D&D 5E (RG) Vault of the Dracolich Basecamp

FitzTheRuke

Legend
...High on a rocky cliff, covered in wispy alpine grass, lies the secret basecamp for the Wizard Imani's gathering forces, as he attempts to thwart the machinations of the Cult of the Dragon and their horrific ally, the Dracolich Dretchroyaster. A small, but expensive-looking pavillion tent marks the old wizard's command post, and a few Servants, Scouts, and a number of Adventurers hurry about, either on the wizard's business, or if newly arrived, seeking to find the best of the space remaining on the rocky bluff - to pitch their own tent.

GM: Post your finished characters here!


Out-of-Character Thread
http://www.enworld.org/forum/showthread.php?542368-(OOC)-Vault-of-the-Dracolich-5E-(Open-Recruitment)

Intro Story Thread

http://www.enworld.org/forum/showthread.php?542786-(IC)-Vault-of-the-Dracolich


NPCs


Imani, Sage of Hap -
Once an adventurer in the Company of the Sunlit Sea, this old Mage has seen better days. Scarred both outward and in, he seeks absolution through inspiring others to heroism.

Corrah Longshanks - A halfling Scout in Imani's service. Friendly and affable.

Volyana Margolis - A former Bandit Captain of the Gur people, now commanding Imani's Camp. She can be a bit cranky, but her heart is generally in the right place. She's also pregnant.

Loklafd of the Seal Tribe - A Reghedman of Icewind Dale, this Veteran lost a leg to a snowy Owlbear. He's an excellent boat builder in his people's style.

Torbin Fairbrother - A scout with some experience, he volunteered to join the Infiltrators.

Kelley McKaan - A scout new to adventuring, he joined the Infiltrators but was killed.

Johan Dunmire - An enforcer for Shieldmaiden Siobhan. Joined the party after SnorLoska saved his life.

Villains

Dretchroyaster, the Monarch Reborn -
Ancient green dragon dracolich. Hopefully sleeping.

Silakul - High Priest of the Cult of the Dragon. Jerk-in-chief.

Bardaby "The Beast" - Mercenary captain with a reputation for brutality.

Rowloe - Beast Boy lieutenant (confusingly referred to as "Captain") captured by the Dispensables

Argyle - Crazy cultist in charge of the front gate

Shieldmaiden Siobhan devout cultist, deceased

Chief Urbone chief of the Troglodyte tribe.
 
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tglassy

Adventurer
The Genasi siblings were born from parents who were blessed by four separate Genies, one from each element, for loyal services rendered. These four were inseparable, when they weren't at each other's throats. Despite their fierce rivalry with each other, they are equally as fiercely loyal to each other. They know well each others strengths and weaknesses, and complement each other perfectly.

Pyrus sees himself as the leader of the group, being the first born (if only by a few minutes). He is certainly the smartest, but his hot headedness at times gets in the way of his good judgement. Still, he is a fair tactician, and one who should usually be listened to.

Aquaria is as beautiful as she is beguiling. She grew up with a love of dance and beauty, and has a knack for inspiring those around her. Most believe she is the weakest of the four, as she is always in the back, and usually only helping her group when she can, providing healing when necessary. In fact, her mind is the most lethal of them all, as she can strike down an enemy with merely a look. Her enemies rarely know she is the one assaulting them.

Auraia is a free spirit, more impulsive even than her brother, Pyrus. She appreciates competition, and views the entire world as one big obstacle course to prove herself on. A skilled scout, she is an expert at picking apart her enemies one by one, disappearing in a flash before they can ever see her.

Terrus is actually the one in charge, though nobody realizes it but him. He is soft spoken and quiet, often not saying more than a sentence or two during his team's meetings. But his patience and perseverance allows him a perspective none but perhaps Aquaria can compete with. Not the smartest, wisest nor most charismatic, he is the stable lynchpin that keeps the others grounded. Few can compete with his raw strength, and once he decides on a course of action, few beings in the multiverse can stop him from accomplishing it.



[sblock=Pyrus]

1f42a5e99432c1a0817d3d861eb75137.jpg



Name: Pyrus
Race: Fire Genasi
Class: Mystic (Wu Jen) 7
Background: Hermit

HP: 60
AC: 13 (Studded Leather Armor + Dex = 12+1)
Psi Points: 38 (Max 6 at a time)

Str: 12
Dex: 13
Con: 14 + 2 = 16
Int: 15 + 1 = 16
Wis: 10
Cha: 8

Skills:
Medicine
Religion
Perception
Arcana
Survival
Animal Handling


Proficiencies:
Common
Primordial
Draconic
Herbalism Kit

Weapons:
Spear - +4/1d6+1 (Thrown, Versatile 1d8+1)
Light Crossbow - +4/1d8+1

Feat: War Caster - adv on con saving throws to keep concentration, can do spells as OA's.


Racial Features:
Darkvision 60 ft: Everything is in shades of red
Fire Resistance
Know the Produce Flame cantrip
Know Burning Hands as a 1st level spell 1/day


Class Features:

5 Disciplines

Telepathy (can speak telepathically to anyone I can see within 120 feet. Don't need to share language)

Strength of Mind: Can replace my Wisdom Saving Throw with any other saving throw every short or long rest.(Currently Dex)

Elemental Attunement: If creature has resistance to the damage I deal, I can spend 1 psi point to ignore resistance.

As a bonus action, you can spend psi points to create spell slots that you can use to cast these spells, as well as other spells you are capable of casting. The psi-point cost of each spell slot is detailed on the table below.
Spell Slot Level/Psi Cost
1st - 2
2nd - 3
3rd - 5

The spell slot remains until you use it or finish a long rest. You must observe your psi limit when spending psi points to create a spell slot.
Whenever you gain a level in this class, you can replace one of the chosen wizard spells with a different wizard spell of 1st through 3rd level.

Spells:
Detects Magic
Alter self
Haste


Psionic Talents (like cantrips):
Energy Beam: target one creature can see within 90 feet, target does dex saving throw (DC 13), or takes 1d8 of Acid, Cold, Fire, Lightning or thunder damage (my choice)

Mystic Hand: Same as Mage Hand, but with no hand.


Disciplines (can spend max 6 points on any one discipline at a time):

Mastery of Fire
Wu Jen Discipline
You align your mind with the energy of elemental fire.

Psychic Focus. While focused on this discipline, you gain resistance to fire damage, and you gain a +2 bonus to rolls for fire damage.

Combustion (1–7 psi; conc., 1 min.). As an action, choose one creature or object you can see within 120 feet of you. The target must make a Constitution save. On a failed save, the target takes 1d10 fire damage per psi point spent, and it catches on fire, taking 1d6 fire damage at the end of each of its turns until your concentration ends or until it or a creature adjacent to it extinguishes the flames with an action. On a successful save, the target takes half as much damage and doesn’t catch on fire.

Rolling Flame (3 psi; conc., 1 min.). As an action, you create fire in a 20-foot-by-20-foot cube within 5 feet of you. The fire lasts until your concentration ends. Any creature in that area when you use this ability and any creature that ends its turn there takes 5 fire damage.

Detonation (5 psi). As an action, you create a fiery explosion at a point you can see within 120 feet of you. Each creature in a 20-foot-radius sphere centered on that point must make a Constitution saving throw, taking 7d6 fire damage and being knocked prone on a failed save, or half as much damage on a successful one.
Fire Form (5 psi; conc., 1 min.). As a bonus action, you become wreathed in flames until your concentration ends. Any creature that end its turn within 5 feet of you takes 3d6 fire damage.


Mastery of Ice
Wu Jen Discipline
You master the power of ice, shaping it to meet you demands.

Psychic Focus. While focused on this discipline, you have resistance to cold damage.

Ice Spike (1–7 psi). As an action, you hurl a mote of ice at one creature you can see within 120 feet of you. The target must make a Dexterity saving throw. On a failed save, the target takes 1d8 cold damage per psi point spent and has its speed halved until the start of your next turn. On a successful save, the target takes half as much damage.

Ice Sheet (2 psi). As an action, choose a point on the ground you can see within 60 feet of you. The ground in a 20-foot radius centered on that point becomes covered in ice for 10 minutes. It is difficult terrain, and any creature that moves more than 10 feet on it must succeed on a Dexterity saving throw or fall prone. If the surface is sloped, a creature that falls prone in the area immediately slides to the bottom of the slope.

Frozen Sanctuary (3 psi). As a bonus action, you sheathe yourself with icy resilience. You gain 20 temporary hit points.

Frozen Rain (5 psi; conc., 1 min.). As an action, choose a point you can see within 120 feet of you. The air in a 20-foot-radius sphere centered on that point becomes deathly cold and saturated with moisture. Each creature in that area must make a Constitution saving throw. On a failed save, a target takes 6d6 cold damage, and its speed is reduced to 0 until your concentration ends. On a successful save, a target takes half as much damage.
As an action, a target that has its speed reduced can end the effect early if it succeeds on a Strength (Athletics) check with a DC equal to this effect’s save DC.
You can increase this effect’s damage by 1d6 per each additional psi point spent on it.

Ice Barrier (6 psi; conc., 10 min.). As an action, you create a wall of ice, at least one portion of which must be within 60 feet of you. The wall is 60 feet long, 15 feet high, and 1 foot thick. The wall lasts until your concentration ends. Each 10-foot section of the wall has AC 12 and 30 hit points. A creature that damages the wall with a melee attack takes cold damage equal to the damage the creature dealt to the wall.


Mastery of Light and Darkness
Wu Jen Discipline
You claim dominion over light and darkness with your mind.

Psychic Focus. While focused on this discipline, natural and magical darkness within 30 feet of you has no effect on your vision.

Darkness (1–7 psi). As an action, you create an area of magical darkness, which foils darkvision. Choose a spot you can see within 60 feet of you. Magical darkness radiates from that point in a sphere with a 10-foot radius per psi point spent on this ability. The light produced by spells of 2nd level or less is suppressed in this area.

Light (2 psi; conc., 1 min.). As an action, an object you touch radiates light in a 20-foot radius and dim light for an additional 20 feet. The light lasts until your concentration ends. Alternatively, a creature you touch radiates light in the same manner if it fails a Dexterity saving throw. While lit in this manner, it can’t hide, and attack rolls against it gain advantage.

Shadow Beasts (3 psi; conc., 1 min.). As an action, you cause two shadows to appear in unoccupied spaces you can see within 60 feet of you. The shadows last until your concentration ends, and they obey your verbal commands. In combat, roll for their initiative, and choose their behavior during their turns. When this effect ends, the shadows disappear. See the Monster Manual for their stat block.

Radiant Beam (5 psi; conc., 1 min.). As an action, you project a beam of light at one creature you can see within 60 feet of you. The target must make a Dexterity saving throw. On a failed save, it takes 6d6 radiant damage and is blinded until your concentration ends. On a successful save, it takes half as much damage. A blinded target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
You can increase this effect’s damage by 1d6 per each additional psi point spent on it.

Psychic Inquisition
Awakened Discipline
You reach into a creature’s mind to uncover information or plant ideas within it.
Psychic Focus. While focused on this discipline, you know when a creature communicating with you via telepathy is lying.
Hammer of Inquisition (1–7 psi). As an action, choose one creature you can see within 60 feet of you. The target must make an Intelligence saving throw. On a failed save, it takes 1d10 psychic damage per psi point spent and suffers disadvantage on its next Wisdom saving throw before the end of your next turn. On a successful save, it takes half as much damage.
Forceful Query (2 psi). As an action, you ask a question of one creature that can see and hear you within 30 feet of you. The question must be phrased so that it can be answered with a yes or no, otherwise this ability fails. The target must succeed on a Wisdom saving throw, or it replies with a truthful answer. A creature is immune to this ability if it is immune to being charmed.
Ransack Mind (5 psi; conc., 1 hr.). While you concentrate on this ability, you probe one creature’s mind. The creature must remain within 30 feet of you, and you must be able to see it. If you reach the ability’s full duration, the target must make three Intelligence saving throws, and you learn information from it based on the number of saving throws it fails.
With one failed saving throw, you learn its key memories from the past 12 hours.
With two failed saving throws, you learn its key memories from the past 24 hours.
With three failed saving throws, you learn its key memories from the past 48 hours.

Phantom Idea (6 psi; conc., 1 hr.). While you concentrate on this ability, you probe one creature’s mind. The creature must remain within 30 feet of you, and you must be able to see it. If you reach the ability’s full duration, the target must make three Intelligence saving throws, and you plant a memory or an idea in it, which lasts for a number of hours based on the number of saving throws it fails. You choose whether the idea or memory is trivial (such as “I had porridge for breakfast” or “Ale is the worst”) or personality-defining (“I failed to save my village from orc marauders and am therefore a coward” or “Magic is a scourge, so I renounce it”).
With one failed saving throw, the idea or memory lasts for the next 4 hours. With two failed saving throws, it lasts for 24 hours. With three failed saving throws, it lasts for 48 hours.

Mastery of Force
Wu Jen Discipline

As a student of psionic power, you perceive the potential energy that flows through all things. You reach out with your mind, transforming the potential into the actual. Objects and creatures move at your command.
Psychic Focus. While focused on this discipline, you have advantage on Strength checks.
Push (1–7 psi). As an action, choose one creature you can see within 60 feet of you. The target must make a Strength saving throw. On a failed save, it takes 1d8 force damage per psi point spent and is pushed up to 5 feet per point spent in a straight line away from you. On a successful save, it takes half as much damage.
Move (2–7 psi). Choose one object you can see within 60 feet of you that isn’t being worn or carried by another creature and that isn’t secured in place. It can’t be larger than 20 feet on a side, and its maximum weight depends on the psi points spent on this ability, as shown below.
As an action, you move the object up to 60 feet, and you must keep the object within sight during this movement. If the object ends this movement in the air, it falls. If the object would fall on a creature, the creature must succeed on a DC 10 Dexterity saving throw or take damage as listed on the table below.
Psi Spent/Maximum Weight/Bludgeoning Damage
2/25 lbs./2d6
3/50 lbs./4d6
5/250 lbs./6d6


Inertial Armor (2 psi). As an action, you sheathe yourself in an intangible field of magical force. For 8 hours, your base AC is 14 + your Dexterity modifier, and you gain resistance to force damage. This effect ends if you are wearing or don armor.
Telekinetic Barrier (3 psi; conc., 10 min.). As an action, you create a transparent wall of telekinetic energy, at least one portion of which must be within 60 feet of you. The wall is 40 feet long, 10 feet high, and 1 inch thick. The wall lasts until your concentration ends. Each 10-foot section of the wall has an AC of 10 and 10 hit points.
Grasp (3 psi; conc., 1 min.). You attempt to grasp a creature in telekinetic energy and hold it captive. As an action, choose one creature you can see within 60 feet of you. The target must succeed on a Strength saving throw or be grappled by you until your concentration ends or until the target leaves your reach, which is 60 feet for this grapple.
The grappled target can escape by succeeding on a Strength (Athletics) or Dexterity (Acrobatics) check contested by your psionic ability plus your proficiency bonus. When a target attempts to escape in this way, you can spend psi points to boost your check, abiding by your psi limit. You gain a +1 bonus per psi point spent.
While a target is grappled in this manner, you create one of the following effects as an action:

Crush (1–7 psi). The target takes 1d6 bludgeoning damage per psi point spent.

Move (1–7 psi). You move the target up to 5 feet per psi point spent. You can move it in the air and hold it there. It falls if the grapple ends.

Intellect Fortress
Awakened Discipline
You forge an indomitable wall of psionic energy around your mind—one that allows you to launch counterattacks against your opponents.
Psychic Focus. While focused on this discipline, you gain resistance to psychic damage.

Psychic Backlash (2 psi). As a reaction, you can impose disadvantage on an attack roll against you if you can see the attacker. If the attack still hits you, the attacker takes 2d10 psychic damage.

Psychic Parry (1–7 psi). As a reaction when you make an Intelligence, a Wisdom, or a Charisma saving throw, you gain a +1 bonus to that saving throw for each psi point you spend on this ability. You can use this ability after rolling the die but before suffering the results.

Psychic Redoubt (5 psi; conc., 10 min.). As an action, you create a field of protective psychic energy. Choose any number of creatures within 30 feet of you. Until your concentration ends, each target has resistance to psychic damage and advantage on Intelligence, Wisdom, and Charisma saving throws.

Equipment:
Studded Leather Armor
Spear
Light Crossbow (20 Bolts)
Scholar's Pack
Scroll case full of notes from my studies
Winter blanket
Common clothes
Herbalism kit
5 gp
[/sblock]

[sblock=Aquaria]
7bbf4aa81e759910e2992ff6fd3c0a5e.jpg

Name: Aquaria
Race: Female Water Genasi
Class: Mystic (Avatar) 5
Background: Entertainer (Dancer)

HP: 60
AC: 17 (Scale Mail + Shield)
Psi Points: 38 (Max 6 at a time)

Str: 8
Dex: 12
Con: 14 + 2 = 16
Int: 10
Wis: 13 +1 = 14
Cha: 15 + 1 = 16 (Actor Feat)

Skills:
Acrobatics
Performance
Perception
Arcana


Proficiencies:
Medium armor and shields
Common
Primordial
Disguise Kit
Flute

Weapons:
Mind Thrust - Int Save/1d10 psychic
Light Crossbow - +6/1d8+3

Feat: Actor


Racial Features:
Acid Resistance
Amphibious
Swim
Call to the Wave - Know Shape Water cantrip, and can cast Create or Destroy Water 1/day

Class Features:

6 Disciplines

Telepathy (can speak telepathically to anyone I can see within 120 feet. Don't need to share language)

Strength of Mind: Can replace my Wisdom Saving Throw with any other saving throw every short or long rest.(Currently Dex)

Allies get +2 to initiative, and each ally within 30 feet of you who can see you regains additional hit points equal to your Intelligence modifier (minimum of 0) whenever they regain hit points from a psionic discipline.



Psionic Talents (like cantrips):
Mystic Charm - Make one person within 120 feet pass a Cha save or be charmed until my next turn.

Mind Thrust - Deals 1d10 psychic damage. Int save instead of attack.

Disciplines (can spend max 3 points on any one discipline at a time):

Aura Sight
Awakened Discipline

You refocus your sight to see the energy that surrounds all creatures. You perceive auras, energy signatures that can reveal key elements of a creature’s nature.
Psychic Focus. While focused on this discipline, you have advantage on Wisdom (Insight) checks.
Assess Foe (2 psi). As a bonus action, you analyze the aura of one creature you see. You learn its current hit point total and all its immunities, resistances, and vulnerabilities.
Read Moods (2 psi). As a bonus action, you learn a one-word summary of the emotional state of up to six creatures you can see, such as happy, confused, afraid, or violent.
View Aura (3 psi; conc., 1 hr.). As an action, you study one creature’s aura. Until your concentration ends, while you can see the target, you learn if it’s under the effect of any magical or psionic effects, its current hit point total, and its basic emotional state. While this effect lasts, you have advantage on Wisdom (Insight) and Charisma checks you make against it.
Perceive the Unseen (5 psi; conc., 1 min.). As a bonus action, you gain the ability to see auras even of invisible or hidden creatures. Until your concentration ends, you can see all creatures, including hidden and invisible ones, regardless of lighting conditions.



Psionic Restoration
Immortal Discipline
You wield psionic energy to cure wounds andrestore health to yourself and others.

Psychic Focus. While focused on thisdiscipline, you can use a bonus action to touch acreature that has 0 hit points and stabilize it.

Mend Wounds (1–7 psi). As an action, you canspend psi points to restore hit points to onecreature you touch. The creature regains 1d8 hitpoints per psi point spent.

Restore Health (3 psi). As an action, you touchone creature and remove one of the followingconditions from it: blinded, deafened, paralyzed,or poisoned. Alternatively, you remove onedisease from the creature.

Restore Life (5 psi). As an action, you touch one creature that has died within the last minute. The creature returns to life with 1 hit point. This ability can’t return to life a creature that has died of old age, nor can it restore a creature missing any vital body parts.


Psychic Assault
Awakened Discipline
You wield your mind like a weapon, unleashing salvos of psionic energy.

Psychic Focus. While focused on this discipline, you gain a +2 bonus to damage rolls with psionic talents that deal psychic damage.

Psionic Blast (1–7 psi). As an action, choose one creature you can see within 60 feet of you. The target takes 1d8 psychic damage per psi point spent on this ability.

Ego Whip (3 psi). As an action, choose one creature you can see within 60 feet of you. The target must make an Intelligence saving throw. On a failed save, the creature takes 3d8 psychic damage, and it is filled with self-doubt, leaving it able to use its action on its next turn only to take the Dodge, Disengage, or Hide action. On a successful saving throw, it takes half as much damage.

Id Insinuation (5 psi). As an action, choose one creature you can see within 60 feet of you. The target must make an Intelligence saving throw. On a failed save, the creature takes 5d8 psychic damage, and it goes into a fury, as its id runs rampant. On its next turn, it can use its action only to take the Dodge or Attack action. On a successful save, it takes half as much damage.

Psychic Blast (6 psi). As an action, you unleash devastating psychic energy in a 60-foot cone. Each creature in that area must make an Intelligence saving throw, taking 8d8 psychic damage on a failed save, or half as much damage on a successful one. You can increase the damage by 2d8 if you spend 1 more psi point on this ability.


Mantle of Courage
Avatar Discipline
You focus your mind on courage, radiating confidence and bravado to your allies.

Psychic Focus. While focused on this discipline, you and allies within 10 feet of you who can see you have advantage on saving throws against being frightened.

Incite Courage (2 psi). As a bonus action, choose up to six creatures you can see within 60 feet of you. If any of those creatures is frightened, that condition ends on that creature.

Aura of Victory (1–7 psi; conc., 10 min.). As a bonus action, you project psionic energy until your concentration ends. The energy fortifies you and your allies when your enemies are felled; whenever an enemy you can see is reduced to 0 hit points, you and each of your allies within 30 feet of you gain temporary hit points equal to double the psi points spent to activate this effect.

Pillar of Confidence (6 psi; conc., 1 rnd.). As an action, you and up to five creatures you can see within 60 feet of you each gain one extra action to use on your individual turns. The action goes away if not used before the end of your next turn. the action can be used only to make one weapon attack or to take the Dash or Disengage action.

Third Eye
Nomad Discipline
You create a third, psychic eye in your mind, which you cast out into the world. It channels thoughts and knowledge back to you, greatly enhancing your senses.
Psychic Focus. While focused on this discipline, you have darkvision with a range of 60 feet. If you already have darkvision with that range or greater, increase its range by 10 feet.
Tremorsense (2 psi; conc., 1 min.). As a bonus action, you gain tremorsense with a radius of 30 feet, which lasts until your concentration ends.
Unwavering Eye (2 psi). As a bonus action, you gain advantage on Wisdom checks for 1 minute.

Piercing Sight (3 psi; conc., 1 min.). As a bonus action, you gain the ability to see through objects that are up to 1 foot thick within 30 feet of you. This sight lasts until your concentration ends
Truesight (5 psi; conc., 1 min.). As a bonus action, you gain truesight with a radius of 30 feet, which lasts until your concentration ends.

Nomadic Chameleon
Nomad Discipline
You create a screen of psychic power that distorts your appearance, allowing you to blend into the background or even turn invisible.
Psychic Focus. While focused on this discipline, you have advantage on Dexterity (Stealth) checks.

Chameleon (2 psi). As an action, you can attempt to hide even if you fail to meet the requirements needed to do so. At the end of the current turn, you remain hidden only if you then meet the normal requirements for hiding.

Step from Sight (3 psi; conc., 1 min.). As a bonus action, cloak yourself from sight. You can target one additional creature for every additional psi point you spend on this ability. The added targets must be visible to you and within 60 feet of you.

Each target turns invisible and remains so until your concentration ends or until immediately after it targets, damages, or otherwise affects any creature with an attack, a spell, or another ability.

Equipment:
Scale Mail
Rapier
Light Crossbow (20 Bolts)
Explorer's Pack
Flute made of glass
Costume
265 gp
[/sblock]

[sblock=Auraia]
5c6c6bd1062828d5ff0abc9ee6e30b42.jpg


Name: Auraia
Race: Female Air Genasi
Class: Mystic (Soul Knife) 7
Background: Criminal (Spy)

HP: 60
AC: 17 (+2 when parrying with soul knife)
Psi Points: 38 (Max 6 at a time)

Str: 8
Dex: 15 + 1 = 16
Con: 14 + 2 = 16
Int: 10
Wis: 13
Cha: 12

Skills:
Deception
Stealth
Perception
Arcana


Proficiencies:
Medium Armor
Martial Weapons
Common
Primordial
Dice Gaming Set
Thieves Tools

Weapons:
Soul Knife - +6/1d8+3 psychic (spend 2 psi points to give +1 for 1 minutes, or 5 psi points to give +2)
Light Crossbow - +6/1d8+3

Feat: Medium Armor Master: Medium armor does not impost disadvantage on stealth, can use +3 from Dex.


Racial Features:
Unending Breath: Can hold breath indefinitely while not incapacitated
Mingle with the Wind: can cast levitate once per day

Class Features:

3 Disciplines

Telepathy (can speak telepathically to anyone I can see within 120 feet. Don't need to share language)

Strength of Mind: Can replace my Wisdom Saving Throw with any other saving throw every short or long rest.(Currently Dex)

Whenever you slay an enemy creature with a soul knife attack, you immediately regain 2 psi points.

Psionic Talents (like cantrips):
Blind Spot: As an Action, you erase your image from the mind of one creature you can see within 120 feet. Target makes wisdom saving throw (DC 11), and if fails, you are invisible to him until end of your next turn

Delusion: Basically, Minor Illusion, but only effects one person.

Disciplines (can spend max 6 points on any one discipline at a time):

Mastery of Air
Wu Jen Discipline
You become one with the power of elemental air. Psychic Focus. While focused on this
discipline, you take no falling damage, and you ignore difficult terrain when walking.

Wind Step (1–7 psi). As part of your move on your turn, you can fly up to 20 feet for each psi point spent. If you end this flight in the air, you fall unless something else holds you aloft.

Wind Stream (1–7 psi). As an action, you create a line of focused air that is 30 feet long and 5 feet wide. Each creature in that area must make a Strength saving throw, taking 1d8
bludgeoning damage per psi point spent and being knocked prone on a failed save, or half as much damage on a successful one.

Cloak of Air (3 psi; conc., 10 min.). As a bonus action, you seize control of the air around you to create a protective veil. Until your concentration ends, attack rolls against you have disadvantage, and when a creature you can see misses you with a melee attack, you can use your reaction to force the creature to repeat the attack roll against itself.

Wind Form (5 psi; conc., 10 min.). As a bonus action, you gain a flying speed of 60 feet, which lasts until your concentration ends.

Misty Form (6 psi; conc., 1 min.). As an action, your body becomes like a misty cloud until your concentration ends. In this form, you gain resistance to bludgeoning, piercing, and slashing damage, and you can’t take actions other than the Dash action. You can pass through openings that are no more than 1 inch wide without squeezing.

Nomadic Step
Nomad Discipline
You exert your mind on the area around you, twisting the intraplanar pathways you perceive to allow instantaneous travel.

Psychic Focus. After you teleport on your turn while focused on this discipline, your walking speed increases by 10 feet until the end of the turn, as you are propelled by the magic of your teleportation. You can receive this increase only once per turn.

Step of a Dozen Paces (1–7 psi). If you haven’t moved yet on your turn, you take a bonus action to teleport up to 20 feet per psi point spent to an unoccupied space you can see, and your speed is reduced to 0 until the end of the turn.

Nomadic Anchor (1 psi). As an action, you create an invisible, intangible teleportation anchor in a 5-foot cube you can see within 120 feet of you. For the next 8 hours, whenever you use this psionic discipline to teleport, you can instead teleport to the anchor, even if you can’t see it, but it must be within range of the teleportation ability.

Defensive Step (2 psi). When you are hit by an attack, you can use your reaction to gain a +4 bonus to AC against that attack, possibly turning it into a miss. You then teleport up to 10 feet to an unoccupied space you can see.

There and Back Again (2 psi). As a bonus action, you teleport up to 20 feet to an unoccupied space you can see and then move up to half your speed. At the end of your turn, you can teleport back to the spot you occupied before teleporting, unless it is now occupied or on a different plane of existence.

Transposition (3 psi). If you haven’t moved yet on your turn, choose an ally you can see within 60 feet of you. As a bonus action, you and that creature teleport, swapping places, and your speed is reduced to 0 until the end of the turn. This ability fails and is wasted if either of you can’t fit in the destination space.

Baleful Transposition (5 psi). As an action, choose one creature you can see within 120 feet of you. That creature must make a Wisdom saving throw. On a failed save, you and that creature teleport, swapping places. This ability fails and is wasted if either of you can’t fit in the destination space.

Phantom Caravan (6 psi). As an action, you and up to six willing creatures of your choice that you can see within 60 feet of you teleport up to 1 mile to a spot you can see. If there isn’t an open space for all the targets to occupy at the arrival point, this ability fails and is wasted.

Third Eye
Nomad Discipline
You create a third, psychic eye in your mind, which you cast out into the world. It channels thoughts and knowledge back to you, greatly enhancing your senses.
Psychic Focus. While focused on this discipline, you have darkvision with a range of 60 feet. If you already have darkvision with that range or greater, increase its range by 10 feet.
Tremorsense (2 psi; conc., 1 min.). As a bonus action, you gain tremorsense with a radius of 30 feet, which lasts until your concentration ends.
Unwavering Eye (2 psi). As a bonus action, you gain advantage on Wisdom checks for 1 minute.

Piercing Sight (3 psi; conc., 1 min.). As a bonus action, you gain the ability to see through objects that are up to 1 foot thick within 30 feet of you. This sight lasts until your concentration ends
Truesight (5 psi; conc., 1 min.). As a bonus action, you gain truesight with a radius of 30 feet, which lasts until your concentration ends.

Mastery of Weather
Wu Jen Discipline
Your mind reaches into the sky, reshaping the stuff of storms to serve your needs.

Psychic Focus. While focused on this discipline, you have resistance to lightning and thunder damage.

Cloud Steps (1–7 psi; conc., 10 min.). As an action, you conjure forth clouds to create a solid, translucent staircase that lasts until your concentration ends. The stairs form a spiral that fills a 10-foot-by-10-foot area and reaches upward 20 feet per psi point spent.

Hungry Lightning (1–7 psi). As an action, you lash out at one creature you can see within 60 feet of you with tendrils of lightning. The target must make a Dexterity saving throw, with disadvantage if it’s wearing heavy armor. The target takes 1d8 lightning damage per psi point spent on a failed save, or half as much damage on a successful one.

Wall of Clouds (2 psi; conc., 10 min.). As an action, you create a wall of clouds, at least one portion of which must be within 60 feet of you. The wall is 60 feet long, 15 feet high, and 1 foot thick. The wall lasts until your concentration ends. Creatures can pass through it without hindrance, but the wall blocks vision.

Whirlwind (2 psi). As an action, choose a point you can see within 60 feet of you. Winds howl in a 20-foot-radius sphere centered on that point. Each creature in the sphere must succeed on a Strength saving throw or take 1d6 bludgeoning damage and be moved to an unoccupied space of your choice in the sphere. Any loose object in the sphere is moved to an unoccupied space of your choice within it if the object weighs no more than 100 pounds.

Lightning Leap (5 psi). As an action, you let loose a line of lightning that is 60 feet long and 5 feet wide. Each creature in the line must make a Dexterity saving throw, taking 6d6 lightning damage on a failed save, or half as much damage on a successful one. You can then teleport to an unoccupied space touched by the line.
You can increase this ability’s damage by 1d6 per additional psi point spent on it.

Wall of Thunder (6 psi; conc., 10 min.). As an action, you create a wall of thunder, at least one portion of which must be within 60 feet of you. The wall is 60 feet long, 15 feet high, and 1 foot thick. The wall lasts until your concentration ends. Every foot moved through the wall costs 1 extra foot of movement. When a creature moves into the wall’s space for the first time on a turn or starts its turn there, that creature must succeed on a Strength saving throw, or it takes 6d6 thunder damage, is pushed in a straight line up to 30 feet away from the wall, and is knocked prone.

Equipment:
Scale Mail
Light Crossbow (20 Bolts)
Explorer's Pack
Crowbar
Dark Common Clothes with hood
200 gp
[/sblock]

[sblock=Terrus]
1504e78f25830cce305913515a19feee.jpg


Name: Terrus
Race: Male Earth Genasi
Class: Mystic (Immortal) 5
Background: Soldier

HP: 67
AC: 16 (Immortal Durability, 10+Dex+Con) (+1 when focusing on Mastery of Earth and Wood.)
Psi Points: 38 (Max 6 at a time)

Str: 13 + 1 = 14 (19 with Gauntlets of Ogre Power
Dex: 15 + 1 = 16
Con: 14 + 2 = 16
Int: 12
Wis: 10
Cha: 8

Skills:
Athletics
Intimidation
Perception
Arcana


Proficiencies:
Common
Primordial
Deck of cards
Land vehicles
Greatswords
Hand Crossbows
Large Crossbows
Nets

Weapons:
Greatsword - +5/2d6+2
Hand Crossbow - +6/1d6+3
Large Crossbow - +6/1d10+3
Net - +6/Restrained on hit

Feat: Weapon Master (Greatswords, Hand Crossbows, Net, Heavy Crossbow)


Racial Features:
Earth Walk - Difficult terrane made of earth or stone don't hinder me
Merge with Stone, can cast Pass Without Trace once per day

Class Features:

5 Disciplines
Telepathy (can speak telepathically to anyone I can see within 120 feet. Don't need to share language)
Strength of Mind: Can replace my Wisdom Saving Throw with any other saving throw every short or long rest. (Currently Dex)
Gains temp HP every turn equal to Int Modifier (+1)

As a reaction when you take damage, you can halve that damage against you. Your psychic focus immediately ends if it’s active, and you can’t use it until you finish a short or long rest.
You can’t use this feature if you can’t use your psychic focus.


Psionic Talents (like cantrips):
Psychic Hammer - Try to grasp one creature with psychic hand. Target makes Str save (DC 11), or take 1d6 damage and be moved 10 ft by me.

Blade Meld - Bonus action, melds weapon in my hand, so I cannot be disarmed, for one minute.


Disciplines (can spend max 5 points on any one discipline at a time):

Adaptive Body
Immortal Discipline
You can alter your body to match your surroundings, allowing you to withstand punishing environments. With greater psi energy, you can extend this protection to others.

Psychic Focus. While focused on this discipline, you don’t need to eat, breathe, or sleep. To gain the benefits of a long rest, you can spend 8 hours engaged in light activity, rather than sleeping during any of it.

Environmental Adaptation (2 psi). As an action, you or a creature you touch ignores the effects of extreme heat or cold (but not cold or fire damage) for the next hour.

Adaptive Shield (3 psi). When you take acid, cold, fire, lightning, or thunder damage, you can use your reaction to gain resistance to damage of that type—including the triggering damage— until the end of your next turn.

Energy Adaptation (5 psi; conc., 1 hr.). As an action, you can touch one creature and give it resistance to acid, cold, fire, lightning, or thunder damage (your choice), which lasts until your concentration end

Bestial Form
Immortal Discipline
You transform your body, gaining traits of different beasts.

Psychic Focus. While focused on this discipline, you have advantage on Wisdom (Animal Handling) checks.

Bestial Claws (1–7 psi). You manifest long claws for an instant and make a melee weapon attack against one creature within 5 feet of you. On a hit, this attack deals 1d10 slashing damage per psi point spent.

Bestial Transformation. As a bonus action, you alter your physical form to gain different characteristics. When you use this ability, you can choose one or more of the following effects. Each effect has its own psi point cost. Add them together to determine the total cost. This transformation lasts for 1 hour, until you die, or until you end it as a bonus action.

Amphibious (2 psi). You gain gills; you can breathe air and water.

Climbing (2 psi). You grow tiny hooked claws that give you gain a climbing speed equal to your walking speed.

Flight (5 psi). Wings sprout from your back. You gain a flying speed equal to your walking speed.

Keen Senses (2 psi). Your eyes and ears become more sensitive. You gain advantage on Wisdom (Perception) checks.

Perfect Senses (3 psi). You gain a keen sense of smell and an instinct to detect prey. You can see invisible creatures and objects within 10 feet of you, even if you are blinded.

Swimming (2 psi). You gain fins and webbing between your fingers and toes; you gain a swimming speed equal to your walking speed.

Tough Hide (2 psi). Your skin becomes as tough as leather; you gain a +2 bonus to AC.


Brute Force
Immortal Discipline
You augment your natural strength with psionic energy, granting you the ability to achieve incredible feats of might.

Psychic Focus. While focused on this discipline, you have advantage on Strength (Athletics) checks.

Brute Strike (1–7 psi). As a bonus action, you gain a bonus to your next damage roll against a target you hit with a melee attack during the current turn. The bonus equals +1d6 per psi point spent, and the bonus damage is the same type as the attack. If the attack has more than one damage type, you choose which one to use for the bonus damage.

Knock Back (1–7 psi). When you hit a target with a melee attack, you can activate this ability as a reaction. The target must succeed on a Strength saving throw or be knocked 10 feet away from you per psi point spent. The target moves in a straight line. If it hits an object, this movement immediately ends and the target takes 1d6 bludgeoning damage per psi point spent.

Mighty Leap (1–7 psi). As part of your movement, you jump in any direction up to 20 feet per psi point spent.

Feat of Strength (2 psi). As a bonus action, you gain a +5 bonus to Strength checks until the end of your next turn.

Third Eye
Nomad Discipline
You create a third, psychic eye in your mind, which you cast out into the world. It channels thoughts and knowledge back to you, greatly enhancing your senses.
Psychic Focus. While focused on this discipline, you have darkvision with a range of 60 feet. If you already have darkvision with that range or greater, increase its range by 10 feet.
Tremorsense (2 psi; conc., 1 min.). As a bonus action, you gain tremorsense with a radius of 30 feet, which lasts until your concentration ends.
Unwavering Eye (2 psi). As a bonus action, you gain advantage on Wisdom checks for 1 minute.

Piercing Sight (3 psi; conc., 1 min.). As a bonus action, you gain the ability to see through objects that are up to 1 foot thick within 30 feet of you. This sight lasts until your concentration ends
Truesight (5 psi; conc., 1 min.). As a bonus action, you gain truesight with a radius of 30 feet, which lasts until your concentration ends.

Mastery of Force
Wu Jen Discipline

As a student of psionic power, you perceive the potential energy that flows through all things. You reach out with your mind, transforming the potential into the actual. Objects and creatures move at your command.
Psychic Focus. While focused on this discipline, you have advantage on Strength checks.
Push (1–7 psi). As an action, choose one creature you can see within 60 feet of you. The target must make a Strength saving throw. On a failed save, it takes 1d8 force damage per psi point spent and is pushed up to 5 feet per point spent in a straight line away from you. On a successful save, it takes half as much damage.
Move (2–7 psi). Choose one object you can see within 60 feet of you that isn’t being worn or carried by another creature and that isn’t secured in place. It can’t be larger than 20 feet on a side, and its maximum weight depends on the psi points spent on this ability, as shown below.
As an action, you move the object up to 60 feet, and you must keep the object within sight during this movement. If the object ends this movement in the air, it falls. If the object would fall on a creature, the creature must succeed on a DC 10 Dexterity saving throw or take damage as listed on the table below.
Psi Spent/Maximum Weight/Bludgeoning Damage
2/25 lbs./2d6
3/50 lbs./4d6
5/250 lbs./6d6


Inertial Armor (2 psi). As an action, you sheathe yourself in an intangible field of magical force. For 8 hours, your base AC is 14 + your Dexterity modifier, and you gain resistance to force damage. This effect ends if you are wearing or don armor.
Telekinetic Barrier (3 psi; conc., 10 min.). As an action, you create a transparent wall of telekinetic energy, at least one portion of which must be within 60 feet of you. The wall is 40 feet long, 10 feet high, and 1 inch thick. The wall lasts until your concentration ends. Each 10-foot section of the wall has an AC of 10 and 10 hit points.
Grasp (3 psi; conc., 1 min.). You attempt to grasp a creature in telekinetic energy and hold it captive. As an action, choose one creature you can see within 60 feet of you. The target must succeed on a Strength saving throw or be grappled by you until your concentration ends or until the target leaves your reach, which is 60 feet for this grapple.
The grappled target can escape by succeeding on a Strength (Athletics) or Dexterity (Acrobatics) check contested by your psionic ability plus your proficiency bonus. When a target attempts to escape in this way, you can spend psi points to boost your check, abiding by your psi limit. You gain a +1 bonus per psi point spent.
While a target is grappled in this manner, you create one of the following effects as an action:

Crush (1–7 psi). The target takes 1d6 bludgeoning damage per psi point spent.

Move (1–7 psi). You move the target up to 5 feet per psi point spent. You can move it in the air and hold it there. It falls if the grapple ends.

Giant Growth
Immortal Discipline
You infuse yourself with psionic energy to grow to tremendous size, bolstering your strength and durability.
Psychic Focus. While focused on this discipline, your reach increases by 5 feet.

Ogre Form (2 psi; conc., 1 min.). As a bonus action, you gain 10 temporary hit points. In addition, until your concentration ends, your melee weapon attacks deal an extra 1d4 bludgeoning damage on a hit, and your reach increases by 5 feet. If you’re smaller than Large, you also become Large for the duration.


Equipment:
Greatsword
Gauntlets of Ogre Power
Hand Crossbow (20 Bolts)
Large Crossbow (20 Bolts)
Net
Explorer's Pack
Officer rank insignia
Broken blade from a fallen enemy
Deck of cards
Common clothes
260 gp
[/B]
[/sblock]
 
Last edited:

Chronicler

Explorer
Been having issues with EN World's nav/ad strip to the right of the page. It takes up just a bit too much space on my laptop screen, reducing my available viewing width. Tends to force me to have to horizontally scroll to see the rest of my character sheet. I got tired of dealing with it and just created a wiki page for my character instead. :hmm: :p

Devan the Dawnbringer

EDIT: Let's give this a try. I'll use a variable width rather than a fixed one.

[sblock="Character Sheet"]
pc-devan.jpg
Quote: "There can be no darkness where there is light."
DEVAN THE DAWNBRINGER
Race: Human (Variant) Gender: Male Alignment: Neutral Good (L) Background: Inquisitor
Class: Sorcerer/Warlock Level: 1/3 Sorcerous Origin: Favored Soul Deity: Lathander
Otherworldly Patron: The Hexblade Pact Boon: Pact of the Tome Proficiency Bonus: +2
Height: 6'0" Weight: 155 lbs. Size: M Speed: 30 ft. Senses: Passive Perception 13
Abilities: Str 8 (-1), Dex 14 (+2), Con 14 (+2), Int 10 (+0), Wis 12 (+1), Cha 16 (+3)
ROLEPLAYING
Personality Trait: I want to see the wicked burn for the evil they've brought on us.
Ideal: Human life is to be cherished and preserved against the horrors of the night.
Bond: One day, I will claim vengeance against the monster that took my beloved from me.
Flaw: I'll do whatever grim task must be done, for my soul is already lost.
COMBAT
Initiative: +2 Armor Class: 19 Hit Dice: 1d6+3d8+8+1 Hit Points: 30
Melee: Longsword Reach: 5 ft. Attack: +5 Damage: 1d8+3 Slashing
Ranged: Eldritch Blast Range: 120 ft. Attack: +5 Damage: 1d10+3 Force
Spell Save DC: 13 Spell Attack: +5
PROFICIENCIES
Armor: Light Armor, Medium Armor, Shields
Weapons: Simple Weapons, Martial Weapons
Tools: Alchemist's Supplies, Thieves' Tools
Saving Throws: Constitution +4, Charisma +5
Skills: Arcana +2, Insight +3, Investigation +2, Perception +3, Religion +2
Languages: Celestial, Common
FEATS
War Caster: You have practiced casting spells in the midst of combat, learning techniques that grant you the following benefits:
• You have advantage on Constitution saving throws that you take to maintain your concentration on a spell when you take damage.
• You can perform the somatic components of spells even when you have weapons or a shield in one or both hands.
• When a hostile creature's movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature.
RACIAL TRAITS
Ability Score Increase: Two different ability scores of your choice increase by 1.
Skills: You gain proficiency in one skill of your choice.
Feat: You gain one feat of your choice.
Languages: You can speak, read, and write Common and one extra language of your choice.
BACKGROUND FEATURE
Legal Authority: As an inquisitor of the church, you have the authority to arrest criminals. In the absence of other authorities, you are authorized to pass judgment and even carry out sentencing. If you abuse this power, however, your superiors in the church might strip it from you.
CLASS FEATURES (SORCERER)
Spellcasting: An event in your past, or in the life of a parent or ancestor, left an indelible mark on you, infusing you with arcane magic. This font of magic, whatever its origin, fuels your spells.
Cantrips: At 1st level, you know four cantrips of your choice from the sorcerer spell list. You learn additional sorcerer cantrips of your choice at higher levels.
Spell Slots: The Sorcerer table shows how many spells slots you have to cast your spells of 1st level and higher. To cast one of these sorcerer spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
Spells Known: You know two 1st-level spells of your choice from the sorcerer spell list. You learn additional sorcerer spells of your choice at higher levels. Each of these spells must be of a level for which you have spell slots. Additionally, when you gain a level in this class, you can choose one of the sorcerer spells you know and replace it with another spell from the sorcerer spell list, which must also be of a level for which you have spell slots.
Spellcasting Ability: Charisma is your spellcasting ability for your sorcerer spells, since the power of your magic relies on your ability to project your will into the world. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one.
Spellcasting Focus: You can use an arcane focus as a spellcasting focus for your sorcerer spells.
Sorcerous Origin (Favored Soul): Your innate magic comes from divine magic that was mingled with your blood or that of your ancestors. Your sorcerous origin grants you features when you choose it at 1st level and again at 6th, 14th, and 18th level.
Divine Magic: Your link to the divine allows you to learn spells normally associated with the cleric class. When your Spellcasting feature lets you learn a sorcerer cantrip or a sorcerer spell of 1st level or higher, you can choose the new spell from the cleric spell list, in addition to the sorcerer spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you.
Supernatural Resilience: At 1st level, the blessing of the gods grants you enhanced durability. Your hit point maximum increases by 1, and it increases by 1 again whenever you gain a level in this class.
Favored by the Gods: Starting at 1st level, divine power guards your destiny. If you fail a saving throw or miss with an attack roll, you can roll 2d4 and add it to the total, possibly changing the outcome. Once you use this feature, you can’t use it again until you finish a short or long rest.
CLASS FEATURES (WARLOCK)
Otherworldly Patron (The Hexblade): At 1st level, you have struck a bargain with an otherworldly being of your choice. Your choice grants you features at 1st level and again at 6th, 10th, and 14th level. Your patron is a powerful, sentient magic weapon formed from the radiant energy of the Positive Plane.
Expanded Spell List: The Hexblade lets you choose from an expanded list of spells when you learn a warlock spell.
Hex Warrior: At 1st level, you gain proficiency with medium armor, shields, and martial weapons. In addition, when attacking with a melee weapon that you are proficient with and that lacks the two-handed property, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls.
Hexblade's Curse: Starting at 1st level, you gain the ability to place a baleful curse on an enemy. As a bonus action, choose one creature you can see within 30 feet of you. The target is cursed for 1 minute. Until the curse ends, you gain the following benefits:
• You gain a bonus to damage rolls against the cursed target. The bonus equals your proficiency bonus.
• Any attack roll you make against the cursed target is a critical hit on a roll of 19 or 20 on the d20.
• If the cursed target dies, you regain hit points equal to your warlock level + your Charisma modifier.
You can't use this feature again until you finish a short or long rest.
Pact Magic: Your arcane research and the magic bestowed on you by your patron have given you facility with spells.
Cantrips: You know two cantrips of your choice from the warlock spell list. You learn additional warlock cantrips of your choice at higher levels.
Spell Slots: The Warlock table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your warlock spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.
Spells Known: At 1st level, you know two 1st-level spells of your choice from the warlock spell list. You learn additional warlock spells of your choice of 1st level and higher at higher levels. A spell you choose must be of a level no higher than your Slot Level on the Warlock table. Additionally, when you gain a level in this class, you can choose one of the warlock spells you know and replace it with another spell from the warlock spell list, which also must be of a level for which you have spell slots.
Spellcasting Ability: Charisma is your spellcasting ability for your warlock spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a warlock spell you cast and when making an attack roll with one.
Spellcasting Focus: You can use an arcane focus as a spellcasting focus for your warlock spells.
Eldritch Invocations: In your study of occult lore, you have unearthed eldritch invocations, fragments of forbidden knowledge that imbue you wilh an abiding magical ability. At 2nd level, you gain two eldritch invocations of your choice. When you gain certain warlock levels, you gain additional invocations of your choice. Additionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level.
Agonizing Blast: When you cast eldritch blast, add your Charisma modifier to the damage it deals on a hit.
Book of Ancient Secrets: You can now inscribe magical rituals in your Book of Shadows. Choose two 1st-level spells that have the ritual tag from any class's spell list. The spells appear in the book and don't count against the number of spells you know. With your Book of Shadows in hand, you can cast the chosen spells as rituals. You can't cast the spells except as rituals, unless you've learned them by some other means. You can also cast a warlock spell as a ritual if it has the ritual tag. On your adventures, you can add other ritual spells to your Book of Shadows. When you find such a spell, you can add it to the book if the spell's level is equal to or less than half your warlock level (rounded up) and if you can spare the time to transcribe the spell. For each level of the spell, the transcription process takes 2 hours and costs 50 gp for the rare inks needed to inscribe it.
Pact Boon: At 3rd level, your otherworldly patron bestows a gift upon you for your loyal service. You gain a pact feature of your choice.
Pact of the Tome: Your patron gives you a grimoire called a Book of Shadows. When you gain this feature, choose three cantrips from any class's spell list. While the book is on your person, you can cast those cantrips at will. They don't count against your number of cantrips known. If you lose your Book of Shadows, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous boook. The book turns to ash when you die.
SPELLS (SORCERER)
Spell Slots: 2
Cantrips Known: 4 Spells Known: 2
Cantrips: Light, Mage Hand, Prestidigitation, Shocking Grasp
Level 1: Bless, Healing Word
SPELLS (WARLOCK)
Spell Slots: 2 Slot Level: 2nd
Invocations Known: 2 Invocations: Agonizing Blast, Book of Ancient Secrets
Cantrips Known: 2 Spells Known: 4
Cantrips: Booming Blade, Eldritch Blast, Guidance (t), Sacred Flame (t), Spare the Dying (t)
Level 1: Comprehend Languages (r), Detect Magic (r), Hex, Shield
Level 2: Mirror Image, Misty Step
EQUIPMENT
Antitoxins (2), Arcane Focus (Crystal), Belt Pouch, Coins (75 gp, 5 sp), Dagger, Explorer's Pack (Backpack, Bedroll, Hempen Rope [50 ft.], Mess Kit, Rations [10 Days], Tinderbox, Torches [10], Waterskin), Half Plate, Longsword, Potions of Healing (2), Shield, Thieves' Tools, Traveler's Clothes
BACKSTORY
Born to Sir Auren, a retired paladin of the Order of the Gauntlet, and his wife, a woman of gentle breeding, Devan grew to manhood in the frontier town of Daggerford. And for the most part, he led an idyllic life with just enough hardships to forge a rambunctious young boy into a capable adult.

However, it was readily apparent to all that Devan differed greatly from his renowned father who bore unrealistically high expectations of him. Where Sir Auren was physically strong and imposing, his son simply was not. Lacking in the might of arms required for paladinhood, Devan turned to the other qualities that he possessed.

As a scion of a favored bloodline, the sandy-haired young man found himself treading the sorcerer's path, much to his father's disappointment. While not a natural born warrior, Devan worked with the gifts that he had and has, through training and dedication, become a spellweaver of some repute within the region.

Tragically though, whether it was due to his father's fame or his own growing reputation, Devan suffered a great loss when a dread creature of the night, apparently an old enemy seeking retribution, kidnapped and turned Elysia, his innocent beloved, into a sanguinary predator. Unable to confront both the powerful creature and his beloved alone, Devan has joined a band of like-minded individuals, who also have reasons of their own to hunt down the undead, in the hopes that they might help him out with his predicament.
[/sblock]
 
Last edited:

FitzTheRuke

Legend
Been having issues with EN World's nav/ad strip to the right of the page. It takes up just a bit too much space on my laptop screen, reducing my available viewing width. Tends to force me to have to horizontally scroll to see the rest of my character sheet. I got tired of dealing with it and just created a wiki page for my character instead. :hmm: :p

Did you change much from the one posted on the OOC page? I can cut and paste it over here, just to have a quick reference.

EDIT: That works. Feel free to head to IC and step into the Wizard's Tower.
 
Last edited:

Ancalagon

Dusty Dragon
OOC: it's traditional to edit the first post to add links to the other thread so it's easier for everyone to jump around between the threads.

I'm missing equipment and some details, but here goes:

Udit, the Lamarakhi

Rogue (thief)
Background: Sailor (river people)
Level: 7
XP:
Race: Human (Standard)
Alignment: Chaotic Good

[sblock=minisheet]Udit, the Lamarakhi, Human Rogue (thief, sailor), level 7
HP: 52/52, Hit dice: 3/7
AC: 16
Passive Perception 17
Saves: Str: +3, Dex: +7 (evasion!!), Con: +3, Int: +4, Wis: +2, Cha: 0
Spells remaining 0/1. Potions of healing remaining: 1[/sblock]

[sblock=character sheet] Abilities:
Str: 14 (+2), Dex: 16 (+3), Con: 15 (+2)
Int: 11 (0), Wis: 13 (+1), Cha: 9 (-1)

AC: 16 (dex, studded leather, ring of protection)
Initiative: +3
Speed: 30
HP: 52 (8+2X7+5X6))
Hit Dice: 7d8
Proficiency Bonus: 3
Passive Perception: 17

OFFENCE:
Slasher: +6 to hit, 1d6+3 damage (large butcher knife, short sword stats, first item Udit ever stole, grabbed from inn where he wasn't being paid his wages, used left handed)
Stabber: +6 to hit, 1d6 damage when off-handed (rapier with blade half broken off and tip resharpened to a point, still in original scabbard, used right-handed, belonged to friend of Udit who died in a fight besides him)
Poker: +6 to hit, 1d4+3 damage (narrow dagger made from broken blade from rapier)
Short bow: +6 to hit, 1d6+3 dmg

SAVES (* = proficiency) (+1 ring included)
Strength: +3
*Dexterity: +7
Constitution: +3
*Intelligence: +4
Wisdom: +2
Charisma: 0

SKILLS (*=proficiency, **expertise)
*Acrobatics: +6
Animal Handling: +1
Arcana: 0
*Athletics: +5
Deception: -1
History: 0
Insight: +1
Intimidation: -1
**Investigation: +6
Medicine: +1
Nature: 0
**Perception: +7
Performance: -1
Persuasion: -1
Religion: +0
*Sleight of Hand: +6
**Stealth: +9
Survival: +1

PROFICIENCIES AND LANGUAGES
Tools: **Thieve's tools, navigation tools, water vehicle
Language: Common, Lamarakhi
Weapons: simple + longsword, hand crossbow, rapier, short sword
Armor: light

FEATURES AND TRAITS:
Class Features:
Expertise (stealth, thieves' tools)
Sneak attack +4d6
thieves' cant
cunning action (bonus action to get dash)
Fast hands
Second story work
Uncanny dodge (reaction to half damage from one attack)
Evasion (no damage instead of half damage on dex saves, and half on failed dex saves)

Sailor feature: Ship's passage

FEATS:
Arcane Initiate[/sblock]

[Sblock=magic]
Cantrips: Minor image, prestidigitation
Level 1: "sleep" (target loses all memory and is effectively insensate. can be "woken up" as per spells. elves are immune as per spell)[/sblock]

[Sblock=Equipment]
knife (betl)
2 daggers (poker in boot, generic dagger in sleeve)
thieves' tools
A rope necklace from which dangles 4 mummified elven fingers
Common clothes
studded leather
bellaying pin (club)
wetstone
hatchet
4 potions of healing (NOW 2)
Pouch
Sack, 2
Rations X 10
50 feet of silk rope
tinder box
10 torches
10 oil flask
bedroll
Tent, 2 person
Chalk (2 pieces)
steel mirror
shovel
short sword (slasher)
short sword (stabber)
Short Bow
20 arrows
20 arrows
Burglar's pack
back pack
bag of ball bearings
10 feet of string
bell
5 candles
crowbar
hammer
10 pitons
hooded lantern
2 flask of oil
5 days rations
tinder box
waterskin
50 feet hemp rope
Imani's silverware


MONEY: 138.85 gp [/sblock]

[Sblock=Background] Udit is a member of the Lamarakhi people, a group of human who live a nomadic live in riverboats. They have strange customs, and Udit broke one of them - he refused to marry his 3 brothers' wife. For this crime, he was banished. Detached from his origins, Udit has been wandering the lands looking for meaning. For a time he served a noble but for unclear reasons left the noble's service. If sufficiently drunk, Udit will reveal that the noble was a *slugman*, a declaration that he feels needs no further explanation.

Udit has recently discovered faith - or more exactly, has discovered an extremely weak god(ess?), the Beetle of Mislaid memories. As this god's only worshiper, he has been invested with potent magical powers... which amount to very little, given the feebleness of his god[/sblock]

[sblock=appearance & Personality]Height: 5'7"
Weight 160 lbs
Hair: black, poorly cut
Eyes: dark brown
Skin: brown
Age: late 30s? He doesn't know

Slightly below average height, with unusually long arms and a wide back, Unit is sturdily built. He wears a strange hat, dark blue clothing that have been repaired many times. He has several pockmarks due to failed alchemical experiment to grow back a missing tooth - several tooth grew on his face and had to be yanked out. An old rapier - the cut and trust kind - with a sweat-stained bone handle is at his side, with a cheap scabbard poorly repaired with pot metal and string. He has *very* nice boots, of which he is *extremely* proud and never ever removes in public.

Udit is not particularly intelligent but has a low cunning of sort and has good instincts. He believes that "I have good boots" is an argument-wining point in several circumstances. Udit has a strange mix of coarse manners yet a strong believe in propriety. He has a strong sense of self preservation but can be rather fearless

Personality trait: works hard and plays hard, but it's even better if someone else does the work.
Ideal: committed to his crew, no matter what
Bond: The river is life - follow the river to your destiny
Flaw: I'll follow orders, no matter what[/sblock]
 

Attachments

  • HeroForgeScreenshot - udit.png
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River Song

Explorer
Kurzon son of Dax
Half-Orc Paladin 6
XP: 2700
Mercenary Veteran CG
Strength 16 (+3) Dexterity 10 (+0) Constitution 14 (+2)
Intelligence 10 (+0) Wisdom 12 (+1) Charisma 14 (+2)

Kurzon is larger than life and gregarious; he enjoys a good battle and a good drink and song afterwards. He has good heart and like to help people.

[sblock=Bio]
Kurzon Bio to follow
[/sblock]

[sblock=Personality]
Traits: I face problems head-on. A simple, direct solution is the best path to success.
Ideal: Greater Good. Our lot is to lay down our lives in defense of others. (Good).
Bond: I would still lay down my life for the people I served with.
Flaw: I have little respect for anyone who is not a proven warrior.
[/sblock]

[sblock=Appearance]
Hair: Black
Eyes: Amber
Skin: Tan
Height: 6’2”
Weight: 215 lbs
Age: 19
Description:
Kurzon is a big man who dresses in well maintained but worn garb. Function, not presentation are key.
[/sblock]

[sblock=Stats, Skills, Proficiencies]
Kurzon
1/2 Orc Paladin 6
XP: 2700
Mercenary Veteran CG
Strength 16 (+3) Dexterity 10 (+0) Constitution 14 (+2)
Intelligence 10 (+0) Wisdom 12 (+1) Charisma 14 (+2)
Skills
  • Acrobatics +0
  • Animal Handling +1
  • Arcana +0
  • Athletics +6
  • Deception +2
  • History +0
  • Insight +4
  • Intimidation +5
  • Investigation +0
  • Medicine +1
  • Nature +0
  • Perception +1
  • Performance +2
  • Persuasion +5
  • Religion +3
  • Sleight of Hand +0
  • Stealth +0
  • Survival +1

PROFICIENCIES
Armor: All, Shields
Weapons: Simple and Martial
Tools: Gaming(Cards), Vehicles (Land)
Languages: Common, Orc
[/sblock]

[sblock=Combat]
COMBAT
Init: +0
AC: 20 Splint + shield + defence
HP: 52/52
Hit Dice: 6d10 +12
Speed 30
Size Medium
Passive perception 11
SAVES
STR +5 DEX +2 CON +4 INT +2 WIS +6 CHA +7


Attacks
  • Longsword (silvered) +6 / 1d18+3 slashing
  • Warhammer +6 / 1d8/1d10 +3 bludgeoning
  • Javelin +6 /1d6+3 Range 30/120 piercing
[/sblock]

[sblock=Features and Abilities]
CLASS FEATURES
Spellcasting: Paladin Spells
  • Spell Save DC: 13
  • Spell Attack Bonus:+5

Spells Level 1 (6)
  • Bane
  • Hunters Mark
  • Cure Wounds
  • Protection from Evil and Good
  • Shield of Faith
Spells Level 2

  • Misty step
  • Hold Person
  • Lesser Restoration
  • Magic Weapon

Spell slots
- 4 Level 1
- 2 Level 2

Divine Sense 3 / Long rest
Lay on Hands 30
Divine Smite
Fighting Style Defence
Divine Health
Sacred Oath Vengeance 1/ SR or LR
​Extra Attack
Aura of Protection: +2 to saves within 10ft of Kurzon

RACE FEATURES
Darkvision 60ft
Menacing
Relentless Endurance
Savage Attacks

Background (Mercenary Veteran) Feature: Mercenary Life

You are able to identify mercenary companies by their emblems and know about them. Can find taverns and festhalls where mercenries abide. You can find mercenary work between adventures sufficient to maintain a comfortable lifestyle.​

FEATS
Sentinel
[/sblock]

[sblock=Equipment]
EQUIPMENT

Gear
Splint Armour
Shield
L/Sword - Silvered
Warhammer
Javelins x 4
Holy Symbol - Amulet
Backpack
Bedroll
Messkit
Tinderbox
Clothes Travellers
Crowbar
10 days of rations
Waterskin.
50ft of rope
Money: 29 Gp 8 Sp
[/sblock]

[sblock=Mini Stats]
Init: +0
AC: 20
HP: 9/52

Spell Slots
1st 3/4
2nd 1/2
Divine Senses 3/3
Channel Divinity 1/1
Lay on Hands 0/30
[/sblock]
 
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eayres33

Explorer
Drako Sateen
Half-Elf Great Old One Warlock 7
Sage, Discredited Academic CN

[sblock=Personality]
Traits: I’m willing to listen to every side of an argument before I make my own judgment.
Ideal: Nothing Should fetter the infinite possibility inherent in all existence.
Bond: I sold my soul for knowledge. I hope to do great deeds and win it back.
Flaw: Unlocking an ancient mystery is worth the price of a civilization.
[/sblock]

[sblock=Appearance]
Age: 40
Height: 6’1”
Weight 135 lbs
Hair: Black
Eyes: Green
Skin: light
Description: Draco is a tall and thin Half-Elf who wears a black hooded tunic and robes with royal purple accents. Around his neck Draco wears a necklace with a dark green crystal incased in black metal, it appears as though black tentacles are trying to crush the crystal.
[/sblock]

[sblock=Stats,Skills,Proficiencies]
Stats
Strength 8 (-1) Dexterity 16 (+3) Constitution 14 (+2)
Intelligence 12 (+1) Wisdom 10 (0) Charisma 18 (+4)

Saving Throws
Strength -1
Dexterity +3
Constitution+2
Intelligence +1
Wisdom +3
Charisma +7

Skills
Acrobatics +3
Animal Handling +0
Arcana +4
Athletics -1
Deception +7
History +4
Insight 0
Intimidation +4
Investigation +4
Medicine 0
Nature +1
Perception +3
Performance +4
Persuasion +4
Religion +1
Sleight of Hand +3
Stealth +6
Survival +4

Proficiencies
Armor: light armor
Weapons: Simple Weapons, Pact Weapon Black Tentacle Rapier
Tools: none
Languages: Common, Elvish, Dwarvish, Draconic, Goblin
[/sblock]

[sblock=Combat]
Initiative: +3
AC: 16 with Mage Armor, otherwise 13
HP: 52
Hit Dice: 7d8
Speed: 30
Size: Medium
Passive Perception: 13
Attacks
Black Tentacle Rapier +5/ 1d8 +3 magical
Daggers +5/ 1d4+3 piercing ranged 20/60
Eldritch Blast +6/ 1d10+3 force damage range 120 ft
[/sblock]

[sblock=Features]
Class Features
Pact Magic: Warlock Spells
Spell Save DC 15
Spell Attack Bonus: +7
Cantrips (3)
Eldritch Blast
Mage Hand
Minor Image
Spells Level 4 (8)
Invisibility
Misty Step
Shatter
Hunger of Hadar
Remove Curse
Fly
Fear
Banishment
Spell Slots 2 3rd level slots
Eldritch Invocations (4)
Agonizing Blast
Armor of Shadows
Thirsting Blade
Sculptor of Flesh (polymorph)
Pact of the Blade
The Great Old One Patron
Awakened Mind
Entropic Ward - when a creature makes an attack roll against you, you can use your reaction to impose disadvantage on that roll. If the attack misses you, your next attack roll against the creature has advantage if you make if before the end of your next turn. Recharges on short rest.
Race Features
Darkvision 60ft
Fey Ancestry
Background Sage Feature: Researcher
When you attempt to learn or recall a piece of lore, if you do not know the information, you often know where and from whom you can obtain it.
[/sblock]

[sblock=Equipment]
2 daggers
Backpack
Crowbar
Hammer
10 pitons
10 torches
Tinderbox
10 days of rations
2 waterskins
50ft of hempen rope
2 crystals (arcane focus) one on necklace on hidden on person
Caltrops (20)
Bedroll
Mess kit
Pot
Sack
2 sets of traveler’s clothes
Flask
Tankard
Money: 319 GP, 8 SP, 95 Copper Pieces
[/sblock]

[sblock=Bio]
Drako was born to a drunken father, and a mother who was one of the most famous wizards of her era. Drako studied hard, but he struggled to past the tests, he would know thousands of spells almost to the letter but would always forget one element of the spell, or mix up the order.

Drako spent almost 18 hours a day studying arcane and lore but he was never able to learn the secrets that he longed for. After many long years of study without his desired results Drako started looking for an easier way, he discovered that there was a cult of a Great Old One in his city. Joining the cult under an assumed name Drako finally found what he was looking for; Drako came face to face with a being from the great beyond and was granted some of the secrets of its power.

Drako’s patron demanded that Drako repay it by supplying the constantly expanding knowledge of this world, and Drako struggled to meet his patron’s demands.




[/sblock]
[sblock=Mini Stats]
Initiative: +3
AC 16 (with Mage armor)
HP 31/31
Spell Slots 2nd 2/2
[/sblock]
 
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gargoyleking

Adventurer
Over towering most men by a hand or more, Bobryth stand s at 6'3" in height and has the muscle mass to back it up. Other than the chain shirt wrapped about his torso, he wears very little in the way of clothing, and a great deal of his visible body is covered in tribal tattoos and scars. From his belt hangs a warhammer and a battleaxe, and peeking over his left shoulder is a bundle of javelins. All weapons show both signs of use, and careful maintenance.

Bobranthus, often shortened to Bob comes from a far away barbarian tribe located in the frozen north. He's traveled south in search of thieves who stole a relic of great import to his tribe. He is good natured, but prone to violence as is the custom of his people. Many a marauding orc or goblinoid has fallen either his axe, his hammer or both. And his battle cry, while unusual is feared by many. "Come! We must bash the heads of evil!"

Bobranthus, Son of Bobryth (Bob the brawny)

Race: Human (Variant)
Class: Barbarian 3, Fighter 1
Background: Uthgardt Tribe Member
Alignment: Chaotic Good

HP: (41/41) _: 12+8+3D12+1D10 = 12+8+[12, 1, 7]+[1] = 41

AC: 15(16) *()While wielding 2 weapons
Init: +2
Passive Perception: 13
Hit dice: 3d12, 1d10

Abilities: Value(Bonus) <Proficiency(Bonus)>
Str: 17(+3) <Athletics(+5)>
Dex: 14(+2) <Stealth(+4)>
Con: 15(+2)
Int: 8(-1)
Wis: 12(+1) <Perception, Survival(+3)>
Cha: 10(0) <Intimidate(+2)>

Combat attacks: Weap (Bonus to hit)/Damage(Raging)/type<Other>
Warhammer (+5)/1d8+3(1d8+5)/B<Versatile d10>
Battleaxe (+5)/1d8+3(1d8+5)/S<Versatile d10>
Javelin (+5)/1d6+3(5)/P<Thrown (Range 30/120)>

Human: (Variant)
Abil: +2 Str, +2 Con
Bonus Skill, Bonus Feat: Dual Wielder
Size: Medium
Spd: 30 ft
Background: Uthgardt Tribe Member
Feature: Uthgardt Heritage
Barbarian: (Totem Warrior)
Rage: (Bonus Action)
Rages/LR: (0/3 used)
Adv on Str checks/Saves
Bonus to Str. based
Melee att dmg. (+2)
Duration: 1 minute
Unarmored Defense:
AC = (10+Dex+Con)=14
Reckless Attack:
Gain Adv MAttack, give
Adv. to enemy attacks.
Primal Path: Totem Warrior
Spirit Seeker: Cast
"Beast Sense" and
"Speak with Animals" as
rituals.
Totem Spirit: Bear
While raging gain resistance to
all but psychic damage.
Fighter:
Fighting Style: Two Weap Fighting
Gain str to off-hand weap dmg.
Second Wind: (BA) Regain 1d10+1/fighter level HP.

Other Proficiencies:
Lang: Common, Orc, Goblin
Tools: Wood Carver's Tools
Weap: Simple, Martial
Armor: L, M + Shields
Feats:
H: Dual Wielder
- Gain +1 AC while 2WF
- Use 2WF with non-light weap.
- Draw or stow 2 1h weap instead of 1.
Equipment:
Wealth: <Copper (11), Silver (18), Gold (7)>
Chain Shirt
Warhammer
Battleaxe
Javelin (6)
Dagger
Pouch
Potion of healing (4)
Antitoxin (2)
Backpack
Bedroll
Mess Kit
Waterskin
Tinderbox
10 torches
10 days Rations
50 ft. Rope
Woodcarver's tools
Whetstone
Flask of ale
Flask of water
 

Prickly Pear

Adventurer
Sesto, Cleric of Lathander lvl6

[sblock=Character sheet for Sesto] Sesto, Cleric of Lathander lvl6 - 1.jpgSesto, Cleric of Lathander lvl6 - 2.jpgSesto, Cleric of Lathander lvl6 - 3.jpgSesto, Cleric of Lathander lvl6 - 4.jpgSesto, Cleric of Lathander lvl6 - 5.jpgSesto, Cleric of Lathander lvl6 - 6.jpgSesto, Cleric of Lathander lvl6 - 7.jpg[/sblock]

[sblock=Statblock]Sesto, Cleric of Lathander lvl6
Male Human Cleric 6
Medium humanoid, lawful good

--------------------
Armor Class 18 (chain mail, shield)
Hit Points 45 (6d8+12)
Speed 30 ft.
--------------------
STR 14 (+2), DEX 12 (+1), CON 14 (+2), INT 10 (+0), WIS 18 (+4), CHA 8 (-1)
--------------------


Feats War Caster
Saving Throws Wis +7, Cha +2
Skills History +3, Insight +7, Medicine +7, Persuasion +2, Religion +3
Senses passive Perception 14
Languages Common, Dwarvish, Giant, Orc


Actions
--------------------


Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20 ft./60 ft., one target.
Hit: 1d4+2 piercing damage.


Guiding Bolt. Ranged Weapon Attack: +7 to hit, range 0 ft., one target.
Hit: 4d6 damage.


Mace. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 1d6+2 bludgeoning damage.


Sacred Flame. Ranged Weapon Attack: +7 to hit, range 0 ft., one target.
Hit: 1d8 damage.


Spiritual Weapon. Ranged Weapon Attack: +7 to hit, range 0 ft., one target.
Hit: 1d8+4 damage.


Unarmed Strike. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature.
Hit: 3 bludgeoning damage.


Equipment chain mail, Dagger, Mace, shield, acid (2), antitoxin (2), backpack, bedroll, candle (5), holy symbol (emblem), holy water (2), mess kit, mirror, steel, oil (flask) (2), rations (10), rope, hempen (50 feet), sending stones, tinderbox, torch (10), waterskin, 162 gp, 8 sp, 9 cp[/sblock]
 
Last edited:

Prickly Pear

Adventurer
SnorLoska, The Angry Pirate

SnorLoska will join the adventure party that will try to bluff their way through the main gate of the temple.
He will take the dead half-orcs place on the wagon and dress in its clothes.

[sblock=Character sheet for SnorLoska]
SnorLoska lvl6 - 1.jpgSnorLoska lvl6 - 2.jpgSnorLoska lvl6 - 3.jpg[/sblock]

[sblock=Stat Block]SnorLoska lvl6Male Half-Orc Barbarian 6
Medium humanoid, chaotic neutral

--------------------
Armor Class 17 (shield)
Hit Points 65 (6d12+18)
Speed 40 ft.
--------------------
STR 18 (+4), DEX 14 (+2), CON 16 (+3), INT 8 (-1), WIS 12 (+1), CHA 8 (-1)
--------------------
Saving Throws Str +7, Con +6
Skills Acrobatics +5, Athletics +7, Deception +2, Intimidation +2, Perception +4, Stealth +5, Survival +4
Senses darkvision 60 ft., passive Perception 14
Languages Common, Orc


Actions
--------------------


Dart. Ranged Weapon Attack: +7 to hit, range 20 ft./60 ft., one target.
Hit: 1d4+4 piercing damage.


Greataxe. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 1d12+4 slashing damage.


Longsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 1d8+4 slashing damage or 1d10+4 slashing damage if used with two hands to make a melee attack.


Sling. Ranged Weapon Attack: +5 to hit, range 30 ft./120 ft., one target.
Hit: 1d4+2 bludgeoning damage.


Unarmed Strike. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature.
Hit: 5 bludgeoning damage.


Equipment Dart (20), Greataxe, Longsword, shield, Sling, antitoxin (2), backpack, bedroll, block and tackle, clothes, common, crowbar, grappling hook, hammer, healer's kit, lantern, bullseye, mess kit, navigator's tools, oil (flask) (5), piton (10), potion of healing (2), rations (10), rope, hempen (50 feet), sack, sling bullets (20), tinderbox, torch (10), waterskin, whetstone, 188 gp, 9 sp, 4 cp[/sblock]
 
Last edited:

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