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5E Hydellor Rogues Gallery and Setting Information

KahlessNestor

Explorer
Please post your character sheets or working links to them here.

OOC Thread

Heroes of Hydellor IC Thread

Western Hydellor.png

THE WORLD OF HYDELLOR

The Empire of Arideen was a blessed land. Ruled by the god-kings of Arideen, avatars of Paladine, they knew peace and prosperity.

And then god was murdered.

Drought and famine followed, and previously unseen social pressures fractured the empire into civil war for nearly thirty years. Prophets preaching new gods appeared. The Mists that defined the edge of the known world receded, revealing an entirely unknown continent across the sea. Was this the end of the world?

Exhausted by war, three new nations emerged from the wreck of the empire. Each suspicious of the other, they have maintained a watchful wariness for nearly 30 years. In central Hydellor, the disparate city-states of the Nyos savannah protect the Dragon Road from nomadic barbarian raiders. To the north, the sultanates of the Elemental Wastes threaten the sea routes to the east where the Great Khans of the Dragon Empires jealously guard their hoards and territories.

In the last decade there have been bumper crops. Clerics and paladins of the Church have felt a trickle of power return and seers have seen visions. Has Paladine returned? Where could he be? Inquisitors have been sent out to scour the lands of the Empire for him.

The world is ripe for heroes to carve out their place in the world.


[sblock=THE LAND]

Arideen: This western continent's major feature is Lake Tasalda, a massive crater lake dominating the center of the continent. Once dominated by the Arideen Empire, it is now broken into three hostile nations governed by a wary peace.

Arideen: LG/NG. The former core of the Arideen Empire, it is a landlocked nation dominated by high mountain peaks and settled valleys rich in lumber and minerals. It is ruled by a theocratic government of the Church of Paladine. Mountain dwarves and high elves maintain independent, but allied, kingdoms within the boundaries of the Empire. Arideen has the smallest population of the new nations, but the best trained army.

Forest of Irine: High Elven kingdom allied with Arideen.

Chooris Jungles:

Cold Wastes:

Essess: CG/CN. Essess is a wide, flat land of grasslands and farms and bordered by the Cold Woods in the south. It produces primarily agricultural products and lumber. Wide open spaces means its large population is considerably spread out, giving it the lowest population density of the nations, governed by a fractious republic. It has a small professional army, but can field a large, if lesser trained, citizen army if needed.

Gilead: LG/CG. A small island duchy off the coast of Helveki, the land remained loyal to the Empire during the war. It has natural resources to support itself independently and is the leading shipbuilder in the former empire, with a small, but strong, navy.

Helveki: LE/LN. Helveki is a narrow strip of coastal, arable land tucked between the ocean and forested mountains, densely populated with cities on the coast. It is rich in natural resources like lumber, minerals, and fishing, but grows more cash crops like wine, olives, and dates than staples like wheat, corn, or rice. The government is an autocratic monarchy ruled by a queen. It is the wealthiest nation. It has the largest and best navy, and its army is the largest, but is made up mostly of monstrous mercenaries.

Ingha Swamps: Massive wetlands in the west. A frontier land populated by wood elves, lightfoot halflings, humans, and monstrous humanoids pushed to the edges of civilization.

Freeport: Freeport is a large, sprawling port city built on a series of islands just off the coast of the Ingha Swamp. Some of it sprawls onto the coast and into the swamp, as well. It's a fairl uh lawless town, where justice typically goes to the one with the most coin. A wide mix of humans of various ethnicities and other races dwell here, many that don't fit well in normal society, like half-orcs or monstrous races. A semblance of order is kept by the Captains. These are merchant-pirates who have accumulated enough money, power, and influence to set themselves up as kingpins. Each captain has a territory in the city which he or she is responsible for maintaining, but also reaping the benefits of "owning", getting a portion of all crime and trade occurring in his territory. Territory squabbling occurs between tje captains, but outright gang war is forbidden without approval from the Captain's Moot, a council of all the captains. An Imperial enclave exists on the north side of the city. It is the most lawful place in Freeport. It is the home port of the small Imperial Navy. It's governor has a vote in the Captain's Moot, but little influence outside the enclave.

Lake Tasalda: Massive volcanic crater lake in the center of the continent, dotted with small islands.

The Academy: Founded as a wizard’s school, it has grown to encompass all the disciplines, to include a College of War, College of the Divine, College of the Arcane, College of Nature, and College of Bards. It is the premier institute of education in Arideen and has a strict policy of neutrality between the feuding nations, as the best students and faculty come here. If you nobility, wealthy, or talented and can find a patron, this is where you go to school. The Academy was the key broker of the peace agreement that ended the war, which enhanced its international status.

Misthaven: CG/CN. The last land before the Mists. Ruled by a local governor, it is ostensibly still loyal to the Empire, but it maintained neutrality during the civil war and is essentially independent and a bit isolationist. It found its population swelled by refugees during the war.

Moruntina: When the Mists receded, a previously unknown continent was discovered far beyond the sea. Little is known of this strange new land beyond some coastal mapping.

Vesraywor: This massive, sprawling continent abuts the Endnysi Mountains of Arideen and extends far to the east and north.

Dragon Empires:

Elemental Wastes:

Nyos: A sprawling land of steppe in the south and savannah in the north that stretches from Arideen to the Dragon Empires in the far east. Spotted with occasional city-states, it is dominated by nomadic tribes of stout halflings, Old Ones, Chadans, Zhytians, and other races. The western end near Arideen has settlements of Old Ones pushed out of the mountains with the arrival of the Prophet Arideen centuries ago, as well as more recent settlers from the Empire under nominal protection of Arideen.
[/sblock]

[sblock=THE PEOPLE]

Aarakocra

Aasimar

Fallen

Protector

Scourge

Bugbear

Dragonborn

Dwarf

Duergar:

Hill:

Mountain: Maintain a kingdom in the mountains beneath Arideen and are allied with the Empire.

Elf

Drow:

High Elf: Most live in Irine, an independent, but allied, forest kingdom within the bounds of the Empire.

Wood Elf: Most widely scattered elves. Can be found in nearly any forest region. Significant populations in the Chooris Jungles and Ingha Swamps.

Firbolg

Genasi

Air

Earth

Fire

Water

Gnome

Deep

Forest

Rock

Goblin

Goliath

Halfling

Ghost

Lightfoot

Stout: Ferocious painted barbarians of the Nyos steppes, they ride raptors and herd large, herbivorous lizards. Some say they practice cannibalism, eating their enemies for their power and strength. They war amongst their own tribes almost as much as they raid the settlements of Old Ones and settlers.

Half-Elf

Half-Orc

Hobgoblin

Human

Arideen: Generally fair skinned and blonde to light brown hair; brown or blue eyes.

Essians: Generally medium skin tone, the range of brown hair, some blonde; eyes brown, blue, or hazel.

Helvekis: Usually olive or swarthy skin tone, dark hair and eyes.

Old Ones: Original human inhabitants of Arideen. Fair skin, red or blonde hair, blue or green eyes.

Chadans: Bronze complexion, dark hair and eyes. Chadans from Nyos tend to be darker skinned. Chadans from the Elemental Wastes often have off-color eyes (blue, yellow, red, green, purple) and can have natural streaks of color in otherwise dark hair (blue, purple, red, yellow, green, etc).

Zhytians: Humans from the Dragon Empires. Medium to fair skin, dark, almond-shaped eyes, and high cheekbones. Unusually may have eyes and streaks in their hair in the chromatic or metallic color of the dragon under which they live.

Kenku

Kobold

Lizardfolk

Orc

Tabaxi

Tiefling

Triton

Yuan-ti Pureblood
[/sblock]

[sblock=RELIGION]

Church of Paladine: Main religion of humans in Arideen, though dwarves and elves and others are also drawn to his worship, alongside their racial gods. Stubbornly monotheistic. Only legal religion in Arideen; about 50% of population in Essess, and illegal in Helveki.

Paladine

Church of the Dawn: Church that has grown up since Paladine’s murder worshipping the new gods that have appeared since then. Primarily human, but elves, dwarves, and halflings also. About 40% of the population in Essess. Illegal in Arideen and Helveki.

Avandra: CG, change and luck, halflings
*Bahamut: LG, justice, nobility, dragons, dragonborn
*Corellon: CG, magic, art, elves, forest gnomes
Erathis: LN, civilization, invention
Ioun: N, knowledge
Kord: CN, strength, storms
Melora: N, wilderness, sea
*Moradin: LG, crafting, dwarves, rock and deep gnomes
Pelor: NG, sun, agriculture
*Raven Queen: LN, death
Sehanine: CG, moon

Church of Asmodeus: Only legal church in Helveki. Small following in Essess. Illegal in Arideen.

Asmodeus: LE, tyranny
Bane: LE, war, conquest
Gruumsh: CE, destruction
Lolth: CE, spiders, lies
Tharizdun: CE, madness
*Tiamat: LE, wealth, greed, vengeance, dragons, dragonborn
Torog: NE, underdark, torture, prison
Vecna: NE, evil secrets
Zehir: CE, darkness, poison

*Not a “new” god, but not typically worshipped by humans in Arideen.
[/sblock]

[sblock=HISTORY]

Arideen Empire (0-842)

Arideen I the Great (0-246): Establishment of the empire. First contact with the dwarves.

Arideen II the Builder (246-487): Builds the Imperial Road. First contact with the high elves in Irine. Establishment of the Academy.

Arideen III the Explorer (487-676): Empire expands into Helveki and Essess and the Nyos plains out to the Elemental Wastes. Lightfoot halfling migration. Eladrin appear.

Arideen IV the Misfortunate (676-809): Border conflicts with the Elemental Wastes and the Dragon Empires. Stout halflings sweep across Nyos, razing colonies. Grumbling in the empire about the war. Demands from nobility for more local autonomy and say in the government. Helveki duke makes pact with Asmodeus.

Arideen V the Betrayed (809-842): To keep internal peace, Arideen marries the daughter of the Duke of Helveki. She eventually murders Arideen in his sleep.

Civil War (842-869): Arideen and Essess rebel against the attempt of the Helveki duke to become emperor. Church authorities fill the political vacuum left by the death of the emperor.

The Purge (847): Political revolutionaries in Essess take advantage of the war to press their agenda and overthrow imperial rule, making it a two-front war for the empire. A year-long orgy of killing nobility begins in Essess.

Tasalda Peace Accords (869): Led by the Academy, the warring nations sign peace and determine mutual borders.

The Silence (842-884): Clerics and paladins in the Church of Paladine lose their powers. The church in Helveki is nearly wiped out. In Essess, church influence wanes, as it is seen as a remnant of the imperial power structure. Drought, bad harvests, plague, upheaval. The Church of Asmodeus strengthens in Helveki. The Mists start to disperse.

The Return (850-897 [present[): Prophets of new gods start to appear and begin preaching and establishing churches, especially in Essess, accelerating the waning influence of the Church of Paladin there. They begin to bring relief in the midst of nature’s turmoil.

The Renewel (884-897 [present]): Power begins to flow once again to clerics and paladins in the Church of Paladine. The church recognizes the return of their god and scrambles to regain losses, as well as find the divine child after visions are sent to their seers. Abundant crops and harvest bless all of Arideen.
[/sblock]
 
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Lord Twig

Explorer
Mindra the Nightflower

Mindra grew up in a small community of farmers and artisans South of Irine. Not content to a life of farming or crafting Mindra joined her brother in exploring the woods surrounding their home. When her family started to pressure her to settle down, find a trade and get married like her brother, Mindra instead decided to sign up with a trade caravan heading South as a scout.

This turned out to be a bit of a rash decision. Although Mindra had a bit of coin when she arrived, it didn’t last long in the capital city of Essess. She met a human girl named Lea who convinced Mindra to join her in a “job” to make a little money. Several years later and the pair had become rather successful burglars, gathering quite a bit of money and staying one step ahead of the law.

Despite taking great care on jobs to stay out of trouble Mindra let slip details about their next job when they were among “friends” at a tavern. One of those friends, a Dwarf named Borgun, gathered some thugs and met Mindra and Lea as they were leaving the job. Mindra managed to escape, but Lea wasn’t so lucky.

Now on her own Mindra managed to escape the city by calling in a favor from Tanlin Springmantle. A Gnome merchant who is well connected in the underworld, Tanlin also frequently acted as a fence for Mindra and Lea’s stolen goods. Outside the city Mindra convinced an Elven ranger named Del Nymphstalker to let her sign on as an apprentice.

Del was contracted by the city to patrol the surrounding wilderness and Mindra was happy to be back in the natural world after her bad experience with city life. During their travels Mindra became quite infatuated with Del, but he always treated her more like a little sister. It turns out that Del earned his moniker because of an encounter with a nymph when he was younger. He was so affected by it that he still hopes to recapture the experience. Mere mortal women do not interest him.

After his contract was up Del prepared for a journey to investigate the rumor of a “woodland lady” to the south. Mindra would have no part of such a foolish quest and let Del know in no uncertain terms. The two parted company, but despite the disagreement they still have a strong fondness for each other and would come to the others aid if they heard the other was in trouble.

Mindra now once again finds herself looking for some companions that can watch her back and maybe make a coin or two.

Mindra.jpg

[sblock=Mindra]Mindra the Nightflower
Race: Wood Elf Class: Rogue (Scout) 4
Background: Criminal Alignment: Chaotic Good
Sex: Female Age: 61 Height: 4'11” Weight: 85lbs. Size: Medium
Senses: Darkvision 60 ft., passive perception 18
Speed: 35 ft.
Inspiration: 1 pt.
Experience:

Abilities:
STR 12 +1
DEX 20 +5 (17 base, +2 race, +1 feat)
CON 16 +3
INT 13 +1
WIS 18 +4 (17 base, +1 race)
CHA 16 +3

Proficiency: (+2)
Saving Throws: Dexterity +7, Intelligence +3
Skills: Acrobatics +7, Athletics +3, Deception +5, Insight +6, Investigation +3, Nature +5*, Perception +8*, Survival +8*, Stealth +9*
Armor: Light armor
Weapons: Simple weapons, hand crossbows, longbows, longswords, rapiers, shortswords
Tools: Gaming set (playing cards), thieves’ tools +7
Languages: common, elvish

Combat
Initiative: +5
Defense
Armor Class: 17 (12 armor, +5 Dex)
Hit Points: 35 (4d8+12)
Hit Dice: 4d8
Attacks
Rapier: +7 to hit (reach 5 ft.)
Damage: 1d8+5 piercing damage
Dagger: +7 to hit (range 20/60 ft.)
Damage: 1d4+5 piercing damage
Shortbow: +7 to hit (range 80/320 ft.)
Damage: 1d6+5 piercing damage

Features and Traits
Darkvision: 60’
Fey Ancestry: Mindra has advantage on saving throws vs. being charmed and is immune to magic sleep.
Mask of the Wild: Mindra can hide when lightly obscured by natural phenomena.
Trance: Meditate for 4 hours a day and gain the same benefit as 8 hours of sleep.
Expertise: Double proficiency with perception and stealth.
Sneak Attack: 2d6
Thieves’ Cant
Cunning Action
: Mindra can take a bonus action on each of her turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.
Skirmisher: Mindra can move up to half her speed as a reaction when an enemy ends its turn within 5’ of her. This movement does not provoke opportunity attacks.
Survivalist: Double proficiency with Nature and Survival.
Elven Accuracy: Reroll one die when an attack using Dexterity, Intelligence, Wisdom or Charisma has advantage.

Equipment
studded leather armor, rapier, shortbow, quiver, 20 arrows, 4 daggers, thieves’ tools, crowbar, dark common clothes w/ hood, belt pouch, bedroll, burglar's pack (Includes a backpack, a bag of 1,000 ball bearings, 10 feet of string, a bell, 5 candles, a crowbar, a hammer, 10 pitons, a hooded lantern, 2 flasks of oil, 5 days rations, a tinderbox, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.), a healer's kit (10 uses), green festival dress, a silver teardrop earring made from a real teardrop.

Money: 87gp, 40 sp, 75 cp

Personal Characteristics
Description: Mindra the Nightflower is graceful even for an Elf. She moves like she is dancing to music only she can hear even when just crossing a room. Just shy of five feet, she’s as tall as she is ever going to get, but her diminutive size is an advantage in her line of work.
Mindra keeps her black hair, which goes down just past her shoulders, tied back at all times. She has green eyes and greenish coppery skin.
Burglar
Feature: Criminal Contact (Tanlin Springmantle)
Mindra has a reliable and trustworthy contact who acts as her liaison to a network of other criminals.
She knows how to get messages to and from her contact, even over great distances; specifically, she knows the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for her.
Trait: I am always calm, no matter what the situation. I never raise my voice or let my emotions control me.
Trait: I would rather make a new friend than a new enemy.
Ideal: Charity. I steal from the wealthy so that I can help people in need. (Good)
Bond: Someone I loved died because of I mistake I made. That will never happen again.
Flaw: When I see something valuable, I can’t think about anything but how to steal it.
Trinket: A silver teardrop earring made from a real teardrop which Mindra wears in her left ear. She stole it from a merchant she now doesn't remember. She will frequently rub it absentmindedly with her fingers when she is thinking.
[/sblock]
 
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NeoNinevite

Villager
Garret Quicktalon, Halfling Barbarian

[sblock=Stats]Garret Quicktalon
Race: Stout Halfling Class: Barbarian 1
Background: Outlander Alignment: Lawful Neutral
Sex: Male Age: 30 Height: 3'2" Weight: 42lb Size: Small
Senses: Normal Vision
Speed: 25 ft.

Abilities:
STR 14 +2
DEX 16 +3 (14 base, +2 race)
CON 16 +3 (15 base, +1 race)
INT 10
WIS 13 +1
CHA 12 +1

Proficiency: +2
Saving Throws: Strength, Constitution
Skills: Athletics, Intimidation, Perception, Survival
Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Tools: Horn
Languages: Common, halfling, orcish

Combat
Initiative: +3
Defense
Armor Class: 18
Hit Points: 15
Hit Dice: 1d12
Attacks:
Scimitar: +5 to hit, 1d6+3 damage
Dagger: +5 to hit, 1d4+3 damage
4 Javelins​: +4 to hit, 1d6+2 damage

Features and Traits
Lucky: When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.
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.
Rage: In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action. While raging, you gain the following benefits if you aren’t wearing heavy armor:
  • You have advantage on Strength checks and Strength saving throws.
  • When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Damage column of the Barbarian table.
  • You have resistance to bludgeoning, piercing, and slashing damage.
If you are able to cast spells, you can’t cast them or concentrate on them while raging. Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action. Once you have raged the number of times shown for your barbarian level in the Rages column of the Barbarian table, you must finish a long rest before you can rage again.
Unarmored Defense: While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.



Equipment
Scimitar, dagger, shield, four javelins, a backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, a waterskin, 50 ft. hempen rope, a staff, a hunting trap, a raptor's talon, a set of traveler's clothes, a belt pouch, a tiny cage with no door.

Money: 20gp
[/sblock]
[sblock=Background]
Background
Garret was born into the Quicktalon tribe, and was raised on the move. He fought for his tribe when necessary, but didn't enjoy conflict as much as the others.
Due to his dislike of conflict, he found himself often assigned to tending for the raptors, though he still killed for his tribe in many battles. On one particular day, while a number of his tribe's fiercest warriors were raiding an Old One village, his own settlement was attacked by a collection of other tribes, led by Oston Bloodscythe, a ruthless warlord. They slaughtered his tribe, and he fled on one of the raptors he tended. He was chased by some of the raiders, and after a long night of constant pursuit his raptor collapsed from exhaustion.
He was found and beaten to within an inch of his life by his attackers, but they stopped to taunt him with stories of how they murdered his tribe. Garret flew into a rage for the first time ever, and slaughtered the three halflings and their mounts, pausing only to cut a talon off his faithful mount to keep as a memento, before fleeing on foot.
He decided that he didn't want to spend his life fighting, and so he tried to find somewhere that would accept him. He was turned away from every city he found, until he heard of Freeport, where supposedly everyone was accepted.
When he reached Freeport, he found himself accepted, but only if he worked as an enforcer under the command of the half-orc, Captain Blackcloak. He used his history as a barbarian to intimidate and, as time progressed, he began to be trusted with more important jobs, such as breking into warehouses or stealing from particular targets. In these jobs, he was assisted by a rogueish human called Cale Morin, and over the course of the two years Garret worked for Blackcloak, they became inseperable friends. Cale was the brains and the face of their work, with Garret providing the muscle when things inevitably went wrong. It was a partnership that worked very well.
However, a few weeks ago, Captain Blackcloack decided that there was a job that Cale could only do alone: the infiltration of a rival organisation. As a result, Garret was given his own assignment; A friend of the Captain's in Essess needed help with something, and Garret was the halfling for the job.

Friend: Cale Morin, a human rogue who had been Garret's partner for most of two years.
Contact: Captain Blackcloak, Garret's boss and half-orc leader of a gang in Freeport
Enemy: Oston Bloodscythe, the stout halfling who led a small coallition of tribes in the raid on Garret's village.
Trinket: A tiny cage with no door. Cale bought Garret this trinket as a memento, due to Garret's insistence on sticking to his tribe's code of honour, despite the fact that no one would know if he didn't stick with it. It represents the fact that Garret voluntarily cages himself, even though he could leave at any time.

Appearance
Garret is of above average height for a halfling, with light brown hair, and blue paint depicting packs of raptors, their figures distorted and intertwining over nearly every inch of his body. He wears the traditional garb of his tribe, i.e. loincloth and furs.

Outlander
Feature: 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.
Origin: Tribal marauder
Trait: I watch over my friends as if they were a litter of newborn pups.
Trait: I place no stock in wealthy or well-mannered folk. Money and manners won't save you from a rampaging raptor.
Ideal: Honor. If I dishonor myself, I dishonor my tribe. (Lawful)
Bond: I am the last of my tribe, and it is up to me to ensure their names enter legends.
Flaw: I hold myself back due to my regrets over my past.
[/sblock]
 
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Steve Gorak

Explorer
Name: Theremin of Keltarin
Sex: Male
Race: Half elf
Class/Level: Bard 4 (lore)
Alignment: Lawful Neutral
Size: Medium
Type (Subtype): Humanoid (Human, elf)
Init: +5 (+4 dex, +1 jack of all trades)
Senses: Darkvision (60 ft.)
Passive Perception: 14

DEFENSE
AC: 15 (+1 leather, +4 dex)
HP: 35 + 8 temp (8 + 15 lvl 2-4 + 3*4 con)
Saves: Dexterity & Charisma
Special Defenses:
- Fey Ancestry: advantage on saving throws against being charmed, and magic can't put you to sleep.

OFFENSE
Speed: 30ft
Melee:
rapier +6 Attack, 1d8+4 Piercing
dagger +6 Attack, 1d4+4 Piercing (range 20/60)
light crossbow +6 attack; 1d8+4 damage Piercing (range 80/320)
Special Attacks: Spells:
Spell attcak modifier: +6
Spell save DC: 14

known: 3 cantrips: Minor illusion, vicious mockery, Prestidigitation
7 spells known: Lvl: 1: sleep, Faerie Fire, Healing word, Tasha’s Hideous Laughter
lvl2: Suggestion, heat metal, silence

Spell slots: lvl 1:4, lvl2: 3

feats
inspiring leader
You can spend 10 minutes inspiring your companions,
shoring up their resolve to fight. When you do so, choose
up to six friendly creatures (which can include yourself)
within 30 feet o f you w ho can see or hear you and w ho
can understand you. Each creature can gain temporary
hit points equal to your level + your Charisma modifier.
A creature can’t gain temporary hit points from this feat
again until it has finished a short or long rest.

STATISTICS
Str 12 (+1), Dex 18 (+4)* , Con 16 (+3), Int 14 (+2), Wis 15 (+2), Cha 19 (+4)*
*Proficient
Rolls: 17,17,15,15,14,12, half ef : +2 cha, +1 con, +1 dex

SKILLS Proficiencies in bold: 2 half elf, 3 bard, 2 noble/spy background
Not proficient gets +1 from Jack of all trades
* denotes expertise

+6 (dex) Acrobatics - bonus bard proficiency
+3 (wis) Animal Handling
+3 (int) Arcana
+2 (str) Athletics
+8 (cha) Deception* - From half elf
+3 (int) History
+4 (wis) Insight - From bard
+5 (cha) Intimidation
+4 (int) Investigation - bonus bard proficiency
+3 (wis) Medicine
+3 (int) Nature
+4 (wis) Perception - From half elf
+6 (cha) Performance - From bard
+8 (cha) Persuasion* - From Noble/spy
+3 (int) Religion
+6 (dex) Sleight of Hand - From bard
+6 (dex) Stealth - From Noble/spy
+4 (wis) Survival - bonus bard proficiency

Tools: Thieve's tools

Languages:Common, Elvish(half elf), goblinoid (half elf), sylvan(background)

RACE FEATURES
Darkvision: Can see in dim light within 60' as if it were bright light, and in darkness as if it was dim light
Fey Ancestry: Advantage on saving throws against being charmed, and magic can't put you to sleep
Skill Versatility: proficient in two skills of your choice
Languages: Common, Elven, +1 additional: sylvan

BACKGROUND FEATURES Noble & spy hybrid
Feature: Position of privilege As noble
Skill Proficiencies: Stealth, persuation
Tool Proficiencies: Thieve's tools
Language: 1 extra language: goblinoid

CLASS FEATURES - bard
- Spellcasting: Charisma is your spellcasting ability for your spells. The saving throw DC to resist a spell you cast is 14 (8 + prof bonus + cha mod). Your attack bonus when you make an attack with a spell is +6.
Spell level 1/2/3/4/5/6/7/8/9
Slots per day 4/3/0/0/0/0/0/0/0
- Bardic inspiration: Bonus action, chose a creature other than yourself within 60 ft.
Creature gains one bardic inspiration dice. In the next 10 minutes, it can add the die to an ability check, an attack or a save
Gain 4 uses/ long rest (cha mod)
Jack of all trades you can add half your proficiency bonus, rounded down, to any ability che ck you make that doesn ’t already include your proficiency bonus.
Song of Rest Allies regain an extra d6 after a short rest

Proficiencies Simple weapons, hand crossbows, longswords, rapiers, shortswords

Gear:
• a rapier
• a diplomat’s pack:
Includes a chest, 2 cases for maps and scrolls, a set of fine clothes, a bottle of ink, an ink pen,
a lamp, 2 flasks of oil, 5 sheets of paper, a vial of perfume,
sealing wax, and soap
• a lute
• Leather armor and a dagger

A set of fine clothes, a signet ring, a scroll of pedigree, and a purse containing money

Money: 25 gp

Physical Appearance:
is a half-elf of boyish appearance, 5 feet tall, and weighs 140 pounds. He has pale skin, brown eyes and dark brown hair. He is 19 years old.

Backstory:

Friend - Grandmother, current matriarch of his noble house
Foe - Uncle and Cousin, current heir and sees character as a threat
Contact - an academic at the royal library
 
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tglassy

Explorer
[sblock=Liam]Name: Liam
Race: Protector Aasimar
Class: Celestial Warlock 4
Homeland: Arideen
Background: Hermit
Alignment: Chaotic Good
Sex: Male Age: 30

Height: 6'2"
Weight: 200lb
Size: Medium

Senses: Devil’s Sight
Speed: 30 ft.

Abilities:
STR 13 +1
DEX 15 +2
CON 14 +2
INT 11 +0
WIS 18 +4 (17 base, +1 Race)
CHA 20 +5 (16 base, +2 race, +2 ASI)

Proficiency: +2
Saving Throws: Charisma, Wisdom
Skills: Arcana, Religion, Medicine, Intimidation
Armor: Light Armor
Weapons: Simple Weapons
Tools: Herbalism Kit
Languages: Common, Celestial, Deep Speech

Combat
Initiative: +2
Defense
Armor Class: 14 (Studded Leather: 12+Dex)
Hit Points: 32
Hit Dice: 3d8

Attacks:
Eldritch Blast: +6/1d10
Sacred Flame: DC 14 Dex save/1d8 Radiant damage
Quarterstaff: +6/1d8+4 (1d10+4 two handed)
Handaxe: +4/1d6+2 (Thrown)

Features and Traits:

Racial:
Celestial Resistance: Resistant to Radiant and Necrotic damage.
Healing Hands: Once per day, can heal someone you touch up to your level in hit points.
Light Bearer: You know the Light Cantrip

Patron:

Bonus Cantrips
At 1st level, you learn the sacred flame and light cantrips. They count as warlock cantrips for you, but they don’t count against your number of cantrips known.

Healing Light
At 1st level, you gain the ability to channel celestial energy to heal wounds. You have a pool of d6s that you spend to fuel this healing. The number of dice in the pool equals 1 + your warlock level.
As a bonus action, you can target a creature you can see within 30 ft and heal it, spending dice from the pool. The maximum number of dice you can spend at once equals your Charisma modifier (minimum of one die). Roll the dice you spend, add them together, and restore a number of hit points equal to the total.
Your pool regains all expended dice when you finish a long rest.

Pact Boon:
Tome - 3 cantrips

Special:
Blessing of Avandra: Like the Lucky Feat, but with only one Luck Point per long rest.

Cantrips:
Sacred Flame
Eldridge Blast
Light
Minor Illusion
Prestidigitation
Green Flame Blade
Shillelagh
Guidance
Mending


Spells:
Cure Wounds
Armor of Agathys
Flame Sphere
Lessor Restoration
Darkness

Rituals:
Find Familiar
Detect Magic
Protection from Evil and Good

Invocations:
Devil's Sight
Book of Secrets


Equipment
Quarterstaff(obsidian rod with silver runes etched into it, used as a walking stick), Handaxe, Scholar's Pack, A scroll case stuffed full of notes from your studies or prayers, a winter blanket, a set of common clothes, an herbalism kit
Trinket: A silver badge in the shape of a five-pointed star.

Money: 77gp

Personal Characteristics
Description:

Hermit
Feature: Discovery
The quiet seclusion of your extended hermitage gave you access to a unique and powerful discovery. The exact nature of this revelation depends on the nature of your seclusion. It might be a great truth about the cosmos, the deities, the powerful beings of the outer planes, or the forces of nature. It could be a site that no one else has ever seen. You might have uncovered a fact that has long been forgotten, or unearthed some relic of the past that could rewrite history. It might be information that would be damaging to the people who or consigned you to exile, and hence the reason for your return to society.

Trait: I often get lost in my own thoughts and contemplations, becoming oblivious to my surroundings.

Trait: I am working on a grand philosophical theory and love sharing my ideas.

Ideal: Self Knowledge: If you know yourself, there's nothing left to know.

Bond: Should my discovery come to light, it could bring ruin to the world.

Flaw: I like keeping secrets and won't share them with anyone.

Contact: Brother Loren, a priest in the Church of Paladin, and who mentored me in my youth, and oversaw my seclusion at the monastery.

Foe: My brother, Kael, who is a Fallen Aasimar, and with whom I have had a rivalry that has lasted my whole life. This rivalry recently turned deadly.

Friend: Faria, a young woman who lived at the monastery I secluded myself to. We developed a friendship while I was there, until her family called her back from the monastery a while ago. I have not seen her since.[/sblock]
 
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Charwoman Gene

Adventurer
Coriana the Forsaken
Human (Variant) Warlock(Hexblade) 3
Pirate CN
Coriana is a pirate landlocked due to fate and circumstance. She has debts she must pay and is reluctant to see them paid as the price may be higher than she can pay. Deadly with a blade, she seeks a way to repay her debt and regain her full freedoms.​
Coriana - Head.png
[sblock=Full Image]
Coriana.jpg
[/sblock]
Character Sheet
 
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RMcCall

Villager
Haldor

Haldor remembers the beginning of the reign of Arideen III, 400 years ago. Yet, he is only 72 years old, a young adult in dwarf years. He had been a noble among the dwarves, one of the younges in his family, and destined for a small lot in life. He ended up working the caves that mined the metal the Explorer used to equip and settle new lands. Haldor does not like to speak about why a noble such as he would do such dirty work, however. What he does have great interest in telling is how one day, when he dug a bit too deep, he stumbled across a glowing red ruby the size of his fist. Suddenly, a cave-in trapped him and almost crushed him. He grabbed the ruby, and that was the last thing he remembers from 400 years ago.

Next thing Haldor knew, he was being woken up by an unfamiliar miner. The ruby was gone, but he could tell it had somehow absorbed into his skin and protected him from the cave-in by placing him in a magical hibernation. In addition, he found that he could now control and manipulate fire. Now with no ties to the world, he has set out to find an explanation for what the ruby is, and to experience a world he would have never been able to see as a dwarf noble.

Haldor became good friends with Andric, the human miner who found him, in the fortnight while Haldor stayed with him after being unearthed. Andric taught him as much as he could about current affairs, but Haldor wanted to see it for himself. Andric had to stay with his wife, children, and job. He also became acquainted with the overseer for the mine, a gruff dwarf named Dagnal. She didn't take kindly to her workers finding people instead of gold, but she offered Haldor a job if he needed one. In his first week of traveling alone, Haldor made an enemy of a noble he crossed paths with. Haldor, not knowing that he was dealing with a noble and not being used to holding his tongue because of his own noble heritage, responded to the noble's command to get out of his way with a sharp retort, earning a kick from the guards and a grudge from a wealthy man. He didn't get the noble's name, but he would recognize his insignia: a silver skull. He carries a trinket he grabbed from the guard in their tussle as a reminder to stay clear of that house.

Haldor now arrives in Bredon, making his way towards the Sawtooth Inn. Perhaps the old crone who gave him the note knows something about the ruby? There is only one way to find out.

[sblock=Character Sheet]I chose the draconic bloodline to get abilities relating to fire, but the actual source of the ruby's magic is up to the DM.

Trinket: 1D100 = [62] = 62

Hydellor Character Creation: 4D6.HIGH(3) = [4, 1, 6, 1] = 11
4D6.HIGH(3) = [3, 5, 4, 1] = 12
4D6.HIGH(3) = [4, 2, 2, 2] = 8
4D6.HIGH(3) = [1, 1, 5, 5] = 11
4D6.HIGH(3) = [5, 1, 2, 1] = 8
4D6.HIGH(3) = [3, 3, 2, 2] = 8

Yikes, I'll use the standard array instead of those scores!

Strength 12 (+1)
Dexterity 8 (-1)
Constitution 16 (+3) (14 base, +2 racial)
Intelligence 13 (+1)
Wisdom 11 (+0) (10 base, +1 racial)
Charisma 15 (+2)

EXP 50

Hit Points 11
Hit Dice 1d6
AC 12
Initiative -1

Medium size, 25 foot speed
Darkvision (60 feet)
Dwarven Resilience (Advantage on saving throws against poison, resistance to poison damage)
Dwarven Combat Training
Tool Proficiency
Stonecunning (Proficient in History for checks related to stonework, and double proficiency bonus)
Dwarven Toughness (+1 HP per level)
Draconic Bloodline: Red
- Dragon Ancester (Double proficiency bonus on Charisma checks when interacting with dragons)
- Draconic Resilience (+1 HP per sorcerer level, and 13+Dex mod AC when wearing no armor)

Languages Common, Dwarvish, Elvish, Draconic

Saving Throw Proficiencies
Constitution, Charisma

Skill Proficiencies
Deception, History, Intimidation, Persuasion
[sblock=Spells (2 1st-level Spell Slots)]Spell Save DC 12
Spell Attack Modifier +4

(Cantrip)[sblock=Control Flames]1 action, 60 feet, S components, instantaneous or 1 hour (see below); You choose nonmagical flame that you can see within range and that fits within a 5-foot cube. You affect it in one of the following ways: - You instantaneously expand the flame 5 feet in one direction, provided that wood or other fuel is present in the new location; - You instantaneously extinguish the flames within the cube; - You double or halve the area of bright light and dim light cast by the flame, change its color, or both. The change lasts for 1 hour; - You cause simple shapes—such as the vague form of a creature, an inanimate object, or a location—to appear within the flames and animate as you like. The shapes last for 1 hour. If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.[/sblock](Cantrip)[sblock=Create Bonfire]1 action, 60 feet, V+S components, concentration up to 1 minute; You create a bonfire on ground you can see within range. Until the spell ends, the bonfire fills a 5-foot cube. Any creature in the bonfire’s space when you cast the spell must succeed on a Dexterity saving throw or take 1d8 fire damage. A creature must also make the saving throw when it enters the bonfire’s space for the first time on a turn or ends its turn there. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).[/sblock](Cantrip)[sblock=Fire Bolt]1 action, 120 feet, V+S components, instantaneous; You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target, On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried. This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).[/sblock](Cantrip)[sblock=Light]1 action, touch, V+M (a firefly or phosphorescent moss) components, 1 hour; You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action. If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.[/sblock](1st-level)[sblock=Burning Hands]1 action, self (15-foot cone), V+S components, instantaneous; As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren't being worn or carried. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.[/sblock](1st-level)[sblock=Fog Cloud]1 action, 120 feet, V+S components, concentration up to 1 hour; You create a 20-foot-radius sphere of fog centered on a point within range. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the radius of the fog increases by 20 feet for each slot level above 1st.[/sblock]Weapon Proficiencies
Battleaxe, Handaxe, Light Hammer, Warhammer, Daggers, Darts, Slings, Quarterstaffs, Light Crossbows

Other Proficiencies
Mason's Tools, Playing Cards

Equipment
Starting Gold x10: 3D4 = [4, 1, 3] = 8
2 light hammers, warhammer, crystal, robes, common clothes, backpack, bedroll, miner's pick, shovel, waterskin, pouch, 50 foot hempen rope, 10 days rations, mess kit, 2 flasks of oil, 4 sheets of parchment, 1 ounce bottle of ink, ink pen, signet ring, mason's tools, playing card set, silver skull icon
9 gold, 4 silver, 8 copper remaining
88 lbs. (180 lb. carrying capacity)[/sblock][/sblock]
 
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