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D&D 5E The Full Pregenerated Character Repository

Morrus

Well, that was fun
Staff member
Originally posted by Ravix:

sketch_11_by_fetsch-d5s50c1.jpg

Ravix 
1st-level Human (Variant) Paladin
Medium Male Humanoid
Armor Class
 18 (chain mail 16 + shield 2)
Hit Points 12 (1d10 + 2 con)
Speed 30 ft.
Sense Normal    
Str 15 (+2)  Dex 10 (+0)  Con 14 (+2)
Int 8 (-1)  Wis 10 (+0)  Cha 16 (+3)
Alignment Lawful Neutral
Languages common, draconic
 
TRAITS
Paladin:
    Divine Sense
    Lay on Hands
Background - Solider
    Feature: Dragon Scholar
    Specialty: Officer
Proficiency (+2)
   Weapons: Simple Weapons, Martial Weapons 
   Armour: Light Armor, Medium Armor, Heavy Armor, Shields
   Tools: Gaming set.
   Vehicles: Land   
   Saving Throws: Charisma, Wisdom
 
FEATS
Polearm Mastery:
  • When you take the attack action and attack with only a glaive, halberd, or quarterstaff, you can use a bonus action to make a melee attack with the opposite end of the weapon.  The Weapon's damage die for this attack is a d4, and the attack deals bludgeoning damage.  
  • While you are wielding a glaive, halberd, pike, or quarterstaff, other creatures provoke and opportunity attack from you when they enter your reach.
SKILLS
Athletics +4, Insight +2, Intimidation +5, Perception +2, Persuasion +5
 
ACTIONS
Melee Attacks— Quarterstaff: 
+4 to hit (reach 5 ft.; one creature). 
Hit: 1d6+2 bludgeoning damage
Bonus Action— Quarterstaff:  +4 to hit (reach 5ft.; one creature0.
Hit: 1d4+2 bludgeoning damage
Ranged Attack—Javelin: +4 to hit (range 30/120 ft; one creature). 
Hit:  1d6+2 piercing damage 
 
EQUIPMENT 
Arcane Focus(Quarterstaff), a shield(Holy Symbol), chain mail, a dungeoneers kit, a set of common clothes, a set of bone dice, a rank insignia(officer), and a belt pouch.
 
PERSONAL CHARACTERISTICS
Traits: “I can stare down a hellhound without flinching.” “I've lost too many friends and I'm slow to make new ones.”
Ideal: Greater Good - “I will mercilessly fight the greater evil by any means necessary.”
Bond: “The dragons destroyed everything I hold dear.  They killed my family and destroyed my home.  Left with a terrible scar of the near fatal wounds I sustained in the attack, I seek revenge.”
Flaw: “I have little respect for anyone who is not a proven warrior."  
 
 
Backstory
 
He seeks to destroy the dragon who destroyed his home, killed his family, and left him with a terrible scar. He spent many years studying dragons and has thus become a scholar, his sense of vengeance fuels his desire to learn all that he can so that he may one day slay the beast that took his family from him.  He quickly rose to the position of Officer in Baldur's Gate as a deadly tactician, ensuring many victories for the city.  He has now decided to become a Paladin, seeking to uphold an Oath of Vengeance against his deadly foe. He is not a noble paladin by any means, and will do whatever it takes to defeat his enemy, no matter what. Little does he know of the curious power that rests within...
 

Show
[sblock] 
Build
 
Paladin 2 -> Warlock 4 -> Paladin +6 -> Sorcerer 8
 
2: Smites/Dueling Combat Style
3: The Fiend
4: Agonizing Blast/Devil's Sight
5: Tome: Shillelagh, Thorn Whip, Guidance
6: Sentinel
7: Oath of Vengence
8: +2 Cha
9: Extra Attack
10: Aura of Protection
11: Relentless Avenger (Half movement on OA that does not provoke OA)
12: Cha +2
13: Sorcerer Origin: Draconic (Gold/Fire)
14: Font of Magic
15: Metamagic (Quickened Spell) (Twinned Spell)
16: Elemental Adept(Fire)
18: Elemental Affinity
20: Resilient (Dex)
 
Spell slots @ 20: Four 1st/Three 2nd/Three 3rd/Three 4th/Two 5th/One 6th + Two 2nd level/per short rest 

Spells of note:  Paladin Smite Spells, Darkness, Hex, Armor of Agathys (lots of temp HP no concentration), Misty Step, Shield
 

[/sblock]

Legal for AL play. 
 

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iserith

Magic Wordsmith
Originally posted by iserith:

ivanastavemoff.jpg
[UNKNOWN=#comment]: <!--MEDIA-WRAPPER-END-1-->

 
Doctor Yvana Stavemof
1st-level Human (Variant) Monk
Medium Female Humanoid
Armor Class
 15 (unarmored defense)
Hit Points 10 (1d8 + 2)
Speed 30 ft.
Sense Normal, passive Perception 14
Str 8 (-1)  Dex 16 (+3)  Con 14 (+2)
Int 12 (+1)  Wis 14 (+2)  Cha 10 (+0)
Alignment Neutral Good
Languages Common, Draconic, Elvish
 
TRAITS
Unarmored Defense
Martial Arts (d4)
Background - Hermit
    Feature: Discovery
    Life of Seclusion: "I retreated from society after a life-altering event."
Proficiency (+2)
   Weapons: Simple Weapons, Shortswords
   Armour: None
   Tools: Alchemist's Supplies, Herbalism Kit
   Saving Throws: Strength, Dexterity
 
FEATS
Magic Initiate (Cleric)
Cantrips: Guidance, Spare the Dying.
1st-level: Cure Wounds (1/day).
 
SKILLS
Acrobatics, +5, Insight +4, Medicine +4, Perception +4, Religion +3.
 
ACTIONS
Quarterstaff: 
+5 to hit (reach 5 ft.; one creature). 
Hit: 1d6 + 3 or 1d8 + 3 (versatile) bludgeoning damage.
Unarmed Strike:  +5 to hit (reach 5 ft.; one creature).
Hit: 1d4 + 3 bludgeoning damage.
Darts (10): +5 to hit (finesse, thrown, range 20/60 ft.; one creature). 
Hit:  1d4 + 3 piercing damage 
 
EQUIPMENT 
Quarterstaff, an explorer's pack, 10 darts, a scroll cast stuffed full of notes from your studies, a winter blanket, a set of common clothes, an herbalism kit, a blank book whose pages refuse to hold ink, chalk, graphite, or any other substance or marking (trinket), 5 gp.
 
PERSONAL CHARACTERISTICS
Traits: “I feel tremendous empathy for all who suffer."
Ideal: Greater Good. "My gifts are meant to be shared with all, not used for my own benefit." (Good)
Bond: “My isolation gave me great insight into a great evil that only I can destroy."
Flaw: “I'd risk too much to uncover a lost bit of knowledge."
 
BACK STORY
Nearly struck down by a virulent disease when she came of age, Ivana Stavemof had fever dreams of a coming age of poison, disease, death, and despair. When she recovered, she left her village for the frigid mountains to seek wisdom whereupon, after a perilous journey that lasted four years, she found a ruined monastery once dedicated to the study of healing and medicine. There she found her calling as a practitioner of the healing and martial arts. She honed her skills and, seven years later, descended from the mountains with a mysterious blank book and the certain knowledge that it would someday lead her to the Staff of Asclepius - a holy artifact in the form of a serpent winding around a central rod which is the world's only hope to avoid a dark time brought about by the scrofulous cultists of the crone, Talona.
 
AL LEGAL.
 

BoldItalic

First Post
Originally posted by BoldItalic:


Basic: No
Players Handbook: Yes
Adventurers League: Yes (Complies with March 2015 V2 Rules)

Alwyn Oakheart.png

Alwyn Oakheart
1st-Level Rock Gnome Druid (Sailor)
Small Male Humanoid

Armour Class 14 (Leather Armour and Oaken Shield)
Hit Points 10 (1d8+2)
Speed 25 feet
Sense Darkvision
Passive Perception 14
Initiative +1
Str 12 (+1) Dex 13 (+1) Con 14 (+2)
Int 11 (+0) Wis 15 (+2) Cha 11 (+0)
Proficiency Bonus +2
Alignment Chaotic-Neutral
Languages Common, Gnomish, Druidic

FEATURES & TRAITS
Ship's Passage
Druidic
Darkvision
Gnome Cunning
Artificer's Lore
Tinker

PROFICIENCIES
Tools: Navigator's Tools, Vehicles(Water), Tinker's Tools, Herbalism Kit
Saving Throws: Int, Wis

SKILLS
Animal Handling +4, Athletics +3, Perception +4, Survival +4

ATTACKS
Oak Belaying Pin (Club) +3 To Hit, 1d4+1 bludgeoning
Shillelagh (Cantrip) +4 To Hit, 1d8+2 bludgeoning Magic Weapon
Oak Javelin +3 To Hit, 1d6+1 piercing thrown, range(30/120)

SPELLCASTING
Magic Ability: Wis
Focus: Acorn Wand
MAM: +4
SaveDC: 12
Cantrips: Poison Spray, Shillelagh
Spells Per Day: 2
Spells Prepared (3) : Entangle, Healing Word, Purify Food and Drink (Ritual)

EQUIPMENT (90 lb)
Leather Armour, Oaken Shield, Oak Javelins (3), Oak Belaying Pin, Druidic Focus (Acorn Wand), Backpack, Bedroll, Mess Kit, Tinderbox, Torches(10), Day's Rations(10), Waterskin, Hempen Rope - 50ft, Silk Rope - 50ft, Lucky Dice, Common Clothes, Herbalism Kit, 4gp.
Trinket: A tiny oak musical ship model that plays a song you dimly remember from your childhood

PERSONAL CHARACTERISTICS
Traits: Alwyn works hard so that he can play hard when work is done, and he is steadfast and his friends know they can rely on him, no matter what.
Ideal - Freedom. The sea is freedom - the freedom to go anywhere and do anything.
Bond: Ruthless pirates murdered Alwyn's captain and crewmates, plundered his ship and left him to die. He will have Vengeance.
Flaw: Alwyn's pride will probably lead to his destruction.

Backstory
Alwyn is dedicated to the well-being of the oak forests that supply shipbuilders.
As he is wont to say: "A sailor who knows his oak is a sailor who stays afloat."
 
Last edited:

iserith

Magic Wordsmith
Originally posted by iserith:

clawnan.jpg

 
Clawnan the Barbarian
1st-Level Dragonborn Barbarian (Outlander)
Medium Male Humanoid

Armor Class 13 (unarmored defense)
Hit Points 14 (1d12+2)
Speed 30 feet
Sense Normal
Passive Perception 12
Initiative +1
Str 16 (+3)   Dex 13 (+1)   Con 15 (+2)
Int 12 (+1)   Wis 10 (+0)   Cha 9 (-1)
Proficiency Bonus +2
Alignment True Neutral
Languages Common, Draconic, Dwarvish
 
FEATURES & TRAITS
Draconic Ancestry (Bronze)
Breath Weapon (2d6 lightning, DC 12 Dexterity save for half)
Resistance to Lightning
Rage 2/day
Unarmored Defense
Tribal Nomad
Background Feature: Wanderer
 
PROFICIENCIES
Armor: Light armor, medium armor, shields.
Weapons: Simple weapons, martial weapons.
Tools: Drums.
Saving Throws: Str, Con.
 
SKILLS
Athletics +5, Intimidation +1, Perception +2, Survival +2.
 
ATTACKS
Greatsword: +5 to hit, 2d6+3 slashing.
Greatclub: +5 to hit, 1d8+3 bludgeoning.
Javelin +5 To Hit, 1d6+3 piercing thrown, range(30/120).
 
EQUIPMENT
Two-handed sword, greatclub with many notches, an explorer's pack, four javelins, a staff, a hunting trap, a trophy from an animal he killed (a preserved two-headed snake), a set of traveler's clothes, an iron holy symbol (trinket) devoted to Krom (an unknown god), and a belt pouch containing 10 gp.
 
PERSONAL CHARACTERISTICS
Traits: "I'm driven by a wanderlust that led me away from home."
Ideal - Glory. "I must earn glory in battle, for myself and my clan." (Any)
Bond: "I am the last of my tribe, and it is up to me ensure their names enter legend."
Flaw: "I am too enamored of ale, wine, and black lotus."
 
BACK STORY
"Slither came Clawnan the Barbarian, bronze-scaled, sullen-eyed, sword in hand, a dragonborn, a reaver, a slayer, with gigantic melancholies, and gigantic mirth, to tread the jeweled thrones of the Realms under his clawed feet."
 
AL Legal.
 

Morrus

Well, that was fun
Staff member
Originally posted by Nod_Hero:

My first attempt, please be gentle...
gnome_weasel_family_by_7eme_ruellerouge-d5ik31o.jpg

 
Attigus (Ferntwig) Xed

NICKNAMES: "Lost Branch" to family, "Hooter" or "Gus" to friends, "The Owl" to others
1st-level Forest Gnome Wizard
Small Male Humanoid
Armor Class: 12 (15 with Mage Armor)
Hit Points:  8
Speed: 25 ft.
Sense: Darkvision 60ft    
Str 8 (-1)  Dex 15 (+2)  Con 14 (+2)
Int 17 (+3)  Wis 12 (+1)  Cha 8 (-1)
Alignment: Chaotic Good
Languages: Common, Gnome, Elvish, Small Beast
 
TRAITS
Gnome Traits:

     Gnome Cunning
     Natural Illusionist
     Speak With Small Beast
Wizard Traits:
     Spellcasting
     Arcane Recovery
     Ritual Casting
     Spellcasting Focus
Background: Forest Outlander (Nature/Herbalism variant)
     Feature: Wanderer
 
Proficiency (+2)
     Tools: Herbalism Kit
     Saving Throws: Intelligence & Wisdom
     Weapons: Daggers, Dart, Sling, Quarterstaff, Light Crossbow
 
SKILLS
Arcana (+5), Investigation (+5), Nature(+5), Survival (+3)
 
ACTIONS
(Spell Save DC: 13 Spell Attack: +5)
Ranged Attack—Fire Bolt: (range 150 ft; one creature, Hit:  1d10 fire damage)
Melee Attacks— Dagger: +4 to hit (reach 5 feet; one creature, Hit: 1d4+2 piercing damage) OR
Quarterstaff: +1 to hit (reach 5 ft.; one creature, Hit: 1d6-1 bludgeoning damage (1d8-1 bludgeoning damage if wielded in two hands)
 
EQUIPMENT
Dagger, Arcane Focus - Crystal, Explorer's Pack (backpack, bedroll, mess kit, hempen rope 50 ft, tinderbox, 10 torches, rations 10 days, waterskin), Staff, Hunting Trap, Wolf tooth, traveler's clothes, belt pouch, 10 gp
 
SPELLBOOK
Cantrips: Fire Bolt, Mage Hand, Mending (Racial: Minor Illusion)
First Level: Burning Hands, Identify(r), Find Familiar(r),  Mage Armor, Shield,  Sleep
PREPARED SPELLS
Burning Hands, Mage Armor, Shield, Sleep
 
COMPANION
Fizzwhistle: fey owl familiar (despite his many attempts, Attigus can't make Fizzwhistle take any form other than an owl. They've had plentiful arguments regarding the matter but Fizzwhistle is quite stubborn about it...)
 
PERSONAL CHARACTERISTICS
Personality Traits: "I’m driven by a wanderlust that led me away from home." & "I'm always picking up things, absently fiddling with them and sometimes accidentally breaking them."
Ideal: "Life is like the seasons, in constant change, and we must change with it."
Bond: "I (claim that I) am the last of my tribe, and it is up to me to ensure their names enter legend."
Flaw: "There's no room for caution in a life lived to the fullest."
 
DETAILS
height: 2'7"
weight: 40 lbs
age: 40 years
Skin: pale brown
Hair: scruffy, white hair and beard that explodes from his face
Apparel: green and brown traveler's clothes & well worn shoes and cloak
 
BACK STORY
Attigus Ferntwig is a bright and curious gnome that is always causing problems for his family. The question "why?" is the first response to anything asked of him and "how else?" is the first thing he thinks when he's told how to do something. His eagerness "to know" caught the attention of a village elder, whom was also a wizard, and Attigus was taken under his tutelage. It didn't take long for Attigus to become bored with the restrictive apprenticeship, so he would sneak off into the woods and experiment on his own. One of these experiments was noticed by a goblin tribe, and they followed him back to his village. The forest gnomes were able to drive off the goblins and wolves but Attigus was banished until he could learn patience and restraint. He took the name Xed to defy his clan and now wanders the Realms looking to discover what he can.
 
 

Morrus

Well, that was fun
Staff member
Originally posted by SterlingRat:

gauntlet.jpg

 
 
Name: Trey (Tredichee)
Male Human
Armor Class:
18 (Chain Mail and Shield)
Hit Points: 11
Speed: 30 ft.
Sense: Normal
Str 16 (+3) Dex 13 (+1) Con 12 (+1)
Int 8 (-1) Wis 8 (-1) Cha 16 (+3)
Alignment: Chaotic Good
Languages: Common, Dwarven
 
TRAITS
Varient Human Bonuses:

Bonus Points: Str & Cha +1
Skill: Perception
Feat: Shield Master
Paladin Traits:
Divine Sense
Lay On Hands
Background:
Soldier
Cook's Assistant
 
Proficiency (+2)
Tools: Land Vehicles, Dice
Saving Throws: Charisma & Wisdom
Weapons: Long Sword, Javelins
 
SKILLS
Athletics, Intimidation, Medicine, Perception, Religion
 
ACTIONS
Ranged Attack—Javelins +5 to hit, Range 30/120, Damage = 1d6 +3
Melee Attacks— Long Sword +5 To Hit, Damage = 1d8 +3
**Bonus; While using a shield, can Shove as a bonus action
 
EQUIPMENT
Chain mail, Shield, Longsword, 5 Javelins, Priest's pack, Holy Symbol, dice, common clothes, Insignia of rank, broken dagger.
 
PERSONAL CHARACTERISTICS
Personality Traits: I have a great love of simple pleasures. Good friends, bad girls, hot food and cold beer are holy pursuits.
Ideal: There is a spark of good in everyone.
Bond: I owe everything to Lord Killen and the Order of the Gauntlet
Flaw: Once someone questions my courage, I'll NEVER back down.
 
BACK STORY
Trey was orphaned shortly after learning to walk when the Order of the Gauntlet discovered a demonic cult run by his parents. Lord Killen, a noble with a fairly modest estate, was injured during the battle and left with only one leg. Due to the demonic nature of the injury and the time it took to get him to a healer, the leg could not be magically replaced and Lord Killen retired from field work to help train new warriors from his estate. As he and his wife had no children, Trey was sent with him to be raised.
 
So, with the exception of his very first year, Trey grew up at Paladin School. His first "toy" was a shield that he could barely lift and he learned how to give himself stitches before he learned to read. Cheerful to an extreme and always getting into mischief, he became quite popular within the order and rather well known. Even when Lord and Lady Killen started to have children of their own (the rest and a steady diet did Lord Killen more good than all the magical healing ever did), Trey was seen as a child of the Order, and nearly everyone that spent time training under Lord Killen became his Aunt or Uncle.
 
*Edit: Character Sheet Attached
** Edited with BI's corrections made - character sheet removed pending updates to it.
*** Edited to be legal with new AL Policy effective March 2015
 

Morrus

Well, that was fun
Staff member
Originally posted by roll4init:

viking2.jpg

 
URIK REINHARDT
 
1st-Level Human Barbarian (Pirate)
Medium Male Humanoid
Armor Class 16 (unarmored + shield)
Hit Points 14 (1d12+2)
Speed 30 feet
Senses Normal
Passive Perception 12
Initiative +2
Str 16 (+3)  Dex 14 (+2) Con 14 (+2)
Int 08 (-1)  Wis 10 (+0) Cha 12 (+1)
Proficiency Bonus +2
Alignment Chaotic Neutral
Languages Common, Dwarvish

FEATURES & TRAITS
Shield Master
Rage 2/day
Unarmored Defense
Background Feature: Bad Reputation
 
PROFICIENCIES
Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Tools: Navigator’s tools, vehicles (water)
Saving throws: Strength, constitution
 
SKILLS
Athletics +5, Intimidation +3, Perception +2, Stealth +3, Survival +2
 
ATTACKS
Battleaxe +5 to hit, 1d8+3 slashing - versatile 1d10+3
Javelin +5 to hit, 1d6+3 piercing - thrown, range(30/120)
 
EQUIPMENT
a shield, a battleaxe, four javalins, an explorer's pack, and a pouch with 48 gold coins.
 
PERSONAL CHARACTERISTICS
Trait:  To me, a tavern brawl is a nice way to get to know a new city.
Ideal:  The sea is freedom - the freedom to go anywhere and do anything.
Bond:  I was betrayed and left for dead by my crewmates, and I want to get my due.
Flaw:  Once someone questions my courage, I never back down no matter how dangerous the situation.
 
BACKSTORY
Born into a life of raiding costal villages, and loved every moment of it. One drink and one insult too many found him beaten and left for dead by his crewmates, thousands of leagues from home. He now lives the aimless life of an exile, doing odd jobs for coin as a hired blade for people who will never trust him. All he desires is the promise of adventure and battle, the chance to live agian.
 
(Just my take on a viking character)
 
edit: (and it seems I made a lot of little mistakes, I will fix them as I see them.)
 
edit2: should be good and AL legal. I took a quick read through the AL guide, but someone who actually plays AL may want to confirm. All in all it's probably not much different from most barbarians, but I notice in this edition and point buy there isn't going to be *too* much variance.
 

Morrus

Well, that was fun
Staff member
Originally posted by Tarob76:

 
 
Rawrk.jpg

Rawrk
1st-level Wood Elf Druid
Medium Huminoid

Armor Class 14 ( leather armor)
Hit Points 10 (1d8)
Speed 35 ft.
Senses Darkvision 60ft.    
Str 10 (+0)  Dex 16 (+3)  Con 14 (+2)
Int 10 (+0)  Wis 14 (+2)  Cha 12 (+1)
Alignment chaotic good
Languages common, elvish, druidic, dwarven
 
TRAITS
Background - Outlander
    Feature: Wanderer
    Origin: Guide
Proficiency (+2)
   Tools: Flute
   Saving Throws: Wisdom, Intelligence
Wanderer
Darkvision
Keen Senses
Fey Ancestry
Trance
Elf Weapon Training
Fleet of Foot
Mask of the Wild
 
SKILLS 
Athletics +2, Perseption +4, Nature +2, Survival +4
 
ACTIONS
Ranged Attack—Dagger: +5 to hit (range 20/60 ft; one creature). 
Hit:  1d4+3 piercing damage 
Cantrips: Restiance, Cure Wounds
Lvl 1 Spells: Thornwhip, Entangle, Jump
 
EQUIPMENT
quarterstaff, dagger, leather armor, Druidic Focus, backpack, bedroll, messkit, tinderbox, hunting trap,trophy from a dead owlbear, travelers clothes, belt pouch with 10g, 10 torches, 10 days of rations, waterskin, and hempen rope 50ft.
 
PERSONAL CHARACTERISTICS
Appearance: I have rich, copper-colored skin, and hazel eyes. I let my brown hair flow freely.
Traits: I place no stock in wealthy or well-mannered folk. Money and manners won’t save you from a hungry owlbear.
Ideals: Change. Life is like the seasons, in constant change, and we must change with it.
Bond: I suffer awful visions of a coming disaster and will do anything to prevent it.
Flaw: Violence is my answer to almost any challenge.
 
Backstory: 
 Rawrk was born and raised in a small forest village in the eastern High Forest. His family had remained near the ruins of the fallen Kingdom of Earlann. His father a great Archdruid remained in the desolate forest to maintain and protect on of the last remaining Circle of the Moon temples of Earlann. Rawrk began his lessons in the ways of the druid upon his 104th birthday. After 10 years of training he had learned enough from his father and soon after with the blessing of his family, he decided to leave the confines of his secluded home and explore the world. He spends the next 150 years visiting distant towns and great cities learning all that he can from the people he meets. 
  He now suffers from retrograde amnesia after a traumatic event involving a bit of curiosity and a prophecy protected by ancient and unintelligible magics. He was taken in when a monastery found him being feral in the wilderness. There they healed his wounds and sent him out to the world. One day, many years later in meditation he had a recollection of the prophecy and his role in it as a protector of the chosen. He soon hears that the chosen may have been found and sets out to join them as his destiny awaits.
 

Morrus

Well, that was fun
Staff member
Originally posted by Echamil:

Myrlln
1st-Level Half-Elf Druid
Medium Male Humanoid
Armor Class: 11
Hit Points: 9 (1D8+9)
Speed: 30 Feet
Sense: Passive Perception; 15
Str: 14 (+2) Dex: 10 (+0) Con: 13 (+1)
Int: 13 (+1) Wis: 16 (+3) Cha: 10 (+0)
Allignment: Neutral
Languages: Common, Elvish, Sylvan, Druidic, Giant
 
Traits
Background - Hermit
  Feature: Discovery
  Life of Seclusion: I was searching for spiritual enlightenment.
Proficiency: +2
  Armor: Light Armor, Medium Armor, Shields.
  Weapons: Clubs, Daggers, Darts, Javelins, Maces, Quarterstaffs, scimitars, sickles, slings, spears.
  Tools: Herbalism Kit
  Saving Throws: Intelligence, Wisdom
 
Racial Features
Darkvision
Fey Ancestry
 
Class Features
Druidic
Spellcasting
  Cantrips
  Ritual Casting
 
Skills
Animal Handling +5, Medicine +5, Nature +3, Perception +5, Religion +3, Survival +5
 
Weapons
Melee--Quarterstaff: +4 to hit (reach 5 ft.; One target). Versatile.
Hit: 1D6+2 Bludgeoning damage. 1D8+2 Bludgeoning damage.
 
Attack Spells
Range--Produce Flame: +5 To hit (range 30 ft.; One Target).
Hit: 1D8 Fire Damage.
 
Spellcasting
Magic Ability: Wisdom
Spell Attack Modifier: +5
Spell Save DC: 13
Cantrips: Produce Flame, Shillelagh
Level 1 Spells: Animal Friendship, Cure Wounds, Fog Cloud, Speak with Animals,
 
Equipment
Leather Armor, Wooden Shield*, Qaurterstaff, Common Clothes, Explorer's Pack; (Backpack, Bedroll, Hempen Rope; 50 Feet, Mess Kit, Tinderbox, Torches; 10, Rations; 10, Water Skin.), Druidic Focus; (Totem**), Herbalism Kit, Scroll Case; Stuffed full notes, Winter Blanket, 5 GP.
 
*: A Shield fashioned from the lid of an Oak Barrel.
**: A Totem fashioned out of the Tusk of a Dire Boar with several carvings depicting Oak Leaves floating above a waterfall plunging into a still pool.
 
Personality
   Personality Traits: I'm oblivious to etiquette and social expectations. I often get lost in my own thoughts and contemplations, becoming oblivious to my surroundings.
   Ideal: Live and Let Live. Meddling in the affairs of others only causes trouble.
   Bond: I'm still seeking the enlightenment I pursued in my seclusion, and it still eludes me.
   Flaw: I like keeping secrets and won't share them with anyone.
 
Backstory
   Myrlln was born to a Human woman, and raised as such during most of his life. After the death of his mother, Myrlln set out into the world to discover who he was, to find Spiritual Enlightenment..
 
--
This was just a quick 5 minute build on Merlin. I couldn't find a 5th edition set of stats for a "Young" Merlin, so I figured I would make one for a quick Pre-Gen. This was all done with the Quick-Build method.
 

iserith

Magic Wordsmith
Originally posted by iserith:

tinymankind.jpg
Tiny Mankind

1st-Level Goliath Barbarian (Outlander)
Medium Male Humanoid

Armor Class 14 (unarmored defense)
Hit Points 15 (1d12+3)
Speed 30 feet
Sense Normal
Passive Perception 11
Initiative +1
Str 16 (+3)   Dex 13 (+1)   Con 16 (+3)
Int 10 (+0)   Wis 8 (-1)   Cha 12 (+1)
Proficiency Bonus +2
Alignment Chaotic Good
Languages Common, Dwarvish, Giant.
 
FEATURES & TRAITS
Natural Athlete
Stone's Endurance
Powerful Build
Mountain Born
Rage 2/day
Unarmored Defense
Exile or Outcast
Background Feature: Wanderer
 
PROFICIENCIES
Armor: Light armor, medium armor, shields.
Weapons: Simple weapons, martial weapons.
Tools: Lithophone.
Saving Throws: Str, Con.
 
SKILLS
Athletics +5, Intimidation +3, Perception +1, Performance +3, Survival +1.
 
ATTACKS
Maul: +5 to hit, 2d6+3 bludgeoning.
Light Hammer: +5 to hit, 1d4+3 bludgeoning, thrown, range 20/60
Javelin +5 To Hit, 1d6+3 piercing thrown, range 30/120.
 
EQUIPMENT
Maul, light hammer, explorer's pack, four javelins, a staff, a hunting trap, a trophy from an animal he killed, a set of traveler's clothes, and a belt pouch containing 10 gp and a small, weightless stone block (trinket).
 
PERSONAL CHARACTERISTICS
Traits: "I'm always picking things up, absently fiddling with them, and sometimes accidentally breaking them."
Ideal - Greater Good. "It is each person's responsibility to make the most happiness for the whole tribe." (Good)
Bond: "My (new) clan is the most important thing in my life, even when they are far from me."
Flaw: "I remember every insult I've ever received and nurse a silent resentment toward anyone who's ever wronged me."
 
BACK STORY
Tiny is a stone giant, born stunted. At a shameful 8 feet tall, Tiny was mocked and bullied among the stone giants of the Cragnose clan. And so, one fateful day, Tiny left his mountain home for the lowlands of the Mankind, a race he had heard of only in myth and legend. He found them and, while they were fearful of him at first, his gentle nature and his delightful lithophone performances put them at ease. Soon he became a part of the community and adopted all humans as his clan, now calling himself Tiny Mankind.
 
AL Legal.
 

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