D&D 5E One Shots RG

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. :)
 
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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]
Dwarf_battlepriest.gif

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]
 
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eayres33

Explorer
[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]
 
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mips42

Adventurer
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.
 

Archon Basileus

First Post
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
 
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Radaceus

Adventurer
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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