: 6500Alignment: LN

Str 16 +3
Int 11
Dex 13 +1Wis 16 +3
Con 16+3Cha 9 -1

HP: 51 AC:18 (chain 16, Shield+2) Speed:25 Size: Medium
Languages: Dwarven, Elvish, Common,

Saving Throws: Wisdom. Charisma
Proficiency Bonus= +3
Spellcasting: Spell Attack Modifier= +6 Spell Save DC= 14



Age:100 Ht:4' 8" Wt:165lbs

Proficiencies: Medicine, Insight, Survival (1st), Animal Handling (BG), Nature(BG),
--Tools: Herbalism Kit, Brewer's Supplies

[B]Skill Check Modifiers:[/B]
[TABLE="width: 500"]
[TD]Proficency Bonus[/TD]
[TD]Stat Bonus[/TD]
[TD]Total Mod[/TD]
[TD]Passive Check[/TD]

[sblock="Traits & Feats"]

[sblock=War Caster]
Prerequisite: The ability to cast at least one spell
You have practiced casting spells in the midst of combat, learning techniques that grant you the following benefits:
• You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage.
• You can perform the somatic components of spells even when you have weapons or a shield in one or both hands.
• When a hostile creature’s movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature.
[sblock="Racial Traits"]
Darkvision: 60'
Dwarven Resilience, You have advantage on saving throws against poison, and you have resistance against poison damage
Dwarven Combat training, You have proficiency with the battleaxe, handaxe, throwing hammer, and warhammer.
Tool Proficiency, You gain proficiency with the artisan’s tools of your choice: brewer’s supplies.
Stone Cunning,Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.
Dwarven Toughness,Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.

[sblock="Class Traits"]
Ritual Casting:You can cast a Cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared.
Channel Divinity
- Turn Undead/Destroy undead
- Charm animals and plants
Acolyte of Nature
- +1 druid cantrip (Primal Savagery)
- +1 skill (Survival)
Bonus Proficiency
- Proficient with Heavy Armor

Spell Slots: 1st level(4), 2nd level (3), 3rd level (2)
[TABLE="width: 500"]
[TD]Cantrips (5 known)[/TD]
[TD]Cleric Spells(prepared)[/TD]
Sacred Flame
Spare the Dying
Primal Savagery (Druid Cantrip)[/TD]
[TD][B]1st level [/B]
Animal Friendship*
Speak with Animals*
Healing Word

[B]2nd Level [/B]
Spike Growth*
Lesser Restoration
Prayer of Healing
Spearitual Weapon (yes! it's a spear!)

[B]3rd Level [/B]
Plant Growth*
Wind Wall*
Protection from Energy
Spear-it Guardians (correct!)

[I](can prepare 8 spells per day)
* always prepared[/I][/TD]

Wooden Shield, Chain mail
2x Handaxe (1d6 slashing, range 20/60)
Spear (1d6,Thrown, range20/60, versatile (1d8))
Warhammer, Decorated with feathers and twining vines around the head (1d8, versatile (1d10))
Holy Symbol- Scrimshawed Acorn necklace
Brown Bear head dress
Small stone shard (skinning knife)
Hunting Trap w/spike and hammer
[sblock="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.[/sblock]
[sblock="Herbalist Kit"] This kit contains a variety of instruments such as clippers, mortar and pestle, and pouches and vials used by herbalists to create remedies and potions. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to identify or apply herbs. Also, proficiency with this kit is required to create antitoxin and potions of healing.[/sblock]

3 x potion of Greater Healing
1x Potion of Climbing

Belt Pouch, 19 gp


[sblock="Background & Backstory"]
[sblock="Feral Background"]
Last of the Foehammer clan of the Sword Hills, Üngar was lost as an infant while his clan fought a retreat against a large horde of Orcs from the High Moor. He was found by a pack of of Hybsils while roaming the borders of the Misty Forest, who left him in the care of a pack of timber wolves, checking on him periodically. Üngar grew up learning the ways of the pack, attuned to the beasts, befriended by the kinder animals and peoples of the hills and forest. His only memento of the Foehammer clan, a cloth shirt with the family insignia on it which was his swaddling cloth.
A clan of wood elves soon became aware of his trespassing and watched him for some time, eventually making contact with him. It had been many years among the animals for the dwarf, to many, the wood elves, bewildered by his plight, took pity on him; they not only taught him their language, but also his dwarven tongue, they even taught him the ways of the land, the ways of Nature. He was a fast learner, having been raised among the creatures of the land. They gifted him with items of his ilk from their treasury, dwarven chain, and a warhammer, informing him of his family insignia and his clan name. He came to be a great friend and defender of the Misty Woods, and for his deeds they bestowed him with a scrimshawed acorn necklace to use as a divine focus.
Days passed, and his den mother came to the end of her days, a frail old wolf and an easy target for predators. Üngar, having been out hunting on his own, heard her desperate baying and returned to the den as fast as he could, to find her near death in the jaws of a starving brown bear. Without caution, Üngar attacked the beast, a fight he barely won which left his face scarred by a claw across his eye. Crawling with what strength he had left he pulled himself to his den mother, and, unable to save her life, was able to share her last moments as the rest of the pack arrived; many howls were bayed that night. He carved up the bear and shared the kill with his suckle-mates, later fashioning a head dress from the fur and skull .
The terrifying memories from his infancy haunted him always, in his dreams he relived the things he did not comprehend, only dark waves bringing darker tidings. Visions he has not been able to decipher. Having reached adulthood, the only mother he'd ever known now dead, and no idea of where or what had became of his people, the dwarf set out to make his own way in the world and left the den behind, to search for answers to questions he had yet to begin to understand.

Though he's learned the nuances and subtleties of interacting with civilization, he is far from one of them. He makes his way adventuring, in hopes of learning the fate of the Foehammers, lending his skills to those who will put up with his eccentricities.

Feature: Survivor
You have an extraordinary knowledge of beasts. you can determine a beasts temperament and intentions. In addition, your knowledge of plants allows to find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth

Background Traits:
I have a lesson for every situation, drawn from observing nature. I was, in fact, raised by wolves. The natural world is more important than all the constructs of civilization. I suffer awful visions of a coming disaster and will do anything to prevent it. I am slow to trust members of other races, tribes, and societies.
[sblock="Bronze Lions Backstory"]
In his wanderings, in search of his origins, Ungar found himself in many bad situations, not all of which he triumphed. On one occasion, he was ambushed by brigands, captured, chained, bound for slavery; this fate spared by a member of the Bronze Lions, [insert name, character hook here], who intercepted the brigands, and set to free their captive in the late hours of a stormy night. The rescuer crept like a cat into camp, unfettering the dwarf and removing his gag. As the storm raged around the camp, lightning granting brief moments of lucidity; Ungar, waking, delirious with fatigue, seeing a shadowy figure with blade drawn looming over him, and finding himself unbound, invoked the primal savagery within him, lunging at whom he mistook for a brigand. His instinct to survive overwhelming, like a cornered wolf he ripped at the jugular. As lightning lit his adversaries face, he saw it were an elf, and no brigand. The elf, shocked, unable to talk, fell next to the dwarf, the light in his eyes fading. To drained to attempt to heal the elf, Ungar shouldered the fallen, and made away. He was able to keep the Elf alive for a few hours with his minor magicks, mending the torn esophagus, but unable to stave off the fast approaching death. In the few hours the elf lived, it forgave the Dwarf, removing a brooch from his vest and placing it in Ungars hand, pointing to the dwarf to pin the brooch to his vestments. Able to utter a few words, the elf, pointed to himself and spoke his name then to the brooch 'seek out, become a Bronze Lion'.
His elf savior passed.
His guilt never faded.
He searches for solace by helping others.

His adventurers have brought him to Kendall Keep, rumors of the Company of Bronze Lions preceding.
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the magical equivalent to the number zero

LG high elf divination wizard 5

[sblock=Basic information]Name: Sahraxilian “Sahrax” Aenovindë
Sex: Male
Race: Elf (high elf)
Class/Level: Wizard (divination) 5
Alignment: Lawful Good
XP: 6,500
Next level: 14,000
Size: Medium
Type: Humanoid (elf)
Languages: Common, Elvish, Abyssal
Speed: 30ft.
Init: +2
Prof. Bonus: +3
Passive Perception: 13

12 (15 with Mage Armor)
Maximum HP: 19
Current HP: 19
[sblock=Hit point rolls]Level 1 full (=6), then (4d6)[3][1][5][4](13)[/sblock]
Saves: Intelligence +7, Wisdom +3
Note: Portent (can replace any attack roll, saving throw, or ability check made by you or a creature you can see with one of two d20 rolls made after a long rest)

+5 dagger (1d4+2 piercing damage; finesse; light; thrown 20/60)
Spell: +7 Fire Bolt (2d10 fire damage, unworn flammable objects ignite; range 120)
Spell: +7 Ice Knife (1d10 piercing damage, and hit or miss 2d6 cold damage to any within 5 feet if failing Dexterity saving throw; range 60)
Spell: Toll The Dead (1 creature, 2d8 necrotic damage if failing Wisdom saving throw, or 2d12 if missing any hitpoints; range 60)
Note: Portent (can replace any attack roll, saving throw, or ability check made by you or a creature you can see with one of two d20 rolls made after a long rest), War Caster (can make opportunity attack with spell)

9 (-1), Dex 14 (+2) , Con 10 (+0), Int 18 (+4), Wis 10 (+0), Cha 7 (-2)
[sblock=Stats rolled] retry: 4D6.HIGH(3) = [3, 1, 2, 4] = 9
4D6.HIGH(3) = [2, 3, 6, 3] = 12
4D6.HIGH(3) = [2, 5, 2, 3] = 10
4D6.HIGH(3) = [4, 1, 1, 2] = 7
4D6.HIGH(3) = [6, 6, 4, 5] = 17
4D6.HIGH(3) = [2, 4, 2, 4] = 10
[/sblock][sblock=Features & proficiencies]
High elf
Ability scores: Dexterity +2, Intelligence +1
Darkvision: 60 feet
Keen Senses: Proficient in Perception skill
Fey Ancestry: Advantage against being charmed, and magic cannot put you to sleep
Trance: Can meditate for 4 hours instead of sleeping
Elf Weapon Training: Proficient with longsword, shortsword, longbow, shortbow
Cantrip: Know one additional cantrip (INT based): Message
Languages: Common, Elvish

Haunted One (Curse of Strahd)
Skill Proficiencies: Arcana, Investigation
Extra Languages: Abyssal
Heart of Darkness: Those who look into your eyes can see that you have faced unimaginable horror and that you are no stranger to darkness. Though they might fear you, commoners will extend you every courtesy and do their utmost to help you. Unless you have shown yourself to be a danger to them, they will even take up arms to fight alongside you, should you find yourself facing an enemy alone.

Personality Traits: I don’t run from evil; evil runs from me. I refuse to become a victim, and I will not allow others to be victimized.
Ideal: I kill monsters to make the world a safer place, and to excorcise my own demons. (Good)
Bond: A terrible guilt consumes me. I hope that I can find redemption through my actions.
Flaw: I have certain rituals that I must follow every day; I can never break them. Also, I have extreme arachnophobia.

Wizard (School of Divination)
Weapons Proficiencies: Daggers, darts, slings, quarterstaffs, light crossbows
Skill Proficiencies: History, Religion
Spellcasting: Can cast spells, see below
Arcane Recovery: Once per day after a short rest, choose expended spell slots to recover of a combined level equal or less than 3 (half wizard level, rounded up). None can be 6th level or higher.
Arcane Tradition: School of Divination
Divination Savant: The gold and time required to copy a Divination spell in your spellbook is halved
Portent: Can replace any attack roll, saving throw, or ability check made by you or a creature you can see with one of two d20 rolls made after a long rest
Ability Score Increase: War Caster feat (advantage on Constitution saving throws to maintain concentration, can perform somatic components of spells while wielding weapons or shield, can cast spell as opportunity attack)

SKILLS (Proficient in bold*)
+2 (dex) Acrobatics
+0 (wis) Animal Handling
+7 (int) Arcana*
-1 (str) Athletics
-2 (cha) Deception
+7 (int) History*
+0 (wis) Insight
-2 (cha) Intimidation
+7 (int) Investigation*
+0 (wis) Medicine
+4 (int) Nature
+3 (wis) Perception*
-2 (cha) Performance
-2 (cha) Persuasion
+7 (int) Religion*
+2 (dex) Sleight of Hand
+2 (dex) Stealth
+0 (wis) Survival
Spell save: DC 15
Spell attack: +7
Cantrips known (4+racial): Chill Touch, Fire Bolt, Message (racial), Minor Illusion, Toll The Dead
Spells prepared (9): Detect Magic (concentration), Ice Knife, Mage Armor, Magic Missile; Invisibility (concentration), Mind Spike, Mirror Image; Clearvoyance (concentration), Melf's Minute Meteors (concentration)
Spell slots used:
- Level 1st: 0/4
- Level 2nd: 0/3
- Level 3rd: 0/2
Spellbook contains the following spells (8/4/2):
- Level 1st: Alarm (ritual), Comprehend Languages (ritual), Detect Magic (ritual; concentration), Ice Knife, Identify (ritual), Mage Armor, Magic Missile, Tenser's Floating Disk (ritual)
- Level 2nd: Detect Thoughts (concentration), Invisibility (concentration), Mind Spike (concentration), Mirror Image, See Invisibility, Skywrite (ritual)
- Level 3rd: Clearvoyance (concentration), Melf's Minute Meteors (concentration)
Ritual Casting: Can cast ritual spells
[/sblock][sblock=Appearance & bio]
[sblock=Portrait]Sahrax portrait.png[/sblock]
The blonde one-eyed elf dresses immaculately, his blue and crimson robes clean and crisp. A sturdy and plain spellbook is always within easy reach, often tucked into his belt next to a pouch full of spell components.

This orderly fashion contrasts with the scarred and empty right eye socket and the haunted look in Sahrax's other eye.

His madness and most of his injuries were cured, but the memories remain. Sahrax remembers every beating by drow, every humiliating act he performed, and every death he has caused when his demonic madness had deceived him into thinking he was a dark elf. When a group of escaped slaves found him, cured his affliction and helped him escape the deadly Underdark, Sahrax had no time to speak of his experiences, but they have haunted him every waking hour, and even invaded his elven trance.

Particularly the memories of murdering his own wife and daughter.

Determined that he would do anything to see another such horror coming, Sahrax threw himself into the magical arts, finding his knack for divination. He leads a life of structure, sticking to the same routine every morning and every night to avoid losing his mind again.

A few years ago, Sahrax met the Company of the Bronze Lions when they killed the goblins he was chasing. Hunting monsters helps Sahrax to battle his inner demons, so he quickly decided to join up. After a few practice missions, he was part of the team and over the years has become an experienced, respected and determined member. His magic more than once has predicted outcomes and made a difference in the continued efforts to rid the lands of evil.
[sblock=Inspiration] From Dragon+ issue 5 comes the sad tale of Sahrax, a reader-submitted NPC inflicted with the Abyssal madness from Out of the Abyss. Intrigued, I started wondering what road Sahrax would find him on if somehow his madness got cured and he found his way out of the Underdark and voila, here is my character submission. Sahrax npc.png[/sblock]
short sword
component pouch

Rope of Climbing
music box that plays by itself whenever someone holding it dances
explorer’s pack:
- backpack
- bedroll
- mess kit
- tinderbox
- torches x10
- rations x10
- waterskin
- hempen rope 50 ft.
monster hunter’s pack:
- chest
- crowbar
- hammer
- wooden stakes x3
- holy symbol
- holy water (flask)
- manacles
- steel mirror
- oil (flask)
- tinderbox
- torches x3
scroll cases x2
sheet of paper x6
quill x2
ink (vial) x2
small bag of sand
belt pouch

31 gp
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Fighter 5 (Eldritch Knight)

[SBLOCK=Mini Stats]
Passive Perception:
AC: 17
Initiative: -1
HP: 40/40 HD: 5/5d10

Greatsword: +7 5ft 2d6S (Heavy, 2 handed)
Shortsword: +7 5ft 1d6P (Finesse, Light)
Handaxe: +7 5ft 1d6S (Light, Thrown)
Handaxe: +7 20/60 1d6S (Light, Thrown)
Spell Save DC: 12

Second Wind (S): 1/1
Action Surge (S): 1/1

0th: Frostbite, Greenflame Blade
1st: Absorb Elements, Shield, Expeditious Retreat, Protection From Good and Evil

Rorik's parents had a tumultuous marriage, each having their own view on the world and how they should raise Rorik. Both were taken away from home by their respective duties and so their relationship swung from the heights of passion to open hostility. His mother, an Archmage at court, insisted on arcane tuition. While his father, a knight commander, thought men should learn to fight not read. Both parents showed open disdain to the other's way of life and this left Rorik with a cynical outlook on the world. He embraced both teachings though and developed a style of fighting that relied on magic.

He left home in his mid teens, unwilling to deal with the hostility his parents had for the other. He has spend the last few years in the company of various mercenary groups and town guards, acquiring a few followers along the way.
Human (Variant)
Increase two ability scores by one (STR, INT)
Gain 1 feat: Heavy Armour Master
Gain 1 skill: Athletics
Languages: Common and one extra

HD: 5d10 HP:40
Armour Proficiencies: All Armour, Shields
Weapon Proficiencies: Simple, Martial
Saves: STR, CON
Skills: Animal Handling, Intimidation
1 - fighting style: Great Weapon Fighting
1 - Second Wind
2 - Action Surge
3 - Spell Casting. Gain two Cantrips, You know 3 Spells
3 - Weapon Bond
4 - Great Weapon Master
5 - Extra Attack

0th: Frostbite, Greenflame Blade
1st: Absorb Elements, Shield, Expeditious Retreat, Protection From Good and Evil

Noble (Variant)
Skills: History, Persuation
Tools: Dragon Chess
Feature: Retainers (Variant) Squire, Page and Armourer
[/SBLOCK][SBLOCK=Abilities and saves]
ABILITIES (mod/save)
STR*: 19 (+4/+7)
DEX: 9 (-1/-1)
WIS: 6(-2/-2)
CHA: 10(0/0)

AC: 17
Initiative: -1
Proficiency bonus: +3

Greatsword: +7 5ft 2d6S (Heavy, 2 handed)
Shortsword: +7 5ft 1d6P (Finesse, Light)
Handaxe: +7 5ft 1d6S (Light, Thrown)
Handaxe: +7 20/60 1d6S (Light, Thrown)
Spell Save DC: 12

*Athletics: +7

Acrobatics: -1
Sleight of Hand: -1
Stealth: -1

*History: +4
Investigation: +1
Nature: +1
Religion: +1

*Animal Handling: +1
Insight: -2
Medicine: -2
Perception: -2
Survival: -2

*Intimidation: +3
Performance: 0
*Persuasion: +3

Passive Perception: 8[/SBLOCK][SBLOCK=Equipment]
Splint Mail
handaxes (4)
Explorers Pack (Backpack, Bedroll, Mess kit, Tinderbox, Torches (10), Rations (10), Waterskin, 50ft hemp rope)
Grapling Hook
Fine Clothes
Signet Ring
Scroll of Pedegree
Healing Potion (3)

warhorse with
-bit and bridle
-military saddle

-Pack Saddle
-Iron Pot
-Chain Mail
-Tent (2)
-Bedroll (3)
-Rations (30)
-Waterskin (3)

0 25 0 0 0
Rorik is a tall man, well muscled from years of sword work. While hardly old, he tries to deny the early signs of age, not wanting to slow down or accept that his knees are starting to ache and his sword arm can't swing quite as hard as it once could.

He is surprisingly soft spoken for such a big man and mostly keeps his opinions to himself, but will open up about his past adventures when ale is around though never about his childhood.

Personality: My favour, once lost, is lost forever.
Ideal: Responsibility. It is my duty to respect the authority of those above me, just as those below me must respect mine. (Lawful)
Bond: My loyalty to my sovereign and friends is unwavering
Flaw: Violence is my answer to almost any challenge.
Edgar (Squire – Guard): Edgar is the orphaned son of a former brother in arms. Although not of noble birth, and therefore not really a squire, Rorik treats him as one. Edgar is enthusiastic to learn and shows martial promise, but his ability to grasp magic is a constant cause of frustration.
AC 16 HP 11 (2d8+2) Speed 30
STR 13(+1) DEX 12(+1) CON 12(+1) INT 10(+0) WIS 11(+0) CHA 10(+0)
Skills: Perception +2
Language: Common
CR: 1/8
EQUIPMENT: Chain Shirt, Shield, Spear

Warian (Page - Commoner): Warian is another army brat that Rorik has acquired along the way. Most likely an orphan, Rorik found him cowering under a burning wagon after an enemy army had outwitted Rorik's commander and sacked the supply column. Much of Rorik fortune was lost in the attack and many of the camp followers were killed or captured. With more pressing demands on their time the army had to continue without making a rescue attempt, but since then Warain has attached himself to Rorik, making himself useful.
AC 10 HP 4 (1d8) Speed 30
STR 10(+0) DEX 10(+0) CON 10(+0) INT 10(+0) WIS 10(+0) CHA 10(+0)
Passive Perception: 10
Language: Common
CR: 0
EQUIPMENT: Club: +2 5ft 1d4B

Galan: (Groom – Bandit): Galan had a promising career as a cavalryman until an encounter with something awful left him with a lame arm. Unable to hold up a shield, his career on the front line ended, but he remained in the army as a groom. After the war that left him disabled, Galan drifted through life as a beggar for a few years until he got into a fight with Rorik over ale and "lady". The pair were thrown into the town watch jail to sleep it off, but once the reason for their disagreement was removed they found themselves comparing war stories. When the guard let them out in the morning Rorik offered the old timer a job as his own groom.
AC 12 HP 11 (2d8+2) Speed 30
STR 11(0) DEX 12(+1) CON 12(+1) INT 10(+0) WIS 10(+0) CHA 10(+0)
Passive Perception: 10
Language: Common
CR: 1/8
Scimitar: +3 5ft 1d6+1S
Leather armour
Light Crossbow: +3 80/320ft 1d8+1P

[/SBLOCK][SBLOCK=Rolls, Purchases etc]Stats: 4D6.HIGH(3) = [1, 5, 1, 4] = 10
4D6.HIGH(3) = [3, 6, 6, 4] = 16
4D6.HIGH(3) = [1, 2, 5, 4] = 11
4D6.HIGH(3) = [3, 1, 2, 1] = 6
4D6.HIGH(3) = [6, 1, 5, 6] = 17
4D6.HIGH(3) = [3, 1, 2, 4] = 9

DM gift
warhorse with
-bit and bridle
-military saddle

30GP Potion of healing for from magic item search
10GP Handaxes (2)
200GP Splint Mail
4GP Tent (2)
3GP Bedroll (3)
8GP Mule
5GP Pack Saddle
100GP Healing Potions (2)
2GP Backpack
2GP Iron Pot
2GP Grappling Hook

150SP Rations (30)
6SP Waterskin (3)

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