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Level Up: Advanced 5th Edition (A5E)
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<blockquote data-quote="Mike Myler" data-source="post: 8092279" data-attributes="member: 6726030"><p>There are several A5E playtesting games among the design team. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p><em>Note:</em> The setting is a homebrew by the GM of this game (A5E does not have a world with a single massive city surrounded by transmogrifying sand, etc.)</p><p></p><p>[HR][/HR]</p><p></p><p>Somber, despondent, and relying on violence to achieve his goals, there is little surprise that Sitoc is from a time before the rise of the massive city that is Fin Turris, jailed for the vicious murder of a mage. At first glance it is easy to mistake the deep dwarf as a thug with a penchant for destruction, but those who know him are all too aware of what truly drives the so-called death cultist—a nihilistic bent to bring the rulers of the realm and all they’ve built tumbling down, finally ending the hell of civilization’s decay. Despite society’s love for magic he rejects enchantments of all kinds and relishes any opportunity to inflict pain upon those who’ve mastered spells, fueling each of his blows with his hatred for the high mages and what they’ve made of the world in his absence. Sitoc takes whatever jobs he can to further his renegade agenda (keeping a low profile until he acquires the resources required to effect massive change), and often called upon by another ex-convict (the kobold private investigator Gill) when the scaled detective has need for a pair of hard fists.</p><p>[SPOILER="Sitoc's character sheet"]</p><p><strong>Suggested Equipment: </strong>Common clothes, dark cloak, thieves’ tools. Cost: 26 GP</p><p>Dungeoneer’s Pack (backpack, crowbar, hammer, 10 pitons, 10 torches, a tinderbox, 10 days of rations, a waterskin, 50 feet of hempen rope)</p><p><strong>Criminal Token:</strong> Brands burned into your arms as punishment for a crime</p><p><strong>Criminal Connection: </strong>The masked courier who occasionally gives you jobs</p><p></p><p><span style="font-size: 22px"><strong>Sitoc Embergut</strong></span></p><p><em>Medium humanoid (deep dwarf), criminal</em></p><p><strong>Armor Class</strong> 16 (leather, defense fighting style, shield)</p><p><strong>Hit Points</strong> 13 (1d10+3)</p><p><strong>Speed</strong> 25 ft., climb 25 ft.</p><table style='width: 100%'><tr><td><p style="text-align: center">STR</p> </td><td><p style="text-align: center">DEX</p> </td><td><p style="text-align: center">CON</p> </td><td><p style="text-align: center">INT</p> </td><td><p style="text-align: center">WIS</p> </td><td><p style="text-align: center">CHA</p> </td></tr><tr><td><p style="text-align: center">16 (+3)</p> </td><td><p style="text-align: center">14 (+2)</p> </td><td><p style="text-align: center">14 (+2)</p> </td><td><p style="text-align: center">12 (+1)</p> </td><td><p style="text-align: center">10 (+0)</p> </td><td><p style="text-align: center">8 (–1)</p> </td></tr></table><p><strong>Saving Throws</strong> Str +5, Con +4</p><p><strong>Skills </strong>Athletics +5, Deception +1, Insight +2, Stealth +3</p><p><strong>Tools </strong>gaming set, smith’s tools, thieves’ tools</p><p><strong>Senses </strong>darkvision 120 ft., passive Perception 10</p><p><strong>Languages </strong>Common, Dwarvish, Undercommon</p><p></p><p><em><strong>Background Advancement (Criminal).</strong></em> If you pull off several successful jobs or heists, you may be promoted (or reinstated) as a leader in your guild or gang. You may gain the free service of up to 8 bandit henchmen at any time. Alternatively, you might rise in the ranks of law enforcement as a thief catcher, and gain the service of up to 8 guards.</p><p></p><p><em><strong>Background Feature: I Know Someone.</strong></em> In any city, you can find a shady entrepreneur who will buy anything from you, even something obviously stolen. Additionally, when in a city or town, you can find a safe place to lay low for yourself and your companions. You will be maintained at a modest lifestyle.</p><p></p><p><em><strong>Combat Maneuvers (4 Exertion/Short Rest).</strong></em> You can spend exertion points to use combat maneuvers.</p><ul> <li data-xf-list-type="ul"><strong>Charge (1 point):</strong> Action—Move up to 30 feet in a straight line and make a melee weapon attack. You can’t take the Dash action this turn.</li> <li data-xf-list-type="ul"><strong>Mountain’s Might (2 points):</strong> Bonus Action—You regain 1d6+4 hit points.</li> </ul><p><strong><em>Creator’s Blessing.</em></strong> During a long rest, you can use smith’s tools for crafting and still receive the full benefits of resting.</p><p></p><p><strong><em>Deep Magic. </em></strong>You know the resistance cantrip. When you reach 3rd level, you can cast the jump spell once with this trait. When you reach 5th level, you can cast the enlarge/reduce spell with this trait. You don’t need material components for either spell, and you can’t cast them while you’re in direct sunlight, although sunlight has no effect on them once cast. You regain the ability to cast these spells with this trait when you finish a long rest. Intelligence is your spellcasting ability for these spells.</p><p></p><p><em><strong>Deep Suspicion.</strong></em> You have advantage on saving throws against illusions and being charmed or paralyzed.</p><p></p><p><strong><em>Exploration Knack: Mountaineer. </em></strong>You gain a climbing speed equal to your walking speed, and may spend 1 exertion to reroll a failed Athletics check to climb, choosing whether to use the new roll or the original. In addition, moving through nonmagical difficult terrain costs you no extra movement.</p><p></p><p></p><p><span style="font-size: 18px">ACTIONS</span></p><p><strong><em>Stone Fist.</em></strong> <em>Melee Weapon Attack: </em>+5 to hit, reach 5 ft., one target. <em>Hit:</em> 5 (1d4+3) bludgeoning damage.</p><p></p><p><strong><em>Battleaxe. </em></strong><em>Melee Weapon Attack:</em> +5 to hit, reach 5 ft., one target. <em>Hit:</em> 7 (1d8+3) slashing damage, or 8 (1d10) slashing damage if wielded with two hands.</p><p></p><p><strong><em>Handaxe (2).</em></strong> <em>Melee or Ranged Weapon Attack:</em> +5 to hit, reach 5 ft. or range 20/60 ft., one target. <em>Hit:</em> 6 (1d6+3) slashing damage.</p><p></p><p><em><strong>Longbow (20 Arrows).</strong></em> <em>Ranged Weapon Attack:</em> +4 to hit, range 150/600 ft., one target. <em>Hit:</em> 6 (1d8+2) piercing damage.[/SPOILER]</p></blockquote><p></p>
[QUOTE="Mike Myler, post: 8092279, member: 6726030"] There are several A5E playtesting games among the design team. :) [I]Note:[/I] The setting is a homebrew by the GM of this game (A5E does not have a world with a single massive city surrounded by transmogrifying sand, etc.) [HR][/HR] Somber, despondent, and relying on violence to achieve his goals, there is little surprise that Sitoc is from a time before the rise of the massive city that is Fin Turris, jailed for the vicious murder of a mage. At first glance it is easy to mistake the deep dwarf as a thug with a penchant for destruction, but those who know him are all too aware of what truly drives the so-called death cultist—a nihilistic bent to bring the rulers of the realm and all they’ve built tumbling down, finally ending the hell of civilization’s decay. Despite society’s love for magic he rejects enchantments of all kinds and relishes any opportunity to inflict pain upon those who’ve mastered spells, fueling each of his blows with his hatred for the high mages and what they’ve made of the world in his absence. Sitoc takes whatever jobs he can to further his renegade agenda (keeping a low profile until he acquires the resources required to effect massive change), and often called upon by another ex-convict (the kobold private investigator Gill) when the scaled detective has need for a pair of hard fists. [SPOILER="Sitoc's character sheet"] [B]Suggested Equipment: [/B]Common clothes, dark cloak, thieves’ tools. Cost: 26 GP Dungeoneer’s Pack (backpack, crowbar, hammer, 10 pitons, 10 torches, a tinderbox, 10 days of rations, a waterskin, 50 feet of hempen rope) [B]Criminal Token:[/B] Brands burned into your arms as punishment for a crime [B]Criminal Connection: [/B]The masked courier who occasionally gives you jobs [SIZE=6][B]Sitoc Embergut[/B][/SIZE] [I]Medium humanoid (deep dwarf), criminal[/I] [B]Armor Class[/B] 16 (leather, defense fighting style, shield) [B]Hit Points[/B] 13 (1d10+3) [B]Speed[/B] 25 ft., climb 25 ft. [TABLE] [TR] [TD][CENTER]STR[/CENTER][/TD] [TD][CENTER]DEX[/CENTER][/TD] [TD][CENTER]CON[/CENTER][/TD] [TD][CENTER]INT[/CENTER][/TD] [TD][CENTER]WIS[/CENTER][/TD] [TD][CENTER]CHA[/CENTER][/TD] [/TR] [TR] [TD][CENTER]16 (+3)[/CENTER][/TD] [TD][CENTER]14 (+2)[/CENTER][/TD] [TD][CENTER]14 (+2)[/CENTER][/TD] [TD][CENTER]12 (+1)[/CENTER][/TD] [TD][CENTER]10 (+0)[/CENTER][/TD] [TD][CENTER]8 (–1)[/CENTER][/TD] [/TR] [/TABLE] [B]Saving Throws[/B] Str +5, Con +4 [B]Skills [/B]Athletics +5, Deception +1, Insight +2, Stealth +3 [B]Tools [/B]gaming set, smith’s tools, thieves’ tools [B]Senses [/B]darkvision 120 ft., passive Perception 10 [B]Languages [/B]Common, Dwarvish, Undercommon [I][B]Background Advancement (Criminal).[/B][/I] If you pull off several successful jobs or heists, you may be promoted (or reinstated) as a leader in your guild or gang. You may gain the free service of up to 8 bandit henchmen at any time. Alternatively, you might rise in the ranks of law enforcement as a thief catcher, and gain the service of up to 8 guards. [I][B]Background Feature: I Know Someone.[/B][/I] In any city, you can find a shady entrepreneur who will buy anything from you, even something obviously stolen. Additionally, when in a city or town, you can find a safe place to lay low for yourself and your companions. You will be maintained at a modest lifestyle. [I][B]Combat Maneuvers (4 Exertion/Short Rest).[/B][/I] You can spend exertion points to use combat maneuvers. [LIST] [*][B]Charge (1 point):[/B] Action—Move up to 30 feet in a straight line and make a melee weapon attack. You can’t take the Dash action this turn. [*][B]Mountain’s Might (2 points):[/B] Bonus Action—You regain 1d6+4 hit points. [/LIST] [B][I]Creator’s Blessing.[/I][/B] During a long rest, you can use smith’s tools for crafting and still receive the full benefits of resting. [B][I]Deep Magic. [/I][/B]You know the resistance cantrip. When you reach 3rd level, you can cast the jump spell once with this trait. When you reach 5th level, you can cast the enlarge/reduce spell with this trait. You don’t need material components for either spell, and you can’t cast them while you’re in direct sunlight, although sunlight has no effect on them once cast. You regain the ability to cast these spells with this trait when you finish a long rest. Intelligence is your spellcasting ability for these spells. [I][B]Deep Suspicion.[/B][/I] You have advantage on saving throws against illusions and being charmed or paralyzed. [B][I]Exploration Knack: Mountaineer. [/I][/B]You gain a climbing speed equal to your walking speed, and may spend 1 exertion to reroll a failed Athletics check to climb, choosing whether to use the new roll or the original. In addition, moving through nonmagical difficult terrain costs you no extra movement. [SIZE=5]ACTIONS[/SIZE] [B][I]Stone Fist.[/I][/B] [I]Melee Weapon Attack: [/I]+5 to hit, reach 5 ft., one target. [I]Hit:[/I] 5 (1d4+3) bludgeoning damage. [B][I]Battleaxe. [/I][/B][I]Melee Weapon Attack:[/I] +5 to hit, reach 5 ft., one target. [I]Hit:[/I] 7 (1d8+3) slashing damage, or 8 (1d10) slashing damage if wielded with two hands. [B][I]Handaxe (2).[/I][/B] [I]Melee or Ranged Weapon Attack:[/I] +5 to hit, reach 5 ft. or range 20/60 ft., one target. [I]Hit:[/I] 6 (1d6+3) slashing damage. [I][B]Longbow (20 Arrows).[/B][/I] [I]Ranged Weapon Attack:[/I] +4 to hit, range 150/600 ft., one target. [I]Hit:[/I] 6 (1d8+2) piercing damage.[/SPOILER] [/QUOTE]
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