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[Rogues Gallery] The Fifth City
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<blockquote data-quote="Jessic" data-source="post: 6385753" data-attributes="member: 6780365"><p>My character is now complete. It took awhile to get the format how I wanted it, but I tried to make it resemble the NPC stat blocks. This allows me to have easy access to all the information, and the DM can quickly glance over the needed information. Anyone is free to use my format - just replace the details with your own.</p><p></p><p><span style="color: #000000"><strong>Duna Rose</strong></span></p><p><span style="color: #000000">Bard 1</span></p><p><span style="color: #000000">Human (female)</span></p><p><span style="color: #000000">Lawful good</span></p><p></p><p><span style="color: #000000"><strong>Armor Class</strong> 15 (studded leather, shield)</span></p><p><span style="color: #000000"><strong>Hit Points</strong> 11 (1d8 +3)</span></p><p><span style="color: #000000"><strong>Speed</strong> 30 ft.</span></p><p><span style="color: #000000"><strong>Senses</strong> passive Perception 14</span></p><p><span style="color: #000000"><strong>Languages</strong> Common, Infernal, Elvish</span></p><p><span style="color: #000000"><strong>Initiative</strong> +1</span></p><p><span style="color: #000000"><strong>Proficiency</strong> +2, (!) indicates proficiency</span></p><p></p><table style='width: 100%'><tr><td><span style="color: #000000">Stat</span></td><td><span style="color: #000000">Score</span></td><td><span style="color: #000000">Save</span></td><td><span style="color: #000000">Skill</span></td></tr><tr><td><span style="color: #000000"><strong>Str</strong></span></td><td><span style="color: #000000">8 (-1)</span></td><td><span style="color: #000000">-1</span></td><td><span style="color: #000000">Athletics (!) +1</span></td></tr><tr><td><span style="color: #000000"><strong>Dex</strong></span></td><td><span style="color: #000000">12 (+1)</span></td><td><span style="color: #000000">+3 (!)</span></td><td><span style="color: #000000">Acrobatics (!) +3, Stealth +1</span></td></tr><tr><td><span style="color: #000000"><strong>Con</strong></span></td><td><span style="color: #000000">16 (+3)</span></td><td><span style="color: #000000">+5 (!)</span></td><td><br /> </td></tr><tr><td><span style="color: #000000"><strong>Int</strong></span></td><td><span style="color: #000000">8 (-1)</span></td><td><span style="color: #000000">-1</span></td><td><span style="color: #000000">Arcana -1, History -1, Investigation -1, Nature -1, Religion -1</span></td></tr><tr><td><span style="color: #000000"><strong>Wis</strong></span></td><td><span style="color: #000000">14 (+2)</span></td><td><span style="color: #000000">+2</span></td><td><span style="color: #000000">Animals +2, Insight +2, Medicine +2, Perception (!) +4, Survival (!) +4</span></td></tr><tr><td><span style="color: #000000"><strong>Cha</strong></span></td><td><span style="color: #000000">16 (+3)</span></td><td><span style="color: #000000">+5 (!)</span></td><td><span style="color: #000000">Deception +3, Intimidation (!) +5, Performance +3, Persuasion (!) +5</span></td></tr></table><p> [sblock=Features, Equipment]<span style="color: #000000"><strong>Human (variant).</strong> Age 25, Size Medium, +1 to Con, +1 to Cha, Proficient in Perception, Resilient (Con) Feat</span></p><p><span style="color: #000000"><strong>Background (outlander).</strong> Proficient in Athletics and Survival. Proficient with water vehicles, Knows Draconic.</span></p><p><span style="color: #000000"><strong>Bard skills.</strong> Proficient in Acrobatics, Intimidation, and Persuasion.</span></p><p><span style="color: #000000"><strong>Proficiencies.</strong> Light armor, simple weapons, hand crossbows, longswords, rapiers, shortswords, drum, horn, pan flute, water vehicles</span></p><p></p><p><span style="color: #000000"><strong>Equipment.</strong> Studded leather, Shield, Rapier, 4 Darts, Traveler’s clothes, Backpack, Hooded lantern, 5 flasks of oil, Tinderbox, 5 days of rations, Waterskin, Drum, Horn, Hempen rope 50ft., 2 sacks, 2 Healer’s kits, Pouch with 10 gold, 5 silver, 8 copper.</span></p><p>[/sblock]</p><p></p><p>[sblock=Actions]<span style="color: #000000"><strong>Vicious Mockery.</strong> Ranged Spell Attack: hits if target can hear, range 60 ft., one target. Hit: Target must make a DC 13 Wisdom saving throw, taking 2 (1d4) psychic damage and has disadvantage on the next attack roll it makes before the end of its next turn.</span></p><p><span style="color: #000000"><strong>Rapier.</strong> Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) piercing damage.</span></p><p><span style="color: #000000"><strong>Dart.</strong> Ranged Weapon Attack: +3 to hit, range 20/60 ft., one target. Hit: 3 (1d4 + 1) piercing damage.</span></p><p><span style="color: #000000"><strong>Bardic Inspiration (Recharges after a Long Rest).</strong> Use a bonus action to choose one creature other than yourself within 60 ft. of you who can hear you. That creature gains one Bardic Inspiration die, a d6, but can only have one die at a time. Within the the next 10 minutes, the creature can roll the die and add the roll to one ability check, attack roll, or save. The creature can wait until after it rolls the d20 before rolling the Bardic Inspiration die, but before success or failure is determined by the DM. You can use this feature a number of times equal to your Cha modifier (3). The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.</span></p><p>[/sblock]</p><p></p><p>[sblock=Spellcasting]<span style="color: #000000">Spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks).</span></p><p><span style="color: #000000">Bard spells prepared:</span><p style="margin-left: 20px"><span style="color: #000000">Cantrip (at will): light, vicious mockery</span></p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px"><span style="color: #000000">1st level (2 slots): cure wounds, feather fall, sleep, thunderwave</span></p> <p style="margin-left: 20px"></p><p></p><p><span style="color: #000000">Spell Descriptions</span></p><p></p><p><span style="color: #000000"><strong>Light</strong></span></p><p><span style="color: #000000">Evocation cantrip</span></p><p><span style="color: #000000">Casting Time: 1 action</span></p><p><span style="color: #000000">Range: Touch</span></p><p><span style="color: #000000">Components: V, M (a firefly or phosphorescent moss)</span></p><p><span style="color: #000000">Duration: 1 hour</span></p><p><span style="color: #000000">You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action. If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.</span></p><p></p><p><span style="color: #000000"><strong>Vicious Mockery</strong></span></p><p><span style="color: #000000">Enchantment cantrip</span></p><p><span style="color: #000000">Casting Time: 1 action</span></p><p><span style="color: #000000">Range: 60 feet</span></p><p><span style="color: #000000">Components: V</span></p><p><span style="color: #000000">Duration: Instantaneous</span></p><p><span style="color: #000000">You unleash a string of insults laced with subtle enchantments at a creature you can see within range. If the target can hear you (though it need not understand you), it must succeed on a Wisdom saving throw or take 1d4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn. This spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).</span></p><p></p><p><span style="color: #000000"><strong>Cure Wounds</strong></span></p><p><span style="color: #000000">1st-level evocation</span></p><p><span style="color: #000000">Casting Time: 1 action</span></p><p><span style="color: #000000">Range: Touch</span></p><p><span style="color: #000000">Components: V, S</span></p><p><span style="color: #000000">Duration: instantaneous</span></p><p><span style="color: #000000">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.</span></p><p><span style="color: #000000">At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.</span></p><p></p><p><span style="color: #000000"><strong>Feather Fall</strong></span></p><p><span style="color: #000000">1st-level transmutation</span></p><p><span style="color: #000000">Casting Time: 1 reaction, which you take when you or a creature within 60 ft. of you falls</span></p><p><span style="color: #000000">Range: 60 feet</span></p><p><span style="color: #000000">Components: V, M (a small feather or piece of down)</span></p><p><span style="color: #000000">Duration: 1 minute</span></p><p><span style="color: #000000">Choose up to five falling creatures within range. A falling creature’s rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature.</span></p><p></p><p><span style="color: #000000"><strong>Sleep</strong></span></p><p><span style="color: #000000">1st-level enchantment</span></p><p><span style="color: #000000">Casting Time: 1 action</span></p><p><span style="color: #000000">Range: 90 feet</span></p><p><span style="color: #000000">Components: V, S, M (a pinch of fine sand, rose petals, or a cricket)</span></p><p><span style="color: #000000">Duration: 1 minute</span></p><p><span style="color: #000000">This spell sends creatures into a magical slumber. Roll 5d8; the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures). Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected. Undead and creatures immune to being charmed aren’t affected by this spell.</span></p><p><span style="color: #000000">At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st.</span></p><p></p><p><span style="color: #000000"><strong>Thunderwave</strong></span></p><p><span style="color: #000000">1st-level evocation</span></p><p><span style="color: #000000">Casting Time: 1 action</span></p><p><span style="color: #000000">Range: Self (15-foot cube)</span></p><p><span style="color: #000000">Components: V, S</span></p><p><span style="color: #000000">Duration: Instantaneous</span></p><p><span style="color: #000000">A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn’t pushed. In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell’s effect, and the spell emits a thunderous boom audible out to 300 feet.</span></p><p><span style="color: #000000">At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increase by 1d8 for each slot level above 1st.</span></p><p><span style="color: #000000"></span>[/sblock]</p><p></p><p>[sblock=Background]<span style="color: #000000"><strong>Trait.</strong> My trust is hard to earn, but once gained, I am by your side through thick and thin.</span></p><p><span style="color: #000000"><strong>Ideal.</strong> Sharing goodness with everyone is my goal. I strive to help those most in need.</span></p><p><span style="color: #000000"><strong>Bond.</strong> Protecting my friends is more important to me than my own life.</span></p><p><span style="color: #000000"><strong>Flaw.</strong> I am easily taken advantage of once my trust is gained.</span></p><p><span style="color: #000000"></span></p><p><span style="color: #000000">Duna Rose, a fair-skinned human, has the most vivid, straight, blue hair, invariably kept in a ponytail. Cheerful, yet untrusting, Duna is of average height with an exceedingly athletic build. Clad in fitted studded leather, she carries a rapier and shield on either side of her, with a small drum hanging on her belt. An overflowing backpack strapped behind her shows she is ever prepared.</span></p><p><span style="color: #000000"></span></p><p><span style="color: #000000">Even though Duna was born into riches, she was an outcast from the start, ever teased for her abnormal hair color. While still a young child, renegade mages attacked her home, where Duna was captured and sold into slavery. A Tiefling family purchased Duna, forcing her to clean the Cowardly Dragon, an inn located on a trading island near the outskirts of the Tiefling Republic. Daily beatings were her primary motivator, leading to a countless string of failed escape attempts. Living among Tieflings, though, allowed Duna to learn fluent Infernal.</span></p><p><span style="color: #000000"></span></p><p><span style="color: #000000">Years later, a brothel ship captain, by the name of Marsk Edden, noticed her unique hair, and purchased Duna from the Tiefling family, locking her in his ship. Combined with the vastness of the open ocean, threat of beatings kept Duna compliant. Marsk profited off her, sailing from island to island. Aboard, Duna learned to pilot a ship by watching crew members.</span></p><p><span style="color: #000000"> </span></p><p><span style="color: #000000">One stormy day, Goblin raiders burned and sunk the ship. Duna was thrown overboard, but managed to grab a floating piece of the hull. For days, she floated on the currents, using her clothes and pieces of wood as a makeshift rudder. Exhausted, starved, and sunburned, Duna noticed an island astonishingly appear on the horizon. Unfortunately, the current ran around the island. Duna chose to swim for shore, fearing returning to sea. However, her limbs tired quickly, and she found herself sinking below the surface. Darkness overcame her soon after.</span></p><p><span style="color: #000000"></span></p><p><span style="color: #000000">Duna awoke to the sound of birds and the smell of fish. She later learned fishermen had seen her swimming and rescued her. In the fishing village of Gull, located on a small island, Duna found peace for the first time. Few people laughed at her unique looks, and Duna made friends with her rescuers. She met Rin, a resident Bard, whom she apprenticed under, learning the ways of the Bard and the power of the arcane. Living in a fishing village made Duna resilient, taught her survival skills, and refined her endurance.</span></p><p><span style="color: #000000"></span></p><p><span style="color: #000000">After years among kind people, finding happiness, and learning bardic ways, Duna is confident in her abilities and herself. Blue hair is her pride. A lifetime of abuse makes it hard for Duna to trust others, but once she does, she would put her life on the line for a friend. However, she is unlikely to notice if someone she finally trusts were to deceive her. Duna has been shown goodness, which she has set out to share with everyone.</span></p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="Jessic, post: 6385753, member: 6780365"] My character is now complete. It took awhile to get the format how I wanted it, but I tried to make it resemble the NPC stat blocks. This allows me to have easy access to all the information, and the DM can quickly glance over the needed information. Anyone is free to use my format - just replace the details with your own. [COLOR=#000000][B]Duna Rose[/B][/COLOR] [COLOR=#000000]Bard 1[/COLOR] [COLOR=#000000]Human (female)[/COLOR] [COLOR=#000000]Lawful good[/COLOR] [COLOR=#000000][B]Armor Class[/B] 15 (studded leather, shield)[/COLOR] [COLOR=#000000][B]Hit Points[/B] 11 (1d8 +3)[/COLOR] [COLOR=#000000][B]Speed[/B] 30 ft.[/COLOR] [COLOR=#000000][B]Senses[/B] passive Perception 14[/COLOR] [COLOR=#000000][B]Languages[/B] Common, Infernal, Elvish[/COLOR] [COLOR=#000000][B]Initiative[/B] +1[/COLOR] [COLOR=#000000][B]Proficiency[/B] +2, (!) indicates proficiency[/COLOR] [TABLE] [TR] [TD][COLOR=#000000]Stat[/COLOR][/TD] [TD][COLOR=#000000]Score[/COLOR][/TD] [TD][COLOR=#000000]Save[/COLOR][/TD] [TD][COLOR=#000000]Skill[/COLOR][/TD] [/TR] [TR] [TD][COLOR=#000000][B]Str[/B][/COLOR][/TD] [TD][COLOR=#000000]8 (-1)[/COLOR][/TD] [TD][COLOR=#000000]-1[/COLOR][/TD] [TD][COLOR=#000000]Athletics (!) +1[/COLOR][/TD] [/TR] [TR] [TD][COLOR=#000000][B]Dex[/B][/COLOR][/TD] [TD][COLOR=#000000]12 (+1)[/COLOR][/TD] [TD][COLOR=#000000]+3 (!)[/COLOR][/TD] [TD][COLOR=#000000]Acrobatics (!) +3, Stealth +1[/COLOR][/TD] [/TR] [TR] [TD][COLOR=#000000][B]Con[/B][/COLOR][/TD] [TD][COLOR=#000000]16 (+3)[/COLOR][/TD] [TD][COLOR=#000000]+5 (!)[/COLOR][/TD] [TD] [/TD] [/TR] [TR] [TD][COLOR=#000000][B]Int[/B][/COLOR][/TD] [TD][COLOR=#000000]8 (-1)[/COLOR][/TD] [TD][COLOR=#000000]-1[/COLOR][/TD] [TD][COLOR=#000000]Arcana -1, History -1, Investigation -1, Nature -1, Religion -1[/COLOR][/TD] [/TR] [TR] [TD][COLOR=#000000][B]Wis[/B][/COLOR][/TD] [TD][COLOR=#000000]14 (+2)[/COLOR][/TD] [TD][COLOR=#000000]+2[/COLOR][/TD] [TD][COLOR=#000000]Animals +2, Insight +2, Medicine +2, Perception (!) +4, Survival (!) +4[/COLOR][/TD] [/TR] [TR] [TD][COLOR=#000000][B]Cha[/B][/COLOR][/TD] [TD][COLOR=#000000]16 (+3)[/COLOR][/TD] [TD][COLOR=#000000]+5 (!)[/COLOR][/TD] [TD][COLOR=#000000]Deception +3, Intimidation (!) +5, Performance +3, Persuasion (!) +5[/COLOR][/TD] [/TR] [/TABLE] [sblock=Features, Equipment][COLOR=#000000][B]Human (variant).[/B] Age 25, Size Medium, +1 to Con, +1 to Cha, Proficient in Perception, Resilient (Con) Feat[/COLOR] [COLOR=#000000][B]Background (outlander).[/B] Proficient in Athletics and Survival. Proficient with water vehicles, Knows Draconic.[/COLOR] [COLOR=#000000][B]Bard skills.[/B] Proficient in Acrobatics, Intimidation, and Persuasion.[/COLOR] [COLOR=#000000][B]Proficiencies.[/B] Light armor, simple weapons, hand crossbows, longswords, rapiers, shortswords, drum, horn, pan flute, water vehicles[/COLOR] [COLOR=#000000][B]Equipment.[/B] Studded leather, Shield, Rapier, 4 Darts, Traveler’s clothes, Backpack, Hooded lantern, 5 flasks of oil, Tinderbox, 5 days of rations, Waterskin, Drum, Horn, Hempen rope 50ft., 2 sacks, 2 Healer’s kits, Pouch with 10 gold, 5 silver, 8 copper.[/COLOR] [/sblock] [sblock=Actions][COLOR=#000000][B]Vicious Mockery.[/B] Ranged Spell Attack: hits if target can hear, range 60 ft., one target. Hit: Target must make a DC 13 Wisdom saving throw, taking 2 (1d4) psychic damage and has disadvantage on the next attack roll it makes before the end of its next turn.[/COLOR] [COLOR=#000000][B]Rapier.[/B] Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) piercing damage.[/COLOR] [COLOR=#000000][B]Dart.[/B] Ranged Weapon Attack: +3 to hit, range 20/60 ft., one target. Hit: 3 (1d4 + 1) piercing damage.[/COLOR] [COLOR=#000000][B]Bardic Inspiration (Recharges after a Long Rest).[/B] Use a bonus action to choose one creature other than yourself within 60 ft. of you who can hear you. That creature gains one Bardic Inspiration die, a d6, but can only have one die at a time. Within the the next 10 minutes, the creature can roll the die and add the roll to one ability check, attack roll, or save. The creature can wait until after it rolls the d20 before rolling the Bardic Inspiration die, but before success or failure is determined by the DM. You can use this feature a number of times equal to your Cha modifier (3). The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.[/COLOR] [/sblock] [sblock=Spellcasting][COLOR=#000000]Spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks).[/COLOR] [COLOR=#000000]Bard spells prepared:[/COLOR][INDENT][COLOR=#000000]Cantrip (at will): light, vicious mockery[/COLOR] [/INDENT] [INDENT][COLOR=#000000]1st level (2 slots): cure wounds, feather fall, sleep, thunderwave[/COLOR] [/INDENT] [COLOR=#000000]Spell Descriptions[/COLOR] [COLOR=#000000][B]Light[/B][/COLOR] [COLOR=#000000]Evocation cantrip[/COLOR] [COLOR=#000000]Casting Time: 1 action[/COLOR] [COLOR=#000000]Range: Touch[/COLOR] [COLOR=#000000]Components: V, M (a firefly or phosphorescent moss)[/COLOR] [COLOR=#000000]Duration: 1 hour[/COLOR] [COLOR=#000000]You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action. If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.[/COLOR] [COLOR=#000000][B]Vicious Mockery[/B][/COLOR] [COLOR=#000000]Enchantment cantrip[/COLOR] [COLOR=#000000]Casting Time: 1 action[/COLOR] [COLOR=#000000]Range: 60 feet[/COLOR] [COLOR=#000000]Components: V[/COLOR] [COLOR=#000000]Duration: Instantaneous[/COLOR] [COLOR=#000000]You unleash a string of insults laced with subtle enchantments at a creature you can see within range. If the target can hear you (though it need not understand you), it must succeed on a Wisdom saving throw or take 1d4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn. This spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).[/COLOR] [COLOR=#000000][B]Cure Wounds[/B][/COLOR] [COLOR=#000000]1st-level evocation[/COLOR] [COLOR=#000000]Casting Time: 1 action[/COLOR] [COLOR=#000000]Range: Touch[/COLOR] [COLOR=#000000]Components: V, S[/COLOR] [COLOR=#000000]Duration: instantaneous[/COLOR] [COLOR=#000000]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.[/COLOR] [COLOR=#000000]At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.[/COLOR] [COLOR=#000000][B]Feather Fall[/B][/COLOR] [COLOR=#000000]1st-level transmutation[/COLOR] [COLOR=#000000]Casting Time: 1 reaction, which you take when you or a creature within 60 ft. of you falls[/COLOR] [COLOR=#000000]Range: 60 feet[/COLOR] [COLOR=#000000]Components: V, M (a small feather or piece of down)[/COLOR] [COLOR=#000000]Duration: 1 minute[/COLOR] [COLOR=#000000]Choose up to five falling creatures within range. A falling creature’s rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature.[/COLOR] [COLOR=#000000][B]Sleep[/B][/COLOR] [COLOR=#000000]1st-level enchantment[/COLOR] [COLOR=#000000]Casting Time: 1 action[/COLOR] [COLOR=#000000]Range: 90 feet[/COLOR] [COLOR=#000000]Components: V, S, M (a pinch of fine sand, rose petals, or a cricket)[/COLOR] [COLOR=#000000]Duration: 1 minute[/COLOR] [COLOR=#000000]This spell sends creatures into a magical slumber. Roll 5d8; the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures). Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected. Undead and creatures immune to being charmed aren’t affected by this spell.[/COLOR] [COLOR=#000000]At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st.[/COLOR] [COLOR=#000000][B]Thunderwave[/B][/COLOR] [COLOR=#000000]1st-level evocation[/COLOR] [COLOR=#000000]Casting Time: 1 action[/COLOR] [COLOR=#000000]Range: Self (15-foot cube)[/COLOR] [COLOR=#000000]Components: V, S[/COLOR] [COLOR=#000000]Duration: Instantaneous[/COLOR] [COLOR=#000000]A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn’t pushed. In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell’s effect, and the spell emits a thunderous boom audible out to 300 feet.[/COLOR] [COLOR=#000000]At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increase by 1d8 for each slot level above 1st. [/COLOR][/sblock] [sblock=Background][COLOR=#000000][B]Trait.[/B] My trust is hard to earn, but once gained, I am by your side through thick and thin.[/COLOR] [COLOR=#000000][B]Ideal.[/B] Sharing goodness with everyone is my goal. I strive to help those most in need.[/COLOR] [COLOR=#000000][B]Bond.[/B] Protecting my friends is more important to me than my own life.[/COLOR] [COLOR=#000000][B]Flaw.[/B] I am easily taken advantage of once my trust is gained. [/COLOR] [COLOR=#000000]Duna Rose, a fair-skinned human, has the most vivid, straight, blue hair, invariably kept in a ponytail. Cheerful, yet untrusting, Duna is of average height with an exceedingly athletic build. Clad in fitted studded leather, she carries a rapier and shield on either side of her, with a small drum hanging on her belt. An overflowing backpack strapped behind her shows she is ever prepared.[/COLOR] [COLOR=#000000] Even though Duna was born into riches, she was an outcast from the start, ever teased for her abnormal hair color. While still a young child, renegade mages attacked her home, where Duna was captured and sold into slavery. A Tiefling family purchased Duna, forcing her to clean the Cowardly Dragon, an inn located on a trading island near the outskirts of the Tiefling Republic. Daily beatings were her primary motivator, leading to a countless string of failed escape attempts. Living among Tieflings, though, allowed Duna to learn fluent Infernal.[/COLOR] [COLOR=#000000] Years later, a brothel ship captain, by the name of Marsk Edden, noticed her unique hair, and purchased Duna from the Tiefling family, locking her in his ship. Combined with the vastness of the open ocean, threat of beatings kept Duna compliant. Marsk profited off her, sailing from island to island. Aboard, Duna learned to pilot a ship by watching crew members.[/COLOR] [COLOR=#000000] One stormy day, Goblin raiders burned and sunk the ship. Duna was thrown overboard, but managed to grab a floating piece of the hull. For days, she floated on the currents, using her clothes and pieces of wood as a makeshift rudder. Exhausted, starved, and sunburned, Duna noticed an island astonishingly appear on the horizon. Unfortunately, the current ran around the island. Duna chose to swim for shore, fearing returning to sea. However, her limbs tired quickly, and she found herself sinking below the surface. Darkness overcame her soon after.[/COLOR] [COLOR=#000000] Duna awoke to the sound of birds and the smell of fish. She later learned fishermen had seen her swimming and rescued her. In the fishing village of Gull, located on a small island, Duna found peace for the first time. Few people laughed at her unique looks, and Duna made friends with her rescuers. She met Rin, a resident Bard, whom she apprenticed under, learning the ways of the Bard and the power of the arcane. Living in a fishing village made Duna resilient, taught her survival skills, and refined her endurance.[/COLOR] [COLOR=#000000] After years among kind people, finding happiness, and learning bardic ways, Duna is confident in her abilities and herself. Blue hair is her pride. A lifetime of abuse makes it hard for Duna to trust others, but once she does, she would put her life on the line for a friend. However, she is unlikely to notice if someone she finally trusts were to deceive her. Duna has been shown goodness, which she has set out to share with everyone.[/COLOR] [/sblock] [/QUOTE]
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[Rogues Gallery] The Fifth City
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