D&D 5E The Full Pregenerated Character Repository

Originally posted by Ramzour:

So, maybe you already have 5 players and a 6th person wants to join. What should you do? Give them a Henchman!



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Nester Lygaard, Henchman Extraordinaire
1st-level Human Henchman
Medium Male Humanoid
Armor Class 11 (padded jacket)
Hit Points 6 (1d6)
Speed 30 ft.
Sense Normal
Str 13 (+1) Dex 11 (+0) Con 14 (+2)
Int 08 (-1) Wis 10 (+0) Cha 12 (+1)
Skills: Athletics +5, Deception +5, Cooking +10
Alignment neutralLanguages Common

ATTACKS
Weapon: Frying Pan
Roll 1d20+3 to hit; Damage: 1d4+1 Bludgeoning

TRAITS
Special Henchman Skill: Torch Boy
Nester always carries the party torch, but it frequently goes out in the absolute worst moment possible. #awjeez

Special Henchman Skill: Folksy Innocence
Nester has an aura of innocence about him that discourages Monsters from attacking him…unless it’s convenient for the story of course. #ohheck

EQUIPMENT
Frying Pan (good for both cooking and combat)
Giant Backpack (for carrying other peoples’ things)
Torches (lots of very unreliable torches)
Cooking Supplies (lots of good spices and herbs)

PERSONAL CHARACTERISTICS
Trait: Nothing can shake my optimistic attitude. If someone is in trouble, I’m always ready to lend help.
Ideal: Redemption. There’s a spark of good in everyone. Give them a chance to be good!
Bond: I owe a Life Debt to one of the PC's.
Flaw: I cannot return home. The people there know my shameful secret.
Secret: Murdered Wife. I accidentally murdered my nagging wife. I was arrested and sentenced to death by hanging. However, [my Bond] rescued me using their local political influence, and saved me from being hanged. The Lord that sentenced me is still pretty mad about this.
 
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Originally posted by Plaguescarred1:

Dwarf+Female+preview.bmp


Bree
1st-level Halfling Cleric
Small Female Humanoid

Armor Class 18 (scale mail + shield)
Hit Points 10 (1d8)
Speed 30 ft.
Sense Normal
Str 08 (-1) Dex 16 (+3) Con 14 (+2)
Int 12 (+0) Wis 15 (+2) Cha 10 (+0)
Alignment lawful good
Languages common, undercommon, halfling, dwarvish
Trait
Lucky
Brave
Halfling Nimbleness
Stout Resilience
Background Acolyte [Shelter of the Faithful]
Personality Trait: Nothing can shake my optimistic attitude..
Ideal: Charity. I always help those in need, no matter the personal cost
Bond: I seek to preserve a sacred text that my enemy consider heretical and seek to destroy.
Flaw: My piety sometimes leads me to blindly trust those that profess faith in my god.
Proficiency (+2)
Tools: None
Saving Throws: Wisdom +4, Charisma +2
Skill Insight +4, Medecine +4, Religion+3,Persuasion +2
Spellcasting (Save DC 12, Spell Attack +4)
Cantrip (at will) - guidance, sacred flame, spare the dying
1st-level (2/days) - bless, cure wounds, inflict wounds, shield of faith, healing word
Life Domain Discipline
Life Preservation
Actions
Melee Attack— Dagger: +5 to hit (reach 5 ft.; one creature).
Hit: 1d4+3 piercing damage
Ranged Attack—Light Crossbow: +5 to hit (range 60/320 ft; one creature).
Hit: 1d8+3 piercing damage
Equipment: set of common cloth, vestments, holy symbol of Arvoreen, prayer book, 5 stick of incense, abalaster mask, scale mail, shield, 2 daggers, light crossbow + 40 bolts, explorer's pack: backpack, bedroll, mess kit, hempen rope 50 ft, tinderbox, 10 torch, ration 10 days, waterskin, spell components, belt pouch, 29 gp
Bree [BREE] is a short halfling (3'3") with long brown hair, hazel eyes and a cute little round face despite a large scar runing down her nose and cheek. She was born in the mid 1400's DR in the Purple Hills of Tethyr in a small hidden village not appearing on most maps. Bree became an acolyte of Arvoreen after joining the knightly order called Arvoreen's Marchers, primarily responsible for patrolling the Purple Marshes and doing other special tasks deemed important to the clergy. She has attained the rank of Warder as an Arvoreen's Marshall thus far. Bree recently left her village with sacred texts and an ancient abalaster mask to preserve them from Urdlen, the Crawler Below until she gets more instructions. She has ventured in the northern Sword Coast and often protect unwary travellers or lost mercenaries in need of help.
 
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Originally posted by Lord_Ventnor:

I give you all, a ranger built with nothing but D&D Basic material!
 
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Selviyel, the Forest Shadow
1st-level Wood Elf Fighter
Medium Male Humanoid

Armor Class 14 (Leather Armor)
Hit Points 11 (1d10)
Speed 35 ft.
Sense Darkvision 60 ft.    
Str 13 (+1)  Dex 16 (+3)  Con 12 (+1)
Int 10 (+0)  Wis 16 (+3)  Cha 8 (-1)
Alignment Chaotic Good
Languages Common, Elvish

TRAITS
Background - Folk Hero
     Feature: Rustic Hospitality
     Defining Event: I stood alone against a terrible monster.
Proficiency (+2)
     Tools: Woodcarver’s Tools, Vehicles (land)
     Saving Throws: Strength, Constitution
Fighting Style - Archery
Second Wind

SKILLS
Animal Handling (+5), Athletics (+3), Acrobatics (+5), Perception (+5), Survival (+5)
 
ACTIONS
Melee Attacks— Rapier: +5 to hit (reach 5 ft.; one creature). 
Hit: 1d8+3 piercing damage
Ranged Attack—Longbow: +7 to hit (range 150 ft/600 ft.; one creature). 
Hit:  1d8+3 piercing damage 
Ranged Attack — Net: +5 to hit (range 5 ft./15 ft.; one creature)
Hit: A large or smaller creature hit by a net is restrained until it is freed. A net has no effect on creatures that are formless,  or creatures that are huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also free the creature without harming it, ending the effect and destroying the net. When you use an action, bonus action, or reaction to attack with a net, you can make only one attack regardless of the number of attacks you can normally make.

EQUIPMENT
Leather Armor, Longbow, 20 Arrows, Rapier, Net, Light Crossbow, 20 bolts, Explorer’s Pack, Woodcarver’s Tools, Shovel, Iron Pot, Set of Common Clothes, Belt Pouch containing 10 GP

PERSONAL CHARACTERISTICS
Traits: I judge people by their actions, not their words; When I set my mind to something, I follow through no matter what gets in my way.
Ideal: Respect. People deserve to be treated with dignity and respect (Good)
Bond: I worked the land, I love the land, and I will protect the land.
Flaw: I have trouble trusting in my allies.
 
Back Story
Selviyel is a member of the Green Guard, an order of rangers who has stood in protections of the elven woods for thousands of years. He entered the organization when he came of age, and though he never was able to master the primal magic that some of his fellows were able to, his accuracy with the bow was unmatched among his peers. He was able to outshoot some of the senior members as well.
 
As one of the youngest members of the Green Guard, Selviyel was sent to a relatively peaceful part of the forest, in which a small human village had been built. He visited the village occasionally, but preferred to stay in the woods. This changed when an ankheg attacked the village. The beast easily tore through the few guards that the village could muster, and soon it was only Selviyel standing against the beast. It took some ingenuity, but the elf managed to lure the ankheg away from the village and eventually slew the the thing with an arrow through its eye.
 
Selviyel became curious about why the ankheg attacked the village afterward. He was familiar with many creatures, and ankhegs had never roamed close to the elven woods before. To pursue the answer to this mystery, he joined up with an adventuring group that was in the area.
 

Originally posted by Lord_Ventnor:

A little reflavoring is going on with Igner here, but all of the mechanics can be found in the D&D Basic PDF. And remember, just because you can use Dexterity to attack with Finesse weapons doesn't mean that you have to!
dwarfprospector3ml1.jpg

 
Igner “the Driller” Greyflint
 
1st-level Mountain Dwarf Rogue 
Medium Male Humanoid
Armor Class
 14 (Hide Armor)
Hit Points 9 (1d8)
Speed 25 ft.
Sense Darkvision    
Str 17 (+3)  Dex 14 (+2)  Con 15 (+2)
Int 12 (+1)  Wis 10 (+0)  Cha 08 (-1)
Alignment Lawful Neutral
Languages Common, Dwarven, Thieves' Cant

TRAITS
Background - Criminal
     Feature: Criminal Contact
     Criminal Specialty: Enforcer
Proficiency (+2)
     Tools: Mason’s Tools, Thieves’ Tools, Poisoner’s Kit, Dice Set
     Saving Throws: Dexterity, Intelligence
Sneak Attack (+1d6)
Expertise: Deception, Intimidation

SKILLS
Athletics (+5), Deception (+3), Insight (+2), Intimidation (+3), Perception (+2), Stealth (+4)
 
ACTIONS
Melee Attack— Drill (Rapier): +5 to hit (reach 5 ft.; one creature). 
Hit: 1d8+3 piercing damage
Ranged Attack—Dagger: +5 to hit (range 20/60 ft; one creature). 
Hit:  1d4+3 piercing damage 

EQUIPMENT
Drill (Rapier), Hand Crossbow, 20 Bolts, Burglar’s Pack, Hide Armor, Two Daggers, Thieves’ Tools, Crowbar, Set of Dark Common Clothes with Hood, Belt Pouch containing 15 gp
 
PERSONAL CHARACTERISTICS
Traits: "I am always calm, no matter what the situation. I never raise my voice or let my emotions control me; I would rather make a new ‘friend’ than a new enemy.”
Ideal: People. "I'm loyal to my friends, not to any ideals, and everyone else can take a trip down the Styx for all I care." (Neutral)
Bond: “I’m guilty of a terrible crime. I hope I can redeem myself for it.”
Flaw: “I turn tail and run when things look bad enough.”
 
BACK STORY
Igner Greyflint was born the son of a miner, and spent the first part of his life believing that a miner was all that he would be. Utilizing pickaxes and drills, he continuously searched for new ores to feed the insatiable hunger of dwarves forges. However, one night, he found a vein of gold ore. Before he could report the vein to his supervisor, he was approached by someone who agreed to pay him money if he “forgot” to report the vein.
 
This began Igner’s association with the Bulette Circle, a criminal organization which engaged in all sorts of unlawful acts. Igner eventually quit his job as a miner to work for the Bulette Circle full-time, mainly as an enforcer. His drill, which was once used to find changes in rocks, was now used to rearrange the insides of anyone who went against the Circle’s wishes. He earned his nickname, "the Driller," during this period of his life.
 
Eventually, completely by accident, Igner learned the truth. The Bulette Circle was actually a front for Duerger spies to funnel money and slaves into their Underdark Empire. Though he was a criminal, Igner was still a dwarf, and he knew that he could support the organization no longer. While some more heroic dwarves might have tried to fight the problem, Igner instead fled his hometown. He has since become an itinerant wanderer and mercenary, attaching himself to an adventuring band for safety and for the treasure that such bands always stumble across. He always keeps one eye over his shoulder though, waiting for the day when the Bulette Circle finds him again. 
 

Originally posted by Plaguescarred1:

Barbarian_female.jpg


Brinan
1st-level Human Barbarian
Medium Male Humanoid

Armor Class 14 (unarmed defenser)
Hit Points 14 (1d12)
Speed 30 ft.
Sense Normal
Str 16 (+3) Dex 14 (+2) Con 15 (+2)
Int 11 (+0) Wis 13 (+1) Cha 09 (-1)
Alignment chaotic good
Languages common, giant
Trait
Background Hermite [Discovery]
Life of Seclusion: I was partaking of communal living in accordance with the dictates of my tribe.
Personality Traits: I am oblivious to etiquette and social expectations.
Ideal: Free Thinking. Inquiry and curiosity are the pillars of progress.
Bond: Those who fight besides me are those worth dying for.
Flaw: I have little respect for anyone who is not a proven warrior.
Proficiency (+2)
Tools: Herbalist Kit,
Saving Throws: Strenght +5, Constitution +4
Skill Athletics +5, Medecine +3, Religion +2, Survival +3
Rage (2/day)
Unarmed Defense
Actions
Melee Attacks— Greatsword: +5 to hit (reach 5 ft.; one creature).
Hit: 2d6+3 slashing damage
Ranged Attack—Handaxe: +5 to hit (range 20/60 ft; one creature).
Hit: 1d6+3 slashing damage
Ranged Attack—Longbow: +4 to hit (range 150/600 ft; one creature).
Hit: 1d8+2 piercing damage
Equipment: greatsword, 2 handaxe, longbow, 20 arrows, backpack, bedroll, mess kit, 50 feet of hempen rope, tinderbox, 10 torch, ration 10 days, waterskin, winter blanket, healer's kit, common clothes, herbalist kit, a bright green feather, pouch 5 gp, 8 cp.
Brinan [BREE-nan] was born in the summer of 1469 DR in The Ride, the open steppe lying between the Dragonspine Mountains, the Border Forest and the Gray Land of Thar that is home to tribes of mounted barbarians who consider any outsiders to be fair game. She came from one such independent tribe named the Varm, a more peaceful tribe, practicers of totem magic and worshipers of primal spirits. Brinan (which means "raging river" is a tall and strong woman with long thick dark hair, black eyes and lack tribal tattoes on a portion of her face and body, relating her birth, major hunts and wars and the history of the Varm. Brinan fights with a huge two-handed sword she took as a trophy from an enemy she defeated, a human crusader who came with a troop of inquisitors to try to enfore their belief in The Ride. She is also a remarkable archer and adep at hunting and surviving outdoor. Brinan recently left the steppe as part of her tribe customs to explore and discover the Moonsea and other region's customs on a pilgrimage lasting 2o equinoxes.
 
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Originally posted by Plaguescarred1:

Knight_of_the_Temple_by_Alfredsson.jpg


Evandarr Thane
1st-level Human Paladin
Medium Male Humanoid

Armor Class 18 (chainmail, shield)
Hit Points 12 (1d10)
Speed 30 ft.
Sense normal
Str 16 (+3) Dex 09 (-1) Con 15 (+2)
Int 11 (+0) Wis 13 (+1) Cha 14 (+2)
Alignment lawful good
Languages common, giant
Trait
Background Folk Hero [Rustic Hospitality]
Defining Event: I saved people during a natural disaster.
Personality Traits: If someone is in trouble, I’m always ready to lend help.
Ideal: Respect. People deserve to be treated with dignity and respect.
Bond: I protect those who cannot protect themselves.
Flaw: I’m convinced of the significance of my destiny, and blind to my shortcomings and the risk of failure.
Proficiency (+2)
Tools: cartographer's tool, vehicle (land)
Saving Throws: Wisdom +3, Charisma +4
Skill Animal Handling +3, Insight +3, Persuasion +4, Survival +3
Divine Sense
Lay On Hands
Actions
Melee Attacks— Flail: +5 to hit (reach 5 ft.; one creature).
Hit: 1d8+3 bludgeoning damage
Ranged Attack—Javelin: +5 to hit (range 30/120 ft; one creature).
Hit: 1d6+3 piercing damage
Equipment: chainmail, shield, great helm, flail, longsword, 4 javelins, backpack, bedroll, mess kit, 50 feet of hempen rope, tinderbox, 10 torch, ration 10 days, waterskin, winter blanket, silver badge in the shape of a five-pointed star, holy symbol of Helm (on shield), order of the gaunthlet pendant, a set of cartographer’s tools, tabard made of scrap of cloth from old banner, a shovel, an iron pot, a set of common clothes, and a belt pouch containing 10 gp
Evandarr [e-VAN-dar] was born during the first tenday of 1468 DR in the city of Phlan in the Moonsea. With both parents in the city watch, he was raised following a strict code until he left home to enter paladinhood following the teachings of Helm the watcher. Evandarr is a tall broadshouldered man with blond hair and bright green eyes. He usually wears a great helm which conceals his handsome traits. He is good at drawing, particularly maps, which he likes to inspect, collect, make or reproduce during his downtime. Evandarr was awarded with a star of bravery medal for heroic deeds by Phlan's city officials under the influence of Ontharr Frume after he helped the Order of the Gaunthlet save and rescue 36 citizens from Phlan's old city quarter during the minor earthquake of late 1488 DR that somewhat fairly weak, had caused a number of old buildings to collapse due to their poor state, killing a few people in the ruins and trapping others within. The Gaunthlet soon after offered him to join their rank as a Chevall for his courage during the natural disaster. Evandarr is now regarded as a true heroe by the resident of the old city who'll open him their door for anything if they can help.
 
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Originally posted by BoldItalic:

Basic: Yes
Player's Handbook: Not Necessary
AL Legal: Yes (Complies with V2 Rules, March 2015)

Ganhard Healshrine.jpg

Ganhard Healshrine
1st-Level Human Cleric (Domain of Life)
Medium Male Humanoid

Armour Class 18 (Chain Mail and Shield)
Hit Points 10 (1d8+2)
Speed 30 feet
Sense Normal
Passive Perception 12
Initiative +1
Str 14 (+2) Dex 13 (+1) Con 14 (+2)
Int 10 (+0) Wis 15 (+2) Cha 14 (+2)
Proficiency Bonus +2
Alignment Chaotic-Good
Languages Common, Halfling, Elvish, Goblin
Background Acolyte of Selûne

FEATURES & TRAITS
Shelter of the Faithful
Spell Preparation - Cleric (3 spells)
Ritual Casting - Cleric
Disciple of Life

PROFICIENCIES
Saving Throws: Wis, Cha

SKILLS
Insight +4, Medicine +4, Persuasion +4, Religion +2

ATTACKS
Mace +4 To Hit, 1d6+2 bludgeoning
Javelin +4 To Hit, 1d6+2 piercing thrown, range(30/120)

SPELLCASTING
Magic Ability: Wis
Focus: Holy Symbol
MAM: +4
SaveDC: 12
Cantrips: Guidance, Resistance, Thaumaturgy
Spells Per Day: 2 First-Level
Domain Spells: Bless, Cure Wounds
Spells Prepared: Guiding Bolt, Inflict Wounds, Sanctuary

EQUIPMENT (147 lb)
Chain Mail, Shield, Mace, Javelin(4), Holy Symbol(2), Backpack, Bedroll, Mess Kit, Tinderbox, Torches(10), Day's Rations(10), Waterskin, Hempen Rope - 50ft, Prayer Book, Sticks of Incense(5), Vestments, Common Clothes, Prayer Beads, 15gp,
Trinket: A tiny mechanical spider that moves about when it’s not being observed.

PERSONAL CHARACTERISTICS
Traits: Ganhard is an eternal optimist, but he has spent so long in the temple that he has little practical experience of dealing with people in the outside world.
Ideal - Aspiration. Ganhard seeks to prove himself worthy of his god's favour by matching his actions against Selûne's teachings.
Bond: Ganhard would die to recover The Glomb of Eldath, an ancient relic that was lost long ago.
Flaw: Ganhard puts too much trust in those who wield power within his temple's hierarchy.

Backstory
Ganhard has been sent on a mission by the high-priestess Anelia. He has been specially chosen by Selûne for this task and it is a great honour. He is to seek out a one-eyed elf priest called Annagól who wishes to donate a valuable relic, the Glomb of Eldath, to the temple. Poor old Annagól is in failing health and prone to episodes of forgetfulness so Ganhard is to find him and collect the relic before Annagól mislays it somewhere.

Plot Twist: Ganhard has been duped by Anelia. In truth, Annagól One-Eye is an Evoker, chosen by the goddess Eldath to be the immortal custodian of the Glomb. He is perfectly sane and has no intention of letting the artefact fall into the wrong hands; and this includes Ganhard, Anelia and her temple. Privately, Anelia already knows this but she also knows that the Glomb is a source of the Elixir of Life which confers immortality (and that, indeed, is how Annagól became immortal himself). She is determined to recover the Glomb and set up her temple as a magnet for pilgrims. She is sending out Ganhard first as a sacrifical pawn to probe Annagól's defences.
 
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Originally posted by BoldItalic:

Basic: Yes
Player's Handbook: Not Necessary
AL Legal: Yes (Conforms to V2 Rules, March 2015)

Poliva Pursetaker.jpg

Poliva Pursetaker
1st-Level Human Rogue
Medium Female Humanoid

Armour Class 14 (Leather Armour)
Hit Points 8 (1d8)
Speed 30 feet
Sense Normal
Passive Perception 10
Initiative +3
Str 12 (+1) Dex 16 (+3) Con 11 (+0)
Int 15 (+2) Wis 10 (+0) Cha 14 (+2)
Proficiency Bonus +2
Alignment Neutral-Good
Languages Common, Dwarvish
Background Folk Hero

FEATURES & TRAITS
Rustic Hospitality
Sneak Attack (1d6)
Thieves' Cant

PROFICIENCIES
Tools: Vehicles(Land), Jeweller's Tools, Thieves' Tools
Saving Throws: Dex, Int

SKILLS
Animal Handling +2, Deception +4, Intimidation +6 (Expertise), Performance +6 (Expertise), Sleight of Hand +5, Survival +2

ATTACKS
Two Shortswords +5 To Hit, 1d6+3/1d6 piercing finesse, light
Two Daggers +5 To Hit, 1d4+3/1d4 piercing finesse, light, thrown, range(20/60)

EQUIPMENT (90 lb)
Leather Armour, Shortsword(2), Dagger(2), Thieves' Tools, Backpack, Bag of Ball Bearings, 10 feet of String, Bell, Candles(5), Crowbar, Hammer, Pitons(10), Hooded Lantern, Flask of Oil(2), Day's Rations(5), Tinderbox, Waterskin, Hempen Rope - 50ft, Jeweller's Tools, Shovel, Iron Pot, Common Clothes, 10gp,
Trinket: A pair of knucklebone dice, each with a skull symbol on the side that would normally show six pips

PERSONAL CHARACTERISTICS
Traits: Poliva will follow things through, whatever get in her way, once she has set her mind on something, but she judges people by their actions, not their words.
Ideal - Sincerity. There’s no good in pretending to be something I'm not.
Bond: Poliva protects those who cannot protect themselves.
Flaw: Poliva is convinced of the significance of her destiny, and blind to her shortcomings and the risk of failure.

Backstory
Poliva comes from the small village of Kinderdale. It is a tight-knit farming community; she is loyal to her folks and they to her. She spent last winter working in her uncle's jewellery workshop in the nearby market town of Redcott. She was befriended by a gang of thieves who hoped she would help them rob her uncle. She pretended to go along with them and learned their ways but told her uncle all about it, so he could thwart them. They didn't realise she was outwitting them.

She went home post haste when a dream warned her of trouble. Mercenary soldiers had moved into her village and started throwing their weight about, demanding provisions. Poliva encouraged her family and neighbours to fight back, giving the soldiers ale spiked with rat poison, leading away their horses and garotting the soldiers one at a time with baling twine in their sleep. The farmers butchered the bodies and buried them in a distant field. No-one outside the village ever knew. Poliva believes that a goddess was testing her resolve as a prelude to something greater. She has now returned to Redcott and is expecting something momentous to happen soon.
 
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Originally posted by BoldItalic:

Valerise Pengazer.jpg

Valerise Pengazer
1st-Level Human Wizard
Medium Female Humanoid

Armour Class 11 (no armour)
Hit Points 8 (1d6+2)
Speed 30 feet
Sense Normal
Str 12 (+1) Dex 13 (+1) Con 15 (+2)
Int 15 (+2) Wis 13 (+1) Cha 12 (+1)
Alignment Neutral
Languages Common

TRAITS
Background - Soldier
Feature: Military Rank
Rank: Captain
Unit: Oxenfield Company
Proficiency (+2)
Tools: Vehicles(Land), Gaming Set (Dice)
Saving Throws: INT, WIS
Arcane Recovery

SKILLS
Athletics +3, History +4, Intimidation +3, Religion +4

WEAPON ATTACKS
Dagger
+3 to hit, 1d4+1 piercing
finesse, light, thrown, range(20/60)

SPELLS
Cantrips: Minor Illusion, Dancing Lights, Mage Hand
Spells Known: Identify, Magic Missile, Shield, Silent Image, Sleep, Thunderwave
Spells Prepared (3): Identify, Shield, Thunderwave
Spell Slots: 2 first-level
Magic Ability: INT
Focus: Staff
MAM: +4
SaveDC: 12

EQUIPMENT
Spellbook, Magic Focus (Staff), Backpack, Bedroll, Mess Kit, Tinderbox, Torches(10), Day's Rations(10), Waterskin, Hempen Rope - 50ft, Rank Insignia, Combat Trophy, Gaming Set (Dice), Common Clothes, 10gp

PERSONAL CHARACTERISTICS
Traits: Valerise is full of inspiring and cautionary tales from her military experience, relevant to almost every combat situation, and she faces problems head-on. She believes that a simple, direct solution is the best path to success.
Ideal - Live and Let Live. Ideals aren't worth killing over or going to war for.
Bond: Valerise would still lay down her life for the people she served with.
Flaw: Valerise would rather eat her own hair than admit when she's wrong.

Backstory
Valerise was the daughter of a high-ranking officer in the King's service. Her brothers weren't interested in a military career but she definitely was. So, with her father's influence, she joined up as an officer and within weeks was leading the Oxenfield Company into action in the battle of Gander Meadows where the goblin hordes were routed. Later that year, she took a course in battle magic as part of her officer's training and proved to be rather good at it. She could see a lot of use for magic personally. Why wear heavy, uncomfortable armour that needs contant polishing (or even clothes all, much, if it comes to that) when you can use a Shield spell? And a well-judged Thunderwave is the perfect thing in the right circumstances.

Following the final victory in the third goblin war her regiment was disbanded, and the obvious thing for her to do was to take up a second career as a travelling wizard. So she did that. She is passing through the town of Redcott on the way south to Highcourt, where her parents live.


Not Legal for Organised Play (Adventurers League) [Stats were rolled]
 
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Originally posted by BoldItalic:

Basic: Yes
Player's Handbook: Not Required
AL Legal: Yes (Conforms to V2 Rules, March 2015)

Aromin Rainshield.jpg

Aromin Rainshield

1st-Level High Elf Fighter
Medium Male Humanoid

Armour Class 16 (Chain Mail)
Hit Points 12 (1d10+2)
Speed 30 feet
Sense Darkvision 60ft
Passive Perception 12
Initiative +3
Str 13 (+1) Dex 16 (+3) Con 14 (+2)
Int 13 (+1) Wis 10 (+0) Cha 10 (+0)
Proficiency Bonus +2
Alignment Chaotic-Good
Languages Common, Elvish, Gnomish
Background Criminal (Burglar)

FEATURES & TRAITS
Criminal Contact
Second Wind (1d10+1, once per short or long rest)
Fighting Style: Archery
Darkvision
Fey Ancestry
Trance
Cantrip: Light

PROFICIENCIES
Tools: Gaming Set (Dice), Thieves' Tools
Saving Throws: Str, Con

SKILLS
Acrobatics +5, Deception +2, History +3, Perception +2, Stealth +5

ATTACKS
Shortsword +5 To Hit, 1d6+3 piercing finesse, light
Battleaxe +3 To Hit, 1d8+1 slashing versatile (d10)
Light Crossbow +7 To Hit, 1d8+3 piercing two-handed, loading, ammunition, range(80/320)

EQUIPMENT (139 lb)
Chain Mail, Shortsword, Battleaxe, Light Crossbow, Bolts(20), Backpack, Crowbar(2), Hammer, Pitons(10), Torches(10), Tinderbox, Day's Rations(10), Waterskin, Hempen Rope - 50ft, Dark Clothes with a Hood, 15gp.
Trinket: a piece of quartz the size of a hen's egg

PERSONAL CHARACTERISTICS
Traits: Aromin is perverse. The best way to get him to do something is to tell him that he can't do it, and he blows up at the slightest insult.
Ideal - People. Aromin is loyal to his friends, not to any ideals, and everyone else can take a trip down the Styx for all he cares.
Bond: Someone he loved died because of a mistake he made. That will never happen again.
Flaw: If there’s a plan, Aromin will forget it. If he doesn’t forget it, he'll ignore it.

Backstory
Aromin is the last survivor of a band of elf brigands who once roamed the Moonblade Dale. They under-estimated the dalesfolk and they were ambushed by a well-organized force of rangers in a pass in the Outlorn Hills. His own wife was one of the last to fall at his side and he was mentally traumatized by the whole harrowing experience. Since then, he has been travelling the roads, looking for work as a mercenary and stealing food where he must. He treasures a piece of quartz that his wife once gave him before she died.
 
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