5E One Shots RG

EarlyBird

Visitor
Hello everyone and welcome,

I would like to take this moment to thank hafrogman for the great feedback and helping make this possible.

Here will be the RG for all One Shot adventures so anyone may make a character(s) and post them here. and now on to character creation.

Updated brew:
-System 5e
-World: Forgotten Realms (since there is all that SCAG stuff)
-Player has portfolio of three characters.
--Character A is either: Fighter, Barbarian, Monk, Rogue
--Character B is either: Ranger, Paladin, Bard, Warlock
--Character C is either: Cleric, Druid, Sorcerer, Wizard


Races: from the PHB
Abilities would be Point buy @ 29pts
HP: Max @ 1st lv - average after that
Max starting gold for class (i.e. a monk would have 20gp, a bard would have 200gp to spend)
Backgrounds - 2 backgrounds should be from the PHB the third may be PHB or SCAG
Archetypes/Spells: PHB, SCAG, or XGtE

Then there is Group D:

Race: PHB or chosen from list
-Aasimar: Protector, Scourge, Fallen (DMG (base only), VOLO)
-Deep Gnome/Svirfneblin (EE, SCAG)
-Dwarf: Duergar (SCAG)
-Firbolg (VOLO)
-Genasi (PotA, EE)
-Goblin (VOLO)
-Goliath (EE, VOLO)
-Halfling: Ghostwise (SCAG)
-Half-Elf: Variant (SCAG)
-Hobgoblin (VOLO)
-Kenku (VOLO)
-Kobold (VOLO)
-Lizardfolk (VOLO)
-Orc (VOLO)
-Tabaxi (VOLO)
-Tiefling: Variant (other than Winged) (SCAG)
-Triton (VOLO)

Class: Any - discussed with DM other players for balance
Abilities: Array - 15, 14, 13, 12, 10, 8
HP: Max @ lvl 1 - average after that
Starting Equipment: Max starting gold based on class
Background: PHB
Archetypes/Spells: PHB, SCAG, or XGtE
Special: Feats, equipment, and such open to discussion, so this character could just be a regular human fighter but the feats are out of some new book or something which makes him fit into Group D

Any questions please go here
 
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tglassy

Adventurer
Placeholder for future characters.


Group A

[sblock=Ryder]
Name: Ryder Die
Race: Half-Elf
Class: Rogue 1
Background: Charlatan

HP: 10
AC: 15

Str: 10
Dex: 16
Con: 14
Int: 10
Wis: 10
Cha: 17

Proficiencies:
Light Armor
Simple Weapons
Hand Crossbows
Longswords
Shortswords
Rapiers
Disguise Kit
Forgery Kit
Thieves Tools (Expertise)

Languages:
Common
Elvish
Sylvan

Skills:
Deception (Background, Expertise)
Sleight of Hand (Background)
Stealth (Class)
Acrobatics (Class)
Performance (Class)
Persuasion (Class)
Perception (Race)
Arcana (Race)

Racial Features:
Darkvision
Fey Ancestry

Charlatan Features:
Favorite Scheme
I put on new identities like clothes.

Feature: False Identity
You have created a second identity that includes documentation, established acquaintances, and disguises that allow you to assume that persona. Additionally, you can forge documents including official papers and personal letters, as long as you have seen an example of the kind of document or the handwriting you are trying to copy.

Rogue Features:

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.

At 6th level, you can choose two more of your proficiencies (in skills or with thieves’ tools) to gain this benefit.

Sneak Attack
Beginning at 1st level, you know how to strike subtly and exploit a foe’s distraction. 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.

The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table.

T h i e v e s ’ C a n t
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.





Equipment:
Studded Leather Armor
Rapier
Burglar’s Pack
Fine Clothes
Grappling Hook
Disguise Kit
Thieves Tools
Bag of gold (7 gp)

[/sblock]


Group B

[sblock=Alberich "Al" Rockheart]
Race: Mountain Dwarf
Class: Bard 2
Background: Outlander

HP: 18
AC: 14

Str: 17
Dex: 10
Con: 16
Int: 8
Wis: 10
Cha: 15

Proficiencies:
Light Armor
Medium Armor
Battle axe
Handaxe
Longsword
Rapier
Hand Crossbows
Warhammer
Throwing Hammer
Simple Weapons

Languages:
Common
Dwarvish
Orc

Skills:
Athletics
Animal Handling
Survival
Performance
Intimidation

Feats:
None

Outlander Feature:
You can always remember the layout of a region's geographical features, and can usually find enough food and water for six people

Dwarvish Features:
Darkvision
Advantage on saves vs poison, poison damage resistance
Double proficiency bonus to History checks concerning stonework (even if not proficient)

Bard Features:

Inspire an ally within 60 feet, giving them a bonus 1d6 on one ability check, attack roll, or save (Cha mod per day)

Jack of All Trades
You can add half your proficiency bonus, rounded down, to any ability check you make that doesn’t already include your proficiency bonus.

Song of Rest
If you or any friendly creatures who can hear your performance regain hit points at the end of the short rest, each of those creatures regains an extra 1d6 hit points.


Cantrips:
Mending
Vicious Mockery


Spells:
Detect Magic (Ritual)
Healing Word
Thunderwave
Comprehend Languages (Ritual)
Identify (Ritual)

Equipment:
Scale Shirt
Battleaxe
Dungeoneer's Pack
Lute
Brewer's Supplies
set of traveler's clothes
belt pouch (270gp)
Ruby of the War Mage
Potion of Healing

Downtime days: 5[/sblock]


Group C - Drow Druid


Group D

[sblock=Badger]
Name: Badger
Race: Human
Class: Wizard
Background: Hermit

HP: 16
AC: 14

Str: 10
Dex: 15
Con: 16
Int: 17
Wis: 8
Cha: 8

Proficiencies:
Daggers
Darts
Sling
Quarterstaff
Light Crossbow
Herbalism Kit
Brewer's Supplies
Lute
Drums
Flute
Viol

Languages:
Common
Draconic
Sylvan


Skills:
Arcana
Investigation
Religion
Medicine
Sleight of Hand

Feats:
Keen Mind: You can clearly recall anything seen or heard within a month, you can determine north, you know when sunrise/sunset will happen.

Hermit Features:
Your seclusion granted you a unique revelation

Wizard Features:
Regain half your level (min 1) worth of spell slots during a short rest (once per day)

Cantrips:
Create Bonfire
Control Flames
Firebolt

Spell Slots:
1st: 3

Spells:
Identify (Ritual)
Detect Magic (Ritual)
Find Familiar (Ritual)
Comprehend Languages (Ritual)
Burning Hands *
Mage Armor *
Shield *
Sleep *
Protection from Good and Evil *

Reckless Casting
You can attempt to cast a spell you don’t have prepared. When you use this ability, you use your action and choose one of the following options:
• Roll on the Reckless Casting table for cantrips and cast the resulting spell as part of this action.
• Expend a spell slot and roll twice on the Reckless Casting table for its level, or the 5th- level table if the slot is 6th level or higher. Pick which of the two results you want to use and cast the resulting spell as part of this action.
If the spell you cast isn’t a wizard spell, it is nonetheless a wizard spell for you when you cast it with this feature.

Reckless Casting
d10 Cantrip
1 acid splash 2 chill touch 3 fire bolt
4 light
5 poison spray
6 ray of frost
7 shocking grasp
8 sacred flame
9 thorn whip
10 Roll twice and cast each cantrip, but if you roll another 10 on either die, you cast nothing, wasting your action.

d10 1st-Level Spell
1 burning hands
2 chromatic orb
3 color spray
4 faerie fire
5 false life
6 fog cloud
7 jump
8 magic missile
9 thunderwave
10 Roll twice and cast each spell, but if you roll another 10 on either die, you cast nothing, wasting your action but not the spell slot.


Equipment:
Arcanomechanical Armor
Staff
Rod
Wand
Fine robes
Spellbook
Explorer's Kit
Scholar's Kit
Pouch (359gp, 5sp)

[/sblock]
 
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hafrogman

Visitor


dragon_age___hawke_by_yamao-d3fodfq.jpg
Code:
[B]Name:[/B]       Hassan Verduk
[B]Class:[/B]      Paladin 1           [B]Size:[/B]       Medium (6'3", 215 lb)
[B]Race:[/B]       Human (Variant)     [B]Gender:[/B]     Male
[B]Background:[/B] Outlander           [B]Alignment:[/B]  Chaotic Good 
[B]Prof:[/B]       +2                  [B]XP:[/B]         0 / 300

[B]AC:[/B] 16           [B]Init:[/B] +0       [B]Speed:[/B] 30'

[B]HP:[/B] 12           [B]HD:[/B] 1d10

[B]Str:[/B] 16 +3       [B][ ]  save: [/B] +3
[B]Dex:[/B] 11 +0       [B][ ]  save: [/B] +0
[B]Con:[/B] 14 +2       [B][ ]  save: [/B] +2
[B]Int:[/B]  9 -1       [B][ ]  save: [/B] -1
[B]Wis:[/B] 12 +1       [B][x]  save: [/B] +3
[B]Cha:[/B] 14 +2       [B][x]  save: [/B] +4

                         
[B]Attack                Bonus   Damage[/B]
Glaive                 +5    1d10+3     reach
Fire Bolt              +4     1d10      range: 120


[B]Skills:[/B]

[B][ ][/B] +0 Acrobatics
[B][ ][/B] +1 Animal Handling
[B][ ][/B] -1 Arcana
[B][x][/B] +5 Athletics
[B][ ][/B] +2 Deception
[B][ ][/B] -1 History
[B][x][/B] +3 Insight
[B][x][/B] +4 Intimidation
[B][ ][/B] -1 Investigation
[B][ ][/B] +1 Medicine
[B][ ][/B] -1 Nature
[B][x][/B] +3 Perception
[B][ ][/B] +2 Performance
[B][ ][/B] +2 Persuasion
[B][ ][/B] -1 Religion
[B][ ][/B] +0 Sleight of Hand
[B][ ][/B] +0 Stealth (disadvantage)
[B][x][/B] +3 Survival


[B]Features and Traits:[/B]
Divine Sense (3/long rest)
Lay on Hands (5hp/long rest)
Feat: Magic Initiate (Sorcerer)


[B]Proficiencies:[/B]
Common
Draconic
Armor (Light, Medium, Heavy)
Shields
Weapons (Simple, Martial)


[B]Spells:[/B]
[i]Cantrip:[/i] Fire Bolt
[i]Cantrip:[/i] Light
Jump (1/long rest)


[B]Equipment:               Weight[/B]
Glaive                    20gp     6lb
Chain Mail                75gp    55lb
Explorer's Pack           10gp    59lb
Holy Symbol                5gp     1lb

[B]Total Weight:[/B] 121lb / 240lb light load
[B]Money:[/B] 90 gp 0 sp 0 cp

[sblock=Background]Personality Trait:
Ideal:
Bond:
Flaw:

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

Far to the north, there is a tribe living in the shadow of a great mountain. Their legends tell of the ancient dragon that slumbers within the heart of the mountain and they worship the dragon as their patron spirit, guardian and totem. Some children are born with the blood of the dragon in their veins, destined for great power. Some follow the golden path, dedicating their lives to the dragon's ideal, protecting the weak and defending the tribe.

Hassan walks the line between both worlds. Power flows in his blood, but his drive is of a much more martial bent. He has taken it upon himself to leave the shadow of the mountain and seek out threats and evil wherever it may lurk, and bring the power of the dragon to bear. He has wandered south into more civilized lands, ready to do some good and kick some ass.
[/sblock]

[sblock=Appearance]Powerfully built, towering tall and strong, with burnished red hair and beard, Hassan is the consummate northlander. He is a man of mercurial and strong passions, quick to anger and quicker to forgive. His booming voice can often be heard laughing too loud, full of the joy of life.[/sblock]

Potential Character Portfolio:
A - ?
B - Hassan Verduk - Human Paladin
C - ?
D - Dain - Hobgoblin Wizard
 
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KahlessNestor

Explorer
Type A



Milady de Winter, Human Battlemaster Fighter

Riyoco Tesin was born a poor peasant girl in Baldur's Gate, the daughter of a scribe, who did a bit of forgery on the side. When she was sixteen she seduced the a trusting priest of Oghma, Ather, and urged him to steal some sacred objects to finance a life together outside of Baldur's Gate. They fled, but were quickly apprehended.


Riyoco then seduced the jailer's son and escaped, leaving Ather behind to be branded for theft. The executioner who had to brand the priest was Ather's brother, and he blamed Riyoco for leading him astray. He tracked her down and branded her shoulder.


Eventually Riyoco and Ather escaped again and settled down in a small village outside Amphail, Ather serving as a local priest and Riyoco posing as his brother. The lord of that village, Athos Comte, found her beauty and intellect captivating. He married her, giving her wealth and title, raising her to nobility. After a fall from a horse injured her, Athos discovered her convict brand and was appalled and hanged her from a tree for deceiving him. Ather fled before he could fall to Athos' justice.


Riyoco survived, however, and escaped to Waterdeep. She inserted herself into noble society as Clarisse and managed to marry another young noble, Bretson de Winter. After Clarisse was made his heir, de Winter died violently and mysteriously a few hours later. His assets, however, proved to be less valuable than she was led to believe, the scammer being scammed, as Bretson had hoped her supposed wealth would stabilize his own floundering finances.


And so Clarisse had to find other means to finance her lifestyle. As she trolled for another wealthy husband, the mysterious Milady began working as an agent for various Masked Lords of Waterdeep, plying her skills as forger, blackmailer, and thief. And not above a little murder, if it came to that.



Type B



Magdalena Ambers, Paladin of Helm (Vengeance)

Magdalena's parents were poor peasants in Amn, her father a carpenter. In exchange for giving their daughter to the Church of Helm for training, her father was given work and a generous wage, a guaranteed family home paid for by the church, and a blessing of fertility to replace their daughter. But they were never to see their daughter again. Magdalena was entered into a joint program between the Church and the Cowled Wizards, an arcane cabal that policed spellcasting in Amn


Magdalena did exceedingly well in her training. But she was restless and longed to see the world outside the cloister. One night when she was sixteen she escaped out into the city. It was an entirely new world for her. She used her training to keep ahead of the church agents searching for her, with the aid of a helpful (and handsome!) young thief from the streets. She spent a glorious week of freedom and young love.


But her happiness was not to last. She had a calling. She belonged to Helm After a cat and mouse chase with church agents and Cowled Wizards, she and her beau ducked into an old building. Unfortunately this building had recently been claimed by a group of were rats. Magdalena felt the surge of Helm's power inside of her, and she fought magnificently alongside her beau, but there were many, and her beau took a rapier through the chest before she finished the final foe.


Desperately Magdalena tried to heal her beau, as she had been taught, but she found the power of Helm unresponsive. With tears smearing the blood on her face, she realized the choice that needed to be made. Once she resolved to return to the cloister, the power flowed again, and her beau breathed once more, his fatal wounds healing fully. The agents of the church found her there, holding him in her arms. She went willingly with them, never to see her young love again.


In the two years since, Magdalena completed her training and has now been sent out into the world to serve as Helm's avenging arm, working with the Cowled Wizards to police spellcasters.


Type C

Zuleyka Xorlarrin.jpg

Zuleyka Xorlarrin, Drow Bladesinger

A daughter of House Xorlarrin, Zuleyka was secretly trained by her father in the ancient drow bladesinger tradition. She held little interest in becoming a priestess of Lolth and going to the Academy. Instead, she was smuggled out of the city by Bregan D'earth and ended up at the Promenade with the drow followers of Eilistraee.


Type D

Ivar Thangardt.jpg

Ivar Thangardt, Duergar Battlerager

Bounty hunter sent to track down Zuleyka Xorlarrin by her family.
 
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Greenmtn

Explorer
Rough Ideas that may or may not survive to a character sheet when I get back from vacation.

Type A - -Character A is either: Fighter, Barbarian, Monk, Rogue
1 -


Type B - Character B is either:Ranger, Paladin, Bard, Warlock
1 - A Tiefling who, after a young life of anger and rejection he vowed to atone for the sins of his youth and his heratige.

Type C - Druid, Forest Gnome, Bilkar Zaragnit, who Thinks he was once a animal and was turned into a Gnome.

[sblock]
https://drive.google.com/file/d/0B76a6hixMrbOWTlSdUNiQlNQVHc/view?usp=sharing

1st Adventure - http://www.enworld.org/forum/showthread.php?582954-EB-s-One-Shot-Irongrad-(IC)&p=7223253&viewfull=1#post7223253

[/sblock]

Type D -
[sblock=2nd choice]Tecolotl of the Bloodmaw tribe, Lizardman Barbarian, I left the swamp to grow stronger and prove myself to Sess'innek before challenging Ozachozk the leader of the tribe, eating his heart and ruling the tribe myself in Sess'innek's honor.



https://drive.google.com/file/d/0B76a6hixMrbOaDJ5azhTYklFajQ/view?usp=sharing


[/sblock]


Niilakashas An-Shu was educated in a secluded temple where all sought enlightenment and inner peace. The temple guarded a library of ancient texts.
He learned well but always had a sense of not quite finding what he was looking for. One day in the temple library he found a diary written in an ancient Draconic alphabet. This was what caused him to leave the temple it was only a partial collection of stories and teachings of a Dragonborn named Calixthra Who believed that through practice and training those of Draconic blood could awaken the Dragon spirit within them, reaching a greater state of enlightenment than by understanding the more humanoid aspect of their spirit. He left the Temple convinced that it was his purpose to find the path to this enlightenment and then share it with others.
[sblock]https://drive.google.com/open?id=1qFDIa8otFeG3srP_MrjouOTeoX6wYeBf [/sblock]
 
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Charwoman Gene

Adventurer
Thandar Beardless
Dwarf (Mountain) Barbarian 1
Outlander CG
Thandar is a dwarven exile, sent from his ancestral home for his crimes, he wanders the world looking for a way to redeem himself.​
A tall dwarf with a dark complexion, Thandar's beardless visage won't win any beauty contests. Shaggy haired and clothed in rough hides, Thandar looks like the creature of the wilds that he is.​
[sblock=Backstory]
Exiled for speaking his mind to a clan leader, Thandar shaves his beard in his shame. Learning to make his way on the outside, Thandar has learned much about the natural world.​
[/sblock]

Thandar Beardless


Leilara
Half-Elf Bard 1
Sage

Strength 12(+1)
Dexterity 14(+2)
Constitution 12(+1)
Intelligence 14(+2)
Wisdom 12(+1)
Charisma 16(+3)
Leilara is a chronicler of events, looking for heroes to record the adventures of.​

daggericon.jpg

[sblock=Appearance and Personality]Gender Female Age 19
Height 5'7 Weight 130
Hair Blond Skin Fair Eyes Blue
A beautiful half-elf of athletic build, Leilara dresses simply and comfortably, her blond hair pulled back in a simple braid. She does travel with finer things if the need arises.​
Traits
Leilara is a master of eye contact, just long enough for familiarity, but not long enough for uneasiness.​
She very much likes to be useful, to the point of kind of stepping on other peoples toes.​
Ideal
To bring the world joy through a masterpiece story.​
Bond
Leilara is married, she fled her abusive husband, a human sellsword and hasn't seen him since​
Flaw
She can get a little over enthusiastic​
dagger.jpg[/sblock][sblock=Backstory]
[/sblock][sblock=Stats]
Strength 12(+1)
Dexterity 14(+2)
Constitution 12(+1)
Intelligence 14(+2)
Wisdom 12(+1)
Charisma 16(+3)
Proficiency Bonus: +2

Skills
  • Acrobatics +4
  • Animal Handling +1
  • Arcana +4
  • Athletics +1
  • Deception +5
  • History +4
  • Insight +3
  • Intimidation +3
  • Investigation +4
  • Medicine +1
  • Nature +2
  • Perception +3
  • Performance +3
  • Persuasion +3
  • Religion +2
  • Sleight of Hand +2
  • Stealth +2
  • Survival +1
Proficiencies
Armor: Light
Weapons: Simple weapons, Hand Crossbows, Rapiers, Longswords, Shortswords
Tools: Lute, Flute, Drum
Languages: Common, Elven, Orcish, Draconic, Sylvan
AC: 14
Initiative: +2
Speed 30 ft.
Passive Perception: 13
HP: 9
HD: 1/1
HD Type: 1d8+1
Saving Throws
Str: 1
Dex: 4
Con: 1
Int: 2
Wis: 1
Cha: 5
Attacks
  • Rapier Melee +4 / 1d8+2 Piercing Finesse
  • Light Crossbow Ranged +4 / 1d8 Piercing [80/320] Loading, Two-handed
  • Vicious Mockery Ranged Wis DC 13 DC / 1d4 psychic [60] Disadv on Next attack
[/sblock][sblock=Features]Background: Sage (Researcher)
When you attempt to learn or recall a piece of lore, if you do not know that information, you often know where and from whom you can obtain it. Usually, this information comes from a library, scriptorium, university, or a sage or other learned person or creature. Your DM might rule that the knowledge you seek is secreted away in an almost inaccessible place, or that it simply cannot be found. Unearthing the deepest secrets of the multiverse can require an adventure or even a whole campaign.​
Bard Features
Spellcasting

Ritual Casting

Spellcasting Focus
Musical Instrument​
Bardic Inspiration (d6)
Use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you.​
  • Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes
  • 3 / LR
Half-Elf Features
Darkvision
Thanks to your elf blood, you have superior vision in dark and dim conditions.​
  • You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light.
  • You can’t discern color in darkness, only shades of gray.
Fey Ancestry
  • You have advantage on saving throws against being charmed.
  • Magic can’t put you to sleep.
[/sblock][sblock=Spellcasting]


Ability
Save DC
Spell Attack
Bard
Charisma
13
5



Spell Slots: 2
Bard Cantrips Known: Vicious Mockery, Minor Illusion
Bard Spells Known: Thunderwave, Healing Word, Faerie Fire, Illusory Script (R)
[/sblock][sblock=Equipment and Money]Money: 0 pp, , 0 ep, , 8 cp
Studded Leather13
Lute2
Flute1
Rapier2
Light Crossbow5
Bolts (20)1.5
Backpack5
Bedroll7
Thieves' Tools1
Ink0
pen
Mess kit1
Scroll Case4
Paper (20)
Set of fine clothes6
Set of traveler's clothes4
Rations(6)12
Waterskin5
Pouch1

[/sblock][sblock=Notes][/sblock]

Rilla
Dragonborn(Gold) Sorceror(Draconic(Gold)) 1
Noble LN
XP: 0 / 300
Strength 14 (+2)
Dexterity 14 (+2)
Constitution 14 (+2)
Intelligence 9 (-1)
Wisdom 10 (+0)
Charisma 16 (+3)
Zenrik is a young dragonborn woman of minor nobility, out seeing the world before settling down.​

[sblock=Appearance, Personality and Backstory]Age 18
Gender Female
Height 6'3""
Weight 180
Hair None
Skin Gold
Eyes Green

Description
RIlla is tall, but fairly slim for her height. She has an exotic but beautiful appearance and her ornate clothing sets it off perfectly.​

Traits
RIlla is obsessed with personal hygiene and is constantly trying to get clean.​
Rilla peppers her conversation with subtle sarcasm when speaking to those she thinks are beneath her station.​
Ideal
Maintaining the status quo of the nobility.​
Bond
She is beholden to her noble house.​
Flaw
Rilla thinks she is far smarter than she is.​

Backstory
Rilla, formally Zanrillakri Aurificus, Scion of House Aurificus is a minor noble of a major house. She is out in the world seeking to experience life before settling down.​
She is the youngest of 3 daughters, far from anyt line of succession, and as the youngest under little pressure to marry as of yet.​
[/sblock][sblock=Skills & Proficiencies]Proficiency Bonus: +2

Skills
  • Acrobatics +2
  • Animal Handling +0
  • Arcana -1
  • Athletics +2
  • Deception +3
  • History +1
  • Insight +2
  • Intimidation +5
  • Investigation -1
  • Medicine +0
  • Nature -1
  • Perception +0
  • Performance +3
  • Persuasion +5
  • Religion -1
  • Sleight of Hand +2
  • Stealth +2
  • Survival +0
Proficiencies
Armor None
Weapons Daggers, Darts, , Quarterstaffs, Light Crossbows
Tools Playing Cards
Languages Common, Draconic, Orcish[/sblock][sblock=Combat]AC 15
Initiative +2
Speed 30 ft
Passive Perception +10
HP 9
Hit Dice 1/1
HD type 1d6+1

Saving Throws
  • Strength +2
  • Dexterity +2
  • Constitution +4
  • Intelligence -1
  • Wisdom +0
  • Charisma +5
Attacks
  • Quarterstaff melee +4 / 1d6+2 bludgeoning versatile (1d8)
Cantrips
  • Fire Bolt ranged +5 / 1d10 fire [120]
[/sblock][sblock=Features]Background: Noble(Retainers)
You have the service of three retainers loyal to your family. These retainers can be attendants or messengers, and one might be a majordomo. Your retainers are commoners who can perform mundane tasks for you, but they do not fight for you, will not follow you into obviously dangerous areas (such as dungeons), and will leave if they are frequently endangered or abused.​

Sorceror Features
Spellcasting
Draconic(Gold) Features
Draconic Resilience
  • Your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.
  • When you aren’t wearing armor, your AC equals 13 + your Dexterity modifier.


Dragonborn Features
Breath Weapon
Gold - Fire - 15ft. cone​
  • 2d6 damage on a failed save, and half as much damage on a successful one.
  • DC 11
  • SR
Damage Resistance
Gold - Fire​
Bloodline
Whenever you make a Charisma check when interacting with dragons, your proficiency bonus is doubled if it applies to the check​
[/sblock][sblock=Spellcasting]Focus: Staff

Sorcerer Spells
  • Spell Attack Bonus: +5
  • Spell Save DC: 13
Sorcerer Cantrips
Fire Bolt, Prestidigitation, Light, Shocking Grasp​
Sorcerer Spells Known: 2
Thunderwave, Witch Bolt​

[/sblock][sblock=Money and Equipment]Money
0 pp, 28 gp, 0 ep, 0 sp, 0 cp​
Carried
  • Arcane Focus: Staff
Chest
  • Backpack
  • Bedroll
  • Mess kit
  • Rations (10)
  • Waterskin
  • Tent
  • Fine Clothing (5)
  • Hempen Rope(50 ft.)
  • Torches (10)
[/sblock][sblock=Notes]Notes
3 Retainers- Rafika Brass Dragonborn Ladies' Maid; Zenrik Brass Dragonborn footman; Theros, kobold Secretary.​
Equipment/Cash discrepancy is due to Explorer's pack discount.​
[/sblock]

Group D Concept:
Silas, Lizardfolk Rogue
 

Attachments

Last edited:

EarlyBird

Visitor
tibalt2.png
Group A - Tiefling Barbarian(Berzerker), Noble
- "Yes my great grandfather did make a deal with the devil. Can't you tell by the horns? No, it was the tail that gave it away, right?"
[sblock=Character Sheet]
Thadius Riegn Westbrook the Third
medium humaniod(tiefling), Lawful Neutral
_________________________________________________________
Armor Class: 15 (con, dex, shield)
Hit Points: 14 (1d12 + 2)
Speed: 30 ft.
_________________________________________________________
STR DEX CON INT WIS CHA
14(+2) 12(+1) 14(+2) 10(+0) 11(+0) 16(+3)
_________________________________________________________
Prof. Bonus: +2
Saving Throws: Str +4, Con +4
Skills: Persauasion +5, History +2, Intimidate +5, Athletics +4,
Tools: Dragonchess
Feats: none
Senses: passive Perception 10, darkvision
Languages: Common, Infernal, Undercommon
Inspiration: none
Background: Noble
_________________________________________________________
Features:
-Hellish Resistance: resistance to fire
-Infernal Legacy: thaumaturgy cantrip
-Position of Privilege (background)
-Proficiencies with light & medium armor and shields
-Proficiencies with all simple and martial weapons
-Rage 2/day +2 dmg using STR weapon, 1 min
-Unarmored Defence (AC 13)
__________________________________________________________
Equipment
-fine clothes
-signet ring
-shield
-morningstar
-darts(4)
-dungeoneer's pack
-backpack
-crowbar
-hammer
-pitons (10)
-torches(10)
-rations(10)
-tinderbox
-waterskin
-rope 50'(hempen)
-sack
-bedroll
-belt pouch
-20gp, 2sp, 9cp

Description:
-Height: 6'-1"
-Weight: 197lbs
-Age: 24
-Sex: Male
-Hair: black (only on the top, bald around ears, back of head)
-Eyes: purple
-Skin: red
-Tail: long thin, splits and curls at the end
-Scars: couple small ones down arms from sword lessons

Personal Characteristics:
-Personality Trait: I enjoy fine food and drink. Rough living grates on me.
-Personality Trait: I don't part with money easily and will haggle to get the best deal I can.
-Ideal: It is my duty to respect the authority of those above me, just as those below me must respect mine.
-Bond: The common folk must see me as a hero of the people.
-Flaw: I too often hear veiled insults and threats in every word addressed to me, and I'm quick to anger.
[/sblock]

Group B - Gnome(rock) Warlock(Fiend, Pact of the Tome), Guild Artisan
- "Confound it! Hrmph! Hmm! I'll never get back into the guild until I can get these blasted toys to stop exploding."

Group C - Dwarf(hill) Sorcerer(Wild Magic), Entertainer
- "What's that? Blue tinge? What blue tinge? Oh you think that my skin has a blue tinge to it? No... no, your mistaken... What's that? Ogre mage blood? How absurd, I don't have any ogre mage blood running through my veins! No sir!"

Lu_Manno.jpg
Group D- Goliath Cleric(Order), Acolyte
"I walk the path the Gods have set before me. I go willingly and without fear, though I do not know what lies at the end of this journey. My faith in them is all the protection I need."
[sblock=Lu-Manno "Deadspeaker" of the Katho-Olavi]
Race: Goliath
Class/Level: Cleric 1
Alignment: Chaotic Good
Size: Medium
Type (Subtype): Humanoid (giant)
Init: +0
Speed: 30ft
Senses: Passive Perception: 12
Languages: Common, Giant, Dwarven, Celestial
Background: Acolyte
Ispiration: none


STATISTICS
Str 17(+3), Dex 10(+0) , Con 14(+2), Int 08(-1), Wis 14(+2), Cha 12(+1)


AC: 16 (ringmail, shield)
HP: 10 (1d8 +2)
Prof. Bonus: +2
Proficiencies: All armors and shields, all simple weapons
Tools: none
Feats: none
Saves: WIS +4, CHA +3
Special Defenses: stone's endurance (1/rest)


Combat:
MELEE: warhammer +5 ATK, 1d8+3 bludeoning
MELEE/RANGE: Dagger +5 ATK, 1d4+3 piercing; finesse, light, range (20/60)


Skills:
+0 (dex) Acrobatics
+2 (wis) Animal Handling
-1 (int) Arcana
+5 (str) Athletics*
+1 (cha) Deception
+1 (int) History*
+4 (wis) Insight*
+1 (cha) Intimidation
-1 (int) Investigation
+4 (wis) Medicine*
-1 (int) Nature
+2 (wis) Perception
+1 (cha) Performance
+1 (cha) Persuasion
+1 (int) Religion*
+0 (dex) Sleight of Hand
+0 (dex) Stealth
+2 (wis) Survival
* proficient


Racial:
+2 STR, +1 CON
Size: Medium
Speed: 30 feet
Natural Athlete: You have proficiency in the Athletics skill.
Stone's Endurance: You can focus yourself to occasionally shrug off injury. When you take damage, you can use your reaction to roll a dl2. Add your Constitution modifier to the number rolled, and reduce the damage by that total. After you use this trait, you can't use it again until you finish a short or long rest.
Powerful Build: You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Mountain Born: You're acclimated to high altitude, including elevations above 20,000 feet. You're also naturally adapted to cold climates, as described in chapter 5 of the Dungeon Master's Guide.
Languages: Common, Giant


Acolyte:
Skills: Religion and Insight
Tools: none
Languages: Choice two.
Feature: Shelter of the Faithful; As an acolyte, you command the respect of those who share your faith, and you can perform the religious ceremonies of your deity. You and your adventuring companions can expect to receive free healing and care at a temple, shrine, or other established presence of your faith, though you must provide any material components needed for spells. Those who share your religion will support you (but only you) at a modest lifestyle.
You might also have ties to a specific temple dedicated to your chosen deity or pantheon. and you have a residence there. This could be the temple where you used to serve, if you remain on good terms with it, or a temple where you have found a new home. While near your temple, you can call upon the priests for assistance. provided the assistance you ask for is not hazardous and you remain in good standing with your temple.


Cleric:
- Divine Domain: Order
- Bonus Proficiencies: Gain proficiencey with heavy armor
- Voice of Authority: Starting at 1st level, immediately after you cast a spell on an ally using a spell slot of 1st level or higher, that ally can use their reaction to make one weapon attack against a target of your choice that you can see. If the spell targets more than one ally, you choose the ally who can make the attack.
- Domain Spells: command, heroism
- Spellcasting:
- Cantrips: resistance, light, spare the dying
- Spells Prepared: 3 Levels: 1st only
- Spell Save: DC 12
- Spell attack: +4
- Ritual Casting
- Spellcasting Focus: holy symbol


Starting Gold: 200gp
Combat Gear:
chainmail 75gp
stoneheaded warhammer; greatclub 2sp
dagger 2gp


Other Gear:
holy symbol - amulet 5gp
rope, 50' hempen
clothes, travler's 2gp
Backpack (explorer's pack 10gp)
- bedroll
- mess kit
- tinderbox
- torches 10/10
- rations 10/10
- waterskin
- sack 1cp
- clothes, common 5sp
Belt Pouch
- potions of healing x2 (2d4+2) 100gp
- loose coins


Treasure:
GP: 5 SP: 2 CP: 9


Carrying Capacity: 510 lbs
Push/Drag/Lift: 1,020 lbs
Climb: 15' Swim: 15'
Long Jump: 17' & 8.5'
High Jump: 6' & 3'
Hold Breath: 3 minutes

Trait: I see omens in every event and action. The gods try to speak to us, we just need to listen.
Trait: I am rude to people who lack my commitment to hard work and fair play.
Ideal: We must help bring about the changes the gods are constantly working in the world.
Bond: I owe my life to the temple who took me in when I was exiled from my clan. They showed me the true meaning of worshipping the gods.
Flaw: The people who knew me when I was young know my shameful secert, so I can never go home again.


Sex: Male
Age: 33
Height: 7'-3"
Weight: 365lbs
Hair Color: bald
Facial Hair: none
Eye Color: pale green
Skin Tone: light grey
Scars/Tattoos: tribal tattoos across shoulders and upper arms
Personality: Always calm and quiet, the huge goliath looks broody as he stands in a room and listens. He isn't he just doesn't get emotional over things as he believe's all is how the gods will it and will will be as they will it also. Lu Manno is a no nonsense, no time for fun type of guy.
Description: Imposing in size and stature he cuts the figure of a questing knight.
Background: WIP


Notes:
Worships Kavaki with lip service to Kuliak who is taking a great intrest in him.[/sblock]
[sblock=Combat]
AC: 16 (chainmail)
HP: 10/10 HD: 1/1 (1d8+2)
Speed: 30'
Saves: STR +3, DEX +0, CON +2, INT -1, WIS +4, CHA +3
Features: voice of authority 1/1
Special Defenses: stone's endurance 1/1


Combat:
warhammer +5 attack, 1d8+3 bludgeoning, two-handed
dagger(melee) +5 attack, 1d4+3 piercing, finesse, light
dagger(thrown) +5 attack, 1d4+3 piercing, finesse, light, thrown, (range 20/60)
Spell Slots: 1st: 2/2
Cantrips: resistance, spare the dying, light
Spells Prepared: command, herosim, bless, protection from good and evil, healing word


Consumables:
torches 10/10
rations 10/10[/sblock]
[sblock=Order Domain]
Domain Spells:
1st - command, heroism
3rd - enhance ability, hold person
5th - mass healing word, slow
7th - compulsion, locate creature
9th - commune, dominate person


Bonus Proficiency
At 1st level, you gain proficiency with heavy armor.


Voice of Authority
Starting at 1st level, immediately after you cast a spell on an ally using a spell slot of 1st level or higher, that ally can use their reaction to make one weapon attack against a target of your choice that you can see. If the spell targets more than one ally, you choose the ally who can make the attack.


Channel Divinity:
- Order's Demand Starting at 2nd level, as an action, you present your holy symbol, and each creature of your choice that can see or hear you within 30 feet of you must succeed on a Wisdom saving throw or be charmed by you until the end of your next turn or until the charmed creature takes any damage. You can also cause any of the charmed creatures to fall prone when they fail the saving throw.


Order's Dominion:
At 6th level, when you cast a spell of the enchantment school using a spell slot of 2nd level or higher, you regain one expended spell slot. The slot you regain must be of a level lower than the spell you cast and can't be higher than 5th level.


Divine Strike:
At 8th level, once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 force damage to the target. When you reach 14th level, the extra damage increases to 2d8.


Order's Wrath:
Starting at 17th level, if you deal your Divine Strike damage to a creature, that creature takes an extra 2d8 force damage the first time each turn that any ally of yours hits it with a weapon attack. This benefit lasts until the start of your next turn.[/sblock]
 
Last edited:

JustinCase

the magical equivalent to the number zero
Group A: Ssz'irac, a drow rogue

[sblock]Ssz'irac Izzantar
CN drow rogue 2

[sblock=Basic information]
Name: Ssz'irac Izzantar
Sex: Male
Race: dark elf
Class/Level: rogue 2
Alignment: Chaotic Neutral
XP: 330
Next level: 900
Size: Medium
Type: Humanoid (elf)
Languages: Common, Elvish, Thieves' Cant, Undercommon
Speed: 30ft.
Init: +3
Prof. Bonus: +2
Passive Perception: 13 (darkvision 120 feet; sunlight sensitivity)

DEFENSE
AC: 15 (+3 dex, +2 studded leather)
Maximum HP: 14
Current HP: 14
Saves: Dexterity +5, Intelligence +4
Note: Advantage on saving throws against being charmed; immune to magical sleep

OFFENSE
Melee: +5 rapier (1d8+3 piercing damage; finesse)
Ranged: +5 shortbow (1d6+3 piercing damage; ammunition, two-handed; range 80/320)
Melee/ranged: +5 dagger (1d4+3 piercing damage; finesse, light, thrown; range 20/60)
Note: Sunlight sensitivity (disadvantage on attack rolls in sunlight)

STATISTICS
Str 8 (-1), Dex 17 (+3) , Con 12 (+1), Int 14 (+2), Wis 12 (+1), Cha 14 (+2)
[/sblock][sblock=Features & proficiencies]
RACIAL FEATURES & PROFICIENCIES
Ability scores: Dexterity +2, Charisma +1
Keen Senses: Proficient in Perception
Fey Ancestry:
Advantage on saving throws against being charmed, and magic cannot put you to sleep.
Trance:
Can meditate for 4 hours a day for resting instead of sleeping 8 hours.
Superior Darkvision:
120 feet
Sunlight Sensitivity:
Disadvantage on attack rolls and Wisdom (Perception) rolls that rely on sight when you, your target, or the perceived is in direct sunlight.
Drow Magic:
You know the Dancing Lights cantrip. More innate spells at higher levels. Charisma is spellcasting ability.
Drow Weapon Training: Proficient with rapiers, shortswords, hand crossbows.

BACKGROUND FEATURES & PROFICIENCIES
Charlatan
Tool Proficiencies: Disguise kit, forgery kit.
False Identity:
Second identity, including documentation, acquaintances, and disguises. Also, can forge documents.
Personality Traits: I'm an opportunist and a born gambler who can't resist taking a risk for a potential payoff.
Ideal: I am far from home, and everything is strange and wonderful!
Bond: I will never forget the human girl who befriended me despite my race's benign reputation.
Flaw: I'm too greedy for my own good; I can't resist taking a risk if there's money involved. Also, despite my best efforts, I am unreliable to my friends.

CLASS FEATURES & PROFICIENCIES
Armor Proficiencies: Light armor
Weapon Proficiencies: Simple weapons, hand crossbows, longswords, rapiers, shortswords
Tool Proficiencies:
Thieves' tools
Expertise:
Double proficiency for selection of skills/thieves' tools.
Sneak Attack:
Extra 1d6 damage when hitting opponent with finesse or ranged weapon, if advantage on attack, or if another not-incapacitated enemy is within 5 feet of target (except when disadvantage to hit).
Thieves' Cant:
You know Thieves' Cant.
Cunning Action: Can use bonus action to Dash, Disengage, or Hide.

SKILLS (Proficient in bold)
+5 (dex) Acrobatics
+1 (wis) Animal Handling
+2 (int) Arcana
-1 (str) Athletics
+4 (cha) Deception
+2 (int) History
+1 (wis) Insight
+2 (cha) Intimidation
+4 (int) Investigation
+1 (wis) Medicine
+2 (int) Nature
+3 (wis) Perception
+2 (cha) Performance
+4 (cha) Persuasion
+2 (int) Religion
+7 (dex) Sleight of Hand (expertise)
+7 (dex) Stealth (expertise)
+1 (wis) Survival
[/sblock][sblock=Magic]
Cantrips known: Dancing Lights (racial)
Spell save DC: 11
Spell attack bonus: +3
[/sblock][sblock=Appearance & bio]
PHYSICAL APPEARANCE
[sblock=Portrait]Ssz'irac2.png[/sblock]A handsome ebonyskinned elf with white hair and red eyes, there is no mistaking Ssz'irac for anything but a dark elf. Wearing studded leather armor and often keeping his features hidden beneath the cowl of a dark hooded cloack, the drow tries not to draw attention to himself, preferring to stay out of the light.

BIO
Ssz'irac claims he is the long lost twin brother of Brizae Izzantar, a priestess of Eilistraee in the Promenade of the Dark Maiden beneath Waterdeep. Brizae herself has declared this to be true, despite the fact that her brother was missing for over a century, and Ssz'irac carries her written testimony with him at all times. When asked, he describes being stuck in a magical lamp for years, befriending a human girl who changed his life. Where before he lived off whatever he could get his hands on, he now attempts to rob only those who can afford it.

At least, that's what Ssz'irac says about his origins. He vehemently denies any involvement with the drow mercenary organisation Bregan D'aerthe or the vile Underdark city of Menzoberranzan...
[/sblock][sblock=Inventory]
COMBAT GEAR
rapier
dagger x2
shortbow
arrows x20
studded leather

OTHER GEAR
backpack
ball bearings (currently scattered on the ground)
bedroll
candle x5
disguise kit
pouch
rations x3
testimony from Brizae (paper x2)
thieves' tools
waterskin
trinkets:
block of unknown material, 1 oz. (trinket)
ornate oil lamp (trinket)
potion of cure wounds
potion of climbing
boots of enduring (resist wear and tear)

MONEY
203 gp
3 sp
5 cp
[/sblock][/sblock]

Group B: Mister Bubbles, a half-orc warlock

[sblock]Mister Bubbles
N half-orc warlock (fiend) 2

[sblock=Basic information]
Name: Mister Bubbles
Sex: Male
Race: Half-orc
Class/Level: Warlock 2
Alignment: Neutral
XP: 300
Next level: 900
Size: Medium
Type: Humanoid (orc)
Languages: Common, Orc
Speed: 30ft.
Init: +2
Prof. Bonus: +2
Passive Perception: 9 (Devil's Sight)

DEFENSE
AC: 14 (+2 dex, +2 studded leather)
Maximum HP: 17
Current HP: 17
Saves: Wisdom +1, Charisma +4
Note: Hellish Rebuke (reaction; see Magic); Relentless Endurance (If reduced to 0 hitpoints but not killed outright, drop to 1 hp instead, 1/LR)

OFFENSE
Melee: +5 handaxe (1d6+3 slashing damage; light, thrown; range 20/60)
Ranged: +5 dagger (1d4+3 piercing damage; finesse, light, thrown; range 20/60)
Spell: +4 eldritch blast (1d10 force damage; 120 feet)
Spell: burning hands (3d6 fire damage, Dex save DC12 for half; ignites flammable objects; 15 feet cone)
Note: Savage Attacks (melee critical hit, add one damage die); Dark One’s Blessing (gain 3 temporary hp when reducing opponent to 0 hp)

STATISTICS
Str 16 (+3), Dex 14 (+2) , Con 14 (+2), Int 10 (+0), Wis 9 (-1), Cha 14 (+2)
[/sblock][sblock=Features & proficiencies]
RACIAL FEATURES & PROFICIENCIES
Half-orc
Ability scores:
Strength +2, Constitution +1
Darkvision: 60 feet
Menacing:
Proficient in the Intimidate skill.
Relentless Endurance:
When reduced to 0 hitpoints but not killed outright, drop to 1 hitpoint instead. Recharge on long rest.
Savage Attacks:
When making a critical hit with a melee weapon, add one damage die to total damage.

BACKGROUND FEATURES & PROFICIENCIES
Charlatan
Skill Proficiencies: Deception, Sleight of Hand
Tool Proficiencies: Disguise kit, Forgery kit
False Identity: Second identity including documentation: Baron Yurt Samedy.
Personality Traits: I try to be polite and charming, but I quickly switch to intimidation or violence if I don't get what I want.
Ideal: Chains are meant to be broken, as are those who would forge them.
Bond: I sold my soul for power and freedom, and I seek ways to get rid of that abyssal alliance.
Flaw: Once violence erupts, my desire to utterly destroy my foes overrides all common sense.

CLASS FEATURES & PROFICIENCIES
Warlock
Armor Proficiencies:
Light armor
Weapons Proficiencies: Simple weapons
Otherworldly Patron:
Fiend
Pact Magic:
Can cast spells; see Magic, below
Dark One’s Blessing: When you reduce a hostile creature to 0 hitpoints, you gain 3 (Cha+level) temporary hp.
Eldritch Invocations: Gain eldritch secrets; see Magic, below

SKILLS (Proficient in bold)
+2 (dex) Acrobatics
-1 (wis) Animal Handling
+2 (int) Arcana
+3 (str) Athletics
+4 (cha) Deception
+0 (int) History
-1 (wis) Insight
+4 (cha) Intimidation
+2 (int) Investigation

-1 (wis) Medicine
+0 (int) Nature
-1 (wis) Perception
+2 (cha) Performance
+2 (cha) Persuasion
+0 (int) Religion
+4 (dex) Sleight of Hand
+2 (dex) Stealth
-1 (wis) Survival
[/sblock][sblock=Magic]
Cantrips known (2): Eldritch Blast, Friends
Spells known (3; 1st): Burning Hands, Hellish Rebuke, Command
Spells slots used: 0/2
Spell save DC: 12
Spell attack modifier: +4
Eldritch Invocations: Devil's Sight (see in normal and magical darkness up to 120 ft), Mask Of Many Faces (cast Disguise Self at will)
[/sblock][sblock=Appearance & bio]
PHYSICAL APPEARANCE
[sblock=Portrait]PZO8500-Grogul.jpg[/sblock]The presence of the muscular, heavily scarred grey half-orc known as Mister Bubbles can only be described as intense. His fiery gaze and the scars on his body and face are impressive, as are his silver neckband and the rings in his ears. He dresses simply, often just in trousers and boots to highlight his muscular frame, the scars across his torso distinctive of repeated lashings and animal claws.

When Mister Bubbles takes the identity of Baron Yurt Samedy, however, he wears expensive clothes befitting nobility, dons a top hat and walks with an ornate cane. He puts effort into being charming and sociable, but is known to switch to violence without apparent provocation.

In either guise Mister Bubbles always keeps a weapon close and often wears studded leather underneath his outfit.

BIO
Unsure whether he was born into slavery or just very young when he was purchased by a filthy rich nobleman, all the half-orc knows is that since before he can remember he was a slave either serving drinks to high society or thrown into fighting pits. He was beaten, named Bubbles after some animal his owner once owned, and grew to resent all slave masters.

One day he disrupted the ritual to summon a powerful fiend, inadvertently releasing the creature to slaughter slaves and nobles alike. Not familiar with the inhabitants of the lower planes, Bubbles groveled as if he addressed a deity. With a cold smile, the demon conjured forth a solid silver neckband inset with a large, vaguely skull shaped ruby, from which Bubbles could draw magical power. It was only later that he discovered there was no way to remove the abyssal necklace.

Using what he has learned as a slave, Mister Bubbles (as he calls himself from that moment on) slowly found his way in the world without a mortal master to boss him around. He quickly found himself indebted to a local crime organization, and with his strong personality and the help of some fiendish magic, the fledgling warlock worked as an enforcer before discovering he was a natural born charlatan. Posing as a charming but eccentric baron, Mister Bubbles befriends nobles and wealthy merchants while his allies relieve his new friends of their valuables.

Recently, however, a scam to rob from the influential Rethnor house of Luskan went wrong, and Mister Bubbles has fled the city until the heat dies down. The signet ring he stole from them is a nice cover for his Baron Samedy front, however, and his (mistaken) belief that the trinket keeps the demonic influence at bay means that the half-orc wears the Ship Rethnor ring in spite of the dangers of word getting back to Luskan…
[/sblock][sblock=Inventory]
COMBAT GEAR
handaxe
dagger x3
arcane spell focus: crystal
studded leather
potion of healing

OTHER GEAR
backpack
bedroll
caltrops
cane, ornate (club)
clothes, fine
pouch
rations x3
signet ring
waterskin

MONEY
16 gp
9 sp
[/sblock][/sblock]

Group C: Snorri Silverstream, a shield dwarf cleric of Dumathoin

[sblock]Snorri Silverstream
NG mountain dwarf cleric (knowledge) 1

[sblock=Basic information]
Name: Snorri Silverstream of clan Battlehammer
Sex: Male
Race: Dwarf (mountain = shield dwarf)
Class/Level: Cleric 2
Alignment: Neutral Good
XP: 305
Next level: 900
Size: Medium
Type: Humanoid
Languages: Common, Dwarvish, Celestial, Goblin, Orc, Undercommon
Speed: 25ft.
Init: +0
Prof. Bonus: +2
Passive Perception: 12

DEFENSE
AC: 16 (+4 scale mail, +2 shield)
Maximum HP: 17
Current HP: 5
Saves: Wisdom +4, Charisma +2
Note: Dwarven Resilience (advantage on saves vs poison, resistance to poison damage), Santuary spell

OFFENSE
Melee: +5 warhammer (1d8+3 bludgeoning damage; versatile 1d10)
Ranged: +2 light crossbow (1d8 piercing damage; ammunition, loading, two-handed; range 80/320)
Spell: Sacred Flame cantrip (1d8 radiant damage, Dex save DC12; not affected by cover; 60 feet)

STATISTICS
Str 16 (+3), Dex 10 (+0) , Con 14 (+2), Int 14 (+2), Wis 14 (+2), Cha 10 (+0)
[/sblock][sblock=Features & proficiencies]
RACIAL FEATURES & PROFICIENCIES
Ability scores: Strength +2, Constitution +2
Darkvision: 60 feet
Dwarven Resilience: Advantage on saves vs poison, resistance to poison damage.
Tool proficiency:
Smith's tools
Stonecunning:
Always proficient with double proficieny bonus on history checks related to stonework.
Armor Mastery:
Light and medium armor
Combat Training: Proficient with battleaxe, handaxe, light hammer, warhammer.

BACKGROUND FEATURES & PROFICIENCIES
Acolyte
Skill Proficiencies: Insight, Religion
Two Extra Language: Celestial, Undercommon
Shelter of the Faithful: Receive free healing and care at temple of my faith for myself and companions. Those who share my religion will support me at modest lifestyle. Can call upon my temple's priests for non-hazardous assistance.
Personality Traits: I prefer to keep quiet and watch. I judge people by their actions, not their words.
Ideal: Everyone dies eventually, and all deserve to be sent off to the afterlife with proper respect.
Bond: I return to my brother's tomb at least once a year to remind myself of the importance of my work.
Flaw: I can't resist gemstones, pocketing them even against my better judgement.

CLASS FEATURES & PROFICIENCIES
Armor Proficiencies: Light armor, medium armor, shields
Weapons Proficiencies: Simple weapons
Spellcasting: Can cast cleric spells; see below. Ritual caster.
Divine Domain: Knowledge
Domain Spells: Command, Identify
Blessings of Knowledge:
Two additional languages, two additional knowledge skills, double proficiency in two knowledge skills
Channel Divinity (1/rest): Turn Undead, Knowledge Of The Ages; DC 12
Turn Undead (Channel Divinity): Undead that can see or hear you within 30 feet must make Wisdom saving throw; upon fail, turned (flee from you) for 1 minute or until it takes damage.
Knowledge Of The Ages (Channel Divinity): Proficiency with one skill or tool for 10 minutes.

SKILLS (Proficient in bold)
+0 (dex) Acrobatics
+2 (wis) Animal Handling
+4 (int) Arcana
+3 (str) Athletics
+0 (cha) Deception
+6 (int) History (expertise)
+4 (wis) Insight
+0 (cha) Intimidation
+2 (int) Investigation
+4 (wis) Medicine
+4 (int) Nature

+2 (wis) Perception
+0 (cha) Performance
+0 (cha) Persuasion
+6 (int) Religion (expertise)
+0 (dex) Sleight of Hand
+0 (dex) Stealth (disadv for armor)
+2 (wis) Survival
[/sblock][sblock=Magic]
Cantrips known (3): Guidance, Sacred Flame, Spare The Dying
Spells prepared (3+domain): Command (D), Identify (D), Bless, Cure Wounds, Sanctuary, Detect Magic
Spells slots used (1st): 1/3
Spell save DC: 12
Spell attack modifier: +4
Ritual Casting: Can cast ritual spells.
[/sblock][sblock=Appearance & bio]
PHYSICAL APPEARANCE
[sblock=Portrait]dwarf_cleric_by_memymine-da0c1ss.jpg[/sblock]A timid, blackbearded dwarf, Snorri is usually dressed in green-grey priest robes, sometimes complemented by his obviously new shining scale mail armor. He proudly carries a heavy shield, engraved with the symbol of Dumathoin. In addition, the dwarf wears an amulet of this symbol around his neck, with a finely cut green gem underneath a stylized mountain. Snorri wields a warhammer with practised ease.

BIO
Born into the Battlehammer clan of Kelvin's Cairn in Icewind Dale, Snorri, nephew to leader Stokely Silverstream, was exposed to death at a young age when his brother Thrim passed away due to illness. The young dwarf attended the funeral, comforted by the rituals carried out by the priests.

A quiet lad, Snorri often wandered the halls alone, where eventually he started to notice the wordless hints Dumathoin gave. Snorri learned how to recognize the still undiscovered veins of precious metals and gems, and how to forge his own armor and weapons for defense against the dangers surrounding the dwarves' home.

When he was still beardless, Snorri started his priestly training under the tutelage of the resident cleric of Dumathoin, who taught the boy a lot about history and magic in addition to the proper clerical responsibilities. As part of his training, Snorri was sent to many places of learning, coming into contact with several different races and cultures.

Now a fully trained cleric, Snorri decided to wander for a while, learning what he can, before settling down.[/sblock][sblock=Inventory]
COMBAT GEAR
warhammer
light crossbow
20 bolts in case
scale mail
shield
holy symbol (emblem on shield)

OTHER GEAR
backpack
bedroll
10 candles
healer's kit
holy water
mess kit
miner's pick
potion of healing
3 rations
robes
waterskin
pouch

MONEY
5 gp
5 sp
[/sblock][/sblock]

Group D: Whispers on the Wind, a tabaxi rogue

[sblock]Whispers on the Wind (Whisper)
CN tabaxi criminal rogue 1

[sblock=Basic information]
Name: Whispers on the Wind, of Lazy Mountain clan
Sex: Male
Race: Tabaxi
Class/Level: Rogue 1
Alignment: Chaotic Neutral
XP: 0
Next level: 300
Size: Medium
Type: Humanoid
Languages: Common, Sylvan, Thieves’ Cant
Speed: 30ft.
Init: +3
Prof. Bonus: +2
Passive Perception: 15

DEFENSE
AC: 15 (studded leather)
Maximum HP: 8
Current HP: 8
Saves: Dexterity +5, Intelligence +4

OFFENSE
Melee: +5 rapier (1d8+3 piercing; finesse)
Melee: +1 claws (1d4-1 slashing; unarmed)
Melee/ranged: +5 dagger (1d4+3 piercing; finesse, light, thrown 20/60)
Ranged: +5 shortbow (1d6+3 piercing; ammunition 80/320)

STATISTICS
Str 8 (-1), Dex 17 (+3) , Con 10 (+0), Int 14 (+2), Wis 12 (+1), Cha 14 (+2)
[/sblock][sblock=Features & proficiencies]
RACIAL FEATURES & PROFICIENCIES
Tabaxi (VGtM)
Ability scores: Dexterity +2, Charisma +1
Languages: Common, Sylvan (one of your choice)
Darkvision: 60 feet
Feline Agility: When you move on your turn in combat, you can double your speed until the end of the turn. Once you use this trait, you cannot use it again until you move 0 feet on one of your turns.
Cat’s Claws: Climbing speed of 20 feet. Your claws are natural weapons using Strength, and deal slashing damage of 1d4 plus Strength modifier.

BACKGROUND FEATURES & PROFICIENCIES
Criminal (fence)
Skill Proficiencies: Deception, Sleight of Hand (replaces Stealth)
Tool Proficiencies: Gaming Set (cards), Forgery Kit (replaces Thieves’ Tools)
Criminal Contact: You have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you.

Personality Traits: I lie about almost anything, even when there’s no good reason to.
Ideal: I am a free spirit – no one tells me what to do.
Bond: One day I will return to my clan and prove that I am the greatest thief among them.
Flaw: If there’s a plan, I’ll forget it; if I don’t forget it, I’ll ignore it. I am also easily distracted.

Tabaxi Obsession: My curiosity is currently fixed on a mundane item: perfume.
Tabaxi Quirks: You keep a small ball of yarn in your hand, which you constantly fidget with.

CLASS FEATURES & PROFICIENCIES
Rogue
Expertise: Double proficiency bonus on two skills (Perception, Stealth).
Sneak Attack: Extra 1d6 damage when attacking with advantage, or when target is within 5 feet of another enemy and you do not have disadvantage.
Thieves’ Cant: Know the secret language to hide messages in normal conversations.

SKILLS (Proficient in bold)
+5 (dex) Acrobatics*
+1 (wis) Animal Handling
+2 (int) Arcana
-1 (str) Athletics
+4 (cha) Deception*
+2 (int) History
+3 (wis) Insight*
+2 (cha) Intimidation
+4 (int) Investigation*
+1 (wis) Medicine
+2 (int) Nature
+5 (wis) Perception* (expertise)
+2 (cha) Performance
+4 (cha) Persuasion*
+2 (int) Religion
+5 (dex) Sleight of Hand*
+7 (dex) Stealth* (expertise)
+1 (wis) Survival
[/sblock][sblock=Appearance & bio]
PHYSICAL APPEARANCE
[sblock=Portrait]tabaxi.jpg[/sblock]
His fur ochre with dusky-gray blotches, ears large and always in motion, retractable claws on his hands and a long non-prehensile tail, Whisper is a tabaxi with features not unlike the rare and foreign clouded leopard. Wearing a studded leather armor underneath his simple traveler's clothes, he carries a backpack and often a sack with whatever items hold his current interest.

Whisper can often be found napping during daylight, preferably on a ledge or elevation. When awake, he constantly fidgets with a ball of yarn.

BIO
Every time Whisper talks about his past, the story is different. He enjoys lying, which he sees as telling a better story than the truth.

Those who know the tabaxi, however, have pieced together what little information is available, and know that he has connections to various criminals, occasionally working as a fence or thief. Often Whisper carries a sack of whatever items currently captivate his interest, and it can be safe to assume he has not come by these items by lawful means.
[/sblock][sblock=Inventory]
COMBAT GEAR
Rapier
Shortbow with 40 arrows
Dagger
Studded leather

OTHER GEAR
Traveller’s clothes
Backpack
Rations x4 (in backpack)
Thieves’ tools (in backpack)
Sack
Perfume vial x4 (in sack)
Pouch (containing coins)

MONEY
9 gp
4 sp
9 cp
[/sblock][/sblock]
 
Last edited:

TheBQT

Visitor
Group A

Name: Sekar Servanan
Race: Dragonborn (Brass)
Class: Barbarian
Background: Folk Hero

HP: 14
AC: 15

Str: 17
Dex: 15
Con: 15
Int: 8
Wis: 8
Cha: 11

Proficiencies:
Acrobatics
Athletics
Constitution Saving Throws
Cook's Utensils
Herbalism Kit
Intimidation
Light Armor
Martial Weapons
Medium Armor
Shields
Simple Weapons
Strength Saving Throws
Survival


Languages:
Common
Draconic


Skills:
Acrobatics
Athletics
Intimidation
Survival

Folk Hero Feature (Rustic Hospitality):
Since you come from the ranks of the common folk, you fit in among them with ease. You can find a place to hide, rest, or recuperate among other commoners, unless you have shown yourself to be a danger to them. They will shield you from the law or anyone else searching for you, though they will not risk their lives for you.

Barbarian Features:
Rage +2 damage and 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.

2 rages/day


Equipment:
Greataxe, Chain Shirt


Backstory: (Coming soon)


Group B: Sylvan Eversong, Half-Elf Warlock (Fey Pact)

(Details coming soon)

Group C: Thorn Steinhardt, Dwarf Cleric (Light Domain)

(Details Coming soon)

Group D: Crusader Belaphon, Aasimar Paladin

(Details Coming soon)
 

jmucchiello

Adventurer
I've been meaning to join this and forgetting. So I'll place this here so I'll remember:

[sblock="Class A: Monk"]
Name: Lee Ravenwood (Lailieri Reilli'oakin)
Alignment: Neutral Good
Race: Female Wood Elf, 5'10", 120#
Background: Acolyte
Class/Level: Monk 2
Experience: 300/900
Proficiency Bonus: +2

Strength: 10 (+0)
Athletics: +0​

Dexterity: 16 (+3)
+Acrobatics: +5
Sleight of Hand: +3
+Stealth: +5​

Constitution: 14 (+2)

Charisma: 8 (-1)
Deception: -1
Intimidation: -1
Performance: -1
Persuasion: -1​
Passive Perception: 15
Initiative: +3
Speed: 45 ft
AC: 16
Hit Dice: 2d8 Spent HD: max 2, used 1
HP: 17/17
Inspiration: No

Intelligence: 12 (+1)
Arcana: +1
History: +1
Investigation: +1
Nature: +1
+Religion: +3​

Wisdom: 16 (+3)
Animal Handling: -+3
+Insight: +5
Medicine: +3
+Perception: +5
Survival: +3​

+Proficient​
attachment.php?attachmentid=91660&d=1512319065#lee.png
COMBAT

AC: 16 (unarmored defense dex+3, wis+3)
SAVES
+STR: +2, +DEX: +5, CON: +2, INT: +1, WIS: +3, CHA: -1
ADV vs charms, immune to magic sleep​
Weapon
Unarmed
Quarterstaff
Shortbow
Shuriken (aka Darts)
Range


80/320
20/60
To Hit
+5
+5
+5
Damage
1d4+3 (b)
1d6+3 (b)
1d6+3 (p)
1d4+3 (p)
Notes

Versitile (d8, but can't use flurry of blows)
Ammunition
Finesse
[sblock="FEATURES AND TRAITS"]Proficiencies and Languages
Languages: Elvish, Common, Dwarven, Orcish
Armor: None
Weapons: All Simple weapons, short sword, long sword, short bow, long bow
Tools: None​
Race: Wood Elf
+2 Dex, +1 Wis; Speed: 35 feet (Fleet of foot); Size: Medium
Darkvision: Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
Keen Senses: You have proficiency in the Perception skill.
Fey Ancestry: You have advantage on saving throws against being charmed, and magic can’t put you to sleep.
Trance: Elves don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is “trance.”) While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice.
Languages: Elvish, Common
Elf Weapon Training: longsword, shortsword, long bow, short bow
Mask of the Wild: You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.
Background: Acolyte
Skills: Insight, Religion
Languages: Dwarvish, Orcish
Shelter of the Faithful: Can perform rituals of my deity. Can receive free healing at temples (as well as companions). Can be supported with modest lifestyle for free (only me).​
Feats None
Class: Monk
Unarmed Defense: When wearing no armor, AC = 10 + Dex Mod + Wis Mod
Martial Arts:You gain the following benefits while you are unarmed or wielding only monk weapons (non-heavy simple weapons or shortsword) and you aren’t wearing armor or wielding a shield:
  • You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.
  • You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.
  • When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven’t already taken a bonus action this turn.
Unarmored Movement: At 2nd level: +10 ft/round, every fourth level after that increase by +5 ft/round (improves at 9th level)
Ki: Points per Short/Long Rest: 2; DC: 13
  • Flurry of Blows: 1 ki, as a bonus action, immediately after taking an attack action, make 2 attacks
  • Patient Defense: 1 ki, as a bonus action, Dodge
  • Step of the Wind: 1 ki, take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.
[/sblock][sblock="EQUIPMENT"]10 Shuriken (aka Darts)
Quarterstaff
Shortbow
Quiver (12 arrows)
backpack, bedroll, mess kit, tinderbox, soap (5 bars), waterskin
Holy symbol to Belenus (a solar disk)
common clothes, robes
belt pouch (8 gp, 3 sp)[/sblock][sblock="DESCRIPTION and HISTORY"]Lailieri (LAY lee AIR ee) has lived many years in a distant temple to Belenus. She is tall for a wood elf with a slender build that at a glance one can see is graceful and flexible. She wears the simple, green or yellow robes of an acolyte of Belenus. When in forests, she tends to go barefoot though she has boots or sandals when working on man-tampered earth. Around her neck hangs a simple bronze medallion of a sunburst in honor of Belenus.

Lailieri left her temple a few years ago. She is to spend several years on her own before returning to shrine near her childhood home (Needs a location in campaign world) to teach the next generation of Belenus acolytes. With little direction she has decided to visit as many temples and shrines she can find. Get to know the teachings of the other gods and broaden her perspective.
[/sblock][/sblock]
Class B: Warlock

Class C: Wizard

Class D: Unknown

Status: As you can see, I haven't gotten very far. :)
 
Last edited:

TallIan

Explorer
[SBLOCK=Character A - Guillaume - Fighter]
Guillaume

AC: 17
Initiative: +0
HP: 13/13 HD: 1/1d10

Offense:
Greatsword: +5 5ft 2d6+3S
ShortSword: +5 5ft 1d6+3P
Light Crossbow: +2 80/320ft 1d8

Second Wind: 1/1

[/SBLOCK]


[SBLOCK=Character B]
Ranger, Paladin, Bard, Warlock

[/SBLOCK]


[SBLOCK=Character C - Gorir - Cleric]

Gorir

[SBLOCK=Background]
Personality: I face problems head on. A simple, direct solution is the beast path to success.
Ideal: Great Good: Our lot is to lay down out lives in defense of others.
Bond: My honour is my life
Flaw: My hatered of my enemies is blind and unreasoning.

Gorir served for many years in the Solid Shield Company, a mercenary outfit Gorir had chosen for their high moral standards in taking jobs. Gorir rose in rank to be the senior Lieutenant but he grew ever more disillusioned. No matter how carefully they vetted potential employers, their causes were almost always veiled excuses to steal someone else's money. Gorir grew more and more vocal about his concerns and found himself at odds with the captain more and more often, until he left the Company under a black cloud.

It did not take him long to find his way to a temple of Moradin, where he was able to reconcile his drive for justice with his desire to avoid stealing for other people. He studied at the temple for a short while before taking his vows as a Priest of Moradin. He is now free to wander as he chooses, picking up causes as he sees fit and dropping them should they prove to be something other than what they are.

A good place to start seems to be his recent jobs with the company that smelled a bit off.
[/SBLOCK]

XP:
Within the Circle 412XP

Gold:
Within the Circle522GP
[/SBLOCK]
 
Last edited:

eayres33

Visitor
[sblock=Basic Information on Traubon Dankil]
Name: Traubon Dankil
Race: Mountain Dwarf
Age: 125
Class: Wizard
BackGround: Sage, Researcher
Alignment: NG
Appearance: Traubon is rather tall and thin for a dwarf, a fact that has lead to many jokes about him being part human or elf, and he keeps himself and his personal effects clean and organized. He has brown hair and a brown beard that is kept in a braid that almost reaches his belt. While researching Traubon is often found in royal purple robes with black trim, when adventuring he wears black scale mail with purple trim under his black traveling cloak.
[/sblock]
[sblock=Combat]
AC 16 (scale mail)
HP 9/9
SPD 25
Initiative +2
Battle Axe +2 to hit 5 ft 1D8 +0 slashing or 1d10+0 slashing if used with both hands
Light Crossbow +4 to hit 1d8+2 piercing damage 80/320
Spell to hit +4 Spell Save DC 12
Cantrips: Fire Bolt, Mage Hand, light
1st Level Spells: Alarm (R), Detect Magic (R), Find Familiar (R), Magic Missile, Shield, Sleep
[/sblock]
[sblock=Stats]
STR 10 (0), DEX 14 (+2), CON 16 (+3), INT 14 (+2), WIS 14 (+2),CHA 9 (-1)
AC 16 (scale mail)
HP 9
SPD 25
HD 1d6
Initiative +2
ST: Intelligence 4, Wisdom 4
Carrying Capacity 150 lbs
Push, Drag, Lift 300lbs


[/sblock]
[sblock=Skills]
Acrobatics +2, Athletics +0 , Animal Handling +2 , +Arcana +4 , Deception (-1) , +History +4(double proficiency on checks regarding stonework +6 ) ,+Insight +4, Intimidation (-1) , +Investigation +4, Medicine +2 , Nature +2 , Perception +2 , Performance (-1) , Persuasion (-1), Religion +2 , Sleight of Hand +2, Stealth +2 , Survival +2
Proficiencies: light armor, medium armor, battle axe, handaxe, throwing hammer, warhammer, daggers, darts, slings, quarterstaffs, light crossbows.
Languages: Common, Dwarvish, Elvish, Goblin
[/sblock]
[sblock=Equipment]
A bottle of black ink, a quill, a small knife, a letter from a dead colleague posing a question you have not been able to answer, a set of common clothes and a belt pouch. Explorer’s Pack (backpack, a bed roll, a mess kit, a tinderbox, 10 torches, 10 days rations, a waterskin and 50 feet of hempen rope) a crystal woven into the handle of a battle axe, scale mail, light crossbow, twenty bolts, 2 daggers
114 lbs
60 GP
[/sblock]
[sblock=Features]
Darkvision – You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness only shades of grey.

Dwarven Resilience. You have advantage on saving throws against poison, and you have resistance against poison damage.

Dwarven Combat training. You have proficiency with the battleaxe, handaxe, throwing hammer and warhammer.

Tool Proficiency You gain proficiency with smith’s tools.

Dwarven Armor Training. You have proficiency with light and medium armor.

Researcher. When you attempt to learn or recall a piece of lore, if you do not know that information, you often know where and from whom you can obtain it. Usually, this information comes from a library, scriptorium, university, or a sage or other person or creature.

Spell Casting +4 to hit DC 12, 3 Cantrips, 2 1st level slots, 6 1st level spells known

Arcane Recovery. Once per day when you finish a short rest, you can choose expended spell slots to recover. Spell slots can have a combined level that is equal to or less than half your wizard level rounded up.
[/sblock]
[sblock=Character Personality]
Personality: Accustom to a life of mostly solitary study, Traubon often speaks without considering his audience and how they may react. While Traubon can come off as aloof, and at times he will be unpleasant he does try to get along with others and when he slows down enough to think about what he is saying he can be affable.

Personality Traits: I am horribly, horribly awkward in social situations

Ideals: Emotions must not cloud our logical thinking (Lawful)

Bond: I have been searching my whole life for the answer to a certain question

Flaw: I speak without really thinking through my words invariably insulting others.
[/sblock]
[sblock=History]
Traubon was born to a lesser dwarf family and never did share his people’s love for working underground or in the smith, or well for working in a traditional sense. Traubon believed that his mission in life was to find answer’s so he left his family and began studying to become a Wizard.

After leaving his people Traubon worked as a porter on some adventures and traded some of his skills as a blacksmith for room and board until he was sponsored by Baron Wildhurst to undertake his studies of history and the arcane.

After the tragic death of Robatan Trombonus, Traubon only friend at the academy, Traubon has spent most of his time in solitude he quest for answer’s overcoming his desire to be around others.

[/sblock]
 

Skarsgard

Explorer
Place Holder

[sblock= Group A: Variant Human Monk]

KM1.PNG

KM3.PNG

KM2.PNG



[/sblock]


[sblock= Group B: Mountain Dwarf Ranger]

DB1.PNG

DB3.PNG

DB2.PNG

[/sblock]


[sblock= Group C: Dragonborn Cleric]

AB1.PNG
AB2.PNG
AB3.PNG



[/sblock]


[sblock= Group D: TBA]

[/sblock]
 
Last edited:

mips42

Explorer
Earlybird asked if I could run a one-shot. I got one I can run. 4-6 level one to level 2 characters. opening post, RG and OOC to come.
 
Posting a placeholder!

EDIT: Only the equipment to go. Coming back later to finish it!

Doctor Kantor, the Wandering Healer

Forest Gnome Rogue (male)
Lvl 2 XP: 0 Alignment: CG
Age:80 Ht:3'6" Wt: lbs

27 pt buy
8(0 pts) 13(5 pts) 10(2pts) 15(9pts) 12(2pts) 15(9pts)

Str 8 (-1)
Dex 14 (+2)
Con 10 (0)
Int 18 (+4)
Wis 10 (0)
Cha 16 (+3)

HP- 11 AC:14(leather 11, Dex+3) Speed-25 Size-Small


Languages: Common, Gnomish,
Saving Throws: Intelligence, Wisdom
Proficiency Bonus= +2
Spellcasting: Spell Attack Modifier= +5 Spell Save DC= 13

Proficiencies: Daggers, darts, slings, quartersatffs, light crossbows
Tools: Thieves' Tools


Skill Check Modifiers:
-Proficient
Proficency Bonus
Stat Bonus
Total Mod
Passive Check
-Acrobatics(Dex)
Animal_Handling(Wis)
Arcana(Int)
Athletics(Str)
Deception(Cha)
History(Int)
Insight(Wis)
Intimidation(Cha)
Investigation(Int)
Medicine(Wis)
Nature(Int)
Perception(Wis)
Performance(Cha)
Persuasion(Cha)
Religion(Int)
Sleight-of-Hand(Dex)
Stealth(Dex)
Survival(Wis)
Thieves' Tools(dex)
0
0
0
0
+2
0
0
0
0
0
0
0
0
+2
0
+2
+2
0
+2
+2
0
+4
-1
+3
+4
+0
+3
+4
+0
+4
+0
+3
+3
+4
+2
+2
+0
+2
+2
+0
+4
0
+5
+4
+0
+3
+4
+0
+4
+0
+3
+5
+4
+4
+4
+0
+4
14
10
14
9
15
14
10
13
14
10
14
10
13
15
14
14
14
10
14
GNOME TRAITS

Small size.
Darkvision: 60 feet in dim light, lessens one darkness level.
Gnome cunning: Advantage on all Intelligence, Wisdom and Charisma rolls against magic.
Languages: Common and gnomish.

(FOREST GNOME)

Dexterity +1
Natural Illusionist – minor illusion cantrip (intelligence as ability score).
Speak with small beasts – communicate simple ideas through sounds and gestures (small beasts only).

CLASS TRAITS


Expertise – Double proficiency bonuses on Persuasion and Deception
Sneak Attack -extra 1d6 damage per turn (with advantage on attack roll). No need for advantage if there’s another enemy of the target within 5 feet, enemy isn’t incapacitated and no disadvantages on attack.
Thieves’ cant
Cunning – One bonus action (dash, disengage or hide) per turn.

EQUIPMENT


Rapier
Shortbow and quiver (20 arrows)
Burglar’s pack
Leather armor, two daggers, thieves’ tools
 
Last edited:

Radaceus

Visitor
Place Holder

considerations:

[sblock= Group A: Human (variant) Fighter, Dual Wielder]
Two Weapon Fighting style
ideas:
Dex build with finesse weapons? (Rapier &Whip?)



[/sblock]


[sblock= Group B: Ramblin' Jack, Half-Elf Bard (spy)]






Jackson Caiseal
Half Elf Bard (male)
College:TBD(Lore)
lvl 1 XP: 0 Alignment: NG
Age:62 Ht:5'8" Wt: 154lbs

[sblock='29 pt buy'] 8(0 pts) 15(9 pts) 12(4pts) 13(5pts) 12(4pts) 14(7pts)[/sblock]
Str 8-1, Dex 16 +3, Con 12 +1, Int 14 +2, Wis 12 +1 , Cha 16 +3
HP-21 AC:14(leather 11, Dex+3) Speed-30 Size-Medium


Languages: Common, Elvish, Dwarven
Saving Throws: Dexterity, Charisma
Proficiency Bonus= +2
Spellcasting: Spell Attack Modifier= +5 Spell Save DC= 13

[sblock="Skills"]
Proficiencies: Investigation, Acrobatics, Persuasion, Sleight of Hand (racial), Performance(racial), Perception (Keen Senses), Deception (BG), Stealth(BG)
--Tools: Piccolo, Dulcimer, Viol, Thieve's Tools (BG), Dragonchess(BG)
--~BG = Background

Skill Check Modifiers:
-Proficient Proficency Bonus Stat Bonus Total Mod Passive Check
-Acrobatics(Dex)
Animal_Handling(Wis)
Arcana(Int)
Athletics(Str)
Deception(Cha)
History(Int)
Insight(Wis)
Intimidation(Cha)
Investigation(Int)
Medicine(Wis)
Nature(Int)
Perception(Wis)
Performance(Cha)
Persuasion(Cha)
Religion(Int)
Sleight-of-Hand(Dex)
Stealth(Dex)
Survival(Wis)
Thieves' Tools(dex)
+2
0
0
0
+2
0
0
0
+2
0
0
+2
+2
+2
0
+2
+2
0
+2
+3
0
+2
-1
+3
+2
+1
+3
+2
+1
+2
+1
+3
+3
+2
+3
+3
+1
+3
+5
+1
+2
0
+5
+2
+1
+3
+4
+1
+3
+1
+5
+5
+4
+5
+5
+1
+5
15
11
12
9
15
12
11
13
14
11
13
13
15
15
14
15
15
11
15
[/sblock]


[sblock="Racial Traits"]
Racial ASI, +2 Cha, +1 to any other two ( Dex, Int)
Darkvision, 60'
Keen Senses, You have proficiency in the Perception skill.
Fey Ancestry, You have advantage on saving throws against being charmed, and magic can’t put you to sleep.
Skill Versatility, You gain proficiency in two skills of your choice.(Sleight of Hand, Performance)
Languages, You can speak read and write, Common, Elvish, and one other- Dwarven
[/sblock]

[sblock="Class Traits"]
Armor: light Armor
Weapons: Simple Weapons, Hand Crossbows, Longswords, Rapiers, Shortswords
Tools: Three Musical Instruments, Piccolo, Lute, Harp
Skills:(any 3) Investigation, Acrobatics, Persuasion
Ritual Casting, You can cast any bard spell you know as a ritual if that spell has the ritual tag.
[sblock="Bardic Inspiration"]You can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6. Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.[/sblock]
[/sblock]

[sblock="Spells"]
Bard Spells Known =2
Cantrips (2 )1st level (2)
Presdigitation
Vicious Mockery
Disonant Whispers
Faerie Fire
[/sblock]

[sblock="Inventory"]
Equipment:
Leather Armor
Rapier(1d8 Piercing, finesse ),
Dagger (1d4 Piercing, finesse)
Shortbow (1d6 piercing, range 80/320, two-handed)
-Quiver w/(20) Arrows

Thieve's Tools
50' Silk Rope
bag of caltrops (25)
chalk(3)
Piccolo
[sblock="Entertainer's Pack"] Includes a backpack, a bedroll, 2 costumes, 5 candles, 5 days of rations, a waterskin, and a disguise kit[/sblock]
from background:
A crowbar, a set of dark common clothes including a hood, and a belt pouch, leather eyepatch

Wealth and Expenditures said:
Starting Wealth: 240gp
Purchased-
Thieve's tools 25gp
Short Bow 25gp
quiver and 20 arrows 2gp
20 caltrops (bag)1gp
chalk(3) 3cp
50' silk rope 10gp
Potion of Healing 50gp
--------------
Total spent= 113gp 3cp
total carried=126gp 7 cp gp
convert to 1x 100gp pearl, 2x10gp garnet, 6gp, 7cp
[/sblock]


[sblock="Background & Back Story"]
Spy​
(criminal variant)

[sblock='Back Story']
Jackson comes from a remote outpost, an only child, he was raised by his single human mother. She was an ambassador for her community, which is how and where she met his father, whom she never spoke to him of and never revealed a name. She taught him in the ways of subtlety and discretion in politics. A gifted musician, he leaned toward the musings of the musical colleges, and became a bard. But his hidden talent lay in his glibness, his instinct for coaxing information, and his ability to walk through a crowded room without being noticed, or to be the center of attention as case may be. For the time being, he was a bard for all intensive purposes. Upon turning of age, Jack was joined up with the locale militia, winding up in covert ups and eventual working as a double agent. He spent many years honing his skills at disguise, stealth, and subtle burglaries of information. One day his mother passed away from old age, taking the secret of his father with her, and Jackson left the outpost to find a better life.

He's learned to fit in, learned to be the guy that everybody turns to when they need a hand, the guy that they can confide in, the one they want to share their stories with, and he reciprocates by sharing embellished tales of his own.
He is known through out by many names, mostly by his occupational moniker Ramblin' Jack, which he gigs under when he needs a few coins or a place to sleep.. The spy network knows him as Cash, and he often wears an eye patch to disguise himself while on missions into enemy territory or behind frontlines, and goes by the alias One-Eyed Jack, or One-Eye.

He doesn't wear the patch to be cool or intimidating, he does it to hide a scar under that eye, from an accident in which he fractured his cheekbone, which is a dead give away as to who he is; and to this day when he is pressed or nervous he has a noticeable tick

lately he has fell in with the <insert awesome adventuring company name here> , and they are his only family or people who he cares about now that his mother has passed.
[/sblock]
Specialty: Covert Ops
Feature: Covert Contact
You have a reliable and trustworthy contact who acts as your liaison in the spy network. You know how to get messages to and from your contact, even over great distances (need DM edit)​

Background Traits:
Traits- I am always calm not matter what the situation. I never raise my voice or let my emotions control me.I always have a plan for what to do when things go wrong.
Ideal- Chains are meant to be broken, as are those who would forge them.
Bond- I will become the greatest thief that ever lived.
Flaw- I have a “tell” that reveals when I'm lying.
[/sblock]
[/sblock]




[sblock= Group C: Algrim Foehammer, Mountain Dwarf Wizard]



Algrim Foehammer
Mountain Dwarf Wizard (male)
School:TBD(War Mage)
lvl 1 XP: 0 Alignment: CG
Age:145 Ht:4'6" Wt: 150lbs


Str 14 +2, Dex 14 +2, Con 16 +3, Int 14 +2, Wis 10, Cha 9 -1
HP: 9 AC: 16(Scale Mail) Speed-25 Size- Medium

Languages: Common, Dwarvish, Draconic. Elvish
Saving Throws: Intelligence, Wisdom
Proficiency Bonus= +2
Spellcasting: Spell Attack Modifier= +6 Spell Save DC= 14


[sblock="Skills"]
Proficiencies: Investigation, Medicine, Arcana (BG), History(BG)

Skill Check Modifiers:
Proficency BonusStat BonusTotal ModPassive Check
Acrobatics(Dex)
Animal_Handling(Wis)
Arcana(Int)
Athletics(Str)
Deception(Cha)
History(Int)
Insight(Wis)
Intimidation(Cha)
Investigation(Int)
Medicine(Wis)
Nature(Int)
Perception(Wis)
Performance(Cha)
Persuasion(Cha)
Religion(Int)
Sleight_of_Hand(Dex)
Stealth(Dex)
Survival(Wis)
0
0
+2
0
0
+2
0
0
+2
+2
0
0
0
0
0
0
0
0
+2
0
+2
+2
-1
+2
0
-1
+2
0
+2
0
-1
-1
+2
+2
+2
0
+2
0
+4
+2
-1
+4
0
-1
+4
+2
+2
0
-1
-1
+2
+2
+2
0
12
10
14
12
9
14
10
9
14
12
12
10
9
9
12
12
12
10

[/sblock]


[sblock="Racial Traits"]
Dark Vision: 60'
Dwarven Resilience: You can use your action to exhale destructive energy. 5' x 30' line from self, 2d6 Lightning damage , DC14(Dex) save for 1/2 damage.
Dwarven Combat Training: You have proficiency with the battleaxe, handaxe, throwing hammer, and warhammer.
Tool Proficiency: You gain proficiency with the artisan’s tools of your choice: smith’s tools, brewer’s supplies, or mason’s tools
Stone Cunning: Whenever you make an Intelligence (History) check related to the origin o f stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.
Dwarven Armor Training: You have proficiency with
light and medium armor.

[/sblock]
[sblock="Class Traits"]
Spellbook: currently 6 spells (learn 2/level and can scribe from scrolls or spellbooks)
Arcane Recovery: Recover 1/2 my level (rounded up) of spell slots on a short rest .
Arcane Tradtion: TBD at 2nd (War Mage) [I [/I]
[/sblock]


[sblock="Spells"]
Spell Slots: 1st level(3)
Prepared spells = 3 (+2 INT + level {1}={3})
CANTRIPS
Blade Ward, Booming Blade, Frostbite
SPELLBOOK
1st: ^Absorb elements, Detect Magic (r), Find Familiar(r), Identify(r), ^Shield, ^Thunderwave

^ prepared
(r) = ritual

[/sblock]

[sblock="Inventory"]
Equipment:
Scale Mail,
Warhammer (1d8 bludgeoning, versatile 1d10)
Light Crossbow (1d8 piercing, range 80/320) Loading, Two-handed)
--12 quarrels/quiver
Dagger (1d4 piercing, finesse, light, thrown range 20/60)
[sblock="Explorer's Pack"]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.[/sblock]
Orb/Crystal (Arcane Focus)
from background:

Wealth and Expenditures said:
Starting Wealth: 160gp
Purchased-
Scale Mail -50 gp
Warhammer -15gp
lt crossbow -25
--------------
Total spent= 90
total carried=70 gp
[/sblock]

[sblock="Background & Back Story"]

Sage (Alchemist)



[sblock="Back Story "]
stay tuned...



[/sblock]
NOTES:
Need to add Familar

Specialty - Alchemist
Traits- There’s nothing I like more than a good mystery. I’m convinced that people are always trying to steal my secrets.
Ideal- No Limits Nothing should fetter the infinite possibility
inherent in all existence.

Bond- My life’s work is a series of tomes related to alchemy.
Flaw- I am easily distracted by the promise of information.

Background perks
Skill Proficiencies: Arcana, History
Languages: Draconic, Elvish
Equipment: A bottle of black ink, a quill, a small knife, {a letter from a dead colleague posing a question you have not yet been able to answer< to edit>}, a set of common clothes, and a belt pouch containing 10 gp
[/sblock]
[/sblock]


[sblock= Group D: decided by fate ]
1d100 decides race = [roll1]<<rolled a 34
1-10=PHB Race
11-15= Aasimar: Protector, Scourge, Fallen (DMG (base only), VOLO)
16-20= Deep Gnome/Svirfneblin (EE, SCAG)
21-25= Dwarf: Duergar (SCAG)
26-30= Firbolg (VOLO)
31-35= Genasi (PotA, EE)
36-40= Goblin (VOLO)
41-45= Goliath (EE, VOLO)
46= Halfling: Ghostwise (SCAG) (i dont like halflings, they are only good for projectiles!)
47-50= Half-Elf: Variant (SCAG)
51-55= Hobgoblin (VOLO)
56-60 = Kenku (VOLO)
61-65= Kobold (VOLO)
66-70= Lizardfolk (VOLO)
71-75= Orc (VOLO)
76-80= Tabaxi (VOLO)
81-85= Tiefling: Variant (other than Winged) (SCAG)
86-90= Triton (VOLO)
91-100= free pass, I get to decide..ok thats not really helping...
[/sblock]
 
Last edited:

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