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5E Dark Fairytale OOC [Closed]

jmucchiello

Adventurer
Yes, yes, I'm working on it. I can't decide on her 4th level ASI or magic item at the moment (and spells of course). So while I putting those off I'm working on a background.

Any areas of spellcasting the party needs (besides healing). Bards aren't really attack spellcasters.

Is a pearl of power the right power level for an uncommon magic item? I suspect Instruments of the Bard are a bit overly powered even for an uncommon magic item.
 
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jmucchiello

Adventurer
Edit: swapping out pearl of power for Doss Lute

Name: Shavara Rienithra
Race: Female Half-Elf, 5'4", 104#, Age: 21
Class: Bard 5 College of Lore
Background: Acolyte

Strength: 14 (+2)
Athlethics: +2​

Intelligence: 16 (+3)
+Arcana: +6
+History: +6
+Investigation: +6
Nature: +3
+Religion: +6​
Alignment: Chaotic Good
Inspiration: No
Proficiency Bonus: +3
Hit Dice: 5d8 Spent HD: max 5, used 0

Dexterity: 18 (+4)
+Acrobatics: +7
Sleight of Hand: +4
++Stealth: +10​

Charisma: 20 (+5)
Deception: +5
Intimidation: +5
+Performance: +8
+Persuasion: +8​
Passive Perception: 18 Investigation: 16
Initiative: +4 AC: 16
Speed: 30 ft
HP: 39/39 Vitality: 16/16

Constitution: 16 (+3)

Wisdom: 15 (+2)
Animal Handling: +2
+Insight: +5
Medicine: +2
++Perception: +8
Survival: +2​

+Proficient, ++Expert
+1 for any non-proficiency ability check (not included above)​
[sblock="COMBAT"]OFFENSE Initiative: +4
Weapon
Rapier
Longsword
Short Bow
SPELL
Range


80/320
varies
To Hit
+7
+5
+7
+8
Damage
1d8+4 (p)
1d8+2 (s)
1d8+4 (p)
varies
Notes
Light
Versatile 1d10
Ammunition
varies, DC 16
DEFENSE AC: 16 Saves ADV vs charms, immune to magic sleep
Strength: +2
Intelligence: +3
+Dexterity: +7
Wisdom: +2
Constitution: +3
+Charisma: +8
EXPENDABLES
# Bardic Inspiration: 5, 1d8 Used: 0
Doss Lute: Each of the following spells can be used once per day, restored at dawn:
animal friendship, fly*#, invisibility*#, levitate*#, protection from energy: fire*, protection from evil and good*#, protection from poison​


Spells Per Long Rest
Spells Cast
1st
4
0
2nd
3
0
3rd
3
0
4th
-
5th
-
6th
-
7th
-
8th
-
9th
-
Cantrips: Mage Hand, Prestidigitation, Vicious Mockery
1st level: Cure Wounds+, Heroism*, Thunderwave+
2nd level: Lesser Restoration, Locate Object*#, See Invisibility#, Shatter+#
3rd level: Dispel Magic+
+ Spell benefits from higher casting level. * Spell requires concentration
# Requires a spell focus or cheap material component. $ Requires a material component that costs money

[sblock="Spell Descriptions"]Cure Wounds: Touch, 1d8+Cha Mod, +1d8 per level above 1st.
Dispel Magic: 120 ft. One object, creature, or effect. Spells of lessor or equal level are dispelled. Higher level spells are dispelled on a spellcasting ability check vs DC 10 + spell level.
Heroism: Touch, concentrations up to 1 minute, immune to being frightened, gains Cha mod (5) temporary hit points at the start of each of its turns. The temporary hit points disappear immediately when the spell ends.
Lesser Restoration: Touch, ends either one disease or one of these conditions: blindness, deafened, paralyzed, or poisoned.
Locate Object: Self, concentration, up to 10 minutes, know direction and vector of a familiar object if it is within 1000 feet. Or the nearest object of a generic class. Does not work through lead.
Mage Hand: 30 feet, 1 minute, hand cannot attack, activate magic items, or carry more than 10 pounds.
Prestidigitation: 10 feet, 1 hour, One of the following effects
  • an instantaneous harmless sensory effect: shower of sparks, puff of wind, faint musical notes, and odd odor
  • Instantaneously light or snuff a candle, torch, or campfire
  • Instantaneously clean or soil an object up to 1 cubic foot in size
  • Chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour
  • Make a color, a small mark, or a symbol appear on an object or surface for 1 hour
  • Create a nonmagical trinket or illusary image that fits in hand and lasts until end of next turn
If cast multiple times, up to three of the non-instantaneous effects active at a time. Each may be dismissed as an action.
See Invisibility: Self, 1 hour, Sees invisible creatures and objects. Sees into Ethereal plane too.
Shatter: 60 feet. 10' radius sphere, causes 3d8 (+1d8 per level above 2nd) thunder damage. Con save (DC 16) for half damage. Creatures made of inorganic material such as stone, crystal or metal have disadvantage on saving throw.
Thunderwave: self 15' cube, Con save (DC 16) Save: half; Fail: 2d8 thunder +1d8 per level above 1st, and pushed back 10 feet. unattended objects automatically pushed 10 feet.
Vicious Mockery: 60 ft, Wisdom save DC (16) Save: nothing Fail: 2d4 psychic and disadvantage on next attack roll next turn.

Animal Friendship: 30 feet, 24 hours, fails if beast has Int of 4+, beast makes Wisdom save or be charmed. Harm of target ends spell.
Fly: Touch, Concentration up to 10 minutes, Willing target gains fly speed of 60. When spell ends, target drops.
Invisibility: Touch, Concentration up to 1 hour, Willing targets and all possessions at time of spell become invisible. Spell ends if target attacks or casts a spell.
Levitate: 60 feet, Concentration up to 10 minutes, initially rises 20 feet and stays there (up to 500#), Con save to resist spell, must be within range and use an action to raise or lower target by 20 feet. Drifts slowly to ground when spell ends.
Protection from Energy: Fire only: Touch, Concentration up to 1 hour, grants resistance to fire
Protection from Evil and Good: Touch, Concentration up to 10 minutes, choose aberrations, celestials, elementals, fey, fiends, or undead. Chosen creatures have disadvantage on attack rolls against target. Target cannot be charmed, frieghtened or possessed by them. If already affected, grants a new saving throw with advantage.
Protection from Poison: Touch, 1 hour, if affected by poison, one poison effect is neutralized. For duration, have advantage on poison saves and resistance to poison damage.
[/sblock][/sblock][sblock="FEATURES AND TRAITS"]Proficiencies and Languages
Languages: Elvish, Common, Giant, Infernal, Abyssal
Armor: Light Armor
Weapons: All Simple weapons, hand crossbows, longswords, rapiers, shortswords, short bow, long bow
Tools: Three musical instruments: Lyre, Lute, and Flute​
Race: Half Elf
+2 Cha, +1 Any (Dex chosen); Speed: 30 feet; Size: Medium; Livespan: 180 years on average
Darkvision: Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
Skill Versatility: You have proficiency in two skills of your choice:
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. While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice.
Background: Acolyte
Skills: Insight, Religion; Languages: Abyssal and Infernal
Shelter of the Faithful:
Feats: None
Class: Bard, College of Lore
Bardic Inspiration: Grant an ally one inspiriation die (1d8) as a bonus action on your turn. In the next 10 minutes, the ally may add the die to any ability check, attack roll, or saving throw. The decision to roll the die is made after the 1d20 is rolled but before the DM makes a ruling on the result. You can do this a number of times equal to your Charisma modifier (min 1) per short or long rest.
Spellcasting: Spellcasting Ability: Charisma; Spell Attack Modifier: +8; Spell DC: 16
# Cantrips Known: 3
# Spells Known: 8​
Jack of All Trades: When making an ability check for which you do not have proficiency, you may add half your proficiency modifier to the die roll.
Song of Rest: Played during a short rest, you and any allies who heard the song of rest and who regain hit points at the end of the short rest receive and additional 1d6 hp of healing.
Expertise: Choose two proficient skills. You add double your proficiency bonus to checks against those skills: Stealth and Perception
Font of Inspiration: You regain all spent inspiration dice after a short rest. (Added to description above.)
College of Lore:
Bonus Proficiencies: You gain proficiency with three skills of your choice: Arcana, History, Acrobatics
Cutting Words: When a creature within 60' of you makes an attack roll, ability check, or damage roll, you can use your reaction to expend one your bardic inspiration dice to reduce their die roll by the amount rolled on the die. The creature is immune if it can't hear you or if it is immune to being charmed.
[/sblock][sblock="EQUIPMENT"]Studded Leather (AC 12+Dex, 13#)
holy water forged rapier (1d8, finesse, 2#), worn at hip
long bow (2#), over shoulder
longsword (3#), scabbard on back
arrows 20 (1#), in quiver next to backpack
Holy Symbol, amulet (1#), on neck
pearl of power, in belt
coil of rope, silk (5#), on belt
flute (1#), in a dagger scabbard on belt
backpack
common clothes (3#)
magnifying glass
bedroll (7#)
prayer book (5#)
incense
potion of healing, 2
disguise kit (3#)
mess kit (1#)
sewing kit (1#)
writing kit (3#, bottle of ink, pen, paper, portable writing surface)
Doss Lute (2#)​
belt pouch (80 gp, 0 sp)

Equipment Weight: 53#

At the academy, she has a wardrobe full of gowns, dresses, and costumes that she would never think to carry with her on an adventure. Similarly, she has a sizable collection of costume jewelry and makeups. She can be dressed and ready for a ball, cotillion, or dance at a moment's (well, an afternoon's) notice. She also has a desk full of papers for several books she hopes to finish writing some day. One is a song book, another is a history of her lost village. A small charcoal sketch of her mother is framed and hangs in her quarters.

[sblock="Carrying Capacity"]
Encumbered
70
Heavily Encumbered
140
Carrying Capacity
210
Push, Drag, Lift
420
[/sblock][/sblock][sblock="DESCRIPTION and HISTORY"]HISTORY: Shavara had a sheltered childhood. Her human father was a priest of Oghma and her elven mother died in a raid against their village. Fearing for her well-being (and unwilling to raise her on his own), her father sent her off to a monastery of Oghma far away. Her natural curiosity made the transition easier than it might have been. But at home, her mother had treated her like a princess and she sometimes missed those playful times. The priests were surprised by the precocious eight year old who arrived at their monestary

There, Quillien Draynal, a bard living in the area, discovered her amazing singing voice and volunteered to mentor her. He encouraged her to learn songs. He also made sure the now teenaged Shavara was taught proper comportment and various dressing skills required of someone of a noble background as he expected her to end up among nobility when she grew up. The priests, well aware of Shavara's penchant for daydreaming, did not see her as a future priest and encouraged this mentorship. Surreptitiously he would teach her bar songs, of which initially she did not understood the double entendres. Her ability with the flute, lute, and lyre grew greatly under his tutelage. He also encouraged her to learn acting and other performance styles, which fed her penchant for dressing up.

At her father's request, she was also taught how to defend herself. Her ability with the rapier exceeded that of her teachers at the monastery. When she came of age and sought the calling of Oghma, she found she did not have the true calling of direct clerical service. The high priest suggested she work go to the academy. There she could learn to better her rapier ability and learn more about her own abilities. Her father easily agreed since he never told her he remarried and she had a step sister fifteen years younger than herself. She knows about this. But does not say anything about it to her father.

Her arrival at the hunter's academy was quite a blow to her worldview. She knew there were "ruffians" in the world but she had never met them before. Quillien's friend Corina, being a courtesan, had tried to explain to her about the lower classes, and chastised Quillien for sheltering Shavara. Shavara quickly studied the folks around her and eventually won them over with her ability to entertain with shanty songs. Her ability with the rapier also helped. Still, other hunters find it funny that she actually furnished the room she keeps at the academy, her room would be one found at a wealthy inn instead of the other rooms at the academy that would be modest inn rooms at best.

Race: Half-Elf
Gender: Female
Age: 21
Relationship: None
Height: 5' 4" (1.6m)
Weight: 104# (47kg, 7.4 stone)
Complexion: smooth, clear
Skin: light bronze/cinnamon mix
Hair: auburn, waist length
Eyes: pale blue, slightly large
Face Structure: heart-shaped
APPEARANCE: Shavara is a lovely young half-elf woman with an unforgettable, lilting soprano voice. She ties her long auburn hair into a tight bun when she adventures but otherwise wears it long. Her eyes are the palest blue and she often seems to have an expression of surprise because of how clear and wide they seem. She sometimes overdresses for simple meetings, wearing a fine dress to a beer after work kind of get together. And yet, she might wear the same clothes for days as she pours through books looking for some tidbit of knowledge. Physically, she is of average height. Her build is obviously strong without seeming overly muscular.

She enjoys yellows, blues, and purples in her clothing. When her hair is up, she usually uses a pair of blue and purple ribbons to hold it in place. When it is down she prefers a circlet or tiara draw attention to her hair. The studs on her armor are painted dark green and black to help her blend in the forest. The leather is a dark brown as are her boots.

PERSONALITY: Shavara is inquisitive. She is not bookish. She knows how to put on a show when necessary. Though she had a sheltered upbringing, she quickly learned how to deal with the advances of men (and women), though such advances hold little interest for her. The chance to learn a new skill is an excellent lure to gain time spent with her.

Traits: I never remember how my looks affect others. Simple curiosity is sometimes seen as flirtation.
Traits: I was supposed to be a princess but ended up a sage.
Ideal: Knowledge is more important than ephemeral virtues like beauty.
Bond: Stories are bigger than the people in them.
Flaw: Aggressive or thoughtless authority must be rebelled against.

[sblock="Development"]Original Die Rolls: _:
4D4.HIGH(3)+6 = [4, 4, 4, 4]+6 = 18 Cha; +2 Race
4D4.HIGH(3)+6 = [4, 2, 3, 2]+6 = 15 Int; +1 ASI4
4D4.HIGH(3)+6 = [4, 3, 2, 2]+6 = 15 Wis
4D4.HIGH(3)+6 = [4, 2, 4, 3]+6 = 17 Dex; +1 Race
4D4.HIGH(3)+6 = [2, 3, 2, 3]+6 = 14 Str
4D4.HIGH(3)+6 = [4, 2, 3, 2]+6 = 15 Con; +1 ASI4

Race Skills: 2 Stealth, Perception
BG Skills: 2 Religion, Insight
Class Skills: 3 Investigation, Performance, Persuasion
Lore Skills: 3 Arcana, History, Acrobatics

Race Languages: Elvish, Common, and Giant
Background Languages: Abyssal and Infernal

4th level ASI: +1 Con, +1 Int
[/sblock][/sblock]
 
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Kaleth has decent healing since I took Psionic Restoration at 5th level. I think I need to post the updated sheet. Will get that done on Monday since I am away for the holidays.
 





Azurewraith

Explorer
I put the pearl of power on the character sheet (which is essentially done). But getting a bard instrument would also be cool (even it only had the "common" bard instrument abilities).
I couldn't see much of a issue with the Doss Lute as it's specfic Spells are a bit naff but it obviously still gets fly and invisibility.
 




jmucchiello

Adventurer
I couldn't see much of a issue with the Doss Lute as it's specfic Spells are a bit naff but it obviously still gets fly and invisibility.

Oh, cool. If you allow it, I'll take it. Let me update.

Again, if the players think I missed any obvious bard spells let me know. This is my first 5E bard.
 


Azurewraith

Explorer
Nah I think your Golden m8. Personally prefer Healing Word over Cure Wounds.
But thats a Bard for ya, every single one is Different ;)
I think it depends on the use for pop up wack a mole healing, healing word is definitely better. For more out of combat top ups cure wounds is better. With the inclusion of lingering injuries I would go with wounds myself. Obviously there is no wrong answer 5e is very good in this regards.
 

jmucchiello

Adventurer
I have to agree with Azure, because of vitality, CW is necessary to get those blocks of 10 hp for curing it. At higher levels, I might pick up mass healing word.
 




[sblock=Lothoc 'Shildor' Hrafnveidi-Mao]
8558d2a69728e757adf239e3f1b33351--military-gear-character-art.jpg
Apperance: Standing about 8' tall, Lothoc Hrafnveidi-Mao... or Shildor as most call him. Is a towering monument of resiliance. His face his calm and inviting, and always Prideful. on the right side of his face, his tattoo's form to resemble something like a Claw enclosing his eye.

Race: Goliath
Class: Fighter (Eldrich Knight) 5
Background: Outlander
Alignment: Chaotic Neutral
Experience: 6500

ABILITIES
Strength: 20 (+5)
Dexterity: 16 (+3)
Constitution: 17 (+3)
Intelligence: 16 (+3)
Wisdom: 13 (+1)
Charisma: 13 (+1)

Skills
Acrobatics +3
Animal Handling +1
Arcana +3
Athletics +8
Deception +1
History +3
Insight +3
Intimidation +4
Investigation +3
Medicine +1
Nature +4
Perception +4
Performance +1
Persuasion +1
Religion +3
Sleight of Hand +3
Stealth +3 Armor Disadvantage
Survival +4

AC: 19 (Chain Mail (16)+ Shield(2)+ Defense(+1 while wearing armor))
Initiative: +3
Speed: 30 ft
HP: 51 (13+38)
Hit Dice: 4 D10
Proficiency Bonus: +3

OFFENSE:
Flail (Silvered): To Hit, +8
Damage, 1D8+5 Bludgeoning

Javelin of Lightning, Thrown: To Hit +8
Damage, 1D6+5

Handaxe, Thrown: To Hit, +8
Damage, 1D6+5 Slashing

Spell Attack Modifier: +6
Spell save DC: 14
1st lvl Spell Slots: 3/3

Weapon Bonds:
Flail
Javelin of Lightning

SAVES:
Strength, Constitution

Equipment:
Normal; Chain Mail, Shield (a Steel Door), Flail, 2x handaxe
Magical;
Javelin of Lightning,
When you hurl it and speak its Command Word (Folga), it transforms into a bolt of lightning, forming a line 5 feet wide that extends out from you to a target within 120 feet. Each creature in the line excluding you and the target must make a DC 13 Dexterity saving throw, taking 4d6 lightning damage on a failed save, and half as much damage on a successful one. The Lightning Bolt turns back into a Javelin when it reaches the target. Make a ranged weapon Attack against the target. On a hit, the target takes damage from the Javelin plus 4d6 lightning damage.

The javelin's property can't be used again until the next dawn. In the meantime, the Javelin can still be used as a Magic Weapon.

Backpack: Crowbar, Hammer, 10 Pitons, 10 Torches, Tinderbox, 10 days of rations and a waterskin. 50 feet of Rope strapped to the side

--------------------------

FEATURES:
Background:
Outlander (Bounty Hunter)(Wanderer)
At a young age Lothoc's tribe was saved from a Horror he could not clearly remember. At this time he was amazed at the skill of the Hunter that saved them.
he soon did all he could to follow in this great Hunters footsteps, joining the academy the moment they'd let him.
During his time in the academy, his only real redeeming quality seemed to have been his resiliance. So he decided to build upon it with training, tactics, spells, armor, anything to increase it.
after his graduation though, he all but dissapeared into the wilderness. Still doing the requests he was sent out to do. but in the mean time, searching for ever greater challenges to face off against.

Fighter Features:
Fighting Style:
Defense; +1 to AC while wearing Armor

Second Wind:
Can use a Bonus Action to regain 1D10+5(fighter lvl) Hit Points
recharges after Short of Long Rest.

Action Surge:
On my Turn, I can take one additional action on top of my regulat action and a posible Bonus Action.
recharges after Short of Long Rest.

Extra Attack:

I can attack Twice whenever I use the Attack Action

Eldritch Knight Features
SpellCasting:

Cantrips:
Lightning Lure
Light

1st lvl:
Absorb Elements
Burning Hands
Cause Fear
Shield

Weapon Bond:
I learned a ritual that creates a magical bond between myself and one weapon. I preform this ritual over the course of 1 hour, which can be done during a short rest. The Weapon must be within my reach throughout the ritual, at the conclusion of which i tough the weapon and forge the bond.
Once i have bonded to a weapon, i cant be disarmed of that weapon unless i am incapacitated. if it is on the same plane of existence, i can summon that weapon as a bonus action on my turn, causing it to teleport instantly into my hand.
I can have up to two bonded weapons, but i can summon only one at a time with my bonus action.
if i attempt to bond to a third weapon, i must first break my bond with one of the other two.

Goliath Features
Stone;s Endurance:

When I take damage, i can use my reaction to reduce the damage by 1D12+3(Constitution)
Recharge after Short or Long Rest

Powerful Build:
Counts as one size larger when determining my carrying capacity and the weight i can push, drag, or lift.

Mountain Born:
Acclimated to high altitude, including elevations above 20,000 Feet, also naturally adapted to cold climates.

Feats:
Warcaster

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.
-----------------------

Proficiencies
Armor All Armor, Shields
Weapons Martial Weapons, Simple Weapons
Tools Bone Dice
Languages Common, Giant, Primordial
[/sblock]



I think that should be about right? Spells should help keep myself and some others alive i hope
 
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Halloween Horror For 5E

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