D&D 5E EB's Random Princes of the Apocalypse - RG

EarlyBird

Explorer
Hey everyone - please fill free to post your characters here for easy finding as we work on making them into an... um... odd party for sure.

Character Gene:
Race: roll 2d100
1) Race
2) Subrace if needed or Rare Race roll

Class/Concept/Background: roll 3d100
1) Class
2) Concept
3) Background

[sblock=Race]
01-40 Human
* 01-50 normal
* 51-00 variant
41-50 Dwarf
* 01-50 hill
* 51-00 mountain
51-60 Elf
* 01-40 wood
* 41-80 high
* 81-00 dark
61-70 Halfling
* 01-50 lightfoot
* 51-00 stout
71-75 Dragonborn
* 01-04 white * 38-44 brass
* 05-09 black * 49-59 bronze
* 10-15 green * 60-70 copper
* 16-24 blue * 71-86 silver
* 25-37 red * 87-00 gold
76-80 Gnome
* 01-40 forest
* 41-80 rock
* 81-00 deep
81-85 Half-Elf
86-90 Half-Orc
91-95 Tiefling
96-00 Rare Race
* 01-02 Kobold
* 03-05 Goblin
* 06-12 Triton
* 13-15 Bugbear
* 16-25 Aarakocra
* 26-31 Firbolg
* 32-38 Tabaxi
* 39-52 Goliath
* 53-60 Kenku
* 61-74 Gensai
** 01-25 Water ** 51-75 Earth
** 26-50 Air ** 76-00 Fire
* 75-81 Orc
* 82-88 Lizardfolk
* 89-00 Aasimar
** 01-40 Protector
** 41-80 Scourge
** 81-00 Fallen[/sblock]
[sblock=Class]
01-07 Barbarian
* 01-20 Ancestral Guardian
* 21-40 Berserker
* 41-60 Storm Herald
* 61-80 Totem Warrior
* 81-00 Zealot
08-14 Bard
* 01-20 College of Glamour
* 21-40 College of Lore
* 41-60 College of Swords
* 61-80 College of Valor
* 81-00 College of Whispers
15-29 Cleric
* 01-10 Forge *51-60 Nature
* 11-20 Grave *61-80 Tempest
* 21-30 Knowledge *81-90 Trickery
* 31-40 Life *91-00 War
* 41-50 Light
30-36 Druid
* 01-25 Circle of Dreams
* 26-50 Circle of the Land
* 41-60 Circle of the Moon
* 61-80 Circle of the Shepherd
37-52 Fighter
* 01-17 Arcane Archer
* 18-34 Battle Master
* 35-51 Cavalier
* 52-68 Champion
* 69-85 Eldritch Knight
* 86-00 Samurai
53-58 Monk
* 01-16 Way of the Drunken Master
* 17-37 Way of the Four Elements
* 38-53 Way of the Kensei
* 54-69 Way of the Open Hand
* 70-86 Way of the Shadow
* 87-00 Way of the Sun Soul
59-64 Paladin
* 01-20 Oath of Ancients
* 21-40 Oath of Conquest
* 41-60 Oath of Devotion
* 61-80 Oath of Redemption
* 81-00 Oath of Vengeance
65-70 Ranger
* 01-20 Beast Master
* 21-40 Gloom Stalker
* 41-60 Horizon Walker
* 61-80 Hunter
* 81-00 Monster Slayer
71-84 Rogue
* 01-15 Arcane Trickster
* 16-30 Assassin
* 31-45 Inquisitive
* 46-55 Mastermind
* 54-69 Scout
* 70-85 Swashbuckler
* 86-00 Thief
85-89 Sorcerer
* 01-18 Divine Soul
* 19-36 Draconic Bloodline - then roll under dragonborn for type of dragon
* 37-50 Shadow Magic
* 51-80 Storm Sorcery
* 81-00 Wild Magic
90-94 Warlock
* 01-20 The Archfey
* 21-40 The Celestial
* 41-60 The Fiend
* 61-80 The Great Old One
* 81-00 The Hexblade
95-00 Wizard
* 01-11 Abjuration *59-68 Illusion
* 12-22 Conjuration *69-78 Necromancy
* 23-27 Divination *79-89 Transmutation
* 28-38 Enchantment *90-00 War
* 39-58 Evocation
[/sblock]
[sblock=Background]
01-05 Acolyte
06-10 Charlatan
11-15 Criminal
16-22 Entertainer
23-27 Folk Hero
28-34 Guild Artisan
33-38 Hermit
39-40 Noble
41-52 Outlander
53-61 Sage
62-66 Sailor
67-76 Soldier
77-89 Urchin
90-00 Sword of the Coast Background
* 01-07 City Watch
* 08-14 Clan Crafter
* 15-29 Cloisterd Scholar
* 30-36 Courtier
* 37-52 Far Traveler
* 53-58 Faction Agent
* 59-64 Inheritor
* 65-70 Knight of the Order
* 71-84 Mercenary Veteran
* 85-89 Urban Bounty Hunter
* 90-94 Uthgardt Tribe Member
* 95-00 Waterdhavian Noble
[/sblock]



Stats:
16, 14, 13, 11, 11, 10


Starting Level: 1st
HP: Max @1st lvl then max -3 + CON modifier after that (Barbarians get 9 + CON, Wizards get 3 + CON, etc.)
Starting Equipment: Starting package w/background gold, plus 30gp to buy additional gear
Trinket: roll or pick

Party:
jonathonhawke
tglassy
jmucchiello
hero4hire
VLAD the Destroyer

LINKS:
OOC
IC
 
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Should be complete. History could be better but I think Terry is a privileged noble girl who was indulged in her desire to "serve".

Name: Terry Golberth
Race: Female Human
Background: Soldier
Class: Nature Cleric 2 of Eldath
Alignment: Chaotic Good
Proficiency Bonus: +2
Inspiration: No
Spent HD: none

Strength: 12 (+1)
+Athlethics: +3​

Dexterity: 12 (+1)
Acrobatics: +1
Sleight of Hand: +1
Stealth: +1​

Constitution: 15 (+2)

Charisma: 14 (+2)
Deception: +2
+Intimidation: +4
Performance: +2
+Persuasion: +4​
Passive Perception: 13
Passive Investigation: 10
Initiative: +1
AC: 16
Speed: 30 ft
Hit Dice: 2d8
HP: 17/17


Intelligence: 11 (+0)
Arcana: +0
History: +0
Investigation: +0
Nature: +0
Religion: +0​

Wisdom: 17 (+3)
Animal Handling: +3
+Insight: +5
Medicine: +3
Perception: +3
+Survival: +5​

+Proficient

Portrait Terry Golberth.png
[sblock="COMBAT"]OFFENSE Initiative: +1
Weapon
Shillelagh
Quarterstaff
Light Crossbow
SPELL
Range


80/320
varies
To Hit
+5
+3
+3
+5
Damage
1d8+3 (b)
1d6+1 (b)
1d8+1 (p)
varies
Notes
Counts as magic, uses wisdom for attack and damage bonuses
Versatile 1d8
Ammunition
varies, DC 13
DEFENSE AC: 16
Strength: +1
Intelligence: +0
Dexterity: +1
+Wisdom: +5
Constitution: +2
+Charisma: +4
EXPENDABLES
Channel Divinity: 1 (short/long)


Spells Per Long Rest
Spells Cast
1st
3
0
2nd
-
3rd
-
4th
-
5th
-
6th
-
7th
-
8th
-
9th
-
Cantrips: Shillelagh#, Light, Spare the Dying, Toll of the Dead
1st level: Animal Friendship!+#, Bless, Cure Wounds+, Detect Magic*, Guiding Bolt+, Shield of Faith#*, Speak with Animals!
! domain spell, + 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][sblock="FEATURES AND TRAITS"]Proficiencies and Languages
Languages: Common, Sylvan
Armor: Light, Medium, and Heavy Armor, Shields
Weapons: All Simple weapons
Tools: Three Dragon Ante, Vehicles (land)​
Race: Human
+1 to all ability scores; Speed: 30 feet; Size: Medium; Livespan: less than 100 years​
Background: Soldier
Skills: Athletics, Intimidiation;
Military Rank: Captain​
Feats: None
Class: Cleric, Nature Domain
Spellcasting:
Domain: Nature
Domain Spells: Animal Friendship, Speak with Animals
Acolyte of Nature: You know the druidic cantrip shillelagh. You gain proficiency in one of [-]Animal Handling[/-], [-]Nature[/-], or Survival.
Bonus Proficiencies: You are proficient in heavy armor
Channel Divinity: At 2nd level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description. When you use your Channel Divinity, you choose which effect to create. You must then finish a short or long rest to use your Channel Divinity again. Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your cleric spell save DC. Beginning at 6th level, you can use your Channel Divinity twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a short or long rest, you regain your expended uses.
Turn Undead: As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.
Charm Animals and Plants: As an action, you present your holy symbol and invoke the name of your deity. Each beast or plant creature that can see you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is charmed by you for 1 minute or until it takes damage. While it is charmed by you, it is friendly to you and other creatures you designate.​
[/sblock][sblock="EQUIPMENT"]Chain Shirt(AC 13+Dex (max 2), 20#)
quarterstaff (4#)
light crossbow (5#)
shield (6#)
quarrels 20 (1#), in quiver next to backpack
Holy Symbol, amulet (1#), on neck
insignia of rank
waterskin
backpack
common clothes (3#)
a blanket
10 candles
a tinderbox
an alms box
bedroll (7#)
a three dragon ante card set
prayer book (5#)
2 blocks of incense
censer
vestiments
2 days of rations
mess kit (1#)
sewing kit (1#)​
belt pouch
51 gp
12 sp
20 cp​

Equipment Weight: 53#
[sblock="Carrying Capacity"]
Encumbered
60
Heavily Encumbered
120
Carrying Capacity
180
Push, Drag, Lift
360
[/sblock][/sblock][sblock="DESCRIPTION and HISTORY"]HISTORY: Beatrice "Terry" Golberth was born to a military family but longed for the forest. As a fifth child she was indulged by her caregivers and allowed to spend time with a local druid learning the ways of the forest.
Race: Human
Gender: Female
Age: 25
Relationship: None
Height: 5' 8"
Weight: 145#
Complexion: smooth, a few scars
Skin: light
Hair: black, short cropped
Eyes: gray
Face Structure: strong jaw, high cheeks
APPEARANCE: Terry wears loose fitting blue tunics. She is tall and of average build. She has a pleasant smile and is good at getting people to listen to her, whether through the carrot or the stick.

PERSONALITY: Terry is an outgoing person who doesn't like to be told "no". She can be headstrong but she will listen to people she respects.

Traits: I like trees and plants. Animals not so much.
Traits: I will follow the chain of command as long as they are doing what I feel is right.
Ideal: War is never the answer.
Bond: My group is mine to protect.
Flaw: I have no idea how privileged my life has been.
[/sblock][sblock=Jorleen's Story]
Talking to Miss Hanadroum after your bath about anyone in town who could do some light maid service, the older woman tells you of poor Jorleen Splinder. She was married and her husband disappeared and is believed dead, Jorleen is so young no one in town calls her Widow Splinder. Her husband of three years was in a plowing accident and lost his arm. Unable to farm properly, or at least well enough on his own, Jorleen's husband tried his hand at adventuring locally. He has not been heard of in over a year so is believed to be dead.

Jorleen was going to try and join the Mirabar caravan and see if she could work her way to Waterdeep, and employment. Terry's offer is a relief to the young lady who doesn't wish to have to leave her hometown, for a city full of strangers.

From https://www.enworld.org/index.php?posts/7420134/[/sblock]
 
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Name: Niklos of Lyra
Race: Male Stout Halfling
Background: Outlander
Class: Cleric 2 of Life
Alignment: Lawful Good
Proficiency Bonus: +2
Inspiration: No
Spent HD: none
Passive Perception: 13
Passive Investigation: 10
Initiative: +3
AC: 14
Speed: 25 ft
Hit Dice: 2d8
HP: 17/17
Strength: 10 (+0)
+Athlethics: +2​
Dexterity: 16 (+3)
Acrobatics: +3
Sleight of Hand: +3
Stealth: +3​
Constitution: 14 (+2)
Intelligence: 11 (+0)
Arcana: +0
History: +0
Investigation: +0
Nature: +0
+Religion: +2​
Wisdom: 16 (+3)
Animal Handling: +3
Insight: +3
Medicine: +3
Perception: +3
+Survival: +5​
Charisma: 11 (+0)
Deception: +0
Intimidation: +0
Performance: +0
+Persuasion: +2​
+Proficient, !Disadvantage
[sblock="COMBAT"]OFFENSE Initiative: +3
WeaponRangeTo HitDamageNotes
Handaxe20/60+21d6 (s)Light, Thrown
Light Crossbow80/320+51d8+3 (p)Ammunition, Loading, Two-handed
Unarmed strike+21 (b)
Guiding Bolt120+54d6 (radiant)next attack against target has advantage
Sacred Flame601d8 (radiant)DEX save (DC 13) for no damage
Word of Radiance5 (radius)1d6 (radiant)CON save (DC 13) for no damage
DEFENSE AC: 14
SAVING THROWS
Strength: +0
Intelligence: +0
Dexterity: +3
+Wisdom: +5
Constitution: +2
+Charisma: +2
EXPENDABLES
Channel Divinity Per Short Rest1
Channel Divinity used0
1st2nd3rd4th5th6th7th8th
Spells Per Long Rest3--------
Spells Cast0--------
[/sblock][sblock="SPELLS"]Cantrips:
Sacred Flame
Spare the Dying
Word of Radiance#​
1st level:
Bless+*#d
Cure Wounds+d
Guiding Bolt+
Healing Word+
Purify Food and Drink^
Sanctuary#
Shield of Faith*#​
+ 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, Halfling, Gnomish
Armor: Light, Medium, Heavy Armor, and Shields
Weapons: All Simple weapons
Tools: Woodcarver's tools​
Race: Halfling, Stout
+2 to Dexterity, +1 to Constitution
Speed: 25 feet
Size: Small;
Lifespan: generally lives into the middle of his or her second century.
Lucky: Reroll 1s on Attacks, Checks and Saves.
Brave: You have advantage on saving throws against being frightened.
Halfling Nimbleness: You can move through the space of any creature that is of a size larger than yours.
Stout Resilience: You have advantage on saving throws against poison, and you have resistance against poison damage.​
Background: Outlander
Skills: Athletics, Survival
Wanderer 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. In addition, you can 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.​
Feats: None
Class: Cleric, Life Domain
Spellcasting:
Spellcasting Ability: Wisdom
Ritual Casting: Prepared spells
Spellcasting Focus: Holy Symbol​
Domain: Life
Domain Spells: Bless, Cure Wounds
Disciple of Life: Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell’s level.
Bonus Proficiencies: You are proficient in heavy armor.​
Channel Divinity: You gain the ability to channel divine energy directly from your deity to fuel magical effects. You start with two such effects.
When you use your Channel Divinity, you choose which effect to create. You must then finish a short or long rest to use your Channel Divinity again.
Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your cleric spell save DC.
Beginning at 6th level, you can use your Channel Divinity twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a short or long rest, you regain your expended uses.
Turn Undead: As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.
A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.
Preserve Life: As an action, you present your holy symbol and evoke healing energy that can restore a number of hit points equal to five times your cleric level. Choose any creatures within 30 feet of you, and divide those hit points among them. This feature can restore a creature to no more than half of its hit point maximum. You can't use this feature on an undead or a construct.​
[/sblock][sblock="EQUIPMENT"]Leather Armor(AC 14, 10#)
handaxe (4#), belt
staff (walking stick) (#1), hand
light crossbow (5#), back
quarrels 20 (2.5#), in case on belt
Holy Symbol, amulet (1#), neck
traveler's clothes (fur, including wolfskin cloak) (4#)
belt pouch (1#)
48 gp, 20 sp, 24 cp
tinderbox (1#)
trinket (pipe that blows bubbles)​
backpack (5#)
torches, 2 (2#)
rations, 2 days (4#)
waterskin (5#)
mess kit (1#)
sack (.5#)
small presents (3#)​


Equipment Weight: 50#
[sblock="Carrying Capacity"]
Encumbered
50
Heavily Encumbered
150
Carrying Capacity
150
Push, Drag, Lift
300
[/sblock][/sblock][sblock="DESCRIPTION and HISTORY"]
Race: Halfling, Stout
Gender: Male
Age: 70
Relationship: None
Height: 3'
Weight: 45#
Skin: ruddy
Hair: white, long, curly
Eyes: blue
Face Structure: broad
APPEARANCE:
Jolly and plump.
Dressed all in fur, from his head to his foot.
He has a broad face, and a round little belly, which shakes when he laughs like a bowl full of jelly.
The stump of a pipe he holds tight in his teeth, and bubbles from it encircle his head like a wreath.


PERSONALITY:
Traits: I spend much of my spare time and money on small presents, which I give to the children I meet.
Traits: I love to laugh, long and loud and clear.
Ideal: Greater Good. It is each person’s responsibility to make the most happiness for everyone. (Good)
Bond: An injury to a child is an injury to me.
Flaw: I am too enamored of ale, wine, eggnog, milk, cookies, and other intoxicants.


HISTORY:
Niklos hails from the far North...
He was raised near a clan of rock gnomes. It was from them that he learned about making toys. He always got on well with everyone in the community, but he especially loved the children.
When he was about 33, he woke to Yondalla's call, beckoning him south where there were children in need of protection.
[/sblock]
 
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hero4hire

Explorer
CYAN STORMBLADE

916a7190d61b8257c99a9aca31f1dc52--rogues.jpg

Race: Dragonborn
Gender: Female
Class: Rogue 1/Fighter 1
Level: 2
Alignment: Lawful Neutral

STR 18 (+4)
DEX 14 (+2)
CON 13 (+1)
INT 10 (+0)
WIS 11 (+0)
CHA 12 (+1)

HP: 17
AC: 16

Proficiencies
Armor: Light armor, Medium armor
Weapons: Simple weapons, Martial weapons
Tools: Thieves’ tools, Brewer's tools
Saving Throws: Dexterity, Intelligence

Skills: Acrobatics +4, Athletics (e) +8, Insight +2, Perception +2, Persuasion (e) +5, Stealth +4

Equipment
Longsword, shortsword, explorer’s pack, scale armor, two daggers, and thieves’ tools, brewer's supplies, a letter of introduction from your guild, a set of traveler’s clothes, and a belt pouch containing 24gp 15sp 20cp

Saving Throws: Dexterity +4, Intelligence +2

Encumbrance: 111 lbs.

Class Features
Expertise
Sneak Attack +1d6
Thieves Cant,
Fighting Style: Two-Weapon Fighting
Second Wind: Bonus Action to heal 1d10+1 HP per long rest

Dragonborn Traits
Draconic Ancestry (Blue); Lightning Resistance, Breath Weapon [2d6 Lightning-5 by 30 ft. line (Dex. save for half DC 11)]
Languages: Common, Draconic, Elvish

Background: Guild Artisan
Feature: Guild Membership

Personality: I’m well known for my work, and I want to make sure everyone appreciates it. I'm always taken aback when people haven’t heard of me.
Ideal: Community. It is the duty of all civilized people to strengthen the bonds of community and the security of civilization. (Lawful)
Bond: The workshop where I learned my trade is the most important place in the world to me.
Flaw: I’m never satisfied with what I have— I always want more.

Brief History:
Daughter of the Famous Vitner's of Lightning In a Bottle a popular alcoholic drink that is reputed to use electricity in the distilling process, Cyan has recently broken out on her own to find her fortune.
 
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Name: Talinthos Silvershade
Race: Male High Elf
Background: Soldier
Class: Rogue 1 Assassin, Shadow Sorcerer 1
Alignment: Chaotic Neutral
Proficiency Bonus: +2
Inspiration: Yes
Spent HD: none

Strength: 10 (+0)
+Athlethics: +2​

Dexterity: 18 (+4)
Acrobatics: +4
+Sleight of Hand: +6
*Stealth: +8
*Thieves’ tools: +8​

Constitution: 14 (+2)

Charisma: 13 (+1)
+Deception: +3
+Intimidation: +3
Performance: +1
+Persuasion: +3​
Passive Perception: 12
Passive Investigation: 11
Initiative: +4
AC: 16
Speed: 30 ft
Hit Dice: 1d8, 1d6
HP: 15/15


Intelligence: 12 (+1)
Arcana: +1
History: +1
Investigation: +1
Nature: +1
Religion: +1​

Wisdom: 11 (+0)
Animal Handling: +0
Insight: +0
Medicine: +0
+Perception: +2
Survival: +0​

+Proficient
*Expertise
rogue2.jpg
[sblock="COMBAT"]OFFENSE Initiative: +4
Weapon
Rapier
Dagger
Shortbow
Range


80/320
To Hit
+6
+6
+6
Damage
1d8+4 (p)
1d4+4 (p)
1d6+4 (p)
Notes
Finesse; Sneak attack 1d6
Finesse, light, thrown; Sneak attack 1d6
Ammunition, two-handed; Sneak attack 1d6
DEFENSE AC: 15
Strength: +0
+Intelligence: +3
+Dexterity: +6
Wisdom: +0
Constitution: +2
Charisma: +1
EXPENDABLES
Spell Attack: +3; Save DC: 11
Spells Per Long Rest
Spells Cast
1st
2
0
2nd
-
3rd
-
4th
-
5th
-
6th
-
7th
-
8th
-
9th
-
Cantrips: Mage Hand, Douse Light, Friends*, Booming Blade#, Message#
1st level: Cloying Darkness, Shield
+ 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][sblock="FEATURES AND TRAITS"]Proficiencies and Languages
Languages: Common, Elvish, and Dwarvish
Armor: Light Armor
Weapons: All Simple weapons, hand crossbows, longswords, rapiers, shortswords, and longbow.
Tools: Gaming set (dice), Vehicles (land), Thieves’ tools​
Race: Elf, High
+2 to Dexterity, +1 to Intelligence
Speed: 30 feet
Size: Medium;
Lifespan: Although elves reach physical maturity at about the same age as humans, the elven understanding of adulthood goes beyond physical growth to encompass worldly experience. An elf typically claims adulthood and an adult name around the age of 100 and can live to be 750 years old.
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..
Keen Senses: 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. (The Common word for such meditation is “trance.”) While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.
Cantrip: You know one cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for it.​
Background: Soldier
Skills: Athletics, Intimidiation;
Military Rank: Lieutenant​
Feats: None
Class: Rogue, Assassin
Expertise: I gain expertise with two skills/thieves' tools I am proficient with; two more at 6th level
Sneak Attack: Once per turn, I can add damage to finesse/ranged attack if I have adv. I don't need adv. if a conscious ally is within 5 ft of the target and I don't have disadv.
Thieves' Cant: I know the secret rogue language that I can use to convey messages inconspicuously.​
Class: Shadow Sorcerer
Spellcasting: [4 cantrips & 2 spells known]
I can cast sorcerer cantrips/spells that I know, using Charisma as my spellcasting ability
I can use an arcane focus as a spellcasting focus
Taint Of Shadow: At 1st level, you gain darkvision out to 60 feet. Within that range, you see through magical darkness as if it were dim light.
Evil Eye:[CHA Mod × per long rest]Starting at 1st level, you can gaze at one creature within 60 feet of you and with a bonus action, mark that creature with darkness. The marked creature has disadvantage on its next attack roll or skill check involving sight unless it makes a successful Charisma saving throw..​
[/sblock][sblock="EQUIPMENT"]Studded Leather(AC 12+Dex, 13 lbs.)
Rapier (2 lbs.)
Shortbow (2 lbs.)
Dagger (x2) (1 lbs.)
Arrows 20 (1 lbs.), in quiver next to backpack
insignia of rank
Trophy (Broken Orc Blade)
waterskin
Theives' tools
backpack
Bag od 1000 ball bearings (2 lbs.)
String, 10'
Bell
Candles 5
Hooded lantern
Oil, 2 flasks
Rations, 3 days
Tinderbox
Waterskin
Silk rope, 50'
Bone Dice
belt pouch (33 gp, 14 sp, 19 cp)

Stored in Room
Crowbar
Hammer
Pitons 10
Rations, 2 Days

Equipment Weight: 49.6 lbs.
[sblock="Carrying Capacity"]
Encumbered
51
Heavily Encumbered
101
Carrying Capacity
150
Push, Drag, Lift
300
[/sblock][/sblock][sblock="DESCRIPTION and HISTORY"]HISTORY:
Race: Elf
Gender: Male
Age: 175
Relationship: None
Height: 5' 11"
Weight: 145#
Complexion: smooth
Skin: light
Hair: black, long
Eyes: purple
Face Structure:
Shadow Sorcerer Quirk: Your heart beats once per minute. This event sometimes surprises you.
When I cast a spell shadow and gloom seep from my skin and eyes.
The whites of my eyes have turned black.
APPEARANCE:

PERSONALITY:

Traits: I can stare down a owlbear without flinching.
Traits:
Ideal: Independence: When people obey orders blindly, they affirm a kind of tyranny. (Chaotic)
Bond: Those who fight with me are those worth laying down my life for.
Flaw: I'd rather eat my weapon than admit when I'm wrong.
[/sblock]
 
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tglassy

Adventurer
[sblock=Captain Barakas]
Race: Tiefling
Class/Level: Cleric 1/Storm Sorcerer 1
Alignment: Chaotic Neutral
Size: Medium
Type (Subtype): Humanoid (tiefling)
Init: +0
Speed: 30ft
Senses: Passive Perception: 13
Languages: Common, Infernal, Primordial
Background: Sailor
Inspiration: none

STATISTICS
Str 16 (+3), Dex 10 (+0), Con 11 (+0), Int 12 (+1), Wis 13 (+1), Cha 16 (+3)

AC: 18 (chainmail, shield)
HP: 12 (1d8 +0)
Prof. Bonus: +2
Proficiencies: All armor and shields, all simple and martial weapons
Tools: Navigator's Tools, Vehicles (water)
Feats: none
Saves: WIS +3, CHA +5
Special Defenses: resistance to fire damage

Combat:
MELEE: Longsword +5 atk, 1d8+3 slashing, versatile (1d10)
MELEE: Belaying pin +5 atk, 1d4+3 bludgeoning, light
RANGE: Lt Crossbow +2 ATK, 1d8+0 piercing, ammunition (range 80/320), loading, two-handed
RANGE/SPELL: Toll the Dead WIS save DC 11, 1d8 necrotic/1d12 if below max hp, range 60', dmg increases at 5th(2d8/2d12), 11th(3d8/3d12), 17th(4d8/4d12)

Skills:
+0 (dex) Acrobatics
+1 (wis) Animal Handling
+1 (int) Arcana
+5 (str) Athletics*
+3 (cha) Deception
+1 (int) History
+3 (wis) Insight*
+3 (cha) Intimidation
+1 (int) Investigation
+1 (wis) Medicine
+1 (int) Nature
+3 (wis) Perception*
+3 (cha) Performance
+5 (cha) Persuasion*
+1 (int) Religion
+0 (dex) Sleight of Hand
+0 (dex) Stealth - disadvantage
+1 (wis) Survival
* proficient

Racial:
Ability Scores: +2 CHA and +1 INT
Size: Medium
Speed: 30 feet
Darkvision: 60 feet
Hellish Resistance: you gain resistance to fire damage
Winged. You have bat-like wings sprouting from your shoulder blades. You have a flying speed of 30 feet. This trait replaces the Infernal Legacy trait.
Languages: Infernal and Common

Pirate:
Skills: Athletics and Perception
Tool Proficiencies: Navigator's Tools, Vehicles (water)
Variant Feature: Bad Reputation - No matter where you go, people are afraid of you due to your reputation. When you are in a civilized settlement, you can get away with minor criminal offenses, such as refusing to pay for food at a tavern or breaking down doors at a local shop, since most people will not report your activity to the authorities.

Cleric:
-Domain: Tempus
-Domain Spells: fog cloud, thunderwave
-Wrath of the Storm: When a creature within 5 feet of you that you can see hits you with an attack, you can use your reaction to cause the creature to make a Dexterity saving throw. The creature takes 2d8 lightning or thunder damage (your choice) on a failed saving throw, and half as much damage on a successful one. You can use this feature a number of times equal to your Wisdom modifier (1/long rest). You regain all expended uses when you finish a long rest.
-Bonus Proficiencies: gain proficiency in heavy armor and all martial weapons
-Spellcasting:
-Cantrips: mending, thaumaturgy, toll the dead
-Spell save DC11
-Spell attack +3
-Ritual Casting
-Spellcasting Focus: holy symbol

Sorcerer:
-Origin: Storm
- TEMPESTUOUS MAGIC: Starting at 1st level, you can use a bonus action on your turn to cause whirling gusts of elemental air to briefly surround you, immediately before or after you cast a spell of 1st level or higher. Doing so allows you to fly up to 10 ft without provoking Opportunity Attacks.
-Spellcasting:
-Cantrips: Shocking Grasp, Booming Blade,Minor Illusion, Gust
-Spells: Disguise Self, Chromatic Orb
-Spell save DC13
-Spell attack +5
-Ritual Casting
-Spellcasting Focus: Arcane Focus


Spell Slots:
1st: 3




Combat Gear:
chainmail armor
shield
longsword
belaying pin
light crossbow

Other Gear:
holy symbol, amulet
bolts in case, 20/20
common clothes
silk rope (50')
hempen rope (50')
Backpack
- bedroll
- mess kit
- tinderbox
- torches 10/10
- rations 10/10
- waterskin
belt pouch
- lucky charm, a silver skull the size of a coin
- pair of knucklebone dice, each with a skull symbol on the side that would normally show six pips

Treasure:
GP: 30 SP: 05 CP: 04

Carrying Capacity: 240 lbs
Push/Drag/Lift: 480 lbs
Climb: 15' Swim: 15'
Long Jump: 16' & 8'
High Jump: 6' & 3'
Hold Breath: 1 minute

Personality:
Trait: I stretch the truth for the sake of a good story.
Trait: Iwork hard so that Ican play hard when the work
is done.
Ideal: Aspiration. Someday I’ll own my own ship and chart my own destiny. (Any)
Bond: Ruthless pirates murdered my captain and crewmates, plundered our ship, and left me to die. Vengeance will be mine.
Flaw: My pride will probably lead to my destruction

Brief History:

Sex: Male
Age: 30
Height: 6’
Weight: 200
Hair Color: Black
Eye Color: Black
Skin Tone: Deep Blue
Scars/Tattoos: Horns, fangs, cat-like eyes
Description:. Muscular, likes to smile as if he knows something you don’t. Likes using his devilish appearance to make people scared.

Notes:
Multiclass Options:
1) Barbarian
2) Bard
3) Druid
4) Fighter
5) Paladin
6) Sorcerer - rolled
7) Warlock[/sblock]
 
Last edited:


EarlyBird

Explorer
[sblock=1.AllFaith's Shrine]
On the west side of the Long Road, just south of the inn’s stable yard, stands what looks like a grand stone mansion. Two wide wooden doors painted with the symbols of many gods stand open day and night. Inside is a plain chapel with a stone altar.

The Allfaiths Shrine is a wayside shrine used by many faiths and owned by none. Priests shuttle out from Waterdeep in pairs for month-long stays. Each pairing includes priests of two different faiths arranged by Waterdhavian temples. The most frequent combinations are Sune and Selune, Tymora and Lathander, and Tempus and Oghma. The visiting priests dwell in two simple stone rooms at the back of the temple. They bring their own vestments and holy items and take them away again when their duties end.[/sblock]
[sblock=2.The Swinging Sword]
One door north of the Allfaiths Shrine stands the Swinging Sword. The inn is a three-story stone structure, crowned by a steep slate roof that bristles with many chimneys. A signboard juts out over the door, hanging from chains. It’s a ten-foot-long carved wooden scimitar emblazoned with the inn’s name in red paint on both sides. An inn yard with stables and outbuildings lies behind the building.

The Swinging Sword is welcoming and luxurious by the area’s rustic standards. Each room boasts a hearth, warm draperies and tapestries, and running water (provided by rooftop cisterns). Now run by the Irkell family from Waterdeep, the inn has become a popular stopover for wayfarers in the Dessarin Valley. The topmost guest floor is given over to dormitories where travelers can “sleep cheap” in rooms shared with up to six guests, but the lower floors are divided into pleasant suites of guest rooms, each with its own garderobe. There’s also a dining room on the ground floor.

The Sword has one recurring problem: kitchen fires. The one-story kitchen annex at the back of the inn, currently out of commission, was initially built with poorly drawing chimneys. Right now, cooking is rudimentary and done out in the yard, on grills flanking the bread ovens. The dining room is mainly used for drinking, with “the Helm” (the tavern across the road)
currently providing the best meals in town travelers can easily buy.

While the Helm at Highsun is the place to hear Red Larchers unwind, the Swinging Sword is the polite social hub and neutral meeting ground of Red Larch.[/sblock]
[sblock=3.The Helm at HighSun]
Right across the Long Road from the Swinging Sword Inn stands a ramshackle two-story tavern. Rusty metal grills cover its small, dirty windows. The tavern’s name is very clearly printed in large, simple letters on both sides of a jutting wooden sign. Atop the sign is a rusting,
oversized adornment: a warrior’s bucket helm with two eye slits (actually an upside-down washtub).

Inside is a large, dimly lit, wood-paneled taproom. An open-tread wooden staircase climbs to the upper floor, which is just as dim and darkly paneled as the taproom. Across the back of the taproom is a long bar with three copper candle-lanterns hanging over it, and a stair
leading down to the cellars.

The Helm at Highsun is where locals relax, gossip, flirt, tell jests and “war stories” of their working days, and get drunk. It’s not a place for refined dining. A dozen servers work shifts at the Helm; most nights, two cover the ground floor and one waits on guests on the
upper floor. The staff at the Helm don’t gossip, but they direct anyone who questions them to other patrons they think might talk about a particular subject. A gift of a drink loosens most tongues.[/sblock]
[sblock=4.Mother Yalantha's]
This three-story, dilapidated boarding house has many balconies and outside staircases. Inside, the place is a warren of narrow, creaky-floored passages that snake around small rooms made of flimsy partition walls. However, the atmosphere is cheerful, if generally noisy.[/sblock]
[sblock=5.Thelorn's Safe Journeys]
Three huge sheds stand here in a triangle, surrounded by sturdy wooden wagons at all stages of assembly. The first is a workshop full of busy woodworkers, the second is a storage area for parts such as wheels and axles, and the third houses a dozen finished wagons for sale. The
foremost wagonmaker in this region, Thelorn’s is now run by two grandsons of the founder. It is a busy, alwaysbustling place that works day and night (three shifts of workers) because making wagons of top quality takes time. The quality of Thelorn’s wagons is well known
throughout the region, with the result that workers here have to toil flat-out to keep up Thelorn’s long-decreed “dozen spare wagons in stock, ready to go.”

No one here is interested in gossiping during shift time. There is a no-nonsense, pride-in-craft atmosphere, and many of the workers are experts who can do topnotch work with astonishing speed. Watchful children armed with skillets to bang as alarms guard the sheds
every moment of the clock.[/sblock]
[sblock=6.Chansyrl Fine Harness]
The pungent smell of tanned and oiled leather fills this crowded workshop, and the walls display leather saddles, reins, yokes, and harnesses for working beasts of all sizes. Stylish leather jackets, longcoats, caps, boots, leggings, bracers, belts, baldrics, and full leather
armor are also in stock in all sizes.

Owned by its founder’s granddaughter, who oversees a skilled staff of three full-timers and two part-timers, Chansyrl’s is considered the best Red Larch harnessmaker by caravan merchants. For some, it’s the reason they come to Red Larch. Chansyrl’s is a steady supplier
for many a settlement up and down the Long Road.[/sblock]
[sblock=7.Helvur Tarnlar, Clothier]
Tarnlar’s is the only place to buy quality clothing for a hundred miles around. The square two-story building stands at the intersection of the Long Road and the Cairn Road. Its signboard is painted with the images of a well-dressed lord and lady, one on each side of the
board. Ornate scrollwork iron bars protect the windows.

The Tarnlars used to be wagonmakers, but due to competition, the family changed trades two generations ago. The Tarnlars reinvented themselves as vendors of sturdy but fashionable clothing to appeal to the merchants and travelers making use of the Long Road. After all, cloaks and boots wear out just like wagon wheels, and anyone trudging for tendays on the road in raw spring weather or bitter winter cold soon comes to value warm garments very highly indeed.

The clothing, boots, and accessories are all fine, warm, and sturdy, even though fewRed Larchers can afford to buy them for everyday wear. The Tarnlars live in a comfortable apartment above their garment shop.[/sblock]
[sblock=8.Lorren's Bakery]
This aromatic, tidy building’s ovens and mixing bowls are in use day and night. The bakery has a hanging sign consisting of a carved and painted wooden round loaf the size of a small cart.

The bakery always has fresh round loaves and buns for sale. Its specialty is cheese-topped buns with melted mushroom cheese from outlying local farms.[/sblock]
[sblock=9.Tantur Smithy]
Both ends of this soot-stained building are massive stone blocks that rise into tall, wide chimneys. The din of forge hammers rings out late into most nights. Eldras Tantur (male human) has been Red Larch’s blacksmith for a decade and a half and has taken only a handful of days off work in all that time. Eldras and his children—a strapping son and two strong daughters—
are skilled smiths who can make almost anything that requires no specialized alloys or treatments. They can temper swords and reinforce armor, and they often repair tools and weapons.

The Tanturs rarely emerge from their smithy. They work all day long every day filling endless orders for hasps, hinges, locks, and chains, plus hardware for wagons such as cotter pins, bolt rings, wheel rims, and wheel hubs.[/sblock]
[sblock=10.Drouth Fine Poultry]
This largest of the two Red Larch poultry shops is everbustling thanks to thriving local farms and the endless appetite of communities along the Long Road. Two or three wagonloads of skewered capons in casks of oil depart this establishment daily, to be finished over far off
hearths.

The one-story building is long, narrow, and nondescript on the outside, but the name of the business is painted above the double entry doors (wide enough for a wagon). Inside, feathers drift in the air. Cages and casks sit at the street end of the building, followed by two brick cooking-hearths, long and bloodstained cutting tables, and a plucking area in the back. The
feathers are heaped in open handcarts that are taken away for washing and eventual sale as pillow stuffing.[/sblock]
[sblock=11.Jalessa Ornra, Butcher]
Next door to Drouth's Fine Poultry stand four identical single-story stone buildings, running back from the street in a line. The front building has a painted sign of a ham being carved by a cleaver, accompanied by no words. This is the workplace and shop of Jalessa Ornra (female human), Red Larch’s butcher. The second building is her smokehouse, joined to the shop by an underground cold-cellar where meats are stored. The third building often has wash hanging
by clothesline outside, and is the home Jalessa shares with the town’s constable, Harburk Tuthmarillar (male human).

Red Larch doesn’t have a jail or court. The shop is the closest thing. Harburk employs four trusties, who bunk in the fourth building. The trusties are assistant constables (human guards) who also work for Jalessa as cutters and preservers, brining and salting meat, then
sealing it into small kegs for shipment or storage.

Harburk and his trusties discuss matters of law enforcement and peacekeeping while butchering.
They’ve also been known to hang drunks by their belts from meat hooks to sober up.[/sblock]
[sblock=12.Dornen FineStone]
This plain square building is always coated in a graywhite shroud of rock dust. It’s the business office of the busy Dornen quarry, run by Elak Dornen (male human). The office displays samples of cut stone as well as “raw” samples from the quarry. Records of orders and old employment rolls are neatly sorted in cabinets behind a wooden counter. Dornen is a hard master to some twenty workers, and he insists on keeping careful records.[/sblock]
[sblock=13.IronHead Arms]
Three years ago, an old sellsword and caravan guard by the name of Feng Ironhead decided to settle in Red Larch and open a shop dealing in arms and armor, both new and used. Over a long career of shepherding caravans and pack trains from one end of the North to the other, Ironhead (male half-orc) decided that there was money to be made by keeping guards-for-hire
and mercenaries supplied with decent, affordable gear.[/sblock]
[sblock=14.Mhandyvver's Poultry]
This wooden building grew haphazardly for many years, shooting out single-story wings and annexes untidily in all directions. The interior looks like a barn or attic, with exposed beams and posts. Pens with live chickens fill most of the odd corners and halls of the building, leaving only a narrow aisle down to the back, where the Mhandyvvers live. Their rooms are separated from the chicken pens by a workroom with cutting benches and a central hearth.

Mhandyvver’s is the less impressive of the two local poulterers, but is a favorite with Red Larchers. Kindly old Minthra “Minny” Mhandyvver (female human) and her three grown children sell chickens live or roasted and preserved in oil, pickled chicken livers, and eggs both fresh and pickled.[/sblock]
[sblock=15.Haeleeya's]
Originally from Amn, Haeleeya Hanadroum (female human) operates a bathhouse and dress shop in her large, well-appointed home. Half-barrels planted with aromatic herbs and flowers flank the entrance, and the windows are decorated with flower-filled window boxes. Inside is a tidy room
that functions as a dressmaker’s shop and fitting room. Beyond two sets of doors are bathing chambers that emanate pleasant smells and warm dampness.

Unlike Tarnlar’s down the street, Haeleeya’s caters to local women seeking dresses for special occasions; she makes few garments for men. The bathhouse is a steadier business, since many of the older women of Red Larch visit the baths regularly to trade gossip.[/sblock]
[sblock=16.Waelvur's WagonWorks]
Ilmeth Waelvur (male human) operates a cheaper alternative to Thelorn’s Safe Journeys, making and selling replacement wheels and axles for wagons. The workshop is a cluttered, untidy
shed surrounded by dozens of wagons shrouded in worn canvas tarpaulins. A crudely hand-lettered sign over the wide main door proclaims this to be “Waelvur’s WagonWorks.” Ilmeth spends most of his time repairing wagons and making heavy-duty wagons and sledges for the local quarries.

Inside, half a dozen wagons stand in various stages of assembly, surrounded by stools, ladders, and benches. Wooden pillars support a loft that is an open latticework of boards, serving as home to some birds and storage for scores of wooden wagon wheels. Ilmeth employs
half a dozen laborers who drink heavily as they work. Everything here is far messier but far cheaper than Thelorn’s.[/sblock]
[sblock=17.Gaelkur's]
This seedy wooden building serves as Red Larch’s used tools and goods shop, its barber, and an unofficial second tavern for locals. Inside is a cluttered shop full of lounging customers—most of them men in no particular hurry to be waited on—with old hair clippings trodden underfoot on the sagging board floor. Marlandro Gaelkur (male human) is the shopkeeper and barber. In addition to providing grooming, he deals in used (and sometimes shady) items
with no questions asked.[/sblock]
[sblock=18.Mellikho StoneWorks]
A sign set on two posts in a scrap of weedy lawn out front of this small house reads “Mellikho StoneWorks.” The quarry pit begins just behind the house, which serves as the business office and the home of the quarry owner, Albaeri Mellikho (female human). Mellikho herself oversees the work in the quarry, cajoling and cursing the sweating stonecutters here.[/sblock]
[sblock=19.Luruth's Tannery]
This former warehouse reeks with an eye-watering, throat-closing stench that obliterates all other smells within a bowshot of the place. Inside are stretching racks, cutting tables with sharp knives and scraps of tanned hide, a back room of finished leather ready for sale, and six huge, open-topped vats containing various foul-smelling, caustic liquids used in tanning.

The proprietor is Ulhro Luruth (male human). He can’t smell a thing, thanks to years of working in tanneries. He and his five loyal, terse assistants live and work here.[/sblock]
[sblock=20.Bethendur's Storage]
Four identical, well-built warehouses stand here in ground covered in raked gravel and cinders. The moment anyone sets foot past the sign that says “Bethendur’s Storage/Rent Space by tenday, month, or year,” a tall, smiling man emerges to meet them. This is Aerego Bethendur (male human). He is assisted by three burly clerks and porters, who are former mercenaries.

Aerego asks no questions, so anything can be stored here. Stored items that don’t move or burst out of their containers are left strictly alone, though crates that begin to smell of death are taken out back and opened. If they contain dead bodies (rare, but it happens), Aerego burns them without a word to the constable or anyone else.[/sblock]
[sblock=21.The Market]
This muddy, well-used field is ringed with outhouses and rings of stones that have obviously been used as cook-fires or trash burn sites many times in the past. Once a tenday, it’s crowded with wagons from nearby farms. Farmers drive in from homesteads miles away to sell all manner of in-season produce, cheese, cider and cider vinegar, and last year’s pickled beets in jugs.

On the other nine days of the tenday, only one Red Larcher is here, a half-orc named Grund. Grund (male half-orc) is the village simpleton. He ekes out a living by making pickles in vats at the end of the field.[/sblock]
[sblock=22.Vallivoe's Sundries]
Aside from the bewildering profusion of doors, barrels, rotting old furniture, and tools leaning against its outside walls, this building looks like a private home. A small, faded sign on the front door reads “Vallivoe’s Sundries.” Rooms are crammed to the rafters with new
wares and used items of all sorts.

Endrith Vallivoe (male human) is a retired caravan merchant who sells new and used goods: furniture, lamps, carpets, mirrors, weapons, shields, helms, and a little bit of everything else. Almost anything might be available to buy here, buried under heaps of other stuff, and Vallivoe carries a good running inventory in his head. He’s the only vendor in town selling blank books and parchment.[/sblock]
 


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