(RG) Tal'Dorei 5e

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Limit Break Dancing
Everyone, please meet Cielo Azul. She's an air genasi Warlock of the Genie, here to find her mortal destiny.

Cielo's mother was a powerful and highly-respected druid of the Ashari, who dedicated her life to the study and eminence of the element of Air. Once she transcended her human form and became an elemental creature, she left Zephrath Keep to live on the Elemental Plane of Air. There she met a handsome djinn, and soon afterward, their daughter Cielo was born.

Cielo grew up in the City of Sky, a large city located on the Elemental Plane of Air. She had an enviable childhood, filled with love and friends and peace, but her mortal blood always called her back to the Prime Plane. She always felt incomplete or held back, as if there was a part of her destiny or part of her soul that she couldn't fulfill or attain here in the City of Sky. So on her 20th birthday, she asked her parents for a very special gift: she wished to be sent away, to live on Tal'Dorei. Her parents were supportive and understanding, and even though it broke their hearts to do so, they granted her wish: they brought her to the Prime Material plane and left her there, knowing that one day she would find her own way back home.

That was a little more than two years ago. In the time since, she has had no contact with her parents, her little brother, or her friends, and she misses them all terribly. However, she has already discovered many things about herself that she would not have discovered in her sheltered life in the City of Sky: she has learned to be resourceful and careful, she has learned that other mortals can be both kind and wicked, and above all, she has learned to harness the innate power of Air. A gift from a powerful and mysterious ancestor on her father's side: it empowers her to become her own person, but also allows her to do it in a way that embraces her heritage instead of shunning it. She practices elemental magic every day, and travels the realm looking for new secrets, ancient texts, unique challenges, and forgotten magic that might bring her closer to enlightenment.

About a year ago, she joined a guild and began learning the chemist's trade, especially the parts that pertain to fragrances, perfumes, and incense. She is an exceptional pupil and learned the trade quickly, becoming a shrewd businesswoman and traveling merchant in her own right. She is now a rising star in the (admittedly small) Perfumers Guild--a position that many other alchemists might snicker at, but one she holds with pride. She is currently visiting Stilben, looking for guild secrets to further refine her skill.

Her dream is to return to her parents and friends a changed, and complete, person---someone who has lived both sides of her dual nature and found prosperity and happiness in both.
Cielo is very outspoken, pleasant, and cheerful, with a playful and even mischievous edge to her personality. Her mood changes with the weather, literally: on sunny days she is bright and cheerful; on rainy days she is melancholic and weepy; and on stormy days she is short-tempered and violent. But even when her mood is at its very worst, she is still kind, selfless, and caring, even to those who have demonstrated their unworthiness. She is good to a fault, but she is no fool: she has her mother's wisdom and her father's cunning, and so she is more than a match for those who would take advantage.

Cielo is fond of anything that reminds her of home. She loves to sleep under the open sky, she loves the smell of incense, and she loves sparkling beverages (she often uses prestidigitation to lightly carbonate her drinks). Her clothes are always blue, white, silver, or some combination thereof, and are always loose-fitting and billowy. She loves air-related puns: "that was a breeze," "get your head out of the clouds," etc.
Cielo Azul is tall and stocky by human standards, with a pale blue tattoo in a cloud motif that sleeves her upper arms and crosses her upper back. Her long hair color changes with the color of the sky (brassy and red at sunrise or sunset, steel-blue on clear days, pewter on cloudy days, etc.) and it always looks windblown and tussled no matter how she wears it.

She prefers to wear billowy, loose-fitting clothes, and is especially fond of blue or white silk. And she always smells nice, thanks in equal part to her skill as a perfumer and to her talents with her prestidigitation cantrip.
Her father's name is Hokhee The Aloft, and he's a member of the Azul clan. This clan of djinn originated in the City of Sky, and they practice a form of ancestor worship. Chief among the oldest clan ancestors is a powerful djinn named Paazu, one of several who have been known to form pacts with mortals to advance the interests of their clan, or the interests of his many children.

The Endless Sky, The Air Fury, The Azure King
Alignment: Chaotic Good
Weapon: scimitar
Familiar: a songbird
Tome: a leather book whose pages always seem to rustle from an unknown breeze
At his best, Paazu (pronounced "PAH-zoo") is capricious and flighty…and at his worst, he is a thoughtless force of destruction and ruin. He is the fierce guardian and distant true ancestor of the City of Sky, and the djinn of the Azul Clan worship him as a father-creator.

On the rare occasions that Paazu wishes to be seen, he appears as a humanoid-shaped cloud of grey mist, or a face in the clouds. He typically makes his presence known through small drafts and breezes, a whisper on the wind, and the rumble of distant thunder.
Cielo Azul
Medium humanoid (air genasi), Chaotic Good

Armor Class 14 (leather)
Hit Points 9 (1d8+1)
Speed 35 ft.
View attachment 291055

Saving Throws Wis +3, Cha +5
Skills: Arcana +2, Insight +3, Intimidation +5, Persuasion +5
Damage Resistances: lightning
Senses darkvision 60ft.
Languages Common, Primordial
Proficiencies: Artisan's Tools (Alchemist Supplies), light armor, simple weapons
Proficiency Bonus +2

Class and Subclass
Cielo is a Warlock of the Genie. Her otherworldly patron is a powerful djinn--not her own father, but rather a great and distant ancestor on her father's side of the family. The djinn on her father's side of the family practice a religion that is deeply rooted in ancestor-worship.

Unending Breath
Cielo can hold her breath indefinitely while she is not incapacitated.

Mingle with the Wind
Cielo knows the Shocking Grasp cantrip. When she reaches 3rd level, she knows the Feather Fall spell without requiring components. When she reaches 5th level, she also knows the Levitate spell without components. Once she casts Feather Fall or Levitate, she cannot cast that spell again until she finishes a long rest or unless she uses an already available spell slot of the same level. Charisma is her spellcasting modifier for these spells.

Lightning Resistance
Cielo has resistance to lightning damage.

Equipment Carried
Light crossbow
20 bolts
Arcane focus (a stoppered bottle, see below)
Scholar's pack
Leather armor
2 daggers
Artisan's Tools (alchemist tools)
Letter of introduction (perfumer's guild)
Traveler's clothes
Pouch (15gp)

Cielo's spellcasting ability is Charisma. She currently has one 1st level spell slot, which she recovers at the end of a short or long rest.
Spell attack: +5
Spell DC: 13

Genie's Vessel
Cielo's patron has gifted her with a magical vessel that grants her a measure of the genie's power. The vessel is a Tiny object, and she can use it as a spellcasting focus for her warlock spells. The clay bottle has an AC of 13 and 3 hit points. If the vessel is destroyed or lost, Cielo can perform a one-hour ceremony to receive a replacement from her patron. This ceremony can be performed during a short or long rest, and the previous vessel is destroyed if it still exists. The vessel vanishes in a puff of incense smoke if Cielo dies.

Cielo's vessel is a stoppered clay bottle, a bit lumpy and humble-looking and crudely painted with clouds, as if it were made by a child. It is a hand-made keepsake from her home plane; a going-away present from her little brother.


Eldritch Blast.
Ranged Weapon Attack:+5, Range 120 ft., One target Hit: 5 (1d10) force +2 thunder damage
A beam of crackling energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 force damage, +2 thunder damage for her Genie's Wrath ability.

Shocking Grasp.
Melee Weapon Attack:+5, Reach Touch, One target Hit: 4 (1d8) lightning +2 thunder damage
Lightning springs from your hand to deliver a shock to a creature you try to touch. Make a melee spell attack against the target. You have advantage on the attack roll if the target is wearing armor made of metal. On a hit, the target takes 1d8 lightning damage, and it can't take reactions until the start of its next turn.

Melee Weapon Attack:+5, Reach 5 ft., One target Hit: 2 (1d6-1 ) bludgeoning +2 thunder damage
Versatile (1d8)

Light Crossbow.
Ranged Weapon Attack:+5, Range 80/320, One target Hit: 7 (1d8+3) piercing +2 thunder damage
Ammunition, Loading, Two-Handed

Bottled Respite.
As an action, Cielo can magically vanish and enter her vessel, which remains in the space she left. The interior of the vessel is an extradimensional space in the shape of a 20-foot-radius cylinder, 20 feet high, and resembles her vessel. The interior is appointed with cushions and low tables and is a comfortable temperature.

While inside, she can hear the area around her vessel as if she were in its space. She can remain inside the vessel up to a number of hours equal to twice her proficiency bonus (4 hours). She exits the vessel early if she uses a bonus action to leave, if she dies, or if the vessel is destroyed. When she exits the vessel, she appears in the unoccupied space closest to it. Any objects left in the vessel remain there until carried out, and if the vessel is destroyed, every object stored there harmlessly appears in the unoccupied spaces closest to the vessel's former space. Once she enters the vessel, she can't enter it again until she finishes a long rest.

Genie's Wrath.
Once during each of Cielo's turns when she hits with an attack roll, she can deal extra thunder damage to the target equal to her proficiency bonus (currently +2). This extra damage is included in the list above.
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Name: Niklos of Lyra
Race: Stout Halfling
Background: Outlander
Class: Cleric (Life Domain)
-level 1
Str: 8 -1
Dex: 16 +3
Con: 14 +2
Int: 10 +0
Wis: 15 +2
Cha: 12 +1

Speed 25 ft
HP: 12
Initiative: +3

Saving Throws:
Str -1
Dex +3
Con +2
Int +0
Wis +4
Cha +3
Armor Class: 14

Weapon Attacks:
Mace: +1, 1d6 Bludgeoning damage
Crossbow, Light, +5 1d8+3 Piercing damage (Ammunition (80/320), Loading, Two-handed)

Spell Attacks:
Sacred Flame: Save vs CON (DC 12) or take 1d8 Radiant damage (Range: 60 ft)
Word of Radiance: Save vs DEX (DC 12) or take 1d6 Radiant damage (Area: 5 ft radius around caster)
Proficiency bonus +2

Armor: All armor, shields
Weapons: Simple weapons
Tools: Woodcarver's tools
Languages: Common, Halfling, Gnomish

Acrobatics +3
Animal Handling +2
Arcana +0
Athletics +1
Deception +1
History +0
Insight +2
Investigation +0
Medicine +2
Nature +0
Perception +2
Performance +1
Persuasion +3
Religion +2
Sleight of Hand +3
Stealth +3
Survival +4
Spellcasting Ability: Wisdom
Ritual Casting: Prepared Spells
Spellcasting Focus: Holy Symbol
Spell save DC: 8 + Proficiency Bonus (2) + Wisdom Modifier (2) = 12
Spell attack bonus: Proficiency Bonus (2) + Wisdom Modifier (2) = +4

Sacred Flame:
Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 radiant damage. The target gains no benefit from cover for this saving throw.
Spare the Dying: You touch a living creature that has 0 hit points. The creature becomes stable. This spell has no effect on undead or constructs.
Word of Radiance: You utter a divine word, and burning radiance erupts from you. Each creature of your choice that you can see within range must succeed on a Constitution saving throw or take 1d6 radiant damage.

Prepared Spells:
Level 1 (3 slots):
Bless d: You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw.
Cure Wounds d: A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
Purify Food and Drink: All nonmagical food and drink within a 5-foot-radius sphere centered on a point of your choice within range is purified and rendered free of poison and disease.
Sanctuary: You ward a creature within range against attack. Until the spell ends, any creature who targets the warded creature with an attack or a harmful spell must first make a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or spell. This spell doesn't protect the warded creature from area effects, such as the explosion of a fireball.
If the warded creature makes an attack or casts a spell that affects an enemy creature, this spell ends.
Shield of Faith: A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.
Racial traits:
Reroll 1s on Attacks, Checks and Saves.
Brave: You have advantage on saving throws against being frightened.
Halfling Nimbleness: You can move through the space of any creature that is of a size larger than yours.
Stout Resilience: You have advantage on saving throws against poison, and you have resistance against poison damage.

Background traits:
You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.

Class traits:
Disciple of Life:
Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell’s level.
Equipment: total weight 58 lbs total cost 2gp 1cp

Armor total weight 10 lbs total cost 0gp
Leather Armor AC 11+Dex wgt 10 lbs (class starting gear)

Weapons total wgt 10.5 lbs Total Cost 0gp
Mace wgt 4 lbs (class starting gear)
Light crossbow wgt 5 lbs (class starting gear)
-bolts (20) wgt 1.5 lbs (class starting gear)

Gear total weight 37.5 lbs Total cost 2gp 1cp
Holy Symbol (amulet) wgt 1 lb (class starting gear)
Staff wgt 4 lb (background starting gear)
Quiver wgt 1 lb cost 1gp
Clothes, traveller's wgt 4 lb (class starting gear)
Belt Pouch wgt 1 lb (class starting gear)
Trophy: Wolfskin cloak (from animal I killed) wgt 4 lb (class starting gear)
Woodcarver's tools wgt 5 cost 1gp
Sack wgt .5 lb cost 1cp
-Small toys wgt 3 lb cost 0gp
Explorer's Pack wgt 14 lb (class starting gear)
-Backpack wgt 5 lb
-Mess kit wgt 1 lb
-Tinderbox wgt 1 lb
-Torches (2) wgt 2 lb
-Rations (2 days) wgt 4 lb
-Waterskin wgt 1 lb

A pipe that blows bubbles

7gp, 9sp, 9cp
Alignment: Lawful Good

I spend much of my spare time and money on small presents, which I give to the children I meet.
I love to laugh, long and loud and clear.
Greater Good. It is each person’s responsibility to make the most happiness for everyone. (Good)
An injury to a child is an injury to me.
I am too enamored of ale, wine, eggnog, milk, cookies, and other intoxicants.

Niklos hails from Balenpost, in the far North...
He was raised near a clan of rock gnomes. It was from them that he learned about making toys. He always got on well with everyone in the community, but he especially loved the children.
When he was about 33, he woke to Pelor's call, beckoning him south where there were children in need of protection.

About 3 feet tall, weighing 45 pounds.
Ruddy skin, blue eyes, and long, white, curly hair
Jolly and plump.
Dressed all in fur, from his head to his foot.
He has a broad face, and a round little belly, which shakes when he laughs like a bowl full of jelly.
The stump of a pipe he holds tight in his teeth, and bubbles from it encircle his head like a wreath.

Talisker (Tal)

Tal (Talisker)
Race: Human (variant)
HP: 9/9
Pass Perc: 15
Pass Inv: 9
Pass Ins: 13
Feats: Mobility (human feat 1st)
Speed: 40 feet
AC: 16
Initiative: +3 Ki: 0/0
STR: 10+0 (+2)
DEX: 16 + 3 (+5)
CON: 12 + 1
INT: 8 -1
WIS: 16 +3
CHA:10 +0
Acrobatics +5
Athletics +2
Perception +5
Stealth +5
Survival +5
Unarmoured Defense
Martial Arts

Explorer's pack
Walking stick (staff)
Carpenter's tools

Background: Outlander
For the maps and geography we have an excellent memory. The general layout of terrain, settlements and also all other features which are around you can be available to recall them always.

This outlander background 5e has other feature in addition, you have a capability to find fresh water and food for your own and also up to five other peoples each of the day and provided that the land offers berries, water, small game and so forth.
Tal lived in the woods with his parents and his extended family. His mother died of some disease and his family taught him to fight and fend for himself. They were a rough crew - mostly men who would go out and work at night and come back in the mornings with food and gifts. When he was 14, he secretly followed the men out to see where they were bringing home all the nice gifts and food from. That's when he discovered his 'family' was a group of brigands named the RoughShod. That night they raided a caravan and Tal couldn't bring himself to watch as his father rob random merchants on the road. He ran away before anyone would spot him. The next morning there was a chaos in the camp. People were packing and fleeing. Knowing the raid had failed horribly, and assuming his father had been killed, Tal fled on his own.

Tal wandered for a while. He'd been in town for just over a year. Generally, an unwanted vagabond who was begging for food or trying to find honest work and had been in and out of jail. A carpenter in town took pity on him and started training him in woodworking. Now sixteen, Tal is hardworking and doesn't complain much but is still a bit of an outsider.
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