No Longer an Interest Check - 5E Rise of Tiamat + Corebooks PBP - OOC

gargoyleking

Adventurer
I basically had him built, just shy of buying equipment and all. I suppose I can adjust to starting at level 1 assuming start with a suit of scale mail, AND a warhammer somehow. High starting gold maybe?
 

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JustinCase

the magical equivalent to the number zero
Alright, here's my dwarven cleric so far. Will add the bio later (at work now).

@gargoyleking I suppose a connection between our two dwarves seems a logical fit. How do you feel about that?

Grimnir
CG hill dwarf sailor tempest cleric 1

char 2.jpg

Name: Grimnir Hammerdeep
Sex: male
Race: hill dwarf
Class/Level: cleric 1
Alignment: Chaotic Good
Size: Medium
Languages: Common, Dwarvish
Speed: 25ft.
Init: +0
Prof. Bonus: +2
Passive Perception: 16
Darkvision: 60ft.
Proficiencies: Light armor, medium armor, heavy armor, shields; simple weapons, martial weapons; Brewer’s supplies; Navigator’s tools, vehicles (water)

DEFENSE
AC:
18 (+6 armor, +2 shield)
HD: 1d8+2
Maximum HP: 11 (includes racial +1/level)
Current HP: 11
Saves: Wisdom +6, Charisma +2
Notes: Advantage on saving throws against poison, resistance against poison damage (Dwarven Resilience); can use Reaction to deal 2d8 lightning or thunder damage when hit with attack by creature within 5 feet, Dex save for half damage, 4/LR (Wrath of the Storm)

OFFENSE
Melee:
Warhammer +5 (1d8+3 bludgeoning; versatile 1d10)
Ranged: Light crossbow +2 (1d8 piercing; ammunition (range 80/320), loading, two-handed)
Magic Attack (melee): Inflict Wounds +6 (3d10 necrotic; range touch)
Magic Attack (ranged): Guiding Bolt +6 (4d6 radiant and the next attack roll against target until end of your next turn has advantage; range 120)
Note: Other magical attack not using attack rolls are listed under Magic, below.

STATISTICS
Str
16 (+3), Dex 11 (+0) , Con 14 (+2), Int 8 (-1), Wis* 18 (+4), Cha* 11 (+0)
RACIAL FEATURES & PROFICIENCIES
Hill Dwarf
Ability scores: Constitution +2, Wisdom +1
Speed: 25ft., not reduced by wearing heavy armor
Darkvision: 60ft.
Dwarven Resilience: Advantage on saving throws against poison, resistance against poison damage
Dwarven Combat Training: Proficient with battleaxe, handaxe, light hammer, warhammer
Tool Proficiency: Proficient with a choice of tools: Brewer’s Supplies
Stone Cunning: Intelligence (History) checks on the origin of stonework add double proficiency bonus
Dwarven Toughness: Hit point maximum increases by 1 for every level
Languages: Common, Dwarvish

BACKGROUND FEATURES & PROFICIENCIES
Sailor
Skill Proficiencies: Athletics, Perception
Tool Proficiencies: Navigator’s tools, vehicles (water)
Ship’s Passage: Can secure free passage on ships for self and allies in return for assistance to the crew.

CLASS FEATURES & PROFICIENCIES
Cleric (Tempest)
Armor and Weapon Proficiencies: Light and medium armor, heavy armor (domain), shields; simple weapons, martial weapons (domain)
Spellcasting: Can cast spells; see Magic, below.
Divine Domain: Tempest
Bonus Domain Proficiencies: Heavy armor, martial weapons
Domain Spells: Always prepared, do not count against number of spells you can prepare daily
. 1st: Fog Cloud, Thunderwave
Wrath of the Storm: 4/LR can use Reaction when a visible creature within 5 feet hits you with an attack, to deal that creature 2d8 lightning or thunder damage; Dex save for half damage

SKILLS (* Proficient)
+0 (dex) Acrobatics
+4 (wis) Animal Handling
-1 (int) Arcana
+5 (str) Athletics*
+0 (cha) Deception
-1 (int) History
+6 (wis) Insight*
+0 (cha) Intimidation
-1 (int) Investigation
+4 (wis) Medicine
-1 (int) Nature
+6 (wis) Perception*
+0 (cha) Performance
+0 (cha) Persuasion
+1 (int) Religion*
+0 (dex) Sleight of Hand
+0 (dex) Stealth (disadvantage in armor)
+4 (wis) Survival
Spell Save DC: 14
Spell Attack: +6
Ritual Casting: Can cast a cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared.

Cantrips (3): Mending, Sacred Flame, Spare The Dying
Spells Prepared (5+domain): Create Or Destroy Water, Cure Wounds, Fog Cloud (domain), Guiding Bolt, Healing Word, Inflict Wounds, Thunderwave (domain)
Spell Slots Used: Level 1: 0/2
CREATE OR DESTROY WATER
1st-level transmutation
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a drop of water if creating water or a few grains of sand if destroying it)
Duration: Instantaneous
You either create or destroy water.
Create Water. You create up to 10 gallons of clean water within range in an open container. Alternatively, the water falls as rain in a 30-foot cube within range, extinguishing exposed flames in the area.
Destroy Water. You destroy up to 10 gallons of water in an open container within range. Alternatively, you destroy fog in a 30-foot cube within range.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you create or destroy 10 additional gallons of water, or the size of the cube increases by 5 feet, for each slot level above 1st.

CURE WOUNDS
1st-level evocation
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous
A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.

FOG CLOUD (Tempest domain)
1st-level conjuration
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: 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.

GUIDING BOLT
1st-level evocation
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: 1 round
A flash of light streaks toward a creature of your choice within range. Make a ranged spell attack against the target. On a hit, the target takes 4d6 radiant damage, and the next attack roll made against this target before the end of your next turn has advantage, thanks to the mystical dim light glittering on the target until then.
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.

HEALING WORD
1st-level evocation
Casting Time: 1 bonus action
Range: 60 feet
Components: V
Duration: Instantaneous
A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st.

INFLICT WOUNDS
1st-level necromancy
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous
Make a melee spell attack against a creature you can reach. On a hit, the target takes 3d10 necrotic damage.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.

MENDING
Transmutation cantrip
Casting Time: 1 minute
Range: Touch
Components: V, S, M (two lodestones)
Duration: Instantaneous
This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage. This spell can physically repair a magic item or construct, but the spell can't restore magic to such an object.

SACRED FLAME
Evocation cantrip
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous
Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 radiant damage. The target gains no benefit from cover for this saving throw.
The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

SPARE THE DYING
Necromancy cantrip
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous
You touch a living creature that has 0 hit points. The creature becomes stable. This spell has no effect on undead or constructs.

THUNDERWAVE (Tempest domain)
1st-level evocation
Casting Time: 1 action
Range: Self (15-foot cube)
Components: V, S
Duration: Instantaneous
A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed. In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell's effect, and the spell emits a thunderous boom audible out to 300 feet.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
PHYSICAL APPEARANCE
He sports a long black beard, wears heavy armor and carries an impressive warhammer, but there are also a few things about the gold dwarf named Grimnir that people often find unusual: a brownish tan, darker than the shield dwarfs common to the Sword Coast; the two tentacles tattooed on his face proclaiming his allegiance to the Luskan house of Ship Kurth; and the symbol of dreaded Umberlee around his neck.

The sociable dwarf is eager to explain that he is descended from gold dwarves from far south, and that his goddess is indeed a dangerous and fickle deity of the seas and the depths, but she is also magnificent in her splendor and allows those who pay the proper respect to cross her domain with bountiful hauls of fish...

BIO
I was born on a ship somewhere on the Sea of Swords, my birth ushered in by a massive storm as my stubborn mother, captain of The Howling Hound, had refused to stop sailing during pregnancy. My father never told me the details, but I survived and she did not.

For decades that ship was my home as I grew up and became a member of the crew, part of the influential Ship Kurth from the northern harbor town of Luskan. Until a few years ago, when I forgot my customary sacrifice to Umberlee for safe travels at sea and the Queen of the Depths took down The Howling Hound and her entire crew into her unfathomable realm below the surface.

I should have drowned that day, and I am not convinced I didn't. Somehow I washed up on the shores of a tiny island, where before a passing ship rescued me I discovered that Umberlee had chosen me to become her servant. She had granted me magical powers over sea and storm, and warned me that only by her will did I continue to live.

You cannot imagine the terror that filled me as I realized that such a notoriously fickle and angry Goddess had claimed my soul, but in time I found that she is like the sea itself; cold and demanding one moment, forgiving and generous the next. If my job was to inform people that offering a thing of importance may hold off Umberlee's wrath and see the seas as I do, I could do a lot worse. And so I have provided my clerical services to various Kurth ships over the years, and appeased my Queen when all seemed lost.

Recently, however, I have been dreaming of drowning again, of being swallowed by cold deep waters along with all around me, and Umberlee forgive me but I cannot help but get as far away from the ocean as I can until her anger, whatever may have caused it, has died down again...

Personality Traits: I stretch the truth for the sake of a good story, but my friends know they can rely on me, no matter what.
Ideal: Freedom. The sea is freedom-the freedom to go anywhere and do anything. (Chaotic)
Bond: I'll always remember my first ship, and how Umberlee took it to her depths.
Flaw: People who can't take care of themselves get what they deserve.
COMBAT GEAR
Warhammer
Light crossbow and 20 bolts
Chain mail
Shield

OTHER GEAR
Holy symbol of Umberlee
Belaying pin (club)
50 feet of silk rope
Lucky charm (trinket): a pipe that blows bubbles
Set of common clothes
Pouch
Priest’s pack:
Backpack​
Blanket​
10 candles​
Tinderbox​
Alms box​
2 blocks of incence​
Cencer​
Vestments​
2 days of rations​
Waterskin​
From the Sailor background text; “A lucky charm such as a rabbit foot or a small stone with a hole in the center (or you may roll for a random trinket on the Trinkets table in chapter 5)”. Trinket: 1D100 = [19] = 19
19: A pipe that blows bubbles
MONEY
10 gp
 
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JustinCase

the magical equivalent to the number zero
Very true, and I'm considering Luskan as Grimnir's home. However, he's currently getting away from the sea as far as he can, which provides opportunities to meet somewhere on the road.

I'm not sure where we'll start, but for both of us the usual starting location of Greenest is pretty far away.
 

JustinCase

the magical equivalent to the number zero
Alright, I added a bio to Grimnir in the post above. I'll add it here too, so @Envisioner can give feedback on it:


"I was born on a ship somewhere on the Sea of Swords, my birth ushered in by a massive storm as my stubborn mother, captain of The Howling Hound, had refused to stop sailing during pregnancy. My father never told me the details, but I survived and she did not.

For decades that ship was my home as I grew up and became a member of the crew, part of the influential Ship Kurth from the northern harbor town of Luskan. Until a few years ago, when I forgot my customary sacrifice to Umberlee for safe travels at sea and the Queen of the Depths took down The Howling Hound and her entire crew into her unfathomable realm below the surface.

I should have drowned that day, and I am not convinced I didn't. Somehow I washed up on the shores of a tiny island, where before a passing ship rescued me I discovered that Umberlee had chosen me to become her servant. She had granted me magical powers over sea and storm, and warned me that only by her will did I continue to live.

You cannot imagine the terror that filled me as I realized that such a notoriously fickle and angry Goddess had claimed my soul, but in time I found that she is like the sea itself; cold and demanding one moment, forgiving and generous the next. If my job was to inform people that offering a thing of importance may hold off Umberlee's wrath and see the seas as I do, I could do a lot worse. And so I have provided my clerical services to various Kurth ships over the years, and appeased my Queen when all seemed lost.

Recently, however, I have been dreaming of drowning again, of being swallowed by cold deep waters along with all around me, and Umberlee forgive me but I cannot help but get as far away from the ocean as I can until her anger, whatever may have caused it, has died down again..."
 

Envisioner

Explorer
I'd be interested in the level 1 game if you've still got openings, probably a rogue of some sort.

You'd be our 10th person by now, but what the heck, go ahead. We don't have a Rogue yet, so this will let me explore some other plotlines that wouldn't otherwise come up.

@ GargoyleKing: If it's not too much trouble, I'd appreciate you translating this information into the same format other players are using, for ease of comparison. The myth-weavers sheet is readable, but it has a lot of excess white space for my standards. Other than that, everything looks good. I hope Grease is less broken in this edition than it was in 3E, especially if it's gone down in grade (my term for "spell level"; a level 7 wizard casts Grade 4 spells at caster level 7). But at worst, I might nerf individual spells if they cause problems; if this costs you space in your spellbook, I'll make it up to you somehow.

@LowKey:
"1. You listed me as a outlander; TBH, that's the BG I was going to choose (and what I'm playing up), but everyone else chose it already so I went with hermit."

Woops, my mistake.

"It might simplify things for you so we won't have to decide on a "hermit discovery."*"

As a monk, it seems like you kinda should have something of that sort, rather than just being a basic wilderness survivalist. But it's up to you.

2. It will probably help to edit the first post in the IC thread and put a link to the RG at the top of it so everyone can find it more easily.

Sure, I can do that.
 

Envisioner

Explorer
Mornok and Grimnir both look good, I'll say approved and go ahead and begin a thread for them. Keth and other new characters can either join that scene, the way Bannor joined Ashur and Annaliese, or have a new scene started for them, as with Dumos and Robyn. The latter five are all in the same thread, since they're meant to meet eventually; the level 1 characters will get a different thread, until and unless I get them caught up (I may well not have to complete the whole 1-5 progression, I just want to play low-level characters until I feel comfortable enough to start bringing them up, and play through the better chapters of Hoard of the Dragon Queen rather than the whole thing).
 

ART!

Deluxe Unhuman
Thanks, @Envisioner for inviting me back in!

I'm a bit confused, though:

  • should I make a 1st level character, or something else?
  • what group am I in, and what other PCs are in it?
 

Envisioner

Explorer
Make a first-level character. The sixth-level game has five characters already, that's probably sufficient; the 1st has two or three prior to you, with one more possible new arrival. So ideally this'll wind up at two 5-player groups, which can be reevaluated later when they get closer together in level.
 


gargoyleking

Adventurer
@Envisioner

I prefer the mythweavers sheet as I can update/track it as things change in-game and then I can link the sheet into my posts as a reminder.

Also, I did mention needing access to armor, prefferably scale as a character point for Mornok. Either I'll need to be able to just take a suit as part of my starting gear, or somewhere near to max starting gold for a wizard. (120 gp to afford armor, spellbook, warhammer and a staff focus. +10 GP for an explorer's pack.)
 
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Envisioner

Explorer
OK, keep Mythweavers if you prefer. As to armor, I've yet to come up with a good idea for how to handle gear differently from the book; I get that most wizards don't want armor and therefore they don't get it for free, whereas clerics and fighters do. So I'm not trying to entirely torpedo your build, but I'm not comfortable greatly exceeding the amount of money a character normally starts with.

Let's see, a Wizard normally starts with a Dagger and a scholar's or explorers pack, plus the focus and spellbook which they non-negotiably need. Oh, I've got an idea which is pretty cool - we'll say that your focus and spellbook ARE your armor! While dwarves don't frequently use arcana, sometimes they do, so we'll say that some faction in the past created a suit of mail where the links or scales or splints, whatever, are also etched sigils which both represent spells and allow calling upon the power thereof. So with that concept, I can roll the cost of your spellbook (50 gp) and arcane focus (between 5 and 20 gp) into the armor, along with the scholar's pack (40 gp). That frees up between 95 and 110 GP; pay 10 for a shield, and you've still got more than enough to buy Chain Mail (or Scale Mail, which is cheaper but requires Dex +2 to get the same final AC as the Chain), and nowhere near enough for Splint (which costs more than twice as much for a single extra AC point). The dagger is just 2 gp, so you might as well keep that. We'll say that the armor was bequeathed to you along with a ritual that allows you to scribe new spells onto the armor, the same way you would onto a regular book. Since you way overshot the cost of Chain Mail, you can still keep something like half the contents of your scholar's pack; if you don't want to do the math of figuring out the gold cost, just pick half of the listed objects in the pack and you can keep those, I'll risk that you get a dozen or two extra gp off me. (Or, since you mentioned an Explorer's Pack, maybe you could just have that, since it's way cheaper...whatever.)

As to the Warhammer...the game stats on weapons are a little bizarre and I'm not finished figuring them out, but since the only difference between a 10-GP Battleaxe and a 15-GP Warhammer is that the latter weighs less (to say nothing of the Battleaxe itself being heavier than the Longsword for no reason when they're otherwise identical, and again the Longsword costs 15)…at the very least I'll say you can get a weapon with Warhammer stats for 10 GP. Maybe we can even work out something with the Mace or Morningstar, which are otherwise worthless; the Morningstar lacks Versatile, but this might have been some sort of mistake, since it's otherwise identical to the lighter and cheaper War Pick. Ultimately, if the main point is character aesthetics rather than trying to squeeze out an extra point of damage on each attack, I don't really care; we can pretend you have a War Pick that just looks like a Warhammer, does bludgeoning instead of piercing, and fits your dwarven weapon proficiency. We'll figure something out.
 

Envisioner

Explorer
Hopefully this is not too premature....

 


gnarlygninja

Explorer
Lyle Leagallow
Lightfoot Halfling Rogue 1
small humanoid, chaotic neutral

--------------------
Armor Class 15 (leather armor)
Hit Points 10 (1d8+2)
Speed 25 ft.
--------------------
STR 10 (+0), DEX 18 (+4), CON 14 (+2), INT 11 (+0), WIS 14 (+2), CHA 14 (+2)
--------------------

Racial and Class Abilities
--------------------
Expertise:At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves' tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. (I chose Stealth and Thieves' Tools)
Sneak Attack: Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.

You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.
Thieves' Cant:During your rogue training you learned thieves' cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves' cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.

In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.
LuckyWhen you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.
BraveYou have advantage on saving throws against being frightened.
Halfling NimblenessYou can move through the space of any creature that is of a size larger than yours.
Naturally StealthyYou can attempt to hide even when you are obscured only by a creature that is at least one size larger than you.



Feats none
Saving Throws Dex +6, Int +2
Skills Acrobatics +6, Deception +4, Investigation +2, Perception +4, Sleight of Hand +6, Stealth +8
Senses passive Perception 14
Tools Dice set, Jeweler's Kit, Thieves' Tools
Languages Common, Halfling

Actions
--------------------

Short bow. Ranged Weapon Attack: +6 to hit, range 80 ft./320 ft., one target.
Hit: 1d6+4 piercing damage.

Short sword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 1d6+4 piercing damage. Light weapon

Dagger. Melee Weapon:
+6 to hit, reach 5 ft., one target.
Hit: 1d4+4 piercing damage. Light, Thrown.

Unarmed Strike. Melee Weapon Attack: +2 to hit, reach 5 ft., one creature.
Hit: 1 bludgeoning damage.
--------------------
Background: Criminal
Personality trait: The first thing I do in a new place is note the locations of everything valuable—or where such things could be hidden.
Ideal: Freedom. Chains are meant to be broken, as are those who would forge them.
Flaw: An innocent person is in prison for a crime that I committed. I'm okay with that.
Bond: I'm trying to pay off an old debt I owe to a generous benefactor.


Equipment Short sword, short bow, 20 arrows, backpack, 1000 ball bearings, 10 feet of string, bell, 5 candles, crowbar, hammer, 10 pitons, hooded lantern, 2 flasks of oil, 5 days rations, tinderbox, water skin, 50 feet of hempen rope, leather armor, 2 daggers, and thieves' tools, dark common clothes including a hood, belt pouch with 7 gold, a donkey
 
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