(RG) Fitz's Folly


Medium Humanoid (Human), Neutral Good

Armor Class 11 (16 with barkskin)
Hit Points 45
Hit Dice 7 @ 1d8+2
Speed 30 ft.

STR 10 (+0) DEX 12 (+1) CON 14 (+2) INT 12 (+1) WIS 17 (+3) CHA 11 (+0)

Saving Throws INT +4, WIS +6
Skills Medicine +6, Nature +4, Perception +6, Survival +7
Senses Passive Perception 16
Languages Common, Chultan, and Druidic

Qawasha makes two Elemental Burst attacks or two Quarterstaff Attacks.

Elemental Burst. Melee or Ranged Spell Attack: +6 to hit, reach 5 ft. or range 120 ft., one target. Hit: 14 (2d10 + 3) fire or lightning damage.

Quarterstaff (shillelagh). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) magical bludgeoning damage.

Spellcasting. Qawasha casts one of the following spells, using wisdom as the spellcasting ability (spell save DC 14):

At-Will: druidcraft, shillelagh, speak with animals

2/day each: animal messenger, barkskin, entangle, healing word, longstrider

1/day each: daylight, plant growth

Bonus Actions
Wild Shape
. 3/day: Qawasha can magically assume the shape of an ape or a crocodile.

He can stay in beast shape for 3 hours before reverting to his normal form (or as a bonus action earlier, or if he falls unconscious, drops to 0 hit points, or dies).

Qawasha is a Chultan Druid and member of the Emerald Enclave. He would like nothing more than to rid the Chultan jungle of its undead menace. As he travels through the jungle, Qawasha calls out the names of unusual flora and fauna around him. The druid also has a knack for camping in places where chwingas dwell, and he has experience dealing with the elemental spirits. Qawasha is 6-foot, 2-inches tall and 180 pounds. He usually travels with his vegepygmy companion, Kupalue (Weed).

* * *

Kupalue (Weed)
Expert (level 5)
Medium Plant, Neutral Good

Armor Class 14 (natural armour)
Hit Points 27
Hit Dice 6 @ 1d6 + 1)
Speed 30 ft.

STR 7 (-2) DEX 16 (+3) CON 12 (+1) INT 8 (-1) WIS 11 (+0) CHA 9 (-1)

Saving Throws DEX +6
Skills Acrobatics +6, Nature +3, Perception +3, Sleight of Hand +9, Stealth +9
Damage Resistances Lightning, Piercing
Senses Darkvision 60 ft., Passive Perception 13
Languages Understands Common and Chultan but can only speak Vegepygmy

Helpful. Weed can take the Help action as a bonus action.

Tools. Weed has thieves’ tools and a musical instrument (a reed whistle).

Cunning Action. On Weed’s turn in combat, it can take the Dash, Disengage, or Hide action as a bonus action.

Expertise. Weed's proficiency bonus is doubled for sleight-of-hand and stealth checks (shown)

Plant Camouflage. Weed has advantage on Dexterity (Stealth) checks it makes in any terrain with ample obscuring plant life.

Regeneration. Weed regains 3 hit points at the start of its turn. If it takes cold, fire, or necrotic damage, this trait doesn’t function at the start of its next turn. Weed dies only if it starts its turn with 0 hit points and doesn’t regenerate.

Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.

Sling. Ranged Weapon Attack: +6 to hit, range 30/120 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage.
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Kasqa (Chultan Tribal Warrior)
Medium humanoid (human), neutral good

Armor Class
13 (Hide Armor)
Hit Points 17 (3d8 + 4)
Speed 30 ft.

STR 14 (+2) DEX 13 (+1) CON 13 (+1) INT 8 (-1) WIS 12 (+1) CHA 9 (-1)

Skills Athletics +4, Survival +3
Senses Passive Perception 11
Languages Chultan, a bit of Common
Challenge 1/4 (50 XP)

Pack Tactics. Kasqa has advantage on an attack roll against a creature if at least one of his allies is within 5 feet of the creature and the ally isn't incapacitated.

Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d6 + 2) piercing damage, or 6 (1d8 + 2) piercing damage if used with two hands to make a melee attack.

Kasqa is a warrior from a tribe deep in the Chultan jungle. He worked as a scout in Camp Vengeance and agreed to accompany the Sticks on their mission. He is relatively newly married to Tarri, a Cartographer working for the Order of the Gauntlet.

* * *

Hup'lo (Chultan Tribal Warrior)
Medium humanoid (human), neutral

Armor Class 13 (Hide Armor)
Hit Points 16 (3d8 + 3)
Speed 30 ft.

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

Skills Athletics +3, Perception +2, Survival +4
Senses Passive Perception 12
Languages Chultan
Challenge 1/4 (50 XP)

Pack Tactics. Hup'lo has advantage on an attack roll against a creature if at least one of his allies is within 5 feet of the creature and the ally isn't incapacitated.

Melee Weapon Attack: +3 to hit, reach 10 ft, one target. Hit: 5 (1d10 + 1) piercing damage.
Sling. Ranged Weapon Attack: +2 to hit, range 30/120 ft., one target. Hit: 2 (1d4) bludgeoning damage.

Hup'lo is an old warrior from a tribe deep in the Chultan jungle. He worked as a scout in Camp Vengeance and agreed to accompany the Sticks on their mission.


Ukee the Flying Monkey
Small beast, unaligned

Armor Class 12
Hit Points 3 (1d6)
Speed 20 ft., climb 20 ft., fly 30 ft.

STR 8 (-1) DEX 14 (+2) CON 11 (+0) INT 5 (-3) WIS 12 (+1) CHA 6 (-2)

Skills Perception +3
Senses Passive Perception 13
Languages --
Challenge 0 (10 XP)

Pack Tactics. The flying monkey has advantage on an attack roll against a creature if at least one of the monkey’s allies is within 5 feet of the creature and the ally isn’t incapacitated.

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


Dusty Dragon
Qawasha mini sheet:

AC: 11 (16 With Barkskin), Hit Points 27 (5d8 + 5)
Speed 30 ft.
STR 10 (+0) DEX 12 (+1) CON 13 (+1) INT 12 (+1) WIS 15 (+2) CHA 11 (+0)
Skills Medicine +4, Nature +3, Perception +4 (passive 14), Survival +4

Magic: DC 12, to hit +4.
4/4, 2/3
Cantrips: druidcraft, produce flame, shillelagh
Spells: Level 1 entangle, longstrider, speak with animals, thunderwave, Level 2: animal messenger, barkskin

Attack: +2 to hit (staff), 1d6/1d8 dmg. Shillelagh: +4 to hit, 1d8+2 dmg [/minisheet]

Prickly Pear

Here is Chrysagon's character sheet at level 5.

Screen Shot 2021-03-08 at 12.42.10 pm.png

Ussal Wym, Malison(yuan-ti) Artificer (Armorer)
Class and Level: Artificer (Armorer) 7
Background: Faction Agent
Race: Yuan-ti Malison
Alignment: Neutral
Str: 11 (+0) (3 points)
Dex: 10 (+0) (2 points)
Con: 16 (+3) (9 points +1 racial)
Int: 18 (+4) (9 points +2 racial +1 feat)
Wis: 12 (+2) (4 points)
Cha: 0 (-1) (0 points)

HP: 59 (8+3) + 6x(5+3)
Initiative: +0
AC: 22 (17 armor, +2 shield +1 infusion +2 spirit)

Str: +0+2
Dex: +0+2
Wis: +1+2
Cha: -1+2

Gauntlets +8 / 1d8+5 thunder
with green-flame blade
+8 / 1d8+5 (thunder) +1d8 (fire) + 1d8+4 (fire) on another target

Light hammer: +3 / 1d6 (bludgeon)
Light crossbow: +3 / 1d8 (pierce)

Animal HandlingWIS+1+0+1
Sleight of HandDEX+0+0+0

Insight, Investigation
Harper badge

Background Feature:
Safe Haven
As a faction agent, you have access to a secret network of supporters and operatives who can provide assistance on your adventures. You know a set of secret signs and passwords you can use to identify such operatives, who can provide you with access to a hidden safe house, free room and board, or assistance in finding information. These agents never risk their lives for you or risk revealing their true identities.

Personality Traits
- Nothing gets my attention faster than the idea of lost knowledge and mysteries.

- Don't judge a person by their appearance; Look at me, after all.

- I will do anything to protect the temple where I served.

- I'll do anything to feel like I fit in, doesn't matter what, doesn't matter with who.
- Once I pick a goal, I become obsessed with it to the detriment of everything else in my life.

Trinket: A small bar of orichalcum, a metal only mentioned in ancient literature.

History, Perception, Arcana, Investigation, Medicine, Nature, Sleight of Hand

Starting equipment
You start with the following equipment, in addition to the equipment granted by your background:
any two simple weapons (dagger, light hammer)
a light crossbow and 20 bolts
Scale mail

thieves’ tools
a dungeoneer’s pack

Racial: Common, Abyssal, Draconic
+4 (int): Celestial, Tabaxi, Primordial, Undercommon
+2 (background): Elven, Dwarven

You learn to move things with your mind, granting you the following benefits:

Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
You learn the Mage Hand cantrip.
You can cast it without verbal or somatic components, and you can make the spectral hand invisible. If you already know this spell, its range increases by 30 feet when you cast it. Its spellcasting ability is the ability increased by this feat.

As a bonus action, you can try to telekinetically shove one creature you can see within 30 feet of you. When you do so, the target must succeed on a Strength saving throw (DC 8 + your proficiency bonus + the ability modifier of the score increased by this feat) or be moved 5 feet toward or away from you. A creature can willingly fail this save.

Race: Malison

-> +2 Int, +1 Con
-> Darkvision - 60ft
-> Resistances - Magic
-> Immunity to poison
-> Poison Spray
-> Animal Friendship (snakes only)
-> Suggestion (1/day)

Class: Artificer
Magical Tinkering (4 items)
- light coin x2
- coal piece: smell of the forge
- small metal plate that says "if you can, put me in my armor"

Ritual Casting
Infuse Item
Armorer (heavy armor proficiency and smith's tools)
The Right Tool for the job (alchemist
Armorer Feature (Arcane Armor, Guardian, Extra Attack)
Tool Expertise (double proficiency)
When you or another creature you can see within 30 feet of you makes an ability check or a saving throw, you can use your reaction to add your Intelligence modifier to the roll.
You can use this feature a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses when you finish a long rest.

You design your armor to be in the front line of conflict. It has the following features:
Thunder Gauntlets: Each of the armor's gauntlets counts as a simple melee weapon while you aren't holding anything in it, and it deals 1d8 thunder damage on a hit. A creature hit by the gauntlet has disadvantage on attack rolls against targets other than you until the start of your next turn, as the armor magically emits a distracting pulse when the creature attacks someone else.
Defensive Field: 3/day As a bonus action, you can gain temporary hit points equal to your level in this class, replacing any temporary hit points you already have. You lose these temporary hit points if you doff the armor. You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Homunculus (tiny flying couatl)
Enhanced Defense (shield) (+1 AC)
Enhanced Weapon (+1 to hit and damage)

Resistant Armor (attunement) - used if needed
Replicate Magic Item (Bag of Holding) - used if needed

Infused Items: 3 (usually homunculus, Enhanced Armor, and Enhanced Weapon)

Prepared Spells (7 = lvl/2 + INT) Save DC 15
Cantrips: Green-Flame Blade, Mage Hand**, Thorn Whip
1: Absorb Elements, Cure Wounds, Faerie Fire, Tasha's Caustic Brew, Magic Missile*, Thunderwave*
2: Enlarge/Reduce, Heat Metal, Invisibility, Mirror Image*, Shatter*

* Armorer bonus
** Feat

Slots 4/2

Splint mail 200 gp 60 lbs
Shield 10 gp 6 lbs
Jade 100 gp -
Book 25 gp 5 lbs
2-person tent 2 gp 20 lbs
Sling 0 gp -
Dagger 0 gp 1 lb.
Light Hammer 0 gp 2 lbs
Healing potion 50 gp 0.5 lb.
Silk Rope 10 gp -
Sealing Wax 5 sp -
Thieves’ tools
Smith's tools
Ring of Obo'Laka

a backpack,
a crowbar,
10 pitons,
1 torch,
a tinderbox,
10 days of rations,
a waterskin.
The pack also has 50 feet of silk rope strapped to the side of it.
Total Coin: 83 gp 55 sp 100 cp
Total Weight: 96.5 + 44.5 = 141 lbs

Ussal Wym was a half-blood. He is better than purebloods, sure, but he will never be anything more than a commander under some anathema or other god-blessed. And he wasn't satisfied with his lot. Stronger than most and with some magic potential of his own, he explored the secrets of the ancients. Learning magic was easy. He even managed to use it through the items, rather than through complex gestures which enabled him to wield his power in heavier armor than other magic initiates. While teachers weren't happy, he was hardly the only one. There were knights who used magic to supplement their strength. There were scouts who used magic. The alchemist, a healer in his military unit used magic to enhance, improve or simply replace his brews.

But Ussal...he dug deeper into the secrets. After looking into and discarding undeath as a way forward he found several alchemical rituals he could do to enhance himself. To purify his blood, to be more god-like. But he couldn't find anything permanent. Sure, he could transform into a higher caste, but it would be a temporary measure. He could maybe dominate one. Or soul-swap with one and take over that way. But it was all magic beyond his power. In time...maybe. But he lacked patience and he was better at building things than studying magic. Finally, he made a breakthrough. He could animate a metallic body, similar to a golem, but he could actually run it from inside. Spending several weeks of creating such a body, he used every single bit of lore he gathered through the years. And at one point, it worked! He could slither inside the armor made, his arms would become snakes, his head encased in the armors snake-like head, his tail strengthened...in all, he would become one of the leaders. He would be better than them even! In his head, the future was glorious. If he wasn't a pitiless snake, he maybe would consider the social disruption possible by having all lesser yuan-ti enhanced. But he was and he considered his personal power only.

At the next great ceremony, he slithered to his place encased in the armor of power. It took one look from the Masters of the pit and a priest leading the ceremony. Ussal found himself staring down a full-blooded snake-like leader and his anathema. While Masters screamed for his blood, the leader scrutinized him and analyzed the potential power and potential disruption if the armor was mass-produced. Only then did he order the guards "Seize him! Bring him to the altar!"
Fortunately for Ussal, the priests considered such sacrifice unworthy. One half-blooded would normally be a worthy sacrifice. But one without sense to know his place? One who dared to emulate his betters. No! He was pitted against anathema, the leader curious to see what the armor could do. He was defeated quickly, the monster too powerful. And his control of the armor was still incomplete. In the combat, he lost his weapon arm. Finally, more than half into Sseth or Mershaulk embrace, he was thrown into a lava pit nearby. Somehow, he survived the fall, and even he couldn't say what part was armor, what slowing effect of his telekinesis, how much his own strength and scraping against the stones while falling.

He fell on a rock just over the pit of lava, his tail ended up burning and he lost consciousness. When he awoke, he faced a winged snake, green and feathered, nearly his own length. Then the pain hit him and as he tried to stand up, he couldn't. Looking down at his body he couldn't help but wail in dismay. The tail was gone, almost to the point where his torso began. The torso was badly bruised and one arm ended in a stump. Hissing at the creature looking at him
"Why did you save me?! I failed! And now, look at me, how am I ever to be yuan-ti again?"
The creature waited for his despair and fury to pass, not saying a word, passing him water and food as was needed.
Ussal considered the winged serpent avatar of Sseth from his history lessons and discarded the idea. He wasn't particularly religious and Sseth would not help a ruin such as he was now. No, this creature was something rarely seen.

It took months for Ussal to recognize the fact that he was not alone with the creature but within a village of primitives who worshipped the snake god. But this snake-god was benevolent Jazirian. Open to change. Helpful even. And didn't take sacrifice to appease.

Slowly, he regained the use of his body, adapted to moving only on his arms, and talked at length with Tzincasxitl, his captor (although he preferred savior), a couatl in service of some remote land. After fruitless months of trying to show Ussal a better way of doing things he gave up and simply offered him the power. Power to be free from the yuan-ti culture and decide things for himself. While Ussal couldn't understand empathy or why would you do something that benefited another at your expense, he patiently explained that the dominant society of humanoids elsewhere in the world needed all kinds of agents. And agents in the field such as Tzincasxitl, had discretionary power to decide what is best at any given moment.

If you appear like you're following their rules, you get rewards. Those who appear benevolent, generous, and forgiving to the weak are liked more than those who took what they wanted as if it was their right. It took years of working together, dealing with lesser creatures of the jungle or ruined city until Ussal really noticed the difference. But it felt good that he could enter the village with only a call and without weapons without fear for his life. He could barter for the services and do things, repair things they couldn't.

As he built things for the villagers he came to realize something else.
He already knew how to be functional. Only, he needed some tools. Earlier, he resolved to use these strange creatures that would accept yuan-ti in their midst and the couatl that saved him. But

In the meantime, he located an abandoned forge, made it functional, and started building another armor. At first, it was just wood and vines. And he built the arm first. Then a mask, to hide his real nature. He built the legs, the ones he saw on pure-bloods and in these past years in lizardmen and kobolds. But he just couldn't wrap his mind around tottering on two sticks. Finally, he built full armor from scavenged metal. Scaled, long, powerful, proper body for one such as he. Strangely, even back to his true form, he noticed he didn't find it satisfying to bully and demean others anymore. Talking got better results. And besides, what matters how anybody looks. He would be less than pure blood in his remaining body. But he built himself a new one. And he will try to make it right.

But he wanted to be back with his people, sometimes for simple wistfulness, but at other times he longed for constant competition and hoped he might bring some change in at least this part of his race. He remains optimistic as ever.
Returning was both more and less painful than he hoped. While the leader, Sinister, accepted him back ignoring priests' protests about a heretic (after all, he survived and returned), he only got the lowest of military jobs, something barely worthy of pureblood. But that was fine with him. As long as he took care not to be seen without armor on and he had some freedom to free the occasional slave, he was content. As the Death Curse started and got stronger the sense of urgency among the priesthood grew. Their healing was weakening. And Ussal felt it in his mangled body, old wounds getting painful in short twinges and longer-lasting aches after waking.

When the alliance between the groups was struck, he volunteered to lead the yuan-ti part of it.

Ussal face.jpg
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For @JustinCase to play casually:

As-Yet Unnamed Yuan-ti Broodguard
Medium Monstrosity, Neutral

Armor Class 14 (natural armor)
Hit Points 45
Hit Dice 7 @ 1d8+2 ea
Speed 30 ft.

STR 15 (+2) DEX 14 (+2) CON 14 (+2) INT 6 (-2) WIS 11 (+0) CHA 4 (-3)
Saving Throws
STR +4, DEX +4, WIS +2
Skills Perception +2
Damage Immunities Poison
Condition Immunities Charmed, Paralyzed, Poisoned
Senses Darkvision 60 ft., Passive Perception 12
Languages Abyssal, Common, Draconic

Reckless. At the start of its turn, the broodguard can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn.

. The broodguard makes one Bite attack and two Claw attacks.

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage.

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


Orc Fighter (Cavalier) 6

18 (+4)
10 (+0)
16 (+3)
10 (+0)
11 (+0)
8 (-1)

HP:58 (currently 54, with -4 max hp) 3 temporary HP
AC: 14 (chain shirt+ring of protection)
Greatsword +7 2d6+4 (Currently at Disadvantage on account of poison)

Adrenaline Rush. You can take the dash action as a bonus action a number of times equal to your proficiency bonus (3), and regain all uses after a long rest. Whenever you use this trait, gain temporary HP equal to your proficiency bonus (3)
Darkvision. You can see in dim light as if it were bright light and darkness as if it were dim light within 60 feet.
Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. (Carrying capacity 540, push/drag/lift 1080)
Relentless Endurance. When you are reduced to 0 hp but not killed out right, you can drop to 1 hp instead. 1/long rest
Fighting Style: Interception. When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage by 1d10+3. Must be wielding a shield or weapon to use this.
Second Wind. As a bonus action, regain 1d10+6 hp. You must finish a long or short rest to use again
Action Surge. Once on your turn, you can take an additional action. 1/long or short rest.
-Bonus Proficiency. Gain proficiency in Insight
-Born to the Saddle. Adv on saves to avoid falling off a mount, mount or dismount using only 5 ft of movement, and if you fall off your feet descending no more than 10 feet, land on your feet
-Unwavering Mark. When you hit a creature with a melee weapon attack, you can mark the creature until the end of your next turn. Ends early if you are incapacitated, die, or someone else marks the creature. While within 5 feet of you, a marked creature has disadv on any attack roll that doesn't target you. If a marked creature deals damage to anyone other than you, you may attack them as a bonus action on your turn. This attack has adv and deals an additional 6 damage. You may make this special attack a number of times equal to your Str (4) mod and all uses return after a long rest.
ASI: Alert. +5 initiative, can't be surprised while you are conscious, other creatures don't gain advantage on attack rolls against you as a result of being unseen by you.
Extra Attack. Attack twice instead of once when you take the Attack action on your turn.
ASI: Resilient, Wis. +1 Wisdom, proficient in Wisdom saves
  • light, medium, heavy armor, shields
  • simple, martial
  • none
  • Str +7, Con +6, Wis +3
  • Arcana +3, Athletics +7, Insight +3, Intimidation +2, Perception +3

Equipment: Greatsword, Ring of Protection, chain shirt (26/540 lbs)
Languages: Common, Orcish, Thayan, Gnoll
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