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D&D 5E (RG) Scourge of Daggerford


Findledan (Travelling Storyteller)
Medium humanoid (human), Neutral Good

Armor Class 11
Hit Points 44 (8d8 + 8)
Speed 30 ft.

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

Saving Throws DEX +3, WIS +3
Skills Athletics +4, Perception +5, Performance +6
Senses Passive Perception 15
Languages Common, Sylvan
Challenge 2 (450 XP)

Spellcasting. Findledan is a 4th-level spellcaster. His spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). He has the following bard spells prepared:
Cantrips (at will): friends, mage hand, vicious mockery
1st level (4 slots): charm person, healing word, heroism, sleep, thunderwave
2nd level (3 slots): invisibility, shatter

Tale of Rest. Findledan can perform a tale while taking a short rest. Any ally who hears his story regains an extra 1d6 hit points if it spends any Hit Dice to regain hit points at the end of that rest. He can confer this benefit on himself as well.
Taunt (2/Day). Findledan can use a bonus action on his turn to target one creature within 30 feet of it. If the target can hear him, the target must succeed on a DC 12 Charisma saving throw or have disadvantage on ability checks, attack rolls, and saving throws until the start of Findledan's next turn.

Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Findledan is a travelling storyteller who has been recently living in Julkoun. Before the goblins attacked the city, he had been travelling regularly to a secret grove north of town to visit the Driad Oyfanen.

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Escella Bok of Daggerford

Escella Bok.png

Back Story
Escella was born in Daggerford. She grew up in a minor noble house in Daggerford. Always a sneak with an infectious joie de vie she became acquainted with Kelson Darktreader and was recruited into his scouts when the recent troubles started. She was lost on one of her first missions, to deliver a message to a noble in Waterdeep. She was believed dead along with her escort.

She managed to avoid death, having fallen into a pit. Days passed before she was well enough to get out of the pit and she realized she was fundamentally not the same any more. Still, she had a mission. She delivered the letter three months late. After returning to Daggerford, and taking a short time off, she returned to duty scouting the road between Daggerford and Floshin Estate. She is currently in Newfield, under constant attack by orcs.

Since her near death experience, she is less emotional. Her friends (will) find her off-putting.

Race: Human (variant); Class/Level: Rogue-1/Sorcerer-5; Background: Inheritor
Hair: long dark brown; Eyes: greyish green; Skin Tone: Pale
Height: 5' 7"; Weight: 120 lbs
Alignment: Neutral Good; Proficiency Bonus: +3
Hit Dice: 1d8+5d6+5; HP: 33

Abilities, Saves, and Skills
Strength: 8 (-1)​
Dexterity: 14 (+2), SAVES: +5; Stealth: +8, Thieves' Tools: +5, Base Stat: 13
Constitution: 12 (+1)​
Intelligence: 10 (+0), SAVES: +3; Arcana: +3, Investigation: +3​
Wisdom: 14 (+2), Perception: +8, Insight: +5, Survival: +5​
Charisma: 16 (+3), Deception: +6, Flute: +6, Base Stat: 15

Speed: 30 ft; Initiative: +3​
Passive Perception: 18; Passive Investigation: 13; Vision: Darkvision 120 ft​
AC: 14 (Studded Leather 12 + Dex)​
HP: 33/33; TEMP: 0; Spent HD: None​
Sorcery Points: 5​
Spells: 4/4 3/3 2/2​
Chaos Bolt: +6 2d8+LEVELd6 random; 240 ft​
Eldritch Blast: +8 1d10+3 force x2; 240 ft​
Rapier: +6 1d6+2 piercing; finesse​

Languages: Common, Celestial​
Tools: Thieves' Tools, Flute​
Armor: Light armor​
Weapons: Simple weapons, hand crossbows, longswords, shortswords, rapier​

Background: Inheritor (From SCAG)
Skills: Survival, Arcana; Tools: Flute; Languages: Celestial​
Inheritance: A flute An item of unknown ability but that may have stopped her from dying once

Race: Human
Abilities: +1 Dex, +1 Cha​
Bonus Skill: Investigation​
Bonus Feat: Spell Sniper​

Spell Sniper: Bonus Spell: Eldritch Blast​
  • Spells requiring an attack roll have their range doubled
  • Ranged spell attacks ignore half and three-quarter cover
  • Choose a cantrip from any spell list. You can cast it.
Eldritch Adept: Studying occult lore, you have unlocked eldritch power within yourself: you learn one Eldritch Invocation option of your choice from the warlock class. If the invocation has a prerequisite of any kind, you can choose that invocation only if you're a warlock who meets the prerequisite. Whenever you gain a level, you can replace the invocation with another one from the warlock class.​
Agonizing Blast: When you cast eldritch blast, add your Charisma modifier to the damage it deals on a hit.​

Spells: Caster Level: 5, Attack: +6, DC: 13
Spells per Long Rest: 1st 4, 2nd 3, 3rd 2​
  • Cantrips: Chill Touch, Eldritch Blast (feat), Mage Hand, Message, Prestidigitation, Ray of Frost
  • 1st Level: Chaos Bolt, Comprehend Languages (1 hr), Detect Magic (C, 10 min, 30 ft), Expeditious Retreat (C, 10 min)
  • 2nd Level: Darkness (C, 10 min, 60 ft, 15 ft radius)(class feature), Spider Climb (C, 1 hr)
  • 3rd Level: Counterspell (R, 60 ft)
Class: Rogue Level: 1
Skills (4): Stealth, Insight, Deception, Perception​
Languages: Thieves Cant​
Expertise (2): Stealth, Perception​
Sneak Attack: +1d6​

Class: Sorcerer (Shadow Magic, from XGE) Level: 5
Quirk: Emotionally flat​
Eyes of the Dark: At 1st level, you have darkvision with a range of 120 feet.​
When you reach 3rd level in this class, you learn the darkness spell, which doesn't count against your number of sorcerer spells known. In addition, you can cast it by spending 2 sorcery points or by expending a spell slot. If you cast it with sorcery points, you can see through the darkness created by the spell.​
Strength of the Grave: Starting at 1st level, your existence in a twilight state between life and death makes you difficult to defeat. When damage reduces you to 0 hit points, you can make a Charisma saving throw (DC 5 + the damage taken). On a success, you instead drop to 1 hit point. You can't use this feature if you are reduced to 0 hit points by radiant damage or by a critical hit.​
After the saving throw succeeds, you can't use this feature again until you finish a long rest.​
Font of Magic: Sorcery Points: 5​
Sorcery Points: You can never have more sorcery points than shown on the table for your level. You regain all spent sorcery points when you finish a long rest.​
Flexible Casting: You can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points. You learn other ways to use your sorcery points as you reach higher levels.​
Creating Spell Slots: 2sp->1st, 3sp->2nd, 5sp->3rd, 6sp->4th, 7sp->5th, as a bonus action​
Converting Spell Slots to Sorcery Points: 1:1 ratio, as a bonus action​
Subtle Spell: When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.​
Empowered Spell: When you roll damage for a spell, you can spend 1 sorcery point to reroll a number of the damage dice up to your Charisma modifier (minimum of one). You must use the new rolls. You can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell.​

Magical Guidance: You can tap into your inner wellspring of magic to try to conjure success from failure. When you make an ability check that fails, you can spend 1 sorcery point to reroll the d20, and you must use the new roll, potentially turning the failure into a success.​

Studded Leather Armor (13 lb)​
Rapier (2 lb)​
Dark common clothes, w/hood (3 lb)​
Thieves' Tools (1 lb)​
Mysterious Flute (1 lb)​
Can be used as a spell focus. When used to cast Eldritch Blast, add +2 to the attack roll.​

300 gp​
silk sack of 400 gold (including five harbour moons)​
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Aredhel Vairar Aina'carthin
CG Elf Priest of St. Aerdrie Faenya 6
STR 14 +2 5pts
DEX 10 +0 0pts +2 elf
CON 14 +2 5pts
INT 10 +0 2pts
WIS 16 +3 9pts +1 wild elf
CHA 10    +0     2pts

Proficiency: +3
Dagger: +5 / 1d4+2
Warhammer: +5 / 1d8+2 (1d10+2 versatile)
Whip: +5 / 1d4+2 (reach)
Shatterpike +6 / 1d10+3 (reach, 2HD)
(+1d8 from Booming Blade)
Spells (DC 14) 4 cantrips, 9 prepared, 4/3/3 slots:
Cantrips: Booming blade, Guidance, Mending, Word of radiance, Thaumaturgy
1st: Bless, Healing word, Shield of Faith, Wrathful smite
2nd: Hold Person, Prayer of Healing, Silence
3rd: Aura of Vitality, Spirit Guardians

AC: 16 (18 with the shield)
HP: 8+2 + 5x(5+2) = 45
Init: +0
Saves: Str +2, Dex +0, Con +2, Int +0, Wis* +5, Cha* +3
4th level: Spell Sniper - double range, ignore up to three-quarters cover, one cantrip (Booming blade)
Silent Rain: Consisting solely of elves, Silent Rain is a legendary mercenary company operating out of Evereska. Caring little for gold or fame, Silent Rain agrees only to jobs that either promote elven causes or involve destroying ores, gnolls, and the like. Prospective employers must leave written word (in Elvish) near Evereska, and the Silent Rain sends a representative if interested
Skills: Athletics, Persuasion
Proficiency: dice, land vehicles
Feature: Mercenary life
You know the mercenary life as only someone who has experienced it can. You are able to identify mercenary companies by their emblems, and you know a little about any such company, including the names and reputations of its commanders and leaders, and who has hired them recently. You can find the taverns and festhalls where mercenaries abide in any area, as long as you speak the language. You can find mercenary work between adventures sufficient to maintain a comfortable lifestyle
Trait: I like to read and memorize poetry. It keeps me calm and brings me fleeting moments of happiness.
I can stare down a hell hound without flinching
Ideal: My people is all that matters
Bond: I'll never forget the crushing defeat my company suffered or the enemies who dealt it
Flaw: I made a terrible mistake in battle cost many lives – and I would do anything to keep that mistake secret.
Hit Dice: 1d8 per cleric level
Light armor, medium armor, heavy armor, shields
Weapons: All simple weapons, martial weapons
Tools: None
Saving Throws: Wisdom, Charisma
Skills: Choose two from History, Insight, Medicine, Persuasion, and Religion
Ritual Casting
Trinket: [/B]A bit of folded cloth that, when unfolded, turns into a stylish cap
1st fog cloud, thunderwave
3rd gust of wind, shatter
5th call lightning, sleet storm
7th control water, ice storm
9th destructive wave, insect plague
Also at 1st level, you can thunderously rebuke attackers. When a creature within 5 feet of you that you can see hits you with an attack, you can use your reaction to cause the creature to make a Dexterity saving throw. The creature takes 2d8 lightning or thunder damage (your choice) on a failed saving throw, and half as much damage on a successful one. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest
Turn Undead:
Action: Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to space within 30 feet of you. It also can’t take reactions. It can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.
Destroy: if undead is CR 1/2 or less it is destroyed
Destructive Wrath:
When you roll lightning or thunder damage, deal maximum damage, instead of rolling.
Harness Divine Power (Optional)
As a bonus action, you touch your holy symbol, utter a prayer, and regain one expended spell slot, the level of which can be no higher than half your proficiency bonus (rounded up). The number of times you can use this feature is based on the level you've reached in this class: 2nd level, once; 6th level, twice; and 18th level, thrice. You regain all expended uses when you finish a long rest.
Thunderous Strike: when you deal lightning damage to a Large or smaller creature, you can also push it up to 10 feet away from you
Athletics (background)
Insight (cleric)
Religion (cleric)
Persuasion (background)
*Athletics +5
Acrobatics +0
Animal Handling +3
Arcana +0
Deception +0
History +0
*Insight +6
Intimidation +0
Investigation +0
Medicine +3
Nature +3
Perception +3
Performance +0
*Persuasion +3
*Religion +3
Sleight of Hand +0
Stealth +0
Survival +3
Languages: Common, Elven, Orcish
Chainmail 75gp / 55lbs
Warhammer 15gp / 2lbs
Shield 10gp / 6lbs
Pike 5gp / 18 lbs
Shatterpike loot / 18 lbs
Healers kit 5gp / 3lbs
Holy symbol
Piton x20 1gp / 5lbs
Silk rope 50' 10gp / 5lbs
Travelers clothing 2gp / 4lbs
Fine clothing 15gp / 6lbs
Rations x8 4gp / 8lbs
2 platinum rings (50gp each)
Signet ring 5gp
Silver dust 25gp
Priest’s Pack 19gp / 24lbs
a backpack - / 5lbs
a blanket, - / 3lbs
10 candles - / -
a tinderbox - / 1lb
an alms box - / -
2 blocks of incense - / -
a censer - / -
vestments - / -
2 days of rations - / 4lbs
a waterskin - / 5lbs

Money: 309 gp 7sp 7cp
277gp 7sp 7cp each

Carrying capacity: 159 / 210 lbs
Aredhel Vairar is a young elf with piercing golden eyes, dark hair and seemingly frail and feminine. But the eyes that have seen evil and lived to tell about it. He survived a terrible trial...twice.
He carries himself as an experienced campaigner, always ready to rest, eat, gamble or drink. But right now, he is an envoy and serious about his duty. He carries a pike with the blue flag with symbolic clouds raining on a stork in flight.
Raised in a safe space of Evereska, Aredhel trained with elven weapons as have all of them. He was raised on the stories of the times before times when elves could be found from one side of Faerun to another. With elven settlements under constant pressure from ever-present humans and with villages in remote areas plagued by humanoids, there was a constant need for those willing to go out and help. But the elves are few and information is critical to any targeted strike with so few soldiers available.
Silent rain filled that void. With elven scouts working as an early warning system and with nobles and villages equally able to send the requests, it was soon to become legendary company to which young Aredhel aspired. But he wasn't smart, stealthy or powerfully built. He was just Aredhel.
All that changed in a small campaign against an orcish invasion. He was sent with two companies of soldiers and being a son of a noble, he was to be a flag-bearer. In theory, it was to be a safe place for a new soldier, standing next to the commander, waving signals around and keeping the position of his company visible. But once the orcs charged, he found his courage failing. With ferocious worgs, blood-thirsty warriors in their fearsome, blood-spattered armor and dirty weapons...it was too much. He trembled in the line behind the soldiers. When the charge hit, the noise was deafening and he retreated a bit, waiting for the signal of the other company that was supposed to come from the flank. So confused with all the noise and fear, he failed to remember it was HIM who was supposed to wave the flank to advance once the orcs were fully engaged.
In the end, the line broke, the flank attacked too late once the commander realized the trap failed...and many elves were killed that day while Aredhel was bitten by a charging worg and thrown aside to lay helpless until the fighting ended. He awoke to a pain, someone was pulling him backwards by his hair. He resisted feebly and once thrown next to the fire he screamed. A shaman of some sort and an enormous orc looked at him with both eagerness and contempt. They chattered at him in their crude language and he (of course) couldn't understand anything. Gathering what little dignity he had left, he stood up and looked at his captors. The orc shoved him backwards hard and he landed in the fire, his hair catching. Quickly, he managed to extinguish it to the roar of laughter from surrounding orcs.
As he stood again, red-faced with embarassment, fury, burns and the effort a worg hit him from the side, throwing him back again. The cruel game lasted some time before finally the big orc spoke the language of humans which Aredhel could understand. They wanted to know about elven military strength, locations, riches...but the poor boy wasn't local to know the area and wasn't high enough rank to know the military plans. In the days that followed he became the toy for any cruelty the orcs devised, from simple slavery, degrading chores to physical torture by bites, strikes, burns and cuts to less savoury...no, not thinking that...ever...at one point, the big orc took his ears off and added them to a necklace around his neck. By this time, Aredhel stood strong and unflinching. Humiliated, yes, weak and powerless against these adversaries...but by Seldarine, he was an elf! And he will die with dignity. But the orcs never offered a chance and never gave him a final release. Several days later, the orcs were ambushed in their camp, the arrows of the hidden archers and the might of the elven wizards quickly destroying the warriors. Aredhel was saved.
Taken in, healed of his physical wounds, gently interrogated...but the physical wounds were just the surface. With new toughness bred into him by the orcs, with stoic regard of anything remotely fun or elven, he was soon shunned by his former companions. And he found it better that way. For whatever orcs did to him, no one could delete one fact. He was the one that failed. He was the one that caused death of two companies of elves. He was the one taken by the orcs and hadn't had courage to kill himself. He failed. And no one knew about it.
He is Silent Rain now, forward investigator, one estimating the response needed for particular disturbances reported. But still only a soldier. Thus, in twenty years since he scouted other places and other problems. And once, and only once, he found the orcs again. Not the same ones, no, but orcs. Using a storm as a cover he approached the camp looking to count them. He forgot a minor thing. Worgs have a sense of smell and while the storm helped, it didn't completely mask him. Soon, he was surrounded by the group of orcs, scout party, nothing serious. Stealthy, small for their race, but still dangerous. But this time, he will not be taken! He attacked, screamed, sung and cursed in elven and orc, startling the group. They stood around the crazed elf, safe distance from his long pike. And he calmed down and stood, his pike up and he smiled.
"Never again! Never!" he raised the spear as the orcs charged forward. And the lightning lanced down strinking the metal tip of the weapon and burning clear through the circle of the charging orcs and the elf standing in the middle. He awoke some minutes later, his hair (again!) burned to the scalp, his non-existent ears ringing with the thunder, his flag burned to a crisp and the tip weirdly misshapen. And he felt a presence. Swirling energy inside responding to howling winds around him. So he howled along, moving, running, falling in the storm, laughing with the Mistress of the Winds.
He learned more through the years and gave his worship to The Three, but always, his love was for the Aerdrie Faenya. Her lightning left the mark on his arm just as the orcs left him without ears. But he will grow in power and regrow them. And the orcs will rue the day they meet again. Never again will he back off and never again flinch in face of adversity. For Winged Mother was with him, her winds bringing constant change and only thing he needs to do is endure.
Now 200 years old, he is looking at yet another mission at the request of a noble of the Sword Coast. Listening about goblinoid troubles, Aredhel, now called Vairar left for the temple of the Seer to asks the priest or to commune with the gods about the current trouble. That's when the orcs hit. And in the temple darkness, the cleric smiled.
The ever-changing reaches of the sky are the great gift of the Winged Mother. Take flight into her windswept embrace, and gambol amid the clouds. Honor those who dwell with the Aerdrie and cherish the birds dancing on her tresses. Change is beautiful and chaos births new life. Ascend, soar, glide, dive, and ascend again and relish in the freedom that the Winged Mother bequeaths.


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Sir Darfin Floshin
Medium humanoid (elf), lawful good

Armor Class 18 (Elven Chain, Ring Of Protection)
Hit Points 60 (11d8 + 11)
Speed 30 ft.

STR 12 (+1) DEX 16 (+3) CON 13 (+1) INT 17 (+3) WIS 14 (+2) CHA 15 (+2)

Saving Throws DEX +7, INT +7
Skills Arcana +6, History +6, Insight +5, Perception +5, Survival +5
Senses Darkvision 60, Passive Perception 15
Languages Common, Elvish
Challenge 7 (2,900 XP)

Fey Ancestry. Darfin has advantage on saving throws against being charmed, and magic can’t put him to sleep.

Magic Items. Darfin wears elven chain and a ring of protection. He carries Elfhost, a sentient, neutral good, legendary, +3 longsword that requires attunement by an elf. It has an 18 Intelligence, 13 Wisdom and 15 Charisma. It speaks elvish, common, pixie, and orc, and can do so via telepathy within 60 feet. Its wielder can use an action to cast heal 1/day, and teleport 1/day. Elfhost can be used as an arcane implement.

Spellcasting. Darfin is a 9th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). He has the following wizard spells prepared:

Cantrips (at will): fire bolt, light, mage hand, prestidigitation

1st level (4 slots): detect magic, longstrider, magic missile, shield

2nd level (3 slots): misty step, suggestion

3rd level (3 slots): counterspell, fly, haste

4th level (3 slots): fire shield, stoneskin

5th level (1 slot): wall of force

. Darfin makes two attacks with his longsword

Longsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 6) slashing damage.

Darfin “Longwalker” Floshin inherited two heavy burdens from his gold elf father, Elorfindar: his desire to see a new kingdom of Phalorm, and the guardianship of the Floshin Estate and it's many mysteries.

Accustomed to years-long journeys to distant lands while his father lived, “Longwalker” now feels tied down. He is uncertain what to do with the legacies he’s inherited. Darfin can often be found at his townhouse in Daggerford, where he spends his time advising the Duke and avoiding his responsibilities.


Prickly Pear


Warlock Features:


Spare the Dying
Green Flame Blade
Minor Illusion

Armor of Agathys
Expedious Retreat

Devil’s Sight
Fiendish Vigor

Detect Magic
Find Familiar (Celestial Tressym)
Illusory Script
Unseen Servant


OL'SOOTY (As Dandin's Ranger Beast Companion)
Medium beast

Armor Class 16 (natural armor)
Hit Points 20/20
Hit Dice 3/3 at 1d8+2
Speed 40 ft., climb 40 ft.

STR 14 (+2) DEX 14 (+2) CON 15 (+2) INT 8 (−1) WIS 14 (+2) CHA 11 (+0)
Skills/Saving Throws (all checks and saves made at +3; see Primal Bond)
Senses Darkvision 60 ft., passive Perception 15
Languages understands the languages Dandin speaks

Charge. If Ol'Sooty moves at least 20 feet straight toward a target and then hits it with a maul attack on the same turn, the target takes an extra 1d6 slashing damage. If the target is a creature, it must succeed on a dc14 Strength saving throw or be knocked prone.

Primal Bond. Add +3 to any ability check or saving throw that Ol'Sooty makes.

Actions: Maul. Melee Weapon Attack: +6, reach 5 ft., one target. Hit: 1d8+5 slashing damage.


Oh-Six (level 4 Sidekick)
Tiny construct, lawful good

Armor Class 13 (Exo-Shell) (18 with Shield Spell)
Hit Points 22 (5d8)
Speed 5 ft., fly 60 ft.

STR 3 (-4) DEX 13 (+1) CON 10 (+0) INT 15 (+2) WIS 16 (+3) CHA 7 (-2)

Saving Throws WIS +5
Skills Arcana +4, Investigation +4, Perception +5, Stealth +3
Damage Resistances Poison
Senses Darkvision 120 ft., Passive Perception 15 (20 if relying on hearing or sight)
Languages Common
Proficiency Bonus +2

Flyby. Oh-six doesn't provoke opportunity attacks when it flies out of an enemy's reach.

Keen Sensors. Oh-six has advantage on Wisdom (perception) checks that rely on hearing or sight.

Forged Resilience. Oh-six has advantage on saving throws against being poisoned and is immune to disease. Magic can’t put it to sleep.

Shocking Grasp
. Melee Spell Attack: +5 to hit (advantage if the target is wearing metal armor), reach 5 ft., one target. Hit: 4 (1d8) lightning damage and the target can't take reactions until the start of its next turn.

Spellcasting. Oh-six casts one of the following spells, requiring no spell components and using Wisdom as the spellcasting ability (spell save DC 13):

At will: guidance, light; 1/day each: bless, cure wounds,

Reactions. 1/day: shield


I plan on living forever. Or die trying.
Lunn Dornuk
Wild mage 6

Alignment: Chaotic Good
Size: Medium
Type (Subtype): Humanoid (Half-orc)
Init: +2
Passive Perception: 14
Passive Investigation: 9
Passive Insight: 11

Str: 16 (+) 7pts (+2 racial)
Dex: 14 (+2) 7pts
Con: 18 (+4) 9pts (+1 racial +2@4th)
Int:  8 (-1) 0pts
Wis: 12 (+1) 4pts
Cha:  8 (-1) 0pts

HP: 71
AC: 16 (+2 with the shield)

Greataxe: +6 / 1d12+3
Battleaxe: +6 / 1d8+3 P
Handaxe: +6 / 1d6+3 S
Dagger: +6 / 1d4+3 P

Handaxe: +5 /1d6+3 (20/60)
Dagger: +5 / 1d4+5 (20/60)

Armor: Light Armor, Medium Armor, Shields
Weapons: Simple Weapons, Martial Weapons
Tools: none
Skills: Choose two skills from Acrobatics, Animal Handling, Athletics, Intimidation, Nature Perception, and Survival
Saving Throw: Strength, Constitution
Saves: Str +6, Dex +2, Con +7, Int -1, Wis +1, Cha -1
Starting Equipment:

  • Greataxe
  • Handaxe x2
A backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, a waterskin, 50' of hempen rope

Rage (4/day): advantage on Str checks and saves; bonus damage +2, resist B, S, P damage
Unarmored Defense: AC = 10 + dex + con
Reckless attack: when you make your first attack on your turn, have advantage on attacks using Strength, but attacks against you also have advantage
Danger Sense: advantage on Dex saves while not blinded, deafened or incapacitated
Primal knowledge: Animal Handling
Extra attack
Fast Movement
+10 feet

Path of Wild Magic
Magic awareness (3/day): detect magic within 60' that isn't behind total cover, when you sense a spell, you learn which school it belongs to
Wild Surge: DC 15
Bolstering Magic 3/day: action to either grant 1d3 bonus to attacks or ability checks for 10 minutes OR recover on spells slot of 1d3 level

Trinket: Trinket: 1D100 = [33] = 33
A little black book that records your dreams, and yours alone, when you sleep

Traits: I let people underestimate me, revealing my full competency only to those close to me
Ideal: Legacy. I must do something great so that I'm remembered.
Bond: I fight for those who cannot fight for themselves
Flaw: I have little respect for anyone who is not a proven warrior.

Languages: Common, Orc

Ability Score Increase: Your Constitution score increases by 1.
Ability Score Increase: Your Strength score increases by 2.
Age: Half-orcs mature a little faster than humans, reaching adulthood around age 14. They age noticeably faster and rarely live longer than 75 years.
Alignment: Half-orcs inherit a tendency toward chaos from their orc parents and are not strongly inclined toward good. Half-orcs raised among orcs and willing to live out their lives among them are usually evil.
Size: Half-orcs are somewhat larger and bulkier than humans, and they range from 5 to well over 6 feet tall. Your size is Medium.
Speed: Your base walking speed is 30 feet.
Darkvision: Thanks to your orc blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Menacing: You gain proficiency in the Intimidation skill.
Relentless Endurance: When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can't use this feature again until you finish a long rest.
Savage Attacks When you score a critical hit with a melee weapon attack, you can roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit.
Languages You can speak, read, and write Common and Orc. Orc is a harsh, grating language with hard consonants. It has no script of its own but is written in the Dwarvish script.

Skills: Athletics and Intimidation (replaced by Sleight of Hand)
Proficiencies: Gaming set (dice), vehicles (land)
  • An insignia of rank
  • a trophy taken from a fallen enemy
  • a set of bone dice
  • a set of common clothes
  • a pouch containing 10gp

Feature: Military rank
You have a military rank from your career as a soldier. Soldiers loyal to your former military organization still recognize your authority and influence, and they defer to you if they are of a lower rank. You can invoke your rank to exert influence over other soldiers and requisition simple equipment or horses for temporary use. You can also usually gain access to friendly military encampments and fortresses where your rank is recognized.

Skill Proficiencies: Animal Handling (Primal Knowledge), Athletics (Soldier), Intimidation (Half-orc), Nature(Barbarian), Perception(Barbarian), Sleight of Hand(Soldier)
Animal HandlingWIS+1+3+4
Sleight of HandDEX+2+3+5


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the magical equivalent to the number zero
Helgrim Ironslag
LN mountain dwarf soldier battlemaster fighter 6


Name: Helgrim Ironslag
Gender: male
Alignment: Lawful Neutral
Heritage: mountain dwarf
Class: fighter (battlemaster) 6

AC 19 (17 armor, +2 shield)
HP 58
Hit Dice: 6d10+18
Speed: 25 feet
Passive Perception: 11 (darkvision 60)
Proficiency +3
Languages: Common, Dwarfish

Attack (melee): Battleaxe +7 (1d8+6 slashing; versatile 1d10+4)
Attack (melee): Warhammer +7 (1d8+6 bludgeoning; versatile 1d10+4)
Attack (ranged): Heavy crossbow +3 (1d10 piercing; ammunition 100/400; heavy, loading, twohanded)
Notes: Dueling fighting style gives +2 damage when only wielding a weapon in one hand. Battlemaster gives several maneuvers; see respective section. Extra Attack. Action Surge 1/SR.

18 (+4) Dex 10 (+0) *Con 16 (+3) Int 12 (+1) Wis 14 (+2) Cha 8 (-1)
Saves: Str +7, Con +6

Athletics (str) +7
History (int) +4
Intimidation (cha) +2
Insight (wis) +5

Racial features: dwarf (mountain)
+2 str, +2 con
Darkvision: 60 ft.
Dwarven Resilience: Advantage on saving throws against being poisoned; resistance versus poison damage.
Dwarven Combat Training: Proficiency battleaxe, handaxe, throwing hammer, warhammer.
Dwarven Tool Proficiency: Proficiency in a tool (smith’s tools).
Stonecunning: Double proficiency bonus on History checks regarding stonework.
Dwarven Armor Training: Proficiency in light and medium armor.

Class features: fighter (battlemaster)
All weapons, armors and shields; one tool (dice), vehicles (land); Str and Con saves; two skills (history, insight).
Fighting Style: Dueling (+2 damage when wielding only a weapon in one hand)
Second Wind: As a bonus action, regain hitpoints equal to 1d10 + class level, 1/SR
Action Surge: Take an additional action on your turn, 1/SR.
Martial Archetype: Battlemaster
Student of War: Gain proficiency in a tool (leatherworker’s tools).
Superiority Dice (4): Gain a pool of dice (d8) to power Maneuvers. If applicable, save are made against DC 15 (8 + proficiency bonus + Str/Dex).
Maneuvers (3): Commander’s Strike, Riposte, Trip Attack.
Ability Score Improvement (level 4): Martial Adept feat (gain an extra superiority die, gain two extra maneuvers: Maneuvering Attack, Precision Attack)
Extra Attack: Attack twice when taking the Attack action.
Ability Score Improvement (level 6): Str +1, Wis +1

Background features: soldier
Athletics, intimidation, gaming set (dice), vehicles (land).
Military Rank: Soldiers of your former army recognize your rank and treat you as such.
Superiority dice: 5d8 (4 from class, 1 from feat)
Maneuvers: 5 (3 from class, 2 from feat)
Save DC: 15 (8 + proficiency bonus + Str/Dex)

Commander's Strike: When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you and expend one superiority die. That creature can immediately use its reaction to make one weapon attack, adding the superiority die to the attack's damage roll.
Riposte: When a creature misses you with a melee attack, you can use your reaction and expend one superiority die to make a melee weapon attack against the creature. If you hit, you add the superiority die to the attack's damage roll.
Trip Attack: When you hit a creature with a weapon attack, you can expend one superiority die to attempt to knock the target down. You add the superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.
Maneuvering Attack: When you hit a creature with a weapon attack, you can expend one superiority die to maneuver one of your comrades into a more advantageous position. You add the superiority die to the attack's damage roll, and you choose a friendly creature who can see or hear you. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack.
Precision Attack: When you make a weapon attack roll against a creature, you can expend one superiority die to add it to the roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied.
Splint armor
Heavy crossbow
Bolts x20 in case
Backpack, containing:
  • Smith’s tools
  • Leatherworker’s tools
  • Dice set
  • Acid (vial)
  • Ball bearings
  • Bedroll
  • Blanket
  • Book (journal) with ink (1 ounce bottle) and pen
  • Traveller’s clothes
  • Crowbar
  • Tankard
  • Sledge hammer
  • Holy water (flask)
  • Mess kit
  • Steel mirror
  • Rations x10
  • Silken rope 50 ft.
  • Tinderbox
  • Torch x5
  • Waterskin
  • Whetstone
  • Potion of healing
Pouch, containing:
  • 18 gp
  • 4 sp
  • 5 cp
The dwarf in front of you looks older than any dwarf you’ve ever seen before; his beard short, white and tufty, the battle tattoos on his head faded beneath what little hair remains. His posture hard as stone but defiantly prepared for combat, this ancient creature is a warrior until his dying breath.

Age did not make Helgrim gruff, it only amplified his grumpy nature. Priding himself on being focused and no-nonsense, the dwarf nevertheless becomes increasingly sidetracked by comfort and seemingly irrelevant details.

Personality traits: The problem with the youth of today is that they’re young! I do not care about social niceties.
Ideal: A warrior’s death is all that still remains for me.
Bond: Daggerford is where it all began, and even though none remember me now, they are my people.
Flaws: I have little respect for stupidity, and I will let you know. I’d also rather eat my armor than admit when I’m wrong.

In his youth, Helgrim Ironslag was an adventurer of some renown in the city of Daggerford, fighting in well-known battles across the Sword Coast such as the retaking of Mithrall Hall. Eventually he stuck around training countless generations of warriors in a number of dwarfholds, where his uncharacteristic moves earned him almost as much fame as his difficult attitude.
Now being old and not as effective on the battlefield anymore, Helgrim is realizing death is not far ahead, and instead of passing away in his sleep, the grizzled old warrior decides to face the final enemy head on. Returning to Daggerford, although changed since his adventuring days, feels like the best way to gain that warrior’s death at long last…
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