New 'Jammers (PBP Rogues Gallery)


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Welcome aboard! Here's where you put your soon-to-be-jamming characters!
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Captain Elaina Sartell
Medium Humanoid (Human), Chaotic Good

Armor Class 15 (studded leather)
Hit Points 65
Hit Dice 1d8+2 (x10)
Speed 30 ft.

STR 15 (+2) DEX 16 (+3) CON 14 (+2) INT 14 (+2) WIS 11 (+0) CHA 14 (+2)

Saving Throws STR +4, DEX +5, WIS +2
Skills Athletics +4, Deception +4, Persuasion +4
Senses Passive Perception 10
Languages Common, Thieves' Cant

Captain Sartell makes three melee attacks: two with her scimitar and one with her dagger. Or she makes two ranged attacks with her daggers.

Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.

Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.

Captain Sartell adds 2 to her AC against one melee attack that would hit her. To do so, she must see the attacker and be wielding a melee weapon.
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Snarf Zagyg

Notorious Liquefactionist
Brother Phlox, a Human Quarantine Enforcer.

Way of (No) Mercy Monk
Level 5
Lawful Neutral
Deity: Incabulos & Zuoken
Monastic Tradition: Le Ombre dal Lazzaretto

AC 17
HP 38/38
Hit Dice: 5/5 at 5d8+2
Speed: 50 feet
Passive Perception: 16
Proficiency +3

Size: M
Type: Humanoid

Str 12 (+1)
+Athletics: +4

Dex 18 (+4)
+Acrobatics: +7
Sleight of Hand: +4
+Stealth: +7

Con 14 (+2)

Int 10 (0)
Arcana: -
History: -
+Investigation: +3
Nature: -
Religion: -

Wis 16 (+3)
Animal Handling: +3
+Insight: +6
+Medicine: +6
+Perception: +6
Survival: +3

Cha 8 (-1)
Deception: -1
Intimidation: -1
Performance: -1
Persuasion: -1

(+ = Proficient)

Saving Throws: +Dexterity (+7) +Strength (+4)
Con (+2) Int (-) Wis (+3) Cha (-1)

Martial Arts Die d6

Quarterstaff Bludgeoning, gets 2 attacks per round, monk weapon
+7 to hit, for 1d8+4

Unarmed Attacks
+7 to hit, for 1d6+4


Simple Weapons, Shortswords, Alchemists Supplies, Stealth, Acrobatics (Monk)
Medicine, Insight (Way of Mercy)
Investigation, Athletics, Poisoner’s Kit (Lazzar)
Perception (Human)

Languages: Common, Thieves Cant, Common Sign Language

+1 Con, once per turn, when hit critter, can move it 5’ to unoccupied space
Mobile: Speed +10’, dash ignores difficult terrain, no opportunity attacks
(ASI +2 Dex)

Monk Features
5 ki points, recharge on short rest
Unarmored Movement: +10 ft.
Unarmored Defense: AC = 10 + Dex mod + Wis mod.
Martial Arts:
-Use dex for attack and damage for unarmed strikes and monk weapons.
-Use martial arts die for damage.
-Can make unarmed strike as bonus action.
Flurry of Blows: Immediately after you take the Attack action on your turn, 1 ki to make two unarmed strikes as a bonus action.
Patient Defense: 1 point to take the Dodge action as a bonus action on your turn.
Step of the Wind: 1 ki to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.
Deflect Missiles: Use reaction to reflect/catch missiles when hit. Damage is reduced by d10+ (dex modifier) + (monk level). If damage reduced to 0, can use 1 ki to make ranged attack with the weapon.
Ki-Fueled Attack: (TCOE Option) If 1 ki is spent on action, then can make one attack as a bonus action.
Slow Fall: Use reaction to reduce falling damage by 5x (monk level). (25hp)
Quickened Healing: (TCOE Option) As action, use 2 ki and regain Martial Arts Die + Proficiency Bonus hit points. (d6+3)
Extra Attack: Attack twice when you take attack action.
Stunning Strike: Use 1 ki; target must make a con save or be stunned until end of my next turn.
Focused Aim: (TCOE Option) On a miss, can use 1-3 ki to increase attack roll by 2 for each ki expended.

Mercy Features
Hands of Healing:
Currently d6+3
As an action, you can spend 1 ki point to touch a creature and restore a number of hit points equal to a roll of your Martial Arts die + your Wisdom modifier.
When you use Flurry of Blows, you can replace one of the unarmed strikes with a use of this feature without spending a ki point for the healing.
Hands of Harm: Currently d6+3
When you hit a creature with an unarmed strike, you can spend 1 ki point to deal extra necrotic damage equal to one roll of your Martial Arts die + your Wisdom modifier. You can use this feature only once per turn.

Human Features
: Gain Inspiration on Long Rest
Skillful: +1 Proficiency (Perception)
Versatile: +1 Feat (Mobile)

Ki Save
8 + prof bonus + wis modifier = 14

Robes, hood, boots, and gloves that completely cover body (all from order)
50' silk rope
Alchemists’ Supplies (Artisan’s Tools)
Poisoners Kit
Several bundles of fragrant flowers
Several bundles of fragrant herbs
Purse (50 gp) (for bribes)
2 Vials of Burnt other Fumes (Inhaled Poison)
2 Vials of Oil of Taggit (Contact Poison for Staff)
2 Vials of Torpor (Ingested Poison)
2 Vials of Oil (for burning)

Background: Le Ombre dal Lazzaretto (Custom)
The Shadows of the Plague House, the Lazzar (as they are colloquially known) are an order of monks that has been tasked with the strict enforcement of quarantine laws. They normally live on their island monastery, physically training and ensuring that incoming ships maintain the required quarantine times; but when an outbreaks occur, or there has been a violation of the law, masked monks are dispatched to the port to ensure the outbreak is ended; usually by killing the infected and those with close contact with them.

ASIs: +2 Wis, +1 Dex
Two proficiencies (Athletics, Investigation)
One tool (Poisoner’s kit- to assist the ill and those exposed to them)
Language (Thieves’ cant- for information)
Feat: Crusher

No one other than the other monks at the Lazzaretto have seen Brother Phlox; when he ventures out into the world, he is covered completely, head-to-toe, in the raiment of the Order. Every Brother has a different mask that was given to them to fit their personality; Phlox has a mask with silver tones that looks both placid and angrily disapproving, setting off the golden hue of his Order's robes.

Were he to remove the encompassing clothes, he would appear to be an average, albeit sinewy and lithe, human. Perhaps the only remarkable feature is that Phlox, like all members of the Order, shaves all hair completely from his body, the better to protect himself against contamination and disease.

Brother Phlox was found abandoned as a baby, and given to the monks of the Lazaretto Island to raise. All the monks there are orphans, and this is how they maintain their numbers. Most major ports have an order of the Shadow of the Plague House, tasked with the difficult job of ensuring that strict quarantine protocols for incoming ships are enforced …. and, more importantly, that should an outbreak of the plague surface, it is swiftly and harshly dealt with.

Training for children is harsh and unyielding by the Lazzar (as the monks are colloquially referred to), and many die from either the training, the harsh conditions on the island, or exposure to the constant influx of diseases that the ships bring in. But those who make it to puberty are full members of the order, and given a name- always that of a flower or herb, to reflect the fragrant bundles that the monks use to keep the smell of disease and putrefaction at bay.

When they reach the age of 16, they are provided a mask, and allowed to go on missions to the port- the presence of the Lazzar in the port always provokes dread and fear, as their mission is always the same. Root out disease. Make sure that it does not spread. Use any measure necessary. Authorities look the other way, and the people of the port will close their shutters hoping that the Lazzar will not stop at their doorstep.

This is Brother Phlox’s life. Make sure the rules are followed. And if they aren’t …. then find the disease. Cut it out. And remove the healthy tissue around it to make sure it doesn’t spread.

Trait: I'm oblivious to etiquette and social expectations.
Ideal: No one should get preferential treatment before the law, and no one is above the law.
Bond: My honor is my life.
Flaw: I am inflexible in my thinking.
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Sweet William
(image and backstory need to be finished)

HP: 54
AC: 19 (Splint armor, shield)
Speed: 30 feet
HD: 5d10
Size: Small

Hare Trigger. Add prof to initiative
Leporine Senses. prof with perception
Lucky Footwork. When you fail a dexterity save, use reaction to roll d4 and add it to the result. Can't use if prone.
Rabbit Hop. Bonus action, jump 5 feet*prof bonus without provoking AoO. Use only if speed is greater than 0. Use it prof times per long rest.
Divine Sense. Action, know the location of any celestial, fiend, or undead with 60 feet not behind total cover until the end of your next turn. Know the type (Celestial, fiend, or undead) but not its identity. Within the same radius also detect places or objects consecrated or desecrated.
Lay on Hands. Pool of healing equal to paladin levelx5, use an action to heal a number up to the max. Alternatively expend 5 hp to cure the target of one disease or poison. No effect on undead and constructs
Smite. Expend a spell slot when you hit with a melee weapon attack. 2d8 radiant damage, plus 1d8 per level above fist up to 5d8. The damage increases by 1d8 if the target is an undead or a fiend
Fighting Style: Dueling.
Divine health.
Immune to disease
Oath of Ancients
Channel Divinity.
Once per Long or Short Rest
-Turn the Faithless: Action, each fey or fiend within 30 feet that can hear you must make a wisdom save or be turned for 1 minute/it takes damage. Turned creatures must use its action to move away from you or dodge if it can't. No reactions and its true form is revealed while turned.
-Nature's Wrath: Action, spectral vines srping up and reach for a reature within 10 feet that you can see. Must succeed a str or dex save or be restrained. While restrained, repeat save at the end of each turn.
ASI: Skill expert
Extra Attack

Tough: Increase HP by level*2 and add 2 every time you level up.
Skill Expert: +1 Str, proficient with performance, expertise in Intimidation

  • light, medium, heavy, shield
  • simple, martial
  • guitar
  • Wis, Cha
  • Athletics, Deception, Intimidation, Perception, Performance, Survival
Speaks: Common, Sylvan, something

DC 13, +5 to hit
1:Cure Wounds, Shield of Faith Ensnaring Strike*, Speak with Animals*
2: Find Steed, Moonbeam*, Misty Step*

Splint mail, longsword, shield, a dagger, explorer's pack, holy symbol, guitar, traveler's clothes, Silver hand mirror with a nymph-shaped handle, Glossy mushroom with a red, bell-shaped cap that jingles when shook, 1-inch-square painting of a sleeping elf, Potion of Animal Friendship, 2 potions of healing, 8 gp

Feywild Connection: Your mannerisms and knowledge of fey customs are recognized by natives of the Feywild, who see you as one of their own. Because of this, friendly Fey creatures are inclined to come to your aid if you are lost or need help in the Feywild.
Background Feat: Tough (+2 HP per level)
Feymark: Has a sweet scent like honey
Fey Messenger: awakened bee
Trait: Like a nomad, I can't settle down in one place for very long
Ideal: Honor. A deal is a deal, and I would never break one
Bond. I would never break my word
Flaw. My temper has a way of getting away from me.

Sweet William's name began as an ironic nick name given by the people he terrorized as a youth. He started fights, drank too much, stole, and ended fights a little more decisively than he needed to. The town collectively breathed a little easier after the night he wandered off into the woods, stinking drunk, and never returned. He'd gotten so lost in the woods he wound up in the feywild, eventually finding a dryad who helped convince him to change his ways. After a time adventuring in her service, he decided he need to return to his home and apologize to some people he was particularly awful to.

I doubt it will come up but my scattered notes repeatedly mention that the dryad's tree has a beehive in it that moves around and usually ends up sitting over her head so it looks like the beehive hairdo.
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Kobold Stew

Last Guy in the Airlock
Lizardfolk Wildfire Druid 5


Produce flame: +7 for 2d8 fire [no resistance], 30’
Bite: +3 for 1d6 slashing [Hungry Jaws: bonus to bite and get 3thp; 3/long]

Walk/Swim 30’ (hold breath 15 min), Medium Humanoid
HP 38, AC 15 (17 with shield)
S 10
D 14 [13+1 race]
C 14
I 10 (save +3)
W 18 (save +7) [15+2 race+1 feat]
Ch 10

  • Druid weapons (sickle, spear, staff)
  • Light/Med armor, shield
  • Herbalism, Bonecarving/Scrimshaw
  • Languages: Common, Draconic, Common Sign Language, Druidic
  • Skills: Survival (+7), Perception (+7), Nature (+3), Stealth (+5), Acrobatics (+5), Intimidation (+3)
Spells: DRUID SPELLS: DC 15, +7 to hit. 9 spells prepared. Slots: 4,3,2.
  • Cantrips: Druidcraft (racial), Mage hand (30’, feat), Produce Flame (class), Guidance (class), Mending (class)
  • Level 1 (burning hands, cure wounds) Goodberry, Faerie Fire, Entangle
  • Level 2 (flaming sphere, scorching ray) Heat Metal, Lesser Restoration, Summon Beast, Pass Without Trace, Augury
  • Level 3 (plant growth, revivify) Call Lightning
Wild Shape: 2/long (CR ½, no flying); [wild companion – can be used for find familiar (2 hrs)]
Summon Wildfire Spirit for 1 hour:
  • When it appears dex save w/in 10’ or 2d6
  • Acts on my turn, after; dodge or bonus action to command
  • AC 13, HP 30, move/fly 30, 60’darkvision (10/14/14/13/15/11)
  • Immune to fire, charm, fear, grapple, prone, restrain
  • Flame seed: 60’, +7, 1d6+4
  • Fiery Teleportation: teleport 15’ w/anyone within 5’; those left Dex save or 1d6+4.
Feat: Telekinetic: bonus to shove 5’ (towards/away), STR save vs DC 15.
(background) Elemental Adept (fire): ignore fire resistance; treat 1s as 2s

Background: Custom
200 gp gilded acorn (summon beast)
25 gp bones (augury)
10 gp Explorer’s Pack
Druidic focus (1gp totem, around neck)
Herbalism kit (5gp, 3#)
Bonecarving/Scrimshaw tools (5gp, 5#, following leatherworkers)
Shield (10gp, 6#)
Leather bag of assorted bones and antlers
100gp diamonds [300 gp needed for diamonds (revivify)]
still to come
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Possibly a Idiot.

Glau screenshot.png

Height : 3’5’’ Weight : 30 lbs Character Race: Plasmoid

Eyes : orbs Hair : none Size : small Type: Ooze

Alignment : CG Deity: Doesn’t care much for them


Glau is, well, an ooze. Small sized and normally colored green, they can shift colors as quickly as they shift forms. Resting texture is warm, smooth, and round. But that is also quite variable.



Glau is part of a spelljamming ship crew, and serves as some stealthy muscle and hidden bodyguard.

Background: Bodyguard

Stats: +1 Str, +1 Dex +1 Con

Skills: Stealth, Insight
Tools: Playing Cards

Languages: Primordial, Common Sign Language

Feat: Tavern Brawler

Enhanced Unarmed Strike. When you hit with your Unarmed Strike and deal damage, you can deal Bludgeoning Damage equal to 1d4 + your Strength modifier, instead of the normal damage of an Unarmed Strike.

Damage Rerolls. Whenever you roll a damage die for your Unarmed Strike, you can reroll the die if it rolls a 1, and you must use the new roll.

Shove. When you hit a creature with an Unarmed Strike as part of the Attack Action on your turn, you can deal damage to the target and also push it 5 feet away. You can use this benefit only once per turn.
Furniture as Weapons. You can wield furniture as a Weapon, using the rules of the Greatclub for Small or Medium furniture and the rules of the Club for Tiny furniture.





Creature Type: Ooze.

Amorphous: You can squeeze through a space as narrow as 1 inch wide, provided you are wearing and carrying nothing. You have advantage on ability checks you make to initiate or escape a grapple.

Darkvision: 60’

Hold Breath: You can hold your breath for 1 hour.

Natural Resilience: You have resistance to acid and poison damage, and you have advantage on saving throws against being poisoned.

Shape Self:
As an action, you can reshape your body to give yourself a head, one or two arms, one or two legs, and makeshift hands and feet, or you can revert to a limbless blob. While you have a humanlike shape, you can wear clothing and armor made for a Humanoid of your size.

As a bonus action, you can extrude a pseudopod that is up to 6 inches wide and 10 feet long or reabsorb it into your body. As part of the same bonus action, you can use this pseudopod to manipulate an object, open or close a door or container, or pick up or set down a Tiny object. The pseudopod contains no sensory organs and can’t attack, activate magic items, or lift more than 10 pounds.

Barbarian 5


Athletics, Perception

Bonus action 3/lr. +2 melee damage, resistance to BPS damage.

Unarmored Defense
While you are not wearing any armor, AC = 10+DEX+CON+Shield. (15)

Reckless Attack
Apply advantage on all your STR attacks, and all attacks made against you until your next turn.

Danger Sense
ADV on dex saves against effects you can see.

Primal Path
Path of the Beast

Primal Knowledge
+1 skill: Athletics.

Ability Score Improvement
+2 STR

Extra Attack
Attack twice with attack action.

Fast Movement
+10 movement speed, when not in heavy armor.

Path of the Beast

Form of the Beast

When you rage, you can manifest one natural weapon, which counts as a simple weapon and uses STR:

Bite: 1d8 piercing damage. Once on each of your turns when you damage a creature with this bite, you regain a number of hit points equal to your proficiency bonus, provided you have less than half your hit points when you hit.

Claws: 1d6 slashing damage. Once on each of your turns when you attack with a claw using the Attack action, you can make one additional claw attack as part of the same action.

Tail: 1d8 piercing damage, reach. If a creature you can see within 10 feet of you hits you with an attack roll, you can use your reaction to swipe your tail and roll a d8, applying a bonus to your AC equal to the number rolled, potentially causing the attack to miss you.


Light Armor, Medium Armor, Shields

Martial Weapons, Simple Weapons

Playing Card Set

Common, Primordial, Common Sign Language

Stealth, Athletics, Perception, Intimidation, Insight



Darkvision 60’
Passive Perception 13
Passive Investigation 9
Passive Insight 13

Str : 18 (+4)
Dex : 14 (+2)
Con : 16 (+3)
Int : 8 (-1)
Wis: 10 (+1)
Cha: 10 (+4)

Misc. Combat
Initiative: +2
Speed: 40'
Inspiration: X
Health points: 55 = 12+3 + 4(7+3)
Temp HP: 0
HD: 5d12
Proficiency: +3
AC: 15 (unarmored)

Saving throws:
STR+7, CON+6
VS poison, VS DEX saves you can see.


Attacks (2 per attack action)

Unarmed: +7, Melee 1d4+4b (reroll 1s, shove, grapple)
Quarterstaff: +7, Melee 1d6+4b (1d8+3b, Versatile)
Club: +7, Melee 1d4+4b (light, Tavern Brawler)
Greatclub: +7, Melee 1d8+4b (two-handed, Tavern Brawler)

Bite: +7, Melee 1d8+4p (special)
Claws: +7, Melee 1d6+4s (special)
Tail: +7, Reach 1d8+4p (special)

Javelin: +7, 30/120, 1d6+4p (thrown)

Shape Self (Reshape Body)
Grow or hide limbs.


Two-Weapon Fighting
Club: +7 melee, 1d4 b (light, Tavern Brawler)

Shape Self (Pseudopod).
10’ reach use object.

Opportunity Attack

Form of the Beast: Tail (reaction)

When attacked, add +1d8 to your AC.


Acrobatics (dex) +2

Animal handling (wis) +0

Arcana (int) +0

*Athletics (str) +7

Deception (cha) +0

History (int) -1

*Insight (wis) +3

*Intimidation (cha) +3

Investigation (int) -1

Medicine (wis) +0

Nature (int) -1

*Perception (wis) +3

Performance (cha) +0

Persuasion (cha) +0

Religion (int) -1

Sleight of hand (dex) +2

*Stealth (dex) +5

Survival (wis) +0

*: trained



Carrying Capacity: 270 lb
Push, Drag, Lift: 540 lb


Quarterstaff, 2lbs 2sp
Javelins x5, 10lbs, 2g, 5sp
Backpack (for hiding), 5gp
Playing card set, 1gp
Potions of healing x4, 200g,

The gear pack:
Dungeoneer’s Pack: 12 gp
Piton x10
Rations x10
Hemp Rope 50’
Torch x 10
Climber's Kit: 25 gp

PP: 0
GP: 154
EP: 0
SP: 3
CP: 0
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Gunthar the Fishmonger
Level 5 Neutral Good Dwarf Male Hunter Ranger

AC 16 (Scale Mail)
HP 64 (5d10+30)
Init +2
Speed 30'
Proficiency Bonus +3

Str 16 (+3) Save +6
Dex 14 (+2) Save +5
Con 16 (+3) Save +6
Int 8 (-1)
Wis 12 (+1)
Cha 10 (+0)
Passive Perception 18
Passive Investigation 12

Attack Actions (Extra Attack, Two Weapon Fighting Style)
Fish-knocker (Light Hammer): +6 Atk, 1d4+3 bludgeoning
Filet Long-knife (Scimitar): +6 Atk, 1d6+3 slashing
Boot Knife (Dagger): +6 Atk, 1d4+3/3 piercing, range 20/60
Harpoon x4 (Javelin): +6 Atk, 1d6+3 piercing, range 30/120

Darkvision 60 feet.
Resistance to Poison Damage. Advantage on saving throws to avoid or end the Poisoned Condition.
Dwarven Toughness: (Hit Point Maximum increases by 1 whenever you gain a level.)
Stonecunning: As a Bonus Action, Tremorsense* with a range of 60 feet for 10 minutes. Must be on a stone surface or touching such a surface to use. The stone can be natural or worked. You can use this Bonus Action a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.*
Expertise: Perception, Survival
Favored Enemy: You always have the Hunter’s Mark Spell prepared, and it doesn’t count against the number of Spells you can prepare. Moreover, you don’t have to concentrate on the Spell once you cast it; it lasts for its full duration, until you end it as a Bonus Action, or until you are Incapacitated.
Fighting Style: Two-Weapon
Hunter's Prey: When you hit a creature with a Weapon or an Unarmed Strike as part of the Attack Action on your turn, the Weapon or Unarmed Strike deals an extra 1d8 damage to the target if it’s missing any of its Hit Points. You can deal this extra damage only once per turn.

Proficient Skills/Tools
Athletics +6
Investigation +2
Perception +7
Stealth +5
Survival +7
Tools: Tinker's Tools, Jeweler's Tools, Navigator's Tools

Background: Tough (Your Hit Point Maximum increases by an amount equal to twice your character level when you gain this Feat. Whenever you gain a level thereafter, your Hit Point Maximum increases by an additional 2 Hit Points.)
Level 4: Resilient (CON)

Spells +4 atk, DC12
Cantrips: Guidance, Thorn Whip
First Level: Cure Wounds, Fog Cloud, Healing Word, Hunter's Mark, Longstrider
Second Level: Barkskin, Spike Growth

Common, Dwarvish

Magic Items
Potion of Healing x2

Mundane Equipment
Mess kit
Torches (6)
Rations (5)
Hempen rope (50 ft.)
Piton (3)


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Name: Charlie Cook
Race: Male Human
Background: Sailor
Class: Fathomless Warlock 5
Alignment: Chaotic Good
Proficiency Bonus: +3
Inspiration: No
Spent HD: none

Passive Perception: 9
Initiative: +2
AC: 15

Strength:10 (+0)
Athlethics: +0​

Dexterity:15 (+2)
+Acrobatics: +5
Sleight of Hand: +2
+Stealth: +5​

Constitution: 14 (+2)

Charisma:18 (+4)
+Deception: +7
Intimidation: +4
Performance: +4
+Persuasion: +7​
Speed: 30 ft, 40 ft Swim
Hit Dice: 5 d8+2
HP: 36/36

Intelligence:12 (+1)
+Arcana: +4
History: +1
Nature: +1
Investigation: +1
Religion: +1​

Wisdom:8 (-1)
Animal Handling: -1
Insight: -1
Medicine: -1
Perception: -1
Survival: -1​


Initiative: +2

Eldritch Blast
120 ft
To Hit
1d4+2 (p)
Finesse, Light, Thrown (20/60)
Ranged spell attack
Strength: +0
Intelligence: +1
Dexterity: +2
+Wisdom: +2
Constitution: +2
+Charisma: +6

Proficiencies and Languages
Languages: Common, Common Sign Language​
Weapons: Simple​
Armor: Light​
Tools: Navigator’s Tools​
Size: Medium;​
Resourceful: You gain Inspiration whenever you finish a Long Rest.​
Skillful: You gain Proficiency in one Skill of your choice.​
Versatile: You gain the Skilled Feat or another 1st-level Feat of your choice.​

Background: Ship Quartermaster​
Skills: Acrobatics, Persuasion​
Background Feat: Tavern Brawler​
Class: Warlock (The Fathomless)​
Pact Magic:[3 cantrips & 6 spells known; 2× 3rd-level spell slot]​
I can cast warlock cantrips/spells that I know, using Charisma as my spellcasting ability​
I can use an arcane focus as a spellcasting focus for my warlock spells​
I regain these spell slots on a short rest​
Gift of the Sea:
I have a swimming speed of 40 ft and I can breathe underwater​
Tentacle of the Deeps: [1d8, Proficiency Bonus per long rest]​
As a bonus action, I can summon or move a spectral tentacle and make an attack with it​
I can summon it to a space within 60 ft that I can see or move an existing one 30 ft​
I make melee spell attacks with 10 ft reach with it that deal cold or lightning damage​
Creatures hit by the tentacle suffer 10 ft speed reduction until the start of my next turn​
The 10-ft long tentacle lasts for 1 minute or until I summon another​
Eldritch Invocations:[3 invocations known]​
Agonizing Blast:
I can add my Charisma modifier to every hit with my Eldritch Blast cantrip​
Book of Ancient Secrets:
I can add any two 1st-level spells that have the ritual tag to my Book of Shadows​
If I come across spells with the ritual tag, I can transcribe them into my book, as well​
I can cast any of these spells in my Book of Shadows as rituals, but not as normal spells​
I can cast my known warlock spells as rituals if they have the ritual tag​
Eldritch Sight:
I can cast Detect Magic at will, without using a spell slot​
Eldritch Versatility:
Whenever I gain an ASI from the warlock class, I can change one of the following things:​
• I can replace one warlock cantrip with another cantrip from the warlock spell list​
• I can replace my pact boon for another​
• If I have Mystic Arcanum, I can replace one spell from it with another of the same level​
Pact of the Tome:
I have a Book of Shadows with any three cantrips of my choosing​
I can cast these cantrips as long as I have the book on my person​
Regardless of the lists they come from, these count as warlock cantrips to me​
I can get a replacement book with a 1-hour ceremony during a short or long rest​

Tavern Brawler:
Accustomed to brawling, you gain the following​
Enhanced Unarmed Strike: When you hit with your Unarmed Strike* and deal damage, you can deal Bludgeoning Damage equal to 1d4 + your Strength modifier, instead of the normal damage of an Unarmed Strike.​
Damage Rerolls: Whenever you roll a damage die for your Unarmed Strike, you can reroll the die if it rolls a 1, and you must use the new roll.​
Shove: When you hit a creature with an Unarmed Strike as part of the Attack Action on your turn, you can deal damage to the target and also push it 5 feet away. You can use this benefit only once per turn.​
Furniture as Weapons: You can wield furniture as a Weapon, using the rules of the Greatclub for Small or Medium furniture and the rules of the Club for Tiny furniture.​
Magic Initiate (Arcane):
You have learned the basics of a particular magical tradition. Choose one Spell list: Arcane,* Divine,* or Primal.* You gain the following​
benefits related to that choice:​
Two Cantrips: You learn two cantrips of your choice from the Spell list.​
1st-Level Spell Choose one 1st-level Spell from the Spell list. You always have that Spell prepared. You can cast it once without a Spell Slot, and you regain the ability to cast it in that way when you finish a Long Rest.* You can also cast the Spell using any Spell Slots you have.​
Intelligence, Wisdom, or Charisma is your spellcasting ability for these Spells (choose when you select this Feat). Consult the Player’s Handbook for the rules on spellcasting.​
Whenever you gain a new level, you can replace one of the Spells you chose for this Feat with a different Spell of the same level from the chosen Spell list.​
Warlock Spells: 2/2 3rd-level​
Save DC: 15​
Spell Attack: +7​
Cantrips: Eldritch Blast, Mage Hand, Message, Mind Sliver, Shape Water, Prestidigitation, Friends, Dancing Lights​
1st: Mage Armor, Hex, Charm Person, Comprehend Languages (R Only), Find Familiar (R Only), Purify Food and Drink (R Only)​
2nd: Invisibility, Silence (R Only)​
3rd: Counterspell, Hypnotic Pattern, Lightning Bolt, Water Breathing (R Only)​

Flying Monkey
Small beast, unaligned

Armor Class 12
Hit Points 3 (1d6)
Speed 20 ft., climb 20 ft., fly 30 ft.

STR 8 (−1) DEX 14 (+2) CON 11 (+0)
INT 5 (−3) WIS 12 (+1) CHA 6 (-2)

Senses passive Perception 11
Languages —
Challenge 0 (10 XP)

Pack Tactics. The flying monkey has advantage on an attack roll against a creature if at least one of the monkey's allies is within 5 feet of the creature and the ally isn't incapacitated.

Bite. Melee weapon attack: +1 to hit, reach 5 ft., one target. Hit: 1 (1d4 − 1) piercing damage.

Equipment Weight:​
Dagger x 4​
Fishing Tackle​
Navigator’s Tools​
Traveler’s Clothes​
Backpack, with:​
  • Crowbar
  • Hammer
  • Pitons
  • Tinderbox
  • Torches x 10
  • Rations 10 Days
  • Waterskin
  • Silk rope, 50 feet
50gp Worth of Components for Find Familiar Spell​
4 Potions of Healing​
Belt pouch (with coins)​
150 gp​
Carrying Capacity:
Carried: 65 lbsCarrying Capacity: 150 lbsPush, Drag, Lift: 151-300 lbs
Race: Human
Gender: Male
Age: 22
Height: 6'4"
Weight: 198 lbs
Hair: Brown
Eyes: Blue
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Steve Gorak

Nicodemus (Nic) Silverstone
Level 5 Neutral Good Gnome Male Artificer (armorer)

AC 19 (splint mail + shield)
HP 58 (5d8+30)
Init +1
Speed 30'
Proficiency Bonus +3

Str 08 (-1)
Dex 12 (+1)
Con 16 (+3) Save +6
Int 18 (+4) Save +7, advantage on saves
Wis 12 (+1) advantage on saves
Cha 9 (-1) advantage on saves

Passive Perception 15
Passive Investigation 17

Attack Actions (Extra Attack)

Creature Type: Humanoid
Size: Small (about 3–4 feet tall)
Speed: 30 feet
Life Span: 425 years on average
Darkvision. You have Darkvision with a range of 60 feet.
Gnomish Cunning. You have Advantage on Intelligence, Wisdom, and Charisma saving throws.
Gnomish Lineage. Rock Gnome. You know the Mending and Prestidigitation cantrips.
In addition, you can spend 10 minutes casting Prestidigitation to create a Tiny clockwork device (AC 5, 1 HP), such as a toy, a fire starter, or a music box. Casting the Spell in this way consumes 10 GP worth of raw material (string, gears, and the like), which you provide during the casting.
When you create the device, you determine its function by choosing one effect from Prestidigitation; the device produces that effect whenever you or another creature takes a Bonus Action to touch the device and activate it. If the chosen effect has options within it, you choose one of those options for the device when you create it.
For example, if you choose the spell’s ignite-extinguish effect, you determine whether the device ignites or extinguishes fire; the device doesn’t do both.
You can have three such devices in existence at a time, and each one dismantles itself 8 hours after its creation. You can also touch one of your devices and dismantle it as an Action. After a device is dismantled, the 10 GP of materials used to create it can be reclaimed.

Proficiencies Skills/Tools/languages

Arcana: +7
Investigation: +7
Perception: +4
Stealth +4

Armor: Light armor, medium armor, heavy armor, shields
Weapons: Simple weapons

Tools: Thieves’ tools, tinker’s tools, smith's tools, carpenter's tools, navigator tools

Languages: Common, Gnome

Magic initiate arcane (int): fire bolt, mage hand, shield
Feytouched: hunter's mark & misty step (maybe swap with telekinetic)

Magical Tinkering
At 1st level, you've learned how to invest a spark of magic into mundane objects. To use this ability, you must have thieves' tools or artisan's tools in hand. You then touch a Tiny nonmagical object as an action and give it one of the following magical properties of your choice:

  • The object sheds bright light in a 5-foot radius and dim light for an additional 5 feet.
  • Whenever tapped by a creature, the object emits a recorded message that can be heard up to 10 feet away. You utter the message when you bestow this property on the object, and the recording can be no more than 6 seconds long.
  • The object continuously emits your choice of an odor or a nonverbal sound (wind, waves, chirping, or the like). The chosen phenomenon is perceivable up to 10 feet away.
  • A static visual effect appears on one of the object's surfaces. This effect can be a picture, up to 25 words of text, lines and shapes, or a mixture of these elements, as you like.
The chosen property lasts indefinitely. As an action, you can touch the object and end the property early.

You can bestow magic on multiple objects, touching one object each time you use this feature, though a single object can only bear one property at a time. The maximum number of objects you can affect with this feature at one time is equal to your Intelligence modifier (minimum of one object). If you try to exceed your maximum, the oldest property immediately ends, and then the new property applies.

Infuse Item

Infusions Known: 4 Homunculus, Replicate Magic Item (bag of holding), Replicate Magic Item (alchemy jug), Mind sharpener

Infusing an Item: 2
Whenever you finish a long rest, you can touch a nonmagical object and imbue it with one of your artificer infusions, turning it into a magic item. An infusion works on only certain kinds of objects, as specified in the infusion's description. If the item requires attunement, you can attune yourself to it the instant you infuse the item. If you decide to attune to the item later, you must do so using the normal process for attunement (see the attunement rules in the Dungeon Master's Guide).

Your infusion remains in an item indefinitely, but when you die, the infusion vanishes after a number of days equal to your Intelligence modifier (minimum of 1 day). The infusion also vanishes if you replace your knowledge of the infusion.

You can infuse more than one nonmagical object at the end of a long rest; the maximum number of objects appears in the Infused Items column of the Artificer table. You must touch each of the objects, and each of your infusions can be in only one object at a time. Moreover, no object can bear more than one of your infusions at a time. If you try to exceed your maximum number of infusions, the oldest infusion ends, and then the new infusion applies.

If an infusion ends on an item that contains other things, like a bag of holding, its contents harmlessly appear in and around its space.

The Right Tool for the Job
At 3rd level, you've learned how to produce exactly the tool you need: with thieves' tools or artisan's tools in hand, you can magically create one set of artisan's tools in an unoccupied space within 5 feet of you. This creation requires 1 hour of uninterrupted work, which can coincide with a short or long rest. Though the product of magic, the tools are nonmagical, and they vanish when you use this feature again.

Tools of the Trade
When you adopt this specialization at 3rd level, you gain proficiency with heavy armor. You also gain proficiency with smith's tools. If you already have this tool proficiency, you gain proficiency with one other type of artisan's tools of your choice.

Arcane Armor
Beginning at 3rd level, your metallurgical pursuits have led to you making armor a conduit for your magic. As an action, you can turn a suit of armor you are wearing into Arcane Armor, provided you have smith's tools in hand.

You gain the following benefits while wearing this armor:

If the armor normally has a Strength requirement, the arcane armor lacks this requirement for you.
You can use the arcane armor as a spellcasting focus for your artificer spells.
The armor attaches to you and can’t be removed against your will. It also expands to cover your entire body, although you can retract or deploy the helmet as a bonus action. The armor replaces any missing limbs, functioning identically to a body part it is replacing.
You can doff or don the armor as an action.
The armor continues to be Arcane Armor until you don another suit of armor or you die.

Armor Model
Beginning at 3rd level, you can customize your Arcane Armor. When you do so, choose one of the following armor models: Guardian or Infiltrator. The model you choose gives you special benefits while you wear it.

Each model includes a special weapon. When you attack with that weapon, you can add your Intelligence modifier, instead of Strength or Dexterity, to the attack and damage rolls.

You can change the armor's model whenever you finish a short or long rest, provided you have smith's tools in hand.

Thunder Gauntlets. Each of the armor's gauntlets counts as a simple melee weapon while you aren't holding anything in it, and it deals 1d8 thunder damage on a hit. A creature hit by the gauntlet has disadvantage on attack rolls against targets other than you until the start of your next turn, as the armor magically emits a distracting pulse when the creature attacks someone else.
Defensive Field. As a bonus action, you can gain temporary hit points equal to your level in this class, replacing any temporary hit points you already have. You lose these temporary hit points if you doff the armor. You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Lightning Launcher. A gemlike node appears on one of your armored fists or on the chest (your choice). It counts as a simple ranged weapon, with a normal range of 90 feet and a long range of 300 feet, and it deals 1d6 lightning damage on a hit. Once on each of your turns when you hit a creature with it, you can deal an extra 1d6 lightning damage to that target.
Powered Steps. Your walking speed increases by 5 feet.
Dampening Field. You have advantage on Dexterity (Stealth) checks. If the armor normally imposes disadvantage on such checks, the advantage and disadvantage cancel each other, as normal.

Extra Attack
Starting at 5th level, you can attack twice, rather than once, whenever you take the Attack action on your turn.


Cantrips: prestigitation, mending, firebolt, mage hand, guidance, +1

Spells prepared: 6 (int + half level); * are always known
First Level (4 slots): Magic Missile*, Thunderwave*, Absorb elements, faery fire, feather fall, cure wounds

Second Level (2 slots): Mirror Image*, Shatter*, Misty step*, web, levitate,

Magic Items
Infiltritator Splint mail with the mind sharpener infusion applied

Mundane Equipment

Explorer’s Pack (10 gp): Includes a Backpack, a Bedroll, a Mess kit, a Tinderbox, 10 torches, 10 days of Rations, and a Waterskin. The pack also has 50 feet of Hempen rope strapped to the side of it.

100 gp gem for Homolucus

100gp splint armor (self made, 100 gp instead of 200 gp, 17 ac)
10 gp shield (+2 ac, 6 lbs)

30 gp of materials for tiny gnomish devices

25 gp Thieves’ tools 1 lb.

0 gp magically created smith`s tools 8 lb
Short sword
2 daggers




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