D&D 5E [RG] Creamsteak's Storm King's Thunder


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Creamsteak

First Post
Darathra Shendrel, Lord Protector of Triboar

DARATHRA SHENDREL
Medium humanoid (Chondathan human), lawful good
Armor Class 14 (breastplate)
Hit Points 52 (8d8 + 16)
Speed 30 ft.

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

Skills History +2, Intimidation +4, Investigation +2, Perception +2, Persuasion +4
Senses passive Perception 12
Languages Common
Brave. Darathra has advantage on saving throws against being frightened.

ACTIONS

Multiattack. Darathra makes two melee attacks.

Greatsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.

Heavy Crossbow. Ranged Weapon Attack: +2 to hit, range 100/400 ft., one target. Hit: 5 (1d10) piercing damage. Darathra carries twenty crossbow bolts.

ROLEPLAYING INFORMATION

As the Lord Protector of Triboar and a secret agent of the Harpers, Darathra has sworn an oath to defend the town. She takes her duty very seriously. In addition to her gear, Darathra has an unarmored warhorse named Buster.

Ideal: "Good people should be given every chance to prosper, free of tyranny."

Bond: "I'll lay down my life to protect Triboar and its citizens."

Flaw: "I refuse to back down. Push me, and I'll push back."

[sblock=Image] Darathra Shendrel.png[/sblock]
 
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Creamsteak

First Post
Darz Helgar, campground caretaker

DARZ HELGAR
Medium humanoid (llluskan human), neutral
Armor Class 12
Hit Points 27 (5d8 + 5)
Speed 30 ft.

STR 15 (+2)
DEX 15 (+2)
CON 12 (+1)
INT 10 (+0)
WIS 11 (+0)
CHA 11 (+0)

Skills Intimidation +2, Sleight of Hand +4, Stealth +4
Senses passive Perception 10
Languages Common

Sneak Attack (1/Turn). Darz deals an extra 7 (2d6) damage when he hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of Darz that isn't incapacitated and Darz doesn't have disadvantage on the attack roll.

ACTIONS

Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Sling. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage. Darz carries twenty sling stones.

ROLEPLAYING INFORMATION

In his youth, Darz was a member of the Xanathar Thieves' Guild in Waterdeep. After serving ten years in prison for his crimes, he cut all ties to the city and moved north to be a campground caretaker.

Ideal: "You can run from your past, but you can't hide from it."

Bond: "I've made a new life in Triboar. I'm not gonna run away
this time."

Flaw: "I have no regrets. I do whatever it takes to survive."

[sblock=Image]Darz Helgar.png[/sblock]
 
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Creamsteak

First Post
Narth Tezrin, Lionshield Coster representative

NARTH TEZRIN
Medium humanoid (Tethyrian human), chaotic good
Armor Class 12
Hit Points 18 (4d8)
Speed 30 ft.

STR 10 (+0)
DEX 15 (+2)
CON 10 (+0)
INT 12 (+1)
WIS 14 (+2)
CHA 16 (+3)

Skills Insight +4, Investigation +3, Perception +6, Persuasion +5
Senses passive Perception 16
Languages Common, Dwarvish

Cunning Action. On each of his turns, Narth can use a bonus action to take the Dash, Disengage, or Hide action.

ACTIONS

Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Hand Crossbow. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage. Narth carries twenty crossbow bolts.

ROLEPLAYING INFORMATION

Narth sells gear to adventurers, and he also has an adventurous spirit. The Lionshield Coster pays him well, but he longs to make a name for himself. At the same time, he runs a business with his partner Alaestra and knows she wouldn't forgive him if he ran off and never returned.

Ideal: "The bigger the risk, the greater the reward."

Bond: "I adore my colleague Alaestra, and I'd like to do something to impress her."

Flaw: "I'll risk life and limb to become a legend."

[sblock=Image]Narth Tezrin.png[/sblock]
 
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Creamsteak

First Post
Urgala Meltimer, innkeeper and retired adventurer

URGALA MELTIMER
Medium humanoid (Turami human), lawful good
Armor Class 12 (leather)
Hit Points 58 (9d8 + 18)
Speed 30 ft.

STR 16 (+3)
DEX 13 (+1)
CON 14 (+2)
INT 12 (+1)
WIS 14 (+2)
CHA 13 (+1)

Skills Athletics +5, Intimidation +3
Senses passive Perception 12
Languages Common, Giant
Giant Slayer. Any weapon attack that Urgala makes against a giant deals an extra 7 (2d6) damage on a hit.

ACTIONS

Multiattack. Urgala makes two attacks with her morningstar or her shortbow.

Morningstar. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.

Shortbow. Ranged Weapon Attack: +3 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 1) piercing damage. Urgala carries a quiver of twenty arrows.

ROLEPLAYING INFORMATION

A retired adventurer, Urgala owns a respectable inn, the Northshield House, and she doesn't want to see it or her neighbors' homes destroyed. She has no tolerance for monsters or bullies.

Ideal: "We live in a violent world, and sometimes violence is necessary for survival."

Bond: "My home is my life. Threaten it, and I'll hurt you."

Flaw: "I know how treacherous and greedy adventurers can be. I don't trust them-any of them."

[sblock=Image]Urgala Meltimer.png[/sblock]
 
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Creamsteak

First Post
Othovir, harness-maker

OTHOVIR
Medium humanoid (illuskan human), lawful neutral
Armor Class 10 (13 with mage armor)
Hit Points 16 (3d8 + 3)
Speed 30 ft.

STR 11 (+0)
DEX 10 (+0)
CON 13 (+1)
INT 12 (+1)
WIS 14 (+2)
CHA 16 (+3)

Skills Deception +5, Insight +4, Persuasion +5
Senses passive Perception 12
Languages Common, Elvish

Spellcasting. Othovir is a 2nd-level spellcaster. His spellcasting ability is Charisma (spell save DC 13; +5 to hit with spell attacks). He has the following sorcerer spells prepared:

Cantrips (at will): blade ward, fire bolt, mending, prestidigitation
1st level (3 slots): mage armor, thunderwave, witch bolt

ACTIONS

Rapier. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 4 (1d8) piercing damage.

REACTIONS

Parry. Othovir adds 2 to his AC against one melee attack that would hit him. To do so, Othovir must see the attacker and be wielding a melee weapon .

ROLEPLAYING INFORMATION

Othovir is a gifted harness-maker who doesn't talk about his family or where he came from. He cares about his business, his clients, and his good name.

Ideal: "Find what you do well, and do it to the best of your ability."

Bond: "I won't allow my name to be tarnished."

Flaw: "I get angry when others pry into my private life."

[sblock=Image]Othovir.png[/sblock]
 
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Creamsteak

First Post
Ghelryn Foehammer, blacksmith

GHELRYN FOEHAMMER
Medium humanoid (shield dwarf), lawful good
Armor Class 14 (breastplate, shield)
Hit Points 30 (4d8 + 12)
Speed 25 ft.

STR 18 (+4)
DEX 7 (-2)
CON 17 (+3)
INT 10 (+0)
WIS 11 (+0)
CHA 11 (+0)

Skills Athletics +6, Intimidation +2, Perception +2
Damage Resistances poison
Senses darkvision 60 ft., passive Perception 12
Languages Common, Dwarvish

Dwarven Resilience. Ghelryn has advantage on saving throws against poison.

Giant Slayer. Any weapon attack that Ghelryn makes against a giant deals an extra 7 (2d6) damage on a hit .

ACTIONS

Multiattack. Ghelryn makes two battleaxe attacks.

Battleaxe. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used with two hands.

ROLEPLAYING INFORMATION

The blacksmith Ghelryn has a good heart, but he hates orcs and giants-hates them with a fiery passion. He considers it the solemn duty of all dwarves to cave in their skulls!

Ideal: "It is incumbent upon every dwarf to forge a legacy."

Bond: "I stand for Clan Foehammer and all dwarvenkind."

Flaw: "I never run from a fight, especially if it involves killing orcs or giants."

[sblock=Image]Ghelryn Foehammer.png[/sblock]
 
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GreenKarl

First Post
Uric.jpg

[sblock=Uric Wargson]
Human Male 6th level Fighter (Champion)
Background: Outlander (Tribal Marauder)
Personality: I am driven by a wanderlust that led me away from my home.
Ideal: Glory – I must earn glory in battle, for myself and my clan
Bond: I am the last of my tribe and it is up to me to ensure that their names enter legend.
Flaw: There is no room for caution in a life lived to the fullest.
Alignment: Neutral Good

Armor Class: 19 (Splint Mail +Shield; Disadvantage on Stealth checks)
Hit Points: 58 (13 + 9 x 5 levels)
Speed: 40ft
STR: 20 (+5), DEX: 14 (+2), CON: 16 (+3), INT: 8 (-1), WIS: 11 (+0), CHA: 10 (+0)

Proficiency Bonus: +3
Initiative: +7
Saving Throws: Strength (+8) and Constitution (+6)
Skills: Animal Handling +3, Athletics +8, Intimidate +3, Perception +3, Survival +3
Tools: Musical Instrument (flute) +3
Senses: Passive Perception 13
Languages: Common, Giant

Fighting Style: Dueling (when wielding only one handed melee weapon +2 damage)
Second Wind: on your turn you can use a Bonus Action to regain 10+5 hit points. Must finish a short or long rest to use again.
Action Surge: on your turn, you can take one additional action, on top of your regular and a possible bonus action. Must finish a short or long rest to use again.
Champion: Improved Critical, your weapon attack score a critical on a roll of a 19 or 20.
Extra Attack: you can attack twice instead of once whenever you take an Attack action.
Mobility Feat: add +10ft to base Speed, if you use the Dash action difficult terrain doesn’t cost extra movement, when you make a melee attack against a creature you don’t provoke opportunity attacks from that creature for the rest of your turn.
Alert Feat: gain +5 bonus to Initiative, can't be surprised while you are conscious, and other creatures don't gain advantage on attack rolls against you as a result of being hidden from you.

Attacks: Long Sword (+8 to hit, damage 1d8+7 (or +5 with two weapons), critical 19-20)
Hand Axe (+8 to hit, damage 1d6+7 (or +5 with two weapons, Thrown range 20/60, critical 19-20)
Dagger (+8 to hit, damage 1d4+7 (or +5 with two weapons), Thrown range 20/60, critical 19-20)
Long Bow (+5 to hit, damage 1d8+2, Range 150/600, critical 19-20)

Equipment: Splint Mail (200gp), Shield (starting), Long Sword (starting), 3 Hand Axes (two starting; 5gp), Dagger (2gp), Long Bow (starting), Arrows (20, 1gp), Quiver (1gp), Explorer’s Pack (starting; backpack, bedroll, mess kit, tinderbox, 10 torches, 10 days of rations, waterskin, 50 feet of hemp robe strapped to the side of the backpack), Flute (2gp) spent 151gp
Coin on Hand: 349gp[/sblock]

[sblock=BUILDING]
STR - 15 (9) +1 human variant, +2 4th level and +2 for 6th level increase
DEX - 14 (5)
CON - 15 (9) +1 human variant
INT -8 (0)
WIS -10 (2)
CHA -10 (2)

Fighter Skills – Animal Handling and Intimidate
Human Variate: Skill – Perception, Feat: Mobility
Background – Skills: Athletics, Survival, Tools: One musical (flute), Language - Giant[/sblock]

Background: Uric Wargeson was born and raised in the Savage North, not far from the Spine of the World. From an early age he was large and fast, his father teaching him warcraft and animal husbandry (they raised horses and cattle).

Recently his family and tribe were wiped out by goblins. He believe that there was someone or something behind these raiders and has come south seeking answers and seeking those who are responsible.
 
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Steve Gorak

Adventurer
[sblock=Davaros]
cool paladin.jpg
Name: Lord Davaros Silverfist
Sex: Male
Race: Human
Class/Level: Paladin 6 (Vengence)
Alignment: Lawful good (stong Neutral Good tendencies due to recent lifechanging events)
Size: Medium
Type (Subtype): Humanoid (Human)
Init: +0
Senses: N/A
Passive Perception: 11


DEFENSE
AC: 16 (+6 chain mail)
HP: 52 (10+30 paladin +12 con)
Saves: Wisdom & Charisma
Special Defenses:
Divine health: immune to diseases
Aura of protection: +3 (cha) bonus to saves, 10ft radius fo friendly creatures, must be conscious.

OFFENSE
Speed: 30ft


Melee:
Code:
Weapons         Attack Damage  Type  Range      Property
Maul             +6    2d6+3    B    -          Heavy, two-handed
Greatsword       +6    2d6+3    S    -          Heavy, two-handed
javelins         +6    1d6+3    P    30/120     Thrown	
Handaxe          +6    1d6+3    S    20/60      Light, thrown
Longsword        +6    1d8+3    S    -          Versatile (1d10)
Flail            +6    1d8+3    B

SPECIAL ATTACKS: see Great weapon master feat, extra attack


FEATS:
Great weapon master
- On your turn, when you score a critical hit with a melee weapon or reduce a creature to 0 hit points with one,
you can make one melee weapon attack as a bonus action.
- Before you make a melee attack with a heavy weapon that you are proficient with, you can choose to take a - 5
penalty to the attack roll. If the attack hits, you add +10 to the attack’s damage



STATISTICS
Str 18 (+4) [+1 human, +2 lvl 4]
Dex 10 (+0)
Con 14 (+2)
Int 8 (-1)
Wis 8 (-1)
Cha 16 (+3) [+1 human]


SKILLS Proficiencies in bold: 1 human, 2 paladin, 2 background

+0 (dex) Acrobatics
-1 (wis) Animal Handling
-1 (int) Arcana
+7 (str) Athletics - from Background
+3 (cha) Deception
-1 (int) History
+2 (wis) Insight - From Background
+3 (cha) Intimidation
-1 (int) Investigation
-1 (wis) Medicine
-1 (int) Nature
+2 (wis) Perception - From Human
+3 (cha) Performance
+6 (cha) Persuasion - from Paladin
-1 (int) Religion
+0 (dex) Sleight of Hand
+0 (dex) Stealth
+2 (wis) Survival - From background


TOOL PROFICIENCIES: none
LANGUAGES:Common, elvish (human), Giant (background), dwarf (background)


RACE FEATURES
Languages: Common + 1 additional language (elvish)
Skills: proficient in one skills of your choice (perception)


BACKGROUND FEATURES Noble & outlander hybrid
Feature: Position of privilege
Skill Proficiencies: Athletics, survival
Language: 2 extra languages (Giant, dwarf)
Tools: -


CLASS FEATURES - Paladin
Proficiencies all armor, shields and weapons
Divine Sense As an action, you can open your awareness to detect such forces. Until the end o f your
next turn, you know the location o f any celestial, fiend, or undead within 60 feet of you that is not behind total cover
Can use this ability 4 times /long rest
Lay on Hands 5hp
Great wepon fighting style reroll 1 or 2 on damage dice of weapon wielding with two hands
Divine smite: 2d8 +1d8 extra damage/spell level radiant damage
Divine health immune to disease
Sacred oath oath of vengence
extra attack
Aura of protection when you or friendly creature within 10 feet of you must make a saving throw,
the creature gains a bonus to the saving throw equal to your Cha mod (+3). You must be conscious.

Channel divinity must then finish a short or long rest to use your Channel Divinity again
Abjure Enemy As an action, you present your holy symbol and sp eak a prayer of denunciation,
using your Channel Divinity. Choose one creature within 60 feet of you that you can see.
That creature must make a Wisdom saving throw, unless it is immune to being frightened.
Fiends and undead have disadvantage on this saving throw.
On a failed save, the creature is frightened for 1 minute or until it takes any damage.
While frightened, the creature’s speed is 0, and it can’t benefit from any
bonus to its speed.
On a su cce ssfu l save, the creature’s sp e e d is halved
for 1 minute or until the creature takes any damage.
Vow o f Enmity.A s a bonus action, you can utter a vow
o f enmity against a creature you can see within 10 feet
o f you, using your Channel Divinity. You gain advantage
on attack rolls against the creature for 1 minute or until
it drops to 0 hit points or falls unconscious



Spells known: Spell ability modifier (SAM): +3

Oath spells (always known)
(1) bane, hunter’s mark

(2) hold person, misty step

Spell known: 5 (SAM +0.5 paladin level)

(1) Bless, Wrathful Smite, Thunderous smite
(2) Protection from Poison, Find steed

[sblock=EQUIPMENT]
Equipment (class)
• two martial weapons:
Greatsword 2d6 S 6 lb. Heavy, two-handed
maul 2d6 B 6 lb. Heavy, two-handed
• five javelins
• an 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.
• Chain mail and a holy symbol made of crystal

Equipment (noble): A set of fine clothes, a signet ring, a scroll of pedigree, and a purse containing 25 gp

Additional equipment purchased (500gp available)
15 gp 3x Handaxe 5 gp 1d6 slashing 2 lb. Light, thrown (range 20/60)
15 gp Longsword 15 gp 1d8 slashing 3 lb. Versatile (1d10)


0.01 gp whetstone
2 gp Traveller's clothes
10 gp ink - 1 ounce bottle
1 gp 10 sheets of parchment
2cp ink pen

2 potions of heroism ,
2 potions of healing

Money: 21.97 gp[/sblock]

Personality Trait: No one could doubt by looking at my regal bearing that I am a cut above the unwashed masses.
Ideal: Noble Obligation. It is my duty to protect and care for the people beneath me.
Bond: The common folk must see me as a hero of the people.
Flaw: I secretly believe that I am the chosen one.


Physical Appearance:
Davaros is a muscular man with black hair and facial hair he usually trims every morning.
He is 19 years old but looks a bit older, as if he were in his mid twenties.


Backstory:
Davaros' is originally from XXXX. He is the sole survivor of his noble house. Indeed, the family keep was attacked by giants when he was 13, and his entire family was killed. Davaros survived in the wild for a few years, and ended up in a monastery that paid tribute to Torm.

He noble heritage was recognized, and he was trained as a paladin. He had vowed to avenge his family, and now he had the capability to do so.[/sblock]
 
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Yavathol

Explorer
Gul Torast, level 7 (Warlock 2, Evoker 5) Variant Human
STR 10 DEX 14 (+1 feat) CON 12 INT 18 (+1 racial) WIS 10 CHA 14 (+1 racial)
Saving Throws: Wis(+3), Cha(+5)
hp: 40/40
AC: 18 (Scale + Shield, Disadvantage on Stealth)
Passive Perception: 10

1st level Spells/day: 4/4
2nd level Spells/day: 3/3
3nd level Spells/day:
2/2
Pact Magic(1st): 2

Hit Dice: 5d6+2d8(max 5d6+2d8)
Initiative: +2
Proficiency Bonus: +3
Alignment: NG
Skill Proficiencies: Arcana +7, Religion +7, Investigation +7, Stealth +5, Survival +3
Darkvision: 120' as normal light
Age: 28 Sex: Male Size: Medium Speed: 30
Languages: Common, Giant, Infernal, Draconic

[sblock=Background]
Acolyte/Heretic
Traits: I feel a strong moral duty to help people, I'm intrigued by secrets and gossip
Ideal: People are important, only by working together can we improve our conditions
Flaw: Sometimes my curiosity exceeds my wisdom
Bond: I came very close to selling my soul for knowledge, I must use the power I gained for good[/sblock]

[sblock=Abilities]
Human Feat: Moderately Armored
Christmas bonus feat: War Caster
Otherworldly Patron: Fiend
Invocations: Fiendish Vigor, Devils Sight
Spell Recovery: Up to 3 spell levels
Sculpt Spells: 1+spell level takes no damage[/sblock]

[sblock=Spellcasting]
Wizard Spell Save DC: 15, Spell Attack: +7, replenish after long rest
Warlock Spell Save DC: 13, Spell Attack: +5, replenish after short rest
Concentration saves: +1
Cantrips: Sword Burst, Mage Hand, Shocking Grasp, Eldritch Blast, Poison Spray,Prestidigitation
1st level spells: Burning Hands, ^Hellish Rebuke
,^Hex
, *Shield,*Grease,*Thunderwave, Ice Knife,*Detect Magic, *Absorb Elements
2nd level spells:
*Darkness, *Mirror Image, Spider Climb,
Suggestion,^Scorching Ray
3nd level spells:
*Fireball, *Vampiric Touch
* Prepared ^ Warlock known[/sblock]

[sblock=Equipment]Scale mail, shield, dungeoneers pack, arcane focus, dagger, holy water x2, potion of superior healing x1, potion of greater healing x1, riding horse, spare travellers clothes, 75gp, Rod of the Vonindod, potion of flying, potion of gaseous form, potion of invisibility, cold weather clothing[/sblock]

[sblock=Description & Background] A handsome man of average height, Gul wears clothes suitable for the North, and seems like a native, but his accent still reveals his Waterdhavian origins. He comes across as sincere, though possibly a little nosy and is generally good company, able to converse on a wide range of subjects.
259eixe.jpg

Image by http://bogdan-mrk.deviantart.com/

When Gul was a teenager in Waterdeep, he studied magic at one of the colleges. He joined a secret society, excited by the intrigue while being slightly naive. It transpired that the group was a front for a group of diabolists who were making pacts with fiends. When Gul realised what was really going on, he left the cult, and Waterdeep, ending up in the Frozen North where he has put his past behind him. Though he retains a small measure of power from the pacts he made, he has sworn to use this power for good, and to focus on the harder, longer road to arcane power through study of the Weave and worship of Mystra.[/sblock]
 
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Shayuri

First Post
Ilshana
Chaotic Good Half Elf Bard 6
Background: Charlatan
- False Identity

[sblock=Description]
n3uovn.jpg
[/sblock]

Str 8
Dex 16
Con 14
Int 10
Wis 12
Cha 18

HP 44
AC 15 (10 + 3 dex + 2 armor)
Prof Bonus +3
Init +3
Exp: 0

Race
-------
Half Elf
- +1 to Con and Dex, +2 Cha
- Darkvision 60'
- Fey Ancestry (adv vs charms, magic cannot force sleep)
- Skill Versatility (prof in any 2 skills)

Class
-------
Bard
Spellcasting
Bardic Inspiration (1d8), 4/short rest, applies to ability check, attacks, saves
Jack of All Trades (+1 to untrained skill checks)
Song of Rest (1d6)
Countercharm (action to perform, giving allies within 30' adv vs fear/charm; must be able to be heard)
Bard College (Lore)
- Bonus proficiencies (3 more skill proficiencies)
- Cutting Words (can use Inspiration to subtract from enemies)
- Magical Secrets (2 spells known added from any class list; become bard spells)
Expertise (Deception and Persuasion)
Font of Inspiration (Insp dice recover on short rest)

Proficiencies
--------------
Weapons: Simple, hand xbows, longsword, shortsword, rapier
Armor: Light
Tools: Forgery Kit, Disguise Kit, panflute, lute, horn
Saves: Dexterity, Charisma

Feats
------
4 Attribute Boost (Charisma)

Skills
-------
Deception +10
Sleight of Hand +6
Athletics +2
Acrobatics +6
Stealth +6
Insight +4
Perception +4
Performance +7
Persuasion +10
Nature +3

Languages
----------
Common, Elven, Sylvan

Spellcasting
Spell attack +6, Difficulty 15

Spell Slots:
1 - 4/4, 2 - 3/3, 3 - 3/3

Spells Known
Cantrips - Friends, Vicious Mockery, Minor Illusion
1 - Cure Wounds, Disguise Self, Hideous Laughter, Thunderwave, * Absorb Energy
2 - Invisibility, Suggestion, Phantasmal Force
3 - Hypnotic Pattern, Major Image, * Haste

* - Gained via Magical Secrets

Equipment
-------------
Cash: 206gp, 9sp

Weapons
--------
Rapier, +6 atk, 1d8+3 dmg
Shortbow, +6 atk, 1d6+3 dmg, 80/120 rng, 25gp
- Arrows 20

Armor
------
Studded Leather Armor, 45gp

Gear
-----
Entertainer's Pack
- Backpack
- Bedroll
- 2 costumes
- Disguise kit
- Waterskin
- Panflute

Ink, 10gp
Ink pens (5) 1sp
Parchment (10), 1gp
Wand - Arcane Focus, 10gp

Antitoxin (2), 100gp
Potion of Healing (2), 100gp
Caltrop Bags (2), 2gp
 
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Creamsteak

First Post
SHALVUS MARTHOLIO
Medium humanoid (Turami human), neutral
Armor Class 13 (leather)
Hit Points 27 (6d8)
Speed 30 ft.

STR 10 (+0)
DEX 15 (+2)
CON 10 (+0)
INT 12 (+1)
WIS 14 (+2)
CHA 14 (+2)

Skills Deception +4, Insight +4, Investigation +3, Perception +4, Sleight of Hand +4, Stealth +4
Senses passive Perception 12
Languages Common, Elvish
Sneak Attack (1/Turn). Shalvus deals an extra 7 (2d6) damage when he hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of Shalvus that isn't incapacitated and Shalvus doesn't have disadvantage on the attack roll.

ACTIONS

Quarterstaff. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (ld6) bludgeoning damage, or 4 (ld8) bludgeoning damage if used with two hands. Hand Crossbow. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage. Shalvus carries ten crossbow bolts.

ROLEPLAYING INFORMATION

Nalaskur Thaelond of Bargewright Inn has entrusted the shepherd Shalvus with an important assignment: to figure out the best way by which Goldenfields can be brought under the Black Network's control. Shalvus believes that success will ensure his swift rise through the Zhentarim ranks.

Ideal: "I'll do what it takes to prove myself to the Zhentarim."

Bond: "I love animals, and I'm very protective of them."

Flaw: "I can't resist taking risks to feed my ambitions."

[sblock=image]Shalvus.png[/sblock]
 
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Creamsteak

First Post
NAXENE DRATHKALA
Medium humanoid (Turami human), neutral good
Armor Class 10 (13 with mage armor)
Hit Points 27 (6d8)
Speed 30 ft.

STR 8 (-1)
DEX 11 (+0)
CON 11 (+0)
INT 17 (+3)
WIS 12 (+1)
CHA 11 (+0)

Skills Arcana +5, History +5
Senses passive Perception 11
Languages Common, Draconic, Dwarvish, Elvish

Spellcasting. Naxene is a 6th-level spellcaster. Her spellcasting ability is Intelligence (spell save DC 13; +5 to hit with spell attacks). She has the following wizard spells prepared:

Cantrips (at will): fire bolt, light, mage hand, prestidigitation
1st level (4 slots): mage armor, magic missile, shield
2nd level (3 slots): misty step, suggestion
3rd level (3 slots):fly, lightning bolt

ACTIONS

Staff. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 2 (1d6 - 1) bludgeoning damage, or 3 ( 1d8 - 1) bludgeoning
damage if used with two hands.

ROLEPLAYING INFORMATION

Goldenfields' crops are vital to Waterdeep's survival, which is why the Watchful Order of Magists and Protectors sent Naxene to make sure the temple-farm is adequately defended. At first she regarded the task as a punishment, but now she appreciates the peace and quiet.

Ideal: "There's no problem that can't be solved with magic."

Bond: "I have great respect for Lady Laeral Silverhand of Waterdeep. She and the Lords' Alliance are going to bring some much-needed order to this lawless land."

Flaw: "I'm too smart to be wrong about anything."

[sblock=Image]Naxene.png[/sblock]
 
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Creamsteak

First Post
MIROS XELBRIN
Medium humanoid (Damaran human), neutral good
Armor Class 10
Hit Points 22 (4d8 + 4)
Speed 30 ft.

STR 16 (+3)
DEX 10 (+0)
CON 15 (+2)
INT 11 (+0)
WIS 12 (+1)
CHA 14 (+2)

Skills Intimidation +4, Perception +3
Senses passive Perception 13
Languages Common

ACTIONS

Bearhug. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 5 (1d4 + 3) bludgeoning damage, and the target is grappled (escape DC 13) and takes 5 (1d4 + 3) bludgeoning damage at the start of each of Miros's turns until the grapple ends. Mires cannot make attacks while grappling a creature.

Club. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage.

Heavy Crossbow. Ranged Weapon Attack: +2 to hit, range 100/400 ft., one target. Hit: 5 (1d10) piercing damage. Mires carries ten crossbow bolts.

ROLEPLAYING INFORMATION

Innkeeper Mires is a retired carnival attraction, dubbed "the Yeti" because of his barrel-shaped body and the thick, white hair covering his arms, chest, back, and head. When Goldenfields suffers, so does his business, so he takes strides to protect the compound.

Ideal: "As does the Emerald Enclave, I believe that civilization and the wilderness need to learn to coexist."

Bond: "Make fun of me all you like, but don't speak ill of my inn or my employees!"

Flaw: "When something upsets me, I have a tendency to fly into a rage."

[sblock=Image]Miros.png[/sblock]
 
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Creamsteak

First Post
OREN YOGILVY
Small humanoid (strongheart halfling), chaotic good
Armor Class 11
Hit Points 9 (2d6 + 2)
Speed 25 ft.

STR 8 (-1)
DEX 13 (+1)
CON 12 (+1)
INT 11 (+0)
WIS 10 (+0)
CHA 16 (+3)

Skills Perception +2, Performance +7, Persuasion +5
Damage Resistances poison
Senses passive Perception 12
Languages Common, Halfling

Halfling Nimbleness. Oren can move through the space of any creature that is of a size larger than his.

Lucky. When Oren rolls a 1 on an attack roll, ability check, or saving throw, he can reroll the die and must use the new roll.

Stout Resilience. Oren has advantage on saving throws against poison.

ACTIONS


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

ROLEPLAYING INFORMATION

Oren came to Northfurrow's End looking for easy work and found it. He sings for his supper, drinks like a fish, and wanders the fields at night dreaming up new lyrics to entertain the inn's other guests. Oren likes to stir up trouble from time to time, but he doesn't have a mean bone in his body.

Ideal: "Music is food for the soul."

Bond: "You had me at 'Can I buy you a drink?'"

Flaw: "I have a knack for putting myself in harm's way. Good thing I'm lucky!"

[sblock=Image]Oren.png[/sblock]
 
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Euon, LG Dragonborn Sorcerer (Favored Soul) 6

5lUk3Ah.jpg



STR 14
DEX 12
CON 16
INT 9
WIS 10
CHA 16

[sblock=Crunch and Story][sblock=Crunch]
[sblock=Level 6]
hp: 44/44
Hit Dice: 6d6 (6/6 HD available)
Initiative: +1
AC: 17 (breastplate, shield)
Proficiency Bonus: +3
Saving Throws: Constitution, Charisma
Alignment: LG
Skill Proficiencies: Athletics (background), Medicine (background), Persuasion (class), Religion (class)
Age: 27
Sex: Male
Size: Medium (6' 2", 205 lbs)
Speed: 30
Languages: Common, Draconic (race), Dwarvish (background)

Background (Custom: Favored of Bahamut):
I fear I have the greyscale disease, but really I have been chosen by Bahamut, who has favored me with physical prowess and a will to help people. Over time, my skin will transform as I grow into my draconic heritage. Others do not understand, and thus they fear and revile me.
Skill Proficiencies: Athletics, Medicine
Tools: Carpenter's tools
Language: Dwarvish
Feature: Watcher's Eye (SCAG 145)
Trait: I've been hated and feared for my skin so long that I despair of being accepted
Ideal: Community. It is my duty to serve others, despite their suspicion of me
Bond: I fear I have greyscale; my skin is changing, and I must discover why, even though it frightens me
Flaw: I cannot stand to see others hurt and will react impulsively to save another from harm

Abilities:
Draconic Ancestry (race): Bronze dragon
Breath Weapon (race): 5' by 30' line, 2d6 lightning, Dex save DC 14 (save for half)
Damage Resistance (race): Lightning
Sorcerous Origin: Favored Soul (UA Modifying Classes)
Font of Magic: 6 sorcery points, replenish after long rest
Flexible Casting: Use sorcery points to gain spell slots, PHB 101
Metamagic: Distant Spell, Twinned Spell, PHB 102
Chosen of the Gods (Favored Soul): Life Domain (add cleric Life domain spells PHB 60 to known spells, they do not count against the number of spells you can know, are considered sorcerer spells)
Bonus Proficiencies (Favored Soul): Light and medium armor, shields, simple weapons
Extra Attack: At 6th level, as part of their Sorcerous Origin a Favored Soul gains an extra attack when they declare an attack action

Spellcasting: Spell Save DC 14 and Spell Attack Modifier +6, replenish after long rest
Sorcery Points: 6/6
Cantrips Known (5): chill touch, fire bolt, light, mending, message
Spells Known (7): blindness/deafness (2), feather fall (1), lightning bolt (3), misty step (2), sleep (1), spider climb (2), haste (3)
Life Domain Spells Known: bless, cure wounds, lesser restoration, spiritual weapon, beacon of hope, revivify
1st level: 4/4 slots
2nd level: 3/3 slots
3rd level: 3/3 slots

Weapons: Extra Attack!
Javelin +5, 1d6+2 P thrown (30/120)
Walking stick (quarterstaff) +5, 1d6+2 B versatile (1d8)

Equipment:
Shield 10 gp
Javelin (3) 1 gp, 5 sp
Walking stick, 2 sp
Quiver 1 gp
Breastplate 400 gp
Backpack 2 gp
Traveler's clothes 2 gp
Waterskin 2 sp
Whetstone 1 cp
Oil 1 sp


Skills:
Acrobatics +1
Animal Handling +0
Arcana -1
Athletics +5
Deception +3
History -1
Insight +0
Intimidation +3
Investigation -1
Medicine +3
Nature -1
Perception +0
Performance +3
Persuasion +6
Religion +2
Sleight of Hand +1
Stealth +1
Survival +0
[/sblock]
[sblock=Level 5]
hp: 37/37
Hit Dice: 5d6 (5/5 HD available)
Initiative: +1
AC: 17 (breastplate, shield)
Proficiency Bonus: +3
Saving Throws: Constitution, Charisma
Alignment: LG
Skill Proficiencies: Athletics (background), Medicine (background), Persuasion (class), Religion (class)
Age: 27
Sex: Male
Size: Medium (6' 2", 205 lbs)
Speed: 30
Languages: Common, Draconic (race), Dwarvish (background)

Background (Custom: Favored of Bahamut):
I fear I have the greyscale disease, but really I have been chosen by Bahamut, who has favored me with physical prowess and a will to help people. Over time, my skin will transform as I grow into my draconic heritage. Others do not understand, and thus they fear and revile me.
Skill Proficiencies: Athletics, Medicine
Tools: Carpenter's tools
Language: Dwarvish
Feature: Watcher's Eye (SCAG 145)
Trait: I've been hated and feared for my skin so long that I despair of being accepted
Ideal: Community. It is my duty to serve others, despite their suspicion of me
Bond: I fear I have greyscale; my skin is changing, and I must discover why, even though it frightens me
Flaw: I cannot stand to see others hurt and will react impulsively to save another from harm

Abilities:
Draconic Ancestry (race): Bronze dragon
Breath Weapon (race): 5' by 30' line, 2d6 lightning, Dex save DC 14 (save for half)
Damage Resistance (race): Lightning
Sorcerous Origin: Favored Soul (UA Modifying Classes)
Font of Magic: 5 sorcery points, replenish after long rest
Flexible Casting: Use sorcery points to gain spell slots, PHB 101
Metamagic: Distant Spell, Twinned Spell, PHB 102
Chosen of the Gods (Favored Soul): Life Domain (add cleric Life domain spells PHB 60 to known spells, they do not count against the number of spells you can know, are considered sorcerer spells)
Bonus Proficiencies (Favored Soul): Light and medium armor, shields, simple weapons

Spellcasting: Spell Save DC 14 and Spell Attack Modifier +6, replenish after long rest
Cantrips Known (5): chill touch, fire bolt, light, mending, message
Spells Known (6): blindness/deafness (2), feather fall (1), lightning bolt (3), misty step (2), sleep (1), spider climb (2)
Life Domain Spells Known: bless, cure wounds, lesser restoration, spiritual weapon, beacon of hope, revivify
1st level: 2/4 slots
2nd level: 3/3 slots
3rd level: 1/2 slots

Weapons:
Javelin +5, 1d6+2 P thrown (30/120)
Walking stick (quarterstaff) +5, 1d6+2 B versatile (1d8)

Equipment:
Shield 10 gp
Javelin (3) 1 gp, 5 sp
Walking stick, 2 sp
Quiver 1 gp
Breastplate 400 gp
Backpack 2 gp
Traveler's clothes 2 gp
Waterskin 2 sp
Whetstone 1 cp
Oil 1 sp
TBD

Skills:
Acrobatics +1
Animal Handling +0
Arcana -1
Athletics +5
Deception +3
History -1
Insight +0
Intimidation +3
Investigation -1
Medicine +3
Nature -1
Perception +0
Performance +3
Persuasion +6
Religion +2
Sleight of Hand +1
Stealth +1
Survival +0

Expenditures:
TBD[/sblock][/sblock]

[sblock=Story]
Euon ran a hand over the broken chair leg and frowned. Reverend Paulson wanted the altar chair fixed by the morrow, but there was not time for the glue to set. Euon cast a surreptitious look over his shoulder toward the workshop door. No one was here. No one would know, he hoped. He turned back to the chair leg and caressed the wood, thinking of the grain and how it knit together in patterned whorls strengthened by wind and weather. Drawing in a breath and closing his eyes, Euon gently grasped both pieces of the broken leg and held them together. He felt the tug of magic in his belly and concentrated, letting the energy flow through his limbs, through his calloused fingertips, and into the leg. There was a quiet snick. He looked down in satisfaction. There, good as new. Better than new. Even still, he cast another careful look at the door. It wouldn't do to be caught.

Euon returned his gaze to the leg and bent to affix the repaired piece to the body of the chair. Reaching for a hammer and nail, the cuff of his tunic rose up. Euon's eyes fell on a patch of scaly white skin at his wrist. He gasped, dropping the hammer with a loud clank. Quickly, he yanked down his shirt sleeve, his eyes darting in panic at the door. Greyscale. I have greyscale. The words churned in his mind. Fear rose in his throat. Old Norris had died three days prior from greyscale, and the town was still on quarantine. He'd have to tell Reverend. Paulson was good, Euon knew. Paulson would make sure the elders did not force him out. Euon repeated this to himself until his heart stopped thumping and he calmed.

"I'm sorry, Euon, but we must think of the safety of the community. There are women, and children, and we cannot risk their wellbeing. We've the school to run. You understand, I'm sure." Paulson's eyes shuttered to Euon's hurt, even as the Reverend moved away. Euon watched the priest, saw how he kept the desk between himself and Euon, how he hedged toward the door. Euon knew when he was unwanted. By now, it was familiar. Always, no matter where he went, others feared him. His height. His girth. The odd events that always seemed to chase his presence. Euon nodded at Reverend Paulson. Swallowing, he stuck out a hand to shake in farewell, then let it drop lamely to his side when Paulson's eyes bulged in disgust. Grimness limned the set of Euon's mouth. Nodding a second time, he turned and left. [/sblock]
[/sblock]
 
Last edited:

Kobold Stew

Last Guy in the Airlock
Supporter
kong_ride_by_lehuss-d6y6qb1.jpg

Bellalalalinda ("Bell") L. O.

Forest Gnome Ranger 7 (Beastmaster)

Str 8 (-1, save +2)
Dex 16 (+3, save +6)
Int 14 (+2, adv. vs. magic)
Wis 14 (+2, adv. vs. magic)
Con 13 (+1)
Cha 10 (+0, adv. vs. magic)

Size S
Speed 35, Climb 35, Swim 35
AC 17 
Init +3 (advantage)
Hit Points: 52 (7d10)

Inspiration: 0

Proficiency bonus: +3
Proficiencies: simple and melee weapons, light and medium armour, shields 
Skills: Athletics, Perception, Stealth, Investigation, Survival
Tools: Herbalism kit
Languages: Common, Gnomish, Goblin, Giant, Gnoll.

Attacks:
Light Crossbow, 1d20+6 to hit, 1d8+3 piercing damage (+4 vs humanoids and giants), 2-handed 
Short Sword, 1d20+6 to hit, 1d6+3 piercing damage

Background: Castaway (custom)
* skills: Acrobatics, Survival
* tools: Herbalism kit, language
* feature: All Eyes on You (SCAG)

Forest Gnome
* darkvision 60’
* Advantage on Int, Wis, and Cha saves vs. magic
* Cantrip: Minor illusion (DC 13)
* Speak with small beasts.

Ranger abilities:
* Greater Favoured Enemy: Humanoids and Giants
- +4 damage with weapon attacks
- advantage on Wis (survival) checks to track and on int. checks to recall info.
- advantage on saving throws on spells and abilities
* Natural Explorer
- ignore difficult terrain
- advantage on initiative
- advantage in round 1 on attack rolls on creatures that haven’t acted.
- when travelling for an hour or more:
-- difficult terrain doesn't’ slow group
-- can’t be lost non-magically
-- remain alert, even when doing something else
-- if alone, can move stealthily at normal pace
-- 2x food from foraging
-- when tracking, learn numbers, sizes, and how long ago they passed.
* Fighting Style: Mariner.
- +1 AC if in Light or Med armour, no shield
- climb/swim speeds = to move.
* Spellcasting 
- slots: 4x level 1, 3x level 2 (DC: 13)
- 5 spells known:
-- level 1: Hunter’s Mark, Goodberry, Cure Wounds 
-- level 2: Spike Growth, Lesser Restoration 
* Primeval awareness
- as action, communicate simple ideas to beasts, etc. (not vs creatures attacked in past 10 min.)
- attune senses to see if favoured enemies lurk nearby: 1 min concentration gives numbers, direction, and distance w/in 5 miles
* Animal Companion 
- replace animal companion with 8 hrs and 50gp of herbs and food; resurrect with 25gp worth.
* Companion’s Bond: Ape (see below)
- rolls own init, obeys commands
* Coordinated attack: if my companion can see me on my turn, it can uses its reaction to make a melee attack
* Beast's Defense: while my companion can see me, he gets advantage on all saving throws.

Feat: 
* Lucky: 3 luck points/long rest. Spend one to re-roll an attack, save, or check, or an attack against me.
* Sharpshooter: no disadv. at long range; ignore 1/2 and 3/4 cover; -5 to attack for +10 damage. [Christmas 2016 bonus]
* Mobile: +10' move (included above), Dash not slowed by difficult terrain, make a melee attack and no opp attacks for that turn form that creature [January 2018 bonus]

Skills 
+6 (dex) Acrobatics [P]
+2 (wis) Animal Handling
+2 (int) Arcana
-1 (str) Athletics
+0 (cha) Deception
+2 (int) History 
+2 (wis) Insight
+0 (cha) Intimidation
+5 (int) Investigation [P]
+2 (wis) Medicine
+2 (int) Nature
+5 (wis) Perception [P]
+0 (cha) Performance
+0 (cha) Persuasion
+2 (int) Religion
+3 (dex) Sleight of Hand
+6 (dex) Stealth [P]
+5 (wis) Survival [P]

(Uses UA "Revised Ranger" (2016).

Whistler
Ape Companion (level 6)
AC 12 +3 prof = 15
HP 19 (3d8+6) > 7d8+14 = 47 
Speed 30’, climb 30’
STR 18, DEX 14, INT 6 WIS 12 CON 14 CHA 7
Skills: Athletics +7, Perception +4 (passive 14), Stealth +5, Insight +4

Other:
* add proficiency to AC, damage, and all saves
* ASI to strength
* when it sees me, reaction for extra attack
* when it sees me, advantage on all saves

Attacks: 
Fist 1d20+7 1d6+7 bludgeoning 
Rock 1d20+7 (25/50), 1d6+7 bludgeoning

Bond: would give my life for Bellalalalinda
Trait: Will helpfully groom any of my allies
Flaw: blames self when things go wrong

Equipment: (650 gp starting, - 50 for companion)

“rare herbs and fine food” x 2 = 50gp
Light crossbow (25 gp)
- 40 bolts (2gp)
shortsword x 2 (20gp)
Breastplate (400 gp)
Component pouch (25gp)
traveller's clothes (2gp)
Backpack (2gp)
- Herbalism kit (5gp)
- bedroll (2gp)
- fine clothes (15gp)
- 50' silken rope (10gp)
- crowbar (2gp)
- robes for Whistler (1gp)
- 41gp

[sblock="Level 6"]Forest Gnome Ranger 6 (Beastmaster)

Str 8 (-1, save +2)
Dex 16 (+3, save +6)
Int 14 (+2, adv. vs. magic)
Wis 14 (+2, adv. vs. magic)
Con 13 (+1)
Cha 10 (+0, adv. vs. magic)

Size S
Speed 35, Climb 35, Swim 35.
AC 17 
Init +3 (advantage)
Hit Points: 45 (6d10)

Inspiration: 0

Proficiency bonus: +3
Proficiencies: simple and melee weapons, light and medium armour, shields 
Skills: Athletics, Perception, Stealth, Investigation, Survival
Tools: Herbalism kit
Languages: Common, Gnomish, Goblin, Giant, Gnoll.

Attacks:
Light Crossbow, 1d20+6 to hit, 1d8+3 piercing damage (+4 vs humanoids and giants), 2-handed 
Short Sword, 1d20+6 to hit, 1d6+3 piercing damage

Background: Castaway (custom)
* skills: Acrobatics, Survival
* tools: Herbalism kit, language
* feature: All Eyes on You (SCAG)

Forest Gnome
* darkvision 60’
* Advantage on Int, Wis, and Cha saves vs. magic
* Cantrip: Minor illusion (DC 13)
* Speak with small beasts.

Ranger abilities:
* Greater Favoured Enemy: Humanoids and Giants
- +4 damage with weapon attacks
- advantage on Wis (survival) checks to track and on int. checks to recall info.
- advantage on saving throws on spells and abilities
* Natural Explorer
- ignore difficult terrain
- advantage on initiative
- advantage in round 1 on attack rolls on creatures that haven’t acted.
- when travelling for an hour or more:
-- difficult terrain doesn't’ slow group
-- can’t be lost non-magically
-- remain alert, even when doing something else
-- if alone, can move stealthily at normal pace
-- 2x food from foraging
-- when tracking, learn numbers, sizes, and how long ago they passed.
* Fighting Style: Mariner.
- +1 AC if in Light or Med armour, no shield
- climb/swim speeds = to move.
* Spellcasting 
- slots: 4x level 1, 2x level 2 (DC: 13)
- 4 spells known:
-- level 1: Hunter’s Mark, Goodberry, Cure Wounds 
-- level 2: Spike Growth 
* Primeval awareness
- as action, communicate simple ideas to beasts, etc. (not vs creatures attacked in past 10 min.)
- attune senses to see if favoured enemies lurk nearby: 1 min concentration gives numbers, direction, and distance w/in 5 miles
* Animal Companion 
- replace animal companion with 8 hrs and 50gp of herbs and food; resurrect with 25gp worth.
* Companion’s Bond: Ape (see below)
- rolls own init, obeys commands
* Coordinated attack: if my companion can see me on my turn, it can uses its reaction to make a melee attack

Feat: 
* Lucky: 3 luck points/long rest. Spend one to re-roll an attack, save, or check, or an attack against me.
* Sharpshooter: no disadv. at long range; ignore 1/2 and 3/4 cover; -5 to attack for +10 damage. [Christmas 2016 bonus]
* Mobile: +10' move (included above), Dash not slowed by difficult terrain, make a melee attack and no opp attacks for that turn form that creature [January 2018 bonus]

Skills 
+6 (dex) Acrobatics [P]
+2 (wis) Animal Handling
+2 (int) Arcana
-1 (str) Athletics
+0 (cha) Deception
+2 (int) History 
+2 (wis) Insight
+0 (cha) Intimidation
+5 (int) Investigation [P]
+2 (wis) Medicine
+2 (int) Nature
+5 (wis) Perception [P]
+0 (cha) Performance
+0 (cha) Persuasion
+2 (int) Religion
+3 (dex) Sleight of Hand
+6 (dex) Stealth [P]
+5 (wis) Survival [P]

Whistler
Ape Companion (level 6)
AC 12 +3 prof = 15
HP 19 (3d8+6) > 6d8+12 = 40 
Speed 30’, climb 30’
STR 18, DEX 14, INT 6 WIS 12 CON 14 CHA 7
Skills: Athletics +7, Perception +4 (passive 14), Stealth +5, Insight +4

Other:
* add proficiency to AC, damage, and all saves
* ASI to strength

Attacks: 
Fist 1d20+7 1d6+7 bludgeoning 
Rock 1d20+7 (25/50), 1d6+7 bludgeoning

Bond: would give my life for Bellalalalinda
Trait: Will helpfully groom any of my allies
Flaw: blames self when things go wrong

Equipment: (650 gp starting, - 50 for companion)

“rare herbs and fine food” x 2 = 50gp
Light crossbow (25 gp)
- 40 bolts (2gp)
shortsword x 2 (20gp)
Breastplate (400 gp)
Component pouch (25gp)
traveller's clothes (2gp)
Backpack (2gp)
- Herbalism kit (5gp)
- bedroll (2gp)
- fine clothes (15gp)
- 50' silken rope (10gp)
- crowbar (2gp)
- robes for Whistler (1gp)
- 41gp
[/sblock][sblock="Level 5"]Forest Gnome Ranger 5 (Beastmaster)

Str 8 (-1, save +2)
Dex 16 (+3, save +6)
Int 14 (+2, adv. vs. magic)
Wis 14 (+2, adv. vs. magic)
Con 13 (+1)
Cha 10 (+0, adv. vs. magic)

(points spent: 0, 9+r, 4+r, 7, 5, 2 = 27)

Size S
Speed 25, Climb 25, Swim 25.
AC 17
Init +3 (advantage)
Hit Points: 39 (5d10)

Inspiration: 0

Proficiency bonus: +3
Proficiencies: simple and melee weapons, light and medium armour, shields
Skills: Athletics, Perception, Stealth, Investigation, Survival
Tools: Herbalism kit
Languages: Common, Gnomish, Goblin, Giant

Attacks:
Light Crossbow, 1d20+6 to hit, 1d8+3 piercing damage (+2 vs humanoids), 2-handed
Short Sword, 1d20+6 to hit, 1d6+3 piercing damage

Background: Castaway (custom)
* skills: Acrobatics, Survival
* tools: Herbalism kit, language
* feature: All Eyes on You (SCAG)

Forest Gnome
* darkvision 60’
* Advantage on Int, Wis, and Cha saves vs. magic
* Cantrip: Minor illusion (DC 13)
* Speak with small beasts.

Ranger abilities:
* Favoured Enemy: Humanoids
- +2 damage with weapon attacks
- advantage on Wis (survival) checks to track and on int. checks to recall info.
* Natural Explorer
- ignore difficult terrain
- advantage on initiative
- advantage in round 1 on attack rolls on creatures that haven’t acted.
- when travelling for an hour or more:
-- difficult terrain doesn't’ slow group
-- can’t be lost non-magically
-- remain alert, even when doing something else
-- if alone, can move stealthily at normal pace
-- 2x food from foraging
-- when tracking, learn numbers, sizes, and how long ago they passed.
* Fighting Style: Mariner.
- +1 AC if in Light or Med armour, no shield
- climb/swim speeds = to move.
* Spellcasting
- slots: 4x level 1, 2x level 2 (DC: 13)
- 4 spells known:
-- level 1: Hunter’s Mark, Goodberry, Cure Wounds
-- level 2: Spike Growth
* Primeval awareness
- as action, communicate simple ideas to beasts, etc. (not vs creatures attacked in past 10 min.)
- attune senses to see if favoured enemies lurk nearby: 1 min concentration gives numbers, direction, and distance w/in 5 miles
* Animal Companion
- replace animal companion with 8 hrs and 50gp of herbs and food; resurrect with 25gp worth.
* Companion’s Bond: Ape (see below)
- rolls own init, obeys commands
* Coordinated attack: if my companion can see me on my turn, it can uses its reaction to make a melee attack

Feat:
* Lucky: 3 luck points/long rest. Spend one to re-roll an attack, save, or check, or an attack against me.

Skills
+6 (dex) Acrobatics [P]
+2 (wis) Animal Handling
+2 (int) Arcana
-1 (str) Athletics
+0 (cha) Deception
+2 (int) History
+2 (wis) Insight
+0 (cha) Intimidation
+5 (int) Investigation [P]
+2 (wis) Medicine
+2 (int) Nature
+5 (wis) Perception [P]
+0 (cha) Performance
+0 (cha) Persuasion
+2 (int) Religion
+3 (dex) Sleight of Hand
+6 (dex) Stealth [P]
+5 (wis) Survival [P]

Characteristics:
Personality:
Ideal:
Bond:
Flaw:

Whistler
Ape Companion (level 5)
AC 12 +3 prof = 15
HP 19 (3d8+6) > 5d8+10 = 33
Speed 30’, climb 30’
STR 18, DEX 14, INT 6 WIS 12 CON 14 CHA 7
Skills: Athletics +7, Perception +4 (passive 14), Stealth +5, Insight +4

Other:
* add proficiency to AC, damage, and all saves
* ASI to strength

Attacks:
Fist 1d20+7 1d6+7 bludgeoning
Rock 1d20+7 (25/50), 1d6+7 bludgeoning

Bond: would give my life for Bellalalalinda
Trait: Will helpfully groom any of my allies
Flaw: blames self when things go wrong

Equipment: (650 gp starting, - 50 for companion)

“rare herbs and fine food” x 2 = 50gp
Light crossbow (25 gp)
- 40 bolts (2gp)
shortsword x 2 (20gp)
Breastplate (400 gp)
Component pouch (25gp)
traveller's clothes (2gp)
Backpack (2gp)
- Herbalism kit (5gp)
- bedroll (2gp)
- fine clothes (15gp)
- 50' silken rope (10gp)
- crowbar (2gp)
- robes for Whistler (1gp)
- 41gp


To do:
* bonds and background[/sblock]
 
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SunGold

First Post
Willow Hale, cleric of Eldath

[sblock=Basics & Proficencies]Race: Human Gender: Female Age: 25 Class: Cleric 6 (Life) Background: Acolyte of Eldath (Custom) Alignment: NG

HP: 45/45 HD: 6 (d8) AC: 18 (14 scale mail +2 dex +2 shield) Initiative: +2 Passive Perception: 17

Str: 10 (+0) Dex: 14 (+2) Con: 14 (+2) Int: 11 (+0) Wis: 18 (+4) Cha: 14 (+2)

Proficencies:

Skills: History (+3), Insight (+7), Nature (+3), Perception (+7)
Saving throws: Wisdom, Charisma
Weapons: Simple
Armor: Light, medium, heavy, shields
Tools: None

Languages: Common, Elvish, Gnomish, Sylvan

Cleric features: Channel Divinity (2/rest)[/sblock]
[sblock=Spellcasting]Spell slots: 4 (1st level), 3 (2nd level), 3 (3rd level) Spell save DC: 15 Spell attack mod: +7

Cantrips known: Light, Guidance, Sacred Flame, Spare the Dying

Spells prepared (bold = domain): Bless, Cure Wounds, Command, Guiding Bolt, Healing Word, Inflict Wounds, Lesser Restoration, Spiritual Weapon, Hold Person, Prayer of Healing, Zone of Truth, Beacon of Hope, Revivify, Clairvoyance, Mass Healing Word, Spirit Guardians [/sblock]
[sblock=Equipment]Mace (+3 to attack, 1d6 bludgeoning dmg)
Light crossbow (+3 to attack, 1d8 piercing dmg, range 80/320)

Scale mail, shield, explorer's pack, holy symbol, book of prayers to Eldath, 5 sticks of incense, vestments, set of common clothes, robes, diamond (300 gp), glass eye (100 gp), riding horse, riding saddle, bit & bridle, tent, pouch containing 30gp[/sblock]
[sblock=Appearance & Personality]

tmp_24699-2017-07-02 17.44.001032877916.jpg

Willow has long chestnut hair, calm blue eyes, and a smile for everyone she meets. At 5'4", she doesn't look like she couldn't make much use of the mace slung over her shoulder, and she never does. Well, except to bang it around in the wilderness occasionally to make it look used. It's really just there in hopes of warding off opportunist ne'er-do-wells.

Personality:
Trait: I love people and am happy to socialize when passing through towns, but I'm just as happy in the deep, solitary reaches of a forest.
Ideal: Kindness: I always try to help those in need, no matter the personal cost.
Bond: Healing is my calling, and I owe those abilities to Eldath and her order.
Flaw: After years of a highly independent lifestyle, I'm not used to taking others' opinions into account.[/sblock]
[sblock=History]Willow grew up on a small farm just south of the High Forest. Though she loved tending to the animals, she would frequently disappear into the forest, always seeking to explore further than the last time. Her favorite spot was a secluded pond whose waters were inexplicably calming.

One day, on a visit to the pond, she came upon a young priest of Eldath who explained that this place was sacred to the goddess. Curious to know more, she listened to all he would tell her during his stay. He taught her some rudimentary healing magics and prayers, and encouraged her to learn to speak to the denizens of the forest to learn more. By the time he moved on, she knew that she wanted to spend her life serving Eldath, and he gifted her with a tome of prayers to the goddess.

At eighteen, Willow left home with little more than her beloved horse, Ruckus, and after a few years of study and apprenticeship she did indeed become a priestess. They've spent the years since traveling the forests of the Sword Coast while Willow tended the common folks' wounds and Eldath's holy sites. But since hearing news of the troubling giant attacks, Willow has broken with the non-confrontational nature of most followers of Eldath. Knowing this problem poses a threat to both innocent lives and the peace of the realm, she's ridden north to put her abilities to use in restoring peace.[/sblock]
 
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