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D&D 5E The Full Pregenerated Character Repository

Morrus

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

fixed the equipment on Trey again. Should be legal with the new rules now.
This character should also be AL Legal - you can check off the "cleric" blank now.
 
Cleric_1.png

 
 
Nammu the First
1st-Level Human Knowledge Cleric (Guild Artisan)
Medium Male Humanoid
Armor Class 18 (w/shield)
Hit Points 10 (1d8+2)
Speed 30 feet
Sense Normal
Passive Perception 12
Initiative +2
Str 9 (-1)   Dex 14 (+2)   Con 14 (+2)
Int 14 (+2)   Wis 15 (+2)   Cha 14 (+2)
Proficiency Bonus +2
Alignment Lawful Neutral
Languages Common, Dwarvish, Elven, Draconic, Giant, Gnome
 
FEATURES & TRAITS
Spellcasting (Attribute = Wis. Save DC = 12. Spellcasting attack bonus = +4)
Cantrips: Guidance, Sacred Flame, Light.
1st Level: Bless, Healing Word, Sanctuary.
Knowledge Domain: Command, Identify.
 
PROFICIENCIES
Armor: Light armor, medium armor, shields.
Weapons: Simple weapons
Tools: Calligrapher
Saving Throws: Wis, Cha
 
SKILLS
Arcana (x2), History, Insight, Persuasion, Nature (x2), Religion
 
ATTACKS
Mace: +1 to hit, 1d6-1 (b)
Light Crossbow +4 To Hit, 1d8+2 (p) Range 80/320
 
EQUIPMENT
Mace, Scale Mail, Crossbow w/20 bolts, Priest's Pack, Shield & Holy Symbol, Letter of introduction, traveler's clothes, belt pouch w/15 gp, Calligrapher's supplies.
 
PERSONAL CHARACTERISTICS
Traits: I’ve spent so long in the temple that I have little practical experience dealing with people in the outside world.
Ideal: Tradition. The ancient traditions of worship and sacrifice must be preserved and upheld. (Lawful)
Bond: I seek to preserve a sacred text that my enemies consider heretical and seek to destroy.
Flaw: I judge others harshly, and myself even more severely.
 
BACK STORY
Nammu worked in Silverymoon as a scribe, making copies of legal documents and texts. He was called by Amaunator to travel and record the laws in various parts of the world.
 

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BoldItalic

First Post
Originally posted by BoldItalic:

Basic: No
Player's Handbook: Yes
EE Player's Companion: Yes
AL Legal: Yes, for EE Story Origin (Complies with V2 rules, March 2015)

Schnella Crystalfist.png

Schnella Crystalfist
1st-Level Deep Gnome Sorcerer (Wild Magic Origin)
Small Female Humanoid

Armour Class 10 (no armour)
Hit Points 8 (1d6+2)
Speed 25 feet
Sense Darkvision 120 feet
Passive Perception 11
Initiative +0
Str 8 (-1) Dex 11 (+0) Con 14 (+2)
Int 15 (+2) Wis 12 (+1) Cha 15 (+2)
Proficiency Bonus +2
Alignment Neutral
Languages Common, Gnomish, Undercommon
Background Entertainer (Storyteller)

FEATURES & TRAITS
By Popular Demand
Wild Magic Surge
Tides of Chaos
Superior Darkvision
Gnome Cunning
Stone Camouflage

PROFICIENCIES
Tools: Disguise Kit, Viol
Saving Throws: Con, Cha

SKILLS
Acrobatics +2, Arcana +4, Performance +4, Persuasion +4

ATTACKS
Two Daggers +2 To Hit, 1d4/1d4 piercing finesse, light, thrown, range(20/60)
Light Crossbow +2 To Hit, 1d8 piercing two-handed, loading, ammunition, range(80/320)

SPELLCASTING
Magic Ability: Cha
Focus: Crystal
MAM: +4
SaveDC: 12
Cantrips: Dancing Lights, Mould Earth, Prestidigitation, Thunderclap
Spells Per Day: 2
Spells Known: Charm Person, Chromatic Orb

EQUIPMENT (77 lb)
Dagger(2), Light Crossbow, Bolts(20), Magic Focus (Crystal), Backpack, Crowbar, Hammer, Pitons(10), Torches(10), Tinderbox, Day's Rations(10), Waterskin, Hempen Rope - 50ft, Viol, Love letter from an admirer, Costume, Blue Sash, Pair of Scissors, 15gp,
Trinket: A small box filled with different-sized buttons

PERSONAL CHARACTERISTICS
Traits: Schnella will settle for nothing less than perfection, but she gets bitter if she's not the centre of attention.
Ideal - Honesty. Arts should reflect the soul; it should come from within and reveal who we really are.
Bond: Schnella will do anything to prove herself superior to her hated rival, Krivi.
Flaw: Schnella will do anything to win fame or renown.

Backstory
Schnella is a popular entertainer in her part of the underdark and, after one particularly brilliant performance, an admirer gifted her a magic crystal. She soon discovered that it gave her uncanny powers of sorcery and now she uses her spells to liven up her entertainments. She worships at the temple of Leira, the goddess of illusions, and followers there are required to pray to the south at 10 o'clock every morning, to carry a pair of scissors at all times, and to wear a blue sash on holy days. The is travelling the upper world looking for new inspiration and tales of exotic places where few deep gnomes have ever been.
 
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Morrus

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

Should be AL Legal under the new March 2015 Rules
 
Rogue.png

 
 
Hardwicke
1st-Level Half-Elf Rogue (Acolyte)
Medium Male Humanoid
Armor Class 13
Hit Points 10 (1d8+2)
Speed 30 feet
Sense Darkvision
Passive Perception 15
Initiative +2
Str 10 (+0)   Dex 15 (+2)   Con 14 (+2)
Int 13 (+1)   Wis 12 (+1)   Cha 14 (+2)
Proficiency Bonus +2
Alignment Lawful Good
Languages Common, Elven, Infernal, Celestial, Undercommon
 
FEATURES & TRAITS
Expertise (Investigation & Perception)
Sneak Attack 1d6

PROFICIENCIES
Armor: Light armor
Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords
Tools: Thieves’ tools
Saving Throws: Dexterity, Intelligence
SKILLS: Arcana, Deception, History, Investigation (x2), Insight, Perception (x2), Nature, Religion
 
ATTACKS
Rapier: +4 to hit, 1d8+2 (p)
Shortbow +4 To Hit, 1d6+2 (p) Range 80/320
 
EQUIPMENT
Rapier, Shortbow and 20 Arrows, Burglar's pack, Leather Armor, two daggers, Thieves Tools, A holy symbol (a gift to you when you entered the priesthood), a prayer book or prayer, 5 sticks of incense, vestments, a set of common clothes, and a belt pouch containing 15 gp
 
PERSONAL CHARACTERISTICS
Traits: I idolize a great fictional detective I once believed to be real, and constantly refer to that person’s deeds and example, even though I am aware they are all fictional.
Ideal: Charity. I always try to help those in need, no matter what the personal cost. (Good)
Bond: I would die to recover an ancient relic of my faith that was lost long ago.
Flaw: I am suspicious of strangers and expect the worst of them.
 
BACK STORY
Hardwicke was raised as an orphan in a Temple of Helm. He neither knows nor cares who his parents were; instead, he was raised reading stories from the great library kept at the temple and was particularly drawn to stories of The Great Detective. When he eventually came of age, he chose not to become a priest in the church. Though he cares a great deal for those servants of Helm, he doesn't believe his own path lies within the priesthood. Instead he sees himself working with the priesthood to enforce the laws, while not becoming a part of it; He wants to become a consulting detective.
 
** fixed my language issue
 

BoldItalic

First Post
Originally posted by BoldItalic:


Basic: No
Player's Handbook: Yes
EE Player's Companion: Yes
AL Legal: Yes, for EE Story Origin (Complies with V2 Rules, March 2015)

Wave Flute.png

Wave Flute
1st-Level Water Genasi Bard
Medium Female Humanoid

Armour Class 12 (Leather Armour)
Hit Points 10 (1d8+2)
Speed 30 feet / swim 30 feet
Sense Normal
Passive Perception 11
Initiative +1
Str 9 (-1) Dex 13 (+1) Con 14 (+2)
Int 12 (+1) Wis 13 (+1) Cha 15 (+2)
Proficiency Bonus +2
Alignment Chaotic-Good
Languages Common, Primordial
Background Entertainer (Instrumentalist)

FEATURES & TRAITS
By Popular Demand
Bardic Spellcasting
Bardic Ritual Casting
Bardic Inspiration (d6, twice/long rest)
Acid Resistance
Amphibious - can breath air and water
Swim - swimming speed 30 ft
Call to the Wave - knows the Shape Water cantrip

PROFICIENCIES
Tools: Disguise Kit, Pan Flute, Horn, Lute, Shawm
Saving Throws: Dex, Cha

SKILLS
Acrobatics +3, Deception +4, Intimidation +4, Performance +4, Persuasion +4

ATTACKS
Rapier +3 To Hit, 1d8+1 piercing finesse
Dagger +3 To Hit, 1d4+1 piercing finesse, light, thrown, range(20/60)

SPELLCASTING
Magic Ability: Charisma
Magic Focus: Pan Flute
MAM: +4
SaveDC: 12
Cantrips: Blade Ward, Friends
Spells Per Day: 2
Spells Known: Cure Wounds, Dissonant Whispers, Heroism, Speak with Animals

EQUIPMENT (55 lb)
Leather Armour, Rapier, Dagger, Pan Flute, Shawm, Backpack, Bedroll, Costumes(3), Candles(5), Day's Rations(5), Waterskin, Disguise Kit, Love Letter From An Admirer, 15gp
Trinket: A small wooden statuette of a smug halfling

PERSONAL CHARACTERISTICS
Traits: Wave collects local rumours and spreads gossip whenever she comes to a new place, and she loves a good insult, even one directed at her.
Ideal - Beauty. When Wave performs, she makes the world better than it was.
Bond: Wave wants to be famous, whatever it takes.
Flaw: Despite her best efforts, Wave is unreliable to her friends.

BACKSTORY
Wave loves the sea and often performs on ships, to entertain passengers and crew, and in ports of call, in dockside taverns. She swims with dolphins and whales, can sing to dolphins in their own language and when she plays whale songs on the shawm, whales answer from hundreds of miles away. Sometimes, when sailing on the high seas, these creatures will give her warning of storms, maelstroms and adverse currents; sea captains are glad to have her aboard at such times.
 
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BoldItalic

First Post
Originally posted by BoldItalic:

Basic: No
Player's Handbook: Yes
EE Player's Companion: Not required
AL Legal: Yes (Complies with V2 Rules, March 2015)

Adrik Rumnaheim.png

Adrik Rumnaheim
1st-Level Mountain Dwarf Cleric (Domain of Trickery)
Medium Male Humanoid

Armour Class 12 (Leather Armour and Shield)
Hit Points 10 (1d8+2)
Speed 25 feet
Sense Darkvision 60ft
Passive Perception 12
Initiative -1
Str 12 (+1) Dex 8 (-1) Con 14 (+2)
Int 14 (+2) Wis 15 (+2) Cha 13 (+1)
Proficiency Bonus +2
Alignment Neutral
Languages Common, Dwarvish
Background Charlatan

FEATURES & TRAITS
False Identity (Caviozuno The Hermit)
Spell Preparation (3 Cleric spells)
Ritual Casting
Blessing of the Trickster
Darkvision 60ft
Dwarven Resilience
Stonecunning

PROFICIENCIES
Tools: Disguise Kit, Forgery Kit, Brewer's Supplies
Saving Throws: Wis, Cha

SKILLS
Deception +3, History +4, Medicine +4, Sleight of Hand +1

ATTACKS
Warhammer +3 To Hit, 1d8+1 bludgeoning versatile (d10)
Two Throwing Hammers +3 To Hit, 1d4+1/1d4 bludgeoning light, thrown, range(20/60)

SPELLCASTING
Magic Ability: Wis
Focus: Holy Symbol
MAM: +4
SaveDC: 12
Cantrips: Guidance, Resistance, Sacred Flame
Spells Per Day: 2
Domain Spells: Charm Person, Disguise Self
Spells Prepared: Bane, Create or Destroy Water, Purify Food and Drink

EQUIPMENT (54 lb)
Leather Armour, Shield, Warhammer, Throwing Hammer(2), Holy Symbol, Backpack, Blanket, Candles(10), Tinderbox, Alms Box, Blocks of Incense(2), Censer, Vestments, Day's Rations(2), Waterskin, Fine Clothes, Disguise Kit, Deck of Marked Cards, 15gp, An ornate brooch of dwarven design

PERSONAL CHARACTERISTICS
Traits: Adrik is a born gambler who can't resist taking a risk for a potential payoff, and he lies about almost everything, even when there is no good reason to.
Ideal - Aspiration. Adrik is determined to make something of himself.
Bond: Adrik swindled and ruined a person who didn't deserve it. He seeks to atone for his misdeeds but might never be able to forgive himself.
Flaw: Adrik hates to admit it and will hate himself for admitting it, but he'll run and preserve his own hide if the going gets tough.
Religion: Adrik serves at the temple of Tymora, the CG goddess of good fortune. Followers there are required to avoid the number three.

BACKSTORY
Adrik is a card-sharp, originally from the dwarven town of Black Barrow. He once ruined a naive young nobleman by cheating at cards but fled in haste when the nobleman's companions vowed to hunt him down. He said a quick prayer to the goddess of luck, took refuge in a nearby temple, grabbed a robe and mingled with a line of people who were queuing for something. His prayers were answered - in a roundabout way. It turned out that these were candidates for the priesthood of Tymora and, having little choice but to play along, he pretended to be one of them. He was so convincing when his turn came, that he was admitted immediately. As part of his trickery training, he was required to create a false identity; he invented a hermit called Caviozuno who, whilst sojouring in the wilderness, had discovered mystical prophetic powers that allowed him, for example, to foresee the order of cards in a shuffled deck. Adrik is so good at pretending to be Caviozuno that can actually demonstrate this amazing ability. Using marked cards, of course
grin.gif
 
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BoldItalic

First Post
Originally posted by BoldItalic:

Basic: No
Player's Handbook: Yes
EE Player's Companion: Not required
AL Legal: Yes (Complies with V2 Rules, March 2015)

Shautha Narg_0.png

Shautha Narg
1st-Level Half-Orc Paladin
Medium Female Humanoid

Armour Class 18 (Chain Mail and Shield)
Hit Points 12 (1d10+2)
Speed 30 feet
Sense Darkvision 60ft
Passive Perception 10
Initiative +0
Str 17 (+3) Dex 11 (+0) Con 14 (+2)
Int 9 (-1) Wis 10 (+0) Cha 14 (+2)
Proficiency Bonus +2
Alignment Neutral-Good
Languages Common, Orc
Background Urchin

FEATURES & TRAITS
City Streets
Divine Sense (three times/long rest)
Lay On Hands (5 points)
Darkvision 60 feet
Menacing
Relentless Endurance
Savage Attacks

PROFICIENCIES
Tools: Disguise Kit, Thieves' Tools
Saving Throws: Wis, Cha

SKILLS
Athletics +5, Intimidation +4, Persuasion +4, Sleight of Hand +2, Stealth +2

ATTACKS
Shortsword +5 To Hit, 1d6+3 piercing finesse, light
Spear +5 To Hit, 1d6+3 piercing thrown, range(20/60), versatile (d8)

EQUIPMENT (92 lb)
Chain mail, shield, shortsword, spear, holy symbol of Tyr, backpack, blanket, candles(10), tinderbox, alms box, blocks of incense(2), censer, vestments, day's rations(2), waterskin, small knife, map of Deadman's Marsh, pet mouse (Mee), memento of someone else's parents, common clothes, 10gp, a petrified mouse

PERSONAL CHARACTERISTICS
Traits: Shautha hides scraps of food and trinkets away in her pockets, and she bluntly says what other people are hinting at or hiding.
Ideal - Respect. All people, rich or poor, deserve respect.
Bond: Shautha owes a debt she can never repay to the Master of the Paladin Training College, who took pity on her.
Flaw: If Shautha is outnumbered, she will run away from a fight.

BACKSTORY
Shautha was a PO - a Professional Orphan - one of a small number kept by the Paladin Training College for would-be paladins to practise on, in Advanced Benevolence classes. It wasn't a bad life, she had the run of the college kitchens when not needed for classes and she befriended the mice who lived behind the kitchen ranges. Her special favourite was a white mouse called Mee and she liked to play at being a paladin and do Lay On Thumbs on him. There is an age limit for PO's, obviously, and not much of a career progression path, so when she was 12 she asked if she could become a real paladin. She had already picked up more about paladin-ing than most of the teachers, so she passed all the tests easily and was accepted straight away. She's 13 now, and ready for her first real adventure outside the college. She will be taking Mee with her.
 
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Morrus

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

Rankin.png

 
Rankin
1st-Level Mountain Dwarf Rogue (Noble)
Medium male Humanoid
Armour Class 13
Hit Points 11 (1d8+3)
Speed 25 ft
Sense Darkvision (60')
Passive Perception 12
Initiative +2
Str 16 (+3)   Dex 14 (+2)   Con 16 (+3)
Int 10 (+0)   Wis 10 (+0)   Cha 10 (+1)
Proficiency Bonus +2
Alignment Lawful Neutral
Languages Common, Dwarvish, Gnomish
 
FEATURES & TRAITS
Position of Privilege
Dwarven Resilience
Dwarven Combat Training
Tool Proficiency (mason’s tools)
Stonecunning
Dwarven Armor Training
Expertise
Sneak Attack
Thieves’ Cant
 
PROFICIENCIES
Armor: Light armor (+ Medium Armor & Shields because it's great to be a Dwarf!)
Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords (+ battleaxe, handaxe, throwing hammer & warhammer because Dwarves are awesome!)
Tools: Thieves’ tools (+ mason’s tools because all awesome Dwarves can build things)
Saving Throws: Dexterity, Intelligence
Skills: Athletics (x2), History, Intimidation, Perception, Persuasion, and Stealth (x2)
 

ATTACKS
Rapier To Hit = +5, Damage = 1d8+3 (p)
Shortbow To Hit = +4, Damage = 1d6+2 (s) Range (20/60)
 
EQUIPMENT
a rapier, a shortbow and quiver of 20 arrows, a burglar’s pack, Leather armor, two daggers, and thieves’ tools, a set of fine clothes, a signet ring, a scroll of pedigree, and a purse containing 25 gp
 
PERSONAL CHARACTERISTICS
Traits: Despite my noble birth, I do not place myself above other Dwarves. We all have the same blood (and it's 90 proof)
Ideal: Dwarves. Blood runs thicker than water. (Any)
Bond: Nothing is more important than the other members of my Race (Dwarves)
Flaw: I secretly believe that everyone is beneath me (at least every Non-Dwarf. And "Secretly" might be wishful thinking on my part)
 
Backstory
If it's not Dwarven, it's CRAAAAP!
 
Rankin is a typical dwarf from a noble household. He has three older brothers and as tradition dictates, his eldest brother went into politics, the second went into the army and the third went into the Moradin's service. As the fourth son, he was permitted to take any path he wished with his life, and promptly made no decision at all. His one true passion and the only thing he dedicated himself to was the Dwarven sport, Tunnel Ball.
 
Tunnel Ball is a fairly simple team sport played by two opposing teams of three dwarves in a ten foot wide corridor. Goal lines are placed 100 paces apart, a leather bag full of sand is placed in the middle. Teams start in their own goal and at the sound of the hammer, try to get the leather bag into the other team's goal area. There are a couple rules about what is allowed and not allowed once inside the tunnel, and occasionally a referee will be assigned to important games, but usually there's no need. There just aren't a lot of rules that can be broken without being obvious; the main rules being no magic and no weapons.
 
So Rankin and his team, consisting of childhood friends Ketch and Darby, were extremely popular and played for the league championship. After the match was over and Rankin's team was victorious, one of the referees detected a magical effect on Rankin. Rankin was as surprised as anyone else and immidiately denied having anything intentionally cast on him, but the damage was done. Word of the infraction spread like a fire through the watching crowd of fans and gamblers and left a general brawl in it's wake. In the aftermath, though Rankin's statement that he knew nothing about any magic used before or during the match was verified as true by several clerics, he was disgraced and the title was taken away. To save his family's honor, he left his home to live on the surface.
 

Morrus

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

Should be AL Legal. Sorry Iserith
wink.gif

Edit 1: Now the forum software has decided to delete the post I tried to edit. And it won't let me upload the pic
Edit 2: Apparently it's an IE issue. Chrome lets me show the image again. 
 
Sanasha_0_2.jpg

 
Sanasha
1st-Level Human Variant Wizard (Acolyte)
Medium Male Humanoid
Armor Class 12 (15 w/Mage Armor)
Hit Points 8
Speed 30 feet
Sense Normal
Passive Perception 13
Initiative +2
Str 10 (+0)  Dex 14 (+2)   Con 15 (+2)
Int 16 (+3)  Wis 12 (+1)   Cha 08 (-1)
Proficiency Bonus +2
Alignment Chaotic Good
Languages Common, Celestial, Dwarven, Elven
 
FEATURES & TRAITS
 
Additional Skill (Perception)
Feat: Keen Mind
Arcane Recovery
Spellcasting
Spells (Int Mod+Wiz Level Prepared):
0: Dancing Lights; Chill Touch; Minor Illusion
1: Burning Hands; Charm Person; *Mage Armor; *Magic Missile; *Shield; *Sleep
 
PROFICIENCIES
 
Armor: None
Weapons: Daggers, Darts, Sling, Quarterstaff, Light Crossbow
Tools: None
Saving Throws: Intelligence, Wisdom
Skills: Arcana, History, Insight, Perception, Religion
 
ATTACKS
 
Dagger: +4 to hit, 1d4+2 (p)
Chill Touch (Ranged Spell Attack): +5 to hit, 1d8 damage (necrotic), 120 Range
 
EQUIPMENT
 
Dagger, Arcane Focus (Crystal), Scholar’s Pack, Spellbook, A Holy Symbol, a Prayer Book, 5 sticks of incense, vestments, set of common clothes, belt pouch with 15 gold.
 
PERSONAL CHARACTERISTICS
 
Traits: I see omens in every event and action. The gods try to speak to us, we just need to listen.
Ideal: Aspiration: I seek to prove myself worthy of Amaunator’s favor by matching my actions to his teachings. He means for us to be capable without his constant assistance, so I will learn to wield power without turning to him. I will make a weapon of myself in his name, not be a tax upon his power.
Bond: I will someday get revenge on the corrupt temple hierarchy who branded me a heretic.
Flaw: I overlook obvious solutions in favor of complicated ones.
 
BACK STORY
 
Sanasha is and always will be a loyal follower of Amaunator. However… he’s not the most diplomatic priest that ever was. He told his church elders that they were fools, that they learned nothing from Amaunator’s absence. The lesson to be learned is that Amaunator does not want worshipers who can’t take care of themselves, and yet when he revealed himself as an aspect of Lathander, they went right back to believing themselves holy when they ask Amaunator to deal with their every problem.

That’s how he ended up banished and called a heretic. No matter. Amaunator’s message is plain to see and Sanasha will follow Amaunator’s path to spread the light. Someday, he is sure he will return to his old temple and say “I told you so”, and he’s spent a year now working on the speech he will deliver when the time comes. He will continue to edit the speech whenever the chance comes; he’s always got it with him and spends countless hours pouring over each clever phrase and witty remark. He is also working on the translations, since a work of such importance will clearly need to be accessible by all civilized races. Sometimes he will practice for half the night when he thinks no one can hear.
 
Level 4: +2 Int
Level 8: Resilient (con)
Level 12: +2 Int
Level 16: Alert
Level 19: Spell Sniper
 
 

Morrus

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

 
Darthon Twice-Orphaned Thuliaga
 
1st-Level Goliath Wizard (School of Necromancy at level 2) (Sage)
 Medium Male Humanoid
Armor Class 10
Hit Points 9 (1d6+3)
Speed 30 feet
Sense Normal
Passive Perception 9
Initiative +0
Str 10 (+0)   Dex 10 (+0)   Con 16 (+3)
Int 14 (+2)   Wis 8 (-1)   Cha 15 (+2)
Proficiency Bonus +2
Alignment Neutral
Languages Common, Giant, Primordial
 
FEATURES & TRAITS
Natural Athlete
Stone's Endurance
Powerful Build
Mountain Born
Arcane Recovery 1/day
Background Feature: Researcher
Sage background Specialty - Scribe
 
PROFICIENCIES
Armor:
Weapons: Darts, daggers, light crossbow, quarterstaff, slings
Tools: Herbalism Kit (Replaced one language from the Sage background in order to get training with the Herbalism Kit)
 Saving Throws: Int, Wis
 
SKILLS
 Arcana +4, Athletics +2, History +4, Intimidation +4, Investigation +4.
 
ATTACKS
Dagger: +2 to hit, 1d4 piercing, finesse, thrown, range 20'/60'
Chill Touch: +4 to hit, 1d8 Necrotic, target cannot regain hit points on hit; undead target has disadv. on attacks against me on hit, range 120'
Thunderclap: Spell Save DC 12, 1d6 thunder, Self (5' radius)
 
EQUIPMENT
A dagger, an arcane focus (gnarled tree branch wand), a spellbook, Herbalism Kit, a backpack with a book of lore, 1 ounce bottle of ink, ink pen, 10 sheets of parchment, little bag of sand, small knife, a bottle of blank ink, a quill, a small knife, a letter from a dead colleague posing an unanswered question, a set of common clothes, a belt pouch, a fragment of a beautiful song written as musical notes on two pieces of parchment.  5 gold pieces
 
PERSONAL CHARACTERISTICS
Traits: I like to boast that I have read every book in the world's greatest libraries.  I use polysyllabic words that convey the impression of great erudition.
Ideal - No limits.  Nothing should fetter the infinite possibilities inherent in all existance. (Chaotic)
Bond: My life's work is a series of tomes related to the Necromantic arts.
Flaw: Unlocking an ancient mystery is worth the price of a civilization.
 
BACK STORY
Darthon was born into a small tribe of Goliaths living along the Spine of the World.  They were nomadic, so Darthon has plenty of exposure to various other races and how they live.  He was different from the other Goliaths in the tribe, in that he had an insatiable appetite for book knowledge.  Whenever their travels took them near a town, he would scour the trashheaps for scraps of paper and books that he could read.  As he got older, he became bolder and actually started asking strangers for information about things that he had read.  He would ask about any subject that he could find information on.  He became rather intrigued in the Necromantic arts when a book he had found mentioned that there could be immortality obtained through the practice and rituals associated with Necromancy.  He has been looking into this more and more, focusing his more recent forays into libraries and stores into finding more necromancy knowledge.
 
Built to be AL legal.
 
Character sheet as PDF
Character spell sheet as PDF
 
 

Morrus

Well, that was fun
Staff member
Originally posted by 8wGremlin:

[UNKNOWN=pre]: Basic: NoPlayer's Handbook: YesEE Player's Companion: Yes (but only for one spell)AL Legal: Yes (Complies with V2 Rules, March 2015)
 
 
 
Shanks
Human (variant), Pirate (Sailor variant), Warlock - Pact of the Tome, Lawful Evil, Zhentarim
 
Shanks.png

 
 
 

Human (variant), Pirate (Sailor variant), Warlock - (Pact of the Tome), Lawful Evil, Zhentarim 
1st-Level Human
Medium Male Humanoid
Armor Class 15 (leather + Shield + Dex)
Hit Points: 10 hp
Speed: 30 feet
Senses: Normal
Passive Perception: 12
Initiative: +2
Str 12 (+1)  Dex 14 (+2) Con 14 (+2)
Int 10 (+0)  Wis 10 (+0) Cha 16 (+3)
Proficiency Bonus: +2
Alignment: Lawful Evil
Languages: Common, Infernal
 
FEATURES & TRAITS
Otherworldly Patron - The Fiend
  Dark One’s Blessing
Pact Magic
 
PROFICIENCIES
Armor:  Light armour + Medium armour (feat) + shields (feat)
Weapons:  Simple weapons
Tools:  Navigator’s tools, Vehicles (water)
Saving throws:  Wisdom, Charisma
 
SKILLS
Athletics (Str), Perception (Wis), Intimidate (Cha), Deception (Cha), Insight (Wis)
 
ATTACKS
Ranged Attack— Eldritch Blast: +5 to hit (range: 120; one creature)
Hit: 1d10 force damage
Ranged Attack— Light Crossbow: +4 to hit (range: 80/320; one creature)
Hit: 1d8+2 piercing damage
Melee Attacks— Dagger: +4 to hit (reach 5 ft.; one creature). 
Hit: 1d4+2 piercing damage
 
EQUIPMENT
A belaying pin (club),
50 feet of silk rope,
A lucky charm: A nightcap that, when worn, gives you pleasant dreams
A set of common clothes
Belt pouch containing 0 gp
Trinket: A small idol depicting a nightmarish creature that gives you unsettling dreams when you sleep near it
2x light crossbows
20 bolts
A component pouch
A scholar’s pack
Leather armor
Two daggers
Shield (bought with the 10 gp)
Note: 
Sell the crossbows, and scholar's pack, and daggers. buy an explorer's pack, get change.
 
FEATS
Moderately Armored
 
SPELLS
Cantrips:
  Eldritch Blast
  Create Bonfire (elemental evil)
Spells:
  Hex
  Armor of Agathys
 
FEATURE
Bad Reputation:
No matter where you go, people are afraid of you due to your reputation. When you are in a civilized settlement, you can get away with minor criminal offenses, such as refusing to pay for food at a tavern or breaking down doors at a local shop, since most people will not report your activity to the authorities.
 
PERSONAL CHARACTERISTICS
Personality:  
  My friends know they can rely on me, no matter what
  I work hard so that I can play hard when the work is done
Ideal: Fairness. We all do the work, so we all share in the rewards
Bond: I'm loyal to my captain first, everything else second
Flaw: I can’t help but pocket loose coins and other trinkets I come across

BACKSTORY
 
"If you want to get anywhere in the Zhent, you have to start out as a Fang, That's the bottom of the pyramid, Serving as a Zhent thug, or sailor is a small price to pay to get to the glittering prizes at the top. The Zhentarim doesn't reward success with parades and medals, They offer material wealth, power and an outlet for the terrible urges that drive the greedy, the envious and the cruel. If that doesn't make the Zhentarim a dangerous opponent, nothing does!"

Shanks is a career Zhentarim, sailing the Sea of Fallen Stars. Shanks has created a name for himself a cruel natured thug, but loyal to the family that raised him from the slave pits, to work fight and climb the ranks of the Zhentarim. He is loyal to the core, but is merciless, cold and calculating.  It was him calling out in the dark that called to the fiend, and the pact was struck, to get him out of the slave pits and in to the ranks of the Zhent where he could prove to everyone that he has a place in the world, one of his own choosing, and his own destiny.
 
 
Short term objectives: get decent medium armour - Scale will boost Shank's AC to 18.
 

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